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Transfer Weights

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/skeleton/transfer-weights

Studio and Graph › Skeleton

Transfer Weights

Copies a rigged mesh's skeleton and its per-vertex skin weights onto a mesh that has neither, matching the two by position or through their UVs.

Transfer Weights node

The Transfer Weights node

When to use it

Copies a rigged mesh's skeleton and its per-vertex skin weights onto a mesh that has neither, matching the two by position or through their UVs.

This is how anything new gets rigged without hand-painting: a garment modelled over a body, a retopologised head, a piece appended onto a character. The recipient comes out skinned to the same skeleton and poses with it.

Whatever skeleton the target already had is replaced by the source's, so run it before you start editing the recipient's rig rather than after.

How to use it

  1. 1

    Connect the rigged mesh and the mesh that needs rigging

  2. 2

    Pick UV matching if both share a layout, otherwise set the search radius

  3. 3

    Press Transfer Weights

Pins

Pin Type Description
Mesh Mesh The rigged mesh to take the skeleton and weights from.
Target Mesh The mesh that gets rigged. Whatever skeleton it had is replaced by the source's.
Pin Type Description
Target Mesh That mesh, now skinned to the source's skeleton.

Settings

Setting Type Description
Transfer By UV Match True/False Match by UV instead of by position. Turn it on when both meshes share a UV layout - it beats proximity around fingers, armpits and anywhere two surfaces nearly touch.
Radius Percentage Number How far to look for a source point, as a fraction of the target's bounding box diagonal. Too small and whole regions find nothing and drop back to plain nearest-point weights. Use a negative number to search the entire source mesh.
Normal Threshold Number How far a source normal may point away from the target's and still count as a match, in degrees. Use a negative number to ignore normals altogether.
Layered Mesh Support True/False When a match fails the normal test, try again with the normal flipped. Helps on layered meshes where an inner and an outer surface sit close together facing opposite ways, like a jacket lining over a shirt.
Num Smoothing Iterations Whole number How many smoothing passes to run over the weights the solver had to guess. Too many and a tight area like the jaw blurs into its neighbours.
Smoothing Strength Number How much each of those passes moves the weights.
Max Num Influences Whole number The most bones allowed to influence any one vertex.

Learn more

Morph full body MetaHumans and skeletonsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/morph-full-body-meta-humans-and-skeletons