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This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
Now, let's take a look at how to create text in Blender. I'm going to go ahead and just start with File>New, and we're just going to start with a blank file here. I'm going to go ahead and right-click on this Cube and delete it, and that way we have some free space with which to work. So the first thing I'm going to do is go ahead and Add some Text. And when we do, well, the word Text comes up, and there is our text. Now, if you want to edit the text, just like you would do with a mesh, you go into Edit Mode, you do the same for text.
So when I go into Edit Mode, a little cursor comes up, and I can hit my Backspace and I can type whatever I want. So you can basically just type, and then when you hit Tab to go back into Object Mode, you're in Object Mode. Now, when we have text, we have a special tab here in the Properties Panel for the Text. So we can have a number of options here, such as what's the Resolution for Render. In other words, how much does it in-between that shape.
And do we want to Fill both the Front, the Back, or None. So, in other words, do I want to see this from the Back and the Front. Texturing, basically how do you want to texture that. We'll get into Texturing a little bit later. And then Geometry, do you want this to be Offset. In other words, do you want it skinnier or bigger or smaller? I'm going to go ahead and set that to actually back to 0. The next option is Extrude; do you want to extrude this, and if so, how much? So I'm going to extrude it just a little bit so that we have a little bit of depth there.
And then, do we want to Bevel the Front of that, do we want to Bevel it or not? And then what's the Resolution of that Bevel, do you want it kind of Circular or do you want it Angular, and that's what this will do. Now, we can also change the Font. Now, this gets a little technical, because you need to know where your Fonts are stored on your computer. Now, on a UNIX system it's in usr/lib/fonts, I believe. On a Windows system, it's in the Windows folder, under Fonts.
And then all of the Fonts are here. Now, if you want you can just select whichever Font you want, and if it's a valid Font, it will come up. And once you've loaded the Font, you can go to the Font Menu here and now you have 2. Now, this Bfont is just the one that comes stocked with Blender, but we can add in any additional Fonts. So if I wanted to add in one more, I could do that, and I have a lot of Fonts on this system. But basically, just select whichever Font you want, and there you go.
So now I can pick between any one of these. Now, in addition to this, we also have Paragraph alignment. Now, this typing box isn't limited to just one line of text, you could actually type entire paragraphs. And in that case, we want to have Center, Left, Right, Justified, just all of your standard type of text options here. We can also add Boxes around the text if we want. And once you've created your text, it does show up as a standard object in the Outliner.
So now I have my Text Object here as well as any other object I would want in my scene.
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