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'Apply on Spline', (On POINTS) by angle for bevel modifier. (Allows beveling text edges)

The problem with text in Blender is that it's trying to be flexible and procedural, some things are overly difficult to control. Things such as character pair kerning, quadfile geometry generation, and in this case beveling is an issue: It should be child's play to bevel the sharp corners of text without accidentally beveling unwanted parts, but that's not possible without destructive or lengthy work.

In order to fix this issue, I recommend we allow 'Apply on Spline' for points of curves and allow a threshold based on the angles of adjacent edges with an option for size to be biased more towards the sharper of the neighboring edges as an added level of control. You have two variables to consider, and if you can get the angle of joining edgs, you unlock the key to driving one of the most sought after features in the text tool. This could be accessible both through the modifier and in the 'bevel' section of the text object properties.

This has potential to lead to vertex beveling which allows angle threshold control by taking into account the average angle of all edges joined to the vertex.

Here's how I would currently workaround this issue: Either by editing the font in fontforge which is sometimes not allowed by an internal meta license file, and this process is time consuming. The other option is to convert the text to a mesh, but this method is destructive and ultimately time consuming if you want to go back and change the text.

Also by using the remesh modifier, you can control edge beveling on the shape at this point, but you have no way to limit this by the sides of the geometry.

So really, there is no good way to bevel the side corners of text unless we consider changes like this.

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Development Status: Open

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simon.p.heggie
3 Jul 2020

2 Comments

sebbosebbo267

Hi, I think the new modifier are good now in the new 2.8 Version when none destructiv workflow is the target and the text will be deformed.Often I have Not a perfect artifact free remesh and IT depends and is limited by the input paths from the font and a lot of time is wasted whill tweaking the parameter of the modifier is involved. Cinema 4d is the King when you need a fast pace in a short Deadline race but I was happy that blender goes better and better now. Blender with deformabel Text and motiongraphic is a real pain sometime but I hope the devs have an Eye on this or two. I think blenders textmodule is a little bit underated and not on the list sadly. Personally I work with a near 8 years old C4d Version and It works very well with motiongraphic and deformable text...for free and hobby blender is fantastic tool.

1
simon.p.heggie Author

* @sebbosebbo267 * Hey, I have a co-worker who uses an old version of C4D at work as well. He's had the most amount of fun thus far with the sculpting set. If you get a chance to look at anything in particularly, I hope you have a go with that.

But yes I'm hearing the same thing that C4D was the choice for designers in part because of how flexible the text is. This experience with the text tool is useful to share. I hope you get a chance to try the newest C4D and can relay some of the finer points here to the community.

Blender's awesome, but we do need more diverse eyes on it still.