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Reference: UI Panel

Raka edited this page Sep 9, 2025 · 1 revision

UI Panel Reference

This page provides a detailed description of every element in the BatchFont2Mesh (BF2M) user interface.

1. Font Input

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  • Font File: A file path property used to select the .ttf or .otf font file you wish to process.
  • Prepare Font: This operator initiates the workflow. It loads the selected font, creates the collection structure, and generates the live preview object.

Status Display

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This is a non-interactive area that provides real-time feedback on the addon's state, reporting success, errors, or the number of glyphs found in a loaded font.

2. Live Preview Options

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(This section is only visible after a font has been successfully prepared.)

  • Preview All Glyphs: A checkbox that toggles the text of the preview object. When enabled, it displays every character from the font file arranged in a grid. When disabled, it shows the simple text "Preview".
  • Grid Width: An integer property that controls the number of characters per line in the grid preview. This is only visible when Preview All Glyphs is enabled.

Live Tweaking

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(This section is only visible after a font has been successfully prepared.)

Materials (WIP)

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  • Base Material: A material slot for the main body of the text meshes.
  • Bevel Material: A material slot for the beveled faces. This is only used if the Multi-Material post-processing option is enabled.

The Multi-Material feature isn't quite working yet.

Text Geometry

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  • Character Size: Controls the overall scale of the text objects.
  • Extrude: Sets the depth or thickness of the 3D text.
  • Bevel Depth: Controls the size of the bevel effect on the text edges.
  • Bevel Resolution: Determines the smoothness (number of segments) of the bevel curve.

Transforms

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  • Translation: An X, Y, Z offset applied to every generated mesh.
  • Rotation: An X, Y, Z Euler rotation (in degrees) applied to every generated mesh.

Previewing the transforms is kind of wonky, TBD.

3. Post-Processing Options

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These toggles control additional operations performed on the mesh geometry after it has been converted from a text object.

  • Mark Sharp: Marks the edges between the main faces and the beveled faces as "Sharp," which can be used to create clean, hard edges with an "Auto Smooth" shading setting.

Not working.

  • Vertex Groups: Creates two vertex groups on each mesh: "Inner" (for the front and back faces) and "Bevel" (for the beveled edge faces).

Definitely not working yet.

  • Multi-Material: Assigns the Bevel Material to the beveled faces (Material Slot 2).

Doesn't work yet.

  • Vertex Colors: Creates a vertex color attribute named "BF2M_Colors" and colors the beveled faces red and the inner faces blue.

Also not working yet.

Mesh Cleanup

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  • Remove Doubles: Enables a "Merge by Distance" operation on the final mesh to clean up any overlapping vertices.
  • Merge Distance: Sets the distance threshold for the merge operation.

The Merge Distance value is truncated on the UI, but its default value is 0.0001!

4. Final Generation

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  • Generate Meshes: This operator executes the main batch-generation process, creating all character meshes based on the current settings. This button is disabled until a font has been prepared.

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