Yeah I just realised there are too many things to animate.
If you could add "binding" private variables to BoneMovement and then set their values as keyframes and the interpolation type, one could use simple events (on every tick) to tie them to whatever.
in BoneMovement current animation
Bound private variables:
in current animation frames set each frame's value
*always: Limb1: set Opacity to Root.limb1opacity
with that done you could control many many things using BoneMovement.
I tried doing something similar synching a timeline with BoneMovement, but timeline is missing critical stuff which prevent one from interpolating.
Edit: also, can bones be removed? Whenever I add a wrong bone seems I have to do it all over again.