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old_TranslationDictionary.csv
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"→","to"
"X軸","X Axis"
"Y軸","Y Axis"
"Z軸","Z Axis"
"Xへ","To X"
"Yへ","To Y"
"Zへ","To Z"
"レンダリング → ビューポート","Rendering => View"
"色","Color"
"色を編集","Edit Color"
"幅","Width"
"左","Left"
"右","Right"
"上","Top"
"下","Bottom"
"「","「"
"面","Face"
"辺","Edge"
"線","Line"
"頂点","Vertex"
"形","Shape"
"円","Circle"
"球","Sphere"
"子","Child"
"後","Back"
"前","Front"
"接尾辞を追加","Add Axis Suffix"
"位置コピー","Copy Location"
"回転コピー","Copy Rotation"
"スケールコピー","Copy Scale"
"表示","Show"
"隠す","Hide"
"アクティブのみ表示","Show Only Active"
"アクティブのみ隠す","Hide Only Active"
"展開 / 閉じる","Expand / Close"
"横幅","Width"
"縦幅","Height"
"右上","Top Right"
"右下","Bottom Right"
"左下","Bottom Left"
"左上","Top Left"
"アーマチュアのポーズ位置/レスト位置を切り替えます","Switch pose / rest position of armature"
"位置切り替え (現在:レスト位置)","Switch Position (Current: Rest)"
"位置切り替え (現在:ポーズ位置)","Switch Position (Current: Pose)"
"ポーズライブラリのポーズを移動","Move Pose"
"ポーズライブラリのポーズを最上部 / 最下部へ","Move Pose to Top / Bottom"
"アクティブなポーズライブラリのポーズを最上部、もしくは最下部へ移動させます","Move the pose to top or bottom of the active pose library"
"ポーズ","Pose"
"現在の回転を制限に変換","Convert Current Rotation to Limit"
"ボーンの回転をリセット","Reset Bones Rotation"
"逆方向への回転の制限","Limit of opposite direction"
"対称化","Symmetrized"
"制限なし","No Limit"
"全て制限","Limit All"
"名前を揃える","Use Same Name"
"画像編集ソフトのパス 1","Path of Image Edit Software 1"
"画像編集ソフトのパス 2","Path of Image Edit Software 2"
"画像編集ソフトのパス 3","Path of Image Edit Software 3"
"テキスト編集ソフトのパス 1","Path Text Edit Software 1"
"テキスト編集ソフトのパス 2","Path Text Edit Software 2"
"テキスト編集ソフトのパス 3","Path Text Edit Software 3"
"X軸を反転","Invert X axis"
"Y軸を反転","Invert Y axis"
"Z軸を反転","Invert Z axis"
"位置","Location"
"回転","Rotation"
"スケール","Scale"
"ブーリアンを追加 (交差)","Add Boolean (Intersect)"
"ブーリアンを追加 (統合)","Add Boolean (Union)"
"ブーリアンを追加 (差分)","Add Boolean (Difference)"
"ブーリアンを追加 + 適用 (交差)","Add and Apply Boolean (Intersect)"
"ブーリアンを追加 + 適用 (統合)","Add and Apply Boolean (Union)"
"ブーリアンを追加 + 適用 (差分)","Add and Apply Boolean (Difference)"
"全て適用","Apply All"
"全て削除","Delete All"
"使用/非使用を揃える","Sync View-Render"
"全て表示","Show All"
"全て非表示","Hide All"
"追加項目のオン/オフ","On/Off Additional Items"
"選択範囲","Selection Range"
"IK制限の角度","Angles for Limit"
"名前の末尾がドット付き番号のボーンを選択します","Select bones which names end with dot-number"
"アクティブなボーンに対し、名前のドット付き番号や左右の接尾辞以外の部分が同じボーンを選択します","Select bones which names are same as active bone except dot-number and left-right suffix"
"塗り潰す","Fill Vertices"
"まとめて追加","Add Together"
"X軸の設定","X Axis Setting"
"Y軸の設定","Y Axis Setting"
"Z軸の設定","Z Axis Setting"
"空UV","Empty UV"
"解像度","Resolution"
"-(マイナス)","-(Minus)"
"+(プラス)","+(Plus)"
"解像度 X","Resolution X"
"解像度 Y","Resolution Y"
"布(クロス)","Cloth"
"ソフトボディ","Soft Body"
"流体","Fluid"
"ダイナミックペイント","Dynamic Paint"
"細分化数を +1","+1 Subdivisions"
"細分化数を -1","-1 Subdivisions"
"細分化数: 0","Subdivisions: 0"
"細分化数: 1","Subdivisions: 1"
"細分化数: 2","Subdivisions: 2"
"細分化数: 3","Subdivisions: 3"
"設定をコピー","Copy Setting"
"現在の視点を保存","Save Current View"
"現在のビューの位置・角度・距離を保存します","Save current view's location, rotation and distance"
"別の視点を読み込み","Load Other View"
"保存されたビューの位置・角度・距離に変更します","Change view's location, rotation and distance to saved values"
"視点データを破棄","Delete View Data"
"保存されたビューの情報を削除します","Remove saved view's information"
"シーンのカメラ","Active Camera"
"無効なメニュー","Invalid Menu"
"「追加項目のオン/オフ」の非表示","\"On/Off additional items\" hidden"
"XMLキーコンフィグのパス","XML Config Path"
"ScrambleAddonによる追加メニューを有効/無効に切り替えます","Extra menu of ScrambleAddon toggle Enable/Disable"
"剛性","Stiffness"
"制限","Limit"
"最小","Minimum"
"最大","Maximum"
"反転","Invert"
"演算","Calculate"
"交差","Intersect"
"統合","Union"
"差分","Difference"
"下へ","To Down"
"方向","Direction"
"ぼかしの実施回数","Number of Blurring"
"高さ","Height"
"中央","Center"
"画像を変形","Transform Image"
"色を塗る","Paint Image"
"画像を編集","Edit Image"
"画像","Image"
"乗算","Multiplication"
"情報","Info"
"左へ","To Left"
"追加","Add"
"頂点","Vertex"
"結合","Combine"
"投影","Projection"
"密度","Density"
"半径","Radius"
"距離","Distance"
"加算","Add"
"減算","Sub"
"置換","Replace"
"全て","All"
"対象","Target"
"根本","Root"
"兄弟","Brother"
"パス","Path"
"ロック","Lock"
"細分化数","Number of Subdivisions"
"画像の配置:横","Image Alignment : Horizontal"
"画像の配置:縦","Image Alignment : Vertical"
"ノイズ","Noise"
"Blenderを再起動","Restart Blender"
"ブラシ","Brush"
"カメラ","Camera"
"カーブ","Curve"
"ランプ","Lamp"
"マスク","Mask"
"シーン","Scene"
"ボーン","Bone"
"置換対象","Target text"
"置換後","New Text"
"互換性","Compatibility"
"低品質","Low Quality"
"中品質","Normal Quality"
"を隔離","Isolate"
"絶対値","Absolute Value"
"相対値","Relative Value"
"その他","Other"
"座標軸","Axis"
"モード","Mode"
"X移動","X Move"
"Y移動","Y Move"
"Z移動","Z Move"
"X回転","X Rot"
"Y回転","Y Rot"
"Z回転","Z Rot"
"静止画","Image"
"ロール","Roll"
"選択物","Selected"
"コピー","Copy"
"原点","Origin"
"倍率","Scale Factor"
"線の色","Line Color"
"輪郭線","Line"
"頂点数","Number of Vertices"
"Z角度","Z Angle"
"ひし形","Rhombus"
"タイプ","Type"
"半選択","Half Select"
"追加文字","Add Text"
"接尾辞を反転","Flip Axis Suffix"
"コピー元の軸","Original Axis"
"シンプル","Simple"
"頂点結合","Combine Vertices"
"まとめて操作","Bulk Manipulation"
"しきい値","Threshold"
"ぼかし量","Blur Strength"
"水平反転","Flip Horizontally"
"垂直反転","Flip Vertically"
"並べる数","Number of Tiles"
"アルファ","Alpha"
"アルファ値を使用","Use alpha"
"フォント","Font"
"グループ","Group"
"ラティス","Lattice"
"メッシュ","Mesh"
"パレット","Palette"
"サウンド","Sound"
"テキスト","Text"
"ワールド","World"
"ソリッド","Solid"
"ミックス","Mix"
"最高品質","High Quality"
"物理演算","Physical"
"マテリアル","Material"
"ワイヤーフレーム","Wireframe"
"レンダー","Rendered"
"1つの頂点のみ","Only One Vertex"
"スロット","Slot"
"== エディターでテキストを編集 ==","== Edit Text with Editors =="
"フレーム","Frame"
"ヘッダー","Header"
"マーカー","Marker"
"画像全般","Images General"
"クリップ","Clip"
"元を削除","Remove Original"
"ボーン名を変更","Change Bone Name"
"尾を移動","Move Tail"
"非選択部","Non-select Parts"
"最近接面","Recently Face"
"移動先","Move to"
"特別な処理","Advanced Manipulation"
"剛体基点","Rigid Origin"
"レンダリング結果の表示方法","Display Method for Result"
"選択拡張","Select Extension"
"ストレッチ","Stretch"
"ミラーは適用しない","Not Apply Mirror"
"最適化表示","Optimized View"
"細分化方法","Subdivision Method"
"変形する軸","Axis Deformation"
"カーブ関係","Curve"
"全てリネーム","Rename All"
"表示 / 非表示","Show / Hide"
"タブ > ","Tab >"
"UVマップ","UV Maps"
"過去のUV","Past UV"
"新しいUV","New UV"
"UVを移動","Move UV"
"アクティブなUVを上下に移動させます","Move the active UV up or down"
"頂点カラー","Vertex Color"
"塗り潰す色","Fill Color"
"余白部分の色","Color of Blank Space"
"90°回転","Rotate by 90 Degrees"
"比率を維持","Keep Ratio"
"画像を複製","Duplicate Image"
"効果の強さ","Strength"
"グレースケールに変換","Convert to Grayscale"
"画像をぼかす","Blur Image"
"アクション","Action"
"ライブラリ","Library"
"マテリアル","Material"
"メタボール","Metaballs"
"スクリーン","Screen"
"スクリプト","Script"
"スピーカー","Speaker"
"テクスチャ","Texture"
"先頭に追加","Add to Top"
"末尾に追加","Add to End"
"ログを表示","Show Log"
"エンプティ","Empty"
"オフにする","Off"
"ブレンドする色","Color to Blend"
"ビューポートでのディフューズ色","Diffuse Color in viewport"
"他の色とブレンドされたディフューズ色","Diffuse Color Mixed with Other Color"
"オン/オフ","On/Off"
"オリジナル","Original"
"バンプ品質","Bump Quality"
"コピー元のオブジェクトを削除","Delete Original Object"
"スレッド数","Number of Threads"
"AOを使用","Use AO"
"ブルームを使用","Use Bloom"
"高ビット深度の影を使用","Use High Bitdepth Shadows"
"ソフトシャドウを使用","Use Soft Shadows"
"プロパティ","Property"
"3Dビュー","3D View"
"3Dビューポート","3D Viewport"
"アニメーション関係","Animetion-related"
"画像を表示","Show Image"
"切り詰める","Cut"
"ウィンドウ","Window"
"2Dビュー","2D View"
"面のマスク","Face Mask"
"スカルプト","Sculpt"
"マスク編集","Mask Edit"
"ノード全般","Node General"
"NLA全般","NLA General"
"コンソール","Console"
"オフセット","Offset"
"レンダリング時 = ビューポート + ","'When Rendering' = 'In Viewport' + "
"クロス設定","Cloth Setting"
"対話モード","Interactive Mode"
"レベル:2","Level: 2"
"レベル:6","Level: 6"
"レベル:0","Level: 0"
"レベル:4","Level: 4"
"レベル:3","Level: 3"
"レベル:5","Level: 5"
"レベル:1","Level: 1"
"blendファイル","Blend File"
"バックアップ","Backup File"
"関連付けの対象","Files to associate"
"全てを選択不可能に","Make All Unselectble"
"同じタイプ","Same Type"
"より大きい","Bigger Than"
"より小さい","Smaller Than"
"名前が対称","Mirror Name"
"半選択解除","Half-Unselect"
"ズーム","Zoom"
"グループ名","Group Name"
"最大/最小を反転","Reverse min & max"
"他軸にコピー","Copy to other axes"
"UVを細分化","Subdivide UV"
"新しいUV名","New UV Name"
"UV名を変更","Rename UV"
"頂点カラーを移動","Move Vertex Color"
"頂点カラー名","Vertex Color Name"
"拡張子も含む","Include Extension"
"画像を正規化","Normalize Image"
"180°回転","Rotate by 180 Degrees"
"270°回転","Rotate by 270 Degrees"
"使用する番号","Number of Use"
"画像ファイル","Image File"
"縮小した画像を並べる","Lay out Shrunken Images"
"UVグリッド","UV Grid"
"アーマチュア","Armature"
"オブジェクト","Object"
"パーティクル","Particle"
"シェイプキー","Shape Key"
"頂点グループ","Vertex Group"
"アクティブなグループ","Active Group"
"リネーム設定","Rename Settings"
"接頭辞を追加","Add Prefix"
"接尾辞を追加","Add Suffix"
"サーフェイス","Surface"
"ブレンドの強さ","Blend Strength"
"半径(大体)","Radius (roughly)"
"視点に揃える","Align View"
"グループに含める頂点のウエイトの閾値","Threshold Weight of Included Vertices"
"細分化レベル","Level of Subsurf"
"開始フレーム","Start Frame"
"最終フレーム","End Frame"
"再作成","Re-create"
"ドープシート","DopeSheet"
"タイムライン","Timeline"
"エリアタイプ","Area Type"
"一番上を選択","Select Top"
"一番下を選択","Select Bottom"
"画像ペイント","Image Paint"
"頂点ペイント","Vertex Paint"
"テキスト全般","Text General"
"シーケンサー","Sequencer"
"ビューから投影","Projected from View"
"接続のみ","Connected Only"
"一番上に追加","Add at Top"
"元の値の影響力","Original Values' Effect"
"マテリアルで","By Material"
"メタボールの名前","Metaballs' Names"
"ボーンの長さ","Bone Length"
"複製したカーブを移動","Move copied curve"
"元のカーブを移動","Move original curve"
"塗り潰し方法","Fill Method"
"繰り返し回数","Repeat Count"
"減衰トラック","Damp Track"
"頂点を選択 (片側)","Select Vertex (One Side)"
"ランプタイプ","Lamp Type"
"コピー元のUV","Copy from"
"レイヤー番号","Layer Number"
"原点を視点の中心に","Center View to Origin"
"コピーする設定","Settings to copy"
"サブディビジョンサーフェスは適用しない","Not Apply Subdivision Surface"
"ビューの分割数","Number of View"
"サブサーフ","Subsurf"
"ブーリアン","Boolean"
"全レイヤー表示","Show All Layers"
"アクティブなアーマチュアの全てのレイヤーを表示します","Show all the active armature's layers"
"ボーングループごとに表示","Show for Bone Group"
"メッシュデータ","Mesh Data"
"削除するUV名","Remove UV Name"
"頂点カラー操作","Vertex Color Operation"
"単色画像に変換","Convert to One-color Image"
"モノクロノイズ","Monochrome Noise"
"アルファノイズ","Alpha Noise"
"ラインスタイル","Line Style"
"ノードグループ","Node Groups"
"モディファイア","Modifier"
"開始オフセット","Start Offset"
"四角ポリゴン球","Squared-Polygon Sphere"
"AOサンプル数","AO Samples"
"アウトライナー","Outliner"
"バウンドの表示タイプ","Boundary Display Type"
"アニメーション","Animation"
"UVエディター","UV Editor"
"移動先カテゴリ","Move Category"
"位置のしきい値","Position of Threshold"
"頂点のみを隠す","Hide Only Vertex"
"オブジェクト名","Object Name"
"パイメニュー:サブサーフ","Pie menu : Subsurf"
"パイメニュー:ビューポート表示","Pie menu : Display in Viewport"
"オブジェクトを削除 (確認しない)","Delete Objects (without confirming)"
"プロパティを変更(ショートカット登録用)","Change Properties (For Shortcut)"
"アーマチュア名","Armature Name"
"全オブジェクト","All Objects"
"ふちをフィル","Fill Rim"
"カーブの解像度","Resolution of Curve"
"アクティブのみ","Active Only"
"ウェイトの位置","Position of Weight"
"鎖状のリジッドボディオブジェクトを作成","Create Chain-like Rigid Body Objects"
"IKの回転制限","IK Rotation Limit"
"大きい物を選択","Select Big"
"小さい物を選択","Select Small"
"シェーディング","Shading"
"アーマチュアのレイヤー","Layers of Armature"
"クリップボードへ","To Clipboard"
"IK設定をコピー","Copy IK Setting"
"ベベル指定コピー","Copy Bevel Object"
"アーマチュアは適用しない","Not Apply Armature"
"ブーリアンを追加","Add Boolean"
"ブーリアンを追加 + 適用","Add and Apply Boolean"
"最適化表示を設定","Set Optimal Display"
"カトマルクラーク","Catmulclark"
"レンダーの分割数","Number of Render"
"アーマチュア関係","Armature"
" を削除しました"," Removed"
"頂点カラーを塗り潰す","Fill Vertex Color"
"キーを1つは残す","Keep At Least One Key"
"指定色で塗り潰す","Fill With Color"
"新しいファイル名","New File Name"
"画像をリサイズ","Resize Image"
"画像をぼかす (高速)","Blur Image (Fast)"
"画像の枠のサイズを変更","Change Size of Image's Frame"
" を保存しました"," Saved"
"グリースペンシル","Grease Pencil"
"ムービークリップ","Movie Clip"
"コンストレイント","Constraints"
"選択オブジェクトのマテリアルにのみコピー","Copy to Only Selected Objects' Materials"
"選択オブジェクトのマテリアルにのみ適応","Apply to Only Selected Objects' Materials"
"値が不正な値です","Invalid Value"
"「簡略化」設定を変更","Change 'Simpify' Settings"
"細分化数の上限","Upper Limit of Subdivisions"
"表示する子パーティクルの割合","Ratio of Displayed Child Particles"
"テクスチャサイズの上限","Upper Limit of texture size"
"AOのバウンス数","Bounces of AO"
"ビューポート","Vierport"
"レンダリング","Rendering"
"レンダースロット","Render Slots"
"フレームステップ","Frame Step"
"パイメニュー:エディター","Pie menu : Editor Type"
"ノードエディター","Node Editor"
"ノンリニアアニメーション","Non-Liner Animation"
"グラフエディター","Graph Editor"
"ドライバー","Drivers"
"面の裏側を透明にする","Hide Back Side of Faces"
"データ名をクリップボードにコピー","Copy Data Name to Clipboard"
"表示設定をコピー","Copy Display Setting"
"すべての辺を表示","Show All Edges"
"リジッドボディの設定をコピー","Copy Rigid Body Setting"
"反転するリミットの設定","Settings to Invert"
"タイプを変更","Change Type"
"汎用ばね","Generic Spring"
"汎用","Generic"
"リミット設定","Limits Settings"
"初期化","Initialize"
"反転","Reverse"
"アクティブより下のスロットを削除","Remove Slots Below Active"
"キーバインドで検索","Search by Key-Binding"
"ウェイトペイント","Weight Paint"
"NLAチャンネル","NLA Channel"
"シーケンサー共通","Sequencer-common"
"オブジェクト名も含める","Contain Object Name"
"全てのボーンに適用","Apply to All Bones"
"全てのグループに適用","Apply to All Groups"
"接続の設定をコピー","Copy 'Connected'"
"新しい名前","New Name"
"ナンバリングの形式","Numbering Expression"
"1つ目のナンバリング","Numbering Starts from"
"番号なし","No number"
"名前を変更 + 接尾辞を追加","Rename + Add Suffix"
"ボーンの命名順序","Bones' Order"
"元の名前でソート","Sort by original name"
"根本のボーンの名前を新しい名前として利用","Use Root Bones' Names as New Names"
"溶解","Dissolve"
"溶解"," Dissolve"
"重複を削除","Remove Doubles"
"ループ削除","Delete Loop"
"削除方法","Delete Method"
"頂点:隠す, メッシュ:隠す","Vertices: Hide, Meshes: Hide"
"頂点:隠す, メッシュ:表示する","Vertices: Hide, Meshes: Show"
"頂点:表示する, メッシュ:表示する","Vertices: Show, Meshes: Show"
"ストレッチの設定","Stretch Setting"
"表示 / 隠すを反転","Invert Show / Hide"
"トランスフォーム","Transform"
"ソフトボディ設定","SoftBody Setting"
"パーティクル編集","Particle Edit"
"位置と回転とスケール","Location & Rotation & Scale"
"面内の最近接頂点","In-Face Nearest Vertex"
"レンダリング・選択を許可 / 制限","Allow / Restrict Rendering & Selecting"
"オブジェクト名を変更","Change Object Name"
"現在の位置を維持","Stay current location"
"方向を逆転","Switch Direction"
"対象としたグリースペンシルを削除","Remove target grease pencil"
"同じサイズも選択","Select Same Size"
"キーイングセット","Keying Set"
"サブサーフレベル","Subsurf Level"
"小さなものを選択","Select Small"
"大きなものを選択","Select Big"
"パイメニュー:視点","Pie Menu: Viewport"
"反対側からの視点","View from Opposite Side"
"アクティブな面に視点を揃える","Align View to Active Face"
"追加クイック編集","Add Quick Edit"
"ボーン名の接尾辞を反転","Flip Bone Name's Axis Suffix"
"最小/最大角を反転","Reverse Minimum and maximum Angles"
"テーパー指定コピー","Copy Taper Object"
"カーブを追加","Add Curve"
"モディファイア適用","Apply Modifiers"
"モディファイア操作","Modifier manipulation"
"直前のレイヤー情報","Last Layer Information"
"全レイヤー表示解除","Unshow All Layers"
"リネームするUV名","Rename UV Name"
"UVが存在しません","No UV"
"未使用のUVを削除","Remove Unused UV"
"選択されたオブジェクトのUVをまとめて操作します","Manipulate selected objects' UV Maps together"
"透明部分を塗り潰す","Fill Transparent Part"
"新規画像 (拡張)","New Images (Extra)"
"特定のデータをまとめてリネーム(使用には注意を)","Rename all of specific Data (use cautiously)"
"オブジェクトをまとめて処理","Manipulate Objects Together"
"マテリアルをまとめて処理","Manipulate Materials Together"
"テクスチャをまとめて処理","Manipulate Textures Together"
"画像をまとめて処理","Manipulate Images Together"
"物理演算をまとめて処理","Manipulate Physics Together"
"全てのオブジェクト","All Objects"
"解像度の倍率を設定","Set multi of resolution"
"使用シェーディング","Used Shading"
"プレビュー値に同期","Sync Preview Value"
"テキストエディター","Text Editor"
"ファイルブラウザー","File Browser"
"プリファレンス","Preferences"
"トップバー","Topbar"
"一番上に移動","Move to Top"
"一番下に移動","Move to Bottom"
"シェイプキーを複製","Duplicate Shape Key"
"名前に右の文字列を含むグループを削除","Remove groups which names contain :"
"下限","Lower Limit"
"間隔","Interval"
"キーフレームでの値","Keyframes' Values"
"1つ前のシェイプの変形終了時点","End of Previous Transformation"
"値が0のキーフレームの位置","Zero-Value Keyframes"
"無効化されていないシェイプのみ","Only Non-Mute Key"
"全てのキー","All Shape Keys"
"アクティブまでのキー","From First To Active"
"対象のシェイプキー","Target Shape Key"
"それぞれの変形","Each Transformation"
"順番に開始","Start In Order"
"一斉に開始","Start At Once"
"反転コピー追加","Add Mirrored"
"低ウェイトの頂点を除去","Low-Weight Vertices"
"選択した頂点で作成","With Selected Vetices"
"各頂点に最低でも1つはウェイトを残す","At Least One Weight for Each Vertices"
"初期化するリミットの設定","Settings to Initialize"
"最後までスクロール","Scroll End"
"オブジェクトモード","Object Mode"
"編集モード","Edit Mode"
"標準モーダルマップ","Common Modal Map"
"クリップエディター","Clip Editor"
"パイメニュー:メッシュ選択モード","Pie menu : Mesh Select Mode"
"テクスチャUミラー","Texture U Mirror"
"テクスチャVミラー","Texture V Mirror"
"アーマチュアの動き","Movement of Armature"
"テクスチャペイント","Texture Paint"
"頂点ウェイトを転送","Transfer Vertex Weight"
"法線に合わせて回転","Rotate From Normal"
"辺にもボーンを追加","Add bones to edges"
"ランダムな色","Random color"
"指定したボーンのウェイトを加算","Add Designated Bone's Weight"
"新しい頂点グループを作成","Create new vertex group"
"指定したボーンのウェイトを減算","Subtract Designated Bone's Weight"
"ウェイトをぼかす (アクティブなグループ)","Blur Weight (Active Group)"
"ウェイトをぼかす (全てのグループ)","Blur Weight (All Groups)"
"オブジェクトモード & アーマチュアを隠す","Object Mode & Hide Armature"
"エンプティの大きさ","Empty Size"
"頂点を選択 (X=0)","Select Vertex (X=0)"
"同アーマチュア変形","Same Armature Transform"
"ボーンを選択 (2つの間)","Select Bones (Between Two)"
"選択部分のUV展開を他からコピー","Copy Selected Part's UV Data from Other"
"透視投影/平行投影","Perspective/Orthographic"
"マウス位置を視点の中心に & オブジェクトを選択","Center View to Mouse & Select Object"
"グループでレイヤー","Layers by Groups"
"IK設定を他の選択ボーンにコピー","Copy IK Setting to selected bones"
"ボーンの変形をコピー","Copy Bone Transform"
"全てのモディファイアを適用","Apply all modifiers"
"全てのモディファイアを削除","Remove all modifiers"
"「体積を維持」を使用","Use Preserve Volume"
"カーブについて操作を行います","Manipulate Curve modifier"
"頂点色が存在しません","Vertex color not exist"
"頂点カラーをまとめて追加","Add Vertex Colors Together"
"画像のファイル名を変更","Rename Image File"
"画像が見つかりません","Image Not Found"
"ノイズ画像を新規作成","Create New Noise Image"
"浮動小数点カラーを使用","Use floating point color"
"UVを平面メッシュに変換","Convert UV to Plane Mesh"
"ショートカット登録用","By Shortcuts"
"表示切り替え(ショートカット登録用)","Toggle Display (For Shortcut)"
"確認せずに上書き保存","Save Without Confirmation"
"オブジェクトのタイプ","Object Type"
"選択オブジェクトのマテリアルのみ","Selected Objects' Material Only"
"スレッド数を変更","Change Number of Threads"
"スレッド数を変更 (現在:自動検知)","Change Number of Threads (Now: Auto-detect)"
"スレッド数を変更 (現在:固定)","Change Number of Threads (Now: Fixed)"
"ファイルフォーマットを設定","Set File Format"
"アンチエイリアス使用","Use Anti-aliasing"
"画像エディター","Image Editor"
"UVエディター","UV Editor"
"コンポジター","Compositor"
"シェーダーエディター","Shader Editor"
"テクスチャノードエディター","Texture Node Editor"
"エディタータイプを変更","Change Editor Type"
"ベイク用の画像を新規に作成","Crate New Image for Bake"
"Blenderを終了","Quit Blender"
"外部エディターで編集","Edit with external editor"
"プロパティエディター","Property Editor"
"ジェスチャ境界ズーム","Zoom Gesture Border"
"グラフエディター全般","Graph General"
"選択したボーンのロールを設定","Set Selected Bones' Roll"
"パイメニュー:プロポーショナル編集","Pie menu : Proportional Edit"
"隠されている頂点を削除","Delete Hidden Vertices"
"テクスチャ スペース","Texture Space"
"クロスの設定をコピー","Copy Cloth Setting"
"選択を制限 (非選択)","Restrict Selecting (Non-Selected)"
"選択を制限 (選択)","Restrict Selecting (Selected)"
"名前からドット付き数字を削除","Remove Dot-Number from Names"
"グループで選択 (拡張)","Select Grouped (Extra)"
"グループで選択 (拡張)","Grouped (Extra)"
"選択 (特殊メッシュ)","Select (Special Mesh)"
"ボーンを選択 (全ての子)","Select Bones (All Children)"
"分岐点まで","To fork-point"
"ボーンを選択 (全ての親)","Select Bones (All Parent)"
"ボーンを選択 (全ての親 & 子)","Select Bones (All Parent & Children)"
"ボーンを選択 (片側)","Select Bones (One Side)"
"類似","Similar"
"ボーン名に接尾辞を追加","Add Axis Suffix to Bone Name"
"IK設定を他の軸にコピー","Copy IK Settings to other axes"
"全てのボーンレイヤーを表示","Show all layers"
"選択されたボーングループのレイヤーを表示","Show selected bone group's layers"
"特定の名前のUVをまとめてリネーム","Rename specific UVs Together"
"非選択なUVを削除","Remove Unselected UV"
"全ての選択したメッシュ","All Selected Mesh"
"頂点色数が1つ以下です","Vertex color is less than one"
"値が重複するキーフレームを削除","Delete Value-overlapping keyframes"
"全ての画像を再読み込み","Reload All Images"
"UVグリッドを新規作成","Create New UV Grid Image"
"外部のエディターで編集","Edit with External Editors"
"全ての分割された頂点を選択","Select ALL Separated Vertices"
"分割された頂点の「もう一方」を選択","Select The OTHER Separated Vertices"
"選択を維持","Keep Selection"
"ボーンコンストレイント","Bone Constraints"
"分割されたコピー","Separated Copy"
"レンダースロットを設定","Set Render Slot"
"動画クリップエディター","Video Clip Editor"
"Pythonコンソール","Python Console"
"空の頂点グループを削除","Remove Empty Vertex Groups"
"オブジェクト名をクリップボードにコピー","Copy Object Name to Clipboard"
"リジッドボディワールドを作り直す","Re-create Rigid Body World"
"無効なテクスチャを削除","Remove Invalid Texture"
"アクティブなUVを使う","Use Active UV"
"2Dビューボタンリスト","2D view buttons list"
"オブジェクト非モーダル","Object Non-modal"
"3Dビュー回転モーダル","3D view rotation modal"
"3Dビュー移動モーダル","3D view mobile modal"
"シーケンサープレビュー","Sequencer Preview"
"外部の画像エディター","External Image Editor"
"外部のテキストエディター","External Text Editor"
"選択したボーンをリネーム","Rename Selected Bones"
"ボーンを削除 (確認しない)","Delete Bone (without confirming)"
"ベースのシェイプを表示","Show Base Shape"
"オブジェクト名を同一に","Change to Same Object Name"
"表示設定を同一に","Change to Same Display Setting"
"UVマップの名前を同一に","Change to Same-name UV Map"
"トランスフォームを同一に","Change to Same Transform"
"ウェイト全削除してから","Befere delete all weights"
"頂点のインデックス番号","Index of Vertex"
"頂点ウェイトに応じた大きさ","Use vertex weight as size"
"カスタムシェイプを作成","Create Custom Shape"
"スローペアレントを設定","Set Slow Parent"
"カスタムプロパティで「強さ」を設定","Set 'Strength' by custom property"
"X=0の頂点を選択する","Select vertex of X=0"
"面を持つメッシュ","Mesh with Face"
"辺のみのメッシュ","Mesh with Only Edges"
"ボーンを選択 (名前が共通)","Select Bones (Sharing Name)"
"番号と左右の接尾辞を除外","Exclude number & suffix"
"左右の接尾辞のみ除外","Exclude only suffix"
"ドット付き番号のみ除外","Exclude only dot-number"
"マウス位置までのボーンを選択","Select Bones to Mouse"
"パイメニュー:3Dビューのシェーディング","Pie Menu: Viewport Shading"
"バウンディングボックス","Bounding Box"
"コレクションの表示を切り替え","Switch Collections Display"
"コレクションを表示/非表示","Show / Hide Collection"
"テクスチャ/ワイヤーフレームを切り替え","Switch Textured / Wireframe"
"含まれるオブジェクトを表示/非表示","Show / Hide Contained Objects"
"スナップメニュー (Blender 2.7)","Snap Menu (Blender 2.7)"
"Blender 2.7 で使用されていたスナップメニューを表示します","Display snap menu panel used in Blender 2.7"
"ノード使用中なので不可","Impossible, Because nodes used"
"スクリーンショットをエディターで編集","Edit Screenshot with Editors"
"表示設定","Display Setting"
"「ビューポートで表示されるもの」のみ表示","Show Only 'Displayed-in-Viewport'"
"「レンダリングで使用するもの」のみ表示","Show Only 'Used-during-Rendering'"
"モディファイア適用 + オブジェクト統合","Apply Modifiers and Join Objects"
"ブーリアンについて操作を行います","Manipulate Boolean modifier"
"画像パスが見つかりません","Cannot find image path"
"2Dカーソルの位置を設定","Set 2DCursor Position"
"最新の自動保存を読み込み","Load Last AutoSave"
"選択中のオブジェクトのみ","Only Selected Object"
"レンダリング画像のサイズ(%)を設定","Set Rendering Image's Size (%)"
"レンダリング時のサブサーフの細分化数を設定","Set Subsurfs' Subdivisions when Rendering"
"FreeStyleを使用","Use FreeStyle"
"全てのマテリアルスロットを削除","Remove All Material Slots"
"未使用マテリアル全削除","Clean no user material"
"ノードを利用しているマテリアルのみ","Material Using Nodes Only"
"ノードツリーを置き換える","Replace Node Tree"
"対象に設定されたオブジェクトもコピー","Copy Targeted Objects"
"プロパティタブを切り替え","Switch Property Tab"
"画像が指定されていません","Image is not specified"
"ウェイトペイント頂点選択","Select weight painting vertex"
"アニメーションチャンネル","Animation Channel"
"3Dビューフライモーダル","3D view fly modal"
"3Dビューズームモーダル","3D views zoom modal"
"3Dビュードリーモーダル","3D Bewdley Modal"
"ファイルブラウザーメイン","File Browser Main"
"ファイルブラウザーボタン","File Browser Button"
"クリップグラフエディター","Clip Graph Editor"
"接尾辞付与 + 対称化","Add Suffix + Symmetrize"
"ボーン名を正規表現を使って変更","Rename bones by using regular expression"
"一部が選択されているパーツを隠す","Hide Partly-Selected Parts"
"頂点が選択されていないパーツを隠す","Hide Not-Selected Parts"
"構造的に分離したパーツで","By Loose Parts"
"既存の頂点グループを削除","Delete existed vertex groups"
"各頂点にメタボールを配置","Place Metaballs on Each Vertex"
"選択を許可 (全て)","Allow Selecting (All)"
"処理を実行したあと","After execution"
"頂点のみのメッシュ","Mesh with Only Vertices"
"ボーンを選択 (ドット付き番号)","Select Bone (Dot-Number)"
"ボーンを選択 (対称な名前)","Select Bones (Flipped-Name)"
"選択を変更 (対称な名前)","Change Selection (Flipped-Name)"
"アーマチュアについて操作を行います","Manipulate Armature modifier"
"特定の名前のUVをまとめて削除","Delete specific UVs together"
"」のUV指定を修正しました","] target UV fixed"
"最後に使ったファイルを開く","Open Last Used File"
"ウィンドウマネージャー","Window Manager"
"の画像が指定されていません","of image is not specified"
"データをまとめて処理","Manipulate Data Together"
"パイメニュー:エディター(スクリプト/データ)","Pie menu : Editor Type (Scripting/Data)"
"ビデオシーケンスエディター","Video Sequence Editor"
"空のマテリアルスロットを削除","Remove Empty Material Slots"
"オブジェクト名をデータ名に揃える","Change Object's Name to Data's Name"
"データ名をオブジェクト名に揃える","Change Data's Name to Object's Name"
"ユーザー設定のタブを切り替え","Switch User Preference Tab"
"検索対象のキーをクリア","Clear Target Key-Binding"
"項目を全て閉じる","Close All Children","Close All Children"
"キーマップの項目を全て閉じる","Close All Keymap Children"
"ナイフツールモーダルマップ","Knife Modal Map"
"ペイントストロークモーダル","Paint Stroke Modal"
"3Dビューウォークモーダル","3D view walk modal"
"選択したボーンのベンディボーンを設定","Set 'Bendy Bones' of Selected Bones"
"IKのチェーンの長さを設定","Set Chain Length of IK"
"選択モードに応じて削除","Delete Based on Select Mode"
"選択部分にシュリンクラップを適用","Apply Shrinkwrap to Selection"
"同じタイプにのみコピー","Copy to only same type"
"アクティブなアーマチュアに追随","Follow to Active Armature"
"ソフトボディの設定をリンク","Link Softbody Setting"
"最高描画タイプを設定します","Set maximum drawing type"
"頂点グループ名をボーン名に利用","Use vertex group name as bone name"
"レンダリングを制限 (選択)","Restrict Rendering (Selected)"
"レンダリングを制限 (非選択)","Restrict Rendering (Non-Selected)"
"レンダリングを許可 (選択)","Allow Rendering (Selected)"
"レンダリングを許可 (全て)","Allow Rendering (All)"
"剛体コンストレイントサイズ","RigidConstraints Size"
"コンストレイントの回転制限","Constraints Rotation Limit"
"頂点が無いメッシュ","Mesh with No Vertex"
"3Dカーソルをビューの中心に","Cursor to Center of View"
"原点を視点の中心に & 3Dカーソルを移動","Center View to Origin & Move 3D Cursor"
"プレビュー → レンダリング","Preview => Rendering"
"レンダリングに合わせる","Match to Rendering"
"レンダリング → プレビュー","Rendering => Preview"
"プレビューに合わせる","Match to Preview"
"配列複製とカーブを追加","Add Array and Curve"
"サブサーフ・アーマチュア・ブーリアン・カーブモディファイアに対して操作を行います","Manipulate Subsurf / Armature / Boolean / Curve Modifiers"
"画像名をファイル名に揃える","Match Image Name to File Name"
"ファイル名が元の名前と同じです","File name is same as the original one"
"アクティブな画像をぼかします (注意:時間がかかります)","Blur the active image (Caution:it takes some time)"
"アクティブな画像を複製します","Duplicate the active image"
"Blenderを再起動します","Restart blender"
"リネームするデータにチェック","Check Rename Data"
"レンダリング画像のサイズ","Rendering Image's Size"
"アンチエイリアス サンプル数","Anti-aliasing Samples"
"UIの言語を切り替え (英語⇔日本語)","Switch UI Language (English/Japanese)"
"テクスチャスロットを全て削除","Remove All Texture Slots"
"テクスチャスロットを移動","Move Texture Slot"
"テクスチャスロットを最上部 / 最下部へ","Move Texture to Top / Bottom"
"テクスチャスロットを削除","Remove Active Texture Slot"
"ベースカラーとして画像を追加","Add Image as Base Color"
"外部の画像ファイルを使用","Use External Image File"
"テクスチャを画像エディターに表示","Show Texture in Image Editor"
"アクティブなスロットを他のマテリアルにコピー","Copy Active Slot to Other Material"
"使用されていないテクスチャスロットを削除","Remove Unused Texture Slots"
"3Dビュージェスチャサークル","3D Burgess Cha circle"
"IKのポールターゲットを設定","Set Pole Target of IK"
"確認用のメーセージを表示せずに、選択した全てのボーンを削除します","Remove all selected bones without displaying the confirmation message"
"メッシュ選択モードの切り替え","Switch Mesh Select Mode"
"モード切り替え(ショートカット登録用)","Switch Mode (For Shortcut)"
"オブジェクトのモードを切り替え","Switch Object's Mode"
"ウェイトコピー用オブジェクト","Object for weight copy"
"同じ名前を共有するオブジェクト","Objects Sharing Same Name"
"選択されたものを視点の中心に (ズームなし)","Center View to Selected (Non-Zoom)"
"アクティブテクスチャスロット","Active Texture Slot"
"レンダリング時の細分化数を設定","Set Number of Subdivisions When Rendering"
"ビューポートでの細分化数を設定","Set Number of Subdivisions in Viewport"
"サブディビジョンサーフェスについて操作を行います","Manipulate Subdivision Surface modifier"
"アクティブな画像を正規化します","Normalize the active image"
"画像をぼかす (低速)","Blur image (Slow)"
"パネル表示切り替え:「両方」","Toggle Panel : 'BOTH'"
"パネル表示切り替え:「順番」","Toggle Panel : 'IN-TURN'"
"パネル表示切り替え:「片方」","Toggle Panel : 'ONE-SIDE'"
"ビューポートでの表示形式をまとめて設定","Set display method in viewport together"
"全てのバンプマップの品質を設定","Set all bump of quality"
"全ての画像をまとめて処理します","Manipulate all images together"
"使用されていないマテリアルを削除","Remove Unassigned Material"
"個の頂点グループを削除しました"," removed vertex groups"
"アクティブなタブが未定義の値です","Active tab is undefined value"
"バックグラウンドでレンダリング","Render from Command Line"
"トランスフォームモーダルマップ","Transform Modal Map"
"クリップドープシートエディター","Clip Deepseat Editor"
"両方を隠す","Both Hide"
"両方を表示","Both Show"
"サイドバーのみ","Only Sidebar"
"サイドバー","Sidebar"
"ツールバー","Toolbar"
"ツールバーのみ","Only Toolbar"
"パイメニュー:サイドバー/ツールバー","Pie Menu : Sidebar/Toolbar"
"パネルの表示を切り替えます","Toggle Panels' Display"
"左右のボーンの名前をまとめて操作","Manipulate Symmetric Bones' Names"
"選択された頂点の頂点カラーを塗り潰す","Fill Selected Vertices' Vertex Color"
"ミラーモディファイアの表示を切り替え","Switch Display of Mirror Modifiers"
"分離 (拡張)","Separate (Extra)"
"選択を分離 → 分離したものを編集","Separate Selection => Edit Separated"
"選択を複製 → 複製したものを編集","Duplicate Selection => Edit Duplicated"
"マテリアルで(1つのみ)","By One Material"
"分離するマテリアル","Material to Separate"
"複製して分離","Duplicate and Separate"
"構造的に分離したパーツで(非選択のみ)","By Loose Parts (Non-Selected)"
"構造的に分離したパーツで(選択のみ)","By Loose Parts (Selected)"
"編集:元のオブジェクト","Edit: Original"
"オブジェクト:元のオブジェクトを選択","Object: Original Selected"
"オブジェクト:分離したものを選択","Object: Separated Selected"
"ボーン名を正規表現で置換","Rename Bones by Regular Expression"
"ベベルのカーブを先端/末端へ移動","Move Bevel-Curve to Start / End Point"
"ウェイトコピー用メッシュを作成","Create mesh for weight copy"
"ボーン名をクリップボードにコピー","Copy Bone Name to Clipboard"
"このボーングループのボーンを表示","Show bone in the bone group"
"モディファイアが1つもありません","There exists no modifiers"
"全てのモディファイア名を自動でリネーム","Auto-rename all modifiers' names"
"シェイプキー名をオブジェクト名に","Shape key name from object name"
"アクティブな画像が見つかりません","Active image not found"
"アクティブな画像のサイズを変更します","Resize the active image"
"「すべての辺を表示」をまとめて設定","Set 'All Edges' Property Together"
"アクティブマテリアルがありません","None Active Material"
"特定のデータをまとめて処理する機能群です","Functions to manipulate specific data together"
"「ブックマーク」のリストをテキストで表示","Display List of 'Bookmarks' as Text"
"レンダリングの「簡略化」設定を変更します","Change render's 'simpify' settings"
"エディター切り替え(ショートカット登録用)","Switch Editors (For Shortcut)"
"ショートカットに登録することで、簡単にエディターの切り替えを行うための機能です","Functions to switch editors that can be used easily by assigning shortcut"
"一番上のシェイプキーを選択します","Select the top shape key"
"一番下のシェイプキーを選択します","Select the bottom shape key"
"シェーダーノードで実行して下さい","Please run shader nodes"
"リジッドボディコンストレイントの設定をコピー","Copy Rigid Body Constraint Setting"
"リジッドボディコンストレイントのリミット設定を反転","Invert Rigid Body Constraint's Limit Setting"
"プロパティエリアが見つかりません","Cannot find properties area"
"画像をUV/画像エディターに表示","Show image UV/Image editor"
"ボーン名置換「XXX_R => 右XXX」","Replace bone name \"XXX_R => 右XXX\""
"ボーン名置換「右XXX => XXX_R」","Replace bone name \"右XXX => XXX_R\""
"深度","Depth"
"開始","Start"
"終了","End"
"ベベル先端","Bevel Start"
"ベベル終端","Bevel End"
"有効","Enabled"
"無効","Disabled"
"有効 / 無効","Enabled / Disabled"
"ベベル","Bevel"
"変形:","Modification:"
"押し出し","Extrude"
"テーパー","Taper"
"テーパー:","Taper:"
"テーパーオブジェクト","Taper Object"
"マッピング方法 (開始)","Mapping Method (Start)"
"マッピング方法 (終端)","Mapping Method (End)"
"ベベル:","Bevel:"
"ベベルオブジェクト","Bevel object"
"カーブオブジェクトの解像度を変更","Change Curve Object's Resolution"
"テーパーやベベルに使用されているカーブの解像度を変更します","Change curve's resolution witch used as taper or bevel object"
"アクティブに","Activate"
"カーブの使用者をアクティブに","Activate Object Using This For"
"テーパーのカーブの解像度","Taper object's Resolution U"
"ベベルのカーブの解像度","Bevel object's Resolution U"
"全て無効化","Disable All"
"全て有効化","Enable All"
"端をフィル","Fill Caps"
"ベベル係数:","Bevel Factor:"
"オブジェクト:","Objects:"
"テーパーマッピング","Map Taper"
"不足シェイプをアクティブなオブジェクトに追加する","Add Missing Shapes to Active Object"
"ジオメトリ設定をコピー","Copy Geometry Settings"
"全シェイプを無効化/有効化","Disable / Enable All Shapes"
"シェイプキーの値","Shape Key's Value"
"隠したオブジェクトを表示 (非選択)","Show Hidden Objects (without selecting)"
"隠したコレクションも表示","Show hidden collections"
"反転しない","Not Invert"
"オブジェクトのみが変更されます","Only Objects are changed"
"ネストされたもののみ反転","Invert Only Nested"
"コレクションに内包されているコレクションが変更されます","Collections in collection are changed"
"親ごと反転","Invert Parent"
"シーンコレクション直下のコレクションが変更されます","Collections in 'Scene Collection' are changed"
"ベベルオブジェクトをアクティブに","Activate Bevel Object"
"画面の一番下までスクロールします","Scroll to bottom of screen"
"キーバインドのないキーの一覧を表示","Show List of Not-Binded Keys"
"関連付け (Windowsのみ)","File Associations (Windows Only)"
"メッシュ選択モードを切り替えます","Switch mesh select mode"
"選択された頂点のウェイトを平均化","Average Selected Vertices' Weight"
"全ての頂点のウェイトを平均化","Average All Vertices' Weight"
"グリースペンシルにメタボールを配置","Place Metaballs on Grease Pencil"
"IKの回転制限をコンストレイントに変換","Convert IK Rotation Limit to Constraint"
"IKの回転制限設定を無効化","Disable IK rotation limit"
"回転制限コンストレイントをIKの回転制限に変換","Convert Limit Rotation Constraint to IK Limit"
"コンストレイントを削除","Remove Constraint"
"3Dカーソルをマウス位置に","Cursor to Mouse"
"ビューを180度周回し、現在の視点の逆側に移動します","Orbit the view around 180 degree and move to opposite side of current view"
"グループで表示/非表示を切り替え","Toggle Show/Hide Groups"
"このボーングループのボーンのみ表示","Show only bone in the bones group"
"テーパーオブジェクトをアクティブに","Activate Taper Object"
"サブディビジョンサーフェスを削除","Delete Subdivision Surface"
"サブディビジョンサーフェスを追加","Add Subdivision Surface"
"メッシュオブジェクトではありません","This is not mesh object"
"アクティブオブジェクトがありません","There is no active object"
"キーフレームを削除 (確認しない)","Delete KeyFrames (without confirming)"
"全ての画像名をファイル名に揃える","Match ALL Image Names to File Names"
"アクティブな画像を90°回転します","Rotate the active image by 90 degrees"
"アクティブな画像をグレースケールに変換します","Convert the active image to grayscale"
"先に「名前をつけて保存」を実行して下さい","Do \"Save As\" beforehand"
"シェーディングのオン/オフをします","Oon/Off shading"
"レンダースロットを変更 (現在:スロット1)","Set RenderSlot (Now: slot 1)"
"レンダースロットを変更 (現在:スロット2)","Set RenderSlot (Now: slot 2)"
"レンダースロットを変更 (現在:スロット3)","Set RenderSlot (Now: slot 3)"
"レンダースロットを変更 (現在:スロット4)","Set RenderSlot (Now: slot 4)"
"レンダースロットを変更 (現在:スロット5)","Set RenderSlot (Now: slot 5)"
"レンダースロットを変更 (現在:スロット6)","Set RenderSlot (Now: slot 6)"
"レンダースロットを変更 (現在:スロット7)","Set RenderSlot (Now: slot 7)"
"レンダースロットを変更 (現在:スロット8)","Set RenderSlot (Now: slot 8)"
"パイメニュー:エディター(アニメーション)","Pie menu : Editor Type (Animation)"
"キーフレームを挿入","Insert Keyframes"
"全てのシェイプにキーフレームを挿入","Insert Keyframes for All Shapes"
"一定の間隔で各シェイプにキーフレームを挿入","Insert Keyframes for Each with Interval"
"一定の間隔でアクティブなシェイプにキーフレームを挿入","Insert Keyframe for Active with Interval"
"シェイプキーを統合","Merge Shape Keys"
"いくつかのシェイプキーを1つに統合する機能です","Functions to merge some shape keys to one"
"全てのキーをベースキーに統合","Merge All Keys into Basis"
"全てのキーを統合+ベースキーと入れ替え","Merge All Keys and Switch with Basis"
"ベース以外の全てのキーを1つに統合","Merge All Non-Basis Keys into One"
"アクティブより上のキーを1つに統合","Merge Non-Basis Keys Above Active into One"
"リジッドボディコンストレイントのリミット設定を初期化","Initialize Rigid Body Constraint's Limit Setting"
"空のテクスチャスロットを切り詰める","Cut empty texture slots"
"このテクスチャでテクスチャペイント","Texture paint by this texture"
"ショートカット一覧をブラウザに表示","Show Shortcut List in Browser"
"キーマップをXMLファイルからインポート","Import Keymap from XML File"
"キーマップをXMLファイルとしてエクスポート","Export Keymap as XML File"
"選択されたボーンのロールをまとめて設定します","Change selected bones' roll together"
"プロポーショナル編集のモードを設定","Set proportional edit mode"
"頂点/辺/面の表示状態を反転させます","Invert display states of each vertices / edges / faces"
"オブジェクトを隠す (特定のタイプ)","Hide Objects (Specific Type)"
"オブジェクトを隠す (特定のタイプ以外)","Hide Objects (Except Specific Type)"
"指定したタイプ以外","Except designated type"
"ソリッド化による輪郭抽出","Extract Contours by Solidify"
"オブジェクトカラーの有効化 / 無効化","Enable / Disable Object Color"
"カーブに沿ったチューブを作成","Create Tube along Curve"
"選択 (オブジェクトの大きさ)","Select (Object Size)"
"アクティブより大きい","Larger than Active"
"アクティブより小さい","Smaller than Active"
"大きい順","From Largest"