# SOME DESCRIPTIVE TITLE. # Copyright (C) : This page is licensed under a CC-BY-SA 4.0 Int. License # This file is distributed under the same license as the Blender 2.92 Manual # package. # FIRST AUTHOR , 2020. # msgid "" msgstr "" "Project-Id-Version: Blender 3.3 Manual 3.3\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2023-02-18 07:34+0100\n" "PO-Revision-Date: \n" "Last-Translator: Jozef Matta \n" "Language-Team: jm\n" "Language: sk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n>=2 && n<=4 ? 1 : 2);\n" "X-Generator: Poedit 3.2.2\n" #: ../../manual/addons/3d_view/3d_navigation.rst:4 #: ../../manual/addons/3d_view/3d_navigation.rst:24 msgid "3D Navigation" msgstr "3D navigácia" #: ../../manual/addons/3d_view/3d_navigation.rst:6 msgid "" "This custom menu is in part a virtual numpad emulator and a user perspective " "navigation tool." msgstr "" "Táto vlastná ponuka je čiastočne virtuálny emulátor numerickej klávesnice a " "navigačný nástroj perspektívy užívateľa." #: ../../manual/addons/3d_view/3d_navigation.rst:10 #: ../../manual/addons/3d_view/math_vis_console.rst:15 #: ../../manual/addons/3d_view/measureit.rst:13 #: ../../manual/addons/3d_view/stored_views.rst:11 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:16 #: ../../manual/addons/add_curve/assign_shape_keys.rst:11 #: ../../manual/addons/add_curve/btracer.rst:11 #: ../../manual/addons/add_curve/curve_tools.rst:11 #: ../../manual/addons/add_curve/extra_objects.rst:14 #: ../../manual/addons/add_curve/ivy_gen.rst:17 #: ../../manual/addons/add_curve/sapling.rst:11 #: ../../manual/addons/add_curve/simplify_curves.rst:20 #: ../../manual/addons/add_mesh/ant_landscape.rst:10 #: ../../manual/addons/add_mesh/archimesh.rst:27 #: ../../manual/addons/add_mesh/boltfactory.rst:14 #: ../../manual/addons/add_mesh/discombobulator.rst:11 #: ../../manual/addons/add_mesh/geodesic_domes.rst:27 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:10 #: ../../manual/addons/animation/animall.rst:10 #: ../../manual/addons/animation/bone_selection_sets.rst:13 #: ../../manual/addons/animation/copy_global_transform.rst:17 #: ../../manual/addons/animation/corrective_shape_keys.rst:16 #: ../../manual/addons/animation/turnaround_camera.rst:14 #: ../../manual/addons/camera/camera_rigs.rst:14 #: ../../manual/addons/development/edit_operator.rst:10 #: ../../manual/addons/development/icon_viewer.rst:14 #: ../../manual/addons/development/is_key_free.rst:10 #: ../../manual/addons/interface/amaranth.rst:10 #: ../../manual/addons/interface/brush_menus.rst:10 #: ../../manual/addons/interface/collection_manager.rst:18 #: ../../manual/addons/interface/context_menu.rst:17 #: ../../manual/addons/interface/copy_attributes.rst:10 #: ../../manual/addons/interface/modifier_tools.rst:10 #: ../../manual/addons/interface/viewport_pies.rst:16 #: ../../manual/addons/lighting/dynamic_sky.rst:18 #: ../../manual/addons/lighting/sun_position.rst:15 #: ../../manual/addons/lighting/trilighting.rst:10 #: ../../manual/addons/materials/material_library.rst:18 #: ../../manual/addons/materials/material_utils.rst:12 #: ../../manual/addons/mesh/auto_mirror.rst:10 #: ../../manual/addons/mesh/bsurfaces.rst:10 #: ../../manual/addons/mesh/edit_mesh_tools.rst:43 #: ../../manual/addons/mesh/f2.rst:12 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:19 #: ../../manual/addons/mesh/looptools.rst:10 #: ../../manual/addons/mesh/tinycad.rst:12 #: ../../manual/addons/mesh/tissue.rst:18 #: ../../manual/addons/node/node_arrange.rst:10 #: ../../manual/addons/node/node_presets.rst:12 #: ../../manual/addons/node/node_wrangler.rst:16 #: ../../manual/addons/object/align_tools.rst:16 #: ../../manual/addons/object/bool_tools.rst:10 #: ../../manual/addons/object/carver.rst:10 #: ../../manual/addons/object/cell_fracture.rst:16 #: ../../manual/addons/object/edit_linked_library.rst:14 #: ../../manual/addons/object/greasepencil_tools.rst:10 #: ../../manual/addons/object/real_snow.rst:17 #: ../../manual/addons/object/skinify.rst:14 #: ../../manual/addons/paint/paint_palettes.rst:16 #: ../../manual/addons/render/copy_settings.rst:19 #: ../../manual/addons/render/povray.rst:41 #: ../../manual/addons/render/render_freestyle_svg.rst:16 #: ../../manual/addons/rigging/rigify/introduction.rst:53 #: ../../manual/addons/sequencer/power_sequencer.rst:11 #: ../../manual/addons/sequencer/storypencil.rst:14 #: ../../manual/addons/system/blend_info.rst:10 #: ../../manual/addons/system/demo_mode.rst:10 #: ../../manual/addons/system/property_chart.rst:11 #: ../../manual/addons/system/ui_translations.rst:10 #: ../../manual/addons/uv/magic_uv.rst:9 #: ../../manual/addons/video_tools/refine_tracking.rst:18 msgid "Activation" msgstr "Aktivácia" #: ../../manual/addons/3d_view/3d_navigation.rst:12 #: ../../manual/addons/3d_view/math_vis_console.rst:17 #: ../../manual/addons/3d_view/measureit.rst:15 #: ../../manual/addons/3d_view/stored_views.rst:13 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:18 #: ../../manual/addons/add_curve/assign_shape_keys.rst:13 #: ../../manual/addons/add_curve/btracer.rst:13 #: ../../manual/addons/add_curve/curve_tools.rst:13 #: ../../manual/addons/add_curve/extra_objects.rst:16 #: ../../manual/addons/add_curve/ivy_gen.rst:19 #: ../../manual/addons/add_curve/sapling.rst:13 #: ../../manual/addons/add_curve/simplify_curves.rst:22 #: ../../manual/addons/add_mesh/ant_landscape.rst:12 #: ../../manual/addons/add_mesh/archimesh.rst:29 #: ../../manual/addons/add_mesh/boltfactory.rst:16 #: ../../manual/addons/add_mesh/discombobulator.rst:13 #: ../../manual/addons/add_mesh/geodesic_domes.rst:29 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:12 #: ../../manual/addons/animation/animall.rst:12 #: ../../manual/addons/animation/bone_selection_sets.rst:15 #: ../../manual/addons/animation/copy_global_transform.rst:19 #: ../../manual/addons/animation/corrective_shape_keys.rst:18 #: ../../manual/addons/animation/turnaround_camera.rst:16 #: ../../manual/addons/camera/camera_rigs.rst:16 #: ../../manual/addons/development/dependency_graph.rst:19 #: ../../manual/addons/development/edit_operator.rst:12 #: ../../manual/addons/development/icon_viewer.rst:16 #: ../../manual/addons/development/is_key_free.rst:12 #: ../../manual/addons/interface/brush_menus.rst:12 #: ../../manual/addons/interface/collection_manager.rst:20 #: ../../manual/addons/interface/context_menu.rst:19 #: ../../manual/addons/interface/copy_attributes.rst:12 #: ../../manual/addons/interface/modifier_tools.rst:12 #: ../../manual/addons/interface/viewport_pies.rst:18 #: ../../manual/addons/lighting/dynamic_sky.rst:20 #: ../../manual/addons/lighting/sun_position.rst:17 #: ../../manual/addons/lighting/trilighting.rst:12 #: ../../manual/addons/materials/material_library.rst:20 #: ../../manual/addons/materials/material_utils.rst:14 #: ../../manual/addons/mesh/auto_mirror.rst:12 #: ../../manual/addons/mesh/bsurfaces.rst:12 #: ../../manual/addons/mesh/edit_mesh_tools.rst:45 #: ../../manual/addons/mesh/f2.rst:14 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:21 #: ../../manual/addons/mesh/looptools.rst:12 #: ../../manual/addons/mesh/snap_utilities_line.rst:10 #: ../../manual/addons/mesh/tinycad.rst:14 #: ../../manual/addons/mesh/tissue.rst:20 #: ../../manual/addons/node/node_arrange.rst:12 #: ../../manual/addons/node/node_presets.rst:14 #: ../../manual/addons/object/align_tools.rst:18 #: ../../manual/addons/object/bool_tools.rst:12 #: ../../manual/addons/object/carver.rst:12 #: ../../manual/addons/object/cell_fracture.rst:18 #: ../../manual/addons/object/color_rules.rst:19 #: ../../manual/addons/object/edit_linked_library.rst:16 #: ../../manual/addons/object/greasepencil_tools.rst:12 #: ../../manual/addons/object/real_snow.rst:19 #: ../../manual/addons/object/scatter_objects.rst:19 #: ../../manual/addons/object/skinify.rst:16 #: ../../manual/addons/paint/paint_palettes.rst:18 #: ../../manual/addons/render/copy_settings.rst:21 #: ../../manual/addons/render/povray.rst:44 #: ../../manual/addons/rigging/rigify/introduction.rst:55 #: ../../manual/addons/system/blend_info.rst:12 #: ../../manual/addons/system/blender_id.rst:15 #: ../../manual/addons/system/demo_mode.rst:12 #: ../../manual/addons/system/property_chart.rst:13 #: ../../manual/addons/system/ui_translations.rst:12 #: ../../manual/addons/uv/magic_uv.rst:11 #: ../../manual/addons/video_tools/refine_tracking.rst:20 msgid "Open Blender and go to Preferences then the Add-ons tab." msgstr "" "Otvorte Blender a prejdite :menuselection:`Upraviť --> Predvoľby --> " "Doplnky`." #: ../../manual/addons/3d_view/3d_navigation.rst:13 msgid "Click 3D View then 3D Navigation to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> 3D " "Navigation`." #: ../../manual/addons/3d_view/3d_navigation.rst:17 #: ../../manual/addons/3d_view/measureit.rst:20 #: ../../manual/addons/3d_view/stored_views.rst:18 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:23 #: ../../manual/addons/add_curve/assign_shape_keys.rst:18 #: ../../manual/addons/add_curve/btracer.rst:18 #: ../../manual/addons/add_curve/curve_tools.rst:18 #: ../../manual/addons/add_curve/extra_objects.rst:21 #: ../../manual/addons/add_curve/ivy_gen.rst:24 #: ../../manual/addons/add_curve/sapling.rst:18 #: ../../manual/addons/add_curve/simplify_curves.rst:27 #: ../../manual/addons/add_mesh/ant_landscape.rst:17 #: ../../manual/addons/add_mesh/archimesh.rst:34 #: ../../manual/addons/add_mesh/boltfactory.rst:21 #: ../../manual/addons/add_mesh/discombobulator.rst:18 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:17 #: ../../manual/addons/animation/animall.rst:17 #: ../../manual/addons/animation/bone_selection_sets.rst:20 #: ../../manual/addons/animation/copy_global_transform.rst:24 #: ../../manual/addons/animation/corrective_shape_keys.rst:23 #: ../../manual/addons/animation/turnaround_camera.rst:21 #: ../../manual/addons/camera/camera_rigs.rst:95 #: ../../manual/addons/development/icon_viewer.rst:21 #: ../../manual/addons/interface/amaranth.rst:397 #: ../../manual/addons/interface/brush_menus.rst:35 #: ../../manual/addons/interface/collection_manager.rst:436 #: ../../manual/addons/interface/context_menu.rst:30 #: ../../manual/addons/interface/copy_attributes.rst:139 #: ../../manual/addons/interface/index.rst:4 #: ../../manual/addons/interface/modifier_tools.rst:50 #: ../../manual/addons/interface/viewport_pies.rst:67 #: ../../manual/addons/lighting/dynamic_sky.rst:25 #: ../../manual/addons/lighting/sun_position.rst:22 #: ../../manual/addons/lighting/trilighting.rst:17 #: ../../manual/addons/materials/material_library.rst:29 #: ../../manual/addons/materials/material_utils.rst:22 #: ../../manual/addons/node/node_arrange.rst:17 #: ../../manual/addons/object/align_tools.rst:45 #: ../../manual/addons/paint/paint_palettes.rst:23 #: ../../manual/addons/system/blend_info.rst:17 #: ../../manual/addons/uv/magic_uv.rst:16 #: ../../manual/animation/constraints/index.rst:16 #: ../../manual/editors/asset_browser.rst:26 #: ../../manual/editors/file_browser.rst:35 #: ../../manual/editors/geometry_node.rst:19 #: ../../manual/editors/info_editor.rst:17 #: ../../manual/editors/outliner/interface.rst:4 #: ../../manual/editors/preferences/interface.rst:5 #: ../../manual/editors/preferences/interface.rst:142 #: ../../manual/editors/python_console.rst:24 #: ../../manual/editors/uv/introduction.rst:95 #: ../../manual/grease_pencil/modifiers/introduction.rst:42 #: ../../manual/grease_pencil/visual_effects/introduction.rst:29 #: ../../manual/interface/controls/nodes/groups.rst:35 #: ../../manual/modeling/modifiers/introduction.rst:45 msgid "Interface" msgstr "Rozhranie" #: ../../manual/addons/3d_view/3d_navigation.rst:19 msgid "" "Located in the :menuselection:`3D Viewport --> Sidebar --> View`. This add-" "on is split over two panels." msgstr "" "Nachádza sa v :menuselection:`3D záber --> Bočný panel --> Zobraziť`. Tento " "doplnok je rozdelený na dva panely." #: ../../manual/addons/3d_view/3d_navigation.rst:30 msgid "" "This panel provides some common navigation tools and emulates the numpad " "shortcuts." msgstr "" "Tento panel poskytuje niektoré bežné navigačné nástroje a emuluje skratky " "numerickej klávesnice." #: ../../manual/addons/3d_view/3d_navigation.rst:32 msgid "View Global/Local" msgstr "Zobraziť globálny/lokálny" #: ../../manual/addons/3d_view/3d_navigation.rst:33 msgid "Switch Global/Local view." msgstr "Prepínač globálneho/lokálneho pohľadu." #: ../../manual/addons/3d_view/3d_navigation.rst:34 msgid "View Perspective/Orthographic" msgstr "Pohľad perspektívne/ortograficky" #: ../../manual/addons/3d_view/3d_navigation.rst:35 msgid "Switch perspective/orthographic view mode." msgstr "Prepínač režimu perspektívneho/ortografického (kolmého) pohľadu." #: ../../manual/addons/3d_view/3d_navigation.rst:37 msgid "View Camera" msgstr "Pohľad kamery" #: ../../manual/addons/3d_view/3d_navigation.rst:37 msgid "View from active camera." msgstr "Pohľad z aktívnej kamery." #: ../../manual/addons/3d_view/3d_navigation.rst:47 msgid "Align View from" msgstr "Zarovnať pohľad" #: ../../manual/addons/3d_view/3d_navigation.rst:41 msgid "Front/Back" msgstr "Spredu/zozadu" #: ../../manual/addons/3d_view/3d_navigation.rst:41 msgid "Align view to front/back." msgstr "Zarovná pohľad spredu/zozadu." #: ../../manual/addons/3d_view/3d_navigation.rst:44 msgid "Left/Right" msgstr "Zľava/sprava" #: ../../manual/addons/3d_view/3d_navigation.rst:44 msgid "Align view to left/right." msgstr "Zarovná pohľad zľava/sprava." #: ../../manual/addons/3d_view/3d_navigation.rst:47 #: ../../manual/editors/preferences/interface.rst:92 msgid "Top/Bottom" msgstr "Zhora/dola" #: ../../manual/addons/3d_view/3d_navigation.rst:47 msgid "Align view to top/bottom." msgstr "Zarovná pohľad zhora/zdola." #: ../../manual/addons/3d_view/3d_navigation.rst:50 msgid "Lock View to Object" msgstr "Uzamknúť pohľad na objekt" #: ../../manual/addons/3d_view/3d_navigation.rst:50 msgid "Select an object to align view, from the list." msgstr "V zozname vyberte objekt, na ktorý chcete zarovnať." #: ../../manual/addons/3d_view/3d_navigation.rst:53 msgid "View to Select" msgstr "Pohľad na vybrané" #: ../../manual/addons/3d_view/3d_navigation.rst:53 msgid "Align view on selected object." msgstr "Zarovná pohľad na vybraný objekt." #: ../../manual/addons/3d_view/3d_navigation.rst:62 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:38 #: ../../manual/animation/armatures/bones/tools/toolbar.rst:19 #: ../../manual/editors/3dview/3d_cursor.rst:31 #: ../../manual/editors/3dview/controls/orientation.rst:86 #: ../../manual/editors/video_sequencer/preview/toolbar.rst:33 #: ../../manual/grease_pencil/modes/draw/drawing_planes.rst:46 #: ../../manual/grease_pencil/modes/draw/guides.rst:65 #: ../../manual/grease_pencil/modes/draw/tools.rst:11 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:224 #: ../../manual/grease_pencil/modes/draw/tools/erase.rst:74 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/tools.rst:21 #: ../../manual/grease_pencil/modes/sculpting/tool_settings/brush.rst:72 #: ../../manual/grease_pencil/modes/vertex_paint/tool_settings/brush.rst:37 #: ../../manual/modeling/curves/tools/draw.rst:60 #: ../../manual/modeling/curves/tools/toolbar.rst:22 #: ../../manual/modeling/meshes/tools/toolbar.rst:20 #: ../../manual/modeling/meshes/uv/tools/toolbar.rst:17 #: ../../manual/modeling/metas/toolbar/index.rst:22 #: ../../manual/modeling/surfaces/toolbar/index.rst:22 #: ../../manual/scene_layout/object/tools/toolbar.rst:19 #: ../../manual/sculpt_paint/brush/cursor.rst:6 #: ../../manual/sculpt_paint/curves_sculpting/tools_settings.rst:26 #: ../../manual/sculpt_paint/sculpting/tool_settings/brush_settings.rst:29 #: ../../manual/sculpt_paint/texture_paint/tool_settings/brush_settings.rst:28 #: ../../manual/sculpt_paint/vertex_paint/tool_settings/brush_settings.rst:28 #: ../../manual/sculpt_paint/weight_paint/tool_settings/brush_settings.rst:26 msgid "Cursor" msgstr "Kurzor" #: ../../manual/addons/3d_view/3d_navigation.rst:56 msgid "World Origin" msgstr "Počiatok sveta" #: ../../manual/addons/3d_view/3d_navigation.rst:57 msgid "Snap cursor to center (scene 0,0,0)." msgstr "Prichytí kurzor na stred (scéna 0,0,0)." #: ../../manual/addons/3d_view/3d_navigation.rst:58 #: ../../manual/addons/3d_view/stored_views.rst:26 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:55 #: ../../manual/addons/mesh/looptools.rst:152 #: ../../manual/compositing/sidebar.rst:7 #: ../../manual/editors/3dview/controls/orientation.rst:82 #: ../../manual/editors/3dview/introduction.rst:40 #: ../../manual/editors/3dview/sidebar.rst:20 #: ../../manual/editors/clip/introduction.rst:26 #: ../../manual/editors/clip/sidebar.rst:77 #: ../../manual/editors/geometry_node.rst:24 #: ../../manual/editors/geometry_node.rst:84 #: ../../manual/editors/image/introduction.rst:0 #: ../../manual/editors/image/introduction.rst:38 #: ../../manual/editors/outliner/editing.rst:177 #: ../../manual/editors/preferences/editing.rst:47 #: ../../manual/editors/uv/introduction.rst:120 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:34 #: ../../manual/grease_pencil/modes/draw/drawing_planes.rst:42 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:141 #: ../../manual/interface/annotate_tool.rst:0 #: ../../manual/interface/controls/nodes/introduction.rst:49 #: ../../manual/interface/controls/nodes/sidebar.rst:80 #: ../../manual/modeling/curves/tools/draw.rst:80 #: ../../manual/movie_clip/masking/introduction.rst:47 #: ../../manual/movie_clip/tracking/clip/sidebar/view.rst:4 #: ../../manual/scene_layout/object/types.rst:93 #: ../../manual/sculpt_paint/brush/brush_settings.rst:34 #: ../../manual/sculpt_paint/brush/stroke.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:55 #: ../../manual/sculpt_paint/sculpting/tools/lasso_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:103 msgid "View" msgstr "Pohľad" #: ../../manual/addons/3d_view/3d_navigation.rst:59 msgid "Align view to center (scene 0,0,0)." msgstr "Zarovná pohľad na stred (scéna 0,0,0)." #: ../../manual/addons/3d_view/3d_navigation.rst:62 #: ../../manual/modeling/meshes/uv/editing.rst:139 #: ../../manual/scene_layout/object/editing/snap.rst:29 msgid "Cursor to Selected" msgstr "Kurzor na vybrané" #: ../../manual/addons/3d_view/3d_navigation.rst:61 msgid "Snap cursor to object center (selected)." msgstr "Prichytí kurzor do stredu objektu (vybraného)." #: ../../manual/addons/3d_view/3d_navigation.rst:65 msgid "Pan Orbit Zoom Roll" msgstr "Posúvanie Obiehanie Priblíženie Otáčanie" #: ../../manual/addons/3d_view/3d_navigation.rst:71 msgid "" "This panel provides incremental \"User Screen View Perspective\" navigation " "in the Sidebar." msgstr "" "Tento panel poskytuje prírastkovú navigáciu „Perspektívneho pohľadu " "obrazovky užívateľa“ na bočnom paneli." #: ../../manual/addons/3d_view/3d_navigation.rst:74 #: ../../manual/animation/constraints/tracking/track_to.rst:47 #: ../../manual/editors/nla/introduction.rst:133 msgid "Up" msgstr "Hore" #: ../../manual/addons/3d_view/3d_navigation.rst:74 msgid "Move towards the top of your screen." msgstr "Posunie sa smerom k hornej časti obrazovky." #: ../../manual/addons/3d_view/3d_navigation.rst:77 #: ../../manual/editors/nla/introduction.rst:135 msgid "Down" msgstr "Dole" #: ../../manual/addons/3d_view/3d_navigation.rst:77 msgid "Move towards the bottom of your screen." msgstr "Posunie sa smerom k dolnej časti obrazovky." #: ../../manual/addons/3d_view/3d_navigation.rst:80 #: ../../manual/compositing/types/converter/switch_view.rst:27 #: ../../manual/editors/3dview/navigate/viewpoint.rst:0 #: ../../manual/editors/graph_editor/fcurves/editing.rst:0 #: ../../manual/grease_pencil/modes/object/trace_image.rst:0 #: ../../manual/modeling/geometry_nodes/curve/read/curve_handle_position.rst:35 #: ../../manual/modeling/geometry_nodes/curve/read/handle_type_selection.rst:0 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_type.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:0 #: ../../manual/modeling/texts/properties.rst:0 msgid "Left" msgstr "Vľavo" #: ../../manual/addons/3d_view/3d_navigation.rst:80 msgid "Move to the users left or left of screen as you view it." msgstr "Posunie váš pohľad naľavo od užívateľa alebo vľavo na obrazovke." #: ../../manual/addons/3d_view/3d_navigation.rst:83 #: ../../manual/compositing/types/converter/switch_view.rst:31 #: ../../manual/editors/3dview/navigate/viewpoint.rst:0 #: ../../manual/editors/graph_editor/fcurves/editing.rst:0 #: ../../manual/grease_pencil/modes/object/trace_image.rst:0 #: ../../manual/modeling/geometry_nodes/curve/read/curve_handle_position.rst:39 #: ../../manual/modeling/geometry_nodes/curve/read/handle_type_selection.rst:0 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_type.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:0 #: ../../manual/modeling/texts/properties.rst:0 msgid "Right" msgstr "Vpravo" #: ../../manual/addons/3d_view/3d_navigation.rst:83 msgid "Move to the users right or right of screen as you view it." msgstr "Posunie váš pohľad napravo od užívateľa alebo vpravo na obrazovke." #: ../../manual/addons/3d_view/3d_navigation.rst:86 #: ../../manual/editors/3dview/navigate/navigation.rst:86 msgid "Zoom In/Out" msgstr "Priblížiť/Oddialiť" #: ../../manual/addons/3d_view/3d_navigation.rst:86 msgid "Zoom the view in/out." msgstr "Priblíži/Oddiali pohľad." #: ../../manual/addons/3d_view/3d_navigation.rst:89 msgid "Roll Left/Right" msgstr "Otáčať Vľavo/Vpravo" #: ../../manual/addons/3d_view/3d_navigation.rst:89 msgid "Roll the view left/right." msgstr "Otáča pohľadom vľavo/vpravo." #: ../../manual/addons/3d_view/3d_navigation.rst:91 #: ../../manual/addons/3d_view/math_vis_console.rst:48 #: ../../manual/addons/3d_view/measureit.rst:57 #: ../../manual/addons/3d_view/stored_views.rst:67 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:174 #: ../../manual/addons/add_curve/assign_shape_keys.rst:63 #: ../../manual/addons/add_curve/btracer.rst:69 #: ../../manual/addons/add_curve/curve_tools.rst:26 #: ../../manual/addons/add_curve/curve_tools.rst:44 #: ../../manual/addons/add_curve/curve_tools.rst:73 #: ../../manual/addons/add_curve/curve_tools.rst:87 #: ../../manual/addons/add_curve/curve_tools.rst:104 #: ../../manual/addons/add_curve/curve_tools.rst:120 #: ../../manual/addons/add_curve/curve_tools.rst:148 #: ../../manual/addons/add_curve/curve_tools.rst:169 #: ../../manual/addons/add_curve/curve_tools.rst:177 #: ../../manual/addons/add_curve/extra_objects.rst:53 #: ../../manual/addons/add_curve/ivy_gen.rst:53 #: ../../manual/addons/add_curve/sapling.rst:160 #: ../../manual/addons/add_curve/simplify_curves.rst:36 #: ../../manual/addons/add_mesh/ant_landscape.rst:88 #: ../../manual/addons/add_mesh/archimesh.rst:39 #: ../../manual/addons/add_mesh/boltfactory.rst:32 #: ../../manual/addons/add_mesh/discombobulator.rst:89 #: ../../manual/addons/add_mesh/geodesic_domes.rst:155 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:67 #: ../../manual/addons/animation/animall.rst:28 #: ../../manual/addons/animation/bone_selection_sets.rst:38 #: ../../manual/addons/animation/copy_global_transform.rst:72 #: ../../manual/addons/animation/corrective_shape_keys.rst:51 #: ../../manual/addons/animation/turnaround_camera.rst:33 #: ../../manual/addons/camera/camera_rigs.rst:115 #: ../../manual/addons/camera/camera_rigs.rst:187 #: ../../manual/addons/development/dependency_graph.rst:6 #: ../../manual/addons/development/edit_operator.rst:36 #: ../../manual/addons/development/icon_viewer.rst:36 #: ../../manual/addons/development/is_key_free.rst:31 #: ../../manual/addons/import_export/anim_bvh.rst:6 #: ../../manual/addons/import_export/anim_camera.rst:6 #: ../../manual/addons/import_export/anim_nuke_chan.rst:6 #: ../../manual/addons/import_export/coat3D.rst:6 #: ../../manual/addons/import_export/curve_svg.rst:6 #: ../../manual/addons/import_export/images_as_planes.rst:6 #: ../../manual/addons/import_export/mesh_ply.rst:6 #: ../../manual/addons/import_export/mesh_stl.rst:6 #: ../../manual/addons/import_export/mesh_uv_layout.rst:6 #: ../../manual/addons/import_export/palettes.rst:11 #: ../../manual/addons/import_export/paper_model.rst:6 #: ../../manual/addons/import_export/pc2.rst:6 #: ../../manual/addons/import_export/scene_dxf.rst:6 #: ../../manual/addons/import_export/scene_fbx.rst:6 #: ../../manual/addons/import_export/scene_gltf2.rst:6 #: ../../manual/addons/import_export/scene_obj.rst:6 #: ../../manual/addons/import_export/scene_x3d.rst:6 #: ../../manual/addons/import_export/shape_mdd.rst:6 #: ../../manual/addons/interface/amaranth.rst:395 #: ../../manual/addons/interface/brush_menus.rst:33 #: ../../manual/addons/interface/collection_manager.rst:434 #: ../../manual/addons/interface/context_menu.rst:28 #: ../../manual/addons/interface/copy_attributes.rst:137 #: ../../manual/addons/interface/modifier_tools.rst:48 #: ../../manual/addons/interface/viewport_pies.rst:65 #: ../../manual/addons/lighting/dynamic_sky.rst:44 #: ../../manual/addons/lighting/sun_position.rst:179 #: ../../manual/addons/lighting/trilighting.rst:35 #: ../../manual/addons/materials/material_library.rst:84 #: ../../manual/addons/materials/material_utils.rst:81 #: ../../manual/addons/mesh/3d_print_toolbox.rst:6 #: ../../manual/addons/mesh/auto_mirror.rst:24 #: ../../manual/addons/mesh/bsurfaces.rst:16 #: ../../manual/addons/mesh/edit_mesh_tools.rst:79 #: ../../manual/addons/mesh/f2.rst:46 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:70 #: ../../manual/addons/mesh/looptools.rst:230 #: ../../manual/addons/mesh/snap_utilities_line.rst:23 #: ../../manual/addons/mesh/snap_utilities_line.rst:84 #: ../../manual/addons/mesh/tinycad.rst:68 #: ../../manual/addons/mesh/tissue.rst:472 #: ../../manual/addons/node/node_arrange.rst:34 #: ../../manual/addons/node/node_presets.rst:25 #: ../../manual/addons/node/node_wrangler.rst:39 #: ../../manual/addons/node/node_wrangler.rst:64 #: ../../manual/addons/node/node_wrangler.rst:75 #: ../../manual/addons/node/node_wrangler.rst:123 #: ../../manual/addons/node/node_wrangler.rst:139 #: ../../manual/addons/node/node_wrangler.rst:159 #: ../../manual/addons/node/node_wrangler.rst:173 #: ../../manual/addons/node/node_wrangler.rst:185 #: ../../manual/addons/node/node_wrangler.rst:203 #: ../../manual/addons/node/node_wrangler.rst:222 #: ../../manual/addons/node/node_wrangler.rst:233 #: ../../manual/addons/node/node_wrangler.rst:256 #: ../../manual/addons/node/node_wrangler.rst:269 #: ../../manual/addons/node/node_wrangler.rst:281 #: ../../manual/addons/node/node_wrangler.rst:293 #: ../../manual/addons/node/node_wrangler.rst:305 #: ../../manual/addons/node/node_wrangler.rst:318 #: ../../manual/addons/node/node_wrangler.rst:329 #: ../../manual/addons/node/node_wrangler.rst:341 #: ../../manual/addons/node/node_wrangler.rst:352 #: ../../manual/addons/node/node_wrangler.rst:362 #: ../../manual/addons/node/node_wrangler.rst:376 #: ../../manual/addons/node/node_wrangler.rst:387 #: ../../manual/addons/node/node_wrangler.rst:401 #: ../../manual/addons/node/node_wrangler.rst:416 #: ../../manual/addons/node/node_wrangler.rst:438 #: ../../manual/addons/node/node_wrangler.rst:449 #: ../../manual/addons/node/node_wrangler.rst:473 #: ../../manual/addons/node/node_wrangler.rst:492 #: ../../manual/addons/node/node_wrangler.rst:503 #: ../../manual/addons/node/node_wrangler.rst:517 #: ../../manual/addons/node/node_wrangler.rst:531 #: ../../manual/addons/node/node_wrangler.rst:548 #: ../../manual/addons/object/align_tools.rst:43 #: ../../manual/addons/object/bool_tools.rst:75 #: ../../manual/addons/object/carver.rst:109 #: ../../manual/addons/object/cell_fracture.rst:33 #: ../../manual/addons/object/color_rules.rst:6 #: ../../manual/addons/object/edit_linked_library.rst:34 #: ../../manual/addons/object/greasepencil_tools.rst:122 #: ../../manual/addons/object/real_snow.rst:55 #: ../../manual/addons/object/scatter_objects.rst:6 #: ../../manual/addons/object/skinify.rst:35 #: ../../manual/addons/paint/paint_palettes.rst:54 #: ../../manual/addons/render/copy_settings.rst:83 #: ../../manual/addons/render/povray.rst:882 #: ../../manual/addons/render/render_freestyle_svg.rst:21 #: ../../manual/addons/render/render_freestyle_svg.rst:71 #: ../../manual/addons/rigging/rigify/basics.rst:19 #: ../../manual/addons/rigging/rigify/index.rst:44 #: ../../manual/addons/rigging/rigify/metarigs.rst:51 #: ../../manual/addons/sequencer/power_sequencer.rst:27 #: ../../manual/addons/sequencer/storypencil.rst:182 #: ../../manual/addons/system/blend_info.rst:27 #: ../../manual/addons/system/blender_id.rst:40 #: ../../manual/addons/system/demo_mode.rst:89 #: ../../manual/addons/system/property_chart.rst:22 #: ../../manual/addons/system/ui_translations.rst:22 #: ../../manual/addons/uv/magic_uv.rst:57 #: ../../manual/addons/uv/magic_uv.rst:96 #: ../../manual/addons/uv/magic_uv.rst:127 #: ../../manual/addons/uv/magic_uv.rst:150 #: ../../manual/addons/uv/magic_uv.rst:178 #: ../../manual/addons/uv/magic_uv.rst:214 #: ../../manual/addons/uv/magic_uv.rst:239 #: ../../manual/addons/uv/magic_uv.rst:266 #: ../../manual/addons/uv/magic_uv.rst:292 #: ../../manual/addons/uv/magic_uv.rst:377 #: ../../manual/addons/uv/magic_uv.rst:401 #: ../../manual/addons/uv/magic_uv.rst:443 #: ../../manual/addons/uv/magic_uv.rst:472 #: ../../manual/addons/uv/magic_uv.rst:513 #: ../../manual/addons/uv/magic_uv.rst:535 #: ../../manual/addons/uv/magic_uv.rst:572 #: ../../manual/addons/uv/magic_uv.rst:598 #: ../../manual/addons/uv/magic_uv.rst:690 #: ../../manual/addons/uv/magic_uv.rst:717 #: ../../manual/addons/uv/magic_uv.rst:751 #: ../../manual/addons/uv/magic_uv.rst:782 #: ../../manual/addons/uv/magic_uv.rst:805 #: ../../manual/addons/uv/magic_uv.rst:830 #: ../../manual/addons/uv/magic_uv.rst:848 #: ../../manual/addons/uv/magic_uv.rst:874 #: ../../manual/addons/uv/magic_uv.rst:923 #: ../../manual/addons/video_tools/refine_tracking.rst:32 #: ../../manual/advanced/operators.rst:11 #: ../../manual/advanced/operators.rst:33 #: ../../manual/advanced/operators.rst:47 #: ../../manual/advanced/operators.rst:66 #: ../../manual/advanced/operators.rst:91 #: ../../manual/advanced/operators.rst:105 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:19 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:51 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:11 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:31 #: ../../manual/animation/armatures/bones/editing/delete.rst:11 #: ../../manual/animation/armatures/bones/editing/delete.rst:40 #: ../../manual/animation/armatures/bones/editing/duplicate.rst:7 #: ../../manual/animation/armatures/bones/editing/extrude.rst:8 #: ../../manual/animation/armatures/bones/editing/extrude.rst:77 #: ../../manual/animation/armatures/bones/editing/fill_between_joints.rst:7 #: ../../manual/animation/armatures/bones/editing/introduction.rst:32 #: ../../manual/animation/armatures/bones/editing/naming.rst:7 #: ../../manual/animation/armatures/bones/editing/naming.rst:71 #: ../../manual/animation/armatures/bones/editing/naming.rst:101 #: ../../manual/animation/armatures/bones/editing/parenting.rst:8 #: ../../manual/animation/armatures/bones/editing/properties.rst:7 #: ../../manual/animation/armatures/bones/editing/separate_bones.rst:7 #: ../../manual/animation/armatures/bones/editing/split.rst:7 #: ../../manual/animation/armatures/bones/editing/subdivide.rst:7 #: ../../manual/animation/armatures/bones/editing/switch_direction.rst:7 #: ../../manual/animation/armatures/bones/editing/symmetrize.rst:7 #: ../../manual/animation/armatures/bones/editing/transform.rst:40 #: ../../manual/animation/armatures/bones/editing/transform.rst:82 #: ../../manual/animation/armatures/bones/editing/transform.rst:128 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:10 #: ../../manual/animation/armatures/bones/properties/custom_properties.rst:6 #: ../../manual/animation/armatures/bones/properties/deform.rst:7 #: ../../manual/animation/armatures/bones/properties/display.rst:7 #: ../../manual/animation/armatures/bones/properties/introduction.rst:6 #: ../../manual/animation/armatures/bones/properties/inverse_kinematics.rst:6 #: ../../manual/animation/armatures/bones/properties/relations.rst:6 #: ../../manual/animation/armatures/bones/properties/transform.rst:6 #: ../../manual/animation/armatures/bones/selecting.rst:123 #: ../../manual/animation/armatures/bones/selecting.rst:138 #: ../../manual/animation/armatures/bones/selecting.rst:154 #: ../../manual/animation/armatures/bones/selecting.rst:199 #: ../../manual/animation/armatures/bones/selecting.rst:230 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:32 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:192 #: ../../manual/animation/armatures/posing/editing/apply.rst:7 #: ../../manual/animation/armatures/posing/editing/clear.rst:6 #: ../../manual/animation/armatures/posing/editing/copy_paste.rst:9 #: ../../manual/animation/armatures/posing/editing/flip_quats.rst:7 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:24 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:38 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:52 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:67 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:85 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:108 #: ../../manual/animation/armatures/posing/editing/propagate.rst:7 #: ../../manual/animation/armatures/posing/editing/show_hide.rst:6 #: ../../manual/animation/armatures/posing/selecting.rst:15 #: ../../manual/animation/armatures/posing/selecting.rst:27 #: ../../manual/animation/armatures/posing/selecting.rst:39 #: ../../manual/animation/armatures/posing/selecting.rst:52 #: ../../manual/animation/armatures/posing/selecting.rst:66 #: ../../manual/animation/armatures/posing/selecting.rst:79 #: ../../manual/animation/armatures/posing/selecting.rst:108 #: ../../manual/animation/armatures/posing/selecting.rst:124 #: ../../manual/animation/armatures/posing/selecting.rst:145 #: ../../manual/animation/armatures/posing/tool_settings.rst:14 #: ../../manual/animation/armatures/posing/tool_settings.rst:46 #: ../../manual/animation/armatures/posing/tool_settings.rst:66 #: ../../manual/animation/armatures/properties/bone_groups.rst:7 #: ../../manual/animation/armatures/properties/display.rst:6 #: ../../manual/animation/armatures/properties/introduction.rst:17 #: ../../manual/animation/armatures/properties/introduction.rst:29 #: ../../manual/animation/armatures/properties/introduction.rst:46 #: ../../manual/animation/armatures/properties/skeleton.rst:6 #: ../../manual/animation/armatures/skinning/parenting.rst:6 #: ../../manual/animation/constraints/interface/adding_removing.rst:12 #: ../../manual/animation/constraints/interface/adding_removing.rst:33 #: ../../manual/animation/constraints/interface/adding_removing.rst:55 #: ../../manual/animation/constraints/interface/adding_removing.rst:68 #: ../../manual/animation/constraints/interface/adding_removing.rst:82 #: ../../manual/animation/drivers/drivers_panel.rst:11 #: ../../manual/animation/drivers/drivers_panel.rst:18 #: ../../manual/animation/drivers/usage.rst:18 #: ../../manual/animation/drivers/usage.rst:34 #: ../../manual/animation/drivers/usage.rst:48 #: ../../manual/animation/drivers/usage.rst:59 #: ../../manual/animation/drivers/usage.rst:73 #: ../../manual/animation/drivers/usage.rst:104 #: ../../manual/animation/keyframes/editing.rst:11 #: ../../manual/animation/keyframes/editing.rst:42 #: ../../manual/animation/keyframes/editing.rst:60 #: ../../manual/animation/keyframes/keying_sets.rst:26 #: ../../manual/animation/keyframes/keying_sets.rst:73 #: ../../manual/animation/keyframes/keying_sets.rst:111 #: ../../manual/animation/markers.rst:92 ../../manual/animation/markers.rst:120 #: ../../manual/animation/markers.rst:145 #: ../../manual/animation/markers.rst:166 #: ../../manual/animation/markers.rst:179 #: ../../manual/animation/markers.rst:192 #: ../../manual/animation/markers.rst:208 #: ../../manual/animation/markers.rst:227 #: ../../manual/animation/markers.rst:256 #: ../../manual/animation/markers.rst:270 #: ../../manual/animation/markers.rst:284 #: ../../manual/animation/markers.rst:297 #: ../../manual/animation/motion_paths.rst:8 #: ../../manual/animation/motion_paths.rst:14 #: ../../manual/animation/shape_keys/shape_keys_panel.rst:6 #: ../../manual/compositing/sidebar.rst:9 #: ../../manual/compositing/sidebar.rst:46 #: ../../manual/editors/3dview/3d_cursor.rst:28 #: ../../manual/editors/3dview/3d_cursor.rst:62 #: ../../manual/editors/3dview/3d_cursor.rst:78 #: ../../manual/editors/3dview/controls/orientation.rst:11 #: ../../manual/editors/3dview/controls/orientation.rst:124 #: ../../manual/editors/3dview/controls/pivot_point/3d_cursor.rst:7 #: ../../manual/editors/3dview/controls/pivot_point/active_element.rst:7 #: ../../manual/editors/3dview/controls/pivot_point/bounding_box_center.rst:7 #: ../../manual/editors/3dview/controls/pivot_point/index.rst:10 #: ../../manual/editors/3dview/controls/pivot_point/individual_origins.rst:7 #: ../../manual/editors/3dview/controls/pivot_point/median_point.rst:7 #: ../../manual/editors/3dview/controls/proportional_editing.rst:10 #: ../../manual/editors/3dview/controls/snapping.rst:8 #: ../../manual/editors/3dview/controls/snapping.rst:32 #: ../../manual/editors/3dview/controls/snapping.rst:85 #: ../../manual/editors/3dview/display/gizmo.rst:8 #: ../../manual/editors/3dview/display/overlays.rst:8 #: ../../manual/editors/3dview/display/shading.rst:9 #: ../../manual/editors/3dview/display/visibility.rst:10 #: ../../manual/editors/3dview/modes.rst:109 #: ../../manual/editors/3dview/navigate/align.rst:6 #: ../../manual/editors/3dview/navigate/camera_view.rst:31 #: ../../manual/editors/3dview/navigate/camera_view.rst:45 #: ../../manual/editors/3dview/navigate/camera_view.rst:85 #: ../../manual/editors/3dview/navigate/camera_view.rst:100 #: ../../manual/editors/3dview/navigate/camera_view.rst:127 #: ../../manual/editors/3dview/navigate/local_view.rst:11 #: ../../manual/editors/3dview/navigate/local_view.rst:53 #: ../../manual/editors/3dview/navigate/navigation.rst:12 #: ../../manual/editors/3dview/navigate/navigation.rst:50 #: ../../manual/editors/3dview/navigate/navigation.rst:69 #: ../../manual/editors/3dview/navigate/navigation.rst:88 #: ../../manual/editors/3dview/navigate/navigation.rst:111 #: ../../manual/editors/3dview/navigate/navigation.rst:127 #: ../../manual/editors/3dview/navigate/navigation.rst:151 #: ../../manual/editors/3dview/navigate/navigation.rst:165 #: ../../manual/editors/3dview/navigate/projections.rst:7 #: ../../manual/editors/3dview/navigate/regions.rst:11 #: ../../manual/editors/3dview/navigate/regions.rst:75 #: ../../manual/editors/3dview/navigate/views.rst:16 #: ../../manual/editors/3dview/navigate/views.rst:39 #: ../../manual/editors/3dview/navigate/walk_fly.rst:48 #: ../../manual/editors/3dview/navigate/walk_fly.rst:110 #: ../../manual/editors/3dview/toolbar/add_cone.rst:7 #: ../../manual/editors/3dview/toolbar/add_cube.rst:7 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:7 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:7 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:7 #: ../../manual/editors/3dview/toolbar/measure.rst:8 #: ../../manual/editors/graph_editor/channels.rst:96 #: ../../manual/editors/graph_editor/channels.rst:117 #: ../../manual/editors/graph_editor/channels.rst:133 #: ../../manual/editors/graph_editor/channels.rst:149 #: ../../manual/editors/graph_editor/channels.rst:163 #: ../../manual/editors/graph_editor/channels.rst:217 #: ../../manual/editors/graph_editor/channels.rst:230 #: ../../manual/editors/graph_editor/channels.rst:243 #: 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../../manual/modeling/meshes/editing/mesh/snap_symmetry.rst:7 #: ../../manual/modeling/meshes/editing/mesh/sort_elements.rst:8 #: ../../manual/modeling/meshes/editing/mesh/split.rst:7 #: ../../manual/modeling/meshes/editing/mesh/split.rst:17 #: ../../manual/modeling/meshes/editing/mesh/split.rst:35 #: ../../manual/modeling/meshes/editing/mesh/split.rst:60 #: ../../manual/modeling/meshes/editing/mesh/symmetrize.rst:7 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:6 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:35 #: ../../manual/modeling/meshes/editing/mesh/transform/bend.rst:7 #: ../../manual/modeling/meshes/editing/mesh/transform/push_pull.rst:8 #: ../../manual/modeling/meshes/editing/mesh/transform/randomize.rst:7 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:8 #: ../../manual/modeling/meshes/editing/mesh/transform/shrink-fatten.rst:8 #: ../../manual/modeling/meshes/editing/mesh/transform/skin_resize.rst:7 #: ../../manual/modeling/meshes/editing/mesh/transform/to_sphere.rst:8 #: ../../manual/modeling/meshes/editing/mesh/transform/warp.rst:6 #: ../../manual/modeling/meshes/editing/uv.rst:6 #: ../../manual/modeling/meshes/editing/uv.rst:24 #: ../../manual/modeling/meshes/editing/uv.rst:91 #: ../../manual/modeling/meshes/editing/uv.rst:141 #: ../../manual/modeling/meshes/editing/uv.rst:190 #: ../../manual/modeling/meshes/editing/uv.rst:226 #: ../../manual/modeling/meshes/editing/uv.rst:267 #: ../../manual/modeling/meshes/editing/uv.rst:308 #: ../../manual/modeling/meshes/editing/uv.rst:363 #: ../../manual/modeling/meshes/editing/uv.rst:387 #: ../../manual/modeling/meshes/editing/uv.rst:403 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:7 #: ../../manual/modeling/meshes/editing/vertex/blend_shape.rst:8 #: ../../manual/modeling/meshes/editing/vertex/connect_vertex_pairs.rst:7 #: ../../manual/modeling/meshes/editing/vertex/connect_vertex_path.rst:7 #: ../../manual/modeling/meshes/editing/vertex/extrude_cursor.rst:7 #: ../../manual/modeling/meshes/editing/vertex/extrude_vertices.rst:7 #: ../../manual/modeling/meshes/editing/vertex/hooks.rst:8 #: ../../manual/modeling/meshes/editing/vertex/laplacian_smooth.rst:7 #: ../../manual/modeling/meshes/editing/vertex/make_face_edge.rst:7 #: ../../manual/modeling/meshes/editing/vertex/make_vertex_parent.rst:7 #: ../../manual/modeling/meshes/editing/vertex/propagate_shapes.rst:7 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices.rst:8 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_extend.rst:8 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_fill.rst:6 #: ../../manual/modeling/meshes/editing/vertex/slide_vertices.rst:8 #: ../../manual/modeling/meshes/editing/vertex/smooth_vertices.rst:8 #: ../../manual/modeling/meshes/mesh_analysis.rst:8 #: ../../manual/modeling/meshes/primitives.rst:6 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:6 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:82 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_weights.rst:6 #: ../../manual/modeling/meshes/retopology.rst:27 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:11 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:39 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:54 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:67 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:80 #: ../../manual/modeling/meshes/selecting/checker_deselect.rst:7 #: ../../manual/modeling/meshes/selecting/introduction.rst:17 #: ../../manual/modeling/meshes/selecting/linked.rst:11 #: ../../manual/modeling/meshes/selecting/linked.rst:34 #: ../../manual/modeling/meshes/selecting/linked.rst:87 #: ../../manual/modeling/meshes/selecting/loops.rst:12 #: ../../manual/modeling/meshes/selecting/loops.rst:56 #: ../../manual/modeling/meshes/selecting/loops.rst:93 #: ../../manual/modeling/meshes/selecting/loops.rst:138 #: ../../manual/modeling/meshes/selecting/loops.rst:166 #: ../../manual/modeling/meshes/selecting/mirror.rst:7 #: ../../manual/modeling/meshes/selecting/more_less.rst:8 #: ../../manual/modeling/meshes/selecting/more_less.rst:37 #: ../../manual/modeling/meshes/selecting/random.rst:7 #: ../../manual/modeling/meshes/selecting/sharp_edges.rst:6 #: ../../manual/modeling/meshes/selecting/side_of_active.rst:6 #: ../../manual/modeling/meshes/selecting/similar.rst:7 #: ../../manual/modeling/meshes/selecting/similar.rst:86 #: ../../manual/modeling/meshes/structure.rst:87 #: ../../manual/modeling/meshes/structure.rst:146 #: ../../manual/modeling/meshes/structure.rst:165 #: ../../manual/modeling/meshes/tools/extrude_cursor.rst:7 #: ../../manual/modeling/meshes/tools/extrude_manifold.rst:7 #: ../../manual/modeling/meshes/tools/extrude_region.rst:8 #: ../../manual/modeling/meshes/tools/loop.rst:7 #: ../../manual/modeling/meshes/tools/poly_build.rst:8 #: ../../manual/modeling/meshes/tools/spin.rst:8 #: ../../manual/modeling/meshes/tools/tool_settings.rst:9 #: ../../manual/modeling/meshes/tools/tool_settings.rst:111 #: ../../manual/modeling/meshes/uv/editing.rst:25 #: ../../manual/modeling/meshes/uv/editing.rst:47 #: ../../manual/modeling/meshes/uv/editing.rst:77 #: ../../manual/modeling/meshes/uv/editing.rst:96 #: ../../manual/modeling/meshes/uv/editing.rst:117 #: ../../manual/modeling/meshes/uv/editing.rst:149 #: ../../manual/modeling/meshes/uv/editing.rst:172 #: ../../manual/modeling/meshes/uv/editing.rst:190 #: ../../manual/modeling/meshes/uv/editing.rst:216 #: ../../manual/modeling/meshes/uv/editing.rst:249 #: ../../manual/modeling/meshes/uv/editing.rst:263 #: ../../manual/modeling/meshes/uv/editing.rst:277 #: ../../manual/modeling/meshes/uv/editing.rst:311 #: ../../manual/modeling/meshes/uv/editing.rst:331 #: ../../manual/modeling/meshes/uv/editing.rst:357 #: ../../manual/modeling/meshes/uv/editing.rst:374 #: ../../manual/modeling/meshes/uv/editing.rst:400 #: ../../manual/modeling/meshes/uv/editing.rst:442 #: ../../manual/modeling/meshes/uv/editing.rst:460 #: ../../manual/modeling/meshes/uv/editing.rst:482 #: ../../manual/modeling/meshes/uv/editing.rst:496 #: ../../manual/modeling/meshes/uv/editing.rst:512 #: ../../manual/modeling/meshes/uv/editing.rst:528 #: ../../manual/modeling/meshes/uv/editing.rst:571 #: ../../manual/modeling/meshes/uv/editing.rst:588 #: ../../manual/modeling/meshes/uv/tools/grab.rst:6 #: ../../manual/modeling/meshes/uv/tools/grab.rst:63 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:6 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:64 #: ../../manual/modeling/meshes/uv/tools/relax.rst:6 #: ../../manual/modeling/meshes/uv/tools/relax.rst:92 #: ../../manual/modeling/meshes/uv/tools/rip.rst:8 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:42 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:49 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:103 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:11 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:51 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:84 #: ../../manual/modeling/meshes/uv/workflows/udims.rst:80 #: ../../manual/modeling/metas/editing.rst:17 #: ../../manual/modeling/metas/primitives.rst:6 #: ../../manual/modeling/metas/properties.rst:14 #: ../../manual/modeling/metas/properties.rst:79 #: ../../manual/modeling/metas/structure.rst:32 #: ../../manual/modeling/surfaces/editing/control_points.rst:9 #: ../../manual/modeling/surfaces/editing/control_points.rst:86 #: ../../manual/modeling/surfaces/editing/control_points.rst:142 #: ../../manual/modeling/surfaces/editing/control_points.rst:154 #: ../../manual/modeling/surfaces/editing/control_points.rst:166 #: ../../manual/modeling/surfaces/editing/segments.rst:9 #: ../../manual/modeling/surfaces/editing/segments.rst:30 #: ../../manual/modeling/surfaces/editing/surface.rst:15 #: ../../manual/modeling/surfaces/editing/surface.rst:37 #: ../../manual/modeling/surfaces/editing/surface.rst:50 #: ../../manual/modeling/surfaces/editing/surface.rst:66 #: ../../manual/modeling/surfaces/editing/surface.rst:86 #: ../../manual/modeling/surfaces/editing/surface.rst:115 #: ../../manual/modeling/surfaces/editing/surface.rst:130 #: ../../manual/modeling/surfaces/editing/surface.rst:145 #: ../../manual/modeling/surfaces/editing/surface.rst:169 #: ../../manual/modeling/surfaces/editing/surface.rst:180 #: ../../manual/modeling/surfaces/editing/surface.rst:199 #: ../../manual/modeling/surfaces/editing/surface.rst:210 #: ../../manual/modeling/surfaces/editing/transform_panel.rst:6 #: ../../manual/modeling/surfaces/primitives.rst:7 #: ../../manual/modeling/surfaces/properties/active_spline.rst:6 #: ../../manual/modeling/surfaces/selecting.rst:69 #: ../../manual/modeling/surfaces/selecting.rst:87 #: ../../manual/modeling/surfaces/selecting.rst:109 #: ../../manual/modeling/surfaces/selecting.rst:122 #: ../../manual/modeling/surfaces/selecting.rst:157 #: ../../manual/modeling/surfaces/selecting.rst:175 #: ../../manual/modeling/texts/editing.rst:39 #: ../../manual/modeling/texts/editing.rst:168 #: ../../manual/modeling/texts/introduction.rst:6 #: ../../manual/modeling/texts/properties.rst:9 #: ../../manual/modeling/texts/properties.rst:33 #: ../../manual/modeling/texts/properties.rst:67 #: ../../manual/modeling/texts/properties.rst:186 #: ../../manual/modeling/texts/properties.rst:270 #: ../../manual/movie_clip/masking/editing.rst:19 #: ../../manual/movie_clip/masking/editing.rst:48 #: ../../manual/movie_clip/masking/editing.rst:61 #: ../../manual/movie_clip/masking/editing.rst:76 #: ../../manual/movie_clip/masking/editing.rst:90 #: ../../manual/movie_clip/masking/editing.rst:104 #: ../../manual/movie_clip/masking/editing.rst:126 #: ../../manual/movie_clip/masking/editing.rst:140 #: ../../manual/movie_clip/masking/editing.rst:155 #: ../../manual/movie_clip/masking/editing.rst:183 #: ../../manual/movie_clip/masking/editing.rst:198 #: ../../manual/movie_clip/masking/scurve.rst:37 #: ../../manual/movie_clip/masking/selecting.rst:13 #: ../../manual/movie_clip/masking/selecting.rst:25 #: ../../manual/movie_clip/masking/selecting.rst:37 #: ../../manual/movie_clip/masking/selecting.rst:51 #: ../../manual/movie_clip/masking/selecting.rst:65 #: ../../manual/movie_clip/masking/selecting.rst:79 #: ../../manual/movie_clip/masking/selecting.rst:93 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:11 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:25 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:38 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:51 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:67 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:86 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:100 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:14 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:28 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:40 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:53 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:67 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:81 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:94 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:107 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:30 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:42 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:54 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:66 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:83 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:98 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:113 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:152 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:163 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:176 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:199 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:248 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:282 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:309 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:330 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:381 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:408 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:422 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:436 #: ../../manual/movie_clip/tracking/clip/selecting.rst:11 #: ../../manual/movie_clip/tracking/clip/selecting.rst:25 #: ../../manual/movie_clip/tracking/clip/selecting.rst:39 #: ../../manual/movie_clip/tracking/clip/selecting.rst:53 #: ../../manual/movie_clip/tracking/clip/selecting.rst:65 #: ../../manual/movie_clip/tracking/clip/selecting.rst:79 #: ../../manual/movie_clip/tracking/clip/selecting.rst:104 #: ../../manual/movie_clip/tracking/clip/selecting.rst:117 #: ../../manual/physics/cloth/settings/cache.rst:6 #: ../../manual/physics/cloth/settings/collisions.rst:7 #: ../../manual/physics/cloth/settings/field_weights.rst:6 #: ../../manual/physics/cloth/settings/index.rst:7 #: ../../manual/physics/cloth/settings/physical_properties.rst:7 #: ../../manual/physics/cloth/settings/property_weights.rst:6 #: ../../manual/physics/cloth/settings/shape.rst:6 #: ../../manual/physics/collision.rst:8 #: ../../manual/physics/dynamic_paint/brush.rst:7 #: ../../manual/physics/dynamic_paint/brush.rst:39 #: ../../manual/physics/dynamic_paint/brush.rst:160 #: ../../manual/physics/dynamic_paint/brush.rst:198 #: ../../manual/physics/dynamic_paint/canvas.rst:7 #: ../../manual/physics/dynamic_paint/canvas.rst:62 #: ../../manual/physics/dynamic_paint/canvas.rst:200 #: ../../manual/physics/dynamic_paint/canvas.rst:217 #: ../../manual/physics/dynamic_paint/canvas.rst:248 #: ../../manual/physics/dynamic_paint/canvas.rst:264 #: ../../manual/physics/fluid/type/domain/cache.rst:6 #: ../../manual/physics/fluid/type/domain/collections.rst:8 #: ../../manual/physics/fluid/type/domain/field_weights.rst:6 #: ../../manual/physics/fluid/type/domain/gas/adaptive_domain.rst:10 #: ../../manual/physics/fluid/type/domain/gas/noise.rst:7 #: ../../manual/physics/fluid/type/domain/guides.rst:7 #: ../../manual/physics/fluid/type/domain/liquid/diffusion.rst:11 #: ../../manual/physics/fluid/type/domain/settings.rst:6 #: ../../manual/physics/fluid/type/domain/settings.rst:123 #: ../../manual/physics/fluid/type/domain/settings.rst:135 #: ../../manual/physics/fluid/type/domain/settings.rst:203 #: ../../manual/physics/fluid/type/domain/settings.rst:247 #: ../../manual/physics/fluid/type/effector.rst:23 #: ../../manual/physics/fluid/type/flow.rst:19 #: ../../manual/physics/fluid/type/flow.rst:215 #: ../../manual/physics/forces/force_fields/introduction.rst:28 #: ../../manual/physics/forces/force_fields/types/boid.rst:7 #: ../../manual/physics/forces/force_fields/types/charge.rst:7 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:7 #: ../../manual/physics/forces/force_fields/types/drag.rst:7 #: ../../manual/physics/forces/force_fields/types/fluid_flow.rst:7 #: ../../manual/physics/forces/force_fields/types/force.rst:7 #: ../../manual/physics/forces/force_fields/types/harmonic.rst:7 #: ../../manual/physics/forces/force_fields/types/lennard_jones.rst:7 #: ../../manual/physics/forces/force_fields/types/magnetic.rst:7 #: ../../manual/physics/forces/force_fields/types/texture.rst:7 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:7 #: ../../manual/physics/forces/force_fields/types/vortex.rst:7 #: ../../manual/physics/forces/force_fields/types/wind.rst:7 #: ../../manual/physics/forces/gravity.rst:7 #: ../../manual/physics/introduction.rst:23 #: ../../manual/physics/particles/emitter/cache.rst:6 #: ../../manual/physics/particles/emitter/children.rst:6 #: ../../manual/physics/particles/emitter/children.rst:48 #: ../../manual/physics/particles/emitter/children.rst:77 #: ../../manual/physics/particles/emitter/children.rst:97 #: ../../manual/physics/particles/emitter/display.rst:6 #: ../../manual/physics/particles/emitter/emission.rst:6 #: ../../manual/physics/particles/emitter/emission.rst:49 #: ../../manual/physics/particles/emitter/force_field.rst:9 #: ../../manual/physics/particles/emitter/force_field.rst:28 #: ../../manual/physics/particles/emitter/physics/boids.rst:8 #: ../../manual/physics/particles/emitter/physics/boids.rst:31 #: ../../manual/physics/particles/emitter/physics/boids.rst:84 #: ../../manual/physics/particles/emitter/physics/boids.rst:103 #: ../../manual/physics/particles/emitter/physics/boids.rst:118 #: ../../manual/physics/particles/emitter/physics/boids.rst:159 #: ../../manual/physics/particles/emitter/physics/fluid.rst:7 #: ../../manual/physics/particles/emitter/physics/fluid.rst:49 #: ../../manual/physics/particles/emitter/physics/fluid.rst:67 #: ../../manual/physics/particles/emitter/physics/keyed.rst:9 #: ../../manual/physics/particles/emitter/physics/keyed.rst:44 #: ../../manual/physics/particles/emitter/physics/newtonian.rst:6 #: ../../manual/physics/particles/emitter/physics/newtonian.rst:26 #: ../../manual/physics/particles/emitter/physics/newtonian.rst:44 #: ../../manual/physics/particles/emitter/physics/newtonian.rst:97 #: ../../manual/physics/particles/emitter/render.rst:6 #: ../../manual/physics/particles/emitter/render.rst:82 #: ../../manual/physics/particles/emitter/render.rst:100 #: ../../manual/physics/particles/emitter/render.rst:120 #: ../../manual/physics/particles/emitter/render.rst:144 #: ../../manual/physics/particles/emitter/render.rst:156 #: ../../manual/physics/particles/emitter/rotation.rst:7 #: ../../manual/physics/particles/emitter/rotation.rst:57 #: ../../manual/physics/particles/emitter/velocity.rst:6 #: ../../manual/physics/particles/emitter/vertex_groups.rst:7 #: ../../manual/physics/particles/hair/children.rst:6 #: ../../manual/physics/particles/hair/display.rst:6 #: ../../manual/physics/particles/hair/dynamics.rst:7 #: ../../manual/physics/particles/hair/dynamics.rst:49 #: ../../manual/physics/particles/hair/dynamics.rst:68 #: ../../manual/physics/particles/hair/emission.rst:6 #: ../../manual/physics/particles/hair/render.rst:6 #: ../../manual/physics/particles/hair/shape.rst:6 #: ../../manual/physics/particles/mode.rst:141 #: ../../manual/physics/particles/mode.rst:231 #: ../../manual/physics/particles/mode.rst:317 #: ../../manual/physics/particles/mode.rst:336 #: ../../manual/physics/particles/mode.rst:347 #: ../../manual/physics/particles/particle_system_panel.rst:6 #: ../../manual/physics/particles/texture_influence.rst:10 #: ../../manual/physics/rigid_body/constraints/introduction.rst:48 #: ../../manual/physics/rigid_body/constraints/types/fixed.rst:7 #: ../../manual/physics/rigid_body/constraints/types/generic.rst:7 #: ../../manual/physics/rigid_body/constraints/types/generic_spring.rst:7 #: ../../manual/physics/rigid_body/constraints/types/hinge.rst:7 #: ../../manual/physics/rigid_body/constraints/types/motor.rst:7 #: ../../manual/physics/rigid_body/constraints/types/piston.rst:7 #: ../../manual/physics/rigid_body/constraints/types/point.rst:7 #: ../../manual/physics/rigid_body/constraints/types/slider.rst:7 #: ../../manual/physics/rigid_body/introduction.rst:17 #: ../../manual/physics/rigid_body/properties/collisions.rst:6 #: ../../manual/physics/rigid_body/properties/dynamics.rst:6 #: ../../manual/physics/rigid_body/properties/index.rst:6 #: ../../manual/physics/rigid_body/properties/settings.rst:6 #: ../../manual/physics/rigid_body/world.rst:8 #: ../../manual/physics/rigid_body/world.rst:58 #: ../../manual/physics/rigid_body/world.rst:91 #: ../../manual/physics/soft_body/forces/exterior.rst:45 #: ../../manual/physics/soft_body/settings/cache.rst:6 #: ../../manual/physics/soft_body/settings/edges.rst:7 #: ../../manual/physics/soft_body/settings/goal.rst:7 #: ../../manual/physics/soft_body/settings/index.rst:7 #: ../../manual/physics/soft_body/settings/self_collision.rst:7 #: ../../manual/physics/soft_body/settings/solver.rst:7 #: ../../manual/render/cameras.rst:24 #: ../../manual/render/color_management.rst:99 #: ../../manual/render/cycles/baking.rst:34 #: ../../manual/render/cycles/features.rst:8 #: ../../manual/render/cycles/light_settings.rst:6 #: ../../manual/render/cycles/material_settings.rst:7 #: ../../manual/render/cycles/object_settings/adaptive_subdiv.rst:7 #: ../../manual/render/cycles/object_settings/object_data.rst:11 #: ../../manual/render/cycles/object_settings/object_data.rst:109 #: ../../manual/render/cycles/object_settings/object_data.rst:139 #: ../../manual/render/cycles/render_settings/film.rst:6 #: ../../manual/render/cycles/render_settings/grease_pencil.rst:6 #: ../../manual/render/cycles/render_settings/hair.rst:6 #: ../../manual/render/cycles/render_settings/light_paths.rst:7 #: ../../manual/render/cycles/render_settings/light_paths.rst:186 #: ../../manual/render/cycles/render_settings/motion_blur.rst:7 #: ../../manual/render/cycles/render_settings/performance.rst:6 #: ../../manual/render/cycles/render_settings/sampling.rst:6 #: ../../manual/render/cycles/render_settings/simplify.rst:6 #: ../../manual/render/cycles/render_settings/subdivision.rst:6 #: ../../manual/render/cycles/render_settings/volumes.rst:6 #: ../../manual/render/cycles/world_settings.rst:13 #: ../../manual/render/cycles/world_settings.rst:64 #: ../../manual/render/cycles/world_settings.rst:94 #: ../../manual/render/eevee/light_probes/irradiance_volumes.rst:20 #: ../../manual/render/eevee/light_probes/reflection_cubemaps.rst:33 #: ../../manual/render/eevee/light_probes/reflection_cubemaps.rst:72 #: ../../manual/render/eevee/light_probes/reflection_planes.rst:36 #: ../../manual/render/eevee/light_probes/reflection_planes.rst:77 #: ../../manual/render/eevee/lighting.rst:6 #: ../../manual/render/eevee/materials/settings.rst:6 #: ../../manual/render/eevee/render_settings/ambient_occlusion.rst:16 #: ../../manual/render/eevee/render_settings/bloom.rst:10 #: ../../manual/render/eevee/render_settings/depth_of_field.rst:31 #: ../../manual/render/eevee/render_settings/grease_pencil.rst:6 #: ../../manual/render/eevee/render_settings/hair.rst:6 #: ../../manual/render/eevee/render_settings/indirect_lighting.rst:31 #: ../../manual/render/eevee/render_settings/motion_blur.rst:7 #: ../../manual/render/eevee/render_settings/performance.rst:6 #: ../../manual/render/eevee/render_settings/sampling.rst:11 #: ../../manual/render/eevee/render_settings/screen_space_reflections.rst:18 #: ../../manual/render/eevee/render_settings/shadows.rst:24 #: ../../manual/render/eevee/render_settings/subsurface_scattering.rst:9 #: ../../manual/render/eevee/render_settings/volumetrics.rst:14 #: ../../manual/render/freestyle/material.rst:6 #: ../../manual/render/freestyle/render.rst:6 #: ../../manual/render/freestyle/view_layer/freestyle.rst:8 #: ../../manual/render/freestyle/view_layer/line_set.rst:8 #: ../../manual/render/layers/introduction.rst:108 #: ../../manual/render/layers/passes.rst:7 #: ../../manual/render/layers/view_layer.rst:6 #: ../../manual/render/lights/light_object.rst:6 #: ../../manual/render/lights/world.rst:21 #: ../../manual/render/lights/world.rst:44 #: ../../manual/render/lights/world.rst:64 #: ../../manual/render/materials/assignment.rst:6 #: ../../manual/render/materials/components/displacement.rst:6 #: ../../manual/render/materials/line_art.rst:7 #: ../../manual/render/materials/settings.rst:6 #: ../../manual/render/output/animation_player.rst:9 #: ../../manual/render/output/audio/speaker.rst:79 #: ../../manual/render/output/properties/output.rst:101 #: ../../manual/render/output/properties/post_processing.rst:7 #: ../../manual/render/workbench/color.rst:9 #: ../../manual/render/workbench/display_settings.rst:18 #: ../../manual/render/workbench/display_settings.rst:40 #: ../../manual/render/workbench/display_settings.rst:63 #: ../../manual/render/workbench/grease_pencil.rst:6 #: ../../manual/render/workbench/lighting.rst:9 #: ../../manual/render/workbench/options.rst:6 #: ../../manual/render/workbench/performance.rst:6 #: ../../manual/render/workbench/sampling.rst:16 #: ../../manual/scene_layout/collections/collections.rst:21 #: ../../manual/scene_layout/collections/collections.rst:111 #: ../../manual/scene_layout/collections/collections.rst:144 #: ../../manual/scene_layout/object/editing/apply.rst:16 #: ../../manual/scene_layout/object/editing/apply.rst:72 #: ../../manual/scene_layout/object/editing/apply.rst:104 #: ../../manual/scene_layout/object/editing/apply.rst:116 #: ../../manual/scene_layout/object/editing/apply.rst:133 #: ../../manual/scene_layout/object/editing/apply.rst:185 #: ../../manual/scene_layout/object/editing/cleanup.rst:9 #: ../../manual/scene_layout/object/editing/cleanup.rst:44 #: ../../manual/scene_layout/object/editing/cleanup.rst:68 #: ../../manual/scene_layout/object/editing/clear.rst:7 #: ../../manual/scene_layout/object/editing/convert.rst:11 #: ../../manual/scene_layout/object/editing/convert.rst:25 #: ../../manual/scene_layout/object/editing/convert.rst:38 #: ../../manual/scene_layout/object/editing/convert.rst:69 #: ../../manual/scene_layout/object/editing/delete.rst:7 #: ../../manual/scene_layout/object/editing/delete.rst:19 #: ../../manual/scene_layout/object/editing/duplicate.rst:7 #: ../../manual/scene_layout/object/editing/duplicate_linked.rst:7 #: ../../manual/scene_layout/object/editing/join.rst:8 #: ../../manual/scene_layout/object/editing/link_transfer/copy_uvmaps.rst:7 #: ../../manual/scene_layout/object/editing/link_transfer/index.rst:6 #: ../../manual/scene_layout/object/editing/link_transfer/link_data.rst:7 #: ../../manual/scene_layout/object/editing/link_transfer/link_scene.rst:7 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data.rst:7 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data_layout.rst:7 #: ../../manual/scene_layout/object/editing/mirror.rst:7 #: ../../manual/scene_layout/object/editing/parent.rst:24 #: ../../manual/scene_layout/object/editing/parent.rst:318 #: ../../manual/scene_layout/object/editing/parent.rst:337 #: ../../manual/scene_layout/object/editing/relations/make_single_user.rst:7 #: ../../manual/scene_layout/object/editing/rigid_body.rst:11 #: ../../manual/scene_layout/object/editing/shading.rst:11 #: ../../manual/scene_layout/object/editing/shading.rst:43 #: ../../manual/scene_layout/object/editing/shading.rst:64 #: ../../manual/scene_layout/object/editing/show_hide.rst:8 #: ../../manual/scene_layout/object/editing/snap.rst:7 #: ../../manual/scene_layout/object/editing/transform/align_objects.rst:7 #: ../../manual/scene_layout/object/editing/transform/align_transform_orientation.rst:7 #: ../../manual/scene_layout/object/editing/transform/control/axis_locking.rst:57 #: ../../manual/scene_layout/object/editing/transform/control/axis_locking.rst:72 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:6 #: ../../manual/scene_layout/object/editing/transform/move.rst:7 #: ../../manual/scene_layout/object/editing/transform/randomize.rst:7 #: ../../manual/scene_layout/object/editing/transform/rotate.rst:7 #: ../../manual/scene_layout/object/editing/transform/rotate.rst:54 #: ../../manual/scene_layout/object/editing/transform/scale.rst:7 #: ../../manual/scene_layout/object/editing/transform/texture_space.rst:7 #: ../../manual/scene_layout/object/origin.rst:31 #: ../../manual/scene_layout/object/properties/display.rst:6 #: ../../manual/scene_layout/object/properties/instancing/collection.rst:6 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:6 #: ../../manual/scene_layout/object/properties/instancing/verts.rst:6 #: ../../manual/scene_layout/object/properties/line_art.rst:7 #: ../../manual/scene_layout/object/properties/relations.rst:6 #: ../../manual/scene_layout/object/properties/transforms.rst:6 #: ../../manual/scene_layout/object/properties/transforms.rst:93 #: ../../manual/scene_layout/object/properties/visibility.rst:6 #: ../../manual/scene_layout/object/selecting.rst:45 #: ../../manual/scene_layout/object/selecting.rst:57 #: ../../manual/scene_layout/object/selecting.rst:69 #: ../../manual/scene_layout/object/selecting.rst:81 #: ../../manual/scene_layout/object/selecting.rst:93 #: ../../manual/scene_layout/object/selecting.rst:105 #: ../../manual/scene_layout/object/selecting.rst:119 #: ../../manual/scene_layout/object/selecting.rst:133 #: ../../manual/scene_layout/object/selecting.rst:146 #: ../../manual/scene_layout/object/selecting.rst:160 #: ../../manual/scene_layout/object/selecting.rst:179 #: ../../manual/scene_layout/object/selecting.rst:206 #: ../../manual/scene_layout/object/selecting.rst:249 #: ../../manual/scene_layout/object/selecting.rst:282 #: ../../manual/scene_layout/object/tools/scale_cage.rst:7 #: ../../manual/scene_layout/object/tools/tool_settings.rst:9 #: ../../manual/scene_layout/object/types.rst:7 #: ../../manual/scene_layout/scene/introduction.rst:18 #: ../../manual/scene_layout/scene/properties.rst:9 #: ../../manual/scene_layout/scene/properties.rst:50 #: ../../manual/scene_layout/scene/properties.rst:186 #: ../../manual/scene_layout/scene/properties.rst:198 #: ../../manual/scene_layout/scene/properties.rst:210 #: ../../manual/scene_layout/scene/properties.rst:255 #: ../../manual/sculpt_paint/brush/brush.rst:9 #: ../../manual/sculpt_paint/brush/cursor.rst:8 #: ../../manual/sculpt_paint/sculpting/controls.rst:9 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:25 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:174 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:202 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:248 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:14 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:25 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:36 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:49 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:89 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:112 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:127 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:140 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:154 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:169 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:12 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:26 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:41 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:55 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:70 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:86 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:107 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:152 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:182 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:213 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:243 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:265 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:279 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:30 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:55 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:89 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:108 #: ../../manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst:7 #: ../../manual/sculpt_paint/sculpting/tool_settings/options.rst:6 #: ../../manual/sculpt_paint/sculpting/tool_settings/remesh.rst:6 #: ../../manual/sculpt_paint/sculpting/tool_settings/symmetry.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/blob.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/box_face_set.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/box_mask.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/box_trim.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/clay.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/clay_strips.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/clay_thumb.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:7 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/color_filter.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/crease.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/draw.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/draw_facesets.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/draw_sharp.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/edit_face_set.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/elastic_deform.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/fill.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/flatten.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/inflate.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/lasso_face_set.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/lasso_mask.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/lasso_trim.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/layer.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/line_mask.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/line_project.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/mask.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/mask_by_color.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/multiplane_scrape.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_eraser.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_smear.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/nudge.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/paint.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/pinch.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/pose.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/rotate.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/scrape.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/simplify.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/slide_relax.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/smear.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/snake_hook.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/thumb.rst:6 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:9 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:20 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:31 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:42 #: ../../manual/sculpt_paint/selection_visibility.rst:47 #: ../../manual/sculpt_paint/selection_visibility.rst:66 #: ../../manual/sculpt_paint/texture_paint/tool_settings/symmetry.rst:6 #: ../../manual/sculpt_paint/texture_paint/tool_settings/tiling.rst:7 #: ../../manual/sculpt_paint/vertex_paint/editing.rst:6 #: ../../manual/sculpt_paint/vertex_paint/tool_settings/symmetry.rst:6 #: ../../manual/sculpt_paint/weight_paint/editing.rst:6 #: ../../manual/sculpt_paint/weight_paint/editing.rst:428 #: ../../manual/sculpt_paint/weight_paint/tool_settings/symmetry.rst:6 #: ../../manual/troubleshooting/recover.rst:44 #: ../../manual/troubleshooting/recover.rst:57 #: ../../manual/video_editing/edit/montage/editing.rst:14 #: ../../manual/video_editing/edit/montage/editing.rst:75 #: ../../manual/video_editing/edit/montage/editing.rst:107 #: ../../manual/video_editing/edit/montage/editing.rst:120 #: ../../manual/video_editing/edit/montage/editing.rst:133 #: ../../manual/video_editing/edit/montage/editing.rst:146 #: ../../manual/video_editing/edit/montage/editing.rst:161 #: ../../manual/video_editing/edit/montage/editing.rst:178 #: ../../manual/video_editing/edit/montage/editing.rst:195 #: ../../manual/video_editing/edit/montage/editing.rst:211 #: ../../manual/video_editing/edit/montage/editing.rst:226 #: ../../manual/video_editing/edit/montage/editing.rst:243 #: ../../manual/video_editing/edit/montage/editing.rst:253 #: ../../manual/video_editing/edit/montage/editing.rst:263 #: ../../manual/video_editing/edit/montage/editing.rst:273 #: ../../manual/video_editing/edit/montage/editing.rst:286 #: ../../manual/video_editing/edit/montage/editing.rst:303 #: ../../manual/video_editing/edit/montage/editing.rst:325 #: ../../manual/video_editing/edit/montage/editing.rst:339 #: ../../manual/video_editing/edit/montage/editing.rst:355 #: ../../manual/video_editing/edit/montage/editing.rst:375 #: ../../manual/video_editing/edit/montage/editing.rst:387 #: ../../manual/video_editing/edit/montage/editing.rst:404 #: ../../manual/video_editing/edit/montage/editing.rst:416 #: ../../manual/video_editing/edit/montage/editing.rst:428 #: ../../manual/video_editing/edit/montage/editing.rst:443 #: ../../manual/video_editing/edit/montage/editing.rst:499 #: ../../manual/video_editing/edit/montage/editing.rst:519 #: ../../manual/video_editing/edit/montage/strips/image.rst:50 #: ../../manual/video_editing/edit/montage/strips/introduction.rst:17 #: ../../manual/video_editing/edit/montage/strips/movie.rst:27 #: ../../manual/video_editing/edit/montage/strips/sound.rst:67 msgid "Reference" msgstr "Referencia" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/dependency_graph.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/import_export/anim_bvh.rst:0 #: ../../manual/addons/import_export/anim_camera.rst:0 #: ../../manual/addons/import_export/anim_nuke_chan.rst:0 #: ../../manual/addons/import_export/coat3D.rst:0 #: ../../manual/addons/import_export/curve_svg.rst:0 #: ../../manual/addons/import_export/images_as_planes.rst:0 #: ../../manual/addons/import_export/mesh_ply.rst:0 #: ../../manual/addons/import_export/mesh_stl.rst:0 #: ../../manual/addons/import_export/mesh_uv_layout.rst:0 #: ../../manual/addons/import_export/palettes.rst:0 #: ../../manual/addons/import_export/paper_model.rst:0 #: ../../manual/addons/import_export/pc2.rst:0 #: ../../manual/addons/import_export/scene_dxf.rst:0 #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/addons/import_export/scene_gltf2.rst:0 #: ../../manual/addons/import_export/scene_obj.rst:0 #: ../../manual/addons/import_export/scene_x3d.rst:0 #: ../../manual/addons/import_export/shape_mdd.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/3d_print_toolbox.rst:0 #: ../../manual/addons/mesh/auto_mirror.rst:0 #: ../../manual/addons/mesh/bsurfaces.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 #: ../../manual/addons/mesh/f2.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:0 #: ../../manual/addons/mesh/looptools.rst:0 #: ../../manual/addons/mesh/snap_utilities_line.rst:0 #: ../../manual/addons/mesh/tinycad.rst:0 ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/node/node_arrange.rst:0 #: ../../manual/addons/node/node_presets.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/object/align_tools.rst:0 #: ../../manual/addons/object/bool_tools.rst:0 #: ../../manual/addons/object/carver.rst:0 #: ../../manual/addons/object/cell_fracture.rst:0 #: ../../manual/addons/object/color_rules.rst:0 #: ../../manual/addons/object/edit_linked_library.rst:0 #: ../../manual/addons/object/greasepencil_tools.rst:0 #: ../../manual/addons/object/real_snow.rst:0 #: ../../manual/addons/object/scatter_objects.rst:0 #: ../../manual/addons/object/skinify.rst:0 #: ../../manual/addons/paint/paint_palettes.rst:0 #: ../../manual/addons/render/copy_settings.rst:0 #: ../../manual/addons/render/povray.rst:0 #: ../../manual/addons/render/render_freestyle_svg.rst:0 #: ../../manual/addons/rigging/rigify/index.rst:0 #: ../../manual/addons/sequencer/power_sequencer.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:0 #: ../../manual/addons/system/blend_info.rst:0 #: ../../manual/addons/system/blender_id.rst:0 #: ../../manual/addons/system/demo_mode.rst:0 #: ../../manual/addons/system/property_chart.rst:0 #: ../../manual/addons/system/ui_translations.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/video_tools/refine_tracking.rst:0 #: ../../manual/editors/preferences/addons.rst:34 #: ../../manual/files/import_export/stl.rst:0 msgid "Category" msgstr "Kategória" #: ../../manual/addons/3d_view/3d_navigation.rst:93 #: ../../manual/addons/3d_view/index.rst:4 #: ../../manual/addons/3d_view/math_vis_console.rst:50 #: ../../manual/addons/3d_view/measureit.rst:59 #: ../../manual/addons/3d_view/stored_views.rst:69 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:176 #: ../../manual/addons/interface/amaranth.rst:17 msgid "3D View" msgstr "3D zobrazenie" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:26 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:33 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:21 #: ../../manual/addons/development/dependency_graph.rst:0 #: ../../manual/addons/development/dependency_graph.rst:24 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/edit_operator.rst:17 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/brush_menus.rst:17 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/collection_manager.rst:25 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:17 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:17 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:23 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/3d_print_toolbox.rst:0 #: ../../manual/addons/mesh/3d_print_toolbox.rst:24 #: ../../manual/addons/mesh/auto_mirror.rst:0 #: ../../manual/addons/mesh/bsurfaces.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:50 #: ../../manual/addons/mesh/f2.rst:0 ../../manual/addons/mesh/f2.rst:19 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:26 #: ../../manual/addons/mesh/looptools.rst:0 #: ../../manual/addons/mesh/looptools.rst:17 #: ../../manual/addons/mesh/snap_utilities_line.rst:0 #: ../../manual/addons/mesh/tinycad.rst:0 #: ../../manual/addons/mesh/tinycad.rst:19 #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/node/node_arrange.rst:0 #: ../../manual/addons/node/node_arrange.rst:23 #: ../../manual/addons/node/node_presets.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/node/node_wrangler.rst:34 #: ../../manual/addons/object/align_tools.rst:0 #: ../../manual/addons/object/align_tools.rst:23 #: ../../manual/addons/object/bool_tools.rst:0 #: ../../manual/addons/object/bool_tools.rst:17 #: ../../manual/addons/object/carver.rst:0 #: ../../manual/addons/object/carver.rst:17 #: ../../manual/addons/object/cell_fracture.rst:0 #: ../../manual/addons/object/color_rules.rst:0 #: ../../manual/addons/object/color_rules.rst:24 #: ../../manual/addons/object/edit_linked_library.rst:0 #: ../../manual/addons/object/greasepencil_tools.rst:0 #: ../../manual/addons/object/real_snow.rst:0 #: ../../manual/addons/object/scatter_objects.rst:0 #: ../../manual/addons/object/scatter_objects.rst:24 #: ../../manual/addons/object/skinify.rst:0 #: ../../manual/addons/paint/paint_palettes.rst:0 #: ../../manual/addons/render/copy_settings.rst:0 #: ../../manual/addons/render/copy_settings.rst:26 #: ../../manual/addons/render/povray.rst:0 #: ../../manual/addons/rigging/rigify/index.rst:0 #: ../../manual/addons/sequencer/power_sequencer.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:20 #: ../../manual/addons/system/blend_info.rst:0 #: ../../manual/addons/system/blend_info.rst:23 #: ../../manual/addons/system/blender_id.rst:0 #: ../../manual/addons/system/blender_id.rst:36 #: ../../manual/addons/system/demo_mode.rst:0 #: ../../manual/addons/system/property_chart.rst:0 #: ../../manual/addons/system/property_chart.rst:18 #: ../../manual/addons/system/ui_translations.rst:0 #: ../../manual/addons/system/ui_translations.rst:17 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/video_tools/refine_tracking.rst:0 #: ../../manual/animation/keyframes/keying_sets.rst:44 #: ../../manual/contribute/release_cycle.rst:63 #: ../../manual/editors/asset_browser.rst:106 #: ../../manual/files/data_blocks.rst:90 ../../manual/files/data_blocks.rst:464 msgid "Description" msgstr "Popis" #: ../../manual/addons/3d_view/3d_navigation.rst:94 msgid "Navigate the 3D Viewport and camera from the Sidebar." msgstr "Navigácia 3D záberu a kamery z bočného panela." #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/dependency_graph.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/sun_position.rst:95 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/3d_print_toolbox.rst:0 #: ../../manual/addons/mesh/auto_mirror.rst:0 #: ../../manual/addons/mesh/bsurfaces.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 #: ../../manual/addons/mesh/f2.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:0 #: ../../manual/addons/mesh/looptools.rst:0 #: ../../manual/addons/mesh/snap_utilities_line.rst:0 #: ../../manual/addons/mesh/tinycad.rst:0 ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/node/node_arrange.rst:0 #: ../../manual/addons/node/node_presets.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/object/align_tools.rst:0 #: ../../manual/addons/object/bool_tools.rst:0 #: ../../manual/addons/object/carver.rst:0 #: ../../manual/addons/object/cell_fracture.rst:0 #: ../../manual/addons/object/color_rules.rst:0 #: ../../manual/addons/object/edit_linked_library.rst:0 #: ../../manual/addons/object/greasepencil_tools.rst:0 #: ../../manual/addons/object/real_snow.rst:0 #: ../../manual/addons/object/scatter_objects.rst:0 #: ../../manual/addons/object/skinify.rst:0 #: ../../manual/addons/paint/paint_palettes.rst:0 #: ../../manual/addons/render/copy_settings.rst:0 #: ../../manual/addons/render/povray.rst:0 #: ../../manual/addons/rigging/rigify/index.rst:0 #: ../../manual/addons/sequencer/power_sequencer.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:0 #: ../../manual/addons/system/blend_info.rst:0 #: ../../manual/addons/system/blender_id.rst:0 #: ../../manual/addons/system/demo_mode.rst:0 #: ../../manual/addons/system/property_chart.rst:0 #: ../../manual/addons/system/ui_translations.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/video_tools/refine_tracking.rst:0 #: ../../manual/animation/constraints/relationship/child_of.rst:42 #: ../../manual/contribute/guides/markup_guide.rst:143 #: ../../manual/editors/3dview/sidebar.rst:107 #: ../../manual/grease_pencil/materials/properties.rst:165 #: ../../manual/grease_pencil/materials/properties.rst:190 #: ../../manual/modeling/geometry_nodes/input/scene/object_info.rst:46 #: ../../manual/modeling/meshes/uv/editing.rst:62 #: ../../manual/movie_clip/tracking/clip/sidebar/stabilization/panel.rst:55 #: ../../manual/physics/forces/force_fields/introduction.rst:114 #: ../../manual/render/shader_nodes/input/object_info.rst:33 #: ../../manual/render/shader_nodes/input/particle_info.rst:48 #: ../../manual/render/shader_nodes/input/point_info.rst:33 #: ../../manual/render/shader_nodes/vector/mapping.rst:23 #: ../../manual/scene_layout/object/editing/apply.rst:49 #: ../../manual/scene_layout/object/editing/transform/randomize.rst:32 #: ../../manual/scene_layout/object/properties/transforms.rst:33 #: ../../manual/scene_layout/object/types.rst:99 msgid "Location" msgstr "Poloha" #: ../../manual/addons/3d_view/3d_navigation.rst:95 #: ../../manual/addons/3d_view/measureit.rst:61 #: ../../manual/addons/3d_view/stored_views.rst:71 msgid ":menuselection:`3D Viewport --> Sidebar --> View tab`" msgstr ":menuselection:`3D záber --> Bočný panel --> Zobraziť`" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/dependency_graph.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/3d_print_toolbox.rst:0 #: ../../manual/addons/mesh/auto_mirror.rst:0 #: ../../manual/addons/mesh/bsurfaces.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 #: ../../manual/addons/mesh/f2.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:0 #: ../../manual/addons/mesh/looptools.rst:0 #: ../../manual/addons/mesh/snap_utilities_line.rst:0 #: ../../manual/addons/mesh/tinycad.rst:0 ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/node/node_arrange.rst:0 #: ../../manual/addons/node/node_presets.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/object/align_tools.rst:0 #: ../../manual/addons/object/bool_tools.rst:0 #: ../../manual/addons/object/carver.rst:0 #: ../../manual/addons/object/cell_fracture.rst:0 #: ../../manual/addons/object/color_rules.rst:0 #: ../../manual/addons/object/edit_linked_library.rst:0 #: ../../manual/addons/object/greasepencil_tools.rst:0 #: ../../manual/addons/object/real_snow.rst:0 #: ../../manual/addons/object/scatter_objects.rst:0 #: ../../manual/addons/object/skinify.rst:0 #: ../../manual/addons/paint/paint_palettes.rst:0 #: ../../manual/addons/render/copy_settings.rst:0 #: ../../manual/addons/render/povray.rst:0 #: ../../manual/addons/rigging/rigify/index.rst:0 #: ../../manual/addons/sequencer/power_sequencer.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:0 #: ../../manual/addons/system/blend_info.rst:0 #: ../../manual/addons/system/blender_id.rst:0 #: ../../manual/addons/system/demo_mode.rst:0 #: ../../manual/addons/system/property_chart.rst:0 #: ../../manual/addons/system/ui_translations.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/video_tools/refine_tracking.rst:0 #: ../../manual/editors/image/image_settings.rst:126 #: ../../manual/editors/video_sequencer/sequencer/sidebar/proxy.rst:59 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:234 msgid "File" msgstr "Súbor" #: ../../manual/addons/3d_view/3d_navigation.rst:96 msgid "space_view3d_3d_navigation.py" msgstr "space_view3d_3d_navigation.py" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/dependency_graph.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/3d_print_toolbox.rst:0 #: ../../manual/addons/mesh/auto_mirror.rst:0 #: ../../manual/addons/mesh/bsurfaces.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 #: ../../manual/addons/mesh/f2.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:0 #: ../../manual/addons/mesh/looptools.rst:0 #: ../../manual/addons/mesh/snap_utilities_line.rst:0 #: ../../manual/addons/mesh/tinycad.rst:0 ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/node/node_arrange.rst:0 #: ../../manual/addons/node/node_presets.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/object/align_tools.rst:0 #: ../../manual/addons/object/bool_tools.rst:0 #: ../../manual/addons/object/carver.rst:0 #: ../../manual/addons/object/cell_fracture.rst:0 #: ../../manual/addons/object/color_rules.rst:0 #: ../../manual/addons/object/edit_linked_library.rst:0 #: ../../manual/addons/object/greasepencil_tools.rst:0 #: ../../manual/addons/object/real_snow.rst:0 #: ../../manual/addons/object/scatter_objects.rst:0 #: ../../manual/addons/object/skinify.rst:0 #: ../../manual/addons/paint/paint_palettes.rst:0 #: ../../manual/addons/render/copy_settings.rst:0 #: ../../manual/addons/render/povray.rst:0 #: ../../manual/addons/rigging/rigify/index.rst:0 #: ../../manual/addons/sequencer/power_sequencer.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:0 #: ../../manual/addons/system/blend_info.rst:0 #: ../../manual/addons/system/blender_id.rst:0 #: ../../manual/addons/system/demo_mode.rst:0 #: ../../manual/addons/system/property_chart.rst:0 #: ../../manual/addons/system/ui_translations.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/video_tools/refine_tracking.rst:0 #: ../../manual/editors/asset_browser.rst:112 msgid "Author" msgstr "Autor" #: ../../manual/addons/3d_view/3d_navigation.rst:97 msgid "Demohero, uriel, meta-androcto" msgstr "Demohero, uriel, meta-androcto" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 msgid "Maintainer" msgstr "Udržiavateľ" #: ../../manual/addons/3d_view/3d_navigation.rst:98 #: ../../manual/addons/3d_view/stored_views.rst:74 #: ../../manual/addons/add_curve/btracer.rst:77 msgid "Brendon Murphy (meta-androcto)" msgstr "Brendon Murphy (meta-androcto)" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/auto_mirror.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 #: ../../manual/addons/mesh/f2.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:0 #: ../../manual/addons/mesh/looptools.rst:0 #: ../../manual/addons/mesh/tinycad.rst:0 ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/node/node_presets.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/object/align_tools.rst:0 #: ../../manual/addons/object/bool_tools.rst:0 #: ../../manual/addons/object/carver.rst:0 #: ../../manual/addons/object/cell_fracture.rst:0 #: ../../manual/addons/object/edit_linked_library.rst:0 #: ../../manual/addons/object/greasepencil_tools.rst:0 #: ../../manual/addons/object/real_snow.rst:0 #: ../../manual/addons/object/skinify.rst:0 #: ../../manual/addons/paint/paint_palettes.rst:0 #: ../../manual/addons/render/copy_settings.rst:0 #: ../../manual/addons/render/povray.rst:0 #: ../../manual/addons/rigging/rigify/index.rst:0 #: ../../manual/addons/system/blend_info.rst:0 #: ../../manual/addons/system/blender_id.rst:0 #: ../../manual/addons/system/demo_mode.rst:0 #: ../../manual/addons/system/property_chart.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 ../../manual/copyright.rst:5 msgid "License" msgstr "Licencia" #: ../../manual/addons/3d_view/3d_navigation.rst:99 #: ../../manual/addons/3d_view/math_vis_console.rst:56 #: ../../manual/addons/3d_view/measureit.rst:65 #: ../../manual/addons/3d_view/stored_views.rst:76 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:182 #: ../../manual/addons/add_curve/assign_shape_keys.rst:71 #: ../../manual/addons/add_curve/btracer.rst:78 #: ../../manual/addons/add_curve/curve_tools.rst:186 #: ../../manual/addons/add_curve/extra_objects.rst:61 #: ../../manual/addons/add_curve/ivy_gen.rst:61 #: ../../manual/addons/add_curve/sapling.rst:168 #: ../../manual/addons/add_curve/simplify_curves.rst:45 #: ../../manual/addons/add_mesh/ant_landscape.rst:96 #: ../../manual/addons/add_mesh/archimesh.rst:47 #: ../../manual/addons/add_mesh/boltfactory.rst:40 #: ../../manual/addons/add_mesh/discombobulator.rst:97 #: ../../manual/addons/add_mesh/geodesic_domes.rst:163 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:75 #: ../../manual/addons/animation/animall.rst:36 #: ../../manual/addons/animation/corrective_shape_keys.rst:59 #: ../../manual/addons/camera/camera_rigs.rst:195 #: ../../manual/addons/development/edit_operator.rst:44 #: ../../manual/addons/development/icon_viewer.rst:44 #: ../../manual/addons/development/is_key_free.rst:39 #: ../../manual/addons/interface/amaranth.rst:403 #: ../../manual/addons/interface/brush_menus.rst:41 #: ../../manual/addons/interface/collection_manager.rst:442 #: ../../manual/addons/interface/context_menu.rst:36 #: ../../manual/addons/interface/copy_attributes.rst:145 #: ../../manual/addons/interface/modifier_tools.rst:56 #: ../../manual/addons/interface/viewport_pies.rst:73 #: ../../manual/addons/lighting/dynamic_sky.rst:52 #: ../../manual/addons/lighting/sun_position.rst:187 #: ../../manual/addons/lighting/trilighting.rst:43 #: ../../manual/addons/materials/material_library.rst:92 #: ../../manual/addons/mesh/auto_mirror.rst:31 #: ../../manual/addons/mesh/edit_mesh_tools.rst:88 #: ../../manual/addons/mesh/f2.rst:53 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:77 #: ../../manual/addons/mesh/looptools.rst:238 #: ../../manual/addons/mesh/tinycad.rst:75 #: ../../manual/addons/mesh/tissue.rst:479 #: ../../manual/addons/node/node_presets.rst:32 #: ../../manual/addons/node/node_wrangler.rst:555 #: ../../manual/addons/object/align_tools.rst:50 #: ../../manual/addons/object/bool_tools.rst:82 #: ../../manual/addons/object/carver.rst:116 #: ../../manual/addons/object/cell_fracture.rst:40 #: ../../manual/addons/object/edit_linked_library.rst:41 #: ../../manual/addons/object/greasepencil_tools.rst:129 #: ../../manual/addons/object/real_snow.rst:62 #: ../../manual/addons/paint/paint_palettes.rst:61 #: ../../manual/addons/render/copy_settings.rst:90 #: ../../manual/addons/render/povray.rst:889 #: ../../manual/addons/rigging/rigify/index.rst:52 #: ../../manual/addons/system/blend_info.rst:34 #: ../../manual/addons/system/demo_mode.rst:96 #: ../../manual/addons/system/property_chart.rst:29 msgid "GPL" msgstr "GPL" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 msgid "Support Level" msgstr "Úroveň podpory" #: ../../manual/addons/3d_view/3d_navigation.rst:100 #: ../../manual/addons/3d_view/measureit.rst:66 #: ../../manual/addons/3d_view/stored_views.rst:77 #: ../../manual/addons/add_curve/assign_shape_keys.rst:72 #: ../../manual/addons/add_curve/btracer.rst:79 #: ../../manual/addons/add_curve/curve_tools.rst:187 #: ../../manual/addons/add_curve/extra_objects.rst:62 #: ../../manual/addons/add_curve/ivy_gen.rst:62 #: ../../manual/addons/add_curve/sapling.rst:169 #: ../../manual/addons/add_curve/simplify_curves.rst:46 #: ../../manual/addons/add_mesh/ant_landscape.rst:97 #: ../../manual/addons/add_mesh/archimesh.rst:48 #: ../../manual/addons/add_mesh/boltfactory.rst:41 #: ../../manual/addons/add_mesh/discombobulator.rst:98 #: ../../manual/addons/add_mesh/geodesic_domes.rst:164 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:76 #: ../../manual/addons/animation/animall.rst:37 #: ../../manual/addons/animation/bone_selection_sets.rst:47 #: ../../manual/addons/animation/corrective_shape_keys.rst:60 #: ../../manual/addons/animation/turnaround_camera.rst:42 #: ../../manual/addons/camera/camera_rigs.rst:196 #: ../../manual/addons/development/edit_operator.rst:45 #: ../../manual/addons/development/icon_viewer.rst:45 #: ../../manual/addons/development/is_key_free.rst:40 #: ../../manual/addons/interface/amaranth.rst:404 #: ../../manual/addons/interface/brush_menus.rst:42 #: ../../manual/addons/interface/collection_manager.rst:443 #: ../../manual/addons/interface/context_menu.rst:37 #: ../../manual/addons/interface/copy_attributes.rst:146 #: ../../manual/addons/interface/modifier_tools.rst:57 #: ../../manual/addons/interface/viewport_pies.rst:74 #: ../../manual/addons/lighting/dynamic_sky.rst:53 #: ../../manual/addons/lighting/sun_position.rst:188 #: ../../manual/addons/lighting/trilighting.rst:44 #: ../../manual/addons/materials/material_library.rst:93 #: ../../manual/addons/materials/material_utils.rst:90 msgid "Community" msgstr "Komunitná" #: ../../manual/addons/3d_view/3d_navigation.rst:0 #: ../../manual/addons/3d_view/math_vis_console.rst:0 #: ../../manual/addons/3d_view/measureit.rst:0 #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:0 #: ../../manual/addons/add_curve/assign_shape_keys.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/add_curve/extra_objects.rst:0 #: ../../manual/addons/add_curve/ivy_gen.rst:0 #: ../../manual/addons/add_curve/sapling.rst:0 #: ../../manual/addons/add_curve/simplify_curves.rst:0 #: ../../manual/addons/add_mesh/ant_landscape.rst:0 #: ../../manual/addons/add_mesh/archimesh.rst:0 #: ../../manual/addons/add_mesh/boltfactory.rst:0 #: ../../manual/addons/add_mesh/discombobulator.rst:0 #: ../../manual/addons/add_mesh/geodesic_domes.rst:0 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:0 #: ../../manual/addons/animation/animall.rst:0 #: ../../manual/addons/animation/bone_selection_sets.rst:0 #: ../../manual/addons/animation/copy_global_transform.rst:0 #: ../../manual/addons/animation/corrective_shape_keys.rst:0 #: ../../manual/addons/animation/turnaround_camera.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/development/edit_operator.rst:0 #: ../../manual/addons/development/icon_viewer.rst:0 #: ../../manual/addons/development/is_key_free.rst:0 #: ../../manual/addons/interface/amaranth.rst:0 #: ../../manual/addons/interface/brush_menus.rst:0 #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/context_menu.rst:0 #: ../../manual/addons/interface/copy_attributes.rst:0 #: ../../manual/addons/interface/modifier_tools.rst:0 #: ../../manual/addons/interface/viewport_pies.rst:0 #: ../../manual/addons/lighting/dynamic_sky.rst:0 #: ../../manual/addons/lighting/sun_position.rst:0 #: ../../manual/addons/lighting/trilighting.rst:0 #: ../../manual/addons/materials/material_library.rst:0 #: ../../manual/addons/materials/material_utils.rst:0 #: ../../manual/addons/mesh/auto_mirror.rst:0 #: ../../manual/addons/mesh/edit_mesh_tools.rst:0 #: ../../manual/addons/mesh/f2.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:0 #: ../../manual/addons/mesh/looptools.rst:0 #: ../../manual/addons/mesh/tinycad.rst:0 ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/node/node_presets.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/object/align_tools.rst:0 #: ../../manual/addons/object/bool_tools.rst:0 #: ../../manual/addons/object/carver.rst:0 #: ../../manual/addons/object/cell_fracture.rst:0 #: ../../manual/addons/object/edit_linked_library.rst:0 #: ../../manual/addons/object/greasepencil_tools.rst:0 #: ../../manual/addons/object/real_snow.rst:0 #: ../../manual/addons/object/skinify.rst:0 #: ../../manual/addons/paint/paint_palettes.rst:0 #: ../../manual/addons/render/copy_settings.rst:0 #: ../../manual/addons/render/povray.rst:0 #: ../../manual/addons/rigging/rigify/index.rst:0 #: ../../manual/addons/sequencer/power_sequencer.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:0 #: ../../manual/addons/system/blend_info.rst:0 #: ../../manual/addons/system/blender_id.rst:0 #: ../../manual/addons/system/demo_mode.rst:0 #: ../../manual/addons/system/property_chart.rst:0 #: ../../manual/addons/system/ui_translations.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/video_tools/refine_tracking.rst:0 #: ../../manual/render/output/properties/metadata.rst:53 msgid "Note" msgstr "Poznámka" #: ../../manual/addons/3d_view/3d_navigation.rst:101 #: ../../manual/addons/3d_view/math_vis_console.rst:58 #: ../../manual/addons/3d_view/measureit.rst:67 #: ../../manual/addons/3d_view/stored_views.rst:78 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:184 #: ../../manual/addons/add_curve/assign_shape_keys.rst:73 #: ../../manual/addons/add_curve/btracer.rst:80 #: ../../manual/addons/add_curve/curve_tools.rst:188 #: ../../manual/addons/add_curve/extra_objects.rst:63 #: ../../manual/addons/add_curve/ivy_gen.rst:63 #: ../../manual/addons/add_curve/sapling.rst:170 #: ../../manual/addons/add_curve/simplify_curves.rst:47 #: ../../manual/addons/add_mesh/ant_landscape.rst:98 #: ../../manual/addons/add_mesh/archimesh.rst:49 #: ../../manual/addons/add_mesh/boltfactory.rst:42 #: ../../manual/addons/add_mesh/discombobulator.rst:99 #: ../../manual/addons/add_mesh/geodesic_domes.rst:165 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:77 #: ../../manual/addons/animation/animall.rst:38 #: ../../manual/addons/animation/bone_selection_sets.rst:48 #: ../../manual/addons/animation/copy_global_transform.rst:82 #: ../../manual/addons/animation/corrective_shape_keys.rst:61 #: ../../manual/addons/animation/turnaround_camera.rst:43 #: ../../manual/addons/camera/camera_rigs.rst:197 #: ../../manual/addons/development/dependency_graph.rst:18 #: ../../manual/addons/development/edit_operator.rst:46 #: ../../manual/addons/development/icon_viewer.rst:46 #: ../../manual/addons/development/is_key_free.rst:41 #: ../../manual/addons/interface/amaranth.rst:405 #: ../../manual/addons/interface/brush_menus.rst:43 #: ../../manual/addons/interface/collection_manager.rst:444 #: ../../manual/addons/interface/context_menu.rst:38 #: ../../manual/addons/interface/copy_attributes.rst:147 #: ../../manual/addons/interface/modifier_tools.rst:58 #: ../../manual/addons/interface/viewport_pies.rst:75 #: ../../manual/addons/lighting/dynamic_sky.rst:54 #: ../../manual/addons/lighting/sun_position.rst:189 #: ../../manual/addons/lighting/trilighting.rst:45 #: ../../manual/addons/materials/material_library.rst:94 #: ../../manual/addons/materials/material_utils.rst:91 #: ../../manual/addons/mesh/3d_print_toolbox.rst:18 #: ../../manual/addons/mesh/auto_mirror.rst:32 #: ../../manual/addons/mesh/edit_mesh_tools.rst:89 #: ../../manual/addons/mesh/f2.rst:54 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:78 #: ../../manual/addons/mesh/looptools.rst:239 #: ../../manual/addons/mesh/snap_utilities_line.rst:9 #: ../../manual/addons/mesh/tinycad.rst:76 #: ../../manual/addons/mesh/tissue.rst:480 #: ../../manual/addons/node/node_presets.rst:33 #: ../../manual/addons/node/node_wrangler.rst:556 #: ../../manual/addons/object/align_tools.rst:51 #: ../../manual/addons/object/bool_tools.rst:83 #: ../../manual/addons/object/carver.rst:117 #: ../../manual/addons/object/cell_fracture.rst:41 #: ../../manual/addons/object/color_rules.rst:18 #: ../../manual/addons/object/edit_linked_library.rst:42 #: ../../manual/addons/object/greasepencil_tools.rst:130 #: ../../manual/addons/object/real_snow.rst:63 #: ../../manual/addons/object/scatter_objects.rst:18 #: ../../manual/addons/object/skinify.rst:43 #: ../../manual/addons/paint/paint_palettes.rst:62 #: ../../manual/addons/render/copy_settings.rst:91 #: ../../manual/addons/render/povray.rst:890 #: ../../manual/addons/rigging/rigify/index.rst:53 #: ../../manual/addons/sequencer/power_sequencer.rst:34 #: ../../manual/addons/sequencer/storypencil.rst:189 #: ../../manual/addons/system/blend_info.rst:35 #: ../../manual/addons/system/blender_id.rst:48 #: ../../manual/addons/system/demo_mode.rst:97 #: ../../manual/addons/system/property_chart.rst:30 #: ../../manual/addons/system/ui_translations.rst:30 #: ../../manual/addons/uv/magic_uv.rst:932 #: ../../manual/addons/video_tools/refine_tracking.rst:39 msgid "This add-on is bundled with Blender." msgstr "Tento doplnok je súčasťou balíka Blender." #: ../../manual/addons/3d_view/index.rst:6 msgid "These add-ons relate to drawing or manipulating the 3D Viewport." msgstr "Tieto doplnky sa týkajú prekreslenia alebo manipulácie s 3D záberom." #: ../../manual/addons/3d_view/math_vis_console.rst:4 msgid "Math Vis Console" msgstr ":abbr:`Math Vis Console (Konzola vizualizácie matematiky)`" #: ../../manual/addons/3d_view/math_vis_console.rst:6 msgid "" "Sometimes when writing Python scripts you stumble on complicated matrix " "transformations, ray intersections, rotation conversions, mesh " "modifications, etc. where its useful to view lines, points and matrices in " "the viewport to better understand the problem." msgstr "" "Pri písaní skriptov v jazyku Python niekedy narazíte na komplikované " "transformácie matríc, lúčové priesečníky, konverzie rotácie, úpravy " "povrchových sietí atď., kde je užitočné zobraziť čiary, body a matrice v " "zábere, aby ste lepšie pochopili problém." #: ../../manual/addons/3d_view/math_vis_console.rst:10 msgid "" "Creating mesh data for this purpose isn't difficult but is cumbersome. The " "purpose of this add-on is to make it as quick and easy as possible." msgstr "" "Vytváranie údajov povrchovej siete na tento účel nie je ťažké, ale je " "ťažkopádne. Účelom tohto doplnku je urobiť ho čo najrýchlejším a " "najjednoduchším." #: ../../manual/addons/3d_view/math_vis_console.rst:18 msgid "Click 3D View then Math Vis (Console) to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> Math Vis " "(Console)`." #: ../../manual/addons/3d_view/math_vis_console.rst:22 #: ../../manual/addons/3d_view/stored_views.rst:50 #: ../../manual/addons/add_curve/ivy_gen.rst:39 #: ../../manual/addons/add_curve/sapling.rst:28 #: ../../manual/addons/add_mesh/ant_landscape.rst:29 #: ../../manual/addons/add_mesh/discombobulator.rst:30 #: ../../manual/addons/add_mesh/geodesic_domes.rst:34 #: ../../manual/addons/development/icon_viewer.rst:29 #: ../../manual/addons/development/is_key_free.rst:17 #: ../../manual/addons/lighting/dynamic_sky.rst:35 #: ../../manual/addons/materials/material_library.rst:39 #: ../../manual/addons/materials/material_utils.rst:34 #: ../../manual/addons/uv/magic_uv.rst:23 msgid "Instructions" msgstr "Inštrukcie" #: ../../manual/addons/3d_view/math_vis_console.rst:24 msgid "" "Math Vis works by displaying Python Console defined mathutils typed " "variables in the 3D Viewport." msgstr "" "Math Vis funguje tak, že zobrazuje premenné definované v mathutils na " "konzole Python v 3D zábere." #: ../../manual/addons/3d_view/math_vis_console.rst:26 msgid "The following types are supported:" msgstr "Podporované sú tieto typy:" #: ../../manual/addons/3d_view/math_vis_console.rst:28 msgid "Point: ``Vector(...)``" msgstr "Bod: ``Vector(...)``" #: ../../manual/addons/3d_view/math_vis_console.rst:29 msgid "Line: ``[Vector(...), Vector(...), ...]``" msgstr "Čiara: ``[Vector(...), Vector(...), ...]``" #: ../../manual/addons/3d_view/math_vis_console.rst:30 msgid "Transformation: ``Matrix(...)``" msgstr "Transformácia: ``Matrix(...)``" #: ../../manual/addons/3d_view/math_vis_console.rst:31 msgid "" "Transformations (without translation): ``Quaternion(...)``/ ``Euler(...)``" msgstr "Transformácie (bez presunu): ``Quaternion(...)``/``Euler(...)``" #: ../../manual/addons/3d_view/math_vis_console.rst:35 #: ../../manual/addons/3d_view/measureit.rst:43 #: ../../manual/addons/add_curve/assign_shape_keys.rst:28 #: ../../manual/addons/add_mesh/ant_landscape.rst:83 #: ../../manual/addons/add_mesh/boltfactory.rst:27 #: ../../manual/addons/animation/corrective_shape_keys.rst:29 #: ../../manual/addons/camera/camera_rigs.rst:34 #: ../../manual/addons/import_export/anim_nuke_chan.rst:30 #: ../../manual/addons/import_export/curve_svg.rst:23 #: ../../manual/addons/import_export/mesh_ply.rst:67 #: ../../manual/addons/import_export/mesh_stl.rst:101 #: ../../manual/addons/import_export/mesh_uv_layout.rst:13 #: ../../manual/addons/import_export/paper_model.rst:20 #: ../../manual/addons/import_export/scene_fbx.rst:13 #: ../../manual/addons/import_export/scene_gltf2.rst:13 #: ../../manual/addons/import_export/scene_x3d.rst:13 #: ../../manual/addons/interface/modifier_tools.rst:34 #: ../../manual/addons/lighting/sun_position.rst:28 #: ../../manual/addons/lighting/trilighting.rst:27 #: ../../manual/addons/mesh/auto_mirror.rst:17 #: ../../manual/addons/node/node_arrange.rst:29 #: ../../manual/addons/node/node_presets.rst:19 #: ../../manual/addons/node/node_wrangler.rst:23 #: ../../manual/addons/object/cell_fracture.rst:23 #: ../../manual/addons/object/edit_linked_library.rst:21 #: ../../manual/addons/object/real_snow.rst:24 #: ../../manual/addons/object/skinify.rst:21 #: ../../manual/addons/paint/paint_palettes.rst:30 #: ../../manual/addons/render/povray.rst:49 #: ../../manual/addons/render/render_freestyle_svg.rst:28 #: ../../manual/addons/sequencer/power_sequencer.rst:20 #: ../../manual/addons/sequencer/storypencil.rst:28 #: ../../manual/addons/system/demo_mode.rst:73 #: ../../manual/addons/uv/magic_uv.rst:85 #: ../../manual/addons/uv/magic_uv.rst:113 #: ../../manual/addons/uv/magic_uv.rst:136 #: ../../manual/addons/uv/magic_uv.rst:162 #: ../../manual/addons/uv/magic_uv.rst:195 #: ../../manual/addons/uv/magic_uv.rst:227 #: ../../manual/addons/uv/magic_uv.rst:254 #: ../../manual/addons/uv/magic_uv.rst:276 #: ../../manual/addons/uv/magic_uv.rst:320 #: ../../manual/addons/uv/magic_uv.rst:333 #: ../../manual/addons/uv/magic_uv.rst:347 #: ../../manual/addons/uv/magic_uv.rst:362 #: ../../manual/addons/uv/magic_uv.rst:389 #: ../../manual/addons/uv/magic_uv.rst:418 #: ../../manual/addons/uv/magic_uv.rst:430 #: ../../manual/addons/uv/magic_uv.rst:459 #: ../../manual/addons/uv/magic_uv.rst:500 #: ../../manual/addons/uv/magic_uv.rst:523 #: ../../manual/addons/uv/magic_uv.rst:557 #: ../../manual/addons/uv/magic_uv.rst:587 #: ../../manual/addons/uv/magic_uv.rst:631 #: ../../manual/addons/uv/magic_uv.rst:656 #: ../../manual/addons/uv/magic_uv.rst:677 #: ../../manual/addons/uv/magic_uv.rst:706 #: ../../manual/addons/uv/magic_uv.rst:741 #: ../../manual/addons/uv/magic_uv.rst:771 #: ../../manual/addons/uv/magic_uv.rst:794 #: ../../manual/addons/uv/magic_uv.rst:819 #: ../../manual/addons/uv/magic_uv.rst:838 #: ../../manual/addons/uv/magic_uv.rst:862 #: ../../manual/addons/uv/magic_uv.rst:899 #: ../../manual/addons/uv/magic_uv.rst:912 #: ../../manual/addons/video_tools/refine_tracking.rst:25 #: ../../manual/advanced/app_templates.rst:10 #: ../../manual/animation/drivers/usage.rst:4 #: ../../manual/animation/lattice.rst:56 #: ../../manual/compositing/types/distort/crop.rst:69 #: ../../manual/compositing/types/filter/vector_blur.rst:61 #: ../../manual/compositing/types/matte/cryptomatte.rst:70 #: ../../manual/compositing/types/matte/cryptomatte_legacy.rst:63 #: ../../manual/compositing/types/vector/map_range.rst:47 #: ../../manual/editors/3dview/navigate/walk_fly.rst:58 #: ../../manual/editors/3dview/navigate/walk_fly.rst:120 #: ../../manual/editors/3dview/toolbar/add_cone.rst:16 #: ../../manual/editors/3dview/toolbar/add_cube.rst:16 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:16 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:15 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:16 #: ../../manual/editors/3dview/toolbar/measure.rst:23 #: ../../manual/editors/outliner/usage.rst:4 #: ../../manual/editors/preferences/keymap.rst:84 #: ../../manual/editors/python_console.rst:93 #: ../../manual/editors/text_editor.rst:295 #: ../../manual/grease_pencil/modes/draw/tools/arc.rst:45 #: ../../manual/grease_pencil/modes/draw/tools/box.rst:34 #: ../../manual/grease_pencil/modes/draw/tools/circle.rst:34 #: ../../manual/grease_pencil/modes/draw/tools/curve.rst:45 #: ../../manual/grease_pencil/modes/draw/tools/cutter.rst:28 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:235 #: ../../manual/grease_pencil/modes/draw/tools/erase.rst:80 #: ../../manual/grease_pencil/modes/draw/tools/eyedropper.rst:23 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:129 #: ../../manual/grease_pencil/modes/draw/tools/interpolate.rst:20 #: ../../manual/grease_pencil/modes/draw/tools/line.rst:45 #: ../../manual/grease_pencil/modes/draw/tools/polyline.rst:45 #: ../../manual/grease_pencil/modes/draw/tools/tint.rst:27 #: ../../manual/grease_pencil/modes/edit/curve_editing.rst:11 #: ../../manual/grease_pencil/modes/object/trace_image.rst:19 #: ../../manual/grease_pencil/multiframe.rst:17 #: ../../manual/modeling/curves/tools/pen.rst:16 #: ../../manual/modeling/empties.rst:154 #: ../../manual/modeling/geometry_nodes/output/viewer.rst:20 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:34 #: ../../manual/modeling/meshes/editing/edge/edge_slide.rst:35 #: ../../manual/modeling/meshes/editing/edge/loopcut_slide.rst:17 #: ../../manual/modeling/meshes/editing/edge/screw.rst:45 #: ../../manual/modeling/meshes/editing/mesh/knife_topology_tool.rst:20 #: ../../manual/modeling/meshes/editing/mesh/transform/bend.rst:34 #: ../../manual/modeling/meshes/editing/mesh/transform/push_pull.rst:26 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:49 #: ../../manual/modeling/meshes/editing/mesh/transform/to_sphere.rst:29 #: ../../manual/modeling/meshes/editing/mesh/transform/warp.rst:24 #: ../../manual/modeling/meshes/properties/vertex_groups/introduction.rst:20 #: ../../manual/modeling/meshes/tools/loop.rst:18 #: ../../manual/modeling/modifiers/deform/warp.rst:78 #: ../../manual/modeling/modifiers/modify/data_transfer.rst:98 #: ../../manual/modeling/modifiers/modify/normal_edit.rst:80 #: ../../manual/modeling/modifiers/modify/uv_project.rst:50 #: ../../manual/modeling/modifiers/modify/uv_warp.rst:56 #: ../../manual/movie_clip/tracking/dope_sheet.rst:60 #: ../../manual/movie_clip/tracking/graph.rst:46 #: ../../manual/physics/particles/mode.rst:25 #: ../../manual/render/layers/introduction.rst:56 #: ../../manual/render/output/properties/stereoscopy/usage.rst:4 #: ../../manual/scene_layout/collections/collections.rst:79 #: ../../manual/scene_layout/object/editing/mirror.rst:31 #: ../../manual/scene_layout/object/editing/transform/control/axis_locking.rst:22 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:42 #: ../../manual/scene_layout/object/properties/instancing/verts.rst:42 #: ../../manual/scene_layout/object/properties/line_art.rst:39 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:34 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:214 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:263 #: ../../manual/sculpt_paint/sculpting/tools/line_mask.rst:16 #: ../../manual/sculpt_paint/sculpting/tools/line_project.rst:25 msgid "Usage" msgstr "Použitie" #: ../../manual/addons/3d_view/math_vis_console.rst:41 msgid "" "Create a Python Console editor. In the Python Console define a mathutils " "variable::" msgstr "" "Vytvorenie v editore konzoly Python. V konzole Python definujte premennú " "mathutils::" #: ../../manual/addons/3d_view/math_vis_console.rst:46 msgid "You should now be able to see this point in the 3D Viewport!" msgstr "Teraz by ste mali byť schopní vidieť tento bod v zobrazení 3D záberu!" #: ../../manual/addons/3d_view/math_vis_console.rst:51 msgid "Display console defined mathutils variables in the 3D Viewport." msgstr "Zobrazí konzolou definované premenné mathutils v 3D zábere." #: ../../manual/addons/3d_view/math_vis_console.rst:52 msgid ":menuselection:`Properties --> Scene --> Python Console Menu`" msgstr ":menuselection: `Vlastnosti --> Scéna --> ponuka Konzola Python`" #: ../../manual/addons/3d_view/math_vis_console.rst:53 msgid "space_view3d_math_vis.py" msgstr "space_view3d_math_vis.py" #: ../../manual/addons/3d_view/math_vis_console.rst:54 #: ../../manual/addons/3d_view/math_vis_console.rst:55 #: ../../manual/addons/mesh/3d_print_toolbox.rst:12 #: ../../manual/addons/node/node_presets.rst:31 #: ../../manual/addons/object/color_rules.rst:12 #: ../../manual/addons/system/demo_mode.rst:95 msgid "Campbell Barton" msgstr "Campbell Barton" #: ../../manual/addons/3d_view/math_vis_console.rst:57 #: ../../manual/addons/3d_view/vr_scene_inspection.rst:183 #: ../../manual/addons/animation/copy_global_transform.rst:81 msgid "Official" msgstr "Oficiálna" #: ../../manual/addons/3d_view/measureit.rst:4 msgid "MeasureIt" msgstr ":abbr:`MeasureIt (Merať to)`" #: ../../manual/addons/3d_view/measureit.rst:6 msgid "" "MeasureIt is an add-on designed for displaying measures in the viewport, " "making the process of design objects with exact measures, easier. These " "tools are extremely useful for any job that requires exact measurements, " "including architectural projects, technical design and 3D printing." msgstr "" "MeasureIt je doplnok určený na zobrazovanie meraní v zábere, ktorý uľahčuje " "proces navrhovania objektov s presnými meraniami. Tieto nástroje sú " "mimoriadne užitočné pre každú prácu, ktorá vyžaduje presné merania, vrátane " "architektonických projektov, technického dizajnu a 3D tlače." #: ../../manual/addons/3d_view/measureit.rst:16 msgid "Click 3D View then MeasureIt to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> MeasureIt`." #: ../../manual/addons/3d_view/measureit.rst:28 msgid "Overview" msgstr "Prehľad" #: ../../manual/addons/3d_view/measureit.rst:30 msgid "" "Located in the :menuselection:`3D Viewport --> Sidebar --> View tab`. The " "MeasureIt Tools panel is described below." msgstr "" "Nachádza sa v :menuselection:`3D záber --> Bočný panel --> Zobraziť`. " "Nástroje MeasureIt sú popísané nižšie." #: ../../manual/addons/3d_view/measureit.rst:33 msgid "" "To view the measures you need to press the *Show* button. Many measure " "styles appear grayed out in the menu, these are active in Edit Mode." msgstr "" "Ak chcete zobraziť opatrenia, musíte stlačiť tlačidlo *Zobraziť*. Mnoho " "štýlov mierok je v ponuke sivých. Tieto režimy sú aktívne v režime editácie." #: ../../manual/addons/3d_view/measureit.rst:36 msgid "The Mesh Debug sub panel has extra display options." msgstr "Podpanel Ladenie povrchovej siete má ďalšie možnosti zobrazenia." #: ../../manual/addons/3d_view/measureit.rst:37 msgid "" "The Items sub panel appears after adding a measure. This contains the color " "settings for each measure." msgstr "" "Po pridaní miery sa zobrazí pod-panel Položky. Obsahuje nastavenie farieb " "pre každú mierku." #: ../../manual/addons/3d_view/measureit.rst:38 msgid "The Configuration sub panel contains the font settings." msgstr "Podpanel Konfigurácia obsahuje nastavenia písma." #: ../../manual/addons/3d_view/measureit.rst:39 msgid "The Render sub panel contains the render settings." msgstr "Podpanel Prekreslenie obsahuje nastavenia prekreslenia." #: ../../manual/addons/3d_view/measureit.rst:45 msgid "" "Mesh vertex to vertex measure: Length between vertices in the same mesh." msgstr "" "Vrchol povrchovej siete ku mierke vrcholu: Dĺžka medzi vrcholmi v tej istej " "povrchovej sieti." #: ../../manual/addons/3d_view/measureit.rst:46 msgid "" "Mesh vertex labeling: Add a label to any mesh vertex. This allows identify " "easily different areas or objects in the scene." msgstr "" "Označenie vrcholu povrchovej siete: Pridá nápis k ľubovoľnému vrcholu " "povrchovej siete. Umožňuje to ľahkú identifikáciu rôznych oblastí alebo " "objektov na scéne." #: ../../manual/addons/3d_view/measureit.rst:48 msgid "" "Object to object: Distance between object origins, vertex to origin or " "vertex to vertex." msgstr "" "Objekt od objektu: Vzdialenosť medzi pôvodnými polohami objektov, vrcholmi " "od pôvodnej polohy alebo vrcholu od vrcholu." #: ../../manual/addons/3d_view/measureit.rst:49 msgid "" "Object to origin: Distance between object origin to scene origin or vertex " "to scene origin." msgstr "" "Objekt od pôvodnej polohy: Vzdialenosť medzi pôvodnou polohou objektu a " "pôvodnou polohou scény alebo vrcholom a pôvodnou polohou scény." #: ../../manual/addons/3d_view/measureit.rst:50 msgid "Allows work with different scales." msgstr "Povolí prácu s rôznymi mierkami." #: ../../manual/addons/3d_view/measureit.rst:51 msgid "The measures can be used with meshes, empties, lights, and cameras." msgstr "" "Tieto mierky je možné použiť s povrchovými sieťami, prázdnymi, svetlami a " "kamerami." #: ../../manual/addons/3d_view/measureit.rst:53 msgid "" "As all measure definitions are saved in the blend-file, you can save the " "file and the next time you use it, the measures will be ready." msgstr "" "Pretože sú všetky definície meraní uložené v blend súbore, môžete súbor " "uložiť a pri ďalšom použití budú merania pripravené." #: ../../manual/addons/3d_view/measureit.rst:60 msgid "Tools for measuring objects in the 3D Viewport." msgstr "Nástroje na meranie objektov v 3D zábere." #: ../../manual/addons/3d_view/measureit.rst:62 msgid "measureit folder" msgstr "Priečinok measureit" #: ../../manual/addons/3d_view/measureit.rst:63 #: ../../manual/addons/3d_view/measureit.rst:64 #: ../../manual/addons/add_mesh/archimesh.rst:45 #: ../../manual/addons/add_mesh/archimesh.rst:46 #: ../../manual/addons/animation/turnaround_camera.rst:39 #: ../../manual/addons/development/is_key_free.rst:37 msgid "Antonio Vazquez (antonioya)" msgstr "Antonio Vazquez (antonioya)" #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:4 msgid "Before You Begin" msgstr "Predtým, ako začnete" #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:6 msgid "" "There are a number of principles to be aware of before you begin working " "with PDT:" msgstr "Pred začatím práce s PDT si treba uvedomiť niekoľko zásad:" #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:10 msgid "" "Be sure to check out `Latest Release Menus `__ to see current " "layouts." msgstr "" "Nezabudnite si pozrieť `ponuky najnovších vydaní `__, aby ste " "videli aktuálne rozloženia." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:12 msgid "" "PDT is split into several sections and this list will grow as the add-on " "develops." msgstr "" "PDT je rozdelený do niekoľkých častí a tento zoznam sa bude rozširovať s " "vývojom doplnku." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:13 msgid "" "PDT has a concept of a ``Working Plane`` that applies in all Operations, i." "e. those defined in the Design section and some in the Pivot Point section." msgstr "" "PDT má koncept ``Pracovnej roviny``, ktorý sa uplatňuje vo všetkých " "operáciách, t. j. v tých, ktoré sú definované v časti Návrh a v niektorých v " "časti Otočný bod." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:15 msgid "" "PDT has been designed to work as far as possible in Edit and Object modes " "with many commands equally applicable to both." msgstr "" "PDT bol navrhnutý tak, aby čo najviac fungoval v režimoch editácie a " "objektu, pričom mnohé príkazy sú rovnako použiteľné v oboch režimoch." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:17 msgid "" "Certain Operations relating to ``Cursor Placement`` and ``Pivot Point " "Placement`` have been set to work in either Selected, or Relative Modes, " "these will be explained later." msgstr "" "Niektoré operácie týkajúce sa umiestnenia kurzora a umiestnenia otočného " "bodu boli nastavené tak, aby fungovali buď vo vybranom, alebo relatívnom " "režime, čo bude vysvetlené neskôr." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:19 msgid "" "PDT can be driven from its own Command Line input for **most** operations." msgstr "" "PDT môže byť riadený z vlastného vstupu príkazového riadka pre **veľkú** " "časť operácií." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:21 msgid "" "The first thing to establish is the ``Working Plane``, here a number of " "choices are available:" msgstr "" "Najskôr je potrebné určiť pracovnú rovinu, kde je k dispozícii niekoľko " "možností:" #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:23 msgid "" "``Front(X-Z)`` - Uses Global X and Z axes, if you want to work from the Back " "view, the working plane is also this as the axes remain the same." msgstr "" "``Front(X-Z)`` - Používa globálne osi X a Z, ak chcete pracovať pohľadom " "zozadu, pracovná rovina je tiež táto, pretože osi zostávajú rovnaké." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:25 msgid "" "``Top(X-Y)`` - Uses Global X and Y axes, if you want to work from the Bottom " "view, the working plane is also this as the axes remain the same." msgstr "" "``Top(X-Y)`` - Používa globálne osi X a Y, ak chcete pracovať pohľadom " "zospodu, pracovná rovina je tiež táto, pretože osi zostávajú rovnaké." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:27 msgid "" "``Right(Y-Z)`` - Uses Global Y and Z axes, if you want to work from the Left " "view, the working plane is also this as the axes remain the same." msgstr "" "``Right(Y-Z)`` - Používa globálne osi Y a Z, ak chcete pracovať pohľadom " "zľava, pracovná rovina je tiež táto, pretože osi zostávajú rovnaké." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:29 msgid "" "``View`` - This uses axes relative to your screen, no matter how the 3D View " "is rotated, X is always view-horizontal, Y is always view-vertical and Z is " "always view-depth." msgstr "" "``View`` - Používa osi relatívne k obrazovke, bez ohľadu na to, ako je 3D " "záber otočený, X je vždy pohľad horizontálny, Y je vždy pohľad vertikálny a " "Z je vždy pohľad do hĺbky." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:37 msgid "Setting the Working Plane." msgstr "Nastavenie pracovnej roviny." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:39 msgid "" "Whatever your ``View`` is set to other than **View**, it does not matter how " "the view is oriented, inputs are always along global axes." msgstr "" "Nech už máte ``Pohľad`` nastavený na inú hodnotu ako **Pohľad**, nezáleží na " "tom, ako je pohľad orientovaný, vstupy sú vždy pozdĺž globálnych osí." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:42 msgid "" "The second thing is whether you want Cursor, or Pivot Point locations to be " "based upon ``Selected``, or ``Current`` values. Set ``Selected`` if you want " "the Cursor to be placed relative to selected geometry, or ``Current`` if you " "want it to be placed relative to its current location. For example, moving " "the cursor in ``Current`` mode by a ``Delta`` input of 1,3,2 will move the " "cursor relative to itself, so it moves this amount every time you activate " "the command." msgstr "" "Druhá vec je, či chcete, aby sa umiestnenie kurzora alebo otočného bodu " "zakladalo na hodnotách ``Vybrané`` alebo ``Aktuálne``. Nastavte " "``Vybrané`` , ak chcete, aby bol kurzor umiestnený vzhľadom na vybranú " "geometriu, alebo ``Aktuálne``, ak chcete, aby bol umiestnený vzhľadom na " "svoje aktuálne umiestnenie. Napríklad posunutie kurzora v režime " "``Aktuálne`` o vstupnú hodnotu ``Delta`` 1,3,2 posunie kurzor vzhľadom na " "seba, takže sa posunie o túto hodnotu pri každej aktivácii príkazu." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:54 msgid "Setting the Cursor/Pivot Point Movement Mode." msgstr "Nastavenie režimu pohybu kurzora/otočného bodu." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:56 msgid "" "Then you can set the type of Operation you want to undertake, these will be " "discussed on another page. There are a number of Operations, shown below:" msgstr "" "Potom môžete nastaviť typ operácie, ktorú chcete vykonať, o ktorej sa " "zmienime na inej stránke. Existuje niekoľko operácií, ktoré sú uvedené " "nižšie:" #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:59 #: ../../manual/grease_pencil/modes/draw/drawing_planes.rst:76 msgid "Cursor." msgstr "Kurzor." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:60 msgid "Pivot Point." msgstr "Otočný bod." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:61 #: ../../manual/editors/3dview/display/gizmo.rst:83 msgid "Move." msgstr "Presun." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:62 msgid "New Vertex." msgstr "Nový vrchol." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:63 msgid "Extrude Vertices." msgstr "Vysunúť vrcholy." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:64 msgid "Split Edges." msgstr "Rozdeliť hrany." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:65 msgid "Duplicate Geometry." msgstr "Vytvoriť kópiu geometrie." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:66 msgid "Extrude Geometry." msgstr "Vysunúť geometriu." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:73 msgid "Setting the Operation Mode." msgstr "Nastaviť prevádzkový režim." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:75 msgid "" "Setting the `Operation` mode determines what the buttons below this command " "actually do, so for example to **move** the ``Cursor`` to ``Absolute`` " "location, you would select ``Cursor`` operation, set the input values for " "**X, Y & Z** then click the ``Absolute`` button." msgstr "" "Nastavenie `Operačného` režimu určuje, čo budú tlačidlá pod týmto príkazom " "skutočne robiť, takže napríklad ak chcete **presunúť** ``Kurzor`` do " "``Absolútnej`` polohy, vyberiete operáciu ``Kurzor``, nastavíte vstupné " "hodnoty pre **X, Y a Z** a potom kliknete na tlačidlo ``Absolútna``." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:79 msgid "" "Below is a table showing which options are available in which Modes, " "including Edit, or Object Modes in Blender:" msgstr "" "Nižšie je uvedená tabuľka, ktorá ukazuje, ktoré možnosti sú v Blenderi k " "dispozícii v jednotlivých režimoch vrátane režimu editácie alebo režimu " "objektu:" #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:84 msgid "" "Note! Only Edit and Object Modes are supported by PDT at present, Further, " "only Mesh Objects are supported, not Curves for now." msgstr "" "Poznámka! PDT v súčasnosti podporuje iba režim editácie a objektu, ďalej sú " "podporované iba objekty Povrchová sieť, zatiaľ nie krivky." #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:87 msgid "" "Note! From Version 1.1.8, Menu widths will affect how the menus are " "arranged, with less items per row as the width decreases below a threshold " "set in the PDT add-on's Preferences. Here are two sample Images:" msgstr "" "Poznámka! Od verzie 1.1.8 bude šírka ponuky ovplyvňovať spôsob usporiadania " "ponúk, pričom pri zmenšení šírky pod prahovú hodnotu nastavenú v " "nastaveniach doplnku PDT bude na jeden riadok pripadať menej položiek. Tu sú " "dva vzorové obrázky:" #: ../../manual/addons/3d_view/precision_drawing_tools/begin.rst:97 msgid "" "Note! PDT Add-on Preferences now also sets the Parts Library location and " "Debug mode." msgstr "" "Poznámka! Predvoľby doplnku PDT teraz nastavujú aj umiestnenie knižnice " "dielov a režim ladenia." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:4 msgid "Worked Example - Building A Book Scanner" msgstr "Pracovné príklady - Budovanie skenera kníh" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:6 msgid "" "In this page we will show how to make complex parts of this book scanner " "using PDT." msgstr "" "Na tejto stránke si ukážeme, ako vytvoriť zložité časti tohto knižného " "skenera použitím PDT." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:11 msgid "" "This is considered a typical CAD design and consists of many parts that can " "be made by extruding a profile to make the 3D mesh. It should be noted that " "this is a preferred manner to work in the CAD environment, rather than " "starting with a 3D mesh and carving bits out of it. We will start with a " "component that has a hole in it so that process is explained properly." msgstr "" "Tento návrh sa považuje za typický návrh CAD a pozostáva z mnohých častí, " "ktoré sa dajú vytvoriť vytlačením profilu na vytvorenie 3D povrchovej siete. " "Je potrebné poznamenať, že ide o preferovaný spôsob práce v prostredí CAD " "namiesto toho, aby ste začali s 3D povrchovej sieťou a vyrezávali z nej " "kúsky. Začneme s komponentom, ktorý má v sebe dieru, aby bol tento proces " "riadne vysvetlený." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:17 msgid "**Making the End Panels.**" msgstr "**Výroba koncových panelov.**" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:22 msgid "The End Panel in Edit Mode." msgstr "Koncový panel v režime editácie." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:24 msgid "" "For this we will start with a single vertex object at 0,0,0 (You will need " "to load the \"Extra Objects\" Add-on)." msgstr "" "Začneme s jedným vrcholovým objektom v bode 0,0,0 (budete musieť načítať " "doplnok \"Extra Objects\")." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:26 msgid "" "I placed all objects, apart from the wheels at the World Center for ease, so " "the start point for this component is 0.39,-0.32,-0.3. The first thing to do " "therefore is move this single vertex in Edit mode to that location. For this " "there are two choices:" msgstr "" "Všetky objekty okrem kolies som kvôli jednoduchosti umiestnil do stredu " "sveta, takže počiatočný bod tejto zložky je 0,39,-0,32,-0,3. Najskôr je teda " "potrebné presunúť tento jediný vrchol v režime editácie na toto miesto. Na " "to sú dve možnosti:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:31 msgid "" "Set Cartesian Coordinates to 0.39,-0.32,-0.3 respectively, set operation to " "``Move`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0,39, -0,32, -0,3, nastavte operáciu na " "``Presun`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:32 msgid "**OR** Key gd0.39,-0.32,-0.3 into Command Line." msgstr "**alebo** kľúč gd0.39,-0.32,-0.3 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:34 msgid "Now we need to extrude this vertex 0.64 in Y:" msgstr "Teraz potrebujeme tento vrchol vysunúť o 0,64 v Y:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:36 msgid "" "Set Cartesian Coordinates to 0,0.64,0 respectively, set operation to " "``Extrude Vertices`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0, 0.64, 0, nastavte operáciu na " "``Vysunúť vrcholy`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:37 msgid "**OR** Key vd,0.64, into Command Line." msgstr "**alebo** kľúč vd,0.64, do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:39 msgid "Select both vertices and extrude 0.7 in Z:" msgstr "Vyberte oba vrcholy a vysuňte na 0,7 v osi Z:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:41 msgid "" "Set Cartesian Coordinates to 0,0,0.7 respectively, set operation to " "**Extrude Vertices** and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0,0,0,7, nastavte operáciu na **Vysunúť " "vrcholy** a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:42 msgid "**OR** Key vd,,0.7 into Command Line." msgstr "**alebo** kľúč vd,,0.7 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:44 msgid "Copy leftmost of the new vertices 0,0.065,0.14:" msgstr "Skopírujte ľavý z nových vrcholov 0, 0.065, 0.14:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:46 msgid "" "Set Cartesian Coordinates to 0,0.065,0.14 respectively, set operation to " "``Duplicate Geometry`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0, 0,065, 0, 14, nastavte operáciu na " "``Vytvoriť kópiu geometrie`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:47 msgid "**OR** Key dd,0.065,0.14 into Command Line." msgstr "**OR** Kľúč dd, 0.065, 0.14 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:49 msgid "Extrude new vertex -0.04 in Z:" msgstr "Vysuňte nový vrchol na -0,04 v osi Z:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:51 msgid "" "Set Cartesian Coordinates to 0,0,-0.04 respectively, set operation to " "``Extrude Vertices`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0, 0, -0,04, nastavte operáciu na " "``Vysunúť vrcholy`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:52 msgid "**OR** Key vd,,-0.04 into Command Line." msgstr "**OR** Kľúč vd, , -0.04 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:54 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:71 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:124 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:149 msgid "You should now have this:" msgstr "Teraz by ste mali mať toto:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:59 msgid "" "I have selected two vertices, join these two together with **Join 2 Verts** " "Tool." msgstr "" "Vybral som dva vrcholy a spojil som ich nástrojom **Spojiť 2 vrcholy**." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:61 msgid "Select Top Left vertex and extrude it 0.02 in Y:" msgstr "Vyberte vrchol vľavo hore a vysuňte ho o 0,02 v osi Y:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:63 msgid "" "Set Cartesian Coordinates to 0,0.02,0 respectively, set operation to " "``Extrude Vertices`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0, 0.02, 0, nastavte operáciu na " "``Vysunúť vrcholy`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:64 msgid "**OR** Key vd,0.02, into Command Line." msgstr "**alebo** kľúč vd,0.02, do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:66 msgid "Extrude 0.16 in Z:" msgstr "Vysunúť na 0,16 v osi Z:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:68 msgid "" "Set Cartesian Coordinates to 0,0,0.16 respectively, set operation to " "``Extrude Vertices`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0, 0, 0.16, nastavte operáciu na " "``Vysunúť vrcholy`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:69 msgid "**OR** Key vd,,0.16 into Command Line." msgstr "**alebo** kľúč vd,,0.16 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:76 msgid "Duplicate the selected vertices to the other side:" msgstr "Vytvorí kópie vybraných vrcholov na druhú stranu:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:78 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:112 msgid "Set 3D Cursor, SHIFT+D, CTRL+M Y - standard Blender commands." msgstr "Nastavte 3D kurzor, SHIFT+D, CTRL+M Y - štandardné príkazy Blenderu." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:80 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:114 msgid "Join the gaps using ``Join 2 Verts`` and you get this:" msgstr "Spojte medzery použitím ``Spojiť 2 vrcholy`` a dostanete toto:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:85 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:119 msgid "Select the vertices shown, they need filleting:" msgstr "Vyberte zobrazené vrcholy, ktoré je potrebné rozporcovať:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:87 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:121 msgid "" "Set ``Radius`` to 0.03, ``Profile`` to 0.5 and ``Segments`` to 6, click " "``Fillet``." msgstr "" "Nastavte ``Polomer`` na 0,03, ``Profil`` na 0,5 a ``Segmenty`` na 6, " "kliknite na ``Rozporcovať``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:88 #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:122 msgid "**OR** Key fv0.03,6,0.5 into Command Line." msgstr "**alebo** kľúč fv0.03,6,0.5 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:90 msgid "This is the result:" msgstr "Toto je výsledok:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:95 msgid "Copy bottom left vertex 0.12 in Y & 0.1 in Z:" msgstr "Skopírujte ľavý spodný vrchol na 0,12 v osi Y a 0,1 v osi Z:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:97 msgid "" "Set Cartesian Coordinates to 0,0.12,0.1 respectively, set operation to " "``Duplicate Geometry`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0, 0.12, 0.1, nastavte operáciu na " "``Vytvoriť kópiu geometriu`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:98 msgid "**OR** Key dd,0.12,0.1 into Command Line." msgstr "**alebo** kľúč dd,0.12,0.1 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:100 msgid "Extrude 0.45 in Z:" msgstr "Vysunúť na 0,45 v osi Z:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:102 msgid "" "Set Cartesian Coordinates to 0,0,0.45 respectively, set operation to " "``Extrude Geometry`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0, 0, 0,45, nastavte operáciu na " "``Vysunúť geometriu`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:103 msgid "**OR** Key vd,,0.45 into Command Line." msgstr "**alebo** kľúč vd,,0.45 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:105 msgid "Extrude 0.15 in Y, 0.31 in Z:" msgstr "Vysunúť na 0,15 v osi Y a 0,31 v osi Z:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:107 msgid "" "Set Cartesian Coordinates to 0,015,0.31 respectively, set operation to " "``Extrude Geometry`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na 0,0 15, 0,31, nastavte operáciu na " "``Vysunúť geometriu`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:108 msgid "**OR** Key vd,0.15,0.31 into Command Line." msgstr "**alebo** Kľúč vd,0.15,0.31 do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:110 msgid "Duplicate these new vertices to the other side:" msgstr "Vytvorte kópie týchto nových vrcholov na druhú stranu:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:129 msgid "" "Join these two vertices each side using ``Join 2 Verts`` Tool giving this:" msgstr "" "Spojte tieto dva vrcholy na každej strane nástrojom ``Spojiť 2 vrcholy``, " "čím získate tento výsledok:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:134 msgid "Select these vertices and key F - (Blender Face command) to give this:" msgstr "" "Vyberte tieto vrcholy a stlačte klávesu F - (príkaz Blenderu Plôška), aby " "ste vytvorili toto:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:139 msgid "" "Switch selection (CTRL+I), select four vertices across joins and make Face " "again giving this:" msgstr "" "Prepnite výber (CTRL+I), vyberte štyri vrcholy naprieč spojmi a znovu " "vytvorte Plôšku, čím získate toto:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:144 msgid "Duplicate entire geometry -0.02 in X:" msgstr "Vytvoriť kópiu celej geometrie -0,02 v X:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:146 msgid "" "Set Cartesian Coordinates to -0.02,0,0 respectively, set operation to " "``Duplicate Geometry`` and click ``Delta``." msgstr "" "Nastavte karteziánske súradnice na -0,02, 0, 0, nastavte operáciu na " "``Vytvoriť kópiu geometrie`` a kliknite na ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:147 msgid "**OR** Key dd-0.02,, into Command Line." msgstr "**alebo** kľúč dd-0.02,, do príkazového riadku." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:154 msgid "" "Select both outer edge rings and choose ``Edge`` => ``Bridge Edge Loops``, " "repeat for inner edge loops to get all the faces:" msgstr "" "Vyberte obe vonkajšie prstence okrajov a vyberte ``Hrana`` => ``Premostiť " "slučkou hrán``, zopakujte pre vnútorné slučky okrajov, aby ste získali " "všetky plôšky:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:160 msgid "Shown in Face Mode" msgstr "Zobrazené v režime Plôška" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:162 msgid "" "Exit Edit Mode, name object \"End-R\" and duplicate Object (SHIFT+D), rename " "this new object \"End-L\"." msgstr "" "Ukončite režim editácie, pomenujte objekt \"Koniec-P\" a vytvorte kópiu " "objektu (SHIFT+D), tento nový objekt premenujte na \"Koniec-L\"." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:164 msgid "Edit new \"End-L\" Object and mirror all faces about X Axis." msgstr "" "Upravte nový objekt \"Koniec-L\" a zrkadlite všetky plôšky okolo osi X." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:166 msgid "Set 3D Cursor." msgstr "Nastaviť 3D kurzor." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:167 msgid "Select All Geometry." msgstr "Vybrať položku Celá geometria." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:168 msgid "Key CTRL+M." msgstr "Klávesa CTRL+M." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:169 msgid "Key SHIFT+N to normalize faces." msgstr "Klávesou SHIFT+N nastavíte normály plôšky." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:171 msgid "You should now have two ends like this:" msgstr "Teraz by ste mali mať takéto konce dva:" #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:176 msgid "" "You should be able to see the advantages of making end profiles, then " "bridging the edge loops to make an extruded shape. This avoids duplicated " "geometry and also allows for holes in the object by making faces that split " "across the hole. I would then add an **Edge Modifier** to the objects to " "clean up the shading and of course make a suitable material." msgstr "" "Mali by ste si uvedomiť výhody vytvárania koncových profilov a následného " "premostenia slučiek okrajov na vytvorenie vysúvaného tvaru. Tým sa vyhnete " "vytváraniu kópií geometrie a tiež umožníte vytvorenie otvorov v objekte " "vytvorením plôšok, ktoré sa rozdelia cez otvor. Potom by som k objektom " "pridal modifikátor **Hrana**, aby sa vyčistilo tieňovanie a samozrejme " "vytvoril vhodný materiál." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:181 msgid "" "You can also see that we can either use ``PDT Design Functions & Tools``, or " "use ``PDT Command Line`` to just type in the commands." msgstr "" "Môžete tiež vidieť, že môžeme použiť buď ``PDT Design Funkcie & nástroje``, " "alebo použiť ``PDT príkazový riadok`` pre jednoduché zadávanie príkazov." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:184 msgid "We can use the same principles to make all the other components." msgstr "" "Rovnaké princípy môžeme použiť aj pri výrobe všetkých ostatných komponentov." #: ../../manual/addons/3d_view/precision_drawing_tools/book_scanner.rst:186 msgid "_To Be Continued..._" msgstr "_Pokračovanie..._" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:4 #: ../../manual/advanced/command_line/index.rst:4 #: ../../manual/advanced/scripting/security.rst:74 msgid "Command Line" msgstr "Príkazový riadok" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:6 msgid "" "This section deals with the PDT Command Line, a system whereby PDT " "Operations & Tools can be entered as keyed text rather than using the " "buttons and input boxes." msgstr "" "Táto časť sa zaoberá príkazovým riadkom PDT, systémom, ktorým možno operácie " "a nástroje PDT zadávať ako text zadávaný klávesami namiesto použitia " "tlačidiel a vstupných polí." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:9 msgid "The Menu For Command Line" msgstr "Ponuka pre príkazový riadok" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:14 msgid "" "Here the Cursor has been set with the command **cd-1.5,,** placing the " "cursor negative 1.5 in X from the selected vertex." msgstr "" "Tu bol kurzor nastavený príkazom **cd-1.5,,** , ktorý umiestni kurzor do " "zápornej polohy 1,5 v X od vybraného vrcholu." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:17 msgid "" "PDT has a **Command Input**, which activates when you press Return. this " "takes two letters, followed by numbers separated by commas “,”. Valid " "Primary letters are, can be capitals, or lower case:" msgstr "" "PDT má **príkazový vstup**, ktorý sa aktivuje po stlačení klávesy Enter. " "tento príkaz obsahuje dve písmená, za ktorými nasledujú čísla oddelené " "čiarkami \",\". Platné sú primárne písmená, môžu byť veľké alebo malé:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:20 msgid "C = Cursor commands." msgstr "C = Príkazy kurzora." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:21 msgid "D = Duplicate commands" msgstr "D = príkazy vytvorenia kópie" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:22 msgid "E = Extrude Geometry commands" msgstr "E = príkazy vysunutia geometrie" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:23 msgid "F = Fillet Commands" msgstr "F = príkazy na porciovanie" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:24 msgid "G = Grab, or move commands." msgstr "G = príkazy na uchopenie alebo pohyb." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:25 msgid "N = New Vertex commands." msgstr "N = príkazy nových vrcholov." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:26 msgid "P = Pivot commands." msgstr "P = príkazy na otočenie." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:27 msgid "S = Split Edges." msgstr "S = rozdeliť hrany." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:28 msgid "V = Extrude Vertices only, not their edges, or faces." msgstr "V = vysunúť len vrcholy, nie ich hrany, alebo plôšky." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:30 msgid "Valid Secondary letters are, can be capitals, or lower case:" msgstr "Platné sekundárne písmená sú, môžu byť veľké alebo malé:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:32 msgid "" "A = Absolute, or World coordinates and requires 3 numbers separated by 2 " "commas, zeros may be omitted, so ***cd2,,1*** is valid." msgstr "" "A = absolútne alebo svetové súradnice a vyžaduje 3 čísla oddelené 2 " "čiarkami, nuly sa môžu vynechať, takže platí ***cd2,,1***." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:34 msgid "" "D = Delta, or incremental coordinates and has the same requirements as A." msgstr "D = Delta alebo prírastkové súradnice a má rovnaké požiadavky ako A." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:35 msgid "" "I = Direction and requires a distance and an angle, separated by a comma, " "from View Horizontal, so **ei2,135.6** means extrude geometry 2 units at " "135.6 degrees from positive view X axis. Valid Angle range is +-180." msgstr "" "I = smer a vyžaduje vzdialenosť a uhol oddelené čiarkou od vodorovnej osi " "pohľadu, takže **ei2,135.6** znamená vytlačiť geometriu o 2 jednotky pri " "135,6 stupňoch od kladnej osi X pohľadu. Platný rozsah uhlov je +-180." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:38 msgid "" "P = Use a percentage value to, for example, split an edge, so **sp30** means " "split edge at 30% of the way along it." msgstr "" "P = použiť percentuálnu hodnotu, napríklad na rozdelenie hrany, takže " "**sp30** znamená rozdelenie hrany na 30% of jej dĺžky." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:43 #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:20 msgid "Principles:" msgstr "Zásady:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:45 msgid "" "To operate the Command Line, first you must RMB-click in the input box, then " "type, or amend the command there, then press ``Return`` to activate the " "command. I will explore ways of capturing commands directly from the " "keyboard, maybe by using a “trigger” input first." msgstr "" "Pre prácu s príkazovým riadkom, musíte najprv kliknúť PTM do vstupného poľa, " "potom tam napísať alebo zmeniť príkaz a potom stlačiť tlačidlo ``Enter`` na " "aktiváciu príkazu. Budem skúmať spôsoby zachytávania príkazov priamo z " "klávesnice, možno najprv použitím vstupu \"trigger\"." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:50 msgid "" "For example, key ALT+P first then the command, with a \"watcher\" routine to " "send subsequent inputs to the command line, I do not know if this is " "possible yet." msgstr "" "Napríklad klávesy ALT+P ako prvé a potom príkaz, s rutinou \"strážnik\" na " "odosielanie následných vstupov do príkazového riadku, neviem, či je to ešte " "možné." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:55 msgid "Operations (First Letter):" msgstr "Operácie (prvé písmeno):" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:57 msgid "" "**Cursor** Commands will use the ``Plane`` setting for commands related to " "distance and angle and also will use the ``Mode`` setting of either Current, " "or Selected. This setting related to whether incremental cursor changes are " "relative to the current position of the cursor, or the ``Active`` vertex." msgstr "" "Príkazy **Kurzor** budú používať nastavenie ``Rovina`` pre príkazy týkajúce " "sa vzdialenosti a uhla a tiež budú používať nastavenie ``Režim`` buď " "Aktuálne, alebo Vybrané. Toto nastavenie súvisí s tým, či sa prírastkové " "zmeny kurzora vzťahujú na aktuálnu pozíciu kurzora alebo na vrchol " "``Aktívny`` vrchol." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:62 msgid "" "A command of **cp30** will place the cursor 30% of the way between two " "selected vertices for example. Error messages will tell you if your command " "is not a valid option, or if you do not have sufficient vertices/objects " "selected, or if you do not have sufficient values in your command. For " "example, **d** options (delta) require three values separated by two commas, " "**p** options require only one value. Mathematical Expressions are not " "evaluated in this way. In other cases, all missing values, or invalid values " "are converted to 0." msgstr "" "Príkaz **cp30** umiestni kurzor napríklad na 30% of cesty medzi dva vybrané " "vrcholy. Chybové hlásenia vás informujú, ak váš príkaz nie je platnou " "voľbou, alebo ak nemáte vybraný dostatočný počet vrcholov/objektov, alebo ak " "nemáte v príkaze dostatočné hodnoty. Napríklad voľby **d** (delta) vyžadujú " "tri hodnoty oddelené dvoma čiarkami, voľby **p** vyžadujú len jednu hodnotu. " "Matematické výrazy sa týmto spôsobom nevyhodnocujú. V ostatných prípadoch sa " "všetky chýbajúce hodnoty alebo neplatné hodnoty konvertujú na 0." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:69 msgid "" "**Pivot Point** Commands, like cursor commands, will use the ``Plane`` " "setting for commands related to distance and angle and also will use the " "Mode setting of either Current, or Selected. This setting related to whether " "incremental cursor changes are relative to the current position of the " "cursor, or the Active vertex." msgstr "" "Príkazy **Otočný bod** Príkazy, podobne ako príkazy kurzora, budú používať " "nastavenie ``Rovina`` pre príkazy týkajúce sa vzdialenosti a uhla a tiež " "budú používať nastavenie Režim buď Aktuálne, alebo Vybrané. Toto nastavenie " "súvisí s tým, či sa prírastkové zmeny kurzora vzťahujú na aktuálnu pozíciu " "kurzora, alebo na aktívny vrchol." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:74 msgid "" "A command of **pi1,135** will place the Pivot Point 1m at 135 degrees from " "the Active vertex." msgstr "" "Príkaz **pi1,135** umiestni otočný bod 1m na 135 stupňov od aktívneho " "vrcholu." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:79 msgid "" "**Grab** commands will move selected objects, or vertices by the values " "input, so if ``Plane`` is set to ``View`` and the command is **gi1.5,38.75** " "the selection will be moved a distance of 1.5 at 38.75 degrees to the view's " "horizontal axis and in line with the views orientation to your screen." msgstr "" "Príkazy **Uchopiť** posunú vybrané objekty alebo vrcholy o zadané hodnoty, " "takže ak je ``Rovina`` nastavené na ``Pohľad`` a príkaz je **gi1.5,38.75**, " "výber sa posunie o vzdialenosť 1,5 na 38,75 stupňa k horizontálnej osi " "pohľadu a v súlade s orientáciou pohľadu na obrazovku." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:84 msgid "" "**New Vertex** commands will place a new vertex as described by the values, " "so **na1.5,,1.2** will place a new vertex at Absolute (Global if you prefer) " "X = 1.5, Y = 0 , Z = 1.2." msgstr "" "Príkazy **Nový vrchol** umiestnia nový vrchol podľa hodnôt, takže " "**na1.5,,1.2** umiestnia nový vrchol na Absolútny (Globálny, ak chcete) X = " "1.5, Y = 0 , Z = 1.2." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:87 msgid "" "**Extrude Vertices** commands will only extrude the selected vertices, not " "their associated edges, or faces. A command of **vd,3,** will extrude the " "selected vertices 0 in X, 3 in Y and 0 in Z." msgstr "" "Príkazy **Vysunúť vrcholy** vysunú iba vybrané vrcholy, nie ich súvisiace " "hrany alebo plôšky. Príkaz **vd,3,** vysunie vybrané vrcholy 0 v X, 3 v Y a " "0 v Z." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:90 msgid "" "**Duplicate Geometry** commands will duplicate the selected geometry. A " "command of **dd,5,** will duplicate the selected geometry 0 in X, 5 in Y and " "0 in Z." msgstr "" "Príkazy **Vytvoriť kópiu geometrie** vytvoria kópiu vybranej geometrie. " "Príkaz **dd,5,** vytvorí kópiu vybranej geometrie 0 v X, 5 v Y a 0 v Z." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:93 msgid "" "**Extrude Geometry** commands will extrude the selected geometry, edges and " "faces included. A command of **ed1,3,2** will extrude the selected geometry " "1 in X, 3 in Y and 2 in Z." msgstr "" "Príkazy **Vysunúť geometriu** vysunú vybranú geometriu vrátane hrán a " "plôšok. Príkaz **ed1,3,2** vysunie vybranú geometriu 1 v X, 3 v Y a 2 v Z." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:96 msgid "" "**Split** commands can be operated in a number of geometry situations, so " "for example, if you want to split a Face like this:" msgstr "" "Príkazy **Rozdeliť** možno použiť v mnohých geometrických situáciách, takže " "napríklad ak chcete rozdeliť plôšku takto:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:102 msgid "" "Image showing the new vertex inserted 25% of the way along the edge using " "the command **sp25**." msgstr "" "Obrázok zobrazujúci nový vrchol vložený po 25% of dĺžke hrany príkazom " "**sp25**." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:104 msgid "" "In this next scenario, we have split an extruded Face, producing an Ngon:" msgstr "" "V tomto ďalšom scenári sme rozdelili vysunutú plôšku a vytvorili sme " "mnohouholník:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:109 msgid "" "Command was **sd0.2,,** a new edge has been created and topological " "integrity preserved." msgstr "" "Príkazom **sd0.2,,** bola vytvorená nová hrana a zachovaná topologická " "integrita." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:111 msgid "" "In all cases the edges are split in two and then new vertex/vertices from " "these operations are then moved according to the command parameters. If you " "select such a combination of edges as to make a face, an error message is " "returned and the operation cancelled as this will, in all likelihood, result " "in bad topology." msgstr "" "Vo všetkých prípadoch sa hrany rozdelia na dve časti a potom sa nové vrcholy " "z týchto operácií presunú podľa parametrov príkazu. Ak vyberiete takú " "kombináciu hrán, ktorá vytvorí plôšku, vráti sa chybové hlásenie a operácia " "sa zruší, pretože to s najväčšou pravdepodobnosťou povedie k zlej topológii." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:116 msgid "" "**Fillet** commands will Fillet, or Bevel a corner, for single vertex " "corners, as in an edge loops, use the _v_ second letter, for edges, use _e_ " "second letter. this command requires 3 values; radius, number of segments " "and profile. Profile should be in range 0 to 1, 0.005 is a _convex_ fillet, " "0.5 is a _concave_ fillet. So a command of **fv1.5,6,0.5** will fillet " "vertices to radius 1.5, 6 segments, concave fillet." msgstr "" "Príkazy **Naporciovať** vyfiltrujú alebo skosia roh, pre rohy s jedným " "vrcholom, ako v slučkách okrajov, použite druhé písmeno _v_, pre hrany " "použite druhé písmeno _e_. tento príkaz vyžaduje 3 hodnoty; polomer, počet " "segmentov a profil. Profil by mal byť v rozsahu 0 až 1, 0,005 je _konvexný_ " "pilier, 0,5 je _konkávny_ pilier. Takže príkaz **fv1,5,6,0,5** bude " "porciovať vrcholy na polomer 1, 5, 6 segmentov, konkávny porcioavanie." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:124 msgid "Note!" msgstr "Poznámka!" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:126 msgid "" "Obviously unworkable commands like **da1,3,4** (duplicate geometry to an " "absolute location, resulting in all duplicate vertices having the same " "location) will quite reasonably result in an error message." msgstr "" "Zjavne nefunkčné príkazy ako **da1,3,4** (vytvorenie kópie geometrie na " "absolútne miesto, čo má za následok, že všetky vytvorené kópie vrcholov majú " "rovnaké umiestnenie) budú mať za následok chybové hlásenie." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:131 msgid "Maths Mode:" msgstr "Režim matematiky:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:133 msgid "" "Maths function (\"M\" primary letter) enable maths calculations to be input " "into other input boxes in PDT Design, so for example if you want to set the " "X input to **1.2 * Sine(54)**, that can be done. Additional Second Letters " "are introduced for this function, namely:" msgstr "" "Funkcia Maths (základné písmeno \"M\") umožňuje zadávať matematické výpočty " "do iných vstupných polí v PDT Design, takže ak napríklad chcete nastaviť " "vstup X na hodnotu **1,2 * Sine(54)**, môžete to urobiť. Pre túto funkciu sú " "zavedené ďalšie druhé písmená, a to:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:137 msgid "X - send output to X Coord." msgstr "X - odoslať výstup na súradnicu X." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:138 msgid "Y - send output to Y Coord." msgstr "Y - odoslať výstup na súradnicu Y." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:139 msgid "Z - send output to Z Coord." msgstr "Z - odoslať výstup na súradnicu Z." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:140 msgid "D - send output to Distance." msgstr "D - odoslať výstup na vzdialenosť." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:141 msgid "A - send output to Angle." msgstr "A - odoslať výstup na uhol." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:142 msgid "P - send output to Percent." msgstr "P - odoslať výstup na percento." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:143 msgid "O - Send Output to Maths Out Field." msgstr "O - odoslať výstup do poľa výstupu matematiky." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:145 msgid "" "So, in the option quoted above, a command of **mx(1.2*sin(radians(54)))** " "results in the X coord being set to **0.97082**:" msgstr "" "Takže vo vyššie citovanej možnosti príkaz **mx(1,2*sin(radians(54)))** vedie " "k nastaveniu súradnice X na hodnotu **0,97082**:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:151 msgid "" "Alternatively a command of **md4*sqrt(2)** results in the Distance input " "being set to **5.65685**:" msgstr "" "Prípadne príkaz **md4*sqrt(2)** vedie k nastaveniu vstupnej hodnoty " "Vzdialenosť na **5,65685**:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:156 msgid "" "From Version 1.1.8, Maths Function now can output to the Maths Output field:" msgstr "" "Od verzie 1.1.8 môže funkcia Matematika teraz vystupovať do poľa Výstup " "matematiky:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:161 msgid "" "Here the command **mosqrt(34)*(2.3**3)** was used, meaning; Maths, Output, " "Square Root of 34 times 2.3 cubed. This value can be copied by floating your " "mouse over the field and keying CTRL+C, it can then be pasted anywhere." msgstr "" "Tu bol použitý príkaz **mosqrt(34)*(2,3**3)**, čo znamená; Matematika, " "Výstup, odmocnina z 34 krát 2,3 v kocke. Túto hodnotu možno skopírovať tak, " "že na pole nabehnete myšou a stlačíte klávesovú skratku CTRL+C, potom ju " "môžete kdekoľvek vložiť." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:164 msgid "" "There is also a **Re-Run Last Command** button to submit the last command " "line input, as shown in the image above." msgstr "" "K dispozícii je aj tlačidlo **Znovu spustiť posledný príkaz** na odoslanie " "posledného vstupu príkazového riadku, ako je znázornené na obrázku vyššie." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:168 msgid "Command Line Additions for v1.2.0 & above." msgstr "Doplnky príkazového riadka pre verziu 1.2.0 a vyššie." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:170 msgid "" "With the introduction of v1.2.0, more commands have been introduced to the " "Command Line module, they are:" msgstr "" "Zavedením verzie 1.2.0 boli do modulu Príkazový riadok pridané ďalšie " "príkazy:" #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:172 msgid "" "**ad2** Does what *Set A/D 2D* button does, ie. measure distance & angle " "from 2 points." msgstr "" "**ad2** Robí to isté, čo tlačidlo *Set A/D 2D*, t. j. meria vzdialenosť a " "uhol z 2 bodov." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:174 msgid "" "**ad3** Does what *Set A/D 3D* button does, ie. measure distance & angle " "from 3 points." msgstr "" "**ad3** Robí to isté, čo tlačidlo *Set A/D 3D*, t. j. meria vzdialenosť a " "uhol z 3 bodov." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:176 msgid "" "**j2V** Does what *Join 2 Verts* button does, i.e. join 2 vertices into an " "edge." msgstr "" "**j2V** Robí to isté, čo tlačidlo *Spojiť 2 vrcholy*, t. j. spojí 2 vrcholy " "do hrany." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:178 msgid "" "**bis** Does what *Bisect* button does, i.e. bisect two intersecting edges." msgstr "" "**bis** Robí to isté, čo tlačidlo *Pretnúť*, t. j. pretína dve križujúce sa " "hrany." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:180 msgid "" "**etf** Does what *Edge To Face* button does, i.e. extrude edge to " "intersecting face." msgstr "" "**etf** Robí to isté, čo tlačidlo *Hrana na plôške*, t. j. vysúva hranu na " "pretínajúcu plôšku." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:182 msgid "" "**intall** Does what *Intersect All* button does, i.e. break a set of edges " "where they intersect." msgstr "" "**intall** Robí to isté, čo tlačidlo *Všetky priesečníky*, t. j. preruší " "sústavu hrán v mieste ich pretínania." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:184 msgid "" "**tap** Does what *Taper* button does, i.e. taper geometry at a user defined " "angle and axis set." msgstr "" "**tap** Robí to isté, čo tlačidlo *Zúžiť*, t. j. zužuje geometriu pod uhlom " "definovaným užívateľom a nastavenou osou." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:186 msgid "" "**otc** Does what *Origin To Cursor* button does, i.e. set the object origin " "to the cursor location." msgstr "" "**otc** Robí to isté, čo tlačidlo *Počiatok na kurzor*, t. j. nastaví " "počiatok objektu na miesto kurzora." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:188 msgid "" "Then there are the three special cases of **nml**, **cen** & **int**. These " "should be preceded by the Operation letter, see Valid First Letters above, " "so putting the cursor at the intersection of two edges would be done with " "the command **cint**, creating a new vertex at the normal intersection would " "be done with the command **vnml**." msgstr "" "Potom sú tu tri špeciálne prípady **nml**, **cen** a **int**. Pred nimi by " "malo byť uvedené písmeno Operácie, pozri Platné prvé písmená vyššie, takže " "umiestnenie kurzora na priesečník dvoch hrán by sa vykonalo príkazom " "**cint**, vytvorenie nového vrcholu na priesečníku normálov by sa vykonalo " "príkazom **vnml**." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:193 msgid "" "Clicking on any of the buttons in ``PDT Design Operations``, or ``PDT Design " "Tools`` will write the equivalent command line expression into the command " "line input. So for example, filleting edges at 0.5 radius, 6 segments and " "0.05 profile, as set in the inputs & using the *Fillet* button will write " "**fe0.5,5,0.05** into the command line input." msgstr "" "Kliknutím na ktorékoľvek z tlačidiel v ``Operácia PDT Design`` alebo " "``Nástroje PDT Design`` sa do vstupu príkazového riadku zapíše ekvivalentný " "výraz príkazového riadku. Takže napríklad porciovanie hrán s polomerom 0,5, " "6 segmentov a profilom 0,05, ako je nastavené vo vstupoch a tlačidlom " "*Naporciovať*, zapíše do vstupu príkazového riadka **fe0,5,5,0,05**." #: ../../manual/addons/3d_view/precision_drawing_tools/command.rst:198 msgid "" "Entering a blank expression into the command line will result in **No " "Action**, i.e. it will be ignored." msgstr "" "Zadanie prázdneho výrazu do príkazového riadku bude mať za následok **Žiadna " "akcia**, t. j. bude ignorované." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:4 msgid "Design Tools" msgstr "Nástroje dizajnu" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:6 msgid "The Menu for PDT Tools:" msgstr "Ponuka pre nástroje PDT:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:11 msgid "" "This section of the menu deals with the Tools, which work with their own " "variables, in some cases, they also use the Working Plane." msgstr "" "Táto časť ponuky sa zaoberá nástrojmi, ktoré pracujú s vlastnými premennými, " "v niektorých prípadoch využívajú aj pracovnú rovinu." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:16 msgid "Set A/D 2D:" msgstr "Nastavenie A/D 2D:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:18 msgid "" "This button is used to measure the angle relative to horizontal in the " "Working Plane subtended by two vertices, or two objects. You can see a full " "list of available options in the table on the previous page (Before You " "Begin) for both Edit and Object modes.. Here the ``Working Plane`` setting " "is important, because, if set to ``View``, the output will be calculated " "relative to the views local axes, however the view is oriented, otherwise it " "works with the global axes for the view." msgstr "" "Toto tlačidlo sa používa na meranie uhla vzhľadom na vodorovnú rovinu v " "pracovnej rovine, ktorý zvierajú dva vrcholy alebo dva objekty. Úplný zoznam " "dostupných možností nájdete v tabuľke na predchádzajúcej strane (Skôr než " "začnete) pre režimy editácie a objektu. Tu je dôležité nastavenie hodnoty " "``Pracovná rovina``, pretože ak je nastavená na ``Pohľad``, výstup sa " "vypočíta vzhľadom na lokálne osi pohľadu, nech je pohľad orientovaný " "akokoľvek, inak sa pracuje s globálnymi osami pohľadu." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:24 #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:56 msgid "Output: Sets the Distance, Angle, X, Y & Z input variables." msgstr "Výstup: Nastaví vstupné premenné Vzdialenosť, Uhol, X, Y a Z." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:26 msgid "" "Selection: in Edit Mode select two vertices with your mouse, the Active " "vertex is considered to be the center of rotation, or fulcrum point. In " "Object Mode the Active object is similarly considered." msgstr "" "Výber: v režime editácie vyberte myšou dva vrcholy, pričom aktívny vrchol sa " "považuje za stred otáčania alebo oporný bod. V režime objektu sa Aktívny " "objekt posudzuje podobne." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:30 msgid "" "**Example 1**: Set the Input variables to two vertices in Edit Mode in Front " "view, set ``Working Plane`` to Front, select the rotational vertex, select " "the center vertex. The Distance variable is set to the apparent separation " "fo the two vertices in the front view, the Angle is set to the apparent " "angle relative to horizontal in the front view, the X, Y & Z inputs are set " "to the delta offset between the two vertices in the ``view`` axes." msgstr "" "**Príklad 1**: Nastavte vstupné premenné na dva vrcholy v režime editácie v " "prednom zobrazení, nastavte ``Pracovnú rovinu`` na Prednú, vyberte rotačný " "vrchol, vyberte stredový vrchol. Premenná Vzdialenosť je nastavená na " "zdanlivú vzdialenosť medzi dvoma vrcholmi v prednom pohľade, Uhol je " "nastavený na zdanlivý uhol vzhľadom na vodorovnú rovinu v prednom pohľade, " "vstupy X, Y a Z sú nastavené na delta posun medzi dvoma vrcholmi v osiach " "hodnoty ``Pohľad``." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:36 msgid "" "**Example 2**: Set the Input variables to two objects in Object Mode in Top " "view, set ``Working Plane`` to Top(X-Y), select the rotational object, " "select the center object. The Distance variable is set to the apparent " "separation of the two objects in the top view, the Angle is set to the " "apparent angle relative to horizontal in the top view, the X, Y & Z inputs " "are set to the delta offset between the two vertices in the ``view`` axes." msgstr "" "**Príklad 2**: Nastavte vstupné premenné na dva objekty v režime objektu v " "zobrazení zhora, nastavte ``Pracovnú rovinu`` na Zhora(X-Y), vyberte rotačný " "objekt, vyberte stredový objekt. Premenná Vzdialenosť je nastavená na " "zdanlivú vzdialenosť dvoch objektov v pohľade zhora, premenná Uhol je " "nastavená na zdanlivý uhol vzhľadom na vodorovnú rovinu v pohľade zhora, " "vstupné premenné X, Y a Z sú nastavené na delta posun medzi dvoma vrcholmi v " "osiach hodnoty ``Pohľad``." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:45 msgid "Parameters set from two Vertices in Front Working Plane." msgstr "Parametre nastavené z dvoch vrcholov v prednej pracovnej rovine." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:49 msgid "Set A/D 3D:" msgstr "Nastavenie A/D 3D:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:51 msgid "" "This button is used to measure the angle subtended by three vertices, or " "three objects. You can see a full list of available options in the table on " "the previous page (Before You Begin) for both Edit and Object modes. Here " "the ``Working Plane`` setting is irrelevant because the angle is calculated " "in 3D space." msgstr "" "Toto tlačidlo sa používa na meranie uhla, ktorý zvierajú tri vrcholy alebo " "tri objekty. Úplný zoznam dostupných možností nájdete v tabuľke na " "predchádzajúcej strane (Skôr než začnete) pre režimy editácie a objektu. Tu " "je nastavenie ``Pracovná rovina`` irelevantné, pretože uhol sa počíta v 3D " "priestore." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:58 msgid "" "Selection: in Edit Mode select three vertices with your mouse, the Active " "vertex is considered to be the center of rotation, or fulcrum point. In " "Object Mode the Active object is similarly considered." msgstr "" "Výber: v režime editácie vyberte myšou tri vrcholy, pričom aktívny vrchol sa " "považuje za stred otáčania alebo oporný bod. V režime objektu sa Aktívny " "objekt posudzuje podobne." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:62 msgid "" "**Example 1**: Set the Input variables to three vertices in Edit Mode, " "select the two rotational vertices, select the center vertex. The Distance " "variable is set to the real separation of the first vertex and center vertex " "in the front view, the Angle is set to the real angle between the three " "vertices, X, Y & Z inputs are set to the delta offset between the first and " "center vertices." msgstr "" "**Príklad 1**: Nastavte vstupné premenné na tri vrcholy v režime editácie, " "vyberte dva rotačné vrcholy, vyberte stredový vrchol. Premenná Vzdialenosť " "sa nastaví na skutočnú vzdialenosť prvého vrcholu a stredového vrcholu v " "čelnom pohľade, premenná Uhol sa nastaví na skutočný uhol medzi tromi " "vrcholmi, vstupy X, Y a Z sa nastavia na delta posun medzi prvým a stredovým " "vrcholom." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:68 msgid "" "**Example 2**: Set the Input variables to three objects in Object Mode, " "select the two rotational objects, select the center object. The Distance " "variable is set to the real separation of the first vertex and center vertex " "in the front view, the Angle is set to the real angle between the three " "vertices, X, Y & Z inputs are set to the delta offset between the first and " "center objects." msgstr "" "**Príklad 2**: Nastavte vstupné premenné na tri objekty v režime objektu, " "vyberte dva rotačné objekty, vyberte stredový objekt. Premenná Vzdialenosť " "sa nastaví na skutočnú vzdialenosť prvého vrcholu a stredového vrcholu v " "čelnom pohľade, premenná Uhol sa nastaví na skutočný uhol medzi tromi " "vrcholmi, vstupy X, Y a Z sa nastavia na delta posun medzi prvým a stredovým " "objektom." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:75 msgid "Join 2 Vertices:" msgstr "Spojiť 2 vrcholy:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:77 msgid "" "This button is used to join two disconnected vertices that do not form part " "of the same face. You can see a full list of available options in the table " "on the previous page (Before You Begin) for both Edit and Object modes. Here " "the ``Working Plane`` setting is irrelevant. This Tool works only in Edit " "Mode." msgstr "" "Toto tlačidlo sa používa na spojenie dvoch nespojených vrcholov, ktoré " "netvoria súčasť tej istej steny. Úplný zoznam dostupných možností nájdete v " "tabuľke na predchádzajúcej strane (Skôr než začnete) pre režimy editácie a " "objektu. Tu je nastavenie ``Pracovná rovina`` irelevantné. Tento nástroj " "funguje len v režime editácie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:82 msgid "Selection: Select two vertices by any method." msgstr "Výber: Výber dvoch vrcholov ľubovoľnou metódou." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:84 msgid "" "**Example 1**: Join two vertices, select two vertices that do not form part " "of the same face. If the vertices do form part of the same face you should " "use the standard Blender ``Join`` command (hotkey j)." msgstr "" "**Príklad 1**: Príklad: Spojte dva vrcholy, vyberte dva vrcholy, ktoré " "netvoria súčasť tej istej strany. Ak vrcholy tvoria súčasť tej istej plôšky, " "mali by ste použiť štandardný príkaz Blenderu ``Spojiť`` (klávesová skratka " "j)." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:90 msgid "" "The two Vertices have been joined to form, in this case, a Closed Loop, " "Before on the Left, After on the Right." msgstr "" "Dva vrcholy boli spojené tak, aby v tomto prípade vytvorili uzavretú slučku, " "vľavo predtým, vpravo potom." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:94 msgid "Origin To Cursor:" msgstr "Počiatok na kurzor:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:96 msgid "" "This button is used to set the Object Origin to the current Cursor location. " "You can see a full list of available options in the table on the previous " "page (Before You Begin) for both Edit and Object modes. Here the ``Working " "Plane`` setting is irrelevant. This Tool works in Edit & Object Modes." msgstr "" "Toto tlačidlo sa používa na nastavenie Počiatku objektu na aktuálne " "umiestnenie kurzora. Úplný zoznam dostupných možností nájdete v tabuľke na " "predchádzajúcej strane (Skôr ako začnete) pre režimy editácie a objektu. Tu " "je nastavenie ``Pracovná rovina`` irelevantné. Tento nástroj funguje v " "režimoch editácie a objeku." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:101 msgid "" "Selection: None required in Edit Mode, select one object in Object Mode." msgstr "" "Výber: V režime editácie sa nevyžaduje, v režime objektu vyberte jeden " "objekt." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:103 msgid "" "**Example 1**: Set Object Origin to 1,3,2 in Edit Mode, set X, Y & Z inputs " "to 1,3,2 respectively, set ``Operation`` to Cursor, click ``Absolute`` " "button to move cursor. Click ``Origin To Cursor`` Tool, Origin is moved, but " "geometry is not moved from its absolute position in World Space." msgstr "" "**Príklad 1**: Nastavte počiatok objektu na 1, 3, 2 v režime editácie, " "nastavte vstupy X, Y a Z na 1, 3, 2, nastavte ``Operácia`` na Kurzor, " "kliknite na tlačidlo ``Absolútne`` pre presun kurzora. Kliknite na nástroj " "``Počiatok na kurzor``, Počiatok sa presunie, ale geometria sa neposunie zo " "svojej absolútnej polohy vo svetovom priestore." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:109 msgid "Taper:" msgstr "Zúžiť:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:111 msgid "" "This button is used to set the Object Origin to the current Cursor location. " "You can see a full list of available options in the table on the previous " "page (Before You Begin) for both Edit and Object modes. Here the ``Working " "Plane`` setting is irrelevant. This Tool works only in Edit Mode." msgstr "" "Toto tlačidlo sa používa na nastavenie Počiatku objektu na aktuálne " "umiestnenie kurzora. Úplný zoznam dostupných možností nájdete v tabuľke na " "predchádzajúcej strane (Skôr ako začnete) pre režimy editácie a objektu. Tu " "je nastavenie ``Pracovná rovina`` irelevantné. Tento nástroj funguje len v " "režime editácie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:116 msgid "Uses: ``Move/Rot`` Axis Selector." msgstr "Používa: ``Posun/rotáciu`` volič osí." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:118 msgid "" "Selection: Select vertices to be moved, then select fulcrum vertex with " "SHIFT+Mouse, active vertex is considered the rotational center." msgstr "" "Výber: Vyberte vrcholy, ktoré sa majú presunúť, potom vyberte oporný vrchol " "so Shift+ĽTM, aktívny vrchol sa považuje za rotačný stred." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:121 msgid "" "**Example 1**: Taper the end of a cube in front view - 25 degrees, set Angle " "to -25 degrees (25 degrees clockwise), select all vertices to be tapered, " "SHIFT+Mouse select center of rotation point vertex, set Move/Rot selector to " "``RotY,MovX``, set Working Plane to Front(X-Z), click ``Taper``." msgstr "" "**Príklad 1**: Zužujte koniec kocky v pohľade spredu - 25 stupňov, nastavte " "uhol na -25 stupňov (25 stupňov v smere hodinových ručičiek), vyberte všetky " "vrcholy, ktoré sa majú zúžiť, Shift+ĽTM vyberte stred vrcholu bodu otáčania, " "nastavte volič pohybu/rotácie na ''RotY,MovX'', nastavte pracovnú rovinu na " "prednú (X-Z), kliknite na ''Zúženie''." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:126 msgid "" "The significance of ``RotY,MovX`` is that the Y axis is used as the rotation " "axis and vertices will be moved along the X axis, in View ``Working Plane`` " "Mode, remember these are then ``Local`` axes, not ``Global`` ones." msgstr "" "Význam ``RotY,MovX`` spočíva v tom, že os Y sa používa ako os rotácie a " "vrcholy sa posúvajú pozdĺž osi X, v režime záberu ``Pracovná rovina``, " "nezabudnite, že ide o ``Lokálne`` osi, nie o ``Globálne`` osi." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:133 msgid "Before, the face is at 90 degrees to horizontal." msgstr "Predtým, plôška je v uhle 90 stupňov k vodorovnej rovine." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:138 msgid "After the face is now at 65 degrees to horizontal." msgstr "Potom, plôška je práve v uhle 65 stupňov k vodorovnej rovine." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:142 msgid "Intersect All:" msgstr "Všetky priesečníky:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:144 msgid "" "This button is used to cut edges at any point they intersect with other " "selected edges. You can see a full list of available options in the table on " "the previous page (Before You Begin) for both Edit and Object modes. Here " "the ``Working Plane`` setting is irrelevant. This Tool works only in Edit " "Mode." msgstr "" "Toto tlačidlo sa používa na rozrezanie hrán v ktoromkoľvek bode, v ktorom sa " "pretínajú s inými vybranými hranami. Úplný zoznam dostupných možností " "nájdete v tabuľke na predchádzajúcej strane (Skôr než začnete) pre režimy " "editácie a objektu. Tu je nastavenie ``Pracovná rovina`` irelevantné. Tento " "nástroj funguje len v režime editácie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:149 msgid "Selection: Select a set of Edges by any method." msgstr "Výber: Výber sústavy ľubovoľnou metódou." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:151 msgid "" "**Example 1**: Cut a set of edges at every point where they overlap, or " "intersect, select required edges, click ``Intersect All`` button." msgstr "" "**Príklad 1**: Vyberte požadované hrany a kliknite na tlačidlo ``Všetky " "priesečníky``." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:157 msgid "Selected Edges Before." msgstr "Vybrané hrany predtým." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:162 msgid "Selected Edges After, some have been removed." msgstr "Vybrané hrany potom, niektoré boli odstránené." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:167 msgid "Selected Edges After Extrusion." msgstr "Vybrané hrany po vysunutí." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:171 msgid "Bisect:" msgstr "Pretnúť:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:173 msgid "" "This button is used to form a Bisecting Edge between two other co-planar " "edges. You can see a full list of available options in the table on the " "previous page (Before You Begin) for both Edit and Object modes. Here the " "``Working Plane`` setting is irrelevant. This Tool works only in Edit Mode." msgstr "" "Toto tlačidlo sa používa na vytvorenie Priesečníka hrany medzi dvoma inými " "spolu rovinnými hranami. Úplný zoznam dostupných možností nájdete v tabuľke " "na predchádzajúcej strane (Skôr než začnete) pre režimy editácie a objektu. " "Tu je nastavenie ``Pracovná rovina`` irelevantné. Tento nástroj funguje len " "v režime editácie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:178 msgid "Selection: Select two Edges by any method." msgstr "Výber: Výber dvoch hrán ľubovoľnou metódou." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:180 msgid "" "**Example 1**: Bisect two edges, select 2 co-planar edges, click " "``Bisector`` button." msgstr "**Príklad 1**: Kliknite na tlačidlo ``Pretnúť``." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:185 msgid "" "Bisected Edges, Before on Left, After on Right, you can see both Bisectors " "have been drawn." msgstr "" "Pretnuté hrany, vľavo predtým, vpravo potom, môžete vidieť, že boli " "nakreslené obidva pretnutia." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:189 msgid "Edge To Face:" msgstr "Hrana na plôšku:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:191 msgid "" "This button is used to project an edge to its intersection with a " "disconnected face. You can see a full list of available options in the table " "on the previous page (Before You Begin) for both Edit and Object modes. Here " "the ``Working Plane`` setting is irrelevant. This Tool works only in Edit " "Mode." msgstr "" "Toto tlačidlo sa používa na premietnutie hrany do jej priesečníka s " "odpojenou plôškou. Úplný zoznam dostupných možností nájdete v tabuľke na " "predchádzajúcej strane (Skôr než začnete) pre režimy editácie a objektu. Tu " "je nastavenie ``Pracovná rovina`` irelevantné. Tento nástroj funguje len v " "režime editácie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:196 msgid "Selection: Select only one edge and one disconnected face." msgstr "Výber: Vyberte len jednu hranu a jednu odpojenú plôšku." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:198 msgid "The intersection point need to lie within the area of the face." msgstr "Priesečník musí ležať v oblasti plôšky." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:200 msgid "" "**Example 1**: Extend one edge to a disconnected face, select one edge and " "one face, click ``Edge To Face``." msgstr "" "**Príklad 1**: Vyberte jednu hranu a jednu plôšku, kliknite na ``Hrana na " "plôšku``." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:205 msgid "Edge Extended, Before on Left, After on Right." msgstr "Predĺženie hrany, vľavo predtým, vpravo potom." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:209 msgid "Fillet:" msgstr "Naporciovať:" #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:211 msgid "" "This button is used to fillet the corners of geometry, either closed edge " "loops, or edges. You can see a full list of available options in the table " "on the previous page (Before You Begin) for both Edit and Object modes. Here " "the ``Working Plane`` setting is irrelevant. This Tool works only in Edit " "Mode." msgstr "" "Toto tlačidlo sa používa na porciovanie rohov geometrie, buď uzavretých " "slučiek okrajov, alebo hrán. Úplný zoznam dostupných možností nájdete v " "tabuľke na predchádzajúcej strane (Skôr než začnete) pre režimy editácie a " "objektu. Tu je nastavenie ``Pracovná rovina`` irelevantné. Tento nástroj " "funguje len v režime editácie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:216 msgid "" "Uses: ``Radius``, ``Segments`` & ``Profile`` inputs & ``Use Vertices`` " "checkbox." msgstr "" "Používa: vstupy ``Polomer``, ``Segmenty`` a ``Profil`` a zaškrtávacie " "políčko ``Použiť vrcholy``." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:218 msgid "Selection: Any number of vertices, or edges by any method." msgstr "Výber: Ľubovoľný počet vrcholov alebo hrán ľubovoľnou metódou." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:220 msgid "" "The Profile settings is the same as for Blender Bevel command, i.e. ranges " "from 0 to 1, 0.05 is a convex fillet, 0.5 is a concave fillet." msgstr "" "Nastavenie profilu je rovnaké ako pri príkaze Blendera Skosiť, t. j. " "pohybuje sa od 0 do 1, 0,05 je konvexný porciovanie, 0,5 je konkávny " "porciovanie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:223 msgid "" "**Example 1**: Fillet a closed loop of edges at each corner radius 0.5, 6 " "segments, profile 0.5, select corner vertices to be filleted, set ``Radius`` " "to 0.5, set ``Segments`` to 6, set Profile to 0.5, check ``Use Vertices``." msgstr "" "**Príklad 1**: Polomer 0,5, 6 segmentov, profil 0,5, vyberte rohové vrcholy, " "ktoré sa majú filtrovať, nastavte ``Polomer`` na 0,5, nastavte ``Segmenty`` " "na 6, nastavte Profil na 0,5, zaškrtnite ``Použiť vrcholy``." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:230 msgid "" "The image shows two Before and Afters, in the bottom set Use Vertices was " "checked, in the top set it was not, this is how to fillet edges." msgstr "" "Na obrázku sú zobrazené dva obrázky predtým a potom, v spodnej sústave bolo " "zaškrtnuté Použiť vrcholy, v hornej sústave nie, takto sa naporciujú hrany." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:236 msgid "" "Another Before and After, you can see the settings used to produce this." msgstr "" "Na ďalšom obrázku Predtým a Potom môžete vidieť nastavenia, ktoré sa použili " "na jeho vytvorenie." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:238 msgid "" "Tip! Using an **even** number of segments will result in better topology (no " "tris) where three bevels meet at 90 degree offsets, for example." msgstr "" "Tip! Použitím **párneho** počtu segmentov dosiahnete lepšiu topológiu (bez " "trojíc), napríklad tam, kde sa tri skosenia stretávajú v 90-stupňovom posuve." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:241 msgid "" "Note! From version 1.1.8 the Fillet Tool now has an **Intersect** checkbox. " "When this is activated the toll will accept only two non-connected edges, or " "four vertices representing two non-connected edges. These two edges and " "first intersected, then the intersection vertex is filleted. The ``Use " "Verts`` checkbox is ignored in this mode of operation. Should these two " "edges not intersect in the ``Working Plane``, an error is returned." msgstr "" "Poznámka! Od verzie 1.1.8 má teraz nástroj Naporciovať zaškrtávacie políčko " "**Pretnutie**. Keď je toto tlačidlo aktivované, nástroj akceptuje iba dve " "nespojité hrany alebo štyri vrcholy predstavujúce dve nespojité hrany. Tieto " "dve hrany a najprv pretnú a potom sa vrchol priesečníka naporciuje. " "Zaškrtávacie políčko ``Použiť vrcholy`` sa v tomto režime operácie ignoruje. " "Ak sa tieto dve hrany v rovine ``Pracovná roviny`` nepretnú, vráti sa chyba." #: ../../manual/addons/3d_view/precision_drawing_tools/design_tools.rst:251 msgid "Two examples of Before on the Left and After on the Right." msgstr "Dva príklady predtým vľavo a potom vpravo." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:4 msgid "Download & Install" msgstr "Stiahnutie a nainštalácia" #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:6 msgid "" "Precision Drawing Tools (PDT) now ships with Blender. In this case you need " "only enable the Add-on in User Preferences." msgstr "" "S Blenderom sa teraz dodáva doplnok :abbr:`Precision Drawing Tools (Nástroje " "na presné kreslenie)`. V tomto prípade stačí povoliť doplnok v užívateľských " "nastaveniach." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:9 msgid "However, the latest releases can be found on our GitHub." msgstr "Najnovšie verzie však nájdete na našom GitHube." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:11 msgid "Downloads should only be taken the from the official releases page:" msgstr "" "Súbory na stiahnutie by sa mali preberať len z oficiálnej stránky s " "vydaniami:" #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:13 msgid "https://github.com/Clockmender/Precision-Drawing-Tools/releases" msgstr "" "`Vydania `__" #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:15 msgid "" "Patches and Commits, that may add new features and/or bug fixes may be " "downloaded from the Commits to the Master branch, no development code should " "be used in any Production Environment, unless you accept that it is at your " "own risk." msgstr "" "Opravné záplaty a odovzdania, ktoré môžu pridať nové funkcie a/alebo opravy " "chýb, môžu byť stiahnuté z Odovzdaní do hlavnej vetvy, žiadny vývojový kód " "by sa nemal používať v žiadnom produkčnom prostredí, pokiaľ nesúhlasíte s " "tým, že je to na vaše vlastné riziko." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:21 #: ../../manual/addons/development/dependency_graph.rst:16 #: ../../manual/addons/mesh/3d_print_toolbox.rst:16 #: ../../manual/addons/mesh/snap_utilities_line.rst:7 #: ../../manual/addons/object/color_rules.rst:16 #: ../../manual/addons/object/scatter_objects.rst:16 #: ../../manual/addons/system/blender_id.rst:12 #: ../../manual/advanced/scripting/introduction.rst:118 msgid "Installation" msgstr "Inštalácia" #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:23 msgid "" "Installation should only be carried out in accordance with standard Blender " "Add-on procedure." msgstr "" "Inštalácia by sa mala vykonávať len v súlade so štandardným postupom pre " "doplnky Blender." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:28 msgid "" "Add-on will be displayed in the \"N\" (Ui) Panel of the 3D view under its " "own Tab as shown below:" msgstr "" "Doplnok sa zobrazí v paneli \"N\" (Ui) 3D zobrazenia na vlastnej karte, ako " "je znázornené nižšie:" #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:33 msgid "" "Only one PDT menu (Design) is shown as expanded, by default all menus are " "expanded when the add-on is loaded." msgstr "" "Iba jedna ponuka PDT (Design) je zobrazená ako rozbalená, v predvolenom " "nastavení sú všetky ponuky rozbalené pri načítaní doplnku." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:37 msgid "Optional Button Labels, Messages, Descriptions, etc." msgstr "Voliteľné štítky tlačidiel, správy, popisy atď." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:39 msgid "" "All Button labels, Input Descriptions & Messages in PDT are stored in the " "file: ``pdt_msg_strings.py`` You may edit this file to reflect any changes " "you want in button names, etc. but only edit the portion in quotes, do not " "add any new lines, or delete any lines and do not change any of the ``PDT_`` " "assignments at the start of each line, for some options, alternatives have " "been suggested as shown below:" msgstr "" "Všetky nápisy tlačidiel, popisy vstupov a správy v PDT sú uložené v súbore: " "tento súbor môžete upraviť tak, aby odrážal akékoľvek požadované zmeny v " "názvoch tlačidiel atď., ale upravujte len časť v úvodzovkách, nepridávajte " "žiadne nové riadky ani nemažte žiadne riadky a nemeňte žiadne z priradení " "``PDT_`` na začiatku každého riadku, pre niektoré možnosti boli navrhnuté " "alternatívy, ako je uvedené nižšie:" #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:48 msgid "" "It is recommended that you save a backup of this file in a safe location on " "your computer before performing any edits." msgstr "" "Pred vykonaním akýchkoľvek úprav sa odporúča uložiť zálohu tohto súboru na " "bezpečné miesto v počítači." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:51 msgid "" "You might also like to translate these into your own language, again only " "edit the message section in quotes, not the PDT assignments." msgstr "" "Môžete ich tiež preložiť do svojho jazyka, opäť však upravte len časť správy " "v úvodzovkách, nie zadania PDT." #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:56 msgid "Issues" msgstr "Problémy" #: ../../manual/addons/3d_view/precision_drawing_tools/download.rst:58 msgid "" "Please report any issues, or feature request, etc. using the Issues section " "of the PDT Repository (https://github.com/Clockmender/Precision-Drawing-" "Tools/issues), that way they can be properly tracked, actioned and " "incorporated into the add-on." msgstr "" "Akékoľvek problémy alebo požiadavky na funkcie atď. nahlasujte v úložisku " "PDT sekcia `Problémy `__, aby mohli byť riadne sledované, riešené a zapracované do doplnku." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:4 msgid "PDT Examples" msgstr "Príklady PDT" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:6 msgid "" "Example Models will be shown here, built Exclusively with PDT, Offset Edges " "and MeasureIt Add-ons." msgstr "" "Ukážeme si tu príklady modelov vytvorených výlučne doplnkami PDT, Offset " "Edges a MeasureIt." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:8 msgid "" "This first one may not look too remarkable, except that it is totally " "accurate to dimensions, not approximately, taken from tracing a reference " "image." msgstr "" "Tento prvý obrázok možno nevyzerá príliš pozoruhodne, až na to, že je úplne " "presný na rozmery, nie približný, prevzatý z obkreslenia referenčného " "obrázka." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:14 msgid "" "The draft angles on this half-casting are exactly 5 degrees, the length of " "sides between the radii are exactly to a dimension. All intersect points of " "faces have been placed accurately using PDT, not guessed from a zoomed in " "view. All fillets are exactly to a dimension and exactly in the right place." msgstr "" "Zostavovacie uhly na tomto polovičnom odliatku sú presne 5 stupňov, dĺžky " "strán medzi polomermi sú presne na rozmer. Všetky priesečníky plôšok boli " "presne umiestnené použitím PDT, nie odhadnuté zo zväčšeného pohľadu. Všetky " "porciované body sú presne na rozmer a presne na správnom mieste." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:19 msgid "" "Most of the accuracy of this model would be either impossible, or so very " "complicated, to achieve with Blender on its own. With PDT and Offset Edges, " "it was quick and easy to achieve this kind of topology, suitable for " "mechanical models, at a very high level of precision (constrained only by " "the storage of coordinates in Blender). You can also see the Pivot Point of " "this model, stored in its Custom Property." msgstr "" "Väčšinu presnosti tohto modelu by bolo nemožné alebo veľmi komplikované " "dosiahnuť Blenderom. Použitím PDT a Offset Edges (rozostup hrán) bolo možné " "rýchlo a jednoducho dosiahnuť tento druh topológie, vhodnej pre mechanické " "modely, na veľmi vysokej úrovni presnosti (obmedzenej len ukladaním súradníc " "v Blenderi). Môžete si tiež pozrieť otočný bod tohto modelu, uložený " "Užívateľských vlastnostiach." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:27 msgid "Example 1 Construct a Casting:" msgstr "Príklad 1 Skonštruovať odliatok:" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:29 msgid "**Stage 1:**" msgstr "**Fáza 1:**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:31 msgid "This example has been executed from the PDT Command Line section." msgstr "Tento príklad bol vykonaný z Príkazového riadku PDT." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:33 msgid "Set Move Mode to ``Selected Entities.``" msgstr "Nastavte režim presunu na možnosť ``Vybrané entity.``" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:34 msgid "Place Vertex at 0,0,0 – Command **na,,**" msgstr "Umiestnite vrchol na 0, 0, 0 - Príkaz **na,,**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:35 msgid "" "Extrude 20 at 0 degrees – Command **ei20**, Working Plane set to ``Front(X-" "Z)``" msgstr "" "Vysuňte 20 na 0 stupňov - Príkaz **ei20**, pracovná rovina nastavená na " "``Spredu(X-Z)``" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:36 msgid "Place Cursor at fillet radius center. – Command **ci22.5,90**" msgstr "Umiestnite kurzor do stredu polomeru rezu. – Príkaz **ci22.5,90**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:37 msgid "Spin 85 Degrees – Blender Spin -85 degrees" msgstr "Otočte o 85 stupňov - Blender otočka -85 stupňov" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:38 msgid "Extrude 50 at 85 degrees – Command **ei50,85**" msgstr "Vysuňte 50 na 85 stupňov - príkaz **ei50,85**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:43 msgid "**Stage 2:**" msgstr "**Fáza 2:**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:45 msgid "Duplicate first Vertex 150 in X 100 in Z – Command **dd150,,100**" msgstr "" "Vytvorte kópiu prvého vrcholu 150 v X 100 v osi Z - Príkaz **dd150,,100**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:46 msgid "Extrude 100 at 180 degrees – Command **ei100,180**" msgstr "Vysuňte 100 na 180 stupňov - Príkaz **ei100,180**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:47 msgid "" "Intersect Corner – ``Operation`` = ``Move``, All/Active Selected, click " "``Intersect``" msgstr "" "Priesečník rohu - ``Operácia`` = ``Presun``, Všetko/Aktívne vybrané, " "kliknite na ``Priesečník``" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:48 msgid "" "Extrude 100 in Y – Command – **ei100,90** Working Plane set to ``Top(X-Y)``" msgstr "" "Vysuňte 100 v osi Y - Príkaz - **ei100,90** Pracovná rovina nastavená na " "``Zhora(X-Y)``" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:49 msgid "Bevel Corner – Blender Command Bevel, 25mm" msgstr "Skosený roh - príkaz Blenderu Skosiť, 25 mm" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:50 msgid "Offset Edges 2.5 – Offset Edges Extrude Command." msgstr "Posuv hrán 2.5 - Príkaz Posuv vysunutých hrán." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:55 msgid "**Stage 3:**" msgstr "**Fáza 3:**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:57 msgid "Spin in Top View – Blender Spin Command, 62.5 degrees" msgstr "Otočenie v hornom pohľade - príkaz Blender Otočiť, 62,5 stupňa" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:58 msgid "Extrude 47.5 at 27.5 degrees – Command **ei47.5,27.5**" msgstr "Vysunúť 47,5 na 27,5 stupňov - Príkaz **ei47,5,27,5**" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:59 msgid "Spin in Top View – Blender Spin Command, 27.5 degrees" msgstr "Otočenie v Pohlad zhora - príkaz Blender Otočiť, 27,5 stupňa" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:60 msgid "Extrude 30 at 0 degrees – Command **ei30**," msgstr "Vysunúť 30 na 0 stupňov - príkaz **ei30**," #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:61 msgid "" "Complete highlighted faces using standard Blender techniques to get this:" msgstr "" "Dokončite zvýraznené plôšky použitím štandardných techník Blenderu, aby ste " "to dosiahli:" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:66 msgid "" "Then simply extrude the two front face corners level with the cursor in X " "and then selected vertices to make the faces with F key." msgstr "" "Potom jednoducho vysuňte dva rohy prednej strany na úrovni kurzora v X a " "potom vybrané vrcholy, aby ste vytvorili plôšky klávesou F." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:69 msgid "" "This model is accurate to dimensions, draft angles and corner radii. All the " "command line inputs could be replaced by using the ``Operation`` options and " "``Command`` buttons instead." msgstr "" "Tento model je presný na rozmery, zostavovacích uhlov a polomery rohov. " "Všetky vstupy z príkazového riadka by sa dali nahradiť použitím tlačidiel " "``Operácia`` a ``Príkaz``." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:73 msgid "" "Optionally, to improve topology, one could rationalize the top faces to this:" msgstr "" "Prípadne by sa na zlepšenie topológie mohli k tomu racionalizovať horné " "plôšky:" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:78 msgid "" "It would depend on what we wanted to do ultimately with the top faces, like " "maybe cut holes in them." msgstr "" "Záležalo by na tom, čo by sme chceli s hornými plôškami robiť, napríklad " "vyrezať do nich otvory." #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:82 msgid "Example 2 - Modify a Hydraulic Cylinder:" msgstr "Príklad 2 - Úprava hydraulického valca:" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:84 msgid "" "Take this mesh, we have no idea at what angle the mesh lies, since it was " "drawn to a delta measurement not a directional measurement:" msgstr "" "Ak si vezmeme túto povrchovú sieť, netušíme, pod akým uhlom leží, pretože " "bola nakreslená delta meraním, nie smerovým meraním:" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:90 msgid "" "We now want to make it longer along the angle at which it lies, by a known " "amount, so we first use the ``Set A/S 2D`` tool to set the angle:" msgstr "" "Teraz ju chceme predĺžiť pozdĺž uhla, v ktorom leží, o známu hodnotu, takže " "najprv použijeme nástroj ``Nastaviť A/S 2D`` na nastavenie uhla:" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:96 msgid "" "You can see the angle was 9.9935 degrees, we then input the distance we " "require in the ``Distance`` input box, set ``Operation`` to ``Move`` and " "click the ``Direction`` command to get this:" msgstr "" "Vidíte, že uhol bol 9,9935 stupňa, potom zadáme požadovanú vzdialenosť do " "vstupného poľa ``Vzdialenosť``, nastavíme ``Operácia`` na ``Pohyb`` a " "klikneme na príkaz ``Smer``, aby sme získali tento výsledok:" #: ../../manual/addons/3d_view/precision_drawing_tools/examples.rst:102 msgid "" "You can see the selected vertices have been moved exactly 3000mm at exactly " "9.9935 degrees. This is one of the main reasons why PDT exists, to do just " "this type of precise alteration of geometry." msgstr "" "Vidíte, že vybrané vrcholy boli posunuté presne o 3000 mm na 9,9935 stupňa. " "Toto je jeden z hlavných dôvodov existencie PDT, aby sa mohol vykonávať " "práve takýto typ presných zmien geometrie." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:4 msgid "Holes in Faces" msgstr "Diery v plôškach" #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:6 msgid "" "This section will look at some alternative ways of dealing with holes in " "surface. In Blender, holes are generally dealt with by using boolean " "modifiers, or boolean operations in Edit mode. These result in many quad, or " "tri faces on what is essentially a flat surface. CAD Designers would " "traditionally want a flat complex face to be an Ngon, since Sub-Division " "modifiers would not be used for this type of modeling." msgstr "" "V tejto časti sa pozrieme na niektoré alternatívne spôsoby riešenia dier v " "povrchu. V Blenderi sa diery spravidla riešia logickými modifikátormi alebo " "logickými operáciami v režime editácie. Ich výsledkom je mnoho " "štvoruholníkových alebo trojuholníkových plôšok na povrchu, ktorý je v " "podstate rovný. Návrhári CAD by tradične chceli, aby plochá komplexná plôška " "bola mnohouholník, pretože modifikátory Rozdeliť by sa na tento typ " "modelovania nepoužívali." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:13 msgid "" "Alternative methods include using 2D curve surface, where any internal faces " "are treated as holes. The disadvantage of this system is that to include " "these in a vertex mesh they must first be converted to meshes, resulting in " "many tris on the flat face, again causing problems because these cannot be " "beveled." msgstr "" "Alternatívne metódy zahŕňajú použitie 2D krivkového povrchu, kde sa všetky " "vnútorné plôšky považujú za otvory. Nevýhodou tohto systému je, že ak ich " "chcete zahrnúť do povrchovej siete vrcholov, musia sa najprv konvertovať na " "povrchové siete, čo vedie k množstvu trojuholníkov na rovnej plôške, čo opäť " "spôsobuje problémy, pretože ich nemožno skosiť." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:19 msgid "PDT Approach to Holes:" msgstr "PDT Prístup k dieram:" #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:21 msgid "" "In PDT, we have adopted a new approach of cutting the front face into as few " "Ngons as possible to accommodate holes. This is still not ideal and two " "other options are being advocated:" msgstr "" "V PDT sme prijali nový prístup, keď sme čelnú plochu rozrezali na čo " "najmenší počet mnohouholníkov, aby sa do nich vtesnali otvory. To však stále " "nie je ideálne a presadzujú sa dve ďalšie možnosti:" #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:24 msgid "" "Allow holes in faces as they are in 2D curve surfaces and CAD software " "packages." msgstr "" "Povoľte otvory v plôškach tak, ako sú v povrchoch 2D kriviek a softvérových " "balíkoch CAD." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:25 msgid "" "Introduce \"Hybrid\" objects that can accommodate 2D curve surfaces and " "vertex meshes." msgstr "" "Zavedenie \"hybridných\" objektov, ktoré môžu obsahovať povrchy 2D kriviek a " "povrchové siete vrcholov." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:27 msgid "" "Allowing holes would mean that certain functions, like sculpting would not " "be possible, so this type of face would be excluded from such functions." msgstr "" "Povolenie otvorov by znamenalo, že niektoré funkcie, ako napríklad " "tvarovanie, by neboli možné, takže tento typ plôšky by bol z takýchto " "funkcií vylúčený." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:33 msgid "You can see the front face is in fact two faces split across the hole." msgstr "" "Môžete vidieť, že predná plôška je v skutočnosti rozdelená na dve plôšky." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:35 msgid "" "The process was to remove the existing front face, draw the hole as a " "cylinder, then use PDT Join 2 Vertices to make the joining edges between the " "outer edge and the hole, then making two faces, by selecting edges and using " "the Blender Face (Hotkey F) command." msgstr "" "Postup bol taký, že sa odstránila existujúca predná plôška, nakreslil sa " "otvor ako valec, potom sa použitím PDT Spojiť 2 vrcholy vytvorili spojovacie " "hrany medzi vonkajšou hranou a otvorom, potom sa vytvorili dve plôšky, a to " "výberom hrán a použitím príkazu Blender Plôška (klávesová skratka F)." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:39 msgid "" "Below is an example of a 2D curve surface, with the settings shown to make " "it a filled surface:" msgstr "" "Nižšie je uvedený príklad povrchu 2D krivky so zobrazenými nastaveniami, aby " "sa z neho stal vyplnený povrch:" #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:44 msgid "" "These curve surface can then be placed in front of a mesh object to make a " "face, but this will require Align tools in awkward rotational angles, " "something we have not released yet. The proviso on this is that you can " "never ``Apply`` the rotations used, but that is no hardship." msgstr "" "Tieto krivky povrchu možno potom umiestniť pred objekt povrchovej siete, aby " "sa vytvorila plôška, ale to si bude vyžadovať nástroje Zarovnať v " "nepríjemných uhloch natočenia, čo sme zatiaľ neuvoľnili. Podmienkou je, že " "nikdy nemôžete ``Aplikovať`` použité rotácie, ale to nie je ťažké." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:48 msgid "" "Below is what this looks like if converted to a mesh, producing totally " "unsuitable topology for precision modeling, or even beveling:" msgstr "" "Nižšie je znázornené, ako to vyzerá, ak sa konvertuje na povrchovú sieť, čím " "sa vytvorí úplne nevhodná topológia na presné modelovanie alebo dokonca " "skosenie:" #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:54 msgid "" "This object has 146 faces, versus only 3 curves for the donor 2D curve " "surface." msgstr "" "Tento objekt má 146 plôch v porovnaní s iba 3 krivkami pre povrch udelený 2D " "krivkou." #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:56 msgid "Here is another example of a holed surface using PDT techniques:" msgstr "Tu je ďalší príklad povrchu s dierami použitím techník PDT:" #: ../../manual/addons/3d_view/precision_drawing_tools/holes_in_faces.rst:61 msgid "Count the Faces! - 49 holes, 3 faces on the front and 3 on the back." msgstr "" "Spočítajte plôšky! - 49 dierok, 3 plôšky na čelnej strane a 3 na zadnej " "strane." #: ../../manual/addons/3d_view/precision_drawing_tools/index.rst:4 msgid "Precision Drawing Tools (PDT)" msgstr ":abbr:`Precision Drawing Tools (PDT - nástroje presného kreslenia)`" #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:4 #: ../../manual/addons/rigging/rigify/introduction.rst:4 #: ../../manual/advanced/command_line/introduction.rst:4 #: ../../manual/advanced/scripting/introduction.rst:4 #: ../../manual/animation/armatures/bones/editing/introduction.rst:4 #: ../../manual/animation/armatures/bones/introduction.rst:4 #: ../../manual/animation/armatures/bones/properties/introduction.rst:4 #: ../../manual/animation/armatures/introduction.rst:4 #: ../../manual/animation/armatures/posing/bone_constraints/introduction.rst:4 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:4 #: ../../manual/animation/armatures/posing/editing/introduction.rst:4 #: ../../manual/animation/armatures/posing/introduction.rst:4 #: ../../manual/animation/armatures/properties/introduction.rst:4 #: ../../manual/animation/armatures/skinning/introduction.rst:4 #: ../../manual/animation/constraints/introduction.rst:6 #: ../../manual/animation/drivers/introduction.rst:4 #: ../../manual/animation/introduction.rst:4 #: ../../manual/animation/keyframes/introduction.rst:4 #: ../../manual/animation/shape_keys/introduction.rst:4 #: ../../manual/compositing/introduction.rst:5 #: ../../manual/editors/3dview/introduction.rst:5 #: ../../manual/editors/3dview/navigate/introduction.rst:4 #: ../../manual/editors/clip/introduction.rst:5 #: ../../manual/editors/dope_sheet/introduction.rst:5 #: ../../manual/editors/graph_editor/fcurves/introduction.rst:4 #: ../../manual/editors/graph_editor/introduction.rst:5 #: ../../manual/editors/image/introduction.rst:5 #: ../../manual/editors/nla/introduction.rst:5 #: ../../manual/editors/outliner/introduction.rst:5 #: ../../manual/editors/preferences/introduction.rst:8 #: ../../manual/editors/texture_node/introduction.rst:6 #: ../../manual/editors/uv/introduction.rst:5 #: ../../manual/editors/video_sequencer/introduction.rst:5 #: ../../manual/editors/video_sequencer/preview/introduction.rst:4 #: ../../manual/editors/video_sequencer/sequencer/introduction.rst:4 #: ../../manual/editors/video_sequencer/sequencer/toolbar/introduction.rst:4 #: ../../manual/files/asset_libraries/introduction.rst:4 #: ../../manual/files/introduction.rst:4 #: ../../manual/getting_started/about/introduction.rst:4 #: ../../manual/getting_started/configuration/introduction.rst:4 #: ../../manual/grease_pencil/animation/introduction.rst:4 #: ../../manual/grease_pencil/introduction.rst:4 #: ../../manual/grease_pencil/materials/introduction.rst:4 #: ../../manual/grease_pencil/modes/draw/introduction.rst:4 #: ../../manual/grease_pencil/modes/edit/introduction.rst:4 #: ../../manual/grease_pencil/modes/sculpting/introduction.rst:4 #: ../../manual/grease_pencil/modes/vertex_paint/introduction.rst:4 #: ../../manual/grease_pencil/modes/weight_paint/introduction.rst:4 #: ../../manual/grease_pencil/modifiers/introduction.rst:6 #: ../../manual/grease_pencil/visual_effects/introduction.rst:5 #: ../../manual/interface/controls/nodes/introduction.rst:5 #: ../../manual/interface/index.rst:15 #: ../../manual/modeling/curves/introduction.rst:4 #: ../../manual/modeling/geometry_nodes/introduction.rst:4 #: ../../manual/modeling/introduction.rst:4 #: ../../manual/modeling/meshes/editing/introduction.rst:4 #: ../../manual/modeling/meshes/introduction.rst:4 #: ../../manual/modeling/meshes/properties/vertex_groups/introduction.rst:4 #: ../../manual/modeling/meshes/selecting/introduction.rst:4 #: ../../manual/modeling/meshes/uv/unwrapping/introduction.rst:4 #: ../../manual/modeling/metas/introduction.rst:4 #: ../../manual/modeling/modifiers/introduction.rst:6 #: ../../manual/modeling/surfaces/introduction.rst:4 #: ../../manual/modeling/texts/introduction.rst:4 #: ../../manual/modeling/volumes/introduction.rst:4 #: ../../manual/movie_clip/introduction.rst:4 #: ../../manual/movie_clip/masking/introduction.rst:4 #: ../../manual/movie_clip/tracking/clip/introduction.rst:4 #: ../../manual/movie_clip/tracking/clip/sidebar/stabilization/introduction.rst:5 #: ../../manual/movie_clip/tracking/graph.rst:12 #: ../../manual/movie_clip/tracking/introduction.rst:4 #: ../../manual/physics/cloth/introduction.rst:4 #: ../../manual/physics/dynamic_paint/introduction.rst:6 #: ../../manual/physics/fluid/introduction.rst:4 #: ../../manual/physics/forces/force_fields/introduction.rst:5 #: ../../manual/physics/introduction.rst:4 #: ../../manual/physics/particles/emitter/physics/introduction.rst:4 #: ../../manual/physics/particles/hair/introduction.rst:4 #: ../../manual/physics/particles/introduction.rst:4 #: ../../manual/physics/rigid_body/constraints/introduction.rst:6 #: ../../manual/physics/rigid_body/introduction.rst:4 #: ../../manual/physics/soft_body/introduction.rst:4 #: ../../manual/render/cycles/introduction.rst:4 #: ../../manual/render/eevee/introduction.rst:4 #: ../../manual/render/eevee/light_probes/introduction.rst:4 #: ../../manual/render/eevee/materials/introduction.rst:4 #: ../../manual/render/freestyle/introduction.rst:4 #: ../../manual/render/freestyle/view_layer/line_style/introduction.rst:4 #: ../../manual/render/introduction.rst:4 #: ../../manual/render/layers/introduction.rst:7 #: ../../manual/render/materials/introduction.rst:4 #: ../../manual/render/materials/legacy_textures/introduction.rst:4 #: ../../manual/render/output/audio/introduction.rst:4 #: ../../manual/render/output/introduction.rst:5 #: ../../manual/render/output/properties/stereoscopy/introduction.rst:4 #: ../../manual/render/output/properties/stereoscopy/usage.rst:15 #: ../../manual/render/shader_nodes/introduction.rst:5 #: ../../manual/render/workbench/introduction.rst:4 #: ../../manual/scene_layout/collections/introduction.rst:4 #: ../../manual/scene_layout/object/editing/transform/introduction.rst:4 #: ../../manual/scene_layout/object/introduction.rst:4 #: ../../manual/scene_layout/scene/introduction.rst:4 #: ../../manual/scene_layout/view_layers/introduction.rst:4 #: ../../manual/sculpt_paint/brush/introduction.rst:4 #: ../../manual/sculpt_paint/curves_sculpting/introduction.rst:4 #: ../../manual/sculpt_paint/introduction.rst:4 #: ../../manual/sculpt_paint/sculpting/introduction/index.rst:3 #: ../../manual/sculpt_paint/texture_paint/introduction.rst:4 #: ../../manual/sculpt_paint/vertex_paint/introduction.rst:4 #: ../../manual/sculpt_paint/weight_paint/introduction.rst:4 #: ../../manual/video_editing/edit/introduction.rst:4 #: ../../manual/video_editing/edit/montage/introduction.rst:4 #: ../../manual/video_editing/edit/montage/strips/introduction.rst:4 #: ../../manual/video_editing/introduction.rst:4 #: ../../manual/video_editing/setup/introduction.rst:4 msgid "Introduction" msgstr "Úvod" #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:9 msgid "Objects drawn with PDT and Dimensioned with MeasureIt" msgstr "Objekty nakreslené doplnkom PDT a rozmerané doplnkom MeasureIt" #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:11 msgid "" "PDT is designed to work with Blender 2.8, and all subsequent builds. There " "are no versions for earlier versions of Blender." msgstr "" "PDT je navrhnutý tak, aby fungoval s Blenderom 2.8 a všetkými nasledujúcimi " "zostavami. Pre staršie verzie Blenderu neexistujú žiadne verzie." #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:14 msgid "" "The key objective is to make precision modeling easier and more capable in " "Blender in order to allow Designers of all genres to model accurately." msgstr "" "Hlavným cieľom je zjednodušiť presné modelovanie a zvýšiť jeho možnosti v " "Blenderi, aby mohli dizajnéri všetkých odvetví modelovať presne." #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:19 msgid "Interestingly" msgstr "Zaujímavé" #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:21 msgid "" "There is definitely a difference in the way that \"CAD Designers\" and " "\"Polygon Modelers\" work. Polygon Modelers, the traditional Blender users, " "tend to start off with a basic primitive 3D mesh, like a Cube, or a " "Cylinder, then start to add Edge Loops to cut it up, to extrude sections to " "make it more complex, to add \"holes\" and then work these. They will often " "use Sub-Division modifiers to make the model more detailed, whereas CAD " "Designers consider these to largely be unsuitable and reduce accuracy. This " "means more vertices in the mesh from CAD modeler, but probably about the " "same after all has been taken into account." msgstr "" "Rozhodne je rozdiel v tom, ako pracujú \"dizajnéri CAD\" a \"polygónoví " "modelári\". Polygónoví modelári, tradiční užívatelia Blenderu, majú " "tendenciu začať so základnou primitívnou 3D povrchovou sieťou, ako je kocka " "alebo valec, potom začnú pridávať slučky okrajov, aby ju rozrezali, vysúvali " "časti, aby bola zložitejšia, pridávajú \"diery\" a potom s nimi pracujú. " "Často používajú modifikátory Rozdeliť, aby model urobili detailnejším, " "zatiaľ čo návrhári CAD ich považujú za zväčša nevhodné a znižujúce presnosť. " "Znamená to viac vrcholov v povrchovej sieti od CAD modelára, ale po " "zohľadnení všetkých pravdepodobne približne rovnako." #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:29 msgid "" "CAD modelers would virtually never trace off a previous drawing, or " "photograph to model something, they will always work from quoted dimensions " "only. To this end think about a drawing at a scale of 50:1 - a line of width " "0.5mm is effectively 25mm thick in the real world. Many drawings carry the " "mantra \"Do Not Scale\" - this is for a reason, old tradition hand-drawn " "drawings are not necessarily accurately drawn in the first place!" msgstr "" "Modelári v CAD prakticky nikdy nevychádzajú z predchádzajúceho výkresu alebo " "fotografie, aby niečo vymodelovali, vždy pracujú len s uvedenými rozmermi. " "Preto si predstavte výkres v mierke 50:1 - čiara široká 0,5 mm má v reálnom " "svete hrúbku 25 mm. Mnohé výkresy nesú mantru \"Nepoužívajte mierku\" - má " "to svoj dôvod, staré tradičné ručne kreslené výkresy nemusia byť v prvom " "rade presne nakreslené!" #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:35 msgid "" "Traditional CAD Designers (I am using the term \"CAD\" for what is " "considered to be Computer Aided Design, products like SolidWorks, AutoCAD, " "MicroStation, etc.) tend to make an accurate flat loop, like the front of a " "bracket, or wall of a building , then extrude, or \"loft\" this into a 3D " "mesh. It has long been considered that this approach leads to more accurate " "models that could, for example, be used in 3D printing." msgstr "" "Tradiční dizajnéri CAD (termín \"CAD\" používam pre to, čo sa považuje za " "počítačom podporované navrhovanie, produkty ako SolidWorks, AutoCAD, " "MicroStation atď.) majú tendenciu vytvoriť presnú plochú slučku, ako je " "predná časť konzoly alebo stena budovy, a potom ju vysunúť alebo \"zavesiť\" " "do 3D povrchovej siete. Dlho sa predpokladalo, že tento prístup vedie k " "presnejším modelom, ktoré by sa mohli použiť napríklad pri 3D tlači." #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:41 msgid "" "PDT aims to introduce this method of working into Blender, for the benefit " "and inclusion of all genres of CAD Designers and to augment the tools for " "the Polygon Modeler. It has been developed by a former Mechanical Design " "Engineer with many years experience in drawing offices, using hand drawing " "and CAD techniques." msgstr "" "Cieľom PDT je zaviesť túto metódu práce do Blenderu v prospech všetkých " "odvetví CAD dizajnérov a rozšíriť nástroje pre polygónového modelára. " "Vyvinul ho bývalý strojný konštruktér s dlhoročnými skúsenosťami z " "kresliarskych kancelárií, ktorý využíva techniky ručného kreslenia a CAD." #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:48 msgid "Nomenclature" msgstr "Nomenklatúra" #: ../../manual/addons/3d_view/precision_drawing_tools/introduction.rst:50 msgid "" "There is also the situation where CAD Designers and Polygon Modelers use " "different terms, like Absolute versus World coordinates, Delta versus " "Incremental, Directional versus Polar. Primitives themselves are also named " "differently, Vertices, Edges & Faces versus Points, Lines & Polygons - PDT " "takes care of this by providing a file that users can edit to input their " "own terms, including their own languages." msgstr "" "Existuje aj situácia, keď konštruktéri CAD a polygónoví modelári používajú " "rôzne termíny, napríklad absolútne súradnice verzus svetové, delta verzus " "inkrementálne, smerové verzus polárne. Samotné prvotné tvary sa tiež " "nazývajú odlišne, Vrcholy, Hrany a Plôšky verzus Body, Čiary a Polygóny - " "PDT sa o to stará poskytnutím súboru, ktorý môžu používatelia upraviť a " "zadať vlastné termíny vrátane vlastných jazykov." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:4 msgid "PDT Parts Library" msgstr "Knižnica častí PDT" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:6 msgid "The Menu For Parts library" msgstr "Ponuka pre knižnicu častí" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:11 msgid "" "This module is in its infancy for releases up to and including 1.1.5 and is " "an attempt to organize a collection of parts, as objects, in a central " "repository. This library will consist of Objects, Collections and Materials. " "For now, these are placed in a holding blend file in Blender's:" msgstr "" "Tento modul je v počiatočnom štádiu pre verzie do 1.1.5 vrátane a je pokusom " "o usporiadanie kolekcií častí ako objektov v centrálnom úložisku. Táto " "knižnica bude pozostávať z objektov, kolekcií a materiálov. Zatiaľ sú " "umiestnené v udržiavanom blend súbore v Blenderi:" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:16 msgid "" "\"...../Scripts/Addons/clockworxpdt\" folder (the location of the PDT Add-" "on)." msgstr "\"...../Scripts/Addons/clockworxpdt\" (umiestnenie doplnku PDT)." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:22 msgid "" "The concept is to store parts as either individual objects, or in the case " "of more complex parts, like an engine assembly for example, as collections. " "The way Blender handles materials for append, or linked, objects is that if " "you load an object using Append, it will bring the materials of the object " "with it. If you append the part many times, you get many copies of the same " "material – not a situation that is efficient. So the recommendation for this " "trial system is to leave the materials off the objects and store them either " "against a “holder” object, or set a *f*ake user** so the material is always " "held in the library blend file. Then you can append, or link the material " "once and assign it to many copies of the appended, or linked object." msgstr "" "Koncepcia spočíva v ukladaní častí buď ako jednotlivých objektov, alebo v " "prípade zložitejších častí, ako je napríklad zostava motora, ako kolekcií. " "Blender spracováva materiály pre prídavné alebo prepojené objekty tak, že ak " "načítate objekt použitím Pripojiť, prinesie so sebou materiály tohto " "objektu. Ak časť aplikujete viackrát, získate mnoho kópií toho istého " "materiálu - čo nie je efektívna situácia. Takže odporúčanie pre tento " "skúšobný systém je ponechať materiály mimo objektov a uložiť ich buď oproti " "objektu \"nositeľa\", alebo nastaviť **falošného užívateľa**, aby sa " "materiál vždy nachádzal v knižnici blend súboru. Potom môžete materiál " "pripojiť alebo prepojiť raz a priradiť ho k mnohým kópiám pripojeného alebo " "prepojeného objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:30 msgid "" "The plan is to expand the system so users can send objects, or collections, " "or material from their current open blend file to the Library blend file. " "This will be a further development in a later release, if this is possible. " "Parts Libraries have been in existence in CAD systems since the 1980’s where " "they were called “Cells” and had one, or many “Cell Libraries” to store them " "in, each cell had a user defined origin point that was used to place the " "part. The process was to put the cursor where you wanted the part, then call " "it by name and it would be placed with its origin at the cursor location." msgstr "" "Plán je rozšíriť systém tak, aby užívatelia mohli posielať objekty, kolekcie " "alebo materiál zo svojho aktuálne otvoreného blend súboru do knižnice bland " "súboru. To bude ďalší vývoj v neskoršej verzii, ak to bude možné. Knižnice " "súčiastok existujú v systémoch CAD od 80. rokov minulého storočia, kde sa " "nazývali \"bunky\" a mali jednu alebo viacero \"knižníc buniek\" na ich " "uloženie, pričom každá bunka mala užívateľom definovaný počiatočný bod, " "ktorý sa používal na umiestnenie súčiastky. Postup spočíval v tom, že ste " "umiestnili kurzor na miesto, kde ste chceli mať diel, potom ste ho zavolali " "podľa názvu a umiestnil sa s počiatkom na mieste kurzora." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:37 msgid "" "PDT Parts Library uses the same method to store, recall and place parts at " "the cursor location:" msgstr "" "Knižnica častí PDT používa rovnakú metódu na ukladanie, vyvolávanie a " "umiestňovanie častí na polohu kurzora:" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:42 msgid "" "This shows the Parts Library Menu and some sample parts brought in by either " "``Appending``, or ``Linking``." msgstr "" "Zobrazí sa ponuka knižnice dielov a niekoľko vzorových dielov, ktoré boli " "pridané buď pomocou ``Pripojenia``, alebo ``Prepojenia``." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:46 msgid "Parts Library File:" msgstr "Súbor knižnice častí:" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:48 msgid "" "The Parts Libraries can be located wherever you want them on your system. " "The location of your file, a normal Blender blend file, is set in the PDT " "Add-on Preference (User Preferences => Add-ons Tab):" msgstr "" "Knižnice častí môžu byť umiestnené kdekoľvek v systéme. Umiestnenie vášho " "súboru, bežného Blender blend súboru, sa nastavuje v PDT Predvoľby Doplnky " "(Užívateľské predvoľby => karta Doplnky):" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:54 msgid "" "You can either type in the location and name of the file, or click the " "``Folder`` icon and use Blender file select tools to navigate to your file. " "The Selectors in PDT are then automatically updated with your file's " "objects, collections and materials, subject to any search criteria. this can " "be changed at any time in your session to access data from another library " "file." msgstr "" "Môžete buď zadať umiestnenie a názov súboru, alebo kliknúť na ikonu " "``Priečinok`` a použiť nástroje na výber súborov v Blenderi na navigáciu k " "súboru. Voliče v PDT sa potom automaticky aktualizujú s objektmi, kolekciami " "a materiálmi vášho súboru, ktoré podliehajú akýmkoľvek kritériám " "vyhľadávania. to môžete kedykoľvek počas relácie zmeniť a získať prístup k " "údajom z iného súboru knižnice." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:61 msgid "The Options are:" msgstr "Možnosti sú:" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:63 msgid "" "``Append`` – this will append the chosen Object, Collection, or Material " "from the library into your current blend file." msgstr "" "``Pripojiť`` - pridá vybraný objekt, kolekciu alebo materiál z knižnice do " "aktuálneho blend súboru." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:66 msgid "" "``Link`` – this will link the chosen Object, Collection, or Material from " "the library into your current blend file." msgstr "" "``Prepojiť`` - prepojí vybraný objekt, kolekciu alebo materiál z knižnice do " "aktuálneho blend súboru." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:69 msgid "" "Whether you are going to work with objects, collections, or materials " "depends on the setting of the **Selector** next to the Link button." msgstr "" "To, či budete pracovať s objektami, kolekciami alebo materiálmi, závisí od " "nastavenia **Výber** vedľa tlačidla Prepojiť." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:72 msgid "" "The next three **Selectors** will show the ``Objects``, ``Collections`` and " "``Materials`` in the Library blend file, either all of them, or filtered by " "the Search input next to each Selector." msgstr "" "Ďalšie tri **voliče** zobrazia ``Objekty``, ``Kolekcie`` a ``Materiály`` v " "knižnici blend súboru, a to buď všetky, alebo filtrované podľa vstupu " "Vyhľadať vedľa každého voliča." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:75 msgid "" "The ``Search`` strings consist of any characters that appear anywhere in the " "Object’s, Collection’s, or Material’s Name. So searching with ``gear`` in " "the search box will find, for example, objects named ``25T 20mm gear``, or " "``gears – 20mm 25teeth``, etc." msgstr "" "Reťazce ``Hľadať`` pozostávajú z ľubovoľných znakov, ktoré sa vyskytujú " "kdekoľvek v názve objektu, kolekcie alebo materiálu. Takže vyhľadávanie " "pomocou ``gear`` vo vyhľadávacom poli nájde napríklad objekty s názvom ``25T " "20mm gear`` alebo ``gears - 20mm 25teeth`` atď." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:79 msgid "The principle of operation is therefore:" msgstr "Princíp fungovania je teda nasledovný:" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:81 msgid "Place the 3D cursor where you want the objects to be located." msgstr "Umiestnite 3D kurzor na miesto, kde chcete umiestniť objekty." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:82 msgid "" "Enter any required search criteria, to narrow the list shown in the selector." msgstr "" "Zadajte všetky požadované kritériá vyhľadávania, aby ste zúžili zoznam " "zobrazený vo výberovom okne." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:83 msgid "Select the type to work with; Objects, Collections, or Materials." msgstr "" "Vyberte typ, s ktorým chcete pracovať: Objekty, kolekcie alebo materiály." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:84 msgid "Select the required object, collection, or material." msgstr "Vyberte požadovaný objekt, kolekciu alebo materiál." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:85 msgid "Click either ``Append``, or ``Link``." msgstr "Kliknite na tlačidlo ``Pripojiť`` alebo ``Prepojiť``." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:87 msgid "" "At the moment, if you bring in a collection, ALL objects in that collection " "are placed at the cursor location. The purpose of this is to bring in " "complex models and assume that they will be placed “as one” at the cursor " "location, this also assumes that they were built as a number of objects with " "a shared origin in the library." msgstr "" "V súčasnosti sa pri prenesení kolekcie na miesto kurzora umiestnia VŠETKY " "objekty tejto kolekcie. Účelom je priniesť komplexné modely a predpokladať, " "že budú umiestnené \"ako jeden\" na mieste kurzora, to tiež predpokladá, že " "boli vytvorené ako množstvo objektov so spoločným počiatkom v knižnici." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:92 msgid "" "The suggestion at this stage that materials can be imported and used on each " "object to which they are appropriate, it may be that many parts share a " "common material, in which case, using this approach does not result in many " "duplicate materials in the blend file." msgstr "" "V tejto fáze sa navrhuje, aby sa materiály mohli importovať a používať na " "každom objekte, ku ktorému sú vhodné, môže sa stať, že mnohé časti majú " "spoločný materiál, a v takom prípade použitie tohto prístupu nemá za " "následok veľa duplicitných materiálov v blend súbore." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:96 msgid "" "The ``Show Library File`` button will show the user in a popup the location " "of the parts library file, this is also printed to the console, if you are " "running Blender from a Terminal. This purpose of this is to make it easier " "to locate the parts library for editing." msgstr "" "Tlačidlo ``Zobraziť súbor knižnice`` zobrazí užívateľovi vo vyskakovacom " "okne umiestnenie súboru knižnice častí, ktoré sa vypíše aj do konzoly, ak " "spúšťate Blender z terminálu. Účelom tejto funkcie je uľahčiť nájdenie " "knižnice súčiastok na úpravu." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:100 msgid "" "The library file can be opened in Blender and edited like any blend file to " "add your own objects, collections and materials." msgstr "" "Súbor knižnice môžete otvoriť v Blenderi a upravovať ho ako akýkoľvek iný " "blend súbor, do ktorého môžete pridať vlastné objekty, kolekcie a materiály." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:103 msgid "" "Here is an example of a series of engines that are used in many different " "bikes, trikes and three-wheelers, these have been Appended from the library " "file to a working blend file, then the materials assigned:" msgstr "" "Tu je príklad série motorov, ktoré sa používajú v mnohých rôznych bicykloch, " "trojkolkách a trojkolesových vozidlách, ktoré boli pridané zo súboru " "knižnice do pracovného blend súboru, potom boli priradené materiály:" #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:110 msgid "" "Each engine is modeled as a set of individual objects, organized as " "collections in the library blend file. All individual objects in each " "collection share a common origin point so they can be placed in the correct " "relative location." msgstr "" "Každý mechanizmus je modelovaný ako súbor jednotlivých objektov " "usporiadaných ako kolekcie v knižnici blend súboru. Všetky jednotlivé " "objekty v každej kolekcii majú spoločný počiatočný bod, takže ich možno " "umiestniť na správne relatívne miesto." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:114 msgid "" "An alternative under consideration at this stage would be to store in the " "parts library, only the unique components of these engines, they share " "cylinder barrels for example, then append, or link these into a project file " "and build whichever engine is required." msgstr "" "Alternatívou, o ktorej sa v tejto fáze uvažuje, by bolo uložiť do knižnice " "dielov len jedinečné komponenty týchto motorov, ktoré majú napríklad " "spoločné valce, potom ich pridať alebo prepojiť do projektového súboru a " "zostaviť požadovaný motor." #: ../../manual/addons/3d_view/precision_drawing_tools/library.rst:118 msgid "" "The system has been left deliberately fluid at this stage in development, so " "ideas can be explored and the system refined. it may be obviated by " "developments in Blender towards better and more capable Asset Management " "Systems." msgstr "" "Systém bol v tejto fáze vývoja zámerne ponechaný v premenlivom stave, aby sa " "mohli preskúmať nápady a systém sa mohol zdokonaliť. môže byť odstránený " "vývojom v Blenderi smerom k lepším a schopnejším systémom správy aktív." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:4 #: ../../manual/files/blend/rename.rst:52 #: ../../manual/modeling/geometry_nodes/curve/index.rst:16 #: ../../manual/modeling/geometry_nodes/geometry/index.rst:16 #: ../../manual/modeling/geometry_nodes/mesh/index.rst:16 msgid "Operations" msgstr "Operácie" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:6 msgid "" "This section will deal with explaining what the various **Operations** do. " "You can see a full list of available options in the table on the previous " "page (Before You Begin) for both Edit and Object modes." msgstr "" "Táto časť sa bude zaoberať vysvetlením, čo robia jednotlivé **Operácie**. " "Úplný zoznam dostupných možností nájdete v tabuľke na predchádzajúcej strane " "(Skôr ako začnete) pre režimy editácie a objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:12 msgid "Cursor:" msgstr "Kurzor:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:14 msgid "" "This operation is concerned with placing the **Cursor** according to the " "various operators. it can place the Cursor by ``Absolute`` coordinates, " "``Delta`` Coordinates, ``Directional`` Coordinates and either relative to " "its current position or an ``Active`` vertex, or Object." msgstr "" "Táto operácia sa zaoberá umiestnením **Kurzora** podľa rôznych operátorov. " "môže umiestniť Kurzor pomocou ``Absolútnych`` súradníc, ``Delta`` súradníc, " "``Smerových`` súradníc a buď relatívne k jeho aktuálnej pozícii, alebo k " "``Aktívnemu`` vrcholu, alebo objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:20 msgid "Pivot Point:" msgstr "Otočný bod:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:22 msgid "" "This operation is concerned with placing the **Pivot Point** according to " "the various operators. it can place the Cursor by ``Absolute`` coordinates, " "``Delta`` Coordinates, ``Directional`` Coordinates and either relative to " "its current position or an ``Active`` vertex, or Object." msgstr "" "Táto operácia sa zaoberá umiestnením **Otočného bodu** podľa rôznych " "operátorov. môže umiestniť Kurzor pomocou ``Absolútnych`` súradníc, " "``Delta`` súradníc, ``Smerových`` súradníc a buď relatívne k jeho aktuálnej " "pozícii, alebo k ``Aktívnemu`` vrcholu, alebo k Objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:28 msgid "Move:" msgstr "Presun:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:30 msgid "" "This operation is concerned with **Moving** Geometry, or Objects according " "to the various operators. geometry can be moved by ``Absolute`` coordinates, " "``Delta`` Coordinates, ``Directional`` Coordinates. in Edit mode, selected " "geometry is moved, in Object Mode selected Objects are moved." msgstr "" "Táto operácia sa týka **Presunu** geometrie alebo objektov podľa rôznych " "operátorov. geometriu možno presúvať pomocou ``Absolútnych`` súradníc, " "``Delta`` súradníc, ``Smerových`` súradníc. V režime editácie sa presúva " "vybraná geometria, v režime objektu sa presúvajú vybrané objekty." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:34 msgid "" "**Example 1**: Move selected geometry 0.8 units at 34 degrees in front view, " "Set Operation to ``Move``, set Working Plane to ``Front(X-Z)``, set Distance " "to 0.8, set angle to 34, select geometry, click ``Direction`` button." msgstr "" "**Príklad 1**: Nastavte operáciu na ``Presun``, nastavte pracovnú rovinu na " "``Spredu(X-Z)``, nastavte vzdialenosť na 0,8, nastavte uhol na 34, vyberte " "geometriu, kliknite na tlačidlo ``Smer``." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:41 msgid "You can see the geometry Before and After the move." msgstr "Môžete si pozrieť geometriu pred a po presune." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:45 msgid "New Vertex:" msgstr "Nový vrchol:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:47 msgid "" "This operation is concerned with placing a **New Vertex** according to the " "various operators, the new vertex is set selected so it can then be " "manipulated." msgstr "" "Táto operácia sa týka umiestnenia **Nového vrcholu** podľa rôznych " "operátorov, nový vrchol je nastavený ako vybraný, takže s ním možno následne " "manipulovať." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:50 msgid "" "**Example 1:** Place a New Vertex and the intersection of two edges, set " "Operation to ``New Vertex``, set Working Plane to ``Front(X-Z)``, select two " "edges, click ``Intersect`` button." msgstr "" "**Príklad 1:** Umiestnite nový vrchol a priesečník dvoch hrán, nastavte " "operáciu na ``Nový vrchol``, nastavte pracovnú rovinu na ``Spredu(X-Z)``, " "vyberte dve hrany, kliknite na tlačidlo ``Pretnúť``." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:56 msgid "A new Vertex has been placed at the intersection of the two Edges." msgstr "Nový vrchol bol umiestnený na priesečník týchto dvoch hrán." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:60 msgid "Extrude Vertices:" msgstr "Vysunúť vrcholy:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:62 msgid "" "This operation only **Extrudes** the vertices from selected geometry, so if " "you select a Face, and use this operation, only the vertices of the face " "will be extruded. this can also be used to \"chase\" a single vertex around " "a path, for example the edge of a complex bracket." msgstr "" "Touto operáciou sa vysunú iba vrcholy vybranej geometrie, takže ak vyberiete " "plôšku a použijete túto operáciu, vytlačia sa iba vrcholy tejto plôšky. Túto " "operáciu možno použiť aj na \"ryhu\" jedného vrcholu okolo cesty, napríklad " "hrany zloženej konzoly." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:66 msgid "" "**Example 1**: Extrude the vertices of a face, set operation to ``Extrude " "Vertices``, select the face, set some delta offsets, click ``Delta`` button." msgstr "" "**Príklad 1**: Vysuňte vrcholy plôšky, nastavte operáciu na ``Vysunúť " "vrcholy``, vyberte plôšku, nastavte nejaký delta posuv, kliknutím na " "tlačidlo ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:72 msgid "Only the Vertices from the Face have been extruded as edges." msgstr "Z plôšky boli vysunuté iba vrcholy ako hrany." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:76 msgid "Split Edges:" msgstr "Rozdeliť hrany:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:78 msgid "" "This operation will **Split** edges according to the operator you use. It " "will result in the face having one more vertex per operation, so a quad " "becomes a 5 sided Ngon. This initial split point is halfway along the chosen " "edge(s). If the system detects that you are going to split connecting edges " "of a face, which would ruin the topology, an error is given and the " "operation does not complete." msgstr "" "Táto operácia **rozdelí** hrany podľa použitého operátora. Výsledkom bude, " "že tvár bude mať o jeden vrchol na operáciu viac, takže zo štvorice sa stane " "päťstranný Ngon. Tento počiatočný bod rozdelenia sa nachádza v polovici " "zvolenej hrany (hrán). Ak systém zistí, že sa chystáte rozdeliť spojovacie " "hrany tváre, čo by zničilo topológiu, zobrazí sa chyba a operácia sa " "nedokončí." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:84 msgid "" "**Example 1**: Split the edge of a face at 25% of the way along it, set " "Operation to ``Split``, set Percent to 25, select one edge, click " "``Percent`` button." msgstr "" "**Príklad 1**: Rozdeľte hrany plôšky na 25% pozdĺž nej, nastavte Operáciu na " "``Rozdeliť``, nastavte Percentá na 25, vyberte jednu hranu, kliknite na " "tlačidlo ``Percentá``." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:87 msgid "" "**Example 2**: Split two edges of an extruded prism and move the split 0.8 " "in X, 0.4 in Z, set Operation to ``Split``, set Working Plane to ``Front(X-" "Z)``, set X to 0.8 & Z to 0.4, select two edges, click ``Delta`` button." msgstr "" "**Príklad 2**: Nastavte operáciu na ``Rozdeliť``, nastavte pracovnú rovinu " "na ``Spredu(X-Z)``, nastavte X na 0,8 a Z na 0,4, vyberte dve hrany, " "kliknite na tlačidlo ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:94 msgid "You can see Before and after of the two examples described above." msgstr "" "Môžete si pozrieť stav predtým a potom dvoch vyššie uvedených príkladov." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:98 msgid "Duplicate Geometry:" msgstr "Vytvoriť kópiu geometrie:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:100 msgid "" "This operation will duplicate geometry according to which operator is chosen." msgstr "" "Táto operácia vytvorí kópiu geometriu podľa toho, ktorý operátor je zvolený." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:102 msgid "" "**Example 1**: **Duplicate** selected geometry 3 units at 78 degrees in " "front view, set Operation to ``Duplicate Geometry``, set working plane to " "``Front(X-Z)``, set Distance to 3 & Angle to 78, click ``Direction`` button." msgstr "" "**Príklad 1**: **Vytvorí kópiu** vybranej geometrie 3 jednotky na 78 stupňov " "v pohľade spredu, nastavte operáciu na ``Vytvoriť kópiu geometrie``, " "nastavte pracovnú rovinu na ``Predok(X-Z)``, nastavte Vzdialenosť na 3 a " "Uhol na 78, kliknite na tlačidlo ``Smer``." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:109 msgid "You can see Before and After states of a Duplication." msgstr "Môžete si pozrieť stavy pred a po vytvorení kópie." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:113 msgid "Extrude Geometry:" msgstr "Vysunúť geometriu:" #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:115 msgid "" "This operation will **Extrude** geometry, not just the vertices as with " "Extrude Vertex, but faces and edges as well." msgstr "" "Táto operácia **vysunie** geometriu, nielen vrcholy ako pri Vysunutí " "vrcholov, ale aj plôšky a hrany." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:118 msgid "" "**Example 1**: Extrude selected face 1 in X, 0.5 in Y and 0.6 in Z, set " "Operation to ``Extrude Geometry``, set Working Plane to ``Front(X-Z)``, set " "X, Y & Z to 1,0.5,0.6 respectively, click ``Delta`` button." msgstr "" "**Príklad 1**: Nastavte operáciu na ``Vysunúť geometriu``, nastavte pracovnú " "rovinu na ``Spredu(X-Z)``, nastavte X, Y a Z na 1, 0,5, 0,6 kliknite na " "tlačidlo ``Delta``." #: ../../manual/addons/3d_view/precision_drawing_tools/operations.rst:124 msgid "" "You can see the Top Face has been Extruded in all three axes as one " "operation." msgstr "" "Vidíte, že horná plôška bola vysunutá vo všetkých troch osiach ako jedna " "operácia." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:4 #: ../../manual/editors/3dview/controls/pivot_point/index.rst:8 #: ../../manual/editors/clip/introduction.rst:39 #: ../../manual/editors/drivers_editor.rst:117 #: ../../manual/editors/graph_editor/introduction.rst:245 #: ../../manual/editors/video_sequencer/preview/controls/pivot_point.rst:5 #: ../../manual/glossary/index.rst:649 #: ../../manual/modeling/geometry_nodes/instances/rotate_instances.rst:31 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:90 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:108 #: ../../manual/modeling/meshes/editing/mesh/mirror.rst:38 msgid "Pivot Point" msgstr "Otočný bod" #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:6 msgid "" "The PDT **Pivot Point**, hereafter **PP**, is intended to provide a location " "for rotating and scaling geometry in Edit Mode Only. It works as an " "independent location to the 3D Cursor. It can, however, be placed relative " "to Object Geometry." msgstr "" "PDT **Otočný bod**, ďalej len **OB**, je určený na určenie miesta na " "otáčanie a zmenu mierky geometrie len v režime editácie. Funguje ako miesto " "nezávislé od 3D kurzora. Môže však byť umiestnený vzhľadom na geometriu " "objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:10 msgid "The Menu For Pivot Point" msgstr "Ponuka pre Otočný bod" #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:15 msgid "Here the pivot point has been placed relative to the selected vertex." msgstr "Tu bol otočný bod umiestnený vzhľadom na vybraný vrchol." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:19 msgid "Operations:" msgstr "Operácie:" #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:21 msgid "" "Most operations only work in **Edit** Mode, so these are greyed out if you " "are in any other mode." msgstr "" "Väčšina operácií funguje len v **režime editácie**, takže ak ste v inom " "režime, sú tieto operácie sivé." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:23 msgid "" "Starting from the top, the first row is the ``Show Pivot`` button with three " "inputs alongside." msgstr "" "Počnúc zhora je v prvom riadku tlačidlo ``Zobraziť otočný bod`` s tromi " "vstupmi vedľa." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:25 msgid "" "To show the PP, click the ``Show`` button, to remove it press ``Hide`` " "button, Show will change to Hide when PP is displayed." msgstr "" "Ak chcete OB zobraziť, kliknite na tlačidlo ``Zobraziť``, ak ho chcete " "odstrániť, stlačte tlačidlo ``Skryť``, tlačidlo Zobraziť sa zmení na Skryť, " "keď je OB zobrazený." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:28 msgid "You can still use the PP location, whether you can see it, or not." msgstr "" "Umiestnenie OB môžete používať bez ohľadu na to, či ho vidíte alebo nie." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:30 msgid "" "The three inputs are; ``Size Factor`` ranging from 0.2 to 2 and will adjust " "the relative size of the PP, the PP is drawn relative to the 3D View scale. " "The next is the ``Width`` and this determines how bold the PP arms are " "ranging from 1 to 5. The last is the ``Alpha`` and determines the " "translucency (Color Alpha) of the PP, values range from 0.2 to 1." msgstr "" "Tri vstupy sú: ``Faktor veľkosti`` v rozsahu od 0,2 do 2 a upraví relatívnu " "veľkosť PP, PP sa vykresľuje vzhľadom na mierku 3D záberu. Ďalším vstupom je " "``Šírka`` a ten určuje, ako tučne sú ramená PP v rozsahu od 1 do 5. " "Poslednou je ``alfa`` a určuje priehľadnosť (farba alfa) PP, hodnoty sa " "pohybujú od 0,2 do 1." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:35 msgid "" "The next row shows the ``Pivot Location``, values can be entered here, or " "the boxes may be “scrubbed” and the PP will move as you do so." msgstr "" "V ďalšom riadku sa zobrazuje ``Poloha otočného bodu``, tu môžete zadať " "hodnoty, alebo môžete políčka \"vyčistiť\" a PP sa tak presunie." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:38 msgid "" "On the next row is ``To Selected``, which locates the PP on a selected set " "of geometry. The middle button is ``To Cursor``, which locates the PP at the " "3D Cursor location. The right button is ``To Origin``, which locates the PP " "on the selected Object's Origin, you must have a selected Object." msgstr "" "V ďalšom riadku je položka ``Na vybrané``, ktorá lokalizuje OB na vybranú " "sústavu geometrie. Prostredné tlačidlo je ``Na kurzor``, ktoré lokalizuje OB " "na miesto 3D kurzora. Pravé tlačidlo je ``Na počiatok``, ktoré lokalizuje OB " "na počiatok vybraného objektu, musíte mať vybraný objekt." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:46 msgid "" "Here the PP has been located on the weighted center of the selected face." msgstr "V tomto prípade sa PP nachádza na váženom strede vybranej plôšky." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:48 msgid "" "The next row has **Rotate** and **Angle**, To rotate selected geometry about " "the PP, first set the ``Angle`` and click ``Rotate``. Geometry is rotated " "about the View Plane (an axis normal to your screen)." msgstr "" "V ďalšom riadku sa nachádzajú položky **Rotácia** a **Uhol**, Ak chcete " "vybranú geometriu otočiť okolo OB, najprv nastavte ``Uhol`` a kliknite na " "``Rotácia``. Geometria sa otočí okolo roviny pohľadu (os normálna k " "obrazovke)." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:55 msgid "Here the selected geometry has been rotated 30 degrees about the PP." msgstr "Tu bola vybraná geometria otočená o 30 stupňov okolo OB." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:57 msgid "" "The next row has ``Scale`` on the left, this button is used to scale the " "selected geometry about the PP. this uses factors as set in the last row " "showing X, Y and Z values. the scaling is performed about the ``Global`` " "Axes. There are many ways in Blender to Scale about different axes, so it " "was decided not to replicate all this, this is the function I use the most " "for scaling." msgstr "" "V ďalšom riadku je vľavo tlačidlo ``Mierka``, ktoré slúži na zmenu mierky " "vybranej geometrie okolo OB. Používa faktory nastavené v poslednom riadku, " "kde sú zobrazené hodnoty X, Y a Z zmena mierky sa vykonáva okolo osí " "``Globálne``. V Blenderi existuje veľa spôsobov, ako meniť mierku okolo " "rôznych osí, preto bolo rozhodnuté, že to nebudeme všetko opakovať, toto je " "funkcia, ktorú na zmenu mierky používam najčastejšie." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:63 msgid "" "The button on the right is ``Cursor To Pivot``, it will locate the 3D Cursor " "to the PP, this is useful if you want to use other Blender techniques for " "rotating, scaling, etc. but want to use the PP location." msgstr "" "Tlačidlo vpravo je ``Kurzor na otočný bod``, ktoré umiestni 3D kurzor na OB, " "čo je užitočné, ak chcete použiť iné techniky Blenderu na rotáciu, zmenu " "mierky atď., ale chcete použiť polohu OB." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:67 msgid "" "The PP cannot be used to move geometry, it was decided that there are " "already sufficient methods of doing this in Blender." msgstr "" "OB sa nedá použiť na presun geometrie, bolo rozhodnuté, že v Blenderi už " "existujú dostatočné metódy, ako to urobiť." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:72 msgid "Setting Scales by Two Measures:" msgstr "Nastavenie mierky podľa dvoch meraní:" #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:74 msgid "" "Underneath you will see the ``Scale Distance`` & ``System Distance`` Inputs, " "``System Distance`` is merely a copy of ``Distance`` from the ``PDT Design`` " "Section. This can be set by a variety of methods, one of which is to select " "two vertices and then use the Set A/D 2D Tool, found in PDT Design, or you " "can just type a value in." msgstr "" "Pod nimi sa nachádzajú vstupy ``Vzdialenosť mierky`` a ``Vzdialenosť " "systému``, pričom ``Vzdialenosť systému`` je len kópiou ``Vzdialenosti`` zo " "sekcie ``PDT Design``. Túto vzdialenosť môžete nastaviť rôznymi spôsobmi, " "jedným z nich je vybrať dva vrcholy a potom použiť nástroj Nastaviť A/D 2D, " "ktorý nájdete v časti PDT Design, alebo môžete jednoducho zadať hodnotu." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:79 msgid "" "There are circumstances where you know that a dimension in the model, lets " "say two vertices measure 14.3 units and that is wrong. You know that either " "a section, or the whole mesh needs scaling so this dimension becomes 16.2. " "Instead of you having to work out the scale factor yourself, you can merely " "type 16.2 into ``Scale Distance``, having set ``System Distance`` to 14.3 " "and the system will calculate the scales for you, in this case; **1.14085**. " "Should you only want to scale in one axis, set the other two to 1." msgstr "" "Existujú okolnosti, keď viete, že rozmer v modeli, povedzme dva vrcholy, " "meria 14,3 jednotky, a to je nesprávne. Viete, že buď časť, alebo celá " "povrchová sieť potrebuje zmenu mierky, takže tento rozmer bude 16,2. " "Namiesto toho, aby ste museli sami zisťovať faktor mierky, môžete jednoducho " "zadať 16,2 do položky ``Vzdialenosť mierky``, pričom ste nastavili " "``Vzdialenosť systému`` na 14,3, a systém vypočíta mierku za vás, v tomto " "prípade: **1,14085**. Ak chcete meniť mierku len v jednej osi, nastavte " "ostatné dve na hodnotu 1." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:87 msgid "" "You would then select the required geometry, set the position of the PP and " "use the PP ``Scale`` button." msgstr "" "Potom vyberiete požadovanú geometriu, nastavíte polohu OB a použijete " "tlačidlo OB ``Mierka``." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:92 msgid "Read & Write PP to Object:" msgstr "Čítanie a zápis OB do objektu:" #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:94 msgid "" "You can write the PP location to the **Object** using the ``PP Write`` " "button, these are stored in the form a ``Custom Property``, you will be " "required to confirm this, clicking OK on the popup accepts this operation, " "moving your cursor off the confirm dialogue cancels the operation. This " "facility allows you to store a PP location, easily readable, against each " "object, this could be, for example, the rotational center of a hydraulic " "cylinder for example, where you do not want this location to also be the " "object origin point." msgstr "" "Umiestnenie PP môžete zapísať do **Objektu** tlačidlom ``Zapísať PP``, tieto " "sú uložené vo forme ``Užívateľská vlastnosť``, budete musieť túto operáciu " "potvrdiť, kliknutím na tlačidlo OK vo vyskakovacom okne sa táto operácia " "akceptuje, presunutím kurzora mimo dialógu potvrdenia sa operácia zruší. " "Toto zariadenie vám umožňuje uložiť ľahko čitateľné miesto PP pri každom " "objekte, môže to byť napríklad stred rotácie hydraulického valca, kde " "nechcete, aby toto miesto bolo zároveň počiatočným bodom objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:101 msgid "" "You can then read back this information to place the PP using the ``PP " "Read`` button. If the custom property are not there, either because it " "hasn’t been written, or because you have deleted it, an error is displayed." msgstr "" "Tieto informácie potom môžete načítať a umiestniť OB tlačidlom ``Čítať OB``. " "Ak tam vlastná vlastnosť nie je, buď preto, že nebola zapísaná, alebo preto, " "že ste ju vymazali, zobrazí sa chyba." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:108 msgid "Confirmation is Required for the Write Operation." msgstr "Pre operáciu zápisu sa vyžaduje potvrdenie." #: ../../manual/addons/3d_view/precision_drawing_tools/pivot_point.rst:113 msgid "This is the custom property stored against the Object." msgstr "Toto je vlastná vlastnosť uložená voči objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:4 msgid "PDT Trigonometrical Waves" msgstr "PDT Trigonometrické vlny" #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:6 msgid "The Menu for Trigonometrical Waves" msgstr "Ponuka pre trigonometrické vlny" #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:11 msgid "" "This section of PDT is used to generate Trigonometrical Waves in a selected " "Object. In order to enable the ``Generate`` button, the use must first " "select an object using the ``Object Selector`` box." msgstr "" "Táto časť PDT sa používa na generovanie trigonometrických vĺn vo vybranom " "objekte. Aby bolo možné aktivovať tlačidlo ``Generovať``, musí sa najprv " "vybrať objekt použitím políčka ``Výber objektu``." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:15 msgid "There are then a number of parameters that need to be set:" msgstr "Potom je potrebné nastaviť niekoľko parametrov:" #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:17 msgid "" "The ``Working Plane`` - this is just a duplicate display of the main PDT " "``Working Plane``." msgstr "" "Pracovná rovina - je to len duplicitné zobrazenie hlavnej pracovnej roviny " "PDT." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:18 msgid "The ``Wave Form`` - Sine Cosine, or Tangent." msgstr "``Tvar vlny`` - sínus kosínus alebo tangens." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:19 msgid "" "The number of ``Cycles`` - each cycle is 180 degrees, NOT a full circle, so " "a value of 1 will result in one peak with a sine wave for example." msgstr "" "Počet cyklov - každý cyklus je 180 stupňov, NIE celý kruh, takže hodnota 1 " "bude mať za následok napríklad jeden vrchol so sínusoidou." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:21 msgid "The ``Cycle Length`` - the length in blend file units of one cycle." msgstr "``Dĺžka cyklu`` - dĺžka jedného cyklu v jednotkách blend súboru." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:22 msgid "The ``Amplitude`` - the height of the wave." msgstr "``Amplitúda`` - výška vlny." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:23 msgid "" "Whether to ``Empty`` the target object, set to true this will delete all " "vertices in the target object." msgstr "" "Či ``vyprázdňovať`` cieľový objekt, pri nastavení na TRUE (PRAVDA) sa " "odstránia všetky vrcholy cieľového objektu." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:24 msgid "The ``Resolution`` - the number of vertices on one cycle." msgstr "``Rozlíšenie`` - počet vrcholov v jednom cykle." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:25 msgid "" "If you are generating a ``Tangent`` wave, the maximum amplitude of the wave. " "Tangent functions range from 0 to infinity over a 90 degree wave, so this " "limits the extent to which the tangent wave will extend." msgstr "" "Ak vygenerujete ``tangens`` vlnu, maximálna amplitúda vlny. Funkcie tangens " "sa pohybujú v rozsahu od 0 do nekonečna v 90-stupňovej vlne, takže to " "obmedzuje rozsah, do ktorého sa tangens vlna rozšíri." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:28 msgid "" "The ``Start Location`` - the point at which the first vertex will appear in " "Global Coordinates." msgstr "" "``Počiatočná poloha`` - bod, v ktorom sa objaví prvý vrchol v globálnych " "súradniciach." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:29 msgid "" "Whether ``Absolute`` values are required. In this context Absolute means " "greater than 0, so all peaks will be positive." msgstr "" "Či sa vyžadujú hodnoty ``Absolútne``. V tomto kontexte Absolútne znamená " "väčší ako 0, takže všetky vrcholy budú kladné." #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:32 msgid "Here is a \"Before\" image:" msgstr "Tu je obrázok \"predtým\":" #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:37 msgid "And here is an \"After\" image:" msgstr "A tu je obrázok \"potom\":" #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:42 msgid "Here is an example of \"Absolute\" values using a Sine Wave:" msgstr "Tu je príklad \"absolútnych\" hodnôt použitím sínusovej vlny:" #: ../../manual/addons/3d_view/precision_drawing_tools/trig_waves.rst:47 msgid "" "And finally an example of a Tangent Wave limited to a maximum value of 5:" msgstr "" "A nakoniec príklad tangenciálnej vlny obmedzenej na maximálnu hodnotu 5:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:4 msgid "View Control" msgstr "Ovládanie pohľadu" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:6 msgid "The Menu for View Control." msgstr "Ponuka pre ovládanie pohľadu." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:11 msgid "" "This section deals with the View Control section of PDT, this menu uses its " "own variables." msgstr "" "Táto časť sa zaoberá sekciou Ovládanie pohľadu PDT, táto ponuka používa " "vlastné premenné." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:15 msgid "Rotate Absolute:" msgstr "Absolútna rotácia:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:17 msgid "" "This button will rotate the view using absolute rotational values as set in " "the three inputs underneath. These are X, Y & Z rotations and should be " "entered as degrees, not radians. A rotation of 0,0,0 is the same as Blender " "``Top`` view." msgstr "" "Toto tlačidlo otočí zobrazenie použitím absolútnych hodnôt rotácie " "nastavených v troch vstupoch pod ním. Ide o rotácie X, Y a Z a mali by sa " "zadávať ako stupne, nie radiány. Rotácia 0, 0, 0 je rovnaká ako pri " "zobrazení Blender ``Zhora``." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:21 msgid "Uses: ``X Rot``, ``Y Rot`` & ``Z Rot``." msgstr "Použitie: ``X Rot``, ``Y Rot`` a ``Z Rot``." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:23 msgid "" "**Example 1**: Rotate view 25 in X, 17 in Y and 90 in Z, set X Rot, Y Rot & " "Z Rot to 25, 17 & 90 respectively, click ``Rotate Abs`` button." msgstr "" "**Príklad 1**: Otočí pohľadom o 25° v osi X, 17° v osi Y a 90° v osi Z, " "nastavte X Rot, Y Rot a Z Rot na 25, 17 a 90, kliknite na tlačidlo " "``Absolútna rotácia``." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:26 msgid "" "The next row of icons Orbit the view about its horizontal & vertical screen " "axes, or Roll the view about its normal axis to your screen. All of these 5 " "options use the ``Angle`` input from this menu." msgstr "" "Ďalší rad ikon Obieha pohľadom okolo horizontálnej a vertikálnej osi " "obrazovky alebo Otáča pohľad okolo normálnej osi obrazovky. Všetkých týchto " "5 možností používa vstup ``Uhol`` z tejto ponuky." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:32 msgid "Orbit Left:" msgstr "Obiehať vľavo:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:34 msgid "" "Set Angle, click ``Orbit Left`` icon (Left Arrow), view rotates about its " "vertical axis." msgstr "" "Nastavte uhol, kliknite na ikonu ``Obiehať vľavo`` (◀), pohľad sa otáča " "okolo svojej vertikálnej osi." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:38 msgid "Orbit Right:" msgstr "Obiehať vpravo:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:40 msgid "" "Set Angle, click ``Orbit Right`` icon (Right Arrow), view rotates about its " "vertical axis." msgstr "" "Nastavte uhol, kliknite na ikonu ``Obiehať vpravo`` (▶), pohľad sa otáča " "okolo svojej vertikálnej osi." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:44 msgid "Orbit Up:" msgstr "Obiehať nahor:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:46 msgid "" "Set Angle, click ``Orbit Up`` icon (Up Arrow), view rotates about its " "horizontal axis." msgstr "" "Nastavte uhol, kliknite na ikonu ``Obiehať nahor`` (▲), pohľad sa otáča " "okolo svojej horizontálnej osi." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:50 msgid "Orbit Down:" msgstr "Obiehať nadol:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:52 msgid "" "Set Angle, click ``Orbit Down`` icon (Down Arrow), view rotates about its " "horizontal axis." msgstr "" "Nastavte uhol, kliknite na ikonu ``Obiehať nadol`` (▼), pohľad sa otáča " "okolo svojej horizontálnej osi." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:56 msgid "Roll View:" msgstr "Otáčať pohľad:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:58 msgid "" "Set angle, click ``Roll View`` icon (Roll), view rotates about its normal " "axis to your screen." msgstr "" "Nastavte uhol, kliknite na ikonu ``Otáčať pohľad`` (⟲), zobrazenie sa otočí " "okolo svojej normálnej osi k obrazovke." #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:62 msgid "Isometric View:" msgstr "Izometrický pohľad:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:64 msgid "" "This button sets the view orientation to what a Draftsman understands as a " "true Isometric view. This is achieved by rotating a ``Front`` view 45 " "degrees about its vertical axis, then 35.2644 degrees about its horizontal " "axis. In the system this is achieved using an Absolute View Rotation of:" msgstr "" "Toto tlačidlo nastaví orientáciu zobrazenia na to, čo kreslič chápe ako " "skutočné izometrické zobrazenie. To sa dosiahne natočením pohľadu ``Spredu`` " "o 45 stupňov okolo zvislej osi a potom o 35,2644 stupňa okolo vodorovnej " "osi. V systéme sa to dosiahne použitím rotácie Absolútneho pohľadu:" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:68 msgid "**Quaternion(0.8205, 0.4247, -0.1759, -0.3399)**" msgstr "**Quaternion(0.8205, 0.4247, -0.1759, -0.3399)**" #: ../../manual/addons/3d_view/precision_drawing_tools/view_control.rst:73 msgid "" "The Top Plane Axes Appear to be at 30 degrees to the View's Horizontal Axis." msgstr "" "Osy hornej roviny sa zobrazujú v uhle 30 stupňov k vodorovnej osi pohľadu." #: ../../manual/addons/3d_view/stored_views.rst:4 msgid "Stored Views" msgstr ":abbr:`Stored Views (Uložené pohľady)`" #: ../../manual/addons/3d_view/stored_views.rst:6 msgid "" "Stored Views has three modes of operation, depending on which the following " "are saved or restored. Save stored views to your blend-file to easily have " "access to saved views later." msgstr "" "Uložené pohľady majú tri režimy prevádzky, v závislosti od ktorých sa " "následne ukladajú alebo obnovujú. Uloží ukladané pohľady do svojho blend " "súboru pre ľahký neskorší prístup." #: ../../manual/addons/3d_view/stored_views.rst:14 msgid "Click 3D View then Stored Views to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> Stored Views`." #: ../../manual/addons/3d_view/stored_views.rst:20 #: ../../manual/addons/animation/turnaround_camera.rst:23 msgid "Located in the :menuselection:`3D Viewport --> Sidebar --> View tab`." msgstr "Nachádza sa v :menuselection:`3D záber --> Bočný panel -> Zobraziť`." #: ../../manual/addons/3d_view/stored_views.rst:27 msgid "Save multiple view locations for easy navigation between views." msgstr "Uložte si viacero polôh pohľadu pre ľahkú navigáciu medzi pohľadmi." #: ../../manual/addons/3d_view/stored_views.rst:29 msgid "POV" msgstr "Bod pozorovania" #: ../../manual/addons/3d_view/stored_views.rst:29 msgid "Save Point of View --> Perspective and Local modes." msgstr "Uložiť bod pozorovania --> Perspektívne a lokálne režimy." #: ../../manual/addons/3d_view/stored_views.rst:31 msgid "Camera to View" msgstr "Kamera pre pohľad" #: ../../manual/addons/3d_view/stored_views.rst:32 msgid "Move the selected camera to current view." msgstr "Presunie vybranú kameru na aktuálny pohľad." #: ../../manual/addons/3d_view/stored_views.rst:33 msgid "New Camera to View" msgstr "Nová kamera pre pohľad" #: ../../manual/addons/3d_view/stored_views.rst:34 msgid "Create a new camera to current view." msgstr "Vytvorí novú kameru pre aktuálny pohľad." #: ../../manual/addons/3d_view/stored_views.rst:36 msgid "Save Current" msgstr "Uložiť aktuálne" #: ../../manual/addons/3d_view/stored_views.rst:36 msgid "Save the View or :abbr:`POV (Point Of View)`." msgstr "Uloží pohľad alebo :abbr:`Bod pozorovania (POV - Point of View)`." #: ../../manual/addons/3d_view/stored_views.rst:39 msgid "Camera Selector" msgstr "Volič kamery" #: ../../manual/addons/3d_view/stored_views.rst:39 msgid "Tools for camera selection and management." msgstr "Nástroje pre výber a správu kamier." #: ../../manual/addons/3d_view/stored_views.rst:41 #: ../../manual/addons/camera/camera_rigs.rst:189 #: ../../manual/addons/camera/index.rst:4 #: ../../manual/addons/render/povray.rst:416 #: ../../manual/animation/constraints/motion_tracking/follow_track.rst:33 #: ../../manual/animation/constraints/motion_tracking/object_solver.rst:42 #: ../../manual/editors/3dview/display/gizmo.rst:128 #: ../../manual/editors/3dview/display/shading.rst:0 #: ../../manual/editors/3dview/startup_scene.rst:29 #: ../../manual/files/import_export/collada.rst:292 #: ../../manual/files/import_export/usd.rst:172 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:0 #: ../../manual/movie_clip/tracking/clip/sidebar/track/camera.rst:5 #: ../../manual/render/cameras.rst:196 #: ../../manual/render/cycles/object_settings/object_data.rst:57 #: ../../manual/render/output/properties/metadata.rst:38 #: ../../manual/render/output/properties/stereoscopy/usage.rst:45 #: ../../manual/render/shader_nodes/input/texture_coordinate.rst:72 #: ../../manual/scene_layout/scene/properties.rst:17 #: ../../manual/video_editing/edit/montage/strips/scene.rst:0 #: ../../manual/video_editing/edit/montage/strips/scene.rst:64 msgid "Camera" msgstr "Kamera" #: ../../manual/addons/3d_view/stored_views.rst:42 msgid "Make the camera active." msgstr "Aktivuje kameru." #: ../../manual/addons/3d_view/stored_views.rst:43 msgid "Preview Camera" msgstr "Kamera náhľadu" #: ../../manual/addons/3d_view/stored_views.rst:44 msgid "Make the camera active, selected and *Camera to View* in one button." msgstr "Jedným tlačidlom aktivuje kameru výberom položky *Kamera pre pohľad*." #: ../../manual/addons/3d_view/stored_views.rst:47 msgid "Add Camera Marker" msgstr "Pridať značku kamery" #: ../../manual/addons/3d_view/stored_views.rst:46 msgid "Add a camera marker to help animating between cameras." msgstr "Pridá značku kamery pre uľahčenie animácie medzi kamerami." #: ../../manual/addons/3d_view/stored_views.rst:52 msgid "First activate the user interface and storage by pressing *Initialize*." msgstr "" "Najskôr aktivujte užívateľské rozhranie a úložisko stlačením *Inicializovať*." #: ../../manual/addons/3d_view/stored_views.rst:53 msgid "" "With the *View* button active, Zoom, move or rotate the camera into a " "position you like. (Useful setting up camera locations and modeling specific " "areas of a mesh.)" msgstr "" "S aktívnym tlačidlom *Zobraziť* môžete priblížiť, presunúť alebo otočiť " "kameru na požadované miesto. (Užitočné nastavenie umiestnenia kamery a " "modelovanie konkrétnych oblastí povrchovej siete.)" #: ../../manual/addons/3d_view/stored_views.rst:55 msgid "" "Or with the *POV* button active, change the user perspective or local views." msgstr "" "Alebo s aktívnym tlačidlom *Bod pozorovania*, zmení užívateľskú perspektívu " "alebo lokálny pohľad." #: ../../manual/addons/3d_view/stored_views.rst:56 msgid "" "Press *Save Current* to create a list of each stored view or point of view." msgstr "" "Stlačením tlačidla *Uložiť aktuálne* vytvoríte zoznam každého uloženého " "pohľadu alebo bodu pozorovania." #: ../../manual/addons/3d_view/stored_views.rst:57 msgid "" "You can move selected camera or create a new camera to the stored view. " "(Useful for setting up camera shots to different views.)" msgstr "" "Vybranú kameru môžete presunúť alebo vytvoriť novú kameru do uloženého " "pohľadu. (Užitočné na nastavenie snímok kamery do rôznych pohľadov.)" #: ../../manual/addons/3d_view/stored_views.rst:59 msgid "" "The camera selector works in a similar way. Each camera is listed and you " "can make a camera active by pressing the camera icon." msgstr "" "Podobne funguje aj volič kamery. Každá kamera je uvedená v zozname a môžete " "ju aktivovať stlačením ikony kamery." #: ../../manual/addons/3d_view/stored_views.rst:61 msgid "" "You can view each camera pressing the screen icon and also add camera " "markers using the arrow icon. (Useful for setting up camera switching during " "animations.)" msgstr "" "Každú kameru môžete zobraziť stlačením ikony na obrazovke a tiež pridať " "značky kamery použitím ikony šípky. (Užitočné na nastavenie prepínania " "kamier počas animácií.)" #: ../../manual/addons/3d_view/stored_views.rst:64 msgid "" "As all stored definitions are saved in the blend-file, you can save the file " "and the next time you use it, the stored views or point of view will be " "ready." msgstr "" "Pretože sú všetky uložené definície uložené v blend súbore, môžete súbor " "uložiť a pri ďalšom použití budú uložené pohľady alebo bod pozorovania " "pripravené." #: ../../manual/addons/3d_view/stored_views.rst:70 msgid "" "Save and restore user defined views, :abbr:`POV (Point Of View)` and camera " "locations." msgstr "" "Ukladá a obnovuje užívateľom definované pohľady :abbr:`POV (Point Of View - " "bod pozorovania)` a polohy kamery." #: ../../manual/addons/3d_view/stored_views.rst:72 msgid "space_view3d_stored_views.py" msgstr "space_view3d_stored_views.py" #: ../../manual/addons/3d_view/stored_views.rst:73 msgid "nfloyd, Francesco Siddi" msgstr "nfloyd, Francesco Siddi" #: ../../manual/addons/3d_view/stored_views.rst:0 #: ../../manual/addons/add_curve/btracer.rst:0 #: ../../manual/addons/add_curve/curve_tools.rst:0 msgid "Contributors" msgstr "Prispievatelia" #: ../../manual/addons/3d_view/stored_views.rst:75 msgid "ramboblender" msgstr "ramboblender" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:4 msgid "VR Scene Inspection" msgstr ":abbr:`VR Scene Inspection (Inšpekcia scény Virtuálnej reality)`" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:6 msgid "" "The :abbr:`VR (Virtual Reality)` Scene Inspection add-on exposes and extends " "the native virtual reality features of Blender in the user interface. The " "feature set is limited to scene inspection use cases. More advanced use " "cases may be enabled through further development inside of Blender." msgstr "" "Doplnok :abbr:`VR (Virtual Reality - virtuálna realita)` Scene Inspection " "odhaľuje a rozširuje natívne funkcie Blenderu pre virtuálnu realitu v " "užívateľskom rozhraní. Sústava funkcií je obmedzená na prípady použitia " "inšpekcie scény. Pokročilejšie prípady použitia môžu byť povolené ďalším " "vývojom vnútri Blenderu." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:11 msgid "" "VR support in Blender is based on the OpenXR specification and requires some " "set up steps. These are explained in the :ref:`Head-Mounted Displays (HMD) " "` section." msgstr "" "Podpora VR v Blenderi je založená na špecifikácii OpenXR a vyžaduje určité " "kroky nastavenia. Vysvetľuje to sekcia :ref:`Head-Mounted Displays (HMD) " "`." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:19 msgid "Click 3D View then VR Scene Inspection to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> VR Scene " "Inspection`." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:25 msgid "Located in the :menuselection:`3D Viewport --> Sidebar --> VR tab`." msgstr "Nachádza sa v :menuselection:`3D záber --> Bočný panel --> VR`." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:32 msgid "VR Session" msgstr "Relácia VR" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:39 msgid "Start VR Session" msgstr "Štart relácie VR" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:39 msgid "" "Try to set up a connection to the OpenXR platform to share the viewport with " "an :ref:`HMD `." msgstr "" "Pokúsi sa vytvoriť pripojenie k platforme OpenXR, aby ste mohli zdieľať " "záber s :ref:`HMD `." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:47 #: ../../manual/animation/constraints/index.rst:60 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:27 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:40 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:88 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:102 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:16 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:30 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:42 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:55 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:69 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:83 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:96 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:109 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:32 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:44 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:56 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:68 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:85 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:100 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:115 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:154 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:165 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:178 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:201 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:250 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:284 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:311 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:332 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:383 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:410 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:424 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:438 msgid "Tracking" msgstr "Snímanie" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:43 msgid "Positional" msgstr "Pozičné" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:43 msgid "" "Only track rotational changes of the head, do not allow the HMD to affect " "the location of the viewer in virtual space." msgstr "" "Sleduje iba rotačné zmeny hlavy, nedovolí konzole HMD ovplyvňovať " "umiestnenie prehliadača vo virtuálnom priestore." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:47 #: ../../manual/addons/import_export/images_as_planes.rst:162 #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:33 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:0 #: ../../manual/animation/shape_keys/introduction.rst:112 #: ../../manual/compositing/types/converter/math.rst:0 #: ../../manual/compositing/types/distort/scale.rst:32 #: ../../manual/compositing/types/input/track_position.rst:0 #: ../../manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst:0 #: ../../manual/files/import_export/obj.rst:0 #: ../../manual/grease_pencil/modifiers/generate/length.rst:0 #: ../../manual/interface/keymap/blender_default.rst:0 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/modifiers/generate/bevel.rst:0 #: ../../manual/render/freestyle/render.rst:0 #: ../../manual/render/shader_nodes/converter/vector_math.rst:0 msgid "Absolute" msgstr "Absolútne" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:46 msgid "" "Skip eye offsets that are normally added for placing the viewer exactly at " "landmarks. This allows the tracking origin to be defined independently of " "the HMD position." msgstr "" "Vynecháva posunutie očí, ktoré sa zvyčajne pridáva na presné umiestnenie " "diváka na orientačné body. To umožňuje definovať počiatok sledovania " "nezávisle od polohy HMD." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:52 msgid "Use Controller Actions" msgstr "Použiť akcie ovládača" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:50 msgid "" "Enable default controller actions for viewport navigation, controller " "tracking, and haptics." msgstr "" "Povolí predvolené akcie ovládača pre navigáciu na obrazovke, sledovanie " "ovládača a hmatový vnem." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:75 #: ../../manual/animation/armatures/properties/display.rst:119 #: ../../manual/editors/text_editor.rst:60 #: ../../manual/editors/timeline.rst:180 #: ../../manual/modeling/modifiers/physics/explode.rst:59 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:60 #: ../../manual/render/cameras.rst:387 #: ../../manual/scene_layout/object/properties/display.rst:36 #: ../../manual/video_editing/edit/montage/strips/scene.rst:77 msgid "Show" msgstr "Zobraziť" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:62 #: ../../manual/compositing/types/converter/math.rst:0 #: ../../manual/editors/3dview/display/overlays.rst:32 #: ../../manual/modeling/geometry_nodes/utilities/math/float_to_integer.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/math/float_to_integer.rst:45 #: ../../manual/movie_clip/tracking/clip/toolbar/solve.rst:118 #: ../../manual/render/shader_nodes/converter/vector_math.rst:0 msgid "Floor" msgstr "Podlaha (Nadol)" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:63 msgid "Set visibility of the ground plane in the VR view." msgstr "Nastaví viditeľnosť základnej roviny v zobrazení VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:64 #: ../../manual/editors/3dview/display/overlays.rst:82 #: ../../manual/editors/3dview/sidebar.rst:136 #: ../../manual/editors/image/sidebar.rst:50 #: ../../manual/editors/preferences/editing.rst:89 #: ../../manual/editors/uv/sidebar.rst:66 #: ../../manual/editors/video_sequencer/preview/display/overlays.rst:36 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:202 #: ../../manual/interface/annotate_tool.rst:4 #: ../../manual/interface/controls/nodes/introduction.rst:93 #: ../../manual/interface/controls/nodes/sidebar.rst:88 #: ../../manual/movie_clip/tracking/clip/sidebar/view.rst:7 #: ../../manual/video_editing/edit/montage/strips/scene.rst:72 msgid "Annotations" msgstr "Poznámky" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:65 msgid "Set visibility of annotation strokes in the VR view." msgstr "Nastaví viditeľnosť ťahov vysvetliviek v zobrazení VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:66 #: ../../manual/addons/mesh/looptools.rst:193 #: ../../manual/addons/mesh/looptools.rst:212 #: ../../manual/editors/preferences/viewport.rst:92 #: ../../manual/interface/keymap/industry_compatible.rst:73 #: ../../manual/modeling/geometry_nodes/attribute/attribute_statistic.rst:23 #: ../../manual/modeling/geometry_nodes/curve/operations/resample_curve.rst:29 #: ../../manual/modeling/geometry_nodes/curve/operations/reverse_curve.rst:30 #: ../../manual/modeling/geometry_nodes/curve/read/endpoint_selection.rst:47 #: ../../manual/modeling/geometry_nodes/curve/read/handle_type_selection.rst:47 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_normal.rst:30 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_radius.rst:27 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_tilt.rst:33 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_positions.rst:37 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_type.rst:26 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_cyclic.rst:28 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_resolution.rst:28 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_type.rst:24 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:25 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:24 #: ../../manual/modeling/geometry_nodes/geometry/operations/merge_by_distance.rst:32 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:31 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:62 #: ../../manual/modeling/geometry_nodes/geometry/write/set_id.rst:28 #: ../../manual/modeling/geometry_nodes/geometry/write/set_position.rst:27 #: ../../manual/modeling/geometry_nodes/instances/instance_on_points.rst:47 #: ../../manual/modeling/geometry_nodes/instances/instances_to_points.rst:30 #: ../../manual/modeling/geometry_nodes/instances/rotate_instances.rst:24 #: ../../manual/modeling/geometry_nodes/instances/scale_instances.rst:24 #: ../../manual/modeling/geometry_nodes/instances/translate_instances.rst:24 #: ../../manual/modeling/geometry_nodes/material/material_selection.rst:36 #: ../../manual/modeling/geometry_nodes/material/set_material.rst:37 #: ../../manual/modeling/geometry_nodes/material/set_material_index.rst:25 #: ../../manual/modeling/geometry_nodes/mesh/operations/edge_paths_to_selection.rst:43 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:28 #: ../../manual/modeling/geometry_nodes/mesh/operations/flip_faces.rst:31 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_curve.rst:35 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_points.rst:22 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:25 #: ../../manual/modeling/geometry_nodes/mesh/operations/split_edges.rst:23 #: ../../manual/modeling/geometry_nodes/mesh/operations/triangulate.rst:23 #: ../../manual/modeling/geometry_nodes/mesh/uv/pack_uv_islands.rst:29 #: ../../manual/modeling/geometry_nodes/mesh/uv/uv_unwrap.rst:29 #: ../../manual/modeling/geometry_nodes/mesh/write/set_shade_smooth.rst:28 #: ../../manual/modeling/geometry_nodes/point/distribute_points_on_faces.rst:35 #: ../../manual/modeling/geometry_nodes/point/points_to_vertices.rst:24 #: ../../manual/modeling/geometry_nodes/point/set_point_radius.rst:28 #: ../../manual/modeling/meshes/editing/mesh/separate.rst:23 #: ../../manual/modeling/meshes/editing/mesh/split.rst:15 #: ../../manual/render/freestyle/python.rst:86 #: ../../manual/render/freestyle/view_layer/line_style/strokes.rst:151 #: ../../manual/scene_layout/object/editing/transform/align_objects.rst:37 msgid "Selection" msgstr "Výber" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:67 msgid "Set visibility of selection outlines in the VR view." msgstr "Nastaví viditeľnosť obrysov výberu v zobrazení VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:69 msgid "Controllers" msgstr "Ovládače" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:69 msgid "" "Set visibility of VR motion controllers. Requires enabling the `Use " "Controller Actions `_ option." msgstr "" "Nastavenie viditeľnosti ovládačov pohybu VR. Vyžaduje zapnutie možnosti `Use " "Controller Actions `_." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:71 msgid "Custom Overlays" msgstr "Vlastné prekrytia" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:72 msgid "Set visibility of custom operator drawing (e.g. default teleport beam)." msgstr "" "Nastaví viditeľnosť vlastnej kresby operátora (napr. predvolený " "teleportovací lúč)." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:73 msgid "Object Extras" msgstr "Príslušenstvo objektu" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:74 msgid "" "Set visibility of object extras, including empties, lights, and cameras." msgstr "" "Nastaví viditeľnosť príslušenstva objektov vrátane prázdnych priestorov, " "svetiel a kamier." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:75 msgid "Object Type Visibility ``👁``" msgstr "Viditeľnosť typu objektu ``👁``" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:76 msgid "Set visibility of objects by type." msgstr "Nastaví viditeľnosť objektov podľa typu." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:77 msgid "Controller Style" msgstr "Štýl ovládača" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:78 msgid "Preferred visualization of VR motion controllers." msgstr "Uprednostňuje vizualizáciu ovládačov pohybu VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:81 #: ../../manual/editors/3dview/sidebar.rst:51 msgid "Clip Start/End" msgstr "Orezanie Začiatok/Koniec" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:80 msgid "" "Clipping values of the VR view, :ref:`as in the 3D Viewport `." msgstr "" "Hodnoty orezania zobrazenia VR, :ref:`ako v 3D zábere `." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:84 msgid "Landmarks" msgstr "Orientačné body" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:86 msgid "" "Landmarks are used to store reusable base poses (position and rotation) for " "the viewer in the virtual space. In addition, a base viewer reference scale " "can be set for landmarks of types Custom Object and Custom Pose." msgstr "" "Orientačné body sa používajú na ukladanie opakovane použiteľných základných " "póz (pozícia a rotácia) pre diváka vo virtuálnom priestore. Okrem toho možno " "pre orientačné body typov Vlastný objekt a Vlastná póza nastaviť základnú " "referenčnú mierku diváka." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:118 msgid "Landmark" msgstr "Orientačný bod" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:94 msgid "A :ref:`list view `." msgstr ":ref:`Zobrazenie zoznamu `." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:97 msgid "Selected Landmark" msgstr "Vybraný orientačný bod" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:97 msgid "" "Defines which landmark's settings are shown below the list. Changing the " "selected landmark does not have an influence on the VR view." msgstr "" "Definuje nastavenia orientačného bodu zobrazené pod zoznamom. Zmena " "vybraného orientačného bodu nemá vplyv na zobrazenie VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:99 msgid "Activate ``〇``" msgstr "Aktivovať ``〇``" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:100 msgid "Activates a landmark, making it change the base pose of the VR view." msgstr "Aktivuje orientačný bod, vďaka čomu zmení základnú pózu zobrazenia VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:101 #: ../../manual/addons/materials/material_library.rst:78 #: ../../manual/animation/keyframes/keying_sets.rst:41 #: ../../manual/animation/keyframes/keying_sets.rst:89 #: ../../manual/editors/dope_sheet/action.rst:64 #: ../../manual/interface/controls/templates/color_ramp.rst:21 #: ../../manual/interface/controls/templates/list_view.rst:43 #: ../../manual/interface/window_system/tabs_panels.rst:109 #: ../../manual/interface/window_system/workspaces.rst:28 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:32 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:31 msgid "Add ``+``" msgstr "Pridať ``+``" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:102 msgid "Create a landmark." msgstr "Vytvorí orientačný bod." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:103 #: ../../manual/addons/materials/material_library.rst:82 #: ../../manual/interface/controls/templates/list_view.rst:45 #: ../../manual/interface/window_system/tabs_panels.rst:112 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:35 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:34 msgid "Remove ``-``" msgstr "Odstrániť ``-``" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:104 msgid "Delete the selected landmark." msgstr "Odstráni vybraný orientačný bod." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:105 msgid "Add from Session ``⊕``" msgstr "Pridať z relácie ``⊕``" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:106 msgid "Create a landmark from the viewer pose of the running VR session." msgstr "Vytvorí orientačný bod z pózy diváka prebiehajúcej relácie VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:118 msgid "Landmark Controls ``v``" msgstr "Ovládače orientačných bodov ``v``" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:108 msgid "Add Camera and VR Landmark from Session" msgstr "Pridať kameru a orientačný bod VR z relácie" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:109 msgid "" "Create a new camera and landmark from the viewer pose of the running VR " "session." msgstr "" "Vytvorí novú kameru a orientačný bod z pózy diváka spustenej relácie VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:110 msgid "Add Landmark from Camera" msgstr "Pridať orientačný bod z kamery" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:111 msgid "Add a new landmark from the active camera object." msgstr "Pridá nový orientačný bod z aktívneho objektu kamery." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:112 msgid "Update Custom Landmark" msgstr "Aktualizácia vlastného orientačného bodu" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:113 msgid "Update the selected landmark from the current VR viewer pose." msgstr "Aktualizuje vybraný orientačný bod z aktuálnej pozície diváka VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:114 msgid "Cursor to Landmark" msgstr "Kurzor na orientačný bod" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:115 msgid "Move the 3D Cursor to the selected landmark." msgstr "Presunie 3D kurzor na vybraný orientačný bod." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:116 msgid "Scene Camera to Landmark" msgstr "Kamera scény na orientačnému bodu" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:117 msgid "Position the scene camera at the selected landmark." msgstr "Umiestni kameru scény na vybraný orientačný bod." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:118 msgid "Camera from Landmark" msgstr "Kamera z orientačného bodu" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:119 msgid "Create a new camera from the selected landmark." msgstr "Vytvorí novú kameru z vybraného orientačného bodu." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:128 #: ../../manual/addons/import_export/mesh_atomic.rst:116 #: ../../manual/addons/import_export/mesh_atomic.rst:154 #: ../../manual/addons/import_export/mesh_atomic.rst:323 #: ../../manual/animation/drivers/drivers_panel.rst:34 #: ../../manual/animation/drivers/drivers_panel.rst:153 #: ../../manual/compositing/realtime_compositor.rst:34 #: ../../manual/compositing/types/color/tone_map.rst:49 #: ../../manual/compositing/types/filter/blur_node.rst:40 #: ../../manual/compositing/types/filter/filter_node.rst:39 #: ../../manual/editors/3dview/display/shading.rst:169 #: ../../manual/editors/graph_editor/fcurves/editing.rst:229 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:100 #: ../../manual/editors/image/image_settings.rst:98 #: ../../manual/editors/preferences/keymap.rst:112 #: ../../manual/editors/uv/selecting.rst:131 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:10 #: ../../manual/files/data_blocks.rst:87 ../../manual/files/data_blocks.rst:406 #: ../../manual/files/linked_libraries/link_append.rst:163 #: ../../manual/grease_pencil/animation/interpolation.rst:48 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:176 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:190 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:288 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:318 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:35 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:45 #: ../../manual/interface/controls/nodes/selecting.rst:26 #: ../../manual/interface/controls/templates/data_block.rst:22 #: ../../manual/interface/controls/templates/data_block.rst:95 #: ../../manual/modeling/curves/selecting.rst:145 #: ../../manual/modeling/curves/selecting.rst:152 #: ../../manual/modeling/curves/tools/draw.rst:45 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:216 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:297 #: ../../manual/modeling/geometry_nodes/texture/gradient.rst:43 #: ../../manual/modeling/geometry_nodes/texture/musgrave.rst:82 #: ../../manual/modeling/geometry_nodes/texture/wave.rst:45 #: ../../manual/modeling/geometry_nodes/utilities/switch.rst:34 #: ../../manual/modeling/metas/properties.rst:92 #: ../../manual/modeling/metas/structure.rst:30 #: ../../manual/modeling/modifiers/deform/hooks.rst:74 #: ../../manual/modeling/modifiers/introduction.rst:63 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:88 #: ../../manual/modeling/point_cloud.rst:44 #: ../../manual/modeling/surfaces/selecting.rst:132 #: ../../manual/modeling/surfaces/selecting.rst:139 #: ../../manual/movie_clip/tracking/clip/toolbar/solve.rst:96 #: ../../manual/physics/dynamic_paint/brush.rst:0 #: ../../manual/physics/dynamic_paint/canvas.rst:0 #: ../../manual/physics/fluid/type/domain/cache.rst:0 #: ../../manual/physics/fluid/type/domain/cache.rst:54 #: ../../manual/physics/fluid/type/domain/collections.rst:0 #: ../../manual/physics/fluid/type/domain/field_weights.rst:0 #: ../../manual/physics/fluid/type/domain/gas/adaptive_domain.rst:0 #: ../../manual/physics/fluid/type/domain/gas/noise.rst:0 #: ../../manual/physics/fluid/type/domain/guides.rst:0 #: ../../manual/physics/fluid/type/domain/liquid/diffusion.rst:0 #: ../../manual/physics/fluid/type/domain/settings.rst:0 #: ../../manual/physics/fluid/type/effector.rst:0 #: ../../manual/physics/fluid/type/flow.rst:0 #: ../../manual/physics/fluid/type/index.rst:5 #: ../../manual/physics/forces/force_fields/types/boid.rst:0 #: ../../manual/physics/forces/force_fields/types/charge.rst:0 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:0 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:118 #: ../../manual/physics/forces/force_fields/types/drag.rst:0 #: ../../manual/physics/forces/force_fields/types/fluid_flow.rst:0 #: ../../manual/physics/forces/force_fields/types/force.rst:0 #: ../../manual/physics/forces/force_fields/types/harmonic.rst:0 #: ../../manual/physics/forces/force_fields/types/lennard_jones.rst:0 #: ../../manual/physics/forces/force_fields/types/magnetic.rst:0 #: ../../manual/physics/forces/force_fields/types/texture.rst:0 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:0 #: ../../manual/physics/forces/force_fields/types/vortex.rst:0 #: ../../manual/physics/forces/force_fields/types/wind.rst:0 #: ../../manual/physics/particles/emitter/physics/boids.rst:0 #: ../../manual/physics/particles/emitter/physics/fluid.rst:0 #: ../../manual/physics/particles/emitter/physics/keyed.rst:0 #: ../../manual/physics/particles/emitter/physics/newtonian.rst:0 #: ../../manual/physics/particles/emitter/render.rst:0 #: ../../manual/physics/particles/mode.rst:119 #: ../../manual/physics/particles/particle_system_panel.rst:52 #: ../../manual/physics/rigid_body/constraints/types/fixed.rst:0 #: ../../manual/physics/rigid_body/constraints/types/generic.rst:0 #: ../../manual/physics/rigid_body/constraints/types/generic_spring.rst:0 #: ../../manual/physics/rigid_body/constraints/types/hinge.rst:0 #: ../../manual/physics/rigid_body/constraints/types/motor.rst:0 #: ../../manual/physics/rigid_body/constraints/types/piston.rst:0 #: ../../manual/physics/rigid_body/constraints/types/point.rst:0 #: ../../manual/physics/rigid_body/constraints/types/slider.rst:0 #: ../../manual/physics/rigid_body/properties/index.rst:17 #: ../../manual/physics/soft_body/settings/edges.rst:87 #: ../../manual/render/cameras.rst:36 ../../manual/render/cycles/baking.rst:263 #: ../../manual/render/cycles/render_settings/film.rst:31 #: ../../manual/render/freestyle/view_layer/line_set.rst:65 #: ../../manual/render/freestyle/view_layer/line_set.rst:151 #: ../../manual/render/lights/light_object.rst:14 #: ../../manual/render/materials/legacy_textures/types/musgrave.rst:29 #: ../../manual/render/shader_nodes/input/attribute.rst:83 #: ../../manual/render/shader_nodes/textures/gradient.rst:36 #: ../../manual/render/shader_nodes/textures/musgrave.rst:75 #: ../../manual/render/shader_nodes/textures/wave.rst:38 #: ../../manual/render/shader_nodes/vector/transform.rst:27 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:52 #: ../../manual/render/workbench/options.rst:41 #: ../../manual/scene_layout/object/editing/link_transfer/link_data.rst:27 #: ../../manual/scene_layout/object/editing/parent.rst:64 #: ../../manual/scene_layout/object/editing/relations/make_single_user.rst:21 #: ../../manual/scene_layout/object/origin.rst:47 #: ../../manual/scene_layout/object/selecting.rst:226 #: ../../manual/scene_layout/object/types.rst:83 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:124 #: ../../manual/sculpt_paint/weight_paint/tools.rst:71 #: ../../manual/video_editing/edit/montage/selecting.rst:75 #: ../../manual/video_editing/edit/montage/strips/scene.rst:41 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:47 msgid "Type" msgstr "Typ" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:122 msgid "Scene Camera" msgstr "Kamera scény" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:122 msgid "" "Follow the scene's :ref:`active camera ` to define " "the base pose of the viewer." msgstr "" "Postupujte podľa scény :ref:`aktívna kamera `, aby " "ste definovali základnú pózu prehliadača." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:124 #: ../../manual/animation/armatures/bones/properties/display.rst:33 msgid "Custom Object" msgstr "Vlastný objekt" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:125 msgid "Set an arbitrary object to define the base pose of the viewer." msgstr "Nastaví ľubovoľný objekt na definovanie základnej polohy diváka." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:128 msgid "Custom Pose" msgstr "Vlastná póza" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:127 msgid "" "Manually define a position and rotation to use as the base pose of the " "viewer." msgstr "" "Ručne definuje pozíciu a rotáciu, ktoré sa majú použiť ako základná póza " "diváka." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:131 msgid "Action Maps" msgstr "Mapy akcií" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:138 msgid "Gamepad" msgstr "Gamepad" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:138 msgid "" "Use input from a gamepad (Microsoft Xbox Controller) instead of motion " "controllers for VR actions such as viewport navigation." msgstr "" "Používanie vstupu z gamepadu (ovládač Microsoft Xbox Controller) namiesto " "pohybových ovládačov na akcie VR, ako je napríklad navigácia záberu." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:153 #: ../../manual/addons/import_export/scene_gltf2.rst:544 #: ../../manual/addons/rigging/rigify/index.rst:29 #: ../../manual/files/media/image_formats.rst:27 msgid "Extensions" msgstr "Rozšírenia" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:141 msgid "" "Enable additional controller bindings to ensure correct input-to-action " "mappings. Note that a given extension may not be supported by all :ref:`VR " "platforms `." msgstr "" "Povolí ďalšie väzby ovládačov na zaistenie správneho mapovania vstupov na " "akcie. Upozorňujeme, že dané rozšírenie nemusí byť podporované všetkými :ref:" "`platformami VR `." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:145 msgid "HP Reverb G2" msgstr "HP Reverb G2" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:146 msgid "Enable bindings for the HP Reverb G2 controllers." msgstr "Povolí väzby pre ovládače HP Reverb G2." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:147 #: ../../manual/getting_started/configuration/hardware.rst:171 msgid "HTC Vive Cosmos" msgstr "HTC Vive Cosmos" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:148 msgid "Enable bindings for the HTC Vive Cosmos controllers." msgstr "Povolí väzby pre ovládače HTC Vive Cosmos." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:149 msgid "HTC Vive Focus" msgstr "HTC Vive Focus" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:150 msgid "Enable bindings for the HTC Vive Focus 3 controllers." msgstr "Povolí väzby pre ovládače HTC Vive Focus 3." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:153 msgid "Huawei" msgstr "Huawei" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:152 msgid "Enable bindings for the Huawei controllers." msgstr "Povolí väzby pre ovládače Huawei." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:156 msgid "Viewport Feedback" msgstr "Spätná väzba záberu" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:163 msgid "Show VR Camera" msgstr "Zobraziť kameru VR" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:163 msgid "" "Draw an indicator of the current VR viewer pose (location and rotation in " "the virtual space) in the current 3D Viewport." msgstr "" "Nakreslí indikátor aktuálnej polohy prehliadača VR (umiestnenie a rotácia vo " "virtuálnom priestore) do aktuálneho 3D záberu." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:166 msgid "Show VR Controllers" msgstr "Zobraziť ovládače VR" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:166 msgid "" "Draw indicators of tracked VR motion controllers in the current 3D viewport. " "Requires enabling the `Use Controller Actions `_ option." msgstr "" "Nakreslí indikátory sledovaných ovládačov pohybu VR v aktuálnom 3D zábere. " "Vyžaduje zapnutie možnosti `Použiť akcie ovládača `_." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:168 msgid "Show Landmarks" msgstr "Zobraziť orientačné body" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:169 msgid "Draw `landmark `_ indicators in the current 3D Viewport." msgstr "" "Nakreslí indikátory `orientačných bodov `_ v aktuálnom 3D zábere." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:172 msgid "Mirror VR Session" msgstr "Zrkadlo relácie VR" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:171 msgid "Make the current 3D Viewport follow the perspective of the VR view." msgstr "Vytvorí aktuálny 3D záber sledujúci perspektívny pohľad VR." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:177 msgid "View the viewport with virtual reality glasses (head-mounted displays)." msgstr "" "Prezrite si záber s okuliarmi pre virtuálnu realitu (displejmi pripevnenými " "na hlavu)." #: ../../manual/addons/3d_view/vr_scene_inspection.rst:178 msgid ":menuselection:`3D Viewport --> Sidebar --> VR tab`" msgstr ":menuselection:`3D záber --> Bočný panel --> VR`" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:179 msgid "viewport_vr_preview folder" msgstr "Priečinok viewport_vr_preview" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:180 msgid "Julian Eisel, Sebastian Koenig, Peter Kim" msgstr "Julian Eisel, Sebastian König, Peter Kim" #: ../../manual/addons/3d_view/vr_scene_inspection.rst:181 msgid "Julian Eisel, Peter Kim" msgstr "Julian Eisel, Peter Kim" #: ../../manual/addons/add_curve/assign_shape_keys.rst:4 msgid "Assign Shape Keys" msgstr ":abbr:`Assign Shape Keys (Priradiť kľúčové tvary)`" #: ../../manual/addons/add_curve/assign_shape_keys.rst:6 msgid "" "This add-on lets you assign one or more Bézier curve(s) as shape keys to " "other curve. Useful for morphing curves and curve based text objects." msgstr "" "Tento doplnok vám umožňuje priradiť jednu alebo viac Bézierových kriviek ako " "kľúčový tvar inej krivke. Užitočné pre :abbr:`morphing (morfológia - " "pretvorenie tvaru)` kriviek a textových objektov založených na krivkách." #: ../../manual/addons/add_curve/assign_shape_keys.rst:14 msgid "Click Add Curve then Assign Shape Keys to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Pridať krivku --> Assign Shape " "Keys`." #: ../../manual/addons/add_curve/assign_shape_keys.rst:20 #: ../../manual/addons/add_curve/btracer.rst:20 msgid "Located in the :menuselection:`3D Viewport --> Sidebar --> Edit tab`." msgstr "Nachádza sa v :menuselection:`3D záber --> Bočný panel --> Upraviť`." #: ../../manual/addons/add_curve/assign_shape_keys.rst:30 msgid "Select the target and shape key Bézier curve objects." msgstr "Výber cieľových a kľúčových tvarov objektov Bézierovej krivky." #: ../../manual/addons/add_curve/assign_shape_keys.rst:31 msgid "" "Make sure the target is the active object; you can do this by :kbd:`Shift-" "RMB`-clicking the target curve after the other selections are made." msgstr "" "Preverte, či cieľ je aktívny objekt; môžete to urobiť takto :kbd:`Shift+PTM` " "- kliknutím na cieľovú krivku po vykonaní ďalších výberov." #: ../../manual/addons/add_curve/assign_shape_keys.rst:33 msgid "Go to the *Curve Shape Keys* tab and click *Assign Shape Keys* button." msgstr "" "Prejdite na kartu *Krivka kľúčového tvaru* a kliknite na tlačidlo *Priradiť " "kľúčový tvar*." #: ../../manual/addons/add_curve/assign_shape_keys.rst:34 msgid "" "Now a copy of the active object curve will be created, which will have the " "other selected curves as its target." msgstr "" "Teraz sa vytvorí kópia krivky aktívneho objektu, ktorá bude mať za cieľ " "ostatné vybrané krivky." #: ../../manual/addons/add_curve/assign_shape_keys.rst:36 msgid "" "If the *Remove Shape Key Objects* option is checked, the selected curve " "objects will be deleted and only the target is kept." msgstr "" "Ak je zaškrtnutá možnosť *Odstrániť objekty kľúčového tvaru*, vybrané " "objekty krivky sa odstránia a zachová sa iba cieľ." #: ../../manual/addons/add_curve/assign_shape_keys.rst:39 msgid "" "There are some options to align the closed (cyclic spline) target and the " "shape-key curves. Also it's possible to match individual parts from a " "multipart (multiple splines) of target and shape key curves (e.g. a text " "object converted into a curve) based on various criteria." msgstr "" "Existuje niekoľko možností, ako zarovnať uzavretý (cyklická drážka) cieľ a " "krivky kľúčového tvaru. Je tiež možné zladiť jednotlivé časti z viacdielnych " "(viacerých drážok) cieľových a kriviek kľúčového tvaru (napr. textový objekt " "konvertovaný do krivky) na základe rôznych kritérií." #: ../../manual/addons/add_curve/assign_shape_keys.rst:43 msgid "" "For smoother transition, you can subdivide the segments of one of the curves " "in the selection group." msgstr "" "Pre plynulejší prechod môžete rozdeliť segmenty jednej z kriviek v skupine " "výberu." #: ../../manual/addons/add_curve/assign_shape_keys.rst:47 msgid "Manual Alignment of Starting Vertices" msgstr "Ručné zarovnanie počiatočných vrcholov" #: ../../manual/addons/add_curve/assign_shape_keys.rst:49 msgid "" "In Edit Mode the *Assign Shape Keys* panel shows a single button -- *Mark " "Starting Vertices*. When clicked, all the starting vertices of the closed " "splines (disconnected parts) of the selected curves are indicated by a " "marking point. Now if you select any vertex, the marker moves to this " "selected vertex, indicating the new starting vertex. You need to confirm the " "new positions by pressing :kbd:`Return`. Pressing :kbd:`Esc`, reverts the " "positions to the earlier order." msgstr "" "V režime editácie sa na paneli *Zarovnať kľúčové tvary* zobrazuje jedno " "tlačidlo - *Označiť počiatočné vrcholy*. Po kliknutí sú všetky počiatočné " "vrcholy uzavretých drážok (odpojené časti) vybraných kriviek indikované " "značkou bodu. Teraz, ak vyberiete ľubovoľný vrchol, značka sa presunie na " "tento vybraný vrchol a označuje nový počiatočný vrchol. Nové pozície musíte " "potvrdiť stlačením :kbd:`Enter`. Stlačením :kbd:`Esc` vrátite pozície do " "predchádzajúceho zoradenia." #: ../../manual/addons/add_curve/assign_shape_keys.rst:58 #: ../../manual/addons/animation/animall.rst:23 #: ../../manual/addons/animation/turnaround_camera.rst:27 msgid "Tutorial" msgstr "Návod" #: ../../manual/addons/add_curve/assign_shape_keys.rst:60 msgid "" "See this `tutorial video `__ on " "how to activate the add-on along with basic usage." msgstr "" "Pozrite si toto `inštruktážne video `__ o tom, ako aktivovať doplnok spolu so základným použitím." #: ../../manual/addons/add_curve/assign_shape_keys.rst:65 #: ../../manual/addons/add_curve/btracer.rst:71 #: ../../manual/addons/add_curve/curve_tools.rst:179 #: ../../manual/addons/add_curve/extra_objects.rst:55 #: ../../manual/addons/add_curve/index.rst:4 #: ../../manual/addons/add_curve/ivy_gen.rst:55 #: ../../manual/addons/add_curve/sapling.rst:162 #: ../../manual/addons/add_curve/simplify_curves.rst:38 msgid "Add Curve" msgstr "Pridať krivku" #: ../../manual/addons/add_curve/assign_shape_keys.rst:66 msgid "" "Assigns one or more Bézier curves as a shape key for another Bézier curve." msgstr "" "Priradí jednu alebo viac Bézierových kriviek ako kľúčový tvar pre ďalšiu " "Bézierovu krivku." #: ../../manual/addons/add_curve/assign_shape_keys.rst:67 #: ../../manual/addons/add_curve/curve_tools.rst:181 #: ../../manual/addons/mesh/tissue.rst:476 msgid ":menuselection:`Sidebar --> Edit tab`" msgstr ":menuselection:`Bočný panel --> Upraviť`" #: ../../manual/addons/add_curve/assign_shape_keys.rst:68 msgid "curve_assign_shapekey.py" msgstr "curve_assign_shapekey.py" #: ../../manual/addons/add_curve/assign_shape_keys.rst:69 #: ../../manual/addons/add_curve/assign_shape_keys.rst:70 msgid "Shrinivas Kulkarni" msgstr "Shrinivas Kulkarni" #: ../../manual/addons/add_curve/btracer.rst:4 msgid "BTracer" msgstr ":abbr:`BTracer (Sledovač ohybu)`" #: ../../manual/addons/add_curve/btracer.rst:6 msgid "" "The purpose of this script is to add tools that are similar to C4D Tracer. " "Btrace provides several ways to trace objects and particles and animate the " "resulting curve." msgstr "" "Účelom tohto skriptu je pridať nástroje, ktoré sú podobné nástroju C4D " "Tracer. Btrace poskytuje niekoľko spôsobov sledovania objektov a častíc a " "animácie výslednej krivky." #: ../../manual/addons/add_curve/btracer.rst:14 msgid "Click Add Curve then BTracer to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Pridať krivku --> BTracer`." #: ../../manual/addons/add_curve/btracer.rst:22 msgid "" "The default setting in the interface is Choose Tool, here you pick what " "trace methods and functions." msgstr "" "Predvolené nastavenie v rozhraní je :abbr:`Vybrať nástroj (Choose Tool)`, tu " "si vyberiete, aké metódy a funkcie sledovania." #: ../../manual/addons/add_curve/btracer.rst:30 #: ../../manual/addons/add_curve/extra_objects.rst:27 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:23 #: ../../manual/troubleshooting/gpu/common/other.rst:59 #: ../../manual/troubleshooting/gpu/common/other.rst:58 msgid "Information" msgstr "Informácia" #: ../../manual/addons/add_curve/btracer.rst:32 msgid "" "The five main tools (Object Trace, Object Connect, Mesh Follow, Particle " "Trace, Particle Connect) all share common settings for the most part. Each " "tool creates a curve as the end result. The settings for the curve created " "can be setup under the *Curves Settings* button." msgstr "" "Päť hlavných nástrojov (Sledovanie objektu, Pripojenie objektu, Sledovanie " "povrchovej siete, Sledovanie častíc, Pripojenie častíc) má všetky spoločné " "nastavenia pre každú časť. Každý nástroj ako konečný výsledok vytvorí " "krivku. Nastavenia vytvorenej krivky je možné vykonať tlačidlom *Nastavenia " "kriviek*." #: ../../manual/addons/add_curve/btracer.rst:36 msgid "" "The tools have access to a few other features. All of them have access to " "the grow curve animation tool which animates the curve radius. As well as " "the Color Blender tool." msgstr "" "Nástroje majú prístup k niekoľkým ďalším funkciám. Všetky majú prístup k " "nástroju na animáciu zväčšenia krivky, ktorý animuje polomer krivky. Rovnako " "ako nástroj Zmiešavanie farby." #: ../../manual/addons/add_curve/btracer.rst:42 msgid "Object Trace" msgstr "Sledovanie objektu" #: ../../manual/addons/add_curve/btracer.rst:41 msgid "" "Creates a curve by joining points of a mesh in a continuous manner or by all " "edges. Options to modulate the curves radius or add distortion to mesh " "before converting." msgstr "" "Vytvorí krivku spojením bodov povrchovej siete alebo podľa všetkých hrán. " "Možnosti na moduláciu polomeru kriviek alebo pridanie skreslenia povrchovej " "siete pred konvertovaním." #: ../../manual/addons/add_curve/btracer.rst:45 msgid "Objects Connect" msgstr "Pripojenie objektov" #: ../../manual/addons/add_curve/btracer.rst:45 msgid "Join selected objects with a curve and add hooks to each node." msgstr "Spojí vybrané objekty krivkou a do každého uzla pridá háky." #: ../../manual/addons/add_curve/btracer.rst:48 msgid "Particle Trace" msgstr "Sledovanie častíc" #: ../../manual/addons/add_curve/btracer.rst:48 msgid "" "Creates a curve from each particle of a system. Keeping particle amount " "under 250 will make this run faster." msgstr "" "Vytvorí krivku z každej častice systému. Ak množstvo častíc nepresiahne 250, " "bude tento proces prebiehať rýchlejšie." #: ../../manual/addons/add_curve/btracer.rst:51 msgid "Particle Connect" msgstr "Pripojenie častíc" #: ../../manual/addons/add_curve/btracer.rst:51 msgid "Connects each particle of a system with a continuous curve." msgstr "Spája každú časticu systému kontinuálnou krivkou." #: ../../manual/addons/add_curve/btracer.rst:55 msgid "Mesh Follow" msgstr "Sledovanie povrchovej siete" #: ../../manual/addons/add_curve/btracer.rst:54 msgid "" "Creates curve from animated mesh object. Following the path of either the " "vertices, edges or faces, and also the option to follow the object's origin." msgstr "" "Vytvára krivku z animovanej povrchovej siete objektu. Nasleduje cestu " "vrcholov, hrán alebo plôšok a má tiež možnosť nasledovať počiatok objektu." #: ../../manual/addons/add_curve/btracer.rst:58 msgid "Grow Curve Animation" msgstr "Animácia krivky nárastu" #: ../../manual/addons/add_curve/btracer.rst:58 msgid "" "Animate the radius of a curve over time. Can be run alone on a curve object, " "or run with the tools above." msgstr "" "Animuje polomer krivky v priebehu času. Môže byť spustený samotným objektom " "krivky alebo môže byť spustený vyššie uvedenými nástrojmi." #: ../../manual/addons/add_curve/btracer.rst:61 msgid "F-Curve Noise" msgstr "Šum F-krivky" #: ../../manual/addons/add_curve/btracer.rst:61 msgid "Quick link to add an F-Curve modifier to an object." msgstr "Rýchly odkaz na pridanie modifikátora F-krivky k objektu." #: ../../manual/addons/add_curve/btracer.rst:64 msgid "Color Blender" msgstr "Farby Blendera" #: ../../manual/addons/add_curve/btracer.rst:64 msgid "Assign colors, create color palettes and randomize colors." msgstr "Priradzuje farby, vytvorené paletou farieb a náhodné farby." #: ../../manual/addons/add_curve/btracer.rst:66 msgid "" "Each script has a number of different options which can be used to create " "some very interesting effects." msgstr "" "Každý skript má niekoľko rôznych možností, ktoré možno použiť na vytvorenie " "veľmi zaujímavých efektov." #: ../../manual/addons/add_curve/btracer.rst:72 msgid "Tools for converting/animating objects/particles into curves." msgstr "Nástroje na konvertovanie/animáciu objektov/častíc vnútri kriviek." #: ../../manual/addons/add_curve/btracer.rst:73 #: ../../manual/addons/add_curve/ivy_gen.rst:57 #: ../../manual/addons/add_mesh/ant_landscape.rst:92 #: ../../manual/addons/add_mesh/archimesh.rst:43 msgid ":menuselection:`Sidebar --> Create tab`" msgstr ":menuselection:`Bočný panel --> Vytvoriť`" #: ../../manual/addons/add_curve/btracer.rst:74 msgid "btrace folder" msgstr "Priečinok btrace" #: ../../manual/addons/add_curve/btracer.rst:75 msgid "liero, crazycourier" msgstr "liero, crazycourier" #: ../../manual/addons/add_curve/btracer.rst:76 msgid "Atom, MacKracken, meta-androcto" msgstr "Atom, MacKracken, meta-androcto" #: ../../manual/addons/add_curve/curve_tools.rst:4 msgid "Curve Tools" msgstr ":abbr:`Curve Tools (Nástroje krivky)`" #: ../../manual/addons/add_curve/curve_tools.rst:6 msgid "" "This add-on provides an extensive set of tools for the manipulating and " "editing of curves. Several :abbr:`CAD (Computer-Aided Design)` style curve " "tools are included." msgstr "" "Tento doplnok poskytuje rozsiahlu sústavu nástrojov na manipuláciu a úpravu " "kriviek. Zahrnutých je niekoľko nástrojov pre krivky štýlu :abbr:`CAD " "(Computer-Aided Design)`." #: ../../manual/addons/add_curve/curve_tools.rst:14 msgid "Click Add Curve then Curve Tools to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> Curve Tools`." #: ../../manual/addons/add_curve/curve_tools.rst:20 msgid "" "This add-on is split into sub panels with each panel having it's own " "specific set of tools." msgstr "" "Tento doplnok je rozdelený na podpanely, pričom každý panel má vlastnú " "špecifickú sústavu nástrojov." #: ../../manual/addons/add_curve/curve_tools.rst:24 msgid "Curve Info" msgstr "Informácia krivky" #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/mesh/snap_utilities_line.rst:0 #: ../../manual/addons/render/render_freestyle_svg.rst:44 #: ../../manual/addons/rigging/rigify/basics.rst:0 #: ../../manual/addons/rigging/rigify/metarigs.rst:0 #: ../../manual/addons/sequencer/storypencil.rst:93 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/uv/magic_uv.rst:891 #: ../../manual/advanced/operators.rst:0 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:0 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:0 #: ../../manual/animation/armatures/bones/editing/delete.rst:0 #: ../../manual/animation/armatures/bones/editing/duplicate.rst:0 #: ../../manual/animation/armatures/bones/editing/extrude.rst:0 #: ../../manual/animation/armatures/bones/editing/fill_between_joints.rst:0 #: ../../manual/animation/armatures/bones/editing/introduction.rst:0 #: ../../manual/animation/armatures/bones/editing/naming.rst:0 #: ../../manual/animation/armatures/bones/editing/parenting.rst:0 #: ../../manual/animation/armatures/bones/editing/properties.rst:0 #: ../../manual/animation/armatures/bones/editing/separate_bones.rst:0 #: ../../manual/animation/armatures/bones/editing/split.rst:0 #: 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../../manual/modeling/meshes/editing/mesh/convex_hull.rst:0 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:0 #: ../../manual/modeling/meshes/editing/mesh/duplicate.rst:0 #: ../../manual/modeling/meshes/editing/mesh/extrude.rst:0 #: ../../manual/modeling/meshes/editing/mesh/knife_project.rst:0 #: ../../manual/modeling/meshes/editing/mesh/knife_topology_tool.rst:0 #: ../../manual/modeling/meshes/editing/mesh/merge.rst:0 #: ../../manual/modeling/meshes/editing/mesh/mirror.rst:0 #: ../../manual/modeling/meshes/editing/mesh/normals.rst:0 #: ../../manual/modeling/meshes/editing/mesh/normals.rst:116 #: ../../manual/modeling/meshes/editing/mesh/separate.rst:0 #: ../../manual/modeling/meshes/editing/mesh/shading.rst:0 #: ../../manual/modeling/meshes/editing/mesh/snap_symmetry.rst:0 #: ../../manual/modeling/meshes/editing/mesh/sort_elements.rst:0 #: ../../manual/modeling/meshes/editing/mesh/split.rst:0 #: ../../manual/modeling/meshes/editing/mesh/symmetrize.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/bend.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/push_pull.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/randomize.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shrink-fatten.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/skin_resize.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/to_sphere.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/warp.rst:0 #: ../../manual/modeling/meshes/editing/uv.rst:0 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/blend_shape.rst:0 #: ../../manual/modeling/meshes/editing/vertex/connect_vertex_pairs.rst:0 #: ../../manual/modeling/meshes/editing/vertex/connect_vertex_path.rst:0 #: ../../manual/modeling/meshes/editing/vertex/extrude_cursor.rst:0 #: ../../manual/modeling/meshes/editing/vertex/extrude_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/hooks.rst:0 #: ../../manual/modeling/meshes/editing/vertex/laplacian_smooth.rst:0 #: ../../manual/modeling/meshes/editing/vertex/make_face_edge.rst:0 #: ../../manual/modeling/meshes/editing/vertex/make_vertex_parent.rst:0 #: ../../manual/modeling/meshes/editing/vertex/propagate_shapes.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_extend.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_fill.rst:0 #: ../../manual/modeling/meshes/editing/vertex/slide_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/smooth_vertices.rst:0 #: ../../manual/modeling/meshes/mesh_analysis.rst:0 #: ../../manual/modeling/meshes/primitives.rst:0 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:0 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_weights.rst:0 #: ../../manual/modeling/meshes/retopology.rst:0 #: ../../manual/modeling/meshes/retopology.rst:132 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:0 #: ../../manual/modeling/meshes/selecting/checker_deselect.rst:0 #: ../../manual/modeling/meshes/selecting/introduction.rst:0 #: ../../manual/modeling/meshes/selecting/linked.rst:0 #: ../../manual/modeling/meshes/selecting/loops.rst:0 #: ../../manual/modeling/meshes/selecting/mirror.rst:0 #: ../../manual/modeling/meshes/selecting/more_less.rst:0 #: ../../manual/modeling/meshes/selecting/random.rst:0 #: ../../manual/modeling/meshes/selecting/sharp_edges.rst:0 #: ../../manual/modeling/meshes/selecting/side_of_active.rst:0 #: ../../manual/modeling/meshes/selecting/similar.rst:0 #: ../../manual/modeling/meshes/structure.rst:0 #: ../../manual/modeling/meshes/tools/extrude_cursor.rst:0 #: ../../manual/modeling/meshes/tools/extrude_manifold.rst:0 #: ../../manual/modeling/meshes/tools/extrude_region.rst:0 #: ../../manual/modeling/meshes/tools/loop.rst:0 #: ../../manual/modeling/meshes/tools/poly_build.rst:0 #: ../../manual/modeling/meshes/tools/spin.rst:0 #: ../../manual/modeling/meshes/tools/tool_settings.rst:0 #: ../../manual/modeling/meshes/uv/editing.rst:0 #: ../../manual/modeling/meshes/uv/tools/grab.rst:0 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:0 #: ../../manual/modeling/meshes/uv/tools/relax.rst:0 #: ../../manual/modeling/meshes/uv/tools/rip.rst:0 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:0 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:0 #: ../../manual/modeling/meshes/uv/workflows/udims.rst:0 #: ../../manual/modeling/metas/primitives.rst:0 #: ../../manual/modeling/metas/properties.rst:0 #: ../../manual/modeling/metas/structure.rst:0 #: ../../manual/modeling/modifiers/deform/simple_deform.rst:126 #: ../../manual/modeling/modifiers/generate/mask.rst:35 #: ../../manual/modeling/modifiers/generate/remesh.rst:42 #: ../../manual/modeling/modifiers/generate/solidify.rst:47 #: ../../manual/modeling/modifiers/generate/weld.rst:25 #: ../../manual/modeling/surfaces/editing/control_points.rst:0 #: ../../manual/modeling/surfaces/editing/segments.rst:0 #: ../../manual/modeling/surfaces/editing/surface.rst:0 #: ../../manual/modeling/surfaces/editing/transform_panel.rst:0 #: ../../manual/modeling/surfaces/primitives.rst:0 #: ../../manual/modeling/surfaces/properties/active_spline.rst:0 #: ../../manual/modeling/surfaces/selecting.rst:0 #: ../../manual/modeling/texts/editing.rst:0 #: ../../manual/modeling/texts/introduction.rst:0 #: ../../manual/modeling/texts/properties.rst:0 #: ../../manual/modeling/volumes/properties.rst:56 #: ../../manual/movie_clip/masking/editing.rst:0 #: ../../manual/movie_clip/masking/scurve.rst:0 #: ../../manual/movie_clip/masking/selecting.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:0 #: ../../manual/movie_clip/tracking/clip/selecting.rst:0 #: ../../manual/physics/collision.rst:0 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/physics/introduction.rst:0 #: ../../manual/physics/particles/emitter/physics/boids.rst:136 #: ../../manual/physics/particles/mode.rst:0 #: ../../manual/physics/rigid_body/introduction.rst:0 #: ../../manual/render/cameras.rst:0 #: ../../manual/render/shader_nodes/textures/ies.rst:34 #: ../../manual/scene_layout/collections/collections.rst:0 #: ../../manual/scene_layout/object/editing/apply.rst:0 #: ../../manual/scene_layout/object/editing/cleanup.rst:0 #: ../../manual/scene_layout/object/editing/clear.rst:0 #: ../../manual/scene_layout/object/editing/convert.rst:0 #: ../../manual/scene_layout/object/editing/delete.rst:0 #: ../../manual/scene_layout/object/editing/duplicate.rst:0 #: ../../manual/scene_layout/object/editing/duplicate_linked.rst:0 #: ../../manual/scene_layout/object/editing/join.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/copy_uvmaps.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/index.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/link_data.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/link_scene.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data_layout.rst:0 #: ../../manual/scene_layout/object/editing/mirror.rst:0 #: ../../manual/scene_layout/object/editing/parent.rst:0 #: ../../manual/scene_layout/object/editing/relations/make_single_user.rst:0 #: ../../manual/scene_layout/object/editing/rigid_body.rst:0 #: ../../manual/scene_layout/object/editing/shading.rst:0 #: ../../manual/scene_layout/object/editing/show_hide.rst:0 #: ../../manual/scene_layout/object/editing/snap.rst:0 #: ../../manual/scene_layout/object/editing/transform/align_objects.rst:0 #: ../../manual/scene_layout/object/editing/transform/align_transform_orientation.rst:0 #: ../../manual/scene_layout/object/editing/transform/control/axis_locking.rst:0 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:0 #: ../../manual/scene_layout/object/editing/transform/move.rst:0 #: ../../manual/scene_layout/object/editing/transform/randomize.rst:0 #: ../../manual/scene_layout/object/editing/transform/rotate.rst:0 #: ../../manual/scene_layout/object/editing/transform/scale.rst:0 #: ../../manual/scene_layout/object/editing/transform/texture_space.rst:0 #: ../../manual/scene_layout/object/origin.rst:0 #: ../../manual/scene_layout/object/properties/display.rst:0 #: ../../manual/scene_layout/object/properties/instancing/collection.rst:0 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:0 #: ../../manual/scene_layout/object/properties/instancing/verts.rst:0 #: ../../manual/scene_layout/object/properties/line_art.rst:0 #: ../../manual/scene_layout/object/properties/relations.rst:0 #: ../../manual/scene_layout/object/properties/transforms.rst:0 #: ../../manual/scene_layout/object/properties/visibility.rst:0 #: ../../manual/scene_layout/object/selecting.rst:0 #: ../../manual/scene_layout/object/tools/scale_cage.rst:0 #: ../../manual/scene_layout/object/tools/tool_settings.rst:0 #: ../../manual/scene_layout/object/types.rst:0 #: ../../manual/sculpt_paint/brush/brush.rst:0 #: ../../manual/sculpt_paint/brush/brush_settings.rst:260 #: ../../manual/sculpt_paint/brush/cursor.rst:0 #: ../../manual/sculpt_paint/sculpting/controls.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:78 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:222 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/options.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/remesh.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/symmetry.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/blob.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_face_set.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/clay.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/clay_strips.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/clay_thumb.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/color_filter.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/crease.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/draw.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/draw_facesets.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/draw_sharp.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/edit_face_set.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/edit_face_set.rst:56 #: ../../manual/sculpt_paint/sculpting/tools/elastic_deform.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/fill.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/flatten.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/inflate.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_face_set.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/layer.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/line_mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/line_project.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mask_by_color.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/multiplane_scrape.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_eraser.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_smear.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/nudge.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/paint.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/pinch.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/pose.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/rotate.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/scrape.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/simplify.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/slide_relax.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/smear.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/snake_hook.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/thumb.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:0 #: ../../manual/sculpt_paint/selection_visibility.rst:0 #: ../../manual/sculpt_paint/texture_paint/tool_settings/symmetry.rst:0 #: ../../manual/sculpt_paint/texture_paint/tool_settings/texture_slots.rst:43 #: ../../manual/sculpt_paint/texture_paint/tool_settings/tiling.rst:0 #: ../../manual/sculpt_paint/vertex_paint/editing.rst:0 #: ../../manual/sculpt_paint/vertex_paint/tool_settings/symmetry.rst:0 #: ../../manual/sculpt_paint/weight_paint/editing.rst:0 #: ../../manual/sculpt_paint/weight_paint/tool_settings/symmetry.rst:0 msgid "Mode" msgstr "Režim" #: ../../manual/addons/add_curve/curve_tools.rst:28 #: ../../manual/addons/add_curve/curve_tools.rst:46 #: ../../manual/addons/add_curve/curve_tools.rst:75 #: ../../manual/addons/add_curve/curve_tools.rst:89 #: ../../manual/addons/add_curve/curve_tools.rst:106 #: ../../manual/addons/add_curve/curve_tools.rst:122 #: ../../manual/addons/add_curve/curve_tools.rst:150 #: ../../manual/addons/add_curve/curve_tools.rst:171 #: ../../manual/addons/camera/camera_rigs.rst:117 #: ../../manual/advanced/operators.rst:35 #: ../../manual/advanced/operators.rst:68 #: ../../manual/advanced/operators.rst:93 #: ../../manual/advanced/operators.rst:107 #: ../../manual/animation/armatures/bones/editing/naming.rst:9 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:12 #: ../../manual/animation/armatures/bones/properties/deform.rst:9 #: ../../manual/animation/armatures/bones/properties/relations.rst:8 #: ../../manual/animation/armatures/posing/editing/show_hide.rst:8 #: ../../manual/animation/armatures/posing/selecting.rst:17 #: ../../manual/animation/armatures/posing/selecting.rst:29 #: ../../manual/animation/armatures/properties/display.rst:8 #: ../../manual/animation/armatures/properties/introduction.rst:19 #: ../../manual/animation/armatures/properties/introduction.rst:31 #: ../../manual/animation/armatures/properties/introduction.rst:48 #: ../../manual/animation/armatures/properties/skeleton.rst:8 #: ../../manual/editors/3dview/3d_cursor.rst:64 #: ../../manual/editors/3dview/display/gizmo.rst:10 #: ../../manual/editors/3dview/display/overlays.rst:10 #: ../../manual/editors/3dview/display/shading.rst:11 #: ../../manual/editors/3dview/display/visibility.rst:12 #: ../../manual/editors/3dview/modes.rst:111 #: ../../manual/editors/3dview/navigate/camera_view.rst:33 #: ../../manual/editors/3dview/navigate/camera_view.rst:87 #: ../../manual/editors/3dview/navigate/camera_view.rst:102 #: ../../manual/editors/3dview/toolbar/measure.rst:10 #: ../../manual/editors/image/editing.rst:13 #: ../../manual/editors/image/editing.rst:27 #: ../../manual/editors/image/editing.rst:41 #: ../../manual/editors/image/editing.rst:58 #: ../../manual/editors/image/editing.rst:71 #: ../../manual/editors/image/editing.rst:85 #: ../../manual/editors/image/editing.rst:99 #: ../../manual/editors/image/editing.rst:117 #: ../../manual/editors/image/editing.rst:131 #: ../../manual/editors/image/editing.rst:145 #: ../../manual/editors/image/editing.rst:158 #: ../../manual/editors/image/editing.rst:174 #: ../../manual/editors/image/editing.rst:187 #: ../../manual/editors/image/editing.rst:207 #: ../../manual/editors/image/editing.rst:221 #: ../../manual/editors/image/editing.rst:234 #: ../../manual/editors/image/editing.rst:247 #: ../../manual/editors/video_sequencer/sequencer/display.rst:9 #: ../../manual/files/linked_libraries/link_append.rst:23 #: ../../manual/files/linked_libraries/link_append.rst:63 #: ../../manual/grease_pencil/properties/layers.rst:9 #: ../../manual/interface/controls/templates/operator_search.rst:14 #: ../../manual/interface/controls/templates/operator_search.rst:45 #: ../../manual/interface/undo_redo.rst:19 #: ../../manual/interface/undo_redo.rst:37 #: ../../manual/interface/undo_redo.rst:51 #: ../../manual/interface/undo_redo.rst:108 #: ../../manual/interface/undo_redo.rst:135 #: ../../manual/interface/undo_redo.rst:166 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:8 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:13 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:53 #: ../../manual/modeling/meshes/uv/workflows/udims.rst:83 #: ../../manual/modeling/texts/properties.rst:11 #: ../../manual/modeling/texts/properties.rst:35 #: ../../manual/modeling/texts/properties.rst:69 #: ../../manual/physics/rigid_body/introduction.rst:19 #: ../../manual/scene_layout/object/editing/show_hide.rst:10 #: ../../manual/scene_layout/object/selecting.rst:47 #: ../../manual/scene_layout/object/selecting.rst:59 #: ../../manual/scene_layout/object/selecting.rst:71 #: ../../manual/scene_layout/object/selecting.rst:83 #: ../../manual/scene_layout/object/selecting.rst:95 #: ../../manual/scene_layout/object/selecting.rst:148 msgid "All Modes" msgstr "Všetky režimy" #: ../../manual/addons/add_curve/curve_tools.rst:0 #: ../../manual/addons/mesh/snap_utilities_line.rst:0 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:0 #: ../../manual/editors/3dview/3d_cursor.rst:0 #: ../../manual/editors/3dview/sidebar.rst:14 #: ../../manual/editors/3dview/toolbar/add_cone.rst:0 #: ../../manual/editors/3dview/toolbar/add_cube.rst:0 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:0 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:0 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:0 #: ../../manual/editors/3dview/toolbar/measure.rst:0 #: ../../manual/editors/geometry_node.rst:78 #: ../../manual/editors/image/sidebar.rst:7 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:22 #: ../../manual/editors/video_sequencer/sequencer/toolbar/blade.rst:0 #: ../../manual/grease_pencil/animation/interpolation.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/arc.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/box.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/circle.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/curve.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/cutter.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/erase.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/eyedropper.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/interpolate.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/line.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/polyline.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/tint.rst:0 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:0 #: ../../manual/interface/controls/nodes/sidebar.rst:66 #: ../../manual/interface/selecting.rst:0 #: ../../manual/modeling/curves/editing/control_points.rst:0 #: ../../manual/modeling/curves/editing/curve.rst:0 #: ../../manual/modeling/curves/tools/draw.rst:0 #: ../../manual/modeling/curves/tools/pen.rst:0 #: ../../manual/modeling/meshes/editing/edge/offset_edge_slide.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_faces_normal.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_individual_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/inset_faces.rst:0 #: ../../manual/modeling/meshes/editing/mesh/bisect.rst:0 #: ../../manual/modeling/meshes/editing/mesh/knife_topology_tool.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/push_pull.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shrink-fatten.rst:0 #: ../../manual/modeling/meshes/tools/extrude_manifold.rst:0 #: ../../manual/modeling/meshes/tools/extrude_region.rst:0 #: ../../manual/modeling/meshes/tools/loop.rst:0 #: ../../manual/modeling/meshes/tools/poly_build.rst:0 #: ../../manual/modeling/meshes/tools/spin.rst:0 #: ../../manual/modeling/meshes/uv/editing.rst:0 #: ../../manual/modeling/meshes/uv/tools/grab.rst:0 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:0 #: ../../manual/modeling/meshes/uv/tools/relax.rst:0 #: ../../manual/modeling/meshes/uv/tools/rip.rst:0 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:0 #: ../../manual/movie_clip/masking/scurve.rst:0 #: ../../manual/physics/particles/mode.rst:0 #: ../../manual/scene_layout/object/tools/scale_cage.rst:0 #: ../../manual/sculpt_paint/sculpting/controls.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/options.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/symmetry.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/blob.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_face_set.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/clay.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/clay_strips.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/clay_thumb.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/color_filter.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/crease.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/draw.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/draw_facesets.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/draw_sharp.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/edit_face_set.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/elastic_deform.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/fill.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/flatten.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/inflate.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_face_set.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/layer.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/line_mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/line_project.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mask_by_color.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/multiplane_scrape.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_eraser.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_smear.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/nudge.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/paint.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/pinch.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/pose.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/rotate.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/scrape.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/simplify.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/slide_relax.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/smear.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/snake_hook.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/thumb.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:0 #: ../../manual/sculpt_paint/texture_paint/tool_settings/symmetry.rst:0 #: ../../manual/sculpt_paint/vertex_paint/tool_settings/symmetry.rst:0 #: ../../manual/sculpt_paint/weight_paint/tool_settings/symmetry.rst:0 msgid "Tool" msgstr "Nástroj" #: ../../manual/addons/add_curve/curve_tools.rst:29 msgid ":menuselection:`Sidebar --> Edit --> Curve Info`" msgstr ":menuselection:`Bočný panel --> Upraviť --> Informácia krivky`" #: ../../manual/addons/add_curve/curve_tools.rst:31 #: ../../manual/addons/mesh/looptools.rst:109 #: ../../manual/compositing/types/color/hue_correct.rst:35 #: ../../manual/compositing/types/color/rgb_curves.rst:55 #: ../../manual/compositing/types/input/time_curve.rst:34 #: ../../manual/compositing/types/vector/vector_curves.rst:38 #: ../../manual/editors/graph_editor/introduction.rst:23 #: ../../manual/editors/spreadsheet.rst:88 ../../manual/glossary/index.rst:247 #: ../../manual/modeling/curves/editing/curve.rst:4 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_mesh.rst:32 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_points.rst:19 #: ../../manual/modeling/geometry_nodes/curve/operations/fill_curve.rst:21 #: ../../manual/modeling/geometry_nodes/curve/operations/fillet_curve.rst:22 #: ../../manual/modeling/geometry_nodes/curve/operations/fillet_curve.rst:54 #: ../../manual/modeling/geometry_nodes/curve/operations/resample_curve.rst:25 #: ../../manual/modeling/geometry_nodes/curve/operations/resample_curve.rst:65 #: ../../manual/modeling/geometry_nodes/curve/operations/reverse_curve.rst:25 #: ../../manual/modeling/geometry_nodes/curve/operations/reverse_curve.rst:43 #: ../../manual/modeling/geometry_nodes/curve/operations/subdivide_curve.rst:24 #: ../../manual/modeling/geometry_nodes/curve/operations/subdivide_curve.rst:43 #: ../../manual/modeling/geometry_nodes/curve/operations/trim_curve.rst:36 #: ../../manual/modeling/geometry_nodes/curve/operations/trim_curve.rst:69 #: ../../manual/modeling/geometry_nodes/curve/primitives/arc.rst:65 #: ../../manual/modeling/geometry_nodes/curve/primitives/bezier_segment.rst:44 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_circle.rst:49 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_line.rst:49 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_spiral.rst:48 #: ../../manual/modeling/geometry_nodes/curve/primitives/quadratic_bezier.rst:39 #: ../../manual/modeling/geometry_nodes/curve/primitives/quadrilateral.rst:55 #: ../../manual/modeling/geometry_nodes/curve/primitives/star.rst:43 #: ../../manual/modeling/geometry_nodes/curve/read/curve_length.rst:19 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_normal.rst:26 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_normal.rst:51 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_tilt.rst:29 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_tilt.rst:50 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_positions.rst:32 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_positions.rst:65 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_type.rst:22 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_type.rst:50 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_cyclic.rst:24 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_cyclic.rst:45 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_resolution.rst:24 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_resolution.rst:47 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_type.rst:20 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_type.rst:54 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_components.rst:39 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_curve.rst:48 #: ../../manual/render/shader_nodes/converter/float_curve.rst:29 #: ../../manual/scene_layout/object/editing/convert.rst:9 #: ../../manual/sculpt_paint/brush/stroke.rst:0 #: ../../manual/compositing/types/color/rgb_curves.rst:50 #: ../../manual/compositing/types/input/time_curve.rst:31 #: ../../manual/compositing/types/vector/vector_curves.rst:34 #: ../../manual/render/shader_nodes/converter/float_curve.rst:28 msgid "Curve" msgstr "Krivka" #: ../../manual/addons/add_curve/curve_tools.rst:32 msgid "" "Print splines, segments and empty splines information to the Info header and " "Info editor." msgstr "" "Vypíše informácie o drážkach, segmentoch a prázdnych drážkach do záhlavia " "Informácia a editora Informácie." #: ../../manual/addons/add_curve/curve_tools.rst:33 #: ../../manual/editors/clip/display/mask_display.rst:18 #: ../../manual/editors/spreadsheet.rst:0 #: ../../manual/modeling/curves/properties/geometry.rst:0 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:144 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:199 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:0 msgid "Spline" msgstr "Drážka" #: ../../manual/addons/add_curve/curve_tools.rst:34 msgid "Print splines information to the Info header and Info editor." msgstr "" "Vypíše informácie o drážkach do záhlavia Informácie a do editora Informácie." #: ../../manual/addons/add_curve/curve_tools.rst:35 #: ../../manual/grease_pencil/modifiers/generate/dash.rst:25 #: ../../manual/modeling/curves/editing/curve.rst:269 #: ../../manual/modeling/surfaces/editing/surface.rst:233 msgid "Segment" msgstr "Segment" #: ../../manual/addons/add_curve/curve_tools.rst:36 msgid "Print segments information to the Info header and Info editor." msgstr "" "Vypíše informácie o segmentoch do záhlavia Informácia a editora Informácie." #: ../../manual/addons/add_curve/curve_tools.rst:39 #: ../../manual/animation/armatures/bones/selecting.rst:211 #: ../../manual/editors/uv/selecting.rst:0 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:90 #: ../../manual/grease_pencil/modifiers/generate/simplify.rst:44 #: ../../manual/modeling/curves/editing/control_points.rst:128 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_points.rst:0 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_points.rst:25 #: ../../manual/modeling/geometry_nodes/curve/operations/resample_curve.rst:0 #: ../../manual/modeling/geometry_nodes/curve/operations/resample_curve.rst:42 #: ../../manual/modeling/geometry_nodes/curve/operations/sample_curve.rst:0 #: ../../manual/modeling/geometry_nodes/curve/operations/trim_curve.rst:0 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_line.rst:32 #: ../../manual/modeling/geometry_nodes/curve/read/curve_length.rst:32 #: ../../manual/modeling/geometry_nodes/curve/read/spline_length.rst:36 #: ../../manual/modeling/geometry_nodes/curve/read/spline_parameter.rst:59 #: ../../manual/modeling/geometry_nodes/utilities/math/compare.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/text/slice_string.rst:27 #: ../../manual/modeling/geometry_nodes/utilities/text/string_length.rst:33 #: ../../manual/modeling/meshes/editing/uv.rst:209 #: ../../manual/modeling/meshes/selecting/similar.rst:28 #: ../../manual/modeling/modifiers/generate/build.rst:27 #: ../../manual/physics/particles/emitter/children.rst:37 #: ../../manual/physics/particles/emitter/vertex_groups.rst:17 #: ../../manual/physics/particles/mode.rst:181 #: ../../manual/physics/particles/texture_influence.rst:52 #: ../../manual/physics/soft_body/settings/edges.rst:57 #: ../../manual/render/shader_nodes/converter/vector_math.rst:0 #: ../../manual/render/shader_nodes/input/hair_info.rst:34 #: ../../manual/scene_layout/scene/properties.rst:101 #: ../../manual/video_editing/edit/montage/editing.rst:365 #: ../../manual/video_editing/edit/montage/strips/effects/speed_control.rst:0 msgid "Length" msgstr "Dĺžka" #: ../../manual/addons/add_curve/curve_tools.rst:38 msgid "Calculate the length of the curve and show in the add-on's panel." msgstr "Vypočíta dĺžku krivky a zobrazí ju na paneli doplnku." #: ../../manual/addons/add_curve/curve_tools.rst:42 msgid "Curve Edit" msgstr "Upraviť krivku" #: ../../manual/addons/add_curve/curve_tools.rst:47 msgid ":menuselection:`Sidebar --> Edit --> Curve Edit`" msgstr ":menuselection:`Bočný panel --> Upraviť --> Upraviť krivku`" #: ../../manual/addons/add_curve/curve_tools.rst:49 msgid "Fillet/Chamfer" msgstr "Obrúbiť/Skosiť" #: ../../manual/addons/add_curve/curve_tools.rst:50 msgid "Round or chamfer Bézier point fillets." msgstr "Zaoblené alebo skosené Bézierove obruby bodov." #: ../../manual/addons/add_curve/curve_tools.rst:51 #: ../../manual/editors/3dview/display/shading.rst:66 #: ../../manual/editors/3dview/display/shading.rst:184 #: ../../manual/editors/uv/overlays.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:145 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:126 #: ../../manual/render/workbench/options.rst:56 msgid "Outline" msgstr "Obrys" #: ../../manual/addons/add_curve/curve_tools.rst:52 msgid "Create an outline around a selected curve object." msgstr "Vytvorí obrys okolo vybraného objektu krivky." #: ../../manual/addons/add_curve/curve_tools.rst:53 msgid "Recursive Offset" msgstr "Rekurzívny posuv" #: ../../manual/addons/add_curve/curve_tools.rst:54 msgid "Create an offsetted array." msgstr "Vytvára pole posunu." #: ../../manual/addons/add_curve/curve_tools.rst:56 msgid "Separate Offset/Selected" msgstr "Oddeliť posuv/vybrané" #: ../../manual/addons/add_curve/curve_tools.rst:56 msgid "Separate the outline mesh from the original." msgstr "Oddelí sieť obrysu od pôvodnej." #: ../../manual/addons/add_curve/curve_tools.rst:58 #: ../../manual/animation/armatures/bones/editing/subdivide.rst:5 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:14 #: ../../manual/modeling/curves/editing/segments.rst:10 #: ../../manual/modeling/meshes/editing/edge/subdivide.rst:5 #: ../../manual/modeling/modifiers/generate/multiresolution.rst:62 #: ../../manual/modeling/surfaces/editing/segments.rst:7 msgid "Subdivide" msgstr "Rozdeliť" #: ../../manual/addons/add_curve/curve_tools.rst:59 msgid "Subdivide selection or filleted corners." msgstr "Rozdelí výber alebo obrúbené rohy." #: ../../manual/addons/add_curve/curve_tools.rst:60 msgid "Multi Subdivide" msgstr "Viacnásobne rozdeliť" #: ../../manual/addons/add_curve/curve_tools.rst:61 msgid "Subdivide with level of details." msgstr "Rozdelí podľa úrovne detailov." #: ../../manual/addons/add_curve/curve_tools.rst:62 msgid "Split at Vertex" msgstr "Rozdeliť na vrchole" #: ../../manual/addons/add_curve/curve_tools.rst:63 msgid "Cuts the selected points creating openings." msgstr "Vystrihne vybrané body a vytvorí otvory." #: ../../manual/addons/add_curve/curve_tools.rst:64 msgid "Discretize Curve" msgstr "Diskrétna krivka" #: ../../manual/addons/add_curve/curve_tools.rst:65 msgid "Disconnect the selected points." msgstr "Odpojí vybrané body." #: ../../manual/addons/add_curve/curve_tools.rst:68 msgid "Array Splines" msgstr "Pole drážok" #: ../../manual/addons/add_curve/curve_tools.rst:67 msgid "Create an array of the selected curves in Edit Mode." msgstr "Vytvorí pole vybraných kriviek v režime editácie." #: ../../manual/addons/add_curve/curve_tools.rst:71 #: ../../manual/interface/selecting.rst:204 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_boolean.rst:0 #: ../../manual/modeling/meshes/editing/face/intersect_boolean.rst:0 #: ../../manual/modeling/modifiers/generate/booleans.rst:0 msgid "Intersect" msgstr "Pretnutie" #: ../../manual/addons/add_curve/curve_tools.rst:76 msgid ":menuselection:`Sidebar --> Edit --> Intersect`" msgstr ":menuselection:`Bočný panel --> Upraviť --> Pretnutie`" #: ../../manual/addons/add_curve/curve_tools.rst:78 msgid "2D Curve Boolean" msgstr "Logická 2D krivka" #: ../../manual/addons/add_curve/curve_tools.rst:79 msgid "Boolean selected curves on a 2D plane." msgstr "Logicky vybrané krivky v 2D rovine." #: ../../manual/addons/add_curve/curve_tools.rst:82 msgid "Intersect Curves" msgstr "Pretnutie kriviek" #: ../../manual/addons/add_curve/curve_tools.rst:81 msgid "Create an intersection between flat curves on the same plane." msgstr "Vytvorí priesečník medzi plochými krivkami v rovnakej rovine." #: ../../manual/addons/add_curve/curve_tools.rst:85 #: ../../manual/modeling/introduction.rst:31 #: ../../manual/modeling/surfaces/index.rst:6 #: ../../manual/render/layers/introduction.rst:128 #: ../../manual/render/materials/components/surface.rst:4 msgid "Surfaces" msgstr "Povrchy" #: ../../manual/addons/add_curve/curve_tools.rst:90 msgid ":menuselection:`Sidebar --> Edit --> Surfaces`" msgstr ":menuselection:`Bočný panel --> Upraviť --> Povrchy`" #: ../../manual/addons/add_curve/curve_tools.rst:93 msgid "Birail" msgstr "Dvojkoľajné" #: ../../manual/addons/add_curve/curve_tools.rst:93 msgid "" "It creates a surface from a profile and two paths. The order in which you " "select the curves and its direction is important to make this function " "properly." msgstr "" "Vytvorí povrch z profilu a dvoch ciest. Pre správnu funkciu je dôležité " "poradie, v akom vyberiete krivky a ich smer." #: ../../manual/addons/add_curve/curve_tools.rst:95 msgid "Convert Bézier to Surface" msgstr "Konvertovať Bézierove na povrch" #: ../../manual/addons/add_curve/curve_tools.rst:96 msgid "Convert the selected curve to a NURBS surface." msgstr "Konvertuje vybranú krivku na povrch NURBS." #: ../../manual/addons/add_curve/curve_tools.rst:99 msgid "Convert Faces to Bézier" msgstr "Konvertovať plôšky na Bézierove" #: ../../manual/addons/add_curve/curve_tools.rst:98 msgid "Select faces and convert them to Bézier curves." msgstr "Vyberie plôšky a konvertuje ich na Bézierove krivky." #: ../../manual/addons/add_curve/curve_tools.rst:102 #: ../../manual/addons/add_curve/curve_tools.rst:109 #: ../../manual/addons/mesh/looptools.rst:160 #: ../../manual/addons/render/povray.rst:871 msgid "Loft" msgstr "Zavesiť" #: ../../manual/addons/add_curve/curve_tools.rst:107 msgid ":menuselection:`Sidebar --> Edit --> Surfaces --> Loft`" msgstr ":menuselection:`Bočný panel --> Upraviť --> Povrchy --> Zavesiť`" #: ../../manual/addons/add_curve/curve_tools.rst:110 msgid "Loft a mesh object between two Bézier curves." msgstr "Zavesí povrchovú sieť objektu medzi dvoma Bézierovými krivkami." #: ../../manual/addons/add_curve/curve_tools.rst:111 msgid "Auto Loft" msgstr "Automaticky zavesiť" #: ../../manual/addons/add_curve/curve_tools.rst:112 msgid "Turn on to store the loft data if you move or edit the curves." msgstr "" "Prepnutím uchová údaje zavesenia, ak presúvate alebo upravujete krivky." #: ../../manual/addons/add_curve/curve_tools.rst:115 msgid "Update Auto Loft" msgstr "Aktualizovať automatické zavesenia" #: ../../manual/addons/add_curve/curve_tools.rst:114 msgid "" "Press this button to update the new loft mesh position after moving or " "editing parent curves." msgstr "" "Stlačením tohto tlačidla aktualizujete novú polohu povrchovej siete " "zavesenia po presunutí alebo úprave rodičovských kriviek." #: ../../manual/addons/add_curve/curve_tools.rst:118 msgid "Sanitize" msgstr "Ošetriť" #: ../../manual/addons/add_curve/curve_tools.rst:123 msgid ":menuselection:`Sidebar --> Edit --> Sanitize`" msgstr ":menuselection:`Bočný panel --> Upraviť --> Ošetriť`" #: ../../manual/addons/add_curve/curve_tools.rst:125 msgid "Set Origin to Spline Start" msgstr "Nastaviť počiatok začiatku drážky" #: ../../manual/addons/add_curve/curve_tools.rst:126 msgid "Move the origin of the curve to the first point." msgstr "Presunutie počiatok krivky do prvého bodu." #: ../../manual/addons/add_curve/curve_tools.rst:129 msgid "Reset Scale" msgstr "Znovu nastaviť mierku" #: ../../manual/addons/add_curve/curve_tools.rst:128 msgid "Reset the objects scale to (1, 1, 1)." msgstr "Znovu nastaví mierku objektov na (1, 1, 1)." #: ../../manual/addons/add_curve/curve_tools.rst:132 msgid "Cleanup:" msgstr "Zmazať:" #: ../../manual/addons/add_curve/curve_tools.rst:133 msgid "Remove Doubles" msgstr "Odstrániť duplicity" #: ../../manual/addons/add_curve/curve_tools.rst:134 msgid "Remove doubled points." msgstr "Odstráni duplicitné body." #: ../../manual/addons/add_curve/curve_tools.rst:137 msgid "Short Splines" msgstr "Skrátiť drážky" #: ../../manual/addons/add_curve/curve_tools.rst:136 msgid "Remove selected splines based on a threshold." msgstr "Odstráni vybrané drážky na základe prahovej hodnoty." #: ../../manual/addons/add_curve/curve_tools.rst:140 msgid "Join Splines:" msgstr "Spojiť drážky:" #: ../../manual/addons/add_curve/curve_tools.rst:143 msgid "Join Neighboring Splines" msgstr "Spojí susedné drážky" #: ../../manual/addons/add_curve/curve_tools.rst:142 msgid "Join selected splines based on a threshold." msgstr "Spojí vybrané drážky na základe prahovej hodnoty." #: ../../manual/addons/add_curve/curve_tools.rst:146 msgid "Utilities" msgstr "Obslužné programy" #: ../../manual/addons/add_curve/curve_tools.rst:151 msgid ":menuselection:`Sidebar --> Edit --> Utilities`" msgstr ":menuselection:`Bočný panel --> Úpravy --> Obslužné programy`" #: ../../manual/addons/add_curve/curve_tools.rst:155 msgid "Curve Resolution:" msgstr "Rozlíšenie krivky:" #: ../../manual/addons/add_curve/curve_tools.rst:158 #: ../../manual/addons/add_curve/curve_tools.rst:164 msgid "Show [ESC]" msgstr "Zobraziť [ESC]" #: ../../manual/addons/add_curve/curve_tools.rst:157 msgid "Display the resolution in the interface with a colored overlay." msgstr "Zobrazí rozlíšenie v rozhraní farebným prekrytím." #: ../../manual/addons/add_curve/curve_tools.rst:161 msgid "Spline Order:" msgstr "Poradie drážok:" #: ../../manual/addons/add_curve/curve_tools.rst:163 msgid "Display and arrange the sequence." msgstr "Zobrazí a usporiada sekvenciu." #: ../../manual/addons/add_curve/curve_tools.rst:167 msgid "Path Finder" msgstr "Vyhľadávač ciest" #: ../../manual/addons/add_curve/curve_tools.rst:172 msgid ":menuselection:`Sidebar --> Edit --> Utilities --> Path Finder`" msgstr "" ":menuselection:`Bočný panel --> Upraviť --> Obslužné programy --> Vyhľadávač " "ciest`" #: ../../manual/addons/add_curve/curve_tools.rst:174 msgid "Tools for paths." msgstr "Nástroje pre cesty." #: ../../manual/addons/add_curve/curve_tools.rst:180 msgid "Adds functionality for Bézier/NURBS curve/surface modeling." msgstr "Pridá funkcie na modelovanie Bézierových/NURBS kriviek/povrchov." #: ../../manual/addons/add_curve/curve_tools.rst:182 msgid "curve_tools folder" msgstr "Priečinok curve_tools" #: ../../manual/addons/add_curve/curve_tools.rst:0 msgid "Authors" msgstr "Autori" #: ../../manual/addons/add_curve/curve_tools.rst:183 msgid "MacKracken, cwolf3d, Alexander Meißner (Lichtso)" msgstr "MacKracken, cwolf3d, Alexander Meißner (Lichtso)" #: ../../manual/addons/add_curve/curve_tools.rst:184 msgid "" "guy lateur, Alexander Meißner (Lichtso), Dealga McArdle (zeffii), Marvin K. " "Breuer (MKB)" msgstr "" "guy lateur, Alexander Meißner (Lichtso), Dealga McArdle (zeffii), Marvin K. " "Breuer (MKB)" #: ../../manual/addons/add_curve/curve_tools.rst:185 #: ../../manual/addons/add_curve/extra_objects.rst:60 #: ../../manual/addons/add_curve/ivy_gen.rst:60 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:74 msgid "Vladimir Spivak (cwolf3d)" msgstr "Vladimir Spivak (cwolf3d)" #: ../../manual/addons/add_curve/extra_objects.rst:4 msgid "Add Curve Extra Objects" msgstr ":abbr:`Extra Objects (Extra objekty)`" #: ../../manual/addons/add_curve/extra_objects.rst:6 msgid "" "This add-on groups many curve object creation add-ons into a single one." msgstr "" "Tento doplnok zoskupuje mnoho doplnkov na vytváranie kriviek do jedného." #: ../../manual/addons/add_curve/extra_objects.rst:17 msgid "Click Add Curve then Extra Objects to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Pridať krivku --> Extra " "Objects`." #: ../../manual/addons/add_curve/extra_objects.rst:23 msgid "Located in the :menuselection:`3D Viewport --> Add --> Curve`." msgstr "Nachádza sa v ponuke :menuselection:`3D záber --> Pridať --> Krivka`." #: ../../manual/addons/add_curve/extra_objects.rst:29 msgid "Included curve object add-ons:" msgstr "Zahrnuté doplnky pre objekty krivky:" #: ../../manual/addons/add_curve/extra_objects.rst:31 msgid "Curve Profiles (Curveaceous Galore) by Jimmy Hazevoet, testscreenings" msgstr "" "Profily krivky (Curveaceous Galore - Ladná rozmanitosť) od Jimma Hazevoeta, " "testscreenings" #: ../../manual/addons/add_curve/extra_objects.rst:32 msgid "" "Arc, Arrow, Cogwheel, Cycloid, Flower, Helix, Noise, N-sided, Profile, " "Rectangle, Splat and Star types." msgstr "" "Typy oblúk, šípka, ozubené koleso, cykloid, kvet, špirála, šum, " "mnohouholník, profil, obdĺžnik, škvrna a hviezda." #: ../../manual/addons/add_curve/extra_objects.rst:33 msgid "Braid by Jared Forsyth" msgstr "Vrkoč od Jareda Forsytha" #: ../../manual/addons/add_curve/extra_objects.rst:34 msgid "Adds a Braided Knot type curve." msgstr "Pridá krivku typu Pletený uzol." #: ../../manual/addons/add_curve/extra_objects.rst:35 msgid "Celtic Knot by Adam Newgas" msgstr "Keltský uzol od Adama Newgasa" #: ../../manual/addons/add_curve/extra_objects.rst:36 msgid "Wrap a mesh object in a knotted curve." msgstr "\\Obalí povrchovú sieť objektu uzlovou krivkou." #: ../../manual/addons/add_curve/extra_objects.rst:37 msgid "Curly Curve by Cmomoney" msgstr "Krivka kadere od Cmomoney" #: ../../manual/addons/add_curve/extra_objects.rst:38 msgid "Adds a \"Flourish\" type curve." msgstr "Pridá krivku typu \"Kvetová\"." #: ../../manual/addons/add_curve/extra_objects.rst:40 msgid "Simple Curve by Vladimir Spivak (cwolf3d)" msgstr "Jednoduchá krivka od Vladimíra Spivaka (cwolf3d)" #: ../../manual/addons/add_curve/extra_objects.rst:40 msgid "" "Point, Line, Distance, Angle, Ellipse, Arc, Sector, Segment, Rectangle, " "Rhombus, Polygon, Polygon ab, Trapezoid curve types." msgstr "" "Typy kriviek bod, priamka, vzdialenosť, uhol, elipsa, oblúk, sektor, úsečka, " "obdĺžnik, kosoštvorec, polygón, polygón ab, lichobežník." #: ../../manual/addons/add_curve/extra_objects.rst:42 msgid "Spirals by Alejandro Omar Chocano Vasquez" msgstr "Špirály od Alejandra Omar Chocano Vasqueza" #: ../../manual/addons/add_curve/extra_objects.rst:43 msgid "Archimedean, Logarithmic, Spherical, Torus curve types." msgstr "Archimedovské, logaritmické, sférické, prstencové typy kriviek." #: ../../manual/addons/add_curve/extra_objects.rst:44 msgid "" "SpiroFit, BounceSpline and Catenary by Antonio Osprite, Liero, Atom, Jimmy " "Hazevoet" msgstr "" "Prispôsobená krivka, Drážka odrazu a Retiazka od Antonia Ospritea, Liera, " "Atoma, Jimmy Hazevoeta" #: ../../manual/addons/add_curve/extra_objects.rst:45 msgid "" "Spiral fit curve to mesh, Bounce Spline inside a mesh, Catenary curve " "between two mesh objects." msgstr "" "Špirálová krivka prispôsobená povrchovej sieti, drážky odrazu vnútri " "povrchovej siete, retiazková krivka medzi dvoma povrchovými sieťami objektu." #: ../../manual/addons/add_curve/extra_objects.rst:46 msgid "Torus Knots, by Marius Giurgi (DolphinDream), testscreenings" msgstr "Prstencové uzly, od Maria Giurgia (DolphinDream), testyscreenings" #: ../../manual/addons/add_curve/extra_objects.rst:47 msgid "Adds many types of (torus) knots including ten presets." msgstr "" "Pridáva mnoho typov (prstencových) uzlov vrátane desiatich prednastavených." #: ../../manual/addons/add_curve/extra_objects.rst:48 msgid "Bevel/Taper Curve, by Cmomoney" msgstr "Skosenia/zúženia krivky, od Cmomoney" #: ../../manual/addons/add_curve/extra_objects.rst:49 msgid "Adds bevel and/or taper curve to active curve." msgstr "Pridá skosenie a/alebo zúženie krivky k aktívnej krivke." #: ../../manual/addons/add_curve/extra_objects.rst:51 msgid "Surface Objects, by Folkert de Vries" msgstr "Povrchové objekty, od Folkerta de Vriesa" #: ../../manual/addons/add_curve/extra_objects.rst:51 msgid "Adds a NURBS surface Plane, Cone, Star, Wedge." msgstr "Pridá povrch NURBS rovinu, kužeľ, hviezdu, klin." #: ../../manual/addons/add_curve/extra_objects.rst:56 msgid "Add multiple extra curve object types." msgstr "Pridáva extra typy objektov kriviek." #: ../../manual/addons/add_curve/extra_objects.rst:57 msgid ":menuselection:`3D Viewport --> Add --> Curve`" msgstr ":menuselection:`3D záber --> Pridať --> Krivka`" #: ../../manual/addons/add_curve/extra_objects.rst:58 msgid "add_curve_extra_objects folder" msgstr "Priečinok add_curve_extra_objects" #: ../../manual/addons/add_curve/extra_objects.rst:59 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:73 msgid "Multiple Authors" msgstr "Viacerí autori" #: ../../manual/addons/add_curve/index.rst:6 msgid "These add-ons relate to curve object creation and curve based tools." msgstr "" "Tieto doplnky sa týkajú vytvárania objektov kriviek a nástrojov založených " "na krivkách." #: ../../manual/addons/add_curve/ivy_gen.rst:4 msgid "Ivy Gen" msgstr ":abbr:`Ivy Gen (Generátor brečtanu)`" #: ../../manual/addons/add_curve/ivy_gen.rst:6 msgid "" "Based on the wonderful code by Thomas Luft and his original `IvyGen program " "`__." msgstr "" "Založené na úžasnom kóde Thomasa Lufta a jeho pôvodnom programe `IvyGen " "`__." #: ../../manual/addons/add_curve/ivy_gen.rst:9 msgid "" "Original Blender port by testscreenings, further advances by PKHG and " "TrumanBlending." msgstr "" "Pôvodný port Blenderu podľa preverenia testom, ďalšie pokroky od PKHG a " "TrumanBlending." #: ../../manual/addons/add_curve/ivy_gen.rst:20 msgid "Click Add Curve then Ivy Gen to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Pridať krivku --> Ivy Gen`." #: ../../manual/addons/add_curve/ivy_gen.rst:30 #: ../../manual/addons/lighting/dynamic_sky.rst:31 msgid "Located in the :menuselection:`3D Viewport --> Sidebar --> Create tab`." msgstr "" "Nachádza sa v ponuke :menuselection:`3D záber --> Bočný panel --> Vytvoriť`." #: ../../manual/addons/add_curve/ivy_gen.rst:32 msgid "Located in the :menuselection:`3D Viewport --> Operator`." msgstr "Nachádza sa v ponuke :menuselection:`3D záber --> Operátor`." #: ../../manual/addons/add_curve/ivy_gen.rst:34 msgid "" "The Update Ivy operator is separate from the main menu and appears in the 3D " "Viewport. You can adjust settings in the panel and press the *Update* button " "to update parameters." msgstr "" "Operátor Aktualizovať brečtan je oddelený od hlavnej ponuky a zobrazuje sa v " "3D zábere. Na paneli môžete upravovať nastavenia a stlačením tlačidla " "*Aktualizovať* parametre aktualizujete." #: ../../manual/addons/add_curve/ivy_gen.rst:41 msgid "Select the object you want to grow ivy on." msgstr "Vyberte objekt, na ktorom chcete brečtan pestovať." #: ../../manual/addons/add_curve/ivy_gen.rst:42 msgid "" "Enter Edit Mode and select a vertex that you want the ivy to spawn from." msgstr "" "Vstúpte do režimu editácie a vyberte vrchol, z ktorého má brečtan vyrásť." #: ../../manual/addons/add_curve/ivy_gen.rst:43 msgid "Snap the cursor to the selected vertex." msgstr "Prichyťte kurzor na vybraný vrchol." #: ../../manual/addons/add_curve/ivy_gen.rst:44 msgid "" "Enter Object Mode and with the object selected: :menuselection:`Sidebar --> " "Create --> Ivy Generator panel` adjust settings and choose *Add New Ivy*." msgstr "" "Vstúpte do režimu objektu a pri vybranom objekte: :menuselection:`Bočný " "panel --> Vytvoriť --> Generátor brečtanu` upravte nastavenia a vyberte " "*Pridať nový brečtan*." #: ../../manual/addons/add_curve/ivy_gen.rst:47 msgid "" "The *Add Default Ivy* operator will use the default parameters during " "creation. This will generate your initial Ivy Curve and Leaves. From here " "you can access the *Ivy* menu in the Sidebar. I suggest to make small " "changes and then press *Update Ivy* in the 3D Viewport operator." msgstr "" "Operátor *Pridať pôvodný brečtan* použije pri vytváraní predvolené " "parametre. Tým sa vygeneruje počiatočná krivka brečtanu a listy. Odtiaľto " "máte prístup k ponuke *Brečtan* na bočnom paneli. Odporúčam vykonať malé " "zmeny a potom v operátore 3D záberu stlačiť *Aktualizovať brečtan*." #: ../../manual/addons/add_curve/ivy_gen.rst:56 msgid "Adds generated ivy to a mesh object starting at the 3D Cursor." msgstr "" "Pridá do povrchovej siete objektu vygenerovaný brečtan začínajúceho na 3D " "kurzore." #: ../../manual/addons/add_curve/ivy_gen.rst:58 msgid "add_curve_ivygen.py" msgstr "add_curve_ivygen.py" #: ../../manual/addons/add_curve/ivy_gen.rst:59 msgid "testscreenings, PKHG, TrumanBlending" msgstr "preverenie testom, PKHG, TrumanBlending" #: ../../manual/addons/add_curve/sapling.rst:4 msgid "Sapling Tree Gen" msgstr ":abbr:`Sapling Tree Gen (Generátor stromčekov)`" #: ../../manual/addons/add_curve/sapling.rst:6 msgid "" "This add-on creates trees. There are many preset tree types to choose from " "or create your own. The method is presented by Jason Weber & Joseph Penn in " "their paper \"Creation and Rendering of Realistic Trees\"." msgstr "" "Tento doplnok vytvára stromy. Na výber je mnoho prednastavených typov " "stromov alebo si môžete vytvoriť vlastné. Metódu prezentujú Jason Weber a " "Joseph Penn vo svojom článku \"Creation and Rendering of Realistic " "Trees\" (Tvorba a vykresľovanie realistických stromov)." #: ../../manual/addons/add_curve/sapling.rst:14 msgid "Click Add Curve then Sapling Tree Gen to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Pridať krivku --> Sapling Tree " "Gen`." #: ../../manual/addons/add_curve/sapling.rst:24 msgid "Located in the :menuselection:`3D Viewport --> Add --> Curve` menu." msgstr "Nachádza sa v ponuke :menuselection:`3D záber --> Pridať --> Krivka`." #: ../../manual/addons/add_curve/sapling.rst:30 msgid "" "Once the tree is created there are eight settings to build your tree. When " "creating your tree it's often best to use the settings in order until your " "familiar with them." msgstr "" "Po vytvorení stromu je k dispozícii osem nastavení na vytvorenie stromu. Pri " "vytváraní stromu je často najlepšie používať nastavenia v poradí, kým sa s " "nimi neoboznámite." #: ../../manual/addons/add_curve/sapling.rst:35 #: ../../manual/addons/import_export/mesh_ply.rst:53 #: ../../manual/addons/import_export/mesh_stl.rst:49 #: ../../manual/addons/import_export/mesh_stl.rst:93 #: ../../manual/addons/import_export/scene_fbx.rst:197 #: ../../manual/addons/import_export/scene_x3d.rst:69 #: ../../manual/editors/3dview/display/overlays.rst:104 #: ../../manual/editors/3dview/toolbar/add_cone.rst:0 #: ../../manual/editors/3dview/toolbar/add_cube.rst:0 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:0 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:0 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:0 #: ../../manual/editors/image/overlays.rst:13 #: ../../manual/editors/uv/overlays.rst:63 #: ../../manual/files/import_export/alembic.rst:66 #: ../../manual/files/import_export/collada.rst:87 #: ../../manual/interface/window_system/status_bar.rst:64 #: ../../manual/modeling/curves/properties/geometry.rst:4 #: ../../manual/modeling/geometry_nodes/attribute/attribute_statistic.rst:19 #: ../../manual/modeling/geometry_nodes/attribute/capture_attribute.rst:35 #: ../../manual/modeling/geometry_nodes/attribute/capture_attribute.rst:55 #: ../../manual/modeling/geometry_nodes/attribute/domain_size.rst:23 #: ../../manual/modeling/geometry_nodes/attribute/remove_named_attribute.rst:27 #: ../../manual/modeling/geometry_nodes/attribute/remove_named_attribute.rst:44 #: ../../manual/modeling/geometry_nodes/attribute/store_named_attribute.rst:33 #: ../../manual/modeling/geometry_nodes/attribute/store_named_attribute.rst:57 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_radius.rst:23 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_radius.rst:44 #: ../../manual/modeling/geometry_nodes/geometry/geometry_to_instance.rst:37 #: ../../manual/modeling/geometry_nodes/geometry/geometry_to_instance.rst:50 #: ../../manual/modeling/geometry_nodes/geometry/join_geometry.rst:50 #: ../../manual/modeling/geometry_nodes/geometry/join_geometry.rst:63 #: ../../manual/modeling/geometry_nodes/geometry/operations/bounding_box.rst:26 #: ../../manual/modeling/geometry_nodes/geometry/operations/convex_hull.rst:29 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:21 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:67 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:21 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:55 #: ../../manual/modeling/geometry_nodes/geometry/operations/merge_by_distance.rst:21 #: ../../manual/modeling/geometry_nodes/geometry/operations/merge_by_distance.rst:53 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_components.rst:21 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:25 #: ../../manual/modeling/geometry_nodes/geometry/operations/transform_geometry.rst:27 #: ../../manual/modeling/geometry_nodes/geometry/operations/transform_geometry.rst:50 #: ../../manual/modeling/geometry_nodes/geometry/sample/sample_index.rst:34 #: ../../manual/modeling/geometry_nodes/geometry/sample/sample_nearest.rst:26 #: ../../manual/modeling/geometry_nodes/geometry/write/set_id.rst:24 #: ../../manual/modeling/geometry_nodes/geometry/write/set_id.rst:47 #: ../../manual/modeling/geometry_nodes/geometry/write/set_position.rst:23 #: ../../manual/modeling/geometry_nodes/geometry/write/set_position.rst:50 #: ../../manual/modeling/geometry_nodes/input/scene/object_info.rst:55 #: ../../manual/modeling/geometry_nodes/instances/instance_on_points.rst:43 #: ../../manual/modeling/geometry_nodes/instances/instance_on_points.rst:88 #: ../../manual/modeling/geometry_nodes/instances/realize_instances.rst:54 #: ../../manual/modeling/geometry_nodes/instances/realize_instances.rst:67 #: ../../manual/modeling/geometry_nodes/instances/rotate_instances.rst:21 #: ../../manual/modeling/geometry_nodes/instances/rotate_instances.rst:51 #: ../../manual/modeling/geometry_nodes/instances/scale_instances.rst:21 #: ../../manual/modeling/geometry_nodes/instances/scale_instances.rst:52 #: ../../manual/modeling/geometry_nodes/instances/translate_instances.rst:21 #: ../../manual/modeling/geometry_nodes/instances/translate_instances.rst:45 #: ../../manual/modeling/geometry_nodes/material/replace_material.rst:27 #: ../../manual/modeling/geometry_nodes/material/replace_material.rst:47 #: ../../manual/modeling/geometry_nodes/material/set_material.rst:26 #: ../../manual/modeling/geometry_nodes/material/set_material.rst:50 #: ../../manual/modeling/geometry_nodes/material/set_material_index.rst:21 #: ../../manual/modeling/geometry_nodes/material/set_material_index.rst:42 #: ../../manual/modeling/geometry_nodes/output/viewer.rst:65 #: ../../manual/modeling/geometry_nodes/point/points_to_vertices.rst:20 #: ../../manual/modeling/geometry_nodes/point/points_to_vertices.rst:37 #: ../../manual/modeling/geometry_nodes/point/set_point_radius.rst:21 #: ../../manual/modeling/geometry_nodes/point/set_point_radius.rst:41 #: ../../manual/modeling/meshes/uv/tools/relax.rst:0 #: ../../manual/modeling/modifiers/generate/bevel.rst:160 #: ../../manual/modeling/modifiers/physics/ocean.rst:38 #: ../../manual/modeling/texts/properties.rst:31 #: ../../manual/movie_clip/tracking/clip/toolbar/solve.rst:105 #: ../../manual/physics/fluid/type/flow.rst:59 #: ../../manual/render/eevee/materials/nodes_support.rst:122 #: ../../manual/render/freestyle/view_layer/line_style/geometry.rst:4 #: ../../manual/render/freestyle/view_layer/line_style/index.rst:30 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/index.rst:35 #: ../../manual/render/shader_nodes/input/attribute.rst:0 #: ../../manual/sculpt_paint/brush/brush_settings.rst:160 msgid "Geometry" msgstr "Geometria" #: ../../manual/addons/add_curve/sapling.rst:38 #: ../../manual/addons/render/render_freestyle_svg.rst:66 #: ../../manual/editors/3dview/display/overlays.rst:177 #: ../../manual/glossary/index.rst:116 #: ../../manual/interface/keymap/industry_compatible.rst:123 #: ../../manual/modeling/curves/properties/geometry.rst:107 #: ../../manual/modeling/meshes/selecting/similar.rst:39 #: ../../manual/render/eevee/materials/nodes_support.rst:134 msgid "Bevel" msgstr "Skosené" #: ../../manual/addons/add_curve/sapling.rst:38 msgid "" "This determines whether the curve should be shown with its full thickness or " "only the underlying curve. Disabled by default to permit rapid feedback on " "parameter changes." msgstr "" "Týmto sa určuje, či sa má krivka zobraziť v celej svojej hrúbke alebo len " "podkladová krivka. Predvolene je vypnutá, aby umožňovala rýchlu spätnú väzbu " "na zmeny parametrov." #: ../../manual/addons/add_curve/sapling.rst:42 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:41 msgid "Bevel Resolution" msgstr "Rozlíšenie skosenia" #: ../../manual/addons/add_curve/sapling.rst:41 msgid "" "Determines how smooth the outline of the beveled curve is. The lower this " "value, the smaller the number of vertices but the resulting geometry will be " "coarser." msgstr "" "Určuje, ako hladký je obrys krivky skosenia. Čím nižšia je táto hodnota, tým " "menší je počet vrcholov, ale výsledná geometria bude hrubšia." #: ../../manual/addons/add_curve/sapling.rst:45 #: ../../manual/grease_pencil/modes/edit/curve_editing.rst:45 #: ../../manual/grease_pencil/properties/strokes.rst:56 msgid "Curve Resolution" msgstr "Rozlíšenie krivky" #: ../../manual/addons/add_curve/sapling.rst:45 msgid "" "Changes the smoothness of the curve along its length. This is only relevant " "if *Handle Type* is set to Auto." msgstr "" "Mení hladkosť krivky po celej jej dĺžke. Toto je relevantné len vtedy, ak je " "položka *Typ manipulátora* nastavená na možnosť Automaticky." #: ../../manual/addons/add_curve/sapling.rst:49 #: ../../manual/editors/graph_editor/fcurves/editing.rst:264 #: ../../manual/modeling/geometry_nodes/curve/read/handle_type_selection.rst:40 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_type.rst:43 msgid "Handle Type" msgstr "Typ manipulátora" #: ../../manual/addons/add_curve/sapling.rst:48 msgid "" "Determines the method of interpolation of the curve between Bézier points. " "Vector type results in fewer vertices but straight segments. Auto type " "smooths the segments but requires more expensive geometry." msgstr "" "Určuje metódu interpolácie krivky medzi Bézierovými bodmi. Vektorový typ má " "za následok menej vrcholov, ale rovné úsečky. Typ Automaticky vyhladzuje " "úsečky, ale vyžaduje nákladnejšiu geometriu." #: ../../manual/addons/add_curve/sapling.rst:55 #: ../../manual/addons/add_mesh/geodesic_domes.rst:69 #: ../../manual/addons/import_export/mesh_atomic.rst:360 #: ../../manual/animation/armatures/bones/selecting.rst:225 #: ../../manual/modeling/curves/properties/shape.rst:4 #: ../../manual/modeling/modifiers/deform/cast.rst:37 #: ../../manual/modeling/modifiers/generate/bevel.rst:116 #: ../../manual/modeling/modifiers/generate/multiresolution.rst:83 #: ../../manual/modeling/surfaces/properties/shape.rst:4 #: ../../manual/modeling/texts/properties.rst:7 #: ../../manual/physics/cloth/settings/shape.rst:4 #: ../../manual/physics/forces/force_fields/introduction.rst:91 #: ../../manual/physics/forces/force_fields/introduction.rst:160 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:78 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:133 #: ../../manual/physics/particles/emitter/children.rst:57 #: ../../manual/physics/particles/emitter/children.rst:129 #: ../../manual/physics/particles/emitter/children.rst:148 #: ../../manual/physics/particles/hair/shape.rst:4 #: ../../manual/physics/rigid_body/properties/collisions.rst:55 #: ../../manual/render/cycles/render_settings/hair.rst:29 #: ../../manual/render/eevee/render_settings/hair.rst:24 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/blueprint.rst:13 #: ../../manual/render/lights/light_object.rst:167 #: ../../manual/render/materials/preview.rst:11 #: ../../manual/render/eevee/render_settings/hair.rst:9 msgid "Shape" msgstr "Tvar" #: ../../manual/addons/add_curve/sapling.rst:52 msgid "" "Governs the distribution of branches in order to effect the overall shape of " "the tree." msgstr "Riadi rozmiestnenie konárov s cieľom ovplyvniť celkový tvar stromu." #: ../../manual/addons/add_curve/sapling.rst:55 #: ../../manual/animation/armatures/bones/properties/display.rst:25 msgid "Custom Shape" msgstr "Vlastný tvar" #: ../../manual/addons/add_curve/sapling.rst:55 msgid "Customize the branch shape along the branch length." msgstr "Prispôsobenie tvaru vetvy po celej dĺžke vetvy." #: ../../manual/addons/add_curve/sapling.rst:57 msgid "Secondary Splits" msgstr "Sekundárne delenia" #: ../../manual/addons/add_curve/sapling.rst:58 msgid "Change the style of secondary branches." msgstr "Zmení štýl sekundárnych vetiev." #: ../../manual/addons/add_curve/sapling.rst:59 msgid "Branch Distribution" msgstr "Distribúcia vetiev" #: ../../manual/addons/add_curve/sapling.rst:60 msgid "Adjust branch distribution towards the top or bottom of the tree." msgstr "Upraví rozloženie konárov smerom k hornej alebo dolnej časti stromu." #: ../../manual/addons/add_curve/sapling.rst:61 msgid "Branch Rings" msgstr "Prstence vetiev" #: ../../manual/addons/add_curve/sapling.rst:62 msgid "Grow the Branches in Rings." msgstr "Vetvy vyrastajúce v kruhoch." #: ../../manual/addons/add_curve/sapling.rst:65 #: ../../manual/glossary/index.rst:737 #: ../../manual/grease_pencil/selecting.rst:91 #: ../../manual/modeling/curves/selecting.rst:90 #: ../../manual/modeling/meshes/editing/edge/subdivide.rst:145 #: ../../manual/modeling/meshes/editing/mesh/transform/randomize.rst:24 #: ../../manual/modeling/meshes/uv/editing.rst:59 #: ../../manual/modeling/modifiers/physics/ocean.rst:75 #: ../../manual/modeling/surfaces/selecting.rst:78 #: ../../manual/physics/particles/mode.rst:112 #: ../../manual/scene_layout/object/editing/transform/randomize.rst:23 msgid "Random Seed" msgstr "Náhodné rozosiatie" #: ../../manual/addons/add_curve/sapling.rst:64 msgid "" "Sets the basis on which all random values for the tree are generated. This " "can be changed to allow different trees with the same basic parameters to be " "generated." msgstr "" "Nastaví základ, na ktorom sa vygenerujú všetky náhodné hodnoty pre strom. " "Túto hodnotu možno zmeniť, aby sa mohli generovať rôzne stromy s rovnakými " "základnými parametrami." #: ../../manual/addons/add_curve/sapling.rst:75 msgid "Tree Scale:" msgstr "Mierka stromu:" #: ../../manual/addons/add_curve/sapling.rst:68 #: ../../manual/addons/import_export/anim_bvh.rst:32 #: ../../manual/addons/import_export/anim_bvh.rst:67 #: ../../manual/addons/import_export/mesh_ply.rst:50 #: ../../manual/addons/import_export/mesh_stl.rst:35 #: ../../manual/addons/import_export/mesh_stl.rst:79 #: ../../manual/addons/import_export/scene_fbx.rst:83 #: ../../manual/addons/import_export/scene_fbx.rst:179 #: ../../manual/addons/import_export/scene_x3d.rst:57 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:33 #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/render/povray.rst:439 #: ../../manual/animation/armatures/bones/tools/toolbar.rst:31 #: ../../manual/animation/constraints/relationship/child_of.rst:48 #: ../../manual/compositing/types/converter/math.rst:55 #: ../../manual/compositing/types/distort/transform.rst:30 #: ../../manual/compositing/types/input/movie_clip.rst:48 #: ../../manual/compositing/types/input/texture.rst:24 #: ../../manual/editors/3dview/display/gizmo.rst:68 #: ../../manual/editors/3dview/display/overlays.rst:37 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:235 #: ../../manual/editors/preferences/navigation.rst:89 #: ../../manual/editors/texture_node/types/distort/scale.rst:21 #: ../../manual/files/import_export/alembic.rst:52 #: ../../manual/files/import_export/grease_pencil_svg.rst:23 #: ../../manual/files/import_export/obj.rst:33 #: ../../manual/files/import_export/obj.rst:148 #: ../../manual/files/import_export/stl.rst:29 #: ../../manual/files/import_export/usd.rst:297 #: ../../manual/grease_pencil/materials/properties.rst:173 #: ../../manual/grease_pencil/materials/properties.rst:198 #: ../../manual/grease_pencil/modes/edit/tools.rst:33 #: ../../manual/grease_pencil/modes/object/trace_image.rst:39 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:43 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:56 #: ../../manual/grease_pencil/modifiers/modify/time_offset.rst:65 #: ../../manual/modeling/curves/tools/toolbar.rst:32 #: ../../manual/modeling/geometry_nodes/geometry/operations/transform_geometry.rst:37 #: ../../manual/modeling/geometry_nodes/input/scene/object_info.rst:51 #: ../../manual/modeling/geometry_nodes/instances/instance_on_points.rst:74 #: ../../manual/modeling/geometry_nodes/instances/instance_scale.rst:35 #: ../../manual/modeling/geometry_nodes/instances/scale_instances.rst:27 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:43 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:28 #: ../../manual/modeling/geometry_nodes/texture/brick.rst:35 #: ../../manual/modeling/geometry_nodes/texture/checker.rst:47 #: ../../manual/modeling/geometry_nodes/texture/magic.rst:27 #: ../../manual/modeling/geometry_nodes/texture/musgrave.rst:33 #: ../../manual/modeling/geometry_nodes/texture/noise.rst:31 #: ../../manual/modeling/geometry_nodes/texture/voronoi.rst:32 #: ../../manual/modeling/geometry_nodes/texture/wave.rst:27 #: ../../manual/modeling/meshes/tools/toolbar.rst:32 #: ../../manual/modeling/meshes/uv/editing.rst:72 #: ../../manual/modeling/meshes/uv/tools/toolbar.rst:24 #: ../../manual/modeling/metas/toolbar/index.rst:34 #: ../../manual/modeling/modifiers/deform/corrective_smooth.rst:45 #: ../../manual/modeling/modifiers/generate/remesh.rst:49 #: ../../manual/modeling/modifiers/modify/uv_warp.rst:49 #: ../../manual/modeling/modifiers/physics/ocean.rst:90 #: ../../manual/modeling/surfaces/toolbar/index.rst:32 #: ../../manual/movie_clip/tracking/clip/sidebar/stabilization/panel.rst:51 #: ../../manual/physics/fluid/type/domain/gas/noise.rst:41 #: ../../manual/physics/fluid/type/domain/gas/viewport_display.rst:88 #: ../../manual/physics/fluid/type/domain/gas/viewport_display.rst:130 #: ../../manual/physics/particles/emitter/render.rst:20 #: ../../manual/render/cameras.rst:349 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/spatial_noise.rst:13 #: ../../manual/render/shader_nodes/converter/vector_math.rst:0 #: ../../manual/render/shader_nodes/converter/vector_math.rst:30 #: ../../manual/render/shader_nodes/shader/sss.rst:26 #: ../../manual/render/shader_nodes/textures/brick.rst:21 #: ../../manual/render/shader_nodes/textures/checker.rst:34 #: ../../manual/render/shader_nodes/textures/magic.rst:20 #: ../../manual/render/shader_nodes/textures/musgrave.rst:26 #: ../../manual/render/shader_nodes/textures/noise.rst:24 #: ../../manual/render/shader_nodes/textures/voronoi.rst:25 #: ../../manual/render/shader_nodes/textures/wave.rst:20 #: ../../manual/render/shader_nodes/vector/displacement.rst:37 #: ../../manual/render/shader_nodes/vector/mapping.rst:30 #: ../../manual/render/shader_nodes/vector/vector_displacement.rst:43 #: ../../manual/scene_layout/object/editing/apply.rst:57 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:37 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:102 #: ../../manual/scene_layout/object/editing/transform/randomize.rst:45 #: ../../manual/scene_layout/object/editing/transform/scale.rst:5 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:18 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:67 #: ../../manual/scene_layout/object/properties/transforms.rst:62 #: ../../manual/scene_layout/object/tools/toolbar.rst:31 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:39 #: ../../manual/sculpt_paint/sculpting/tools/elastic_deform.rst:40 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:29 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:29 #: ../../manual/video_editing/edit/montage/strips/effects/transform.rst:27 #: ../../manual/compositing/types/converter/math.rst:48 #: ../../manual/render/shader_nodes/converter/vector_math.rst:26 msgid "Scale" msgstr "Mierka" #: ../../manual/addons/add_curve/sapling.rst:69 msgid "The underlying size of the tree in Blender units." msgstr "Základná veľkosť stromu v jednotkách Blenderu." #: ../../manual/addons/add_curve/sapling.rst:70 msgid "Scale Variation" msgstr "Zmena mierky" #: ../../manual/addons/add_curve/sapling.rst:71 msgid "" "The maximum amount that the scale of the tree can vary (up or down) from the " "value of *Scale*." msgstr "" "Maximálna hodnota, o ktorú sa môže mierka stromu líšiť (nahor alebo nadol) " "od hodnoty *Mierka*." #: ../../manual/addons/add_curve/sapling.rst:72 #: ../../manual/physics/particles/hair/shape.rst:25 msgid "Radius Scale" msgstr "Mierka polomeru" #: ../../manual/addons/add_curve/sapling.rst:73 msgid "The scale of the radius at the base of the tree." msgstr "Mierka polomeru na základni stromu." #: ../../manual/addons/add_curve/sapling.rst:75 msgid "Radius Variation" msgstr "Zmena polomeru" #: ../../manual/addons/add_curve/sapling.rst:75 msgid "" "The maximum amount that the radius scale of the tree can vary (up or down) " "from the value of *Radius Scale*." msgstr "" "Maximálna hodnota, o ktorú sa môže meniť mierka polomeru stromu (nahor alebo " "nadol) od hodnoty *Mierka polomeru*." #: ../../manual/addons/add_curve/sapling.rst:88 msgid "Preset:" msgstr "Predvoľba:" #: ../../manual/addons/add_curve/sapling.rst:79 msgid "Preset Name" msgstr "Názov prednastavenia" #: ../../manual/addons/add_curve/sapling.rst:79 msgid "" "The name of the preset to be exported. This will export all current " "properties of the tree to the Sapling preset folder as a py-file." msgstr "" "Názov prednastavenia, ktorá sa má exportovať. Týmto sa vyexportujú všetky " "aktuálne vlastnosti stromu do priečinka predvolieb Sapling ako súbor py." #: ../../manual/addons/add_curve/sapling.rst:81 msgid "Export Preset" msgstr "Prednastavenie exportu" #: ../../manual/addons/add_curve/sapling.rst:82 msgid "Export all current properties." msgstr "Exportovať všetky aktuálne vlastnosti." #: ../../manual/addons/add_curve/sapling.rst:83 msgid "Load Preset" msgstr "Načítanie prednastavenia" #: ../../manual/addons/add_curve/sapling.rst:84 msgid "" "Any presets found in the Sapling preset directory may be imported when " "selected here." msgstr "" "Po výbere tejto položky sa môžu importovať všetky prednastavenia, ktoré sa " "nachádzajú v priečinku prednastavení Sapling." #: ../../manual/addons/add_curve/sapling.rst:88 msgid "Limit Import" msgstr "Limit importu" #: ../../manual/addons/add_curve/sapling.rst:86 msgid "" "This can be used to restrict what geometry is created when a preset is " "imported. If selected, only two levels of branches and no leaves will be " "generated." msgstr "" "Túto funkciu možno použiť na obmedzenie geometrie, ktorá sa vytvorí pri " "importe prednastavenia. Ak je táto možnosť vybratá, vytvoria sa len dve " "úrovne vetiev a žiadne listy." #: ../../manual/addons/add_curve/sapling.rst:91 msgid "Branch Radius" msgstr "Dosah vetvy" #: ../../manual/addons/add_curve/sapling.rst:93 msgid "" "This sub menu contains the settings for the branch radius. You can adjust " "the bevel and taper of the branches here." msgstr "" "Táto podponuka obsahuje nastavenia dosahu vetvy. Môžete tu nastaviť skosenie " "a zúženie vetiev." #: ../../manual/addons/add_curve/sapling.rst:98 msgid "Branch Splitting" msgstr "Rozdelenie vetiev" #: ../../manual/addons/add_curve/sapling.rst:100 msgid "" "This sub menu contains the settings for branch splitting. You can adjust how " "the branches form and split here. Settings include levels, height and angle " "of the split." msgstr "" "Táto podponuka obsahuje nastavenia pre rozdelenie vetiev. Tu môžete nastaviť " "spôsob vytvárania a rozdeľovania vetiev. Nastavenia zahŕňajú úrovne, výšku a " "uhol rozdelenia." #: ../../manual/addons/add_curve/sapling.rst:106 msgid "Branch Growth" msgstr "Vyrastanie vetvy" #: ../../manual/addons/add_curve/sapling.rst:108 msgid "" "This sub menu contains the settings for branch growth. You can adjust how " "the branches grow here. Settings include length, angle and curvature." msgstr "" "Táto podponuka obsahuje nastavenia pre vyrastanie vetiev. Tu môžete " "nastaviť, ako budú vetvy vyrastať. Nastavenia zahŕňajú dĺžku, uhol a " "zakrivenie." #: ../../manual/addons/add_curve/sapling.rst:114 msgid "Pruning" msgstr "Prerezávanie" #: ../../manual/addons/add_curve/sapling.rst:116 msgid "This sub menu contains the settings for pruning the branches." msgstr "Táto podponuka obsahuje nastavenia na prerezávanie vetiev." #: ../../manual/addons/add_curve/sapling.rst:118 msgid "" "Press the *Prune* checkbox and you will see the prune object next to the " "tree." msgstr "" "Stlačte zaškrtávacie políčko *Prerezať* a vedľa stromu sa zobrazí objekt " "prerezania." #: ../../manual/addons/add_curve/sapling.rst:119 msgid "" "Change the settings to adjust the prune objects shape to form your tree." msgstr "" "Zmeňte nastavenia a upravte tvar prerezávaných objektov tak, aby tvorili váš " "strom." #: ../../manual/addons/add_curve/sapling.rst:123 msgid "Leaves" msgstr "Listy" #: ../../manual/addons/add_curve/sapling.rst:125 msgid "This sub menu contains the settings for leaves." msgstr "Táto podponuka obsahuje nastavenia pre listy." #: ../../manual/addons/add_curve/sapling.rst:127 msgid "Press the *Show Leaves* checkbox and you will see leaves on the tree." msgstr "" "Stlačte zaškrtávacie políčko *Zobraziť listy* a na strome sa zobrazia listy." #: ../../manual/addons/add_curve/sapling.rst:128 msgid "" "Press the *Make mesh* checkbox if you want to convert the curve to a mesh." msgstr "" "Ak chcete krivku konvertovať na povrchovú sieť, stlačte zaškrtávacie políčko " "*Vytvoriť povrchovú sieť*." #: ../../manual/addons/add_curve/sapling.rst:130 msgid "Settings include shape, object type, rotations and scale." msgstr "Nastavenia zahŕňajú tvar, typ objektu, rotácie a mierku." #: ../../manual/addons/add_curve/sapling.rst:134 #: ../../manual/addons/import_export/anim_bvh.rst:0 #: ../../manual/addons/import_export/scene_dxf.rst:224 #: ../../manual/addons/import_export/scene_fbx.rst:113 #: ../../manual/files/import_export/collada.rst:118 #: ../../manual/glossary/index.rst:77 #: ../../manual/modeling/modifiers/generate/mask.rst:35 msgid "Armature" msgstr "Armatúra" #: ../../manual/addons/add_curve/sapling.rst:136 msgid "" "This sub menu contains the settings to add an armature to your tree. It's " "not recommended to use this function on highly complex trees as it may take " "time to compute." msgstr "" "Táto podponuka obsahuje nastavenia na pridanie armatúry do stromu. Túto " "funkciu sa neodporúča používať pri veľmi zložitých stromoch, pretože výpočet " "môže trvať dlho." #: ../../manual/addons/add_curve/sapling.rst:139 msgid "Turn off leaves and prune if you have them on." msgstr "Odstráňte listy a orežte ich, ak ich máte." #: ../../manual/addons/add_curve/sapling.rst:140 msgid "Press the *Use Armature* checkbox to add the armature to the tree." msgstr "" "Stlačením zaškrtávacieho políčka *Použiť armatúru* pridáte do stromu " "armatúru." #: ../../manual/addons/add_curve/sapling.rst:141 msgid "Adjust the armature levels and bone length to your liking." msgstr "Upravte úrovne armatúry a dĺžku kostí podľa svojich predstáv." #: ../../manual/addons/add_curve/sapling.rst:142 msgid "Do not pose the bones until you have finished the tree." msgstr "Nevytvárajte pózy kostí, kým strom nedokončíte." #: ../../manual/addons/add_curve/sapling.rst:143 msgid "you are now ready to use the next sub menu *Animation*." msgstr "teraz môžete použiť ďalšiu podponuku *Animácia*." #: ../../manual/addons/add_curve/sapling.rst:147 #: ../../manual/addons/animation/animall.rst:30 #: ../../manual/addons/animation/bone_selection_sets.rst:40 #: ../../manual/addons/animation/copy_global_transform.rst:74 #: ../../manual/addons/animation/corrective_shape_keys.rst:53 #: ../../manual/addons/animation/index.rst:4 #: ../../manual/addons/animation/turnaround_camera.rst:35 #: ../../manual/addons/import_export/anim_bvh.rst:46 #: ../../manual/addons/import_export/anim_bvh.rst:76 #: ../../manual/addons/import_export/scene_fbx.rst:104 #: ../../manual/addons/import_export/scene_gltf2.rst:944 #: ../../manual/addons/interface/amaranth.rst:185 #: ../../manual/advanced/command_line/render.rst:74 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:114 #: ../../manual/animation/constraints/transform/copy_location.rst:54 #: ../../manual/animation/introduction.rst:7 ../../manual/editors/index.rst:43 #: ../../manual/editors/preferences/animation.rst:4 #: ../../manual/files/import_export/collada.rst:139 #: ../../manual/files/import_export/collada.rst:281 #: ../../manual/files/import_export/obj.rst:117 #: ../../manual/files/import_export/obj.rst:120 #: ../../manual/files/import_export/usd.rst:56 #: ../../manual/glossary/index.rst:71 #: ../../manual/grease_pencil/animation/index.rst:4 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:89 #: ../../manual/interface/keymap/industry_compatible.rst:133 #: ../../manual/interface/keymap/introduction.rst:85 #: ../../manual/interface/window_system/workspaces.rst:0 #: ../../manual/movie_clip/masking/editing.rst:153 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:362 #: ../../manual/physics/rigid_body/tips.rst:14 msgid "Animation" msgstr "Animácia" #: ../../manual/addons/add_curve/sapling.rst:149 msgid "" "This sub menu contains the settings to animate your tree. It's recommended " "to finalize all your settings now." msgstr "" "Táto podponuka obsahuje nastavenia na animáciu stromu. Odporúčame dokončiť " "všetky nastavenia teraz." #: ../../manual/addons/add_curve/sapling.rst:152 msgid "You will need to have an armature already created above." msgstr "Musíte mať už vytvorenú vyššie uvedenú armatúru." #: ../../manual/addons/add_curve/sapling.rst:153 msgid "" "Press the *Armature Animation* checkbox to add the animation to the tree." msgstr "" "Stlačením zaškrtávacieho políčka *Animácia armatúry* pridáte animáciu do " "stromu." #: ../../manual/addons/add_curve/sapling.rst:154 msgid "" "Press the *Leaf Animation* checkbox to add the animation to the leaves if " "you have them." msgstr "" "Stlačením zaškrtávacieho políčka *Animácia listov* pridáte animáciu k " "listom, ak ich máte." #: ../../manual/addons/add_curve/sapling.rst:155 msgid "" "Press the *Fast Preview* checkbox to hide the leaves and bevel for fast " "animation playback in the viewport." msgstr "" "Stlačením zaškrtávacieho políčka *Rýchly náhľad* skryjete listy a skosenie " "pre rýchle prehrávanie animácie v zobrazení." #: ../../manual/addons/add_curve/sapling.rst:157 msgid "Settings include speed, wind strength and leaf animation." msgstr "Nastavenia zahŕňajú rýchlosť, silu vetra a animáciu listov." #: ../../manual/addons/add_curve/sapling.rst:163 msgid "Adds a parametric tree." msgstr "Pridáva parametrický strom." #: ../../manual/addons/add_curve/sapling.rst:164 msgid ":menuselection:`3D Viewport --> Add --> Curve --> Sapling Tree Gen`" msgstr "" ":menuselection:`3D záber --> Pridať --> Krivka --> Generátor stromčekov`" #: ../../manual/addons/add_curve/sapling.rst:165 msgid "add_curve_sapling folder" msgstr "Priečinok add_curve_sapling" #: ../../manual/addons/add_curve/sapling.rst:166 msgid "Andrew Hale (TrumanBlending), Aaron Butcher, CansecoGPC" msgstr "Andrew Hale (TrumanBlending), Aaron Butcher, CansecoGPC" #: ../../manual/addons/add_curve/sapling.rst:167 #: ../../manual/addons/add_curve/simplify_curves.rst:44 #: ../../manual/addons/add_mesh/ant_landscape.rst:85 #: ../../manual/addons/add_mesh/ant_landscape.rst:95 #: ../../manual/addons/add_mesh/boltfactory.rst:29 #: ../../manual/addons/add_mesh/boltfactory.rst:39 #: ../../manual/addons/add_mesh/discombobulator.rst:96 #: ../../manual/addons/add_mesh/geodesic_domes.rst:162 #: ../../manual/addons/development/dependency_graph.rst:26 #: ../../manual/addons/node/node_arrange.rst:25 #: ../../manual/addons/object/color_rules.rst:26 #: ../../manual/addons/object/scatter_objects.rst:26 #: ../../manual/addons/system/blend_info.rst:25 #: ../../manual/addons/system/blender_id.rst:38 #: ../../manual/addons/system/property_chart.rst:20 msgid "To Do" msgstr "Úloha na dopracovanie" #: ../../manual/addons/add_curve/simplify_curves.rst:4 msgid "Simplify Curves" msgstr ":abbr:`Simplify Curves (Zjednodušiť krivky)`" #: ../../manual/addons/add_curve/simplify_curves.rst:6 msgid "" "The Simplify Curves tool works on a single selected curve object. It " "generates a new curve based on the original one. The higher the *Distance " "Error* threshold is set the more control points are removed." msgstr "" "Nástroj Zjednodušiť krivky pracuje s jedným vybraným objektom krivky. Na " "základe pôvodnej krivky vytvorí novú krivku. Čím vyššia je nastavená prahová " "hodnota *Chyba vzdialenosti*, tým viac riadiacich bodov sa odstráni." #: ../../manual/addons/add_curve/simplify_curves.rst:10 msgid "" "The Simplify F-Curves tool works the same way, but on selected F-Curves." msgstr "" "Nástroj Zjednodušiť F-krivky funguje rovnako, ale na vybraných F-krivkách." #: ../../manual/addons/add_curve/simplify_curves.rst:12 msgid "" "*Merge by Distance* tool glues nearby points on a single Bézier curve. In " "fact it is an analog of the usual *Merge by Distance* on a mesh, but for " "curves. Unlike the mesh one, it does not connect the points from different " "parts of the curves, even if they are on the ends of the two curves. To glue " "such points, you must first connect them with *Make Segment*." msgstr "" "*Nástroj Zlúčiť podľa vzdialenosti* zlepí blízke body na jednu Bézierovu " "krivku. Je to vlastne obdoba bežného nástroja *Spojiť podľa vzdialenosti* na " "sieti, ale pre krivky. Na rozdiel od povrchovej siete však nespája body z " "rôznych častí kriviek, aj keď sú na koncoch dvoch kriviek. Ak chcete takéto " "body zlepiť, musíte ich najprv spojiť pomocou funkcie *Vytvoriť segment*." #: ../../manual/addons/add_curve/simplify_curves.rst:23 msgid "Click Add Curve then Simplify Curves to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Pridať krivku --> Simplify " "Curves+`." #: ../../manual/addons/add_curve/simplify_curves.rst:29 msgid "" "The *Merge By Distance* and *Curve Simplify* buttons are located in the :" "menuselection:`3D Viewport --> Curve Context Menu` in curve Edit Mode." msgstr "" "Tlačidlá *Zlúčiť podľa vzdialenosti* a *Zjednodušiť krivku* sa nachádzajú v :" "menuselection:`3D záber --> Kontextová ponuka krivky` v režime editácie " "krivky." #: ../../manual/addons/add_curve/simplify_curves.rst:32 msgid "" "The *Simplify F-Curves* tool can be accessed by enabling :ref:`Developer " "Extras ` and using the :ref:`bpy.ops.wm." "search_menu` to search for \"Simplify F-Curves\" in the Dope Sheet or Graph " "Editor." msgstr "" "Nástroj *Zjednodušiť F-krivky* je prístupný povolením možnosti :ref:`Extra " "pre vývojárov ` a použitím :ref:`bpy.ops.wm." "search_menu` na vyhľadanie \"Zjednodušiť F-krivky\" v Expozičnom hárku alebo " "Editore grafov." #: ../../manual/addons/add_curve/simplify_curves.rst:39 msgid "" "Simplify curves in the 3D Viewport, and Dope Sheet, merge by distance in 3D " "Viewport." msgstr "" "Zjednoduší krivky v 3D zábere a Expozičnom hárku, zlúči podľa vzdialenosti v " "3D zábere." #: ../../manual/addons/add_curve/simplify_curves.rst:40 msgid "" ":menuselection:`3D Viewport --> Add --> Curve --> Curve Simplify`, :" "menuselection:`Dope Sheet and Graph editors --> Channel --> Simplify F-" "Curves`" msgstr "" ":menuselection:`3D záber --> Pridať --> Krivka --> Zjednodušiť krivku`, :" "menuselection:`Expozičný hárok a Editor grafov --> Kanál --> Zjednodušiť F-" "krivky`" #: ../../manual/addons/add_curve/simplify_curves.rst:42 msgid "curve_simplify.py" msgstr "curve_simplify.py" #: ../../manual/addons/add_curve/simplify_curves.rst:43 msgid "testscreenings, Michael Soluyanov" msgstr "preverenie testom, Michael Soluyanov" #: ../../manual/addons/add_mesh/ant_landscape.rst:4 msgid "ANT Landscape" msgstr ":abbr:`ANT Landscape (Krajina)`" #: ../../manual/addons/add_mesh/ant_landscape.rst:6 msgid "" "This add-on creates landscapes and planets using various noise types. A.N.T. " "stands for Another Noise Tool." msgstr "" "Tento doplnok vytvára krajiny a planéty pomocou rôznych typov narušenia. A.N." "T. je skratka pre Another Noise Tool (Ďalšie nástroje šumu)." #: ../../manual/addons/add_mesh/ant_landscape.rst:13 msgid "Click Add Mesh then A.N.T. Landscape to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> Pridať " "povrchovú sieť --> A.N.T. Landscape`." #: ../../manual/addons/add_mesh/ant_landscape.rst:23 #: ../../manual/addons/add_mesh/boltfactory.rst:23 #: ../../manual/addons/add_mesh/discombobulator.rst:24 msgid "Located in the :menuselection:`3D Viewport --> Add --> Mesh` menu." msgstr "" "Nachádza sa v ponuke :menuselection:`3D záber --> Pridať --> Povrchová sieť`." #: ../../manual/addons/add_mesh/ant_landscape.rst:25 #: ../../manual/addons/add_mesh/archimesh.rst:36 msgid "Located in the :menuselection:`3D Viewport --> Sidebar --> Create` tab." msgstr "" "Nachádza sa v ponuke :menuselection:`3D záber --> Bočný panel --> Vytvoriť`." #: ../../manual/addons/add_mesh/ant_landscape.rst:31 msgid "" "After creating your landscape mesh there are three main areas in the :ref:" "`bpy.ops.screen.redo_last` panel to design your mesh." msgstr "" "Po vytvorení povrchovej siete krajiny sa na paneli :ref:`bpy.ops.screen." "redo_last` nachádzajú tri hlavné oblasti pre vzhľad vašej povrchovej siete." #: ../../manual/addons/add_mesh/ant_landscape.rst:34 msgid "" "Main Settings: Object and mesh related settings like size and subdivisions." msgstr "" "Hlavné nastavenia: Nastavenia súvisiace s objektom a povrchovou sieťou, ako " "je veľkosť a delenie." #: ../../manual/addons/add_mesh/ant_landscape.rst:35 msgid "Noise Settings: Noise related settings that give shape to your terrain." msgstr "" "Nastavenia narušenia: Nastavenia týkajúce sa narušenie, ktoré dávajú tvar " "terénu." #: ../../manual/addons/add_mesh/ant_landscape.rst:36 msgid "Displace Settings: Settings for terrain height and edge falloff." msgstr "Nastavenia umiestnenia: Nastavenia pre výšku terénu a spádu hrán." #: ../../manual/addons/add_mesh/ant_landscape.rst:40 msgid "Landscape Panel" msgstr "Panel Krajina" #: ../../manual/addons/add_mesh/ant_landscape.rst:44 msgid "Landscape" msgstr "Krajina" #: ../../manual/addons/add_mesh/ant_landscape.rst:43 msgid "" "Landscape will create the mesh and add several panels and tools to the " "Sidebar." msgstr "" "Krajina vytvorí povrchovú sieť a pridá niekoľko panelov a nástrojov na bočný " "panel." #: ../../manual/addons/add_mesh/ant_landscape.rst:47 msgid "Landscape Tools" msgstr "Nástroje krajiny" #: ../../manual/addons/add_mesh/ant_landscape.rst:49 msgid "Mesh Displace" msgstr "Rozmiestniť povrchovú sieť" #: ../../manual/addons/add_mesh/ant_landscape.rst:50 msgid "Displace selected mesh vertices along normal or X, Y, Z direction." msgstr "" "Rozmiestni vybrané vrcholy povrchovej siete pozdĺž normály alebo v smere X, " "Y, Z." #: ../../manual/addons/add_mesh/ant_landscape.rst:51 msgid "Weight from Slope" msgstr "Vplyv zo sklonu" #: ../../manual/addons/add_mesh/ant_landscape.rst:52 msgid "" "Generates a weighted vertex group slope map based on the Z normal value." msgstr "" "Vygeneruje mapu vplyvu sklonu skupiny vrcholov na základe hodnoty normálu Z." #: ../../manual/addons/add_mesh/ant_landscape.rst:56 msgid "Landscape Eroder" msgstr "Vytvárač erózie krajiny" #: ../../manual/addons/add_mesh/ant_landscape.rst:54 msgid "" "Apply various kinds of erosion to an A.N.T. Landscape grid, also available " "in the *Weights* menu in Weight Paint Mode." msgstr "" "Aplikovanie rôznych druhov erózie na mriežku A.N.T. Landscape (Krajiny), " "ktorá je k dispozícii aj v ponuke *Váhy* v režime maľovania váhy." #: ../../manual/addons/add_mesh/ant_landscape.rst:59 msgid "Landscape Main" msgstr "Hlavné nastavenia krajiny" #: ../../manual/addons/add_mesh/ant_landscape.rst:61 msgid "Here we can adjust the main settings and regenerate the mesh." msgstr "Tu môžeme upraviť hlavné nastavenia a regenerovať povrchovú sieť." #: ../../manual/addons/add_mesh/ant_landscape.rst:63 msgid "" "Smooth the mesh, Triangulate the mesh, Rename and add materials that you " "have in your blend-file." msgstr "" "Vyhladí povrchovú sieť, premení plôšky povrchovej siete na trojuholníky, " "premenuje a pridá materiály, ktoré máte v blend súbore." #: ../../manual/addons/add_mesh/ant_landscape.rst:67 msgid "Landscape Noise" msgstr "Šum krajiny" #: ../../manual/addons/add_mesh/ant_landscape.rst:69 msgid "Here we can adjust the noise settings and refresh only those settings." msgstr "" "Tu môžeme upraviť nastavenia šumu (zvrásnenia) obnoviť iba tieto nastavenia." #: ../../manual/addons/add_mesh/ant_landscape.rst:71 msgid "" "There are many settings and noise types that allow you to customize your " "landscape." msgstr "" "Existuje mnoho nastavení a typov šumov, ktoré vám umožňujú prispôsobiť si " "krajinu." #: ../../manual/addons/add_mesh/ant_landscape.rst:75 msgid "Landscape Displace" msgstr "Rozmiestnenie krajiny" #: ../../manual/addons/add_mesh/ant_landscape.rst:77 msgid "" "Here we can adjust the displacement settings and refresh only those settings." msgstr "" "Tu môžeme upraviť nastavenia rozmiestnenia a obnoviť len tieto nastavenia." #: ../../manual/addons/add_mesh/ant_landscape.rst:79 msgid "Adjust Height, Falloff and Strata in this section." msgstr "V tejto časti upravujete položky Výška, Sklon a Vrstevnice." #: ../../manual/addons/add_mesh/ant_landscape.rst:90 #: ../../manual/addons/add_mesh/archimesh.rst:41 #: ../../manual/addons/add_mesh/boltfactory.rst:34 #: ../../manual/addons/add_mesh/discombobulator.rst:91 #: ../../manual/addons/add_mesh/geodesic_domes.rst:157 #: ../../manual/addons/add_mesh/index.rst:4 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:69 msgid "Add Mesh" msgstr "Pridať povrchovú sieť" #: ../../manual/addons/add_mesh/ant_landscape.rst:91 msgid "Another Noise Tool: Landscape, erosion and displace." msgstr "Ďalší nástroj šumu: Krajina, erózia a rozmiestnenie." #: ../../manual/addons/add_mesh/ant_landscape.rst:93 msgid "ant_landscape folder" msgstr "Priečinok ant_landscape" #: ../../manual/addons/add_mesh/ant_landscape.rst:94 msgid "Jimmy Hazevoet" msgstr "Jimmy Hazevoet" #: ../../manual/addons/add_mesh/archimesh.rst:4 msgid "Archimesh" msgstr ":abbr:`Archimesh (Povrchová sieť architektúry)`" #: ../../manual/addons/add_mesh/archimesh.rst:6 msgid "" "This tool is specially designed to generate architecture elements, like:" msgstr "" "Tento nástroj je špeciálne navrhnutý na vygenerovanie prvkov architektúry, " "ako sú:" #: ../../manual/addons/add_mesh/archimesh.rst:8 msgid "Rooms" msgstr "Izby" #: ../../manual/addons/add_mesh/archimesh.rst:9 msgid "Doors" msgstr "Dvere" #: ../../manual/addons/add_mesh/archimesh.rst:10 #: ../../manual/advanced/blender_directory_layout.rst:0 #: ../../manual/advanced/blender_directory_layout.rst:77 #: ../../manual/advanced/command_line/launch/windows.rst:4 #: ../../manual/contribute/install/index.rst:10 #: ../../manual/getting_started/configuration/hardware.rst:141 #: ../../manual/getting_started/configuration/hardware.rst:144 #: ../../manual/getting_started/configuration/hardware.rst:150 #: ../../manual/getting_started/configuration/hardware.rst:156 #: ../../manual/getting_started/configuration/hardware.rst:159 #: ../../manual/render/shader_nodes/osl.rst:57 #: ../../manual/troubleshooting/crash.rst:44 #: ../../manual/troubleshooting/gpu/index.rst:12 #: ../../manual/troubleshooting/python.rst:24 msgid "Windows" msgstr "Windows" #: ../../manual/addons/add_mesh/archimesh.rst:11 msgid "Kitchen cabinets" msgstr "Kuchynské skrinky" #: ../../manual/addons/add_mesh/archimesh.rst:12 msgid "Shelves" msgstr "Police" #: ../../manual/addons/add_mesh/archimesh.rst:13 msgid "Columns stairs" msgstr "Stĺpy schodov" #: ../../manual/addons/add_mesh/archimesh.rst:14 msgid "Tile roofs" msgstr "Škridlové strechy" #: ../../manual/addons/add_mesh/archimesh.rst:15 msgid "Books" msgstr "Knihy" #: ../../manual/addons/add_mesh/archimesh.rst:16 msgid "Lamps" msgstr "Svietidlá" #: ../../manual/addons/add_mesh/archimesh.rst:17 msgid "Venetian blinds" msgstr "Žalúzie" #: ../../manual/addons/add_mesh/archimesh.rst:18 msgid "Roller curtain" msgstr "Rolovací záves" #: ../../manual/addons/add_mesh/archimesh.rst:19 msgid "Japanese curtains" msgstr "Japonské závesy" #: ../../manual/addons/add_mesh/archimesh.rst:21 msgid "" "The original video documentation can be found here: `Video Playlist `__. Note " "that the videos were created for Blender 2.7 series but are still a valid " "resource." msgstr "" "Pôvodnú video dokumentáciu nájdete tu: `Video Playlist `__. Upozorňujeme, že " "videá boli vytvorené pre sériu Blender 2.7, ale stále sú platným zdrojom " "informácií." #: ../../manual/addons/add_mesh/archimesh.rst:30 msgid "Click Add Mesh then Archimesh to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Pridať povrchovú sieť --> " "Archimesh`." #: ../../manual/addons/add_mesh/archimesh.rst:42 msgid "Generate rooms, doors, windows and architecture objects." msgstr "Vygeneruje miestnosti, dvere, okná a architektonické objekty." #: ../../manual/addons/add_mesh/archimesh.rst:44 msgid "archimesh folder" msgstr "Priečinok archimesh" #: ../../manual/addons/add_mesh/boltfactory.rst:4 msgid "Bolt Factory" msgstr ":abbr:`Bolt Factory (Výrobňa skrutiek)`" #: ../../manual/addons/add_mesh/boltfactory.rst:6 msgid "" "This add-on creates bolts and nuts with options for bolt/nut, bit type and " "head type." msgstr "" "Tento doplnok vytvára skrutky a matice s možnosťami pre skrutku/maticu, typ " "hrotu a typ hlavičky." #: ../../manual/addons/add_mesh/boltfactory.rst:17 msgid "Click Add Mesh then BoltFactory to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Upraviť --> Predvoľby -- " ">Doplnky --> Pridať povrchovú sieť --> BoltFactory`." #: ../../manual/addons/add_mesh/boltfactory.rst:35 msgid "Add a bolt or nut." msgstr "Pridáva skrutku alebo maticu." #: ../../manual/addons/add_mesh/boltfactory.rst:36 msgid ":menuselection:`3D Viewport --> Add --> Bolt`" msgstr ":menuselection:`3D záber --> Pridať --> Povrchová sieť --> Skrutka`" #: ../../manual/addons/add_mesh/boltfactory.rst:37 msgid "add_mesh_BoltFactory folder" msgstr "Priečinok add_mesh_BoltFactory" #: ../../manual/addons/add_mesh/boltfactory.rst:38 msgid "Aaron Keith" msgstr "Aaron Keith" #: ../../manual/addons/add_mesh/discombobulator.rst:4 msgid "Discombobulator" msgstr ":abbr:`Discombobulator (Rozrušovač)`" #: ../../manual/addons/add_mesh/discombobulator.rst:6 msgid "" "This add-on creates a greeble object based on selected faces. It quickly " "creates science fiction style panels across your mesh." msgstr "" "Tento doplnok vytvára objekt greeble (výčnelky, výstupky povrchu) na základe " "vybraných plôšok. Rýchlo vytvorí panely v štýle sci-fi naprieč vašou " "povrchovou sieťou." #: ../../manual/addons/add_mesh/discombobulator.rst:14 msgid "Click Add Mesh then Discombobulator to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D zobrazenie --> Pridať " "povrchovú sieť --> Rozrušovač`." #: ../../manual/addons/add_mesh/discombobulator.rst:26 msgid "Discombobulator works in mesh Object Mode and mesh Edit Mode." msgstr "" "Rozrušovač (Discombobulator) pracuje na povrchovej sieti režimu objektu a " "režimu editácie." #: ../../manual/addons/add_mesh/discombobulator.rst:32 msgid "Select the quad faces you want to add greebles to." msgstr "Vyberte štvorcové plôšky, ku ktorým chcete pridať greebles." #: ../../manual/addons/add_mesh/discombobulator.rst:33 msgid ":menuselection:`3D Viewport --> Add --> Mesh --> Discombobulator`." msgstr "" ":menuselection:`3D záber --> Pridať --> Povrchová sieť --> Rozrušovač`." #: ../../manual/addons/add_mesh/discombobulator.rst:34 msgid "Now you will see the interface but nothing happens to the mesh." msgstr "Teraz sa zobrazí rozhranie, ale s povrchovou sieťou sa nič nestane." #: ../../manual/addons/add_mesh/discombobulator.rst:35 msgid "" "It's useful at this point to read the *Usage Information* at the top of the " "panel." msgstr "" "V tomto okamihu je užitočné prečítať si *Informácie o používaní* v hornej " "časti panela." #: ../../manual/addons/add_mesh/discombobulator.rst:36 msgid "" "With the default settings press *OK* and you will see a new mesh object " "created that has raised areas." msgstr "" "Pri predvolených nastaveniach stlačte tlačidlo *OK* a uvidíte vytvorený nová " "povrchová sieť objektu, ktorý má vyvýšené plôšky." #: ../../manual/addons/add_mesh/discombobulator.rst:37 msgid "Let's look at the settings below." msgstr "Pozrime sa na nasledujúce nastavenia." #: ../../manual/addons/add_mesh/discombobulator.rst:41 msgid "Protrusions Settings" msgstr "Nastavenia výčnelkov" #: ../../manual/addons/add_mesh/discombobulator.rst:46 msgid "Make Protrusions" msgstr "Vytvoriť výčnelky" #: ../../manual/addons/add_mesh/discombobulator.rst:44 msgid "" "This checkbox turns on the functions for protrusions. If you turn it off, " "nothing will happen when you run the script. You may want to turn " "Protrusions off if you are using only the Doodads function described further " "below." msgstr "" "Toto zaškrtávacie políčko zapína funkcie pre výčnelky. Ak zrušíte " "zaškrtnutie, pri spustení skriptu sa nič nestane. Funkciu Protrusions " "(výčnelky, výstupky) môžete vypnúť, ak používate iba funkciu Doodads " "(haraburdie), ktorá je popísaná ďalej." #: ../../manual/addons/add_mesh/discombobulator.rst:50 msgid "Min/Max Height" msgstr "Min/Max výška" #: ../../manual/addons/add_mesh/discombobulator.rst:49 msgid "" "Adjust the height of the protrusions, you can use negative and positive " "values. The negative values will create the protrusions on the opposite side " "of the selected face(s)." msgstr "" "Upravuje výšku výčlekov, môžete použiť záporné aj kladné hodnoty. Záporné " "hodnoty vytvoria výstupky na opačnej strane vybraných plôšok." #: ../../manual/addons/add_mesh/discombobulator.rst:53 msgid "Min/Max Taper" msgstr "Min/Max zahrotenie" #: ../../manual/addons/add_mesh/discombobulator.rst:53 msgid "" "Adjust the taper of the protrusions. This will affect the pointiness of the " "protrusions." msgstr "Upravuje zahrotenie výčnelkov. To ovplyvní špicatosť výčnelkov." #: ../../manual/addons/add_mesh/discombobulator.rst:58 msgid "1, 2, 3, 4" msgstr "1, 2, 3, 4" #: ../../manual/addons/add_mesh/discombobulator.rst:56 msgid "" "These checkboxes provide options for the subdivision of the faces or the " "amount of protrusions per face. Based on random, if you have all selected, " "each face will have either 1, 2, 3 or 4 protrusions. Use only one or any " "combination and the faces will only have your selected value(s)." msgstr "" "Tieto zaškrtávacie políčka poskytujú možnosti delenia plôšok alebo množstva " "výčnelkov na plôšku. Na základe náhodného výberu, ak máte vybrané všetky, " "bude mať každá tvár buď 1, 2, 3 alebo 4 výčnelky. Ak použijete len jeden " "alebo ľubovoľnú kombináciu, plochy budú mať len vami zvolené hodnoty." #: ../../manual/addons/add_mesh/discombobulator.rst:65 msgid "Repeat Protrusions" msgstr "Opakovať výčnelky" #: ../../manual/addons/add_mesh/discombobulator.rst:61 msgid "" "This button creates extra levels of protrusions built on top of the first " "set of protrusions. It's important not to set this too high as it may take " "time to compute. Note also that repeating protrusions is based on face " "normals and will create protrusions on all faces created in the previous " "iteration." msgstr "" "Toto tlačidlo vytvára ďalšie úrovne výčnelkov nadväzujúce na prvú sústavu " "výčnelkov. Je dôležité, aby ste túto hodnotu nenastavili príliš vysoko, " "pretože výpočet môže trvať dlho. Všimnite si tiež, že opakovanie výčnelkov " "je založené na normáloch plôšok a vytvorí výčnelky na všetkých plôškach " "vytvorených v predošlom opakovaní." #: ../../manual/addons/add_mesh/discombobulator.rst:68 msgid "Doodads Settings" msgstr "Nastavenia haradurdia" #: ../../manual/addons/add_mesh/discombobulator.rst:70 msgid "" "This checkbox allows you to use your own mesh object and have it applied on " "top of the protrusions." msgstr "" "Toto zaškrtávacie políčko vám umožňuje použiť vlastnú povrchovú sieť objektu " "a použiť ho na výčnelky." #: ../../manual/addons/add_mesh/discombobulator.rst:72 msgid "Doodads can be a little tricky to set up:" msgstr "Nastavenie haraburdia môže byť trochu zložitejšie:" #: ../../manual/addons/add_mesh/discombobulator.rst:74 msgid "Select the object(s) you want to use as a doodad." msgstr "Vyberte objekt(y), ktorý chcete použiť ako haraburdie." #: ../../manual/addons/add_mesh/discombobulator.rst:75 msgid "Run Discombobulator and press *Pick Doodad*." msgstr "" "Spustite Rozrušovač a stlačte tlačidlo *Pick Doodad* (nabrať haraburdie)." #: ../../manual/addons/add_mesh/discombobulator.rst:76 msgid "Select your mesh to scatter doodads on and run Discombobulator." msgstr "" "Vyberte povrchovú sieť, na ktorú chcete rozptýliť haraburdie a spustite " "Rozrušovač." #: ../../manual/addons/add_mesh/discombobulator.rst:80 msgid "Materials Settings" msgstr "Nastavenia materiálov" #: ../../manual/addons/add_mesh/discombobulator.rst:82 msgid "" "These settings allow you to add materials to the sides and tops of the " "protrusions." msgstr "" "Tieto nastavenia umožňujú pridávať materiály na boky a vrcholy výčnelkov." #: ../../manual/addons/add_mesh/discombobulator.rst:84 msgid "" "It's best to set up your materials first. Add two different materials to " "your mesh (two materials slots)." msgstr "" "Najlepšie je najprv nastaviť materiály. Pridajte do povrchovej siete dva " "rôzne materiály (dve zásuvky materiálov)." #: ../../manual/addons/add_mesh/discombobulator.rst:85 msgid "" "Number 0 will be the first slot in your materials, number 1 will be the " "second slot." msgstr "" "Číslo 0 bude prvou zásuvkou vo vašich materiáloch, číslo 1 bude druhou " "zásuvkou." #: ../../manual/addons/add_mesh/discombobulator.rst:86 msgid "Run Discombobulator and you can pick the material for the top or sides." msgstr "" "Spustite Rozrušovač a môžete si vybrať materiál pre hornú časť alebo boky." #: ../../manual/addons/add_mesh/discombobulator.rst:92 msgid "Add Greeble type effect to a mesh." msgstr "Pridáva efekt typu Greeble (výčnelky) do povrchovej siete." #: ../../manual/addons/add_mesh/discombobulator.rst:93 #: ../../manual/addons/add_mesh/geodesic_domes.rst:159 #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:71 msgid ":menuselection:`3D Viewport --> Add --> Mesh`" msgstr ":menuselection:`3D záber --> Pridať --> Povrchová sieť --> Rozrušovač`" #: ../../manual/addons/add_mesh/discombobulator.rst:94 msgid "add_mesh_discombobulator folder" msgstr "Priečinok add_mesh_discombobulator" #: ../../manual/addons/add_mesh/discombobulator.rst:95 msgid "Evan J. Rosky (syrux)" msgstr "Evan J. Rosky (syrux)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:4 msgid "Geodesic Domes" msgstr ":abbr:`Geodesic Domes (Geodetické kupoly)`" #: ../../manual/addons/add_mesh/geodesic_domes.rst:6 msgid "Original introduction from Andy Houston (Blender 2.4 series)" msgstr "Pôvodný úvod od Andyho Houstona (séria Blender 2.4)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:8 msgid "Geodesic spheres based on icosahedrons, octahedrons and tetrahedrons." msgstr "" "Geodetické gule založené na dvadsaťstenoch, osemstenoch a štvorstenoch." #: ../../manual/addons/add_mesh/geodesic_domes.rst:9 msgid "Triangular, hexagonal and hex/tri combo face options." msgstr "" "Trojuholníkové, šesťuholníkové a kombinované šesťuholníkové/trojuholníkové " "nastavenia plôšky." #: ../../manual/addons/add_mesh/geodesic_domes.rst:10 msgid "" "A function that turns the current shape into its geometric dual (sort of)." msgstr "" "Funkcia, ktorá zmení aktuálny tvar na jeho geometrického dvojníka (akoby)." #: ../../manual/addons/add_mesh/geodesic_domes.rst:11 msgid "Grid, Cylinder, Parabola, Torus and Ball primitives." msgstr "Prvotné tvary mriežka, valec, parabola, prstenec a guľa." #: ../../manual/addons/add_mesh/geodesic_domes.rst:12 msgid "" "Hubs and Struts. Fill out those edges and vertices with your custom, " "decorative meshes." msgstr "" "Rozbočky a vzpery. Vyplní tieto hrany a vrcholy vlastnými dekoratívnymi " "povrchovými sieťami." #: ../../manual/addons/add_mesh/geodesic_domes.rst:13 msgid "Superformula deforming. Create rounded triangles, wobbly shapes, etc." msgstr "" "Deformácia supervzorca. Vytvára zaoblené trojuholníky, kývajúce sa tvary atď." #: ../../manual/addons/add_mesh/geodesic_domes.rst:15 msgid "Introduction by Brendon Murphy (Blender 2.6/7 series)" msgstr "Úvod Brendon Murphy (séria Blender 2.6/7)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:17 msgid "" "This script can be used to create geodesic objects, not limited to domes or " "spheres." msgstr "" "Tento skript možno použiť na vytváranie geodetických objektov, ktoré sa " "neobmedzujú len na kupoly alebo gule." #: ../../manual/addons/add_mesh/geodesic_domes.rst:18 msgid "Each mesh type created has it's own set of editable parameters." msgstr "" "Každý vytvorený typ povrchovej siete má vlastnú sústavu upraviteľných " "parametrov." #: ../../manual/addons/add_mesh/geodesic_domes.rst:19 msgid "" "By editing the parameters, you can create many simple or complex mesh shapes." msgstr "" "Úpravou parametrov môžete vytvoriť mnoho jednoduchých alebo zložitých tvarov " "povrchovej siete." #: ../../manual/addons/add_mesh/geodesic_domes.rst:20 msgid "Create an equal-sided pyramid, a soccer ball, a wine glass and more." msgstr "" "Vytvára rovnostrannú pyramídu, futbalovú loptu, pohár na víno a ďalšie." #: ../../manual/addons/add_mesh/geodesic_domes.rst:21 msgid "Limited only by your imagination (and some cool math limitations)." msgstr "" "Obmedzená len vašou predstavivosťou (a niektorými matematickými " "obmedzeniami)." #: ../../manual/addons/add_mesh/geodesic_domes.rst:22 msgid "Create complex mesh deformations with the superformula parameters." msgstr "Vytvára komplexné deformácie povrchovej siete parametrami supervzorca." #: ../../manual/addons/add_mesh/geodesic_domes.rst:23 msgid "" "In the next section we will cover the menu types and how to use the " "parameters to \"design\" your mesh." msgstr "" "V ďalšej časti sa budeme venovať typom ponúk a tomu, ako používať parametre " "pre \"návrh\" povrchovej siete." #: ../../manual/addons/add_mesh/geodesic_domes.rst:30 msgid "Click Add Mesh then Geodesic Domes to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D záber --> Pridať --> " "Povrchová sieť --> Geodetické kupoly`." #: ../../manual/addons/add_mesh/geodesic_domes.rst:41 #: ../../manual/files/import_export/collada.rst:37 msgid "Main" msgstr "Hlavné" #: ../../manual/addons/add_mesh/geodesic_domes.rst:37 msgid "" "The *Main* menu is where you will do most of your work. The geodesic default " "triangle will be shown in the 3D Viewport and the Object Creation parameters " "can be accessed here. Please note: I find it's easier to use the Object " "Creation parameters first before moving on to Faces, Struts and Hubs, these " "will be explained in the sections below." msgstr "" "V ponuke *Hlavná* vykonáte väčšinu svojej práce. Predvolený geodetický " "trojuholník sa bude zobrazovať v 3D zábere a parametre Tvorba objektu " "(Object Creation) sú prístupné tu. Poznámka: Zistil som, že je jednoduchšie " "najprv používať parametre Tvorba objektov, než prejdete na plôšky (Faces), " "Vzpery (Struts) a Rozbočky (Hubs), ktoré budú vysvetlené v nasledujúcich " "častiach." #: ../../manual/addons/add_mesh/geodesic_domes.rst:43 msgid "For now, let's look at the Object Types and their parameters:" msgstr "Teraz sa pozrime na typy objektov a ich parametre:" #: ../../manual/addons/add_mesh/geodesic_domes.rst:49 #: ../../manual/editors/3dview/display/overlays.rst:85 #: ../../manual/editors/outliner/interface.rst:131 #: ../../manual/editors/preferences/editing.rst:13 #: ../../manual/files/blend/previews.rst:64 #: ../../manual/files/blend/previews.rst:107 #: ../../manual/interface/window_system/status_bar.rst:67 #: ../../manual/physics/rigid_body/constraints/introduction.rst:92 #: ../../manual/scene_layout/object/index.rst:7 msgid "Objects" msgstr "Objekty" #: ../../manual/addons/add_mesh/geodesic_domes.rst:46 msgid "" "There are six Object types you can create by default. Using the parameters " "you can build upon these objects to create more object types. Object Types " "have unique parameter sets and share the Superformula parameters (described " "below)." msgstr "" "Predvolene môžete vytvoriť šesť typov objektov. Použitím parametrov môžete " "na týchto objektoch stavať a vytvárať viac typov objektov. Typy objektov " "majú jedinečné sústavy parametrov a zdieľajú parametre Supervzorca (popísané " "nižšie)." #: ../../manual/addons/add_mesh/geodesic_domes.rst:52 msgid "Geodesic Object Class Types" msgstr "Typy tried geodetických objektov" #: ../../manual/addons/add_mesh/geodesic_domes.rst:56 #: ../../manual/glossary/index.rst:384 msgid "Geodesic" msgstr "Geodetické" #: ../../manual/addons/add_mesh/geodesic_domes.rst:55 msgid "" "Please note, the *Frequency* parameters have a high impact on object " "creation. To create a Geodesic Dome you must increase the *Frequency* or the " "default Triangle." msgstr "" "Upozorňujeme, že parametre *Frekvencia* majú veľký vplyv na vytváranie " "objektov. Ak chcete vytvoriť geodetickú kupolu, musíte zvýšiť *Frekvenciu* " "alebo predvolenú hodnotu Trojuholník." #: ../../manual/addons/add_mesh/geodesic_domes.rst:60 msgid "Subdivide Basic/Triacon" msgstr "Rozdelenie Základ/Trojboké" #: ../../manual/addons/add_mesh/geodesic_domes.rst:59 msgid "Class 1 is the \"equilateral triangle\". Class 2 is the \"cube\"." msgstr "Trieda 1 je \"rovnostranný trojuholník\". Trieda 2 je \"kocka\"." #: ../../manual/addons/add_mesh/geodesic_domes.rst:63 msgid "Hedron" msgstr "Mnohosten" #: ../../manual/addons/add_mesh/geodesic_domes.rst:63 msgid "Choose between Tetrahedron, Octahedron, Icosahedron." msgstr "Výber medzi štvorstenom, osemstenom, dvadsaťstenom." #: ../../manual/addons/add_mesh/geodesic_domes.rst:66 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:152 #: ../../manual/editors/spreadsheet.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/erase.rst:0 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:131 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:135 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:139 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:143 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:152 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:168 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:184 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:200 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:0 #: ../../manual/movie_clip/tracking/clip/marker.rst:7 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/physics/particles/emitter/display.rst:20 #: ../../manual/physics/particles/mode.rst:130 #: ../../manual/physics/rigid_body/constraints/types/point.rst:10 #: ../../manual/render/lights/light_object.rst:221 #: ../../manual/render/lights/light_object.rst:222 #: ../../manual/render/lights/light_object.rst:223 #: ../../manual/render/shader_nodes/vector/mapping.rst:0 msgid "Point" msgstr "Bod" #: ../../manual/addons/add_mesh/geodesic_domes.rst:66 msgid "Point (vertex), edge or face pointing upwards." msgstr "Bod (vrchol), hrana alebo plôška smerujúca nahor." #: ../../manual/addons/add_mesh/geodesic_domes.rst:69 msgid "Choose between tri, hex or star face types." msgstr "Výber medzi troj, šesť alebo hviezdicovými typmi plôšok." #: ../../manual/addons/add_mesh/geodesic_domes.rst:73 #: ../../manual/addons/render/render_freestyle_svg.rst:62 #: ../../manual/compositing/types/converter/math.rst:0 #: ../../manual/editors/dope_sheet/introduction.rst:79 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:0 #: ../../manual/modeling/curves/properties/geometry.rst:110 #: ../../manual/modeling/geometry_nodes/utilities/math/float_to_integer.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/math/float_to_integer.rst:45 #: ../../manual/modeling/modifiers/generate/solidify.rst:75 #: ../../manual/render/freestyle/view_layer/line_style/strokes.rst:0 msgid "Round" msgstr "Zaokrúhlené" #: ../../manual/addons/add_mesh/geodesic_domes.rst:72 msgid "Choose between spherical or flat. (May not work for all object types.)" msgstr "" "Výber medzi guľovým a plochým tvarom. (Nemusí fungovať pre všetky typy " "objektov.)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:76 msgid "Geodesic Object Parameters" msgstr "Parametre geodetického objektu" #: ../../manual/addons/add_mesh/geodesic_domes.rst:79 #: ../../manual/editors/texture_node/types/patterns/bricks.rst:37 #: ../../manual/editors/texture_node/types/patterns/bricks.rst:43 #: ../../manual/modeling/geometry_nodes/texture/brick.rst:56 #: ../../manual/modeling/geometry_nodes/texture/brick.rst:62 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:128 #: ../../manual/physics/particles/emitter/children.rst:144 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/perlin_noise_1d.rst:15 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/perlin_noise_2d.rst:10 #: ../../manual/render/shader_nodes/textures/brick.rst:43 #: ../../manual/render/shader_nodes/textures/brick.rst:49 msgid "Frequency" msgstr "Frekvencia" #: ../../manual/addons/add_mesh/geodesic_domes.rst:79 msgid "Subdivide base triangles." msgstr "Rozdelí základné trojuholníky." #: ../../manual/addons/add_mesh/geodesic_domes.rst:82 #: ../../manual/addons/mesh/looptools.rst:99 #: ../../manual/addons/uv/magic_uv.rst:482 #: ../../manual/editors/preferences/interface.rst:191 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:34 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:160 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:216 #: ../../manual/grease_pencil/modes/draw/tools/erase.rst:33 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:0 #: ../../manual/grease_pencil/modes/sculpting/tool_settings/brush.rst:17 #: ../../manual/grease_pencil/modes/vertex_paint/tool_settings/brush.rst:21 #: ../../manual/grease_pencil/modes/weight_paint/tool_settings/brush.rst:14 #: ../../manual/grease_pencil/modifiers/color/tint.rst:45 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:48 #: ../../manual/grease_pencil/modifiers/generate/dash.rst:31 #: ../../manual/grease_pencil/visual_effects/swirl.rst:24 #: ../../manual/interface/annotate_tool.rst:84 #: ../../manual/modeling/curves/editing/curve.rst:35 #: ../../manual/modeling/curves/editing/transform_panel.rst:34 #: ../../manual/modeling/curves/properties/active_spline.rst:73 #: ../../manual/modeling/curves/properties/shape.rst:89 #: ../../manual/modeling/curves/selecting.rst:147 #: ../../manual/modeling/curves/tools/draw.rst:51 #: ../../manual/modeling/geometry_nodes/curve/operations/fillet_curve.rst:25 #: ../../manual/modeling/geometry_nodes/curve/primitives/arc.rst:0 #: ../../manual/modeling/geometry_nodes/curve/primitives/arc.rst:22 #: ../../manual/modeling/geometry_nodes/curve/primitives/arc.rst:74 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_circle.rst:0 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_circle.rst:22 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_radius.rst:31 #: ../../manual/modeling/geometry_nodes/geometry/read/radius.rst:35 #: ../../manual/modeling/geometry_nodes/instances/instances_to_points.rst:37 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_points.rst:30 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cylinder.rst:33 #: ../../manual/modeling/geometry_nodes/mesh/primitives/icosphere.rst:19 #: ../../manual/modeling/geometry_nodes/mesh/primitives/mesh_circle.rst:24 #: ../../manual/modeling/geometry_nodes/mesh/primitives/uv_sphere.rst:28 #: ../../manual/modeling/geometry_nodes/point/points.rst:26 #: ../../manual/modeling/geometry_nodes/point/points_to_volume.rst:39 #: ../../manual/modeling/geometry_nodes/point/set_point_radius.rst:24 #: ../../manual/modeling/geometry_nodes/texture/voronoi.rst:257 #: ../../manual/modeling/meshes/editing/mesh/transform/bend.rst:50 #: ../../manual/modeling/meshes/editing/uv.rst:301 #: ../../manual/modeling/meshes/editing/uv.rst:356 #: ../../manual/modeling/meshes/uv/tools/grab.rst:36 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:37 #: ../../manual/modeling/meshes/uv/tools/relax.rst:45 #: ../../manual/modeling/metas/properties.rst:117 #: ../../manual/modeling/modifiers/deform/cast.rst:53 #: ../../manual/modeling/modifiers/deform/hooks.rst:77 #: ../../manual/modeling/modifiers/deform/warp.rst:65 #: ../../manual/modeling/surfaces/editing/transform_panel.rst:31 #: ../../manual/modeling/surfaces/selecting.rst:134 #: ../../manual/physics/particles/emitter/children.rst:159 #: ../../manual/render/eevee/render_settings/bloom.rst:21 #: ../../manual/render/lights/light_object.rst:58 #: ../../manual/render/lights/light_object.rst:76 #: ../../manual/render/shader_nodes/input/bevel.rst:37 #: ../../manual/render/shader_nodes/input/point_info.rst:35 #: ../../manual/render/shader_nodes/shader/sss.rst:32 #: ../../manual/render/shader_nodes/textures/point_density.rst:45 #: ../../manual/render/shader_nodes/textures/voronoi.rst:250 #: ../../manual/sculpt_paint/brush/brush_settings.rst:29 #: ../../manual/sculpt_paint/brush/stroke.rst:167 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:30 msgid "Radius" msgstr "Polomer" #: ../../manual/addons/add_mesh/geodesic_domes.rst:82 msgid "Overall radius." msgstr "Celkový polomer." #: ../../manual/addons/add_mesh/geodesic_domes.rst:85 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:214 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:229 msgid "Eccentricity" msgstr "Vystredenie" #: ../../manual/addons/add_mesh/geodesic_domes.rst:85 msgid "Scaling on the X/Y axis." msgstr "Zmena mierky na osi X/Y." #: ../../manual/addons/add_mesh/geodesic_domes.rst:88 msgid "Squish" msgstr "Stlačenie" #: ../../manual/addons/add_mesh/geodesic_domes.rst:88 msgid "Scaling on the Z axis." msgstr "Zmena mierky na osi Z." #: ../../manual/addons/add_mesh/geodesic_domes.rst:91 msgid "Square (X/Y)" msgstr "Štvorec (X/Y)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:91 msgid "Superellipse action in X/Y." msgstr "Akcia super-elipsy v X/Y." #: ../../manual/addons/add_mesh/geodesic_domes.rst:94 msgid "Square (Z)" msgstr "Štvorec (Z)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:94 msgid "Superellipse action in Z." msgstr "Akcia super-elipsy v Z." #: ../../manual/addons/add_mesh/geodesic_domes.rst:97 msgid "Rotate (X/Y)" msgstr "Rotácia (X/Y)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:97 msgid "Rotate superellipse action in X/Y." msgstr "Akcia rotácie super-elipsy v osi X/Y." #: ../../manual/addons/add_mesh/geodesic_domes.rst:100 msgid "Rotate (Z)" msgstr "Rotácia (Z)" #: ../../manual/addons/add_mesh/geodesic_domes.rst:100 msgid "Rotate superellipse action in Z." msgstr "Akcia rotácie super-elipsy v Z." #: ../../manual/addons/add_mesh/geodesic_domes.rst:104 msgid "Dual" msgstr "Duálne" #: ../../manual/addons/add_mesh/geodesic_domes.rst:103 msgid "Faces become vertices, vertices become faces, edges flip." msgstr "" "Plôšky sa stávajú vrcholmi, vrcholy sa stávajú plôškami, hrany sa preklopia." #: ../../manual/addons/add_mesh/geodesic_domes.rst:107 msgid "Geodesic Object Types" msgstr "Typy geodetických objektov" #: ../../manual/addons/add_mesh/geodesic_domes.rst:109 msgid "" "There are six Object types you can create. Each type has it's own set of " "parameters. As you can see most menu items are self explanatory. The " "tooltips will give you further information on individual parameters." msgstr "" "Môžete vytvoriť šesť typov objektov. Každý typ má vlastnú sadu parametrov. " "Ako vidíte, väčšina položiek ponuky je zrozumiteľná. Ďalšie informácie o " "jednotlivých parametroch vám poskytnú popisy." #: ../../manual/addons/add_mesh/geodesic_domes.rst:116 #: ../../manual/grease_pencil/modifiers/generate/dash.rst:29 msgid "Gap" msgstr "Rozostup" #: ../../manual/addons/add_mesh/geodesic_domes.rst:115 msgid "" "Shrink faces in direction. Add or remove rows of faces based on height (Z) " "or (X/Y)." msgstr "" "Zmršťovanie plôšok v smere. Pridávanie alebo odstraňovanie riadkov plôšok na " "základe výšky (Z) alebo (X/Y)." #: ../../manual/addons/add_mesh/geodesic_domes.rst:121 #: ../../manual/contribute/release_cycle.rst:62 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:241 #: ../../manual/grease_pencil/visual_effects/shadow.rst:65 #: ../../manual/grease_pencil/visual_effects/wave_distortion.rst:30 #: ../../manual/physics/particles/emitter/rotation.rst:42 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/sinus_displacement.rst:21 msgid "Phase" msgstr "Fáza" #: ../../manual/addons/add_mesh/geodesic_domes.rst:119 msgid "" "Rotate around a pivot. Useful for rotating deformation or use with *Gap*." msgstr "" "Rotácia okolo otočného bodu. Užitočné na rotáciu deformácie alebo použitie s " "*medzerou*." #: ../../manual/addons/add_mesh/geodesic_domes.rst:124 msgid "Import Your Mesh" msgstr "Import svojej povrchovej siete" #: ../../manual/addons/add_mesh/geodesic_domes.rst:126 msgid "" "You can import your own mesh into Geodesic Domes for use within the script. " "This is limited to the Faces, Struts and Hubs menus." msgstr "" "Do programu Geodetické kupoly môžete importovať vlastnú povrchovú sieť na " "použitie v rámci skriptu. Táto možnosť je obmedzená na ponuky plôšok, vzpier " "a rozbočovačov." #: ../../manual/addons/add_mesh/geodesic_domes.rst:131 #: ../../manual/addons/rigging/rigify/rig_types/faces.rst:4 #: ../../manual/editors/3dview/display/overlays.rst:166 #: ../../manual/editors/uv/overlays.rst:89 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/sample/geometry_proximity.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_points.rst:0 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:29 #: ../../manual/modeling/meshes/retopology.rst:0 #: ../../manual/modeling/meshes/structure.rst:43 #: ../../manual/modeling/modifiers/modify/data_transfer.rst:156 #: ../../manual/modeling/modifiers/modify/data_transfer.rst:190 #: ../../manual/physics/particles/emitter/emission.rst:63 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data.rst:88 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data.rst:121 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:4 #: ../../manual/scene_layout/object/properties/instancing/index.rst:15 msgid "Faces" msgstr "Plôšky" #: ../../manual/addons/add_mesh/geodesic_domes.rst:133 msgid "This Section adds extrusions and edits face structures on a mesh." msgstr "" "Táto časť pridáva vysúvanie a úpravu štruktúry plôšok na povrchovej sieti." #: ../../manual/addons/add_mesh/geodesic_domes.rst:137 msgid "Struts" msgstr "Vzpery" #: ../../manual/addons/add_mesh/geodesic_domes.rst:139 msgid "This section allows you to extrude an object along the edges of a mesh." msgstr "Táto časť umožňuje vysunúť objekt pozdĺž hrán povrchovej siete." #: ../../manual/addons/add_mesh/geodesic_domes.rst:143 msgid "Hubs" msgstr "Rozbočky" #: ../../manual/addons/add_mesh/geodesic_domes.rst:145 msgid "This section allows you to place an object at the vertex on a mesh." msgstr "Táto časť umožňuje umiestniť objekt na vrchol na povrchovej sieti." #: ../../manual/addons/add_mesh/geodesic_domes.rst:149 msgid "Superformula Menu" msgstr "Ponuka supervzorca" #: ../../manual/addons/add_mesh/geodesic_domes.rst:151 msgid "" "The superformula settings add a variety of settings such as pinching, " "twisting, inflate and more complex edit types." msgstr "" "Nastavenia supervzorca pridávajú rôzne nastavenia, ako napríklad " "prichytenie, skrútenie, vydutie a zložitejšie typy úprav." #: ../../manual/addons/add_mesh/geodesic_domes.rst:158 msgid "Create Geodesic object types." msgstr "Vytvára typy geodetických objektov." #: ../../manual/addons/add_mesh/geodesic_domes.rst:160 msgid "add_mesh_geodesic_domes folder" msgstr "Priečinok add_mesh_geodesic_domes" #: ../../manual/addons/add_mesh/geodesic_domes.rst:161 msgid "Andy Housten" msgstr "Andy Housten" #: ../../manual/addons/add_mesh/index.rst:6 msgid "These add-ons relate to Mesh object creation." msgstr "Tieto doplnky sa týkajú vytvárania povrchovej siete objektu." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:4 msgid "Add Mesh Extra Objects" msgstr "" ":abbr:`Add Mesh Extra Objects (Pridanie povrchovej siete extra objektov)`" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:6 msgid "This add-on groups many mesh object creation add-ons into a single one." msgstr "" "Tento doplnok zoskupuje mnoho doplnkov na vytváranie povrchovej siete " "objektov do jedného." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:13 msgid "Click Add Mesh then Extra Objects to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`3D záber --> Pridať --> " "Povrchová sieť --> Extra objekty`." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:19 msgid "Located in the :menuselection:`3D Viewport --> Add --> Mesh menu`." msgstr "" "Nachádza sa v ponuke :menuselection:`3D záber --> Pridať --> Povrchová sieť`." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:25 msgid "Included mesh object add-ons:" msgstr "Zahrnuté doplnky povrchových sietí objektov:" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:27 msgid "Parent to Empty by Liero" msgstr "Rodič na Prázdne od Liera" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:28 msgid "Parent the selected mesh to an empty object type." msgstr "Rodič vybranej povrchovej siete pre typ objektu Prázdne." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:29 msgid "3D Function Surface by Buerbaum Martin (Pontiac), Elod Csirmaz" msgstr "3D funkcie povrchu od Buerbaum Martin (Pontiac), Elod Csirmaz" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:30 msgid "" "Create objects with XYZ math functions. Includes several presets by elfnor." msgstr "" "Vytvára objekty s matematickými funkciami XYZ. Obsahuje niekoľko predvolieb " "od elfnor." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:31 msgid "Beam Builder by revolt_randy, Jambay" msgstr "Vytvárač nosníkov (Beam Builder) od revolt_randy, Jambay" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:32 msgid "Create five types of beams." msgstr "Vytvára päť typov nosníkov." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:33 msgid "Gears by Michel J. Anders (varkenvarken)" msgstr "Ozubené kolesá od Michela J. Andersa (varkenvarken)" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:34 msgid "Create gear and worm type mesh." msgstr "Vytvára povrchové siete typu ozubené koleso a závitovky." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:35 msgid "" "Gemstones by Pontiac, Fourmadmen, Dreampainter, Dominic Kroper, (dommetysk)" msgstr "" "Drahokamy od Pontiac, Fourmadmen, Dreampainter, Dominic Kroper, (dommetysk)" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:36 msgid "Create three types of diamond shapes." msgstr "Vytvára tri typy tvarov diamantov." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:37 msgid "Honeycomb by Kayo Phoenix" msgstr "Včelí plást (Honeycomb) od Kayo Phoenix" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:38 msgid "Create a honeycomb patterned mesh." msgstr "Vytvára povrchovú sieť so vzorom včelieho plástu." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:39 msgid "Menger Sponge by sugiany" msgstr "Mengerova špongia (Menger Sponge) od sugiana" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:40 msgid "Create iterated Menger sponges." msgstr "Vytvára opakovania Mengerovej špongie." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:41 msgid "Pipe Joints by Buerbaum Martin (Pontiac)" msgstr "Spojky potrubia od Buerbauma Martina (Pontiac)" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:42 msgid "Create angled and crossed pipes." msgstr "Vytvára šikmé a krížové rúrky." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:43 msgid "Step Pyramid by Phil Cote (cotejrp1)" msgstr "Stupňovitá pyramída od Phila Cotea (cotejrp1)" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:44 msgid "Create a step pyramid with variable settings." msgstr "Vytvára stupňovitú pyramídu s premenlivými nastaveniami." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:45 msgid "Round Cube by Alain Ducharme (phymec)" msgstr "Oblá kocka od Alaina Ducharma (phymec)" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:46 msgid "Create a quad mesh sphere with several presets." msgstr "Vytvára štvorcovú povrchovú sieť gule s niekoľkými predvoľbami." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:47 msgid "Regular Solid by DreamPainter" msgstr "Bežné teleso od DreamPainter" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:48 msgid "Create polyhedron based objects." msgstr "Vytvára objekty založené na mnohostenoch." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:49 msgid "Star by Fourmadmen" msgstr "Hviezda od Fourmadmena" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:50 msgid "Create a simple star shape." msgstr "Vytvára jednoduchý tvar hviezdy." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:51 msgid "Supertoroid by DreamPainter" msgstr "Superprstenec od DreamPainter" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:52 msgid "Create a torus object with new parameters for boxed shape and more." msgstr "" "Vytvára objekt prstenca s novými parametrami pre krabicovitý tvar a ďalšie." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:53 msgid "Teapot by Anthony D'Agostino" msgstr "Čajník od Anthonyho D'Agostina" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:54 msgid "Traditional style mesh teapot and a secondary spoon object." msgstr "Povrchová sieť tradičného štýlu čajníka a sekundárny objekt lyžičky." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:55 msgid "Torus Knot by Anthony D'Agostino" msgstr "Zauzlený prstenec od Anthonyho D'Agostina" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:56 msgid "A simple mesh torus knot with three types." msgstr "Jednoduchý uzol prstenca s tromi typmi povrchových sietí." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:57 msgid "Triangles by Sjaak-de-Draak" msgstr "Trojuholníky od Sjaak-de-Draak" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:58 msgid "Create math based triangles." msgstr "Vytvára trojuholníky na základe matematiky." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:59 msgid "Twisted Torus by Paulo_Gomes" msgstr "Skrútený prstenec od Paula Gomesa" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:60 msgid "Standard torus object with a variable twisted mesh." msgstr "Štandardný objekt prstenca s premenlivou skrútenou povrchovou sieťou." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:61 msgid "Add Vertex by meta-androcto, Pablo Vazquez, Liero, Richard Wilks" msgstr "Pridať vrchol od meta-androcto, Pablo Vazquez, Liero, Richard Wilks" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:62 msgid "" "Add a single vertex object or object origin as a fast start to mesh editing." msgstr "" "Pridáva objektu alebo počiatku objektu jeden vrchol ako rýchly začiatok " "úpravy povrchovej siete." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:65 msgid "Wall Factory by dudecon, jambay" msgstr "Výrobňa stien od dudecon, jambay" #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:64 msgid "Add castle type walls with settings for openings." msgstr "Pridáva hradný typ steny s nastavením otvorov." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:70 msgid "Create many extra object types." msgstr "Vytvára mnohé extra typy objektov." #: ../../manual/addons/add_mesh/mesh_extra_objects.rst:72 msgid "add_mesh_extra_objects folder" msgstr "Priečinok add_mesh_extra_objects" #: ../../manual/addons/animation/animall.rst:4 msgid "Animall" msgstr ":abbr:`AnimAll (Animácia všetkého)`" #: ../../manual/addons/animation/animall.rst:6 #: ../../manual/addons/animation/animall.rst:31 msgid "Allows animation of mesh, lattice, curve and surface data." msgstr "Povolí animáciu údajov povrchovej siete, mriežky, krivky a povrchu." #: ../../manual/addons/animation/animall.rst:13 msgid "Click Animation then AnimAll to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Animácia --> AnimAll`." #: ../../manual/addons/animation/animall.rst:19 msgid "" "Located in the :menuselection:`3D Viewport --> Sidebar --> Animate tab`." msgstr "" "Nachádza sa v ponuke :menuselection:`3D záber --> Bočný panel --> Animácia`." #: ../../manual/addons/animation/animall.rst:25 msgid "" "See this `tutorial video `__ on " "how to activate the add-on along with basic usage." msgstr "" "Pozrite si toto `inštruktážne video `__ o tom, ako aktivovať doplnok spolu so základným použitím." #: ../../manual/addons/animation/animall.rst:32 msgid ":menuselection:`Sidebar --> Animation tab`" msgstr ":menuselection:`Bočný panel --> Animácia`" #: ../../manual/addons/animation/animall.rst:33 msgid "animation_animall.py" msgstr "animation_animall.py" #: ../../manual/addons/animation/animall.rst:34 msgid "Daniel Salazar (zanqdo)" msgstr "Daniel Salazar (zanqdo)" #: ../../manual/addons/animation/animall.rst:35 #: ../../manual/addons/lighting/sun_position.rst:186 msgid "Damien Picard (pioverfour)" msgstr "Damien Picard (pioverfour)" #: ../../manual/addons/animation/bone_selection_sets.rst:4 msgid "Bone Selection Sets" msgstr ":abbr:`Bone Selection Sets (Sústavy výberu kostí)`" #: ../../manual/addons/animation/bone_selection_sets.rst:6 msgid "" "This add-on allows the creation, deletion and editing of selection sets." msgstr "" "Tento doplnok umožňuje vytvárať, odstraňovať a upravovať sústavy výberov." #: ../../manual/addons/animation/bone_selection_sets.rst:8 msgid "" "Selection Sets are a feature that allows the definition of sets of bones for " "easy selection while animating. The sets can be created in local and linked " "armature overrides." msgstr "" "Sústavy výberu sú funkciou, ktorá umožňuje definovať sústavy kostí na " "jednoduchý výber počas animácie. Sústavy je možné vytvoriť v lokálnych a " "prepojených prepisoch armatúr." #: ../../manual/addons/animation/bone_selection_sets.rst:16 msgid "Click Animation then Bone Selection Sets to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Animácia --> Bone Selection " "Sets`." #: ../../manual/addons/animation/bone_selection_sets.rst:22 msgid "" "Located in the :menuselection:`Properties --> Armature --> Selection Sets`." msgstr "" "Nachádza sa v :menuselection:`Vlastnosti --> Armatúra --> Sústavy výberu`." #: ../../manual/addons/animation/bone_selection_sets.rst:28 msgid "" "The *Select* and *Deselect* buttons are used to manipulate the current " "selection of bones, while the *Assign* and *Remove* buttons serve to add or " "remove the currently selected bones to the currently selected set. A bone " "can belong to more than one selection set." msgstr "" "Tlačidlá *Vybrať* a *Zrušiť výber* slúžia na manipuláciu s aktuálnym výberom " "kostí, zatiaľ čo tlačidlá *Priradiť* a *Odstrániť* slúžia na pridanie alebo " "odstránenie aktuálne vybraných kostí do aktuálne vybranej sústavy. Jedna " "kosť môže patriť do viac ako jednej sústavy výberu." #: ../../manual/addons/animation/bone_selection_sets.rst:35 msgid "" ":doc:`/animation/armatures/properties/bone_groups` for a way to visually " "distinguish groups of bones." msgstr "" ":doc:`/animation/armatures/properties/bone_groups` pre spôsob vizuálneho " "rozlíšenia skupín kostí." #: ../../manual/addons/animation/bone_selection_sets.rst:41 msgid "List of Bone sets for easy selection while animating." msgstr "Zoznam sústav kostí na jednoduchý výber počas animácie." #: ../../manual/addons/animation/bone_selection_sets.rst:42 msgid ":menuselection:`Properties --> Armature --> Selection Sets`" msgstr ":menuselection:`Vlastnosti --> Armatúra --> Výberové sady`" #: ../../manual/addons/animation/bone_selection_sets.rst:43 msgid "bone_selection_sets.py" msgstr "bone_selection_sets.py" #: ../../manual/addons/animation/bone_selection_sets.rst:44 msgid "Inês Almeida, Sybren A. Stüvel, Antony Riakiotakis, Dan Eicher" msgstr "Inês Almeida, Sybren A. Stüvel, Antony Riakiotakis, Dan Eicher" #: ../../manual/addons/animation/bone_selection_sets.rst:45 #: ../../manual/addons/animation/corrective_shape_keys.rst:58 #: ../../manual/addons/animation/turnaround_camera.rst:40 #: ../../manual/addons/camera/camera_rigs.rst:194 #: ../../manual/addons/interface/copy_attributes.rst:144 msgid "to do" msgstr "Úloha na dopracovanie" #: ../../manual/addons/animation/bone_selection_sets.rst:46 #: ../../manual/addons/animation/copy_global_transform.rst:80 #: ../../manual/addons/animation/turnaround_camera.rst:41 #: ../../manual/addons/object/skinify.rst:42 msgid "GPL 2+" msgstr "GPL 2+" #: ../../manual/addons/animation/copy_global_transform.rst:4 msgid "Copy Global Transform" msgstr ":abbr:`Copy Global Transform (Kopírovať globálnu transformáciu)`" #: ../../manual/addons/animation/copy_global_transform.rst:6 msgid "Copy and paste object and bone transforms with ease." msgstr "Ľahko skopíruje a prilepí objekt a transformácie kostí." #: ../../manual/addons/animation/copy_global_transform.rst:8 msgid "" "When copying, the global (:term:`World Space`) transform is placed on the " "clipboard. This can then be pasted onto any object or bone, at the current " "frame or at another one." msgstr "" "Pri kopírovaní sa do schránky umiestni globálna transformácia (:term:" "`priestoru sveta `). To je potom možné prilepiť na akýkoľvek " "predmet alebo kosť, na aktuálny snímku alebo na iné." #: ../../manual/addons/animation/copy_global_transform.rst:12 msgid "" "Since the tranfsorm is placed on the clipboard as text, you can even copy-" "paste it into an instant messenger and send it to someone else." msgstr "" "Pretože transformácia je umiestnená v schránke ako text, môžete ju dokonca " "skopírovať a vložiť do priameho odosielacieho programu a poslať ho niekomu " "inému." #: ../../manual/addons/animation/copy_global_transform.rst:20 msgid "Click Animation then Copy Global Transform to enable the add-on." msgstr "" "Kliknite na položku Animácia a potom na položku Kopírovať globálnu " "transformáciu, čím povolíte doplnok." #: ../../manual/addons/animation/copy_global_transform.rst:26 msgid "Located in :menuselection:`3D Viewport --> N-panel --> Animation tab`." msgstr "" "Nachádza sa v :menuselection:`3D záber --> N-panel --> karta Animácia`." #: ../../manual/addons/animation/copy_global_transform.rst:37 #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/files/import_export/collada.rst:84 #: ../../manual/files/import_export/obj.rst:0 #: ../../manual/files/media/image_formats.rst:205 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:147 #: ../../manual/interface/controls/nodes/groups.rst:167 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_weights.rst:169 msgid "Copy" msgstr "Kopírovať" #: ../../manual/addons/animation/copy_global_transform.rst:36 msgid "" "Inspects the active Object (in Object mode) or Bone (in Pose mode) and " "places its current global transform onto the clipboard as a matrix." msgstr "" "Skontroluje aktívny objekt (v režime objektu) alebo kosť (v režime pózy) a " "umiestni jeho súčasnú globálnu transformáciu do schránky ako matricu." #: ../../manual/addons/animation/copy_global_transform.rst:41 msgid "Paste" msgstr "Prilepiť" #: ../../manual/addons/animation/copy_global_transform.rst:40 msgid "" "Takes the copied global transform and applies it to the active Object or " "Bone. This is done by **adjusting its location, rotation, and scale " "properties**." msgstr "" "Zoberie skopírovanú globálnu transformáciu a aplikuje ju na aktívny objekt " "alebo kosť. To sa dosiahne **úpravou vlastností jeho umiestnenia, rotácie a " "mierky**." #: ../../manual/addons/animation/copy_global_transform.rst:47 msgid "Paste to Selected Keys" msgstr "Prilepiť na vybrané kľúče" #: ../../manual/addons/animation/copy_global_transform.rst:44 msgid "" "Paste as described above and additionally use auto-keying to update one or " "more frames. The key selection is used to tell Blender *which frames* this " "should happen on; it does not influence which parts of the transform are " "keyed. *What* is keyed is determined by the active keying set." msgstr "" "Prilepí, ako je popísané vyššie a dodatočne použite automatické kľúčovanie " "na aktualizáciu jednej alebo viacerých snímok. Výber kľúča sa používa na to, " "aby sa Blenderu povedalo, *na ktorých snímkach* by sa to malo stať; " "neovplyvňuje, ktoré časti transformácie sú kľúčové. *Čo* je kľúčové, je " "určené aktívnou sústavou kľúčovania." #: ../../manual/addons/animation/copy_global_transform.rst:53 msgid "Paste and Bake" msgstr "Prilepiť a zapiecť" #: ../../manual/addons/animation/copy_global_transform.rst:50 msgid "" "Almost the same as *Paste to Selected Keys*. Instead of only pasting on the " "selected keys, *Paste and Bake* will paste & auto-key on every frame between " "the first and last selected keys." msgstr "" "Takmer rovnaké ako *Prilepiť na vybraté klávesy*. Namiesto prilepenia iba na " "vybrané klávesy, *Prilepiť a Zapiecť* prilepí automatické klávesy na každú " "snímku medzi prvou a poslednou vybratou kľúčovou snímkou." #: ../../manual/addons/animation/copy_global_transform.rst:56 #: ../../manual/addons/camera/camera_rigs.rst:88 #: ../../manual/addons/system/demo_mode.rst:83 #: ../../manual/compositing/types/converter/id_mask.rst:78 #: ../../manual/compositing/types/matte/cryptomatte.rst:94 #: ../../manual/modeling/meshes/editing/edge/screw.rst:67 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices.rst:57 #: ../../manual/modeling/volumes/introduction.rst:31 #: ../../manual/render/cycles/render_settings/motion_blur.rst:74 #: ../../manual/render/eevee/lighting.rst:136 #: ../../manual/render/eevee/limitations.rst:4 #: ../../manual/video_editing/edit/montage/strips/scene.rst:80 msgid "Limitations" msgstr "Limity" #: ../../manual/addons/animation/copy_global_transform.rst:58 msgid "" "Pasting a transform adjusts the Object/Bone's location, rotation, and scale. " "This means that when copying a skewed transform, this skew is lost." msgstr "" "Prilepením transformácie sa upraví umiestnenie, rotácia a mierka objektu/" "kosti. To znamená, že pri kopírovaní skosenej transformácie sa toto skosenie " "stratí." #: ../../manual/addons/animation/copy_global_transform.rst:61 msgid "" "If there are constraints on the Object/Bone, the resulting visual " "transformation may not be the same as the pasted one. To give a concrete " "example: if you have a constraint that adds a rotation, it will always add " "that rotation on top of the pasted transform." msgstr "" "Ak existujú obmedzenia týkajúce sa objektu/kosti, výsledná vizuálna " "transformácia nemusí byť rovnaká ako vložená. Uvediem konkrétny príklad: ak " "máte obmedzenie, ktoré pridáva rotáciu, vždy pridá túto rotáciu na vrch " "prilepenej transformácie." #: ../../manual/addons/animation/copy_global_transform.rst:69 msgid "" ":doc:`/animation/armatures/posing/editing/pose_library` for a way to manage " "and share entire poses." msgstr "" ":doc:`/animation/armatures/posing/editing/pose_library` pre spôsob " "spravovania a zdieľania celých póz." #: ../../manual/addons/animation/copy_global_transform.rst:75 msgid "Simple add-on for copying world-space transforms." msgstr "Jednoduchý doplnok na kopírovanie transformácií svetového priestoru." #: ../../manual/addons/animation/copy_global_transform.rst:76 msgid ":menuselection:`3D Viewport --> N-panel --> Animation tab`" msgstr ":menuselection:`3D záber --> N-panel --> karta Animácia`" #: ../../manual/addons/animation/copy_global_transform.rst:77 msgid "copy_global_transform.py" msgstr "copy_global_transform.py" #: ../../manual/addons/animation/copy_global_transform.rst:78 #: ../../manual/addons/animation/copy_global_transform.rst:79 msgid "Sybren A. Stüvel" msgstr "Sybren A. Stüvel" #: ../../manual/addons/animation/corrective_shape_keys.rst:4 msgid "Corrective Shape Keys" msgstr ":abbr:`Corrective Shape Keys (Korekcia kľúčových tvarov)`" #: ../../manual/addons/animation/corrective_shape_keys.rst:6 msgid "From the Author(s):" msgstr "Od autorov:" #: ../../manual/addons/animation/corrective_shape_keys.rst:8 msgid "" "I merged and converted two old scripts, to let you make corrective shape " "keys. The first `script `__ was created " "by Tal Trachtman in 2007 and the second one I believe was done by Brecht. " "That one works with any combination of modifiers, but it is very slow (like " "three minutes for a mesh with 4,000 points). The other one works only with " "objects that have no more than one armature." msgstr "" "Zlúčil som a konvertoval dva staré skripty, aby ste mohli vytvárať opravné " "kľúčové tvary. Prvý `skript `__ vytvoril " "Tal Trachtman v roku 2007 a druhý podľa mňa vytvoril Brecht. Ten funguje s " "ľubovoľnou kombináciou modifikátorov, ale je veľmi pomalý (asi tri minúty " "pre povrchovú sieť so 4 000 bodmi). Ten druhý funguje len s objektami, ktoré " "nemajú viac ako jednu armatúru." #: ../../manual/addons/animation/corrective_shape_keys.rst:19 msgid "Click Animation then Corrective Shape Keys to enable the script." msgstr "" "Kliknutím na položku Animácia a potom na položku Korekčné tvarové klávesy " "aktivujte skript." #: ../../manual/addons/animation/corrective_shape_keys.rst:25 msgid "" "Located in the :menuselection:`Properties --> Object Data --> Shape Keys " "Specials`." msgstr "" "Skript povolíte kliknutím na :menuselection:`Animácia --> Corrective Shape " "Keys`." #: ../../manual/addons/animation/corrective_shape_keys.rst:31 msgid "" "Select a posed character object and click on *Create duplicate for editing* " "in the shape keys panel. This will create a copy of the mesh that you can " "edit/sculpt." msgstr "" "Vyberte objekt pózovanej postavy kliknite na *Vytvoriť kópiu na úpravu* na " "paneli kľúčových tvarov. Tým sa vytvorí kópia povrchovej siete, ktorú môžete " "editovať/modelovať." #: ../../manual/addons/animation/corrective_shape_keys.rst:33 msgid "" "Select your sculpted copy and then the character object. Click on the little " "black arrow in the shape keys panel and choose one of the options shown in " "the image. If your object has only Armature modifiers, choose the faster " "method. If other (more complex?) modifiers are involved, or you want to " "incorporate dual quaternion skinning (now called *Preserve Volume* in the " "UI) you will have to use the slower method." msgstr "" "Vyberte vymodelovanú kópiu a potom objekt postavy. Kliknite na malú čiernu " "šípku na paneli kľúčových tvarov a vyberte jednu z možností zobrazených na " "obrázku. Ak má váš objekt iba modifikátor Armatúra, vyberte rýchlejší " "spôsob. Ak ide o iné (zložitejšie?) modifikátory alebo ak chcete zahrnúť " "dvojité kvaternionové vytvorenie pokožky (v užívateľskom rozhraní sa teraz " "nazýva *Zachovať objem*), budete musieť použiť pomalšiu metódu." #: ../../manual/addons/animation/corrective_shape_keys.rst:39 msgid "" "If all went right, your character or object should have the new shape key " "for your pose. If not, double check that your mesh and armature object have " "no translation or rotation and try again." msgstr "" "Ak všetko prebehlo správne, vaša postava alebo objekt by mali mať nový " "kľúčový tvar pre vašu pózu. Ak nie, dvakrát skontrolujte, či vaša povrchová " "sieť a objekt armatúry nemajú premiestnenie alebo rotáciu a skúste to znova." #: ../../manual/addons/animation/corrective_shape_keys.rst:44 #: ../../manual/addons/interface/modifier_tools.rst:40 #: ../../manual/animation/armatures/posing/tool_settings.rst:79 #: ../../manual/editors/preferences/file_paths.rst:118 #: ../../manual/editors/preferences/keymap.rst:139 #: ../../manual/files/linked_libraries/link_append.rst:166 #: ../../manual/files/media/video_formats.rst:182 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:66 #: ../../manual/modeling/meshes/editing/mesh/knife_project.rst:86 #: ../../manual/modeling/meshes/editing/mesh/knife_topology_tool.rst:176 #: ../../manual/modeling/meshes/editing/mesh/transform/bend.rst:75 #: ../../manual/modeling/meshes/mesh_analysis.rst:108 #: ../../manual/modeling/modifiers/generate/solidify.rst:216 #: ../../manual/modeling/modifiers/generate/subdivision_surface.rst:183 #: ../../manual/modeling/modifiers/modify/uv_project.rst:62 #: ../../manual/modeling/modifiers/physics/explode.rst:94 #: ../../manual/render/cycles/object_settings/adaptive_subdiv.rst:39 #: ../../manual/render/freestyle/introduction.rst:67 #: ../../manual/render/layers/passes.rst:319 #: ../../manual/scene_layout/object/editing/parent.rst:363 #: ../../manual/sculpt_paint/sculpting/tool_settings/remesh.rst:64 #: ../../manual/sculpt_paint/texture_paint/introduction.rst:140 msgid "Known Limitations" msgstr "Známe limity" #: ../../manual/addons/animation/corrective_shape_keys.rst:46 msgid "" "Target mesh may not have any transformation at object level, it will be set " "to zero." msgstr "" "Cieľová povrchová sieť nesmie mať žiadnu transformáciu na úrovni objektu, " "bude nastavená na nulu." #: ../../manual/addons/animation/corrective_shape_keys.rst:47 msgid "" "Fast/Armature method does not work with Bone envelopes or dual quaternions, " "both settings will be disabled in the modifier." msgstr "" "Metóda Rýchlo/Armatúra nefunguje s Plášťami kostí alebo dvojitými " "kvaterniónmi, obe nastavenia budú v modifikátore vypnuté." #: ../../manual/addons/animation/corrective_shape_keys.rst:54 msgid "Creates a corrective shape key for the current pose." msgstr "Vytvorí korekčný kľúčový tvar pre aktuálnu pózu." #: ../../manual/addons/animation/corrective_shape_keys.rst:55 msgid ":menuselection:`Properties --> Object Data --> Shape Keys Specials`" msgstr "" ":menuselection:`Vlastnosti --> Údaje objektu --> Špeciálne kľúčové tvary`" #: ../../manual/addons/animation/corrective_shape_keys.rst:56 msgid "animation_corrective_shape_key.py" msgstr "animation_corrective_shape_key.py" #: ../../manual/addons/animation/corrective_shape_keys.rst:57 msgid "Ivo Grigull (loolarge), Tal Trachtman, Tokikake" msgstr "Ivo Grigull (loolarge), Tal Trachtman, Tokikake" #: ../../manual/addons/animation/index.rst:6 msgid "" "These add-ons relate to helper tools for the animation process and animation." msgstr "" "Tieto doplnky sa týkajú pomocných nástrojov pre proces animácie a animácie." #: ../../manual/addons/animation/turnaround_camera.rst:4 msgid "Turnaround Camera" msgstr ":abbr:`Turnaround Camera (Otáčacia kamera)`" #: ../../manual/addons/animation/turnaround_camera.rst:6 msgid "" "This add-on creates an animated camera turn around an object, suitable for " "product visualizations and character turnarounds. Executing the script " "creates an empty object linked to the camera at the selected object position " "or cursor position if chosen. The rotation can be defined by revolutions in " "X, Y, or Z axis." msgstr "" "Tento doplnok vytvára animované otáčanie kamery okolo objektu, vhodné na " "vizualizáciu produktov a otáčanie postáv. Spustením skriptu sa vytvorí " "prázdny objekt prepojený s kamerou na vybranej pozícii objektu alebo pozícii " "kurzora, ak je zvolená. Otáčanie možno definovať otáčkami v osiach X, Y " "alebo Z." #: ../../manual/addons/animation/turnaround_camera.rst:17 msgid "Click Animation then Turnaround Camera to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Animácia --> Turnarond Camera`." #: ../../manual/addons/animation/turnaround_camera.rst:29 msgid "" "See this `tutorial video `__ on " "how to activate the add-on along with basic usage." msgstr "" "Pozrite si toto `inštruktážne video `__ o tom, ako aktivovať doplnok spolu so základným použitím." #: ../../manual/addons/animation/turnaround_camera.rst:36 msgid "Add a camera rotation around selected object." msgstr "Pridáva otáčanie kamery okolo vybraného objektu." #: ../../manual/addons/animation/turnaround_camera.rst:37 msgid ":menuselection:`Sidebar --> View tab --> Turnaround Camera`" msgstr ":menuselection:`Bočný panel --> Zobraziť --> Otáčacia kamera`" #: ../../manual/addons/animation/turnaround_camera.rst:38 msgid "camera_turnaround.py" msgstr "camera_turnaround.py" #: ../../manual/addons/camera/camera_rigs.rst:4 msgid "Add Camera Rigs" msgstr ":abbr:`Add Camera Rigs (Pridať výbavu kamier)`" #: ../../manual/addons/camera/camera_rigs.rst:9 msgid "" "This add-on extends the functionality of a camera by creating control rigs " "with widgets and adds a panel to quickly access the camera's settings from " "the 3D Viewport." msgstr "" "Tento doplnok rozširuje funkčnosť kamery vytváraním ovládacích zariadení " "miniaplikáciami a pridáva panel na rýchly prístup k nastaveniam kamery z " "okna 3D záberu." #: ../../manual/addons/camera/camera_rigs.rst:17 msgid "Click Camera then Add Camera Rigs to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Kamera --> Add Camera Rigs`." #: ../../manual/addons/camera/camera_rigs.rst:23 msgid "" "After activating the add-on, it will place three menu items in the :" "menuselection:`Add --> Camera` menu. They are Dolly Rig, Crane Rig and 2D " "Camera Rig." msgstr "" "Po aktivácii doplnku sa do ponuky :menuselection:`Pridať --> Kamera` " "umiestnia tri položky ponuky. Sú to Vybaviť pojazdom kamery (Dolly Camera " "Rig), Vybaviť žeriavom kamery (Crane Camera Rig) a Vybaviť 2D kamerou (2D " "Camera Rig)." #: ../../manual/addons/camera/camera_rigs.rst:26 msgid "" "The first two rigs are very similar except the \"Crane Rig\" has two extra " "adjustable bones (Arm Height and Arm Length) to make it easier to achieve a " "cinematic crane shot." msgstr "" "Prvé dve platformy sú veľmi podobné, až na to, že \"Vybaviť žeriavom\" má " "dve ďalšie nastaviteľné kosti (Výška ramena a Dĺžka ramena), ktoré uľahčujú " "dosiahnutie filmového záberu žeriavom." #: ../../manual/addons/camera/camera_rigs.rst:29 msgid "" "The 2D Camera Rig is mostly useful for 2D shots, when the camera is static " "and the action happens in front of it (like a theater stage)." msgstr "" "Ponuka Vybaviť 2D kamerou je užitočná hlavne pre 2D zábery, keď je kamera " "statická a akcia sa odohráva pred ňou (ako na divadelnom javisku)." #: ../../manual/addons/camera/camera_rigs.rst:36 msgid "" "Add a :menuselection:`Add --> Camera --> Dolly Camera Rig, Crane Camera Rig " "or 2D Camera Rig`. This will build the rig at the cursor location, add a new " "camera, making it the new active scene camera." msgstr "" "Pridať :menuselection:`Pridať --> Kamera --> Vybaviť pojazdom kamery, " "Vybaviť žeriavom kamery alebo Vybaviť 2D kamerou`. Tým sa vytvorí výbava na " "mieste kurzora, pridá sa nová kamera a stane sa novou aktívnou kamerou scény." #: ../../manual/addons/camera/camera_rigs.rst:39 msgid "" "When the Rig is selected, the camera properties will be displayed in the " "Sidebar." msgstr "Keď je vybraná Výbava, vlastnosti kamery sa zobrazia na bočnom paneli." #: ../../manual/addons/camera/camera_rigs.rst:43 msgid "3D Rigs (Dolly & Crane)" msgstr "3D Výbavy (pojazd a žeriav)" #: ../../manual/addons/camera/camera_rigs.rst:45 #: ../../manual/addons/camera/camera_rigs.rst:64 msgid "Root Bone" msgstr "Koreňová kosť" #: ../../manual/addons/camera/camera_rigs.rst:46 msgid "This is the parent of the entire rig." msgstr "Toto je nadradená časť celej výbavy." #: ../../manual/addons/camera/camera_rigs.rst:48 msgid "Control Bone" msgstr "Riadiaca kosť" #: ../../manual/addons/camera/camera_rigs.rst:48 msgid "" "This is the bone (named ``Camera``) that will translate the camera around. " "By default it will track to the aim bone." msgstr "" "Toto je kosť (s názvom ``kamera``), ktorá bude premiestňovať kameru. " "Predvolene bude sledovať cieľovú kosť." #: ../../manual/addons/camera/camera_rigs.rst:53 msgid "Aim Bone" msgstr "Cieľová kosť" #: ../../manual/addons/camera/camera_rigs.rst:51 msgid "" "The camera will point at this bone (named ``Aim``). You can also tilt the " "camera by rotating the aim on the Y axis." msgstr "" "Kamera bude mieriť na túto kosť (s názvom ``Aim``). Kameru môžete nakláňať " "aj otáčaním cieľa na osi Y." #: ../../manual/addons/camera/camera_rigs.rst:56 msgid "2D Rig" msgstr "2D výbava" #: ../../manual/addons/camera/camera_rigs.rst:58 msgid "" "This rig is designed to provide fine controls over the framing while aiming " "at one direction. With it, you can frame the action by moving two of the " "corners of the camera, instead of moving and rotating it. It produces smooth " "movements that would be hard to achieve without it, by using complex drivers " "to calculate the appropriate camera settings." msgstr "" "Táto výbava je navrhnutá tak, aby poskytovalo jemné ovládanie snímania pri " "mierení jedným smerom. S ním môžete snímať akciu pohybom dvoch rohov kamery " "namiesto toho, aby ste ju presúvali a otáčali. Vytvára plynulé pohyby, ktoré " "by bez nej bolo ťažké dosiahnuť, použitím zložitých ovládačov na výpočet " "príslušných nastavení kamery." #: ../../manual/addons/camera/camera_rigs.rst:64 msgid "" "This is the parent of the entire rig. It is the only bone that you should " "rotate to aim approximately at the action." msgstr "" "Toto je nadradená časť celej výbavy. Je to jediná kosť, ktorou by ste mali " "otáčať, aby ste ju nasmerovali približne na akciu." #: ../../manual/addons/camera/camera_rigs.rst:69 msgid "Left_corner and Right_corner Bones" msgstr "Kosti ľavého a pravého rohu" #: ../../manual/addons/camera/camera_rigs.rst:67 msgid "" "These are the most important bones in this rig. You can move them to quickly " "set and animate a framing. The camera will adjust its parameters to adapt to " "this framing (focal length, rotation / shift). They should always be at the " "same height (Y axis in the camera's coordinate system)." msgstr "" "Toto sú najdôležitejšie kosti tejto súpravy. Môžete nimi pohybovať a rýchlo " "tak nastaviť a animovať orámovanie. Kamera upraví svoje parametre tak, aby " "sa prispôsobila tomuto orámovaniu (ohnisková vzdialenosť, rotácia/posun). " "Mali by byť vždy v rovnakej výške (os Y v súradnicovom systéme kamery)." #: ../../manual/addons/camera/camera_rigs.rst:75 msgid "Camera Bone" msgstr "Kosť kamery" #: ../../manual/addons/camera/camera_rigs.rst:72 msgid "" "You can move the camera around, and it will compensate its settings to frame " "the two corners. For instance, if you leave the corners fixed on both sides " "of the subject and move the camera forward, you will achieve an efficient " "dolly zoom effect." msgstr "" "Kamerou môžete pohybovať a ona bude kompenzovať svoje nastavenia tak, aby " "orámovala dva rohy. Ak napríklad necháte rohy na oboch stranách objektu " "pevné a posuniete kameru dopredu, dosiahnete účinný efekt priblíženia " "pojazdom." #: ../../manual/addons/camera/camera_rigs.rst:78 #: ../../manual/addons/node/node_wrangler.rst:118 #: ../../manual/editors/dope_sheet/index.rst:17 #: ../../manual/grease_pencil/index.rst:26 #: ../../manual/modeling/introduction.rst:13 #: ../../manual/sculpt_paint/index.rst:19 msgid "Modes" msgstr "Režimy" #: ../../manual/addons/camera/camera_rigs.rst:80 msgid "" "There are two modes of operation for the 2D rig: Rotation and Shift. You can " "switch between the two modes in the add-on's Interface_." msgstr "" "Pre 2D výbavu existujú dva režimy prevádzky: Rotácia a Posun. Medzi týmito " "dvoma režimami môžete prepínať v rozhraní doplnku_." #: ../../manual/addons/camera/camera_rigs.rst:83 msgid "" "Rotation is the default mode, and will rotate the camera to aim at and keep " "the corners in its frame. Shift mode, on the other hand, uses the Shift " "properties on the Camera to achieve a cropping effect instead of a pan." msgstr "" "Rotácia je predvolený režim, ktorý otáča kamerou tak, aby sa zameral na rohy " "a udržal ich v zábere. Režim Posun naopak využíva vlastnosti Posun na kamere " "na dosiahnutie efektu orezania namiesto posunu." #: ../../manual/addons/camera/camera_rigs.rst:90 msgid "" "When moving the corners too far to the side in rotation mode, perspective " "makes the rig much less accurate." msgstr "" "Ak v režime rotácie posuniete rohy príliš do strany, perspektíva sa stane " "oveľa menej presnou." #: ../../manual/addons/camera/camera_rigs.rst:91 msgid "Rotation mode is unsupported for orthographic cameras." msgstr "Režim otáčania nie je podporovaný pre ortografické kamery." #: ../../manual/addons/camera/camera_rigs.rst:98 msgid "Widgets" msgstr "Miniaplikácie" #: ../../manual/addons/camera/camera_rigs.rst:100 msgid "" "When a rig is built, the add-on will create a collection for all the custom " "bone shapes (named ``Widgets``). When the custom shapes (widgets) are built " "they will use the prefix ``WGT-``. If you have more than one rig in the " "scene, it will use the same widgets in the same collection rather than " "duplicating them. The default collection name and the widget prefix can be " "set in the preferences of the add-on. (This will not change the name of any " "existing widgets or collection, only ones that are created after you change " "the setting.)" msgstr "" "Po zostavení platformy prídavný modul vytvorí kolekciu všetkých vlastných " "tvarov kostí (s názvom ``Widgety`` (miniaplikácie)). Keď sa vytvoria vlastné " "tvary (miniaplikácií), budú používať predponu ``WGT-``. Ak máte na scéne " "viac ako jednu výbavu, použije tie isté miniaplikácie v tej istej kolekcii " "namiesto vytvorenia ich kópie. Predvolený názov kolekcie a predponu " "miniaplikácie možno nastaviť v nastaveniach doplnku. (Tým sa nezmení názov " "žiadnych existujúcich miniaplikácií ani kolekcie, iba tých, ktoré sa " "vytvoria po zmene nastavenia.)" #: ../../manual/addons/camera/camera_rigs.rst:0 #: ../../manual/addons/camera/camera_rigs.rst:113 #: ../../manual/addons/import_export/coat3D.rst:0 #: ../../manual/addons/import_export/paper_model.rst:0 #: ../../manual/addons/render/render_freestyle_svg.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/animation/armatures/bones/editing/naming.rst:0 #: ../../manual/animation/armatures/bones/editing/parenting.rst:0 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:0 #: ../../manual/animation/armatures/bones/properties/custom_properties.rst:0 #: ../../manual/animation/armatures/bones/properties/deform.rst:0 #: ../../manual/animation/armatures/bones/properties/display.rst:0 #: ../../manual/animation/armatures/bones/properties/introduction.rst:0 #: ../../manual/animation/armatures/bones/properties/inverse_kinematics.rst:0 #: ../../manual/animation/armatures/bones/properties/relations.rst:0 #: ../../manual/animation/armatures/bones/properties/transform.rst:0 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:0 #: ../../manual/animation/armatures/posing/editing/show_hide.rst:0 #: ../../manual/animation/armatures/posing/tool_settings.rst:0 #: ../../manual/animation/armatures/properties/bone_groups.rst:0 #: ../../manual/animation/armatures/properties/display.rst:0 #: ../../manual/animation/armatures/properties/introduction.rst:0 #: ../../manual/animation/armatures/properties/skeleton.rst:0 #: ../../manual/animation/constraints/interface/adding_removing.rst:0 #: ../../manual/animation/drivers/drivers_panel.rst:0 #: ../../manual/animation/keyframes/keying_sets.rst:0 #: ../../manual/animation/motion_paths.rst:0 #: ../../manual/animation/shape_keys/shape_keys_panel.rst:0 #: ../../manual/compositing/sidebar.rst:0 #: ../../manual/editors/3dview/3d_cursor.rst:0 #: ../../manual/editors/3dview/controls/orientation.rst:0 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:0 #: ../../manual/editors/graph_editor/fcurves/properties.rst:0 #: ../../manual/editors/nla/sidebar.rst:0 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:0 #: ../../manual/editors/video_sequencer/sequencer/sidebar/cache.rst:0 #: ../../manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst:0 #: ../../manual/editors/video_sequencer/sequencer/sidebar/proxy.rst:0 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:0 #: ../../manual/files/blend/packed_data.rst:0 #: ../../manual/glossary/index.rst:624 #: ../../manual/grease_pencil/materials/introduction.rst:0 #: ../../manual/grease_pencil/modes/edit/curve_editing.rst:0 #: ../../manual/grease_pencil/modes/sculpting/tool_settings/brush.rst:0 #: ../../manual/grease_pencil/modifiers/introduction.rst:0 #: ../../manual/grease_pencil/object.rst:0 #: ../../manual/grease_pencil/properties/layers.rst:0 #: ../../manual/grease_pencil/visual_effects/introduction.rst:0 #: ../../manual/interface/controls/nodes/groups.rst:0 #: ../../manual/interface/controls/nodes/sidebar.rst:0 #: ../../manual/interface/selecting.rst:0 #: ../../manual/interface/undo_redo.rst:0 #: ../../manual/modeling/curves/curve_display.rst:0 #: ../../manual/modeling/curves/editing/transform_panel.rst:0 #: ../../manual/modeling/meshes/editing/edge/subdivide_edge_ring.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:0 #: ../../manual/modeling/meshes/mesh_analysis.rst:0 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:0 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_weights.rst:0 #: ../../manual/modeling/meshes/retopology.rst:0 #: ../../manual/modeling/meshes/structure.rst:0 #: ../../manual/modeling/meshes/tools/tool_settings.rst:0 #: ../../manual/modeling/meshes/uv/tools/grab.rst:0 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:0 #: ../../manual/modeling/meshes/uv/tools/relax.rst:0 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:0 #: ../../manual/modeling/meshes/uv/workflows/udims.rst:0 #: ../../manual/modeling/metas/properties.rst:0 #: ../../manual/modeling/metas/structure.rst:0 #: ../../manual/modeling/surfaces/editing/transform_panel.rst:0 #: ../../manual/modeling/texts/editing.rst:0 #: ../../manual/modeling/texts/properties.rst:0 #: ../../manual/physics/cloth/settings/cache.rst:0 #: ../../manual/physics/cloth/settings/collisions.rst:0 #: ../../manual/physics/cloth/settings/field_weights.rst:0 #: ../../manual/physics/cloth/settings/index.rst:0 #: ../../manual/physics/cloth/settings/physical_properties.rst:0 #: ../../manual/physics/cloth/settings/property_weights.rst:0 #: ../../manual/physics/cloth/settings/shape.rst:0 #: ../../manual/physics/collision.rst:0 #: ../../manual/physics/dynamic_paint/brush.rst:0 #: ../../manual/physics/dynamic_paint/canvas.rst:0 #: ../../manual/physics/fluid/type/domain/cache.rst:0 #: ../../manual/physics/fluid/type/domain/collections.rst:0 #: ../../manual/physics/fluid/type/domain/field_weights.rst:0 #: ../../manual/physics/fluid/type/domain/gas/adaptive_domain.rst:0 #: ../../manual/physics/fluid/type/domain/gas/noise.rst:0 #: ../../manual/physics/fluid/type/domain/guides.rst:0 #: ../../manual/physics/fluid/type/domain/liquid/diffusion.rst:0 #: ../../manual/physics/fluid/type/domain/settings.rst:0 #: ../../manual/physics/fluid/type/effector.rst:0 #: ../../manual/physics/fluid/type/flow.rst:0 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/physics/forces/force_fields/types/boid.rst:0 #: ../../manual/physics/forces/force_fields/types/charge.rst:0 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:0 #: ../../manual/physics/forces/force_fields/types/drag.rst:0 #: ../../manual/physics/forces/force_fields/types/fluid_flow.rst:0 #: ../../manual/physics/forces/force_fields/types/force.rst:0 #: ../../manual/physics/forces/force_fields/types/harmonic.rst:0 #: ../../manual/physics/forces/force_fields/types/lennard_jones.rst:0 #: ../../manual/physics/forces/force_fields/types/magnetic.rst:0 #: ../../manual/physics/forces/force_fields/types/texture.rst:0 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:0 #: ../../manual/physics/forces/force_fields/types/vortex.rst:0 #: ../../manual/physics/forces/force_fields/types/wind.rst:0 #: ../../manual/physics/forces/gravity.rst:0 #: ../../manual/physics/particles/emitter/cache.rst:0 #: ../../manual/physics/particles/emitter/children.rst:0 #: ../../manual/physics/particles/emitter/display.rst:0 #: ../../manual/physics/particles/emitter/emission.rst:0 #: ../../manual/physics/particles/emitter/force_field.rst:0 #: ../../manual/physics/particles/emitter/physics/boids.rst:0 #: ../../manual/physics/particles/emitter/physics/fluid.rst:0 #: ../../manual/physics/particles/emitter/physics/keyed.rst:0 #: ../../manual/physics/particles/emitter/physics/newtonian.rst:0 #: ../../manual/physics/particles/emitter/render.rst:0 #: ../../manual/physics/particles/emitter/rotation.rst:0 #: ../../manual/physics/particles/emitter/velocity.rst:0 #: ../../manual/physics/particles/emitter/vertex_groups.rst:0 #: ../../manual/physics/particles/hair/children.rst:0 #: ../../manual/physics/particles/hair/display.rst:0 #: ../../manual/physics/particles/hair/dynamics.rst:0 #: ../../manual/physics/particles/hair/emission.rst:0 #: ../../manual/physics/particles/hair/render.rst:0 #: ../../manual/physics/particles/hair/shape.rst:0 #: ../../manual/physics/particles/mode.rst:0 #: ../../manual/physics/particles/particle_system_panel.rst:0 #: ../../manual/physics/particles/texture_influence.rst:0 #: ../../manual/physics/rigid_body/constraints/introduction.rst:0 #: ../../manual/physics/rigid_body/constraints/types/fixed.rst:0 #: ../../manual/physics/rigid_body/constraints/types/generic.rst:0 #: ../../manual/physics/rigid_body/constraints/types/generic_spring.rst:0 #: ../../manual/physics/rigid_body/constraints/types/hinge.rst:0 #: ../../manual/physics/rigid_body/constraints/types/motor.rst:0 #: ../../manual/physics/rigid_body/constraints/types/piston.rst:0 #: ../../manual/physics/rigid_body/constraints/types/point.rst:0 #: ../../manual/physics/rigid_body/constraints/types/slider.rst:0 #: ../../manual/physics/rigid_body/introduction.rst:0 #: ../../manual/physics/rigid_body/properties/collisions.rst:0 #: ../../manual/physics/rigid_body/properties/dynamics.rst:0 #: ../../manual/physics/rigid_body/properties/index.rst:0 #: ../../manual/physics/rigid_body/properties/settings.rst:0 #: ../../manual/physics/rigid_body/world.rst:0 #: ../../manual/physics/soft_body/forces/exterior.rst:0 #: ../../manual/physics/soft_body/settings/cache.rst:0 #: ../../manual/physics/soft_body/settings/edges.rst:0 #: ../../manual/physics/soft_body/settings/goal.rst:0 #: ../../manual/physics/soft_body/settings/index.rst:0 #: ../../manual/physics/soft_body/settings/self_collision.rst:0 #: ../../manual/physics/soft_body/settings/solver.rst:0 #: ../../manual/render/color_management.rst:0 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/cycles/features.rst:0 #: ../../manual/render/cycles/light_settings.rst:0 #: ../../manual/render/cycles/material_settings.rst:0 #: ../../manual/render/cycles/object_settings/adaptive_subdiv.rst:0 #: ../../manual/render/cycles/object_settings/object_data.rst:0 #: ../../manual/render/cycles/render_settings/film.rst:0 #: ../../manual/render/cycles/render_settings/grease_pencil.rst:0 #: ../../manual/render/cycles/render_settings/hair.rst:0 #: ../../manual/render/cycles/render_settings/light_paths.rst:0 #: ../../manual/render/cycles/render_settings/motion_blur.rst:0 #: ../../manual/render/cycles/render_settings/performance.rst:0 #: ../../manual/render/cycles/render_settings/sampling.rst:0 #: ../../manual/render/cycles/render_settings/subdivision.rst:0 #: ../../manual/render/cycles/render_settings/volumes.rst:0 #: ../../manual/render/cycles/world_settings.rst:0 #: ../../manual/render/eevee/light_probes/irradiance_volumes.rst:0 #: ../../manual/render/eevee/light_probes/reflection_cubemaps.rst:0 #: ../../manual/render/eevee/light_probes/reflection_planes.rst:0 #: ../../manual/render/eevee/lighting.rst:0 #: ../../manual/render/eevee/materials/settings.rst:0 #: ../../manual/render/eevee/render_settings/ambient_occlusion.rst:0 #: ../../manual/render/eevee/render_settings/bloom.rst:0 #: ../../manual/render/eevee/render_settings/depth_of_field.rst:0 #: ../../manual/render/eevee/render_settings/grease_pencil.rst:0 #: ../../manual/render/eevee/render_settings/hair.rst:0 #: ../../manual/render/eevee/render_settings/indirect_lighting.rst:0 #: ../../manual/render/eevee/render_settings/motion_blur.rst:0 #: ../../manual/render/eevee/render_settings/performance.rst:0 #: ../../manual/render/eevee/render_settings/sampling.rst:0 #: ../../manual/render/eevee/render_settings/screen_space_reflections.rst:0 #: ../../manual/render/eevee/render_settings/shadows.rst:0 #: ../../manual/render/eevee/render_settings/subsurface_scattering.rst:0 #: ../../manual/render/eevee/render_settings/volumetrics.rst:0 #: ../../manual/render/freestyle/material.rst:0 #: ../../manual/render/freestyle/render.rst:0 #: ../../manual/render/freestyle/view_layer/freestyle.rst:0 #: ../../manual/render/freestyle/view_layer/line_set.rst:0 #: ../../manual/render/layers/introduction.rst:0 #: ../../manual/render/layers/passes.rst:0 #: ../../manual/render/layers/view_layer.rst:0 #: ../../manual/render/lights/light_object.rst:0 #: ../../manual/render/lights/world.rst:0 #: ../../manual/render/materials/assignment.rst:0 #: ../../manual/render/materials/components/displacement.rst:0 #: ../../manual/render/materials/line_art.rst:0 #: ../../manual/render/materials/settings.rst:0 #: ../../manual/render/output/properties/output.rst:0 #: ../../manual/render/output/properties/post_processing.rst:0 #: ../../manual/render/workbench/color.rst:0 #: ../../manual/render/workbench/display_settings.rst:0 #: ../../manual/render/workbench/grease_pencil.rst:0 #: ../../manual/render/workbench/lighting.rst:0 #: ../../manual/render/workbench/performance.rst:0 #: ../../manual/render/workbench/sampling.rst:0 #: ../../manual/scene_layout/collections/collections.rst:0 #: ../../manual/scene_layout/object/properties/display.rst:0 #: ../../manual/scene_layout/object/properties/instancing/collection.rst:0 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:0 #: ../../manual/scene_layout/object/properties/instancing/verts.rst:0 #: ../../manual/scene_layout/object/properties/line_art.rst:0 #: ../../manual/scene_layout/object/properties/relations.rst:0 #: ../../manual/scene_layout/object/properties/transforms.rst:0 #: ../../manual/scene_layout/object/properties/visibility.rst:0 #: ../../manual/scene_layout/scene/properties.rst:0 #: ../../manual/sculpt_paint/brush/brush.rst:0 #: ../../manual/sculpt_paint/brush/cursor.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/remesh.rst:0 msgid "Panel" msgstr "Panel" #: ../../manual/addons/camera/camera_rigs.rst:118 msgid ":menuselection:`3D Viewport --> Sidebar --> Item --> Camera Rig`" msgstr "" ":menuselection:`3D záber --> Bočný panel --> Položka --> Výbava kamery`" #: ../../manual/addons/camera/camera_rigs.rst:120 msgid "" "The panel will display the most used camera settings. Only the added " "features will be explain here, for more information refer to the :doc:`/" "render/cameras` section." msgstr "" "Na paneli sa zobrazia najpoužívanejšie nastavenia kamery. Tu budú vysvetlené " "len pridané funkcie, ďalšie informácie nájdete v časti :doc:`/render/" "cameras`." #: ../../manual/addons/camera/camera_rigs.rst:125 msgid "Set DOF Bone" msgstr "Nastaviť DOF kosti" #: ../../manual/addons/camera/camera_rigs.rst:124 msgid "" "The *Set DOF Bone* button will automatically set up the camera so that it " "uses the camera rig’s Aim bone as a target for the depth of field (DOF)." msgstr "" "Tlačidlo *Nastaviť DOF kosti* automaticky nastaví kameru tak, aby používala " "cieľovú kosť výbavy kamery ako cieľ pre hĺbku ostrosti (DOF - deep of field)." #: ../../manual/addons/camera/camera_rigs.rst:129 msgid "Focal Distance/F-Stop/Focal Length" msgstr "Ohnisková vzdialenosť/Ohniskové Stop/Ohnisková dĺžka" #: ../../manual/addons/camera/camera_rigs.rst:128 msgid "" "These are custom properties on the camera bone that drive the equivalent " "setting on the actual camera. This makes it animatable inside the armature " "object rather than having to animate the armature and the camera." msgstr "" "Ide o užívateľské vlastnosti na kosti kamery, ktoré riadia ekvivalentné " "nastavenie na skutočnom kamere. Vďaka tomu ju možno animovať v rámci objektu " "armatúry namiesto toho, aby sa animovala armatúra a kamera." #: ../../manual/addons/camera/camera_rigs.rst:133 msgid "Show in Front" msgstr "Zobraziť vpredu" #: ../../manual/addons/camera/camera_rigs.rst:132 msgid "" "Will make the rig object visible through all other geometry. (Useful if you " "have a fly through scene or if other meshes are in the way.)" msgstr "" "Objekt platformy bude viditeľný cez všetky ostatné geometrie. (Užitočné, ak " "máte preletovú scénu alebo ak vám prekážajú iné povrchové siete.)" #: ../../manual/addons/camera/camera_rigs.rst:135 msgid "Lock Camera Select" msgstr "Výber uzamknutia kamery" #: ../../manual/addons/camera/camera_rigs.rst:136 msgid "" "The *Lock Camera Select* is a toggle button to make the camera unselectable " "(so you can't accidentally delete it)." msgstr "" "Tlačidlo *Zamknúť výber kamery* je prepínacie tlačidlo, ktoré umožňuje " "zrušiť výber kamery (aby ste ju nemohli omylom odstrániť)." #: ../../manual/addons/camera/camera_rigs.rst:139 msgid "Tracking (Aim Lock)" msgstr "Snímanie (Zamknúť cieľ)" #: ../../manual/addons/camera/camera_rigs.rst:138 msgid "" "This slider controls the Track To constraint on the control bone. Turn it " "off and the bone will not point to the aim bone anymore." msgstr "" "Tento posúvač ovláda vynútenie Stopa na v riadiacej kosti. Ak ho vypnete, " "kosť už nebude smerovať na cieľovú kosť." #: ../../manual/addons/camera/camera_rigs.rst:148 msgid "Crane Rig Height, Arm Length" msgstr "Výška výbavy žeriavu, dĺžka ramena" #: ../../manual/addons/camera/camera_rigs.rst:146 msgid "" "The *Arm Height* and *Arm Length* sliders at the bottom of the UI show the Y " "axis scale of the relevant bone. By default, both the height and the arm " "length are at 1 unit in size. These values only show in the interface when a " "crane rig is selected, they are also animatable." msgstr "" "Posúvače *Výška ramena* a *Dĺžka ramena* v spodnej časti užívateľského " "rozhrania zobrazujú mierku osi Y príslušnej kosti. Predvolene majú výška aj " "dĺžka ramena veľkosť 1 jednotky. Tieto hodnoty sa v rozhraní zobrazujú len " "vtedy, keď je vybraná výbava žeriavom, sú tiež animovateľné." #: ../../manual/addons/camera/camera_rigs.rst:153 msgid "Rotation/Shift" msgstr "Rotácia/Posun" #: ../../manual/addons/camera/camera_rigs.rst:151 msgid "" "The Rotation/Shift slider lets you switch between Rotation and Shift Modes_ " "for the 2D Camera rig. You can also choose an intermediate value to have a " "bit of both." msgstr "" "Posúvač Rotácia/Posun umožňuje prepínať medzi režimami_ Rotácia a Posuv pre " "výbavu 2D kamery. Môžete tiež zvoliť prechodnú hodnotu, aby ste mali trochu " "z oboch." #: ../../manual/addons/camera/camera_rigs.rst:156 msgid "Multiple Cameras" msgstr "Viacero kamier" #: ../../manual/addons/camera/camera_rigs.rst:158 msgid "" "It is possible to add as many rigs as your scene needs. The *Make Camera " "Active* will appear if the camera attached to the selected rig is **not** " "the active camera. By pressing this, it will make this camera the active one." msgstr "" "Je možné pridať toľko zariadení, koľko vaša scéna potrebuje. Ak kamera " "pripojená k vybranej výbave nie je **aktívna**, zobrazí sa položka *Urobiť " "kameru aktívnou*. Stlačením tejto možnosti sa táto kamera stane aktívnou." #: ../../manual/addons/camera/camera_rigs.rst:164 msgid "Camera Switching" msgstr "Prepínanie kamier" #: ../../manual/addons/camera/camera_rigs.rst:166 msgid "" "If you wish to switch cameras during an animation, you can do this with the " "*Add Marker and Bind* button. This uses Blender's built-in camera binding " "tool to a Timeline marker. When pressed, it will add a marker to the " "Timeline and bind it to the camera controlled by the selected rig. Go to " "another frame, select a different camera rig and press it again. Now you " "have two markers and when you scrub the Timeline you will see the active " "camera switch accordingly. (Repeat this process as many times as needed). " "These markers can then also be dragged around in the Timeline to change the " "frame at which they will switch." msgstr "" "Ak chcete počas animácie prepínať kamery, môžete to urobiť tlačidlom " "*Pridanie značky a väzby*. Používa sa pri tom vstavaný nástroj Blenderu na " "väzbu kamery na značku časovej osi. Po stlačení pridá značku na časovú os a " "viaže ju na kameru ovládanú vybranou výbavou. Prejdite na inú snímku, " "vyberte inú výbavu kamery a znova ho stlačte. Teraz máte dve značky a pri " "prechádzaní časovej osi uvidíte, že aktívna kamera sa podľa toho prepína. " "(Tento postup opakujte toľkokrát, koľkokrát je potrebné). Tieto značky potom " "môžete tiež ťahať po časovej osi a meniť tak snímku, pri ktorej sa prepnú." #: ../../manual/addons/camera/camera_rigs.rst:176 #: ../../manual/animation/drivers/troubleshooting.rst:4 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:44 #: ../../manual/physics/cloth/settings/collisions.rst:129 #: ../../manual/troubleshooting/index.rst:5 msgid "Troubleshooting" msgstr "Riešenie problémov" #: ../../manual/addons/camera/camera_rigs.rst:178 msgid "" "If the Aim tracking or 2D rig are not functioning, check that you have " "\"Auto Run Python Scripts\" enabled in the Preferences :menuselection:" "`Preferences --> Save & Load --> Auto Run Python Scripts`." msgstr "" "Ak nefunguje snímanie cieľa alebo 2D výbava, skontrolujte, či máte v " "Nastaveniach zapnuté \"Automatické spúšťanie skriptov Python\" :" "menuselection:`Predvoľby --> Uložiť a načítať --> Automatické spúšťanie " "skriptov Python`." #: ../../manual/addons/camera/camera_rigs.rst:183 msgid "" "The `author's Github repository `__." msgstr "" "`Úložisko autora `__ na Githube." #: ../../manual/addons/camera/camera_rigs.rst:184 msgid "" "A `blog post `__ " "explaining the 2D rig by its authors." msgstr "" "`Blog `__ vysvetľujúci " "2D platformu od jej autorov." #: ../../manual/addons/camera/camera_rigs.rst:190 msgid "Adds a camera rig with a UI." msgstr "Pridáva kamerovú výbavu s užívateľským rozhraním." #: ../../manual/addons/camera/camera_rigs.rst:191 msgid ":menuselection:`3D Viewport --> Add --> Camera`" msgstr ":menuselection:`3D záber --> Pridať --> Kamera`" #: ../../manual/addons/camera/camera_rigs.rst:192 msgid "add_camera_rigs folder" msgstr "Priečinok add_camera_rigs" #: ../../manual/addons/camera/camera_rigs.rst:193 msgid "Wayne Dixon, Brian Raschko, Kris Wittig, Damien Picard, Flavio Perez" msgstr "Wayne Dixon, Brian Raschko, Kris Wittig, Damien Picard, Flavio Perez" #: ../../manual/addons/camera/index.rst:6 msgid "These add-ons relate to camera objects and tools." msgstr "Tieto doplnky sa týkajú objektov a nástrojov kamery." #: ../../manual/addons/development/dependency_graph.rst:4 msgid "Dependency Graph Debug" msgstr ":abbr:`Dependency Graph Debug (Ladenie grafu závislostí)`" #: ../../manual/addons/development/dependency_graph.rst:8 #: ../../manual/addons/development/edit_operator.rst:38 #: ../../manual/addons/development/icon_viewer.rst:38 #: ../../manual/addons/development/index.rst:4 #: ../../manual/addons/development/is_key_free.rst:33 #: ../../manual/addons/rigging/rigify/index.rst:38 #: ../../manual/editors/preferences/file_paths.rst:92 #: ../../manual/getting_started/about/community.rst:42 msgid "Development" msgstr "Vývoj" #: ../../manual/addons/development/dependency_graph.rst:9 msgid "Various dependency graph debugging tools." msgstr "Rôzne nástroje na ladenie grafov závislostí." #: ../../manual/addons/development/dependency_graph.rst:10 msgid ":menuselection:`Properties --> View Layers`" msgstr ":menuselection:`Vlastnosti --> Zobraziť vrstvy`" #: ../../manual/addons/development/dependency_graph.rst:11 msgid "depsgraph_debug.py" msgstr "depsgraph_debug.py" #: ../../manual/addons/development/dependency_graph.rst:12 msgid "Sergey Sharybin" msgstr "Sergey Sharybin" #: ../../manual/addons/development/dependency_graph.rst:20 msgid "Click Development then Dependency Graph Debug to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Vývoj --> Dependency Graph " "Debug`." #: ../../manual/addons/development/edit_operator.rst:4 msgid "Edit Operator Source" msgstr ":abbr:`Edit Operator Source (Upraviť zdroj operátora)`" #: ../../manual/addons/development/edit_operator.rst:6 msgid "" "This add-on allows searching for operator names (``bl_idname``) and opens " "source files containing them." msgstr "" "Tento doplnok umožňuje vyhľadávať názvy operátorov (``bl_idname``) a otvárať " "zdrojové súbory, ktoré ich obsahujú." #: ../../manual/addons/development/edit_operator.rst:13 msgid "Click Development then Edit Operator Source to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Vývoj --> Edit Operator Source`." #: ../../manual/addons/development/edit_operator.rst:19 msgid "" "In the :menuselection:`Text Editor --> Sidebar` on the left find the Edit " "Operator panel and press the *Edit Operator* button. A searchable menu will " "show up. Scroll down until the operator is found. Enter the keywords in the " "search field to narrow down the available options. The source file " "containing the operator will open pointing to it's line." msgstr "" "Vľavo v ponuke :menuselection:`Textový editor --> Bočný panel` nájdite panel " "Upraviť operátor (Edit Operator) a stlačte tlačidlo *Upraviť operátor* (Edit " "Operator). Zobrazí sa ponuka s možnosťou vyhľadávania. Posúvajte sa nadol, " "kým nenájdete operátor. Do vyhľadávacieho poľa zadajte kľúčové slová, aby " "ste zúžili dostupné možnosti. Otvorí sa zdrojový súbor obsahujúci operátor s " "odkazom na jeho riadok." #: ../../manual/addons/development/edit_operator.rst:24 msgid "" "To access the previously opened text files, select them from the header data-" "block menu." msgstr "" "Ak chcete získať prístup k predtým otvoreným textovým súborom, vyberte ich z " "ponuky bloku údajov záhlavia." #: ../../manual/addons/development/edit_operator.rst:28 msgid "" "Similar to the *Operator Cheat Sheet*, the script will produce a small " "memory leak (~0.03mb) when enabled by accessing the Operator attributes from " "Python. It is a conscious trade-off made by Blender developers, as the " "needed setting/call in the source C code for this purpose, would increase " "the size of every Python instance by 4 bytes. In case of complex scenes, the " "increased memory footprint would be nontrivial compared to the few usage " "cases where it is currently needed." msgstr "" "Podobne ako *Ťahák operátorov* (Operator Cheat Sheet), skript spôsobí malý " "úbytok pamäte (~0,03mb), ak je povolený prístupom k atribútom operátora z " "jazyka Python. Je to vedomý kompromis, ktorý urobili vývojári Blenderu, " "pretože potrebné nastavenie/vyvolanie v zdrojovom kóde C na tento účel by " "zväčšilo veľkosť každej inštancie Pythonu o 4 bajty. V prípade zložitých " "scén by zvýšená pamäťová stopa bola netriviálna v porovnaní s niekoľkými " "prípadmi použitia, kde je to v súčasnosti potrebné." #: ../../manual/addons/development/edit_operator.rst:39 msgid "" "Opens source file of chosen operator or call locations, if source not " "available." msgstr "" "Otvorí zdrojový súbor zvoleného operátora alebo miesta volania, ak zdroj nie " "je k dispozícii." #: ../../manual/addons/development/edit_operator.rst:40 msgid ":menuselection:`Text Editor --> Sidebar --> Edit Operator`" msgstr ":menuselection:`Textový editor --> Bočný panel --> Upraviť operátor`" #: ../../manual/addons/development/edit_operator.rst:41 msgid "development_edit_operator.py" msgstr "development_edit_operator.py" #: ../../manual/addons/development/edit_operator.rst:42 #: ../../manual/addons/development/edit_operator.rst:43 msgid "scorpion81" msgstr "scorpion81" #: ../../manual/addons/development/icon_viewer.rst:4 msgid "Icon Viewer" msgstr ":abbr:`Icon Viewer (Prehliadač ikon)`" #: ../../manual/addons/development/icon_viewer.rst:6 msgid "" "An add-on that will help you to find an icon for your script and copy its " "name to the clipboard." msgstr "" "Doplnok, ktorý vám pomôže nájsť ikonu pre váš skript a skopírovať jej názov " "do schránky." #: ../../manual/addons/development/icon_viewer.rst:17 msgid "Click Development then Icon Viewer to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Vývoj --> Icon Viewer`." #: ../../manual/addons/development/icon_viewer.rst:23 msgid "" "Located in the :menuselection:`Text Editor --> Sidebar --> Icon Viewer`." msgstr "" "Nachádza sa v :menuselection:`Textový editor --> Bočný panel --> Vývoj --> " "Prehliadač ikon`." #: ../../manual/addons/development/icon_viewer.rst:25 msgid "" "Located in the :menuselection:`Python Console --> Header --> Icon Viewer`." msgstr "" "Nachádza sa v :menuselection:`Konzola Pythonu --> Záhlavie --> Icon Viewer`." #: ../../manual/addons/development/icon_viewer.rst:31 msgid "Use the search field to filter the icons displayed by name." msgstr "Vyhľadávacím poľom môžete filtrovať zobrazené ikony podľa názvu." #: ../../manual/addons/development/icon_viewer.rst:32 msgid "" "Click on an icon in the display and it's name will be copied to the " "clipboard." msgstr "Kliknutím na ikonu na displeji sa jej názov skopíruje do schránky." #: ../../manual/addons/development/icon_viewer.rst:33 msgid "Paste the name into the text editor of choice to use it in your add-on." msgstr "" "Prilepte názov do vybraného textového editora a použite ho vo svojom doplnku." #: ../../manual/addons/development/icon_viewer.rst:39 msgid "Click an icon to copy its name to the clipboard." msgstr "Kliknutím na ikonu skopírujete jej názov do schránky." #: ../../manual/addons/development/icon_viewer.rst:40 msgid ":menuselection:`Text Editor --> Dev Tab --> Icon Viewer`" msgstr ":menuselection:`Textový editor --> Vývoj --> Prehliadač ikon`" #: ../../manual/addons/development/icon_viewer.rst:41 msgid "development_icon_get.py" msgstr "development_icon_get.py" #: ../../manual/addons/development/icon_viewer.rst:42 msgid "roaoao" msgstr "roaoao" #: ../../manual/addons/development/icon_viewer.rst:43 #: ../../manual/addons/development/is_key_free.rst:38 msgid "Blender Foundation" msgstr "Blender Foundation" #: ../../manual/addons/development/index.rst:6 msgid "These add-ons relate to Development tools." msgstr "Tieto doplnky sa týkajú vývojových nástrojov." #: ../../manual/addons/development/is_key_free.rst:4 msgid "Is Key Free" msgstr ":abbr:`Is Key Free (Je klávesa voľná)`" #: ../../manual/addons/development/is_key_free.rst:6 msgid "" "Primarily used to check the availability of shortcuts and the editor types " "they are associated with." msgstr "" "Slúži predovšetkým na kontrolu dostupnosti skratiek a typov editorov, s " "ktorými sú spojené." #: ../../manual/addons/development/is_key_free.rst:13 msgid "Click Development then Is key Free to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Vývoj --> Is key Free`." #: ../../manual/addons/development/is_key_free.rst:21 #: ../../manual/addons/materials/material_library.rst:69 #: ../../manual/editors/outliner/interface.rst:97 #: ../../manual/editors/preferences/keymap.rst:58 #: ../../manual/getting_started/configuration/defaults.rst:0 #: ../../manual/interface/controls/templates/operator_search.rst:5 #: ../../manual/interface/keymap/blender_default.rst:0 msgid "Search" msgstr "Vyhľadávanie" #: ../../manual/addons/development/is_key_free.rst:20 msgid "" "All the registered keys associated with the pattern entered in the *Key* " "field and selected modifier shortcuts will be displayed. Click the Search " "icon to list the associated keys." msgstr "" "Zobrazia sa všetky registrované klávesy spojené so vzorom zadaným v poli " "*Klávesa* (Key) a vybrané modifikačné skratky. Kliknutím na ikonu Hľadať " "zobrazíte zoznam súvisiacich kláves." #: ../../manual/addons/development/is_key_free.rst:25 msgid "Quick Type" msgstr "Rýchly typ" #: ../../manual/addons/development/is_key_free.rst:24 msgid "" "Alternatively, a list with free shortcuts is available for quick access of " "keys from the *Quick Type* selector." msgstr "" "Prípadne je k dispozícii zoznam s voľnými skratkami na rýchly prístup k " "tlačidlám z voliča *Rýchly typ*." #: ../../manual/addons/development/is_key_free.rst:29 msgid "List All Shortcuts" msgstr "Zoznam všetkých skratiek" #: ../../manual/addons/development/is_key_free.rst:28 msgid "Print a list of all used shortcuts to the Text editor." msgstr "Vytlačí zoznam všetkých použitých skratiek na Textový editor." #: ../../manual/addons/development/is_key_free.rst:34 msgid "Find free shortcuts, inform about used and print a key list." msgstr "" "Vyhľadáva voľné skratkové klávesy, informuje o použitých a vytlačí zoznam " "kláves." #: ../../manual/addons/development/is_key_free.rst:35 msgid ":menuselection:`Text Editor --> Sidebar --> Dev tab`" msgstr ":menuselection:`Textový editor --> Bočný panel --> Vývoj`" #: ../../manual/addons/development/is_key_free.rst:36 msgid "development_iskeyfree.py" msgstr "development_iskeyfree.py" #: ../../manual/addons/import_export/anim_bvh.rst:4 msgid "BioVision Motion Capture (BVH)" msgstr "Snímanie pohybu formátom BioVision (Biovision Hierarchy - BVH)" #: ../../manual/addons/import_export/anim_bvh.rst:8 #: ../../manual/addons/import_export/anim_camera.rst:8 #: ../../manual/addons/import_export/anim_nuke_chan.rst:8 #: ../../manual/addons/import_export/coat3D.rst:8 #: ../../manual/addons/import_export/curve_svg.rst:8 #: ../../manual/addons/import_export/images_as_planes.rst:8 #: ../../manual/addons/import_export/index.rst:4 #: ../../manual/addons/import_export/mesh_ply.rst:8 #: ../../manual/addons/import_export/mesh_stl.rst:8 #: ../../manual/addons/import_export/mesh_uv_layout.rst:8 #: ../../manual/addons/import_export/palettes.rst:13 #: ../../manual/addons/import_export/paper_model.rst:8 #: ../../manual/addons/import_export/pc2.rst:8 #: ../../manual/addons/import_export/scene_dxf.rst:8 #: ../../manual/addons/import_export/scene_fbx.rst:8 #: ../../manual/addons/import_export/scene_gltf2.rst:8 #: ../../manual/addons/import_export/scene_obj.rst:8 #: ../../manual/addons/import_export/scene_x3d.rst:8 #: ../../manual/addons/import_export/shape_mdd.rst:8 #: ../../manual/files/import_export/stl.rst:8 msgid "Import-Export" msgstr "Import-Export" #: ../../manual/addons/import_export/anim_bvh.rst:0 #: ../../manual/addons/import_export/anim_camera.rst:0 #: ../../manual/addons/import_export/anim_nuke_chan.rst:0 #: ../../manual/addons/import_export/curve_svg.rst:0 #: ../../manual/addons/import_export/images_as_planes.rst:0 #: ../../manual/addons/import_export/mesh_ply.rst:0 #: ../../manual/addons/import_export/mesh_stl.rst:0 #: ../../manual/addons/import_export/mesh_uv_layout.rst:0 #: ../../manual/addons/import_export/palettes.rst:0 #: ../../manual/addons/import_export/paper_model.rst:0 #: ../../manual/addons/import_export/pc2.rst:0 #: ../../manual/addons/import_export/scene_dxf.rst:0 #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/addons/import_export/scene_gltf2.rst:0 #: ../../manual/addons/import_export/scene_obj.rst:0 #: ../../manual/addons/import_export/scene_x3d.rst:0 #: ../../manual/addons/import_export/shape_mdd.rst:0 #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/rigging/rigify/basics.rst:0 #: ../../manual/addons/rigging/rigify/metarigs.rst:0 #: ../../manual/addons/uv/magic_uv.rst:0 ../../manual/advanced/operators.rst:0 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:0 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:0 #: 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../../manual/animation/markers.rst:0 #: ../../manual/animation/motion_paths.rst:0 #: ../../manual/editors/3dview/3d_cursor.rst:0 #: ../../manual/editors/3dview/navigate/align.rst:0 #: ../../manual/editors/3dview/navigate/camera_view.rst:0 #: ../../manual/editors/3dview/navigate/local_view.rst:0 #: ../../manual/editors/3dview/navigate/navigation.rst:0 #: ../../manual/editors/3dview/navigate/projections.rst:0 #: ../../manual/editors/3dview/navigate/regions.rst:0 #: ../../manual/editors/3dview/navigate/views.rst:0 #: ../../manual/editors/3dview/navigate/walk_fly.rst:0 #: ../../manual/editors/graph_editor/channels.rst:0 #: ../../manual/editors/graph_editor/fcurves/editing.rst:0 #: ../../manual/editors/image/editing.rst:0 #: ../../manual/editors/nla/editing.rst:0 ../../manual/editors/nla/strips.rst:0 #: ../../manual/editors/preferences/introduction.rst:0 #: ../../manual/editors/uv/selecting.rst:0 #: ../../manual/editors/uv/selecting.rst:72 #: ../../manual/files/blend/open_save.rst:0 #: ../../manual/files/blend/previews.rst:0 #: ../../manual/files/blend/rename.rst:0 ../../manual/files/import_export.rst:0 #: ../../manual/files/import_export/obj.rst:0 #: ../../manual/files/import_export/stl.rst:0 #: ../../manual/files/linked_libraries/library_overrides.rst:0 #: ../../manual/files/linked_libraries/link_append.rst:0 #: ../../manual/getting_started/help.rst:0 #: ../../manual/grease_pencil/animation/interpolation.rst:0 #: ../../manual/grease_pencil/animation/tools.rst:0 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:0 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:0 #: ../../manual/grease_pencil/modes/object/trace_image.rst:0 #: ../../manual/grease_pencil/modes/sculpting/introduction.rst:0 #: ../../manual/grease_pencil/modes/vertex_paint/editing.rst:0 #: ../../manual/grease_pencil/modes/weight_paint/weights_menu.rst:0 #: ../../manual/grease_pencil/primitives.rst:0 #: ../../manual/grease_pencil/selecting.rst:0 #: ../../manual/interface/controls/nodes/editing.rst:0 #: ../../manual/interface/controls/nodes/frame.rst:0 #: ../../manual/interface/controls/nodes/groups.rst:0 #: ../../manual/interface/controls/nodes/introduction.rst:0 #: ../../manual/interface/controls/templates/operator_search.rst:0 #: ../../manual/interface/selecting.rst:0 #: ../../manual/interface/undo_redo.rst:0 #: ../../manual/interface/window_system/areas.rst:0 #: ../../manual/interface/window_system/workspaces.rst:0 #: ../../manual/modeling/curves/editing/control_points.rst:0 #: ../../manual/modeling/curves/editing/curve.rst:0 #: ../../manual/modeling/curves/editing/other.rst:0 #: ../../manual/modeling/curves/editing/segments.rst:0 #: ../../manual/modeling/curves/primitives.rst:0 #: ../../manual/modeling/curves/properties/active_spline.rst:0 #: ../../manual/modeling/curves/selecting.rst:0 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/meshes/editing/edge/bridge_edge_loops.rst:0 #: ../../manual/modeling/meshes/editing/edge/edge_data.rst:0 #: ../../manual/modeling/meshes/editing/edge/edge_slide.rst:0 #: ../../manual/modeling/meshes/editing/edge/extrude_edges.rst:0 #: ../../manual/modeling/meshes/editing/edge/loopcut_slide.rst:0 #: ../../manual/modeling/meshes/editing/edge/rotate_edge.rst:0 #: ../../manual/modeling/meshes/editing/edge/screw.rst:0 #: ../../manual/modeling/meshes/editing/edge/subdivide.rst:0 #: ../../manual/modeling/meshes/editing/edge/unsubdivide.rst:0 #: ../../manual/modeling/meshes/editing/face/beautify_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_faces_normal.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_individual_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/face_data.rst:0 #: ../../manual/modeling/meshes/editing/face/fill.rst:0 #: ../../manual/modeling/meshes/editing/face/grid_fill.rst:0 #: ../../manual/modeling/meshes/editing/face/inset_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/intersect_boolean.rst:0 #: ../../manual/modeling/meshes/editing/face/intersect_knife.rst:0 #: ../../manual/modeling/meshes/editing/face/poke_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/shading.rst:0 #: ../../manual/modeling/meshes/editing/face/solidify_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/triangles_quads.rst:0 #: ../../manual/modeling/meshes/editing/face/triangulate_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/weld_edges_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/wireframe.rst:0 #: ../../manual/modeling/meshes/editing/mesh/bisect.rst:0 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:0 #: ../../manual/modeling/meshes/editing/mesh/convex_hull.rst:0 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:0 #: ../../manual/modeling/meshes/editing/mesh/duplicate.rst:0 #: ../../manual/modeling/meshes/editing/mesh/extrude.rst:0 #: ../../manual/modeling/meshes/editing/mesh/knife_project.rst:0 #: ../../manual/modeling/meshes/editing/mesh/knife_topology_tool.rst:0 #: ../../manual/modeling/meshes/editing/mesh/merge.rst:0 #: ../../manual/modeling/meshes/editing/mesh/mirror.rst:0 #: ../../manual/modeling/meshes/editing/mesh/normals.rst:0 #: ../../manual/modeling/meshes/editing/mesh/separate.rst:0 #: ../../manual/modeling/meshes/editing/mesh/shading.rst:0 #: ../../manual/modeling/meshes/editing/mesh/snap_symmetry.rst:0 #: ../../manual/modeling/meshes/editing/mesh/sort_elements.rst:0 #: ../../manual/modeling/meshes/editing/mesh/split.rst:0 #: ../../manual/modeling/meshes/editing/mesh/symmetrize.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/bend.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/push_pull.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/randomize.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shrink-fatten.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/skin_resize.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/to_sphere.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/warp.rst:0 #: ../../manual/modeling/meshes/editing/uv.rst:0 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/blend_shape.rst:0 #: ../../manual/modeling/meshes/editing/vertex/connect_vertex_pairs.rst:0 #: ../../manual/modeling/meshes/editing/vertex/connect_vertex_path.rst:0 #: ../../manual/modeling/meshes/editing/vertex/extrude_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/hooks.rst:0 #: ../../manual/modeling/meshes/editing/vertex/laplacian_smooth.rst:0 #: ../../manual/modeling/meshes/editing/vertex/make_face_edge.rst:0 #: ../../manual/modeling/meshes/editing/vertex/make_vertex_parent.rst:0 #: ../../manual/modeling/meshes/editing/vertex/propagate_shapes.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_extend.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_fill.rst:0 #: ../../manual/modeling/meshes/editing/vertex/slide_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/smooth_vertices.rst:0 #: ../../manual/modeling/meshes/primitives.rst:0 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:0 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:0 #: ../../manual/modeling/meshes/selecting/checker_deselect.rst:0 #: ../../manual/modeling/meshes/selecting/introduction.rst:0 #: ../../manual/modeling/meshes/selecting/linked.rst:0 #: ../../manual/modeling/meshes/selecting/loops.rst:0 #: ../../manual/modeling/meshes/selecting/mirror.rst:0 #: ../../manual/modeling/meshes/selecting/more_less.rst:0 #: ../../manual/modeling/meshes/selecting/random.rst:0 #: ../../manual/modeling/meshes/selecting/sharp_edges.rst:0 #: ../../manual/modeling/meshes/selecting/side_of_active.rst:0 #: ../../manual/modeling/meshes/selecting/similar.rst:0 #: ../../manual/modeling/meshes/structure.rst:0 #: ../../manual/modeling/meshes/tools/extrude_manifold.rst:0 #: ../../manual/modeling/meshes/tools/tool_settings.rst:0 #: ../../manual/modeling/meshes/uv/editing.rst:0 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:0 #: ../../manual/modeling/meshes/uv/uv_texture_spaces.rst:0 #: ../../manual/modeling/metas/primitives.rst:0 #: ../../manual/modeling/surfaces/editing/control_points.rst:0 #: ../../manual/modeling/surfaces/editing/segments.rst:0 #: ../../manual/modeling/surfaces/editing/surface.rst:0 #: ../../manual/modeling/surfaces/primitives.rst:0 #: ../../manual/modeling/surfaces/properties/active_spline.rst:0 #: ../../manual/modeling/surfaces/selecting.rst:0 #: ../../manual/modeling/texts/editing.rst:0 #: ../../manual/modeling/texts/introduction.rst:0 #: ../../manual/movie_clip/masking/editing.rst:0 #: ../../manual/movie_clip/masking/selecting.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/reconstruction.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:0 #: ../../manual/movie_clip/tracking/clip/selecting.rst:0 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/physics/introduction.rst:0 #: ../../manual/physics/particles/mode.rst:0 #: ../../manual/physics/rigid_body/introduction.rst:0 #: ../../manual/render/cycles/render_settings/simplify.rst:0 #: ../../manual/render/output/animation_player.rst:0 #: ../../manual/render/workbench/options.rst:0 #: ../../manual/scene_layout/collections/collections.rst:0 #: ../../manual/scene_layout/object/editing/apply.rst:0 #: ../../manual/scene_layout/object/editing/cleanup.rst:0 #: ../../manual/scene_layout/object/editing/clear.rst:0 #: ../../manual/scene_layout/object/editing/convert.rst:0 #: ../../manual/scene_layout/object/editing/delete.rst:0 #: ../../manual/scene_layout/object/editing/duplicate.rst:0 #: ../../manual/scene_layout/object/editing/duplicate_linked.rst:0 #: ../../manual/scene_layout/object/editing/join.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/copy_uvmaps.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/index.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/link_data.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/link_scene.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data_layout.rst:0 #: ../../manual/scene_layout/object/editing/mirror.rst:0 #: ../../manual/scene_layout/object/editing/parent.rst:0 #: ../../manual/scene_layout/object/editing/relations/make_single_user.rst:0 #: ../../manual/scene_layout/object/editing/rigid_body.rst:0 #: ../../manual/scene_layout/object/editing/shading.rst:0 #: ../../manual/scene_layout/object/editing/show_hide.rst:0 #: ../../manual/scene_layout/object/editing/snap.rst:0 #: ../../manual/scene_layout/object/editing/transform/align_objects.rst:0 #: ../../manual/scene_layout/object/editing/transform/align_transform_orientation.rst:0 #: ../../manual/scene_layout/object/editing/transform/move.rst:0 #: ../../manual/scene_layout/object/editing/transform/randomize.rst:0 #: ../../manual/scene_layout/object/editing/transform/rotate.rst:0 #: ../../manual/scene_layout/object/editing/transform/scale.rst:0 #: ../../manual/scene_layout/object/editing/transform/texture_space.rst:0 #: ../../manual/scene_layout/object/origin.rst:0 #: ../../manual/scene_layout/object/selecting.rst:0 #: ../../manual/scene_layout/object/types.rst:0 #: ../../manual/scene_layout/scene/introduction.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:0 #: ../../manual/sculpt_paint/texture_paint/tool_settings/tiling.rst:0 #: ../../manual/sculpt_paint/vertex_paint/editing.rst:0 #: ../../manual/sculpt_paint/weight_paint/editing.rst:0 #: ../../manual/troubleshooting/recover.rst:0 #: ../../manual/video_editing/edit/montage/editing.rst:0 #: ../../manual/video_editing/edit/montage/strips/image.rst:0 #: ../../manual/video_editing/edit/montage/strips/introduction.rst:0 #: ../../manual/video_editing/edit/montage/strips/movie.rst:0 #: ../../manual/video_editing/edit/montage/strips/sound.rst:0 msgid "Menu" msgstr "Ponuka" #: ../../manual/addons/import_export/anim_bvh.rst:9 msgid ":menuselection:`File --> Import/Export --> Motion Capture (.bvh)`" msgstr ":menuselection:`Súbor --> Import/Export --> Snímanie pohybu (.bvh)`" #: ../../manual/addons/import_export/anim_bvh.rst:11 msgid "" "Imports or exports bvh-files or files with BioVision Hierarchical data or " "data of a skeleton (rig) including its animation. Useful for importing data " "from motion capture devices." msgstr "" "Importuje alebo exportuje bvh-súbory alebo súbory s hierarchickými údajmi " "BioVision Hierarchical alebo údaje o kostre (výbava) vrátane jej animácie. " "Užitočné na importovanie údajov zo zariadení na snímanie pohybu." #: ../../manual/addons/import_export/anim_bvh.rst:17 #: ../../manual/addons/import_export/curve_svg.rst:17 #: ../../manual/addons/import_export/images_as_planes.rst:30 #: ../../manual/addons/import_export/mesh_ply.rst:17 #: ../../manual/addons/import_export/mesh_stl.rst:30 #: ../../manual/addons/import_export/mesh_stl.rst:59 #: ../../manual/addons/import_export/mesh_uv_layout.rst:45 #: ../../manual/addons/import_export/paper_model.rst:163 #: ../../manual/addons/import_export/pc2.rst:19 #: ../../manual/addons/import_export/scene_dxf.rst:53 #: ../../manual/addons/import_export/scene_fbx.rst:60 #: ../../manual/addons/import_export/scene_gltf2.rst:772 #: ../../manual/addons/import_export/scene_x3d.rst:19 #: ../../manual/animation/actions.rst:69 #: ../../manual/animation/armatures/bones/editing/properties.rst:5 #: ../../manual/animation/armatures/bones/properties/index.rst:4 #: ../../manual/animation/armatures/properties/index.rst:4 #: ../../manual/animation/keyframes/keying_sets.rst:28 #: ../../manual/animation/keyframes/keying_sets.rst:75 #: ../../manual/animation/lattice.rst:27 #: ../../manual/animation/shape_keys/shape_keys_panel.rst:8 #: ../../manual/compositing/types/color/alpha_over.rst:29 #: ../../manual/compositing/types/color/bright_contrast.rst:31 #: ../../manual/compositing/types/color/color_balance.rst:24 #: ../../manual/compositing/types/color/color_correction.rst:16 #: ../../manual/compositing/types/color/exposure.rst:30 #: ../../manual/compositing/types/color/gamma.rst:29 #: ../../manual/compositing/types/color/hue_correct.rst:25 #: ../../manual/compositing/types/color/hue_saturation.rst:29 #: ../../manual/compositing/types/color/invert.rst:29 #: ../../manual/compositing/types/color/mix.rst:39 #: ../../manual/compositing/types/color/posterize.rst:28 #: ../../manual/compositing/types/color/rgb_curves.rst:42 #: ../../manual/compositing/types/color/tone_map.rst:29 #: ../../manual/compositing/types/color/z_combine.rst:33 #: ../../manual/compositing/types/converter/alpha_convert.rst:34 #: ../../manual/compositing/types/converter/color_ramp.rst:25 #: ../../manual/compositing/types/converter/color_space.rst:30 #: ../../manual/compositing/types/converter/combine_color.rst:27 #: ../../manual/compositing/types/converter/combine_xyz.rst:24 #: ../../manual/compositing/types/converter/id_mask.rst:33 #: ../../manual/compositing/types/converter/math.rst:65 #: ../../manual/compositing/types/converter/rgb_to_bw.rst:26 #: ../../manual/compositing/types/converter/separate_color.rst:25 #: ../../manual/compositing/types/converter/separate_xyz.rst:23 #: ../../manual/compositing/types/converter/set_alpha.rst:26 #: ../../manual/compositing/types/converter/switch_view.rst:34 #: ../../manual/compositing/types/distort/corner_pin.rst:28 #: ../../manual/compositing/types/distort/crop.rst:25 #: ../../manual/compositing/types/distort/displace.rst:39 #: ../../manual/compositing/types/distort/flip.rst:26 #: ../../manual/compositing/types/distort/lens_distortion.rst:28 #: ../../manual/compositing/types/distort/map_uv.rst:35 #: ../../manual/compositing/types/distort/movie_distortion.rst:38 #: ../../manual/compositing/types/distort/plane_track_deform.rst:33 #: ../../manual/compositing/types/distort/rotate.rst:25 #: ../../manual/compositing/types/distort/scale.rst:25 #: ../../manual/compositing/types/distort/stabilize_2d.rst:28 #: ../../manual/compositing/types/distort/transform.rst:33 #: ../../manual/compositing/types/distort/translate.rst:27 #: ../../manual/compositing/types/filter/anti_aliasing.rst:25 #: ../../manual/compositing/types/filter/bilateral_blur.rst:35 #: ../../manual/compositing/types/filter/blur_node.rst:27 #: ../../manual/compositing/types/filter/bokeh_blur.rst:41 #: ../../manual/compositing/types/filter/defocus.rst:30 #: ../../manual/compositing/types/filter/denoise.rst:38 #: ../../manual/compositing/types/filter/despeckle.rst:30 #: ../../manual/compositing/types/filter/dilate_erode.rst:23 #: ../../manual/compositing/types/filter/directional_blur.rst:23 #: ../../manual/compositing/types/filter/filter_node.rst:25 #: ../../manual/compositing/types/filter/glare.rst:24 #: ../../manual/compositing/types/filter/inpaint.rst:26 #: ../../manual/compositing/types/filter/pixelate.rst:24 #: ../../manual/compositing/types/filter/sun_beams.rst:31 #: ../../manual/compositing/types/filter/vector_blur.rst:31 #: ../../manual/compositing/types/input/bokeh_image.rst:26 #: ../../manual/compositing/types/input/image.rst:22 #: ../../manual/compositing/types/input/mask.rst:25 #: ../../manual/compositing/types/input/movie_clip.rst:29 #: ../../manual/compositing/types/input/render_layers.rst:22 #: ../../manual/compositing/types/input/rgb.rst:23 #: ../../manual/compositing/types/input/texture.rst:27 #: ../../manual/compositing/types/input/time_curve.rst:25 #: ../../manual/compositing/types/input/track_position.rst:22 #: ../../manual/compositing/types/input/value.rst:26 #: ../../manual/compositing/types/layout/switch.rst:25 #: ../../manual/compositing/types/matte/box_mask.rst:25 #: ../../manual/compositing/types/matte/channel_key.rst:28 #: ../../manual/compositing/types/matte/chroma_key.rst:28 #: ../../manual/compositing/types/matte/color_key.rst:23 #: ../../manual/compositing/types/matte/color_spill.rst:34 #: ../../manual/compositing/types/matte/cryptomatte.rst:30 #: ../../manual/compositing/types/matte/cryptomatte_legacy.rst:40 #: ../../manual/compositing/types/matte/difference_key.rst:25 #: ../../manual/compositing/types/matte/distance_key.rst:29 #: ../../manual/compositing/types/matte/double_edge_mask.rst:28 #: ../../manual/compositing/types/matte/ellipse_mask.rst:25 #: ../../manual/compositing/types/matte/keying.rst:37 #: ../../manual/compositing/types/matte/keying_screen.rst:26 #: ../../manual/compositing/types/matte/luminance_key.rst:36 #: ../../manual/compositing/types/output/composite.rst:33 #: ../../manual/compositing/types/output/file.rst:37 #: ../../manual/compositing/types/output/levels.rst:24 #: ../../manual/compositing/types/output/split_viewer.rst:26 #: ../../manual/compositing/types/output/viewer.rst:27 #: ../../manual/compositing/types/vector/map_range.rst:33 #: ../../manual/compositing/types/vector/map_value.rst:23 #: ../../manual/compositing/types/vector/normal.rst:26 #: ../../manual/compositing/types/vector/normalize.rst:25 #: ../../manual/compositing/types/vector/vector_curves.rst:32 #: ../../manual/contribute/guides/templates.rst:39 #: ../../manual/editors/graph_editor/fcurves/properties.rst:4 #: ../../manual/editors/properties_editor.rst:6 #: ../../manual/editors/text_editor.rst:261 #: ../../manual/editors/texture_node/types/converter/distance.rst:24 #: ../../manual/editors/texture_node/types/converter/value_to_normal.rst:24 #: ../../manual/editors/texture_node/types/distort/at.rst:25 #: ../../manual/editors/texture_node/types/distort/rotate.rst:26 #: ../../manual/editors/texture_node/types/distort/scale.rst:24 #: ../../manual/editors/texture_node/types/distort/translate.rst:24 #: ../../manual/editors/texture_node/types/input/coordinates.rst:19 #: ../../manual/editors/texture_node/types/input/image.rst:21 #: ../../manual/editors/texture_node/types/input/texture.rst:26 #: ../../manual/editors/texture_node/types/output/output.rst:25 #: ../../manual/editors/texture_node/types/output/viewer.rst:22 #: ../../manual/editors/texture_node/types/patterns/bricks.rst:33 #: ../../manual/editors/texture_node/types/patterns/checker.rst:24 #: ../../manual/editors/video_sequencer/introduction.rst:42 #: ../../manual/files/import_export/obj.rst:26 #: ../../manual/files/import_export/obj.rst:51 #: ../../manual/files/import_export/obj.rst:143 #: ../../manual/files/import_export/stl.rst:26 #: ../../manual/grease_pencil/materials/properties.rst:4 #: ../../manual/grease_pencil/properties/index.rst:5 #: ../../manual/interface/controls/nodes/frame.rst:14 #: ../../manual/interface/controls/nodes/parts.rst:130 #: ../../manual/interface/controls/nodes/reroute.rst:17 #: ../../manual/interface/controls/nodes/sidebar.rst:59 #: ../../manual/interface/keymap/introduction.rst:64 #: ../../manual/interface/tool_system.rst:112 #: ../../manual/interface/window_system/workspaces.rst:105 #: ../../manual/modeling/curves/primitives.rst:78 #: ../../manual/modeling/curves/properties/index.rst:4 #: ../../manual/modeling/empties.rst:140 #: ../../manual/modeling/geometry_nodes/attribute/attribute_statistic.rst:30 #: ../../manual/modeling/geometry_nodes/attribute/blur_attribute.rst:55 #: ../../manual/modeling/geometry_nodes/attribute/capture_attribute.rst:42 #: ../../manual/modeling/geometry_nodes/attribute/domain_size.rst:26 #: ../../manual/modeling/geometry_nodes/attribute/remove_named_attribute.rst:34 #: ../../manual/modeling/geometry_nodes/attribute/store_named_attribute.rst:43 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_mesh.rst:45 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_points.rst:28 #: ../../manual/modeling/geometry_nodes/curve/operations/deform_curves_on_surface.rst:45 #: ../../manual/modeling/geometry_nodes/curve/operations/fill_curve.rst:24 #: ../../manual/modeling/geometry_nodes/curve/operations/fillet_curve.rst:35 #: ../../manual/modeling/geometry_nodes/curve/operations/resample_curve.rst:45 #: ../../manual/modeling/geometry_nodes/curve/operations/reverse_curve.rst:33 #: ../../manual/modeling/geometry_nodes/curve/operations/sample_curve.rst:47 #: ../../manual/modeling/geometry_nodes/curve/operations/subdivide_curve.rst:33 #: ../../manual/modeling/geometry_nodes/curve/operations/trim_curve.rst:51 #: ../../manual/modeling/geometry_nodes/curve/primitives/arc.rst:51 #: ../../manual/modeling/geometry_nodes/curve/primitives/bezier_segment.rst:29 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_circle.rst:34 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_line.rst:35 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_spiral.rst:38 #: ../../manual/modeling/geometry_nodes/curve/primitives/quadratic_bezier.rst:29 #: ../../manual/modeling/geometry_nodes/curve/primitives/quadrilateral.rst:35 #: ../../manual/modeling/geometry_nodes/curve/primitives/star.rst:34 #: ../../manual/modeling/geometry_nodes/curve/read/curve_handle_position.rst:26 #: ../../manual/modeling/geometry_nodes/curve/read/curve_length.rst:22 #: ../../manual/modeling/geometry_nodes/curve/read/curve_tangent.rst:33 #: ../../manual/modeling/geometry_nodes/curve/read/curve_tilt.rst:28 #: ../../manual/modeling/geometry_nodes/curve/read/endpoint_selection.rst:37 #: ../../manual/modeling/geometry_nodes/curve/read/handle_type_selection.rst:24 #: ../../manual/modeling/geometry_nodes/curve/read/is_spline_cyclic.rst:25 #: ../../manual/modeling/geometry_nodes/curve/read/spline_length.rst:27 #: ../../manual/modeling/geometry_nodes/curve/read/spline_parameter.rst:43 #: ../../manual/modeling/geometry_nodes/curve/read/spline_resolution.rst:30 #: ../../manual/modeling/geometry_nodes/curve/topology/curve_of_point.rst:29 #: ../../manual/modeling/geometry_nodes/curve/topology/offset_point_in_curve.rst:40 #: ../../manual/modeling/geometry_nodes/curve/topology/points_of_curve.rst:36 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_normal.rst:33 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_radius.rst:34 #: ../../manual/modeling/geometry_nodes/curve/write/set_curve_tilt.rst:40 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_positions.rst:53 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_type.rst:29 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_cyclic.rst:35 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_resolution.rst:37 #: ../../manual/modeling/geometry_nodes/curve/write/set_spline_type.rst:27 #: ../../manual/modeling/geometry_nodes/geometry/geometry_to_instance.rst:40 #: ../../manual/modeling/geometry_nodes/geometry/join_geometry.rst:53 #: ../../manual/modeling/geometry_nodes/geometry/operations/bounding_box.rst:29 #: ../../manual/modeling/geometry_nodes/geometry/operations/convex_hull.rst:32 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:28 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:32 #: ../../manual/modeling/geometry_nodes/geometry/operations/merge_by_distance.rst:39 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_components.rst:24 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:34 #: ../../manual/modeling/geometry_nodes/geometry/operations/transform_geometry.rst:40 #: ../../manual/modeling/geometry_nodes/geometry/read/id.rst:30 #: ../../manual/modeling/geometry_nodes/geometry/read/input_index.rst:36 #: ../../manual/modeling/geometry_nodes/geometry/read/named_attribute.rst:24 #: ../../manual/modeling/geometry_nodes/geometry/read/normal.rst:52 #: ../../manual/modeling/geometry_nodes/geometry/read/position.rst:32 #: ../../manual/modeling/geometry_nodes/geometry/read/radius.rst:25 #: ../../manual/modeling/geometry_nodes/geometry/sample/geometry_proximity.rst:31 #: ../../manual/modeling/geometry_nodes/geometry/sample/raycast.rst:41 #: ../../manual/modeling/geometry_nodes/geometry/sample/sample_index.rst:46 #: ../../manual/modeling/geometry_nodes/geometry/sample/sample_nearest.rst:34 #: ../../manual/modeling/geometry_nodes/geometry/write/set_id.rst:37 #: ../../manual/modeling/geometry_nodes/geometry/write/set_position.rst:40 #: ../../manual/modeling/geometry_nodes/input/constant/boolean.rst:22 #: ../../manual/modeling/geometry_nodes/input/constant/color.rst:22 #: ../../manual/modeling/geometry_nodes/input/constant/image.rst:29 #: ../../manual/modeling/geometry_nodes/input/constant/integer.rst:22 #: ../../manual/modeling/geometry_nodes/input/constant/material.rst:24 #: ../../manual/modeling/geometry_nodes/input/constant/string.rst:23 #: ../../manual/modeling/geometry_nodes/input/constant/vector.rst:22 #: ../../manual/modeling/geometry_nodes/input/scene/collection_info.rst:40 #: ../../manual/modeling/geometry_nodes/input/scene/image_info.rst:29 #: ../../manual/modeling/geometry_nodes/input/scene/is_viewport.rst:23 #: ../../manual/modeling/geometry_nodes/input/scene/object_info.rst:30 #: ../../manual/modeling/geometry_nodes/input/scene/scene_time.rst:24 #: ../../manual/modeling/geometry_nodes/input/scene/self_object.rst:28 #: ../../manual/modeling/geometry_nodes/instances/instance_on_points.rst:77 #: ../../manual/modeling/geometry_nodes/instances/instance_rotation.rst:29 #: ../../manual/modeling/geometry_nodes/instances/instance_scale.rst:25 #: ../../manual/modeling/geometry_nodes/instances/instances_to_points.rst:40 #: ../../manual/modeling/geometry_nodes/instances/realize_instances.rst:57 #: ../../manual/modeling/geometry_nodes/instances/rotate_instances.rst:41 #: ../../manual/modeling/geometry_nodes/instances/scale_instances.rst:42 #: ../../manual/modeling/geometry_nodes/instances/translate_instances.rst:35 #: ../../manual/modeling/geometry_nodes/material/material_index.rst:27 #: ../../manual/modeling/geometry_nodes/material/material_selection.rst:26 #: ../../manual/modeling/geometry_nodes/material/replace_material.rst:37 #: ../../manual/modeling/geometry_nodes/material/set_material.rst:40 #: ../../manual/modeling/geometry_nodes/material/set_material_index.rst:32 #: ../../manual/modeling/geometry_nodes/mesh/operations/dual_mesh.rst:33 #: ../../manual/modeling/geometry_nodes/mesh/operations/edge_paths_to_curves.rst:35 #: ../../manual/modeling/geometry_nodes/mesh/operations/edge_paths_to_selection.rst:33 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:51 #: ../../manual/modeling/geometry_nodes/mesh/operations/flip_faces.rst:34 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_boolean.rst:34 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_curve.rst:38 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_points.rst:33 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_volume.rst:45 #: ../../manual/modeling/geometry_nodes/mesh/operations/sample_nearest_surface.rst:39 #: ../../manual/modeling/geometry_nodes/mesh/operations/sample_uv_surface.rst:39 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:38 #: ../../manual/modeling/geometry_nodes/mesh/operations/split_edges.rst:31 #: ../../manual/modeling/geometry_nodes/mesh/operations/subdivide_mesh.rst:26 #: ../../manual/modeling/geometry_nodes/mesh/operations/subdivision_surface.rst:33 #: ../../manual/modeling/geometry_nodes/mesh/operations/triangulate.rst:32 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cone.rst:46 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cube.rst:27 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cylinder.rst:40 #: ../../manual/modeling/geometry_nodes/mesh/primitives/grid.rst:34 #: ../../manual/modeling/geometry_nodes/mesh/primitives/icosphere.rst:27 #: ../../manual/modeling/geometry_nodes/mesh/primitives/mesh_circle.rst:27 #: ../../manual/modeling/geometry_nodes/mesh/primitives/mesh_line.rst:40 #: ../../manual/modeling/geometry_nodes/mesh/primitives/uv_sphere.rst:31 #: ../../manual/modeling/geometry_nodes/mesh/read/edge_angle.rst:29 #: ../../manual/modeling/geometry_nodes/mesh/read/edge_neighbors.rst:22 #: ../../manual/modeling/geometry_nodes/mesh/read/edge_vertices.rst:28 #: ../../manual/modeling/geometry_nodes/mesh/read/face_area.rst:31 #: ../../manual/modeling/geometry_nodes/mesh/read/face_group_boundaries.rst:26 #: ../../manual/modeling/geometry_nodes/mesh/read/face_is_planar.rst:29 #: ../../manual/modeling/geometry_nodes/mesh/read/face_neighbors.rst:22 #: ../../manual/modeling/geometry_nodes/mesh/read/is_shade_smooth.rst:24 #: ../../manual/modeling/geometry_nodes/mesh/read/mesh_island.rst:28 #: ../../manual/modeling/geometry_nodes/mesh/read/shortest_edge_paths.rst:49 #: ../../manual/modeling/geometry_nodes/mesh/read/vertex_neighbors.rst:22 #: ../../manual/modeling/geometry_nodes/mesh/topology/corners_of_face.rst:36 #: ../../manual/modeling/geometry_nodes/mesh/topology/corners_of_vertex.rst:40 #: ../../manual/modeling/geometry_nodes/mesh/topology/edges_of_corner.rst:28 #: ../../manual/modeling/geometry_nodes/mesh/topology/edges_of_vertex.rst:41 #: ../../manual/modeling/geometry_nodes/mesh/topology/face_of_corner.rst:28 #: ../../manual/modeling/geometry_nodes/mesh/topology/offset_corner_in_face.rst:36 #: ../../manual/modeling/geometry_nodes/mesh/topology/vertex_of_corner.rst:29 #: ../../manual/modeling/geometry_nodes/mesh/uv/pack_uv_islands.rst:39 #: ../../manual/modeling/geometry_nodes/mesh/uv/uv_unwrap.rst:42 #: ../../manual/modeling/geometry_nodes/mesh/write/set_shade_smooth.rst:31 #: ../../manual/modeling/geometry_nodes/output/viewer.rst:75 #: ../../manual/modeling/geometry_nodes/point/distribute_points_in_volume.rst:35 #: ../../manual/modeling/geometry_nodes/point/distribute_points_on_faces.rst:64 #: ../../manual/modeling/geometry_nodes/point/points.rst:35 #: ../../manual/modeling/geometry_nodes/point/points_to_vertices.rst:27 #: ../../manual/modeling/geometry_nodes/point/points_to_volume.rst:42 #: ../../manual/modeling/geometry_nodes/point/set_point_radius.rst:31 #: ../../manual/modeling/geometry_nodes/texture/brick.rst:52 #: ../../manual/modeling/geometry_nodes/texture/checker.rst:50 #: ../../manual/modeling/geometry_nodes/texture/gradient.rst:30 #: ../../manual/modeling/geometry_nodes/texture/image.rst:39 #: ../../manual/modeling/geometry_nodes/texture/magic.rst:34 #: ../../manual/modeling/geometry_nodes/texture/musgrave.rst:52 #: ../../manual/modeling/geometry_nodes/texture/noise.rst:44 #: ../../manual/modeling/geometry_nodes/texture/voronoi.rst:115 #: ../../manual/modeling/geometry_nodes/texture/wave.rst:43 #: ../../manual/modeling/geometry_nodes/texture/white_noise.rst:35 #: ../../manual/modeling/geometry_nodes/utilities/color/combine_color.rst:26 #: ../../manual/modeling/geometry_nodes/utilities/color/separate_color.rst:24 #: ../../manual/modeling/geometry_nodes/utilities/field/accumulate_field.rst:39 #: ../../manual/modeling/geometry_nodes/utilities/field/evaluate_at_index.rst:34 #: ../../manual/modeling/geometry_nodes/utilities/field/evaluate_on_domain.rst:43 #: ../../manual/modeling/geometry_nodes/utilities/math/boolean_math.rst:23 #: ../../manual/modeling/geometry_nodes/utilities/math/compare.rst:30 #: ../../manual/modeling/geometry_nodes/utilities/math/float_to_integer.rst:24 #: ../../manual/modeling/geometry_nodes/utilities/random_value.rst:47 #: ../../manual/modeling/geometry_nodes/utilities/rotation/align_euler_to_vector.rst:37 #: ../../manual/modeling/geometry_nodes/utilities/rotation/rotate_euler.rst:34 #: ../../manual/modeling/geometry_nodes/utilities/switch.rst:30 #: ../../manual/modeling/geometry_nodes/utilities/text/join_strings.rst:34 #: ../../manual/modeling/geometry_nodes/utilities/text/replace_string.rst:29 #: ../../manual/modeling/geometry_nodes/utilities/text/slice_string.rst:30 #: ../../manual/modeling/geometry_nodes/utilities/text/special_characters.rst:30 #: ../../manual/modeling/geometry_nodes/utilities/text/string_length.rst:23 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:52 #: ../../manual/modeling/geometry_nodes/utilities/text/value_to_string.rst:26 #: ../../manual/modeling/geometry_nodes/utilities/vector/combine_xyz.rst:23 #: ../../manual/modeling/geometry_nodes/utilities/vector/separate_xyz.rst:22 #: ../../manual/modeling/geometry_nodes/volume/volume_cube.rst:44 #: ../../manual/modeling/geometry_nodes/volume/volume_to_mesh.rst:41 #: ../../manual/modeling/meshes/properties/index.rst:4 #: ../../manual/modeling/meshes/structure.rst:85 #: ../../manual/modeling/metas/properties.rst:4 #: ../../manual/modeling/point_cloud.rst:23 #: ../../manual/modeling/surfaces/properties/index.rst:4 #: ../../manual/modeling/texts/properties.rst:4 #: ../../manual/modeling/volumes/properties.rst:4 #: ../../manual/physics/rigid_body/properties/index.rst:4 #: ../../manual/render/cameras.rst:22 #: ../../manual/render/color_management.rst:101 #: ../../manual/render/freestyle/view_layer/line_style/index.rst:14 #: ../../manual/render/freestyle/view_layer/line_style/texture.rst:57 #: ../../manual/render/freestyle/view_layer/line_style/texture.rst:97 #: ../../manual/render/shader_nodes/color/light_falloff.rst:32 #: ../../manual/render/shader_nodes/converter/blackbody.rst:23 #: ../../manual/render/shader_nodes/converter/clamp.rst:30 #: ../../manual/render/shader_nodes/converter/combine_xyz.rst:24 #: ../../manual/render/shader_nodes/converter/float_curve.rst:25 #: ../../manual/render/shader_nodes/converter/map_range.rst:37 #: ../../manual/render/shader_nodes/converter/mix.rst:36 #: ../../manual/render/shader_nodes/converter/separate_xyz.rst:23 #: ../../manual/render/shader_nodes/converter/shader_to_rgb.rst:43 #: ../../manual/render/shader_nodes/converter/vector_math.rst:33 #: ../../manual/render/shader_nodes/converter/wavelength.rst:23 #: ../../manual/render/shader_nodes/input/ao.rst:41 #: ../../manual/render/shader_nodes/input/attribute.rst:21 #: ../../manual/render/shader_nodes/input/bevel.rst:44 #: ../../manual/render/shader_nodes/input/camera_data.rst:23 #: ../../manual/render/shader_nodes/input/fresnel.rst:36 #: ../../manual/render/shader_nodes/input/geometry.rst:23 #: ../../manual/render/shader_nodes/input/hair_info.rst:21 #: ../../manual/render/shader_nodes/input/layer_weight.rst:24 #: ../../manual/render/shader_nodes/input/light_path.rst:23 #: ../../manual/render/shader_nodes/input/object_info.rst:25 #: ../../manual/render/shader_nodes/input/particle_info.rst:31 #: ../../manual/render/shader_nodes/input/point_info.rst:25 #: ../../manual/render/shader_nodes/input/tangent.rst:21 #: ../../manual/render/shader_nodes/input/texture_coordinate.rst:22 #: ../../manual/render/shader_nodes/input/uv_map.rst:24 #: ../../manual/render/shader_nodes/input/vertex_color.rst:21 #: ../../manual/render/shader_nodes/input/volume_info.rst:21 #: ../../manual/render/shader_nodes/input/wireframe.rst:23 #: ../../manual/render/shader_nodes/output/aov.rst:32 #: ../../manual/render/shader_nodes/output/light.rst:22 #: ../../manual/render/shader_nodes/output/material.rst:26 #: ../../manual/render/shader_nodes/output/world.rst:33 #: ../../manual/render/shader_nodes/shader/add.rst:28 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:41 #: ../../manual/render/shader_nodes/shader/background.rst:25 #: ../../manual/render/shader_nodes/shader/diffuse.rst:28 #: ../../manual/render/shader_nodes/shader/emission.rst:34 #: ../../manual/render/shader_nodes/shader/glass.rst:35 #: ../../manual/render/shader_nodes/shader/glossy.rst:27 #: ../../manual/render/shader_nodes/shader/hair.rst:53 #: ../../manual/render/shader_nodes/shader/hair_principled.rst:185 #: ../../manual/render/shader_nodes/shader/holdout.rst:26 #: ../../manual/render/shader_nodes/shader/mix.rst:26 #: ../../manual/render/shader_nodes/shader/principled.rst:126 #: ../../manual/render/shader_nodes/shader/refraction.rst:31 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:80 #: ../../manual/render/shader_nodes/shader/sss.rst:43 #: ../../manual/render/shader_nodes/shader/toon.rst:31 #: ../../manual/render/shader_nodes/shader/translucent.rst:25 #: ../../manual/render/shader_nodes/shader/transparent.rst:28 #: ../../manual/render/shader_nodes/shader/velvet.rst:32 #: ../../manual/render/shader_nodes/shader/volume_absorption.rst:25 #: ../../manual/render/shader_nodes/shader/volume_principled.rst:46 #: ../../manual/render/shader_nodes/shader/volume_scatter.rst:29 #: ../../manual/render/shader_nodes/textures/brick.rst:38 #: ../../manual/render/shader_nodes/textures/checker.rst:37 #: ../../manual/render/shader_nodes/textures/environment.rst:23 #: ../../manual/render/shader_nodes/textures/gradient.rst:23 #: ../../manual/render/shader_nodes/textures/ies.rst:27 #: ../../manual/render/shader_nodes/textures/image.rst:23 #: ../../manual/render/shader_nodes/textures/magic.rst:27 #: ../../manual/render/shader_nodes/textures/musgrave.rst:45 #: ../../manual/render/shader_nodes/textures/noise.rst:37 #: ../../manual/render/shader_nodes/textures/point_density.rst:23 #: ../../manual/render/shader_nodes/textures/sky.rst:23 #: ../../manual/render/shader_nodes/textures/voronoi.rst:108 #: ../../manual/render/shader_nodes/textures/wave.rst:36 #: ../../manual/render/shader_nodes/textures/white_noise.rst:28 #: ../../manual/render/shader_nodes/vector/bump.rst:30 #: ../../manual/render/shader_nodes/vector/displacement.rst:44 #: ../../manual/render/shader_nodes/vector/mapping.rst:33 #: ../../manual/render/shader_nodes/vector/normal_map.rst:33 #: ../../manual/render/shader_nodes/vector/transform.rst:23 #: ../../manual/render/shader_nodes/vector/vector_displacement.rst:46 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:40 #: ../../manual/scene_layout/object/properties/index.rst:4 #: ../../manual/compositing/types/color/bright_contrast.rst:26 #: ../../manual/compositing/types/color/gamma.rst:24 #: ../../manual/compositing/types/color/hue_saturation.rst:24 #: ../../manual/compositing/types/color/invert.rst:24 #: ../../manual/compositing/types/color/mix.rst:31 #: ../../manual/compositing/types/color/rgb_curves.rst:37 #: ../../manual/compositing/types/converter/math.rst:58 #: ../../manual/compositing/types/converter/rgb_to_bw.rst:22 #: ../../manual/compositing/types/input/rgb.rst:19 #: ../../manual/compositing/types/input/time_curve.rst:22 #: ../../manual/compositing/types/input/value.rst:21 #: ../../manual/compositing/types/vector/normal.rst:22 #: ../../manual/compositing/types/vector/vector_curves.rst:28 #: ../../manual/modeling/geometry_nodes/input/scene/scene_time.rst:21 #: ../../manual/render/shader_nodes/converter/clamp.rst:26 #: ../../manual/render/shader_nodes/converter/float_curve.rst:24 #: ../../manual/render/shader_nodes/converter/map_range.rst:33 #: ../../manual/render/shader_nodes/converter/mix.rst:32 #: ../../manual/render/shader_nodes/converter/vector_math.rst:29 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:35 msgid "Properties" msgstr "Vlastnosti" #: ../../manual/addons/import_export/anim_bvh.rst:20 #: ../../manual/addons/import_export/mesh_ply.rst:20 #: ../../manual/addons/import_export/scene_dxf.rst:15 #: ../../manual/addons/import_export/scene_fbx.rst:63 #: ../../manual/addons/import_export/scene_fbx.rst:250 #: ../../manual/addons/import_export/scene_gltf2.rst:556 #: ../../manual/addons/import_export/scene_gltf2.rst:617 #: ../../manual/addons/import_export/scene_gltf2.rst:775 #: ../../manual/addons/import_export/scene_x3d.rst:22 #: ../../manual/editors/preferences/keymap.rst:25 #: ../../manual/files/import_export/collada.rst:243 #: ../../manual/files/import_export/collada.rst:265 #: ../../manual/files/import_export/grease_pencil_svg.rst:13 #: ../../manual/interface/window_system/topbar.rst:83 msgid "Import" msgstr "Import" #: ../../manual/addons/import_export/anim_bvh.rst:27 #: ../../manual/animation/constraints/interface/common.rst:9 #: ../../manual/animation/constraints/relationship/action.rst:42 #: ../../manual/animation/constraints/relationship/action.rst:95 #: ../../manual/animation/constraints/relationship/action.rst:102 #: ../../manual/animation/constraints/relationship/armature.rst:69 #: ../../manual/animation/constraints/relationship/child_of.rst:39 #: ../../manual/animation/constraints/relationship/floor.rst:26 #: ../../manual/animation/constraints/relationship/follow_path.rst:83 #: ../../manual/animation/constraints/relationship/pivot.rst:22 #: ../../manual/animation/constraints/relationship/shrinkwrap.rst:29 #: ../../manual/animation/constraints/tracking/clamp_to.rst:55 #: ../../manual/animation/constraints/tracking/damped_track.rst:33 #: ../../manual/animation/constraints/tracking/ik_solver.rst:34 #: ../../manual/animation/constraints/tracking/ik_solver.rst:58 #: ../../manual/animation/constraints/tracking/ik_solver.rst:86 #: ../../manual/animation/constraints/tracking/locked_track.rst:54 #: ../../manual/animation/constraints/tracking/spline_ik.rst:43 #: ../../manual/animation/constraints/tracking/stretch_to.rst:34 #: ../../manual/animation/constraints/tracking/track_to.rst:39 #: ../../manual/animation/constraints/transform/copy_location.rst:26 #: ../../manual/animation/constraints/transform/copy_rotation.rst:20 #: ../../manual/animation/constraints/transform/copy_scale.rst:28 #: ../../manual/animation/constraints/transform/copy_transforms.rst:20 #: ../../manual/animation/constraints/transform/limit_distance.rst:32 #: ../../manual/animation/constraints/transform/transformation.rst:30 #: ../../manual/compositing/realtime_compositor.rst:66 #: ../../manual/editors/uv/controls/snapping.rst:47 #: ../../manual/grease_pencil/modes/draw/stroke_placement.rst:46 #: ../../manual/grease_pencil/modifiers/deform/shrinkwrap.rst:62 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:370 #: ../../manual/modeling/geometry_nodes/geometry/sample/geometry_proximity.rst:24 #: ../../manual/modeling/modifiers/deform/shrinkwrap.rst:60 #: ../../manual/modeling/modifiers/deform/surface_deform.rst:35 #: ../../manual/modeling/modifiers/modify/normal_edit.rst:36 #: ../../manual/physics/particles/emitter/physics/boids.rst:122 #: ../../manual/render/cycles/baking.rst:246 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/color/distance_from_object.rst:15 #: ../../manual/render/shader_nodes/output/light.rst:28 #: ../../manual/render/shader_nodes/output/material.rst:32 #: ../../manual/render/shader_nodes/output/world.rst:39 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/color/distance_from_object.rst:11 msgid "Target" msgstr "Cieľ" #: ../../manual/addons/import_export/anim_bvh.rst:23 msgid "The motion capture data type." msgstr "Typ údajov snímania pohybu." #: ../../manual/addons/import_export/anim_bvh.rst:25 msgid "" "The bvh-file contains an animated rigged skeleton such as a walking motion " "capture." msgstr "" "Súbor bvh obsahuje animovanú kostru s výbavou, napríklad snímanie pohybu pri " "chôdzi." #: ../../manual/addons/import_export/anim_bvh.rst:0 #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/addons/object/bool_tools.rst:77 #: ../../manual/addons/object/carver.rst:111 #: ../../manual/addons/object/cell_fracture.rst:35 #: ../../manual/addons/object/color_rules.rst:8 #: ../../manual/addons/object/edit_linked_library.rst:36 #: ../../manual/addons/object/greasepencil_tools.rst:124 #: ../../manual/addons/object/index.rst:4 #: ../../manual/addons/object/real_snow.rst:57 #: ../../manual/addons/object/scatter_objects.rst:8 #: ../../manual/addons/object/skinify.rst:37 #: ../../manual/addons/uv/magic_uv.rst:99 #: ../../manual/animation/constraints/introduction.rst:39 #: ../../manual/animation/constraints/motion_tracking/object_solver.rst:39 #: ../../manual/compositing/types/distort/plane_track_deform.rst:38 #: ../../manual/editors/3dview/display/shading.rst:0 #: ../../manual/editors/3dview/display/shading.rst:37 #: ../../manual/editors/3dview/introduction.rst:52 #: ../../manual/editors/preferences/editing.rst:34 #: ../../manual/editors/properties_editor.rst:55 #: ../../manual/files/import_export/grease_pencil_pdf.rst:22 #: ../../manual/files/import_export/grease_pencil_svg.rst:36 #: ../../manual/glossary/index.rst:596 #: ../../manual/grease_pencil/materials/properties.rst:0 #: ../../manual/grease_pencil/modes/draw/guides.rst:79 #: ../../manual/grease_pencil/modifiers/color/tint.rst:41 #: ../../manual/grease_pencil/modifiers/deform/armature.rst:33 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:31 #: ../../manual/grease_pencil/modifiers/deform/lattice.rst:32 #: ../../manual/grease_pencil/modifiers/generate/build.rst:86 #: ../../manual/grease_pencil/modifiers/generate/mirror.rst:38 #: ../../manual/grease_pencil/object.rst:4 #: ../../manual/grease_pencil/visual_effects/swirl.rst:21 #: ../../manual/modeling/curves/properties/geometry.rst:153 #: ../../manual/modeling/curves/properties/geometry.rst:180 #: ../../manual/modeling/geometry_nodes/input/scene/object_info.rst:23 #: ../../manual/modeling/geometry_nodes/utilities/rotation/rotate_euler.rst:0 #: ../../manual/modeling/modifiers/common_options.rst:99 #: ../../manual/modeling/modifiers/common_options.rst:105 #: ../../manual/modeling/modifiers/deform/armature.rst:29 #: ../../manual/modeling/modifiers/deform/cast.rst:80 #: ../../manual/modeling/modifiers/deform/hooks.rst:31 #: ../../manual/modeling/modifiers/deform/lattice.rst:29 #: ../../manual/modeling/modifiers/deform/mesh_deform.rst:27 #: ../../manual/modeling/modifiers/deform/wave.rst:98 #: ../../manual/modeling/modifiers/generate/booleans.rst:0 #: ../../manual/modeling/modifiers/generate/booleans.rst:66 #: ../../manual/modeling/modifiers/generate/mesh_to_volume.rst:29 #: ../../manual/modeling/modifiers/generate/volume_to_mesh.rst:28 #: ../../manual/modeling/modifiers/modify/uv_project.rst:47 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:32 #: ../../manual/modeling/volumes/properties.rst:0 #: ../../manual/movie_clip/masking/sidebar.rst:130 #: ../../manual/physics/fluid/type/domain/cache.rst:106 #: ../../manual/physics/particles/emitter/physics/boids.rst:206 #: ../../manual/physics/particles/emitter/physics/boids.rst:218 #: ../../manual/physics/particles/emitter/physics/keyed.rst:50 #: ../../manual/physics/particles/emitter/render.rst:98 #: ../../manual/physics/soft_body/settings/object.rst:4 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/cycles/object_settings/object_data.rst:4 #: ../../manual/render/layers/passes.rst:201 #: ../../manual/render/shader_nodes/input/attribute.rst:0 #: ../../manual/render/shader_nodes/input/texture_coordinate.rst:26 #: ../../manual/render/shader_nodes/input/texture_coordinate.rst:70 #: ../../manual/render/shader_nodes/textures/point_density.rst:32 #: ../../manual/render/workbench/color.rst:0 #: ../../manual/render/workbench/display_settings.rst:13 #: ../../manual/scene_layout/object/editing/parent.rst:56 #: ../../manual/scene_layout/object/editing/relations/make_single_user.rst:0 #: ../../manual/scene_layout/object/introduction.rst:13 msgid "Object" msgstr "Objekt" #: ../../manual/addons/import_export/anim_bvh.rst:26 msgid "" "The bvh-file contains a static (not animated) mesh object such as a " "character model." msgstr "" "Súbor bvh obsahuje statickú (neanimovanú) povrchovú sieť objektu, napríklad " "model postavy." #: ../../manual/addons/import_export/anim_bvh.rst:30 #: ../../manual/addons/import_export/anim_bvh.rst:65 #: ../../manual/addons/import_export/mesh_ply.rst:38 #: ../../manual/addons/import_export/mesh_stl.rst:33 #: ../../manual/addons/import_export/mesh_stl.rst:77 #: ../../manual/addons/import_export/scene_fbx.rst:81 #: ../../manual/addons/import_export/scene_fbx.rst:176 #: ../../manual/addons/import_export/scene_gltf2.rst:843 #: ../../manual/addons/import_export/scene_x3d.rst:25 #: ../../manual/addons/import_export/scene_x3d.rst:55 #: ../../manual/addons/mesh/3d_print_toolbox.rst:147 #: ../../manual/animation/armatures/bones/editing/transform.rst:4 #: ../../manual/animation/armatures/bones/properties/transform.rst:4 #: ../../manual/animation/armatures/bones/tools/toolbar.rst:34 #: ../../manual/animation/constraints/index.rst:41 #: ../../manual/editors/graph_editor/fcurves/editing.rst:7 #: ../../manual/editors/nla/editing.rst:7 #: ../../manual/editors/nla/introduction.rst:89 #: ../../manual/editors/video_sequencer/preview/toolbar.rst:105 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:47 #: ../../manual/files/import_export/collada.rst:115 #: ../../manual/files/import_export/obj.rst:146 #: ../../manual/glossary/index.rst:896 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:7 #: ../../manual/grease_pencil/modes/edit/tools.rst:36 #: ../../manual/grease_pencil/properties/layers.rst:152 #: ../../manual/interface/controls/nodes/editing.rst:7 #: ../../manual/modeling/curves/editing/curve.rst:10 #: ../../manual/modeling/curves/tools/toolbar.rst:35 #: ../../manual/modeling/meshes/tools/tool_settings.rst:16 #: ../../manual/modeling/meshes/tools/toolbar.rst:35 #: ../../manual/modeling/meshes/uv/editing.rst:23 #: ../../manual/modeling/meshes/uv/tools/toolbar.rst:27 #: ../../manual/modeling/metas/toolbar/index.rst:37 #: ../../manual/modeling/modifiers/modify/uv_warp.rst:45 #: ../../manual/modeling/surfaces/editing/surface.rst:13 #: ../../manual/modeling/surfaces/toolbar/index.rst:34 #: ../../manual/modeling/texts/properties.rst:122 #: ../../manual/movie_clip/masking/editing.rst:17 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:7 #: ../../manual/scene_layout/object/editing/transform/index.rst:5 #: ../../manual/scene_layout/object/properties/transforms.rst:4 #: ../../manual/scene_layout/object/tools/tool_settings.rst:16 #: ../../manual/scene_layout/object/tools/toolbar.rst:34 #: ../../manual/sculpt_paint/sculpting/tools/transforms.rst:40 #: ../../manual/video_editing/edit/montage/editing.rst:7 msgid "Transform" msgstr "Transformácia" #: ../../manual/addons/import_export/anim_bvh.rst:33 #: ../../manual/addons/import_export/anim_bvh.rst:68 msgid "Factor to increase the physical size of the BVH." msgstr "Faktor na zvýšenie fyzickej veľkosti BVH." #: ../../manual/addons/import_export/anim_bvh.rst:34 #: ../../manual/addons/import_export/anim_bvh.rst:69 #: ../../manual/animation/constraints/relationship/child_of.rst:45 #: ../../manual/animation/constraints/tracking/ik_solver.rst:55 #: ../../manual/animation/constraints/tracking/stretch_to.rst:72 #: ../../manual/compositing/types/matte/box_mask.rst:34 #: ../../manual/compositing/types/matte/ellipse_mask.rst:35 #: ../../manual/editors/3dview/display/shading.rst:90 #: ../../manual/editors/3dview/display/shading.rst:223 #: ../../manual/editors/3dview/sidebar.rst:110 #: ../../manual/editors/preferences/input.rst:154 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:74 #: ../../manual/grease_pencil/materials/properties.rst:87 #: ../../manual/grease_pencil/materials/properties.rst:168 #: ../../manual/grease_pencil/materials/properties.rst:193 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:36 #: ../../manual/grease_pencil/visual_effects/blur.rst:33 #: ../../manual/grease_pencil/visual_effects/glow.rst:46 #: ../../manual/grease_pencil/visual_effects/shadow.rst:33 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_points.rst:65 #: ../../manual/modeling/geometry_nodes/geometry/operations/transform_geometry.rst:33 #: ../../manual/modeling/geometry_nodes/input/scene/object_info.rst:48 #: ../../manual/modeling/geometry_nodes/instances/instance_on_points.rst:70 #: ../../manual/modeling/geometry_nodes/instances/instance_rotation.rst:39 #: ../../manual/modeling/geometry_nodes/instances/rotate_instances.rst:27 #: ../../manual/modeling/geometry_nodes/utilities/index.rst:17 #: ../../manual/modeling/geometry_nodes/utilities/rotation/align_euler_to_vector.rst:24 #: ../../manual/modeling/geometry_nodes/utilities/rotation/align_euler_to_vector.rst:57 #: ../../manual/modeling/geometry_nodes/utilities/rotation/rotate_euler.rst:19 #: ../../manual/modeling/geometry_nodes/utilities/rotation/rotate_euler.rst:50 #: ../../manual/modeling/meshes/uv/editing.rst:65 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:123 #: ../../manual/movie_clip/tracking/clip/sidebar/stabilization/panel.rst:48 #: ../../manual/physics/forces/force_fields/introduction.rst:118 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:0 #: ../../manual/physics/particles/emitter/rotation.rst:5 #: ../../manual/physics/rigid_body/properties/dynamics.rst:23 #: ../../manual/render/cameras.rst:187 ../../manual/render/cameras.rst:346 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:32 #: ../../manual/render/shader_nodes/vector/mapping.rst:26 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:37 #: ../../manual/render/workbench/lighting.rst:25 #: ../../manual/scene_layout/object/editing/apply.rst:53 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:35 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:96 #: ../../manual/scene_layout/object/editing/transform/randomize.rst:37 #: ../../manual/scene_layout/object/properties/transforms.rst:38 #: ../../manual/scene_layout/object/types.rst:103 #: ../../manual/scene_layout/scene/properties.rst:89 #: ../../manual/video_editing/edit/montage/strips/effects/transform.rst:31 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:32 msgid "Rotation" msgstr "Rotácia" #: ../../manual/addons/import_export/anim_bvh.rst:35 #: ../../manual/addons/system/ui_translations.rst:6 msgid "Todo" msgstr "Úloha na dopracovanie" #: ../../manual/addons/import_export/anim_bvh.rst:35 msgid "|TODO|" msgstr "|TODO|" #: ../../manual/addons/import_export/anim_bvh.rst:43 #: ../../manual/addons/import_export/mesh_ply.rst:46 #: ../../manual/addons/import_export/scene_fbx.rst:188 #: ../../manual/addons/import_export/scene_x3d.rst:66 msgid "Forward / Up" msgstr "Dopredu / Hore" #: ../../manual/addons/import_export/anim_bvh.rst:37 #: ../../manual/addons/import_export/mesh_stl.rst:40 #: ../../manual/addons/import_export/scene_x3d.rst:60 #: ../../manual/files/import_export/stl.rst:38 msgid "" "Since many applications use a different axis for pointing upwards, these are " "axis conversion for these settings, Forward and up axes -- By mapping these " "to different axes you can convert rotations between applications default up " "and forward axes." msgstr "" "Keďže mnohé aplikácie používajú na smerovanie nahor inú os, ide o konverziu " "osí pre tieto nastavenia, Osy dopredu a nahor -- Mapovaním týchto osí na " "rôzne osi môžete konvertovať rotácie medzi predvolenými osami dopredu a " "nahor." #: ../../manual/addons/import_export/anim_bvh.rst:41 #: ../../manual/addons/import_export/scene_x3d.rst:32 msgid "" "Blender uses Y forward, Z up (since the front view looks along the +Y " "direction). For example, its common for applications to use Y as the up " "axis, in that case -Z forward, Y up is needed." msgstr "" "Blender používa Y dopredu, Z hore (keďže pohľad dopredu sa pozerá v smere " "+Y). Napríklad aplikácie bežne používajú Y ako os smerom hore, v takom " "prípade je potrebné -Z dopredu, Y hore." #: ../../manual/addons/import_export/anim_bvh.rst:48 #: ../../manual/addons/import_export/pc2.rst:28 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:298 #: ../../manual/editors/timeline.rst:382 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:83 #: ../../manual/modeling/modifiers/generate/build.rst:24 #: ../../manual/movie_clip/tracking/dope_sheet.rst:0 #: ../../manual/video_editing/edit/montage/strips/image.rst:58 #: ../../manual/video_editing/edit/montage/strips/movie.rst:35 #: ../../manual/video_editing/edit/montage/strips/scene.rst:25 #: ../../manual/video_editing/edit/montage/strips/sound.rst:75 msgid "Start Frame" msgstr "Počiatočná snímka" #: ../../manual/addons/import_export/anim_bvh.rst:49 msgid "The start frame, in Blender, to start playback of the BVH animation." msgstr "Počiatočná snímka v Blenderi na spustenie prehrávania animácie BVH." #: ../../manual/addons/import_export/anim_bvh.rst:51 msgid "Scale FPS" msgstr "Mierka snímkovej frekvencie" #: ../../manual/addons/import_export/anim_bvh.rst:51 msgid "" "Scales the frame rate from the BVH file to the scene frame rate set in " "Blender, otherwise each BVH frame maps directly to a frame in Blender." msgstr "" "Mení mierku snímkovej frekvencie zo súboru BVH na snímkovú frekvenciu scény " "nastavenú v Blenderi, inak sa každá snímka BVH mapuje (priraďuje) priamo na " "snímku v Blenderi." #: ../../manual/addons/import_export/anim_bvh.rst:53 #: ../../manual/addons/mesh/looptools.rst:177 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:83 msgid "Loop" msgstr "Slučka" #: ../../manual/addons/import_export/anim_bvh.rst:54 msgid "Cycles the animation playback." msgstr "Prehráva animáciu cyklicky." #: ../../manual/addons/import_export/anim_bvh.rst:55 msgid "Update Scene FPS" msgstr "Aktualizovať snímkovú frekvenciu scény" #: ../../manual/addons/import_export/anim_bvh.rst:56 msgid "Set the scene's frame rate to match the frame rate of the BVH file." msgstr "" "Nastavuje snímkovú frekvenciu scény tak, aby zodpovedala snímkovej " "frekvencii súboru BVH." #: ../../manual/addons/import_export/anim_bvh.rst:59 msgid "Update Scene Duration" msgstr "Aktualizovať trvanie scény" #: ../../manual/addons/import_export/anim_bvh.rst:58 msgid "Extend the scene's duration to match the BVH's duration." msgstr "Predĺži čas trvania scény na čas trvania BVH (nikdy neskracuje scénu)" #: ../../manual/addons/import_export/anim_bvh.rst:62 #: ../../manual/addons/import_export/mesh_ply.rst:26 #: ../../manual/addons/import_export/scene_dxf.rst:191 #: ../../manual/addons/import_export/scene_fbx.rst:126 #: ../../manual/addons/import_export/scene_fbx.rst:265 #: ../../manual/addons/import_export/scene_gltf2.rst:574 #: ../../manual/addons/import_export/scene_gltf2.rst:658 #: ../../manual/addons/import_export/scene_gltf2.rst:801 #: ../../manual/addons/import_export/scene_x3d.rst:37 #: ../../manual/addons/mesh/3d_print_toolbox.rst:160 #: ../../manual/editors/preferences/keymap.rst:37 #: ../../manual/files/import_export/collada.rst:256 #: ../../manual/files/import_export/collada.rst:273 #: ../../manual/files/import_export/grease_pencil_svg.rst:26 #: ../../manual/files/import_export/obj.rst:75 #: ../../manual/interface/window_system/topbar.rst:87 msgid "Export" msgstr "Export" #: ../../manual/addons/import_export/anim_bvh.rst:70 #: ../../manual/addons/import_export/mesh_stl.rst:62 #: ../../manual/addons/import_export/mesh_stl.rst:64 #: ../../manual/addons/import_export/scene_fbx.rst:69 #: ../../manual/addons/import_export/scene_fbx.rst:73 #: ../../manual/addons/import_export/scene_fbx.rst:75 #: ../../manual/addons/import_export/scene_fbx.rst:77 #: ../../manual/addons/import_export/scene_fbx.rst:86 #: ../../manual/addons/import_export/scene_fbx.rst:89 #: ../../manual/addons/import_export/scene_fbx.rst:98 #: ../../manual/addons/import_export/scene_fbx.rst:100 #: ../../manual/addons/import_export/scene_fbx.rst:106 #: ../../manual/addons/import_export/scene_fbx.rst:109 #: ../../manual/addons/import_export/scene_fbx.rst:116 #: ../../manual/addons/import_export/scene_fbx.rst:118 #: ../../manual/addons/import_export/scene_fbx.rst:120 #: ../../manual/addons/import_export/scene_fbx.rst:122 #: ../../manual/addons/import_export/scene_fbx.rst:144 #: ../../manual/addons/import_export/scene_fbx.rst:172 #: ../../manual/addons/import_export/scene_fbx.rst:182 #: ../../manual/addons/import_export/scene_fbx.rst:191 #: ../../manual/addons/import_export/scene_fbx.rst:193 #: ../../manual/addons/import_export/scene_fbx.rst:200 #: ../../manual/addons/import_export/scene_fbx.rst:207 #: ../../manual/addons/import_export/scene_fbx.rst:209 #: ../../manual/addons/import_export/scene_fbx.rst:216 #: ../../manual/addons/import_export/scene_fbx.rst:218 #: ../../manual/addons/import_export/scene_fbx.rst:220 #: ../../manual/addons/import_export/scene_fbx.rst:222 #: ../../manual/addons/import_export/scene_fbx.rst:228 #: ../../manual/addons/import_export/scene_fbx.rst:231 #: ../../manual/addons/import_export/scene_fbx.rst:233 #: ../../manual/addons/import_export/scene_fbx.rst:239 #: ../../manual/addons/import_export/scene_fbx.rst:241 #: ../../manual/addons/import_export/scene_fbx.rst:243 #: ../../manual/addons/import_export/scene_x3d.rst:15 #: ../../manual/addons/import_export/scene_x3d.rst:47 #: ../../manual/addons/import_export/scene_x3d.rst:49 #: ../../manual/addons/import_export/scene_x3d.rst:51 #: ../../manual/addons/import_export/scene_x3d.rst:58 #: ../../manual/addons/import_export/scene_x3d.rst:75 #: ../../manual/addons/import_export/scene_x3d.rst:77 #: ../../manual/addons/import_export/scene_x3d.rst:79 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:49 msgid "TODO." msgstr "Úloha na dopracovanie." #: ../../manual/addons/import_export/anim_bvh.rst:73 msgid "Root Translation Only" msgstr "Iba premiestniť koreň" #: ../../manual/addons/import_export/anim_bvh.rst:72 msgid "Only write the translation animation channels for the root bone." msgstr "Zapisuje len animačné kanály premiestnenia pre koreňovú kosť." #: ../../manual/addons/import_export/anim_bvh.rst:80 msgid "Start / End" msgstr "Štart / Koniec" #: ../../manual/addons/import_export/anim_bvh.rst:79 msgid "Sets the range of animation to export to the BVH file." msgstr "Nastavuje rozsah animácie, ktorá sa má exportovať do súboru BVH." #: ../../manual/addons/import_export/anim_camera.rst:4 msgid "Camera Animation" msgstr ":abbr:`Camera Animation (Animácia kamery)`" #: ../../manual/addons/import_export/anim_camera.rst:9 msgid ":menuselection:`File --> Export --> Cameras & Markers (.py)`" msgstr ":menuselection:`Súbor --> Export --> Kamery a značky (.py)`" #: ../../manual/addons/import_export/anim_camera.rst:11 #: ../../manual/addons/import_export/curve_svg.rst:25 #: ../../manual/addons/import_export/mesh_ply.rst:59 #: ../../manual/addons/import_export/mesh_ply.rst:61 #: ../../manual/addons/import_export/mesh_ply.rst:63 #: ../../manual/addons/import_export/palettes.rst:8 #: ../../manual/addons/import_export/scene_dxf.rst:122 #: ../../manual/addons/import_export/scene_fbx.rst:71 #: ../../manual/addons/import_export/scene_fbx.rst:84 #: ../../manual/addons/import_export/scene_fbx.rst:168 #: ../../manual/addons/import_export/scene_fbx.rst:202 #: ../../manual/addons/import_export/shape_mdd.rst:11 #: ../../manual/addons/materials/material_utils.rst:53 #: ../../manual/addons/materials/material_utils.rst:66 #: ../../manual/addons/materials/material_utils.rst:69 #: ../../manual/addons/materials/material_utils.rst:71 #: ../../manual/addons/mesh/bsurfaces.rst:6 #: ../../manual/addons/mesh/edit_mesh_tools.rst:52 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:42 #: ../../manual/addons/mesh/looptools.rst:6 #: ../../manual/addons/node/node_arrange.rst:31 #: ../../manual/addons/object/bool_tools.rst:6 #: ../../manual/addons/object/bool_tools.rst:36 #: ../../manual/addons/object/bool_tools.rst:61 #: ../../manual/addons/object/carver.rst:87 #: ../../manual/addons/object/cell_fracture.rst:6 #: ../../manual/addons/paint/paint_palettes.rst:6 #: ../../manual/addons/system/demo_mode.rst:6 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:37 #: ../../manual/animation/armatures/bones/tools/toolbar.rst:53 #: ../../manual/animation/armatures/bones/tools/toolbar.rst:56 #: ../../manual/animation/armatures/bones/tools/toolbar.rst:65 #: ../../manual/animation/armatures/posing/selecting.rst:71 #: ../../manual/editors/dope_sheet/editing.rst:26 #: ../../manual/editors/graph_editor/channels.rst:141 #: ../../manual/editors/graph_editor/fcurves/editing.rst:508 #: ../../manual/editors/image/introduction.rst:54 #: ../../manual/editors/nla/editing.rst:9 #: ../../manual/editors/nla/editing.rst:17 #: ../../manual/editors/nla/editing.rst:86 #: ../../manual/editors/nla/editing.rst:94 #: ../../manual/editors/nla/editing.rst:102 #: ../../manual/editors/nla/editing.rst:110 #: ../../manual/editors/nla/editing.rst:118 #: ../../manual/editors/nla/editing.rst:126 #: ../../manual/editors/nla/editing.rst:134 #: ../../manual/editors/nla/editing.rst:159 #: ../../manual/editors/nla/editing.rst:167 #: ../../manual/editors/nla/editing.rst:175 #: ../../manual/editors/nla/editing.rst:181 #: ../../manual/editors/text_editor.rst:122 #: ../../manual/editors/uv/introduction.rst:140 #: ../../manual/files/import_export/collada.rst:69 #: ../../manual/modeling/meshes/editing/face/face_data.rst:64 #: ../../manual/modeling/meshes/editing/face/face_data.rst:75 #: ../../manual/modeling/meshes/editing/mesh/merge.rst:50 #: ../../manual/modeling/meshes/editing/uv.rst:210 #: ../../manual/modeling/meshes/editing/vertex/vertex_groups.rst:6 #: ../../manual/movie_clip/masking/editing.rst:118 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:17 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:78 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:9 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:128 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:352 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:358 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:364 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:370 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:442 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:104 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:109 #: ../../manual/physics/particles/emitter/children.rst:60 #: ../../manual/physics/particles/emitter/children.rst:62 #: ../../manual/physics/particles/emitter/render.rst:21 #: ../../manual/physics/particles/emitter/render.rst:23 #: ../../manual/render/output/properties/post_processing.rst:19 msgid "Todo." msgstr "Úloha na dopracovanie." #: ../../manual/addons/import_export/anim_nuke_chan.rst:4 msgid "Nuke Animation (chan)" msgstr "Animácia Nuke (chan)" #: ../../manual/addons/import_export/anim_nuke_chan.rst:9 msgid ":menuselection:`File --> Import/Export --> Nuke (.chan)`" msgstr ":menuselection:`Súbor --> Import/Export --> Nuke (.chan)`" #: ../../manual/addons/import_export/anim_nuke_chan.rst:11 msgid "" "The chan format is used to store camera animations, including location, " "rotation and optionally field of view. This add-on can import and export " "chan files using the active object's animation." msgstr "" "Formát chan sa používa na ukladanie animácií kamery vrátane polohy, rotácie " "a voliteľne zorného poľa. Tento doplnok dokáže importovať a exportovať " "súbory chan použitím animácie aktívneho objektu." #: ../../manual/addons/import_export/anim_nuke_chan.rst:14 msgid "" "A chan file is an ASCII file with parameter values saved in columns, one " "column per parameter, one line per frame. The properties saved and read by " "this script are:" msgstr "" "Súbor chan je súbor ASCII s hodnotami parametrov uloženými v stĺpcoch, jeden " "stĺpec na parameter, jeden riadok na snímku. Vlastnosti uložené a načítané " "týmto skriptom sú:" #: ../../manual/addons/import_export/anim_nuke_chan.rst:21 msgid "" "The file format itself is as simple as can be, but its simplicity is its " "greatest advantage. It is being used by applications like Nuke and Houdini, " "and since it is so simple to write an import or export script for it is both " "fast and easy." msgstr "" "Samotný formát súboru je tak jednoduchý, ako len môže byť, ale jeho " "jednoduchosť je jeho najväčšou výhodou. Používajú ho aplikácie ako Nuke a " "Houdini, a keďže je tak jednoduchý, napísať preň importný alebo exportný " "skript je rýchle a jednoduché." #: ../../manual/addons/import_export/anim_nuke_chan.rst:25 msgid "" "``angle_y`` stands for vertical field of view. It is used for calculation of " "the camera lens, and only applies to camera animations, while importing/" "exporting object animation this parameter is skipped." msgstr "" "``angle_y`` znamená vertikálne zorné pole. Používa sa na výpočet objektívu " "kamery a platí len pre animácie kamery, pri importe/exporte animácie objektu " "sa tento parameter vynecháva." #: ../../manual/addons/import_export/anim_nuke_chan.rst:32 msgid "" "The add-on gets the currently active object (works in Object Mode only) and " "saves/loads its transformations from or to a simple ASCII file, through the " "whole animation range (set either in the Timeline or in the render " "settings). All you need to do is to select an object and run the add-on in :" "menuselection:`File --> Import/Export --> Nuke (.chan)`." msgstr "" "Doplnok získa aktuálne aktívny objekt (funguje len v režime objektu ) a " "uloží/načíta jeho transformácie z jednoduchého súboru ASCII alebo do neho, a " "to v celom rozsahu animácie (nastavenom buď na časovej osi, alebo v " "nastaveniach prekreslenia). Stačí vybrať objekt a spustiť doplnok v :" "menuselection:`Súbor --> Import/Export --> Nuke (.chan)`." #: ../../manual/addons/import_export/anim_nuke_chan.rst:37 msgid "" "Note that Chan saves only the raw property values (``rotation_x``, " "``rotation_y``, ``rotation_z``, etc.), so you have to mind the rotation " "order. In other words -- the rotation orders during export and import must " "be the same (both are being set in the File Browser while importing/" "exporting)." msgstr "" "Všimnite si, že Chan ukladá iba surové hodnoty vlastností (``rotation_x``, " "``rotation_y``, ``rotation_z`` atď.), takže musíte dbať na poradie otáčania. " "Inými slovami -- poradie rotácie pri exporte a importe musí byť rovnaké " "(obidve sa nastavujú v Prieskumníku súborov počas importu/exportu)." #: ../../manual/addons/import_export/anim_nuke_chan.rst:42 msgid "" "Another thing is the camera sensor size and its influence on camera lens. " "You can set the sensor size so you can fit a real life cameras (default in " "Blender is 32 × 18), the best practice in this case is using horizontal fit " "for the camera (Nuke is using this as a default). While importing the camera " "from a chan file you have to remember to set the same sensor size as you had " "in Nuke (or other software that this camera has been exported)." msgstr "" "Ďalšou vecou je veľkosť snímača kamery a jeho vplyv na objektív kamery. " "Veľkosť snímača môžete nastaviť tak, aby ste sa vtesnal do skutočných kamier " "(predvolené nastavenie v programe Blender je 32 × 18), najlepším postupom v " "tomto prípade je použitie horizontálneho uloženia kamery (Nuke to používa " "ako predvolené nastavenie). Pri importovaní kamery zo súboru chan musíte " "pamätať na to, aby ste nastavili rovnakú veľkosť snímača, akú ste mali v " "Nuke (alebo v inom softvéri, do ktorého bola táto kamera exportovaná)." #: ../../manual/addons/import_export/anim_nuke_chan.rst:48 msgid "File names" msgstr "Názvy súborov" #: ../../manual/addons/import_export/anim_nuke_chan.rst:50 msgid "" "It is a good practice to save the chan files with it's rotations order and " "sensor size stored in a file name (i.e. ``camera_for_shot_ZXY_36x24.chan``) " "so you don't have to look for those values in old files." msgstr "" "Je dobrým zvykom ukladať súbory chan s poradím rotácie a veľkosťou snímača " "uloženými v názve súboru (t. j. ``camera_for_shot_ZXY_36x24.chan``), aby ste " "tieto hodnoty nemuseli hľadať v starých súboroch." #: ../../manual/addons/import_export/anim_nuke_chan.rst:53 msgid "Exporting Geometry to Other Software" msgstr "Export geometrie do iného softvéru" #: ../../manual/addons/import_export/anim_nuke_chan.rst:55 msgid "" "If you want to export the objects movement to other software via the OBJ " "format, you have to save it with the Z up, Y forward setting. After loading " "it to the other software it will be rotated 90 degrees, but when you apply " "the chan file it'll jump into its place." msgstr "" "Ak chcete exportovať pohyb objektov do iného softvéru prostredníctvom " "formátu OBJ, musíte ho uložiť s nastavením Z hore, Y dopredu. Po načítaní do " "iného softvéru bude otočený o 90 stupňov, ale keď použijete súbor chan, " "skočí na svoje miesto." #: ../../manual/addons/import_export/coat3D.rst:4 msgid "3D-Coat Applink" msgstr ":abbr:`3D-Coat Applink (Prepojenie aplikácií 3D-plášť)`" #: ../../manual/addons/import_export/coat3D.rst:9 msgid ":menuselection:`Properties --> Scene --> 3D-Coat Settings`" msgstr ":menuselection:`Vlastnosti --> Scéna --> Nastavenia 3D-plášť`" #: ../../manual/addons/import_export/coat3D.rst:11 msgid "" "3D-Coat is a sculpting/painting program. With this 3D-Coat/Blender applink " "add-on you can exchange objects and textures between these two programs." msgstr "" "Prepojenie aplikácií 3D-plášť je program na tvarovanie/maľovanie. Týmto " "doplnkom prepojením aplikácií 3D-plášť/Blender môžete vymieňať objekty a " "textúry medzi týmito dvoma programami." #: ../../manual/addons/import_export/curve_svg.rst:4 msgid "Scalable Vector Graphics (SVG)" msgstr "" ":abbr:`Scalable Vector Graphics (Vektorová grafika s meniteľnou mierkou)` " "(SVG)" #: ../../manual/addons/import_export/curve_svg.rst:9 msgid ":menuselection:`File --> Import --> Scalable Vector Graphics (.svg)`" msgstr ":menuselection:`Súbor --> Import --> Scalable Vector Graphics (.svg)`" #: ../../manual/addons/import_export/curve_svg.rst:13 msgid "" "Currently the script allows only importing and is limited to path geometry " "only." msgstr "" "V súčasnosti skript umožňuje len import a je obmedzený len na geometriu " "cesty." #: ../../manual/addons/import_export/curve_svg.rst:19 msgid "This add-on does not have any properties." msgstr "Tento doplnok nemá žiadne vlastnosti." #: ../../manual/addons/import_export/images_as_planes.rst:4 msgid "Images as Planes" msgstr ":abbr:`Images as Planes (Obrázky ako roviny)`" #: ../../manual/addons/import_export/images_as_planes.rst:9 msgid "" ":menuselection:`File --> Import --> Images as Planes`, :menuselection:`3D " "Viewport --> Add --> Image --> Images as Planes`" msgstr "" ":menuselection:`Súbor --> Import --> Obrázky ako roviny`, :menuselection:`3D " "záber --> Pridať --> Obrázok --> Obrázky ako roviny`" #: ../../manual/addons/import_export/images_as_planes.rst:16 msgid "Properties panel." msgstr "Panel vlastností." #: ../../manual/addons/import_export/images_as_planes.rst:18 msgid "" "This add-on imports images and creates planes with them as textures. It " "automates the process of creating a plane, resizing it to fit the dimensions " "of the image, and creating a material with the image texture to it. The name " "of the plane, material, and texture will be derived from the name of the " "image file." msgstr "" "Tento doplnok importuje obrázky a vytvára z nich roviny ako textúry. " "Automatizuje proces vytvorenia roviny, zmeny jej veľkosti tak, aby " "zodpovedala rozmerom obrázka a vytvára k nemu materiál s textúrou obrázka. " "Názov roviny, materiálu a textúry je odvodený od názvu obrázka." #: ../../manual/addons/import_export/images_as_planes.rst:23 msgid "" "You can import a single image, multiple images, or an image sequence/movie " "clip. If you choose a single image, it creates one plane; if you choose " "multiple images, it creates as many planes as the number of images you " "selected, either stacked on top of each other or spaced apart. Selecting a " "movie clip or an image sequence will create a single plane with an animation." msgstr "" "Môžete importovať jeden obrázok, viacero obrázkov alebo sekvenciu obrázkov/" "filmový klip. Výberom jedného obrázka sa vytvorí jedna rovina, výberom " "viacerých obrázkov sa vytvorí toľko rovín, koľko obrázkov bolo vybraných, " "nad sebou alebo s odstupom. Výberom filmového klipu alebo sekvencie obrázkov " "sa vytvorí jedna rovina s animáciou." #: ../../manual/addons/import_export/images_as_planes.rst:32 msgid "" "You can save the current import settings as an :ref:`Operator Preset `." msgstr "" "Aktuálne nastavenia importu uložíte ako :ref:`Predvoľby operátora `." #: ../../manual/addons/import_export/images_as_planes.rst:36 #: ../../manual/files/import_export/usd.rst:270 msgid "Import Options" msgstr "Nastavenia importu" #: ../../manual/addons/import_export/images_as_planes.rst:39 #: ../../manual/editors/file_browser.rst:286 #: ../../manual/files/import_export/usd.rst:330 #: ../../manual/files/linked_libraries/link_append.rst:41 #: ../../manual/files/media/image_formats.rst:124 #: ../../manual/render/output/audio/introduction.rst:13 #: ../../manual/video_editing/edit/montage/strips/image.rst:55 #: ../../manual/video_editing/edit/montage/strips/movie.rst:32 #: ../../manual/video_editing/edit/montage/strips/sound.rst:72 msgid "Relative Path" msgstr "Relatívna cesta" #: ../../manual/addons/import_export/images_as_planes.rst:39 msgid "" "Set link to the image file using a :ref:`relative file path `." msgstr "" "Nastaví odkaz na súbor obrázku použitím :ref:`relatívnej cesty k súboru " "`." #: ../../manual/addons/import_export/images_as_planes.rst:42 msgid "Force Reload" msgstr "Vynútiť znovu načítanie" #: ../../manual/addons/import_export/images_as_planes.rst:42 msgid "Reload the image file if it already exists as an image data-block." msgstr "Znovu načíta súbor obrázka, ak je už pridaný ako blok údajov obrázka." #: ../../manual/addons/import_export/images_as_planes.rst:49 msgid "Animate Image Sequences" msgstr "Animovať obrazové sekvencie" #: ../../manual/addons/import_export/images_as_planes.rst:45 msgid "" "Import sequentially numbered images as an animated :doc:`image sequence ` instead of separate planes. They " "will be imported as a *Clip* texture on a single plane. The frame range will " "be automatically set but can be changed later." msgstr "" "Importuje postupne očíslované obrázky ako animovanú :doc:`sekvenciu obrázkov " "` namiesto samostatných rovín. Budú " "importované ako *Pripnutá* textúra na jednej rovine. Rozsah snímok sa " "nastaví automaticky, ale neskôr ho možno zmeniť." #: ../../manual/addons/import_export/images_as_planes.rst:52 msgid "Compositing Nodes" msgstr "Uzly kompozície" #: ../../manual/addons/import_export/images_as_planes.rst:58 msgid "Setup Corner Pin" msgstr "Nastavenie pripnutia rohu" #: ../../manual/addons/import_export/images_as_planes.rst:55 msgid "" "Add a compositing setup of the Image Texture, Scale, and :doc:`Corner Pin ` nodes to inject a warped view of the " "image into the compositor output. The add-on adds drivers to the corner " "values of the Corner Pin node so that transforms of the plane and camera " "drive them. Make sure to have an active camera in the scene before the " "import." msgstr "" "Pridá kompozičné nastavenie uzlov Textúra obrazu, Mierka a :doc:`Pripnúť roh " "`, aby sa do výstupu kompozítora " "vložil deformovaný pohľad na obraz. Doplnok pridáva ovládače k rohovým " "hodnotám uzla Pripnúť roh, takže ich riadia transformácie roviny a kamery. " "Pred importom sa uistite, že je v scéne aktívna kamera." #: ../../manual/addons/import_export/images_as_planes.rst:62 msgid "" "You may want to disable the plane object from the final render to prevent it " "from overlapping the image in the composite." msgstr "" "Možno budete chcieť vypnúť objekt roviny z konečného vykresľovania, aby " "neprekrýval obrázok v kompozícii." #: ../../manual/addons/import_export/images_as_planes.rst:67 #: ../../manual/render/cycles/material_settings.rst:5 #: ../../manual/render/eevee/materials/settings.rst:4 msgid "Material Settings" msgstr "Nastavenia Materiál" #: ../../manual/addons/import_export/images_as_planes.rst:69 msgid "" "Images as Planes sets up a material to display the image. You can set the " "type of material and related settings before the import." msgstr "" "Obrázky ako roviny nastavia materiál na zobrazenie obrázka. Pred importom " "môžete nastaviť typ materiálu a súvisiace nastavenia." #: ../../manual/addons/import_export/images_as_planes.rst:88 msgid "Material Type" msgstr "Typ materiálu" #: ../../manual/addons/import_export/images_as_planes.rst:0 msgid "Principled" msgstr "Principiálny" #: ../../manual/addons/import_export/images_as_planes.rst:74 msgid "" "The material will have a :doc:`Principled BSDF ` shader node with default settings as its main component. An " "Image Texture node linked to the imported image will be connected to the " "Base Color of the Principled BSDF node." msgstr "" "Materiál bude mať ako hlavnú zložku :doc:`Principiálne BSDF ` shader uzol s predvolenými nastaveniami. " "Uzol Obrázok textúry prepojený s importovaným obrázkom bude pripojený k " "základnej farbe uzla Principiálne BSDF." #: ../../manual/addons/import_export/images_as_planes.rst:0 msgid "Shadeless" msgstr "Bez tieňa" #: ../../manual/addons/import_export/images_as_planes.rst:79 msgid "" "A shadeless material is a material that does not respond to light from other " "objects and always has the same color in any lighting environment. This " "option creates a material with a node group of a mix between a Diffuse and " "an Emission shader controlled by a Light Path node." msgstr "" "Materiál bez odtieňa je materiál, ktorý nereaguje na svetlo z iných objektov " "a má vždy rovnakú farbu v akomkoľvek svetelnom prostredí. Táto možnosť " "vytvára materiál so skupinou uzlov kombinácie difúzneho a emisného tieňovača " "riadeného uzlom Svetelná cesta." #: ../../manual/addons/import_export/images_as_planes.rst:0 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/cycles/baking.rst:128 msgid "Emit" msgstr "Emitovať" #: ../../manual/addons/import_export/images_as_planes.rst:84 msgid "" "The material will have a Principled BSDF shader node as its main component, " "but the Color output from the Image Texture node will be linked to the " "Emission input instead of the Base Color." msgstr "" "Materiál bude mať ako hlavnú zložku tieňovača uzol Principiálne BSDF, ale " "výstup Farba z uzla Obrázok textúry bude prepojený so vstupom Emisia " "namiesto Základná farba." #: ../../manual/addons/import_export/images_as_planes.rst:88 #: ../../manual/addons/mesh/looptools.rst:54 #: ../../manual/addons/render/povray.rst:437 #: ../../manual/addons/uv/magic_uv.rst:484 #: ../../manual/editors/3dview/display/shading.rst:225 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:237 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:47 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:167 #: ../../manual/grease_pencil/modes/draw/tools/erase.rst:60 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:56 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:42 #: ../../manual/grease_pencil/modes/sculpting/tool_settings/brush.rst:28 #: ../../manual/grease_pencil/modes/sculpting/tools.rst:24 #: ../../manual/grease_pencil/modes/vertex_paint/tool_settings/brush.rst:28 #: ../../manual/grease_pencil/modes/weight_paint/tool_settings/brush.rst:16 #: ../../manual/grease_pencil/modifiers/color/opacity.rst:32 #: ../../manual/grease_pencil/modifiers/color/tint.rst:30 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:38 #: ../../manual/grease_pencil/modifiers/deform/lattice.rst:39 #: ../../manual/grease_pencil/modifiers/deform/noise.rst:27 #: ../../manual/grease_pencil/modifiers/deform/smooth.rst:26 #: ../../manual/grease_pencil/modifiers/generate/envelope.rst:32 #: ../../manual/modeling/meshes/uv/tools/grab.rst:45 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:46 #: ../../manual/modeling/meshes/uv/tools/relax.rst:54 #: ../../manual/modeling/modifiers/deform/displace.rst:57 #: ../../manual/modeling/modifiers/deform/hooks.rst:47 #: ../../manual/modeling/modifiers/deform/lattice.rst:42 #: ../../manual/modeling/modifiers/deform/surface_deform.rst:48 #: ../../manual/modeling/modifiers/deform/volume_displace.rst:30 #: ../../manual/modeling/modifiers/deform/warp.rst:42 #: ../../manual/physics/fluid/type/domain/gas/noise.rst:36 #: ../../manual/physics/fluid/type/domain/liquid/viscosity.rst:27 #: ../../manual/physics/forces/force_fields/introduction.rst:99 #: ../../manual/physics/particles/emitter/physics/boids.rst:90 #: ../../manual/render/lights/light_object.rst:192 #: ../../manual/render/lights/light_object.rst:232 #: ../../manual/render/shader_nodes/color/light_falloff.rst:23 #: ../../manual/render/shader_nodes/shader/background.rst:22 #: ../../manual/render/shader_nodes/shader/emission.rst:31 #: ../../manual/render/shader_nodes/textures/ies.rst:24 #: ../../manual/render/shader_nodes/vector/bump.rst:19 #: ../../manual/render/shader_nodes/vector/normal_map.rst:26 #: ../../manual/sculpt_paint/brush/brush_settings.rst:60 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:42 #: ../../manual/sculpt_paint/sculpting/tools/color_filter.rst:38 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:33 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:89 #: ../../manual/sculpt_paint/sculpting/tools/paint.rst:29 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:32 #: ../../manual/sculpt_paint/weight_paint/editing.rst:412 #: ../../manual/sculpt_paint/weight_paint/tools.rst:65 msgid "Strength" msgstr "Sila" #: ../../manual/addons/import_export/images_as_planes.rst:88 msgid "Set the strength of the emission." msgstr "Nastaví silu emisií." #: ../../manual/addons/import_export/images_as_planes.rst:92 msgid "" "*Blend Mode* and *Shadow Mode* options are specific to the Eevee renderer. " "For a detailed explanation of each option, see :doc:`Material Settings `." msgstr "" "Možnosti *Režim prelínania* a *Režim tieňa* sú špecifické pre prekresľovač " "Eevee. Podrobné vysvetlenie každej možnosti nájdete v časti :doc:`Nastavenia " "materiálov `." #: ../../manual/addons/import_export/images_as_planes.rst:96 #: ../../manual/grease_pencil/visual_effects/glow.rst:37 #: ../../manual/grease_pencil/visual_effects/rim.rst:31 #: ../../manual/render/eevee/materials/settings.rst:22 msgid "Blend Mode" msgstr "Režim prelínania" #: ../../manual/addons/import_export/images_as_planes.rst:96 msgid "Set the alpha blend mode of the material." msgstr "Nastaví režim alfa zmiešabania materiálu." #: ../../manual/addons/import_export/images_as_planes.rst:99 #: ../../manual/render/eevee/materials/settings.rst:71 msgid "Show Backface" msgstr "Zobraziť zadné plôšky" #: ../../manual/addons/import_export/images_as_planes.rst:99 msgid "Show backside of the transparent part." msgstr "Zobrazí zadnú stranu priehľadnej časti." #: ../../manual/addons/import_export/images_as_planes.rst:102 #: ../../manual/render/eevee/materials/settings.rst:76 msgid "Shadow Mode" msgstr "Režim tieňovania" #: ../../manual/addons/import_export/images_as_planes.rst:102 msgid "Set the shadow mode of the material." msgstr "Nastaví tieňový režim materiálu." #: ../../manual/addons/import_export/images_as_planes.rst:105 #: ../../manual/editors/3dview/controls/snapping.rst:160 #: ../../manual/editors/3dview/display/shading.rst:139 #: ../../manual/render/eevee/materials/settings.rst:14 #: ../../manual/render/workbench/options.rst:11 #: ../../manual/sculpt_paint/texture_paint/tool_settings/options.rst:18 msgid "Backface Culling" msgstr "Vyradenie zadnej plôšky" #: ../../manual/addons/import_export/images_as_planes.rst:105 msgid "Hide backside of the plane." msgstr "Skryje zadnú stranu roviny." #: ../../manual/addons/import_export/images_as_planes.rst:111 msgid "Overwrite Material" msgstr "Prepísať materiál" #: ../../manual/addons/import_export/images_as_planes.rst:108 msgid "" "The add-on sets the name of the new material from the name of the imported " "image. However, if there is already a material with the same name, Blender " "will append a number to the name of the material to avoid conflict. This " "*Override Material* option makes it overwrite the existing material of the " "same name in that case." msgstr "" "Doplnok nastaví názov nového materiálu z názvu importovaného obrázka. Ak " "však už existuje materiál s rovnakým názvom, Blender pripojí k názvu " "materiálu číslo, aby sa predišlo konfliktu. Táto možnosť *Prepísať materiál* " "spôsobuje, že v takom prípade prepíše existujúci materiál s rovnakým názvom." #: ../../manual/addons/import_export/images_as_planes.rst:114 msgid "Texture Settings" msgstr "Nastavenia Textúra" #: ../../manual/addons/import_export/images_as_planes.rst:118 msgid "" "For a detailed explanation of each option, see :doc:`Image Texture Node `." msgstr "" "Podrobné vysvetlenie každej možnosti nájdete v časti :doc:`uzol Obrázok " "textúra `." #: ../../manual/addons/import_export/images_as_planes.rst:121 #: ../../manual/addons/mesh/looptools.rst:46 #: ../../manual/addons/mesh/looptools.rst:120 #: ../../manual/addons/mesh/looptools.rst:190 #: ../../manual/addons/mesh/looptools.rst:209 #: ../../manual/animation/keyframes/introduction.rst:33 #: ../../manual/animation/shape_keys/shape_keys_panel.rst:208 #: ../../manual/compositing/realtime_compositor.rst:181 #: ../../manual/compositing/types/distort/stabilize_2d.rst:39 #: ../../manual/editors/graph_editor/fcurves/properties.rst:0 #: ../../manual/editors/graph_editor/fcurves/properties.rst:198 #: ../../manual/glossary/index.rst:438 #: ../../manual/grease_pencil/animation/interpolation.rst:4 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:102 #: ../../manual/modeling/geometry_nodes/texture/image.rst:46 #: ../../manual/modeling/meshes/editing/edge/bridge_edge_loops.rst:27 #: ../../manual/modeling/modifiers/modify/mesh_cache.rst:51 #: ../../manual/modeling/volumes/properties.rst:107 #: ../../manual/physics/fluid/type/domain/gas/viewport_display.rst:23 #: ../../manual/render/cycles/material_settings.rst:75 #: ../../manual/render/cycles/world_settings.rst:172 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:184 #: ../../manual/render/shader_nodes/textures/image.rst:42 #: ../../manual/render/shader_nodes/textures/point_density.rst:51 #: ../../manual/video_editing/edit/montage/strips/effects/speed_control.rst:44 #: ../../manual/video_editing/edit/montage/strips/effects/transform.rst:19 msgid "Interpolation" msgstr "Interpolácia" #: ../../manual/addons/import_export/images_as_planes.rst:121 msgid "Set the method to scale the image." msgstr "Nastaví metódu mierky obrázka." #: ../../manual/addons/import_export/images_as_planes.rst:124 #: ../../manual/editors/file_browser.rst:0 #: ../../manual/modeling/geometry_nodes/texture/image.rst:54 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:146 #: ../../manual/render/shader_nodes/textures/image.rst:74 msgid "Extension" msgstr "Rozšírenie" #: ../../manual/addons/import_export/images_as_planes.rst:124 msgid "Set how the image is extrapolated past the original bounds." msgstr "Nastaví extrapoláciu obrázka za pôvodné okraje." #: ../../manual/addons/import_export/images_as_planes.rst:127 #: ../../manual/compositing/types/color/mix.rst:52 #: ../../manual/compositing/types/color/z_combine.rst:38 #: ../../manual/compositing/types/output/composite.rst:39 #: ../../manual/compositing/types/color/mix.rst:44 msgid "Use Alpha" msgstr "Použiť alfa" #: ../../manual/addons/import_export/images_as_planes.rst:127 msgid "Use the alpha channel of the image for transparency." msgstr "Na priehľadnosť použije alfa kanál obrázka." #: ../../manual/addons/import_export/images_as_planes.rst:131 #: ../../manual/editors/image/image_settings.rst:66 msgid "Auto Refresh" msgstr "Automatická obnova" #: ../../manual/addons/import_export/images_as_planes.rst:130 msgid "Automatically refresh the images in the viewport on frame changes." msgstr "Automaticky obnoví obrázky v zábere pri zmene snímky." #: ../../manual/addons/import_export/images_as_planes.rst:134 #: ../../manual/animation/armatures/properties/display.rst:131 #: ../../manual/compositing/types/input/track_position.rst:40 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:50 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:36 #: ../../manual/grease_pencil/modifiers/deform/noise.rst:24 #: ../../manual/grease_pencil/modifiers/deform/smooth.rst:24 #: ../../manual/interface/controls/templates/color_ramp.rst:85 #: ../../manual/interface/window_system/tabs_panels.rst:68 #: ../../manual/modeling/geometry_nodes/curve/operations/sample_curve.rst:74 #: ../../manual/modeling/geometry_nodes/curve/primitives/bezier_segment.rst:0 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_positions.rst:40 #: ../../manual/modeling/geometry_nodes/geometry/read/position.rst:42 #: ../../manual/modeling/geometry_nodes/geometry/sample/geometry_proximity.rst:48 #: ../../manual/modeling/geometry_nodes/geometry/write/set_position.rst:32 #: ../../manual/modeling/geometry_nodes/instances/instances_to_points.rst:33 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_points.rst:26 #: ../../manual/modeling/geometry_nodes/point/points.rst:23 #: ../../manual/modeling/geometry_nodes/texture/voronoi.rst:251 #: ../../manual/modeling/geometry_nodes/utilities/text/slice_string.rst:23 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:118 #: ../../manual/modeling/volumes/properties.rst:128 #: ../../manual/physics/fluid/type/domain/gas/viewport_display.rst:50 #: ../../manual/render/cycles/render_settings/motion_blur.rst:28 #: ../../manual/render/eevee/render_settings/motion_blur.rst:29 #: ../../manual/render/layers/passes.rst:37 #: ../../manual/render/shader_nodes/input/geometry.rst:31 #: ../../manual/render/shader_nodes/textures/voronoi.rst:244 #: ../../manual/video_editing/edit/montage/strips/effects/transform.rst:23 msgid "Position" msgstr "Pozícia" #: ../../manual/addons/import_export/images_as_planes.rst:136 msgid "" "Images as Planes creates the plane at the 3D Cursor's location. With *Offset " "Planes*, multiple planes will be placed with distance intervals set in " "*Offset*, along the axis set in *Local Axis*, beginning at the 3D Cursor's " "location." msgstr "" "Obrázky ako roviny vytvárajú rovinu v mieste 3D kurzora. Pri *Posunutých " "rovinách* sa umiestni viacero rovín s intervalmi vzdialeností nastavenými v " "možnosti *Posuv*, pozdĺž osi nastavenej v *Lokálnej osi*, začínajúc na " "mieste 3D kurzora." #: ../../manual/addons/import_export/images_as_planes.rst:141 msgid "Offset Planes" msgstr "Posuv rovín" #: ../../manual/addons/import_export/images_as_planes.rst:141 msgid "" "Place multiple planes with an offset. If disabled, all planes will be " "created at the same location." msgstr "" "Umiestni viac rovín s posuvom. Ak sú vypnuté, všetky roviny sa vytvoria na " "rovnakom mieste." #: ../../manual/addons/import_export/images_as_planes.rst:145 msgid "Local Axis" msgstr "Lokálna os" #: ../../manual/addons/import_export/images_as_planes.rst:144 msgid "" "Choose a local axis (not the global axis) to offset the planes. For example, " "if you choose *X+*, the planes will be placed along the positive direction " "of the plane's local X axis." msgstr "" "Výber lokálnej os (nie globálnu os) na posunutie rovín. Ak napríklad " "vyberiete *X+*, roviny budú umiestnené v kladnom smere miestnej osi X roviny." #: ../../manual/addons/import_export/images_as_planes.rst:149 #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/animation/constraints/relationship/floor.rst:31 #: ../../manual/animation/constraints/relationship/follow_path.rst:86 #: ../../manual/animation/constraints/transform/copy_location.rst:36 #: ../../manual/animation/constraints/transform/copy_scale.rst:42 #: ../../manual/compositing/sidebar.rst:33 #: ../../manual/compositing/types/color/color_balance.rst:40 #: ../../manual/compositing/types/color/tone_map.rst:35 #: ../../manual/compositing/types/input/texture.rst:20 #: ../../manual/compositing/types/vector/map_value.rst:25 #: ../../manual/editors/graph_editor/fcurves/editing.rst:220 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:239 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:296 #: ../../manual/editors/image/image_settings.rst:62 #: ../../manual/editors/texture_node/types/distort/translate.rst:21 #: ../../manual/editors/texture_node/types/patterns/bricks.rst:35 #: ../../manual/editors/uv/selecting.rst:182 #: ../../manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst:121 #: ../../manual/grease_pencil/modes/draw/stroke_placement.rst:34 #: ../../manual/grease_pencil/modifiers/deform/shrinkwrap.rst:65 #: ../../manual/grease_pencil/modifiers/generate/dash.rst:20 #: ../../manual/grease_pencil/modifiers/generate/multiple_strokes.rst:27 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:52 #: ../../manual/modeling/curves/properties/geometry.rst:19 #: ../../manual/modeling/curves/selecting.rst:116 #: ../../manual/modeling/curves/tools/draw.rst:65 #: ../../manual/modeling/geometry_nodes/curve/primitives/bezier_segment.rst:0 #: ../../manual/modeling/geometry_nodes/curve/primitives/quadrilateral.rst:28 #: ../../manual/modeling/geometry_nodes/curve/topology/offset_point_in_curve.rst:37 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_positions.rst:50 #: ../../manual/modeling/geometry_nodes/geometry/write/set_position.rst:37 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:40 #: ../../manual/modeling/geometry_nodes/mesh/primitives/mesh_line.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/primitives/mesh_line.rst:32 #: ../../manual/modeling/geometry_nodes/mesh/topology/offset_corner_in_face.rst:33 #: ../../manual/modeling/geometry_nodes/texture/brick.rst:54 #: ../../manual/modeling/geometry_nodes/texture/musgrave.rst:45 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_faces_normal.rst:23 #: ../../manual/modeling/meshes/editing/face/grid_fill.rst:24 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:31 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/meshes/selecting/checker_deselect.rst:28 #: ../../manual/modeling/meshes/selecting/linked.rst:80 #: ../../manual/modeling/modifiers/deform/shrinkwrap.rst:63 #: ../../manual/modeling/modifiers/deform/wave.rst:110 #: ../../manual/modeling/modifiers/generate/bevel.rst:0 #: ../../manual/modeling/modifiers/generate/solidify.rst:94 #: ../../manual/modeling/modifiers/generate/wireframe.rst:30 #: ../../manual/modeling/modifiers/modify/normal_edit.rst:71 #: ../../manual/modeling/modifiers/modify/uv_warp.rst:47 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:84 #: ../../manual/modeling/surfaces/selecting.rst:104 #: ../../manual/modeling/texts/properties.rst:41 #: ../../manual/modeling/volumes/properties.rst:41 #: ../../manual/physics/fluid/type/domain/cache.rst:76 #: ../../manual/physics/fluid/type/flow.rst:242 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/guiding_lines.rst:10 #: ../../manual/render/materials/legacy_textures/types/musgrave.rst:85 #: ../../manual/render/shader_nodes/shader/hair.rst:33 #: ../../manual/render/shader_nodes/shader/hair_principled.rst:148 #: ../../manual/render/shader_nodes/textures/brick.rst:40 #: ../../manual/render/shader_nodes/textures/musgrave.rst:38 #: ../../manual/scene_layout/collections/collections.rst:170 #: ../../manual/sculpt_paint/weight_paint/editing.rst:229 msgid "Offset" msgstr "Posuv" #: ../../manual/addons/import_export/images_as_planes.rst:148 msgid "Set a distance between each plane." msgstr "Nastaví vzdialenosť medzi jednotlivými rovinami." #: ../../manual/addons/import_export/images_as_planes.rst:152 msgid "Plane Dimensions" msgstr "Rozmery roviny" #: ../../manual/addons/import_export/images_as_planes.rst:154 msgid "Set how the plane's size will be determined." msgstr "Nastaví spôsob určenia veľkosti roviny." #: ../../manual/addons/import_export/images_as_planes.rst:157 msgid "" "The size of the plane will be set based on the height value set in *Height*. " "The width will be set in direct ratio to the height value. For example, with " "the default height value of 1 m, an image of 800 × 600 pixels will have a " "width of 1 / 600 × 800 or 1.33 m." msgstr "" "Veľkosť roviny sa nastaví na základe hodnoty výšky nastavenej v poli " "*Výška*. Šírka sa nastaví v priamom pomere k hodnote výšky. Napríklad pri " "predvolenej hodnote výšky 1 m bude mať obrázok s rozmermi 800 × 600 pixelov " "šírku 1 / 600 × 800 alebo 1,33 m." #: ../../manual/addons/import_export/images_as_planes.rst:162 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:37 #: ../../manual/addons/object/real_snow.rst:48 #: ../../manual/compositing/types/matte/box_mask.rst:32 #: ../../manual/compositing/types/matte/ellipse_mask.rst:33 #: ../../manual/editors/3dview/toolbar/add_cone.rst:89 #: ../../manual/editors/3dview/toolbar/add_cube.rst:87 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:87 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:88 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:87 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_spiral.rst:31 #: ../../manual/modeling/geometry_nodes/curve/primitives/quadrilateral.rst:21 #: ../../manual/modeling/geometry_nodes/input/scene/image_info.rst:41 #: ../../manual/modeling/geometry_nodes/texture/musgrave.rst:89 #: ../../manual/modeling/modifiers/deform/wave.rst:61 #: ../../manual/physics/particles/emitter/physics/boids.rst:113 #: ../../manual/render/shader_nodes/textures/musgrave.rst:82 #: ../../manual/render/shader_nodes/vector/bump.rst:23 #: ../../manual/render/shader_nodes/vector/displacement.rst:31 #: ../../manual/sculpt_paint/sculpting/tools/layer.rst:42 msgid "Height" msgstr "Výška" #: ../../manual/addons/import_export/images_as_planes.rst:162 msgid "Set the height of the plane." msgstr "Nastaví výšku roviny." #: ../../manual/addons/import_export/images_as_planes.rst:172 msgid "Camera Relative" msgstr "Relatívna kamera" #: ../../manual/addons/import_export/images_as_planes.rst:165 msgid "" "The size of the plane will be set to fit or fill the camera frame. This will " "automatically set the *Align* option to *Face Camera*. Make sure to have an " "active camera in the scene before the import." msgstr "" "Veľkosť roviny sa nastaví tak, aby sa vtesnala do rámu kamery alebo ho " "vyplnila. Tým sa automaticky nastaví možnosť *Zarovnať* na možnosť *Čelná " "kamera*. Pred importom sa uistite, že je v scéne aktívna kamera." #: ../../manual/addons/import_export/images_as_planes.rst:0 #: ../../manual/compositing/sidebar.rst:37 #: ../../manual/compositing/types/distort/lens_distortion.rst:37 #: ../../manual/render/cameras.rst:0 msgid "Fit" msgstr "Prispôsobiť" #: ../../manual/addons/import_export/images_as_planes.rst:169 msgid "" "Scale the plane to fit inside the camera frame while preserving the aspect " "ratio." msgstr "" "Upraví rovinu tak, aby sa vtesnala do snímky kamery pri zachovaní pomeru " "strán." #: ../../manual/addons/import_export/images_as_planes.rst:0 #: ../../manual/files/import_export/grease_pencil_pdf.rst:38 #: ../../manual/files/import_export/grease_pencil_svg.rst:42 #: ../../manual/grease_pencil/materials/properties.rst:126 #: ../../manual/grease_pencil/modes/draw/tool_settings/color.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/tint.rst:0 #: ../../manual/grease_pencil/modes/vertex_paint/tool_settings/brush.rst:0 #: ../../manual/grease_pencil/modifiers/generate/envelope.rst:0 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:56 #: ../../manual/modeling/meshes/editing/face/fill.rst:6 #: ../../manual/modeling/meshes/editing/mesh/bisect.rst:22 #: ../../manual/modeling/meshes/uv/workflows/udims.rst:105 #: ../../manual/modeling/modifiers/generate/solidify.rst:104 #: ../../manual/movie_clip/masking/sidebar.rst:100 #: ../../manual/render/cycles/render_settings/simplify.rst:78 #: ../../manual/sculpt_paint/sculpting/tools/color_filter.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/fill.rst:4 #: ../../manual/sculpt_paint/texture_paint/tools.rst:77 msgid "Fill" msgstr "Vyplniť" #: ../../manual/addons/import_export/images_as_planes.rst:171 msgid "" "Scale the plane so that it fills the entire camera view while preserving the " "aspect ratio, but some part of the image can spill outside the camera frame." msgstr "" "Zmení mierku obrázku tak, aby vyplnil celý záber kamery bez zmeny pomeru " "strán, ale časť obrázku sa môže dostať mimo snímku kamery." #: ../../manual/addons/import_export/images_as_planes.rst:180 msgid ":abbr:`DPI (Dots per inch)`" msgstr ":abbr:`DPI (bodiek na palec)`" #: ../../manual/addons/import_export/images_as_planes.rst:175 msgid "" "The size of the plane will be set based on the pixels per inch value set in " "*Definition*. With the *Unit System* set to *Metric* and the default " "definition of 600 DPI, an image of 800 × 600 pixels will have a size of " "0.0339 × 0.0254 units since 600 pixels are defined as 1 inch (0.0254 m)." msgstr "" "Veľkosť roviny sa nastaví na základe hodnoty pixelov na palec nastavenej v " "*Definícia*. Pri nastavení *Systému jednotiek* na *Metrický* a predvolenej " "definícii 600 DPI bude mať obrázok s rozmermi 800 × 600 pixelov veľkosť " "0,0339 × 0,0254 jednotky, pretože 600 pixelov je definovaných ako 1 palec " "(0,0254 m)." #: ../../manual/addons/import_export/images_as_planes.rst:180 #: ../../manual/addons/import_export/images_as_planes.rst:188 msgid "Definition" msgstr "Definícia" #: ../../manual/addons/import_export/images_as_planes.rst:180 msgid "Set the number of pixels to fit in 1 inch." msgstr "Nastaví počet pixelov tak, aby sa vtesnali do 1 palca." #: ../../manual/addons/import_export/images_as_planes.rst:188 msgid "Dots/BU" msgstr ":abbr:`Dots/BU (bodiek na jednotku Blenderu.)`" #: ../../manual/addons/import_export/images_as_planes.rst:183 msgid "" "The size of the plane will be set based on the pixels per Blender Unit set " "in *Definition*. With the default definition value of 600, an image of 800 × " "600 pixels will have a size of 1.33 × 1 units." msgstr "" "Veľkosť roviny sa nastaví na základe pixelov na jednotku Blenderu " "nastavených v *Definícia*. Pri predvolenej hodnote definície 600 bude mať " "obrázok s rozmermi 800 × 600 pixelov veľkosť 1,33 × 1 jednotky." #: ../../manual/addons/import_export/images_as_planes.rst:187 msgid "Set the number of pixels to fit in 1 Blender Unit." msgstr "Nastaví počet pixelov tak, aby sa vtesnali do 1 jednotky Blenderu." #: ../../manual/addons/import_export/images_as_planes.rst:191 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:102 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:167 #: ../../manual/editors/3dview/display/gizmo.rst:56 #: ../../manual/editors/3dview/toolbar/add_cone.rst:55 #: ../../manual/editors/3dview/toolbar/add_cube.rst:53 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:53 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:54 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:53 #: ../../manual/grease_pencil/visual_effects/shadow.rst:55 #: ../../manual/grease_pencil/visual_effects/wave_distortion.rst:20 #: ../../manual/modeling/meshes/editing/face/extrude_faces.rst:67 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:37 #: ../../manual/movie_clip/tracking/clip/toolbar/solve.rst:114 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/thickness/calligraphy.rst:14 #: ../../manual/scene_layout/object/editing/transform/move.rst:45 #: ../../manual/scene_layout/object/editing/transform/rotate.rst:41 #: ../../manual/scene_layout/object/editing/transform/scale.rst:46 #: ../../manual/scene_layout/object/properties/instancing/verts.rst:94 #: ../../manual/scene_layout/object/tools/scale_cage.rst:31 #: ../../manual/scene_layout/object/tools/scale_cage.rst:41 #: ../../manual/sculpt_paint/sculpting/tool_settings/options.rst:40 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:55 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:103 msgid "Orientation" msgstr "Orientácia" #: ../../manual/addons/import_export/images_as_planes.rst:202 #: ../../manual/addons/uv/magic_uv.rst:606 #: ../../manual/modeling/meshes/editing/uv.rst:297 #: ../../manual/modeling/meshes/editing/uv.rst:352 #: ../../manual/modeling/meshes/uv/editing.rst:372 #: ../../manual/scene_layout/object/types.rst:96 msgid "Align" msgstr "Zarovnať" #: ../../manual/addons/import_export/images_as_planes.rst:194 msgid "Set the rotation of the plane." msgstr "Nastaví rotáciu roviny." #: ../../manual/addons/import_export/images_as_planes.rst:0 #: ../../manual/animation/constraints/tracking/clamp_to.rst:65 msgid "Main Axis" msgstr "Hlavná os" #: ../../manual/addons/import_export/images_as_planes.rst:197 msgid "" "The plane will be aligned to a major axis that is best to face the camera's " "view direction. If there is no camera in the scene, the plane will face " "toward Z+ (Up) axis." msgstr "" "Rovina bude zarovnaná na hlavnú os, ktorá najlepšie zodpovedá smeru pohľadu " "kamery. Ak sa na scéne nenachádza kamera, rovina bude smerovať k osi Z+ " "(Nahor)." #: ../../manual/addons/import_export/images_as_planes.rst:0 msgid "Face Camera" msgstr "Čelná kamera" #: ../../manual/addons/import_export/images_as_planes.rst:200 msgid "" "Similar to the *Main Axis* but the plane will be rotated to directly face " "the camera's view direction." msgstr "" "Podobne ako *Hlavná os*, ale rovina bude otočená tak, aby priamo smerovala k " "smeru pohľadu kamery." #: ../../manual/addons/import_export/images_as_planes.rst:0 msgid "Z- (Down), Y-, X-, Z+ (Up), Y+, X+" msgstr "Z- (nadol), Y-, X-, Z+ (nahor), Y+, X+" #: ../../manual/addons/import_export/images_as_planes.rst:202 msgid "The plane will be rotated to face toward the selected axis." msgstr "Rovina sa otočí tak, aby smerovala k vybranej osi." #: ../../manual/addons/import_export/images_as_planes.rst:208 msgid "Track Camera" msgstr "Trasa kamery" #: ../../manual/addons/import_export/images_as_planes.rst:205 msgid "" "Add a :doc:`Locked Track ` " "constraint to make the plane always face the camera, even if the camera " "moves. This option is only available when *Main Axis* or *Face Camera* " "option is selected in the *Align* menu." msgstr "" "Pridá obmedzenie :doc:`Zamknutá stopa `, aby rovina vždy smerovala ku kamere, aj keď sa kamera " "pohybuje. Táto možnosť je k dispozícii len vtedy, keď je v ponuke " "*Zarovnanie* vybraná možnosť *Hlavná os* alebo *Čelná kamera*." #: ../../manual/addons/import_export/mesh_atomic.rst:4 msgid "Atomic Blender (PDB/XYZ)" msgstr ":abbr:`Atomic Blender (Atómový Blender)` (PDB/XYZ)" #: ../../manual/addons/import_export/mesh_atomic.rst:6 msgid "" "The Atomic Blender (PDB/XYZ) add-on imports atomic structures (molecules, " "crystals, clusters, particles, surfaces, etc.), which are described in PDB " "(``.pdb``) and XYZ files (``.xyz``) (`Import PDB/XYZ`_). The add-on reads " "the coordinates of all atoms in the PDB/XYZ file and represents the atoms as " "balls in the Blender world. Also the sticks, which are described in PDB " "files only, are shown if the sticks are *explicitly* listed in the PDB file. " "The :doc:`Principled BSDF shader ` " "is used to describe the material properties of the atoms." msgstr "" "Doplnok Atomic Blender (PDB/XYZ) importuje atómové štruktúry (molekuly, " "kryštály, klastre, častice, povrchy atď.), ktoré sú popísané v súboroch PDB " "(``.pdb``) a XYZ (``.xyz``) (`Import PDB/XYZ`_). Doplnok načíta súradnice " "všetkých atómov v súbore PDB/XYZ a reprezentuje atómy ako guličky vo svete " "Blenderu. Zobrazia sa aj tyčinky, ktoré sú popísané len v súboroch PDB, ak " "sú tyčinky *výslovne* uvedené v súbore PDB. Na opis materiálových vlastností " "atómov sa používa tieňovač :doc:`Principiálne BSDF `." #: ../../manual/addons/import_export/mesh_atomic.rst:15 msgid "" "For the import, many options can be chosen, which allow representing the " "atoms and sticks in different ways. With help of several tools in the " "`Atomic Blender Utilities panel`_, the atomic structures can be modified " "after the import." msgstr "" "Pri importe je možné zvoliť mnoho možností, ktoré umožňujú reprezentovať " "atómy a tyčinky rôznymi spôsobmi. Pomocou niekoľkých nástrojov v paneli " "`Nástroje Blenderu pre atómy`_ možno atómové štruktúry po importe upravovať." #: ../../manual/addons/import_export/mesh_atomic.rst:19 msgid "" "Note that the coordinates of selected atomic structures in the Blender 3D " "world can also be *exported* into PDB/XYZ files." msgstr "" "Všimnite si, že súradnice vybraných atómových štruktúr v 3D svete Blenderu " "možno tiež *exportovať* do súborov PDB/XYZ." #: ../../manual/addons/import_export/mesh_atomic.rst:23 msgid "" "**General motivation:** Atomic Blender (PDB/XYZ) is interesting for " "scientists, who want to visualize with Blender their atomic structures " "described in PDB or XYZ files. Thanks to Blender, fancy graphics of " "molecules, crystal structures, surfaces, nanoparticles, clusters and complex " "atomic arrangements can be obtained. Such graphics meet the standards of top-" "level journals, which have a high impact factor. See `Examples`_ at the end " "of this page." msgstr "" "**Všeobecná motivácia:** Atomic Blender (PDB/XYZ) je zaujímavý pre vedcov, " "ktorí chcú pomocou Blenderu vizualizovať svoje atómové štruktúry popísané v " "súboroch PDB alebo XYZ. Vďaka aplikácii Blender možno získať efektné " "grafické zobrazenie molekúl, kryštálových štruktúr, povrchov, nanočastíc, " "klastrov a zložitých atómových usporiadaní. Takéto grafiky spĺňajú štandardy " "špičkových časopisov, ktoré majú vysoký faktor vplyvu. Pozri `Príklady`_ na " "konci tejto stránky." #: ../../manual/addons/import_export/mesh_atomic.rst:30 msgid "**Info about PDB and XYZ**" msgstr "**Informácie o PDB a XYZ**" #: ../../manual/addons/import_export/mesh_atomic.rst:32 msgid "" "Description of the PDB file format: `Wikipedia `__ and `RCSB `__." msgstr "" "Opis formátu súboru PDB: v prípade, že sa súbor nachádza v databáze PDB, je " "potrebné uviesť, ako sa nachádza: `Wikipedia `__ a `RCSB `__." #: ../../manual/addons/import_export/mesh_atomic.rst:35 msgid "" "Description of the XYZ file format: `Wikipedia `__ and `Open Babel `__." msgstr "" "Opis formátu súboru XYZ: `Wikipedia `__ a `Open Babel `__." #: ../../manual/addons/import_export/mesh_atomic.rst:38 msgid "" "Some notes about PDB and XYZ files can also be found `here `__ and `here `__." msgstr "" "Niektoré poznámky o súboroch PDB a XYZ nájdete aj `tu `__ a `tu `__." #: ../../manual/addons/import_export/mesh_atomic.rst:41 msgid "" "Many molecules can be downloaded from the `RCSB site `__ (go to 'Download')." msgstr "" "Mnohé molekuly si môžete stiahnuť zo stránky `RCSB `__ (prejdite na 'Download')." #: ../../manual/addons/import_export/mesh_atomic.rst:42 msgid "" "A list of software that deals with PDB in different ways can be found on the " "`RCSB site `__. " "There also is `Vesta `__, `ASE `__ and all the `quantum chemical calculators " "`__ used in research, which can create or even " "calculate atomic structures and store them in PDB/XYZ files." msgstr "" "Zoznam softvéru, ktorý pracuje s PDB rôznymi spôsobmi, nájdete na stránke " "`RCSB `__. Je tu " "aj `Vesta `__, `ASE `__ a všetky `kvantové chemické kalkulačky `__ " "používané vo výskume, ktoré dokážu vytvoriť alebo aj vypočítať štruktúry " "atómov a uložiť ich do súborov PDB/XYZ." #: ../../manual/addons/import_export/mesh_atomic.rst:48 msgid "**Forum**" msgstr "**Fórum**" #: ../../manual/addons/import_export/mesh_atomic.rst:50 msgid "" "Please, use the `Blender Artists forum `__ for comments and questions or directly the `Blender chat " "`__." msgstr "" "Na komentáre a otázky použite fórum `Umelci Blenderu `__ alebo priamo chat `Blender `__." #: ../../manual/addons/import_export/mesh_atomic.rst:52 msgid "" "There also is the possibility to ask questions on `Stack Exchange `__. However, note that some of the developers " "like Blendphys don't have enough credits, which are, however, needed to have " "the permission for giving answers on Stack Exchange." msgstr "" "Existuje aj možnosť klásť otázky na `Stack Exchange `__. Upozorňujeme však, že niektorí vývojári, ako " "napríklad Blendphys, nemajú dostatok kreditov, ktoré sú však potrebné na " "získanie oprávnenia na poskytovanie odpovedí na Stack Exchange." #: ../../manual/addons/import_export/mesh_atomic.rst:57 msgid "**Defects in an Atomic Structure**" msgstr "**Defekty v štruktúre atómov**" #: ../../manual/addons/import_export/mesh_atomic.rst:59 msgid "" "If you want to show defects like vacancies in an atomic structure, use an " "'X' for the element name in the PDB or XYZ file (`see here `__). A defect is " "shown in the form of a cube." msgstr "" "Ak chcete v štruktúre atómov zobraziť defekty, ako sú prázdne miesta " "(vakancie), použite 'X' pre názov prvku v súbore PDB alebo XYZ (`viď tu " "`__). " "Defekt sa zobrazí vo forme kocky." #: ../../manual/addons/import_export/mesh_atomic.rst:66 msgid "Import PDB/XYZ" msgstr "Import PDB/XYZ" #: ../../manual/addons/import_export/mesh_atomic.rst:72 msgid "The panel with the options for PDB import." msgstr "Panel s možnosťami importu PDB." #: ../../manual/addons/import_export/mesh_atomic.rst:76 msgid "Camera & Lamp" msgstr "Kamera a svietidlo" #: ../../manual/addons/import_export/mesh_atomic.rst:78 msgid "" "A camera and/or a light source are placed into the 3D world. Both are placed " "such that the entire atomic structure can be well seen by the camera with " "enough light from the light source." msgstr "" "Do 3D sveta sa umiestni kamera a/alebo zdroj svetla. Obe sú umiestnené tak, " "aby bola celá atómová štruktúra dobre viditeľná kamerou s dostatočným " "množstvom svetla zo zdroja svetla." #: ../../manual/addons/import_export/mesh_atomic.rst:84 msgid "Object to Origin (PDB)" msgstr "Objekt na počiatok (PDB)" #: ../../manual/addons/import_export/mesh_atomic.rst:86 msgid "" "The atomic structure is placed into the origin (0.0, 0.0, 0.0) of the 3D " "world." msgstr "Atómová štruktúra je umiestnená na počiatok (0,0, 0,0, 0,0) 3D sveta." #: ../../manual/addons/import_export/mesh_atomic.rst:90 msgid "Object to Origin (XYZ)" msgstr "Objekt na počiatok (XYZ)" #: ../../manual/addons/import_export/mesh_atomic.rst:92 msgid "" "Either in only *the first* or in *all frames*, the atomic structure is put " "into the origin (0.0, 0.0, 0.0) of the 3D world." msgstr "" "Buď len v *prvom* alebo vo *všetkých snímkach* je atómová štruktúra " "umiestnená na počiatok (0,0, 0,0, 0,0) 3D sveta." #: ../../manual/addons/import_export/mesh_atomic.rst:97 msgid "Balls/Atoms" msgstr "Guľôčky/atómy" #: ../../manual/addons/import_export/mesh_atomic.rst:103 msgid "Type Of" msgstr "Typ" #: ../../manual/addons/import_export/mesh_atomic.rst:100 msgid "" "Choose either *NURBS*, *Mesh* or *Metaballs* for the atoms. For option " "*Mesh*, the *Azimuth* and *Zenith* values can be chosen. Metaballs can lead " "to some fancy effects: for instance, if enough large, their shapes melt " "together showing some kind of surface effect." msgstr "" "Pre atómy vyberte *NURBS*, *Povrchová sieť* alebo *Meta gule*. Pre možnosť " "*Povrchová sieť* môžete vybrať hodnoty *Azimut* a *Zenit*. Meta gule môžu " "viesť k niektorým fantastickým efektom: napríklad, ak sú dostatočne veľké, " "ich tvary sa spoja a ukážu určitý druh povrchového efektu." #: ../../manual/addons/import_export/mesh_atomic.rst:109 msgid "The panel with the options for XYZ import." msgstr "Panel s možnosťami importu XYZ." #: ../../manual/addons/import_export/mesh_atomic.rst:112 msgid "Scaling Factors" msgstr "Faktory zmeny mierky" #: ../../manual/addons/import_export/mesh_atomic.rst:112 msgid "" "The atom radii as well as the distances between the atoms can be scaled by a " "simple factor." msgstr "" "Polomery atómov, ako aj vzdialenosti medzi atómami sa dajú zväčšiť " "jednoduchým koeficientom." #: ../../manual/addons/import_export/mesh_atomic.rst:115 msgid "" "The type of atom radius (atomic, van der Waals or as predefined) can be " "chosen." msgstr "" "Môžete si vybrať typ polomeru atómu (atómový, van der Waalsov alebo " "preddefinovaný)." #: ../../manual/addons/import_export/mesh_atomic.rst:119 msgid "Sticks/Bonds (only PDB)" msgstr "Tyčinky/Spojky (len PDB)" #: ../../manual/addons/import_export/mesh_atomic.rst:124 msgid "Use Sticks" msgstr "Použiť tyčinky" #: ../../manual/addons/import_export/mesh_atomic.rst:122 msgid "" "Use sticks or not. Note that the sticks must be listed in the PDB file. The " "add-on does not 'calculate' possible bonds between atoms, which are then " "shown as sticks!" msgstr "" "Používate tyčinky alebo nie. Upozorňujeme, že tyčinky musia byť uvedené v " "súbore PDB. Doplnok \"nevypočítava\" možné väzby medzi atómami, ktoré sa " "potom zobrazia ako tyčinky!" #: ../../manual/addons/import_export/mesh_atomic.rst:127 msgid "" "In general, the options *Sector* and *Radius* determine the precision and " "dimension of the sticks, respectively. Option *Smooth* always means that a " "Smooth operator is applied on the sticks. Option *Color* means that the " "stick is divided into two parts, showing the colors of the respective two " "atoms which it connects." msgstr "" "Vo všeobecnosti možnosti *Sektor* a *Polomer* určujú presnosť a rozmer " "prepojok. Možnosť *Vyhladiť* vždy znamená, že na tyčinky sa použije operátor " "Vyhladiť. Možnosť *Farba* znamená, že prepojka je rozdelená na dve časti a " "zobrazuje farby príslušných dvoch atómov, ktoré spája." #: ../../manual/addons/import_export/mesh_atomic.rst:141 msgid "Instancing Vertices" msgstr "Vytváranie inštancie vrcholov" #: ../../manual/addons/import_export/mesh_atomic.rst:133 msgid "" "The sticks of one element are put into one instancing vertex structure and " "the sticks appear as cylinders. The instancing vertex structure makes the " "displaying and loading of many sticks relatively fast (see Section `The " "instancing vertex structure`_ for more info). Options *Unit* is the length " "of a unit (a small cylinder): several of such units are put together forming " "actually the stick (cylinder). The longer the unit length is the less is the " "number of such units and thus the faster is the displaying. However, if the " "unit length is too long the stick becomes eventually longer than the bond " "length (distance between atoms). This can then lead to a 'overlapping " "effect' where a stick intersects the atoms. Option *Bonds* displays apart " "from single also double, triple, etc. bonds whereas option *Distance* is the " "distance between the bonds measured in stick diameter." msgstr "" "Tyčinky jedného prvku sa vložia do jednej inštancie štruktúry vrcholov a " "tyčinky sa zobrazia ako valce. Vďaka vytvoreniu inštancii štruktúry vrcholov " "je zobrazenie a načítanie mnohých tyčiniek relatívne rýchle (viac informácií " "nájdete v časti `Vytvorenie inštancie štruktúry vrcholov`_). Možnosti " "*Jednotka* je dĺžka jednotky (valčeka): niekoľko takýchto jednotiek je " "zložených dohromady a tvoria vlastne tyčinku (valec). Čím dlhšia je " "jednotka, tým menší je počet takýchto jednotiek, a teda tým rýchlejšie je " "zobrazovanie. Ak je však dĺžka jednotky príliš dlhá, tyčinka sa nakoniec " "stane dlhšou ako dĺžka väzby (vzdialenosť medzi atómami). To potom môže " "viesť k \"efektu prekrývania\", keď tyčinka pretína atómy. Možnosť *Väzby* " "zobrazuje okrem jednoduchých aj dvojité, trojité atď. väzby, zatiaľ čo " "možnosť *Vzdialenosť* je vzdialenosť medzi väzbami meraná priemerom paličky." #: ../../manual/addons/import_export/mesh_atomic.rst:148 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:5 msgid "Skin" msgstr "Pokožka" #: ../../manual/addons/import_export/mesh_atomic.rst:144 msgid "" "The skin and subdivision modifiers are used to build the sticks. This gives " "a nice network of sticks, which can be used to show, e.g. only the bonds of " "the structure (delete the atoms before!). Options *SubDivV* and *SubDivR* " "are parameters of the subdivision operator. If option *Smooth* is activated, " "the initial squarish profile of the sticks changes to a more circular one. " "Note that if this option is chosen, there is only one object representing " "all sticks." msgstr "" "Na stavbu prepojok sa používajú modifikátory pokožky a delenia. Vznikne tak " "pekná sieť prepojok, ktorú možno použiť na zobrazenie napr. len väzieb " "štruktúry (atómy predtým vymažte!). Možnosti *SubDivV* a *SubDivR* sú " "parametre operátora delenia. Ak je aktivovaná možnosť *Vyhladiť*, pôvodný " "hranatý profil prepojok sa zmení na viac kruhový. Všimnite si, že ak je " "zvolená táto možnosť, existuje len jeden objekt reprezentujúci všetky " "tyčinky." #: ../../manual/addons/import_export/mesh_atomic.rst:154 #: ../../manual/addons/import_export/scene_gltf2.rst:933 #: ../../manual/addons/mesh/looptools.rst:149 #: ../../manual/compositing/types/filter/denoise.rst:29 #: ../../manual/compositing/types/vector/normal.rst:23 #: ../../manual/compositing/types/vector/normal.rst:37 #: ../../manual/editors/3dview/controls/orientation.rst:67 #: ../../manual/editors/texture_node/types/converter/value_to_normal.rst:34 #: ../../manual/glossary/index.rst:578 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:0 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_points.rst:61 #: ../../manual/modeling/geometry_nodes/curve/operations/sample_curve.rst:87 #: ../../manual/modeling/geometry_nodes/curve/primitives/arc.rst:70 #: ../../manual/modeling/geometry_nodes/geometry/read/normal.rst:62 #: ../../manual/modeling/geometry_nodes/point/distribute_points_on_faces.rst:81 #: ../../manual/modeling/meshes/editing/mesh/transform/randomize.rst:19 #: ../../manual/modeling/meshes/selecting/similar.rst:18 #: ../../manual/modeling/meshes/selecting/similar.rst:58 #: ../../manual/modeling/modifiers/deform/displace.rst:40 #: ../../manual/modeling/modifiers/generate/decimate.rst:105 #: ../../manual/physics/fluid/type/flow.rst:200 #: ../../manual/physics/particles/emitter/rotation.rst:25 #: ../../manual/physics/particles/emitter/velocity.rst:15 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/cycles/baking.rst:151 #: ../../manual/render/layers/passes.rst:39 #: ../../manual/render/layers/passes.rst:87 #: ../../manual/render/shader_nodes/input/ao.rst:38 #: ../../manual/render/shader_nodes/input/bevel.rst:41 #: ../../manual/render/shader_nodes/input/bevel.rst:57 #: ../../manual/render/shader_nodes/input/fresnel.rst:33 #: ../../manual/render/shader_nodes/input/geometry.rst:33 #: ../../manual/render/shader_nodes/input/layer_weight.rst:21 #: ../../manual/render/shader_nodes/input/texture_coordinate.rst:58 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:34 #: ../../manual/render/shader_nodes/shader/diffuse.rst:25 #: ../../manual/render/shader_nodes/shader/glass.rst:32 #: ../../manual/render/shader_nodes/shader/glossy.rst:24 #: ../../manual/render/shader_nodes/shader/principled.rst:117 #: ../../manual/render/shader_nodes/shader/refraction.rst:28 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:62 #: ../../manual/render/shader_nodes/shader/sss.rst:40 #: ../../manual/render/shader_nodes/shader/toon.rst:28 #: ../../manual/render/shader_nodes/shader/translucent.rst:22 #: ../../manual/render/shader_nodes/shader/velvet.rst:29 #: ../../manual/render/shader_nodes/vector/bump.rst:27 #: ../../manual/render/shader_nodes/vector/bump.rst:40 #: ../../manual/render/shader_nodes/vector/displacement.rst:41 #: ../../manual/render/shader_nodes/vector/mapping.rst:0 #: ../../manual/render/shader_nodes/vector/normal_map.rst:50 #: ../../manual/sculpt_paint/brush/brush_settings.rst:212 #: ../../manual/compositing/types/vector/normal.rst:19 #: ../../manual/compositing/types/vector/normal.rst:33 msgid "Normal" msgstr "Normál" #: ../../manual/addons/import_export/mesh_atomic.rst:151 msgid "" "Normal cylinders are used. For each bond, one individual cylinder is used. " "If option *One Object* is activated, about *No* sticks are joined into one " "mesh object. This makes displaying the sticks very fast. However, individual " "sticks do not exist anymore." msgstr "" "Používajú sa normálne valce. Pre každú väzbu sa používa jeden samostatný " "valec. Ak je aktivovaná možnosť *Jeden objekt*, približne *Bez* prepojok sa " "spojí do jednej povrchovej siete objektu. Vďaka tomu je zobrazenie prepojok " "veľmi rýchle. Jednotlivé tyčinky však už neexistujú." #: ../../manual/addons/import_export/mesh_atomic.rst:157 msgid "Frames (only XYZ)" msgstr "Snímky (iba XYZ)" #: ../../manual/addons/import_export/mesh_atomic.rst:160 msgid "Load All Frames" msgstr "Načítať všetky snímky" #: ../../manual/addons/import_export/mesh_atomic.rst:160 msgid "Load only the first or all frames." msgstr "Načíta len prvé alebo všetky snímky." #: ../../manual/addons/import_export/mesh_atomic.rst:164 msgid "Skip Frames" msgstr "Preskočiť snímky" #: ../../manual/addons/import_export/mesh_atomic.rst:163 msgid "" "Skip and load only each n-th frame. This is quite useful for large data " "where it might be sufficient to show only each 4th frame." msgstr "" "Preskakuje a načíta iba každý n-tú snímku. To je celkom užitočné pri veľkých " "údajoch, kde by mohlo stačiť zobraziť len každú štvrtú snímku." #: ../../manual/addons/import_export/mesh_atomic.rst:167 msgid "Frames/Key" msgstr "Snímky/Kľúče" #: ../../manual/addons/import_export/mesh_atomic.rst:167 msgid "" "Show a specific number of frames per key. Many frames in a key lead to a " "more fluid presentation." msgstr "" "Zobrazí určitý počet snímok na jednu kľúčovú. Veľa snímok v jednej kľúčovej " "vedie k plynulejšej prezentácii." #: ../../manual/addons/import_export/mesh_atomic.rst:171 msgid "" "**Please, keep in mind**: the number of atoms in a frame has to be the " "**same** for all frames!" msgstr "" "**Prosím, nezabudnite**: počet atómov v rámci musí byť **rovnaký** pre " "všetky snímky!" #: ../../manual/addons/import_export/mesh_atomic.rst:175 msgid "The instancing vertex structure" msgstr "Vytváranie inštancie štruktúry vrcholov" #: ../../manual/addons/import_export/mesh_atomic.rst:181 #: ../../manual/addons/import_export/mesh_atomic.rst:212 msgid "The NaCl structure in the outliner." msgstr "Štruktúra NaCl v Líniovom prehľade." #: ../../manual/addons/import_export/mesh_atomic.rst:183 msgid "" "It is essential to understand, how the atoms (and sticks) of an atomic " "structure are organized inside Blender. This is why we focus a little bit " "onto this in the following:" msgstr "" "Je dôležité pochopiť, ako sú atómy (a tyčinky) atómovej štruktúry v Blenderi " "usporiadané. Preto sa na to v nasledujúcom texte trochu zameriame:" #: ../../manual/addons/import_export/mesh_atomic.rst:186 msgid "" "When atomic structures are imported via the PDB or XYZ importer, the atoms " "are put into a so-called *instancing vertex structures*, somewhat into " "'groups' of elements. For instance, all sodium atoms of a NaCl structure " "form one instancing vertex structure, and the same applies for the chlorine " "atoms (see figure). In the case of the sodium atoms, there is a collection " "*Sodium* that includes the collection *Sodium_atom*. Within the latter, the " "*Sodium_mesh* is composed of the mesh itself (*Mesh_Sodium*) and a ball " "called *Sodium_ball*. The mesh only contains vertices (no objects!), and the " "vertices are located at the x,y,z positions specified in the PDB/XYZ file. " "What Blender is doing is simply 'duplicating' the 'representative' ball " "*Sodium_ball* at all the vertices! Because only **one ball** is used, it " "makes things incredibly fast by representing, e.g., a thousand of atoms " "inside Blender. Note that the representative ball is in the center of the " "structure, without having any meaning. This is the reason why the visibility " "switch of the representative ball is switched off (see red arrow)!" msgstr "" "Keď sa atómové štruktúry importujú prostredníctvom importéra PDB alebo XYZ, " "atómy sa umiestnia do takzvaných *inštancií štruktúry vrcholov*, trochu do " "\"skupín\" prvkov. Napríklad všetky atómy sodíka v štruktúre NaCl tvoria " "jednu inštanciu štruktúry vrcholov a to isté platí pre atómy chlóru (pozri " "obrázok). V prípade atómov sodíka existuje kolekcia *Sodík*, ktorá obsahuje " "kolekciu *Atóm_sodíka*. V rámci nej sa *Povrchová_sieť_sodíka* skladá zo " "samotnej povrchovej siete (*Povrchová_sieť_sodíka*) a gule s názvom " "*Guľa_sodíka*. Povrchová sieť obsahuje iba vrcholy (žiadne objekty!) a " "vrcholy sú umiestnené na pozíciách x, y, z uvedených v súbore PDB/XYZ. " "Blender jednoducho \"vytvorí kópiu\" \"reprezentatívnu\" guľu *Guľu_sodíka* " "vo všetkých vrcholoch! Keďže sa používa len **jedna guľa**, neuveriteľne to " "urýchľuje prácu tým, že reprezentuje napr. tisíc atómov vnútri Blenderu. " "Všimnite si, že reprezentatívna guľa sa nachádza v strede štruktúry bez " "toho, aby mala nejaký význam. To je dôvod, prečo je prepínač viditeľnosti " "reprezentatívnej gule vypnutý (pozri červenú šípku)!" #: ../../manual/addons/import_export/mesh_atomic.rst:201 msgid "" "There are some consequences: a) The representative ball appears at all " "vertices with the same orientation. b) Changing the material properties of " "the representative ball changes the properties of all duplicated balls. c) A " "ball is NOT an individual object, it is rather a linked member of the " "structure. Actually, the object as such does not exist." msgstr "" "Má to niekoľko dôsledkov: a) Reprezentatívna guľa sa objaví vo všetkých " "vrcholoch s rovnakou orientáciou. b) Zmena materiálových vlastností " "reprezentatívnej gule zmení vlastnosti všetkých vytvorených kópií gulí. c) " "Guľa NIE JE samostatný objekt, je to skôr prepojený člen štruktúry. Objekt " "ako taký vlastne neexistuje." #: ../../manual/addons/import_export/mesh_atomic.rst:216 msgid "Modifications" msgstr "Modifikácie" #: ../../manual/addons/import_export/mesh_atomic.rst:220 msgid "Displacing an 'individual' atom" msgstr "Premiestnenie \"individuálneho\" atómu" #: ../../manual/addons/import_export/mesh_atomic.rst:219 msgid "" "For this, the respective vertex has to be displaced: go into the *Edit Mode* " "and select the atom. You can now displace the atom (vertex)." msgstr "" "Na tento účel je potrebné posunúť príslušný vrchol: prejdite do *režimu " "editácie* a vyberte atóm. Teraz môžete atóm (vrchol) premiestniť." #: ../../manual/addons/import_export/mesh_atomic.rst:227 msgid "Changing material properties (of all atoms)" msgstr "Zmena vlastností materiálu (všetkých atómov)" #: ../../manual/addons/import_export/mesh_atomic.rst:223 msgid "" "For this, the material properties of the representative ball must be " "changed: in the outliner, switch on the visibility of the representative " "ball (here, *Sodium_ball*, see red arrow in figure). You can then select the " "ball and change the material properties. After, make invisible the " "representative ball, otherwise it appears in the structure." msgstr "" "Na tento účel je potrebné zmeniť materiálové vlastnosti reprezentatívnej " "gule: v osnove zapnite viditeľnosť reprezentatívnej gule (tu *Guľa_sodíka*, " "pozri červenú šípku na obrázku). Potom môžete guľu vybrať a zmeniť jej " "materiálové vlastnosti. Potom znemožnite viditeľnosť reprezentatívnej gule, " "inak sa zobrazí v štruktúre." #: ../../manual/addons/import_export/mesh_atomic.rst:230 msgid "Separate an atom" msgstr "Oddeliť atóm" #: ../../manual/addons/import_export/mesh_atomic.rst:230 msgid "For this, see Section `Separate Atoms`_." msgstr "Pozri časť `Oddeliť atómy`_." #: ../../manual/addons/import_export/mesh_atomic.rst:232 msgid "" "For making the handling of the atomic structures a bit more easy, the " "utility panel can be used, see the next Section." msgstr "" "Na uľahčenie práce s štruktúrami atómov možno použiť panel utility, pozri " "nasledujúcu časť." #: ../../manual/addons/import_export/mesh_atomic.rst:236 msgid "" "**Converting All Atoms of an Instancing Vertex Structure to Real Independent " "Objects**" msgstr "" "**Konverzia všetkých atómov inštancie štruktúry vrcholov na skutočné " "nezávislé objekty**" #: ../../manual/addons/import_export/mesh_atomic.rst:238 msgid "" "Do the following: Select the atomic structures with the mouse and use :ref:" "`bpy.ops.object.duplicates_make_real`. With this, you produce real " "independent objects! In the Outliner, delete the remaining instancing vertex " "structures, named like \"Carbon\", \"Hydrogen\", etc." msgstr "" "Urobte nasledujúce kroky: Vyberte štruktúry atómov myšou a použite :ref:`bpy." "ops.object.duplicates_make_real`. Týmto spôsobom vytvoríte skutočné " "nezávislé objekty! V Líniovom prehľade odstráňte zvyšné inštancie štruktúr " "vrcholov, pomenované ako \"Uhlík\", \"Vodík\" atď." #: ../../manual/addons/import_export/mesh_atomic.rst:244 msgid "" "Note that if the structures represent many hundreds and thousands of atoms, " "Blender can be become quite slow: at once, all these new atoms are " "represented as individual ball objects and Blender has to deal with all of " "them in several ways. As mentioned above, for each instancing vertex " "structure, there is only *one representative ball object*!" msgstr "" "Všimnite si, že ak štruktúry predstavujú stovky a tisíce atómov, Blender " "môže byť dosť pomalý: všetky tieto nové atómy sú naraz reprezentované ako " "jednotlivé guľové objekty a Blender sa musí so všetkými vysporiadať " "niekoľkými spôsobmi. Ako už bolo spomenuté vyššie, pre každú inštanciu " "štruktúru vrcholov existuje iba *jeden reprezentatívny guľový objekt*!" #: ../../manual/addons/import_export/mesh_atomic.rst:252 msgid "Atomic Blender Utilities Panel" msgstr "Panel Nástroje Blenderu pre atómy" #: ../../manual/addons/import_export/mesh_atomic.rst:254 msgid "" "The *Atomic Blender Utilities* panel makes your life easier during " "manipulating atoms of imported structures." msgstr "" "Panel *Nástroje Blenderu pre atómy* vám uľahčia život pri manipulácii s " "atómami importovaných štruktúr." #: ../../manual/addons/import_export/mesh_atomic.rst:261 msgid "The entry for hydrogen in the custom data file." msgstr "Položka pre vodík vo vlastnom súbore údajov." #: ../../manual/addons/import_export/mesh_atomic.rst:265 msgid "Custom Data File" msgstr "Vlastný súbor údajov" #: ../../manual/addons/import_export/mesh_atomic.rst:267 msgid "" "A separate custom data file can be loaded, which contains for each element " "the following information:" msgstr "" "Je možné načítať samostatný súbor s vlastnými údajmi, ktorý pre každý prvok " "obsahuje tieto informácie:" #: ../../manual/addons/import_export/mesh_atomic.rst:270 msgid "All types of radii (atomic, VdW, ionic) in Å" msgstr "Všetky typy polomerov (atómové, VdW, iónové) v Å" #: ../../manual/addons/import_export/mesh_atomic.rst:271 msgid "Ball color" msgstr "Farba gule" #: ../../manual/addons/import_export/mesh_atomic.rst:272 msgid "Other material properties for the Principled BSDF shader." msgstr "Ďalšie vlastnosti materiálu pre Principiálny BSDF tieňovač." #: ../../manual/addons/import_export/mesh_atomic.rst:274 msgid "" "Such an option is useful when it is desired to use predefined values for " "atom radii and shader properties. An example can be downloaded from here: " "`Custom data file `__." msgstr "" "Takáto možnosť je užitočná, ak je potrebné použiť preddefinované hodnoty pre " "polomery atómov a vlastnosti tieňovačov. Príklad si môžete stiahnuť " "odtiaľto: `Vlastný súbor údajov `__." #: ../../manual/addons/import_export/mesh_atomic.rst:278 msgid "" "The custom data file is an ASCII file, which can be duplicated and modified " "by the user. The radius and material properties of the atoms can be changed " "as follows: open the ASCII file with a standard text editor, search the name " "of the atom and change the radius (``Radius used``). Do the same with, e.g., " "the RGB values for the color (``Color``). The value RGBA(1.0, 1.0, 1.0, 1.0) " "corresponds to white and RGBA(0.0, 0.0, 0.0, 1.0) is black. Note that the " "last value of a color tuple is the alpha value of the color. Furthermore, " "several other properties such as ``Metallic``, ``Roughness`` and " "``Transmission`` can be changed. These are the properties in the :doc:" "`Principled BSDF shader `. There are " "also some properties for :doc:`Eevee `, which can be " "used to determine the object's transparency etc." msgstr "" "Súbor vlastných údajov je súbor ASCII, z ktorého môže užívateľ vytvárať " "kópie a upravovať. Polomer a materiálové vlastnosti atómov možno zmeniť " "takto: otvorte súbor ASCII štandardným textovým editorom, vyhľadajte názov " "atómu a zmeňte polomer (``Použitý polomer``). To isté urobte napr. s " "hodnotami RGB pre farbu (``Farba``). Hodnota RGBA(1.0, 1.0, 1.0, 1.0) " "zodpovedá bielej farbe a RGBA(0.0, 0.0, 0.0, 1.0) je čierna. Všimnite si, že " "posledná hodnota n-tice farieb je alfa hodnota farby. Okrem toho je možné " "zmeniť niekoľko ďalších vlastností, ako napríklad ``Kovové``, ``Drsné`` a " "``Prenesené``. Tieto vlastnosti sú uvedené v tieňovači :doc:`Principiálne " "BSDF `. Existujú aj niektoré " "vlastnosti pre :doc:`Eevee `, ktoré možno použiť na " "určenie priehľadnosti objektu atď." #: ../../manual/addons/import_export/mesh_atomic.rst:292 msgid "" "Note that in the header of the custom data file, all possible values of the " "string options ``P BSDF Subsurface method``, ``P BSDF Distribution``, " "``Eevee Blend Method`` and ``Eevee Shadow Method`` are listed." msgstr "" "Poznamenávame, že v záhlaví vlastného súboru údajov sú uvedené všetky možné " "hodnoty možností reťazcov podpovrchovej metódy ``P BSDF Subsurface method``, " "distribúcie ``P BSDF Distribution``, metódy prelínania mechanizmu Eevee " "``Eevee Blend Method`` a metódy tieňovania mechanizmu Eevee ``Eevee Shadow " "Method``." #: ../../manual/addons/import_export/mesh_atomic.rst:301 msgid "The *Atomic Blender Utilities* panel." msgstr "Panel *Nástroje Blenderu pre atómy*." #: ../../manual/addons/import_export/mesh_atomic.rst:303 msgid "" "Inside Blender, the data file needs to be loaded first. The colors and " "material properties are changed after executing *Apply*. **Note that only " "selected atoms are changed!**" msgstr "" "V Blenderi je potrebné najprv načítať súbor údajov. Farby a vlastnosti " "materiálu sa zmenia po vykonaní príkazu *Použiť*. **Pripomíname, že sa " "zmenia len vybrané atómy!**" #: ../../manual/addons/import_export/mesh_atomic.rst:309 msgid "Measure Distances" msgstr "Meranie vzdialeností" #: ../../manual/addons/import_export/mesh_atomic.rst:311 msgid "" "With this tool the distance of two objects in the *Object Mode* but also in " "the *Edit Mode* can be measured. The unit is Ångström." msgstr "" "Týmto nástrojom možno merať vzdialenosť dvoch objektov v *režime objektu*, " "ale aj v * režime editácie*. Jednotkou je Ångström." #: ../../manual/addons/import_export/mesh_atomic.rst:316 msgid "Change Atom Size" msgstr "Zmena veľkosti atómu" #: ../../manual/addons/import_export/mesh_atomic.rst:318 msgid "Note that the atomic structures must be selected!" msgstr "Poznamenávame, že štruktúry atómov musia byť vybrané!" #: ../../manual/addons/import_export/mesh_atomic.rst:329 msgid "Type of Radii" msgstr "Typ polomerov" #: ../../manual/addons/import_export/mesh_atomic.rst:322 msgid "" "With this selector the type of radii can be chosen. Either one uses " "*Predefined*, *Atomic* or *Van der Waals* radii. The default values for " "Predefined radii are the *Atomic* radii." msgstr "" "Týmto voličom možno vybrať typ polomerov. Buď sa použije *Preddefinovaný*, " "*Atomický* alebo *Van der Waalsov* polomer. Predvolené hodnoty pre " "preddefinované polomery sú *Atomické* polomery." #: ../../manual/addons/import_export/mesh_atomic.rst:329 #: ../../manual/physics/forces/force_fields/types/charge.rst:5 #: ../../manual/physics/forces/force_fields/types/charge.rst:10 msgid "Charge" msgstr "Náboj" #: ../../manual/addons/import_export/mesh_atomic.rst:326 msgid "" "For option *Ionic radii*, the charge state can be chosen and the radii of " "selected objects are instantaneously changed. Select one type of atom (e.g. " "only all hydrogen ones) and then apply the charge state. Changes only apply " "if a charge state of an atom is available. See, e.g., in the `Custom data " "file `__." msgstr "" "V prípade možnosti *Iónový polomer* možno zvoliť stav náboja a polomery " "vybraných objektov sa okamžite zmenia. Vyberte jeden typ atómu (napr. len " "všetky atómy vodíka) a potom použite stav náboja. Zmeny sa použijú len " "vtedy, ak je k dispozícii stav náboja atómu. Pozri napr. v súbore `Vlastné " "údaje `__." #: ../../manual/addons/import_export/mesh_atomic.rst:333 msgid "Radii in pm" msgstr "Polomery v pm" #: ../../manual/addons/import_export/mesh_atomic.rst:332 msgid "" "The radii of all atoms that belong to one element can be manipulated. Type " "in the name of the atom (e.g. 'Hydrogen') and choose the radius in picometer." msgstr "" "S polomermi všetkých atómov, ktoré patria k jednému prvku, možno " "manipulovať. Zadajte názov atómu (napr. \"Vodík\") a vyberte polomer v " "pikometroch." #: ../../manual/addons/import_export/mesh_atomic.rst:339 msgid "Radii by Scale" msgstr "Polomery podľa mierky" #: ../../manual/addons/import_export/mesh_atomic.rst:336 msgid "" "This modifies the radii of all selected atoms and atom structures with one " "scaling factor. Type in the scaling factor and increase or decrease the size " "of the radii by using the *Bigger* or *Smaller* button, respectively." msgstr "" "Tým sa zmenia polomery všetkých vybraných atómov a atómových štruktúr s " "jedným faktorom zmeny mierky. Zadajte faktor zmeny mierky a zväčšite alebo " "zmenšite veľkosť polomerov tlačidlom *Väčší*, resp. *Menší*." #: ../../manual/addons/import_export/mesh_atomic.rst:342 msgid "Change Stick Size" msgstr "Zmena veľkosti tyčinky" #: ../../manual/addons/import_export/mesh_atomic.rst:344 msgid "" "The diameter of selected sticks are changed. The buttons *Bigger* and " "*Smaller* allow increasing or decreasing the diameter, respectively. The " "scale factor determines, how strong the change of diameter will be. By using " "the *Outliner*, one can apply these operators on only a selection of sticks " "(e.g. only the sticks of the hydrogen atoms). Note that changes only apply " "if the sticks are individual objects, e.g. single cylinders or if the sticks " "are described in instancing vertex structures." msgstr "" "Priemer vybraných tyčiniek sa zmení. Tlačidlá *Väčší* a *Menší* umožňujú " "zväčšiť, resp. zmenšiť priemer. Faktor mierky určuje, aká veľká bude zmena " "priemeru. Použitím *Líniového prehľadu* možno tieto operátory použiť len na " "vybrané tyčinky (napr. len na tyčinky atómov vodíka). Všimnite si, že zmeny " "sa uplatňujú len vtedy, ak sú tyčinky individuálnymi objektmi, napr. " "jednotlivými valcami, alebo ak sú tyčinky opísané v inštanciách štruktúr " "vrcholov." #: ../../manual/addons/import_export/mesh_atomic.rst:354 msgid "Change Atom Shape" msgstr "Zmena tvaru atómu" #: ../../manual/addons/import_export/mesh_atomic.rst:356 msgid "" "It is possible to change the atom's shape to a sphere, cube, icosphere, etc. " "Furthermore, the material of the atom can be changed. First, select your " "atoms in the 3D Viewport or the Outliner." msgstr "" "Tvar atómu je možné zmeniť na guľu, kocku, dvadsaťsten atď. Okrem toho je " "možné zmeniť materiál atómu. Najprv vyberte atómy v 3D zábere alebo v " "Líniovom prehľade." #: ../../manual/addons/import_export/mesh_atomic.rst:361 msgid "Choose the shape in the first selector." msgstr "Vyberte tvar v prvom okne výberu." #: ../../manual/addons/import_export/mesh_atomic.rst:363 #: ../../manual/addons/materials/material_library.rst:86 #: ../../manual/addons/materials/material_utils.rst:83 #: ../../manual/editors/3dview/display/shading.rst:0 #: ../../manual/editors/uv/selecting.rst:0 #: ../../manual/grease_pencil/modes/draw/tool_settings/brush_settings.rst:16 #: ../../manual/grease_pencil/modes/draw/tool_settings/color.rst:12 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:23 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:142 #: ../../manual/grease_pencil/modes/draw/tools/eyedropper.rst:0 #: ../../manual/grease_pencil/modes/sculpting/introduction.rst:82 #: ../../manual/grease_pencil/modes/sculpting/tool_settings/brush.rst:66 #: ../../manual/grease_pencil/modifiers/deform/offset.rst:0 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:57 #: ../../manual/grease_pencil/modifiers/introduction.rst:70 #: ../../manual/grease_pencil/selecting.rst:115 #: ../../manual/modeling/geometry_nodes/input/constant/material.rst:26 #: ../../manual/modeling/geometry_nodes/input/constant/material.rst:34 #: ../../manual/modeling/geometry_nodes/material/material_selection.rst:23 #: ../../manual/modeling/geometry_nodes/material/set_material.rst:29 #: ../../manual/modeling/meshes/editing/mesh/sort_elements.rst:28 #: ../../manual/modeling/meshes/selecting/similar.rst:49 #: ../../manual/modeling/modifiers/generate/decimate.rst:107 #: ../../manual/physics/particles/emitter/display.rst:45 #: ../../manual/physics/particles/emitter/render.rst:24 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/color/material.rst:9 #: ../../manual/render/layers/passes.rst:206 #: ../../manual/render/materials/assignment.rst:66 #: ../../manual/render/workbench/color.rst:0 #: ../../manual/render/workbench/display_settings.rst:35 #: ../../manual/scene_layout/object/selecting.rst:262 #: ../../manual/sculpt_paint/texture_paint/tool_settings/texture_slots.rst:29 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/color/material.rst:5 msgid "Material" msgstr "Materiál" #: ../../manual/addons/import_export/mesh_atomic.rst:363 msgid "" "Choose one of the materials in the second selector. The materials are only " "examples, further refinements can be done in the Materials tab of the " "Properties." msgstr "" "Vyberte jeden z materiálov v druhom okne výberu. Uvedené materiály sú len " "príkladmi, ďalšie spresnenia môžete vykonať na karte Materiály v časti " "Vlastnosti." #: ../../manual/addons/import_export/mesh_atomic.rst:370 msgid "Special" msgstr "Špeciálne" #: ../../manual/addons/import_export/mesh_atomic.rst:366 msgid "" "Here, you can choose an object with a special shape, material, etc. Such " "objects are quite nice to represent defects in atomic structures. When " "choosing such a special object, you cannot anymore separately choose the " "shape and material from above. In the Objects and Materials tabs of the " "Properties further changes can be done." msgstr "" "Tu si môžete vybrať objekt so špeciálnym tvarom, materiálom atď. Takéto " "objekty sú celkom pekné na reprezentáciu defektov v atómových štruktúrach. " "Pri výbere takéhoto špeciálneho objektu už nemôžete samostatne vybrať tvar a " "materiál zhora. V záložkách Objekty a Materiály v časti Vlastnosti je možné " "vykonať ďalšie zmeny." #: ../../manual/addons/import_export/mesh_atomic.rst:375 msgid "Button Replace" msgstr "Tlačidlo Nahradiť" #: ../../manual/addons/import_export/mesh_atomic.rst:373 msgid "" "After all, push the *Replace* button. The shape and/or material of all " "selected atoms are then changed. This option works for objects and " "instancing vertex object structures." msgstr "" "Nakoniec stlačte tlačidlo *Nahradiť*. Potom sa zmení tvar a/alebo materiál " "všetkých vybraných atómov. Táto možnosť funguje pre objekty a objekty " "inštancie štruktúr vrcholov." #: ../../manual/addons/import_export/mesh_atomic.rst:380 msgid "Button Default" msgstr "Tlačidlo Predvolené" #: ../../manual/addons/import_export/mesh_atomic.rst:378 msgid "" "If you want to have the default values (NURBS spheres and specific element " "colors and sizes) of selected atoms push the *Default* button." msgstr "" "Ak chcete mať predvolené hodnoty (NURBS gule a špecifické farby a veľkosti " "prvkov) vybraných atómov, stlačte tlačidlo *Predvolené*." #: ../../manual/addons/import_export/mesh_atomic.rst:383 msgid "Separate Atoms" msgstr "Oddeliť atómy" #: ../../manual/addons/import_export/mesh_atomic.rst:385 msgid "" "To separate single atoms, select the atoms (vertices) first in the *Edit " "Mode*. Upon choosing *Edit Mode*, the *Separate* button appears at the " "bottom of the *Atomic Blender Utilities* panel. If the selectors in *Change " "atom shape* remain on *Unchanged* the type of object (NURBS, mesh, meta) and " "its properties will not be changed upon separation." msgstr "" "Ak chcete oddeliť jednotlivé atómy, vyberte najprv atómy (vrcholy) v *režime " "editácie*. Po zvolení *režimu editácie* sa v spodnej časti panela *Nástroje " "Blenderu pre atómy* zobrazí tlačidlo *Oddeliť*. Ak voliče *Zmeniť tvar " "atómov* zostanú na *Nezmenené*, typ objektu (NURBS, povrchová sieť, meta) a " "jeho vlastnosti sa pri oddelení nezmenia." #: ../../manual/addons/import_export/mesh_atomic.rst:391 msgid "" "After having chosen the atoms, use button *Separate Atoms* to separate the " "selected atoms: the atoms are now single, new objects, which can be " "manipulated in standard way. They appear in the Outliner and carry the " "suffix ``_sep``." msgstr "" "Po výbere atómov použite tlačidlo *Oddeliť atómy* na oddelenie vybraných " "atómov: atómy sú teraz samostatnými novými objektmi, s ktorými možno " "manipulovať štandardným spôsobom. Zobrazia sa v Líniovom prehľade a majú " "príponu ``_sep``." #: ../../manual/addons/import_export/mesh_atomic.rst:397 #: ../../manual/animation/constraints/relationship/child_of.rst:93 #: ../../manual/animation/constraints/transform/copy_location.rst:48 #: ../../manual/animation/introduction.rst:89 #: ../../manual/animation/keyframes/editing.rst:78 #: ../../manual/compositing/introduction.rst:53 #: ../../manual/compositing/types/color/alpha_over.rst:58 #: ../../manual/compositing/types/color/exposure.rst:43 #: ../../manual/compositing/types/color/gamma.rst:42 #: ../../manual/compositing/types/color/mix.rst:66 #: ../../manual/compositing/types/color/rgb_curves.rst:65 #: ../../manual/compositing/types/color/z_combine.rst:56 #: ../../manual/compositing/types/converter/color_ramp.rst:41 #: ../../manual/compositing/types/converter/combine_color.rst:51 #: ../../manual/compositing/types/converter/math.rst:153 #: ../../manual/compositing/types/converter/separate_color.rst:54 #: ../../manual/compositing/types/distort/map_uv.rst:58 #: ../../manual/compositing/types/distort/plane_track_deform.rst:72 #: ../../manual/compositing/types/distort/scale.rst:57 #: ../../manual/compositing/types/filter/anti_aliasing.rst:52 #: ../../manual/compositing/types/filter/bokeh_blur.rst:58 #: ../../manual/compositing/types/filter/defocus.rst:86 #: ../../manual/compositing/types/filter/denoise.rst:63 #: ../../manual/compositing/types/filter/inpaint.rst:40 #: ../../manual/compositing/types/output/split_viewer.rst:46 #: ../../manual/contribute/guides/writing_guide.rst:122 #: ../../manual/editors/3dview/controls/orientation.rst:89 #: ../../manual/editors/python_console.rst:154 #: ../../manual/grease_pencil/animation/introduction.rst:120 #: ../../manual/grease_pencil/modes/draw/drawing_planes.rst:49 #: ../../manual/grease_pencil/modes/draw/guides.rst:82 #: ../../manual/grease_pencil/modes/draw/stroke_placement.rst:49 #: ../../manual/modeling/curves/properties/geometry.rst:262 #: ../../manual/modeling/geometry_nodes/attribute/blur_attribute.rst:69 #: ../../manual/modeling/geometry_nodes/attribute/capture_attribute.rst:62 #: ../../manual/modeling/geometry_nodes/curve/operations/fill_curve.rst:43 #: ../../manual/modeling/geometry_nodes/curve/operations/fillet_curve.rst:57 #: ../../manual/modeling/geometry_nodes/curve/operations/sample_curve.rst:90 #: ../../manual/modeling/geometry_nodes/curve/read/endpoint_selection.rst:50 #: ../../manual/modeling/geometry_nodes/curve/read/spline_parameter.rst:68 #: ../../manual/modeling/geometry_nodes/curve/write/set_handle_positions.rst:68 #: ../../manual/modeling/geometry_nodes/geometry/geometry_to_instance.rst:53 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:64 #: ../../manual/modeling/geometry_nodes/geometry/operations/merge_by_distance.rst:56 #: ../../manual/modeling/geometry_nodes/geometry/sample/geometry_proximity.rst:55 #: ../../manual/modeling/geometry_nodes/geometry/sample/sample_index.rst:67 #: ../../manual/modeling/geometry_nodes/geometry/sample/sample_nearest.rst:49 #: ../../manual/modeling/geometry_nodes/mesh/operations/dual_mesh.rst:46 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:97 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:58 #: ../../manual/modeling/geometry_nodes/mesh/read/edge_neighbors.rst:37 #: ../../manual/modeling/geometry_nodes/mesh/read/face_area.rst:44 #: ../../manual/modeling/geometry_nodes/mesh/read/face_group_boundaries.rst:41 #: ../../manual/modeling/geometry_nodes/mesh/read/face_is_planar.rst:42 #: ../../manual/modeling/geometry_nodes/texture/brick.rst:74 #: ../../manual/modeling/geometry_nodes/texture/checker.rst:65 #: ../../manual/modeling/geometry_nodes/texture/gradient.rst:55 #: ../../manual/modeling/geometry_nodes/texture/image.rst:65 #: ../../manual/modeling/geometry_nodes/texture/magic.rst:50 #: ../../manual/modeling/geometry_nodes/texture/musgrave.rst:92 #: ../../manual/modeling/geometry_nodes/texture/noise.rst:70 #: ../../manual/modeling/geometry_nodes/texture/voronoi.rst:269 #: ../../manual/modeling/geometry_nodes/texture/wave.rst:68 #: ../../manual/modeling/geometry_nodes/texture/white_noise.rst:89 #: ../../manual/modeling/geometry_nodes/utilities/field/accumulate_field.rst:65 #: ../../manual/modeling/geometry_nodes/utilities/math/compare.rst:75 #: ../../manual/modeling/geometry_nodes/utilities/math/float_to_integer.rst:42 #: ../../manual/modeling/geometry_nodes/utilities/text/replace_string.rst:42 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:111 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:312 #: ../../manual/modeling/meshes/editing/edge/bridge_edge_loops.rst:40 #: ../../manual/modeling/meshes/editing/edge/screw.rst:191 #: ../../manual/modeling/meshes/editing/edge/subdivide.rst:148 #: ../../manual/modeling/meshes/editing/mesh/bisect.rst:43 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:72 #: ../../manual/modeling/meshes/editing/mesh/knife_project.rst:50 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices.rst:21 #: ../../manual/modeling/metas/editing.rst:69 #: ../../manual/modeling/modifiers/deform/laplacian_smooth.rst:407 #: ../../manual/modeling/modifiers/deform/warp.rst:91 #: ../../manual/modeling/modifiers/generate/array.rst:145 #: ../../manual/modeling/modifiers/generate/edge_split.rst:60 #: ../../manual/modeling/modifiers/generate/remesh.rst:71 #: ../../manual/modeling/modifiers/generate/skin.rst:107 #: ../../manual/modeling/modifiers/generate/wireframe.rst:87 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:147 #: ../../manual/modeling/surfaces/editing/control_points.rst:44 #: ../../manual/modeling/surfaces/editing/control_points.rst:118 #: ../../manual/physics/cloth/examples.rst:4 #: ../../manual/physics/collision.rst:140 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:142 #: ../../manual/physics/forces/force_fields/types/texture.rst:62 #: ../../manual/physics/soft_body/collision.rst:26 #: ../../manual/physics/soft_body/examples.rst:4 #: ../../manual/render/shader_nodes/color/light_falloff.rst:49 #: ../../manual/render/shader_nodes/converter/blackbody.rst:36 #: ../../manual/render/shader_nodes/converter/clamp.rst:50 #: ../../manual/render/shader_nodes/converter/map_range.rst:63 #: ../../manual/render/shader_nodes/converter/mix.rst:71 #: ../../manual/render/shader_nodes/converter/shader_to_rgb.rst:58 #: ../../manual/render/shader_nodes/converter/wavelength.rst:36 #: ../../manual/render/shader_nodes/input/bevel.rst:60 #: ../../manual/render/shader_nodes/input/wireframe.rst:39 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:56 #: ../../manual/render/shader_nodes/shader/diffuse.rst:41 #: ../../manual/render/shader_nodes/shader/emission.rst:48 #: ../../manual/render/shader_nodes/shader/glass.rst:60 #: ../../manual/render/shader_nodes/shader/glossy.rst:52 #: ../../manual/render/shader_nodes/shader/holdout.rst:39 #: ../../manual/render/shader_nodes/shader/mix.rst:39 #: ../../manual/render/shader_nodes/shader/principled.rst:168 #: ../../manual/render/shader_nodes/shader/refraction.rst:46 #: ../../manual/render/shader_nodes/shader/sss.rst:74 #: ../../manual/render/shader_nodes/shader/toon.rst:48 #: ../../manual/render/shader_nodes/shader/translucent.rst:38 #: ../../manual/render/shader_nodes/shader/transparent.rst:41 #: ../../manual/render/shader_nodes/shader/velvet.rst:45 #: ../../manual/render/shader_nodes/shader/volume_absorption.rst:40 #: ../../manual/render/shader_nodes/shader/volume_principled.rst:59 #: ../../manual/render/shader_nodes/shader/volume_scatter.rst:38 #: ../../manual/render/shader_nodes/textures/brick.rst:61 #: ../../manual/render/shader_nodes/textures/checker.rst:52 #: ../../manual/render/shader_nodes/textures/environment.rst:66 #: ../../manual/render/shader_nodes/textures/gradient.rst:48 #: ../../manual/render/shader_nodes/textures/ies.rst:44 #: ../../manual/render/shader_nodes/textures/image.rst:103 #: ../../manual/render/shader_nodes/textures/magic.rst:43 #: ../../manual/render/shader_nodes/textures/musgrave.rst:85 #: ../../manual/render/shader_nodes/textures/noise.rst:63 #: ../../manual/render/shader_nodes/textures/point_density.rst:86 #: ../../manual/render/shader_nodes/textures/sky.rst:105 #: ../../manual/render/shader_nodes/textures/voronoi.rst:262 #: ../../manual/render/shader_nodes/textures/wave.rst:61 #: ../../manual/render/shader_nodes/textures/white_noise.rst:84 #: ../../manual/render/shader_nodes/vector/bump.rst:48 #: ../../manual/render/shader_nodes/vector/displacement.rst:59 #: ../../manual/render/shader_nodes/vector/mapping.rst:82 #: ../../manual/render/shader_nodes/vector/transform.rst:47 #: ../../manual/render/shader_nodes/vector/vector_displacement.rst:62 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:66 #: ../../manual/scene_layout/object/editing/duplicate.rst:29 #: ../../manual/scene_layout/object/editing/duplicate_linked.rst:41 #: ../../manual/video_editing/edit/montage/strips/effects/speed_control.rst:47 #: ../../manual/compositing/types/color/gamma.rst:37 #: ../../manual/compositing/types/color/mix.rst:58 #: ../../manual/compositing/types/color/rgb_curves.rst:60 #: ../../manual/compositing/types/converter/math.rst:146 #: ../../manual/render/shader_nodes/converter/clamp.rst:46 #: ../../manual/render/shader_nodes/converter/map_range.rst:59 #: ../../manual/render/shader_nodes/converter/mix.rst:67 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:61 msgid "Examples" msgstr "Príklady" #: ../../manual/addons/import_export/mesh_atomic.rst:403 msgid "Different presentations of one and the same molecule." msgstr "Rôzne prezentácie jednej a tej istej molekuly." #: ../../manual/addons/import_export/mesh_atomic.rst:407 msgid "Part of a DNA molecule." msgstr "Časť molekuly DNA." #: ../../manual/addons/import_export/mesh_atomic.rst:411 msgid "" "Functionalized [5]helicene molecules on the NaCl(001) surface (Clemens Barth " "et al. -- `Link to publication `__)." msgstr "" "Funkcionalizované molekuly [5]helicénu na povrchu NaCl(001) (Clemens Barth " "et al. -- `Odkaz na publikáciu `__)." #: ../../manual/addons/import_export/mesh_atomic.rst:416 msgid "" "Solar cell structure to underline the properties of silicon nanocrystals " "deposited by pulsed spray system (Mickael Lozac'h et al. -- `Link to " "publication `__)." msgstr "" "Štruktúra solárneho článku na zdôraznenie vlastností kremíkových " "nanokryštálov deponovaných systémom pulzného rozprašovania (Mickael Lozac'h " "et al. -- `Odkaz na publikáciu `__)." #: ../../manual/addons/import_export/mesh_atomic.rst:419 msgid "" "`This video `__ was created by " "Sébastien Coget (responsible researcher: Frank Palmino) at the `Femto-ST " "institute `__ in Besançon (France). The movie " "demonstrates that with Blender, professional movies can be done for " "research. It was rendered with Cycles." msgstr "" "`Toto video `__ vytvoril " "Sébastien Coget (zodpovedný výskumník: Frank Palmino) v inštitúte `Femto-ST " "`__ v Besançone (Francúzsko). Film demonštruje, " "že Blenderom sa dajú robiť profesionálne filmy pre výskum. Bol prekreslený " "mechanizmom Cykly." #: ../../manual/addons/import_export/mesh_ply.rst:4 msgid "Stanford PLY" msgstr "Stanford PLY" #: ../../manual/addons/import_export/mesh_ply.rst:9 msgid ":menuselection:`File --> Import/Export --> Stanford (.ply)`" msgstr ":menuselection:`Súbor --> Import/Export --> Stanford (.ply)`" #: ../../manual/addons/import_export/mesh_ply.rst:13 msgid "Only one mesh can be exported at a time." msgstr "V jednom okamihu je možné exportovať iba jednu povrchovú sieť." #: ../../manual/addons/import_export/mesh_ply.rst:22 msgid "The import does not have any properties." msgstr "Import nemá žiadne vlastnosti." #: ../../manual/addons/import_export/mesh_ply.rst:29 #: ../../manual/addons/import_export/mesh_stl.rst:68 #: ../../manual/addons/import_export/scene_fbx.rst:66 #: ../../manual/addons/import_export/scene_fbx.rst:162 #: ../../manual/addons/import_export/scene_gltf2.rst:819 #: ../../manual/addons/import_export/scene_x3d.rst:40 #: ../../manual/render/layers/introduction.rst:138 #: ../../manual/render/layers/passes.rst:52 #: ../../manual/render/layers/passes.rst:87 #: ../../manual/render/output/properties/metadata.rst:50 #: ../../manual/scene_layout/collections/collections.rst:0 #: ../../manual/scene_layout/object/properties/line_art.rst:0 msgid "Include" msgstr "Zahrnuté" #: ../../manual/addons/import_export/mesh_ply.rst:35 #: ../../manual/addons/import_export/mesh_stl.rst:74 #: ../../manual/addons/import_export/scene_x3d.rst:44 #: ../../manual/files/import_export/collada.rst:41 #: ../../manual/files/import_export/usd.rst:48 msgid "Selection Only" msgstr "Len vybrané" #: ../../manual/addons/import_export/mesh_ply.rst:32 #: ../../manual/addons/import_export/mesh_stl.rst:71 #: ../../manual/addons/import_export/scene_x3d.rst:43 #: ../../manual/files/import_export/usd.rst:46 msgid "" "When checked, only selected objects are exported. Instanced objects, for " "example collections that are instanced in the scene, are considered " "'selected' when their instancer is selected." msgstr "" "Ak je zaškrtnuté, exportujú sa len vybrané objekty. Vytvorené inštancie " "objektov, napríklad kolekcie, ktoré sú vytvorené inštancie v scéne, sa " "považujú za \"vybrané\", keď je vybraný ich zdroj inštancie." #: ../../manual/addons/import_export/mesh_ply.rst:41 #: ../../manual/addons/import_export/mesh_stl.rst:84 #: ../../manual/addons/import_export/scene_fbx.rst:91 #: ../../manual/files/import_export/obj.rst:153 msgid "" "Since many applications use a different axis for 'Up', these are axis " "conversion for these settings, Forward and Up axes -- By mapping these to " "different axes you can convert rotations between applications default up and " "forward axes." msgstr "" "Keďže mnohé aplikácie používajú pre os \"Hore\" inú os, toto je konverzia " "osí pre tieto nastavenia, Osy \"Dopredu\" a \"Hore\" -- mapovaním týchto osí " "na iné osi môžete v aplikáciách konvertovať rotácie medzi predvolenými osami " "hore a dopredu." #: ../../manual/addons/import_export/mesh_ply.rst:45 #: ../../manual/addons/import_export/scene_fbx.rst:95 #: ../../manual/addons/import_export/scene_fbx.rst:188 #: ../../manual/files/import_export/obj.rst:40 msgid "" "Blender uses Y Forward, Z Up (since the front view looks along the +Y " "direction). For example, its common for applications to use Y as the up " "axis, in that case -Z Forward, Y Up is needed." msgstr "" "Blender používa Y dopredu, Z hore (keďže pohľad dopredu sa pozerá v smere " "+Y). Napríklad aplikácie bežne používajú Y ako os smerom hore, v takom " "prípade je potrebné -Z dopredu, Y hore." #: ../../manual/addons/import_export/mesh_ply.rst:49 #: ../../manual/addons/import_export/mesh_stl.rst:80 msgid "" "Value by which to scale the exported objects in relation to the world's " "origin." msgstr "" "Hodnota, ktorou sa zmení mierka exportovaných objektov vzhľadom na počiatok " "sveta." #: ../../manual/addons/import_export/mesh_ply.rst:56 #: ../../manual/addons/import_export/mesh_stl.rst:98 #: ../../manual/addons/import_export/pc2.rst:26 #: ../../manual/addons/import_export/scene_fbx.rst:204 #: ../../manual/addons/import_export/scene_gltf2.rst:853 #: ../../manual/addons/import_export/scene_x3d.rst:72 #: ../../manual/files/import_export/collada.rst:105 msgid "Apply Modifiers" msgstr "Použiť modifikátory" #: ../../manual/addons/import_export/mesh_ply.rst:56 #: ../../manual/addons/import_export/mesh_stl.rst:96 #: ../../manual/addons/import_export/pc2.rst:26 #: ../../manual/addons/import_export/scene_fbx.rst:204 #: ../../manual/addons/import_export/scene_gltf2.rst:853 #: ../../manual/addons/import_export/scene_x3d.rst:72 #: ../../manual/files/import_export/collada.rst:100 #: ../../manual/files/import_export/obj.rst:43 msgid "" "Export objects using the evaluated mesh, meaning the resulting mesh after " "all :doc:`Modifiers ` have been calculated." msgstr "" "Export objektov použitím vyhodnotenej povrchovej siete, čo znamená výslednú " "povrchovú sieť po vypočítaní všetkých :doc:`modifikátorov `." #: ../../manual/addons/import_export/mesh_ply.rst:58 #: ../../manual/addons/import_export/scene_gltf2.rst:857 #: ../../manual/addons/import_export/scene_x3d.rst:76 #: ../../manual/editors/3dview/display/overlays.rst:248 #: ../../manual/files/import_export/alembic.rst:140 #: ../../manual/files/import_export/obj.rst:61 #: ../../manual/files/import_export/usd.rst:69 #: ../../manual/modeling/curves/curve_display.rst:21 #: ../../manual/modeling/meshes/editing/mesh/normals.rst:6 #: ../../manual/modeling/meshes/properties/object_data.rst:112 #: ../../manual/modeling/meshes/structure.rst:65 #: ../../manual/modeling/modifiers/generate/screw.rst:66 #: ../../manual/modeling/modifiers/generate/solidify.rst:143 msgid "Normals" msgstr "Normály" #: ../../manual/addons/import_export/mesh_ply.rst:60 #: ../../manual/addons/import_export/scene_gltf2.rst:855 #: ../../manual/files/import_export/alembic.rst:130 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:60 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:46 #: ../../manual/modeling/meshes/editing/mesh/merge.rst:45 #: ../../manual/modeling/meshes/tools/tool_settings.rst:35 #: ../../manual/modeling/meshes/uv/index.rst:4 #: ../../manual/modeling/modifiers/generate/array.rst:108 #: ../../manual/modeling/modifiers/generate/decimate.rst:114 msgid "UVs" msgstr "UV" #: ../../manual/addons/import_export/mesh_ply.rst:64 #: ../../manual/addons/import_export/scene_gltf2.rst:861 msgid "Vertex Colors" msgstr "Farby vrcholov" #: ../../manual/addons/import_export/mesh_ply.rst:69 msgid "" "Use the operator to import ASCII or binary PLY-files, you can select " "multiple files at once. For exporting, you can choose to enable or disable " "the modifiers during the export and you can choose which data you want to " "export (UV textures, Color Attributes, ...)." msgstr "" "Použitím operátora môžete importovať súbory ASCII alebo binárne súbory PLY, " "pričom môžete vybrať viacero súborov naraz. Pri exporte si môžete vybrať, či " "chcete počas exportu povoliť alebo zakázať modifikátory, a môžete si vybrať, " "ktoré údaje chcete exportovať (UV textúry, atribúty farieb, ...)." #: ../../manual/addons/import_export/mesh_stl.rst:4 #: ../../manual/files/import_export/stl.rst:4 msgid "STL" msgstr "STL" #: ../../manual/addons/import_export/mesh_stl.rst:9 msgid ":menuselection:`File --> Import/Export --> Stl (.stl)`" msgstr ":menuselection:`Súbor --> Import/Export --> Stl (.stl)`" #: ../../manual/addons/import_export/mesh_stl.rst:11 msgid "" "This format is useful if you intend to import/export the files for CAD " "software. It is also commonly used for loading into 3D printing software." msgstr "" "Tento formát je užitočný, ak chcete importovať/exportovať súbory pre softvér " "CAD. Bežne sa používa aj na načítanie do softvéru na 3D tlač." #: ../../manual/addons/import_export/mesh_stl.rst:16 msgid "" "Currently the script does not handle importing or exporting of normals and " "does not handle endian-ness, there is nothing in the STL specification about " "it." msgstr "" "V súčasnosti skript neovláda import alebo export normál a neovláda " "endianitu, v špecifikácii STL sa o tom nič nehovorí." #: ../../manual/addons/import_export/mesh_stl.rst:21 #: ../../manual/addons/import_export/pc2.rst:38 #: ../../manual/files/import_export/obj.rst:135 #: ../../manual/files/import_export/stl.rst:23 msgid "Importing" msgstr "Importovanie" #: ../../manual/addons/import_export/mesh_stl.rst:25 msgid "" "The STL importer Add-on is deprecated and being replaced with the much " "faster :ref:`Integrated STL Importer `." msgstr "" "Doplnok importéra STL je zastaralý a nahrádza sa oveľa rýchlejším :ref:" "`integrovaným importérom STL `." #: ../../manual/addons/import_export/mesh_stl.rst:36 #: ../../manual/files/import_export/obj.rst:149 #: ../../manual/files/import_export/stl.rst:29 #: ../../manual/files/import_export/usd.rst:297 msgid "" "Value by which to scale the imported objects in relation to the world's " "origin." msgstr "" "Hodnota, ktorou sa zmení mierka importovaných objektov vzhľadom na počiatok " "sveta." #: ../../manual/addons/import_export/mesh_stl.rst:37 #: ../../manual/addons/import_export/mesh_stl.rst:81 #: ../../manual/files/import_export/stl.rst:32 msgid "Scene Unit" msgstr "Jednotky scény" #: ../../manual/addons/import_export/mesh_stl.rst:38 #: ../../manual/files/import_export/stl.rst:32 msgid "Apply current scene's unit (as defined by unit scale) to imported data." msgstr "" "Na importované údaje použije jednotku aktuálnej scény (definovanú " "jednotkovou mierkou)." #: ../../manual/addons/import_export/mesh_stl.rst:46 #: ../../manual/addons/import_export/mesh_stl.rst:90 #: ../../manual/addons/import_export/scene_fbx.rst:95 #: ../../manual/addons/import_export/scene_x3d.rst:34 #: ../../manual/files/import_export/stl.rst:43 msgid "Forward / Up Axis" msgstr "Os Vpredu / Hore" #: ../../manual/addons/import_export/mesh_stl.rst:44 #: ../../manual/addons/import_export/scene_x3d.rst:64 #: ../../manual/files/import_export/stl.rst:42 msgid "" "Blender uses Y forward, Z up (since the front view looks along the +Y " "direction). For example, it is common for applications to use Y as the up " "axis, in that case -Z forward, Y up is needed." msgstr "" "Blender používa Y dopredu, Z hore (keďže pohľad dopredu sa pozerá v smere " "+Y). Napríklad je bežné, že aplikácie používajú Y ako os hore, v takom " "prípade je potrebné -Z dopredu, Y hore." #: ../../manual/addons/import_export/mesh_stl.rst:53 #: ../../manual/files/import_export/stl.rst:35 msgid "Facet Normals" msgstr "Normály plôšok" #: ../../manual/addons/import_export/mesh_stl.rst:52 #: ../../manual/files/import_export/stl.rst:35 msgid "" "Use (import) facet normals (note that this will still give flat shading)." msgstr "" "Použije (importuje) normály plôšok (Všimnite si, že to ešte stále dáva " "ploché tieňovanie)" #: ../../manual/addons/import_export/mesh_stl.rst:56 #: ../../manual/files/import_export/obj.rst:21 #: ../../manual/files/import_export/stl.rst:51 msgid "Exporting" msgstr "Exportovanie" #: ../../manual/addons/import_export/mesh_stl.rst:61 msgid "ASCII" msgstr "ASCII" #: ../../manual/addons/import_export/mesh_stl.rst:65 #: ../../manual/addons/import_export/scene_fbx.rst:159 msgid "Batch Mode" msgstr "Režim dávky" #: ../../manual/addons/import_export/mesh_stl.rst:82 msgid "Apply current scene's unit (as defined by unit scale) to exported data." msgstr "" "Na exportované údaje použije jednotku aktuálnej scény (definovanú " "jednotkovou mierkou)." #: ../../manual/addons/import_export/mesh_stl.rst:88 #: ../../manual/files/import_export/obj.rst:157 msgid "" "Blender uses Y Forward, Z Up (since the front view looks along the +Y " "direction). For example, it's common for applications to use Y as the up " "axis, in that case -Z Forward, Y Up is needed." msgstr "" "Blender používa Y dopredu, Z hore (keďže pohľad dopredu sa pozerá v smere " "+Y). Napríklad je bežné, že aplikácie používajú Y ako os hore, v takom " "prípade je potrebné -Z dopredu, Y hore." #: ../../manual/addons/import_export/mesh_stl.rst:103 msgid "" "Use the operator to import ASCII or binary STL-files, you can select " "multiple files at once. For exporting you can select multiple objects and " "they will be exported as a single STL-file. You can select between ASCII/" "binary file format (binary is more compact). You can also choose to enable " "or disable the modifiers during the export." msgstr "" "Použitím operátora môžete importovať ASCII alebo binárne súbory STL, pričom " "môžete vybrať viacero súborov naraz. Pri exporte môžete vybrať viacero " "objektov a tie sa vyexportujú ako jeden súbor STL. Môžete si vybrať medzi " "formátom ASCII/binárnym súborom (binárny je kompaktnejší). Môžete si tiež " "vybrať, či chcete počas exportu povoliť alebo zakázať modifikátory." #: ../../manual/addons/import_export/mesh_uv_layout.rst:4 msgid "UV Layout" msgstr ":abbr:`UV Layout (Rozloženie UV)`" #: ../../manual/addons/import_export/mesh_uv_layout.rst:9 msgid ":menuselection:`UV Editor --> UV --> Export UV Layout`" msgstr ":menuselection:`UV Editor --> UV --> Export UV Layout`" #: ../../manual/addons/import_export/mesh_uv_layout.rst:15 msgid "" "Using your favorite image painting program, you could use an exported UV " "layout to create a texture. Then save your changes, and back in Blender, use " "the :menuselection:`Image --> Open` to load it as your UV image for the mesh " "in Edit Mode for the desired (and active) UV map." msgstr "" "Použitím obľúbeného programu na maľovanie obrázkov môžete použiť exportované " "rozloženie UV na vytvorenie textúry. Potom uložte svoje zmeny a v Blenderi " "použite :menuselection:`Obrázok --> Otvoriť` na jej načítanie ako UV obrázka " "pre povrchovú sieť v režime editácie pre požadovanú (a aktívnu) UV mapu." #: ../../manual/addons/import_export/mesh_uv_layout.rst:19 msgid "" "As a way of communicating to an artist who is painting your UV Texture for " "you, Blender has a tool called *UV Layout* (:menuselection:`UV Editor --> UV " "--> Export UV Layout`) that saves an image as a ``Targa`` (``.tga``), " "``EPS``, or ``SVG`` format for the object you have selected." msgstr "" "Ako spôsob komunikácie s umelcom, ktorý pre vás maľuje UV textúru, má " "Blender nástroj s názvom *UV Layout* (:menuselection:`UV Editor --> UV --> " "Export UV Layout`), ktorý uloží obrázok vo formáte ``Targa`` (``.tga``), " "``EPS`` alebo ``SVG`` pre vybraný objekt." #: ../../manual/addons/import_export/mesh_uv_layout.rst:23 msgid "" "The image will be lines defining the UV edges that are within the image area " "of the UV mapping area. Edges outside the boundary, even if selected, will " "not be shown in the saved graphic. The artist will use this as a transparent " "layer in their paint program as a guide when painting your texture. The " "example below shows Blender in the background, and the Gimp working on the " "texture, using the saved layout as a guide. Note that ``targa`` format " "supports the Alpha channel, so you can paint transparent areas of the mesh. " "For using images as textures, see the page on :doc:`Image Textures `." msgstr "" "Obrázok budú tvoriť čiary definujúce hrany UV, ktoré sa nachádzajú v oblasti " "obrazu oblasti mapovania UV. Hrany mimo tejto hranice, aj keď sú vybrané, sa " "v uloženej grafike nezobrazia. Výtvarník ju použije ako priehľadnú vrstvu vo " "svojom maliarskom programe ako vodiace línie pri maľovaní vašej textúry. Na " "nasledujúcom príklade je zobrazený Blender v pozadí a Gimp pracujúci na " "textúre, pričom ako vodiace línie používa uložené rozloženie. Všimnite si, " "že formát ``targa`` podporuje kanál Alpha, takže môžete maľovať priehľadné " "oblasti povrchovej siete. Informácie o používaní obrázkov ako textúr nájdete " "na stránke :doc:`Obrázkové textúry `." #: ../../manual/addons/import_export/mesh_uv_layout.rst:36 msgid "A UV layout in the UV Editor." msgstr "UV layout v editore UV." #: ../../manual/addons/import_export/mesh_uv_layout.rst:41 msgid "A UV layout in a paint program." msgstr "UV layout v programe na maľovanie." #: ../../manual/addons/import_export/mesh_uv_layout.rst:49 msgid "Export options." msgstr "Možnosti exportu." #: ../../manual/addons/import_export/mesh_uv_layout.rst:51 msgid "All UVs" msgstr "Všetky UV" #: ../../manual/addons/import_export/mesh_uv_layout.rst:52 msgid "if disabled, then only the UV faces selected will be outlined." msgstr "ak je zakázané, potom sa obkreslia len vybrané UV plôšok." #: ../../manual/addons/import_export/mesh_uv_layout.rst:53 msgid "Modified" msgstr "Upravené" #: ../../manual/addons/import_export/mesh_uv_layout.rst:54 msgid "Export UVs from the modified mesh." msgstr "Exportuje UV z upravenej povrchovej siete." #: ../../manual/addons/import_export/mesh_uv_layout.rst:55 #: ../../manual/addons/import_export/paper_model.rst:194 #: ../../manual/addons/import_export/scene_gltf2.rst:803 #: ../../manual/contribute/guides/markup_guide.rst:141 #: ../../manual/files/asset_libraries/catalogs.rst:119 #: ../../manual/files/media/image_formats.rst:22 #: ../../manual/modeling/modifiers/modify/mesh_cache.rst:31 #: ../../manual/physics/dynamic_paint/canvas.rst:50 #: ../../manual/render/output/properties/format.rst:4 msgid "Format" msgstr "Formát" #: ../../manual/addons/import_export/mesh_uv_layout.rst:56 msgid "Select the type of image file to save (``.png``, ``.eps``, ``.svg``)." msgstr "" "Výber typu obrázkového súboru na uloženie (``.png``, ``.eps``, ``.svg``)." #: ../../manual/addons/import_export/mesh_uv_layout.rst:57 #: ../../manual/compositing/types/filter/blur_node.rst:24 #: ../../manual/compositing/types/filter/bokeh_blur.rst:30 #: ../../manual/compositing/types/filter/glare.rst:44 #: ../../manual/compositing/types/input/mask.rst:34 #: ../../manual/compositing/types/vector/map_value.rst:27 #: ../../manual/editors/3dview/display/gizmo.rst:121 #: ../../manual/editors/3dview/display/overlays.rst:154 #: ../../manual/editors/3dview/display/overlays.rst:261 #: ../../manual/editors/file_browser.rst:0 #: ../../manual/editors/preferences/viewport.rst:46 #: ../../manual/editors/texture_node/types/patterns/checker.rst:21 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:102 #: ../../manual/grease_pencil/visual_effects/blur.rst:29 #: ../../manual/modeling/empties.rst:151 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_volume.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cube.rst:19 #: ../../manual/modeling/geometry_nodes/point/points_to_volume.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:33 #: ../../manual/modeling/modifiers/deform/cast.rst:57 #: ../../manual/modeling/modifiers/physics/explode.rst:66 #: ../../manual/modeling/modifiers/physics/ocean.rst:66 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:49 #: ../../manual/modeling/texts/properties.rst:125 #: ../../manual/physics/fluid/type/domain/guides.rst:40 #: ../../manual/physics/fluid/type/flow.rst:236 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:26 #: ../../manual/physics/particles/emitter/children.rst:153 #: ../../manual/physics/particles/emitter/physics/introduction.rst:20 #: ../../manual/physics/particles/texture_influence.rst:34 #: ../../manual/render/cameras.rst:373 #: ../../manual/render/cycles/baking.rst:269 #: ../../manual/render/lights/light_object.rst:98 #: ../../manual/render/materials/legacy_textures/types/clouds.rst:26 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:234 #: ../../manual/render/materials/legacy_textures/types/marble.rst:30 #: ../../manual/render/materials/legacy_textures/types/stucci.rst:23 #: ../../manual/render/materials/legacy_textures/types/wood.rst:29 #: ../../manual/render/shader_nodes/input/particle_info.rst:50 #: ../../manual/render/shader_nodes/input/wireframe.rst:29 #: ../../manual/render/shader_nodes/shader/toon.rst:22 #: ../../manual/video_editing/edit/montage/strips/text.rst:38 msgid "Size" msgstr "Veľkosť" #: ../../manual/addons/import_export/mesh_uv_layout.rst:58 msgid "Select the size of the image in pixels." msgstr "Vyberte veľkosť obrázka v pixeloch." #: ../../manual/addons/import_export/mesh_uv_layout.rst:61 msgid "Fill Opacity" msgstr "Nepriehľadnosť výplne" #: ../../manual/addons/import_export/mesh_uv_layout.rst:60 msgid "Set the opacity of the fill." msgstr "Nastavenie nepriehľadnosti výplne." #: ../../manual/addons/import_export/node_shaders_info.rst:4 msgid "Import & Export of Node Shaders" msgstr "Import a export uzlov tieňovačov" #: ../../manual/addons/import_export/node_shaders_info.rst:6 msgid "" "While Blender now only supports the advanced node-based shading model for " "its materials, most :abbr:`IO (Input/Output)` formats only support a basic " "shading model, similar to the legacy fixed pipeline of old GPUs." msgstr "" "Zatiaľ čo Blender teraz podporuje len pokročilý model tieňovania založený na " "uzloch pre svoje materiály, väčšina formátov :abbr:`IO (Input/Output - Vstup/" "Výstup)` podporuje len základný model tieňovania, podobne ako staré pevné " "zreťazené spracovanie starých GPU." #: ../../manual/addons/import_export/node_shaders_info.rst:10 msgid "" "Blender features a way to convert between those, which any add-on can use, " "but it is currently pretty basic still. Especially for exporting from " "Blender materials, the node system must follow some strict requirements." msgstr "" "Blender ponúka spôsob konverzie medzi nimi, ktorý môže použiť každý doplnok, " "ale v súčasnosti je ešte dosť jednoduchý. Najmä pri exporte z materiálov " "Blenderu musí systém uzlov dodržiavať niektoré prísne požiadavky." #: ../../manual/addons/import_export/node_shaders_info.rst:15 msgid "" "Currently, only the :doc:`OBJ ` and :doc:" "`FBX ` IO add-ons uses that method." msgstr "" "V súčasnosti túto metódu používajú iba doplnky IO :doc:`OBJ ` a :doc:`FBX `." #: ../../manual/addons/import_export/node_shaders_info.rst:20 msgid "" "The :doc:`glTF ` format uses a more " "detailed conversion to and from shader nodes." msgstr "" "Formát :doc:`glTF ` používa podrobnejšiu " "konverziu do a z uzlov tieňovača." #: ../../manual/addons/import_export/node_shaders_info.rst:25 msgid "" "The wrapper is designed to be as symmetrical as possible (i.e. it is " "expected to give reproducible results across several import/export cycles)." msgstr "" "Balič je navrhnutý tak, aby bol čo najviac symetrický (t. j. očakáva sa, že " "bude poskytovať reprodukovateľné výsledky v niekoľkých cykloch importu/" "exportu)." #: ../../manual/addons/import_export/node_shaders_info.rst:31 msgid "A typical setup of shader nodes that can be exported." msgstr "Typické nastavenie uzlov tieňovača, ktoré je možné exportovať." #: ../../manual/addons/import_export/node_shaders_info.rst:35 msgid "Supported Node Setup" msgstr "Podporované nastavenie uzla" #: ../../manual/addons/import_export/node_shaders_info.rst:37 msgid "" "This is especially important for exporting, importing will simply re-" "generate a similar setup." msgstr "" "Je to dôležité najmä pri exporte, pri importe sa jednoducho znovu vygeneruje " "podobné nastavenie." #: ../../manual/addons/import_export/node_shaders_info.rst:39 msgid "" "Note that the features listed below are those supported by the wrapper. Each " "add-on may have its own way to adapt them to its material system, some may " "not be handled by it, etc." msgstr "" "Všimnite si, že funkcie uvedené nižšie sú tie, ktoré balič podporuje. Každý " "doplnok môže mať vlastný spôsob, ako ich prispôsobiť svojmu materiálovému " "systému, niektoré nemusí zvládnuť atď." #: ../../manual/addons/import_export/node_shaders_info.rst:55 #: ../../manual/render/eevee/materials/nodes_support.rst:79 #: ../../manual/render/shader_nodes/shader/principled.rst:5 msgid "Principled BSDF" msgstr "Principiálna BSDF" #: ../../manual/addons/import_export/node_shaders_info.rst:43 msgid "" "The main shader must be a :doc:`Principled BSDF `. Only parameters defined there, and textures linked to it, will " "be exported." msgstr "" "Hlavný tieňovač musí byť :doc:`Principiálna BSDF `. Exportovať sa budú len parametre v ňom definované a " "textúry, ktoré sú naň napojené." #: ../../manual/addons/import_export/node_shaders_info.rst:46 msgid "Currently handled parameters:" msgstr "Aktuálne spracované parametre:" #: ../../manual/addons/import_export/node_shaders_info.rst:48 #: ../../manual/addons/render/render_freestyle_svg.rst:86 msgid "Base color" msgstr "Základná farba" #: ../../manual/addons/import_export/node_shaders_info.rst:49 msgid "Specular intensity" msgstr "Intenzita odrazu" #: ../../manual/addons/import_export/node_shaders_info.rst:50 msgid "Specular tint *(no texture support)*" msgstr "Odtieň odrazu *(bez podpory textúr)*" #: ../../manual/addons/import_export/node_shaders_info.rst:51 #: ../../manual/addons/import_export/scene_gltf2.rst:54 #: ../../manual/modeling/geometry_nodes/texture/noise.rst:37 #: ../../manual/modeling/geometry_nodes/texture/wave.rst:35 #: ../../manual/physics/particles/emitter/children.rst:75 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/materials/components/surface.rst:42 #: ../../manual/render/materials/settings.rst:62 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:24 #: ../../manual/render/shader_nodes/shader/glass.rst:25 #: ../../manual/render/shader_nodes/shader/glossy.rst:20 #: ../../manual/render/shader_nodes/shader/hair_principled.rst:114 #: ../../manual/render/shader_nodes/shader/principled.rst:80 #: ../../manual/render/shader_nodes/shader/refraction.rst:24 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:51 #: ../../manual/render/shader_nodes/textures/noise.rst:30 #: ../../manual/render/shader_nodes/textures/wave.rst:28 #: ../../manual/render/workbench/display_settings.rst:53 msgid "Roughness" msgstr "Zdrsnenie" #: ../../manual/addons/import_export/node_shaders_info.rst:52 #: ../../manual/addons/import_export/scene_gltf2.rst:53 #: ../../manual/render/materials/settings.rst:56 #: ../../manual/render/shader_nodes/shader/principled.rst:54 #: ../../manual/render/workbench/display_settings.rst:48 msgid "Metallic" msgstr "Metalizovaný" #: ../../manual/addons/import_export/node_shaders_info.rst:53 #: ../../manual/addons/import_export/scene_gltf2.rst:356 #: ../../manual/glossary/index.rst:431 #: ../../manual/render/shader_nodes/input/fresnel.rst:29 #: ../../manual/render/shader_nodes/shader/glass.rst:28 #: ../../manual/render/shader_nodes/shader/hair_principled.rst:144 #: ../../manual/render/shader_nodes/shader/principled.rst:103 msgid "IOR" msgstr "Index lomu (:abbr:`IOR (Index of refraction)`)" #: ../../manual/addons/import_export/node_shaders_info.rst:54 #: ../../manual/addons/import_export/scene_gltf2.rst:317 #: ../../manual/addons/uv/magic_uv.rst:619 #: ../../manual/addons/uv/magic_uv.rst:698 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/cycles/baking.rst:117 #: ../../manual/render/cycles/object_settings/object_data.rst:72 #: ../../manual/render/cycles/render_settings/light_paths.rst:99 #: ../../manual/render/layers/passes.rst:115 #: ../../manual/render/materials/components/surface.rst:22 #: ../../manual/render/shader_nodes/shader/hair.rst:0 #: ../../manual/render/shader_nodes/shader/principled.rst:105 msgid "Transmission" msgstr "Prestup" #: ../../manual/addons/import_export/node_shaders_info.rst:55 #: ../../manual/compositing/types/color/invert.rst:37 #: ../../manual/compositing/types/converter/color_ramp.rst:38 #: ../../manual/compositing/types/converter/combine_color.rst:24 #: ../../manual/compositing/types/converter/id_mask.rst:47 #: ../../manual/compositing/types/converter/separate_color.rst:51 #: ../../manual/compositing/types/converter/set_alpha.rst:23 #: ../../manual/compositing/types/distort/map_uv.rst:39 #: ../../manual/compositing/types/input/image.rst:40 #: ../../manual/compositing/types/input/movie_clip.rst:42 #: ../../manual/compositing/types/input/render_layers.rst:45 #: ../../manual/compositing/types/output/composite.rst:26 #: ../../manual/editors/image/image_settings.rst:168 #: ../../manual/editors/image/introduction.rst:0 #: ../../manual/editors/uv/introduction.rst:0 #: ../../manual/files/media/image_formats.rst:24 #: ../../manual/modeling/geometry_nodes/texture/image.rst:62 #: ../../manual/modeling/geometry_nodes/utilities/color/combine_color.rst:23 #: ../../manual/modeling/geometry_nodes/utilities/color/separate_color.rst:41 #: ../../manual/physics/dynamic_paint/brush.rst:22 #: ../../manual/render/freestyle/view_layer/line_style/alpha.rst:4 #: ../../manual/render/freestyle/view_layer/line_style/index.rst:30 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/index.rst:17 #: ../../manual/render/freestyle/view_layer/line_style/texture.rst:90 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:73 #: ../../manual/render/shader_nodes/converter/shader_to_rgb.rst:55 #: ../../manual/render/shader_nodes/input/attribute.rst:95 #: ../../manual/render/shader_nodes/input/object_info.rst:38 #: ../../manual/render/shader_nodes/input/vertex_color.rst:39 #: ../../manual/render/shader_nodes/shader/principled.rst:115 #: ../../manual/render/shader_nodes/textures/image.rst:90 #: ../../manual/render/shader_nodes/textures/image.rst:100 #: ../../manual/sculpt_paint/brush/cursor.rst:47 #: ../../manual/compositing/types/color/invert.rst:32 #: ../../manual/modeling/geometry_nodes/utilities/color/separate_color.rst:40 msgid "Alpha" msgstr "Alfa" #: ../../manual/addons/import_export/node_shaders_info.rst:60 #: ../../manual/addons/import_export/scene_gltf2.rst:183 msgid "Normal Map" msgstr "Normálová mapa" #: ../../manual/addons/import_export/node_shaders_info.rst:58 msgid "" "If linked to the Normal input of the Principled BSDF node, the :doc:`Normal " "Map ` node is also supported " "(including its texture obviously)." msgstr "" "Ak je prepojený so vstupom normálu uzla Principiálna BSDF, je podporovaný aj " "uzol :doc:`Normálová mapa ` " "(samozrejme vrátane jeho textúry)." #: ../../manual/addons/import_export/node_shaders_info.rst:65 #: ../../manual/addons/import_export/paper_model.rst:239 #: ../../manual/addons/import_export/scene_gltf2.rst:25 #: ../../manual/addons/import_export/scene_gltf2.rst:809 #: ../../manual/editors/preferences/file_paths.rst:28 #: ../../manual/editors/preferences/viewport.rst:66 #: ../../manual/render/shader_nodes/introduction.rst:42 msgid "Textures" msgstr "Textúry" #: ../../manual/addons/import_export/node_shaders_info.rst:63 msgid "" "Only :doc:`Image ` textures using a UV " "mapping are supported. You may also use a :doc:`Mapping ` node to move/rotate/scale it." msgstr "" "Podporované sú iba textúry :doc:`Obrázok ` používajúce UV mapovanie. Na presun/rotáciu/mierku môžete použiť aj " "uzol :doc:`Mapovanie `." #: ../../manual/addons/import_export/palettes.rst:4 msgid "Import Palettes" msgstr ":abbr:`Import Palettes (Import paliet)`" #: ../../manual/addons/import_export/palettes.rst:6 msgid "This add-on imports color palettes from Krita and Photoshop." msgstr "Tento doplnok importuje palety farieb z programov Krita a Photoshop." #: ../../manual/addons/import_export/palettes.rst:14 msgid ":menuselection:`File --> Import Palettes`" msgstr ":menuselection:`Súbor --> Import paliet`" #: ../../manual/addons/import_export/paper_model.rst:4 msgid "Paper Model" msgstr ":abbr:`Paper Model (Papierový model)`" #: ../../manual/addons/import_export/paper_model.rst:9 msgid ":menuselection:`File --> Export --> Paper Model (.pdf/.svg)`" msgstr ":menuselection:`Súbor --> Export --> Papierový model (.pdf/.svg)`" #: ../../manual/addons/import_export/paper_model.rst:10 msgid ":menuselection:`Properties --> Mesh --> Paper Model Islands`" msgstr "" ":menuselection:`Vlastnosti --> Povrchová sieť --> Ostrovy Papierového modelu`" #: ../../manual/addons/import_export/paper_model.rst:11 msgid ":menuselection:`Mesh --> Unfold`" msgstr ":menuselection:`Povrchová sieť --> Rozvinúť`" #: ../../manual/addons/import_export/paper_model.rst:13 msgid "" "This add-on generates a flat net of a given mesh. It creates either PDF or " "SVG files suitable for direct printing and paper modeling. The main goal is " "a maximal possible automation of the whole process. Common tasks like baking " "the model's texture into the output document are also supported." msgstr "" "Tento doplnok generuje plochú povrchovú sieť danej siete. Vytvára súbory PDF " "alebo SVG vhodné na priamu tlač a modelovanie na papieri. Hlavným cieľom je " "maximálna možná automatizácia celého procesu. Podporované sú aj bežné úlohy, " "ako je zapečenie textúry modelu do výstupného dokumentu." #: ../../manual/addons/import_export/paper_model.rst:22 msgid "" "To avoid eventual issues, switch to Object Mode. Then, select the mesh you " "want to export so that it is the active one. If you want to get results " "quickly, just execute this add-on from the :menuselection:`File --> Export` " "menu. It will ask for a file name and do everything else automatically. All " "relevant settings are in the bottom left corner. These are described in more " "detail below." msgstr "" "Ak sa chcete vyhnúť prípadným problémom, prepnite na režim objektu. Potom " "vyberte povrchovú sieť, ktorú chcete exportovať, aby bola aktívna. Ak chcete " "získať výsledky rýchlo, stačí spustiť tento doplnok z ponuky :menuselection:" "`Súbor --> Export`. Spýta sa na názov súboru a všetko ostatné urobí " "automaticky. Všetky príslušné nastavenia sa nachádzajú v ľavom dolnom rohu. " "Tie sú podrobnejšie popísané nižšie." #: ../../manual/addons/import_export/paper_model.rst:29 msgid "" "If you are unhappy with the generated net, you can edit it manually. For " "this, you have to execute the *Unfold* tool first (available Mesh tab in the " "Properties). Edges that will be cut in order to flatten the mesh must be " "marked as Edit Mode seams. You can use *Clear Seam* and *Mark Seam* tools to " "organize them as you wish, or use the helper button *Clear All Seams* in " "Object Mode to start from scratch. When you export the model, it will use " "all the given seams and add some more cuts if necessary." msgstr "" "Ak vám vygenerovaná povrchová sieť nevyhovuje, môžete ju upraviť ručne. Na " "tento účel musíte najprv spustiť nástroj *Rozvimnúť* (Unfold) (dostupný na " "karte Mesh vo Vlastnostiach). Hrany, ktoré budú rezané za účelom sploštenia " "povrchovej siete, musia byť označené ako švy v režime editácie. Na ich " "usporiadanie môžete použiť nástroje *Zmazať švy* a *Označiť švy* podľa " "vlastného uváženia, alebo použiť pomocné tlačidlo *Zmať všetky švy* v režime " "objektu a začať od začiatku. Pri exporte modelu sa použijú všetky dané švy a " "v prípade potreby sa pridajú ďalšie rezy." #: ../../manual/addons/import_export/paper_model.rst:36 msgid "" "You can also call the *Unfold* tool just for a preview of the net. It will " "list all islands of the produced net in the panel and if you enable so in " "the tool's settings, it will also create a UV layout showing the islands. " "Note that island positions are not calculated in this stage, so that they " "will all just lay on top of each other. You can use Blender's *Pack Islands* " "tool to arrange them." msgstr "" "Môžete tiež vyvolať nástroj *Rozvinúť* (Unfold) len na náhľad povrchovej " "siete. Na paneli sa zobrazí zoznam všetkých ostrovov vytvorenej siete, a ak " "to povolíte v nastaveniach nástroja, vytvorí sa aj UV rozloženie zobrazujúce " "ostrovy. Všimnite si, že pozície ostrovov sa v tejto fáze nevypočítavajú, " "takže všetky budú len ležať na sebe. Na ich usporiadanie môžete použiť " "nástroj Blenderu *Zbaliť ostrov*." #: ../../manual/addons/import_export/paper_model.rst:42 msgid "" "There are a few kinds of topology that are possible in Blender but not in " "paper reality:" msgstr "" "Existuje niekoľko druhov topológie, ktoré sú možné v Blenderi, ale nie v " "papierovej realite:" #: ../../manual/addons/import_export/paper_model.rst:44 msgid "N-gon faces (everything except triangles) that are not perfectly flat." msgstr "" "Plôšky mnohouholníkov (všetko okrem trojuholníkov), ktoré nie sú dokonale " "rovné." #: ../../manual/addons/import_export/paper_model.rst:45 msgid "" "Zero-length edges (two vertices exactly in the same spot and connected by an " "edge)" msgstr "" "Hrany s nulovou dĺžkou (dva vrcholy presne na rovnakom mieste a spojené " "hranou)" #: ../../manual/addons/import_export/paper_model.rst:46 msgid "Zero-area faces (typically their vertices lie all in line)" msgstr "Plôšky s nulovou plochou (ich vrcholy ležia zvyčajne v jednej priamke)" #: ../../manual/addons/import_export/paper_model.rst:48 msgid "" "If any of these cases is detected, the add-on will throw an error message " "and will not export. The error message guides you how to fix the issues." msgstr "" "Ak sa zistí niektorý z týchto prípadov, doplnok vyhodí chybové hlásenie a " "nebude exportovať. Chybové hlásenie vás navedie, ako problémy odstrániť." #: ../../manual/addons/import_export/paper_model.rst:53 msgid "Exporting Textured Meshes" msgstr "Exportovanie textúrovaných povrchových sietí" #: ../../manual/addons/import_export/paper_model.rst:55 msgid "" "To export your model with a hand-painted texture, you have to unwrap the " "model, paint an image and assign it to the model so that it has an effect " "during render. You can use any tools you like for these tasks. What the add-" "on does is simply that it uses baking in *Textures* mode." msgstr "" "Ak chcete exportovať model s ručne maľovanou textúrou, musíte model " "rozbaliť, namaľovať obrázok a priradiť ho modelu tak, aby mal efekt počas " "prekreslenia. Na tieto úlohy môžete použiť ľubovoľné nástroje. Tento doplnok " "robí jednoducho to, že používa zapečenie v režime *Textúry*." #: ../../manual/addons/import_export/paper_model.rst:60 msgid "" "Switch to Object Mode and deselect any objects except the one to be " "exported. Then execute *Export Paper Model* and in the File Browser switch " "the *Textures* selector to *From Materials*." msgstr "" "Prepnite do režimu objektu a zrušte výber všetkých objektov okrem toho, " "ktorý sa má exportovať. Potom spustite príkaz *Exportovať papierov model* a " "v Prehliadači súborov prepnite výber *Textúr* na *Podľa materiálu*." #: ../../manual/addons/import_export/paper_model.rst:63 msgid "" "If you choose to export an SVG file, you get several options how to attach " "the images. All the options are explained in more detail `Properties`_." msgstr "" "Ak sa rozhodnete exportovať súbor SVG, získate niekoľko možností, ako " "pripojiť obrázky. Všetky možnosti sú podrobnejšie vysvetlené v časti " "`Vlastnosti`_." #: ../../manual/addons/import_export/paper_model.rst:66 msgid "" "The resulting texture does not depend on any scene settings except for the " "given material, and on the other hand, all settings should be intact after " "doing the export." msgstr "" "Výsledná textúra nezávisí na žiadnych nastaveniach scény okrem daného " "materiálu a na druhej strane by všetky nastavenia mali byť po exporte " "nedotknuté." #: ../../manual/addons/import_export/paper_model.rst:71 msgid "How to Read the Net" msgstr "Ako čítať sieť" #: ../../manual/addons/import_export/paper_model.rst:73 msgid "" "Most of the document's appearance can be customized during export (see " "below). However, the default style is supposed to be familiar to paper " "modelers: dashed lines represent folding outwards, dash-dotted lines inwards " "(i.e., to form concave shapes). Boundary of each part of the net is rendered " "in solid lines. Sticking tabs have a grayish fill color to be " "distinguishable from other parts of the net." msgstr "" "Väčšinu vzhľadu dokumentu možno počas exportu prispôsobiť (pozri nižšie). " "Predvolený štýl by však mal byť modelárom na papieri známy: prerušované " "čiary predstavujú zalomenie smerom von, čiarkované čiary smerom dovnútra (t. " "j. na vytvorenie konkávnych tvarov). Hranica každej časti siete je " "prekreslená plnými čiarami. Prilepené záložky majú sivastú farbu výplne, aby " "sa dali odlíšiť od ostatných častí siete." #: ../../manual/addons/import_export/paper_model.rst:79 msgid "" "A label is written on a tab when its target edge might not be clear. " "Specifically, the label is omitted if the edge will be sticked to the same " "place as its both neighbors or if one of these is the target itself. The " "format of labels is ``island_abbreviation: edge_number``. Island " "abbreviation is written in square brackets under the corresponding island, " "before to its full-length name. Edge number is written as a triangle arrow " "next to that target edge, outside the net." msgstr "" "Nápis je napísaný na karte, keď jeho cieľová hrana nemusí byť jasná. " "Konkrétne sa nápis vynechá, ak bude hrana nalepená na rovnaké miesto ako jej " "obaja susedia alebo ak je jedným z nich samotný cieľ. Formát nápisu je " "``skratka_ostrova: číslo_hrany``. Skratka ostrova je napísaná v hranatých " "zátvorkách pod príslušným ostrovom pred jeho plným názvom. Číslo hrany je " "napísané ako trojuholníková šípka vedľa danej cieľovej hrany, mimo siete." #: ../../manual/addons/import_export/paper_model.rst:86 msgid "" "If *Create Tabs* is disabled, the same format is used for labels along each " "of the related edges, inside the net. This method is designed for modeling " "from hard and/or thick materials, for which sticking tabs are quite " "pointless. If *Create Numbers* is disabled, the labels are omitted; this may " "be necessary for highly detailed models." msgstr "" "Ak je funkcia *Vytvárať záložky* vypnutá, pre nápisy pozdĺž každého zo " "súvisiacich okrajov sa použijú rovnaký formát vnútri siete. Táto metóda je " "určená na modelovanie z tvrdých a/alebo hrubých materiálov, pre ktoré je " "nalepovanie záložiek celkom zbytočné. Ak je zakázané *Vytvoriť čísla*, " "nápisy sa vynechajú; to môže byť potrebné pri veľmi detailných modeloch." #: ../../manual/addons/import_export/paper_model.rst:92 msgid "How to Print the Net" msgstr "Ako vytlačiť sieť" #: ../../manual/addons/import_export/paper_model.rst:94 msgid "" "The PDF file can be directly printed almost anywhere. However, things become " "difficult if you need to change the net by hand." msgstr "" "Súbor PDF môžete priamo vytlačiť takmer kdekoľvek. Situácia sa však sťaží, " "ak potrebujete ručne zmeniť sieť." #: ../../manual/addons/import_export/paper_model.rst:97 msgid "" "If you select the SVG format, you can edit the exported files in a vector " "graphics editor such as Inkscape. One reason why you may want to do is to " "pack the islands manually and save paper. Another reason is that the tabs " "and numbers often make a lot of clutter around the model and it can be " "helpful to remove some of them by hand." msgstr "" "Ak vyberiete formát SVG, môžete exportované súbory upravovať vo vektorovom " "grafickom editore, napríklad v programe Inkscape. Jedným z dôvodov, prečo to " "môžete chcieť urobiť, je ručné zbalenie ostrovov a uloženie papiera. Ďalším " "dôvodom je, že záložky a čísla často robia okolo modelu veľký neporiadok a " "môže byť užitočné niektoré z nich odstrániť ručne." #: ../../manual/addons/import_export/paper_model.rst:102 msgid "" "If printed document gets cropped around the page borders, it means you " "should increase the *Margin* setting during export." msgstr "" "Ak sa vytlačený dokument orezáva okolo okrajov stránky, znamená to, že by " "ste mali počas exportu zvýšiť nastavenie *Okraje*." #: ../../manual/addons/import_export/paper_model.rst:107 msgid "Placing Marks on the Net" msgstr "Umiestňovanie značiek v sieti" #: ../../manual/addons/import_export/paper_model.rst:109 msgid "" "Edges with a Freestyle Mark (:menuselection:`Edge --> Mark Freestyle Edge`) " "will be highlighted in the net with a user-defined color and drawing style. " "This is helpful especially when used on flat edges, which would normally not " "be drawn at all. If you draw a shape with the *Knife* tool and then mark " "some of the edges as Freestyle ones, you can make a simple line drawing on " "the model." msgstr "" "Hrany s označením Voľný štýl (:menuselection:`Hrana --> Vyznačiť hrany " "Voľného štýlu`) budú v sieti zvýraznené farbou a štýlom kresby definovaným " "užívateľom. To je užitočné najmä pri použití na plochých hranách, ktoré by " "sa za normálnych okolností vôbec nekreslili. Ak nakreslíte tvar nástrojom " "*Nôž* a potom označíte niektoré hrany ako Voľný štýl, môžete na modeli " "vytvoriť jednoduchú kresbu čiary." #: ../../manual/addons/import_export/paper_model.rst:115 msgid "" "When used on folding edges, the highlight will be drawn below the folding " "line. So you will probably have to change the *Freestyle Lines* drawing " "style to make it wider and not black, so that the lines stay distinguishable." msgstr "" "Pri použití na hranách ohybu sa zvýraznenie nakreslí pod čiarou ohybu. Preto " "budete pravdepodobne musieť zmeniť štýl kreslenia *čiar Voľného štýlu* tak, " "aby bol širší a nie čierny, aby čiary zostali rozlíšiteľné." #: ../../manual/addons/import_export/paper_model.rst:121 #: ../../manual/addons/sequencer/storypencil.rst:87 #: ../../manual/editors/3dview/viewport_render.rst:42 #: ../../manual/grease_pencil/materials/properties.rst:232 #: ../../manual/physics/cloth/settings/index.rst:5 #: ../../manual/physics/dynamic_paint/canvas.rst:16 #: ../../manual/physics/fluid/type/domain/settings.rst:4 #: ../../manual/physics/fluid/type/effector.rst:21 #: ../../manual/physics/fluid/type/flow.rst:17 #: ../../manual/physics/rigid_body/constraints/introduction.rst:54 #: ../../manual/physics/rigid_body/properties/settings.rst:4 #: ../../manual/physics/rigid_body/world.rst:26 #: ../../manual/physics/soft_body/forces/interior.rst:57 #: ../../manual/physics/soft_body/settings/goal.rst:24 #: ../../manual/physics/soft_body/settings/index.rst:5 #: ../../manual/render/cycles/baking.rst:32 #: ../../manual/render/cycles/render_settings/light_paths.rst:74 #: ../../manual/render/cycles/world_settings.rst:92 #: ../../manual/render/materials/settings.rst:4 msgid "Settings" msgstr "Nastavenia" #: ../../manual/addons/import_export/paper_model.rst:124 msgid "Paper Model Islands" msgstr "Ostrovy Papierového modelu" #: ../../manual/addons/import_export/paper_model.rst:126 msgid "" "The *Paper Model Islands* tab in the Mesh tab offers two buttons for calling " "the *Unfold* and *Export Paper Model* tools conveniently. It also offers " "buttons for marking and clearing seams, depending on the context, and the " "experimental functionality *Limit Island Size*." msgstr "" "Karta *Ostrovy Papierového modelu* na karte Povrchová sieť ponúka dve " "tlačidlá na pohodlné vyvolanie nástrojov *Rozvinúť* a *Exportovať papierový " "model*. Ponúka tiež tlačidlá na označenie a zmazanie švov v závislosti od " "kontextu a experimentálnu funkciu *Limitovať veľkosť ostrova*." #: ../../manual/addons/import_export/paper_model.rst:131 msgid "" "Once the *Unfold* tool is called, the model is split into flattened parts " "and these are presented in a list called *Islands* below. The list allows " "you to change the label of each island. If *Create Numbers* is enabled " "during export, abbreviations of these labels will be used to describe which " "tab should be sticked to which island. After running the *Unfold* tool, " "these island labels are recalculated so that as many faces as possible " "remain under the same label." msgstr "" "Po vyvolaní nástroja *Rozvinúť* (Unfold) sa model rozdelí na sploštené " "časti, ktoré sú uvedené v zozname s názvom *Ostrovy* nižšie. Zoznam umožňuje " "zmeniť označenie každého ostrova. Ak je počas exportu zapnutá funkcia " "*Vytvárať čísla*, skratky týchto označení sa použijú na opis toho, ktorá " "karta má byť prilepená ku ktorému ostrovu. Po spustení nástroja *Rozvinúť* " "sa tieto nápisy ostrovov prepočítajú tak, aby čo najviac plôšok zostalo pod " "rovnakým nápisom." #: ../../manual/addons/import_export/paper_model.rst:139 msgid "" "If you select an island and enable the *Highlight Selected Island* button " "(and the mesh you unfolded is the active one), the island will be " "highlighted in orange in the 3D Viewport. Using the slider below, you can " "change the opacity of the highlight." msgstr "" "Ak vyberiete ostrov a aktivujete tlačidlo *Zvýrazniť vybraný ostrov* (a " "rozvrhnutá povrchová sieť je aktívna), ostrov sa v zobrazení 3D záberu " "zvýrazní oranžovou farbou. Posúvačom nižšie môžete zmeniť nepriehľadnosť " "zvýraznenia." #: ../../manual/addons/import_export/paper_model.rst:145 #: ../../manual/addons/import_export/paper_model.rst:262 msgid "Unfold" msgstr "Rozvinúť" #: ../../manual/addons/import_export/paper_model.rst:147 msgid "" "The first option from top is *Create UV map*. If enabled, a new UV map will " "be generated to show all the islands. However, their positions are not " "calculated yet at this time of the export process, so they are all just " "placed in the bottom left corner. This option is useful when editing the " "cutting lines by hand. You can use the *Unwrap* tool and get a similar " "result." msgstr "" "Prvá možnosť zhora je *Vytvoriť UV mapu*. Ak je povolené, vytvorí sa nová UV " "mapa, ktorá zobrazí všetky ostrovy. Ich pozície však v tomto okamihu procesu " "exportu ešte nie sú vypočítané, takže sú všetky len umiestnené v ľavom " "dolnom rohu. Táto možnosť je užitočná pri ručnej úprave rezných čiar. Môžete " "použiť nástroj *Rozprestrieť* a získať podobný výsledok." #: ../../manual/addons/import_export/paper_model.rst:154 msgid "" "The tool has three sliders, which all adjust edge cutting priority (namely: " "*Face Angle Convex*, *Face Angle Concave*, *Edge Length*). A high value " "gives an edge with the corresponding property a higher chance to be cut. " "Because of that, it is usually better to set Edge Length to a negative " "value, letting long edges stay connected. Randomly modifying these values " "may often help to reduce the count of islands in the net. For information " "about the meaning of these values, read the Unfold section in the `Technical " "Details`_." msgstr "" "Nástroj má tri posúvača, ktoré nastavujú prioritu rezania hrán (konkrétne: " "*Konvexný uhol plôšky*, *Konkávny uhol plôšky*, *Dĺžka hrany*). Vysoká " "hodnota dáva hrane s príslušnou vlastnosťou vyššiu šancu na rezanie. Z tohto " "dôvodu je zvyčajne lepšie nastaviť Dĺžku hrany na zápornú hodnotu, čím sa " "umožní, aby dlhé hrany zostali spojené. Náhodná úprava týchto hodnôt môže " "často pomôcť znížiť počet ostrovov v sieti. Informácie o význame týchto " "hodnôt nájdete v časti Rozloženie v časti `Technické podrobnosti`_." #: ../../manual/addons/import_export/paper_model.rst:165 msgid "" "When the export is initiated, the add-on silently unfolds the mesh (without " "marking any seams) and divides all faces into islands, which may take a few " "seconds for complex meshes. Then, a File Browser is displayed. With SVG " "format, the file name you choose will get a ``_page.svg`` suffix, " "even if only one page was needed." msgstr "" "Po spustení exportu doplnok v tichosti rozloží povrchovú sieť (bez označenia " "švov) a rozdelí všetky plôšky na ostrovy, čo môže v prípade zložitých " "povrchových sietí trvať niekoľko sekúnd. Potom sa zobrazí prehliadač " "súborov. Pri formáte SVG dostane zvolený názov súboru príponu " "``_page.svg``, aj keď bola potrebná len jedna strana." #: ../../manual/addons/import_export/paper_model.rst:170 msgid "" "Settings of this exporter are presented in the bottom left corner of the " "File Browser." msgstr "" "Nastavenia tohto exportéra sú uvedené v ľavom dolnom rohu Prehliadača " "súborov." #: ../../manual/addons/import_export/paper_model.rst:173 msgid "Preset" msgstr "Predvoľba" #: ../../manual/addons/import_export/paper_model.rst:173 msgid "" "The *Preset* menu allows to quickly save and recall all the settings below " "it, including model scale and color style." msgstr "" "Ponuka *Prevoľba* umožňuje rýchlo uložiť a vyvolať všetky nastavenia pod ňou " "vrátane mierky modelu a farebného štýlu." #: ../../manual/addons/import_export/paper_model.rst:180 msgid "Model Scale" msgstr "Mierka modelu" #: ../../manual/addons/import_export/paper_model.rst:176 msgid "" "Model Scale can be used to scale the whole net. If you want to have a model " "in 1:72 scale, just set this to 72. This is an important option also because " "the add-on often produces islands bigger than the page." msgstr "" "Mierku modelu možno použiť na zmenšenie celej povrchovej siete. Ak chcete " "mať model v mierke 1:72, stačí nastaviť hodnotu 72. Táto možnosť je dôležitá " "aj preto, že doplnok často vytvára ostrovy väčšie ako stránka." #: ../../manual/addons/import_export/paper_model.rst:180 msgid "" "By default, this value is set so that even the biggest island fits onto the " "page. If set to one, the real model will have the same dimensions as the " "virtual one." msgstr "" "Predvolene je táto hodnota nastavená tak, aby sa na stránku vtesnal aj ten " "najväčší ostrov. Ak je nastavená na hodnotu 1, skutočný model bude mať " "rovnaké rozmery ako virtuálny." #: ../../manual/addons/import_export/paper_model.rst:187 msgid "Create UV Map" msgstr "Vytvorenie UV mapy" #: ../../manual/addons/import_export/paper_model.rst:183 msgid "" "Has a similar effect as the similar named option of the *Unfold* tool, but " "not the same. It will create a new UV map that exactly reflects the " "placement of all the model's islands. Unfortunately, islands from all pages " "are placed on top of each other, and it is quite impossible to tell them " "apart." msgstr "" "Má podobný účinok ako podobne pomenovaná možnosť nástroja *Rozvinúť*, ale " "nie rovnaký. Vytvorí novú UV mapu, ktorá presne odráža umiestnenie všetkých " "ostrovov modelu. Bohužiaľ, ostrovy zo všetkých stránok sú umiestnené na sebe " "a je celkom nemožné ich od seba rozlíšiť." #: ../../manual/addons/import_export/paper_model.rst:190 msgid "Document Settings" msgstr "Nastavenia dokumentov" #: ../../manual/addons/import_export/paper_model.rst:192 msgid "" "Settings closely related to the format of the output document are in the " "Document Settings subpanel." msgstr "" "Nastavenia úzko súvisiace s formátom výstupného dokumentu sa nachádzajú v " "podpaneli Nastavenia dokumentu." #: ../../manual/addons/import_export/paper_model.rst:195 msgid "First selector switches between PDF and SVG document formats." msgstr "Prvý volič prepína medzi formátmi dokumentov PDF a SVG." #: ../../manual/addons/import_export/paper_model.rst:197 msgid "Page Size" msgstr "Veľkosť strany" #: ../../manual/addons/import_export/paper_model.rst:197 msgid "" "Another selector below allows you to choose one of the most common paper " "sizes quickly. If you need something else, choose *User Defined* and set the " "dimensions manually." msgstr "" "Ďalší volič nižšie vám umožní rýchlo vybrať jednu z najbežnejších veľkostí " "papiera. Ak potrebujete niečo iné, vyberte možnosť *Užívateľsky definované* " "a nastavte rozmery manuálne." #: ../../manual/addons/import_export/paper_model.rst:203 msgid "Page Margin" msgstr "Okraje stránky" #: ../../manual/addons/import_export/paper_model.rst:200 msgid "" "Makes it easier to export models in exact scale (if you set the *Model " "Scale* slider to 1)." msgstr "" "Uľahčuje export modelov v presnej mierke (ak nastavíte posúvač *Mierka " "modelu* na hodnotu 1)." #: ../../manual/addons/import_export/paper_model.rst:202 msgid "" "You can set it to the width of the non-printable border of your printer, in " "order for the resulting SVG document to be printable without further " "scaling. However, exporting in-scale models is still difficult, as the add-" "on does not automatically split oversize islands." msgstr "" "Môžete ju nastaviť na šírku netlačiteľného okraja tlačiarne, aby sa výsledný " "dokument SVG dal tlačiť bez ďalšej zmeny mierky. Exportovanie modelov v " "mierke je však stále zložité, pretože doplnok automaticky nerozdeľuje " "ostrovy s nadmernou veľkosťou." #: ../../manual/addons/import_export/paper_model.rst:207 #: ../../manual/files/media/image_formats.rst:26 msgid "DPI" msgstr ":abbr:`DPI (Dots per Inch)`" #: ../../manual/addons/import_export/paper_model.rst:206 msgid "" "The next value is *DPI*, which defines the overall resolution of the net. " "That is, not only resolution of baked images (if any), but also line " "thickness." msgstr "" "Ďalšou hodnotou je *DPI*, ktorá určuje celkové rozlíšenie siete. Teda nielen " "rozlíšenie zapečených obrázkov (ak existujú), ale aj hrúbku čiar." #: ../../manual/addons/import_export/paper_model.rst:210 msgid "Create Tabs" msgstr "Vytvoriť záložky" #: ../../manual/addons/import_export/paper_model.rst:210 msgid "" "Controls if the sticking tabs are created at all. For example, uncheck this " "if you want to stick the model using tape." msgstr "" "Ovláda, či sa vôbec vytvoria nalepovacie záložky. Toto políčko zrušte, ak " "napríklad chcete model prilepiť použitím pásky." #: ../../manual/addons/import_export/paper_model.rst:216 msgid "Create Numbers" msgstr "Vytvoriť čísla" #: ../../manual/addons/import_export/paper_model.rst:213 msgid "" "Adds numbers to some edge pairs that are supposed to be sticked together. " "These numbers are excluded if the correct destination is easy to guess from " "the neighboring edges. In more complex models, they may overlap a lot with " "each other and with the net itself. Disabling this option may help solve " "such issues. If *Create Tabs* is disabled, the numbers will be rendered " "inside of the net." msgstr "" "Pridá čísla k niektorým párom hrán, ktoré majú byť zlepené. Tieto čísla sú " "vylúčené, ak je správne určenie ľahko odhadnuteľné zo susedných hrán. V " "zložitejších modeloch sa môžu navzájom a so samotnou sieťou veľmi prekrývať. " "Zakázanie tejto možnosti môže pomôcť vyriešiť takéto problémy. Ak je možnosť " "*Vytvoriť karty* zakázaná, čísla sa budú prekresľovať vnútri siete." #: ../../manual/addons/import_export/paper_model.rst:221 msgid "Tabs and Text Size" msgstr "Tabuľky a veľkosť textu" #: ../../manual/addons/import_export/paper_model.rst:219 msgid "" "Sets the maximal width of the sticking tabs around islands. The actual size " "of each tab is adjusted to be at most half the length of the corresponding " "edge. In some special cases, tabs are made not to overlap with real faces, " "but it does not work reliably yet. If *Create Tabs* is disabled, this slider " "controls the size of numbers on edges." msgstr "" "Nastavuje maximálnu šírku nalepovacích záložiek okolo ostrovov. Skutočná " "veľkosť každej záložky sa nastaví tak, aby bola maximálne polovica dĺžky " "príslušnej hrany. V niektorých špeciálnych prípadoch sú záložky vytvorené " "tak, aby sa neprekrývali so skutočnými hranami, ale zatiaľ to nefunguje " "spoľahlivo. Ak je funkcia *Vytvoriť záložky* zakázaná, tento posúvač riadi " "veľkosť čísel na hranách." #: ../../manual/addons/import_export/paper_model.rst:226 msgid "Hidden Edge Angle" msgstr "Skrytý uhol hrany" #: ../../manual/addons/import_export/paper_model.rst:224 msgid "" "Edges with folding angle below Hidden Edge Angle will not be drawn at all. " "Increasing this value may produce nicer results when exporting smooth " "surfaces, such as cylinders: it will spare a lot of unnecessary lines. " "Decreasing it could possibly help in some special cases." msgstr "" "Hrany s uhlom zalomenia nižším ako Skrytý uhol hrán sa vôbec nekreslia. " "Zvýšenie tejto hodnoty môže priniesť krajšie výsledky pri exporte " "vyhladených povrchov, ako sú valce: ušetrí veľa zbytočných čiar. Jej " "zníženie by mohlo prípadne pomôcť v niektorých špeciálnych prípadoch." #: ../../manual/addons/import_export/paper_model.rst:229 msgid "The *Textures* select menu lists options for exporting textured meshes." msgstr "" "V ponuke výberu *Textúry* sú uvedené možnosti exportu textúrovaných " "povrchových sietí." #: ../../manual/addons/import_export/paper_model.rst:232 msgid "No Texture" msgstr "Bez textúry" #: ../../manual/addons/import_export/paper_model.rst:232 msgid "" "Just creates the net on a white background (this used to be called \"Pure " "Net\"). The remaining options invoke texture baking and therefore are " "noticeable slower." msgstr "" "Jednoducho vytvorí sieť na bielom pozadí (kedysi sa nazývala \"Čistá " "sieť\"). Zvyšné možnosti vyvolávajú zapečenie textúr, a preto sú citeľne " "pomalšie." #: ../../manual/addons/import_export/paper_model.rst:234 msgid "From Materials" msgstr "Podľa materiálov" #: ../../manual/addons/import_export/paper_model.rst:235 msgid "" "Exports the image that is assigned to each of the model's faces in their " "active material." msgstr "" "Exportuje obrázok, ktorý je priradený ku každej z plôšok modelu v jeho " "aktívnom materiáli." #: ../../manual/addons/import_export/paper_model.rst:239 msgid "Full Render, Selected to Active" msgstr "Úplné prekreslenie, Vybrané na Aktívne" #: ../../manual/addons/import_export/paper_model.rst:237 msgid "" "Correspond to the respective *Bake Type* options. They both render all the " "materials and illumination: *Full Render* renders the model only, while " "*Selected to Active* projects other nearby selected objects onto the model. " "It may be helpful for creating patterns such as fur or leaves procedurally." msgstr "" "Zodpovedajú príslušným možnostiam *Typ zapečenia*. Obe prekresľujú všetky " "materiály a osvetlenie: *Úplné prekreslenie* prekresľuje len model, zatiaľ " "čo *Vybrané na Aktívne* premieta na model ďalšie blízke vybrané objekty. " "Môže byť užitočné pri procedurálnom vytváraní vzorov, ako je srsť alebo " "listy." #: ../../manual/addons/import_export/paper_model.rst:249 #: ../../manual/addons/import_export/scene_gltf2.rst:878 #: ../../manual/contribute/guides/markup_guide.rst:108 #: ../../manual/contribute/translations/style_guide.rst:38 msgid "Images" msgstr "Obrázky" #: ../../manual/addons/import_export/paper_model.rst:242 msgid "" "The *Images* select menu allows you to choose how to include the baked " "images in the SVG file. If you want to edit the layout of the net in an SVG " "editor, choose either *Linked* or *Embedded*." msgstr "" "Ponuka výberu *Obrázky* umožňuje vybrať spôsob zahrnutia zapečených obrázkov " "do súboru SVG. Ak chcete upraviť rozloženie siete v editore SVG, vyberte " "možnosť *Prepojené* alebo *Vložené*." #: ../../manual/addons/import_export/paper_model.rst:245 msgid "Embedded" msgstr "Vložené" #: ../../manual/addons/import_export/paper_model.rst:246 msgid "Creates standalone SVG files, making them bigger but portable." msgstr "Vytvára samostatné súbory SVG, ktoré sú väčšie, ale prenosné." #: ../../manual/addons/import_export/paper_model.rst:249 msgid "Single Linked" msgstr "Jednotlivé prepojenie" #: ../../manual/addons/import_export/paper_model.rst:248 msgid "Remains mostly for compatibility reasons." msgstr "Zostáva väčšinou z dôvodu kompatibility." #: ../../manual/addons/import_export/paper_model.rst:252 msgid "Colors and Style" msgstr "Farby a štýl" #: ../../manual/addons/import_export/paper_model.rst:254 msgid "" "Options related to the drawing style are packed in the *Colors and Style* " "subpanel. They should be quite self-explanatory." msgstr "" "Možnosti súvisiace so štýlom kreslenia sú uložené v podpanely *Farby a " "štýl*. Mali by byť celkom zrozumiteľné." #: ../../manual/addons/import_export/paper_model.rst:259 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:46 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:20 #: ../../manual/files/import_export/collada.rst:237 #: ../../manual/modeling/metas/structure.rst:7 #: ../../manual/physics/soft_body/forces/exterior.rst:125 msgid "Technical Details" msgstr "Technické detaily" #: ../../manual/addons/import_export/paper_model.rst:264 msgid "" "Firstly, the algorithm assigns every edge a \"priority\", depending on its " "angle and length. Edges with higher priority will more probably be cut apart " "in the final net. Shorter edges have higher priority (they are easier to " "glue on) and sharper angles too (that makes the net easier to visually " "understand)." msgstr "" "Najprv algoritmus priradí každej hrane \"prioritu\" v závislosti od jej uhla " "a dĺžky. Hrany s vyššou prioritou budú vo výslednej sieti s väčšou " "pravdepodobnosťou rozrezané. Kratšie hrany majú vyššiu prioritu (ľahšie sa " "na ne lepí) a tiež ostrejšie uhly (vďaka tomu je sieť vizuálne " "prehľadnejšia)." #: ../../manual/addons/import_export/paper_model.rst:269 msgid "" "Faces form a concave angle if their normals are pointing against each other. " "Such angles have even a bit higher priority which is supposed to help for " "typical models. If some face normals are flipped, the algorithm always " "assumes the angle between them be convex." msgstr "" "Plôšky vytvárajú konkávny uhol, ak ich normály smerujú proti sebe. Takéto " "uhly majú dokonca trochu vyššiu prioritu, čo má pomôcť pri typických " "modeloch. Ak sú niektoré normály plôšok preklopené, algoritmus vždy " "predpokladá, že uhol medzi nimi je konvexný." #: ../../manual/addons/import_export/paper_model.rst:273 msgid "" "If more than two faces are connected by an edge, two of them are designated " "as the main ones and all others will have to be glued. The main faces are " "chosen so that they form the smallest angle possible." msgstr "" "Ak sú hranou spojené viac ako dve plôšky, dve z nich sa označia ako hlavné a " "všetky ostatné sa musia zlepiť. Hlavné plôšky sa vyberajú tak, aby tvorili " "čo najmenší uhol." #: ../../manual/addons/import_export/paper_model.rst:276 msgid "" "The actual priority effect of angle versus length may change the resulting " "net very much. The default values were chosen by trial and error for some " "basic models, but may be a bad choice for others. If you want to tweak them, " "the *Unfold* tool allows you to: they are the tool's three only settings." msgstr "" "Skutočný prioritný vplyv uhla a dĺžky môže veľmi zmeniť výslednú sieť. " "Predvolené hodnoty boli pre niektoré základné modely zvolené metódou pokusu " "a omylu, ale pre iné môžu byť zlou voľbou. Ak ich chcete upraviť, nástroj " "*Rozvinúť* vám to umožní: sú to tri jediné nastavenia tohto nástroja." #: ../../manual/addons/import_export/paper_model.rst:280 msgid "" "The cutting algorithm begins with all faces separated and tries to connect " "them to form bigger islands, ordered by the connecting edge's priority. If " "some of the faces of the resulting island would overlap, the operation is " "canceled and the algorithm continues with another edge. If some vertices or " "edges end up close enough to each other, they are merged. During this " "process, each edge is visited exactly once." msgstr "" "Algoritmus rezania začína s oddelenými hranami a snaží sa ich spojiť do " "väčších ostrovov, zoradených podľa priority spojovacej hrany. Ak by sa " "niektoré z hrán výsledného ostrova prekrývali, operácia sa zruší a " "algoritmus pokračuje ďalšou hranou. Ak niektoré vrcholy alebo hrany skončia " "dostatočne blízko pri sebe, zlúčia sa. Počas tohto procesu sa každá hrana " "navštívi presne raz." #: ../../manual/addons/import_export/paper_model.rst:286 msgid "" "The overlap check is basically the Bentley-Ottmann algorithm for line " "segment intersection, applied to the boundary of the resulting island. To " "handle some special cases, the algorithm automatically switches between a " "slightly quicker and a more robust version of itself. Another check is " "applied to detect if the boundary crosses itself in just a vertex of the " "resulting island -- such cases have to be tested explicitly as they need not " "cause any intersecting line segments." msgstr "" "Kontrola prekrývania je v podstate Bentleyho-Ottmannov algoritmus pre " "priesečník úsečiek aplikovaný na hranicu výsledného ostrova. Na riešenie " "niektorých špeciálnych prípadov algoritmus automaticky prepína medzi mierne " "rýchlejšou a robustnejšou verziou. Ďalšia kontrola sa aplikuje na zistenie, " "či sa hranica pretína len vo vrchole výsledného ostrova - takéto prípady sa " "musia testovať explicitne, pretože nemusia spôsobiť žiadne pretínanie " "úsečiek." #: ../../manual/addons/import_export/paper_model.rst:294 msgid "Positioning the Nets on Pages" msgstr "Umiestnenie sietí na stránkach" #: ../../manual/addons/import_export/paper_model.rst:296 msgid "" "Because the nets are not consisting only of the real faces, but also of the " "gluing tabs around, they cannot be positioned by the internal Blender tool " "(*Pack Islands*). Therefore, a standalone algorithm had to be written." msgstr "" "Keďže siete sa neskladajú len zo skutočných plôšok, ale aj z lepiacich " "záložiek okolo, nie je možné ich umiestniť interným nástrojom Blenderu " "(*Zbaliť ostrovy*). Preto bolo potrebné napísať samostatný algoritmus." #: ../../manual/addons/import_export/paper_model.rst:300 msgid "" "For a great simplification of the process, all nets are packed into " "(smallest possible) bounding rectangles. These are then ordered by size " "(largest first) and in this order the algorithm tries to position them on a " "page. The positions tested for the lower left corner are given by an n × n " "grid resulting from all the corners of islands already positioned. A " "position is accepted or rejected by checking overlaps with each of the " "islands' bounding rectangles." msgstr "" "Pre veľké zjednodušenie procesu sú všetky siete zabalené do (čo najmenších) " "ohraničujúcich obdĺžnikov. Tie sa potom zoradia podľa veľkosti (najväčšie " "ako prvé) a v tomto poradí sa ich algoritmus pokúsi umiestniť na stránku. " "Pozície testované pre ľavý dolný roh sú dané mriežkou n × n, ktorá je " "výsledkom všetkých rohov už umiestnených ostrovov. Pozícia sa prijme alebo " "zamietne kontrolou prekrytia s každým z ohraničujúcich obdĺžnikov ostrovov." #: ../../manual/addons/import_export/paper_model.rst:306 msgid "" "When there are any islands left that could not be placed onto the page, a " "new free page is created." msgstr "" "Keď zostanú nejaké ostrovy, ktoré nebolo možné umiestniť na stránku, vytvorí " "sa nová voľná stránka." #: ../../manual/addons/import_export/paper_model.rst:308 msgid "" "This algorithm should work reliably and quite fast. However, it is clearly " "inefficient if the bounding rectangles contain much free space. Also, the " "packing depends heavily on the order in which the islands are processed, " "which is in no way optimal." msgstr "" "Tento algoritmus by mal fungovať spoľahlivo a pomerne rýchlo. Je však zjavne " "neefektívny, ak ohraničujúce obdĺžniky obsahujú veľa voľného priestoru. " "Zbalenie tiež do veľkej miery závisí od poradia, v akom sa ostrovy " "spracúvajú, čo nie je v žiadnom prípade optimálne." #: ../../manual/addons/import_export/pc2.rst:4 msgid "Pointcache (pc2)" msgstr ":abbr:`Pointcache (Zásobník bodov)` (pc2)" #: ../../manual/addons/import_export/pc2.rst:9 msgid ":menuselection:`File --> Export --> Pointcache (.pc2)`" msgstr ":menuselection:`Súbor --> Export --> Pointcache (.pc2)`" #: ../../manual/addons/import_export/pc2.rst:11 msgid "" "This exporter produces pointcache files. These can be used to transfer " "animated meshes to external applications. Only the vertex positions at the " "samples are saved." msgstr "" "Tento exportér vytvára súbory zásobníka bodov (pointcache). Tie sa môžu " "použiť na prenos animovaných povrchových sietí do externých aplikácií. " "Ukladajú sa len pozície vrcholov na snímkach." #: ../../manual/addons/import_export/pc2.rst:14 msgid "" "The exporter can export meshes, surfaced curves, surfaces and font objects. " "They are all treated as meshes. The base object has to be converted into a " "mesh before exporting it also." msgstr "" "Exportér dokáže exportovať povrchové siete, krivky s povrchom, povrchy a " "objekty písma. So všetkými sa zaobchádza ako so povrchovými sieťami. " "Základný objekt sa tiež musí pred exportom konvertovať na povrchovú sieť." #: ../../manual/addons/import_export/pc2.rst:21 msgid "Convert to Y-Up" msgstr "Konvertovať na Y-hore" #: ../../manual/addons/import_export/pc2.rst:22 msgid "Rotates the mesh data -90 degrees around X." msgstr "Otočí údaje povrchovej siete o -90 stupňov okolo X." #: ../../manual/addons/import_export/pc2.rst:23 msgid "Export into World Space" msgstr "Export do priestoru sveta" #: ../../manual/addons/import_export/pc2.rst:24 msgid "Transform the mesh data into world space." msgstr "Transformuje údaje siete do priestoru sveta." #: ../../manual/addons/import_export/pc2.rst:29 msgid "First frame to export." msgstr "Prvá snímka na export." #: ../../manual/addons/import_export/pc2.rst:30 #: ../../manual/animation/armatures/posing/editing/propagate.rst:38 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:301 #: ../../manual/editors/timeline.rst:386 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:88 #: ../../manual/movie_clip/tracking/dope_sheet.rst:0 #: ../../manual/video_editing/edit/montage/editing.rst:52 #: ../../manual/video_editing/edit/montage/strips/image.rst:65 msgid "End Frame" msgstr "Koncová snímka" #: ../../manual/addons/import_export/pc2.rst:31 msgid "Export up to this frame." msgstr "Exportuje až po túto snímku." #: ../../manual/addons/import_export/pc2.rst:35 #: ../../manual/files/import_export/grease_pencil_pdf.rst:35 #: ../../manual/files/import_export/grease_pencil_svg.rst:39 #: ../../manual/modeling/curves/properties/geometry.rst:215 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:309 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:155 #: ../../manual/modeling/modifiers/generate/bevel.rst:157 #: ../../manual/physics/fluid/type/domain/settings.rst:305 #: ../../manual/render/cycles/render_settings/sampling.rst:4 #: ../../manual/render/cycles/world_settings.rst:123 #: ../../manual/render/eevee/render_settings/sampling.rst:6 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/sampling.rst:5 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/sampling.rst:13 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:158 #: ../../manual/render/workbench/sampling.rst:6 msgid "Sampling" msgstr "Snímanie" #: ../../manual/addons/import_export/pc2.rst:33 msgid "" "The sample rate. 1 means one sample per frame. 0.1 means 10 samples per " "frame, and 10 means one sample every 10 frames." msgstr "" "Snímková frekvencia. 1 znamená jedno snímanie na snímku. 0.1 znamená 10 " "snímanie na snímku a 10 znamená jedno snímanie každých 10 snímok." #: ../../manual/addons/import_export/pc2.rst:40 msgid "" "The use of these files depends on the importing application. In general the " "object has to be first exported normally (OBJ export or the like) and then " "the pointcache data can be attached to the object." msgstr "" "Použitie týchto súborov závisí od aplikácie importu. Vo všeobecnosti sa " "objekt musí najprv normálne exportovať (export OBJ alebo podobne) a potom sa " "k nemu môžu pripojiť údaje zo zásobníka bodov (pointcache)." #: ../../manual/addons/import_export/pc2.rst:44 msgid "In 3ds Max there is a modifier which can directly read pc2 files." msgstr "V 3ds Max existuje modifikátor, ktorý dokáže priamo čítať súbory pc2." #: ../../manual/addons/import_export/pc2.rst:45 msgid "" "In Maya the pc2 cache has to be converted into Maya's geometry cache format " "first. The MEL command for that is this:" msgstr "" "V aplikácii Maya sa musí vyrovnávacia pamäť pc2 najprv konvertovať do " "formátu zásobníka geometrie aplikácie Maya. Na to je tento príkaz MEL:" #: ../../manual/addons/import_export/scene_dxf.rst:4 msgid "AutoCAD DXF" msgstr "AutoCAD DXF" #: ../../manual/addons/import_export/scene_dxf.rst:9 msgid ":menuselection:`File --> Import/Export --> AutoCAD DXF`" msgstr ":menuselection:`Súbor --> Import/Export --> AutoCAD DXF`" #: ../../manual/addons/import_export/scene_dxf.rst:17 msgid "" "DXF layers are reflected as Blender groups. This importer uses a general " "purpose DXF library called \"dxfgrabber\"." msgstr "" "Vrstvy DXF sa odrážajú ako skupiny Blenderu. Tento importér používa " "univerzálnu knižnicu DXF s názvom \"dxfgrabber\"." #: ../../manual/addons/import_export/scene_dxf.rst:21 msgid "DXF Type Mapping" msgstr "Mapovanie typu DXF" #: ../../manual/addons/import_export/scene_dxf.rst:23 msgid "" "To be as non-destructive as possible the importer aims to map as many DXF " "types to Blender curves as possible." msgstr "" "Aby bol importér čo najmenej deštruktívny, snaží sa mapovať čo najviac typov " "DXF na krivky Blenderu." #: ../../manual/addons/import_export/scene_dxf.rst:28 msgid "DXF to Curves" msgstr "DXF na krivky" #: ../../manual/addons/import_export/scene_dxf.rst:30 msgid "" "``LINE`` as ``POLYLINE`` curve (with the option to merge connecting lines)." msgstr "" "``LINE`` ako krivka ``POLYLINE`` (s možnosťou zlúčenia spojovacích čiar)." #: ../../manual/addons/import_export/scene_dxf.rst:31 msgid "" "``(LW)POLYLINE``, ``(LW)POLYGON`` as ``POLYLINE`` curve if they have no " "bulges else as ``BEZIER`` curve." msgstr "" "``(LW)POLYLINE``, ``(LW)POLYGON`` ako ``POLYLINE`` krivka, ak nemajú žiadne " "vydutiny, inak ako ``BEZIER`` krivka." #: ../../manual/addons/import_export/scene_dxf.rst:32 msgid "``ARC``\\ s, ``CIRCLE``\\ s and ``ELLIPSE``\\ s as ``BEZIER`` curves." msgstr "``ARC``` s, ``CIRCLE``` s a ``ELLIPSE``` s ako ``BEZIER`` krivky." #: ../../manual/addons/import_export/scene_dxf.rst:33 msgid "``HELIX``\\ es (3D) as ``BEZIER`` curves." msgstr "``HELIX`` (3D) ako ``BEZIER`` krivky." #: ../../manual/addons/import_export/scene_dxf.rst:37 msgid "DXF to Meshes" msgstr "DXF na povrchové siete" #: ../../manual/addons/import_export/scene_dxf.rst:39 msgid "" "``MESH`` is mapped to a mesh object with a Subdivision Surface modifier, " "including the edge crease." msgstr "" "``MESH`` je namapovaný na povrchovú sieť objektu s modifikátorom Delenie " "povrchu vrátane záhybu hrán." #: ../../manual/addons/import_export/scene_dxf.rst:40 msgid "``POLYFACE``\\ s and ``POLYMESH``\\ es are imported to a mesh object." msgstr "``POLYFACE`` a ``POLYMESH`` sa importujú do povrchovej siete objektu." #: ../../manual/addons/import_export/scene_dxf.rst:41 msgid "" "``3DFACE`` \\ s, ``SOLID`` \\ s, ``POINT`` \\ s are imported into one " "combined mesh object per layer called ``layername_3Dfaces``." msgstr "" "``3DFACE`` \\ s, ``SOLID`` \\ s, ``POINT`` \\ s sú importované do jedného " "kombinovanej povrchovej siete objektu na vrstvu s názvom " "``layername_3Dfaces``." #: ../../manual/addons/import_export/scene_dxf.rst:46 msgid "Missing DXF Types" msgstr "Chýbajúce typy DXF" #: ../../manual/addons/import_export/scene_dxf.rst:48 msgid "Hatches" msgstr "Poklopy" #: ../../manual/addons/import_export/scene_dxf.rst:49 msgid "Leader" msgstr "Vodca" #: ../../manual/addons/import_export/scene_dxf.rst:56 msgid "Merge Options" msgstr "Možnosti zlúčenia" #: ../../manual/addons/import_export/scene_dxf.rst:60 msgid "Blocks As" msgstr "Ako bloky" #: ../../manual/addons/import_export/scene_dxf.rst:59 msgid "" "DXF Blocks can be imported as linked objects or group instances. Linked " "objects use parenting for DXF sub-blocks (blocks in blocks)." msgstr "" "Bloky DXF možno importovať ako prepojené objekty alebo inštancie skupín. " "Prepojené objekty využívajú nadradenie pre čiastkové bloky DXF (bloky v " "blokoch)." #: ../../manual/addons/import_export/scene_dxf.rst:62 msgid "Parent Blocks to Bounding Boxes" msgstr "Nadradené bloky do poľa ohraničenia" #: ../../manual/addons/import_export/scene_dxf.rst:63 msgid "Draw a bounding box around blocks." msgstr "Nakreslí okolo blokov pole ohraničenia." #: ../../manual/addons/import_export/scene_dxf.rst:82 msgid "Merged Objects" msgstr "Zlúčené objekty" #: ../../manual/addons/import_export/scene_dxf.rst:65 msgid "" "Since Blender (v2.71) is pretty slow at adding objects the user might want " "to merge similar DXF geometry to one object." msgstr "" "Keďže Blender (v2.71) je dosť pomalý pri pridávaní objektov, užívateľ môže " "chcieť zlúčiť podobnú geometriu DXF do jedného objektu." #: ../../manual/addons/import_export/scene_dxf.rst:69 msgid "By Layer" msgstr "Podľa vrstvy" #: ../../manual/addons/import_export/scene_dxf.rst:69 msgid "" "Produces one object per layer; if there is mesh, curve, lamp, text data on " "one layer one object per layer and per Blender object." msgstr "" "Vytvára jeden objekt na jednu vrstvu; ak je na jednej vrstve sieť, krivka, " "lampa, textové údaje, jeden objekt na jednu vrstvu a jeden objekt Blenderu." #: ../../manual/addons/import_export/scene_dxf.rst:72 msgid "By Layer and DXF Type" msgstr "Podľa vrstvy a typu DXF" #: ../../manual/addons/import_export/scene_dxf.rst:72 msgid "" "The second not only differentiates between Blender data types but also DXF " "types, such as ``LWPOLYLINE`` and ``POLYLINE``." msgstr "" "Druhý rozlišuje nielen medzi typmi údajov Blenderu, ale aj typmi DXF, ako " "napríklad ``LWPOLYLINE`` a ``POLYLINE``." #: ../../manual/addons/import_export/scene_dxf.rst:77 msgid "By Layer and Closed No-bulge Polygons" msgstr "Podľa vrstvy a uzavretých mnohouholníkov bez výdutí" #: ../../manual/addons/import_export/scene_dxf.rst:75 msgid "" "Closed polylines with no bulge, that is no curved edges, can be merged to " "one single mesh. This makes sense when the DXF polylines have an extrusion " "and/or an elevation attribute, which basically describes a location/rotation/" "scale transformation. If this merge option is chosen, line thickness " "settings will be ignored/disabled." msgstr "" "Uzavreté polygonálne čiary bez vydutín, t. j. bez zakrivených hrán, možno " "zlúčiť do jednej povrchovej siete. To má zmysel, keď majú polygonálne čiary " "DXF atribút vysunutia a/alebo prevýšenia, ktorý v podstate opisuje " "transformáciu polohy/rotácie/mierky. Ak je zvolená táto možnosť zlúčenia, " "nastavenia hrúbky čiary sa budú ignorovať/vypnú sa." #: ../../manual/addons/import_export/scene_dxf.rst:82 msgid "By Layer and DXF-Type and Blocks" msgstr "Podľa vrstvy a typu DXF a blokov" #: ../../manual/addons/import_export/scene_dxf.rst:80 msgid "" "For DXF files with a block being referenced many times, this option allows " "to insert the same block many times with one instanced-face object instead " "of with one object for each time the block needs to be inserted. " "Unfortunately this works only for block inserts that are uniformly scaled. " "Non-uniformly scaled block inserts are being imported as defined in *Blocks " "As*." msgstr "" "V prípade súborov DXF s blokom, na ktorý sa odkazuje viackrát, táto možnosť " "umožňuje vložiť ten istý blok viackrát jedným objektom s inštanciou plôšky " "namiesto jedného objektu zakaždým, keď je potrebné blok vložiť. Bohužiaľ to " "funguje len pri vkladaní blokov, ktoré majú rovnomerne zmenenú mierku. " "Vkladanie blokov s nerovnomernou zmenou mierky sa importuje tak, ako je " "definované v *Ako bloky*." #: ../../manual/addons/import_export/scene_dxf.rst:87 msgid "Combine ``LINE`` Entities to Polygons" msgstr "Kombinácia entít ``LINE`` na polygóny" #: ../../manual/addons/import_export/scene_dxf.rst:85 msgid "" "Separated lines in DXF might be merged to one consecutive Blender poly " "curve. Similar to *Remove Doubles* but for curves." msgstr "" "Oddelené čiary v DXF môžu byť zlúčené do jednej po sebe idúcej polygónovej " "krivky Blenderu. Podobne ako *Odstrániť duplicitné*, ale pre krivky." #: ../../manual/addons/import_export/scene_dxf.rst:90 msgid "Line Thickness and Width" msgstr "Hrúbka a šírka čiary" #: ../../manual/addons/import_export/scene_dxf.rst:94 msgid "Represent Line Thickness/Width" msgstr "Reprezentovať hrúbku/šírku čiary" #: ../../manual/addons/import_export/scene_dxf.rst:93 msgid "" "DXF line attributes *thickness* and *width* have an effect on line in Z and " "X/Y direction respectively. A straight line might be turned to a cube by its " "attributes for instance. Therefore, in Blender these attributes are " "represented with curve extrusion, bevel and taper objects." msgstr "" "Atribúty *hrúbka* a *šírka* v DXF majú vplyv na čiaru v smere Z a X/Y. " "Priama čiara môže byť napríklad zmenená na kocku svojimi atribútmi. Preto sú " "v Blenderi tieto atribúty reprezentované objektami vysúvania krivky, " "skosenia a zúženia." #: ../../manual/addons/import_export/scene_dxf.rst:101 msgid "Merge by Attributes" msgstr "Zlúčiť podľa atribútov" #: ../../manual/addons/import_export/scene_dxf.rst:97 msgid "" "If both *Merged Objects* and *Represent Line Thickness/Width* are activated " "the object merging needs to be extended to separate all lines width " "different thickness and width. With *Merge by Attributes* this separation " "option is also available without the actual representation of line thickness " "and width." msgstr "" "Ak sú aktivované funkcie *Zlúčené objekty* a *Zobraziť hrúbku/šírku čiary*, " "je potrebné rozšíriť zlučovanie objektov tak, aby sa oddelili všetky čiary s " "rôznou hrúbkou a šírkou. Pomocou funkcie *Zlúčenie podľa atribútov* je táto " "možnosť oddelenia k dispozícii aj bez skutočného zobrazenia hrúbky a šírky " "čiary." #: ../../manual/addons/import_export/scene_dxf.rst:104 msgid "Optional Objects" msgstr "Voliteľné objekty" #: ../../manual/addons/import_export/scene_dxf.rst:106 msgid "Import ``TEXT``" msgstr "Import ``TEXT``" #: ../../manual/addons/import_export/scene_dxf.rst:107 msgid "(``TEXT``, ``MTEXT``)" msgstr "(``TEXT``, ``MTEXT``)" #: ../../manual/addons/import_export/scene_dxf.rst:108 msgid "Import ``LIGHT``" msgstr "Import ``LIGHT``" #: ../../manual/addons/import_export/scene_dxf.rst:109 msgid "Including support for AutoCAD colors." msgstr "Vrátane podpory farieb AutoCADu." #: ../../manual/addons/import_export/scene_dxf.rst:114 msgid "Export ``ACIS`` Entities" msgstr "Exportovať subjekty ``ACIS``" #: ../../manual/addons/import_export/scene_dxf.rst:111 msgid "" "Export NURBS 3D geometry (``BODY``, ``REGION``, ``PLANESURFACE``, " "``SURFACE``, ``3DSOLID``) to ACIS-Sat files, since this is the format " "AutoCAD stores NURBS to DXF. You are going to be notified about the amount " "of stored ``.sat``/``.sab`` files." msgstr "" "Export NURBS 3D geometrie (``TELO``, ``REGION``, ``PLANESURFACE``, " "``SURFACE``, ``3DSOLID``) do súborov ACIS-Sat, pretože v tomto formáte " "AutoCAD ukladá NURBS do DXF. Budete upozornení na množstvo uložených súborov " "``.sat``/`.sab``." #: ../../manual/addons/import_export/scene_dxf.rst:117 msgid "View Options" msgstr "Zobraziť možnosti" #: ../../manual/addons/import_export/scene_dxf.rst:119 msgid "Display Groups in Outliner(s)" msgstr "Zobrazuje skupiny v Líniových prehľadoch" #: ../../manual/addons/import_export/scene_dxf.rst:120 msgid "" "Switch the Outliner display mode to ``GROUPS`` (DXF layers are mapped to " "groups)." msgstr "" "Prepnína režim zobrazenia Líniového prehľadu na ``GROUPS`` (vrstvy DXF sú " "mapované na skupiny)." #: ../../manual/addons/import_export/scene_dxf.rst:121 msgid "Import DXF File to a New Scene" msgstr "Import súboru DXF do novej scény" #: ../../manual/addons/import_export/scene_dxf.rst:126 msgid "Center Geometry to Scene" msgstr "Centrovať geometriu na scénu" #: ../../manual/addons/import_export/scene_dxf.rst:124 msgid "" "Center the imported geometry to the center of the scene; the offset " "information is stored as a custom property to the scene." msgstr "" "Vycentruje importovanú geometrie na stred scény; informácia o posunutí sa " "uloží ako užívateľská vlastnosť scény." #: ../../manual/addons/import_export/scene_dxf.rst:129 msgid "Georeferencing" msgstr "Geografický vzťah" #: ../../manual/addons/import_export/scene_dxf.rst:131 msgid "" "Important: DXF files do not store any information about the coordinate " "system / spherical projection of its coordinates. Best practice is to know " "the coordinate system for your specific DXF file and enter this information " "in the DXF importer interface as follows:" msgstr "" "Dôležité: Súbory DXF neukladajú žiadne informácie o súradnicovom systéme / " "sférickej projekcii svojich súradníc. Najlepším postupom je poznať " "súradnicový systém konkrétneho súboru DXF a zadať túto informáciu v rozhraní " "importéra DXF nasledujúcim spôsobom:" #: ../../manual/addons/import_export/scene_dxf.rst:155 msgid "Pyproj" msgstr "Pyproj" #: ../../manual/addons/import_export/scene_dxf.rst:137 msgid "" "Installation: Download (`Windows `__, " "`macOS `__) Pyproj and copy it to your" msgstr "" "Inštalácia: (`Windows `__, `macOS " "`__) " "Pyproj a skopírujte ho do svojho" #: ../../manual/addons/import_export/scene_dxf.rst:142 msgid "" "In case you need to compile your own binary refer to `this post `__ on Blender Artists." msgstr "" "V prípade, že potrebujete skompilovať vlastnú binárnu verziu, pozrite si " "`tento príspevok `__ na stránke Blender Artists." #: ../../manual/addons/import_export/scene_dxf.rst:146 msgid "" "Pyproj is a Python wrapper to the PROJ library, a well-known C library used " "to convert coordinates between different coordinate systems. Open source GIS " "libraries such as PROJ are used directly or indirectly by many authorities " "and therefore can be considered well-maintained." msgstr "" "Pyproj je Python obalom pre knižnicu PROJ, známu knižnicu v jazyku C, ktorá " "sa používa na konverziu súradníc medzi rôznymi súradnicovými systémami. " "Knižnice GIS s otvoreným zdrojovým kódom, ako je PROJ, používajú priamo " "alebo nepriamo mnohé autirity, a preto ich možno považovať za dobre " "udržiavané." #: ../../manual/addons/import_export/scene_dxf.rst:151 msgid "" "If Pyproj is available the DXF importer shows a selection of national " "coordinate systems but lets the user also to enter a custom EPSG / SRID " "code. It also stores the SRID as a custom property to the Blender scene. If " "a scene has already such an SRID property the coordinates are being " "converted from your DXF file to target coordinate system and therefore you " "**must** specify an SRID for the DXF file. If no SRID custom property is " "available the scene SRID is by default the same as the DXF SRID." msgstr "" "Ak je k dispozícii Pyproj, importér DXF zobrazuje výber národných " "súradnicových systémov, ale umožňuje užívateľovi zadať aj vlastný kód EPSG/" "SRID. Taktiež ukladá SRID ako vlastnú vlastnosť do scény Blenderu. Ak scéna " "už takúto vlastnosť SRID má, súradnice sa konvertujú z vášho súboru DXF do " "cieľového súradnicového systému, a preto musíte **zadať** SRID pre súbor " "DXF. Ak nie je k dispozícii žiadna vlastná vlastnosť SRID, SRID scény je v " "predvolenom nastavení rovnaké ako SRID súboru DXF." #: ../../manual/addons/import_export/scene_dxf.rst:165 msgid "No Pyproj" msgstr "Bez Pyproj" #: ../../manual/addons/import_export/scene_dxf.rst:158 msgid "" "In case Pyproj is not available the DXF importer will only use its built-in " "lat/lon to X/Y converter. For conversion the \"transverse Mercator\" " "projection is applied that inputs a lat/lon coordinate to be used as the " "center of the projection. The lat/lon coordinate is being added to your " "scene as a custom property. Subsequent imports will convert any lat/lon " "coordinates to the same georeference." msgstr "" "V prípade, že Pyproj nie je k dispozícii, importér DXF použije iba jeho " "zabudovaný konvertor zemepisných šírok/dĺžok na X/Y. Na konverziu sa použije " "\"priečna Mercatorove\" premietnutie, ktorá zadá súradnicu zemepisnej šírky/" "dĺžky, ktorá sa použije ako stred projekcie. Súradnica zemepisnej šírky/" "dĺžky sa pridáva do vašej scény ako užívateľská vlastnosť. Následné importy " "prevedú všetky súradnice zemepisných šírok/dĺžok na rovnaký geografický " "vzťah." #: ../../manual/addons/import_export/scene_dxf.rst:163 msgid "" "Important: So far only lat/lon to X/Y conversion is supported. If you have a " "DXF file with Euclidean coordinates that refer to another lat/lon center the " "conversion is not (yet) supported." msgstr "" "Dôležité: Zatiaľ je podporovaná len konverzia zo zemepisnej šírky/dĺžky na X/" "Y. Ak máte súbor DXF s euklidovskými súradnicami, ktoré odkazujú na iný " "stred zemepisnej šírky/dĺžky, konverzia (zatiaľ) nie je podporovaná." #: ../../manual/addons/import_export/scene_dxf.rst:186 msgid "Rules of thumb for choosing an SRID" msgstr "Pravidlá výberu SRID" #: ../../manual/addons/import_export/scene_dxf.rst:168 msgid "" "if you have your data from OpenStreetMap or some similar GIS service website " "and exported it with QGIS or ArcGIS the coordinates are most likely in lat/" "lon then use WGS84 as your SRID with Pyproj or \"spherical\" if Pyproj is " "not available. For other DXF vector maps it's very likely that they use " "local / national coordinate systems." msgstr "" "ak máte údaje z OpenStreetMap alebo podobnej webovej stránky služby GIS a " "exportovali ste ich pomocou QGIS alebo ArcGIS, súradnice sú s najväčšou " "pravdepodobnosťou v zemepisnej šírke/dĺžke, potom použite WGS84 ako SRID s " "Pyproj alebo \"sférické\", ak Pyproj nie je k dispozícii. V prípade iných " "vektorových máp DXF je veľmi pravdepodobné, že používajú lokálne/národné " "súradnicové systémy." #: ../../manual/addons/import_export/scene_dxf.rst:173 msgid "" "Open the DXF with a text editor (it has many thousands of lines) and make an " "educated guess looking at some coordinates. DXF works with \"group codes\", " "a name Autodesk invented for \"key\" as in key/value pairs. X has group code " "10, Y has 20, Z has 30. If you find a pattern like:" msgstr "" "Otvorte DXF v textovom editore (má mnoho tisíc riadkov) a urobte odhad podľa " "niektorých súradníc. DXF pracuje so \"skupinovými kódmi\", čo je názov, " "ktorý vymyslela spoločnosť Autodesk pre \"kľúč\" ako v pároch kľúč/hodnota. " "X má skupinový kód 10, Y má 20, Z má 30. Ak nájdete vzor ako napr:" #: ../../manual/addons/import_export/scene_dxf.rst:184 msgid "" "then ``NUMBER`` will be most likely your coordinates. You can probably tell " "from the format and/or the range of the coordinates which coordinate system " "it should be." msgstr "" "potom ``NUMBER`` budú s najväčšou pravdepodobnosťou vaše súradnice. Z " "formátu a/alebo rozsahu súradníc pravdepodobne zistíte, o aký súradnicový " "systém by malo ísť." #: ../../manual/addons/import_export/scene_dxf.rst:194 msgid "Supported Data" msgstr "Podporované údaje" #: ../../manual/addons/import_export/scene_dxf.rst:196 msgid "Mesh face: ``POLYFACE`` or ``3DFACE``" msgstr "Plôška povrchovej siete: ``POLYFACE`` alebo ``3DFACE``" #: ../../manual/addons/import_export/scene_dxf.rst:197 msgid "Mesh edge: ``LINE``" msgstr "Okraj povrchovej siete: ``LINE``" #: ../../manual/addons/import_export/scene_dxf.rst:198 msgid "Modifier (optionally)" msgstr "Modifikátor (voliteľne)" #: ../../manual/addons/import_export/scene_dxf.rst:202 msgid "Unsupported Data" msgstr "Nepodporované údaje" #: ../../manual/addons/import_export/scene_dxf.rst:204 msgid "Mesh vertex: ``POINT``" msgstr "Vrchol povrchovej siete: ``POINT``" #: ../../manual/addons/import_export/scene_dxf.rst:205 msgid "Curve: ``LINE``\\ s or ``POLYLINE``" msgstr "Krivka: ``LINE``` alebo ``POLYLINE``" #: ../../manual/addons/import_export/scene_dxf.rst:206 msgid "Curve NURBS: ``curved-POLYLINE``" msgstr "Krivka NURBS: ``curved-POLYLINE``" #: ../../manual/addons/import_export/scene_dxf.rst:207 msgid "Text: ``TEXT`` or (wip: ``MTEXT``)" msgstr "Text: (wip: ``MTEXT``)" #: ../../manual/addons/import_export/scene_dxf.rst:208 msgid "" "Camera: ``POINT`` or ``VIEW`` or ``VPORT`` or (wip: ``INSERT(ATTRIB+XDATA)``)" msgstr "Kamera: (wip: ``INSERT(ATTRIB+XDATA)``)" #: ../../manual/addons/import_export/scene_dxf.rst:209 msgid "Light: ``POINT`` or (wip: ``INSERT(ATTRIB+XDATA)``)" msgstr "Svetlo: ``POINT`` alebo (wip: ``INSERT(ATTRIB+XDATA)``)" #: ../../manual/addons/import_export/scene_dxf.rst:210 msgid "Empty: ``POINT`` or (wip: ``INSERT``)" msgstr "Prázdne: ``POINT`` alebo (wip: ``INSERT``)" #: ../../manual/addons/import_export/scene_dxf.rst:211 msgid "Object matrix: extrusion (``210-group``), rotation, elevation" msgstr "Matrica objektu: vysunutie (``210-skupina``), rotácia, vyvýšenie" #: ../../manual/addons/import_export/scene_dxf.rst:212 msgid "3D Viewport: (wip: ``VIEW``, ``VPORT``)" msgstr "3D záber: (wip: ``VIEW``, ``VPORT``)" #: ../../manual/addons/import_export/scene_dxf.rst:213 msgid "Instancing vert: auto-instanced or (wip: ``INSERT``)" msgstr "" "Vytvorenie inštancie vrcholu: automatické vytvorenie inštancie alebo (wip: " "``INSERT``)" #: ../../manual/addons/import_export/scene_dxf.rst:214 msgid "Instancing frame: auto-instanced or (wip: ``INSERT``)" msgstr "" "Vytvorenie inštancie snímky: automatické vytvorenie inštancie alebo (wip: " "``INSERT``)" #: ../../manual/addons/import_export/scene_dxf.rst:215 msgid "Instancing group: auto-instanced or (wip: ``INSERT``)" msgstr "" "Vytvorenie inštancie skupiny: automatické vytvorenie inštancie alebo (wip: " "``INSERT``)" #: ../../manual/addons/import_export/scene_dxf.rst:216 msgid "Material: ``LAYER``, ``COLOR`` and ``STYLE`` properties" msgstr "Materiál: Vlastnosti ``LAYER``, ``COLOR`` a ``STYLE``" #: ../../manual/addons/import_export/scene_dxf.rst:217 msgid "Group: ``BLOCK`` and ``INSERT``" msgstr "Skupina: ``BLOCK`` a ``INSERT``" #: ../../manual/addons/import_export/scene_dxf.rst:218 msgid "Parenting: ``BLOCK`` and ``INSERT``" msgstr "Rodičovstvo: ``BLOCK`` a ``INSERT``" #: ../../manual/addons/import_export/scene_dxf.rst:219 msgid "Visibility status: ``LAYER_on``" msgstr "Stav viditeľnosti: ``LAYER_on``" #: ../../manual/addons/import_export/scene_dxf.rst:220 msgid "Frozen status: ``LAYER_frozen``" msgstr "Stav zmrazenia: ``LAYER_frozen``" #: ../../manual/addons/import_export/scene_dxf.rst:221 msgid "Locked status: ``LAYER_locked``" msgstr "Stav uzamknutia: ``LAYER_locked``" #: ../../manual/addons/import_export/scene_dxf.rst:222 #: ../../manual/animation/constraints/transform/limit_distance.rst:51 #: ../../manual/editors/3dview/toolbar/add_cone.rst:0 #: ../../manual/editors/3dview/toolbar/add_cube.rst:0 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:0 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:0 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:0 #: ../../manual/grease_pencil/materials/properties.rst:7 #: ../../manual/grease_pencil/modes/draw/stroke_placement.rst:34 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:0 #: ../../manual/interface/annotate_tool.rst:0 #: ../../manual/modeling/curves/primitives.rst:97 #: ../../manual/modeling/curves/primitives.rst:109 #: ../../manual/modeling/curves/tools/draw.rst:80 #: ../../manual/modeling/surfaces/editing/surface.rst:4 #: ../../manual/physics/dynamic_paint/canvas.rst:60 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/render/cycles/material_settings.rst:13 #: ../../manual/render/cycles/render_settings/sampling.rst:178 #: ../../manual/render/cycles/world_settings.rst:100 #: ../../manual/render/lights/world.rst:19 #: ../../manual/render/shader_nodes/output/light.rst:19 #: ../../manual/render/shader_nodes/output/material.rst:17 #: ../../manual/render/shader_nodes/output/world.rst:19 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:76 #: ../../manual/sculpt_paint/sculpting/tools/lasso_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:81 msgid "Surface" msgstr "Povrch" #: ../../manual/addons/import_export/scene_dxf.rst:223 msgid "Meta" msgstr "Meta" #: ../../manual/addons/import_export/scene_dxf.rst:225 #: ../../manual/animation/lattice.rst:7 ../../manual/animation/lattice.rst:36 #: ../../manual/animation/lattice.rst:39 ../../manual/glossary/index.rst:462 #: ../../manual/modeling/introduction.rst:34 msgid "Lattice" msgstr "Mriežka" #: ../../manual/addons/import_export/scene_dxf.rst:226 msgid ":abbr:`IPO (InterPOlated)`/Animation" msgstr ":abbr:`IPO (InterPOlated)`/Animácia" #: ../../manual/addons/import_export/scene_fbx.rst:4 msgid "FBX" msgstr "FBX" #: ../../manual/addons/import_export/scene_fbx.rst:9 msgid ":menuselection:`File --> Import/Export --> FBX (.fbx)`" msgstr ":menuselection:`Súbor --> Import/Export --> FBX (.fbx)`" #: ../../manual/addons/import_export/scene_fbx.rst:15 msgid "" "This format is mainly use for interchanging character animations between " "applications and is supported by applications such as Cinema4D, Maya, " "Autodesk 3ds Max, Wings3D and engines such as Unity3D, Unreal Engine 3/UDK " "and Unreal Engine 4." msgstr "" "Tento formát sa používa najmä na výmenu animácií postáv medzi aplikáciami a " "podporujú ho aplikácie ako Cinema4D, Maya, Autodesk 3ds Max, Wings3D a " "mechanizmy ako Unity3D, Unreal Engine 3/UDK a Unreal Engine 4." #: ../../manual/addons/import_export/scene_fbx.rst:19 msgid "" "The exporter can bake mesh modifiers and animation into the FBX so the final " "result looks the same as in Blender." msgstr "" "Exportér dokáže do FBX zapracovať modifikátory povrchovej siete a animácie, " "takže konečný výsledok vyzerá rovnako ako v Blenderi." #: ../../manual/addons/import_export/scene_fbx.rst:23 msgid "" "Bones would need to get a correction to their orientation (FBX bones seems " "to be -X aligned, Blender's are Y aligned), this does not affect skinning or " "animation, but imported bones in other applications will look wrong." msgstr "" "Kosti by potrebovali korekciu svojej orientácie (zdá sa, že kosti FBX sú " "zarovnané -X, kosti Blenderu sú zarovnané Y), čo nemá vplyv na vytvorenie " "pokožky alebo animáciu, ale importované kosti v iných aplikáciách budú " "vyzerať zle." #: ../../manual/addons/import_export/scene_fbx.rst:26 msgid "" "Animations (FBX AnimStacks, Blender actions) **are not linked** to their " "object, because there is no real way to know which stack to use as 'active' " "action for a given object, mesh or bone. This may be enhanced to be smarter " "in the future, but it's not really considered urgent, so for now you'll have " "to link actions to objects manually." msgstr "" "Animácie (FBX AnimStacks, akcie Blenderu) **nie sú prepojené** s objektom, " "pretože neexistuje žiadny spôsob, ako zistiť, ktorý zásobník sa má použiť " "ako \"aktívna\" akcia pre daný objekt, povrchovú sieť alebo kosť. V " "budúcnosti to možno bude vylepšené, aby to bolo inteligentnejšie, ale " "nepovažuje sa to za naliehavé, takže zatiaľ budete musieť prepojiť akcie s " "objektmi ručne." #: ../../manual/addons/import_export/scene_fbx.rst:30 msgid "Armature instances **are not supported**." msgstr "Inštancie armatúr **nie sú podporované**." #: ../../manual/addons/import_export/scene_fbx.rst:34 msgid "" "Bones' orientation importing is complex, you may have to play a bit with " "related settings until you get the expected results." msgstr "" "Importovanie orientácie Kostí je zložité, možno sa budete musieť trochu " "pohrať so súvisiacimi nastaveniami, kým nedosiahnete očakávané výsledky." #: ../../manual/addons/import_export/scene_fbx.rst:36 msgid "" "Animation support is minimal currently, we read all curves as if they were " "'baked' ones (i.e. a set of close keyframes with linear interpolation)." msgstr "" "Podpora animácie je v súčasnosti minimálna, všetky krivky čítame, ako keby " "boli \"zapečené\" (t. j. súbor blízkych kľúčových snímok s lineárnou " "interpoláciou)." #: ../../manual/addons/import_export/scene_fbx.rst:38 msgid "" "Imported actions are linked to their related object, bone or shape key, on a " "'first one wins' basis. If you export a set of them for a single object, " "you'll have to reassign them yourself." msgstr "" "Importované akcie sú prepojené so súvisiacim objektom, kosťou alebo kľúčovým " "tvarom na základe princípu \"prvý vyhráva\". Ak ich vyexportujete sústavu " "pre jeden objekt, budete si ich musieť priradiť sami." #: ../../manual/addons/import_export/scene_fbx.rst:41 msgid "Saving Just Animations" msgstr "Ukladanie len animácií" #: ../../manual/addons/import_export/scene_fbx.rst:43 msgid "" "The FBX file format supports files that only contain takes. It is up to you " "to keep track of which animation belongs to which model. The animation that " "will be exported is the currently selected action within the Action editor. " "To reduce the file size, turn off the exporting of any parts you do not want " "and disable *All Actions*. For armature animations typically you just leave " "the armature enabled which is necessary for that type of animation. Reducing " "what is output makes the export and future import much faster. Normally each " "action will have its own name but the current or only take can be forced to " "be named \"Default Take\". Typically, this option can remain off." msgstr "" "Formát súborov FBX podporuje súbory, ktoré obsahujú iba zábery. Je na vás, " "aby ste sledovali, ktorá animácia patrí ku ktorému modelu. Animácia, ktorá " "bude exportovaná, je aktuálne vybraná akcia v rámci editora akcií. Ak chcete " "znížiť veľkosť súboru, vypnite exportovanie všetkých častí, ktoré nechcete, " "a vypnite funkciu *Všetky akcie*. V prípade animácií armatúr zvyčajne stačí " "ponechať zapnutú armatúru, ktorá je pre tento typ animácie potrebná. " "Zníženie toho, čo sa vypisuje, výrazne urýchli export a budúci import. Za " "normálnych okolností bude mať každá akcia svoj vlastný názov, ale aktuálny " "alebo jediný záber možno vynútiť, aby sa volal \"Default Take\" (Predvolený " "záber). Zvyčajne môže táto možnosť zostať vypnutá." #: ../../manual/addons/import_export/scene_fbx.rst:54 msgid "" "Blender now only supports complex node-based shading. FBX having a fixed " "pipeline-like support of materials, this add-on uses the :doc:`generic " "wrapper ` featured by Blender to " "convert between both." msgstr "" "Blender teraz podporuje iba komplexné tieňovanie založené na uzloch. FBX má " "pevnú podporu materiálov podobnú pipeline, tento doplnok používa :doc:" "`generický obaľovač `, ktorý " "Blender ponúka na konverziu medzi oboma." #: ../../manual/addons/import_export/scene_fbx.rst:68 msgid "Import Normals" msgstr "Importovať Normály" #: ../../manual/addons/import_export/scene_fbx.rst:70 msgid "Import Subdivision Surface" msgstr "Importovať Rozdelenie povrchu" #: ../../manual/addons/import_export/scene_fbx.rst:72 msgid "Import User Properties" msgstr "Importovať Užívateľské vlastnosti" #: ../../manual/addons/import_export/scene_fbx.rst:74 msgid "Import Enums as Strings" msgstr "Importovať Výpočty ako reťazce" #: ../../manual/addons/import_export/scene_fbx.rst:78 msgid "Image Search" msgstr "Vyhľadávanie obrázkov" #: ../../manual/addons/import_export/scene_fbx.rst:86 msgid "Decal Offset" msgstr "Posúvať otlačok" #: ../../manual/addons/import_export/scene_fbx.rst:88 msgid "Manual Orientation" msgstr "Manuálna orientácia" #: ../../manual/addons/import_export/scene_fbx.rst:97 #: ../../manual/addons/import_export/scene_fbx.rst:194 msgid "Apply Transform" msgstr "Použiť transformáciu" #: ../../manual/addons/import_export/scene_fbx.rst:101 msgid "Use Pre/Post Rotation" msgstr "Použiť Pred/Po rotácii" #: ../../manual/addons/import_export/scene_fbx.rst:110 msgid "Animation Offset" msgstr "Posuv animácie" #: ../../manual/addons/import_export/scene_fbx.rst:115 msgid "Ignore Leaf Bones" msgstr "Ignorovať poslednú kosť" #: ../../manual/addons/import_export/scene_fbx.rst:117 msgid "Force Connect Children" msgstr "Vynútiť pripojenie potomkov" #: ../../manual/addons/import_export/scene_fbx.rst:119 msgid "Automatic Bone Orientation" msgstr "Automatická orientácia kosti" #: ../../manual/addons/import_export/scene_fbx.rst:123 #: ../../manual/addons/import_export/scene_fbx.rst:215 msgid "Primary/Secondary Bone Axis" msgstr "Os Primárnej/Sekundárnej kosti" #: ../../manual/addons/import_export/scene_fbx.rst:143 #: ../../manual/files/import_export/obj.rst:93 msgid "Path Mode" msgstr "Režim cesty" #: ../../manual/addons/import_export/scene_fbx.rst:129 #: ../../manual/files/import_export/obj.rst:80 msgid "" "When referencing paths in exported files you may want some control as to the " "method used since absolute paths may only be correct on your own system. " "Relative paths, on the other hand, are more portable but mean that you have " "to keep your files grouped when moving about on your local file system. In " "some cases, the path doesn't matter since the target application will search " "a set of predefined paths anyway so you have the option to strip the path " "too." msgstr "" "Pri odkazovaní na cesty v exportovaných súboroch môžete chcieť mať určitú " "kontrolu nad použitou metódou, pretože absolútne cesty môžu byť správne len " "vo vašom systéme. Relatívne cesty sú na druhej strane prenosnejšie, ale " "znamenajú, že pri pohybe v miestnom súborovom systéme musíte súbory " "zoskupovať. V niektorých prípadoch na ceste nezáleží, pretože cieľová " "aplikácia bude aj tak vyhľadávať v súbore preddefinovaných ciest, takže máte " "možnosť odstrániť aj cestu." #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/editors/drivers_editor.rst:75 #: ../../manual/editors/graph_editor/introduction.rst:216 #: ../../manual/editors/preferences/navigation.rst:67 #: ../../manual/editors/preferences/save_load.rst:0 #: ../../manual/editors/properties_editor.rst:0 #: ../../manual/files/import_export/obj.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/rotation/align_euler_to_vector.rst:0 #: ../../manual/modeling/volumes/properties.rst:0 #: ../../manual/physics/fluid/type/domain/gas/viewport_display.rst:42 #: ../../manual/render/cameras.rst:0 #: ../../manual/render/cycles/material_settings.rst:0 #: ../../manual/sculpt_paint/curves_sculpting/tools/density_curves.rst:0 msgid "Auto" msgstr "Automaticky" #: ../../manual/addons/import_export/scene_fbx.rst:135 #: ../../manual/files/import_export/obj.rst:86 msgid "" "Uses relative paths for files which are in a subdirectory of the exported " "location, absolute for any directories outside that." msgstr "" "Používa relatívne cesty pre súbory, ktoré sa nachádzajú v podpriečinku " "exportovaného umiestnenia, absolútne pre všetky priečinky mimo neho." #: ../../manual/addons/import_export/scene_fbx.rst:137 #: ../../manual/files/import_export/obj.rst:88 msgid "Uses full paths." msgstr "Používa úplné cesty." #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:0 #: ../../manual/animation/shape_keys/introduction.rst:95 #: ../../manual/animation/shape_keys/shape_keys_panel.rst:94 #: ../../manual/compositing/types/distort/crop.rst:36 #: ../../manual/compositing/types/distort/scale.rst:30 #: ../../manual/compositing/types/distort/translate.rst:29 #: ../../manual/compositing/types/filter/blur_node.rst:53 #: ../../manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst:0 #: ../../manual/files/import_export/obj.rst:0 #: ../../manual/grease_pencil/modifiers/generate/length.rst:0 #: ../../manual/interface/keymap/blender_default.rst:0 #: ../../manual/modeling/geometry_nodes/curve/read/curve_handle_position.rst:23 #: ../../manual/modeling/geometry_nodes/input/scene/collection_info.rst:0 #: ../../manual/modeling/geometry_nodes/input/scene/object_info.rst:0 #: ../../manual/modeling/modifiers/generate/wireframe.rst:43 #: ../../manual/render/freestyle/render.rst:0 #: ../../manual/render/freestyle/view_layer/line_style/thickness.rst:0 msgid "Relative" msgstr "Relatívne" #: ../../manual/addons/import_export/scene_fbx.rst:138 #: ../../manual/files/import_export/obj.rst:89 msgid "" "Uses relative paths in every case (except when on a different drive on " "Windows)." msgstr "" "V každom prípade používa relatívne cesty (okrem prípadov, keď je na inom " "disku v systéme Windows)." #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/files/import_export/obj.rst:0 #: ../../manual/movie_clip/tracking/clip/toolbar/track.rst:76 msgid "Match" msgstr "Prispôsobiť" #: ../../manual/addons/import_export/scene_fbx.rst:139 #: ../../manual/files/import_export/obj.rst:90 msgid "Uses relative / absolute paths based on the paths used in Blender." msgstr "" "Používa relatívne/absolútne cesty na základe ciest používaných v Blenderi." #: ../../manual/addons/import_export/scene_fbx.rst:0 #: ../../manual/files/import_export/obj.rst:0 msgid "Strip Path" msgstr "Cesta pásu" #: ../../manual/addons/import_export/scene_fbx.rst:140 #: ../../manual/files/import_export/obj.rst:91 msgid "Only write the filename and omit the path component." msgstr "Zapíšte len názov súboru a vynechá zložku cesta." #: ../../manual/addons/import_export/scene_fbx.rst:141 #: ../../manual/files/import_export/obj.rst:92 msgid "Copy the file on exporting and reference it with a relative path." msgstr "Pri exporte skopírujte súbor a uvedie k nemu relatívnu cestu." #: ../../manual/addons/import_export/scene_fbx.rst:143 msgid "Embed Textures" msgstr "Vložiť textúry" #: ../../manual/addons/import_export/scene_fbx.rst:146 msgid "When enabled, export each group or scene to a file." msgstr "Ak je povolené, exportuje každú skupinu alebo scénu do súboru." #: ../../manual/addons/import_export/scene_fbx.rst:152 msgid "Group/Scene" msgstr "Skupina/scéna" #: ../../manual/addons/import_export/scene_fbx.rst:149 msgid "" "Choose whether to batch export groups or scenes to files. Note, when Group/" "Scene is enabled, you cannot use the animation option *Current Action* since " "it uses scene data and groups are not attached to any scenes. Also note, " "when Group/Scene is enabled you must include the armature objects in the " "group for animated actions to work." msgstr "" "Vyberte, či chcete do súborov hromadne exportovať skupiny alebo scény. " "Upozorňujeme, že keď je povolené Skupina/Scéna, nemôžete použiť možnosť " "animácie *Aktuálna akcia*, pretože používa údaje o scéne a skupiny nie sú " "pripojené k žiadnym scénam. Taktiež si všimnite, že keď je povolené Skupina/" "Scéna, musíte do skupiny zahrnúť objekty armatúry, aby animované akcie " "fungovali." #: ../../manual/addons/import_export/scene_fbx.rst:159 msgid "Batch Own Directory" msgstr "Dávka Vlastný priečinok" #: ../../manual/addons/import_export/scene_fbx.rst:155 msgid "" "When enabled, each file is exported into its own directory, this is useful " "when using the *Copy Images* option. So each directory contains one model " "with all the images it uses. Note, this requires a full Python installation. " "If you do not have a full Python installation, this button will not be shown." msgstr "" "Ak je povolené, každý súbor sa exportuje do vlastného adresára, čo je " "užitočné pri použití možnosti *Kopírovať obrázky*. Každý priečinok teda " "obsahuje jeden model so všetkými obrázkami, ktoré používa. Upozorňujeme, že " "si to vyžaduje úplnú inštaláciu Pythonu. Ak nemáte úplnú inštaláciu Pythonu, " "toto tlačidlo sa nezobrazí." #: ../../manual/addons/import_export/scene_fbx.rst:165 #: ../../manual/addons/import_export/scene_gltf2.rst:821 #: ../../manual/files/import_export/alembic.rst:107 msgid "Selected Objects" msgstr "Vybrané objekty" #: ../../manual/addons/import_export/scene_fbx.rst:165 msgid "" "Only export the selected objects. Otherwise export all objects in the scene. " "Note, this does not apply when batch exporting." msgstr "" "Exportujte iba vybrané objekty. V opačnom prípade exportuje všetky objekty " "na scéne. Pozor, toto neplatí pri dávkovom exporte." #: ../../manual/addons/import_export/scene_fbx.rst:167 #: ../../manual/addons/import_export/scene_gltf2.rst:827 #: ../../manual/files/linked_libraries/link_append.rst:46 #: ../../manual/files/linked_libraries/link_append.rst:91 msgid "Active Collection" msgstr "Aktívna kolekcia" #: ../../manual/addons/import_export/scene_fbx.rst:169 #: ../../manual/scene_layout/object/types.rst:5 msgid "Object Types" msgstr "Typy objektov" #: ../../manual/addons/import_export/scene_fbx.rst:170 msgid "Enable/Disable exporting of respective object types." msgstr "Povolí/zakáže export príslušných typov objektov." #: ../../manual/addons/import_export/scene_fbx.rst:173 #: ../../manual/addons/import_export/scene_gltf2.rst:599 #: ../../manual/addons/import_export/scene_gltf2.rst:834 #: ../../manual/animation/actions.rst:112 #: ../../manual/animation/armatures/bones/properties/custom_properties.rst:4 #: ../../manual/animation/armatures/properties/introduction.rst:44 #: ../../manual/editors/dope_sheet/introduction.rst:287 #: ../../manual/files/data_blocks.rst:347 #: ../../manual/files/import_export/alembic.rst:104 #: ../../manual/modeling/point_cloud.rst:94 #: ../../manual/scene_layout/collections/collections.rst:102 msgid "Custom Properties" msgstr "Užívateľské vlastnosti" #: ../../manual/addons/import_export/scene_fbx.rst:179 msgid "" "Scale the exported data by this value. 10 is the default because this fits " "best with the scale most applications import FBX to." msgstr "" "Mení mierku exportovaných údajov podľa tejto hodnoty. 10 je predvolená " "hodnota, pretože najlepšie zodpovedá mierke, v ktorej väčšina aplikácií " "importuje FBX." #: ../../manual/addons/import_export/scene_fbx.rst:181 msgid "Apply Scaling" msgstr "Použiť zmenu mierky" #: ../../manual/addons/import_export/scene_fbx.rst:184 #: ../../manual/addons/import_export/scene_x3d.rst:28 msgid "" "Since many applications use a different axis for 'Up', these are axis " "conversions for Forward and Up axes -- By mapping these to different axes " "you can convert rotations between applications default up and forward axes." msgstr "" "Keďže mnohé aplikácie používajú pre os \"Hore\" inú os, ide o konverzie osí " "pre osi Dopredu a Hore - ich priradením rôzne osi môžete v aplikáciách " "konvertovať rotácie medzi predvolenými osami dopredu a hore." #: ../../manual/addons/import_export/scene_fbx.rst:190 msgid "Apply Unit" msgstr "Použiť jednotky" #: ../../manual/addons/import_export/scene_fbx.rst:199 #: ../../manual/glossary/index.rst:820 #: ../../manual/modeling/meshes/editing/vertex/smooth_vertices.rst:17 #: ../../manual/modeling/modifiers/deform/corrective_smooth.rst:21 msgid "Smoothing" msgstr "Vyhladenie" #: ../../manual/addons/import_export/scene_fbx.rst:201 msgid "Export Subdivision Surface" msgstr "Exportovať delený povrch" #: ../../manual/addons/import_export/scene_fbx.rst:206 #: ../../manual/addons/import_export/scene_gltf2.rst:865 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:326 msgid "Loose Edges" msgstr "Voľné hrany" #: ../../manual/addons/import_export/scene_fbx.rst:210 msgid "Tangent Space" msgstr "Priestor dotyčnice" #: ../../manual/addons/import_export/scene_fbx.rst:213 #: ../../manual/animation/armatures/index.rst:8 msgid "Armatures" msgstr "Armatúry" #: ../../manual/addons/import_export/scene_fbx.rst:217 msgid "Armature FBXNode Type" msgstr "Typ armatúry uzla FBX" #: ../../manual/addons/import_export/scene_fbx.rst:219 msgid "Only Deform Bones" msgstr "Len deformované kosti" #: ../../manual/addons/import_export/scene_fbx.rst:223 msgid "Add Leaf Bones" msgstr "Pridať posledné kosti" #: ../../manual/addons/import_export/scene_fbx.rst:226 msgid "Bake Animation" msgstr "Zapiecť animáciu" #: ../../manual/addons/import_export/scene_fbx.rst:230 msgid "Key All Bones" msgstr "Kľúč všetkých kostí" #: ../../manual/addons/import_export/scene_fbx.rst:232 msgid "NLA Strips" msgstr "NLA pásy" #: ../../manual/addons/import_export/scene_fbx.rst:236 msgid "All Actions" msgstr "Všetky akcie" #: ../../manual/addons/import_export/scene_fbx.rst:235 msgid "" "Export all actions compatible with the selected armatures start/end times " "which are derived from the keyframe range of each action. When disabled only " "the currently assigned action is exported." msgstr "" "Export všetkých akcií kompatibilných s vybranými časmi začiatku/konca " "armatúry, ktoré sú odvodené z rozsahu kľúčových snímok každej akcie. Ak je " "vypnuté, exportuje sa len aktuálne priradená akcia." #: ../../manual/addons/import_export/scene_fbx.rst:238 msgid "Force Start/End Keying" msgstr "Vynúti spustenie alebo ukončenie kľúčovania" #: ../../manual/addons/import_export/scene_fbx.rst:240 #: ../../manual/addons/import_export/scene_gltf2.rst:983 msgid "Sampling Rate" msgstr "Snímková frekvencia" #: ../../manual/addons/import_export/scene_fbx.rst:244 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:130 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:78 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:49 #: ../../manual/render/cycles/render_settings/simplify.rst:4 #: ../../manual/sculpt_paint/sculpting/tools/simplify.rst:4 msgid "Simplify" msgstr "Zjednodušiť" #: ../../manual/addons/import_export/scene_fbx.rst:247 #: ../../manual/files/import_export/obj.rst:127 #: ../../manual/troubleshooting/gpu/windows/intel.rst:23 #: ../../manual/troubleshooting/index.rst:19 msgid "Compatibility" msgstr "Kompatibilita" #: ../../manual/addons/import_export/scene_fbx.rst:252 msgid "" "Note that the importer is a new addition and lacks many features the " "exporter supports." msgstr "" "Všimnite si, že importér je nový prídavok a nemá mnoho funkcií, ktoré " "podporuje exportér." #: ../../manual/addons/import_export/scene_fbx.rst:254 msgid "binary FBX files only." msgstr "iba binárne súbory FBX." #: ../../manual/addons/import_export/scene_fbx.rst:255 msgid "Version 7.1 or newer." msgstr "Verzia 7.1 alebo novšia." #: ../../manual/addons/import_export/scene_fbx.rst:259 #: ../../manual/addons/import_export/scene_fbx.rst:271 msgid "Missing" msgstr "Chýbajúce" #: ../../manual/addons/import_export/scene_fbx.rst:261 msgid "Mesh: shape keys." msgstr "Povrchová sieť: kľúčové tvary." #: ../../manual/addons/import_export/scene_fbx.rst:267 #: ../../manual/files/import_export/obj.rst:129 msgid "" "NURBS surfaces, text3D and metaballs are converted to meshes at export time." msgstr "" "Povrchy NURBS, text3D a meta gule sa pri exporte konvertujú na povrchové " "siete." #: ../../manual/addons/import_export/scene_fbx.rst:273 msgid "" "Some of the following features are missing because they are not supported by " "the FBX format, others may be added later." msgstr "" "Niektoré z nasledujúcich funkcií chýbajú, pretože ich formát FBX " "nepodporuje, iné môžu byť pridané neskôr." #: ../../manual/addons/import_export/scene_fbx.rst:276 msgid "" "Object instancing -- exported objects do not share data, instanced objects " "will each be written with their own data." msgstr "" "Vytváranie inštancií objektov -- exportované objekty nezdieľajú údaje, " "vytvorené inštancie objektov budú zapísané každý s vlastnými údajmi." #: ../../manual/addons/import_export/scene_fbx.rst:278 msgid "Material textures" msgstr "Textúry materiálov" #: ../../manual/addons/import_export/scene_fbx.rst:279 msgid "" "Vertex shape keys -- FBX supports them but this exporter does not write them " "yet." msgstr "" "Vrcholy kľúčových tvarov -- FBX ich podporuje, ale tento exportér ich zatiaľ " "nezapisuje." #: ../../manual/addons/import_export/scene_fbx.rst:280 msgid "" "Animated fluid simulation -- FBX does not support this kind of animation. " "You can however use the OBJ exporter to write a sequence of files." msgstr "" "Animovaná simulácia kvapalín -- FBX nepodporuje tento druh animácie. Môžete " "však použiť exportér OBJ na zápis sekvencie súborov." #: ../../manual/addons/import_export/scene_fbx.rst:282 msgid "" "Constraints -- The result of using constraints is exported as a keyframe " "animation however the constraints themselves are not saved in the FBX." msgstr "" "Vynútenia -- Výsledok použitia vynútení sa exportuje ako animácia kľúčových " "snímok, samotné vynútenia sa však do FBX neukladajú." #: ../../manual/addons/import_export/scene_fbx.rst:284 msgid "" "Instanced objects -- At the moment instanced objects are only written in " "static scenes (when animation is disabled)." msgstr "" "Vytvorené inštancie objektov -- V súčasnosti sa vytvorené inštancie objektov " "zapisujú len v statických scénach (keď je zakázaná animácia)." #: ../../manual/addons/import_export/scene_gltf2.rst:4 msgid "glTF 2.0" msgstr "" ":abbr:`glTF (GL Transmission Format - Grafická knižnica Prenosový formát)` " "2.0" #: ../../manual/addons/import_export/scene_gltf2.rst:9 msgid ":menuselection:`File --> Import/Export --> glTF 2.0 (.glb, .gltf)`" msgstr ":menuselection:`Súbor --> Import/Export --> glTF 2.0 (.glb, .gltf)`" #: ../../manual/addons/import_export/scene_gltf2.rst:15 msgid "" "glTF™ (GL Transmission Format) is used for transmission and loading of 3D " "models in web and native applications. glTF reduces the size of 3D models " "and the runtime processing needed to unpack and render those models. This " "format is commonly used on the web, and has support in various 3D engines " "such as Unity3D, Unreal Engine 4, and Godot." msgstr "" "glTF™ sa používa na prenos a načítanie 3D modelov vo webových a natívnych " "aplikáciách. glTF znižuje veľkosť 3D modelov a spracovanie počas behu " "potrebné na rozbalenie a prekreslenie týchto modelov. Tento formát sa bežne " "používa na webe a má podporu v rôznych 3D mechanizmoch, ako sú Unity3D, " "Unreal Engine 4 a Godot." #: ../../manual/addons/import_export/scene_gltf2.rst:21 msgid "This importer/exporter supports the following glTF 2.0 features:" msgstr "Tento importér/exportér podporuje nasledujúce funkcie glTF 2.0:" #: ../../manual/addons/import_export/scene_gltf2.rst:23 #: ../../manual/addons/import_export/scene_gltf2.rst:34 #: ../../manual/files/import_export/usd.rst:206 #: ../../manual/files/import_export/usd.rst:288 #: ../../manual/modeling/introduction.rst:29 #: ../../manual/modeling/meshes/index.rst:6 #: ../../manual/modeling/meshes/properties/object_data.rst:8 #: ../../manual/scene_layout/object/introduction.rst:0 msgid "Meshes" msgstr "Povrchové siete" #: ../../manual/addons/import_export/scene_gltf2.rst:24 msgid "Materials (Principled BSDF) and Shadeless (Unlit)" msgstr "Materiály (Principiálne BSDF) a Beztieňové (neosvetlené)" #: ../../manual/addons/import_export/scene_gltf2.rst:26 #: ../../manual/addons/import_export/scene_gltf2.rst:836 #: ../../manual/files/import_export/usd.rst:202 #: ../../manual/files/import_export/usd.rst:275 #: ../../manual/render/cameras.rst:6 #: ../../manual/render/cycles/object_settings/cameras.rst:4 #: ../../manual/render/eevee/limitations.rst:13 #: ../../manual/render/output/properties/stereoscopy/usage.rst:243 #: ../../manual/scene_layout/object/introduction.rst:0 msgid "Cameras" msgstr "Kamery" #: ../../manual/addons/import_export/scene_gltf2.rst:27 msgid "Punctual lights (point, spot, and directional)" msgstr "Presné svetlá (bodové, smerové a plošné)" #: ../../manual/addons/import_export/scene_gltf2.rst:28 msgid "Extensions (listed below)" msgstr "Rozšírenia (uvedené nižšie)" #: ../../manual/addons/import_export/scene_gltf2.rst:29 msgid "Extras (custom properties)" msgstr "Doplnky (užívateľské vlastnosti)" #: ../../manual/addons/import_export/scene_gltf2.rst:30 msgid "Animation (keyframe, shape key, and skinning)" msgstr "Animácia (kľúčová snímka, kľúčový tvar a vytváranie pokožky)" #: ../../manual/addons/import_export/scene_gltf2.rst:36 msgid "" "glTF's internal structure mimics the memory buffers commonly used by " "graphics chips when rendering in real-time, such that assets can be " "delivered to desktop, web, or mobile clients and be promptly displayed with " "minimal processing. As a result, quads and n-gons are automatically " "converted to triangles when exporting to glTF. Discontinuous UVs and flat-" "shaded edges may result in moderately higher vertex counts in glTF compared " "to Blender, as such vertices are separated for export. Likewise, curves and " "other non-mesh data are not preserved, and must be converted to meshes prior " "to export." msgstr "" "Vnútorná štruktúra glTF napodobňuje pamäťové zásobníky, ktoré sa bežne " "používajú v grafických čipoch pri prekresľovaní v reálnom čase, takže aktíva " "sa môžu doručiť na počítač, web alebo mobilné zariadenia a okamžite sa " "zobraziť s minimálnym spracovaním. Výsledkom je, že štvorce a mnohouholníky " "sa pri exporte do glTF automaticky konvertujú na trojuholníky. Nespojité UV " "a hrany s plochým tieňovaním môžu mať za následok mierne vyšší počet " "vrcholov v glTF v porovnaní s Blenderom, pretože takéto vrcholy sú pri " "exporte oddelené. Podobne sa nezachovávajú ani krivky a iné údaje, ktoré nie " "sú povrchovými sieťami, a pred exportom sa musia previesť na povrchové siete." #: ../../manual/addons/import_export/scene_gltf2.rst:47 #: ../../manual/addons/import_export/scene_gltf2.rst:874 #: ../../manual/addons/materials/index.rst:4 #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/files/import_export/usd.rst:84 #: ../../manual/files/import_export/usd.rst:92 #: ../../manual/files/import_export/usd.rst:165 #: ../../manual/files/import_export/usd.rst:205 #: ../../manual/files/import_export/usd.rst:244 #: ../../manual/files/import_export/usd.rst:285 #: ../../manual/files/import_export/usd.rst:340 #: ../../manual/grease_pencil/materials/index.rst:5 #: ../../manual/modeling/geometry_nodes/geometry/join_geometry.rst:20 #: ../../manual/modeling/modifiers/generate/solidify.rst:154 #: ../../manual/physics/fluid/material.rst:4 #: ../../manual/render/eevee/limitations.rst:147 #: ../../manual/render/eevee/materials/index.rst:4 #: ../../manual/render/materials/index.rst:6 #: ../../manual/scene_layout/object/editing/relations/make_single_user.rst:0 msgid "Materials" msgstr "Materiály" #: ../../manual/addons/import_export/scene_gltf2.rst:49 msgid "" "The core material system in glTF supports a metal/rough :abbr:`PBR " "(Physically Based Rendering)` workflow with the following channels of " "information:" msgstr "" "Základný materiálový systém v glTF podporuje Kovový/Zdrsnený :abbr:`PBR " "(Physically Based Rendering - Fyzikálne založené prekreslenie)` pracovný " "postup s nasledujúcimi informačnými kanálmi:" #: ../../manual/addons/import_export/scene_gltf2.rst:52 #: ../../manual/addons/import_export/scene_gltf2.rst:98 #: ../../manual/grease_pencil/materials/properties.rst:48 #: ../../manual/grease_pencil/materials/properties.rst:54 #: ../../manual/grease_pencil/materials/properties.rst:138 #: ../../manual/grease_pencil/materials/properties.rst:151 #: ../../manual/grease_pencil/materials/properties.rst:179 #: ../../manual/render/freestyle/view_layer/line_style/color.rst:18 #: ../../manual/render/shader_nodes/shader/principled.rst:33 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:28 msgid "Base Color" msgstr "Základná farba" #: ../../manual/addons/import_export/scene_gltf2.rst:55 #: ../../manual/addons/import_export/scene_gltf2.rst:143 msgid "Baked Ambient Occlusion" msgstr "Zapečené pohlcovanie okolím" #: ../../manual/addons/import_export/scene_gltf2.rst:56 msgid "Normal Map (tangent space, +Y up)" msgstr "Normálová mapa (priestor dotyčnice, +Y nahor)" #: ../../manual/addons/import_export/scene_gltf2.rst:57 #: ../../manual/addons/import_export/scene_gltf2.rst:214 msgid "Emissive" msgstr "Emisný" #: ../../manual/addons/import_export/scene_gltf2.rst:59 msgid "" "Some additional material properties or types of materials can be expressed " "using glTF extensions. The complete list can be found in _Extensions_ part " "of this documentation." msgstr "" "Niektoré ďalšie vlastnosti materiálov alebo typy materiálov možno vyjadriť " "použitím rozšírení glTF. Kompletný zoznam nájdete v časti _Rozšírenia_ tejto " "dokumentácie." #: ../../manual/addons/import_export/scene_gltf2.rst:64 msgid "" "An example of the various image maps available in the glTF 2.0 core format. " "This is the `water bottle sample model `__ shown alongside slices of its " "various image maps." msgstr "" "Príklad rôznych obrazových máp dostupných v základnom formáte glTF 2.0. Toto " "je `vzorka modelu vodnej fľaše `__ zobrazená spolu s rezmi jej rôznych " "obrazových máp." #: ../../manual/addons/import_export/scene_gltf2.rst:70 msgid "Imported Materials" msgstr "Importované materiály" #: ../../manual/addons/import_export/scene_gltf2.rst:72 msgid "" "The glTF material system is different from Blender's own materials. When a " "glTF file is imported, the add-on will construct a set of Blender nodes to " "replicate each glTF material as closely as possible." msgstr "" "Materiálový systém glTF sa líši od vlastných materiálov programu Blender. " "Keď sa importuje súbor glTF, doplnok vytvorí sadu uzlov programu Blender, " "aby čo najpresnejšie kopíroval každý materiál glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:75 msgid "" "The importer supports Metal/Rough PBR (core glTF), Spec/Gloss PBR " "(``KHR_materials_pbrSpecularGlossiness``) and some extension materials. The " "complete list can be found in _Extensions_ part of this documentation." msgstr "" "Importér podporuje Kovový/Zdrsnený PBR (jadro glTF), Odrazový/Lesklý PBR " "(``KHR_materials_pbrSpecularGlossiness``) a niektoré rozširujúce materiály. " "Kompletný zoznam nájdete v časti _Rozšírenia_ tejto dokumentácie." #: ../../manual/addons/import_export/scene_gltf2.rst:80 msgid "" "Examining the result of the material import process is a good way to see " "examples of the types of material nodes and settings that can be exported to " "glTF." msgstr "" "Preskúmanie výsledku procesu importu materiálu je dobrým spôsobom, ako " "vidieť príklady typov uzlov a nastavení materiálu, ktoré možno exportovať do " "glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:85 msgid "Exported Materials" msgstr "Exportované materiály" #: ../../manual/addons/import_export/scene_gltf2.rst:87 msgid "" "The exporter supports Metal/Rough PBR (core glTF) and Shadeless " "(``KHR_materials_unlit``) materials. It will construct a glTF material based " "on the nodes it recognizes in the Blender material. The material export " "process handles the settings described below." msgstr "" "Exportér podporuje materiály Kovový/Zdrsnený PBR (jadro glTF) a Beztieňový " "(``KHR_materials_unlit``). Vytvorí materiál glTF na základe uzlov, ktoré " "rozpozná v materiáli Blenderu. Proces exportu materiálu spracúva nastavenia " "opísané nižšie." #: ../../manual/addons/import_export/scene_gltf2.rst:93 msgid "" "When image textures are used by materials, glTF requires that images be in " "PNG or JPEG format. The add-on will automatically convert images from other " "formats, increasing export time." msgstr "" "Ak sa v materiáloch používajú textúry obrázkov, glTF vyžaduje, aby boli " "obrázky vo formáte PNG alebo JPEG. Doplnok automaticky konvertuje obrázky z " "iných formátov, čím sa predĺži čas exportu." #: ../../manual/addons/import_export/scene_gltf2.rst:100 msgid "" "The glTF base color is determined by looking for a Base Color input on a " "Principled BSDF node. If the input is unconnected, the input's default color " "(the color field next to the unconnected socket) is used as the Base Color " "for the glTF material." msgstr "" "Základná farba glTF sa určí vyhľadaním vstupu Základná farba v uzle " "Principiálne BSDF. Ak vstup nie je pripojený, ako Základná farba pre " "materiál glTF sa použije predvolená farba vstupu (pole farby vedľa " "nepripojeného zásuvného modulu)." #: ../../manual/addons/import_export/scene_gltf2.rst:106 msgid "A solid base color can be specified directly on the node." msgstr "Plnú základnú farbu možno zadať priamo na uzle." #: ../../manual/addons/import_export/scene_gltf2.rst:108 msgid "" "If an Image Texture node is found to be connected to the Base Color input, " "that image will be used as the glTF base color." msgstr "" "Ak sa zistí, že uzol Obrázok textúry je pripojený k vstupu Základná farba, " "tento obrázok sa použije ako základná farba glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:113 msgid "An image is used as the glTF base color." msgstr "Ako základná farba glTF sa používa obrázok." #: ../../manual/addons/import_export/scene_gltf2.rst:117 msgid "Metallic and Roughness" msgstr "Metalické a Zdrsnené" #: ../../manual/addons/import_export/scene_gltf2.rst:119 msgid "" "These values are read from the Principled BSDF node. If both of these inputs " "are unconnected, the node will display sliders to control their respective " "values between 0.0 and 1.0, and these values will be copied into the glTF." msgstr "" "Tieto hodnoty sa načítajú z uzla Principiálne BSDF. Ak sú oba tieto vstupy " "nepripojené, uzol zobrazí posúvače na ovládanie ich príslušných hodnôt v " "rozsahu od 0,0 do 1,0 a tieto hodnoty sa skopírujú do glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:123 msgid "" "When using an image, glTF expects the metallic values to be encoded in the " "blue (``B``) channel, and roughness to be encoded in the green (``G``) " "channel of the same image. If images are connected to the Blender node in a " "manner that does not follow this convention, the add-on may attempt to adapt " "the image to the correct form during exporting (with an increased export " "time)." msgstr "" "Pri použití obrázka glTF očakáva, že metalické hodnoty budú zakódované v " "modrom (``B``) kanáli a zdrsnenie bude zakódovaná v zelenom (``G``) kanáli " "toho istého obrázka. Ak sú obrázky pripojené k uzlu Blenderu spôsobom, ktorý " "nedodržiava túto konvenciu, doplnok sa môže počas exportu pokúsiť " "prispôsobiť obrázok správnej forme (s predĺženým časom exportu)." #: ../../manual/addons/import_export/scene_gltf2.rst:128 msgid "" "In the Blender node tree, it is recommended to use a Separate RGB node to " "separate the channels from an Image Texture node, and connect the green " "(``G``) channel to Roughness, and blue (``B``) to Metallic. The glTF " "exporter will recognize this arrangement as matching the glTF standard, and " "that will allow it to simply copy the image texture into the glTF file " "during export." msgstr "" "V strome uzlov Blenderu sa odporúča použiť uzol Oddeliť RGB na oddelenie " "kanálov od uzla Obrázok textúry a pripojiť zelený (``G``) kanál k uzlu " "Zdrsnený a modrý (``B``) ku uzlu Kovový. Exportér glTF rozpozná toto " "usporiadanie ako zodpovedajúce štandardu glTF, a to mu umožní jednoducho " "skopírovať textúru obrazu do súboru glTF počas exportu." #: ../../manual/addons/import_export/scene_gltf2.rst:134 msgid "" "The Image Texture node for this should have its *Color Space* set to Non-" "Color." msgstr "" "Uzol Obrázok textúry by mal mať nastavený *Farebný priestor* na možnosť " "Bezfarebný." #: ../../manual/addons/import_export/scene_gltf2.rst:138 msgid "" "A metallic/roughness image connected in a manner consistent with the glTF " "standard, allowing it to be used verbatim inside an exported glTF file." msgstr "" "Kovový/Zdrsnený obrázok pripojený spôsobom, ktorý je v súlade so štandardom " "glTF, čo umožňuje jeho doslovné použitie v exportovanom súbore glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:145 msgid "" "glTF is capable of storing a baked ambient occlusion map. Currently there is " "no arrangement of nodes that causes Blender to use such a map in exactly the " "same way as intended in glTF. However, if the exporter finds a custom node " "group by the name of ``glTF Material Output``, and finds an input named " "``Occlusion`` on that node group, it will look for an Image Texture attached " "there to use as the occlusion map in glTF. The effect need not be shown in " "Blender, as Blender has other ways of showing ambient occlusion, but this " "method will allow the exporter to write an occlusion image to the glTF. This " "can be useful to real-time glTF viewers, particularly on platforms where " "there may not be spare power for computing such things at render time." msgstr "" "glTF je schopný uložiť zapečenú mapu pohltenia okolím. V súčasnosti " "neexistuje žiadne usporiadanie uzlov, ktoré by spôsobilo, že Blender používa " "takúto mapu presne rovnakým spôsobom, ako je zamýšľané v glTF. Ak však " "exportér nájde vlastnú skupinu uzlov pod názvom \"glTF materiál výstupu\" a " "nájde vstup s názvom ''Pohltenie'' v tejto skupine uzlov, vyhľadá tam " "pripojenú textúru obrazu, ktorá by sa použila ako mapa pohltenia v glTF. " "Efekt nemusí byť zobrazený v Blenderi, pretože Blender má iné spôsoby, ako " "ukázať pohlcovanie okolím, ale táto metóda umožní exportéru napísať obrázok " "pohltenie do glTF. To môže byť užitočné pre divákov glTF v reálnom čase, " "najmä na platformách, kde nemusí byť k dispozícii úsporný výkon na výpočet " "takýchto vecí v čase prekreslenia." #: ../../manual/addons/import_export/scene_gltf2.rst:158 msgid "" "A pre-baked ambient occlusion map, connected to a node that doesn't render " "but will export to glTF." msgstr "" "Predbežne zapečená mapa pohlcovania okolím pripojená k uzlu, ktorý sa " "neprekresľuje, ale exportuje sa do glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:162 msgid "" "The easiest way to create the custom node group is to import an existing " "glTF model that contains an occlusion map, such as the `water bottle " "`__ or another existing model. A manually created custom node " "group can also be used." msgstr "" "Najjednoduchší spôsob vytvorenia vlastnej skupiny uzlov je importovať " "existujúci model glTF, ktorý obsahuje mapu pohlcovania, napríklad `fľašu na " "vodu `__ alebo iný existujúci model. Možno použiť aj ručne vytvorenú " "vlastnú skupinu uzlov." #: ../../manual/addons/import_export/scene_gltf2.rst:167 msgid "" "glTF stores occlusion in the red (``R``) channel, allowing it to optionally " "share the same image with the roughness and metallic channels." msgstr "" "glTF ukladá pohlcovanie v červenom (``R``) kanáli, čo umožňuje voliteľne " "zdieľať rovnaký obraz s kanálmi zdrsnenia a metalickosti." #: ../../manual/addons/import_export/scene_gltf2.rst:172 msgid "" "This combination of nodes mimics the way glTF packs occlusion, roughness, " "and metallic values into a single image." msgstr "" "Táto kombinácia uzlov napodobňuje spôsob, akým glTF spája hodnoty " "pohlcovania, zdrsnenia a metalickosti do jedného obrazu." #: ../../manual/addons/import_export/scene_gltf2.rst:177 msgid "" "The Cycles render engine has a Bake panel that can be used to bake ambient " "occlusion maps. The resulting image can be saved and connected directly to " "the ``glTF Material Output`` node." msgstr "" "Prekresľovací mechanizmus Cykly má panel Zapiecť, ktorý sa dá použiť na " "prekresľovanie máp pohlcovania okolím. Výsledný obraz možno uložiť a " "pripojiť priamo k uzlu ``Materiál výstupu glTF``." #: ../../manual/addons/import_export/scene_gltf2.rst:185 msgid "" "To use a normal map in glTF, connect an Image Texture node's color output to " "a Normal Map node's color input, and then connect the Normal Map normal " "output to the Principled BSDF node's normal input. The Image Texture node " "for this should have its *Color Space* property set to Non-Color." msgstr "" "Ak chcete použiť mapovanie normálu v glTF, pripojte farebný výstup uzla " "Obrázok textúry k farebnému vstupu uzla Mapovanie normálu a potom pripojte " "normálový výstup uzla Mapovanie normálu k normálovému vstupu uzla " "Principiálne BSDF. Uzol Obrázok textúry by mal mať na tento účel nastavenú " "vlastnosť *Farebný priestor* na hodnotu Bezfarebný." #: ../../manual/addons/import_export/scene_gltf2.rst:190 msgid "" "The Normal Map node must remain on its default property of Tangent Space as " "this is the only type of normal map currently supported by glTF. The " "strength of the normal map can be adjusted on this node. The exporter is not " "exporting these nodes directly, but will use them to locate the correct " "image and will copy the strength setting into the glTF." msgstr "" "Uzol Mapovanie normálu mapa musí zostať na svojej predvolenej vlastnosti " "Priestor dotyčnice, pretože je to jediný typ mapovania normálu, ktorý glTF v " "súčasnosti podporuje. Silu mapovania normálu možno v tomto uzle upraviť. " "Exportér neexportuje tieto uzly priamo, ale použije ich na vyhľadanie " "správneho obrazu a skopíruje nastavenie sily do glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:198 msgid "" "A normal map image connected such that the exporter will find it and copy it " "to the glTF file." msgstr "" "Obrázok mapovania normálu pripojený tak, aby ho exportér našiel a skopíroval " "do súboru glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:203 msgid "" "The Cycles render engine has a Bake panel that can be used to bake tangent-" "space normal maps from almost any other arrangement of normal vector nodes. " "Switch the Bake type to Normal. Keep the default space settings (space: " "Tangent, R: +X, G: +Y, B: +Z) when using this bake panel for glTF. The " "resulting baked image can be saved and plugged into to a new material using " "the Normal Map node as described above, allowing it to export correctly." msgstr "" "Prekresľovací mechanizmus Cykly má panel Zapiecť, ktorý možno použiť na " "prekresľovanie mapovania normálov v priestore dotyčnice z takmer akéhokoľvek " "iného usporiadania uzlov normálových vektorov. Prepnite typ Zapiecť na " "Normál. Pri použití tohto panela Zapiecť pre glTF zachovajte predvolené " "nastavenia priestoru (priestor: Dotyčnica, R: +X, G: +Y, B: +Z). Výsledný " "zapečený obrázok môžete uložiť a zapojiť do nového materiálu použitím uzla " "Mapovanie normálu, ako je opísané vyššie, čo umožní jeho správny export." #: ../../manual/addons/import_export/scene_gltf2.rst:210 msgid "See: :doc:`Cycles Render Baking `" msgstr "" "Pozrite si časť Cykly: :doc:`Zapečenia prekreslenia `" #: ../../manual/addons/import_export/scene_gltf2.rst:216 msgid "" "An Image Texture node can be connected to the Emission input on the " "Principled BSDF node to include an emissive map with the glTF material. " "Alternatively, the Image Texture node can be connected to an Emission shader " "node, and optionally combined with properties from a Principled BSDF node by " "way of an Add Shader node." msgstr "" "Uzol Obrázok textúry možno pripojiť k vstupu Emisie na uzle Principiálne " "BSDF a zahrnúť tak mapu vyžarovania s materiálom glTF. Alternatívne môže byť " "uzol Obrázok textúry pripojený k uzlu Emisie a voliteľne kombinovaný s " "vlastnosťami z uzla Principiálne BSDF prostredníctvom uzla Pridať tieňovač." #: ../../manual/addons/import_export/scene_gltf2.rst:221 msgid "" "If the emissive map is alone in the material, it is best to set the Base " "Color default to black, and the Roughness default to 1.0. This minimizes the " "influence of the other channels if they are not needed." msgstr "" "Ak je mapa vyžarovania v materiáli sama, je najlepšie nastaviť predvolenú " "hodnotu Základná farba na čiernu a predvolenú hodnotu Zdrsnenie na 1,0. Tým " "sa minimalizuje vplyv ostatných kanálov, ak nie sú potrebné." #: ../../manual/addons/import_export/scene_gltf2.rst:227 msgid "" "This arrangement is supported for backwards compatibility. It is simpler to " "use the Principled BSDF node directly." msgstr "" "Toto usporiadanie je podporované kvôli spätnej kompatibilite. Jednoduchšie " "je použiť priamo uzol Principiálne BSDF." #: ../../manual/addons/import_export/scene_gltf2.rst:230 msgid "" "If any component of emissiveFactor is > 1.0, " "``KHR_materials_emissive_strength`` extension will be used." msgstr "" "Ak je niektorá zložka emisného faktora (emissiveFactor) > 1.0, použije sa " "rozšírenie ``KHR_materials_emissive_strength``." #: ../../manual/addons/import_export/scene_gltf2.rst:234 #: ../../manual/render/shader_nodes/shader/principled.rst:99 msgid "Clearcoat" msgstr "Bezfarebný lak" #: ../../manual/addons/import_export/scene_gltf2.rst:236 msgid "" "When the *Clearcoat* input on the Principled BSDF node has a nonzero default " "value or Image Texture node connected, the ``KHR_materials_clearcoat`` glTF " "extension will be included in the export. This extension will also include a " "value or Image Texture from the *Clearcoat Roughness* input if available." msgstr "" "Ak má vstup *Bezfarebný lak* v uzle Principiálne BSDF nenulovú predvolenú " "hodnotu alebo pripojený uzol Obrázok textúry, do exportu sa zahrnie glTF " "rozšírenie ``KHR_materials_clearcoat``. Toto rozšírenie bude zahŕňať aj " "hodnotu alebo Obrázok textúry zo vstupu *Zdrsnenie bezfarebného laku*, ak je " "k dostupné." #: ../../manual/addons/import_export/scene_gltf2.rst:241 msgid "" "If Image Textures are used, glTF requires that the clearcoat values be " "written to the red (``R``) channel, and *Clearcoat Roughness* to the green " "(``G``) channel. If monochrome images are connected, the exporter will remap " "them to these color channels." msgstr "" "Ak sa používajú textúry obrázkov, glTF vyžaduje, aby sa hodnoty bezfarebného " "laku zapísali do červeného (``R``) kanála a *Zdrsnenie bezfarebného laku* do " "zeleného (``G``) kanála. Ak sú pripojené monochromatické obrázky, exportér " "ich premapuje na tieto farebné kanály." #: ../../manual/addons/import_export/scene_gltf2.rst:245 msgid "" "The *Clearcoat Normal* input accepts the same kinds of inputs as the base " "Normal input, specifically a tangent-space normal map with +Y up, and a user-" "defined strength. This input can reuse the same normal map that the base " "material is using, or can be assigned its own normal map, or can be left " "disconnected for a smooth coating." msgstr "" "Vstup *Normál bezfarebného laku* prijíma rovnaké druhy vstupov ako základný " "vstup Normál, konkrétne mapovanie normálov v priestore dotyčnice s +Y nahor " "a užívateľom definovanej sily. Tento vstup môže opätovne použiť rovnaké " "mapovanie normálov, akú používa základný materiál, alebo mu môže byť " "priradená vlastné mapovanie normálov, prípadne môže zostať odpojený pre " "vyhladený lak." #: ../../manual/addons/import_export/scene_gltf2.rst:250 msgid "" "All Image Texture nodes used for clearcoat shading should have their *Color " "Space* set to Non-Color." msgstr "" "Všetky uzly textúry obrazu používané na tieňovanie bezfarebného laku by mali " "mať *Farebný priestor* nastavený na možnosť Bezfarebný." #: ../../manual/addons/import_export/scene_gltf2.rst:254 msgid "" "An example of a complex clearcoat application that will export correctly to " "glTF. A much simpler, smooth coating can be applied from just the Principled " "BSDF node alone." msgstr "" "Príklad komplexnej aplikácie bezfarebného náteru, ktorá sa správne exportuje " "do glTF. Oveľa jednoduchší vyhladený lak možno aplikovať len zo samotného " "uzla Principiálne BSDF." #: ../../manual/addons/import_export/scene_gltf2.rst:258 #: ../../manual/render/shader_nodes/shader/principled.rst:94 msgid "Sheen" msgstr "Lesk" #: ../../manual/addons/import_export/scene_gltf2.rst:260 msgid "" "When the *Velvet BSDF* node is used in addition to Principled BSDF node, the " "``KHR_materials_sheen`` glTF extension will be included in the export. The " "Sheen Color will be exported from Color socket of Vevlet node. Sheen " "Roughness will be exported from Sigma socket." msgstr "" "Ak sa okrem uzla Principiálne BSDF použije aj uzol *Zamat BSDF*, do exportu " "sa zahrnie rozšírenie glTF ``KHR_materials_sheen``. Farba lesku sa bude " "exportovať zo zásuvky Farba uzla Zamat. Drsnosť lesku sa bude exportovať zo " "zásuvky Sigma." #: ../../manual/addons/import_export/scene_gltf2.rst:264 msgid "" "If a Sheen Roughness Texture is used, glTF requires the values be written to " "the alpha (``A``) channel." msgstr "" "Ak je používané Drsnosť lesku textúry, glTF vyžaduje, aby sa hodnoty " "zapisovali do kanála alfa (``A``)." #: ../../manual/addons/import_export/scene_gltf2.rst:270 msgid "" "Velvet BSDF node is only available on Cycles render engine. You may have to " "temporary switch to Cycles to add this node, and get back to Eevee." msgstr "" "Uzol Zamat BSDF je k dispozícii iba v režime prekreslenia Cykly. Možno " "budete musieť dočasne prejsť na Cykly, aby ste pridali tento uzol a vrátiť " "sa späť do Eevee." #: ../../manual/addons/import_export/scene_gltf2.rst:275 msgid "" "Because the node tree is adding 2 Shaders (Principled and Sheen), the " "resulting shader is not fully energy conservative. You may find some " "difference between Blender render, and glTF render. Sheen models are not " "fully compatible between Blender and glTF. This trick about adding Velvet " "Shader is the most accurate approximation (better that using Sheen " "Principled sockets)." msgstr "" "Keďže strom uzlov pridáva 2 tieňovače (Principiálny a Lesk), výsledný " "tieňovač nie je úplne energeticky úsporný. Môžete nájsť určitý rozdiel medzi " "prekresľovaním v Blender a prekresľovaním v glTF. Modely Lesk nie sú plne " "kompatibilné medzi Blenderom a glTF. Tento trik o pridaní tieňovača Zamat je " "najpresnejšou aproximáciou (lepšou, než použitie zásuviek Lesk Principiálny)." #: ../../manual/addons/import_export/scene_gltf2.rst:284 #: ../../manual/editors/preferences/lights.rst:38 #: ../../manual/render/eevee/lighting.rst:32 #: ../../manual/render/layers/passes.rst:160 #: ../../manual/render/shader_nodes/shader/principled.rst:72 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:44 msgid "Specular" msgstr "Odraz" #: ../../manual/addons/import_export/scene_gltf2.rst:286 msgid "" "When the *Specular* or *Specular Tint* input of Principled BSDF node have a " "non default value or Image Texture node connected, the " "``KHR_materials_specular`` glTF extension will be included in the export." msgstr "" "Ak má vstup *Odraz* alebo *Odtieň odrazu* uzla Principiálne BSDF inú ako " "predvolenú hodnotu alebo pripojený uzol Obrázok textúry, do exportu sa " "zahrnie rozšírenie ``KHR_materials_specular`` glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:292 msgid "" "Specular models are not fully compatible between Blender and glTF. By " "default, Blender data are converted to glTF at export, with a possible loss " "of information. Some conversion are also performed at import, will a " "possible loss of information too." msgstr "" "Modely odrazov nie sú plne kompatibilné medzi Blenderom a glTF. Predvolene " "sa údaje Blenderu pri exporte konvertujú na glTF, pričom môže dôjsť k strate " "informácií. Niektoré konverzie sa vykonávajú aj pri importe, pričom môže " "dôjsť k strate informácií." #: ../../manual/addons/import_export/scene_gltf2.rst:298 msgid "" "At import, a custom node group is created, to store original Specular data, " "not converted." msgstr "" "Pri importe sa vytvorí vlastná skupina uzlov, do ktorej sa uložia pôvodné, " "nekonvertované údaje Odraz." #: ../../manual/addons/import_export/scene_gltf2.rst:302 msgid "" "At export, by default, Specular data are converted from Principled BSDF node." msgstr "" "Pri exporte sa údaje Odrazu predvolene konvertujú z uzla Principiálne BSDF." #: ../../manual/addons/import_export/scene_gltf2.rst:304 msgid "" "You can export original Specular data, enabling the option at export. If " "enabled, Principled Specular data are ignored, only data from custom node " "are used." msgstr "" "Pôvodné údaje Specular môžete exportovať, ak túto možnosť povolíte pri " "exporte. Ak je táto možnosť povolená, principiálne údaje Odrazu sa ignorujú, " "používajú sa len údaje z vlastného uzla." #: ../../manual/addons/import_export/scene_gltf2.rst:311 msgid "" "If you enable Shader Editor Add-ons in preferences, you will be able to add " "this custom node group from Menu: Add > Output > glTF Material Output" msgstr "" "Ak v nastaveniach povolíte doplnky editora tieňovačov, budete môcť túto " "vlastnú skupinu uzlov pridať z ponuky: Pridať --> Výstup --> glTF materiál " "výstupu" #: ../../manual/addons/import_export/scene_gltf2.rst:319 msgid "" "When the Transmission input on the Principled BSDF node has a nonzero " "default value or Image Texture node connected, the " "``KHR_materials_transmission`` glTF extension will be included in the " "export. When a texture is used, glTF stores the values in the red (``R``) " "channel. The *Color Space* should be set to Non-Color." msgstr "" "Ak má vstup Prenos na uzle Principiálne BSDF nenulovú predvolenú hodnotu " "alebo pripojený uzol Obrázok textúry, do exportu sa zahrnie glTF rozšírenie " "``KHR_materials_transmission``. Keď sa používa textúra, glTF ukladá hodnoty " "v červenom (``R``) kanáli. *Farebný priestor* by mal byť nastavený na " "možnosť Bezfarebný." #: ../../manual/addons/import_export/scene_gltf2.rst:324 msgid "" "Transmission is different from alpha blending, because transmission allows " "full-strength specular reflections. In glTF, alpha blending is intended to " "represent physical materials that are partially missing from the specified " "geometry, such as medical gauze wrap. Transmission is intended to represent " "physical materials that are solid but allow non-specularly-reflected light " "to transmit through the material, like glass." msgstr "" "Prenos sa líši od alfa prelínania, pretože prenos umožňuje zrkadlové odrazy " "v plnej sile. V glTF je alpha prelínanie určené na reprezentáciu fyzikálnych " "materiálov, ktoré čiastočne chýbajú v zadanej geometrii, ako napríklad " "lekársky gázový obväz. Prenos je určený na reprezentáciu fyzikálnych " "materiálov, ktoré sú plné, ale umožňujú, aby cez materiál prechádzalo " "nespektrálne odrazené svetlo, ako napríklad sklo." #: ../../manual/addons/import_export/scene_gltf2.rst:329 msgid "" "glTF does not offer a separate \"Transmission Roughness\", but the " "material's base roughness can be used to blur the transmission, like frosted " "glass." msgstr "" "glTF neponúka samostatný \"Zdrsnenie prenosu\", ale základná zdrsnenie " "materiálu sa môže použiť na rozostrenie prenosu, podobne ako matné sklo." #: ../../manual/addons/import_export/scene_gltf2.rst:334 msgid "" "Typically the alpha blend mode of a transmissive material should remain " "\"Opaque\", the default setting, unless the material only partially covers " "the specified geometry." msgstr "" "Typicky by mal režim alfa prelínania priepustného materiálu zostať " "\"Nepriehľadný\", čo je predvolené nastavenie, pokiaľ materiál nepokrýva " "zadanú geometriu len čiastočne." #: ../../manual/addons/import_export/scene_gltf2.rst:339 msgid "" "In real-time engines where transmission is supported, various technical " "limitations in the engine may determine which parts of the scene are visible " "through the transmissive surface. In particular, transmissive materials may " "not be visible behind other transmissive materials. These limitations affect " "physically-based transmission, but not alpha-blended non-transmissive " "materials." msgstr "" "V mexganizmoch reálneho času, ktoré podporujú prenos, môžu rôzne technické " "obmedzenia v mecchanizme určovať, ktoré časti scény sú viditeľné cez " "prenášaný povrch. Najmä materiály prenosu nemusia byť viditeľné za inými " "materiálmi prenosu. Tieto obmedzenia ovplyvňujú fyzikálne založený prenos, " "ale nie materiály s alfou, ktoré nie sú prenosové." #: ../../manual/addons/import_export/scene_gltf2.rst:346 msgid "" "If you want to enable refraction on your model, " "``KHR_materials_transmission`` must also be used in addition with " "``KHR_materials_volume``. See the dedicated *Volume* part of the " "documentation." msgstr "" "Ak chcete na svojom modeli povoliť lom, musí sa v dodatku s " "``KHR_materials_volume`` použiť aj ``KHR_materials_transmission``. Pozrite " "si časť dokumentácie vyhradený *Objem*." #: ../../manual/addons/import_export/scene_gltf2.rst:352 msgid "" "Transmission is complex for real-time rendering engines to implement, and " "support for the ``KHR_materials_transmission`` glTF extension is not yet " "widespread." msgstr "" "Implementácia prenosu je pre mechanizmy prekresľovania v reálnom čase " "zložitá a podpora rozšírenia glTF ``KHR_materials_transmission`` ešte nie je " "rozšírená." #: ../../manual/addons/import_export/scene_gltf2.rst:358 msgid "At import, there are two different situation:" msgstr "Pri importe existujú dve rôzne situácie:" #: ../../manual/addons/import_export/scene_gltf2.rst:360 msgid "" "if ``KHR_materials_ior`` is not set, IOR value of Principled BSDF node is " "set to 1.5, that is the glTF default value of IOR." msgstr "" "ak nie je nastavená hodnota ``KHR_materials_ior``, hodnota IOR uzla " "Principiálne BSDF je nastavená na 1,5, čo je predvolená hodnota IOR v glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:362 msgid "" "If set, the ``KHR_materials_ior`` is used to set the IOR value of Principled " "BSDF." msgstr "" "Ak je nastavená, hodnota ``KHR_materials_ior`` sa použije na nastavenie " "hodnoty IOR Principiálne BSDF." #: ../../manual/addons/import_export/scene_gltf2.rst:364 msgid "" "At export, IOR is included in the export only if one of these extensions are " "also used:" msgstr "" "Pri exporte sa IOR zahrnie do exportu len vtedy, ak sa použije aj jedno z " "týchto rozšírení:" #: ../../manual/addons/import_export/scene_gltf2.rst:366 #: ../../manual/addons/import_export/scene_gltf2.rst:559 #: ../../manual/addons/import_export/scene_gltf2.rst:578 msgid "``KHR_materials_transmission``" msgstr "``KHR_materials_transmission``" #: ../../manual/addons/import_export/scene_gltf2.rst:367 #: ../../manual/addons/import_export/scene_gltf2.rst:562 #: ../../manual/addons/import_export/scene_gltf2.rst:581 msgid "``KHR_materials_volume``" msgstr "``KHR_materials_volume``" #: ../../manual/addons/import_export/scene_gltf2.rst:368 #: ../../manual/addons/import_export/scene_gltf2.rst:564 #: ../../manual/addons/import_export/scene_gltf2.rst:583 msgid "``KHR_materials_specular``" msgstr "``KHR_materials_specular``" #: ../../manual/addons/import_export/scene_gltf2.rst:370 msgid "" "IOR of 1.5 are not included in the export, because this is the default glTF " "IOR value." msgstr "" "IOR s hodnotou 1,5 nie sú zahrnuté do exportu, pretože ide o predvolenú " "hodnotu IOR glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:373 #: ../../manual/addons/mesh/3d_print_toolbox.rst:153 #: ../../manual/animation/constraints/transform/maintain_volume.rst:41 #: ../../manual/editors/3dview/controls/snapping.rst:67 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:139 #: ../../manual/files/import_export/usd.rst:207 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_components.rst:42 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_volume.rst:63 #: ../../manual/modeling/geometry_nodes/point/distribute_points_in_volume.rst:22 #: ../../manual/modeling/geometry_nodes/point/points_to_volume.rst:60 #: ../../manual/modeling/geometry_nodes/volume/volume_cube.rst:54 #: ../../manual/modeling/geometry_nodes/volume/volume_to_mesh.rst:21 #: ../../manual/modeling/meshes/retopology.rst:76 #: ../../manual/physics/particles/emitter/emission.rst:72 #: ../../manual/physics/particles/hair/dynamics.rst:66 #: ../../manual/render/cycles/material_settings.rst:60 #: ../../manual/render/cycles/render_settings/light_paths.rst:104 #: ../../manual/render/cycles/render_settings/sampling.rst:184 #: ../../manual/render/cycles/world_settings.rst:153 #: ../../manual/render/layers/introduction.rst:138 #: ../../manual/render/layers/passes.rst:119 #: ../../manual/render/layers/passes.rst:164 #: ../../manual/render/lights/world.rst:42 #: ../../manual/render/output/audio/speaker.rst:36 #: ../../manual/render/output/audio/speaker.rst:70 #: ../../manual/render/output/audio/speaker.rst:102 #: ../../manual/render/output/properties/output.rst:251 #: ../../manual/render/output/properties/stereoscopy/usage.rst:261 #: ../../manual/render/shader_nodes/osl.rst:142 #: ../../manual/render/shader_nodes/output/material.rst:19 #: ../../manual/render/shader_nodes/output/world.rst:30 #: ../../manual/render/shader_nodes/shader/volume_absorption.rst:37 #: ../../manual/render/shader_nodes/shader/volume_principled.rst:56 #: ../../manual/render/shader_nodes/shader/volume_scatter.rst:35 #: ../../manual/scene_layout/scene/properties.rst:221 #: ../../manual/sculpt_paint/sculpting/tool_settings/remesh.rst:44 #: ../../manual/video_editing/edit/montage/strips/scene.rst:67 msgid "Volume" msgstr "Objem (Hlasitosť)" #: ../../manual/addons/import_export/scene_gltf2.rst:375 msgid "" "Volume can be exported using a Volume Absorption node, linked to Volume " "socket of Output node. Data will be exported using the " "``KHR_materials_volume`` extension." msgstr "" "Objem možno exportovať použitím uzla Pohltenie objemu, ktorý je prepojený so " "zásuvkou Objem výstupného uzla. Údaje sa budú exportovať použitím rozšírenia " "``KHR_materials_volume``." #: ../../manual/addons/import_export/scene_gltf2.rst:378 msgid "" "For volume to be exported, some *transmission* must be set on Principled " "BSDF node." msgstr "" "Aby sa objem mohol exportovať, musí byť na uzle Principiálne BSDF nastavený " "nejaký *prenos*." #: ../../manual/addons/import_export/scene_gltf2.rst:379 msgid "" "Color of Volume Absorption node is used as glTF attenuation color. No " "texture is allowed for this property." msgstr "" "Farba uzla Absorpcia objemu sa používa ako farba útlmu glTF. Pre túto " "vlastnosť nie je povolená žiadna textúra." #: ../../manual/addons/import_export/scene_gltf2.rst:380 msgid "" "Density of Volume Absorption node is used as inverse of glTF attenuation " "distance." msgstr "" "Hustota uzla Absorpcia objemu sa používa ako inverzná hodnota útlmovej " "vzdialenosti glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:381 msgid "" "Thickness can be plugged into the Thickness socket of custom group node " "``glTF Material Output``." msgstr "" "Hrúbku možno pripojiť do zásuvky Hrúbka uzla vlastnej skupiny ``glTF " "materiál výstupu``." #: ../../manual/addons/import_export/scene_gltf2.rst:382 msgid "" "If a texture is used for thickness, it must be plugged on (``G``) Green " "channel of the image." msgstr "" "Ak sa pre hrúbku používa textúra, musí byť pripojená na (``G``) zelený kanál " "obrázka." #: ../../manual/addons/import_export/scene_gltf2.rst:387 msgid "glTF Variants" msgstr "Varianty glTF" #: ../../manual/addons/import_export/scene_gltf2.rst:391 msgid "" "For a full Variants experience, you have to enable UI in Add-on preferences" msgstr "" "Ak chcete využívať všetky varianty, musíte v nastaveniach doplnku povoliť " "užívateľské rozhranie" #: ../../manual/addons/import_export/scene_gltf2.rst:395 msgid "There are two location to manage glTF Variants in Blender" msgstr "V Blenderi existujú dve miesta na správu variantov glTF" #: ../../manual/addons/import_export/scene_gltf2.rst:397 msgid "In 3D View, on ``glTF Variants`` tab" msgstr "V 3D zábere na karte ``glTF Varianty``" #: ../../manual/addons/import_export/scene_gltf2.rst:398 msgid "" "For advanced settings, in Mesh Material Properties (see Advanced glTF " "Variant checks)" msgstr "" "Pokročilé nastavenia v časti Vlastnosti materiálu povrchovej siete (pozri " "časť Pokročilé kontroly variantov glTF)" #: ../../manual/addons/import_export/scene_gltf2.rst:400 msgid "" "The main concept to understand for using Variants, is that each material " "slot will be used as equivalent of a glTF primitive." msgstr "" "Hlavný koncept, ktorý je potrebné pochopiť pri používaní variantov, je, že " "každá zásuvka materiálov sa použije ako ekvivalent prvotného tvaru glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:404 msgid "glTF Variants switching" msgstr "blendPrepínanie variantov glTF" #: ../../manual/addons/import_export/scene_gltf2.rst:406 msgid "" "After importing a glTF file including ``KHR_materials_variants`` extension, " "all variants can be displayed." msgstr "" "Po importovaní súboru glTF s príponou ``KHR_materials_variants`` je možné " "zobraziť všetky varianty." #: ../../manual/addons/import_export/scene_gltf2.rst:410 msgid "" "You can switch Variant, by *selecting* the variant you want to display, then " "clicking on *Display Variant*." msgstr "" "Variant môžete prepnúť tak, že vyberiete variant, ktorý chcete zobraziť, a " "potom kliknete na *Zobraziť variant*." #: ../../manual/addons/import_export/scene_gltf2.rst:412 msgid "" "You can switch to default materials (when no Variant are used), by clicking " "on *Reset to default*." msgstr "" "Na predvolené materiály (keď sa nepoužívajú žiadne varianty) sa môžete " "prepnúť kliknutím na *Obnoviť predvolené*." #: ../../manual/addons/import_export/scene_gltf2.rst:415 msgid "glTF Variants creation" msgstr "vytvorenie variantov glTF" #: ../../manual/addons/import_export/scene_gltf2.rst:417 msgid "" "You can add a new Variant by clicking the ``+`` at right of the Variant " "list. Then you can change the name by double-clicking." msgstr "" "Nový variant môžete pridať kliknutím na ``+`` vpravo v zozname variantov. " "Potom môžete zmeniť názov dvojitým kliknutím." #: ../../manual/addons/import_export/scene_gltf2.rst:420 msgid "" "After changing Materials in Material Slots, you can assign current materials " "to the active Variant using *Assign to Variant*." msgstr "" "Po zmene materiálov v zásuvkách materiálov môžete priradiť aktuálne " "materiály k aktívnemu variantu použitím funkcie *Priradiť k variantu*." #: ../../manual/addons/import_export/scene_gltf2.rst:423 msgid "" "You can also set default materials using *Assign as Original*. These " "materials will be exported as default material in glTF. This are materials " "that will be displayed by any viewer that don't manage " "``KHR_materials_variants`` extension." msgstr "" "Predvolené materiály môžete nastaviť aj použitím funkcie *Priradiť ako " "originál*. Tieto materiály budú exportované ako predvolený materiál v glTF. " "Ide o materiály, ktoré sa zobrazia v každom prehliadači, ktorý nespravuje " "rozšírenie ``KHR_materials_variants``." #: ../../manual/addons/import_export/scene_gltf2.rst:428 msgid "Advanced glTF Variant checks" msgstr "Pokročilé kontroly variantov glTF" #: ../../manual/addons/import_export/scene_gltf2.rst:430 msgid "" "If you want to check primitive by primitive, what are Variants used, you can " "go to Mesh Material Properties." msgstr "" "Ak chcete skontrolovať prvotný tvar po prvotnom tvare, aké varianty sa " "používajú, môžete prejsť do časti Vlastnosti materiálov povrchovej siete." #: ../../manual/addons/import_export/scene_gltf2.rst:434 msgid "" "The *glTF Material Variants* tab refers to the active material Slot and " "Material used by this slot. You can see every Variants that are using this " "material for the given Slot/Primitive." msgstr "" "Karta *glTF Varianty materiálu* sa vzťahuje na aktívnu zásuvku materiálu a " "materiál používaný touto zásuvkou. Môžete vidieť všetky Varianty, ktoré " "používajú tento materiál pre danú Zásuvku/Prvotný tvar." #: ../../manual/addons/import_export/scene_gltf2.rst:437 msgid "" "You can also assign material to Variants from this tab, but recommendation " "is to perform it from 3D View tab." msgstr "" "Na tejto karte môžete priradiť materiál k variantom, ale odporúčame to " "vykonať na karte 3D záberu." #: ../../manual/addons/import_export/scene_gltf2.rst:440 msgid "Double-Sided / Backface Culling" msgstr "Vyradenie Obojstranné / Zadnej plôšky" #: ../../manual/addons/import_export/scene_gltf2.rst:442 msgid "" "For materials where only the front faces will be visible, turn on *Backface " "Culling* in the *Settings* panel of an Eevee material. When using other " "engines (Cycles, Workbench) you can temporarily switch to Eevee to configure " "this setting, then switch back." msgstr "" "V prípade materiálov, pri ktorých budú viditeľné len predné strany, zapnite " "funkciu *Vyradenie zadnej plôšky* na paneli *Nastavenia* materiálu Eevee. " "Keď používate iné mechanizmy (Cykly, Pracovný stôl), môžete dočasne prepnúť " "na Eevee, aby ste nakonfigurovali toto nastavenie, a potom sa prepnúť späť." #: ../../manual/addons/import_export/scene_gltf2.rst:446 msgid "Leave this box unchecked for double-sided materials." msgstr "V prípade obojstranných materiálov ponechajte toto políčko neškrtnuté." #: ../../manual/addons/import_export/scene_gltf2.rst:450 msgid "The inverse of this setting controls glTF's ``DoubleSided`` flag." msgstr "Inverzné nastavenie ovláda príznak ``Obojstranné`` glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:454 #: ../../manual/glossary/index.rst:185 msgid "Blend Modes" msgstr "Režimy prelínania" #: ../../manual/addons/import_export/scene_gltf2.rst:456 msgid "" "The Base Color input can optionally supply alpha values. How these values " "are treated by glTF depends on the selected blend mode." msgstr "" "Vstup Základná farba môže voliteľne poskytovať hodnoty alfa. Spôsob " "spracovania týchto hodnôt v glTF závisí od zvoleného režimu prelínania." #: ../../manual/addons/import_export/scene_gltf2.rst:459 msgid "" "With the Eevee render engine selected, each material has a Blend Mode on the " "material settings panel. Use this setting to define how alpha values from " "the Base Color channel are treated in glTF. Three settings are supported by " "glTF:" msgstr "" "Keď je vybratý mechanizmus prekresľovania Eevee, každý materiál má na paneli " "nastavení materiálu režim prelínania. Použitím tohto nastavenia môžete " "definovať, ako sa v glTF spracujú hodnoty alfa z kanála Základná farba. GlTF " "podporuje tri nastavenia:" #: ../../manual/addons/import_export/scene_gltf2.rst:463 #: ../../manual/render/eevee/materials/settings.rst:34 #: ../../manual/render/eevee/materials/settings.rst:95 msgid "Opaque" msgstr "Nepriehľadné" #: ../../manual/addons/import_export/scene_gltf2.rst:464 msgid "Alpha values are ignored." msgstr "Hodnoty alfa sa ignorujú." #: ../../manual/addons/import_export/scene_gltf2.rst:465 msgid "Alpha Blend" msgstr "Alfa prelínanie" #: ../../manual/addons/import_export/scene_gltf2.rst:466 msgid "Lower alpha values cause blending with background objects." msgstr "Nižšie hodnoty alfa spôsobujú prelínanie s objektmi na pozadí." #: ../../manual/addons/import_export/scene_gltf2.rst:469 #: ../../manual/render/eevee/materials/settings.rst:38 #: ../../manual/render/eevee/materials/settings.rst:99 msgid "Alpha Clip" msgstr "Strih alfa" #: ../../manual/addons/import_export/scene_gltf2.rst:468 msgid "" "Alpha values below the *Clip Threshold* setting will cause portions of the " "material to not be rendered at all. Everything else is rendered as opaque." msgstr "" "Hodnoty alfa pod nastavením *Prah strihu* spôsobia, že časti materiálu sa " "vôbec nebudú prekresľovať. Všetko ostatné sa prekreslí ako nepriehľadné." #: ../../manual/addons/import_export/scene_gltf2.rst:473 msgid "" "With the Eevee engine selected, a material's blend modes are configurable." msgstr "" "Po výbere mechanizmu Eevee je možné konfigurovať režimy prelínania materiálu." #: ../../manual/addons/import_export/scene_gltf2.rst:477 msgid "" "Be aware that transparency (or *Alpha Blend* mode) is complex for real-time " "engines to render, and may behave in unexpected ways after export. Where " "possible, use *Alpha Clip* mode instead, or place *Opaque* polygons behind " "only a single layer of *Alpha Blend* polygons." msgstr "" "Uvedomte si, že priehľadnosť (alebo režim *Alfa prelínanie*) je pre " "mechanizmy v reálnom čase zložitý na prekresľovanie a po exporte sa môže " "správať neočakávaným spôsobom. Ak je to možné, použite namiesto toho režim " "*Strih alfa* alebo umiestniť *Nepriehľadné* polygóny len za jednu vrstvu " "polygónov *Alfa prelínania*." #: ../../manual/addons/import_export/scene_gltf2.rst:484 msgid "UV Mapping" msgstr "UV mapovanie" #: ../../manual/addons/import_export/scene_gltf2.rst:486 msgid "" "Control over UV map selection and transformations is available by connecting " "a UV Map node and a Mapping node to any Image Texture node." msgstr "" "Ovládanie výberu a transformácie UV mapy je dostupné pripojením uzla UV " "mapovanie a uzla Mapovanie k ľubovoľnému uzlu Obrázok textúry." #: ../../manual/addons/import_export/scene_gltf2.rst:489 msgid "" "Settings from the Mapping node are exported using a glTF extension named " "``KHR_texture_transform``. There is a mapping type selector across the top. " "*Point* is the recommended type for export. *Texture* and *Vector* are also " "supported. The supported offsets are:" msgstr "" "Nastavenia z uzla Mapovanie sa exportujú použitím rozšírenia glTF s názvom " "``KHR_texture_transform``. V hornej časti sa nachádza výber typu mapovania. " "Odporúčaným typom na export je *Bod*. Podporované sú aj typy *Textúra* a " "*Vektor*. Podporované posuvy sú:" #: ../../manual/addons/import_export/scene_gltf2.rst:493 msgid "*Location* - X and Y" msgstr "*Poloha* - X a Y" #: ../../manual/addons/import_export/scene_gltf2.rst:494 msgid "*Rotation* - Z only" msgstr "*Rotácia* - iba Z" #: ../../manual/addons/import_export/scene_gltf2.rst:495 msgid "*Scale* - X and Y" msgstr "*Mierka* - X a Y" #: ../../manual/addons/import_export/scene_gltf2.rst:497 msgid "" "For the *Texture* type, *Scale* X and Y must be equal (uniform scaling)." msgstr "" "Pre typ *Textúra* musia byť hodnoty *Mierka* X a Y rovnaké (rovnomerná zmena " "mierky)." #: ../../manual/addons/import_export/scene_gltf2.rst:501 msgid "A deliberate choice of UV mapping." msgstr "Zámerný výber UV mapovania." #: ../../manual/addons/import_export/scene_gltf2.rst:505 msgid "" "These nodes are optional. Not all glTF readers support multiple UV maps or " "texture transforms." msgstr "" "Tieto uzly sú voliteľné. Nie všetky čítačky glTF podporujú viacnásobné UV " "mapy alebo transformácie textúr." #: ../../manual/addons/import_export/scene_gltf2.rst:509 msgid "Factors" msgstr "Faktory" #: ../../manual/addons/import_export/scene_gltf2.rst:511 msgid "" "Any Image Texture nodes may optionally be multiplied with a constant color " "or scalar. These will be written as factors in the glTF file, which are " "numbers that are multiplied with the specified image textures. These are not " "common." msgstr "" "Všetky uzly Obrázok textúry môžu byť voliteľne vynásobené konštantnou farbou " "alebo skalárom. Tie sa zapíšu ako faktory do súboru glTF, čo sú čísla, ktoré " "sa vynásobia so zadanými textúrami obrazu. Tieto faktory nie sú bežné." #: ../../manual/addons/import_export/scene_gltf2.rst:515 msgid "Use Math node (multiply) for scalar factors. Use second value as factor" msgstr "" "Použije matematický uzol (násobenie) pre skalárne faktory. Použije druhej " "hodnoty ako faktora" #: ../../manual/addons/import_export/scene_gltf2.rst:516 msgid "" "Use MixRGB (multiply) for color factors. Set Fac to 1, and use Color2 as " "factors" msgstr "" "Pre farebné faktory použije MixRGB (násobenie). Nastaví Faktor na 1 a " "použije Farba2 ako faktory" #: ../../manual/addons/import_export/scene_gltf2.rst:522 #: ../../manual/addons/mesh/tissue.rst:468 #: ../../manual/advanced/scripting/security.rst:85 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:64 #: ../../manual/animation/armatures/skinning/parenting.rst:44 #: ../../manual/animation/constraints/motion_tracking/follow_track.rst:48 #: ../../manual/animation/constraints/relationship/action.rst:169 #: ../../manual/animation/constraints/relationship/floor.rst:58 #: ../../manual/animation/constraints/relationship/follow_path.rst:117 #: ../../manual/animation/constraints/relationship/pivot.rst:44 #: ../../manual/animation/constraints/relationship/shrinkwrap.rst:152 #: ../../manual/animation/constraints/tracking/clamp_to.rst:80 #: ../../manual/animation/constraints/tracking/damped_track.rst:49 #: ../../manual/animation/constraints/tracking/ik_solver.rst:108 #: ../../manual/animation/constraints/tracking/locked_track.rst:74 #: ../../manual/animation/constraints/tracking/spline_ik.rst:104 #: ../../manual/animation/constraints/tracking/stretch_to.rst:80 #: ../../manual/animation/constraints/tracking/track_to.rst:69 #: ../../manual/animation/constraints/transform/copy_rotation.rst:60 #: ../../manual/animation/constraints/transform/copy_scale.rst:69 #: ../../manual/animation/constraints/transform/copy_transforms.rst:69 #: ../../manual/animation/constraints/transform/limit_distance.rst:73 #: ../../manual/animation/constraints/transform/limit_location.rst:70 #: ../../manual/animation/constraints/transform/limit_rotation.rst:75 #: ../../manual/animation/constraints/transform/limit_scale.rst:77 #: ../../manual/animation/constraints/transform/maintain_volume.rst:53 #: ../../manual/animation/constraints/transform/transformation.rst:144 #: ../../manual/animation/motion_paths.rst:204 #: ../../manual/compositing/types/color/bright_contrast.rst:70 #: ../../manual/compositing/types/color/invert.rst:47 #: ../../manual/compositing/types/converter/id_mask.rst:64 #: ../../manual/compositing/types/converter/set_alpha.rst:57 #: ../../manual/compositing/types/converter/switch_view.rst:47 #: ../../manual/compositing/types/distort/corner_pin.rst:43 #: ../../manual/compositing/types/filter/bilateral_blur.rst:54 #: ../../manual/compositing/types/filter/blur_node.rst:69 #: ../../manual/compositing/types/filter/dilate_erode.rst:49 #: ../../manual/compositing/types/filter/filter_node.rst:49 #: ../../manual/compositing/types/filter/pixelate.rst:37 #: ../../manual/compositing/types/filter/sun_beams.rst:47 #: ../../manual/compositing/types/filter/vector_blur.rst:77 #: ../../manual/compositing/types/input/bokeh_image.rst:52 #: ../../manual/compositing/types/input/mask.rst:49 #: ../../manual/compositing/types/input/time_curve.rst:59 #: ../../manual/compositing/types/input/value.rst:39 #: ../../manual/compositing/types/matte/color_spill.rst:60 #: ../../manual/compositing/types/matte/cryptomatte.rst:84 #: ../../manual/compositing/types/matte/cryptomatte_legacy.rst:83 #: ../../manual/compositing/types/matte/double_edge_mask.rst:75 #: ../../manual/compositing/types/matte/keying_screen.rst:49 #: ../../manual/compositing/types/matte/luminance_key.rst:62 #: ../../manual/compositing/types/vector/map_value.rst:43 #: ../../manual/editors/3dview/controls/pivot_point/3d_cursor.rst:18 #: ../../manual/editors/3dview/controls/proportional_editing.rst:153 #: ../../manual/editors/3dview/navigate/regions.rst:35 #: ../../manual/editors/outliner/introduction.rst:34 #: ../../manual/editors/uv/introduction.rst:45 #: ../../manual/files/asset_libraries/catalogs.rst:127 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:97 #: ../../manual/grease_pencil/modifiers/color/opacity.rst:50 #: ../../manual/grease_pencil/modifiers/color/tint.rst:54 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:69 #: ../../manual/grease_pencil/modifiers/deform/lattice.rst:48 #: ../../manual/grease_pencil/modifiers/generate/simplify.rst:63 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:65 #: ../../manual/grease_pencil/properties/masks.rst:51 #: ../../manual/grease_pencil/visual_effects/blur.rst:36 #: ../../manual/grease_pencil/visual_effects/colorize.rst:45 #: ../../manual/grease_pencil/visual_effects/glow.rst:56 #: ../../manual/grease_pencil/visual_effects/pixelate.rst:27 #: ../../manual/grease_pencil/visual_effects/rim.rst:48 #: ../../manual/grease_pencil/visual_effects/shadow.rst:68 #: ../../manual/grease_pencil/visual_effects/swirl.rst:31 #: ../../manual/grease_pencil/visual_effects/wave_distortion.rst:33 #: ../../manual/modeling/curves/properties/path_animation.rst:45 #: ../../manual/modeling/geometry_nodes/geometry/operations/bounding_box.rst:50 #: ../../manual/modeling/geometry_nodes/mesh/operations/triangulate.rst:62 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:220 #: ../../manual/modeling/meshes/editing/mesh/transform/warp.rst:100 #: ../../manual/modeling/meshes/selecting/mirror.rst:33 #: ../../manual/modeling/meshes/tools/extrude_manifold.rst:20 #: ../../manual/modeling/meshes/tools/spin.rst:56 #: ../../manual/modeling/meshes/tools/tool_settings.rst:91 #: ../../manual/modeling/modifiers/deform/cast.rst:83 #: ../../manual/modeling/modifiers/deform/corrective_smooth.rst:80 #: ../../manual/modeling/modifiers/deform/curve.rst:64 #: ../../manual/modeling/modifiers/deform/displace.rst:81 #: ../../manual/modeling/modifiers/deform/hooks.rst:87 #: ../../manual/modeling/modifiers/deform/smooth.rst:63 #: ../../manual/modeling/modifiers/deform/surface_deform.rst:89 #: ../../manual/modeling/modifiers/deform/volume_displace.rst:41 #: ../../manual/modeling/modifiers/generate/build.rst:46 #: ../../manual/modeling/modifiers/generate/mesh_to_volume.rst:60 #: ../../manual/modeling/modifiers/generate/volume_to_mesh.rst:62 #: ../../manual/modeling/modifiers/introduction.rst:224 #: ../../manual/modeling/modifiers/modify/normal_edit.rst:94 #: ../../manual/modeling/modifiers/modify/weight_edit.rst:100 #: ../../manual/modeling/modifiers/modify/weight_mix.rst:88 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:102 #: ../../manual/modeling/modifiers/physics/cloth.rst:20 #: ../../manual/modeling/modifiers/physics/collision.rst:19 #: ../../manual/modeling/modifiers/physics/fluid.rst:20 #: ../../manual/modeling/modifiers/physics/ocean.rst:248 #: ../../manual/modeling/modifiers/physics/particle_system.rst:36 #: ../../manual/modeling/modifiers/physics/soft_body.rst:18 #: ../../manual/modeling/surfaces/editing/surface.rst:240 #: ../../manual/movie_clip/masking/sidebar.rst:64 #: ../../manual/physics/forces/force_fields/types/charge.rst:25 #: ../../manual/physics/forces/force_fields/types/force.rst:28 #: ../../manual/physics/forces/force_fields/types/harmonic.rst:38 #: ../../manual/physics/forces/force_fields/types/lennard_jones.rst:28 #: ../../manual/physics/forces/force_fields/types/magnetic.rst:22 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:33 #: ../../manual/physics/forces/force_fields/types/vortex.rst:34 #: ../../manual/physics/forces/force_fields/types/wind.rst:26 #: ../../manual/physics/particles/emitter/children.rst:185 #: ../../manual/physics/soft_body/forces/exterior.rst:19 #: ../../manual/render/eevee/render_settings/motion_blur.rst:84 #: ../../manual/render/freestyle/view_layer/line_style/texture.rst:113 #: ../../manual/render/shader_nodes/input/ao.rst:62 #: ../../manual/render/shader_nodes/input/object_info.rst:56 #: ../../manual/render/shader_nodes/input/volume_info.rst:46 #: ../../manual/render/shader_nodes/shader/add.rst:41 #: ../../manual/render/shader_nodes/vector/normal_map.rst:53 #: ../../manual/video_editing/edit/montage/strips/effects/add.rst:33 #: ../../manual/video_editing/edit/montage/strips/effects/alpha_over_under_overdrop.rst:41 #: ../../manual/video_editing/edit/montage/strips/effects/blur.rst:21 #: ../../manual/video_editing/edit/montage/strips/effects/glow.rst:36 #: ../../manual/video_editing/edit/montage/strips/effects/multiply.rst:55 #: ../../manual/video_editing/edit/montage/strips/effects/subtract.rst:22 #: ../../manual/video_editing/edit/montage/strips/effects/transform.rst:34 #: ../../manual/video_editing/edit/montage/strips/movie.rst:83 #: ../../manual/video_editing/edit/montage/strips/text.rst:62 #: ../../manual/video_editing/edit/montage/strips/transitions/cross.rst:26 #: ../../manual/video_editing/edit/montage/strips/transitions/wipe.rst:50 #: ../../manual/compositing/types/color/bright_contrast.rst:65 #: ../../manual/compositing/types/color/invert.rst:42 #: ../../manual/compositing/types/input/time_curve.rst:56 #: ../../manual/compositing/types/input/value.rst:34 msgid "Example" msgstr "Napríklad" #: ../../manual/addons/import_export/scene_gltf2.rst:524 msgid "" "A single material may use all of the above at the same time, if desired. " "This figure shows a typical node structure when several of the above options " "are applied at once:" msgstr "" "V prípade potreby môže jeden materiál používať všetky vyššie uvedené spôsoby " "súčasne. Na tomto obrázku je znázornená typická štruktúra uzla, keď sa " "použije niekoľko z vyššie uvedených možností naraz:" #: ../../manual/addons/import_export/scene_gltf2.rst:529 msgid "A Principled BSDF material with an emissive texture." msgstr "Materiál Principiálne BSDF s textúrou vyžarovania." #: ../../manual/addons/import_export/scene_gltf2.rst:533 msgid "Exporting a Shadeless (Unlit) Material" msgstr "Export Beztieňového (bez osvetlenia) materiálu" #: ../../manual/addons/import_export/scene_gltf2.rst:535 msgid "" "To export an unlit material, mix in a camera ray, and avoid using the " "Principled BSDF node." msgstr "" "Na export neosvetleného materiálu, primiešajte lúč kamery a vyhnite sa " "použitiu uzla Principiálne BSDF." #: ../../manual/addons/import_export/scene_gltf2.rst:539 msgid "" "One of several similar node arrangements that will export " "``KHR_materials_unlit`` and render shadeless in Blender." msgstr "" "Jedno z niekoľkých podobných usporiadaní uzlov, ktoré exportujú " "``KHR_materials_unlit`` a prekresľujú v Blenderi bez tieňov." #: ../../manual/addons/import_export/scene_gltf2.rst:546 msgid "" "The core glTF 2.0 format can be extended with extra information, using glTF " "extensions. This allows the file format to hold details that were not " "considered universal at the time of first publication. Not all glTF readers " "support all extensions, but some are fairly common." msgstr "" "Základný formát glTF 2.0 možno rozšíriť o ďalšie informácie použitím " "rozšírení glTF. To umožňuje, aby formát súboru obsahoval podrobnosti, ktoré " "sa v čase prvého uverejnenia nepovažovali za univerzálne. Nie všetky čítačky " "glTF podporujú všetky rozšírenia, ale niektoré sú pomerne rozšírené." #: ../../manual/addons/import_export/scene_gltf2.rst:550 msgid "" "Certain Blender features can only be exported to glTF via these extensions. " "The following `glTF 2.0 extensions `__ are supported directly by this add-on:" msgstr "" "Niektoré funkcie Blenderu je možné exportovať do glTF iba prostredníctvom " "týchto rozšírení. Nasledujúce rozšírenia `glTF 2.0 `__ sú podporované priamo týmto " "doplnkom:" #: ../../manual/addons/import_export/scene_gltf2.rst:557 msgid "``KHR_materials_pbrSpecularGlossiness``" msgstr "``KHR_materials_pbrSpecularGlossiness``" #: ../../manual/addons/import_export/scene_gltf2.rst:558 #: ../../manual/addons/import_export/scene_gltf2.rst:577 msgid "``KHR_materials_clearcoat``" msgstr "``KHR_materials_clearcoat``" #: ../../manual/addons/import_export/scene_gltf2.rst:560 #: ../../manual/addons/import_export/scene_gltf2.rst:579 msgid "``KHR_materials_unlit``" msgstr "``KHR_materials_unlit``" #: ../../manual/addons/import_export/scene_gltf2.rst:561 #: ../../manual/addons/import_export/scene_gltf2.rst:580 msgid "``KHR_materials_emissive_strength``" msgstr "``KHR_materials_emissive_strength``" #: ../../manual/addons/import_export/scene_gltf2.rst:563 #: ../../manual/addons/import_export/scene_gltf2.rst:582 msgid "``KHR_materials_sheen``" msgstr "``KHR_materials_sheen``" #: ../../manual/addons/import_export/scene_gltf2.rst:565 #: ../../manual/addons/import_export/scene_gltf2.rst:584 msgid "``KHR_materials_ior``" msgstr "``KHR_materials_ior``" #: ../../manual/addons/import_export/scene_gltf2.rst:566 #: ../../manual/addons/import_export/scene_gltf2.rst:585 msgid "``KHR_materials_variants``" msgstr "``KHR_materials_variants``" #: ../../manual/addons/import_export/scene_gltf2.rst:567 #: ../../manual/addons/import_export/scene_gltf2.rst:576 msgid "``KHR_lights_punctual``" msgstr "``KHR_lights_punctual``" #: ../../manual/addons/import_export/scene_gltf2.rst:568 #: ../../manual/addons/import_export/scene_gltf2.rst:586 msgid "``KHR_texture_transform``" msgstr "``KHR_texture_transform``" #: ../../manual/addons/import_export/scene_gltf2.rst:569 msgid "``KHR_mesh_quantization``" msgstr "``KHR_mesh_quantization``" #: ../../manual/addons/import_export/scene_gltf2.rst:575 msgid "``KHR_draco_mesh_compression``" msgstr "``KHR_draco_mesh_compression``" #: ../../manual/addons/import_export/scene_gltf2.rst:590 msgid "Third-party glTF Extensions" msgstr "Rozšírenia glTF tretích strán" #: ../../manual/addons/import_export/scene_gltf2.rst:592 msgid "" "It is possible for Python developers to add Blender support for additional " "glTF extensions by writing their own third-party add-on, without modifying " "this glTF add-on. For more information, `see the example on GitHub `__ and if " "needed, `register an extension prefix `__." msgstr "" "Vývojári Pythonu môžu pridať podporu Blenderu pre ďalšie rozšírenia glTF " "napísaním vlastného doplnku tretej strany bez toho, aby museli upravovať " "tento doplnok glTF. Ďalšie informácie nájdete `v príklade na GitHub `__ a v " "prípade potreby `zaregistrujte predponu rozšírenia `__." #: ../../manual/addons/import_export/scene_gltf2.rst:601 msgid "" "Custom properties are always imported, and will be exported from most " "objects if the :menuselection:`Include --> Custom Properties` option is " "selected before export. These are stored in the ``extras`` field on the " "corresponding object in the glTF file." msgstr "" "Užívateľské vlastnosti sú vždy importované a budú exportované z väčšiny " "objektov, ak je pred exportom zvolená možnosť :menuselection:`Zahrnúť --> " "Užívateľské vlastnosti`. Tie sú uložené v poli ``extra`` na príslušnom " "objekte v súbore glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:605 msgid "" "Unlike glTF extensions, custom properties (extras) have no defined " "namespace, and may be used for any user-specific or application-specific " "purposes." msgstr "" "Na rozdiel od rozšírení glTF nemajú vlastné vlastnosti (extra) definovaný " "priestor názvov a môžu sa používať na akékoľvek účely špecifické pre " "užívateľa alebo aplikáciu." #: ../../manual/addons/import_export/scene_gltf2.rst:610 #: ../../manual/addons/render/render_freestyle_svg.rst:93 #: ../../manual/files/import_export/usd.rst:229 msgid "Animations" msgstr "Animácie" #: ../../manual/addons/import_export/scene_gltf2.rst:612 msgid "" "A glTF animation changes the transforms of objects or pose bones, or the " "values of shape keys. One animation can affect multiple objects, and there " "can be multiple animations in a glTF file." msgstr "" "Animácia glTF mení transformácie objektov alebo kostí pózy alebo hodnoty " "kľúčových tvarov. Jedna animácia môže ovplyvniť viacero objektov a v súbore " "glTF môže byť viacero animácií." #: ../../manual/addons/import_export/scene_gltf2.rst:619 msgid "" "Imported models are set up so that the first animation in the file is " "playing automatically. Scrub the Timeline to see it play." msgstr "" "Importované modely sú nastavené tak, aby sa automaticky prehrávala prvá " "animácia v súbore. Ak chcete vidieť jej prehrávanie, prejdite na časovú os." #: ../../manual/addons/import_export/scene_gltf2.rst:622 msgid "" "When the file contains multiple animations, the rest will be organized using " "the :doc:`Nonlinear Animation editor `. Each animation " "becomes an action stashed to an NLA track. The track name is the name of the " "glTF animation. To make the animation within that track visible, click Solo " "(star icon) next to the track you want to play." msgstr "" "Ak súbor obsahuje viacero animácií, ostatné sa usporiadajú použitím :doc:" "`Editora nelineárnej animácie `. Každá animácia sa " "stane akciou uloženou do stopy NLA. Názov stopy je názov animácie glTF. Ak " "chcete zviditeľniť animáciu v rámci danej stopy, kliknite na tlačidlo " "Samostatne (ikona hviezdičky) vedľa stopy, ktorú chcete prehrať." #: ../../manual/addons/import_export/scene_gltf2.rst:631 msgid "" "This is the `fox sample model `__ showing its \"Run\" animation." msgstr "" "Toto je model `príklad líšky `__, ktorý zobrazuje animáciu \"Spustiť\"." #: ../../manual/addons/import_export/scene_gltf2.rst:634 msgid "" "If an animation affects multiple objects, it will be broken up into multiple " "parts. The part of the animation that affects one object becomes an action " "stashed on that object. Use the track names to tell which actions are part " "of the same animation. To play the whole animation, you need to enable Solo " "(star icon) for all its tracks." msgstr "" "Ak animácia ovplyvňuje viacero objektov, bude rozdelená na viacero častí. " "Časť animácie, ktorá ovplyvňuje jeden objekt, sa stane akciou uloženou na " "tomto objekte. Použitím názvov stôp zistíte, ktoré akcie sú súčasťou tej " "istej animácie. Ak chcete prehrať celú animáciu, musíte povoliť funkciu " "Samostatne (ikona hviezdičky) pre všetky jej stopy." #: ../../manual/addons/import_export/scene_gltf2.rst:641 msgid "" "There is currently no way to see the non-animated pose of a model that had " "animations." msgstr "" "V súčasnosti nie je možné zobraziť neanimovanú pózu modelu, ktorý mal " "animácie." #: ../../manual/addons/import_export/scene_gltf2.rst:644 msgid "" "You can also use the animation switcher that can be found in DopeSheet " "editor." msgstr "" "Môžete tiež použiť prepínač animácií, ktorý nájdete v editore Expozičný " "hárok." #: ../../manual/addons/import_export/scene_gltf2.rst:648 msgid "" "You have to enable UI in Add-on preferences for seeing the animation switcher" msgstr "" "Ak chcete zobraziť prepínač animácií, musíte povoliť užívateľské rozhranie v " "nastaveniach doplnku" #: ../../manual/addons/import_export/scene_gltf2.rst:653 msgid "" "You can switch all animation imported. It automatically enables Solo (star " "icon) for all needed tracks. It also reset non animated object to Rest " "transformation." msgstr "" "Môžete prepnúť všetky importované animácie. Automaticky zapne funkciu Solo " "(ikona hviezdičky) pre všetky potrebné stopy. Taktiež obnoví neanimovaný " "objekt na transformáciu Rest." #: ../../manual/addons/import_export/scene_gltf2.rst:660 msgid "" "You can export animations using different ways. How glTF animations are made " "from actions / NLA is controlled by the :menuselection:`Animation --> Mode` " "export option." msgstr "" "Animácie môžete exportovať rôznymi spôsobmi. Spôsob, akým sa animácie glTF " "vytvárajú z akcií / NLA, sa riadi pomocou možnosti exportu :menuselection:" "`Animácia --> Režim`." #: ../../manual/addons/import_export/scene_gltf2.rst:664 msgid "Actions (default)" msgstr "Akcie (predvolené)" #: ../../manual/addons/import_export/scene_gltf2.rst:665 msgid "" "An action will be exported if it is the active action on an object, or it is " "stashed to an NLA track (e.g. with the *Stash* or *Push Down* buttons in " "the :doc:`Action Editor `). Actions which are " "**not** associated with an object in one of these ways are **not exported**. " "If you have multiple actions you want to export, make sure they are stashed!" msgstr "" "Akcia bude exportovaná, ak je aktívnou akciou na objekte alebo je uložená na " "stopu NLA (napr. pomocou tlačidiel *Schovať* alebo *Pretlačiť* v :doc:" "`Editor akcií `). Akcie, ktoré **nie sú** " "spojené s objektom jedným z týchto spôsobov, sa **neexportujú**. Ak máte " "viacero akcií, ktoré chcete exportovať, uistite sa, že sú uložené!" #: ../../manual/addons/import_export/scene_gltf2.rst:670 msgid "" "A glTF animation can have a name, which is the action name by default. You " "can override it by renaming its NLA track from ``NLATrack``/``[Action " "Stash]`` to the name you want to use. For example, the Fig. :ref:`fox model " "` will export with three animations, \"Survey\", " "\"Walk\", and \"Run\". If you rename two tracks on two different objects to " "the same name, they will become part of the same glTF animation and will " "play together." msgstr "" "Animácia glTF môže mať názov, ktorý je predvolene názvom akcie. Môžete ho " "prepísať premenovaním jej stopy NLA z ``NLATrack``/``[Action Stash]`` na " "názov, ktorý chcete použiť. Napríklad na obr. :ref:`model líšky ` sa vyexportuje s tromi animáciami: \"Prieskum\", \"Chôdza\" a " "\"Beh\". Ak premenujete dve stopy na dvoch rôznych objektoch na rovnaký " "názov, stanú sa súčasťou rovnakej animácie glTF a budú sa prehrávať spoločne." #: ../../manual/addons/import_export/scene_gltf2.rst:677 msgid "" "The importer organizes actions so they will be exported correctly with this " "mode." msgstr "" "Importér usporiada akcie tak, aby sa v tomto režime exportovali správne." #: ../../manual/addons/import_export/scene_gltf2.rst:679 msgid "" "This mode is usefull if you are exporting for game engine, with an animation " "library of a character. Each action must be on its own NLA track." msgstr "" "Tento režim je užitočný, ak exportujete pre herný mechanizmus s knižnicou " "animácií postavy. Každá akcia musí byť na vlastnej stope NLA." #: ../../manual/addons/import_export/scene_gltf2.rst:684 msgid "Active Actions merged" msgstr "Zlúčené aktívne akcie" #: ../../manual/addons/import_export/scene_gltf2.rst:685 msgid "" "In this mode, the NLA organization is not used, and only one animation is " "exported using the active actions on all objects." msgstr "" "V tomto režime sa nepoužíva organizácia NLA a exportuje sa len jedna " "animácia s použitím aktívnych akcií na všetkých objektoch." #: ../../manual/addons/import_export/scene_gltf2.rst:689 msgid "NLA Tracks" msgstr "NLA stopy" #: ../../manual/addons/import_export/scene_gltf2.rst:690 msgid "" "In this mode, each NLA Track will be export as an independant glTF " "animation. This mode is usefull if you are using Strip modifiers, or if you " "get multiple action on a same Track." msgstr "" "V tomto režime bude každá stopa NLA exportovaná ako nezávislá animácia glTF. " "Tento režim je užitočný, ak používate modifikátory Pás alebo ak získate viac " "akcií na rovnakej stope." #: ../../manual/addons/import_export/scene_gltf2.rst:693 msgid "" "If you rename two tracks on two different objects to the same name, they " "will become part of the same glTF animation and will play together." msgstr "" "Ak premenujete dve stopy na dvoch rôznych objektoch na rovnaký názov, stanú " "sa súčasťou rovnakej animácie glTF a budú sa prehrávať spoločne." #: ../../manual/addons/import_export/scene_gltf2.rst:697 #: ../../manual/addons/interface/amaranth.rst:222 #: ../../manual/compositing/types/filter/defocus.rst:64 #: ../../manual/compositing/types/input/render_layers.rst:31 #: ../../manual/compositing/types/matte/cryptomatte.rst:42 #: ../../manual/editors/properties_editor.rst:31 #: ../../manual/files/import_export/grease_pencil_pdf.rst:0 #: ../../manual/modeling/geometry_nodes/input/index.rst:8 #: ../../manual/modeling/modifiers/modify/mesh_cache.rst:0 #: ../../manual/render/output/properties/metadata.rst:0 #: ../../manual/render/output/properties/metadata.rst:42 #: ../../manual/scene_layout/scene/properties.rst:7 #: ../../manual/sculpt_paint/brush/brush_settings.rst:39 #: ../../manual/sculpt_paint/brush/stroke.rst:0 #: ../../manual/video_editing/edit/montage/strips/scene.rst:47 msgid "Scene" msgstr "Scéna" #: ../../manual/addons/import_export/scene_gltf2.rst:698 msgid "" "Using _Scene_ option, animations will be exported as you can see them in " "viewport. You can choose to export a single glTF animation, or each object " "separatly." msgstr "" "Použitím možnosti _Scene_ sa animácie vyexportujú tak, ako ich vidíte v " "zábere. Môžete si vybrať, či chcete exportovať jednu animáciu glTF, alebo " "každý objekt zvlášť." #: ../../manual/addons/import_export/scene_gltf2.rst:703 msgid "Remember only certain types of animation are supported:" msgstr "Nezabudnite, že sú podporované len niektoré typy animácií:" #: ../../manual/addons/import_export/scene_gltf2.rst:705 msgid "Object transform (location, rotation, scale)" msgstr "Transformácia objektu (poloha, rotácia, mierka)" #: ../../manual/addons/import_export/scene_gltf2.rst:706 msgid "Pose bones" msgstr "Póza kostí" #: ../../manual/addons/import_export/scene_gltf2.rst:707 msgid "Shape key values" msgstr "Hodnoty kľúčového tvaru" #: ../../manual/addons/import_export/scene_gltf2.rst:709 msgid "" "Animation of other properties, like physics, lights, or materials, will be " "ignored." msgstr "" "Animácia iných vlastností, ako je fyzika, svetlá alebo materiály, sa " "ignoruje." #: ../../manual/addons/import_export/scene_gltf2.rst:713 msgid "" "In order to sample shape key animations controlled by drivers using bone " "transformations, they must be on a mesh object that is a direct child of the " "bones' armature." msgstr "" "Aby bolo možné ukážky animácií kľúčových tvarov riadených ovládačmi použitím " "transformácií kostí, musia byť na povrchovej sieti objektu, ktorý je priamym " "potomkom armatúry kostí." #: ../../manual/addons/import_export/scene_gltf2.rst:718 msgid "" "Only _Actions_ and _Active Actions merged_ mode can handle not sampled " "animations." msgstr "" "Iba režim _Actions_ a _Active Actions merged_ dokáže spracovať nenasnímané " "animácie." #: ../../manual/addons/import_export/scene_gltf2.rst:722 msgid "File Format Variations" msgstr "Varianty formátu súborov" #: ../../manual/addons/import_export/scene_gltf2.rst:724 msgid "" "The glTF specification identifies different ways the data can be stored. The " "importer handles all of these ways. The exporter will ask the user to select " "one of the following forms:" msgstr "" "Špecifikácia glTF určuje rôzne spôsoby ukladania údajov. Importér spracúva " "všetky tieto spôsoby. Exportér požiada užívateľa o výber jednej z týchto " "foriem:" #: ../../manual/addons/import_export/scene_gltf2.rst:730 msgid "glTF Binary (``.glb``)" msgstr "Binárne glTF (``.glb``)" #: ../../manual/addons/import_export/scene_gltf2.rst:732 msgid "" "This produces a single ``.glb`` file with all mesh data, image textures, and " "related information packed into a single binary file." msgstr "" "Tým sa vytvorí jeden súbor ``.glb`` so všetkými údajmi povrchovej siete, " "textúrami obrázkov a súvisiacimi informáciami zabalenými do jedného " "binárneho súboru." #: ../../manual/addons/import_export/scene_gltf2.rst:737 msgid "" "Using a single file makes it easy to share or copy the model to other " "systems and services." msgstr "" "Použitie jedného súboru uľahčuje zdieľanie alebo kopírovanie modelu do iných " "systémov a služieb." #: ../../manual/addons/import_export/scene_gltf2.rst:741 msgid "glTF Separate (``.gltf`` + ``.bin`` + textures)" msgstr "Oddelené glTF (``.gltf`` + ``.bin`` + textúry)" #: ../../manual/addons/import_export/scene_gltf2.rst:743 msgid "" "This produces a JSON text-based ``.gltf`` file describing the overall " "structure, along with a ``.bin`` file containing mesh and vector data, and " "optionally a number of ``.png`` or ``.jpg`` files containing image textures " "referenced by the ``.gltf`` file." msgstr "" "Vytvorí sa textový súbor ``.gltf`` vo formáte JSON, ktorý popisuje celkovú " "štruktúru, spolu so súborom ``.bin`` obsahujúcim údaje povrchových sietí a " "vektorov a voliteľne niekoľko súborov ``.png`` alebo ``.jpg`` obsahujúcich " "obrazové textúry, na ktoré odkazuje súbor ``.gltf``." #: ../../manual/addons/import_export/scene_gltf2.rst:750 msgid "" "Having an assortment of separate files makes it much easier for a user to go " "back and edit any JSON or images after the export has completed." msgstr "" "Ak má užívateľ k dispozícii sortiment samostatných súborov, môže sa po " "dokončení exportu oveľa ľahšie vrátiť a upraviť JSON alebo obrázky." #: ../../manual/addons/import_export/scene_gltf2.rst:755 msgid "" "Be aware that sharing this format requires sharing all of these separate " "files together as a group." msgstr "" "Uvedomte si, že zdieľanie tohto formátu si vyžaduje zdieľanie všetkých " "týchto samostatných súborov spoločne ako skupiny." #: ../../manual/addons/import_export/scene_gltf2.rst:760 msgid "glTF Embedded (``.gltf``)" msgstr "Vnorený glTF (``.gltf``)" #: ../../manual/addons/import_export/scene_gltf2.rst:762 msgid "" "This produces a JSON text-based ``.gltf`` file, with all mesh data and image " "data encoded (using Base64) within the file. This form is useful if the " "asset must be shared over a plain-text-only connection." msgstr "" "Vytvorí sa textový súbor ``.gltf`` vo formáte JSON so všetkými údajmi o " "povrchovej sieti a údajmi o obrázku zakódovanými (použitím Base64) v súbore. " "Táto forma je užitočná, ak sa aktívum musí zdieľať prostredníctvom spojenia, " "ktoré je len textové." #: ../../manual/addons/import_export/scene_gltf2.rst:768 msgid "" "This is the least efficient of the available forms, and should only be used " "when required." msgstr "" "Táto forma je najmenej účinná z dostupných foriem a mala by sa používať len " "v prípade potreby." #: ../../manual/addons/import_export/scene_gltf2.rst:777 msgid "Pack Images" msgstr "Zbaliť obrázky" #: ../../manual/addons/import_export/scene_gltf2.rst:778 msgid "Pack all images into the blend-file." msgstr "Zbalí všetky obrázky do blend súboru." #: ../../manual/addons/import_export/scene_gltf2.rst:782 msgid "Merge Vertices" msgstr "Zlúčiť vrcholy" #: ../../manual/addons/import_export/scene_gltf2.rst:780 msgid "" "The glTF format requires discontinuous normals, UVs, and other vertex " "attributes to be stored as separate vertices, as required for rendering on " "typical graphics hardware. This option attempts to combine co-located " "vertices where possible. Currently cannot combine verts with different " "normals." msgstr "" "Formát glTF vyžaduje, aby sa diskontinuálne normály, UV súradnice a ďalšie " "atribúty vrcholov uložili ako oddelené vrcholy, ako je vyžadované pri " "vykresľovaní na typickom grafickom hardvéri. Táto možnosť sa pokúša " "kombinovať vrcholy umiestnené spolu, kde je to možné. V súčasnosti nie je " "možné kombinovať vrcholy s rôznymi normálmi." #: ../../manual/addons/import_export/scene_gltf2.rst:784 #: ../../manual/editors/3dview/display/overlays.rst:184 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:191 #: ../../manual/glossary/index.rst:816 #: ../../manual/interface/window_system/workspaces.rst:0 #: ../../manual/modeling/meshes/editing/mesh/shading.rst:5 #: ../../manual/modeling/modifiers/generate/bevel.rst:255 #: ../../manual/render/cycles/object_settings/object_data.rst:137 #: ../../manual/render/materials/components/volume.rst:20 #: ../../manual/scene_layout/object/editing/shading.rst:4 msgid "Shading" msgstr "Tieňovanie" #: ../../manual/addons/import_export/scene_gltf2.rst:785 msgid "How normals are computed during import." msgstr "Určuje, ako sa počas importu vypočítajú normály." #: ../../manual/addons/import_export/scene_gltf2.rst:787 msgid "Guess Original Bind Pose" msgstr "Odhadnúť originálnu väzbu pózy" #: ../../manual/addons/import_export/scene_gltf2.rst:787 msgid "" "Determines the pose for bones (and consequently, skinned meshes) in Edit " "Mode. When on, attempts to guess the pose that was used to compute the " "inverse bind matrices." msgstr "" "Určuje pózu pre kosti (a následne pre povrchovej siete s pokožkou) v režime " "editácie. Ak je zapnutá, pokúša sa odhadnúť pózu, ktorá bola použitá na " "výpočet inverzných matríc väzieb." #: ../../manual/addons/import_export/scene_gltf2.rst:791 msgid "Bone Direction" msgstr "Smer kostí" #: ../../manual/addons/import_export/scene_gltf2.rst:790 msgid "" "Changes the heuristic the importer uses to decide where to place bone tips. " "Note that the Fortune setting may cause inaccuracies in models that use non-" "uniform scaling. Otherwise this is purely aesthetic." msgstr "" "Mení heuristiku, ktorú importér používa pri rozhodovaní o umiestnení špičiek " "kostí. Upozorňujeme, že nastavenie Fortune môže spôsobiť nepresnosti v " "modeloch, ktoré používajú nerovnomernú zmenu mierky. V ostatných prípadoch " "je toto nastavenie čisto estetické." #: ../../manual/addons/import_export/scene_gltf2.rst:798 #: ../../manual/addons/import_export/scene_gltf2.rst:922 msgid "Lighting Mode" msgstr "Režim osvetlenia" #: ../../manual/addons/import_export/scene_gltf2.rst:794 #: ../../manual/addons/import_export/scene_gltf2.rst:918 msgid "" "Optional backwards compatibility for non-standard render engines. Applies to " "lights. Standard: Physically-based glTF lighting units (cd, lx, nt). " "Unitless: Non-physical, unitless lighting. Useful when exposure controls are " "not available Raw (Deprecated): Blender lighting strengths with no conversion" msgstr "" "Voliteľná spätná kompatibilita pre neštandardné mechanizmy prekresľovania. " "Platí pre svetlá. Štandard: Fyzicky založené osvetľovacie jednotky glTF (cd, " "lx, nt). Bezjednotkové: Nefyzické, bezjednotkové osvetlenie. Užitočné, keď " "nie sú k dispozícii ovládacie prvky expozície Raw (zastarané): Svetlá " "Blendera bez konverzie" #: ../../manual/addons/import_export/scene_gltf2.rst:804 msgid "See: `File Format Variations`_." msgstr "Pozrite si časť: `Varianty formátu súboru`_." #: ../../manual/addons/import_export/scene_gltf2.rst:807 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:314 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:347 #: ../../manual/scene_layout/object/editing/convert.rst:52 msgid "Keep Original" msgstr "Zachovať originálne" #: ../../manual/addons/import_export/scene_gltf2.rst:806 msgid "" "For glTF Separate file format only. Keep original textures files if " "possible. Warning: if you use more than one texture, where pbr standard " "requires only one, only one texture will be used.This can lead to unexpected " "results" msgstr "" "Iba pre glTF Samostatný formát súboru. Ak je to možné, uchovávajte pôvodné " "súbory textúr. Upozornenie: ak použijete viac ako jednu textúru, kde " "štandard pbr vyžaduje iba jednu, použije sa iba jedna textúra. To môže viesť " "k neočakávaným výsledkom" #: ../../manual/addons/import_export/scene_gltf2.rst:810 msgid "" "For glTF Separate file format only. Folder to place texture files in. " "Relative to the gltf-file." msgstr "" "Iba pre glTF Samostatný formát súboru. Priečinok na umiestnenie súborov " "textúr. Vo vzťahu k súboru gltf." #: ../../manual/addons/import_export/scene_gltf2.rst:811 msgid "Copyright" msgstr "Autorské práva" #: ../../manual/addons/import_export/scene_gltf2.rst:812 msgid "Legal rights and conditions for the model." msgstr "Zákonné práva a podmienky pre model." #: ../../manual/addons/import_export/scene_gltf2.rst:816 msgid "Remember Export Settings" msgstr "Zapamätať si nastavenia exportu" #: ../../manual/addons/import_export/scene_gltf2.rst:814 msgid "" "Store export settings in the blend-file, so they will be recalled next time " "the file is opened." msgstr "" "Uloží nastavenia exportu do blend súboru, aby sa vyvolali pri ďalšom " "otvorení súboru." #: ../../manual/addons/import_export/scene_gltf2.rst:822 msgid "Export selected objects only." msgstr "Exportuje len vybrané objekty." #: ../../manual/addons/import_export/scene_gltf2.rst:823 #: ../../manual/files/import_export/alembic.rst:110 msgid "Visible Objects" msgstr "Viditeľné objekty" #: ../../manual/addons/import_export/scene_gltf2.rst:824 msgid "Export visible objects only." msgstr "Exportuje len viditeľné objekty." #: ../../manual/addons/import_export/scene_gltf2.rst:825 msgid "Renderable Objects" msgstr "Prekresliteľné objekty" #: ../../manual/addons/import_export/scene_gltf2.rst:826 msgid "Export renderable objects only." msgstr "Exportujte len prekresliteľné objekty." #: ../../manual/addons/import_export/scene_gltf2.rst:828 msgid "Export objects from active collection only." msgstr "Exportuje objekty len z aktívnej kolekcie." #: ../../manual/addons/import_export/scene_gltf2.rst:830 msgid "Include Nested Collections" msgstr "Zahrnúť vnorené kolekcie" #: ../../manual/addons/import_export/scene_gltf2.rst:830 msgid "" "Only when Active Collection is On. When On, export recursively objects on " "nested active collections." msgstr "" "Iba keď je aktívna kolekcia zapnutá. Keď je zapnuté, exportujte rekurzívne " "objekty do vnorených aktívnych kolekcií." #: ../../manual/addons/import_export/scene_gltf2.rst:832 msgid "Active Scene" msgstr "Aktívna scéna" #: ../../manual/addons/import_export/scene_gltf2.rst:833 msgid "Export active scene only." msgstr "Exportuje len aktívnu scénu." #: ../../manual/addons/import_export/scene_gltf2.rst:835 msgid "Export custom properties as glTF extras." msgstr "Exportuje užívateľské vlastnosti ako extra glTF." #: ../../manual/addons/import_export/scene_gltf2.rst:837 msgid "Export cameras." msgstr "Exportuje kamery." #: ../../manual/addons/import_export/scene_gltf2.rst:840 msgid "Punctual Lights" msgstr "Bodové svietidlá" #: ../../manual/addons/import_export/scene_gltf2.rst:839 msgid "" "Export directional, point, and spot lights. Uses the ``KHR_lights_punctual`` " "glTF extension." msgstr "" "Exportuje smerové, bodové a plošné svetlá. Používa rozšírenie glTF " "``KHR_lights_punctual``." #: ../../manual/addons/import_export/scene_gltf2.rst:847 msgid "Y Up" msgstr "Y hore" #: ../../manual/addons/import_export/scene_gltf2.rst:846 msgid "Export using glTF convention, +Y up." msgstr "Exportuje použitím konvencie glTF, +Y nahor." #: ../../manual/addons/import_export/scene_gltf2.rst:850 msgid "Data - Mesh" msgstr "Údaje - povrchová sieť" #: ../../manual/addons/import_export/scene_gltf2.rst:856 msgid "Export UVs (texture coordinates) with meshes." msgstr "Exportuje UV (súradnice textúr) s povrchovými sieťami." #: ../../manual/addons/import_export/scene_gltf2.rst:858 msgid "Export vertex normals with meshes." msgstr "Exportuje normály vrcholov s povrchovými sieťami." #: ../../manual/addons/import_export/scene_gltf2.rst:859 msgid "Tangents" msgstr "Dotyčnice" #: ../../manual/addons/import_export/scene_gltf2.rst:860 msgid "Export vertex tangents with meshes." msgstr "Exportuje dotyčnice vrcholov s povrchovými sieťami." #: ../../manual/addons/import_export/scene_gltf2.rst:862 msgid "Export Color Attributes with meshes." msgstr "Exportuje atribúty farieb s povrchovými sieťami." #: ../../manual/addons/import_export/scene_gltf2.rst:863 #: ../../manual/addons/system/demo_mode.rst:43 #: ../../manual/modeling/curves/primitives.rst:85 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:10 #: ../../manual/modeling/geometry_nodes/geometry/join_geometry.rst:27 #: ../../manual/modeling/geometry_nodes/instances/realize_instances.rst:25 #: ../../manual/modeling/meshes/properties/object_data.rst:102 #: ../../manual/modeling/point_cloud.rst:26 #: ../../manual/render/materials/components/volume.rst:62 #: ../../manual/render/shader_nodes/osl.rst:158 msgid "Attributes" msgstr "Atribúty" #: ../../manual/addons/import_export/scene_gltf2.rst:864 msgid "Export Attributes with meshes, when the name starts with underscore." msgstr "" "Exportuje atribúty s povrchovými sieťami, keď názov začína podčiarknutím." #: ../../manual/addons/import_export/scene_gltf2.rst:866 msgid "" "Export loose edges as lines, using the material from the first material slot." msgstr "" "Exportuje voľné okraje ako čiary, pričom použije materiál z prvého zásobníka " "materiálu." #: ../../manual/addons/import_export/scene_gltf2.rst:868 msgid "Loose Points" msgstr "Voľné body" #: ../../manual/addons/import_export/scene_gltf2.rst:868 msgid "" "Export loose points as glTF points, using the material from the first " "material slot." msgstr "" "Exportuje voľné body ako body glTF s použitím materiálu z prvého zásobníka " "materiálu." #: ../../manual/addons/import_export/scene_gltf2.rst:871 msgid "Data - Material" msgstr "Údaje - Materiál" #: ../../manual/addons/import_export/scene_gltf2.rst:874 msgid "" "Export full materials, only placeholders (all primitives but without " "materials), or does not export materials. (In that last case, primitive are " "merged, lossing material slot information)." msgstr "" "Exportuje kompletné materiály, iba zástupné materiály (všetky prvotné tvary, " "ale bez materiálov) alebo neexportuje materiály. (V poslednom prípade sa " "prvotné tvary zlúčia, čím sa stratia informácie o zásuvkách materiálov)." #: ../../manual/addons/import_export/scene_gltf2.rst:877 msgid "" "Output format for images. PNG is lossless and generally preferred, but JPEG " "might be preferable for web applications due to the smaller file size. If " "None is chosen, materials are exported without textures." msgstr "" "Výstupný formát pre obrázky. PNG je bezstratový a všeobecne sa " "uprednostňuje, ale JPEG môže byť vhodnejší pre webové aplikácie kvôli menšej " "veľkosti súboru. Ak je vybratá možnosť Žiadne, materiály sa exportujú bez " "textúr." #: ../../manual/addons/import_export/scene_gltf2.rst:880 msgid "JPEG Quality" msgstr "Kvalita JPEG" #: ../../manual/addons/import_export/scene_gltf2.rst:881 msgid "When exporting jpeg files, the quality of the exported file." msgstr "Pri exporte súborov jpeg kvalita exportovaného súboru." #: ../../manual/addons/import_export/scene_gltf2.rst:884 msgid "Export Original PBR Specular" msgstr "Export pôvodného PBR odrazu" #: ../../manual/addons/import_export/scene_gltf2.rst:883 msgid "" "When On, specular data are exported from glTF Material Output node, Instead " "of using sockets from Principled BSDF Node." msgstr "" "Keď je zapnuté, údaje odrazu sa exportujú z výstupného uzla materiálu glTF, " "namiesto použitia zásuviek z uzla Principiálne BSDF." #: ../../manual/addons/import_export/scene_gltf2.rst:887 msgid "Data - Shape Keys" msgstr "Údaje - Kľúčové tvary" #: ../../manual/addons/import_export/scene_gltf2.rst:888 msgid "Export shape keys (morph targets)." msgstr "Exportuje kľúčové tvary (morfologické ciele)." #: ../../manual/addons/import_export/scene_gltf2.rst:890 msgid "Shape Key Normals" msgstr "Normály kľúčového tvaru" #: ../../manual/addons/import_export/scene_gltf2.rst:891 msgid "Export vertex normals with shape keys (morph targets)." msgstr "Exportuje normály vrcholov s kľúčovými tvarmi (morfické ciele)." #: ../../manual/addons/import_export/scene_gltf2.rst:893 msgid "Shape Key Tangents" msgstr "Dotyčnice kľúčového tvaru" #: ../../manual/addons/import_export/scene_gltf2.rst:893 msgid "Export vertex tangents with shape keys (morph targets)." msgstr "Exportuje dotyčnice vrcholov s kľúčovými tvarmi (morfologické ciele)." #: ../../manual/addons/import_export/scene_gltf2.rst:896 msgid "Data - Armature" msgstr "Údaje - Armatúra" #: ../../manual/addons/import_export/scene_gltf2.rst:898 msgid "Use Rest Position Armature" msgstr "Použije armatúru v pokojovej polohe" #: ../../manual/addons/import_export/scene_gltf2.rst:899 msgid "" "Export Armatures using rest position as joint rest pose. When Off, the " "current frame pose is used as rest pose." msgstr "" "Exportuje armatúry s použitím pokojovej polohy ako pokojová poloha kĺbu. Ak " "je vypnuté, ako póza pokoja sa použije póza aktuálnej snímky." #: ../../manual/addons/import_export/scene_gltf2.rst:901 msgid "Export Deformation Bones only" msgstr "Exportovať iba deformáciu kostí" #: ../../manual/addons/import_export/scene_gltf2.rst:901 msgid "" "Export Deformation bones only, not other bones. Animation for deformation " "bones are baked." msgstr "" "Exportuje iba kosti deformácie, nie iné kosti. Animácia pre deformáciu kostí " "je zapečená." #: ../../manual/addons/import_export/scene_gltf2.rst:904 msgid "Flatten Bone Hierarchy" msgstr "Zarovnať hierarchiu kostí" #: ../../manual/addons/import_export/scene_gltf2.rst:904 msgid "Usefull in case of non decomposible TRS matrix." msgstr "Užitočné v prípade nerozložiteľnej TRS matrice." #: ../../manual/addons/import_export/scene_gltf2.rst:907 msgid "Data - Skinning" msgstr "Údaje - Opláštenie" #: ../../manual/addons/import_export/scene_gltf2.rst:909 msgid "Export skinning data" msgstr "Exportuje údaje o opláštení" #: ../../manual/addons/import_export/scene_gltf2.rst:912 msgid "Include All Bone Influences" msgstr "Zahrnúť vplyvy všetkých kostí" #: ../../manual/addons/import_export/scene_gltf2.rst:912 msgid "" "Allow more than 4 joint vertex influences. Models may appear incorrectly in " "many viewers." msgstr "" "Umožní viac ako 4 spoločné vrcholové vplyvy. Modely sa môžu v mnohých " "prehliadačoch zobrazovať nesprávne." #: ../../manual/addons/import_export/scene_gltf2.rst:915 msgid "Data - Lighting" msgstr "Údaje - Osvetlenie" #: ../../manual/addons/import_export/scene_gltf2.rst:925 msgid "Data - Compression" msgstr "Údaje - Kompresia" #: ../../manual/addons/import_export/scene_gltf2.rst:927 msgid "Compress meshes using Google Draco." msgstr "Kompresia povrchových sietí použitím aplikácie Google Draco." #: ../../manual/addons/import_export/scene_gltf2.rst:929 msgid "Compression Level" msgstr "Úroveň kompresie" #: ../../manual/addons/import_export/scene_gltf2.rst:930 msgid "Higher compression results in slower encoding and decoding." msgstr "Vyššia kompresia má za následok pomalšie kódovanie a dekódovanie." #: ../../manual/addons/import_export/scene_gltf2.rst:931 msgid "Quantization Position" msgstr "Pozícia kvantizácie" #: ../../manual/addons/import_export/scene_gltf2.rst:932 #: ../../manual/addons/import_export/scene_gltf2.rst:934 #: ../../manual/addons/import_export/scene_gltf2.rst:936 #: ../../manual/addons/import_export/scene_gltf2.rst:938 #: ../../manual/addons/import_export/scene_gltf2.rst:940 msgid "Higher values result in better compression rates." msgstr "Vyššie hodnoty vedú k lepším kompresným pomerom." #: ../../manual/addons/import_export/scene_gltf2.rst:935 #: ../../manual/modeling/modifiers/common_options.rst:110 msgid "Texture Coordinates" msgstr "Súradnice textúry" #: ../../manual/addons/import_export/scene_gltf2.rst:937 #: ../../manual/compositing/realtime_compositor.rst:57 #: ../../manual/compositing/realtime_compositor.rst:70 #: ../../manual/compositing/realtime_compositor.rst:74 #: ../../manual/compositing/realtime_compositor.rst:76 #: ../../manual/compositing/realtime_compositor.rst:78 #: ../../manual/compositing/types/color/color_balance.rst:21 #: ../../manual/compositing/types/color/color_balance.rst:53 #: ../../manual/compositing/types/color/color_correction.rst:70 #: ../../manual/compositing/types/color/invert.rst:26 #: ../../manual/compositing/types/color/invert.rst:44 #: ../../manual/compositing/types/filter/pixelate.rst:21 #: ../../manual/compositing/types/filter/pixelate.rst:34 #: ../../manual/compositing/types/input/texture.rst:42 #: ../../manual/compositing/types/matte/color_key.rst:31 #: ../../manual/editors/3dview/display/shading.rst:40 #: ../../manual/editors/3dview/display/shading.rst:120 #: ../../manual/editors/image/image_settings.rst:92 #: ../../manual/editors/image/introduction.rst:0 #: ../../manual/editors/texture_node/types/distort/rotate.rst:17 #: ../../manual/editors/texture_node/types/distort/rotate.rst:36 #: ../../manual/editors/texture_node/types/distort/scale.rst:17 #: ../../manual/editors/texture_node/types/distort/scale.rst:34 #: ../../manual/editors/texture_node/types/distort/translate.rst:17 #: ../../manual/editors/texture_node/types/distort/translate.rst:34 #: ../../manual/editors/texture_node/types/input/image.rst:32 #: ../../manual/editors/texture_node/types/input/texture.rst:38 #: ../../manual/editors/texture_node/types/output/output.rst:22 #: ../../manual/editors/texture_node/types/output/viewer.rst:19 #: ../../manual/editors/texture_node/types/patterns/bricks.rst:50 #: ../../manual/editors/texture_node/types/patterns/checker.rst:34 #: ../../manual/editors/uv/introduction.rst:0 #: ../../manual/editors/video_sequencer/preview/header.rst:73 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:112 #: ../../manual/grease_pencil/modes/draw/tool_settings/color.rst:5 #: ../../manual/grease_pencil/modes/sculpting/tool_settings/brush.rst:79 #: ../../manual/grease_pencil/modifiers/color/index.rst:4 #: ../../manual/grease_pencil/modifiers/color/tint.rst:34 #: ../../manual/grease_pencil/modifiers/introduction.rst:37 #: ../../manual/grease_pencil/properties/display.rst:33 #: ../../manual/grease_pencil/visual_effects/colorize.rst:38 #: ../../manual/grease_pencil/visual_effects/glow.rst:0 #: ../../manual/interface/annotate_tool.rst:54 #: ../../manual/interface/controls/buttons/eyedropper.rst:18 #: ../../manual/interface/controls/nodes/selecting.rst:30 #: ../../manual/interface/controls/nodes/sidebar.rst:36 #: ../../manual/interface/controls/nodes/sidebar.rst:56 #: ../../manual/interface/controls/templates/color_ramp.rst:92 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:0 #: ../../manual/modeling/geometry_nodes/input/constant/color.rst:32 #: ../../manual/modeling/geometry_nodes/texture/brick.rst:67 #: ../../manual/modeling/geometry_nodes/texture/checker.rst:58 #: ../../manual/modeling/geometry_nodes/texture/gradient.rst:48 #: ../../manual/modeling/geometry_nodes/texture/image.rst:59 #: ../../manual/modeling/geometry_nodes/texture/magic.rst:43 #: ../../manual/modeling/geometry_nodes/texture/noise.rst:67 #: ../../manual/modeling/geometry_nodes/texture/voronoi.rst:249 #: ../../manual/modeling/geometry_nodes/texture/wave.rst:61 #: ../../manual/modeling/geometry_nodes/texture/white_noise.rst:53 #: ../../manual/modeling/geometry_nodes/utilities/color/combine_color.rst:41 #: ../../manual/modeling/geometry_nodes/utilities/color/separate_color.rst:21 #: ../../manual/modeling/geometry_nodes/utilities/index.rst:8 #: ../../manual/modeling/meshes/properties/object_data.rst:0 #: ../../manual/modeling/meshes/properties/object_data.rst:73 #: ../../manual/modeling/point_cloud.rst:0 #: ../../manual/physics/dynamic_paint/canvas.rst:256 #: ../../manual/physics/fluid/type/domain/gas/viewport_display.rst:160 #: ../../manual/physics/particles/emitter/display.rst:52 #: ../../manual/render/cycles/baking.rst:148 #: ../../manual/render/eevee/render_settings/bloom.rst:24 #: ../../manual/render/freestyle/view_layer/line_style/color.rst:4 #: ../../manual/render/freestyle/view_layer/line_style/index.rst:30 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/index.rst:8 #: ../../manual/render/freestyle/view_layer/line_style/texture.rst:86 #: ../../manual/render/layers/passes.rst:107 #: ../../manual/render/layers/passes.rst:156 #: ../../manual/render/lights/light_object.rst:18 #: ../../manual/render/lights/world.rst:73 #: ../../manual/render/materials/legacy_textures/types/clouds.rst:22 #: ../../manual/render/materials/settings.rst:48 #: ../../manual/render/output/properties/output.rst:53 #: ../../manual/render/shader_nodes/color/index.rst:4 #: ../../manual/render/shader_nodes/converter/blackbody.rst:33 #: ../../manual/render/shader_nodes/converter/shader_to_rgb.rst:51 #: ../../manual/render/shader_nodes/converter/wavelength.rst:33 #: ../../manual/render/shader_nodes/input/ao.rst:32 #: ../../manual/render/shader_nodes/input/ao.rst:55 #: ../../manual/render/shader_nodes/input/attribute.rst:88 #: ../../manual/render/shader_nodes/input/object_info.rst:35 #: ../../manual/render/shader_nodes/input/vertex_color.rst:35 #: ../../manual/render/shader_nodes/input/volume_info.rst:30 #: ../../manual/render/shader_nodes/output/aov.rst:25 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:22 #: ../../manual/render/shader_nodes/shader/background.rst:18 #: ../../manual/render/shader_nodes/shader/diffuse.rst:19 #: ../../manual/render/shader_nodes/shader/emission.rst:25 #: ../../manual/render/shader_nodes/shader/glass.rst:23 #: ../../manual/render/shader_nodes/shader/glossy.rst:18 #: ../../manual/render/shader_nodes/shader/hair.rst:20 #: ../../manual/render/shader_nodes/shader/hair_principled.rst:46 #: ../../manual/render/shader_nodes/shader/refraction.rst:22 #: ../../manual/render/shader_nodes/shader/sss.rst:24 #: ../../manual/render/shader_nodes/shader/toon.rst:20 #: ../../manual/render/shader_nodes/shader/translucent.rst:18 #: ../../manual/render/shader_nodes/shader/transparent.rst:25 #: ../../manual/render/shader_nodes/shader/velvet.rst:22 #: ../../manual/render/shader_nodes/shader/volume_absorption.rst:18 #: ../../manual/render/shader_nodes/shader/volume_principled.rst:19 #: ../../manual/render/shader_nodes/shader/volume_scatter.rst:20 #: ../../manual/render/shader_nodes/textures/brick.rst:54 #: ../../manual/render/shader_nodes/textures/checker.rst:45 #: ../../manual/render/shader_nodes/textures/environment.rst:63 #: ../../manual/render/shader_nodes/textures/gradient.rst:41 #: ../../manual/render/shader_nodes/textures/image.rst:96 #: ../../manual/render/shader_nodes/textures/magic.rst:36 #: ../../manual/render/shader_nodes/textures/noise.rst:60 #: ../../manual/render/shader_nodes/textures/point_density.rst:79 #: ../../manual/render/shader_nodes/textures/sky.rst:102 #: ../../manual/render/shader_nodes/textures/voronoi.rst:242 #: ../../manual/render/shader_nodes/textures/wave.rst:54 #: ../../manual/render/shader_nodes/textures/white_noise.rst:46 #: ../../manual/render/shader_nodes/vector/normal_map.rst:30 #: ../../manual/render/workbench/color.rst:5 #: ../../manual/render/workbench/display_settings.rst:30 #: ../../manual/render/workbench/display_settings.rst:45 #: ../../manual/render/workbench/display_settings.rst:70 #: ../../manual/scene_layout/object/properties/display.rst:47 #: ../../manual/scene_layout/object/selecting.rst:236 #: ../../manual/sculpt_paint/brush/brush_settings.rst:222 #: ../../manual/video_editing/edit/montage/strips/color.rst:18 #: ../../manual/video_editing/edit/montage/strips/text.rst:40 #: ../../manual/compositing/types/color/invert.rst:21 #: ../../manual/compositing/types/color/invert.rst:39 #: ../../manual/modeling/geometry_nodes/utilities/color/combine_color.rst:40 msgid "Color" msgstr "Farba" #: ../../manual/addons/import_export/scene_gltf2.rst:941 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:0 #: ../../manual/physics/rigid_body/constraints/types/generic.rst:10 msgid "Generic" msgstr "Všeobecné" #: ../../manual/addons/import_export/scene_gltf2.rst:946 msgid "Animation mode" msgstr "Režim animácie" #: ../../manual/addons/import_export/scene_gltf2.rst:947 msgid "Animation mode used for export (See `Animations`_ )" msgstr "Režim animácie použitý na export (pozri `Animácie`_ )" #: ../../manual/addons/import_export/scene_gltf2.rst:948 msgid "Shape Keys Animations" msgstr "Animácie kľúčových tvarov" #: ../../manual/addons/import_export/scene_gltf2.rst:949 msgid "" "Export Shape Keys Animation. Need Shape Keys to be exported (See `Data - " "Shape Keys`_)" msgstr "" "Exportuje animáciu kľúčových tvarov. Je potrebné exportovať Kľúčové tvary " "(pozri `Údaje - Kľúčové tvary`_)" #: ../../manual/addons/import_export/scene_gltf2.rst:952 msgid "Bake All Objects Animations" msgstr "Zapečenie animácie všetkých objektov" #: ../../manual/addons/import_export/scene_gltf2.rst:951 msgid "" "Usefull when some objects are constrained without being animated themselves." msgstr "" "Užitočné, keď sú niektoré objekty obmedzené bez toho, aby boli samy " "animované." #: ../../manual/addons/import_export/scene_gltf2.rst:955 msgid "Animation - Rest & Ranges" msgstr "Animácie - Pokoj a rozsahy" #: ../../manual/addons/import_export/scene_gltf2.rst:957 msgid "Use Current Frame as Object Rest Transformations" msgstr "Použije aktuálnu snímku ako transformácie pokojového objektu" #: ../../manual/addons/import_export/scene_gltf2.rst:958 msgid "" "Export the scene in the current animation frame. When off, frame 0 is used " "as rest transformation for objects." msgstr "" "Exportuje scénu na aktuálnej snímke animácie. Ak je vypnutá, ako " "transformácia pre objekty sa použije snímka 0." #: ../../manual/addons/import_export/scene_gltf2.rst:959 msgid "Limit to Playback Range" msgstr "Limit rozsahu prehrávania" #: ../../manual/addons/import_export/scene_gltf2.rst:960 msgid "Clips animations to selected playback range." msgstr "Strihá animácie do vybraného rozsahu prehrávania." #: ../../manual/addons/import_export/scene_gltf2.rst:961 msgid "Set all glTF Animation starting at 0" msgstr "Nastaviť všetky animácie glTF od 0" #: ../../manual/addons/import_export/scene_gltf2.rst:962 msgid "" "Set all glTF Animation starting at 0. Can be usefull for looping animation" msgstr "" "Nastaví všetky animácie glTF od 0. Môže byť užitočné na animáciu slučky" #: ../../manual/addons/import_export/scene_gltf2.rst:964 msgid "Negative Frames" msgstr "Negatívne snímky" #: ../../manual/addons/import_export/scene_gltf2.rst:964 msgid "When some frames are in negative range, slide or crop the animation." msgstr "" "Ak sú niektoré snímky v zápornom rozsahu, posunie alebo oreže animáciu." #: ../../manual/addons/import_export/scene_gltf2.rst:967 msgid "Animation - Armature" msgstr "Animácia - Armatúra" #: ../../manual/addons/import_export/scene_gltf2.rst:970 msgid "Export all Armature Actions" msgstr "Exportovať všetky akcie armatúry" #: ../../manual/addons/import_export/scene_gltf2.rst:970 msgid "" "Export all actions, bound to a single armature. Warning: Option does not " "support exports including multiple armatures." msgstr "" "Exportujte všetky akcie viazané na jednu armatúru. VAROVANIE: Možnosť " "nepodporuje export vrátane viacerých armatúr." #: ../../manual/addons/import_export/scene_gltf2.rst:975 msgid "Reset pose bones between actions" msgstr "Resetovať kosti pózy medzi akciami" #: ../../manual/addons/import_export/scene_gltf2.rst:973 msgid "" "Reset pose bones between each action exported. This is needed when some " "bones are not keyed on some animations." msgstr "" "Resetujte kosti pózy medzi každou akciou exportu. Je to potrebné, ak " "niektoré kosti nie sú kľúčované k niektorým animáciám." #: ../../manual/addons/import_export/scene_gltf2.rst:978 msgid "Animation - Sampling" msgstr "Animácia - Snímanie" #: ../../manual/addons/import_export/scene_gltf2.rst:980 msgid "" "Apply sampling to all animations. Do not sample animation can lead to wrong " "animation export." msgstr "" "Použije snímanie na všetky animácie. Nenasnímaná animácia môže viesť k " "nesprávnemu exportu animácie." #: ../../manual/addons/import_export/scene_gltf2.rst:983 msgid "How often to evaluate animated values (in frames)." msgstr "Určuje, ako často sa vyhodnotia hodnoty animácie (v snímkach)." #: ../../manual/addons/import_export/scene_gltf2.rst:986 msgid "Animation - Optimize" msgstr "Animácia - Optimalizácia" #: ../../manual/addons/import_export/scene_gltf2.rst:988 msgid "Optimize Animation Size" msgstr "Optimalizácia veľkosti animácie" #: ../../manual/addons/import_export/scene_gltf2.rst:989 msgid "" "Reduce exported file size by removing duplicate keyframes when all identical." msgstr "" "Redukuje veľkosť exportovaného súboru odstránením duplicitných kľúčových " "snímok, keď sú všetky identické." #: ../../manual/addons/import_export/scene_gltf2.rst:990 msgid "Force keeping channel for armature / bones" msgstr "Kanál vynúteného zachovania pre armatúry/kosti" #: ../../manual/addons/import_export/scene_gltf2.rst:991 msgid "" "if all keyframes are identical in a rig, force keeping the minimal animation." msgstr "" "Ak sú všetky kľúčové snímky v zariadení identické, vynúti zachovanie " "minimálnej animácie." #: ../../manual/addons/import_export/scene_gltf2.rst:993 msgid "Force keeping channel for objects" msgstr "Kanál vynúteného zachovania pre objekty" #: ../../manual/addons/import_export/scene_gltf2.rst:993 msgid "" "if all keyframes are identical for object transformations, force keeping the " "minimal animation" msgstr "" "Ak sú všetky kľúčové snímky pre transformácie objektov identické, vynúti " "zachovanie minimálnej animácie" #: ../../manual/addons/import_export/scene_gltf2.rst:996 msgid "Contributing" msgstr "Prispievanie" #: ../../manual/addons/import_export/scene_gltf2.rst:998 msgid "" "This importer/exporter is developed through the `glTF-Blender-IO repository " "`__, where you can file bug " "reports, submit feature requests, or contribute code." msgstr "" "Tento importér/exportér je vyvíjaný prostredníctvom úložiska `glTF-Blender-" "IO `__, kde môžete podávať " "hlásenia o chybách, posielať požiadavky na funkcie alebo prispievať kódom." #: ../../manual/addons/import_export/scene_gltf2.rst:1002 msgid "" "Discussion and development of the glTF 2.0 format itself takes place on the " "Khronos Group `glTF GitHub repository `__, and feedback there is welcome." msgstr "" "Diskusia a vývoj samotného formátu glTF 2.0 prebieha na úložisku skupiny " "Khronos Group `glTF GitHub `__ a " "spätná väzba je vítaná." #: ../../manual/addons/import_export/scene_obj.rst:4 #: ../../manual/files/import_export/obj.rst:4 msgid "Wavefront OBJ" msgstr "Wavefront OBJ" #: ../../manual/addons/import_export/scene_obj.rst:9 msgid ":menuselection:`File --> Import --> Wavefront (.obj) (legacy)`" msgstr ":menuselection:`Súbor --> Import --> Wavefront (.obj) (dedičstvo)`" #: ../../manual/addons/import_export/scene_obj.rst:11 #: ../../manual/files/import_export/obj.rst:10 msgid "" "OBJ format is a popular plain text format, however, it has only basic " "geometry and material support." msgstr "" "Formát OBJ je populárny formát obyčajného textu, má však iba základnú " "podporu geometrie a materiálu." #: ../../manual/addons/import_export/scene_obj.rst:13 msgid "" "Import and export of OBJ files is built into Blender 3.3 and later without " "the need of an add-on. It's documentation can be found here: :doc:`OBJ " "Exporter `." msgstr "" "Import a export súborov OBJ je zabudovaný do Blenderu 3.3 a novšieho bez " "potreby doplnku. Jeho dokumentáciu nájdete tu: :doc:`OBJ Exportér `." #: ../../manual/addons/import_export/scene_x3d.rst:4 msgid "Web3D X3D/VRML2" msgstr "Web3D X3D/VRML2" #: ../../manual/addons/import_export/scene_x3d.rst:9 msgid "" ":menuselection:`File --> Import/Export --> X3D Extensible 3D (.x3d/.wrl)`" msgstr "" ":menuselection:`Súbor --> Import/Export --> X3D Extensible 3D (.x3d/.wrl)`" #: ../../manual/addons/import_export/scene_x3d.rst:46 msgid "Hierarchy" msgstr "Hierarchia" #: ../../manual/addons/import_export/scene_x3d.rst:48 msgid "Named Decorations" msgstr "Pomenované dekorácie" #: ../../manual/addons/import_export/scene_x3d.rst:52 msgid "H3D Extensions" msgstr "Prípona H3D" #: ../../manual/addons/import_export/scene_x3d.rst:74 #: ../../manual/files/import_export/alembic.rst:160 #: ../../manual/files/import_export/collada.rst:97 #: ../../manual/modeling/modifiers/generate/decimate.rst:60 msgid "Triangulate" msgstr "Triangulácia" #: ../../manual/addons/import_export/scene_x3d.rst:80 #: ../../manual/files/blend/open_save.rst:171 msgid "Compress" msgstr "Komprimovať" #: ../../manual/addons/import_export/shape_mdd.rst:4 msgid "NewTek MDD" msgstr "NewTek MDD" #: ../../manual/addons/import_export/shape_mdd.rst:9 msgid "" ":menuselection:`File --> Import/Export --> Lightwave Point Cache (.mdd)`" msgstr "" ":menuselection:`Súbor --> Import/Export --> Lightwave Point Cache (.mdd)`" #: ../../manual/addons/index.rst:5 #: ../../manual/advanced/scripting/introduction.rst:70 #: ../../manual/editors/preferences/addons.rst:8 #: ../../manual/modeling/meshes/primitives.rst:229 msgid "Add-ons" msgstr "Doplnky" #: ../../manual/addons/index.rst:9 msgid "This is work in progress." msgstr "Toto je rozpracované." #: ../../manual/addons/index.rst:11 msgid "" "Documentation might be outdated and on some pages images, videos, and links " "aren't added yet." msgstr "" "Dokumentácia môže byť zastaralá a na niektoré stránky ešte nie sú pridané " "obrázky, videá a odkazy." #: ../../manual/addons/index.rst:15 msgid "Add-ons Category Listings" msgstr "Výpisy kategórií doplnkov" #: ../../manual/addons/interface/amaranth.rst:4 msgid "Amaranth Toolset" msgstr ":abbr:`Amaranth Toolset (Súprava nástrojov Amaranth)`" #: ../../manual/addons/interface/amaranth.rst:6 #: ../../manual/addons/interface/amaranth.rst:398 msgid "A collection of tools and settings to improve productivity." msgstr "Súprava nástrojov a nastavení na zvýšenie produktivity." #: ../../manual/addons/interface/amaranth.rst:12 msgid "Open Blender and go to Edit menu, Preferences, then Add-ons." msgstr "" "Otvorte Blender a prejdite do ponuky Upraviť, Predvoľby a potom Doplnky." #: ../../manual/addons/interface/amaranth.rst:13 msgid "Search for Amaranth, and activate the add-on." msgstr "" "Nastavte na karte kategórií Rozhranie, vyhľadajte Amaranth a aktivujte " "doplnok." #: ../../manual/addons/interface/amaranth.rst:20 msgid "Set Camera Bounds as Render Border" msgstr "Nastavenie hraníc kamery ako hraníc prekresľovania" #: ../../manual/addons/interface/amaranth.rst:22 msgid "" "When in camera view, we can now set the border-render to be the same size of " "the camera, so we don't render outside the view. Makes faster render preview." msgstr "" "Pri zobrazení kamery môžeme teraz nastaviť, aby mal okraj prekreslenia " "rovnakú veľkosť ako kamera, takže sa nebude prekresľovať mimo pohľadu. " "Umožňuje rýchlejšie prekresľovanie náhľadu." #: ../../manual/addons/interface/amaranth.rst:25 #: ../../manual/addons/interface/amaranth.rst:42 msgid "Usage: Context menus (:kbd:`RMB`) when in Camera View." msgstr "Použitie: Kontextovou ponukou (:kbd:`PTM`) v pohľade kamery." #: ../../manual/addons/interface/amaranth.rst:29 msgid "Select Meshlights" msgstr "Vybrať svetlo povrchovej siete" #: ../../manual/addons/interface/amaranth.rst:31 msgid "Select all the meshes that emit light." msgstr "Vyberie všetky povrchové, ktoré emitujú svetlo." #: ../../manual/addons/interface/amaranth.rst:33 msgid "Usage: On the header of the 3D View, top of the select menu." msgstr "Použitie: V záhlaví 3D záberu, v hornej časti ponuky vyberte." #: ../../manual/addons/interface/amaranth.rst:37 msgid "Adjust Passepartout" msgstr "Nastaviť Všadeprechodnosť (passepartout)" #: ../../manual/addons/interface/amaranth.rst:39 msgid "" "The passepartout value of local Cameras is now available via the context " "menu, while in Camera view." msgstr "" "Hodnota všadeprechodnosti lokálnych kamier je teraz k dispozícii " "prostredníctvom kontextovej ponuky v zobrazení Kamera." #: ../../manual/addons/interface/amaranth.rst:46 msgid "Scene, Cameras, and Meshlights Count" msgstr "Počet scén, kamier a svetiel povrchovej siete" #: ../../manual/addons/interface/amaranth.rst:48 msgid "" "Add the number of scenes, cameras, and light emitting meshes to the stats in " "the Status Bar." msgstr "" "Do štatistík v stavovom riadku pridajte počet scén, kamier a svetiel " "povrchových sietí." #: ../../manual/addons/interface/amaranth.rst:50 msgid "" "Disabled by default as there has been reports of very minor slowdown on " "scenes with many hi-poly objects. Never experienced myself but just in case." msgstr "" "Predvolene vypnuté, pretože sa vyskytli hlásenia o veľmi malom spomalení pri " "scénach s mnohými vysoko-polygónovými objektami. Sám som to nikdy nezažil, " "ale pre istotu." #: ../../manual/addons/interface/amaranth.rst:53 msgid "" "Usage: Once enabled in the add-on preferences, it will appear in the Status " "Bar." msgstr "" "Použitie: Po povolení v nastaveniach doplnku sa zobrazí v stavovom riadku." #: ../../manual/addons/interface/amaranth.rst:57 msgid "Wireframe Toggle" msgstr "Prepínač drôteného rámu" #: ../../manual/addons/interface/amaranth.rst:59 msgid "" "Enable or disable wireframe display on mesh objects. It even works on linked " "objects/scenes too, where this option is not accessible." msgstr "" "Povolí alebo zakáže zobrazenia drôteného rámu na objektoch povrchovej siete. " "Funguje to dokonca aj na prepojených objektoch/scénach, kde táto možnosť nie " "je dostupná." #: ../../manual/addons/interface/amaranth.rst:62 msgid "\"Display\" will enable the wireframe, while \"Clear\" will disable it." msgstr "\"Zobraziť\" zapne drôtený rám, zatiaľ čo \"Vymazať\" ho vypne." #: ../../manual/addons/interface/amaranth.rst:64 msgid "Both using the following settings:" msgstr "V oboch prípadoch použite nasledujúce nastavenia:" #: ../../manual/addons/interface/amaranth.rst:67 msgid "Draw All Edges" msgstr "Nakresliť všetky hrany" #: ../../manual/addons/interface/amaranth.rst:67 msgid "Display edges even on coplanar faces" msgstr "Zobrazí hrany aj na rovinných plochách" #: ../../manual/addons/interface/amaranth.rst:70 msgid "Subdvision Optimal Display" msgstr "Optimálne zobrazenie rozdelenia" #: ../../manual/addons/interface/amaranth.rst:70 msgid "Enable/Disable the \"Optimal Display\" option on Subdvision modifiers" msgstr "" "Povolí/zakáže možnosti \"Optimálne zobrazenie\" na modifikátoroch Rozdeliť" #: ../../manual/addons/interface/amaranth.rst:73 msgid "Only Selected Objects" msgstr "Len vybrané objekty" #: ../../manual/addons/interface/amaranth.rst:73 msgid "Only apply to the selected objects, otherwise apply to all." msgstr "Exportuje iba vybrané objekty. Inak exportuje všetky objekty na scéne." #: ../../manual/addons/interface/amaranth.rst:78 msgid "All Scenes" msgstr "Všetky scény" #: ../../manual/addons/interface/amaranth.rst:76 msgid "" "Display wireframe on all the objects in all scenes. Handy when working with " "linked scenes, where it's impossible to access the Wireframe option from the " "UI." msgstr "" "Zobrazí drôtený rám na všetkých objektoch vo všetkých scénach. Praktické pri " "práci s prepojenými scénami, kde nie je možné získať prístup k možnosti " "Drôtený rám z užívateľského rozhrania." #: ../../manual/addons/interface/amaranth.rst:81 #: ../../manual/addons/interface/collection_manager.rst:34 #: ../../manual/addons/node/node_presets.rst:27 #: ../../manual/addons/render/copy_settings.rst:85 #: ../../manual/addons/render/index.rst:4 #: ../../manual/addons/render/povray.rst:884 #: ../../manual/addons/render/render_freestyle_svg.rst:23 #: ../../manual/addons/sequencer/storypencil.rst:81 #: ../../manual/compositing/sidebar.rst:62 #: ../../manual/compositing/types/matte/cryptomatte.rst:0 #: ../../manual/editors/preferences/file_paths.rst:64 #: ../../manual/files/import_export/alembic.rst:0 #: ../../manual/files/import_export/obj.rst:0 #: ../../manual/files/import_export/usd.rst:324 #: ../../manual/glossary/index.rst:766 #: ../../manual/interface/keymap/industry_compatible.rst:27 #: ../../manual/modeling/metas/properties.rst:27 #: ../../manual/modeling/modifiers/generate/multiresolution.rst:42 #: ../../manual/modeling/modifiers/generate/screw.rst:52 #: ../../manual/modeling/volumes/properties.rst:133 #: ../../manual/physics/particles/emitter/render.rst:4 #: ../../manual/physics/particles/hair/render.rst:4 #: ../../manual/render/cycles/render_settings/sampling.rst:93 #: ../../manual/render/cycles/render_settings/simplify.rst:43 #: ../../manual/render/eevee/render_settings/sampling.rst:19 msgid "Render" msgstr "Prekreslenie" #: ../../manual/addons/interface/amaranth.rst:84 msgid "UI: Final Resolution" msgstr "POUŽÍVATEĽSKÉ ROZHRANIE: Finálne rozlíšenie" #: ../../manual/addons/interface/amaranth.rst:86 msgid "" "Display a **Final Resolution** label with the size in pixels of your render. " "It also displays the final size for border renders." msgstr "" "Zobrazte nápis **Finálne rozlíšenie** s veľkosťou prekreslenia v pixeloch. " "Zobrazuje tiež finálnu veľkosť pre prekresľovanie okrajov." #: ../../manual/addons/interface/amaranth.rst:89 msgid "Usage: Find it in the 'Format' panel, Render properties." msgstr "Použitie: Nájdite ho na paneli \"Formát\", Vlastnosti prekreslenia." #: ../../manual/addons/interface/amaranth.rst:93 msgid "Cycles: Set Samples Per" msgstr "Cykly: Nastaviť snímky na" #: ../../manual/addons/interface/amaranth.rst:95 msgid "" "A quick way to see and set the number of render samples on each Scene or " "ViewLayer." msgstr "" "Rýchly spôsob zobrazenia a nastavenia počtu snímok prekresľovania na každej " "scéne alebo zobrazenej vrstve." #: ../../manual/addons/interface/amaranth.rst:97 msgid "Usage: Find it in the Sampling panel, on Render properties." msgstr "" "Použitie: Nájdete ho na paneli Snímanie, v časti Vlastnosti prekreslenia." #: ../../manual/addons/interface/amaranth.rst:101 msgid "Object ID for Collection Instances" msgstr "ID objektu pre inštancie kolekcie" #: ../../manual/addons/interface/amaranth.rst:103 msgid "Override the Pass Index for all objects in the Collection." msgstr "Prepíše index prechodu pre všetky objekty v kolekcii." #: ../../manual/addons/interface/amaranth.rst:105 msgid "" "In order for the Pass Index to be loaded on computers without Amaranth " "installed, it will automatically create a text file (called AmaranthStartup." "py) and save it inside the .blend, this will auto-run on startup and set the " "Pass Index. Remember to have auto-run Python scripts on your Preferences." msgstr "" "Aby sa Index prechodu načítal na počítačoch bez nainštalovaného doplnku " "Amaranth, automaticky sa vytvorí textový súbor (s názvom AmaranthStartup.py) " "a uloží sa do súboru .blend, ktorý sa automaticky spustí pri spustení a " "nastaví Index prechodu. Nezabudnite si v Nastaveniach nastaviť automatické " "spúšťanie skriptov Python." #: ../../manual/addons/interface/amaranth.rst:109 msgid "" "Usage: Select an Instanced Collection and set a Pass Index (other than zero) " "and press \"Apply Object ID to Duplis\" in the Relations panel in Object " "Properties." msgstr "" "Použitie: Vyberte Kolekciu inštancie, nastavte Index prechodu a stlačte " "tlačidlo \"Použiť ID objektu na vytvorenie kópie\" na paneli Vzťahy vo " "Vlastnostiach objektu." #: ../../manual/addons/interface/amaranth.rst:114 msgid "Nodes Editor" msgstr "Editor uzlov" #: ../../manual/addons/interface/amaranth.rst:117 msgid "Display Image Node in Image Editor" msgstr "Zobraziť uzol Obrázok v editore obrázkov" #: ../../manual/addons/interface/amaranth.rst:119 msgid "A quick way to view an image assigned to an Image node." msgstr "Rýchly spôsob zobrazenia obrázka priradeného k uzlu Obrázok." #: ../../manual/addons/interface/amaranth.rst:121 msgid "" "Usage: Double-click an Image Node in the Nodes Editor (Compositor or " "Cycles), there must be at least 1 image editor available." msgstr "" "Použitie: Dvojklikom na uzol Obrázok v editore uzlov (Kompozítor alebo " "Cykly), musí byť k dostupný aspoň 1 editor obrázkov." #: ../../manual/addons/interface/amaranth.rst:126 msgid "Node Templates: Vignette" msgstr "Šablóny uzlov: Medailónik" #: ../../manual/addons/interface/amaranth.rst:128 msgid "" "Add a set of nodes to create a vignette effect attached to the selected node." msgstr "" "Pridá sústavu uzlov na vytvorenie efektu medailónika pripojeného k vybranému " "uzlu." #: ../../manual/addons/interface/amaranth.rst:131 msgid "Vignette" msgstr "Medailónik" #: ../../manual/addons/interface/amaranth.rst:131 msgid "" "Adjust the size and position of the vignette with the Ellipse Mask's X/Y and " "width, height values." msgstr "" "Upravte veľkosť a polohu medailónika elipsou masky X/Y, hodnotou šírky a " "výšky." #: ../../manual/addons/interface/amaranth.rst:133 msgid "" "Usage: Find the templates in the Compositor's header, \"Template\" pulldown. " "Or hit :kbd:`W`." msgstr "" "Použitie: Šablóny nájdete v záhlaví Kompozítora v rozvinovacej ponuke " "\"Šablóny\", alebo stlačte :kbd:`W`." #: ../../manual/addons/interface/amaranth.rst:137 msgid "Nodes: XYZ Sliders for Normal Node" msgstr "Uzly: Posúvače XYZ pre uzol Normál" #: ../../manual/addons/interface/amaranth.rst:139 msgid "Tweak the Normal node more accurately by using these sliders." msgstr "Uzol Normál môžete presnejšie vyladiť týmito posúvačmi." #: ../../manual/addons/interface/amaranth.rst:141 msgid "Usage: Find it in the Properties panel, when selecting a Normal node." msgstr "Použitie: Nájdete ho na paneli Vlastnosti pri výbere uzla Normál." #: ../../manual/addons/interface/amaranth.rst:145 msgid "Object / Material Indices Panel" msgstr "Panel indexov Objekt/Materiál" #: ../../manual/addons/interface/amaranth.rst:147 msgid "" "When working with ID Masks in the Nodes Editor, it's hard to follow track of " "which Objects/Materials have which Pass Index." msgstr "" "Pri práci s ID masiek v editore uzlov je ťažké sledovať, ktoré objekty/" "materiály majú ktorý index prechodu." #: ../../manual/addons/interface/amaranth.rst:150 msgid "" "This adds a panel on the sidebar when an ID Mask node is selected. The " "active object is highlighted between [square brackets]" msgstr "" "Pridá panel na bočný panel, keď je vybraný uzol ID masky. Aktívny objekt je " "zvýraznený [hranatými zátvorkami]" #: ../../manual/addons/interface/amaranth.rst:153 msgid "Usage: On the Nodes Editor's sidebar, when an ID Mask node is selected." msgstr "" "Použitie: Na bočnom paneli editora uzlov, keď je vybraný uzol s ID masky." #: ../../manual/addons/interface/amaranth.rst:157 msgid "Shaders Extra Info" msgstr "Tieňovače Ďalšie informácie" #: ../../manual/addons/interface/amaranth.rst:159 msgid "" "Display the name and type of the current object. It works on Materials and " "Lights." msgstr "" "Zobrazí názvu a typu aktuálneho objektu. Funguje pri materiáloch a svetlách." #: ../../manual/addons/interface/amaranth.rst:161 msgid "Usage: Find it in the Node Editor's header." msgstr "Použitie: Nájdete ho v záhlaví editora uzlov." #: ../../manual/addons/interface/amaranth.rst:165 msgid "Nodes Stats" msgstr "Štatistiky uzlov" #: ../../manual/addons/interface/amaranth.rst:167 msgid "Display the number of selected and total nodes on the compositor." msgstr "Zobrazuje počet vybraných a celkových uzlov Kompozítora." #: ../../manual/addons/interface/amaranth.rst:169 msgid "Usage: Find it in the Compositing Nodes Editor." msgstr "Použitie: Nájdite ho v kompozícii editora uzlov." #: ../../manual/addons/interface/amaranth.rst:173 msgid "Nodes Simplify Panel" msgstr "Panel uzla Zjednodušiť" #: ../../manual/addons/interface/amaranth.rst:175 msgid "" "Disable/Enable certain nodes at a time. Useful to quickly \"simplify\" " "compositing." msgstr "" "Zakáže/povolí určité uzly naraz. Užitočné na rýchle \"zjednodušenie\" " "kompozície." #: ../../manual/addons/interface/amaranth.rst:177 msgid "" "This feature is a work in progress, the main issue now is when switching " "many different kinds one after the other." msgstr "" "Na tejto funkcii sa pracuje, hlavný problém je teraz pri prepínaní mnohých " "rôznych druhov za sebou." #: ../../manual/addons/interface/amaranth.rst:179 msgid "Experimental feature." msgstr "Experimentálna funkcia." #: ../../manual/addons/interface/amaranth.rst:181 msgid "Usage: Find it in the Nodes Editor sidebar (:kbd:`N`)." msgstr "Použitie: Nájdete ju v bočnom paneli Editor uzlov (:kbd:`N`)." #: ../../manual/addons/interface/amaranth.rst:188 msgid "Jump N Frames" msgstr "Skočiť na n snímku" #: ../../manual/addons/interface/amaranth.rst:190 msgid "" "Press :kbd:`Shift-Up` or :kbd:`Shift-Down` to jump forward/backwards a " "custom number of frames." msgstr "" "Stlačením :kbd:`Shift+↑` alebo :kbd:`Shift+↓` preskočíte dopredu/dozadu o " "vlastný počet snímok." #: ../../manual/addons/interface/amaranth.rst:192 msgid "" "Useful for example when animating at 12 frames per second, to be able to " "jump every 1 second with a shortcut. Make sure to save the preferences so " "this value is stored and used in the future." msgstr "" "Užitočné napríklad pri animácii s rýchlosťou 12 snímok za sekundu, keď " "môžete skákať každú 1 sekundu pomocou skratky. Nezabudnite uložiť predvoľby, " "aby sa táto hodnota uložila a použila v budúcnosti." #: ../../manual/addons/interface/amaranth.rst:195 msgid "Usage: Find it in Preferences, Animation section, Timeline panel." msgstr "" "Použitie: Nájdete ho v časti Predvoľby, sekcia Animácie, panel Časová os." #: ../../manual/addons/interface/amaranth.rst:199 msgid "Current Frame Slider" msgstr "Posúvač aktuálnej snímky" #: ../../manual/addons/interface/amaranth.rst:201 msgid "" "Currently the only way to change the current frame is to have a Timeline " "editor open, but sometimes you don't have one, or you're fullscreen. This " "feature adds the `Current Frame` slider to the context menu." msgstr "" "V súčasnosti je jediným spôsobom, ako zmeniť aktuálnu snímku, mať otvorený " "editor časovej osi, ale niekedy ho nemáte alebo ste na celej obrazovke. Táto " "funkcia pridáva do kontextovej ponuky posúvač `Aktuálna snímka`." #: ../../manual/addons/interface/amaranth.rst:205 msgid "" "Usage: Find it in the :kbd:`RMB` (context or :kbd:`W` in right-click select " "keymap) menu in Object mode or Pose mode, click-drag sideways or click in " "the middle to set the frame manually." msgstr "" "Použitie: Nájdete ho v režime objektu alebo v režime pózy v ponuke :kbd:" "`PTM` (kontext alebo :kbd:`W` pri výbere mapy klávesov pravým tlačidlom " "myši), kliknite naň a potiahnite ho do strany alebo kliknite do stredu, aby " "ste nastavili rámček ručne." #: ../../manual/addons/interface/amaranth.rst:211 msgid "Bone Motion Paths: Match Frame Range + Clear All Paths" msgstr "Dráhy pohybu kostí: Prispôsobiť rozsahu snímok + Vymazať všetky dráhy" #: ../../manual/addons/interface/amaranth.rst:215 msgid "Clear All Paths" msgstr "Vymazať všetky dráhy" #: ../../manual/addons/interface/amaranth.rst:214 msgid "" "Simple operator to loop through all bones and clear their paths, useful when " "having hidden bones (otherwise you have to go through each one of them and " "clear manually)" msgstr "" "Jednoduchý operátor na prechádzanie všetkých kostí a vymazanie ich dráh, " "užitočné pri skrytých kostiach (inak by ste museli prechádzať každú z nich a " "vymazávať ju ručne)" #: ../../manual/addons/interface/amaranth.rst:219 msgid "Match Current Frame Range" msgstr "Prispôsobiť aktuálnemu rozsahu snímok" #: ../../manual/addons/interface/amaranth.rst:218 msgid "Set the current frame range as motion path range." msgstr "Nastavuje aktuálny rozsah snímok ako rozsahu dráhy pohybu." #: ../../manual/addons/interface/amaranth.rst:225 msgid "Save & Reload File" msgstr "Uložiť a opätovne načítať súbor" #: ../../manual/addons/interface/amaranth.rst:227 msgid "" "When working with linked libraries, very often you need to save and load " "again to see the changes." msgstr "" "Pri práci s prepojenými knižnicami je veľmi často potrebné súbor uložiť a " "znovu načítať, aby ste videli zmeny." #: ../../manual/addons/interface/amaranth.rst:229 msgid "" "Note: Since this feature is meant to speed-up the save/reload process, there " "is no prompt on save." msgstr "" "Poznámka: Keďže táto funkcia má urýchliť proces ukladania/opätovného " "načítania, pri ukladaní sa nezobrazí žiadna výzva." #: ../../manual/addons/interface/amaranth.rst:231 msgid "" "Usage: Press :kbd:`Shift-Ctrl-W` or find it at the bottom of the File menu" msgstr "" "Použitie: Stlačte :kbd:`Shift+Ctrl+W` alebo ho nájdite v spodnej časti " "ponuky Súbor" #: ../../manual/addons/interface/amaranth.rst:235 msgid "Refresh Scene" msgstr "Obnoviť scénu" #: ../../manual/addons/interface/amaranth.rst:237 msgid "" "Refresh the current scene, useful when working with libraries or drivers." msgstr "" "Obnoví aktuálnu scény, užitočné pri práci s knižnicami alebo ovládačmi." #: ../../manual/addons/interface/amaranth.rst:239 msgid "Usage: Press :kbd:`F5` or find it in the context menu :kbd:`W`" msgstr "" "Použitie: Stlačte :kbd:`F5` alebo ho nájdite v kontextovej ponuke :kbd:`W`" #: ../../manual/addons/interface/amaranth.rst:243 #: ../../manual/render/layers/passes.rst:66 msgid "Debug" msgstr "Ladenie" #: ../../manual/addons/interface/amaranth.rst:246 msgid "List Missing Images" msgstr "Zoznam chýbajúcich obrázkov" #: ../../manual/addons/interface/amaranth.rst:248 msgid "" "Display a list of missing images (that is, images that can't be found) Under " "a collapsable list." msgstr "" "Zobrazuje zoznam chýbajúcich obrázkov (t. j. obrázkov, ktoré sa nedajú " "nájsť) Pod rozvinuteľným zoznamom." #: ../../manual/addons/interface/amaranth.rst:250 msgid "" "Display the image name and its path, if the image is coming from a linked ." "blend, display the path to it." msgstr "" "Zobrazuje názov obrázka a jeho cestu, ak obrázok pochádza z prepojeného " "súboru .blend, zobrazuje k nemu cestu." #: ../../manual/addons/interface/amaranth.rst:252 msgid "" "Clicking on the .blend library path (Blender icon) will open the file in a " "new Blender instance." msgstr "" "Kliknutím na cestu ku knižnici .blend (ikona Blenderu) sa súbor otvorí v " "novej inštancii Blenderu." #: ../../manual/addons/interface/amaranth.rst:254 msgid "Usage: Find it in the Scene Debug panel, under Scene Properties." msgstr "Použitie: Nájdete ho na paneli ladenia scény v časti Vlastnosti scény." #: ../../manual/addons/interface/amaranth.rst:258 msgid "List Missing Node Links" msgstr "Zoznam chýbajúcich prepojení uzlov" #: ../../manual/addons/interface/amaranth.rst:260 msgid "Operator to look for empty image nodes, or missing images in nodes." msgstr "" "Operátor na vyhľadávanie prázdnych uzlov obrázkov alebo chýbajúcich obrázkov " "v uzloch." #: ../../manual/addons/interface/amaranth.rst:262 msgid "" "The \"List Missing Node Links\" button will print: * Node Groups that were " "linked but are now \"Missing Datablock\" * Image Nodes pointing to a non-" "existent image * Image Nodes that don't have any output connected" msgstr "" "Vytlačí sa tlačidlo \"Zoznam chýbajúcich prepojení uzlov\": * skupiny uzlov, " "ktoré boli prepojené, ale teraz sú v stave \"Chýba blok údajov\" * uzly " "Obrázok, ktoré ukazujú na neexistujúci obrázok * uzly Obrázok, ktoré nemajú " "pripojený žiadny výstup" #: ../../manual/addons/interface/amaranth.rst:267 msgid "" "Additionally, it will print in the terminal a list of all the Materials that " "meet any of the missing cases above, the object they belong to, and their " "path (if they're coming from a Library)." msgstr "" "Okrem toho vypíše v termináli zoznam všetkých materiálov, ktoré spĺňajú " "niektorý z vyššie uvedených chýbajúcich prípadov, objekt, ku ktorému patria, " "a ich cestu (ak pochádzajú z knižnice)." #: ../../manual/addons/interface/amaranth.rst:270 #: ../../manual/addons/interface/amaranth.rst:284 msgid "Usage: Find it in the Scene Debug panel, on Scene Properties." msgstr "Použitie: Nájdite ho na paneli Ladenie scény v časti Vlastnosti scény." #: ../../manual/addons/interface/amaranth.rst:274 msgid "List Empty Material Slots" msgstr "Zoznam prázdnych zásuviek materiálu" #: ../../manual/addons/interface/amaranth.rst:276 msgid "" "Having empty material slots with no material assigned to it is rare, but can " "happen. Sometimes because the material was linked and the link got lost." msgstr "" "Prázdne zásuvky materiálu, ku ktorým nie je priradený žiadny materiál, sú " "zriedkavé, ale môže sa to stať. Niekedy preto, že materiál bol prepojený a " "prepojenie sa stratilo." #: ../../manual/addons/interface/amaranth.rst:279 msgid "" "The \"List Empty Material Slots\" button will print a list of all the " "objects that have empty material slots." msgstr "" "Tlačidlo \"Zoznam prázdnych zásuviek materiálu\" vypíše zoznam všetkých " "objektov, ktoré majú prázdne zásuvky materiálu." #: ../../manual/addons/interface/amaranth.rst:281 msgid "" "If the objects are linked, it will show a list of the libraries paths, click " "on them to open a new Blender instance with that library." msgstr "" "Ak sú objekty prepojené, zobrazí sa zoznam ciest ku knižniciam, kliknutím na " "ne otvoríte novú inštanciu Blenderu s danou knižnicou." #: ../../manual/addons/interface/amaranth.rst:288 msgid "List Cycles Material using X shader" msgstr "Zoznam materiál Cyklov použitím tieňovača X" #: ../../manual/addons/interface/amaranth.rst:290 msgid "" "Where X is any shader type you want. It will display (and print on console) " "a list of all the materials containing the shader you specified above." msgstr "" "Kde X je ľubovoľný typ tieňovača, ktorý chcete. Zobrazí (a vypíše na " "konzolu) zoznam všetkých materiálov obsiahnutých tieňovačom, ktorý ste " "zadali vyššie." #: ../../manual/addons/interface/amaranth.rst:293 msgid "" "Good for finding out if there's any meshlight (Emission) material hidden " "somewhere, or if there are many glossy shaders making things noisy." msgstr "" "Hodí sa na zistenie, či je niekde skrytý materiál svetiel povrchovej siete " "(emisie) alebo či je veľa tieňovačov lesku, ktoré robia veci zašumené." #: ../../manual/addons/interface/amaranth.rst:298 msgid "Lighter's Corner" msgstr "Svetlejšie rohy" #: ../../manual/addons/interface/amaranth.rst:300 msgid "" "A list of all the lights in the scene, including meshlights (meshes that " "have a Material with Emission shader)." msgstr "" "Zoznam všetkých svetiel v scéne vrátane svetiel povrchovej siete " "(povrchových sietí, ktoré majú tieňovač materiálu s emisiami)." #: ../../manual/addons/interface/amaranth.rst:302 msgid "" "From this list it is possible to adjust Ray Visibility (Camera, Diffuse, " "Glossy, Shadow) and renderability." msgstr "" "V tomto zozname je možné nastaviť viditeľnosť lúčov (kamera, rozptyl, lesk, " "tieň) a prekreslenie." #: ../../manual/addons/interface/amaranth.rst:304 msgid "Usage: Find it in the Lighter's Corner panel, on Scene Properties." msgstr "" "Použitie: Nájdete ho na paneli Svetlejšie rohy v časti Vlastnosti scény." #: ../../manual/addons/interface/amaranth.rst:308 #: ../../manual/editors/file_browser.rst:9 #: ../../manual/editors/preferences/interface.rst:128 #: ../../manual/editors/preferences/save_load.rst:100 #: ../../manual/interface/keymap/blender_default.rst:267 msgid "File Browser" msgstr "Prehliadač súborov" #: ../../manual/addons/interface/amaranth.rst:311 msgid "Go to Current Blend's Folder" msgstr "Prejsť do aktuálneho priečinka Blendera" #: ../../manual/addons/interface/amaranth.rst:313 msgid "A quick way to go to the currently open blend's directory." msgstr "Rýchly spôsob prechodu do aktuálne otvoreného blend priečinka." #: ../../manual/addons/interface/amaranth.rst:317 msgid "Libraries Bookmark" msgstr "Záložka Knižnice" #: ../../manual/addons/interface/amaranth.rst:319 msgid "" "The \"Libraries\" panel in the File Browser displays the path to all the " "libraries linked to that .blend. That way you can quickly go to the folders " "related to the file." msgstr "" "Na paneli \"Knižnice\" v Prehliadači súborov sa zobrazí cesta ku všetkým " "knižniciam prepojeným s daným .blend súborom. Takto môžete rýchlo prejsť do " "priečinkov súvisiacich s daným súborom." #: ../../manual/addons/interface/amaranth.rst:322 msgid "" "Usage: Find it in the **Libraries** panel in File Browser. Click on any path " "to go to that directory." msgstr "" "Použitie: Nájdite ho na paneli **Knižnice** v Prehliadači súborov. Kliknutím " "na ľubovoľnú cestu prejdite do daného priečinka." #: ../../manual/addons/interface/amaranth.rst:326 #: ../../manual/animation/markers.rst:299 #: ../../manual/editors/preferences/animation.rst:15 #: ../../manual/editors/timeline.rst:17 #: ../../manual/render/output/animation_player.rst:62 msgid "Timeline" msgstr "Časová os" #: ../../manual/addons/interface/amaranth.rst:329 msgid "Timeline Extra Info" msgstr "Extra informácie časovej osi" #: ../../manual/addons/interface/amaranth.rst:331 msgid "" "Display amount of frames left until Frame End, very handy especially when " "rendering an animation or OpenGL preview." msgstr "" "Zobrazuje počet snímok zostávajúcich po koncovú snímku, veľmi užitočné najmä " "pri prekresľovaní animácie alebo náhľadu OpenGL." #: ../../manual/addons/interface/amaranth.rst:333 msgid "" "Display current/end time in `SMPTE `_." msgstr "" "Zobrazuje aktuálny/koncový čas v `SMPTE `_." #: ../../manual/addons/interface/amaranth.rst:335 msgid "Usage: Find it in the Timeline Editor's header." msgstr "Použitie: Nájdete ho v záhlaví editora časovej osi." #: ../../manual/addons/interface/amaranth.rst:339 #: ../../manual/interface/window_system/workspaces.rst:0 #: ../../manual/modeling/index.rst:6 msgid "Modeling" msgstr "Modelovanie" #: ../../manual/addons/interface/amaranth.rst:342 msgid "Symmetry Tools" msgstr "Nástroje symetrie" #: ../../manual/addons/interface/amaranth.rst:344 msgid "Two operators to help making a mesh symmetric." msgstr "Dva operátory, ktoré pomáhajú vytvoriť symetrickú sieť." #: ../../manual/addons/interface/amaranth.rst:347 msgid "Find Asymmetric" msgstr "Nájsť asymetrické" #: ../../manual/addons/interface/amaranth.rst:347 msgid "Selects vertices whose position doesn't match the opposite side." msgstr "Vyberie vrcholy, ktorých poloha sa nezhoduje s protiľahlou stranou." #: ../../manual/addons/interface/amaranth.rst:350 msgid "Make Symmetric" msgstr "Vytvoriť symetrické" #: ../../manual/addons/interface/amaranth.rst:350 msgid "" "Move selected vertices to match the position of those on the other side." msgstr "" "Presunie vybrané vrcholy tak, aby zodpovedali polohe vrcholov na druhej " "strane." #: ../../manual/addons/interface/amaranth.rst:352 msgid "" "Usage: Search (:kbd:`Spacebar`) for **Find Asymmetric**, and **Make " "Symmetric** operators." msgstr "" "Použitie: (:kbd:`medzerník`) vyhľadá operátory **Nájsť asymetrické** a " "**Vytvoriť symetrické**." #: ../../manual/addons/interface/amaranth.rst:356 #: ../../manual/editors/outliner/interface.rst:187 #: ../../manual/editors/preferences/editing.rst:138 #: ../../manual/movie_clip/masking/editing.rst:212 msgid "Miscellaneous" msgstr "Rôzne" #: ../../manual/addons/interface/amaranth.rst:359 msgid "Color Management Presets" msgstr "Predvoľby správy farieb" #: ../../manual/addons/interface/amaranth.rst:361 msgid "Save your Color Management options as presets, for easy re-use." msgstr "" "Uloží vaše možnosti správy farieb ako predvoľby, aby ste ich mohli ľahko " "opätovne použiť." #: ../../manual/addons/interface/amaranth.rst:363 msgid "" "Store most options in the Color Management panel, such as the look and color " "settings. Storing curve points is not supported yet." msgstr "" "Uloží väčšinu možností na paneli Správa farieb, ako sú nastavenia vzhľadu a " "farieb. Ukladá body krivky zatiaľ nie je podporované." #: ../../manual/addons/interface/amaranth.rst:366 msgid "" "Usage: Find the presets selector on the top of the **Color Management** " "panel under Render Properties." msgstr "" "Použitie: V hornej časti panela **Správa farieb** v časti Vlastnosti " "Prekreslenie nájdete výber predvolieb." #: ../../manual/addons/interface/amaranth.rst:370 msgid "Instancing: Show Path of Libraries" msgstr "Vytvorenie inštancie: Zobraziť cestu ku knižniciam" #: ../../manual/addons/interface/amaranth.rst:372 msgid "" "Display the library path of a linked Collection Instance. Click on the path " "to open that .blend file in a new Blender instance." msgstr "" "Zobrazuje cestu ku knižnici prepojenej inštancie kolekcie. Kliknutím na " "cestu otvoríte daný .blend súbor v novej inštancii Blenderu." #: ../../manual/addons/interface/amaranth.rst:375 msgid "" "Usage: Find it in the **Instancing** panel, when a Collection Instance " "(linked) is active." msgstr "" "Použitie: Nájdete ho na paneli **Vytvorenie inštancie**, keď je aktívna " "inštancia kolekcie (prepojená)." #: ../../manual/addons/interface/amaranth.rst:379 msgid "Sequencer: Display Image File Name" msgstr "Radič sekvencií: Zobraziť názov súboru s obrázkom" #: ../../manual/addons/interface/amaranth.rst:381 msgid "" "When seeking through an image sequence, display the active strips' file name " "for the current frame, and its playhead (in square brackets)." msgstr "" "Pri vyhľadávaní v sekvencii obrázkov sa zobrazí názov súboru aktívnych pásov " "pre aktuálnu snímku a jej hlava prehrávania (v hranatých zátvorkách)." #: ../../manual/addons/interface/amaranth.rst:384 msgid "Usage: Find it in the VSE header." msgstr "Použitie: Nájdite ho v záhlaví VSE." #: ../../manual/addons/interface/amaranth.rst:388 msgid "EXR Render: Warn when Z not connected" msgstr "EXR prekreslenie: Upozornenie, keď Z nie je pripojené" #: ../../manual/addons/interface/amaranth.rst:390 msgid "" "Display a warning label when exporting EXR, with Z Buffer enabled, but the Z " "input in the **Composite** node is not connected." msgstr "" "Zobrazuje varovný nápis pri exporte EXR so zapnutým Z zásobníkom, ale vstup " "Z v uzle **Kompozícia** nie je pripojený." #: ../../manual/addons/interface/amaranth.rst:393 msgid "Usage: Find it in the Output panel, Render properties." msgstr "Použitie: Nájdite ho na paneli Výstup, Vlastnosti Prekreslenie." #: ../../manual/addons/interface/amaranth.rst:399 msgid "Everywhere" msgstr "Všade" #: ../../manual/addons/interface/amaranth.rst:400 msgid "amaranth folder" msgstr "Priečinok amarant" #: ../../manual/addons/interface/amaranth.rst:401 #: ../../manual/addons/interface/amaranth.rst:402 msgid "Pablo Vazquez (pablovazquez)" msgstr "Pablo Vazquez (pablovazquez)" #: ../../manual/addons/interface/brush_menus.rst:4 msgid "Dynamic Brush Menus" msgstr ":abbr:`Dynamic Brush Menus (Dynamické ponuky štetcov)`" #: ../../manual/addons/interface/brush_menus.rst:6 msgid "" "Provides access to commonly used settings and tools for painting/sculpting." msgstr "" "Poskytuje prístup k bežne používaným nastaveniam a nástrojom na maľovanie/" "tvarovanie." #: ../../manual/addons/interface/brush_menus.rst:13 msgid "Click Interface then Dynamic Brush Menus to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Rozhranie --> Dynamic Brush " "Menus`." #: ../../manual/addons/interface/brush_menus.rst:20 msgid "Features of Note:" msgstr "Vlastnosti Poznámka:" #: ../../manual/addons/interface/brush_menus.rst:21 msgid "Pop-ups to pick colors and edit curves." msgstr "Vyskakovacie okná na výber farieb a úpravu kriviek." #: ../../manual/addons/interface/brush_menus.rst:22 msgid "A brush menu that supports user created brushes." msgstr "Ponuka štetcov, ktorá podporuje štetce vytvorené užívateľom." #: ../../manual/addons/interface/brush_menus.rst:23 msgid "" "Sliders included at the top of submenus like Radius, Strength, and Weight to " "allow for precise adjustment." msgstr "" "Posúvače v hornej časti podponúk, ako sú polomer, sila a vplyv, umožňujú " "presné nastavenie." #: ../../manual/addons/interface/brush_menus.rst:24 msgid "" "Fast creation of UV maps and Texture Paint Slots in Texture Paint Mode if " "they are not already present." msgstr "" "Rýchle vytvorenie UV máp a zásobníkov maľovaných textúr v režime maľovania " "textúr, ak ešte nie sú k dispozícii." #: ../../manual/addons/interface/brush_menus.rst:25 msgid "" "Integrates well with the :doc:`Dynamic Context Menu ` add-on." msgstr "" "Dobre sa integruje s doplnkom :doc:`Dynamická kontextová ponuka `." #: ../../manual/addons/interface/brush_menus.rst:27 msgid "" "A Preference for the number of columns shown in the Brush and Brush Mode " "menus can be found for this add-on by going to the Add-ons tab in " "Preferences and expanding the add-on." msgstr "" "Preferenciu počtu stĺpcov zobrazených v ponukách Štetec a Režim štetca " "nájdete pre tento doplnok tak, že prejdete na kartu Doplnky v Predvoľbách a " "rozbalíte doplnok." #: ../../manual/addons/interface/brush_menus.rst:36 msgid "Fast access to brushes & tools in Sculpt and Paint Modes." msgstr "" "Rýchly prístup k štetcom a nástrojom v režimoch tvarovania a maľovania." #: ../../manual/addons/interface/brush_menus.rst:37 msgid ":kbd:`Spacebar` in Sculpt/Paint Modes" msgstr ":kbd:`medzerník` v režimoch Tvarovanie/Maľovanie" #: ../../manual/addons/interface/brush_menus.rst:38 msgid "space_view3d_brush_menus folder" msgstr "Priečinok space_view3d_brush_menus" #: ../../manual/addons/interface/brush_menus.rst:39 #: ../../manual/addons/interface/brush_menus.rst:40 msgid "Ryan Inch (Imaginer)" msgstr "Ryan Inch (Imaginer)" #: ../../manual/addons/interface/collection_manager.rst:4 msgid "Collection Manager" msgstr ":abbr:`Collection Manager (Správca kolekcií)`" #: ../../manual/addons/interface/collection_manager.rst:6 msgid "" "This add-on adds new functionality for the management of collections via a " "pop-up and a QCD (Quick Content Display) system in the 3D Viewport. It also " "offers simple display and modification of the relationship of objects with " "collections." msgstr "" "Tento doplnok pridáva nové funkcie na správu kolekcií prostredníctvom " "vyskakovacieho okna a systému QCD (Quick Content Display - Rýchle zobrazenie " "obsahu) v 3D zábere. Ponúka tiež jednoduché zobrazenie a úpravu vzťahu " "objektov ku kolekciám." #: ../../manual/addons/interface/collection_manager.rst:21 msgid "Click Interface then Collection Manager to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Rozhranie --> Collection " "Manager`." #: ../../manual/addons/interface/collection_manager.rst:28 msgid "Pop-up" msgstr "Vyskakovacie okno" #: ../../manual/addons/interface/collection_manager.rst:30 msgid "" "Use :kbd:`M` to call up the main Collection Manager pop-up in the 3D " "Viewport when in Object Mode. It can also be found in the :menuselection:" "`Object --> Collection` menu." msgstr "" "Použitím :kbd:`M` vyvoláte hlavné vyskakovacie okno Správca kolekcií 3D " "záberu, keď ste v režime objektu. Nájdete ho aj v ponuke :menuselection:" "`Objekt --> Kolekcia`." #: ../../manual/addons/interface/collection_manager.rst:37 #: ../../manual/editors/image/introduction.rst:67 #: ../../manual/editors/outliner/editing.rst:105 #: ../../manual/editors/outliner/interface.rst:21 #: ../../manual/grease_pencil/properties/layers.rst:204 #: ../../manual/render/layers/view_layer.rst:4 #: ../../manual/render/shader_nodes/input/attribute.rst:0 msgid "View Layer" msgstr "Vrstva zobrazenia" #: ../../manual/addons/interface/collection_manager.rst:35 msgid "Enable/disable rendering of this view layer with this checkbox." msgstr "" "Zaškrtnutím tohto políčka povolíte/zakážete prekresľovanie tejto vrstvy " "zobrazenia." #: ../../manual/addons/interface/collection_manager.rst:37 msgid ":ref:`ui-data-block` of the current view layer." msgstr ":ref:`ui-data-block` aktuálnej vrstvy zobrazenia." #: ../../manual/addons/interface/collection_manager.rst:40 msgid "Expand All Items" msgstr "Rozvinúť všetky položky" #: ../../manual/addons/interface/collection_manager.rst:40 msgid "" "Toggle all collections expanded or collapsed. Only enabled when you have " "subcollections." msgstr "" "Prepína všetky kolekcie na rozvinuté alebo zvinuté. Povolené len vtedy, keď " "máte podkolekcie." #: ../../manual/addons/interface/collection_manager.rst:56 msgid "Renumber QCD Slots" msgstr "Prečíslovanie zásuviek QCD" #: ../../manual/addons/interface/collection_manager.rst:43 msgid "Shown only if QCD is enabled in the preferences." msgstr "Zobrazuje sa len vtedy, ak je v nastaveniach povolená funkcia QCD." #: ../../manual/addons/interface/collection_manager.rst:45 msgid "" ":kbd:`LMB` -- Renumber the QCD slots from the root slot (the slot designated " "1) down to the bottom, for each depth level (`breadth first search `__)." msgstr "" ":kbd:`ĽTM` -- Prečísluje zásuvky QCD od koreňovej zásuvky (zásuvka označená " "ako 1) smerom nadol, pre každú hĺbkovú úroveň (`breadth first search " "`__)." #: ../../manual/addons/interface/collection_manager.rst:48 msgid "" ":kbd:`Alt-LMB` -- Renumber from the first top-level collection in a `breadth " "first search `__ pattern." msgstr "" ":kbd:`Alt+ĽTM` -- Prečísluje od prvej kolekcie najvyššej úrovne po vzore " "`breadth first search `__." #: ../../manual/addons/interface/collection_manager.rst:50 msgid "" ":kbd:`Ctrl-LMB` -- Switch the renumber pattern to linear. This pattern will " "renumber straight down the list regardless of hierarchy." msgstr "" ":kbd:`Ctrl+ĽTM` -- Prepína vzor prečíslovania na lineárny. Podľa tohto vzoru " "bude prečíslovanie priamo v zozname bez ohľadu na hierarchiu." #: ../../manual/addons/interface/collection_manager.rst:52 msgid "" ":kbd:`Shift-LMB` -- Constrain renumbering to the branch under the root slot." msgstr "" ":kbd:`Shift+ĽTM` -- Vynútenie prečíslovania na vetvu pod koreňovou zásuvkou." #: ../../manual/addons/interface/collection_manager.rst:56 #: ../../manual/addons/interface/collection_manager.rst:219 msgid "All options can be combined with each other." msgstr "Všetky možnosti sa dajú navzájom kombinovať." #: ../../manual/addons/interface/collection_manager.rst:63 #: ../../manual/interface/undo_redo.rst:15 msgid "Undo" msgstr "Späť" #: ../../manual/addons/interface/collection_manager.rst:59 msgid "Undoes the previous action." msgstr "Zruší predošlú akciu." #: ../../manual/addons/interface/collection_manager.rst:63 msgid "Clears any in progress copy or swap actions." msgstr "Zmaže všetky prebiehajúce akcie kopírovania alebo výmeny." #: ../../manual/addons/interface/collection_manager.rst:66 #: ../../manual/interface/undo_redo.rst:33 msgid "Redo" msgstr "Vpred" #: ../../manual/addons/interface/collection_manager.rst:66 msgid "Redoes the previously undone action." msgstr "Znovu vykoná predtým nevykonanú akciu." #: ../../manual/addons/interface/collection_manager.rst:76 #: ../../manual/grease_pencil/materials/introduction.rst:89 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:77 #: ../../manual/physics/particles/particle_system_panel.rst:27 #: ../../manual/scene_layout/collections/collections.rst:167 msgid "Specials" msgstr "Špeciálne" #: ../../manual/addons/interface/collection_manager.rst:70 msgid "Remove Empty Collections" msgstr "Odstrániť prázdne kolekcie" #: ../../manual/addons/interface/collection_manager.rst:70 msgid "Remove all collections that have no subcollections or objects." msgstr "" "Odstráni všetky kolekcie, ktoré nemajú žiadne podkolekcie alebo objekty." #: ../../manual/addons/interface/collection_manager.rst:73 msgid "Purge All Collections Without Objects" msgstr "Vyčistiť všetky kolekcie bez objektov" #: ../../manual/addons/interface/collection_manager.rst:73 msgid "" "Remove all collections that have no objects regardless of whether they have " "subcollections." msgstr "" "Odstráni všetky kolekcie, ktoré nemajú žiadne objekty, bez ohľadu na to, či " "majú podkolekcie." #: ../../manual/addons/interface/collection_manager.rst:76 msgid "Select All Cumulative Objects" msgstr "Vybrať všetky kumulatívne objekty" #: ../../manual/addons/interface/collection_manager.rst:76 msgid "Select all objects that are in more than one collection." msgstr "Vyberie všetky objekty, ktoré sú vo viac ako jednej kolekcii." #: ../../manual/addons/interface/collection_manager.rst:81 msgid "Display Options (funnel icon)" msgstr "Možnosti zobrazenia (ikona lievika)" #: ../../manual/addons/interface/collection_manager.rst:79 msgid "" "Choose which restriction toggles are shown in the interface and whether the " "restriction toggles are aligned to the right in the tree view." msgstr "" "Vyberá, ktoré prepínače obmedzení sa zobrazia v rozhraní a či sú prepínače " "obmedzení zarovnané vpravo v stromovom zobrazení." #: ../../manual/addons/interface/collection_manager.rst:147 msgid "Scene Collection" msgstr "Kolekcia scén" #: ../../manual/addons/interface/collection_manager.rst:85 #: ../../manual/addons/interface/collection_manager.rst:159 msgid "Set Active Collection" msgstr "Nastaviť Aktívnu kolekciu" #: ../../manual/addons/interface/collection_manager.rst:85 msgid "Sets the active collection to the Scene Collection." msgstr "Nastaví aktívnu kolekciu na kolekciu scén." #: ../../manual/addons/interface/collection_manager.rst:88 #: ../../manual/addons/interface/collection_manager.rst:166 #: ../../manual/animation/constraints/interface/header.rst:32 #: ../../manual/animation/drivers/drivers_panel.rst:112 #: ../../manual/editors/3dview/controls/orientation.rst:161 #: ../../manual/editors/3dview/modes.rst:56 #: ../../manual/editors/asset_browser.rst:89 #: ../../manual/editors/file_browser.rst:0 #: ../../manual/editors/nla/sidebar.rst:91 #: ../../manual/editors/preferences/keymap.rst:45 #: ../../manual/editors/video_sequencer/sequencer/channels.rst:28 #: ../../manual/editors/video_sequencer/sequencer/display.rst:24 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:23 #: ../../manual/files/blend/rename.rst:93 #: ../../manual/interface/controls/nodes/groups.rst:72 #: ../../manual/interface/controls/nodes/introduction.rst:23 #: ../../manual/interface/controls/nodes/sidebar.rst:25 #: ../../manual/interface/controls/templates/data_block.rst:25 #: ../../manual/interface/controls/templates/data_block.rst:100 #: ../../manual/modeling/geometry_nodes/attribute/remove_named_attribute.rst:31 #: ../../manual/modeling/geometry_nodes/attribute/store_named_attribute.rst:40 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:215 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:296 #: ../../manual/modeling/geometry_nodes/geometry/read/named_attribute.rst:21 #: ../../manual/modeling/meshes/properties/object_data.rst:58 #: ../../manual/modeling/modifiers/introduction.rst:69 #: ../../manual/modeling/point_cloud.rst:43 #: ../../manual/modeling/point_cloud.rst:76 #: ../../manual/movie_clip/tracking/clip/sidebar/track/plane_track.rst:17 #: ../../manual/movie_clip/tracking/clip/sidebar/track/track.rst:16 #: ../../manual/movie_clip/tracking/dope_sheet.rst:0 #: ../../manual/render/cameras.rst:387 #: ../../manual/render/layers/introduction.rst:31 #: ../../manual/render/shader_nodes/input/attribute.rst:24 #: ../../manual/render/shader_nodes/output/aov.rst:37 #: ../../manual/scene_layout/collections/collections.rst:161 #: ../../manual/scene_layout/object/properties/display.rst:20 msgid "Name" msgstr "Názov" #: ../../manual/addons/interface/collection_manager.rst:88 msgid "This is static and can't be edited." msgstr "Tento údaj je statický a nemožno ho upravovať." #: ../../manual/addons/interface/collection_manager.rst:113 #: ../../manual/addons/interface/collection_manager.rst:178 msgid "Select All Objects in the Collection (multiple icons)" msgstr "Vybrať všetky objekty v kolekcii (viacero ikon)" #: ../../manual/addons/interface/collection_manager.rst:91 #: ../../manual/addons/interface/collection_manager.rst:169 msgid "" ":kbd:`LMB` -- Select all objects in the collection (deselects all other " "objects)." msgstr "" ":kbd:`ĽTM` -- Vyberie všetky objekty v kolekcii (zruší výber všetkých " "ostatných objektov)." #: ../../manual/addons/interface/collection_manager.rst:92 #: ../../manual/addons/interface/collection_manager.rst:170 msgid "" ":kbd:`Shift-LMB` -- Add/Remove all objects in the collection to/from the " "selection." msgstr "" ":kbd:`Shift+ĽTM` -- Pridá/Odstráni všetky objekty v kolekcii do/z výberu." #: ../../manual/addons/interface/collection_manager.rst:93 #: ../../manual/addons/interface/collection_manager.rst:171 msgid "" ":kbd:`Ctrl-LMB` -- Select all objects in the collection and all of its " "subcollections (deselects all other objects)." msgstr "" ":kbd:`Ctrl+ĽTM` -- Vyberie všetky objekty v kolekcii a všetkých jej " "podkolekciách (zruší výber všetkých ostatných objektov)." #: ../../manual/addons/interface/collection_manager.rst:95 #: ../../manual/addons/interface/collection_manager.rst:173 msgid "" ":kbd:`Shift-Ctrl-LMB` -- Add/Remove all objects in the collection and all " "its subcollections to/from the selection." msgstr "" ":kbd:`Shift+Ctrl+ĽTM` -- Pridá/Odstráni všetky objekty v kolekcii a všetkých " "jej podkolekcií do/z výberu." #: ../../manual/addons/interface/collection_manager.rst:98 msgid "Icons and button highlights are used to show the selection state:" msgstr "Na zobrazenie stavu výberu sa používajú ikony a zvýraznenia tlačidiel:" #: ../../manual/addons/interface/collection_manager.rst:100 msgid "" "``no icon`` -- No objects are present in this collection to be selected." msgstr "" "``no icon`` (bez ikony) -- V tejto kolekcii nie sú žiadne objekty, ktoré by " "sa dali vybrať." #: ../../manual/addons/interface/collection_manager.rst:101 msgid "``no highlight`` -- No objects are selected in this collection." msgstr "" "``no highlight`` (bez zvýraznenia) -- V tejto kolekcii nie sú vybrané žiadne " "objekty." #: ../../manual/addons/interface/collection_manager.rst:102 msgid "``Diamond outline`` -- Objects are present in the collection." msgstr "" "``Diamond outline`` (obrys z diamantov) -- V kolekcii sa nachádzajú objekty." #: ../../manual/addons/interface/collection_manager.rst:103 msgid "``highlight`` -- One or more objects are selected in this collection." msgstr "" "``highlight`` (zvýraznenie) -- V tejto kolekcii je vybraný jeden alebo viac " "objektov." #: ../../manual/addons/interface/collection_manager.rst:104 msgid "``Filled diamond`` -- All objects are selected in this collection." msgstr "" "``Filled diamond`` (obrys z plných diamantov) -- V tejto kolekcii sú vybrané " "všetky objekty." #: ../../manual/addons/interface/collection_manager.rst:105 msgid "" "``small dot and grayed out`` -- No objects can be selected in this " "collection (the collection is hidden or marked as not selectable or all " "objects are marked as not selectable, etc.). *Note*: The button isn't " "disabled to allow selecting subcollections; however, if you :kbd:`LMB` click " "on it it will deselect all objects." msgstr "" "``small dot and grayed out`` (malá bodka a sivá farba) -- V tejto kolekcii " "nie je možné vybrať žiadne objekty (kolekcia je skrytá alebo označená ako " "nevyberateľná alebo sú všetky objekty označené ako nevyberateľné atď.). " "*Poznámka*: Tlačidlo nie je vypnuté, aby umožňovalo výber čiastkových " "kolekcií; ak však naň kliknete :kbd:`ĽTM`, zruší sa výber všetkých objektov." #: ../../manual/addons/interface/collection_manager.rst:112 msgid "" "If you try to select all the objects in the collection but the diamond " "doesn't fill, that means you have one or more unselectable objects in the " "collection." msgstr "" "Ak sa pokúsite vybrať všetky objekty v kolekcii, ale kosoštvorec sa " "nezaplní, znamená to, že v kolekcii máte jeden alebo viac nevyberateľných " "objektov." #: ../../manual/addons/interface/collection_manager.rst:132 #: ../../manual/addons/interface/collection_manager.rst:186 msgid "Send Objects to Collection (multiple icons)" msgstr "Odoslať objekty do kolekcie (viacero ikon)" #: ../../manual/addons/interface/collection_manager.rst:116 #: ../../manual/addons/interface/collection_manager.rst:181 msgid ":kbd:`LMB` -- Move selected object(s) to collection." msgstr ":kbd:`ĽTM` -- Presunie vybrané objekty do kolekcie." #: ../../manual/addons/interface/collection_manager.rst:117 #: ../../manual/addons/interface/collection_manager.rst:182 msgid ":kbd:`Shift-LMB` -- Add/Remove selected object(s) to/from collection." msgstr ":kbd:`Shift+ĽTM` -- Pridá/Odstráni vybrané objektov do/z kolekcie." #: ../../manual/addons/interface/collection_manager.rst:119 msgid "Icons are used to show the object/selection state:" msgstr "Ikony sa používajú na zobrazenie stavu objektu/výberu:" #: ../../manual/addons/interface/collection_manager.rst:121 msgid "``Import`` -- No objects are present in this collection." msgstr "``Import`` -- V tejto kolekcii sa nenachádzajú žiadne objekty." #: ../../manual/addons/interface/collection_manager.rst:122 msgid "" "``Box outline`` -- Objects are present, but none are selected in this " "collection." msgstr "" "``Box outline`` (políčko obrysu) -- Objekty sú prítomné, ale v tejto " "kolekcii nie je žiadny vybraný." #: ../../manual/addons/interface/collection_manager.rst:123 msgid "" "``3 boxes with dashed outline`` -- The collection contains objects that are " "selected, but does not contain the active object in the selection." msgstr "" "``3 boxes with dashed outline`` (3 políčka s prerušovaným obrysom) -- " "Kolekcia obsahuje objekty, ktoré sú vybrané, ale neobsahuje aktívny objekt " "vo výbere." #: ../../manual/addons/interface/collection_manager.rst:125 msgid "" "``Filled box`` -- The collection contains the active object in the selection." msgstr "" "``Filled box`` (vyplnené políčko) -- Kolekcia obsahuje aktívny objekt vo " "výbere." #: ../../manual/addons/interface/collection_manager.rst:129 msgid "The active object must also be selected to be indicated/moved." msgstr "Aktívny objekt musí byť tiež vybraný, aby sa dal označiť/presunúť." #: ../../manual/addons/interface/collection_manager.rst:131 msgid "If no objects are selected the button is disabled." msgstr "Ak nie sú vybrané žiadne objekty, tlačidlo je vypnuté." #: ../../manual/addons/interface/collection_manager.rst:147 msgid "" "Global Restrictions (checkbox, cursor, eye, screen, camera, holdout, " "indirect only icons)" msgstr "" "Globálne obmedzenia (zaškrtávacie políčko, kurzor, oko, obrazovka, kamera, " "pridržanie, iba nepriame ikony)" #: ../../manual/addons/interface/collection_manager.rst:135 msgid "" "See the Outliner page for information about :ref:`Restrictions `." msgstr "" "Pre informáciu si pozrite časť :ref:`Obmedzenia ` Líniového prehľadu." #: ../../manual/addons/interface/collection_manager.rst:138 msgid "" ":kbd:`LMB` -- Enable the restriction for all collections. Click again to " "restore the previous state." msgstr "" ":kbd:`ĽTM` -- Povolí obmedzenia pre všetky kolekcie. Opätovným kliknutím " "obnovíte predošlý stav." #: ../../manual/addons/interface/collection_manager.rst:139 msgid ":kbd:`Shift-LMB` -- Invert the restriction state on all collections." msgstr ":kbd:`Shift+ĽTM` -- Invertuje stav obmedzenia na všetkých kolekciách." #: ../../manual/addons/interface/collection_manager.rst:140 msgid ":kbd:`Shift-Ctrl-LMB` -- Isolate collections with selected objects." msgstr ":kbd:`Shift+Ctrl+ĽTM` -- Izoluje kolekcií s vybranými objektami." #: ../../manual/addons/interface/collection_manager.rst:141 msgid ":kbd:`Shift-Alt-LMB` -- Disable collections with selected objects." msgstr ":kbd:`Shift+Alt+ĽTM` -- Zakázanie kolekcií s vybranými objektami." #: ../../manual/addons/interface/collection_manager.rst:142 msgid "" ":kbd:`Ctrl-LMB` -- Copy/paste the restriction state on all collections. " "Click on an RTO to copy the restriction state, then click on another RTO to " "paste it." msgstr "" ":kbd:`Ctrl+ĽTM` -- Kopírovanie/vkladanie stavu obmedzenia na všetky " "kolekcie. Kliknutím na RTO skopírujete stav obmedzenia a potom kliknutím na " "iný RTO ho vložíte." #: ../../manual/addons/interface/collection_manager.rst:145 msgid "" ":kbd:`Ctrl-Alt-LMB` -- Swap the restriction state on all collections with " "that of another restriction. Click on an RTO to copy the restriction state, " "then click on another RTO to swap the two." msgstr "" ":kbd:`Ctrl+Alt+ĽTM` -- Vymení stav obmedzenia na všetkých kolekciách za stav " "iného obmedzenia. Kliknutím na RTO skopírujete stav obmedzenia a potom " "kliknutím na iný RTO tieto dva stavy vymeníte." #: ../../manual/addons/interface/collection_manager.rst:147 msgid "" ":kbd:`Alt-LMB` -- Discard the previous state, and anything that has been " "stored for Copy/Paste or Swap." msgstr "" ":kbd:`Alt+ŤM` -- Odstráni predošlý stav a všetko, čo bolo uložené pre " "Kopírovať/Vložiť alebo Vymeniť." #: ../../manual/addons/interface/collection_manager.rst:219 msgid "Tree View" msgstr "Zobrazenie stromu" #: ../../manual/addons/interface/collection_manager.rst:150 msgid "Shows the collections within the current selected scene." msgstr "Zobrazí kolekcie v rámci aktuálnej vybranej scény." #: ../../manual/addons/interface/collection_manager.rst:156 msgid "Disclosure (small triangle icon)" msgstr "Zverejnenie (ikona malého trojuholníka)" #: ../../manual/addons/interface/collection_manager.rst:153 msgid ":kbd:`LMB` -- Expand/collapse subcollections." msgstr ":kbd:`ĽTM` -- Rozvinie/Zvinie podkolekcie." #: ../../manual/addons/interface/collection_manager.rst:154 msgid "" ":kbd:`Shift-LMB` -- Isolate the tree. Collapses everything but the current " "item, and it's parents/descendants. Click again to restore the previous " "state." msgstr "" ":kbd:`Shift+ĽTM` -- Izoluje strom. Zvinie všetko okrem aktuálneho prvku a " "jeho rodičov/potomkov. Opätovným kliknutím obnovíte predošlý stav." #: ../../manual/addons/interface/collection_manager.rst:156 msgid "" ":kbd:`Ctrl-LMB` -- Expand/collapse subcollections and their descendants." msgstr ":kbd:`Ctrl+ĽTM` -- Rozvinie/Zvinie podkolekcie a ich potomkov." #: ../../manual/addons/interface/collection_manager.rst:159 msgid "Click to set the active collection to this collection." msgstr "Kliknutím nastavíte aktívnu kolekciu na túto kolekciu." #: ../../manual/addons/interface/collection_manager.rst:163 msgid "QCD Slot" msgstr "Zásuvka QCD" #: ../../manual/addons/interface/collection_manager.rst:162 msgid "" "Set which QCD slot the collection corresponds to. (Shown only if QCD is " "enabled in the preferences.)" msgstr "" "Nastaví, ktorej zásuvke QCD zodpovedá kolekcia. (Zobrazuje sa len vtedy, ak " "je v nastaveniach povolené QCD.)" #: ../../manual/addons/interface/collection_manager.rst:166 msgid "Double :kbd:`LMB`-click to rename the collection." msgstr "Dvojklikom :kbd:`ĽTM` premenujete kolekciu." #: ../../manual/addons/interface/collection_manager.rst:178 #: ../../manual/addons/interface/collection_manager.rst:186 msgid "See the section in the Scene Collection for more details." msgstr "Pre viac informácií si pozrite časť Kolekcie scén." #: ../../manual/addons/interface/collection_manager.rst:196 msgid "" "Local Restrictions (checkbox, cursor, eye, screen, camera, holdout, indirect " "only icons)" msgstr "" "Lokálne obmedzenia (zaškrtávacie políčko, kurzor, oko, obrazovka, kamera, " "pridržanie, iba nepriame ikony)" #: ../../manual/addons/interface/collection_manager.rst:189 msgid ":kbd:`LMB` -- Toggle the collection's restriction on/off." msgstr ":kbd:`ĽTM` -- Zapína/Vypína obmedzenia kolekcie." #: ../../manual/addons/interface/collection_manager.rst:190 msgid "" ":kbd:`Shift-LMB` -- Isolate the collection's restriction, preserving parents " "if need be. Click again to restore the previous state." msgstr "" ":kbd:`Shift+ĽTM` -- Izoluje obmedzenia kolekcie, v prípade potreby " "zachovanie rodičov. Opätovným kliknutím obnovíte predošlý stav." #: ../../manual/addons/interface/collection_manager.rst:192 msgid "" ":kbd:`Shift-Ctrl-LMB` -- Isolate the collection and it's descendants' " "restrictions, preserving parents if need be. Click again to restore the " "previous state." msgstr "" ":kbd:`Shift+Ctrl+ĽTM` -- Izoluje kolekciu a obmedzenia jej potomkov, v " "prípade potreby zachová rodičov. Opätovným kliknutím obnovíte predošlý stav." #: ../../manual/addons/interface/collection_manager.rst:195 msgid "" ":kbd:`Ctrl-LMB` -- Toggle the restrictions of the collection and it's " "descendants on/off." msgstr ":kbd:`Ctrl+ĽTM` -- Zapína/Vypína obmedzenia kolekcie a jej potomkov." #: ../../manual/addons/interface/collection_manager.rst:196 msgid ":kbd:`Alt-LMB` -- Discard the previous state." msgstr ":kbd:`Alt+ĽTM` -- Odstráni predošlý stav." #: ../../manual/addons/interface/collection_manager.rst:199 #: ../../manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst:42 #: ../../manual/interface/controls/templates/data_block.rst:109 #: ../../manual/scene_layout/collections/collections.rst:165 msgid "Remove ``X``" msgstr "Odstrániť ``X``" #: ../../manual/addons/interface/collection_manager.rst:199 msgid "Remove the collection." msgstr "Odstráni kolekciu." #: ../../manual/addons/interface/collection_manager.rst:219 #: ../../manual/editors/preferences/keymap.rst:40 msgid "Filtering" msgstr "Filtrovanie" #: ../../manual/addons/interface/collection_manager.rst:203 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data_layout.rst:34 msgid "By Name" msgstr "Podľa názvu" #: ../../manual/addons/interface/collection_manager.rst:203 msgid "A text field to filter collections by name." msgstr "Textové pole na filtrovanie kolekcií podľa názvu." #: ../../manual/addons/interface/collection_manager.rst:207 #: ../../manual/grease_pencil/modifiers/deform/armature.rst:44 #: ../../manual/interface/controls/templates/list_view.rst:34 #: ../../manual/modeling/modifiers/common_options.rst:45 #: ../../manual/modeling/modifiers/deform/armature.rst:40 #: ../../manual/modeling/modifiers/deform/cast.rst:70 #: ../../manual/modeling/modifiers/deform/curve.rst:61 #: ../../manual/modeling/modifiers/deform/displace.rst:78 #: ../../manual/modeling/modifiers/deform/hooks.rst:42 #: ../../manual/modeling/modifiers/deform/laplacian_deform.rst:92 #: ../../manual/modeling/modifiers/deform/laplacian_smooth.rst:404 #: ../../manual/modeling/modifiers/deform/lattice.rst:38 #: ../../manual/modeling/modifiers/deform/mesh_deform.rst:38 #: ../../manual/modeling/modifiers/deform/smooth.rst:48 #: ../../manual/modeling/modifiers/deform/surface_deform.rst:57 #: ../../manual/modeling/modifiers/deform/warp.rst:53 #: ../../manual/modeling/modifiers/deform/wave.rst:84 #: ../../manual/modeling/modifiers/generate/bevel.rst:104 #: ../../manual/modeling/modifiers/generate/weld.rst:42 #: ../../manual/modeling/modifiers/modify/mesh_cache.rst:61 #: ../../manual/modeling/modifiers/modify/uv_warp.rst:42 #: ../../manual/modeling/modifiers/physics/explode.rst:80 msgid "Invert ``<->``" msgstr "Invertovať ``<->``" #: ../../manual/addons/interface/collection_manager.rst:206 msgid "" "Invert filtering (inverts the collections shown in the tree view so that " "what is shown is hidden and what was hidden is shown)." msgstr "" "Inverzné filtrovanie (obráti kolekcie zobrazené v stromovom zobrazení tak, " "že to, čo je zobrazené, je skryté a to, čo bolo skryté, je zobrazené)." #: ../../manual/addons/interface/collection_manager.rst:211 msgid "By Selected (3 boxes with dashed outline icon)" msgstr "Podľa vybraných (3 políčka s ikonou obrysu s prerušovanou čiarou)" #: ../../manual/addons/interface/collection_manager.rst:210 msgid "" "Filter collections by selected objects (show only collections that contain " "the selected objects)." msgstr "" "Filtrovanie kolekcií podľa vybraných objektov (zobrazenie iba kolekcií, " "ktoré obsahujú vybrané objekty)." #: ../../manual/addons/interface/collection_manager.rst:215 msgid "By QCD Slots (Q key icon)" msgstr "Podľa zásuvky QCD (ikona klávesy Q)" #: ../../manual/addons/interface/collection_manager.rst:214 msgid "" "Filter collections by those designated as QCD slots (show only collections " "that correspond to a QCD slot). Shown only if QCD is enabled in the " "preferences." msgstr "" "Filtruje kolekcie podľa tých, ktoré sú označené ako zásuvky QCD (zobrazuje " "len kolekcie, ktoré zodpovedajú zásuvke QCD). Zobrazuje sa len vtedy, ak je " "v nastaveniach povolená funkcia QCD." #: ../../manual/addons/interface/collection_manager.rst:228 msgid "Add Collection, Add Subcollection" msgstr "Pridať kolekciu, Pridať podkolekciu" #: ../../manual/addons/interface/collection_manager.rst:222 msgid "Self-explanatory." msgstr "Je to zrejmé." #: ../../manual/addons/interface/collection_manager.rst:226 msgid "" "If the tree view is filtered when adding collections, new collections that " "do not fit the filter rules will be displayed until the filtering changes." msgstr "" "Ak je stromové zobrazenie pri pridávaní kolekcií filtrované, nové kolekcie, " "ktoré nevyhovujú pravidlám filtrovania, sa budú zobrazovať, kým sa " "filtrovanie nezmení." #: ../../manual/addons/interface/collection_manager.rst:237 msgid "Phantom Mode" msgstr "Režim Fantóm" #: ../../manual/addons/interface/collection_manager.rst:231 msgid "" "All visibility changes made in this mode will be discarded when it's " "disabled." msgstr "" "Všetky zmeny viditeľnosti vykonané v tomto režime sa po jeho vypnutí zrušia." #: ../../manual/addons/interface/collection_manager.rst:233 msgid "" "Enabling Phantom Mode saves the current state of the restrictions and allows " "you to edit them without fear of losing their current state. When finished, " "disabling Phantom Mode will restore the saved state." msgstr "" "Aktivácia režimu Fantóm uloží aktuálny stav obmedzení a umožní vám ich " "upravovať bez obáv zo straty ich aktuálneho stavu. Po dokončení sa vypnutím " "režimu Fantóm obnoví uložený stav." #: ../../manual/addons/interface/collection_manager.rst:237 msgid "" "Note: You will be unable to edit anything other than the restrictions while " "in Phantom Mode." msgstr "" "Poznámka: V režime Fantóm nie je možné upravovať nič iné ako obmedzenia." #: ../../manual/addons/interface/collection_manager.rst:241 msgid "Apply Phantom Mode (check mark icon)" msgstr "Použiť režim Fantóm (ikona zaškrtnutia)" #: ../../manual/addons/interface/collection_manager.rst:240 msgid "" "Applies all changes made to RTOs while in Phantom Mode and exits the mode." msgstr "" "Použije všetky zmeny vykonané v RTO počas režimu Fantóm a ukončí režim." #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/addons/interface/collection_manager.rst:244 #: ../../manual/addons/interface/collection_manager.rst:345 #: ../../manual/addons/interface/collection_manager.rst:376 msgid "QCD" msgstr "QCD" #: ../../manual/addons/interface/collection_manager.rst:246 msgid "" "The Quick Content Display system provides a way to rapidly interact with " "collections by allowing you to designate up to 20 collections as QCD slots. " "You can then interact with these slots by using hotkeys or the widget to " "view or move objects to them." msgstr "" "Systém rýchleho zobrazenia obsahu poskytuje spôsob rýchlej interakcie s " "kolekciami tým, že umožňuje označiť až 20 kolekcií ako zásuvky QCD. S týmito " "zásuvkami potom môžete vytvoriť interakciu použitím klávesových skratiek " "alebo miniaplikácie na zobrazenie alebo presun objektov do nich." #: ../../manual/addons/interface/collection_manager.rst:253 msgid "3D Viewport Header Widget" msgstr "Záhlavie miniaplikácie 3D záberu" #: ../../manual/addons/interface/collection_manager.rst:255 msgid "" "The header widget is composed of the Quick View Toggles button and 20 QCD " "slots." msgstr "" "Záhlavie miniaplikácie sa skladá z tlačidla Prepnúť rýchle zobrazenie a 20 " "zásuviek QCD." #: ../../manual/addons/interface/collection_manager.rst:272 msgid "Quick View Toggles (eye icon)" msgstr "Prepnúť rýchle zobrazenie (ikona oka)" #: ../../manual/addons/interface/collection_manager.rst:258 msgid "" "Create All QCD Slots. (Creates any missing QCD slots so you end up with a " "full 20)" msgstr "" "Vytvorí všetky zásuvky QCD. (Vytvorí všetky chýbajúce zásuvky QCD, takže " "nakoniec budete mať plných 20)" #: ../../manual/addons/interface/collection_manager.rst:259 msgid "Enable All QCD Slots." msgstr "Povolí všetky zásuvky QCD." #: ../../manual/addons/interface/collection_manager.rst:260 msgid "" "Enable All QCD Slots Isolated. (Enables all QCD slots and disables any non " "QCD slots)" msgstr "" "Povolí všetkých izolované zásuvky QCD. (Povolí všetky zásuvky QCD a zakáže " "všetky iné zásuvky ako QCD)" #: ../../manual/addons/interface/collection_manager.rst:261 msgid "Isolate Selected Objects Collections." msgstr "Izoluje vybrané objekty kolekcie." #: ../../manual/addons/interface/collection_manager.rst:262 msgid "Disable Selected Objects Collections." msgstr "Zakáže kolekcie vybraných objektov." #: ../../manual/addons/interface/collection_manager.rst:263 msgid "Disable All Non QCD Slots." msgstr "Zakáže všetky zásuvky, ktoré nie sú QCD." #: ../../manual/addons/interface/collection_manager.rst:264 msgid "Disable All Collections." msgstr "Zakáže všetky kolekcie." #: ../../manual/addons/interface/collection_manager.rst:265 msgid "" "Select All QCD Objects. (Select all objects that belong to enabled QCD slots)" msgstr "" "Vyberie položku Všetky objekty QCD. (Vyberte všetky objekty, ktoré patria do " "povolených zásuviek QCD)" #: ../../manual/addons/interface/collection_manager.rst:266 msgid "Discard QCD History. (Discards previous QCD slot states)" msgstr "Vyradí históriu QCD. (Vyradí predošlé stavy zásuviek QCD)" #: ../../manual/addons/interface/collection_manager.rst:268 msgid "Hotkeys:" msgstr "Klávesové skratky:" #: ../../manual/addons/interface/collection_manager.rst:270 msgid ":kbd:`LMB` -- Enable All QCD Slots." msgstr ":kbd:`ĽTM` -- Povolí všetky zásuvky QCD." #: ../../manual/addons/interface/collection_manager.rst:271 msgid ":kbd:`Alt-LMB` -- Select All QCD Objects." msgstr ":kbd:`Alt+ĽTM` -- Vyberie všetky objekty QCD." #: ../../manual/addons/interface/collection_manager.rst:272 msgid ":kbd:`LMB` hold down -- Opens a menu with all Quick View Toggles." msgstr "" "Pridržať :kbd:`ĽTM` -- Otvorí ponuku so všetkými prepínačmi rýchleho " "zobrazenia." #: ../../manual/addons/interface/collection_manager.rst:308 msgid "QCD Slots" msgstr "Zásuvky QCD" #: ../../manual/addons/interface/collection_manager.rst:275 msgid "" "20 buttons in two rows in groups of five where the first row starts with " "slot 1 and the second with slot 11." msgstr "" "20 tlačidiel v dvoch radoch v skupinách po piatich, pričom prvý rad začína " "zásuvkou 1 a druhý zásuvkou 11." #: ../../manual/addons/interface/collection_manager.rst:278 msgid "" "The state of each slot is shown with a combination of the following " "indicators:" msgstr "" "Stav každej zásuvky sa zobrazuje kombináciou nasledujúcich indikátorov:" #: ../../manual/addons/interface/collection_manager.rst:280 msgid "``x`` -- Unassigned slot." msgstr "``x`` -- Nepriradená zásuvky." #: ../../manual/addons/interface/collection_manager.rst:281 msgid "``non-highlighted`` -- non-visible slot." msgstr "``non-highlighted`` (bez zvýraznenia) -- neviditeľná zásuvka." #: ../../manual/addons/interface/collection_manager.rst:282 msgid "``highlighted`` -- visible slot." msgstr "``highlighted`` (zvýraznené) -- viditeľná zásuvka." #: ../../manual/addons/interface/collection_manager.rst:283 msgid "``no icon`` -- no objects in the slot." msgstr "``no icon`` (bez ikony) -- v zásuvke nie sú žiadne objekty." #: ../../manual/addons/interface/collection_manager.rst:284 msgid "``horizontal line icon`` -- objects are present in this slot." msgstr "" "``horizontal line icon`` (ikona horizontálnej čiary) -- v tejto zásuvke sa " "nachádzajú objekty." #: ../../manual/addons/interface/collection_manager.rst:285 msgid "``circle icon`` -- one or more objects in this slot are selected." msgstr "" "``circle icon`` (ikona kruhu) -- jeden alebo viac objektov v tejto zásuvke " "je vybraných." #: ../../manual/addons/interface/collection_manager.rst:286 msgid "``dot icon`` -- the active object is in this slot." msgstr "``dot icon`` (čiarkovaná ikona) -- aktívny objekt je v tejto zásuvke." #: ../../manual/addons/interface/collection_manager.rst:288 msgid "Assigned Slot Hotkeys:" msgstr "Priradené klávesové skratky:" #: ../../manual/addons/interface/collection_manager.rst:290 msgid ":kbd:`LMB` -- View single slot excluding all others." msgstr "" ":kbd:`ĽTM` -- Zobrazenie jednej zásuvky s vylúčením všetkých ostatných." #: ../../manual/addons/interface/collection_manager.rst:291 msgid ":kbd:`Shift-LMB` -- Add/remove slot to/from view." msgstr ":kbd:`Shift+ĽTM` -- Pridá/Odstráni zásuvku do/zo zobrazenia." #: ../../manual/addons/interface/collection_manager.rst:292 msgid ":kbd:`Ctrl-LMB` -- Move selected objects to slot." msgstr ":kbd:`Ctrl+ĽTM` -- Presunie vybrané objekty do zásuvky." #: ../../manual/addons/interface/collection_manager.rst:293 msgid ":kbd:`Shift-Ctrl-LMB` -- Add/remove selected objects to/from slot." msgstr ":kbd:`Shift+Ctrl+ĽTM` -- Pridá/Odstráni vybrané objekty do/zo zásuvky." #: ../../manual/addons/interface/collection_manager.rst:294 msgid ":kbd:`Alt-LMB` -- Replace selection with objects in this slot." msgstr ":kbd:`Alt+ĽTM` -- Nahradí výber s objektami v tejto zásuvke." #: ../../manual/addons/interface/collection_manager.rst:295 msgid ":kbd:`Shift-Alt-LMB` -- Add/remove slot objects to/from the selection." msgstr ":kbd:`Shift+Alt+ĽTM` -- Pridá/Odstráni objekty zásuvky do/z výberu." #: ../../manual/addons/interface/collection_manager.rst:297 msgid "Unassigned Slot Hotkeys:" msgstr "Nepriradené klávesové skratky:" #: ../../manual/addons/interface/collection_manager.rst:299 msgid ":kbd:`LMB` -- Create the slot." msgstr ":kbd:`ĽTM` -- Vytvorenie zásuvky." #: ../../manual/addons/interface/collection_manager.rst:300 msgid "" ":kbd:`Shift-LMB` -- Create the slot and isolate it, excluding all others " "from view." msgstr "" ":kbd:`Shift+ĽTM` -- Vytvorí zásuvku a izoluje ju, čím vylúči všetky ostatné " "zo zobrazenia." #: ../../manual/addons/interface/collection_manager.rst:301 msgid ":kbd:`Ctrl-LMB` -- Create the slot and move the selected objects to it." msgstr ":kbd:`Ctrl+ĽTM` -- Vytvorí zásuvku a presunie do nej vybrané objekty." #: ../../manual/addons/interface/collection_manager.rst:302 msgid "" ":kbd:`Shift-Ctrl-LMB` -- Create the slot and add the selected objects to it." msgstr "" ":kbd:`Shift+Ctrl+ĽTM` -- Vytvorí zásuvku a pridá do nej vybrané objekty." #: ../../manual/addons/interface/collection_manager.rst:306 msgid "" "The slot number and its associated collection name, as well as all the " "relevant hotkeys, are shown in the tooltip when hovering over the slot." msgstr "" "Číslo zásuvky a názov príslušnej kolekcie, ako aj všetky príslušné klávesové " "skratky sa zobrazia v nápovede po nabehnutí na zásuvku." #: ../../manual/addons/interface/collection_manager.rst:311 msgid "Move Widget" msgstr "Miniaplikácia Presunúť" #: ../../manual/addons/interface/collection_manager.rst:313 msgid "" "Use :kbd:`V` to call up the Move widget in the 3D Viewport when in Object " "Mode. It can also be found in the :menuselection:`Object -> Collection` menu." msgstr "" "Použitím klávesy :kbd:`V` vyvoláte miniaplikáciu Presunúť v 3D zábere, keď " "je v režime objektu. Nájdete ho aj v ponuke :menuselection:`Objekt --> " "Kolekcia`." #: ../../manual/addons/interface/collection_manager.rst:316 msgid "" "The Move Widget shares its layout and indicators with the 3D Viewport header " "widget." msgstr "" "Miniaplikácia Presunúť zdieľa svoje rozloženie a indikátory s miniaplikáciou " "Záhlavie 3D záberu." #: ../../manual/addons/interface/collection_manager.rst:320 #: ../../manual/modeling/curves/tools/pen.rst:74 #: ../../manual/render/output/animation_player.rst:41 msgid "Hotkeys" msgstr "Klávesové skratky" #: ../../manual/addons/interface/collection_manager.rst:321 msgid ":kbd:`LMB` -- Move selected objects to slot." msgstr ":kbd:`ĽTM` -- Presunie vybrané objekty do zásuvky." #: ../../manual/addons/interface/collection_manager.rst:322 msgid ":kbd:`Shift-LMB` -- Add/remove selected objects to/from slot." msgstr ":kbd:`Shift+ĽTM` -- Pridá/Odstráni vybrané objekty do/zo zásuvky." #: ../../manual/addons/interface/collection_manager.rst:323 msgid "" ":kbd:`0` - :kbd:`9` -- Move selected objects to slot 1-10 (0 is slot 10)." msgstr "" "Klávesy :kbd:`0` - :kbd:`9` -- Presunie vybrané objekty do zásuvky 1-10 (0 " "je zásuvka 10)." #: ../../manual/addons/interface/collection_manager.rst:324 msgid "" ":kbd:`Alt-0` - :kbd:`Alt-9` -- Move selected objects to slot 11-20 (0 is " "slot 20)." msgstr "" ":kbd:`Alt+0` - :kbd:`Alt+9` -- Presunie vybrané objekty do zásuvka 11-20 (0 " "je zásuvka 20)." #: ../../manual/addons/interface/collection_manager.rst:325 msgid "" ":kbd:`Shift-0` - :kbd:`Shift-9` -- Add/remove selected objects to/from slot " "1-10 (0 is slot 10)." msgstr "" ":kbd:`Shift+0` - :kbd:`Shift+9` -- Pridá/Odstráni vybrané objekty do/zo " "zásuvky 1-10 (0 je zásuvka 10)." #: ../../manual/addons/interface/collection_manager.rst:326 msgid "" ":kbd:`Shift-Alt-0` - :kbd:`Shift-Alt-9` -- Add/remove selected objects to/" "from slot 11-20 (0 is slot 20)." msgstr "" ":kbd:`Shift+Alt+0` - :kbd:`Shift+Alt+9` -- Pridá/Odstráni vybrané objekty do/" "zo zásuvky 11-20 (0 je zásuvka 20)." #: ../../manual/addons/interface/collection_manager.rst:330 msgid "3D Viewport Hotkeys" msgstr "Klávesové skratky 3D záberu" #: ../../manual/addons/interface/collection_manager.rst:333 #: ../../manual/addons/interface/copy_attributes.rst:20 #: ../../manual/addons/rigging/rigify/basics.rst:21 #: ../../manual/addons/rigging/rigify/metarigs.rst:53 #: ../../manual/animation/armatures/bones/selecting.rst:232 #: ../../manual/animation/armatures/posing/selecting.rst:147 #: ../../manual/animation/constraints/interface/adding_removing.rst:14 #: ../../manual/animation/constraints/interface/adding_removing.rst:84 #: ../../manual/animation/keyframes/editing.rst:13 #: ../../manual/animation/keyframes/editing.rst:44 #: ../../manual/animation/keyframes/editing.rst:62 #: ../../manual/animation/motion_paths.rst:11 #: ../../manual/editors/3dview/controls/proportional_editing.rst:101 #: ../../manual/editors/3dview/display/overlays.rst:21 #: ../../manual/editors/3dview/navigate/camera_view.rst:47 #: ../../manual/editors/3dview/navigate/camera_view.rst:129 #: ../../manual/editors/3dview/selecting.rst:25 #: ../../manual/editors/3dview/toolbar/index.rst:23 #: ../../manual/editors/outliner/interface.rst:207 #: ../../manual/files/linked_libraries/library_overrides.rst:116 #: ../../manual/files/linked_libraries/library_overrides.rst:196 #: ../../manual/files/linked_libraries/library_overrides.rst:215 #: ../../manual/files/linked_libraries/library_overrides.rst:249 #: ../../manual/files/linked_libraries/library_overrides.rst:263 #: ../../manual/files/linked_libraries/library_overrides.rst:278 #: ../../manual/files/linked_libraries/library_overrides.rst:292 #: ../../manual/files/linked_libraries/library_overrides.rst:308 #: ../../manual/files/linked_libraries/library_overrides.rst:320 #: ../../manual/files/linked_libraries/library_overrides.rst:346 #: ../../manual/files/linked_libraries/library_overrides.rst:364 #: ../../manual/files/linked_libraries/link_append.rst:137 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:9 #: ../../manual/grease_pencil/modes/object/index.rst:4 #: ../../manual/grease_pencil/modes/object/trace_image.rst:9 #: ../../manual/modeling/meshes/introduction.rst:21 #: ../../manual/modeling/meshes/selecting/random.rst:9 #: ../../manual/physics/collision.rst:10 #: ../../manual/physics/forces/force_fields/introduction.rst:30 #: ../../manual/physics/introduction.rst:26 ../../manual/render/cameras.rst:26 #: ../../manual/scene_layout/collections/collections.rst:113 #: ../../manual/scene_layout/collections/collections.rst:146 #: ../../manual/scene_layout/object/editing/apply.rst:18 #: ../../manual/scene_layout/object/editing/apply.rst:74 #: ../../manual/scene_layout/object/editing/apply.rst:106 #: ../../manual/scene_layout/object/editing/apply.rst:118 #: ../../manual/scene_layout/object/editing/apply.rst:135 #: ../../manual/scene_layout/object/editing/apply.rst:187 #: ../../manual/scene_layout/object/editing/cleanup.rst:11 #: ../../manual/scene_layout/object/editing/cleanup.rst:46 #: ../../manual/scene_layout/object/editing/cleanup.rst:70 #: ../../manual/scene_layout/object/editing/clear.rst:9 #: ../../manual/scene_layout/object/editing/convert.rst:13 #: ../../manual/scene_layout/object/editing/convert.rst:27 #: ../../manual/scene_layout/object/editing/convert.rst:40 #: ../../manual/scene_layout/object/editing/convert.rst:71 #: ../../manual/scene_layout/object/editing/delete.rst:9 #: ../../manual/scene_layout/object/editing/delete.rst:21 #: ../../manual/scene_layout/object/editing/duplicate_linked.rst:9 #: ../../manual/scene_layout/object/editing/join.rst:10 #: ../../manual/scene_layout/object/editing/link_transfer/copy_uvmaps.rst:9 #: ../../manual/scene_layout/object/editing/link_transfer/index.rst:8 #: ../../manual/scene_layout/object/editing/link_transfer/link_data.rst:9 #: ../../manual/scene_layout/object/editing/link_transfer/link_scene.rst:9 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data.rst:9 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data_layout.rst:9 #: ../../manual/scene_layout/object/editing/parent.rst:26 #: ../../manual/scene_layout/object/editing/parent.rst:320 #: ../../manual/scene_layout/object/editing/parent.rst:339 #: ../../manual/scene_layout/object/editing/relations/make_single_user.rst:9 #: ../../manual/scene_layout/object/editing/rigid_body.rst:14 #: ../../manual/scene_layout/object/editing/shading.rst:13 #: ../../manual/scene_layout/object/editing/shading.rst:45 #: ../../manual/scene_layout/object/editing/shading.rst:66 #: ../../manual/scene_layout/object/editing/transform/align_objects.rst:9 #: ../../manual/scene_layout/object/origin.rst:33 #: ../../manual/scene_layout/object/properties/display.rst:8 #: ../../manual/scene_layout/object/properties/instancing/collection.rst:8 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:8 #: ../../manual/scene_layout/object/properties/instancing/verts.rst:8 #: ../../manual/scene_layout/object/properties/line_art.rst:9 #: ../../manual/scene_layout/object/properties/relations.rst:8 #: ../../manual/scene_layout/object/properties/transforms.rst:8 #: ../../manual/scene_layout/object/properties/transforms.rst:95 #: ../../manual/scene_layout/object/properties/visibility.rst:8 #: ../../manual/scene_layout/object/selecting.rst:121 #: ../../manual/scene_layout/object/selecting.rst:135 #: ../../manual/scene_layout/object/selecting.rst:162 #: ../../manual/scene_layout/object/selecting.rst:181 #: ../../manual/scene_layout/object/selecting.rst:208 #: ../../manual/scene_layout/object/selecting.rst:251 #: ../../manual/scene_layout/object/selecting.rst:284 #: ../../manual/scene_layout/object/types.rst:9 msgid "Object Mode" msgstr "Režim objektu" #: ../../manual/addons/interface/collection_manager.rst:335 msgid "" ":kbd:`0` - :kbd:`9` -- View slot 1-10 (0 is slot 10). Excludes all others." msgstr "" ":kbd:`0` - :kbd:`9` -- Zobrazí zásuvky 1-10 (0 je zásuvka 10). Vylúči všetky " "ostatné." #: ../../manual/addons/interface/collection_manager.rst:336 msgid "" ":kbd:`Alt-0` - :kbd:`Alt-9` -- View slot 11-20 (0 is slot 20). Excludes all " "others." msgstr "" ":kbd:`Alt+0` - :kbd:`Alt+9` -- Zobrazí zásuvky 11-20 (0 je zásuvka 20). " "Vylúči všetky ostatné." #: ../../manual/addons/interface/collection_manager.rst:337 msgid "" ":kbd:`Shift-0` - :kbd:`Shift-9` -- Add/remove slot 1-10 (0 is slot 10) to/" "from view." msgstr "" ":kbd:`Shift+0` - :kbd:`Shift+9` -- Pridá/Odstráni zásuvku 1-10 (0 je zásuvka " "10) do/zo zobrazenia." #: ../../manual/addons/interface/collection_manager.rst:338 msgid "" ":kbd:`Shift-Alt-0` - :kbd:`Shift-Alt-9` -- Add/remove slot 11-20 (0 is slot " "20) to/from view." msgstr "" ":kbd:`Shift+Alt+0` - :kbd:`Shift+Alt+9` -- Pridá/Odstráni zásuvku 11-20 (0 " "je zásuvka 20) do/zo zobrazenia." #: ../../manual/addons/interface/collection_manager.rst:339 msgid ":kbd:`Shift-=` -- Enable All QCD Slots." msgstr ":kbd:`Shift+=` -- Povolí všetky zásuvky QCD." #: ../../manual/addons/interface/collection_manager.rst:340 msgid ":kbd:`=` -- Isolate Selected Objects Collections." msgstr ":kbd:`=` -- Izoluje vybrané objekty kolekcie." #: ../../manual/addons/interface/collection_manager.rst:341 msgid ":kbd:`Minus` -- Disable Selected Objects Collections." msgstr ":kbd:`Mínus` -- Zakáže kolekcií vybraných objektov." #: ../../manual/addons/interface/collection_manager.rst:342 msgid ":kbd:`Shift-Alt-=` -- Disable All Non QCD Slots." msgstr ":kbd:`Shift+Alt+=` -- Zakáže všetky zásuvky, ktoré nie sú QCD." #: ../../manual/addons/interface/collection_manager.rst:343 msgid ":kbd:`Ctrl-Alt-=` -- Disable All Collections." msgstr ":kbd:`Ctrl+Alt+=` -- Zakáže všetky kolekcie." #: ../../manual/addons/interface/collection_manager.rst:344 msgid ":kbd:`Shift-Ctrl-=` -- Select All QCD Objects." msgstr ":kbd:`Shift+Ctrl+=` -- Vyberie všetky objekty QCD." #: ../../manual/addons/interface/collection_manager.rst:345 msgid ":kbd:`Alt-=` -- Discard QCD History." msgstr ":kbd:`Alt+=` -- Vyradí históriu QCD." #: ../../manual/addons/interface/collection_manager.rst:351 msgid "Disable Objects (only available if enabled in the preferences.)" msgstr "" "Zakáže objekty (k dispozícii len vtedy, ak je to povolené v predvoľbách)" #: ../../manual/addons/interface/collection_manager.rst:348 msgid ":kbd:`H` -- Disable Selected." msgstr ":kbd:`H` -- Zakáže vybrané." #: ../../manual/addons/interface/collection_manager.rst:349 msgid ":kbd:`Shift-H` -- Disable Unselected." msgstr ":kbd:`Shift+H` -- Zakáže nevybrané." #: ../../manual/addons/interface/collection_manager.rst:350 msgid ":kbd:`Alt-H` -- Restore Disabled Objects." msgstr ":kbd:`Alt+H` -- Obnoví zakázané objekty." #: ../../manual/addons/interface/collection_manager.rst:354 #: ../../manual/addons/mesh/snap_utilities_line.rst:25 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:21 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:53 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:13 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:33 #: ../../manual/animation/armatures/bones/editing/delete.rst:13 #: ../../manual/animation/armatures/bones/editing/delete.rst:42 #: ../../manual/animation/armatures/bones/editing/duplicate.rst:9 #: ../../manual/animation/armatures/bones/editing/extrude.rst:10 #: ../../manual/animation/armatures/bones/editing/extrude.rst:79 #: ../../manual/animation/armatures/bones/editing/fill_between_joints.rst:9 #: ../../manual/animation/armatures/bones/editing/introduction.rst:34 #: ../../manual/animation/armatures/bones/editing/naming.rst:73 #: ../../manual/animation/armatures/bones/editing/naming.rst:103 #: ../../manual/animation/armatures/bones/editing/parenting.rst:10 #: ../../manual/animation/armatures/bones/editing/properties.rst:9 #: ../../manual/animation/armatures/bones/editing/separate_bones.rst:9 #: ../../manual/animation/armatures/bones/editing/split.rst:9 #: ../../manual/animation/armatures/bones/editing/subdivide.rst:9 #: ../../manual/animation/armatures/bones/editing/switch_direction.rst:9 #: ../../manual/animation/armatures/bones/editing/symmetrize.rst:9 #: ../../manual/animation/armatures/bones/editing/transform.rst:42 #: ../../manual/animation/armatures/bones/editing/transform.rst:130 #: ../../manual/animation/armatures/bones/selecting.rst:125 #: ../../manual/animation/armatures/bones/selecting.rst:140 #: ../../manual/animation/armatures/bones/selecting.rst:156 #: ../../manual/animation/armatures/bones/selecting.rst:201 #: ../../manual/animation/armatures/posing/selecting.rst:54 #: ../../manual/editors/3dview/controls/proportional_editing.rst:117 #: ../../manual/editors/3dview/selecting.rst:33 #: ../../manual/editors/3dview/toolbar/index.rst:29 #: ../../manual/editors/graph_editor/fcurves/editing.rst:11 #: ../../manual/editors/preferences/viewport.rst:63 #: ../../manual/editors/uv/selecting.rst:159 #: ../../manual/editors/uv/selecting.rst:196 #: ../../manual/grease_pencil/animation/introduction.rst:103 #: ../../manual/grease_pencil/modes/edit/curve_editing.rst:35 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:17 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:42 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:55 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:68 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:120 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:136 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:151 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:165 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:185 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:216 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:234 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:247 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:260 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:282 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:295 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:362 #: ../../manual/grease_pencil/modes/edit/index.rst:4 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:13 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:34 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:69 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:18 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:53 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:105 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:130 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:179 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:203 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:221 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:236 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:249 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:274 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:300 #: 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../../manual/grease_pencil/selecting.rst:81 #: ../../manual/grease_pencil/selecting.rst:107 #: ../../manual/grease_pencil/selecting.rst:141 #: ../../manual/grease_pencil/selecting.rst:156 #: ../../manual/modeling/curves/curve_display.rst:8 #: ../../manual/modeling/curves/editing/control_points.rst:14 #: ../../manual/modeling/curves/editing/control_points.rst:30 #: ../../manual/modeling/curves/editing/control_points.rst:60 #: ../../manual/modeling/curves/editing/control_points.rst:83 #: ../../manual/modeling/curves/editing/control_points.rst:99 #: ../../manual/modeling/curves/editing/control_points.rst:119 #: ../../manual/modeling/curves/editing/control_points.rst:137 #: ../../manual/modeling/curves/editing/control_points.rst:164 #: ../../manual/modeling/curves/editing/control_points.rst:178 #: ../../manual/modeling/curves/editing/control_points.rst:192 #: ../../manual/modeling/curves/editing/control_points.rst:204 #: ../../manual/modeling/curves/editing/control_points.rst:216 #: ../../manual/modeling/curves/editing/curve.rst:14 #: ../../manual/modeling/curves/editing/curve.rst:39 #: ../../manual/modeling/curves/editing/curve.rst:60 #: ../../manual/modeling/curves/editing/curve.rst:73 #: ../../manual/modeling/curves/editing/curve.rst:89 #: ../../manual/modeling/curves/editing/curve.rst:104 #: ../../manual/modeling/curves/editing/curve.rst:121 #: ../../manual/modeling/curves/editing/curve.rst:138 #: ../../manual/modeling/curves/editing/curve.rst:156 #: ../../manual/modeling/curves/editing/curve.rst:188 #: ../../manual/modeling/curves/editing/curve.rst:210 #: ../../manual/modeling/curves/editing/curve.rst:233 #: ../../manual/modeling/curves/editing/curve.rst:256 #: ../../manual/modeling/curves/editing/other.rst:17 #: ../../manual/modeling/curves/editing/other.rst:31 #: ../../manual/modeling/curves/editing/segments.rst:14 #: ../../manual/modeling/curves/editing/segments.rst:32 #: ../../manual/modeling/curves/editing/transform_panel.rst:9 #: ../../manual/modeling/curves/properties/active_spline.rst:9 #: ../../manual/modeling/curves/selecting.rst:83 #: ../../manual/modeling/curves/selecting.rst:101 #: ../../manual/modeling/curves/selecting.rst:123 #: ../../manual/modeling/curves/selecting.rst:137 #: ../../manual/modeling/curves/selecting.rst:170 #: ../../manual/modeling/curves/selecting.rst:184 #: ../../manual/modeling/curves/selecting.rst:198 #: ../../manual/modeling/curves/selecting.rst:224 #: ../../manual/modeling/curves/tools/draw.rst:9 #: ../../manual/modeling/curves/tools/pen.rst:9 #: ../../manual/modeling/introduction.rst:24 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:10 #: ../../manual/modeling/meshes/editing/edge/bridge_edge_loops.rst:10 #: ../../manual/modeling/meshes/editing/edge/edge_data.rst:15 #: ../../manual/modeling/meshes/editing/edge/edge_data.rst:33 #: ../../manual/modeling/meshes/editing/edge/edge_data.rst:56 #: ../../manual/modeling/meshes/editing/edge/edge_data.rst:71 #: 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../../manual/modeling/meshes/editing/face/face_data.rst:48 #: ../../manual/modeling/meshes/editing/face/face_data.rst:61 #: ../../manual/modeling/meshes/editing/face/face_data.rst:72 #: ../../manual/modeling/meshes/editing/face/fill.rst:10 #: ../../manual/modeling/meshes/editing/face/grid_fill.rst:10 #: ../../manual/modeling/meshes/editing/face/inset_faces.rst:10 #: ../../manual/modeling/meshes/editing/face/intersect_boolean.rst:9 #: ../../manual/modeling/meshes/editing/face/intersect_knife.rst:9 #: ../../manual/modeling/meshes/editing/face/poke_faces.rst:9 #: ../../manual/modeling/meshes/editing/face/shading.rst:23 #: ../../manual/modeling/meshes/editing/face/shading.rst:36 #: ../../manual/modeling/meshes/editing/face/solidify_faces.rst:9 #: ../../manual/modeling/meshes/editing/face/triangles_quads.rst:10 #: ../../manual/modeling/meshes/editing/face/triangulate_faces.rst:9 #: ../../manual/modeling/meshes/editing/face/weld_edges_faces.rst:9 #: ../../manual/modeling/meshes/editing/face/wireframe.rst:9 #: ../../manual/modeling/meshes/editing/mesh/bisect.rst:10 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:16 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:46 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:66 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:86 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:100 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:114 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:127 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:144 #: ../../manual/modeling/meshes/editing/mesh/convex_hull.rst:9 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:8 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:58 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:89 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:104 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:133 #: 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../../manual/modeling/meshes/mesh_analysis.rst:10 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:84 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:13 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:41 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:56 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:69 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:82 #: ../../manual/modeling/meshes/selecting/checker_deselect.rst:9 #: ../../manual/modeling/meshes/selecting/introduction.rst:19 #: ../../manual/modeling/meshes/selecting/linked.rst:13 #: ../../manual/modeling/meshes/selecting/linked.rst:36 #: ../../manual/modeling/meshes/selecting/linked.rst:89 #: ../../manual/modeling/meshes/selecting/loops.rst:95 #: ../../manual/modeling/meshes/selecting/mirror.rst:9 #: ../../manual/modeling/meshes/selecting/more_less.rst:10 #: ../../manual/modeling/meshes/selecting/more_less.rst:39 #: ../../manual/modeling/meshes/selecting/sharp_edges.rst:8 #: ../../manual/modeling/meshes/selecting/side_of_active.rst:8 #: ../../manual/modeling/meshes/selecting/similar.rst:9 #: ../../manual/modeling/meshes/selecting/similar.rst:88 #: ../../manual/modeling/meshes/structure.rst:148 #: ../../manual/modeling/meshes/structure.rst:167 #: ../../manual/modeling/meshes/tools/extrude_cursor.rst:9 #: ../../manual/modeling/meshes/tools/extrude_manifold.rst:9 #: ../../manual/modeling/meshes/tools/extrude_region.rst:10 #: ../../manual/modeling/meshes/tools/loop.rst:9 #: ../../manual/modeling/meshes/tools/poly_build.rst:10 #: ../../manual/modeling/meshes/tools/spin.rst:10 #: ../../manual/modeling/meshes/tools/tool_settings.rst:11 #: ../../manual/modeling/meshes/tools/tool_settings.rst:113 #: ../../manual/modeling/meshes/uv/editing.rst:28 #: ../../manual/modeling/meshes/uv/editing.rst:50 #: ../../manual/modeling/meshes/uv/editing.rst:80 #: ../../manual/modeling/meshes/uv/editing.rst:99 #: ../../manual/modeling/meshes/uv/editing.rst:120 #: ../../manual/modeling/meshes/uv/editing.rst:152 #: ../../manual/modeling/meshes/uv/editing.rst:175 #: ../../manual/modeling/meshes/uv/editing.rst:193 #: ../../manual/modeling/meshes/uv/editing.rst:219 #: ../../manual/modeling/meshes/uv/editing.rst:252 #: ../../manual/modeling/meshes/uv/editing.rst:280 #: ../../manual/modeling/meshes/uv/editing.rst:314 #: ../../manual/modeling/meshes/uv/editing.rst:334 #: ../../manual/modeling/meshes/uv/editing.rst:360 #: ../../manual/modeling/meshes/uv/editing.rst:377 #: ../../manual/modeling/meshes/uv/editing.rst:403 #: ../../manual/modeling/meshes/uv/editing.rst:445 #: ../../manual/modeling/meshes/uv/editing.rst:463 #: ../../manual/modeling/meshes/uv/editing.rst:485 #: ../../manual/modeling/meshes/uv/editing.rst:499 #: ../../manual/modeling/meshes/uv/editing.rst:515 #: ../../manual/modeling/meshes/uv/editing.rst:531 #: ../../manual/modeling/meshes/uv/editing.rst:574 #: ../../manual/modeling/meshes/uv/editing.rst:591 #: ../../manual/modeling/meshes/uv/tools/grab.rst:8 #: ../../manual/modeling/meshes/uv/tools/grab.rst:65 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:8 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:66 #: ../../manual/modeling/meshes/uv/tools/relax.rst:8 #: ../../manual/modeling/meshes/uv/tools/relax.rst:94 #: ../../manual/modeling/meshes/uv/tools/rip.rst:10 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:45 #: ../../manual/modeling/metas/properties.rst:81 #: ../../manual/modeling/metas/structure.rst:34 #: ../../manual/modeling/surfaces/editing/control_points.rst:11 #: ../../manual/modeling/surfaces/editing/control_points.rst:88 #: ../../manual/modeling/surfaces/editing/control_points.rst:144 #: ../../manual/modeling/surfaces/editing/control_points.rst:156 #: ../../manual/modeling/surfaces/editing/control_points.rst:168 #: ../../manual/modeling/surfaces/editing/segments.rst:11 #: ../../manual/modeling/surfaces/editing/segments.rst:32 #: ../../manual/modeling/surfaces/editing/surface.rst:17 #: ../../manual/modeling/surfaces/editing/surface.rst:39 #: ../../manual/modeling/surfaces/editing/surface.rst:52 #: ../../manual/modeling/surfaces/editing/surface.rst:68 #: ../../manual/modeling/surfaces/editing/surface.rst:88 #: ../../manual/modeling/surfaces/editing/surface.rst:117 #: ../../manual/modeling/surfaces/editing/surface.rst:132 #: ../../manual/modeling/surfaces/editing/surface.rst:147 #: ../../manual/modeling/surfaces/editing/surface.rst:171 #: ../../manual/modeling/surfaces/editing/surface.rst:182 #: ../../manual/modeling/surfaces/editing/surface.rst:201 #: ../../manual/modeling/surfaces/editing/surface.rst:212 #: ../../manual/modeling/surfaces/editing/transform_panel.rst:8 #: ../../manual/modeling/surfaces/properties/active_spline.rst:8 #: ../../manual/modeling/surfaces/selecting.rst:71 #: ../../manual/modeling/surfaces/selecting.rst:89 #: ../../manual/modeling/surfaces/selecting.rst:111 #: ../../manual/modeling/surfaces/selecting.rst:124 #: ../../manual/modeling/surfaces/selecting.rst:159 #: ../../manual/modeling/surfaces/selecting.rst:177 #: ../../manual/modeling/texts/editing.rst:41 #: ../../manual/modeling/texts/introduction.rst:8 #: ../../manual/render/materials/assignment.rst:94 msgid "Edit Mode" msgstr "Režim editácie" #: ../../manual/addons/interface/collection_manager.rst:355 msgid "" "All Object Mode hotkeys except for Select All QCD Objects and the Disable " "Objects hotkeys. (Only available if enabled in the preferences.)" msgstr "" "Všetky klávesové skratky režimu objektov okrem klávesovej skratky Vybrať " "všetky objekty QCD a klávesovej skratky Zakázať objekty. (Dostupné len " "vtedy, ak sú povolené v nastaveniach.)" #: ../../manual/addons/interface/collection_manager.rst:358 msgid ":kbd:`AccentGrave` -- Mesh Select Mode menu." msgstr "" ":kbd:`AccentGrave` (opačný dĺžeň) -- Ponuka režimu výberu povrchovej siete." #: ../../manual/addons/interface/collection_manager.rst:362 msgid "Slots with objects not in Object Mode can not be excluded." msgstr "Zásuvky objektov, ktoré nie sú v režime objektu, nemožno vylúčiť." #: ../../manual/addons/interface/collection_manager.rst:366 #: ../../manual/addons/lighting/sun_position.rst:175 #: ../../manual/addons/object/bool_tools.rst:65 #: ../../manual/advanced/app_templates.rst:46 #: ../../manual/editors/preferences/index.rst:8 #: ../../manual/editors/preferences/interface.rst:50 #: ../../manual/editors/preferences/keymap.rst:0 #: ../../manual/editors/preferences/keymap.rst:61 #: ../../manual/getting_started/configuration/defaults.rst:63 #: ../../manual/getting_started/configuration/defaults.rst:85 #: ../../manual/interface/window_system/topbar.rst:211 msgid "Preferences" msgstr "Predvoľby" #: ../../manual/addons/interface/collection_manager.rst:374 msgid "Disable objects instead of hiding" msgstr "Zakázať objekty namiesto skrývania" #: ../../manual/addons/interface/collection_manager.rst:369 msgid "" "Replaces the object hiding hotkeys with hotkeys to disable objects instead " "and adds these options to the :menuselection:`Object --> Show/Hide` menu." msgstr "" "Nahradí klávesové skratky na skrývanie objektov klávesovými skratkami na " "zakázanie objektov a pridá tieto možnosti do ponuky :menuselection:`Objekt --" "> Zobraziť/Skryť`." #: ../../manual/addons/interface/collection_manager.rst:372 msgid "" "Disabling objects prevents them from being shown again when a collection's " "exclude checkbox is toggled off and on, and so will preserve the object's " "visibility when switching QCD slots." msgstr "" "Zakázanie objektov zabráni ich opätovnému zobrazeniu pri vypnutí a zapnutí " "zaškrtávacieho políčka vylúčenia kolekcie, a tak sa zachová viditeľnosť " "objektu pri prepínaní zásuviek QCD." #: ../../manual/addons/interface/collection_manager.rst:377 msgid "Enable the QCD system." msgstr "Povolí systém QCD." #: ../../manual/addons/interface/collection_manager.rst:378 msgid "QCD Hotkeys" msgstr "Klávesové skratky QCD" #: ../../manual/addons/interface/collection_manager.rst:379 msgid "Enable 3D Viewport hotkeys in Object Mode." msgstr "Povolí klávesové skratky 3D záberu v režime objektu." #: ../../manual/addons/interface/collection_manager.rst:380 msgid "QCD Edit Mode Hotkeys" msgstr "Klávesové skratky QCD režimu editácie" #: ../../manual/addons/interface/collection_manager.rst:381 msgid "Enable 3D Viewport hotkeys in Edit Mode." msgstr "Povolenie klávesových skratiek 3D záberu v režime editácie." #: ../../manual/addons/interface/collection_manager.rst:389 msgid "QCD 3D Viewport Header Widget" msgstr "Záhlavie miniaplikácie QCD 3D záberu" #: ../../manual/addons/interface/collection_manager.rst:383 msgid "" "Enable the widget containing the QVT menu and a graphical representation of " "the 20 QCD slots in the right-hand corner of the 3D Viewport header." msgstr "" "Povolí miniaplikáciu obsahujúcu ponuku QVT a grafické znázornenie 20 " "zásuviek QCD v pravom rohu záhlavia 3D záberu." #: ../../manual/addons/interface/collection_manager.rst:388 msgid "" "Create All QCD Slots and Enable All QCD Slots Isolated (from the QVT menu) " "currently don't have hotkeys and are only available through this widget." msgstr "" "Vytvorí všetky QCD zásuvky a povolí všetky izolované QCD zásuvky (z ponuky " "QVT) v súčasnosti nemajú klávesové skratky a sú dostupné len prostredníctvom " "tejto miniaplikácie." #: ../../manual/addons/interface/collection_manager.rst:402 msgid "QCD Move Widget:" msgstr "QCD miniaplikácia Presunúť:" #: ../../manual/addons/interface/collection_manager.rst:402 msgid "Tool Theme Overrides" msgstr "Prepísať motív nástroja" #: ../../manual/addons/interface/collection_manager.rst:393 msgid "" "Enable overrides in this section to change the color of individual elements " "in the QCD Move Widget (colors default to the current theme)." msgstr "" "V tejto sekcii povolí prepisovanie, aby ste zmenili farbu jednotlivých " "prvkov v okne QCD miniaplikácie Presunúť (farby sú predvolené podľa " "aktuálneho motívu)." #: ../../manual/addons/interface/collection_manager.rst:402 msgid "Icon Alpha" msgstr "Alfa ikony" #: ../../manual/addons/interface/collection_manager.rst:397 msgid "" "Opacity of the icons for selected (but not active) objects and unselected " "objects." msgstr "" "Nepriehľadnosť ikon pre vybrané (ale nie aktívne) objekty a nevybrané " "objekty." #: ../../manual/addons/interface/collection_manager.rst:401 msgid "" "The values for icon alpha are not overrides and always affect the QCD Move " "Widget." msgstr "" "Hodnoty pre alfa ikony nie sú prepísané a vždy ovplyvňujú QCD miniaplikáciu " "Presunúť." #: ../../manual/addons/interface/collection_manager.rst:405 #: ../../manual/modeling/meshes/selecting/introduction.rst:245 msgid "Known Issues" msgstr "Známe problémy" #: ../../manual/addons/interface/collection_manager.rst:407 msgid "Linked collections are not supported." msgstr "Prepojené kolekcie nie sú podporované." #: ../../manual/addons/interface/collection_manager.rst:408 msgid "" "Two QCD slots can swap collections if the collections are under the same " "parent and you rename one collection with the name of the other, then undo " "the rename and redo the rename." msgstr "" "Dva zásuvky QCD môžu vymeniť kolekcie, ak sú kolekcie pod rovnakým rodičom a " "vy premenujete jednu kolekciu na názov druhej, potom zrušíte premenovanie a " "zopakujete ho." #: ../../manual/addons/interface/collection_manager.rst:413 #: ../../manual/contribute/guides/writing_guide.rst:99 #: ../../manual/glossary/index.rst:5 msgid "Glossary" msgstr "Slovník" #: ../../manual/addons/interface/collection_manager.rst:419 #: ../../manual/addons/sequencer/storypencil.rst:170 #: ../../manual/editors/index.rst:27 #: ../../manual/grease_pencil/modifiers/deform/offset.rst:22 #: ../../manual/interface/keymap/industry_compatible.rst:11 #: ../../manual/modeling/modifiers/modify/uv_project.rst:53 #: ../../manual/physics/particles/texture_influence.rst:24 #: ../../manual/sculpt_paint/brush/brush_settings.rst:14 #: ../../manual/sculpt_paint/sculpting/introduction/general.rst:4 #: ../../manual/sculpt_paint/sculpting/tools/blob.rst:19 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:41 #: ../../manual/sculpt_paint/sculpting/tools/clay.rst:27 #: ../../manual/sculpt_paint/sculpting/tools/clay_strips.rst:31 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:27 #: ../../manual/sculpt_paint/sculpting/tools/crease.rst:21 #: ../../manual/sculpt_paint/sculpting/tools/draw_facesets.rst:27 #: ../../manual/sculpt_paint/sculpting/tools/draw_sharp.rst:30 #: ../../manual/sculpt_paint/sculpting/tools/elastic_deform.rst:20 #: ../../manual/sculpt_paint/sculpting/tools/fill.rst:22 #: ../../manual/sculpt_paint/sculpting/tools/flatten.rst:23 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:27 #: ../../manual/sculpt_paint/sculpting/tools/inflate.rst:23 #: ../../manual/sculpt_paint/sculpting/tools/layer.rst:25 #: ../../manual/sculpt_paint/sculpting/tools/mask.rst:24 #: ../../manual/sculpt_paint/sculpting/tools/multiplane_scrape.rst:19 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_eraser.rst:26 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_smear.rst:27 #: ../../manual/sculpt_paint/sculpting/tools/nudge.rst:22 #: ../../manual/sculpt_paint/sculpting/tools/paint.rst:22 #: ../../manual/sculpt_paint/sculpting/tools/pinch.rst:21 #: ../../manual/sculpt_paint/sculpting/tools/pose.rst:26 #: ../../manual/sculpt_paint/sculpting/tools/rotate.rst:19 #: ../../manual/sculpt_paint/sculpting/tools/scrape.rst:23 #: ../../manual/sculpt_paint/sculpting/tools/simplify.rst:31 #: ../../manual/sculpt_paint/sculpting/tools/slide_relax.rst:26 #: ../../manual/sculpt_paint/sculpting/tools/smear.rst:19 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:27 #: ../../manual/sculpt_paint/sculpting/tools/snake_hook.rst:23 #: ../../manual/sculpt_paint/sculpting/tools/thumb.rst:20 msgid "General" msgstr "Všeobecné" #: ../../manual/addons/interface/collection_manager.rst:0 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:305 #: ../../manual/render/freestyle/python.rst:107 #: ../../manual/render/freestyle/view_layer/line_style/strokes.rst:39 msgid "Chaining" msgstr "Reťazenie" #: ../../manual/addons/interface/collection_manager.rst:416 msgid "Dependent on parents for whether an RTO can be active." msgstr "Závisí od rodičov, či môže byť RTO aktívne." #: ../../manual/addons/interface/collection_manager.rst:417 msgid "Quick Content Display." msgstr "Quick Content Display (Rýchle zobrazenie obsahu)." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "QVT" msgstr "QVT" #: ../../manual/addons/interface/collection_manager.rst:418 msgid "Quick View Toggles." msgstr "Quick View Toggles (Prepínače rýchleho zobrazenia)." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "RTO" msgstr "RTO" #: ../../manual/addons/interface/collection_manager.rst:419 msgid "Restriction Toggle Option." msgstr "Restriction Toggle Option (Možnosť prepínania obmedzení)." #: ../../manual/addons/interface/collection_manager.rst:432 msgid "RTO Short Forms" msgstr "Krátke formuláre RTO" #: ../../manual/addons/interface/collection_manager.rst:0 msgid "EC" msgstr "EC" #: ../../manual/addons/interface/collection_manager.rst:422 msgid "" "Exclude Checkbox. (Excludes the collection from the current view layer -- " "affects both 3D Viewport and render -- non-chaining.)" msgstr "" "Zaškrtávacie políčko Vylúčené. Vylúči kolekciu z aktuálnej vrstvy zobrazenia " "-- ovplyvňuje 3D záber aj prekreslenie -- bez reťazenia." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "SS" msgstr "SS" #: ../../manual/addons/interface/collection_manager.rst:424 msgid "" "Selectability. (Disables selection for the collection in all view layers -- " "affects 3D Viewport -- chaining.)" msgstr "" "Selectability (Vyberateľnosť). Zakáže výber pre kolekciu vo všetkých " "vrstvách zobrazenia -- ovplyvňuje 3D záber -- reťazenie." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "VV" msgstr "VV" #: ../../manual/addons/interface/collection_manager.rst:426 msgid "" "Visibility. (Hides the collection from the current view layer -- affects 3D " "Viewport -- chaining.)" msgstr "" "Visibility (Viditeľnosť). Skryje kolekciu z aktuálnej vrstvy zobrazenia -- " "ovplyvňuje 3D záber -- reťazenie." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "DV" msgstr "DV" #: ../../manual/addons/interface/collection_manager.rst:427 msgid "" "Disable Viewports. (Disables the collection in all view layers -- affects 3D " "Viewport -- chaining.)" msgstr "" "Disable Viewports (Zakázať záber). Zakáže kolekciu vo všetkých vrstvách " "zobrazenia -- ovplyvňuje 3D záber -- reťazenie." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "RR" msgstr "RR" #: ../../manual/addons/interface/collection_manager.rst:428 msgid "" "Renderability. (Disables the collection from being rendered in all view " "layers -- affects render -- chaining.)" msgstr "" "Renderability (Prekresliteľnosť). Zakáže prekresľovanie kolekcie vo všetkých " "vrstvách zobrazenia - ovplyvňuje prekreslenie -- reťazenie." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "HH" msgstr "HH" #: ../../manual/addons/interface/collection_manager.rst:430 msgid "" "Holdout. (Masks out the collection from the view layer -- affects render -- " "non-chaining.)" msgstr "" "Holdout (Prieťahy). Maskuje kolekciu z vrstvy zobrazenia -- ovplyvňuje " "prekreslenie -- bez reťazenia." #: ../../manual/addons/interface/collection_manager.rst:0 msgid "IO" msgstr "IO" #: ../../manual/addons/interface/collection_manager.rst:431 msgid "" "Indirect Only. (Makes the collection only contribute indirectly (shadows/" "reflections) to the render for the current view layer -- affects render -- " "non-chaining -- *Cycles only*.)" msgstr "" "Indirect Only (Len nepriame). Zapríčiní, že kolekcia prispieva k " "prekresľovaniu aktuálnej vrstvy pohľadu len nepriamo (tiene/odrazy) -- " "ovplyvňuje prekresľovanie -- bez reťazenia -- *len Cykly*." #: ../../manual/addons/interface/collection_manager.rst:437 msgid "Collection management system." msgstr "Systém správy kolekcií." #: ../../manual/addons/interface/collection_manager.rst:438 #: ../../manual/addons/interface/viewport_pies.rst:69 #: ../../manual/addons/uv/magic_uv.rst:59 #: ../../manual/addons/uv/magic_uv.rst:98 #: ../../manual/addons/uv/magic_uv.rst:180 #: ../../manual/addons/uv/magic_uv.rst:216 #: ../../manual/addons/uv/magic_uv.rst:241 #: ../../manual/addons/uv/magic_uv.rst:268 #: ../../manual/addons/uv/magic_uv.rst:294 #: ../../manual/addons/uv/magic_uv.rst:379 #: ../../manual/addons/uv/magic_uv.rst:403 #: ../../manual/addons/uv/magic_uv.rst:445 #: ../../manual/addons/uv/magic_uv.rst:474 #: ../../manual/addons/uv/magic_uv.rst:515 #: ../../manual/addons/uv/magic_uv.rst:537 #: ../../manual/addons/uv/magic_uv.rst:574 #: ../../manual/animation/markers.rst:63 #: ../../manual/editors/3dview/index.rst:7 #: ../../manual/editors/nla/editing.rst:32 #: ../../manual/editors/preferences/interface.rst:46 #: ../../manual/editors/timeline.rst:160 #: ../../manual/files/linked_libraries/link_append.rst:136 #: ../../manual/grease_pencil/animation/tools.rst:87 #: ../../manual/grease_pencil/animation/tools.rst:126 #: ../../manual/interface/keymap/blender_default.rst:219 #: ../../manual/modeling/meshes/editing/uv.rst:8 #: ../../manual/modeling/meshes/editing/uv.rst:93 #: ../../manual/modeling/meshes/editing/uv.rst:143 #: ../../manual/modeling/meshes/editing/uv.rst:192 #: ../../manual/modeling/meshes/editing/uv.rst:228 #: ../../manual/modeling/meshes/editing/uv.rst:269 #: ../../manual/modeling/meshes/editing/uv.rst:310 #: ../../manual/modeling/meshes/editing/uv.rst:365 #: ../../manual/modeling/meshes/editing/uv.rst:389 #: ../../manual/modeling/meshes/uv/editing.rst:564 #: ../../manual/modeling/meshes/uv/editing.rst:573 #: ../../manual/modeling/meshes/uv/editing.rst:590 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:44 #: ../../manual/physics/introduction.rst:25 #: ../../manual/scene_layout/object/editing/rigid_body.rst:13 #: ../../manual/troubleshooting/3d_view.rst:5 msgid "3D Viewport" msgstr "3D záber" #: ../../manual/addons/interface/collection_manager.rst:439 msgid "object_collection_manager folder" msgstr "Priečinok object_collection_manager" #: ../../manual/addons/interface/collection_manager.rst:440 msgid "Imaginer (Ryan Inch)" msgstr "Imaginer (Ryan Inch)" #: ../../manual/addons/interface/collection_manager.rst:441 msgid "Imaginer" msgstr "Imaginer" #: ../../manual/addons/interface/context_menu.rst:4 msgid "Dynamic Context Menu" msgstr ":abbr:`Dynamic Context Menu (Dynamická kontextová ponuka)`" #: ../../manual/addons/interface/context_menu.rst:9 msgid "" "Dynamic Context Menu provides access to many of the menus found in the 3D " "Viewport's header. It also packs a few features of its own, such as the " "Cursor menu. Access Menu Search, Tools, Animation, Quick Favorites, " "Modifiers, Collections and more. It is context sensitive for the 3D " "Viewport's modes and object sensitive based on object selected in Edit Mode. " "This add-on pairs well with the :doc:`/addons/interface/brush_menus`." msgstr "" "Dynamická kontextová ponuka poskytuje prístup k mnohým ponukám, ktoré sa " "nachádzajú v záhlaví okna 3D záberu. Obsahuje aj niekoľko vlastných funkcií, " "ako je napríklad ponuka Kurzor. Prístup k ponukám Vyhľadávanie, Nástroje, " "Animácie, Rýchle obľúbené, Modifikátory, Kolekcie a ďalším. Je citlivá pre " "kontext v režime 3D záberu a citlivá pri objekte na základe výberu objektu v " "režime editácie. Tento doplnok sa dobre spája s :doc:`Dynamickou ponukou " "štetcov `." #: ../../manual/addons/interface/context_menu.rst:20 msgid "Click Interface then Dynamic Context Menu to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Rozhranie --> Dynamic Context " "Menu`." #: ../../manual/addons/interface/context_menu.rst:24 msgid "" "If you are have trouble accessing the add-on in the interface: You may need " "to set the :menuselection:`Preferences --> Keymaps --> Spacebar Action` to " "*Tools* and save your preferences." msgstr "" "Ak máte problémy s prístupom k doplnku v rozhraní: Možno budete musieť " "nastaviť :menuselection:`Predvoľby --> Priradenie kláves --> Akcia " "medzerníkom` na *Nástroje* a uložiť svoje nastavenia." #: ../../manual/addons/interface/context_menu.rst:31 msgid "Object and mode context sensitive pop-up menu." msgstr "Vyskakovacia ponuka citlivá na objekt a režim kontextu." #: ../../manual/addons/interface/context_menu.rst:32 msgid "3D Viewport :kbd:`Spacebar`" msgstr "3D záber :kbd:`medzerník`" #: ../../manual/addons/interface/context_menu.rst:33 msgid "space_view3d_spacebar_menu folder" msgstr "Priečinok space_view3d_spacebar_menu" #: ../../manual/addons/interface/context_menu.rst:34 #: ../../manual/addons/interface/context_menu.rst:35 #: ../../manual/addons/interface/modifier_tools.rst:55 #: ../../manual/addons/interface/viewport_pies.rst:71 #: ../../manual/addons/interface/viewport_pies.rst:72 #: ../../manual/addons/lighting/trilighting.rst:42 #: ../../manual/addons/materials/material_library.rst:91 msgid "meta-androcto" msgstr "meta-androcto" #: ../../manual/addons/interface/copy_attributes.rst:4 msgid "Copy Attributes Menu" msgstr ":abbr:`Copy Attributes Menu (Ponuka Kopírovať atribúty)`" #: ../../manual/addons/interface/copy_attributes.rst:6 msgid "" "This add-on extends the *Copy Objects* :kbd:`Ctrl-C` hotkey to include many " "extra copy types." msgstr "" "Tento doplnok rozširuje klávesovú skratku *Kopírovanie objektov* :kbd:" "`Ctrl+C` o viacero ďalších typov kopírovania." #: ../../manual/addons/interface/copy_attributes.rst:13 msgid "Click Interface then Copy Attributes Menu to enable the script." msgstr "" "Kliknutím na položku Rozhranie a potom na ponuku Kopírovať atribúty " "aktivujte skript." #: ../../manual/addons/interface/copy_attributes.rst:22 msgid "" "Select more than one object, press :kbd:`Ctrl-C` to copy attributes from " "active to selected, you'll see the following menu:" msgstr "" "Skript povolíte kliknutím na :menuselection:`Rozhranie --> Copy Attributes " "Menu`:" #: ../../manual/addons/interface/copy_attributes.rst:25 msgid "" "Each item on the menu will copy some attributes from the *active* (last " "selected object) to all the other *selected* items:" msgstr "" "Každá položka v ponuke skopíruje niektoré atribúty z *aktívneho* (naposledy " "vybraného objektu) do všetkých ostatných *vybraných* položiek:" #: ../../manual/addons/interface/copy_attributes.rst:28 msgid "Copy Location" msgstr "Kopírovať polohu" #: ../../manual/addons/interface/copy_attributes.rst:29 msgid "Copies the object location in world coordinates." msgstr "Kopíruje polohu objektu v súradniciach sveta." #: ../../manual/addons/interface/copy_attributes.rst:30 msgid "Copy Rotation" msgstr "Kopírovať rotáciu" #: ../../manual/addons/interface/copy_attributes.rst:31 msgid "Copies the object rotation in world coordinates." msgstr "Kopíruje rotáciu objektu v súradniciach sveta." #: ../../manual/addons/interface/copy_attributes.rst:32 msgid "Copy Scale" msgstr "Kopírovať mierku" #: ../../manual/addons/interface/copy_attributes.rst:33 msgid "Copies the object scale in world coordinates." msgstr "Kopíruje mierku objektu v súradniciach sveta." #: ../../manual/addons/interface/copy_attributes.rst:34 msgid "Copy Draw Options" msgstr "Kopírovať možnosti kresby" #: ../../manual/addons/interface/copy_attributes.rst:35 msgid "" "Copies display options: for instance wireframe, empty display shape, empty " "display size, etc." msgstr "" "Kopíruje možnosti zobrazenia: napríklad drôtený rám, prázdny tvar " "zobrazenia, prázdna veľkosť zobrazenia atď." #: ../../manual/addons/interface/copy_attributes.rst:36 msgid "Copy Instancing" msgstr "Kopírovať inštancie" #: ../../manual/addons/interface/copy_attributes.rst:37 msgid "Copies the objects instancing group/vertex/face settings." msgstr "Kopíruje nastavenia vytvorenia inštancie skupiny/vrcholov/plôšok." #: ../../manual/addons/interface/copy_attributes.rst:38 msgid "Copy Object Color" msgstr "Kopírovať farbu objektu" #: ../../manual/addons/interface/copy_attributes.rst:39 #: ../../manual/addons/interface/copy_attributes.rst:46 #: ../../manual/addons/interface/copy_attributes.rst:50 #: ../../manual/addons/interface/copy_attributes.rst:112 #: ../../manual/addons/interface/copy_attributes.rst:114 #: ../../manual/addons/interface/copy_attributes.rst:116 #: ../../manual/addons/interface/copy_attributes.rst:118 msgid "(Self-explanatory)" msgstr "(Samozrejmé)" #: ../../manual/addons/interface/copy_attributes.rst:40 #: ../../manual/addons/interface/copy_attributes.rst:113 msgid "Copy Protected Transform" msgstr "Kopírovať ochranu transformácie" #: ../../manual/addons/interface/copy_attributes.rst:41 msgid "Duplicates the transform locks." msgstr "Vytvorí kópie zámkov transformácie." #: ../../manual/addons/interface/copy_attributes.rst:43 msgid "Copy Object Constraints" msgstr "Kopírovať vynútenia objektu" #: ../../manual/addons/interface/copy_attributes.rst:43 msgid "" "Currently deletes all constraints on the selected objects and replaces them " "with the constraints on the active object." msgstr "" "Odstráni všetky súčasné vynútenia na vybraných objektoch a nahradí ich " "vynúteniami aktívneho objektu." #: ../../manual/addons/interface/copy_attributes.rst:45 msgid "Copy Pass Index" msgstr "Kopírovať index prechodu" #: ../../manual/addons/interface/copy_attributes.rst:47 #: ../../manual/scene_layout/object/editing/link_transfer/link_data.rst:71 msgid "Copy Modifiers" msgstr "Kopírovať modifikátory" #: ../../manual/addons/interface/copy_attributes.rst:48 msgid "" "Currently behaves like constraints, all you original modifiers will be " "replaced by the ones on the active item." msgstr "" "V súčasnosti sa správa ako vynútenia, všetky pôvodné modifikátory budú " "nahradené tými, ktoré sú na aktívnom prvku." #: ../../manual/addons/interface/copy_attributes.rst:49 msgid "Copy Vertex Weights" msgstr "Kopírovať váhu vrcholov" #: ../../manual/addons/interface/copy_attributes.rst:51 msgid "Collection Links" msgstr "Odkazy na kolekciu" #: ../../manual/addons/interface/copy_attributes.rst:52 msgid "Copy selected into active object's collection." msgstr "Kopíruje vybrané položky do kolekcie aktívneho objektu." #: ../../manual/addons/interface/copy_attributes.rst:53 msgid "Copy Selected Constraints" msgstr "Kopírovať vybrané obmedzenia" #: ../../manual/addons/interface/copy_attributes.rst:54 msgid "" "Copy all the selected constraints from the active object to the selected " "objects." msgstr "" "Kopíruje všetky vybrané obmedzenia z aktívneho objektu do vybraných objektov." #: ../../manual/addons/interface/copy_attributes.rst:55 msgid "Copy Selected Modifiers" msgstr "Kopírovať vybrané modifikátory" #: ../../manual/addons/interface/copy_attributes.rst:56 msgid "" "Copy all the selected modifiers from the active object to the selected " "objects." msgstr "" "Kopíruje všetky vybrané modifikátory z aktívneho objektu do vybraných " "objektov." #: ../../manual/addons/interface/copy_attributes.rst:59 msgid "Copy Selected Custom Properties" msgstr "Kopírovať vybrané užívateľské vlastnosti" #: ../../manual/addons/interface/copy_attributes.rst:58 msgid "" "Copy all the selected custom properties from the active object to the " "selected objects." msgstr "" "Kopíruje všetky vybrané užívateľské vlastnosti z aktívneho objektu do " "vybraných objektov." #: ../../manual/addons/interface/copy_attributes.rst:62 #: ../../manual/editors/3dview/display/overlays.rst:159 msgid "Mesh Edit Mode" msgstr "Režim editácie povrchovej siete" #: ../../manual/addons/interface/copy_attributes.rst:64 msgid "" "With a mesh object selected, enter Edit Mode and press :kbd:`Ctrl-C` to copy " "texture face attributes. The following menu appears:" msgstr "" "Pri vybranej povrchovej sieti objekte vstúpením do režimu editácie a " "stlačením tlačidla :kbd:`Ctrl+C` skopíruje atribúty textúry plôšky. Následne " "sa zjaví ponuka:" #: ../../manual/addons/interface/copy_attributes.rst:67 msgid "" "Some of the items may not appear, depending on the number of UV textures or " "Color Attributes on the mesh." msgstr "" "Niektoré z týchto položiek sa nemusia zobraziť v závislosti od počtu vrstiev " "UV textúr alebo atribútov farieb na povrchovej sieti." #: ../../manual/addons/interface/copy_attributes.rst:69 msgid "" "The first group of options copies attributes from the active face to all " "other selected faces in the same UV texture or Color Attribute." msgstr "" "Prvá skupina možností kopíruje atribúty z aktívnej plôšky na všetky ostatné " "vybrané plôšky v tej istej vrstve UV textúry alebo atribúte farby." #: ../../manual/addons/interface/copy_attributes.rst:72 #: ../../manual/render/materials/assignment.rst:47 msgid "Copy Material" msgstr "Kopírovať materiál" #: ../../manual/addons/interface/copy_attributes.rst:73 msgid "Copy material index to selected faces." msgstr "Kopíruje index materiálu na vybrané plôšky." #: ../../manual/addons/interface/copy_attributes.rst:74 msgid "Copy Image" msgstr "Kopírovať obrázok" #: ../../manual/addons/interface/copy_attributes.rst:75 msgid "Copy image assignment to selected faces." msgstr "Kopíruje priradenia obrázka k vybraným plôškam." #: ../../manual/addons/interface/copy_attributes.rst:76 msgid "Copy UV Coordinates" msgstr "Kopírovať UV súradnice" #: ../../manual/addons/interface/copy_attributes.rst:77 msgid "Copy UV coordinates to selected faces." msgstr "Kopíruje UV súradnice na vybrané plôšky." #: ../../manual/addons/interface/copy_attributes.rst:79 msgid "Copy Vertex Colors" msgstr "Kopírovať farby vrcholov" #: ../../manual/addons/interface/copy_attributes.rst:79 msgid "Copy Color Attributes to selected faces." msgstr "Kopíruje atribúty farieb na vybrané plôšky." #: ../../manual/addons/interface/copy_attributes.rst:81 msgid "" "The second group of options copies attributes to selected faces in the " "active UV texture or Color Attribute from their corresponding faces in a " "different UV texture or Color Attribute." msgstr "" "Druhá skupina možností kopíruje atribúty vybraných plôšok v aktívnej vrstve " "UV textúry alebo atribúte farby z príslušných plôšok v inej vrstve UV " "textúry alebo atribútu farby." #: ../../manual/addons/interface/copy_attributes.rst:85 msgid "Copy UV Coordinates from Layer" msgstr "Kopírovať UV súradnice z vrstvy" #: ../../manual/addons/interface/copy_attributes.rst:86 msgid "Copy UV coordinates from another layer for selected faces." msgstr "Kopíruje UV súradnice z inej vrstvy pre vybrané plôšky." #: ../../manual/addons/interface/copy_attributes.rst:89 msgid "Vertex Colors from Layer" msgstr "Farby vrcholov z vrstvy" #: ../../manual/addons/interface/copy_attributes.rst:88 msgid "Copy Color Attributes from another layer for selected faces." msgstr "Kopíruje atribúty farby z inej vrstvy pre vybrané plôšky." #: ../../manual/addons/interface/copy_attributes.rst:92 #: ../../manual/animation/armatures/bones/properties/custom_properties.rst:8 #: ../../manual/animation/armatures/bones/properties/inverse_kinematics.rst:8 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:34 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:194 #: ../../manual/animation/armatures/posing/editing/apply.rst:9 #: ../../manual/animation/armatures/posing/editing/clear.rst:8 #: ../../manual/animation/armatures/posing/editing/copy_paste.rst:11 #: ../../manual/animation/armatures/posing/editing/flip_quats.rst:9 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:26 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:40 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:54 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:69 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:87 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:110 #: ../../manual/animation/armatures/posing/editing/propagate.rst:9 #: ../../manual/animation/armatures/posing/selecting.rst:68 #: ../../manual/animation/armatures/posing/selecting.rst:81 #: ../../manual/animation/armatures/posing/selecting.rst:110 #: ../../manual/animation/armatures/posing/selecting.rst:126 #: ../../manual/animation/armatures/posing/tool_settings.rst:16 #: ../../manual/animation/armatures/properties/bone_groups.rst:9 #: ../../manual/animation/motion_paths.rst:17 #: ../../manual/editors/3dview/selecting.rst:46 #: ../../manual/glossary/index.rst:667 msgid "Pose Mode" msgstr "Režim pózy" #: ../../manual/addons/interface/copy_attributes.rst:94 msgid "" "Select more than one bone, press :kbd:`Ctrl-C` to copy attributes from " "*active* (last selected bone) to all other *selected* bones. The following " "menu appears:" msgstr "" "Výberom viac ako jednej kosti, stlačením :kbd:`Ctrl+C` pre skopírovanie " "atribútov z *aktívnej* (poslednej vybranej kosti) do všetkých ostatných " "*vybraných* kostí. Následne sa zobrazí ponuka:" #: ../../manual/addons/interface/copy_attributes.rst:97 msgid "Copy Local Location" msgstr "Kopírovať lokálnu polohu" #: ../../manual/addons/interface/copy_attributes.rst:98 msgid "" "Copies the location coordinate (as seen in the transform panel) to the " "selected bones." msgstr "" "Kopíruje súradnicu polohy (ako je vidieť na paneli transformácie) do " "vybratých kostí." #: ../../manual/addons/interface/copy_attributes.rst:99 msgid "Copy Local Rotation" msgstr "Kopírovať lokálnu rotáciu" #: ../../manual/addons/interface/copy_attributes.rst:100 msgid "" "Copies the rotation coordinate (as seen in the transform panel) to the " "selected bones." msgstr "" "Kopíruje súradnice rotácie (ako je zobrazená na paneli transformácie) do " "vybraných kostí." #: ../../manual/addons/interface/copy_attributes.rst:102 msgid "Copy Local Scale" msgstr "Kopírovať lokálnu mierku" #: ../../manual/addons/interface/copy_attributes.rst:102 msgid "" "Copies the scale coordinate (as seen in the transform panel) to the selected " "bones." msgstr "" "Kopíruje súradnice mierky (ako je zobrazená na paneli transformácie) do " "vybraných kostí." #: ../../manual/addons/interface/copy_attributes.rst:104 msgid "Copy Visual Location" msgstr "Kopírovať vizuálnu polohu" #: ../../manual/addons/interface/copy_attributes.rst:105 msgid "" "Copies the actual location of the bone (as seen in the screen) to the " "selected bones." msgstr "" "Kopíruje súčasné umiestnenie kosti (ako je vidieť na obrazovke) do vybraných " "kostí." #: ../../manual/addons/interface/copy_attributes.rst:106 msgid "Copy Visual Rotation" msgstr "Kopírovať vizuálnu rotáciu" #: ../../manual/addons/interface/copy_attributes.rst:107 msgid "" "Copies the actual rotation of the bone (as seen in the screen) to the " "selected bones." msgstr "" "Kopíruje súčasnú rotáciu kosti (ako je vidieť na obrazovke) do vybraných " "kostí." #: ../../manual/addons/interface/copy_attributes.rst:109 msgid "Copy Visual Scale" msgstr "Kopírovať vizuálnu mierku" #: ../../manual/addons/interface/copy_attributes.rst:109 msgid "" "Copies the actual size of the bone (as seen in the screen) to the selected " "bones." msgstr "" "Kopíruje súčasnú veľkosť kosti (ako je vidieť na obrazovke) do vybraných " "kostí." #: ../../manual/addons/interface/copy_attributes.rst:111 msgid "Copy Bone Shape" msgstr "Kopírovať tvar kostí" #: ../../manual/addons/interface/copy_attributes.rst:115 msgid "Copy Pose Constraints" msgstr "Kopírovať vynútenia pózy" #: ../../manual/addons/interface/copy_attributes.rst:117 msgid "Copy IK Limits" msgstr "Kopírovať limity IK" #: ../../manual/addons/interface/copy_attributes.rst:121 #: ../../manual/animation/armatures/posing/editing/copy_paste.rst:22 #: ../../manual/animation/constraints/tracking/ik_solver.rst:86 msgid "Copy Pose" msgstr "Kopírovať pózu" #: ../../manual/addons/interface/copy_attributes.rst:120 msgid "" "Is what was originally mapped to :kbd:`Ctrl-C` before installing the add-on." msgstr "" "To je to, čo bolo pôvodne namapované na :kbd:`Ctrl+C` pred inštaláciou " "doplnku." #: ../../manual/addons/interface/copy_attributes.rst:124 msgid "Distinction between Local and Visual" msgstr "Rozdiel medzi lokálnym a vizuálnym" #: ../../manual/addons/interface/copy_attributes.rst:126 msgid "" "Local transformation of bones is relative the each bone's own rest position; " "if they do not match in Edit Mode, they will not match in Pose Mode, even " "though the numbers appear the same in the bone's transformation panel. They " "also do not take into account constraints, or parenting." msgstr "" "Lokálna transformácia kostí je relatívna voči vlastnej pokojovej polohe " "každej kosti; ak sa nezhodujú v režime editácie, nebudú sa zhodovať ani v " "režime pózy, aj keď sa čísla na paneli transformácie kostí zobrazujú " "rovnako. Taktiež neberú do úvahy vynútenia alebo rodičovstvo." #: ../../manual/addons/interface/copy_attributes.rst:131 msgid "" "Visual transformation of bones copies the visual transform (on screen) of " "the active bone to the selected bones, regardless of parenting or " "constraints. The result should look exactly the same even if the bone's " "numbers do not match. Constraints on the selected bones may prevent this " "from working (or drivers for that matter):" msgstr "" "Vizuálna transformácia kostí kopíruje vizuálnu transformáciu (viditeľnú na " "obrazovke) aktívnej kosti na vybrané kosti bez ohľadu na rodičovstvo alebo " "vynútenia. Výsledok by mal vyzerať úplne rovnako, aj keď sa čísla kostí " "nezhodujú. Vynútenia na vybraných kostiach môžu zabrániť tomu, aby to " "fungovalo (alebo ovládače, keď na to príde):" #: ../../manual/addons/interface/copy_attributes.rst:140 msgid "Copy Attributes Menu." msgstr "Ponuka Kopírovať atribúty." #: ../../manual/addons/interface/copy_attributes.rst:141 msgid "3D Viewport :kbd:`Ctrl-C`" msgstr "3D záber :kbd:`Ctrl+C`" #: ../../manual/addons/interface/copy_attributes.rst:142 msgid "space_view3d_copy_attributes.py" msgstr "space_view3d_copy_attributes.py" #: ../../manual/addons/interface/copy_attributes.rst:143 msgid "Bassam Kurdali, Fabian Fricke, Adam Wiseman" msgstr "Bassam Kurdali, Fabian Fricke, Adam Wiseman" #: ../../manual/addons/interface/index.rst:6 msgid "These add-ons add custom elements and menus to the user interface." msgstr "" "Tieto doplnky pridávajú do užívateľského rozhrania vlastné prvky a ponuky." #: ../../manual/addons/interface/modifier_tools.rst:4 msgid "Modifier Tools" msgstr ":abbr:`Modifier Tools (Nástroje modifikátorov)`" #: ../../manual/addons/interface/modifier_tools.rst:6 msgid "A small collection of utilities for managing modifiers." msgstr "Malá kolekcia nástrojov pre správu modifikátorov." #: ../../manual/addons/interface/modifier_tools.rst:13 msgid "Click Interface then Modifier Tools to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:` Rozhranie --> Modifier Tools`." #: ../../manual/addons/interface/modifier_tools.rst:20 msgid "Apply All" msgstr "Použiť všetko" #: ../../manual/addons/interface/modifier_tools.rst:20 msgid "" "Applies all modifiers on all selected objects in 3D Viewport. This option is " "also available in the *Apply* menu." msgstr "" "Použije všetky modifikátory na všetky vybrané objekty v zobrazení 3D záberu. " "Táto možnosť je k dispozícii aj v ponuke *Použiť*." #: ../../manual/addons/interface/modifier_tools.rst:22 msgid "Delete All" msgstr "Odstrániť všetko" #: ../../manual/addons/interface/modifier_tools.rst:23 msgid "Removes all modifiers on all selected objects in 3D Viewport." msgstr "" "Odstráni všetky modifikátory na všetkých vybraných objektoch v zobrazení 3D " "záberu." #: ../../manual/addons/interface/modifier_tools.rst:26 msgid "Viewport Visibility" msgstr "Viditeľnosť záberu" #: ../../manual/addons/interface/modifier_tools.rst:25 msgid "" "Toggles viewport visibility on/off of modifiers for all selected objects in " "the 3D Viewport. Some modifiers will be skipped as they don't have their " "visibility exposed in the interface (for example the Collision modifier). In " "that case, a message will be added with the modifier's name." msgstr "" "Zapína/vypína viditeľnosť modifikátorov pre všetky vybrané objekty v " "zobrazení 3D zábere. Niektoré modifikátory budú preskočené, pretože nemajú v " "rozhraní zobrazovať svoju viditeľnosť (napríklad modifikátor Kolízia). V " "takom prípade sa pridá správa s názvom modifikátora." #: ../../manual/addons/interface/modifier_tools.rst:31 msgid "Toggle Stack" msgstr "Prepínať zásobník" #: ../../manual/addons/interface/modifier_tools.rst:29 msgid "" "Expands/collapses the stack of modifiers on the active object. While in " "collapsed state, only the header of a panel is shown." msgstr "" "Rozvinie/Zvinie zásobník modifikátorov aktívneho objektu. Vo zvinutom stave " "sa zobrazí iba záhlavie panela." #: ../../manual/addons/interface/modifier_tools.rst:36 msgid "" "When enabled and the object has modifiers the additional helpers appear " "above the modifier stack." msgstr "" "Ak je to povolené a objekt má modifikátory, prídavné pomocné prvky sa " "zobrazia nad zásobníkom modifikátorov." #: ../../manual/addons/interface/modifier_tools.rst:42 msgid "To access the options, the active object has to have modifiers." msgstr "" "Ak chcete získať prístup k možnostiam, aktívny objekt musí mať modifikátory." #: ../../manual/addons/interface/modifier_tools.rst:43 msgid "" "Sometimes applying modifiers can fail for some objects. For instance, if the " "modifier is disabled (i.e. Boolean Modifier that doesn't have the Object " "field defined -- Mesh used for Boolean operation or objects that share " "linked data)." msgstr "" "Niekedy môže použitie modifikátorov pri niektorých objektoch zlyhať. " "Napríklad, ak je modifikátor vypnutý (t. j. logický modifikátor, ktorý nemá " "definované pole Objekt -- Povrchová sieť používaná pre logické operácie " "alebo objekty, ktoré zdieľajú prepojené údaje)." #: ../../manual/addons/interface/modifier_tools.rst:51 msgid "Modifiers specials show/hide/apply selected." msgstr "Špeciálne Zobrazovanie/Skrytie/Použitie vybraných modifikátorov." #: ../../manual/addons/interface/modifier_tools.rst:52 #: ../../manual/grease_pencil/modifiers/introduction.rst:10 msgid ":menuselection:`Properties --> Modifiers`" msgstr ":menuselection:`Vlastnosti --> Modifikátory`" #: ../../manual/addons/interface/modifier_tools.rst:53 msgid "space_view3d_modifier_tools folder" msgstr "Priečinok space_view3d_modifier_tools" #: ../../manual/addons/interface/modifier_tools.rst:54 msgid "meta-androcto, saidenka" msgstr "meta-androcto, saidenka" #: ../../manual/addons/interface/viewport_pies.rst:4 msgid "3D Viewport Pie Menus" msgstr ":abbr:`3D Viewport Pie Menus (Koláčová ponuka 3D záberu)`" #: ../../manual/addons/interface/viewport_pies.rst:6 msgid "" "Individual menu Activation. 13 individual menus to choose from. Based on Pie " "menus from sebastian_k, pitiwazou, italic, saidenka, meta-androcto. Since " "there are many hotkey changes each menu can be deactivated in the add-on's " "preferences." msgstr "" "Aktivácia jednotlivých ponúk. Na výber je 13 individuálnych ponúk. Na " "základe koláčových ponúk od sebastian_k, pitiwazou, italic, saidenka, meta-" "androcto. Keďže existuje veľa zmien klávesových skratiek, v nastaveniach " "doplnku sa každá ponuka dá deaktivovať." #: ../../manual/addons/interface/viewport_pies.rst:19 msgid "Click Interface then 3D Viewport Pie Menus to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Rozhranie --> 3D Viewport Pie " "Menus`." #: ../../manual/addons/interface/viewport_pies.rst:26 msgid "Animation :kbd:`Shift-Spacebar`" msgstr "Animácia :kbd:`Shift+medzerník`" #: ../../manual/addons/interface/viewport_pies.rst:26 msgid "" "This menu allows you to change the animation Play Settings from the viewport." msgstr "" "Táto ponuka umožňuje zmeniť nastavenia animácie Prehrávanie z panela " "zobrazenia." #: ../../manual/addons/interface/viewport_pies.rst:29 msgid "Apply Transforms :kbd:`Ctrl-A`" msgstr "Použiť Transformáciu :kbd:`Ctrl+A`" #: ../../manual/addons/interface/viewport_pies.rst:29 msgid "" "This menu allows you to change the mode of the manipulator to move, rotate, " "scale or combination using." msgstr "" "Táto ponuka povoľuje zmeniť režim manipulátora pohybu, rotácie, mierky alebo " "použiť kombináciu." #: ../../manual/addons/interface/viewport_pies.rst:32 msgid "Edit Align :kbd:`Alt-X`" msgstr "Upraviť Zarovnať :kbd:`Alt+X`" #: ../../manual/addons/interface/viewport_pies.rst:32 msgid "" "This menu allows you to align vertices/edges/faces to each other in Edit " "Mode." msgstr "" "Táto ponuka umožňuje v režime editácie zarovnať k sebe vrcholy/hrany/plôšky." #: ../../manual/addons/interface/viewport_pies.rst:35 msgid "Edit Delete :kbd:`X`" msgstr "Upraviť Odstrániť :kbd:`X`" #: ../../manual/addons/interface/viewport_pies.rst:35 msgid "Extended menu for deletion of vertices/edges/faces in Edit Mode." msgstr "" "Rozšírená ponuka v režime editácie na odstraňovanie vrcholov/hrán/plôšok." #: ../../manual/addons/interface/viewport_pies.rst:38 msgid "Editor Switch :kbd:`Ctrl-Alt-S`" msgstr "Prepínač editora :kbd:`Ctrl+Alt+S`" #: ../../manual/addons/interface/viewport_pies.rst:38 msgid "Switch Editor Modes from any editor space." msgstr "Prepínanie režimov editora z ľubovoľného miesta editora." #: ../../manual/addons/interface/viewport_pies.rst:41 msgid "Manipulator Menu :kbd:`Alt-Spacebar`" msgstr "Ponuka manipulátora :kbd:`Alt+medzerník`" #: ../../manual/addons/interface/viewport_pies.rst:41 msgid "Manipulator on off and combinations." msgstr "Manipulátor na vypnutie a kombinácie." #: ../../manual/addons/interface/viewport_pies.rst:44 msgid "Mode Switch :kbd:`Ctrl-Tab`" msgstr "Prepínač režimu :kbd:`Ctrl+Tab`" #: ../../manual/addons/interface/viewport_pies.rst:44 msgid "Switch between Object Type Modes." msgstr "Prepínanie medzi režimami typu objektu." #: ../../manual/addons/interface/viewport_pies.rst:47 msgid "Origin :kbd:`Ctrl-Alt-X`" msgstr "Počiatok :kbd:`Ctrl+Alt+X`" #: ../../manual/addons/interface/viewport_pies.rst:47 msgid "" "This menu allows you to move the cursor and set the object origin or pivot." msgstr "" "Táto ponuka umožňuje presunúť kurzor a nastaviť počiatok objektu alebo " "otočný bod." #: ../../manual/addons/interface/viewport_pies.rst:50 msgid "Save Open :kbd:`Ctrl-S`" msgstr "Uložiť Otvoriť :kbd:`Ctrl+S`" #: ../../manual/addons/interface/viewport_pies.rst:50 msgid "Save, Open, Import files menus." msgstr "Ponuky Uložiť, Otvoriť, Importovať súbory." #: ../../manual/addons/interface/viewport_pies.rst:53 msgid "Sculpt :kbd:`W`" msgstr "Tvarovanie :kbd:`W`" #: ../../manual/addons/interface/viewport_pies.rst:53 msgid "Easy open your Brushes with this pie menu." msgstr "Touto koláčovou ponukou môžete jednoducho otvoriť svoje štetce." #: ../../manual/addons/interface/viewport_pies.rst:56 msgid "Select :kbd:`A`" msgstr "Vybrať :kbd:`A`" #: ../../manual/addons/interface/viewport_pies.rst:56 msgid "Menu of selection types." msgstr "Ponuka typov výberu." #: ../../manual/addons/interface/viewport_pies.rst:59 msgid "Shading :kbd:`Z`" msgstr "Tieňovanie :kbd:`Z`" #: ../../manual/addons/interface/viewport_pies.rst:59 msgid "Shading viewport display." msgstr "Zobrazenie tieňovania v zábere." #: ../../manual/addons/interface/viewport_pies.rst:63 msgid "View Numpad :kbd:`Alt-Q`" msgstr "Zobraziť Numpad :kbd:`Alt+Q`" #: ../../manual/addons/interface/viewport_pies.rst:62 msgid "Numpad View Directions." msgstr "Pokyny na zobrazenie Numpad." #: ../../manual/addons/interface/viewport_pies.rst:68 msgid "Individual and optional pie menu activation." msgstr "Individuálna a voliteľná aktivácia koláčovej ponuky." #: ../../manual/addons/interface/viewport_pies.rst:70 msgid "space_view3d_pie_menus folder" msgstr "priečinok space_view3d_pie_menus" #: ../../manual/addons/lighting/dynamic_sky.rst:4 msgid "Dynamic Sky" msgstr ":abbr:`Dynamic Sky (Dynamická obloha)`" #: ../../manual/addons/lighting/dynamic_sky.rst:10 msgid "" "Dynamic Sky is an add-on to create a procedural sun and sky with lots of " "additional options to tweak. With this single add-on you can create " "interior, exterior or any type of natural lighting with just a few clicks." msgstr "" "Dynamická obloha je doplnok na vytvorenie procedurálneho slnka a oblohy s " "množstvom ďalších možností na úpravu. Týmto jediným doplnkom môžete vytvoriť " "interiér, exteriér alebo akýkoľvek typ prirodzeného osvetlenia niekoľkými " "kliknutiami." #: ../../manual/addons/lighting/dynamic_sky.rst:13 msgid "" "The Authors documentation can be found on the `author's site `__." msgstr "" "Dokumentáciu autorov nájdete na `stránke autorov `__." #: ../../manual/addons/lighting/dynamic_sky.rst:21 msgid "Click Lighting then Dynamic Sky to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Osvetlenie --> Dynamic Sky`." #: ../../manual/addons/lighting/dynamic_sky.rst:37 msgid "" "In the :menuselection:`3D Viewport --> Sidebar --> Create tab` press the " "*Create* button to run the script." msgstr "" "Pre spustenie skriptu v ponuke :menuselection:`3D záber --> Bočný panel --> " "Vytvoriť --> Dynamic Sky` stlačte tlačidlo *Vytvoriť*." #: ../../manual/addons/lighting/dynamic_sky.rst:38 msgid "" "Open the :menuselection:`Properties --> World tab` and choose ``Dynamic_1`` " "in the World data-block menu." msgstr "" "Otvorte :menuselection:`Vlastnosti --> Svet` a v ponuke bloku údajov Svet " "vyberte ``Dynamic_1``." #: ../../manual/addons/lighting/dynamic_sky.rst:40 msgid "" "Back in the Sidebar panel you will have new settings to adjust your sky. You " "can also adjust the world settings in the Shader editor." msgstr "" "Na paneli bočného panela sa zobrazia nové nastavenia na úpravu oblohy. " "Nastavenia sveta môžete upraviť aj v editore tieňovača." #: ../../manual/addons/lighting/dynamic_sky.rst:46 #: ../../manual/addons/lighting/index.rst:4 #: ../../manual/addons/lighting/sun_position.rst:181 #: ../../manual/addons/lighting/trilighting.rst:37 #: ../../manual/editors/3dview/display/shading.rst:96 #: ../../manual/editors/3dview/display/shading.rst:232 #: ../../manual/render/cycles/baking.rst:101 #: ../../manual/render/workbench/lighting.rst:4 msgid "Lighting" msgstr "Osvetlenie" #: ../../manual/addons/lighting/dynamic_sky.rst:47 msgid "Creates a Dynamic Sky for Cycles/Eevee." msgstr "Vytvorí dynamickú oblohu pre Cykly/Eevee." #: ../../manual/addons/lighting/dynamic_sky.rst:48 msgid ":menuselection:`3D Viewport --> Sidebar --> Create tab`" msgstr ":menuselection:`3D záber --> Bočný panel --> Vytvoriť`" #: ../../manual/addons/lighting/dynamic_sky.rst:49 msgid "lighting_dynamic_sky.py" msgstr "lighting_dynamic_sky.py" #: ../../manual/addons/lighting/dynamic_sky.rst:50 #: ../../manual/addons/lighting/dynamic_sky.rst:51 msgid "Pratik Solanki" msgstr "Pratik Solanki" #: ../../manual/addons/lighting/index.rst:6 msgid "These add-ons relate to lighting and lighting sets." msgstr "Tieto doplnky sa týkajú osvetlenia a osvetľovacích sústav." #: ../../manual/addons/lighting/sun_position.rst:6 msgid "Sun Position" msgstr ":abbr:`Sun Position (Pozícia slnka)`" #: ../../manual/addons/lighting/sun_position.rst:8 msgid "" "Sun Position allows positioning and animating the Sun (to a certain degree " "of accuracy), to simulate real-world natural lighting. It uses physical " "characteristics to position the Sun in the scene: geographic location, time " "and date. It is based on the Earth System Research Laboratory's `online " "calculator `__." msgstr "" "Pozícia slnka umožňuje polohovať a animovať slnko (s určitou presnosťou), " "aby sa simulovalo skutočné prirodzené osvetlenie. Na umiestnenie Slnka v " "scéne využíva fyzikálne charakteristiky: geografickú polohu, čas a dátum. Je " "založený na `online kalkulačke `__ " "Laboratória pre výskum zemského systému." #: ../../manual/addons/lighting/sun_position.rst:18 msgid "Click Lighting then Sun Position to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Osvetlenie --> Sun position`." #: ../../manual/addons/lighting/sun_position.rst:24 msgid "" "Located in the :menuselection:`Properties --> World --> Sun Position panel`." msgstr "" "Nachádza sa v ponuke :menuselection:`Vlastnosti --> Svet --> Pozícia slnka`." #: ../../manual/addons/lighting/sun_position.rst:30 msgid "" "This add-on has two distinct modes of operation: the `Normal Mode`_ allows " "you to animate the Sun realistically, while the `Sun + HDRI Texture Mode`_ " "is useful for synchronizing a sun light to an HDRI texture." msgstr "" "Tento doplnok má dva rôzne režimy činnosti: `Normálny režim`_ umožňuje " "realisticky animovať slnko, zatiaľ čo `Režim slnko + HDRI textúra`_ je " "užitočný na synchronizáciu slnečného svetla s textúrou HDRI." #: ../../manual/addons/lighting/sun_position.rst:34 msgid "The usage mode can be selected from the top of the Sun Position panel." msgstr "Režim používania môžete vybrať v hornej časti panela Pozícia slnka." #: ../../manual/addons/lighting/sun_position.rst:38 #: ../../manual/addons/uv/magic_uv.rst:412 msgid "Normal Mode" msgstr "Normálny režim" #: ../../manual/addons/lighting/sun_position.rst:40 msgid "" "This is the mode by default. After selecting the time and place, you can set " "up a sun light, a sky texture, and a collection to serve as visualization." msgstr "" "Toto je predvolený režim. Po výbere času a miesta môžete nastaviť slnečné " "svetlo, textúru oblohy a kolekciu, ktorá bude slúžiť na vizualizáciu." #: ../../manual/addons/lighting/sun_position.rst:45 msgid "Use Object" msgstr "Použiť objekt" #: ../../manual/addons/lighting/sun_position.rst:47 msgid "" "Select the sun object which will be placed according to the chosen time and " "place. Its position will be updated every time you change the location or " "time, and you can thus create animations by setting keyframes on them." msgstr "" "Vyberte slnečný objekt, ktorý bude umiestnený podľa zvoleného času a miesta. " "Jeho pozícia sa bude aktualizovať pri každej zmene miesta alebo času, a tak " "môžete vytvárať animácie nastavením kľúčových snímok." #: ../../manual/addons/lighting/sun_position.rst:53 msgid "Use Collection" msgstr "Použiť kolekciu" #: ../../manual/addons/lighting/sun_position.rst:55 msgid "" "Select a collection of objects to be placed around the scene for " "visualization. Two options are available: `analemma`_ and `diurnal`_." msgstr "" "Vyberte kolekciu objektov, ktoré sa majú umiestniť okolo scény na " "vizualizáciu. K dispozícii sú dve možnosti: `analemma`_ (dráha slnka) a " "`diurnal`_ (denný cyklus)." #: ../../manual/addons/lighting/sun_position.rst:60 msgid "" "It is recommended to create a collection in the scene, and to move the " "objects into this collection. If you wish to create several visualizations, " "create as many collections as needed, select them in turn and choose the " "right settings. Once deselected, a collection will stay in place." msgstr "" "Odporúča sa vytvoriť na scéne kolekciu a presúvať objekty do tejto kolekcie. " "Ak chcete vytvoriť niekoľko vizualizácií, vytvorte toľko kolekcií, koľko " "potrebujete, postupne ich vyberte a zvoľte správne nastavenia. Po zrušení " "výberu zostane kolekcia na svojom mieste." #: ../../manual/addons/lighting/sun_position.rst:67 msgid "Analemma" msgstr ":abbr:`Analemma (dráha slnka)`" #: ../../manual/addons/lighting/sun_position.rst:69 msgid "" "The `analemma `__ is a visualization " "of the position of the Sun in the sky around the year for a given time of " "the day. In other words, it is like a time lapse picture of the sky over a " "year, with the Sun appearing multiple times at the same time of the day." msgstr "" "`analemma `__ je vizualizácia " "pozície Slnka na oblohe v priebehu roka pre danú dennú dobu. Inými slovami, " "je to ako časozberný obrázok oblohy v priebehu roka, pričom Slnko sa " "objavuje viackrát v rovnakom čase dňa." #: ../../manual/addons/lighting/sun_position.rst:76 msgid "" "The analemma was used here to match `this picture `__." msgstr "" "Analemma tu bola použitá na porovnanie `týmto obrázkom `__." #: ../../manual/addons/lighting/sun_position.rst:81 msgid "Diurnal" msgstr ":abbr:`Diurnal (denný cyklus)`" #: ../../manual/addons/lighting/sun_position.rst:83 msgid "" "This option allows you to visualize the trajectory of the Sun in the sky " "during a single day." msgstr "" "Táto možnosť umožňuje vizualizovať trajektóriu Slnka na oblohe počas jedného " "dňa." #: ../../manual/addons/lighting/sun_position.rst:87 #: ../../manual/render/eevee/materials/nodes_support.rst:215 msgid "Sky Texture" msgstr "Textúra oblohy" #: ../../manual/addons/lighting/sun_position.rst:89 msgid "" "Select a Sky Texture node in the World shading node tree. It will be set up " "to match the sun animation. This is useful if you want to have a simple sky " "texture matching a sun light's position." msgstr "" "Vyberte uzol Textúra oblohy v strome uzlov tienenia sveta. Nastaví sa tak, " "aby zodpovedal animácii slnka. To je užitočné, ak chcete mať jednoduchú " "textúru oblohy zodpovedajúcu pozícii slnečného svetla." #: ../../manual/addons/lighting/sun_position.rst:97 msgid "" "In order for the Sun to be placed correctly, you need to choose a place on " "Earth where the scene is located. This place is represented by two " "coordinates, *Longitude* (East / West) and *Latitude* (North / South). They " "are expressed in degrees, from -180° to +180° for the longitude, and from " "-90° to 90° for the latitude. The coordinates match those found on such " "databases as OpenStreetMap or Google Maps. You may enter and animate them " "manually, or paste them in." msgstr "" "Aby bolo Slnko správne umiestnené, musíte vybrať miesto na Zemi, kde sa " "scéna nachádza. Toto miesto je reprezentované dvomi súradnicami: *Dĺžka* " "(východ/západ) a *Šírka* (sever/juh). Sú vyjadrené v stupňoch, od -180° do " "+180° pre zemepisnú dĺžku a od -90° do 90° pre zemepisnú šírku. Súradnice " "zodpovedajú súradniciam, ktoré sa nachádzajú v databázach ako OpenStreetMap " "alebo Google Maps. Môžete ich zadať a animovať ručne alebo ich vložiť." #: ../../manual/addons/lighting/sun_position.rst:105 msgid "Entering Coordinates" msgstr "Zadávanie súradníc" #: ../../manual/addons/lighting/sun_position.rst:107 msgid "" "In the *Location* panel, enter *Latitude* and *Longitude* coordinates " "corresponding to the location you wish to simulate. A simpler way is to go " "to an online map such as OpenStreetMap, copy the coordinates from there, and " "paste them into the *Enter Coordinates* field. They will be parsed " "automatically." msgstr "" "Na paneli *Poloha* zadajte súradnice *Zemepisná šírka* a *Zemepisná dĺžka* " "zodpovedajúce miestu, ktoré chcete simulovať. Jednoduchším spôsobom je " "prejsť na online mapu, napríklad OpenStreetMap, skopírovať odtiaľ súradnice " "a vložiť ich do poľa *Zadať súradnice*. Súradnice sa spracujú automaticky." #: ../../manual/addons/lighting/sun_position.rst:112 msgid "" "Another source is Wikipedia. Suppose you want to render the `Barcelona " "Pavilion `__ by Mies van " "der Rohe. You can copy the coordinates from the article and paste them into " "Blender." msgstr "" "Ďalším zdrojom je Wikipédia. Predpokladajme, že chcete vykresliť " "`Barcelonský pavilón `__ " "od Miesa van der Rohe. Môžete skopírovať súradnice z článku a vložiť ich do " "Blenderu." #: ../../manual/addons/lighting/sun_position.rst:116 msgid "Using coordinates from Wikipedia." msgstr "Použitie súradníc z Wikipédie." #: ../../manual/addons/lighting/sun_position.rst:120 msgid "Copy the coordinates from Wikipedia." msgstr "Skopírujte súradnice z Wikipédie." #: ../../manual/addons/lighting/sun_position.rst:124 msgid "And paste them into Blender to have them parsed." msgstr "A prilepte ich do Blenderu, aby ste ich mohli analyzovať." #: ../../manual/addons/lighting/sun_position.rst:128 msgid "North Offset" msgstr "Severný posuv" #: ../../manual/addons/lighting/sun_position.rst:130 msgid "" "By default, the North points to the Y axis in the scene (to the top of the " "screen in top view). But sometimes, you may have modeled it in another " "orientation. In that case, you may enter a *North Offset*, to change the " "orientation of the scene. *Show North* toggles a dashed line pointing to the " "North in the 3D Viewport, to help you visualize the cardinal directions." msgstr "" "Predvolene ukazuje sever na os Y v scéne (na vrch obrazovky v hornom " "zobrazení). Niekedy ste ju však mohli vymodelovať v inej orientácii. V takom " "prípade môžete zadať *Severný posuv*, aby ste zmenili orientáciu scény. " "*Zobraziť sever* prepína prerušovanú čiaru ukazujúcu na sever v zobrazení 3D " "záberu, ktorá vám pomôže vizualizovať svetové strany." #: ../../manual/addons/lighting/sun_position.rst:138 msgid "Setting the Time" msgstr "Nastavenie času" #: ../../manual/addons/lighting/sun_position.rst:140 msgid "" "After selecting the location on Earth, select or animate the date and time. " "This is fairly straightforward, but care must be taken to match the *Time* " "zone and *Daylight Saving* to the moment you wish to simulate. Time entered " "is the local time, but the global, UTC time may be displayed below as well." msgstr "" "Po výbere miesta na Zemi vyberte alebo animujte dátum a čas. Je to pomerne " "jednoduché, ale treba dbať na to, aby ste zladili *časové* pásmo a *letný " "čas* s okamihom, ktorý chcete simulovať. Zadaný čas je lokálny čas, ale " "nižšie sa môže zobraziť aj globálny, UTC čas." #: ../../manual/addons/lighting/sun_position.rst:147 msgid "" "Time is stored in decimal format instead of ``hour:minute:second``. To match " "a time in that format, look at the label *Local*." msgstr "" "Čas je uložený v desatinnom formáte namiesto ``hodina:minúta:sekunda``. Ak " "chcete porovnať čas v tomto formáte, pozrite sa na označenie *Lokálny*." #: ../../manual/addons/lighting/sun_position.rst:152 msgid "Sun + HDRI Texture Mode" msgstr "Slnko + režim textúry HDRI" #: ../../manual/addons/lighting/sun_position.rst:154 msgid "" "Instead of simulating the position of the Sun for a real location and time, " "this mode simply locks an environment texture with a sun light object. It is " "useful if you want to increase the contrast in a texture, by using an " "additional sun." msgstr "" "Namiesto simulácie polohy Slnka pre skutočné miesto a čas tento režim " "jednoducho uzamkne textúru prostredia s objektom slnečného svetla. Je " "užitočné, ak chcete zvýšiť kontrast textúry použitím dodatočného slnka." #: ../../manual/addons/lighting/sun_position.rst:160 msgid "Synchronizing the Sun Object to the HDRI Texture" msgstr "Synchronizácia objektu Slnko s textúrou HDRI" #: ../../manual/addons/lighting/sun_position.rst:162 msgid "" "Start by selecting the sun object and Environment Texture node. You can then " "synchronize them by enabling *Sync Sun to Texture*. Hovering any 3D Viewport " "will display the environment texture. Use the :kbd:`MMB` to pan, scroll " "wheel to zoom, and :kbd:`Ctrl-MMB` to set the exposure. Zoom and click the " "center of the sun in the texture. After that, the sun object will be locked " "to it." msgstr "" "Začnite výberom objektu Slnko a uzla Textúra prostredia. Potom ich môžete " "synchronizovať zapnutím funkcie *Synchronizovať slnko s textúrou*. Po " "nabehnutí na ľubovoľný 3D záber sa zobrazí textúra prostredia. Na posúvanie " "použite :kbd:`STM`, na priblíženie rolovacie koliesko a na nastavenie " "expozície :kbd:`Ctrl+STM`. Priblížte a kliknite na stred slnka v textúre. " "Potom sa k nemu objekt slnka uzamkne." #: ../../manual/addons/lighting/sun_position.rst:167 msgid "" "You can now rotate both the texture and the light by using the *Rotation* " "slider." msgstr "Teraz môžete otáčať textúru aj svetlo použitím posúvača *Rotácia*." #: ../../manual/addons/lighting/sun_position.rst:171 msgid "" "Click the sun in the environment texture in the 3D Viewport to lock it to " "the sun light object." msgstr "" "Kliknutím na slnko v textúre prostredia v zobrazení 3D zábere ho uzamknete k " "objektu slnečného svetla." #: ../../manual/addons/lighting/sun_position.rst:177 msgid "" "The preferences for the add-on make some features optional, so you can hide " "those you don't use." msgstr "" "V nastaveniach doplnku sú niektoré funkcie voliteľné, takže tie, ktoré " "nepoužívate, môžete skryť." #: ../../manual/addons/lighting/sun_position.rst:182 msgid "Show Sun position with objects and/or sky texture." msgstr "Zobrazovanie pozície Slnka objektami a/alebo textúrami oblohy." #: ../../manual/addons/lighting/sun_position.rst:183 msgid ":menuselection:`Properties --> World --> Sun Position panel`" msgstr ":menuselection:`Vlastnosti --> Svet --> Pozícia slnka`" #: ../../manual/addons/lighting/sun_position.rst:184 msgid "sun_position folder" msgstr "priečinok sun_position" #: ../../manual/addons/lighting/sun_position.rst:185 msgid "Michael Martin (xaire)" msgstr "Michael Martin (xaire)" #: ../../manual/addons/lighting/trilighting.rst:4 msgid "Tri-Lighting" msgstr ":abbr:`Tri-Lighting (Trojité osvetlenie)`" #: ../../manual/addons/lighting/trilighting.rst:6 msgid "This add-on creates a simple three point studio style lighting set up." msgstr "" "Tento doplnok vytvára jednoduchú zostavu osvetlenia v štýle trojbodového " "štúdia." #: ../../manual/addons/lighting/trilighting.rst:13 msgid "Click Lighting then Tri-Lighting to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Osvetlenie --> Tri-Lighting`." #: ../../manual/addons/lighting/trilighting.rst:23 msgid "Located in the :menuselection:`3D Viewport --> Add --> Light menu`." msgstr "" "Nachádza sa v ponuke :menuselection:`3D záber --> Pridať --> Svetlo --> 3 " "bodové svetlá`." #: ../../manual/addons/lighting/trilighting.rst:29 msgid "Select the object to point the lights at." msgstr "Vyberte objekt, na ktorý chcete nasmerovať svetlá." #: ../../manual/addons/lighting/trilighting.rst:30 msgid "" "Add the lights with :menuselection:`3D Viewport --> Add --> Light menu --> 3 " "Point Lights`." msgstr "" "Svetlá pridáte kliknutím na :menuselection:`3D záber --> Pridať --> Svetlo --" "> 3 bodové svetlá`." #: ../../manual/addons/lighting/trilighting.rst:31 msgid "" "Adjust settings in the Tri-Lighting Creator :ref:`bpy.ops.screen.redo_last` " "panel." msgstr "" "Upravte nastavenia na paneli :ref:`bpy.ops.screen.redo_last` Tri-Lighting " "Creator." #: ../../manual/addons/lighting/trilighting.rst:32 msgid "" "The created lights are pointed at and locked to the active object using a " "Track To constraint." msgstr "" "Vytvorené svetlá sú nasmerované na aktívny objekt a uzamknuté k nemu " "použitím vynútenia Stopa na." #: ../../manual/addons/lighting/trilighting.rst:33 msgid "" "In the :menuselection:`Properties --> Light tab` you can further edit the " "properties of your lights." msgstr "" "V ponuke :menuselection:`Vlastnosti --> Svetlo` môžete ďalej upravovať " "vlastnosti svojich svetiel." #: ../../manual/addons/lighting/trilighting.rst:38 msgid "Add three point lighting to the selected or active object." msgstr "Pridáva trojbodové osvetlenie k vybranému alebo aktívnemu objektu." #: ../../manual/addons/lighting/trilighting.rst:39 msgid ":menuselection:`3D Viewport --> Add --> Lights`" msgstr ":menuselection:`3D záber --> Pridať --> Svetlá`" #: ../../manual/addons/lighting/trilighting.rst:40 msgid "lighting_tri_lights.py" msgstr "lighting_tri_lights.py" #: ../../manual/addons/lighting/trilighting.rst:41 msgid "Daniel Schalla" msgstr "Daniel Schalla" #: ../../manual/addons/materials/index.rst:6 msgid "These add-ons relate to materials libraries and materials helpers." msgstr "Tieto doplnky sa týkajú knižníc materiálov a pomocníkov materiálov." #: ../../manual/addons/materials/material_library.rst:4 msgid "Material Library" msgstr ":abbr:`Material Library (Knižnica materiálov)`" #: ../../manual/addons/materials/material_library.rst:6 msgid "" "Materials Library VX is a Blender add-on that will create a material " "library. You can save, load and categorize materials that can be shared " "across all your projects. This version uses a blend-file as database so all " "external render engines, all node materials and textures are supported. It " "also makes use of Blender compression." msgstr "" "Knižnica materiálov (Materials Library) VX je doplnok Blenderu, ktorý " "vytvorí knižnicu materiálov. Môžete ukladať, načítavať a kategorizovať " "materiály, ktoré sa dajú zdieľať vo všetkých vašich projektoch. Táto verzia " "používa blend súbor ako databázu, takže sú podporované všetky externé " "mechanizmy prekreslenia, všetky uzly materiálov a textúr. Využíva tiež " "kompresiu Blenderu." #: ../../manual/addons/materials/material_library.rst:13 msgid "" "Please see `author's site `__ for the older original docs." msgstr "" "Staršie pôvodné dokumenty nájdete na `stránke autorov `__." #: ../../manual/addons/materials/material_library.rst:21 msgid "Click Material then Material Library VX to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Materiál --> Material Library`." #: ../../manual/addons/materials/material_library.rst:26 #: ../../manual/addons/materials/material_utils.rst:19 msgid "Add-ons Preferences" msgstr "Predvoľby doplnkov" #: ../../manual/addons/materials/material_library.rst:24 msgid "" "Once the add-on is enabled you can open the preferences and choose to set a " "path to use your own materials in the library." msgstr "" "Po aktivácii doplnku môžete otvoriť predvoľby a vybrať si cestu na " "používanie vlastných materiálov v knižnici." #: ../../manual/addons/materials/material_library.rst:31 msgid "" "Located in the :menuselection:`Properties --> Materials --> Material Library " "VX`." msgstr "" "Nachádza sa v :menuselection:`Vlastnosti --> Materiály --> Knižnica " "materiálov VX`." #: ../../manual/addons/materials/material_library.rst:41 msgid "" "It's advisable to add a :term:`Fake User` to your materials and to save your " "blend-file before use." msgstr "" "Odporúča sa pridať :term:`falošného užívateľa ` do svojich " "materiálov a pred použitím blend súbor uložiť." #: ../../manual/addons/materials/material_library.rst:45 msgid "New Library ``+``" msgstr "Nová knižnica ``+``" #: ../../manual/addons/materials/material_library.rst:45 msgid "" "Create a new Library and name it. The new library will have one material to " "start." msgstr "" "Vytvorí novú knižnicu a pomenuje ju. Nová knižnica bude mať na začiatku " "jeden materiál." #: ../../manual/addons/materials/material_library.rst:48 msgid "Add to Library ``+``" msgstr "Pridať do knižnice ``+``" #: ../../manual/addons/materials/material_library.rst:48 msgid "Add your materials to the library." msgstr "Pridajte svoje materiály do knižnice." #: ../../manual/addons/materials/material_library.rst:51 msgid "Apply to Selected (material icon)" msgstr "Použiť na vybrané (ikona materiálu)" #: ../../manual/addons/materials/material_library.rst:51 msgid "Select a material in the list and apply it to the active object." msgstr "Vyberte materiál v zozname a použite ho na aktívny objekt." #: ../../manual/addons/materials/material_library.rst:54 msgid "Reload Material (circular arrows icon)" msgstr "Načítanie materiálu (ikona kruhových šípok)" #: ../../manual/addons/materials/material_library.rst:54 msgid "Restore the saved version of the material if you want to revert edits." msgstr "Obnoví uloženú verziu materiálu, ak chcete vrátiť úpravy." #: ../../manual/addons/materials/material_library.rst:57 msgid "Preview Material (palette icon)" msgstr "Náhľad materiálu (ikona palety)" #: ../../manual/addons/materials/material_library.rst:57 msgid "" "Display the material in the materials *Preview* panel before adding it to " "the object." msgstr "" "Zobrazí materiál na paneli *Náhľade* materiálov pred jeho pridaním do " "objektu." #: ../../manual/addons/materials/material_library.rst:60 msgid "Remove Preview (ghost icon)" msgstr "Odstrániť náhľad (ikona ducha)" #: ../../manual/addons/materials/material_library.rst:60 msgid "Restore the *Preview* panel." msgstr "Obnoví panel *Náhľad*." #: ../../manual/addons/materials/material_library.rst:63 msgid "Remove Material ``-``" msgstr "Odstrániť materiál ``-``" #: ../../manual/addons/materials/material_library.rst:63 msgid "Delete the active material from the Matlib VX list and your library." msgstr "" "Odstráni aktívny materiál zo zoznamu Knižnice materiálu VX a zo svojej " "knižnice." #: ../../manual/addons/materials/material_library.rst:66 msgid "Settings (wrench icon)" msgstr "Nastavenia (ikona kľúča)" #: ../../manual/addons/materials/material_library.rst:66 msgid "Extend the interface for some extra options." msgstr "Rozšíri rozhrania o ďalšie možnosti." #: ../../manual/addons/materials/material_library.rst:69 msgid "Search the library for a material." msgstr "Vyhľadáva materiál v knižnici." #: ../../manual/addons/materials/material_library.rst:82 msgid "Category Tools:" msgstr "Kategória Nástroje:" #: ../../manual/addons/materials/material_library.rst:72 msgid "Here you can make sub categories." msgstr "Tu môžete vytvoriť podkategórie." #: ../../manual/addons/materials/material_library.rst:74 #: ../../manual/editors/drivers_editor.rst:99 #: ../../manual/editors/graph_editor/introduction.rst:208 msgid "Filter (funnel icon)" msgstr "Filter (ikona lievika)" #: ../../manual/addons/materials/material_library.rst:75 msgid "Apply the current filter." msgstr "Použije aktuálny filter." #: ../../manual/addons/materials/material_library.rst:76 msgid "Set Type (up arrow icon)" msgstr "Nastaviť typ (ikona šípky nahor)" #: ../../manual/addons/materials/material_library.rst:77 msgid "Apply the current selected category to the current material library." msgstr "Použije aktuálne vybranú kategóriu na aktuálnu knižnicu materiálov." #: ../../manual/addons/materials/material_library.rst:79 msgid "Add a new category." msgstr "Pridá novú kategóriu." #: ../../manual/addons/materials/material_library.rst:81 msgid "Remove the current selected category from the list." msgstr "Odstráni aktuálne vybranú kategóriu zo zoznamu." #: ../../manual/addons/materials/material_library.rst:87 msgid "Materials Library VX system for library creation." msgstr "Systém Knižnica materiálov VX na vytváranie knižníc." #: ../../manual/addons/materials/material_library.rst:88 msgid ":menuselection:`Properties --> Material`" msgstr ":menuselection:`Vlastnosti --> Materiál`" #: ../../manual/addons/materials/material_library.rst:89 msgid "materials_library_vx folder" msgstr "Priečinok materials_library_vx" #: ../../manual/addons/materials/material_library.rst:90 msgid "Mackraken" msgstr "Mackraken" #: ../../manual/addons/materials/material_utils.rst:4 msgid "Material Utilities" msgstr ":abbr:`Material Utilities (Obslužné programy materiálov)`" #: ../../manual/addons/materials/material_utils.rst:6 msgid "" "Materials Utilities/Specials is designed to help with batch materials tasks. " "The add-on works in either Eevee or Cycles renderers. Common tasks are " "available from the :kbd:`Shift-Q` pop-up menu and also the Materials " "Specials menu." msgstr "" "Obslužné programy/Špeciálne materiály sú určené na pomoc pri úlohách s " "dávkami materiálov. Doplnok funguje v mechanizmoch prekreslenia Eevee alebo " "Cykly. Bežné úlohy sú dostupné z kontextovej ponuky :kbd:`Shift+Q` a tiež z " "ponuky Špeciálne materiály." #: ../../manual/addons/materials/material_utils.rst:15 msgid "Click Material then Material Utilities to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Materiál --> Material " "Utilities`." #: ../../manual/addons/materials/material_utils.rst:18 msgid "Choose the default settings for the add-ons actions here." msgstr "Tu vyberte predvolené nastavenia akcií doplnkov." #: ../../manual/addons/materials/material_utils.rst:24 msgid "Located in the 3D Viewport :kbd:`Shift-Q` hotkey." msgstr "Nachádza sa v 3D zábere, klávesová skratka :kbd:`Shift+Q`." #: ../../manual/addons/materials/material_utils.rst:26 msgid "Located in the :menuselection:`Properties --> Materials --> Specials`." msgstr "" "Nachádza sa v ponuke :menuselection:`Vlastnosti --> Materiály --> Špeciálne`." #: ../../manual/addons/materials/material_utils.rst:37 msgid "Assign Material ``+``" msgstr "Priradiť materiál ``+``" #: ../../manual/addons/materials/material_utils.rst:37 msgid "" "Assign a material to the current selection. List of all materials and search " "for a material by name." msgstr "" "Priradí materiálu k aktuálnemu výberu. Zoznam všetkých materiálov a " "vyhľadávanie materiálu podľa názvu." #: ../../manual/addons/materials/material_utils.rst:42 msgid "Select by Material (magnifying glass icon)" msgstr "Vybrať podľa materiálu (ikona lupy)" #: ../../manual/addons/materials/material_utils.rst:40 msgid "" "In Edit or Object Mode you can select based on material. Faces with chosen " "material will become selected. All objects with a chosen material will be " "selected in Object Mode." msgstr "" "V režime editácie alebo objektu môžete vyberať na základe materiálu. Plôšky " "s vybraným materiálom sa stanú vybranými. V režime objektu budú vybrané " "všetky objekty so zvoleným materiálom." #: ../../manual/addons/materials/material_utils.rst:45 msgid "Copy Material to Selected (ID icon)" msgstr "Kopírovať materiál do vybraných (ikona ID)" #: ../../manual/addons/materials/material_utils.rst:45 msgid "Copy the material from the active object to selected objects." msgstr "Kopírujte materiál z aktívneho objektu do vybraných objektov." #: ../../manual/addons/materials/material_utils.rst:55 msgid "Clean Slots (glossy sphere icon)" msgstr "Vyčistiť zásuvky (lesklá ikona gule)" #: ../../manual/addons/materials/material_utils.rst:50 msgid "Clean Material Slots ``X``" msgstr "Zmazať zásuvky materiálu ``X``" #: ../../manual/addons/materials/material_utils.rst:49 msgid "" "For all selected objects, removes all empty and unused material slots (not " "assigned to any polygons). Due to Blender's current limitations, available " "only in Object Mode (the option will be grayed out in Edit Mode)." msgstr "" "Pre všetky vybrané objekty odstráni všetky prázdne a nepoužívané zásuvky " "materiálov (nepriradené k žiadnym polygónom). Vzhľadom na súčasné limity " "Blenderu je k dispozícii len v režime objektu (v režime editácie bude táto " "možnosť sivá - neprístupná)." #: ../../manual/addons/materials/material_utils.rst:52 msgid "Remove Active Material Slots ``-``" msgstr "Odstrániť zásuvky aktívneho materiálu ``-``" #: ../../manual/addons/materials/material_utils.rst:55 msgid "Remove All Material Slots ``(X)``" msgstr "Odstrániť všetky zásuvky materiálov ``(X)``" #: ../../manual/addons/materials/material_utils.rst:55 msgid "Removes All material slots of the active object." msgstr "Odstráni všetky zásuvky materiálov aktívneho objektu." #: ../../manual/addons/materials/material_utils.rst:60 msgid "Replace Material (overlay icon)" msgstr "Nahradiť materiál (ikona prekrytia)" #: ../../manual/addons/materials/material_utils.rst:58 msgid "" "Replace a material by name. Lets your replace one material by another. " "Optionally for all objects in the blend, otherwise for selected editable " "objects only. An additional option allows you to update object selection, to " "show which objects were affected and which not." msgstr "" "Nahradí materiál podľa názvu. Umožňuje nahradiť jeden materiál iným. " "Voliteľne pre všetky objekty v prelínaní, inak len pre vybrané upraviteľné " "objekty. Dodatočná možnosť umožňuje aktualizovať výber objektov, aby bolo " "vidieť, ktoré objekty boli ovplyvnené a ktoré nie." #: ../../manual/addons/materials/material_utils.rst:63 msgid "Set Fake User (shield icon)" msgstr "Nastaviť falošného užívateľa (ikona štítu)" #: ../../manual/addons/materials/material_utils.rst:63 msgid "" "Lets you set all the materials to have a fake user. This is very useful when " "saving materials for use later." msgstr "" "Umožňuje nastaviť všetky materiály na falošného užívateľa. To je veľmi " "užitočné pri ukladaní materiálov na neskoršie použitie." #: ../../manual/addons/materials/material_utils.rst:65 msgid "Change Material Link (chain icon)" msgstr "Zmena odkazu na materiál (ikona reťaze)" #: ../../manual/addons/materials/material_utils.rst:75 msgid "Specials (star icon)" msgstr "Špeciálne (ikona hviezdičky)" #: ../../manual/addons/materials/material_utils.rst:68 msgid "Merge Base Names" msgstr "Zlúčiť základné názvy" #: ../../manual/addons/materials/material_utils.rst:70 msgid "Join by Material" msgstr "Pripojiť podľa materiálu" #: ../../manual/addons/materials/material_utils.rst:72 msgid "Set Auto Smooth" msgstr "Nastaviť automatické vyhladenie" #: ../../manual/addons/materials/material_utils.rst:73 msgid "Activate :ref:`Auto Smooth `." msgstr "Aktivuje :ref:`Automatické vyhladenie `." #: ../../manual/addons/materials/material_utils.rst:75 msgid "Slot to Top/Slot to Bottom" msgstr "Zásuvka nahor/Zásuvka nadol" #: ../../manual/addons/materials/material_utils.rst:75 msgid "Move the slot to top or bottom of the stack." msgstr "Presúva zásuvku na hornú alebo dolnú časť zásobníka." #: ../../manual/addons/materials/material_utils.rst:77 msgid "" "Further comprehensive documentation can be found in the co-author's `Github " "repository `__." msgstr "" "Ďalšiu komplexnú dokumentáciu nájdete v spoluautorskom úložisku `Github " "`__." #: ../../manual/addons/materials/material_utils.rst:84 msgid "Menu of material tools (assign, select...) in the 3D Viewport." msgstr "" "Ponuka nástrojov na prácu s materiálom (priradenie, výber...) v zobrazení 3D " "záberu." #: ../../manual/addons/materials/material_utils.rst:85 msgid "3D Viewport :kbd:`Shift-Q`" msgstr "3D záber :kbd:`Shift+Q`" #: ../../manual/addons/materials/material_utils.rst:86 msgid "materials_utils folder" msgstr "Priečinok materials_utils" #: ../../manual/addons/materials/material_utils.rst:87 #: ../../manual/addons/materials/material_utils.rst:88 msgid "MichaleW, ChrisHinde" msgstr "MichaleW, ChrisHinde" #: ../../manual/addons/materials/material_utils.rst:89 #: ../../manual/addons/uv/magic_uv.rst:931 msgid "GPL 3+" msgstr "GPL 3+" #: ../../manual/addons/mesh/3d_print_toolbox.rst:4 msgid "3D Print Toolbox" msgstr ":abbr:`3D Print Toolbox (Panel nástrojov 3D tlače)`" #: ../../manual/addons/mesh/3d_print_toolbox.rst:8 #: ../../manual/addons/mesh/auto_mirror.rst:26 #: ../../manual/addons/mesh/bsurfaces.rst:18 #: ../../manual/addons/mesh/edit_mesh_tools.rst:81 #: ../../manual/addons/mesh/f2.rst:48 ../../manual/addons/mesh/index.rst:4 #: ../../manual/addons/mesh/inset_straight_skeleton.rst:72 #: ../../manual/addons/mesh/looptools.rst:232 #: ../../manual/addons/mesh/snap_utilities_line.rst:86 #: ../../manual/addons/mesh/tinycad.rst:70 #: ../../manual/addons/mesh/tissue.rst:474 #: ../../manual/editors/spreadsheet.rst:82 #: ../../manual/files/import_export/collada.rst:240 #: ../../manual/glossary/index.rst:501 #: ../../manual/modeling/geometry_nodes/curve/operations/curve_to_mesh.rst:55 #: ../../manual/modeling/geometry_nodes/curve/operations/fill_curve.rst:40 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_components.rst:33 #: ../../manual/modeling/geometry_nodes/mesh/operations/dual_mesh.rst:25 #: ../../manual/modeling/geometry_nodes/mesh/operations/edge_paths_to_curves.rst:25 #: ../../manual/modeling/geometry_nodes/mesh/operations/edge_paths_to_curves.rst:45 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:24 #: ../../manual/modeling/geometry_nodes/mesh/operations/extrude_mesh.rst:82 #: ../../manual/modeling/geometry_nodes/mesh/operations/flip_faces.rst:26 #: ../../manual/modeling/geometry_nodes/mesh/operations/flip_faces.rst:44 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_boolean.rst:49 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_curve.rst:27 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_points.rst:19 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_volume.rst:20 #: ../../manual/modeling/geometry_nodes/mesh/operations/sample_nearest_surface.rst:28 #: ../../manual/modeling/geometry_nodes/mesh/operations/sample_uv_surface.rst:26 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:21 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:55 #: ../../manual/modeling/geometry_nodes/mesh/operations/split_edges.rst:20 #: ../../manual/modeling/geometry_nodes/mesh/operations/split_edges.rst:41 #: ../../manual/modeling/geometry_nodes/mesh/operations/subdivide_mesh.rst:19 #: ../../manual/modeling/geometry_nodes/mesh/operations/subdivide_mesh.rst:36 #: ../../manual/modeling/geometry_nodes/mesh/operations/subdivision_surface.rst:19 #: ../../manual/modeling/geometry_nodes/mesh/operations/subdivision_surface.rst:60 #: ../../manual/modeling/geometry_nodes/mesh/operations/triangulate.rst:20 #: ../../manual/modeling/geometry_nodes/mesh/operations/triangulate.rst:59 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cone.rst:60 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cube.rst:37 #: ../../manual/modeling/geometry_nodes/mesh/primitives/cylinder.rst:54 #: ../../manual/modeling/geometry_nodes/mesh/primitives/grid.rst:44 #: ../../manual/modeling/geometry_nodes/mesh/primitives/icosphere.rst:37 #: ../../manual/modeling/geometry_nodes/mesh/primitives/mesh_circle.rst:42 #: ../../manual/modeling/geometry_nodes/mesh/primitives/mesh_line.rst:61 #: ../../manual/modeling/geometry_nodes/mesh/primitives/uv_sphere.rst:41 #: ../../manual/modeling/geometry_nodes/mesh/write/set_shade_smooth.rst:20 #: ../../manual/modeling/geometry_nodes/mesh/write/set_shade_smooth.rst:41 #: ../../manual/modeling/geometry_nodes/point/distribute_points_on_faces.rst:32 #: ../../manual/modeling/geometry_nodes/volume/volume_to_mesh.rst:65 #: ../../manual/physics/fluid/type/domain/liquid/mesh.rst:5 #: ../../manual/physics/fluid/type/flow.rst:162 #: ../../manual/physics/rigid_body/properties/collisions.rst:0 #: ../../manual/scene_layout/object/editing/convert.rst:23 msgid "Mesh" msgstr "Povrchová sieť" #: ../../manual/addons/mesh/3d_print_toolbox.rst:9 msgid "Utilities for 3D printing." msgstr "Obslužné programy pre 3D tlač." #: ../../manual/addons/mesh/3d_print_toolbox.rst:10 msgid ":menuselection:`3D Viewport --> Sidebar`" msgstr ":menuselection:`3D záber --> Bočný panel`" #: ../../manual/addons/mesh/3d_print_toolbox.rst:11 msgid "object_print3d_utils folder" msgstr "Priečinok object_print3d_utils" #: ../../manual/addons/mesh/3d_print_toolbox.rst:19 msgid "Open Blender and go to Preferences, then the Add-ons tab." msgstr "" "Otvorte Blender a prejdite do časti Predvoľby a potom na kartu Doplnky." #: ../../manual/addons/mesh/3d_print_toolbox.rst:20 msgid "Click Mesh then 3D Print Toolbox to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> 3D Print " "Toolbox`." #: ../../manual/addons/mesh/3d_print_toolbox.rst:26 msgid "" "Blender can be used to created meshes for 3D printing. Meshes exported from " "Blender are usually imported into a piece of software takes the mesh and " "\"slices\" it into paths that the 3D printer can execute. An example of such " "`Slicer `__ software is " "`Cura `__." msgstr "" "Blender možno použiť na vytváranie povrchových sietí na 3D tlač. Povrchové " "siete vyexportované z Blenderu sa zvyčajne importujú do softvéru, ktorý " "povrchovú sieť prevezme a \"rozreže\" ju na cesty, ktoré môže 3D tlačiareň " "vykonať. Príkladom takéhoto softvéru `Krájača `__ je `Cura `__." #: ../../manual/addons/mesh/3d_print_toolbox.rst:32 msgid "" "In order to correctly slice a mesh, it needs to be \"watertight\", meaning " "that the surface is closed everywhere. Additionally, there should be no " "edges or faces sticking out. 3D Print Toolbox helps you analyze problems in " "your mesh that could cause slicing issues." msgstr "" "Aby bolo možné povrchovú sieť správne nakrájať, musí byť \"vodotesná\", čo " "znamená, že povrch je všade uzavretý. Okrem toho by z nej nemali trčať " "žiadne hrany ani plochy. nástroj 3D Print Toolbox vám pomôže analyzovať " "problémy v povrchovej sieti, ktoré by mohli spôsobiť problémy s krájaním." #: ../../manual/addons/mesh/3d_print_toolbox.rst:37 msgid "" "It can be found in :menuselection:`3D Viewport --> Sidebar --> 3D-Print`, " "when a mesh is selected." msgstr "" "Nájdete ho v ponuke :menuselection:`3D záber --> Bočný panel --> 3D-Print`, " "keď je vybraná povrchová sieť." #: ../../manual/addons/mesh/3d_print_toolbox.rst:42 msgid "Analyze" msgstr "Analyzovať" #: ../../manual/addons/mesh/3d_print_toolbox.rst:45 #: ../../manual/editors/3dview/display/overlays.rst:71 msgid "Statistics" msgstr "Štatistiky" #: ../../manual/addons/mesh/3d_print_toolbox.rst:47 msgid "" "By clicking either `Volume` or `Area`, the volume or area of the mesh is " "calculated and shown." msgstr "" "Kliknutím na položku `Objem` alebo `Plocha` sa vypočíta a zobrazí objem " "alebo plocha povrchovej siete." #: ../../manual/addons/mesh/3d_print_toolbox.rst:51 msgid "Checks" msgstr "Skontrolovať" #: ../../manual/addons/mesh/3d_print_toolbox.rst:56 msgid "The Checks panel." msgstr "Panel Kontroly." #: ../../manual/addons/mesh/3d_print_toolbox.rst:58 msgid "" "A number of different checks can be performed to analyze in which ways your " "mesh might be invalid for use with a Slicer." msgstr "" "Na analýzu toho, akým spôsobom môže byť vaša povrchová sieť neplatná pre " "použitie s nástrojom Krájač, možno vykonať niekoľko rôznych kontrol." #: ../../manual/addons/mesh/3d_print_toolbox.rst:61 msgid "" "Upon execution of one of the checks, the `Result` field shows which, if any, " "parts of your mesh are invalid." msgstr "" "Po vykonaní jednej z kontrol sa v poli `Výsledok` zobrazí, ktoré časti vašej " "povrchovej siete sú neplatné, ak nejaké sú." #: ../../manual/addons/mesh/3d_print_toolbox.rst:63 msgid "" "When in `Edit Mode`, clicking these results selects these parts of your " "mesh. You can use `View Selected` :kbd:`Backslash` to focus on these parts." msgstr "" "Keď ste v `režime editácie`, kliknutím na tieto výsledky vyberiete tieto " "časti povrchovej siete. Na zameranie týchto častí môžete použiť funkciu " "`Zobraziť vybrané` :kbd:`Spätná lomka`." #: ../../manual/addons/mesh/3d_print_toolbox.rst:66 msgid "" "Although Slicers are becoming increasingly tolerant when it comes to " "\"tidiness\" of meshes, it is always worth trying to provide as clean a mesh " "as possible." msgstr "" "Hoci sú Krájače čoraz tolerantnejšie, pokiaľ ide o \"čistotu\" povrchových " "sietí, vždy sa oplatí snažiť sa o čo najčistejšiu povrchovú sieť." #: ../../manual/addons/mesh/3d_print_toolbox.rst:83 #: ../../manual/editors/3dview/display/shading.rst:71 #: ../../manual/grease_pencil/materials/properties.rst:0 #: ../../manual/grease_pencil/materials/properties.rst:138 msgid "Solid" msgstr "Plný" #: ../../manual/addons/mesh/3d_print_toolbox.rst:72 msgid "Checks for Non-Manifold edges and Bad Contiguous edges." msgstr "Kontroly pre nevyvinuté hrany a zle priľahlé hrany." #: ../../manual/addons/mesh/3d_print_toolbox.rst:74 msgid "" "Edges should connect to exactly 2 faces. In it connects to only one, it " "means there's a hole in the mesh. More is also not allowed. These edges are " "considered Non-manifold. If one of the faces' normals is pointing in a " "different direction than its neighbors, its edges are marked as \"Bad " "Contiguous\"." msgstr "" "Hrany by sa mali pripájať presne k 2 plôškam. Ak sa pripája len k jednej, " "znamená to, že v povrchovej sieti je diera. Viac tiež nie je povolené. Tieto " "hrany sa považujú za nevyvinuté. Ak normál jednej z plôšok smeruje iným " "smerom ako susedné, jej hrany sú označené ako \"zle priľahlé\"." #: ../../manual/addons/mesh/3d_print_toolbox.rst:79 msgid "" "In this screenshot, the left shape has a hole, and the right shape has one " "of its faces flipped." msgstr "" "Na tomto obrázku má ľavý tvar dieru a pravý tvar má jednu zo svojich plôšok " "preklopenú." #: ../../manual/addons/mesh/3d_print_toolbox.rst:83 msgid "" "Left, marked in blue: Non-manifold edges. Right, marked in red: Bad " "contiguous edges." msgstr "" "Vľavo, označené modrou farbou: Hrany, ktoré nie sú zložené z tvarov. Vpravo, " "označené červenou farbou: Zle priľahlé hrany." #: ../../manual/addons/mesh/3d_print_toolbox.rst:90 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:116 #: ../../manual/modeling/meshes/mesh_analysis.rst:60 #: ../../manual/modeling/modifiers/generate/bevel.rst:243 msgid "Intersections" msgstr "Priesečníky" #: ../../manual/addons/mesh/3d_print_toolbox.rst:86 msgid "" "These two cubes have intersecting faces. A Boolean modifier would help in " "this example. It's worth noting that some slicer applications can deal with " "this, so it's not always required to resolve this issue." msgstr "" "Tieto dve kocky majú pretínajúce sa steny. V tomto príklade by pomohol " "logický modifikátor. Stojí za zmienku, že niektoré aplikácie Krájača si s " "tým dokážu poradiť, takže nie vždy je potrebné tento problém riešiť." #: ../../manual/addons/mesh/3d_print_toolbox.rst:99 msgid "Degenerate" msgstr "Zdegenerované" #: ../../manual/addons/mesh/3d_print_toolbox.rst:93 msgid "" "Faces and edges which have 0 area or length, are considered `degenerate`. In " "this example, the top face of a cube has been scaled down to 0, but have not " "been merged. A :menuselection:`Merge --> By Distance` would resolve this " "issue." msgstr "" "Steny a hrany, ktoré majú plochu alebo dĺžku 0, sa považujú za " "\"zdegenerované\". V tomto príklade bola horná strana kocky zmenšená na 0, " "ale nebola zlúčená. Tento problém by vyriešila funkcia :menuselection:" "`Zlúčiť --> Podľa vzdialenosti`." #: ../../manual/addons/mesh/3d_print_toolbox.rst:99 msgid "There's a hidden face here." msgstr "Je tu skrytá plôška." #: ../../manual/addons/mesh/3d_print_toolbox.rst:111 #: ../../manual/addons/mesh/3d_print_toolbox.rst:139 msgid "Distorted" msgstr "Zdeformované" #: ../../manual/addons/mesh/3d_print_toolbox.rst:102 msgid "" "The vertices of a quad or ngon can be folded in such a way that the face is " "not flat. In practice, quads are rarely ever flat. When exporting, these " "faces are converted to triangles. If the surface is excessively deformed, " "this can result in unexpected shapes." msgstr "" "Vrcholy štvorca alebo mnohouholníka môžu byť poskladané tak, že ich plôška " "nie je rovná. V praxi sú štvorce zriedkakedy rovné. Pri exporte sa tieto " "plôšky konvertujú na trojuholníky. Ak je povrch nadmerne deformovaný, môže " "to mať za následok neočakávané tvary." #: ../../manual/addons/mesh/3d_print_toolbox.rst:106 msgid "" "In this example, a quad has been folded into a saddle-like shape. This " "triggers the `Distorted` check. It would be best to triangulate by hand here." msgstr "" "V tomto príklade je štvoruholník zložený do tvaru sedla. Tým sa spustí " "kontrola `Zdeformované`. Tu by bolo najlepšie spustiť konvertovanie na " "trojuholníky ručne." #: ../../manual/addons/mesh/3d_print_toolbox.rst:111 msgid "This quad can triangulate in unexpected ways." msgstr "" "Tento štvoruholník sa môže konvertovať na trojuholníky neočakávaným spôsobom." #: ../../manual/addons/mesh/3d_print_toolbox.rst:116 #: ../../manual/addons/mesh/tissue.rst:132 #: ../../manual/animation/motion_paths.rst:194 #: ../../manual/editors/texture_node/types/patterns/bricks.rst:21 #: ../../manual/grease_pencil/animation/tools.rst:101 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:145 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:43 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:53 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:39 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:149 #: ../../manual/grease_pencil/modes/object/trace_image.rst:32 #: ../../manual/grease_pencil/modes/sculpting/tools.rst:20 #: ../../manual/grease_pencil/modifiers/deform/noise.rst:30 #: ../../manual/grease_pencil/modifiers/deform/smooth.rst:28 #: ../../manual/grease_pencil/modifiers/deform/thickness.rst:23 #: ../../manual/grease_pencil/modifiers/generate/build.rst:104 #: ../../manual/grease_pencil/modifiers/generate/envelope.rst:29 #: ../../manual/grease_pencil/modifiers/generate/multiple_strokes.rst:38 #: ../../manual/grease_pencil/modifiers/generate/outline.rst:23 #: ../../manual/interface/annotate_tool.rst:112 #: ../../manual/modeling/meshes/editing/face/inset_faces.rst:52 #: ../../manual/modeling/meshes/editing/face/solidify_faces.rst:20 #: ../../manual/modeling/meshes/mesh_analysis.rst:42 #: ../../manual/modeling/modifiers/generate/solidify.rst:89 #: ../../manual/modeling/modifiers/generate/wireframe.rst:25 #: ../../manual/modeling/modifiers/generate/wireframe.rst:43 #: ../../manual/physics/collision.rst:112 #: ../../manual/physics/fluid/type/domain/gas/viewport_display.rst:9 #: ../../manual/render/eevee/lighting.rst:94 #: ../../manual/render/eevee/render_settings/screen_space_reflections.rst:39 #: ../../manual/render/freestyle/view_layer/line_style/index.rst:30 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/index.rst:26 #: ../../manual/render/freestyle/view_layer/line_style/thickness.rst:4 #: ../../manual/render/shader_nodes/input/hair_info.rst:36 #: ../../manual/scene_layout/object/editing/convert.rst:54 msgid "Thickness" msgstr "Hrúbka" #: ../../manual/addons/mesh/3d_print_toolbox.rst:114 msgid "" "Faces that form very thin geometry might be missed entirely by the slicer. " "Such faces are marked as `Thin`." msgstr "" "Plôšky, ktoré tvoria veľmi tenkú geometriu, môže Krájač úplne prehliadnuť. " "Takéto plochy sú označené ako `Tenké`." #: ../../manual/addons/mesh/3d_print_toolbox.rst:119 msgid "Edge Sharp" msgstr "Ostré hrany" #: ../../manual/addons/mesh/3d_print_toolbox.rst:119 msgid "" "Similar to `Thickness`, sharp edges can thin pieces of geometry which might " "be missed by the `slicer`" msgstr "" "Podobne ako v prípade funkcie `Hrúbka` môžu ostré hrany vytvoriť tenké časti " "geometrie, ktoré by mohli byť `Krájačom` vynechané" #: ../../manual/addons/mesh/3d_print_toolbox.rst:125 #: ../../manual/modeling/meshes/mesh_analysis.rst:24 msgid "Overhang" msgstr "Previs" #: ../../manual/addons/mesh/3d_print_toolbox.rst:122 msgid "" "As 3D printers can't print in mid-air, parts of the model which overhang " "will not print correctly. In practice, slicers can add additional material, " "`support`, to anticipate for overhanging layers." msgstr "" "Keďže 3D tlačiarne nemôžu tlačiť vo vzduchu, časti modelu, ktoré presahujú, " "sa nevytlačia správne. V praxi môže Krájač pridať dodatočný materiál, " "`podporu`, aby sa predišlo prevísajúcim vrstvám." #: ../../manual/addons/mesh/3d_print_toolbox.rst:133 msgid "Check All" msgstr "Skontrolovať všetko" #: ../../manual/addons/mesh/3d_print_toolbox.rst:128 msgid "" "Performs all of the above checks at once. In this example, Suzanne shows " "quite a few problems. This is because the eyes are separate parts, and the " "sockets have holes. This makes the mesh not `Solid` and `Intersecting`. Some " "of the faces are `Distorted`." msgstr "" "Vykoná všetky vyššie uvedené kontroly naraz. V tomto príklade Zuzanka " "vykazuje pomerne veľa problémov. Je to preto, že oči sú samostatné časti a v " "zásuvkách sú otvory. To spôsobuje, že povrchová sieť nie je `Plná` a " "`Pretínajúca sa`. Niektoré plôšky sú `Zdeformované`." #: ../../manual/addons/mesh/3d_print_toolbox.rst:136 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:204 #: ../../manual/interface/window_system/topbar.rst:142 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:4 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:374 #: ../../manual/scene_layout/object/editing/cleanup.rst:4 msgid "Clean Up" msgstr "Prečistiť" #: ../../manual/addons/mesh/3d_print_toolbox.rst:139 msgid "" "Triangulates the faces which are considered `Distorted`, as explained above." msgstr "" "Konvertuje na trojuholníky plôšky, ktoré sú považované za \"zdeformované\", " "ako je vysvetlené vyššie." #: ../../manual/addons/mesh/3d_print_toolbox.rst:144 msgid "Make Manifold" msgstr "Vytvoriť vyvinuté" #: ../../manual/addons/mesh/3d_print_toolbox.rst:142 msgid "" "Attempts to fix various problems which might make a mesh non-manifold, such " "as by fixing `bad normals`, filling holes, and removing empty edges and " "faces." msgstr "" "Pokúša sa opraviť rôzne problémy, ktoré sú spôsobené tým, že povrchová sieť " "je nevyvinutá, napríklad opravou \"zlých normálov\", vyplnením dier a " "odstránením prázdnych hrán a plôšok." #: ../../manual/addons/mesh/3d_print_toolbox.rst:150 msgid "Scale To" msgstr "Mierka na" #: ../../manual/addons/mesh/3d_print_toolbox.rst:153 msgid "Scales the model to an exact given volume." msgstr "Zmení mierku modelu na presne daný objem." #: ../../manual/addons/mesh/3d_print_toolbox.rst:157 #: ../../manual/modeling/meshes/editing/face/poke_faces.rst:0 #: ../../manual/modeling/volumes/properties.rst:0 #: ../../manual/scene_layout/object/properties/display.rst:57 msgid "Bounds" msgstr "Hranice" #: ../../manual/addons/mesh/3d_print_toolbox.rst:156 msgid "" "Scales the model so that the biggest axis of the objects `bounds` (or " "`dimensions`) match the given value." msgstr "" "Mení mierku modelu tak, aby najväčšia os objektov `okrajov` (alebo " "`rozmerov`) zodpovedala zadanej hodnote." #: ../../manual/addons/mesh/3d_print_toolbox.rst:162 msgid "" "Provides quick access to Blender's object exporting operators found in :" "menuselection:`File --> Export`." msgstr "" "Poskytuje rýchly prístup k operátorom exportu objektov Blenderu, ktoré sa " "nachádzajú v ponuke :menuselection:`Súbor --> Exportovať`." #: ../../manual/addons/mesh/auto_mirror.rst:4 msgid "Auto Mirror" msgstr ":abbr:`Auto Mirror (Automatické zrkadlo)`" #: ../../manual/addons/mesh/auto_mirror.rst:6 msgid "This add-on makes it easy to quickly cut and mirror mesh objects." msgstr "" "Tento doplnok uľahčuje rýchle rezanie a zrkadlenie povrchovej siete objektov." #: ../../manual/addons/mesh/auto_mirror.rst:13 msgid "Click Mesh then Auto Mirror to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> Auto Mirror`." #: ../../manual/addons/mesh/auto_mirror.rst:19 msgid "In Object Mode, select the object you want to mirror." msgstr "V režime objektu vyberte objekt, ktorý chcete zrkadliť." #: ../../manual/addons/mesh/auto_mirror.rst:20 msgid "" "Choose settings from the Auto Mirror panel in the :menuselection:`Sidebar --" "> Edit tab`." msgstr "" "Vyberte nastavenia na paneli Automatické zrkadlo na karte :menuselection:" "`Bočný panel --> Upraviť`." #: ../../manual/addons/mesh/auto_mirror.rst:21 msgid "" "Press *Auto Mirror* and depending on the settings, your object will be in " "Edit Mode, with mirror set up for you." msgstr "" "Stlačte tlačidlo *Auto Mirror* (Automatické zrkadlo) a v závislosti od " "nastavení sa váš objekt dostane do režimu editácie so zrkadlom nastaveným za " "vás." #: ../../manual/addons/mesh/auto_mirror.rst:27 msgid "Super fast cutting and mirroring for mesh." msgstr "Veľmi rýchle rezanie a zrkadlenie povrchových sietí." #: ../../manual/addons/mesh/auto_mirror.rst:28 msgid ":menuselection:`3D Viewport --> Sidebar --> Edit tab`" msgstr ":menuselection:`3D záber --> Bočný panel --> Upraviť`" #: ../../manual/addons/mesh/auto_mirror.rst:29 msgid "mesh_auto_mirror.py" msgstr "mesh_auto_mirror.py" #: ../../manual/addons/mesh/auto_mirror.rst:30 msgid "Lapineige" msgstr "Lapineige" #: ../../manual/addons/mesh/bsurfaces.rst:4 msgid "Bsurfaces GPL Edition" msgstr ":abbr:`Bsurfaces GPL Edition (Bézierove povrchy edície GPL)`" #: ../../manual/addons/mesh/bsurfaces.rst:13 msgid "Click Mesh then Bsurfaces GPL Edition to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> Bsurfaces " "GPL Edition`." #: ../../manual/addons/mesh/bsurfaces.rst:19 msgid "Modeling and retopology tool." msgstr "Nástroj na modelovanie a pretvorenie topológie." #: ../../manual/addons/mesh/bsurfaces.rst:20 msgid ":menuselection:`3D Viewport Edit Mode --> Sidebar --> Edit tab`" msgstr "" "Režim editácie, karta :menuselection:`3D záber --> Bočný panel --> Upraviť`" #: ../../manual/addons/mesh/bsurfaces.rst:21 msgid "mesh_bsurfaces.py" msgstr "mesh_bsurfaces.py" #: ../../manual/addons/mesh/bsurfaces.rst:22 msgid "Eclectiel, Spivak Vladimir (cwolf3d)" msgstr "Eclectiel, Spivak Vladimir (cwolf3d)" #: ../../manual/addons/mesh/edit_mesh_tools.rst:4 msgid "Edit Mesh Tools" msgstr ":abbr:`Edit Mesh Tools (Nástroje na úpravu povrchovej siete)`" #: ../../manual/addons/mesh/edit_mesh_tools.rst:6 msgid "" "Mesh Edit Tool adds several tools to Blender that are not available in the " "built-in tools or provide different methods for similar tasks. Each Menu: " "Vertex, Edge, Face and Utility is a sub panel that is closed by default in " "the :menuselection:`Sidebar --> Edit tab`. The Icons in the closed panel " "headers contain some new/different selection tools and Edit Mode vertex/edge/" "face selection modes for quick access to some tools, before opening the sub " "panels." msgstr "" "Mesh Edit Tool (Nástroje na úpravu povrchovej siete) pridáva do Blenderu " "niekoľko nástrojov, ktoré nie sú k dispozícii vo vstavaných nástrojoch alebo " "poskytujú rôzne metódy na podobné úlohy. Každá ponuka: Vrchol, Hrana, Plôška " "a Obslužné programy je podpanelom, ktorý je štandardne zatvorený na karte :" "menuselection:`Bočný panel --> Upraviť`. Ikony v záhlaví zatvorených panelov " "obsahujú niektoré nové/rôzne nástroje výberu a režimy výberu vrcholov/hrán/" "plôšok v režime editácie pre rýchly prístup k niektorým nástrojom, pred " "otvorením podpanelov." #: ../../manual/addons/mesh/edit_mesh_tools.rst:13 msgid "" "In the UI there are a variety of tools in each category, most tools have a " "tooltip to provide some usage information to help users understand each " "tools basic requirements. The most significant hotkey is in Edit Mode " "double :kbd:`RMB` brings up the Vertex/Edge/Face menus depending on vertex/" "edge/face selection mode. Menu Integration is main tools into the Edit Mode " "context menu, selection tools into the Edit Mode select menu." msgstr "" "V užívateľskom rozhraní je v každej kategórii množstvo nástrojov, väčšina " "nástrojov má popis, ktorý poskytuje určité informácie o používaní a pomáha " "užívateľom pochopiť základné požiadavky jednotlivých nástrojov. " "Najvýznamnejšia klávesová skratka je v režime editácie dvojklik :kbd:`PTM` " "vyvolá ponuky Vertex/Edge/Face v závislosti od režimu výberu vrcholu/hrany/" "plôšky. Ponuka Integrácia je hlavným nástrojom do kontextovej ponuky režimu " "editácie, nástroje výberu do ponuky výberov režimu editácie." #: ../../manual/addons/mesh/edit_mesh_tools.rst:19 msgid "Face Inset Fillet: based completely on add-on by zmj100" msgstr "" "Face Inset Fillet (Vsadiť pásik plôšky): úplne založený na doplnku od zmj100" #: ../../manual/addons/mesh/edit_mesh_tools.rst:20 msgid "Vertex Align: by zmj100" msgstr "Vertex Align (Zarovnať vrcholy): od zmj100" #: ../../manual/addons/mesh/edit_mesh_tools.rst:21 msgid "Edge Fillet Plus: by Gert De Roost -- original by zmj100" msgstr "Edge Fillet Plus (Pásik hrán plus): Gert De Roost -- originál zmj100" #: ../../manual/addons/mesh/edit_mesh_tools.rst:22 msgid "Split Solidify: by zmj100, updated by zeffii to BMesh" msgstr "" "Split Solidify (Spevniť delené): od zmj100, aktualizoval zeffii na BMesh" #: ../../manual/addons/mesh/edit_mesh_tools.rst:23 msgid "Pen Tool: by zmj100" msgstr "Pen Tool (Nástroj Pero): od zmj100" #: ../../manual/addons/mesh/edit_mesh_tools.rst:24 msgid "Mesh Cut Faces: by Stanislav Blinov (Stan Pancakes)" msgstr "" "Mesh Cut Faces (Rozrezať plôšky povrchovej siete): Stanislav Blinov (Stan " "Pancakes)" #: ../../manual/addons/mesh/edit_mesh_tools.rst:25 msgid "Vertex/Edge/Face Context Menu: by Stanislav Blinov (Stan Pancakes)" msgstr "" "Kontextová ponuka Vertex/Edge/Face (vrchol/hrana/plôška): Stanislav Blinov " "(Stan Pancakes)" #: ../../manual/addons/mesh/edit_mesh_tools.rst:26 msgid "Edge Roundifier: by Piotr Komisarczyk (komi3D), PKHG" msgstr "Edge Roundifier (Oblúkovač hrán): Piotr Komisarczyk (komi3D), PKHG" #: ../../manual/addons/mesh/edit_mesh_tools.rst:27 msgid "" "PKHG Face Extrude: by PKHG, based on Geodesic Domes add-on \"faces function\"" msgstr "" "PKHG Face Extrude (PKHG vysunúť plôšky): od PKHG, založené na doplnku " "Geodesic Domes \"funkcia plôšky\"" #: ../../manual/addons/mesh/edit_mesh_tools.rst:28 msgid "" "Set Edges Length: by \"Giuseppe De Marco [BlenderLab] inspired by NirenYang\"" msgstr "" "Set Edges Length (Nastaviť dĺžku hrán): od \"Giuseppe De Marco [BlenderLab] " "inspired by NirenYang\"" #: ../../manual/addons/mesh/edit_mesh_tools.rst:29 msgid "Edge Tools: by Paul Marshall (brikbot)" msgstr "Edge Tools (Nástroje hrán): Paul Marshall (brikbot)" #: ../../manual/addons/mesh/edit_mesh_tools.rst:30 msgid "Extrude and Reshape: by Germano Cavalcante (mano-wii)" msgstr "" "Extrude and Reshape (Vysunúť a pretvarovať): Germano Cavalcante (mano-wii)" #: ../../manual/addons/mesh/edit_mesh_tools.rst:31 msgid "Fast Loop: by Andy Davies (metalliandy)" msgstr "Fast Loop (Rýchla slučka): Andy Davies (metalliandy)" #: ../../manual/addons/mesh/edit_mesh_tools.rst:32 msgid "Multi Extrude: by Liero, Jimmy Hazevoet" msgstr "Multi Extrude (Viacnásobne vysunúť): Liero, Jimmy Hazevoet" #: ../../manual/addons/mesh/edit_mesh_tools.rst:33 msgid "Offset Edges: by Hidesato Ikeya" msgstr "Offset Edges (Posuv hrán): Hidesato Ikeya" #: ../../manual/addons/mesh/edit_mesh_tools.rst:34 msgid "Mesh to Wall: by luxuy_BlenderCN" msgstr "Mesh to Wall (Povrchová na stenu): od luxuy_BlenderCN" #: ../../manual/addons/mesh/edit_mesh_tools.rst:35 msgid "Vertex Chamfer: by Andrew Hale (TrumanBlending)" msgstr "Vertex Chamfer (Skosiť vrcholy): Andrew Hale (TrumanBlending)" #: ../../manual/addons/mesh/edit_mesh_tools.rst:36 msgid "Random Vertices: by Oscurart" msgstr "Random Vertices (Náhodné vrcholy): od Oscurart" #: ../../manual/addons/mesh/edit_mesh_tools.rst:37 msgid "Select Tools: by dustractor" msgstr "Select Tools (Nástroje výberu): podľa dustractor" #: ../../manual/addons/mesh/edit_mesh_tools.rst:38 msgid "Relax: by Fabian Fricke" msgstr "Relax: od Fabiana Frickeho" #: ../../manual/addons/mesh/edit_mesh_tools.rst:39 msgid "Thanks to Macouno and CoDEmanX" msgstr "Poďakovanie pre Macouno a CoDEmanX" #: ../../manual/addons/mesh/edit_mesh_tools.rst:46 msgid "Click Mesh then Edit Mesh Tools to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> Edit Mesh " "Tools`." #: ../../manual/addons/mesh/edit_mesh_tools.rst:56 msgid "" "Please see the `old Wiki `__ for the archived " "original docs." msgstr "" "Pozrite si, prosím, `starú Wiki `__ kvôli archivovaným " "pôvodným dokumentom." #: ../../manual/addons/mesh/edit_mesh_tools.rst:62 msgid "Extrude & Reshape" msgstr "Vysúvanie a pretváranie" #: ../../manual/addons/mesh/edit_mesh_tools.rst:64 msgid "" "You can select a face and extrude it inwards or outwards, creating new faces " "to accommodate the extrusions. Note: Also known as *Push/Pull Face*." msgstr "" "Môžete vybrať plôšku a vysunúť ju smerom dovnútra alebo von, pričom sa " "vytvoria nové plôšky, ktoré sa prispôsobia vysunitiu. Poznámka: Známe aj ako " "*Push/Pull Face* (Tlačiť/Ťahať plôšku)." #: ../../manual/addons/mesh/edit_mesh_tools.rst:71 #: ../../manual/addons/mesh/looptools.rst:180 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/modeling/meshes/uv/tools/relax.rst:4 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:42 msgid "Relax" msgstr "Uvoľniť" #: ../../manual/addons/mesh/edit_mesh_tools.rst:73 msgid "" "This operation relaxes the selected vertices while retaining the shape as " "much as possible." msgstr "" "Táto operácia uvoľňuje vybrané vrcholy pri zachovaní tvaru ako je to len " "možné." #: ../../manual/addons/mesh/edit_mesh_tools.rst:75 msgid "" "To use this operation, go into Edit Mode and select the vertices you want to " "relax. To execute the script either :menuselection:`Context Menu --> Relax` " "or use :menuselection:`Mesh --> Vertices --> Relax` instead." msgstr "" "Ak chcete použiť túto operáciu, prejdite do režimu editácie a vyberte " "vrcholy, ktoré chcete uvoľniť. Ak chcete spustiť skript, buď :menuselection:" "`Kontextová ponuka --> Uvoľniť` alebo namiesto toho použite :menuselection:" "`Povrchová sieť --> Vrcholy --> Uvoľniť`." #: ../../manual/addons/mesh/edit_mesh_tools.rst:82 #: ../../manual/addons/mesh/looptools.rst:233 #: ../../manual/addons/mesh/tinycad.rst:71 msgid "Mesh modeling toolkit. Several tools to aid modeling." msgstr "" "Súbor nástrojov na modelovanie povrchových sietí. Niekoľko nástrojov na " "podporu modelovania." #: ../../manual/addons/mesh/edit_mesh_tools.rst:83 #: ../../manual/addons/mesh/looptools.rst:234 msgid "" ":menuselection:`3D Viewport --> Sidebar --> Edit tab`, :menuselection:`3D " "Viewport Edit Mode --> context menu`" msgstr "" ":menuselection:`3D záber --> Bočný panel --> Upraviť`, režim editácie :" "menuselection:`3D záber --> kontextová ponuka`" #: ../../manual/addons/mesh/edit_mesh_tools.rst:85 msgid "mesh_tools folder" msgstr "Priečinok mesh_tools" #: ../../manual/addons/mesh/edit_mesh_tools.rst:86 msgid "Multiple Authors, Meta-Androcto" msgstr "Viacerí autori, Meta-Androcto" #: ../../manual/addons/mesh/edit_mesh_tools.rst:87 msgid "meta-androcto, lijenstina" msgstr "meta-androcto, lijenstina" #: ../../manual/addons/mesh/f2.rst:4 #: ../../manual/modeling/geometry_nodes/texture/voronoi.rst:0 #: ../../manual/render/shader_nodes/textures/voronoi.rst:0 msgid "F2" msgstr "F2" #: ../../manual/addons/mesh/f2.rst:6 msgid "" "F2 (also known as the 'spider-script') extends Blender native functionality " "of creating faces. It allows you to create a face from a single vertex " "selection or a single edge selection, while retaining all the built-in " "functionality." msgstr "" "F2 (známy aj ako \"spider-script (pavúčí skript)\") rozširuje natívnu " "funkciu Blenderu na vytváranie plôšok. Umožňuje vytvoriť plôšku z jedného " "výberu vrcholov alebo jedného výberu hrán, pričom zachováva všetky " "zabudované funkcie." #: ../../manual/addons/mesh/f2.rst:15 msgid "Click Mesh then F2 to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> F2`." #: ../../manual/addons/mesh/f2.rst:22 msgid "Quad from Vertex" msgstr "Štvoruholník z vrcholov" #: ../../manual/addons/mesh/f2.rst:24 msgid "" "When a single vertex is selected, a new quad is formed by creating a new " "vertex. The position of this new vertex is calculated based on the three " "existing vertices. These are the selected vertex, and two vertices to which " "it is connected via open edges. An open edge is an edge which is only part " "of one face, or none at all. The newly created quad has the same material " "and normal direction as the neighboring faces." msgstr "" "Keď je vybraný jeden vrchol, vytvorí sa nový štvorec vytvorením nového " "vrcholu. Poloha tohto nového vrcholu sa vypočíta na základe troch " "existujúcich vrcholov. Ide o vybraný vrchol a dva vrcholy, s ktorými je " "spojený otvorenými hranami. Otvorená hrana je hrana, ktorá je súčasťou len " "jednej alebo nie je súčasťou žiadnej plôšky. Novovytvorený štvorec má " "rovnaký materiál a smer normálu ako susedné plôšky." #: ../../manual/addons/mesh/f2.rst:32 msgid "Quad from Edge" msgstr "Štvoruholník z hrán" #: ../../manual/addons/mesh/f2.rst:34 msgid "" "Similar to the *Quad from Vertex* functionality, this is based on open " "edges. The selected edge has to be connected to two open edges. The vertices " "that belong to these edges are used to create a new quad." msgstr "" "Podobne ako *Štvoruholník z vrcholov* je založený na otvorených hranách. " "Vybraná hrana musí byť spojená s dvoma otvorenými hranami. Vrcholy, ktoré " "patria k týmto hranám, sa použijú na vytvorenie nového štvorca." #: ../../manual/addons/mesh/f2.rst:40 msgid "Direction Control" msgstr "Ovládanie smeru" #: ../../manual/addons/mesh/f2.rst:42 msgid "" "If there are multiple ways to create a new quad, the position of the mouse " "cursor is taken into account. Of the multiple new faces which are possible, " "the one which will be closest to the mouse cursor (in 2D screen space) is " "the one which will be created." msgstr "" "Ak existuje viacero spôsobov vytvorenia nového štvorca, zohľadňuje sa poloha " "kurzora myši. Z viacerých možných nových plôšok sa vytvorí tá, ktorá bude " "najbližšie ku kurzoru myši (v 2D priestore obrazovky)." #: ../../manual/addons/mesh/f2.rst:49 msgid "Extends the 'Make Edge/Face' functionality." msgstr "Rozširuje funkciu \"Vytvoriť hranu/plôšku\"." #: ../../manual/addons/mesh/f2.rst:50 msgid "Mesh Edit Mode :kbd:`F`" msgstr "Režim editácie povrchovej siete :kbd:`F`" #: ../../manual/addons/mesh/f2.rst:51 msgid "mesh_f2.py" msgstr "mesh_f2.py" #: ../../manual/addons/mesh/f2.rst:52 msgid "" "Bart Crouch, Alexander Nedovizin, Paul Kotelevets (concept design), Adrian " "Rutkowski" msgstr "" "Bart Crouch, Alexander Nedovizin, Paul Kotelevets (koncept dizajnu), Adrian " "Rutkowski" #: ../../manual/addons/mesh/index.rst:6 msgid "These add-ons relate to edit mesh mode and related tools." msgstr "" "Tieto doplnky sa týkajú režimu editácie povrchovej siete a súvisiacich " "nástrojov." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:4 msgid "Inset Straight Skeleton" msgstr ":abbr:`Inset Straight Skeleton (Vložiť rovnú kostru)`" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:6 msgid "" "This add-on makes 'inset polygons', which you get when you advance the edges " "of the polygon inwards at a constant rate. Sometimes when you do that, an " "advancing edge shrinks to nothing, or edges hit an advancing concave corner. " "The algorithm tries to do the right thing when this happens: one or more new " "polygons may form at that point, and insetting can continue inside those new " "polygons." msgstr "" "Tento doplnok vytvára \"vložené polygóny\", ktoré získate, keď posuniete " "okraje polygónu dovnútra konštantnou mierou. Niekedy sa pri tom postupujúca " "hrana zmenší na nulu alebo hrany narazia na postupujúci konkávny roh. " "Algoritmus sa v takomto prípade snaží postupovať správne: v danom mieste " "môže vzniknúť jeden alebo viac nových polygónov a vkladanie môže pokračovať " "vnútri týchto nových polygónov." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:11 msgid "" "You can either inset a single polygon or you can treat groups of polygons " "connected together as a single region, forming a complicated polygon (that " "may include holes) to be insetted as a unit." msgstr "" "Môžete vložiť buď jeden polygón, alebo môžete skupiny polygónov spojené " "dohromady považovať za jednu oblasť, čím sa vytvorí zložitý polygón (ktorý " "môže obsahovať diery), ktorý sa vloží ako jednotka." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:14 msgid "" "In addition to insetting, it is often useful to raise or lower the inset " "polygon (perpendicular to the inset plane), so a parameter to do that is " "included also." msgstr "" "Okrem vkladania je často užitočné zvýšiť alebo znížiť vkladaný polygón " "(kolmo na rovinu vkladania), preto je zahrnutý aj parameter na tento účel." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:22 msgid "Click Mesh then Inset Straight Skeleton to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> Inset " "Straight Skeleton`." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:28 msgid "Enter mesh Edit Mode on a mesh object, and select one or more faces." msgstr "" "Vstúpte do režimu editácie povrchovej siete objektu a vyberte jednu alebo " "viacero plôšok." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:31 #: ../../manual/modeling/curves/selecting.rst:88 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/meshes/selecting/random.rst:17 #: ../../manual/modeling/modifiers/generate/bevel.rst:0 #: ../../manual/modeling/surfaces/selecting.rst:76 #: ../../manual/physics/particles/mode.rst:110 msgid "Percent" msgstr "Percento" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:32 msgid "Means that amounts are a percentage of the amount for a full inset." msgstr "Znamená to, že množstvá predstavujú percento množstva celého vloženia." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:34 msgid "Means that the amounts are in units." msgstr "Znamená, že množstvá sú v jednotkách." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:35 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:29 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_to_volume.rst:0 #: ../../manual/modeling/geometry_nodes/point/points_to_volume.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/randomize.rst:15 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:75 #: ../../manual/physics/particles/emitter/display.rst:54 #: ../../manual/physics/particles/emitter/rotation.rst:79 msgid "Amount" msgstr "Množstvo" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:36 msgid "The distance to move the edges inward." msgstr "Vzdialenosť, o ktorú sa hrany posunú dovnútra." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:38 msgid "The distance to move the inset polygons upward." msgstr "Vzdialenosť, o ktorú sa posunú vložené polygóny smerom nahor." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:39 msgid "Region" msgstr "Oblasť" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:40 msgid "" "If checked, treat all selected faces as a region to be inset, otherwise " "inset each face individually." msgstr "" "Ak je zaškrtnuté, všetky vybrané plôšky sa považujú za oblasť, ktorá sa má " "vložiť, inak sa vloží každá plôška samostatne." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:43 msgid "Quadrangulate" msgstr "Štvoruholníky" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:48 msgid "" "The method used is described on the `Straight Skeleton `__ Wikipedia page. Consider this starting " "polygonal region:" msgstr "" "Použitá metóda je opísaná na stránke `Rovná kostra `__ na Wikipédii. Uvažujme túto východiskovú " "polygónovú oblasť:" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:52 msgid "" "As the edges move inward at a constant speed, two kinds of events can " "happen. One is that an advancing corner can hit an advancing edge, as seen " "on the right part of this picture:" msgstr "" "Keď sa hrany pohybujú dovnútra konštantnou rýchlosťou, môžu nastať dva druhy " "udalostí. Jednou z nich je, že postupujúci roh môže naraziť do postupujúcej " "hrany, ako je vidieť v pravej časti tohto obrázka:" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:55 msgid "When this happens, the inset polygon splits into two." msgstr "Keď sa tak stane, vložený polygón sa rozdelí na dve časti." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:57 msgid "" "The other is that an advancing edge can shrink to a point. When the whole " "process continues until the end, you get something like this:" msgstr "" "Druhým dôvodom je, že postupujúca hrana sa môže zmenšiť do určitého bodu. " "Keď celý proces pokračuje až do konca, dostaneme niečo podobné:" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:60 msgid "" "One cool thing about this algorithm is that if you move upwards or downwards " "(perpendicular to the inset plane) at a constant speed, you form 'roofs' " "with a fixed pitch." msgstr "" "Na tomto algoritme je zaujímavé to, že ak sa pohybujete konštantnou " "rýchlosťou smerom nahor alebo nadol (kolmo na rovinu vloženia), vytvárate " "\"strechy\" s pevným sklonom." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:65 msgid "" "Please see the `old Wiki `__ for the archived " "original docs." msgstr "" "Pozrite si, prosím, `starú Wiki `__ pre archivované " "pôvodné dokumenty." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:73 msgid "Make an inset inside selection using straight skeleton algorithm." msgstr "Vytvára vložený vnútorný výber použitím algoritmu priamej kostry." #: ../../manual/addons/mesh/inset_straight_skeleton.rst:74 msgid "3D Viewport operator" msgstr "Operátor 3D záberu" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:75 msgid "mesh_inset folder" msgstr "Priečinok mesh_inset" #: ../../manual/addons/mesh/inset_straight_skeleton.rst:76 msgid "Howard Trickey" msgstr "Howard Trickey" #: ../../manual/addons/mesh/looptools.rst:4 msgid "Loop Tools" msgstr ":abbr:`Loop Tools (Nástroje slučky)`" #: ../../manual/addons/mesh/looptools.rst:13 msgid "Click Mesh then Loop Tools to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> Loop Tools`." #: ../../manual/addons/mesh/looptools.rst:20 msgid "Bridge" msgstr "Premostiť" #: ../../manual/addons/mesh/looptools.rst:22 msgid "" "There are two main ways to use the Bridge tool. The first method is to " "select two groups of faces and then run the tool. The second method is to " "select two (closed) loops of edges. Both methods can be mixed and you can " "even Bridge multiple groups at the same time. The script will try to make an " "educated guess on which groups should be connected." msgstr "" "Nástroj Premostiť (Bridge) môžete používať dvoma hlavnými spôsobmi. Prvým " "spôsobom je vybrať dve skupiny plôšok a potom spustiť nástroj. Druhým " "spôsobom je vybrať dve (uzavreté) slučky hrán. Oba spôsoby môžete kombinovať " "a môžete dokonca premostiť viacero skupín súčasne. Skript sa pokúsi " "odhadnúť, ktoré skupiny by mali byť spojené." #: ../../manual/addons/mesh/looptools.rst:28 msgid "" "Bridge shares its settings with the *Loft* tool, so changing a setting for " "one of the tools, will also change it for the other tool." msgstr "" "Premostiť zdieľa svoje nastavenia s nástrojom *Zavesiť*, takže zmena " "nastavenia jedného z nástrojov sa zmení aj pre druhý nástroj." #: ../../manual/addons/mesh/looptools.rst:35 #: ../../manual/addons/mesh/looptools.rst:173 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:111 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:101 #: ../../manual/grease_pencil/modifiers/generate/envelope.rst:0 #: ../../manual/modeling/curves/editing/segments.rst:4 #: ../../manual/modeling/curves/properties/geometry.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/primitives/uv_sphere.rst:20 #: ../../manual/modeling/meshes/primitives.rst:88 #: ../../manual/modeling/modifiers/generate/bevel.rst:79 #: ../../manual/modeling/surfaces/editing/segments.rst:4 #: ../../manual/physics/particles/hair/display.rst:24 #: ../../manual/physics/particles/particle_system_panel.rst:52 msgid "Segments" msgstr "Segmenty" #: ../../manual/addons/mesh/looptools.rst:32 msgid "" "The number of faces used to bridge the distance between two loops. One " "segment means that only faces will be created. Two (or more) segments means " "that an intermediary line (or lines) of vertices is created, so two or more " "faces can be defined between the loops. If the value is set to zero, the " "script automatically calculates the best amount of segments in order to keep " "the faces as square as possible." msgstr "" "Počet plôšok použitých na prekonanie vzdialenosti medzi dvoma slučkami. " "Jeden segment znamená, že sa vytvoria iba plôšky. Dva (alebo viac) segmentov " "znamená, že sa vytvorí medziľahlá línia (alebo línie) vrcholov, takže medzi " "slučkami možno definovať dve alebo viac plôšok. Ak je hodnota nastavená na " "nulu, skript automaticky vypočíta najlepšie množstvo segmentov, aby boli " "plôšky čo najviac štvorcové." #: ../../manual/addons/mesh/looptools.rst:43 msgid "Minimum Width" msgstr "Minimálna šírka" #: ../../manual/addons/mesh/looptools.rst:38 msgid "" "This option has no label, but is located directly to the right of the " "segments setting. The simple explanation: 0% lot of triangles, 100% mostly " "square faces. There is a bit more to it though. It determines when a new " "vertex has to be created, or when to use the vertex next to it. It does this " "based on the distance between these vertices compared to the distance " "between the vertices in the original loops. So 50% means that if the " "distance between two vertices that will be newly created is smaller than " "half the distance between two vertices in the original loop, they will be " "merged together, resulting in only a single new vertex." msgstr "" "Táto možnosť nemá žiadne označenie, ale nachádza sa priamo napravo od " "nastavenia segmentov. Jednoduché vysvetlenie: 0% množstva trojuholníkov, " "100% väčšinou štvorcových plôšok. Je v tom však trochu viac. Určuje, kedy sa " "má vytvoriť nový vrchol, alebo kedy sa má použiť vedľajší vrchol. Robí to na " "základe vzdialenosti medzi týmito vrcholmi v porovnaní so vzdialenosťou " "medzi vrcholmi v pôvodných slučkách. Takže 50 % znamená, že ak je " "vzdialenosť medzi dvoma vrcholmi, ktoré budú novo vytvorené, menšia ako " "polovica vzdialenosti medzi dvoma vrcholmi v pôvodnej slučke, budú zlúčené " "dohromady, čím vznikne len jeden nový vrchol." #: ../../manual/addons/mesh/looptools.rst:46 msgid "" "This can be set to either cubic or linear. Linear is just a flat " "interpolation, while cubic tries to retain the surface tangents, resulting " "in more fluid curves." msgstr "" "Túto hodnotu možno nastaviť na kubickú alebo lineárnu. Lineárna je len " "plochá interpolácia, zatiaľ čo kubická sa snaží zachovať dotyčnice povrchu, " "čo vedie k plynulejším krivkám." #: ../../manual/addons/mesh/looptools.rst:49 msgid "" "The strength option is only available when the interpolation mode is set to " "cubic. Setting the strength to zero gives a result very similar to linear " "interpolation, while higher strengths result in more fluid curves. Setting a " "negative strength changes the direction of the curve. Or described in a more " "visual way: it makes deflated volumes inflate and vice versa. The soft " "limits of this option are set to range from -3 to +3, but you can easily " "assign bigger or smaller values by manually entering a number, instead of " "using the slider. This works just the same as with normal sliders in Blender." msgstr "" "Možnosť sily je k dispozícii len vtedy, keď je režim interpolácie nastavený " "na kubický. Nastavenie sily na nulu poskytuje výsledok veľmi podobný " "lineárnej interpolácii, zatiaľ čo vyššie hodnoty sily vedú k plynulejším " "krivkám. Nastavením zápornej sily sa zmení smer krivky. Alebo opísané " "názornejším spôsobom: spôsobuje, že vyprázdnené objemy sa nafukujú a naopak. " "Mäkké limity tejto možnosti sú nastavené v rozsahu od -3 do +3, ale namiesto " "použitia posúvača môžete ľahko priradiť väčšie alebo menšie hodnoty ručným " "zadaním čísla. Funguje to rovnako ako pri bežných posúvačoch v Blenderi." #: ../../manual/addons/mesh/looptools.rst:59 msgid "Remove Faces" msgstr "Odstrániť plôšky" #: ../../manual/addons/mesh/looptools.rst:57 msgid "" "When using a face-selection input, the inner faces will be removed after " "bridging." msgstr "" "Pri použití vstupu s výberom plôšky sa vnútorné plôšky po premostení " "odstránia." #: ../../manual/addons/mesh/looptools.rst:59 msgid "" "Because of some limitations in Blender the weight values assigned to the " "Bevel modifier might be slightly altered (by about 0.01) when this option is " "enabled." msgstr "" "Z dôvodu niektorých limitov v Blenderi sa môžu hodnoty váhy priradené " "modifikátoru skosenia mierne zmeniť (približne o 0,01), keď je táto možnosť " "povolená." #: ../../manual/addons/mesh/looptools.rst:62 #: ../../manual/grease_pencil/modes/sculpting/tools.rst:40 #: ../../manual/modeling/geometry_nodes/curve/primitives/star.rst:31 #: ../../manual/modeling/meshes/editing/edge/bridge_edge_loops.rst:23 #: ../../manual/modeling/modifiers/deform/simple_deform.rst:66 #: ../../manual/physics/particles/emitter/children.rst:59 #: ../../manual/physics/particles/emitter/vertex_groups.rst:34 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:68 #: ../../manual/sculpt_paint/sculpting/tools/elastic_deform.rst:43 msgid "Twist" msgstr "Zakrútiť" #: ../../manual/addons/mesh/looptools.rst:62 msgid "" "Determines which vertices in both loops are connected to each other. This " "might be used for artistic reasons or to correct a wrong result given by the " "script." msgstr "" "Určuje, ktoré vrcholy v oboch slučkách sú navzájom prepojené. Môže sa použiť " "z umeleckých dôvodov alebo na opravu nesprávneho výsledku, ktorý poskytol " "skript." #: ../../manual/addons/mesh/looptools.rst:69 #: ../../manual/grease_pencil/modifiers/modify/time_offset.rst:42 #: ../../manual/interface/controls/templates/list_view.rst:39 #: ../../manual/modeling/geometry_nodes/curve/primitives/curve_spiral.rst:35 #: ../../manual/modeling/meshes/editing/mesh/sort_elements.rst:39 msgid "Reverse" msgstr "Obrátene" #: ../../manual/addons/mesh/looptools.rst:65 msgid "" "This option should only be used if the script gives a wrong result. It " "reverses the order in which vertices are connected and can fix problems when " "the script gives a result that looks inverted. It's a bit hard to describe, " "but just try it once and you'll immediately understand what it does." msgstr "" "Táto možnosť by sa mala použiť len vtedy, ak skript poskytuje nesprávny " "výsledok. Obráti poradie, v ktorom sú vrcholy pripojené, a môže vyriešiť " "problémy, keď skript dáva výsledok, ktorý vyzerá inverzne. Trochu ťažko sa " "to opisuje, ale stačí to raz vyskúšať a hneď pochopíte, čo to robí." #: ../../manual/addons/mesh/looptools.rst:72 msgid "Creating Holes" msgstr "Vytváranie dier" #: ../../manual/addons/mesh/looptools.rst:74 msgid "" "You can additionally create holes in an object via the Bridge tool. Select " "two or more faces and run the Bridge tool." msgstr "" "Pomocou nástroja Premostiť môžete v objekte dodatočne vytvoriť otvory. " "Vyberte dve alebo viac plôšok a spustite nástroj Premostiť." #: ../../manual/addons/mesh/looptools.rst:79 #: ../../manual/addons/object/carver.rst:65 #: ../../manual/addons/uv/magic_uv.rst:610 #: ../../manual/animation/keyframes/introduction.rst:127 #: ../../manual/editors/dope_sheet/introduction.rst:81 #: ../../manual/modeling/empties.rst:42 #: ../../manual/modeling/geometry_nodes/fields.rst:0 #: ../../manual/modeling/meshes/primitives.rst:65 #: ../../manual/physics/particles/emitter/display.rst:23 msgid "Circle" msgstr "Kruh" #: ../../manual/addons/mesh/looptools.rst:81 msgid "" "There are two correct inputs for the circle tool: selecting a single vertex, " "or selecting a closed or open loop of edges. You can also have the tool " "operate on multiple inputs at the same time and mix the input types." msgstr "" "Existujú dva správne vstupy pre nástroj kruh: výber jedného vrcholu alebo " "výber uzavretej alebo otvorenej slučky hrán. Môžete tiež nechať nástroj " "pracovať s viacerými vstupmi súčasne a typy vstupov miešať." #: ../../manual/addons/mesh/looptools.rst:92 #: ../../manual/addons/uv/magic_uv.rst:490 #: ../../manual/files/blend/rename.rst:89 #: ../../manual/modeling/curves/tools/draw.rst:39 #: ../../manual/modeling/geometry_nodes/curve/operations/fillet_curve.rst:47 #: ../../manual/modeling/geometry_nodes/mesh/uv/uv_unwrap.rst:50 #: ../../manual/render/cycles/render_settings/light_paths.rst:200 #: ../../manual/render/freestyle/view_layer/line_style/strokes.rst:57 msgid "Method" msgstr "Metóda" #: ../../manual/addons/mesh/looptools.rst:88 #: ../../manual/addons/mesh/looptools.rst:146 msgid "Best Fit" msgstr "Najlepšie prispôsobenie" #: ../../manual/addons/mesh/looptools.rst:87 msgid "" "When *Best Fit* is selected a circle is calculated using a nonlinear least " "squares method. This basically means that the circle that is calculated with " "this option best fits the vertices you selected." msgstr "" "Keď je vybratá možnosť *Najlepšie prispôsobenie* (Best Fit), kruh sa " "vypočíta použitím nelineárnej metódy najmenších štvorcov. To v podstate " "znamená, že kružnica vypočítaná touto voľbou najlepšie vyhovuje vybraným " "vrcholom." #: ../../manual/addons/mesh/looptools.rst:92 msgid "Fit Inside" msgstr "Prispôsobiť zvnútra" #: ../../manual/addons/mesh/looptools.rst:91 msgid "" "Selecting *Fit Inside* will calculate the circle in such a way that none of " "the vertices will be moved away from the center of the calculated circle. " "This is useful when you want to retain the topology of the surrounding mesh." msgstr "" "Výberom možnosti *Prispôsobiť zvnútra* sa kružnica vypočíta tak, že žiadny z " "vrcholov sa nebude vzďaľovať od stredu vypočítanej kružnice. To je užitočné, " "keď chcete zachovať topológiu okolitej povrchovej siete." #: ../../manual/addons/mesh/looptools.rst:96 #: ../../manual/addons/mesh/looptools.rst:139 #: ../../manual/editors/graph_editor/fcurves/editing.rst:82 #: ../../manual/sculpt_paint/sculpting/tools/flatten.rst:4 msgid "Flatten" msgstr "Zarovnať" #: ../../manual/addons/mesh/looptools.rst:95 msgid "" "When enabled, the input will be flattened to an optimal plane. This includes " "the center vertex, if the input consisted of a single vertex. When disabled " "the input will be projected onto the existing mesh." msgstr "" "Ak je táto funkcia zapnutá, vstup sa zarovná do optimálnej roviny. To zahŕňa " "aj stredový vrchol, ak vstup pozostáva z jedného vrcholu. Keď je zakázané, " "vstup sa premietne na existujúcu povrchovú sieť." #: ../../manual/addons/mesh/looptools.rst:99 msgid "" "This overrides the radius calculated by the script. Useful if you wish to " "create several circles of the same size, or if you need more precision." msgstr "" "Tým sa prepíše polomer vypočítaný skriptom. Užitočné, ak chcete vytvoriť " "niekoľko kruhov rovnakej veľkosti alebo ak potrebujete väčšiu presnosť." #: ../../manual/addons/mesh/looptools.rst:101 #: ../../manual/addons/mesh/looptools.rst:131 #: ../../manual/addons/mesh/looptools.rst:201 #: ../../manual/animation/armatures/properties/bone_groups.rst:44 #: ../../manual/grease_pencil/modifiers/modify/time_offset.rst:39 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:39 msgid "Regular" msgstr "Bežné" #: ../../manual/addons/mesh/looptools.rst:102 msgid "" "When this option is selected, the vertices on the circle will all have the " "same distance between each other." msgstr "" "Keď je vybraná táto možnosť, všetky vrcholy na kružnici budú mať medzi sebou " "rovnakú vzdialenosť." #: ../../manual/addons/mesh/looptools.rst:106 #: ../../manual/addons/mesh/looptools.rst:136 #: ../../manual/addons/mesh/looptools.rst:157 #: ../../manual/addons/mesh/looptools.rst:218 #: ../../manual/animation/constraints/interface/common.rst:143 #: ../../manual/animation/constraints/motion_tracking/camera_solver.rst:38 #: ../../manual/animation/constraints/motion_tracking/follow_track.rst:45 #: ../../manual/animation/constraints/motion_tracking/object_solver.rst:56 #: ../../manual/animation/constraints/relationship/action.rst:92 #: ../../manual/animation/constraints/relationship/armature.rst:59 #: ../../manual/animation/constraints/relationship/child_of.rst:63 #: ../../manual/animation/constraints/relationship/floor.rst:55 #: ../../manual/animation/constraints/relationship/follow_path.rst:114 #: ../../manual/animation/constraints/relationship/pivot.rst:41 #: ../../manual/animation/constraints/relationship/shrinkwrap.rst:37 #: ../../manual/animation/constraints/tracking/clamp_to.rst:77 #: ../../manual/animation/constraints/tracking/damped_track.rst:46 #: ../../manual/animation/constraints/tracking/ik_solver.rst:63 #: ../../manual/animation/constraints/tracking/locked_track.rst:71 #: ../../manual/animation/constraints/tracking/spline_ik.rst:48 #: ../../manual/animation/constraints/tracking/stretch_to.rst:77 #: ../../manual/animation/constraints/tracking/track_to.rst:60 #: ../../manual/animation/constraints/transform/copy_location.rst:45 #: ../../manual/animation/constraints/transform/copy_rotation.rst:57 #: ../../manual/animation/constraints/transform/copy_scale.rst:53 #: ../../manual/animation/constraints/transform/copy_transforms.rst:66 #: ../../manual/animation/constraints/transform/limit_distance.rst:63 #: ../../manual/animation/constraints/transform/limit_location.rst:67 #: ../../manual/animation/constraints/transform/limit_rotation.rst:72 #: ../../manual/animation/constraints/transform/limit_scale.rst:74 #: ../../manual/animation/constraints/transform/maintain_volume.rst:50 #: ../../manual/animation/constraints/transform/transform_cache.rst:71 #: ../../manual/animation/constraints/transform/transformation.rst:61 #: ../../manual/editors/3dview/controls/proportional_editing.rst:42 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:72 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:116 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:156 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:194 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:248 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:274 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:305 #: ../../manual/editors/nla/sidebar.rst:83 #: ../../manual/grease_pencil/modifiers/color/hue_saturation.rst:36 #: ../../manual/grease_pencil/modifiers/color/opacity.rst:44 #: ../../manual/grease_pencil/modifiers/color/tint.rst:48 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:56 #: ../../manual/grease_pencil/modifiers/deform/lattice.rst:42 #: ../../manual/grease_pencil/modifiers/deform/noise.rst:62 #: ../../manual/grease_pencil/modifiers/deform/offset.rst:66 #: ../../manual/grease_pencil/modifiers/deform/shrinkwrap.rst:75 #: ../../manual/grease_pencil/modifiers/deform/smooth.rst:46 #: ../../manual/grease_pencil/modifiers/deform/thickness.rst:30 #: ../../manual/grease_pencil/modifiers/generate/array.rst:87 #: ../../manual/grease_pencil/modifiers/generate/mirror.rst:41 #: ../../manual/grease_pencil/modifiers/generate/multiple_strokes.rst:45 #: ../../manual/grease_pencil/modifiers/generate/simplify.rst:57 #: ../../manual/grease_pencil/modifiers/generate/subdivide.rst:32 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:59 #: ../../manual/grease_pencil/modifiers/modify/time_offset.rst:81 #: ../../manual/grease_pencil/modifiers/modify/weight_angle.rst:48 #: ../../manual/grease_pencil/modifiers/modify/weight_proximity.rst:52 #: ../../manual/modeling/modifiers/modify/mesh_cache.rst:37 #: ../../manual/modeling/modifiers/modify/weight_edit.rst:80 #: ../../manual/modeling/modifiers/modify/weight_mix.rst:81 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:95 #: ../../manual/movie_clip/tracking/clip/sidebar/stabilization/panel.rst:80 #: ../../manual/render/cycles/baking.rst:88 #: ../../manual/render/eevee/light_probes/irradiance_volumes.rst:107 #: ../../manual/render/eevee/light_probes/reflection_cubemaps.rst:88 #: ../../manual/render/eevee/light_probes/reflection_planes.rst:82 #: ../../manual/render/freestyle/view_layer/line_style/alpha.rst:31 #: ../../manual/render/freestyle/view_layer/line_style/color.rst:31 #: ../../manual/render/freestyle/view_layer/line_style/thickness.rst:49 msgid "Influence" msgstr "Vplyv" #: ../../manual/addons/mesh/looptools.rst:104 msgid "" "The force of the tool. Zero percent influence means no changes will be made " "to the mesh. 100% influence means that the input will be fully transformed " "into a circle." msgstr "" "Sila nástroja. Nulový percentuálny vplyv znamená, že sa na povrchovej sieti " "nevykonajú žiadne zmeny. 100 percentný vplyv znamená, že vstup bude úplne " "transformovaný na kružnicu." #: ../../manual/addons/mesh/looptools.rst:111 msgid "" "There are two valid input methods for the curve tool. The first is to select " "two or more vertices on the same loop. You can do this for multiple loops " "simultaneously to save time." msgstr "" "Pre nástroj krivky existujú dve platné metódy zadávania. Prvým je výber " "dvoch alebo viacerých vrcholov na tej istej slučke. Môžete to urobiť pre " "viacero slučiek súčasne, aby ste ušetrili čas." #: ../../manual/addons/mesh/looptools.rst:115 msgid "" "The second method is to select one or more entire loops. If a full loop is " "selected, the curve tool won't operate on that loop, but on all loops " "perpendicular to it and use the vertices on the selected loop(s) as control " "points." msgstr "" "Druhým spôsobom je výber jednej alebo viacerých celých slučiek. Ak je " "vybraná celá slučka, nástroj krivky nebude pracovať s touto slučkou, ale so " "všetkými slučkami na ňu kolmými a ako riadiace body použije vrcholy vybranej " "slučky (slučiek)." #: ../../manual/addons/mesh/looptools.rst:120 msgid "" "Cubic gives a smooth curve, calculated using a natural cubic spline " "algorithm. Linear calculates straight lines through the control points." msgstr "" "Kubická poskytuje hladkú krivku vypočítanú použitím prirodzeného algoritmu " "kubickej drážky. Lineárna vypočítava priame čiary prechádzajúce riadiacimi " "bodmi." #: ../../manual/addons/mesh/looptools.rst:124 msgid "Restriction" msgstr "Obmedzenie" #: ../../manual/addons/mesh/looptools.rst:123 msgid "" "This restricts the movement of the vertices to only one direction. Indent " "only allows movement toward the mesh, while extrude only allows movement " "away from the mesh (in the direction of the normal)." msgstr "" "Tým sa pohyb vrcholov obmedzí len na jeden smer. Vtlačiť (Indent) umožňuje " "len pohyb smerom k povrchovej sieti, zatiaľ čo Vysunúť (extrude) umožňuje " "len pohyb smerom od povrchovej siete (v smere normálu)." #: ../../manual/addons/mesh/looptools.rst:127 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:294 #: ../../manual/modeling/meshes/selecting/all_by_trait.rst:23 msgid "Boundaries" msgstr "Okraje" #: ../../manual/addons/mesh/looptools.rst:127 msgid "" "If enabled, the curve won't stretch beyond the input vertices. This limits " "the tool to only a subsection of the mesh." msgstr "" "Ak je povolené, krivka sa neroztiahne za vstupné vrcholy. Tým sa nástroj " "obmedzí len na čiastkový úsek povrchovej siete." #: ../../manual/addons/mesh/looptools.rst:130 msgid "" "This will evenly distribute the vertices along the curve. Sometimes this can " "create weird results, as an even distribution isn't always possible (since " "the selected input vertices aren't moved). If that is the case, simply " "uncheck this checkbox." msgstr "" "Tým sa vrcholy rovnomerne rozložia pozdĺž krivky. Niekedy to môže viesť k " "zvláštnym výsledkom, pretože nie vždy je možné dosiahnuť rovnomerné " "rozloženie (keďže vybrané vstupné vrcholy nie sú posunuté). V takom prípade " "jednoducho zrušte zaškrtnutie tohto políčka." #: ../../manual/addons/mesh/looptools.rst:134 #: ../../manual/addons/mesh/looptools.rst:217 msgid "" "The force of the tool. Zero percent influence means no changes will be made " "to the mesh. 100% influence means the tool will have the maximum effect." msgstr "" "Sila nástroja. Nulový percentuálny vplyv znamená, že sa na povrchovej sieti " "nevykonajú žiadne zmeny. 100% vplyv znamená, že nástroj bude mať maximálny " "účinok." #: ../../manual/addons/mesh/looptools.rst:141 msgid "Any selection is considered acceptable input for the flatten tool." msgstr "" "Za prijateľný vstup pre nástroj zarovnania sa považuje akýkoľvek výber." #: ../../manual/addons/mesh/looptools.rst:152 #: ../../manual/compositing/types/distort/corner_pin.rst:40 #: ../../manual/compositing/types/distort/plane_track_deform.rst:69 #: ../../manual/modeling/curves/tools/draw.rst:80 #: ../../manual/modeling/meshes/primitives.rst:44 #: ../../manual/modeling/metas/primitives.rst:29 #: ../../manual/movie_clip/tracking/clip/marker.rst:39 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/render/output/properties/stereoscopy/usage.rst:247 #: ../../manual/sculpt_paint/brush/brush_settings.rst:216 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:111 msgid "Plane" msgstr "Rovina" #: ../../manual/addons/mesh/looptools.rst:144 msgid "The method used to calculate the plane on which the input is flattened." msgstr "Metóda použitá na výpočet roviny, na ktorej je vstup sploštený." #: ../../manual/addons/mesh/looptools.rst:147 msgid "" "Calculates a plane so that on average the vertices will have to be moved the " "least to be flattened." msgstr "" "Vypočíta rovinu tak, aby sa vrcholy museli v priemere najmenej posúvať, aby " "sa zarovnali." #: ../../manual/addons/mesh/looptools.rst:149 msgid "" "Is identical to scaling the input to zero on local Z when the orientation is " "set to normal (so :kbd:`G Z Z 0`). It's mainly included for making an easy " "comparison between the flatten methods." msgstr "" "Je totožný so zmenou mierky vstupu na nulu v lokálnej osi Z, keď je " "orientácia nastavená na normál (takže :kbd:`G Z Z 0`). Je zahrnutá hlavne " "kvôli jednoduchému porovnaniu medzi metódami sploštenia." #: ../../manual/addons/mesh/looptools.rst:152 msgid "" "Flattens the input on a plane perpendicular to the viewport angle. So when " "you run the tool, it will appear nothing has changed, but when you rotate " "the viewport, you'll see what has happened." msgstr "" "Zarovná vstup na rovinu kolmú na uhol záberu. Takže keď spustíte nástroj, " "bude sa zdať, že sa nič nezmenilo, ale keď otočíte záber, uvidíte, čo sa " "stalo." #: ../../manual/addons/mesh/looptools.rst:155 msgid "" "The force of the tool. Zero percent influence means no changes will be made " "to the mesh. 100% influence means the input will be fully flattened." msgstr "" "Sila nástroja. Nulový percentuálny vplyv znamená, že sa na povrchovej sieti " "nevykonajú žiadne zmeny. 100% vplyv znamená, že vstup bude úplne sploštený." #: ../../manual/addons/mesh/looptools.rst:162 msgid "" "For loft you can use the same input method as for *Bridge*: selecting groups " "of faces, or selecting (closed) loops. You can mix input methods. Contrary " "to Bridge, you can select more than two input groups, and have them bridged " "consecutively." msgstr "" "Pre povalu môžete použiť rovnakú metódu zadávania ako pre *Premostiť*: výber " "skupín plôch alebo výber (uzavretých) slučiek. Metódy zadávania môžete " "kombinovať. Na rozdiel od funkcie Premostiť môžete vybrať viac ako dve " "vstupné skupiny a nechať ich premostiť za sebou." #: ../../manual/addons/mesh/looptools.rst:166 msgid "" "Loft shares its settings with the Bridge tool, so changing a setting for one " "of the tools, will also change it for the other tool. For a full discussion " "of all the settings take a look at the Bridge settings. Below you'll find " "some specific information for the loft tool." msgstr "" "Zavesiť zdieľa svoje nastavenia s nástrojom Premostiť, takže zmena " "nastavenia jedného z nástrojov sa zmení aj pre druhý nástroj. Úplný popis " "všetkých nastavení nájdete v časti Nastavenia nástroja Premostiť. Nižšie " "nájdete niektoré špecifické informácie pre nástroj Zavesiť." #: ../../manual/addons/mesh/looptools.rst:171 msgid "" "This is identical to the *Segments* setting of the Bridge tool, but setting " "it to automatic (segments = 0) has an advantage for the loft tool. When " "letting the script determine the number of segments needed, it might create " "different numbers of segments between different loops." msgstr "" "Toto nastavenie je totožné s nastavením *Segmenty* nástroja Premostiť, ale " "jeho nastavenie na automatické (segmenty = 0) má pre nástroj Zavesiť výhodu. " "Keď necháte skript určiť potrebný počet segmentov, môže sa stať, že medzi " "rôznymi slučkami vytvorí rôzny počet segmentov." #: ../../manual/addons/mesh/looptools.rst:176 msgid "Connects the first and the last loop to each other." msgstr "Spája prvú a poslednú slučku navzájom." #: ../../manual/addons/mesh/looptools.rst:182 msgid "The input of the relax tool consists of a single (partial) loop." msgstr "Vstup nástroja uvoľnenie pozostáva z jednej (čiastočnej) slučky." #: ../../manual/addons/mesh/looptools.rst:185 msgid "" "Determines how the final position of the vertices is calculated. Cubic uses " "a natural cubic spline to project the vertices on, linear projects the " "vertices on straight lines." msgstr "" "Určuje spôsob výpočtu finálnej pozície vrcholov. Funkcia Kubická používa na " "premietanie vrcholov prirodzenú kubickú drážku, funkcia Lineárna premieta " "vrcholy na priamky." #: ../../manual/addons/mesh/looptools.rst:188 msgid "" "A word of caution: when you use the relax tool on a closed loop (a loop " "where all vertices are connected to two other vertices in the same loop) you " "can better use cubic interpolation instead of the linear. If you use linear " "interpolation, the volume of the loop will quickly diminish." msgstr "" "Upozornenie: keď používate nástroj Uvoľniť na uzavretej slučke (slučka, v " "ktorej sú všetky vrcholy spojené s dvoma inými vrcholmi v tej istej slučke), " "môžete namiesto lineárnej interpolácie radšej použiť kubickú. Ak použijete " "lineárnu interpoláciu, objem slučky sa rýchlo zmenší." #: ../../manual/addons/mesh/looptools.rst:195 #: ../../manual/addons/mesh/looptools.rst:214 #: ../../manual/compositing/types/converter/separate_xyz.rst:16 #: ../../manual/editors/preferences/input.rst:5 #: ../../manual/getting_started/configuration/introduction.rst:21 #: ../../manual/interface/controls/nodes/reroute.rst:21 #: ../../manual/modeling/geometry_nodes/curve/operations/sample_curve.rst:32 #: ../../manual/modeling/geometry_nodes/utilities/vector/separate_xyz.rst:15 #: ../../manual/render/shader_nodes/converter/separate_xyz.rst:16 #: ../../manual/render/shader_nodes/input/index.rst:4 #: ../../manual/video_editing/edit/montage/strips/scene.rst:59 msgid "Input" msgstr "Vstup" #: ../../manual/addons/mesh/looptools.rst:194 #: ../../manual/addons/mesh/looptools.rst:213 msgid "" "When set to *Selection* the tool will only operate on the selected vertices." msgstr "" "Ak je nastavené na *Výber*, nástroj bude pracovať iba s vybranými vrcholmi." #: ../../manual/addons/mesh/looptools.rst:195 #: ../../manual/addons/mesh/looptools.rst:214 msgid "Parallel (all)" msgstr "Paralelné (všetky)" #: ../../manual/addons/mesh/looptools.rst:196 #: ../../manual/addons/mesh/looptools.rst:215 msgid "" "Setting it to *Parallel (all)*, will also include the vertices of all " "parallel loops." msgstr "" "Nastavením na *Paralelné (všetky)* sa zahrnú aj vrcholy všetkých paralelných " "slučiek." #: ../../manual/addons/mesh/looptools.rst:197 #: ../../manual/addons/mesh/tissue.rst:201 #: ../../manual/animation/armatures/posing/bone_constraints/inverse_kinematics/introduction.rst:80 #: ../../manual/animation/constraints/tracking/ik_solver.rst:40 #: ../../manual/compositing/types/filter/bilateral_blur.rst:38 #: ../../manual/compositing/types/filter/directional_blur.rst:26 #: ../../manual/compositing/types/filter/glare.rst:62 #: ../../manual/grease_pencil/animation/interpolation.rst:44 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:120 #: ../../manual/grease_pencil/modifiers/generate/simplify.rst:29 #: ../../manual/modeling/geometry_nodes/attribute/blur_attribute.rst:48 #: ../../manual/modeling/meshes/editing/edge/unsubdivide.rst:20 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:77 #: ../../manual/modeling/meshes/uv/editing.rst:350 #: ../../manual/modeling/modifiers/generate/decimate.rst:86 #: ../../manual/modeling/modifiers/generate/screw.rst:35 #: ../../manual/physics/rigid_body/constraints/introduction.rst:111 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:130 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:73 #: ../../manual/sculpt_paint/weight_paint/editing.rst:311 msgid "Iterations" msgstr "Opakovania" #: ../../manual/addons/mesh/looptools.rst:198 msgid "" "The number of times the tool is run. A higher number gives a smoother result." msgstr "Počet spustení nástroja. Vyššie číslo poskytuje plynulejší výsledok." #: ../../manual/addons/mesh/looptools.rst:200 msgid "" "If this option is selected, the vertices will be distributed evenly along " "the loop." msgstr "" "Ak je táto možnosť vybratá, vrcholy budú rovnomerne rozložené pozdĺž slučky." #: ../../manual/addons/mesh/looptools.rst:204 #: ../../manual/advanced/limits.rst:15 #: ../../manual/animation/constraints/interface/common.rst:44 #: ../../manual/animation/constraints/relationship/shrinkwrap.rst:67 #: ../../manual/animation/drivers/drivers_panel.rst:160 #: ../../manual/compositing/types/distort/scale.rst:47 #: ../../manual/grease_pencil/modifiers/modify/weight_angle.rst:38 #: ../../manual/modeling/curves/editing/transform_panel.rst:25 #: ../../manual/modeling/geometry_nodes/utilities/rotation/rotate_euler.rst:43 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:51 #: ../../manual/modeling/modifiers/deform/displace.rst:49 #: ../../manual/modeling/surfaces/editing/transform_panel.rst:23 #: ../../manual/modeling/volumes/properties.rst:143 #: ../../manual/render/cycles/baking.rst:166 #: ../../manual/render/shader_nodes/textures/point_density.rst:42 #: ../../manual/render/shader_nodes/vector/displacement.rst:49 #: ../../manual/render/shader_nodes/vector/normal_map.rst:38 #: ../../manual/render/shader_nodes/vector/vector_displacement.rst:52 #: ../../manual/sculpt_paint/brush/stroke.rst:0 msgid "Space" msgstr "Priestor" #: ../../manual/addons/mesh/looptools.rst:206 msgid "The input of the space tool consists of a single (partial) loop." msgstr "Vstup priestorového nástroja pozostáva z jednej (čiastočnej) slučky." #: ../../manual/addons/mesh/looptools.rst:209 msgid "" "Cubic distributes the vertices along a natural cubic spline through, while " "linear projects the vertices on the already existing edges." msgstr "" "Kubická rozdeľuje vrcholy pozdĺž prirodzeného kubickej drážky, zatiaľ čo " "lineárna premieta vrcholy na už existujúce hrany." #: ../../manual/addons/mesh/looptools.rst:222 msgid "" "For an illustrated explanation of all the tool settings visit the `script " "home page `__." msgstr "" "Názorné vysvetlenie všetkých nastavení nástroja nájdete na `domovskej " "stránke `__ skriptu ." #: ../../manual/addons/mesh/looptools.rst:225 msgid "" "Please see the `old Wiki `__ for the archived original " "docs." msgstr "" "Pozrite si, prosím, `starú Wiki `__ pre archivované pôvodné " "dokumenty." #: ../../manual/addons/mesh/looptools.rst:236 msgid "mesh_looptools.py" msgstr "mesh_looptools.py" #: ../../manual/addons/mesh/looptools.rst:237 msgid "Bart Crouch" msgstr "Bart Crouch" #: ../../manual/addons/mesh/snap_utilities_line.rst:4 msgid "Snap Utilities Line" msgstr ":abbr:`Snap Utilities Line (Funkčnosti prichytenia čiary)`" #: ../../manual/addons/mesh/snap_utilities_line.rst:11 msgid "Click Mesh then Snap Utilities Line to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> Snap " "utilities`." #: ../../manual/addons/mesh/snap_utilities_line.rst:15 msgid "Make Line" msgstr "Vytvoriť čiaru" #: ../../manual/addons/mesh/snap_utilities_line.rst:17 msgid "" "Creates edges and operationally faces by snapping to mesh elements. When " "moving the cursor close to a face, edge or vertex, the cursor is snapped to " "the highlighted element. It can also be snapped to center or perpendicular " "of an edge. After selecting the first point you can specify the length of " "the line by typing a value and confirming with :kbd:`Return`." msgstr "" "Vytvorí hrany a operatívne plochy prichytením k prvkom povrchovej siete. Keď " "sa kurzor priblíži k plôške, hrane alebo vrcholu, kurzor sa prichytí k " "zvýraznenému prvku. Môže sa tiež prichytiť na stred alebo kolmicu hrany. Po " "výbere prvého bodu môžete určiť dĺžku čiary zadaním hodnoty a potvrdením " "klávesou :kbd:`Enter`." #: ../../manual/addons/mesh/snap_utilities_line.rst:26 msgid ":menuselection:`Toolbar --> Make Line`" msgstr ":menuselection:`Panel nástrojov --> Vytvoriť čiaru`" #: ../../manual/addons/mesh/snap_utilities_line.rst:30 #: ../../manual/editors/3dview/controls/index.rst:5 #: ../../manual/editors/3dview/controls/proportional_editing.rst:33 #: ../../manual/editors/graph_editor/channels.rst:31 #: ../../manual/editors/video_sequencer/preview/controls/index.rst:4 #: ../../manual/interface/controls/templates/color_ramp.rst:18 #: ../../manual/interface/controls/templates/curve.rst:33 #: ../../manual/interface/window_system/workspaces.rst:22 #: ../../manual/modeling/meshes/editing/mesh/bisect.rst:31 #: ../../manual/modeling/meshes/editing/mesh/knife_topology_tool.rst:75 #: ../../manual/modeling/meshes/tools/poly_build.rst:25 #: ../../manual/movie_clip/masking/introduction.rst:56 #: ../../manual/scene_layout/scene/introduction.rst:16 #: ../../manual/sculpt_paint/sculpting/controls.rst:4 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:121 #: ../../manual/sculpt_paint/sculpting/tools/line_mask.rst:29 #: ../../manual/sculpt_paint/sculpting/tools/line_project.rst:36 msgid "Controls" msgstr "Ovládacie prvky" #: ../../manual/addons/mesh/snap_utilities_line.rst:33 msgid "**Axis Constrain** :kbd:`X`, :kbd:`Y`, :kbd:`Z`" msgstr "**Vynútiť osi** :kbd:`X`, :kbd:`Y`, :kbd:`Z'`" #: ../../manual/addons/mesh/snap_utilities_line.rst:33 msgid "Constraint the cursor movement on the X, Y, or Z axis." msgstr "Vynúti pohyb kurzora na osi X, Y alebo Z." #: ../../manual/addons/mesh/snap_utilities_line.rst:40 msgid "**Edge Constrain** :kbd:`Shift`" msgstr "**Vynútiť hrany** :kbd:`Shift`" #: ../../manual/addons/mesh/snap_utilities_line.rst:36 msgid "Constraint the cursor movement towards an edge." msgstr "Vynúti pohyb kurzora smerom k hrane." #: ../../manual/addons/mesh/snap_utilities_line.rst:38 msgid "For the constrain work, you need to have your cursor over an edge." msgstr "Pre prácu s vynútením, musíte mať kurzor nad hranou." #: ../../manual/addons/mesh/snap_utilities_line.rst:40 msgid "This is useful for creating parallel lines." msgstr "To je užitočné pri vytváraní paralelných línií." #: ../../manual/addons/mesh/snap_utilities_line.rst:43 msgid "**Confirm Input** :kbd:`Return`" msgstr "**Potvrdiť vstup** :kbd:`Enter`" #: ../../manual/addons/mesh/snap_utilities_line.rst:43 msgid "Confirms the numerical value written in the header for the line length." msgstr "Potvrdí číselnú hodnotu dĺžky čiary zapísanú v záhlaví." #: ../../manual/addons/mesh/snap_utilities_line.rst:46 msgid "**Cut Line** :kbd:`LMB`" msgstr "**Čiara strihu** :kbd:`ĽTM`" #: ../../manual/addons/mesh/snap_utilities_line.rst:46 msgid "Starts the lines drawing." msgstr "Spustí kreslenie čiar." #: ../../manual/addons/mesh/snap_utilities_line.rst:51 msgid "**Confirm** :kbd:`RMB`" msgstr "**Potvrdiť** :kbd:`PTM`" #: ../../manual/addons/mesh/snap_utilities_line.rst:49 msgid "Single click stops the lines drawing." msgstr "Jedným kliknutím kreslenie čiar zastavíte." #: ../../manual/addons/mesh/snap_utilities_line.rst:51 msgid "Double-clicks completes the tool's execution." msgstr "Dvojklik dokončí vykonávanie nástroja." #: ../../manual/addons/mesh/snap_utilities_line.rst:55 msgid "**Cancel** :kbd:`Esc`" msgstr "**Zrušiť** :kbd:`Esc`" #: ../../manual/addons/mesh/snap_utilities_line.rst:54 msgid "Cancel the operation." msgstr "Zrušiť operáciu." #: ../../manual/addons/mesh/snap_utilities_line.rst:58 #: ../../manual/addons/render/render_freestyle_svg.rst:36 #: ../../manual/animation/armatures/bones/properties/bendy_bones.rst:99 #: ../../manual/animation/armatures/bones/tools/tool_settings.rst:7 #: ../../manual/animation/constraints/motion_tracking/camera_solver.rst:22 #: ../../manual/animation/constraints/motion_tracking/follow_track.rst:13 #: ../../manual/animation/constraints/motion_tracking/object_solver.rst:28 #: ../../manual/animation/constraints/relationship/action.rst:34 #: ../../manual/animation/constraints/relationship/armature.rst:21 #: ../../manual/animation/constraints/relationship/child_of.rst:30 #: ../../manual/animation/constraints/relationship/floor.rst:18 #: ../../manual/animation/constraints/relationship/follow_path.rst:74 #: ../../manual/animation/constraints/relationship/pivot.rst:14 #: ../../manual/animation/constraints/relationship/shrinkwrap.rst:20 #: ../../manual/animation/constraints/tracking/clamp_to.rst:46 #: ../../manual/animation/constraints/tracking/damped_track.rst:25 #: ../../manual/animation/constraints/tracking/ik_solver.rst:26 #: ../../manual/animation/constraints/tracking/locked_track.rst:46 #: ../../manual/animation/constraints/tracking/spline_ik.rst:35 #: ../../manual/animation/constraints/tracking/stretch_to.rst:26 #: ../../manual/animation/constraints/tracking/track_to.rst:31 #: ../../manual/animation/constraints/transform/copy_location.rst:18 #: ../../manual/animation/constraints/transform/copy_rotation.rst:12 #: ../../manual/animation/constraints/transform/copy_scale.rst:20 #: ../../manual/animation/constraints/transform/copy_transforms.rst:12 #: ../../manual/animation/constraints/transform/limit_distance.rst:24 #: ../../manual/animation/constraints/transform/limit_location.rst:34 #: ../../manual/animation/constraints/transform/limit_rotation.rst:35 #: ../../manual/animation/constraints/transform/limit_scale.rst:42 #: ../../manual/animation/constraints/transform/maintain_volume.rst:18 #: ../../manual/animation/constraints/transform/transform_cache.rst:20 #: ../../manual/animation/constraints/transform/transformation.rst:22 #: ../../manual/animation/motion_paths.rst:50 #: ../../manual/compositing/sidebar.rst:44 #: ../../manual/editors/3dview/controls/proportional_editing.rst:130 #: ../../manual/editors/3dview/display/shading.rst:66 #: ../../manual/editors/3dview/display/shading.rst:136 #: ../../manual/editors/3dview/navigate/projections.rst:39 #: ../../manual/editors/3dview/navigate/views.rst:37 #: ../../manual/editors/properties_editor.rst:143 #: ../../manual/editors/shader_editor.rst:37 #: ../../manual/files/blend/open_save.rst:41 #: ../../manual/files/blend/open_save.rst:150 #: ../../manual/files/blend/packed_data.rst:76 #: ../../manual/files/blend/packed_data.rst:100 #: ../../manual/files/import_export/grease_pencil_svg.rst:16 #: ../../manual/files/import_export/grease_pencil_svg.rst:29 #: ../../manual/files/import_export/obj.rst:162 #: ../../manual/files/linked_libraries/link_append.rst:39 #: ../../manual/files/linked_libraries/link_append.rst:86 #: ../../manual/files/linked_libraries/link_append.rst:151 #: ../../manual/grease_pencil/modes/object/convert_to_geometry.rst:20 #: ../../manual/grease_pencil/modes/object/trace_image.rst:26 #: ../../manual/grease_pencil/modifiers/color/hue_saturation.rst:12 #: ../../manual/grease_pencil/modifiers/color/opacity.rst:15 #: ../../manual/grease_pencil/modifiers/color/tint.rst:12 #: ../../manual/grease_pencil/modifiers/deform/armature.rst:25 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:22 #: ../../manual/grease_pencil/modifiers/deform/lattice.rst:24 #: ../../manual/grease_pencil/modifiers/deform/noise.rst:16 #: ../../manual/grease_pencil/modifiers/deform/offset.rst:13 #: ../../manual/grease_pencil/modifiers/deform/shrinkwrap.rst:22 #: ../../manual/grease_pencil/modifiers/deform/smooth.rst:14 #: ../../manual/grease_pencil/modifiers/deform/thickness.rst:12 #: ../../manual/grease_pencil/modifiers/generate/array.rst:23 #: ../../manual/grease_pencil/modifiers/generate/build.rst:18 #: ../../manual/grease_pencil/modifiers/generate/dash.rst:12 #: ../../manual/grease_pencil/modifiers/generate/envelope.rst:13 #: ../../manual/grease_pencil/modifiers/generate/length.rst:12 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:19 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:145 #: ../../manual/grease_pencil/modifiers/generate/mirror.rst:18 #: ../../manual/grease_pencil/modifiers/generate/multiple_strokes.rst:12 #: ../../manual/grease_pencil/modifiers/generate/outline.rst:12 #: ../../manual/grease_pencil/modifiers/generate/simplify.rst:15 #: ../../manual/grease_pencil/modifiers/generate/subdivide.rst:13 #: ../../manual/grease_pencil/modifiers/modify/texture_mapping.rst:12 #: ../../manual/grease_pencil/modifiers/modify/time_offset.rst:30 #: ../../manual/grease_pencil/modifiers/modify/weight_angle.rst:16 #: ../../manual/grease_pencil/modifiers/modify/weight_proximity.rst:22 #: ../../manual/grease_pencil/properties/onion_skinning.rst:20 #: ../../manual/grease_pencil/visual_effects/blur.rst:12 #: ../../manual/grease_pencil/visual_effects/colorize.rst:12 #: ../../manual/grease_pencil/visual_effects/flip.rst:12 #: ../../manual/grease_pencil/visual_effects/glow.rst:12 #: ../../manual/grease_pencil/visual_effects/pixelate.rst:12 #: ../../manual/grease_pencil/visual_effects/rim.rst:17 #: ../../manual/grease_pencil/visual_effects/shadow.rst:15 #: ../../manual/grease_pencil/visual_effects/swirl.rst:13 #: ../../manual/grease_pencil/visual_effects/wave_distortion.rst:12 #: ../../manual/modeling/curves/tools/draw.rst:83 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:73 #: ../../manual/modeling/meshes/editing/edge/loopcut_slide.rst:54 #: ../../manual/modeling/meshes/editing/edge/screw.rst:121 #: ../../manual/modeling/meshes/editing/edge/subdivide.rst:42 #: ../../manual/modeling/meshes/editing/edge/subdivide_edge_ring.rst:16 #: ../../manual/modeling/meshes/editing/face/inset_faces.rst:37 #: ../../manual/modeling/meshes/editing/mesh/knife_project.rst:43 #: ../../manual/modeling/meshes/editing/uv.rst:57 #: ../../manual/modeling/meshes/editing/uv.rst:122 #: ../../manual/modeling/meshes/editing/uv.rst:164 #: ../../manual/modeling/meshes/editing/uv.rst:204 #: ../../manual/modeling/meshes/editing/uv.rst:240 #: ../../manual/modeling/meshes/editing/uv.rst:281 #: ../../manual/modeling/meshes/editing/uv.rst:336 #: ../../manual/modeling/meshes/editing/uv.rst:376 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:33 #: ../../manual/modeling/meshes/tools/loop.rst:60 #: ../../manual/modeling/meshes/tools/spin.rst:35 #: ../../manual/modeling/meshes/tools/tool_settings.rst:7 #: ../../manual/modeling/meshes/uv/tools/grab.rst:61 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:62 #: ../../manual/modeling/meshes/uv/tools/relax.rst:90 #: ../../manual/modeling/metas/primitives.rst:22 #: ../../manual/modeling/modifiers/deform/armature.rst:20 #: ../../manual/modeling/modifiers/deform/cast.rst:28 #: ../../manual/modeling/modifiers/deform/corrective_smooth.rst:24 #: ../../manual/modeling/modifiers/deform/curve.rst:35 #: ../../manual/modeling/modifiers/deform/displace.rst:17 #: ../../manual/modeling/modifiers/deform/hooks.rst:22 #: ../../manual/modeling/modifiers/deform/laplacian_deform.rst:25 #: ../../manual/modeling/modifiers/deform/laplacian_smooth.rst:26 #: ../../manual/modeling/modifiers/deform/lattice.rst:20 #: ../../manual/modeling/modifiers/deform/mesh_deform.rst:18 #: ../../manual/modeling/modifiers/deform/shrinkwrap.rst:20 #: ../../manual/modeling/modifiers/deform/simple_deform.rst:30 #: ../../manual/modeling/modifiers/deform/smooth.rst:18 #: ../../manual/modeling/modifiers/deform/surface_deform.rst:16 #: ../../manual/modeling/modifiers/deform/volume_displace.rst:13 #: ../../manual/modeling/modifiers/deform/warp.rst:24 #: ../../manual/modeling/modifiers/deform/wave.rst:32 #: ../../manual/modeling/modifiers/generate/array.rst:21 #: ../../manual/modeling/modifiers/generate/bevel.rst:39 #: ../../manual/modeling/modifiers/generate/booleans.rst:35 #: ../../manual/modeling/modifiers/generate/build.rst:15 #: ../../manual/modeling/modifiers/generate/decimate.rst:25 #: ../../manual/modeling/modifiers/generate/edge_split.rst:36 #: ../../manual/modeling/modifiers/generate/geometry_nodes.rst:18 #: ../../manual/modeling/modifiers/generate/mask.rst:12 #: ../../manual/modeling/modifiers/generate/mesh_to_volume.rst:20 #: ../../manual/modeling/modifiers/generate/mirror.rst:13 #: ../../manual/modeling/modifiers/generate/multiresolution.rst:29 #: ../../manual/modeling/modifiers/generate/remesh.rst:13 #: ../../manual/modeling/modifiers/generate/screw.rst:20 #: ../../manual/modeling/modifiers/generate/skin.rst:21 #: ../../manual/modeling/modifiers/generate/solidify.rst:12 #: ../../manual/modeling/modifiers/generate/subdivision_surface.rst:37 #: ../../manual/modeling/modifiers/generate/triangulate.rst:25 #: ../../manual/modeling/modifiers/generate/volume_to_mesh.rst:19 #: ../../manual/modeling/modifiers/generate/weld.rst:13 #: ../../manual/modeling/modifiers/generate/wireframe.rst:16 #: ../../manual/modeling/modifiers/modify/data_transfer.rst:27 #: ../../manual/modeling/modifiers/modify/mesh_cache.rst:22 #: ../../manual/modeling/modifiers/modify/mesh_sequence_cache.rst:24 #: ../../manual/modeling/modifiers/modify/normal_edit.rst:19 #: ../../manual/modeling/modifiers/modify/uv_project.rst:23 #: ../../manual/modeling/modifiers/modify/uv_warp.rst:15 #: ../../manual/modeling/modifiers/modify/weight_edit.rst:31 #: ../../manual/modeling/modifiers/modify/weight_mix.rst:24 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:25 #: ../../manual/modeling/modifiers/modify/weighted_normal.rst:20 #: ../../manual/modeling/modifiers/physics/cloth.rst:13 #: ../../manual/modeling/modifiers/physics/collision.rst:12 #: ../../manual/modeling/modifiers/physics/dynamic_paint.rst:11 #: ../../manual/modeling/modifiers/physics/explode.rst:35 #: ../../manual/modeling/modifiers/physics/fluid.rst:13 #: ../../manual/modeling/modifiers/physics/ocean.rst:17 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:23 #: ../../manual/modeling/modifiers/physics/particle_system.rst:17 #: ../../manual/modeling/modifiers/physics/soft_body.rst:11 #: ../../manual/movie_clip/tracking/clip/sidebar/stabilization/panel.rst:32 #: ../../manual/physics/baking.rst:32 ../../manual/physics/collision.rst:34 #: ../../manual/physics/forces/force_fields/types/curve_guide.rst:42 #: ../../manual/physics/forces/force_fields/types/drag.rst:16 #: ../../manual/physics/forces/force_fields/types/fluid_flow.rst:19 #: ../../manual/physics/forces/force_fields/types/harmonic.rst:20 #: ../../manual/physics/forces/force_fields/types/texture.rst:21 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:17 #: ../../manual/physics/forces/force_fields/types/vortex.rst:22 #: ../../manual/physics/particles/emitter/physics/fluid.rst:29 #: ../../manual/physics/particles/emitter/physics/keyed.rst:22 #: ../../manual/physics/particles/mode.rst:229 #: ../../manual/physics/rigid_body/constraints/types/generic.rst:25 #: ../../manual/physics/rigid_body/constraints/types/generic_spring.rst:24 #: ../../manual/physics/rigid_body/constraints/types/hinge.rst:28 #: ../../manual/physics/rigid_body/constraints/types/motor.rst:32 #: ../../manual/physics/rigid_body/constraints/types/piston.rst:19 #: ../../manual/physics/rigid_body/constraints/types/slider.rst:17 #: ../../manual/render/materials/legacy_textures/types/blend.rst:23 #: ../../manual/render/materials/legacy_textures/types/clouds.rst:18 #: ../../manual/render/materials/legacy_textures/types/distorted_noise.rst:16 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:66 #: ../../manual/render/materials/legacy_textures/types/magic.rst:17 #: ../../manual/render/materials/legacy_textures/types/marble.rst:16 #: ../../manual/render/materials/legacy_textures/types/musgrave.rst:16 #: ../../manual/render/materials/legacy_textures/types/noise.rst:15 #: ../../manual/render/materials/legacy_textures/types/stucci.rst:16 #: ../../manual/render/materials/legacy_textures/types/voronoi.rst:16 #: ../../manual/render/materials/legacy_textures/types/wood.rst:15 #: ../../manual/render/output/audio/introduction.rst:10 #: ../../manual/render/output/audio/speaker.rst:17 #: ../../manual/render/workbench/options.rst:4 #: ../../manual/scene_layout/object/editing/apply.rst:44 #: ../../manual/scene_layout/object/editing/apply.rst:93 #: ../../manual/scene_layout/object/editing/apply.rst:152 #: ../../manual/scene_layout/object/editing/clear.rst:38 #: ../../manual/scene_layout/object/editing/convert.rst:50 #: ../../manual/scene_layout/object/editing/transform/align_objects.rst:16 #: ../../manual/scene_layout/object/editing/transform/move.rst:38 #: ../../manual/scene_layout/object/editing/transform/rotate.rst:31 #: ../../manual/scene_layout/object/editing/transform/scale.rst:39 #: ../../manual/scene_layout/object/tools/scale_cage.rst:34 #: ../../manual/scene_layout/object/tools/tool_settings.rst:7 #: ../../manual/sculpt_paint/sculpting/tool_settings/options.rst:4 #: ../../manual/sculpt_paint/texture_paint/tool_settings/options.rst:7 #: ../../manual/sculpt_paint/weight_paint/tool_settings/options.rst:4 #: ../../manual/video_editing/edit/montage/strips/adjustment.rst:19 #: ../../manual/video_editing/edit/montage/strips/clip.rst:11 #: ../../manual/video_editing/edit/montage/strips/color.rst:14 #: ../../manual/video_editing/edit/montage/strips/effects/add.rst:27 #: ../../manual/video_editing/edit/montage/strips/effects/blur.rst:12 #: ../../manual/video_editing/edit/montage/strips/effects/color_mix.rst:15 #: ../../manual/video_editing/edit/montage/strips/effects/glow.rst:18 #: ../../manual/video_editing/edit/montage/strips/effects/multicam.rst:57 #: ../../manual/video_editing/edit/montage/strips/effects/multiply.rst:49 #: ../../manual/video_editing/edit/montage/strips/effects/speed_control.rst:16 #: ../../manual/video_editing/edit/montage/strips/effects/subtract.rst:16 #: ../../manual/video_editing/edit/montage/strips/effects/transform.rst:12 #: ../../manual/video_editing/edit/montage/strips/mask.rst:16 #: ../../manual/video_editing/edit/montage/strips/scene.rst:24 #: ../../manual/video_editing/edit/montage/strips/scene.rst:44 #: ../../manual/video_editing/edit/montage/strips/text.rst:18 #: ../../manual/video_editing/edit/montage/strips/transitions/cross.rst:14 #: ../../manual/video_editing/edit/montage/strips/transitions/gamma_cross.rst:13 #: ../../manual/video_editing/edit/montage/strips/transitions/wipe.rst:15 msgid "Options" msgstr "Možnosti" #: ../../manual/addons/mesh/snap_utilities_line.rst:82 msgid "**Create Faces**" msgstr "**Vytvoriť plôšky**" #: ../../manual/addons/mesh/snap_utilities_line.rst:61 msgid "A face is created when:" msgstr "Plôška sa vytvorí, keď:" #: ../../manual/addons/mesh/snap_utilities_line.rst:63 msgid "**1.** It detects the drawing of a closed segment." msgstr "**1.** Zistí vykreslenie uzavretého segmentu." #: ../../manual/addons/mesh/snap_utilities_line.rst:68 msgid "" "**2.** The last vertex of the segment binds to an edge that connects another " "vertex of the segment." msgstr "" "**2.** Posledný vrchol úsečky sa viaže na hranu, ktorá spája iný vrchol " "úsečky." #: ../../manual/addons/mesh/snap_utilities_line.rst:73 msgid "**3.** It detects an isolated edge loop." msgstr "**3.** Zistí izolovanú slučku hrán." #: ../../manual/addons/mesh/snap_utilities_line.rst:78 msgid "" "**4.** We redraw existing edges to match the conditions mentioned above." msgstr "" "**4.** Existujúce hrany prekreslí tak, aby zodpovedali vyššie uvedeným " "podmienkam." #: ../../manual/addons/mesh/snap_utilities_line.rst:87 msgid "Tool that allows accurate modeling through its own snapping system" msgstr "" "Nástroj umožňujúci presné modelovanie prostredníctvom vlastného systému " "prichytenia" #: ../../manual/addons/mesh/snap_utilities_line.rst:88 msgid ":menuselection:`3D Viewport --> Tools --> Line Tool`" msgstr ":menuselection:`3D záber --> Nástroje --> Line Tool`" #: ../../manual/addons/mesh/snap_utilities_line.rst:89 msgid "mesh_snap_utilities_line folder" msgstr "Priečinok mesh_snap_utilities_line" #: ../../manual/addons/mesh/snap_utilities_line.rst:90 msgid "Germano Cavalcante" msgstr "Germano Cavalcante" #: ../../manual/addons/mesh/tinycad.rst:4 msgid "tinyCAD Mesh Tools" msgstr ":abbr:`tinyCAD Mesh Tools (Nástroje povrchovej siete tinyCAD)`" #: ../../manual/addons/mesh/tinycad.rst:6 msgid "" "The add-on is a combination of several scripts which should be useful to " "anyone who has used other :abbr:`CAD (Computer-Aided Design)` software for " "drafting with some level of precision. The context menu has the tinyCAD " "functions prepended to it." msgstr "" "Tento doplnok je kombináciou niekoľkých skriptov, ktoré by mali byť užitočné " "pre každého, kto používal iný softvér :abbr:`CAD (Computer-Aided Design)` na " "kreslenie s určitou úrovňou presnosti. Kontextová ponuka má predinštalované " "funkcie tinyCAD." #: ../../manual/addons/mesh/tinycad.rst:15 msgid "Click Mesh then tinyCAD Mesh tools to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> tinyCAD Mesh " "tools`." #: ../../manual/addons/mesh/tinycad.rst:22 msgid "VTX" msgstr "VTX" #: ../../manual/addons/mesh/tinycad.rst:24 msgid "" "Automatically extends, projects or intersects the two selected edges if they " "are co-planar. For auto VTX you must be in (Edit Mode and edge mode) and " "have two edges selected. When invoked the add-on will detect if you are " "trying to intersect, project or extend two edges. It will internally pick " "from V, T or X. It will also notify you if the edge are not co-planar / do " "not intersect." msgstr "" "Automaticky predĺži, premietne alebo pretne dve vybrané hrany, ak sú v " "jednej rovine. Pre automatické VTX musíte byť v (režime editácie a režime " "hrany) a mať vybrané dve hrany. Po vyvolaní doplnok zistí, či sa snažíte " "pretnúť, premietnuť alebo predĺžiť dve hrany. Interne si vyberie z možností " "V, T alebo X. Upozorní vás tiež, ak hrany nie sú v jednej rovine / " "nepretínajú sa." #: ../../manual/addons/mesh/tinycad.rst:29 msgid "V: Extending two edges towards their calculated intersection point." msgstr "V: Predĺženie dvoch hrán smerom k ich vypočítanému priesečníku." #: ../../manual/addons/mesh/tinycad.rst:30 msgid "T: Extending the path of one edge towards another edge." msgstr "T: Predĺženie cesty jednej hrany smerom k inej hrane." #: ../../manual/addons/mesh/tinycad.rst:31 msgid "" "X: Two edges intersect, their intersection gets a weld vertex. You now have " "four edges and five vertices." msgstr "" "X: Dve hrany sa pretínajú, ich priesečník získa vrchol zvaru. Teraz máte " "štyri hrany a päť vrcholov." #: ../../manual/addons/mesh/tinycad.rst:35 msgid "V2X" msgstr "V2X" #: ../../manual/addons/mesh/tinycad.rst:37 msgid "" "Places a new separate vertex at projected intersection of two selected edges." msgstr "" "Umiestni nový samostatný vrchol na premietnutý priesečník dvoch vybraných " "hrán." #: ../../manual/addons/mesh/tinycad.rst:41 msgid "XALL" msgstr "XALL" #: ../../manual/addons/mesh/tinycad.rst:43 msgid "" "This mass intersects a collection of edges. Pick a collection of edges and " "invoke XALL. It will deselect any edge that doesn't intersect other edges " "first. Then it goes through all combinations of the remaining edges to see " "if there are intersections. Each intersection is dealt with and the result " "is added to the collection of edges to check. This process continues until " "no more intersections are found." msgstr "" "Táto hmota pretína súbor hrán. Vyberte kolekciu hrán a zavolajte XALL. Zruší " "sa výber každej hrany, ktorá neprekrýva ostatné hrany ako prvá. Potom prejde " "všetky kombinácie zostávajúcich hrán, aby zistil, či existujú priesečníky. " "Každý priesečník sa spracuje a výsledok sa pridá do kolekcie hrán na " "kontrolu. Tento proces pokračuje, kým sa nenájdu ďalšie priesečníky." #: ../../manual/addons/mesh/tinycad.rst:51 msgid "BIX" msgstr "BIX" #: ../../manual/addons/mesh/tinycad.rst:53 msgid "" "Given two selected edges, this script creates the bisector of these edges. " "The edges are first checked for co-planarity." msgstr "" "Dáva dva vybrané hrany, tento skript vytvorí uhol týchto hrán. Najprv sa " "skontroluje, či sú hrany v jednej rovine." #: ../../manual/addons/mesh/tinycad.rst:58 msgid "CCEN" msgstr "CCEN" #: ../../manual/addons/mesh/tinycad.rst:60 msgid "" "Construct a circle and its center. Pick three vertices that once made up a " "circle, then :menuselection:`W --> CCEN`, the script adds a Grease Pencil " "representation of the circle. To add a mesh of that constructed circle you " "can press :kbd:`F6` straight afterwards and adjust the circle's vertex " "count. Then press *Make Circle Mesh* to add a new circle. This is a little " "bit experimental, but works fine." msgstr "" "Zostrojí kruh a jeho stred. Vyberte tri vrcholy, ktoré kedysi tvorili " "kružnicu, a potom :menuselection:`W --> CCEN`, skript pridá reprezentujúci " "kruh Pastelkou. Ak chcete pridať povrchovú sieť tohto skonštruovaného kruhu, " "môžete hneď potom stlačiť :kbd:`F6` a upraviť počet vrcholov kruhu. Potom " "stlačte tlačidlo *Make Circle Mesh* (Vytvoriť sieť kružnice) na pridanie " "novej kružnice. Je to trochu experimentálne, ale funguje to dobre." #: ../../manual/addons/mesh/tinycad.rst:72 msgid ":menuselection:`3D Viewport Edit Mode --> context menu`" msgstr ":menuselection:`3D záber režimu editácie --> kontextová ponuka`" #: ../../manual/addons/mesh/tinycad.rst:73 msgid "tiny_cad folder" msgstr "Priečinok tiny_cad" #: ../../manual/addons/mesh/tinycad.rst:74 msgid "zeffii (Dealga McArdle)" msgstr "zeffii (Dealga McArdle)" #: ../../manual/addons/mesh/tissue.rst:4 msgid "Tissue" msgstr ":abbr:`Tissue (Tkanivo)`" #: ../../manual/addons/mesh/tissue.rst:8 msgid "" "Tissue is a collection of tools that facilitate the use of computational-" "design techniques inside Blender. It consists of different tools, visible in " "the right panel. According to the active mode, different tools are displayed:" msgstr "" "Tissue (Tkanivo) je súbor nástrojov, ktoré uľahčujú používanie výpočtových " "techník navrhovania v Blenderi. Pozostáva z rôznych nástrojov, ktoré sú " "viditeľné na pravom paneli. Podľa aktívneho režimu sa zobrazujú rôzne " "nástroje:" #: ../../manual/addons/mesh/tissue.rst:12 msgid "" ":ref:`Tissue Tools ` (visible in Edit Mode and Object Mode)" msgstr "" ":ref:`Nástroje tkaniva ` (viditeľné v režime editácie a režime " "objektu)" #: ../../manual/addons/mesh/tissue.rst:13 msgid "" ":ref:`Tissue Weight Tools ` (visible in Weight Paint " "Mode)" msgstr "" ":ref:`Nástroje váhy tkaniva ` (viditeľné v režime " "maľovania váhy)" #: ../../manual/addons/mesh/tissue.rst:14 msgid "" ":ref:`Tissue Color Tools ` (visible in Vertex Weight " "Mode)" msgstr "" ":ref:`Nástroje farby tkaniva ` (viditeľné v režime " "maľovania vrcholov)" #: ../../manual/addons/mesh/tissue.rst:21 msgid "Click Mesh then Tissue to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Povrchová sieť --> Tissue`." #: ../../manual/addons/mesh/tissue.rst:27 msgid "Tissue Tools" msgstr "Nástroje tkaniva" #: ../../manual/addons/mesh/tissue.rst:32 msgid "Generators" msgstr "Generátory" #: ../../manual/addons/mesh/tissue.rst:34 msgid "" "*Generators* are non-destructive functions that generate new objects " "starting from input objects. They include **Tessellate**, **Dual Mesh** (a " "special Tessellate) and **Convert to Curve**. For all of them, a **Refresh** " "operator can be used in order to reload the changes from the input objects." msgstr "" "*Generátory* sú nedeštruktívne funkcie, ktoré vygenerujú nové objekty zo " "vstupných objektov. Patrí medzi ne **Mozaikovať**, **Duálna povrchová sieť** " "(špeciálne mozaikovanie) a **Konvertovať na krivku**. Pre všetky z nich " "možno použiť operátor **Obnoviť** na opätovné načítanie zmien zo vstupných " "objektov." #: ../../manual/addons/mesh/tissue.rst:41 msgid "Tessellate" msgstr "Mozaikovanie" #: ../../manual/addons/mesh/tissue.rst:43 msgid "" "The *Tessellate* tool allows the user to copy a selected object (Component) " "on the faces of the active object (Base), adapting its bounding box to the " "shape of quad faces. It is possible to use as input objects *Mesh*, *Curve*, " "*Surface* and *Text* and *Meta* objects. When using Tessellate, two objects " "must be selected. Once the *Tessellate* button was pressed, then more " "options will appear in the tool parameters." msgstr "" "Nástroj *Mozaikovanie* umožňuje užívateľovi kopírovať vybraný objekt " "(Komponent) na plôšky aktívneho objektu (Základ), pričom prispôsobí jeho " "pole ohraničenia tvaru štvorice plôšok. Ako vstupné objekty je možné použiť " "objekty *Povrchová sieť*, *Krivka*, *Povrch*, *Text* a objekty a *Meta*. Pri " "použití funkcie Mozaikovať musia byť vybrané dva objekty. Po stlačení " "tlačidla *Mozaikovať* sa v parametroch nástroja zobrazia ďalšie možnosti." #: ../../manual/addons/mesh/tissue.rst:51 msgid "" "Later it will be possible to change them, together with more advanced " "settings from the *Object Data Panel* of the generated object." msgstr "" "Neskôr ich bude možné meniť spolu s pokročilejšími nastaveniami v paneli " "*Údaje objektu* vygenerovaného objektu." #: ../../manual/addons/mesh/tissue.rst:59 msgid "Use Modifiers" msgstr "Použiť modifikátory" #: ../../manual/addons/mesh/tissue.rst:57 msgid "" "This option is available for both *Base* and *Component* objects and allows " "the use the respective modifiers. If this option is disabled, then only the " "original object's data will be used." msgstr "" "Táto možnosť je k dispozícii pre objekty *Základ* aj *Komponent* a umožňuje " "použitie príslušných modifikátorov. Ak je táto možnosť vypnutá, použijú sa " "iba údaje pôvodného objektu." #: ../../manual/addons/mesh/tissue.rst:95 #: ../../manual/modeling/curves/properties/shape.rst:75 msgid "Fill Mode" msgstr "Režim výplne" #: ../../manual/addons/mesh/tissue.rst:62 msgid "" "Tessellation strategy used to map the Component's coordinates on the Base's " "faces." msgstr "" "Stratégia mozaikovania použitá na mapovanie súradníc Komponentu na plôšky " "Základu." #: ../../manual/addons/mesh/tissue.rst:68 #: ../../manual/modeling/meshes/editing/edge/subdivide.rst:258 msgid "Tri" msgstr "Trojuholníky" #: ../../manual/addons/mesh/tissue.rst:67 msgid "" "This options will automatically triangulate the Base object and will map the " "component to the triangular faces. The input domain will be considered " "rectangular, but the target domain will have two vertices coincident." msgstr "" "Táto možnosť automaticky trianguluje objekt Základ a mapuje komponent na " "trojuholníkové plôšky. Vstupná doména sa bude považovať za obdĺžnikovú, ale " "cieľová doména bude mať dva vrcholy zhodné." #: ../../manual/addons/mesh/tissue.rst:74 msgid "Quad (default)" msgstr "Štvoruholníky (predvolené)" #: ../../manual/addons/mesh/tissue.rst:71 msgid "" "This is the default method and will map the Component domain to each quad " "face of the Base object. If an face has more than 4 vertices, then it will " "be automatically separated in quad or triangular faces." msgstr "" "Toto je predvolená metóda, ktorá mapuje doménu Komponent na každú " "štvoruholníkovú plôšku objektu Základ. Ak má plôška viac ako 4 vrcholy, " "automaticky sa rozdelí na štvorcové alebo trojuholníkové plôšky." #: ../../manual/addons/mesh/tissue.rst:80 #: ../../manual/modeling/meshes/editing/edge/subdivide.rst:0 msgid "Fan" msgstr "Vejár" #: ../../manual/addons/mesh/tissue.rst:77 msgid "" "This option will split every face of the Base object in triangles connecting " "each side of the face to its center." msgstr "" "Táto možnosť rozdelí každú plôšku objektu Základ na trojuholníky spájajúce " "každú stranu plôšky s jej stredom." #: ../../manual/addons/mesh/tissue.rst:88 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/modifiers/generate/bevel.rst:0 msgid "Patch" msgstr "Záplata" #: ../../manual/addons/mesh/tissue.rst:83 msgid "" "This option require the use of a Subdivision Surface modifier on the Base " "object. It is similar to the *Quad* method, but it will allow to use curved " "domains, based on the Subdivided patches. If more subdivision surfaces (or " "Multiresolution modifiers) are used, then only the last one will be used for " "defining the target patches." msgstr "" "Táto možnosť vyžaduje použitie modifikátora Rozdeliť povrch na objekte " "Základ. Je podobná metóde *Štvoruholníky*, ale umožní použiť zakrivené " "domény na základe záplat Rozdelenia. Ak sa použije viac deliacich plôšok " "(alebo modifikátorov Viacnásobné rozlíšenie), na definovanie cieľových " "záplat sa použije len posledná z nich." #: ../../manual/addons/mesh/tissue.rst:95 #: ../../manual/animation/constraints/transform/transform_cache.rst:58 #: ../../manual/editors/graph_editor/fcurves/modifiers.rst:147 #: ../../manual/files/import_export/grease_pencil_pdf.rst:29 #: ../../manual/grease_pencil/modifiers/modify/time_offset.rst:49 #: ../../manual/modeling/geometry_nodes/input/scene/image_info.rst:26 #: ../../manual/modeling/geometry_nodes/texture/image.rst:36 #: ../../manual/modeling/modifiers/modify/mesh_cache.rst:0 #: ../../manual/modeling/modifiers/modify/mesh_sequence_cache.rst:0 #: ../../manual/render/output/properties/metadata.rst:30 msgid "Frame" msgstr "Snímka" #: ../../manual/addons/mesh/tissue.rst:91 msgid "" "Similarly to an Inset Face operator, this option will allow to apply the " "components along offset faces of a given Thickness." msgstr "" "Podobne ako operátor Vložiť plôšku, táto možnosť umožní použiť komponenty " "pozdĺž odsadených plôšok danej hrúbky." #: ../../manual/addons/mesh/tissue.rst:98 #: ../../manual/addons/node/node_wrangler.rst:73 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:65 #: ../../manual/grease_pencil/modifiers/generate/simplify.rst:54 #: ../../manual/modeling/meshes/editing/edge/bridge_edge_loops.rst:19 #: ../../manual/modeling/meshes/editing/face/intersect_knife.rst:0 #: ../../manual/modeling/meshes/editing/mesh/merge.rst:6 #: ../../manual/modeling/meshes/editing/mesh/normals.rst:125 #: ../../manual/modeling/meshes/uv/editing.rst:147 #: ../../manual/modeling/modifiers/generate/array.rst:82 #: ../../manual/modeling/modifiers/generate/mirror.rst:64 #: ../../manual/modeling/modifiers/generate/screw.rst:59 #: ../../manual/movie_clip/tracking/clip/toolbar/track.rst:143 msgid "Merge" msgstr "Zlúčiť" #: ../../manual/addons/mesh/tissue.rst:98 msgid "Automatically merge together all the generated components." msgstr "Automaticky zlúči všetky vygenerované komponenty." #: ../../manual/addons/mesh/tissue.rst:102 #: ../../manual/modeling/modifiers/generate/remesh.rst:42 #: ../../manual/modeling/modifiers/generate/remesh.rst:62 #: ../../manual/modeling/modifiers/generate/screw.rst:70 #: ../../manual/modeling/modifiers/generate/skin.rst:47 #: ../../manual/modeling/modifiers/generate/volume_to_mesh.rst:59 #: ../../manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst:77 msgid "Smooth Shading" msgstr "Vyhladiť tieňovanie" #: ../../manual/addons/mesh/tissue.rst:101 msgid "" "Automatically sets the shading of the generated geometry as Smooth. If the " "Component object is already set as Smooth, then this option is not necessary." msgstr "" "Automaticky nastaví tieňovanie vygenerovanej geometrie na vyhladené. Ak je " "objekt Komponent už nastavený ako Vyhladený, táto možnosť nie je potrebná." #: ../../manual/addons/mesh/tissue.rst:119 #: ../../manual/render/materials/components/index.rst:4 #: ../../manual/render/materials/introduction.rst:41 msgid "Components" msgstr "Komponenty" #: ../../manual/addons/mesh/tissue.rst:105 msgid "Three different method can be used to assign the components." msgstr "Na priradenie komponentov možno použiť tri rôzne metódy." #: ../../manual/addons/mesh/tissue.rst:108 msgid "Repeat the same object on all the target faces." msgstr "Zopakuje rovnaký objekt na všetkých cieľových plôškach." #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/editors/properties_editor.rst:47 #: ../../manual/glossary/index.rst:182 #: ../../manual/interface/window_system/status_bar.rst:59 #: ../../manual/modeling/geometry_nodes/input/scene/collection_info.rst:25 #: ../../manual/modeling/modifiers/generate/booleans.rst:0 #: ../../manual/modeling/modifiers/generate/booleans.rst:70 #: ../../manual/physics/particles/emitter/render.rst:118 #: ../../manual/physics/rigid_body/world.rst:33 #: ../../manual/render/freestyle/view_layer/line_set.rst:262 #: ../../manual/scene_layout/object/properties/instancing/collection.rst:4 #: ../../manual/scene_layout/object/properties/instancing/index.rst:20 #: ../../manual/scene_layout/object/selecting.rst:230 msgid "Collection" msgstr "Kolekcia" #: ../../manual/addons/mesh/tissue.rst:111 msgid "" "Assign the objects contained in a given Collection. The components can be " "assigned either randomly or according to a Vertex Group." msgstr "" "Priradí objekty obsiahnuté v danej kolekcii. Komponenty môžu byť priradené " "buď náhodne, alebo podľa Skupiny vrcholov." #: ../../manual/addons/mesh/tissue.rst:115 msgid "" "Assign the components according to the name of the materials assigned to " "each face. If for a given material, there is no an object with the same " "name, then the face is not used." msgstr "" "Priradí komponenty podľa názvov materiálov priradených k jednotlivým " "plôškam. Ak pre daný materiál neexistuje objekt s rovnakým názvom, plôška sa " "nepoužije." #: ../../manual/addons/mesh/tissue.rst:118 msgid "" "Watch the `Tutorial `__ (it is based on an old " "version of Tissue, the procedure is slightly different now)" msgstr "" "Pozrite si `Tutorial `__ (je založený na " "starej verzii Tissue, postup je teraz trochu odlišný)" #: ../../manual/addons/mesh/tissue.rst:132 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:49 msgid "Scale Mode" msgstr "Režim mierky" #: ../../manual/addons/mesh/tissue.rst:0 #: ../../manual/editors/graph_editor/channels.rst:0 #: ../../manual/editors/graph_editor/fcurves/properties.rst:0 #: ../../manual/interface/controls/templates/color_ramp.rst:0 #: ../../manual/modeling/geometry_nodes/input/index.rst:8 #: ../../manual/render/shader_nodes/color/light_falloff.rst:46 #: ../../manual/sculpt_paint/brush/falloff.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:79 msgid "Constant" msgstr "Konštantná" #: ../../manual/addons/mesh/tissue.rst:124 msgid "" "Generate components with a fixed and uniform thickness in the normal " "direction." msgstr "Vygenerujte komponenty s pevnou a jednotnou hrúbkou v smere normálu." #: ../../manual/addons/mesh/tissue.rst:126 msgid "" "Generate components with a thickness proportional to the target face " "dimension. This will produce components with an aspect ration similar to the " "original Component object." msgstr "" "Vygenerujte komponenty s hrúbkou úmernou rozmeru cieľovej plôšky. Tým sa " "vytvoria komponenty s pomerom strán podobným pôvodnému objektu Komponent." #: ../../manual/addons/mesh/tissue.rst:130 msgid "control the scaling factor of the components' Thickness" msgstr "ovláda faktor zmeny mierky komponentov Hrúbky" #: ../../manual/addons/mesh/tissue.rst:132 msgid "" "Allows to control the alignment of the components in relation to the Base " "object surface." msgstr "" "Povolí kontrolovať zarovnanie komponentov vzhľadom na povrch objektu Základ." #: ../../manual/addons/mesh/tissue.rst:164 msgid "Components Coordinates" msgstr "Súradnice komponentov" #: ../../manual/addons/mesh/tissue.rst:135 msgid "" "Strategy used to determine the component's domain for mapping it on the " "target faces." msgstr "" "Stratégia použitá na určenie domény komponentu na jeho mapovanie na cieľové " "plôšky." #: ../../manual/addons/mesh/tissue.rst:140 msgid "Bounds (Default)" msgstr "Ohraničenie (predvolené)" #: ../../manual/addons/mesh/tissue.rst:140 msgid "" "Automatically defines the domain according the *Bounding Box* of the " "component object." msgstr "" "Automaticky definuje doménu podľa *Poľa ohraničenia* objektu komponentu." #: ../../manual/addons/mesh/tissue.rst:146 #: ../../manual/editors/3dview/controls/orientation.rst:60 #: ../../manual/modeling/geometry_nodes/utilities/rotation/rotate_euler.rst:0 #: ../../manual/modeling/modifiers/common_options.rst:110 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:52 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:50 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:97 msgid "Local" msgstr "Lokálne" #: ../../manual/addons/mesh/tissue.rst:143 msgid "" "Defines the domain according to the local coordinates of the component " "object. The face domain is considered from 0 to 1 in both Local X and Local " "Y directions. This method allows a customization of the mapping strategies, " "maintaining the result independent from Location/Rotation/Scale of the " "component object." msgstr "" "Definuje doménu podľa lokálnych súradníc objektu komponentu. Doména plôšky " "sa uvažuje od 0 do 1 v oboch smeroch lokálna X a lokálna Y. Táto metóda " "umožňuje prispôsobenie stratégií mapovania, pričom výsledok zostáva " "nezávislý od polohy/rotácie/mierky objektu komponentu." #: ../../manual/addons/mesh/tissue.rst:152 #: ../../manual/editors/3dview/controls/orientation.rst:57 #: ../../manual/modeling/modifiers/common_options.rst:107 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:30 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:54 msgid "Global" msgstr "Globálne" #: ../../manual/addons/mesh/tissue.rst:149 msgid "" "Similar to Local, but based on the Global coordinates of the component. This " "allows to easily produce animations changing the Location/Rotation/Scale of " "the component." msgstr "" "Podobne ako lokálne, ale na základe globálnych súradníc komponentu. To " "umožňuje jednoducho vytvárať animácie meniace polohu/rotáciu/mierku " "komponentu." #: ../../manual/addons/mesh/tissue.rst:152 msgid "Watch the `Tutorial `__" msgstr "Pozrite si `Tutoriál `__" #: ../../manual/addons/mesh/tissue.rst:155 msgid "Extend (Local and Global coordinates)" msgstr "Rozšírené (lokálne a globálne súradnice)" #: ../../manual/addons/mesh/tissue.rst:155 msgid "Extend the domain of the components with a domain bigger than 0-1." msgstr "Rozšíri doménu komponentov o doménu väčšiu ako 0-1." #: ../../manual/addons/mesh/tissue.rst:158 msgid "Clip (Local and Global coordinates)" msgstr "Orezané (lokálne a globálne súradnice)" #: ../../manual/addons/mesh/tissue.rst:158 msgid "Truncate the component according to the domain 0-1." msgstr "Oreže komponent podľa domény 0-1." #: ../../manual/addons/mesh/tissue.rst:164 msgid "Cyclic (Local and Global coordinates)" msgstr "Cyklické (lokálne a globálne súradnice)" #: ../../manual/addons/mesh/tissue.rst:161 msgid "" "Cut and move to the other side the parts of the component that exceed the " "domain 0-1." msgstr "" "Časti komponentu, ktoré presahujú oblasť 0-1, odreže a presunie na druhú " "stranu." #: ../../manual/addons/mesh/tissue.rst:180 msgid "Weight and Morphing" msgstr "Váha a morfing (premena)" #: ../../manual/addons/mesh/tissue.rst:167 msgid "" "Combine the Vertex Groups of the base object with the Shape Keys from the " "component, in order to generate morphing components." msgstr "" "Kombinuje skupiny vrcholov základného objektu s kľúčovými tvarmi z " "komponentu, aby ste vytvorili morfingové komponenty." #: ../../manual/addons/mesh/tissue.rst:173 msgid "Map Vertex Groups" msgstr "Mapovať skupiny vrcholov" #: ../../manual/addons/mesh/tissue.rst:173 msgid "Remap each Vertex Group from the base mesh to the generated geometry" msgstr "" "Premapuje každú skupinu vrcholov zo základnej povrchovej siete na " "vygenerovanú geometriu" #: ../../manual/addons/mesh/tissue.rst:180 msgid "Use Shape Keys" msgstr "Použiť kľúčové tvary" #: ../../manual/addons/mesh/tissue.rst:176 msgid "" "Transfer the Shape Keys from the component object to the generated object. " "If the name of the base's vertex groups and the Shape Keys match, then they " "will be automatically assigned in order to control their morphing behavior." msgstr "" "Prenesie kľúčové tvary z objektu komponentu do vygenerovaného objektu. Ak sa " "názvy skupín vrcholov základu a kľúčové tvary zhodujú zhodujú, budú " "automaticky priradené, aby bolo možné riadiť ich morfingové správanie." #: ../../manual/addons/mesh/tissue.rst:180 msgid "Watch the `Tutorial `__" msgstr "Pozrite si `Tutoriál `__" #: ../../manual/addons/mesh/tissue.rst:183 msgid "" "Automatically repeat the tessellation using as base the result of the " "previous iteration." msgstr "" "Automaticky zopakuje mozaikovanie, pričom ako základ použije výsledok " "predchádzajúceho opakovania." #: ../../manual/addons/mesh/tissue.rst:188 #: ../../manual/editors/nla/sidebar.rst:190 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:41 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:30 #: ../../manual/grease_pencil/modifiers/deform/shrinkwrap.rst:72 #: ../../manual/grease_pencil/modifiers/deform/smooth.rst:38 #: ../../manual/grease_pencil/modifiers/modify/time_offset.rst:58 #: ../../manual/modeling/geometry_nodes/texture/image.rst:0 #: ../../manual/modeling/meshes/editing/vertex/smooth_vertices.rst:19 #: ../../manual/modeling/modifiers/deform/corrective_smooth.rst:40 #: ../../manual/modeling/modifiers/deform/laplacian_deform.rst:81 #: ../../manual/modeling/modifiers/deform/laplacian_smooth.rst:110 #: ../../manual/modeling/modifiers/deform/smooth.rst:37 #: ../../manual/modeling/volumes/properties.rst:0 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:133 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:136 #: ../../manual/render/shader_nodes/textures/image.rst:0 #: ../../manual/sculpt_paint/brush/brush_settings.rst:260 msgid "Repeat" msgstr "Opakovať" #: ../../manual/addons/mesh/tissue.rst:188 #: ../../manual/modeling/geometry_nodes/texture/magic.rst:37 #: ../../manual/render/shader_nodes/textures/magic.rst:30 msgid "Number of iterations." msgstr "Počet opakovaní." #: ../../manual/addons/mesh/tissue.rst:201 msgid "Combine iterations" msgstr "Kombinácia opakovaní" #: ../../manual/addons/mesh/tissue.rst:191 msgid "" "Combine the resulting tessellation with part or all of the previous " "iteration:" msgstr "" "Skombinuje výsledné mozaikovanie s časťou alebo celým predošlým opakovaním:" #: ../../manual/addons/mesh/tissue.rst:194 #: ../../manual/render/freestyle/view_layer/line_style/strokes.rst:0 msgid "Last" msgstr "Posledná" #: ../../manual/addons/mesh/tissue.rst:194 msgid "Ignore the previous iterations." msgstr "Ignoruje predošlé opakovania." #: ../../manual/addons/mesh/tissue.rst:197 msgid "Unused" msgstr "Nepoužité" #: ../../manual/addons/mesh/tissue.rst:197 msgid "" "Combine the tessellation with the faces of the previous iteration that are " "not generating components." msgstr "" "Skombinuje mozaikovanie s plôškami predošlého opakovania, ktoré nevytvárajú " "komponenty." #: ../../manual/addons/mesh/tissue.rst:201 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/animation/armatures/posing/editing/clear.rst:17 #: ../../manual/compositing/types/matte/double_edge_mask.rst:0 #: ../../manual/editors/3dview/display/overlays.rst:0 #: ../../manual/editors/3dview/display/overlays.rst:207 #: ../../manual/editors/3dview/display/overlays.rst:320 #: ../../manual/editors/outliner/interface.rst:140 #: ../../manual/editors/text_editor.rst:258 #: ../../manual/files/blend/rename.rst:0 #: ../../manual/files/media/image_formats.rst:155 #: ../../manual/grease_pencil/animation/tools.rst:46 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:0 #: ../../manual/interface/controls/buttons/menus.rst:121 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/merge_by_distance.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/operations/subdivision_surface.rst:0 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/meshes/editing/face/intersect_knife.rst:0 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/modifiers/generate/bevel.rst:0 #: ../../manual/modeling/modifiers/generate/multiresolution.rst:0 #: ../../manual/modeling/modifiers/generate/subdivision_surface.rst:0 #: ../../manual/modeling/modifiers/generate/weld.rst:0 #: ../../manual/modeling/modifiers/modify/data_transfer.rst:45 #: ../../manual/modeling/modifiers/modify/weight_mix.rst:0 #: ../../manual/modeling/texts/properties.rst:188 #: ../../manual/modeling/texts/properties.rst:272 #: ../../manual/movie_clip/masking/selecting.rst:11 #: ../../manual/physics/fluid/type/domain/cache.rst:48 #: ../../manual/physics/fluid/type/domain/field_weights.rst:19 #: ../../manual/physics/particles/emitter/force_field.rst:23 #: ../../manual/physics/soft_body/forces/exterior.rst:58 #: ../../manual/scene_layout/object/editing/link_transfer/transfer_mesh_data.rst:157 #: ../../manual/scene_layout/object/selecting.rst:43 #: ../../manual/sculpt_paint/curves_sculpting/introduction.rst:45 #: ../../manual/sculpt_paint/weight_paint/editing.rst:318 #: ../../manual/video_editing/edit/montage/strips/image.rst:33 msgid "All" msgstr "Všetko" #: ../../manual/addons/mesh/tissue.rst:200 msgid "" "Combine the tessellation with all the faces from the previous iteration." msgstr "Skombinuje mozaikovanie so všetkými plôškami z predošlého opakovania." #: ../../manual/addons/mesh/tissue.rst:204 #: ../../manual/modeling/geometry_nodes/mesh/operations/dual_mesh.rst:43 msgid "Dual Mesh" msgstr "Duálna povrchová sieť" #: ../../manual/addons/mesh/tissue.rst:206 msgid "" "*Dual Mesh* modifies the selected meshes creating dual meshes. Dual Mesh " "output is a polygonal mesh derived from the triangular mesh. Quadrangular " "meshes are automatically converted to triangular before." msgstr "" "*Dual Mesh* (Duálna povrchová sieť) upraví vybrané povrchové siete a vytvorí " "dvojité povrchové siete. Výstupom dvojitej povrchovej siete je polygonálna " "povrchová sieť odvodená od trojuholníkovej povrchovej siete. Štvoruholníkové " "povrchové siete sa pred tým automaticky konvertujú na trojuholníkové." #: ../../manual/addons/mesh/tissue.rst:212 #: ../../manual/modeling/geometry_nodes/mesh/operations/triangulate.rst:44 #: ../../manual/modeling/modifiers/generate/triangulate.rst:43 msgid "Quad Method" msgstr "Metóda Štvoruholníka" #: ../../manual/addons/mesh/tissue.rst:213 msgid "" "Methods for splitting the quads into triangles. (Inherited from the " "*Triangulate Faces* tool.)" msgstr "" "Metóda rozdelenia štvoruholníkov na trojuholníky. (Zdedené z nástroja " "*Triangulácia plôšok*.)" #: ../../manual/addons/mesh/tissue.rst:214 msgid "Polygon Method" msgstr "Metóda Mnohouholníka" #: ../../manual/addons/mesh/tissue.rst:215 msgid "" "Methods for splitting the polygons into triangles. (Inherited from the " "*Triangulate Faces* tool.)" msgstr "" "Metóda na rozdelenie mnohouholníkov na trojuholníky. (Zdedené z nástroja " "*Triangulácia plôšok*.)" #: ../../manual/addons/mesh/tissue.rst:218 msgid "Preserve Borders" msgstr "Zachovať okraje" #: ../../manual/addons/mesh/tissue.rst:217 msgid "Prevent alteration of the open boundaries of the mesh." msgstr "Zabráni zmene otvorených okrajov povrchovej siete." #: ../../manual/addons/mesh/tissue.rst:221 msgid "Convert to Curve" msgstr "Konvertovať na krivku" #: ../../manual/addons/mesh/tissue.rst:223 msgid "" "Generate a Curve object from the *Loops*, *Edges* or *Particles* of the " "active object. This is a non-destructive operation, meaning that in any " "moment it will be possible to reload the changes from the base object and " "change the parameters of the conversion. It will be possible to convert " "specific edges/loops according to different criteria, together with the " "addition of a pattern effect." msgstr "" "Vygenerovanie objektu Krivka zo *slučiek*, *hrán* alebo *častíc* aktívneho " "objektu. Ide o nedeštruktívnu operáciu, čo znamená, že v ktoromkoľvek " "okamihu bude možné znovu načítať zmeny zo základného objektu a zmeniť " "parametre konverzie. Bude možné konvertovať konkrétne hrany/slučky podľa " "rôznych kritérií spolu s pridaním efektu vzoru." #: ../../manual/addons/mesh/tissue.rst:231 #: ../../manual/addons/mesh/tissue.rst:258 #: ../../manual/addons/mesh/tissue.rst:264 #: ../../manual/addons/mesh/tissue.rst:291 #: ../../manual/addons/mesh/tissue.rst:339 #: ../../manual/addons/mesh/tissue.rst:353 #: ../../manual/addons/mesh/tissue.rst:377 #: ../../manual/addons/mesh/tissue.rst:420 #: ../../manual/addons/mesh/tissue.rst:426 #: ../../manual/addons/mesh/tissue.rst:441 msgid "(To Do)" msgstr "(Úloha na dopracovanie)" #: ../../manual/addons/mesh/tissue.rst:235 #: ../../manual/editors/preferences/addons.rst:50 #: ../../manual/modeling/modifiers/physics/explode.rst:91 msgid "Refresh" msgstr "Obnoviť" #: ../../manual/addons/mesh/tissue.rst:237 msgid "" "Update the active object according to the changes in the base geometries. " "This operator works on the objects generated through *Tessellate* and " "*Convert to Curve*." msgstr "" "Aktualizujte aktívny objekt podľa zmien v základných geometriách. Tento " "operátor funguje na objektoch vytvorených funkciou *Mozaikovať* a " "*Konvertovať na krivku*." #: ../../manual/addons/mesh/tissue.rst:242 msgid "Rotate Faces" msgstr "Rotovať plôšky" #: ../../manual/addons/mesh/tissue.rst:244 msgid "" "Rotate the indexes of the selected faces (in Edit-Mode). This allows to " "control the rotation of the components of Tessellated objects, when using " "*Default* rotation. Once the operator is executed, then the interested " "Tessellated objects are automatically refreshed." msgstr "" "Otočenie indexov vybraných plôšok (v režime editácie). To umožňuje ovládať " "otáčanie komponentov mozaikových objektov, ak sa používa *Východiskové* " "otáčanie. Po vykonaní operátora sa zainteresované mozaikové objekty " "automaticky obnovia." #: ../../manual/addons/mesh/tissue.rst:250 msgid "Convert to Dual Mesh" msgstr "Konvertovať na duálnu sieť" #: ../../manual/addons/mesh/tissue.rst:252 msgid "" "Destructive version of the Dual-Mesh operator. This directly convert the " "active object to its Dual-Mesh." msgstr "" "Deštruktívna verzia operátora Duálna povrchová sieť. Ten priamo konvertuje " "aktívny objekt na jeho Duálnu povrchovú sieť." #: ../../manual/addons/mesh/tissue.rst:256 msgid "Polyhedra Wireframe" msgstr "Mnohostenový drôtený rám" #: ../../manual/addons/mesh/tissue.rst:262 msgid "Lattice Along Surface" msgstr "Mriežka pozdĺž povrchu" #: ../../manual/addons/mesh/tissue.rst:268 msgid "UV to Mesh" msgstr "UV na povrchovú sieť" #: ../../manual/addons/mesh/tissue.rst:270 msgid "" "Convert the active UV-map to mesh trying to preserve the original 3D model " "total surface area." msgstr "" "Konvertuje aktívnu UV-mapu na povrchovú sieť a snaží sa zachovať pôvodný " "celkový povrch 3D modelu." #: ../../manual/addons/mesh/tissue.rst:276 msgid "Random Materials" msgstr "Náhodné materiály" #: ../../manual/addons/mesh/tissue.rst:278 msgid "Assign random materials to the face's of the active mesh object." msgstr "Priradí náhodné materiály plôškam aktívneho objektu povrchovej siete." #: ../../manual/addons/mesh/tissue.rst:282 #: ../../manual/addons/mesh/tissue.rst:424 msgid "Weight to Materials" msgstr "Váha na materiál" #: ../../manual/addons/mesh/tissue.rst:284 msgid "" "Distribute existing materials according to the weight of the active vertex " "group. It is also possible to automatically create new materials." msgstr "" "Rozdeľuje existujúce materiály podľa váhy aktívnej skupiny vrcholov. Je tiež " "možné automaticky vytvárať nové materiály." #: ../../manual/addons/mesh/tissue.rst:289 msgid "Tissue Render Animation" msgstr "Prekresľovanie animácie tkanív" #: ../../manual/addons/mesh/tissue.rst:297 msgid "Tissue Weight Tools" msgstr "Nástroje váhy tkanív" #: ../../manual/addons/mesh/tissue.rst:303 #: ../../manual/editors/image/navigating.rst:54 #: ../../manual/editors/info_editor.rst:28 #: ../../manual/editors/uv/selecting.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/read/face_area.rst:41 #: ../../manual/modeling/meshes/selecting/similar.rst:51 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:229 msgid "Area" msgstr "Oblasť" #: ../../manual/addons/mesh/tissue.rst:305 msgid "" "Automatically assigns weight values based on the area of each face. " "(Automatic Bounds, Manual Bounds)" msgstr "" "Automaticky priraďuje hodnoty váhy na základe oblasti každej plôšky. " "(Automatické okraje, manuálne okraje)" #: ../../manual/addons/mesh/tissue.rst:311 #: ../../manual/grease_pencil/modifiers/generate/length.rst:34 msgid "Curvature" msgstr "Zakrivenie" #: ../../manual/addons/mesh/tissue.rst:313 msgid "Weight from Curvature (Based on Dirty Color Attributes)" msgstr "Váha zo zakrivenia (na základe atribútov znečistenia farby)" #: ../../manual/addons/mesh/tissue.rst:319 msgid "Weight Distance" msgstr "Vzdialenosť váhy" #: ../../manual/addons/mesh/tissue.rst:321 msgid "" "Generate a vertex group according to the distance from the selected " "vertices. Different methods can be used: *Geodesic*, *Euclidean* or " "*Topology* distance." msgstr "" "Vygeneruje skupinu vrcholov podľa vzdialenosti od vybraných vrcholov. Možno " "použiť rôzne metódy: *Geodetická*, *Euklidovská* alebo *Topologická* " "vzdialenosť." #: ../../manual/addons/mesh/tissue.rst:328 msgid "Weight Formula" msgstr "Tvar váhy" #: ../../manual/addons/mesh/tissue.rst:330 msgid "" "Weight based on Vertices parameters. Allows to use vertices coordinates and " "normals direction. Integer and Float sliders can be created in order to find " "the proper parameters more easily." msgstr "" "Váha na základe parametrov vrcholov. Umožňuje použiť súradnice vrcholov a " "smer normálov. Na jednoduchšie nájdenie správnych parametrov možno vytvoriť " "posúvače Celé číslo a Na pohyblivej čiarke." #: ../../manual/addons/mesh/tissue.rst:337 msgid "Weight Laplacian" msgstr "Laplacianova váha" #: ../../manual/addons/mesh/tissue.rst:343 #: ../../manual/physics/forces/force_fields/types/harmonic.rst:5 #: ../../manual/physics/forces/force_fields/types/harmonic.rst:10 msgid "Harmonic" msgstr "Harmonické" #: ../../manual/addons/mesh/tissue.rst:345 msgid "Harmonic function based on active Weight" msgstr "Harmonická funkcia na základe aktívnej váhy" #: ../../manual/addons/mesh/tissue.rst:351 #: ../../manual/compositing/types/output/viewer.rst:37 #: ../../manual/editors/3dview/display/shading.rst:0 #: ../../manual/editors/3dview/display/shading.rst:40 #: ../../manual/grease_pencil/modes/object/trace_image.rst:0 #: ../../manual/grease_pencil/modifiers/deform/offset.rst:0 #: ../../manual/modeling/geometry_nodes/point/distribute_points_in_volume.rst:0 #: ../../manual/modeling/geometry_nodes/point/distribute_points_on_faces.rst:0 #: ../../manual/modeling/modifiers/modify/weight_edit.rst:68 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:85 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:121 #: ../../manual/modeling/modifiers/physics/particle_instance.rst:126 #: ../../manual/physics/particles/emitter/emission.rst:97 #: ../../manual/physics/particles/emitter/emission.rst:109 #: ../../manual/physics/particles/emitter/physics/boids.rst:177 #: ../../manual/physics/particles/emitter/render.rst:93 #: ../../manual/physics/particles/emitter/rotation.rst:40 #: ../../manual/physics/particles/emitter/rotation.rst:69 #: ../../manual/physics/particles/hair/dynamics.rst:59 #: ../../manual/render/shader_nodes/input/hair_info.rst:43 #: ../../manual/render/shader_nodes/input/object_info.rst:47 #: ../../manual/render/shader_nodes/input/particle_info.rst:42 #: ../../manual/render/shader_nodes/input/point_info.rst:40 #: ../../manual/render/shader_nodes/shader/hair_principled.rst:182 #: ../../manual/render/workbench/color.rst:0 #: ../../manual/sculpt_paint/brush/texture.rst:0 #: ../../manual/sculpt_paint/brush/texture.rst:122 #: ../../manual/sculpt_paint/curves_sculpting/introduction.rst:56 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:38 msgid "Random" msgstr "Náhodnosť" #: ../../manual/addons/mesh/tissue.rst:357 msgid "Edges Deformation" msgstr "Deformácia hrán" #: ../../manual/addons/mesh/tissue.rst:359 msgid "" "Generate a Vertex Group based on Edges Deformation evaluated on the " "Modifiers result (Deformation Modifiers and Simulations)" msgstr "" "Vygeneruje skupiny vrcholov na základe deformácie hrán vyhodnotenej na " "základe výsledku modifikátorov (modifikátory Deformácia a Simulácia)." #: ../../manual/addons/mesh/tissue.rst:366 msgid "Edges Bending" msgstr "Ohýbanie hrán" #: ../../manual/addons/mesh/tissue.rst:368 msgid "" "Generate a Vertex Group based on Edges Bending evaluated on the Modifiers " "result (Deformation Modifiers and Simulations)." msgstr "" "Vygeneruje skupiny vrcholov na základe Ohybu hrán vyhodnoteného na základe " "výsledku modifikátorov (modifikátory Deformácia a Simulácia)." #: ../../manual/addons/mesh/tissue.rst:375 msgid "Streamlines Curves" msgstr "Krivky prúdnice" #: ../../manual/addons/mesh/tissue.rst:381 msgid "Contour Curves" msgstr "Krivky obrysov" #: ../../manual/addons/mesh/tissue.rst:383 msgid "Generates isocurves based on Active Weight." msgstr "Vygeneruje izoparametrickej krivky na základe aktívnej váhy." #: ../../manual/addons/mesh/tissue.rst:389 msgid "Contour Displace" msgstr "Premiestnenie obrysu" #: ../../manual/addons/mesh/tissue.rst:391 msgid "" "Cut the mesh according to active Weight in a variable number of isocurves " "and automatically add a Displace Modifier." msgstr "" "Rozreže povrchovú sieť podľa aktívnej váhy v premenlivom počte izo-kriviek a " "automaticky pridá modifikátor Premiestniť." #: ../../manual/addons/mesh/tissue.rst:397 msgid "Contour Mask" msgstr "Maska obrysu" #: ../../manual/addons/mesh/tissue.rst:399 msgid "Trim the mesh according to active Weight." msgstr "Oreže povrchovú sieť podľa aktívnej váhy." #: ../../manual/addons/mesh/tissue.rst:405 msgid "Reaction Diffusion" msgstr "Rozptyl reakcií" #: ../../manual/addons/mesh/tissue.rst:407 msgid "" "Tissue implements the Gray-Scott model for the `Reaction-Diffusion `__ simulation. This " "allows to simulate through the vertex groups the distribution of the two " "substances that generate the various patterns of many living organisms." msgstr "" "Tkanivo implementuje Grayov-Scottov model pre `reakčno-difúznu `__ simuláciu. To " "umožňuje simulovať prostredníctvom skupín vrcholov distribúciu dvoch látok, " "ktoré vytvárajú rôzne vzory mnohých živých organizmov." #: ../../manual/addons/mesh/tissue.rst:414 msgid "" "See `this video `__ for an example of the " "Reaction-Diffusion simulation with Tissue." msgstr "" "Pozrite si `toto video `__, kde nájdete " "príklad simulácie reakcie a difúzie s tkanivom." #: ../../manual/addons/mesh/tissue.rst:418 msgid "Radom Materials" msgstr "Náhodné materiály" #: ../../manual/addons/mesh/tissue.rst:430 msgid "Convert to Colors" msgstr "Konvertovať na farby" #: ../../manual/addons/mesh/tissue.rst:432 #: ../../manual/files/blend/rename.rst:130 #: ../../manual/render/shader_nodes/vector/transform.rst:37 msgid "Convert To" msgstr "Konvertovať na" #: ../../manual/addons/mesh/tissue.rst:433 msgid "Value Channel, Red Channel, Green Channel, Blue Channel, False Color" msgstr "Kanál hodnoty, červený kanál, zelený kanál, modrý kanál, nepravá farba" #: ../../manual/addons/mesh/tissue.rst:436 #: ../../manual/addons/mesh/tissue.rst:465 #: ../../manual/addons/uv/magic_uv.rst:494 #: ../../manual/animation/constraints/transform/copy_location.rst:32 #: ../../manual/animation/constraints/transform/copy_rotation.rst:30 #: ../../manual/compositing/types/distort/stabilize_2d.rst:44 #: ../../manual/editors/image/editing.rst:154 #: ../../manual/grease_pencil/modes/vertex_paint/editing.rst:36 #: ../../manual/grease_pencil/modes/weight_paint/weights_menu.rst:43 #: ../../manual/grease_pencil/modifiers/generate/length.rst:52 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:289 #: ../../manual/modeling/meshes/editing/mesh/cleanup.rst:29 #: ../../manual/modeling/modifiers/generate/mask.rst:46 #: ../../manual/modeling/modifiers/generate/solidify.rst:123 #: ../../manual/modeling/modifiers/generate/wireframe.rst:71 #: ../../manual/modeling/modifiers/physics/ocean.rst:155 #: ../../manual/movie_clip/masking/selecting.rst:35 #: ../../manual/movie_clip/tracking/dope_sheet.rst:57 #: ../../manual/render/freestyle/view_layer/line_style/alpha.rst:45 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:102 #: ../../manual/render/shader_nodes/vector/bump.rst:34 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:56 #: ../../manual/scene_layout/object/selecting.rst:67 #: ../../manual/sculpt_paint/curves_sculpting/introduction.rst:51 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:232 #: ../../manual/sculpt_paint/sculpting/tools/mask_by_color.rst:22 #: ../../manual/sculpt_paint/vertex_paint/editing.rst:38 #: ../../manual/sculpt_paint/weight_paint/editing.rst:133 #: ../../manual/render/shader_nodes/vector/vector_rotate.rst:51 msgid "Invert" msgstr "Invertovať" #: ../../manual/addons/mesh/tissue.rst:435 #: ../../manual/addons/mesh/tissue.rst:464 msgid "Invert the values read from vertex weight." msgstr "Invertuje hodnoty načítané z váh vrcholov." #: ../../manual/addons/mesh/tissue.rst:439 msgid "Convert to UV" msgstr "Konvertovať na UV" #: ../../manual/addons/mesh/tissue.rst:447 msgid "Tissue Color Tools" msgstr "Nástroje farieb tkanív" #: ../../manual/addons/mesh/tissue.rst:453 msgid "Convert to Weight" msgstr "Konvertovať na váhu" #: ../../manual/addons/mesh/tissue.rst:455 msgid "Red Channel" msgstr "Červený kanál" #: ../../manual/addons/mesh/tissue.rst:456 msgid "" "Add a vertex group derived to red channel of the active Color Attribute." msgstr "" "Pridá skupinu vrcholov odvodenej od červeného kanála aktívneho atribútu " "farby." #: ../../manual/addons/mesh/tissue.rst:457 msgid "Green Channel" msgstr "Zelený kanál" #: ../../manual/addons/mesh/tissue.rst:458 msgid "" "Add a vertex group derived to green channel of the active Color Attribute." msgstr "" "Pridá skupinu vrcholov odvodenej od zeleného kanála aktívneho atribútu farby." #: ../../manual/addons/mesh/tissue.rst:459 msgid "Blue Channel" msgstr "Modrý kanál" #: ../../manual/addons/mesh/tissue.rst:460 msgid "" "Add a vertex group derived to blue channel of the active Color Attribute." msgstr "" "Pridá skupinu vrcholov odvodenej od modrého kanála aktívneho atribútu farby." #: ../../manual/addons/mesh/tissue.rst:461 msgid "Value Channel" msgstr "Kanál hodnoty" #: ../../manual/addons/mesh/tissue.rst:462 msgid "" "Add a vertex group derived to value channel of the active Color Attribute." msgstr "" "Pridá skupinu vrcholov odvodenej od kanála hodnoty aktívneho atribútu farby." #: ../../manual/addons/mesh/tissue.rst:470 msgid "" "See `this video `__ for an example of the " "Tissue add-on in action." msgstr "" "Pozrite si `toto video `__, kde nájdete príklad " "doplnku Tissue v akcii." #: ../../manual/addons/mesh/tissue.rst:475 msgid "Tools for computational design." msgstr "Nástroje pre počítačový dizajn." #: ../../manual/addons/mesh/tissue.rst:477 msgid "mesh_tissue folder" msgstr "Priečinok mesh_tissue" #: ../../manual/addons/mesh/tissue.rst:478 msgid "Alessandro Zomparelli (Co-de-iT)" msgstr "Alessandro Zomparelli (Co-de-iT)" #: ../../manual/addons/node/index.rst:4 #: ../../manual/addons/node/node_arrange.rst:36 #: ../../manual/addons/node/node_wrangler.rst:550 #: ../../manual/editors/geometry_node.rst:31 #: ../../manual/editors/geometry_node.rst:61 #: ../../manual/interface/controls/nodes/introduction.rst:55 #: ../../manual/interface/controls/nodes/sidebar.rst:7 #: ../../manual/interface/controls/nodes/sidebar.rst:20 msgid "Node" msgstr "Uzol" #: ../../manual/addons/node/index.rst:6 msgid "These add-ons relate to the node editors and related tools." msgstr "Tieto doplnky sa týkajú editorov uzlov a súvisiacich nástrojov." #: ../../manual/addons/node/node_arrange.rst:4 msgid "Node Arrange" msgstr ":abbr:`Node Arrange (Usporiadanie uzlov)`" #: ../../manual/addons/node/node_arrange.rst:6 msgid "This add-on allows you to neatly arrange your nodes." msgstr "Tento doplnok vám umožňuje prehľadne usporiadať uzly." #: ../../manual/addons/node/node_arrange.rst:13 msgid "Click Node then Node Arrange to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Uzol --> Node Arrange`." #: ../../manual/addons/node/node_arrange.rst:19 msgid "" "Located in the :menuselection:`node editors --> Sidebar --> Arrange tab`." msgstr "" "Nachádza sa v ponuke :menuselection:`editor uzlov --> Bočný panel --> " "Arrange` (Usporiadať)." #: ../../manual/addons/node/node_arrange.rst:37 msgid "Node Tree Arrangement Tools." msgstr "Nástroje na usporiadanie stromu uzlov." #: ../../manual/addons/node/node_arrange.rst:38 msgid ":menuselection:`node editor --> Sidebar --> Trees`" msgstr ":menuselection:`editor uzlov --> Bočný panel --> Trees` (Stromy)" #: ../../manual/addons/node/node_arrange.rst:39 msgid "node_arrange.py" msgstr "node_arrange.py" #: ../../manual/addons/node/node_arrange.rst:40 msgid "JuhaW" msgstr "JuhaW" #: ../../manual/addons/node/node_presets.rst:4 msgid "Node Presets" msgstr ":abbr:`Node Presets (Predvoľby uzlov)`" #: ../../manual/addons/node/node_presets.rst:6 msgid "" "This add-on allows you to set a file path to a directory with blend-file(s) " "containing node groups. All the node groups will then be available from a " "new menu in the :menuselection:`node editors --> Add --> Template` menu." msgstr "" "Tento doplnok vám umožňuje nastaviť cestu priečinka k súboru, ktorý obsahuje " "skupiny uzlov. Všetky skupiny uzlov budú potom k dispozícii v novej ponuke v " "menu :menuselection:`režim uzlov --> Pridať --> Šablóna`." #: ../../manual/addons/node/node_presets.rst:15 msgid "Click Node then Node Presets to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Uzol --> Node Presets`." #: ../../manual/addons/node/node_presets.rst:21 msgid "" "In the add-on's preferences you can set the path to your directory. The " "directory or folder can have multiple blend-files and all node groups they " "contain will be available. All node editors are supported, you can add " "compositing, texture and material node groups." msgstr "" "V nastaveniach doplnku môžete nastaviť cestu k priečinku. Priečinok môže " "obsahovať viacero blend súborov a k dispozícii budú všetky skupiny uzlov, " "ktoré obsahujú. Podporované sú všetky editory uzlov, môžete pridávať skupiny " "uzlov kompozície, textúry a materiálu." #: ../../manual/addons/node/node_presets.rst:28 msgid "Add node presets." msgstr "Pridáva predvoľby uzlov." #: ../../manual/addons/node/node_presets.rst:29 msgid ":menuselection:`node editors --> Add --> Templates`" msgstr ":menuselection:`editory uzlov --> Pridať --> Šablóny`" #: ../../manual/addons/node/node_presets.rst:30 msgid "node_presets.py" msgstr "node_presets.py" #: ../../manual/addons/node/node_wrangler.rst:4 msgid "Node Wrangler" msgstr ":abbr:`Node Wrangler (Krotiteľ uzla)`" #: ../../manual/addons/node/node_wrangler.rst:6 msgid "" "Node Wrangler provides various tools that help you to work with nodes " "quickly and efficiently." msgstr "" "Krotiteľ uzla poskytuje rôzne nástroje, ktoré vám pomôžu pracovať s uzlami " "rýchlo a efektívne." #: ../../manual/addons/node/node_wrangler.rst:8 msgid "" "While many of this add-on's functions work in all supported node editors " "(Compositor, Shader, Geometry Nodes, and Texture Nodes) some functions only " "work in specific node editors, and some functions work differently per " "editor. Functions that only work in specific editors are marked with labels " "(:guilabel:`Compositor`, :guilabel:`Shader`, :guilabel:`Geometry Nodes`, :" "guilabel:`Texture Nodes`). Functions without labels should work for all node " "editors." msgstr "" "Zatiaľ čo mnohé z funkcií tohto doplnku fungujú vo všetkých podporovaných " "editoroch uzlov (Kompozítor, Tieňovač, uzly Geometrie a uzly Textúry), " "niektoré funkcie fungujú iba v konkrétnych editoroch uzlov a niektoré " "funkcie fungujú v jednotlivých editoroch odlišne. Funkcie, ktoré fungujú iba " "v konkrétnych editoroch, sú označené štítkami (:guilabel:`Kompozítor`, :" "guilabel:`Tieňovač`, :guilabel:`uzly Geometrie`, :guilabel:`uzly Textúry`). " "Funkcie bez nápisov by mali fungovať pre všetky editory uzlov." #: ../../manual/addons/node/node_wrangler.rst:18 msgid "Open Blender and go to the Preferences, then the Add-ons tab." msgstr "" "Otvorte Blender a prejdite do časti Predvoľby a potom na kartu Doplnky." #: ../../manual/addons/node/node_wrangler.rst:19 msgid "Find Node Wrangler and enable the add-on." msgstr "Nájdite Krotiteľ uzla a povoľte doplnok." #: ../../manual/addons/node/node_wrangler.rst:25 msgid "" "Use the panel in Sidebar of the node editor or press :kbd:`Shift-W` to bring " "up the quick access menu. You can also look up the shortcut list in the add-" "on preferences panel." msgstr "" "Použitím panela v Bočnom paneli editora uzlov alebo stlačením :kbd:`Shift+W` " "zobrazte ponuku rýchleho prístupu. Zoznam odkazov môžete vyhľadať aj na " "paneli predvolieb doplnku." #: ../../manual/addons/node/node_wrangler.rst:30 msgid "" "You can access most functions from the sidebar panel or quick access menu." msgstr "" "K väčšine funkcií máte prístup z Bočného panela alebo ponuky rýchleho " "prístupu." #: ../../manual/addons/node/node_wrangler.rst:37 msgid "Lazy Connect" msgstr "Lenivo pripojiť" #: ../../manual/addons/node/node_wrangler.rst:0 #: ../../manual/addons/rigging/rigify/basics.rst:0 #: ../../manual/addons/rigging/rigify/metarigs.rst:0 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:0 #: ../../manual/animation/armatures/bones/editing/change_layers.rst:0 #: ../../manual/animation/armatures/bones/editing/delete.rst:0 #: ../../manual/animation/armatures/bones/editing/duplicate.rst:0 #: ../../manual/animation/armatures/bones/editing/extrude.rst:0 #: ../../manual/animation/armatures/bones/editing/fill_between_joints.rst:0 #: ../../manual/animation/armatures/bones/editing/introduction.rst:0 #: ../../manual/animation/armatures/bones/editing/parenting.rst:0 #: ../../manual/animation/armatures/bones/editing/properties.rst:0 #: ../../manual/animation/armatures/bones/editing/separate_bones.rst:0 #: ../../manual/animation/armatures/bones/editing/split.rst:0 #: ../../manual/animation/armatures/bones/editing/switch_direction.rst:0 #: ../../manual/animation/armatures/bones/editing/transform.rst:0 #: ../../manual/animation/armatures/bones/selecting.rst:0 #: ../../manual/animation/armatures/posing/editing/apply.rst:0 #: ../../manual/animation/armatures/posing/editing/copy_paste.rst:0 #: ../../manual/animation/armatures/posing/editing/flip_quats.rst:0 #: ../../manual/animation/armatures/posing/editing/in_betweens.rst:0 #: ../../manual/animation/armatures/posing/editing/propagate.rst:0 #: ../../manual/animation/armatures/posing/selecting.rst:0 #: ../../manual/animation/armatures/skinning/parenting.rst:0 #: ../../manual/animation/drivers/drivers_panel.rst:0 #: ../../manual/animation/drivers/usage.rst:0 #: ../../manual/animation/keyframes/editing.rst:0 #: ../../manual/animation/keyframes/keying_sets.rst:0 #: ../../manual/animation/markers.rst:0 #: ../../manual/editors/3dview/3d_cursor.rst:0 #: ../../manual/editors/3dview/controls/orientation.rst:0 #: ../../manual/editors/3dview/controls/pivot_point/3d_cursor.rst:0 #: ../../manual/editors/3dview/controls/pivot_point/active_element.rst:0 #: ../../manual/editors/3dview/controls/pivot_point/bounding_box_center.rst:0 #: ../../manual/editors/3dview/controls/pivot_point/index.rst:0 #: ../../manual/editors/3dview/controls/pivot_point/individual_origins.rst:0 #: ../../manual/editors/3dview/controls/pivot_point/median_point.rst:0 #: ../../manual/editors/3dview/controls/proportional_editing.rst:0 #: ../../manual/editors/3dview/controls/snapping.rst:0 #: ../../manual/editors/3dview/display/shading.rst:0 #: ../../manual/editors/3dview/modes.rst:0 #: ../../manual/editors/3dview/navigate/camera_view.rst:0 #: ../../manual/editors/3dview/navigate/local_view.rst:0 #: ../../manual/editors/3dview/navigate/navigation.rst:0 #: ../../manual/editors/3dview/navigate/projections.rst:0 #: ../../manual/editors/3dview/navigate/regions.rst:0 #: ../../manual/editors/3dview/navigate/views.rst:0 #: ../../manual/editors/graph_editor/channels.rst:0 #: ../../manual/editors/graph_editor/fcurves/editing.rst:0 #: ../../manual/editors/image/editing.rst:0 #: ../../manual/editors/nla/editing.rst:0 ../../manual/editors/nla/strips.rst:0 #: ../../manual/editors/preferences/introduction.rst:0 #: ../../manual/editors/uv/controls/snapping.rst:0 #: ../../manual/editors/uv/selecting.rst:0 #: ../../manual/editors/video_sequencer/sequencer/toolbar/blade.rst:0 #: ../../manual/files/blend/open_save.rst:0 #: ../../manual/files/blend/rename.rst:0 #: ../../manual/files/linked_libraries/library_overrides.rst:0 #: ../../manual/getting_started/help.rst:0 #: ../../manual/getting_started/help.rst:26 #: ../../manual/grease_pencil/animation/interpolation.rst:0 #: ../../manual/grease_pencil/animation/tools.rst:0 #: ../../manual/grease_pencil/materials/introduction.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/interpolate.rst:0 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/point_menu.rst:0 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:0 #: ../../manual/grease_pencil/modes/sculpting/introduction.rst:0 #: ../../manual/grease_pencil/primitives.rst:0 #: ../../manual/grease_pencil/properties/layers.rst:0 #: ../../manual/grease_pencil/selecting.rst:0 #: ../../manual/interface/controls/nodes/editing.rst:0 #: ../../manual/interface/controls/nodes/frame.rst:0 #: ../../manual/interface/controls/nodes/groups.rst:0 #: ../../manual/interface/controls/nodes/introduction.rst:0 #: ../../manual/interface/controls/templates/operator_search.rst:0 #: ../../manual/interface/selecting.rst:0 #: ../../manual/interface/tool_system.rst:0 #: ../../manual/interface/undo_redo.rst:0 #: ../../manual/interface/window_system/areas.rst:0 #: ../../manual/modeling/curves/editing/control_points.rst:0 #: ../../manual/modeling/curves/editing/curve.rst:0 #: ../../manual/modeling/curves/editing/other.rst:0 #: ../../manual/modeling/curves/primitives.rst:0 #: ../../manual/modeling/curves/selecting.rst:0 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/meshes/editing/edge/edge_data.rst:0 #: ../../manual/modeling/meshes/editing/edge/extrude_edges.rst:0 #: ../../manual/modeling/meshes/editing/edge/loopcut_slide.rst:0 #: ../../manual/modeling/meshes/editing/edge/offset_edge_slide.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_faces_normal.rst:0 #: ../../manual/modeling/meshes/editing/face/extrude_individual_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/fill.rst:0 #: ../../manual/modeling/meshes/editing/face/inset_faces.rst:0 #: ../../manual/modeling/meshes/editing/face/triangles_quads.rst:0 #: ../../manual/modeling/meshes/editing/face/triangulate_faces.rst:0 #: ../../manual/modeling/meshes/editing/mesh/delete.rst:0 #: ../../manual/modeling/meshes/editing/mesh/duplicate.rst:0 #: ../../manual/modeling/meshes/editing/mesh/extrude.rst:0 #: ../../manual/modeling/meshes/editing/mesh/knife_topology_tool.rst:0 #: ../../manual/modeling/meshes/editing/mesh/merge.rst:0 #: ../../manual/modeling/meshes/editing/mesh/mirror.rst:0 #: ../../manual/modeling/meshes/editing/mesh/normals.rst:0 #: ../../manual/modeling/meshes/editing/mesh/separate.rst:0 #: ../../manual/modeling/meshes/editing/mesh/split.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/bend.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shear.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/shrink-fatten.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/skin_resize.rst:0 #: ../../manual/modeling/meshes/editing/mesh/transform/to_sphere.rst:0 #: ../../manual/modeling/meshes/editing/uv.rst:0 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/connect_vertex_path.rst:0 #: ../../manual/modeling/meshes/editing/vertex/extrude_cursor.rst:0 #: ../../manual/modeling/meshes/editing/vertex/extrude_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/hooks.rst:0 #: ../../manual/modeling/meshes/editing/vertex/make_face_edge.rst:0 #: ../../manual/modeling/meshes/editing/vertex/make_vertex_parent.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_extend.rst:0 #: ../../manual/modeling/meshes/editing/vertex/rip_vertices_fill.rst:0 #: ../../manual/modeling/meshes/editing/vertex/slide_vertices.rst:0 #: ../../manual/modeling/meshes/primitives.rst:0 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:0 #: ../../manual/modeling/meshes/selecting/introduction.rst:0 #: ../../manual/modeling/meshes/selecting/linked.rst:0 #: ../../manual/modeling/meshes/selecting/loops.rst:0 #: ../../manual/modeling/meshes/selecting/mirror.rst:0 #: ../../manual/modeling/meshes/selecting/more_less.rst:0 #: ../../manual/modeling/meshes/selecting/similar.rst:0 #: ../../manual/modeling/meshes/structure.rst:0 #: ../../manual/modeling/meshes/tools/extrude_cursor.rst:0 #: ../../manual/modeling/meshes/tools/extrude_manifold.rst:0 #: ../../manual/modeling/meshes/tools/extrude_region.rst:0 #: ../../manual/modeling/meshes/tools/loop.rst:0 #: ../../manual/modeling/meshes/uv/editing.rst:0 #: ../../manual/modeling/meshes/uv/tools/rip.rst:0 #: ../../manual/modeling/metas/editing.rst:0 #: ../../manual/modeling/metas/primitives.rst:0 #: ../../manual/modeling/surfaces/editing/control_points.rst:0 #: ../../manual/modeling/surfaces/editing/surface.rst:0 #: ../../manual/modeling/surfaces/primitives.rst:0 #: ../../manual/modeling/surfaces/selecting.rst:0 #: ../../manual/movie_clip/masking/editing.rst:0 #: ../../manual/movie_clip/masking/scurve.rst:0 #: ../../manual/movie_clip/masking/selecting.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/clip.rst:0 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:0 #: ../../manual/movie_clip/tracking/clip/selecting.rst:0 #: ../../manual/render/output/animation_player.rst:0 #: ../../manual/scene_layout/collections/collections.rst:0 #: ../../manual/scene_layout/object/editing/apply.rst:0 #: ../../manual/scene_layout/object/editing/clear.rst:0 #: ../../manual/scene_layout/object/editing/delete.rst:0 #: ../../manual/scene_layout/object/editing/duplicate.rst:0 #: ../../manual/scene_layout/object/editing/duplicate_linked.rst:0 #: ../../manual/scene_layout/object/editing/join.rst:0 #: ../../manual/scene_layout/object/editing/link_transfer/index.rst:0 #: ../../manual/scene_layout/object/editing/mirror.rst:0 #: ../../manual/scene_layout/object/editing/parent.rst:0 #: ../../manual/scene_layout/object/editing/snap.rst:0 #: ../../manual/scene_layout/object/editing/transform/control/axis_locking.rst:0 #: ../../manual/scene_layout/object/editing/transform/control/precision.rst:0 #: ../../manual/scene_layout/object/editing/transform/move.rst:0 #: ../../manual/scene_layout/object/editing/transform/rotate.rst:0 #: ../../manual/scene_layout/object/editing/transform/scale.rst:0 #: ../../manual/scene_layout/object/selecting.rst:0 #: ../../manual/scene_layout/object/types.rst:0 #: ../../manual/sculpt_paint/sculpting/controls.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/face_sets.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:0 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst:0 #: ../../manual/sculpt_paint/sculpting/tool_settings/remesh.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/clay.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/crease.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/draw.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/flatten.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/inflate.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/layer.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mask.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/pinch.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/snake_hook.rst:0 #: ../../manual/sculpt_paint/selection_visibility.rst:0 #: ../../manual/sculpt_paint/weight_paint/editing.rst:0 #: ../../manual/video_editing/edit/montage/editing.rst:0 #: ../../manual/video_editing/edit/montage/strips/introduction.rst:0 msgid "Shortcut" msgstr "Skratka" #: ../../manual/addons/node/node_wrangler.rst:41 msgid ":kbd:`Alt-RMB`-drag, :kbd:`Shift-Alt-RMB`-drag" msgstr "ťahať :kbd:`Alt+PTM`, ťahať :kbd:`Shift+Alt+PTM`" #: ../../manual/addons/node/node_wrangler.rst:43 msgid "" "Connect two nodes without even clicking the sockets. Just drag the cursor " "from one node to another while holding :kbd:`Alt-RMB`. It will select the " "nodes nearest the start and end points of the drag for connection, so you " "don’t even have to click on the nodes." msgstr "" "Vytvára prepojenia medzi uzlami bez nutnosti kliknutia na zásuvky. Stačí " "ťahať z jedného uzla do druhého a zároveň pridržať :kbd:`Alt+PTM`. Vyberie " "uzly, ktoré sú najbližšie k počiatočnému a koncovému bodu ťahu, takže " "nemusíte na uzly kliknúť." #: ../../manual/addons/node/node_wrangler.rst:50 msgid "Selection can be lazy." msgstr "Výber môže byť lenivý." #: ../../manual/addons/node/node_wrangler.rst:52 msgid "" "It tries to connect the best-matched sockets possible, based on their names, " "types, and whether they are open or not." msgstr "" "Snaží sa pripojiť najlepšie pasujúce zásuvky na základe ich názvov, typov a " "toho, či sú otvorené alebo nie." #: ../../manual/addons/node/node_wrangler.rst:55 msgid "" "For a more precise connection, you can alternatively use :kbd:`Shift-Alt-" "RMB`. It brings up menus of available inputs and outputs before connection, " "so you can select the exact sockets to connect. It's especially useful when " "working with a large node tree since you can make connections without " "frequently zooming in and out." msgstr "" "Pre presnejšie pripojenie môžete alternatívne použiť :kbd:`Shift+Alt+PTM`. " "Pred pripojením zobrazí ponuky dostupných vstupov a výstupov, takže si " "môžete vybrať presné zásuvky, ktoré chcete pripojiť. Je to užitočné najmä " "pri práci s veľkým stromom uzlov, pretože môžete vytvárať pripojenia bez " "častého približovania a odďaľovania." #: ../../manual/addons/node/node_wrangler.rst:62 msgid "Lazy Mix" msgstr "Lenivo zmiešať" #: ../../manual/addons/node/node_wrangler.rst:66 msgid ":kbd:`Shift-Ctrl-RMB`-drag" msgstr "ťahať :kbd:`Shift+Ctrl+PTM`" #: ../../manual/addons/node/node_wrangler.rst:68 msgid "" "Connect the outputs of two nodes into an appropriate \"mix\" type of node. " "This is the \"lazy\" way of selecting nodes and executing the *Mix* function " "from `Merge with Automatic Type Detection`_." msgstr "" "Pripojí výstupy dvoch uzlov do vhodného typu uzla \"zmiešať\". Toto je " "\"lenivý\" spôsob výberu uzlov a vykonávania funkcie *Zmiešať* z `Zlúčiť s " "automatickou detekciou typu`_." #: ../../manual/addons/node/node_wrangler.rst:77 msgid ":menuselection:`Node Wrangler --> Merge Selected Nodes`" msgstr ":menuselection:`Krotiteľ uzla --> Zlúčiť vybrané uzly`" #: ../../manual/addons/node/node_wrangler.rst:79 msgid "" "Connect outputs of the selected nodes into a \"mix\" type of node (Mix, " "Math, Z-Combine, Alpha Over, Mix Shader, Add Shader, Join Geometry)." msgstr "" "Pripojí výstupy vybraných uzlov do uzla typu \"zmiešať\" (Zmiešať, " "Matematika, Z-kombinácia, Nad alfou, Zmiešať tieňovač, Pridať tieňovač, " "Spojiť geometriu)." #: ../../manual/addons/node/node_wrangler.rst:84 msgid "" "Merge currently does not support outputs of Integer, String, or Boolean " "types from Geometry Nodes." msgstr "" "Zlúčiť v súčasnosti nepodporuje výstupy typov celého čísla, reťazca alebo " "logických hodnôt z geometrických uzlov." #: ../../manual/addons/node/node_wrangler.rst:86 msgid "" "There are automatic and manual ways of merging. The automatic ways let the " "add-on determine which \"mix\" node to use based on the types of outputs to " "merge. The manual ways let you decide and force connections even if the " "types of outputs and the \"mix\" node are not compatible." msgstr "" "Existujú automatické a manuálne spôsoby zlúčenia. Automatické spôsoby " "umožňujú doplnku určiť, ktorý uzol \"zmiešania\" sa má použiť na základe " "typov výstupov, ktoré sa majú zlúčiť. Manuálne spôsoby vám umožňujú " "rozhodnúť sa a vynútiť pripojenia, aj keď typy výstupov a uzol \"zmiešania\" " "nie sú kompatibilné." #: ../../manual/addons/node/node_wrangler.rst:92 msgid "" "Generally, the modifier part of the shortcut signifies the type of \"mix\" " "node you want to use (:kbd:`Ctrl` for automatic detection, :kbd:`Ctrl-Alt` " "for the Mix node, and :kbd:`Shift-Ctrl` for the Math node), the non-modifier " "part signifies the mode of \"mix\" node you want to set (:kbd:`NumpadPlus` " "for add, :kbd:`NumpadMinus` for subtract, :kbd:`NumpadSlash` for divide, " "and :kbd:`NumpadAsterisk` for multiply)." msgstr "" "Vo všeobecnosti modifikátorová časť skratky označuje typ uzla \"zmiešať\", " "ktorý chcete použiť (:kbd:`Ctrl` pre automatickú detekciu, :kbd:`Ctrl+Alt` " "pre uzol Zmiešať a :kbd:`Shift+Ctrl` pre uzol Matematika), časť bez " "modifikátora znamená režim uzla \"zmiešať\", ktorý chcete nastaviť (:kbd:" "`Num+` pre sčítanie :kbd:`Num-` pre odčítanie, :kbd:`Num/` pre delenie a :" "kbd:`Num*` na násobenie)." #: ../../manual/addons/node/node_wrangler.rst:99 msgid "Merge with Automatic Type Detection" msgstr "Zlúčiť automatickou detekciou typu" #: ../../manual/addons/node/node_wrangler.rst:101 msgid "" "The automatic merge functions determine the type of \"mix\" node to use " "based on the types of outputs to merge. If it has a Color output, it will " "use the Mix node. It will use the Math node if both outputs are of Value " "type. Add Shader, Mix Shader, and Join Geometry nodes will also be used for " "specific cases." msgstr "" "Funkcie automatického zlúčenia určujú typ uzla \"zmiešať\", ktorý sa má " "použiť, na základe typov výstupov, ktoré sa majú zlúčiť. Ak má farebný " "výstup, použije uzol Zmiešať. Použije uzol Matematika, ak sú oba výstupy " "typu Hodnota. V konkrétnych prípadoch sa použijú aj uzly Pridať tieňovač, " "Zmiešať tieňovač a Spojiť geometriu." #: ../../manual/addons/node/node_wrangler.rst:107 msgid "Add :kbd:`Ctrl-=`, :kbd:`Ctrl-NumpadPlus`" msgstr ":kbd:`Ctrl+=`, :kbd:`Ctrl+NumPlus`" #: ../../manual/addons/node/node_wrangler.rst:107 msgid "" "Merge into Mix or Math nodes, then set blend mode or math operation as Add. " "If the outputs are Shaders, it will use Add Shader node instead." msgstr "" "Zlúči do uzlov Zmiešať alebo Matematika a potom nastaví režim zmiešania " "alebo matematickú operáciu ako Pridať. Ak sú výstupy tieňovačov, použije " "namiesto toho uzol Pridať tieňovač." #: ../../manual/addons/node/node_wrangler.rst:109 msgid "Multiply :kbd:`Ctrl-8`, :kbd:`Ctrl-NumpadAsterisk`" msgstr "Násobiť :kbd:`Ctrl+8`, :kbd:`Ctrl+Num*`" #: ../../manual/addons/node/node_wrangler.rst:110 msgid "" "Merge into Mix or Math nodes, then set blend mode or math operation as " "Multiply." msgstr "" "Zlúči do uzlov Zmiešať alebo Matematika a potom nastaviť režim zmiešania " "alebo matematickú operáciu ako Násobiť." #: ../../manual/addons/node/node_wrangler.rst:111 msgid "Subtract :kbd:`Ctrl-Minus`, :kbd:`Ctrl-NumpadMinus`" msgstr "Odpočítať :kbd:`Ctrl+Mínus`, :kbd:`Ctrl+NumMínus`" #: ../../manual/addons/node/node_wrangler.rst:112 msgid "" "Merge into Mix or Math nodes, then set blend mode or math operation as " "Subtract." msgstr "" "Zlúči do uzlov Zmiešať alebo Matematika a potom nastaviť režim zmiešania " "alebo matematickú operáciu ako Odpočítať." #: ../../manual/addons/node/node_wrangler.rst:113 msgid "Divide :kbd:`Ctrl-Slash`, :kbd:`Ctrl-NumpadSlash`" msgstr "Deliť :kbd:`Ctrl+/`, :kbd:`Ctrl+Num/`" #: ../../manual/addons/node/node_wrangler.rst:114 msgid "" "Merge into Mix or Math nodes, then set blend mode or math operation as " "Divide." msgstr "" "Zlúči do uzlov Zmiešať alebo Matematika a potom nastaviť režim zmiešania " "alebo matematickú operáciu ako Deliť." #: ../../manual/addons/node/node_wrangler.rst:118 msgid "Mix :kbd:`Ctrl-0`, :kbd:`Ctrl-Numpad0`" msgstr "Zmiešať :kbd:`Ctrl+0`, :kbd:`Ctrl+Num0`" #: ../../manual/addons/node/node_wrangler.rst:116 msgid "" "Merge into Mix node, then set blend mode as Mix. If the outputs are Shaders, " "it will use Mix Shader node instead. If the outputs are Geometry, it will " "use Join Geometry node." msgstr "" "Zlúči do uzla Zmiešať a potom nastaví režim zmiešania ako Zmiešať. Ak sú " "výstupy tieňovačov, použije namiesto toho uzol Zmiešať tieňovače. Ak sú " "výstupy geometria, použije uzol Spojiť geometriu." #: ../../manual/addons/node/node_wrangler.rst:121 msgid "Merge Using Mix Node" msgstr "Zlúčiť použitím uzla Zmiešať" #: ../../manual/addons/node/node_wrangler.rst:125 msgid "" ":menuselection:`Node Wrangler --> Merge Selected Nodes --> Use Mix Nodes`" msgstr "" ":menuselection:`Krotiteľ uzla --> Zlúčiť vybrané uzly --> Použiť uzly " "Zmiešať`" #: ../../manual/addons/node/node_wrangler.rst:127 msgid "" "Use the Mix nodes for merging, regardless of the selected nodes. You can " "choose the mode of the node via the menu. You can quickly set some " "operations by using corresponding shortcuts." msgstr "" "Na zlúčenie použije uzly Zmiešať bez ohľadu na vybrané uzly. Režim uzla si " "môžete zvoliť prostredníctvom ponuky. Niektoré operácie môžete rýchlo " "nastaviť použitím príslušných skratiek." #: ../../manual/addons/node/node_wrangler.rst:130 msgid "Add: :kbd:`Ctrl-Alt-=`, :kbd:`Ctrl-Alt-=`" msgstr "Pripočítať: :kbd:`Ctrl+Alt+=`, :kbd:`Ctrl+Alt+=`" #: ../../manual/addons/node/node_wrangler.rst:131 msgid "Substract: :kbd:`Ctrl-Alt-Minus`, :kbd:`Ctrl-Alt-NumpadMinus`" msgstr "Odpočítať: :kbd:`Ctrl+Alt+Mínus`, :kbd:`Ctrl+Alt+NumMínus`" #: ../../manual/addons/node/node_wrangler.rst:132 msgid "Multiply: :kbd:`Ctrl-Alt-8`, :kbd:`Ctrl-Alt-NumpadAsterisk`" msgstr "Násobiť: :kbd:`Ctrl+Alt+8`, :kbd:`Ctrl+Alt+Num*`" #: ../../manual/addons/node/node_wrangler.rst:133 msgid "Divide: :kbd:`Ctrl-Alt-Slash`, :kbd:`Ctrl-Alt-NumpadSlash`" msgstr "Deliť: :kbd:`Ctrl+Alt+/`, :kbd:`Ctrl+Alt+Num/`" #: ../../manual/addons/node/node_wrangler.rst:137 msgid "Merge Using Math Node" msgstr "Zlúčiť použitím uzla Matematika" #: ../../manual/addons/node/node_wrangler.rst:141 msgid "" ":menuselection:`Node Wrangler --> Merge Selected Nodes --> Use Math Nodes`" msgstr "" ":menuselection:`Krotiteľ uzla --> Zlúčiť vybrané uzly --> Použiť uzly " "Matematika`" #: ../../manual/addons/node/node_wrangler.rst:143 msgid "" "Use the Math nodes for merging, regardless of the selected nodes. You can " "choose the mode of the node via the menu. You can quickly set some " "operations by using corresponding shortcuts." msgstr "" "Na zlúčenie použije uzly Matematika bez ohľadu na vybrané uzly. Režim uzla " "si môžete zvoliť prostredníctvom ponuky. Niektoré operácie môžete rýchlo " "nastaviť použitím príslušných skratiek." #: ../../manual/addons/node/node_wrangler.rst:146 msgid "Add: :kbd:`Shift-Ctrl-=`, :kbd:`Shift-Ctrl-=`" msgstr "Pripočítať: :kbd:`Shift+Ctrl+=`, :kbd:`Shift+Ctrl+=`" #: ../../manual/addons/node/node_wrangler.rst:147 msgid "Substract: :kbd:`Shift-Ctrl-Minus`, :kbd:`Shift-Ctrl-NumpadMinus`" msgstr "Odpočítať: :kbd:`Shift+Ctrl+Mínus`, :kbd:`Shift+Ctrl+NumMínus`" #: ../../manual/addons/node/node_wrangler.rst:148 msgid "Multiply: :kbd:`Shift-Ctrl-8`, :kbd:`Shift-Ctrl-NumpadAsterisk`" msgstr "Násobiť :kbd:`Shift+Ctrl+8`, :kbd:`Shift+Ctrl+Num*`" #: ../../manual/addons/node/node_wrangler.rst:149 msgid "Divide: :kbd:`Shift-Ctrl-Slash`, :kbd:`Shift-Ctrl-NumpadSlash`" msgstr "Deliť :kbd:`Shift+Ctrl+/`, :kbd:`Shift+Ctrl+Num/`" #: ../../manual/addons/node/node_wrangler.rst:150 msgid "Greater than: :kbd:`Ctrl-Comma`" msgstr "Väčšie ako :kbd:`Ctrl+čiarka`" #: ../../manual/addons/node/node_wrangler.rst:151 msgid "Less than: :kbd:`Ctrl-Period`" msgstr "Menšie ako :kbd:`Ctrl+bodka`" #: ../../manual/addons/node/node_wrangler.rst:155 msgid "Merge Using Z-Combine Node" msgstr "Zlúčiť použitím uzla Z-kombinácia" #: ../../manual/addons/node/node_wrangler.rst:157 #: ../../manual/addons/node/node_wrangler.rst:171 #: ../../manual/addons/node/node_wrangler.rst:254 #: ../../manual/addons/node/node_wrangler.rst:267 msgid ":guilabel:`Compositor`" msgstr ":guilabel:`Kompozítor`" #: ../../manual/addons/node/node_wrangler.rst:161 msgid "" ":menuselection:`Node Wrangler --> Merge Selected Nodes --> Use Z-Combine " "Nodes`" msgstr "" ":menuselection:`Krotiteľ uzla --> Zlúčiť vybrané uzly --> Použiť uzly Z-" "kombinácia`" #: ../../manual/addons/node/node_wrangler.rst:162 msgid ":kbd:`Ctrl-NumpadPeriod`" msgstr ":kbd:`Ctrl+NumBodka`" #: ../../manual/addons/node/node_wrangler.rst:164 msgid "" "Use the Z-Combine nodes for merging. If possible, Image and Z-Depth outputs " "will be linked. If the current node editor is not Compositor, this will " "execute the *Mix* function from the automatic merge." msgstr "" "Na zlúčenie použije uzly Z-kombinácia. Ak je to možné, výstupy Obrázok a Z-" "hĺbka budú prepojené. Ak aktuálny editor uzlov nie je Kompozítor, spustí sa " "funkcia *Zmiešať* z automatického zlúčenia." #: ../../manual/addons/node/node_wrangler.rst:169 msgid "Merge Using Alpha Over Node" msgstr "Zlúčiť použitím uzla Nad alfou" #: ../../manual/addons/node/node_wrangler.rst:175 msgid "" ":menuselection:`Node Wrangler --> Merge Selected Nodes --> Use Alpha Over " "Nodes`" msgstr "" ":menuselection:`Krotiteľ uzla --> Zlúčiť vybrané uzly --> Použiť uzly Nad " "alfou`" #: ../../manual/addons/node/node_wrangler.rst:176 msgid ":kbd:`Ctrl-Alt-0`" msgstr ":kbd:`Ctrl+Alt+0`" #: ../../manual/addons/node/node_wrangler.rst:178 msgid "" "Use the Alpha Over nodes for merging. If the current node editor is not " "Compositor, this will execute the *Mix* function from the automatic merge." msgstr "" "Na zlúčenie použije uzly Nad alfou. Ak aktuálny editor uzlov nie je " "Kompozítor, spustí sa funkcia *Zmiešať* z automatického zlúčenia." #: ../../manual/addons/node/node_wrangler.rst:183 msgid "Batch Change Blend Mode / Math Operation" msgstr "Zmeniť režim Prelínanie / Matematická operácia dávkou" #: ../../manual/addons/node/node_wrangler.rst:187 msgid ":menuselection:`Node Wrangler --> Batch Change`" msgstr ":menuselection:`Krotiteľ uzla --> Zapiecť`" #: ../../manual/addons/node/node_wrangler.rst:189 msgid "" "Change the blend mode or math operation of the selected Mix and Math nodes " "at once. You can use :kbd:`Alt-Up` or :kbd:`Alt-Down` to cycle through " "previous or next blend modes or math operations. You can also quickly set " "some operations by using corresponding shortcuts." msgstr "" "Zmení režim zmiešavania alebo matematickú operáciu vybratých uzlov Zmiešať a " "Matematika naraz. Môžete použiť :kbd:`Alt+↑` alebo :kbd:`Alt+↓` na cyklické " "prechádzanie predchádzajúcimi alebo nasledujúcimi režimami zmiešavania alebo " "matematickými operáciami. Niektoré operácie môžete tiež rýchlo nastaviť " "použitím zodpovedajúcich skratiek." #: ../../manual/addons/node/node_wrangler.rst:193 msgid "Add: :kbd:`Alt-=`, :kbd:`Alt-=`" msgstr "Pripočítať: :kbd:`Alt+=`, :kbd:`Alt+=`" #: ../../manual/addons/node/node_wrangler.rst:194 msgid "Substract: :kbd:`Alt-Minus`, :kbd:`Alt-NumpadMinus`" msgstr "Odpočítať: :kbd:`Alt+Mínus`, :kbd:`Alt+NumMínus`" #: ../../manual/addons/node/node_wrangler.rst:195 msgid "Multiply: :kbd:`Alt-8`, :kbd:`Alt-NumpadAsterisk`" msgstr "Násobiť: :kbd:`Alt+8`, :kbd:`Alt+Num*`" #: ../../manual/addons/node/node_wrangler.rst:196 msgid "Divide: :kbd:`Alt-Slash`, :kbd:`Alt-NumpadSlash`" msgstr "Deliť: :kbd:`Alt+/`, :kbd:`Alt+Num/`" #: ../../manual/addons/node/node_wrangler.rst:197 msgid "Greater than: :kbd:`Alt-Comma`" msgstr "Väčšie ako :kbd:`Alt+čiarka`" #: ../../manual/addons/node/node_wrangler.rst:198 msgid "Less than: :kbd:`Alt-Period`" msgstr "Menšie ako :kbd:`Alt+bodka`" #: ../../manual/addons/node/node_wrangler.rst:201 msgid "Change Mix Factor" msgstr "Zmeniť faktora zmiešania" #: ../../manual/addons/node/node_wrangler.rst:206 msgid "" ":kbd:`Alt-Left`, :kbd:`Shift-Alt-Left`, :kbd:`Alt-Right`, :kbd:`Shift-Alt-" "Right`, :kbd:`Shift-Ctrl-Alt-Left`, :kbd:`Shift-Ctrl-Alt-0`, :kbd:`Shift-" "Ctrl-Alt-Right`, :kbd:`Shift-Ctrl-Alt-1`" msgstr "" ":kbd:`Alt+←`, :kbd:`Shift+Alt+←`, :kbd:`Alt+→`, :kbd:`Shift+Alt+→`, :kbd:" "`Shift+Ctrl+Alt+←`, :kbd:`Shift+Ctrl+Alt+0`, :kbd:`Shift+Ctrl+Alt+→`, :kbd:" "`Shift+Ctrl+Alt+1`" #: ../../manual/addons/node/node_wrangler.rst:209 msgid "" "Change the Factor value of the selected Mix and Mix Shader nodes with " "shortcuts." msgstr "" "Zmení faktor vybraných uzlov Zmiešať alebo uzlov Zmiešať tieňovač skratkami." #: ../../manual/addons/node/node_wrangler.rst:211 msgid "Increase Factor by 0.1: :kbd:`Alt-Right`" msgstr "Zvýšiť faktor o 0,1: :kbd:`Alt+→`" #: ../../manual/addons/node/node_wrangler.rst:212 msgid "Decrease Factor by 0.1: :kbd:`Alt-Left`" msgstr "Znížiť faktor o 0,1: :kbd:`Alt+←`" #: ../../manual/addons/node/node_wrangler.rst:213 msgid "Increase Factor by 0.01: :kbd:`Shift-Alt-Right`" msgstr "Zvýšiť faktor o 0.01: :kbd:`Shift+Alt+→`" #: ../../manual/addons/node/node_wrangler.rst:214 msgid "Decrease Factor by 0.01: :kbd:`Shift-Alt-Left`" msgstr "Znížiť faktor o 0.01: :kbd:`Shift+Alt+←`" #: ../../manual/addons/node/node_wrangler.rst:215 msgid "Set Factor to 0.0: :kbd:`Shift-Ctrl-Alt-Left`, :kbd:`Shift-Ctrl-Alt-0`" msgstr "" "Nastaviť faktor na 0.0: :kbd:`Shift+Ctrl+Alt+←`, :kbd:`Shift-Ctrl-Alt-0`" #: ../../manual/addons/node/node_wrangler.rst:216 msgid "Set Factor to 1.0: :kbd:`Shift-Ctrl-Alt-Right`, :kbd:`Shift-Ctrl-Alt-1`" msgstr "" "Nastaviť factor to 1.0: :kbd:`Shift+Ctrl+Alt+→`, :kbd:`Shift+Ctrl+Alt+1`" #: ../../manual/addons/node/node_wrangler.rst:220 msgid "Delete Unused Nodes" msgstr "Odstrániť nepoužívané uzly" #: ../../manual/addons/node/node_wrangler.rst:224 msgid ":menuselection:`Node Wrangler --> Delete Unused Nodes`" msgstr ":menuselection:`Krotiteľ uzla --> Odstrániť nepoužité uzly`" #: ../../manual/addons/node/node_wrangler.rst:225 msgid ":kbd:`Alt-X`" msgstr ":kbd:`Alt+X`" #: ../../manual/addons/node/node_wrangler.rst:227 msgid "" "Clean up your node tree. Delete all nodes that don't contribute to the final " "result." msgstr "" "Vyčistí strom uzlov. Odstráni všetky uzly, ktoré neprispievajú ku konečnému " "výsledku." #: ../../manual/addons/node/node_wrangler.rst:231 msgid "Swap Links" msgstr "Vymeniť prepojenia" #: ../../manual/addons/node/node_wrangler.rst:235 msgid ":menuselection:`Node Wrangler --> Swap Links`" msgstr ":menuselection:`Krotiteľ uzla --> Vymeniť prepojenia`" #: ../../manual/addons/node/node_wrangler.rst:236 #: ../../manual/animation/armatures/bones/editing/transform.rst:44 #: ../../manual/editors/image/editing.rst:101 #: ../../manual/modeling/curves/editing/curve.rst:42 #: ../../manual/modeling/meshes/editing/mesh/transform/shrink-fatten.rst:13 #: ../../manual/video_editing/edit/montage/editing.rst:446 msgid ":kbd:`Alt-S`" msgstr ":kbd:`Alt+S`" #: ../../manual/addons/node/node_wrangler.rst:238 msgid "" "When two nodes are selected, this swaps each other's output link. Note that " "some output connections can be lost if the two nodes have a different number " "of connected outputs." msgstr "" "Keď sú vybraté dva uzly, navzájom sa tým vymení výstupné spojenie. Všimnite " "si, že niektoré výstupné pripojenia sa môžu stratiť, ak majú tieto dva uzly " "odlišný počet pripojených výstupov." #: ../../manual/addons/node/node_wrangler.rst:242 msgid "" "With one node selected, if the node has one linked input, it cycles the link " "through the available input sockets. If the node has two linked inputs, it " "swaps those two links. If there are more than two inputs linked, it swaps " "the two inputs with matching types (the Mix node's two Color inputs, for " "example)." msgstr "" "Keď je zvolený jeden uzol, ak má uzol jeden pripojený vstup, cyklicky " "prevedie prepojenie cez dostupné vstupné zásuvky. Ak má uzol dva prepojené " "vstupy, vymení tieto dva prepojenia. Ak sú prepojené viac ako dva vstupy, " "vymení tieto dva vstupy za zodpovedajúce typy (napríklad dva farebné vstupy " "uzla Zmiešať)." #: ../../manual/addons/node/node_wrangler.rst:248 msgid "Swap works differently depending on the selected nodes and their links." msgstr "" "Výmena funguje odlišne v závislosti od vybraných uzlov a ich prepojení." #: ../../manual/addons/node/node_wrangler.rst:252 #: ../../manual/compositing/sidebar.rst:41 msgid "Reset Backdrop" msgstr "Resetovať pozadie" #: ../../manual/addons/node/node_wrangler.rst:258 msgid ":menuselection:`Node Wrangler --> Reset Backdrop`" msgstr ":menuselection:`Krotiteľ uzla --> Resetovať pozadie`" #: ../../manual/addons/node/node_wrangler.rst:259 #: ../../manual/editors/3dview/navigate/walk_fly.rst:100 #: ../../manual/editors/3dview/navigate/walk_fly.rst:159 #: ../../manual/interface/keymap/blender_default.rst:256 msgid ":kbd:`Z`" msgstr ":kbd:`Z`" #: ../../manual/addons/node/node_wrangler.rst:261 msgid "Reset the position and scale of the backdrop." msgstr "Resetuje pozíciu a mierku pozadia." #: ../../manual/addons/node/node_wrangler.rst:265 msgid "Set Viewer's Tile Center" msgstr "Nastavenie centra dlaždíc prehliadača" #: ../../manual/addons/node/node_wrangler.rst:271 msgid "double-click :kbd:`LMB`" msgstr "dvojklik :kbd:`ĽTM`" #: ../../manual/addons/node/node_wrangler.rst:273 msgid "Set the viewer's tile center to the mouse position." msgstr "Nastavte stred dlaždíc diváka na pozíciu myši." #: ../../manual/addons/node/node_wrangler.rst:277 msgid "Add Attribute Node" msgstr "Uzol Pridať atribút" #: ../../manual/addons/node/node_wrangler.rst:279 #: ../../manual/addons/node/node_wrangler.rst:291 #: ../../manual/addons/node/node_wrangler.rst:399 #: ../../manual/addons/node/node_wrangler.rst:414 msgid ":guilabel:`Shader`" msgstr ":guilabel:`Tieňovač`" #: ../../manual/addons/node/node_wrangler.rst:283 msgid ":menuselection:`Header --> Add --> Input --> Attributes`" msgstr ":menuselection:`Záhlavie --> Pridať --> Vstup --> Atribúty`" #: ../../manual/addons/node/node_wrangler.rst:285 msgid "Add an Attribute node with the selected attribute." msgstr "Pridá uzol Atribút s vybratým atribútom." #: ../../manual/addons/node/node_wrangler.rst:289 msgid "Preview Node Output" msgstr "Náhľad výstupu uzla" #: ../../manual/addons/node/node_wrangler.rst:295 #: ../../manual/sculpt_paint/sculpting/editing/mask.rst:90 msgid ":kbd:`Shift-Ctrl-LMB`" msgstr ":kbd:`Shift+Ctrl+ĽTM`" #: ../../manual/addons/node/node_wrangler.rst:297 msgid "" "Connect an output of the selected node to Material Output. This is handy " "when you want to preview shader from the middle of the node tree. You can " "cycle through the available outputs by clicking it again while holding the " "modifier keys." msgstr "" "Pripojí výstup vybraného uzla k výstupu materiálu. To je užitočné, keď " "chcete zobraziť ukážku tieňovača zo stredu stromu uzlov. Dostupné výstupy " "môžete cyklicky prechádzať opätovným kliknutím a pridržaním kláves " "modifikátora." #: ../../manual/addons/node/node_wrangler.rst:303 #: ../../manual/editors/3dview/navigate/navigation.rst:163 #: ../../manual/editors/video_sequencer/preview/header.rst:25 #: ../../manual/interface/keymap/industry_compatible.rst:67 msgid "Frame Selected" msgstr "Vybraná snímka" #: ../../manual/addons/node/node_wrangler.rst:307 msgid ":menuselection:`Node Wrangler --> Frame Selected`" msgstr ":menuselection:`Krotiteľ uzla --> Vybrané snímky`" #: ../../manual/addons/node/node_wrangler.rst:308 msgid ":kbd:`Shift-P`" msgstr ":kbd:`Shift+P`" #: ../../manual/addons/node/node_wrangler.rst:310 msgid "Insert the selected nodes into a Frame node." msgstr "Vložte vybraté uzly do uzla Snímka." #: ../../manual/addons/node/node_wrangler.rst:314 msgid "Reload Images" msgstr "Opätovne načítať obrázky" #: ../../manual/addons/node/node_wrangler.rst:316 msgid ":guilabel:`Compositor` :guilabel:`Shader` :guilabel:`Texture Nodes`" msgstr ":guilabel:`Kompozítor` :guilabel:`Tieňovač` :guilabel:`uzly Textúry`" #: ../../manual/addons/node/node_wrangler.rst:320 msgid ":menuselection:`Node Wrangler --> Reload Images`" msgstr ":menuselection:`Krotiteľ uzla --> Znovunačítať obrázky`" #: ../../manual/addons/node/node_wrangler.rst:321 #: ../../manual/editors/image/editing.rst:73 msgid ":kbd:`Alt-R`" msgstr ":kbd:`Alt+R`" #: ../../manual/addons/node/node_wrangler.rst:323 msgid "" "Reload all of the images used in the node tree. This lets you reload the " "images without using the Image Editor." msgstr "" "Znova načíta všetky obrázky použité v strome uzlov. To vám umožní znova " "načítať obrázky bez použitia editora obrázkov." #: ../../manual/addons/node/node_wrangler.rst:327 msgid "Switch Node Type" msgstr "Prepínať typ uzla" #: ../../manual/addons/node/node_wrangler.rst:331 msgid ":menuselection:`Node Wrangler --> Switch Node Type`" msgstr ":menuselection:`Krotiteľ uzla --> Prepnúť typ uzla`" #: ../../manual/addons/node/node_wrangler.rst:332 #: ../../manual/editors/3dview/3d_cursor.rst:82 #: ../../manual/editors/graph_editor/fcurves/editing.rst:41 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:70 #: ../../manual/interface/keymap/industry_compatible.rst:142 #: ../../manual/modeling/curves/editing/curve.rst:75 #: ../../manual/modeling/meshes/uv/editing.rst:122 #: ../../manual/modeling/surfaces/editing/surface.rst:54 #: ../../manual/scene_layout/object/editing/snap.rst:11 #: ../../manual/sculpt_paint/sculpting/tools/smooth.rst:10 #: ../../manual/video_editing/edit/montage/editing.rst:123 msgid ":kbd:`Shift-S`" msgstr ":kbd:`Shift+S`" #: ../../manual/addons/node/node_wrangler.rst:334 msgid "" "Change the type of the selected nodes to any other type. It tries to " "preserve the connections and values of the original as much as possible." msgstr "" "Zmení typ vybratých uzlov na iný typ. Snaží sa čo najviac zachovať spojenia " "a hodnoty originálu." #: ../../manual/addons/node/node_wrangler.rst:339 #: ../../manual/render/layers/introduction.rst:40 #: ../../manual/scene_layout/scene/introduction.rst:36 #: ../../manual/video_editing/edit/montage/strips/scene.rst:0 msgid "Copy Settings" msgstr "Kopírovať nastavenia" #: ../../manual/addons/node/node_wrangler.rst:343 msgid "" ":menuselection:`Node Wrangler --> Copy to Selected --> Settings from Active`" msgstr "" ":menuselection:`Krotiteľ uzla --> Kopírovať na vybrané --> Nastavenie z " "aktívnych`" #: ../../manual/addons/node/node_wrangler.rst:344 #: ../../manual/sculpt_paint/sculpting/tools/crease.rst:10 msgid ":kbd:`Shift-C`" msgstr ":kbd:`Shift+C`" #: ../../manual/addons/node/node_wrangler.rst:346 msgid "" "Copy the settings of the active node to all selected nodes of the same type." msgstr "" "Kopíruje nastavenia aktívneho uzla do všetkých vybraných uzlov rovnakého " "typu." #: ../../manual/addons/node/node_wrangler.rst:350 msgid "Reset Nodes" msgstr "Resetovať uzly" #: ../../manual/addons/node/node_wrangler.rst:354 #: ../../manual/interface/keymap/industry_compatible.rst:40 #: ../../manual/video_editing/edit/montage/editing.rst:164 msgid ":kbd:`Backspace`" msgstr ":kbd:`Backspace`" #: ../../manual/addons/node/node_wrangler.rst:356 msgid "" "Revert the settings of the selected nodes to default while maintaining " "connections." msgstr "" "Vráti nastavenia vybraných uzlov na predvolené hodnoty pri zachovaní " "prepojení." #: ../../manual/addons/node/node_wrangler.rst:360 msgid "Copy Label" msgstr "Kopírovať nápis" #: ../../manual/addons/node/node_wrangler.rst:364 msgid ":menuselection:`Node Wrangler --> Copy to Selected --> Copy Label`" msgstr "" ":menuselection:`Krotiteľ uzla --> Kopírovať na vybrané --> Kopírovať nápis`" #: ../../manual/addons/node/node_wrangler.rst:365 msgid ":kbd:`Shift-V`, :kbd:`Shift-C`" msgstr ":kbd:`Shift+V`, :kbd:`Shift+C`" #: ../../manual/addons/node/node_wrangler.rst:367 msgid "" "Copy custom labels to all of the selected nodes. You can copy them from the " "active node (:kbd:`Shift-V`), from the nodes that are linked to the selected " "ones, or from the names of the sockets that the selected nodes are linked " "to. :kbd:`Shift-C` will bring up a submenu with all available options." msgstr "" "Kopíruje nápisy na všetky vybrané uzly. Nápisy možno skopírovať z aktívneho " "uzla (:kbd:`Shift+V`), ktoré sú prepojené s vybranými, alebo z názvov " "zásuviek, s ktorými sú vybrané uzly prepojené. Všetky možnosti sa zobrazia v " "podponuke po stlačení :kbd:`Shift+C`." #: ../../manual/addons/node/node_wrangler.rst:374 msgid "Clear Label" msgstr "Zmazať nápis" #: ../../manual/addons/node/node_wrangler.rst:378 msgid ":menuselection:`Node Wrangler --> Clear Label`" msgstr ":menuselection:`Krotiteľ uzla --> Zmazať nápisy`" #: ../../manual/addons/node/node_wrangler.rst:379 #: ../../manual/modeling/meshes/editing/mesh/normals.rst:95 msgid ":kbd:`Alt-L`" msgstr ":kbd:`Alt+L`" #: ../../manual/addons/node/node_wrangler.rst:381 msgid "" "Clear the custom labels of selected nodes and revert them back to their " "default node names." msgstr "" "Zmaže vlastné nápisy vybraných uzlov a vráti ich späť na predvolené názvy " "uzlov." #: ../../manual/addons/node/node_wrangler.rst:385 msgid "Modify Labels" msgstr "Upraviť nápis" #: ../../manual/addons/node/node_wrangler.rst:389 msgid ":menuselection:`Node Wrangler --> Modify Labels`" msgstr ":menuselection:`Krotiteľ uzla --> Upraviť nápisy`" #: ../../manual/addons/node/node_wrangler.rst:390 msgid ":kbd:`Shift-Alt-L`" msgstr ":kbd:`Shift+Alt+L`" #: ../../manual/addons/node/node_wrangler.rst:392 msgid "" "Batch rename the custom labels of selected nodes. You can add text to the " "beginning and the end and replace parts of the text." msgstr "" "Dávkové premenovanie nápisov vybraných uzlov. Môžete pridať text na " "začiatok, na koniec alebo nahradiť časti textu." #: ../../manual/addons/node/node_wrangler.rst:397 msgid "Add Texture Setup" msgstr "Pridať nastavenia textúr" #: ../../manual/addons/node/node_wrangler.rst:403 msgid ":menuselection:`Node Wrangler --> Add Texture Setup`" msgstr ":menuselection:`Krotiteľ uzla --> Pridať nastavenie textúry`" #: ../../manual/addons/node/node_wrangler.rst:404 #: ../../manual/modeling/curves/editing/control_points.rst:63 #: ../../manual/modeling/meshes/editing/face/triangulate_faces.rst:11 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:58 msgid ":kbd:`Ctrl-T`" msgstr ":kbd:`Ctrl+T`" #: ../../manual/addons/node/node_wrangler.rst:406 msgid "" "Add a setup of a texture node, Texture Coordinate, and Mapping nodes to any " "shader node. If you select a texture node, it will only add the Texture " "Coordinate and Mapping nodes. For a background shader it will add an " "Environment Texture node." msgstr "" "Pridá nastavenie uzla textúry, uzlov Súradnice textúry a Mapovania do " "ľubovoľného uzla tieňovača. Ak vyberiete uzol textúry, pridajú sa iba uzly " "Súradnice textúry a Mapovanie. Pre tieňovač pozadia pridá uzol Prostredie " "textúry." #: ../../manual/addons/node/node_wrangler.rst:412 msgid "Add Principled Texture Setup" msgstr "Pridať zásadné nastavenie textúry" #: ../../manual/addons/node/node_wrangler.rst:418 msgid ":menuselection:`Node Wrangler --> Add Principled Setup`" msgstr ":menuselection:`Krotiteľ uzla --> Pridať zásadné nastavenie`" #: ../../manual/addons/node/node_wrangler.rst:419 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:34 msgid ":kbd:`Shift-Ctrl-T`" msgstr ":kbd:`Shift+Ctrl+T`" #: ../../manual/addons/node/node_wrangler.rst:421 msgid "" "Add a principled texture setup from the selected texture files. Select a " "Principled BSDF node, select *Add Principled Setup* from the quick access " "menu (or press :kbd:`Shift-Ctrl-T`), and select texture files. It automates " "the process of adding Image Texture nodes, loading images, selecting the " "appropriate Color Space, and connecting their outputs to the Principled BSDF " "node." msgstr "" "Pridá zásadné nastavenie textúry z vybraných súborov textúr. Vyberte " "principiálny uzol BSDF, vyberte *Pridať zásadné nastavenie* z ponuky " "rýchleho prístupu (alebo stlačte :kbd:`Shift+Ctrl+T`) a vyberte súbory " "textúr. Automatizuje proces pridávania uzlov textúry obrazu, načítavania " "obrázkov, výberu vhodného farebného priestoru a pripojenia ich výstupov k " "uzlu Principiálne BSDF." #: ../../manual/addons/node/node_wrangler.rst:426 msgid "" "It detects the type of textures by looking at their file names. You can edit " "the tags used for this matching process in the add-on preferences." msgstr "" "Zisťuje typ textúr pri pohľade na názvy ich súborov. Značky použité pre " "tento proces priraďovania môžete upraviť v predvoľbách doplnku." #: ../../manual/addons/node/node_wrangler.rst:431 msgid "" "Setting up these textures can take dozens of clicks, even with Node " "Wrangler's other tools. With Principled Texture Setup, you can reduce that " "to a few clicks." msgstr "" "Nastavenie týchto textúr môže trvať desiatky kliknutí a to aj s ďalšími " "nástrojmi Krotiteľa uzlov. Pomocou zásadového nastavenia textúr to môžete " "zredukovať na niekoľko kliknutí." #: ../../manual/addons/node/node_wrangler.rst:436 msgid "Add Reroutes to Outputs" msgstr "Pridať presmerovanie k výstupom" #: ../../manual/addons/node/node_wrangler.rst:440 msgid ":menuselection:`Node Wrangler --> Add Reroutes`" msgstr ":menuselection:`Krotiteľ uzla --> Pridať presmerovanie`" #: ../../manual/addons/node/node_wrangler.rst:441 msgid ":kbd:`Slash`" msgstr ":kbd:`/`" #: ../../manual/addons/node/node_wrangler.rst:443 msgid "Add reroute nodes to each output of the selected nodes." msgstr "Pridá uzly presmerovania do každého výstupu vybraných uzlov." #: ../../manual/addons/node/node_wrangler.rst:447 msgid "Link Active to Selected" msgstr "Prepojiť Aktívne na Vybrané" #: ../../manual/addons/node/node_wrangler.rst:451 msgid ":menuselection:`Node Wrangler --> Link Active to Selected`" msgstr ":menuselection:`Krotiteľ uzla --> Prepojiť aktívne na vybrané`" #: ../../manual/addons/node/node_wrangler.rst:452 msgid ":kbd:`Backslash`" msgstr ":kbd:`spätná lomka`" #: ../../manual/addons/node/node_wrangler.rst:454 msgid "Link the active node to the selected nodes based on various criteria." msgstr "Prepojí aktívny uzol s vybranými uzlami na základe rôznych kritérií." #: ../../manual/addons/node/node_wrangler.rst:458 msgid "To All Selected" msgstr "Na všetky vybrané" #: ../../manual/addons/node/node_wrangler.rst:457 msgid "" "Link the active node to all selected nodes. (:kbd:`K`) You can force it to " "replace existing links. (:kbd:`Shift-K`)" msgstr "" "Prepojí aktívny uzol so všetkými vybranými uzlami. (:kbd:`K`) Môžete " "vynútiť, aby nahradil existujúce odkazy. (:kbd:`Shift+K`)" #: ../../manual/addons/node/node_wrangler.rst:462 msgid "Use Node Name/Label" msgstr "Použiť názov/nápis uzla" #: ../../manual/addons/node/node_wrangler.rst:461 msgid "" "Link only to the selected nodes that have the same label as the active node. " "(:kbd:`'`) You can force it to replace existing links. (:kbd:`Shift-'`)" msgstr "" "Odkáže iba na vybrané uzly, ktoré majú rovnaké označenie ako aktívny uzol. (:" "kbd:`'`) Môžete ho vynútiť, aby nahradil existujúce odkazy. (:kbd:`Shift+'`)" #: ../../manual/addons/node/node_wrangler.rst:468 msgid "Use Outputs Names" msgstr "Použiť názvy výstupov" #: ../../manual/addons/node/node_wrangler.rst:465 msgid "" "Link only when the name of the outputs matches the name or label of the " "selected nodes. (:kbd:`;`) You can force it to replace existing links. (:kbd:" "`Shift-;`) This is handy for replacing sources at the same time. (For " "example, connecting outputs from Render Layer to image (multi-layer EXR) in " "Compositor.)" msgstr "" "Prepojí iba vtedy, keď sa názov výstupov zhoduje s názvom alebo označením " "vybratých uzlov. (:kbd:`;`) Môžete vynútiť, aby nahradil existujúce odkazy. " "(:kbd:`Shift+;`) To je užitočné na výmenu zdrojov súčasne. (Napríklad " "pripojenie výstupov z Vrstvy prekreslenia k obrázku (viacvrstvový EXR) v " "Kompozítore.)" #: ../../manual/addons/node/node_wrangler.rst:471 msgid "Align Nodes" msgstr "Zarovnať uzly" #: ../../manual/addons/node/node_wrangler.rst:475 msgid ":menuselection:`Node Wrangler --> Align Nodes`" msgstr ":menuselection:`Krotiteľ uzla --> Zarovnať uzly`" #: ../../manual/addons/node/node_wrangler.rst:476 msgid ":kbd:`Shift-=`" msgstr ":kbd:`Shift+=`" #: ../../manual/addons/node/node_wrangler.rst:478 msgid "" "Align the selected nodes horizontally or vertically. The effect is similar " "to scaling nodes on an axis (:kbd:`S X 0` or :kbd:`S Y 0`), but it places " "the nodes at an even distance." msgstr "" "Zarovná vybrané uzly horizontálne alebo vertikálne. Efekt je podobný zmeny " "mierky uzlov na osi (:kbd:`S X 0` alebo :kbd:`S Y 0`), ale umiestňuje uzly " "do rovnomernej vzdialenosti." #: ../../manual/addons/node/node_wrangler.rst:483 msgid "Select within Frame (Parent/Children)" msgstr "Vybrať v rámci snímky (Rodič/Potomok)" #: ../../manual/addons/node/node_wrangler.rst:485 msgid ":kbd:`]` -- Select all direct child nodes of the selected frame." msgstr ":kbd:`]` -- Vyberie všetky priame podradené uzly vybranej snímky." #: ../../manual/addons/node/node_wrangler.rst:486 msgid ":kbd:`[` -- Select the direct parent frame node of the selected nodes." msgstr ":kbd:`[` -- Vyberie priamy nadradený uzol snímky vybraných uzlov." #: ../../manual/addons/node/node_wrangler.rst:490 msgid "Detach Outputs" msgstr "Odpojiť výstupy" #: ../../manual/addons/node/node_wrangler.rst:494 msgid ":menuselection:`Node Wrangler --> Detach Outputs`" msgstr ":menuselection:`Krotiteľ uzla --> Odpojiť výstupy`" #: ../../manual/addons/node/node_wrangler.rst:495 msgid ":kbd:`Shift-Alt-D`" msgstr ":kbd:`Shift+Alt+D`" #: ../../manual/addons/node/node_wrangler.rst:497 msgid "Detach the selected node's outputs while leaving linked inputs intact." msgstr "Odpojí výstup vybraného uzla s ponechaním prepojených vstupov." #: ../../manual/addons/node/node_wrangler.rst:501 msgid "Connect to Output" msgstr "Pripojiť na výstup" #: ../../manual/addons/node/node_wrangler.rst:505 msgid ":menuselection:`Node Wrangler --> Connect to Output`" msgstr ":menuselection:`Krotiteľ uzla --> Pripojiť na výstup`" #: ../../manual/addons/node/node_wrangler.rst:506 #: ../../manual/editors/3dview/controls/proportional_editing.rst:14 #: ../../manual/modeling/meshes/uv/editing.rst:518 msgid ":kbd:`O`" msgstr ":kbd:`O`" #: ../../manual/addons/node/node_wrangler.rst:508 msgid "" "Connect the output of the selected node to the final output of the node " "tree. (Composite in Compositor, Material Output or World Output in Shader, " "Group Output in Geometry Nodes, Output in Texture Nodes.)" msgstr "" "Pripojí výstup vybraného uzla ku konečnému výstupu stromu uzla. (Kompozitný " "v Kompozítore, materiálový výstup alebo svetový výstup v Tieňovači, " "skupinový výstup v uzloch geometrie, výstup v uzloch textúr.)" #: ../../manual/addons/node/node_wrangler.rst:513 msgid "Add Image Sequence" msgstr "Pridať sekvenciu obrázkov" #: ../../manual/addons/node/node_wrangler.rst:515 #: ../../manual/addons/node/node_wrangler.rst:529 msgid ":guilabel:`Compositor` :guilabel:`Shader`" msgstr ":guilabel:`Kompozítor` :guilabel:`Tieňovač`" #: ../../manual/addons/node/node_wrangler.rst:519 #: ../../manual/addons/node/node_wrangler.rst:534 msgid "" ":menuselection:`Add --> Input` for :guilabel:`Compositor`, or :menuselection:" "`Add --> Texture` for :guilabel:`Shader`" msgstr "" ":menuselection:`Pridať --> Vstup` pre :guilabel:`Kompozítor`, alebo :" "menuselection:`Pridať --> Textúru` pre :guilabel:`Tieňovač`" #: ../../manual/addons/node/node_wrangler.rst:522 msgid "" "Add an Image Sequence by only selecting one image from a sequence of image " "files. It will automatically detect the length of the sequence and set the " "node appropriately." msgstr "" "Pridá sekvenciu obrázkov výberom iba jedného obrázka zo sekvencie " "obrázkových súborov. Automaticky zistí dĺžku sekvencie a správne nastaví " "uzol." #: ../../manual/addons/node/node_wrangler.rst:527 msgid "Add Multiple Images" msgstr "Pridať viacero obrázkov" #: ../../manual/addons/node/node_wrangler.rst:537 msgid "" "Select multiple images and add a node for each image. (Useful for importing " "multiple render passes or renders for image stacking.)" msgstr "" "Vyberie viacero obrázkov a pridá uzol pre každý obrázok. (Užitočné na " "importovanie viacerých prechodov prekresľovania alebo prekreslení na " "odkladanie obrázkov.)" #: ../../manual/addons/node/node_wrangler.rst:543 msgid "" "Please see the `old Wiki `__ for the archived " "original docs." msgstr "" "Pozrite si, prosím, `starú Wiki `__ pre archivované " "pôvodné dokumenty." #: ../../manual/addons/node/node_wrangler.rst:551 msgid "Various tools to enhance and speed up node-based workflow." msgstr "" "Rôzne nástroje na zlepšenie a urýchlenie pracovného postupu založeného na " "uzloch." #: ../../manual/addons/node/node_wrangler.rst:552 msgid "" ":menuselection:`Node editor --> Sidebar` or see the shortcuts of individual " "tools." msgstr "" ":menuselection:`Editor uzlov --> Bočný panel` alebo si pozrite klávesové " "skratky jednotlivých nástrojov." #: ../../manual/addons/node/node_wrangler.rst:553 msgid "node_wrangler.py" msgstr "node_wrangler.py" #: ../../manual/addons/node/node_wrangler.rst:554 msgid "" "Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian " "Meyer" msgstr "" "Bartek Skorupa, Greg Zaal, Sebastian König, Christian Brinkmann, Florian " "Meyer" #: ../../manual/addons/object/align_tools.rst:4 msgid "Align Tools" msgstr ":abbr:`Align Tools (Nástroje zarovnania)`" #: ../../manual/addons/object/align_tools.rst:6 msgid "" "Used to align the location, rotation or scale of selected objects to the " "active object on the specified axes." msgstr "" "Slúži na zarovnanie polohy, rotácie alebo mierky vybraných objektov s " "aktívnym objektom na zadaných osiach." #: ../../manual/addons/object/align_tools.rst:10 msgid "" "Please see the `old Wiki `__ for the archived " "original docs." msgstr "" "Pozrite si prosím `starú Wiki `__ pre archivované " "pôvodné dokumenty." #: ../../manual/addons/object/align_tools.rst:19 msgid "Click Interface then Align Tools to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Objekt --> Align Tool`." #: ../../manual/addons/object/align_tools.rst:25 msgid "Align from Selected Objects" msgstr "Zarovnať podľa vybraných objektov" #: ../../manual/addons/object/align_tools.rst:26 #: ../../manual/addons/object/align_tools.rst:28 msgid "Minimum, Maximum, Center or Origin" msgstr "Minimum, Maximum, Stred alebo Počiatok" #: ../../manual/addons/object/align_tools.rst:28 msgid "Align to Active Object" msgstr "Zarovnať na aktívny objekt" #: ../../manual/addons/object/align_tools.rst:30 msgid "Location X" msgstr "Poloha X" #: ../../manual/addons/object/align_tools.rst:31 msgid "Location Y" msgstr "Poloha Y" #: ../../manual/addons/object/align_tools.rst:32 msgid "Location Z" msgstr "Poloha Z" #: ../../manual/addons/object/align_tools.rst:34 msgid "Rotation X" msgstr "Rotácia X" #: ../../manual/addons/object/align_tools.rst:35 msgid "Rotation Y" msgstr "Rotácia Y" #: ../../manual/addons/object/align_tools.rst:36 msgid "Rotation Z" msgstr "Rotácia Z" #: ../../manual/addons/object/align_tools.rst:38 msgid "Scale X" msgstr "Mierka X" #: ../../manual/addons/object/align_tools.rst:39 msgid "Scale Y" msgstr "Mierka Y" #: ../../manual/addons/object/align_tools.rst:40 msgid "Scale Z" msgstr "Mierka Z" #: ../../manual/addons/object/align_tools.rst:46 msgid "Align selected objects to the active object." msgstr "Zarovnáva vybrané objekty k aktívnemu objektu." #: ../../manual/addons/object/align_tools.rst:47 #: ../../manual/addons/system/property_chart.rst:26 msgid ":menuselection:`3D Viewport --> Sidebar --> Item tab`" msgstr ":menuselection:`3D záber --> Bočný panel --> Položka`" #: ../../manual/addons/object/align_tools.rst:48 msgid "space_view3d_align_tools folder" msgstr "Priečinok space_view3d_align_tools" #: ../../manual/addons/object/align_tools.rst:49 msgid "gabhead, Lell, Anfeo, meta-androcto" msgstr "gabhead, Lell, Anfeo, meta-androcto" #: ../../manual/addons/object/bool_tools.rst:4 msgid "Bool Tool" msgstr ":abbr:`Bool Tool (Nástroj logiky)`" #: ../../manual/addons/object/bool_tools.rst:13 msgid "Click Object then Bool Tool to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Objekt --> Bool Tool`." #: ../../manual/addons/object/bool_tools.rst:20 msgid "Concepts" msgstr "Koncepty" #: ../../manual/addons/object/bool_tools.rst:21 msgid "Brush: Is an object used as a mask for the Boolean operation." msgstr "Štetec: Je objekt používaný ako maska pre logickú operáciu." #: ../../manual/addons/object/bool_tools.rst:22 msgid "Canvas: Is the object that keep the Boolean operation." msgstr "Plátno: Je objekt, ktorý uchováva logickú operáciu." #: ../../manual/addons/object/bool_tools.rst:24 msgid "" "You can select any count of objects and apply all these objects to the " "active one as a Boolean brush. Just select the objects that you want to be a " "brush, select an object to set it as active and click in one of those " "operations:" msgstr "" "Môžete vybrať ľubovoľný počet objektov a aplikovať všetky tieto objekty na " "aktívny objekt ako logický štetec. Stačí vybrať objekty, ktoré chcete ako " "štetec, vybrať objekt, ktorý chcete nastaviť ako aktívny, a kliknúť na jednu " "z týchto operácií:" #: ../../manual/addons/object/bool_tools.rst:36 msgid "Auto Boolean" msgstr "Automatická logika" #: ../../manual/addons/object/bool_tools.rst:29 msgid "Difference :kbd:`Shift-Ctrl-NumpadMinus`" msgstr "Difference (Rozdiel) :kbd:`Shift+Ctrl+NumMínus`" #: ../../manual/addons/object/bool_tools.rst:30 msgid "Remove the objects to the active." msgstr "Odstráni objekty z aktívnych." #: ../../manual/addons/object/bool_tools.rst:31 msgid "Union :kbd:`Shift-Ctrl-NumpadPlus`" msgstr "Union (Zjednotenie) :kbd:`Shift+Ctrl+NumPlus`" #: ../../manual/addons/object/bool_tools.rst:32 msgid "Add the selected objects to the active object." msgstr "Pridá vybrané objekty k aktívnemu objektu." #: ../../manual/addons/object/bool_tools.rst:33 msgid "Intersection :kbd:`Shift-Ctrl-NumpadAsterisk`" msgstr "Intersection (Pretnutie) :kbd:`Shift+Ctrl+Num*`" #: ../../manual/addons/object/bool_tools.rst:34 msgid "" "Apply an intersect operation between the selected objects and the active." msgstr "Použije operáciu pretínania medzi vybranými objektami a aktívnym." #: ../../manual/addons/object/bool_tools.rst:36 msgid "Slice :kbd:`Shift-Ctrl-NumpadSlash`" msgstr "Slice (Vyrezanie) :kbd:`Shift+Ctrl+Num/`" #: ../../manual/addons/object/bool_tools.rst:62 msgid "Brush Boolean" msgstr "Logický štetec" #: ../../manual/addons/object/bool_tools.rst:54 msgid "Difference :kbd:`Ctrl-NumpadMinus`" msgstr "Difference (Rozdiel) :kbd:`Ctrl+NumMínus`" #: ../../manual/addons/object/bool_tools.rst:55 msgid "Apply direct Difference to an object." msgstr "Použije rozdiel na objekt." #: ../../manual/addons/object/bool_tools.rst:56 msgid "Union :kbd:`Ctrl-NumpadPlus`" msgstr "Union (Zjednotenie) :kbd:`Ctrl+NumPlus`" #: ../../manual/addons/object/bool_tools.rst:57 msgid "Apply direct Union to an object." msgstr "Použije priame zjednotenie na objekt." #: ../../manual/addons/object/bool_tools.rst:58 msgid "Intersection :kbd:`Ctrl-NumpadAsterisk`" msgstr "Intersection (Pretnutie) :kbd:`Ctrl+Num*`" #: ../../manual/addons/object/bool_tools.rst:59 msgid "Apply direct Intersection to an object." msgstr "Použije priame pretnutie na objekt." #: ../../manual/addons/object/bool_tools.rst:62 msgid "Slice :kbd:`Ctrl-NumpadSlash`" msgstr "Slice (Vyrezanie) :kbd:`Ctrl+Num/`" #: ../../manual/addons/object/bool_tools.rst:73 msgid "Fast Transformation" msgstr "Rýchla transformácia" #: ../../manual/addons/object/bool_tools.rst:68 msgid "" "When enable this option in the add-on preferences your :kbd:`G`/:kbd:`R`/:" "kbd:`S` hotkeys will be replaced for a custom one that can handle objects " "visibility and Boolean modifiers before and after the transform operation to " "give a fast transform when using Boolean operations. It only works good when " "handling high-poly brush, if you try to use it in a low-poly brush when " "another high-poly brush is applied it will be slow yet since we have a bad " "Dependency Graph handling of that situation." msgstr "" "Ak túto možnosť povolíte v predvoľbách doplnku, vaše klávesové skratky :kbd:" "`G`/:kbd:`R`/:kbd:`S` budú nahradené vlastnou klávesovou skratkou, ktorá " "dokáže spracovať viditeľnosť objektov a logické modifikátory pred a po " "operácii transformácie, aby sa dosiahla rýchla transformácia pri použití " "logických operácií. Funguje to dobre len pri manipulácii s vysokopolygónovým " "štetcom, ak sa to pokúsite použiť v nízkopolygónovom štetci, keď je použitý " "iný vysokopolygónový štetec, bude to ešte pomalé, pretože máme zlé " "spracovanie grafu závislostí v tejto situácii." #: ../../manual/addons/object/bool_tools.rst:78 msgid "Boolean modifier tools." msgstr "Nástroje logických modifikátorov." #: ../../manual/addons/object/bool_tools.rst:79 msgid "" ":menuselection:`3D Viewport --> Sidebar --> Edit tab`, :kbd:`Shift-Ctrl-B`" msgstr "" ":menuselection:`3D záber --> Bočný panel --> Upraviť`, :kbd:`Shift+Ctrl+B`" #: ../../manual/addons/object/bool_tools.rst:80 msgid "object_boolean_tools.py" msgstr "object_boolean_tools.py" #: ../../manual/addons/object/bool_tools.rst:81 msgid "" "Vitor Balbio, Mikhail Rachinskiy, TynkaTopi, Meta-Androcto, Simon Appelt" msgstr "" "Vitor Balbio, Mikhail Rachinskiy, TynkaTopi, Meta-Androcto, Simon Appelt" #: ../../manual/addons/object/carver.rst:4 msgid "Carver" msgstr ":abbr:`Carver (Vyrezávač)`" #: ../../manual/addons/object/carver.rst:6 msgid "Cut and Boolean objects directly in the 3D Viewport." msgstr "Vyrezávanie a Logické objekty priamo v 3D zábere." #: ../../manual/addons/object/carver.rst:13 msgid "Click Object then Carver to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Objekt --> Carver`." #: ../../manual/addons/object/carver.rst:19 msgid "" "If you have an active bevel on the object to be cut, it will update " "automatically as well as objects that will be created." msgstr "" "Ak máte na objekte, ktorý sa má rezať, aktívne skosenie, automaticky sa " "aktualizuje, rovnako ako objekty, ktoré sa vytvoria." #: ../../manual/addons/object/carver.rst:22 msgid "" "To begin, select one or more objects, depending on the number of objects, " "the add-on will adjust to that. One object, you can cut (basic operation) " "and use the default patterns. Multiple objects, you can also cut, use " "patterns, and the last selected object serves as a \"brush\". If you enter " "in the *Profile Brush* mode. It works on all selected objects, so you can " "cut two objects or apply a \"brush\" to all objects at the same time." msgstr "" "Ak chcete začať, vyberte jeden alebo viac objektov, v závislosti od ich " "počtu sa doplnok prispôsobí. Jeden objekt môžete vyrezať (základná operácia) " "a použiť predvolené vzory. Viac objektov, môžete tiež rezať, používať vzory " "a posledný vybraný objekt slúži ako \"štetec\". Ak vstúpite do režimu " "*Profilový štetec*. Funguje na všetky vybrané objekty, takže môžete rezať " "dva objekty alebo použiť \"štetec\" na všetky objekty súčasne." #: ../../manual/addons/object/carver.rst:28 msgid "" "The add-on is more accurate on orthographic view for basic Boolean " "operations. For others operations you can use the view if you wish." msgstr "" "Doplnok je presnejší v ortografickom zobrazení pre základné logické " "operácie. Na ostatné operácie môžete použiť zobrazenie, ak si to želáte." #: ../../manual/addons/object/carver.rst:31 msgid ":kbd:`Shift-Ctrl-X` to call the add-on." msgstr ":kbd:`Shift+Ctrl+X` na vyvolanie doplnku." #: ../../manual/addons/object/carver.rst:32 msgid ":kbd:`RMB` to exit." msgstr ":kbd:`PTM` na ukončenie." #: ../../manual/addons/object/carver.rst:33 msgid "" ":kbd:`Ctrl-Z` to Undo (there are no limits, so be careful to not overload " "it)." msgstr "" ":kbd:`Ctrl+Z` na zrušenie (nie sú stanovené žiadne obmedzenia, takže si " "dajte pozor, aby ste ho nepreťažili)." #: ../../manual/addons/object/carver.rst:34 msgid ":kbd:`H` to have the help when the screen is large enough to display." msgstr ":kbd:`H` na zobrazenie pomoci, keď je obrazovka dostatočne veľká." #: ../../manual/addons/object/carver.rst:38 msgid "Basic Boolean Operations" msgstr "Základné logické operácie" #: ../../manual/addons/object/carver.rst:40 msgid "This mode is active when you run the add-on at start." msgstr "Tento režim je aktívny pri spustení doplnku pri štarte." #: ../../manual/addons/object/carver.rst:42 msgid "Rebool :kbd:`Shift`" msgstr "Rebool (Zopakovanie logiky) :kbd:`Shift`" #: ../../manual/addons/object/carver.rst:43 msgid "Holding :kbd:`Shift` allows to make a rebool." msgstr "Pridržaním :kbd:`Shift` môžete vykonať zopakovanie logiky." #: ../../manual/addons/object/carver.rst:44 msgid "Move All :kbd:`Alt`" msgstr "Move All (Presunúť všetko) :kbd:`Alt`" #: ../../manual/addons/object/carver.rst:45 msgid "Allows you to move the cut." msgstr "Umožní presunúť rez." #: ../../manual/addons/object/carver.rst:46 msgid "Cursor Depth :kbd:`D`" msgstr "Cursor Depth (Hĺbka kurzora) :kbd:`D`" #: ../../manual/addons/object/carver.rst:47 msgid "To use the position of the cursor as depth." msgstr "Použije polohu kurzora ako hĺbky." #: ../../manual/addons/object/carver.rst:49 msgid "Move Cursor :kbd:`Ctrl-LMB`" msgstr "Move Cursor (Presun kurzora) :kbd:`Ctrl+ĽTM`" #: ../../manual/addons/object/carver.rst:49 msgid "You can move the cursor with :kbd:`Ctrl-LMB`." msgstr "Kurzor môžete presunúť použitím :kbd:`Ctrl+ĽTM`." #: ../../manual/addons/object/carver.rst:65 msgid "Tool Type :kbd:`Spacebar`" msgstr "Typ nástroja :kbd:`medzerník`" #: ../../manual/addons/object/carver.rst:52 msgid "To change the tool." msgstr "Zmena nástroja." #: ../../manual/addons/object/carver.rst:54 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:0 #: ../../manual/modeling/geometry_nodes/curve/primitives/quadrilateral.rst:0 #: ../../manual/render/lights/light_object.rst:152 msgid "Rectangle" msgstr "Obdĺžnik" #: ../../manual/addons/object/carver.rst:55 msgid "" "The *Rectangle* tool. Click, move and then click again to confirm the " "operation." msgstr "" "Nástroj *Obdĺžnik*. Kliknite naň, presuňte ho a potom operáciu potvrďte " "opätovným kliknutím." #: ../../manual/addons/object/carver.rst:59 #: ../../manual/grease_pencil/materials/properties.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:0 #: ../../manual/modeling/geometry_nodes/utilities/text/string_to_curves.rst:104 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/physics/particles/emitter/physics/boids.rst:263 #: ../../manual/sculpt_paint/brush/stroke.rst:0 msgid "Line" msgstr "Čiara (Riadok)" #: ../../manual/addons/object/carver.rst:57 msgid "" "The *Line* tool to polygonal cuts. It also allows you to bisect one or more " "objects. Click to the start point, move to the desired end point and then " "press :kbd:`Spacebar` to confirm the cutting." msgstr "" "Nástroj *Čiara* na polygonálne rezy. Umožňuje tiež rozdeliť jeden alebo viac " "objektov. Kliknite na počiatočný bod, presuňte sa na požadovaný koncový bod " "a potom stlačte :kbd:`medzerník` na potvrdenie rezu." #: ../../manual/addons/object/carver.rst:60 msgid "Holding :kbd:`Ctrl` allows to move incrementally." msgstr "Pridržaním :kbd:`Ctrl` povolí nárast pohybu." #: ../../manual/addons/object/carver.rst:62 msgid "" "The *Circle* tool, click then move to change the radius (vertical axis) or " "rotation (horizontal axis)." msgstr "" "Nástroj *Kruh*, kliknutím a následným pohybom zmeníte polomer (vertikálna " "os) alebo rotáciu (horizontálna os)." #: ../../manual/addons/object/carver.rst:65 msgid "Subdivision :kbd:`W`, :kbd:`X`" msgstr "Subdivision (Rozdelenie) :kbd:`W`, :kbd:`X`" #: ../../manual/addons/object/carver.rst:65 msgid "Allows to change the circle subdivisions." msgstr "Umožní zmeniť rozdelenie kruhu." #: ../../manual/addons/object/carver.rst:70 msgid "Create Geometry :kbd:`C`" msgstr "Create Geometry (Vytvoriť geometriu) :kbd:`C`" #: ../../manual/addons/object/carver.rst:68 msgid "" "Switch to Create Mode. It reacts in the same way as above for shortcuts. " "Once validated, the add-on stops and selects the object created." msgstr "" "Prepína na režim editácie. Reaguje rovnakým spôsobom ako vyššie uvedené " "skratky. Po potvrdení sa doplnok zastaví a vyberie vytvorený objekt." #: ../../manual/addons/object/carver.rst:73 msgid "Profile Brush" msgstr "Profilový štetec" #: ../../manual/addons/object/carver.rst:75 msgid "" "When in profile mode, flat objects are present by default. You can add your " "own with the ``ProfilCreate.py`` file that will be explain after (ToDo)." msgstr "" "V režime profilu sú predvolene prítomné ploché objekty. Vlastné môžete " "pridať súborom ``ProfilCreate.py``, ktorý bude vysvetlený po (dopracovaní " "úlohy)." #: ../../manual/addons/object/carver.rst:78 msgid "" ":kbd:`B` to enter this mode when you are in basic Boolean operations. If you " "move your mouse over the object, you will see an overview of the pattern " "that you can use and a preview at the bottom right." msgstr "" ":kbd:`B` pre vstup do tohto režimu pri základných logických operáciách. Ak " "prejdete myšou nad objekt, zobrazí sa prehľad vzorov, ktoré môžete použiť, a " "náhľad v pravom dolnom rohu." #: ../../manual/addons/object/carver.rst:82 msgid "Rebool :kbd:`Shift-Spacebar`" msgstr "Rebool (Zopakovanie logiky) :kbd:`Shift+medzerník`" #: ../../manual/addons/object/carver.rst:83 msgid "For the rebool." msgstr "Pre zopakovanie logiky." #: ../../manual/addons/object/carver.rst:84 msgid "Duplicate :kbd:`Alt-Spacebar`" msgstr "Duplicate (Vytvoriť kópiu) :kbd:`Alt+medzerník`" #: ../../manual/addons/object/carver.rst:85 msgid "To create the object." msgstr "Pre vytvorenie objektu." #: ../../manual/addons/object/carver.rst:86 #: ../../manual/editors/nla/introduction.rst:89 #: ../../manual/editors/video_sequencer/preview/toolbar.rst:94 #: ../../manual/modeling/meshes/uv/editing.rst:34 #: ../../manual/scene_layout/object/editing/transform/control/numeric_input.rst:18 msgid "Scale :kbd:`S`" msgstr "Mierka :kbd:`S`" #: ../../manual/addons/object/carver.rst:88 msgid "Rotation :kbd:`LMB`" msgstr "Rotation (Rotácia) :kbd:`ĽTM`" #: ../../manual/addons/object/carver.rst:89 msgid ":kbd:`LMB` and move the mouse to rotate." msgstr "Stlačením :kbd:`ĽTM` a posúvaním otáčate myšou." #: ../../manual/addons/object/carver.rst:91 msgid "Step Angle :kbd:`Ctrl`" msgstr "Step angle (Uhol kroku) :kbd:`Ctrl`" #: ../../manual/addons/object/carver.rst:91 msgid "Hold :kbd:`Ctrl` to rotate with 45° degree steps." msgstr "Pridržaním :kbd:`Ctrl` pre rotáciu s krokom 45°." #: ../../manual/addons/object/carver.rst:93 msgid "Tool Type :kbd:`W`, :kbd:`X`" msgstr "Tool Type (Typ nástroja) :kbd:`W`, :kbd:`X`" #: ../../manual/addons/object/carver.rst:94 msgid "To change the tool type." msgstr "Pre zmenu typu nástroja." #: ../../manual/addons/object/carver.rst:95 msgid "Instantiate :kbd:`L`" msgstr "Instanciate (Vytvoriť inštanciu) :kbd:`L`" #: ../../manual/addons/object/carver.rst:96 msgid "For instances when you duplicate the object (with holding :kbd:`Alt`)." msgstr "" "Pre vytvorenie inštancie, keď vytvoríte kópiu objektu (s pridržaním :kbd:" "`Alt`)." #: ../../manual/addons/object/carver.rst:97 msgid "Thickness :kbd:`D`" msgstr "Thickness (Hrúbka) :kbd:`D`" #: ../../manual/addons/object/carver.rst:98 msgid "" "To change the thickness of the pattern. Then move your mouse on the " "horizontal axis." msgstr "Pre zmenu hrúbky vzoru. Potom prejdite myšou na vodorovnú os." #: ../../manual/addons/object/carver.rst:100 msgid "Axis Locking :kbd:`Ctrl`" msgstr "Axis Locking (Zamknutie osi) :kbd:`Ctrl`" #: ../../manual/addons/object/carver.rst:100 msgid "Hold :kbd:`Ctrl` to constraint axis." msgstr "Pridržaním :kbd:`Ctrl` pre vynútenie osi." #: ../../manual/addons/object/carver.rst:107 msgid "Brush Type :kbd:`T`" msgstr "Brush Type (Typ štetca) :kbd:`T`" #: ../../manual/addons/object/carver.rst:103 #: ../../manual/compositing/types/color/mix.rst:96 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_boolean.rst:0 #: ../../manual/modeling/meshes/editing/face/intersect_boolean.rst:0 #: ../../manual/modeling/modifiers/generate/booleans.rst:0 #: ../../manual/modeling/modifiers/modify/weight_mix.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_trim.rst:0 #: ../../manual/compositing/types/color/mix.rst:88 msgid "Difference" msgstr "Rozdiel" #: ../../manual/addons/object/carver.rst:104 msgid "To make a difference." msgstr "Pre vytvorenie rozdielu." #: ../../manual/addons/object/carver.rst:107 #: ../../manual/modeling/geometry_nodes/mesh/operations/mesh_boolean.rst:0 #: ../../manual/modeling/meshes/editing/face/intersect_boolean.rst:0 #: ../../manual/modeling/modifiers/generate/booleans.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/box_trim.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/lasso_trim.rst:0 msgid "Union" msgstr "Zjednotiť" #: ../../manual/addons/object/carver.rst:106 msgid "To do a union Boolean (does not work with multiple objects)." msgstr "" "Vykoná logickú operáciu zjednotenia (nefunguje pri viacerých objektoch)." #: ../../manual/addons/object/carver.rst:112 msgid "Multiple tools to carve or to create objects." msgstr "Viacero nástrojov na vyrezávanie alebo vytváranie objektov." #: ../../manual/addons/object/carver.rst:113 msgid "3D Viewport :kbd:`Shift-Ctrl-X`" msgstr "3D záber :kbd:`Shift+Ctrl+X`" #: ../../manual/addons/object/carver.rst:114 msgid "object_carver folder" msgstr "priečinok object_carver" #: ../../manual/addons/object/carver.rst:115 msgid "Pixivore, Cedric LEPILLER, Ted Milker, Clarkx" msgstr "Pixivore, Cedric LEPILLER, Ted Milker, Clarkx" #: ../../manual/addons/object/cell_fracture.rst:4 msgid "Cell Fracture" msgstr ":abbr:`Cell Fracture (Rozlomenie bunky)`" #: ../../manual/addons/object/cell_fracture.rst:10 msgid "" "Please see the `old Wiki `__ for the archived original " "docs." msgstr "" "Pozrite si, prosím, `starú Wiki `__ pre archivované pôvodné " "dokumenty." #: ../../manual/addons/object/cell_fracture.rst:19 msgid "Click Object then Cell Fracture to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Objekt --> Cell Fracture`." #: ../../manual/addons/object/cell_fracture.rst:25 msgid "In Object Mode select the object you want to break apart." msgstr "V režime objektu vyberte objekt, ktorý chcete rozdeliť." #: ../../manual/addons/object/cell_fracture.rst:26 msgid "" "Use the :ref:`Operator Search `: \"Cell fracture " "selected mesh\" (search \"cell\" will find the list item). This will pop up " "the add-ons menu's." msgstr "" "Použite :ref:`Vyhľadať operátor `: (hľadanie " "\"cell\" nájde položku zoznamu): \"Cell fracture selected mesh\". Tým sa " "zobrazí ponuka doplnkov." #: ../../manual/addons/object/cell_fracture.rst:28 msgid "" "Then choose your settings (you can try small values first, large values may " "be slow). If you use the defaults and when the next layer checkbox is " "active, the fractured object will appear on the next layer to the active " "objects layer." msgstr "" "Potom vyberte nastavenia (najprv môžete vyskúšať malé hodnoty, veľké hodnoty " "môžu byť pomalé). Ak použijete predvolené nastavenia a keď je aktívne " "zaškrtávacie políčko Ďalšia vrstva, zlomený objekt sa zobrazí v ďalšej " "vrstve po vrstve aktívnych objektov." #: ../../manual/addons/object/cell_fracture.rst:36 msgid "Tool for the fracturing of objects." msgstr "Nástroj na rozlomenie objektov." #: ../../manual/addons/object/cell_fracture.rst:37 msgid ":menuselection:`3D Viewport --> Object menu --> Quick Effects`" msgstr ":menuselection:`3D záber --> Objekt --> Rýchle efekty`" #: ../../manual/addons/object/cell_fracture.rst:38 msgid "object_fracture_cell folder" msgstr "object_fracture_cell folder" #: ../../manual/addons/object/cell_fracture.rst:39 msgid "ideasman42, phymec, Sergey Sharybin" msgstr "ideasman42, phymec, Sergey Sharybin" #: ../../manual/addons/object/color_rules.rst:4 msgid "Object Color Rules" msgstr ":abbr:`Object Color Rules (Pravidlá farby objektu)`" #: ../../manual/addons/object/color_rules.rst:9 msgid "Rules for assigning object color (for object and wireframe colors)." msgstr "" "Pravidlá pre priradenie farby objektu (pre farby objektu a drôteného rámu)." #: ../../manual/addons/object/color_rules.rst:10 msgid ":menuselection:`Properties --> Object Buttons`" msgstr ":menuselection:`Vlastnosti --> Tlačidlá objektov`" #: ../../manual/addons/object/color_rules.rst:11 msgid "object_color_rules.py" msgstr "object_color_rules.py" #: ../../manual/addons/object/color_rules.rst:20 msgid "Click Object then Object Color Rules to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Objekt --> Object Color Rules`." #: ../../manual/addons/object/edit_linked_library.rst:4 msgid "Edit Linked Library" msgstr ":abbr:`Edit Linked Library (Upraviť prepojenú knižnicu)`" #: ../../manual/addons/object/edit_linked_library.rst:6 msgid "" "When working in larger projects that involve scenes with :doc:`/files/" "data_blocks` linked from a blend-file library, it can get very time-" "consuming to save your current scene, track down the proper linked blend-" "file, make your modifications, save, and return to your original scene file. " "This add-on allows you to accomplish this process with only a pair of mouse " "clicks (one to get to the linked library and one to resume work on your " "scene)." msgstr "" "Pri práci na väčších projektoch, ktoré zahŕňajú scény s :doc:`/files/" "data_blocks` prepojené z knižnice blend súborov, môže byť veľmi zdĺhavé " "uložiť aktuálnu scénu, vyhľadať správne prepojený blend súbor, vykonať " "úpravy, uložiť a vrátiť sa k pôvodnému súboru scény. Tento doplnok vám " "umožní vykonať tento proces len pomocou niekoľkých kliknutí myšou (jedným sa " "dostanete do prepojenej knižnice a druhým pokračujete v práci na scéne)." #: ../../manual/addons/object/edit_linked_library.rst:17 msgid "Click Object then Edit Linked Library to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Objekt --> Edit Linked Library`." #: ../../manual/addons/object/edit_linked_library.rst:23 msgid "" "Select an object that is been linked from a separate blend-file. In the 3D " "Viewport's Sidebar, the Edit Linked Library panel will show a button labeled " "*Edit Linked Library*. Click this button to open the blend-file that the " "active object is linked from." msgstr "" "Vyberte objekt, ktorý bol prepojený zo samostatného blend súboru. V bočnom " "paneli 3D záberu sa na paneli Edit Linked Library (Upraviť prepojenú " "knižnicu) zobrazí tlačidlo s označením *Edit Linked Library* (Upraviť " "prepojenú knižnicu). Kliknutím na toto tlačidlo otvorte súbor blend-file, z " "ktorého je aktívny objekt prepojený." #: ../../manual/addons/object/edit_linked_library.rst:27 msgid "" "Once you complete your work to the linked file, return to the Sidebar and " "click the *Return to Original File* button." msgstr "" "Po dokončení práce na prepojenom súbore sa vráťte na bočný panel a kliknite " "na tlačidlo *Vrátiť do pôvodného súboru*." #: ../../manual/addons/object/edit_linked_library.rst:30 msgid "" "By default, this add-on automatically saves your current file before opening " "the linked library or returning to the original file. This can be disabled " "using the *Autosave* toggle in the Edit Linked Library panel of the Sidebar." msgstr "" "Predvolene tento doplnok automaticky uloží aktuálny súbor pred otvorením " "prepojenej knižnice alebo návratom k pôvodnému súboru. Túto funkciu môžete " "vypnúť použitím prepínača *Autosave* (Automatické uloženie) na paneli Edit " "Linked Library (Upraviť prepojenú knižnicu) na bočnom paneli." #: ../../manual/addons/object/edit_linked_library.rst:37 msgid "Allows editing of objects linked from a blend-file library." msgstr "Umožňuje upravovať objekty prepojené z knižnice blend súborov." #: ../../manual/addons/object/edit_linked_library.rst:38 msgid "" ":menuselection:`File --> External Data`, :menuselection:`3D Viewport --> " "Sidebar --> Item tab`" msgstr "" ":menuselection:`Súbor --> Externé údaje`, :menuselection:`3D záber --> Bočný " "panel --> Položka`" #: ../../manual/addons/object/edit_linked_library.rst:39 msgid "object_edit_linked.py" msgstr "object_edit_linked.py" #: ../../manual/addons/object/edit_linked_library.rst:40 msgid "" "Jason van Gumster (Fweeb), Bassam Kurdali, Pablo Vazquez, Rainer Trummer" msgstr "" "Jason van Gumster (Fweeb), Bassam Kurdali, Pablo Vazquez, Rainer Trummer" #: ../../manual/addons/object/greasepencil_tools.rst:4 msgid "Grease Pencil Tools" msgstr ":abbr:`Grease Pencil Tools (Nástroje Pastelky)`" #: ../../manual/addons/object/greasepencil_tools.rst:6 msgid "A set of tools for Grease Pencil drawing." msgstr "Súprava nástrojov na kreslenie Pastelkou." #: ../../manual/addons/object/greasepencil_tools.rst:13 msgid "Click Object then Grease pencil tools to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Objekt --> Grease Pencil Tools`." #: ../../manual/addons/object/greasepencil_tools.rst:17 #: ../../manual/addons/uv/magic_uv.rst:494 #: ../../manual/animation/armatures/bones/tools/index.rst:4 #: ../../manual/getting_started/configuration/defaults.rst:0 #: ../../manual/grease_pencil/modes/draw/tools/index.rst:5 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:38 #: ../../manual/interface/keymap/blender_default.rst:0 #: ../../manual/interface/keymap/industry_compatible.rst:99 #: ../../manual/modeling/curves/tools/index.rst:4 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_weights.rst:156 #: ../../manual/modeling/meshes/tools/index.rst:4 #: ../../manual/modeling/meshes/uv/tools/index.rst:4 #: ../../manual/physics/particles/mode.rst:139 #: ../../manual/scene_layout/object/tools/index.rst:4 #: ../../manual/sculpt_paint/curves_sculpting/tools/index.rst:4 #: ../../manual/sculpt_paint/sculpting/tools/index.rst:4 #: ../../manual/troubleshooting/3d_view.rst:139 msgid "Tools" msgstr "Nástroje" #: ../../manual/addons/object/greasepencil_tools.rst:20 msgid "Box Deform" msgstr "Deformácia políčka" #: ../../manual/addons/object/greasepencil_tools.rst:22 msgid "" "Create a deformation box around Grease Pencil strokes. Press :kbd:`Ctrl-T` " "to launch the deformation mode." msgstr "" "Vytvorí políčko deformácie okolo ťahov Pastelky. Stlačením :kbd:`Ctrl+T` sa " "spustí režim deformácie." #: ../../manual/addons/object/greasepencil_tools.rst:25 msgid "The operational scope depends on the mode:" msgstr "Prevádzkový rozsah závisí od režimu:" #: ../../manual/addons/object/greasepencil_tools.rst:27 msgid "Object Mode: the whole Grease Pencil object is deformed." msgstr "Režim objektu: celý objekt Pastelky je deformovaný." #: ../../manual/addons/object/greasepencil_tools.rst:28 msgid "Edit Mode: deform the selected points." msgstr "Režim editácie: deformuje vybrané body." #: ../../manual/addons/object/greasepencil_tools.rst:29 msgid "Draw Mode: deform the last strokes only." msgstr "Režim kreslenia: deformuje len posledné ťahy." #: ../../manual/addons/object/greasepencil_tools.rst:31 msgid "Shortcuts available during deformation:" msgstr "Skratky dostupné počas deformácie:" #: ../../manual/addons/object/greasepencil_tools.rst:33 msgid ":kbd:`Spacebar`/ :kbd:`Return` to confirm." msgstr ":kbd:`Medzerník`/ :kbd:`Enter` na potvrdenie." #: ../../manual/addons/object/greasepencil_tools.rst:34 msgid "" ":kbd:`Delete`/ :kbd:`Backspace`/ :kbd:`Ctrl-T`/ :kbd:`Tab` (twice) to cancel." msgstr "" ":kbd:`Delete`/ :kbd:`Backspace`/ :kbd:`Ctrl+T`/ :kbd:`Tab` (dvakrát) na " "zrušenie." #: ../../manual/addons/object/greasepencil_tools.rst:35 msgid ":kbd:`M` to toggle between Linear and Spline mode." msgstr ":kbd:`M` na prepínanie medzi režimom Lineárne a Drážka." #: ../../manual/addons/object/greasepencil_tools.rst:36 msgid ":kbd:`1-9` to set the subdivision level of the box." msgstr ":kbd:`1-9` na nastavenie úrovne delenia políčka." #: ../../manual/addons/object/greasepencil_tools.rst:37 msgid "" ":kbd:`Ctrl-Left`/ :kbd:`Ctrl-Right` to subdivide the box incrementally on " "the X axis and :kbd:`Ctrl-Up`/ :kbd:`Ctrl-Down` on the Y axis." msgstr "" ":kbd:`Ctrl+←`/ :kbd:`Ctrl+→` na postupné delenie poľa na osi X a :kbd:" "`Ctrl+↑`/ :kbd:`Ctrl+↓` na osi Y." #: ../../manual/addons/object/greasepencil_tools.rst:42 msgid "Rotate Canvas" msgstr "Rotácia plátna" #: ../../manual/addons/object/greasepencil_tools.rst:44 msgid "" "Perform a rotation of the view in free navigation or active camera in camera " "view." msgstr "" "Vykonáva rotáciu zobrazenia vo voľnej navigácii alebo aktívnej kamery v " "zobrazení kamery." #: ../../manual/addons/object/greasepencil_tools.rst:46 msgid "" "Maintain :kbd:`Ctrl-Alt-MMB` to rotate view (customizable in add-on " "preferences)." msgstr "" "Zachovať :kbd:`Ctrl+Alt+STM` na otáčanie zobrazenia (nastaviteľné v " "nastaveniach doplnku)." #: ../../manual/addons/object/greasepencil_tools.rst:47 msgid "Click and release immediately to reset view." msgstr "Kliknutím a okamžitým uvoľnením obnovíte zobrazenie." #: ../../manual/addons/object/greasepencil_tools.rst:51 msgid "Layer Navigator" msgstr "Navigátor vrstiev" #: ../../manual/addons/object/greasepencil_tools.rst:53 msgid "" "Continuous press on :kbd:`Y` shortcut call a customized layer popup with " "following features:" msgstr "" "Nepretržité stlačenie :kbd:`Y` skratka vyvolá prispôsobené vyskakovacie okno " "vrstvy s nasledujúcimi funkciami:" #: ../../manual/addons/object/greasepencil_tools.rst:55 msgid "Active layer always pop under mouse when called." msgstr "Aktívna vrstva sa pri zavolaní vždy objaví pod myšou." #: ../../manual/addons/object/greasepencil_tools.rst:56 msgid "Active layer is changed by hovering, without any click." msgstr "" "Aktívna vrstva sa mení vznášaním kurzora myši bez akéhokoľvek kliknutia." #: ../../manual/addons/object/greasepencil_tools.rst:57 msgid "Layers can be reordered with simple drag'n'drop." msgstr "Vrstvy je možné zmeniť poradie pomocou jednoduchého ťahaj a pusť." #: ../../manual/addons/object/greasepencil_tools.rst:58 msgid "Layer opacity, hide and lock states can be tweaked in popup." msgstr "" "Nepriehľadnosť vrstiev, stavy skrytia a uzamknutia je možné vyladiť v " "kontextovom okne." #: ../../manual/addons/object/greasepencil_tools.rst:59 msgid "" "Placing mouse outside popup limits will fade inactive layers, useful to " "quickly inspect content." msgstr "" "Umiestnením myši mimo limitov vyskakovacích okien vyblednú neaktívne vrstvy, " "čo je užitočné na rýchlu kontrolu obsahu." #: ../../manual/addons/object/greasepencil_tools.rst:60 msgid "The plus button on the right adds a new layer." msgstr "Tlačidlo plus vpravo pridáva novú vrstvu." #: ../../manual/addons/object/greasepencil_tools.rst:62 msgid "Extra shortcuts are enabled while layer navigator is up:" msgstr "Ďalšie skratky sú povolené, keď je navigátor vrstiev zapnutý:" #: ../../manual/addons/object/greasepencil_tools.rst:64 msgid ":kbd:`H` toggle all hide." msgstr ":kbd:`H` prepínač Skryť všetko." #: ../../manual/addons/object/greasepencil_tools.rst:65 msgid ":kbd:`L` toggle all lock." msgstr ":kbd:`L` prepínač Zamknúť všetko." #: ../../manual/addons/object/greasepencil_tools.rst:66 msgid ":kbd:`T` toggle auto-lock." msgstr ":kbd:`T` prepínač Zamknúť automaticky." #: ../../manual/addons/object/greasepencil_tools.rst:67 msgid ":kbd:`X` toggle In Front value of the object." msgstr ":kbd:`X` prepínač V prednej hodnote objektu." #: ../../manual/addons/object/greasepencil_tools.rst:68 msgid ":kbd:`RMB` or :kbd:`ESC` to reset original active layer." msgstr ":kbd:`PTM` alebo :kbd:`ESC` na resetovanie pôvodnej aktívnej vrstvy." #: ../../manual/addons/object/greasepencil_tools.rst:70 msgid "" "Layers box height, width, font size, and left-handed mode are customizable " "in add-on preferences." msgstr "" "Výšku poľa vrstiev, šírku, veľkosť písma a režim na ľavej strane je možné " "prispôsobiť v predvoľbách doplnkov." #: ../../manual/addons/object/greasepencil_tools.rst:74 msgid "Timeline Scrub" msgstr "Časová os snímania" #: ../../manual/addons/object/greasepencil_tools.rst:76 msgid "" "Call a timeline popup at mouse position to scrub without leaving the 3D " "viewport." msgstr "" "Vyvolá vyskakovacie okno časovej osi v polohe myši, aby ste ju snímali bez " "toho, aby ste opustili 3D záber." #: ../../manual/addons/object/greasepencil_tools.rst:78 msgid "" "Default shortcut to call the timeline is :kbd:`Alt-MMB`. The shortcut enable " "the scrubbing when hovering timeline editors as well (dopesheet, sequencer, " "etc)." msgstr "" "Predvolená skratka na volanie časovej osi je :kbd:`Alt+STM`. Skratka " "umožňuje snímanie aj pri vznášaní sa nad časovou osou editorov (Expozičný " "hárok, Radič sekvencie atď.)." #: ../../manual/addons/object/greasepencil_tools.rst:81 msgid "" "Scene start/end and keyframes are represented with symbols on the timeline." msgstr "" "Začiatok/koniec scény a kľúčové snímky sú reprezentované symbolmi na časovej " "osi." #: ../../manual/addons/object/greasepencil_tools.rst:83 msgid "" "While scrubbing, pressing :kbd:`Ctrl` key Snap time cursor on keyframes." msgstr "" "Počas snímania stlačenie klávesy :kbd:`Ctrl` prichytí časový kurzor na " "kľúčových snímkach." #: ../../manual/addons/object/greasepencil_tools.rst:85 msgid "" "There are several settings to customize visual aspect and behavior in addon " "preferences:" msgstr "" "Existuje niekoľko nastavení na prispôsobenie vizuálneho aspektu a správania " "v predvoľbách doplnku:" #: ../../manual/addons/object/greasepencil_tools.rst:87 msgid "\"Always Snap\" checkbox invert the snapping behavior." msgstr "" "Zaškrtávacie políčko \"Vždy prichytiť\" invertuje správanie prichytenia." #: ../../manual/addons/object/greasepencil_tools.rst:88 msgid "" "Special \"Rolling\" mode is available. It displays keyframes with a constant " "spacing, discarding timing data when scrubbing back and forth. This is " "useful for quick flipping between keyframes." msgstr "" "K dispozícii je špeciálny režim \"Rolovanie\". Zobrazuje kľúčové snímky s " "konštantným rozstupom a vyraďuje časové údaje pri snímaní tam a späť. To je " "užitočné pre rýchle prepínanie medzi kľúčovými snímkami." #: ../../manual/addons/object/greasepencil_tools.rst:89 msgid "" "Filter to restrict the key display and snapping to Grease Pencil frames only." msgstr "" "Filter na obmedzenie zobrazenia kláves a prichytenia len na snímky Pastelky." #: ../../manual/addons/object/greasepencil_tools.rst:90 msgid "Change shortcut and choose to propagate it to timeline editors" msgstr "Zmení skratku a zvolí jej rozšírenie do editorov časovej osi" #: ../../manual/addons/object/greasepencil_tools.rst:91 msgid "" "Customizable colors, frame spacing and amount of displayed informations." msgstr "" "Prispôsobiteľné farby, rozstupy snímok a množstvo zobrazených informácií." #: ../../manual/addons/object/greasepencil_tools.rst:94 msgid "Straighten Stroke" msgstr "Vyrovnanie ťahu" #: ../../manual/addons/object/greasepencil_tools.rst:96 msgid "" "Straighten the stroke between first and last point. The influence can be " "tweaked in the redo panel." msgstr "" "Vyrovnáva ťah medzi prvým a posledným bodom. Vplyv môžete upraviť na paneli " "opakovania." #: ../../manual/addons/object/greasepencil_tools.rst:99 msgid "The scopes for this tool are:" msgstr "Rozsah pôsobnosti tohto nástroja je:" #: ../../manual/addons/object/greasepencil_tools.rst:101 msgid "Last stroke in Grease Pencil Paint Mode." msgstr "Posledný ťah v režime maľovania Pastelkou." #: ../../manual/addons/object/greasepencil_tools.rst:102 msgid "Selected stroke in Grease Pencil Edit Mode." msgstr "Vybraný ťah v režime editácie Pastelkou." #: ../../manual/addons/object/greasepencil_tools.rst:104 msgid "Straight Influence Reset" msgstr "Obnovenie priameho vplyvu" #: ../../manual/addons/object/greasepencil_tools.rst:106 msgid "" "The influence percentage is stored for next use. Use :kbd:`Shift-LMB` on the " "button to reset influence to full." msgstr "" "Percento vplyvu sa uloží na ďalšie použitie. Na obnovenie plného vplyvu " "použite :kbd:`Shift+ĽTM`." #: ../../manual/addons/object/greasepencil_tools.rst:111 msgid "Brush Pack Installer" msgstr "Inštalátor balíčka štetcov" #: ../../manual/addons/object/greasepencil_tools.rst:113 msgid "" "Install included Grease Pencil `textured brush pack `__ (made by Daniel Martinez Lara). " "This is available in Draw Mode in the :ref:`Brushes panel `." msgstr "" "Nainštaluje priložený `balíček textúrovaných štetcov `__ Pastelky (od Daniela Martineza " "Laru). Je k dispozícii v režime kreslenia na paneli :ref:`Brushes ` (Štetce)." #: ../../manual/addons/object/greasepencil_tools.rst:119 msgid "" "This feature will be removed once the :doc:`Blender Asset Browser ` has support for brushes." msgstr "" "Táto funkcia bude odstránená, keď :doc:`Blender Asset Browser ` bude podporovať štetce." #: ../../manual/addons/object/greasepencil_tools.rst:125 msgid "Set of tools for Grease Pencil drawing." msgstr "Súprava nástrojov na kreslenie Pastelkou." #: ../../manual/addons/object/greasepencil_tools.rst:126 msgid ":menuselection:`3D Viewport --> Sidebar --> Grease Pencil`" msgstr ":menuselection:`3D záber --> Bočný panel --> Pastelka`" #: ../../manual/addons/object/greasepencil_tools.rst:127 msgid "greasepencil_addon folder" msgstr "Priečinok greasepencil_addon" #: ../../manual/addons/object/greasepencil_tools.rst:128 msgid "Samuel Bernou, Antonio Vazquez, Daniel Martinez Lara, Matias Mendiola" msgstr "Samuel Bernou, Antonio Vazquez, Daniel Martinez Lara, Matias Mendiola" #: ../../manual/addons/object/index.rst:6 msgid "These add-ons relate to Object Mode and related tools." msgstr "Tieto doplnky sa týkajú režimu objektu a súvisiacich nástrojov." #: ../../manual/addons/object/real_snow.rst:4 msgid "Real Snow" msgstr ":abbr:`Real Snow (Skutočný sneh)`" #: ../../manual/addons/object/real_snow.rst:6 msgid "This add-on allows you to add snow on top of objects." msgstr "Tento doplnok umožňuje pridávať sneh na objekty." #: ../../manual/addons/object/real_snow.rst:8 msgid "" "The main principle behind this addon is to add a particle system of " "metaballs on top of the selected object and transform it to mesh." msgstr "" "Hlavným princípom tohto doplnku je pridanie časticového systému meta-gulí na " "vybraný objekt a jeho transformácia na povrchovú sieť." #: ../../manual/addons/object/real_snow.rst:20 msgid "Click Object then Real Snow to enable the script." msgstr "" "Skript povolíte kliknutím v poli Kategórie na položku Objekt a výberom " "položky Real Snow." #: ../../manual/addons/object/real_snow.rst:26 msgid "Open the `Real Snow` tab available in the N sidebar of the 3D Viewport." msgstr "" "Otvorte kartu `Skutočný sneh`, ktorá je k dispozícii na bočnom paneli N v 3D " "zábere." #: ../../manual/addons/object/real_snow.rst:27 msgid "Select objects you want to add snow on top." msgstr "Vyberte objekty, na ktoré chcete pridať sneh." #: ../../manual/addons/object/real_snow.rst:28 msgid "" "Change the parameters and click on the \"Add Snow\" button to generate the " "snow." msgstr "" "Zmeňte parametre a kliknite na tlačidlo \"Pridať sneh\", aby sa vytvoril " "sneh." #: ../../manual/addons/object/real_snow.rst:32 msgid "" "The snow material use microdisplacement to achieve realistic result. You " "need to change the `render engine` to Cycles and `Feature Set` to " "experimental in order for microdisplacement to be working." msgstr "" "Materiál snehu využíva mikro posuny na dosiahnutie realistického výsledku. " "Musíte zmeniť `mechanizmus prekreslenia` na Cykly a `nastavenie Funkcie` na " "experimentálna, aby mikro posun fungoval." #: ../../manual/addons/object/real_snow.rst:35 msgid "" "You can also add snow only on part of an object by selecting the faces in " "edit mode and activating the \"Selected Faces\" toggle in the panel." msgstr "" "Sneh môžete pridať aj len na časť objektu tak, že v režime editácie " "vyberiete plôšky a na paneli aktivujete prepínač \"Vybrané plôšky\"." #: ../../manual/addons/object/real_snow.rst:40 msgid "Parameters" msgstr "Parametre" #: ../../manual/addons/object/real_snow.rst:46 #: ../../manual/modeling/modifiers/physics/ocean.rst:136 msgid "Coverage" msgstr "Pokrytie" #: ../../manual/addons/object/real_snow.rst:47 msgid "Percentage of the area to be covered by snow." msgstr "Percento plochy, ktorá má byť pokrytá snehom." #: ../../manual/addons/object/real_snow.rst:49 msgid "Height of the snow to apply (define the radius of the metaballs)." msgstr "Výška snehu, ktorý sa má použiť (definuje polomer meta-gule)." #: ../../manual/addons/object/real_snow.rst:50 msgid "Selected Faces" msgstr "Vybrané plôšky" #: ../../manual/addons/object/real_snow.rst:51 msgid "" "If enabled, only the selected faces will receive snow otherwise every face " "pointing up will be covered by snow." msgstr "" "Ak je povolené, sneh sa dostane len na vybrané plôšky, inak budú snehom " "pokryté všetky plôšky smerujúce nahor." #: ../../manual/addons/object/real_snow.rst:53 msgid "Add Snow" msgstr "Pridať sneh" #: ../../manual/addons/object/real_snow.rst:53 msgid "Adds the snow on the selected objects." msgstr "Pridá sneh na vybrané objekty." #: ../../manual/addons/object/real_snow.rst:58 msgid "Generate snow mesh." msgstr "Vygeneruje povrchovú sieť snehu." #: ../../manual/addons/object/real_snow.rst:59 msgid ":menuselection:`3D Viewport --> Properties Panel`" msgstr ":menuselection:`3D záber --> panel Vlastnosti`" #: ../../manual/addons/object/real_snow.rst:60 msgid "real_snow.py" msgstr "real_snow.py" #: ../../manual/addons/object/real_snow.rst:61 msgid "Marco Pavanello (Wolf), Leon Zandman (Izandman), Drew Perttula" msgstr "Marco Pavanello (Wolf), Leon Zandman (Izandman), Drew Perttula" #: ../../manual/addons/object/scatter_objects.rst:4 msgid "Scatter Objects" msgstr ":abbr:`Scatter Objects (Rozptylové objekty)`" #: ../../manual/addons/object/scatter_objects.rst:9 msgid "Distribute object instances on another object." msgstr "Distribúcia inštancií objektu na iný objekt." #: ../../manual/addons/object/scatter_objects.rst:10 msgid ":menuselection:`3D Viewport --> Search`" msgstr ":menuselection:`3D záber --> Hľadať`" #: ../../manual/addons/object/scatter_objects.rst:11 msgid "object_scatter folder" msgstr "Priečinok object_scatter" #: ../../manual/addons/object/scatter_objects.rst:12 msgid "Jacques Lucke" msgstr "Jacques Lucke" #: ../../manual/addons/object/scatter_objects.rst:20 msgid "Click Object then Scatter Objects to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Objekt --> Scatter Object`." #: ../../manual/addons/object/skinify.rst:4 msgid "Skinify Rig" msgstr ":abbr:`Skinify Rig (Vybavenie pokožkou)`" #: ../../manual/addons/object/skinify.rst:6 msgid "" "This add-on creates a mesh object \"Skinify Guy\" covering an armature with " "a mesh." msgstr "" "Tento doplnok vytvorí objekt s povrchovou sieťou \"Skinify Guy\" (Ukotvená " "pokožka), ktorý pokryje armatúru povrchovou sieťou." #: ../../manual/addons/object/skinify.rst:8 msgid "It works with Rigify:" msgstr "Funguje so systémom Rigify (Výbava):" #: ../../manual/addons/object/skinify.rst:9 msgid "It works with BVH imports:" msgstr "Funguje s importom BVH:" #: ../../manual/addons/object/skinify.rst:10 msgid "It works with manuelbastionilab add-on:" msgstr "Pracuje s doplnkom manuelbastionilab:" #: ../../manual/addons/object/skinify.rst:17 msgid "Click Object then Skinify Rig to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Objekt --> Skinify Rig`." #: ../../manual/addons/object/skinify.rst:23 msgid "" "Select your armature in Pose Mode and skin the selected or all bones with a " "per-bone mesh or whole cover. If bones in your rig give unwanted results, " "often scaling and re-positioning the bones in Edit Mode can help. If you are " "doing this to create your own \"Skinify Guy\", you can also delete bones. It " "will work with custom shapes but results may vary." msgstr "" "Vyberte armatúru v režime pózy a vytvorte pokožku vybraných kostí alebo zo " "všetkých kostí použitím povrchovej siete pre jednotlivé kosti alebo celým " "pokrytím. Ak kosti vo vašej armatúre poskytujú nežiadúce výsledky, často " "môže pomôcť zmenšenie mierky a zmena polohy kostí v režime editácie. Ak to " "robíte s cieľom vytvoriť vlastné \"Skinify Guy\" (ukotvenie pokožky), môžete " "aj odstrániť kosti. Bude to fungovať s vlastnými tvarmi, ale výsledky sa " "môžu líšiť." #: ../../manual/addons/object/skinify.rst:30 msgid "" "Please see the `old Wiki `__ for the archived original docs." msgstr "" "Archivované pôvodné dokumenty nájdete v `starej wiki `__." #: ../../manual/addons/object/skinify.rst:38 msgid "Creates a mesh object from selected bones." msgstr "Vytvára povrchovú sieť objektu z vybraných kostí." #: ../../manual/addons/object/skinify.rst:39 msgid ":menuselection:`3D Viewport Pose Mode --> Sidebar --> Create tab`" msgstr ":menuselection:`3D záber režim pózy --> Bočný panel --> Vytvoriť`" #: ../../manual/addons/object/skinify.rst:40 msgid "object_skinify.py" msgstr "object_skinify.py" #: ../../manual/addons/object/skinify.rst:41 msgid "Albert Makac (karab44)" msgstr "Albert Makac (karab44)" #: ../../manual/addons/paint/index.rst:4 #: ../../manual/addons/paint/paint_palettes.rst:56 #: ../../manual/editors/image/introduction.rst:0 #: ../../manual/physics/dynamic_paint/canvas.rst:82 #: ../../manual/sculpt_paint/sculpting/tools/paint.rst:4 msgid "Paint" msgstr "Maľovať" #: ../../manual/addons/paint/index.rst:6 msgid "These add-ons relate to the Paint modes and related tools." msgstr "Tieto doplnky sa týkajú režimov Maľby a súvisiacich nástrojov." #: ../../manual/addons/paint/paint_palettes.rst:4 msgid "Paint Palettes" msgstr ":abbr:`Paint Palettes (Palety farieb)`" #: ../../manual/addons/paint/paint_palettes.rst:10 msgid "" "Please see the `old Wiki `__ for the archived original docs." msgstr "" "Pozrite si, prosím, `starú Wiki `__ pre archivované pôvodné " "dokumenty." #: ../../manual/addons/paint/paint_palettes.rst:19 msgid "Click Paint then Paint Palettes to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Maľovať --> Paint Palettes`." #: ../../manual/addons/paint/paint_palettes.rst:25 msgid "" "Located in the :menuselection:`3D Viewport --> Sidebar --> Color Palette or " "Weight Palette` depending on the mode. Located in the :menuselection:`Image " "editor --> Sidebar --> Color Palette` while in Paint Mode." msgstr "" "Nachádza sa v :menuselection:`3D záber --> Bočný panel --> Paleta farieb " "alebo Paleta váh` v závislosti od režimu. Nachádza sa v :menuselection:" "`Editor obrázkov --> Bočný panel --> Paleta farieb`, keď je v režime " "maľovania." #: ../../manual/addons/paint/paint_palettes.rst:32 msgid "" "Go into any paint mode (Image Painting, Texture Paint, Vertex Paint, Weight " "Paint) and look for the Palette panel corresponding to that mode." msgstr "" "Prejdite do ľubovoľného režimu maľovania (Maľovanie obrázkov, Maľovanie " "textúr, Maľovanie vrcholov, Maľovanie váh) a vyhľadajte panel Paleta " "zodpovedajúci danému režimu." #: ../../manual/addons/paint/paint_palettes.rst:37 #: ../../manual/grease_pencil/modes/draw/tool_settings/color.rst:26 #: ../../manual/grease_pencil/modes/vertex_paint/tool_settings/brush.rst:54 #: ../../manual/interface/controls/templates/color_palette.rst:5 #: ../../manual/sculpt_paint/brush/brush_settings.rst:263 msgid "Color Palette" msgstr "Paleta farieb" #: ../../manual/addons/paint/paint_palettes.rst:39 msgid "" "This add-on can read and write Gimp's palette format. The first thing to do " "is to determine your \"Palettes Folder\". This can be the Gimp's palette " "folder, or it can be a specific one for your project. Select the palette " "with the select menu. You can save your palette with the ``+`` button. Add " "as many colors as you need with the ``+`` button at the left of the index " "number field. Sample the current brush color with the small color wheel " "button. Select a palette color with the small button under the colors." msgstr "" "Tento doplnok dokáže čítať a zapisovať formát palety programu Gimp. Najskôr " "je potrebné určiť váš \"priečinok paliet\". Môže to byť priečinok paliet " "Gimpu alebo konkrétny priečinok vášho projektu. Paletu vyberte ponukou " "Select (Vybrať). Paletu môžete uložiť tlačidlom ``+``. Tlačidlom ``+`` vľavo " "od poľa s indexovým číslom pridajte toľko farieb, koľko potrebujete. Vzorku " "farby aktuálneho štetca vyberiete tlačidlom malého kolieska farby. Vyberte " "farbu palety malým tlačidlom pod farbami." #: ../../manual/addons/paint/paint_palettes.rst:49 msgid "Weight Palette" msgstr "Paleta váh" #: ../../manual/addons/paint/paint_palettes.rst:51 msgid "" "Select the weight value from the eleven values. These can be adjusted with " "the *Weight* slider." msgstr "" "Vyberte hodnotu váhy z jedenástich hodnôt. Tieto hodnoty môžete upraviť " "posúvačom *Weight* (váha)." #: ../../manual/addons/paint/paint_palettes.rst:57 msgid "Palettes for color and weight paint modes." msgstr "Palety pre farby a váhy režimov maľovania." #: ../../manual/addons/paint/paint_palettes.rst:58 msgid "" ":menuselection:`Image Editor, 3D Viewport Paint Modes --> Color Palette or " "Weight Palette panel`" msgstr "" ":menuselection:`Editor obrázkov, 3D záber režimy maľovania --> Paleta farieb " "alebo Paleta váh`" #: ../../manual/addons/paint/paint_palettes.rst:59 msgid "paint_palette.py" msgstr "paint_palette.py" #: ../../manual/addons/paint/paint_palettes.rst:60 msgid "Dany Lebel (Axon D)" msgstr "Dany Lebel (Axon D)" #: ../../manual/addons/render/copy_settings.rst:4 msgid "Copy Render Settings" msgstr ":abbr:`Copy Render Settings (Kopírovať nastavenia prekreslenia)`" #: ../../manual/addons/render/copy_settings.rst:6 msgid "" "This is a simple tool that adds in the Render properties a new panel with a " "big *Copy Render Settings* button, and some options to control what to copy, " "and to which scenes..." msgstr "" "Ide o jednoduchý nástroj, ktorý pridáva do vlastností prekreslenia nový " "panel s veľkým tlačidlom *Copy Render Settings* (Kopírovať nastavenia " "prekreslenia) a niekoľkými možnosťami na ovládanie toho, čo sa má kopírovať " "a do ktorých scén..." #: ../../manual/addons/render/copy_settings.rst:9 msgid "" "I wrote it as I often have tens of scenes all edited/gathered in a single " "\"main\" scene sequence. When I want to make preview renders of that main " "scene, I had to manually set all other scenes' preview scale -- long and " "boring. And even worse, I often forgot to put them back to full resolution " "before final rendering!" msgstr "" "Napísal som ho tak, ako mám často desiatky scén, ktoré sú všetky zostrihané/" "spojené do jednej \"hlavnej\" sekvencie. Keď chcem vytvoriť náhľad " "prekreslenia tejto hlavnej scény, musel som ručne nastaviť mierku náhľadu " "všetkých ostatných scén - zdĺhavé a nudné. A čo je ešte horšie, často som " "ich pred finálnym prekreslením zabudol vrátiť do plného rozlíšenia!" #: ../../manual/addons/render/copy_settings.rst:14 msgid "" "So, with this add-on, I just have to set the preview scale in the main " "scene, enable or disable :term:`Anti-Aliasing`, and hit *Copy Render " "Settings*!" msgstr "" "Takže s týmto doplnkom stačí nastaviť mierku náhľadu v hlavnej scéne, zapnúť " "alebo vypnúť :term:`Anti-Aliasing` a stlačiť *Copy Render Settings* " "(Kopírovať nastavenia prekreslenia)!" #: ../../manual/addons/render/copy_settings.rst:22 msgid "Click Render then Copy Render Settings to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Prekreslenie --> Copy Render " "Settings`." #: ../../manual/addons/render/copy_settings.rst:38 #: ../../manual/render/color_management.rst:97 #: ../../manual/render/cycles/render_settings/index.rst:4 #: ../../manual/render/eevee/render_settings/index.rst:4 msgid "Render Settings" msgstr "Nastavenia Prekreslenia" #: ../../manual/addons/render/copy_settings.rst:29 msgid "" "This lists all render settings. The checkbox to the right controls whether " "that setting will be copied or not. So if you want to copy a specific " "setting, hover your mouse over its control, note its Python name (e.g. " "``resolution_x`` for the X resolution, etc.), and enable the corresponding " "item in this list." msgstr "" "Zobrazí sa zoznam všetkých nastavení prekresľovania. Zaškrtávacie políčko " "vpravo určuje, či sa dané nastavenie skopíruje alebo nie. Ak teda chcete " "skopírovať konkrétne nastavenie, prejdite myšou na jeho ovládač, všimnite si " "jeho názov v jazyku Python (napr. ``resolution_x`` pre rozlíšenie X atď.) a " "povoľte príslušnú položku v tomto zozname." #: ../../manual/addons/render/copy_settings.rst:36 msgid "" "This will only work if you have a Blender patched with ``ui_template_list " "diff``, see `UI Template List Enhancement `__." msgstr "" "Toto bude fungovať len vtedy, ak máte Blender opravený pomocou " "``ui_template_list diff``, pozrite si `UI Template List Enhancement `__." #: ../../manual/addons/render/copy_settings.rst:67 #: ../../manual/advanced/scripting/introduction.rst:0 #: ../../manual/editors/preferences/keymap.rst:0 #: ../../manual/interface/window_system/tabs_panels.rst:96 #: ../../manual/modeling/curves/properties/geometry.rst:207 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:301 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:147 #: ../../manual/modeling/modifiers/generate/bevel.rst:149 #: ../../manual/physics/cloth/settings/index.rst:13 msgid "Presets" msgstr "Predvoľby" #: ../../manual/addons/render/copy_settings.rst:41 msgid "" "The column of buttons to the right of the list are a set of presets which " "set or clear one or more settings at once. *This will work even without the " "UI template list patch.*" msgstr "" "Stĺpec tlačidiel vpravo od zoznamu predstavuje súbor predvolieb, ktorými sa " "nastavuje alebo vymazáva jedno alebo viac nastavení naraz. *Toto bude " "fungovať aj bez záplaty zoznamu šablón užívateľského rozhrania.*" #: ../../manual/addons/render/copy_settings.rst:47 msgid "Set Scale/Clear Scale" msgstr "Nastaviť mierku/Zmazať mierku" #: ../../manual/addons/render/copy_settings.rst:46 msgid "" "Copy the render scale setting (below resolution controls, in *Dimensions* " "panel). Highly useful to do preview renders!" msgstr "" "Skopírujte nastavenie mierky prekreslenia (pod ovládačmi rozlíšenia na " "paneli *Rozmery*). Veľmi užitočné pre náhľad prekreslenia!" #: ../../manual/addons/render/copy_settings.rst:51 msgid "Set Resolution/Clear Resolution" msgstr "Nastaviť rozlíšenie/Zmazať rozlíšenie" #: ../../manual/addons/render/copy_settings.rst:50 msgid "" "Copy the render resolution and aspect ratio settings. Beware of side effects " "if you modify the aspect of your render (e.g. switching from: 4/3 to " "16/9...)." msgstr "" "Skopírujte nastavenia rozlíšenia prekreslenia a pomeru strán. Dajte si pozor " "na vedľajšie účinky, ak zmeníte pomer strán prekresľovania (napr. prepnutie " "z: 4/3 na 16/9...)." #: ../../manual/addons/render/copy_settings.rst:55 msgid "Set OSA/Clear OSA" msgstr "Nastaviť OSA/Zmazať OSA" #: ../../manual/addons/render/copy_settings.rst:54 msgid "" "Copy the global :abbr:`OSA (Oversampling)` usage, and OSA level settings. " "Together with *Render Scale*, this is most useful for preview renders." msgstr "" "Skopírujte globálne :abbr:`OSA (Oversampling)` použitie a nastavenia úrovne " "OSA. Spolu s funkciou *Render Scale* (mierka prekreslenia) je to " "najužitočnejšie pri náhľadoch prekreslenia." #: ../../manual/addons/render/copy_settings.rst:60 msgid "Set Threads/Clear Threads" msgstr "Nastaviť vlákna/Zmazať vlákna" #: ../../manual/addons/render/copy_settings.rst:58 msgid "" "Copy the settings (auto/fixed, and number) of threads used during rendering. " "Might be useful when e.g. you render your blend-files on various computers " "(even though the *Auto* option should work good in general...)." msgstr "" "Skopírujte nastavenia (automatické/fixné a počet) vlákien používaných počas " "prekresľovania. Mohlo by to byť užitočné, keď napr. prekresľujete svoje " "blend súbory na rôznych počítačoch (aj keď možnosť *Automaticky* by mala vo " "všeobecnosti fungovať dobre...)." #: ../../manual/addons/render/copy_settings.rst:64 msgid "Set Fields/Clear Fields" msgstr "Nastaviť polia/Zmazať polia" #: ../../manual/addons/render/copy_settings.rst:63 msgid "" "Copy all fields settings. Allows you to easily switch from progressive to " "interlaced..." msgstr "" "Skopírujte všetky nastavenia polí. Umožňuje jednoduché prepínanie z " "progresívneho na prekladané..." #: ../../manual/addons/render/copy_settings.rst:67 msgid "Set Stamp/Clear Stamp" msgstr "Nastaviť pečiatku/Zmazať pečiatku" #: ../../manual/addons/render/copy_settings.rst:67 msgid "" "Copy whether to render stamps or not (i.e. the global stamp switch setting)." msgstr "" "Kopírujte, či sa majú alebo nemajú prekresľovať pečiatky (t. j. globálne " "nastavenie prepínača pečiatok)." #: ../../manual/addons/render/copy_settings.rst:81 msgid "Affected Scenes:" msgstr "Dotknuté scény:" #: ../../manual/addons/render/copy_settings.rst:75 msgid "Filter Scene" msgstr "Filter scény" #: ../../manual/addons/render/copy_settings.rst:71 msgid "" "You can type in this text field a regex (using Python syntax), and only " "scene which name matches this regex will be available. Quite useful when you " "have tens of scenes in a file..." msgstr "" "Do tohto textového poľa môžete zadať regulárny výraz (pomocou syntaxe jazyka " "Python) a k dispozícii budú len scény, ktorých názov zodpovedá tomuto " "regulárnemu výrazu. Pomerne užitočné, keď máte v súbore desiatky scén..." #: ../../manual/addons/render/copy_settings.rst:74 msgid "" "E.g. if you only want to copy some of your current render settings to scenes " "having \"rabbit\" in their name, type ``.*rabbit.*`` in this field." msgstr "" "Ak chcete napríklad skopírovať len niektoré z vašich aktuálnych nastavení " "prekresľovania do scén, ktoré majú v názve \"rabbit\", zadajte do tohto poľa " "``.*rabbit.*```." #: ../../manual/addons/render/copy_settings.rst:81 msgid "Columns of buttons" msgstr "Tlačidlá stĺpcov" #: ../../manual/addons/render/copy_settings.rst:78 msgid "" "These toggle buttons represent all scenes of the blend-file (optionally " "filtered through the *Filter Scene* regex), except the current one. Only " "enabled scenes will receive the copied settings!" msgstr "" "Tieto prepínacie tlačidlá predstavujú všetky scény blend súboru (voliteľne " "filtrované regulárnymi výrazmi *Filtra scény*) okrem aktuálnej. Iba povolené " "scény dostanú skopírované nastavenia!" #: ../../manual/addons/render/copy_settings.rst:86 msgid "" "Allows to copy a selection of render settings from current scene to others." msgstr "" "Umožňuje skopírovať výber nastavení prekreslenia z aktuálnej scény do iných." #: ../../manual/addons/render/copy_settings.rst:87 msgid ":menuselection:`Properties --> Render tab`" msgstr ":menuselection:`Vlastnosti --> Prekreslenia`" #: ../../manual/addons/render/copy_settings.rst:88 msgid "render_copy_settings folder" msgstr "Priečinok render_copy_settings" #: ../../manual/addons/render/copy_settings.rst:89 #: ../../manual/addons/system/ui_translations.rst:29 msgid "Bastien Montagne" msgstr "Bastien Montagne" #: ../../manual/addons/render/index.rst:6 msgid "These add-ons relate to rendering, render engines and rendering tools." msgstr "" "Tieto doplnky sa týkajú prekresľovania, mechanizmov prekresľovania a " "nástrojov na prekresľovanie." #: ../../manual/addons/render/povray.rst:5 msgid "POV-Ray 3.7" msgstr "POV-Ray 3.7" #: ../../manual/addons/render/povray.rst:7 msgid "" "POV-Ray is an SDL based (Scene Description Language) render engine with a " "long history that makes it very stable and feature rich. The latest version " "of POV-Ray 3.7 can be found at the `project site `__." msgstr "" "POV-Ray je mechanizmus prekresľovania založený na jazyku SDL (Scene " "Description Language) s dlhou históriou, vďaka ktorej je veľmi stabilný a " "bohatý na funkcie. Najnovšiu verziu POV-Ray 3.7 nájdete na `stránke projektu " "`__." #: ../../manual/addons/render/povray.rst:13 msgid "Features" msgstr "Funkcie" #: ../../manual/addons/render/povray.rst:15 msgid "Some key features of the exporter include:" msgstr "Medzi kľúčové funkcie exportéra patria:" #: ../../manual/addons/render/povray.rst:17 msgid "" "Geometry import and export with their modifiers, keyed and physics animation" msgstr "" "Import a export geometrie s jej modifikátormi, kľúčové a fyzikálne animácie" #: ../../manual/addons/render/povray.rst:18 msgid "Add POV-Ray specific non-mesh primitives (never show tessellation)" msgstr "" "Pridanie špecifických prvotných tvarov bez povrchovej siete POV-Ray (nikdy " "nezobrazujú mozaikovanie)" #: ../../manual/addons/render/povray.rst:19 #: ../../manual/editors/spreadsheet.rst:102 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_components.rst:49 #: ../../manual/modeling/geometry_nodes/input/scene/collection_info.rst:58 #: ../../manual/modeling/geometry_nodes/instances.rst:5 #: ../../manual/modeling/geometry_nodes/instances/instances_to_points.rst:26 msgid "Instances" msgstr "Inštancie" #: ../../manual/addons/render/povray.rst:20 msgid "Hair particles" msgstr "Častice vlasov" #: ../../manual/addons/render/povray.rst:21 msgid "Smoke simulations" msgstr "Simulácie dymu" #: ../../manual/addons/render/povray.rst:22 msgid "Atmospheric media (volume fog)" msgstr "Atmosférické médiá (objemová hmla)" #: ../../manual/addons/render/povray.rst:23 msgid "HDRI environment mapping" msgstr "Mapovanie prostredia HDRI" #: ../../manual/addons/render/povray.rst:24 msgid "Aperture depth of field" msgstr "Hĺbka ostrosti clony" #: ../../manual/addons/render/povray.rst:25 msgid "" "Material properties such as filtering, emission, translucency, subsurface " "scattering, glass fog (tinted absorption), blurry/glossy reflections..." msgstr "" "Vlastnosti materiálov, ako je filtrácia, vyžarovanie, priesvitnosť, " "podpovrchový rozptyl, sklenená hmla (tónovaná absorpcia), rozostrené/lesklé " "odrazy..." #: ../../manual/addons/render/povray.rst:27 msgid "Procedural textures (emulated from Blender and POV-Ray native)" msgstr "Procedurálne textúry (emulované z Blenderu a POV-Ray)" #: ../../manual/addons/render/povray.rst:28 msgid "Image textures" msgstr "Obrázky textúry" #: ../../manual/addons/render/povray.rst:29 msgid "" "Texture influence channels: Alpha, Diffuse, Bump, Specular, Mirror (uses " "same channel as specular)" msgstr "" "Kanály vplyvu textúry: Alfa, Rozptyl, Nárazy, Odrazy, Zrkadlo (používa " "rovnaký kanál ako odraz)" #: ../../manual/addons/render/povray.rst:30 msgid "" "Global illumination: Radiosity (indirect lighting), photons caustics " "(reflect/refract), mesh lights" msgstr "" "Globálne osvetlenie: Vyžarovanie (nepriame osvetlenie), fotónový efekt lomu " "svetla (odraz/ lom), svetlá povrchových sietí" #: ../../manual/addons/render/povray.rst:31 msgid "" "Custom POV-Ray code input giving access to any POV-Ray feature not supported " "by the exporter." msgstr "" "Vlastný vstupný kód POV-Ray, ktorý umožňuje prístup k akejkoľvek funkcii POV-" "Ray, ktorú exportér nepodporuje." #: ../../manual/addons/render/povray.rst:35 msgid "POV-Ray 3.7 features" msgstr "Funkcie POV-Ray 3.7" #: ../../manual/addons/render/povray.rst:36 msgid "" "Volumetrics and media (scattering/absorption), blurry reflections (uberPOV), " "ghosting for motion blur (uberPOV), micropolygon displacement (HGPOV), etc." msgstr "" "Objemovosť a médiá (rozptyl/absorpcia), rozostrené odrazy (uberPOV), " "duchovia pre rozostrenie pohybu (uberPOV), posun mikropolygónov (HGPOV) atď." #: ../../manual/addons/render/povray.rst:43 msgid "" "Of course, don't forget to `download `__ " "and install POV-Ray itself!" msgstr "" "Samozrejme, nezabudnite si `stiahnuť `__ a " "nainštalovať samotný POV-Ray!" #: ../../manual/addons/render/povray.rst:45 msgid "Click Render then POV-3.7 to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Prekreslenie --> POV-3.7`." #: ../../manual/addons/render/povray.rst:52 #: ../../manual/advanced/command_line/launch/linux.rst:7 #: ../../manual/advanced/command_line/launch/macos.rst:7 #: ../../manual/advanced/command_line/launch/windows.rst:7 #: ../../manual/grease_pencil/introduction.rst:26 msgid "Quick Start" msgstr "Rýchly štart" #: ../../manual/addons/render/povray.rst:54 msgid "" "Choose POV-Ray 3.7 from render engine selector. Then you can render as usual " "with the *Render* button." msgstr "" "Vo výbere mechanizmu prekreslenia vyberte POV-Ray 3.7. Potom môžete " "prekresľovať ako zvyčajne tlačidlom *Prekresliť*." #: ../../manual/addons/render/povray.rst:55 msgid "" "The image will be rendered according to parameters set in the Properties." msgstr "" "Obrázok bude prekreslený podľa parametrov nastavených vo Vlastnostiach." #: ../../manual/addons/render/povray.rst:57 msgid "" "Main global render settings for instance can be changed in the Render tab. " "But there are also properties for environment, material (textures), object, " "etc. all accessible in other tabs depending on the selected object " "(geometry, camera, light...)." msgstr "" "Hlavné globálne nastavenia prekresľovania môžete zmeniť napríklad na karte " "Prekreslenie. Existujú však aj vlastnosti pre prostredie, materiál " "(textúry), objekt atď., ktoré sú prístupné na iných kartách v závislosti od " "vybraného objektu (geometria, kamera, svetlo...)." #: ../../manual/addons/render/povray.rst:63 msgid "POV-Ray Branches" msgstr "Vetvy POV-Ray" #: ../../manual/addons/render/povray.rst:65 msgid "" "Below is a comparison of some features of the two engines available to this " "exporter:" msgstr "" "Nižšie je uvedené porovnanie niektorých funkcií týchto dvoch mechanizmov, " "ktoré má tento exportér k dispozícii:" #: ../../manual/addons/render/povray.rst:76 msgid "Feature/Engine/Support" msgstr "Funkcia/Mechanizmus/Podpora" #: ../../manual/addons/render/povray.rst:77 msgid "POV-Ray" msgstr "POV-Ray" #: ../../manual/addons/render/povray.rst:78 msgid "UberPOV" msgstr "UberPOV" #: ../../manual/addons/render/povray.rst:79 msgid "Full Spectral Resolution" msgstr "Plné spektrálne rozlíšenie" #: ../../manual/addons/render/povray.rst:80 #: ../../manual/addons/render/povray.rst:92 #: ../../manual/addons/render/povray.rst:93 #: ../../manual/addons/render/povray.rst:95 #: ../../manual/addons/render/povray.rst:96 #: ../../manual/addons/render/povray.rst:98 #: ../../manual/addons/render/povray.rst:125 #: ../../manual/addons/render/povray.rst:126 #: ../../manual/addons/render/povray.rst:131 #: ../../manual/addons/render/povray.rst:132 #: ../../manual/addons/render/povray.rst:167 #: ../../manual/addons/render/povray.rst:168 #: ../../manual/addons/render/povray.rst:197 #: ../../manual/addons/render/povray.rst:198 #: ../../manual/addons/render/povray.rst:212 #: ../../manual/addons/render/povray.rst:213 #: ../../manual/addons/render/povray.rst:215 #: ../../manual/addons/render/povray.rst:216 #: ../../manual/files/data_blocks.rst:140 #: ../../manual/files/data_blocks.rst:149 #: ../../manual/files/data_blocks.rst:184 #: ../../manual/files/data_blocks.rst:234 #: ../../manual/files/data_blocks.rst:243 #: ../../manual/files/data_blocks.rst:252 #: ../../manual/files/media/image_formats.rst:30 #: ../../manual/files/media/image_formats.rst:31 #: ../../manual/files/media/image_formats.rst:37 #: ../../manual/files/media/image_formats.rst:38 #: ../../manual/files/media/image_formats.rst:48 #: ../../manual/files/media/image_formats.rst:55 #: ../../manual/files/media/image_formats.rst:56 #: ../../manual/files/media/image_formats.rst:61 #: ../../manual/files/media/image_formats.rst:62 #: ../../manual/files/media/image_formats.rst:67 #: ../../manual/files/media/image_formats.rst:68 #: ../../manual/files/media/image_formats.rst:79 #: ../../manual/files/media/image_formats.rst:80 #: ../../manual/files/media/image_formats.rst:85 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:92 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:96 msgid "|cross|" msgstr "|cross|" #: ../../manual/addons/render/povray.rst:81 #: ../../manual/addons/render/povray.rst:150 msgid "|tick| (under development)" msgstr "|tick| (vo vývoji)" #: ../../manual/addons/render/povray.rst:82 msgid "Supersampling" msgstr "Supersnímanie" #: ../../manual/addons/render/povray.rst:83 #: ../../manual/addons/render/povray.rst:84 #: ../../manual/addons/render/povray.rst:86 #: ../../manual/addons/render/povray.rst:87 #: ../../manual/addons/render/povray.rst:89 #: ../../manual/addons/render/povray.rst:90 #: ../../manual/addons/render/povray.rst:99 #: ../../manual/addons/render/povray.rst:101 #: ../../manual/addons/render/povray.rst:102 #: ../../manual/addons/render/povray.rst:104 #: ../../manual/addons/render/povray.rst:105 #: ../../manual/addons/render/povray.rst:108 #: ../../manual/addons/render/povray.rst:110 #: ../../manual/addons/render/povray.rst:111 #: ../../manual/addons/render/povray.rst:113 #: ../../manual/addons/render/povray.rst:114 #: ../../manual/addons/render/povray.rst:116 #: ../../manual/addons/render/povray.rst:117 #: ../../manual/addons/render/povray.rst:119 #: ../../manual/addons/render/povray.rst:120 #: ../../manual/addons/render/povray.rst:122 #: ../../manual/addons/render/povray.rst:123 #: ../../manual/addons/render/povray.rst:128 #: ../../manual/addons/render/povray.rst:129 #: ../../manual/addons/render/povray.rst:134 #: ../../manual/addons/render/povray.rst:135 #: ../../manual/addons/render/povray.rst:137 #: ../../manual/addons/render/povray.rst:138 #: ../../manual/addons/render/povray.rst:143 #: ../../manual/addons/render/povray.rst:144 #: ../../manual/addons/render/povray.rst:146 #: ../../manual/addons/render/povray.rst:147 #: ../../manual/addons/render/povray.rst:152 #: ../../manual/addons/render/povray.rst:153 #: ../../manual/addons/render/povray.rst:155 #: ../../manual/addons/render/povray.rst:156 #: ../../manual/addons/render/povray.rst:158 #: ../../manual/addons/render/povray.rst:159 #: ../../manual/addons/render/povray.rst:161 #: ../../manual/addons/render/povray.rst:162 #: 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../../manual/addons/render/povray.rst:221 #: ../../manual/addons/render/povray.rst:222 #: ../../manual/addons/render/povray.rst:224 #: ../../manual/addons/render/povray.rst:225 #: ../../manual/addons/render/povray.rst:227 #: ../../manual/addons/render/povray.rst:228 #: ../../manual/addons/render/povray.rst:230 #: ../../manual/addons/render/povray.rst:231 #: ../../manual/addons/render/povray.rst:233 #: ../../manual/addons/render/povray.rst:234 #: ../../manual/addons/render/povray.rst:236 #: ../../manual/addons/render/povray.rst:237 #: ../../manual/addons/render/povray.rst:239 #: ../../manual/addons/render/povray.rst:240 #: ../../manual/files/data_blocks.rst:92 ../../manual/files/data_blocks.rst:98 #: ../../manual/files/data_blocks.rst:103 #: ../../manual/files/data_blocks.rst:107 #: ../../manual/files/data_blocks.rst:111 #: ../../manual/files/data_blocks.rst:115 #: ../../manual/files/data_blocks.rst:119 #: ../../manual/files/data_blocks.rst:120 #: ../../manual/files/data_blocks.rst:124 #: ../../manual/files/data_blocks.rst:130 #: ../../manual/files/data_blocks.rst:135 #: ../../manual/files/data_blocks.rst:136 #: ../../manual/files/data_blocks.rst:145 #: ../../manual/files/data_blocks.rst:150 #: ../../manual/files/data_blocks.rst:154 #: ../../manual/files/data_blocks.rst:158 #: ../../manual/files/data_blocks.rst:163 #: ../../manual/files/data_blocks.rst:168 #: ../../manual/files/data_blocks.rst:173 #: ../../manual/files/data_blocks.rst:178 #: ../../manual/files/data_blocks.rst:183 #: ../../manual/files/data_blocks.rst:188 #: ../../manual/files/data_blocks.rst:193 #: ../../manual/files/data_blocks.rst:199 #: ../../manual/files/data_blocks.rst:204 #: ../../manual/files/data_blocks.rst:209 #: ../../manual/files/data_blocks.rst:214 #: ../../manual/files/data_blocks.rst:218 #: ../../manual/files/data_blocks.rst:223 #: ../../manual/files/data_blocks.rst:224 #: ../../manual/files/data_blocks.rst:228 #: ../../manual/files/data_blocks.rst:233 #: ../../manual/files/data_blocks.rst:238 #: ../../manual/files/data_blocks.rst:248 #: ../../manual/files/media/image_formats.rst:32 #: ../../manual/files/media/image_formats.rst:36 #: ../../manual/files/media/image_formats.rst:42 #: ../../manual/files/media/image_formats.rst:43 #: ../../manual/files/media/image_formats.rst:44 #: ../../manual/files/media/image_formats.rst:49 #: ../../manual/files/media/image_formats.rst:50 #: ../../manual/files/media/image_formats.rst:54 #: ../../manual/files/media/image_formats.rst:60 #: ../../manual/files/media/image_formats.rst:66 #: ../../manual/files/media/image_formats.rst:72 #: ../../manual/files/media/image_formats.rst:73 #: ../../manual/files/media/image_formats.rst:74 #: ../../manual/files/media/image_formats.rst:78 #: ../../manual/files/media/image_formats.rst:84 #: ../../manual/files/media/image_formats.rst:86 #: ../../manual/files/media/image_formats.rst:90 #: ../../manual/files/media/image_formats.rst:91 #: ../../manual/files/media/image_formats.rst:92 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:93 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:97 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:102 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:106 #: ../../manual/getting_started/installing/linux_windowing_environment.rst:111 msgid "|tick|" msgstr "|tick|" #: ../../manual/addons/render/povray.rst:85 msgid "Alpha Mapping" msgstr "Mapovanie alfa" #: ../../manual/addons/render/povray.rst:88 ../../manual/glossary/index.rst:131 msgid "Bump Mapping" msgstr "Mapovanie nerovností" #: ../../manual/addons/render/povray.rst:91 ../../manual/glossary/index.rst:586 msgid "Normal Mapping" msgstr "Mapovanie normálov" #: ../../manual/addons/render/povray.rst:94 ../../manual/glossary/index.rst:282 msgid "Displacement Mapping" msgstr "Mapovanie posunutia" #: ../../manual/addons/render/povray.rst:97 #: ../../manual/compositing/types/distort/plane_track_deform.rst:60 #: ../../manual/compositing/types/input/mask.rst:39 #: ../../manual/glossary/index.rst:532 #: ../../manual/render/cycles/object_settings/object_data.rst:107 #: ../../manual/render/cycles/render_settings/motion_blur.rst:5 #: ../../manual/render/eevee/limitations.rst:137 #: ../../manual/render/eevee/render_settings/motion_blur.rst:5 #: ../../manual/render/layers/introduction.rst:146 msgid "Motion Blur" msgstr "Rozostriť pohybom" #: ../../manual/addons/render/povray.rst:100 msgid "Subsurface Scattering (SSS)" msgstr "Podpovrchový rozptyl (SSS)" #: ../../manual/addons/render/povray.rst:103 msgid "Volumetric Scattering (Medium)" msgstr "Objemový rozptyl (médium)" #: ../../manual/addons/render/povray.rst:106 msgid "Blurred Reflections" msgstr "Rozostrené odrazy" #: ../../manual/addons/render/povray.rst:107 msgid "|tick| (very tricky)" msgstr "|tick| (veľmi zložité)" #: ../../manual/addons/render/povray.rst:109 msgid "Clay Render" msgstr "Prekresliť hlinu" #: ../../manual/addons/render/povray.rst:112 #: ../../manual/addons/render/povray.rst:419 #: ../../manual/editors/3dview/display/shading.rst:181 #: ../../manual/glossary/index.rst:262 ../../manual/render/cameras.rst:149 #: ../../manual/render/eevee/limitations.rst:67 #: ../../manual/render/eevee/render_settings/depth_of_field.rst:5 #: ../../manual/render/workbench/options.rst:53 msgid "Depth of Field" msgstr "Hĺbka ostrosti" #: ../../manual/addons/render/povray.rst:115 msgid "Material Layering" msgstr "Vrstvenie materiálov" #: ../../manual/addons/render/povray.rst:118 msgid "Thin Film Coating" msgstr "Tenká vrstva laku" #: ../../manual/addons/render/povray.rst:121 #: ../../manual/compositing/types/distort/lens_distortion.rst:25 msgid "Dispersion" msgstr "Rozptyl" #: ../../manual/addons/render/povray.rst:124 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:28 #: ../../manual/render/shader_nodes/shader/volume_principled.rst:27 #: ../../manual/render/shader_nodes/shader/volume_scatter.rst:26 msgid "Anisotropy" msgstr "Anizotropná" #: ../../manual/addons/render/povray.rst:127 msgid "Thin Film Interference" msgstr "Interferencia tenkej vrstvy" #: ../../manual/addons/render/povray.rst:130 msgid "Complex IOR Files" msgstr "Súbory komplexného indexu lomu" #: ../../manual/addons/render/povray.rst:133 msgid "Coating Thickness Absorption" msgstr "Absorpcia hrúbky laku" #: ../../manual/addons/render/povray.rst:136 msgid "Custom Reflectance 90" msgstr "Vlastná odrazivosť 90" #: ../../manual/addons/render/povray.rst:139 msgid "Custom Fresnel Curve" msgstr "Vlastná Fresnelova krivka" #: ../../manual/addons/render/povray.rst:140 #: ../../manual/addons/render/povray.rst:141 #: ../../manual/addons/render/povray.rst:164 #: ../../manual/addons/render/povray.rst:165 #: ../../manual/addons/render/povray.rst:170 #: ../../manual/addons/render/povray.rst:171 #: ../../manual/addons/render/povray.rst:191 #: ../../manual/addons/render/povray.rst:192 #: ../../manual/addons/render/povray.rst:209 #: ../../manual/addons/render/povray.rst:210 msgid "|tick| (tricky)" msgstr "|tick| (ošemetné)" #: ../../manual/addons/render/povray.rst:142 msgid "Sigma Texture" msgstr "Textúra Sigma" #: ../../manual/addons/render/povray.rst:145 msgid "Sun-Pool Caustics" msgstr "Efekt lomu svetla v slnečnom bazéne" #: ../../manual/addons/render/povray.rst:148 ../../manual/glossary/index.rst:66 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/cycles/baking.rst:122 #: ../../manual/render/eevee/limitations.rst:98 #: ../../manual/render/eevee/materials/nodes_support.rst:116 #: ../../manual/render/eevee/render_settings/ambient_occlusion.rst:5 #: ../../manual/render/layers/passes.rst:128 #: ../../manual/render/layers/passes.rst:177 #: ../../manual/render/shader_nodes/input/ao.rst:5 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:77 msgid "Ambient Occlusion" msgstr "Pohlcovanie okolím" #: ../../manual/addons/render/povray.rst:149 msgid "|cross| (tricky)" msgstr "|cross| (ošemetné)" #: ../../manual/addons/render/povray.rst:151 #: ../../manual/compositing/types/input/bokeh_image.rst:42 msgid "Lens Shift" msgstr "Posun objektívu" #: ../../manual/addons/render/povray.rst:154 msgid "Diaphragm Circular/Polygonal" msgstr "Membrána kruhová/polygonálna" #: ../../manual/addons/render/povray.rst:157 msgid "Per-Object Texture Coordinates" msgstr "Súradnice textúry na objekt" #: ../../manual/addons/render/povray.rst:160 msgid "Texture Projection Modes" msgstr "Režimy premietania textúr" #: ../../manual/addons/render/povray.rst:163 msgid "Front/Camera Mapping" msgstr "Mapovanie vpredu/kamerou" #: ../../manual/addons/render/povray.rst:166 msgid "Multiple UV Channels" msgstr "Viacero UV kanálov" #: ../../manual/addons/render/povray.rst:169 msgid "Texture Tone Mapping" msgstr "Mapovanie tónov textúr" #: ../../manual/addons/render/povray.rst:172 msgid "Procedural Textures" msgstr "Procedurálne textúry" #: ../../manual/addons/render/povray.rst:175 msgid "Texture Layering" msgstr "Vrstvenie textúr" #: ../../manual/addons/render/povray.rst:178 msgid "Synthesis Texture Layering" msgstr "Syntéza vrstvenia textúr" #: ../../manual/addons/render/povray.rst:181 msgid "Point Lighting" msgstr "Bodové osvetlenie" #: ../../manual/addons/render/povray.rst:184 msgid "Mesh Lighting" msgstr "Osvetlenie povrchovej siete" #: ../../manual/addons/render/povray.rst:187 msgid "Image-based Lighting" msgstr "Osvetlenie na základe obrázku" #: ../../manual/addons/render/povray.rst:190 msgid "Physical Sun/Sky" msgstr "Fyzické slnko/obloha" #: ../../manual/addons/render/povray.rst:193 msgid "HDRI Support" msgstr "Podpora HDRI" #: ../../manual/addons/render/povray.rst:196 msgid "IES Texture Support" msgstr "Podpora textúr IES" #: ../../manual/addons/render/povray.rst:199 msgid "Instance Support" msgstr "Podpora inštancie" #: ../../manual/addons/render/povray.rst:202 msgid "Resume/Merge Render" msgstr "Zhrnúť/Zlúčiť prekreslenie" #: ../../manual/addons/render/povray.rst:205 msgid "Interactive Render" msgstr "Interaktívne prekreslenie" #: ../../manual/addons/render/povray.rst:208 msgid "Vignetting / Bloom / Glare (Post)" msgstr "Vytvorenie medailóniku / Rozkvet / Žiara (príspevok)" #: ../../manual/addons/render/povray.rst:211 msgid "Camera Response Function (CRF) (Post)" msgstr "Funkcia odozvy kamery (CRF) (príspevok)" #: ../../manual/addons/render/povray.rst:214 msgid "Color Balance (Post)" msgstr "Vyváženie farieb (príspevok)" #: ../../manual/addons/render/povray.rst:217 msgid "Multithreading" msgstr "Viacvláknové spracovanie" #: ../../manual/addons/render/povray.rst:220 msgid "Region Rendering" msgstr "Prekreslenie oblasti" #: ../../manual/addons/render/povray.rst:223 msgid "Passive Emitter" msgstr "Pasívny Emitor" #: ../../manual/addons/render/povray.rst:226 msgid "Invisible Emitter" msgstr "Neviditeľný Emitor" #: ../../manual/addons/render/povray.rst:229 msgid "Invisible Object" msgstr "Neviditeľný objekt" #: ../../manual/addons/render/povray.rst:232 msgid "Shadowless Object" msgstr "Bezťieňový objekt" #: ../../manual/addons/render/povray.rst:235 msgid "Shadowless Point Lights" msgstr "Beztieňové bodové svetlá" #: ../../manual/addons/render/povray.rst:238 msgid "Bucket Rendering" msgstr "Prekreslenie vedra" #: ../../manual/addons/render/povray.rst:244 msgid "Exported UI Properties" msgstr "Exportované vlastnosti užívateľského rozhrania" #: ../../manual/addons/render/povray.rst:247 #: ../../manual/render/freestyle/render.rst:4 msgid "Render Properties" msgstr "Vlastnosti Prekreslenie" #: ../../manual/addons/render/povray.rst:250 #: ../../manual/glossary/index.rst:728 msgid "Radiosity" msgstr "Vyžarovanie" #: ../../manual/addons/render/povray.rst:252 msgid "" "In POV-Ray, \"Radiosity\" is diffuse interreflection which has nothing to do " "with vertex color based radiosity. In fact, it is more similar to final " "gathering of irradiance samples and provides a noise free indirect light." msgstr "" "V aplikácii POV-Ray je \"vyžarovanie\" rozptylový viacnásobný odraz, ktorý " "nemá nič spoločné s žiarením založeným na farbe vrcholov. V skutočnosti sa " "viac podobá konečnému zhromažďovaniu snímok vyžarovania a poskytuje nepriame " "svetlo bez šumu." #: ../../manual/addons/render/povray.rst:255 msgid "" "Some presets to radiosity are included, their names and settings are those " "of the ``rad_def`` include file shipped with POV-Ray, they set up the " "properties so you don't need to include the ``rad_def.inc`` in the exported " "pov-file, it's one of the many examples of what an interface like Blender " "can bring to all POV-Ray users who are not used to have one." msgstr "" "Niektoré predvoľby pre žiarenie sú zahrnuté, ich názvy a nastavenia sú tie, " "ktoré sú súčasťou súboru ``rad_def`` dodávaného s POV-Ray, nastavujú " "vlastnosti, takže nemusíte zahrnúť ``rad_def.inc`` do exportovaného pov-" "súboru, je to jeden z mnohých príkladov toho, čo môže rozhranie ako Blender " "priniesť všetkým užívateľom POV-Ray, ktorí nie sú zvyknutí ho mať." #: ../../manual/addons/render/povray.rst:263 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac detailov na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:267 #: ../../manual/compositing/types/converter/id_mask.rst:39 #: ../../manual/editors/preferences/interface.rst:152 #: ../../manual/glossary/index.rst:74 #: ../../manual/physics/dynamic_paint/canvas.rst:50 #: ../../manual/render/cycles/render_settings/simplify.rst:100 msgid "Anti-Aliasing" msgstr "Antialiasing" #: ../../manual/addons/render/povray.rst:269 msgid "Three sampling methods are supported:" msgstr "Podporované sú tri metódy snímania:" #: ../../manual/addons/render/povray.rst:271 msgid "Non-recursive" msgstr "Nerekurzívne" #: ../../manual/addons/render/povray.rst:272 msgid "Recursive" msgstr "Rekurzívne" #: ../../manual/addons/render/povray.rst:273 msgid "Stochastic (Monte Carlo) Only available for UberPOV." msgstr "Stochastické (Monte Carlo) K dispozícii len pre UberPOV." #: ../../manual/addons/render/povray.rst:278 msgid "Sampling Depth" msgstr "Hĺbka snímania" #: ../../manual/addons/render/povray.rst:280 msgid "" "Values must be comprised between 1 and 9. Higher values increase render time " "and may even introduce some undesired blur." msgstr "" "Hodnoty musia byť v rozsahu od 1 do 9. Vyššie hodnoty predlžujú čas " "prekresľovania a môžu dokonca priniesť neželané rozostrenie." #: ../../manual/addons/render/povray.rst:285 msgid "Anti-Alias Threshold" msgstr "Prah vyhladenia hrán (antialiasing)" #: ../../manual/addons/render/povray.rst:287 msgid "" "In the simple, non-recursive method, POV-Ray initially traces one ray per " "pixel. If the color of a pixel differs from its neighbors (to the left or " "above) by at least the set threshold value, then the pixel is supersampled " "by casting a given, fixed number of additional rays. The default threshold " "is 0.3 but it may be changed using this ``Antialias_Threshold=n.n`` option." msgstr "" "Pri jednoduchej, nerekurzívnej metóde POV-Ray spočiatku sníma jeden lúč na " "pixel. Ak sa farba pixelu líši od jeho susedov (vľavo alebo hore) aspoň o " "nastavenú prahovú hodnotu, potom sa pixel špeciálne sníma vrhnutím daného, " "pevne stanoveného počtu ďalších lúčov. Predvolená prahová hodnota je 0,3, " "ale možno ju zmeniť použitím tejto voľby ``Antialias_Threshold=n.n``." #: ../../manual/addons/render/povray.rst:294 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:297 msgid "Depth of Field Without Anti-Aliasing" msgstr "Hĺbka ostrosti bez vyhladenia hrán (antialiasingu)" #: ../../manual/addons/render/povray.rst:299 msgid "" "Using no anti-aliasing when camera depth of field is on will speed up " "rendering and often provide decent enough images." msgstr "" "Ak nepoužívate vyhladzovanie hrán (antialiasing) pri zapnutej hĺbke ostrosti " "fotoaparátu, zrýchlite prekresľovanie a často získate dostatočne slušné " "obrázky." #: ../../manual/addons/render/povray.rst:304 msgid "Bounding Method" msgstr "Metóda ohraničenia" #: ../../manual/addons/render/povray.rst:306 msgid "" "Also called acceleration, it is set to automatic BSP (Binary Space " "Partitioning) by the exporter as it's generally the most efficient (POV-Ray " "3.7 only) but other acceleration methods are available in POV-Ray." msgstr "" "Nazýva sa tiež zrýchlenie (akcelerácia) a exportér ju nastaví na automatické " "BSP (Binary Space Partitioning), pretože je vo všeobecnosti najefektívnejšia " "(len POV-Ray 3.7), ale v POV-Ray sú k dispozícii aj iné metódy zrýchlenia." #: ../../manual/addons/render/povray.rst:311 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:315 msgid "Command Line Switches" msgstr "Prepínače príkazového riadka" #: ../../manual/addons/render/povray.rst:317 msgid "" "Some command line arguments can be passed to POV-Ray. Arguments are " "separated by spaces. Command line switches consist of a ``/`` (Slash), ``+`` " "(plus) or ``-`` (minus) sign, followed by one or more alphabetic characters " "and possibly a numeric value." msgstr "" "Príkazu POV-Ray možno odovzdať niektoré argumenty príkazového riadka. " "Argumenty sú oddelené medzerami. Prepínače príkazového riadka pozostávajú zo " "znaku ``/`` (lomka), ``+`` (plus) alebo ``-`` (mínus), za ktorým nasleduje " "jeden alebo viac abecedných znakov a prípadne číselná hodnota." #: ../../manual/addons/render/povray.rst:323 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:327 msgid "Some Commonly Used Commands:" msgstr "Niektoré bežne používané príkazy:" #: ../../manual/addons/render/povray.rst:332 msgid "``-D``: Hide image while rendering" msgstr "``-D``: Skryť obrázok počas prekresľovania" #: ../../manual/addons/render/povray.rst:329 msgid "" "Use this command line switch to not show the rendered image in POV-Ray " "(slightly faster and lighter on memory). The image will be sent back to " "Blender after completion (on Linux this is a hidden default switch to avoid " "OS-specific editor problems)." msgstr "" "Tento prepínač príkazového riadka použite na nezobrazenie prekresľovaného " "obrázka v POV-Ray (o niečo rýchlejšie a menej náročné na pamäť). Obrázok sa " "po dokončení odošle späť do Blenderu (v systéme Linux je to skrytý " "predvolený prepínač, aby sa predišlo problémom s editorom špecifickým pre " "daný operačný systém)." #: ../../manual/addons/render/povray.rst:335 msgid "``+WT``: Limit the number of threads used" msgstr "``+WT``: Obmedziť počet použitých vlákien" #: ../../manual/addons/render/povray.rst:335 msgid "" "Limits POV-Ray to using only one single render thread. (Likewise, ``+WT2`` " "would instruct POV-Ray to use two render threads.)" msgstr "" "Limituje POV-Ray na používanie iba jedného vlákna prekreslenia. (Podobne, " "``+WT2`` by prikázalo POV-Ray použiť dve vlákna prekreslenia.)" #: ../../manual/addons/render/povray.rst:338 msgid "``+C``: Continue an interrupted render" msgstr "``+C``: Pokračovať v prerušenom prekresľovaní" #: ../../manual/addons/render/povray.rst:338 msgid "" "For \"Continue trace\" is able to recover the point at which your last " "render stopped and continue it from there (even if you switched off your " "computer)." msgstr "" "Funkcia \"Pokračovať v sledovaní\" dokáže obnoviť bod, v ktorom sa vaše " "posledné prekresľovanie zastavilo, a pokračovať v ňom (aj keď ste počítač " "vypli)." #: ../../manual/addons/render/povray.rst:342 msgid "``/EXIT``: Close POV-Ray after rendering the image" msgstr "``/EXIT``: Zavrieť POV-Ray po prekreslení obrázka" #: ../../manual/addons/render/povray.rst:341 msgid "" "There is an option in POV-Ray for Windows interface to do the same: The \"On " "Completion\" option to \"Exit POV-Ray for Windows\" (in the *Render* menu)." msgstr "" "V rozhraní POV-Ray pre Windows existuje možnosť, ako urobiť to isté: možnosť " "\"Po dokončení\" na \"Ukončiť POV-Ray pre Windows\" (v ponuke *Render*)." #: ../../manual/addons/render/povray.rst:344 msgid "Fast Preview Renders" msgstr "Rýchly náhľad prekresľovania" #: ../../manual/addons/render/povray.rst:346 msgid "" "When first setting up your scene, and for fast preview rendering, turn off " "anti-aliasing, depth of field, photons, Radiosity, expensive material " "features, and in the scene Shading panel, turn off shadows. (Other features " "might get turned off from this panel in future versions of the exporter.)" msgstr "" "Pri prvom nastavení scény a pre rýchly náhľad prekresľovania vypnite " "vyhladzovanie, hĺbku ostrosti, fotóny, vyžarovanie, náročné funkcie " "materiálov a na paneli tieňovania scény vypnite tiene. (V budúcich verziách " "exportéra sa môžu na tomto paneli vypnúť aj ďalšie funkcie.)" #: ../../manual/addons/render/povray.rst:350 msgid "" "Alternatively, use the `Quality `__ command line switches ``+q1`` to " "``+q11``. These allow you to easily disable most of the CPU-intensive " "features." msgstr "" "Prípadne použite prepínače príkazového riadka ``+q1`` až ``+q11``. Tie " "umožňujú jednoducho vypnúť väčšinu funkcií náročných na výkon procesora." #: ../../manual/addons/render/povray.rst:356 msgid "Formatting" msgstr "Formátovanie" #: ../../manual/addons/render/povray.rst:358 msgid "The exported POV-Ray file can be customized:" msgstr "Exportovaný súbor POV-Ray je možné prispôsobiť:" #: ../../manual/addons/render/povray.rst:360 msgid "Different indentation characters to choose from." msgstr "Na výber sú rôzne znaky odsadenia." #: ../../manual/addons/render/povray.rst:361 msgid "Option to add comments to POV-Ray file." msgstr "Možnosť pridania komentárov do súboru POV-Ray." #: ../../manual/addons/render/povray.rst:362 msgid "" "Option to write long lists of coordinates in one line for easier browsing of " "the pov-file (and slightly faster parsing by the renderer)." msgstr "" "Možnosť zapisovať dlhé zoznamy súradníc do jedného riadku pre jednoduchšie " "prezeranie pov-súboru (a o niečo rýchlejšie spracovanie prekresľovačom)." #: ../../manual/addons/render/povray.rst:367 #: ../../manual/scene_layout/scene/properties.rst:4 msgid "Scene Properties" msgstr "Vlastnosti scény" #: ../../manual/addons/render/povray.rst:370 #: ../../manual/render/color_management.rst:7 #: ../../manual/render/output/properties/output.rst:78 msgid "Color Management" msgstr "Správa farieb" #: ../../manual/addons/render/povray.rst:372 msgid "sRGB is supposed to be always used currently." msgstr "sRGB sa v súčasnosti má vždy používať ." #: ../../manual/addons/render/povray.rst:376 msgid "World Properties" msgstr "Vlastnosti Svet" #: ../../manual/addons/render/povray.rst:379 #: ../../manual/editors/3dview/display/shading.rst:54 #: ../../manual/editors/3dview/display/shading.rst:133 #: ../../manual/modeling/geometry_nodes/volume/volume_cube.rst:26 #: ../../manual/render/output/properties/metadata.rst:75 #: ../../manual/render/shader_nodes/shader/background.rst:5 #: ../../manual/render/shader_nodes/shader/background.rst:35 msgid "Background" msgstr "Pozadie" #: ../../manual/addons/render/povray.rst:381 msgid "Blender *World* gets exported:" msgstr "Blender *Svet* sa exportuje:" #: ../../manual/addons/render/povray.rst:383 msgid "As POV-Ray ``background{}`` if flat colored." msgstr "Ako POV-Ray ``pozadie{}``, ak je plocho vyfarbené." #: ../../manual/addons/render/povray.rst:384 msgid "" "Using Blender's *Blend Sky* options triggers its export as a POV-Ray " "``sky_sphere{}``." msgstr "" "Použitie možností *Blend Sky* (prelínať oblohu) Blenderu spustí jeho export " "ako POV-Ray ``sky_sphere{}``." #: ../../manual/addons/render/povray.rst:386 msgid "" "(Sky texture currently appears a little different because of its mapping)." msgstr "" "(Textúra oblohy sa v súčasnosti zobrazuje trochu inak kvôli jej mapovaniu)." #: ../../manual/addons/render/povray.rst:390 msgid "Atmospheric Media" msgstr "Atmosférické médiá" #: ../../manual/addons/render/povray.rst:392 msgid "(To create volume lights):" msgstr "(Vytvorenie svetelných zdrojov):" #: ../../manual/addons/render/povray.rst:394 msgid "Number of samples for media calculation" msgstr "Počet snímok na výpočet médií" #: ../../manual/addons/render/povray.rst:395 msgid "Atmospheric media color" msgstr "Farba atmosférických médií" #: ../../manual/addons/render/povray.rst:399 #: ../../manual/files/import_export/obj.rst:29 msgid "Object Properties" msgstr "Vlastnosti Objekt" #: ../../manual/addons/render/povray.rst:402 msgid "Importance Sampling" msgstr "Dôležitosť snímania" #: ../../manual/addons/render/povray.rst:404 msgid "" "It is a priority value between 0 and 1 that can be set per object in the " "*Object* properties tab for Radiosity to cast more rays at objects that " "require them most. Touch this rather carefully when trying to improve render " "times." msgstr "" "Je to hodnota priority v rozmedzí od 0 do 1, ktorú možno nastaviť pre každý " "objekt na karte *Vlastnosti objektu*, aby Vyžarovanie vrhalo viac lúčov na " "objekty, ktoré ich najviac vyžadujú. Dotýkajte sa jej skôr opatrne, pri " "snahe o zlepšenie času prekreslenia." #: ../../manual/addons/render/povray.rst:410 msgid "Data Properties" msgstr "Vlastnosti údajov" #: ../../manual/addons/render/povray.rst:412 msgid "" "The script exports sky, lights, hair particles, smoke, fluids, meshes, blobs " "(metaballs)." msgstr "" "Skript exportuje oblohu, svetlá, vlasové častice, dym, kvapaliny, povrchové " "siete, kvapky (metabally)." #: ../../manual/addons/render/povray.rst:421 msgid "It has to be enabled for below property to act:" msgstr "Musí byť povolená, aby sa pod vlastnosťou mohlo konať:" #: ../../manual/addons/render/povray.rst:423 msgid "" "The focal point of depth of field is based on Blender UI *Distance* field, " "or *Object* field." msgstr "" "Ohnisko hĺbky ostrosti je založené na poli *Vzdialenosť* užívateľského " "rozhrania Blenderu alebo na poli *Objekt*." #: ../../manual/addons/render/povray.rst:427 #: ../../manual/render/cameras.rst:177 msgid "Aperture" msgstr "Clona" #: ../../manual/addons/render/povray.rst:429 msgid "Sets the blur amount (increase to get more)." msgstr "Nastaví množstvo rozostrenia (zväčšením získate viac)." #: ../../manual/addons/render/povray.rst:433 msgid "Perturbation" msgstr "Poruchy" #: ../../manual/addons/render/povray.rst:435 msgid "" "Normal map for camera plane, native POV procedural patterns can be used with " "variable:" msgstr "" "Normálová mapa pre rovinu kamery, natívne procedurálne vzory POV možno " "použiť s premennou:" #: ../../manual/addons/render/povray.rst:438 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:5 #: ../../manual/physics/forces/force_fields/types/turbulence.rst:10 #: ../../manual/render/materials/legacy_textures/types/magic.rst:23 #: ../../manual/render/materials/legacy_textures/types/marble.rst:37 #: ../../manual/render/materials/legacy_textures/types/stucci.rst:27 #: ../../manual/render/materials/legacy_textures/types/wood.rst:33 msgid "Turbulence" msgstr "Turbulencia" #: ../../manual/addons/render/povray.rst:443 #: ../../manual/editors/preferences/lights.rst:5 #: ../../manual/files/import_export/usd.rst:175 #: ../../manual/files/import_export/usd.rst:204 #: ../../manual/files/import_export/usd.rst:282 #: ../../manual/render/cycles/render_settings/sampling.rst:187 #: ../../manual/render/eevee/limitations.rst:19 #: ../../manual/render/lights/index.rst:5 msgid "Lights" msgstr "Svetlá" #: ../../manual/addons/render/povray.rst:445 msgid "" "No Shadows toggle button can be used to deactivate tracing of shadows for " "specific lights only." msgstr "" "Prepínač Bez tieňov možno použiť na deaktiváciu snímania tieňov len pre " "konkrétne svetlá." #: ../../manual/addons/render/povray.rst:447 msgid "For Realistic Light Attenuation" msgstr "Pre realistický útlm svetla" #: ../../manual/addons/render/povray.rst:449 msgid "" "Use Inverse square falloff, and a small falloff distance value with a higher " "light intensity will give the best results with POV-Ray's implementation of " "inverse square law. See this `discussion `__." msgstr "" "Použite inverzný štvorcový dopad a malá hodnota dopadovej vzdialenosti s " "vyššou intenzitou svetla poskytne najlepšie výsledky s implementáciou " "inverzného štvorcového zákona v systéme POV-Ray. Pozrite si túto `diskusiu " "`__." #: ../../manual/addons/render/povray.rst:455 #: ../../manual/physics/fluid/type/domain/settings.rst:133 #: ../../manual/physics/fluid/type/flow.rst:28 msgid "Smoke" msgstr "Dym" #: ../../manual/addons/render/povray.rst:457 msgid "" "A DF3-file (POV-Ray voxel format) is exported and used with a POV-Ray media " "container with the same dimension and resolution as Blender smoke domain." msgstr "" "Súbor DF3 (formát voxelov POV-Ray) sa exportuje a používa s kontajnerom " "médií POV-Ray s rovnakým rozmerom a rozlíšením ako oblasť vplyvu dymu " "Blenderu." #: ../../manual/addons/render/povray.rst:462 #: ../../manual/files/import_export/usd.rst:60 #: ../../manual/files/import_export/usd.rst:169 #: ../../manual/physics/particles/emitter/render.rst:85 #: ../../manual/physics/particles/hair/index.rst:5 #: ../../manual/physics/particles/particle_system_panel.rst:52 #: ../../manual/physics/particles/texture_influence.rst:50 #: ../../manual/render/shader_nodes/osl.rst:127 msgid "Hair" msgstr "Vlasy" #: ../../manual/addons/render/povray.rst:464 msgid "" "A union of POV-Ray ``sphere_sweep`` is exported and used for each strand. " "They can take the color of a texture applied to emitting object, and shape " "of sphere sweep tries to emulate shape of strands." msgstr "" "Pre každé vlákno sa exportuje a použije spojenie POV-Ray ``sphere_sweep``. " "Môžu prevziať farbu textúry aplikovanej na vyžarujúci objekt a tvar sféra " "dosahu sa snaží napodobniť tvar vlákien." #: ../../manual/addons/render/povray.rst:470 #: ../../manual/files/import_export/obj.rst:73 #: ../../manual/render/freestyle/material.rst:4 msgid "Material Properties" msgstr "Vlastnosti Materiál" #: ../../manual/addons/render/povray.rst:473 #: ../../manual/physics/particles/emitter/emission.rst:4 #: ../../manual/physics/particles/hair/emission.rst:4 #: ../../manual/render/eevee/materials/nodes_support.rst:56 #: ../../manual/render/layers/passes.rst:122 #: ../../manual/render/layers/passes.rst:167 #: ../../manual/render/shader_nodes/shader/emission.rst:5 #: ../../manual/render/shader_nodes/shader/emission.rst:45 #: ../../manual/render/shader_nodes/shader/principled.rst:109 msgid "Emission" msgstr "Emisie" #: ../../manual/addons/render/povray.rst:475 msgid "Mesh Lights" msgstr "Svetlá povrchovej siete" #: ../../manual/addons/render/povray.rst:477 msgid "" "When used together with Radiosity, the Emit property will allow you to " "create light bulbs or any luminous form that really illuminates other " "objects." msgstr "" "Pri použití spolu s vlastnosťou Vyžarovať vám vlastnosť Emitovať umožní " "vytvoriť žiarovky alebo akýkoľvek svetelný tvar, ktorý skutočne osvetľuje " "iné objekty." #: ../../manual/addons/render/povray.rst:482 msgid "SSS / SSLT" msgstr "SSS / SSLT" #: ../../manual/addons/render/povray.rst:484 msgid "" "Note that SSS in POV-Ray (called SSLT) is very sensitive and will give " "different results if the mesh normals are smooth shaded or flat." msgstr "" "Všimnite si, že SSS v POV-Ray (nazývaný SSLT) je veľmi citlivý a poskytne " "rôzne výsledky, ak sú normály povrchovej siete s vyhladeným tieňovaním alebo " "ploché." #: ../../manual/addons/render/povray.rst:489 msgid "Translucency" msgstr "Priesvitnosť" #: ../../manual/addons/render/povray.rst:491 msgid "Illumination from the back of a surface." msgstr "Osvetlenie zo zadnej strany povrchu." #: ../../manual/addons/render/povray.rst:495 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:499 msgid "IOR Mirror" msgstr "Zrkadlo IOR" #: ../../manual/addons/render/povray.rst:501 msgid "" "This option is for using one consistent IOR for ray-traced reflection and " "refraction and not breaking the law of conservation of energy between the " "two." msgstr "" "Táto možnosť slúži na použitie jedného konzistentného IOR pre odraz a lom " "lúčov a neporušuje zákon zachovania energie medzi nimi." #: ../../manual/addons/render/povray.rst:506 msgid "Iridescence" msgstr "Iridescencia (hra farieb)" #: ../../manual/addons/render/povray.rst:508 msgid "(Newton's thin film coating.)" msgstr "(Newtonov tenký filmový povlak.)" #: ../../manual/addons/render/povray.rst:512 #: ../../manual/glossary/index.rst:148 #: ../../manual/render/cycles/object_settings/object_data.rst:190 #: ../../manual/render/cycles/render_settings/light_paths.rst:144 #: ../../manual/render/cycles/render_settings/light_paths.rst:179 msgid "Caustics" msgstr "Efekty lomu svetla" #: ../../manual/addons/render/povray.rst:514 msgid "Chromatic dispersion for refractive caustics" msgstr "Farebný rozptyl pre efekt lomu svetla" #: ../../manual/addons/render/povray.rst:515 msgid "Fast fake caustics (somewhat like Blender Ray Transparency)" msgstr "Rýchly falošný efekt lomu svetla (niečo ako Priehľadný lúč Blenderu)" #: ../../manual/addons/render/povray.rst:516 msgid "Refractive caustics using photons" msgstr "Efekt lomu svetla (Refrakčná kaustika) použitím fotónov" #: ../../manual/addons/render/povray.rst:517 msgid "" "Reflective caustics using photons (high IOR or no mirror IOR for easier " "effect.)" msgstr "" "Efekt lomu svetla použitím fotónov (vysoká IOR alebo bez zrkadlovej IOR pre " "jednoduchší efekt)" #: ../../manual/addons/render/povray.rst:519 msgid "Faster Photons" msgstr "Rýchlejšie fotóny" #: ../../manual/addons/render/povray.rst:521 msgid "" "To set up some caustics, try moving from the smallest photon depth value to " "a minimum at which you start to see the effect you are after. Check off the " "*Receive Photons* object property for any object that does not really need " "it. (A glass object casting caustics often doesn't need to receive any " "itself.) Then you can balance other parameters to tune photons distribution " "and smoothing (gathering). Don't set the global spacing too fine in scene " "settings, because then you can still make it finer on each object using its " "spacing multiplier. If your system has several threads, they can be used in " "the photons stage: one thread per light, so you can then make your scene " "lighting more complex without overhead." msgstr "" "Ak chcete nastaviť efekt lomu svetla (kaustiku), skúste prejsť od najmenšej " "hodnoty hĺbky fotónu k minimálnej hodnote, pri ktorej začnete vidieť " "požadovaný efekt. Zaškrtnite vlastnosť objektu *Prijímať fotóny* pre všetky " "objekty, ktoré ju naozaj nepotrebujú. (Sklenený objekt vrhajúci kaustiku " "často sám nepotrebuje prijímať žiadne.) Potom môžete vyvážiť ostatné " "parametre, aby ste vyladili distribúciu fotónov a vyhladzovanie " "(zhromažďovanie). V nastaveniach scény nenastavujte príliš jemné globálne " "rozmiestnenie, pretože potom ho môžete ešte zjemniť na každom objekte " "použitím jeho násobiteľa rozmiestnenia. Ak má váš systém niekoľko vlákien, " "môžu byť použité vo fáze fotónov: jedno vlákno na jedno svetlo, takže potom " "môžete urobiť osvetlenie scény komplexnejšie bez nákladov." #: ../../manual/addons/render/povray.rst:533 #: ../../manual/render/shader_nodes/introduction.rst:12 #: ../../manual/render/shader_nodes/shader/add.rst:25 msgid "Shaders" msgstr "Tieňovače" #: ../../manual/addons/render/povray.rst:535 msgid "Emulation is attempted from Blender for:" msgstr "Emulácia sa pokúša z Blender pre:" #: ../../manual/addons/render/povray.rst:537 msgid "Specular and diffuse toon (no edges yet)" msgstr "Odrazovú a rozptylovú kresbu (zatiaľ bez hrán)" #: ../../manual/addons/render/povray.rst:538 msgid "Phong and Cook Torrance (both the same)" msgstr "Phong a Cook Torrance (obe rovnaké)" #: ../../manual/addons/render/povray.rst:539 msgid "Blinn (not perfectly matched)" msgstr "Blinn (nie je dokonale zladený)" #: ../../manual/addons/render/povray.rst:540 msgid "Ward isotropic" msgstr "Wardova izotropná" #: ../../manual/addons/render/povray.rst:541 msgid "Fresnel and Minnaert, started but not finished yet" msgstr "Fresnel a Minnaert, začaté, ale ešte nedokončené" #: ../../manual/addons/render/povray.rst:543 msgid "Glass Like Materials" msgstr "Materiály podobné sklu" #: ../../manual/addons/render/povray.rst:545 msgid "" "When trying to achieve some glass like material, keep low diffuse value, " "dark or totally black to avoid a dull surface and keep a clear transparency." msgstr "" "Keď sa snažíte dosiahnuť materiál podobný sklu, udržujte nízku hodnotu " "rozptylu, tmavú alebo úplne čiernu, aby ste sa vyhli matnému povrchu a " "zachovali čistú priehľadnosť." #: ../../manual/addons/render/povray.rst:550 msgid "Texture Properties" msgstr "Vlastnosti Textúra" #: ../../manual/addons/render/povray.rst:553 #: ../../manual/files/import_export/obj.rst:56 #: ../../manual/files/import_export/usd.rst:300 msgid "UV Coordinates" msgstr "UV súradnice" #: ../../manual/addons/render/povray.rst:555 msgid "Best with planar projection for now. (Silvio Falcinelli)" msgstr "Najlepšie je zatiaľ používať rovinnú projekciu. (Silvio Falcinelli)" #: ../../manual/addons/render/povray.rst:559 msgid "Texture Channels" msgstr "Kanály textúr" #: ../../manual/addons/render/povray.rst:561 msgid "" "Texture influences currently exported are: Alpha, Diffuse, Bump, Specular, " "Mirror (uses same channel as specular). (No other channel because of POV-Ray " "non-uniform syntax for them.)" msgstr "" "V súčasnosti sa exportujú tieto vplyvy textúr: Alfa, Rozptyl, Náraz, Odraz, " "Zrkadlo (používa rovnaký kanál ako odraz). (Žiadny iný kanál, pretože POV-" "Ray pre ne nemá jednotnú syntaxu.)" #: ../../manual/addons/render/povray.rst:566 msgid "Custom Gamma" msgstr "Vlastná gama" #: ../../manual/addons/render/povray.rst:568 msgid "" "For image textures (read POV-Ray 3.7 docs before using since it generally " "needs not be used)." msgstr "" "Pre textúry obrázkov (pred použitím si prečítajte dokumentáciu k POV-Ray " "3.7, pretože sa vo všeobecnosti nemusí používať)." #: ../../manual/addons/render/povray.rst:572 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:577 msgid "Custom POV Code" msgstr "Vlastný kód POV" #: ../../manual/addons/render/povray.rst:579 msgid "" "POV-Ray files are not just pure data files (unlike with most other " "renderers). They are programs, with loops, functions, etc. This means that " "no matter how many features this exporter could support, POV-Ray will always " "have much more under the hood." msgstr "" "Súbory POV-Ray nie sú len čisto súbory údajov (na rozdiel od väčšiny iných " "prekresľovačov). Sú to programy so slučkami, funkciami atď. To znamená, že " "bez ohľadu na to, koľko funkcií by tento exportér mohol podporovať, POV-Ray " "bude mať pod poklopom vždy oveľa viac." #: ../../manual/addons/render/povray.rst:586 msgid "Step by Step" msgstr "Krok za krokom" #: ../../manual/addons/render/povray.rst:588 msgid "" "You can add custom POV code directly in Blender's Text editor, all you have " "to do is to make sure this POV code has directly or indirectly a " "``#declare`` keyword, followed by the name of your choice and the POV item " "you want to use. (Current POV syntax is closer to C than Python, so anything " "that follows two slash character (``//``) is a comment.)" msgstr "" "Vlastný kód POV môžete pridať priamo v textovom editore programu Blender, " "stačí sa uistiť, že tento kód POV obsahuje priamo alebo nepriamo kľúčové " "slovo ``#declare``, za ktorým nasleduje názov podľa vášho výberu a položka " "POV, ktorú chcete použiť. (Súčasná syntax POV má bližšie k jazyku C ako k " "jazyku Python, takže všetko, čo nasleduje za dvoma znakmi lomky (``//```), " "je komentár.)" #: ../../manual/addons/render/povray.rst:595 msgid "Adding POV Code Directly" msgstr "Priame pridávanie kódu POV" #: ../../manual/addons/render/povray.rst:597 msgid "" "POV items can be anything but for now only the equivalent of Blender " "materials can be replaced with this method. In POV-Ray, it is called " "``texture {}`` don't get confused, it really includes all the material " "properties." msgstr "" "Predmety POV môžu byť akékoľvek, ale zatiaľ sa touto metódou dajú nahradiť " "len materiály ekvivalentné materiálom v Blenderi. V POV-Ray sa nazýva " "``textura {}``, nenechajte sa pomýliť, naozaj obsahuje všetky vlastnosti " "materiálu." #: ../../manual/addons/render/povray.rst:600 msgid "" "Though you can directly specify a ``texture {}`` block in POV-Ray files, the " "``#declare`` directive allows to assign it to a variable and reuse it more " "easily. The exporter makes use of this feature by default, so you won't be " "able to use your custom texture, unless you declare it. Here is an example:" msgstr "" "Aj keď v súboroch POV-Ray môžete priamo špecifikovať blok ``texture {}``, " "usmernenie ``#declare`` umožňuje priradiť ho do premennej a ľahšie ho " "opätovne použiť. Exportér túto funkciu využíva štandardne, takže vlastnú " "textúru nebudete môcť použiť, pokiaľ ju nedeklarujete. Tu je príklad:" #: ../../manual/addons/render/povray.rst:621 msgid "Open the Text editor's Sidebar." msgstr "Otvorte bočný panel textového editora." #: ../../manual/addons/render/povray.rst:622 msgid "" "In the text view properties option, you can chose to render 3D View and/or " "text. Enable *Both*." msgstr "" "Vo vlastnostiach textového zobrazenia môžete zvoliť prekresľovanie 3D " "zobrazenia a/alebo textu. Povoľte *oboje*." #: ../../manual/addons/render/povray.rst:623 msgid "Syntax highlight detects ``pov/inc/mcr/ini`` extensions." msgstr "Zvýraznenie syntaxe zisťuje prípony ``pov/inc/mcr/ini``." #: ../../manual/addons/render/povray.rst:624 msgid "Some complete POV-Ray scenes are available to Templates header menu." msgstr "" "Niektoré kompletné scény POV-Ray sú k dispozícii v ponuke záhlavia Šablóny." #: ../../manual/addons/render/povray.rst:625 msgid "" "And an Insert menu to add just some POV code snippets at cursor's location." msgstr "" "A ponuka Vložiť na pridanie len niektorých kúskov kódu POV v mieste kurzora." #: ../../manual/addons/render/povray.rst:626 msgid "" "Then you have to go into the material properties to the *Custom POV Code* " "field, and just type in the name of your declared item to use: \"MyTexture\" " "in the example given. Then you can render your image normally and the " "material will be replaced." msgstr "" "Potom musíte prejsť do vlastností materiálu do poľa *Vlastný kód POV* a " "zadať názov deklarovaného prvku, ktorý chcete použiť: \"MyTexture\" v " "uvedenom príklade. Potom môžete normálne prekresliť svoj obrázok a materiál " "bude nahradený." #: ../../manual/addons/render/povray.rst:630 msgid "" "Blender and POV-Ray do not have the same coordinates systems: POV is Y up " "while Blender is Z up, so it is to be expected that text generated content " "is not turned the same as exported UI items since the exporter adds a " "transform matrix to all exported entities. So if you want to specify " "orientations more intuitively by looking at the interface, some transforms " "have to be specified at the end of your custom blocks, for instance as " "follows:" msgstr "" "Blender a POV-Ray nemajú rovnaké súradnicové systémy: Dá sa teda očakávať, " "že obsah generovaný textom nebude otočený rovnako ako exportované prvky " "užívateľského rozhrania, pretože exportér pridáva transformačnú maticu ku " "všetkým exportovaným entitám. Ak teda chcete určiť orientáciu intuitívnejšie " "pri pohľade na rozhranie, niektoré transformácie je potrebné určiť na konci " "vlastných blokov, napríklad takto:" #: ../../manual/addons/render/povray.rst:644 msgid "Adding POV Code from Include Files" msgstr "Pridávanie kódu POV z Include (zahrnutých) súborov" #: ../../manual/addons/render/povray.rst:646 msgid "" "In any POV-Ray scene you can use the ``#include`` directive to add items " "from an external POV-Ray file. It's like the import function in Python. The " "files to be included have ``.inc`` as their name extension. Then in the " "replacement field, you can type in any of the declared names available in " "the include file. \"Out of the box\", POV-Ray ships with a lot of include " "files. So you can use them for your textures, but you can also use them for " "some of their elements. For instance a very often used include file is one " "that allows to call colors by their names instead of numbers called ``colors." "inc``, so the previous example could also be written:" msgstr "" "Do ľubovoľnej scény POV-Ray môžete použitím usmernenia ``#include`` pridať " "položky z externého súboru POV-Ray. Je to ako funkcia import v jazyku " "Python. Súbory, ktoré sa majú zahrnúť, majú ako príponu názvu ``.inc``. " "Potom do poľa pre nahradenie môžete zadať ľubovoľný z deklarovaných názvov " "dostupných v Include súbore. \"Out of the box\" (mimo políčko), POV-Ray sa " "dodáva s množstvom Include súborov. Môžete ich teda použiť pre svoje " "textúry, ale aj pre niektoré ich prvky. Napríklad veľmi často používaným " "Include súborom je súbor, ktorý umožňuje volať farby ich názvami namiesto " "čísel s názvom ``colors.inc``, takže by sa dal napísať aj predchádzajúci " "príklad:" #: ../../manual/addons/render/povray.rst:671 msgid "" "Some other POV-Ray specific objects are also available: In POV-Ray a " "triangle mesh is just one primitive among many. You can explore the POV-Ray " "language by modifying the output file and with the same method, add these " "primitives by hand, or you can just pick some from the *Add* menu." msgstr "" "K dispozícii sú aj niektoré ďalšie objekty špecifické pre POV-Ray: V POV-Ray " "je trojuholníková povrchová sieť len jedným z mnohých prvotných tvarov. " "Jazyk POV-Ray môžete preskúmať úpravou výstupného súboru a rovnakou metódou " "pridať tieto prvotné tvary ručne, alebo si môžete niektoré jednoducho vybrať " "z ponuky *Add* (Pridať)." #: ../../manual/addons/render/povray.rst:678 msgid "POV-Ray Primitives" msgstr "Prvotné tvary POV-Ray" #: ../../manual/addons/render/povray.rst:680 msgid "" "The Add menu in the 3D Viewport allows you to add POV-Ray specific objects " "in addition to native Blender objects." msgstr "" "Ponuka Pridať v 3D zábere umožňuje okrem natívnych objektov Blenderu " "pridávať aj špecifické objekty POV-Ray." #: ../../manual/addons/render/povray.rst:682 msgid "" "They are mathematically defined shapes as opposed to meshes. The sphere, " "torus, cylinder or cone side will always be round and smooth when rendered, " "no matter how close you get, and regardless of their appearance in the 3D " "Viewport, which is only a proxy." msgstr "" "Sú to matematicky definované tvary na rozdiel od povrchových sietí. Strana " "gule, prstenca, valca alebo kužeľa bude pri prekresľovaní vždy zaoblená a " "vyhladená, bez ohľadu na to, ako blízko sa k nej dostanete, a bez ohľadu na " "ich vzhľad v 3D zábere, ktorý je len náhradou." #: ../../manual/addons/render/povray.rst:686 msgid "" "These objects are the type of objects that get created when you import a POV-" "Ray file, so that ideally, you could \"exchange\" data back and forth " "between POV-Ray and Blender." msgstr "" "Tieto objekty sú typom objektov, ktoré sa vytvoria pri importe súboru POV-" "Ray, takže v ideálnom prípade by ste si mohli \"vymieňať\" údaje medzi POV-" "Ray a Blenderom." #: ../../manual/addons/render/povray.rst:691 msgid "Infinite Plane" msgstr "Nekonečná rovina" #: ../../manual/addons/render/povray.rst:693 msgid "" "The rendered plane is actually infinite, but represented by a proxy in the " "3D Viewport, which is just very big, but still finite. Please report if you " "would rather have a different default scale." msgstr "" "Prekresľovaná rovina je v skutočnosti nekonečná, ale v 3D zábere je " "reprezentovaná náhradou, ktorá je len veľmi veľká, ale stále konečná. " "Nahláste, ak by ste radšej mali inú predvolenú mierku." #: ../../manual/addons/render/povray.rst:699 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:703 #: ../../manual/physics/rigid_body/properties/collisions.rst:0 #: ../../manual/physics/rigid_body/properties/collisions.rst:100 #: ../../manual/render/cycles/render_settings/film.rst:0 #: ../../manual/render/materials/legacy_textures/types/image_movie.rst:206 #: ../../manual/render/shader_nodes/textures/image.rst:0 #: ../../manual/sculpt_paint/texture_paint/tools.rst:32 #: ../../manual/video_editing/edit/montage/strips/text.rst:45 msgid "Box" msgstr "Políčko" #: ../../manual/addons/render/povray.rst:705 msgid "" "Based on a mesh cube the object can be transformed using move/rotate/scale" msgstr "" "Na základe povrchovej siete kocky možno objekt transformovať použitím " "presunu/rotácie/mierky" #: ../../manual/addons/render/povray.rst:709 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:713 #: ../../manual/modeling/empties.rst:54 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/physics/rigid_body/properties/collisions.rst:0 #: ../../manual/physics/rigid_body/properties/collisions.rst:99 #: ../../manual/render/shader_nodes/textures/image.rst:0 #: ../../manual/sculpt_paint/brush/falloff.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/mesh_filter.rst:35 msgid "Sphere" msgstr "Guľa" #: ../../manual/addons/render/povray.rst:715 msgid "The sphere has a radius parameter, a location and a scale." msgstr "Guľa má parameter polomer, polohu a mierku." #: ../../manual/addons/render/povray.rst:719 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:723 #: ../../manual/modeling/meshes/primitives.rst:122 #: ../../manual/physics/rigid_body/properties/collisions.rst:0 #: ../../manual/physics/rigid_body/properties/collisions.rst:102 msgid "Cylinder" msgstr "Valec" #: ../../manual/addons/render/povray.rst:725 msgid "" "In POV-Ray, cylinders are defined by radius, base point and end point. For " "convenience, move/rotate/scale can be used to the same effect." msgstr "" "V systéme POV-Ray sú valce definované polomerom, základným bodom a koncovým " "bodom. Pre väčšie pohodlie možno na rovnaký účel použiť funkciu presun/" "rotácia/mierka." #: ../../manual/addons/render/povray.rst:730 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:734 #: ../../manual/modeling/empties.rst:61 #: ../../manual/modeling/meshes/primitives.rst:140 #: ../../manual/physics/forces/force_fields/introduction.rst:0 #: ../../manual/physics/rigid_body/properties/collisions.rst:0 #: ../../manual/physics/rigid_body/properties/collisions.rst:107 #: ../../manual/render/output/audio/speaker.rst:82 msgid "Cone" msgstr "Kužeľ" #: ../../manual/addons/render/povray.rst:736 msgid "Cones have a basis radius and end radius." msgstr "Kužele majú polomer základne a polomer konca." #: ../../manual/addons/render/povray.rst:740 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:744 #: ../../manual/modeling/meshes/primitives.rst:161 msgid "Torus" msgstr "Prstenec (toroid)" #: ../../manual/addons/render/povray.rst:746 msgid "Torus has a main radius and a section radius." msgstr "Prstenec má hlavný polomer a profilový polomer." #: ../../manual/addons/render/povray.rst:750 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:754 #: ../../manual/render/shader_nodes/input/geometry.rst:43 msgid "Parametric" msgstr "Parametrický" #: ../../manual/addons/render/povray.rst:756 msgid "" "This is a surface generated from the combination of three mathematical " "equations." msgstr "Ide o povrch vytvorený kombináciou troch matematických rovníc." #: ../../manual/addons/render/povray.rst:760 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:764 msgid "Rainbow" msgstr "Dúha" #: ../../manual/addons/render/povray.rst:766 msgid "The rainbow is a view dependent effect." msgstr "Dúha je efekt závislý od zobrazenia." #: ../../manual/addons/render/povray.rst:770 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:774 msgid "Lathe" msgstr "Sústruh" #: ../../manual/addons/render/povray.rst:776 msgid "" "This object behaves like the Blender Screw modifier to create surfaces by " "revolving a spline except instead of being tessellated beforehand, it " "follows the mathematical curvature of the spline so you won't see any " "polygons no matter how close you zoom." msgstr "" "Tento objekt sa správa podobne ako modifikátor Blendera Skrutka na " "vytváranie povrchov otáčaním drážky s tým rozdielom, že namiesto toho, aby " "bol vopred mozaikovaný, sleduje matematické zakrivenie drážky, takže " "neuvidíte žiadne polygóny bez ohľadu na to, ako veľmi si ho priblížite." #: ../../manual/addons/render/povray.rst:782 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:786 msgid "Prism" msgstr "Hranol" #: ../../manual/addons/render/povray.rst:788 msgid "This is a POV-Ray primitive that simply extrudes a shape." msgstr "Ide o prvotný tvar POV-Ray, ktoré jednoducho vysúva tvar." #: ../../manual/addons/render/povray.rst:792 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:796 msgid "Superquadric Ellipsoid" msgstr "Superkvadratický elipsoid" #: ../../manual/addons/render/povray.rst:798 msgid "" "A quite versatile tool that can provide quick models for cushion or star-" "shaped objects." msgstr "" "Pomerne všestranný nástroj, ktorý dokáže rýchlo vytvoriť modely vankúšov " "alebo objektov v tvare hviezdy." #: ../../manual/addons/render/povray.rst:802 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:806 msgid "Height Field" msgstr "Výškové pole" #: ../../manual/addons/render/povray.rst:808 msgid "" "This is a displacement of a surface following a texture. Tessellation also " "happens at render time, so you don't need to subdivide anything before." msgstr "" "To je premiestnenie povrchu podľa textúry. Mozaikovanie sa tiež uskutočňuje " "v čase prekresľovania, takže nemusíte predtým nič deliť." #: ../../manual/addons/render/povray.rst:813 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:817 msgid "Sphere Sweep" msgstr "Zbrázdená guľa" #: ../../manual/addons/render/povray.rst:819 msgid "" "This POV-Ray primitive sweeps a sphere a long as spline to create an " "interpolated form that can have variations of radius along the spline. It is " "also used to export hair strands." msgstr "" "Tento prvotný tvar POV-Ray prechádza guľou dlhou ako drážka a vytvára " "interpolovaný tvar, ktorý môže mať zmeny polomeru pozdĺž drážky. Používa sa " "aj na export vlákien vlasov." #: ../../manual/addons/render/povray.rst:824 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:828 msgid "Blob Sphere" msgstr "Bublinová guľa" #: ../../manual/addons/render/povray.rst:830 msgid "Like Blender metaballs." msgstr "Ako meta guľa Blenderu." #: ../../manual/addons/render/povray.rst:834 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:838 msgid "Isosurfaces" msgstr "Izo povrchy" #: ../../manual/addons/render/povray.rst:840 msgid "" "In POV-Ray isosurfaces are objects that can combine and be deformed using " "pigments or equations." msgstr "" "V POV-Ray sú izo povrchy objekty, ktoré sa môžu kombinovať a deformovať " "použitím pigmentov alebo rovníc." #: ../../manual/addons/render/povray.rst:844 msgid "" "More details on `POV-Ray Wiki `__." msgstr "" "Viac informácií nájdete na `POV-Ray Wiki `__." #: ../../manual/addons/render/povray.rst:846 msgid "Isosurface Box" msgstr "Políčko izotropného povrchu" #: ../../manual/addons/render/povray.rst:847 msgid "An isosurface component shaped as a box." msgstr "Komponent izotropného povrchu tvare políčka." #: ../../manual/addons/render/povray.rst:848 msgid "Isosurface Sphere" msgstr "Guľa izotropného povrchu" #: ../../manual/addons/render/povray.rst:849 msgid "An isosurface component shaped as a sphere." msgstr "Komponent izotropného povrchu tvare gule." #: ../../manual/addons/render/povray.rst:851 msgid "Supertorus" msgstr "Supertoroid" #: ../../manual/addons/render/povray.rst:851 msgid "" "An isosurface shaped as a torus with deforming parameters equivalent to " "those of the superellipsoid." msgstr "" "Izotropný povrch v tvare toroidu (prstenca) s deformačnými parametrami " "ekvivalentnými parametrom superelipsoidu." #: ../../manual/addons/render/povray.rst:853 msgid "Parameters (POV-Ray names):" msgstr "Parametre (názvy POV-Ray):" #: ../../manual/addons/render/povray.rst:855 msgid "``MajorRadius``, ``MinorRadius``" msgstr "``MajorRadius``, ``MinorRadius``" #: ../../manual/addons/render/povray.rst:856 msgid "Base radii for the torus." msgstr "Základné polomery základne pre prstenec." #: ../../manual/addons/render/povray.rst:857 msgid "``MajorControl``, ``MinorControl``" msgstr "``MajorControl``, ``MinorControl``" #: ../../manual/addons/render/povray.rst:858 msgid "" "Controls for the roundness of the supertorus. Use numbers in the range [0, " "1]." msgstr "Ovládanie zaoblenia super-prstenca. Použite čísla v rozsahu [0, 1]." #: ../../manual/addons/render/povray.rst:859 msgid "``Accuracy``" msgstr "``Accuracy``" #: ../../manual/addons/render/povray.rst:860 msgid "The accuracy parameter." msgstr "Parameter presnosti." #: ../../manual/addons/render/povray.rst:863 msgid "``MaxGradient``" msgstr "``MaxGradient``" #: ../../manual/addons/render/povray.rst:862 msgid "The max_gradient parameter." msgstr "Parameter max_gradient." #: ../../manual/addons/render/povray.rst:866 msgid "Macro Based Primitives" msgstr "Prvotné tvary založené na makrách" #: ../../manual/addons/render/povray.rst:868 msgid "" "Two primitives are actually macros that generate a mesh from curves before " "render time:" msgstr "" "Dva prvotné tvary sú vlastne makrá, ktoré vygenerujú povrchovú sieť z " "kriviek pred prekreslením:" #: ../../manual/addons/render/povray.rst:870 msgid "Polygon to Circle Blending" msgstr "Prelínanie mnohouholníka na kruh" #: ../../manual/addons/render/povray.rst:875 msgid "Importing POV-Ray Files" msgstr "Importovanie súborov POV-Ray" #: ../../manual/addons/render/povray.rst:877 msgid "From the same Add menu, you can also import POV-Ray files." msgstr "Z tej istej ponuky Pridať môžete importovať aj súbory POV-Ray." #: ../../manual/addons/render/povray.rst:878 msgid "" "Or otherwise, clicking :menuselection:`File --> Import` from the Topbar menu." msgstr "" "Alebo inak kliknutím na :menuselection:`Súbor --> Import` z ponuky na hornom " "paneli." #: ../../manual/addons/render/povray.rst:879 msgid "You can then select one or several files." msgstr "Potom môžete vybrať jeden alebo niekoľko súborov." #: ../../manual/addons/render/povray.rst:885 msgid "POV-Ray 3.7 integration for Blender." msgstr "Integrácia POV-Ray 3.7 pre Blender." #: ../../manual/addons/render/povray.rst:886 msgid ":menuselection:`Render --> Engine --> POV-Ray 3.7`" msgstr ":menuselection:`Prekreslenie --> Mechanizmus --> POV-Ray 3.7`" #: ../../manual/addons/render/povray.rst:887 msgid "render_povray folder" msgstr "Priečinok render_povray" #: ../../manual/addons/render/povray.rst:888 msgid "" "Campbell Barton, Maurice Raybaud, Leonid Desyatkov, Bastien Montagne, " "Constantin Rahn, Silvio Falcinelli" msgstr "" "Campbell Barton, Maurice Raybaud, Leonid Desyatkov, Bastien Montagne, " "Constantin Rahn, Silvio Falcinelli" #: ../../manual/addons/render/render_freestyle_svg.rst:4 msgid "Freestyle SVG Exporter" msgstr ":abbr:`Freestyle SVG Exporter (Exportér SVG Voľným štýlom)`" #: ../../manual/addons/render/render_freestyle_svg.rst:6 msgid "" "This add-on can export your :ref:`Freestyle Renders ` " "into an SVG file. It can fill contours with their material color and can " "also export SVG animations." msgstr "" "Tento doplnok dokáže exportovať vaše :ref:`prekreslenia Voľným štýlom ` do súboru SVG. Dokáže vyplniť kontúry ich farbou materiálu " "a dokáže tiež exportovať SVG animácie." #: ../../manual/addons/render/render_freestyle_svg.rst:12 msgid "An example of an SVG result produced by the Freestyle SVG Exporter." msgstr "Príklad výsledku SVG vytvoreného exportérom SVG Voľným štýlom." #: ../../manual/addons/render/render_freestyle_svg.rst:18 msgid "" "This add-on can be enabled via :menuselection:`Preferences --> Add-ons --> " "Render --> Freestyle SVG Exporter`. The interface for the exporter should " "now be visible as a new panel in the Render tab." msgstr "" "Tento doplnok je možné povoliť prostredníctvom :menuselection:`Predvoľby --> " "Doplnky --> Prekreslenie --> Exportér SVG Voľným štýlom`. Rozhranie pre " "exportér by teraz malo byť viditeľné ako nový panel na karte Prekreslenie." #: ../../manual/addons/render/render_freestyle_svg.rst:24 msgid ":menuselection:`Properties --> Render --> Freestyle SVG Export`" msgstr "" ":menuselection:`Vlastnosti --> Prekreslenie --> Export SVG Voľným štýlom`" #: ../../manual/addons/render/render_freestyle_svg.rst:30 msgid "" "Activate :doc:`Freestyle rendering ` and " "then render your scene with *Render Image*. Your render will be displayed, " "and the SVG version will be saved to the default output path :menuselection:" "`Properties --> Output --> Output`." msgstr "" "Aktivujte :doc:`prekreslenie Voľným štýlom ` " "a potom prekreslite scénu *Prekreslením obrázka*. Vaše prekreslenie sa " "zobrazí a verzia SVG sa uloží do predvolenej výstupnej cesty :menuselection:" "`Vlastnosti --> Výstup --> Výstup`." #: ../../manual/addons/render/render_freestyle_svg.rst:41 msgid "Freestyle SVG Export panel." msgstr "Panel Export SVG Voľným štýlom." #: ../../manual/addons/render/render_freestyle_svg.rst:44 msgid "" "Option between Frame and Animation. Frame will render a single frame, " "Animation will bundle all rendered frames into a single ``.svg`` file." msgstr "" "Voľba medzi snímkou a animáciou. Snímka prekreslí jednu snímku, Animácia " "spojí všetky prekreslené snímky do jedného súboru ``.svg``." #: ../../manual/addons/render/render_freestyle_svg.rst:48 msgid "Split at Invisible" msgstr "Rozdeliť na neviditeľných" #: ../../manual/addons/render/render_freestyle_svg.rst:47 msgid "" "By default the exporter will not take invisible vertices into account and " "export them like they are visible. Some stroke modifiers, like Blueprint, " "mark vertices as invisible to achieve a certain effect. Enabling this option " "will make the paths split when encountering an invisible vertex, which leads " "to a better result." msgstr "" "Predvolene exportér neberie do úvahy neviditeľné vrcholy a exportuje ich ako " "viditeľné. Niektoré modifikátory ťahu, ako napríklad Modrotlač (Blueprint), " "označujú vrcholy ako neviditeľné, aby dosiahli určitý efekt. Zapnutím tejto " "možnosti sa cesty pri stretnutí s neviditeľným vrcholom rozdelia, čo vedie k " "lepšiemu výsledku." #: ../../manual/addons/render/render_freestyle_svg.rst:55 msgid "Fill Contours" msgstr "Vyplniť obrysy" #: ../../manual/addons/render/render_freestyle_svg.rst:51 msgid "The contour of objects is filled with their material color." msgstr "Obrysy objektov sú vyplnené ich materiálovou farbou." #: ../../manual/addons/render/render_freestyle_svg.rst:55 msgid "This feature is somewhat unstable -- especially with animations." msgstr "Táto funkcia je trochu nestabilná - najmä pri animáciách." #: ../../manual/addons/render/render_freestyle_svg.rst:66 msgid "Stroke Cap Style" msgstr "Štýl uzáveru ťahu" #: ../../manual/addons/render/render_freestyle_svg.rst:58 msgid "Defines the style the stroke caps will have in the SVG output." msgstr "Definuje štýl, ktorý budú mať uzávery na výstupe SVG." #: ../../manual/addons/render/render_freestyle_svg.rst:60 msgid "Miter" msgstr "Zrezané" #: ../../manual/addons/render/render_freestyle_svg.rst:61 msgid "Corners with sharp edges." msgstr "Rohy s ostrými hranami." #: ../../manual/addons/render/render_freestyle_svg.rst:63 msgid "Corners are smoothed." msgstr "Rohy sú vyhladené." #: ../../manual/addons/render/render_freestyle_svg.rst:65 msgid "Corners are beveled." msgstr "Rohy sú skosené." #: ../../manual/addons/render/render_freestyle_svg.rst:69 msgid "Exportable Properties" msgstr "Exportovateľné vlastnosti" #: ../../manual/addons/render/render_freestyle_svg.rst:73 msgid "" ":menuselection:`Properties --> View Layers --> Freestyle Line Style SVG " "Export`" msgstr "" ":menuselection:`Vlastnosti --> Vrstvy zobrazenia --> Export SVG čiar Voľným " "štýlom`" #: ../../manual/addons/render/render_freestyle_svg.rst:75 msgid "" "Because the representation of Freestyle strokes and SVG path objects is " "fundamentally different, a one-on-one translation between Freestyle and SVG " "is not possible. The main shortcoming of SVG compared to Freestyle is that " "Freestyle defines style per-point, where SVG defines it per-path. This means " "that Freestyle can produce much more complex results that are impossible to " "achieve in SVG." msgstr "" "Keďže reprezentácia ťahov Voľného štýlu a objektov ciest SVG je zásadne " "odlišná, premiestnenie medzi Voľným štýlom a SVG nie je možné. Hlavným " "nedostatkom SVG v porovnaní s Voľným štýlom je, že Voľný štýl definuje štýl " "na bod, zatiaľ čo SVG ho definuje na cestu. To znamená, že Voľný stýl môže " "vytvárať oveľa zložitejšie výsledky, ktoré nie je možné dosiahnuť v SVG." #: ../../manual/addons/render/render_freestyle_svg.rst:80 msgid "" "There are extended options for the exporter, located at the specific panels " "of the Freestyle renderer at the View Layers tab of the Properties. Those " "options are located at the Freestyle Line Style SVG Export panel, at the " "bottom of the tab." msgstr "" "Existujú rozšírené možnosti exportéra, ktoré sa nachádzajú na špecifických " "paneloch prekresľovača Voľného štýlu na karte Vrstvy zobrazenia v časti " "Vlastnosti. Tieto možnosti sa nachádzajú na paneli Export SVG čiar Voľným " "štýlom v dolnej časti karty." #: ../../manual/addons/render/render_freestyle_svg.rst:84 msgid "The properties (no modifiers applied) that can be exported are:" msgstr "Vlastnosti (bez použitia modifikátorov), ktoré možno exportovať, sú:" #: ../../manual/addons/render/render_freestyle_svg.rst:87 msgid "Base alpha" msgstr "Základná alfa" #: ../../manual/addons/render/render_freestyle_svg.rst:88 msgid "Base thickness" msgstr "Základná hrúbka" #: ../../manual/addons/render/render_freestyle_svg.rst:89 msgid "Dashes" msgstr "Čiarkovaná" #: ../../manual/addons/render/render_freestyle_svg.rst:95 msgid "" "The exporter supports the creation of SVG animations. When the Mode is set " "to Animation, all frames from a render -- one when rendering a frame (:kbd:" "`F12`) or all when rendering an animation (:kbd:`Shift-F12`) -- are saved " "into a single file. Most modern browsers support the rendering of SVG " "animations." msgstr "" "Exportér podporuje vytváranie animácií SVG. Keď je režim nastavený na " "Animácia, všetky snímky z prekresľovania - jeden pri prekresľovaní snímky (:" "kbd:`F12`) alebo všetky pri prekresľovaní animácie (:kbd:`Shift+F12`) - sa " "uložia do jedného súboru. Väčšina moderných prehliadačov podporuje " "prekresľovanie animácií SVG." #: ../../manual/addons/render/render_freestyle_svg.rst:103 msgid "An SVG animation rendered with the exporter." msgstr "Animácia SVG prekreslená exportérom." #: ../../manual/addons/render/render_freestyle_svg.rst:107 msgid "Exporting Fills" msgstr "Export výplní" #: ../../manual/addons/render/render_freestyle_svg.rst:109 msgid "" "Fills are colored areas extracted from a Freestyle render result. " "Specifically, they are defined by a combination of the Contour and External " "Contour edge type, combined with some predicates. The fill result can be " "unexpected, when the SVG renderer cannot correctly render the path that the " "exporter has generated. This problem is extra apparent in animations." msgstr "" "Výplne sú farebné oblasti extrahované z výsledku prekresľovania Voľným " "štýlom. Konkrétne sú definované kombináciou typu kontúry a externej kontúry " "v kombinácii s niektorými predikátmi. Výsledok výplne môže byť neočakávaný, " "keď prekresľovač SVG nedokáže správne prekresliť cestu, ktorú exportér " "vygeneroval. Tento problém je mimoriadne zjavný v animáciách." #: ../../manual/addons/render/render_freestyle_svg.rst:117 msgid "" "An example of an SVG result produced by the Freestyle SVG Exporter. Model by " "`Julien Deswaef `__." msgstr "" "Príklad výsledku SVG vytvoreného exportérom SVG Voľným štýlom. Model od " "`Juliena Deswaefa `__." #: ../../manual/addons/render/render_freestyle_svg.rst:120 msgid "" "Fills support holes and layering. When using layers, the exporter tries to " "render objects with the same material as the patch. The exporting of fills " "and especially the order in which they are layered is by no means perfect. " "In most cases, these problems can be easily solved in Inkscape or a text " "editor." msgstr "" "Vypĺňa podporné otvory a vrstvenie. Pri použití vrstiev sa exportér snaží " "prekresliť objekty s rovnakým materiálom ako záplata. Export výplní a najmä " "poradie ich vrstvenia nie je v žiadnom prípade dokonalé. Vo väčšine prípadov " "sa tieto problémy dajú ľahko vyriešiť v programe Inkscape alebo v textovom " "editore." #: ../../manual/addons/rigging/index.rst:4 #: ../../manual/addons/rigging/rigify/index.rst:46 #: ../../manual/animation/introduction.rst:62 msgid "Rigging" msgstr "Výbava" #: ../../manual/addons/rigging/index.rst:6 msgid "These add-ons relate to rigging and armatures." msgstr "Tieto doplnky sa týkajú výbavy a kostier." #: ../../manual/addons/rigging/rigify/basics.rst:4 #: ../../manual/scene_layout/object/properties/instancing/collection.rst:16 #: ../../manual/scene_layout/object/properties/instancing/faces.rst:34 msgid "Basic Usage" msgstr "Základné použitie" #: ../../manual/addons/rigging/rigify/basics.rst:9 msgid "Basic Rig Generation" msgstr "Vygenerovanie základnej výbavy" #: ../../manual/addons/rigging/rigify/basics.rst:11 msgid "" "Add a meta-rig structure from the :menuselection:`Add --> Armature` menu." msgstr "" "Pridanie štruktúry meta-výbavy z ponuky :menuselection:`Pridať --> Armatúra`." #: ../../manual/addons/rigging/rigify/basics.rst:12 msgid "Edit the bone positions to match the character geometry." msgstr "Upraví pozície kostí tak, aby zodpovedali geometrii postavy." #: ../../manual/addons/rigging/rigify/basics.rst:13 msgid "" "In the armature properties click on the *Generate Rig* button to generate " "the rig." msgstr "" "Vo vlastnostiach armatúry kliknite na tlačidlo *Vygenerovať výbavu*, čím " "vygenerujete výbavu." #: ../../manual/addons/rigging/rigify/basics.rst:17 msgid "Add a Predefined Meta-Rig" msgstr "Pridať preddefinovanú meta-výbavu" #: ../../manual/addons/rigging/rigify/basics.rst:22 msgid ":menuselection:`Add --> Armature`" msgstr ":menuselection:`Pridať --> Armatúra`" #: ../../manual/addons/rigging/rigify/basics.rst:23 #: ../../manual/addons/rigging/rigify/metarigs.rst:55 #: ../../manual/animation/armatures/bones/editing/introduction.rst:36 #: ../../manual/grease_pencil/primitives.rst:11 #: ../../manual/interface/controls/nodes/groups.rst:198 #: ../../manual/interface/controls/nodes/introduction.rst:129 #: ../../manual/modeling/curves/primitives.rst:11 #: ../../manual/modeling/meshes/primitives.rst:10 #: ../../manual/modeling/metas/primitives.rst:10 #: ../../manual/modeling/surfaces/primitives.rst:11 #: ../../manual/movie_clip/masking/scurve.rst:41 #: ../../manual/scene_layout/object/types.rst:11 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:29 #: ../../manual/video_editing/edit/montage/strips/introduction.rst:20 msgid ":kbd:`Shift-A`" msgstr ":kbd:`Shift+A`" #: ../../manual/addons/rigging/rigify/basics.rst:25 msgid "" "Rigify stores all the information required to generate complex rig controls " "and mechanism in more simple armatures called \"meta-rigs\"." msgstr "" "Rigify ukladá všetky informácie potrebné na vygenerovanie komplexných prvkov " "výbavy a mechanizmov do jednoduchších armatúr nazývaných \"meta-výbava\"." #: ../../manual/addons/rigging/rigify/basics.rst:28 msgid "" "The predefined meta-rigs can be found in the *Add* menu. Currently available " "meta-rig types are:" msgstr "" "Predom skompilovanú meta-výbavu nájdete v ponuke *Pridať*. V súčasnosti sú k " "dispozícii tieto typy meta-výbavy:" #: ../../manual/addons/rigging/rigify/basics.rst:31 msgid "Basic Human (doesn't include face and fingers)" msgstr "Základ človeka (nezahŕňa tvár a prsty)" #: ../../manual/addons/rigging/rigify/basics.rst:32 msgid "Basic Quadruped" msgstr "Základ štvornožca" #: ../../manual/addons/rigging/rigify/basics.rst:33 msgid "Human" msgstr "Človek" #: ../../manual/addons/rigging/rigify/basics.rst:34 msgid "Cat" msgstr "Mačka" #: ../../manual/addons/rigging/rigify/basics.rst:35 msgid "Wolf" msgstr "Vlk" #: ../../manual/addons/rigging/rigify/basics.rst:36 msgid "Horse" msgstr "Kôň" #: ../../manual/addons/rigging/rigify/basics.rst:37 msgid "Shark" msgstr "Žralok" #: ../../manual/addons/rigging/rigify/basics.rst:41 msgid "Edit Bone Positions" msgstr "Úprava pozícií kostí" #: ../../manual/addons/rigging/rigify/basics.rst:43 msgid "" "To correctly match your character, meta-rig bones must be moved to correct " "positions. This can be achieved in two different ways: Pose Mode or Edit " "Mode." msgstr "" "Na správne prispôsobenie postavy je potrebné presunúť kosti meta-výbavy do " "správnych pozícií. To sa dá dosiahnuť dvoma rôznymi spôsobmi: V režime pózy " "alebo v režime editácie." #: ../../manual/addons/rigging/rigify/basics.rst:48 msgid "" "Rigify assumes that 1 unit corresponds to 1 meter. So a human is about 2 " "units tall. If your character is in a different scale and you are more " "familiar with modeling rather than rigging, it is suggested to scale it to " "Rigify dimensions before positioning the meta-rig bones. If you want to " "scale the character's geometry, we suggest you to first scale up the " "character in Object Mode, then apply the geometry scale with the *Apply " "Scale* tool." msgstr "" "Rigify predpokladá, že 1 jednotka zodpovedá 1 metru. Takže človek je vysoký " "približne 2 jednotky. Ak má vaša postava inú mierku a vy sa viac vyznáte v " "modelovaní než v tvorbe výbavy, odporúčame vám, aby ste ju pred umiestnením " "kostí meta-výbavy zmenšili na rozmery Rigify. Ak chcete zmenšiť geometriu " "postavy, odporúčame vám najprv zmenšiť postavu v režime objektu a potom " "použiť mierku geometrie nástrojom *Použiť mierku*." #: ../../manual/addons/rigging/rigify/basics.rst:56 msgid "Rigify Human Alignment Tips" msgstr "Rigify tipy na zarovnanie človeka" #: ../../manual/addons/rigging/rigify/basics.rst:58 msgid "" "Limbs: Keep the legs as straight as possible in the front view (Rigify human " "works better in predictable cases). Give the knee and the elbow a slight " "bend angle (Rigify needs to know where your knee/elbow is pointing)." msgstr "" "Končatiny: V prednom pohľade udržujte nohy čo najrovnejšie (v " "predvídateľných prípadoch funguje lepšie Rigify človeka). Kolenu a lakťu " "dajte mierny uhol ohybu (Rigify potrebuje vedieť, kam smeruje vaše koleno/" "lakeť)." #: ../../manual/addons/rigging/rigify/basics.rst:60 msgid "" "Torso: Keep the spine as straight as possible in the front view (Rigify " "human works better in predictable cases). The last bone of the spine is the " "head. By default the next two bones (top to bottom) are considered the neck " "bones. It is suggested to keep the neck bones as aligned as possible while " "editing." msgstr "" "Trup: V prednom pohľade udržiavajte chrbticu čo najrovnejšiu (v " "predvídateľných prípadoch funguje lepšie Rigify človeka). Poslednou kosťou " "chrbtice je hlava. Štandardne sa ďalšie dve kosti (zhora nadol) považujú za " "kosti krku. Odporúča sa, aby ste pri úpravách udržiavali kosti krku čo " "najviac zarovnané." #: ../../manual/addons/rigging/rigify/basics.rst:63 msgid "" "Face: Positioning face bones can be tricky if you are not an expert in bone " "editing and they are almost useless if you plan to make facial animation " "through shape keys. Consider removing face features from your character if " "they aren't really needed. If you don't need the face all the face bones can " "be deleted. All the face bones are on the first armature layer by default. " "You can select them by displaying only bone layer 1, selecting all of its " "content and then deleting the bones in Edit Mode to correctly remove the " "face." msgstr "" "Tvár: Ak nie ste odborníkom na úpravu kostí, môže byť umiestnenie kostí " "tváre zložité a ak plánujete animáciu tváre kľúčovými tvarmi, sú takmer " "nepoužiteľné. Zvážte odstránenie prvkov tváre z vašej postavy, ak ich naozaj " "nepotrebujete. Ak tvár nepotrebujete, všetky kosti tváre môžete odstrániť. " "Všetky kosti tváre sú štandardne na prvej vrstve armatúry. Môžete ich vybrať " "tak, že zobrazíte iba vrstvu kostí 1, vyberiete celý jej obsah a potom v " "režime editácie odstránite kosti, aby ste správne odstránili tvár." #: ../../manual/addons/rigging/rigify/basics.rst:71 msgid "" "If you want to scale all the face bones at once, consider scaling the face " "master bone in Pose Mode (see Pose Mode matching method). The face master " "bone is placed in the same position of the head bone. To select it easily, " "hide all other bone layers." msgstr "" "Ak chcete zmeniť mierku všetkých kostí tváre naraz, zvážte zmenu mierky " "hlavnej kosti tváre v režime pózy (pozrite si metódu párovania režimu pózy). " "Hlavná kosť tváre sa umiestni do rovnakej polohy ako kosť hlavy. Ak ju " "chcete ľahko vybrať, skryte všetky ostatné vrstvy kostí." #: ../../manual/addons/rigging/rigify/basics.rst:76 msgid "" "For more tips, see the :doc:`Positioning Guide `." msgstr "" "Ďalšie tipy nájdete v :doc:`Príručka k polohovaniu `." #: ../../manual/addons/rigging/rigify/basics.rst:80 msgid "Pose Mode Matching (Basic)" msgstr "Prispôsobenie režimu pózy (základné)" #: ../../manual/addons/rigging/rigify/basics.rst:82 msgid "" "Enter the meta-rig Pose Mode. Rotate, scale, and translate the bones in the " "correct position. When bones are in correct positions (always staying in " "Pose Mode) use :menuselection:`Apply --> Apply Pose As Rest Pose`." msgstr "" "Vstúpte do režimu pózy meta-výbavy. Natočte, posuňte a premiestnite kosti do " "správnej polohy. Keď sú kosti v správnych pozíciách (vždy zostávajú v režime " "pózy), použite :menuselection:`Použiť --> Použiť pózu ako pokojovú pózu`." #: ../../manual/addons/rigging/rigify/basics.rst:88 msgid "" "Connected bones cannot be translated in Pose Mode. You can scale the parent " "bones to match the general length and then refine child bones scale. For " "more detailed information on armature modes please refer to the :doc:" "`armatures section `." msgstr "" "Pripojené kosti nie je možné prekladať v režime pózy. Môžete zmenšiť " "rodičovské kosti tak, aby zodpovedali všeobecnej dĺžke, a potom spresniť " "mierku kostí potomkov. Podrobnejšie informácie o režimoch armatúr nájdete v " "časti :doc:`armatúry `." #: ../../manual/addons/rigging/rigify/basics.rst:95 msgid "Edit Mode Matching (Advanced)" msgstr "Prispôsobenie režimu editácie (pokročilé)" #: ../../manual/addons/rigging/rigify/basics.rst:97 msgid "" "Some basic armature display setup is suggested before entering bone Edit " "Mode." msgstr "" "Pred vstupom do režimu editácie kostí sa odporúča základné nastavenie " "zobrazenia armatúry." #: ../../manual/addons/rigging/rigify/basics.rst:99 msgid "" "With the meta-rig selected, go in the Properties and click on the Object " "tab. Scroll down to the display panel and enable X-ray and under *Maximum " "Draw Type* selector select *Wire*. This way the bones will always be drawn " "in wireframe on top of your geometry." msgstr "" "Keď máte vybranú meta-výbavu, prejdite do okna Vlastnosti a kliknite na " "kartu Objekt. Prejdite na panel zobrazenia, zapnite funkciu Röntgen a v " "časti *Typ maximálneho kreslenia* vyberte možnosť *Drôt*. Týmto spôsobom sa " "kosti budú vykresľovať ako drôtený rám na vrchole vašej geometrie." #: ../../manual/addons/rigging/rigify/basics.rst:103 msgid "" "Then, always in the Properties click on the Armatures tab and under display " "check the *Axis* checkbox. This way you the bones rotation axes will be " "displayed during the edit process." msgstr "" "Potom vždy vo Vlastnostiach kliknite na kartu Armatúry a v časti Zobraziť " "zaškrtnite políčko *Osi*. Týmto spôsobom sa vám počas procesu editácie budú " "zobrazovať osi rotácie kostí." #: ../../manual/addons/rigging/rigify/basics.rst:106 msgid "" "For more detailed information on armature display modes please refer to the :" "doc:`Display panel page `." msgstr "" "Podrobnejšie informácie o režimoch zobrazenia armatúry nájdete na stránke :" "doc:`Panel zobrazenia `." #: ../../manual/addons/rigging/rigify/basics.rst:111 msgid "Generating the Rig" msgstr "Vygenerovanie výbavy" #: ../../manual/addons/rigging/rigify/basics.rst:113 msgid "" "With the bones in the correct positions, jump back in Object Mode, go to the " "Armature tab, scroll down to the bottom and click on the *Generate Rig* " "button to finalize the rig creation. The generation process will take from " "few seconds to one minute depending on rig complexity and hardware " "specifications of your machine. If the generated rig needs tweaking, you can " "modify the meta-rig accordingly and then click again on the generate button. " "If the rig already exists, Rigify will simply overwrite it retaining all " "your modifiers and constraints and -- where possible -- all the previously " "generated features." msgstr "" "Keď sú kosti v správnych pozíciách, vráťte sa do režimu objektu, prejdite na " "kartu Armatúra, prejdite na spodok a kliknite na tlačidlo *Vygenerovať " "výbavu*, čím dokončíte vytváranie výbavy. Proces generovania bude trvať od " "niekoľkých sekúnd do jednej minúty v závislosti od zložitosti výbavy a " "hardvérových špecifikácií vášho stroja. Ak je potrebné vygenerovanú výbavu " "upraviť, môžete zodpovedajúcim spôsobom upraviť meta-výbavu a potom znova " "kliknite na tlačidlo Vygenerovať. Ak výbava už existuje, Rigify ho " "jednoducho prepíše, pričom zachová všetky vaše modifikátory a obmedzenia a " "-- ak je to možné -- všetky predtým vygenerované funkcie." #: ../../manual/addons/rigging/rigify/basics.rst:122 msgid "" "For information about additional generation options, see the `Advanced Rig " "Generation`_ section." msgstr "" "Informácie o ďalších možnostiach generovania nájdete v časti `Pokročilé " "generovanie súprav`_." #: ../../manual/addons/rigging/rigify/basics.rst:126 msgid "" "If the metarig uses the legacy :doc:`face rig `, you can " "use the *Upgrade Face Rig* button that appears above *Generate Rig* to " "automatically upgrade to the new modular face system." msgstr "" "Ak meta-výbava používa starší systém :doc:`výbavy tváre `, " "môžete použiť tlačidlo *Aktualizovať výbavu tváre*, ktoré sa zobrazí nad " "*Vygenerovať výbavu* na automatický prechod na nový modulárny systém tvárí." #: ../../manual/addons/rigging/rigify/basics.rst:130 msgid "" "The upgrade will preserve compatibility with existing skinning, but existing " "poses and animations will likely not be compatible due to subtle changes in " "control behavior." msgstr "" "Aktualizácia zachová kompatibilitu s existujúcim opláštením, ale existujúce " "pózy a animácie pravdepodobne nebudú kompatibilné kvôli jemným zmenám v " "správaní ovládania." #: ../../manual/addons/rigging/rigify/basics.rst:135 msgid "" "To make the rig overwriting work as expected, you need to have **both** the " "rig and the meta-rig visible before generating again. Rigify will try to " "unhide them in simple cases, but will abort generation if that fails." msgstr "" "Aby prepisovanie výbavy fungovalo podľa očakávania, musíte mať pred ďalším " "generovaním viditeľné **obidve** výbavy a meta-výbavu. Rigify sa ich v " "jednoduchých prípadoch pokúsi odkrývať, ale ak sa to nepodarí, preruší " "generovanie." #: ../../manual/addons/rigging/rigify/basics.rst:141 msgid "" "As with all Python add-ons, Blender interface cannot be updated until the " "Python script execution is over. Wait until the rig appears to see the " "results." msgstr "" "Ako pri všetkých doplnkoch Pythonu, rozhranie Blenderu nemožno aktualizovať, " "kým sa neskončí vykonávanie skriptu Python. Počkajte, kým sa výbava zobrazí, " "aby ste videli výsledky." #: ../../manual/addons/rigging/rigify/basics.rst:146 msgid "Binding the Geometry to the Rig" msgstr "Pripojenie geometrie k výbave" #: ../../manual/addons/rigging/rigify/basics.rst:148 msgid "" "To bind the geometry to the rig you can use your preferred tools. Just few " "things you have to know:" msgstr "" "Na priradenie geometrie k výbave môžete použiť preferované nástroje. Musíte " "vedieť len niekoľko vecí:" #: ../../manual/addons/rigging/rigify/basics.rst:150 msgid "All the deforming bones are on the armature layer 30." msgstr "Všetky deformujúce kosti sa nachádzajú vo vrstve armatúry 30." #: ../../manual/addons/rigging/rigify/basics.rst:151 msgid "" "Eyes and Teeth bones of the legacy face are not deforming. You are supposed " "to bind the eyes and teeth geometry through Child Of constraints." msgstr "" "Oči a zubné kosti dedičnej tváre sa nedeformujú. Predpokladá sa, že " "geometriu očí a zubov zviažete prostredníctvom funkcie Potomok vynútenia." #: ../../manual/addons/rigging/rigify/basics.rst:153 msgid "" "Usually armature deform with automatic weights do a really good job out of " "the box if you correctly place your bones (and there is enough topology to " "work with!)." msgstr "" "Zvyčajne armatúra deformácie s automatickými váhami odvádza naozaj dobrú " "prácu, ak správne umiestnite kosti (a máte dostatok topológie na jej " "vypracovanie!)." #: ../../manual/addons/rigging/rigify/basics.rst:156 msgid "" "For more detailed information on armature layers, Armature modifier and " "weight painting refer to the Blender manual." msgstr "" "Podrobnejšie informácie o vrstvách armatúry, modifikátore armatúry a " "maľovaní hmotnosťou nájdete v manuáli Blenderu." #: ../../manual/addons/rigging/rigify/basics.rst:162 msgid "Advanced Rig Generation" msgstr "Pokročilé generovanie výbavy" #: ../../manual/addons/rigging/rigify/basics.rst:165 msgid "Advanced Options Features" msgstr "Funkcie pokročilých možností" #: ../../manual/addons/rigging/rigify/basics.rst:167 msgid "By using options in the Advanced sub-panel, it is possible to:" msgstr "Použitím možností na paneli Rozšírené je možné:" #: ../../manual/addons/rigging/rigify/basics.rst:169 msgid "Generate more than one rig per scene." msgstr "Vygenerovať viac ako jednu výbavu na scénu." #: ../../manual/addons/rigging/rigify/basics.rst:170 msgid "Update/Override a specific rig." msgstr "Aktualizovať/Prepísať konkrétnu výbavu." #: ../../manual/addons/rigging/rigify/basics.rst:171 msgid "Force previously generated widget objects to be overwritten." msgstr "Vynútiť prepis predtým vygenerovaných objektov miniaplikácií." #: ../../manual/addons/rigging/rigify/basics.rst:172 msgid "" "Choose whether to use linked duplicates for left and right side widgets." msgstr "" "Vyberať, či chcete používať prepojené duplikáty pre miniaplikácie na ľavej a " "pravej strane." #: ../../manual/addons/rigging/rigify/basics.rst:173 msgid "Execute a script data-block after generation." msgstr "Vykonať skript bloku údajov po vygenerovaní." #: ../../manual/addons/rigging/rigify/basics.rst:177 msgid "Advanced Options Sub-Panel" msgstr "Panel Rozšírené možnosti" #: ../../manual/addons/rigging/rigify/basics.rst:179 msgid "" "Advanced rig generation options are by default hidden in a sub-panel. Click " "on the *Advanced* line to open it." msgstr "" "Rozšírené možnosti vygenerovania výbavy sú predvolene skryté v podpaneli. " "Kliknutím na riadok *Pokročilé* ho otvoríte." #: ../../manual/addons/rigging/rigify/basics.rst:181 msgid "" "Some of the options will be automatically set by Rigify if they have no " "value when a rig is generated, while others are fully controlled by the user." msgstr "" "Niektoré z týchto možností nastaví Rigify automaticky, ak nemajú žiadnu " "hodnotu pri generovaní platformy, zatiaľ čo iné sú plne pod kontrolou " "užívateľa." #: ../../manual/addons/rigging/rigify/basics.rst:199 msgid "Target Rig :guilabel:`auto`" msgstr "Cieľová výbava :guilabel:`auto`" #: ../../manual/addons/rigging/rigify/basics.rst:185 msgid "" "This option specifies the generated rig to overwrite when re-generating from " "this metarig." msgstr "" "Táto možnosť určuje vygenerovanú výbavu, ktorá sa má prepísať pri opätovnom " "vygenerovaní z tejto meta-výbavy." #: ../../manual/addons/rigging/rigify/basics.rst:187 msgid "" "If the option is not set, Rigify will generate a new rig object and store it " "in this option. The new object will be named based on the name of the " "metarig according to the following rules:" msgstr "" "Ak táto možnosť nie je nastavená, Rigify vygeneruje nový objekt výbavy a " "uloží ho do tejto možnosti. Nový objekt bude pomenovaný na základe názvu " "meta-výbavy podľa nasledujúcich pravidiel:" #: ../../manual/addons/rigging/rigify/basics.rst:190 msgid "If the name contains ``META``, it is replaced with ``RIG``." msgstr "Ak názov obsahuje ``META``, nahradí sa slovom ``RIG``." #: ../../manual/addons/rigging/rigify/basics.rst:191 msgid "If the name contains ``metarig``, it is replaced with ``rig``." msgstr "Ak názov obsahuje ``metarig``, nahradí sa slovom ``rig``." #: ../../manual/addons/rigging/rigify/basics.rst:192 msgid "Otherwise, ``RIG-`` is prepended to the name." msgstr "V opačnom prípade sa k názvu pridá ``RIG-``." #: ../../manual/addons/rigging/rigify/basics.rst:194 msgid "" "When overwriting an existing rig object specified by the option, its name is " "not changed, allowing it to be freely renamed if the default naming scheme " "doesn't fit." msgstr "" "Pri prepise existujúceho objektu výbavy určeného touto voľbou sa jeho názov " "nemení, čo umožňuje jeho voľné premenovanie, ak nevyhovuje predvolená schéma " "pomenovania." #: ../../manual/addons/rigging/rigify/basics.rst:198 msgid "" "When the option isn't set, Rigify will create a brand new rig object even if " "an object with a matching name already exists." msgstr "" "Ak táto možnosť nie je nastavená, Rigify vytvorí úplne nový objekt výbavy, " "aj keď už existuje objekt s rovnakým názvom." #: ../../manual/addons/rigging/rigify/basics.rst:206 msgid "Rig UI Script :guilabel:`auto`" msgstr "Skript UI výbavy :guilabel:`auto`" #: ../../manual/addons/rigging/rigify/basics.rst:202 msgid "" "This option specifies the generated script datablock to overwrite when re-" "generating, and works in the same manner as *Target Rig*." msgstr "" "Táto voľba určuje vygenerovaný databázový blok skriptu, ktorý sa má prepísať " "pri opätovnom generovaní, a funguje rovnakým spôsobom ako *Cieľová výbava*." #: ../../manual/addons/rigging/rigify/basics.rst:205 msgid "" "The script controls the UI in the 3D Viewport that allows conveniently " "switching visible bone layers, changing custom properties, converting " "between IK and FK and so on." msgstr "" "Skript ovláda užívateľské rozhranie v 3D zábere, ktoré umožňuje pohodlne " "prepínať viditeľné vrstvy kostí, meniť vlastné vlastnosti, konvertovať medzi " "IK a FK atď." #: ../../manual/addons/rigging/rigify/basics.rst:210 msgid "Widgets Collection :guilabel:`auto`" msgstr "Kolekcia miniaplikácií :guilabel:`auto`" #: ../../manual/addons/rigging/rigify/basics.rst:209 msgid "" "This reference specifies the collection containing generated widgets, and " "works in the same manner as *Target Rig*." msgstr "" "Tento odkaz určuje kolekciu obsahujúcu vygenerované miniaplikácie a funguje " "rovnakým spôsobom ako *Cieľová výbava*." #: ../../manual/addons/rigging/rigify/basics.rst:215 msgid "Force Widget Update" msgstr "Vynútiť aktualizáciu miniaplikácie" #: ../../manual/addons/rigging/rigify/basics.rst:213 msgid "" "If enabled, Rigify will generate new widgets every time the rig is re-" "generated. By default, it tries to reuse the already generated widget " "objects that exist in the widget collection, allowing them to be manually " "edited to fit the character better." msgstr "" "Ak je povolené, Rigify bude generovať nové miniaplikácie pri každom " "opätovnom generovaní výbavy. Predvolene sa snaží opätovne použiť už " "vygenerované objekty miniaplikácií, ktoré existujú v kolekcii miniaplikácií, " "čo umožňuje ich ručnú úpravu, aby lepšie vyhovovali postave." #: ../../manual/addons/rigging/rigify/basics.rst:225 msgid "Mirror Widgets" msgstr "Miniaplikácie zrkadla" #: ../../manual/addons/rigging/rigify/basics.rst:218 msgid "" "When enabled, Rigify generates widgets for left and right side bones as " "linked duplicates, using negative X scale to flip the right side version. " "This enforces symmetry and reduces the number of meshes to adjust to fit the " "character." msgstr "" "Ak je povolené, Rigify vygeneruje miniaplikácie pre ľavú a pravú stranu " "kosti ako prepojené duplikáty, pričom na preklopenie pravej verzie používa " "zápornú mierku X. Tým sa vynúti symetria a zníži sa počet povrchových sietí, " "ktoré treba upraviť, aby sa postave prispôsobili." #: ../../manual/addons/rigging/rigify/basics.rst:223 msgid "" "When reusing an already generated widget, Rigify detects if it was " "originally generated mirrored by checking object scale to avoid flipping " "existing controls. Therefore switching to mirrored widgets for an existing " "character requires deleting the right side widgets, or *Force Widget Update*." msgstr "" "Pri opätovnom použití už vygenerovanej miniaplikácii Rigify zisťuje, či bola " "pôvodne vygenerovaná zrkadlovo a kontroluje mierku objektu, aby sa zabránilo " "prevráteniu existujúcich ovládačov. Preto si prepnutie na zrkadlové " "miniaplikácie pre existujúcu postavu vyžaduje odstránenie miniaplikácie na " "pravej strane alebo *Vynútiť obnovenie miniaplikácie*." #: ../../manual/addons/rigging/rigify/basics.rst:246 msgid "Run Script" msgstr "Spustiť skript" #: ../../manual/addons/rigging/rigify/basics.rst:228 msgid "" "It is possible to configure Rigify to execute a Python script contained in a " "text data-block after generation in order to apply user-defined " "customizations. The script is executed with the generated rig active and " "selected in Object Mode." msgstr "" "Rigify je možné nakonfigurovať tak, aby po vygenerovaní vykonal skript " "Python obsiahnutý v textovom bloku údajov a použil tak užívateľom definované " "úpravy. Skript sa vykoná s vygenerovanou aktívnou výbavou vybranou v režime " "objektu." #: ../../manual/addons/rigging/rigify/basics.rst:232 msgid "" "The simplest use of this may be adjusting properties of generated " "constraints when Rigify rig types don't have any relevant meta-rig settings. " "That can be done by using the *Copy Full Data Path* context menu option on " "the property, pasting it into the script and making an assignment, e.g.::" msgstr "" "Najjednoduchšie použitie môže byť úprava vlastností vygenerovaných vynútení, " "keď Rigify typy výbavy nemajú žiadne relevantné nastavenia meta-výbavy. To " "možno vykonať použitím možnosti kontextovej ponuky *Kopírovať celú cestu " "údajov* na vlastnosť, prilepením do skriptu a vykonaním priradenia, napr:" #: ../../manual/addons/rigging/rigify/basics.rst:240 msgid "" "Doing such changes via a script ensures they aren't lost if the rig is re-" "generated." msgstr "" "Ak takéto zmeny vykonáte skriptom, zabezpečíte, že sa pri opätovnom " "vygenerovaní výbavy nestratia." #: ../../manual/addons/rigging/rigify/basics.rst:242 msgid "" "Users familiar with `Rigify scripting `__ can import Rigify utility modules, and access the " "generator instance through ``rigify.get_generator()``. Yet note that, since " "generation is already finished, the only use of that is reading data created " "in the generation process." msgstr "" "Užívatelia, ktorí poznajú skriptovanie `Rigify `__, môžu importovať moduly Rigify a pristupovať " "k inštancii generátora prostredníctvom funkcie ``rigify.get_generator()``. " "Napriek tomu si všimnite, že keďže generovanie je už ukončené, jediným " "použitím je čítanie údajov vytvorených v procese generovania." #: ../../manual/addons/rigging/rigify/basics.rst:249 msgid "Library Linking" msgstr "Prepojenie knižnice" #: ../../manual/addons/rigging/rigify/basics.rst:251 msgid "" "When linking a rig into another file, you generally want to create a " "collection that includes the generated rig and the character mesh. You do " "not need to include the meta-rig or the widget object collection. You then " "link in the collection and run :ref:`Make Library Override `." msgstr "" "Pri prepájaní výbavy do iného súboru chcete spravidla vytvoriť kolekciu, " "ktorá obsahuje vygenerovanú výbavu a povrchovú sieť postavy. Nemusíte " "zahrnúť meta-výbavu ani kolekciu objektov miniaplikácií. Potom prepojíte " "kolekciu a spustíte :ref:`Vytvoriť prepis knižnice `." #: ../../manual/addons/rigging/rigify/basics.rst:256 msgid "" "The ``rig_ui_template.py`` text data-block responsible for the rig UI will " "be automatically linked along with the rig, you don't need to link it " "separately. However, the script will not run until you run it manually from " "the Text editor or save and restart Blender." msgstr "" "Textový blok údajov ``rig_ui_template.py`` zodpovedný za užívateľské " "rozhranie platformy bude automaticky prepojený spolu s platformou, nemusíte " "ho prepojovať samostatne. Skript sa však nespustí, kým ho nespustíte ručne z " "textového editora alebo kým ho neuložíte a nereštartujete Blender." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:4 msgid "Bone Positioning Guide" msgstr "Návod polohovania kostí" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:7 msgid "Face Bones" msgstr "Kosti tváre" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:9 msgid "" "Start by identifying basic face landmarks to follow as guide for bones " "placement." msgstr "" "Začnite určením základných orientačných bodov tváre, ktoré budú slúžiť ako " "návod pri umiestňovaní kostí." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:14 msgid "Basic Face Landmarks." msgstr "Základné orientačné body tváre." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:16 msgid "Orange lines represent bones that should be placed in closed loops." msgstr "" "Oranžové čiary predstavujú kosti, ktoré by mali byť umiestnené v uzavretých " "slučkách." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:17 msgid "" "Yellow lines represent bones whose position depends on surrounding bone " "loops." msgstr "" "Žlté čiary predstavujú kosti, ktorých poloha závisí od okolitých slučiek " "kostí." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:18 msgid "Red lines represent outer edge bones." msgstr "Červené čiary predstavujú kosti vonkajšieho okraja." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:19 msgid "Purple lines represent bridging bones used to cover deforming flesh." msgstr "" "Fialové čiary predstavujú premosťujúce kosti, ktoré slúžia na prekrytie " "deformujúcich svalov." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:24 msgid "Eyes-Nose Landmarks." msgstr "Orientačné body oči-nos." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:26 msgid "" "The eyes-nose loop area is split in different parts identified by bone " "names. Follow the image to place the bones." msgstr "" "Oblasť očnej a nosnej slučky je rozdelená na rôzne časti označené názvami " "kostí. Pri umiestňovaní kostí postupujte podľa obrázka." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:31 msgid "Eyes-Nose Bone Positions." msgstr "Poloha očí a nosových kostí." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:33 msgid "Brow Placement" msgstr "Umiestnenie obočia" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:35 msgid "" "Keeping aligned the mid bones in \"brow\", \"brow.b\", \"lid.t\", \"lid.t\" " "and cheek will give better results after rig generation." msgstr "" "Ak budete mať zarovnané stredné kosti v \"brow\", \"brow.b\", \"lid.t\", " "\"lid.t\" a líca, dosiahnete lepšie výsledky po vygenerovaní platformy." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:41 msgid "Jaw-Ear Bone Positions." msgstr "Pozície čeľustných kostí." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:43 msgid "" "Also the jaw-ear area is split in different parts identified by bone names. " "Follow the image to place the bones." msgstr "" "Aj oblasť čeľuste a ucha je rozdelená na rôzne časti označené názvami kostí. " "Pri umiestňovaní kostí postupujte podľa obrázka." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:45 msgid "Jaw Placement" msgstr "Umiestnenie čeľustí" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:47 msgid "" "Try to place \"ear.L\" bone covering the part of the ear attached to the " "mandible (lower jaw). Do the same with temple bone trying to cover the part " "you don't want to move with the jaw, this way you will also determine the " "jaw pivot position." msgstr "" "Pokúste sa umiestniť kosť \"ear.L\", ktorá pokrýva časť ucha pripojenú k " "dolnej čeľusti. To isté urobte so spánkovou kosťou, pričom sa snažte zakryť " "časť, ktorou nechcete hýbať spolu s čeľusťou, týmto spôsobom určíte aj " "polohu otočenia čeľuste." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:54 msgid "Lips Merge Point." msgstr "Bod zlúčenia pier." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:58 msgid "" "While moving the face bones it is necessary to preserve merge points, i.e. " "whenever heads or tails of two or more bones overlap at the same point, they " "should still do so after repositioning. Tearing a merge point apart may " "result in multiple controls being created instead of one, or even the " "generation of errors." msgstr "" "Pri presúvaní kostí tváre je potrebné zachovať body zlúčenia, t. j. vždy, " "keď sa hlavy alebo chvosty dvoch alebo viacerých kostí prekrývajú v tom " "istom bode, mali by sa prekrývať aj po zmene polohy. Roztrhnutie bodu " "zlúčenia môže mať za následok vytvorenie viacerých ovládačov namiesto " "jedného alebo dokonca generovanie chýb." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:66 msgid "Face Stretcher Bones." msgstr "Kosti rozťahovania tváre." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:68 msgid "" "After the main face bones are placed use the cheek bone to connect the eye-" "nose area to the jaw mouth area. Then do the same with the brow area. This " "process will automatically define face muscles compression areas." msgstr "" "Po umiestnení hlavných tvárových kostí použite lícnu kosť na spojenie " "oblasti očí a nosa s oblasťou úst. Potom urobte to isté s oblasťou obočia. " "Tento postup automaticky definuje oblasti kompresie tvárových svalov." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:71 msgid "" "Position the eye bones in the eye pivot point facing right **toward** the " "face on the Y axis. The length of the eye bones should correspond to the " "radius of the eye." msgstr "" "Umiestnite očné kosti v bode otáčania očí smerom doprava **do** tváre na osi " "Y. Dĺžka očných kostí by mala zodpovedať polomeru oka." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:77 msgid "Eyes Pivot Position." msgstr "Pozícia otočného bodu očí." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:79 msgid "Eye Pivot" msgstr "Otočný bod oka" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:81 msgid "" "If your eye has a spherical shape you can define its pivot by entering Edit " "Mode. Select two opposite vertices on the center meridian -- or the opposite " "poles -- and snapping the cursor to selection by pressing :menuselection:" "`Snap --> Cursor To Selected`. If your eye is a complete sphere and its " "location it's not applied, then you can just use its center of mass." msgstr "" "Ak má oko guľový tvar, môžete definovať jeho otočný bod vstupom do režimu " "editácie. Vyberte dva protiľahlé vrcholy na stredovom poludníku -- alebo " "protiľahlé póly -- a prichytením kurzora k výberu stlačením :menuselection:" "`Prichytiť --> Kurzor na vybrané`. Ak je vaše oko kompletná guľa a jeho " "poloha sa neuplatňuje, môžete použiť len jeho stred hmoty." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:86 msgid "" "Finally position the teeth bones on your teeth geometry and the tongue bone " "chain as described in the figure." msgstr "" "Nakoniec umiestnite zubné kosti na geometriu zubov a reťaz jazykových kostí " "tak, ako je to popísané na obrázku." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:91 msgid "Mouth and Teeth Positions." msgstr "Poloha úst a zubov." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:93 msgid "Tongue" msgstr "Jazyk" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:95 msgid "" "The tongue will work better if the bones are aligned at the symmetry line." msgstr "Jazyk bude fungovať lepšie, ak budú kosti zarovnané na línii symetrie." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:97 msgid "Before generating the rig ensure the face master bone is facing upward." msgstr "" "Pred generovaním platformy sa uistite, že hlavná kosť tváre smeruje nahor." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:101 msgid "Torso Bones" msgstr "Kosti trupu" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:103 msgid "" "Start by identifying on your character basic torso zones to follow as guide " "for bones placement." msgstr "" "Začnite tým, že na svojej postave určíte základné zóny trupu, ktoré budú " "slúžiť ako návod pre umiestnenie kostí." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:105 msgid "" "Head, chest and pelvis are rigid zones, so they require less bones. Having a " "good edge loop placement around zone boundaries on your model will help in " "having correct deformation after armature binding." msgstr "" "Hlava, hrudník a panva sú tuhé zóny, takže vyžadujú menej kostí. Dobré " "umiestnenie okrajových slučiek okolo hraníc zón na modeli pomôže pri " "správnej deformácii po naviazaní armatúry." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:112 msgid "Torso Landmarks." msgstr "Orientačné body trupu." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:114 msgid "" "Starting from the side view, place the main spine bones trying to use one " "bone for the rigid areas and two for the flexible ones. In addition to the " "main spine, the torso is provided with additional pelvis bones (to oppose " "the leg bending), two breast controls and two shoulder bones." msgstr "" "Vychádzajte z bočného pohľadu a umiestnite hlavné kosti chrbtice, pričom sa " "snažte použiť jednu kosť pre pevné oblasti a dve pre ohybné. Okrem hlavnej " "chrbtice je trup vybavený ďalšími kosťami panvy (na protiklad k ohýbaniu " "nôh), dvoma ovládačmi hrudníka a dvoma ramennými kosťami." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:119 msgid "" "Even if the pelvis bones will not appear in the final rig as controls, they " "will contribute to deformation." msgstr "" "Aj keď sa panvové kosti neobjavia v konečnej zostave ako ovládače, budú " "prispievať k deformácii." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:124 msgid "Torso Bones Positioning." msgstr "Umiestnenie kostí trupu." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:126 msgid "Bone Placement" msgstr "Umiestnenie kostí" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:128 msgid "" "Try to keep the spine as centered as possible inside the mesh bounding " "volume, just apply a slight offset toward the back. In a similar way, " "consider the shoulder bones as general deformers; placing it too forward -- " "where the collar bone should be -- could cause undesired deformations." msgstr "" "Snažte sa udržať chrbticu čo najviac vnútri ohraničeného objemu povrchovej " "siete, len ju mierne posuňte smerom dozadu. Podobne považujte ramenné kosti " "za všeobecné deformátory; ich umiestnenie príliš dopredu -- tam, kde by mala " "byť kľúčna kosť -- by mohlo spôsobiť nežiadúce deformácie." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:134 msgid "Limbs Bones" msgstr "Kosti končatín" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:136 msgid "" "While placing the arm bones try to start having a straight line that goes " "from the shoulder to the hand in both front and top view. After this is done " "just add a slight bend to the elbow. This can be easily done by going in the " "top view, entering armature Edit Mode and sliding the bone junction between " "forearm and upper_arm slightly toward the world's Y axis." msgstr "" "Pri umiestňovaní kostí ruky sa snažte o rovnú líniu, ktorá vedie od ramena k " "ruke v prednom aj hornom pohľade. Potom už len pridajte mierne ohnutie " "lakťa. To sa dá ľahko urobiť tak, že prejdete do horného pohľadu, vstúpite " "do režimu editácie armatúry a posuniete spojnicu kostí medzi predlaktím a " "ramenom mierne smerom k svetovej osi Y." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:144 msgid "Arm Bones Positioning." msgstr "Polohovanie kostí ruky." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:146 msgid "" "For the leg you can follow a similar process. Start by aligning the leg " "bones creating a straight line from the hips to the ankle, then place the " "foot and the toe accordingly. Remember to add a slight bend to the knee. " "This can be easily done by going in the side view, entering armature Edit " "Mode and sliding the bone junction between thigh and shin slightly toward " "the world's Y axis." msgstr "" "V prípade nohy môžete postupovať podobne. Začnite vyrovnaním kostí nohy a " "vytvorte rovnú líniu od bokov po členok, potom podľa toho umiestnite " "chodidlo a špičku. Nezabudnite pridať mierne ohnutie kolena. To môžete ľahko " "urobiť tak, že prejdete do bočného pohľadu, vstúpite do režimu editácie " "armatúry a posuniete spojnicu kostí medzi stehnom a lýtkom mierne smerom k " "svetovej osi Y." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:154 msgid "Leg Bones Positioning." msgstr "Polohovanie kostí nôh." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:156 msgid "" "Finally align the heel bone by going in the front view and placing the head " "and tail to fill the foot size from side to side. Then, in the side view, " "align the bone at the point where the heel just touches the ground floor." msgstr "" "Nakoniec zarovnajte pätovú kosť tak, že pri pohľade spredu umiestnite hlavu " "a chvost tak, aby vyplnili veľkosť chodidla zo strany na stranu. Potom v " "bočnom pohľade zarovnajte kosť v mieste, kde sa päta práve dotýka podlahy." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:162 msgid "" "From version 0.5 and above there is no more need of manual bone rolls " "alignment. The generate function will take care of that for you by " "evaluating it from bend axis; just insert a slight bend in your limb and " "it's done! If you need more control on the orientation, follow the " "guidelines described in Advanced Usage." msgstr "" "Od verzie 0.5 a vyššej už nie je potrebné ručné zarovnávanie valčekov kostí. " "Funkcia generovania sa o to postará za vás vyhodnotením z osi ohybu; stačí " "vložiť mierny ohyb do končatiny a je to! Ak potrebujete väčšiu kontrolu nad " "orientáciou, postupujte podľa pokynov opísaných v časti Pokročilé použitie." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:169 msgid "Fingers Bones" msgstr "Kosti prstov" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:171 msgid "Start by placing, finger by finger, all the knuckles in place." msgstr "Začnite tým, že prst po prste umiestnite všetky kĺby na miesto." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:173 msgid "Fingers Placement" msgstr "Umiestnenie prstov" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:175 msgid "" "An easy and effective method to do this operation is to select on the mesh " "the corresponding edge loop in Edit Mode and use the *Cursor to Selection* " "snap. Then you can snap the bone to the corresponding loop using the " "*Selection to Cursor* snap." msgstr "" "Jednoduchou a efektívnou metódou na vykonanie tejto operácie je vybrať na " "povrchovej sieti príslušnú slučku hrán v režime editácie a použiť príkaz " "*Kurzor na výber*. Potom môžete prichytiť kosť k príslušnej slučke použitím " "prichytenia *Výber na kurzor*." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:182 msgid "Knuckles Edge Loops and Cursor Snapping." msgstr "Slučka hrán kĺbu a Prichytenie kurzora." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:184 msgid "" "Finalize the positioning by taking care of bone rolls (the X axis is set as " "bend axis)." msgstr "" "Ukončite polohovanie tak, že sa postaráte o kývanie kostí (os X je nastavená " "ako os ohybu)." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:186 #: ../../manual/animation/armatures/bones/editing/bone_roll.rst:5 msgid "Bone Roll" msgstr "Kývanie kostí" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:188 msgid "" "Finger axis alignment can be easily be made consistent by selecting all the " "finger bones and recalculating the bone rolls :menuselection:`Recalculate " "Roll --> Global -Z Axis`." msgstr "" "Zarovnanie osí prstov sa dá ľahko zjednotiť výberom všetkých kostí prstov a " "prepočítaním kývania kostí :menuselection:`Prepočítať kývanie --> Globálna " "os -Z`." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:191 msgid "" "Thumb may require more tweaking depending on your character's mesh topology, " "usually :menuselection:`Recalculate Roll --> Global +Y Axis` is a good " "starting point." msgstr "" "Palec môže vyžadovať viac úprav v závislosti od topológie povrchovej siete " "vašej postavy, zvyčajne je :menuselection:`Prepočítať kývanie --> Globálna " "os +Y` dobrým východiskovým bodom." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:194 msgid "" "Once your bone rolls are consistent, try generating the rig and scaling the " "finger master controls. This should cause the fingers to curl. If they are " "rotating on the wrong axis, change the Bend Rotation Axis parameter on the " "first finger's parameters under Rigify Type." msgstr "" "Keď je vaše kývanie kostí konzistentné, skúste vygenerovať výbavu a meniť " "mierku hlavného ovládania prstov. To by malo spôsobiť rotáciu prstov. Ak sa " "otáčajú na nesprávnej osi, zmeňte parameter Osi ohybu v parametroch prvého " "prsta v časti typ Rigify." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:201 msgid "Fingers Bend Axis." msgstr "Os ohybu prstov." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:203 msgid "When the fingers are in place proceed placing the palm bones." msgstr "Keď sú prsty na svojom mieste, pokračujte v umiestňovaní kostí dlane." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:208 msgid "Palm Alignment." msgstr "Vyrovnanie dlane." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:210 msgid "Palm Placement" msgstr "Umiestnenie dlane" #: ../../manual/addons/rigging/rigify/bone_positioning.rst:212 msgid "" "Try to keep palm bones' heads at a little distance between each other. This " "distance is required for Rigify to define the palm controls hierarchy. Palm " "axis alignment can be easily done by selecting all the palm bones and " "recalculating the bone rolls :menuselection:`Recalculate Roll --> Global -Z " "Axis`." msgstr "" "Snažte sa, aby hlavy dlaňových kostí boli od seba v malej vzdialenosti. Táto " "vzdialenosť je potrebná na to, aby Rigify definoval hierarchiu ovládačov " "dlane. Zarovnanie osí dlane sa dá ľahko vykonať výberom všetkých kostí dlane " "a prepočítaním výkyvu kostí :menuselection:`Prepočítať kývanie --> Globálna " "os -Z`." #: ../../manual/addons/rigging/rigify/bone_positioning.rst:219 msgid "" "For more detailed information on bones and rolls refer to the :doc:`Bone " "Structure ` and :ref:`armature-bone-" "roll`." msgstr "" "Podrobnejšie informácie o kostiach a kývaní nájdete v časti :doc:`Štruktúra " "kostí ` a :ref:`armature-bone-roll`." #: ../../manual/addons/rigging/rigify/feature_sets.rst:4 msgid "Feature Sets" msgstr "Sústavy funkcií" #: ../../manual/addons/rigging/rigify/feature_sets.rst:6 msgid "" "Rigify allows third party developers to implement sub-add-ons, called " "*Feature Sets*, which can provide new :doc:`Meta-Rigs ` and :doc:`Rig Types `. Similar to regular add-ons, they can be installed from zip-files " "through Rigify settings." msgstr "" "Rigify umožňuje vývojárom tretích strán implementovať čiastkové doplnky, " "nazývané *Sústavy funkcií*, ktoré môžu poskytovať nové :doc:`meta-výbavy ` a :doc:`typy výbav `. Podobne ako bežné doplnky sa dajú nainštalovať zo súborov " "zip prostredníctvom nastavení Rigify." #: ../../manual/addons/rigging/rigify/feature_sets.rst:11 msgid "" "These are some examples of *Feature Sets* currently provided by past and " "current Rigify developers:" msgstr "" "Toto sú niektoré príklady *Sústav funkcií*, ktoré v súčasnosti poskytujú " "minulí a súčasní vývojári Rigify:" #: ../../manual/addons/rigging/rigify/feature_sets.rst:16 msgid "" "`Cessen's Rigify Extensions `__" msgstr "" "`Cessen's Rigify Extensions `__ " "(Cessenovo rozšírenie Rigify)" #: ../../manual/addons/rigging/rigify/feature_sets.rst:14 msgid "" "This feature set provides the original Rigify rigs by Nathan Vegdahl, " "minimally ported and repackaged to work without switching Rigify to legacy " "mode. Note that their names were changed, so meta-rigs designed for legacy " "mode aren't directly compatible." msgstr "" "Táto sústava funkcií poskytuje pôvodné platformy Rigify od Nathana Vegdahla, " "ktoré sú minimálne portované a prebalené tak, aby fungovali bez prepínania " "Rigify do staršieho režimu. Všimnite si, že ich názvy boli zmenené, takže " "meta-výbavy určené pre režim dedenia nie sú priamo kompatibilné." #: ../../manual/addons/rigging/rigify/feature_sets.rst:20 msgid "" "`Experimental Rigs by Alexander Gavrilov `__" msgstr "" "`Experimental Rigs by Alexander Gavrilov `__ (Experimentálne výbavy od Alexandra Gavrilova)" #: ../../manual/addons/rigging/rigify/feature_sets.rst:19 msgid "" "Rig experiments, some of which might be included in Rigify in the future. " "Examples include limbs with an extra IK system based at knee/elbow, a spline " "based tentacle, and more." msgstr "" "Experimenty s výbavou, z ktorých niektoré môžu byť v budúcnosti zahrnuté do " "Rigify. Medzi príklady patria končatiny s dodatočným IK systémom založeným " "na kolene/lakti, chápadlo založené na drážke a ďalšie." #: ../../manual/addons/rigging/rigify/feature_sets.rst:24 msgid "`Cloud Rig `__" msgstr "`Výbava mračna `__" #: ../../manual/addons/rigging/rigify/feature_sets.rst:23 msgid "" "This major conversion feature set by Demeter Dzadik implements the rig used " "by the Blender Animation Studio using the Rigify framework." msgstr "" "Tento hlavný súbor funkcií konverzie od Demetera Dzadika implementuje výbavu " "používanú v štúdiu Blender Animation Studio pomocou rámca Rigify." #: ../../manual/addons/rigging/rigify/feature_sets.rst:26 msgid "" "You can install these packages by clicking :menuselection:`Clone --> " "Download ZIP`, and then install the downloaded file through Rigify settings." msgstr "" "Tieto balíky môžete nainštalovať kliknutím na :menuselection:`Klon --> " "Stiahnuť ZIP` a potom nainštalovať stiahnutý súbor prostredníctvom nastavení " "Rigify." #: ../../manual/addons/rigging/rigify/feature_sets.rst:29 #: ../../manual/addons/rigging/rigify/index.rst:40 msgid "" "Developer documentation is available on the `Blender Wiki `__." msgstr "" "Dokumentácia pre vývojárov je k dispozícii na `Blender Wiki `__." #: ../../manual/addons/rigging/rigify/index.rst:4 msgid "Rigify" msgstr ":abbr:`Rigify (Vybaviť)`" #: ../../manual/addons/rigging/rigify/index.rst:7 msgid "Basics" msgstr "Základné" #: ../../manual/addons/rigging/rigify/index.rst:19 #: ../../manual/interface/window_system/introduction.rst:29 msgid "Customization" msgstr "Prispôsobenie" #: ../../manual/addons/rigging/rigify/index.rst:47 msgid "Automatic rigging from building-block components." msgstr "Automatická výbava z komponentov stavebných blokov." #: ../../manual/addons/rigging/rigify/index.rst:48 msgid "" ":menuselection:`Properties --> Armature, Bone`, :menuselection:`3D Viewport " "--> Tools panel`, :menuselection:`3D Viewport --> Add menu --> Armature`" msgstr "" ":menuselection:`Vlastnosti --> Armatúra, Kosť`, :menuselection:`3D záber --> " "Panel nástrojov`, :menuselection:`3D záber --> Pridať --> Armatúra`" #: ../../manual/addons/rigging/rigify/index.rst:50 msgid "rigify folder" msgstr "Priečinok rigify" #: ../../manual/addons/rigging/rigify/index.rst:51 msgid "Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov" msgstr "Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov" #: ../../manual/addons/rigging/rigify/introduction.rst:6 msgid "" "Rigify helps automate the creation of character rigs. It is based around a " "building-block approach, where you build complete rigs out of smaller rig " "parts (e.g. arms, legs, spines, fingers...). The rig parts are currently few " "in number, but as more rig parts are added to Rigify it should become more " "and more capable of rigging a large variety of characters and creatures." msgstr "" "Rigify (Vybaviť) pomáha automatizovať vytváranie výbavy postáv. Je založený " "na prístupe stavebných blokov, v ktorom vytvárate kompletnú výbavu z menších " "častí výbavy (napr. ruky, nohy, chrbtice, prsty...). Častí výbavy je v " "súčasnosti málo, ale s pribúdajúcimi časťami výbavy by mal byť Rigify čoraz " "schopnejší vytvárať rôzne tvory a postavy." #: ../../manual/addons/rigging/rigify/introduction.rst:11 msgid "" "Rigify also operates on the principle that once a rig is created, that rig " "should no longer need Rigify. This means you can always distribute rigs " "created with Rigify to people who do not have it and the rigs will still " "function completely." msgstr "" "Rigify tiež funguje na princípe, že po vytvorení platformy by táto platforma " "už nemala potrebovať Rigify. To znamená, že výbavu vytvorenú pomocou Rigify " "môžete vždy distribuovať ľuďom, ktorí ju nemajú a výbava bude stále úplne " "funkčná." #: ../../manual/addons/rigging/rigify/introduction.rst:15 msgid "" "It is important to note that Rigify only automates the creation of the rig " "controls and bones. It does not attach the rig to a mesh, so you still have " "to do skinning etc. yourself." msgstr "" "Je dôležité poznamenať, že Rigify automatizuje iba vytváranie prvkov výbavy " "a kostí. Nepripája výbavu k povrchovej sieti, takže vytvorenie pokožky a iné " "musíte vykonať sami." #: ../../manual/addons/rigging/rigify/introduction.rst:20 msgid "Main Features" msgstr "Hlavné funkcie" #: ../../manual/addons/rigging/rigify/introduction.rst:26 msgid "Modular rigging" msgstr "Modulárna výbava" #: ../../manual/addons/rigging/rigify/introduction.rst:23 msgid "" "Rigify build blocks can be mixed together to rig any character you want. If " "you need to build a character with five arms and one leg, Rigify can handle " "it for you creating all the required complex controls system (FK, IK, and " "all the relative snapping tools and the UI) in few seconds." msgstr "" "Stavebné bloky Rigify môžete kombinovať a vytvoriť tak ľubovoľnú postavu. Ak " "potrebujete vytvoriť postavu s piatimi rukami a jednou nohou, Rigify to " "zvládne za vás a vytvorí za pár sekúnd všetok potrebný komplexný systém " "ovládania (FK, IK a všetky relatívne nástroje prichytenia a užívateľské " "rozhranie)." #: ../../manual/addons/rigging/rigify/introduction.rst:31 msgid "Nondisruptive re-rig" msgstr "Nerušivá opätovná výbava" #: ../../manual/addons/rigging/rigify/introduction.rst:29 msgid "" "If the generated rig doesn't fit all the features you need or, for example, " "you decide to add something more to your character (like a sixth arm or a " "tail), you can re-generate your rig without losing your previously generated " "features and your animation data." msgstr "" "Ak vygenerovaná výbava nezodpovedá všetkým potrebným funkciám alebo sa " "napríklad rozhodnete pridať k postave niečo ďalšie (napríklad šiestu ruku " "alebo chvost), môžete výbavu vygenerovať znova bez toho, aby ste stratili " "predtým vygenerované funkcie a údaje animácie." #: ../../manual/addons/rigging/rigify/introduction.rst:36 msgid "Advanced and flexible feature set for character animation" msgstr "Pokročilá a flexibilná sústava funkcií na animáciu postáv" #: ../../manual/addons/rigging/rigify/introduction.rst:34 msgid "" "The included rig samples (limbs, spines, tails, fingers, faces...) adds to " "all the stretchy FK/IK features a direct deformation secondary layer that " "lets you flex, bend and deform the character as you like through interactive " "Bendy Bones controls." msgstr "" "Priložené snímky výbavy (končatiny, chrbtica, chvosty, prsty, tváre...) " "pridávajú ku všetkým rozťahovacím FK/IK funkciám aj priamu deformačnú " "sekundárnu vrstvu, ktorá vám umožňuje ohýbať, ohýbať a deformovať postavu " "podľa vašich predstáv prostredníctvom interaktívnych ovládačov Kostí ohybu." #: ../../manual/addons/rigging/rigify/introduction.rst:40 msgid "Shareable animation through all Rigify rigs" msgstr "Zdieľateľná animácia prostredníctvom celej výbavy Rigify" #: ../../manual/addons/rigging/rigify/introduction.rst:39 msgid "" "Since the control system is generated by Rigify, if you share a meta-rig " "through different characters you will be able to share data between them " "even if they have different proportions." msgstr "" "Keďže riadiaci systém je vygenerovaný systémom Rigify, ak zdieľate meta-" "výbavu prostredníctvom rôznych postáv, budete môcť medzi nimi zdieľať údaje, " "aj keď majú rôzne proporcie." #: ../../manual/addons/rigging/rigify/introduction.rst:46 msgid "Extendable feature set" msgstr "Rozšíriteľný sústava funkcií" #: ../../manual/addons/rigging/rigify/introduction.rst:43 msgid "" "You can save and encode your meta-rigs to a button to have them available at " "any time without recreating it by hand or share your meta-rigs with other " "people. Through Python scripting you can also extend Rigify with new Rigify-" "types or new rig samples by implementing your own :doc:`feature set " "` package." msgstr "" "Svoje meta-výbavy môžete uložiť a zakódovať do tlačidla, aby ste ich mali " "kedykoľvek k dispozícii bez nutnosti ručného vytvárania, alebo zdieľať svoje " "meta-výbavy s inými ľuďmi. Prostredníctvom skriptovania v jazyku Python " "môžete tiež rozšíriť Rigify o nové typy Rigify alebo nové vzorky výbavy " "implementovaním vlastného balíka :doc:`sústavy funkcií `." #: ../../manual/addons/rigging/rigify/introduction.rst:50 msgid "Ready to go" msgstr "Pripravené na použitie" #: ../../manual/addons/rigging/rigify/introduction.rst:49 msgid "" "Once you generate your rig you won't need Rigify or any other add-on to use " "it." msgstr "" "Po vygenerovaní výbavy nebudete na jej používanie potrebovať Rigify ani " "žiadny iný doplnok." #: ../../manual/addons/rigging/rigify/introduction.rst:56 msgid "Click Rigging then Rigify to enable the script." msgstr "Skript povolíte kliknutím na :menuselection:`Výbava --> Rigify`." #: ../../manual/addons/rigging/rigify/metarigs.rst:4 msgid "Creating Meta-rigs" msgstr "Vytváranie meta-výbavy" #: ../../manual/addons/rigging/rigify/metarigs.rst:6 msgid "Add a single bone from the :menuselection:`Add --> Armature` menu." msgstr "Pridanie jednej kosti z ponuky :menuselection:`Pridať --> Armatúra`." #: ../../manual/addons/rigging/rigify/metarigs.rst:7 msgid "" "Go in armature Edit Mode and build the meta rig by samples or Rigify-types." msgstr "" "Prejdite do režimu editácie armatúry a vytvorte meta-výbavu pomocou snímok " "alebo typov Rigify." #: ../../manual/addons/rigging/rigify/metarigs.rst:8 msgid "Define Rigify layers, bone grouping and selection sets." msgstr "Definujte vrstvy Rigify, sústavy zoskupenia kostí a výberu." #: ../../manual/addons/rigging/rigify/metarigs.rst:9 msgid "" "In the armature properties click on the *Generate* button to generate the " "rig." msgstr "" "Vo vlastnostiach armatúry kliknite na tlačidlo *Vygenerovať*, čím výbavu " "vygenerujete." #: ../../manual/addons/rigging/rigify/metarigs.rst:13 msgid "How Rigify Works" msgstr "Ako funguje Rigify" #: ../../manual/addons/rigging/rigify/metarigs.rst:18 msgid "Rigify Meta-Rigs are split in multiple Sub-Rigs" msgstr "Meta-výbavy Rigify sú rozdelené do viacerých čiastkových výbav" #: ../../manual/addons/rigging/rigify/metarigs.rst:16 msgid "" "A meta-rig is an assembly of bone chains. A bone chain is identified by the " "*Connected* attribute. Bone chains can be further connected together by " "parenting them without using the *Connected* attribute (i.e. using the *Keep " "Offset* option while parenting)." msgstr "" "Meta-výbava je zostava reťazí kostí. Reťaz kostí je identifikovaný atribútom " "*Pripojené*. Reťaze kostí je možné ďalej spájať nadväzovaním bez použitia " "atribútu *Pripojené* (t. j. použitím možnosti *Zachovať posuv* pri " "nadväzovaní)." #: ../../manual/addons/rigging/rigify/metarigs.rst:27 msgid "A custom attribute is set on the first bone of the sub-rig chain" msgstr "Vlastný atribút je nastavený na prvej kosti reťaze čiastkovej výbavy" #: ../../manual/addons/rigging/rigify/metarigs.rst:21 msgid "" "Each first bone of a bone chain has a custom attribute on it which is a " "Rigify custom property that identifies the sub-rig type. At rig generation " "time Rigify will determine which controls and deform bones will be created " "processing the meta-rig from the first bone to the last of each chain." msgstr "" "Každá prvá kosť reťaze kostí má vlastný atribút, ktorý je užívateľskou " "vlastnosťou Rigify, ktorá identifikuje typ čiastkovej výbavy. V čase " "generovania výbavy Rigify určí, ktoré ovládacie a deformačné kosti budú " "vytvorené pri spracovaní meta-výbavy od prvej kosti po poslednú z každej " "reťaze." #: ../../manual/addons/rigging/rigify/metarigs.rst:27 #: ../../manual/addons/rigging/rigify/metarigs.rst:36 msgid "Human meta-rig split by samples." msgstr "Meta-výbava človeka rozdelená podľa vzoriek." #: ../../manual/addons/rigging/rigify/metarigs.rst:36 msgid "New meta-rigs are created assembling sub-rigs samples" msgstr "Nové meta-výbavy sa vytvárajú zostavením vzoriek čiastkových výbav" #: ../../manual/addons/rigging/rigify/metarigs.rst:30 msgid "" "Since a meta-rig is just a collection of sub-rigs, new meta-rigs can be " "built assembling sub-rigs in different ways. This way an infinite number of " "meta-rigs can be built from the same rigging blocks." msgstr "" "Keďže meta-výbavy je len súbor čiastkových súprav, nové meta-výbavy možno " "vytvárať zostavovaním čiastkovými výbavymi rôznymi spôsobmi. Týmto spôsobom " "možno z rovnakých blokov výbavy zostaviť nekonečný počet meta-výbav." #: ../../manual/addons/rigging/rigify/metarigs.rst:43 msgid "" "All the mechanics, deformation bones and widget are created on a single click" msgstr "" "Všetky mechaniky, deformačné kosti a miniaplikácie sa vytvárajú jediným " "kliknutím" #: ../../manual/addons/rigging/rigify/metarigs.rst:39 msgid "" "The meta-rig contains more information than the visualized bones. In fact at " "generation time Rigify will identify each sub-rig type and depending on the " "selected options will create all the sophisticated controls, switches, and " "deforming bones with a single click." msgstr "" "Meta-výbavy obsahuje viac informácií ako vizualizované kosti. Rigify totiž v " "čase generovania identifikuje každý typ čiastkovej výbavy a v závislosti od " "zvolených možností vytvorí všetky sofistikované ovládače, prepínače a " "deformujúce kosti jediným kliknutím." #: ../../manual/addons/rigging/rigify/metarigs.rst:46 msgid "Creating a new Meta-rig" msgstr "Vytvorenie novej meta-výbavy" #: ../../manual/addons/rigging/rigify/metarigs.rst:49 msgid "Add a new Armature Object" msgstr "Pridať nový objekt Armatúra" #: ../../manual/addons/rigging/rigify/metarigs.rst:54 msgid ":menuselection:`Add --> Armature --> Single Bone`" msgstr ":menuselection:`Pridať --> Armatúra --> Jednotlivá kosť`" #: ../../manual/addons/rigging/rigify/metarigs.rst:57 msgid "" "Building your own meta-rig from scratch requires an armature object to work " "with. Just add a single bone from the *Add* menu." msgstr "" "Vytvorenie vlastnej meta-výbavy od začiatku si vyžaduje objekt armatúry, s " "ktorým môžete pracovať. Stačí pridať jedinú kosť z ponuky *Pridať*." #: ../../manual/addons/rigging/rigify/metarigs.rst:62 msgid "" "At this stage naming the newly added armature \"meta-rig\" is a good idea. " "You can do it at any time (or not at all) but it's suggested to do it before " "going on so it will always be clear on which armature you have to work when " "editing the meta-rig structure." msgstr "" "V tejto fáze je dobré pomenovať novo pridanú armatúru \"meta-výbavy\". " "Môžete to urobiť kedykoľvek (alebo vôbec), ale odporúča sa to urobiť pred " "pokračovaním, aby bolo vždy jasné, na ktorej armatúre máte pracovať pri " "úprave štruktúry meta-výbavy." #: ../../manual/addons/rigging/rigify/metarigs.rst:68 msgid "Editing the Armature" msgstr "Úprava armatúry" #: ../../manual/addons/rigging/rigify/metarigs.rst:70 msgid "" "Now that there is an armature object to work -- with the armature selected " "-- enter armature Edit Mode. Building a meta-rig from scratch in Edit Mode " "can be done in two ways:" msgstr "" "Teraz, keď je k dispozícii objekt armatúry, s ktorým môžete pracovať -- s " "vybranou armatúrou -- vstúpte do režimu editácie armatúry. Vytvorenie " "armatúry od začiatku v režime editácie je možné vykonať dvoma spôsobmi:" #: ../../manual/addons/rigging/rigify/metarigs.rst:73 msgid "Adding rig samples." msgstr "Pridanie vzoriek výbavy." #: ../../manual/addons/rigging/rigify/metarigs.rst:74 msgid "Creating bone chains." msgstr "Vytvorenie reťaze kostí." #: ../../manual/addons/rigging/rigify/metarigs.rst:78 msgid "Adding Samples (Basic)" msgstr "Pridávanie vzoriek (základné)" #: ../../manual/addons/rigging/rigify/metarigs.rst:80 msgid "" "Adding samples in Edit Mode is a good way to start building a meta-rig. This " "way you can become familiar with the available building blocks and how they " "are meant to be used. To add a rig sample:" msgstr "" "Pridávanie vzoriek v režime editácie je dobrým spôsobom, ako začať vytvárať " "meta-výbavu. Takto sa môžete oboznámiť s dostupnými stavebnými prvkami a s " "tým, ako sa majú používať. Pridanie vzorky výbavy:" #: ../../manual/addons/rigging/rigify/metarigs.rst:84 msgid "Go in the armature tab." msgstr "Prejdite na kartu armatúry." #: ../../manual/addons/rigging/rigify/metarigs.rst:85 msgid "Scroll down to Rigify panel." msgstr "Prejdite nadol na panel Rigify." #: ../../manual/addons/rigging/rigify/metarigs.rst:86 msgid "Select a sample from the list." msgstr "Vyberte vzorku zo zoznamu." #: ../../manual/addons/rigging/rigify/metarigs.rst:87 msgid "Click on the *Add sample* button." msgstr "Kliknite na tlačidlo *Pridať vzorku*." #: ../../manual/addons/rigging/rigify/metarigs.rst:88 msgid "Edit the bone positions to match your character." msgstr "Upravte pozície kostí tak, aby zodpovedali vašej postave." #: ../../manual/addons/rigging/rigify/metarigs.rst:90 msgid "" "For the list of available samples, see the :doc:`Rig Types ` page." msgstr "" "Zoznam dostupných vzoriek nájdete na stránke :doc:`Rig Types ` (Typy výbavy)." #: ../../manual/addons/rigging/rigify/metarigs.rst:94 msgid "Using Rig Types (Advanced)" msgstr "Používanie typov výbavy (pokročilé)" #: ../../manual/addons/rigging/rigify/metarigs.rst:96 msgid "Create your bone chains in Edit Mode." msgstr "V režime editácie vytvorte reťaze kostí." #: ../../manual/addons/rigging/rigify/metarigs.rst:97 msgid "" "Assign the correct rig type to the first bone of each chain in Pose Mode." msgstr "Priraďte správny typ výbavy prvej kosti každej reťaze v režime pózy." #: ../../manual/addons/rigging/rigify/metarigs.rst:101 msgid "" "Each sub rig has a required number of bones as input. If you are unsure on " "how to use rig-types properties, add a rig sample to your armature to see " "how it is supposed to be used." msgstr "" "Každá podskupina má ako vstupný údaj požadovaný počet kostí. Ak si nie ste " "istí, ako používať vlastnosti typu výbavy, pridajte k armatúre vzorku " "výbavy, aby ste videli, ako sa má používať." #: ../../manual/addons/rigging/rigify/metarigs.rst:114 msgid "Custom Root Bone" msgstr "Vlastná koreňová kosť" #: ../../manual/addons/rigging/rigify/metarigs.rst:116 msgid "" "If the meta-rig contains a bone called \"root\", it is used as the root " "control bone instead of creating a new one. This allows changing the rest " "position of the root bone, assigning a custom widget, or adding custom " "properties to the bone." msgstr "" "Ak meta-výbava obsahuje kosť s názvom \"koreňová\", použije sa ako koreňová " "riadiaca kosť namiesto vytvorenia novej. To umožňuje zmeniť pokojovú polohu " "koreňovej kosti, priradiť jej vlastnú miniaplikáciu alebo pridať vlastné " "vlastnosti." #: ../../manual/addons/rigging/rigify/metarigs.rst:120 msgid "" "The custom root bone must have no parent, and use the :ref:`basic.raw_copy " "` sub-rig type or none." msgstr "" "Vlastná koreňová kosť nesmie mať žiadneho rodiča a musí používať typ pod-" "výbavy :ref:`basic.raw_copy ` alebo žiadny." #: ../../manual/addons/rigging/rigify/metarigs.rst:125 msgid "Layers, Bone Groups & Selection Sets" msgstr "Sústavy vrstiev, skupiny kostí a výberov" #: ../../manual/addons/rigging/rigify/metarigs.rst:127 msgid "" ":ref:`Armature Layers ` are usually used to " "isolate bones. Rigify can take advantage of armature layer to generate extra " "features and the user interface for the final rig. Rigify layers are " "displayed in a vertical layout inside their own separate panel named Rigify " "Layer Names." msgstr "" ":ref:`Vrstvy armatúry ` sa zvyčajne používajú na " "izoláciu kostí. Rigify môže využiť vrstvu armatúry na generovanie ďalších " "funkcií a užívateľského rozhrania pre fimálnu výbavu. Vrstvy Rigify sa " "zobrazujú vo vertikálnom rozložení vnútri vlastného samostatného panela s " "názvom Názvy vrstiev Rigify." #: ../../manual/addons/rigging/rigify/metarigs.rst:131 msgid "The first column shows the layer number." msgstr "V prvom stĺpci je uvedené číslo vrstvy." #: ../../manual/addons/rigging/rigify/metarigs.rst:132 msgid "The second column is a display toggle." msgstr "Druhý stĺpec je prepínač zobrazenia." #: ../../manual/addons/rigging/rigify/metarigs.rst:134 msgid "" "This toggle controls the armature layer visibility. It has the same effect " "of enabling/disabling the layer visibility from the top armature layers " "menu. It is just redrawn here for a simplicity." msgstr "" "Tento prepínač ovláda viditeľnosť vrstvy armatúry. Má rovnaký účinok ako " "zapnutie/vypnutie viditeľnosti vrstvy z hornej ponuky vrstiev armatúry. Pre " "zjednodušenie je tu len prekreslený." #: ../../manual/addons/rigging/rigify/metarigs.rst:138 msgid "" "The third column sets a specific layer name to be used to build the rig UI " "of the final rig. If set, a button with the specified name will be created " "in the ``rig_ui_template`` to control the visibility of this specific " "armature layer. If layer contains at least one bone but its name field is " "empty, a button with no name will be created in the rig UI." msgstr "" "V treťom stĺpci sa nastaví konkrétny názov vrstvy, ktorý sa použije na " "vytvorenie užívateľského rozhrania konečnej platformy. Ak je nastavený, v " "``rig_ui_template`` vytvorí sa tlačidlo so zadaným názvom na ovládanie " "viditeľnosti tejto konkrétnej vrstvy armatúry. Ak vrstva obsahuje aspoň " "jednu kosť, ale pole s jej názvom je prázdne, v užívateľskom rozhraní výbavy " "sa vytvorí tlačidlo bez názvu." #: ../../manual/addons/rigging/rigify/metarigs.rst:143 msgid "" "The fourth column defines in which UI row the layer button will be created." msgstr "" "Štvrtý stĺpec určuje, v ktorom riadku užívateľského rozhrania bude vytvorené " "tlačidlo vrstvy." #: ../../manual/addons/rigging/rigify/metarigs.rst:145 msgid "" "This numbers define the layer ordering in the UI and will ignore the " "effective layer number. If two layer have the same row number their UI " "buttons will be created in the same row." msgstr "" "Tieto čísla určujú poradie vrstiev v užívateľskom rozhraní a ignorujú " "efektívne číslo vrstvy. Ak majú dve vrstvy rovnaké číslo riadku, ich " "tlačidlá užívateľského rozhrania budú vytvorené v rovnakom riadku." #: ../../manual/addons/rigging/rigify/metarigs.rst:148 msgid "The fifth column is a toggle for the selection set." msgstr "Piaty stĺpec je prepínač pre sústavu výberu." #: ../../manual/addons/rigging/rigify/metarigs.rst:150 msgid "" "If checked a selection set with that name will be created and associated to " "the final rig." msgstr "" "Ak je zaškrtnutý, vytvorí sa sústava výberu s týmto názvom a priradí sa ku " "konečnej výbave." #: ../../manual/addons/rigging/rigify/metarigs.rst:152 msgid "The sixth column defines the Rigify Bone Grouping." msgstr "Šiesty stĺpec definuje Skupiny kostí Rigify." #: ../../manual/addons/rigging/rigify/metarigs.rst:154 msgid "" "If Rigify Bone Groups are set, the user can make the association between the " "bones on the layer and the specified bone group from the list. The controls " "on the final rig will inherit the bone grouping through this value." msgstr "" "Ak je nastavená možnosť Skupiny kostí Rigify, užívateľ môže vytvoriť " "asociáciu medzi kosťami vo vrstve a zadanou skupinou kostí zo zoznamu. " "Ovládacie prvky na konečnej výbave zdedia zoskupenie kostí prostredníctvom " "tejto hodnoty." #: ../../manual/addons/rigging/rigify/metarigs.rst:158 msgid "" "The seventh column displays -- if set -- the associated bone group name." msgstr "" "V siedmom stĺpci sa zobrazuje - ak je nastavený - názov súvisiacej skupiny " "kostí." #: ../../manual/addons/rigging/rigify/metarigs.rst:160 msgid "" "In order to use the Bone Groups in the *Rigify Layer Names* fields, *Rigify " "Bone Groups* must be set through the specific panel. Usually this panel is " "displayed just above Rigify Layer Names panel." msgstr "" "Aby bolo možné používať skupiny kostí v poliach *Názvy vrstiev Rigify*, je " "potrebné nastaviť *Skupiny kostí Rigify* prostredníctvom špecifického " "panela. Zvyčajne sa tento panel zobrazuje hneď nad panelom Názvy vrstiev " "Rigify." #: ../../manual/addons/rigging/rigify/metarigs.rst:164 msgid "" "Rigify Bone Groups are used to define bone colors on the final rig. The top " "two rows of the Rigify Bone Groups panel are used to define the bone colors " "general behavior. Usually color themes use a gradient of colors to define " "the different bone states: default, selected and active. When multiple color " "themes are used in the same rig, identifying which bone is selected or " "active can be tricky since each color will have its corresponding state." msgstr "" "Skupiny kostí Rigify sa používajú na definovanie farieb kostí na finálnej " "výbave. Horné dva riadky panela Skupiny kostí Rigify sa používajú na " "definovanie všeobecného správania farieb kostí. Zvyčajne farebné témy " "používajú stupňovitosť farieb na definovanie rôznych stavov kostí: " "predvolený, vybraný a aktívny. Keď sa v tej istej výbave používa viacero " "farebných motívov, identifikácia toho, ktorá kosť je vybraná alebo aktívna, " "môže byť zložitá, pretože každá farba bude mať svoj zodpovedajúci stav." #: ../../manual/addons/rigging/rigify/metarigs.rst:170 msgid "" "To override this behavior Rigify Bone Groups unifies the active and selected " "states with the same color. This is defined by two values:" msgstr "" "Ak chcete toto správanie potlačiť, Skupiny kostí Rigify zjednotí aktívny a " "vybraný stav rovnakou farbou. Tá je definovaná dvoma hodnotami:" #: ../../manual/addons/rigging/rigify/metarigs.rst:176 msgid "Unified Selected/Active Colors" msgstr "Zjednotené farby Vybrané/Aktívne" #: ../../manual/addons/rigging/rigify/metarigs.rst:174 msgid "" "When this option is active adding a bone group in the list will always keep " "the colors consistent. When a color scheme is added as from a theme, the " "color scheme is loaded as is. Click on the *Apply* button to force the " "system to unify selected and active colors." msgstr "" "Keď je táto možnosť aktívna, pridaním skupiny kostí v zozname sa farby vždy " "zachovajú. Keď je farebná schéma pridaná ako z témy, farebná schéma sa " "načíta tak, ako je. Kliknutím na tlačidlo *Použiť* prinútite systém " "zjednotiť vybrané a aktívne farby." #: ../../manual/addons/rigging/rigify/metarigs.rst:183 msgid "Selected/Active Colors" msgstr "Farby Vybrané/Aktívne" #: ../../manual/addons/rigging/rigify/metarigs.rst:179 msgid "" "This two color fields define respectively *Selected* and *Active* colors. By " "default Rigify reads this colors from the theme defined by the user in the " "Blender preferences. This way the *Selected*/*Active* colors can always have " "a predictable and consistent behavior in the UI. The colors can be " "customized by clicking on the relative color field. To reset them to the " "Blender current theme value just click on the button with the update icon." msgstr "" "Tieto dve farebné polia definujú farby *Vybrané* a *Aktívne*. Predvolene " "Rigify číta tieto farby z témy definovanej užívateľom v nastaveniach " "Blenderu. Týmto spôsobom môžu mať farby *Vybrané*/*Aktívne* vždy " "predvídateľné a konzistentné správanie v užívateľskom rozhraní. Farby je " "možné prispôsobiť kliknutím na pole relatívnej farby. Ak ich chcete obnoviť " "na aktuálnu hodnotu témy Blenderu, stačí kliknúť na tlačidlo s ikonou " "aktualizácie." #: ../../manual/addons/rigging/rigify/metarigs.rst:185 msgid "" "Bone Groups can be added and deleted as done in the general Bone Group panel " "by clicking on the ``+`` or ``-`` buttons. All Bone Groups can be deleted at " "once by clicking on the Specials menu." msgstr "" "Skupiny kostí môžete pridávať a odstraňovať rovnako ako na všeobecnom paneli " "Skupiny kostí kliknutím na tlačidlá ``+``` alebo ``-```. Všetky Skupiny " "kostí je možné naraz odstrániť kliknutím na ponuku Špeciálne." #: ../../manual/addons/rigging/rigify/metarigs.rst:189 msgid "" "To add the predefined Rigify Default Bone Groups list click on *Add " "Standard* button." msgstr "" "Ak chcete pridať preddefinované Pôvodné skupiny kostí Rigify, kliknite na " "tlačidlo *Pridať štandard*." #: ../../manual/addons/rigging/rigify/metarigs.rst:191 msgid "" "To add a specific theme with its own color scheme, select it from the list " "and click on the *Add From Theme* button." msgstr "" "Ak chcete pridať konkrétnu tému s vlastnou farebnou schémou, vyberte ju zo " "zoznamu a kliknite na tlačidlo *Pridať z témy*." #: ../../manual/addons/rigging/rigify/rig_features.rst:4 msgid "Generated Rig Features" msgstr "Funkcie vygenerovanej výbavy" #: ../../manual/addons/rigging/rigify/rig_features.rst:6 msgid "" "After human rig generation a new armature named ``rig`` will be added to " "your scene. This is the character rig you have generated from the human meta-" "rig and will contain all the features." msgstr "" "Po vygenerovaní ľudskej výbavy sa do scény pridá nová armatúra s názvom " "``rig``. Je to výbava postavy, ktorú ste vygenerovali z ľudskej meta-výbavy " "a bude obsahovať všetky funkcie." #: ../../manual/addons/rigging/rigify/rig_features.rst:10 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:4 msgid "Limbs" msgstr "Končatiny" #: ../../manual/addons/rigging/rigify/rig_features.rst:12 msgid "" "Each limb will have a gear widget at its base. This is the utility bone that " "contains all the sub-rig properties. The rig features will be displayed " "anyway when the affected bone is selected but if you are looking in the " "Graph editor for those properties' animated values, this is most likely the " "bone to look at." msgstr "" "Každá končatina bude mať na svojej základni miniaplikáciu prevodu. Ide o " "úžitkovú kosť, ktorá obsahuje všetky vlastnosti čiastkového prevodu. " "Vlastnosti výbavy sa aj tak zobrazia, keď je vybratá dotknutá kosť, ale ak " "hľadáte v Editore grafov animované hodnoty týchto vlastností, s najväčšou " "pravdepodobnosťou sa pozriete práve na túto kosť." #: ../../manual/addons/rigging/rigify/rig_features.rst:17 msgid "" "Depending on the user defined meta-rig options, multiple deform bone " "segments will be created. Each bone can be controlled by tweak controls " "placed at the respective bone's head/tail. Tweaks are subordinate to the " "general IK or FK limb position but can be moved apart, twisted and scaled " "freely, even reaching virtually impossible limb shapes." msgstr "" "V závislosti od užívateľom definovaných možností meta-výbavy sa vytvorí " "viacero segmentov deformovaných kostí. Každú kosť možno ovládať ovládacími " "prvkami výkrutov umiestnených na hlave/chvoste príslušnej kosti. Výkruty sú " "podriadené všeobecnej IK alebo FK polohe končatiny, ale možno ich ľubovoľne " "rozostupovať, krútiť a meniť mierku, dokonca dosiahnuť prakticky nemožné " "tvary končatín." #: ../../manual/addons/rigging/rigify/rig_features.rst:22 msgid "Rigify's limbs have the following controls in the Sidebar panel:" msgstr "Končatiny Rigify majú na Bočnom paneli tieto ovládacie prvky:" #: ../../manual/addons/rigging/rigify/rig_features.rst:29 msgid "FK Limb Follow :guilabel:`Slider`" msgstr "FK sledovanie končatiny :guilabel:`Posúvač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:28 msgid "" "When set to 1 the FK limb will not rotate with the torso and will retain is " "rotation relative to the root bone instead." msgstr "" "Ak je nastavený na hodnotu 1, končatina FK sa nebude otáčať s trupom a " "namiesto toho si zachová rotáciu vzhľadom na koreňovú kosť." #: ../../manual/addons/rigging/rigify/rig_features.rst:32 msgid "IK-FK :guilabel:`Slider`" msgstr "IK-FK :guilabel:`Posúvač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:32 msgid "" "Controls whether the limb follows IK or FK controls, blending between full " "IK at 0 and full FK at 1." msgstr "" "Rozhoduje, či sa končatina riadi podľa IK alebo FK, pričom sa mieša medzi " "plným IK pri 0 a plným FK pri 1." #: ../../manual/addons/rigging/rigify/rig_features.rst:39 msgid "IK<->FK Snapping :guilabel:`Buttons`" msgstr "IK<->FK Prichytenie :guilabel:`Tlačidlá`" #: ../../manual/addons/rigging/rigify/rig_features.rst:35 msgid "To snap one type of controls to another use the appropriate buttons." msgstr "" "Ak chcete prichytiť jeden typ ovládacích prvkov k druhému, použite príslušné " "tlačidlá." #: ../../manual/addons/rigging/rigify/rig_features.rst:37 msgid "" "Each snap direction has buttons to update just the current pose, bake the " "whole animation in the current *Action*, or *Clear* keyframes instead of " "snapping. The buttons dealing with keyframes use options from an additional " "panel to control the range of frames to bake." msgstr "" "Každý smer prichytenia má tlačidlá na aktualizáciu len aktuálnej pózy, " "zapečenie celej animácie v aktuálnej *Akcie* alebo *Zmazať* kľúčové snímky " "namiesto prichytenia. Tlačidlá zaoberajúce sa kľúčovými snímkami používajú " "možnosti z ďalšieho panela na ovládanie rozsahu snímok, ktoré sa majú " "zapiecť." #: ../../manual/addons/rigging/rigify/rig_features.rst:42 msgid "IK Stretch :guilabel:`Slider`" msgstr "IK Napnutie :guilabel:`Posúvač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:42 msgid "" "Blends between the limb stretching freely at 1, or having its maximum length " "constrained at 0." msgstr "" "Prelína sa medzi končatinou, ktorá sa voľne natiahne na 1, alebo končatinou, " "ktorej maximálna dĺžka je obmedzená na 0." #: ../../manual/addons/rigging/rigify/rig_features.rst:51 msgid "Toggle Pole :guilabel:`Switch`" msgstr "Prepnutie pólu :guilabel:`Prepínač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:45 msgid "" "When set to 0 the IK limb will use the rotational pole vector (the arrow at " "the base of the limb). Rotating/translating/scaling the arrow will control " "the IK limb base. When set to 1 the classic pole vector will be displayed " "and used to orient the IK limb. The arrow will continue to handle the scale " "and the location of the IK limb base." msgstr "" "Ak je nastavené na hodnotu 0, IK končatina použije vektor rotačného pólu " "(šípka na základni končatiny). Rotácia/premiestnenie/zmena mierky šípky bude " "ovládať základňu končatiny IK. Keď je nastavené na hodnotu 1, zobrazí sa " "klasický pólový vektor a použije sa na orientáciu končatiny IK. Šípka bude " "naďalej ovládať mierku a polohu základne končatiny IK." #: ../../manual/addons/rigging/rigify/rig_features.rst:50 msgid "" "Similar to IK-FK Snapping, the row includes buttons to convert the current " "pose between types, or bake the whole action." msgstr "" "Podobne ako v prípade IK-FK Prichytenie obsahuje riadok tlačidlá na " "konverziu aktuálnej pózy medzi typmi alebo na zapečenie celej akcie." #: ../../manual/addons/rigging/rigify/rig_features.rst:58 msgid "IK Parent :guilabel:`Switch`" msgstr "IK Rodič :guilabel:`Prepínač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:54 msgid "" "Switches the effective parent of the main IK control, with different integer " "values corresponding to choices from a list." msgstr "" "Prepína účinného rodiča hlavného ovládača IK s rôznymi celočíselnými " "hodnotami zodpovedajúcimi voľbám zo zoznamu." #: ../../manual/addons/rigging/rigify/rig_features.rst:57 msgid "" "The row includes buttons that allow converting the current pose via choosing " "from a menu, or baking the whole action." msgstr "" "Riadok obsahuje tlačidlá, ktoré umožňujú previesť aktuálnu pózu výberom z " "ponuky alebo zapiecť celú akciu." #: ../../manual/addons/rigging/rigify/rig_features.rst:62 msgid "Pole Parent :guilabel:`Switch`" msgstr "Rodič pólu :guilabel:`Prepínač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:61 msgid "Switches the effective parent of the classic IK Pole control." msgstr "Prepína účinného rodiča klasického ovládania pólu IK." #: ../../manual/addons/rigging/rigify/rig_features.rst:65 #: ../../manual/glossary/index.rst:414 msgid "Head" msgstr "Hlava" #: ../../manual/addons/rigging/rigify/rig_features.rst:70 msgid "Neck Follow :guilabel:`Slider`" msgstr "Nasledovanie krku :guilabel:`Posúvač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:68 msgid "" "This slider controls the rotations isolation for the neck bones. When set to " "0 the neck will stay oriented as the Torso (the big box control). When set " "to 1 the neck will be oriented as the Chest (the big circle in the shoulder " "area)." msgstr "" "Tento posúvač ovláda izoláciu rotácií pre kosti krku. Ak je nastavený na " "hodnotu 0, krk zostane orientovaný ako trup (veľký ovládač). Pri nastavení " "na 1 bude krk orientovaný ako hrudník (veľký kruh v oblasti ramien)." #: ../../manual/addons/rigging/rigify/rig_features.rst:76 msgid "Head Follow :guilabel:`Slider`" msgstr "Nasledovanie hlavy :guilabel:`Posúvač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:73 msgid "" "This slider controls the rotations isolation for the head. When set to 0 the " "head will stay oriented as the Torso (the big box control). When set to 1 " "the head will be oriented as the neck." msgstr "" "Tento posúvač ovláda izoláciu rotácie hlavy. Ak je nastavený na 0, hlava " "zostane orientovaná ako trup (veľký ovládač). Pri nastavení na 1 bude hlava " "orientovaná ako krk." #: ../../manual/addons/rigging/rigify/rig_features.rst:79 #: ../../manual/addons/rigging/rigify/rig_types/face.rst:4 #: ../../manual/addons/uv/magic_uv.rst:0 ../../manual/editors/spreadsheet.rst:0 #: ../../manual/editors/uv/selecting.rst:0 ../../manual/glossary/index.rst:326 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:136 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:156 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:167 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:171 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:175 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:192 #: ../../manual/modeling/geometry_nodes/geometry/read/normal.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:0 #: ../../manual/modeling/meshes/selecting/introduction.rst:44 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:51 #: ../../manual/physics/soft_body/settings/edges.rst:71 msgid "Face" msgstr "Plôška (Tvár)" #: ../../manual/addons/rigging/rigify/rig_features.rst:84 msgid "Mouth Lock :guilabel:`Slider`" msgstr "Zomknutosť úst :guilabel:`Posúvač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:82 msgid "" "This slider controls the mouth opening. When set to 0 moving/rotating the " "jaw bone will result in mouth opening, when set to 1 the lips will stay " "sealed while the jaw is moving." msgstr "" "Tento posúvač ovláda otváranie úst. Ak je nastavený na 0, pohyb/otáčanie " "čeľustnej kosti spôsobí otvorenie úst, ak je nastavený na 1, pri pohybe " "čeľuste zostanú pery uzavreté." #: ../../manual/addons/rigging/rigify/rig_features.rst:91 msgid "Eyes Following :guilabel:`Slider`" msgstr "Nasledovanie očí :guilabel:`Posúvač`" #: ../../manual/addons/rigging/rigify/rig_features.rst:87 msgid "" "This slider controls the eyelid automation. When set to 1 the eyelids and " "the lower eyebrow will follow the eye movement giving a realistic effect to " "the character, when set to 0 no automation will happen." msgstr "" "Tento posúvač ovláda automatizáciu očných viečok. Ak je nastavený na hodnotu " "1, očné viečka a spodné obočie budú nasledovať pohyb očí, čím sa dosiahne " "realistický efekt postavy, ak je nastavený na hodnotu 0, nedôjde k žiadnej " "automatizácii." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:4 msgid "Basic" msgstr "Základné" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:6 msgid "" "These rig types are used to generate simple single-bone features, and for " "custom rigging done directly in the meta-rig." msgstr "" "Tieto typy výbavy sa používajú na generovanie jednoduchých prvkov s jednou " "kosťou a na vlastnú výbavu priamo v meta-výbave." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:9 msgid "" "The single-bone rig types must be applied separately to every bone even " "within a connected chain, and can have connected children controlled by a " "different rig type. This is unlike chain-based rig types that usually " "consume the whole connected chain." msgstr "" "Typy výbavy s jednou kosťou sa musia použiť samostatne na každú kosť aj v " "rámci spojenej reťaze a môžu mať spojených potomkov ovládaných iným typom " "výbavy. To je na rozdiel od typov výbavy založených na reťazi, ktoré " "zvyčajne spotrebujú celú pripojenú reťaz." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:17 msgid "``basic.copy_chain``" msgstr "``basic.copy_chain``" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:19 msgid "" "Copies the bone chain keeping all the parent relations within the chain " "untouched. Useful as a utility rig type for custom rigs." msgstr "" "Skopíruje reťazec kostí, pričom všetky rodičovské vzťahy v reťazci zostanú " "nedotknuté. Užitočné ako obslužný program typu výbavy pre vlastné výbavy." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:22 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:14 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:30 msgid "Requirement: A chain of at least two connected bones." msgstr "Požiadavka: Reťaz aspoň dvoch spojených kostí." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:24 #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:115 msgid "Control (Boolean)" msgstr "Ovládať (logická hodnota)" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:25 msgid "When enabled control bones and widgets will be created." msgstr "Ak je povolené, vytvoria sa ovládacie kosti a miniaplikácie." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:28 #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:121 msgid "Deform (Boolean)" msgstr "Deformovať (logická hodnota)" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:27 msgid "When enabled deform bones will be created." msgstr "Ak je povolené, vytvoria sa deformačné kosti." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:33 msgid "``basic.pivot``" msgstr "``basic.pivot``" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:35 msgid "" "Single-bone rig type that creates a 'custom pivot' control for rotating and " "scaling its child sub-rigs." msgstr "" "Typ výbavy s jednou kosťou, ktorý vytvára ovládač \"vlastný otočný bod\" na " "otáčanie a zmenu mierky svojich výbav potomkov." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:37 msgid "" "This type of control transforms its children when rotated or scaled, while " "moving it merely changes the pivot point used by rotation or scaling." msgstr "" "Tento typ ovládača transformuje svojich potomkov pri rotácii alebo zmene " "mierky, zatiaľ čo jeho presunutím sa iba zmení otočný bod použitý pri " "rotácii alebo zmene mierky." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:42 msgid "Master Control" msgstr "Hlavné ovládanie" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:41 msgid "" "When enabled an extra parent control bone with a box widget is created to " "allow moving the rig. It is also required by all other options besides " "*Deform Bone*." msgstr "" "Ak je povolené, vytvorí sa ďalšia rodičovská ovládacia kosť s poľom " "miniaplikácie, ktorá umožňuje pohybovať výbavou. Vyžadujú ju aj všetky " "ostatné možnosti okrem možnosti *Deformačná kosť*." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:45 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:160 msgid "Widget Type" msgstr "Typ miniaplikácie" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:45 msgid "" "Allows selecting one of the predefined widgets to generate for the master " "control instead of the default cube." msgstr "" "Umožňuje vybrať jednu z preddefinovaných miniaplikácií, ktorá sa má " "vygenerovať pre hlavný ovládač namiesto predvolenej kocky." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:48 msgid "Switchable Parent" msgstr "Prepínateľný rodič" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:48 msgid "" "Generates a mechanism for switching the effective parent of the rig based on " "the value of a custom property." msgstr "" "Vytvára mechanizmus na prepínanie efektívneho rodiča platformy na základe " "hodnoty užívateľskej vlastnosti." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:65 msgid "Register Parent" msgstr "Registrovať rodiča" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:51 msgid "" "Registers the rig as a potential parent scope for its child sub-rigs' parent " "switches." msgstr "" "Registruje výbavu ako potenciálny rodičovský rozsah pre rodičovské prepínače " "jej čiastkových výbav potomkov." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:65 #: ../../manual/editors/asset_browser.rst:145 msgid "Tags" msgstr "Príznaky" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:54 msgid "" "Specifies additional comma-separated tag keywords for the registered parent " "scope. They can be used by other rigs to filter parent choices, or for " "selecting the default parent." msgstr "" "Určujú ďalšie kľúčové slová značky oddelené čiarkou pre registrovaný " "nadradený rozsah. Môžu ich použiť iné výbavy na filtrovanie výberu " "rodičovstva alebo na výber predvoleného rodičovstva." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:57 msgid "Some of the existing tags that are useful here:" msgstr "Niektoré z existujúcich príznakov, ktoré sú tu užitočné:" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:60 msgid "``injected`` (special)" msgstr "``injected`` (špeciálne)" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:60 msgid "" "The parent scope will be made available for all children of the *parent* sub-" "rig, rather than just this rig's children." msgstr "" "Dosah rodičovstva bude dostupná pre všetkých potomkov *rodičovskej* " "čiastkovej výbavy a nie len pre týchto potomkov výbavy." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:65 msgid "``held_object``" msgstr "``held_object``" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:63 msgid "" "A control for the object held in the character's hand. Preferred by finger " "IK." msgstr "" "Ovládací prvok pre objekt, ktorý postava drží v ruke. Uprednostňuje sa IK " "prstov." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:65 msgid "The ``injected,held_object`` combination is perfect for such a control." msgstr "Kombinácia ``injected,held_object`` je pre takéto ovládanie ideálna." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:69 msgid "Pivot Control" msgstr "Ovládanie otočného bodu" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:68 msgid "" "Disabling this avoids generating the actual custom pivot control, " "effectively turning this rig type into a version of `basic.super_copy`_ with " "parent switching support and a different widget." msgstr "" "Zakázaním tejto funkcie sa zabráni generovaniu vlastného ovládača otočného " "bodu, čím sa tento typ výbavy zmení na verziu `basic.super_copy`_ s podporou " "prepínania rodičov a inou miniaplikáciou." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:73 msgid "Deform Bone" msgstr "Deformačná kosť" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:72 #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:122 msgid "When enabled a deform bone will be created." msgstr "Ak je povolené, vytvorí sa deformačná kosť." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:78 msgid "``basic.raw_copy``" msgstr "``basic.raw_copy``" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:80 msgid "" "Single-bone rig type that copies the bone without the ``ORG-`` name prefix." msgstr "Typ výbavy s jednou kosťou, ktorý kopíruje kosť bez predpony ``ORG-``." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:82 msgid "" "Normally all bones copied from the meta-rig are prefixed with ``ORG-`` and " "placed on an invisible layer. This precludes their use as controls or " "deforming bones, which makes it difficult to transfer complex fully custom " "rigging verbatim from the meta-rig." msgstr "" "Za normálnych okolností sú všetky kosti skopírované z meta-výbavy s " "predponou ``ORG-`` a umiestnením na neviditeľnú vrstvu. To znemožňuje ich " "použitie ako ovládacích alebo deformačných kostí, čo sťažuje doslovný prenos " "komplexného plne vlastného vybavenia z meta-výbavy." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:86 msgid "" "This rig type does not add the automatic prefix, thus allowing an " "appropriate ``ORG-``, ``MCH-`` or ``DEF-`` prefix to be manually included in " "the meta-rig bone name, or alternatively using no prefix to create a control " "bone." msgstr "" "Tento typ výbavy nepridáva automatickú predponu, čo umožňuje ručné pridanie " "vhodnej prdpony ``ORG-```, ``MCH-``` alebo ``DEF-``` do názvu meta-výbavy " "kosti, prípadne použitie bez predpony na vytvorenie riadiacej kosti." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:105 #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:126 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:163 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:199 msgid "Relink Constraints" msgstr "Vynútenie prepojení" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:91 msgid "" "Allows retargeting constraints belonging to the bone to point at bones " "created in the process of generating the rig, thus allowing custom rigging " "to integrate with generated bones." msgstr "" "Umožňuje, aby vynútenia opätovného zacielenia patriaceho ku kosti ukazovali " "na kosti vytvorené v procese generovania výbavy, čím sa umožní integrácia " "vlastnej výbavy s vygenerovanými kosťami." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:94 msgid "" "To use this feature, add ``@`` and the intended target bone name to the " "constraint name, resulting in the ``...@bone_name`` syntax. After all bones " "of the rig are generated, the constraint target bone will be replaced. If " "the new bone name is just ``CTRL``, ``MCH`` or ``DEF``, this will just " "replace the ``ORG`` prefix in the existing target bone name. For the " "Armature constraint you can add a ``@`` suffix for each target, or just one " "``@CTRL``, ``@MCH`` or ``@DEF`` suffix to update all." msgstr "" "Ak chcete použiť túto funkciu, pridajte k názvu obmedzenia ``@`` a zamýšľaný " "názov cieľovej kosti, čím vznikne syntax ``...@názov_kosti``. Po " "vygenerovaní všetkých kostí výbavy vynútenie cieľovú kosť nahradí. Ak je " "nový názov kosti len ``CTRL``, ``MCH`` alebo ``DEF``, nahradí to len " "predponu ``ORG`` v existujúcom názve cieľovej kosti. Pre vynútenie Armatúra " "môžete pridať príponu ``@`` pre každý cieľ, alebo len jednu príponu " "``@CTRL``, ``@MCH`` alebo ``@DEF`` na aktualizáciu všetkých." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:101 #: ../../manual/animation/armatures/bones/properties/relations.rst:44 #: ../../manual/glossary/index.rst:629 #: ../../manual/movie_clip/masking/sidebar.rst:120 #: ../../manual/movie_clip/masking/sidebar.rst:126 #: ../../manual/scene_layout/object/editing/apply.rst:161 #: ../../manual/scene_layout/object/properties/relations.rst:12 #: ../../manual/scene_layout/object/selecting.rst:191 #: ../../manual/scene_layout/object/selecting.rst:221 msgid "Parent" msgstr "Rodič" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:101 msgid "" "If the field is not empty, applies the same name substitution logic to the " "parent of the bone." msgstr "" "Ak pole nie je prázdne, použije sa rovnaká logika substitúcie názvu na " "rodiča kosti." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:103 msgid "" "When this feature is enabled, the bone will not be automatically parented to " "the root bone even if it has no parent; enter ``root`` in the *Parent* field " "if that is necessary." msgstr "" "Ak je táto funkcia zapnutá, kosť nebude automaticky priradená ku koreňovej " "kosti, aj keď nemá žiadneho rodiča; ak je to potrebné, zadajte do poľa " "*Rodič* príkaz ``root``." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:110 msgid "``basic.super_copy``" msgstr "``basic.super_copy``" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:112 msgid "" "Single-bone rig type that simply copies the bone. Useful as utility rig type " "for adding custom features or specific deform bones to your rigs." msgstr "" "Typ výbavy s jednou kosťou, ktorá jednoducho kopíruje kosť. Užitočný typ na " "pridávanie vlastných funkcií alebo špecifických deformačných kostí do výbav." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:116 msgid "When enabled a control bone and widget will be created." msgstr "Keď je povolené vytvorí sa ovládacia kosť a miniaplikácia." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:117 msgid "Widget (Boolean)" msgstr "Miniaplikácia (logická hodnota)" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:118 msgid "When enabled a widget will be created in replacement to the standard." msgstr "Ak je povolené, vytvorí sa miniaplikácia, ktorá nahradí štandard." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:119 msgid "Widget Type (String):" msgstr "Typ miniaplikácie (reťazec):" #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:120 msgid "" "Allows selecting one of the predefined widget types to generate instead of " "the default circle." msgstr "" "Povolí vybrať jeden z preddefinovaných typov miniaplikácie, ktorý sa má " "vygenerovať namiesto predvoleného kruhu." #: ../../manual/addons/rigging/rigify/rig_types/basic.rst:124 msgid "" "Works the same as in the `basic.raw_copy`_ rig. In addition, when enabled " "any constraints that have names prefixed with ``CTRL:`` are moved to the " "control, and with ``DEF:`` to the deform bone." msgstr "" "Funguje rovnako ako vo výbave `basic.raw_copy`_. Okrem toho, ak je povolené, " "všetky vynútenia, ktoré majú názvy s predponou ``CTRL:``, sa presunú do " "ovládača a s predponou ``DEF:`` do deformačnej kosti." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:6 msgid "These rig types implement components of a modular face." msgstr "Tieto typy výbavy implementujú komponenty modulárnej tváre." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:12 msgid "``face.basic_tongue``" msgstr "``face.basic_tongue``" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:14 msgid "" "Generates a simple tongue, extracted from the original PitchiPoy " "``super_face`` rig." msgstr "" "Vygeneruje jednoduchý jazyk získaný z pôvodnej výbavy PitchiPoy " "``super_face``." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:16 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:34 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:77 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:111 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:136 msgid "B-Bone Segments (integer)" msgstr "Segmenty Kosti ohybu (celé číslo)" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:17 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:35 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:78 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:112 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:137 msgid "" "Defines the number of b-bone segments each tweak control will be split into." msgstr "" "Definuje počet segmentov Kosti ohybu, na ktoré sa rozdelí každý ovládač " "vykrútenia." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:20 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:136 msgid "Primary Control Layers" msgstr "Primárne kontrolné vrstvy" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:19 msgid "Optionally specifies layers for the main control." msgstr "Voliteľne určuje vrstvy pre hlavný ovládač." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:25 msgid "``face.skin_eye``" msgstr "``face.skin_eye``" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:27 msgid "" "Implements a skin system :ref:`parent controller ` that manages two skin chains for the top and bottom eyelids " "in addition to generating the eye rotation mechanism." msgstr "" "Implementuje :ref:`rodičovský ovládač ` " "systému pokožky, ktorý okrem vygenerovania mechanizmu otáčania očí spravuje " "dva reťaze pokožky pre horné a dolné viečka." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:30 msgid "" "The rig must have two child skin chains with names tagged with ``.T`` and ``." "B`` symmetry to mark the top and bottom eyelid, which are connected at their " "ends forming eye corners. The chains are rigged to follow the surface of the " "eye and twist to its normal." msgstr "" "Výbavy musí mať dva reťaze potomkov pokožky s názvami označenými symetriou " "``.T`` a ``.B`` na označenie horného a dolného viečka, ktoré sú spojené na " "svojich koncoch a tvoria očné kútiky. Reťaze sú na výbave umiestnené tak, " "aby kopírovali povrch oka a krútili sa podľa jeho normálu." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:34 msgid "" "In addition, it creates target controls for aiming the eye, including a " "master control shared by all eyes under the same parent rig. The eyelids are " "rigged to follow the movement of the eyeball with adjustable influence." msgstr "" "Okrem toho vytvára cieľové ovládače na zameranie oka vrátane hlavného " "ovládača, ktorý je spoločný pre všetky oči v rámci tej istej rodičovskej " "výbavy. Očné viečka sú vytvorené výbavou tak, aby sledovali pohyb očnej gule " "s nastaviteľným vplyvom." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:39 msgid "Eyeball and Iris Deforms" msgstr "Deformácie očnej buľvy a dúhovky" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:39 msgid "" "Generates deform bones for the eyeball and the iris, the latter copying XZ " "scale from the eye target control. The iris is located at the tail of the " "ORG bone." msgstr "" "Vygeneruje deformačné kosti pre očné buľvy a dúhovku, pričom dúhovka " "kopíruje mierku XZ z ovládača cieľa oka. Dúhovka sa nachádza na chvoste " "kosti ORG." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:41 msgid "Eyelid Detach Option" msgstr "Možnosť odpojenia očného viečka" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:42 msgid "" "Generates a slider to disable the mechanism that keeps eyelid controls stuck " "to the surface of the eye." msgstr "" "Vygeneruje posúvač na vypnutie mechanizmu, ktorý udržiava ovládače viečok " "prilepené k povrchu oka." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:43 msgid "Split Eyelid Follow Slider" msgstr "Posúvač nasledovania rozdeleného očného viečka" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:44 msgid "" "Generates two separate sliders for controlling the influence of the eye " "rotation on X and Z eyelid motion." msgstr "" "Vygeneruje dva samostatné posúvače na ovládanie vplyvu rotácie oka na pohyb " "viečka X a Z." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:48 msgid "Eyelids Follow Default" msgstr "Pôvodné sledovanie očného viečka" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:46 msgid "" "Depending on *Split Eyelid Follow Slider*, specifies the default values for " "the split follow sliders, or fixed factors to be multiplied with the single " "common follow influence slider value." msgstr "" "V závislosti od možnosti *Posúvač nasledovania rozdeleného očného viečka* " "určuje predvolené hodnoty pre posúvače sledovania rozdeleného alebo pevné " "faktory na vynásobenie hodnotou jedného spoločného vplyvu posúvača " "sledovania." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:53 msgid "``face.skin_jaw``" msgstr "``face.skin_jaw``" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:55 msgid "" "Implements a skin system :ref:`parent controller ` that manages one or more loops of mouth skin chains in " "response to the movement of jaw and mouth controls." msgstr "" "Implementuje :ref:`rodičovský ovládač ` " "systému pokožky, ktorý spravuje jednu alebo viacero slučiek reťazí pokožky " "úst v reakcii na pohyb ovládačov čeľuste a úst." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:58 msgid "" "The rig must have one or more child chain loops, each formed by four skin " "chains tagged with ``.T``/``.B`` and ``.L``/``.R`` symmetrical names." msgstr "" "Výstroj musí mať jednu alebo viac slučiek reťazí potomkov, z ktorých každá " "je tvorená štyrmi reťazami kože označenými symetrickými názvami ``.T``/``." "B`` a ``.L``/``.R``." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:61 msgid "" "The lip loops are sorted into layers based on the distance from corners to " "the common center and rigged with blended influence of the jaw and the " "master mouth control. Other child rigs become children of the jaw." msgstr "" "Slučky pier sú roztriedené do vrstiev na základe vzdialenosti rohov od " "spoločného stredu a upravené zmiešaným vplyvom čeľuste a hlavného ovládania " "úst. Ostatný potomkovia výbavy sa stávajú potomkami čeľuste." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:65 msgid "Bottom Lip Influence" msgstr "Vplyv spodných pier" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:66 msgid "" "Specifies the influence of the jaw on the inner bottom lip with mouth lock " "disabled." msgstr "" "Určuje vplyv čeľuste na vnútornú spodnú peru so zakázaným uzamknutím úst." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:67 msgid "Locked Influence" msgstr "Uzamknutý vplyv" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:68 msgid "Specifies the influence of the jaw on both lips of locked mouth." msgstr "Určuje vplyv čeľuste na obe pery uzamknutých úst." #: ../../manual/addons/rigging/rigify/rig_types/face.rst:72 msgid "Secondary Influence Falloff" msgstr "Sekundárny vplyv dopadu" #: ../../manual/addons/rigging/rigify/rig_types/face.rst:70 msgid "" "Specifies the factor by which influence fades away with each successive lip " "loop (for bottom lip loops the blend moves away from inner bottom lip to " "full jaw influence)." msgstr "" "Určuje faktor, o ktorý sa vplyv zmenšuje s každou nasledujúcou slučkou pier " "(pri slučkách spodných pier sa zmes posúva od vnútornej spodnej pery k " "vplyvu celej čeľuste)." #: ../../manual/addons/rigging/rigify/rig_types/faces.rst:7 msgid "``faces.super_face``" msgstr "``faces.super_face``" #: ../../manual/addons/rigging/rigify/rig_types/faces.rst:9 msgid "" "Will create a face system based on the bones child to the parent that has " "the property set on it." msgstr "" "Vytvorí systém tváre na základe kostí podriadených rodičovi, ktorý má " "nastavenú túto vlastnosť." #: ../../manual/addons/rigging/rigify/rig_types/faces.rst:11 msgid "" "Requirement: All the face bones bundled in the ``faces.super_face`` sample " "had to be present and child of the master bone that has the Rigify-type " "*face* property set." msgstr "" "Požiadavka: Všetky kosti tváre združené vo vzorke ``faces.super_face`` " "museli byť prítomné a byť potomkami hlavnej kosti, ktorá má nastavenú " "vlastnosť typ Rigify *tvár*." #: ../../manual/addons/rigging/rigify/rig_types/faces.rst:16 msgid "" "This rig type is being deprecated in favor of a new modular :doc:`skin " "` and :doc:`face ` rigging system." msgstr "" "Tento typ výbavy sa ruší v prospech nového modulárneho systému výbavy :doc:" "`pokožky ` a :doc:`tváre `." #: ../../manual/addons/rigging/rigify/rig_types/index.rst:6 msgid "Rig Types" msgstr "Typy výbavy" #: ../../manual/addons/rigging/rigify/rig_types/index.rst:8 msgid "" "Rig types are components used by Rigify to process specific parts of the " "meta-rig when generating the armature. They represent common character " "features, like the spine, limbs, fingers etc." msgstr "" "Typy výbavy sú komponenty, ktoré Rigify používa na spracovanie špecifických " "častí meta-výbavy pri generovaní armatúry. Predstavujú bežné prvky postavy, " "ako sú chrbtica, končatiny, prsty atď." #: ../../manual/addons/rigging/rigify/rig_types/index.rst:13 msgid "" "The list of available rig types appears in the Bone properties tab when the " "bone is selected in Pose Mode. Scroll down the Properties to find Rigify " "Type panel." msgstr "" "Zoznam dostupných typov výbavy sa zobrazí na karte Vlastnosti kosti, keď je " "kosť vybraná v režime pózy. Posúvaním sa po karte Vlastnosti smerom nadol " "nájdete panel Typ Rigify." #: ../../manual/addons/rigging/rigify/rig_types/index.rst:16 msgid "This documents rig types that are bundled with Rigify." msgstr "Toto dokumentuje typy výbavy, ktoré sú súčasťou balíka Rigify." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:6 msgid "" "These rig types handle generation of different kind of limbs and their " "features, like fingers." msgstr "" "Tieto typy výbavy zvládajú generovanie rôznych druhov končatín a ich " "vlastností, ako sú prsty." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:10 msgid "``limbs.simple_tentacle``" msgstr "``limbs.simple_tentacle``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:12 msgid "" "Will create a bendy and stretchy b-bones tentacle chain or automatic bendy " "and stretchy finger controls." msgstr "" "Vytvorí ohybné a pružné reťaze chápadiel z kosti alebo automatické ohybné a " "pružné ovládače pre prsty." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:19 msgid "Automation Axis (X, Y, Z, None)" msgstr "Os automatizácie (X, Y, Z, žiadna)" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:17 msgid "" "Enables the automation on the selected axis. Multiple axis or none can be " "selected holding :kbd:`Shift-LMB`. When enabled the controls of the last " "bones will copy the rotations from the previous ones. The option is " "accessible in the controls of the final rig as a Copy Rotation constraint " "and can be disabled even after rig is generated, or at animation time." msgstr "" "Povolí automatizáciu na vybranej osi. Viacero osí alebo žiadna os môže byť " "vybraná s pridržaním :kbd:`Shift+ĽTM`. Ak je povolené, ovládače posledných " "kostí skopírujú rotácie z predchádzajúcich kostí. Táto možnosť je prístupná " "v ovládacích prvkoch finálnej výbavy ako vynútenie Kopírovať rotáciu a možno " "ju vypnúť aj po vygenerovaní výbavy alebo v čase animácie." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:23 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:43 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:85 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:119 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:144 msgid "Assign Tweak Layers" msgstr "Priradenie vrstiev Štipca" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:22 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:43 msgid "" "If enabled, allows placing the Tweak controls on different layers from the " "main controls." msgstr "" "Ak je povolené, umožňuje umiestniť ovládače Štipca na iné vrstvy ako hlavné " "ovládače." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:26 msgid "``limbs.super_finger``" msgstr "``limbs.super_finger``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:28 msgid "" "Will create a bendy and stretchy chain or automatic bendy and stretchy " "finger depending on a master control bone." msgstr "" "Vytvorí ohybnú a pružnú reťaz alebo automatický ohybný a pružný prst v " "závislosti od hlavnej riadiacej kosti." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:32 msgid "Bend Rotation Axis (Automatic, X, Y, Z, -X, -Y, -Z)" msgstr "Os rotácie ohybu (Automaticky, X, Y, Z, -X, -Y, -Z)" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:33 msgid "" "Defines the automatic rotation axis to be linked to the scale of the master " "bone." msgstr "" "Definuje os automatickej rotácie, ktorá sa má prepojiť s mierkou hlavnej " "kosti." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:40 msgid "IK Control" msgstr "Ovládanie IK" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:37 msgid "Generates a very simple IK mechanism with only one control." msgstr "Vygeneruje veľmi jednoduchý mechanizmus IK s jediným ovládačom." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:39 msgid "" "IK starts its work with the shape of the finger defined by FK controls and " "adjusts it to make the fingertip touch the IK control. It is designed as a " "tool to temporarily keep the fingertip locked to a surface it touches, " "rather than a fully featured posing system." msgstr "" "IK začína svoju prácu s tvarom prsta definovaným ovládačmi FK a upravuje ho " "tak, aby sa konček prsta dotýkal ovládača IK. Je navrhnutý skôr ako nástroj " "na dočasné udržanie končeka prsta uzamknutého na povrchu, ktorého sa dotýka, " "než ako plnohodnotný systém pózy." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:47 msgid "" "Rotation Axis (Bend Rotation Axis in the case of ``limbs.super_finger``) " "affects the :doc:`roll ` of " "the generated bones. Automatic mode recalculates the generated bones roll " "while any of the Manual modes copy the roll of the meta-rig bones." msgstr "" "Os rotácie (os rotácie ohybu v prípade ``limbs.super_finger``) ovplyvňuje :" "doc:`nakláňanie ` " "vygenerovaných kostí. Automatický režim prepočítava nakláňanie " "vygenerovaných kostí, zatiaľ čo niektorý z manuálnych režimov kopíruje " "nakláňanie meta výbavy kostí." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:54 msgid "``limbs.super_limb``" msgstr "``limbs.super_limb``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:56 msgid "" "A backwards compatibility wrapper around ``limbs.arm``, ``limbs.leg`` and " "``limbs.paw``." msgstr "" "Obal spätnej kompatibility okolo ``limbs.arm``, ``limbs.leg`` a ``limbs." "paw``." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:60 msgid "``limbs.arm``" msgstr "``limbs.arm``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:62 msgid "" "Will create a full featured bendy and stretchy arm depending on the user-" "defined options." msgstr "" "Vytvorí plnohodnotné ohnuté a pružné rameno v závislosti od možností " "definovaných užívateľom." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:64 msgid "" "Requirement: A chain of three connected bones (upper_arm, forearm, hand)." msgstr "Požiadavka: Reťaz troch spojených kostí (rameno, predlaktie, ruka)." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:68 msgid "Arm required bones." msgstr "Potrebné kosti ramena." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:71 msgid "IK Wrist Pivot" msgstr "Otočný bod zápästia IK" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:71 msgid "" "Generates an extra child of the hand IK control that rotates around the tail " "of the hand bone." msgstr "" "Vygeneruje ďalšieho potomka ovládača IK ruky, ktorý sa otáča okolo chvosta " "kosti ruky." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:73 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:107 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:132 msgid "Rotation Axis (Automatic, X, Z)" msgstr "Os rotácie (automatická, X, Z)" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:74 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:108 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:133 msgid "" "Defines the bend axis for the IK chain. FK chains will have a totally free " "degree of rotation on all axes." msgstr "" "Definuje os ohybu pre reťazec IK. Reťaze FK budú mať úplne voľný stupeň " "natočenia vo všetkých osiach." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:75 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:109 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:134 msgid "Limb Segments (integer)" msgstr "Segmenty končatín (celé číslo)" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:76 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:110 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:135 msgid "" "Defines the number of additional tweak controls each limb bone will have on " "the final rig." msgstr "" "Definuje počet dodatočných ovládačov ladenia, ktoré bude mať každá kosť " "končatiny vo finálnej výbave." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:79 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:113 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:138 msgid "Custom IK Pivot" msgstr "Vlastný otočný bod IK" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:80 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:114 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:139 msgid "" "Generates an extra control for the end of the IK limb that allows rotating " "it around an arbitrarily placed pivot." msgstr "" "Vygeneruje dodatočný ovládač pre koniec končatiny IK, ktorý umožňuje rotáciu " "okolo ľubovoľne umiestneného otočného bodu." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:81 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:115 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:140 msgid "Assign FK Layers" msgstr "Priradenie vrstiev FK" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:82 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:116 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:141 msgid "" "If enabled, allows placing the FK chain on different layers from the IK " "bones." msgstr "" "Ak je povolené, umožňuje umiestniť reťazec FK na iné vrstvy ako kosti IK." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:84 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:118 #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:143 msgid "" "If enabled, allows placing the Tweak controls on different layers from the " "IK bones." msgstr "" "Ak je povolené, umožňuje umiestniť ovládače Štipca na iné vrstvy ako kosti " "IK." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:88 msgid "``limbs.leg``" msgstr "``limbs.leg``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:90 msgid "" "Will create a full featured bendy and stretchy leg depending on the user-" "defined options." msgstr "" "Vytvorí plnohodnotnú ohnutú a pružnú nohu v závislosti od možností " "definovaných užívateľom." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:92 msgid "" "Requirement: A chain of four connected bones (thigh, shin, foot, toe) with " "one unconnected child of the foot to be used as the heel pivot." msgstr "" "Požiadavka: Reťaz štyroch spojených kostí (stehno, holeň, chodidlo, palec) s " "jedným nespojeným potomkom chodidla, ktoré sa použije ako otočný bod päty." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:97 msgid "Leg required bones." msgstr "Požadované kosti nohy." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:101 msgid "Foot Pivot (Ankle, Toe, Ankle & Toe)" msgstr "Ohýbanie chodidla (členok, prst, členok a prst)" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:100 msgid "" "Specifies where to put the pivot location of the main IK control, or whether " "to generate an additional pivot control at the base of the toe." msgstr "" "Určuje polohu ohnutia ovládača IK, alebo či sa má vytvoriť dodatočný ovládač " "ohnutia na základni špičky." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:105 msgid "Separate IK Toe" msgstr "Samostatná špička IK" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:104 msgid "" "Specifies that two separate toe controls should be generated for IK and FK " "instead of sharing one bone. This is necessary to get fully correct IK-FK " "snapping in all possible poses." msgstr "" "Určuje, že pre IK a FK sa majú generovať dva samostatné ovládače prstov " "namiesto toho, aby sa použila jedna kosť. Je to potrebné na dosiahnutie " "úplne správneho prichytenia IK-FK vo všetkých možných pózach." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:122 msgid "``limbs.paw``" msgstr "``limbs.paw``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:124 msgid "" "Will create a full featured bendy and stretchy paw depending on the user-" "defined options." msgstr "" "V závislosti od možností definovaných užívateľom vytvorí plnohodnotnú ohybnú " "a pružnú labu." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:126 msgid "" "Requirement: A chain of four or five connected bones (thigh, shin, paw, " "*optional* digit, toe)." msgstr "" "Požiadavka: Reťaz štyroch alebo piatich spojených kostí (stehno, holeň, " "laba, *voliteľná* číslica, prst)." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:130 msgid "Front/Rear paw required bones." msgstr "Potrebné kosti prednej/zadnej laby." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:147 msgid "``limbs.front_paw``" msgstr "``limbs.front_paw``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:149 msgid "" "Derivative of ``limbs.paw`` with extended IK suitable for use in front paws. " "The additional IK limits the degree of change in the angle between shin and " "paw bones (2nd and 3rd) as the main IK control moves and rotates." msgstr "" "Odvodenina príkazu ``limbs.paw`` s rozšírenou IK vhodnou na použitie v " "predných labách. Dodatočná IK obmedzuje stupeň zmeny uhla medzi kosťami " "holene a laby (2. a 3.) pri pohybe a otáčaní hlavného ovládača IK." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:153 msgid "" "For best results, the shin bone should not be parallel to either thigh or " "paw in rest pose, i.e. there should be some degree of bend in all joints of " "the paw." msgstr "" "Aby ste dosiahli čo najlepšie výsledky, holenná kosť by v pokojovej polohe " "nemala byť rovnobežná so stehnom ani s labou, t. j. všetky kĺby laby by mali " "byť do určitej miery ohnuté." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:159 msgid "Heel IK Influence" msgstr "Vplyv päty IK" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:157 msgid "" "Influence of the extended IK. At full rotating the main IK control or digit " "bone would not affect the rotation of the paw bone, while lower values " "provide some blending." msgstr "" "Vplyv rozšírenej IK. Pri plnom natočení hlavného ovládača IK alebo číselnej " "kosti by sa natočenie kosti laby neovplyvnilo, zatiaľ čo nižšie hodnoty " "poskytujú určité prelínanie." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:162 msgid "``limbs.rear_paw``" msgstr "``limbs.rear_paw``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:164 msgid "" "Derivative of ``limbs.paw`` with extended IK suitable for use in rear paws. " "The additional IK tries to maintain thigh and paw bones (1st and 3rd) in a " "nearly parallel orientation as the main IK control moves and rotates." msgstr "" "Odvodenina príkazu ``limbs.paw`` s rozšírenou IK vhodnou na použitie v " "zadných labách. Dodatočná IK sa snaží udržať stehenné kosti a kosti laby (1. " "a 3.) v takmer paralelnej orientácii, keď sa hlavný ovládač IK pohybuje a " "otáča." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:168 msgid "" "For best results, thigh and paw bones should start nearly parallel in the " "rest pose." msgstr "" "Aby ste dosiahli čo najlepšie výsledky, stehenné kosti a kosti láb by mali v " "pokojovej polohe začínať takmer rovnobežne." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:172 msgid "``limbs.super_palm``" msgstr "``limbs.super_palm``" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:174 msgid "Will create a palm system based on the distance between palm bones." msgstr "Vytvorí systém dlane na základe vzdialenosti medzi kosťami dlane." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:176 msgid "" "Requirement: At least two bones child of the same parent. The property has " "to be set on the inner palm bones (think it as index's metacarpus), the rig " "control will appear on the last palm bone (think it as pinky's metacarpus)." msgstr "" "Požiadavka: Aspoň dve kosti potomka toho istého rodiča. Vlastnosť musí byť " "nastavená na vnútornej kosti dlane (považujte ju za záprstnú kosť " "ukazováka), ovládač sa zobrazí na poslednej kosti dlane (považujte ju za " "záprstnú kosť malíčka)." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:181 msgid "Both Sides" msgstr "Obe strany" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:181 msgid "" "Generates controls on both sides of the palm, with influence on inner bones " "blended between them." msgstr "" "Vygeneruje ovládače na oboch stranách dlane, pričom vplyv na vnútorné kosti " "sa medzi nimi prelína." #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:185 msgid "Primary Rotation Axis (X, Z)" msgstr "Primárna os rotácie (X, Z)" #: ../../manual/addons/rigging/rigify/rig_types/limbs.rst:184 msgid "Defines the automatic rotation axis to be used on the palm bones." msgstr "Definuje os automatickej rotácie, ktorá sa má použiť na kosti dlane." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:7 msgid "" "These rigs implement a flexible system for rigging skin using multiple " "interacting B-Bone chains. This is developed as the base for a new modular " "Rigify face rig. These are the main ideas of the system:" msgstr "" "Tieto výbavy využívajú flexibilný systém na vytvorenie pokožky výbavy " "použitím viacerých vzájomne sa ovplyvňujúcich reťazí kostí ohybu. Ten je " "vyvinutý ako základ pre nový modulárnu výbavu tváre Rigify. Ide o hlavné " "myšlienky systému:" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:20 msgid "Generic B-Bone Chain" msgstr "Generická reťaz Kostí ohybu" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:12 msgid "" "One core idea of the system is that most of the deformation should be " "implemented using a standard powerful B-Bone chain rig. These chains support " "advanced behavior by interacting with other rig components. This is in " "contrast to having multiple domain-specific rigs that each generate their " "own deform chains." msgstr "" "Jednou z hlavných myšlienok systému je, že väčšina deformácií by sa mala " "realizovať použitím štandardnej výkonnej reťaze výbavy Kostí ohybu. Tieto " "reťaze podporujú pokročilé správanie prostredníctvom interakcie s inými " "komponentmi výbavy. To je v protiklade k tomu, aby sme mali viacero " "špecifických oblastí vplyvu výbavy, z ktorých každá generuje svoje vlastné " "deformačné reťaze." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:17 msgid "" "The implementation provides two versions of the chain rig: `skin." "basic_chain`_ merely attaches B-Bones to the controls with no automation " "added to the controls themselves. The `skin.stretchy_chain`_ rig in addition " "interpolates motion of the end (and an optional middle) controls to the " "other controls of the chain." msgstr "" "Implementácia poskytuje dve verzie reťazového zariadenia: `skin." "basic_chain`_ iba pripojí kosti ohybu k ovládačom bez pridania automatizácie " "k samotným ovládačom. Výbava `skin.stretchy_chain`_ navyše interpoluje pohyb " "koncových (a voliteľného stredného) ovládača na ostatné ovládače reťaze." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:35 msgid "Automatic Control Merging" msgstr "Automatické zlúčenie ovládačov" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:23 msgid "" "The deformation part of the system consists of chains of one or more B-Bones " "connecting control points (nodes). Whenever controls for two chains would " "completely overlap, they are automatically merged." msgstr "" "Deformačná časť systému pozostáva z reťazí jednej alebo viacerých Kostí " "ohybu spájajúcich riadiace body (uzly). Vždy, ak by sa ovládače dvoch reťazí " "úplne prekrývali, automaticky sa spoja." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:27 msgid "" "For each merged control, one of the chains is selected as the owner, based " "on heuristic factors like parent depth from root, presence of ``.T``/``.B`` " "``.L``/``.R`` symmetry markers, and even alphabetical order as the last " "resort. This can be overridden by an explicit priority setting in cases when " "it guesses wrong." msgstr "" "Pre každé zlúčenie ovládača sa vyberie jedna z reťazí ako vlastník na " "základe heuristických faktorov, ako je hĺbka rodiča od koreňa, prítomnosť " "značiek symetrie ``.T```/``.B``` ``.L```/``.R``` a v krajnom prípade aj " "abecedné poradie. Toto nastavenie je možné potlačiť explicitným nastavením " "priority v prípadoch, keď sa odhadne nesprávne." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:32 msgid "" "The owner and its parents determine additional automation that is placed on " "the control. As a special case, if a control is merged with its ``.T``/``." "B`` ``.L``/``.R`` symmetry counterparts (detected purely by naming), the " "automation from all of the symmetry siblings of the owner is averaged." msgstr "" "Vlastník a jeho rodičia určujú ďalšiu automatizáciu, ktorá je umiestnená na " "ovládacom prvku. V špeciálnom prípade, ak je ovládač zlúčený so svojimi " "symetrickými náprotivkami ``.T``/`.B`` ``.L``/`.R`` (zistené čisto podľa " "pomenovania), automatizácia zo všetkých symetrických súrodencov vlastníka sa " "spriemeruje." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:48 msgid "Parent Controllers" msgstr "Rodičovské ovládače" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:40 msgid "" "Rather than simply using the parent meta-rig bone (ORG) as parent for " "controls and chain mechanisms, the new system includes an interface for " "parent rigs. It explicitly provide parent bones and generate control parent " "automation mechanisms for their child chain controls by inheriting from the " "appropriate base and overriding methods." msgstr "" "Namiesto jednoduchého používania rodičovskej kosti meta-výbavy (ORG) ako " "rodičovskej kosti pre ovládače a mechanizmy reťaze obsahuje nový systém " "rozhranie pre rodičovské kosti. Explicitne poskytuje rodičovské kosti a " "generuje rodičovské mechanizmy automatizácie ovládania pre ich ovládače " "reťaze potomkov dedením z príslušného základu a metód rodičovstva." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:45 msgid "" "This allows implementing rigs that integrate and manage their child chains " "in intelligent ways in order to add extra automation specific to certain " "areas. The base skin system includes one simple example `skin.transform." "basic`_ rig, which translates its child control points according to its " "control bone transformation." msgstr "" "To umožňuje implementovať zariadenia, ktoré inteligentným spôsobom integrujú " "a spravujú svoje podriadené reťaze s cieľom pridať ďalšiu automatizáciu " "špecifickú pre určité oblasti. Základný systém pokožky obsahuje jeden " "jednoduchý príklad `skin.transform.basic`_ výbavy, ktorý prekladá svoje " "riadiace body potomkov podľa transformácie rodičovských kostí." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:64 msgid "Custom Rigging" msgstr "Vlastná výbava" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:51 msgid "" "Finally, the new system provides ways to integrate with custom automation " "directly included in the meta-rig via two extra rig components." msgstr "" "Nakoniec, nový systém napokon poskytuje spôsoby integrácie s vlastnou " "automatizáciou, ktorá je priamo súčasťou meta-výbavy, prostredníctvom dvoch " "ďalších komponentov výbavy." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:54 msgid "" "The `skin.anchor`_ rig generates a single control with inherited constraints " "etc., similar to :ref:`basic.super_copy `. " "However, it also integrates into the skin system as a zero length chain with " "highest priority. This allows overriding the normal behavior by providing a " "control point under full control of the user, which other chains would " "automatically attach to." msgstr "" "Výbava `skin.anchor`_ vygeneruje jeden ovládač so zdedenými vynúteniami " "atď., podobne ako :ref:`basic.super_copy `. " "Integruje sa však aj do systému skin ako reťazec nulovej dĺžky s najvyššou " "prioritou. To umožňuje prepísať normálne správanie poskytnutím riadiaceho " "bodu pod plnou kontrolou užívateľa, ku ktorému by sa automaticky pripojili " "ostatné reťaze." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:59 msgid "" "The `skin.glue`_ rig on the other hand will attach itself to the control " "that is generated at its position (it is an error if there is none). It can " "be used to read the position of the control from custom rigging in the meta-" "rig, or inject constraints into the control bone. It is possible to also " "detect the control at the tail of the glue bone and use it as target in the " "constraints, thus copying transformation between the controls." msgstr "" "Na druhej strane, výbava `skin.glue`_ sa pripojí k ovládaciemu prvku, ktorý " "je vygenerovaný na jeho pozícii (ak neexistuje, je to chyba). Môže sa použiť " "na načítanie pozície ovládača z vlastného vytvárania výbavy v meta-výbave, " "alebo na injektovanie vynútení do kosti ovládača. Je tiež možné zistiť " "ovládač na chvoste lepiacej kosti a použiť ho ako cieľ vo vynúteniach, čím " "sa kopíruje transformácia medzi ovládačmi." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:69 msgid "``skin.basic_chain``" msgstr "``skin.basic_chain``" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:71 msgid "" "This is the basic chain rig, which bridges controls with B-Bones but does " "not add any automation to the controls themselves." msgstr "" "Toto je základná reťaz výbavy, ktorá prepája ovládače s Kosti ohybu, ale " "nepridáva žiadnu automatizáciu k samotným ovládačom." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:74 msgid "" "When controls are merely moved, the chains behave as if using standard " "automatic handles, but rotating and optionally scaling the controls will " "adjust the result." msgstr "" "Keď sa ovládače iba presúvajú, reťaze sa správajú ako pri použití " "štandardných automatických manipulátorov, ale rotácia a voliteľná zmena " "mierky ovládačov upraví výsledok." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:78 msgid "B-Bone Segments" msgstr "Segmenty Kosti ohybu" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:78 msgid "" "Specifies the number of segments to use. Setting this to 1 disables all " "advanced behavior and merely bridges the points with a Stretch To bone." msgstr "" "Určuje počet segmentov, ktoré sa majú použiť. Nastavením tejto hodnoty na 1 " "sa vypne všetko rozšírené správanie a body sa iba premostia pomocou kosti " "Napnúť na." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:81 msgid "Merge Parent Rotation and Scale" msgstr "Zlúčenie rotácie a mierky rodičov" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:81 msgid "" "This can be enabled to let the chain respond to rotation and scale induced " "by parents of controls owned by other chains that this chain's control " "merged into." msgstr "" "Túto funkciu možno povoliť, aby reťazec mohol reagovať na rotáciu a mierku " "vyvolanú rodičovskými ovládačmi iných reťazí, s ktorými sa ovládač tejto " "reťaze zlúčil." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:83 msgid "Use Handle Scale" msgstr "Použiť manipulátory mierky" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:84 msgid "Enables using control scale to drive scale and/or easing of the B-Bone." msgstr "" "Povolí používať riadiacu mierku na ovládanie mierky a/alebo zmiernenia Kosti " "ohybu." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:87 msgid "Connect With Mirror" msgstr "Spojenie so zrkadlom" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:86 msgid "" "Specifies whether the ends of the chain should smoothly connect when merging " "controls with its ``.T``/``.B`` ``.L``/``.R`` symmetry counterpart. The " "relevant option must be enabled on both chains to work." msgstr "" "Určuje, či sa majú konce reťazca pri spájaní ovládačov hladko spojiť s jeho " "symetrickým náprotivkom ``.T``/``.B`` ``.L``/``.R``. Aby príslušná voľba " "fungovala, musí byť zapnutá na oboch reťaziach." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:91 msgid "Connect Matching Ends" msgstr "Pripojenie zodpovedajúcich koncov" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:90 msgid "" "Specifies whether the end of the chain should connect to the opposite end of " "a different chain when merging controls. Thus forming a continuous smooth " "chain in the same direction. The relevant options must be enabled on both " "chains." msgstr "" "Určuje, či sa má koniec reťaze pri spájaní ovládačov pripojiť k opačnému " "koncu inej reťaze. Takto sa vytvorí súvislá hladká reťaz v rovnakom smere. " "Príslušné možnosti musia byť povolené na oboch reťaziach." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:95 msgid "Sharpen Corner" msgstr "Zaostriť roh" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:94 msgid "" "Specifies whether the rig should generate a mechanism to form a sharp corner " "at the relevant connected end, depending on the angle formed by adjacent " "control locations. When the control angle becomes sharper than the specified " "value, ease starts reducing from 1 to 0." msgstr "" "Určuje, či má súprava vygenerovať mechanizmus na vytvorenie ostrého rohu na " "príslušnom pripojenom konci v závislosti od uhla vytvoreného susednými " "riadiacimi miestami. Keď sa riadiaci uhol stane ostrejším ako zadaná " "hodnota, zmiernenie sa začne znižovať z 1 na 0." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:98 msgid "" "Specifies that the controls should be oriented the same as the selected " "bone, rather than being aligned to the chain." msgstr "" "Určuje, že ovládače majú byť orientované rovnako ako vybraná kosť, a nie " "zarovnané k reťazi." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:102 #: ../../manual/interface/controls/buttons/menus.rst:144 msgid "Copy To Selected" msgstr "Skopírovať do vybraného" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:102 msgid "" "Copy to selected rigs that have the same option. Thus allowing to " "indiscriminately selecting bones without assigning unnecessary values." msgstr "" "Kopírovanie do vybraných zariadení, ktoré majú rovnakú možnosť. Umožňuje tak " "bez rozdielu vyberať kosti bez priradenia zbytočných hodnôt." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:106 msgid "Chain Priority" msgstr "Priorita reťaze" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:105 msgid "" "Allows overriding the heuristic used to select the primary owner when " "merging controls." msgstr "" "Povolí prepísať heuristiku používanú na výber primárneho vlastníka pri " "spájaní ovládačov." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:111 msgid "``skin.stretchy_chain``" msgstr "``skin.stretchy_chain``" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:113 msgid "" "This rig extends the basic chain with automation that propagates movement of " "the start and end, and an optional middle control, to other controls. This " "results in stretching the whole chain when moving one of the ends, rather " "than just the immediately adjacent B-Bones." msgstr "" "Táto výbavy rozširuje základný reťazec o automatizáciu, ktorá šíri pohyb " "začiatku a konca a voliteľného stredného ovládača do ďalších ovládačov. " "Výsledkom je natiahnutie celej reťaze pri pohybe jedného z koncov, a nie len " "bezprostredne susediacich Kostí ohybu." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:117 msgid "Middle Control Position" msgstr "Stredná riadiaca pozícia" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:118 msgid "" "Specifies the position of the middle control within the chain; disabled when " "zero." msgstr "" "Určuje polohu stredného ovládača v rámci reťaze; ak je nulový, je vypnutý." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:121 #: ../../manual/compositing/types/filter/dilate_erode.rst:39 #: ../../manual/compositing/types/matte/chroma_key.rst:38 #: ../../manual/compositing/types/matte/difference_key.rst:31 #: ../../manual/compositing/types/matte/distance_key.rst:39 #: ../../manual/editors/3dview/controls/proportional_editing.rst:58 #: ../../manual/grease_pencil/modes/vertex_paint/tool_settings/brush.rst:60 #: ../../manual/grease_pencil/modifiers/deform/hook.rst:41 #: ../../manual/modeling/meshes/editing/edge/loopcut_slide.rst:99 #: ../../manual/modeling/meshes/uv/tools/grab.rst:54 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:55 #: ../../manual/modeling/meshes/uv/tools/relax.rst:83 #: ../../manual/modeling/modifiers/deform/hooks.rst:70 #: ../../manual/modeling/modifiers/deform/warp.rst:56 #: ../../manual/modeling/modifiers/deform/wave.rst:58 #: ../../manual/modeling/modifiers/modify/weight_edit.rst:57 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:74 #: ../../manual/movie_clip/masking/sidebar.rst:43 #: ../../manual/physics/dynamic_paint/brush.rst:155 #: ../../manual/physics/forces/force_fields/introduction.rst:145 #: ../../manual/render/cycles/world_settings.rst:48 #: ../../manual/render/eevee/light_probes/irradiance_volumes.rst:34 #: ../../manual/render/eevee/light_probes/reflection_cubemaps.rst:45 #: ../../manual/render/eevee/light_probes/reflection_planes.rst:50 #: ../../manual/sculpt_paint/brush/falloff.rst:4 #: ../../manual/sculpt_paint/curves_sculpting/tools_settings.rst:20 #: ../../manual/sculpt_paint/sculpting/controls.rst:122 #: ../../manual/sculpt_paint/sculpting/tool_settings/brush_settings.rst:29 #: ../../manual/sculpt_paint/texture_paint/tool_settings/brush_settings.rst:28 #: ../../manual/sculpt_paint/vertex_paint/tool_settings/brush_settings.rst:28 #: ../../manual/sculpt_paint/weight_paint/tool_settings/brush_settings.rst:26 msgid "Falloff" msgstr "Dopad" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:120 msgid "" "Specifies the influence falloff curves of the start, middle and end " "controls. Zero results in linear falloff, increasing widens the influence, " "and -10 disables the influence propagation from that control completely." msgstr "" "Určuje krivky vplyvu dopadu počiatočných, stredných a koncových ovládačov. " "Nula vedie k lineárnemu dopadu, zvyšovanie rozširuje vplyv a -10 úplne " "vypína šírenie vplyvu z daného ovládača." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:124 #: ../../manual/sculpt_paint/sculpting/editing/expand.rst:0 msgid "Spherical Falloff" msgstr "Guľový dopad" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:124 msgid "" "Toggle buttons to change the shape of the falloff curve from a power curve " "that at falloff 1 forms a parabola :math:`1 - x^{2^f}` to a curve forming a " "circle :math:`(1 - x^{2^f})^{2^{-f}}`." msgstr "" "Prepínacie tlačidlá na zmenu tvaru krivky dopadu z krivky výkonu, ktorá pri " "dopade 1 tvorí parabolu :math:`1 - x^{2^f}` na krivku tvoriacu kruh :math:" "`(1 - x^{2^f})^{2^{-f}}`." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:127 msgid "Falloff Along Chain Curve" msgstr "Dopad pozdĺž krivky reťaze" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:127 msgid "" "Computes the falloff curve along the length of the chain, instead of " "projecting on the straight line connecting its start and end points." msgstr "" "Vypočíta krivku dopadu pozdĺž dĺžky reťaze namiesto premietnutia na priamku " "spájajúcu jej počiatočný a koncový bod." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:129 msgid "Propagate Twist" msgstr "Rozšíriť zakrútenie" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:130 msgid "" "Specifies whether twist of the chain should be propagated to control points " "between main controls." msgstr "" "Určuje, či sa má zakrútenie reťaze šíriť do riadiacich bodov medzi hlavnými " "ovládačmi." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:131 msgid "Propagate Scale" msgstr "Rozšíriť mierku" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:132 msgid "" "Specifies whether perpendicular scaling of the chain should be propagated to " "control points between main controls." msgstr "" "Určuje, či sa má kolmá zmena mierky reťaze šíriť do riadiacich bodov medzi " "hlavnými riadiacimi prvkami." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:134 msgid "Propagate to Controls" msgstr "Rozšírenie do ovládačov" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:134 msgid "" "Allows other chains to see propagated twist and scale via *Merge Parent " "Rotation and Scale* when their controls are merged into this chain, instead " "of it being completely local to this chain." msgstr "" "Povolí ostatným reťaziam vidieť rozšírenú rotáciu a mierku prostredníctvom " "*Zlúčiť rodičovskú rotáciu a mierku*, keď sú ich ovládače spojené do tejto " "reťaze, namiesto toho, aby boli úplne lokálne pre túto reťaz." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:137 msgid "Optionally specifies layers for the end controls." msgstr "Voliteľne určuje vrstvy pre koncové ovládače." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:139 msgid "Secondary Control Layers" msgstr "Sekundárne riadiace vrstvy" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:139 msgid "" "Optionally specifies layers for the middle control, falling back to *Primary " "Control Layers* if not set." msgstr "" "Voliteľne určuje vrstvy pre stredný ovládač, ak nie je nastavený, vráti sa " "späť na *Primárne ovládacie vrstvy*." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:141 msgid "" "The main controls with active falloff have the effect of *Merge Parent " "Rotation and Scale* automatically enabled just for them." msgstr "" "Hlavné ovládače s aktívnym dopadom majú automaticky zapnutý efekt *Spojiť " "rodičovskú rotáciu a mierku* len pre ne." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:148 msgid "``skin.anchor``" msgstr "``skin.anchor``" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:150 msgid "" "This rig effectively acts as a zero-length chain with highest priority, " "ensuring that it becomes the owner when merging controls with other chains. " "And also allowing one to input custom automation influence into the skin " "system." msgstr "" "Táto výbavy účinne funguje ako reťaz s nulovou dĺžkou a najvyššou prioritou, " "čo zaručuje, že sa pri spájaní ovládačov s inými reťazami stane vlastníkom. " "A tiež umožňuje zadávať vlastné vplyvy automatizácie do systému pokožky." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:154 msgid "All constraints on the meta-rig bone are moved to the created control." msgstr "Všetky vynútenia na kosti meta-výbavy sa presunú na vytvorený ovládač." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:156 msgid "Generate Deform Bone" msgstr "Vygenerovať deformačnú kosť" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:157 msgid "Creates a deformation bone parented to the control." msgstr "Vytvorí deformačnú kosť rodičovskú pre ovládač." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:158 msgid "Suppress Control" msgstr "Potlačenie ovládača" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:159 msgid "Makes the control a hidden mechanism bone to hide it from the user." msgstr "" "Vytvorí z ovládača skrytú mechanickú kosť, ktorá ho skryje pred užívateľom." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:161 msgid "Selects which widget to generate for the control." msgstr "Vyberie miniaplikáciu, ktorá sa má vygenerovať pre ovládač." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:163 #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:199 msgid "" "Operates the same as in :ref:`basic.raw_copy `, " "except all constraints are moved from ORG to the control bone." msgstr "" "Funguje rovnako ako v :ref:`basic.raw_copy `, s " "tým rozdielom, že všetky obmedzenia sa presunú z ORG na riadiacu kosť." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:166 msgid "Specifies the bone used to orient the control, like for other chains." msgstr "" "Určuje kosť použitú na orientáciu ovládača, podobne ako pri iných reťaziach." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:172 msgid "``skin.glue``" msgstr "``skin.glue``" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:174 msgid "" "This rig is in concept similar to ``skin.anchor``, but instead of overriding " "controls, it is used to read or adjust the state of controls generated by " "other rigs. The head of the bone must overlap a control of another skin rig." msgstr "" "Táto výbavy je podobná ako ``skin.anchor``, ale namiesto prepisovania " "ovládačov sa používa na čítanie alebo úpravu stavu ovládačov vygenerovaných " "inými výbavami. Hlava kosti musí prekrývať ovládač inej výbavy pokožky." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:178 msgid "" "The rig sets up its ORG bone to read the state of the control, while moving " "all constraints that were originally on the bone to the control." msgstr "" "Výbava nastaví svoju kosť ORG tak, aby čítala stav ovládača a zároveň " "presunie všetky vynútenie, ktoré boli pôvodne na kosti, na ovládač." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:196 msgid "Glue Mode" msgstr "Režim lepenia" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:182 msgid "Specifies how the ORG bone is connected to the skin control." msgstr "Určuje, ako je kosť ORG pripojená k ovládaču pokožky." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:184 msgid "Child Of Control" msgstr "Potomok ovládača" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:185 msgid "Makes the ORG bone a child of the control bone." msgstr "Vytvorí z kosti ORG potomka ovládača kosti." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:187 msgid "Mirror Of Control" msgstr "Zrkadlo ovládača" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:187 msgid "" "Makes the ORG bone a sibling of the control with a Copy Transforms " "constraint from the control. The resulting local space transformation is the " "same as control's local space." msgstr "" "Vytvorí z kosti ORG súrodenca ovládača s vynútením Kopírovať transformáciu z " "ovládača. Výsledná transformácia lokálneho priestoru je rovnaká ako lokálny " "priestor ovládača." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:192 msgid "Mirror With Parents" msgstr "Zrkadlo s rodičmi" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:190 msgid "" "Parents the ORG bone to the parent automation a control owned by the glue " "rig would have had, while making it follow the actual control. This includes " "both direct and parent-induced motion of the control into the local space " "transformation of the bone." msgstr "" "Rodičom kosti ORG je automatizácia rodičovstva, ktorú by mal ovládač " "vlastnený lepiacou výbavou, pričom sa riadi skutočným ovládačom. To zahŕňa " "priamy aj rodičovský pohyb ovládača v lokálnej priestorovej transformácii " "kosti." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:196 msgid "Deformation Bridge" msgstr "Premostiť deformáciu" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:195 msgid "" "Other than adding glue constraints to the control, the rig acts as a one " "segment basic deform chain. This is convenient when a pair of controls need " "to be bridged both with glue and a deform bone." msgstr "" "Okrem pridania vynútení prilepenia k ovládaciemu prvku sa výbava správa ako " "základná reťaz deformácie s jedným segmentom. To je výhodné, keď je potrebné " "preklenúť dvojicu ovládačov lepidlom a deformačnou kosťou." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:202 msgid "Use Tail Target" msgstr "Použiť Chvost cieľa" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:202 msgid "" "Relinks ``TARGET`` or any constraints with an empty target bone and no " "relink specification to reference the control located at the tail of the " "glue bone." msgstr "" "Prepojí ``TARGET`` (Cieľ) alebo akékoľvek vynútenia s prázdnou cieľovou " "kosťou a bez špecifikácie prepojenia na odkaz na ovládač umiestnený na " "chvoste lepiacej kosti." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:204 msgid "Target Local With Parents" msgstr "Cieľová lokalita s rodičmi" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:205 msgid "Switches the tail target to operate similarly to *Mirror With Parents*." msgstr "Prepne cieľ chvosta tak, aby fungoval podobne ako *Zrkadlo s rodičmi*." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:209 msgid "Add Constraint" msgstr "Pridať vynútenie" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:207 msgid "" "Allows to add a typical glue constraints with specific *Influence*, as if it " "were at the start of the ORG bone constraint stack." msgstr "" "Povolí pridať typické vynútenie prilepenia so špecifickým *Vplyvom*, ako " "keby bolo na začiatku zásobníka výnútení kostí ORG." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:214 msgid "``skin.transform.basic``" msgstr "``skin.transform.basic``" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:216 msgid "" "This rig provides a simplistic :ref:`parent controller `, which uses regular translation, rotation, or scale to modify " "locations but not orientations or scale of its child chain controls." msgstr "" "Táto výbava poskytuje zjednodušený :ref:`rodičovský ovládač `, ktorý používa bežné premiestnenie, rotáciu alebo mierku " "na úpravu polohy, ale nie orientácie alebo mierky svojich ovládačov reťazí " "potomkov." #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:222 msgid "Generate Control" msgstr "Vygenerovať ovládač" #: ../../manual/addons/rigging/rigify/rig_types/skin.rst:220 msgid "" "Specifies whether to generate a visible control, or use the transformation " "of the ORG bone as a part of more complex and specific rig setup." msgstr "" "Určuje, či sa má vygenerovať viditeľný ovládač, alebo sa má použiť " "transformácia kosti ORG ako súčasť zložitejšieho a špecifickejšieho " "nastavenia výbavy." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:4 msgid "Spines" msgstr "Chrbtice" #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:6 msgid "" "These rigs are used to generate spine structures, including the head and " "tail." msgstr "" "Tieto výbavy sa používajú na vytváranie štruktúr chrbtice vrátane hlavy a " "chvosta." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:10 msgid "``spines.super_spine``" msgstr "``spines.super_spine``" #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:12 msgid "" "Will create a complete bendy and stretchy b-bones spine system based on bone " "numbers of your bone chain and user defined options." msgstr "" "Vytvorí kompletný ohybný a pružný systém chrbtice kostí ohybu na základe " "čísel kostí vašej reťaze kostí a možností definovaných užívateľom." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:15 msgid "Requirement: A chain of at least three connected bones (base system)." msgstr "Požiadavka: Reťaz najmenej troch spojených kostí (základný systém)." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:19 msgid "Spine required bones." msgstr "Požadované kosti chrbtice." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:21 msgid "Pivot Position (integer)" msgstr "Pozícia bodu otáčania (celé číslo)" #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:22 msgid "Defines the pivot position for torso and hips." msgstr "Definuje pozíciu bodu otáčania trupu a bokov." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:27 msgid "Head (Boolean)" msgstr "Hlava (logická hodnota)" #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:24 msgid "When checked neck and head systems will be added to your spine rig." msgstr "" "A je povolené do vašej výbavy pre chrbticu sa pridajú systémy pre krk a " "hlavu." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:27 msgid "Neck Position (integer)" msgstr "Poloha krku (celé číslo)" #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:27 msgid "" "Defines the bone where the neck system starts. The last bone will always be " "the head system. If neck position is the last bone of the chain, then only " "the head system will be created ignoring the neck." msgstr "" "Definuje kosť, kde sa začína krčný systém. Poslednou kosťou bude vždy systém " "hlavy. Ak je pozícia krku poslednou kosťou reťaze, vytvorí sa iba systém " "hlavy, pričom sa ignoruje krk." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:34 msgid "Tail (Boolean)" msgstr "Chvost (logická hodnota)" #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:30 msgid "When checked tail system will be added to your spine rig." msgstr "Ak je povolené chvostový systém sa pridá k vašej výbavy chrbta." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:34 msgid "Tail Position (integer)" msgstr "Pozícia chvosta (celé číslo)" #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:33 msgid "" "Defines the bone where the tail system starts. The next bone will always be " "the hips system." msgstr "" "Definuje kosť, kde začína chvostový systém. Ďalšou kosťou bude vždy systém " "bokov." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:38 msgid "Spine default bones." msgstr "Predvolené kosti chrbtice." #: ../../manual/addons/rigging/rigify/rig_types/spines.rst:42 msgid "Spine with tail bones." msgstr "Chrbtica s chvostovými kosťami." #: ../../manual/addons/sequencer/index.rst:4 #: ../../manual/addons/sequencer/power_sequencer.rst:29 #: ../../manual/addons/sequencer/storypencil.rst:184 #: ../../manual/editors/video_sequencer/introduction.rst:39 #: ../../manual/editors/video_sequencer/introduction.rst:61 #: ../../manual/editors/video_sequencer/sequencer/index.rst:4 #: ../../manual/editors/video_sequencer/sequencer/index.rst:13 #: ../../manual/render/color_management.rst:179 #: ../../manual/render/output/properties/post_processing.rst:33 #: ../../manual/video_editing/edit/montage/strips/scene.rst:0 msgid "Sequencer" msgstr "Radič sekvencií" #: ../../manual/addons/sequencer/index.rst:6 msgid "These add-ons add features to the Video Sequencer." msgstr "Tieto doplnky pridávajú funkcie do Radiča videosekvencií." #: ../../manual/addons/sequencer/power_sequencer.rst:4 msgid "Power Sequencer" msgstr ":abbr:`Power Sequencer (Výkon radiča sekvencií)`" #: ../../manual/addons/sequencer/power_sequencer.rst:6 msgid "" "Power Sequencer is an add-on to help you edit your videos faster in the " "Video Sequencer. It adds many features to help you cut, trim, select, " "concatenate, or add transitions between sequences." msgstr "" "Power Sequencer je doplnok, ktorý vám pomôže rýchlejšie upravovať videá vo " "Video radiči sekvencií. Pridáva mnoho funkcií, ktoré vám pomôžu strihať, " "strihať, vyberať, spájať alebo pridávať prechody medzi sekvenciami." #: ../../manual/addons/sequencer/power_sequencer.rst:13 msgid "Open Blender and go to the Edit menu and select Preferences." msgstr "" "Otvorte Blender, prejdite do ponuky Úpravy a vyberte položku Predvoľby." #: ../../manual/addons/sequencer/power_sequencer.rst:14 msgid "" "In the Blender Preferences window, click on the the Add-ons tab on the left." msgstr "V okne Blender Predvoľby kliknite na kartu Doplnky na ľavej strane." #: ../../manual/addons/sequencer/power_sequencer.rst:15 msgid "In the search bar in the top-right, type \"Power Sequencer\"." msgstr "" "Do vyhľadávacieho panela v pravom hornom rohu zadajte \"Power Sequencer\"." #: ../../manual/addons/sequencer/power_sequencer.rst:16 msgid "" "Click the checkbox to the left of Sequencer: Power Sequencer to activate the " "add-on." msgstr "" "Kliknite na zaškrtávacie políčko vľavo od položky Sequencer: Ak chcete " "aktivovať doplnok, kliknite na zaškrtávacie políčko Power Sequencer." #: ../../manual/addons/sequencer/power_sequencer.rst:22 msgid "You can find the add-on's full documentation on the author's website:" msgstr "Úplnú dokumentáciu doplnku nájdete na webovej lokalite autora:" #: ../../manual/addons/sequencer/power_sequencer.rst:24 msgid "" "`Getting started `__" msgstr "" "`Začíname `__" #: ../../manual/addons/sequencer/power_sequencer.rst:25 msgid "" "`Features reference `__" msgstr "" "`Odkazy funkcií `__" #: ../../manual/addons/sequencer/power_sequencer.rst:30 msgid "Video editing tools for content creators." msgstr "Nástroje na úpravu videa pre tvorcov obsahu." #: ../../manual/addons/sequencer/power_sequencer.rst:31 #: ../../manual/addons/sequencer/storypencil.rst:186 #: ../../manual/editors/outliner/interface.rst:24 #: ../../manual/editors/preferences/system.rst:116 #: ../../manual/editors/timeline.rst:173 #: ../../manual/editors/video_sequencer/index.rst:5 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:26 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:41 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:93 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:120 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:163 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:180 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:206 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:220 msgid "Video Sequencer" msgstr "Radič videosekvencií" #: ../../manual/addons/sequencer/power_sequencer.rst:32 msgid "power_sequencer folder" msgstr "Priečinok power_sequencer" #: ../../manual/addons/sequencer/power_sequencer.rst:33 msgid "Nathan Lovato" msgstr "Nathan Lovato" #: ../../manual/addons/sequencer/storypencil.rst:4 msgid "Storypencil" msgstr "Príbehová ceruzka" #: ../../manual/addons/sequencer/storypencil.rst:6 msgid "" "Storypencil is an add-on that adds tools to help the storyboarding workflow " "using the video sequencer. It adds many features to help adding, editing and " "rendering linked scenes." msgstr "" "Príbehová ceruzka je doplnok, ktorý pridáva nástroje na pomoc pracovnému " "postupu príbehového panela pomocou radiča sekvencií videa. Pridáva mnoho " "funkcií, ktoré pomáhajú pridávať, upravovať a prekresľovať prepojené scény." #: ../../manual/addons/sequencer/storypencil.rst:16 msgid "Open Blender and go to Edit Menu, Preferences, then Add-ons." msgstr "" "Otvorte Blender a prejdite do ponuky Upraviť, Predvoľby a potom Doplnky." #: ../../manual/addons/sequencer/storypencil.rst:17 msgid "Search for Storypencil, and activate the add-on." msgstr "Vyhľadajte doplnok Príbehová ceruzka (Storypencil) a aktivujte ho." #: ../../manual/addons/sequencer/storypencil.rst:22 msgid "" "After activating the add-on, it will place buttons on the video sequencer " "header to control the linked Scenes Strips: Edit, New and Render." msgstr "" "Po aktivácii doplnku umiestnia tlačidlá na hlavičku radiča sekvencií videa " "na ovládanie prepojených pásov scén: Upraviť, Nový a Prekresliť." #: ../../manual/addons/sequencer/storypencil.rst:25 msgid "" "In the video Sequencer sidebar you will find a Storypencil tab with all the " "Settings for the add-on." msgstr "" "V bočnom paneli radiča sekvencií videa nájdete kartu Príbehová ceruzka so " "všetkými nastaveniami doplnku." #: ../../manual/addons/sequencer/storypencil.rst:30 msgid "" "With the 2D Animation Template in Draw Mode, you can use the menu located in " "the :menuselection:`3D Viewport --> Draw --> Setup Storyboard Session` and " "the add-on will take care to set up all the general settings and create the " "work-spaces and Scenes needed for the storyboard session." msgstr "" "So šablónou 2D animácie v režime kreslenia môžete použiť ponuku umiestnenú " "v :menuselection:`3D záber --> Kresliť--> Nastavenie relácie Panel príbehu` " "a doplnok sa postará o nastavenie všetkých všeobecných nastavení a " "vytvorenie pracovných priestorov a scén potrebných pre reláciu Panela " "príbehu." #: ../../manual/addons/sequencer/storypencil.rst:35 msgid "" "Use the main buttons on the video sequencer header to add, edit and render " "Scene Strips." msgstr "" "Pomocou hlavných tlačidiel v záhlaví radiča sekvencií videa môžete pridávať, " "upravovať a prekresľovať pásy scén." #: ../../manual/addons/sequencer/storypencil.rst:38 #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/editors/image/editing.rst:9 #: ../../manual/editors/outliner/editing.rst:42 #: ../../manual/files/blend/rename.rst:0 #: ../../manual/modeling/geometry_nodes/material/replace_material.rst:34 #: ../../manual/modeling/meshes/editing/edge/bevel.rst:0 #: ../../manual/modeling/meshes/editing/vertex/bevel_vertices.rst:0 #: ../../manual/modeling/modifiers/generate/bevel.rst:0 #: ../../manual/render/layers/introduction.rst:38 #: ../../manual/render/output/properties/frame_range.rst:48 #: ../../manual/scene_layout/scene/introduction.rst:33 #: ../../manual/sculpt_paint/texture_paint/tool_settings/texture_slots.rst:37 #: ../../manual/video_editing/edit/montage/strips/scene.rst:0 msgid "New" msgstr "Nový" #: ../../manual/addons/sequencer/storypencil.rst:40 msgid "" "Add a new Scene Strip to the active channel based on the Base Scene selected " "in the add-on settings. The name of the new Scene Strip will use the prefix " "and suffix established on the settings." msgstr "" "Pridá nový pás scény do aktívneho kanála na základe základnej scény vybratej " "v nastaveniach doplnku. Názov nového pásu scény bude používať predponu a " "príponu uloženú v nastaveniach." #: ../../manual/addons/sequencer/storypencil.rst:44 #: ../../manual/addons/uv/magic_uv.rst:60 #: ../../manual/addons/uv/magic_uv.rst:181 #: ../../manual/addons/uv/magic_uv.rst:217 #: ../../manual/addons/uv/magic_uv.rst:242 #: ../../manual/addons/uv/magic_uv.rst:269 #: ../../manual/addons/uv/magic_uv.rst:295 #: ../../manual/addons/uv/magic_uv.rst:404 #: ../../manual/addons/uv/magic_uv.rst:446 #: ../../manual/addons/uv/magic_uv.rst:475 #: ../../manual/addons/uv/magic_uv.rst:516 #: ../../manual/addons/uv/magic_uv.rst:538 #: ../../manual/addons/uv/magic_uv.rst:575 #: ../../manual/compositing/sidebar.rst:64 #: ../../manual/modeling/texts/editing.rst:170 msgid "Edit" msgstr "Upraviť" #: ../../manual/addons/sequencer/storypencil.rst:46 msgid "" "Opens the linked source scene under the timeline cursor in the video " "sequencer. There are two modes for editing source scenes, you can select the " "mode under Edit Scenes section in the Stoypencil panel." msgstr "" "Otvorí prepojenú zdrojovú scénu pod kurzorom časovej osi v radiči sekvencie " "videa. Existujú dva režimy na úpravu zdrojových scén, režim môžete zvoliť v " "časti Upraviť scény na paneli Storypencil." #: ../../manual/addons/sequencer/storypencil.rst:52 msgid "New Window mode" msgstr "Režim Nové okno" #: ../../manual/addons/sequencer/storypencil.rst:54 msgid "" "Storypencil will open the source scene in a new window keeping their " "timelines synchronized. When you finish editing the source scene you can " "close the opened window or keep it opened and control the timeline in the " "video sequencer to change to another scene." msgstr "" "Príbehová ceruzka otvorí zdrojovú scénu v novom okne a synchronizuje ich " "časové osi. Keď dokončíte úpravu zdrojovej scény, môžete zavrieť otvorené " "okno alebo ho nechať otvorené a ovládať časovú os v radiči sekvencie videa, " "aby ste sa zmenili na inú scénu." #: ../../manual/addons/sequencer/storypencil.rst:58 msgid "This method is best suited when using multiple monitors." msgstr "Táto metóda je najvhodnejšia pri použití viacerých monitorov." #: ../../manual/addons/sequencer/storypencil.rst:62 msgid "Switching mode" msgstr "Režim Prepínanie" #: ../../manual/addons/sequencer/storypencil.rst:64 msgid "" "Storypencil will open the source scene switching to the proper Workspace at " "the same video sequencer cursor position. When you finish editing the source " "scene you can return to the video Sequencer using the Back button on the " "Dope Sheet header in the source scene Workspace." msgstr "" "Príbehová ceruzka otvorí zdrojovú scénu prepnutím do správneho pracovného " "priestoru v rovnakej polohe kurzora radiča sekvencií videa. Po dokončení " "úpravy zdrojovej scény sa môžete vrátiť do radiča sekvencií videa tlačidlom " "Späť v hlavičke Expozičného hárku v zdrojovej scéne Pracovného priestoru." #: ../../manual/addons/sequencer/storypencil.rst:68 msgid "" "Stoypencil will also temporarily copy the audio from the video sequencer " "edit to the source scene. This makes it easy to work on the scene with the " "audio in sync and without having to go back to the video sequencer each time." msgstr "" "Príbehová ceruzka tiež dočasne skopíruje zvuk z úpravy radiča sekvencie " "videa do zdrojovej scény. To uľahčuje prácu na scéne so synchronizovaným " "zvukom a bez toho, aby ste sa museli zakaždým vracať k radiču sekvenciu " "videa." #: ../../manual/addons/sequencer/storypencil.rst:72 msgid "This method is best suited when using only one monitor." msgstr "Táto metóda je najvhodnejšia pri použití iba jedného monitora." #: ../../manual/addons/sequencer/storypencil.rst:76 msgid "" "There is still a known issue when the Add-on is used together with a scene " "pinned to a workspace. Synchronization between scenes may fail." msgstr "" "Stále existuje známy problém, keď sa doplnok používa spolu so scénou " "pripnutou do pracovného priestoru. Synchronizácia medzi scénami môže zlyhať." #: ../../manual/addons/sequencer/storypencil.rst:83 msgid "" "Render all or only selected scene strips, depending on the Add-on Render " "Strips settings." msgstr "" "Prekreslenie všetkých alebo iba vybratých pásov scény v závislosti od " "nastavení doplnkových pásov prekresľovania." #: ../../manual/addons/sequencer/storypencil.rst:90 msgid "Edit Scenes" msgstr "Úprava scén" #: ../../manual/addons/sequencer/storypencil.rst:93 msgid "Set the mode to use while working with Storypencil" msgstr "" "Nastavenie režimu, ktorý sa má používať pri práci s Príbehovou ceruzkou" #: ../../manual/addons/sequencer/storypencil.rst:97 msgid "Show Strip Range" msgstr "Zobraziť rozsah pásov" #: ../../manual/addons/sequencer/storypencil.rst:96 msgid "" "When enabled, shows the IN/OUT range from the video sequencer in the scene " "dope sheet of the source scene. (Green and red lines)" msgstr "" "Keď je povolené, zobrazí sa rozsah IN/OUT z radiča sekvencie videa v " "Expozičnom hárku scény zdrojovej scény. (Zelené a červené čiary)" #: ../../manual/addons/sequencer/storypencil.rst:100 msgid "Timeline Synchronization (New Window Mode)" msgstr "Synchronizácia časovej osi (nový režim okna)" #: ../../manual/addons/sequencer/storypencil.rst:100 msgid "" "When enabled, keeps the video sequencer and source scene timelines in sync." msgstr "" "Ak je povolené, synchronizuje sa radič sekvencie videa a časové osi " "zdrojovej scény." #: ../../manual/addons/sequencer/storypencil.rst:103 msgid "Audio Copy to Scene (Switch Mode)" msgstr "Kopírovanie zvuku do scény (režim prepínania)" #: ../../manual/addons/sequencer/storypencil.rst:103 msgid "Temporally copy the audio from the video sequencer to the source scene." msgstr "Dočasne skopírujte zvuk zo radiča sekvencia videa do zdrojovej scény." #: ../../manual/addons/sequencer/storypencil.rst:108 msgid "Audio Ignore Muted Sound (Switch Mode)" msgstr "Ignorovať stlmený zvuk audia (režim prepínania)" #: ../../manual/addons/sequencer/storypencil.rst:106 msgid "When copy the audio ignore the muted audio strips." msgstr "Pri kopírovaní zvuku ignoruje stlmené zvukové pásy." #: ../../manual/addons/sequencer/storypencil.rst:111 msgid "New Scenes" msgstr "Nové scény" #: ../../manual/addons/sequencer/storypencil.rst:114 msgid "Name Prefix" msgstr "Predpona názvu" #: ../../manual/addons/sequencer/storypencil.rst:114 msgid "Prefix that will be added to the name of new Scene Strips." msgstr "Predpona, ktorá bude pridaná k názvu nových pásov scény." #: ../../manual/addons/sequencer/storypencil.rst:117 msgid "Name Suffix" msgstr "Prípona názvu" #: ../../manual/addons/sequencer/storypencil.rst:117 msgid "Suffix that will be added to the name of new Scene Strips." msgstr "Prípona, ktorá bude pridaná k názvu nových pásv scény." #: ../../manual/addons/sequencer/storypencil.rst:120 #: ../../manual/editors/image/image_settings.rst:54 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:377 #: ../../manual/grease_pencil/modifiers/generate/build.rst:66 #: ../../manual/grease_pencil/properties/onion_skinning.rst:0 #: ../../manual/modeling/curves/properties/path_animation.rst:23 #: ../../manual/modeling/geometry_nodes/input/scene/scene_time.rst:39 #: ../../manual/modeling/volumes/properties.rst:31 #: ../../manual/movie_clip/tracking/clip/toolbar/solve.rst:83 #: ../../manual/movie_clip/tracking/graph.rst:37 #: ../../manual/physics/particles/emitter/physics/fluid.rst:86 #: ../../manual/physics/particles/mode.rst:291 #: ../../manual/modeling/geometry_nodes/input/scene/scene_time.rst:35 msgid "Frames" msgstr "Snímky" #: ../../manual/addons/sequencer/storypencil.rst:120 msgid "Duration in frames for the new Scene Strips." msgstr "Trvanie v snímkach pre nové pásy scén." #: ../../manual/addons/sequencer/storypencil.rst:125 msgid "Template Scene" msgstr "Šablóna scény" #: ../../manual/addons/sequencer/storypencil.rst:123 msgid "" "The Scene used as base for Scene Strips. In this template Scene you can " "setup cameras, Grease Pencil objects, background objects, etc. to avoid " "start from scratch every time." msgstr "" "Scéna sa použitá ako základ pre pásy scén. V tejto základnej scéne môžete " "nastaviť kamery, objekty Pastelky, objekty pozadia atď. Aby ste sa zakaždým " "vyhli štartu od nuly." #: ../../manual/addons/sequencer/storypencil.rst:128 msgid "Render Strips" msgstr "Prekreslenie pásov" #: ../../manual/addons/sequencer/storypencil.rst:130 msgid "" "If the render format is Movie the add-on will render one Movie clip per " "Scene strip using the video sequencer render settings. All rendered Movies " "will be imported (if Import Rendered Strips setting is enabled) as Movie " "clips on the selected channel." msgstr "" "Ak je formát prekreslenia Film, doplnok prekreslí jeden filmový klip na pás " "scény použitím nastavení prekresľovania radiča sekvencií videa. Všetky " "prekreslené filmy sa importujú (ak je povolené nastavenie Importovať " "prekreslené pásy) ako filmové klipy na vybranom kanáli." #: ../../manual/addons/sequencer/storypencil.rst:134 msgid "" "If the render format is Image the add-on will render one image on each " "keyframe found in the source scene of the Scene strip using the video " "sequencer render settings. All rendered Images will be imported (if Import " "Rendered Strips setting is enabled) as Image Strips on the selected channel, " "the length used for the imported Image Clip will correspond to the gap " "between keyframes." msgstr "" "Ak je formát prekreslenia Obrázok, doplnok prekreslí jeden obrázok na každej " "kľúčovej snímke, ktorá sa nachádza v zdrojovej scéne pásu scény, použitím " "nastavení prekreslenia radiča sekvencií videa. Všetky prekreslené obrázky sa " "importujú (ak je povolené nastavenie Importovať prekreslené pásy) ako pásy " "obrázkov na vybranom kanáli, dĺžka použitá pre importovaný klip obrázkov " "bude zodpovedať medzere medzi kľúčovými snímkami." #: ../../manual/addons/sequencer/storypencil.rst:140 msgid "Output Path" msgstr "Cesta výstupu" #: ../../manual/addons/sequencer/storypencil.rst:140 msgid "Directory name where rendered video or images will be saved." msgstr "Názov priečinka, do ktorého sa uloží prekreslené video alebo obrázky." #: ../../manual/addons/sequencer/storypencil.rst:143 msgid "Render Only Selected Strips" msgstr "Prekresliť iba vybrané pásy" #: ../../manual/addons/sequencer/storypencil.rst:143 msgid "When enabled, only the selected Scene Strips will be rendered." msgstr "Keď je povolené, vykreslia sa iba vybrané pásy scén." #: ../../manual/addons/sequencer/storypencil.rst:146 #: ../../manual/compositing/types/output/file.rst:47 #: ../../manual/files/media/image_formats.rst:163 #: ../../manual/render/output/properties/output.rst:45 msgid "File Format" msgstr "Formát súboru" #: ../../manual/addons/sequencer/storypencil.rst:146 msgid "Select the File Format to render the Scene Strips." msgstr "Výberom formátu súboru prekreslíte pásy scény." #: ../../manual/addons/sequencer/storypencil.rst:149 #: ../../manual/render/output/properties/output.rst:124 msgid "Container" msgstr "Kontajner" #: ../../manual/addons/sequencer/storypencil.rst:149 msgid "Output file container to use." msgstr "Výstupný kontajner súborov na použitie." #: ../../manual/addons/sequencer/storypencil.rst:152 #: ../../manual/render/output/properties/output.rst:228 msgid "Audio Codec" msgstr "Zvukový kodek" #: ../../manual/addons/sequencer/storypencil.rst:152 msgid "FFmpeg audio codec to use." msgstr "Použitý zvukový kodek FFMpeg." #: ../../manual/addons/sequencer/storypencil.rst:155 msgid "Import Rendered Strips" msgstr "Importovať prekreslené pásy" #: ../../manual/addons/sequencer/storypencil.rst:155 msgid "" "When enabled, The Movie clips or images generated will be imported after " "rendered." msgstr "" "Ak je táto možnosť povolená, vygenerované filmové klipy alebo obrázky sa po " "prekreslení importujú." #: ../../manual/addons/sequencer/storypencil.rst:158 #: ../../manual/animation/constraints/relationship/action.rst:99 #: ../../manual/compositing/types/color/rgb_curves.rst:50 #: ../../manual/compositing/types/output/levels.rst:34 #: ../../manual/compositing/types/vector/vector_curves.rst:34 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:77 #: ../../manual/editors/video_sequencer/sequencer/sidebar/strip.rst:183 #: ../../manual/video_editing/edit/montage/selecting.rst:59 #: ../../manual/video_editing/edit/montage/strips/image.rst:68 #: ../../manual/video_editing/edit/montage/strips/movie.rst:38 #: ../../manual/video_editing/edit/montage/strips/scene.rst:27 #: ../../manual/video_editing/edit/montage/strips/sound.rst:78 #: ../../manual/compositing/types/color/rgb_curves.rst:45 #: ../../manual/compositing/types/vector/vector_curves.rst:30 msgid "Channel" msgstr "Kanál" #: ../../manual/addons/sequencer/storypencil.rst:158 msgid "The Channel to use for Movie clips or images imported after rendered." msgstr "" "Kanál na použitie pre filmové klipy alebo obrázky importované po prekreslení." #: ../../manual/addons/sequencer/storypencil.rst:161 msgid "Image Steps" msgstr "Kroky obrázka" #: ../../manual/addons/sequencer/storypencil.rst:161 msgid "" "If greater than 0, when rendering images sets the number of images to " "generate between keyframes." msgstr "" "Ak je hodnota väčšia ako 0, pri prekresľovaní obrázkov nastavuje počet " "obrázkov, ktoré sa majú vygenerovať medzi kľúčovými snímkami." #: ../../manual/addons/sequencer/storypencil.rst:164 msgid "Image Numbering" msgstr "Číslovanie obrázkov" #: ../../manual/addons/sequencer/storypencil.rst:164 msgid "Sets the Numbering format for the generated images to use." msgstr "" "Nastavuje formát číslovania pre vygenerované obrázky, ktoré sa majú použiť." #: ../../manual/addons/sequencer/storypencil.rst:167 msgid "Folder by Strip" msgstr "Priečinok podľa pásu" #: ../../manual/addons/sequencer/storypencil.rst:167 msgid "" "When enabled, saves the images to the Output Path inside different folders " "with the Scene Strip name." msgstr "" "Ak je povolené, uloží obrázky na výstupnú cestu do rôznych priečinkov s " "názvom Pás scény." #: ../../manual/addons/sequencer/storypencil.rst:173 msgid "VSE Workspace" msgstr "Pracovný priestor VSE" #: ../../manual/addons/sequencer/storypencil.rst:173 msgid "Workspace to use for video editing." msgstr "Pracovný priestor na úpravu videa." #: ../../manual/addons/sequencer/storypencil.rst:176 msgid "VSE Scene" msgstr "Scéna VSE" #: ../../manual/addons/sequencer/storypencil.rst:176 msgid "Scene to use as the main video editing scene." msgstr "Scéna, ktorá sa má použiť ako hlavná scéna na úpravu videa." #: ../../manual/addons/sequencer/storypencil.rst:180 msgid "Drawing Workspace" msgstr "Pracovný priestor kreslenia" #: ../../manual/addons/sequencer/storypencil.rst:179 msgid "Workspace to use for edit the source scenes." msgstr "Pracovný priestor na úpravu zdrojových scén." #: ../../manual/addons/sequencer/storypencil.rst:185 msgid "Storyboard tools." msgstr "Nástroje Príbehovej ceruzky." #: ../../manual/addons/sequencer/storypencil.rst:187 msgid "Storypencil folder" msgstr "Priečinok Príbehovej ceruzky" #: ../../manual/addons/sequencer/storypencil.rst:188 msgid "Antonio Vazquez, Matias Mendiola, Daniel Martinez Lara, Rodrigo Blaas" msgstr "Antonio Vazquez, Matias Mendiola, Daniel Martinez Lara, Rodrigo Blaas" #: ../../manual/addons/system/blend_info.rst:4 msgid "Scene Information" msgstr ":abbr:`Scene Information (Informácie o scéne)`" #: ../../manual/addons/system/blend_info.rst:6 msgid "A visual overview of your scene and it's contents." msgstr "Vizualizuje prehľad o vašej scéne a jej obsahu." #: ../../manual/addons/system/blend_info.rst:13 msgid "Click System then Scene Information to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Systém --> Scene Information`." #: ../../manual/addons/system/blend_info.rst:19 msgid "" "Located in the :menuselection:`Properties --> Scene --> Blend Info panel`." msgstr "" "Nachádza sa v ponuke :menuselection:`Vlastnosti --> Scéna --> panel " "Informácie prelínania`." #: ../../manual/addons/system/blend_info.rst:29 #: ../../manual/addons/system/blender_id.rst:42 #: ../../manual/addons/system/demo_mode.rst:91 #: ../../manual/addons/system/index.rst:4 #: ../../manual/addons/system/property_chart.rst:24 #: ../../manual/addons/system/ui_translations.rst:24 #: ../../manual/editors/file_browser.rst:239 #: ../../manual/editors/preferences/save_load.rst:107 #: ../../manual/editors/preferences/system.rst:5 #: ../../manual/physics/particles/emitter/physics/boids.rst:127 #: ../../manual/physics/particles/emitter/physics/keyed.rst:52 msgid "System" msgstr "Systém" #: ../../manual/addons/system/blend_info.rst:30 msgid "Show information about the blend-file." msgstr "Zobrazí informácie o blend súbore." #: ../../manual/addons/system/blend_info.rst:31 msgid ":menuselection:`Properties --> Scene --> Blend Info panel`" msgstr ":menuselection:`Vlastnosti --> Scéna --> panel Informácie prelínania`" #: ../../manual/addons/system/blend_info.rst:32 msgid "system_scene_information.py" msgstr "system_scene_information.py" #: ../../manual/addons/system/blend_info.rst:33 msgid "uselessdreamer" msgstr "uselessdreamer" #: ../../manual/addons/system/blender_id.rst:4 msgid "Blender ID Authentication" msgstr ":abbr:`Blender ID Authentication (Autentifikácia ID Blendera)`" #: ../../manual/addons/system/blender_id.rst:6 msgid "" "This add-on allows you to authenticate your Blender with your `Blender ID " "`__ account. This authentication can then be used " "by other add-ons, such as the `Blender Cloud add-on `__." msgstr "" "Tento doplnok vám umožňuje autentifikovať váš Blender vašim účtom `Blender " "ID `__. Túto autentifikáciu potom môžu použiť " "ďalšie doplnky, napríklad doplnok `Blender Cloud `__." #: ../../manual/addons/system/blender_id.rst:14 msgid "" "Sign up for an account at the `Blender ID site `__ " "if you don't have an account yet." msgstr "" "Zaregistrujte si účet na `Blender ID stránke `__, " "ak ešte nemáte účet." #: ../../manual/addons/system/blender_id.rst:16 msgid "Click System then Blender ID authentication to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Systém --> Blender ID " "authentication`." #: ../../manual/addons/system/blender_id.rst:17 msgid "" "Log in with your Blender ID and password. You only have to do this once." msgstr "Prihláste sa svojim Blender ID a heslom. Musíte to urobiť len raz." #: ../../manual/addons/system/blender_id.rst:19 msgid "" "Your password is never saved on your machine, just an access token. It is " "stored next to your Blender configuration files, in:" msgstr "" "Vaše heslo sa nikdy neukladá do počítača, je to len prístupový token. Je " "uložené vedľa vašich konfiguračných súborov Blenderu v:" #: ../../manual/addons/system/blender_id.rst:22 msgid "Linux:" msgstr "Linux:" #: ../../manual/addons/system/blender_id.rst:26 msgid "macOS:" msgstr "macOS:" #: ../../manual/addons/system/blender_id.rst:30 msgid "Windows:" msgstr "Windows:" #: ../../manual/addons/system/blender_id.rst:43 msgid "Stores your Blender ID credentials for usage with other add-ons." msgstr "Uloží vaše poverenia Blender ID pre použitie s ďalšími doplnkami." #: ../../manual/addons/system/blender_id.rst:44 msgid ":menuselection:`Preferences --> Add-on tab`" msgstr ":menuselection:`Predvoľby --> Doplnky`" #: ../../manual/addons/system/blender_id.rst:45 msgid "blender_id folder" msgstr "Priečinok blender_id" #: ../../manual/addons/system/blender_id.rst:46 msgid "Sybren A. Stüvel, Francesco Siddi, and Inês Almeida" msgstr "Sybren A. Stüvel, Francesco Siddi a Inês Almeida" #: ../../manual/addons/system/blender_id.rst:47 msgid "GPLv2+" msgstr "GPLv2+" #: ../../manual/addons/system/demo_mode.rst:4 msgid "Demo Mode" msgstr ":abbr:`Demo Mode (Demonštračný režim)`" #: ../../manual/addons/system/demo_mode.rst:13 msgid "Click System then Demo Mode to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Systém --> Demonštračný režim`." #: ../../manual/addons/system/demo_mode.rst:17 msgid "Configuration" msgstr "Konfigurácia" #: ../../manual/addons/system/demo_mode.rst:19 msgid "" "This is done from :menuselection:`File --> Demo Mode (Setup)` in the File " "menu, from here you can select a directory which is searched recursively for " "blend-files to loop over." msgstr "" "Toto sa robí z :menuselection:`Súbor --> Demo režim (Setup)` v ponuke Súbor, " "odtiaľ môžete zvoliť priečinok, ktorý sa rekurzívne prehľadáva, aby sa v ňom " "našli blend súbory." #: ../../manual/addons/system/demo_mode.rst:22 msgid "" "There are options as to what to do with each file at the moment the main " "options are to render or play an animation with options as to how many " "cycles to play, time to wait after render is done." msgstr "" "Toto sú možnosti, čo s každým súborom urobiť, v súčasnosti sú hlavnými " "možnosťami prekreslenia alebo prehranie animácie s možnosťami, koľko cyklov " "sa má prehrať, čas čakania po dokončení prekreslenia." #: ../../manual/addons/system/demo_mode.rst:27 msgid "Automatic Configuration" msgstr "Automatická konfigurácia" #: ../../manual/addons/system/demo_mode.rst:29 msgid "" "The *Auto* option selects between *Render* and *Play* option based on the " "window layout's use of image/node editors. If you are happy to use these " "settings on all files, you can leave the *Run Immediately* option enabled " "and confirm." msgstr "" "Možnosť *Automaticky* vyberá medzi možnosťami *Prekresliť* a *Prehrať* na " "základe použitia editorov obrázkov/uzlov v rozložení okna. Ak ste spokojní s " "používaním týchto nastavení na všetky súbory, môžete ponechať zapnutú " "možnosť *Spustiť ihneď* a potvrdiť." #: ../../manual/addons/system/demo_mode.rst:34 msgid "Adjusting the Configuration" msgstr "Úprava konfigurácie" #: ../../manual/addons/system/demo_mode.rst:36 msgid "" "If you want to set options per file, you can disable *Run Immediately*, " "during setup and select ``demo.py`` text data-block. This file has one line " "per file and settings can be edited and saved with the blend-file. When " "``demo.py`` is present you only have to go to :menuselection:`File --> Demo " "Mode (Start)`." msgstr "" "Ak chcete nastaviť možnosti pre každý súbor, môžete počas nastavenia vypnúť " "možnosť *Spustiť ihneď* a zvoliť blok textových údajov ``demo.py``. Tento " "súbor má jeden riadok na súbor a nastavenia je možné upravovať a ukladať s " "blend súborom. Ak je k dispozícii súbor ``demo.py``, musíte prejsť iba na :" "menuselection:`Súbor --> Demo režim (Štart)`." #: ../../manual/addons/system/demo_mode.rst:45 msgid "These keyword arguments show up in generated ``demo.py``, e.g::" msgstr "" "Tieto argumenty kľúčových slov sa zobrazujú vo vygenerovanom ``demo.py``, " "napr .:" #: ../../manual/addons/system/demo_mode.rst:50 msgid "``anim_cycles`` -- Number of times to play the animation." msgstr "``anim_cycles`` - Počet spustení animácie." #: ../../manual/addons/system/demo_mode.rst:51 msgid "" "``anim_render`` -- Render entire animation (applies to ``mode='RENDER'`` " "only)." msgstr "" "``anim_render`` - Vytvorí prekreslenie celej animácie (platí iba pre " "``mode='RENDER'``)." #: ../../manual/addons/system/demo_mode.rst:52 msgid "" "``anim_screen_switch`` -- Time between switching screens (in seconds) or 0 " "to disable." msgstr "" "``anim_screen_switch`` - Čas medzi prepínaním obrazoviek (v sekundách) alebo " "0 pre deaktiváciu." #: ../../manual/addons/system/demo_mode.rst:53 msgid "" "``anim_time_max`` -- Maximum number of seconds to show the animation for (in " "case the end frame is very high for no reason)." msgstr "" "``anim_time_max`` - maximálny počet sekúnd, počas ktorých sa má animácia " "zobraziť (v prípade, že je koncová snímka bez dôvodu veľmi vysoká)." #: ../../manual/addons/system/demo_mode.rst:55 msgid "" "``anim_time_min`` -- Minimum number of seconds to show the animation for " "(for small loops)." msgstr "" "``anim_time_min`` - minimálny počet sekúnd na zobrazenie animácie (pre malé " "slučky)." #: ../../manual/addons/system/demo_mode.rst:56 msgid "" "``display_render`` -- Time to display the rendered image before moving on " "(in seconds)." msgstr "" "``display_render`` - čas na zobrazenie vytvoreného prekreslenia obrázku pred " "pokračovaním (v sekundách)." #: ../../manual/addons/system/demo_mode.rst:57 msgid "``file`` -- The filepath for the blend-file." msgstr "``file`` - cesta súboru pre blend súbor." #: ../../manual/addons/system/demo_mode.rst:58 msgid "``mode`` -- ``AUTO`` / ``PLAY`` / ``RENDER`` -- what to do on load." msgstr "" "``mode`` - ``AUTO`` / ``PLAY`` / ``RENDER`` - určuje, čo robiť pri načítaní." #: ../../manual/addons/system/demo_mode.rst:62 msgid "Portable Configuration" msgstr "Prenosná konfigurácia" #: ../../manual/addons/system/demo_mode.rst:64 msgid "" "Once you setup a ``demo.py`` you may want to move it to a different system. " "In this case the paths might not match up, if so update the ``search_path`` " "variable to point to the path on the new system. You can also set the " "``search_path`` to use the directory of the current blend-file::" msgstr "" "Po nastavení súboru ``demo.py`` ho možno budete chcieť presunúť do iného " "systému. V takom prípade sa cesty nemusia zhodovať, ak je to tak, " "aktualizujte premennú ``search_path``, aby ukazovala na cestu v novom " "systéme. Môžete tiež nastaviť ``search_path`` tak, aby používala priečinok " "aktuálneho blend súboru::" #: ../../manual/addons/system/demo_mode.rst:75 msgid "" "Once the demo starts it will play, render and load different files in the " "same Blender instance. Since its using a modal operator you can still use " "with Blender while the demo runs." msgstr "" "Po spustení ukážky sa budú prehrávať, prekresľovať a načítať rôzne súbory v " "tej istej inštancii Blenderu. Odkedy používa modálny operátor, môžete ho " "počas spustenia ukážky stále používať s Blenderom." #: ../../manual/addons/system/demo_mode.rst:78 msgid "" "If you want to stop Demo Mode, you can press :kbd:`Esc` and continue using " "Blender. To enable again there are three buttons at the right hand side of " "the file menu to navigate *Prev*/*Pause*/*Next*." msgstr "" "Ak chcete ukončiť Demoštračný režim, môžete stlačiť :kbd:`Esc` a pokračovať " "v používaní Blenderu. Na opätovné zapnutie sú k dispozícii tri tlačidlá na " "pravej strane ponuky súborov, ktorými sa môžete pohybovať *Predošlý*/*Pauza*/" "*Ďalší*." #: ../../manual/addons/system/demo_mode.rst:85 msgid "" "One file can't play an animation then render, you need to copy the line in " "``demo.py`` and set one mode to ``RENDER`` the other to ``PLAY``." msgstr "" "Jeden súbor nemôže prehrávať animáciu v čase prekresľovania, musíte " "skopírovať riadok do súboru ``demo.py`` a nastaviť jeden režim na " "``RENDER``, druhý na ``PLAY``." #: ../../manual/addons/system/demo_mode.rst:92 msgid "Demo Mode lets you select multiple blend-files and loop over them." msgstr "" "Demoštračný režim vám umožní vybrať viac blend súborov a vytvoriť slučku." #: ../../manual/addons/system/demo_mode.rst:93 msgid ":menuselection:`File --> Demo menu`" msgstr ":menuselection:`Súbor --> ponuka Demonštrácie`" #: ../../manual/addons/system/demo_mode.rst:94 msgid "system_demo_mode folder" msgstr "Priečinok system_demo_mode" #: ../../manual/addons/system/index.rst:8 ../../manual/addons/uv/index.rst:8 #: ../../manual/addons/video_tools/index.rst:8 msgid "Work In Progress" msgstr "Rozpracované" #: ../../manual/addons/system/index.rst:10 msgid "These add-ons relate to showing information about objects and scenes." msgstr "Tieto doplnky sa týkajú zobrazovania informácií o objektoch a scénach." #: ../../manual/addons/system/property_chart.rst:4 msgid "Property Chart" msgstr ":abbr:`Property Chart (Tabuľka vlastností)`" #: ../../manual/addons/system/property_chart.rst:6 msgid "" "When selecting an object you will see a new panel in the 3D Viewport's " "Sidebar. In that panel you can edit the properties of selected objects." msgstr "" "Po výbere objektu sa na bočnom paneli 3D záberu zobrazí nový panel. V tomto " "paneli môžete upravovať vlastnosti vybraných objektov." #: ../../manual/addons/system/property_chart.rst:14 msgid "Click System then Property Chart to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Systém --> Property Chart`." #: ../../manual/addons/system/property_chart.rst:25 msgid "" "Edit arbitrary selected properties for objects/sequence strips of the same " "type." msgstr "" "Upravte ľubovoľné vybrané vlastnosti pre pásy objektov/sekvencií rovnakého " "typu." #: ../../manual/addons/system/property_chart.rst:27 msgid "system_property_chart.py" msgstr "system_property_chart.py" #: ../../manual/addons/system/property_chart.rst:28 msgid "Campbell Barton (ideasman42)" msgstr "Campbell Barton (ideasman42)" #: ../../manual/addons/system/ui_translations.rst:4 msgid "Manage UI Translations" msgstr "" ":abbr:`Manage UI Translations (Správa prekladov užívateľského rozhrania)`" #: ../../manual/addons/system/ui_translations.rst:13 msgid "Click System then Manage UI translations to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Systém --> Manage UI " "translations`." #: ../../manual/addons/system/ui_translations.rst:19 msgid "" "See `Blender translation how-to `__ in the Wiki." msgstr "" "Pozrite si stránku `Ako na preklad Blenderu `__ na Wiki." #: ../../manual/addons/system/ui_translations.rst:25 msgid "" "Allows managing UI translations directly from within Blender (update main po-" "files, update scripts' translations, etc.)." msgstr "" "Povolí správu prekladov užívateľského rozhrania priamo z Blenderu " "(aktualizáciu hlavných súborov PO, aktualizáciu prekladových skriptov atď.)." #: ../../manual/addons/system/ui_translations.rst:27 msgid ":menuselection:`Topbar --> File menu`, Text editor, any UI control" msgstr "" ":menuselection:`Horný panel --> ponuka Súbor`, Textový editor, ovládanie :" "abbr:`UI (Users Interface)`" #: ../../manual/addons/system/ui_translations.rst:28 msgid "ui_translate folder" msgstr "Priečinok ui_translate" #: ../../manual/addons/uv/index.rst:4 ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/uv/magic_uv.rst:925 #: ../../manual/compositing/types/distort/map_uv.rst:27 #: ../../manual/editors/uv/introduction.rst:131 #: ../../manual/grease_pencil/modes/draw/tools/draw.rst:174 #: ../../manual/grease_pencil/modifiers/deform/noise.rst:33 #: ../../manual/grease_pencil/modifiers/deform/smooth.rst:31 #: ../../manual/modeling/geometry_nodes/mesh/index.rst:16 #: ../../manual/modeling/geometry_nodes/mesh/uv/pack_uv_islands.rst:25 #: ../../manual/modeling/geometry_nodes/mesh/uv/pack_uv_islands.rst:49 #: ../../manual/modeling/geometry_nodes/mesh/uv/uv_unwrap.rst:57 #: ../../manual/modeling/modifiers/common_options.rst:90 #: ../../manual/render/cycles/baking.rst:0 #: ../../manual/render/freestyle/view_layer/line_style/texture.rst:69 #: ../../manual/render/layers/passes.rst:46 #: ../../manual/render/shader_nodes/input/texture_coordinate.rst:66 #: ../../manual/render/shader_nodes/input/uv_map.rst:39 msgid "UV" msgstr "UV" #: ../../manual/addons/uv/index.rst:10 msgid "These add-ons relate to the UV editor and UV editing." msgstr "Tieto doplnky sa týkajú editora UV a úpravy UV." #: ../../manual/addons/uv/magic_uv.rst:6 msgid "Magic UV" msgstr ":abbr:`Magic UV (Mágia UV súradníc)`" #: ../../manual/addons/uv/magic_uv.rst:12 msgid "Click UV then Magic UV to enable the script." msgstr "Kliknutím na UV a potom na Magic UV aktivujete skript." #: ../../manual/addons/uv/magic_uv.rst:18 msgid "" "Located in the :menuselection:`3D Viewport --> Sidebar --> Edit` and :" "menuselection:`UV Editor --> Sidebar --> Magic UV`." msgstr "" ":menuselection:`3D záber --> Bočný panel --> Upraviť`, a :menuselection:`UV " "editor --> Bočný panel --> Magic UV`." #: ../../manual/addons/uv/magic_uv.rst:25 msgid ":ref:`Copy/Paste UV `" msgstr ":ref:`Kopírovať/Prilepiť UV `" #: ../../manual/addons/uv/magic_uv.rst:26 msgid ":ref:`Transfer UV `" msgstr ":ref:`Preniesť UV `" #: ../../manual/addons/uv/magic_uv.rst:27 msgid ":ref:`Flip/Rotate UV `" msgstr ":ref:`Preklopiť/Otočiť UV `" #: ../../manual/addons/uv/magic_uv.rst:28 msgid ":ref:`Mirror UV `" msgstr ":ref:`Zrkadliť UV `" #: ../../manual/addons/uv/magic_uv.rst:29 msgid ":ref:`Move UV `" msgstr ":ref:`Presunúť UV `" #: ../../manual/addons/uv/magic_uv.rst:30 msgid ":ref:`World Scale UV `" msgstr ":ref:`Mierka UV sveta `" #: ../../manual/addons/uv/magic_uv.rst:31 msgid ":ref:`Preserve UV Aspect `" msgstr ":ref:`Zachovať aspekt UV `" #: ../../manual/addons/uv/magic_uv.rst:32 msgid ":ref:`Texture Lock `" msgstr ":ref:`Zamknúť textúru `" #: ../../manual/addons/uv/magic_uv.rst:33 msgid ":ref:`Texture Wrap `" msgstr ":ref:`Zahaliť textúrou `" #: ../../manual/addons/uv/magic_uv.rst:34 msgid ":ref:`UV Sculpt `" msgstr ":ref:`Tvarovanie UV `" #: ../../manual/addons/uv/magic_uv.rst:35 msgid ":ref:`Unwrap Constraint `" msgstr ":ref:`Vynútiť rozvinutie `" #: ../../manual/addons/uv/magic_uv.rst:36 msgid ":ref:`Texture Projection `" msgstr ":ref:`Premietnutie textúry `" #: ../../manual/addons/uv/magic_uv.rst:37 msgid ":ref:`UVW `" msgstr ":ref:`UVW `" #: ../../manual/addons/uv/magic_uv.rst:38 msgid ":ref:`Align UV `" msgstr ":ref:`Zarovnať UV `" #: ../../manual/addons/uv/magic_uv.rst:39 msgid ":ref:`Smooth UV `" msgstr ":ref:`Vyhladiť UV `" #: ../../manual/addons/uv/magic_uv.rst:40 msgid ":ref:`Select UV `" msgstr ":ref:`Vybrať UV `" #: ../../manual/addons/uv/magic_uv.rst:41 msgid ":ref:`Pack UV (Extension) `" msgstr ":ref:`Zbaliť UV (rozšírenie) `" #: ../../manual/addons/uv/magic_uv.rst:42 msgid ":ref:`Clip UV `" msgstr ":ref:`Odstrihnúť UV `" #: ../../manual/addons/uv/magic_uv.rst:43 msgid ":ref:`Align UV Cursor `" msgstr ":ref:`Zarovnať UV kurzor `" #: ../../manual/addons/uv/magic_uv.rst:44 msgid ":ref:`UV Cursor Location `" msgstr ":ref:`Poloha UV kurzora `" #: ../../manual/addons/uv/magic_uv.rst:45 msgid ":ref:`UV Bounding Box `" msgstr ":ref:`Pole ohraničenia UV `" #: ../../manual/addons/uv/magic_uv.rst:46 msgid ":ref:`UV Inspection `" msgstr ":ref:`UV inšpekcia `" #: ../../manual/addons/uv/magic_uv.rst:52 msgid "Copy/Paste UV" msgstr "Kopírovať/Prilepiť UV" #: ../../manual/addons/uv/magic_uv.rst:55 msgid "3D Viewport (Edit)" msgstr "3D záber (úprava)" #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/animation/drivers/drivers_panel.rst:0 #: ../../manual/animation/keyframes/keying_sets.rst:0 #: ../../manual/animation/markers.rst:0 #: ../../manual/animation/motion_paths.rst:0 #: ../../manual/animation/shape_keys/shape_keys_panel.rst:0 #: ../../manual/editors/nla/editing.rst:0 #: ../../manual/editors/preferences/keymap.rst:74 #: ../../manual/editors/preferences/lights.rst:24 #: ../../manual/editors/video_sequencer/preview/sidebar.rst:0 #: ../../manual/files/linked_libraries/library_overrides.rst:0 #: ../../manual/files/linked_libraries/link_append.rst:0 #: ../../manual/grease_pencil/animation/tools.rst:0 #: ../../manual/interface/window_system/workspaces.rst:0 #: ../../manual/modeling/meshes/editing/uv.rst:0 #: ../../manual/modeling/meshes/uv/editing.rst:0 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:0 #: ../../manual/modeling/meshes/uv/workflows/udims.rst:0 #: ../../manual/physics/introduction.rst:0 ../../manual/render/cameras.rst:0 #: ../../manual/render/color_management.rst:0 #: ../../manual/scene_layout/object/editing/rigid_body.rst:0 #: ../../manual/sculpt_paint/texture_paint/tool_settings/tiling.rst:0 msgid "Editor" msgstr "Editor" #: ../../manual/addons/uv/magic_uv.rst:61 #: ../../manual/addons/uv/magic_uv.rst:130 #: ../../manual/addons/uv/magic_uv.rst:153 msgid ":menuselection:`UV --> Copy/Paste UV`" msgstr ":menuselection:`UV --> Kopírovať/Prilepiť UV`" #: ../../manual/addons/uv/magic_uv.rst:62 msgid "" ":menuselection:`Sidebar --> Magic UV --> Copy/Paste UV --> Copy/Paste UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Kopírovať/Prilepiť UV --> " "Kopírovať/Prilepiť UV`" #: ../../manual/addons/uv/magic_uv.rst:64 msgid "" "Copy and paste UV coordinates among same/different object's faces in 3D " "View. Copy/Paste UV sometimes fails to paste UV correctly because of the " "incorrect UV index. Instead, you can try Transfer UV which you can copy and " "paste based on the topology." msgstr "" "Kopírovanie a prilepenie UV súradníc medzi rovnaké/rôzne plôšky objektu v 3D " "zábere. Funkcia Kopírovať/Prilepiť UV niekedy nedokáže správne prilepiť UV " "kvôli nesprávnemu indexu UV. Namiesto toho môžete vyskúšať funkciu Prenos " "UV, ktorú môžete kopírovať a prilepovať na základe topológie." #: ../../manual/addons/uv/magic_uv.rst:71 msgid "Target UV Map" msgstr "Cieľová UV mapa" #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/editors/3dview/toolbar/add_cone.rst:0 #: ../../manual/editors/3dview/toolbar/add_cube.rst:0 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:0 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:0 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:0 #: ../../manual/grease_pencil/modes/edit/stroke_menu.rst:333 #: ../../manual/interface/controls/nodes/groups.rst:83 #: ../../manual/modeling/empties.rst:0 #: ../../manual/physics/soft_body/settings/goal.rst:47 #: ../../manual/render/cycles/render_settings/performance.rst:0 msgid "Default" msgstr "Predvolené" #: ../../manual/addons/uv/magic_uv.rst:69 #: ../../manual/addons/uv/magic_uv.rst:106 msgid "Copy/paste UV maps currently displayed." msgstr "Kopíruje/Prilepí aktuálne zobrazené UV mapy." #: ../../manual/addons/uv/magic_uv.rst:70 #: ../../manual/addons/uv/magic_uv.rst:107 msgid "Copy/Paste all UV maps." msgstr "Kopíruje/Prilepí všetky UV mapy." #: ../../manual/addons/uv/magic_uv.rst:71 #: ../../manual/addons/uv/magic_uv.rst:108 msgid "Allocate new UV map and paste to it." msgstr "Rozvrhne novú mapu UV a vloží ju do nej." #: ../../manual/addons/uv/magic_uv.rst:73 msgid "Copy/Paste Mode" msgstr "Režim Kopírovať/Prilepiť" #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/uv/magic_uv.rst:456 msgid "Selection Sequence" msgstr "Sekvencia výberu" #: ../../manual/addons/uv/magic_uv.rst:74 msgid "" "provides a way to specify the ordering of copied/pasted faces by face " "selection." msgstr "" "poskytuje spôsob, ako určiť poradie kopírovaných/prilepovaných plôšok podľa " "výberu plôšok." #: ../../manual/addons/uv/magic_uv.rst:75 #: ../../manual/addons/uv/magic_uv.rst:110 #: ../../manual/addons/uv/magic_uv.rst:192 #: ../../manual/addons/uv/magic_uv.rst:224 #: ../../manual/editors/3dview/display/overlays.rst:181 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:4 msgid "Seams" msgstr "Švy" #: ../../manual/addons/uv/magic_uv.rst:76 #: ../../manual/addons/uv/magic_uv.rst:110 #: ../../manual/addons/uv/magic_uv.rst:192 msgid "If enabled, you can also copy/paste seams." msgstr "Ak je povolené, môžete tiež kopírovať/prilepovať švy." #: ../../manual/addons/uv/magic_uv.rst:78 msgid "Strategy" msgstr "Stratégia" #: ../../manual/addons/uv/magic_uv.rst:78 msgid "" "Provides a way to decide copy/paste UV repeatedly if a number of copied " "faces is differs from pasted faces." msgstr "" "Poskytuje spôsob, ako opakovane rozhodnúť o kopírovaní/prilepení UV, ak sa " "počet skopírovaných plôšok líši od vložených plôšok." #: ../../manual/addons/uv/magic_uv.rst:82 msgid "" "You can flip or rotate UV by changing *Flip Copied UV* property or *Rotate " "Copied UV* property." msgstr "" "UV môžete preklopiť alebo otočiť zmenou vlastnosti *Preklopiť kopírované UV* " "alebo *Otočiť kopírované UV*." #: ../../manual/addons/uv/magic_uv.rst:86 msgid "Click check box *Copy/Paste UV* to show Copy/Paste UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Kopírovať/Prilepiť UV* zobrazíte ponuku " "Kopírovať/Prilepiť UV." #: ../../manual/addons/uv/magic_uv.rst:87 msgid "Select faces whose UV you want to copy." msgstr "Vyberte plôšky, ktorých UV chcete skopírovať." #: ../../manual/addons/uv/magic_uv.rst:88 #: ../../manual/addons/uv/magic_uv.rst:115 msgid "Click :menuselection:`Copy --> (Target UV Map)`." msgstr "Kliknite na :menuselection:`Kopírovať --> (Cieľové UV mapy)`." #: ../../manual/addons/uv/magic_uv.rst:89 msgid "Select faces whoe UV you want to paste." msgstr "Vyberte plôšky, ktorých UV chcete prilepiť." #: ../../manual/addons/uv/magic_uv.rst:90 msgid "Click :menuselection:`Paste --> (Target UV Map)``." msgstr "Kliknite na :menuselection:`Prilepiť --> (Cieľové UV mapy)`." #: ../../manual/addons/uv/magic_uv.rst:94 msgid "3D Viewport (Object)" msgstr "3D záber (objekt)" #: ../../manual/addons/uv/magic_uv.rst:100 msgid ":menuselection:`Object --> Copy/Paste UV`" msgstr ":menuselection:`Objekt --> Kopírovať/Prilepiť UV`" #: ../../manual/addons/uv/magic_uv.rst:101 msgid ":menuselection:`Sidebar --> Magic UV --> Copy/Paste UV`" msgstr ":menuselection:`Bočný panel --> Magic UV --> Kopírovať/Prilepiť UV`" #: ../../manual/addons/uv/magic_uv.rst:103 msgid "Copy and paste UV coordinates among same topology objects." msgstr "Kopíruje a prilepí UV súradnice medzi rovnaké topologické objekty." #: ../../manual/addons/uv/magic_uv.rst:107 msgid "Copy/Target UV Map" msgstr "Kopírovať/Cieľová UV mapa" #: ../../manual/addons/uv/magic_uv.rst:0 msgid "[Default]" msgstr "[Predvolené]" #: ../../manual/addons/uv/magic_uv.rst:0 msgid "[All]" msgstr "[Všetko]" #: ../../manual/addons/uv/magic_uv.rst:0 msgid "[New]" msgstr "[Nové]" #: ../../manual/addons/uv/magic_uv.rst:114 msgid "Select object whose UV you want to copy." msgstr "Vyberte objekt, ktorého UV chcete kopírovať." #: ../../manual/addons/uv/magic_uv.rst:116 msgid "Select objects whose UV you want to paste." msgstr "Vyberte objekty, ktorých UV chcete prilepiť." #: ../../manual/addons/uv/magic_uv.rst:117 msgid "Click :menuselection:`Paste --> (Target UV Map)`." msgstr "Kliknite na :menuselection:`Prilepiť --> (Cieľová UV mapa)`." #: ../../manual/addons/uv/magic_uv.rst:121 msgid "You can paste UV to the multiple objects." msgstr "UV môžete prilepiť do viacerých objektov." #: ../../manual/addons/uv/magic_uv.rst:125 msgid "UV Editor (Face)" msgstr "UV editor (plôška)" #: ../../manual/addons/uv/magic_uv.rst:129 #: ../../manual/addons/uv/magic_uv.rst:152 #: ../../manual/addons/uv/magic_uv.rst:600 #: ../../manual/addons/uv/magic_uv.rst:692 #: ../../manual/addons/uv/magic_uv.rst:719 #: ../../manual/addons/uv/magic_uv.rst:753 #: ../../manual/addons/uv/magic_uv.rst:784 #: ../../manual/addons/uv/magic_uv.rst:807 #: ../../manual/addons/uv/magic_uv.rst:832 #: ../../manual/addons/uv/magic_uv.rst:850 #: ../../manual/addons/uv/magic_uv.rst:876 ../../manual/editors/uv/index.rst:6 #: ../../manual/modeling/meshes/uv/editing.rst:27 #: ../../manual/modeling/meshes/uv/editing.rst:49 #: ../../manual/modeling/meshes/uv/editing.rst:79 #: ../../manual/modeling/meshes/uv/editing.rst:98 #: ../../manual/modeling/meshes/uv/editing.rst:119 #: ../../manual/modeling/meshes/uv/editing.rst:151 #: ../../manual/modeling/meshes/uv/editing.rst:174 #: ../../manual/modeling/meshes/uv/editing.rst:192 #: ../../manual/modeling/meshes/uv/editing.rst:218 #: ../../manual/modeling/meshes/uv/editing.rst:251 #: ../../manual/modeling/meshes/uv/editing.rst:279 #: ../../manual/modeling/meshes/uv/editing.rst:313 #: ../../manual/modeling/meshes/uv/editing.rst:333 #: ../../manual/modeling/meshes/uv/editing.rst:359 #: ../../manual/modeling/meshes/uv/editing.rst:376 #: ../../manual/modeling/meshes/uv/editing.rst:402 #: ../../manual/modeling/meshes/uv/editing.rst:444 #: ../../manual/modeling/meshes/uv/editing.rst:462 #: ../../manual/modeling/meshes/uv/editing.rst:484 #: ../../manual/modeling/meshes/uv/editing.rst:498 #: ../../manual/modeling/meshes/uv/editing.rst:514 #: ../../manual/modeling/meshes/uv/editing.rst:530 #: ../../manual/modeling/meshes/uv/unwrapping/seams.rst:51 msgid "UV Editor" msgstr "UV editor" #: ../../manual/addons/uv/magic_uv.rst:131 msgid ":menuselection:`Sidebar --> Magic UV --> Copy/Paste UV --> Face`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Kopírovať/Prilepiť UV --> " "Plôška`" #: ../../manual/addons/uv/magic_uv.rst:133 msgid "" "Copy and paste UV coordinates among same/different object's faces in UV " "Editor." msgstr "" "Kopíruje a prilepí UV súradnice medzi rovnaké/rôzne plôšky objektu v editore " "UV." #: ../../manual/addons/uv/magic_uv.rst:137 msgid "Select UVs you want to copy." msgstr "Vyberte UV, ktoré chcete skopírovať." #: ../../manual/addons/uv/magic_uv.rst:138 #: ../../manual/addons/uv/magic_uv.rst:164 #: ../../manual/addons/uv/magic_uv.rst:198 msgid "Click *Copy*." msgstr "Kliknite na *Kopírovať*." #: ../../manual/addons/uv/magic_uv.rst:139 msgid "Select UVs you want to paste." msgstr "Vyberte UV, ktoré chcete prilepiť." #: ../../manual/addons/uv/magic_uv.rst:140 #: ../../manual/addons/uv/magic_uv.rst:166 #: ../../manual/addons/uv/magic_uv.rst:200 msgid "Click *Paste*." msgstr "Kliknite na *Prilepiť*." #: ../../manual/addons/uv/magic_uv.rst:144 msgid "You must select UVs which consist closed loop (i.e. face)." msgstr "Musíte vybrať UV, ktoré pozostávajú z uzavretej slučky (t. j. plôšky)." #: ../../manual/addons/uv/magic_uv.rst:148 msgid "UV Editor (Island)" msgstr "UV editor (ostrov)" #: ../../manual/addons/uv/magic_uv.rst:154 msgid ":menuselection:`Sidebar --> Magic UV --> Copy/Paste UV --> Island`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Kopírovať/Prilepiť UV --> " "Ostrov`" #: ../../manual/addons/uv/magic_uv.rst:156 msgid "Copy and paste UV coordinates based on the UV islands." msgstr "Skopíruje a prilepí UV súradnice na základe UV ostrovov." #: ../../manual/addons/uv/magic_uv.rst:159 msgid "Unique Target" msgstr "Jedinečný cieľ" #: ../../manual/addons/uv/magic_uv.rst:159 msgid "If enabled, paste to the target uniquely." msgstr "Ak je povolené, prilepí ich do jedinečného cieľa." #: ../../manual/addons/uv/magic_uv.rst:163 msgid "Select UV islands you want to copy." msgstr "Vyberte UV ostrovy, ktoré chcete kopírovať." #: ../../manual/addons/uv/magic_uv.rst:165 msgid "Select UV islands you want to paste." msgstr "Vyberte UV ostrovy, ktoré chcete prilepiť." #: ../../manual/addons/uv/magic_uv.rst:170 msgid "" "Selection of UV island can easily be done by using the island selection mode." msgstr "" "Výber UV ostrova je možné ľahko vykonať použitím režimu výberu ostrova." #: ../../manual/addons/uv/magic_uv.rst:176 msgid "Transfer UV" msgstr "Preniesť UV" #: ../../manual/addons/uv/magic_uv.rst:182 msgid ":menuselection:`UV --> Transfer UV`" msgstr ":menuselection:`UV --> Preniesť UV`" #: ../../manual/addons/uv/magic_uv.rst:183 msgid ":menuselection:`Sidebar --> Magic UV --> Copy/Paste UV --> Transfer UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Kopírovať/Prilepiť --> Preniesť " "UV`" #: ../../manual/addons/uv/magic_uv.rst:185 msgid "" "Copy and paste UV coordinates based on the mesh's topology. Transfer UV can " "solve the Copy/Paste UV issue raised when the meshes don't have same UV " "indices. However, Transfer UV also can not solve the issue raised when you " "try the meshes which don't have same topology." msgstr "" "Kopíruje a prilepí UV súradnice na základe topológie siete. Funkcia Preniesť " "UV môže vyriešiť problém Kopírovať/Prilepiť UV, ktorý vzniká, keď povrchové " "siete nemajú rovnaké indexy UV. Preniesť UV však tiež nedokáže vyriešiť " "problém, ktorý vznikne, keď skúšate povrchové siete, ktoré nemajú rovnakú " "topológiu." #: ../../manual/addons/uv/magic_uv.rst:189 msgid "Invert Normals" msgstr "Invertovať normály" #: ../../manual/addons/uv/magic_uv.rst:190 msgid "If enabled, you can copy/paste to the mirrored mesh." msgstr "" "Ak je povolené, môžete kopírovať/prilepiť do zrkadlovej povrchovej siete." #: ../../manual/addons/uv/magic_uv.rst:196 msgid "Click check box *Transfer UV* to show Transfer UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Preniesť UV* zobrazíte ponuku Preniesť UV." #: ../../manual/addons/uv/magic_uv.rst:197 msgid "Select *2 adjacent faces* of the mesh whose UV you want to copy." msgstr "" "Vyberte *2 susedné plôšky* povrchovej siete, ktorej UV chcete skopírovať." #: ../../manual/addons/uv/magic_uv.rst:199 msgid "Select *2 adjacent faces* of the mesh whose UV you want to paste." msgstr "" "Vyberte *2 susedné plôšky* povrchovej siete, do ktorej UV chcete prilepiť." #: ../../manual/addons/uv/magic_uv.rst:204 msgid "Copied/Pasted mesh must have the same number of faces." msgstr "Vyberie všetky hrany, ktoré patria k rovnakému počtu plôšok." #: ../../manual/addons/uv/magic_uv.rst:205 msgid "Transfer UV ignore the hidden faces." msgstr "Preniesť UV ignoruje skryté plôšky." #: ../../manual/addons/uv/magic_uv.rst:206 msgid "You can paste UV to the multiple meshes." msgstr "UV môžete vložiť do viacerých povrchových sietí." #: ../../manual/addons/uv/magic_uv.rst:212 msgid "Flip/Rotate UV" msgstr "Preklopiť/Otočiť UV" #: ../../manual/addons/uv/magic_uv.rst:218 msgid ":menuselection:`UV --> Flip/Rotate UV`" msgstr ":menuselection:`UV --> Preklopiť/Otočiť UV`" #: ../../manual/addons/uv/magic_uv.rst:219 msgid "" ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Flip/Rotate UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Preklopiť/" "Otočiť UV`" #: ../../manual/addons/uv/magic_uv.rst:221 msgid "Flip or rotate UV." msgstr "Preklápa alebo otáča UV." #: ../../manual/addons/uv/magic_uv.rst:224 msgid "If enabled, you can also flip/rotate seams." msgstr "Ak je povolené, môžete tiež preklápať/otáčať švy." #: ../../manual/addons/uv/magic_uv.rst:228 msgid "Click check box *Flip/Rotate UV* to show Flip/Rotate UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Preklopiť/Otočiť UV* zobrazíte ponuku " "Preklopiť/Otočiť UV." #: ../../manual/addons/uv/magic_uv.rst:229 msgid "Select faces whose UV you want to flip or rotate." msgstr "Vyberte plôšky, ktorých UV chcete preklopiť alebo otočiť." #: ../../manual/addons/uv/magic_uv.rst:230 msgid "Click *Flip/Rotate*." msgstr "Kliknite na *Preklopiť/Otočiť*." #: ../../manual/addons/uv/magic_uv.rst:231 msgid "Change value *Flip UV* or *Rotate UV*." msgstr "Zmeňte hodnoty *Preklopiť UV* alebo *Otočiť UV*." #: ../../manual/addons/uv/magic_uv.rst:237 msgid "Mirror UV" msgstr "Zrkadliť UV" #: ../../manual/addons/uv/magic_uv.rst:243 msgid ":menuselection:`UV --> Mirror UV`" msgstr ":menuselection:`UV --> Zrkadliť UV`" #: ../../manual/addons/uv/magic_uv.rst:244 msgid ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Mirror UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Zrkadliť UV`" #: ../../manual/addons/uv/magic_uv.rst:246 msgid "Make mirrored UV." msgstr "Vytvára zrkadlové UV." #: ../../manual/addons/uv/magic_uv.rst:248 #: ../../manual/modeling/curves/tools/draw.rst:89 #: ../../manual/movie_clip/tracking/clip/toolbar/solve.rst:86 #: ../../manual/movie_clip/tracking/graph.rst:43 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/bezier_curve.rst:10 #: ../../manual/render/freestyle/view_layer/line_style/modifiers/geometry/polygonization.rst:13 msgid "Error" msgstr "Chyba" #: ../../manual/addons/uv/magic_uv.rst:249 msgid "Changes the error threshold for mirror." msgstr "Mení prahovú hodnotu chyby pre zrkadlo." #: ../../manual/addons/uv/magic_uv.rst:251 #: ../../manual/addons/uv/magic_uv.rst:308 #: ../../manual/addons/uv/magic_uv.rst:386 #: ../../manual/editors/3dview/display/overlays.rst:97 #: ../../manual/editors/3dview/toolbar/add_cone.rst:79 #: ../../manual/editors/3dview/toolbar/add_cone.rst:94 #: ../../manual/editors/3dview/toolbar/add_cube.rst:77 #: ../../manual/editors/3dview/toolbar/add_cube.rst:92 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:77 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:92 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:78 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:93 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:77 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:92 #: ../../manual/grease_pencil/modes/draw/stroke_placement.rst:25 #: ../../manual/sculpt_paint/sculpting/editing/sculpt.rst:66 msgid "Origin" msgstr "Počiatok" #: ../../manual/addons/uv/magic_uv.rst:251 msgid "Specifies the origin of the mirror operation." msgstr "Určuje počiatok operácie zrkadlenia." #: ../../manual/addons/uv/magic_uv.rst:255 msgid "Click check box *Mirror UV* to show Mirror UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Zrkadliť UV* zobrazíte ponuku Zrkadliť UV." #: ../../manual/addons/uv/magic_uv.rst:256 msgid "Select faces you want to refer." msgstr "Vyberte plôšky, na ktoré chcete odkazovať." #: ../../manual/addons/uv/magic_uv.rst:257 msgid "Choose the axis of the mirror direction." msgstr "Vyberte os smeru zrkadlenia." #: ../../manual/addons/uv/magic_uv.rst:258 msgid "Click *Mirror*." msgstr "Kliknite na *Zrkadliť*." #: ../../manual/addons/uv/magic_uv.rst:264 msgid "Move UV" msgstr "Presunúť UV" #: ../../manual/addons/uv/magic_uv.rst:270 msgid ":menuselection:`UV --> Move UV`" msgstr ":menuselection:`UV --> Posunúť UV`" #: ../../manual/addons/uv/magic_uv.rst:271 msgid ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Move UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Posunúť UV`" #: ../../manual/addons/uv/magic_uv.rst:273 msgid "Move UV with a mouse in the 3D Viewport." msgstr "Presúva UV myšou v 3D zábere." #: ../../manual/addons/uv/magic_uv.rst:277 msgid "Click check box *Move UV* to show Move UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Presunúť UV* zobrazíte ponuku Presunúť UV." #: ../../manual/addons/uv/magic_uv.rst:278 msgid "Select vertices/edges/faces whose UV you want to move." msgstr "Vyberte vrcholy/hrany/plôšky, ktorých UV chcete presunúť." #: ../../manual/addons/uv/magic_uv.rst:279 msgid "Click *Start*." msgstr "Kliknite na *Začať*." #: ../../manual/addons/uv/magic_uv.rst:280 msgid "Press *Mouse Left Button* to start moving UV." msgstr "Stlačením *ľavého tlačidla myši* začnite presúvať UV." #: ../../manual/addons/uv/magic_uv.rst:281 msgid "You can move UV with mouse." msgstr "Myši môžete presúvať UV." #: ../../manual/addons/uv/magic_uv.rst:282 msgid "Press *Mouse Left Button* to stop moving UV." msgstr "Stlačením *ĽTM* (ľavého tlačidla myši) zastavíte posun UV." #: ../../manual/addons/uv/magic_uv.rst:284 msgid "If you want to cancel moving UV, press :kbd:`RMB`." msgstr "Ak chcete zrušiť presun UV, stlačte :kbd:`PTM`." #: ../../manual/addons/uv/magic_uv.rst:290 msgid "World Scale UV" msgstr "Mierka UV sveta" #: ../../manual/addons/uv/magic_uv.rst:296 msgid ":menuselection:`UV --> World Scale UV`" msgstr ":menuselection:`UV --> Mierka UV sveta`" #: ../../manual/addons/uv/magic_uv.rst:297 msgid "" ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> World Scale UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Mierka UV " "sveta`" #: ../../manual/addons/uv/magic_uv.rst:299 msgid "Measure and set texel density." msgstr "Meria a nastavuje hustotu texelov." #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/addons/uv/magic_uv.rst:306 #: ../../manual/compositing/types/input/texture.rst:33 #: ../../manual/editors/3dview/display/shading.rst:0 #: ../../manual/editors/texture_node/types/distort/at.rst:17 #: ../../manual/editors/texture_node/types/distort/at.rst:35 #: ../../manual/editors/texture_node/types/input/texture.rst:31 #: ../../manual/glossary/index.rst:878 #: ../../manual/grease_pencil/materials/properties.rst:0 #: ../../manual/grease_pencil/materials/properties.rst:201 #: ../../manual/modeling/modifiers/common_options.rst:48 #: ../../manual/modeling/modifiers/common_options.rst:70 #: ../../manual/modeling/modifiers/deform/displace.rst:32 #: ../../manual/modeling/modifiers/deform/volume_displace.rst:27 #: ../../manual/modeling/modifiers/deform/warp.rst:68 #: ../../manual/modeling/modifiers/deform/warp.rst:72 #: ../../manual/modeling/modifiers/deform/wave.rst:124 #: ../../manual/physics/fluid/type/flow.rst:213 #: ../../manual/physics/fluid/type/flow.rst:226 #: ../../manual/physics/forces/force_fields/types/texture.rst:5 #: ../../manual/physics/forces/force_fields/types/texture.rst:10 #: ../../manual/render/freestyle/view_layer/line_style/texture.rst:4 #: ../../manual/render/shader_nodes/textures/index.rst:5 #: ../../manual/render/shader_nodes/vector/mapping.rst:0 #: ../../manual/render/workbench/color.rst:0 #: ../../manual/scene_layout/object/selecting.rst:266 #: ../../manual/sculpt_paint/brush/texture.rst:22 #: ../../manual/sculpt_paint/sculpting/tool_settings/brush_settings.rst:29 #: ../../manual/sculpt_paint/texture_paint/tool_settings/brush_settings.rst:28 #: ../../manual/sculpt_paint/vertex_paint/tool_settings/brush_settings.rst:28 msgid "Texture" msgstr "Textúra" #: ../../manual/addons/uv/magic_uv.rst:302 msgid "Texture to be used for the size calculation of density." msgstr "Textúra na použitie výpočtu hustoty." #: ../../manual/addons/uv/magic_uv.rst:0 msgid "[Average]" msgstr "[Priemer]" #: ../../manual/addons/uv/magic_uv.rst:304 msgid "Average size of textures assigned to the selected object." msgstr "Priemerná veľkosť textúr priradených k vybranému objektu." #: ../../manual/addons/uv/magic_uv.rst:0 msgid "[Max]" msgstr "[Max]" #: ../../manual/addons/uv/magic_uv.rst:305 msgid "Max size of textures assigned to the selected object." msgstr "Maximálna veľkosť textúr priradených vybranému objektu." #: ../../manual/addons/uv/magic_uv.rst:0 msgid "[Min]" msgstr "[Min]" #: ../../manual/addons/uv/magic_uv.rst:306 msgid "Min size of textures assigned to the selected object." msgstr "Minimálna veľkosť textúr priradených vybranému objektu." #: ../../manual/addons/uv/magic_uv.rst:0 msgid "(Texture Name)" msgstr "(Názov textúry)" #: ../../manual/addons/uv/magic_uv.rst:307 msgid "Size of selected texture." msgstr "Veľkosť vybranej textúry." #: ../../manual/addons/uv/magic_uv.rst:309 msgid "Changes the UV origin after applying texel density." msgstr "Zmení počiatok UV po použití hustoty texelov." #: ../../manual/addons/uv/magic_uv.rst:310 msgid "Area Calculation Method" msgstr "Metóda výpočtu oblasti" #: ../../manual/addons/uv/magic_uv.rst:311 msgid "Method to calculate mesh area, UV area and density." msgstr "Metóda na výpočet oblasti povrchovej siete, UV plochy a hustoty." #: ../../manual/addons/uv/magic_uv.rst:314 #: ../../manual/animation/armatures/posing/editing/clear.rst:38 #: ../../manual/sculpt_paint/weight_paint/editing.rst:320 msgid "Only Selected" msgstr "Len vybrané" #: ../../manual/addons/uv/magic_uv.rst:313 msgid "If enabled, measure/apply only to the selected faces." msgstr "Ak je povolené, meranie/aplikácia sa vykoná len na vybraných plôškach." #: ../../manual/addons/uv/magic_uv.rst:317 msgid "Mode: Manual" msgstr "Režim: Ručne" #: ../../manual/addons/uv/magic_uv.rst:321 #: ../../manual/addons/uv/magic_uv.rst:334 #: ../../manual/addons/uv/magic_uv.rst:348 #: ../../manual/addons/uv/magic_uv.rst:363 msgid "Click check box *World Scale UV* to show World Scale UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Mierka UV sveta* zobrazíte ponuku Mierka " "UV sveta." #: ../../manual/addons/uv/magic_uv.rst:322 msgid "Select mode *Manual*." msgstr "Vyberte režim *Ručne*." #: ../../manual/addons/uv/magic_uv.rst:323 msgid "Change value *Texture Size* referred as virtual texture size." msgstr "" "Zmena hodnoty *Veľkosť textúry* označovaná ako veľkosť virtuálnej textúry." #: ../../manual/addons/uv/magic_uv.rst:324 msgid "Change value *Density* referred as target texel density." msgstr "Zmena hodnoty *Hustota* označovaná ako cieľová hustota texelov." #: ../../manual/addons/uv/magic_uv.rst:325 #: ../../manual/addons/uv/magic_uv.rst:339 #: ../../manual/addons/uv/magic_uv.rst:354 #: ../../manual/addons/uv/magic_uv.rst:368 msgid "Select face you want to apply texel density." msgstr "Vyberte plôšku na aplikáciu hustoty texelov." #: ../../manual/addons/uv/magic_uv.rst:326 #: ../../manual/addons/uv/magic_uv.rst:340 #: ../../manual/addons/uv/magic_uv.rst:355 #: ../../manual/addons/uv/magic_uv.rst:369 msgid "Click *Apply*." msgstr "Kliknite na *Použiť*." #: ../../manual/addons/uv/magic_uv.rst:330 msgid "Mode: Same Density" msgstr "Režim: Rovnaká hustota" #: ../../manual/addons/uv/magic_uv.rst:335 msgid "Select mode *Same Density*." msgstr "Vyberte režim *Rovnaká hustota*." #: ../../manual/addons/uv/magic_uv.rst:336 #: ../../manual/addons/uv/magic_uv.rst:350 #: ../../manual/addons/uv/magic_uv.rst:365 msgid "Select face you want to measure a texel density." msgstr "Vyberte plôšku pre meranie hustoty texlov." #: ../../manual/addons/uv/magic_uv.rst:337 #: ../../manual/addons/uv/magic_uv.rst:351 #: ../../manual/addons/uv/magic_uv.rst:366 msgid "Click *Measure*." msgstr "Kliknite na *Merať*." #: ../../manual/addons/uv/magic_uv.rst:338 msgid "You can see the target texel density." msgstr "Môžete vidieť cieľovú hustotu texelov." #: ../../manual/addons/uv/magic_uv.rst:344 msgid "Mode: Scaling Density" msgstr "Režim: Zmena mierky hustoty" #: ../../manual/addons/uv/magic_uv.rst:349 msgid "Select mode *Scaling Density*." msgstr "Vyberte režim *Zmena mierky hustoty*." #: ../../manual/addons/uv/magic_uv.rst:352 msgid "You can see the measured texel density." msgstr "Môžete vidieť nameranú hustotu texelov." #: ../../manual/addons/uv/magic_uv.rst:353 msgid "" "Change value *Scaling Factor* for the scale factor of the texel density." msgstr "" "Zmena hodnoty *Faktora zmeny mierky* pre faktor mierky hustoty texelov." #: ../../manual/addons/uv/magic_uv.rst:359 msgid "Mode: Proportional to Mesh" msgstr "Režim: Proporcionálne na povrchovú sieť" #: ../../manual/addons/uv/magic_uv.rst:364 msgid "Select mode *Proportional to Mesh*." msgstr "Vyberte režim *Proporcionálne na povrchovú sieť*." #: ../../manual/addons/uv/magic_uv.rst:367 msgid "You can see the measured mesh area, UV area and density." msgstr "" "Môžete si pozrieť nameranú oblasť povrchovej siete, UV oblasť a hustotu." #: ../../manual/addons/uv/magic_uv.rst:375 msgid "Preserve UV Aspect" msgstr "Zachovať aspekt UV" #: ../../manual/addons/uv/magic_uv.rst:380 msgid ":menuselection:`UVs --> Preserve UV`" msgstr ":menuselection:`UV --> Zachovať UV`" #: ../../manual/addons/uv/magic_uv.rst:381 msgid "" ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Preserve UV " "Aspect`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Zachovať " "aspekt UV`" #: ../../manual/addons/uv/magic_uv.rst:383 msgid "Change assigned texture with preserving UV aspect." msgstr "Zmení priradenú textúry so zachovaním aspektu UV." #: ../../manual/addons/uv/magic_uv.rst:386 msgid "Changes the UV origin after changing texture." msgstr "Zmení počiatok UV po zmene textúry." #: ../../manual/addons/uv/magic_uv.rst:390 msgid "Click check box *Preserve UV Aspect* to show Preserve UV Aspect menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Zachovať aspekt UV* zobrazíte ponuku " "Zachovať aspekt UV." #: ../../manual/addons/uv/magic_uv.rst:391 msgid "Select face you want to change texture." msgstr "Vyberte plôšku, ktorej textúru chcete zmeniť." #: ../../manual/addons/uv/magic_uv.rst:392 msgid "Select texture you want to assign." msgstr "Vyberte textúru, ktorú chcete priradiť." #: ../../manual/addons/uv/magic_uv.rst:393 msgid "Click *Change Image*." msgstr "Kliknite na *Zmeniť obrázok*." #: ../../manual/addons/uv/magic_uv.rst:399 msgid "Texture Lock" msgstr "Zamknúť textúru" #: ../../manual/addons/uv/magic_uv.rst:405 msgid ":menuselection:`UV --> Texture Lock`" msgstr ":menuselection:`UV --> Zamknúť textúru`" #: ../../manual/addons/uv/magic_uv.rst:406 msgid ":menuselection:`Sidebar --> Edit --> UV Manipulation --> Texture Lock`" msgstr "" ":menuselection:`Bočný panel --> Úprava --> Manipulácia UV --> Zamknúť " "textúru`" #: ../../manual/addons/uv/magic_uv.rst:408 msgid "Preserve UV while you edit the mesh." msgstr "Zachováva UV počas úpravy povrchovej siete." #: ../../manual/addons/uv/magic_uv.rst:415 #: ../../manual/physics/rigid_body/constraints/introduction.rst:23 msgid "Connect" msgstr "Spojiť" #: ../../manual/addons/uv/magic_uv.rst:415 msgid "If enabled, you can keep UV connection by changing other face's UV." msgstr "Ak je povolené, môžete zachovať spojenie UV zmenou UV inej plôšky." #: ../../manual/addons/uv/magic_uv.rst:419 #: ../../manual/addons/uv/magic_uv.rst:431 msgid "Click check box *Texture Lock* to show Texture Lock menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Zamknúť textúru* zobrazíte ponuku Zamknúť " "textúru." #: ../../manual/addons/uv/magic_uv.rst:420 #: ../../manual/addons/uv/magic_uv.rst:432 msgid "Select vertices/edges/faces which you want to preserve UV." msgstr "Vyberte vrcholy/hrany/plôšky, ktorým chcete zachovať UV." #: ../../manual/addons/uv/magic_uv.rst:421 #: ../../manual/addons/uv/magic_uv.rst:433 msgid "Click *Lock*." msgstr "Kliknite na *Zamknúť*." #: ../../manual/addons/uv/magic_uv.rst:422 msgid "Transform vertices/edges/faces as you like." msgstr "Transformujte vrcholy/hrany/plôšky podľa potreby." #: ../../manual/addons/uv/magic_uv.rst:423 msgid "Click *Unlock*, you can return to the UV before locking." msgstr "Kliknutím na *Odomknúť* sa môžete vrátiť do UV pred uzamknutím." #: ../../manual/addons/uv/magic_uv.rst:427 msgid "Interactive Mode" msgstr "Interaktívny režim" #: ../../manual/addons/uv/magic_uv.rst:434 msgid "Transform vertices/edges/faces while preserving UV." msgstr "Transformujte vrcholy/hrany/plôšky pri zachovaní UV." #: ../../manual/addons/uv/magic_uv.rst:435 msgid "Click *Unlock*." msgstr "Kliknite na *Odomknúť*." #: ../../manual/addons/uv/magic_uv.rst:441 msgid "Texture Wrap" msgstr "Zahaliť textúrou" #: ../../manual/addons/uv/magic_uv.rst:447 msgid ":menuselection:`UV --> Texture Wrap`" msgstr ":menuselection:`UV --> Zahaliť textúrou`" #: ../../manual/addons/uv/magic_uv.rst:448 msgid ":menuselection:`Sidebar --> Edit --> UV Manipulation --> Texture Wrap`" msgstr "" ":menuselection:`Bočný panel --> Upraviť --> Manipulácia UV --> Zahaliť " "textúrou`" #: ../../manual/addons/uv/magic_uv.rst:450 msgid "Set texture coordinate along to the mesh structure." msgstr "Nastavuje súradnice textúry podľa štruktúry povrchovej siete." #: ../../manual/addons/uv/magic_uv.rst:452 msgid "Set and Refer" msgstr "Nastaviť a prisúdiť" #: ../../manual/addons/uv/magic_uv.rst:453 msgid "" "If enabled, you don't need to click *Refer* after *Set* as long as you refer " "same face." msgstr "" "Ak je povolené, nemusíte po *Nastaviť* kliknúť na *Prisúdiť*, pokiaľ " "odkazujete na tú istú plôšku." #: ../../manual/addons/uv/magic_uv.rst:455 msgid "" "If enabled, you can select multiple faces and apply *Set* at once. The " "application order follows the selection sequence." msgstr "" "Ak je povolené, môžete vybrať viacero plôšok a použiť *Nastaviť* naraz. " "Poradie použitia sa riadi poradím výberu." #: ../../manual/addons/uv/magic_uv.rst:460 msgid "Click check box *Texture Wrap* to show Texture Wrap menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Zahaliť textúrou* zobrazíte ponuku " "Zahaliť textúrou." #: ../../manual/addons/uv/magic_uv.rst:461 msgid "Select a face whose UV you want to refer as initial position." msgstr "Vyberte plôšku, ktorej UV chcete prisúdiť ako počiatočnú polohu." #: ../../manual/addons/uv/magic_uv.rst:462 msgid "Click *Refer*." msgstr "Kliknite na *Prisúdiť*." #: ../../manual/addons/uv/magic_uv.rst:463 msgid "Select an adjacent face whose UV you want to set." msgstr "Vyberte susednú plôšku, ktorej UV chcete nastaviť." #: ../../manual/addons/uv/magic_uv.rst:464 msgid "Click *Set*." msgstr "Kliknite na *Nastaviť*." #: ../../manual/addons/uv/magic_uv.rst:470 msgid "UV Sculpt" msgstr "Tvarovanie UV" #: ../../manual/addons/uv/magic_uv.rst:476 msgid ":menuselection:`UV --> UV Sculpt`" msgstr ":menuselection:`UV --> Tvarovanie UV`" #: ../../manual/addons/uv/magic_uv.rst:477 msgid ":menuselection:`Sidebar --> Edit --> UV Manipulation --> UV Sculpt`" msgstr "" ":menuselection:`Bočný panel --> Upraviť --> Manipulácia UV --> Tvarovanie UV`" #: ../../manual/addons/uv/magic_uv.rst:479 msgid "" "UV Sculpt in the 3D Viewport. Same features are supported as the UV sculpt " "in UV Editor." msgstr "" "Tvarovanie UV v 3D zábere. Podporované sú tie isté funkcie ako pri tvarovaní " "UV v UV editore." #: ../../manual/addons/uv/magic_uv.rst:483 msgid "Provides a way to change the brush radius." msgstr "Umožňuje zmenu polomeru štetca." #: ../../manual/addons/uv/magic_uv.rst:485 msgid "Provides a way to change the effectiveness." msgstr "Umožňuje zmenu sily efektu." #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/grease_pencil/modes/sculpting/tools.rst:34 #: ../../manual/modeling/meshes/uv/tools/grab.rst:4 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:65 #: ../../manual/sculpt_paint/sculpting/tools/cloth.rst:93 #: ../../manual/sculpt_paint/sculpting/tools/elastic_deform.rst:34 #: ../../manual/sculpt_paint/sculpting/tools/grab.rst:4 msgid "Grab" msgstr "Uchopiť" #: ../../manual/addons/uv/magic_uv.rst:487 msgid "" "Move UV along to the mouse movement while you press *Mouse Left Button*." msgstr "Pri pohybe myšou a stlačením *ľavého tlačidla myši* presúva UV." #: ../../manual/addons/uv/magic_uv.rst:488 msgid "Relax UV while you press *Mouse Left Button*." msgstr "Uvoľní UV stlačením *ľavého tlačidla myši*." #: ../../manual/addons/uv/magic_uv.rst:491 msgid "Provides a way to change the relax method." msgstr "Umožňuje meniť metódu uvoľnenia." #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/modeling/meshes/uv/tools/pinch.rst:4 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:33 #: ../../manual/sculpt_paint/sculpting/tools/crease.rst:28 #: ../../manual/sculpt_paint/sculpting/tools/multires_displacement_smear.rst:0 #: ../../manual/sculpt_paint/sculpting/tools/pinch.rst:4 #: ../../manual/sculpt_paint/sculpting/tools/slide_relax.rst:42 #: ../../manual/sculpt_paint/sculpting/tools/smear.rst:0 msgid "Pinch" msgstr "Prištipnúť" #: ../../manual/addons/uv/magic_uv.rst:492 msgid "Pinch UV while you press *Mouse Left Button*." msgstr "Prištipne UV pri stlačení *ľavého tlačidla myši*." #: ../../manual/addons/uv/magic_uv.rst:495 msgid "If enabled, the direction of pinch will be inverted." msgstr "Ak je povolené, smer prištipnutia sa obráti." #: ../../manual/addons/uv/magic_uv.rst:497 msgid "Show Brush" msgstr "Zobraziť štetec" #: ../../manual/addons/uv/magic_uv.rst:497 msgid "If enabled, display the brush's effective range while sculpting." msgstr "Ak je povolené, zobrazí účinný rozsah štetca pri tvarovaní." #: ../../manual/addons/uv/magic_uv.rst:501 msgid "Click check box *UV Sculpt* to show UV Sculpt menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Tvarovanie UV* zobrazíte ponuku " "Tvarovanie UV." #: ../../manual/addons/uv/magic_uv.rst:502 msgid "Select faces whose UV you want to sculpt." msgstr "Vyberte plôšky, ktorých UV chcete opracovať." #: ../../manual/addons/uv/magic_uv.rst:503 msgid "Click *Enable*." msgstr "Kliknite na *Povoliť*." #: ../../manual/addons/uv/magic_uv.rst:504 msgid "Sculpt UV as you like (See detail each tool's usage)." msgstr "" "Opracujte UV podľa svojich predstáv (pozrite si podrobnosti o používaní " "jednotlivých nástrojov)." #: ../../manual/addons/uv/magic_uv.rst:505 #: ../../manual/addons/uv/magic_uv.rst:564 msgid "Click *Disable*." msgstr "Kliknite na *Zakázať*." #: ../../manual/addons/uv/magic_uv.rst:511 msgid "Unwrap Constraint" msgstr "Vynútiť rozvinutie" #: ../../manual/addons/uv/magic_uv.rst:517 msgid ":menuselection:`UV --> Unwrap Constraint`" msgstr ":menuselection:`UV --> Vynútiť rozvinutie`" #: ../../manual/addons/uv/magic_uv.rst:518 msgid ":menuselection:`Sidebar --> Edit --> UV Mapping --> Unwrap Constraint`" msgstr "" ":menuselection:`Bočný panel --> Upraviť --> UV mapovanie --> Vynútiť " "rozvinutie`" #: ../../manual/addons/uv/magic_uv.rst:520 msgid "Unwrap UV with an axis fixed." msgstr "Rozvinie UV s pevnou osou." #: ../../manual/addons/uv/magic_uv.rst:524 msgid "Click check box *Unwrap Constraint* to show Unwrap Constraint menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Vynútiť rozvinutie* zobrazíte ponuku " "Vynútiť rozvinutie." #: ../../manual/addons/uv/magic_uv.rst:525 msgid "Select faces whose UV you want to unwrap." msgstr "Vyberte plôšky, ktorých UV chcete rozbaliť." #: ../../manual/addons/uv/magic_uv.rst:526 msgid "" "Enable or disable *U-Constraint* property and *V-constraint* property to fix " "axis while unwrapping." msgstr "" "Povoľte alebo zakážte vlastnosť *U-vynútenie* a *V-vynútenie* na pevné osi " "pri rozvinutí." #: ../../manual/addons/uv/magic_uv.rst:527 msgid "Click *Unwrap*." msgstr "Kliknite na *Rozvinúť*." #: ../../manual/addons/uv/magic_uv.rst:533 msgid "Texture Projection" msgstr "Premietnuť textúru" #: ../../manual/addons/uv/magic_uv.rst:539 msgid ":menuselection:`UV --> Texture Projection`" msgstr ":menuselection:`UV --> Premietnuť textúru`" #: ../../manual/addons/uv/magic_uv.rst:540 msgid ":menuselection:`Sidebar --> Edit --> UV Mapping --> Texture Projection`" msgstr "" ":menuselection:`Bočný panel --> Upraviť --> UV mapovanie --> Premietnuť " "textúru`" #: ../../manual/addons/uv/magic_uv.rst:542 msgid "" "Project the texture to the mesh while displaying texture image in 3D View." msgstr "" "Premietne textúru na povrchovú sieť pri zobrazení obrázku textúry v 3D " "zábere." #: ../../manual/addons/uv/magic_uv.rst:544 #: ../../manual/render/cycles/render_settings/light_paths.rst:57 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:59 msgid "Transparency" msgstr "Priehľadnosť" #: ../../manual/addons/uv/magic_uv.rst:545 msgid "Provides a way to change transparency of the displayed texture." msgstr "Umožňuje zmeniť priehľadnosť zobrazenej textúry." #: ../../manual/addons/uv/magic_uv.rst:546 msgid "Adjust Window" msgstr "Nastavenie okna" #: ../../manual/addons/uv/magic_uv.rst:547 msgid "If enabled, size of the displayed texture is adjusted to the window." msgstr "" "Ak je povolené, veľkosť zobrazenej textúry sa prispôsobí veľkosti okna." #: ../../manual/addons/uv/magic_uv.rst:549 msgid "Scaling, Rotation, Translation" msgstr "Zmena mierky, rotácia, premiestnenie" #: ../../manual/addons/uv/magic_uv.rst:549 msgid "" "Provide a way to apply the affine transformation to the displayed texture. " "Available when *Adjust Window* is disabled." msgstr "" "Umožňuje použiť príbuzenskú transformáciu na zobrazenú textúru. K " "dispozícii, keď je zakázané *Upraviť okno*." #: ../../manual/addons/uv/magic_uv.rst:551 msgid "Texture Aspect Ratio" msgstr "Pomer strán textúry" #: ../../manual/addons/uv/magic_uv.rst:552 msgid "If enabled, keep the original aspect of the displayed texture." msgstr "Ak je povolené, zobrazia sa osi objektov." #: ../../manual/addons/uv/magic_uv.rst:554 #: ../../manual/addons/uv/magic_uv.rst:581 msgid "Assign UV Map" msgstr "Priradenie mapy UV" #: ../../manual/addons/uv/magic_uv.rst:554 #: ../../manual/addons/uv/magic_uv.rst:582 msgid "If enabled, assign new UV map when no UV is assigned to the mesh." msgstr "" "Ak je povolené, priradí novú UV mapu, keď nie sú k povrchovej sieti " "priradená žiadne UV." #: ../../manual/addons/uv/magic_uv.rst:558 msgid "Click check box *Texture Projection* to show Texture Projection menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Premietnuť textúru* zobrazíte ponuku " "Premietnuť textúru." #: ../../manual/addons/uv/magic_uv.rst:559 msgid "Select faces whose UV you want to apply Texture Projection." msgstr "Vyberte plôšky, na ktorých UV chcete použiť premietnutie textúry." #: ../../manual/addons/uv/magic_uv.rst:560 msgid "Select a texture to be projected." msgstr "Vyberte textúru na premietnutie." #: ../../manual/addons/uv/magic_uv.rst:561 msgid "Click *Enable* to display the texture." msgstr "Kliknutím na *Povoliť* textúru zobrazíte." #: ../../manual/addons/uv/magic_uv.rst:562 msgid "" "Adjust texture size and the mesh location to decide the location of " "projection." msgstr "" "Upravte veľkosť textúry a umiestnenie povrchovej siete, aby ste rozhodli o " "umiestnení premietnutia." #: ../../manual/addons/uv/magic_uv.rst:563 msgid "Click *Project* to project texture to UV." msgstr "Kliknutím na *Premietnuť* premietnete textúru do UV." #: ../../manual/addons/uv/magic_uv.rst:570 msgid "UVW" msgstr "UVW" #: ../../manual/addons/uv/magic_uv.rst:576 msgid ":menuselection:`UV --> UVW`" msgstr ":menuselection:`UV --> UVW`" #: ../../manual/addons/uv/magic_uv.rst:577 msgid ":menuselection:`Sidebar --> Edit --> UV Mapping --> UVW`" msgstr ":menuselection:`Bočný panel --> Upraviť --> UV mapovanie --> UVW`" #: ../../manual/addons/uv/magic_uv.rst:579 msgid "UVW mapping." msgstr "Mapovanie UVW." #: ../../manual/addons/uv/magic_uv.rst:584 #: ../../manual/sculpt_paint/sculpting/tools/cloth_filter.rst:45 msgid "Force Axis" msgstr "Silová os" #: ../../manual/addons/uv/magic_uv.rst:584 msgid "Specifies the axis to apply force mapping." msgstr "Určuje os pre použitie na mapovanie sily." #: ../../manual/addons/uv/magic_uv.rst:588 msgid "Click check box *UVW* to show UVW menu." msgstr "Kliknutím na zaškrtávacie políčko *UVW* zobrazíte ponuku UVW." #: ../../manual/addons/uv/magic_uv.rst:589 msgid "Select faces you want to apply UVW mapping." msgstr "Vyberte plôšky, na ktoré chcete použiť mapovanie UVW." #: ../../manual/addons/uv/magic_uv.rst:590 msgid "" "Click *Box* if you apply Box mapping, or click *Best Planner* if you apply " "Best Planner mapping." msgstr "" "Kliknite na *Políčko*, ak použijete mapovanie Políčko, alebo kliknite na " "*Najlepšie premietnutie*, ak použijete mapovanie Najlepšie premietnutie." #: ../../manual/addons/uv/magic_uv.rst:596 msgid "Align UV" msgstr "Zarovnať UV" #: ../../manual/addons/uv/magic_uv.rst:601 msgid ":menuselection:`UVs --> Align UV`" msgstr ":menuselection:`UV --> Zarovnať UV`" #: ../../manual/addons/uv/magic_uv.rst:602 msgid ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Align UV`" msgstr "" ":menuselection:`bočný panel --> Magic UV --> Manipulácia UV --> Zarovnať UV`" #: ../../manual/addons/uv/magic_uv.rst:608 msgid "Align UV." msgstr "Zarovnáva UV." #: ../../manual/addons/uv/magic_uv.rst:611 msgid "Selects all the outermost UVs and aligns them to a round shape." msgstr "Vyberie všetky krajné UV a zarovná ich do okrúhleho tvaru." #: ../../manual/addons/uv/magic_uv.rst:612 #: ../../manual/modeling/meshes/uv/editing.rst:0 msgid "Straighten" msgstr "Vyrovnať" #: ../../manual/addons/uv/magic_uv.rst:613 msgid "" "Selects the endmost UVs and aligns them to a straight line between begin UV " "and end UV." msgstr "" "Vyberie koncové UV a vyrovná ich na rovnú čiaru medzi začiatočnými a " "koncovými UV." #: ../../manual/addons/uv/magic_uv.rst:614 msgid "XY-axis" msgstr "Os XY" #: ../../manual/addons/uv/magic_uv.rst:615 msgid "" "Selects the endmost UVs and aligns them to a straight line along to X or Y " "axis." msgstr "Vyberie krajné UV a zarovná ich do priamky pozdĺž osi X alebo Y." #: ../../manual/addons/uv/magic_uv.rst:617 msgid "Align Location" msgstr "Zarovnať polohu" #: ../../manual/addons/uv/magic_uv.rst:617 msgid "" "In case of XY-axis alignment, you can change the location (Middle, Right/" "Bottom, Left/Top) after UV alignment." msgstr "" "V prípade zarovnania osi XY môžete po zarovnaní UV zmeniť umiestnenie " "(stred, pravá/spodná časť, ľavá/horná časť)." #: ../../manual/addons/uv/magic_uv.rst:620 msgid "Align UVs with vertical direction." msgstr "Zarovnáva UV vertikálnym smerom." #: ../../manual/addons/uv/magic_uv.rst:621 #: ../../manual/addons/uv/magic_uv.rst:700 #: ../../manual/animation/armatures/properties/bone_groups.rst:46 #: ../../manual/animation/armatures/properties/bone_groups.rst:74 #: ../../manual/animation/markers.rst:225 #: ../../manual/editors/3dview/introduction.rst:44 #: ../../manual/editors/clip/introduction.rst:28 #: ../../manual/editors/file_browser.rst:316 #: ../../manual/editors/geometry_node.rst:26 #: ../../manual/editors/uv/introduction.rst:123 #: ../../manual/files/linked_libraries/link_append.rst:43 #: ../../manual/files/linked_libraries/link_append.rst:88 #: ../../manual/interface/controls/nodes/introduction.rst:51 #: ../../manual/interface/controls/templates/list_view.rst:17 #: ../../manual/interface/keymap/industry_compatible.rst:79 #: ../../manual/modeling/meshes/properties/vertex_groups/vertex_groups.rst:102 #: ../../manual/modeling/meshes/selecting/linked.rst:50 #: ../../manual/modeling/modifiers/deform/hooks.rst:56 #: ../../manual/movie_clip/tracking/clip/editing/track.rst:395 #: ../../manual/movie_clip/tracking/clip/toolbar/solve.rst:91 #: ../../manual/render/materials/assignment.rst:112 msgid "Select" msgstr "Vybrať" #: ../../manual/addons/uv/magic_uv.rst:622 msgid "The aligned UVs will be selected after operation." msgstr "Zarovnané UV sa vyberú po vykonaní operácie." #: ../../manual/addons/uv/magic_uv.rst:623 #: ../../manual/editors/preferences/navigation.rst:106 #: ../../manual/grease_pencil/visual_effects/flip.rst:0 #: ../../manual/render/cameras.rst:0 msgid "Vertical" msgstr "Vertikálna" #: ../../manual/addons/uv/magic_uv.rst:624 msgid "" "Align UVs to vertical direction with using the influence of mesh vertex " "location." msgstr "" "Zarovnáva UV do vertikálneho smeru s využitím vplyvu umiestnenia vrcholov " "povrchovej siete." #: ../../manual/addons/uv/magic_uv.rst:625 #: ../../manual/editors/preferences/navigation.rst:109 #: ../../manual/grease_pencil/visual_effects/flip.rst:0 #: ../../manual/render/cameras.rst:0 msgid "Horizontal" msgstr "Horizontálna" #: ../../manual/addons/uv/magic_uv.rst:626 msgid "" "Align UVs to horizontal direction with using influence of mesh vertex " "location." msgstr "" "Zarovnáva UV do horizontálneho smeru s využitím vplyvu umiestnenia vrcholov " "povrchovej siete." #: ../../manual/addons/uv/magic_uv.rst:628 #: ../../manual/addons/uv/magic_uv.rst:703 msgid "Mesh Influence" msgstr "Vplyv povrchovej siete" #: ../../manual/addons/uv/magic_uv.rst:628 #: ../../manual/addons/uv/magic_uv.rst:703 msgid "Provides a way to change the influence of mesh structure." msgstr "Umožňuje zmeniť vplyv štruktúry povrchovej siete." #: ../../manual/addons/uv/magic_uv.rst:632 #: ../../manual/addons/uv/magic_uv.rst:657 msgid "Click check box *Align UV* to show Align UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Zarovnať UV* zobrazíte ponuku Zarovnať UV." #: ../../manual/addons/uv/magic_uv.rst:633 msgid "Select UVs you want to align (see details below)." msgstr "Vyberte UV, ktoré chcete zarovnať (pozri podrobnosti nižšie)." #: ../../manual/addons/uv/magic_uv.rst:634 msgid "Click *Circle* or *Straighten* or *XY-axis* depending on your purpose." msgstr "V závislosti od účelu kliknite na *Kruh*, *Vyrovnať* alebo *Os XY*." #: ../../manual/addons/uv/magic_uv.rst:638 #: ../../manual/compositing/types/converter/math.rst:0 #: ../../manual/editors/graph_editor/fcurves/editing.rst:36 #: ../../manual/editors/nla/editing.rst:15 #: ../../manual/editors/nla/introduction.rst:99 #: ../../manual/grease_pencil/modes/edit/grease_pencil_menu.rst:64 #: ../../manual/interface/controls/nodes/arranging.rst:15 #: ../../manual/modeling/curves/editing/curve.rst:69 #: ../../manual/modeling/meshes/uv/editing.rst:115 #: ../../manual/modeling/surfaces/editing/surface.rst:48 #: ../../manual/render/shader_nodes/converter/vector_math.rst:0 #: ../../manual/scene_layout/object/editing/snap.rst:5 msgid "Snap" msgstr "Prichytiť" #: ../../manual/addons/uv/magic_uv.rst:640 msgid "Snap UV coordinates to the specified location." msgstr "Prichytí UV súradnice na určené miesto." #: ../../manual/addons/uv/magic_uv.rst:645 msgid "Snap Method" msgstr "Metóda prichytenia" #: ../../manual/addons/uv/magic_uv.rst:643 msgid "Snap UV coordinates to the location specified by *Target Point*." msgstr "Prichytáva UV súradnice na miesto určené *Cieľovým bodom*." #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/compositing/types/filter/dilate_erode.rst:33 #: ../../manual/editors/3dview/controls/snapping.rst:54 #: ../../manual/editors/3dview/toolbar/add_cone.rst:0 #: ../../manual/editors/3dview/toolbar/add_cube.rst:0 #: ../../manual/editors/3dview/toolbar/add_cylinder.rst:0 #: ../../manual/editors/3dview/toolbar/add_icosphere.rst:0 #: ../../manual/editors/3dview/toolbar/add_uvsphere.rst:0 #: ../../manual/editors/spreadsheet.rst:0 #: ../../manual/editors/uv/selecting.rst:0 ../../manual/glossary/index.rst:299 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:132 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:151 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:155 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:159 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:172 #: ../../manual/modeling/geometry_nodes/attributes_reference.rst:188 #: ../../manual/modeling/geometry_nodes/geometry/operations/delete_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/duplicate_elements.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/operations/separate_geometry.rst:0 #: ../../manual/modeling/geometry_nodes/geometry/read/normal.rst:0 #: ../../manual/modeling/geometry_nodes/mesh/operations/scale_elements.rst:0 #: ../../manual/modeling/meshes/selecting/introduction.rst:39 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:48 #: ../../manual/physics/soft_body/settings/edges.rst:63 msgid "Edge" msgstr "Hrana" #: ../../manual/addons/uv/magic_uv.rst:644 msgid "Snap UV coordinates to the location specified by *Target Edge*." msgstr "Prichytáva UV súradnice na miesto určené *Cieľovou hranou*." #: ../../manual/addons/uv/magic_uv.rst:648 msgid "Snap: Point" msgstr "Prichytiť: Bod" #: ../../manual/addons/uv/magic_uv.rst:653 #: ../../manual/addons/uv/magic_uv.rst:674 #: ../../manual/animation/armatures/bones/selecting.rst:221 #: ../../manual/animation/armatures/posing/selecting.rst:136 #: ../../manual/compositing/types/groups.rst:10 #: ../../manual/compositing/types/groups.rst:5 msgid "Group" msgstr "Skupina" #: ../../manual/addons/uv/magic_uv.rst:0 #: ../../manual/editors/3dview/controls/snapping.rst:52 #: ../../manual/editors/spreadsheet.rst:0 #: ../../manual/editors/uv/controls/snapping.rst:34 #: ../../manual/editors/uv/selecting.rst:0 ../../manual/glossary/index.rst:912 #: ../../manual/modeling/meshes/editing/mesh/transform/basic.rst:44 #: ../../manual/modeling/meshes/properties/object_data.rst:0 #: ../../manual/modeling/meshes/selecting/introduction.rst:35 #: ../../manual/modeling/modifiers/modify/weight_proximity.rst:46 #: ../../manual/physics/dynamic_paint/canvas.rst:0 #: ../../manual/physics/dynamic_paint/canvas.rst:278 #: ../../manual/scene_layout/object/editing/parent.rst:63 msgid "Vertex" msgstr "Vrchol" #: ../../manual/addons/uv/magic_uv.rst:651 msgid "All selected vertices will snap to *Target Point*." msgstr "Všetky vybrané vrcholy sa prichytia k *Cieľovému bodu*." #: ../../manual/addons/uv/magic_uv.rst:652 msgid "Center of all selected faces will snap to *Target Point*." msgstr "Stred všetkých vybraných plôšok sa prichytí k *Cieľovému bodu*." #: ../../manual/addons/uv/magic_uv.rst:0 msgid "UV Island" msgstr "UV ostrov" #: ../../manual/addons/uv/magic_uv.rst:653 msgid "Center of all selected islands will snap to *Target Point*." msgstr "Stred všetkých vybraných ostrovov sa prichytí k *Cieľovému bodu*." #: ../../manual/addons/uv/magic_uv.rst:658 msgid "Select snap method *Point*." msgstr "Vyberte metódu prichytenia *Bod*." #: ../../manual/addons/uv/magic_uv.rst:659 msgid "Set *Target Point* where UV coordinate will snap to." msgstr "Nastavte *Cieľový bod*, ku ktorému sa UV súradnica prichytí." #: ../../manual/addons/uv/magic_uv.rst:660 #: ../../manual/addons/uv/magic_uv.rst:681 msgid "Set snap *Group* (See below for details)." msgstr "Nastavte prichytenie *Skupina* (Podrobnosti nájdete nižšie)." #: ../../manual/addons/uv/magic_uv.rst:661 msgid "Select vertices or faces or UV islands which you want to snap." msgstr "Vyberte vrcholy, plôšky alebo UV ostrovy na prichytenie." #: ../../manual/addons/uv/magic_uv.rst:665 msgid "Snap: Edge" msgstr "Prichytiť: Hrana" #: ../../manual/addons/uv/magic_uv.rst:668 msgid "Selected edge will snap to the center of *Target Edge*." msgstr "Vybraná hrana sa prichytí na stred *Cieľovej hrany*." #: ../../manual/addons/uv/magic_uv.rst:670 msgid "" "All edges belonging to faces which are included in selected edge will snap " "to the center of *Target Edge*." msgstr "" "Všetky hrany patriace k plôškam, ktoré sú zahrnuté vo vybranej hrane, sa " "prichytia na stred *Cieľovej hrany*." #: ../../manual/addons/uv/magic_uv.rst:673 msgid "" "All edges belonging to UV islands which are included in selected edge will " "snap to the center of *Target Edge*." msgstr "" "Všetky hrany patriace do UV ostrovov, ktoré sú zahrnuté vo vybranej hrane, " "sa prichytia na stred *Cieľovej hrany*." #: ../../manual/addons/uv/magic_uv.rst:678 msgid "Click check box *Align UV* to show Align UV menu" msgstr "" "Kliknutím na zaškrtávacie políčko *Zarovnať UV* zobrazíte ponuku Zarovnať UV" #: ../../manual/addons/uv/magic_uv.rst:679 msgid "Select snap method *Edge*." msgstr "Vyberte metódu prichytenia *Hrana*." #: ../../manual/addons/uv/magic_uv.rst:680 msgid "Set *Target Edge* where UV edge will snap to." msgstr "Nastavte *Cieľovú hranu*, ku ktorej sa prichytí hrana UV." #: ../../manual/addons/uv/magic_uv.rst:682 msgid "Select edges which you want to snap." msgstr "Vyberte hrany, ktoré chcete prichytiť." #: ../../manual/addons/uv/magic_uv.rst:688 msgid "Smooth UV" msgstr "Vyhladiť UV" #: ../../manual/addons/uv/magic_uv.rst:693 msgid ":menuselection:`UVs --> Smooth UV`" msgstr ":menuselection:`UV --> Vyhladiť UV`" #: ../../manual/addons/uv/magic_uv.rst:694 msgid ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Smooth UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Vyhladiť UV`" #: ../../manual/addons/uv/magic_uv.rst:696 msgid "Smooth UV." msgstr "Vyhladzuje UV." #: ../../manual/addons/uv/magic_uv.rst:699 msgid "" "If enabled, smooth UVs which are located on vertical direction of selected " "UV." msgstr "" "Ak je povolené, vyhladí UV, ktoré sa nachádzajú vo vertikálnom smere " "vybraného UV." #: ../../manual/addons/uv/magic_uv.rst:701 msgid "If enabled, the smoothed UVs are selected." msgstr "Ak je povolené, vyberú sa vyhladené UV." #: ../../manual/addons/uv/magic_uv.rst:707 msgid "Click check box *Smooth UV* to show Smooth UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Vyhladiť UV* zobrazíte ponuku Vyhladiť UV." #: ../../manual/addons/uv/magic_uv.rst:708 msgid "Select UVs you want to smooth (The endmost UVs must be selected)." msgstr "" "Vyberte UV, ktoré chcete vyhladiť (musia byť vybrané najkrajnejšie UV)." #: ../../manual/addons/uv/magic_uv.rst:709 msgid "Click *Smooth*." msgstr "Kliknite na *Vyhladiť*." #: ../../manual/addons/uv/magic_uv.rst:715 msgid "Select UV" msgstr "Vybrať UV" #: ../../manual/addons/uv/magic_uv.rst:720 msgid ":menuselection:`UVs --> Select UV`" msgstr ":menuselection:`UV --> Vybrať UV`" #: ../../manual/addons/uv/magic_uv.rst:721 msgid ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Select UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Vybrať UV`" #: ../../manual/addons/uv/magic_uv.rst:723 msgid "Select UV under the specific condition." msgstr "Vyberie UV v rámci konkrétnej podmienky." #: ../../manual/addons/uv/magic_uv.rst:725 #: ../../manual/addons/uv/magic_uv.rst:886 msgid "Overlapped" msgstr "Prekrývajúce sa" #: ../../manual/addons/uv/magic_uv.rst:726 msgid "Selects all overlapped UVs." msgstr "Vyberie všetky prekrývajúce sa UV." #: ../../manual/addons/uv/magic_uv.rst:728 #: ../../manual/addons/uv/magic_uv.rst:888 #: ../../manual/editors/graph_editor/fcurves/editing.rst:233 #: ../../manual/modeling/meshes/editing/edge/offset_edge_slide.rst:24 msgid "Flipped" msgstr "Preklopiť" #: ../../manual/addons/uv/magic_uv.rst:728 msgid "Selects all flipped UVs." msgstr "Vyberie všetky preklopené UV." #: ../../manual/addons/uv/magic_uv.rst:730 #: ../../manual/addons/uv/magic_uv.rst:893 msgid "Same Polygon Threshold" msgstr "Rovnaký prah polygónu" #: ../../manual/addons/uv/magic_uv.rst:731 #: ../../manual/addons/uv/magic_uv.rst:894 msgid "Provides a way to set a threshold for judging the same polygons." msgstr "Umožňuje nastaviť prah pre posudzovanie rovnakých polygónov." #: ../../manual/addons/uv/magic_uv.rst:732 msgid "Selection Method" msgstr "Metóda výberu" #: ../../manual/addons/uv/magic_uv.rst:733 msgid "Specifies how to select the faces." msgstr "Určuje spôsob výberu plôšok." #: ../../manual/addons/uv/magic_uv.rst:735 msgid "Sync Mesh Selection" msgstr "Výber synchronizačnej povrchovej siete" #: ../../manual/addons/uv/magic_uv.rst:735 msgid "Select the mesh's faces as well as UV faces." msgstr "Vyberie plôšky povrchovej siete, ako aj plôšky UV." #: ../../manual/addons/uv/magic_uv.rst:738 msgid "Zoom Selected UV" msgstr "Priblíženie vybraných UV" #: ../../manual/addons/uv/magic_uv.rst:738 msgid "Zoom to the selected UV in 3D Viewport." msgstr "Priblíži vybrané UV v 3D zábere." #: ../../manual/addons/uv/magic_uv.rst:742 msgid "Click check box *Select UV* to show Select UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Vybrať UV* zobrazíte ponuku Vybrať UV." #: ../../manual/addons/uv/magic_uv.rst:743 msgid "" "Click *Overlapped* or *Flipped* depending on your purpose (see details " "below)." msgstr "" "Kliknite na *Prekrývajúce sa* alebo *Preklopené* v závislosti od účelu " "(pozri podrobnosti nižšie)." #: ../../manual/addons/uv/magic_uv.rst:749 msgid "Pack UV (Extension)" msgstr "Zbaliť UV (rozšírenie)" #: ../../manual/addons/uv/magic_uv.rst:754 msgid ":menuselection:`UVs --> Pack UV`" msgstr ":menuselection:`UV --> Zbaliť UV`" #: ../../manual/addons/uv/magic_uv.rst:755 msgid "" ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Pack UV " "(Extension)`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Zbaliť UV " "(rozšírenie)`" #: ../../manual/addons/uv/magic_uv.rst:757 msgid "Apply island packing and integrate islands which have same shape." msgstr "" "Použije zbalenie ostrovov a integruje ostrovy, ktoré majú rovnaký tvar." #: ../../manual/addons/uv/magic_uv.rst:759 msgid "Allowable Center Deviation" msgstr "Prípustná odchýlka od stredu" #: ../../manual/addons/uv/magic_uv.rst:760 msgid "" "Provides a way to specify the center deviation that regards as the same " "island." msgstr "Umožňuje určiť odchýlku stredu, ktorá sa považuje za rovnaký ostrov." #: ../../manual/addons/uv/magic_uv.rst:761 msgid "Allowable Size Deviation" msgstr "Prípustná odchýlka veľkosti" #: ../../manual/addons/uv/magic_uv.rst:762 msgid "" "Provides a way to specify the size deviation that regards as the same island." msgstr "Umožňuje určiť odchýlku veľkosti, ktorá sa považuje za rovnaký ostrov." #: ../../manual/addons/uv/magic_uv.rst:763 msgid "Accurate Island Copy" msgstr "Presná kópia ostrova" #: ../../manual/addons/uv/magic_uv.rst:764 msgid "If enabled, copy islands topologically in island integration phase." msgstr "" "Ak je povolené, skopírujte ostrovy topologicky vo fáze integrácie ostrovov." #: ../../manual/addons/uv/magic_uv.rst:765 msgid "Stride" msgstr "Kráčať" #: ../../manual/addons/uv/magic_uv.rst:766 msgid "Move coordinates amount of UV islands after island integration." msgstr "Presúva súradnice množstva UV ostrovov po integrácii ostrova." #: ../../manual/addons/uv/magic_uv.rst:768 msgid "Apply Pack UV" msgstr "Použiť zvinutie ostrova" #: ../../manual/addons/uv/magic_uv.rst:768 msgid "If enabled, apply Blender intrinsic Pack UV operation." msgstr "Ak je povolené, použije UV operáciu vnútorného zvinutia Blendera." #: ../../manual/addons/uv/magic_uv.rst:772 msgid "Click check box *Pack UV (Extension)* to show Pack UV (Extension) menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Zbaliť UV (rozšírenie)* zobrazíte ponuku " "Zbaliť UV (rozšírenie)." #: ../../manual/addons/uv/magic_uv.rst:773 msgid "Select faces whose UV you want to pack." msgstr "Vyberte plôšky, ktorých UV chcete zbaliť." #: ../../manual/addons/uv/magic_uv.rst:774 msgid "Click *Pack UV*." msgstr "Kliknite na *Zbaliť UV*." #: ../../manual/addons/uv/magic_uv.rst:780 msgid "Clip UV" msgstr "Odstrihnúť UV" #: ../../manual/addons/uv/magic_uv.rst:785 msgid ":menuselection:`UVs --> Clip UV`" msgstr ":menuselection:`UV --> Odstrihnúť UV`" #: ../../manual/addons/uv/magic_uv.rst:786 msgid ":menuselection:`Sidebar --> Magic UV --> UV Manipulation --> Clip UV`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Manipulácia UV --> Odstrihnúť " "UV`" #: ../../manual/addons/uv/magic_uv.rst:788 msgid "Clip UV coordinate to the specified range." msgstr "Odstrihne UV súradnice na zadaný rozsah." #: ../../manual/addons/uv/magic_uv.rst:791 #: ../../manual/animation/shape_keys/shape_keys_panel.rst:150 #: ../../manual/editors/video_sequencer/sequencer/navigating.rst:74 #: ../../manual/files/media/image_formats.rst:148 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:227 #: ../../manual/modeling/geometry_nodes/attribute/attribute_statistic.rst:63 #: ../../manual/physics/particles/emitter/physics/boids.rst:98 #: ../../manual/render/shader_nodes/converter/clamp.rst:0 #: ../../manual/video_editing/edit/montage/strips/image.rst:27 msgid "Range" msgstr "Rozsah" #: ../../manual/addons/uv/magic_uv.rst:791 msgid "Specifies the clipping range." msgstr "Určuje rozsah odstrihnutia." #: ../../manual/addons/uv/magic_uv.rst:795 msgid "Click check box *Clip UV* to show Clip UV menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Odstrihnúť UV* zobrazíte ponuku " "Odstrihnúť UV." #: ../../manual/addons/uv/magic_uv.rst:796 msgid "Select faces you want to clip UV coordinates." msgstr "Vyberte plôšky, na odstrihnutie UV súradníc." #: ../../manual/addons/uv/magic_uv.rst:797 msgid "Click *Clip UV*." msgstr "Kliknite na tlačidlo *Odstrihnúť UV*." #: ../../manual/addons/uv/magic_uv.rst:803 msgid "Align UV Cursor" msgstr "Zarovnať UV kurzor" #: ../../manual/addons/uv/magic_uv.rst:808 msgid ":menuselection:`UVs --> Align UV Cursor`" msgstr ":menuselection:`UV --> Zarovnať UV kurzor`" #: ../../manual/addons/uv/magic_uv.rst:809 msgid "" ":menuselection:`Sidebar --> Magic UV --> Editor Enhancement --> Align UV " "Cursor`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Editor vylepšenia --> Zarovnať " "UV kurzor`" #: ../../manual/addons/uv/magic_uv.rst:811 msgid "Align UV cursor (2D Cursor in UV Editor)." msgstr "Zarovnať UV kurzor (2D kurzor v UV editore)." #: ../../manual/addons/uv/magic_uv.rst:816 msgid "Align Method" msgstr "Metóda zarovnania" #: ../../manual/addons/uv/magic_uv.rst:814 msgid "The UV cursor aligns to the selected texture." msgstr "UV kurzor sa zarovná na vybranú textúru." #: ../../manual/addons/uv/magic_uv.rst:815 msgid "The UV cursor aligns to the d UV (includes non-selected UV)." msgstr "UV kurzor sa zarovná na d UV (zahŕňa aj nevybrané UV)." #: ../../manual/addons/uv/magic_uv.rst:0 msgid "UV (Selected)" msgstr "UV (vybrané)" #: ../../manual/addons/uv/magic_uv.rst:816 msgid "The UV cursor aligns to the displayed UV (only selected UV)." msgstr "UV kurzor sa zarovná na zobrazené UV (iba vybrané UV)." #: ../../manual/addons/uv/magic_uv.rst:820 msgid "Click check box *Align UV Cursor* to show Align UV Cursor menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Zarovnať UV kurzor* zobrazíte ponuku " "Zarovnať UV kurzor." #: ../../manual/addons/uv/magic_uv.rst:821 msgid "" "Select *Texture* or *UV* or *UV (Selected)* depending on your purpose (See " "details below)." msgstr "" "Vyberte *Textúra* alebo *UV* alebo *UV (vybrané)* v závislosti od účelu " "(pozri podrobnosti nižšie)." #: ../../manual/addons/uv/magic_uv.rst:822 msgid "Click the position button (You can choose the position from 9 buttons)." msgstr "Kliknite na tlačidlo polohy (polohu môžete vybrať z 9 tlačidiel)." #: ../../manual/addons/uv/magic_uv.rst:828 msgid "UV Cursor Location" msgstr "Poloha kurzora UV" #: ../../manual/addons/uv/magic_uv.rst:833 msgid "" ":menuselection:`Sidebar --> Magic UV --> Editor Enhancement --> UV Cursor " "Location`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Editor vylepšenia --> Poloha UV " "kurzora`" #: ../../manual/addons/uv/magic_uv.rst:835 msgid "Set and display UV Cursor (2D Cursor in UV Editor) location." msgstr "Nastaví a zobrazí polohu UV kurzora (2D kurzora v UV editore)." #: ../../manual/addons/uv/magic_uv.rst:839 msgid "Click check box *UV Cursor Location* to show UV Cursor Location menu." msgstr "" "Kliknutím na zaškrtávacie políčko *Poloha UV kurzora* zobrazíte ponuku " "Poloha UV kurzora." #: ../../manual/addons/uv/magic_uv.rst:840 msgid "" "UV cursor location is displayed, and you can set the new location as you " "like." msgstr "" "Zobrazí sa umiestnenie UV kurzora a vy môžete nastaviť nové umiestnenie " "podľa svojich predstáv." #: ../../manual/addons/uv/magic_uv.rst:846 msgid "UV Bounding Box" msgstr "UV pole ohraničenia" #: ../../manual/addons/uv/magic_uv.rst:851 msgid ":menuselection:`UVs --> UV Bounding Box`" msgstr ":menuselection:`UV --> UV pole ohraničenia`" #: ../../manual/addons/uv/magic_uv.rst:852 msgid "" ":menuselection:`Sidebar --> Magic UV --> Editor Enhancement --> UV Bounding " "Box`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Editor vylepšenia --> UV pole " "ohraničenia`" #: ../../manual/addons/uv/magic_uv.rst:854 msgid "Transform UV with Bounding Box like a Photoshop/GIMP's Bounding Box." msgstr "" "Transformuje UV poľom ohraničenia ako pole ohraničenia Photoshopu/GIMPu." #: ../../manual/addons/uv/magic_uv.rst:856 msgid "Uniform Scaling" msgstr "Jednotná zmena mierky" #: ../../manual/addons/uv/magic_uv.rst:857 msgid "If enabled, you can transform uniformly." msgstr "Ak je povolené, môžete jednotne transformovať." #: ../../manual/addons/uv/magic_uv.rst:859 #: ../../manual/grease_pencil/modes/draw/tools/fill.rst:60 #: ../../manual/modeling/modifiers/generate/wireframe.rst:32 #: ../../manual/sculpt_paint/sculpting/tools/boundary.rst:4 msgid "Boundary" msgstr "Okraje" #: ../../manual/addons/uv/magic_uv.rst:859 msgid "Specifies the boundary of the bounding box." msgstr "Určuje okraje poľa ohraničenia." #: ../../manual/addons/uv/magic_uv.rst:863 msgid "Click check box *UV Bounding Box* to show UV Bounding Box menu." msgstr "" "Kliknutím na zaškrtávacie políčko *UV pole ohraničenia* zobrazíte ponuku UV " "pole ohraničenia." #: ../../manual/addons/uv/magic_uv.rst:864 msgid "Click *Show* to show the bounding box." msgstr "Kliknutím na tlačidlo *Zobraziť* zobrazíte pole ohraničenia." #: ../../manual/addons/uv/magic_uv.rst:865 msgid "" "Transform UV with the bounding box as you like (You can transform UV same as " "Photoshop/Gimp)." msgstr "" "Transformujte UV poľom ohraničenia, ako sa vám páči (UV môžete transformovať " "rovnako ako vo Photoshope/Gimpe)." #: ../../manual/addons/uv/magic_uv.rst:866 #: ../../manual/addons/uv/magic_uv.rst:903 msgid "Click *Hide*." msgstr "Kliknite na *Skryť*." #: ../../manual/addons/uv/magic_uv.rst:872 msgid "UV Inspection" msgstr "UV inšpekcia" #: ../../manual/addons/uv/magic_uv.rst:877 msgid ":menuselection:`UVs --> Inspect UV`" msgstr ":menuselection:`UV --> UV inšpekcia`" #: ../../manual/addons/uv/magic_uv.rst:878 msgid "" ":menuselection:`Sidebar --> Magic UV --> Editor Enhancement --> UV " "Inspection`" msgstr "" ":menuselection:`Bočný panel --> Magic UV --> Editor vylepšenia --> UV " "inšpekcia`" #: ../../manual/addons/uv/magic_uv.rst:882 msgid "Inspect UV" msgstr "UV inšpekcia" #: ../../manual/addons/uv/magic_uv.rst:884 msgid "Inspect UV and help you to find which UV is on the abnormal condition." msgstr "Skontroluje UV a pomôže vám zistiť, ktoré UV je v abnormálnom stave." #: ../../manual/addons/uv/magic_uv.rst:887 msgid "The overlapped part/face is enhanced." msgstr "Prekrývaná časť/plôška je vylepšená." #: ../../manual/addons/uv/magic_uv.rst:889 msgid "The flipped part/face is enhanced." msgstr "Preklopená časť/plôška je vylepšená." #: ../../manual/addons/uv/magic_uv.rst:0 msgid "Part" msgstr "Časť" #: ../../manual/addons/uv/magic_uv.rst:891 msgid "Enhance only to the overlapped/flipped part." msgstr "Vylepší iba prekrytú/preklopenú časť." #: ../../manual/addons/uv/magic_uv.rst:892 msgid "Enhance the overlapped/flipped face." msgstr "Vylepší prekrytú/obrátenú tvár." #: ../../manual/addons/uv/magic_uv.rst:896 msgid "Display View3D" msgstr "Zobrazenie 3D záberu" #: ../../manual/addons/uv/magic_uv.rst:896 msgid "Display overlapped/flipped faces on View3D as well as UV Editor." msgstr "" "Zobrazí prekrývajúcich sa/preklopené plôšky v 3D zábere aj v UV editore." #: ../../manual/addons/uv/magic_uv.rst:900 #: ../../manual/addons/uv/magic_uv.rst:913 msgid "Click check box *UV Inspection* to show UV Inspection menu." msgstr "" "Kliknutím na zaškrtávacie políčko *UV inšpekcia* zobrazíte ponuku UV " "inšpekcia." #: ../../manual/addons/uv/magic_uv.rst:901 msgid "Click *Show* to enhance the part on which is under specific condition." msgstr "" "Kliknutím na tlačidlo *Zobraziť* zvýrazníte časť, ktorá je pod určitou " "podmienkou." #: ../../manual/addons/uv/magic_uv.rst:902 msgid "Click *Update* if you want to update to the latest status." msgstr "" "Ak chcete aktualizovať stav na najnovší, kliknite na tlačidlo *Aktualizovať*." #: ../../manual/addons/uv/magic_uv.rst:907 msgid "Paint UV island" msgstr "Vyfarbenie UV ostrova" #: ../../manual/addons/uv/magic_uv.rst:909 msgid "Paint UV island with random color." msgstr "Vyfarbí UV ostrov náhodnou farbou." #: ../../manual/addons/uv/magic_uv.rst:914 msgid "Click *Paint UV island*." msgstr "Kliknite na *Vyfarbiť UV ostrov*." #: ../../manual/addons/uv/magic_uv.rst:918 msgid "Other Resources" msgstr "Ďalšie zdroje" #: ../../manual/addons/uv/magic_uv.rst:920 msgid "" "The supplemental documentation (e.g. FAQ) and early release can be found in " "Magic UV's `Github repository `__." msgstr "" "Doplňujúcu dokumentáciu (napr. Najčastejšie otázky) a skoršie vydanie " "nájdete v `Github repozitári `__ Magic " "UV." #: ../../manual/addons/uv/magic_uv.rst:926 msgid "UV tool set. See add-ons preferences for details." msgstr "Súprava nástrojov UV. Podrobnosti nájdete v nastaveniach doplnkov." #: ../../manual/addons/uv/magic_uv.rst:927 msgid "" ":menuselection:`3D Viewport --> Sidebar --> Edit` and `UV Editor --> " "Sidebar ---> Magic UV`" msgstr "" ":menuselection:`3D záber --> Bočný panel --> Upraviť` a :menuselection:`UV " "Editor --> Bočný panel --> Magic UV`" #: ../../manual/addons/uv/magic_uv.rst:928 msgid "magic_uv folder" msgstr "Priečinok magic_uv" #: ../../manual/addons/uv/magic_uv.rst:929 msgid "" "Nutti, Mifth, Jace Priester, kgeogeo, mem, imdjs, Keith (Wahooney) Boshoff, " "McBuff, MaxRobinot, Alexander Milovsky" msgstr "" "Nutti, Mifth, Jace Priester, kgeogeo, mem, imdjs, Keith (Wahooney) Boshoff, " "McBuff, MaxRobinot, Alexander Milovsky" #: ../../manual/addons/video_tools/index.rst:4 #: ../../manual/addons/video_tools/refine_tracking.rst:34 msgid "Video Tools" msgstr "Video nástroje" #: ../../manual/addons/video_tools/index.rst:10 #: ../../manual/animation/armatures/posing/selecting.rst:139 #: ../../manual/editors/image/sidebar.rst:99 #: ../../manual/editors/image/sidebar.rst:101 msgid "ToDo." msgstr "Úloha na dopracovanie." #: ../../manual/addons/video_tools/refine_tracking.rst:4 msgid "Refine Tracking Solution" msgstr ":abbr:`Refine Tracking Solution (Spresniť riešenie snímania)`" #: ../../manual/addons/video_tools/refine_tracking.rst:6 msgid "" "When solving for camera motion, narrowing down the solve error by hand can " "be a really frustrating task. Setting the track weight according to the " "reprojection error solve this issue for camera motion tracking. This add-on " "automatically sets the weight of all tracks according to the error in a " "single click." msgstr "" "Pri riešení pohybu kamery môže byť ručné znižovanie chyby riešenia skutočne " "frustrujúcou úlohou. Nastavenie závažnosť stopy podľa chyby opätovného " "premietnutia rieši tento problém pri sledovaní pohybu kamery. Tento doplnok " "automaticky nastaví závažnosť všetkých stôp podľa chyby jediným kliknutím." #: ../../manual/addons/video_tools/refine_tracking.rst:10 msgid "" "Basically this allow you to choose the wanted solution error and get it " "within a single click, even with poor tracks (stemming from for example the " "automatic detected feature)." msgstr "" "V podstate vám to umožní vybrať požadované riešenie chyby a získať ho jedným " "kliknutím, a to aj pri zlých stopách (vyplývajúcich napríklad z automaticky " "zistenej funkcie)." #: ../../manual/addons/video_tools/refine_tracking.rst:13 msgid "" "It is perfectly suited for automatically tracked movies, with many tracks " "(motion flow like solving). Even a bad track may have a good influence with " "the correct weight." msgstr "" "Dokonale sa hodí na automaticky sledované filmy s mnohými stopami (pohyblivý " "prúd ako riešenie). Dokonca aj zlá stopa môže mať pri správnej závažnosti " "dobrý vplyv." #: ../../manual/addons/video_tools/refine_tracking.rst:21 msgid "Click Video Tools then Refine tracking solution to enable the script." msgstr "" "Skript povolíte kliknutím na :menuselection:`Nástroje videa --> Refine " "tracking solution`." #: ../../manual/addons/video_tools/refine_tracking.rst:27 msgid "Start to solve your motion as usually." msgstr "Začnite riešiť svoj pohyb ako zvyčajne." #: ../../manual/addons/video_tools/refine_tracking.rst:28 msgid "Choose your target solution error, e.g: 0.3." msgstr "Zvoľte si cieľovú chybu riešenia, napr.: 0,3." #: ../../manual/addons/video_tools/refine_tracking.rst:29 msgid "Refine your camera motion path solution." msgstr "Spresnite riešenie dráhy pohybu kamery." #: ../../manual/addons/video_tools/refine_tracking.rst:35 msgid "" "Refine motion solution by setting track weight according to reprojection " "error." msgstr "" "Spresnite riešenie pohybu nastavením váhy stopy podľa chyby opätovného " "premietnutia." #: ../../manual/addons/video_tools/refine_tracking.rst:36 msgid ":menuselection:`Clip Editor --> Tools --> Solve --> Refine Solution`" msgstr "" ":menuselection:`Editor filmových klipov --> Nástroje --> Vyriešiť --> " "Spresniť vyriešenie`" #: ../../manual/addons/video_tools/refine_tracking.rst:37 msgid "space_clip_editor_refine_solution.py" msgstr "space_clip_editor_refine_solution.py" #: ../../manual/addons/video_tools/refine_tracking.rst:38 msgid "Stephen Leger" msgstr "Stephen Leger" #: ../../manual/advanced/app_templates.rst:7 msgid "Application Templates" msgstr "Šablóny aplikácií" #: ../../manual/advanced/app_templates.rst:12 msgid "" "Application templates are a feature that allows you to define a re-usable " "configuration that can be selected to replace the default configuration, " "without requiring a separate Blender installation or overwriting your " "personal settings." msgstr "" "Šablóny aplikácií sú funkciou, ktorá vám umožňuje definovať opakovane " "použiteľnú konfiguráciu, ktorú možno vybrať na nahradenie predvolenej " "konfigurácie bez toho, aby bola potrebná samostatná inštalácia Blenderu " "alebo prepísanie vašich osobných nastavení." #: ../../manual/advanced/app_templates.rst:16 msgid "" "Application templates can be selected from the splash screen or :" "menuselection:`File --> New` submenu. When there are no templates found the " "menu will not be displayed on the splash screen." msgstr "" "Šablóny aplikácií môžete vybrať z úvodnej obrazovky alebo z podponuky :" "menuselection:`Súbor --> Nový`. Ak nie sú nájdené žiadne šablóny, ponuka sa " "na úvodnej obrazovke nezobrazí." #: ../../manual/advanced/app_templates.rst:19 msgid "" "New application templates can be installed from the :ref:`topbar-" "blender_menu`. If you would like to keep the current application template " "active on restarting Blender, save your preferences." msgstr "" "Nové šablóny aplikácií je možné nainštalovať z :ref:`topbar-blender_menu`. " "Ak chcete, aby aktuálna šablóna aplikácie zostala aktívna aj pri opätovnom " "spustení Blenderu, uložte svoje nastavenia." #: ../../manual/advanced/app_templates.rst:24 msgid "Motivation" msgstr "Motivácia" #: ../../manual/advanced/app_templates.rst:26 msgid "" "In some cases it's not enough to write a single script or add-on, and expect " "someone to replace their preferences and startup file, install scripts and " "change their keymap." msgstr "" "V niektorých prípadoch nestačí napísať jeden skript alebo doplnok a " "očakávať, že niekto nahradí jeho predvoľby a spúšťací súbor, nainštaluje " "skripty a zmení priradenie kláves." #: ../../manual/advanced/app_templates.rst:29 msgid "" "The goal of application templates is to support switching to a customized " "configuration without disrupting your existing settings and installation. " "This means people can build their own *applications* on top of Blender that " "can be easily distributed." msgstr "" "Cieľom šablón aplikácií je podporiť prechod na prispôsobenú konfiguráciu bez " "narušenia existujúcich nastavení a inštalácie. To znamená, že ľudia si môžu " "nad Blenderom vytvoriť vlastné *aplikácie*, ktoré sa dajú ľahko šíriť." #: ../../manual/advanced/app_templates.rst:35 #: ../../manual/advanced/command_line/launch/linux.rst:26 #: ../../manual/advanced/command_line/launch/macos.rst:36 #: ../../manual/advanced/command_line/launch/windows.rst:21 #: ../../manual/contribute/release_cycle.rst:65 #: ../../manual/editors/3dview/modes.rst:57 #: ../../manual/modeling/meshes/tools/extrude_region.rst:62 msgid "Details" msgstr "Detaily" #: ../../manual/advanced/app_templates.rst:37 msgid "An application template may define its own:" msgstr "Šablóna aplikácie môže definovať vlastný:" #: ../../manual/advanced/app_templates.rst:39 #: ../../manual/getting_started/configuration/defaults.rst:68 msgid "Startup File" msgstr "Spúšťací súbor" #: ../../manual/advanced/app_templates.rst:40 msgid "The default file to load with this template." msgstr "Predvolený súbor, ktorý sa má načítať s touto šablónou." #: ../../manual/advanced/app_templates.rst:42 msgid "Only certain preferences from a template are used:" msgstr "Zo šablóny sa použijú len určité predvoľby:" #: ../../manual/advanced/app_templates.rst:44 msgid "Themes." msgstr "Motívy." #: ../../manual/advanced/app_templates.rst:45 msgid "Add-ons." msgstr "Doplnky." #: ../../manual/advanced/app_templates.rst:46 msgid "Keymaps." msgstr "Priradenia kláves." #: ../../manual/advanced/app_templates.rst:47 msgid "Viewport lighting." msgstr "Osvetlenie záberu." #: ../../manual/advanced/app_templates.rst:48 #: ../../manual/editors/preferences/interface.rst:25 #: ../../manual/interface/window_system/splash.rst:5 #: ../../manual/interface/window_system/topbar.rst:18 msgid "Splash Screen" msgstr "Úvodná obrazovka" #: ../../manual/advanced/app_templates.rst:49 msgid "Templates may provide their own splash screen image." msgstr "Šablóny môžu poskytnúť vlastný obrázok úvodnej obrazovky." #: ../../manual/advanced/app_templates.rst:56 msgid "Python Scripts" msgstr "Skripty Python" #: ../../manual/advanced/app_templates.rst:51 msgid "" "While templates have access to the same functionality as any other scripts, " "typical operations include:" msgstr "" "Hoci šablóny majú prístup k rovnakým funkciám ako iné skripty, typické " "operácie zahŕňajú:" #: ../../manual/advanced/app_templates.rst:54 msgid "Modifying and replacing parts of the user interface." msgstr "Úprava a výmena častí užívateľského rozhrania." #: ../../manual/advanced/app_templates.rst:55 msgid "Defining new menus, keymaps and tools." msgstr "Definovanie nových ponúk, priradenia kláves a nástrojov." #: ../../manual/advanced/app_templates.rst:56 msgid "Defining a custom add-on path for template specific add-ons." msgstr "" "Definovanie vlastnej cesty k doplnkom pre doplnky špecifické pre šablónu." #: ../../manual/advanced/app_templates.rst:58 msgid "" "Templates also have their own user configuration, so saving a startup file " "while using a template won't overwrite your default startup file." msgstr "" "Šablóny majú aj vlastnú užívateľskú konfiguráciu, takže uloženie spúšťacieho " "súboru pri použití šablóny neprepíše váš predvolený spúšťací súbor." #: ../../manual/advanced/app_templates.rst:63 #: ../../manual/contribute/guides/templates.rst:102 msgid "Directory Layout" msgstr "Rozloženie priečinka" #: ../../manual/advanced/app_templates.rst:65 msgid "" "Templates may be located in one of two locations within the ``scripts`` " "directory." msgstr "" "Šablóny môžu byť umiestnené na jednom z dvoch miest v priečinku ``scripts``." #: ../../manual/advanced/app_templates.rst:69 msgid "Template locations:" msgstr "Umiestnenie šablóny:" #: ../../manual/advanced/app_templates.rst:0 msgid "``{BLENDER_USER_SCRIPTS}/startup/bl_app_templates_user``" msgstr "``{BLENDER_USER_SCRIPTS}/startup/bl_app_templates_user``" #: ../../manual/advanced/app_templates.rst:0 msgid "``{BLENDER_SYSTEM_SCRIPTS}/startup/bl_app_templates_system``" msgstr "``{BLENDER_SYSTEM_SCRIPTS}/startup/bl_app_templates_system``" #: ../../manual/advanced/app_templates.rst:71 msgid "User configuration is stored in a subdirectory:" msgstr "Konfigurácia užívateľa je uložená v podpriečinku:" #: ../../manual/advanced/app_templates.rst:74 msgid "Without a template:" msgstr "Bez šablóny:" #: ../../manual/advanced/app_templates.rst:0 #: ../../manual/advanced/blender_directory_layout.rst:113 msgid "``./config/startup.blend``" msgstr "``./config/startup.blend``" #: ../../manual/advanced/app_templates.rst:0 #: ../../manual/advanced/blender_directory_layout.rst:116 msgid "``./config/userpref.blend``" msgstr "``./config/userpref.blend``" #: ../../manual/advanced/app_templates.rst:78 msgid "With a template:" msgstr "So šablónou:" #: ../../manual/advanced/app_templates.rst:0 msgid "``./config/{APP_TEMPLATE_ID}/startup.blend``" msgstr "``./config/{APP_TEMPLATE_ID}/startup.blend``" #: ../../manual/advanced/app_templates.rst:0 msgid "``./config/{APP_TEMPLATE_ID}/userpref.blend``" msgstr "``./config/{APP_TEMPLATE_ID}/userpref.blend``" #: ../../manual/advanced/app_templates.rst:80 msgid "" "See :ref:`blender-directory-layout` for details on script and configuration " "locations." msgstr "" "Pre podrobnosti o umiestnení skriptov a konfigurácií si pozrite časť :ref:" "`blender-directory-layout`." #: ../../manual/advanced/app_templates.rst:82 msgid "Troubleshooting Paths" msgstr "Riešenie problémov s cestami" #: ../../manual/advanced/app_templates.rst:84 msgid "" "When creating an application template, you may run into issues where paths " "are not being found. To investigate this you can log output of all of " "Blender's path look-ups." msgstr "" "Pri vytváraní šablóny aplikácie môžete naraziť na problémy, keď sa cesty " "nenájdu. Ak to chcete preskúmať, môžete zaznamenať výstup všetkých " "vyhľadávaní ciest v Blenderi." #: ../../manual/advanced/app_templates.rst:87 msgid "" "Example command line arguments that load Blender with a custom application " "template (replace ``my_app_template`` with the name of your own template):" msgstr "" "Príklad argumentov príkazového riadku, ktoré načítajú Blender s vlastnou " "šablónou aplikácie (nahraďte ``my_app_template`` názvom vlastnej šablóny):" #: ../../manual/advanced/app_templates.rst:94 msgid "" "You can then check the paths where attempts to access ``my_app_template`` " "are made." msgstr "" "Potom môžete skontrolovať cesty, kde sa uskutočňujú pokusy o prístup k " "``my_app_template``." #: ../../manual/advanced/app_templates.rst:98 msgid "Command Line Access" msgstr "Prístup k príkazovému riadku" #: ../../manual/advanced/app_templates.rst:100 msgid "" "Using the :ref:`command-line arguments ` you can setup a " "launcher that opens Blender with a specific app template:" msgstr "" "Použitím príkazu :ref:`argumenty príkazového riadku ` " "môžete nastaviť spúšťač, ktorý otvorí Blender s konkrétnou šablónou " "aplikácie:" #: ../../manual/advanced/app_templates.rst:109 msgid "Template Contents" msgstr "Obsah šablóny" #: ../../manual/advanced/app_templates.rst:111 msgid "" "Each of the following files can be used for application templates but are " "optional." msgstr "" "Každý z nasledujúcich súborov sa môže použiť pre šablóny aplikácií, ale nie " "sú povinné." #: ../../manual/advanced/app_templates.rst:113 msgid "``startup.blend``" msgstr "``startup.blend``" #: ../../manual/advanced/app_templates.rst:114 msgid "Factory startup file to use for this template." msgstr "Továrenský spúšťací súbor, ktorý sa má použiť pre túto šablónu." #: ../../manual/advanced/app_templates.rst:119 msgid "``userpref.blend``" msgstr "``userpref.blend``" #: ../../manual/advanced/app_templates.rst:116 msgid "" "Factory preferences file to use for this template. When omitted preferences " "are shared with the default Blender configuration." msgstr "" "Súbor továrenských nastavení, ktorý sa má použiť pre túto šablónu. Ak sa " "predvoľby vynechajú, zdieľajú sa s predvolenou konfiguráciou Blenderu." #: ../../manual/advanced/app_templates.rst:119 msgid "*(As noted previously, this is only used for a subset of preferences).*" msgstr "*(Ako už bolo uvedené, používa sa len pre podsústavu preferencií).*" #: ../../manual/advanced/app_templates.rst:123 msgid "``splash.png``" msgstr "``splash.png``" #: ../../manual/advanced/app_templates.rst:122 msgid "" "Splash screen to override Blender's default artwork (not including header " "text). Note, this image must be a ``1000x500`` image." msgstr "" "Úvodná obrazovka, ktorá prepíše predvolené umelecké dielo Blenderu (bez " "textu záhlavia). Všimnite si, že tento obrázok musí byť ``1000x500``." #: ../../manual/advanced/app_templates.rst:126 msgid "``__init__.py``" msgstr "``__init__.py``" #: ../../manual/advanced/app_templates.rst:126 msgid "" "A Python script which must contain ``register`` and ``unregister`` functions." msgstr "" "Skript jazyka Python, ktorý musí obsahovať funkcie ``register`` a " "``unregister``." #: ../../manual/advanced/app_templates.rst:130 msgid "" "Bundled blend-files ``startup.blend`` and ``userpref.blend`` are considered " "*Factory Settings* and are never overwritten." msgstr "" "Priložené blend súbory ``startup.blend`` a ``userpref.blend`` sa považujú za " "*Továrenské nastavenia* a nikdy sa neprepisujú." #: ../../manual/advanced/app_templates.rst:133 msgid "" "The user may save their own startup/preferences while using this template " "which will be stored in their user configuration, but only when the template " "includes its own ``userpref.blend`` file." msgstr "" "Užívateľ môže pri používaní tejto šablóny uložiť svoje vlastné spúšťanie/" "preferencie, ktoré sa uložia do jeho užívateľskej konfigurácie, ale len " "vtedy, ak šablóna obsahuje svoj vlastný súbor ``userpref.blend``." #: ../../manual/advanced/app_templates.rst:136 msgid "" "The original template settings can be loaded using: *Load Template Factory " "Settings* from the file menu in much the same way *Load Factory Settings* " "works." msgstr "" "Pôvodné nastavenia šablóny môžete načítať pomocou: *Načítať továrenské " "nastavenia šablóny* z ponuky súborov rovnakým spôsobom ako *Načítať " "továrenské nastavenia*." #: ../../manual/advanced/app_templates.rst:141 msgid "Template Scripts" msgstr "Skripty šablón" #: ../../manual/advanced/app_templates.rst:143 msgid "" "While app templates can use Python scripts, they simply have access to the " "same APIs available for add-ons and any other scripts." msgstr "" "Hoci šablóny aplikácií môžu používať skripty Python, majú jednoducho prístup " "k rovnakým rozhraniam API, ktoré sú k dispozícii pre doplnky a akékoľvek iné " "skripty." #: ../../manual/advanced/app_templates.rst:146 msgid "" "As noted above, you may optionally have an ``__init__.py`` in your app " "template. This has the following advantages:" msgstr "" "Ako je uvedené vyššie, v šablóne aplikácie môžete mať voliteľne súbor " "``__init__.py``. Má to nasledujúce výhody:" #: ../../manual/advanced/app_templates.rst:149 msgid "" "Changes can be made to the startup or preferences, without having to " "distribute a blend-file." msgstr "" "Zmeny možno vykonať v spúšťaní alebo v predvoľbách bez toho, aby bolo " "potrebné distribuovať blend súbor." #: ../../manual/advanced/app_templates.rst:150 msgid "Changes can be made dynamically." msgstr "Zmeny možno vykonávať dynamicky." #: ../../manual/advanced/app_templates.rst:152 msgid "" "You could for example -- configure the template to check the number of " "processors, operating system and memory, then set values based on this." msgstr "" "Mohli by ste napríklad nakonfigurovať šablónu tak, aby kontrolovala počet " "procesorov, operačný systém a pamäť a na základe toho nastaviť hodnoty." #: ../../manual/advanced/app_templates.rst:155 msgid "You may enable add-ons associated with your template." msgstr "Môžete povoliť doplnky súvisiace s vašou šablónou." #: ../../manual/advanced/app_templates.rst:157 msgid "" "On activation a ``register`` function is called, ``unregister`` is called " "when another template is selected." msgstr "" "Pri aktivácii sa zavolá funkcia ``register``, funkcia ``unregister`` sa " "zavolá pri výbere inej šablóny." #: ../../manual/advanced/app_templates.rst:159 msgid "" "As these only run once, any changes to defaults must be made via handler. " "Two handlers you are likely to use are:" msgstr "" "Keďže sa spúšťajú len raz, všetky zmeny predvolených nastavení sa musia " "vykonať prostredníctvom obslužného programu. Dva obslužné programy, ktoré " "pravdepodobne použijete, sú:" #: ../../manual/advanced/app_templates.rst:162 msgid "``bpy.app.handlers.load_factory_preferences_post``" msgstr "``bpy.app.handlers.load_factory_preferences_post``" #: ../../manual/advanced/app_templates.rst:163 msgid "``bpy.app.handlers.load_factory_startup_post``" msgstr "``bpy.app.handlers.load_factory_startup_post``" #: ../../manual/advanced/app_templates.rst:165 msgid "" "These allow you to define your own \"factory settings\", which the user may " "change, just as Blender has it's own defaults when first launched." msgstr "" "Tie umožňujú definovať vlastné \"továrenské nastavenia\", ktoré môže " "užívateľ zmeniť, rovnako ako má Blender vlastné predvolené nastavenia pri " "prvom spustení." #: ../../manual/advanced/app_templates.rst:168 msgid "" "This is an example ``__init__.py`` file which defines defaults for an app " "template to use." msgstr "" "Toto je príklad súboru ``__init__.py``, ktorý definuje predvolené nastavenia " "pre šablónu aplikácie." #: ../../manual/advanced/appendices/index.rst:4 msgid "Appendices" msgstr "Prílohy" #: ../../manual/advanced/appendices/index.rst:6 msgid "" "This chapter covers far more detailed explanations about some Blender tools " "(which may not be required for typical usage)." msgstr "" "Táto kapitola obsahuje oveľa podrobnejšie vysvetlenia niektorých nástrojov " "Blenderu (ktoré nemusia byť potrebné na bežné používanie)." #: ../../manual/advanced/appendices/rotations.rst:4 msgid "Rotation Modes" msgstr "Režimy rotácie" #: ../../manual/advanced/appendices/rotations.rst:6 msgid "" "Blender lets you define rotations in several ways. Each one of them has a " "series of advantages and drawbacks; there is no best rotation mode, as each " "one is suitable for specific cases." msgstr "" "Blender umožňuje definovať rotácie niekoľkými spôsobmi. Každý z nich má rad " "výhod a nevýhod; neexistuje najlepší spôsob rotácie, pretože každý z nich je " "vhodný pre špecifické prípady." #: ../../manual/advanced/appendices/rotations.rst:9 msgid "" "In all of these modes, positive angle values mean counter-clockwise rotation " "direction, while negative values define clockwise rotation." msgstr "" "Vo všetkých týchto režimoch znamenajú kladné hodnoty uhla smer rotácie proti " "smeru hodinových ručičiek, zatiaľ čo záporné hodnoty definujú rotáciu v " "smere hodinových ručičiek." #: ../../manual/advanced/appendices/rotations.rst:12 msgid "" "Though you can rotate elements using the global or local transform " "orientations, these axes are not suitable to define rotations, as the effect " "of each of them cannot be isolated from the other two." msgstr "" "Hoci môžete rotovať prvkami použitím globálnej alebo lokálnej orientácie " "transformácie, tieto osi nie sú vhodné na definovanie rotácie, pretože " "účinok každej z nich nemožno izolovať od ostatných dvoch." #: ../../manual/advanced/appendices/rotations.rst:16 msgid "" "Take, for instance, any three values for X, Y and Z rotation. Perform each " "one of these using global or local axes. Depending on the order in which you " "perform these, you will end up with different final orientations. So proper " "rotation coordinate systems are needed." msgstr "" "Vezmite si napríklad ľubovoľné tri hodnoty pre rotáciu X, Y a Z. Každú z " "nich vykonajte použitím globálnych alebo lokálnych osí. V závislosti od " "poradia, v akom ich vykonáte, získate rôzne konečné orientácie. Preto sú " "potrebné správne rotačné súradnicové systémy." #: ../../manual/advanced/appendices/rotations.rst:22 msgid "Euler Modes" msgstr "Eulerove režimy" #: ../../manual/advanced/appendices/rotations.rst:24 msgid "" "The axes system used for performing Euler rotations is the so called Euler " "gimbal. A gimbal is a particular set of three axes. The special thing about " "this is that the axes have a hierarchical relationship between them: one of " "the axes is at the top of the hierarchy, and has one of the other two axes " "as its immediate child; at the same time, this child axis is the parent of " "the remaining axis, the one at the very bottom of the hierarchy." msgstr "" "Systém osí, ktorý sa používa na vykonávanie Eulerových rotácií, je takzvaný " "Eulerov manipulátor rotácie (gimbal). Manipulátor rotácie je konkrétna " "sústava troch osí. Zvláštnosťou je, že osi majú medzi sebou hierarchický " "vzťah: jedna z osí je na vrchole hierarchie a má jednu zo zvyšných dvoch osí " "ako svojho bezprostredného potomka; táto dcérska os je zároveň rodičom " "zvyšnej osi, ktorá je na samom spodku hierarchie." #: ../../manual/advanced/appendices/rotations.rst:30 msgid "" "Which axis is on top, which one in the middle and which at the bottom, " "depends on the particular Euler gimbal: there are six types of them, as " "there are six possible combinations: XYZ, XZY, YXZ, YZX, ZXY and ZYX Euler " "rotation modes. These modes are named using the letters of the axes in " "order, starting from the axis at the bottom of the hierarchy, and finishing " "with the one on top." msgstr "" "To, ktorá os je hore, ktorá uprostred a ktorá dole, závisí od konkrétneho " "Eulerovho manipulátora rotácie: existuje ich šesť typov, rovnako ako šesť " "možných kombinácií: XYZ, XZY, YXZ, YZX, ZXY a ZYX Eulerových režimov " "rotácie. Tieto režimy sú pomenované použitím písmen osí v poradí, počnúc " "osou na konci hierarchie a končiac osou na vrchole." #: ../../manual/advanced/appendices/rotations.rst:36 msgid "" "The main problem of these systems comes when they lose their relative " "perpendicularity. And this happens when the axis in the middle rotates, " "causing the axis at the bottom to rotate with it. It keeps getting worse " "when this bottom axis approaches 90° (or equivalent angles). In that case, " "it will remain aligned with the axis on top of the hierarchy. In that moment " "we have just lost one axis of rotation. This can cause discontinuous " "interpolations when animating. This particular loss of axis is known as the " "\"gimbal lock\"." msgstr "" "Hlavný problém týchto systémov nastáva, keď stratia svoju relatívnu kolmosť. " "A to sa stane, keď sa os v strede otáča a spôsobuje, že sa s ňou otáča aj os " "v spodnej časti. Zhoršuje sa to, keď sa táto dolná os blíži k 90° (alebo k " "ekvivalentným uhlom). V takom prípade zostane zarovnaná s osou na vrchole " "hierarchie. V tom okamihu sme práve stratili jednu os rotácie. To môže " "spôsobiť nespojité interpolácie pri animácii. Táto konkrétna strata osi je " "známa ako \"Uzamknutie manipulátora rotácie\"." #: ../../manual/advanced/appendices/rotations.rst:45 msgid "" "The actual configuration of the gimbal axes can be seen in the 3D Viewport " "by enabling the *Rotate* object gizmo and setting it to *Gimbal* (from the " "gizmos button in the header). At the same time, rotation mode should be set " "to any of the Euler modes for the active object." msgstr "" "Skutočnú konfiguráciu osí manipulátora rotácie môžete vidieť v zobrazení 3D " "záberu tak, že povolíte manipulačný prvok objektu *Rotácia* a nastavíte ho " "na *Manipulátor rotácie* (z tlačidla manipulačného prvku v záhlaví). Zároveň " "by mal byť režim rotácie nastavený na niektorý z Eulerových režimov pre " "aktívny objekt." #: ../../manual/advanced/appendices/rotations.rst:49 msgid "" "Now you can perform a rotation around the axis in the middle (e.g. in *XYZ " "Euler* mode that is the Y axis), and see how easy it is to end up having a " "gimbal with just two axes. In the specific case of the *XYZ Euler* mode with " "gimbal lock, a rotation around the X axis will have the same effect as " "rotating around the Z axis, meaning, in practice, that no X axis rotations " "can be performed." msgstr "" "Teraz môžete vykonať rotáciu okolo osi uprostred (napr. v režime *XYZ Euler* " "je to os Y) a uvidíte, ako ľahko sa dá skončiť s manipulátorom rotácie len s " "dvoma osami. V špecifickom prípade režimu *XYZ Euler* so zamknutým " "manipulátorom rotácie bude mať rotácia okolo osi X rovnaký účinok ako " "rotácia okolo osi Z, čo v praxi znamená, že nie je možné vykonávať žiadnu " "rotáciu okolo osi X." #: ../../manual/advanced/appendices/rotations.rst:56 msgid "" "One advantage of this mode is that animation curves are easy to understand " "and edit. However, special attention must be done when the middle axis " "approaches values close to 90° (or equivalent angles)." msgstr "" "Jednou z výhod tohto režimu je, že animačné krivky sú ľahko pochopiteľné a " "upraviteľné. Zvláštnu pozornosť však treba venovať tomu, keď sa stredová os " "blíži k hodnotám blízkym 90° (alebo ekvivalentným uhlom)." #: ../../manual/advanced/appendices/rotations.rst:61 msgid "Axis Angle Mode" msgstr "Režim uhla osi" #: ../../manual/advanced/appendices/rotations.rst:63 msgid "" "This mode lets us define an axis (X, Y, Z) and a rotation angle (W) around " "that axis." msgstr "" "Tento režim nám umožňuje definovať os (X, Y, Z) a uhol rotácia (W) okolo " "tejto osi." #: ../../manual/advanced/appendices/rotations.rst:65 msgid "" "If we define the rotation using interactive rotations (with the rotation " "gizmo), the values of X, Y and Z will not exceed 1.0 in absolute value, and " "W will be comprised between 0 and 180 degrees." msgstr "" "Ak definujeme rotáciu použitím interaktívnych rotácií (manipulátorom " "rotácie), hodnoty X, Y a Z neprekročia v absolútnej hodnote 1,0 a W sa bude " "pohybovať medzi 0 a 180 stupňami." #: ../../manual/advanced/appendices/rotations.rst:69 msgid "" "If you wish to define rotations above 180° (e.g. to define multiple " "revolutions), you will need to edit the W value directly, but as soon as you " "perform an interactive rotation, that value will be adjusted again. Same " "thing goes for axis values." msgstr "" "Ak chcete definovať rotáciu nad 180° (napr. definovať viacero otáčok), " "musíte upraviť hodnotu W priamo, ale hneď ako vykonáte interaktívnu rotáciu, " "táto hodnota sa opäť upraví. To isté platí pre hodnoty osí." #: ../../manual/advanced/appendices/rotations.rst:73 msgid "" "This system is suitable for elements revolving around a fixed axis, or to " "animate one of the elements at a time (either the axis or the angle). The " "problem might come when animating (interpolating) both components at the " "same time: axis and angle. The resulting effect might not be as expected." msgstr "" "Tento systém je vhodný pre prvky otáčajúce sa okolo pevnej osi alebo na " "animáciu jedného z prvkov naraz (buď osi, alebo uhla). Problém môže nastať " "pri animácii (interpolácii) oboch prvkov súčasne: osi a uhla. Výsledný efekt " "nemusí byť podľa očakávania." #: ../../manual/advanced/appendices/rotations.rst:78 msgid "" "The *Gimbal* gizmo in this rotation mode shows a set of three orthogonal " "axes in which the Z axis goes along the defined rotation axis, i.e. it " "points towards the direction defined by the (X, Y, Z) point." msgstr "" "*Manipulátor rotácie* v tomto režime rotácie zobrazuje sústavu troch " "ortogonálnych osí, v ktorých os Z ide pozdĺž definovanej osi rotácie, t. j. " "smeruje do smeru definovaného bodom (X, Y, Z)." #: ../../manual/advanced/appendices/rotations.rst:81 msgid "" "The axis-angle system is free from gimbal lock, but animation curves in this " "mode are not intuitive at all when animating axis and angle at the same " "time, in which case they are difficult to understand and edit." msgstr "" "Systém osi a uhla je bez uzamknutia manipulátora rotácie, ale animačné " "krivky v tomto režime nie sú vôbec intuitívne, keď sa animuje os a uhol " "súčasne, v takom prípade je ťažké im porozumieť a upravovať ich." #: ../../manual/advanced/appendices/rotations.rst:86 msgid "Quaternion Mode" msgstr "Režim Kvaternión" #: ../../manual/advanced/appendices/rotations.rst:88 msgid "" "In this mode, rotations are also defined by four values (X, Y, Z and W). X, " "Y and Z also define an axis, and W an angle, but it does it quite " "differently from axis-angle. The important thing here is the relation " "between all four values." msgstr "" "V tomto režime sú rotácie tiež definované štyrmi hodnotami (X, Y, Z a W). X, " "Y a Z tiež definujú os a W uhol, ale robí to úplne inak ako uhol osi. " "Dôležitý je tu vzťah medzi všetkými štyrmi hodnotami." #: ../../manual/advanced/appendices/rotations.rst:92 msgid "" "To describe it in an intuitive way, let's take the effect of the X " "coordinate: what it does is to rotate the element around the X axis up to " "180 degrees. The same goes for Y and Z. The effect of W is to avoid those " "rotations and leave the element with zero rotation. The final orientation is " "a combination of these four effects." msgstr "" "Aby sme to opísali intuitívne, zoberme si účinok súradnice X: spôsobuje " "rotáciu prvku okolo osi X až o 180 stupňov. To isté platí pre Y a Z. Účinok " "súradnice W spočíva v tom, že sa týmto rotáciám vyhne a ponechá prvok s " "nulovou rotáciou. Konečná orientácia je kombináciou týchto štyroch efektov." #: ../../manual/advanced/appendices/rotations.rst:98 msgid "" "As the relation between components is what defines the final orientation, " "multiplying or dividing all four numbers by a constant value will yield the " "very same rotation." msgstr "" "Keďže vzťah medzi zložkami určuje konečnú orientáciu, vynásobením alebo " "vydelením všetkých štyroch čísel konštantnou hodnotou sa dosiahne rovnaká " "rotácia." #: ../../manual/advanced/appendices/rotations.rst:101 msgid "" "This mode is ideal for interpolating between **any** pair of orientations. " "It doesn't suffer from gimbal lock or any interpolation undesired effect. " "The only drawback is that you cannot interpolate between two orientations " "that are at a distance greater than than 180°, as the animation will take " "the shortest path between them. Thus to animate a revolving element you must " "set up many intermediate keyframes, 180° from each other at most." msgstr "" "Tento režim je ideálny na interpoláciu medzi **každým** párom orientácií. " "Netrpí uzamknutím manipulátora rotácie ani žiadnym nežiaducim efektom " "interpolácie. Jedinou nevýhodou je, že nemôžete interpolovať medzi dvoma " "orientáciami, ktoré sú od seba vzdialené viac ako 180°, pretože animácia " "medzi nimi prejde najkratšou cestou. Ak teda chcete animovať rotujúci prvok, " "musíte nastaviť veľa medziľahlých kľúčových snímok, vzdialených od seba " "najviac 180°." #: ../../manual/advanced/appendices/rotations.rst:108 msgid "" "The *Gimbal* gizmo in this mode is equivalent to the *Local* one, and " "doesn't have any special meaning." msgstr "" "*Manipulátor rotácie* je v tomto režime ekvivalentné manipulátoru polohy " "*Lokálne* a nemá žiadny špeciálny význam." #: ../../manual/advanced/appendices/rotations.rst:110 msgid "" "The animation curves in this mode are not intuitive, so they are also " "difficult to understand and edit." msgstr "" "Animačné krivky v tomto režime nie sú intuitívne, preto je ťažké ich " "pochopiť a upravovať." #: ../../manual/advanced/appendices/rotations.rst:114 msgid "More about Quaternions" msgstr "Viac o kvaterniónoch" #: ../../manual/advanced/appendices/rotations.rst:116 msgid "" "This section is not really useful for 3D artists, but it can be suitable for " "the curious or the scientist." msgstr "" "Táto časť nie je veľmi užitočná pre 3D umelcov, ale môže byť vhodná pre " "zvedavcov alebo vedcov." #: ../../manual/advanced/appendices/rotations.rst:118 msgid "" "Quaternions are a number system extending the complex numbers. They " "represent a four component vector, whose components are called, in Blender, " "X, Y, Z and W. When rotating interactively in quaternion mode, the so called " "norm (length) of the quaternion will remain constant. By definition, the " "norm of a quaternion equals 1.0 (that's a **normalized** quaternion). When " "you select the quaternion mode in Blender, the XYZW components describe a " "normalized quaternion." msgstr "" "Kvaternióny sú číselnou sústavou rozširujúcou komplexné čísla. Predstavujú " "štvorzložkový vektor, ktorého zložky sa v Blenderi nazývajú X, Y, Z a W. Pri " "interaktívnej rotácii v režime kvaterniónov zostáva tzv. norma (dĺžka) " "kvaterniónu konštantná. Podľa definície sa norma kvaterniónu rovná 1,0 (to " "je **normalizovaný** kvaternión). Keď v Blenderi vyberiete režim kvaternión, " "komponenty XYZW opisujú normalizovaný kvaternión." #: ../../manual/advanced/appendices/rotations.rst:126 msgid "The norm of a quaternion *q* is defined mathematically as:" msgstr "Norma kvaterniónu *q* je matematicky definovaná ako:" #: ../../manual/advanced/appendices/rotations.rst:128 msgid "\\lvert q \\rvert = \\sqrt{X^2 + Y^2 + Z^2 + W^2}" msgstr "\\lvert q \\rvert = \\sqrt{X^2 + Y^2 + Z^2 + W^2}" #: ../../manual/advanced/appendices/rotations.rst:132 msgid "" "However, if one of the quaternion components is locked during the " "interactive transformation using the proper lock button, the norm will not " "remain unchanged, as that blocked component will not be able to adjust " "itself to keep the unit norm." msgstr "" "Ak je však jedna z kvaterniónových zložiek počas interaktívnej transformácie " "zablokovaná príslušným tlačidlom blokovania, norma nezostane nezmenená, " "pretože táto zablokovaná zložka sa nebude môcť upraviť tak, aby si zachovala " "jednotkovú normu." #: ../../manual/advanced/appendices/rotations.rst:138 msgid "" "Interactive rotations with the gizmo don't change the norm of the current " "quaternion. Editing a single XYZW component individually you can change the " "norm. To make the norm 1.0 again you can switch to any rotation mode and " "back again into quaternion." msgstr "" "Interaktívne rotácie manipulátorom polohy nemenia normu aktuálneho " "kvaterniónu. Individuálnou úpravou jednej zložky XYZW môžete zmeniť normu. " "Ak chcete, aby norma bola opäť 1,0, môžete sa prepnúť do ľubovoľného režimu " "rotácie a opäť sa vrátiť do kvaterniónu." #: ../../manual/advanced/appendices/rotations.rst:142 msgid "" "The rotation components of a quaternion keep a tight relation with those of " "axis-angle. To find a correspondence, first of all we must deal with the " "normalized version of the quaternion, that is, one whose norm equals 1.0. To " "normalize a quaternion, just divide each one of its components by its norm. " "As we have seen before, dividing all four values by the same number gives " "the same orientation." msgstr "" "Komponenty rotácie kvaterniónu sú v úzkom vzťahu s komponentmi osového uhla. " "Aby sme našli zhodu, musíme sa najprv zaoberať normalizovanou verziou " "kvaterniónu, teda takou, ktorej norma sa rovná 1,0. Ak chcete normalizovať " "kvaternión, stačí vydeliť každú jeho zložku jej normou. Ako sme už videli, " "vydelením všetkých štyroch hodnôt rovnakým číslom získame rovnakú orientáciu." #: ../../manual/advanced/appendices/rotations.rst:147 msgid "" "Once we have calculated the components of the normalized quaternion, the " "relation with the axis-angle components is as follows:" msgstr "" "Keď sme vypočítali zložky normalizovaného kvaterniónu, vzťah so zložkami " "osového uhla je nasledovný:" #: ../../manual/advanced/appendices/rotations.rst:150 msgid "" "X, Y and Z mean exactly the same as in axis-angle: they just define an axis " "around which the rotation takes place." msgstr "" "X, Y a Z znamenajú presne to isté, čo v prípade osového uhla: definujú len " "os, okolo ktorej sa rotácia uskutočňuje." #: ../../manual/advanced/appendices/rotations.rst:151 msgid "" "W can be used to retrieve the actual rotation around the defined angle. The " "following formula applies (provided that the *quaternion is normalized*): :" "math:`W = \\cos(\\frac{a}{2})`, where *a* is actually the rotation angle we " "are looking for. That is: :math:`a = 2 \\arccos{W}`." msgstr "" "W možno použiť na získanie skutočnej rotácie okolo definovaného uhla. Platí " "nasledujúci vzorec (za predpokladu, že *kvaternión je normalizovaný*): :math:" "`W = \\cos(\\frac{a}{2})`, kde *a* je vlastne hľadaný uhol rotácie. To " "znamená: :math:`a = 2 \\arccos{W}`." #: ../../manual/advanced/appendices/rotations.rst:158 msgid "Other Considerations" msgstr "Ďalšie úvahy" #: ../../manual/advanced/appendices/rotations.rst:160 msgid "" "In axis-angle and quaternion modes we can lock rotations in interactive " "modes in a per component basis, instead of doing it by axis. To do so we can " "activate this locking ability using the lock buttons next to the " "corresponding *Rotation* transform buttons." msgstr "" "V režimoch osových uhlov a kvaterniónov môžeme uzamknúť rotácie v " "interaktívnych režimoch na základe jednotlivých komponentov namiesto toho, " "aby sme to robili podľa osí. Túto možnosť uzamknutia môžeme aktivovať " "tlačidlami uzamknutia vedľa príslušných tlačidiel *Rotácia* transformácie." #: ../../manual/advanced/appendices/rotations.rst:164 msgid "" "Regarding rotation animations, all keyframes must be defined in the same " "rotation mode, which must be the selected rotation mode for the object " "throughout the entire animation." msgstr "" "Pokiaľ ide o animácie rotácie, všetky kľúčové snímky musia byť definované v " "rovnakom režime rotácie, ktorý musí byť zvoleným režimom rotácie pre objekt " "počas celej animácie." #: ../../manual/advanced/blender_directory_layout.rst:5 msgid "Blender's Directory Layout" msgstr "Rozloženie priečinkov Blenderu" #: ../../manual/advanced/blender_directory_layout.rst:7 msgid "" "This page documents the different directories used by Blender *(which can be " "helpful for troubleshooting)*." msgstr "" "Táto stránka dokumentuje rôzne priečinky používané Blenderom *(čo môže byť " "užitočné pri riešení problémov)*." #: ../../manual/advanced/blender_directory_layout.rst:10 msgid "" "There are three different directories Blender may use, their exact locations " "are platform dependent." msgstr "" "Blender môže používať tri rôzne priečinky, ich presné umiestnenie závisí od " "platformy." #: ../../manual/advanced/blender_directory_layout.rst:0 msgid "LOCAL" msgstr "LOCAL" #: ../../manual/advanced/blender_directory_layout.rst:14 msgid "" "Location of configuration and run-time data (for self-contained bundle)." msgstr "" "Umiestnenie konfiguračných a priebežných údajov (pre samostatný balík)." #: ../../manual/advanced/blender_directory_layout.rst:0 msgid "USER" msgstr "USER" #: ../../manual/advanced/blender_directory_layout.rst:16 msgid "" "Location of configuration files (typically in the user's home directory)." msgstr "" "Umiestnenie konfiguračných súborov (zvyčajne v domovskom priečinku " "užívateľa)." #: ../../manual/advanced/blender_directory_layout.rst:0 msgid "SYSTEM" msgstr "SYSTEM" #: ../../manual/advanced/blender_directory_layout.rst:18 msgid "" "Location of run-time data for system wide installation (may be read-only)." msgstr "" "Umiestnenie bežiacich údajov pre inštaláciu v rámci celého systému (môže byť " "len na čítanie)." #: ../../manual/advanced/blender_directory_layout.rst:20 msgid "" "For system installations both **SYSTEM** and **USER** directories are needed." msgstr "" "Pri systémových inštaláciách sú nutné priečinky **SYSTEM** aj **USER**." #: ../../manual/advanced/blender_directory_layout.rst:22 msgid "" "For locally extracted Blender distributions, the user configuration and run-" "time data are kept in the same subdirectory, allowing multiple Blender " "versions to run without conflict, ignoring the **USER** and **SYSTEM** " "files. This requires you to create a folder named ``config`` in the " "**LOCAL** directory." msgstr "" "V prípade lokálne extrahovaných distribúcií Blenderu sa užívateľská " "konfigurácia a údaje o behu uchovávajú v tom istom podpriečinku, čo umožňuje " "bezkonfliktné spustenie viacerých verzií programu Blender, pričom sa " "ignorujú súbory **USER** a **SYSTEM**. To si vyžaduje vytvorenie priečinka s " "názvom ``config`` v priečinku **LOCAL**." #: ../../manual/advanced/blender_directory_layout.rst:29 msgid "Platform Dependent Paths" msgstr "Cesty závislé od platformy" #: ../../manual/advanced/blender_directory_layout.rst:31 msgid "Here are the default locations for each system:" msgstr "Tu sú predvolené umiestnenia pre jednotlivé systémy:" #: ../../manual/advanced/blender_directory_layout.rst:0 #: ../../manual/advanced/blender_directory_layout.rst:35 #: ../../manual/advanced/command_line/launch/linux.rst:4 #: ../../manual/contribute/install/index.rst:10 #: ../../manual/render/shader_nodes/osl.rst:55 #: ../../manual/troubleshooting/crash.rst:74 #: ../../manual/troubleshooting/gpu/index.rst:24 msgid "Linux" msgstr "Linux" #: ../../manual/advanced/blender_directory_layout.rst:46 msgid "" "The path |INSTALLDIR| is relative to the Blender executable and is used for " "self-contained bundles distributed by official blender.org builds." msgstr "" "Cesta |INSTALLDIR| je relatívna voči spustiteľnému súboru Blenderu a používa " "sa pre samostatné balíky distribuované oficiálnymi zostaveniami na stránke " "blender.org." #: ../../manual/advanced/blender_directory_layout.rst:53 msgid "The **USER** path will use ``$XDG_CONFIG_HOME`` if it is set:" msgstr "Cesta **USER** použije ``$XDG_CONFIG_HOME``, ak je nastavená:" #: ../../manual/advanced/blender_directory_layout.rst:0 #: ../../manual/advanced/blender_directory_layout.rst:59 #: ../../manual/advanced/command_line/launch/macos.rst:4 #: ../../manual/contribute/install/index.rst:10 #: ../../manual/interface/keymap/blender_default.rst:133 #: ../../manual/interface/keymap/industry_compatible.rst:156 #: ../../manual/render/shader_nodes/osl.rst:60 #: ../../manual/troubleshooting/crash.rst:61 #: ../../manual/troubleshooting/gpu/index.rst:36 msgid "macOS" msgstr "macOS" #: ../../manual/advanced/blender_directory_layout.rst:70 msgid "" "macOS stores the Blender binary in ``./Blender.app/Contents/MacOS/Blender``. " "The local path to data and config is:" msgstr "" "macOS ukladá binárny súbor Blenderu do priečinka ``./Blender.app/Contents/" "MacOS/Blender``.Lokálna cesta k údajom a konfigurácii je:" #: ../../manual/advanced/blender_directory_layout.rst:88 msgid "" "For installations from the Window's Store, the ``USER`` and ``SYSTEM`` " "directories are inside a special folder resembling: ``%USERPROFILE%" "\\AppData\\Local\\Packages\\BlenderFoundation." "Blender\\LocalCache\\Roaming\\Blender Foundation\\Blender`` where " "\"HASH\" is a string specific to each installation." msgstr "" "Pre inštalácie z Windows's Store sa priečinky ``USER`` a ``SYSTEM`` " "nachádzajú v špeciálnom priečinku pripomínajúcom: ``%USERPROFILE%" "\\AppData\\Local\\Packages\\BlenderFoundation." "Blender\\LocalCache\\Roaming\\Blender Foundation\\Blender``, kde " "\"HASH\" je reťazec špecifický pre každú inštaláciu." #: ../../manual/advanced/blender_directory_layout.rst:96 msgid "Path Layout" msgstr "Rozloženie cesty" #: ../../manual/advanced/blender_directory_layout.rst:98 msgid "" "This is the path layout which is used within the directories described above." msgstr "" "Toto je rozloženie ciest, ktoré sa používa vo vyššie uvedených priečinkoch." #: ../../manual/advanced/blender_directory_layout.rst:100 msgid "" "Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/" "config/startup.blend`` for example." msgstr "" "Kde ``./config/startup.blend`` môže byť napríklad ``~/.blender/|" "BLENDER_VERSION|/config/startup.blend``." #: ../../manual/advanced/blender_directory_layout.rst:105 msgid "``./autosave/ ...``" msgstr "``./autosave/ ...``" #: ../../manual/advanced/blender_directory_layout.rst:103 msgid "" "Autosave blend-file location. (Windows only, temp directory used for other " "systems.)" msgstr "" "Umiestnenie s automatickým uložením blend súboru. (Len pre Windows, pre " "ostatné systémy sa používa dočasný priečinok.)" #: ../../manual/advanced/blender_directory_layout.rst:105 #: ../../manual/advanced/blender_directory_layout.rst:110 msgid "Search order: ``LOCAL, USER``." msgstr "Poradie vyhľadávania: ``LOCAL, USER``." #: ../../manual/advanced/blender_directory_layout.rst:110 msgid "``./config/ ...``" msgstr "``./config/ ...``" #: ../../manual/advanced/blender_directory_layout.rst:108 msgid "Defaults & session info." msgstr "Predvolené nastavenia a informácie o relácii." #: ../../manual/advanced/blender_directory_layout.rst:113 msgid "Default file to load on startup." msgstr "Predvolený súbor, ktorý sa načíta pri spustení." #: ../../manual/advanced/blender_directory_layout.rst:116 msgid "Default preferences to load on startup." msgstr "Predvolené nastavenia, ktoré sa načítajú pri spustení." #: ../../manual/advanced/blender_directory_layout.rst:119 msgid "``./config/bookmarks.txt``" msgstr "``./config/bookmarks.txt``" #: ../../manual/advanced/blender_directory_layout.rst:119 msgid "File Browser bookmarks." msgstr "Záložky v prehliadači súborov." #: ../../manual/advanced/blender_directory_layout.rst:122 msgid "``./config/recent-files.txt``" msgstr "``./config/recent-files.txt``" #: ../../manual/advanced/blender_directory_layout.rst:122 msgid "Recent file menu list." msgstr "Zoznam ponuky posledných súborov." #: ../../manual/advanced/blender_directory_layout.rst:127 msgid "``./datafiles/ ...``" msgstr "``./datafiles/ ...``" #: ../../manual/advanced/blender_directory_layout.rst:125 msgid "Runtime files." msgstr "Bežiace súbory." #: ../../manual/advanced/blender_directory_layout.rst:127 #: ../../manual/advanced/blender_directory_layout.rst:135 msgid "Search order: ``LOCAL, USER, SYSTEM``." msgstr "Poradie vyhľadávania: ``LOCAL, USER, SYSTEM``." #: ../../manual/advanced/blender_directory_layout.rst:130 msgid "``./datafiles/locale/{language}/``" msgstr "``./datafiles/locale/{language}/``" #: ../../manual/advanced/blender_directory_layout.rst:130 msgid "Static precompiled language files for UI translation." msgstr "" "Statické predkompilované jazykové súbory na preklad užívateľského rozhrania." #: ../../manual/advanced/blender_directory_layout.rst:135 msgid "``./scripts/ ...``" msgstr "``./scripts/ ...``" #: ../../manual/advanced/blender_directory_layout.rst:133 msgid "Python scripts for the user interface and tools." msgstr "Skripty Python pre užívateľské rozhranie a nástroje." #: ../../manual/advanced/blender_directory_layout.rst:139 msgid "``./scripts/addons/*.py``" msgstr "``./scripts/addons/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:138 msgid "" "Python add-ons which may be enabled in the Preferences include import/export " "format support, render engine integration and many handy utilities." msgstr "" "Medzi doplnky Pythonu, ktoré môžete povoliť v predvoľbách, patrí podpora " "formátov importu/exportu, integrácia mechanizmu prekreslenia a mnoho " "užitočných nástrojov." #: ../../manual/advanced/blender_directory_layout.rst:143 msgid "``./scripts/addons/modules/*.py``" msgstr "``./scripts/addons/modules/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:142 msgid "Modules for add-ons to use (added to Python's ``sys.path``)." msgstr "Moduly na použitie doplnkov (pridané do ``sys.path`` Pythonu)." #: ../../manual/advanced/blender_directory_layout.rst:146 msgid "``./scripts/addons_contrib/*.py``" msgstr "``./scripts/addons_contrib/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:146 msgid "" "Another add-ons directory which is used for community maintained add-ons " "(must be manually created)." msgstr "" "Ďalší priečinok doplnkov, ktorý sa používa pre doplnky spravované komunitou " "(musí byť vytvorený ručne)." #: ../../manual/advanced/blender_directory_layout.rst:150 msgid "``./scripts/addons_contrib/modules/*.py``" msgstr "``./scripts/addons_contrib/modules/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:149 msgid "Modules for ``addons_contrib`` to use (added to Python's ``sys.path``)." msgstr "" "Moduly pre ``addons_contrib``, ktoré sa majú používať (pridané do ``sys." "path`` Pythonu)." #: ../../manual/advanced/blender_directory_layout.rst:154 msgid "``./scripts/modules/*.py``" msgstr "``./scripts/modules/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:153 msgid "" "Python modules containing our core API and utility functions for other " "scripts to import (added to Python's ``sys.path``)." msgstr "" "Moduly Pythonu obsahujúce naše základné API a užitočné funkcie, ktoré môžu " "importovať iné skripty (pridané do ``sys.path`` Pythonu)." #: ../../manual/advanced/blender_directory_layout.rst:157 msgid "``./scripts/startup/*.py``" msgstr "``./scripts/startup/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:157 msgid "Scripts which are automatically imported on startup." msgstr "Skripty, ktoré sa automaticky importujú pri spustení." #: ../../manual/advanced/blender_directory_layout.rst:160 msgid "``./scripts/presets/{preset}/*.py``" msgstr "``./scripts/presets/{preset}/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:160 msgid "" "Presets used for storing user-defined settings for cloth, render formats, " "etc." msgstr "" "Predvoľby slúžia na ukladanie užívateľom definovaných nastavení pre látku, " "formáty prekreslenia atď." #: ../../manual/advanced/blender_directory_layout.rst:163 msgid "``./scripts/templates_py/*.py``" msgstr "``./scripts/templates_py/*.py``" #: ../../manual/advanced/blender_directory_layout.rst:163 msgid "" "Example scripts which can be accessed from :menuselection:`Text Editor --> " "Templates --> Python`." msgstr "" "Príklady skriptov, ktoré sú prístupné z :menuselection:`Textový editor --> " "Šablóny --> Python`." #: ../../manual/advanced/blender_directory_layout.rst:167 msgid "``./scripts/templates_osl/*.osl``" msgstr "``./scripts/templates_osl/*.osl``" #: ../../manual/advanced/blender_directory_layout.rst:166 msgid "" "Example OSL shaders which can be accessed from :menuselection:`Text Editor --" "> Templates --> Open Shading Language`." msgstr "" "Príklad OSL tieňovačov, ktoré sú prístupné z :menuselection:`Textový editor " "--> Šablóny --> Jazyk otvoreného tieňovania (OSL)`." #: ../../manual/advanced/blender_directory_layout.rst:173 msgid "``./python/ ...``" msgstr "``./python/ ...``" #: ../../manual/advanced/blender_directory_layout.rst:170 msgid "Bundled Python distribution." msgstr "Pribalená distribúcia Pythonu." #: ../../manual/advanced/blender_directory_layout.rst:172 msgid "Search order: ``LOCAL, SYSTEM``." msgstr "Poradie prehľadávania: ``LOCAL, SYSTEM``." #: ../../manual/advanced/blender_directory_layout.rst:178 msgid "Local Cache Directory" msgstr "Lokálny priečinok zásobníka" #: ../../manual/advanced/blender_directory_layout.rst:180 msgid "" "The cache directory is used to store persistent caches locally. Currently it " "is only used for the indexing of :ref:`Asset Libraries `. The operating system is not expected to clear this automatically." msgstr "" "Priečinok zásobníka sa používa na lokálne ukladanie trvalých zásobníkov. V " "súčasnosti sa používa len na indexovanie :ref:`knižnice aktív `. Neočakáva sa, že by ho operačný systém automaticky vymazal." #: ../../manual/advanced/blender_directory_layout.rst:183 msgid "The following path will be used:" msgstr "Použije sa nasledujúca cesta:" #: ../../manual/advanced/blender_directory_layout.rst:185 msgid "" "``$XDG_CACHE_HOME/blender/`` if ``$XDG_CACHE_HOME`` is set, otherwise " "``$HOME/.cache/blender/``" msgstr "" "``$XDG_CACHE_HOME/blender/``, ak je nastavené ``$XDG_CACHE_HOME``, inak " "``$HOME/.cache/blender/``" #: ../../manual/advanced/blender_directory_layout.rst:186 msgid "``/Library/Caches/Blender/``" msgstr "``/Library/Caches/Blender/``" #: ../../manual/advanced/blender_directory_layout.rst:187 msgid "``%USERPROFILE%\\AppData\\Local\\Blender Foundation\\Blender\\Cache\\``" msgstr "" "``%USERPROFILE%\\AppData\\Local\\Blender Foundation\\Blender\\Cache\\``" #: ../../manual/advanced/blender_directory_layout.rst:193 msgid "Temporary Directory" msgstr "Dočasný priečinok" #: ../../manual/advanced/blender_directory_layout.rst:195 msgid "" "The temporary directory is used to store various files at run-time " "(including render layers, physics cache, copy-paste buffer and crash logs)." msgstr "" "Dočasný priečinok sa používa na ukladanie rôznych bežiacich súborov (vrátane " "vrstiev prekreslenia, zásobníka fyziky, zásobníka kopírovania a záznamov o " "haváriách)." #: ../../manual/advanced/blender_directory_layout.rst:198 msgid "The temporary directory is selected based on the following priority:" msgstr "Dočasný priečinok sa vyberá na základe nasledujúcej priority:" #: ../../manual/advanced/blender_directory_layout.rst:200 msgid "User Preference (see :ref:`prefs-file-paths`)." msgstr "Predvoľby užívateľa (pozri :ref:`prefs-file-paths`)." #: ../../manual/advanced/blender_directory_layout.rst:201 msgid "" "Environment variables (``TEMP`` on Windows, ``TMP`` & ``TMP_DIR`` on other " "platforms)." msgstr "" "Premenné prostredia (``TEMP`` na Windows, ``TMP`` & ``TMP_DIR`` na ostatných " "platformách)." #: ../../manual/advanced/blender_directory_layout.rst:202 msgid "The ``/tmp/`` directory." msgstr "Priečinok ``/tmp/``." #: ../../manual/advanced/blender_directory_layout.rst:206 msgid "Overriding Default Directories" msgstr "Prepísanie predvolených priečinkov" #: ../../manual/advanced/blender_directory_layout.rst:208 msgid "" "It's possible to override the default **USER** and **SYSTEM** directories " "using environment variables." msgstr "" "Predvolené priečinky **USER** a **SYSTEM** je možné prepísať použitím " "premenných prostredia." #: ../../manual/advanced/blender_directory_layout.rst:210 msgid "" "While this shouldn't be needed for typical usage, some specialized use cases " "may take advantage of this, such as:" msgstr "" "Aj keď by to nemalo byť potrebné pre bežné použitie, niektoré špecializované " "prípady použitia to môžu využiť, napríklad:" #: ../../manual/advanced/blender_directory_layout.rst:212 msgid "Using a shared network drives for specific paths." msgstr "Používanie zdieľaných sieťových jednotiek pre konkrétne cesty." #: ../../manual/advanced/blender_directory_layout.rst:213 msgid "" "Isolating an instance from the default user files to prevent automated tasks " "from accessing user configuration." msgstr "" "Izolovanie inštancie od predvolených užívateľských súborov, aby sa zabránilo " "automatizovaným úlohám v prístupe ku konfigurácii užívateľa." #: ../../manual/advanced/blender_directory_layout.rst:215 msgid "See :ref:`command-line-args-environment-variables` for details." msgstr "" "Pre podrobnosti si pozrite časť :ref:`command-line-args-environment-" "variables`." #: ../../manual/advanced/command_line/arguments.rst:11 msgid "Command Line Arguments" msgstr "Argumenty príkazového riadku" #: ../../manual/advanced/command_line/arguments.rst:14 msgid "Blender |BLENDER_VERSION| Usage: blender [args ...] [file] [args ...]" msgstr "" "Blender |BLENDER_VERSION| Použite: blender [args ...] [file] [args ...]" #: ../../manual/advanced/command_line/arguments.rst:21 msgid "Render Options" msgstr "Možnosti prekreslenia" #: ../../manual/advanced/command_line/arguments.rst:23 msgid "``-b``, ``--background``" msgstr "``-b``, ``--background``" #: ../../manual/advanced/command_line/arguments.rst:24 msgid "Run in background (often used for UI-less rendering)." msgstr "" "Spustenie na pozadí (často sa používa na prekresľovanie bez užívateľského " "rozhrania)." #: ../../manual/advanced/command_line/arguments.rst:25 msgid "``-a``, ``--render-anim``" msgstr "``-a``, ``--render-anim``" #: ../../manual/advanced/command_line/arguments.rst:26 msgid "Render frames from start to end (inclusive)." msgstr "Prekresľovanie snímok od začiatku do konca (vrátane)." #: ../../manual/advanced/command_line/arguments.rst:27 msgid "``-S``, ``--scene`` ````" msgstr "``-S``, ``--scene`` ````" #: ../../manual/advanced/command_line/arguments.rst:28 msgid "Set the active scene ```` for rendering." msgstr "Nastaví ```` (názov) aktívnej scény na prekresľovanie." #: ../../manual/advanced/command_line/arguments.rst:34 msgid "``-f``, ``--render-frame`` ````" msgstr "``-f``, ``--render-frame`` ````" #: ../../manual/advanced/command_line/arguments.rst:30 msgid "Render frame ```` and save it." msgstr "Prekreslí snímku ```` a uloží ju." #: ../../manual/advanced/command_line/arguments.rst:32 msgid "``+`` start frame relative, ``-`` end frame relative." msgstr "" "``+`` počiatočná relatívna snímka, ``-`` koncová relatívna " "snímka." #: ../../manual/advanced/command_line/arguments.rst:33 msgid "A comma separated list of frames can also be used (no spaces)." msgstr "Môže sa použiť aj zoznam snímok oddelených čiarkou (bez medzier)." #: ../../manual/advanced/command_line/arguments.rst:34 msgid "" "A range of frames can be expressed using ``..`` separator between the first " "and last frames (inclusive)." msgstr "" "Rozsah snímok možno vyjadriť oddeľovačom ``..`` medzi prvou a poslednou " "snímkou (vrátane)." #: ../../manual/advanced/command_line/arguments.rst:36 msgid "``-s``, ``--frame-start`` ````" msgstr "``-s``, ``--frame-start`` ````" #: ../../manual/advanced/command_line/arguments.rst:37 msgid "Set start to frame ````, supports +/- for relative frames too." msgstr "" "Nastaví začiatok na snímku ````, podporuje +/- aj pre relatívne " "snímky." #: ../../manual/advanced/command_line/arguments.rst:38 msgid "``-e``, ``--frame-end`` ````" msgstr "``-e``, ``--frame-end`` ````" #: ../../manual/advanced/command_line/arguments.rst:39 msgid "Set end to frame ````, supports +/- for relative frames too." msgstr "" "Nastaví koniec na snímku ````, podporuje +/- aj pre relatívne snímky." #: ../../manual/advanced/command_line/arguments.rst:40 msgid "``-j``, ``--frame-jump`` ````" msgstr "``-j``, ``--frame-jump`` ````" #: ../../manual/advanced/command_line/arguments.rst:41 msgid "Set number of frames to step forward after each rendered frame." msgstr "" "Nastaví počet snímok, ktoré sa majú posunúť dopredu po každej prekreslenej " "snímke." #: ../../manual/advanced/command_line/arguments.rst:58 msgid "``-o``, ``--render-output`` ````" msgstr "``-o``, ``--render-output`` ````" #: ../../manual/advanced/command_line/arguments.rst:43 msgid "" "Set the render path and file name. Use ``//`` at the start of the path to " "render relative to the blend-file." msgstr "" "Nastaví cestu prekresľovania a názvu súboru. Použite ``//`` na začiatku " "cesty na prekreslenie relatívne k blend súboru." #: ../../manual/advanced/command_line/arguments.rst:46 msgid "" "The ``#`` characters are replaced by the frame number, and used to define " "zero padding." msgstr "" "Znaky ``#`` sú nahradené číslom snímky a používajú sa na definovanie nulovej " "výplne." #: ../../manual/advanced/command_line/arguments.rst:48 msgid "``animation_##_test.png`` becomes ``animation_01_test.png``" msgstr "``animation_##_test.png`` sa zmení na ``animation_01_test.png``" #: ../../manual/advanced/command_line/arguments.rst:49 msgid "``test-######.png`` becomes ``test-000001.png``" msgstr "``test-######.png`` sa zmení na ``test-000001.png``" #: ../../manual/advanced/command_line/arguments.rst:51 msgid "" "When the filename does not contain ``#``, The suffix ``####`` is added to " "the filename." msgstr "" "Ak názov súboru neobsahuje ``#``, k názvu súboru sa pridá prípona ``####``." #: ../../manual/advanced/command_line/arguments.rst:53 msgid "The frame number will be added at the end of the filename, eg:" msgstr "Číslo snímky sa pridá na koniec názvu súboru, napr:" #: ../../manual/advanced/command_line/arguments.rst:59 msgid "" "``//render_`` becomes ``//render_####``, writing frames as ``//render_0001." "png``" msgstr "" "``//render_`` sa zmení na ``//render_####``, pričom sa snímka zapíšu ako ``//" "render_0001.png``" #: ../../manual/advanced/command_line/arguments.rst:61 msgid "``-E``, ``--engine`` ````" msgstr "``-E``, ``--engine`` ````" #: ../../manual/advanced/command_line/arguments.rst:61 msgid "Specify the render engine. Use ``-E help`` to list available engines." msgstr "" "Určuje mechanizmus prekreslenia. Použite ``-E help`` na zobrazenie zoznamu " "dostupných mechanizmov." #: ../../manual/advanced/command_line/arguments.rst:66 msgid "``-t``, ``--threads`` ````" msgstr "``-t``, ``--threads`` ````" #: ../../manual/advanced/command_line/arguments.rst:64 msgid "" "Use amount of ```` for rendering and other operations [1-1024], 0 " "for systems processor count." msgstr "" "Použije počet ```` (vlákien) na prekreslenie a iné operácie " "[1-1024], 0 pre počet procesorov systému." #: ../../manual/advanced/command_line/arguments.rst:71 msgid "Format Options" msgstr "Možnosti formátovania" #: ../../manual/advanced/command_line/arguments.rst:78 msgid "``-F``, ``--render-format`` ````" msgstr "``-F``, ``--render-format`` ````" #: ../../manual/advanced/command_line/arguments.rst:74 msgid "" "Set the render format. Valid options are: ``TGA`` ``RAWTGA`` ``JPEG`` " "``IRIS`` ``IRIZ`` ``AVIRAW`` ``AVIJPEG`` ``PNG`` ``BMP``" msgstr "" "Nastavenie formátu prekresľovania. Platné možnosti sú: ``TGA`` ``RAWTGA`` " "``JPEG`` ``IRIS`` ``IRIZ`` ``AVIRAW`` ``AVIJPEG`` ``PNG`` ``BMP``" #: ../../manual/advanced/command_line/arguments.rst:78 msgid "" "Formats that can be compiled into Blender, not available on all systems: " "``HDR`` ``TIFF`` ``OPEN_EXR`` ``OPEN_EXR_MULTILAYER`` ``MPEG`` ``CINEON`` " "``DPX`` ``DDS`` ``JP2`` ``WEBP``" msgstr "" "Formáty, ktoré možno skompilovať do Blenderu, nie sú k dispozícii na " "všetkých systémoch: ``HDR`` ``TIFF`` ``OPEN_EXR`` ``OPEN_EXR_MULTILAYER`` " "``MPEG`` ``CINEON`` ``DPX`` ``DDS`` ``JP2`` ``WEBP``" #: ../../manual/advanced/command_line/arguments.rst:82 msgid "``-x``, ``--use-extension`` ````" msgstr "``-x``, ``--use-extension`` ````" #: ../../manual/advanced/command_line/arguments.rst:81 msgid "Set option to add the file extension to the end of the file." msgstr "Nastaví možnosti pridania prípony súboru na koniec súboru." #: ../../manual/advanced/command_line/arguments.rst:87 msgid "Animation Playback Options" msgstr "Možnosti prehrávania animácií" #: ../../manual/advanced/command_line/arguments.rst:110 msgid "``-a`` ```` ````" msgstr "``-a`` ```` ````" #: ../../manual/advanced/command_line/arguments.rst:90 msgid "" "Instead of showing Blender's user interface, this runs Blender as an " "animation player, to view movies and image sequences rendered in Blender " "(ignored if ``-b`` is set)." msgstr "" "Namiesto zobrazenia užívateľského rozhrania Blenderu sa spustí Blender ako " "prehrávač animácií, aby bolo možné zobraziť filmy a sekvencie obrázkov " "prekreslené v Blenderi (ignoruje sa, ak je nastavené ``-b``)." #: ../../manual/advanced/command_line/arguments.rst:93 msgid "Playback Arguments:" msgstr "Argumenty pri prehrávaní:" #: ../../manual/advanced/command_line/arguments.rst:95 msgid "``-p`` ```` ````" msgstr "``-p`` ```` ````" #: ../../manual/advanced/command_line/arguments.rst:96 msgid "Open with lower left corner at ````, ````." msgstr "Otvorí ľavý dolný roh na ````, ````." #: ../../manual/advanced/command_line/arguments.rst:97 msgid "``-m``" msgstr "``-m``" #: ../../manual/advanced/command_line/arguments.rst:98 msgid "Read from disk (Do not buffer)." msgstr "Čítanie z disku (bez zásobníka)." #: ../../manual/advanced/command_line/arguments.rst:99 msgid "``-f`` ```` ````" msgstr "``-f`` ```` ````" #: ../../manual/advanced/command_line/arguments.rst:100 msgid "Specify FPS to start with." msgstr "Určuje snímkovú frekvenciu pri štarte." #: ../../manual/advanced/command_line/arguments.rst:101 msgid "``-j`` ````" msgstr "``-j`` ````" #: ../../manual/advanced/command_line/arguments.rst:102 msgid "Set frame step to ````." msgstr "Nastaví krok snímky na snímke ````." #: ../../manual/advanced/command_line/arguments.rst:103 msgid "``-s`` ````" msgstr "``-s`` ````" #: ../../manual/advanced/command_line/arguments.rst:104 msgid "Play from ````." msgstr "Prehraje od snímky ````." #: ../../manual/advanced/command_line/arguments.rst:105 msgid "``-e`` ````" msgstr "``-e`` ````" #: ../../manual/advanced/command_line/arguments.rst:106 msgid "Play until ````." msgstr "Prehraje po snímku ````." #: ../../manual/advanced/command_line/arguments.rst:110 msgid "``-c`` ````" msgstr "``-c`` ````" #: ../../manual/advanced/command_line/arguments.rst:108 msgid "" "Amount of memory in megabytes to allow for caching images during playback. " "Zero disables (clamping to a fixed number of frames instead)." msgstr "" "Množstvo pamäte v megabajtoch, ktoré umožňuje ukladanie obrázkov do " "zásobníka počas prehrávania. Nula deaktivuje (namiesto toho sa fixuje na " "pevný počet snímok)." #: ../../manual/advanced/command_line/arguments.rst:115 msgid "Window Options" msgstr "Možnosti okna" #: ../../manual/advanced/command_line/arguments.rst:117 msgid "``-w``, ``--window-border``" msgstr "``-w``, ``--window-border``" #: ../../manual/advanced/command_line/arguments.rst:118 msgid "Force opening with borders." msgstr "Vynúti otvorenie s okrajmi." #: ../../manual/advanced/command_line/arguments.rst:119 msgid "``-W``, ``--window-fullscreen``" msgstr "``-W``, ``--window-fullscreen``" #: ../../manual/advanced/command_line/arguments.rst:120 msgid "Force opening in fullscreen mode." msgstr "Vynúti otvorenie v režime celej obrazovky." #: ../../manual/advanced/command_line/arguments.rst:121 msgid "``-p``, ``--window-geometry`` ```` ```` ```` ````" msgstr "``-p``, ``--window-geometry`` ```` ```` ```` ````" #: ../../manual/advanced/command_line/arguments.rst:122 msgid "" "Open with lower left corner at ````, ```` and width and height as " "````, ````." msgstr "" "Otvorí ľavý dolný roh na ````, ```` a šírku ako ```` a výšku ako " "````." #: ../../manual/advanced/command_line/arguments.rst:123 msgid "``-M``, ``--window-maximized``" msgstr "``-M``, ``--window-maximized``" #: ../../manual/advanced/command_line/arguments.rst:124 msgid "Force opening maximized." msgstr "Vynúti maximalizované otvorenie." #: ../../manual/advanced/command_line/arguments.rst:125 msgid "``-con``, ``--start-console``" msgstr "``-con``, ``--start-console``" #: ../../manual/advanced/command_line/arguments.rst:126 msgid "" "Start with the console window open (ignored if ``-b`` is set), (Windows " "only)." msgstr "" "Spustí sa s otvoreným oknom konzoly (ignoruje sa, ak je nastavená hodnota ``-" "b``), (len pre Windows)." #: ../../manual/advanced/command_line/arguments.rst:127 msgid "``--no-native-pixels``" msgstr "``--no-native-pixels``" #: ../../manual/advanced/command_line/arguments.rst:128 msgid "" "Do not use native pixel size, for high resolution displays (MacBook " "``Retina``)." msgstr "" "Nepoužíva natívnu veľkosť pixelov pre displeje s vysokým rozlíšením (MacBook " "``Retina``)." #: ../../manual/advanced/command_line/arguments.rst:131 msgid "``--no-window-focus``" msgstr "``--no-window-focus``" #: ../../manual/advanced/command_line/arguments.rst:130 msgid "Open behind other windows and without taking focus." msgstr "Otvorí za inými oknami a bez zamerania." #: ../../manual/advanced/command_line/arguments.rst:136 msgid "Python Options" msgstr "Možnosti Pythonu" #: ../../manual/advanced/command_line/arguments.rst:138 msgid "``-y``, ``--enable-autoexec``" msgstr "``-y``, ``--enable-autoexec``" #: ../../manual/advanced/command_line/arguments.rst:139 msgid "Enable automatic Python script execution (default)." msgstr "Povolí automatické vykonávanie skriptov Python (predvolené)." #: ../../manual/advanced/command_line/arguments.rst:141 msgid "``-Y``, ``--disable-autoexec``" msgstr "``-Y``, ``--disable-autoexec``" #: ../../manual/advanced/command_line/arguments.rst:141 msgid "" "Disable automatic Python script execution (pydrivers & startup scripts)." msgstr "" "Zakáže automatické vykonávanie skriptov Python (pydrivers & startup scripts)." #: ../../manual/advanced/command_line/arguments.rst:143 msgid "``-P``, ``--python`` ````" msgstr "``-P``, ``--python`` ````" #: ../../manual/advanced/command_line/arguments.rst:144 msgid "Run the given Python script file." msgstr "Spustí zadaný súbor so skriptom Python." #: ../../manual/advanced/command_line/arguments.rst:145 msgid "``--python-text`` ````" msgstr "``--python-text`` ````" #: ../../manual/advanced/command_line/arguments.rst:146 msgid "Run the given Python script text block." msgstr "Spustí zadaný textový blok skriptu Python." #: ../../manual/advanced/command_line/arguments.rst:147 msgid "``--python-expr`` ````" msgstr "``--python-expr`` ````" #: ../../manual/advanced/command_line/arguments.rst:148 msgid "Run the given expression as a Python script." msgstr "Spustí daný výraz ako skript jazyka Python." #: ../../manual/advanced/command_line/arguments.rst:149 msgid "``--python-console``" msgstr "``--python-console``" #: ../../manual/advanced/command_line/arguments.rst:150 msgid "Run Blender with an interactive console." msgstr "Spustí Blender pomocou interaktívnej konzoly." #: ../../manual/advanced/command_line/arguments.rst:152 msgid "``--python-exit-code`` ````" msgstr "``--python-exit-code`` ````" #: ../../manual/advanced/command_line/arguments.rst:152 msgid "" "Set the exit-code in [0..255] to exit if a Python exception is raised (only " "for scripts executed from the command line), zero disables." msgstr "" "Nastaví exit-code v [0..255] na ukončenie, ak sa vyskytne výnimka Pythonu " "(len pre skripty spustené z príkazového riadku), nula vypne." #: ../../manual/advanced/command_line/arguments.rst:154 msgid "``--python-use-system-env``" msgstr "``--python-use-system-env``" #: ../../manual/advanced/command_line/arguments.rst:155 msgid "" "Allow Python to use system environment variables such as ``PYTHONPATH`` and " "the user site-packages directory." msgstr "" "Povolí Pythonu používať systémové premenné prostredia, ako napríklad " "``PYTHONPATH`` a priečinok site-packages užívateľa." #: ../../manual/advanced/command_line/arguments.rst:158 msgid "``--addons`` ````" msgstr "``--addons`` ````" #: ../../manual/advanced/command_line/arguments.rst:157 msgid "" "Comma separated list (no spaces) of add-ons to enable in addition to any " "default add-ons." msgstr "" "Zoznam doplnkov oddelených čiarkou (bez medzier), ktoré sa majú povoliť " "okrem všetkých predvolených doplnkov." #: ../../manual/advanced/command_line/arguments.rst:163 msgid "Logging Options" msgstr "Možnosti záznamu" #: ../../manual/advanced/command_line/arguments.rst:171 msgid "``--log`` ````" msgstr "``--log`` ````" #: ../../manual/advanced/command_line/arguments.rst:166 msgid "" "Enable logging categories, taking a single comma separated argument. " "Multiple categories can be matched using a ``.*`` suffix, so ``--log \"wm." "*\"`` logs every kind of window-manager message. Sub-string can be matched " "using a ``*`` prefix and suffix, so ``--log \"*undo*\"`` logs every kind of " "undo-related message. Use \"^\" prefix to ignore, so ``--log \"*,^wm." "operator.*\"`` logs all except for ``wm.operators.*`` Use \"*\" to log " "everything." msgstr "" "Povolenie kategórií záznamu, pričom sa použije jeden argument oddelený " "čiarkou. Viac kategórií možno priradiť príponou ``.*``, takže ``--log \"wm." "*\"`` zaznamená každý druh správy správcu okien. Podreťazce môžu byť " "porovnávané použitím predpony a prípony ``*``, takže ``--log \"*undo*\"`` " "zaznamená každý druh správy týkajúcej sa zrušenia. Na ignorovanie použite " "prefix \"^\", takže ``--log \"*,^wm.operator.*\"`` zaznamená všetky okrem " "``wm.operators.*`` Na záznam všetkého použite \"*\"." #: ../../manual/advanced/command_line/arguments.rst:174 msgid "``--log-level`` ````" msgstr "``--log-level`` ````" #: ../../manual/advanced/command_line/arguments.rst:174 msgid "" "Set the logging verbosity level (higher for more details) defaults to 1, use " "-1 to log all levels." msgstr "" "Nastaví úrovne hovorovosti záznamu (vyššia pre viac informácií) predvolene " "1, pre záznam všetkých úrovní použite -1." #: ../../manual/advanced/command_line/arguments.rst:176 msgid "``--log-show-basename``" msgstr "``--log-show-basename``" #: ../../manual/advanced/command_line/arguments.rst:177 msgid "Only show file name in output (not the leading path)." msgstr "Vo výstupe sa zobrazí iba názov súboru (nie vedúca cesta)." #: ../../manual/advanced/command_line/arguments.rst:178 msgid "``--log-show-backtrace``" msgstr "``--log-show-backtrace``" #: ../../manual/advanced/command_line/arguments.rst:179 msgid "Show a back trace for each log message (debug builds only)." msgstr "Zobrazí spätnú trasu pre každú správu záznamu (len pri ladení)." #: ../../manual/advanced/command_line/arguments.rst:180 msgid "``--log-show-timestamp``" msgstr "``--log-show-timestamp``" #: ../../manual/advanced/command_line/arguments.rst:181 msgid "Show a timestamp for each log message in seconds since start." msgstr "" "Zobrazí časovú pečiatku pre každú správu záznamu v sekundách od spustenia." # | msgid "``--log-file`` ````" #: ../../manual/advanced/command_line/arguments.rst:184 msgid "``--log-file`` ````" msgstr "``--log-file`` ````" #: ../../manual/advanced/command_line/arguments.rst:183 msgid "Set a file to output the log to." msgstr "Nastaví súbor, do ktorého sa má záznam zapisovať." #: ../../manual/advanced/command_line/arguments.rst:189 msgid "Debug Options" msgstr "Možnosti ladenia" #: ../../manual/advanced/command_line/arguments.rst:195 msgid "``-d``, ``--debug``" msgstr "``-d``, ``--debug``" #: ../../manual/advanced/command_line/arguments.rst:192 msgid "Turn debugging on." msgstr "Zapnutie ladenia." #: ../../manual/advanced/command_line/arguments.rst:194 msgid "Enables memory error detection" msgstr "Povolí detekciu chýb pamäte" #: ../../manual/advanced/command_line/arguments.rst:195 msgid "Disables mouse grab (to interact with a debugger in some cases)" msgstr "" "Zakáže uchopenie myšou (v niektorých prípadoch na interakciu s ladiacim " "programom)" #: ../../manual/advanced/command_line/arguments.rst:196 msgid "Keeps Python's ``sys.stdin`` rather than setting it to None" msgstr "" "Zachováva príkaz Pythonu ``sys.stdin`` namiesto toho, aby ho nastavil na None" #: ../../manual/advanced/command_line/arguments.rst:198 msgid "``--debug-value`` ````" msgstr "``--debug-value`` ````" #: ../../manual/advanced/command_line/arguments.rst:198 msgid "Set debug value of ```` on startup." msgstr "Pri spustení nastaví ladiacu hodnotu ```` ." #: ../../manual/advanced/command_line/arguments.rst:200 msgid "``--debug-events``" msgstr "``--debug-events``" #: ../../manual/advanced/command_line/arguments.rst:201 msgid "Enable debug messages for the event system." msgstr "Povolí správy ladenia pre systém udalostí." #: ../../manual/advanced/command_line/arguments.rst:202 msgid "``--debug-ffmpeg``" msgstr "``--debug-ffmpeg``" #: ../../manual/advanced/command_line/arguments.rst:203 msgid "Enable debug messages from FFmpeg library." msgstr "Povolí správy ladenia z knižnice FFmpeg." #: ../../manual/advanced/command_line/arguments.rst:204 msgid "``--debug-handlers``" msgstr "``--debug-handlers``" #: ../../manual/advanced/command_line/arguments.rst:205 msgid "Enable debug messages for event handling." msgstr "Povolí správy ladenia pre spracovanie udalostí." #: ../../manual/advanced/command_line/arguments.rst:206 msgid "``--debug-libmv``" msgstr "``--debug-libmv``" #: ../../manual/advanced/command_line/arguments.rst:207 msgid "Enable debug messages from libmv library." msgstr "Povolí správy ladenia z knižnice libmv." #: ../../manual/advanced/command_line/arguments.rst:208 msgid "``--debug-cycles``" msgstr "``--debug-cycles``" #: ../../manual/advanced/command_line/arguments.rst:209 msgid "Enable debug messages from Cycles." msgstr "Povolí správa ladenia z Cyklov." #: ../../manual/advanced/command_line/arguments.rst:210 #: ../../manual/advanced/operators.rst:49 msgid "``--debug-memory``" msgstr "``--debug-memory``" #: ../../manual/advanced/command_line/arguments.rst:211 msgid "Enable fully guarded memory allocation and debugging." msgstr "Povolí plne strážené prideľovanie pamäte a ladenia." #: ../../manual/advanced/command_line/arguments.rst:212 msgid "``--debug-jobs``" msgstr "``--debug-jobs``" #: ../../manual/advanced/command_line/arguments.rst:213 msgid "Enable time profiling for background jobs." msgstr "Povolí časové profilovanie pre úlohy na pozadí." #: ../../manual/advanced/command_line/arguments.rst:214 msgid "``--debug-python``" msgstr "``--debug-python``" #: ../../manual/advanced/command_line/arguments.rst:215 msgid "Enable debug messages for Python." msgstr "Povolí správy ladenia pre Python." #: ../../manual/advanced/command_line/arguments.rst:216 msgid "``--debug-depsgraph``" msgstr "``--debug-depsgraph``" #: ../../manual/advanced/command_line/arguments.rst:217 msgid "Enable all debug messages from dependency graph." msgstr "Povolí všetky správy ladenia z grafu závislostí." #: ../../manual/advanced/command_line/arguments.rst:218 msgid "``--debug-depsgraph-eval``" msgstr "``--debug-depsgraph-eval``" #: ../../manual/advanced/command_line/arguments.rst:219 msgid "Enable debug messages from dependency graph related on evaluation." msgstr "Povolí správy ladenia z grafu závislostí súvisiacich s vyhodnocovaním." #: ../../manual/advanced/command_line/arguments.rst:220 msgid "``--debug-depsgraph-build``" msgstr "``--debug-depsgraph-build``" #: ../../manual/advanced/command_line/arguments.rst:221 msgid "" "Enable debug messages from dependency graph related on graph construction." msgstr "" "Povolí správy ladenia z grafu závislostí súvisiacich s konštrukciou grafu." #: ../../manual/advanced/command_line/arguments.rst:222 msgid "``--debug-depsgraph-tag``" msgstr "``--debug-depsgraph-tag``" #: ../../manual/advanced/command_line/arguments.rst:223 msgid "Enable debug messages from dependency graph related on tagging." msgstr "Povolí správy ladenia zrafu závislostí týkajúcich sa označovania." #: ../../manual/advanced/command_line/arguments.rst:224 msgid "``--debug-depsgraph-no-threads``" msgstr "``--debug-depsgraph-no-threads``" #: ../../manual/advanced/command_line/arguments.rst:225 msgid "Switch dependency graph to a single threaded evaluation." msgstr "Prepína graf závislostí na vyhodnocovanie v jednom vlákne." #: ../../manual/advanced/command_line/arguments.rst:226 msgid "``--debug-depsgraph-time``" msgstr "``--debug-depsgraph-time``" #: ../../manual/advanced/command_line/arguments.rst:227 msgid "Enable debug messages from dependency graph related on timing." msgstr "Povolí správy ladenia z grafu závislostí týkajúcich sa časovania." #: ../../manual/advanced/command_line/arguments.rst:228 msgid "``--debug-depsgraph-pretty``" msgstr "``--debug-depsgraph-pretty``" #: ../../manual/advanced/command_line/arguments.rst:229 msgid "Enable colors for dependency graph debug messages." msgstr "Povolí farby pre správy ladenia grafu závislostí." #: ../../manual/advanced/command_line/arguments.rst:230 msgid "``--debug-depsgraph-uuid``" msgstr "``--debug-depsgraph-uuid``" #: ../../manual/advanced/command_line/arguments.rst:231 msgid "Verify validness of session-wide identifiers assigned to ID datablocks." msgstr "" "Overenie platnosti identifikátorov celej relácie priradených k ID blokov " "údajov." #: ../../manual/advanced/command_line/arguments.rst:232 msgid "``--debug-ghost``" msgstr "``--debug-ghost``" #: ../../manual/advanced/command_line/arguments.rst:233 msgid "Enable debug messages for Ghost (Linux only)." msgstr "Povolí správy ladenia pre Ghost (len Linux)." #: ../../manual/advanced/command_line/arguments.rst:234 msgid "``--debug-wintab``" msgstr "``--debug-wintab``" #: ../../manual/advanced/command_line/arguments.rst:235 msgid "Enable debug messages for Wintab." msgstr "Povolí správy ladenia pre Wintab." #: ../../manual/advanced/command_line/arguments.rst:236 msgid "``--debug-gpu``" msgstr "``--debug-gpu``" #: ../../manual/advanced/command_line/arguments.rst:237 msgid "Enable GPU debug context and information for OpenGL 4.3+." msgstr "Povolí kontext ladenia GPU a informácií pre OpenGL 4.3+." #: ../../manual/advanced/command_line/arguments.rst:238 msgid "``--debug-gpu-force-workarounds``" msgstr "``--debug-gpu-force-workarounds``" #: ../../manual/advanced/command_line/arguments.rst:239 msgid "" "Enable workarounds for typical GPU issues and disable all GPU extensions." msgstr "" "Povolí riešenia typických problémov s GPU a vypne všetky rozšírenia GPU." #: ../../manual/advanced/command_line/arguments.rst:240 msgid "``--debug-gpu-disable-ssbo``" msgstr "``--debug-gpu-disable-ssbo``" #: ../../manual/advanced/command_line/arguments.rst:241 msgid "Disable usage of shader storage buffer objects." msgstr "Zakáže používanie objektov zásobníka uloženia tieňovača." #: ../../manual/advanced/command_line/arguments.rst:242 msgid "``--debug-wm``" msgstr "``--debug-wm``" #: ../../manual/advanced/command_line/arguments.rst:243 msgid "" "Enable debug messages for the window manager, shows all operators in search, " "shows keymap errors." msgstr "" "Povolí správy ladenia pre správcu okien, zobrazenie všetkých operátorov vo " "vyhľadávaní, zobrazenie chýb v mape klávesov." #: ../../manual/advanced/command_line/arguments.rst:245 msgid "``--debug-xr``" msgstr "``--debug-xr``" #: ../../manual/advanced/command_line/arguments.rst:245 msgid "" "Enable debug messages for virtual reality contexts. Enables the OpenXR API " "validation layer, (OpenXR) debug messages and general information prints." msgstr "" "Povolí správy ladenia pre kontexty virtuálnej reality. Zapína validačnú " "vrstvu API OpenXR, ladiace správy (OpenXR) a výpisy všeobecných informácií." #: ../../manual/advanced/command_line/arguments.rst:247 msgid "``--debug-xr-time``" msgstr "``--debug-xr-time``" #: ../../manual/advanced/command_line/arguments.rst:248 msgid "Enable debug messages for virtual reality frame rendering times." msgstr "Povolí správy ladenia pre časy prekreslenia snímok virtuálnej reality." #: ../../manual/advanced/command_line/arguments.rst:249 msgid "``--debug-all``" msgstr "``--debug-all``" #: ../../manual/advanced/command_line/arguments.rst:250 msgid "Enable all debug messages." msgstr "Povolí všetky správy ladenia." #: ../../manual/advanced/command_line/arguments.rst:252 msgid "``--debug-io``" msgstr "``--debug-io``" #: ../../manual/advanced/command_line/arguments.rst:252 msgid "Enable debug messages for I/O (Collada, ...)." msgstr "Povolí správy ladenia pre I/O (Collada, ...)." #: ../../manual/advanced/command_line/arguments.rst:254 msgid "``--debug-fpe``" msgstr "``--debug-fpe``" #: ../../manual/advanced/command_line/arguments.rst:255 msgid "Enable floating-point exceptions." msgstr "Povolí výnimky s pohyblivou desatinnou čiarkou." #: ../../manual/advanced/command_line/arguments.rst:256 msgid "``--debug-exit-on-error``" msgstr "``--debug-exit-on-error``" #: ../../manual/advanced/command_line/arguments.rst:257 msgid "Immediately exit when internal errors are detected." msgstr "Okamžite ukončí pri zistení vnútorných chýb." #: ../../manual/advanced/command_line/arguments.rst:258 msgid "``--disable-crash-handler``" msgstr "``--disable-crash-handler``" #: ../../manual/advanced/command_line/arguments.rst:259 msgid "Disable the crash handler." msgstr "Zakáže obsluhu zrútenia." #: ../../manual/advanced/command_line/arguments.rst:260 msgid "``--disable-abort-handler``" msgstr "``--disable-abort-handler``" #: ../../manual/advanced/command_line/arguments.rst:261 msgid "Disable the abort handler." msgstr "Zakáže obsluhu prerušenia." #: ../../manual/advanced/command_line/arguments.rst:264 msgid "``--verbose`` ````" msgstr "``--verbose`` ````" #: ../../manual/advanced/command_line/arguments.rst:263 msgid "Set the logging verbosity level for debug messages that support it." msgstr "" "Nastaví úrovne hovorovosti záznamu pre správy ladenia, ktoré to podporujú." #: ../../manual/advanced/command_line/arguments.rst:269 msgid "GPU Options" msgstr "Možnosti GPU" #: ../../manual/advanced/command_line/arguments.rst:273 msgid "``--gpu-backend``" msgstr "``--gpu-backend``" #: ../../manual/advanced/command_line/arguments.rst:272 msgid "Force to use a specific GPU backend. Valid options:" msgstr "" "Vynúti použitie konkrétnej prístupovej vrstvy (backendu) GPU. Platné " "možnosti:" #: ../../manual/advanced/command_line/arguments.rst:278 msgid "Misc Options" msgstr "Rôzne možnosti" #: ../../manual/advanced/command_line/arguments.rst:280 msgid "``--open-last``" msgstr "``--open-last``" #: ../../manual/advanced/command_line/arguments.rst:281 msgid "" "Open the most recently opened blend file, instead of the default startup " "file." msgstr "" "Otvorí naposledy otvorený blend súbor namiesto predvoleného súboru pri " "spustení." #: ../../manual/advanced/command_line/arguments.rst:282 msgid "``--app-template`` ``