[Bf-docboard-svn] bf-manual-translations: [5789] trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body: (ko) translation for physics/rigid_body/index.po, introduction.po,

Noh Hee Jeong noreply at blender.org
Wed Dec 2 12:00:40 CET 2020


Revision: 5789
          https://developer.blender.org/rBMT5789
Author:   imhjnoh
Date:     2020-12-02 12:00:40 +0100 (Wed, 02 Dec 2020)
Log Message:
-----------
(ko) translation for physics/rigid_body/index.po,introduction.po,

Modified Paths:
--------------
    trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/index.po
    trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/introduction.po

Modified: trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/index.po
===================================================================
--- trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/index.po	2020-12-02 10:25:39 UTC (rev 5788)
+++ trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/index.po	2020-12-02 11:00:40 UTC (rev 5789)
@@ -4,21 +4,22 @@
 # package.
 # FIRST AUTHOR <EMAIL at ADDRESS>, 2016.
 #
-#, fuzzy
 msgid ""
 msgstr ""
 "Project-Id-Version: Blender 2.78 Manual 2.78\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2016-11-29 11:31-0500\n"
-"PO-Revision-Date: 1971-01-02 00:00-0000\n"
-"Last-Translator: FULL NAME <EMAIL at ADDRESS>\n"
-"Language-Team: LANGUAGE <LL at li.org>\n"
+"PO-Revision-Date: 2020-12-02 19:27+0900\n"
 "MIME-Version: 1.0\n"
-"Content-Type: text/plain; charset=utf-8\n"
+"Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Generated-By: Babel 2.3.4\n"
+"Plural-Forms: nplurals=1; plural=0;\n"
+"Last-Translator: \n"
+"Language-Team: \n"
+"Language: ko\n"
+"X-Generator: Poedit 2.4.2\n"
 
 #: ../../manual/physics/rigid_body/index.rst:5
 msgid "Rigid Body"
-msgstr ""
-
+msgstr "리지드바디(Rigid Body)"

Modified: trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/introduction.po
===================================================================
--- trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/introduction.po	2020-12-02 10:25:39 UTC (rev 5788)
+++ trunk/blender_docs/locale/ko/LC_MESSAGES/physics/rigid_body/introduction.po	2020-12-02 11:00:40 UTC (rev 5789)
@@ -4,23 +4,25 @@
 # package.
 # FIRST AUTHOR <EMAIL at ADDRESS>, 2016.
 #
-#, fuzzy
 msgid ""
 msgstr ""
 "Project-Id-Version: Blender 2.78 Manual 2.78\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2020-10-30 00:00-0400\n"
-"PO-Revision-Date: 1971-01-02 00:00+0000\n"
-"Last-Translator: FULL NAME <EMAIL at ADDRESS>\n"
-"Language-Team: LANGUAGE <LL at li.org>\n"
+"PO-Revision-Date: 2020-12-02 19:54+0900\n"
 "MIME-Version: 1.0\n"
-"Content-Type: text/plain; charset=utf-8\n"
+"Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Generated-By: Babel 2.8.0\n"
+"Plural-Forms: nplurals=1; plural=0;\n"
+"Last-Translator: \n"
+"Language-Team: \n"
+"Language: ko\n"
+"X-Generator: Poedit 2.4.2\n"
 
 #: ../../manual/physics/rigid_body/introduction.rst:4
 msgid "Introduction"
-msgstr ""
+msgstr "소개"
 
 #: ../../manual/physics/rigid_body/introduction.rst:6
 msgid ""
@@ -28,8 +30,11 @@
 "objects. It affects the position and orientation of objects and does not "
 "deform them."
 msgstr ""
+"리지드바디 시뮬레이션은 고체의 움직임을 시뮬레이션 하는 데에 쓰일 수 있습"
+"니다. 오브젝트의 위치와 방향에 영향을 주며, 형태를 변형하지는 않습니다."
 
 #: ../../manual/physics/rigid_body/introduction.rst:9
+#, fuzzy
 msgid ""
 "Unlike the other simulations in Blender, the rigid body simulation works "
 "closer with the animation system. This means that rigid bodies can be "
@@ -36,46 +41,55 @@
 "used like regular objects and be part of parent-child relationships, "
 "animation constraints and drivers."
 msgstr ""
+"블렌더의 다른 시뮬레이션들과는 다르게, 리지드바디 시뮬레이션은 애니메이"
+"션 시스템과 비슷하게 작동합니다. 이는 리지드바디가 일반적인 오브젝트와 같"
+"이  부모-자식 관계, 애니메이션 constraints와 드라이버의 일부가 될 수 있음"
+"을 의미합니다."
 
 #: ../../manual/physics/rigid_body/introduction.rst:15
 msgid "Creating a Rigid Body"
-msgstr ""
+msgstr "리지드바디 만들기"
 
 #: ../../manual/physics/rigid_body/introduction.rst:17
 msgid "Reference"
-msgstr ""
+msgstr "참조"
 
 #: ../../manual/physics/rigid_body/introduction.rst
 msgid "Mode"
-msgstr ""
+msgstr "모드"
 
 #: ../../manual/physics/rigid_body/introduction.rst:20
 msgid "All Modes"
-msgstr ""
+msgstr "모든 모드"
 
 #: ../../manual/physics/rigid_body/introduction.rst
 msgid "Panel"
-msgstr ""
+msgstr "패널"
 
 #: ../../manual/physics/rigid_body/introduction.rst:21
 msgid ":menuselection:`Properties --> Physics --> Rigid Body`"
-msgstr ""
+msgstr ":menuselection:`Properties —> Physics —> Rigid Body`"
 
 #: ../../manual/physics/rigid_body/introduction.rst
 msgid "Menu"
-msgstr ""
+msgstr "메뉴"
 
 #: ../../manual/physics/rigid_body/introduction.rst:22
 msgid ":menuselection:`Object --> Rigid Body`"
-msgstr ""
+msgstr ":menuselection:`Object —> Rigid Body`"
 
 #: ../../manual/physics/rigid_body/introduction.rst:24
+#, fuzzy
 msgid ""
-"Only mesh objects can be part of a rigid body simulation. To create rigid"
-" bodies, either click on the *Rigid Body* button in the *Physics* tab of "
-"the Properties or use *Add Active*/*Add Passive* in the "
-":menuselection:`Object --> Rigid Body` menu."
+"Only mesh objects can be part of a rigid body simulation. To create "
+"rigid bodies, either click on the *Rigid Body* button in the *Physics* "
+"tab of the Properties or use *Add Active*/*Add Passive* in the :"
+"menuselection:`Object --> Rigid Body` menu."
 msgstr ""
+"리지드바디 시뮬레이션은 메쉬 오브젝트에만 적용이 가능합니다. 리지드바디"
+"를 만들고 싶다면 Properties 의 *Physics* 탭에 있는 *Rigid Body* 버튼을 누"
+"르거나, :menuselection:`Object —> Rigid Body` 에서 *Add Active*/*Add "
+"Passive* 를 이용하세요."
 
 #: ../../manual/physics/rigid_body/introduction.rst:28
 msgid ""
@@ -84,6 +98,10 @@
 "types can be driven by the animation system when using the *Animated* "
 "option."
 msgstr ""
+"리지드바디에는 액티브(active)와 패시브(passive) 두 개 종류가 있습니다. *"
+"패시브* 바디는 정적으로 남는 반면에 *액티브*바디는 동적으로 시뮬레이션됩"
+"니다. 둘 모두 *Animated* 옵션을 이용해 애니메이션 시스템으로 이용이 가능"
+"합니다."
 
 #: ../../manual/physics/rigid_body/introduction.rst:31
 msgid ""
@@ -93,148 +111,26 @@
 "simulation acts similar to a constraint. To apply the rigid body "
 "transformations you can use the *Apply Object Transform* operator."
 msgstr ""
+"시뮬레이션이 이루어지는 동안, 리지드바디 시스템은  다이내믹 리지드바디 오"
+"브젝트의 위치와 방향을 덮어쓸 것입니다. 그러나, 리지드바디가 아닌 오브젝"
+"트의 위치와 방향은 바뀌지 않습니다. 리지드바디 시뮬레이션은 constraint, "
+"즉 일종의 제약처럼 동작한다는 점을 명심하십시오.  리지드바디로 인한 변형"
+"을 적용하고싶다면 *Apply Object Transform* 을 이용하시면 됩니다."
 
 #: ../../manual/physics/rigid_body/introduction.rst:38
 msgid ""
-"The scale of the rigid body object also influences the simulation, but is"
-" always controlled by the animation system."
+"The scale of the rigid body object also influences the simulation, but "
+"is always controlled by the animation system."
 msgstr ""
+"리지드바디 오브젝트의 크기도 시뮬레이션에 영향을 미치지만, 이는 애니메이"
+"션 시스템에 의해 제어됩니다."
 
 #: ../../manual/physics/rigid_body/introduction.rst:40
 msgid ""
 "Rigid body physics on the object can be *removed* with the *Rigid Body* "
-"button in the *Physics* tab in the Properties or in the "
-":menuselection:`Object --> Rigid Body` menu."
+"button in the *Physics* tab in the Properties or in the :menuselection:"
+"`Object --> Rigid Body` menu."
 msgstr ""
-
-#~ msgid "Default rigid body panel."
-#~ msgstr ""
-
-#~ msgid "Creating the Rigid Body."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Unlike the other simulations in Blender,"
-#~ " the rigid body sim works closer "
-#~ "with the animation system. This means"
-#~ " that rigid bodies can be used "
-#~ "like regular objects and be part "
-#~ "of parent-child relationships, animation "
-#~ "constraints and drivers."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Rigid Body physics on the object "
-#~ "can be *removed* with the *Rigid "
-#~ "Body* button in the *Physics* tab "
-#~ "or *Remove* button in the *Physics* "
-#~ "tab of the *Tool Shelf*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "During the simulation, the rigid body"
-#~ " system will override the position "
-#~ "and orientation of dynamic rigid body"
-#~ " objects. Note however, that the "
-#~ "location and rotation of the objects "
-#~ "is not changed, so the rigid body"
-#~ " simulation acts similar to a "
-#~ "constraint. To apply the rigid body "
-#~ "transformations you can use the *Apply"
-#~ " Transformation* button in the *Physics*"
-#~ " tab of the *Tool Shelf*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "During the simulation, the rigid body"
-#~ " system will override the position "
-#~ "and orientation of dynamic rigid body"
-#~ " objects. Note however, that the "
-#~ "location and rotation of the objects "
-#~ "are not changed, so the rigid body"
-#~ " simulation acts similar to a "
-#~ "constraint. To apply the rigid body "
-#~ "transformations you can use the *Apply"
-#~ " Transformation* button in the *Physics*"
-#~ " tab of the *Tool Shelf*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Rigid body physics on the object "
-#~ "can be *removed* with the *Rigid "
-#~ "Body* button in the *Physics* tab "
-#~ "or *Remove* button in the *Physics* "
-#~ "tab of the *Tool Shelf*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Right now only mesh objects can "
-#~ "participate in the rigid body "
-#~ "simulation. To create rigid bodies, "
-#~ "either click on *Rigid Body* button "
-#~ "in the *Physics* tab of the "
-#~ "Properties editor or use the *Add "
-#~ "Active*/*Add Passive* buttons in the "
-#~ "*Physics* tab of the *Tool Shelf*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Right now only mesh objects can "
-#~ "participate in the rigid body "
-#~ "simulation. To create rigid bodies, "
-#~ "either click on *Rigid Body* button "
-#~ "in the *Physics* tab of the "
-#~ "Properties editor or use the *Add "
-#~ "Active*/*Add Passive* buttons in the "
-#~ "*Physics* tab of the *Toolbar*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Rigid body physics on the object "
-#~ "can be *removed* with the *Rigid "
-#~ "Body* button in the *Physics* tab "
-#~ "in the Properties editor or in the"
-#~ " :menuselection:`Object --> Rigid Body` "
-#~ "menu."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Right now only mesh objects can "
-#~ "participate in the rigid body "
-#~ "simulation. To create rigid bodies, "
-#~ "either click on *Rigid Body* button "
-#~ "in the *Physics* tab of the "
-#~ "Properties or use the *Add Active*/*Add"
-#~ " Passive* buttons in the *Physics* "
-#~ "tab of the *Toolbar*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Only mesh objects can participate in "
-#~ "the rigid body simulation. To create "
-#~ "rigid bodies, either click on *Rigid "
-#~ "Body* button in the *Physics* tab "
-#~ "of the Properties or use the *Add"
-#~ " Active*/*Add Passive* buttons in the "
-#~ "*Physics* tab of the *Toolbar*."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "Only mesh objects can be part of"
-#~ " a rigid body simulation. To create"
-#~ " rigid bodies, either click on *Rigid"
-#~ " Body* button in the *Physics* tab"
-#~ " of the Properties or use *Add "
-#~ "Active*/*Add Passive* in the "
-#~ ":menuselection:`Object --> Rigid Body` menu."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "There are two types of rigid body:"
-#~ " active and passive. *Active* bodies "
-#~ "are dynamically simulated, while *passive* "
-#~ "bodies remain static. Both types can "

@@ Diff output truncated at 10240 characters. @@


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