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This question already has an answer here:

I have animated a skeleton (that uses circles as the IK targets for the bones) and mesh with a walk cycle using the automatic keyframe insertion. However, the keys are ending up on the circles instead of the underlying skeleton. Is there anyway to animate the underlying bones using the targets?

edit: files

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marked as duplicate by Chebhou, X-27, GiantCowFilms, VRM, iKlsR Apr 27 '15 at 22:55

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

  • $\begingroup$ A lot of rigs have both IK and FK controls and have a way to switch between which one is in control. Often this is a slider located in a panel on the right of the 3DView (press N). This question may help. If not it might be hard to give an answer without seeing the rig you are using. Can you share the file? You could use pasteall. $\endgroup$ – sambler Jun 2 '14 at 13:57
  • $\begingroup$ Thanks for the response, sambler! Added my files to original post. I'm not having problems controling the skeleton, it's just that the animation keys are only appearing on the control objects. So when I export to .dae, I am only getting TranScalRot for the control objects. I actually want the TranScalRot for each bone so I can do skinning in code I am writing. $\endgroup$ – Jason Jun 2 '14 at 20:55
  • $\begingroup$ I think this is what I was looking for: link $\endgroup$ – Jason Jun 2 '14 at 21:22

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