Baking animation from sequencer messes up my mesh

Hello there,

I’m trying to make custom animations using the default UE5 mannequin. I switched to IK for the arms and everything is fine and dandy until I bake the animation sequence. It messes up my mesh. This is how the animation looks:
image

If I turn off the IK, it bakes alright so my assumption is that the arms IK are streching towards something, I dunno.

Would love any help I can get!
Thanks!

It seems that if I simply move the arm IK slightly up, it distorts the mesh after baking.

image

I tried a fresh project. The only thing I did was create a sequence where I only lift the left hand slightly up with IK.

Same problem here as well. What’s happening, lol?

image

Should someone need this in the future.

Someone else explained that the issue stems from “extra” bones, IK or otherwise, affecting the mesh.

So, I’ve found a somewhat adequate workaround–retarget the animation(s) to a simple version of the skeleton (e.g. SKM_Manny_Simple), then retarget back to the original. This mostly clears the impact of the extra bones you’ve likely created for other features.