QUOTE(Darkwing @ Feb 13 2010, 01:41 PM)

what exactly is baking anyways?
Essentially, for hair, other particle systems - the dynamics are computed in the chor frame range specified (once), and stored in external files - and then are used for rendering (and I think? real-time display), rather than being recomputed on the fly or during rendering.
This is a good thing for when one is using multi-pass, as well as for when rendering is distributed across computers (have to make sure those files are distributed as well).
A similar method for "baking spring systems (eg, using bones and dynamic constraints), one "simulates springs" in the chor. However, after "simulating springs" - the bones will have channels for the motion, created in the chor, not in separate file.
This is also a good thing as then one can interact with the dynamically created bone movement, and also have faster real-time response - ie, not recomputed on the fly.
I have found (may be fantasy on my part) - that it seems to be a good idea to simulate springs first (with hair turned off) and then turn hair back on, and "bake particles"