Scale sets a part's size multiplier. It works with Anchor X/Y, so the part scales from its anchor point — not from an arbitrary corner.
Scale 是部件的尺寸倍率。它与 Anchor X/Y 配合,使部件从锚点缩放,而不是从任意一角缩放。
1. Open the Studio editor and go to the SG (Material Group) panel.
1. 打开 Studio 编辑器,进入 SG(材质组)面板。
2. Upload your PNG part, then set Part ID and Parent ID so it joins the correct parent-child tree.
2. 上传 PNG 部件,设置 Part ID 与 Parent ID,使其接入正确的父子树。
3. Set baseX / baseY for position.
3. 设置 baseX / baseY 确定位置。
4. Set Anchor X/Y — this is the point Scale grows or shrinks from.
4. 设置 Anchor X/Y —— 这是 Scale 放大或缩小的基准点。
5. Set the Scale value for the part.
5. 设置该部件的 Scale 值。
6. Check the green/red hint beside each input; required fields must be filled.
6. 查看每个输入旁的绿/红提示;必填项必须填写。
7. Open CANVAS to preview, drag the character to fine-tune dx/dy, then edit rot/scale there; changes sync back into the codes.
7. 打开 CANVAS 预览,拖动角色微调 dx/dy,再编辑 rot/scale;修改会同步回代码。
8. If you bound the part to a joint in BONE, confirm attached parts move together as expected.
8. 若已在 BONE 中将部件绑定到关节,确认附带部件随动正常。
If Anchor X/Y is wrong, the part grows from the wrong point and the layout drifts apart. Invalid input shows a red hint and blocks render.
Anchor X/Y 设置错误时,部件会从错误的位置缩放,整体布局会散开。输入无效时显示红色提示并阻止渲染。
Load your material group and test Scale with different anchors to see the effect.
载入你的材质组,用不同锚点测试 Scale 的实际效果。