Sounds like you may be doing it the hard way...
limb animation can be easier to set up than bone based animation, and for what you're doing very easy..
This is what I'd do:
Go into your modeller, put his hands and feet in the right places then make some wrists and forearms and thighs and calves which you will hide later on, just simple boxes will do,
Now one by one, adjust the pivot points of his hands so that they are centered on the ends of the wrists, then do the same for wrists moving the pivots to the elbows for upper arms move the pivots to the shoulders.
same thing with the feet, move the pivots to the joints (or where they should be if he has none) now link each hand to it's respectave wrist, and each wrist to each upper arm to it's shoulder, do the same for the feet, making sure to do it in order like you did for the other limbs.
now animate him either in your modeller or in dbc, treat his limbs just like you would if they were bones.
In dbc go into the cli and hide/show his limbs till you know which are the wrists, upper arms,calves and thighs. Then code into your program hide limb etc for those parts you don't wanna see...
If you can be bothered doing it this way it'll save you headaches later... sometimes it's better to go backwards to move forwards, I know you probably spent a lot of time already but that's learning for ya!!
you'll be able to make his hands move in a more realistic way anyhow if he has some invisible elbows and knees anyway
'luck
ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.