[Bf-committers] UI translation inside Blender (was Re: The Future of Blender Projects WAS meeting notes)

Bastien Montagne montagne29 at wanadoo.fr
Mon Jun 18 16:33:34 CEST 2012

On 18/06/2012 16:10, Ethan Luo wrote:
> 1, For Ocean Modifier, I hope there will be a better way to simulate the
> water interaction with boat or something above the wave. The currently fake
> workflow just pain for more details. FYI:
> http://www.blendernation.com/2012/03/20/ocean-dynamic-paint-particles/
> 2, Improved Outline System, sometimes it will be better to get a clean
> button to re-organize the linked source or unused texture, action,
> materials etc. Now I have to click each linked path and press X to clean
> them. And a reload button will be cool to refresh the linked objects,
> reopen is not the best way to save the time.
> 3, A better Muscle System? Shrinkwrap is not the best fake way to do this
> job.
> 4, And for PO translator, a real time translation env will cheers us to
> check the result immediately.
> 5, A better support for UTF-8 will be cool! If I compiled blender source
> code in a Chinese operation system, some system date var issue will throw
> me exception to finish the build process. And if I open browser in Blender
> to check my files, all the Chinese character will show cubes there. That is
> not cool.
> So much for today, thanks for all! :)
> *罗聪翼/Ethan Luo*<congcong009 at gmail.com>
> *M: (86)139-8210-2445(GMT+8)*
> ***@congcong009 #twitter/facebook/**新浪围脖*
> ***BlenderCN**中文社区**(**www.blendercn.org**)*
#4 is already on its way (and quite advanced), have a look at 
http://codereview.appspot.com/6307069/ if you feel like testing it (does 
not yet recompile from blender, but this is scheduled) – and do not 
forget to catch the py addon linked in above page! ;) Main remaining 
TODO on po side is to handle RtL languages.

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