Bmerch for 3D Printing

Plastiq in Parametric Models


bmerch — Documentation

========================

A complete usage guide for every generator in bmerch. See PRODUCT_INFO.txt

for the shorter marketing description, requirements, and install steps -

this file goes deeper: every setting, every generator, and how they behave.



CONTENTS

---------

1. Getting Started

2. Concepts Used By Every Generator

3. Bead

4. Keychain

5. Nameplate (flat and standing)

6. Pendant

7. Coaster (round and square)

8. Coin

9. Troubleshooting



1. GETTING STARTED

--------------------

Everything lives under one menu: in the 3D Viewport, press Shift-A, then

choose Merch. There's no sidebar tab to hunt for - every generator is

reached the same way, straight from the Add menu:


  Merch

  ├─ Bead

  ├─ Keychain

  ├─ Nameplates

  │   ├─ Nameplate Primitive

  │   ├─ Standing Nameplate Primitive

  │   └─ Apply Font/SVG to Nameplate

  ├─ Pendant Primitive

  ├─ Apply Font/SVG to Pendant

  ├─ Coasters

  │   ├─ Coaster Primitive

  │   ├─ Square Coaster Primitive

  │   └─ Apply Font/SVG to Coaster

  ├─ Coin Primitive

  └─ Apply Font/SVG to Coin


After running any of these, look at the bottom-left corner of the 3D

Viewport - a small panel labeled "Generate Bead" (or whichever operator

you just ran) is waiting to be clicked open. That's the redo panel, and

it's where every setting for that generator lives. Changing a value there

re-runs the operator instantly with the new value, as many times as you

like, without having to undo and start over. This is true for everything

in bmerch: run once with default values, then dial it in afterward.


Every generator builds a brand-new object - your original Text or Curve

object is left completely alone, so you can freely experiment.



2. CONCEPTS USED BY EVERY GENERATOR

--------------------------------------


WHAT COUNTS AS A SOURCE OBJECT

Every generator accepts either a Blender Text object (type your own words

directly in Blender) or an imported Curve object - which covers SVG

imports, hand-drawn Bezier curves, or any other curve-based shape. Both

work identically everywhere in bmerch; nothing distinguishes a font's own

letterforms from a curve's own paths once they're loaded in.


ONE-STEP VS. TWO-STEP GENERATORS

Bead and Keychain are one-step: select a source object, run the generator,

and you're done - their own shape hugs the letters directly, so there's no

separate "blank shape" to build first.


Nameplate, Pendant, Coaster, and Coin are two-step, because their shape

(a plate, a bezel, a disc) exists independently of whatever text or icon

ends up on it:

  1. Run "Create X Primitive" (no selection needed - it builds at the 3D

     cursor). This is the bare backing shape.

  2. Run "Apply Font/SVG to X" with the primitive AND a Text/Curve object

     both selected. This fills it in.

This split means you can build one primitive at a fixed size once, then

apply as many different fonts, icons, or designs to it as you want,

without re-typing every dimension each time. The primitive itself is

never modified by an Apply step - each apply works on a fresh duplicate,

so you can keep re-applying to the same primitive over and over.


As a shortcut, every "Create X Primitive" operator also has its own

"Target Text/SVG" field right in its own redo panel - set it there to

build AND decorate in one call, skipping the separate Apply step, without

losing the ability to Apply again later against the result.


SIZE MODE

Every generator that places a graphic onto (or as) a shape has a Size

Mode: X, Y, or Independent.

  - X: you set Graphic Width directly; Graphic Height follows automatically

    to preserve the graphic's own natural proportions (and is shown

    disabled/read-only).

  - Y: the reverse - you set Graphic Height, Width follows.

  - Independent: set both yourself. This can distort the graphic if the

    two numbers don't match its natural aspect ratio.

A value of 0 in the active field means "auto" - let bmerch pick a sensible

size (the largest that fits, for shapes with a boundary to fit inside;

a fixed anchor size for Bead/Keychain, which have no boundary).


TEXT RESOLUTION VS. SHAPE RESOLUTION

These are two separate, independent controls that show up on most

generators:

  - Text Resolution controls how finely the SOURCE object's own curves

    convert to a mesh - it applies equally whether that source is a Text

    object's font curves, an imported SVG, or a hand-drawn Curve object.

    It defaults low (8) for speed, since a detailed or script-style font

    can have far more curve segments per letter than a plain sans-serif

    one, and this value multiplies against however much detail is already

    there.

  - Shape Resolution controls how round any GENERATED geometry looks -

    border corners, holes, a circular bezel's own wall. It defaults

    higher (16) so borders and holes stay smooth regardless of what Text

    Resolution is set to.

If a simple, geometrically sharp font or shape shows a tiny visible notch

on a rounded border or corner, raise Shape Resolution. If a complex font

is generating slowly, lower Text Resolution - the two never affect each

other.


BORDER THICKNESS: RATIO VS. ABSOLUTE

Bead and Keychain's own Border Thickness is a PERCENTAGE of the piece's

own size (shown with a % sign, plus a read-only "Actual" length readout

right beneath it in the redo panel) - it always comes out correctly

proportioned no matter what native scale your source Text/SVG happens to

be at, so no pre-scaling is ever needed there.


Pendant, Coaster, and Coin's own Border Thickness is an ABSOLUTE length

instead, because those generators build a fixed-size backing shape first

and fit the graphic to it afterward - there's no "piece's own size" for a

percentage to be relative to until the shape already exists. If an SVG

was imported at a very small native scale (common for icon-style SVGs),

Border Thickness can look disproportionately thick relative to its own

details on these generators. Fix: select the imported curve, scale it up

in the viewport, then apply the scale (Ctrl+A > Scale) before running the

generator - this gives Border Thickness much more room to work with,

without needing to change the value itself.


EDGE BEVEL

Pendant, Coaster (both shapes), and Coin each have an optional Edge Bevel

- a checkbox that, when enabled, reveals a Length and Segments control and

rounds over the piece's own sharp outer edges (which edges specifically is

described in each generator's own section below). It's applied BEFORE any

hole is drilled or recess is cut, so the bevel itself always stays smooth

and even. Length is automatically clamped to a safe maximum for the

current dimensions - if you type in a value that's too large, it's

silently reduced and a warning explains why, shown right in the redo

panel (not a popup that disappears).


WARNINGS

Whenever a value had to be automatically adjusted to keep the piece

physically valid (a border too thick, a hole too close to an edge, a

bevel that would fold back on itself), bmerch shows the reason as text

directly in the redo panel rather than a popup - it stays visible as long

as the panel is open, so it's easy to read even if you're not looking

right when it appears.



3. BEAD

---------

Shift-A > Merch > Bead. One click, one step.


Select one or more Text/Curve objects, then run Bead. It bridges nearby

letters into a single, physically holdable piece with a backing rim -

letters are never left as disconnected floating shapes, and every

counter (the inside of an "e", "o", or a nested icon detail) stays

correctly open rather than getting filled in, no matter how deeply

nested it is.


Settings (redo panel):

  - Border Thickness - backing rim thickness, as a % of the piece's own

    size. Automatically widened past what you typed if needed to bridge

    every letter into one connected piece (see Actual readout beneath it

    for the real length that works out to).

  - Base Thickness - uniform thickness of the whole piece.

  - Relief Height - how far the letters rise above the border's own top;

    0 keeps everything flush.

  - Corner Style - the join style Clipper uses when offsetting the

    border outward: Round (recommended - matches Clipper's own default

    and never spikes), Miter (sharp corners, clamped to avoid spikes),

    or Square (squared-off corners).

  - Text Resolution / Shape Resolution - see section 2.

  - Size Mode, Graphic Width (X), Graphic Height (Y) - see section 2.

  - Stringing Hole Radius - an optional hole drilled straight through the

    bead (along X or Y) for a cord or wire; 0 disables it. Automatically

    clamped to leave 0.4mm of solid wall above and below it.

  - Hole Direction - X or Y, which axis the stringing hole runs along.



4. KEYCHAIN

------------

Shift-A > Merch > Keychain. One click, one step.


Identical to Bead in every way (same backing-rim/relief/border logic),

plus a welded attachment loop - a small washer-shaped ring with its own

hole for an actual keyring - anchored to whichever corner of the shape

you choose, snapped to the nearest point actually on its outline.


Keychain has no Stringing Hole option of its own - the welded loop is

the keyring attachment point instead.


Settings (redo panel):

  - Border Thickness, Base Thickness, Relief Height, Corner Style, Text

    Resolution, Shape Resolution, Size Mode, Graphic Width (X), Graphic

    Height (Y) - identical to Bead, see section 3.

  - Loop Hole Diameter - diameter of the hole through the welded loop

    that an actual keyring passes through; 0 disables the loop entirely.

  - Loop Wall Thickness - thickness of solid material around that loop

    hole (not the piece's own Border Thickness - this is specific to

    the loop itself).

  - Loop Anchor - which corner/edge of the charm's own bounding box the

    loop is welded onto, snapped to the nearest point actually on its

    outline: Top Left, Top Center, Top Right, Bottom Left, Bottom

    Center, or Bottom Right.



5. NAMEPLATE (FLAT AND STANDING)

-----------------------------------

Shift-A > Merch > Nameplates. Two-step, two shapes.


A nameplate is a FIXED-SIZE backing plate - its dimensions don't depend

on what text goes on it, unlike Bead/Keychain. Two shape variants share

the same Apply step:


  - Nameplate Primitive - a flat rounded-rectangle plate.

  - Standing Nameplate Primitive - the same idea bent into a

    desk-standing shape: a flat foot that rests on the desk, a rounded

    bend, and an angled face panel that carries the text.

  - Apply Font/SVG to Nameplate - works on either shape (whichever is

    selected), raising or engraving a graphic onto it.


NAMEPLATE PRIMITIVE settings:

  - Plate Width / Plate Height - fixed size of the plate, independent of

    any text.

  - Corner Radius - rounds the plate's own corners; 0 for sharp.

  - Base Thickness - uniform thickness of the plate.

  - Shape Resolution.

  - Target Text/SVG (optional) - decorate immediately using the settings

    below, instead of running Apply Font/SVG to Nameplate separately

    later.

  - Text Style - Raised (text sits proud of the surface) or Engraved

    (text is recessed into it).

  - Relief Height - how far the text stands proud or is recessed. For

    Engraved, clamped to leave 0.4mm of solid floor beneath it.

  - Text Resolution, Size Mode, Graphic Width (X), Graphic Height (Y) -

    see section 2. Auto-size fills a fraction of Plate Width/Height.


STANDING NAMEPLATE PRIMITIVE settings:

  - Plate Width - how far the whole shape extends sideways (the width

    you see looking at the text face head-on).

  - Strip Thickness - uniform material thickness of the bent strip.

  - Foot Length - length of the flat segment that rests on the desk.

  - Face Length - length of the angled segment that carries the text.

  - Bend Radius - radius of the rounded bend between foot and face,

    measured to the strip's own centerline.

  - Bend Angle - how far the face segment tilts up from horizontal.

  - Edge Radius - rounds the foot's own leading edge (the front-bottom

    edge that would otherwise dig into a desk) and the face's own tip

    edge (the far edge of the text panel, opposite the bend); 0 leaves

    both sharp. This is the standing shape's OWN edge treatment, separate

    from the flat plate (which has no equivalent control).

  - Target Text/SVG, Text Style, Relief Height, Text Resolution, Size

    Mode, Graphic Width (X), Graphic Height (Y) - same as the flat

    primitive; auto-size fills a fraction of Plate Width/Face Length.


APPLY FONT/SVG TO NAMEPLATE: select exactly one nameplate primitive

(flat or standing) plus one or more Text/Curve objects, then run it.

Settings: Text Style, Relief Height, Text Resolution, Size Mode, Graphic

Width (X), Graphic Height (Y) - same meaning as above, auto-size reads

the primitive's own stored dimensions.



6. PENDANT

-----------

Shift-A > Merch > Pendant Primitive / Apply Font/SVG to Pendant.

Two-step, one shape.


A circular bezel: a raised outer rim standing above a recessed floor,

with your graphic filling that recess exactly flush with the rim's own

top. An optional hole can be bored side-to-side through the rim itself

(tangent to the circle, not straight through the flat faces) for a jump

ring or cord.


CREATE PENDANT PRIMITIVE settings:

  - Outer Diameter - overall diameter; everything else is measured off

    this, not the radius.

  - Base Thickness - thickness of the solid floor beneath the recess.

  - Text & Border Height - how far the rim stands above the recessed

    floor (also the graphic's own extrusion height once applied, since

    it always fills the recess flush with the rim's top). Overall

    pendant height is Base Thickness + Text & Border Height.

  - Border Thickness - radial thickness of the outer rim, clamped to

    leave at least 0.4mm of recess floor radius.

  - Hole Diameter - diameter of a hole bored side-to-side through the

    pendant's own solid floor beneath the recess (tangent to the circle,

    not through the flat front/back faces), for a jump ring or cord.

    Clamped to leave 0.4mm of solid material above and below it within

    Base Thickness - completely independent of Border Thickness. 0

    disables it.

  - Hole Edge Gap - clearance between the pendant's own outer edge and

    the near edge of the hole - moves the hole toward or away from the

    edge directly. Since the hole sits below the recess entirely, it can

    move as far toward the center as you want without ever breaking into

    the recess, regardless of Border Thickness.

  - Edge Bevel (checkbox) - rounds THREE edges at once: the rim's outer

    top, outer bottom, and the inner edge where the recess opening meets

    the rim's own top. Applied before the hole is drilled, so it stays

    smooth regardless of Hole Diameter. See section 2 for Length/

    Segments.

  - Shape Resolution.

  - Target Text/SVG (optional), Text Resolution, Size Mode, Graphic

    Width (X), Graphic Height (Y) - see section 2. Auto-size fills the

    largest size that still clears the rim.


APPLY FONT/SVG TO PENDANT: select exactly one pendant primitive plus one

or more Text/Curve objects. Same Text Resolution/Size Mode/Graphic Width/

Graphic Height controls; an explicit size that would collide with the

rim is clamped back to the point of contact rather than erroring out.



7. COASTER (ROUND AND SQUARE)

--------------------------------

Shift-A > Merch > Coasters. Two-step, two shapes.


A wide, low-profile disc or rounded-square with a raised outer border and

the design filling a shallow recess, flush with the border's own top.

Relief height is fixed intentionally low (0.01, not user-adjustable) so

the flat top stays paintable/maskable even with a design on it. No hole

on either shape.


  - Coaster Primitive - round.

  - Square Coaster Primitive - rounded-rectangle.

  - Apply Font/SVG to Coaster - works on either shape.


CREATE COASTER PRIMITIVE (round) settings:

  - Coaster Diameter - overall diameter.

  - Height - thickness of the solid floor beneath the recess (the

    coaster's own overall height up to where the recess sits).

  - Border Thickness - radial thickness of the raised outer border,

    clamped to leave at least 0.4mm of recess floor radius.

  - Edge Bevel (checkbox) - rounds the border's own outer TOP and BOTTOM

    perimeter edges only; the inner recess-opening edge is left sharp.

    See section 2 for Length/Segments.

  - Shape Resolution.

  - Target Text/SVG (optional), Text Resolution, Size Mode, Graphic

    Width (X), Graphic Height (Y) - auto-size fills the largest size

    that still clears the border.


CREATE SQUARE COASTER PRIMITIVE settings - same as round, plus:

  - Side Length replaces Coaster Diameter - length of each side (not a

    half-length).

  - Corner Radius - rounds the coaster's own outer corners; 0 for sharp.

    The recess's own corners are inset from these by Border Thickness so

    the border reads as a uniform-width frame all the way around.

  - Edge Bevel's Length is ALSO clamped to under 90% of Corner Radius

    whenever Corner Radius is above 0 (on top of the usual "leave 0.4mm

    of flat border" clamp) - a rounded corner's own bevel can fold back

    on itself past that point, and Corner Radius is often the tighter of

    the two limits in practice.


APPLY FONT/SVG TO COASTER: select exactly one coaster primitive (round

or square) plus one or more Text/Curve objects. Same controls as the

primitive's own Target Text/SVG section; an explicit size that would

collide with the border is clamped back to the point of contact.



8. COIN

--------

Shift-A > Merch > Coin Primitive / Apply Font/SVG to Coin.

Two-step, one shape, two independent sides.


A two-sided circular bezel: a raised border on BOTH faces, each with its

own recess, sharing one Border Thickness and one Relief Height around a

solid, unrecessed core. Front and back are decorated completely

independently - set one now and the other later, or both at once. The

back design is automatically mirrored (a true 180-degree flip, like

physically turning the coin over top-to-bottom with your thumb) so it

reads correctly once the coin is actually flipped.


CREATE COIN PRIMITIVE settings:

  - Outer Diameter - overall diameter.

  - Core Thickness - thickness of the solid, unrecessed core between the

    front and back recessed floors.

  - Relief Height - how far the border stands above BOTH recessed

    floors, shared by front and back so there's only one number to keep

    in sync. Overall coin height is Core Thickness + 2 x Relief Height.

  - Border Thickness - radial thickness of the outer border on BOTH

    sides, clamped to leave at least 0.4mm of recess floor radius.

  - Edge Bevel (checkbox) - rounds FOUR edges at once: the outer top and

    bottom perimeter, plus the front and back recess openings' own

    edges. Applied before either recess is cut. See section 2 for

    Length/Segments.

  - Shape Resolution, Text Resolution.

  - Front Text/SVG and Back Text/SVG (each optional, independent) - set

    either or both to decorate immediately; leave blank to apply later.

    Each gets its own Size Mode, Graphic Width (X), Graphic Height (Y),

    since front and back are unrelated designs with their own natural

    proportions.


APPLY FONT/SVG TO COIN: select exactly one coin primitive, then set

Front Text/SVG and/or Back Text/SVG (same independent controls as

above). Can be run multiple times against the same primitive - useful

for doing the front now and the back once you have a design ready for

it, or trying different designs on either side.



9. TROUBLESHOOTING

--------------------

"Some letters may not be fully connected" (Bead/Keychain) - the backing

rim had to be automatically widened past what you typed to bridge every

letter into one piece. Try a larger Border Thickness yourself, a

different Corner Style, or a higher Shape Resolution.


"Border Thickness clamped to ..." - whatever value you typed would have

left less than 0.4mm of solid recess floor; it's been reduced to the

largest safe value automatically.


"Edge Bevel Length clamped to ..." - the bevel you asked for would have

eaten into the recess, exceeded the piece's own height, or (Square

Coaster only) folded a rounded corner back on itself; reduced to the

largest safe value automatically.


A design looks disproportionately thick against its own details on

Pendant/Coaster/Coin - see "BORDER THICKNESS: RATIO VS. ABSOLUTE" in

section 2. Scale the source curve up and apply the scale before running

the generator.


A rounded border or corner shows a tiny flat notch - raise Shape

Resolution in the redo panel (see section 2).


A complex/ornate font is slow to generate - lower Text Resolution in the

redo panel; it only affects the source font/curve's own smoothness, not

any border or hole roundness.


$15

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Details
Published 3 months ago
Blender Version 5.1 - 5.2
Misc Data Manifold-Mesh
License GPL
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