SkeletonIK updates the entire skeleton bone chain on each frame. This can pile up to heavy performance costs on more complicated skeletons with multiple characters on the screen.
Often SkeletonIK is used not because it is necessary or it is a performance wise choice but because it is more convenient over (re)importing animations or setting up proper pose blendtrees.
Since IK chains in Godot are exclusive to each other the idea is to add another Nodepath for a SkeletonIK node. When IK bake is enabled it loops through the current animation track and reads the resulting transforms after ik is applied to write them as keyframes.
SkeletonIK updates the entire skeleton bone chain on each frame. This can pile up to heavy performance costs on more complicated skeletons with multiple characters on the screen.
Often SkeletonIK is used not because it is necessary or it is a performance wise choice but because it is more convenient over (re)importing animations or setting up proper pose blendtrees.
Since IK chains in Godot are exclusive to each other the idea is to add another Nodepath for a SkeletonIK node. When IK bake is enabled it loops through the current animation track and reads the resulting transforms after ik is applied to write them as keyframes.