Set Anchor X/Y at the part's rotation center. For a wheel, set the anchor at the hub; for a limb, set it at the joint. If the anchor is off-center, the part will orbit instead of spin.
将 Anchor X/Y 设在部件的旋转中心。轮子设在轴心,肢体设在关节。锚点偏离中心,部件就会绕错误点公转而非自转。
1. Open the SG Material Group panel and select the part.
1. 打开 SG 材质组面板,选中该部件。
2. Check the PNG's pivot in your image editor, then enter matching Anchor X/Y values.
2. 在图像编辑器中确认 PNG 的轴心,然后填入匹配的 Anchor X/Y。
3. Set Parent ID and baseX/baseY so the part sits correctly in the parent-child tree.
3. 设置 Parent ID 与 baseX/baseY,让部件在父子树中正确定位。
4. Bind the part to a skeleton joint in the BONE panel if it should move with a limb.
4. 若部件需随肢体运动,在 BONE 面板绑定到骨架关节。
5. In the AG panel, add an action unit targeting this part's join with a relative rotation and seq frame range (e.g., 01:0-5).
5. 在 AG 面板添加动作单元,目标为该部件的 join,设置相对旋转与 seq 帧范围(如 01:0-5)。
6. Open CANVAS to preview; check the part spins in place.
6. 打开 CANVAS 预览,确认部件原地自转。
7. Run whole-project validation before rendering.
7. 渲染前运行整项目校验。
CAN:
能做:
CANNOT:
不能做:
Try the 3SAX V3 creator tool and set your anchor at the hub first.
试试 3SAX V3 创作工具,先把锚点设在轴心。