Bind the part to a skeleton joint in the BONE panel. The parent-child link in SG and the joint binding decide whether the part follows its parent or drifts.
在 BONE 骨骼面板中把部件绑定到骨骼关节。SG 里的父子关系和关节绑定共同决定部件是跟随父级还是脱节。
1. Open SG Material Group. Upload the PNG part, then set its Part ID and Parent ID so it sits under the parent part in the tree.
1. 打开 SG 材质组。上传 PNG 部件,设置 Part ID 和 Parent ID,让它在树中挂在父部件之下。
2. Set baseX / baseY, Anchor X/Y, Scale, Layer and Z-perspective for correct placement.
2. 设置 baseX / baseY、Anchor X/Y、Scale、Layer 和 Z 透视,保证位置正确。
3. Open BONE Skeleton. Bind both parent and child parts to skeleton joints so attached parts move together.
3. 打开 BONE 骨骼面板。把父部件和子部件都绑定到骨骼关节,使附属部件一起运动。
4. Open CANVAS to preview. Drag the character to fine-tune dx/dy and edit rot/scale; changes sync back into the codes.
4. 打开 CANVAS 预览。拖动角色微调 dx/dy,编辑 rot/scale,改动会同步回代码。
5. Open AG Action. Add an action unit with target part = join, a seq frame range (e.g. 01:0-5), relative rotation/scale/offsets, or a swap part.
5. 打开 AG 动作组。添加动作单元:目标部件 = join,序列帧范围(如 01:0-5),相对旋转/缩放/偏移,或换部件。
6. Save the project and render to MP4 (720x1280 or 1280x720).
6. 保存项目并渲染 MP4(720x1280 或 1280x720)。
If Parent ID is wrong or the joint is unbound, parts fly apart during animation, and whole-project validation reports the error before render.
Parent ID 填错或关节未绑定,动画中部件会飞散,渲染前整项目校验会报错。
Try it in the 3SAX V3 creator tool.
来 3SAX V3 创作工具试试吧。