I searched around the forums and found some threads about nested symbol animation, but none seemed to answer the question I have. I took the advice on some of the other threads about encasing individual symbols in "packs", where each symbol can be called out by choosing a particular frame. Here's my problem:
My main character's animation is encased a symbol called "boy." Boy is comprised of symbols for his head, his left and right arm, his left and right hand, and his torso. My issue is with the head symbol; here is how I have I have it set up:
Head-->Contains all of Boy's heads on individual keyframes, along with an Eye pack, nose, and mouth pack, keyframed to match the heads on separate layers.
Eye pack--> contains blank eyes, blink animation, and pupil pack.
Mouth pack--> Contains mouths.
Let's say that inside the Boy symbol I want to call his head_up position while he's smiling, with his eyebrows narrowed. I do so; it works out just fine. The problem is that every other keyframe of head_up within my animation will now reflect his smiling/narrowed eyebrow position, regardless of what his expression was before. After some thought, I realized that this was because I was, in essence, editing the symbol itself; with my current set up, I don't think there's any way for me to match heads to different eyes and mouths short of me duplicating the symbols and creating every possible combination of the features. NOT something I want to do with only eight weeks to finish this project.
My question is, what's a better setup for nested symbols? I'm fairly new to flash; a lot of this is a learn as I go sort of thing, which is still pretty bad since, again, I'm on a deadline. I'm thinking what I can do is make the blank heads with noses their own symbol, substitute that for the head_pack in Boy, then put the eye, pupil and mouth packs into each keyframe as necessary. If there's a simpler way of doing this, I'd love to know.
Hi AJW and welcome to the AWN Forums.
You are on the right track. What you need to do is in the boy symbol, set the head to play once. Then animate the length of the shot inside the head. Then inside the head, you can then call out the right numbers of the head and eyes at the right frame numbers.
Good luck.
Aloha,
the Ape
...we must all face a choice, between what is right... and what is easy."
Ah! That worked great! Thanks a lot!
Do you know of any way to view the main timeline while inside a symbol, and vice-versa? I have some actions on the body that now must be re-synced to match the head, but I wish there was a nicer way of doing it aside from scrubbing the time line or, in the case of syncing the head to the body, jumping back and forth between the Boy symbol and the symbol I'm working in.
There may be a palette that does this, but I haven't found it yet.
I'm not to sure what you mean about having to go back and forth to sync the head, but I use the frame edit plug in a lot. You can get it, and a bunch of other useful plug ins here. http://www.toonmonkey.com/extensions.html
That plug in might help you out.
Aloha,
the Ape
...we must all face a choice, between what is right... and what is easy."
You know, you could just use an old fashioned exposure sheet....
Wow, I can hear the kids saying "What's that?" :rolleyes:
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