[Bf-docboard-svn] bf-manual-translations: [6357] trunk/blender_docs/locale/fr/LC_MESSAGES/blender_manual.po: French Translation Manual Blender - More modifications Addons Rigging Rigify

Litzler noreply at blender.org
Sat May 15 12:11:11 CEST 2021


Revision: 6357
          https://developer.blender.org/rBMT6357
Author:   papoo69
Date:     2021-05-15 12:11:11 +0200 (Sat, 15 May 2021)
Log Message:
-----------
French Translation Manual Blender - More modifications  Addons Rigging Rigify

Modified Paths:
--------------
    trunk/blender_docs/locale/fr/LC_MESSAGES/blender_manual.po

Modified: trunk/blender_docs/locale/fr/LC_MESSAGES/blender_manual.po
===================================================================
--- trunk/blender_docs/locale/fr/LC_MESSAGES/blender_manual.po	2021-05-15 09:56:25 UTC (rev 6356)
+++ trunk/blender_docs/locale/fr/LC_MESSAGES/blender_manual.po	2021-05-15 10:11:11 UTC (rev 6357)
@@ -9858,7 +9858,7 @@
 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:4
 #: ../../manual/scene_layout/object/properties/instancing/index.rst:19
 msgid "Faces"
-msgstr "Faces"
+msgstr ""
 
 #: ../../manual/addons/add_mesh/geodesic_domes.rst:133
 msgid "This Section adds extrusions and edits face structures on a mesh."
@@ -23966,25 +23966,31 @@
 
 #: ../../manual/addons/rigging/rigify/basics.rst:9
 msgid "Basic Rig Generation"
-msgstr ""
+msgstr "Génération d'un Rig de base"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:11
 msgid "Add a meta-rig structure from the :menuselection:`Add --> Armature` menu."
 msgstr ""
+"Ajouter une structure de méta-rig à partir du menu :menuselection:`Add --> Armature`."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:12
 msgid "Edit the bone positions to match the character geometry."
 msgstr ""
+"Modifier les positions des os pour qu'elles correspondent à la géométrie des "
+"personnages."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:13
 #: ../../manual/addons/rigging/rigify/metarigs.rst:9
 msgid "In the armature properties click on the *Generate* button to generate the rig."
 msgstr ""
+"Dans les propriétés de l'armature, cliquer sur le bouton *Generate* pour "
+"générer le rig."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:17
 msgid "Add a Predefined Meta-Rig"
-msgstr ""
+msgstr "Ajouter un méta-rig prédéfini"
 
+
 #: ../../manual/addons/rigging/rigify/basics.rst:23
 msgid ":menuselection:`Add --> Armature`"
 msgstr ""
@@ -24006,188 +24012,324 @@
 msgstr ":kbd:`Maj-A`"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:26
-msgid "Rigify stores all the information required to generate complex rig controls and mechanism in more simple armatures called \"meta-rigs\"."
+msgid "Rigify stores all the information required to generate complex rig controls "
+"and mechanism in more simple armatures called \"meta-rigs\"."
 msgstr ""
+"Rigify stocke toutes les informations nécessaires pour générer des commandes et "
+"des mécanismes de rig complexes dans des armatures plus simples appelées \"meta-rigs\"."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:29
-msgid "The precompiled meta-rigs can be found in the *Add* menu. Currently available meta-rig types are:"
+msgid "The precompiled meta-rigs can be found in the *Add* menu. Currently "
+"available meta-rig types are:"
 msgstr ""
+"Les méta-rigs précompilés se trouvent dans le menu *Add*. Les types de méta-rig "
+"actuellement disponibles sont:"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:32
 msgid "Basic Human"
-msgstr ""
+msgstr "Basic Human (Humain de base)"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:33
 msgid "Basic Quadruped"
-msgstr ""
+msgstr "Basic Quadruped (Quadrupède de base)"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:34
 msgid "Human"
-msgstr ""
+msgstr "Human (Humain)"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:35
 msgid "Cat"
-msgstr ""
+msgstr "Cat (Chat)"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:36
 msgid "Wolf"
-msgstr ""
+msgstr "Wolf (Loup)"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:37
 msgid "Horse"
-msgstr ""
+msgstr "Horse (Cheval)"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:38
 msgid "Shark"
-msgstr ""
+msgstr "Shark (Requin)"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:42
 msgid "Edit Bone Positions"
-msgstr ""
+msgstr "Éditer les positions osseuses"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:44
-msgid "To correctly match your character, meta-rig bones must be moved to correct positions. This can be achieved in two different ways: Pose Mode or Edit Mode."
+msgid "To correctly match your character, meta-rig bones must be moved to "
+"correct positions. This can be achieved in two different ways: Pose Mode "
+"or Edit Mode."
 msgstr ""
+"Pour correspondre correctement à votre personnage, les os du méta-rig doivent "
+"être déplacés vers des positions correctes. Cela peut être réalisé de deux "
+"manières différentes: le Mode Pose ou le Mode Édition."
 
-#: ../../manual/addons/rigging/rigify/basics.rst:49
-msgid "Rigify assumes that 1 unit corresponds to 1 meter. So a human is about 2 units tall. If your character is in a different scale and you are more familiar with modeling rather than rigging, it is suggested to scale it to Rigify dimensions before positioning the meta-rig bones. f you want to scale the character's geometry, we suggest you to first scale up the character in Object Mode, then apply the geometry scale with the *Apply Scale* tool."
+msgid "Rigify assumes that 1 unit corresponds to 1 meter. So a human is about 2 "
+"units tall. If your character is in a different scale and you are more familiar "
+"with modeling rather than rigging, it is suggested to scale it to Rigify dimensions "
+"before positioning the meta-rig bones. f you want to scale the character's "
+"geometry, we suggest you to first scale up the character in Object Mode, then "
+"apply the geometry scale with the *Apply Scale* tool."
 msgstr ""
+"Rigify suppose que 1 unité correspond à 1 mètre. Donc, un humain mesure environ "
+"2 unités de hauteur. Si votre personnage est à une échelle différente et que vous "
+"êtes plus familier avec la modélisation que le gréement, il est suggéré de le "
+"mettre à l'échelle pour Rigifier les dimensions avant de positionner les os du "
+"méta-rig. Si vous souhaitez mettre à l'échelle la géométrie du personnage, nous "
+"vous suggérons de mettre d'abord le personnage à l'échelle en Mode Objet, puis "
+"d'appliquer l'échelle de la géométrie à l'aide de l'outil *Apply Scale*."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:57
 msgid "Rigify Human Alignment Tips"
-msgstr ""
+msgstr "Conseils pour Rigify Human Alignment"
 
 #: ../../manual/addons/rigging/rigify/basics.rst:59
-msgid "Limbs: Keep the legs as straight as possible in the front view (Rigify human works better in predictable cases). Give the knee and the elbow a slight bend angle (Rigify needs to know where your knee/elbow is pointing)."
+msgid "Limbs: Keep the legs as straight as possible in the front view (Rigify "
+"human works better in predictable cases). Give the knee and the elbow a slight "
+"bend angle (Rigify needs to know where your knee/elbow is pointing)."
 msgstr ""
+"Membres: gardez les jambes aussi droites que possible dans la vue de face "
+"(Rigify human fonctionne mieux dans les cas prévisibles). Donnez au genou et "
+"au coude un léger angle de flexion (Rigify doit savoir où pointe votre genou/coude)."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:61
-msgid "Torso: Keep the spine as straight as possible in the front view (Rigify human works better in predictable cases). The last bone of the spine is the head. By default the next two bones (top to bottom) are considered the neck bones. It is suggested to keep the neck bones as aligned as possible while editing."
+msgid "Torso: Keep the spine as straight as possible in the front view (Rigify "
+"human works better in predictable cases). The last bone of the spine is the head. "
+"By default the next two bones (top to bottom) are considered the neck bones. "
+"It is suggested to keep the neck bones as aligned as possible while editing."
 msgstr ""
+"Torse: Gardez la colonne vertébrale aussi droite que possible dans la vue de "
+"face (Rigify human fonctionne mieux dans les cas prévisibles). Le dernier os "
+"de la colonne vertébrale est la tête. Par défaut, les deux os suivants (de haut "
+"en bas) sont considérés comme les os du cou. Il est suggéré de garder les os du "
+"cou aussi alignés que possible lors de l'édition."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:64
-msgid "Face: Positioning face bones can be tricky if you are not an expert in bone editing and they are almost useless if you plan to make facial animation through shape keys. Consider removing face features from your character if they aren't really needed. If you don't need the face all the face bones can be deleted. All the face bones are on the first armature layer by default. You can select them by displaying only bone layer 1, selecting all of its content and then deleting the bones in Edit Mode to correctly remove the face."
+msgid "Face: Positioning face bones can be tricky if you are not an expert in "
+"bone editing and they are almost useless if you plan to make facial animation "
+"through shape keys. Consider removing face features from your character if they "
+"aren't really needed. If you don't need the face all the face bones can be deleted. "
+"All the face bones are on the first armature layer by default. You can select "
+"them by displaying only bone layer 1, selecting all of its content and then "
+"deleting the bones in Edit Mode to correctly remove the face."
 msgstr ""
+"Visage: Le positionnement des os du visage peut être délicat si vous n'êtes pas "
+"un expert en édition d'os et ils sont presque inutiles si vous envisagez de créer "
+"une animation faciale à l'aide de clés de forme. Envisagez de supprimer les traits "
+"du visage de votre personnage s'ils ne sont pas vraiment nécessaires. Si vous "
+"n’avez pas besoin du visage, tous les os du visage peuvent être supprimés. Tous "
+"les os de face sont sur le premier calque d'armature par défaut. Vous pouvez les "
+"sélectionner en affichant uniquement la couche d'os 1, en sélectionnant tout son "
+"contenu, puis en supprimant les os en Mode Édition pour supprimer correctement la face."
 
 #: ../../manual/addons/rigging/rigify/basics.rst:72
-msgid "If you want to scale all the face bones at once, consider scaling the face master bone in Pose Mode (see Pose Mode matching method). The face master bone is placed in the same position of the head bone. To select it easily, hide all other bone layers."
+msgid "If you want to scale all the face bones at once, consider scaling the "
+"face master bone in Pose Mode (see Pose Mode matching method). The face master "
+"bone is placed in the same position of the head bone. To select it easily, "
+"hide all other bone layers."
 msgstr ""

@@ Diff output truncated at 10240 characters. @@


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