This section will cover how to control what parts of a model a bone affects.
Open the project file "Bone-1.c4d"
Click the play button in the time manager so the animation starts to
loop.

The area with the bone is moving correctly but the area to the left is also moving. You can fill the rest of the model with bones to keep it still but an easier way would be to just limit the bones effect to a certain area.
You do this by double clicking the bone icon in the Object Manager
In the dialog box that comes up check Limit Radius. You have to do this for each bone.
Now play the animation, nothing moves. That's because all the geometry is outside of the radius, we need to make it bigger.
Set the Time Manager to frame 10 and select the Top bone in the Object Manager.
You'll see the top bone sticking out the side of the object surrounded by two capsule shaped outlines (make sure the bone is selected or you won't see the outlines).
These outlines are the limits of influence for the bones. Everything in the inner capsule is deformed 100% by the bone, the outer capsule is the limit of any influence at all with a smooth dropoff in between.
Drag one of the tiny squares on a capsule outline and drag till the capsule gets much larger, you should see immediate feedback of the bones influence when the capsule gets big enough. You can also double click the bone icon in the Object Manager and enter dimensions for the inner and outer radius numerically.
These bones where "Fixed" at keyframe zero. Generally you would also adjust the dropoff radius at zero also but this shows radius can be adjusted at any time. (It's not keyframable though.......not yet!) I find it can be very usefull to move a bone into a deformed positon and then tweak the radius to clean up an elbow or knee joint.
One more step.