Now here is some important and valuable information right here. So, You want to Alter a Single Layer that has a Child that you don't want to Alter? I've actually found that it's far easier to do this when using Animate and not Animate Pro. Meaning separate templates for front, 3/4 front, side, 3/4 back, back views. * Sometimes as an alternative, some people will dodge needing to set drawing level pivots by separating the various views into their own hierarchies. (right?) So, the time that it's most important to set a pivot on the drawing layer is when you have multiple views on the same timeline. from front view to 3/4 front view), and the position of the hand changes, the pivot will be correct for those hands since their pivot is also on the drawing layer.
But when you swap to a different view, (e.g. The reason this is useful: When you have a character rig/build and there is for example a hand layer with multiple hands, the pivot point will be correct on all the hands if they overlap in the right spot. You may use the pivot tool to set a pivot point on drawing layers.
There are multiple ways of doing pivots and multiple layers of pivots: * Don't forget to check out my previous Toonboom Tips on Symbols in Flash vs. That was great advice, but it's not like it's got to be that way.
The first time I started using Toonboom in 2008 I was told to always animate on the peg layers, not the drawings. I was animating a character and was having difficulty understanding what was going on with the pegs. Admittedly, now that I've been using Toonboom to build a few rigs and animate some characters, I realise that the information I'm about to write about here is just about the first thing I should have learned about.