You do it in the AC Scheduler panel: the scheduler's L1 character-role tracks are where a material group becomes visible in the timeline. Load the group, then trigger its actions through scheduler events.
在 AC 调度器面板中完成:调度器的 L1 角色轨道就是材质组在时间线上出现的位置。先加载材质组,再通过调度器事件触发它的动作。
1. Build the material group in the SG Material Group panel: upload PNG parts, set Part ID / Parent ID / baseX / baseY / Anchor X/Y / Scale / Layer / Z-perspective, and numbered states per part.
1. 在 SG 材质组面板搭建材质组:上传 PNG 部件,设置 Part ID / Parent ID / baseX / baseY / Anchor X/Y / Scale / Layer / Z-perspective,并为每个部件设置编号状态(帧)。
2. In the AG Action Group panel, bind that material group and add action units (target part = join, seq frame ranges, rotation / scale / offsets, swap part, trigger event).
2. 在 AG 动作组面板绑定该材质组,添加动作单元(目标部件 = join、seq 帧范围、相对旋转/缩放/XY 偏移、替换部件、触发事件)。
3. Optional: reuse a saved action or schedule from LIBRARY into the matching panel in one click.
3. 可选:从 LIBRARY 一键把已保存的动作或调度加载到对应面板。
4. Open the AC Scheduler panel. Use the L1 role track(s) for your character; keep L2 camera, L3 scene, L4 audio separate.
4. 打开 AC 调度器面板。角色放在 L1 角色轨道;L2 相机、L3 场景、L4 音频各自分层。
5. Arrange the action events on the role track, adding AC+MUS pairs where events must chain (event built in EVT Events first).
5. 在角色轨道上排列动作事件,需要链式触发时添加 AC+MUS 事件对(事件先在 EVT 事件面板创建)。
6. Check the real-time hints beside each input: green = valid, red = error plus a fix example.
6. 查看每个输入框旁的实时提示:绿色=有效,红色=错误并给出修正示例。
7. Export the scheduler codes; use CANVAS to drag characters and fine-tune dx/dy, rot/scale (changes sync back into the codes), then run whole-project validation before RENDER.
7. 导出调度器代码;用 CANVAS 拖动角色微调 dx/dy、rot/scale(改动同步回代码),渲染前执行整项目校验。
Open the 3SAX V3 creator, build your material group, bind its actions, and drop them onto the scheduler's role track.
打开 3SAX V3 创作工具,搭好材质组、绑定动作,再把它们放到调度器的角色轨道上。