[Bf-docboard-svn] bf-manual-translations: [5697] trunk/blender_docs/locale/es/LC_MESSAGES/editors: (es) 1st translation: UV Editor

Pep noreply at blender.org
Mon Nov 23 17:14:22 CET 2020


Revision: 5697
          https://developer.blender.org/rBMT5697
Author:   pepribal
Date:     2020-11-23 17:14:21 +0100 (Mon, 23 Nov 2020)
Log Message:
-----------
(es) 1st translation: UV Editor

Modified Paths:
--------------
    trunk/blender_docs/locale/es/LC_MESSAGES/editors/image/sidebar.po
    trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/index.po
    trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/introduction.po
    trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/navigating.po
    trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/overlays.po
    trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/selecting.po
    trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/sidebar.po

Modified: trunk/blender_docs/locale/es/LC_MESSAGES/editors/image/sidebar.po
===================================================================
--- trunk/blender_docs/locale/es/LC_MESSAGES/editors/image/sidebar.po	2020-11-23 12:54:03 UTC (rev 5696)
+++ trunk/blender_docs/locale/es/LC_MESSAGES/editors/image/sidebar.po	2020-11-23 16:14:21 UTC (rev 5697)
@@ -9,7 +9,7 @@
 "Project-Id-Version: Blender 2.91 Manual 2.91\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2020-10-30 00:00-0400\n"
-"PO-Revision-Date: 2020-11-21 22:44+0100\n"
+"PO-Revision-Date: 2020-11-23 11:43+0100\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"

Modified: trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/index.po
===================================================================
--- trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/index.po	2020-11-23 12:54:03 UTC (rev 5696)
+++ trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/index.po	2020-11-23 16:14:21 UTC (rev 5697)
@@ -4,24 +4,22 @@
 # package.
 # FIRST AUTHOR <EMAIL at ADDRESS>, 2017.
 #
-#, fuzzy
 msgid ""
 msgstr ""
-"Project-Id-Version: Blender 2.79 Manual 2.79\n"
+"Project-Id-Version: Blender 2.91 Manual 2.91\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2019-06-05 15:27+1000\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: 2020-11-22 16:42+0100\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 2.7.0\n"
+"Plural-Forms: nplurals=2; plural=(n != 1);\n"
+"Last-Translator: \n"
+"Language-Team: \n"
+"Language: es\n"
+"X-Generator: Poedit 2.4.2\n"
 
 #: ../../manual/editors/uv/index.rst:5
 msgid "UV Editor"
-msgstr ""
-
-#~ msgid "UV"
-#~ msgstr ""
-
+msgstr "Editor UV"

Modified: trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/introduction.po
===================================================================
--- trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/introduction.po	2020-11-23 12:54:03 UTC (rev 5696)
+++ trunk/blender_docs/locale/es/LC_MESSAGES/editors/uv/introduction.po	2020-11-23 16:14:21 UTC (rev 5697)
@@ -4,626 +4,431 @@
 # package.
 # FIRST AUTHOR <EMAIL at ADDRESS>, 2017.
 #
-#, fuzzy
 msgid ""
 msgstr ""
-"Project-Id-Version: Blender 2.79 Manual 2.79\n"
+"Project-Id-Version: Blender 2.91 Manual 2.91\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: 2020-11-22 18:13+0100\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=2; plural=(n != 1);\n"
+"Last-Translator: \n"
+"Language-Team: \n"
+"Language: es\n"
+"X-Generator: Poedit 2.4.2\n"
 
 #: ../../manual/editors/uv/introduction.rst:4
 msgid "Introduction"
-msgstr ""
+msgstr "Introducción"
 
 #: ../../manual/editors/uv/introduction.rst:6
 msgid ""
-"The UV Editor is used to map 2D assets like images/textures onto 3D "
-"objects and edit what are called UVs."
+"The UV Editor is used to map 2D assets like images/textures onto 3D objects and "
+"edit what are called UVs."
 msgstr ""
+"El Editor UV se usa para mapear activos 2D como imágenes/texturas sobre objetos "
+"3D y editar las llamadas UV."
 
 #: ../../manual/editors/uv/introduction.rst:11
 msgid "UV Editor with a UV map and a test grid texture."
-msgstr ""
+msgstr "Editor UV con un mapa UV y una textura de rejilla de prueba."
 
 #: ../../manual/editors/uv/introduction.rst:13
 msgid ""
-"The most flexible way of mapping a 2D texture over a 3D object is a "
-"process called \"UV mapping\". In this process, you take your three-"
-"dimensional (X, Y & Z) mesh and unwrap it to a flat two-dimensional (X & "
-"Y ... or rather, as we shall soon see, \"U & V\") image. Colors in the "
-"image are thus mapped to your mesh, and show up as the color of the faces"
-" of the mesh. Use UV texturing to provide realism to your objects that "
-"procedural materials and textures cannot do, and better details than "
-"Vertex Painting can provide."
+"The most flexible way of mapping a 2D texture over a 3D object is a process "
+"called \"UV mapping\". In this process, you take your three-dimensional (X, Y & "
+"Z) mesh and unwrap it to a flat two-dimensional (X & Y ... or rather, as we "
+"shall soon see, \"U & V\") image. Colors in the image are thus mapped to your "
+"mesh, and show up as the color of the faces of the mesh. Use UV texturing to "
+"provide realism to your objects that procedural materials and textures cannot "
+"do, and better details than Vertex Painting can provide."
 msgstr ""
+"El modo más flexible de mapear una textura 2D sobre un objeto 3D es un proceso "
+"llamado \"mapeo UV\". En este proceso, se toma una malla tridimensional (X, Y, "
+"Z) y se desenvuelve sobre una imagen bidimensional (X, Y... o mejor \"U, V\", "
+"como veremos pronto). Los colores de la imagen son así mapeados a la malla, y "
+"se muestran como el color de las caras de la malla. La texturización UV se usa "
+"para dotar a los objetos de un realismo que las texturas y materiales "
+"procedurales no pueden proporcionar, y de mejores detalles que el Pintado de "
+"Vértices."
 
 #: ../../manual/editors/uv/introduction.rst:21
 msgid "UVs Explained"
-msgstr ""
+msgstr "UVs Explicadas"
 
 #: ../../manual/editors/uv/introduction.rst:23
 msgid ""
-"The best analogy to understanding UV mapping is cutting up a cardboard "
-"box. The box is a three-dimensional (3D) object, just like the mesh cube "
-"you add to your scene."
+"The best analogy to understanding UV mapping is cutting up a cardboard box. The "
+"box is a three-dimensional (3D) object, just like the mesh cube you add to your "
+"scene."
 msgstr ""
+"La mejor analogía para comprender el mapeo UV es el corte de una caja de "
+"cartón. La caja es un objeto tridimensional (3D), igual que el cubo malla que "
+"se añade a la escena."
 
 #: ../../manual/editors/uv/introduction.rst:26
 msgid ""
-"If you were to take a pair of scissors and cut a seam or fold of the box,"
-" you would be able to lay it flat on a tabletop. As you are looking down "
-"at the box on the table, we could say that U is the left-right direction,"
-" and V is the up-down direction. This image is thus in two dimensions "
-"(2D). We use U and V to refer to these \"texture-space coordinates\" "
-"instead of the normal X and Y, which are always used (along with Z) to "
-"refer to the three-dimensional space (3D)."
+"If you were to take a pair of scissors and cut a seam or fold of the box, you "
+"would be able to lay it flat on a tabletop. As you are looking down at the box "
+"on the table, we could say that U is the left-right direction, and V is the up-"
+"down direction. This image is thus in two dimensions (2D). We use U and V to "
+"refer to these \"texture-space coordinates\" instead of the normal X and Y, "
+"which are always used (along with Z) to refer to the three-dimensional space "
+"(3D)."
 msgstr ""
+"Si se corta con unas tijeras un pliegue o costura de la caja, se puede extender "
+"plana sobre una mesa. Al mirar desde arriba la caja sobre la mesa, se podría "
+"decir que U es la dirección izquierda-derecha, y V es la dirección arriba-"
+"abajo. Esta imagen es pues de dos dimensiones (2D). Utilizamos U y V para "
+"referirnos a estas \"coordenadas del espacio textura\" en lugar de las X e Y "
+"normales, que se utilizan siempre (junto con Z) para referirnos al espacio "
+"tridimensional (3D)."
 
 #: ../../manual/editors/uv/introduction.rst:33
 msgid ""
-"When the box is reassembled, a certain UV location on the paper is "
-"transferred to an (X, Y, Z) location on the box. This is what the "
-"computer does with a 2D image in wrapping it around a 3D object."
+"When the box is reassembled, a certain UV location on the paper is transferred "
+"to an (X, Y, Z) location on the box. This is what the computer does with a 2D "
+"image in wrapping it around a 3D object."
 msgstr ""
+"Cuando la caja es ensamblada de nuevo, una localización UV específica del papel "
+"se transfiere a una localización (X, Y, Z) de la caja. Esto es lo que el "
+"ordenador hace con una imagen 2D al envolverla alrededor de un objeto 3D."
 
 #: ../../manual/editors/uv/introduction.rst:36
 msgid ""
-"During the UV unwrapping process, you tell Blender exactly how to map the"
-" faces of your object (in this case, a box) to a flat image in the UV "
-"Editor. You have complete freedom in how to do this. (Continuing our "
-"previous example, imagine that, having initially laid the box flat on the"
-" tabletop, you now cut it into smaller pieces, somehow stretch and/or "
-"shrink those pieces, and then arrange them in some way upon a photograph "
-"that is also lying on that tabletop.)"
+"During the UV unwrapping process, you tell Blender exactly how to map the faces "
+"of your object (in this case, a box) to a flat image in the UV Editor. You have "
+"complete freedom in how to do this. (Continuing our previous example, imagine "
+"that, having initially laid the box flat on the tabletop, you now cut it into "
+"smaller pieces, somehow stretch and/or shrink those pieces, and then arrange "
+"them in some way upon a photograph that is also lying on that tabletop.)"
 msgstr ""
+"Durante el proceso de desenvoltura UV, se le dice a Blender exactamente cómo "
+"mapear las caras del objeto (en este caso, una caja) a una imagen plana en el "
+"Editor UV. Existe una libertad completa en cuanto al modo de hacerlo. "
+"Continuando nuestro ejemplo anterior, podemos imaginar que habiendo extendido "
+"la caja plana sobre la mesa, la cortamos en piezas más pequeñas, estiramos o "
+"encogemos esas piezas, y luego las recolocamos en cierta forma sobre una "
+"fotografía que está a su vez extendida sobre la mesa."
 
 #: ../../manual/editors/uv/introduction.rst:44
 msgid "Example"
-msgstr ""
+msgstr "Ejemplo"
 
 #: ../../manual/editors/uv/introduction.rst:49
 msgid "3D space (XYZ) versus UV space."
-msgstr ""
+msgstr "Espacio 3D (XYZ) contra espacio UV."
 
 #: ../../manual/editors/uv/introduction.rst:51
 msgid ""

@@ Diff output truncated at 10240 characters. @@


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