Quote: " but its only animating the core part of the model nothing that is adjust with limbs - only the change in x,y,z to the main model."
something sounds a bit off here... I think it help if we knew a bit more about the model and how you are trying to use it.
What kind of keys are you inserting? if you are only seeing change to x,y,z are you inserting position keys only? I generally use loc+rot+scale.
you talk about limbs... are these 'limbs' as in children objects of a parent object, or just a more general arms and legs kind of usage?
do all bones belong to a single armature? are they all linked through parenting ultimately to the root? I believe disconnected floating bones within the armature are ok as long as they are still linked in the hierarchy.
how are you attempting to play the animation in DBpro? I've come across cases where loop object objectnumber,startframe didn't work properly but both loop object objectnumber and loop object objectnumber,startframe,endframe did work.
Quote: "anoyed that they have to be in view when you make keyframes."
not quite sure what you are meaning here. if they aren't in view, how would you manipulate them into different positions to set new keyframes? I mean you can set up IPO drivers to control them with widgets I suppose but the keys would be inserted for the control objects rather than the bones directly and .x format doesn't support the constraints you would need. I don't get the sense that you are trying to set up a complex rig system like that anyway.
Quote: "TBH its a little annoying I have to create keyrames for each individual bone adaptation. rather than just making a key for all visable objects."
inserting a key will do it for all selected bones at once, you can only work with bones for 1 armature at a time, and this is what seems off in that first quote I guess. You should really only be working with 1 object and 1 armature for that object at a time. Some screen shots are a better explaination of how exactly you are setting this up and how you are trying to use it would help.
I don't know if you came across this thread in your searching, it has a bunch of other stuff going on, but there is some good info about animation exports if you pick through it. past the halfway mark I think
If your model/armature is at all complex, you might consider trying something simpler just to get the process working, then see how to apply it to something more.