The only way I could animate with the IK limb solvers was to actually add the IK solver target’s transform as one of the animation properties.
But then when the animation played, it just moved the IK solver transform around, which caused the rest of transform and its limbs to animate.
Though, what I really want is to have the animation drive the object itself, but let me just use the IK limb solvers in the editor to assist me in the process of setting of the key frames.
You might think “What’s the difference? The animation is the same.”. But I feel that I can do more with the animations programatically, if they are based on the original transforms. I have some next step plans here for reusing animations.