Can the scene group use skeleton effects like swaying grass?

场景组能否使用摇摆草等骨架效果?
Last updated: 2026-10-21

Can the scene group use skeleton effects like swaying grass?

场景组能否使用摇摆草等骨架效果?

Yes. Bind scene parts to skeleton joints in the BONE panel, then rotate or move those joints in Action Group; all attached parts move together.

可以。在 BONE 面板把场景部件绑定到骨架关节,再在 Action Group 中旋转或移动关节,所有绑定部件一起运动。

How to do it in 3SAX V3

在 3SAX V3 中的操作步骤

1. Open the SG panel. Upload the grass PNG parts, set Part ID / Parent ID and baseX / baseY, and build the parent-child tree.

1. 打开 SG 面板,上传草的 PNG 部件,设置 Part ID / Parent ID 与 baseX / baseY,建立父子树。

2. Open the BONE panel. Create a joint and bind the grass parts to it.

2. 打开 BONE 面板,新建关节并绑定草的部件。

3. Open the AG panel. Bind the material group, add an action unit targeting that joint, and set relative rotation or X/Y offsets with a seq frame range (e.g. 01:0-5).

3. 打开 AG 面板,绑定该材质组,新增动作单元,目标为该关节,设置相对旋转或 X/Y 偏移,填写 seq 帧区间(如 01:0-5)。

4. Place the scene on the Scheduler L3 track and the role tracks on L1.

4. 在 Scheduler 的 L3 轨道放置场景,L1 放置角色轨道。

5. Check the green/red hints beside every input, then open CANVAS to preview and fine-tune.

5. 检查每个输入框旁的绿色/红色提示,打开 CANVAS 预览并微调。

6. Run whole-project validation, fix the clickable error list, then render to MP4.

6. 执行整项目校验,按可点击错误列表修正后渲染 MP4。

What you CAN and CANNOT do

可以做与不可以做

  • CAN: sway, rotate, and offset bound scene parts through joints; reuse the action from the LIBRARY in one click.
  • CANNOT: move a bound part on its own — editing its baseX/baseY in SG without the joint desyncs it. Wrong Parent ID or a part not bound to the joint makes parts fly apart or stay static; invalid codes are rejected with a red hint and render fails.
  • 可以:通过关节让绑定的场景部件摇摆、旋转、偏移;从 LIBRARY 一键复用动作。
  • 不可以:单独移动已绑定部件——在 SG 中改 baseX/baseY 而不动关节会错位。Parent ID 填错或部件未绑定关节,会让部件飞散或静止不动;非法代码会被红色提示拒绝,渲染失败。

Try it in the 3SAX V3 creator tool.

现在就在 3SAX V3 创作工具中试一试。

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