[Bf-translations-dev] Some glitches with translations (or at least Spanish one)

Sergey Sharybin sergey.vfx at gmail.com
Sun Sep 9 11:10:55 CEST 2012


Hi,

1) In the *left listing of channels in the Graph Editor*: none of the
> tooltips, nor the LocRotScale string or the "<object>Action" string are
> translated. Also the channel names (X Position, Y Position, etc.) remain
> with the X, Y, Z letters to the left of the string, while in Spanish they
> should be placed at the (right) end of the word (i.e. X Position <=>
> Posición X)
>

That's true and it's not so obvious to fix. Such a strings are
automatically generated based on property name (which is "Position") and
vector component name (such as X, Y and Z).
The question here would be (mostly to others from the translation team) --
is there some general way to handle such a things from translation files?
It'll be nice to have some general way handling such a things.


> 2) The *Scale* term is used in two different contexts, as verb and as
> noun, each of which in Spanish are written differently:
> - as a verb: Object Tools>"Scale" and Graph Editor>Key>Transform
> menu>"Scale". (in Spanish it would be "Escalar")
> - as a noun: Properties panel>Object context>"Scale:" and View Properties
> panel>"Scale:". (in Spanish it would be "Escala")
> in fact in the PO file there are two strings, one "Scale" and the other
> "Scale:" but for some reason the first one seems to be the only one (I saw)
> at use.
>

Properties (like Properties panel>Object context>"Scale:) does not contain
colons in their names, colon is appending automatically. That's why Scale
is used in both cases you're mentioning. "Scale:" goes from sequencer's
transform effect.
I've implemented contexts for translations a while ago. Are there some
issues with them or we simply need to move this words to different contexts?


> 3) Shortcuts' *key names* don't appear translated.
>

Seems Event.type enum is not taking into account when translation template
is generating. Would need to look into updated scripts which generates this
template.


> 4) The string *New* is used in a lot of contexts, several of them refer
> to female elements and others to male ones (in Spanish, of course). In its
> current state, the translation is treating all of them as male ones. But
> Texture, Image, Scenes, Masks and other elements should be treated as
> female ones.
>

That's the same as Scale, need to be moved to context.


> 5) The string in Import/Export>*Motion Capture* is not translated
> (translated but not used by Blender)
>

That's another tricky part. Importers/exporters are addons which implies
such an issues:
- They could use stuff like layout.operator(text="") which wouldn't be
gathered by template generation script
- They could be disabled by default, so strings from them wouldn't be
gathered as well
- It should be possible to have translations for "external" addons, meaning
that everyone who writes an addon should be able to define translations for
it, so blender's "core" translation wouldn't hold all the strings for all
possible addons.

If you hard-code "Motion Capture (.bvh)" into translation file, it should
work. Would check on this a bit later, probably there's some bug or so. But
i honestly want to find a nice way handling translations for addons.

Probably plan for this would be:
- Contrib and addons not from our svn could provide own .po files, which
would be "merged" with main translation files. Not sure if it's easy to do.
Any other ideas of doing such a thing?
- Think official addons could be handled in general way (meaning all
strings from them would go to main translation template)? Its official
addons anyway, why should we discriminate them? :) To do this, we'll need
to tweak template generation script to enable all official addons on
startup and add addons directory to pytext strings gathering.


> 6) The string *Active Keying Set used to insert/delete keyframes* don't
> seem to be in the po file.
>

Not actually sure what does it mean. Is it about default name for Keying
Set is not translatable? Otherwise i'm not so familiar with animation
part..

-- 
With best regards, Sergey Sharybin
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