The link in your post has an extra character at the end, here’s the correct link if anyone had problems accessing it.
The algorithm is working much better now! It’s already in a state that is very much ready to be used.
There is still some room for improvement though.
One problem that remains is following the straight seam of the Source Mesh.
Basically, the nearest face is determined correctly, but the edge on the given face is sometimes off. This makes the transfer a bit wonky (especially) on seams that are X=0.
It’s not a show stopper by any means, the algorithm is very useful as is already, it would be cool though if you could find a way to resolve this as well. I will post an example screenshot.
Thanks a lot on this very useful tool! Much appreciated on the hard work!
It’s already in a state where I would appreciate to have this. Any thoughts on when this could be available in master on buildbot?
An example of how the seams transfer:
> Source Mesh (Notice the seam lines, especially down the X=0)
> Target Mesh, with transfered UVz (Compare seam placement on X=0)
> This is the screenshot from Maya’s UV Transfer (Compare seam placement on X=0)
Yes, I know seams handling is not yet perfect, basically currently it just choose the side of the seam where is the first face corner evaluated, when it should choose the side where ‘most’ of the destination maps. this is known TODO.
We probably could also enhance actual seam transfer (not really easy though), and maybe also take into account destination islands when mapping UVs.
But I think (hope :P) code is now good enough to go in master, this hopefully will happen soon after 2.73 release.
Thanks i didn’t play with the parameter you were right i put the island precision up to .2 it works. But i thinking it is more like working with your eyes close. I mean some kind of preview so that when tweaking parameters artist can see what is going on. what do you think about this?
Hi Mont29,
Can you help have been trying to play with the modifier settings i m not getting any good result. How does the data transfer modifier works?
I) preview: To make it short, this is not possible (not operator-like, and would take as long as actual data transfer anyway).
II) modifier: it works the same as operator, except it will never create implicitly data for you, you have to use the ‘Generate Data’ (or whatever is its name) button to do so. This is because often data layers info lay partially on mesh/object level, it’s not pure DerivedMesh stuff, so a modifier shall not affect that himself. Otherwise, I’d need more precision about your issues.
Is it possible to transfer vertex weights between two models that have the same vertex count (but not the same vertex order) using UV space (rather than 3d space) to compare vertex positions?
I can’t make the modifier version work (in today’s buildbot version). Is it broken, or am I doing something wrong? Neither the data layout nor the data gets transferred.
UV transfer works here (initially i was put off being used to Selected to Active sequence) however result doesn’t look like useable? http://www.pasteall.org/pic/82866
Yeah, that looks like some of the tests I had been doing with the initial builds of Data Transfer.
If you refer to the previous page there’s some info on the settings.
I found that what gives me the best result (for transferring UVz) is the setting “Face Corner Mapping: Nearest Face Interpolated”. That also seemed to be the most important of all the settings to tweak.
I wonder why the modifier version of the Data transfer tool doesn’t show in edit mode? It would really help to find the right settings when transfering UVs for example.
So I guess one of the ways to have this functionality (uv transfer preview) would be to implement DRAW_MODIFIERS_PREVIEW for UV/image editor? mont29, did you attempt this, any big issues with that other than lack of time (I’m thinking of taking a look)?