How do I build a simple arm skeleton for a character?

如何在3SAX V3中为角色搭建简单手臂骨骼
Last updated: 2026-10-21

How to build a simple arm skeleton

如何搭建简单手臂骨骼

Bind arm parts to skeleton joints in the BONE (Skeleton) panel so they move together.

在 BONE(骨骼)面板把手臂部件绑定到骨骼关节,让它们一起运动。

How to do it in 3SAX V3

在3SAX V3中怎么做

1. Open the SG Material Group panel and upload the upper arm, forearm, and hand PNG parts.

1. 打开 SG 材质组面板,上传上臂、前臂、手部的 PNG 部件。

2. Set each part's Part ID and Parent ID to build the arm's parent-child tree; set baseX/baseY and Anchor X/Y at the joint points.

2. 为每个部件设置 Part ID 与 Parent ID,建立手臂父子树;在关节位置设置 baseX/baseY 与 Anchor X/Y。

3. Open the BONE Skeleton panel and create joints for shoulder, elbow, and wrist.

3. 打开 BONE 骨骼面板,为肩、肘、腕创建关节。

4. Bind the upper arm to shoulder, forearm to elbow, hand to wrist.

4. 上臂绑定肩、前臂绑定肘、手绑定腕。

5. Check the joint anchors so parts rotate correctly. Look at the green/red hint beside each field; fix any red entries using the shown example.

5. 检查关节锚点,确保部件正确旋转。看每个输入框旁的绿/红提示,红色项按示例修正。

6. Drag the character on the CANVAS preview to fine-tune dx/dy and rot/scale; changes sync back into the codes.

6. 在 CANVAS 预览中拖拽角色微调 dx/dy 与 rot/scale,改动会同步回代码。

7. Save the project, or use one-shot clip to auto-arrange skeleton codes for the selected material group.

7. 保存项目,或用一句成片按所选材质组自动编排骨骼代码。

What you CAN and CANNOT do

可以做与不能做

  • CAN: bind parts to joints, tune on canvas, reuse a saved skeleton via LIBRARY.
  • CANNOT: skip joint anchors or Parent ID. If unbound or mis-parented, parts fly apart during action.
  • CANNOT: render with invalid fields. Whole-project validation shows a clickable error list and blocks the render.
  • 可以:把部件绑定到关节、在画布微调、通过 LIBRARY 复用已存骨骼。
  • 不能:跳过关节锚点或 Parent ID。未绑定或父子错误时,动作中部件会飞散。
  • 不能:带着无效字段渲染。整项目校验会给出可点击的错误列表并阻止渲染。

Try it now in the 3SAX V3 creator tool.

现在就在3SAX V3创作工具里试试。

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