# SPDX-License-Identifier: MIT OR GPL-3.0-or-later import bpy # https://projects.blender.org/blender/blender/commit/0ce02355c1d0fb676167b7070870c8b5ef6ce048 locale_key = "zh_CN" if bpy.app.version < (4, 0) else "zh_HANS" translation_dictionary: dict[tuple[str, str], str] = { ( "*", "The installed VRM add-on is not compatible with Blender {blender_version}." + " Please upgrade the add-on.", ): "已安装的 VRM 附加组件有" + "Blender {blender_version}尚不支持。。\n" + "更新附加组件。", ( "*", "The installed VRM add-\n" + "on is not compatible with\n" + "Blender {blender_version}. Please update.", ): "已安装\n" + "VRM 附加组件是 Blender {blender_version}\n" + "尚不支持。 插件。\n" + "请更新。", ( "*", "The installed VRM add-on is not compatible with Blender {blender_version}." + " The VRM may not be exported correctly.", ): "已安装的 VRM 附加组件与 Blender {blender_version} 不兼容。" + "可能无法正确导出 VRM。", ( "*", "VRM add-on is not compatible with Blender {blender_version_cycle}.", ): "VRM 附加组件尚未与 {blender_version_cycle} 版本的 Blender 兼容。", ( "*", "VRM add-on is\n" + "not compatible with\n" + "Blender {blender_version_cycle}.", ): "VRM 附加组件Blender\n" + "尚未支持 {blender_version_cycle} 版本的 。", ( "*", "VRM add-on is not compatible with Blender {blender_version_cycle}." + " The VRM may not be exported correctly.", ): "VRM 附加组件与 {blender_version_cycle} 版本的 Blender 尚不兼容。" + "可能无法正确导出 VRM。", ( "*", "The VRM add-on has been updated." + " Please restart Blender to apply the changes.", ): "已更新 VRM 附加组件。" + "重启 Blender 以应用更改。", ( "*", "The VRM add-on has been\n" + "updated. Please restart Blender\n" + "to apply the changes.", ): "VRM 附加组件\n已更新。" + "要应用更改\n" + "Blender重新启动。", ("*", 'Set shading type to "Material"'): "将 3D 视图设置为材质预览", ("*", 'Set view transform to "Standard"'): "将视图转换设置为 “标准”", ( "*", 'Set an imported armature display to "Wire"', ): "将armature视口显示设置为 “线框”", ( "*", 'Set an imported armature display to show "In-Front"', ): "armature显示在最前面", ( "*", "Set an imported bone shape to default", ): "默认显示骨骼形状。", ( "*", "Enable MToon Outline Preview", ): "允许MToon轮廓线预览", ("*", "Export Invisible Objects"): "包括隐藏对象", ("*", "Export Only Selections"): "仅选定对象", ("*", "Enable Advanced Options"): "启用高级选项", ("*", "Don't overwrite existing texture folder"): "不要覆盖现有纹理文件夹", ( "*", "Export All Bone Influences", ): "导出所有骨骼重量", ( "*", "Don't limit to 4, most viewers truncate to 4, " + "so bone movement may cause jagged meshes", ): "不限于四个。 大多数观众将自己限制为四人,因为、" + "移动骨骼时可能会发生意外的网格变形。", ("*", "Export Lights"): "输出灯光", ( "*", "No errors found. Ready to export VRM", ): "未发现任何错误。。可导出 VRM", ( "*", "No errors found. But there are {warning_count} warning(s)." + " The output may not be what you expected.", ): "没有错误。、{warning_count}有关于此的警告。。" + "输出结果可能与预期不同。", ("*", "VRM Export"): "VRM 输出", ("*", "Create VRM Model"): "创建 VRM 模型", ("*", "Check VRM Model"): "按VRM 模型标准检查", ("*", "Extract texture images into the folder"): "将纹理图像解压到文件夹中。", ( "*", 'Official add-on "glTF 2.0 format" is required. Please enable it.', ): "需要使用 glTF 2.0 格式的官方插件。 请激活它", ( "*", "For more information please check following URL.", ): "如需了解更多信息,请查看下面的 URL。", ( "*", "Multiple armatures were found. Please select one to export as VRM.", ): "存在多个armatures。。" + "选择要导出为 VRM 的armatures。", ("*", "Import Anyway"): "强制导入", ("*", "Export Anyway"): "强制导出", ( "*", "There is a high-impact warning. VRM may not export as intended.", ): "有影响较大的警告。。" + "VRM 可能无法按预期输出。", ("*", "A light is required"): "需要照明。", ("*", "License Confirmation"): "许可确认。", ( "*", 'This VRM is licensed by VRoid Hub License "Alterations: No".', ): "指定的 VRM 具有 VRoid Hub 的许可「改変: 禁止」。。", ( "*", 'This VRM is licensed by UV License with "Remarks".', ): "指定的 VRM 具有 UV License的许可(Remarks)。", ( "*", 'The VRM selects "Other" license but no license url is found.', ): "指定的 VRM 具有「Other」许可证规定、" + "未设置 URL。", ( "*", "glTF nodes (mesh, bone) cannot have duplicate names." + " {name} is duplicated.", ): "glTF 节点元素(网格,骨骼)名称不得重复。。" + "「{name}」是重复的。。", ( "*", "The same name cannot be used" + " for a mesh object and a bone." + ' Rename either one whose name is "{name}".', ): "网格对象和骨骼不能使用相同的名称。" + "名称:「{name}」更改以下名称之一。", ( "*", 'The "{name}" mesh has both a non-armature modifier' + " and a shape key. However, they cannot coexist" + ", so shape keys may not be exported correctly.", ): "网格「{name}」に" + "non-armature修改器和形态键都已设置,但、" + "它们不能共存,形态键可能无法正确输出。", ( "*", 'Spring "{spring_name1}" and "{spring_name2}" have' + ' common bone "{bone_name}".', ): "Spring 「{spring_name1}」と「{spring_name2}」が" + "「{bone_name}」有共用骨骼。", ( "*", '"{export_only_selections}" is enabled' + ", but no mesh is selected.", ): "「{export_only_selections}」是有效的,但没有选择任何网格。", ("*", "There is no mesh to export."): "无网格可导出。", ( "*", "Only one armature is required for VRM export." + " Multiple armatures found.", ): "只能为 VRM 输出选择一个armatures。 可多次选择。", ( "*", 'Required VRM Human Bone "{humanoid_name}" is' + " not assigned. Please confirm hierarchy" + " of {humanoid_name} and its children." + ' "VRM" Panel → "VRM 0.x Humanoid" → {humanoid_name}' + " will be empty or displayed in red" + " if hierarchy is wrong", ): "VRM必须的骨骼「{humanoid_name}」是未指定的。。" + "「VRM」面板「VRM 0.x Humanoid」→「VRM必须的骨骼」将为空或显示为红色" + "「{humanoid_name}」如果层次结构有误。", ( "*", 'Couldn\'t assign "{bone}" bone' + ' to VRM Human Bone "{human_bone}". ' + 'Confirm hierarchy of "{bone}" and its children. ' + '"VRM" Panel → "Humanoid" → "{human_bone}" is empty' + " if wrong hierarchy", ): "骨骼「{bone}」到 VRM 骨「{human_bone}」无法分配。" + "「VRM」面板「VRM 0.x Humanoid」で" + "「{human_bone}」检查骨骼设置。", ( "*", 'Required VRM Human Bone "{humanoid_name}" is' + " not assigned. Please confirm hierarchy" + " of {humanoid_name} and its children. " + '"VRM" Panel → "Humanoid" → {humanoid_name}' + " will be empty or displayed in red" + " if hierarchy is wrong", ): "VRM必须的骨骼「{humanoid_name}」是未指定的。。" + "「VRM」面板「Humanoid」→「VRM必须的骨骼」将为空或显示为红色" + "「{humanoid_name}」如果层次结构有误。", ( "*", 'Please assign Required VRM Human Bone "{name}".', ): "请分配所需的 VRM 骨 「{name}」。", ( "*", 'Please assign "{parent_name}"' + ' because "{name}" requires it as its child bone.', ): "「{parent_name}」指定。" + "因为「{name}」需要将其作为子骨骼。。", ( "*", 'Non-triangular faces detected in "{name}". ' + "They will be triangulated automatically.", ): "「{name}」包含三角形以外的多边形。" + "自动划分为三角形。", ( "*", 'VRM Human Bone "{child}" needs "{parent}".' + " Please confirm" + ' "VRM" Panel → "Humanoid"' + ' → "Optional VRM Human Bones" → "{parent}".', ): "VRM骨骼「{child}」需要「{parent}」。" + "「VRM」面板「Humanoid」→「VRM可选的骨骼」で" + "「{parent}」骨骼設定。", ( "*", 'Object "{name}" contains a negative value for the scale;' + " VRM 1.0 does not allow negative values to be specified" + " for the scale.", ): "对象「{name}」中的缩放为负数。" + "VRM 1.0不允许指定负值。", ( "*", 'Node Constraint "{owner_name} / {constraint_name}" has' + " a circular dependency", ): "ノードコンストレイント「{owner_name} / {constraint_name}」に" + "存在循环依赖关系。。", ("*", "No armature exists."): "骨架不存在。。", ( "*", 'vertex index "{vertex_index}" is no weight' + ' in "{mesh_name}".' + " Add weight to parent bone automatically.", ): "「{mesh_name}」的頂点id「{vertex_index}」未加权。" + "自动为父骨骼分配权重。。", ( "*", 'vertex index "{vertex_index}" has' + ' too many (over 4) weight in "{mesh_name}".' + " It will be truncated to 4 descending" + " order by its weight.", ): "「{mesh_name}」的頂点id「{vertex_index}」有 5 块或更多骨骼影响到。" + "最多 4 个,按重度顺序导出。", ( "*", '"{material_name}" needs to enable' + ' "VRM MToon Material" or connect' + " Principled BSDF/MToon_unversioned/TRANSPARENT_ZWRITE" + ' to "Surface" directly. Empty material will be exported.', ): "「{material_name}」需要启用「VRM MToon Material」或者链接" + "「原理化BSDF」「MToon_unversioned」「TRANSPARENT_ZWRITE」の" + "直接向 “表面 ”指定其中之一。 输出空材质。。", ( "*", '"{image_name}" was not found at file path "{image_filepath}". ' + "Please load the file in Blender.", ): '「{image_name}」指定文件路径中的图像文件。「"{image_filepath}"」' + "图像不存在于 请重新加载图像。。", ( "*", "firstPersonBone was not found. " + 'VRM HumanBone "head" will be used automatically instead.', ): "firstPersonBone未设置。。" + "自动设置将 VRM humanborn「head」改为 firstPersonBone。。", ( "*", 'A mesh named "{mesh_name}" is assigned to a blend' + ' shape group named "{blend_shape_group_name}" but' + " the mesh will not be exported", ): "Blend Shape Group「{blend_shape_group_name}」有一个网格「{mesh_name}」" + "已分配、但网格未导出", ( "*", 'A shape key named "{shape_key_name}" in a mesh' + ' named "{mesh_name}" is assigned to a blend shape' + ' group named "{blend_shape_group_name}" but the' + " shape key doesn't exist.", ): "名为 「{shape_key_name}」的形态键在网格" + " 「{mesh_name}」 已被分配给混合形状" + "但是此形态键不存在", ( "*", 'need "{expect_node_type}" input' + ' in "{shader_val}" of "{material_name}"', ): "「{material_name}」的「{shader_val}」需要、" + "「{expect_node_type}」直接连接。 ", ( "*", 'Image in material "{material_name}" is not set.' + " Please add an image.", ): "材质「{material_name}」" + "有一个没有设置纹理的图像节点。" + "删除或设置图像。", ("*", "Symmetrize VRoid Bone Names on X-Axis"): "VRoid 骨骼名称的 X 轴对称性", ( "*", "Make VRoid bone names X-axis mirror editable", ): "将 VRoid 骨骼名称转换为 X 轴对称可编辑名称", ("*", "Current Pose"): "当前姿势", ("*", "Save Bone Mappings"): "保存骨骼对应关系", ("*", "Load Bone Mappings"): "加载骨骼对应关系", ( "*", "All Required VRM Human Bones have been assigned.", ): "所有 VRM 必需骨骼分配都已完成。", ( "*", "There are unassigned Required VRM Human Bones. Please assign all.", ): "存在未分配的 VRM 必需骨骼。" + "分配所有 VRM 必需骨骼。", ("Operator", "Automatic Bone Assignment"): "自动骨骼分配", ("Operator", "Export VRM"): "导出 VRM", ("Operator", "Import VRM"): "导入 VRM", ("Operator", "Preview MToon 0.0"): "MToon 0.0预览", ("Operator", "VRM Humanoid"): "VRM人形", ("Operator", "VRM License Confirmation"): "查看 VRM 使用条款", ("Operator", "Required VRM Human Bones Assignment"): "配置 VRM 必需骨骼", ( "*", "Conditions exported as Roll Constraint\n" + " - {copy_rotation}\n" + " - Enabled\n" + " - No Vertex Group\n" + " - {axis} is one of X, Y and Z\n" + " - No Inverted\n" + " - {mix} is {add}\n" + " - {target} is {local_space}\n" + " - {owner} is {local_space}\n" + " - No circular dependencies\n" + " - The one at the top of the list of\n" + " those that meet all the conditions\n", ): "约束导出为转动约束\n" + " - 复制旋转\n" + " - 启用\n" + " - 未指定顶点组\n" + " - 指定 XYZ 的一个轴\n" + " - 不可逆转\n" + " - 混合添加\n" + " - 目标是局部空间\n" + " - 由局部空间拥有\n" + " - 循环依赖关系不存在\n" + " - 满足所有条件的\n", ( "*", "Conditions exported as Aim Constraint\n" + " - {damped_track}\n" + " - Enabled\n" + " - Target Bone {head_tail} is 0\n" + " - No Follow Target Bone B-Bone\n" + " - No circular dependencies\n" + " - The one at the top of the list of\n" + " those that meet all the conditions\n", ): "约束导出为动画约束\n" + " - 阻尼轨道\n" + " - 启用状态\n" + " - 目标骨头的头部/Tail is 0\n" + " - 不遵循目标骨骼的 B 骨\n" + " - 循环依赖关系不存在\n" + " - 满足所有条件的\n", ( "*", "Conditions exported as Rotation Constraint\n" + " - {copy_rotation}\n" + " - Enabled\n" + " - No Vertex Group\n" + " - {axis} is X, Y and Z\n" + " - No Inverted\n" + " - {mix} is {add}\n" + " - {target} is {local_space}\n" + " - {owner} is {local_space}\n" + " - No circular dependencies\n" + " - The one at the top of the list of\n" + " those that meet all the conditions\n", ): "约束导出为旋转约束\n" + " - 复制旋转\n" + " - 启用状态\n" + " - 未指定顶点组\n" + " - 所有轴均以 XYZ 表示。\n" + " - 不可逆转\n" + " - 混合添加\n" + " - 目标是局部空间\n" + " - 由局部空间拥有\n" + " - 循环依赖关系不存在\n" + " - 满足所有条件的\n", ("*", "Axis Translation on Export"): "导出时转换轴", ( "*", "Offset and Scale are ignored in VRM 0.0", ): "偏移和缩放在 VRM 0.0 中被忽略", ( "*", 'Material "{name}" {texture}\'s Offset and Scale are' + " ignored in VRM 0.0", ): "VRM 0.0材质「{name}」的{texture}的偏移和缩放将被忽略", ( "*", "Offset and Scale in VRM 0.0 are" + " the values of the Lit Color Texture", ): "VRM 0.0 中的偏移和缩放是 Lit Color Texture 的值", ( "*", 'Material "{name}" {texture}\'s Offset and Scale' + " in VRM 0.0 are the values of" + " the Lit Color Texture", ): "VRM 0.0材质「name」的{texture}的偏移和缩放为" + "Lit Color Texture的值", ( "*", 'It is recommended to set "{colorspace}"' + ' to "{input_colorspace}" for "{texture_label}"', ): "对于{texture_label}中的{input_colorspace},建议设置“{colorspace}”", ( "*", 'It is recommended to set "{colorspace}"' + ' to "{input_colorspace}" for "{texture_label}"' + ' in Material "{name}"', ): "材质{name}的{texture_label}的{input_colorspace}" + "建议使用「{colorspace}」的设定。", ( "*", "VRM Material", ): "VRM材质", ( "*", "Enable VRM MToon Material", ): "启用VRM MToon材质", ( "*", "Export Shape Key Normals", ): "导出形态键法线", ( "*", 'The "Screen Coordinates" display is not yet implemented.\n' + 'It is displayed in the same way as "World Coordinates".', ): "「Screen Coordinates」尚未实施\n" + "与「World Coordinates」具有相同的显示", ( "*", "How to export this material to VRM.\n" + "Meet one of the following conditions.\n" + " - VRM MToon Material is enabled\n" + ' - Connect the "Surface" to a "Principled BSDF"\n' + ' - Connect the "Surface" to a "MToon_unversioned"\n' + ' - Connect the "Surface" to a "TRANSPARENT_ZWRITE"\n' + " - Others that are compatible with the glTF 2.0 add-on export\n", ): "如何将此材料导出到 VRM\n" + "必须满足以下条件之一。\n" + " - VRM MToon材质启用\n" + " - 指定「Surface」到「Principled BSDF」\n" + " - 指定「Surface」到「MToon_unversioned」\n" + " - 指定「Surface」到「TRANSPARENT_ZWRITE」\n" + " - 其他与glTF 2.0附加组件导出兼容的组件\n", ( "*", "Enable Animation", ): "使动画有效", ( "*", "Armature not found", ): "未找到骨架", ( "*", "Please assign required human bones", ): "请分配所需的人形骨骼", ("*", "Please set the version of VRM to 1.0"): "将 VRM 版本设置为 1.0", ( "*", "VRM Animation export requires a VRM 1.0 armature", ): "VRM 动画导出需要 VRM 1.0 骨架", ( "*", "VRM Animation import requires a VRM 1.0 armature", ): "VRM 动画导入需要 VRM 1.0 骨架", ("*", "Armature to be exported"): "要导出的骨架", ( "*", ( "Animations to be exported\n" + "- Humanoid bone rotations\n" + "- Humanoid hips bone translations\n" + "- Expression preview value\n" + "- Look At preview target translation\n" ), ): ( "エクスポートされるアニメーション\n" + "- 人形骨骼旋转值\n" + "- Humanoid Hips骨骼运动值\n" + "- 表情的预览值\n" + "- Look At预览目标移动值\n" ), ("*", "Armature to be animated"): "动画的骨骼", ( "*", "https://vrm-addon-for-blender.info/en-us/animation/", ): "https://vrm-addon-for-blender.info/ja-jp/animation/", ("Operator", "Open help in a Web Browser"): "在 Web 浏览器中打开“帮助”", ("*", "Allow Non-Humanoid Rig"): "允许使用非人形骨骼", ( "*", "VRMs exported as Non-Humanoid\n" + "Rigs can not have animations applied\n" + "for humanoid avatars.", ): ("作为 非人形 导出VRM\n" + "无法应用动画\n" + "于人形avatar。"), ( "*", "This armature will be exported but not as a humanoid." + " It cannot have animations applied" + " for humanoid avatars.", ): "这个骨架会导出但是不是作为人形。" + "人形avatars的动画不适用。", ( "Operator", "Blender 4.2 Material Upgrade Warning", ): "Blender 4.2材质升级警告", ( "*", 'Updating to Blender 4.2 may unintentionally change the "{alpha_mode}"' + ' of some MToon materials to "{transparent}".\n' + 'This was previously implemented using the material\'s "{blend_mode}"' + " but since that setting was removed in Blender 4.2.\n" + 'In the current VRM add-on, the "{alpha_mode}" function has been' + " re-implemented using a different method. However, it" + "was not possible" + " to implement automatic migration of old settings values because those" + " values could no longer be read.\n" + 'Please check the "{alpha_mode}" settings for materials that have' + " MToon enabled.\n" + "Materials that may be affected are as follows:", ): "升级到 Blender 4.2可能会无意间改变一些MOOT材质的" + "「{alpha_mode}」为「{transparent}」\n" + "这是以前使用材质的“{blend_mode}实现的" + "但由于该设置在Blender 4.2中被删除\n" + "現在的VRM插件,这个「{alpha_mode}」功能使用其他方式实现" + "但是无法自动迁移旧的配置 因为这些参数无法读取了\n" + "请检查材质「{alpha_mode}」设置中。" + "具有MToon启动\n" + "可能受影响的材质如下。", #####################################################新建VR弹窗翻译 ( "*", "Add VRM Humanoid", ): "添加VRM人形Humanoid", ( "*", "wip_with_template_mesh", ): "带有模板网格的WIP", ( "*", "Bone tall", ): "骨骼高度", ( "*", "head_ratio", ): "头部比例", ( "*", "head_width_ratio", ): "头部宽度比例", ( "*", "aging_ratio", ): "老化比例", ( "*", "eye_depth", ): "眼睛深度", ( "*", "shoulder_in_width", ): "肩内宽", ( "*", "shoulder_width", ): "肩宽", ( "*", "arm_length_ratio", ): "臂长比例", ( "*", "hand_ratio", ): "手比例", ( "*", "finger_1_2_ratio", ): "手指第一与二节比例", ( "*", "finger_2_3_ratio", ): "手指第二与三节比例", ( "*", "leg_length_ratio", ): "腿长比例", ( "*", "leg_width_ratio", ): "腿宽比例", ( "*", "leg_size", ): "腿大小", ###############################侧面板 # Meta ( "*", "Thumbnail:", ): "缩略图 Thumbnail:", ( "*", "Contact Information", ): "联系信息", ( "*", "Contact Information about the avatar", ): "关于此角色的联系信息", ( "*", "Allowed User", ): "许可用户", ( "*", "Only Author", ): "仅作者", ( "*", "Explicitly Licensed Person", ): "明确获得许可的人", ( "*", "Everyone", ): "所有人", ( "*", "Allowed user of the avatar", ): "允许使用该角色的用户", ( "*", "Allow", ): "允许", ( "*", "Disallow", ): "禁止", ( "*", "undefined", ): "未定义", ( "*", "Violent Usage", ): "暴力用途", ( "*", "Sexual Usage", ): "性用途", ( "*", "Commercial Usage", ): "商业用途", ( "*", "Other Permission URL", ): "其他许可链接", ( "*", "Redistribution Prohibited", ): "禁止再分发", # Humanoid ( "*", "Required VRM Human Bones", ): "VRM必须的骨骼", ( "*", "Head:", ): "头部 Head:", ( "*", "Neck:", ): "颈部 Neck:", ( "*", "Chest:", ): "胸骨 Chest:", ( "*", "Spine:", ): "腰骨 Spine:", ( "*", "Hips:", ): "臀部 Hips:", ( "*", "Upper Arm:", ): "上臂 Upper Arm:", ( "*", "Lower Arm:", ): "前臂 Lower Arm:", ( "*", "Hand:", ): "手 Hand:", ( "*", "Upper Leg:", ): "大腿 Upper Leg:", ( "*", "Lower Leg:", ): "小腿 Lower Leg:", ( "*", "Foot:", ): "脚 Foot:", ( "*", "Optional VRM Human Bones", ): "VRM可选的骨骼", ( "*", "Eye:", ): "眼睛 Eye:", ( "*", "Jaw:", ): "下巴 Jaw:", ( "*", "Shoulder:", ): "肩膀 Shoulder:", ( "*", "Upper Chest:", ): "上胸部 Upper Chest:", ( "*", "Toes:", ): "脚趾 Toes:", ( "*", "Left Thumb:", ): "左拇指 Left Thumb:", ( "*", "Left Index:", ): "左食指 Left Index:", ( "*", "Left Middle:", ): "左中指 Left Middle:", ( "*", "Left Ring:", ): "左无名指 Left Ring:", ( "*", "Left Little:", ): "左小指 Left Little:", ( "*", "Right Thumb:", ): "右拇指 Right Thumb:", ( "*", "Right Index:", ): "右食指 Right Index:", ( "*", "Right Middle:", ): "右中指 Right Middle:", ( "*", "Right Ring:", ): "右无名指 Right Ring:", ( "*", "Right Little:", ): "右小指 Right Little:", ( "*", "Arm", ): "胳膊 Arm", ( "*", "Arm Stretch", ): "手臂伸展 Arm Stretch", ( "*", "Upper Arm Twist", ): "上臂扭转 Upper Arm Twist", ( "*", "Lower Arm Twist", ): "前臂扭转 Lower Arm Twist", ( "*", "Leg", ): "腿 Leg", ( "*", "Leg Stretch", ): "腿部伸展 Leg Stretch", ( "*", "Upper Leg Twist", ): "大腿扭转 Upper Leg Twist", ( "*", "Lower Leg Twist", ): "小腿扭转 Lower Leg Twist", ( "*", "Feet Spacing", ): "脚间距 Feet Spacing", # Blender Shape ( "*", "Is Binary", ): "是二进制的", ( "*", "Use binary change in the blendshape group", ): "在混合形状组中使用二进制更改", ( "*", "Blink", ): "眨眼 Blink", ( "*", "Joy", ): "高兴 Joy", ( "*", "Angry", ): "生气 Angry", ( "*", "Sorrow", ): "悲伤 Sorrow", ( "*", "Fun", ): "有趣 Fun", ( "*", "Look Up", ): "向上看 Look Up", ( "*", "Look Down", ): "向下看 Look Down", ( "*", "Look Left", ): "向左看 Look Left", ( "*", "Look Right", ): "向右看 Look Right", ( "*", "Blink_L", ): "左眼眨眼 Blink_L", ( "*", "Blink_R", ): "右眼眨眼 Blink_R", ( "*", "Binds", ): "绑定 Binds", ( "*", "Material Values", ): "材质值 Material Values", # First Person ( "*", "First Person Bone Offset", ): "第一人称骨骼偏移", ( "*", "Offset from the first person bone to follow the first person camera.", ): "从第一人称骨骼到跟随第一人称摄像头的偏移", ( "*", "Look At Type Name", ): "注视对象类型名", ( "*", "Mesh Annotations", ): "网格注释", ( "*", "Look At Horizontal Inner", ): "注视水平向内", ( "*", "Look At Horizontal Outer", ): "注视水平向外", ( "*", "Look At Vertical Up", ): "注视垂直向上", ( "*", "Look At Vertical Down", ): "注视垂直向下", # Spring Bone ( "*", "Spring Bone Groups", ): "弹簧骨骼组 Spring Bone Groups", ( "*", "Collider Groups", ): "碰撞器组 Collider Groups", }