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zh-hans.po
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msgid ""
msgstr ""
"Language: zh-hans\n"
msgid "CheckForUpdate:out-of-date"
msgstr "Avatar Optimizer的新版本 {0} 已经发布!(您当前使用的版本是 {1})"
msgid "locale:ja"
msgstr "日本語"
msgid "LegacyModularAvatarWarning:message"
msgstr ""
"您似乎安装了1.7.x及更早版本的ModularAvatar。\n"
"AvatarOptimizer与1.7.x及更早版本的ModularAvatar不兼容。\n"
"请将ModularAvatar更新至1.8.0或更高版本!"
msgid "LegacyModularAvatarWarning:readWithNextLocale"
msgstr "Read in English"
msgid "LegacyModularAvatarWarning:nextLocale"
msgstr "en"
# region PrefabSafeSet
msgid "PrefabSafeSet:label:Multi editing not supported"
msgstr "不支持多项编辑"
msgid "PrefabSafeSet:label:Element type is not supported"
msgstr "不支持的元素类型"
msgid "PrefabSafeSet:label:Add Not Supported"
msgstr "该元素不支持添加"
msgid "PrefabSafeSet:label:Element to add"
msgstr "添加元素"
msgid "PrefabSafeSet:tooltip:Element to add"
msgstr "拖放到此处以添加元素"
msgid "PrefabSafeSet:tooltip:Force Add Button"
msgstr "将此元素添加到当前的预设并覆盖"
# , csharp-format
msgid "PrefabSafeSet:label:Element {0}"
msgstr "元素 {0}"
# , csharp-format
msgid "PrefabSafeSet:label:(Removed)"
msgstr "(已删除)"
# , csharp-format
msgid "PrefabSafeSet:label:Element {0} (Added twice)"
msgstr "元素 {0} (重复添加)"
# , csharp-format
msgid "PrefabSafeSet:label:(Removed but not found)"
msgstr "(已删除但未找到)"
# endregion
# start Avatar Optimizer core modules
# region ClearEndpointPosition
msgid "ClearEndpointPosition:description"
msgstr ""
"添加_end骨骼并清除Endpoint Position。\n"
"在使用MergeBone时非常有用。"
msgid "ClearEndpointPosition:button:Apply and Remove Component"
msgstr "应用并立即删除组件"
# endregion
# region FreezeBlendShape
msgid "FreezeBlendShape:button:Check All"
msgstr "选中全部"
msgid "FreezeBlendShape:button:Invert All"
msgstr "反选全部"
msgid "FreezeBlendShape:warning:animation"
msgstr ""
"以下的BlendShape是冻结的目标,并且正在被动画修改。"
"冻结的BlendShape将无法通过动画修改。如果这是您的预期,请忽略此警告。\n"
"{0}"
# endregion
# region MakeChildren
msgid "MakeChildren:description"
msgstr "在构建时,将指定的GameObject设为子对象。"
msgid "MakeChildren:prop:executeEarly"
msgstr "提前执行"
msgid "MakeChildren:tooltip:executeEarly"
msgstr "在Modular Avatar等多个其它工具之前执行MakeChildren。"
msgid "MakeChildren:prop:children"
msgstr "子对象"
msgid "MakeChildren:executeEarly does not support animation"
msgstr "'提前执行'功能并不支持动画路径修正。请使用适用于MakeChildren后的层次结构的动画。"
# endregion
# region MergeBone
msgid "MergeBone:description"
msgstr "删除此对象,并将其合并到父对象中。"
msgid "MergeBone:prop:avoidNameConflict"
msgstr "避免名称冲突"
msgid "MergeBone:tooltip:avoidNameConflict"
msgstr "在合并时更改子对象的名称,以避免名称重复"
msgid "MergeBone:validation:onAvatarRoot"
msgstr "不支持在模型的根对象上添加MergeBone组件。"
msgid "MergeBone:validation:thereAreComponent"
msgstr "存在除Transform以外的组件。这不被支持。"
msgid "MergeBone:validation:unevenScaling"
msgstr "如果不合并的骨骼在子对象中,不支持合并非均匀缩放的骨骼。"
# endregion
# region
msgid "MergePhysBone:prop:makeParent"
msgstr "设为此GameObject的子对象"
msgid "MergePhysBone:tooltip:makeParent"
msgstr "将所有PhysBone设为此GameObject的子对象"
msgid "MergePhysBone:error:makeParentWithChildren"
msgstr "尽管已选中'设为此GameObject的子对象',但对应Object下已存在子对象。"
msgid "MergePhysBone:error:parentDiffer"
msgstr "合并目标的PhysBone父对象不同。请设为同一父对象的子对象,或使用'设为此GameObject的子对象'。"
msgid "MergePhysBone:error:noSources"
msgstr "没有指定用于合并的目标PhysBone。"
msgid "MergePhysBone:error:oneSource"
msgstr "仅指定了一个PhysBone作为合并目标。请指定两个或更多的PhysBone。"
msgid "MergePhysBone:error:multiChildType"
msgstr "存在Multi Child Type不为Ignore的PhysBone。"
msgid "MergePhysBone:error:unsupportedPbVersion"
msgstr "此PhysBone版本未被Avatar Optimizer支持。\n"
"请通过Twitter (@anatawa12_vrc)或GitHub (anatawa12/AvatarOptimizer)联系作者!"
msgid "MergePhysBone:error:differValues"
msgstr "多个合并目标之间的值存在差异。以下的值需要设为相同值或进行覆盖:{0}"
msgid "MergePhysBone:error:differValueSingle"
msgstr "多个合并目标之间的值存在差异。需要设为相同值或进行覆盖"
msgid "MergePhysBone:warning:differChainLength"
msgstr "多个合并目标之间的链长度不同。较短的链的PB可能会比原来更粗。"
msgid "MergePhysBone:dialog:versionInfo:title"
msgstr "关于版本"
msgid "MergePhysBone:dialog:versionInfo:message"
msgstr ""
"更改VRC PhysBone的版本会改变组件的行为。\n"
"某些值所产生的行为可能会改变,需要手动重新设置。\n\n"
"请阅读文档以了解版本差异。"
msgid "MergePhysBone:dialog:versionInfo:openDoc"
msgstr "打开文档(英文)"
msgid "MergePhysBone:dialog:versionInfo:revert"
msgstr "撤销"
msgid "MergePhysBone:dialog:versionInfo:continue"
msgstr "继续"
msgid "MergePhysBone:prop:merged"
msgstr "已合并"
msgid "MergePhysBone:prop:components"
msgstr "组件"
# endregion
# region MergeSkinnedMesh
msgid "MergeSkinnedMesh:warning:blendShapeWeightMismatch"
msgstr ""
"合并目标的SkinnedMeshRenderer之间的BlendShape '{0}'的值不一致。\n"
"由于无法确定应用哪个值,所以请使同名BlendShape的值一致或冻结/删除它们。"
msgid "MergeSkinnedMesh:warning:VRM:FirstPersonFlagsMismatch"
msgstr ""
"由于合并目标Renderer之间FirstPersonFlags的值不一致,已统一为'{0}'。\n"
"建议使MergeSkinnedMesh合并的Renderer的FirstPersonFlags值一致。"
msgid "MergeSkinnedMesh:warning:MeshIsNotNone"
msgstr ""
"SkinnedMeshRenderer的Mesh不是None(无)!\n"
"应将MergeSkinnedMesh添加到带有新SkinnedMeshRenderer的对象!"
msgid "MergeSkinnedMesh:validation:self-recursive"
msgstr "合并目标的SkinnedMeshRenderer包含被合并的Mesh自身的SkinnedMeshRenderer!"
msgid "MergeSkinnedMesh:prop:renderers"
msgstr "SkinnedMeshRenderer"
msgid "MergeSkinnedMesh:prop:staticRenderers"
msgstr "静态Renderer"
msgid "MergeSkinnedMesh:prop:removeEmptyRendererObject"
msgstr "删除空的Renderer对象"
msgid "MergeSkinnedMesh:prop:skipEnablementMismatchedRenderers"
msgstr "不合并与合并目标状态不同的Renderer"
msgid "MergeSkinnedMesh:label:Merge Materials"
msgstr "合并材质"
msgid "MergeSkinnedMesh:label:Merge"
msgstr "合并"
msgid "MergeSkinnedMesh:label:Renderers"
msgstr "Renderer:"
msgid "MergeSkinnedMesh:error:mix-normal-existence"
msgstr ""
"不支持将有法线的网格和无法线的网格合并为一个。"
"请更改模型的导入设置以包含法线!"
msgid "MergeSkinnedMesh:warning:removeZeroSizedPolygonOnSources"
msgstr "由于"删除面积为零的多边形"功能在后期才进行处理,所以对合并目标的网格是无效的"
msgid "MergeSkinnedMesh:error:clothOnSources"
msgstr "由于附加了Cloth组件,无法合并此网格。"
msgid "MergeSkinnedMesh:error:clothOnSources:description"
msgstr "请从合并目标中排除此网格,或从此网格中删除Cloth组件。"
msgid "MergeSkinnedMesh:warning:no-root-bone"
msgstr "由于合并的目标网格上未设置根骨骼,这可能会引发意外行为。"
msgid "MergeSkinnedMesh:warning:no-probe-anchor"
msgstr "由于合并的目标网格上未设置锚点覆盖,这可能会引发意外行为。"
# endregion
# region MergeToonLitMaterial
msgid "MergeToonLitMaterial:description"
msgstr ""
"这是一个用于合并多个VRChat Mobile ToonLit材质的材质。\n"
"嗯,这也是一个用于绕过Quest限制的组件。"
msgid "MergeToonLitMaterial:button:Add Merged Material"
msgstr "添加合并材质"
msgid "MergeToonLitMaterial:button:Add Source"
msgstr "添加合并目标"
msgid "MergeToonLitMaterial:button:Generate Preview"
msgstr "生成预览"
msgid "MergeToonLitMaterial:label:Texture Size"
msgstr "纹理大小"
# endregion
# region RemoveMeshInBox
msgid "RemoveMeshInBox:BoundingBox:prop:center"
msgstr "中心"
msgid "RemoveMeshInBox:BoundingBox:prop:size"
msgstr "大小"
msgid "RemoveMeshInBox:BoundingBox:prop:rotation"
msgstr "旋转"
# endregion
# region RemoveMeshByBlendShape
msgid "RemoveMeshByBlendShape:description"
msgstr "删除由指定BlendShape移动的顶点及其多边形"
msgid "RemoveMeshByBlendShape:editor:automaticallySetWeightWhenToggle"
msgstr "切换BlendShape时自动更改其值以进行预览"
msgid "RemoveMeshByBlendShape:tooltip:automaticallySetWeightWhenToggle"
msgstr "在选中此选项时切换BlendShape的值,将会把值自动设置为100或0。"
msgid "RemoveMeshByBlendShape:tooltip:automaticallySetWeightWhenToggle:noRenderer"
msgstr "由于没有SkinnedMeshRenderer,无法使用此功能。"
msgid "RemoveMeshByBlendShape:tooltip:automaticallySetWeightWhenToggle:noMesh"
msgstr "由于没有Mesh,无法使用此功能。"
msgid "RemoveMeshByBlendShape:prop:Tolerance"
msgstr "容差"
msgid "RemoveMeshByBlendShape:tooltip:Tolerance"
msgstr ""
"如果顶点被选定的BlendShape中的任何一个移动的距离大于此值,那么该顶点将被删除。\n"
"如果不希望删除的顶点被删除,尝试增大此值。如果顶点没有按预期被删除,尝试减小此值。\n"
"通常,此值应为较小的数值。"
msgid "RemoveMeshByBlendShape:button:Check All"
msgstr "选中全部"
msgid "RemoveMeshByBlendShape:button:Invert All"
msgstr "反选全部"
# endregion
# region RemoveZeroSizedPolygon
msgid "RemoveZeroSizedPolygon:description"
msgstr "删除面积为零的多边形。"
# endregion
# region RemoveMeshByMask
msgid "RemoveMeshByMask:description"
msgstr "通过遮罩纹理删除指定范围的多边形。"
msgid "RemoveMeshByMask:prop:enabled"
msgstr "应用于第{0}个材质插槽"
msgid "RemoveMeshByMask:prop:mask"
msgstr "遮罩纹理"
msgid "RemoveMeshByMask:prop:mode"
msgstr "删除模式"
msgid "RemoveMeshByMask:error:maskIsNone"
msgstr "未设置遮罩纹理。"
msgid "RemoveMeshByMask:error:maskIsNotReadable"
msgstr "遮罩纹理不可读。"
msgid "RemoveMeshByMask:error:maskIsNotReadable:description"
msgstr "请确保遮罩纹理的Read/Write(读/写)已启用。"
msgid "RemoveMeshByMask:error:unknownMode"
msgstr "指定了未知的删除模式。"
msgid "RemoveMeshByMask:warning:NoMesh"
msgstr "Skinned Mesh Renderer未设置Mesh。"
msgid "RemoveMeshByMask:button:makeReadable"
msgstr "使其可读"
msgid "RemoveMeshByMask:tooltip:textureIsNotImported"
msgstr "这不是从图片文件导入的遮罩纹理。"
# endregion
# region MaskTextureEditor
msgid "MaskTextureEditor:create"
msgstr "创建"
msgid "MaskTextureEditor:edit"
msgstr "编辑"
msgid "MaskTextureEditor:title"
msgstr "AAO 遮罩纹理编辑器"
msgid "MaskTextureEditor:renderer"
msgstr "SkinnedMeshRenderer"
msgid "MaskTextureEditor:subMesh"
msgstr "材质插槽"
msgid "MaskTextureEditor:subMeshIndex"
msgstr "{0}号"
msgid "MaskTextureEditor:texture"
msgstr "遮罩纹理"
msgid "MaskTextureEditor:save"
msgstr "保存"
msgid "MaskTextureEditor:viewScale"
msgstr "显示缩放"
msgid "MaskTextureEditor:viewOpacity"
msgstr "显示透明度"
msgid "MaskTextureEditor:resetView"
msgstr "将视图调整为窗口大小"
msgid "MaskTextureEditor:brushSize"
msgstr "画笔大小 (Shift + 鼠标滚轮)"
msgid "MaskTextureEditor:brushColor"
msgstr "画笔颜色"
msgid "MaskTextureEditor:black"
msgstr "黑色"
msgid "MaskTextureEditor:white"
msgstr "白色"
msgid "MaskTextureEditor:fillBlack"
msgstr "用黑色填充"
msgid "MaskTextureEditor:fillWhite"
msgstr "用白色填充"
msgid "MaskTextureEditor:inverse"
msgstr "颜色反转"
msgid "MaskTextureEditor:saveChangesMessage"
msgstr "有未保存的更改。是否保存?"
msgid "MaskTextureEditor:saveChangesButtonSave"
msgstr "保存"
msgid "MaskTextureEditor:saveChangesButtonDiscard"
msgstr "放弃"
msgid "MaskTextureEditor:saveChangesButtonCancel"
msgstr "取消"
msgid "MaskTextureEditor:errorTitle"
msgstr "出现错误"
msgid "MaskTextureEditor:errorMessageCreateFailed"
msgstr "创建纹理失败。请查看日志以获取详细信息。"
msgid "MaskTextureEditor:errorMessageSaveFailed"
msgstr "保存纹理失败。请查看日志以获取详细信息。"
# endregion
# region AvatarGlobalComponent
msgid "AvatarGlobalComponent:NotOnAvatarRoot"
msgstr "此组件需要附加到模型的根节点上。"
# endregion
# region NoSourceEditSkinnedMeshComponent
msgid "NoSourceEditSkinnedMeshComponent:HasSourceSkinnedMeshComponent"
msgstr "此组件不适用于Merge Skinned Mesh组件。\n"
"因此,请将此组件添加到要合并的网格,而不是合并后的网格。"
# endregion
# region UnusedBonesByReferencesTool
# EditorOnlyなメッシュのみから参照されているボーンをEditorOnlyにします
msgid "UnusedBonesByReferencesTool:description"
msgstr ""
"执行Narazaka的UnusedBonesByReferencesTool (https://narazaka.booth.pm/items/3831781)。\n"
"这是一个将仅由"EditorOnly"的网格引用的骨骼设置为"EditorOnly"的工具。"
msgid "UnusedBonesByReferencesTool:prop:preserveEndBone"
msgstr "保留end骨骼"
# "親がactiveなendボーンを削除しない(ON推奨)"
msgid "UnusedBonesByReferencesTool:tooltip:preserveEndBone"
msgstr "如果选中,将不删除父骨骼为激活状态的end骨骼。"
msgid "UnusedBonesByReferencesTool:prop:detectExtraChild"
msgstr "识别其它子对象"
# "子にボーン以外を持つボーンを削除しない"
msgid "UnusedBonesByReferencesTool:tooltip:detectExtraChild"
msgstr "如果选中,将不删除子对象中含有除骨骼之外的元素的骨骼。"
msgid "UnusedBonesByReferencesTool:suggestMigrate"
msgstr ""
"UnusedBonesByReferencesTool已被弃用! Trace and Optimize包含了同样的功能,并且处理方式上更智能。\n"
"点击下面的按钮,迁移到Trace and Optimize(设置将被保留)"
msgid "UnusedBonesByReferencesTool:migrate"
msgstr "迁移到Trace and Optimize"
msgid "UnusedBonesByReferencesTool:migrationFinished:title"
msgstr "迁移完成"
msgid "UnusedBonesByReferencesTool:migrationFinished:description"
msgstr "已成功迁移到Trace and Optimize!"
# endregion
# region TraceAndOptimize
msgid "TraceAndOptimize:description"
msgstr "将此组件添加到模型上,它就会自动扫描模型并进行尽可能的优化。"
msgid "TraceAndOptimize:prop:freezeBlendShape"
msgstr "自动冻结和移除BlendShape"
msgid "TraceAndOptimize:prop:removeUnusedObjects"
msgstr "自动删除未使用的对象"
msgid "TraceAndOptimize:prop:optimizePhysBone"
msgstr "优化PhysBone"
msgid "TraceAndOptimize:prop:optimizeAnimator"
msgstr "优化动画控制器"
msgid "TraceAndOptimize:prop:mergeSkinnedMesh"
msgstr "合并蒙皮网格渲染器"
msgid "TraceAndOptimize:prop:allowShuffleMaterialSlots"
msgstr "允许改变材质插槽的前后关系"
msgid "TraceAndOptimize:tooltip:allowShuffleMaterialSlots"
msgstr "允许通过改变材质插槽的前后关系来减少绘制调用。这可能会影响绘制顺序。"
msgid "TraceAndOptimize:prop:mmdWorldCompatibility"
msgstr "保持对MMD世界的兼容性"
msgid "TraceAndOptimize:tooltip:mmdWorldCompatibility"
msgstr "启用此选项将使模型保持对MMD世界的兼容性,某些优化将被禁用,如不冻结MMD用BlendShape等。"
msgid "TraceAndOptimize:prop:advancedSettings"
msgstr "高级优化选项"
msgid "TraceAndOptimize:note:advancedOptimization"
msgstr ""
"这些选项可以对模型进行进一步优化,但也可能破坏模型的行为。\n"
"如果出现问题,请禁用高级优化选项。"
msgid "TraceAndOptimize:prop:debugOptions"
msgstr "调试选项"
msgid "TraceAndOptimize:warn:debugOptions"
msgstr "调试选项是为了避免AvatarOptimizer出现错误。\n"
"更改这些设置可能会导致模型无法正确被优化。\n"
"另外,某些调试选项可能无法正常工作,或者其行为可能会发生变化。请注意!"
msgid "TraceAndOptimize:warn:unknown-type"
msgstr "检测到未知的组件'{0}'!"
msgid "TraceAndOptimize:warn:unknown-type:description"
msgstr "Avatar Optimizer发现了未知的组件。这可能会降低优化处理的质量,并可能导致处理后的模型损坏。(不过不会影响原始模型)"
msgid "TraceAndOptimize:warn:unknown-type:hint"
msgstr ""
"如果您的模型没有损坏,可以忽略此警告。\n"
"\n"
"如果这个组件是您的工具的一部分,您可以考虑将组件注册到Avatar Optimizer。"
"详情请参见 https://vpm.anatawa12.com/avatar-optimizer/ja/docs/developers/make-your-components-compatible-with-aao/ 。\n"
"\n"
"如果这个组件是您正在使用的工具的一部分,您可以请求工具的作者将组件注册到Avatar Optimizer,或者如果这是一个知名的工具,您可以请求Avatar Optimizer进行支持。"
msgid "TraceAndOptimize:prop:preserveEndBone"
msgstr "保留end骨骼"
msgid "TraceAndOptimize:tooltip:preserveEndBone"
msgstr "如果父骨骼没有被删除,即使是end骨骼在优化时也不会被删除。"
msgid "TraceAndOptimize:prop:removeZeroSizedPolygons"
msgstr "自动删除面积为零的多边形"
msgid "TraceAndOptimize:OptimizePhysBone:UnknownPhysBoneColliderShape"
msgstr "指定了未知的PhysBone Collider形状'{0}'。"
# endregion
#region ApplyObjectMapping
msgid "ApplyObjectMapping:VRCAvatarDescriptor:eyelids BlendShape Removed"
msgstr "用于眨眼的BlendShape已被冻结或移除"
msgid "ApplyObjectMapping:VRCAvatarDescriptor:viseme BlendShape Removed"
msgstr "用于唇形同步的BlendShape已被冻结或移除"
msgid "MergeSkinnedMesh:warning:animation-mesh-hide"
msgstr ""
"由于包含在动画中的网格与合并目标网格不同,"
"因此,该动画的切换功能将不再起作用。如果这是有意为之,请忽略此警告。"
msgid "MergeSkinnedMesh:warning:material-animation-differently"
msgstr "合并目标的网格之间,以下材质的动画不同:{0}"
msgid "MergeSkinnedMesh:warning:material-animation-differently:description"
msgstr ""
"合并目标的网格之间,材质的动画不同。\n"
"材质的动画会影响整个网格,因此可能会在非预期的部分应用动画。\n"
msgid "MergeSkinnedMesh:warning:material-animation-differently:hint"
msgstr ""
"如果您打算让动画影响整个合并的网格,可以执行以下操作之一。\n"
"- 在共同的动画剪辑中,使合并目标的网格的材质属性都以相同的方式进行动画处理。\n"
"- 对合并目标的网格进行动画。\n"
"- 忽略此警告。\n"
"\n"
"即使所有目标网格都以相同的方式进行动画,如果仍然显示此警告,可能是对多个网格的动画方式不佳。\n"
"Avatar Optimizer会判断,在同一个动画剪辑中,如果有相同形状的曲线并在同一个State上进行动画,那么它们就是以相同的方式进行动画。\n"
"也就是说,即使以相同的方式进行动画,如果从不同的层或动画剪辑开始,它也会被认为是不同的动画。\n"
"\n"
"如果动画不会影响其它网格(例如,只影响在网格上禁用的着色器功能),请向Avatar Optimizer报告此问题。\n"
"如果着色器是知名着色器,我们将添加一个过程来检查该功能是否对未进行动画的网格也有效。\n"
#endregion
#region ComponentInfos
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoVisemeSkinnedMesh"
msgstr "没有用于唇形同步的SkinnedMeshRenderer。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownLipSyncStyle"
msgstr "指定了未知的唇形同步类型'{0}'。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownColliderState"
msgstr "在{1}的Standard Collider中指定了未知的设置'{0}'。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoMeshInEyelidsSkinnedMesh"
msgstr "眨眼用的SkinnedMeshRenderer中没有网格。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoEyelidsSkinnedMesh"
msgstr "没有用于眨眼的SkinnedMeshRenderer。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownEyelidType"
msgstr "指定了未知的眨眼类型'{0}'。"
#endregion
#region AnimatorParser
msgid "AnimatorParser:PlayableLayerControl:UnknownBlendablePlayableLayer"
msgstr "在Playable Layer Control中指定了未知的层'{0}'。"
msgid "AnimatorParser:AnimatorLayerControl:UnknownBlendablePlayableLayer"
msgstr "在Animator Layer Control中指定了未知的层'{0}'。"
msgid "AnimatorParser:AnimatorNotFoundOnAvatarRoot"
msgstr "在模型的根对象下没有找到Animator组件。"
#endregion
#region MeshInfo2
msgid "MeshInfo2:warning:multiPassRendering"
msgstr ""
"在使用'{0}'组件的网格中,使用了多个材质进行多通道渲染。\n"
"虽然对实际负载的影响不大,但可能会影响性能等级中显示的多边形数量。\n"
"请确认您是否真的要使用多通道渲染。"
msgid "MeshInfo2:warning:lineStrip"
msgstr "{0}组件不处理使用LineStrip的SubMesh。"
#endregion
# region ErrorReporter
msgid "ErrorReporter:error.internal_error"
msgstr "发生内部错误:{0} 在处理以下组件时:"
msgid "ErrorReporter:autoFix"
msgstr "点击修复"
# endregion
# region AssetDescription
msgid "AssetDescription:Description"
msgstr ""
"Avatar Optimizer Asset Description是一个用于向Avatar Optimizer提供您项目资产信息的工具。\n"
"请参阅文档以获取更多信息。"
msgid "AssetDescription:OpenDocs"
msgstr "打开文档"
# endregion