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Node=based transfer attribute

Node=based transfer attribute

A setup in which you have a unique form of transferring attributes simply based on the listing in the node editor per model. Similar to "In mesh & Out Mesh". You simply select or create a transfer node, and allow it to influence either the model directly or a rigged model's original object. From there you can delete the connection and have both models separate, and then remove the source model and have new attributes without having to worry about construction history, since there maybe a time you may need what's in your construction history besides what's transferred from one model to the next.

 

This can also make things efficient if you would like to keep your rigging process but save-as a new model design

3 Comments
stuzzz
Collaborator

What attribute(s) would you like to transfer exactly?

marquism3DD84
Enthusiast

Me personally? Vertex normals. They're the most difficult to apply on a rigged model with details. Even if you transfer edited normals to the original shape of the target model, it's smoothed version/preview doesn't update. 

stuzzz
Collaborator

shouldn't that difficult to make such node in C++(for high performance), I can give a hand.

any other attributes required?

please send me a private message.

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