Data Transfer Modifier

The Data Transfer modifier 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 elements (vertices, edges, etc.) and destination ones, either on a one-to-one basis, or mapping several source elements to a single destination one, using interpolation.


Transferring normals between objects, see example blend-file.



Data Transfer Modifier.


Mesh object to copy data from.

If the button to the right of the field is unset, both the source and the destination geometry is considered in global space when generating the mapping, otherwise they are evaluated in local space (i.e. as if both object's origins were at the same place).

Mix Mode

Controls how destination data are affected:


対象のすべてを置き換えます( Mix Factor は引き続き使用されることに気をつけてください)。

Above Threshold

Only replaces destination value if it's above given threshold Mix Factor. How that threshold is interpreted depends on the data type, note that for Boolean values this option fakes a logical AND.

Below Threshold

Only replaces destination value if it's below given threshold Mix Factor. How that threshold is interpreted depends on the data type, note that for Boolean values this option fakes a logical OR.

Mix, Add, Subtract, Multiply


Mix Factor


Vertex Group(頂点グループ)

Allows per-element fine control of the mix factor. Vertex group influence can be reverted using the small "arrow" button to the right.

Generate Data Layers

This modifier cannot generate needed data layers itself. Once the set of source data to transfer is selected, this button shall be used to generate matching destination layers, if needed.

Selection of Data to Transfer

To keep the size of the modifier reasonable, the kind of elements to be affected must be selected first (vertices, edges, face corners and/or faces).

Mapping Type

How is generated the mapping between those source and destination elements. Each type has its own options, see Geometry Mapping below for details.

Data Types

The left column of toggle buttons, to select which data types to transfer.

Multi-layers Data Types Options

In those cases (vertex groups, vertex colors, UVs), one can select which source layers to transfer (usually, either all of them, or a single specified one), and how to affect destination (either by matching names, matching order/position, or, if a single source is selected, by specifying manually the destination layer).

Islands Handling Refinement

This setting only affects UV transfer currently. It allows to avoid a given destination face to get UV coordinates from different source UV islands. Keeping it at 0.0 means no island handling at all. Typically, small values like 0.02 are enough to get good results, but if you are mapping from a very high-poly source towards a very low-poly destination, you may have to raise it quite significantly.


First key thing to keep in mind when using this modifier is that it will not create destination data layers. Generate Data Layers button shall always be used for this purpose, once the set of source data to transfer has been selected. It should also be well understood that creating those data layers on destination mesh is not part of the modifier stack, which means e.g. that they will remain even once the modifier is deleted, or if the source data selection is modified.

Geometry Mapping

Geometry mapping is how a given destination mesh relates to a source mesh. In this process a destination vertex/edge/... gets a part of the source mesh assigned with functions as its data source. It is crucial to understand this topic well to get good results with this modifier.





Nearest Vertex


Nearest Edge Vertex


Nearest Face Vertex


Nearest Vertices


Nearest Edge


Nearest Face Edge


Face Corners


Nearest Corner and Best Matching Normal

最も近い転送元頂点を共有しているものから、転送先の対象と最も類似した 分割 法線を持つ転送元コーナーを使用します。

Nearest Corner and Best Matching Face Normal

最も近い転送元頂点を共有しているものから、転送先の対象と最も類似した 法線を持つ転送元コーナーを使用します。

Nearest Corner of Nearest Face


Nearest Face


Best Normal-Matching




Nearest Edge Interpolated


Nearest Face Interpolated


Projected Face Interpolated


Projected Edge Interpolated


Face Corners


Nearest Face Interpolated


Projected Face Interpolated


Projected Face Interpolated


Topology Mapping

Max Distance

When the "pressure stylus" icon button to the right is enabled, this is the maximum distance between source and destination to get a successful mapping. If a destination element cannot find a source one within that range, then it will get no transferred data.

This allows to transfer a small sub-detailed mesh onto a more complete one (e.g. from a "hand" mesh towards a "full body" one).

Ray Radius

The starting ray radius to use when Ray Casting against vertices or edges. When transferring data between meshes Blender performs a series of ray casts to generate mappings. Blender starts with a ray with the radius defined here, if that does not return a hit then the radius is progressively increased until a positive hit or a limit is reached.