Data Transfer

The Data Transfer tool transfers several types of data from one mesh to another. Data types include vertex groups, UV maps, vertex colors, custom normals...

Transfer works by generating a mapping between source mesh’s items (vertices, edges, etc.) and destination ones, either on an one-to-one basis, or mapping several source items to a single destination one by interpolated mapping.

Data

Reference

Mode: Object Mode
Panel: Tool Shelf ‣ Tools ‣ Edit ‣ Data
Hotkey: Shift-Ctrl-T

Transfers layout of data layer(s) from active to selected meshes.

Freeze Operator
Prevent changes to settings to re-run the operator. This is useful if you are editing several settings at once with heavy geometry
Data Type

Which data to transfer.

../../../_images/modeling_meshes_editing_data-transfer.png

Data types.

Create Data
Add data layers on destination meshes if needed.
Vertex Mapping
Method used to map source vertices to destination ones. Because the options change depending on the Data Type options are explained in Vertex Mapping below.

Vertex Mapping

Topology
The simplest option, expects both meshes to have identical number of items, and match them by order (indices). Useful e.g. between meshes that were identical copies, and got deformed differently.
One-To-One Mappings

Those always select only one source item for each destination one, often based on shortest distance.

Vertices
Nearest Vertex
Uses source’s nearest vertex.
Nearest Edge Vertex
Uses source’s nearest vertex of source’s nearest edge.
Nearest Face Vertex
Uses source’s nearest vertex of source’s nearest face.
Edges
Nearest Vertices
Uses source’s edge which vertices are nearest from destination edge’s vertices.
Nearest Edge
Uses source’s nearest edge (using edge’s midpoints).
Nearest Face Edge
Uses source’s nearest edge of source’s nearest face (using edge’s midpoints).
Face Corners

A face corner is not a real item by itself, it’s some kind of split vertex attached to a specific face. Hence both vertex (location) and face (normal, ...) aspects are used to match them together.

Nearest Corner and Best Matching Normal
Uses source’s corner having the most similar split normal with destination one, from those sharing the nearest source’s vertex.
Nearest Corner and Best Matching Face Normal
Uses source’s corner having the most similar face normal with destination one, from those sharing the nearest source’s vertex.
Nearest Corner of Nearest Face
Uses source’s nearest corner of source’s nearest face.
Faces
Nearest Face
Uses source’s nearest face.
Best Normal-Matching:
Uses source’s face which normal is most similar with destination one.
Interpolated Mappings

Those use several source items for each destination one, interpolating their data during the transfer.

Vertices
Nearest Edge Interpolated
Uses nearest point on nearest source’s edge, interpolates data from both source edge’s vertices.
Nearest Face Interpolated
Uses nearest point on nearest source’s face, interpolates data from all that source face’s vertices.
Projected Face Interpolated
Uses point of face on source hit by projection of destination vertex along its own normal, interpolates data from all that source face’s vertices.
Edges
Projected Edge Interpolated
This is a sampling process. Several rays are cast from along the destination’s edge (interpolating both edge’s vertex normals), and if enough of them hit a source’s edge, all hit source edges’ data are interpolated into destination one.
Face Corners

A face corner is not a real item by itself, it’s some kind of split vertex attached to a specific face. Hence both vertex (location) and face (normal, ...) aspects are used to match them together.

Nearest Face Interpolated
Uses nearest point of nearest source’s face, interpolates data from all that source face’s corners.
Projected Face Interpolated
Uses point of face on source hit by projection of destination corner along its own normal, interpolates data from all that source face’s corners.
Faces
Projected Face Interpolated
This is a sampling process. Several rays are cast from the whole destination’s face (along its own normal), and if enough of them hit a source’s face, all hit source faces’ data are interpolated into destination one.

Auto Transform
Automatically computes the transformation to get the best possible match between source and destination meshes.
Object Transform
Evaluate source and destination meshes in global space.
Only Neighbor Geometry

Source elements must be closer than given distance from destination one.

Max Distance
Maximum allowed distance between source and destination element (for non-topology mappings).
Ray Radius
Width of rays. Useful when raycasting against vertices or edges.
Mix Mode

How to affect destination elements with source values.

All
Replaces everything in destination (note that Mix Factor is still used).
Above Threshold
Only replaces destination value if it is above given threshold Mix Factor. How that threshold is interpreted depends on data type, note that for boolean values this option fakes a logical AND.
Below Threshold
Only replaces destination value if it is below given threshold Mix Factor. How that threshold is interpreted depends on data type, note that for boolean values this option fakes a logical OR.
Mix, Add, Subtract, Multiply
Apply that operation, using mix factor to control how much of source or destination value to use. Only available for a few types (vertex groups, vertex colors).
Mix Factor
How much of the transfered data gets mixed into existing one (not supported by all data types).

Data Layout

Reference

Mode: Object Mode
Panel: Tool Shelf ‣ Tools ‣ Edit ‣ Data Layout

Transfers layout of data layer(s) from active to selected meshes.

Data Type

Which data to transfer.

../../../_images/modeling_meshes_editing_data-transfer.png

Data types.

Exact Match
Also Delete some data layers from destination if necessary, so that it matches the source exactly.
Source Layers Selection

Which layers to transfer, in case of multi-layer types.

Active Layer
Only transfer the active data layer.
All Layers
Transfer all data layers.
Destination Layers Matching

How to match source and destination layers.

By Name
Match target data layers to affect by name.
By Order
Match target data layers to affect by order (indices).