How do I attach a head part to the body skeleton?

如何在 3SAX V3 中把头部零件绑定到身体骨骼
Last updated: 2026-10-21

How do I attach a head part to the body skeleton?

如何在 3SAX V3 中把头部零件绑定到身体骨骼?

Bind the head part to the body skeleton joint in the BONE panel so the head moves with the body.

在 BONE 面板中把头部零件绑定到身体骨骼关节,头部即可随身体一起运动。

How to do it in 3SAX V3

在 3SAX V3 中的操作步骤

1. Open the BONE Skeleton panel.

1. 打开 BONE 骨骼面板。

2. Select the body joint as the parent joint.

2. 选择身体关节作为父关节。

3. Add the head part (Part ID from the SG Material Group panel) as a child of that joint.

3. 将头部零件(来自 SG 材质组面板的 Part ID)添加为该关节的子级。

4. Check the head's Parent ID in SG is set so it follows the body part.

4. 检查 SG 中头部的 Parent ID,确保其跟随身体零件。

5. Open the CANVAS panel to preview; drag the head to fine-tune dx/dy, edit rot/scale — changes sync back into the codes.

5. 打开 CANVAS 面板预览;拖动头部微调 dx/dy,编辑 rot/scale,改动会同步回代码。

6. Use whole-project validation to confirm green hints on all fields.

6. 使用整项目校验,确认所有字段提示为绿色。

7. Save the project, then render to MP4 (720x1280 or 1280x720).

7. 保存项目,然后渲染为 MP4(720x1280 或 1280x720)。

What you CAN and CANNOT do

可以做与不能做

Can:

可以:

  • Bind any part to a skeleton joint so attached parts move together.
  • Refine position, rotation, and scale in CANVAS with sync back to codes.
  • Reuse a saved action from the LIBRARY panel.
  • 将任意零件绑定到骨骼关节,使附属零件一起运动。
  • 在 CANVAS 中微调位置、旋转和缩放,并同步回代码。
  • 从 LIBRARY 面板一键复用已保存的动作。

Cannot:

不能:

  • Bind a part without a valid Part ID — the field shows a red hint and the code is rejected.
  • Render with unbound or conflicting parent links — parts fly apart or render fails.
  • Attach a head to a joint that does not exist in the BONE panel.
  • 没有有效 Part ID 就绑定——该字段显示红色提示,代码被拒绝。
  • 在父级链接未绑定或冲突时渲染——零件会飞散或渲染失败。
  • 把头部绑定到 BONE 面板中不存在的关节。

Try it in the 3SAX V3 creator tool and bind your first head part today.

现在就在 3SAX V3 创作工具中试用,绑定你的第一个头部零件吧。

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