jsdream Posted November 12, 2015 Share Posted November 12, 2015 Hello everyone!I've tried to export blender scene with some text objects to Babylon.js, but text didn't get exported. So is it actually possible to export text objects from Blender into .babylon file? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 12, 2015 Share Posted November 12, 2015 Not directly. I do have a utility fontGen.blend here, https://github.com/BabylonJS/Extensions/tree/master/Dialog/fonts. It can also be used to generate signs. Basically, load this blend. Edit the Text Object with the letters you want. Put the mouse over the script window, and type Alt-P. If the Text object does not contain a single letter 'A', it will convert it to a Mesh rather than generate 90 something meshes. Not all of the Text properties are consulted, so you need to change in the script (extrusion (use 0 for 2D), ADD_UVMAPS=True if going to use textures). There are code comments which describe this. Save as to a temporary Blend, then use File Append in your target .blend to get it into your scene. Quote Link to comment Share on other sites More sharing options...
jsdream Posted November 12, 2015 Author Share Posted November 12, 2015 Thank you very much for the response! Quote Link to comment Share on other sites More sharing options...
gryff Posted November 12, 2015 Share Posted November 12, 2015 Hi JS. Here are the steps I use: 1. Create the text object as usual - including thickness bevels etc.2. When you are satisfied, with the Text Object selected -> Alt +C -> chose "Mesh From Curve/.../Text" The text Object is now a mesh 3. Now go into Edit mode for this mesh - it may look very cluttered, particularly very curved letters.4. With all the vertices selected, hit the spacebar and type "Limited Dissolve" in the little box and then select that option.5. In the toolbar to the left of the 3D window you will see the parameters you can change for the dissolve - the default values (5 degree angle) work fine, but play with them. The resulting mesh look better and I usual get a reduction in the number of vertices of ~ 15%. It also will allow for better Boolean operations with other meshes Here is an example I made a while ago: Babylon.js Hope that helps. cheers, gryff JCPalmer 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 12, 2015 Share Posted November 12, 2015 Gryff, Not a high priority, but I may try to include the post mesh edit into the script. Primarily for the 15% reduction,unless you only get it when there is more than 1 letter per mesh? Your method is fine for signs, but try doing it96 times , then do it again for the 3D font. Quote Link to comment Share on other sites More sharing options...
jsdream Posted November 12, 2015 Author Share Posted November 12, 2015 @gryff Thank you for your guide too. I'm going to play with both methods though. I'm really starting to love the community Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 12, 2015 Share Posted November 12, 2015 And that's just the beginning Quote Link to comment Share on other sites More sharing options...
jsdream Posted November 14, 2015 Author Share Posted November 14, 2015 @Deltakosh Yeah, and that's exciting beginning. I hope your "baby" will become the most powerful and famous 3D games engine for the WEB. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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