Access a nested symbol timeline from the main stage

Hi all,
Would love some help on accessing a nested symbol from the main stage please.
To set the scene.....
"Its an autumn day..
no sorry...just joking...
So i have a symbol called "NormalAnatomy" - its not on the main stage, but when a button is clicked it appears in the 'content' box which is just a rectangle on the main stage.
Inside "NormalAnatomy" symbol is another symbol called "Scrub_all" which is an animation
For users to view the animation they use a scrub bar like this lovely lady has invented:
Create Click and Touch Draggable Scrubbers with Edge Animate CC | sarahjustine.com
So for Sarah Justines scrubber to work - the main stage has a lot of actions added to it. Also the "timelinePlay" symbol is on the main stage
Its starts:
var symDur = sym.getSymbol("timelinePlay").getDuration();
var mySymbol = sym.getSymbol("timelinePlay");
var scrubber = sym.$("scrubber");
var bar = sym.$("bar");
sym.$("mobileHit").hide();
var dragme = false;
So I put my "NormalAnatomy" symbol on my main stage to see if the code would work and changed all the relevant details.. and indeed it worked!
var symDur = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all").getDuration();
var mySymbol = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all");
var scrubber = sym.getSymbol("NormalAnatomy").$("scrubber");
var bar = sym.getSymbol("NormalAnatomy").$("bar");
sym.getSymbol("NormalAnatomy").$("mobileHit").hide();
var dragme = false;
But i don't want the "NormalAnatomy" symbol to be on the main stage as I want it to appear in the 'content' box only when i hit a btn
So as soon as I took this symbol off the main stage, the scrubber doesn't work. So I click a btn, and the symbol appears in the content box but the scrubber doesn't work.
so I tried in front of the "NormalAnatomy"
getStage().
getStage("content").
getComposition().getStage().
getSymbol("content").
but nothing works
The main problem must be the fact that the NormalAnatomy symbol appears inside a content box so the MainStage actions doesn't know how to find it??
So my question is... what should I put in the main stage actions to make it access the "NormalAnatomy" symbol?
Thanks for your help in advance!

On click handler for the symbol use
sym.getComposition().getStage().getSymbol("nameofsymbol").play();
or
sym.getSymbol("nameofsymbol").play();
replace the italics with the literal name of the symbol as it appears in the Elements panel.
Some API details found here (http://www.adobe.com/devnet-docs/edgeanimate/api/current/index.html) in the Work With Symbols section.
Darrell

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    var moveCount:uint=0;
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               &nbs p;           &n bsp; trace("BEGIN")
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               &nbs p;           &n bsp; square.y = event.stageY;
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              case TouchEvent.TOUCH_MOVE:
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    //     countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
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    1. The pieces that are locked to the stage need to highlight when touched and display their name.
    2.  These pieces also need to keep themselves highlighted and their names  displayed when the touch is dragged off of them instead of just removed.
    3.  Each piece needs to be created when touching the Puzzle Piece button  the stage. As these pieces are dragged, they need to highlight the  pieces underneath them and unhighlight them when they are dragged off.  They also need to display their own names, and lock into place when they  are dragged over the correct piece.
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    Thanks so much!
    Amber

    Sure!
    I haven't changed much. I've been playing around and I think I know where the problem is coming from now. I just can't figure out how to fix it.
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    http://forums.adobe.com/thread/863566
    http://forums.adobe.com/thread/864262
    http://forums.adobe.com/thread/863597
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                else {
                    //do nothing
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            public function interactionBegin () {
                if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
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                if (lastObjOver != currentObjOver) {
                    if (lastObjOver.isLocked == true) {
                        lastObjOver.gotoAndStop("Lock");
                    else {
                        lastObjOver.gotoAndStop("Out");
                    lastObjOver = currentObjOver;
    This is the code in the class for each piece that's already on the stage:
            public function GeoPuzzle(): void {
                if (this.isLocked == true) {
                    this.gotoAndStop ("Lock");
                if (PuzzleGlobals.pieceActive == true) {
                    this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
            public function geoPuzzleBegin (e:TouchEvent): void {
                e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
                e.target.gotoAndStop("Over");
                MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
            public function geoPuzzleEnd (e:TouchEvent): void {
                if (e.target.isLocked == false) {
                    e.target.gotoAndStop("Off");
                else if (e.target.isLocked == true) {
                    e.target.gotoAndStop("Lock");
                MovieClip(this.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPuzzle);
                e.target.removeEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
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    this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
    this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
    var beginCount:uint=0;
    var moveCount:uint=0;
    var endCount:uint=0;
    function onTouchEvent(event:TouchEvent):void{
         switch (event.type){
              case TouchEvent.TOUCH_BEGIN:
                             trace("BEGIN")
                             beginCount++;
                             square.x = event.stageX;
                             square.y = event.stageY;
                             square.startTouchDrag(event.touchPointID, false);
                             break;
              case TouchEvent.TOUCH_MOVE:
                             trace("MOVE")
                             moveCount++;
                             break;
              case TouchEvent.TOUCH_END:
                             trace("END")
                             endCount++;
                             square.stopTouchDrag(event.touchPointID);
                             break;
         trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
    //     countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
    This doesn't make any sense to me because it seems that it would only work if touching the stage had to react in just a single way. I have multiple pieces that need to each react differently.
    1. The pieces that are locked to the stage need to highlight when touched and display their name.
    2. These pieces also need to keep themselves highlighted and their names displayed when the touch is dragged off of them instead of just removed.
    3. Each piece needs to be created when touching the Puzzle Piece button the stage. As these pieces are dragged, they need to highlight the pieces underneath them and unhighlight them when they are dragged off. They also need to display their own names, and lock into place when they are dragged over the correct piece.
    My questions are:
    1. Why don't touch events work in the compiler?
    2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
    Thanks so much!
    Amber

    I am going to copy and paste this answer into all of the forums I've asked this question in case some noob like me comes along and needs the answer.
    I found the problem! After 3 months I finally figured out what was wrong and why my app was working in Device Central when exported as Flash 10.1 and not on my iPad when exported as AIR for iOS.
    The problem is that in the Flash runtime, if a line of code returns a bug, the flash runtime says "Error, shmerror, try again next time." So I had one if, else statement that was executing when it wasn't supposed to be - only once, at the very beginning of the program. It was throwing an error. When I exported as Flash, flash didn't care, and still executed the code later when it was supposed to. But Apple won't let their programs crash. So instead of just trying that code again, Apple decided, after the first error was thrown, that it would then COMPLETELY IGNORE that line of code. So the error was in the line where the states would unhighlight themselves. Apple just shut down that line of code, that's why it wouldn't execute properly.
    I ended up changing this line of code
    if (lastObjOver != null && lastObjOver.isLocked == true)
    which threw an error when the piece was FIRST dragged over the puzzle, to to this
    if (lastObjOver.parent != null && lastObjOver.isLocked == true)
    which wouldn't throw the error.
    Problem solved!
    If anyone else is having this problem, I suggest you do what I did. Change all your touch events to mouse events so you can run the program in the adc debugger. That's when I discovered the error being thrown.

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