Most project problems in 3SAX come from unvalidated inputs, unbound parts, and unsaved library assets — not from the tool itself.
3SAX 项目中大多数问题来自未校验的输入、未绑定的部件和未存的库资源,而不是工具本身。
1. Check every panel input: green hint means valid, red means error with a fix example. Do not proceed until all required fields are green.
1. 检查每个面板的输入:绿色提示表示有效,红色表示错误并给出修复示例。所有必填字段变绿前不要继续。
2. In SG, confirm every part has a correct Part ID and Parent ID before building trees; wrong parents make parts fly apart on the canvas.
2. 在 SG 中建树前,确认每个部件有正确的 Part ID 和 Parent ID;父级错误会导致画布上部件飞散。
3. In AG, use auto-suggest sequence so seq frames match the target part's available states; mismatched frames produce broken actions.
3. 在 AG 中使用自动建议序列,让 seq 帧匹配目标部件的可用状态;帧不匹配会产生损坏的动作。
4. Bind parts in BONE before rendering, so attached parts move together instead of drifting.
4. 渲染前在 BONE 中绑定部件,让附属部件一起运动而不漂移。
5. In LIBRARY, save actions, music, schedules, and events to the server one by one; unsaved assets are lost when you load a new project.
5. 在 LIBRARY 中逐个将动作、音乐、日程、事件保存到服务器;未保存的资源在新建项目时会丢失。
6. Use CANVAS to fine-tune dx/dy, rot, and scale — changes sync back to codes. Do not edit codes blindly.
6. 用 CANVAS 微调 dx/dy、rot、scale——改动会同步回代码。不要盲目改代码。
7. Run whole-project validation and clear the clickable error list; confirm rest-fill before render.
7. 运行整项目校验并清空可点击的错误列表;渲染前确认补休。
8. Save the project before rendering, and upload materials to the server first, or the MP4 render fails.
8. 渲染前保存项目,并先上传素材到服务器,否则 MP4 渲染失败。
Try the 3SAX V3 creator tool and validate first, arrange second.
试用 3SAX V3 创作工具,先校验,再编排。