QUOTE(robcat2075 @ Jan 28 2009, 09:49 AM)

First, make sure you attached your mesh to the geometry bones that Builder and Flipper made, not the control bones that Rigger creates, and that any fan bones you added are attached to the geometry bones that Builder and Flipper made, not the control bones that Rigger creates.
Oh my God! That made me laugh! But I guess you don't know how well I know the rig and must assume the lowest level. I've been using TSM since TSM1 first came out. I know the rig pretty well.
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yes, you can drag the arm control bones ANYWHERE, but the geometry bones stay attached to each other and won't travel any farther than they can reach.
Well, despite my years of working with the rig, perhaps I 'am' doing something wrong because my mesh is assigned/weighted/SS to the proper geometry bones (mainly "1 right arm" and "1 right upper arm 1" and "1 right shoulder fan") and all tests done just moving the geometry bones, they are constrained properly by the "1 right arm" rotation but, after the control bones are installed the shoulder can go beyond where they were limited to.
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The shoulder bone is hidden and follows the base of the upper arm bone. You translate the upper arm, and the shoulder follows. YOu control your shoulder position by animating the position of the arm. This saves you from haveing to animate the shoulder bone separately. It's like an IK shoulder.
Right.
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The real joint at the upperarm/shoulder will only move in a radius at the end of that invisible shoulder bone. Unless the mesh is attached to the wrong bones; then anything could happen.
Don't think so (and by saying that it will work next time I have the control bones in place!).
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Post a crazy pic if you are still wondering.
In bed with flu today... probably have assorted fixes done and do the rigger tomorrow evening. Will let you know.
Thanks dude!
Rusty