modular-avatar/Editor/Localization/ko-KR.json
bd_ 5e7516a3f8
New Crowdin updates (#760)
* Update source file en-US.json

* New translations en-us.json (Japanese)

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

* Update source file en-US.json

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

* Update source file en-US.json

* New translations en-us.json (Japanese)

* New translations en-us.json (Korean)

* New translations en-us.json (Chinese Simplified)
2024-03-09 19:26:21 +09:00

244 lines
22 KiB
JSON

{
"test0.test_a": "test_a",
"test0.test_b": "test_b",
"boneproxy.foldout.advanced": "고급",
"boneproxy.target": "대상",
"menuinstall.help.hint_set_menu": "이 프리팹은 기본적으로 아바타의 루트 메뉴에 설치됩니다. 다른 메뉴를 선택하거나 컴포넌트의 체크박스를 해제하여 이 메뉴의 설치를 방지할 수 있습니다.",
"menuinstall.help.hint_bad_menu": "선택한 메뉴 에셋은 사용자 아바타의 일부가 아닙니다.",
"menuinstall.installto": "설치 위치",
"menuinstall.installto.tooltip": "이 프리팹의 컨트롤은 이 메뉴에 추가됩니다.",
"menuinstall.selectmenu": "메뉴 선택",
"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.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",
"merge_armature.prefix.tooltip": "병합된 Armature의 본(Bone)에 예상되는 접두사",
"merge_armature.suffix": "접미사",
"merge_armature.suffix.tooltip": "병합된 Armature의 본(Bone)에 예상되는 접미사",
"merge_armature.locked": "위치 잠금",
"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",
"merge_animator.layer_type": "레이어 유형",
"merge_animator.delete_attached_animator": "첨부된 애니메이터 삭제",
"merge_animator.delete_attached_animator.tooltip": "병합 후 해당 오브젝트의 애니메이터를 삭제합니다.",
"merge_animator.path_mode": "경로 모드",
"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.",
"fpvisible.InPhysBoneChain": "이 객체는 Physics Bone 체인에 의해 컨트롤되므로 체인의 세부적인 선택이 불가능합니다. 대신 체인의 시작 부분을 선택하세요.",
"blendshape.mesh": "메시",
"blendshape.source": "소스 블렌드쉐이프",
"blendshape.target": "대상 블렌드쉐이프",
"hint.not_in_avatar": "이 컴포넌트는 아바타 내부에 위치해야 제대로 작동합니다.",
"boneproxy.err.MovingTarget": "다른 모듈러 아바타 컴포넌트에 의해 이동될 대상 오브젝트를 지정할 수 없습니다.",
"boneproxy.err.NotInAvatar": "아바타 내부에 있는 오브젝트를 지정해야 합니다.",
"boneproxy.attachment": "첨부 모드",
"boneproxy.attachment.AsChildAtRoot": "자식으로서; 루트에서",
"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.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. 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.no_target:hint": "Merge Armature needs to know which armature to merge into. 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."
}