Thanks, the sub-props did the trick. After loading the iProp to iClone I fixed its scale.
::BTW why do I need to fix the scale for my props? I had the handle the right number of inches when I exported the flail from blender as an fbx. Then I opened the FBX in 3d exchange. After doing the work in 3d exchange is saved it as an iProp. When I brought the iProp into iClone it was ten times larger than the size I needed.
It seems to me it should stay the same size. I have the human in the background so I could get the scale right. Why aren't humans kept to a realistic size when exporting to another 3d software that works in measurements? Does anyone know how to do this? Does anyone know how to work in feet and inches in Reallusion? It seems any good 3d software should allow you to work in real-world measurements.::
After that I applied dynamic physics to the ball and all the links. I applied static physics to the handle just as a test (I know I will need to make it animate-able). I made them all self-mesh bound type. When I pressed play the computer took a fairly long time for iClone and the prop became really large.
Picture below to give you an idea.

Does anyone know what causes this? Is there a solution? If so, what is it?