Use these options to set what happens when you select Mesh > Transfer Attributes.
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.
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.
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:
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.
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.
Select one of the following:
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.
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.
Select one of the following:
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.
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.
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.
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.
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.
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.
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.
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.
Select whether or not color borders will appear on the source mesh when CPV data is transferred.
When Color borders is set to Ignore, the color borders that appeared on the source mesh will appear smoothly blended on the target mesh.
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.
Controls the spatial method for correlating points from the source mesh to the target mesh.