Relations

    Mode

    Object Mode

    Menu

    Object ‣ Relations ‣ Make Single User

    Makes the selected or all object data-blocks single users, that is, not shared (linked) between other objects in the blend-file.

    Additionally, it can also make single-user copies of its dependencies, like meshes, curves, materials, animations…

    Type

    These actions work on the selected objects, or on all the objects of the scene.

    All, Selected Objects

    Data-blocks

    Lets you, in addition to the menu predefined selection, choose the type of data-blocks individually.

    Object, Object Data, Materials, Textures, Object Animation

    See also

    Reference

    Mode

    Object Mode

    Menu

    Object ‣ Relations ‣ Transfer Mesh Data

    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 a one-to-one basis, or mapping several source items to a single destination one by interpolated mapping.

    Transfers 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.

    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.

    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

    • 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

    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.

    Further Options

    Auto Transform

    Automatically computes the transformation to get the best possible match between source and destination meshes.

    This allows to match and transfer data between two meshes with similar shape, but transformed differently. Note that you’ll get best results with exact copies of the same mesh. Otherwise, you’ll likely get better results if you “visually” make them match in 3D space (and use Object Transform) instead.

    Object Transform

    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 ray casting 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 transferred data gets mixed into existing one (not supported by all data types).

    Reference

    Mode

    Object Mode

    Menu

    Object ‣ Relations ‣ Transfer Mesh Data Layout

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

    Data Type

    Which data to transfer.

    ../../../_images/scene-layout_object_editing_relations_menu.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).