3SAX V3 is an AI music plus animation studio that lets you build animated music clips from uploaded image parts, action units, audio clips, schedules, events, and a skeleton system. If you want a happy-moment video, you bring the music you love or the audio you already own, then animate characters and scenes to match the beat. Everything you build is stored as fixed-format codes, so a finished clip can be saved, reopened, reused, or extended later.
3SAX V3 是一个 AI 音乐加动画工作室,让你用上传的图片部件、动作单元、音频片段、调度器、事件和骨骼系统来制作动画音乐短片。如果你想做一个快乐时刻的视频,你带上自己喜欢的音乐或已有的音频,然后让角色和场景跟着节拍动起来。你做的所有内容都会以固定格式编码保存,所以完成的短片可以保存、重新打开、复用,或者日后继续扩展。
The core idea is simple: you do not need a full animation team. You upload parts, define how they move, connect them to audio, and render the result as an MP4 in portrait 720x1280 or landscape 1280x720. The tool organizes this work into six encoded pipelines, all editable in the Studio editor and all reusable from your private library.
核心思路很简单:你不需要一个完整的动画团队。你上传部件,定义它们怎么动,把它们和音频连起来,然后渲染成竖屏 720x1280 或横屏 1280x720 的 MP4。工具把这项工作组织成六条编码管线,全部可以在工作室编辑器里编辑,也全部可以从你的私人素材库里复用。
Each 3SAX V3 project is really six linked systems. You can think of them as six tools standing in a line, each one passing work to the next.
每个 3SAX V3 项目实际上是六个互相连接的系统。你可以把它们想成排成一队的六件工具,每一件把工作交给下一件。
Because all six are encoded as fixed-format codes, you can read and edit them directly. That is why a happy clip you made last month can be reopened, given a new song, and reused as a template.
因为这六个系统都以固定格式编码保存,你可以直接阅读和编辑它们。这就是为什么你上个月做的快乐短片可以重新打开、换一首新歌,然后当作模板复用。
Start with the music, not the animation. A happy moment has a feeling, and the audio carries it. Pick a clip you own, note its BPM and duration, and add it as an MG audio clip. If the beat is 120 BPM, one beat is half a second, so a four-beat bar is two seconds. That math keeps your actions in time.
从音乐开始,而不是从动画开始。快乐时刻有一种感觉,而音频承载着这种感觉。挑一段你拥有的音频,记下它的 BPM 和时长,把它添加为一个 MG 音频片段。如果节拍是 120 BPM,一拍就是半秒,那么四拍一小节就是两秒。这个换算能让你的动作踩在时间上。
Next, upload your parts into a Material Group. Start small: a character body, a head, two arms, two legs, and a background. Give each part a part id and a parent so limbs follow the body, then set baseX, baseY, layer, and z-perspective so the depth looks right. If you are unsure, keep layers simple: background lowest, character middle, foreground highest.
接下来,把你的部件上传到一个素材组里。从小处开始:一个角色身体、一个头、两条手臂、两条腿,再加一个背景。给每个部件一个 part id 和一个 parent,让四肢跟随身体,然后设置 baseX、baseY、layer 和 z-perspective,让层次看起来正确。如果不确定,就把层次保持简单:背景在最下,角色在中间,前景在最上。
Then build one Action Group at a time. For a happy bounce, target the body part and add an action unit that scales up slightly and moves up a few pixels over eight frames, then a second unit that returns it over the next eight frames. Add a small rotation for a head nod. Keep the first pass short, maybe four seconds, so you can see results fast.
然后一次构建一个动作组。要做一个快乐的弹跳,就瞄准身体部件,添加一个动作单元,让它在八帧内稍微放大并向上移动几个像素,再加第二个单元,在接下来八帧里还原。再加一点旋转做点头。第一遍做短一点,大概四秒,这样你能很快看到结果。
Now open the Scheduler and place your actions on the character layer, your background movement on the scene layer, and your audio on the audio layer. If you want a camera push, use the camera layer. Finally, if a moment should trigger several things at once, create an event that chains the body bounce, head nod, and a part swap together.
现在打开调度器,把动作放到角色层,把背景运动放到场景层,把音频放到音频层。如果你想推镜头,就用相机层。最后,如果某个时刻应该同时触发好几件事,就创建一个事件,把身体弹跳、点头和一次部件替换串在一起。
When the timing feels right, render to MP4. Portrait 720x1280 is right for short vertical videos; landscape 1280x720 suits wider scenes. Your project saves to the server and stays private, and the finished file is downloadable.
当时间感对了,就渲染成 MP4。竖屏 720x1280 适合短竖版视频;横屏 1280x720 适合更宽的场面。你的项目会保存到服务器并保持私密,完成后的文件可以下载。
Match your action frames to the BPM. This single habit improves every clip. If your MG clip is 100 BPM, one beat is 0.6 seconds, so at 30 frames per second a beat is 18 frames. Build actions in multiples of 18 frames and everything lands on the beat.
让你的动作帧对上 BPM。这一个习惯能提升每一个短片。如果你的 MG 片段是 100 BPM,一拍就是 0.6 秒,那么在每秒 30 帧下,一拍就是 18 帧。把动作按 18 帧的倍数来构建,一切都会落在节拍上。
Use the skeleton for anything that should stay connected. Arms, legs, tails, and hair all move better when bound to joints. Without a skeleton, parts drift and the character looks broken.
凡是应该保持连接的地方都用骨骼。手臂、腿、尾巴和头发绑定到关节后都会动得更好。没有骨骼,部件会漂移,角色看起来就散架了。
Use events instead of duplicating work. If a chorus repeats, build one event chain and trigger it again at the right frame instead of rebuilding the same action units. This keeps the code short and makes edits safer.
用事件代替重复劳动。如果副歌重复出现,就构建一条事件链,在正确的帧上再次触发它,而不是重建同样的动作单元。这能让代码更短,也让修改更安全。
Reuse your library. Materials, actions, music, schedules, and events are all saved as assets you can pull into a new project. A happy background, a bounce action, and a 120 BPM music clip can become the starting point for many videos.
复用你的素材库。素材、动作、音乐、调度和事件都会保存为可以拉进新项目的资产。一个快乐背景、一个弹跳动作和一段 120 BPM 的音乐片段,可以成为许多视频的起点。
Keep the palette and motion consistent. Happy moments read clearly when the colors are warm and the motion is springy but not chaotic. Two or three action types per character is usually enough. Add a small scale-up on impact frames, and avoid moving every part at once.
保持配色和运动一致。当颜色温暖、运动有弹性但不混乱时,快乐时刻会读得很清楚。每个角色两到三种动作类型通常就够了。在冲击帧上加一点放大,避免所有部件同时运动。
The most common mistake is trying to animate before the audio is placed. Without an MG clip and its BPM, you have no timing reference, and your actions will feel random.
最常见的错误是在音频还没放好之前就开始做动画。没有 MG 片段和它的 BPM,你就没有时间参照,动作会显得随机。
The second mistake is forgetting the parent field. If a hand is not parented to an arm, it will not follow when the arm moves. Check parent and z-perspective before you build actions, not after.
第二个错误是忘记 parent 字段。如果一只手没有父级绑定到手臂,手臂动的时候它就不会跟着动。在构建动作之前就检查 parent 和 z-perspective,而不是之后。
The third mistake is overloading a single action unit. One unit should do one clear thing: rotate, or scale, or offset. Chaining many changes in one unit makes it hard to adjust later.
第三个错误是让单个动作单元承担太多。一个单元应该只做一件清楚的事:旋转,或者缩放,或者偏移。在一个单元里串联很多变化,之后会很难调整。
The fourth mistake is ignoring the four Scheduler layers. If you put everything on the character layer, you lose the ability to move the camera or the scene independently.
第四个错误是忽略调度器的四个层。如果你把所有东西都放在角色层,你就失去了独立移动相机或场景的能力。
The fifth mistake is not saving and reusing. Since projects save to the server and stay private, there is no reason to rebuild from scratch. Treat your first finished clip as a template for the next one.
第五个错误是不保存、不复用。既然项目会保存到服务器并保持私密,就没有理由从零重建。把你的第一个完成短片当作下一个短片的模板。
| Approach | Best for | Difficulty | Note |
|---|---|---|---|
| 3SAX V3 encoded pipelines | Animated music clips synced to a chosen audio track | Beginner to intermediate | Six pipelines and MP4 render, private saves |
| Manual video editing software | Simple slideshows and lyric videos | Beginner | Fine for stills, weaker for part-level motion |
| Traditional 2D animation tools | Full character animation with full control | Advanced | Powerful but slow for short happy clips |
| Template-only mobile apps | Fast one-tap videos | Beginner | Quick, but limited reuse and editing |
| 方式 | 最适合 | 难度 | 备注 |
|---|---|---|---|
| 3SAX V3 编码管线 | 与选定音轨同步的动画音乐短片 | 新手到中级 | 六条管线与 MP4 渲染,私密保存 |
| 手动视频剪辑软件 | 简单幻灯片和歌词视频 | 新手 | 适合静图,对部件级运动较弱 |
| 传统 2D 动画工具 | 完全控制的全角色动画 | 进阶 | 强大,但做短快乐短片很慢 |
| 纯模板手机应用 | 快速一键视频 | 新手 | 快,但复用和编辑有限 |
What does 3SAX V3 actually do?
3SAX V3 到底做什么?
It builds animated music clips from uploaded PNG parts, action units, audio clips, schedules, events, and skeletons, then renders them to MP4. It does not compose music or generate instruments, so you bring your own audio.
它用上传的 PNG 部件、动作单元、音频片段、调度、事件和骨骼来构建动画音乐短片,然后渲染成 MP4。它不作曲,也不生成乐器,所以音频由你自己提供。
Do I need to know how to code?
我需要会写代码吗?
No. The Studio editor lets you drag parts on a canvas and sync numeric inputs. The encoded pipelines are fixed-format codes, which means you can edit them directly if you want, but you are not required to.
不需要。工作室编辑器让你在画布上拖动部件,并同步数值输入。编码管线是固定格式的代码,这意味着你想的话可以直接编辑,但并不是必须的。
How do I make my actions land on the beat?
怎么让我的动作落在节拍上?
Read the BPM from your Music Group clip, convert one beat into frames, and build action start and end frames in multiples of that number. This keeps motion and audio aligned without extra work.
从你的音乐组片段里读取 BPM,把一拍换算成帧数,然后按这个数字的倍数来设置动作的起始和结束帧。这样不用额外费力就能让运动和音频对齐。
Can I reuse a clip I already finished?
我可以复用已经做好的短片吗?
Yes. Everything is stored as fixed-format codes, so you can reopen a project, swap the music, adjust the schedule, and render a new MP4 from the same action and material library.
可以。所有内容都以固定格式编码保存,所以你可以重新打开项目、换掉音乐、调整调度,然后用同一套动作和素材库渲染出新的 MP4。
What export formats are available?
有哪些导出格式?
Renders are MP4 in portrait 720x1280 or landscape 1280x720. Projects are saved privately on the server and the finished files are downloadable.
渲染输出是竖屏 720x1280 或横屏 1280x720 的 MP4。项目在服务器上私密保存,完成的文件可以下载。
Happy moments are short, bright, and rhythmic, and 3SAX V3 is built to turn those three qualities into a finished animated clip. Open the 3SAX V3 creator tool, add one song you love, and build your first happy moment today.
快乐时刻是短促、明亮、有节奏的,而 3SAX V3 正是为把这三点变成一个完成的动画短片而设计的。打开 3SAX V3 创作工具,加一首你喜欢的歌,今天就做出你的第一个快乐时刻。
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