Inverse kinematics on Timeline and animation clip

Is it possible to use inverse kinematics within Timeline?

Currently, the character’s animation works independent from Timeline. He has his own Animation Controller. I move the target object with Timeline, he looks at it when I run the game.

The problem is, I’ll probably need to be using animation clips on Timeline. I couldn’t make his head move when animation is determined on Timeline.

Not yet, but it is coming, possibly in 2018.2.

I’m checking in nearly three years later. Is it now possible to use IK with animation clips in Timeline?

You can use the Animation Rigging package in collaboration with Timeline to have IK that’s synchorinized with Timeline playback, including in the Timeline Preview.