@Tim your C4D based workaround for the "Look at" export failure.
is a perfect example of why I prefer a full 3DCC application
over Game engines as external rendering environments for Iclone
animated figures.
As much as I love Iclone for animating people,we have to acknowledge its (often severe) Limitations in many areas.
Such as no curve editor support for facial phonemes.😒
However Blenders ,far superior, curve editor can access My CC3 Avatars facial animation keys for further editing in Blender if so desired.
Just one example of how Iclone's limitations can be easily overcome after FBX Character export into a pro level 3DCC Like Maya,Blender or Maxon C4D.
WHile there are some really useful paid Character animation plugins for Unity such Umotion pro &final IK.
and others for UE4
Game engines are essentially realtime playback environments
with comparitively very limited native tools to overcome any major problem with and already animated imported Character.