Runtime bones does not work if imported by Flash (example included)

Created a runtime bone animation (more complicated than the one included in this example).  When I loaded the swf using the Loader class in master application, the runtime animation stopped working.  The authortime bones still work.
I included my source files for the bones, and another fla that only calls the Document class Main.as.  Try running bonesRuntime.html, and the runtime bones work; call bonesSwfLoader.html and only the authortime bones work.
Is this a bug or a programming error?

I found the solution at http://www.mad.com.au/blog/?p=208
I quote: (Paul Burnett)
Tip – loading a swf with a Bones Armature (IK) into another swf
A few people have asked me how to load a swf file that contains an armature, into another swf file. If you just try to do it the armature doesn’t work. The trick is that you need to register the armature in the loader file. I have attached a couple of very simple files to demonstrate. The bones.swf contains a simple armiture set to ‘Runtime’. The ‘loader.swf’ loads the bones.swf and registers the armature. For more info check out the new IK class in Flash CS4.
import fl.ik.*;
import flash.display.*;
//load the bones swf
var request:URLRequest = new URLRequest("bones.swf");
var loader:Loader = new Loader();
loader.load(request);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, init);
//set up the vars
var boneClip:Sprite;
var myArmature:IKArmature;
function init(e:Event):void{
     //add the clip to the stage
     boneClip = Sprite(loader.content);
     addChild(boneClip);
     //set up IK
     IKManager.setStage(stage);
     myArmature = IKManager.getArmatureAt(0);
     myArmature.registerElements(stage);
     IKManager.trackAllArmatures(true);

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