CHANGELOG
Release Notes
Track the updates and new features added to Mug Typography.
v6.6a 2026/11/15
- ✨ New Single Part Glyph
Added a setting that treats each character of the font as one part. With fonts drawn from overlapping strokes, the overlaps of translucent text no longer show more opaque than the rest, and the stroke no longer shows inside the overlap. It is ON by default in the Lite presets. See Global Settings for details. - ✨ New New texture
Added Prism Foil. It replaces the fill with silver foil whose square tiles throw rays of light and rainbow, like a holographic sticker. See Add Material to the Fill for details. - ✨ New Iridescent improvements
Added Film Variation (P5), which makes the film uneven so the colors flow like an oil slick. See Global Settings for details. - ✨ New Lua Scripting API Level 15
Addedmt.direction_to_rotation_2d(with optional aspect correction),ctx.global.single_part_glyph,prism_foilfortexture.type,texture.p5(Film Variation) foriridescent, andtexture.p5(Hairline Angle) formetallic(requires v6.6a or later). See the Lua Scripting API Reference for details. - ✨ New MT Sim 1.25.0
Supports Single Part Glyph, Prism Foil and API Level 15. Requires plugin v6.6a or later. - ✨ New Mug Typography MCP 1.1 (separate download)
Supports v6.6a.
WARNING
Breaking Changes: The following changes may affect existing projects. If a project uses textures, check how it looks after opening it.
- Bounding Box vertical offsets
Positive Y for Fill Offset and Border Offset moves upward, matching text placement. Negate existing Y offsets to preserve their appearance. - Single Part Glyph in the Lite presets
Lite projects saved before Single Part Glyph was added may open with it ON. Each character is then one part, which changes how Write On reveals text when its Unit is Part, the order in which parts are drawn, Morph, and the results of scripts that use part numbers. Set it to OFF to keep the parts split as before. - Texture pattern fineness
The patterns of Stripe, Halftone, Halftone Diamond, Colored Pencil, Stained Glass and Glitter now follow the size of the characters. Their fineness used to vary with the shape of each character; now characters of one size share one fineness. The same settings may therefore give a finer or coarser pattern than before, and Glitter flakes also change size at resolutions other than 4K. Halftone's Dot Density and Fade and Stripe's Stripe Density have been retuned so the default0.5gives a practical look. Stripe Width now runs from no stripes at0to the whole surface in the stripe color at1. - Faceted appearance
The letter is now cut into faces divided by straight ridges, like a letter carved in stone, and overall it keeps close to the brightness of its fill. Facets sets how fine the faces are, and small and large curves are cut about as finely. Towards1, the curves turn smooth with only the ridges left. - Metallic and Metallic 2 appearance
Metallic is now a brushed (hairline) finish and Metallic 2 a chrome plating that reflects a sky and a horizon, and both look metallic at their defaults. Metallic gains Hairline Angle (P5), which sets the direction of the brush lines. Metallic 2's Texture Color is now the color of the reflected light and tints only the bright areas, so a color other than white tints less of the letter than before. - Texture size and relief in 3D
Fixed an issue where, in 3D, scaling the text with Global Scale and the like changed the fineness of the patterns, the depth of the relief of Water Droplet, Metallic and Metallic 2, and the arrangement of the Glitter flakes. They now scale with the text in 3D as they do in 2D. Water Droplet's height has also been rebalanced, so the same settings give a shallower relief than before. - Glitter appearance
Flakes other than the white glints now shine in their own colors as they catch the light, and spill a glow of those colors, so the same settings sparkle with more color than before. The default0.5of Flake Size and Flake Amount now gives the flake size of the former0.4and the amount of the former0.55. - Angles of Stripe, the halftones and Colored Pencil
A Stripe Angle, Grid Angle or Stroke Angle of0now points along a diagonal rising to the right, so the defaults give diagonal stripes, dots in a diamond pattern and diagonal strokes. Add45to an angle to keep its former direction (horizontal stripes at45, vertical at135). - Water Droplet and Air Cushion ranges
Above0.5, Water Droplet's Thickness and Air Cushion's Inflation now rise up to twice their former height. Below0.5, Water Droplet's Roundness now reaches a more pointed shape. Air Cushion's Seal Width at its default0.5is now the width of the former0.1, and0gives a narrower edge than before. Values in these ranges look different from before. - Stained Glass appearance
Raising Glow now lights each whole pane in its own color, rather than turning the middle of every pane white. The default Piece Size (0.5) now gives the size of the former0.4. - Iridescent appearance
The rainbow colors are now laid over the fill, so they show on bright fill colors too, and thin lines carry the rainbow as thick ones do. The same settings now give stronger colors than before. - Outline Emoji split into parts
Emoji drawn with Outline Emoji now split into parts like ordinary characters (they were always a single part before). In projects where Single Part Glyph is OFF, the part numbers of the emoji and of the characters after them change, and emoji use up more of the part limit. Set Single Part Glyph to ON to keep each emoji as a single part.
v6.5a 2026/11/3
- ✨ New More textures
Added Stripe, Colored Pencil, and Halftone and Halftone Diamond. See Add Material to the Fill for details. - ✨ New Lua Scripting API Level 14
Added the new materials totexture.typeandp5totexture(requires v6.5a or later). See the Lua Scripting API Reference for details. - ✨ New MT Sim 1.24.0
Supports the new materials and API Level 14. Requires plugin v6.5a or later. - ✨ New Mug Typography MCP 1.0 (separate download)
Now a stable release. Supports v6.5a and reworks the usage guide. See Let AI Build the Effect for details.
v6.4b 2026/11/2
- Bug Fix Skipped indices in
ctx.global.margins
Fixed rendering failing whenOnPreLayoutassignedctx.global.marginswith indices skipped, such asctx.global.margins[2] = 0.5. Skipped indices count as0.ctx.global.marginsinOnPreLayoutnow also hasctx.meta.limits.max_charactersentries. See the Lua Scripting API Reference for details. - Improved MT Sim 1.23.2
ctx.global.marginsnow behaves as in the plugin. Requires plugin v6.4b or later. - Improved Mug Typography MCP 0.3.1 (separate download)
ctx.global.marginsnow behaves as in the plugin, and the reported plugin version is v6.4b. MCP tools are used the same way.
v6.4a 2026/11/1
- ✨ New Glow
Added Glow to the Blur and Shadow Settings groups to make blurred text and shadows glow. See Blur Settings and Shadow Settings for details. - ✨ New Lua Scripting API Level 13
Addedctx.shapesfor drawing standalone shapes andctx.shape_camerasfor 3D shape cameras, along with Glow and per-character, per-part, and per-shape shadow and blur controls (requires v6.4a or later). See the Lua Scripting API Reference for details. - ✨ New More Script Inputs
Increased Color inputs to 8. - ✨ New MT Sim 1.22.0
Supports API Level 13 and the expanded Script Inputs. The online simulator adds AI Preview Image for exporting a multi-frame sheet, and many samples were added and updated. - ✨ New Mug Typography MCP 0.3.0 (separate download)
Updated for v6.4a (API Level 13) and the new samples.
v6.3b 2026/10/22
- Improved Security updates for companion tools
Updated dependencies used by the manual and simulator. The plugin's rendering features and Lua scripting API (Level 12) are unchanged. - Improved MT Sim 1.20.1
Updated the editor's HTML sanitization dependency and packaging toolchain. Requires plugin v6.3a or later. - Improved Mug Typography MCP 0.2.3 (separate download)
Updated the MCP SDK with security fixes and updated the reported plugin version to v6.3b. MCP tools and script API usage are unchanged.
v6.3a 2026/10/11
- ✨ New Blur
Added a Blur group that blurs the text itself, and Blur X / Y for the shadow. Both are set in font-size units. See Blur Settings and Shadow Settings for details. - ✨ New Lua Scripting API Level 12
The shadow blur and text blur can be read and written fromctx.global.ctx.global.shadow.distanceis now in font-size units (requires v6.3a or later). - ✨ New More Script Inputs
Increased to 14 numbers, 4 texts, and 8 checkboxes. - ✨ New MT Sim 1.20.0
Supports blur, the new shadow distance unit (API Level 12) and the larger set of Script Inputs. The sample browser is now a genre tree with in-browser playback, and many samples were added. - Changed Shadow Distance
The unit changed from % of the canvas's shorter side to font-size units (default0.1). The distance is measured on each part itself, so the shadow stays the same distance from the text even with Scale, Stretch, rotation, or 3D perspective. Projects made in earlier versions read the value in the new unit, so adjust Distance again. - Changed Bounding Box Rotation
The 2D box now follows Global Rotation, and per-character and per-part transforms are reflected in its size. In 3D, the fill and outline are also limited near the camera the same way as the text. - Changed Windows Requirements
A GPU and graphics driver that support Vulkan 1.2 or later are now required. - Fix Line Breaks
Line breaks written as\nor<br>are now interpreted before the text reaches scripts and layout.ctx.global.textandctx.textalso receive the interpreted text. - Fix Character Order (Manual)
Fixed the manually set character order not being applied to drawing in 2D. - Fix Stroke Drawing
Fixed strokes showing through translucent fills, the Outer Stroke width spreading into the inside when the Inner Stroke is transparent, and the stroke stacking order breaking while opacity changes. - Fix
mt.timeline.intro_outro_seconds
Fixed the outro not ending exactly on the last frame, which left text faded with(1 - outro)slightly visible. - Quality Faster 3D and Visibility Handling
Per-part work under a 3D projection now runs in parallel, and characters hidden by Write On and similar are dropped before deformation and drawing. The more characters and parts, the larger the gain.
v6.2b 2026/9/27
- Fix Fonts in Non-ASCII Locations
On Windows, fonts whose file name or folder contains non-ASCII characters such as Japanese were drawn with MS Gothic instead of the selected font. They now draw correctly. - Fix Some Variable Font Styles
Variable font styles whose name ends with another style's name, such asBahnschrift Bold Condensed, were drawn with the wrong weight or width. Projects made in earlier versions now also draw with the selected style's own weight and width. - Fix Crash When a Font Cannot Be Loaded
Fixed DaVinci Resolve sometimes crashing after switching between many fonts while a font that cannot be loaded is in use.
v6.2a 2026/9/25
- ✨ New Color Emoji
Emoji in the text are now drawn in color, with support for deformation, 3D, and morph, plus position and size correction and a replaceable emoji font. See Emoji for details. - ✨ New Supersampling (Experimental)
Added Supersampling to the Render Quality group on the Output page. It draws at twice the resolution and scales down, making character edges and thin lines smoother. It uses much more GPU memory; see Render Quality for details. - ✨ New OKLCH Gradient Interpolation
AddedOKLCH_Short/OKLCH_Longto Color Space. They interpolate lightness, chroma, and hue, taking the short or long way around the hue wheel. - ✨ New Lua Scripting API Level 11
Addedctx.global.emojito read and write the emoji settings. Theoklch_short/oklch_longgradients and"long"formt.color.lerp_oklchare also supported (requires v6.2a or later). - ✨ New MT Sim 1.19.0
Supportsctx.global.emojiand OKLCH gradients. The preview shows emoji with the browser's emoji font (custom emoji fonts and Outline Emoji are not reproduced). - Changed Color Space Order
With OKLCH added,Crayonmoved to the end of the list. Projects that usedCrayonin an earlier version open withOKLCH_Shortinstead, so selectCrayonagain. - Fix Okhsv and Okhsl Gradient Edge
Fixed a visible edge near the end of the gradient when blue is an endpoint. - Quality Smoother Edges on macOS
Edge anti-aliasing now matches the quality on Windows. Jagged edges are reduced, especially on small text. - Quality Faster Deformation and Strokes
Previews of scenes with path deform effects or strokes are lighter. The more characters and parts, the larger the gain.
v6.1b 2026/9/15
- Fix Windows Installer
Fixed the installation aborting when the folder name contains parentheses. - Fix MT Sim 1.18.1
Fixed the preview shifting text sideways depending on the Tracking value when a script appended characters.
v6.1a 2026/9/11
- ✨ New Textures (Fill Materials)
A built-in material can now be layered over the fill: Water Droplet, Air Cushion (film inflated with air), Glitter, Iridescent, Faceted, Stained Glass, Metallic, and Metallic 2, each shaped with four controls. Scripts can drive it throughctx.global.textureand atextureon each character and part, so individual characters or parts can use a different material (requires v6.1a or later). See Texture in Global Settings for details. - ✨ New Per-Character Stroke Layering
AddedFill Over Stroke (Per Character)to Stroke Order. Where characters overlap, a character behind no longer lays its stroke over the fill of the one in front, and a gap no longer cuts into an earlier character. - ✨ New Boolean Script Inputs
Added four checkbox inputs, so a script's on/off switches can be operated from the inspector. - Fix Rendering on OpenCL
Fixed text staying black and undrawn since v6.0a on some systems using OpenCL processing. - Quality Lighter Loading and Frame Evaluation
Parameters belonging to unused features are no longer fetched from the host.
v6.0a 2026/9/2
- ✨ New Lua Scripting API Level 10
Addedbaseline_left,baseline, andbaseline_righttomt.layout.pivot_at_2dfor anchoring at the left edge, center, or right edge of the ink bounds on the baseline, plustypesetting_originfor the typesetting origin.typesetting_originnow selects the position thatbaselineselected previously. - ✨ New Much Faster Rendering
Rendering now runs on the GPU, so previewing and scrubbing feel lighter. The more characters and parts a scene has, the larger the gain. - ✨ New Reset for Script Inputs
Added a button that restores every Script Input to the default its script declares. The numeric inputs' slider range is also widened to 0.0-3.0. - Change Rendering on Script Errors
Frames where a script has an error are no longer rendered, which keeps an incomplete state off the screen. MT Sim continues previewing while reporting the error. - Change Stroke Join Appearance
Miter Clip, Miter Round, and Miter Bevel are no longer distinguishable and all produce the same miter. Round and Bevel are unchanged. Corners set to a miter style may look different. - Bug Fix OKHSV Gradients with Black
Fixed an OKHSV gradient with black at either end rendering black across its whole length. - Bug Fix Rendering After a Script Reload
Fixed text sometimes disappearing after a script was reloaded. - Bug Fix Script Inputs After Paste Settings
Fixed Script Inputs keeping the previous script's labels and visibility after pasting settings. - Bug Fix Gap and the Bounding Box
Fixed Gap punching a hole through the bounding box, leaving it see-through around the text. - Quality Smoother Playback with Scripts
Preview playback holds up better with scripts that move many characters and parts every frame.
v5.3a 2026/8/15
- ✨ New Lua Scripting API Level 9
Scripts can now build shapes the font does not have and use them as characters. A heart or a card suit drops into the text and animates like any other letter. Also added APIs for measuring and reshaping paths, and for copying a character's or part's pose onto another. - ✨ New MT Sim 1.11 and New Showcases
Added editing and preview support for API Level 9, along with "Sparkle Swap", which swaps characters for stars, and "Suit Badges", which pins card suits to letters. - Bug Fix Set Keys Scope
Fixed Set Keys keyframing parameters outside Global when the Selection Mode was Global, which made the operation very slow. It now keys only the Global parameters. - Bug Fix Clean Up Keys on Text
Fixed Clean Up Keys skipping text parameters. Keyframes whose value never changes are now cleaned up on Script Inputs text as well.
v5.2b 2026/8/13
- ✨ New More Script Input Slots
Script inputs adjustable from the Inspector now go up to ten numbers, four colors, and two text parameters, so a single script can expose more of itself. Existing scripts keep working unchanged. - ✨ New New "End Credits" Sample
Added a sample that turns tab-separated text pasted from a spreadsheet into anime-style end credits. Switch between a two-column role and name layout and a stacked layout that sets one role as a heading above its names. - ✨ New MT Sim 1.10
Added editing support for the expanded Script Inputs, and bundled the "End Credits" sample.
v5.2a 2026/8/12
- ✨ New Script Inputs
Script values can now be adjusted directly from the Inspector, without editing the Lua source, and can be keyframed. - ✨ New Lua Scripting API Level 8
Added the@inputdeclaration behind Script Inputs, which gives five numbers, two colors, and one text parameter their labels and defaults, together withctx.inputsfor reading those values. Also added OKLab-family color conversion and interpolation (mt.color.to_oklab/to_oklch/to_okhsv/to_okhsl, theirfrom_*counterparts, andmt.color.lerp_oklaband friends), plusmt.distributed_randomfor evenly spread random values. - ✨ New MT Sim 1.9 and New Samples
Added API Level 8 editing and preview support, with reference samples for Script Inputs, color interpolation, color conversion, and distributed random values. - Changed Manual Order Applies to Drawing Order
Manual Order previously affected only the Write On reveal sequence; it now also determines the drawing order of parts. - Bug Fix Part Overlap under 3D Projection
Fixed parts being drawn in layout order under the 3D presets, which let farther parts cover nearer ones. Parts are now painted back to front by view depth. - Bug Fix Independence of Values Assigned in Scripts
Fixed a table assigned in a script having its contents change unexpectedly afterwards.
v5.1a 2026/8/10
- ✨ New Double Stroke
Added an Outer Stroke with its own width and color outside the existing Inner Stroke. It can be configured from Global Settings and Character Settings. Inner Stroke and Outer Stroke can be enabled independently, and Gap remains available with Outer Stroke alone. - ✨ New Lua Scripting API Level 7
Addedouter_width/outer_colorfor Global, Character, and Part strokes, plusctx.output.force_disable_3d_projectionfor scripts explicitly designed to use the 2D rendering path. - ✨ New Large Scripting Layouts
Expanded the Scripting preset and MT Sim limits to 512 characters and 1,024 parts. The new "Danmaku Overdrive" showcase animates a dense barrage of comments character by character. - ✨ New MT Sim 1.8 and New Showcase
Added API Level 7 editing and preview support and the "Chromatic Rift" showcase combining Gap with Double Stroke. - Changed Morph and Output Filter Exclusivity
When Morph and Output Separation / Write On are enabled together, Morph now takes priority and output separation, Write On, Stroke Order, and Manual Order are not applied. - Limitation Per-item Shadows with Crayon
When Crayon is used, per-character and per-part shadow colors are not applied; only the Global Shadow is rendered. - Bug Fix Stable Gap and Shadow Rendering
Fixed discontinuous stroke widths near Gap0.0, differences in Gap shadow shapes between CPU and GPU paths, Outer Stroke showing through a translucent Inner Stroke, and related rendering issues. - Quality Rendering Performance
Previews and exports are faster in scenes that use Outer Stroke, Crayon, and gradients.
v5.0f 2026/8/6
- Bug Fix Fixed Lua Scripting Output on the Fusion Page
Fixed an issue where enabling Scripting prevented text from rendering on the Fusion Page when the background input was not connected.
v5.0e 2026/8/2
- Bug Fix Fixed Shadow Display Issue
Fixed an issue where shadows were not displayed correctly under certain conditions. - Quality Faster Shadow Rendering
Previews and exports are faster in scenes that use shadows. - Quality Overall Rendering Performance Improvements
Reduced the load of each frame update.
v5.0d 2026/7/31
- ✨ New Lua Scripting API Level 6
Added APIs for character and part iteration, staggered progress, timelines, fill resolution, and bounds measurement. - Changed Existing API Improvements
Improvedmt.wrapboundaries, random channels, and random ordering inmt.stagger_pattern. - Quality API Compatibility Checks
Script Status now shows the supported API level. MT Sim's Level 6 samples require Mug Typography v5.0d or later. - Quality Streamlined AI API Reference
Removed detailed documentation for deprecated APIs while retaining essential migration information.
v5.0c 2026/7/30
- ✨ New Lua Scripting API Level 5 (Vector Path Manipulation &
OnPathCallback)
Introduced theOnPathcallback to dynamically rewrite or replace character and part vector paths on every frame, alongside path selection, SVG path parsing, and editing APIs (mt.path.collection,mt.svg_path, and path editing primitives). - ✨ New Lua Scripting API Level 4
Introduced API Level 4 capabilities for timeline and layout scripting.- Timed Chains (
mt.timeline.chain): Chains duration-based animation functions with a segment-localctx, fixed or flexible holds, and"remaining"spans anchored to the clip tail while passing each segment's final return value into the next. - Window Contexts (
mt.timeline.window_ctx): Creates a derivedctxwith seconds, frames, and progress remapped to a local time window, simplifying per-character or per-column stagger across physics and easing APIs. - Vertical-Writing and 2D Layout Helpers:
mt.layout.group_by_lineexposes horizontal lines or vertical columns in reading order, whilemt.layout.pivot_at_2dplaces character or part pivots on semantic bounds and writing origins without moving the current 2D pose. - Text Classification (
mt.text.classify): Classifies Kanji, Hiragana, Katakana, punctuation, Latin, digits, spaces, and other text for script-aware Japanese animation.
- Timed Chains (
- Change Deprecated
mt.storage
Deprecatedmt.storagein favor of chunk-scopelocalvariables.
v5.0b 2026/7/27
- ✨ New Lua Scripting API Level 3
Extended the Lua scripting engine with API Level 3 capabilities.- Arc-Length Parameterized Paths (
mt.path.arc_length): Supports equal-distance point and heading lookups with aspect ratio correction for precise text placement and animation along paths. - Ballistic Bounce Physics (
mt.bounce_ground,mt.bounce_wall): Added squash-and-stretch bounce simulation with flexible start modes and grounding/wall alignment options. - 2D Canvas Coordinate Conversion: Added
mt.layout.get_canvas_position_2dandmt.layout.canvas_to_offset_2dfor accurate absolute positioning under complex transform hierarchies. - Enhanced Layout Coordination: Improved forwarding of
trackingandline_spacingvalues fromOnPreLayouttoOnLayout.
- Arc-Length Parameterized Paths (
v5.0a 2026/7/20
- ✨ New Lua Scripting
Added aScriptingpage to the inspector. A Lua 5.4 script written inScript Textcan control the text layout and the per-character / per-part position, rotation, scale, colors, and more on every frame. With the three callbacksOnInitialize/OnPreLayout/OnLayoutplus utilities such as easing (mt.ease.*) and color helpers (mt.color.*), procedural animations that are hard to keyframe - waves, random scatter, and the like - take only a few lines of code (see Animate with Lua Scripts for details). - ✨ New Mug Typography Scripting Preset
Added a dedicated preset that omits Character Settings and Part Settings and can control up to 128 characters and 512 parts from Lua. It supports the 3D camera, and its Scripting settings appear on the Global page. Lua is also available from the Scripting page in the conventional 2D, 3D, and Lite presets. - ✨ New Bundled VSCode Simulator "MT Sim"
The distribution ZIP now includes the VSCode extension "Mug Typography Scripting Simulator" in thescripting-simulator/folder. It previews and edits scripts without launching DaVinci Resolve, with completion and hover documentation forctx.*/mt.*, timeline playback, and a camera preview for the 3D presets. Ready-to-use sample scripts and the API reference (docs/scripting_api.md) are bundled alongside it.
v4.1a 2026/7/17
- ✨ New Paste Animation with Offset
AddedPaste Animation with Offset, which duplicates the complete source animations onto the selected characters and parts while shifting each target by a cumulativeFrame Offset. It also supports a custom expansion sequence throughOrderandRepair Animation Pastefor removing unexpected keys added on the Fusion page. - ✨ New Add or Remove Multiple Selections
In Character or Part mode, hold WinCtrl+AltMacCommand+Option and click to add a character or part to the current selection, or remove an already selected target. - ✨ New Camera Mode Shortcut
With a 3D preset, press WinAlt+Ctrl+MMacOption+Command+M to switch to Camera selection mode. - ✨ New Aggressive Keyframe Cleanup
AddedAggressive CleanuptoClean Up Redundant Keyframes, allowing middle keyframes to be removed from runs of unchanged values. - Quality Crayon Fill Quality
Improved the Crayon scribble fill with pigment density variation and wax ridges for a more paper-like texture. The effect ofEndon outline overshoot and endpoint variation has also been refined. - Quality Font Identity Parameter Shown
TheFont Identityparameter is now shown. Deinstance it together withFontto use a different font on each node split out with Output Separation (see Output Settings for details).
v4.0a 2026/7/12
- ✨ New 3D Typography
Added theMug Typography 3DandMug Typography Lite (3D)presets, with Global and Character Yaw/Pitch, Character and Part Z Offset, and perspective projection through a dedicated camera. - ✨ New Camera Mode and Camera Controls
Camera Yaw/Pitch, Target, Perspective Strength, Camera Zoom, and Lens Shift can now be adjusted directly in the viewer. Shift-drag axis locking is supported. - ✨ New Copy/Paste for 3D Parameters
Selection copy/paste now includes Z Offset and the character-only Yaw and Pitch parameters. - Quality 3D Projection and Rendering
Gradients, shadows, bounding boxes, and morph output are now projected in 3D, with improved gradient color quality.
v3.3b 2026/7/6
- ✨ New Copy / Paste Entire Instance Settings
All parameters of an effect instance can now be transferred to another instance via the clipboard. (See Copy / Paste Entire Instance Settings for details.)
v3.3a 2026/7/5
- ✨ New Crayon - Hand-Scribbled Fill
Added aCrayonmode to the gradient Color Space that draws hand-scribbled strokes over the normal fill. (See Crayon (Hand-Scribbled Fill) for details.) - ✨ New Bounding Box Fill Offset / Border Offset
Added offset parameters to shift the background fill and border rectangles independently. - ✨ New Manual Order - Custom Reveal Order
Write On can now reveal and draw characters/parts in any order you list, e.g.c3, c1, c2. (See Write On (Reveal Filter) for details.) - ✨ New Spaces are now selectable
Glyph-less characters can now be selected and manipulated in Character mode via a virtual rectangle. - Changed Overlay Settings cleanup
Removed the Unselected Color parameter and adjusted the default outline appearance to be subtler. - Bug Fix Vertical position of spaces in vertical text
Improved the vertical origin calculation for glyph-less characters in vertical layout. - Quality Rendering performance optimizations
Improved preview responsiveness and memory efficiency.
v3.2j 2026/6/27
- Bug Fix Rare crash on reset
Fixed an issue where DaVinci Resolve could occasionally crash when resetting parameters.
v3.2h / v3.2i 2026/6/27
- ✨ New Write On - Reveal Characters and Parts in Order
Added the Write On feature to Output Settings. Just keyframe theStart/Endvalues to make the characters or parts of your text appear or disappear in order, from beginning to end. Combine it withStroke Orderto easily create a "write-on" animation that draws the text stroke by stroke. (See Write On (Reveal Filter) for details.)
v3.2g 2026/6/22
- Bug Fix Deform / Hand Drawn targets now follow glyphs during a morph
Fixed a bug where, during Morph Animation playback, the target specification (Targets, e.g.c2,p3) for the Path Deformation effects (Pulse / Trapezoid / Sphere / Barrel) and the Hand Drawn effect would be applied to unrelated parts instead of the intended characters/parts. Targets are now resolved against both the source (Text) and destination (To Text) layouts, so specifications likec2/p3correctly follow their glyphs throughout the morph.
v3.2f 2026/6/21
- Quality Improved Morph Matching Accuracy
Improved part matching in Morph Animation so that characters with custom styling (such as colors) are preferentially matched to the character at the same position in the target text. This prevents styled characters from drifting to unintended parts during the morph, resulting in more natural transformations.
v3.2 (v3.2a / v3.2b / v3.2c / v3.2d / v3.2e) 2026/6/21
- ✨ New Morph Animation
Added the "Morph Animation" feature, which smoothly morphs text A into text B. By keyframing the Progress parameter on the timeline, you can easily control the morphing speed and timing. - ✨ New "Baseline" Vertical Alignment
Added a "Baseline" option to Vertical Alignment. This prevents the text from shifting up and down vertically when you edit text content, and ensures stable morph animations without vertical wobbling. - ✨ New Parameter Copy / Paste
Added the ability to copy and paste transform parameters (position, rotation, scale, etc.) from one character/part to another. This greatly improves workflow efficiency when adjusting multiple elements. - ✨ New Outline Toggle Shortcut
You can now quickly show or hide character outline borders in the preview screen using the WinAlt+;MacOption+; shortcut. - Changed Independent Shadow Color Support
Improved behavior when customizing shadow colors for specific characters (Use Indiv Shadow Color). Those characters will now cast shadows even if the global shadow setting (Draw Global Shadow) is turned OFF, making it much easier to highlight specific text. - Changed Expanded Value Range for Sphere / Barrel Effects
The Amplitude range for "Sphere" and "Barrel" deformation effects has been expanded to-10.0 to 10.0for numeric inputs, allowing for more dramatic distorting animations. - Quality Performance Optimizations
Reduced preview stuttering, improving overall performance and memory usage during playback.
v3.1a 2026/6/14
- ✨ New Hollow Text (Transparent Fill)
Added aTransparent Fillparameter to Global Settings. When turned ON, the text body (fill) becomes fully transparent and only the outline (Stroke) is rendered. Combined with a Stroke Width, you can create outline-only hollow text. - ✨ New Stroke Gap
Added aGapparameter that inserts a gap between the fill and the outline (stroke), to both the global outline settings and the per-character outline settings. This enables a "detached outline" look with three layers (body, gap, outline). - ✨ New Make Characters Transparent / Restore via Keyboard
In Character selection mode, WinAlt+Ctrl+[MacOption+Command+[ makes the selected characters transparent (clears alpha), and WinAlt+Ctrl+]MacOption+Command+] restores transparency back to the global color. The key codes for these shortcuts can be customized viaclearAlpha/restoreAlphainpreferences.json. - Changed Preset Max Part Adjustments
Rebalanced the maximum part count for each preset to better manage memory load (Low: 64→60, Mid: 90→84, High: 180→170). The maximum character counts are unchanged (Low: 16, Mid: 30, High: 60). You can still customize each limit viapreferences.json.
NOTE
The preset limits are the initial values applied when the plugin is newly placed. If you have already customized preferences.json, those settings take precedence.
v3.0c 2026/6/14
- Quality Smoother Path Deformation for Sphere & Barrel Effects
Outline curves stay smooth instead of turning jagged, even at very large font sizes or zoom levels. - Quality Enhanced Rendering Stability & Performance
Improved the stability and speed of GPU rendering.
v3.0a 2026/6/13
- ✨ New 4 New Path Deformation Effects
Added animation effects that directly stretch and warp character outlines. - Pulse: Breathing-like expansion and contraction of the character outline outward and inward.
- Trapezoid: Distortion that tapers the text into a trapezoid along a customizable angle axis.
- Sphere: Inflates or pinches the characters into a spherical shape.
- Barrel: Barrel or pincushion distortion that gradually changes the scale from the character's center toward the outside.
- All deformers support speed, phase, per-character wave offsets, delay, and specific target parts (
Targets). - ✨ New 3 Lite Presets (LiteLow, LiteMid, LiteHigh)
Added lightweight presets that omit individual part parameters (Part Settings) to dramatically speed up plugin loading and UI rendering. - Benefits: Maximum character limits are automatically relaxed to 1.5x of the normal presets (LiteLow: 24, LiteMid: 45, LiteHigh: 90), and maximum parts are allowed up to the maximum drawable limit of 512 parts without any artificial limit.
- ✨ New Align Selected Feature
Added buttons on the Character Settings page to pack and align multiple selected characters, along with conflict-free default shortcuts WinAlt+Ctrl+HMacOption+Command+H (horizontal align) and WinAlt+Ctrl+VMacOption+Command+V (vertical align). - ✨ New Selection Mode Shortcuts
Added default shortcuts WinAlt+Ctrl+AMacOption+Command+A (Global), WinAlt+Ctrl+CMacOption+Command+C (Character), and WinAlt+Ctrl+PMacOption+Command+P (Part) to quickly toggle viewer selection modes. (Part mode is disabled in Lite presets). - [Improved] Customizable Keyboard Shortcuts
You can now customize the basic keycodes for alignment, selection modes, and keyframe setting shortcuts by adding ashortcutsobject in thepreferences.jsonconfiguration file. - [Improved] Targets Parameter in Hand Drawn Effect
Added theTargetsparameter to the Hand Drawn effect table, allowing wobble/jitter to be applied only to specified parts or characters. - [Improved] Significant Performance Optimization
Rendering is dramatically faster, especially in OpenCL environments.
v2.0b 2026/6/8
- Changed Preset Limit Adjustments
Rebalanced the maximum character and part counts for each preset. Low now allows up to 16 characters / 64 parts so that complex glyphs are easier to handle, and High was changed to up to 60 characters / 180 parts to keep memory load practical (Mid remains up to 30 characters / 90 parts). You can still customize each limit viapreferences.json.
NOTE
The preset limits are the initial values applied when a plugin is newly placed. If you have already customized preferences.json, those values take precedence.
- Quality Memory Usage Optimization and Stability
Addressed an issue where, on systems with limited memory, the host application could crash entirely during playback or rendering. Memory usage now stays stable even during prolonged use or repeated rendering.
v2.0a 2026/6/8
- ✨ New Multi-line Text Support
You can now write multi-line text by typing newlines. For environments where direct newlines are difficult to enter, such as the Edit page Inspector, typing\nor<br>tags is also supported. Added support for escape sequences (\\nand\<br>) to render these characters literally without line breaks. - ✨ New Line Spacing
AddedLine Spacingparameter to adjust the vertical gaps between lines in multi-line layouts. - ✨ New Horizontal & Vertical Alignment
Split the singleAlignmentparameter intoHorizontal AlignmentandVertical Alignmentfor independent axis control. - ✨ New Three Tiered Performance Presets (Low / Mid / High)
Added three preset plugins with different text/part limits so you can choose the optimal version (Low for best performance, Mid for default typical usage, High for longer/complex texts). Limits can be customized globally via thepreferences.jsonconfiguration file. - ✨ New Per-Character Shadow Colors
Added the ability to set individual shadow colors for each character in the Character Settings page. EnableUse Indiv Shadow Colorto override the global shadow color and apply unique shadow colors to specific characters. - Quality Smooth Rotation Interactions
Fixed the issue where character or part rotation angles would abruptly jump when using preview viewer handles. - Quality Hand Drawn Performance for Static Wobble
Fixed preview stuttering when Hand DrawnPattern Countis set to1(static wobble). - Quality Overall stability improvements
Improved stability across a wide range of operations and setting combinations.
WARNING
Breaking Changes: Due to the split of the alignment parameter into Horizontal Alignment and Vertical Alignment, alignment settings in older projects will be reset. Please re-adjust alignment in the Inspector if necessary.
v1.6g 2026/6/5
- ✨ New Stroke Join Style and Miter Limit
AddedJoin StyleandMiter Limitparameters to Stroke Settings to control corner shapes (Miter Clip / Round / Bevel / Miter Round / Miter Bevel). - [Bug Fix] Stroke Draw Order Bug Fix
Fixed the issue where thick outlines would overlap and clip adjacent characters or parts. - [Improved] Font Enumeration Improvements
Added support for Variable Fonts to detect and list individual styles as independent fonts. Also optimized system font scanning on Windows, macOS, and Linux for faster and more stable list loading.
v1.6f 2026/6/5
- ✨ New Hand Drawn Effect
Added to the Animation page. Combines path wobble and per-character position/rotation/scale jitter to produce an organic, hand-drawn animation feel. - [Bug Fix] Gradient display glitch with Okhsv/Okhsl
Fixed an issue where colors were not displayed correctly when using Okhsv or Okhsl with gradients containing achromatic colors such as white, black, or gray.
v1.6d 2026/6/4
- ✨ New Gradient
Added gradient support for the entire text. Font Color serves as the start color, with a configurable Gradient End Color. The Color Space parameter selects the interpolation mode (Okhsv/Okhsl/Oklab/Linear RGB). Direction and range are controlled via Angle, Start, End, and Midpoint. - Quality Performance and stability improvements
Overall rendering performance and operational stability have been improved.
v1.6c 2026/6/2
- ✨ New Ligature support
Characters likefiandflare now rendered as beautifully combined glyphs. - Quality Improved glyph part decomposition accuracy
Fixed an issue where some glyphs such as8and complex CJK characters were not decomposed into parts correctly. - Quality Better performance when Drop Shadow is enabled
Rendering speed when using drop shadow has been improved. - Quality Font rendering quality and compatibility greatly improved
Font rendering quality and compatibility have been dramatically improved. - Quality Vertical writing mode improvements
Character spacing, centering, and display of brackets「」and prolonged sound marksーin vertical mode have been improved. - Quality Localized font names in the Inspector
The font list now shows localized names (e.g.,MS ゴシック).
WARNING
Breaking change: The font name resolution method has changed, so font selection may shift when opening existing projects. If this occurs, please reselect the font in the Inspector.
v1.5d 2026/5/31
- ✨ New Alt+K Shortcut for Setting Keyframes
Pressing WinAlt+KMacOption+K on the viewer screen sets the current parameter values as keyframes for the currently selected characters/parts (equivalent to "Set Keyframes for Selected") without modifying their values. - [Bug Fix] Issue with Individual Color/Stroke Activation when Keyframing
Fixed an issue where the activation flags for individual colors (Use Indiv Colorfor characters and parts) and individual strokes (Use Indiv Strokefor characters) were incorrectly registered as keyframe parameters, which prevented these toggle states from being properly preserved and updated during animation. - Quality UI Label Update
Added the shortcut reference (Alt+K) to the "Set Keyframes for Selected" button display name in the Animation page.
v1.5c 2026/5/28
- Quality Performance enhancement
Fixed an issue where expensive UI updates and unnecessary redraws could occur during parameter changes over time, causing lagging operations.
v1.5b
- ✨ New Keyframe Optimization (Optimize Keyframes)
Added the "Optimize All Parameters" button to the Animation page, enabling bulk detection and removal of redundant keyframes to clean up project data. - Quality Native System Font Enumeration
Replaced the file-system directory scanning with native system APIs (DirectWrite on Windows, CoreText on macOS, Fontconfig on Linux) to retrieve the font list. This significantly improves accuracy and coverage. - Quality Font Syncing by Name
Font selection no longer shifts to an unintended font when the list order changes, and fonts in older projects carry over automatically.
v1.5a
- ✨ New Tracking
Added a global character spacing parameter applied uniformly to all characters. - ✨ New Shadow Settings
Added drop shadow support (Distance / Angle / Color). - ✨ New Separation 2
Added a second separation group (Separation 2 Targets) to Output Settings. Output Mode now has three options. - Quality Rendering accuracy for complex characters
Improved an issue where the fill and overlaps were not drawn correctly for complex characters with multiple parts or holes (hollow regions).
WARNING
Breaking Changes: The following changes may affect existing projects.
- WinAlt+↑/↓MacOption+↑/↓ (Global mode)
Changed behavior from adjusting Margin After for all characters to adjusting Tracking. - Stroke > Order default
Default changed fromStroke Over FilltoFill Over Stroke. Projects using the default value will render differently. - TTC font face enumeration
All faces in.ttcfiles are now listed individually in the font list. If you were using a font listed after a.ttcfile, the font selection may have shifted. Please re-select the font in the Inspector if needed.