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Quick Start Guide
Raka edited this page Sep 9, 2025
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This guide will walk you through the primary workflow of the BatchFont2Mesh (BF2M) addon, from loading a font to generating meshes.
The addon operates on a simple three-step process: Prepare, Tweak, and Generate.
The first step is to load your chosen font file and create the necessary environment for the addon to work in.
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Select a Font: In the BF2M panel, under "1. Font Input", click the folder icon next to the
Font Fileproperty. Select a valid.ttfor.otffont file from your system. -
Prepare Font: Click the
Prepare Fontbutton.
The addon will now perform several actions:
- It loads and analyzes the font file, reporting the number of found characters (glyphs) in the Status area.
- It creates a new collection structure in the Outliner (e.g.,
[BF2M] MyFont) containingUnprocessedandProcessedsub-collections. - It generates a live
Previewtext object in the viewport, which will be used for real-time feedback. - The rest of the addon's UI will become available.
This step allows you to visually define how your final character meshes will look. All changes made in the UI will be instantly reflected on the Preview object.
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Preview Options: Optionally, check
Preview All Glyphsto see the entire character set laid out in a grid. -
Assign Materials: Select a
Base Materialand, if desired, aBevel Material. -
Adjust Geometry: Use the sliders under
Text Geometryto control theCharacter Size,Extrudedepth, andBevelproperties. -
Set Transforms: Define a universal
TranslationandRotationthat will be applied to every character mesh upon generation. -
Select Post-Processing: Enable your desired combination of post-processing options, such as
Mark Sharpor creatingVertex Groups.
Once the Preview object is configured to your satisfaction, you can begin the final batch process.
- Click Generate Meshes: This will execute the main generation operator.
- Monitor Progress: A progress bar will appear in the Blender status bar at the bottom of the window.
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Review Results: The addon will create an individual mesh object for each character in the font, apply all of your configured settings, and place the final objects into the
Processedsub-collection.
When the process is complete, the Preview object is removed, and the addon state is reset, ready for another operation.