Editing

    Reference

    Mode

    Edit Mode

    Menu

    3D Viewport ‣ Edit

    Editing text objects is similar to using a standard text editor but is not as full-featured and has some differences. The menu of the 3D Viewport header offers few options. You have no transform nor mirror tools, and so on. To leave Edit Mode use Tab as it does not insert a tab character in the text, but rather enters and exits Edit Mode, as with other object types.

    Cut Ctrl-X

    To cut and copy text to the buffer, use the shortcut or the matching entry in the Edit menu.

    Copy Ctrl-C

    To copy text to the buffer, use the shortcut or the matching entry in the Edit menu.

    Paste Ctrl-V

    To paste text from the buffer, use the shortcut or the matching entry in the Edit menu.

    Paste File

    Inserts text from and external text file. This will bring up a for navigating to a valid UTF-8 file. As usual, be careful that the file does not have too many characters, as interactive response will slow down.

    To Uppercase

    Changes the case of the selected text to uppercase.

    To Lowercase

    Changes the case of the selected text to lowercase.

    Special Characters

    This is a limited character map to insert characters which aren’t available from the keyboard. Many other special characters can be “composed”, see Accent Characters. If you need others, you will have to copy-paste them from an external editor or character map program.

    Note

    The text buffer is in sync with the desktop clipboard. But if it is used within Blender the text formatting will be copied as well. For other ways of inserting a text, see .

    Toggle Bold, Italics, Underline, Small Caps

    To apply the Bold, Italics, Underline or Small Caps attribute to a set of characters, you either turn on the related setting prior to typing characters, or select existing text, and then toggle desired style from the menu.

    Blender’s Bold and Italic buttons do not work the same way as in other applications, as they also serve as placeholders for you to load up other fonts manually.

    Kerning

    Font kerning is the space between individual characters.

    • Decrease Kerning Alt-Left

      Decreases the spacing between the characters on either side of the cursor.

      Increase Kerning Alt-Right

      Increase the spacing between the characters on either side of the cursor.

      Reset Kerning

      Sets the spacing between the characters on either side of the cursor to their initial value.

    Delete

    • Previous/Next Character

      Deletes the character before or after the cursor.

      Previous/Next Word

      Deletes the word before or after the cursor.

    You can insert text in two ways: from the internal text buffer (as described above), or from a text file.

    Using an existing text data-block, you can convert it to an object from the Text editor’s header, select Edit ‣ Text to 3D Object, One Object or One Object per Line depending on your needs.

    It is also possible to paste from the clipboard or a file from the Edit menu, while editing 3D text.

    Many special characters (such as accented chars, which are not directly available on your keyboard) can be “composed” using a combination of two other characters. To do so, type the main char, press Alt-Backspace, and then press the desired “modifier” to produce the special character. Some examples are given below:

    In Object Mode, it is possible to convert a text object to a mesh or curve one, see Convert To.

    Tip

    The topology of the result is usually a bit messy, so it may be useful to use a Limited Dissolve deletion, or apply a at a low threshold, to clean up your mesh.

    Reference

    Mode

    Edit

    Panel

    Properties editor ‣ Materials

    Each character can have a different Material index in order to have different materials on different characters.

    You can assign indices either as you type, or after by selecting blocks of text and clicking on the Assign button in the Materials panel.