Here is another revision to the RE:Phrase+ AddOn. Fixed for Blender 2.6.1 API. r43973.
New Features Are:
Sub mesh vertex parenting allows entire phrase to use mesh based modifiers to affect layout.turn_the_knobs-gc.jpg
Cap generation for characters with z-offset cap lift-off.
Automatic material mapping from the RE:Phrase+ master object to all characters (slot1=base,slot2=cap).
Render bug fix reduces the chance of ever having two character exactly overlapping (removes that black flicker in animations)
Multiple phrases support.
Selection tool to select all characters that make up a phrase.
Can use the first particle system of a mesh emitter for the LOC/ROT of characters on a per-phrase basis.
Experimental crash recovery system.
New auto-kerning feature for the layout engine.
Spin characters around their baseline.
Justification and per-word or per-character deployment.
Handler based processing.
After adding RE:Phrase+ to the scene via the SHIFT-A nothing apparently happens. But, behind the scenes, a frame_rephrase.py script has been installed to enable the RE:Phrase+ font extensions for the standard font object. Just use Blender as normal, you only have to install RE:Phrase+ once per BLEND file. When you save your BLEND file the frame_rephrase.py script will be saved with it.
Basic Usage: (after adding RE:Phrase+ to the scene)
Create a standard Font object.
Activate the Object Context TAB and scroll to the bottom.
Click the button to convert the standard font into a RE:Phrase+ object.
A new panel will appear with lots of options.
Play with or animate the sliders to change the RE:Phrase+ font in the scene.
Animate the Active Phrase Index (very bottom) to cause phrases to change over time.