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Flip triangle edges
Modifying polygon meshes
Moving polygon components
Transfer vertex attributes
To transfer UV, color per vertex (CPV), and
vertex position information between meshes that have differing topologies
(that is, the number, arrangement, and connectivity of vertices
on each mesh is not identical) use the Transfer Attributes feature.
Transfer Attributes 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.
Transferring vertex attributes using Transfer
Attributes is useful in the following situations:
- Transfer
a finished UV layout, including multiple UV sets, from one surface
mesh to another mesh that has no existing UVs.
- Transfer
a UV layout from a high resolution model to a low resolution version.
- Transfer
color per vertex (CPV) data, including multiple color sets, from
a high resolution model to a low resolution version.
- Modify
the vertex positions on a low resolution surface mesh to match the positions
on a high resolution version.
- Mirror
vertex information from one half of a surface mesh to another half. For
example, you can ensure symmetry of UV, vertex, and color information
on one mesh by sampling the attribute information from one half
of the mesh and transferring the data to its opposite half.
NoteYou can set the Transfer Attributes feature
to transfer the UV sets, CPV color sets, and vertex position data
either separately or all at once depending on your requirements.
While the source and target meshes can vary
widely in their topology, the default transfer settings require
that the objects be positioned in identical locations spatially
because of the nature of the sampling and transfer process that
occurs.
You can also use Transfer Attributes to
flip the orientation of the UV shells as they appear in the UV
Texture Editor. This streamlines your UV layout and texturing
workflow.
To
transfer attributes between separate meshes
- In
the scene view, move the source and target meshes so they are positioned
and oriented as you want for the attribute transfer. Ensure that
the source mesh and then the target mesh are selected in that order.
NoteThe order of selection is important. The
last object selected is always considered the target for the transfer
operation.
You must select the source mesh in object mode,
you can select the target mesh either in object mode or by selecting
the individual vertices in the region to be modified on the target
mesh.
If you have difficulty selecting either the
source or target meshes in the scene view, change the display of
the meshes to wireframe mode or select them using the Outliner (
Window > Outliner).
- Select
Mesh > Transfer Attributes > . In
the options window, specify what attributes
you want to transfer by setting the Attributes to Transfer options
as follows:
- Set Vertex
position to On if you
want to transfer the vertex positions on the source mesh and have
the vertices on the target mesh modified to match. The default setting
is Off.
- Set UV
sets to All if you want all UVs from
the source mesh sampled and transferred to the target mesh. When
multiple UV sets exist, the All setting ensures
they are all sampled and then transferred to the target mesh. If
the source mesh has more than one UV set, you can selectively transfer
the currently active UV set by selecting the Current option.
The default setting is All.
- Set Color
sets to All 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 All setting
ensures they are sampled and then transferred to the target mesh.
If the source mesh has more than one CPV set you can selectively
transfer the currently active color set by selecting the Current setting.
The default setting is All.
- Specify how you
want the sampling to occur by setting the Sample space setting
as follows:
- Use
the World setting to sample in
world space. It should be used for the majority of your attribute
transfer operations. This is the default setting.
- Use
the Local setting when the objects
are the same size and shape, but may have been translated, rotated
or scaled in the scene (for example, you have two chairs in different
locations). The Local setting is used when
you want to compare the source and target side by side.
- Use
the UV setting to sample attributes
in UV space when no useful spatial correlation exists between the
source and target meshes. For example, when the meshes are of radically
different proportions or have been constructed at different scales
but the meshes share a common mapping in UV space. For example,
models of a giant and a dwarf can correlate based on their UV texture
coordinates if the UV mapping for their faces is in the same position
in UV texture space.
NoteUsing UV setting
to determine how the transfer of attributes will occur is very different
from physically transferring UV data between models. Transferring
of UV attributes is usually done using the World or Local space
settings.
- Set
the remaining options based on other specific requirements:
- Set
the Mirroring option when you want
the attribute transfer to occur across a defined axis (X, Y, Z).
Ensure that you have selected the vertices along the mirror border.
You must set a mirroring axis when the source sampling and target
transfer occurs on the same mesh. The default setting is Off.
- Set
the Flip UVs option when you are
sampling UVs and want the transferred UV shells to be flipped along
the U or V axes as
they appear in the UV Texture Editor. This is useful when you are
mirroring UVs on the same surface mesh. The default setting is Off.
- Set Color
borders to Preserve if
you want the hard color edges in the source mesh maintained when
the CPV data is transferred to the target mesh. Otherwise, if the
surface topologies differ widely, you may set the Color
borders option to Ignore. The
default setting is Preserve.
- Click Transfer to
transfer the attributes and close the options window or click Apply to
transfer the attributes and keep the window.
To mirror vertex attributes on the same surface
mesh
- In
the scene view, select the components on the surface mesh (that
is, faces, vertices, or edges) that you want to have modified by
the Transfer Attribute feature.
The Transfer Attributes feature
samples the surface about the specified mirroring axis and assigns
new values to the selected components. All unselected components
retain their original attribute values.
- Select
Mesh > Transfer Attributes > .
- Depending
on your workflow, set the Transfer Attributes options
as follows:
- Specify
the attributes you want transferred (Vertex Position, UV
Sets, Color Sets)
- Specify
the axis you want the attributes mirrored along. For example, if you
want the attributes mirrored along the X axis based on what you
have selected, set the Mirroring axis
to X.
- For
more information on other Transfer Attributes settings
see
Mesh > Transfer Attributes
- Click Transfer to
transfer the attributes and close the options window, or click Apply to
transfer the attributes and keep the window.