I have a multi-layer BITMAP character (head, torso, legs, etc), and built an animation skeleton for it.
I have the near/FG arm, as a single layer, positioned above the rest of the body layers in the layer stack.
Now, I would like to control that FG arm with THREE bones (upper/lower arm and hand), yet have the upper arm bone also parented to the chest bone of the character (so the arm moves with the chest).
The problem is (unless I'm missing something here), is that it seems the only way I can control the arm, without also controlling the torso and other layers behind it, is to bind the arm layer to the arm bone... but, unless I'm mistaken, you can only bind ONE bone to a layer. So, I could do this, but I would seeminly be restricted to one bone for the arm (if I were using the Bind To Layer feature, so that the bone didn't affect any layers that were nearby or beneath the arm layer).
I tried putting the FG arm layer into a separate bone folder/group, and then putting that into the main (rest of body) bone group (hoping it would be affected by the main skeleton, but the arm bone would be isolated to just the arm layer), but that didn't seem to work.
Maybe I'm doing something wrong, but I was wondering if there IS a way to have a single FG arm layer, controlled by multiple bones (upper/lower arm, hand), parented to the chest of a main body skeleton (but the arm bones do not affect anything except the FG arm), so that the FG arm travels with the rest of the body when any of the main skeleton bones are manipulated.
Any videos I've looked at usually have the arm done as separate layers (upper, lower, hand)... which obviously would allow you to bind each arm bone to the corresponding arm layer... I'm trying to do a 3 bone arm with a SINGLE arm layer (...yet, have that parented to the main skeleton somehow).

Added note: Another tricky thing, is that even though the arm layer/graphic itself is to be bent/distorted by the three arm bones, the shoulder is not 'attached' to the torso/chest. Instead, the shoulder pivots/rotates overtop the chest. So, the arm has to be kept separate from the torso (as it would in traditional cutout animation), yet the upper arm bone has to be parented somehow to the chest bone.
The only thing I could think of is to move my character's artwork arm layer out so that it is not on top of the chest artwork (...I can't do a traditional T-pose, as my characters are sort of pre-posed).... and then have the arm bones part of the main skeleton, rather than separate. The only thing there is, there will probably be some really serious pinching/distortion of the bitmapped artwork when I rotate the (now) extended arm back over the torso.
Hope someone can clear this up. I have the feeling I just screwed something up in my rig. Thanks!