[Bf-docboard] I can help with translation errors, typos etc.

Stephen madcitybrit at gmail.com
Fri Oct 21 07:29:36 CEST 2005


Hi all,

I'm new to the Blender scene, and now that I have my new machine
configured for Blender development I'm ready to help out. I'm a
software developer so I plan on helping out with code, but I also have
very good spoken and written English (I should do, I'm English!). I
purchased The Official Blender 2.3 Guide a few months back and have
since noticed some translation errors here and there, typos etc. I
have the BlenderManual2.32 and BlenderManual2.4 source from CVS, and
have started modifying section_blender_architecture.xml (in
BlenderManual2.4).

I've attached a patch file (a CVS diff generated via Eclipse's Create
Patch function) with a few minor mods so far as an example. These
changes are minor and just improve the flow of some sentences, fix a
couple of spelling errors etc. Is what I'm doing of help? If so, I'm
more than happy to continue. :)

- Stephen
-------------- next part --------------
Index: section_blender_architecture.xml
===================================================================
RCS file: /cvsroot/docboard/BlenderManual2.4/PartIntro/Arch/en/section_blender_architecture.xml,v
retrieving revision 1.1
diff -u -r1.1 section_blender_architecture.xml
--- section_blender_architecture.xml	11 Aug 2005 17:02:48 -0000	1.1
+++ section_blender_architecture.xml	21 Oct 2005 04:33:29 -0000
@@ -6,19 +6,19 @@
 
 <para>
 Over the past 8 years Blender's codebase has been changing and expanding a lot. 
-During the corporate (NaN, 2000-'02) years, also several attempts where made to 
+During the corporate (NaN, 2000-'02) years, several attempts where made to 
 restructure the code, to allow more people to work with it, and to bring functional 
 parts of code together in logical chunks. However, as with most corporate development, 
 marketing demanded deadlines and releases, creating a conflict between 'what's possible' 
 and 'what's required'. Much of this restructuring work was only partially finished when 
-the company shut down in 2002. The sources that were released in october 2002 were 
-actually a 'snapshot' of an intermediate state of development, explaining quite some 
-of the confusement people have with the code.
+the company shut down in 2002. The sources that were released in October 2002 were 
+actually a 'snapshot' of an intermediate state of development, explaining some 
+of the confusion people have with the code.
 </para>
 
 <para>
-In this chapter we will focus on reveiling what the original design concepts where, 
-how that was implemented, and how this currently can be found in the source tree. 
+In this chapter we will focus on revealing what the original design concepts were, 
+how that was implemented, and how this can be currently found in the source tree. 
 This information is relevant for all current development, since following original 
 design principles can ease up coding work a lot.
 </para>
@@ -28,19 +28,19 @@
 </para>
  
 <para>
-Whether or not Blender was good or bad design, is just another topic! Especially knowledge 
+Whether or not Blender was a good or bad design is another topic! Knowledge 
 of (character) animation systems wasn't available during the original design phase, one 
 of the reasons why Armatures, Constraints and NLA are problematic still. Another aspect 
-is the game engine and logic editing, which also was added in a rush and in a later stage, 
+is the game engine and logic editing, which was also added in a rush and during a later stage, 
 and has some flaws related to how Blender works.
 </para>
 
 <para>
-Although both aspects can be improved within the current design quite some, we best 
-acknowledge the limitations Blender just has. Within this framework, improved functionality 
-and a better software structure is still possible, which most likely can end up with useful 
-modules of code that can be integrated in a complete redesigned framework for Blender3 as 
-well. Again that's also another topic. Let's first try to get this crazy wild beast in control!
+Although both aspects can be improved within the current design somewhat, we best 
+acknowledge the limitations Blender has. Within this framework, improved functionality 
+and a better software structure is still possible, which can most likely end up with useful 
+modules of code that can be integrated in a completely redesigned framework for Blender3 
+aswell. Again, that's also another topic. Let's first try to get this crazy wild beast under control!
 </para>
 
 </section>
@@ -50,9 +50,9 @@
 <title>What You See Is What You Want; What You Do is What You Get!</title>
 
 <para>
-Blender was initially developed within an animation studio, by its own users, 
+Blender was initially developed within an animation studio by its own users, 
 and based on requirements that fit with the daily practice of art creation within 
-commercial projects; with picky clients and impossible deadlines.
+commercial projects, also with picky clients and impossible deadlines.
 </para>
  
 <para>
@@ -64,8 +64,8 @@
 </para>
 
 <para>
-The structure was meant to allow both users and programmers to work quickly 
-and flexibly; a work method that well suited to developing an in-house 3D 
+The structure was meant to allow both users and programmers to work in a quick 
+and flexible manner, a work method that was well suited to developing an in-house 3D 
 design and animation package.
 </para>
  


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