Fib it's not a timeline animation, I created parent/child relationships between all the parts, starting with the torso as the root. Then I moved the origins to the 'joint' connection with the parent. I then added sin (angle) behavior or tween (angle) to the different parts. With the parent /child relationship it kept everything connected and relative.
For example, I added rotate to the torso and tween (size) to the torso and the entire skeleton rotates and changes size based on the torso being parent to the entire skeleton.
newt ik, did someone say ik? Shhhh :)