2:02 a much quicker way to do this is to click on text - shift+A - cursor to selected, then click on empty - shift+A - selection to cursor. After this parent the empty to text in case to need to change position later. Thank you for the tutorial.
Thank you so much for such a great tutorial! Although I still have a flickery look even after entering the offset as you did in 05:44 I don't know what I'm missing. I'd really appreciate your help.
Does it flicker when you zoom-in or zoom-out? That may be just a lagging in the viewport display. Take a render output to ensure the actual result. If it is still not vivid, increase the offset slightly. The offset depends on the actual size of your objects. But do not increase the offset too much, otherwise the text will look detached from the surface. If you are still unable to solve it, you can send your blend file to us, we'll verify and suggest what is best. Our contact details (Email ID) are given in the About section of this channel. Thanks!
Thanks for the video. Very helpful. I do still struggle a bit. When I project the text to the surface and then add any offset no matter what value (0.01, 0.1, 1), I can see that the text is not attached to the object surface. The original text itself has a extruded value of 0.1 or 0.01. I tried both, even tried 1. Still the projected text is not attached to the surface. Any idea how to make sure it is attached to the object surface and has a good depth like 0.5? I did convert to mesh. When I export as STL and load into Cura, there is nothing shown on the object surface.
I can surely help here, but I need to look at your blend file. Our contact details are given in the About section of this channel. Can you please mail us the blend file? The export function is a challenge though, because many things are not yet supported in export. It has known limitations.
Yes possible. You can add a solidify modifier to the text object after the shrinkwrap. It will add a thickness to the projected text. However, the topology of the text should be very clean in order to get a good result. You can check our tutorial on how to create a better text using geometry nodes for this purpose.
@@5MinutesBlender Ok many thanks will refer to other tutorial... It seems to be very difficult to obtain clean projected text on curved objects like spheres.. p.s. we tried solidify after shrinkwrap though as you mentioned it is very poor result.. Also could not use re-mesh on text unless thickening first and this also poor result. May there is a way to clean the mesh of the text before shrinkwrap this should work as expected ?
You say that 90 degrees has to be put in for the empty and the text for the X Rotation. My text is properly aligned without doing this. When I put in the 90 the text flips and I have to rotate. When I rotate it the Text X Rotation changes to 0 degrees, or there about. So they are no longer the same. Why can I not just leave the X rotation at zero for both? It lines up with my Text to 0 and Empty to 90 as far as lining up goes. What is sickening is that I had a very nice shadow projected and thought I was ready to go. When I went to extrude the text it disappeared and I haven't figured out how to bring it back. I don't want to be a nuisance but Putting Text On A Pipe is driving me crazy for weeks.
Yes, of course you can leave it untouched if you're already getting the correct result. Let me explain what is happening behind the scene. The text object that you have, may not be same as the one I have in this video. The geometrical orientation may not be the same. For example, you might have rotated the axes orientation of the target object while modeling it. So the text orientation "with respect to the target object" is not same in both the cases. Also, your global axes orientation may be different from what we have in the tutorial. Net-net, there is no mandatory rule that the empty has to be rotated always. And in the similar line, it is also not guaranteed that changing just the X-rotation will always yield the correct result. I hate to say this, but you will need to experiment with the X and Y rotations of the empty (and in certain cases Z rotation as well) to figure out what works best. People dislike the bending operation in Blender for this very reason, since it is not intuitive enough.
I think I can suggest some solution, but let us first ensure that we are on the same page. So can you please clarify what you mean by 'procedurally dissolved' here? Probably I'd understand it better if you can explain to me what you are trying to achieve or what effect you need (which is not happening right now).
hey man, i was wondering if you had any suggestions. Im trying to make vines growing up from the ground and wrapping around ruins, I was wondering if you happened to know of a quick way to achieve this? as opposed to modelling each vine separately? any help would be most appreciated :) its ok if your unsure mate, just thought i would ask :) Have an awesome day!
Hi, I thought on this. Although I can't recommend a clean way to do that instead of modeling each vine individually, if you can let go some part of the quality, there may be a way. Let us create a curve for one vine. Then model one vine based on that. Now create arrays of vines from that one vine. Place the vines in their appropriate locations around the ruins. Now temporarily join all the vines as one single object. Go to the edit mode and modify the curve points while keeping the proportional editing On. This will create random bends and twists into the vines so that all of them do not look similar, each one will look somewhat different from the other (although the details will be the same, but it may not be noticeable if you look at it from a distance). Another method: create an invisible cube covering the ruined site, and subdivide it up to 2 or 3 levels along the length, but no subdivision on the height. Now duplicate one vine on each surface of this cube (dupliface). Select the cube and go to the edit mode. Select all the surfaces, and randomize them, open the operator box and randomize their orientation (normals) as well. This will also create random shapes for your vines, they will look different from each other. Probably you can apply the first method on top of this second method, and achieve a nearly perfect result. To be honest, I have never tried this. These are some ideas, which may or may not be fruitful. I am just thinking aloud here! All the best!
That is quite normal, first time it took me the same amount of time to make it perfect. When you do it several times, you can become much faster! All the best 👍
When I do the simple deform modifier, it doesn't work as expected. I can't get my text to curve the way you show yours bending. I don't understand why the axis is Y here. It seems like it's bending around the Z axis. I can't get the curve modifier to work either.
Please check the initial orientation of your viewport with this tutorial. Maybe our x-axis is your y-axis and vice versa. The bending is highly influenced by this. We have covered bending in Blender thoroughly in another tutorial 👉 th-cam.com/video/KgM-nWTHAJU/w-d-xo.html I recommend you to watch that because it really details everything about simple deform modifier to bend an object correctly.
for me it doesnt seem to work. i am on Blender 3.41. with simple deform - bend, it seemt not to bend but the text becomes kind of extruded towards the beginning and end of the text. rotation and location of text and cube are exactly the same. someone does know an explanation or better a way to fix that?
Hi, it seems the bending of the text is not working due to its orientation. Try to change the axis angles. Your initial axis orientation may be different from ours, so you need to adjust it accordingly. Or match the initial axis orientation just like how we did in this video. Bending with simple deform modifier is always very tricky, it is difficult to get working. For this, we came up with a new tool called Bend Geometry and shared with our members. It is available for download on Blender Market, link 👉 www.blendermarket.com/products/easy-bend It is super easy to use and it is free from any such headache. You can also get the job done through simple deform modifier, but you may need to do little bit of trial-n-error with the axis for the correct result.
How about the surface where you are projecting it? Does that have enough subdivisions? Since the text is projected on a surface, if that surface is not very smooth, the projection may get jagged.
Im trying to do this with a svg file i place it in position like the text, add the empty but when i select the simple deform modifier in place of making a curve like the text in the video it starts spining ... dont know how to fix this
Hi, I think your svg object's origin is not correct. Select the object, then in the object menu, go to "Set Origin" and set the origin to its geometry. Also you need to add enough subdivisions to get the bending effect. Please let me know if it does not resolve the issue.
@@5MinutesBlender could not fix it, now im trying to set a number like 90 to object ball i did every step like in the video but the text will not bend, it has very thick sides and small in the middle.
Something tells me the light is important for casting a shadow. I see that you have a light in your collection but I do not see where the light is referenced anywhere in the Video. What did I miss? I'm trying to figure out how to cast a light. Not finding it easy.
Yes, a light is needed in order to cast shadows. A shadow is created when an object obstructs incoming light rays. We did not talk about light in this video, we just went with the default light and the default settings. When you start blender, it adds a light to the scene by default. That should cast a shadow, but you may need to place the light in the right position and also the strength of the light may need some adjustment depending on your scene. If you tell me your specific requirement, I can suggest you more on this. Light & shadow is a very important & a vast area in Blender.
@@5MinutesBlender Thanks so much for your prompt reply. I consider my application quite simple but putting text on an object has been impossible in other programs (FreeCAD). I can see blender has the ability once one finishes 666 hours of you tube videos with failures! I have what amounts to a curvy pipe that I'm putting text along it's bottom radius. Lets say this pipe got ice in it and is bulged at the bottom where the text goes. I'm currently watching your Studio lighting video. With the stock lighting I get no Shadow. Could there be another reason I get no shadow?
@@Kotaztrafee Are you using HDRI lighting? HDRI or environment lighting looks far better, but it does not cast any shadow if you render the scene in Eevee. You'll get a perfect result only in Cycles. If this is the case, and you're rendering only a single frame, a still output, you can simply use Cycles. But for Eevee, you may need to use some workaround for the shadow. One technique is discussed here 👉 th-cam.com/video/3bQ539wDVGo/w-d-xo.html
@@5MinutesBlender My initial thought is Hell NO. I hate to work around thing. Literally in the physical world I hate having to go around things and people are suggesting that I give up on printing text on my product and go with a post process process that needs processed. I'm going to watch your video and get an education but seems obvious that one should just use Cycles. I'll let you know...BTW I've been 3 weeks trying to get this done using FreeCAD and being intimidated by Blender. If this gets done I will show my appreciation as I'm able. Thanks for Hope! Here I go.>>>>>>
Yep, sometimes that's what we go for. But it has limitations as you have mentioned. And if the text is not parallel to an axis, it becomes difficult. So we need to choose a method based on the situation. Anyway, your suggestion is absolutely correct!
You say the Empty and the Text have to have the same values in the Transform but you Text has a value of 90degrees for Z whereas the Empty is 0. What's up with that?
Good observation 👍 The z-rotation does not matter in this particular case since our bend does not affect the z-dimension of the text object, it only affects the x & y dimensions. But in some other cases, you may need to match the z-rotation as well.
Please refer to this tutorial 👉 th-cam.com/video/qHBz6UTZehs/w-d-xo.html The method should be the same. But in this case we have got two different materials for the final object (one for the object itself and one for the text). Remember, you have to first apply all the modifiers. Now create two new image files instead of one, as shown in the baking tutorial. Then run the baking process and you'll get the complete thing exported. I just tried this to ensure that it works! It may be little tricky but I am sure that you can get it done.
Convert the text into a mesh (Object menu > Convert > Mesh). It will auto-apply the modifiers. But you cannot change it later. So finalize everything, the shape, bend etc before you convert. Better to keep a copy of the text object, just in case you need to make changes later.
For popout text from a cylinder, this is not a good method. There is another tutorial which is more suitable for your case 👉 th-cam.com/video/y8iV2CEXFDQ/w-d-xo.html It will be easier I hope. Please check.
I believe you want to join the text to the object. First apply all the modifiers. Then convert the text into a mesh (Object menu > Convert > Mesh). Ensure that this mesh object and the target object both have a suitable material. Now select both objects and join them using Object menu > Join option. I have just checked this now and it works perfectly. Please let me know if you face any difficulties.
Agreed that a faster version is possible. There are various aspects to consider here, otherwise the text won't wrap correctly, and newbies may find it difficult to follow if we are not detailed enough. When we actually do it in hand, it hardly takes 30 seconds, that's correct. But it takes longer to explain it to someone who never did anything close to this (and often they are even first timer in Blender).
Hi, can you please tell me which particular step is failing in your case, so that I can help you further? You can mention the timestamp of the video at which point you get a different result. Thanks.
ok, figured it out using Blender 2.93.5. When selecting the simple deform modifier check the Y-axis and leave the angle at 0. Move on to the shrinkwrap modifier and the rest of the tutorial should be fine. Hope this helps. And I think this is probably the best way to add text to objects, maybe even better than the boleen operation, just my personal opinon.
@@coreyfairbanks7374 Thanks a lot for your input 👍 The axis selection depends on the initial orientation of the objects and the empty. I guess this has not changed in current version of Blender. One has to do little experiment with the axis and the angle for his specific case. But I'm really glad that it has worked for you!
@@5MinutesBlender when I checked Y and adjusted the angle, the text rotated on on the Z axis, then I said WTF, so I just left Y checked and angle at zero and went with the rest of the video, and it worked. Very cool way to do text, so thanks for the tutorial.👍
I guess AI has taken over speech too. I can't stand listening to a digital voice! For every single thing you want to do in Blender you have to do 20 more things while working around bugs.
Blender is difficult at times, and definitely difficult if someone is starting new. Years ago when I started learning Blender, my experience was the same. So as they say - been there, seen that. On the other hand it is free, and it is open-source. These are the two advantages that no one can deny. Btw, we are using a synthetic voice with a purpose, we want to create very crisp and clear tutorial without any fat. I understand that NOT everyone would like AI voice. It's okay. I respect your choice 🙏 and thanks for visiting us!
@@5MinutesBlender Thanks for you understanding concerning blender difficulty. As for the AI. There was still lots of fat. There is no good excuse for using AI unless you are AI.
If you liked this tutorial, please consider making a small donation, it will help us!
𝐘𝐨𝐮 𝐜𝐚𝐧 𝐬𝐞𝐧𝐝 𝐲𝐨𝐮𝐫 𝐝𝐨𝐧𝐚𝐭𝐢𝐨𝐧 𝐡𝐞𝐫𝐞 👉 donorbox.org/5-minutes-blender
2:02 a much quicker way to do this is to click on text - shift+A - cursor to selected, then click on empty - shift+A - selection to cursor. After this parent the empty to text in case to need to change position later. Thank you for the tutorial.
I guess you would still have to manually change the rotation but after parenting everything should would flawlessly :)
@@ImaginationAnimation Thanks for sharing the tips 👍
Love your modeling tutorials, they are always fun and simple!
Glad you like them! 💝
Good lesson
Thanks for watching 😊💝💝
Thank you so much for such a great tutorial! Although I still have a flickery look even after entering the offset as you did in 05:44 I don't know what I'm missing. I'd really appreciate your help.
Does it flicker when you zoom-in or zoom-out? That may be just a lagging in the viewport display. Take a render output to ensure the actual result. If it is still not vivid, increase the offset slightly. The offset depends on the actual size of your objects. But do not increase the offset too much, otherwise the text will look detached from the surface. If you are still unable to solve it, you can send your blend file to us, we'll verify and suggest what is best. Our contact details (Email ID) are given in the About section of this channel. Thanks!
Great one!
Thanks! Glad it helped 😊
Thankkkk youuuu❤
Glad you liked it! 😊❤️❤️
cool! thanks
Awesome video :)
Thank you brother 💝
Very nice and great ☺️☺️☺️☺️💞💞💞💞💞
Thanks a lot 😊 I'm glad that you liked it!
Nice and detailled.
Thanks for the video. Very helpful. I do still struggle a bit. When I project the text to the surface and then add any offset no matter what value (0.01, 0.1, 1), I can see that the text is not attached to the object surface. The original text itself has a extruded value of 0.1 or 0.01. I tried both, even tried 1. Still the projected text is not attached to the surface. Any idea how to make sure it is attached to the object surface and has a good depth like 0.5? I did convert to mesh. When I export as STL and load into Cura, there is nothing shown on the object surface.
I can surely help here, but I need to look at your blend file. Our contact details are given in the About section of this channel. Can you please mail us the blend file? The export function is a challenge though, because many things are not yet supported in export. It has known limitations.
thank you
Is it also possible to add some depth to the text after using the shrink wrap ?
Yes possible. You can add a solidify modifier to the text object after the shrinkwrap. It will add a thickness to the projected text. However, the topology of the text should be very clean in order to get a good result. You can check our tutorial on how to create a better text using geometry nodes for this purpose.
@@5MinutesBlender Ok many thanks will refer to other tutorial... It seems to be very difficult to obtain clean projected text on curved objects like spheres.. p.s. we tried solidify after shrinkwrap though as you mentioned it is very poor result.. Also could not use re-mesh on text unless thickening first and this also poor result. May there is a way to clean the mesh of the text before shrinkwrap this should work as expected ?
you helped me)
Awesome bro! Cheers!
@@5MinutesBlender 👍
You say that 90 degrees has to be put in for the empty and the text for the X Rotation. My text is properly aligned without doing this. When I put in the 90 the text flips and I have to rotate. When I rotate it the Text X Rotation changes to 0 degrees, or there about. So they are no longer the same. Why can I not just leave the X rotation at zero for both? It lines up with my Text to 0 and Empty to 90 as far as lining up goes. What is sickening is that I had a very nice shadow projected and thought I was ready to go. When I went to extrude the text it disappeared and I haven't figured out how to bring it back. I don't want to be a nuisance but Putting Text On A Pipe is driving me crazy for weeks.
Yes, of course you can leave it untouched if you're already getting the correct result. Let me explain what is happening behind the scene. The text object that you have, may not be same as the one I have in this video. The geometrical orientation may not be the same. For example, you might have rotated the axes orientation of the target object while modeling it. So the text orientation "with respect to the target object" is not same in both the cases. Also, your global axes orientation may be different from what we have in the tutorial. Net-net, there is no mandatory rule that the empty has to be rotated always. And in the similar line, it is also not guaranteed that changing just the X-rotation will always yield the correct result. I hate to say this, but you will need to experiment with the X and Y rotations of the empty (and in certain cases Z rotation as well) to figure out what works best. People dislike the bending operation in Blender for this very reason, since it is not intuitive enough.
Can you project text over an object that will be procedurally dissolved? So far my object gets dissolved, but the text remains unchanged.
I think I can suggest some solution, but let us first ensure that we are on the same page. So can you please clarify what you mean by 'procedurally dissolved' here? Probably I'd understand it better if you can explain to me what you are trying to achieve or what effect you need (which is not happening right now).
very nice...
Thank you! Cheers!
hey man, i was wondering if you had any suggestions. Im trying to make vines growing up from the ground and wrapping around ruins, I was wondering if you happened to know of a quick way to achieve this? as opposed to modelling each vine separately? any help would be most appreciated :) its ok if your unsure mate, just thought i would ask :) Have an awesome day!
Hi, I thought on this. Although I can't recommend a clean way to do that instead of modeling each vine individually, if you can let go some part of the quality, there may be a way. Let us create a curve for one vine. Then model one vine based on that. Now create arrays of vines from that one vine. Place the vines in their appropriate locations around the ruins. Now temporarily join all the vines as one single object. Go to the edit mode and modify the curve points while keeping the proportional editing On. This will create random bends and twists into the vines so that all of them do not look similar, each one will look somewhat different from the other (although the details will be the same, but it may not be noticeable if you look at it from a distance). Another method: create an invisible cube covering the ruined site, and subdivide it up to 2 or 3 levels along the length, but no subdivision on the height. Now duplicate one vine on each surface of this cube (dupliface). Select the cube and go to the edit mode. Select all the surfaces, and randomize them, open the operator box and randomize their orientation (normals) as well. This will also create random shapes for your vines, they will look different from each other. Probably you can apply the first method on top of this second method, and achieve a nearly perfect result. To be honest, I have never tried this. These are some ideas, which may or may not be fruitful. I am just thinking aloud here! All the best!
@@5MinutesBlender fantastic mate, thank you so much, ill give it a go :) much appreciated man :)
@@NatePlayzGamez how did it go?
@@Demertech just ended up placing vines where I needed :) there is a generator on epic games marketplace that does vines tho. Probz check that out:)
These 15 minute videos take me 3 hours.......
That is quite normal, first time it took me the same amount of time to make it perfect. When you do it several times, you can become much faster! All the best 👍
is there anyway to make it look like the words are carve in rather than a stick on?
Yes, our next tutorial is exactly on that topic. You can watch here 👉 th-cam.com/video/lc3d0pM2fpo/w-d-xo.html
When I do the simple deform modifier, it doesn't work as expected. I can't get my text to curve the way you show yours bending. I don't understand why the axis is Y here. It seems like it's bending around the Z axis. I can't get the curve modifier to work either.
Please check the initial orientation of your viewport with this tutorial. Maybe our x-axis is your y-axis and vice versa. The bending is highly influenced by this. We have covered bending in Blender thoroughly in another tutorial 👉 th-cam.com/video/KgM-nWTHAJU/w-d-xo.html I recommend you to watch that because it really details everything about simple deform modifier to bend an object correctly.
for me it doesnt seem to work. i am on Blender 3.41. with simple deform - bend, it seemt not to bend but the text becomes kind of extruded towards the beginning and end of the text. rotation and location of text and cube are exactly the same. someone does know an explanation or better a way to fix that?
Hi, it seems the bending of the text is not working due to its orientation. Try to change the axis angles. Your initial axis orientation may be different from ours, so you need to adjust it accordingly. Or match the initial axis orientation just like how we did in this video. Bending with simple deform modifier is always very tricky, it is difficult to get working. For this, we came up with a new tool called Bend Geometry and shared with our members. It is available for download on Blender Market, link 👉 www.blendermarket.com/products/easy-bend It is super easy to use and it is free from any such headache. You can also get the job done through simple deform modifier, but you may need to do little bit of trial-n-error with the axis for the correct result.
I have a problem, when i apply the shrink wrap modifier the outline of my text gets jagged, its very smooth before shrink wrap, how do i fix this?
How about the surface where you are projecting it? Does that have enough subdivisions? Since the text is projected on a surface, if that surface is not very smooth, the projection may get jagged.
Im trying to do this with a svg file i place it in position like the text, add the empty but when i select the simple deform modifier in place of making a curve like the text in the video it starts spining ... dont know how to fix this
Hi, I think your svg object's origin is not correct. Select the object, then in the object menu, go to "Set Origin" and set the origin to its geometry. Also you need to add enough subdivisions to get the bending effect. Please let me know if it does not resolve the issue.
@@5MinutesBlender could not fix it, now im trying to set a number like 90 to object ball i did every step like in the video but the text will not bend, it has very thick sides and small in the middle.
i fix it, i made the empty smaller with S so it will fit on the screen but that made the scale of the object diferent and didnt bent properly.
@@0Nuxx0 Glad to know it is fixed. Cheers!
Something tells me the light is important for casting a shadow. I see that you have a light in your collection but I do not see where the light is referenced anywhere in the Video. What did I miss? I'm trying to figure out how to cast a light. Not finding it easy.
Yes, a light is needed in order to cast shadows. A shadow is created when an object obstructs incoming light rays. We did not talk about light in this video, we just went with the default light and the default settings. When you start blender, it adds a light to the scene by default. That should cast a shadow, but you may need to place the light in the right position and also the strength of the light may need some adjustment depending on your scene. If you tell me your specific requirement, I can suggest you more on this. Light & shadow is a very important & a vast area in Blender.
@@5MinutesBlender Thanks so much for your prompt reply. I consider my application quite simple but putting text on an object has been impossible in other programs (FreeCAD). I can see blender has the ability once one finishes 666 hours of you tube videos with failures!
I have what amounts to a curvy pipe that I'm putting text along it's bottom radius. Lets say this pipe got ice in it and is bulged at the bottom where the text goes. I'm currently watching your Studio lighting video. With the stock lighting I get no Shadow. Could there be another reason I get no shadow?
@@Kotaztrafee Are you using HDRI lighting? HDRI or environment lighting looks far better, but it does not cast any shadow if you render the scene in Eevee. You'll get a perfect result only in Cycles. If this is the case, and you're rendering only a single frame, a still output, you can simply use Cycles. But for Eevee, you may need to use some workaround for the shadow. One technique is discussed here 👉 th-cam.com/video/3bQ539wDVGo/w-d-xo.html
@@5MinutesBlender My initial thought is Hell NO. I hate to work around thing. Literally in the physical world I hate having to go around things and people are suggesting that I give up on printing text on my product and go with a post process process that needs processed. I'm going to watch your video and get an education but seems obvious that one should just use Cycles. I'll let you know...BTW I've been 3 weeks trying to get this done using FreeCAD and being intimidated by Blender. If this gets done I will show my appreciation as I'm able. Thanks for Hope! Here I go.>>>>>>
10 years in half effort development. 4 months in 3D design learning on my own. 3 weeks everyday trying to learn how to get text on a freakin pipe!
Isn't knife project simpler? yeah you can't move your text on mesh, but it's much faster
Yep, sometimes that's what we go for. But it has limitations as you have mentioned. And if the text is not parallel to an axis, it becomes difficult. So we need to choose a method based on the situation. Anyway, your suggestion is absolutely correct!
You say the Empty and the Text have to have the same values in the Transform but you Text has a value of 90degrees for Z whereas the Empty is 0. What's up with that?
Good observation 👍 The z-rotation does not matter in this particular case since our bend does not affect the z-dimension of the text object, it only affects the x & y dimensions. But in some other cases, you may need to match the z-rotation as well.
how can we bake this into a texture.
Please refer to this tutorial 👉 th-cam.com/video/qHBz6UTZehs/w-d-xo.html The method should be the same. But in this case we have got two different materials for the final object (one for the object itself and one for the text). Remember, you have to first apply all the modifiers. Now create two new image files instead of one, as shown in the baking tutorial. Then run the baking process and you'll get the complete thing exported. I just tried this to ensure that it works! It may be little tricky but I am sure that you can get it done.
@@5MinutesBlender really really really thx bro.
can't apply modifiers it says " Can't apply modifiers for this object type"
Convert the text into a mesh (Object menu > Convert > Mesh). It will auto-apply the modifiers. But you cannot change it later. So finalize everything, the shape, bend etc before you convert. Better to keep a copy of the text object, just in case you need to make changes later.
Done 💕 thanks. Youre doing amazing work keep up them Good work
Thank you bro! 💝
I just wanna add popout text from the side of a cylinder. why this shit so complicated
For popout text from a cylinder, this is not a good method. There is another tutorial which is more suitable for your case 👉 th-cam.com/video/y8iV2CEXFDQ/w-d-xo.html It will be easier I hope. Please check.
7:03
How do I join the objects?
I believe you want to join the text to the object. First apply all the modifiers. Then convert the text into a mesh (Object menu > Convert > Mesh). Ensure that this mesh object and the target object both have a suitable material. Now select both objects and join them using Object menu > Join option. I have just checked this now and it works perfectly. Please let me know if you face any difficulties.
@@5MinutesBlender thank you
This is wildly over complicated, you took a 30 second job and made it 7 minutes
Agreed that a faster version is possible. There are various aspects to consider here, otherwise the text won't wrap correctly, and newbies may find it difficult to follow if we are not detailed enough. When we actually do it in hand, it hardly takes 30 seconds, that's correct. But it takes longer to explain it to someone who never did anything close to this (and often they are even first timer in Blender).
Not working. Blender 2.93
Hi, can you please tell me which particular step is failing in your case, so that I can help you further? You can mention the timestamp of the video at which point you get a different result. Thanks.
ok, figured it out using Blender 2.93.5. When selecting the simple deform modifier check the Y-axis and leave the angle at 0. Move on to the shrinkwrap modifier and the rest of the tutorial should be fine. Hope this helps. And I think this is probably the best way to add text to objects, maybe even better than the boleen operation, just my personal opinon.
@@coreyfairbanks7374 Thanks a lot for your input 👍 The axis selection depends on the initial orientation of the objects and the empty. I guess this has not changed in current version of Blender. One has to do little experiment with the axis and the angle for his specific case. But I'm really glad that it has worked for you!
@@5MinutesBlender when I checked Y and adjusted the angle, the text rotated on on the Z axis, then I said WTF, so I just left Y checked and angle at zero and went with the rest of the video, and it worked. Very cool way to do text, so thanks for the tutorial.👍
Nice but work too much..
Blender is not easy but when you see your creation in 3d it will surely amaze you! 😊
I'd rather hear your own voice.
this voice lol
I guess AI has taken over speech too. I can't stand listening to a digital voice! For every single thing you want to do in Blender you have to do 20 more things while working around bugs.
Blender is difficult at times, and definitely difficult if someone is starting new. Years ago when I started learning Blender, my experience was the same. So as they say - been there, seen that. On the other hand it is free, and it is open-source. These are the two advantages that no one can deny. Btw, we are using a synthetic voice with a purpose, we want to create very crisp and clear tutorial without any fat. I understand that NOT everyone would like AI voice. It's okay. I respect your choice 🙏 and thanks for visiting us!
@@5MinutesBlender Thanks for you understanding concerning blender difficulty. As for the AI. There was still lots of fat. There is no good excuse for using AI unless you are AI.
Thank you
how make the text 3d?
I hope you mean you want to attach a 3D text to a curved surface. For that, you can watch this tutorial 👉 th-cam.com/video/y8iV2CEXFDQ/w-d-xo.html