From BlenderWiki

Jump to: navigation, search

Texts

Mode: Edit mode (Text)

Panel: Curve and Surface, Font and Char (Editing context, F9)

Hotkey: F9

Menu: Add » Text

Text Examples.

Text objects are exactly what they mean, they contain some text. They share the same object type as curves and surfaces, as modern fonts (OpenType, TrueType, etc.) are vectorial, made of curves (generally Béziers).

Blender uses a “Font System” to manage the mapping “letter codes → objects representing them in 3D views”. This implies that not only does the font system have its own built-in font, but it can use external fonts too, including PostScript Type 1, OpenType and TrueType fonts. And last but not least, it can use any objects existing in current .blend file as letters…

Texts in Bender allow you to create/render 2D or 3D texts, shaded as you want, with various advanced layout options (like justifying and frames), as we will see in next page. By default, letters are just flat filled surfaces, exactly as any closed 2D curve. But you can of course extrude them… And texts can follow other curves.

Of course, once you are happy with the shape of your text, you can convert it (with AltC, in Object mode), either to a curve, or directly to a mesh, allowing you to use on it all the powerful features of these objects…

(Text Examples) shows some examples of various fonts in action including the “blue” font that has been applied to a curve path.

Notes

A maximum of 50000 characters is allowed per text object, however, be forewarned that the more characters a single text object has, the slower the object will respond interactively.

As you can see when you switch between Object and Edit modes, the Font panel remains the same. This means that its settings can be applied indifferently in both modes… and this implies that you cannot apply them to just a part of the mesh. So font, size, and so on, are common to all letters in a Text object. There is just one exception: the Bold/Italic buttons control properties specific to each letter (this is a way to use up to four different fonts in a text, as we will see in editing page).

For optimum resource usage, only characters that are being used consume memory (rather than the entire character set).

Text Selection

Text in Edit mode.

In Edit mode, your text has a black cursor (Text in Edit mode), and as in any text editor, it determines where new chars will be inserted! You move this cursor with the arrow keys (///) or Page up/Page down and ↖ Home/End keys, and to select a part of the text, you maintain ⇧ Shift pressed while moving the cursor. Note that the selection is remembered even in Object mode, but unlike most text editors, you can’t use the LMB Template-LMB.png click-and-drag to select some text…

However, currently selection is not very useful with text – you can use it to specify different materials, the normal/bold/italic state, and not much more…

The “Select” menu
The Select menu for texts in Edit mode is a copy of the meshes one. But of course, no entry has any effect… so it’s completely useless!




Introduction
What is Blender?
Introduction
Blender’s History
License
Blender’s Community
About this Manual
What's changed with Blender 2.4
Installing Blender
Introduction
Python
Installing on Windows
Installing on GNU/Linux
Installing on Mac
Installing on other Operating Systems
Configuring Blender
Directory Layout
Starting
The Interface
Introduction
Keyboard and Mouse
Window System
Arranging frames
Headers
Console window
Window Types
Screens (Workspace Layouts)
Scenes
Configuration
Modes
Contexts
Menus
Panels
Buttons and Controls
Internationalization
Your First Animation
1/2: A static Gingerbread Man
2/2: Animating the Gingerbread Man
The Vital Functions
Quick render
Undo and Redo
Default scene
Screenshots
Help!
Setting Preferences
Configuring Preferences
Interface
Editing
Themes
File
System
Interaction in 3D
Introduction
Introduction
Navigation
Introduction
3D View
3D View Options
3D View Usage
Camera View
Layers
Local or Global View
Sketch in 3D Space
Introduction to Grease Pencil
Drawing sketches
Layers and Animation
Converting sketches to geometry
Transformations
Introduction
Basics
- Grab/Move
- Rotate
- Scale
- Gestures
Advanced
- Mirror
- To Sphere
- Shear
- Warp
- Push/Pull
Transform Control
Introduction
Precision of Transformations
Numeric Transformations
Transform Properties
Reset Object Transforms
Manipulators
Transform Orientations
Axis Locking
Pivot Point
- Active object
- Individual Centers
- 3D Cursor
- Median Point
- Bounding Box Center
Snapping
Snap to Mesh
Proportional Edit
Data System and Files
Blender's Data System
Blender's Library and Data System
Blender's Datablocks
Scenes
Working with Scenes
The Outliner Window
Appending and Linking
File operations
Introduction
Opening blender files
Saving blender files
Modeling
Introduction
Introduction
Objects
Objects
Selecting Objects
Editing Objects
Groups and Parenting
Tracking
Duplication
- DupliVerts
- DupliFaces
- DupliGroup
- DupliFrames
Mesh Objects
Meshes
- Mesh Structures
- Mesh Primitives
Selecting
- Selectable Elements
- Selection Basics
- Advanced Selecting
- Selecting Edges
- Selecting Faces
Editing
Basic Editing
- Translation, Rotation, Scale
- Adding Elements
- Deleting Elements
- Creating Faces and Edges
- Mirror editing
Vertex Editing
Edge Editing
Face Editing
Deforming Tools
- Mirror
- Shrink/Fatten Along Normals
- Smooth
- Noise
Duplicating Tools
- Duplicate
- Extrude
- Extrude Dup
- Spin
- Spin Dup
- Screw
Subdividing Tools
- Subdivide
- Subdivide fractal
- Subdivide smooth
- Loop Subdivide
- Knife Subdivide
- Bevel
Miscellaneous Tools
Retopo Tool
Sculpt Mode
Multi Resolution Mesh
Vertex Groups
Weight Paint
Mesh Smoothing
Curve Objects
Curves
Selecting
Editing
Advanced Editing
Surface Objects
Surfaces
Selecting
Editing
Text Objects
Texts
Editing
Meta Objects
Metas
Editing
Empty Objects
Empties
Group Objects
Groups
Scripts
Modeling Scripts
Modifiers and Deformation
Introduction
Introduction
Modifiers Stack
Modify
UVProject
Generate
Array
Bevel
Booleans
Build
Decimate
EdgeSplit
Mask
Mirror
Subsurf
Deform
Armature
Cast
Curve
Displace
Hooks
Lattice
MeshDeform
Shrinkwrap
SimpleDeform
Smooth
Wave
Simulate
Cloth
Collision
Explode
Fluid
Particle Instance
Particle System
Soft Body
Lighting
Introduction
Introduction
Lights
Introduction
Light Properties
Light Attenuation
Light Textures
What Light Affects
Lights In Other Contexts
Shadows
Introduction
Shadow Properties
Raytraced Shadow Properties
Volumetric Lights
Introduction
Lamps
Introduction
Lamp Light
- Raytraced Shadows
Spot Light
- Raytraced Shadows
- Buffered Shadows
- Halos
Area Light
- Raytraced Shadows
Hemi Light
Sun Light
- Raytraced Shadows
- Sky & Atmosphere
Lighting Rigs
Radiosity
Introduction
Rendering
Baking
Scene Light
Ambient Light
Ambient Occlusion
Exposure
Exposure
Materials
Introduction
Introduction to Shading
Materials Introduction
Usage
Assigning a material
Material Preview
Material Options
Multiple Materials
Properties
Diffuse Shaders
Specular Shaders
Ambient Light Effect
Color Ramps
Raytraced Reflections
Raytraced Transparency
Subsurface Scattering (SSS)
Strands
Node Materials
Material Nodes
Nodes Editor
Node Controls
Nodes usage
Nodes Groups
Material Node Types
- Input Nodes
- Output
- Color
- Vector
- Convertor
- Dynamic
Vertex Paint
Using Vertex Paint
Halos
Halos
Textures
Introduction
Introduction
UV/Image Editor
Common Options
Texture Stack
Texture Types
Texture Types
Procedural Textures
Image Textures
Video Textures
Texture Nodes
- Nodes Editor
- Node Controls
- Nodes usage
- Nodes Groups
-- Textures Input Nodes
-- Textures Output Nodes
-- Textures Color Nodes
-- Textures Patterns Nodes
-- Textures Textures Nodes
-- Textures Convertor Nodes
-- Textures Distort Nodes
Texture Plugins
Texture Painting
Painting the Texture
- Projection Paint
Mapping
Mapping
Environment Maps
UV Unwrapping Explained
- Unwrapping a Mesh
- Managing the UV Layout
- Editing the UV Layout
- Applying an Image
Influence
Influence
- Material
-- Bump and Normal
-- Displacement
- Particles
- World
World and Ambient Effects
World
Introduction
World Background
Ambient Effects
Mist
Stars
Rigging
Introduction
Introduction to Rigging
Armatures
Armature Objects
Panels overview
Bones
Visualization
Structure
Selecting
Editing
- Bones
- Properties
- Sketching
- Templating
Skinning
Introduction
Linking Objects to Bones
Skinning to Objects’ Shapes
Retargeting
Posing
Introduction
Visualization
Editing Poses
Pose Library
Using Constraints
Inverse Kinematics
Constraints
Introduction
Introduction
Constraints Common Interface
Constraints’ Stack
Transform Constraints
Copy Location
Copy Rotation
Copy Scale
Limit Distance
Limit Location
Limit Rotation
Limit Scale
Transformation
Tracking Constraints
Clamp To
IK Solver
Locked Track
Stretch To
Track To
Relationship Constraints
Action
Child Of
Floor
Follow Path
Null
Rigid Body Joint
Script
Shrinkwrap
Animation
Introduction
Introduction
The Timeline
Markers
3D Views
Animation Editors
Animation Editors
Ipo Editor
Ipo Curves and Keyframes
Ipo Datablocks
Ipo Types
Ipo Editor Interface
Editing
- Ipo Curves
- Keyframes
Ipo Drivers
Action Editor
Editing Action Channels
NLA Editor
Editing NLA Strips
Strip Modifiers
Animation Techniques
Introduction
Animating Objects
- Using Constraints
- Moving Objects on a Path
Animating Shapes
- Shape Keys
- Editing Shape Keys
- Animating Shape Keys
- Shape Keys Examples
Indirect Shape Animation
Animating Armatures
- Stride
Animating Lamps
Animating Cameras
Animating Materials
Animating Textures
Animating World
Physical Simulation
Introduction
Introduction
Dynamics
Force Fields
Collisions
Particles
Particles
Types
Physics
- Newtonian
- Keyed
- Boids
Visualization
Controlling Emission, Interaction and Time
Cache & Bake
Hair
Children
Vertex Groups
Particle Mode
Soft Body
Introduction
Exterior Forces
Interior Forces
Collisions
Simple Examples
Combination with Armatures
Combination with Hair Particles
Reference
Cloth
Introduction
Fluids
Fluid
Using the Game Engine
Using the Game Engine
Rendering
Introduction
Introduction
Camera
The Camera
Perspective (Vanishing points)
Depth Of Field
Render
Displaying Renders
Basic Options
Antialiasing (Oversampling)
Rendering Animations
Panoramic
Render Baking
Using the Command Line
Output
Output
Video Output
Effects and Post Processing
Introduction
Render Layers
Render Passes
Edges & Toon
Stamp
Color Management & Exposure
Depth Of Field
Motion Blur
Render Performance
Rendering Performance
Distributed Rendering
External Render Engines
Introduction
YafRay
Compositing with nodes
Composite Nodes
Introduction
Nodes Editor
Node Controls
Nodes usage
Nodes Groups
Composite Node types
Composite Node types
Input Nodes
Output Nodes
Color Nodes
Vector Nodes
Filter Nodes
Convertor Nodes
Matte Nodes
Distortion Nodes
Editing Sequences
Introduction
Introduction
The sequencer
Usage
Sequencer Modes
Sequence Screen Layout
Effects
Built-in Effects
Plugin Effects
Audio
Audio Sequences
Extending Blender
Introduction
Introduction
Python Scripting
Python Scripting in Blender
Setting up Python
The Text Editor
A working example
References
Python Scripts
Script Catalog
Bundled Scripts
Plugins
Blender's Plugins System
Texture plugins specifications
Sequence plugins specifications
Game Engine
Introduction
Introduction
The Logic Editor
Usage
Game Properties
Sensors
Introduction
Sensor Types
Controllers
Introduction
Expressions
Actuators
Introduction
Action
Camera
CD
Constraint
Edit Object
Ipo
2D Filters
Game
Message
Motion
Parent
Property
Random
Scene
Shape Action
Sound
State
Visibility
Cameras
Cameras
Dome Camera
Physics
Physics Engine
Material Physics
Object Types
- Static
- No Collision
- Dynamic
- Rigid Body
- Soft Body
- Occluder
- Sensor
Python API
Bullet physics
VideoTexture
Various resources
List of Features
External resources
Game Engine Basics (BSoD Tutorial)
FAQ