New Crowdin updates (#759)

* New translations en-us.json (Japanese)

* New translations en-us.json (Korean)

* New translations en-us.json (Chinese Simplified)

* New translations en-us.json (Chinese Traditional)
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bd_ 2024-03-09 02:19:08 -08:00 committed by GitHub
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4 changed files with 370 additions and 95 deletions

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@ -1,7 +1,8 @@
{
"test0.test_a": "test_a",
"test0.test_b": "test_b",
"boneproxy.foldout.advanced": "詳細設定",
"boneproxy.target": "ターゲット",
"probeanchor.target": "ターゲット",
"menuinstall.help.hint_set_menu": "このプレハブは自動的にアバターの一番上のメニューに導入されます。不要な場合は別のメニューを指定するか、コンポーネントの有効状態を切ってください。",
"menuinstall.help.hint_bad_menu": "選択されたメニューがアバターに紐づけされていません。",
"menuinstall.installto": "インストール先",
@ -13,12 +14,10 @@
"menuinstall.menu_icon_too_large": "メニューに設定されているアイコンが256ピクセルより大きすぎます。",
"menuinstall.menu_icon_uncompressed": "メニューに設定されているアイコンが圧縮設定されていません。",
"menuinstall.srcmenu": "インストールされるメニュー",
"params.syncmode.NotSynced": "Animatorのみ",
"params.syncmode.Int": "Int",
"params.syncmode.Float": "Float",
"params.syncmode.Bool": "Bool",
"params.__comment__": "=== Unity 2019 only strings ===",
"params.autodetect_header": " 自動検出されたパラメーター ",
"params.internal": "内部値",
@ -31,7 +30,6 @@
"params.remapto": "変更後の名前",
"params.remapto.tooltip": "ここに新しい名前を入れることで、名前かぶりを解消できます",
"params.devmode": "プレハブ開発者向け設定を表示",
"params.__comment1__": "=== Unity 2022 only strings ===",
"merge_parameter.ui.name": "パラメーター名",
"merge_parameter.ui.prefix": "PhysBone 前置詞名",
@ -52,7 +50,6 @@
"merge_parameter.ui.add_button": "追加",
"merge_parameter.ui.details": "パラメーターの詳細設定",
"merge_parameter.ui.overrideAnimatorDefaults": "アニメーターの初期値を設定",
"merge_armature.merge_target": "統合先",
"merge_armature.merge_target.tooltip": "このオブジェクトを統合先のアーマチュアに統合します",
"merge_armature.prefix": "前置詞",
@ -65,27 +62,6 @@
"merge_armature.adjust_names.tooltip": "統合先のボーン名に合わせて、衣装のボーン名を合わせて変更します。統合先アバターに非対応の衣装導入向け機能です。",
"merge_armature.mangle_names": "名前かぶりを回避",
"merge_armature.mangle_names.tooltip": "ほかのアセットとの名前かぶりを裂けるため、新規ボーンの名前を自動で変更する",
"merge_armature.lockmode": "位置追従モード",
"merge_armature.lockmode.not_locked.title": "追従なし",
"merge_armature.lockmode.not_locked.body": "統合されるアーマチュアは、統合先のアーマチュアに追従しません。",
"merge_armature.lockmode.base_to_merge.title": "アバター =====> オブジェクト (片方向)",
"merge_armature.lockmode.base_to_merge.body": "アバターを動かすと統合されるアーマチュアも動きますが、統合されるアーマチュアが動かされてもアバターは動きません。ボーンの位置調整を保持するので、通常の衣装追加であればこちらがお勧めです。",
"merge_armature.lockmode.bidirectional.title": "アバター <=====> オブジェクト (双方向)",
"merge_armature.lockmode.bidirectional.body": "アバターと統合されるアーマチュアは常に同じ位置になります。元のアバターを操作するアニメーションを作る時に便利かもしれません。有効にするためには、統合されるアーマチュアの位置を統合先と同じにしておく必要があります。",
"merge_armature.reset_pos": "位置を元アバターに合わせてリセット",
"merge_armature.reset_pos.info": "このコマンドは、衣装のボーンの位置をアバターのボーンの位置に合わせます。非対応衣装を導入するとき、アバウトに合わせるために便利です。",
"merge_armature.reset_pos.adjust_rotation": "回転も合わせる",
"merge_armature.reset_pos.adjust_scale": "スケールも合わせる",
"merge_armature.reset_pos.execute": "実行",
"merge_armature.reset_pos.heuristic_scale": "衣装の全体的なスケールをアバターに合わせる",
"merge_armature.reset_pos.heuristic_scale.tooltip": "腕の長さを参考に、衣装全体のスケールをアバターに合わせます。非対応衣装を導入するときは推奨です。",
"merge_blend_tree.blend_tree": "ブレンドツリー",
"merge_blend_tree.path_mode": "パスモード",
"merge_blend_tree.path_mode.tooltip": "アニメーション内のパスを解釈するモード。相対的にすると、このオブジェクトについているアニメーターでアニメーション編集できます",
"merge_blend_tree.relative_path_root": "相対的パースのルート",
"merge_blend_tree.relative_path_root.tooltip": "相対的パースはこのオブジェクトを基準に解釈されます。指定がない場合は、このコンポーネントがついているオブジェクトを基準とします。",
"path_mode.Relative": "相対的(このオブジェクトからのパスを使用)",
"path_mode.Absolute": "絶対的(アバタールートからのパスを使用)",
"merge_animator.animator": "統合されるアニメーター",
@ -100,12 +76,30 @@
"merge_animator.relative_path_root.tooltip": "相対的パスはこのオブジェクトを基準に解釈されます。指定がない場合は、このコンポーネントがついているオブジェクトを基準とします。",
"merge_animator.layer_priority": "レイヤー優先度",
"merge_animator.layer_priority.tooltip": "アニメーターにレイヤーが統合される順番を制御します。低い値から高い値の順に統合されます。マイナスの場合は元々のAvatar Descriptorについているコントローラーより前に統合され、ゼロ以上の場合はそのあとに統合されます。",
"merge_armature.lockmode": "位置追従モード",
"merge_armature.lockmode.not_locked.title": "追従なし",
"merge_armature.lockmode.not_locked.body": "統合されるアーマチュアは、統合先のアーマチュアに追従しません。",
"merge_armature.lockmode.base_to_merge.title": "アバター =====> オブジェクト (片方向)",
"merge_armature.lockmode.base_to_merge.body": "アバターを動かすと統合されるアーマチュアも動きますが、統合されるアーマチュアが動かされてもアバターは動きません。ボーンの位置調整を保持するので、通常の衣装追加であればこちらがお勧めです。",
"merge_armature.lockmode.bidirectional.title": "アバター <=====> オブジェクト (双方向)",
"merge_armature.lockmode.bidirectional.body": "アバターと統合されるアーマチュアは常に同じ位置になります。元のアバターを操作するアニメーションを作る時に便利かもしれません。有効にするためには、統合されるアーマチュアの位置を統合先と同じにしておく必要があります。",
"merge_armature.reset_pos": "位置を元アバターに合わせてリセット",
"merge_armature.reset_pos.info": "このコマンドは、衣装のボーンの位置をアバターのボーンの位置に合わせます。非対応衣装を導入するとき、アバウトに合わせるために便利です。",
"merge_armature.reset_pos.adjust_rotation": "回転も合わせる",
"merge_armature.reset_pos.adjust_scale": "スケールも合わせる",
"merge_armature.reset_pos.execute": "実行",
"merge_armature.reset_pos.heuristic_scale": "衣装の全体的なスケールをアバターに合わせる",
"merge_armature.reset_pos.heuristic_scale.tooltip": "腕の長さを参考に、衣装全体のスケールをアバターに合わせます。非対応衣装を導入するときは推奨です。",
"merge_blend_tree.blend_tree": "ブレンドツリー",
"merge_blend_tree.path_mode": "パスモード",
"merge_blend_tree.path_mode.tooltip": "アニメーション内のパスを解釈するモード。相対的にすると、このオブジェクトについているアニメーターでアニメーション編集できます",
"merge_blend_tree.relative_path_root": "相対的パースのルート",
"merge_blend_tree.relative_path_root.tooltip": "相対的パースはこのオブジェクトを基準に解釈されます。指定がない場合は、このコンポーネントがついているオブジェクトを基準とします。",
"worldfixed.quest": "このコンポーネントはクエスト単体非対応のため無効となっています。",
"worldfixed.normal": "このオブジェクトはConstraint等でアバターに追従させない限りワールドに固定されます。",
"fpvisible.normal": "このオブジェクトは一人視点で表示されます。",
"fpvisible.quest": "このコンポーネントはクエスト単体非対応のため無効化となっています。",
"fpvisible.NotUnderHead": "このコンポーネントはヘッドボーン外では効果がありません。",
"fpvisible.quest": "このコンポーネントはクエスト単体非対応のため無効化となっています。",
"fpvisible.InPhysBoneChain": "このオブジェクトはPhysBoneに制御されているため、一人視点で表示できません。PhysBoneの始点を指定してください。",
"blendshape.mesh": "メッシュ",
"blendshape.source": "元メッシュのブレンドシェープ",
@ -134,28 +128,51 @@
"pb_blocker.help": "このオブジェクトは親のPhysBoneから影響を受けなくなります。",
"hint.bad_vrcsdk": "使用中のVRCSDKのバージョンとは互換性がありません。\n\nVRCSDKを更新してみてください。それでもだめでしたら、Modular Avatarにも最新版が出てないかチェックしてください。",
"error.stack_trace": "スタックトレース(バグを報告する時は必ず添付してください!)",
"error.merge_armature.circular_dependency": "[MA-0001] Merge Armatureに循環参照があります",
"error.merge_armature.merge_into_self": "Merge Armatureに自分自身のオブジェクト、もしくは自分の子をターゲットにしてしています。かわりにアバターのメインArmatureを指定してください。アバター自体のArmatureに追加しないでください。",
"error.merge_armature.circular_dependency:description": "Your Merge Armature component is referencing itself, or a child of itself, as the merge target.",
"error.merge_armature.circular_dependency:hint": "Merge Armature should typically specify the Armature object of the avatar itself under its Target field. Don't specify the outfit itself!",
"error.merge_armature.physbone_on_humanoid_bone": "統合するArmatureのHumanoidボーンがPhysBoneによって制御されており、統合先の対応するHumanoidボーンと位置が異なるため正しく統合できません。統合するArmatureの該当HumanoidボーンからPhysBoneを削除してください。",
"error.merge_armature.physbone_on_humanoid_bone:hint": "Some Humanoid bones in the armature to merge are controlled by PhysBones, and can't be merged properly because its position is different from the corresponding Humanoid bone in the merge target. You should remove the PhysBones on those Humanoid bones in the armature to merge.",
"error.internal_error": "内部エラーが発生しました:{0}\n以下のオブジェクトの処理中に発生しました",
"error.merge_animator.param_type_mismatch": "パラメーター {0} に複数の種別が設定されています: {1} != {2}",
"error.merge_animator.param_type_mismatch:description": "Parameter {0} has multiple types: {1} != {2}",
"error.rename_params.too_many_synced_params": "同期パラメーターが多すぎます。コスト{0}が制限値の{1}を超えています。",
"error.rename_params.too_many_synced_params:description": "You have too many synced parameters in your avatar. You have assigned {0} bits worth of parameters, but the limit is {1}",
"error.rename_params.type_conflict": "[MA-0006] Parameter type conflict",
"error.rename_params.type_conflict:description": "Parameter {0} has multiple types specified: {1} != {2}",
"error.rename_params.default_value_conflict": "[MA-0007] Default value conflict",
"error.rename_params.default_value_conflict:description": "Parameter {0} has multiple default values specified: {1} != {2}",
"error.rename_params.default_value_conflict:hint": "To avoid unpredictable behavior, leave the default value field blank in all but on MA Parameters component. If multiple values are present, Modular Avatar will select the first default value specified in the hierarchy order.",
"error.replace_object.null_target": "[MA-0008] No target specified",
"error.replace_object.null_target:hint": "Replace object needs a target object to replace. Try setting one.",
"validation.blendshape_sync.no_local_renderer": "このオブジェクトにはSkinnedMeshRendererがありません。",
"validation.blendshape_sync.no_local_renderer:hint": "Blendshape Sync acts on a Skinned Mesh Renderer on the same GameObject. Did you attach it to the right object?",
"validation.blendshape_sync.no_local_mesh": "このオブジェクトにはSkinnedMeshRendererがありますが、メッシュがありません。",
"validation.blendshape_sync.no_local_mesh:hint": "It looks like the configuration for the Skinned Mesh Renderer on this object might be broken. Try recreating the object from its original prefab or FBX.",
"validation.blendshape_sync.no_bindings": "このBlendshapeSyncにはバインドが設定されていません。",
"validation.blendshape_sync.no_bindings:hint": "Blendshape Sync needs to know which blendshapes to sync. Click the '+' button to add one.",
"validation.blendshape_sync.missing_local_shape": "同期先のメッシュに該当するブレンドシェープ「{0}」がありません。",
"validation.blendshape_sync.missing_local_shape:description": "Missing local blendshape: {0}",
"validation.blendshape_sync.missing_local_shape:hint": "The blendshape configured to 'receive' the value from the target object is missing. Try changing the blendshape name indicated in red.",
"validation.blendshape_sync.missing_target_shape": "同期元のメッシュに該当するブレンドシェープ「{0}」がありません。",
"validation.blendshape_sync.missing_target_shape:description": "Missing target blendshape: {0}",
"validation.blendshape_sync.missing_target_shape:hint": "The blendshape configured to 'send' the value to the local object is missing. Try changing the blendshape name indicated in red.",
"validation.blendshape_sync.no_target": "このBlendshapeSyncには同期元が設定されていないバインドがあります。",
"validation.blendshape_sync.no_target:hint": "Blendshape Sync needs to know which object to sync blendshapes from. Try setting the Mesh field.",
"validation.blendshape_sync.missing_target_renderer": "同期元のオブジェクトにはSkinnedMeshRendererがありません。",
"validation.blendshape_sync.missing_target_renderer:hint": "Blendshape Sync receives blendshape values from a Skinned Mesh Renderer on the target object. Did you attach it to the right object?",
"validation.blendshape_sync.missing_target_mesh": "同期元のオブジェクトにはSkinnedMeshRendererがありますが、メッシュがありません。",
"validation.blendshape_sync.missing_target_mesh:hint": "It looks like the configuration for the Skinned Mesh Renderer on the target object might be broken. Try recreating the object from its original prefab or FBX.",
"validation.bone_proxy.no_target": "ターゲットオブジェクトが未設定、もしくは存在しません。",
"validation.bone_proxy.no_target:hint": "Bone Proxy needs to know which object to bind this Bone Proxy to. Try setting the target field to the object this object should follow.",
"validation.menu_installer.no_menu": "インストールするメニューがありません。",
"validation.menu_installer.no_menu:hint": "Menu Installer needs to know which menu to install this prefab to. Try setting the 'Menu to install' field inside 'Prefab Developer Options', or attaching a MA Menu Item component.",
"validation.merge_animator.no_animator": "Animator Controllerがありません。",
"validation.merge_animator.no_animator:hint": "Merge Animator needs to know which animator to merge. Try setting the 'Animator to merge' field.",
"validation.merge_armature.no_target": "ターゲットオブジェクトが未設定、もしくは存在しません。",
"validation.merge_armature.no_target:hint": "Merge Armature needs to know which armature to merge. Try setting the 'Merge Target' field.",
"validation.merge_armature.target_is_child": "[MA-1500] Merge target cannot be a child of this object",
"validation.merge_armature.target_is_child:hint": "Merge Armature cannot merge an armature into itself. Try setting the 'Merge Target' field to a different object.",
"submenu_source.Children": "子オブジェクトから生成",
"submenu_source.MenuAsset": "Expressions Menu アセットを指定",
"menuitem.showcontents": "メニュー内容を表示",
@ -224,4 +241,4 @@
"scale_adjuster.adjust_children": "子オブジェクトの位置を調整",
"world_fixed_object.err.unsupported_platform": "World Fixed Objectがこのプラットフォームに対応していません",
"world_fixed_object.err.unsupported_platform:description": "World Fixed ObjectはAndroid向けビルドには対応していないため、動作しません。"
}
}

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@ -1,4 +1,4 @@
{
{
"test0.test_a": "test_a",
"test0.test_b": "test_b",
"boneproxy.foldout.advanced": "고급",
@ -11,19 +11,45 @@
"menuinstall.showcontents": "메뉴 내용 표시",
"menuinstall.showcontents.notselected": "선택된 메뉴 없음",
"menuinstall.devoptions": "프리팹 개발자 옵션",
"menuinstall.menu_icon_too_large" : "메뉴에 설정된 아이콘이 256픽셀보다 큽니다.",
"menuinstall.menu_icon_uncompressed" : "메뉴에 설정된 아이콘이 압축되지 않았습니다.",
"menuinstall.menu_icon_too_large": "메뉴에 설정된 아이콘이 256픽셀보다 큽니다.",
"menuinstall.menu_icon_uncompressed": "메뉴에 설정된 아이콘이 압축되지 않았습니다.",
"menuinstall.srcmenu": "설치할 메뉴",
"params.syncmode.NotSynced": "Animator Only",
"params.syncmode.Int": "Int",
"params.syncmode.Float": "Float",
"params.syncmode.Bool": "Bool",
"params.__comment__": "=== Unity 2019 only strings ===",
"params.autodetect_header": " 자동 감지된 파라미터 ",
"params.internal": "내부",
"params.pb_prefix": "PhysBones 접두사",
"params.syncmode": "동기화 모드",
"params.saved": "저장됨",
"params.synced": "Synced",
"params.default": "기본값",
"params.fieldname": "필드 이름",
"params.remapto": "재매핑",
"params.remapto.tooltip": "이 파라미터의 새로운 이름을 입력하여 이름 충돌을 해결하세요.",
"params.devmode": "프리팹 개발자 옵션 표시",
"params.__comment1__": "=== Unity 2022 only strings ===",
"merge_parameter.ui.name": "Parameter name",
"merge_parameter.ui.prefix": "PhysBone prefix name",
"merge_parameter.ui.remapTo": "Change name to",
"merge_parameter.ui.remapTo.tooltip": "Enter a new name here to rename this parameter or prefix. This can be used to resolve name conflicts, or to link up multiple gimmicks.",
"merge_parameter.ui.remapTo.automatic": "(automatically determined)",
"merge_parameter.ui.defaultValue": "Default",
"merge_parameter.ui.defaultValue.tooltip": "This parameter will be set to this value when the avatar is reset or initially worn",
"merge_parameter.ui.saved": "Saved",
"merge_parameter.ui.saved.tooltip": "If set, this parameter's value will be saved when you change avatars or worlds",
"merge_parameter.ui.internalParameter": "Auto Rename",
"merge_parameter.ui.internalParameter.tooltip": "If set, this parameter will be automatically renamed to avoid conflicts with other parameters",
"merge_parameter.ui.isPrefix": "Is PhysBone Prefix",
"merge_parameter.ui.syncType": "Parameter type",
"merge_parameter.ui.localOnly": "Local Only",
"merge_parameter.ui.localOnly.tooltip": "If set, this parameter will not be synced across the network",
"merge_parameter.ui.unregistered_foldout": "Unregistered Parameters",
"merge_parameter.ui.add_button": "Add",
"merge_parameter.ui.details": "Parameter Configuration",
"merge_parameter.ui.overrideAnimatorDefaults": "Override Animator Defaults",
"merge_armature.merge_target": "병합 대상",
"merge_armature.merge_target.tooltip": "해당 객채를 병합시킬 Armature (또는 하위 트리)",
"merge_armature.prefix": "접두사",
@ -34,6 +60,8 @@
"merge_armature.locked.tooltip": "이 Armature의 본(Bone) 위치와 대상 Armature의 본(Bone) 위치를 서로 고정시킵니다. 애니메이션을 만드는 데 유용합니다.",
"merge_armature.adjust_names": "본(Bone)의 이름을 대상과 일치하게 조정",
"merge_armature.adjust_names.tooltip": "본(Bone)의 이름을 목표 아바타와 일치하게 변경합니다. 한 아바타에서 다른 아바타로 의상을 이동하는 데 유용합니다.",
"merge_armature.mangle_names": "Avoid name collisions",
"merge_armature.mangle_names.tooltip": "Avoid name collisions with other assets by mangling newly added bone names.",
"path_mode.Relative": "상대적 (이 오브젝트를 기준으로)",
"path_mode.Absolute": "절대적 (아바타 루트를 기준으로)",
"merge_animator.animator": "병합할 애니메이터",
@ -44,6 +72,31 @@
"merge_animator.path_mode.tooltip": "애니메이션에서 경로를 해석하는 방법입니다. '상대적'을 사용하면 이 오브젝트에 있는 애니메이터에서 애니메이션을 기록할 수 있습니다.",
"merge_animator.match_avatar_write_defaults": "아바타와 일치하게 Write Defaults 변환",
"merge_animator.match_avatar_write_defaults.tooltip": "아바타의 애니메이터에서 사용하는 Write Defaults 설정과 일치시킵니다. 아바타의 Write Defaults 설정이 일관되지 않은 경우에는 작동하지 않습니다.",
"merge_animator.relative_path_root": "Relative Path Root",
"merge_animator.relative_path_root.tooltip": "The root object to use when interpreting relative paths. If not specified, the object this component is attached to will be used.",
"merge_animator.layer_priority": "Layer Priority",
"merge_animator.layer_priority.tooltip": "Controls the order in which layers are merged into the animator - lower to higher. Negative values are merged before the original layer on the avatar descriptor, while zero and positive numbers are merged after.",
"merge_armature.lockmode": "Position sync mode",
"merge_armature.lockmode.not_locked.title": "Not locked",
"merge_armature.lockmode.not_locked.body": "Merged armature does not sync its position with the base avatar.",
"merge_armature.lockmode.base_to_merge.title": "Avatar =====> Target (Unidirectional)",
"merge_armature.lockmode.base_to_merge.body": "Moving the base avatar will move the merge armature. If you move the merged armature, it will not affect the base avatar. This is useful when adding normal outfits, where you might want to adjust the position of bones in the outfit.",
"merge_armature.lockmode.bidirectional.title": "Avatar <=====> Target (Bidirectional)",
"merge_armature.lockmode.bidirectional.body": "The base armature and the merged armature will always have the same position. This is useful when creating animations that are meant to target the base armature. In order to activate this, your armatures must already be in the exact same position.",
"merge_armature.reset_pos": "Reset position to base avatar",
"merge_armature.reset_pos.info": "This command will force the position of all bones in the outfit to match that of the base avatar. This can be helpful as a starting point for installing outfits not set up for your current avatar.",
"merge_armature.reset_pos.adjust_rotation": "Also set rotation to base avatar",
"merge_armature.reset_pos.adjust_scale": "Also set local scale to base avatar",
"merge_armature.reset_pos.execute": "Do it!",
"merge_armature.reset_pos.heuristic_scale": "Adjust outfit overall scale to match base avatar",
"merge_armature.reset_pos.heuristic_scale.tooltip": "Will set the overall scale of the outfit as a whole based on armspan measurements. Recommended for setting up outfits.",
"merge_blend_tree.blend_tree": "Blend Tree",
"merge_blend_tree.path_mode": "Path Mode",
"merge_blend_tree.path_mode.tooltip": "How to interpret paths in animations. Using relative mode lets you record animations from an animator on this object.",
"merge_blend_tree.relative_path_root": "Relative Path Root",
"merge_blend_tree.relative_path_root.tooltip": "The root object to use when interpreting relative paths. If not specified, the object this component is attached to will be used.",
"worldfixed.quest": "This component is not compatible with the standalone Oculus Quest and will have no effect.",
"worldfixed.normal": "This object will be fixed to world unless you fixed to avatar with constraint.",
"fpvisible.normal": "이 오브젝트는 일인칭 시점에서 보일 것입니다.",
"fpvisible.NotUnderHead": "Head 본(Bone) 내의 오브젝트가 아닌 경우 작동하지 않습니다.",
"fpvisible.quest": "이 컴포넌트는 오큘러스 퀘스트 단독 버전과 호환되지 않으며 영향을 미치지 않습니다.",
@ -59,24 +112,133 @@
"boneproxy.attachment.AsChildKeepWorldPose": "자식으로서; 위치와 회전 유지",
"boneproxy.attachment.AsChildKeepPosition": "자식으로서; 위치 유지",
"boneproxy.attachment.AsChildKeepRotation": "자식으로서; 회전 유지",
"mesh_settings.header_probe_anchor": "Anchor Override Configuration",
"mesh_settings.inherit_probe_anchor": "Anchor Override Mode",
"mesh_settings.probe_anchor": "Anchor Override",
"mesh_settings.probe_anchor.tooltip": "Sets the anchor override used for lighting calculations for renderers inside this object",
"mesh_settings.header_bounds": "Bounds Override Configuration",
"mesh_settings.inherit_bounds": "Bounds Override Mode",
"mesh_settings.root_bone": "Root Bone",
"mesh_settings.root_bone.tooltip": "The root bone of the mesh. This is used as a reference point from which to calculate the bounds of the mesh.",
"mesh_settings.bounds": "Bounds",
"mesh_settings.bounds.tooltip": "The bounds of the mesh. This is used to determine when rendering can be skipped for an offscreen mesh.",
"mesh_settings.inherit_mode.Inherit": "Inherit",
"mesh_settings.inherit_mode.Set": "Set",
"mesh_settings.inherit_mode.DontSet": "Don't Set (use mesh as-is)",
"pb_blocker.help": "이 오브젝트는 부모에 첨부된 PhysBones의 영향을 받지 않습니다.",
"hint.bad_vrcsdk": "호환되지 않는 VRCSDK 버전이 감지되었습니다.\n\nVRCSDK 를 업그레이드 해 보세요. 그래도 작동하지 않는다면 최신버전의 Modular Avatar 로 업데이트할 수 있는지 확인하세요.",
"error.stack_trace": "스택 추적 (버그를 보고할 때 제공하세요!)",
"error.merge_armature.merge_into_self": "병합 Armature 컴포넌트가 자체 또는 자체의 하위 항목을 병합 대상으로 참조하고 있습니다. 대신 아바타의 Armature를 참조해야 합니다. 아바타의 주요 Armature에 병합 Armature를 두지 마세요.",
"error.merge_armature.circular_dependency": "[MA-0001] Circular reference in merge armature",
"error.merge_armature.circular_dependency:description": "Your Merge Armature component is referencing itself, or a child of itself, as the merge target.",
"error.merge_armature.circular_dependency:hint": "Merge Armature should typically specify the Armature object of the avatar itself under its Target field. Don't specify the outfit itself!",
"error.merge_armature.physbone_on_humanoid_bone": "[MA-0002] PhysBone component found on humanoid bone",
"error.merge_armature.physbone_on_humanoid_bone:hint": "Some Humanoid bones in the armature to merge are controlled by PhysBones, and can't be merged properly because its position is different from the corresponding Humanoid bone in the merge target. You should remove the PhysBones on those Humanoid bones in the armature to merge.",
"error.internal_error": "내부 오류가 발생했습니다: {0}\n 처리 중:",
"error.merge_animator.param_type_mismatch": "파라미터 {0}에 여러 유형이 있습니다: {1} != {2}",
"error.merge_animator.param_type_mismatch:description": "Parameter {0} has multiple types: {1} != {2}",
"error.rename_params.too_many_synced_params": "동기화된 파라미터가 너무 많습니다: 비용 {0} > {1}",
"error.rename_params.too_many_synced_params:description": "You have too many synced parameters in your avatar. You have assigned {0} bits worth of parameters, but the limit is {1}",
"error.rename_params.type_conflict": "[MA-0006] Parameter type conflict",
"error.rename_params.type_conflict:description": "Parameter {0} has multiple types specified: {1} != {2}",
"error.rename_params.default_value_conflict": "[MA-0007] Default value conflict",
"error.rename_params.default_value_conflict:description": "Parameter {0} has multiple default values specified: {1} != {2}",
"error.rename_params.default_value_conflict:hint": "To avoid unpredictable behavior, leave the default value field blank in all but on MA Parameters component. If multiple values are present, Modular Avatar will select the first default value specified in the hierarchy order.",
"error.replace_object.null_target": "[MA-0008] No target specified",
"error.replace_object.null_target:hint": "Replace object needs a target object to replace. Try setting one.",
"validation.blendshape_sync.no_local_renderer": "이 오브젝트에 렌더러를 찾을 수 없습니다",
"validation.blendshape_sync.no_local_renderer:hint": "Blendshape Sync acts on a Skinned Mesh Renderer on the same GameObject. Did you attach it to the right object?",
"validation.blendshape_sync.no_local_mesh": "이 오브젝트의 렌더러에서 메시를 찾을 수 없습니다",
"validation.blendshape_sync.no_local_mesh:hint": "It looks like the configuration for the Skinned Mesh Renderer on this object might be broken. Try recreating the object from its original prefab or FBX.",
"validation.blendshape_sync.no_bindings": "이 오브젝트에 블렌드쉐이프 바인딩을 찾을 수 없습니다",
"validation.blendshape_sync.no_bindings:hint": "Blendshape Sync needs to know which blendshapes to sync. Click the '+' button to add one.",
"validation.blendshape_sync.missing_local_shape": "로컬 블렌드쉐이프가 없습니다: {0}",
"validation.blendshape_sync.missing_local_shape:description": "Missing local blendshape: {0}",
"validation.blendshape_sync.missing_local_shape:hint": "The blendshape configured to 'receive' the value from the target object is missing. Try changing the blendshape name indicated in red.",
"validation.blendshape_sync.missing_target_shape": "대상 블렌드쉐이프가 없습니다: {0}",
"validation.blendshape_sync.missing_target_shape:description": "Missing target blendshape: {0}",
"validation.blendshape_sync.missing_target_shape:hint": "The blendshape configured to 'send' the value to the local object is missing. Try changing the blendshape name indicated in red.",
"validation.blendshape_sync.no_target": "대상 오브젝트가 지정되지 않았습니다",
"validation.blendshape_sync.no_target:hint": "Blendshape Sync needs to know which object to sync blendshapes from. Try setting the Mesh field.",
"validation.blendshape_sync.missing_target_renderer": "대상 오브젝트에 렌더러를 찾을 수 없습니다",
"validation.blendshape_sync.missing_target_renderer:hint": "Blendshape Sync receives blendshape values from a Skinned Mesh Renderer on the target object. Did you attach it to the right object?",
"validation.blendshape_sync.missing_target_mesh": "대상 오브젝트의 렌더러에서 메시를 찾을 수 없습니다",
"validation.blendshape_sync.missing_target_mesh:hint": "It looks like the configuration for the Skinned Mesh Renderer on the target object might be broken. Try recreating the object from its original prefab or FBX.",
"validation.bone_proxy.no_target": "대상 오브젝트가 지정되지 않았습니다 (또는 대상 오브젝트를 찾을 수 없음)",
"validation.bone_proxy.no_target:hint": "Bone Proxy needs to know which object to bind this Bone Proxy to. Try setting the target field to the object this object should follow.",
"validation.menu_installer.no_menu": "설치할 메뉴가 지정되지 않았습니다",
"validation.menu_installer.no_menu:hint": "Menu Installer needs to know which menu to install this prefab to. Try setting the 'Menu to install' field inside 'Prefab Developer Options', or attaching a MA Menu Item component.",
"validation.merge_animator.no_animator": "병합할 애니메이터가 지정되지 않았습니다",
"validation.merge_animator.no_animator:hint": "Merge Animator needs to know which animator to merge. Try setting the 'Animator to merge' field.",
"validation.merge_armature.no_target": "병합 대상이 지정되지 않았습니다",
"validation.merge_armature.target_is_child": "병합 대상은 이 오브젝트의 하위가 될 수 없습니다"
}
"validation.merge_armature.no_target:hint": "Merge Armature needs to know which armature to merge. Try setting the 'Merge Target' field.",
"validation.merge_armature.target_is_child": "병합 대상은 이 오브젝트의 하위가 될 수 없습니다",
"validation.merge_armature.target_is_child:hint": "Merge Armature cannot merge an armature into itself. Try setting the 'Merge Target' field to a different object.",
"submenu_source.Children": "Children",
"submenu_source.MenuAsset": "Expressions Menu Asset",
"menuitem.showcontents": "Show menu contents",
"menuitem.prop.name": "Name",
"menuitem.prop.icon": "Icon",
"menuitem.prop.icon.tooltip": "(Optional) The icon to be shown in the expressions menu",
"menuitem.prop.type": "Type",
"menuitem.prop.type.tooltip": "The type of this item",
"menuitem.prop.value": "Value",
"menuitem.prop.value.tooltip": "The value to set the parameter to when this control is used",
"menuitem.prop.parameter": "Parameter",
"menuitem.prop.label": "Label",
"menuitem.prop.submenu_asset": "Submenu Asset",
"menuitem.prop.submenu_asset.tooltip": "The asset to use as the submenu",
"menuitem.prop.submenu_source": "Submenu Source",
"menuitem.prop.submenu_source.tooltip": "Where to find the items to put inside this submenu",
"menuitem.prop.source_override": "Source object override",
"menuitem.prop.source_override.tooltip": "If specified, this object will be used as the source for the contents of the submenu. Otherwise, children of this menu item will be used.",
"menuitem.prop.is_saved": "Saved",
"menuitem.prop.is_saved.tooltip": "If true, the value of this menu item will be saved when you change avatars or worlds.",
"menuitem.prop.is_synced": "Synced",
"menuitem.prop.is_synced.tooltip": "If true, the value of this menu item will be synced to other players across the network.",
"menuitem.param.rotation": "Parameter: Rotation",
"menuitem.param.rotation.tooltip": "The parameter to set based on the rotation of this menu item",
"menuitem.param.horizontal": "Parameter: Horizontal",
"menuitem.param.horizontal.tooltip": "The parameter to set based on the horizontal position of the thumbstick",
"menuitem.param.vertical": "Parameter: Vertical",
"menuitem.param.vertical.tooltip": "The parameter to set based on the vertical position of the thumbstick",
"menuitem.label.control_labels_and_params": "Control Labels and Parameters",
"menuitem.label.control_labels": "Control Labels",
"menuitem.misc.multiple": "(multiple)",
"menuitem.misc.no_icon": "(no icon)",
"menuitem.misc.extract": "Extract to objects",
"menuitem.label.parameters": "Parameters",
"action.toggle_object.header.object": "Object to show/hide",
"action.toggle_object.header.show": "Show",
"menu_tree.title": "Select menu",
"menuitem.param.controlled_by_action": "<controlled by action>",
"control_group.foldout.actions": "Actions",
"control_group.foldout.menu_items": "Bound menu items",
"control_group.is_saved": "Saved",
"control_group.is_saved.tooltip": "If true, the value of this menu item will be saved when you change avatars or worlds.",
"control_group.is_synced": "Synced",
"control_group.is_synced.tooltip": "If true, the value of this menu item will be synced to other players across the network.",
"control_group.default_value": "Initial setting",
"control_group.default_value.unset": "(none selected)",
"menuitem.prop.control_group": "Control Group",
"menuitem.prop.control_group.tooltip": "Only one toggle in a given group can be selected at the same time",
"menuitem.prop.is_default": "Is Group Default",
"animation_gen.duplicate_binding": "Controls from different control groups are trying to animate the same parameter. Parameter: {0}",
"animation_gen.multiple_defaults": "Multiple default menu items were found in the same control group.",
"menuitem.misc.add_item": "Add menu item",
"replace_object.target_object": "Object to replace",
"setup_outfit.err.header.notarget": "Setup outfit failed",
"setup_outfit.err.header": "Setup Outfit failed to process {0}",
"setup_outfit.err.unknown": "Unknown error",
"setup_outfit.err.no_selection": "No object selected.",
"setup_outfit.err.run_on_avatar_itself": "Setup outfit needs to be run on the outfit object, not on the avatar itself.\n\nAre you trying to make a hybrid avatar? If so, remove the avatar descriptor from the inner avatar, and run setup outfit on that.",
"setup_outfit.err.multiple_avatar_descriptors": "Multiple avatar descriptors found in {0} and its parents.\n\nAre you trying to make a hybrid avatar? If so, remove the avatar descriptor from the inner avatar, and run setup outfit on that.",
"setup_outfit.err.no_avatar_descriptor": "No avatar descriptor found in {0}'s parents. Make sure your outfit is placed inside your avatar.",
"setup_outfit.err.no_animator": "Your avatar does not have an Animator component.",
"setup_outfit.err.no_hips": "Your avatar does not have a Hips bone. Setup Outfit only works on humanoid avatars.",
"setup_outfit.err.no_outfit_hips": "Unable to identify the Hips object for the outfit. Searched for objects containing the following names:",
"move_independently.group-header": "Objects to move together",
"scale_adjuster.scale": "Scale adjustment",
"scale_adjuster.adjust_children": "Adjust position of child objects",
"world_fixed_object.err.unsupported_platform": "World Fixed Object is not supported on this platform",
"world_fixed_object.err.unsupported_platform:description": "World Fixed Object is not supported on Android builds and will be ignored."
}

View File

@ -1,4 +1,6 @@
{
{
"test0.test_a": "test_a",
"test0.test_b": "test_b",
"boneproxy.foldout.advanced": "高级设置",
"boneproxy.target": "目标",
"menuinstall.help.hint_set_menu": "此预制体的菜单默认会安装Avatar的顶部菜单中. 如果不需要, 可以选择其他菜单或取消勾选启用复选框.",
@ -12,6 +14,11 @@
"menuinstall.menu_icon_too_large": "菜单图标过大, 图标应小于256像素.",
"menuinstall.menu_icon_uncompressed": "菜单图标未设置压缩.",
"menuinstall.srcmenu": "安装的菜单",
"params.syncmode.NotSynced": "仅动画控制器 (不同步)",
"params.syncmode.Int": "Int",
"params.syncmode.Float": "Float",
"params.syncmode.Bool": "Bool",
"params.__comment__": "=== Unity 2019 only strings ===",
"params.autodetect_header": " 自动检测参数 ",
"params.internal": "内部",
"params.pb_prefix": "PhysBones前缀",
@ -23,12 +30,26 @@
"params.remapto": "字段名映射到...",
"params.remapto.tooltip": "输入新的字段名以防止参数命名冲突",
"params.devmode": "显示预制体开发者选项",
"params.syncmode.NotSynced": "仅动画控制器 (不同步)",
"params.syncmode.Int": "Int",
"params.syncmode.Float": "Float",
"params.syncmode.Bool": "Bool",
"merge_armature.mangle_names": "避免命名冲突",
"merge_armature.mangle_names.tooltip": "通过重命名新添加的骨骼来避免与其他资源发生命名冲突.",
"params.__comment1__": "=== Unity 2022 only strings ===",
"merge_parameter.ui.name": "Parameter name",
"merge_parameter.ui.prefix": "PhysBone prefix name",
"merge_parameter.ui.remapTo": "Change name to",
"merge_parameter.ui.remapTo.tooltip": "Enter a new name here to rename this parameter or prefix. This can be used to resolve name conflicts, or to link up multiple gimmicks.",
"merge_parameter.ui.remapTo.automatic": "(automatically determined)",
"merge_parameter.ui.defaultValue": "Default",
"merge_parameter.ui.defaultValue.tooltip": "This parameter will be set to this value when the avatar is reset or initially worn",
"merge_parameter.ui.saved": "Saved",
"merge_parameter.ui.saved.tooltip": "If set, this parameter's value will be saved when you change avatars or worlds",
"merge_parameter.ui.internalParameter": "Auto Rename",
"merge_parameter.ui.internalParameter.tooltip": "If set, this parameter will be automatically renamed to avoid conflicts with other parameters",
"merge_parameter.ui.isPrefix": "Is PhysBone Prefix",
"merge_parameter.ui.syncType": "Parameter type",
"merge_parameter.ui.localOnly": "Local Only",
"merge_parameter.ui.localOnly.tooltip": "If set, this parameter will not be synced across the network",
"merge_parameter.ui.unregistered_foldout": "Unregistered Parameters",
"merge_parameter.ui.add_button": "Add",
"merge_parameter.ui.details": "Parameter Configuration",
"merge_parameter.ui.overrideAnimatorDefaults": "Override Animator Defaults",
"merge_armature.merge_target": "合并目标",
"merge_armature.merge_target.tooltip": "将当前对象合并到合并目标中",
"merge_armature.prefix": "骨骼前缀",
@ -39,6 +60,22 @@
"merge_armature.locked.tooltip": "将当前对象的骨架与合并目标的骨架锁定, 用于动画的创建.",
"merge_armature.adjust_names": "根据合并目标调整骨骼名称",
"merge_armature.adjust_names.tooltip": "根据合并目标调整骨骼名称, 通常用于与非Avatar兼容的服装.",
"merge_armature.mangle_names": "避免命名冲突",
"merge_armature.mangle_names.tooltip": "通过重命名新添加的骨骼来避免与其他资源发生命名冲突.",
"path_mode.Relative": "对象的相对路径",
"path_mode.Absolute": "绝对路径 (基于Avatar的Root)",
"merge_animator.animator": "合并的目标动画器",
"merge_animator.layer_type": "Layer类型",
"merge_animator.delete_attached_animator": "删除额外的Animator",
"merge_animator.delete_attached_animator.tooltip": "合并后删除当前对象上的Animator",
"merge_animator.path_mode": "路径模式",
"merge_animator.path_mode.tooltip": "在动画中路径的工作模式. 使用相对路径可以让你在对象上录制动画.",
"merge_animator.match_avatar_write_defaults": "匹配Avatar的WriteDefaults设置",
"merge_animator.match_avatar_write_defaults.tooltip": "使用与Avatar匹配的WriteDefaults设置. 如果设置存在冲突, 将保持目标动画器的设置.",
"merge_animator.relative_path_root": "Relative Path Root",
"merge_animator.relative_path_root.tooltip": "The root object to use when interpreting relative paths. If not specified, the object this component is attached to will be used.",
"merge_animator.layer_priority": "Layer Priority",
"merge_animator.layer_priority.tooltip": "Controls the order in which layers are merged into the animator - lower to higher. Negative values are merged before the original layer on the avatar descriptor, while zero and positive numbers are merged after.",
"merge_armature.lockmode": "位置同步模式",
"merge_armature.lockmode.not_locked.title": "不同步",
"merge_armature.lockmode.not_locked.body": "Avatar骨骼和合并目标骨骼不进行位置同步",
@ -53,16 +90,13 @@
"merge_armature.reset_pos.execute": "执行",
"merge_armature.reset_pos.heuristic_scale": "将整体的缩放对齐Avatar",
"merge_armature.reset_pos.heuristic_scale.tooltip": "以臂展作为参考, 调整服装于Avatar的比例. 在使用非Avatar兼容的服装时非常有用.",
"path_mode.Relative": "对象的相对路径",
"path_mode.Absolute": "绝对路径 (基于Avatar的Root)",
"merge_animator.animator": "合并的目标动画器",
"merge_animator.layer_type": "Layer类型",
"merge_animator.delete_attached_animator": "删除额外的Animator",
"merge_animator.delete_attached_animator.tooltip": "合并后删除当前对象上的Animator",
"merge_animator.path_mode": "路径模式",
"merge_animator.path_mode.tooltip": "在动画中路径的工作模式. 使用相对路径可以让你在对象上录制动画.",
"merge_animator.match_avatar_write_defaults": "匹配Avatar的WriteDefaults设置",
"merge_animator.match_avatar_write_defaults.tooltip": "使用与Avatar匹配的WriteDefaults设置. 如果设置存在冲突, 将保持目标动画器的设置.",
"merge_blend_tree.blend_tree": "Blend Tree",
"merge_blend_tree.path_mode": "Path Mode",
"merge_blend_tree.path_mode.tooltip": "How to interpret paths in animations. Using relative mode lets you record animations from an animator on this object.",
"merge_blend_tree.relative_path_root": "Relative Path Root",
"merge_blend_tree.relative_path_root.tooltip": "The root object to use when interpreting relative paths. If not specified, the object this component is attached to will be used.",
"worldfixed.quest": "This component is not compatible with the standalone Oculus Quest and will have no effect.",
"worldfixed.normal": "This object will be fixed to world unless you fixed to avatar with constraint.",
"fpvisible.normal": "当前对象在第一人称中可见.",
"fpvisible.NotUnderHead": "组件未生效, 因为此组件需要放置在Head骨骼下才能生效.",
"fpvisible.quest": "组件未生效, 因为此组件与Oculus Quest不兼容.",
@ -75,7 +109,9 @@
"boneproxy.err.NotInAvatar": "你必须指定一个在Avatar中的对象",
"boneproxy.attachment": "附加模式",
"boneproxy.attachment.AsChildAtRoot": "作为子对象, 放置于Root",
"boneproxy.attachment.AsChildKeepWorldPosition": "作为子对象, 保持原有位置",
"boneproxy.attachment.AsChildKeepWorldPose": "As child; keep position and rotation",
"boneproxy.attachment.AsChildKeepPosition": "As child; keep position",
"boneproxy.attachment.AsChildKeepRotation": "As child; keep rotation",
"mesh_settings.header_probe_anchor": "锚点覆盖设置",
"mesh_settings.inherit_probe_anchor": "锚点覆盖模式",
"mesh_settings.probe_anchor": "锚点覆盖",
@ -91,6 +127,54 @@
"mesh_settings.inherit_mode.DontSet": "不设置 (保持原有的设置)",
"pb_blocker.help": "当前对象不会受到附加的父对象的PhysBones的影响.",
"hint.bad_vrcsdk": "检测到不兼容的VRCSDK版本.\n\n请尝试升级VRCSDK; 如果这不起作用, 请尝试新版本的Modular Avatar.",
"error.stack_trace": "Stack trace (provide this when reporting bugs!)",
"error.merge_armature.circular_dependency": "[MA-0001] Circular reference in merge armature",
"error.merge_armature.circular_dependency:description": "Your Merge Armature component is referencing itself, or a child of itself, as the merge target.",
"error.merge_armature.circular_dependency:hint": "Merge Armature should typically specify the Armature object of the avatar itself under its Target field. Don't specify the outfit itself!",
"error.merge_armature.physbone_on_humanoid_bone": "[MA-0002] PhysBone component found on humanoid bone",
"error.merge_armature.physbone_on_humanoid_bone:hint": "Some Humanoid bones in the armature to merge are controlled by PhysBones, and can't be merged properly because its position is different from the corresponding Humanoid bone in the merge target. You should remove the PhysBones on those Humanoid bones in the armature to merge.",
"error.internal_error": "[MA-9999] An internal error has occurred: {0}\nwhen processing:",
"error.merge_animator.param_type_mismatch": "[MA-0003] Parameter type mismatch",
"error.merge_animator.param_type_mismatch:description": "Parameter {0} has multiple types: {1} != {2}",
"error.rename_params.too_many_synced_params": "[MA-0004] Too many synced parameters",
"error.rename_params.too_many_synced_params:description": "You have too many synced parameters in your avatar. You have assigned {0} bits worth of parameters, but the limit is {1}",
"error.rename_params.type_conflict": "[MA-0006] Parameter type conflict",
"error.rename_params.type_conflict:description": "Parameter {0} has multiple types specified: {1} != {2}",
"error.rename_params.default_value_conflict": "[MA-0007] Default value conflict",
"error.rename_params.default_value_conflict:description": "Parameter {0} has multiple default values specified: {1} != {2}",
"error.rename_params.default_value_conflict:hint": "To avoid unpredictable behavior, leave the default value field blank in all but on MA Parameters component. If multiple values are present, Modular Avatar will select the first default value specified in the hierarchy order.",
"error.replace_object.null_target": "[MA-0008] No target specified",
"error.replace_object.null_target:hint": "Replace object needs a target object to replace. Try setting one.",
"validation.blendshape_sync.no_local_renderer": "[MA-1000] No renderer found on this object",
"validation.blendshape_sync.no_local_renderer:hint": "Blendshape Sync acts on a Skinned Mesh Renderer on the same GameObject. Did you attach it to the right object?",
"validation.blendshape_sync.no_local_mesh": "[MA-1001] No mesh found on the renderer on this object",
"validation.blendshape_sync.no_local_mesh:hint": "It looks like the configuration for the Skinned Mesh Renderer on this object might be broken. Try recreating the object from its original prefab or FBX.",
"validation.blendshape_sync.no_bindings": "[MA-1002] No blendshape bindings found on this object",
"validation.blendshape_sync.no_bindings:hint": "Blendshape Sync needs to know which blendshapes to sync. Click the '+' button to add one.",
"validation.blendshape_sync.missing_local_shape": "[MA-1003] Missing local blendshape",
"validation.blendshape_sync.missing_local_shape:description": "Missing local blendshape: {0}",
"validation.blendshape_sync.missing_local_shape:hint": "The blendshape configured to 'receive' the value from the target object is missing. Try changing the blendshape name indicated in red.",
"validation.blendshape_sync.missing_target_shape": "[MA-1004] Missing target blendshape",
"validation.blendshape_sync.missing_target_shape:description": "Missing target blendshape: {0}",
"validation.blendshape_sync.missing_target_shape:hint": "The blendshape configured to 'send' the value to the local object is missing. Try changing the blendshape name indicated in red.",
"validation.blendshape_sync.no_target": "[MA-1005] No target object specified",
"validation.blendshape_sync.no_target:hint": "Blendshape Sync needs to know which object to sync blendshapes from. Try setting the Mesh field.",
"validation.blendshape_sync.missing_target_renderer": "[MA-1006] No renderer found on the target object",
"validation.blendshape_sync.missing_target_renderer:hint": "Blendshape Sync receives blendshape values from a Skinned Mesh Renderer on the target object. Did you attach it to the right object?",
"validation.blendshape_sync.missing_target_mesh": "[MA-1007] No mesh found on the renderer on the target object",
"validation.blendshape_sync.missing_target_mesh:hint": "It looks like the configuration for the Skinned Mesh Renderer on the target object might be broken. Try recreating the object from its original prefab or FBX.",
"validation.bone_proxy.no_target": "[MA-1100] No target object specified (or target object not found)",
"validation.bone_proxy.no_target:hint": "Bone Proxy needs to know which object to bind this Bone Proxy to. Try setting the target field to the object this object should follow.",
"validation.menu_installer.no_menu": "[MA-1200] No menu to install specified",
"validation.menu_installer.no_menu:hint": "Menu Installer needs to know which menu to install this prefab to. Try setting the 'Menu to install' field inside 'Prefab Developer Options', or attaching a MA Menu Item component.",
"validation.merge_animator.no_animator": "[MA-1300] No animator to merge specified",
"validation.merge_animator.no_animator:hint": "Merge Animator needs to know which animator to merge. Try setting the 'Animator to merge' field.",
"validation.merge_armature.no_target": "[MA-1400] No merge target specified",
"validation.merge_armature.no_target:hint": "Merge Armature needs to know which armature to merge. Try setting the 'Merge Target' field.",
"validation.merge_armature.target_is_child": "[MA-1500] Merge target cannot be a child of this object",
"validation.merge_armature.target_is_child:hint": "Merge Armature cannot merge an armature into itself. Try setting the 'Merge Target' field to a different object.",
"submenu_source.Children": "子对象",
"submenu_source.MenuAsset": "菜单资源文件 (Expressions Menu)",
"menuitem.showcontents": "显示菜单内容",
"menuitem.prop.name": "名称",
"menuitem.prop.icon": "图标",
@ -105,15 +189,56 @@
"menuitem.prop.submenu_asset.tooltip": "用作子菜单的资源文件 (Expressions Menu)",
"menuitem.prop.submenu_source": "子菜单来源",
"menuitem.prop.submenu_source.tooltip": "寻找子菜单的菜单项的方式",
"submenu_source.Children": "子对象",
"submenu_source.MenuAsset": "菜单资源文件 (Expressions Menu)",
"menuitem.prop.source_override": "Source object override",
"menuitem.prop.source_override.tooltip": "If specified, this object will be used as the source for the contents of the submenu. Otherwise, children of this menu item will be used.",
"menuitem.prop.is_saved": "保存",
"menuitem.prop.is_saved.tooltip": "If true, the value of this menu item will be saved when you change avatars or worlds.",
"menuitem.prop.is_synced": "同步",
"menuitem.prop.is_synced.tooltip": "If true, the value of this menu item will be synced to other players across the network.",
"menuitem.param.rotation": "参数: 旋转(Rotation)",
"menuitem.param.rotation.tooltip": "The parameter to set based on the rotation of this menu item",
"menuitem.param.horizontal": "参数: 水平(Horizontal)",
"menuitem.param.horizontal.tooltip": "The parameter to set based on the horizontal position of the thumbstick",
"menuitem.param.vertical": "参数: 垂直(Vertical)",
"menuitem.param.vertical.tooltip": "The parameter to set based on the vertical position of the thumbstick",
"menuitem.label.control_labels_and_params": "Control Labels and Parameters",
"menuitem.label.control_labels": "Control Labels",
"menuitem.misc.multiple": "(multiple)",
"menuitem.misc.no_icon": "(无图标)",
"menuitem.misc.extract": "提取到对象",
"menuitem.label.parameters": "参数",
"action.toggle_object.header.object": "Object to show/hide",
"action.toggle_object.header.show": "Show",
"menu_tree.title": "Select menu",
"menuitem.param.controlled_by_action": "<controlled by action>",
"control_group.foldout.actions": "Actions",
"control_group.foldout.menu_items": "Bound menu items",
"control_group.is_saved": "Saved",
"control_group.is_saved.tooltip": "If true, the value of this menu item will be saved when you change avatars or worlds.",
"control_group.is_synced": "Synced",
"control_group.is_synced.tooltip": "If true, the value of this menu item will be synced to other players across the network.",
"control_group.default_value": "Initial setting",
"control_group.default_value.unset": "(none selected)",
"menuitem.prop.control_group": "Control Group",
"menuitem.prop.control_group.tooltip": "Only one toggle in a given group can be selected at the same time",
"menuitem.prop.is_default": "Is Group Default",
"animation_gen.duplicate_binding": "Controls from different control groups are trying to animate the same parameter. Parameter: {0}",
"animation_gen.multiple_defaults": "Multiple default menu items were found in the same control group.",
"menuitem.misc.add_item": "添加菜单项",
"menuitem.label.parameters": "参数"
}
"replace_object.target_object": "Object to replace",
"setup_outfit.err.header.notarget": "Setup outfit failed",
"setup_outfit.err.header": "Setup Outfit failed to process {0}",
"setup_outfit.err.unknown": "Unknown error",
"setup_outfit.err.no_selection": "No object selected.",
"setup_outfit.err.run_on_avatar_itself": "Setup outfit needs to be run on the outfit object, not on the avatar itself.\n\nAre you trying to make a hybrid avatar? If so, remove the avatar descriptor from the inner avatar, and run setup outfit on that.",
"setup_outfit.err.multiple_avatar_descriptors": "Multiple avatar descriptors found in {0} and its parents.\n\nAre you trying to make a hybrid avatar? If so, remove the avatar descriptor from the inner avatar, and run setup outfit on that.",
"setup_outfit.err.no_avatar_descriptor": "No avatar descriptor found in {0}'s parents. Make sure your outfit is placed inside your avatar.",
"setup_outfit.err.no_animator": "Your avatar does not have an Animator component.",
"setup_outfit.err.no_hips": "Your avatar does not have a Hips bone. Setup Outfit only works on humanoid avatars.",
"setup_outfit.err.no_outfit_hips": "Unable to identify the Hips object for the outfit. Searched for objects containing the following names:",
"move_independently.group-header": "Objects to move together",
"scale_adjuster.scale": "Scale adjustment",
"scale_adjuster.adjust_children": "Adjust position of child objects",
"world_fixed_object.err.unsupported_platform": "World Fixed Object is not supported on this platform",
"world_fixed_object.err.unsupported_platform:description": "World Fixed Object is not supported on Android builds and will be ignored."
}

View File

@ -1,9 +1,9 @@
{
{
"test0.test_a": "test_a",
"test0.test_b": "test_b",
"boneproxy.foldout.advanced": "進階設定",
"boneproxy.target": "目標",
"menuinstall.help.hint_set_menu": "此\u00A0Prefab\u00A0的選單預設會安裝到\u00A0Avatar\u00A0的頂部選單中。如果不需要,可以選擇其他選單或取消勾選此元件。",
"menuinstall.help.hint_set_menu": "此 Prefab 的選單預設會安裝到 Avatar 的頂部選單中。如果不需要,可以選擇其他選單或取消勾選此元件。",
"menuinstall.help.hint_bad_menu": "選擇的選單不屬於此 Avatar。",
"menuinstall.installto": "安裝到",
"menuinstall.installto.tooltip": "當前 Prefab 的選單將會安裝到此選單",
@ -14,12 +14,10 @@
"menuinstall.menu_icon_too_large": "選單圖示過大,圖示應小於 256 像素。",
"menuinstall.menu_icon_uncompressed": "選單圖示未設定壓縮。",
"menuinstall.srcmenu": "安裝的選單",
"params.syncmode.NotSynced": "僅 Animator不同步",
"params.syncmode.Int": "Int",
"params.syncmode.Float": "Float",
"params.syncmode.Bool": "Bool",
"params.__comment__": "=== Unity 2019 only strings ===",
"params.autodetect_header": " 自動檢測參數 ",
"params.internal": "內部",
@ -32,7 +30,6 @@
"params.remapto": "字段名映射到",
"params.remapto.tooltip": "輸入新的字段名以防止參數名稱衝突",
"params.devmode": "顯示 Prefab 開發者選項",
"params.__comment1__": "=== Unity 2022 only strings ===",
"merge_parameter.ui.name": "參數名稱",
"merge_parameter.ui.prefix": "PhysBone 前綴名稱",
@ -53,7 +50,6 @@
"merge_parameter.ui.add_button": "添加",
"merge_parameter.ui.details": "參數設定",
"merge_parameter.ui.overrideAnimatorDefaults": "覆蓋 Animator 預設值",
"merge_armature.merge_target": "合併目標",
"merge_armature.merge_target.tooltip": "將當前對象合併到合併目標中",
"merge_armature.prefix": "骨骼前綴",
@ -79,8 +75,7 @@
"merge_animator.relative_path_root": "相對路徑根對象",
"merge_animator.relative_path_root.tooltip": "解析相對路徑時使用的根對象。\n如果未指定則使用當前對象。",
"merge_animator.layer_priority": "動畫層優先級",
"merge_animator.layer_priority.tooltip": "控制動畫層合併到目標\u00A0Animator\u00A0中的順序\n由小到大。負值將合併於原有動畫層之前\n0\u00A0或正值將合併於之後。",
"merge_animator.layer_priority.tooltip": "控制動畫層合併到目標 Animator 中的順序\n由小到大。負值將合併於原有動畫層之前\n0 或正值將合併於之後。",
"merge_armature.lockmode": "位置同步模式",
"merge_armature.lockmode.not_locked.title": "不同步",
"merge_armature.lockmode.not_locked.body": "Avatar 骨骼和合併目標骨骼不進行位置同步",
@ -95,13 +90,11 @@
"merge_armature.reset_pos.execute": "執行",
"merge_armature.reset_pos.heuristic_scale": "根據 Avatar 調整服裝的整體比例",
"merge_armature.reset_pos.heuristic_scale.tooltip": "以臂展作為參考,調整服裝的整體比例。\n推薦用於非 Avatar 對應的服裝。",
"merge_blend_tree.blend_tree": "Blend Tree",
"merge_blend_tree.path_mode": "路徑模式",
"merge_blend_tree.path_mode.tooltip": "在動畫中路徑的工作模式。\n使用相對路徑可以讓你在當前對象上錄制動畫。",
"merge_blend_tree.relative_path_root": "相對路徑根對象",
"merge_blend_tree.relative_path_root.tooltip": "解析相對路徑時使用的根對象。\n如果未指定則使用當前對象。",
"worldfixed.quest": "此元件未生效,因為它與 Oculus Quest 不相容。",
"worldfixed.normal": "當前對象將會固定於世界,除非你使用約束將它綁在 Avatar 內。",
"fpvisible.normal": "當前對象將在第一人稱視角中可見。",
@ -135,73 +128,51 @@
"pb_blocker.help": "當前對象不會受到附加的父對象的 PhysBones 的影響。",
"hint.bad_vrcsdk": "檢測到不相容的 VRCSDK 版本。\n\n請嘗試升級 VRCSDK如果這不起作用請嘗試新版本的 Modular Avatar。",
"error.stack_trace": "Stack trace報告錯誤時提供此資訊",
"error.merge_armature.circular_dependency": "[MA-0001] 在 Merge armature 中存在循環引用",
"error.merge_armature.circular_dependency:description": "你的 Merge Armature 元件正在將自身或其子級作為合併目標。",
"error.merge_armature.circular_dependency:hint": "通常應在 Merge Armature 的合併目標欄位指定 Avatar 本身的 Armture。不要指定服裝本身",
"error.merge_armature.physbone_on_humanoid_bone": "[MA-0002] 在 Humanoid 骨骼上有 PhysBones 元件",
"error.merge_armature.physbone_on_humanoid_bone:hint": "在要合併的骨架中,某些 Humanoid 骨骼受到 PhysBones 控制,其位置與合併目標中相應的 Humanoid 骨骼不同。你應該在要合併的骨架中,移除這些 Humanoid 骨骼上的 PhysBones。",
"error.internal_error": "[MA-9999] 發生內部錯誤:{0}\nwhen processing:",
"error.merge_animator.param_type_mismatch": "[MA-0003] 參數類型不符",
"error.merge_animator.param_type_mismatch:description": "參數 {0} 具有多種類型:{1} != {2}",
"error.rename_params.too_many_synced_params": "太多同步參數Cost {0} > {1}",
"error.rename_params.too_many_synced_params:description": "在你的 Avatar 中有太多同步參數。你已使用 {0} bits 的參數,但限制為 {1}。",
"error.rename_params.type_conflict": "[MA-0006] 參數類型衝突",
"error.rename_params.type_conflict:description": "參數 {0} 指定了多種類型:{1} != {2}",
"error.rename_params.default_value_conflict": "[MA-0007] 預設值衝突",
"error.rename_params.default_value_conflict:description": "參數 {0} 指定了多個預設值:{1} != {2}",
"error.rename_params.default_value_conflict:hint": "為了避免不可預測的行為,請將 MA Parameters 元件中所有預設值留空只留一個。如果存在多個值Modular Avatar 將選擇第一個預設值。",
"error.replace_object.null_target": "[MA-0008] 未指定替代對象",
"error.replace_object.null_target:hint": "Replace object 需要一個對象來替代。嘗試指定一個。",
"validation.blendshape_sync.no_local_renderer": "[MA-1000] 在此物件上找不到 Renderer",
"validation.blendshape_sync.no_local_renderer:hint": "Blendshape Sync 作用於相同物件上的 Skinned Mesh Renderer。你是否將它附加到正確的對象上",
"validation.blendshape_sync.no_local_mesh": "[MA-1001] 在此物件的 Renderer 上找不到網格Mesh",
"validation.blendshape_sync.no_local_mesh:hint": "當前對象上的 Skinned Mesh Renderer 配置可能有問題。請嘗試從原 Prefab 或 FBX 重新設定對象。",
"validation.blendshape_sync.no_bindings": "[MA-1002] 在此物件上找不到 BlendShape",
"validation.blendshape_sync.no_bindings:hint": "Blendshape Sync 必需知道要同步哪些 blendshapes。點擊「+」新增。",
"validation.blendshape_sync.missing_local_shape": "[MA-1003] 找不到目標 BlendShape",
"validation.blendshape_sync.missing_local_shape:description": "找不到目標 BlendShape{0}",
"validation.blendshape_sync.missing_local_shape:hint": "配置為從目標對象「接收」值的 BlendShape 缺失。請嘗試更換被標紅的 Blendshape。",
"validation.blendshape_sync.missing_target_shape": "[MA-1004] 找不到源 BlendShape",
"validation.blendshape_sync.missing_target_shape:description": "找不到源 BlendShape{0}",
"validation.blendshape_sync.missing_target_shape:hint": "配置為向本地對象「發送」值的 BlendShape 缺失。請嘗試更換被標紅的 Blendshape。",
"validation.blendshape_sync.no_target": "[MA-1005] 未指定目標對象(網格)",
"validation.blendshape_sync.no_target:hint": "Blendshape Sync 需要知道要從哪個對象同步 Blendshape。請嘗試在「網格」中設定一個對象。",
"validation.blendshape_sync.missing_target_renderer": "[MA-1006] 在目標對象上找不到 Renderer",
"validation.blendshape_sync.missing_target_renderer:hint": "Blendshape Sync 會從目標對象上的 Skinned Mesh Renderer 接收 blendshape 的值。你是否將它附加到正確的對象上?",
"validation.blendshape_sync.missing_target_mesh": "[MA-1007] 在目標對象的渲染器上找不到網格Mesh",
"validation.blendshape_sync.missing_target_mesh:hint": "目標對象上的 Skinned Mesh Renderer 配置可能有問題。請嘗試從原 Prefab 或 FBX 重新設定對象。",
"validation.bone_proxy.no_target": "[MA-1100] 未指定目標對象,或未找到目標對象",
"validation.bone_proxy.no_target:hint": "Bone Proxy 需要知道要將當前對象綁定到哪個目標對象。請嘗試在「目標」中設定一個當前對象應該綁定到的目標對象。",
"validation.menu_installer.no_menu": "[MA-1200] 未指定安裝的選單",
"validation.menu_installer.no_menu:hint": "Menu Installer 需要知道要將此 Prefab 安裝到哪個選單。請嘗試設定「Prefab 開發者選項」裡的「安裝的選單」或是新增一個「MA Menu Item」元件。",
"validation.merge_animator.no_animator": "[MA-1300] 未指定要合併的目標 Animator",
"validation.merge_animator.no_animator:hint": "Merge Animator 需要知道要合併到哪個 Animator。請嘗試在「合併的目標 Animator」中設定一個對象。",
"validation.merge_armature.no_target": "[MA-1400] 未指定合併目標",
"validation.merge_armature.no_target:hint": "Merge Armature 需要知道要合併到哪個骨架。請嘗試在「合併目標」中設定一個對象。",
"validation.merge_armature.target_is_child": "[MA-1500] 合併目標不能是此對象的子級",
"validation.merge_armature.target_is_child:hint": "Merge Armature 不能合併一個骨架到其自身。請嘗試將「合併目標」設定為其他對象。",
"submenu_source.Children": "子對象",
"submenu_source.MenuAsset": "選單資源文件 (Expressions Menu)",
"menuitem.showcontents": "顯示選單內容",
@ -270,4 +241,4 @@
"scale_adjuster.adjust_children": "調整子集的位置",
"world_fixed_object.err.unsupported_platform": "此平台不支援 World Fixed Object 元件。",
"world_fixed_object.err.unsupported_platform:description": "此元件未生效。因為在 Android 環境下不支援 World Fixed Object。"
}
}