Yes — not by fanning one Action unit across many parts, but by binding several parts to one skeleton joint, or chaining events. Parts attached to the same joint move together under one action.
可以——不是让一个动作单元直接作用于多个部件,而是把多个部件绑定到同一骨骼关节,或在事件中串联。绑定到同一关节的部件会随一个动作一起移动。
1. Open the BONE Skeleton panel and bind each part you want to move together to the same skeleton joint.
1. 打开 BONE 骨骼面板,把要一起移动的每个部件绑定到同一骨骼关节。
2. Open the AG Action panel and bind the matching Material Group (SG).
2. 打开 AG 动作面板,绑定对应的 SG 素材组。
3. Add one action unit: set the target part, a seq frame range (e.g. 01:0-5), relative rotation, scale, and X/Y offsets.
3. 添加一个动作单元:设置目标部件、seq 帧区间(如 01:0-5)、相对旋转、缩放、X/Y 偏移。
4. Use auto-suggest sequence to generate a seq matching the target part's available states.
4. 使用自动建议序列,生成与目标部件可用状态匹配的 seq。
5. To fire effects or extra behaviour at a frame, add a trigger event in the action unit and define it in the EVT Events panel.
5. 若要在某帧触发效果,在动作单元里添加触发事件,并在 EVT 事件面板中定义。
6. Optionally chain AC+MUS pairs in the AC Scheduler timeline to coordinate camera (L2), role tracks (L1), scene (L3), and audio (L4).
6. 可选:在 AC 调度器时间线上串联 AC+MUS 对,协调相机(L2)、角色轨(L1)、场景(L3)、音频(L4)。
7. Open CANVAS to preview; drag characters to fine-tune dx/dy, edit rot/scale — changes sync back into the codes.
7. 打开 CANVAS 预览;拖动角色微调 dx/dy,编辑 rot/scale——改动会同步回代码。
8. Run whole-project validation, fix any red inputs, confirm rest-fill, then render to MP4 (720x1280 or 1280x720).
8. 执行整项目校验,修正红色输入,确认补休,然后渲染为 MP4(720x1280 或 1280x720)。
CAN:
能做:
CANNOT:
不能做:
Try it in the 3SAX V3 creator tool.
在 3SAX V3 创作者工具里试试吧。