

Notice that you can import instances of any text or curve using the Object Info node. Would nice to have a node that can do something similar using the radius attribute of the spine. This will allow start and end mapping without any gaps.

In Geometry Nodes if we could have a toggle that would turn off cyclic on a spline, copy the first/start point of the spine and make that copy the last point in the spline. However, turning off the cyclic option on text can result in gaps. Option to toggle cyclic and closed curve would allow making some interesting text outline effects by animating start and end values of curve’s bevel. Also, anything that helps manipulate string in a creative procedural way, like “decoder effect” when text transitions in by randomly shuffling characters and then stopping on actual string characters. I understand that this might be a difficult request as points can be manipulated in any way and the fill feature on text is intended for planar curves.Ī trimming feature would be nice. In later iterations of AN, it was achieved by decompose text node.Ī fill option for text would be great as now only empty curves are generated. In animation nodes, it used to be done by using string length, then instancing separate text objects for each character in an object list and animating them using loops. After separating text into several objects or islands within the same object some sort of procedural animation capabilities should be implemented, like controlling time delayed transformation of each character (scale, rotate, translate). This is the most common text effect that’s missing in Blender and giving headaches to animators working with text effects. It would be much better if curves would be formed from existing text objects using all the text options available (font, font size, spacing, font styles, text boxes, text box overflow settings…) Getting string from existing text objects in the scene would also be beneficial instead of entering string in geometry nodes as it can make animation setup much easier.įor animation we would require the ability to differentiate between characters, words and lines in order to apply transformations on a per character, word and line basis. Having all text options available on a single node would be cumbersome. Typography being a whole subject to itself, we’ll need a lot more options to meet the needs of those that work with text on a more regular basis. The String to Curve node is a great start along with the ability to now have splines in GNodes. Here’s some feedback from a team of animators with over 3000 motion graphic templates made in Blender.
