How do I bind a part to a skeleton joint?

如何在3SAX V3中把部件绑定到骨骼关节
Last updated: 2026-10-21

How do I bind a part to a skeleton joint?

如何把部件绑定到骨骼关节?

To bind a part to a skeleton joint, open the Skeleton (BONE) panel and attach the part's Part ID to the target joint, so the part moves with that joint.

把部件绑定到骨骼关节:打开 Skeleton(BONE)面板,将该部件的 Part ID 绑定到目标关节,部件即可随关节一起运动。

How to do it in 3SAX V3

在3SAX V3中如何操作

1. Open the Material Group (SG) panel and confirm each part's Part ID, Parent ID, and category (join).

1. 打开 Material Group(SG)面板,确认每个部件的 Part ID、Parent ID 和分类(join)。

2. Switch to the BONE Skeleton panel.

2. 切换到 BONE Skeleton 面板。

3. Select the skeleton joint you want to attach to.

3. 选择要绑定的骨骼关节。

4. Bind the part's Part ID to that joint — one binding per part.

4. 把该部件的 Part ID 绑定到该关节——每个部件一次绑定。

5. Repeat for every part that must move together.

5. 对所有需要一起运动的部件重复操作。

6. Check the real-time hints beside each input (green = valid, red = error with a fix example).

6. 检查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. Go to CANVAS and preview the motion; drag to fine-tune, edits sync back to the codes.

7. 到 CANVAS 预览动作;拖动微调,修改会同步回代码。

8. Run whole-project validation and fix any listed errors before render.

8. 运行整项目校验,修正错误后再渲染。

What you CAN and CANNOT do

可以做什么与不能做什么

  • CAN: bind parts to joints so attached parts move together.
  • CAN: bind a part in one shot, or hand-arrange actions/camera/music/schedule/events/skeleton in one sentence, then render to MP4.
  • CANNOT: bind via the SG, AG, CAM, MG, AC, or EVT panels — binding only happens in BONE.
  • CANNOT: skip validation — an unbinding part stays static while its limb moves (parts fly apart); invalid bindings show red input errors and block the render.
  • 可以:把部件绑定到关节,使附属部件一起运动。
  • 可以:一句话一次性绑定,或按句自动编排动作/镜头/音乐/排程/事件/骨骼,然后渲染 MP4。
  • 不能:通过 SG、AG、CAM、MG、AC、EVT 面板绑定——只能在 BONE 中绑定。
  • 不能:跳过校验——未绑定的部件会静止而肢体在动(部件散飞);无效绑定显示红色输入错误并阻止渲染。

Open the 3SAX V3 creator tool and try binding one part to a joint now.

现在打开3SAX V3创作工具,试着把一个部件绑定到关节吧。

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