Previousattempts to use different format was a good idea, but WOFF was not supported, so I found out that blender supports also OTF. I downloaded pack from Fontsquirrel (otf by default) instead Gooogle fonts and it works :) Converting TTF to OTF would probably work too, but I did not tried this.
Edit: I found out that font format is not the case. Blender cannot handle glyphs in fonts with overlapping shapes (so for ex. "X" should be single mesh and not two crossed boxes one on top of another one). In my case same font from other source was fixed.
In my usage, this worked perfectly to fix the static font files from a variable font design hosted by Google Fonts. Seems like conversions are pretty basic, and the static alternatives still retain all of the overlapping and intersecting needed for variable usage even when no longer variable. But following the above stops, the files now work without issues in Blender.
Hi, Howard,
Thanks for the reply. I think i didnt demonstrate my point well enough. I understand that mesh bevel works great, and have custom curves and is not at all what i showed in the drawing, but text and imported svg behave the way in the picture. When adjusting the bevel depth option in the curve panel. Like i showed in the video. It swells up as if its been displaced.
1, language and font support
like i said above, blender have to import font (also doesnt support all font format) and doesnt support non english characters, like traditional Chinese. I can import svg but it makes the work flow very slow, if the text needs to be changed, i have to import another svg. I cant just type it in like maya or c4d. After that, ill have to do all the adjustment and effect again which is a waste of time imo.
2 text and svg bevel not mesh
Like i showed in the video, adjusting the bevel depth in the text or curve panel makes character swells up. If i have a bold font, a little bevel will make the character even thicker and create artifacts on complex character like traditional Chinese for example. Again i can just convert the text or svg to mesh. But if i want to bevel it, ill have to hand retopo the character (auto reropo doesnt do a good job), u can imagin the amount of work to retopo one Chinese character. Not to mention if one character needs to be changed, ill have to do everything again. Im maya, since it support all language and all font on your pc i can just type in a new character and it will retain all bevel effect and custom curve.
In desperate need for language and table support.
It would have been very nice to also import table from excel. Need this for product specifications and parameters during product presentations and trainings.
Hi there,
is there ANY way to import text objects from an SVG file, includig their position? More precisely: Import text objects form the SVG file as corresponding, editable blender text objects + their position corresponding to their position in the SVG file? Font options do not have to be imported (like font wheigt, spacing etc.). But if they do, that would be cool also.
Maybe there is a plugin, a script or other import options, that can do it?
If you need a file for testing, feel free to use this example (I hope a download is possible like this)
Thank you for sharing your experiences.
Thank you all for participating.
Let me clearify once again: I thought of a way to import text objects from a svg file AS EDITABLE BLENDER-TEXT-OBJECTS(text objects in blender, like Shift A > add text object). So converting vector text objects to paths/curves to import them into blender does not keep them editable in blender.
And when looking at the code of a SVG file, the text objects are clearly identifiable by the expression , including their position and even font attributes. And since points and paths are also expressed in the code a similar way, I thought it might be possible to import text as text objects as well by a script or addon or something which might not be included in blender. That is, what I need you help for. Maybe someone as already worked with a working solution once?
Blender addon with an improved SVG import and workflow tools for working with imported SVG files.The "PRO" version will stay ahead of the "FREE" version by 1-2 months, but have the same core import. The workflow actions and upcoming Export updates...
Learn python and modify the svg import script to do what you want. This is a good option, because learning is always good, and you can make the script work exactly the way you want. You can also repair it and modify it as you go.
There is an addon called BlenderGIS (here) that is for importing parts of maps. Perhaps using something like that to grab data may help?
Any app or addon that can split the map data up into layers is going to be helpful.
- Font Folders configuration : the addon allows you to setup several font folder on your computer through the addon user preferences. Sudirectories of the font folders will also be scanned for fonts. If you have uninstalled fonts on this computer, you can use them aside installed fonts, just create several font folders. You can save this configuration in an external file, in case you uninstall the addon, and want to keep track of your font folders. The external file is in a simple txt file, stored in a custom folder (by default in config folder of blender, you can change this through user preferences of the addon). This means you can load a previous font folder configuration in one click, in case you uninstalled your addon...
- Refresh operator checks for you all available fonts in your font folders and subdirectories. It may take some time, but the result will be externally stored in your prefs folder. You don't have to do it again, except if you installed (or add) or uninstalled (or remove) fonts in your font folders
- Remove unused Fonts : To work, the addon has to create an extra vector font datablock (extra font imported) and replace it when you browse from font to font. This leads to an unused datablock at the end of the day. A simple Operator allows you to remove it quickly !
- The addon now filtered the corrupted font file out, and store their name in a file in order to not try to import them again ! You can manually add some font to filter through the addon preferences !
I am trying to render Bengali fonts correctly in blender, but it is not rendering properly. I faced the same problem trying to draw Bengali text on image with python. I found that pillow is able to do this, but it was not straightforward like English text. I was able to get it working following these two links below,
Turns out Blender 2.92 already has path tracing included. Drag and dropping image in viewport, then Object > Trace Image to Grease Pencil on selected object is able trace the path which can extruded to any height requirement to generate 3D text.
I would still prefer an answer that removes the black pixels (or inverted) and extrudes the white pixels along Z axis to given height to create mesh using python without something like Inkscape. To this end my idea at the moment is using python get the contours, somehow save these as vector path, save as svg and finally load in blender.
I found two more ways to render font with height, but it is not my preferred way. One is using bump and another is using displacement + bump. Using bump does not give proper height, but looks good from far and able get the correct shadows.
To use displacement + bump or just displacement the plane needs to be subdivided a lot to get proper height with somewhat good results using blender cycles. The black and white mask image should be used as image texture with cubic interpolation to improve the results.
Text-based objects in Blender can be used in many different scenarios from title sequences, to credit reels, to pages of a 3D book. There are many ways in which you can edit your text in Blender and one of the most useful changes that you can make is altering the font of your text to encourage a certain style for your scene.
The best way of accessing custom text fonts is to use a text library site like
dafont.com or font space. Go to the website of your choice and then locate the font that you wish to use, then download it. In Blender go to the font options in the object data tab and locate your downloaded font on your device to change your text to that font.New fonts are added all the time to these websites and so you will have access to more font styles than you will ever need, although keep in mind that when downloading fonts each one has a license that indicates what it can and cannot be used for.
Using fonts found on the internet will require you to check if those fonts are usable for your projects, as there are many fonts that are licensed for personal use but not commercial use.Is it a requirement though to access fonts over the internet by using one of these library sites or do you already have some fonts that you can use that come preinstalled with Blender?Other than the default standard text font, Blender does not have any additional fonts that you are able to access. However, your operating system on the other hand is likely to have its own font library that you can access.
The windows operating system for example has its own font library that can be used with your blender projects, and all of these fonts are available for both commercial and personal use.To make it easy to access the font library, we will need to direct Blender to the library whenever we want to use a new font for our project.Directing Blender To The Windows Font Library?Start off by going to the edit menu in the header bar of the 3D viewport and then accessing the preferences option from the menu.
This will open up the preferences panel in another window. You will see numerous tabs in the side column for the various settings. The one that we want to select is the File Paths section.File PathsHere you can direct Blender to various external locations on your computer based on what it is that you want to use in your project, and the very first option is for the fonts.Click on the folder icon for the fonts option, which should be blank by default, and then the file browser will open up in another window.
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