I have two questions:
#1
I have a datablock which (apparently) has more than one user. Does blender anywhere allow me to look at a list of users for a given datablock?
#2
I am doing an animation in one file, and am linking characters in from other files. I have set the armatures to “proxy”. For some reason, I am not allowed to manually assign coordinates for bones on one of my characters (I’m trying to edit bone “Locations”, “Rotations” etc. on the right-hand sidebar).
This might have to do with the fact that I didn’t link in my characters properly. I think that for each character, I was supposed to group everything (all the meshes, and armature) group them, and then link the group into my central file. I didn’t do that - I linked each object one at a time. I would go back and change this, but I’ve already done a lot of animation, and don’t know how to keep it from getting deleted.
Please help! Question #2 is is a big thorn in my side!
In a nutshell, you should group your character (rig,meshes,objects, controls, simulation systems,etc) in a single group (e.g. “hero”) and then link it to your animation scene by linking by “group” folder, not by object or anything else. When your character is on your “production” scene press CTRL-P( I think) and it will “create a proxy” that you can handle normally.
I read about it in the blog Aligorith´s Lair the developer behind animato system, google about it
Sorry if wasn´t too verbose about it, but this is not my machine…can´t do a research right now.
But works for me. 
Right thanks, I have that grouping stuff sorted out and I know how I was supposed to set it up.
I still have the problem that I’ve already invested some time in animating, and I want to fix my setup without reworking all of the animation. My animation IPO datablock is being used by the (incorrectly linked) character’s proxy armature. I don’t know how to move the IPO data from one armature to another (i.e. to the armature of the properly linked character).
Can anyone give me a rundown on how to do this? Do I use the action editor? The NLA editor? The snowflake button? Do I tweak some info in the outliner?
I tried fixing this before, to no avail. I linked in my grouped character, and it seemed to be doing the animations perfectly fine. Then I deleted the improperly linked character, and the animation data got deleted with it. I don’t know how to transfer over the data.
I’ll search for that blog, but I’m not sure it will tell me this stuff.
Attachments

Okay … I should have everything set up properly.
I created a fresh, new file. I linked in all the characters properly by grouping all relevant objects in the source file, and linking the groups into the animation/linking file. Then, I appended the animation data from my old animation file. Everything is linked as they should be, all my work is preserved.
Easy enough 
BUT
For some reason, I still have problem #2!!! I can’t understand it! In my character’s source file, I am able to access and manipulate the rotation, location and scale fields for each bone, but the animation file, they are all greyed out. For some reason, this problem only affects one of my characters. What could possibly cause this? I would upload the blend files, but they’re too big as attachments.
Edit:
I’ll try using dropbox!
Here’s my files. Put them all in the same directory and open Honk_animation.blend
The character “Bass” is the big purple one. While manipulating him in pose mode, I can’t manually enter values to the Location, Rotation and Scale fields. Can anyone tell me what’s wrong?
http://dl.dropbox.com/u/1869790/Blender/Mr_Honk/Honk_Alto.blend
http://dl.dropbox.com/u/1869790/Blender/Mr_Honk/Honk_Bass.blend
http://dl.dropbox.com/u/1869790/Blender/Mr_Honk/Honk_Tenor.blend
http://dl.dropbox.com/u/1869790/Blender/Mr_Honk/Honk_Animation.blend
I’ve solved the issue.
In my character’s source file, the bone layers were all marked as “protected”. I don’t really know what this does, except that it makes the Location, Rotation and Scale fields un-editable.