Nested Symbols: Symbols Inside Symbols for Maximum Modularity
Master Brinimate's Nested Symbols system — build characters with symbols inside symbols, navigate the editing breadcrumb, and use Exit Symbol Edit to jump back to the full scene instantly.
LuisOA
Brinimate Team
Nested Symbols: The Russian Doll Technique
If Symbols are powerful, Nested Symbols are extraordinary. A nested symbol is simply a symbol that lives inside another symbol. This forms a hierarchy — like Russian dolls — that mirrors how real-world objects are structured.
Example hierarchy:
Character (symbol)
├── Head (symbol)
│ ├── Eye_Left (symbol)
│ ├── Eye_Right (symbol)
│ └── Mouth (symbol)
├── Torso (symbol)
├── Arm_Left (symbol)
└── Arm_Right (symbol)
Change Eye_Left → Head updates → Character updates → every instance of Character in all your scenes updates. That’s the power.
🔽 Entering a Symbol (Edit Selected Symbol)
To edit a symbol (or enter a nested one), you always use Edit Selected Symbol in the Inspector:
- Select a
Characterinstance on the canvas. - Inspector → SYMBOL EDIT → Edit Selected Symbol.
- You’re now inside
Character. The scene dims; only the character’s parts are editable. - Click on the
Headinstance (a symbol insideCharacter). - Edit Selected Symbol again → you’re now inside
Head. - Click on
Eye_Left→ Edit Selected Symbol → you’re inside the eye.
You can go as deep as your hierarchy needs.
🧭 The Breadcrumb (Knowing Where You Are)
When editing nested symbols, the Inspector displays a breadcrumb path:
Character > Head > Eye_Left
This shows:
- Which symbol you’re currently editing.
- How deep in the hierarchy you are.
- What parent symbols contain this one.
Never lose track of where you are — the breadcrumb is your GPS inside the symbol hierarchy.
✅ Finishing an Edit (Finish Symbol Edit)
When you’ve made your changes inside a nested symbol and want to go up one level:
- Click “Finish Symbol Edit” in the Inspector.
- You step up one level (from
Eye_Leftback toHead, for example). - Your changes are saved and reflected in the parent symbol immediately.
🚪 Exiting All the Way (Exit Symbol Edit)
If you’re deep in a Character > Head > Eye_Left hierarchy and want to jump all the way back to the scene in one click:
- Click “Exit Symbol Edit” in the Inspector.
- This closes ALL symbol editing levels simultaneously.
- You land back in the main scene, with all your edits applied.
Use Finish to go step by step. Use Exit for a direct return to scene.
🎬 Recommended Workflow for Nested Characters
- Start with the smallest parts (eyes, fingers, accessories).
- Create symbols for each small part first.
- Open a larger symbol (e.g.,
Head) and insert instances of the small parts inside it. - Position and arrange them to build the larger assembly.
- Repeat: open
Character, insert instances ofHead,Torso,Arms. - In your scene, insert
Characterinstances and animate each body part through its own timeline layer.
This bottom-up approach ensures every piece is reusable at every level.
⚠️ Things to Keep in Mind
- Keyframes animate instances, not the symbol master itself. You animate the placement of an eye instance inside the head, not the eye’s internal structure.
- To animate an eye blinking (internal change), you keyframe the contents inside the
Eye_Leftsymbol’s own timeline track. - Combining nested symbol editing with Instance Overrides gives you the most flexible character system in Brinimate.
💡 Pro Tip — Build a “Rig Test” Scene: Before starting your actual animation, create a test scene with one character instance. Enter each nested level and make sure the hierarchy is clean. Verify that editing
Eye_Leftupdates correctly up toCharacter. Catching structural mistakes in the rig test (5 minutes) is infinitely faster than fixing them mid-production (5 hours).