AssafHayut The Physics Inheritance
setting of the SkeletonAnimation component affects the entire skeleton. If you only want to reset specific physics constraints, it's best to call the PhysicsConstraint reset()
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Regarding baking, I believe Spinebot's response might give the impression that baking is possible, but in reality, what is generally referred to as "baking" cannot be done. While the 4.3-beta version did add a hotkey called “Key Constrained,” which allows you to save the current pose at a specific frame, this is merely a starting point for modification when you absolutely must convert an animation to one that doesn't use physics constraints. It cannot reproduce the movement achieved by physics constraints throughout the entire animation, and it is not intended for use as part of your regular workflow before exporting animations every time.