I realize there are other creative ways to do this, but this should be an embarrassment to Shapr3D. I write software for Disney - do you think they would allow me to create software that is missing a component that people keep asking for? And even worse, you admit this is a shortcoming. So you take people’s money and do nothing with it?
I very much want this too, but here’s my guess as to why we don’t have it yet:
Shapr3D is a cross-platform app. It runs on Apple platforms but a Windows desktop version is also on the way. In order to be truly cross-platform, using the same tools in the same way MUST result in the same model on all platforms.
There are common APIs for text rendering across MacOS and iOS/iPadOS. But they aren’t available on Windows, and even with the same fonts installed Microsoft’s text engine will not render the same text identically — the character and line spacing will vary, and within characters the coordinates of the points defining each glyph will be ever so slightly different. This creates a situation where you can’t mix platforms on the same team without your models varying unpredictably or changing unexpectedly between users.
The only way to resolve this is for Shapr to create their own complete text rendering engine (very hard) or license a third-party one (expensive, and there may be no suitable options). Clearly they aren’t “doing nothing” with our money. It’s just not as simple as it may appear given the cross-platform goals Shapr3D have set for themselves.
Text tool is being actively worked on, if all goes well, it can go live in a few weeks. Stay tuned!
Wow, that’s great news!
I do any type/text/logo work in Adobe Illustrator, then export it as a dxf file. Import that into Shapr3D and you’re good to go.