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。
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。
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。