First of all, avoid using Blender's default font because it's the lazy option.
The quick and dirty solution is to use TextEditor's own Text To 3D Obect feature.
TextEditor -> Edit -> Text to 3D Object
That will give you two options:
- One Object
- One Object Per line.
My issue with this is it rather limits the amount of design aesthetic you can give to the Text.
Naturally there's many many other options that would work, and this happens to show how to use Sverchok to generate credits. Warning, this may be overkill, but may interest to some. Especially scripters should read the code in
fast_credits.py to see how Scripted Node works and how relatively easy it is to customize this script to do more advanced stuff.
I'm using a font called Cabin which comes in several weights including Bold and Regular and I've loaded those in using the node's properties on the node view rightside panel (press N to view it, with the Typography node selected/active).
If you want multiple font weights for different text elements you simply add a Typography Node and load a font type into it.
Let's take some formatted bit of text, the words to the left of the Pipe symbol
| will be bold, and to the right regular. And for the sake of this example i've set their align to be 'LEFT' and 'RIGHT' for either side of the pipe.
Lead 1 | Jane Dough
Lead 2 | John Dough
Lead 3 | Ms Smith
Lead 3 | Mr White
Support 1 | Mr Pinker
Support 2 | Mr Red
Director | Mr Golder
The sverchok Typography node is a beast with almost all the features that the regular TextObject exposes via the Properties panel. The node is merely a nodification of all that functionality (or what makes sense to me). You can see more options by pressing the "Show options" button on the node, this is incidentally where you can set the align orientation of all text that that node produces.
some tips for this node tree:
- If you make changes to the Titles text file its content is reread automatically upon any update in the node tree
- using sliders
- after pressing the Reload button on the Scripted Node.
This means yes there is some redundant computation if the text stays the same, but if your Titles text is dynamically generated as a function of the frame number, then you get that handled for free.
Then add an Orthographic Camera and animate its position, render the output, and use the Sequence Editor to add the Credits to your already rendered animation.
Some things to consider:
Unless you are using specific features from Cycles you can use Blender Internal if it renders faster on your machine. A Cycles render of text is fast if you use an emission shader in your text objects and switch on AO to get fast lighting, maybe even render with transparent background.