The position of that bone is determined by the orientation of it's parents. if you want the hand back where it was at the earlier frame you need to duplicate the keys on the arm bones or use IK
Wow, that's tricky. Maybe spline IK with a custom attribute to change the length? Maybe approach it like a tentacle instead of an arm. Search the web for tentacle rigging tutorials.
run a HI-Solver from the rotator on top of the base to the nozzle pivot. there should be 1 pivot between start and end. then animate the IK target from A to B.
Started rigging the character and added both IK and FK rigs for the arms and legs. The feet have an advanced rig that allows the foot to roll all ways (as in, it can roll how a foot can roll in real life). above: character with all controls visible wiggly weight painted butt
#Solved. Go to pose mode, click on the bone that is stretching too much and... ...Press N... ...Look for IK Strech, and put it to ZERO. Thanks for who look for an answer to me.
http://threenineart.com/WIP/ArmadilloWalkCycle.mov and just in case that doesn't link http://youtu.be/Ik-L2FL9Yik bleh wish it would load up as an embedded video...oh well
Looks awesome from the in-game/loadout angles, Ike but from the portrait view it looks like it's hovering above his hairline an inch too high instead of resting on it.