30% of original size (was 1688x840) - Click to enlarge
This is my only complaint in regard to iClone 8. If you look at the picture above the animation comes through perfect for everything but the ik_hand_root chain.
Not only that but you have to export your characters for Unreal Engine and re-import them to get access to those bones.
To top it all off there is no way to constrain bones inside of here as far as I can tell.
Additional Information Regarding Unreal Engine IK_Bones:
IK bones in Unreal are used to keep hands synchronized during gameplay.
The IK Bones ik_hand_l, and ik_hand_r will always follow the hand bones...always
(The reason they aren't connected is because Additive animations when played over the top of other animations will distort the positioning of these if they are actually bound to those bones.
So, to fix this they leave them unconnected inside Unreal Engine but use constraints inside animation software to force them to follow the hands. They then use what they call Virtual Bones that point from each hand to these bones inside Unreal Engine as Effector Targets on a Two Bone IK, this makes the hand follow that Virtual Bone. The point of this is, say we have a breathing animation playing over the top of everything...normally it would have the hands moving in opposite directions.... this forces the offhand to stay synchronized with the hand holding the weapon...during the Additive animation. Virtual Bones don't seem to be effected by additive animations inside Unreal, that's why they can be used to stabilize the hands when these bones are setup properly on an Animation)
The ik_hand_gun bone is what the weapon or item will actually be attached too during the animation. "In the Unreal Engine I recently learned I could use Control Rig to modify animations in such a way that I could constrain the bones appropriately and force the ik_hand_gun to follow a specified hand with an offset I specify....I would much rather be able to do this inside iClone 8 as it would be far better and less painful...Control Rig still has some issue's and if you don't do your rig right it can cause issue's with your animations."
I don't expect this to ever be supported but I promise you Unreal Engine developers would be really stoked over this, and I don't see why Unity developers wouldn't be able to take advantage of it either.