Hello, folks. I’m new to this forum, and I’ve got a question about shoulder bones.
Pliable shoulders are important. The shoulders are the “eyebrows of the body” as somebody once said. John Keates just repeated this wise gnome, over at the Animation Master forum. 
Here’s my question:
In a rig, should the upper-arm bone (the humerus) be a child of a shoulder bone, so that when the character shrugs his shoulders, the movement is a nice little arc? Or would it be just as well if the humerus was held more loosely – without a shoulder parent. In this alternative case, shoulder-shrugging type movements would be achieved by merely translating the humerus bone. It’s possible to add fanbones and such in the shoulder area, to wed the humerus to the upper torso, so a parental bone is not absolutely necessary.
I guess my question is: Is it important for shoulder movements to be arcs? Or are the movements so limited that translations would work just as well? What do you guys think?
In my ignorant opinion, for most cartoony characters a pair of rotating shoulder bones are not really necessary; translating the humerus would be preferable because it offers greater flexibility. Only a photorealistic character would benefit from shoulder bone parents. But I’d love to hear other people’s thoughts on the matter. All feedback is welcome!
Sincerely,
Carl Raillard
