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Text Improver Add-on: Create 3D Text with Pleasure


jkstudio3 presents their new add-on to simplify working with typography in Blender.

You have long dreamed that in a Blender you could create stunning 3d text for your Intro or Presentation in a few clicks. And also quickly animate it in a few clicks.

Meet the Text Improver.

  • An addon based on Geometry nodes.
  • Create incredible 3D text in a few clicks.
  • Creating beautiful text in a Blender has never been so easy and enjoyable.
  • Create an effective text for your project, apply any materials and any ideas to your text.
  • Added a simple but powerful animation node that is suitable for most cases.
  • The delivery includes 20 high-quality and trending text presets. Choose any of them to start your 3d text design.
  • Fast rendering in both EVEE and Cycles.

Now creating beautiful 3D text in a Blender is a new kind of art!


  1. I submitted a couple of things and got rigorous, useful feedback. And rejected on both for reasons I understand.

    This addon, has no instructions, one node includes the author's native language mixed in with the English. The node "Simple Basic Text" begins with the text "Simple Basic Text" - great, but, I want it to say something other than "Simple Basic Text". ONCE I got the "Text Presets node to show me the text presets. That was by accident, by chance.

    PLEASE, kindly do basic tests before being bells and whistles impressed. I watched the video, and purchased it on the basis of the video, which I might've been less likely to run across if not for your showing it on your site.

    I'm less likely to use it based on what I've discovered so far. AND, I might add, these are not uncommon mistakes limited to this user. But, they are common enough that I'm frustrated with taking a chance on new addons based on Bell / Whistle videos which break down on basic use. Simple install and introduction videos, perhaps in addition to the Bells and Whistles videos are at least as, if not more useful than the best foot forward of what it does that falls flat on how, and simple mistakes, such as the language error.

    Maybe include a "buyer beware" caveat.

    • Hi!
      Perhaps it was you who wrote me wishes for the BlenderMarket. I gladly accepted them and thanked you.
      And I immediately made two edits to my addon, these are not critical edits and do not affect the operation of the Addon in any way.
      I want to assure you that the Addon has been repeatedly tested in different conditions and has performed well.
      Thanks again for your comments, they will certainly help to improve this interesting and multifunctional Addon.
      If you have any other suggestions for the Add-on, you can freely write to me at the BlenderMarket.

    • Thank you for your feedback. I immediately replied to your comment on improving the Addon, these were good and practical wishes. That's why I used them in my Addon.
      The corrections do not concern critical functions, but are more related to a typo in the text.

      In any case, thank you very much for helping us improve our products.
      This Addon has been repeatedly tested in different conditions and has shown its stability and ease of use.

      P.S. By the way, all instructions for installing and using the Addon are in the Documentation tab.

  2. Maybe I missed the Documentation. I did look.

    Something else, not a criticism, more of an observation. Just something that might help others. I still don't have an easy way to do with Fonts what was done with the String. I'm guessing if there was one, you'd have included it. I know that Geometry Nodes is, like Blender, very much a work in progress. It would be nice if a way was figured out to included Font Selection on the Group Input Node.

    Two things that I've found that work for me, in that regard, are:

    1) Selecting more than one Text Style. Hiding the others and then having their fonts be added to the font list (best done with a backup of the saved file or an append to a new file, as not to overwrite the defaults):

    As you can see here, I've renamed the Fonts to reflect their text presets. (The reason for not doing this with the originals. The original font names are still available in the default blend file. This is, for me anyways, just a matter of convenience and not having to think about what font goes with what preset.)

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