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	<title>利用者:Mont29/Foundation/Data Transfer/Data Transfer Manual - 版の履歴</title>
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	<updated>2026-09-08T02:31:55Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/Foundation/Data_Transfer/Data_Transfer_Manual&amp;diff=148723&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:11:47Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:11時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/Foundation/Data_Transfer/Data_Transfer_Manual&amp;diff=148722&amp;oldid=prev</id>
		<title>2015年1月14日 (水) 09:31にwiki&gt;Mont29による</title>
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		<updated>2015-01-14T09:31:57Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Data Transfer=&lt;br /&gt;
Notes: No pictures for now…&lt;br /&gt;
&lt;br /&gt;
This tool is currently available as an operator (Ctrl-Shift-T) and modifier, and only works on mesh objects. They roughly do the same things, here are the key differences between them:&lt;br /&gt;
&lt;br /&gt;
* Operator only transfers one type of data at a time, while a single modifier can transfer several types at once.&lt;br /&gt;
* Operator works in Object mode, and uses active object as source, and all other selected ones as destinations.&lt;br /&gt;
* Modifier never creates needed data layers itself, its UI provides a button calling an operator to do so though.&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
This is the crucial part of this tool - how to map items from the source mesh to their counterparts in destination mesh. Each item type (vertex, edge, etc.) has a set of mapping methods. Note you can also specify a maximum distance between source and destination (if you are e.g. transferring from a 'hand' mesh onto a whole body one, this helps avoiding the whole body trying to get data from the hand, e.g.), and for projected mapping, a ray radius (especially useful when projecting against vertices and edges, to help get meaningful hits).&lt;br /&gt;
&lt;br /&gt;
===Vertex Mapping===&lt;br /&gt;
* '''Topology''': source and destination must have the same amount of vertices, this is a '1 to 1' basic mapping.&lt;br /&gt;
* '''Nearest Vertex''': For each destination vertex, copy data from its closest source counterpart.&lt;br /&gt;
* '''Nearest Edge Vertex''': Same as above, but use source’s nearest vertex of source’s nearest edge.&lt;br /&gt;
* '''Nearest Edge Interpolated''': Use nearest point on nearest source edge, interpolates data from both source edge’s vertices.&lt;br /&gt;
* '''Nearest Face Vertex''': Use source’s nearest vertex of source’s nearest face.&lt;br /&gt;
* '''Nearest Face Interpolated''': Use nearest point on nearest source face, interpolate data from all that source face’s vertices.&lt;br /&gt;
* '''Projected Face Interpolated''': Same as above, but use point on source hit by projection of destination vertex along its own normal.&lt;br /&gt;
&lt;br /&gt;
===Edge Mapping===&lt;br /&gt;
* '''Topology''': source and destination must have the same amount of edges, this is a '1 to 1' basic mapping.&lt;br /&gt;
* '''Nearest Vertices''': Select source edge which vertices are nearest from destination edge’s vertices.&lt;br /&gt;
* '''Nearest Edge''': Select nearest source edge (using edge’s midpoints).&lt;br /&gt;
* '''Nearest Face Edge''': Select nearest source edge from nearest source face (again, using edge’s midpoints).&lt;br /&gt;
* '''Projected Edge Interpolated''': This is a sampling process. Several rays are cast from along the destination edge (interpolating both edge’s vertex normals), and if enough of them hit a source edge, all hit source edges’ data are interpolated into destination one.&lt;br /&gt;
&lt;br /&gt;
===Face Corner Mapping===&lt;br /&gt;
* '''Topology''': source and destination must have the same amount of face corners, this is a '1 to 1' basic mapping.&lt;br /&gt;
* '''Nearest Corner and Best Matching Normal''': Chose source corner having the most similar normal with destination one, from those sharing the nearest source vertex.&lt;br /&gt;
* '''Nearest Corner and Best Matching Face Normal''': Same as above, but compare corners’ face normals instead of corners’ normals (aka split normals).&lt;br /&gt;
* '''Nearest Corner of Nearest Face''': Select nearest corner (i.e. vertex) from nearest source face.&lt;br /&gt;
* '''Nearest Face Interpolated''': Use nearest point of nearest source face, interpolate data from all that source face’s corners.&lt;br /&gt;
* '''Projected Face Interpolated''': Same as above, but use point on source hit by projection of destination corner along its own normal.&lt;br /&gt;
&lt;br /&gt;
====Islands====&lt;br /&gt;
Currently, face corners are the only one facing the “islands” issue - UV islands. When transferring from a mesh having several UV islands, you do not want your destination faces “spreading” between those islands. This adds extra complexity (and hence, computation time) to the transfer, so you have a setting, ''Islands Handling Refinement'', that controls how carefully that problem is being addressed.&lt;br /&gt;
&lt;br /&gt;
Note results are not perfect yet, by far, this is a very complex topology problem.&lt;br /&gt;
&lt;br /&gt;
===Face Mapping===&lt;br /&gt;
* '''Topology''': source and destination must have the same amount of faces, this is a '1 to 1' basic mapping.&lt;br /&gt;
* '''Nearest Face''': Use nearest source face…&lt;br /&gt;
* '''Best Normal-Matching''': Use source face which normal is most similar to destination face.&lt;br /&gt;
* '''Projected Face Interpolated''': This is a sampling process. Several rays are cast from the whole destination face (along its own normal), and if enough of them hit a source face, all hit source faces’ data are interpolated into destination one.&lt;br /&gt;
&lt;br /&gt;
==Available Data Types==&lt;br /&gt;
Please note that “mark” (boolean) data types are especially hard to transfer in a “good” way - even more when it comes to edges, which are also the hardest items to get valid mapping for.&lt;br /&gt;
&lt;br /&gt;
;'''Vertex Data'''&lt;br /&gt;
:*Vertex Groups.&lt;br /&gt;
:*Bevel Weights.&lt;br /&gt;
:*Shape Keys are not available currently, this is TODO (may also depends on 2014 GSoC work).&lt;br /&gt;
&lt;br /&gt;
;'''Edge Data'''&lt;br /&gt;
:*SubSurf Crease.&lt;br /&gt;
:*Bevel Weights.&lt;br /&gt;
:*Sharp mark.&lt;br /&gt;
:*UV Seam mark.&lt;br /&gt;
:*Freestyle mark.&lt;br /&gt;
&lt;br /&gt;
;'''Face Corner Data'''&lt;br /&gt;
:*Vertex Colors (yes, those are actually face corner data, not vertex one…).&lt;br /&gt;
:*UVs (also handle UV face data (texture assignment), this is why you also have to set face mapping mode in this case).&lt;br /&gt;
&lt;br /&gt;
;'''Face Data'''&lt;br /&gt;
:*Smooth mark.&lt;br /&gt;
:*Freestyle mark.&lt;br /&gt;
&lt;br /&gt;
===Multi-Layers Data Type===&lt;br /&gt;
For those data types (like vgroups, UVs, etc.), you have various methods to select source data, and how to affect/create destination one. Most options are rather self-explanatory, note not all options are available in all cases (e.g. modifier do not allow to use “active” layers, etc.).&lt;br /&gt;
&lt;br /&gt;
You can also choose whether the operator is allowed to create new data layers or not (modifier never does, you have to hit ''Generate Data Layers'' yourself).&lt;br /&gt;
&lt;br /&gt;
===Mix/Replace Modes===&lt;br /&gt;
You can also control how destination data are affected:&lt;br /&gt;
&lt;br /&gt;
*'''All''': Replace everything in destination (note Mix Factor is still active).&lt;br /&gt;
*'''Above Threshold''': Only replace destination value if it’s above given threshold (aka mix factor). How that threshold is interpreted depends on data type, note that for boolean values this option fakes a logical AND.&lt;br /&gt;
*'''Below Threshold''': Only replace destination value if it’s below given threshold (aka mix factor). How that threshold is interpreted depends on data type, note that for boolean values this option fakes a logical OR.&lt;br /&gt;
*'''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 (vgroups, vcol).&lt;br /&gt;
&lt;br /&gt;
The modifier can also use a vgroup for additional masking of affected areas.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mont29</name></author>
		
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