But when i manipulated the bones of the arm there was a line in the ear that moved at the same time.
You should
definitely be using region binding (that's covered in the tutorial, and it explains how region binding prevents every bone affecting every body part - although sometimes you want that for rubbery squishy characters, and for those jelly-like characters you would
not use region binding).
Once you have turned on region binding, you also need to adjust the bone influence area using the Bone Strength tool. While that is covered in the tutorial, only the "Initial regions of influence" image is shown , before the adjustment, and the after image seems to have been left out, just leaving the image caption: "Adjusted areas of influence", which is rather unclear on its own. Oops.
Naturally, you want the pieces far enough apart that the regions of influence do not overlap (except for knees, elbows, etc, where you do want two bones to influence the same points) - this is covered briefly in the tutorial.
Also, any points outside the direct regions of influence should clearly be close enough to only one region of influence that they are not controlled by other bones. This is touched on implicitly (rather than explicitly) in the referral to the points making up the head that are outside the direct area of influence, but could certainly do with some further explicit clarification.
Also the other problem i have is getting a limb to bend correctly, i drew a simple arm as a test and added 2 bones.
Joints that are controlled by 2 bones are not quite as easy to rig in a generic way, particularly at the extremes of flex, and can be somewhat sensitive to bone and point placement. You may wish to run a line across the arm and make the upper arm and forearm separate fills (which often counteracts that self overlap problem).
You can peak the point on the inside of the elbow, which often looks good but then the limb will only bend one way, you can use manual binding (see tutorial 3.1), you can use completely separate forearm and upper arm pieces, and there are some clever solutions with a few more little elbow bones added and some bone constraints (see
this thread for a relatively simple but very effective joint solution).
Regards, Myles.