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zh-hant.po
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msgid ""
msgstr ""
"Language: zh-hant\n"
msgid "CheckForUpdate:out-of-date"
msgstr "Avatar Optimizer 的新版本 {0} 已發布!(你正在使用的版本為 {1})"
msgid "LegacyModularAvatarWarning:message"
msgstr ""
"發現你已安裝 Modular Avatar 1.7.x 或更舊的版本!\n"
"目前版本的 AvatarOptimizer 不相容於 Modular Avatar 1.7.x 或更舊的版本!\n"
"請將 Modular Avatar 升級至 1.8.0 或更新的版本!"
msgid "LegacyModularAvatarWarning:readWithNextLocale"
msgstr "Read in English"
msgid "LegacyModularAvatarWarning:nextLocale"
msgstr "en"
# region PrefabSafeSet
msgid "PrefabSafeSet:label:Multi editing not supported"
msgstr "不支援多重編輯"
msgid "PrefabSafeSet:label:Element type is not supported"
msgstr "不支援的元素類型"
msgid "PrefabSafeSet:label:Add Not Supported"
msgstr "不支援添加此元素"
msgid "PrefabSafeSet:label:Element to add"
msgstr "添加元素"
msgid "PrefabSafeSet:tooltip:Element to add"
msgstr "拖放物件至此處以將元素新增至集合。"
msgid "PrefabSafeSet:tooltip:Force Add Button"
msgstr "將此元素添加到目前預製件修改中。"
# , csharp-format
msgid "PrefabSafeSet:label:Element {0}"
msgstr "元素 {0}"
# , csharp-format
msgid "PrefabSafeSet:label:(Removed)"
msgstr "(已移除)"
# , csharp-format
msgid "PrefabSafeSet:label:Element {0} (Added twice)"
msgstr "元素 {0} (重複添加)"
# , csharp-format
msgid "PrefabSafeSet:label:(Removed but not found)"
msgstr "(已移除但未找到)"
# endregion
# start Avatar Optimizer core modules
# region ClearEndpointPosition
msgid "ClearEndpointPosition:description"
msgstr ""
"你可以使用 _end 骨骼來清除 Endpoint Position。\n"
"對於「AAO Merge Bone」元件非常有用。"
msgid "ClearEndpointPosition:button:Apply and Remove Component"
msgstr "套用並移除元件"
# endregion
# region FreezeBlendShape
msgid "FreezeBlendShape:button:Check All"
msgstr "全選"
msgid "FreezeBlendShape:button:Invert All"
msgstr "反轉"
msgid "FreezeBlendShape:warning:animation"
msgstr ""
"你正在凍結以下有被動畫控制的 BlendShape。\n"
"動畫將無法運作。這可能不是你要的,如果是,請忽略此警告。\n"
"{0}"
# endregion
# region MakeChildren
msgid "MakeChildren:description"
msgstr "此元件會在建置時將指定的物件設為子級"
msgid "MakeChildren:tooltip:executeEarly"
msgstr "提前執行"
msgid "MakeChildren:tooltip:executeEarly"
msgstr "在其他工具(如 Modular Avatar)前執行 MakeChildren"
msgid "MakeChildren:prop:children"
msgstr "子級"
msgid "MakeChildren:executeEarly does not support animation"
msgstr "「提前執行」功能不支持動畫路徑重映射。請確保為 MakeChildren 後的階層結構製作動畫。"
# endregion
# region MergeBone
msgid "MergeBone:description"
msgstr "你將移除此物件並將骨骼合併到父級"
msgid "MergeBone:prop:avoidNameConflict"
msgstr "避免名稱衝突"
msgid "MergeBone:tooltip:avoidNameConflict"
msgstr "重命名子物件以避免名稱衝突"
msgid "MergeBone:validation:onAvatarRoot"
msgstr "在 Avatar 根上不支持 MergeBone"
msgid "MergeBone:validation:thereAreComponent"
msgstr "存在除了 Transform 以外的其他元件,這不被支持。"
msgid "MergeBone:validation:unevenScaling"
msgstr "如果有沒合併的子骨骼,則不支持合併縮放比例不一的骨骼。"
# endregion
# region
msgid "MergePhysBone:prop:makeParent"
msgstr "設為當前物件的子級"
msgid "MergePhysBone:tooltip:makeParent"
msgstr "將每個 PhysBones 設定為當前物件的子級"
msgid "MergePhysBone:error:makeParentWithChildren"
msgstr "有子物件啟用了「設為當前物件的子級」。"
msgid "MergePhysBone:error:parentDiffer"
msgstr "源 PhysBone 的父級不同。移動至相同的父級或使用「設為當前物件的子級」。"
msgid "MergePhysBone:error:noSources"
msgstr "沒有要合併的 PhysBones"
msgid "MergePhysBone:error:oneSource"
msgstr "只有一個 PhysBone。你必須指定兩個以上。"
msgid "MergePhysBone:error:multiChildType"
msgstr "某些 PhysBone 的 Multi Child Type 不是 Ignore"
msgid "MergePhysBone:error:unsupportedPbVersion"
msgstr "此 PhysBone 版本未被 Avatar Optimizer 支援。\n"
"請通過 Twitter (@anatawa12_vrc) 或 GitHub (anatawa12/AvatarOptimizer) 聯繫作者!"
msgid "MergePhysBone:error:differValues"
msgstr "多個合併來源的值不相同。你必須設定一樣的值或進行覆寫:{0}"
msgid "MergePhysBone:error:differValueSingle"
msgstr "多個合併來源的值不相同。你必須設定一樣的值或進行覆寫"
msgid "MergePhysBone:warning:differChainLength"
msgstr "多個合併來源的鏈長度不同。較短的鏈將比原本更粗。"
msgid "MergePhysBone:dialog:versionInfo:title"
msgstr "版本資訊"
msgid "MergePhysBone:dialog:versionInfo:message"
msgstr ""
"更改 VRCPhysBone 版本將改變元件的工作方式。\n"
"某些值可能會有不同的行為,需要手動更改。\n\n"
"請閱讀線上手冊以了解版本差異的相關資訊。"
msgid "MergePhysBone:dialog:versionInfo:openDoc"
msgstr "開啟手冊"
msgid "MergePhysBone:dialog:versionInfo:revert"
msgstr "撤回"
msgid "MergePhysBone:dialog:versionInfo:continue"
msgstr "繼續(略過手冊)"
msgid "MergePhysBone:prop:merged"
msgstr "已合併"
msgid "MergePhysBone:prop:components"
msgstr "元件"
# endregion
# region MergeSkinnedMesh
msgid "MergeSkinnedMesh:warning:blendShapeWeightMismatch"
msgstr ""
"合併目標的 SkinnedMeshRenderer 之間的 BlendShape「{0}」的值不一致。\n"
"由於無法確定要套用哪個值,所以請讓同名的 BlendShape 值一致或凍結 / 移除它們。"
msgid "MergeSkinnedMesh:warning:VRM:FirstPersonFlagsMismatch"
msgstr ""
"由於合併目標 Renderer 之間 FirstPersonFlags 的值不一致,已統一為「{0}」。\n"
"建議使「AAO Merge Skinned Mesh」合併的 Renderer 的 FirstPersonFlags 值一致。"
msgid "MergeSkinnedMesh:warning:MeshIsNotNone"
msgstr ""
"SkinnedMeshRenderer 的 Mesh(網格)不是 None(無)!\n"
"應將「AAO Merge Skinned Mesh」添加至帶有新 SkinnedMeshRenderer 的物件!"
msgid "MergeSkinnedMesh:validation:self-recursive"
msgstr "SkinnedRenderer 包含著具有「AAO Merge Skinned Mesh」的 SkinnedMeshRenderer!"
msgid "MergeSkinnedMesh:prop:renderers"
msgstr "Skinned Renderers"
msgid "MergeSkinnedMesh:prop:staticRenderers"
msgstr "Static Renderers"
msgid "MergeSkinnedMesh:prop:removeEmptyRendererObject"
msgstr "移除空的 Renderer 物件"
msgid "MergeSkinnedMesh:prop:skipEnablementMismatchedRenderers"
msgstr "略過與合併目標狀態不同的 Renderers"
msgid "MergeSkinnedMesh:label:Merge Materials"
msgstr "合併材質"
msgid "MergeSkinnedMesh:label:Merge"
msgstr "合併"
msgid "MergeSkinnedMesh:label:Renderers"
msgstr "Renderers:"
msgid "MergeSkinnedMesh:error:mix-normal-existence"
msgstr ""
"不支援同時合併有法線和無法線的網格。"
"請更改模型的匯入設定以包含法線!"
msgid "MergeSkinnedMesh:warning:removeZeroSizedPolygonOnSources"
msgstr "由於「刪除面積為零的多邊形」功能是後期才進行的,所以對合併後的網格是無效的"
msgid "MergeSkinnedMesh:warning:animation-mesh-hide"
msgstr ""
"因為合併後的網格與包含在動畫中的網格不同,"
"該動畫將無法運作。這可能不是你預期的,但如果是,請忽略此警告。"
msgid "MergeSkinnedMesh:warning:material-animation-differently"
msgstr "發現以下不同動畫的材質屬性:{0}"
msgid "MergeSkinnedMesh:warning:material-animation-differently:description"
msgstr ""
"合併目標的網格之間,材質的動畫不同。\n"
"材質的動畫會影響整個網格,因此可能會在非預期的部分套用動畫。\n"
msgid "MergeSkinnedMesh:warning:material-animation-differently:hint"
msgstr ""
"如果你打算讓動畫控制整個合併後的網格,可以執行以下操作:\n"
"- 在共同的動畫中,讓合併目標的網格的材質屬性都以相同的方式進行動畫處理。\n"
"- 對合併後的網格進行動畫或\n"
"- 忽略此警告\n"
"\n"
"即使所有目標網格都以相同的方式進行動畫,卻仍然顯示此警告,可能是對多個網格的動畫方式不佳。\n"
"Avatar Optimizer 會判斷,在同個動畫中,如果有相同形狀的曲線並在同個 State 上進行動畫,那麼它們就是以相同的方式進行動畫。\n"
"也就是說,即使以相同的方式進行動畫,如果從不同層或動畫開始,它也會被認為是不同的動畫。\n"
"\n"
"如果動畫不會影響其它網格(例如,只影響在網格上禁用的著色器功能),請向 Avatar Optimizer 報告此問題。\n"
"如果著色器是知名著色器,我們將添加一個過程來檢查該功能是否對未進行動畫的網格也有效。\n"
msgid "MergeSkinnedMesh:error:clothOnSources"
msgstr "這個 SkinnedMeshRenderer 上有 Cloth 元件,因此無法進行合併。"
msgid "MergeSkinnedMesh:error:clothOnSources:description"
msgstr "請移除此 SkinnedMeshRenderers 或移除其 Cloth 元件。"
msgid "MergeSkinnedMesh:warning:no-root-bone"
msgstr "合併後的網格未設定根骨骼(Root Bone)。這可能導致意外行為。"
msgid "MergeSkinnedMesh:warning:no-root-bone:description"
msgstr "MergeSkinnedMesh 不會自動設定合併後網格的 Root Bone。"
msgid "MergeSkinnedMesh:warning:no-root-bone:hint"
msgstr "你需要手動設定它。如果你有使用 Modular Avatar,可以將 MA Mesh Settings 元件添加到 Avatar 的根部,以設定整個 Avatar 的 Root Bone。"
msgid "MergeSkinnedMesh:warning:no-probe-anchor"
msgstr "合併後的網格未設定錨點覆蓋(Anchor Override)。這可能導致意外行為。"
msgid "MergeSkinnedMesh:warning:no-probe-anchor:description"
msgstr "MergeSkinnedMesh 不會自動設定合併後網格的 Anchor Override。"
msgid "MergeSkinnedMesh:warning:no-probe-anchor:hint"
msgstr "你需要手動設定它。如果你有使用 Modular Avatar,可以將 MA Mesh Settings 元件添加到 Avatar 的根部,以設定整個 Avatar 的 Anchor Override。"
# endregion
# region MergeToonLitMaterial
msgid "MergeToonLitMaterial:description"
msgstr ""
"此元件用於合併多個 VRChat Mobile ToonLit 材質。\n"
"這是為了避免 Quest 的限制。"
msgid "MergeToonLitMaterial:button:Add Merged Material"
msgstr "添加合併的材質"
msgid "MergeToonLitMaterial:button:Add Source"
msgstr "添加要合併的物件"
msgid "MergeToonLitMaterial:button:Generate Preview"
msgstr "生成預覽"
msgid "MergeToonLitMaterial:label:Texture Size"
msgstr "貼圖大小"
# 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 "旋轉"
# endregion
# region RemoveMeshByBlendShape
msgid "RemoveMeshByBlendShape:description"
msgstr "移除由指定的 BlendShape 移動的頂點及多邊形。"
msgid "RemoveMeshByBlendShape:editor:automaticallySetWeightWhenToggle"
msgstr "切換 BlendShape 時,自動設定權重值以進行預覽。"
msgid "RemoveMeshByBlendShape:tooltip:automaticallySetWeightWhenToggle"
msgstr "啟用此選項時,對於切換的 BlendShapes 自動設定權重為 100 或 0。"
msgid "RemoveMeshByBlendShape:tooltip:automaticallySetWeightWhenToggle:noRenderer"
msgstr "無法使用此選項,因為找不到 SkinnedMeshRenderer。"
msgid "RemoveMeshByBlendShape:tooltip:automaticallySetWeightWhenToggle:noMesh"
msgstr "無法使用此選項,因為找不到網格(Mesh)"
msgid "RemoveMeshByBlendShape:prop:Tolerance"
msgstr "容差"
msgid "RemoveMeshByBlendShape:tooltip:Tolerance"
msgstr ""
"任何選定的 BlendShape 對某個頂點的變形如果超過此值,該頂點將被刪除。\n"
"如果有不希望刪除的頂點被刪除,嘗試增加此值;如果頂點未按照預期刪除,嘗試減少此值。\n"
"此值通常是較小的值。"
msgid "RemoveMeshByBlendShape:button:Check All"
msgstr "全選"
msgid "RemoveMeshByBlendShape:button:Invert All"
msgstr "反轉"
# endregion
# region RemoveZeroSizedPolygon
msgid "RemoveZeroSizedPolygon:description"
msgstr "移除面積為零的多邊形"
# endregion
# region RemoveMeshByMask
msgid "RemoveMeshByMask:description"
msgstr "根據遮罩貼圖刪除指定範圍的多邊形。"
msgid "RemoveMeshByMask:prop:enabled"
msgstr "套用於第 {0} 個材質槽"
msgid "RemoveMeshByMask:prop:mask"
msgstr "遮罩貼圖"
msgid "RemoveMeshByMask:prop:mode"
msgstr "移除模式"
msgid "RemoveMeshByMask:error:maskIsNone"
msgstr "尚未設定遮罩貼圖。"
msgid "RemoveMeshByMask:error:maskIsNotReadable"
msgstr "無法讀取遮罩貼圖。"
msgid "RemoveMeshByMask:error:maskIsNotReadable:description"
msgstr "請在遮罩貼圖的匯入設定中啟用「Read/Write」或「讀取/寫入」。"
msgid "RemoveMeshByMask:error:unknownMode"
msgstr "指定了未知的移除模式。"
msgid "RemoveMeshByMask:warning:NoMesh"
msgstr "Skinned Mesh Renderer 未指定網格(Mesh)。"
msgid "RemoveMeshByMask:button:makeReadable"
msgstr "使其可讀"
msgid "RemoveMeshByMask:tooltip:textureIsNotImported"
msgstr "遮罩貼圖未從圖像文件中導入。"
# endregion
# region MaskTextureEditor
msgid "MaskTextureEditor:create"
msgstr "創建"
msgid "MaskTextureEditor:edit"
msgstr "編輯"
msgid "MaskTextureEditor:title"
msgstr "AAO 遮罩貼圖編輯器"
msgid "MaskTextureEditor:renderer"
msgstr "Skinned Mesh Renderer"
msgid "MaskTextureEditor:subMesh"
msgstr "材質槽"
msgid "MaskTextureEditor:subMeshIndex"
msgstr "{0}"
msgid "MaskTextureEditor:texture"
msgstr "遮罩貼圖"
msgid "MaskTextureEditor:save"
msgstr "儲存"
msgid "MaskTextureEditor:viewScale"
msgstr "視圖大小(滾輪)"
msgid "MaskTextureEditor:viewOpacity"
msgstr "視圖透明度"
msgid "MaskTextureEditor:resetView"
msgstr "將視圖調整至視窗大小"
msgid "MaskTextureEditor:brushSize"
msgstr "比刷大小(Shift + 滾輪)"
msgid "MaskTextureEditor:brushColor"
msgstr "筆刷顏色"
msgid "MaskTextureEditor:black"
msgstr "黑色"
msgid "MaskTextureEditor:white"
msgstr "白色"
msgid "MaskTextureEditor:fillBlack"
msgstr "填滿黑色"
msgid "MaskTextureEditor:fillWhite"
msgstr "填滿白色"
msgid "MaskTextureEditor:inverse"
msgstr "反轉顏色"
msgid "MaskTextureEditor:saveChangesMessage"
msgstr "有尚未保留的變更。你要儲存嗎?"
msgid "MaskTextureEditor:saveChangesButtonSave"
msgstr "儲存"
msgid "MaskTextureEditor:saveChangesButtonDiscard"
msgstr "捨棄"
msgid "MaskTextureEditor:saveChangesButtonCancel"
msgstr "取消"
msgid "MaskTextureEditor:errorTitle"
msgstr "錯誤"
msgid "MaskTextureEditor:errorMessageCreateFailed"
msgstr "無法創建貼圖。請查看日誌以了解詳細資訊。"
msgid "MaskTextureEditor:errorMessageSaveFailed"
msgstr "無法儲存貼圖。請查看日誌以了解詳細資訊。"
# endregion
# region AvatarGlobalComponent
msgid "AvatarGlobalComponent:NotOnAvatarRoot"
msgstr "此元件必須安裝在 Avatar 的根物件上"
# endregion
# region NoSourceEditSkinnedMeshComponent
msgid "NoSourceEditSkinnedMeshComponent:HasSourceSkinnedMeshComponent"
msgstr "此元件不適用於「Merge Skinned Mesh」元件。\n"
"請添加此元件至要合併的網格,而不是合併後的網格。"
# 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 ""
"套用 UnusedBonesByReferencesTool (https://narazaka.booth.pm/items/3831781),作者為 Narazaka\n"
"這個工具將標記引用 EditorOnly 的網格的骨骼為 EditorOnly。"
msgid "UnusedBonesByReferencesTool:prop:preserveEndBone"
msgstr "保留 end 骨"
# "親がactiveなendボーンを削除しない(ON推奨)"
msgid "UnusedBonesByReferencesTool:tooltip:preserveEndBone"
msgstr "如果勾選,這個工具將不會移除父骨骼為激活狀態的 end 骨。"
msgid "UnusedBonesByReferencesTool:prop:detectExtraChild"
msgstr "檢測額外的子級"
# "子にボーン以外を持つボーンを削除しない"
msgid "UnusedBonesByReferencesTool:tooltip:detectExtraChild"
msgstr "如果勾選,這個工具將不會移除子級中含有非骨骼元素的骨骼。"
msgid "UnusedBonesByReferencesTool:suggestMigrate"
msgstr ""
"UnusedBonesByReferencesTool is obsoleted by more intelligent Trace and Optimize!\n"
"你想通過點擊下面的按鈕進行遷移至 Trace and Optimize 嗎?"
msgid "UnusedBonesByReferencesTool:migrate"
msgstr "遷移至 Trace and Optimize"
msgid "UnusedBonesByReferencesTool:migrationFinished:title"
msgstr "遷移完成!"
msgid "UnusedBonesByReferencesTool:migrationFinished:description"
msgstr "已完成遷移至 Trace and Optimize!"
# endregion
# region TraceAndOptimize
msgid "TraceAndOptimize:description"
msgstr "當你將這個元件添加至你的 Avatar 時,AvatarOptimizer 將自動追蹤和優化你的 Avatar。"
msgid "TraceAndOptimize:prop:freezeBlendShape"
msgstr "自動凍結和移除 BlendShape"
msgid "TraceAndOptimize:prop:removeUnusedObjects"
msgstr "自動刪除未使用的物件"
msgid "TraceAndOptimize:prop:optimizePhysBone"
msgstr "優化 PhysBone"
msgid "TraceAndOptimize:prop:optimizeAnimator"
msgstr "優化 Animator"
msgid "TraceAndOptimize:prop:mergeSkinnedMesh"
msgstr "合併 Skinned Mesh"
msgid "TraceAndOptimize:prop:allowShuffleMaterialSlots"
msgstr "允許重排材質槽"
msgid "TraceAndOptimize:tooltip:allowShuffleMaterialSlots"
msgstr "允許重新排列材質槽以減少繪製呼叫。\n這可能會影響渲染順序。"
msgid "TraceAndOptimize:prop:mmdWorldCompatibility"
msgstr "兼容 MMD 世界"
msgid "TraceAndOptimize:tooltip:mmdWorldCompatibility"
msgstr "啟用「兼容 MMD 世界」功能以保留一些 Blendshapes"
msgid "TraceAndOptimize:prop:advancedOptimization"
msgstr "進階優化"
msgid "TraceAndOptimize:note:advancedOptimization"
msgstr ""
"這些設定可以更加優化你的 Avatar ,但也可能破壞你的 Avatar。\n"
"如果出現問題,請禁用進階優化設定。"
msgid "TraceAndOptimize:prop:debugOptions"
msgstr "除錯選項"
msgid "TraceAndOptimize:warn:debugOptions"
msgstr "除錯選項用於解決 Avatar Optimizer 中的錯誤。\n"
"更改除錯選項將使 Avatar 無法最佳化。\n"
"此外,某些除錯選項可能未經全面測試,或其行為可能會發生變化。請小心使用!"
msgid "TraceAndOptimize:warn:unknown-type"
msgstr "發現未知的元件:「{0}」。"
msgid "TraceAndOptimize:warn:unknown-type:description"
msgstr "Avatar Optimizer 發現了未知的元件。這可能會減少性能優化、導致 Avatar 出現問題。"
msgid "TraceAndOptimize:warn:unknown-type:hint"
msgstr ""
"如果你的 Avatar 沒有出現問題,請忽略此警告。\n"
"\n"
"如果此元件是你工具中的一部分,請考慮將它註冊到 Avatar Optimizer。\n"
"更多資訊請查看 https://vpm.anatawa12.com/avatar-optimizer/en/docs/developers/make-your-components-compatible-with-aao/ 。\n"
"\n"
"如果此元件是你正在使用的工具的一部分,請求工具作者將它註冊至 Avatar Optimizer\n"
"或者請求 Avatar Optimizer 支援它,如果它是個有名的工具。\n"
"\n"
"若你請求工具作者註冊該元件,請分享對於開發者的手冊連結( https://vpm.anatawa12.com/avatar-optimizer/en/docs/developers/make-your-components-compatible-with-aao/ )。"
msgid "TraceAndOptimize:prop:preserveEndBone"
msgstr "保留 end 骨"
msgid "TraceAndOptimize:tooltip:preserveEndBone"
msgstr "如果其父骨骼未被移除,在優化時 end 骨也不會被移除。"
msgid "TraceAndOptimize:prop:removeZeroSizedPolygons"
msgstr "自動移除面積為零的多邊形"
msgid "TraceAndOptimize:OptimizePhysBone:UnknownPhysBoneColliderShape"
msgstr "指定了未知的 PhysBone Collider 形狀:「{0}」。"
# endregion
#region ApplyObjectMapping
msgid "ApplyObjectMapping:VRCAvatarDescriptor:eyelids BlendShape Removed"
msgstr "已移除或凍結用於 Eyelids 的 blendShape。"
msgid "ApplyObjectMapping:VRCAvatarDescriptor:eyelids BlendShape Removed:description"
msgstr "若有 BlendShapes 丟失或未設定,所有 eyelids BlendShapes 將無法運作。"
msgid "ApplyObjectMapping:VRCAvatarDescriptor:viseme BlendShape Removed"
msgstr "已移除或凍結用於 Viseme 的 blendShape。"
msgid "ApplyObjectMapping:VRCAvatarDescriptor:viseme BlendShape Removed:description"
msgstr "若有 BlendShapes 丟失或未設定,所有 viseme BlendShapes 將無法運作。"
#endregion
#region ComponentInfos
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoVisemeSkinnedMesh"
msgstr "未指定用於 LipSync 的 Skinned Mesh Renderer。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoVisemeSkinnedMesh:hint"
msgstr ""
"如果你想透過 BlendShapes 啟用 viseme lip sync,應在 Avatar Descriptor 中指定 SkinnedMeshRenderer。\n"
"如果你不打算透過 BlendShapes 動畫嘴唇,應將 LipSync 更改為其他類型,如 Viseme Parameter Only。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownLipSyncStyle"
msgstr "指定了未知的 LipSync 類型「{0}」。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownLipSyncStyle:hint"
msgstr "這通常是一個 Avatar Optimizer 的錯誤。請附上上面的訊息來回報此問題。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownColliderState"
msgstr "在 {1} 的 Standard Collider 中指定了未知的設定「{0}」。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownColliderState:hint"
msgstr "這通常是一個 Avatar Optimizer 的錯誤。請附上上面的訊息來回報此問題。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoMeshInEyelidsSkinnedMesh"
msgstr "未指定用於 Eyelids 的 Skinned Mesh Renderer 中的網格(Mesh)。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoMeshInEyelidsSkinnedMesh:hint"
msgstr ""
"如果你想用 BlendShapes 來設定 Eyelids,應在 Avatar Descriptor 中指定擁有 Mesh 的 SkinnedMeshRenderer。\n"
"如果你不打算用 BlendShapes 來設定 Eyelids,應把 Eyelids 更改為其他類型,如 None。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoEyelidsSkinnedMesh"
msgstr "未指定用於 Eyelids 的 Skinned Mesh Renderer。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:NoEyelidsSkinnedMesh:hint"
msgstr ""
"如果你想用 BlendShapes 來設定 Eyelids,應在 Avatar Descriptor 中指定 SkinnedMeshRenderer 。\n"
"如果你不打算用 BlendShapes 來設定 Eyelids,應把 Eyelids 更改為其他類型,如 None。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownEyelidType"
msgstr "指定了未知的 Eyelid 類型:「{0}」。"
msgid "ComponentInfos:VRCAvatarDescriptor:warning:UnknownEyelidType:description"
msgstr "這通常是一個 Avatar Optimizer 的錯誤。請附上上面的訊息來回報此問題。"
#endregion
#region AnimatorParser
msgid "AnimatorParser:PlayableLayerControl:UnknownBlendablePlayableLayer"
msgstr "在 Playable Layer Control 中指定了未知的層「{0}」。"
msgid "AnimatorParser:AnimatorLayerControl:UnknownBlendablePlayableLayer"
msgstr "在 Animator Layer Control 中指定了未知的層「{0}」。"
msgid "AnimatorParser:AnimatorNotFoundOnAvatarRoot"
msgstr "在 Avatar 的根上找不到 Animator 元件"
#endregion
#region MeshInfo2
msgid "MeshInfo2:warning:multiPassRendering"
msgstr ""
"在帶有「{0}」元件的網格中使用了多材質的多通道渲染。\n"
"性能實際上沒有太大的差異,但會增加效能評級中的面數(Polygons)。\n"
"一般不建議使用多通道渲染。請確認是否真的要使用多通道渲染。"
msgid "MeshInfo2:warning:lineStrip"
msgstr "{0} 元件不處理使用 LineStrip 的子網格。"
#endregion
# region ErrorReporter
msgid "ErrorReporter:error.internal_error"
msgstr "發生內部錯誤:{0} when processing:"
msgid "ErrorReporter:autoFix"
msgstr "自動修復"
# endregion
# region AssetDescription
msgid "AssetDescription:Description"
msgstr ""
"Avatar Optimizer Asset Description 是一個向 Avatar Optimizer 解釋你資源的元件。\n"
"請查看手冊以了解更多詳細資訊。"
msgid "AssetDescription:OpenDocs"
msgstr "開啟手冊"
# endregion