transfers UV, color per vertex (CPV), and vertex position information between meshes that have differing topologies (that
is, the meshes have different shapes, and the vertices and edges are different).
transfers vertex data by sampling the vertex information on the source mesh and then transferring the information to the specified target mesh, based on a comparison that is spatially based. The target mesh gets modified
as a result.
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Turn on when you want to sample the vertex positions on the source mesh and have the vertices on the target mesh modified to match.
The default setting is .
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Turn on when you want to sample the normals on the source mesh and have the normals on the target mesh modified to match. The default
setting is .
Note
Although the source mesh may have different types of normals, for example, sample normals and user sample normals, all normals
transferred to the target mesh are stored as user normals, regardless of whether the source mesh contained user normals or
not.
Select one of the following:
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Set to (default) when you want all of the UV sets for the source mesh sampled and transferred to the target mesh. When multiple
UV sets exist, the setting ensures they are sampled and then transferred to the target mesh.
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When the source mesh has more than one UV set you can selectively transfer the currently active UV set on the source mesh
to the currently active UV set on the target mesh by selecting the setting.
Select one of the following:
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Set to if you want all of the CPV data for the source mesh sampled and transferred to the target mesh. When multiple color sets
exist, the setting ensures they are sampled and then transferred to the target mesh. This is the default setting.
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When the source mesh has more than one CPV set you can selectively transfer the currently active CPV set on the source mesh
to the currently active CPV set on the target mesh by selecting the setting.
Select one of the following:
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Set the to (default) for the majority of your attribute transfer operations. Using a world space based transfer ensures that the attribute
transfer matches what you see in the scene view.
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The setting can be used when you want to compare the source and target meshes side by side. A local space transfer works correctly
only when the objects have identical transformation values. You can reset transformation for your source and target meshes
using Modify > Freeze Transformations.
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The setting transfers attributes based on UV mapping correlations instead of a spatial correlation within the 3D scene. It allows
attributes to be transferred between objects that have different proportions and scales, or when they are separated spatially.
The source and target meshes must have existing UVs for the UV sample space option to work. When the meshes contain multiple
UV sets the currently active UV set is used by default. Otherwise, you can specify which UV sets to correlate for the attribute
transfer by typing the name of each UV set in the options section of the in the .
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The setting transfers attributes by directly matching attributes component by component. Objects must have identical topologies
when using this setting. That is, the number of vertices, faces, edges, and their interrelationships must be identical. Objects
can be spatially separated when using this option.
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The setting transfers attributes by directly matching attributes component by component. Like the setting, both objects must have the same number of vertices, faces, and edges. However, this setting matches components via
the objects’ topologies and works when the interrelationship of vertex, face, and edge IDs are not the same from one object
to another.
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Turn on the option when you want the attribute transfer to occur across a defined axis (X, Y, Z). When mirroring, the target vertices
must be selected on the mesh. The default setting is off.
Note
You should always select a mirroring axis when transferring attributes from one side of a mesh to another (that is, when the
source mesh is also the target mesh). For example, if you want to transfer UVs from the left hand of a character to its right
hand.
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Turn on the option when you are sampling UVs and want the transferred UV shells to be flipped along either the or axes as they appear in the . is useful when you want to create a UV mapping that is symmetric on a single mesh. The default setting is .
Select whether or not color borders will appear on the source mesh when CPV data is transferred.
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When is set to , the color borders that appeared on the source mesh will appear smoothly blended on the target mesh.
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Set to (default) if you want the hard color edges on the source mesh maintained when the CPV data is transferred to the target mesh.
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Controls the spatial method for correlating points from the source mesh to the target mesh.
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