<?xml version="1.0" encoding="utf-8"?><Resource>
	<label commandName="BoltConnectoBoltLength" devLabel="Bolt Length" translation="볼트 길이"/>
	<label commandName="BoltConnectorAxial" devLabel="Axial" translation="깊이"/>
	<label commandName="BoltConnectorBoltDiameter" devLabel="Bolt Diameter" translation="볼트 지름"/>
	<label commandName="BoltConnectorBoltSubtype" devLabel="Bolt Subtype" translation="볼트 하위 유형"/>
	<label commandName="BoltConnectorDensity" devLabel="Density" translation="밀도"/>
	<label commandName="BoltConnectorElasticModulus" devLabel="Elastic Modulus" translation="탄성 계수"/>
	<label commandName="BoltConnectorHeadWasher" devLabel="Head Washer" translation="헤드 워셔"/>
	<label commandName="BoltConnectorHeadWasherHeight" devLabel="Height" translation="높이"/>
	<label commandName="BoltConnectorLocationForBoltHead" devLabel="Location for Bolt Head" translation="볼트 헤드의 위치"/>
	<label commandName="BoltConnectorLocationForNut" devLabel="Location for Nut" translation="너트 위치"/>
	<label commandName="BoltConnectorLocationForThreads" devLabel="Location for Threads" translation="스레드 위치"/>
	<label commandName="BoltConnectorMaterial" devLabel="Material" translation="재료"/>
	<label commandName="BoltConnectorNutWasher" devLabel="Nut Washer" translation="너트 워셔"/>
	<label commandName="BoltConnectorNutWasherHeight" devLabel="Height" translation="높이"/>
	<label commandName="BoltConnectorPoissonsRatio" devLabel="Poisson's Ratio" translation="프와송의 비"/>
	<label commandName="BoltConnectorPreload" devLabel="Preload" translation="사전 하중"/>
	<label commandName="BoltConnectorPreloadType" devLabel="Preload Type" translation="사전 하중 유형"/>
	<label commandName="BoltConnectorPreloadValue" devLabel="Preload Value" translation="사전 하중 값"/>
	<label commandName="BoltConnectorThermalExpansionCoefficient" devLabel="Thermal Expansion Coefficient" translation="열팽창 계수"/>
	<label commandName="BoltConnectorThreadedHole" devLabel="Threaded Hole" translation="스레드 홀"/>
	<label commandName="BoltConnectorTorque" devLabel="Torque" translation="토크"/>
	<label commandName="BoltConnectorTorqueCoefficient" devLabel="Torque Coefficient" translation="토크 계수"/>
	<label commandName="BoltConnectorUsableThreadLength" devLabel="Usable Thread Length" translation="사용 가능한 스레드 길이"/>
	<label commandName="BoltConnectorWithNut" devLabel="With Nut" translation="너트 사용"/>
	<label commandName="ConnectorMaterialProperties" devLabel="Material Properties" translation="재료 특성"/>
	<label commandName="ConnectorUserDefined" devLabel="User Defined" translation="사용자 정의"/>
	<label commandName="DefaultSelectionInputText" devLabel="no selection" translation="선택 항목이 없습니다."/>
	<label commandName="ExplicitInitialAngularDuplicatedBodyLoad" devLabel="An initial angular load already exists for the selected body. Please choose a different body, or edit the existing load" translation="선택한 본체에 대한 초기 각도 하중이 이미 있습니다. 다른 본체를 선택하거나 기존 하중을 편집하십시오."/>
	<label commandName="GenAngularBodyLoadDesc1" devLabel="Applies an angular velocity and/or acceleration to a generative model." translation="각 속도 및/또는 가속도를 제너레이티브 모형에 적용합니다."/>
	<label commandName="GenAngularBodyLoadDesc2" devLabel="Use this load to simulate centrifugal and tangential forces like those in a spinning wheel. Select faces, edges, or vertices on the preserve geometries to define the load settings." translation="이 하중을 사용하여 회전하는 휠에서 발생하는 것과 같은 원심력 및 접선력을 시뮬레이션합니다. 형상 유지에서 면, 모서리 또는 꼭지점을 선택하여 하중 설정을 정의합니다."/>
	<label commandName="GenAngularBodyLoadTipsAndTricksDesc" devLabel="" translation=""/>
	<label commandName="GenAngularBodyLoadTipsAndTricksTips" devLabel="Start by selecting the components on which the angular load acts. Specify the angular velocity and angular acceleration components. Set the location by selecting a surface to be the Location Reference. Set the direction by setting the direction reference. Click the arrow in the desired direction, and drag it into position." translation="먼저 각도 하중이 작용하는 구성요소를 선택합니다. 각속도 및 각 가속도 구성요소를 지정합니다. 위치 참조로 사용할 곡면을 선택하여 위치를 설정합니다. 방향 참조를 설정하여 방향을 설정합니다. 원하는 방향으로 화살표를 클릭하고 해당 위치로 끕니다."/>
	<label commandName="GenAngularBodyLoadTipsAndTricksTitle" devLabel="Angular Global Load Information" translation="각도 전역 하중 정보"/>
	<label commandName="GenEditConstraintCmd" devLabel="Edit Structural Constraint" translation="구조적 구속조건 편집"/>
	<label commandName="GenEditFluidFlowPressureCommand" devLabel="Edit Fluid Pressures" translation="유체 압력 편집"/>
	<label commandName="GenEditFluidFlowSourceCommand" devLabel="Edit Flow Sources" translation="흐름 소스 편집"/>
	<label commandName="GenEditManualPointMass" devLabel="Edit Point Mass (Manual)" translation="점질량 편집(수동)"/>
	<label commandName="GenEditStructuralLoad" devLabel="Edit Structural Load" translation="구조 하중 편집"/>
	<label commandName="GenFluidFlowInletCmdFaces" devLabel="Faces" translation="면"/>
	<label commandName="GenFluidFlowOpeningCommand" devLabel="Flow Openings" translation="흐름 개구부"/>
	<label commandName="GenFluidFlowOpeningCommandDesc1" devLabel="Applies flow openings to the selected faces of preserve geometry." translation="유지 형상의 선택한 면에 흐름 개구부를 적용합니다."/>
	<label commandName="GenFluidFlowOpeningCommandDesc2" devLabel="Apply flow openings at the flow path entry/exit to simulate the flow behavior excluding atmospheric pressure. These faces display in purple on the canvas with the zero-pressure indicator." translation="흐름 경로 입구/출구에서 흐름 개구부를 적용하여 기압을 제외한 흐름 동작을 시뮬레이션합니다. 이러한 면은 캔버스에서 0 압력 표시기와 함께 자주색으로 표시됩니다."/>
	<label commandName="GenFluidFlowPressureCommand" devLabel="Fluid Pressures" translation="유체 압력"/>
	<label commandName="GenFluidFlowPressureCommandDesc1" devLabel="Applies fluid pressures to the selected faces of preserve geometry." translation="유지 형상의 선택한 면에 유체 압력을 적용합니다."/>
	<label commandName="GenFluidFlowPressureCommandDesc2" devLabel="Apply fluid pressures at the flow path entry/exit to simulate the fluid behavior due to pressure. These faces display in purple on the canvas with the pressure indicator." translation="흐름 입구/출구에서 유체 압력을 적용하여 압력으로 인한 유체 동작을 시뮬레이션합니다. 이러한 면은 캔버스에서 압력 표시기와 함께 자주색으로 표시됩니다."/>
	<label commandName="GenFluidFlowSourceCmdFaces" devLabel="Faces" translation="면"/>
	<label commandName="GenFluidFlowSourceCommand" devLabel="Flow Sources" translation="흐름 소스"/>
	<label commandName="GenFluidFlowSourceCommandDesc1" devLabel="Applies flow sources to the selected faces of preserve geometry." translation="유지 형상의 선택한 면에 흐름 소스를 적용합니다."/>
	<label commandName="GenFluidFlowSourceCommandDesc2" devLabel="Apply flow sources at the flow path entry/exit to simulate the fluid behavior due to flow rate or velocity. These faces display in cyan on the canvas." translation="흐름 입구/출구에서 흐름 소스를 적용하여 유량 또는 속도로 인한 유체 동작을 시뮬레이션합니다. 이러한 면은 캔버스에서 하늘색으로 표시됩니다."/>
	<label commandName="GenFluidsShowAttributesCommandDesc1" devLabel="Displays a list of flow sources, such as flow rate or velocity, and the defined pressures for the active study." translation="유량 또는 속도와 같은 흐름 소스의 리스트와 활성 학습에 대해 정의된 압력을 표시합니다."/>
	<label commandName="GenFluidsShowAttributesCommandDesc2" devLabel="You can edit all fluid attributes simultaneously in one dialog." translation="한 대화상자에서 모든 유체 속성을 동시에 편집할 수 있습니다."/>
	<label commandName="GenFluidsShowAttributesDlg" devLabel="Fluid Attributes" translation="유체 속성"/>
	<label commandName="GenGravityCommand" devLabel="Edit Gravity" translation="중력 편집"/>
	<label commandName="GenGravityDesc1" devLabel="Modifies the magnitude and direction of the applied gravity." translation="적용된 중력의 크기 및 방향을 수정합니다."/>
	<label commandName="GenGravityDesc2" devLabel="Use as an alternative to realigning your model with the global coordinate system, when your model is not imported in the correct orientation." translation="모형을 올바른 방향으로 가져오지 않은 경우 전역 좌표계를 사용하여 모형을 재정렬하기 위한 대안으로 사용합니다."/>
	<label commandName="GenGravityTipsAndTricksDesc" devLabel="To edit the gravity direction, specify the vector in X, Y, and Z direction, or select the target geometry (face, edge, or vertex). &lt;br&gt; &lt;br&gt; An Angle option is available in the Direction Type drop-down once you select a target geometry." translation="중력 방향을 편집하려면 X, Y 및 Z 방향의 벡터를 지정하거나 대상 형상(면, 모서리 또는 꼭지점)을 선택합니다. &lt;br&gt; &lt;br&gt; 대상 형상을 선택하고 나면 방향 유형 드롭다운에서 각도 옵션을 사용할 수 있습니다."/>
	<label commandName="GenGravityTipsAndTricksTips" devLabel="By default, gravity is applied in the negative Y-axis direction and displays a glyph at the origin." translation="기본적으로 중력은 음의 Y축 방향으로 적용되며 원점에는 그림문자가 표시됩니다."/>
	<label commandName="GenGravityTipsAndTricksTitle" devLabel="Gravity Information" translation="중력 정보"/>
	<label commandName="GenLinearBodyLoadDesc1" devLabel="Applies a linear acceleration to a generative model." translation="선형 가속도를 제너레이티브 모형에 적용합니다."/>
	<label commandName="GenLinearBodyLoadDesc2" devLabel="Use this load to simulate a force acting on a mass experiencing linear acceleration (speed increasing) or deceleration (speed decreasing). Select faces or edges on the preserve geometries to define the load settings." translation="이 하중을 사용하여 선형 가속도(속도 증가) 또는 감속(속도 감소)이 발생하는 질량에 작용하는 힘을 시뮬레이션합니다. 유지 형상에서 면 또는 모서리를 선택하여 하중 설정을 정의합니다."/>
	<label commandName="GenLinearBodyLoadTipsAndTricksDesc" devLabel="" translation=""/>
	<label commandName="GenLinearBodyLoadTipsAndTricksTips" devLabel="Start by selecting the components on which the load acts. Set the direction by selecting a reference face or edge normal to the force direction. Specify the magnitude or components." translation="먼저 하중이 작용하는 구성요소를 선택합니다. 힘 방향에 수직인 참조 면 또는 모서리를 선택하여 방향을 설정합니다. 크기 또는 구성요소를 지정합니다."/>
	<label commandName="GenLinearBodyLoadTipsAndTricksTitle" devLabel="Linear Global Load Information" translation="선형 전역 하중 정보"/>
	<label commandName="GenLoadsDesc1" devLabel="Applies structural loads to the selected geometry." translation="구조 하중을 선택한 형상에 적용합니다."/>
	<label commandName="GenLoadsDesc2" devLabel="Use loads to simulate pushing, pulling, and twisting forces that your design should withstand. You can apply loads to multiple objects. Depending on the load type, you can select faces, edges, or vertices." translation="하중을 사용하여 설계가 감당하는 밀기, 당기기 및 비틀기 힘을 시뮬레이션합니다. 여러 객체에 하중을 적용할 수 있습니다. 하중 유형에 따라 면, 모서리, 꼭지점을 선택할 수 있습니다."/>
	<label commandName="GenManualPointMass" devLabel="Point Mass (Manual)" translation="점질량(수동)"/>
	<label commandName="GenManualPointMassDesc1" devLabel="Applies a point mass load to the selected geometry." translation="선택한 형상에 점질량 하중을 적용합니다."/>
	<label commandName="GenManualPointMassDesc2" devLabel="Use the point mass to simulate the effects of an external component attached to the generative model.&lt;br&gt;&lt;br&gt;Select the preserve geometry to which the component is attached and then specify a mass value." translation="점질량을 사용하여 제너레이티브 모형에 부착된 외부 구성요소의 효과를 시뮬레이션합니다.&lt;br&gt;&lt;br&gt;구성요소가 부착된 유지 형상을 선택한 후, 질량 값을 지정합니다."/>
	<label commandName="GenManualPointMassTipsAndTricksDesc" devLabel="There are two ways to define the location of the point mass:&lt;br&gt;Use &lt;b&gt;Reference&lt;/b&gt; to position it relative to the preserve geometry. You can select a face, edge, or vertex.&lt;br&gt;Use &lt;b&gt;Absolute&lt;/b&gt; to define the position relative to the model origin. You can select a face or edge." translation="점질량의 위치를 정의하는 방법은 두 가지가 있습니다. &lt;br&gt;&lt;b&gt;참조&lt;/b&gt;를 사용하여 유지 형상을 기준으로 점을 배치합니다. 면, 모서리 또는 꼭지점을 선택할 수 있습니다. &lt;br&gt;&lt;b&gt;절대&lt;/b&gt;를 사용하여 모형 원점에 상대적인 위치를 정의합니다. 면 또는 모서리를 선택할 수 있습니다."/>
	<label commandName="GenManualPointMassTipsAndTricksTips" devLabel="Define the location of the center of mass of the attached component and the preserve geometry it connects to in your model. Next, specify a mass value.&lt;br&gt;&lt;br&gt;Such a component should have very little effect on the model stiffness." translation="부착된 구성요소의 무게 중심 위치와 모형에서 이 구성요소가 연결된 유지 형상을 정의합니다. 그런 다음 질량 값을 지정합니다.&lt;br&gt;&lt;br&gt;그러한 구성요소는 모형 강성에 거의 영향을 주지 않습니다."/>
	<label commandName="GenManualPointMassTipsAndTricksTitle" devLabel="Point Mass (Manual) Information" translation="점질량(수동) 정보"/>
	<label commandName="GenNewConstraintCmd" devLabel="Structural Constraints" translation="구조적 구속조건"/>
	<label commandName="GenNewConstraintDesc1" devLabel="Applies fixed, pin, or frictionless constraints to the selected geometry." translation="고정, 핀 또는 무마찰 구속조건을 선택한 형상에 적용합니다."/>
	<label commandName="GenNewConstraintDesc2" devLabel="Use constraints to define interfaces between your design and the surrounding environment. You can apply constraints to multiple objects. Depending on the constraint type, you can apply them to faces, edges, or vertices." translation="구속조건을 사용하여 설계와 주변 환경 간에 인터페이스를 정의합니다. 여러 객체에 구속조건을 적용할 수 있습니다. 구속조건 유형에 따라 면, 모서리 또는 꼭지점에 적용할 수 있습니다."/>
	<label commandName="GenPointMassEntities" devLabel="Select the preserve geometry on which the point mass acts (only faces)." translation="점질량이 작용하는 유지 형상을 선택합니다(면만 해당)."/>
	<label commandName="GenPointMassReference" devLabel="Select the preserve geometry to use as a reference (face, edge, or vertex)." translation="참조로 사용할 유지 형상을 선택합니다(면, 모서리 또는 꼭지점)."/>
	<label commandName="GenShowAttributesCommandDesc1" devLabel="Shows the location, magnitude, and direction of all Items in the study load case, in one place, for easy access." translation="쉽게 액세스할 수 있도록 한 곳에서 학습 하중 케이스의 모든 항목에 대한 위치, 크기 및 방향을 표시합니다."/>
	<label commandName="GenShowAttributesCommandDesc2" devLabel="Where applicable, the load case includes the loads, constraints, and gravity settings that you define." translation="해당되는 경우 하중 케이스에는 정의한 하중, 구속조건 및 중력 설정이 포함됩니다."/>
	<label commandName="GenShowAttributesDlg" devLabel="Load Case Attributes" translation="하중조건"/>
	<label commandName="GenStructuralConstraintTextTipsAndTricksDesc" devLabel="You can apply constraints to preserve geometries." translation="구속조건을 적용하여 형상을 유지할 수 있습니다."/>
	<label commandName="GenStructuralConstraintTextTipsAndTricksTips" devLabel="Select a constraint type, and next, select the constraining geometry that defines the degree of freedom of the object." translation="구속조건 유형을 선택하고 객체의 자유도를 정의하는 구속 형상을 선택합니다."/>
	<label commandName="GenStructuralConstraintTextTipsAndTricksTitle" devLabel="Structural Constraints Information" translation="구조적 구속조건 정보"/>
	<label commandName="GenStructuralLoad" devLabel="Structural Loads" translation="구조 하중"/>
	<label commandName="GenStructuralLoadTipsAndTricksDesc" devLabel="You can apply loads to preserve geometries. Some load types apply only to certain geometry types; for example, bearing loads only apply to cylindrical faces." translation="하중을 적용하여 형상을 유지할 수 있습니다. 일부 하중 유형은 특정 형상 유형에만 적용할 수 있습니다. 예를 들어 베어링 하중은 원통형 면에만 적용됩니다."/>
	<label commandName="GenStructuralLoadTipsAndTricksTips" devLabel="Select the load type, and then select the geometry to apply the load. Next, specify the load magnitude and direction." translation="하중 유형을 선택한 다음, 하중을 적용할 형상을 선택합니다. 다음으로 하중 크기 및 방향을 지정합니다."/>
	<label commandName="GenStructuralLoadTipsAndTricksTitle" devLabel="Structural Loads Information" translation="구조 하중 정보"/>
	<label commandName="HarmonicAngularDuplicatedBodyLoad" devLabel="A harmonic angular global load already exists for the selected body. Please choose a different body, or edit the existing load" translation="선택한 본체에 대해 파형 각도 전역 하중이 이미 있습니다. 다른 본체를 선택하거나 기존 하중을 편집하십시오."/>
	<label commandName="HarmonicLinearDuplicatedBodyLoad" devLabel="A harmonic linear global load already exists for the selected body. Please choose a different body, or edit the existing load" translation="선택한 본체에 대해 파형 선형 전역 하중이 이미 있습니다. 다른 본체를 선택하거나 기존 하중을 편집하십시오."/>
	<label commandName="InletFlowRateDuplicatedBodyLoad" devLabel="A forced flow load already exists for the selected body. Please choose a different body, or edit the existing load" translation="선택한 본체에 대한 강제 흐름 하중이 이미 있습니다. 다른 본체를 선택하거나 기존 하중을 편집하십시오."/>
	<label commandName="InletFlowVelocityDuplicatedBodyLoad" devLabel="A forced flow load already exists for the selected body. Please choose a different body, or edit the existing load" translation="선택한 본체에 대한 강제 흐름 하중이 이미 있습니다. 다른 본체를 선택하거나 기존 하중을 편집하십시오."/>
	<label commandName="Origin" devLabel="Origin" translation="원점"/>
	<label commandName="RigidBodyAnchor" devLabel="Anchor Point" translation="앵커 점"/>
	<label commandName="RigidBodyDependEntities" devLabel="Dependent Entities" translation="종속 도면요소"/>
	<label commandName="RigidBodyEntitiesToAverage" devLabel="Entities To Average" translation="평균을 계산할 도면요소"/>
	<label commandName="RigidBodyFixRotation" devLabel="Fix Rotation" translation="회전 수정"/>
	<label commandName="RigidBodyFixTranslation" devLabel="Fix Translation" translation="변환 수정"/>
	<label commandName="RigidBodyReferencePoint" devLabel="Reference Point" translation="참조점"/>
	<label commandName="RigidBodyRx" devLabel="Rx" translation="Rx"/>
	<label commandName="RigidBodyRy" devLabel="Ry" translation="Ry"/>
	<label commandName="RigidBodyRz" devLabel="Rz" translation="Rz"/>
	<label commandName="RigidBodySubtype" devLabel="Subtype" translation="하위 유형"/>
	<label commandName="RigidBodyUx" devLabel="Ux" translation="Ux"/>
	<label commandName="RigidBodyUy" devLabel="Uy" translation="Uy"/>
	<label commandName="RigidBodyUz" devLabel="Uz" translation="Uz"/>
	<label commandName="Select Bolt Head" devLabel="Select location of bolt head (circular edge)" translation="볼트 헤드 위치 선택(원형 모서리)"/>
	<label commandName="Select End Point" devLabel="Select End Point" translation="끝점 선택"/>
	<label commandName="Select Nut" devLabel="Select location of nut (circular edge or planar face)" translation="너트 위치 선택(원형 모서리 또는 평면형 면)"/>
	<label commandName="Select Threads" devLabel="Select location of threads (only cylindrical face)" translation="스레드 위치 선택(원통형 면만)"/>
	<label commandName="SelectionInputSimpleStyleTail" devLabel="selected" translation="선택됨"/>
	<label commandName="SimAccelerationComponentsGroup" devLabel="Acceleration Components" translation="가속도 구성요소"/>
	<label commandName="SimAngularAccelUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimAngularAccelUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimAngularAccelerationBodyLoadMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimAngularAccelerationBodyLoadType" devLabel="Acceleration" translation="가속도"/>
	<label commandName="SimAngularBodyLoad" devLabel="Angular Global Load" translation="각도 전역 하중"/>
	<label commandName="SimAngularBodyLoadAxisLocationRef" devLabel="Select geometry to define both the direction and location (linear edge, cylindrical face)." translation="방향 및 위치를 모두 정의할 형상(선형 모서리, 원통형 면)을 선택합니다."/>
	<label commandName="SimAngularBodyLoadComp" devLabel="Select parts/bodies to add angular body load" translation="각 본체 하중을 추가할 부품/본체 선택"/>
	<label commandName="SimAngularBodyLoadDesc1" devLabel="Applies an angular velocity and/or acceleration to the entire model, to represent centrifugal and tangential forces such as those experienced by a spinning wheel." translation="전체 모형에 각속도 및/또는 가속도를 적용하여 회전하는 휠에서 발생하는 것과 같은 원심력 및 접선력을 나타냅니다."/>
	<label commandName="SimAngularBodyLoadDesc2" devLabel="Select faces or edges to define the direction and location references of the applied load." translation="면 또는 모서리를 선택하여 적용된 하중의 방향 및 위치 참조를 정의합니다."/>
	<label commandName="SimAngularBodyLoadEdit" devLabel="Edit Angular Global Load" translation="각도 전역 하중 편집"/>
	<label commandName="SimAngularBodyLoadNormalLocationRef" devLabel="Select geometry to specify the location (planar face, edge or vertex)." translation="형상을 선택하여 위치(평면형 면, 모서리 또는 꼭지점)를 지정합니다."/>
	<label commandName="SimAngularBodyLoadTipsAndTricksDesc" devLabel="" translation=""/>
	<label commandName="SimAngularBodyLoadTipsAndTricksTips" devLabel="Start by selecting the components on which the angular load acts. Specify the angular velocity and angular acceleration components. Set the location by selecting a surface to be the Location Reference. Set the direction by setting the direction reference. Click the arrow in the desired direction, and drag it into position." translation="먼저 각도 하중이 작용하는 구성요소를 선택합니다. 각속도 및 각 가속도 구성요소를 지정합니다. 위치 참조로 사용할 곡면을 선택하여 위치를 설정합니다. 방향 참조를 설정하여 방향을 설정합니다. 원하는 방향으로 화살표를 클릭하고 해당 위치로 끕니다."/>
	<label commandName="SimAngularBodyLoadTipsAndTricksTitle" devLabel="Angular Global Load Information" translation="각도 전역 하중 정보"/>
	<label commandName="SimAngularBodyLoadX" devLabel="X" translation="X"/>
	<label commandName="SimAngularBodyLoadY" devLabel="Y" translation="Y"/>
	<label commandName="SimAngularBodyLoadZ" devLabel="Z" translation="Z"/>
	<label commandName="SimAngularGlobalLoad" devLabel="Angular Global Load" translation="각도 전역 하중"/>
	<label commandName="SimAngularGlobalLoadEdit" devLabel="Edit Angular Global Load" translation="각도 전역 하중 편집"/>
	<label commandName="SimAngularGlobalLoadNormalDirectionRef" devLabel="Select planar face to specify the direction of global load" translation="전역 하중 방향을 지정할 평면형 면 선택"/>
	<label commandName="SimAngularVelocityBodyLoadMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimAngularVelocityBodyLoadType" devLabel="Velocity" translation="속도"/>
	<label commandName="SimAngularVelocityUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimAttributesEditItem" devLabel="Edit" translation="편집"/>
	<label commandName="SimAutoPointMassDesc1" devLabel="Use Auto Point Mass to represent the effects of an existing component in the simulation model. This is useful for simplifying the simulation model." translation="시뮬레이션 모형에서 기존 구성요소의 효과를 나타내려면 자동 점질량을 사용합니다. 이 옵션은 시뮬레이션 모형을 단순화하는 데 유용합니다."/>
	<label commandName="SimAutoPointMassDesc2" devLabel="To assign a point mass, select the geometric item on which the point mass acts." translation="점질량을 지정하려면 점질량이 작용하는 형상 항목을 선택합니다."/>
	<label commandName="SimAutoPointMassTipsAndTricksDesc" devLabel="Uncheck the &lt;b&gt;Hide Parts/Bodies&lt;/b&gt; to be able to un-select the selected &lt;b&gt;Parts/Bodies&lt;/b&gt;." translation="선택한 &lt;b&gt;부품/본체&lt;/b&gt;를 선택 취소하려면 &lt;b&gt;부품/본체 숨기기&lt;/b&gt;를 선택 취소합니다."/>
	<label commandName="SimAutoPointMassTipsAndTricksTips" devLabel="To assign a point mass, select the geometric item on which the point mass acts. Select either a geometry (face or edge), or select whole parts/bodies." translation="점질량을 지정하려면 점질량이 작동하는 형상 항목을 선택합니다. 형상(면 또는 모서리)을 선택하거나 전체 부품/본체를 선택합니다."/>
	<label commandName="SimAutoPointMassTipsAndTricksTitle" devLabel="Point Mass (auto) Information" translation="점질량(자동) 정보"/>
	<label commandName="SimAxialUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimAxisAngleGroup" devLabel="Axis Angle" translation="축 각도"/>
	<label commandName="SimAxisLocationGroup" devLabel="Axis Location" translation="축 위치"/>
	<label commandName="SimBaseExcitationBodiesSelection" devLabel="Bodies" translation="본체"/>
	<label commandName="SimBaseExcitationDirection" devLabel="Flip Direction" translation="방향 반전"/>
	<label commandName="SimBaseExcitationFlipSide" devLabel="Flip Side" translation="측면 반전"/>
	<label commandName="SimBaseExcitationMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimBaseExcitationMagnitudeCurve" devLabel="Magnitude Curve" translation="크기 곡선"/>
	<label commandName="SimBaseExcitationMultiplier" devLabel="Multiplier curve" translation="승수 곡선"/>
	<label commandName="SimBaseExcitationPhase" devLabel="Phase" translation="단계"/>
	<label commandName="SimBaseExcitationReferenceInput" devLabel="Reference" translation="참조"/>
	<label commandName="SimBaseExcitationSelection" devLabel="Selection" translation="선택"/>
	<label commandName="SimBaseExcitationTimeDep" devLabel="Time Dependent" translation="시간 종속"/>
	<label commandName="SimBaseExcitationTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimBearingLoadCommand" devLabel="Bearing Load" translation="베어링 하중"/>
	<label commandName="SimBearingLoadDesc1" devLabel="Use a Bearing load to simulate the compressive load distribution between a shaft and bearing bushings." translation="베어링 하중을 사용하여 샤프트와 베어링 부싱 간의 압축 하중 분산을 시뮬레이션합니다."/>
	<label commandName="SimBearingLoadDesc2" devLabel="A Bearing load employs a parabolic load distribution, which is different from the uniform distribution used in a Force load." translation="베어링 하중에는 힘 하중에 사용되는 균일한 분포와는 다른 포물선형 하중 분포가 사용됩니다."/>
	<label commandName="SimBearingLoadDesc3" devLabel="Note that Bearing loads can only be applied to cylindrical faces." translation="베어링 하중은 원통형 면에만 적용할 수 있습니다."/>
	<label commandName="SimBearingLoadPerEntity" devLabel="Load Per Entity" translation="도면요소당 하중"/>
	<label commandName="SimBearingMagnitudeCurve" devLabel="Magnitude Curve" translation="크기 곡선"/>
	<label commandName="SimBearingMultiplierCurve" devLabel="Multiplier Curve" translation="승수 곡선"/>
	<label commandName="SimBearingPhase" devLabel="Phase" translation="단계"/>
	<label commandName="SimBearingTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimBodyLoadAlreadyExistsWarning" devLabel="WARNING: The %1% already contains %2%. Only one %2% is allowed." translation="경고: %1%에 %2%이(가) 이미 있습니다. %2%은(는) 하나만 허용됩니다."/>
	<label commandName="SimBodyLoadComponentsInput" devLabel="Bodies" translation="본체"/>
	<label commandName="SimBodyLoadDirectionReferenceInput" devLabel="Direction Reference" translation="방향 참조"/>
	<label commandName="SimBodyLoadDirectionType" devLabel="Direction Type" translation="방향 유형"/>
	<label commandName="SimBodyLoadEntities" devLabel="Select face or edge to specify the direction of global load" translation="면 또는 모서리를 선택하여 전역 하중 방향 지정"/>
	<label commandName="SimBodyLoadEntitiesInput" devLabel="Reference" translation="참조"/>
	<label commandName="SimBodyLoadLocationReferenceInput" devLabel="Location Reference" translation="위치 참조"/>
	<label commandName="SimBodyLoadRotationTransformCommandInput" devLabel="Rotation" translation="회전"/>
	<label commandName="SimBodyLoadTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimBodyLoadTranslationTransformCommandInput" devLabel="Translation" translation="변환"/>
	<label commandName="SimBodyloadGraph" devLabel="Multiplier" translation="승수"/>
	<label commandName="SimBodyloadTimeDep" devLabel="Time Dependent" translation="시간 종속"/>
	<label commandName="SimBoltConnector" devLabel="Bolt Connector" translation="볼트 커넥터"/>
	<label commandName="SimBoundarySizeGroup" devLabel="Boundary Size" translation="경계 크기"/>
	<label commandName="SimCentroidLocation" devLabel="Centroid Location" translation="중심 위치"/>
	<label commandName="SimCentroidOffsetGroup" devLabel="Centroid Offset" translation="중심 간격띄우기"/>
	<label commandName="SimCentroidOffsetInputX" devLabel="X-Axis" translation="X축"/>
	<label commandName="SimCentroidOffsetInputY" devLabel="Y-Axis" translation="Y축"/>
	<label commandName="SimCentroidOffsetInputZ" devLabel="Z-Axis" translation="Z축"/>
	<label commandName="SimCentroidPointInput" devLabel="Centroid Point" translation="중심점"/>
	<label commandName="SimCommandUnitSystemName" devLabel="Override Unit System" translation="단위 시스템 재지정"/>
	<label commandName="SimConnectorBoltDesc1" devLabel="Characterizes a bolted connection between two bodies." translation="두 본체 간의 볼트 연결을 특성화합니다."/>
	<label commandName="SimConnectorBoltDesc2" devLabel="Use bolt connectors to mathematically represent threaded fasteners that hold together an assembly. Avoid spending time and effort to produce, mesh, and solve solid models of fastener parts." translation="볼트 커넥터를 사용하여 조립품을 함께 고정하는 스레드 조임쇠를 수학적으로 나타냅니다. 조임쇠 부품의 솔리드 모형을 생성, 메쉬 및 해석하는 데 시간과 노력을 소비하지 않아도 됩니다."/>
	<label commandName="SimConnectorBoltDesc3" devLabel="Specify the subtype as a nut or threaded hole bolt type of connection. You can include an optional washer at either end. Enter the size, preload and material of the bolt to ensure accurate representation of the connection." translation="하위 유형을 너트 또는 스레드 홀 볼트 연결 유형으로 지정합니다. 한쪽 끝에 선택적 워셔를 포함할 수 있습니다. 연결의 정확한 표현을 위해 볼트의 크기, 사전 하중 및 재료를 입력합니다."/>
	<label commandName="SimConnectorBoltTipsAndTricksDesc" devLabel="The amount of elements required to accurately capture threads and the modeling time to align bolt threads to hole threads can all be avoided by using Bolt Connectors." translation="볼트 커넥터를 사용하여 스레드를 정확하게 캡처하는 데 필요한 요소 양과 볼트 스레드를 홀 스레드에 정렬하는 모델링 시간을 모두 피할 수 있습니다."/>
	<label commandName="SimConnectorBoltTipsAndTricksTips" devLabel="Head and nut locations can only be applied to circular edges. Select a cylindrical surface to indicate thread location." translation="헤드 및 너트 위치는 원형 모서리에만 적용할 수 있습니다. 스레드 위치를 나타낼 원통형 곡면을 선택하십시오."/>
	<label commandName="SimConnectorBoltTipsAndTricksTitle" devLabel="Bolt Connector Information" translation="볼트 커넥터 정보"/>
	<label commandName="SimConnectorRigidBodyDesc1" devLabel="Rigidly connect a vertex on a body to faces, edges or vertices on another body" translation="본체 위의 꼭지점을 다른 본체의 면, 모서리 또는 꼭지점에 단단히 연결"/>
	<label commandName="SimConnectorRigidBodyDesc2" devLabel="There are two subtypes of rigid body connectors, this should be specified first. The second selection will be a vertex. The third selection can include one or more faces, edges, or vertices:" translation="강체 커넥터의 하위 유형이 두 개 있으므로 이 유형을 먼저 지정해야 합니다. 두 번째 선택 항목은 꼭지점입니다. 세 번째 선택 항목에는 하나 이상의 면, 모서리 또는 꼭지점이 포함될 수 있습니다."/>
	<label commandName="SimConnectorRigidBodyDesc3" devLabel="Rigid body: The first vertex selected is the Anchor Point, which is the independent vertex. The motion of the entities in the second set is dependent on the motion of the Anchor Point. The dependent entities move exactly as the independent vertex moves." translation="강체: 선택한 첫 번째 꼭지점은 독립적인 꼭지점인 앵커 점입니다. 두 번째 세트의 도면요소 동작은 앵커 점의 동작에 따라 다릅니다. 종속 도면요소는 독립 꼭지점이 이동하면 정확하게 이동합니다."/>
	<label commandName="SimConnectorRigidBodyDesc4" devLabel="Interpolation: The first vertex you select is a Reference Point. The items in the second selection are independent entities to average. In this case, the Reference Point is the dependent entity (its motion is controlled by the motion of the independent entities). The weighted average of the displacement of the independent entitites is applied to the reference point." translation="보간: 선택한 첫 번째 꼭지점은 참조 점입니다. 두 번째 선택 영역의 항목은 평균을 구할 독립적인 도면요소입니다. 이 경우 참조 점은 독립 도면요소(해당 동작은 독립 도면요소의 동작에 의해 제어됨)입니다. 독립 도면요소의 변위 가중 평균이 참조 점에 적용됩니다."/>
	<label commandName="SimConnectorRigidBodyTipsAndTricksDesc" devLabel="Vertices must be specified on a 3D object. Creating a small cone or block can be useful to further reduce the complexity of your model." translation="꼭지점은 3D 객체에 지정해야 합니다. 모형의 복잡성을 좀 더 줄이는 데 작은 원추 또는 블록을 작성하는 것이 유용할 수 있습니다."/>
	<label commandName="SimConnectorRigidBodyTipsAndTricksTips" devLabel="Note: You can connect an Anchor Point or Reference point on a body to a set of faces, edges, or vertices on the same body (for example to represent a brace or strut that reinforces the body." translation="참고: 본체의 앵커 점이나 참조 점을 동일한 본체의 면, 모서리 또는 꼭지점 세트에 연결할 수 있습니다(예: 본체를 강화하는 버팀기둥 또는 스트러트를 나타내기 위해)."/>
	<label commandName="SimConnectorRigidBodyTipsAndTricksTitle" devLabel="Rigid Body Connector Information" translation="강체 커넥터 정보"/>
	<label commandName="SimConnectorSpringDesc1" devLabel="Provides an elastic connection between two vertices." translation="두 꼭지점 간에 탄성 연결을 제공합니다."/>
	<label commandName="SimConnectorSpringDesc2" devLabel="A spring can connect two vertices on the same part or two different parts." translation="스프링은 같은 부품 또는 두 개의 다른 부품에 있는 두 개의 꼭지점을 연결할 수 있습니다."/>
	<label commandName="SimConnectorSpringTipsAndTricksDesc" devLabel="The amount of elements required to accurately capture the long thin helical geometry of a spring can be avoided by using a Spring Connector." translation="스프링 커넥터를 사용하여 스프링의 길고 얇은 나선형 형상을 정확하게 캡처하는 데 필요한 요소의 양을 피할 수 있습니다."/>
	<label commandName="SimConnectorSpringTipsAndTricksTips" devLabel="Select the two vertices that would be the spring endpoints then add the performance criteria of the spring." translation="스프링 끝점이 될 두 개의 꼭지점을 선택한 다음, 스프링의 성능 기준을 추가합니다."/>
	<label commandName="SimConnectorSpringTipsAndTricksTitle" devLabel="Spring Connector Information" translation="스프링 커넥터 정보"/>
	<label commandName="SimConnectorTypeBoltItem" devLabel="Bolt" translation="볼트"/>
	<label commandName="SimConnectorTypeRigidBodyItem" devLabel="RigidBody" translation="RigidBody"/>
	<label commandName="SimConnectorTypeSpringItem" devLabel="Spring" translation="스프링"/>
	<label commandName="SimConnectorsTypeDropDownInput" devLabel="Connector Type" translation="커넥터 유형"/>
	<label commandName="SimConstrainDirectionAngle" devLabel="Angle (user input)" translation="각도(사용자 입력)"/>
	<label commandName="SimConstrainDirectionNormal" devLabel="Normal" translation="일반"/>
	<label commandName="SimConstrainDirectionReference" devLabel="Reference" translation="참조"/>
	<label commandName="SimConstrainDirectionType" devLabel="Direction Type" translation="방향 유형"/>
	<label commandName="SimConstrainXYZDirectionComponents" devLabel="Components (x, y, z)" translation="구성요소(x, y, z)"/>
	<label commandName="SimConstraintAlphaX" devLabel="AlphaX" translation="알파X"/>
	<label commandName="SimConstraintAlphaY" devLabel="AlphaY" translation="알파Y"/>
	<label commandName="SimConstraintAlphaZ" devLabel="AlphaZ" translation="알파Z"/>
	<label commandName="SimConstraintAx" devLabel="Axial" translation="깊이"/>
	<label commandName="SimConstraintFixedDesc1" devLabel="Prevent displacement of one or more entities." translation="하나 이상의 도면요소 변위를 방지합니다."/>
	<label commandName="SimConstraintFixedDesc2" devLabel="By default, a Fixed constraint prevents movement in all directions. Use the Axis buttons to allow movement in specified directions." translation="기본적으로 고정 구속조건을 사용하면 모든 방향으로 이동할 수 없습니다. 축 버튼을 사용하면 지정된 방향으로 이동할 수 있습니다."/>
	<label commandName="SimConstraintFrictionlessDesc1" devLabel="Prevent displacement normal to the selected face or faces." translation="하나 이상의 선택한 면에 수직인 변위를 방지합니다."/>
	<label commandName="SimConstraintFrictionlessDesc2" devLabel="Use Frictionless Constraints to allow movement in the plane of the assigned constraint, but not away from or into it." translation="지정된 구속조건의 평면 내에서의 이동을 허용하되 평면 밖에서 안으로 또는 안에서 밖으로 이동되지 않게 하려면 무마찰 구속조건을 사용하십시오."/>
	<label commandName="SimConstraintFrictionlessDesc3" devLabel="An example is an object on a track. The object can move along the track, but cannot separate from the track." translation="트랙의 객체를 예로 들 수 있습니다. 이 객체는 트랙을 따라 이동할 수 있지만 트랙에서 분리될 수 없습니다."/>
	<label commandName="SimConstraintMagUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimConstraintMagUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimConstraintOmegaX" devLabel="OmegaX" translation="오메가X"/>
	<label commandName="SimConstraintOmegaY" devLabel="OmegaY" translation="오메가Y"/>
	<label commandName="SimConstraintOmegaZ" devLabel="OmegaZ" translation="오메가Z"/>
	<label commandName="SimConstraintPinnedDesc1" devLabel="Prevent displacement of one or more cylindrical surfaces." translation="하나 이상의 원통형 곡면의 변위를 방지합니다."/>
	<label commandName="SimConstraintPinnedDesc2" devLabel="Use Pinned Constraints to prevent radial, axial, and/or tangential displacement of cylindrical surfaces." translation="원통형 곡면의 반지름, 축 및/또는 접선 변위를 방지하려면 핀 구속조건을 사용합니다."/>
	<label commandName="SimConstraintPinnedDesc3" devLabel="Radial pin constraints prevent the surface from colliding with or separating from the pin." translation="방사형 핀 구속조건을 적용하면 곡면이 핀과 충돌하거나 핀에서 분리되지 않습니다."/>
	<label commandName="SimConstraintPinnedDesc4" devLabel="Axial pin constraints prevent the surface from moving along the length of the pin." translation="축 핀 구속조건은 곡면이 핀 길이를 따라 이동하지 못하게 합니다."/>
	<label commandName="SimConstraintPinnedDesc5" devLabel="Tangential pin constraints prevent rotation about the circumference of the pin." translation="접선 핀 구속조건이 적용되면 핀의 원주를 따라 회전하지 않게 됩니다."/>
	<label commandName="SimConstraintPrescribedDisplacementDesc1" devLabel="Define specified displacement in selected directions." translation="선택한 방향에서 지정된 변위를 정의합니다."/>
	<label commandName="SimConstraintPrescribedDisplacementDesc2" devLabel="Use Prescribed Displacements to define exact displacement of one or more entities in certain directions. This is equivalent to the load pushing or pulling given entity by exactly same displacement." translation="규정된 변위를 사용하여 특정 방향에서 도면요소 하나 이상의 정확한 변위를 정의합니다. 이는 지정된 도면요소에 대해 정확히 동일한 변위만큼 하중을 밀거나 당기는 것과 같습니다."/>
	<label commandName="SimConstraintRad" devLabel="Radial" translation="측면"/>
	<label commandName="SimConstraintRx" devLabel="Rx" translation="Rx"/>
	<label commandName="SimConstraintRxVal" devLabel="Rx" translation="Rx"/>
	<label commandName="SimConstraintRy" devLabel="Ry" translation="Ry"/>
	<label commandName="SimConstraintRyVal" devLabel="Ry" translation="Ry"/>
	<label commandName="SimConstraintRz" devLabel="Rz" translation="Rz"/>
	<label commandName="SimConstraintRzVal" devLabel="Rz" translation="Rz"/>
	<label commandName="SimConstraintTan" devLabel="Tangential" translation="접선"/>
	<label commandName="SimConstraintTx" devLabel="Ux" translation="Ux"/>
	<label commandName="SimConstraintTxVal" devLabel="Ux" translation="Ux"/>
	<label commandName="SimConstraintTy" devLabel="Uy" translation="Uy"/>
	<label commandName="SimConstraintTyVal" devLabel="Uy" translation="Uy"/>
	<label commandName="SimConstraintType" devLabel="Type" translation="유형"/>
	<label commandName="SimConstraintTypeFixed" devLabel="Fixed" translation="고정"/>
	<label commandName="SimConstraintTypeFrictionless" devLabel="Frictionless" translation="무마찰"/>
	<label commandName="SimConstraintTypePinned" devLabel="Pin" translation="핀"/>
	<label commandName="SimConstraintTypePrescribedDisplacement" devLabel="Prescribed Displacement" translation="규정된 변위"/>
	<label commandName="SimConstraintTypeRemote" devLabel="Remote" translation="원격"/>
	<label commandName="SimConstraintTz" devLabel="Uz" translation="Uz"/>
	<label commandName="SimConstraintTzVal" devLabel="Uz" translation="Uz"/>
	<label commandName="SimConstraintUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimConstraintUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimDefaultSelectionInputText" devLabel="Select" translation="선택"/>
	<label commandName="SimDirectionOffsetDistanceInput" devLabel="Offset Distance" translation="간격띄우기 거리"/>
	<label commandName="SimDirectionReferenceInput" devLabel="Reference" translation="참조"/>
	<label commandName="SimDirectionRotateInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimDisplacementConstraintCmd" devLabel="Prescribed Displacement" translation="규정된 변위"/>
	<label commandName="SimDropTestDirectionTypeStart" devLabel="Direction" translation="방향"/>
	<label commandName="SimDropTestFloorCustom" devLabel="Custom" translation="사용자 설정"/>
	<label commandName="SimDropTestFloorRigid" devLabel="Rigid" translation="고정"/>
	<label commandName="SimDropTestHeight" devLabel="Height" translation="높이"/>
	<label commandName="SimDropTestHeightStart" devLabel="Drop Height" translation="낙하 높이"/>
	<label commandName="SimDropTestLeftAngleO" devLabel="Left Angle" translation="왼쪽 각도"/>
	<label commandName="SimDropTestModelPositionCommand" devLabel="Position" translation="위치"/>
	<label commandName="SimDropTestPlanarPlane" devLabel="Planar" translation="평면형"/>
	<label commandName="SimDropTestPlaneCommand" devLabel="Floor" translation="바닥"/>
	<label commandName="SimDropTestPlaneLeftDistance" devLabel="Left Distance" translation="왼쪽 거리"/>
	<label commandName="SimDropTestPlaneRightDistance" devLabel="Right Distance" translation="오른쪽 거리"/>
	<label commandName="SimDropTestRightAngle" devLabel="Right Angle" translation="오른쪽 각도"/>
	<label commandName="SimDropTestVPlane" devLabel="Three Segment" translation="세 개 세그먼트"/>
	<label commandName="SimEdit BoltConnector" devLabel="Edit Bolt Connector" translation="볼트 커넥터 편집"/>
	<label commandName="SimEditAngularBodyLoad" devLabel="Edit Angular Load" translation="각도 하중 편집"/>
	<label commandName="SimEditConstraintCmd" devLabel="Edit Structural Constraint" translation="구조적 구속조건 편집"/>
	<label commandName="SimEditDropTestModelPositionCommand" devLabel="Position" translation="위치"/>
	<label commandName="SimEditDropTestPlaneCommand" devLabel="Edit Floor" translation="바닥 편집"/>
	<label commandName="SimEditFlowVelocityCommand" devLabel="Edit Flow Velocity" translation="흐름 속도 편집"/>
	<label commandName="SimEditHarmonicLoad" devLabel="Edit Harmonic Load" translation="파형 하중 편집"/>
	<label commandName="SimEditInletFlowRateCommand" devLabel="Edit Flow Rate" translation="유량 편집"/>
	<label commandName="SimEditLinearBodyLoad" devLabel="Edit Linear Global Load" translation="선형 전역 하중 편집"/>
	<label commandName="SimEditPointAutoMass" devLabel="Edit Point Mass" translation="점질량 편집"/>
	<label commandName="SimEditPointMassManual" devLabel="Edit Point Mass" translation="점질량 편집"/>
	<label commandName="SimEditPreserveBoundaryCmd" devLabel="Edit Preserved Region" translation="유지된 영역 편집"/>
	<label commandName="SimEditRigidBodyConnector" devLabel="Edit Rigid Body Connector" translation="강체 커넥터 편집"/>
	<label commandName="SimEditSpringConnector" devLabel="Edit Spring Connector" translation="스프링 커넥터 편집"/>
	<label commandName="SimEditStructuralLoad" devLabel="Edit Structural Load" translation="구조 하중 편집"/>
	<label commandName="SimEditSymmetryPlaneCmd" devLabel="Edit Symmetry Plane" translation="대칭 평면 편집"/>
	<label commandName="SimEditTransientStructuralLoad" devLabel="Edit Transient Structural Load" translation="과도 구조 하중 편집"/>
	<label commandName="SimEnclosureAligned" devLabel="Aligned" translation="정렬"/>
	<label commandName="SimEnclosureBoundaryShapeInput" devLabel="Boundary Shape" translation="경계 형상"/>
	<label commandName="SimEnclosureBox" devLabel="Box" translation="상자"/>
	<label commandName="SimEnclosureCylinder" devLabel="Cylinder" translation="원통"/>
	<label commandName="SimEnclosureShapeDirectionInput" devLabel="Shape Direction" translation="형상 방향"/>
	<label commandName="SimEnclosureSizeInputX" devLabel="X-Axis" translation="X축"/>
	<label commandName="SimEnclosureSizeInputY" devLabel="Y-Axis" translation="Y축"/>
	<label commandName="SimEnclosureSizeInputZ" devLabel="Z-Axis" translation="Z축"/>
	<label commandName="SimEnclosureSizeRadius" devLabel="Radius" translation="반지름"/>
	<label commandName="SimEnclosureSphere" devLabel="Sphere" translation="구"/>
	<label commandName="SimEnclosureXAxis" devLabel="X-Axis" translation="X축"/>
	<label commandName="SimEnclosureYAxis" devLabel="Y-Axis" translation="Y축"/>
	<label commandName="SimEnclosureZAxis" devLabel="Z-Axis" translation="Z축"/>
	<label commandName="SimExplicitInitialAngularBodyLoad" devLabel="Initial Angular Velocity" translation="초기 각속도"/>
	<label commandName="SimExplicitInitialAngularBodyLoadComp" devLabel="Select parts/bodies to add initial angular velocity" translation="초기 각속도를 추가할 부품/본체 선택"/>
	<label commandName="SimExplicitInitialAngularBodyLoadDesc1" devLabel="Apply rotational motion to a body at the start of the analysis" translation="해석 시작 시 본체에 회전 동작 적용"/>
	<label commandName="SimExplicitInitialAngularBodyLoadDirCompInput" devLabel="Direction Components" translation="방향 구성요소"/>
	<label commandName="SimExplicitInitialAngularBodyLoadDirCompX" devLabel="X" translation="X"/>
	<label commandName="SimExplicitInitialAngularBodyLoadDirCompY" devLabel="Y" translation="Y"/>
	<label commandName="SimExplicitInitialAngularBodyLoadDirCompZ" devLabel="Z" translation="Z"/>
	<label commandName="SimExplicitInitialAngularBodyLoadEdit" devLabel="Edit Initial Angular Velocity" translation="초기 각속도 편집"/>
	<label commandName="SimExplicitInitialAngularBodyLoadNormalDirectionRef" devLabel="Select planar face to specify the direction of initial angular velocity" translation="초기 각속도의 방향을 지정할 평면형 면 선택"/>
	<label commandName="SimExplicitInitialAngularBodyLoadTipsAndTricksTips" devLabel="Start by selecting the bodies on which the load acts. Specify the magnitude and set the direction either by direction components through vectors option or by selecting a face, edge or vertex as a location reference and a face as a direction reference through Normal option or by selecting an edge as a location reference through the Axis option." translation="먼저 하중이 작용하는 본체를 선택합니다. 크기를 지정하고 벡터를 통해 방향 구성요소를 사용하여 방향을 설정하거나, 면, 모서리 또는 꼭지점을 위치 참조로 선택하고 법선 옵션을 통해 면을 방향 참조로 선택하거나, 축 옵션을 통해 모서리를 위치 참조로 선택하여 방향을 설정합니다."/>
	<label commandName="SimExplicitInitialAngularBodyLoadTipsAndTricksTitle" devLabel="Initial Angular Velocity Information" translation="초기 각속도 정보"/>
	<label commandName="SimFixedConstraintCmd" devLabel="Fixed" translation="고정"/>
	<label commandName="SimFloorMaterialGroup" devLabel="Floor Material" translation="바닥 재료"/>
	<label commandName="SimFloorStyleGroup" devLabel="Floor Type" translation="바닥 유형"/>
	<label commandName="SimFlowRate" devLabel="Flow Rate" translation="유량"/>
	<label commandName="SimFlowRateCommand" devLabel="Flow rate" translation="유량"/>
	<label commandName="SimFlowRateLoadPerEntity" devLabel="Load Per Entity" translation="도면요소당 하중"/>
	<label commandName="SimFlowRateSelectLocationForLoad" devLabel="Select location for load (planar face)." translation="하중 위치를 선택합니다(평면형 면)."/>
	<label commandName="SimFlowSourceLocation" devLabel="Select location for flow source (only planar faces)." translation="흐름 소스의 위치를 선택합니다(평면 면만 해당)."/>
	<label commandName="SimFlowVelocity" devLabel="Flow Velocity" translation="흐름 속도"/>
	<label commandName="SimFlowVelocityCommand" devLabel="Flow Velocity" translation="흐름 속도"/>
	<label commandName="SimFlowVelocityCurveMagnitude" devLabel="Curve Magnitude" translation="곡선 크기"/>
	<label commandName="SimFlowVelocityDirection" devLabel="Flip Direction" translation="방향 반전"/>
	<label commandName="SimFlowVelocityFlipSide" devLabel="Flip Side" translation="측면 반전"/>
	<label commandName="SimFlowVelocityMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimFlowVelocitySelectLocationForLoad" devLabel="Select location for load (planar face)." translation="하중 위치를 선택합니다(평면형 면)."/>
	<label commandName="SimFlowVelocityUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimFlowVelocitysUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimFluidCustom" devLabel="Custom" translation="사용자 설정"/>
	<label commandName="SimFluidDensity" devLabel="Density" translation="밀도"/>
	<label commandName="SimFluidDensityUnitsEnabler" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimFluidDensityUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimFluidDirectionAngle" devLabel="Angle(user input)" translation="각도(사용자 입력)"/>
	<label commandName="SimFluidDirectionDropDownInput" devLabel="Direction Options" translation="방향 옵션"/>
	<label commandName="SimFluidDirectionGravity" devLabel="Align to Gravity" translation="중력에 정렬"/>
	<label commandName="SimFluidDirectionReference" devLabel="Reference" translation="참조"/>
	<label commandName="SimFluidDirectionVectors" devLabel="Vectors" translation="벡터"/>
	<label commandName="SimFluidFlowOpeningLocation" devLabel="Select location for flow opening (only planar faces)." translation="흐름 개구부의 위치를 선택합니다(평면 면만 해당)."/>
	<label commandName="SimFluidFlowPressureLocation" devLabel="Select location for fluid pressure (only planar faces)." translation="유체 압력의 위치를 선택합니다(평면 면만 해당)."/>
	<label commandName="SimFluidFuel" devLabel="Fuel" translation="연료"/>
	<label commandName="SimFluidOil" devLabel="Oil" translation="오일"/>
	<label commandName="SimFluidSeaWater" devLabel="Sea Water" translation="해수"/>
	<label commandName="SimFluidTypeDropDownInput" devLabel="Fluid Type" translation="유체 유형"/>
	<label commandName="SimFluidWater" devLabel="Water" translation="물"/>
	<label commandName="SimForceCurveMagnitude" devLabel="Curve Magnitude" translation="곡선 크기"/>
	<label commandName="SimForceDirection" devLabel="Flip Direction" translation="방향 반전"/>
	<label commandName="SimForceDirectionType" devLabel="Direction Type" translation="방향 유형"/>
	<label commandName="SimForceLoadCommand" devLabel="Force" translation="힘"/>
	<label commandName="SimForceLoadDesc1" devLabel="Use a Force load to push or pull on an object. Forces can cause stress and deformation." translation="힘 하중을 사용하여 객체를 밀거나 당길 수 있습니다. 힘은 응력과 변형을 일으킬 수 있습니다."/>
	<label commandName="SimForceLoadDesc2" devLabel="Individually or multi-select faces, edges, or vertices and specify the load magnitude and direction. You cannot mix geometry types in your selection set. When you apply a Force load to multiple entities, the total magnitude of the force is distributed across the selected entities." translation="면, 모서리 또는 꼭지점을 개별적으로 선택하거나 다중 선택하고 하중 크기 및 방향을 지정합니다. 선택 세트에서 형상 유형은 혼합할 수 없습니다. 힘 하중을 여러 도면요소에 적용하면 힘의 총 크기가 선택한 도면요소에 분산됩니다."/>
	<label commandName="SimForceLoadDesc3" devLabel="To load a face involved in a contact, use a Pressure instead of a Force." translation="접촉에 관련된 면을 로드하려면 힘 대신 압력을 사용합니다."/>
	<label commandName="SimForceLoadPerEntity" devLabel="Force Per Entity" translation="도면요소당 힘"/>
	<label commandName="SimForceMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimForcePhase" devLabel="Phase" translation="단계"/>
	<label commandName="SimForcePositionTransformInput" devLabel="Position" translation="위치"/>
	<label commandName="SimForceTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimFrictionlessConstraintCmd" devLabel="Frictionless" translation="무마찰"/>
	<label commandName="SimGenerativeBoundarySelectionInput" devLabel="Bodies" translation="본체"/>
	<label commandName="SimGenerativeBoundarySelectionInputPrompt" devLabel="Select Bodies" translation="본체 선택"/>
	<label commandName="SimGenerativeEditObstacleOffsetCmdDef" devLabel="Edit Obstacle Offset" translation="장애물 간격띄우기 편집"/>
	<label commandName="SimGenerativeFluidSimCaseWithoutKeepin" devLabel="&lt;b&gt;No Fluid Preserve Geometry assigned&lt;/b&gt;&lt;br&gt;&lt;br&gt;Fluid Conditions can only be applied to Preserve Geometry bodies representing the minimum fluid volume that you need in the final shape of your fluid path.&lt;br&gt;&lt;br&gt;To assign a body as Fluid Preserve Geometry, click &lt;b&gt;OK&lt;/b&gt; and select a body in your model. You can then apply Fluid Conditions to that body.&lt;br&gt;&lt;br&gt;&lt;a href='%1%'&gt;Learn more&lt;/a&gt;" translation="&lt;b&gt;지정된 유체 유지 형상 없음&lt;/b&gt;&lt;br&gt;&lt;br&gt;유체 조건은 유체 경로의 최종 형상에 필요한 최소 유체 볼륨을 나타내는 유지 형상 바디에만 적용할 수 있습니다.&lt;br&gt;&lt;br&gt;바디를 유체 유지 형상으로 지정하려면 &lt;b&gt;확인&lt;/b&gt;을 클릭하고 모형에서 바디를 선택합니다. 그런 다음 해당 바디에 유체 조건을 적용할 수 있습니다.&lt;br&gt;&lt;br&gt;&lt;a href='%1%'&gt;자세히 알아보기&lt;/a&gt;"/>
	<label commandName="SimGenerativeKeepBoundaryCmdDef" devLabel="Preserve Geometry" translation="유지 형상"/>
	<label commandName="SimGenerativeKeepBoundaryCommandDesc1" devLabel="Assigns a preserve geometry to the selected body or bodies." translation="선택한 본체에 유지 형상을 지정합니다."/>
	<label commandName="SimGenerativeKeepBoundaryCommandDesc2" devLabel="Assign a preserve geometry to incorporate bodies in the final shape of the design. These bodies don't change during the generation of outcomes. They display in green on the canvas." translation="유지 형상을 지정하여 디자인의 최종 형상에 바디를 통합합니다. 이러한 바디는 결과 생성 중에 변경되지 않으며, 캔버스에 녹색으로 표시됩니다."/>
	<label commandName="SimGenerativeKeepBoundaryFluidsCmdDef" devLabel="Fluid Preserve Geometry" translation="유체 유지 형상"/>
	<label commandName="SimGenerativeKeepBoundaryFluidsCommandDesc1" devLabel="Assigns a preserve geometry to the selected body or bodies." translation="선택한 본체에 유지 형상을 지정합니다."/>
	<label commandName="SimGenerativeKeepBoundaryFluidsCommandDesc2" devLabel="Assign a preserve geometry to incorporate bodies in the final shape of the design. These bodies don't change during the generation of outcomes. They display in green on the canvas." translation="유지 형상을 지정하여 디자인의 최종 형상에 바디를 통합합니다. 이러한 바디는 결과 생성 중에 변경되지 않으며, 캔버스에 녹색으로 표시됩니다."/>
	<label commandName="SimGenerativeObstacleBoundaryCmdDef" devLabel="Obstacle Geometry" translation="장애물 형상"/>
	<label commandName="SimGenerativeObstacleBoundaryCommandDesc1" devLabel="Assigns an obstacle geometry to the selected body or bodies." translation="장애물 형상을 선택한 본체에 지정합니다."/>
	<label commandName="SimGenerativeObstacleBoundaryCommandDesc2" devLabel="Assign an obstacle geometry to bodies that represent empty spaces where material isn't placed during the generation of outcomes. These bodies display in red on the canvas." translation="결과 생성 중 재료가 배치되지 않은 빈 공간을 나타내는 바디에 장애물 형상을 지정합니다. 이러한 바디는 캔버스에서 빨간색으로 표시됩니다."/>
	<label commandName="SimGenerativeObstacleBoundaryFluidsCmdDef" devLabel="Solid Obstacle Geometry" translation="솔리드 장애물 형상"/>
	<label commandName="SimGenerativeObstacleBoundaryFluidsCommandDesc1" devLabel="Assigns an obstacle geometry to the selected body or bodies." translation="장애물 형상을 선택한 본체에 지정합니다."/>
	<label commandName="SimGenerativeObstacleBoundaryFluidsCommandDesc2" devLabel="Assign an obstacle geometry to bodies that represent empty spaces where fluid is not placed during the generation of an outcome(s). These bodies display in red on the canvas." translation="결과 생성 중 유체가 배치되지 않은 빈 공간을 나타내는 본체에 장애물 형상을 지정합니다. 이러한 본체는 캔버스에서 빨간색으로 표시됩니다."/>
	<label commandName="SimGenerativeObstacleInterferesPreserveHighlightCmd" devLabel="Highlight Obstacle Interferes Preserve." translation="장애물 간섭 유지를 강조 표시합니다."/>
	<label commandName="SimGenerativeObstacleOffsetCmdDef" devLabel="Obstacle Offset" translation="장애물 간격띄우기"/>
	<label commandName="SimGenerativeObstacleOffsetCommandDesc1" devLabel="Applies an obstacle offset to the selected body or bodies." translation="선택한 본체에 장애물 간격띄우기를 적용합니다."/>
	<label commandName="SimGenerativeObstacleOffsetCommandDesc2" devLabel="Use offsets to increase the size of obstacle geometry bodies without modifying the model geometry. You can apply one offset to a body." translation="모형 형상을 수정하지 않고 장애물 형상 본체의 크기를 늘리려면 간격띄우기를 사용합니다. 본체에 하나의 간격띄우기를 적용할 수 있습니다."/>
	<label commandName="SimGenerativeObstacleOffsetFluidsCmdDef" devLabel="Solid Obstacle Offset" translation="솔리드 장애물 간격띄우기"/>
	<label commandName="SimGenerativeObstacleOffsetFluidsCommandDesc1" devLabel="Applies an obstacle offset to the selected body or bodies." translation="선택한 본체에 장애물 간격띄우기를 적용합니다."/>
	<label commandName="SimGenerativeObstacleOffsetFluidsCommandDesc2" devLabel="Use offsets to increase the size of obstacle geometry bodies without modifying the model geometry. You can apply one offset to a body." translation="모형 형상을 수정하지 않고 장애물 형상 본체의 크기를 늘리려면 간격띄우기를 사용합니다. 본체에 하나의 간격띄우기를 적용할 수 있습니다."/>
	<label commandName="SimGenerativeObstacleOffsetSelectionInput" devLabel="Bodies" translation="본체"/>
	<label commandName="SimGenerativeObstacleOffsetValue" devLabel="Distance" translation="거리"/>
	<label commandName="SimGenerativeObstacleOffsetValueInputPrompt" devLabel="Select Obstacles" translation="장애물 선택"/>
	<label commandName="SimGenerativeSeedAddRemoveMaterial" devLabel="Add/Remove Material" translation="재료 추가/제거"/>
	<label commandName="SimGenerativeSeedAddRemoveMaterialTooltip" devLabel="Use when you have the flexibility to allow the material to leave the boundary of the starting shape. The generated design may contain areas that are smaller or larger than your starting shape." translation="재료가 시작 형상의 경계를 벗어날 수 있는 유연성이 있는 경우 사용합니다. 생성된 디자인에 시작 형상보다 작거나 큰 영역이 포함될 수 있습니다."/>
	<label commandName="SimGenerativeSeedGeometryGroup" devLabel="Geometry" translation="형상"/>
	<label commandName="SimGenerativeSeedOnlyRemoveMaterial" devLabel="Remove Material" translation="재료 제거"/>
	<label commandName="SimGenerativeSeedOnlyRemoveMaterialTooltip" devLabel="Use when the starting shape represents an existing design or boundary that can only be reduced. The generated design will not extend beyond the boundary of your starting shape." translation="시작 형상이 축소만 할 수 있는 기존 디자인 또는 경계를 나타내는 경우에 사용합니다. 생성된 디자인은 시작 형상의 경계를 넘어 확장되지 않습니다."/>
	<label commandName="SimGenerativeSeedOptionsGroup" devLabel="Options" translation="옵션"/>
	<label commandName="SimGenerativeSeedTargetCmdDef" devLabel="Starting Shape" translation="시작 형상"/>
	<label commandName="SimGenerativeSeedTargetCmdFluidsDef" devLabel="Fluid Starting Shape" translation="유체 시작 형상"/>
	<label commandName="SimGenerativeSeedTargetCommandDesc1" devLabel="Assigns a starting shape to the selected body." translation="선택한 본체에 시작 형상을 지정합니다."/>
	<label commandName="SimGenerativeSeedTargetCommandDesc2" devLabel="Assign a starting shape to treat a body as the initial shape from which the application generates outcomes. A starting shape is optional. The body displays in yellow on the canvas." translation="본체를 응용프로그램이 결과를 생성하는 초기 형상으로 처리할 시작 형상을 지정합니다. 시작 형상은 선택 사항입니다. 본체는 캔버스에 노란색으로 표시됩니다."/>
	<label commandName="SimGenerativeSeedTargetFluidsCommandDesc1" devLabel="Assigns a starting shape to the selected body." translation="선택한 본체에 시작 형상을 지정합니다."/>
	<label commandName="SimGenerativeSeedTargetFluidsCommandDesc2" devLabel="Assign a starting shape to treat a body as the initial shape from which the application generates an outcome(s). Using a starting shape is recommended. The body displays in yellow on the canvas." translation="본체를 해당 응용프로그램이 결과를 생성하는 초기 모양으로 취급하기 위해 시작 형상을 지정합니다. 시작 형상을 사용하는 것이 좋습니다. 본체가 캔버스에 노란색으로 표시됩니다."/>
	<label commandName="SimGenerativeSeedTargetSelectionInput" devLabel="Body" translation="본체"/>
	<label commandName="SimGenerativeSeedTargetSelectionInputPrompt" devLabel="Select Body" translation="본체 선택"/>
	<label commandName="SimGenerativeSimCaseWithoutKeepin" devLabel="&lt;b&gt;No Preserve Geometry assigned&lt;/b&gt;&lt;br&gt;&lt;br&gt;Design Conditions can only be applied to Preserve Geometry bodies representing the minimum geometry that you need in the final shape&lt;br&gt;of your design.&lt;br&gt;&lt;br&gt;To assign a body as Preserve Geometry, click &lt;b&gt;OK&lt;/b&gt; and select a body in your model. You can then apply Design Conditions to that body.&lt;br&gt;&lt;br&gt;&lt;a href='%1%'&gt;Learn more&lt;/a&gt;" translation="&lt;b&gt;지정된 유지 형상 없음&lt;/b&gt;&lt;br&gt;&lt;br&gt;디자인 조건은 디자인의 최종 형상에서 필요한 최소 형상을 나타내는 형상 유지 바디에만 적용할&lt;br&gt;수 있습니다.&lt;br&gt;&lt;br&gt;바디를 형상 유지로 지정하려면 &lt;b&gt;확인&lt;/b&gt;을 클릭하고 모형에서 바디를 선택합니다. 그런 다음 해당 바디에 디자인 조건을 적용할 수 있습니다.&lt;br&gt;&lt;br&gt;&lt;a href='%1%'&gt;자세히 알아보기&lt;/a&gt;"/>
	<label commandName="SimGenerativeSymmetryObstaclePlanesHighlightCmd" devLabel="Highlight invalid planes" translation="잘못된 평면 강조 표시"/>
	<label commandName="SimGenerativeSymmetryPlaneTargetCommandDesc1" devLabel="Defines a symmetry plane to generate symmetrical outcomes." translation="대칭 평면을 정의하여 대칭 결과를 생성합니다."/>
	<label commandName="SimGenerativeSymmetryPlaneTargetCommandDesc2" devLabel="Select a construction plane to define it as the symmetry plane. You can define one or more symmetry planes. It requires preserve and obstacle geometries to be symmetrical about the plane(s)." translation="생성 평면을 선택하여 대칭 평면으로 정의합니다. 하나 이상의 대칭 평면을 정의할 수 있습니다. 이 경우 유지 및 장애물 형상이 평면에 대해 대칭이어야 합니다."/>
	<label commandName="SimGenerativeSymmetryPlanesBoundaryCmdDef" devLabel="Symmetry Plane" translation="대칭 평면"/>
	<label commandName="SimGenerativeSymmetryPlanesBoundarySelectionInput" devLabel="Planes" translation="평면"/>
	<label commandName="SimGenerativeSymmetryPlanesSelectionInputPrompt" devLabel="Select Planes" translation="평면 선택"/>
	<label commandName="SimGenerativeSymmetryPreservePlanesHighlightCmd" devLabel="Highlight invalid planes" translation="잘못된 평면 강조 표시"/>
	<label commandName="SimGenerativeSymmetryTopologyPlanesHighlightCmd" devLabel="Highlight invalid planes" translation="잘못된 평면 강조 표시"/>
	<label commandName="SimGraphStep" devLabel="Step" translation="단계"/>
	<label commandName="SimGraphTime" devLabel="Time" translation="시간"/>
	<label commandName="SimGravityActivateCommand" devLabel="Toggle Gravity On" translation="중력 켜기"/>
	<label commandName="SimGravityActivateDesc1" devLabel="Enables you to unsuppress the gravity load." translation="중력 하중을 억제해제할 수 있습니다."/>
	<label commandName="SimGravityActivateDesc2" devLabel="By default, gravity acts in the negative Y direction. A symbol at the model origin indicates the direction of gravity. To modify the gravity magnitude or direction, use the &lt;b&gt;Edit Gravity&lt;/b&gt; command." translation="기본적으로 중력은 음의 Y 방향으로 작동합니다. 모형 원점의 기호는 중력의 방향을 나타냅니다. 중력 크기나 방향을 수정하려면 &lt;b&gt;중력 편집&lt;/b&gt; 명령을 사용하십시오."/>
	<label commandName="SimGravityCommand" devLabel="Edit Gravity" translation="중력 편집"/>
	<label commandName="SimGravityDeactivateCommand" devLabel="Toggle Gravity Off" translation="중력 끄기"/>
	<label commandName="SimGravityDeactivateDesc1" devLabel="Enables you to suppress the gravity load." translation="중력 하중을 억제할 수 있습니다."/>
	<label commandName="SimGravityDeactivateDesc2" devLabel="By default, gravity acts in the negative Y direction. A symbol at the model origin indicates the direction of gravity. To modify the gravity magnitude or direction, use the &lt;b&gt;Edit Gravity&lt;/b&gt; command." translation="기본적으로 중력은 음의 Y 방향으로 작동합니다. 모형 원점의 기호는 중력의 방향을 나타냅니다. 중력 크기나 방향을 수정하려면 &lt;b&gt;중력 편집&lt;/b&gt; 명령을 사용하십시오."/>
	<label commandName="SimGravityDesc1" devLabel="Modifies the magnitude and direction of the applied gravity." translation="적용된 중력의 크기 및 방향을 수정합니다."/>
	<label commandName="SimGravityDesc2" devLabel="Use as an alternative to realigning your model with the global coordinate system, when your model is not imported in the correct orientation." translation="모형을 올바른 방향으로 가져오지 않은 경우 전역 좌표계를 사용하여 모형을 재정렬하기 위한 대안으로 사용합니다."/>
	<label commandName="SimGravityTipsAndTricksDesc" devLabel="To edit the gravity direction, specify the vector in X, Y, and Z direction, or select the target geometry (face, edge, or vertex). &lt;br&gt; &lt;br&gt; An Angle option is available in the Direction Type drop-down once you select a target geometry." translation="중력 방향을 편집하려면 X, Y 및 Z 방향의 벡터를 지정하거나 대상 형상(면, 모서리 또는 꼭지점)을 선택합니다. &lt;br&gt; &lt;br&gt; 대상 형상을 선택하고 나면 방향 유형 드롭다운에서 각도 옵션을 사용할 수 있습니다."/>
	<label commandName="SimGravityTipsAndTricksTips" devLabel="By default, gravity is applied in the negative Y-axis direction and displays a glyph at the origin." translation="기본적으로 중력은 음의 Y축 방향으로 적용되며 원점에는 그림문자가 표시됩니다."/>
	<label commandName="SimGravityTipsAndTricksTitle" devLabel="Gravity Information" translation="중력 정보"/>
	<label commandName="SimGravityTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimHPFlipSide" devLabel="Flip Side" translation="측면 반전"/>
	<label commandName="SimHarmonicBaseExcitationCmd" devLabel="Base Excitation" translation="바닥 진동"/>
	<label commandName="SimHarmonicBearingLoadCommand" devLabel="Harmonic Bearing" translation="파형 베어링"/>
	<label commandName="SimHarmonicEditBaseExcitationCmd" devLabel="Edit Base Excitation" translation="바닥 진동 편집"/>
	<label commandName="SimHarmonicForceLoadCommand" devLabel="Harmonic Force" translation="파형 힘"/>
	<label commandName="SimHarmonicLoads" devLabel="Harmonic Loads" translation="파형 하중"/>
	<label commandName="SimHarmonicMomentLoadCommand" devLabel="Harmonic Moment" translation="파형 모멘트"/>
	<label commandName="SimHarmonicPressureLoadCommand" devLabel="Harmonic Pressure" translation="파형 압력"/>
	<label commandName="SimHarmonicRemoteForceLoadCommand" devLabel="Harmonic Remote Force" translation="파형 원격 힘"/>
	<label commandName="SimHydrostaticPressureLoad" devLabel="Hydrostatic Pressure" translation="정수압"/>
	<label commandName="SimHydrostaticPressureLoadDlgGravityCheck" devLabel="Hydrostatic Pressure requires Gravity to be on, so it will be turned on." translation="정수압을 사용하려면 중력이 설정되어 있어야 하므로 이 옵션이 켜집니다."/>
	<label commandName="SimInchImperialUnitSystemName" devLabel="U.S. (in)" translation="미국(in)"/>
	<label commandName="SimInfoAngularAccelerationBodyLoadTypeLabel" devLabel="Acceleration" translation="가속도"/>
	<label commandName="SimInfoAngularBodyLoadAngleLabel" devLabel="Angle" translation="각도"/>
	<label commandName="SimInfoAngularBodyLoadLocationLabel" devLabel="Location" translation="위치"/>
	<label commandName="SimInfoAngularVelocityBodyLoadTypeLabel" devLabel="Velocity" translation="속도"/>
	<label commandName="SimInfoLinearAccelerationBodyLoadTypeLabel" devLabel="Acceleration" translation="가속도"/>
	<label commandName="SimInfoLinearVelocityBodyLoadTypeLabel" devLabel="Velocity" translation="속도"/>
	<label commandName="SimInfoPointMassMassLabel" devLabel="Mass" translation="질량"/>
	<label commandName="SimInfoRemoteForceLocationLabel" devLabel="Location" translation="위치"/>
	<label commandName="SimInfoRemoteMomentLocationLabel" devLabel="Location" translation="위치"/>
	<label commandName="SimInletPressureItem" devLabel="Pressure" translation="압력"/>
	<label commandName="SimLimitTarget" devLabel="Limit Target" translation="대상 제한"/>
	<label commandName="SimLimitedAreaSpecifyRadius" devLabel="Specify radius of circle" translation="원의 반지름 지정"/>
	<label commandName="SimLinearAccelUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimLinearAccelUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimLinearAccelerationBodyLoadMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimLinearAccelerationBodyLoadType" devLabel="Acceleration" translation="가속도"/>
	<label commandName="SimLinearBodyLoad" devLabel="Linear Global Load" translation="선형 전역 하중"/>
	<label commandName="SimLinearBodyLoadComp" devLabel="Select parts/bodies to add linear acceleration global load" translation="선형 가속도 전역 하중을 추가할 부품/본체 선택"/>
	<label commandName="SimLinearBodyLoadDesc1" devLabel="Applies a linear acceleration to the entire model, to represent forces such as those experienced by a mass accelerating or decelerating in a straight line." translation="전체 모형에 선형 가속도를 적용하여 직선으로 가속 또는 감속하는 질량과 같은 힘을 나타냅니다."/>
	<label commandName="SimLinearBodyLoadDesc2" devLabel="Specify the acceleration direction by selecting a face normal to the direction of the load or by specifying an angle or a vector. " translation="하중 방향에 수직인 면을 선택하거나 각도 또는 벡터를 지정하여 가속도 방향을 지정합니다. "/>
	<label commandName="SimLinearBodyLoadEdit" devLabel="Edit Linear Global Load" translation="선형 전역 하중 편집"/>
	<label commandName="SimLinearBodyLoadTipsAndTricksDesc" devLabel="" translation=""/>
	<label commandName="SimLinearBodyLoadTipsAndTricksTips" devLabel="Start by selecting the components on which the load acts. Set the direction by selecting a reference face or edge normal to the force direction. Specify the magnitude or components." translation="먼저 하중이 작용하는 구성요소를 선택합니다. 힘 방향에 수직인 참조 면 또는 모서리를 선택하여 방향을 설정합니다. 크기 또는 구성요소를 지정합니다."/>
	<label commandName="SimLinearBodyLoadTipsAndTricksTitle" devLabel="Linear Global Load Information" translation="선형 전역 하중 정보"/>
	<label commandName="SimLinearBodyLoadX" devLabel="X" translation="X"/>
	<label commandName="SimLinearBodyLoadY" devLabel="Y" translation="Y"/>
	<label commandName="SimLinearBodyLoadZ" devLabel="Z" translation="Z"/>
	<label commandName="SimLinearGlobalBodyLoad" devLabel="Linear Global Load" translation="선형 전역 하중"/>
	<label commandName="SimLinearGlobalBodyLoadEdit" devLabel="Edit Linear Global Load" translation="선형 전역 하중 편집"/>
	<label commandName="SimLinearVelocityBodyLoadMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimLinearVelocityBodyLoadType" devLabel="Velocity" translation="속도"/>
	<label commandName="SimLinearVelocityUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimLoadAxialType" devLabel="Switch Axial" translation="축 전환"/>
	<label commandName="SimLoadCurveMagnitude" devLabel="Curve Magnitude" translation="곡선 크기"/>
	<label commandName="SimLoadDirection" devLabel="Flip Direction" translation="방향 반전"/>
	<label commandName="SimLoadDirectionAngle" devLabel="Angle (delta)" translation="각도(델타)"/>
	<label commandName="SimLoadDirectionAxis" devLabel="Axis" translation="축"/>
	<label commandName="SimLoadDirectionComponents" devLabel="Vectors (x, y, z)" translation="벡터(X, Y, Z)"/>
	<label commandName="SimLoadDirectionNormal" devLabel="Normal" translation="일반"/>
	<label commandName="SimLoadDirectionReference" devLabel="Reference" translation="참조"/>
	<label commandName="SimLoadDirectionType" devLabel="Direction Type" translation="방향 유형"/>
	<label commandName="SimLoadFlipSide" devLabel="Flip Side" translation="측면 반전"/>
	<label commandName="SimLoadFx" devLabel="Fx" translation="Fx"/>
	<label commandName="SimLoadFy" devLabel="Fy" translation="Fy"/>
	<label commandName="SimLoadFz" devLabel="Fz" translation="Fz"/>
	<label commandName="SimLoadImpactPoint" devLabel="Impact Point" translation="충격 점"/>
	<label commandName="SimLoadMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimLoadPointCoordInput" devLabel="Point Coordinates" translation="점 좌표"/>
	<label commandName="SimLoadRefPointInput" devLabel="Select Surface Point" translation="지곡면 점 선택"/>
	<label commandName="SimLoadRotationCenter" devLabel="Rotation Center" translation="회전 중심"/>
	<label commandName="SimLoadSelectCylFacesLocation" devLabel="Select location for load (only cylindrical faces)." translation="하중의 위치를 선택합니다(원통형 면만 해당)."/>
	<label commandName="SimLoadSelectEdgeLocation" devLabel="Select location(s) for load (only edges)." translation="하중의 위치를 선택합니다(모서리만)."/>
	<label commandName="SimLoadSelectFaceLocation" devLabel="Select location(s) for load (only faces)." translation="하중의 위치를 선택합니다(면만)."/>
	<label commandName="SimLoadSelectGeometry" devLabel="Select geometry to define direction (face, edge or vertex)." translation="방향을 정의할 형상을 선택합니다(면, 모서리 또는 꼭지점)."/>
	<label commandName="SimLoadSelectImpactPoint" devLabel="Select impact point." translation="충격 점을 선택합니다."/>
	<label commandName="SimLoadSelectLocation" devLabel="Select location(s) for load (face, edge or vertex)." translation="하중 위치를 선택합니다(면, 모서리 또는 꼭지점)."/>
	<label commandName="SimLoadSelectLocationForLoad" devLabel="Select location(s) for load (face, edge or vertex)." translation="하중 위치를 선택합니다(면, 모서리 또는 꼭지점)."/>
	<label commandName="SimLoadSelectReference" devLabel="Select reference for load (face or edge)." translation="하중의 참조를 선택합니다(면 또는 모서리)."/>
	<label commandName="SimLoadSelectReferenceForDropDirection" devLabel="Select reference for drop direction (face or edge)." translation="낙하 방향에 대한 참조(면 또는 모서리)를 선택합니다."/>
	<label commandName="SimLoadSelectReferencePoint" devLabel="Select a point (vertex)." translation="점(꼭지점)을 선택합니다."/>
	<label commandName="SimLoadSelectRotationCenter" devLabel="Select rotation center (vertex)." translation="회전 중심(꼭지점)을 선택합니다."/>
	<label commandName="SimLoadSelectShellEdgeLocation" devLabel="Select location(s) for load (only shell edges)." translation="하중 위치를 선택합니다(쉘 모서리에만 해당)."/>
	<label commandName="SimLoadSelectVertexLocation" devLabel="Select location(s) for load (only vertices)." translation="하중의 위치를 선택합니다(정점만)."/>
	<label commandName="SimLoadSelectionRef" devLabel="Reference" translation="참조"/>
	<label commandName="SimLoadSourceLocation" devLabel="Source Location" translation="소스 위치"/>
	<label commandName="SimLoadTorqueType" devLabel="Switch Torque" translation="회전 전환"/>
	<label commandName="SimLoadTypeBearingLoadItem" devLabel="Bearing Load" translation="베어링 하중"/>
	<label commandName="SimLoadTypeForceItem" devLabel="Force" translation="힘"/>
	<label commandName="SimLoadTypeGravityItem" devLabel="Gravity" translation="중력"/>
	<label commandName="SimLoadTypeHarmonicBearingItem" devLabel="Harmonic Bearing" translation="파형 베어링"/>
	<label commandName="SimLoadTypeHarmonicForceItem" devLabel="Harmonic Force" translation="파형 힘"/>
	<label commandName="SimLoadTypeHarmonicMomentItem" devLabel="Harmonic Moment" translation="파형 모멘트"/>
	<label commandName="SimLoadTypeHarmonicPressureItem" devLabel="Harmonic Pressure" translation="파형 압력"/>
	<label commandName="SimLoadTypeHydrostaticItem" devLabel="Hydrostatic Pressure" translation="정수압"/>
	<label commandName="SimLoadTypeMomentItem" devLabel="Moment" translation="모멘트"/>
	<label commandName="SimLoadTypePressureItem" devLabel="Pressure" translation="압력"/>
	<label commandName="SimLoadTypeRemoteForceItem" devLabel="Remote Force" translation="원격 힘"/>
	<label commandName="SimLoadTypeRemoteMomentItem" devLabel="Remote Moment" translation="원격 모멘트"/>
	<label commandName="SimLoadTypeTransientBearingItem" devLabel="Transient Bearing" translation="과도 베어링"/>
	<label commandName="SimLoadTypeTransientForceItem" devLabel="Transient Force" translation="과도 힘"/>
	<label commandName="SimLoadTypeTransientMomentItem" devLabel="Transient Moment" translation="과도 모멘트"/>
	<label commandName="SimLoadTypeTransientPressureItem" devLabel="Transient Pressure" translation="과도 압력"/>
	<label commandName="SimLoadTypeTransientRemoteForceItem" devLabel="Transient Remote" translation="과도 원격"/>
	<label commandName="SimLoadUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimLoadX" devLabel="X" translation="X"/>
	<label commandName="SimLoadXYZDirectionComponents" devLabel="Vectors (x, y, z)" translation="벡터(X, Y, Z)"/>
	<label commandName="SimLoadY" devLabel="Y" translation="Y"/>
	<label commandName="SimLoadZ" devLabel="Z" translation="Z"/>
	<label commandName="SimLoadsDesc1" devLabel="Applies structural loads to selected geometry." translation="선택한 형상에 구조 하중을 적용합니다."/>
	<label commandName="SimLoadsDesc2" devLabel="Individually or multi-select faces, edges, or vertices and specify the load magnitude and direction. You cannot mix geometry types in your selection set and some load types apply only to certain geometry types - for example, Moments only apply to faces." translation="면, 모서리 또는 꼭지점을 개별적으로 선택하거나 다중 선택하고 하중 크기 및 방향을 지정합니다. 선택 세트에서 형상 유형은 혼합할 수 없으며 일부 하중 유형은 특정 형상 유형에만 적용됩니다. 예를 들어, 모멘트는 면에만 적용됩니다."/>
	<label commandName="SimLoadsReferenceInput" devLabel="Direction Reference" translation="방향 참조"/>
	<label commandName="SimLoadsTypeDropDownInput" devLabel="Type" translation="유형"/>
	<label commandName="SimLoadsUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimMagnitudeConstraintAlphaxVal" devLabel="Magnitude AlphaX" translation="크기 알파X"/>
	<label commandName="SimMagnitudeConstraintAlphayVal" devLabel="Magnitude AlphaY" translation="크기 알파Y"/>
	<label commandName="SimMagnitudeConstraintAlphazVal" devLabel="Magnitude AlphaZ" translation="크기 알파Z"/>
	<label commandName="SimMagnitudeConstraintOmegaxVal" devLabel="Magnitude OmegaX" translation="크기 오메가X"/>
	<label commandName="SimMagnitudeConstraintOmegayVal" devLabel="Magnitude OmegaY" translation="크기 오메가Y"/>
	<label commandName="SimMagnitudeConstraintOmegazVal" devLabel="Magnitude OmegaZ" translation="크기 오메가Z"/>
	<label commandName="SimMagnitudeConstraintRxVal" devLabel="Magnitude Rx" translation="크기 Rx"/>
	<label commandName="SimMagnitudeConstraintRyVal" devLabel="Magnitude Ry" translation="크기 Ry"/>
	<label commandName="SimMagnitudeConstraintRzVal" devLabel="Magnitude Rz" translation="크기 Rz"/>
	<label commandName="SimMagnitudeConstraintTxVal" devLabel="Magnitude Ux" translation="크기 Ux"/>
	<label commandName="SimMagnitudeConstraintTyVal" devLabel="Magnitude Uy" translation="크기 Uy"/>
	<label commandName="SimMagnitudeConstraintTzVal" devLabel="Magnitude Uz" translation="크기 Uz"/>
	<label commandName="SimMagnitudeCurve" devLabel="Magnitude Curve" translation="크기 곡선"/>
	<label commandName="SimManualPointMassDesc1" devLabel="Use Manual Point Mass to represent the effects of a component or mass not included in the simulation model. Such a component should have very little effect on the model stiffness. " translation="시뮬레이션 모형에 포함되지 않은 구성요소 또는 질량의 효과를 나타내려면 수동 점질량을 사용합니다. 이러한 구성요소는 모형 강성에 거의 영향을 주지 않습니다. "/>
	<label commandName="SimManualPointMassDesc2" devLabel="After specifying the location on the model, specify its mass. Point masses are useful for reducing model complexity." translation="모형에서의 위치를 지정한 후 해당 질량을 지정합니다. 점질량은 모형 복잡도를 줄이는 데 유용합니다."/>
	<label commandName="SimManualPointMassTipsAndTricksDesc" devLabel="There are two ways to define the location of a point mass:&lt;br&gt;Use &lt;b&gt;Reference&lt;/b&gt; to position it relative to existing geometry. (You can select a face, edge, or vertex.)&lt;br&gt;Use &lt;b&gt;Absolute&lt;/b&gt; to define the position relative to the model origin." translation="다음 두 가지 방법으로 점질량의 위치를 정의할 수 있습니다.&lt;br&gt;&lt;b&gt;참조&lt;/b&gt;를 사용하면 기존 형상을 기준으로 배치할 수 있습니다(면, 모서리 또는 꼭지점을 선택할 수 있음).&lt;br&gt;&lt;b&gt;절대&lt;/b&gt;를 사용하면 모형 원점을 기준으로 위치를 정의할 수 있습니다."/>
	<label commandName="SimManualPointMassTipsAndTricksTips" devLabel="After defining the location of the Point Mass, select where it is attached to the model, and specify its mass.&lt;br&gt;For stress analyses, be sure to assign a gravity value." translation="점질량의 위치를 정의한 다음 점질량이 모형에 연결된 위치를 선택하고 해당 질량을 지정합니다.&lt;br&gt;응력 해석의 경우 중력 값을 지정해야 합니다."/>
	<label commandName="SimManualPointMassTipsAndTricksTitle" devLabel="Point Mass (Manual) Information" translation="점질량(수동) 정보"/>
	<label commandName="SimMaterialDensityInputType" devLabel="Mass per Unit Area" translation="단위 면적당 질량"/>
	<label commandName="SimMaterialFrictionCoeffInputType" devLabel="Friction Coefficient" translation="마찰 계수"/>
	<label commandName="SimMaterialInputType" devLabel="Material" translation="재료"/>
	<label commandName="SimMaterialStiffnessInputType" devLabel="Stiffness" translation="강성"/>
	<label commandName="SimMaterialThicknessInputType" devLabel="Thickness" translation="두께"/>
	<label commandName="SimModelPositionAngleStyle" devLabel="Angle" translation="각도"/>
	<label commandName="SimModelPositionImpactPointStyle" devLabel="Impact Point" translation="충격 점"/>
	<label commandName="SimModelPositionReferenceStyle" devLabel="Reference" translation="참조"/>
	<label commandName="SimModelPositionStyleInputType" devLabel="Direction Type" translation="방향 유형"/>
	<label commandName="SimMomentLoadCommand" devLabel="Moment" translation="모멘트"/>
	<label commandName="SimMomentLoadDesc1" devLabel="Use a Moment to apply a torque about an axis. Select the appropriate option for defining the axis of rotation." translation="모멘트를 사용하여 축에 대한 토크를 적용합니다. 회전 축을 정의하기 위한 적절한 옵션을 선택합니다."/>
	<label commandName="SimMomentLoadPerEntity" devLabel="Moment Per Entity" translation="도면요소당 모멘트"/>
	<label commandName="SimMomentLoadSelectFaceEdgeLocation" devLabel="Select location(s) for load (any face)." translation="하중의 위치를 선택합니다(면)."/>
	<label commandName="SimMomentLoadX" devLabel="Mx" translation="Mx"/>
	<label commandName="SimMomentLoadY" devLabel="My" translation="My"/>
	<label commandName="SimMomentLoadZ" devLabel="Mz" translation="Mz"/>
	<label commandName="SimMomentMagnitudeCurve" devLabel="Magnitude Curve" translation="크기 곡선"/>
	<label commandName="SimMomentMultiplierCurve" devLabel="Multiplier Curve" translation="승수 곡선"/>
	<label commandName="SimMomentPhase" devLabel="Phase" translation="단계"/>
	<label commandName="SimMomentTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimMultiplierCurve" devLabel="Multiplier Curve" translation="승수 곡선"/>
	<label commandName="SimNewCentroidSelect" devLabel="Select any point on face to be used as boundary centroid" translation="경계 중심으로 사용할 면의 점 선택"/>
	<label commandName="SimNewConstraintCmd" devLabel="Structural Constraints" translation="구조적 구속조건"/>
	<label commandName="SimNewConstraintCmdHintBody" devLabel="You can select more bodies." translation="더 많은 본체를 선택할 수 있습니다."/>
	<label commandName="SimNewConstraintCmdHintEdge" devLabel="You can select more edges." translation="모서리를 추가로 선택할 수 있습니다."/>
	<label commandName="SimNewConstraintCmdHintFace" devLabel="You can select more faces." translation="면을 추가로 선택할 수 있습니다."/>
	<label commandName="SimNewConstraintCmdHintNothing" devLabel="Select at least one entity." translation="하나 이상의 도면요소를 선택합니다."/>
	<label commandName="SimNewConstraintCmdHintNothingOnlyRigid" devLabel="Select at least one Rigid body." translation="하나 이상의 강체를 선택합니다."/>
	<label commandName="SimNewConstraintCmdHintNothingWithRigid" devLabel="Select at least one entity or Rigid body." translation="하나 이상의 도면요소 또는 강체를 선택합니다."/>
	<label commandName="SimNewConstraintCmdHintRigid" devLabel="You can select only one Rigid body." translation="강체를 하나만 선택할 수 있습니다."/>
	<label commandName="SimNewConstraintCmdHintRigidBody" devLabel="You can select more Rigid bodies." translation="더 많은 강체를 선택할 수 있습니다."/>
	<label commandName="SimNewConstraintCmdHintSelectFace" devLabel="Select at least one face." translation="하나 이상의 면을 선택합니다."/>
	<label commandName="SimNewConstraintCmdHintVertex" devLabel="You can select more vertices." translation="더 많은 꼭지점을 선택할 수 있습니다."/>
	<label commandName="SimNewConstraintDesc1" devLabel="Applies a fixed, pinned, frictionless, prescribed displacement or remote constraint to the selected geometry." translation="고정, 핀, 무마찰, 규정된 변위 또는 원격 구속조건을 선택한 형상에 적용합니다."/>
	<label commandName="SimNewConstraintDesc2" devLabel="You can apply constraints to multiple entities you select." translation="구속조건을 선택한 여러 도면요소에 적용할 수 있습니다."/>
	<label commandName="SimNewConstraintExplicitQuasiStaticDesc1" devLabel="Applies a fixed, pinned, or frictionless to the selected geometry." translation="고정, 핀 또는 무마찰 구속조건을 선택한 형상에 적용합니다."/>
	<label commandName="SimNewPreserveBoundaryCmd" devLabel="Preserve Region" translation="영역 유지"/>
	<label commandName="SimNewPreserveBoundaryCmdDesc1" devLabel="Excludes region from Shape Optimization process." translation="형상 최적화 프로세스에서 영역을 제외합니다."/>
	<label commandName="SimNewPreserveBoundaryCmdDesc2" devLabel="Specifies the region(s) of the model to exclude from the Shape Optimization process. Region shapes include box, cylinder, and sphere." translation="형상 최적화 프로세스에서 제외할 모형의 영역을 지정합니다. 영역 형상에는 상자, 원통 및 구가 포함됩니다."/>
	<label commandName="SimNewPreserveBoundaryCmdHintEdge" devLabel="You can select more edges." translation="모서리를 추가로 선택할 수 있습니다."/>
	<label commandName="SimNewPreserveBoundaryCmdHintFace" devLabel="You can select more faces." translation="면을 추가로 선택할 수 있습니다."/>
	<label commandName="SimNewPreserveBoundaryCmdHintNothing" devLabel="Select at least one entity." translation="하나 이상의 도면요소를 선택합니다."/>
	<label commandName="SimNewPreserveBoundaryCmdHintVertex" devLabel="You can select more vertices." translation="더 많은 꼭지점을 선택할 수 있습니다."/>
	<label commandName="SimNewSymmetryPlaneCmdDesc1" devLabel="Creates a symmetry plane." translation="대칭 평면을 작성합니다."/>
	<label commandName="SimNewSymmetryPlaneCmdDesc2" devLabel="Forces the generated shape to be symmetric about the symmetry plane(s)." translation="생성된 형상이 강제로 대칭 평면에 대해 대칭이 되도록 합니다."/>
	<label commandName="SimOffsetDistanceUnitsEnabler" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimOffsetDistanceUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimOnlyOneGravityAllowed" devLabel="This study type only supports a single active gravity load among its load cases.  All other gravity loads will be suppressed." translation="이 학습 유형은 해당 하중 케이스 중 하나의 활성 중력 하중만 지원합니다. 다른 모든 중력 하중은 억제됩니다."/>
	<label commandName="SimOriginPointInput" devLabel="Origin Point" translation="원점"/>
	<label commandName="SimPMUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimPMUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimPinnedConstraintCmd" devLabel="Pin" translation="핀"/>
	<label commandName="SimPlaneStyleInputType" devLabel="Type" translation="유형"/>
	<label commandName="SimPoint" devLabel="Point" translation="점"/>
	<label commandName="SimPointMassAuto" devLabel="Point Mass (Auto)" translation="점질량(자동)"/>
	<label commandName="SimPointMassAutoBodyMaterialPrompt" devLabel="The selected body does not have the material data required to calculate the mass properties so it cannot be selected!" translation="질량 특성을 계산하는 데 필요한 재료 데이터가 선택한 본체에 없기 때문에 해당 본체를 선택할 수 없습니다."/>
	<label commandName="SimPointMassAutoComp" devLabel="Select parts/bodies to be idealized" translation="이상화할 부품/본체 선택"/>
	<label commandName="SimPointMassAutoCompMaterialPrompt" devLabel="Component has no material properties!" translation="구성요소에 재료 특성이 없습니다."/>
	<label commandName="SimPointMassComponentsBodiesInput" devLabel="Bodies" translation="본체"/>
	<label commandName="SimPointMassComponentsInput" devLabel="Components" translation="구성요소"/>
	<label commandName="SimPointMassDlgGravityCheck" devLabel="Point Mass requires Gravity to be on, so it will be turned on." translation="점질량의 경우 중력을 켜야 하므로 이 옵션이 켜집니다."/>
	<label commandName="SimPointMassDropDownInput" devLabel="Position" translation="위치"/>
	<label commandName="SimPointMassEntitiesFE" devLabel="Select geometry which point mass acts upon (faces only)" translation="점질량이 작용할 형상 선택(면만 해당)"/>
	<label commandName="SimPointMassEntitiesFEV" devLabel="Select geometry which point mass acts upon (faces only)" translation="점질량이 작용할 형상 선택(면만 해당)"/>
	<label commandName="SimPointMassEntitiesInput" devLabel="Geometries" translation="형상"/>
	<label commandName="SimPointMassManual" devLabel="Point Mass (Manual)" translation="점질량(수동)"/>
	<label commandName="SimPointMassMassInput" devLabel="Mass" translation="질량"/>
	<label commandName="SimPointMassReference" devLabel="Select geometry to use as a reference (face, edge or vertex)" translation="참조로 사용할 형상 선택(면, 모서리 또는 꼭지점)"/>
	<label commandName="SimPointMassReferenceInput" devLabel="Reference" translation="참조"/>
	<label commandName="SimPointMassResetValue" devLabel="Reset" translation="재설정"/>
	<label commandName="SimPointMassSelAbsoluteItem" devLabel="Absolute" translation="절대"/>
	<label commandName="SimPointMassSelReferenceItem" devLabel="Reference" translation="참조"/>
	<label commandName="SimPointMassVisibilityToggleInput" devLabel="Hide Bodies" translation="본체 숨기기"/>
	<label commandName="SimPointTransformInput" devLabel="Position" translation="위치"/>
	<label commandName="SimPressureLoadCommand" devLabel="Pressure" translation="압력"/>
	<label commandName="SimPressureLoadDesc1" devLabel="Use Pressure to apply a uniformly distributed load normal to every location of the face." translation="면의 모든 위치에 수직으로 균일하게 분산된 하중을 적용하려면 압력을 사용합니다."/>
	<label commandName="SimPressureMagnitudeCurve" devLabel="Magnitude Curve" translation="크기 곡선"/>
	<label commandName="SimPressurePhase" devLabel="Phase" translation="단계"/>
	<label commandName="SimRadius" devLabel="Radius" translation="반지름"/>
	<label commandName="SimRemoteConstraintAnchorLocation" devLabel="Anchor Location" translation="앵커 위치"/>
	<label commandName="SimRemoteConstraintCmd" devLabel="Remote" translation="원격"/>
	<label commandName="SimRemoteConstraintFixRotation" devLabel="Fix Rotation" translation="회전 수정"/>
	<label commandName="SimRemoteConstraintFixTranslation" devLabel="Fix Translation" translation="변환 수정"/>
	<label commandName="SimRemoteConstraintTransformPositionInput" devLabel="Position" translation="위치"/>
	<label commandName="SimRemoteForceLoadCommand" devLabel="Remote Force" translation="원격 힘"/>
	<label commandName="SimRemoteForceLoadDesc1" devLabel="Use a Remote Force to apply a load to a location either on or off of the model." translation="모형 내부 위치 또는 모형 외부 위치에 하중을 적용하려면 원격 힘을 사용합니다."/>
	<label commandName="SimRemoteForceLoadDesc2" devLabel="Select a face and define the remote load point. Accept the force vector or redefine using the model geometry or vector components." translation="면을 선택하고 원격 하중 지점을 정의합니다. 힘 벡터를 승인하거나 모형 형상 또는 벡터 구성요소를 사용하여 재정의합니다."/>
	<label commandName="SimRemoteForceMagnitudeCurve" devLabel="Magnitude Curve" translation="크기 곡선"/>
	<label commandName="SimRemoteForceMultiplierCurve" devLabel="Multiplier Curve" translation="승수 곡선"/>
	<label commandName="SimRemoteForceReferenceInput" devLabel="Direction Reference" translation="방향 참조"/>
	<label commandName="SimRemoteMomentCurveMagnitude" devLabel="Curve Magnitude" translation="곡선 크기"/>
	<label commandName="SimRemoteMomentDirection" devLabel="Flip Direction" translation="방향 반전"/>
	<label commandName="SimRemoteMomentDirectionType" devLabel="Direction Type" translation="방향 유형"/>
	<label commandName="SimRemoteMomentLoadCommand" devLabel="Remote Moment" translation="원격 모멘트"/>
	<label commandName="SimRemoteMomentLoadDesc1" devLabel="Use a Remote Moment to apply a torque about an axis to a location either on or off of the model. Select the appropriate option for defining the axis of rotation." translation="원격 모멘트를 사용하여 축에 대한 토크를 모형의 위치 또는 모형 외부의 위치에 적용합니다. 회전 축을 정의하는 데 적합한 옵션을 선택합니다."/>
	<label commandName="SimRemoteMomentMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimRemoteMomentPositionTransformInput" devLabel="Position" translation="위치"/>
	<label commandName="SimRemoteMomentReferenceInput" devLabel="Direction Reference" translation="방향 참조"/>
	<label commandName="SimRemoteMomentTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimRigidBodiesInput" devLabel="Target" translation="표적"/>
	<label commandName="SimRigidBodyCmdWarningMessage" devLabel="One or more Constraints on the selected Body are not compatible with the Rigid Body attribute and will be deleted." translation="선택한 본체에 대한 하나 이상의 구속조건이 강체 속성과 호환되지 않으므로 삭제됩니다."/>
	<label commandName="SimRigidBodyConnector" devLabel="Rigid Body Connector" translation="강체 커넥터"/>
	<label commandName="SimRigidBodySelectAchorPoint" devLabel="Select vertex to specify the anchor point." translation="꼭지점을 선택하여 앵커 점을 지정합니다."/>
	<label commandName="SimRigidBodySelectDependentEntities" devLabel="Select geometry to specify the dependent entities (face, edge or vertex)." translation="형상을 선택하여 종속 도면요소(면, 모서리 또는 꼭지점)를 지정합니다."/>
	<label commandName="SimRigidBodySelection" devLabel="Select Rigid Body" translation="강체 선택"/>
	<label commandName="SimRigidTargetCmd" devLabel="Rigid Bodies" translation="강체"/>
	<label commandName="SimRigidTargetCommandDesc1" devLabel="Assigns selected bodies as Rigid to reduce computational time." translation="계산 시간을 줄이려면 선택한 본체를 강체로 지정합니다."/>
	<label commandName="SimRigidTargetCommandDesc2" devLabel="Rigid Bodies are included in the analysis, but no stresses or strains are calculated for them. These parts can still move and rotate, but they won't deform." translation="강체가 해석에 포함되지만 강체에 대한 응력 또는 변형은 계산되지 않습니다. 이러한 부품은 계속 이동 및 회전할 수 있지만 변형되지는 않습니다."/>
	<label commandName="SimRotateZAngle" devLabel="Angle" translation="각도"/>
	<label commandName="SimSICustomUnitSystemName" devLabel="Custom" translation="사용자 설정"/>
	<label commandName="SimSIMetricUnitSystemName" devLabel="Metric (SI)" translation="미터법(SI)"/>
	<label commandName="SimSelectOtherOccurrencesButton" devLabel="Select other occurrences" translation="다른 발생 선택"/>
	<label commandName="SimSelectRigidBodiesLocationText" devLabel="Rigid Bodies" translation="강체"/>
	<label commandName="SimSelectRigidBodyLocationText" devLabel="Rigid Body" translation="강체"/>
	<label commandName="SimSelectedAxis" devLabel="Axis" translation="축"/>
	<label commandName="SimSelectedComponents" devLabel="Components" translation="구성요소"/>
	<label commandName="SimSelectionGroup" devLabel="Selection" translation="선택"/>
	<label commandName="SimShowAttributesCommandDesc1" devLabel="Shows the location, magnitude, and direction of all Items in the study load case, in one place, for easy access." translation="쉽게 액세스할 수 있도록 한 곳에서 학습 하중 케이스의 모든 항목에 대한 위치, 크기 및 방향을 표시합니다."/>
	<label commandName="SimShowAttributesCommandDesc2" devLabel="Where applicable, the load case includes the loads, constraints, and gravity settings that you define." translation="해당되는 경우 하중 케이스에는 정의한 하중, 구속조건 및 중력 설정이 포함됩니다."/>
	<label commandName="SimShowAttributesDlg" devLabel="Load Case Attributes" translation="하중조건"/>
	<label commandName="SimSimFlowRateCurveMagnitude" devLabel="Curve Magnitude" translation="곡선 크기"/>
	<label commandName="SimSimFlowRateDirection" devLabel="Flip Direction" translation="방향 반전"/>
	<label commandName="SimSimFlowRateFlipSide" devLabel="Flip Side" translation="측면 반전"/>
	<label commandName="SimSimFlowRateMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimSimFlowRateUnitsType" devLabel="Units" translation="단위"/>
	<label commandName="SimSimFlowRatesUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimSpringConnector" devLabel="Spring Connector" translation="스프링 커넥터"/>
	<label commandName="SimStructuralConstraintTextTipsAndTricksDesc" devLabel="You can apply constraints to multiple entities you select." translation="구속조건을 선택한 여러 도면요소에 적용할 수 있습니다."/>
	<label commandName="SimStructuralConstraintTextTipsAndTricksTips" devLabel="Select the constraining geometry that defines the degree of freedom of the object. The geometry can be edges, faces, or vertices." translation="객체의 자유도를 정의하는 구속 형상을 선택합니다. 해당 형상은 모서리, 면 또는 꼭지점일 수 있습니다."/>
	<label commandName="SimStructuralConstraintTextTipsAndTricksTitle" devLabel="Structural Constraints Information" translation="구조적 구속조건 정보"/>
	<label commandName="SimStructuralLoad" devLabel="Structural Loads" translation="구조 하중"/>
	<label commandName="SimStructuralLoadTipsAndTricksDesc" devLabel="Define the magnitude and direction. Note that some load types allow you to edit the direction by changing the &lt;b&gt;Direction Type&lt;/b&gt;." translation="크기와 방향을 정의합니다. 일부 하중 유형의 경우 &lt;b&gt;방향 유형&lt;/b&gt;을 변경하여 방향을 편집할 수 있습니다."/>
	<label commandName="SimStructuralLoadTipsAndTricksTips" devLabel="Select the geometry where load will be placed. The geometry can be edges, faces, or vertices. You can select individual or multiple entities." translation="하중을 배치할 형상을 선택합니다. 해당 형상은 모서리, 면 또는 꼭지점일 수 있습니다. 개별 도면요소 또는 여러 도면요소를 선택할 수 있습니다."/>
	<label commandName="SimStructuralLoadTipsAndTricksTitle" devLabel="Structural Loads Information" translation="구조 하중 정보"/>
	<label commandName="SimSymmetryPlaneCmd" devLabel="Symmetry Plane" translation="대칭 평면"/>
	<label commandName="SimSymmetryPlaneCmdHintNothing" devLabel="Select at least one entity." translation="하나 이상의 도면요소를 선택합니다."/>
	<label commandName="SimSymmetryPlaneCmdNotApplicableDescription" devLabel="A Shape Optimization Target must be selected before adding Symmetry Planes." translation="대칭 평면을 추가하기 전에 형상 최적화 대상을 선택해야 합니다."/>
	<label commandName="SimTargetsInput" devLabel="Targets" translation="대상"/>
	<label commandName="SimTemplaceType" devLabel="Type" translation="유형"/>
	<label commandName="SimTemplateConstraints" devLabel="Constraints" translation="구속조건"/>
	<label commandName="SimTemplateFlowSources" devLabel="Flow Sources" translation="흐름 소스"/>
	<label commandName="SimTemplateLoads" devLabel="Loads" translation="하중"/>
	<label commandName="SimTemplateMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimTemplateName" devLabel="Name" translation="이름"/>
	<label commandName="SimTemplatePressures" devLabel="Pressures" translation="압력"/>
	<label commandName="SimTemplateStatus" devLabel="Status" translation="상태"/>
	<label commandName="SimTopologyTargetCmd" devLabel="Target Body" translation="대상 본체"/>
	<label commandName="SimTopologyTargetCommand1" devLabel="Identifies the body to optimize by the removal of surplus material, without compromising strength." translation="강도를 손상시키지 않고 남아 있는 재료를 제거하여 최적화할 바디를 식별합니다."/>
	<label commandName="SimTopologyTargetCommand2" devLabel="It is important to validate that the new design can withstand operational loads, using a static stress or similar study." translation="정적 응력이나 유사한 학습을 사용하여 새 디자인이 작동 하중을 견딜 수 있는지 검증하는 것이 중요합니다."/>
	<label commandName="SimTopologyTargetInput" devLabel="Target Body" translation="대상 본체"/>
	<label commandName="SimTopologyTargetSelection" devLabel="Select Body for Shape Optimization" translation="형상 최적화를 위해 본체 선택"/>
	<label commandName="SimTorqueUnitsSwitcher" devLabel="Change Units" translation="단위 변경"/>
	<label commandName="SimTransformInput" devLabel="Direction" translation="방향"/>
	<label commandName="SimTransformPositionInput" devLabel="Position" translation="위치"/>
	<label commandName="SimTransientAngularBodyLoad" devLabel="Transient Angular Global Load" translation="과도 각도 전역 하중"/>
	<label commandName="SimTransientAngularBodyLoadDesc1" devLabel="Applies a transient angular velocity and/or acceleration to the entire model, to represent centrifugal and tangential forces such as those experienced by a spinning wheel." translation="전체 모형에 과도 각속도 및/또는 가속도를 적용하여 회전하는 휠에서 발생하는 것과 같은 원심력 및 접선력을 나타냅니다."/>
	<label commandName="SimTransientAngularBodyLoadDesc2" devLabel="Select faces or edges to define the direction and location references of the applied load." translation="면 또는 모서리를 선택하여 적용된 하중의 방향 및 위치 참조를 정의합니다."/>
	<label commandName="SimTransientAngularBodyLoadEdit" devLabel="Edit Angular Global Load" translation="각도 전역 하중 편집"/>
	<label commandName="SimTransientBaseExcitationCmd" devLabel="Base Excitation" translation="바닥 진동"/>
	<label commandName="SimTransientBaseExcitationMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimTransientBearingLoadCmd" devLabel="Transient Bearing" translation="과도 베어링"/>
	<label commandName="SimTransientBearingLoadDesc1" devLabel="Use a Bearing load to simulate the compressive load distribution between a shaft and bearing bushings." translation="베어링 하중을 사용하여 샤프트와 베어링 부싱 간의 압축 하중 분산을 시뮬레이션합니다."/>
	<label commandName="SimTransientBearingLoadDesc2" devLabel="A Bearing load employs a parabolic load distribution, which is different from the uniform distribution used in a Force load." translation="베어링 하중에는 힘 하중에 사용되는 균일한 분포와는 다른 포물선형 하중 분포가 사용됩니다."/>
	<label commandName="SimTransientBearingLoadDesc3" devLabel="Note that Bearing loads can only be applied to cylindrical faces." translation="베어링 하중은 원통형 면에만 적용할 수 있습니다."/>
	<label commandName="SimTransientBearingMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimTransientEditBaseExcitationCmd" devLabel="Edit Base Excitation" translation="바닥 진동 편집"/>
	<label commandName="SimTransientEditPrescribedConstraintCmd" devLabel="Edit Prescribed Translation" translation="규정된 변환 편집"/>
	<label commandName="SimTransientEditPrescribedRotationCmd" devLabel="Edit Prescribed Rotation" translation="규정된 회전 편집"/>
	<label commandName="SimTransientForceLoadCmd" devLabel="Transient Force" translation="과도 힘"/>
	<label commandName="SimTransientForceLoadDesc1" devLabel="Use a Force load to push or pull on an object. Forces can cause stress and deformation." translation="힘 하중을 사용하여 객체를 밀거나 당길 수 있습니다. 힘은 응력과 변형을 일으킬 수 있습니다."/>
	<label commandName="SimTransientForceLoadDesc2" devLabel="Individually or multi-select faces, edges, or vertices and specify the load magnitude and direction. You cannot mix geometry types in your selection set. When you apply a Force load to multiple entities, the total magnitude of the force is distributed across the selected entities." translation="면, 모서리 또는 꼭지점을 개별적으로 선택하거나 다중 선택하고 하중 크기 및 방향을 지정합니다. 선택 세트에서 형상 유형은 혼합할 수 없습니다. 힘 하중을 여러 도면요소에 적용하면 힘의 총 크기가 선택한 도면요소에 분산됩니다."/>
	<label commandName="SimTransientForceMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimTransientInitialAngularBodyLoad" devLabel="Initial Angular Velocity" translation="초기 각속도"/>
	<label commandName="SimTransientInitialAngularBodyLoadDesc1" devLabel="Applies an angular velocity and/or acceleration to the entire model, to represent centrifugal and tangential forces such as those experienced by a spinning wheel." translation="전체 모형에 각속도 및/또는 가속도를 적용하여 회전하는 휠에서 발생하는 것과 같은 원심력 및 접선력을 나타냅니다."/>
	<label commandName="SimTransientInitialAngularBodyLoadDesc2" devLabel="Select faces or edges to define the direction and location references of the applied load." translation="면 또는 모서리를 선택하여 적용된 하중의 방향 및 위치 참조를 정의합니다."/>
	<label commandName="SimTransientInitialAngularBodyLoadEdit" devLabel="Edit Initial Angular Global Load" translation="초기 각도 전역 하중 편집"/>
	<label commandName="SimTransientInitialAngularBodyLoadTipsAndTricksDesc" devLabel="" translation=""/>
	<label commandName="SimTransientInitialAngularBodyLoadTipsAndTricksTips" devLabel="Start by selecting the components on which the angular load acts. Specify the angular velocity and angular acceleration components. Set the location by selecting a surface to be the Location Reference. Set the direction by setting the Direction Reference. Click the arrow in the desired direction, and drag it into position." translation="먼저 각도 하중이 작용하는 구성요소를 선택합니다. 각속도 및 각 가속도 구성요소를 지정합니다. 위치 참조로 사용할 곡면을 선택하여 위치를 설정합니다. 방향 참조를 설정하여 방향을 설정합니다. 원하는 방향으로 화살표를 클릭하고 해당 위치로 끕니다."/>
	<label commandName="SimTransientInitialAngularBodyLoadTipsAndTricksTitle" devLabel="Initial Angular Body Load Information" translation="초기 각도 본체 하중 정보"/>
	<label commandName="SimTransientInitialLinearBodyLoad" devLabel="Initial Linear Velocity" translation="초기 선형 속도"/>
	<label commandName="SimTransientInitialLinearBodyLoadCommandDesc1" devLabel="Apply constant motion to a body at the start of the analysis." translation="해석 시작 시 본체에 상수 동작을 적용합니다."/>
	<label commandName="SimTransientInitialLinearBodyLoadComp" devLabel="Select parts/bodies to add initial linear velocity load" translation="초기 선형 속도 하중을 추가할 부품/본체 선택"/>
	<label commandName="SimTransientInitialLinearBodyLoadEdit" devLabel="Edit Initial Linear Velocity" translation="초기 선형 속도 편집"/>
	<label commandName="SimTransientInitialLinearBodyLoadEntities" devLabel="Select face or edge to specify the direction of initial linear velocity load" translation="초기 선형 속도 하중 방향을 지정할 면 또는 모서리 선택"/>
	<label commandName="SimTransientInitialLinearBodyLoadTipsAndTricksTips" devLabel="Start by selecting the bodies on which the load acts. Set the direction by either the global velocity components, or by a selecting a Reference Face or Edge and a magnitude." translation="먼저 하중이 작용하는 본체를 선택합니다. 전역 속도 구성요소 또는 참조 면이나 모서리와 크기를 선택하여 방향을 설정합니다."/>
	<label commandName="SimTransientInitialLinearBodyLoadTipsAndTricksTitle" devLabel="Initial Linear Velocity Information" translation="초기 선형 속도 정보"/>
	<label commandName="SimTransientLinearBodyLoad" devLabel="Transient Linear Global Load" translation="과도 선형 전역 하중"/>
	<label commandName="SimTransientLinearBodyLoadDesc1" devLabel="Applies a linear transient acceleration to the entire model, to represent forces such as those experienced by a mass accelerating or decelerating in a straight line." translation="전체 모형에 선형 과도 가속도를 적용하여 직선으로 가속 또는 감속하는 질량과 같은 힘을 나타냅니다."/>
	<label commandName="SimTransientLinearBodyLoadDesc2" devLabel="Specify the velocity or acceleration direction by selecting a face normal to the direction of the load or by specifying an angle or a vector." translation="하중 방향에 수직인 면을 선택하거나 각도 또는 벡터를 지정하여 속도 또는 가속도 방향을 지정합니다."/>
	<label commandName="SimTransientLinearBodyLoadEdit" devLabel="Edit Linear Global Load" translation="선형 전역 하중 편집"/>
	<label commandName="SimTransientLinearBodyLoadTipsAndTricksDesc" devLabel="" translation=""/>
	<label commandName="SimTransientLinearBodyLoadTipsAndTricksTips" devLabel="Start by selecting the components on which the load acts. Set the direction by selecting a Reference face or edge normal to the force direction. Specify the Magnitude or components." translation="먼저 하중이 작용하는 구성요소를 선택합니다. 힘 방향에 수직인 참조 면 또는 모서리를 선택하여 방향을 설정합니다. 크기 또는 구성요소를 지정합니다."/>
	<label commandName="SimTransientLinearBodyLoadTipsAndTricksTitle" devLabel="Transient Linear Body Load Information" translation="과도 선형 본체 하중 정보"/>
	<label commandName="SimTransientLoadsDesc1" devLabel="Applies transient structural loads to selected geometry." translation="과도 구조 하중을 선택한 형상에 적용합니다."/>
	<label commandName="SimTransientLoadsDesc2" devLabel="Individually or multi-select faces, edges, or vertices and specify the load magnitude and direction. You cannot mix geometry types in your selection set and some load types apply only to certain geometry types." translation="면, 모서리 또는 꼭지점을 개별적으로 또는 한꺼번에 선택하고 하중 크기와 방향을 지정합니다. 선택 세트에서 형상 유형을 혼합할 수 없으며 일부 하중 유형은 특정 형상 유형에만 적용됩니다."/>
	<label commandName="SimTransientLoadsExplicitQuasiStaticDesc2" devLabel="Individually or multi-select faces, edges, or vertices and specify the load magnitude and direction. You cannot mix geometry types in your selection set." translation="면, 모서리 또는 꼭지점을 개별적으로 또는 다중 선택하고 하중 크기와 방향을 지정합니다. 선택 세트에서 형상 유형은 혼합할 수 없습니다."/>
	<label commandName="SimTransientMomentLoadCmd" devLabel="Transient Moment" translation="과도 모멘트"/>
	<label commandName="SimTransientMomentLoadDesc1" devLabel="Use a Moment to apply a torque about an axis. Select the appropriate option for defining the axis of rotation." translation="모멘트를 사용하여 축에 대한 토크를 적용합니다. 회전 축을 정의하기 위한 적절한 옵션을 선택합니다."/>
	<label commandName="SimTransientMomentMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimTransientMultiplier" devLabel="Multiplier" translation="승수"/>
	<label commandName="SimTransientPrescribedConstraintBodyType" devLabel="Bodies" translation="본체"/>
	<label commandName="SimTransientPrescribedConstraintCmd" devLabel="Prescribed Translation" translation="규정된 변환"/>
	<label commandName="SimTransientPrescribedConstraintCmdDesc1" devLabel="Apply a displacement, velocity, or acceleration to the model." translation="변위, 속도 또는 가속도를 모형에 적용합니다."/>
	<label commandName="SimTransientPrescribedConstraintCmdDesc2" devLabel="The constraint is applied for the duration specified by the multiplier curve." translation="구속조건은 승수 곡선으로 지정된 지속 시간 동안 적용됩니다."/>
	<label commandName="SimTransientPrescribedConstraintConstraintSubtype" devLabel="Constraint Type" translation="구속조건 유형"/>
	<label commandName="SimTransientPrescribedConstraintCurveMultiplier" devLabel="Curve Multiplier" translation="곡선 승수"/>
	<label commandName="SimTransientPrescribedConstraintExplicitQuasiStaticCmdDesc1" devLabel="Apply a displacement to the model." translation="변위를 모형에 적용합니다."/>
	<label commandName="SimTransientPrescribedConstraintExplicitQuasiStaticCmdDesc2" devLabel="The constraint is applied for the steps specified by the multiplier curve." translation="이 제약 조건은 승수 곡선에 의해 지정된 단계에 적용됩니다."/>
	<label commandName="SimTransientPrescribedConstraintExplicitQuasiStaticTipsAndTricksTips" devLabel="Select at least one entity or rigid body. Choose a direction and enter a magnitude, using a negative number to flip the direction. Use the Multiplier curve to apply the magnitude in steps." translation="도면요소 또는 강체를 하나 이상 선택합니다. 방향을 선택하고 음수를 사용하여 방향을 반전시킵니다. 승수 곡선을 사용하여 단계적으로 크기를 적용합니다."/>
	<label commandName="SimTransientPrescribedConstraintFaceType" devLabel="Faces" translation="면"/>
	<label commandName="SimTransientPrescribedConstraintMultiplierCurve" devLabel="Multiplier curve" translation="승수 곡선"/>
	<label commandName="SimTransientPrescribedConstraintObjectType" devLabel="Object Type" translation="객체 유형"/>
	<label commandName="SimTransientPrescribedConstraintSubtypeAcceleration" devLabel="Acceleration" translation="가속도"/>
	<label commandName="SimTransientPrescribedConstraintSubtypeDisplacement" devLabel="Displacement" translation="변위"/>
	<label commandName="SimTransientPrescribedConstraintSubtypeVelocity" devLabel="Velocity" translation="속도"/>
	<label commandName="SimTransientPrescribedConstraintTipsAndTricksTips" devLabel="Select at least one entity or rigid body, then select the Constraint Type from the drop down menu. Choose a direction and enter a magnitude, using a negative number to flip the direction. Use the Multiplier curve to apply the magnitude in steps." translation="하나 이상의 도면요소 또는 강체를 선택한 후, 드롭다운 메뉴에서 구속조건 유형을 선택합니다. 방향을 선택하고 음수를 사용하여 방향을 반전시킵니다. 승수 곡선을 사용하여 단계적으로 크기를 적용합니다."/>
	<label commandName="SimTransientPrescribedConstraintTipsAndTricksTitle" devLabel="Prescribed Translation Information" translation="규정된 변환 정보"/>
	<label commandName="SimTransientPrescribedRotationCmd" devLabel="Prescribed Rotation" translation="규정된 회전"/>
	<label commandName="SimTransientPrescribedRotationCmdDesc1" devLabel="Apply an angle, rotational velocity, or rotational acceleration to the model." translation="각도, 회전 속도 또는 회전 가속도를 모형에 적용합니다."/>
	<label commandName="SimTransientPrescribedRotationCmdDesc2" devLabel="The constraint is applied for the duration specified by the multiplier curve." translation="구속조건은 승수 곡선으로 지정된 지속 시간 동안 적용됩니다."/>
	<label commandName="SimTransientPrescribedRotationExplicitQuasiStaticCmdDesc1" devLabel="Apply an angle to the model." translation="모형에 각도를 적용합니다."/>
	<label commandName="SimTransientPrescribedRotationExplicitQuasiStaticCmdDesc2" devLabel="The constraint is applied for the steps specified by the multiplier curve." translation="이 제약 조건은 승수 곡선에 의해 지정된 단계에 적용됩니다."/>
	<label commandName="SimTransientPrescribedRotationExplicitQuasiStaticTipsAndTricksTips" devLabel="Select at least one rigid body. Choose a direction and enter a magnitude, using a negative number to flip the direction. Use the Multiplier curve to apply the magnitude in steps." translation="하나 이상의 강체를 선택합니다. 방향을 선택하고 음수를 사용하여 방향을 반전시킵니다. 승수 곡선을 사용하여 단계적으로 크기를 적용합니다."/>
	<label commandName="SimTransientPrescribedRotationMultiplierCurve" devLabel="Multiplier curve" translation="승수 곡선"/>
	<label commandName="SimTransientPrescribedRotationSubtype" devLabel="Constraint Type" translation="구속조건 유형"/>
	<label commandName="SimTransientPrescribedRotationSubtypeAcceleration" devLabel="Rotational Acceleration" translation="회전 가속도"/>
	<label commandName="SimTransientPrescribedRotationSubtypeAngle" devLabel="Angle" translation="각도"/>
	<label commandName="SimTransientPrescribedRotationSubtypeVelocity" devLabel="Rotational Velocity" translation="회전 속도"/>
	<label commandName="SimTransientPrescribedRotationTipsAndTricksTips" devLabel="Select at least one rigid body, then select the Constraint Type from the drop down menu. Choose a direction and enter a magnitude, using a negative number to flip the direction. Use the Multiplier curve to apply the magnitude in steps." translation="강체를 하나 이상 선택한 후, 드롭다운 메뉴에서 구속조건 유형을 선택합니다. 방향을 선택하고 음수를 사용하여 방향을 반전시킵니다. 승수 곡선을 사용하여 단계별로 크기를 적용합니다."/>
	<label commandName="SimTransientPrescribedRotationTipsAndTricksTitle" devLabel="Prescribed Rotation Information" translation="규정된 회전 정보"/>
	<label commandName="SimTransientPressureLoadCmd" devLabel="Transient Pressure" translation="과도 압력"/>
	<label commandName="SimTransientPressureLoadDesc1" devLabel="Use Pressure to apply a uniformly distributed load normal to every location of the face." translation="면의 모든 위치에 수직으로 균일하게 분산된 하중을 적용하려면 압력을 사용합니다."/>
	<label commandName="SimTransientPressureMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimTransientRemoteForceLoadCommand" devLabel="Transient Remote" translation="과도 원격"/>
	<label commandName="SimTransientRemoteForceLoadDesc1" devLabel="Use a Transient Remote Force to apply a load to a location either on or off of the model." translation="과도 원격 힘을 사용하여 모형 내부 또는 외부의 위치에 하중을 적용합니다."/>
	<label commandName="SimTransientRemoteForceLoadDesc2" devLabel="Select a face and define the remote load point. Accept the force vector or redefine using the model geometry or vector components." translation="면을 선택하고 원격 하중 지점을 정의합니다. 힘 벡터를 승인하거나 모형 형상 또는 벡터 구성요소를 사용하여 재정의합니다."/>
	<label commandName="SimTransientRemoteForceMagnitude" devLabel="Magnitude" translation="크기"/>
	<label commandName="SimTransientStructuralLoadTipsAndTricksDesc" devLabel="Define the magnitude and direction. Note that some load types allow you to edit the direction by changing the &lt;b&gt;Direction Type&lt;/b&gt;." translation="크기와 방향을 정의합니다. 일부 하중 유형의 경우 &lt;b&gt;방향 유형&lt;/b&gt;을 변경하여 방향을 편집할 수 있습니다."/>
	<label commandName="SimTransientStructuralLoadTipsAndTricksTips" devLabel="Select the geometry where load will be placed. The geometry can be edges, faces, or vertices. You can select individual or multiple entities." translation="하중을 배치할 형상을 선택합니다. 해당 형상은 모서리, 면 또는 꼭지점일 수 있습니다. 개별 도면요소 또는 여러 도면요소를 선택할 수 있습니다."/>
	<label commandName="SimTransientStructuralLoadTipsAndTricksTitle" devLabel="Transient Loads Information" translation="과도 하중 정보"/>
	<label commandName="SimTransientStructuralLoads" devLabel="Transient Loads" translation="과도 하중"/>
	<label commandName="SimUnitPercentage" devLabel="Percentage" translation="퍼센트"/>
	<label commandName="SimUnitPieces" devLabel="Pieces" translation="조각"/>
	<label commandName="SimUnitsAcceleration" devLabel="Acceleration" translation="가속도"/>
	<label commandName="SimUnitsAngle" devLabel="Angle" translation="각도"/>
	<label commandName="SimUnitsCurrent" devLabel="Current" translation="현재"/>
	<label commandName="SimUnitsElectricalResistance" devLabel="Electrical Resistance" translation="전기 저항"/>
	<label commandName="SimUnitsEnergy" devLabel="Energy" translation="에너지"/>
	<label commandName="SimUnitsForce" devLabel="Force" translation="힘"/>
	<label commandName="SimUnitsLength" devLabel="Length" translation="길이"/>
	<label commandName="SimUnitsMass" devLabel="Mass" translation="질량"/>
	<label commandName="SimUnitsPower" devLabel="Power" translation="동력"/>
	<label commandName="SimUnitsPressure" devLabel="Pressure" translation="압력"/>
	<label commandName="SimUnitsTemprature" devLabel="Temperature" translation="온도"/>
	<label commandName="SimUnitsTime" devLabel="Time" translation="시간"/>
	<label commandName="SimUnitsVelocity" devLabel="Velocity" translation="속도"/>
	<label commandName="SimUnitsViscosity" devLabel="Viscosity" translation="점도"/>
	<label commandName="SimUnitsVoltage" devLabel="Voltage" translation="전압"/>
	<label commandName="SimUnitsVolumeFlowRate" devLabel="Flow Rate" translation="유량"/>
	<label commandName="SimVelocityComponentsGroup" devLabel="Velocity Components" translation="속도 구성요소"/>
	<label commandName="SimloadStepDep" devLabel="Step Dependent" translation="단계 종속"/>
	<label commandName="SimloadTimeDep" devLabel="Time Dependent" translation="시간 종속"/>
	<label commandName="SpringDamping" devLabel="Axial Damping" translation="축 댐핑"/>
	<label commandName="SpringDampingRotational" devLabel="Rotational Damping" translation="회전 댐핑"/>
	<label commandName="SpringEndPt1" devLabel="End Point 1" translation="끝점 1"/>
	<label commandName="SpringEndPt2" devLabel="End Point 2" translation="끝점 2"/>
	<label commandName="SpringGroupStrain" devLabel="Strain Recovery Coefficients" translation="변형 복원 계수"/>
	<label commandName="SpringGroupStress" devLabel="Stress Recovery Coefficients" translation="응력 복원 계수"/>
	<label commandName="SpringStiffness" devLabel="Axial Stiffness" translation="축 강도"/>
	<label commandName="SpringStrainRotation" devLabel="Rotation" translation="회전"/>
	<label commandName="SpringStrainTranslation" devLabel="Translation" translation="변환"/>
	<label commandName="SpringStressRotation" devLabel="Rotation" translation="회전"/>
	<label commandName="SpringStressTranslation" devLabel="Translation" translation="변환"/>
	<label commandName="SubtypeInterpolation" devLabel="Interpolation" translation="보간"/>
	<label commandName="SubtypeRigidBody" devLabel="Rigid Body" translation="강체"/>
	<label commandName="SymmetryActivePlane" devLabel="Active Plane" translation="활성 평면"/>
	<label commandName="SymmetryCreatePlaneAtCentroid" devLabel="Create plane(s) at centroid of Body / Component" translation="본체/구성요소 중심에 평면 작성"/>
	<label commandName="SymmetryPlane1" devLabel="Plane 1" translation="평면 1"/>
	<label commandName="SymmetryPlane2" devLabel="Plane 2" translation="평면 2"/>
	<label commandName="SymmetryPlane3" devLabel="Plane 3" translation="평면 3"/>
	<label commandName="SymmetryPlaneSelection" devLabel="Reference" translation="참조"/>
	<label commandName="SymmetrySelectPlaneOrFeature" devLabel="Select any plane or planar face to be used as symmetry plane" translation="대칭 평면으로 사용할 평면 또는 평면형 면 선택"/>
	<label commandName="TransientInitialAngularDuplicatedBodyLoad" devLabel="An initial angular load already exists for the selected body. Please choose a different body, or edit the existing load" translation="선택한 본체에 대한 초기 각도 하중이 이미 있습니다. 다른 본체를 선택하거나 기존 하중을 편집하십시오."/>
	<label commandName="TransientInitialLinearDuplicatedBodyLoad" devLabel="An initial velocity load already exists for the selected body. Please choose a different body, or edit the existing load" translation="선택한 본체에 대한 초기 속도 하중이 이미 있습니다. 다른 본체를 선택하거나 기존 하중을 편집하십시오."/>
	<label commandName="lclzSimGenerativeKeepBoundaryCommandTipsAndTricksDesc" devLabel="In the browser, expand the Preserve Geometry node to view the number of these bodies. You can modify them in the active study by clicking the pencil button." translation="브라우저에서 유지 형상 노드를 확장하여 이러한 본체의 수를 표시합니다. 연필 버튼을 클릭하여 활성 학습에서 수정할 수 있습니다."/>
	<label commandName="lclzSimGenerativeKeepBoundaryCommandTipsAndTricksTips" devLabel="On the canvas, select one or more bodies. Assign at least one preserve geometry to generate outcomes." translation="캔버스에서 하나 이상의 본체를 선택합니다. 결과를 생성하려면 하나 이상의 유지 형상을 지정합니다."/>
	<label commandName="lclzSimGenerativeKeepBoundaryCommandTipsAndTricksTitle" devLabel="Preserve Geometry Information" translation="유지 형상 정보"/>
	<label commandName="lclzSimGenerativeObstacleBoundaryCommandTipsAndTricksDesc" devLabel="In the browser, expand the Obstacle Geometry node to view the number of these bodies. You can modify them in the active study by clicking the pencil button." translation="브라우저에서 장애물 형상 노드를 확장하여 이러한 본체의 수를 표시합니다. 연필 버튼을 클릭하여 활성 학습에서 수정할 수 있습니다."/>
	<label commandName="lclzSimGenerativeObstacleBoundaryCommandTipsAndTricksTips" devLabel="On the canvas, select one or more bodies." translation="캔버스에서 하나 이상의 본체를 선택합니다."/>
	<label commandName="lclzSimGenerativeObstacleBoundaryCommandTipsAndTricksTitle" devLabel="Obstacle Geometry Information" translation="장애물 형상 정보"/>
	<label commandName="lclzSimGenerativeObstacleOffsetCommandTipsAndTricks" devLabel="On the canvas, select one or more obstacle geometry bodies and specify an offset distance." translation="캔버스에서 하나 이상의 장애물 형상 본체를 선택하고 간격띄우기 거리를 지정합니다."/>
	<label commandName="lclzSimGenerativeObstacleOffsetCommandTipsAndTricksDesc" devLabel="To view the offsets, in the browser, expand the Obstacle Offset node. You can modify them in the active study by clicking the pencil button." translation="간격띄우기를 보려면 브라우저에서 장애물 간격띄우기 노드를 확장합니다. 연필 버튼을 클릭하여 활성 학습에서 해당 노드를 수정할 수 있습니다."/>
	<label commandName="lclzSimGenerativeObstacleOffsetCommandTipsAndTricksTitle" devLabel="Obstacle Offset Information" translation="장애물 간격띄우기 정보"/>
	<label commandName="lclzSimGenerativeSeedTargetCommandTipsAndTricksDesc" devLabel="In the browser, expand the Starting Shape node to view the name of the body. You can modify it in the active study by clicking on the pencil button." translation="브라우저에서 시작 형상 노드를 확장하여 본체 이름을 표시합니다. 연필 버튼을 클릭하여 활성 학습에서 수정할 수 있습니다."/>
	<label commandName="lclzSimGenerativeSeedTargetCommandTipsAndTricksTips" devLabel="On the canvas, select a body." translation="캔버스에서 본체를 선택합니다."/>
	<label commandName="lclzSimGenerativeSeedTargetCommandTipsAndTricksTitle" devLabel="Starting Shape Information" translation="시작 형상 정보"/>
	<label commandName="lclzSimGenerativeSymmetryPlaneTargetCommandTipsAndTricksDesc" devLabel="You can create a construction plane in the Edit Model contextual environment. To open it, on the toolbar, click Edit Model. Then, on the Edit Model Solid tab, use tools from the Construct panel to create the construction plane(s)." translation="모형 편집 상황별 환경에서 생성 평면을 작성할 수 있습니다. 생성 평면을 열려면 도구막대에서 모형 편집을 클릭합니다. 그런 다음, 모형 솔리드 편집 탭의 생성 패널에서 도구를 사용하여 생성 평면을 작성합니다."/>
	<label commandName="lclzSimGenerativeSymmetryPlaneTargetCommandTipsAndTricksTips" devLabel="On the canvas, select one or more construction planes." translation="캔버스에서 생성 평면을 하나 이상 선택합니다."/>
	<label commandName="lclzSimGenerativeSymmetryPlaneTargetCommandTipsAndTricksTitle" devLabel="Symmetry Plane Information" translation="대칭 평면 정보"/>
</Resource>