Mark and Peter (Colour) gave you already some valuable tips.In general, I use a mix of clips, motion puppet, and key-framing, which are all valid methods. And, even though I have been at iClone since 2006 (!), I'm still learning every day...:unsure:
When using existing motion clips, there may be parts you don't like or want to separate. A very useful option is then to "break" the clip in the timeline. Put the timeline cursor at the desired point on the clip, right-click, and select Break. To the right you will have the second part of the clip that you can now move about.
This is particular helpful with talking motion clips. While somebody is talking they may move their hands about. However, once they stop talking the hands come to rest as well, so that is where you would break the clip. You can then move the clip to the point where they start talking again. In the interim you would have some filling motion, such as them nodding their head.
Remember also that you can change the timing of clips and clip segments by dragging the right side of the clip to the right to lengthen and to the left to shorten the duration.
In dialog, I try to match the movement of the hands with the dialog. For example, if there is emphasis in the speech it is matched by the hands. I've seen clips where there is movement but the timing doesn't match the dialog and it just looks odd. So motion clips are a great start, but they do need customizing.
Another helpful use of the break is to remove the beginning of a walk (produced by right-clicking a character and selecting Move Forward), where the character starts up, which always looks kind of cumbersome.
And don't forget the camera! The camera is your friend in masking less than perfect elements of your animation. Also, if there is an unfortunate motion transition, just have the camera look somewhere else! :w00t:
It is good to ask questions, because they often lead to technical discussions where people share their expertise. We recently had that with "Reach Target", for example, which is a way to have a character interact with objects in a controlled way.
And maybe, if you're lucky, Mark will whip one of his "whacky" tuts together! :cool: