There is no line of code on the template that conceal the old jaw
Shotgun approach: conceal everything (including RGB lipstick layers) to ensure that it doesn't interfere with your new sprites. You'll probably want to rollback some of this stuff once you've got a working prototype.
//---------------------------upper lips
ulip = new upperlip();
loader.loadManual(ulip, her.head.face);
loader.XYRA(ulip, "x:120;y:100;r:0;a:1");
her.topLipstickContainer.visible = false;
her.head.face.lipHighlight.visible = false;
her.head.face.lipShading.visible = false;
her.head.face.lipFill.visible = false;
her.head.face.lipOutline.visible = false;
her.head.headTan.face.lipFill.visible = false;
her.head.headTan.face.lipOutline.visible = false;
I don't think the lips will be a problem... just draw on top of the template, right?
Yes, but you'll need to draw on top of each keyframe. And ensure that they tween properly, so that all of the intermediate (partially-open) mouth shapes will look correct. If you're drawing "longer" lips (to achieve a longer/deeper mouth) then they may animate strangely. Just be sure to keep lots of backups in case testing shows that some particular shape-change leads to an unsatisfactory result -- you'll want to be able to revert to your prior version.
The whole thing depends heavily on whether you're trying to "pull" the intersection of the lips deeper into the cheeks ... or whether you're trying to "stretch" the lips (and teeth, and philtrum, and nose, and chin) towards the right into empty space.
Either way, feel free to post your FLA once you've created some WIP sprites.
Faceless
or myself may be able to offer support with AS3 coding, animation tweens, or layering difficulties.
Also, another Plus if I can get rid of that too.
function initl(l) {
...
//---------------------------jaw
jaw = new newjaw();
loader.loadManual(jaw, her.head.jaw);
....
}
....
//her face
function updateFace() {
jaw.gotoAndStop(her.head.jaw.currentFrame);
ulip.gotoAndStop(her.head.face.currentFrame);
ulip.shape.gotoAndStop(her.head.face.lipOutline.currentFrame);
//ulipstick.gotoAndStop(her.head.face.currentFrame);
//ulipstick.shape.gotoAndStop(her.head.face.lipOutline.currentFrame);
//llipstick.gotoAndStop(her.head.face.lipOutline.currentFrame);
for (var iii:uint=0; iii<her.head.jaw.numChildren;iii++){
her.head.jaw.getChildAt(iii).visible = false;
}
her.tongueContainer.visible = false;
her.head.jawBack.visible = false;
jaw.visible = true;
}