Noodly, warped fingers on character

Hi all,

I’ve been trying to twirl my head around a problem that involves noodly fingers.

I have a rather evil character which I’ve animated in Blender 2.76 with a Human IK rig layout, exported as an FBX 6.1 ASCII and imported into UDK. However, the evilness of said character immediately dissolves once the character’s hands are visible. I hadn’t planned on doing a ramen-based project, so if you have any idea on how to fix it I’d be most grateful.

In UDK it almost looks like part of the hands are anchored to something, though in Blender the bone anchoring is fine. I have also attempted to re-target the skeleton, with little success.

Video/Gif example:
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Thanks in advance.

Turns out it was the cloak on my character causing the problem!

My cloak was parented to various bones that it shouldn’t have been, which must have upset the influences limit in UDK.