What is the skeleton tab used for in 3SAX?

3SAX 中骨架(Skeleton)标签页有什么用途?
Last updated: 2026-10-21

What the Skeleton tab does

骨架标签页的作用

The Skeleton (BONE) tab binds material parts to skeleton joints, so attached parts move together as one limb instead of drifting apart.

骨架(BONE)标签页把素材部件绑定到骨骼关节,使附属部件作为一个肢体整体运动,而不是彼此分离。

How to do it in 3SAX V3

在 3SAX V3 中的操作步骤

1. Open the BONE panel in the studio editor.

1. 在编辑器打开 BONE 面板。

2. Select the material group and the part (Part ID) you want to attach.

2. 选择素材组和要绑定的部件(Part ID)。

3. Bind that part to a skeleton joint.

3. 将该部件绑定到一个骨骼关节。

4. Repeat for every part that must follow the same joint (e.g. upper arm, forearm, hand).

4. 对需要跟随同一关节的所有部件重复操作(如大臂、小臂、手)。

5. Check the result in CANVAS: preview loads scene plus action-referenced frames only.

5. 在 CANVAS 检查效果:预览只加载场景与动作引用的帧。

6. If a part drifts, drag it on canvas to fine-tune dx/dy or edit rot/scale — changes sync back into the codes.

6. 若部件偏移,在画布拖动微调 dx/dy 或修改 rot/scale,改动会同步回代码。

7. Run whole-project validation before RENDER; fix red fields using the shown examples.

7. 渲染前执行整项目校验,按示例修正红色字段。

What you CAN and CANNOT do

能做与不能做

  • CAN: bind parts to joints so parent-child parts move together; preview and correct bindings in CANVAS; save the result into the codec and render to MP4.
  • CANNOT: joints do not create parts or frames; unbound parts keep their own transform and will fly apart during action playback; a part bound to the wrong joint follows the wrong limb; invalid fields are rejected by validation and block render.
  • 能做:把部件绑定到关节,使父子部件一起运动;在 CANVAS 预览并修正绑定;结果写入编码并渲染 MP4。
  • 不能做:关节不会生成部件或帧;未绑定的部件保持自身变换,动作播放时会飞散;绑错关节会跟随错误肢体;非法字段会被校验拒绝并阻止渲染。

Try it in the 3SAX V3 creator tool: bind one limb first, preview, then extend.

在 3SAX V3 创作工具中试试:先绑一个肢体,预览后再扩展。

Advertisement