ActionScript 3.0 :: Runtime Armature Manipulation - Check For A HitTestObject For Anything On The Stage

Dec 25, 2010

I have a bunch of movieclips linked with bones, with the last bone named chainEnd, and the following code on the stage.

import fl.ik.*;
var tree:IKArmature=IKManager.getArmatureByName("chain Link");
var bone:IKBone = tree.getBoneByName("chainEnd");
var tailJnt:IKJoint = bone.tailJoint;
var chainPos:Point=tailJnt.position;
var chainMover:IKMover=new IKMover(tailJnt,chainPos);

If I set an enter frame event to change the chainPos and then use chainMover.moveTo(chainPos) the chain will wiggle about and generally act like a proper chain. (I use this so that if the cursor touches the chain it will react to it) It works perfectly. So I saved it, exported it and then used a loader to get it into a different file that I'm working with. I figured I could load it in as a movieclip titled "chain" and access the variables through chain.chainPos etc.

This works if I want to for instance trace(chain.chainPos), but if I want to do what was previously possible (react to the mouse) it just won't work. I can check for a hitTestObject for anything on the stage, and I can check for a hitTestPoint against the mouse coordinates, they trace fine, but when I want to actually have the chain move the chainPos and chainMover.moveTo don't seem to do anything. (Interestingly enough chainPos still updates it's coordinates, so if I do chain.chainPos.x += (put number here) and trace that, it will actually change) Anyway, I was wondering if anyone knew why this wasn't working, or could help me get this functional. It's a massive pain to have the bones/movieclips on the stage rather than loaded in as a movieclip, so if possible I'd like to avoid that.

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