Good call Victor! I wasn't aware of that limitation. Thanks for posting the workaround solution.
@PillarAngel, yeah, I don't blame you for not wanting to use a regular 'volume' shape for the arms. A while back I had to create a character that had 'tube' arms but I had to use segmented rectangles for the arms. I don't remember exactly why I had to do that but it probably had to do with the looks we got when Image Texture was applied to single stroke shape vs a filled shape. Anyway, I had to create two different rigs for the arm, one with a bone chain so I could use the Sketch Bone tool to make irregular poses, and a two-bone rig for 'normal' bends. I used a variant of Victor's rubber hose technique for the two-bone version but because I was using filled shapes, it was a bit of a pain to set up and editing the Smart Bone Action to curve it properly was tedious. The end result looked great but when I was asked to modify the Acton later, it was not trivial. I think if I had to make that again, I'd try harder to get the single stroke version to look the way we needed it to look.
(I'm not sure if that's possible though; need to revisit this problem when I have time.)
Edit: Ok, I remember now. The difference was that I needed to render the arms exactly as they were painted in Photoshop, and it was not possible to get the same organic edge deitals if I used a Stroke only shape and Image Texture. The vector shape I had to edit was actually a warp mesh for the Photoshop arm images.
With clean-edged solid color arms, I don't think you'll need to worry about that though.
