Workaround for manipulating internal symbol's animations without re-doing main timeline animations?

New Here ,
Mar 04, 2022 Mar 04, 2022

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I often work from larger body movements to finer details when animating an object. This means I usually animate a symbol on the main timeline before I animate individual parts inside the parent symbol. Unfortunately, adding keyframes as a result of animating on the main timeline restarts the parent symbol's own timeline, making it hard to have specific animations show between keyframes. For instance

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I have a symbol on the main timeline called 'grey seal'. The symbol's internal drawings would appear onscreen for 14 frames before disappearing for a frame, then loop. 
help1.png

On the main timeline, the symbol is still on screen due to a previous keyframe resetting the symbol's internal timeline's placement. 

I know this issue is caused by placing a keyframe and essentially a new instance to the graphic, but are there any workarounds so that a symbol's internal timeline will play, ignoring the main timeline's keyframes?

 

 

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How to , Timeline

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correct answers 1 Correct answer

Mentor , Mar 04, 2022 Mar 04, 2022
Hi mate, Just use Sync Symbols To Timeline to resolve all those nested timeline sync issues. Hope this helps!

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Mentor ,
Mar 04, 2022 Mar 04, 2022

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Hi mate,

 

Just use Sync Symbols To Timeline to resolve all those nested timeline sync issues.

 

Hope this helps!

 

Nick - Character Designer and Animator, Flash user since 1998
Member of the Flanimate Powertools Team - extensions for character animation

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