Hi, Gibble!
Sorry, I sometimes skim posts, and I must have missed that detail. I use a technique similar to what slowtiger is describing but with a few differences:
To get an arm to appear to wrap around a torso, I just split the shape at the elbow, then duplicate the shape. Then I knock out the different sections of each arm, so I wind up with two halfs in different layers. Keep all the curves in both halves though; you only want to knock out he shapes, not the curves. This ensures the the two haves will deform as if they were still a single layer. Also, because the art is physically split in halves, no masking is necessary. I used a couple of different masking techniques in my earlier DreamWorks animations, but I abandoned these techniques because masking arm sections was a hassle to setup and, IMO, never worked as well as just splitting the arm artwork.
After setting up the two halves in two layers, I pick one of two methods:
1. When I have time to set this up, I prefer to duplicate both sets of layers in front of and behind the torso, for a total of four layers. Then I setup a Smart Bone to animate different combinations of Visibility to get the the desired wraparound effect.
2. When I'm in a hurry, I'll just enable Animated Layer Order and move the layers manually. This works fine, it's just a little extra work. Color coding the layers makes it easier to identify the layers in the Layers window.
Tip: Don't use Animated Layer Order inside a Smart Bone Action. It works but it also invites potential conflict to the rig, especially if you need to add layers or perform a different stacking order than what the Action is set up for. This conflict won't happen when using the Smart Bone to control Visibility. What I like to do is I setup the Visibility Switch as my main wraparound method, and enable Animated Layer Order so I can manually make adjustments as the situation arises, so best of both worlds.
One more thing to watch for: when splitting the art like this, you will probably see a seam in the elbow when you render it. This only happens when the art is split into two layers, and to correct this, you need to add a single point on a line where the seam appear, and drag the point so the shape slightly overlaps the line in the other layer. (Alternatively, you can render with no antialiasing and use a post-process effect to apply antialiasing. This requires using a compositing program like After Effects or Fusion.)
I think the main difference with my suggestion is that I'm
duplicating a layer, not referencing it. Reference layers have been wonky for me, so I tend to avoid them. (Search for this topic to learn the things that can go wrong.)
Hope this helps.
