Why do mirrored bones import incorrectly?

When I import an fbx animation, half the bones are imported in the wrong position. any ideas on how to fix this? i’ve tested fbx exporter option in both binary and ascii format, including years 2006 through 2016 to no avail. have tried resampling at different rates. the original pose comes in fine, but any attempted animations (idle, walking) are messed up. images to help:

probably something to do with mirrored bones, but i’ve baked all animation, so not sure why this is happening.

found out then when i was exporting the rig, i was including the IK constraints. when i removed the IK constraints from the selection, and exported the bones only, the import was successful.