Build the part's states in the Material Group (SG) panel, then bind a walk action with frame-range units in the Action Group (AG) panel.
先在材质组(SG)面板创建部件状态,再在动作组(AG)面板绑定带帧区间的行走动作。
1. Open the SG panel. Define the target part: set Part ID, Parent ID, baseX/baseY, Anchor X/Y, Scale, Layer, Z-perspective. Give the part a category (join) and numbered states (frames) for each walk pose.
1. 打开 SG 面板。定义目标部件:设置 Part ID、Parent ID、baseX/baseY、Anchor X/Y、Scale、Layer、Z-perspective。为部件设置类别(join)和每个行走姿态对应的编号状态(帧)。
2. Open the AG panel. Bind the material group you just edited.
2. 打开 AG 面板。绑定刚才编辑的材质组。
3. Add an action unit. Set target part = the part's join.
3. 添加动作单元。目标部件设为该部件的 join。
4. Set the seq frame ranges across the loop, e.g. 01:0-5, 02:5-10.
4. 设置循环的 seq 帧区间,如 01:0-5、02:5-10。
5. Add relative rotation, scale, X/Y offsets per unit. For left/right steps, use swap part where the part must change.
5. 按单元添加相对旋转、缩放、X/Y 偏移。左右步需要换部件时用 swap part。
6. Use auto-suggest sequence to generate a seq matching the target part's available states.
6. 用自动建议序列生成与目标部件可用状态匹配的 seq。
7. Optional: bind parts to skeleton joints in the BONE panel so attached parts move together.
7. 可选:在 BONE 面板把部件绑定到骨骼关节,使附着部件一起运动。
8. Trigger events from actions in the EVT panel if the step needs a hit.
8. 如需落脚音效,在 EVT 面板由动作触发事件。
9. Open CANVAS. Drag the character to fine-tune dx/dy and edit rot/scale; changes sync back into the codes.
9. 打开 CANVAS。拖动角色微调 dx/dy,编辑 rot/scale,改动会同步回代码。
10. For the full clip, place the action on the character role track (L1) in the AC scheduler. Save to LIBRARY for reuse, then render to MP4.
10. 完整片段在 AC 调度器的角色轨(L1)放置该动作。保存到 LIBRARY 复用,再渲染为 MP4。
Try it now in the 3SAX V3 creator tool.
现在就在 3SAX V3 创作工具中试试吧。