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.