Transfer
Attributes 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).
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.
Mesh > Transfer Attributes >
- Vertex position
-
Turn
on Vertex position 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 Off.
- Vertex normal
-
Turn on Vertex
normal 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 Off.
NoteAlthough 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.
UV sets
Select one of the following:
- All
-
Set UV
sets to All (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 All setting
ensures they are sampled and then transferred to the target mesh.
- Current
-
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 Current setting.
Color sets
Select one of the following:
- 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.
This is the default setting.
- Current
-
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 Current setting.
Sample space
Select one of the following:
- World
-
Set the Sample
space to World (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.
- Local
-
The Local 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.
- UV
-
The UV 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 Sampling options section of
the transferAttributes node in
the Attribute Editor.
- Component
-
The Component 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.
- Topology
-
The Topology setting
transfers attributes by directly matching attributes component by component.
Like the Component 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.
- Mirroring
-
Turn on the Mirroring 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.
NoteYou 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.
- Flip UVs
-
Turn on the Flip
UVs option when you are sampling UVs and want the transferred
UV shells to be flipped along either the U or V axes as
they appear in the UV Texture Editor. Flip
UVs is useful when you want to create a UV mapping that
is symmetric on a single mesh. The default setting is Off.
Color borders
Select whether or not
color borders will appear on the source mesh when CPV data is transferred.
- Ignore
-
When Color
borders is set to Ignore, the
color borders that appeared on the source mesh will appear smoothly
blended on the target mesh.
- Preserve
-
Set Color
borders to Preserve (default)
if you want the hard color edges on the source mesh maintained when
the CPV data is transferred to the target mesh.
- Search Method
-
Controls the spatial
method for correlating points from the source mesh to the target
mesh.