What is the difference between skeleton and parent hierarchy?

骨架与父级层级有什么区别?
Last updated: 2026-10-21

Skeleton vs. parent hierarchy

骨架与父级层级有什么区别?

Skeleton (BONE) binds material parts to joints so they move together as one rig. Parent hierarchy (SG) sets which part carries which when building the part tree. Skeleton drives motion; parent hierarchy drives assembly.

骨架(BONE)把素材部件绑定到关节上,使其作为整体一起运动。父级层级(SG)在搭建部件树时决定谁承载谁。骨架驱动力,父级层级驱动装配。

How to do it in 3SAX V3

在 3SAX V3 中怎么做

1. Open SG Material Group. Upload PNG parts and set Part ID, Parent ID, baseX/baseY, Anchor, Scale, Layer, Z-perspective to build the parent-child tree.

1. 打开 SG 素材组。上传 PNG 部件,设置 Part ID、Parent ID、baseX/baseY、锚点、缩放、图层、Z 透视,搭建父子树。

2. Open BONE Skeleton. Bind the relevant parts to skeleton joints so attached parts move together.

2. 打开 BONE 骨架。把相关部件绑定到骨架关节,使附加部件一起运动。

3. Open AG Action Group. Add action units targeting the correct join (part = join), set seq ranges like 01:0-5, rotation, scale, X/Y offsets.

3. 打开 AG 动作组。添加动作单元,目标部件选择正确的 join,设置 01:0-5 之类的 seq 范围、旋转、缩放、X/Y 偏移。

4. Check the Canvas preview; drag characters to fine-tune dx/dy and edit rot/scale, which sync back into the codes.

4. 查看 Canvas 预览,拖动角色微调 dx/dy,编辑 rot/缩放,改动会同步回代码。

5. Run whole-project validation and fix any red input hints before rendering to MP4.

5. 执行整项目校验,修正红色提示后再渲染 MP4。

What you CAN and CANNOT do

能做与不能做

  • CAN: combine parent hierarchy for assembly with skeleton joints for grouped movement.
  • CAN: review both in Canvas and correct via validation hints.
  • CANNOT: use Parent ID to make parts move together — that is skeleton's job.
  • CANNOT: bind a part with no valid Parent ID or join; code validation turns red and render fails. Wrong parent setup makes parts fly apart in preview.
  • 能做:父级层级负责装配,骨架关节负责成组运动。
  • 能做:在 Canvas 中查看两者,并按校验提示修正。
  • 不能做:用 Parent ID 让部件一起运动——那是骨架的职责。
  • 不能做:绑定没有有效 Parent ID 或 join 的部件;代码校验变红,渲染失败。父级设置错误会让部件在预览中飞散。

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

试试 3SAX V3 创作工具,把你的部件绑定到骨架上。

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