[Bf-translations-dev] Bf-translations-dev Digest, Vol 11, Issue 6

Ivan Paulos Tomé greylica at gmail.com
Sun Sep 9 17:06:10 CEST 2012


Hi friends !

Here is Ivan Paulos Tome - greylica

We have the same problem in some Portuguese translations,
and in some cases, we have found a way to minimize
some of the problems, using neutral words, example:

In Portugal friends say:
''Janela do Interface de Usuário do Blender '' - Male one
In Brazil, friends say   :
''Janela da interface de Usuário do Blender'' - Female one

We neutralized the problem, using:
''Janela de Interface de Usuário Blender'' - Neutral one.

''do'' and ''da'' = male/female
''de'' = neutral

But in some cases we can't solve this situation in a simple way.

It's the case for ''direito'' and ''direita'', (''right'', in english), and
some other cases, where we can't use the same string in
some cases, because of our language.

For the Portuguese translations, we have made some
adjusts to make sure Blender UI is clean and perfectly
understandable, adopting some approaches:

Example:
The word ''Direita'' (Female one)
is being shared by lot's of operators and
messages in Blender, and it's being used by UI elements
also. Here, we say ''Botão esquerdo do Mouse'' (Male one),
for Portuguese and Brazilian Portuguese,
(in english: ''Left button of the mouse''),
 but, we found a way to solve this problem
in the User Preferences, where the tooltip offers a way
to make some small changes.

The solution was to change a bit in the string present in the
User Preferences Window, (the tooltip), now it shows:

''Esquerda : Selecionar com o botão da esquerda do Mouse''

It means for the user:
''Esquerda: Selecionar com o botão da 'lateral' esquerda do Mouse''
(the word 'lateral' is implicit, it's the same as 'side')

And it means in english
''Left: Select with the left 'side' button of the mouse''
(the word 'side' is implicit in this example, but won't
change the meaning of the phrase)

The phrase means exactly the same, after the adjust.

What I'm saying, is that we can try to solve some of the problems in
order to minimize the impact in the .po file, making some
small adjusts, what I'm giving, it's an example, but I can't
say for sure that this is 100% applicable to any of the languages.

In some cases we can't solve the problem, and
for those specific cases, I have a proposal:

Languages that use the male/female sintax concordance
with the words that came before in the same phrase,
should take notes about the proper operators in the .po file,
where the words are common,
(a single word ''left'', was used as our example)
and ask for new strings, specific to some of the operators.

It's not the most beautiful/elegant solution, due to more strings being
added to a file that is scaring some translators, but it's life :)

And we will need a lot more strings to fully translate Blender,
so, it's not a ''real'' problem to ask for some specific strings
to solve those specific cases.

Positive Vibrations !
Thank you all !

Ivan Paulos Tomé
Greylica - My Brain is Grey Like Yours !
www.blenderfarmbrasil.com.br


2012/9/9 <bf-translations-dev-request at blender.org>

> Send Bf-translations-dev mailing list submissions to
>         bf-translations-dev at blender.org
>
> To subscribe or unsubscribe via the World Wide Web, visit
>         http://lists.blender.org/mailman/listinfo/bf-translations-dev
> or, via email, send a message with subject or body 'help' to
>         bf-translations-dev-request at blender.org
>
> You can reach the person managing the list at
>         bf-translations-dev-owner at blender.org
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of Bf-translations-dev digest..."
>
>
> Today's Topics:
>
>    1. Re: Some glitches with translations (or at least Spanish one)
>       (Sergey Sharybin)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Sun, 9 Sep 2012 15:10:55 +0600
> From: Sergey Sharybin <sergey.vfx at gmail.com>
> Subject: Re: [Bf-translations-dev] Some glitches with translations (or
>         at least Spanish one)
> To: "Blender translators&#8217, discussion list"
>         <bf-translations-dev at blender.org>
> Message-ID:
>         <CAErtv27deFgXz5fEcYP=
> VGipnS7JfPbV493QybXCSXnGUvZSiA at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> 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 <=>
> > Posici?n 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
> -------------- next part --------------
> An HTML attachment was scrubbed...
> URL:
> http://lists.blender.org/pipermail/bf-translations-dev/attachments/20120909/75144085/attachment-0001.htm
>
> ------------------------------
>
> _______________________________________________
> Bf-translations-dev mailing list
> Bf-translations-dev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-translations-dev
>
>
> End of Bf-translations-dev Digest, Vol 11, Issue 6
> **************************************************
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-translations-dev/attachments/20120909/ae081daa/attachment.htm 


More information about the Bf-translations-dev mailing list