// C4D-StringResource

// Identifier	Text



STRINGTABLE

{

	IDS_MORPHTAG							"Morph";

	IDS_MORPH_TARGET					"Morph Target";

	IDS_MORPH_BASE						"Base Morph";

	IDS_MORPH_ACTIVE					"Active Morph";

	IDS_DRIVERTAG							"Driver";

	IDS_TENSIONTAG						"Tension";

	IDS_MORPHDEFORMER_OBJECT	"Morph Deformer";

	IDS_SHRINKWRAP_OBJECT			"Shrink Wrap";

	IDS_DATATYPE_MOPPHLIST		"Morph List";

	IDS_IMPORTMORPHMESH				"Import geometry as new relative targets?";

	  

	IDS_MORPH_TAGNAME					" Morphs";

	IDS_MORPH_SAVEMORPHS			"Save Morphs";

	IDS_MORPH_SAVEMORPH				"Save Morph ";

	

	IDS_MORPH_BRUSH						"Morph Brush";



	IDS_TENSION_FOLDS					"Folds";

	IDS_TENSION_STRETCH				"Stretch";

	  

  IDS_VPFILMGRAIN						"Film Grain";

  IDS_DEPTHSHADER						"Depth Shader";

  

  IDS_TRANMAP_MORPHS				"Morphs";

  IDS_TRANMAP_VMAP					"Vertex Maps";

  IDS_TRANMAP_POLYSELECTION	"Selections Polygons";

  IDS_TRANMAP_EDGESELECTION	"Selections Edges";

  IDS_TRANMAP_VERTSELECTION	"Selections Points";

  IDS_TRANMAP_UVW						"UVs";

  IDS_TRANMAP_TEXTURETAG		"Texture Tags";

  IDS_TRANMAP_BONES					"Joint Weights";

  

  IDS_VMAPMANAGER						"VAMP";	//Vertexmap Attribute Management Processor



	IDS_VM_TRANSFERING				"Transfering - ";

	IDS_VM_UVSMOOTHING				"UV - Smoothing Pass";



	IDS_BASELIST_FLIPX				"Flip X";

	IDS_BASELIST_FLIPY				"Flip Y";

	IDS_BASELIST_FLIPZ				"Flip Z";





// Visual Selector

	IDS_VISUAL_SELECTOR		"Visual Selector";

	IDS_VS_TAG				"Visual Selector";

	IDS_VS_OPTIONS			"Options";

	IDS_VS_UPDATE_MANAGER	"Update Manager";

	IDS_VS_FORCE_ACTIONS	"Force Actions";

	IDS_VS_ACTIVATE_CAMERAS	"Activate Cameras";

	IDS_VS_GRID_ACTIVE		"Snap to Grid";



	IDS_VS_NO_TAGS			"No Tags";

	IDS_VS_FRAME_ACTIVE		"Frame Selected";

	IDS_VS_TAG_EDIT			"Edit Tag";

	IDS_VS_TAB_TAG			"Tag";

	IDS_VS_TAB_IMAGE		"Image";

	IDS_CURRENT_TAG			"Current Tag";

	



// icon selector

	IDS_ICON_SELECTOR		"Visual Icon Selector";

	IDS_VS_CHOOSE_ICON		"Choose An Icon";

	IDS_VS_CHOOSE_COLOR		"Color";



//muscle objects

	IDS_MUSCLE_OBJECT		"Muscle Object";

	IDS_MUSCLE_DEFORMER		"Muscle Deformer";















}

