
Typo Text Addon
by EdenWeby 3D
Typo Text Addon is a Blender addon for creating motion graphics scenes with text. It ships with 28+ presets and easy controls for customization, with texts arriving already shaded and textured.
by nickberckley·Motion Graphics
Images © nickberckley. Used for product review; image policy.
Keymesh Too earns its place as a modern rewrite of Keymesh, an add-on described as one of the most popular and iconic in Blender and created by Pablo Dobarro. The version featured is built for Blender 4.1 and earlier and is offered free, with a purchase serving only to support ongoing development.
Keymesh Too is a complete rewrite and expansion of Keymesh, described as one of the most popular and iconic Blender add-ons and originally created by Pablo Dobarro. It lets you build stop-motion animation inside Blender by sculpting or modeling mesh objects frame-by-frame, and you can animate UV maps, attributes, and color attributes such as vertex paint in a traditional way. This build targets Blender 4.1 and earlier; for Blender 4.2 and newer, the add-on lives on the extensions platform.
Beyond meshes, Keymesh Too supports almost every object type except empties, armatures, and grease pencils, including Curves, Metaballs, Lattices, hair curves, and text. A new Frame Picker UI registers every version of an object you've made, lets you insert keyframes without duplicating them in the Dope Sheet, organize frames by name, and shows how often each version is used.
It also works as an object versioning tool for modelers and sculptors, saving multiple versions of object data on the timeline. The 2.1 update adds operators to convert animated shape keys into Keymesh frames and to split a Keymesh animation into separate objects for 3D printing, along with keyboard shortcuts and preference options for backing up original data.
Keymesh Too is best for blender artists making frame-by-frame stop-motion animation, plus modelers and sculptors who want object versioning across mesh, curve, and other object types.
Keymesh Too is completely free to download and use.
Keymesh Too is offered in a build for Blender 4.1 and earlier. If you're running Blender 4.2 or newer, the add-on is available on the extensions platform and can be added directly from Blender's preferences through the Get Extensions tab. The Blender 4.1-and-earlier build is free, and any purchase is only a way to support development. Because the download depends on your Blender version, check which release you're running first, then grab the matching version from the developer's page.
Keymesh Too supports almost every object type in Blender, with the exceptions of empties, armatures, and grease pencils for now. That range covers regular Bezier and NURBS Curves, Metaballs, Lattices, hair curves, and text. Practically, this means you can animate hair curves flowing frame-by-frame, model stop-motion swappable mouths from Curves, or change text on every frame with a single click. The broad object support is one of the main ways this rewrite expands on the original Keymesh, which centered on mesh objects.
Keymesh Too is listed as free in this catalog. The build for Blender 4.1 and earlier is described as free, with the note that you should only purchase it if you want to support development. For Blender 4.2 and newer, the add-on is distributed through Blender's extensions platform. For current licensing and download options, check the developer's page rather than relying on a fixed figure. The original Keymesh by Pablo Dobarro is also referenced as a free add-on.
Keymesh Too adds a Shape Keys to Keymesh operator in its 2.1 update. This operator converts animated shape keys into Keymesh animation: the shape keys are removed and the sculpts are baked into Keymesh frames instead. From there you can keep animating frame-by-frame by sculpting on top of shape key animation, which lets you combine a traditional 3D animation workflow and the Graph Editor with Keymesh. Note that because shape keys are separate data blocks in Blender, copying them can cause issues such as scrubbing delays.
Keymesh Too maps its keyframe navigation to the Page Up and Page Down keys, which move the current frame to the previous and next Keymesh keyframe. Holding Ctrl with Page Up or Page Down inserts a new Keymesh keyframe forward or backward. Alongside these shortcuts, the rewrite introduces a Frame Picker UI that registers every version of an object you've made, so you can insert keyframes without duplicating them in the Dope Sheet, name and remove frames, and see how many times each version is used.
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