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前回に引き続き、フリーソフトウェア Anim8or バージョン 0.95 (Copyright ©  1999-2007 R. Steven Glanville ) の、ユーザー インタフェースをローカライズしていると想定して、「翻訳」欄に翻訳を入れてください。

英語版 UI テキスト

翻訳

ヒント(選択順序など)

Start in Previous

 

File > Configure

Associate .3DS

 

File > Configure

Preload Scripts

 

File > Configure

Configure GUI

 

File >

Configure User Interface

 

File > Configure GUI

Fast Focus

 

File > Configure GUI

Show Creases

 

File > Configure GUI

Show Axis

 

File > Configure GUI

Transparent Faces

 

File > Configure GUI

Solid Views

 

File > Configure GUI

Bounding Boxes

 

File > Configure GUI

Flat Outline

 

File > Configure GUI

Flat Points

 

File > Configure GUI

Smooth Outline

 

File > Configure GUI

Smooth Points

 

File > Configure GUI

Render Preview

 

File > Configure GUI

Show Progress

 

File > Configure GUI

Pg. Setup

 

File > Print Preview

Image

 

File > Print Preview

Frame Spec Editor

 

File > Print Preview > Image

Print Image Parameter

 

File > Print Preview > Image

Image

 

File > Print Preview > Image

Image

 

File > Print Preview > Image

Image + Alpha Channel

 

File > Print Preview > Image

Depth Channel

 

File > Print Preview > Image

Z near:

 

File > Print Preview > Image

Z far:

 

File > Print Preview > Image

Border

 

File > Print Preview > Image

Color Ch.

 

File > Print Preview

Alpha Ch.

 

File > Print Preview

Depth Ch.

 

File > Print Preview

Invert Selection

 

Edit > Select

Grow Face Selection

 

Edit > Select

Select Connected

 

Edit > Select

Select by Material

 

Edit > Select

Select Face Edges

 

Edit > Select

Quad Loop Select

 

Edit > Select

Quad Ring Select

 

Edit > Select

Select Malformed Edges

 

Edit > Select

Check for Missing

 

Edit > Select

Rotate X 90

 

Edit > Rotate

Rotate Y 90

 

Edit > Rotate

Rotate Z 90

 

Edit > Rotate

Rotate Custom

 

Edit > Rotate

Rotate None

 

Edit > Rotate

Locate

 

Edit >

Stand on Ground

 

Edit > Locate

Center about Origin

 

Edit > Locate

Flip Normals

 

Edit >

Fix Normals

 

Edit >

Detach Faces

 

Edit >

Bridge

 

Edit >

Merge Faces

 

Edit >

Loop Cut

 

Edit >

Figure

 

Mode >

Backside

 

Options >

Spacing

 

Options > Grid

Black Lines

 

Options > Grid

Show Wireframe Axis

 

Options > Grid

Enable

 

Options > Grid

Spacing

 

Options > Grid

Log File Import

 

Options > Debug

Check Structures

 

Options > Debug

3DS Offsets

 

Options > Debug

Split Textured 3DS Points

 

Options > Debug

Dummy 3DS KData

 

Options > Debug

Morph Normals

 

Options > Debug

Black Grid

 

Options > Debug

Stereo Crossed

 

Options > Debug

Output Normals

 

Options > Debug

Output Edges

 

Options > Debug

Use Local Viewer

 

Options > Debug

Trace Script Execution

 

Options > Debug

Try/Catch Scripts

 

Options > Debug

All

 

View >

Front

 

View >

Back

 

View >

Left

 

View >

Right

 

View >

Top

 

View >

Bottom

 

View >

Ortho

 

View >

Perspective

 

View >

Frame

 

View >

Frame Selected

 

View >

Z Limits

 

View >

Advanced Environment Editor

 

View > Z Limits

Advanced Environment Parameters

 

View > Z Limits

Clip Planes

 

View > Z Limits

Z-Near:

 

View > Z Limits

Z-Far:

 

View > Z Limits

Reference Image

 

Build >

Location

 

Build > Reference Image

Load

 

Build > Reference Image

Lathe

 

Build >

Lathe Parameters

 

Build > Lathe

Sections:

 

Build > Lathe

Texture Coordinates

 

Build > Lathe

Start

 

Build > Lathe

Closed

 

Build > Lathe

Point

 

Build > Lathe

Open

 

Build > Lathe

End

 

Build > Lathe

Closed

 

Build > Lathe

Point

 

Build > Lathe

Open

 

Build > Lathe

Don't Tesselate Caps

 

Build > Extrude

You have selected a sphere. You must select a mesh to mirror.

 

作成直後の球体を選択して Build > Mirror

Bicubic, 3 x 3 support

 

Render > AA Filter

Pyramid, 2 x 2 support

 

Render > AA Filter

Pyramid, 1.5 x 1.5 support

 

Render > AA Filter

Box

 

Render > AA Filter

Choose Renderer

 

Render > Renderer

Scanline

 

Render > Renderer

Component

 

Settings >

Texture UV

 

Settings > Component

Divisions:

 

作成直後の円柱(パラメトリック オブジェクト)をダブルクリック

Lon:

 

作成直後の円柱(パラメトリック オブジェクト)をダブルクリック

Lat:

 

作成直後の円柱(パラメトリック オブジェクト)をダブルクリック

Joint Limits

 

Mode > Figure, Build > Insert Bone, bone をダブルクリック

Free

 

Mode > Figure, Build > Insert Bone, bone をダブルクリック

Min

 

Mode > Figure, Build > Insert Bone, bone をダブルクリック

Max

 

Mode > Figure, Build > Insert Bone, bone をダブルクリック

No Limits

 

Mode > Figure, Build > Insert Bone, bone をダブルクリック

&Weight Brush ...

 

Build >