diff --git a/src/io_scene_vrm/locale/zh_HANS.py b/src/io_scene_vrm/locale/zh_HANS.py new file mode 100644 index 000000000..4333442c9 --- /dev/null +++ b/src/io_scene_vrm/locale/zh_HANS.py @@ -0,0 +1,593 @@ +locale_key = "zh_HANS" + +translation_dictionary: dict[tuple[str, str], str] = { + ( + "*", + "The installed VRM add-on is not compatible with Blender {blender_version}." + + " Please upgrade the add-on.", + ): "已安装的 VRM 附加组件有" + + "Blender {blender_version}尚不支持。。\n" + + "更新附加组件。", + ( + "*", + "The installed VRM add-\n" + + "on is not compatible with\n" + + "Blender {blender_version}. Please update.", + ): "已安装\n" + + "VVRM 附加组件是 Blender {blender_version}\n" + + "尚不支持。 插件。\n" + + "请更新。", + ( + "*", + "The installed VRM add-on is not compatible with Blender {blender_version}." + + " The VRM may not be exported correctly.", + ): "已安装的 VRM 附加组件与 Blender {blender_version} 不兼容。" + + "可能无法正确导出 VRM。", + ( + "*", + "VRM add-on is not compatible with Blender {blender_version_cycle}.", + ): "VRM 附加组件尚未与 {blender_version_cycle} 版本的 Blender 兼容。", + ( + "*", + "VRM add-on is\n" + + "not compatible with\n" + + "Blender {blender_version_cycle}.", + ): "VRM 附加组件Blender\n" + "尚未支持 {blender_version_cycle} 版本的 。", + ( + "*", + "VRM add-on is not compatible with Blender {blender_version_cycle}." + + " The VRM may not be exported correctly.", + ): "VRM 附加组件与 {blender_version_cycle} 版本的 Blender 尚不兼容。" + + "可能无法正确导出 VRM。", + ( + "*", + "The VRM add-on has been updated." + + " Please restart Blender to apply the changes.", + ): "已更新 VRM 附加组件。" + + "重启 Blender 以应用更改。", + ( + "*", + "The VRM add-on has been\n" + + "updated. Please restart Blender\n" + + "to apply the changes.", + ): "VRM 附加组件\n已更新。" + + "要应用更改\n" + + "Blender重新启动。", + ("*", 'Set shading type to "Material"'): "将 3D 视图设置为材质预览", + ("*", 'Set view transform to "Standard"'): "将视图转换设置为 “标准”", + ( + "*", + 'Set an imported armature display to "Wire"', + ): "将armature视口显示设置为 “线框”", + ( + "*", + 'Set an imported armature display to show "In-Front"', + ): "armature显示在最前面", + ( + "*", + "Set an imported bone shape to default", + ): "默认显示骨骼形状。", + ("*", "Export Invisible Objects"): "包括隐藏对象", + ("*", "Export Only Selections"): "仅选定对象", + ("*", "Enable Advanced Options"): "启用高级选项", + ("*", "Don't overwrite existing texture folder"): "不要覆盖现有纹理文件夹", + ( + "*", + "Try the FB_ngon_encoding under development" + + " (Exported meshes can be corrupted)", + ): "试试开发中的 FB_ngon_encoding 扩展" + + "(导出的网格可能已损坏)", + ( + "*", + "Export All Bone Influences", + ): "导出所有骨骼重量", + ( + "*", + "Don't limit to 4, most viewers truncate to 4, " + + "so bone movement may cause jagged meshes", + ): "不限于四个。 大多数观众将自己限制为四人,因为、" + + "移动骨骼时可能会发生意外的网格变形。", + ("*", "Export Lights"): "输出灯光", + ( + "*", + "No error. Ready for export VRM", + ): "未发现任何错误。。可导出 VRM", + ( + "*", + "No error. But there're {warning_count} warning(s)." + + " The output may not be what you expected.", + ): "没有错误。、{warning_count}有关于此的警告。。" + + "输出结果可能与预期不同。", + ("*", "VRM Export"): "VRM 输出", + ("*", "Create VRM Model"): "创建 VRM 模型", + ("*", "Validate VRM Model"): "检查 VRM 模型", + ("*", "Extract texture images into the folder"): "将纹理图像解压到文件夹中。", + ( + "*", + 'Official add-on "glTF 2.0 format" is required. Please enable it.', + ): "需要使用 glTF 2.0 格式的官方插件。 请激活它", + ( + "*", + "For more information please check following URL.", + ): "如需了解更多信息,请查看下面的 URL。", + ( + "*", + "Multiple armatures were found. Please select one to export as VRM.", + ): "存在多个armatures。。" + + "选择要导出为 VRM 的armatures。", + ("*", "Import Anyway"): "强制导入", + ("*", "Export Anyway"): "强制导出", + ( + "*", + "There is a high-impact warning. VRM may not export as intended.", + ): "有影响较大的警告。。" + + "VRM 可能无法按预期输出。", + ("*", "A light is required"): "需要照明。", + ("*", "License Confirmation"): "许可确认。", + ( + "*", + 'Is this VRM allowed to edited? Please check its "{json_key}" value.', + ): "指定 VRM 的元数据「{json_key}」值" + + "已设置了唯一的许可证 URL。。", + ( + "*", + 'This VRM is licensed by VRoid Hub License "Alterations: No".', + ): "指定的 VRM 具有 VRoid Hub 的许可「改変: 禁止」。。", + ( + "*", + 'This VRM is licensed by UV License with "Remarks".', + ): "指定的 VRM 具有 UV License的许可(Remarks)。", + ( + "*", + 'The VRM selects "Other" license but no license url is found.', + ): "指定的 VRM 具有「Other」许可证规定、" + + "未设置 URL。", + ( + "*", + 'The VRM is licensed by "{license_name}".' + + " No derivative works are allowed.", + ): "指定 VRM 的不可修改许可证。「{license_name}」设置为。" + + "不允许衍生作品。。", + ( + "*", + "FB_ngon_encoding extension under development will be used." + + " The exported mesh may be corrupted.", + ): "正在开发的 FB_ngon_encoding 扩展已启用。" + + "导出的网格可能已损坏。", + ( + "*", + "Nodes(mesh,bones) require unique names for VRM export." + + " {name} is duplicated.", + ): "glTF 节点元素(网格,骨骼)名称不得重复。。" + + "「{name}」是重复的。。", + ( + "*", + 'There are not an object on the origin "{name}"', + ): "原点坐标上无对象「{name}」", + ( + "*", + "The same name cannot be used" + + " for a mesh object and a bone." + + ' Rename either one whose name is "{name}".', + ): "网格对象和骨骼不能使用相同的名称。" + + "名称:「{name}」更改以下名称之一。", + ( + "*", + 'The "{name}" mesh has both a non-armature modifier' + + " and a shape key. However, they cannot coexist" + + ", so shape keys may not be export correctly.", + ): "网格「{name}」に" + + "non-armature修改器和形态键都已设置,但、" + + "它们不能共存,形态键可能无法正确输出。", + ( + "*", + 'Spring "{spring_name1}" and "{spring_name2}" have' + + ' common bone "{bone_name}".', + ): "Spring 「{spring_name1}」と「{spring_name2}」が" + + "「{bone_name}」有共用骨骼。", + ( + "*", + '"{export_only_selections}" is enabled' + ", but no mesh is selected.", + ): "「{export_only_selections}」是有效的,但没有选择任何网格。", + ("*", "There is no mesh to export."): "无网格可导出。", + ( + "*", + "Only one armature is required for VRM export." + " Multiple armatures found.", + ): "只能为 VRM 输出选择一个armatures。 可多次选择。", + ( + "*", + "VRM Required Bones", + ): "VRM必须的骨骼", + ( + "*", + "VRM Optional Bones", + ): "VRM可选的骨骼", + ( + "*", + 'Required VRM Bone "{humanoid_name}" is' + + " not assigned. Please confirm hierarchy" + + " of {humanoid_name} and its children." + + ' "VRM" Panel → "VRM 0.x Humanoid" → {humanoid_name}' + + " will be empty or displayed in red" + + " if hierarchy is wrong", + ): "VRM必须的骨骼「{humanoid_name}」是未指定的。。" + + "「VRM」面板「VRM 0.x Humanoid」→「VRM必须的骨骼」将为空或显示为红色" + + "「{humanoid_name}」如果层次结构有误。", + ( + "*", + 'Couldn\'t assign "{bone}" bone' + + ' to VRM Humanoid Bone: "{human_bone}". ' + + 'Confirm hierarchy of "{bone}" and its children. ' + + '"VRM" Panel → "Humanoid" → "{human_bone}" is empty' + + " if wrong hierarchy", + ): "骨骼「{bone}」到 VRM 骨「{human_bone}」无法分配。" + + "「VRM」面板「VRM 0.x Humanoid」で" + + "「{human_bone}」检查骨骼设置。", + ( + "*", + 'Required VRM Bone "{humanoid_name}" is' + + " not assigned. Please confirm hierarchy" + + " of {humanoid_name} and its children. " + + '"VRM" Panel → "Humanoid" → {humanoid_name}' + + " will be empty or displayed in red" + + " if hierarchy is wrong", + ): "VRM必须的骨骼「{humanoid_name}」是未指定的。。" + + "「VRM」面板「Humanoid」→「VRM必须的骨骼」将为空或显示为红色" + + "「{humanoid_name}」如果层次结构有误。", + ( + "*", + 'Please assign Required VRM Bone "{name}".', + ): "请分配所需的 VRM 骨 「{name}」。", + ( + "*", + 'Please assign "{parent_name}"' + + ' because "{name}" requires it as its child bone.', + ): "「{parent_name}」指定。" + + "因为「{name}」需要将其作为子骨骼。。", + ( + "*", + 'Non-tri faces detected in "{name}". ' + "will be triangulated automatically.", + ): "「{name}」包含三角形以外的多边形。" + + "自动划分为三角形。", + ( + "*", + 'VRM Bone "{child}" needs "{parent}".' + + " Please confirm" + + ' "VRM" Panel → "Humanoid"' + + ' → "VRM Optional Bones" → "{parent}".', + ): "VRM骨骼「{child}」需要「{parent}」。" + + "「VRM」面板「Humanoid」→「VRM可选的骨骼」で" + + "「{parent}」骨骼設定。", + ( + "*", + 'Object "{name}" contains a negative value for the scale;' + + " VRM 1.0 does not allow negative values to be specified" + + " for the scale.", + ): "对象「{name}」中的缩放为负数。" + + "VRM 1.0不允许指定负值。", + ( + "*", + 'Node Constraint "{owner_name} / {constraint_name}" has' + + " a circular dependency", + ): "ノードコンストレイント「{owner_name} / {constraint_name}」に" + + "存在循环依赖关系。。", + ("*", "No armature exists."): "骨架不存在。。", + ( + "*", + 'vertex index "{vertex_index}" is no weight' + + ' in "{mesh_name}".' + + " Add weight to parent bone automatically.", + ): "「{mesh_name}」的頂点id「{vertex_index}」未加权。" + + "自动为父骨骼分配权重。。", + ( + "*", + 'vertex index "{vertex_index}" has' + + ' too many (over 4) weight in "{mesh_name}".' + + " It will be truncated to 4 descending" + + " order by its weight.", + ): "「{mesh_name}」的頂点id「{vertex_index}」有 5 块或更多骨骼影响到。" + + "最多 4 个,按重度顺序导出。", + ( + "*", + '"{material_name}" needs to enable' + + ' "VRM MToon Material" or connect' + + " Principled BSDF/MToon_unversioned/TRANSPARENT_ZWRITE" + + ' to "Surface" directly. Empty material will be exported.', + ): "「{material_name}」需要启用「VRM MToon Material」或者链接" + + "「原理化BSDF」「MToon_unversioned」「TRANSPARENT_ZWRITE」の" + + "直接向 “表面 ”指定其中之一。 输出空材质。。", + ( + "*", + '"{image_name}" is not found in file path "{image_filepath}". ' + + "Please load file of it in Blender.", + ): '「{image_name}」指定文件路径中的图像文件。「"{image_filepath}"」' + + "图像不存在于 请重新加载图像。。", + ( + "*", + "firstPersonBone is not found. " + + 'Set VRM HumanBone "head" instead automatically.', + ): "firstPersonBone未设置。。" + + "自动设置将 VRM humanborn「head」改为 firstPersonBone。。", + ( + "*", + 'A mesh named "{mesh_name}" is assigned to a blend' + + ' shape group named "{blend_shape_group_name}" but' + + " the mesh will not be exported", + ): "Blend Shape Group「{blend_shape_group_name}」有一个网格「{mesh_name}」" + + "已分配、但网格未导出", + ( + "*", + 'A shape key named "{shape_key_name}" in a mesh' + + ' named "{mesh_name}" is assigned to a blend shape' + + ' group named "{blend_shape_group_name}" but the' + + " shape key doesn't exist.", + ): "名为 「{shape_key_name}」的形态键在网格" + + " 「{mesh_name}」 已被分配给混合形状" + + "但是此形态键不存在", + ( + "*", + 'need "{expect_node_type}" input' + ' in "{shader_val}" of "{material_name}"', + ): "「{material_name}」的「{shader_val}」需要、" + + "「{expect_node_type}」直接连接。 ", + ( + "*", + 'image in material "{material_name}" is not put.' + " Please set image.", + ): "材质「{material_name}」" + + "有一个没有设置纹理的图像节点。" + + "删除或设置图像。", + ("*", "Symmetrize VRoid Bone Names on X-Axis"): "VRoid 骨骼名称的 X 轴对称性", + ( + "*", + "Make VRoid bone names X-axis mirror editable", + ): "将 VRoid 骨骼名称转换为 X 轴对称可编辑名称", + ("*", "Current Pose"): "当前姿势", + ("*", "Save Bone Mappings"): "保存骨骼对应关系", + ("*", "Load Bone Mappings"): "加载骨骼对应关系", + ( + "*", + "All VRM Required Bones have been assigned.", + ): "所有 VRM 必需骨骼分配都已完成。", + ( + "*", + "There are unassigned VRM Required Bones. Please assign all.", + ): "存在未分配的 VRM 必需骨骼。" + + "分配所有 VRM 必需骨骼。", + ("Operator", "Automatic Bone Assignment"): "自动骨骼分配", + ("Operator", "Export VRM"): "导出 VRM", + ("Operator", "Import VRM"): "导入 VRM", + ("Operator", "Preview MToon 0.0"): "MToon 0.0预览", + ("Operator", "VRM Humanoid"): "VRM人形", + ("Operator", "VRM License Confirmation"): "查看 VRM 使用条款", + ("Operator", "VRM Required Bones Assignment"): "配置 VRM 必需骨骼", + ( + "*", + "Conditions exported as Roll Constraint\n" + + " - Copy Rotation\n" + + " - Enabled\n" + + " - No Vertex Group\n" + + " - Axis is one of X, Y and Z\n" + + " - No Inverted\n" + + " - Mix is Add\n" + + " - Target is Local Space\n" + + " - Owner is Local Space\n" + + " - No circular dependencies\n" + + " - The one at the top of the list of\n" + + " those that meet all the conditions\n", + ): "约束导出为转动约束\n" + + " - 复制旋转\n" + + " - 启用\n" + + " - 未指定顶点组\n" + + " - 指定 XYZ 的一个轴\n" + + " - 不可逆转\n" + + " - 混合添加\n" + + " - 目标是局部空间\n" + + " - 由局部空间拥有\n" + + " - 循环依赖关系不存在\n" + + " - 满足所有条件的\n", + ( + "*", + "Conditions exported as Aim Constraint\n" + + " - Damped Track\n" + + " - Enabled\n" + + " - Target Bone Head/Tail is 0\n" + + " - No Follow Target Bone B-Bone\n" + + " - No circular dependencies\n" + + " - The one at the top of the list of\n" + + " those that meet all the conditions\n", + ): "约束导出为动画约束\n" + + " - 阻尼轨道\n" + + " - 启用状态\n" + + " - 目标骨头的头部/Tail is 0\n" + + " - 不遵循目标骨骼的 B 骨\n" + + " - 循环依赖关系不存在\n" + + " - 满足所有条件的\n", + ( + "*", + "Conditions exported as Rotation Constraint\n" + + " - Copy Rotation\n" + + " - Enabled\n" + + " - No Vertex Group\n" + + " - Axis is X, Y and Z\n" + + " - No Inverted\n" + + " - Mix is Add\n" + + " - Target is Local Space\n" + + " - Owner is Local Space\n" + + " - No circular dependencies\n" + + " - The one at the top of the list of\n" + + " those that meet all the conditions\n", + ): "约束导出为旋转约束\n" + + " - 复制旋转\n" + + " - 启用状态\n" + + " - 未指定顶点组\n" + + " - 所有轴均以 XYZ 表示。\n" + + " - 不可逆转\n" + + " - 混合添加\n" + + " - 目标是局部空间\n" + + " - 由局部空间拥有\n" + + " - 循环依赖关系不存在\n" + + " - 满足所有条件的\n", + ( + "*", + "This VRM uses Draco compression. Unable to decompress.", + ): "不支持 Draco 压缩的 VRM", + ("*", "Axis Translation on Export"): "导出时转换轴", + ( + "*", + "Offset and Scale are ignored in VRM 0.0", + ): "偏移和缩放在 VRM 0.0 中被忽略", + ( + "*", + 'Material "{name}" {texture}\'s Offset and Scale are' + " ignored in VRM 0.0", + ): "VRM 0.0材质「{name}」的{texture}的偏移和缩放将被忽略", + ( + "*", + "Offset and Scale in VRM 0.0 are" + " the values of the Lit Color Texture", + ): "VRM 0.0 中的偏移和缩放是 Lit Color Texture 的值", + ( + "*", + 'Material "{name}" {texture}\'s Offset and Scale' + + " in VRM 0.0 are the values of" + + " the Lit Color Texture", + ): "VRM 0.0材质「name」的{texture}的偏移和缩放为" + + "Lit Color Texture的值", + ( + "*", + 'It is recommended to set "{colorspace}"' + + ' to "{input_colorspace}" for "{texture_label}"', + ): "对于{texture_label}中的{input_colorspace},建议设置“{colorspace}”", + ( + "*", + 'It is recommended to set "{colorspace}"' + + ' to "{input_colorspace}" for "{texture_label}"' + + ' in Material "{name}"', + ): "材质{name}的{texture_label}的{input_colorspace}" + + "建议使用「{colorspace}」的设定。", + ( + "*", + "VRM Material", + ): "VRM材质", + ( + "*", + "Enable VRM MToon Material", + ): "启用VRM MToon材质", + ( + "*", + "Export Shape Key Normals", + ): "导出形态键法线", + ( + "*", + 'The "Screen Coordinates" display is not yet implemented.\n' + + 'It is displayed in the same way as "World Coordinates".', + ): "「Screen Coordinates」尚未实施\n" + + "与「World Coordinates」具有相同的显示", + ( + "*", + "How to export this material to VRM.\n" + + "Meet one of the following conditions.\n" + + " - VRM MToon Material is enabled\n" + + ' - Connect the "Surface" to a "Principled BSDF"\n' + + ' - Connect the "Surface" to a "MToon_unversioned"\n' + + ' - Connect the "Surface" to a "TRANSPARENT_ZWRITE"\n' + + " - Others that are compatible with the glTF 2.0 add-on export\n", + ): "如何将此材料导出到 VRM\n" + + "必须满足以下条件之一。\n" + + " - VRM MToon材质启用\n" + + " - 指定「Surface」到「Principled BSDF」\n" + + " - 指定「Surface」到「MToon_unversioned」\n" + + " - 指定「Surface」到「TRANSPARENT_ZWRITE」\n" + + " - 其他与glTF 2.0附加组件导出兼容的组件\n", + ( + "*", + "Enable Animation", + ): "使动画有效", + ("*", "Armature not found"): "我们没有找到骨架", + ( + "*", + "Please assign required human bones", + ): "请分配所需的人形骨骼", + ("*", "Please set the version of VRM to 1.0"): "将 VRM 版本设置为 1.0", + ( + "*", + "VRM Animation export requires a VRM 1.0 armature", + ): "VRM 动画导出需要 VRM 1.0 骨架", + ( + "*", + "VRM Animation import requires a VRM 1.0 armature", + ): "VRM 动画导入需要 VRM 1.0 骨架", + ("*", "Armature to be exported"): "要导出的骨架", + ( + "*", + ( + "Animations to be exported\n" + + "- Humanoid bone rotations\n" + + "- Humanoid hips bone translations\n" + + "- Expression preview value\n" + + "- Look At preview target translation\n" + ), + ): ( + "エクスポートされるアニメーション\n" + + "- 人形骨骼旋转值\n" + + "- Humanoid Hips骨骼运动值\n" + + "- 表情的预览值\n" + + "- Look At预览目标移动值\n" + ), + ("*", "Armature to be animated"): "动画的骨骼", + ( + "*", + "https://vrm-addon-for-blender.info/en/animation/", + ): "https://vrm-addon-for-blender.info/ja/animation/", + ("Operator", "Open help in a Web Browser"): "在 Web 浏览器中打开“帮助”", + ("*", "Allow Non-Humanoid Rig"): "允许使用非人形骨骼", + ( + "*", + "VRMs exported as Non-Humanoid\n" + + "Rigs can not have animations applied\n" + + "for humanoid avatars.", + ): ( + "作为 非人形 导出VRM\n" + + "无法应用动画\n" + + "于人形avatar。" + ), + ( + "*", + "This armature will be exported but not as humanoid." + + " It can not have animations applied" + + " for humanoid avatars.", + ): "这个骨架会导出但是不是作为人形。" + + "人形avatars的动画不适用。", + ( + "Operator", + "Blender 4.2 Material Upgrade Warning", + ): "Blender 4.2材质升级警告", + ( + "*", + 'Updating to Blender 4.2 may unintentionally change the "{alpha_mode}"' + + ' of some MToon materials to "{transparent}".\n' + + 'This was previously implemented using the material\'s "{blend_mode}"' + + " but since that setting was removed in Blender 4.2.\n" + + 'In the current VRM add-on, the "{alpha_mode}" function has been' + + " re-implemented using a different method. However, it" + + "was not possible" + + " to implement automatic migration of old settings values because those" + + " values could no longer be read.\n" + + 'Please check the "{alpha_mode}" settings for materials that have' + + " MToon enabled. " + + "Alternatively, if you open and save the \ncurrent file using the latest" + + " version of Blender 3.6 and the VRM add-on, the data for automatic" + + " migration will be created \ninternally, so that file can be opened in" + + " Blender 4.2 or later without losing the material settings.\n" + + "Materials that may be affected are as follows:", + ): "升级到 Blender 4.2可能会无意间改变一些MOOT材质的" + + "「{alpha_mode}」为「{transparent}」\n" + + "这是以前使用材质的“{blend_mode}实现的" + + "但由于该设置在Blender 4.2中被删除\n" + + "現在的VRM插件,这个「{alpha_mode}」功能使用其他方式实现" + + "但是无法自动迁移旧的配置 因为这些参数无法读取了\n" + + "请检查材质「{alpha_mode}」设置中。" + + "具有MToon启动\n" + + "或者,您可以使用最新版本的 Blender 3.6 和 VRM 插件将当前文件复制 " + + "打开并保存后,将在内部创建数据以进行自动迁移\n" + + "以便可以在Blender 4.2 或更高版本" + + "不会丢失材质设置\n" + + "可能受影响的材质如下。", +}