Today I'm learning that making fonts is difficult
There's a very handy guide on making variable fonts using fontforge and other tools https://www.youtube.com/watch?v=xoQuWARCUWI
and I already have methods for glitching typefaces https://www.hellocatfood.com/create-your-own-glitch-typeface/
Back on this again, this time coming across ctrlcctrlv's second method for creating variable fonts https://www.youtube.com/watch?v=m5z4sDECCGA
If I could find a way to import all glyphs from one font as a new layer on corresponding glyphs on another font then this potentially could be a way to automate the creation of a glitch variable font. Sadly I don't think this is possible in the gui itself.
I'd have to learn how to automate it and I don't want to do that now (no time).
Another issue is that the essential creation and renaming of layers (need one called "End State") isn't possible as, for me, when entering a layer name certain letters are interpreted as tool shortcut keys.
"s" and "a" are shortcuts and so it comes out as "End tte". Argh!
Any other Fontforge users getting this?
I now have a process that works. I'll probably write a blog post about it but in short it involves first "sanitising" a font by opening and reexporting it in Birdfont, and then opening in fontforge.
In fontforge I then "randomly" move points in the curve, taking care not to change the curve type.
After modifying each glyph I run scripts linked in this tutorial video https://www.youtube.com/watch?v=xoQuWARCUWI to make sure that I haven't messed up the file.
@hellocatfood If I understand it correctly, you can use #openFrameworks to convert characters from TrueTypeFont into a mesh or a path. Then you could manipulate the vertices in the path or in the mesh. And then draw them on the screen.
But then you haven't changed the font file and you don't have a new font for the word processor. It is more suitable for animations.
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