Yeah b-bones don’t export at all – they will just export as straight non-bendy versions.
There are some (non-graceful) workarounds:
- export the mesh cache and ignore the armature totally.
- add a DEF for each b-bone segment and export the baked animation (a lot of work)
- avoid b-bones when exporting the armature to a different software.
But to answer your other question, you can actually create a bend in the arm with just 1 bone. But that’s all it will be able to do (bend).
If you split it into 2 bones. you have a lot more flexibility with the b-bones – like a massive amount.
But splitting it further doesn’t add as much more flexibility than if it’s just 2 bones.
(hope that makes sense)