I've worked out my own system for getting a custom built IK rig out into XNA, but was wondering how anyone else is doing it. I've run into a lot of problems with Character Key Sets, as they key all of your bones with each key frame applied. The problem being, the bones in the IK chain get their own keys and then get all funky going between being key framed and effected by the IK controller. If you leave these bones out of the Character Key Set, then they don't get any animation applied to them. I've been leaving them out of the Character Key Set while I animate, then adding them in after all the animation is finished and plotting all rotations to them. This gets the animation out just fine with IK on the hands and feet.
Any simpler methods out there? Thanks.
Also, I've written a step by step guide, "for dummies" style, to getting a character with an IK rig out of XSI and into XNA with the proper clip duration and proper animation. It's probably not all the best way to do things, but it works for me, and has allowed me to successfully get my characters animated in-game. Any takers?