STRINGTABLE MoRigidBodyTag
{
  name                                  "Propri\u00E9t\u00E9 corps rigide";
  RIGID_BODY_DYNAMIC                    "Dynamique";
  RIGID_BODY_ENABLED                    "Activ\u00E9";
  RIGID_BODY_TRANSITION_TIME            "Temps de transition";
  RIGID_BODY_TRIGGER                    "D\u00E9clencher";
  RIGID_BODY_TRIGGER_IMMEDIATELY        "Imm\u00E9diatement";
  RIGID_BODY_TRIGGER_AT_PEAK            "Au pic de v\u00E9locit\u00E9";
  RIGID_BODY_TRIGGER_ON_COLLISION       "Sur collision";
  RIGID_BODY_DYNAMIC_TRANSITION         "Transition dynamique";
  RIGID_BODY_HIERARCHY                  "Propri\u00E9t\u00E9 h\u00E9ritage";
  RIGID_BODY_SPLIT_CACHE                "El\u00E9ments individuels";
  RIGID_BODY_SPLIT_CACHE_OFF            "D\u00E9sactiv\u00E9";
  RIGID_BODY_SPLIT_CACHE_TOP_LEVEL      "Niveau sup\u00E9rieur";
  RIGID_BODY_SPLIT_CACHE_SECOND_LEVEL   "Second niveau";
  RIGID_BODY_SPLIT_CACHE_ON             "Tout";
  RIGID_BODY_MASS_SWITCH                "Utiliser masse";
  RIGID_BODY_MASS_SWITCH_DEFAULT        "Densit\u00E9 monde";
  RIGID_BODY_MASS_SWITCH_DENSITY        "Densit\u00E9 personnalis\u00E9e";
  RIGID_BODY_MASS_SWITCH_MASS           "Masse personnalis\u00E9e";
  RIGID_BODY_DENSITY                    "Densit\u00E9";
  RIGID_BODY_MASS                       "Masse";
  RIGID_BODY_INERTIA_FACTOR             "Masse en rotation";
  RIGID_BODY_USE_CENTER_OF_MASS         "Utiliser centre de masse";
  RIGID_BODY_CENTER_OF_MASS             "Centre de masse";
  RIGID_BODY_SPECIFIC_MARGIN            "Utiliser marge de collision";
  RIGID_BODY_MARGIN                     "Marge";
  RIGID_BODY_SHAPE                      "Forme";
  RIGID_BODY_SHAPE_DEFAULT              "Automatique";
  RIGID_BODY_SHAPE_BOX                  "Boite";
  RIGID_BODY_SHAPE_ELLIPSOID            "Ellipso\u00EFde";
  RIGID_BODY_SHAPE_NO_SHAPE             "D\u00E9sactivation";
  RIGID_BODY_SHAPE_STATIC_MESH          "Maillage statique";
  RIGID_BODY_SHAPE_CONVEX_HULL          "Corps convexe";
  RIGID_BODY_RESTITUTION                "Rebond";
  RIGID_BODY_FRICTION                   "Friction";
  RIGID_BODY_COLLISION_NOISE            "Bruit de collision";
  RIGID_BODY_INITIAL_LINEAR_VELOCITY    "V\u00E9locit\u00E9 lin\u00E9aire initiale";
  RIGID_BODY_INITIAL_ANGULAR_VELOCITY   "V\u00E9locit\u00E9 angulaire initiale";
  RIGID_BODY_LOCAL_INITIAL_VELOCITY     "Coordonn\u00E9es objet";
  RIGID_BODY_SLEEPING_LINEAR_VELOCITY   "Seuil de v\u00E9locit\u00E9 lin\u00E9aire";
  RIGID_BODY_SLEEPING_ANGULAR_VELOCITY  "Seuil de v\u00E9locit\u00E9 angulaire";
  RIGID_BODY_LINEAR_DAMPING             "Amortissement lin\u00E9aire";
  RIGID_BODY_ANGULAR_DAMPING            "Amortissement angulaire";
  RIGID_BODY_USE_INITIAL_VELOCITY       "V\u00E9locit\u00E9 initiale personnalis\u00E9e";
  RIGID_BODY_FOLLOW_ANIMATION           "En fonction de l'animation";
  RIGID_BODY_FOLLOW_ANIMATION_OFF       "D\u00E9sactivation";
  RIGID_BODY_FOLLOW_ANIMATION_LINEAR    "Position uniquement";
  RIGID_BODY_FOLLOW_ANIMATION_BOTH      "Position et rotation";
  RIGID_BODY_FOLLOW_STRENGTH            "Intensit\u00E9";
  RIGID_BODY_FORCE_MODE                 "Mode force";
  RIGID_BODY_FORCE_MODE_INCLUDE         "Inclure";
  RIGID_BODY_FORCE_MODE_EXCLUDE         "Exclure";
  RIGID_BODY_FORCE_INCLUDE_LIST         "Liste force";
  RIGID_BODY_GROUP_DYNAMICS             "Dynamiques";
  RIGID_BODY_GROUP_COLLISION            "Collision";
  RIGID_BODY_GROUP_MASS                 "Masse";
  RIGID_BODY_GROUP_FORCE                "Force";
  RIGID_BODY_GROUP_DEACTIVATION         "D\u00E9sactivation";
}