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Modeling > Text > Creating text overlay

Creating text overlay


Text overlay is like a 2D layer of text in front of the 3D World. You can animate its position, size, and color. You can include it in relations, animation, and interaction, but you cannot rotate the text or move it on the Z axis; it is always in front of the 3D World.

To create text overlay:
  1. Choose Modeling > Text.
  2. Enter the text in the Text Entry dialog that appears, then click OK.
  3. Select a font, font style, and size in the Font dialog that appears, then click OK.
  4. The text appears in the center of the World.

  5. In the Parameter Editor, expand TextGeometry, and turn on 2D Overlay.
  6. The text moves to the lower left corner of the WebCam viewport.
  7. Adjust the text GeometryParameters. See 2D Overlay Parameters.
To adjust the size of text overlay:
  1. Select the text object.
  2. In the Parameter Editor, expand the TextGeometry parameters.
  3. Adjust the Font size.
To position text overlay relative to the viewport:
  1. Select the text object.
  2. In the Parameter Editor, expand the TextGeometry parameters.
  3. Turn off Projected and set the 2D Position.

If you resize the viewport, the text maintains it relative distance from the edge. For example, if you set the 2D Position to 50 50, the text always starts in the middle of the viewport, or in the middle of the browser window after it is published.

Notice when you orbit or zoom in WebCam view, the text does not move. Its position is relative to the viewport; it is independent of the 3D World.

To position the text overlay in front of a point in the 3D World:
  1. Select the text object.
  2. In the Parameter Editor, set the Position field to the X Y Z position above which you want the text to appear.
  3. Expand the TextGeometry parameters and turn on Projected.
  4. The text appears in front of the X Y Z position that you specified. When you pan, orbit or zoom in WebCam view, the text moves so that it is always in front of the same point in the 3D World.

Tip: If you apply a pose constraint between the text and an object, the text will always appear in front of that object.

2D Overlay Parameters

Position

Determines the point above which the text is projected if Projected is turned on. If Projected is turned Off, the Position parameter has no effect. The center of a text object is in the lower left corner of the first letter.

Orientation

Does not affect 2D Overlay text.

Scale

Does not affect 2D Overlay text. To adjust the size of 2D Overlay text, adjust its Font Size.

Visible

Displays/hides the text in the viewports.

Number of points

The number of points used to define text is always 0.

Anti-aliasing

Makes the text outlines smoother. Also turn on anti-aliasing in the viewport to see the effect.

Text

The letters or words that appear in the World.

2D overlay

Converts the text to 2D overlay. Turn off 2D Overlay to create a 3D text surface. See Creating text surfaces.

Font name

The font used to create the text.

Font style

Sets the text to regular, italic, bold, or bold italic.

Font size

Determines the size of the text.

Z depth

Determines the text position relative to other 2D text objects. Reduce Z depth to move the text object to the front. Increase Z depth to place it behind other 2D text objects.

Projected

Places the text object in front of a specific point in the 3D World. This point is determined by the text object's X Y Z position value. See To position the text overlay in front of a point in the 3D World:.

2D position

Positions the text object relative to the viewport. The first number is the distance from the left edge as a percentage of the size of the viewport. The second number is the distance from the lower edge as a percentage of the height of the viewport. When the content is published, the text will be at the same relative distance from the edges of the surfer's browser window. This option is available only when Projected is turned off.

Point positions

There are no points for text.


See also:

Creating text surfaces

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