[Bf-translations-dev] Translation Issues Report s4

- LEON - leon4you at gmail.com
Wed Mar 20 06:48:47 CET 2013


Well, Some of my fellows have also been raising their hands for the same
feature as Gabriel suggested. Anyhow, I can see your point, there, Bastien.

I was just planning to suggest this in my coming "Issue Report S5".  Now
already raised by Gabriel.  LOL

I wonder if I may ask two questions:

1. According to your explanation, Bastien, do you mean it's also NOT
recommended to manually rename things such as default names for Scene,
Layout, Material, Texture, etc, with customized characters of certain
languages. In other words, does it matter much if they do so?

2. If not matters so much, then how about just make it possible for all
NEWLY ADDED geometries? I mean, I've heard so many guys from local
community who are expecting this to come true. Since they are kind of users
how heavily rely on the home language for the UI, and got heavily used to
see all newly added objects can be "auto-named" with what's familiar to
them, instead of having to rename them manually. For example, when you
adding a cube to the scene, you can see it's default name is Cube, and when
you adding two or more cubes, they are auto-named like this: Cube.001,
Cube,002, Cube.003... Well, you know they are such users who heavily rely
on localized UI, and who much prefer blender  to auto-name objects
(datablocks) with Chinese, especially when being added initially. In this
case, when adding Cube to the scene, its datalock will show 立方体 (Chinese
translation for "Cube"), and when adding or duplicating more cubes to the
scene, they are auto-named as 立方体.001, 立方体.002,, 立方体.003... which is really
saving a huge amount of renaming work for them.


Just thought whether it could be coded as optional feature, and leave
options for users to toggle it ON / OFF, which is used "at their own
risks". :P

However, I can see your point. Anyhow, we are just raising up the ideal
result that's preferable for local guys.  :)





On Tue, Mar 19, 2013 at 11:54 PM, Gabriel Gazzán <gabcorreo at gmail.com>wrote:

> well, ok. At least I asked. :P
> thanks for the response.
>
> g
>
>
>
> 2013/3/19 Bastien Montagne <montagne29 at wanadoo.fr>
>
>>  Hi Gabriel,
>>
>> Answer is: no, and no! :P
>>
>> Both cases are data names, we *never* translate those in Blender (I know
>> there are a few cases where it could turn useful, but most of the time it's
>> rather annoying, in in some situations it can become a nightmare, because
>> these names are used too as id for the relevant data). So all in one,
>> making this work as needed/expected would be higly time-consuming and
>> bug-prone, for (imho) few benefits… Thus we (I :P) decided to just never
>> try to translate them names.
>>
>> Kind regards,
>> Bastien
>>
>>
>> On 19/03/2013 16:23, Gabriel Gazzán wrote:
>>
>> Hi Bastien,
>> Regarding this...
>> a) Could newly created scene items' names reflect the translated names?
>> also the same for new modifiers/constraints?
>> b) Could Preset/Screen Layouts names be translatable?
>>
>> Cheers,
>> g
>>
>>
>> 2013/3/18 Bastien Montagne <montagne29 at wanadoo.fr>
>>
>>>  Hi Leon,
>>>
>>> #2 Done (for DopeSheet Summary, please note that CubeAction is the name
>>> of the Action datablock, and LocRotScale, the name of the channels' group,
>>> both should never be translated (these are data, editable by the user, not
>>> UI strings).
>>>
>>
>>
>>
>>
>>
>> _______________________________________________
>> Remember to *NEVER* commit to our svn's /trunk, but *ALWAYS* to relevant language po file under /branches!
>>
>> Found a missing msgid? Edit this doc: http://goo.gl/XcWcr
>>
>> Have some disambiguation issue (i.e. same english word that should be translated in more than one way, depending on the context)? Edit this doc: http://goo.gl/VzppJ
>> _______________________________________________
>> Bf-translations-dev mailing listBf-translations-dev at blender.orghttp://lists.blender.org/mailman/listinfo/bf-translations-dev
>>
>>
>> _______________________________________________
>> Remember to *NEVER* commit to our svn's /trunk, but *ALWAYS* to relevant
>> language po file under /branches!
>>
>> Found a missing msgid? Edit this doc: http://goo.gl/XcWcr
>>
>> Have some disambiguation issue (i.e. same english word that should be
>> translated in more than one way, depending on the context)? Edit this doc:
>> http://goo.gl/VzppJ
>> _______________________________________________
>> Bf-translations-dev mailing list
>> Bf-translations-dev at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-translations-dev
>>
>>
>
> _______________________________________________
> Remember to *NEVER* commit to our svn's /trunk, but *ALWAYS* to relevant
> language po file under /branches!
>
> Found a missing msgid? Edit this doc: http://goo.gl/XcWcr
>
> Have some disambiguation issue (i.e. same english word that should be
> translated in more than one way, depending on the context)? Edit this doc:
> http://goo.gl/VzppJ
> _______________________________________________
> Bf-translations-dev mailing list
> Bf-translations-dev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-translations-dev
>
>


-- 
Leon Cheung
a.k.a. 老猫
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