- Let's go a little bit deeper into the text plus primitive.
We'll look at how to adjust individual character transforms
and also how to adjust the overall level of detail.
I'll select that object
and let's go into the front viewport.
I'll right click in there and maximize with Alt+w,
go to the modified panel.
We can individually just each one of these text characters
and that's done by going over into the modified panel
and in the parameters up here,
we can turn on manipulate text
and once that's on we'll also need to click
on the text object again.
And now, we see we've got some little dots
and these will allow us to select individual characters.
So for example,
let's say I want to make this a stylized lowercase k,
that is taller, but still in the same proportion.
So I'll click on that dot in the center of the k,
and I get a new gizmo.
I've never seen before and it's really only here
in the text plus primitive.
I can scale that character up
and if I want to scale uniformly,
I'll click on little arrow up here
in the upper right corner and that is uniform scale.
So click and drag on that
and you see not only is it scaling,
but it's all also changing the rest of the line
of characters here.
Okay, so I can set that to just exactly the same height
as that i.
If I wanted, I could scale non uniformly
by clicking on these other arrows
I've got one for vertical and one for horizontal.
Okay, I'll undo those with control Z,
go back a couple times.
I can also change the baseline.
I can shift the baseline up or down,
undo that with control Z.
I can also change the kerning
which is the space between individual characters
and it won't do anything if I try to kern the k,
I need to select the second of the character pair
in order to kern that character pair.
So in other words, in this case
if I want to change the spacing between k and i
I need to select the second character,
which is the i, and then after I click on that dot.
I can click on the arrows in the center
to adjust the kerning for that individual spacing
between character pairs.
Cool, so now I can exit out of manipulate text.
Let's go back to our four viewport layout
alt+w and let's go to a maximize perspective view,
right clicking that view and maximize it with alt+w.
Let's talk about level of detail just as we saw
with the bevel modifier.
If we wanted to for example, deformed this type
we would need to increase the level of detail.
It doesn't have enough polygon density to the mesh.
All those controls are built right
into the text plus primitive.
So let's scroll down in the geometry section
in this rollout.
First thing we've got is the extrude segments,
which is the segmentation of the extrusion here.
So I can increase that bring that up to maybe three or four.
Then we have the level of detail
for the be bevel or chamfers themselves
and when optimize is on
and we have a linear bevel or a straight chamfer
then we'll always get just one segment there,
but I'll turn optimize off
and then I can just the number of steps here
and set that to something that looks similar.
So that we have a uniform level of detail.
And then we come to the caps, which is the front and back
and just like with a bevel modifier we have a cap type
we can choose more for grid.
And once again, we won't be able to see the difference
unless we turn off edges only which will allow us
to see the internal triangles that are inside each polygon.
I'll just jump over to the display panel.
Turn off edges only, and go back to the modify panel.
We can see that with the default cap type
of morph in these specific trait line areas here.
It's looking very low polygon indeed
whereas in some of these curved areas
are getting a lot more detail.
We can set the cap type to grid
and now we have a more consistent level
of detail throughout.
And finally, we have the level
of detail for the underlying splines.
There are splines here.
There are text outlines.
We don't see the individual points, but they are there
and it works just like the interpolation for any spline.
We'll go into the interpolation rollout.
If you want to see more segmentation
in these straight line areas.
We want to disable optimize
and now, we see a lot better detail here.
However, in this particular case
we see that we've got some issues where it's knocked out
some of our typing we didn't want that.
So we may need to adjust the number
of steps to see if we can fix that,
but it looks like in this case
I'll need to bring it down to a pretty low value.
Let's say three or four and even then it's not consistent
some of these are getting knocked out and some are not.
This is situation in which we would probably
want to enable adaptive interpolation
which will fix the issues.
We don't see any of that tight getting knocked out,
but unfortunately when adaptive is enabled
optimized is also always enabled.
And for a supply primitive, we could actually see
that the optimize button would turn itself
on and also be grayed out.
That's not happening here for some reason,
but I can see that optimize is enabled
because I'm not getting the subdivisions here
that I did before.
So we're kind of stuck in this situation
with the text plus primitive
we can either choose to turn off optimize
and adaptive and then we have the ability
to change the level of detail with the steps.
But then we sometimes get these problematic issues here
with the type in which case we could turn on adaptive,
but that's also turning on optimize.
So those are just the limitations of the tool.
Sometimes things happen.
There's always a work around of course, we could go back
to using a bevel modifier in a situation like this
if we weren't able to resolve the issues.
All right, so I can deselect that object
and I can go out of hedge faces with F four.
It's how to control individual character transforms
and level of detail for the text plus primitive.