These questions are somewhat offtopic. I will do my best to answer them here, but should you have further questions I recommend you open a separate topic for these.
"Text objects" do not exist outside of Blender. When Blender exports a text or curve object to FBX (or almost any other format), it will internally convert the text to a mesh before exporting. You can easily confirm this by exporting to FBX and then importing from the FBX. The thing contained in an FBX is always a mesh, that is a number of vertices (dots in 3D space) with the corresponding triangles spanned by them (the surfaces of the object). However, I'd be interested what this
host of new problems could be that you speak of. Despite losing the text-specific controls, the object should behave similarly.
Materials also do not
really exist inside the FBX in the same sense as in Blender. What is contained in the FBX is the
material name associated with each triangle (see previous paragraph) as well as the
UV coordinates, which determine how each 3D triangle is mapped to the 2D texture space (the texture being a PNG image). In Blender, the process of creating these UV coordinates is called "UV-Unwrapping", which is accessible with the U key in Edit mode as well as the "UV Editing" workspace at the top. The names for your texture files are suggested by the addon's hints:
View attachment 377950
For creating these texture PNGs, there is no universal solution. I can only give you these hints:
- For testing purposes, you could create a solid-colored _BC.png with a color of your choice.
- TMTK uses the term "Material" too. A material in TMTK is composed from one or multiple PNG files (the textures), each serving a different purpose. If you want to see the effects of them in action, I can recommend Ms.RedNebula's Tutorial (the videos with "Material" in their name). Especially the first part of this tutorial gives you same valuable basics.
- If you have a Blender Node Material setup, you can save it to PNG files with a feature called "Baking". This is unfortunately notoriously user-unfriendly in Blender, but it is possible. Basically, baking renders the object to an image file (based on the UV coordinates) instead of rendering it into the 3D scene.
- Instead of baking can also create the texture PNGs completely in an image editor of your choice.
- Text/Curve objects do not allow for UV unwrapping. If you want to do anything more complicated than a single color, you will probably have to convert the text object to a mesh and perform the UV unwrapping. When directly exporting a text object to FBX, Blender's autogenerated UVs will map each letter to the size of the whole texture, making it impossible to e.g. give each letter a different color.
If you are really stuck, you can always
add me on Steam. However, I think our online-times are rather disjoint.