What is a skeleton anchor point?

什么是骨架锚点?
Last updated: 2026-10-21

What is a skeleton anchor point?

什么是骨架锚点?

A skeleton anchor point is the joint (bone) in the BONE Skeleton panel that you bind a part to, so attached parts move together as one unit instead of flying apart.

骨架锚点就是 BONE 骨架面板中的关节(骨骼),把部件绑定到关节上,附属部件就会作为一个整体一起移动,而不是四散飞开。

How to do it in 3SAX V3

在 3SAX V3 中怎么做

1. Open the BONE Skeleton panel and create the joints you need.

1. 打开 BONE 骨架面板,创建所需的关节。

2. Go to SG Material Group and set each part's Anchor X/Y to the pivot point.

2. 进入 SG 材质组,为每个部件设置 Anchor X/Y 锚点。

3. Set each part's Part ID and Parent ID to build the parent-child tree.

3. 设置每个部件的 Part ID 和 Parent ID,建立父子树。

4. Bind parts to skeleton joints in BONE so attached parts move together.

4. 在 BONE 中把部件绑定到骨架关节,让附属部件一起移动。

5. Trigger movement from AG Action or the AC Scheduler, then preview in CANVAS and drag to fine-tune dx/dy.

5. 通过 AG 动作或 AC 调度器触发运动,在 CANVAS 预览并拖动微调 dx/dy。

6. Check green hints on every input; fix any red error before render.

6. 查看每个输入框的绿色提示,渲染前修正红色错误。

7. Save to the LIBRARY, then render to MP4 (720x1280 or 1280x720).

7. 保存到 LIBRARY,然后渲染 MP4(720x1280 或 1280x720)。

What you CAN and CANNOT do

能做什么、不能做什么

  • CAN: bind parts to joints, nest parent-child trees, move groups as one, fine-tune in CANVAS and sync back to codes, reuse the setup from the server LIBRARY.
  • CANNOT: create joints outside BONE, or skip Anchor X/Y. If anchors are wrong or Parent IDs are mislinked, parts fly apart or rotate from the wrong pivot; failed validation blocks render.
  • 能:绑定部件到关节、嵌套父子树、整组一起移动、在 CANVAS 微调并同步回代码、从服务器 LIBRARY 复用配置。
  • 不能:在 BONE 之外创建关节,或跳过 Anchor X/Y。锚点错误或 Parent ID 错连时,部件会四散或绕错误支点旋转;校验失败会阻止渲染。

Try the 3SAX V3 creator tool and bind your first skeleton.

来试试 3SAX V3 创作工具,绑定你的第一个骨架。

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