# Transfer Weights

<div align="left"><figure><img src="/files/sGMJb1arxhlIn8fpsFzb" alt=""><figcaption></figcaption></figure></div>

```
/**
 * Node that transfers bone weights between meshes.
 * 
 * Copies skin weight data from a source mesh to a target mesh
 * using spatial proximity or UV matching.
 * 
 * Usage:
 * 1. Connect source mesh (with weights) and target mesh
 * 2. Configure transfer settings
 * 3. Click Apply to transfer weights
 */
```

| Parameter                                                                                                                                                      | Description                                                                                                                                  |
| -------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| <p>bTransferByUVMatch</p><p><code>boolean</code></p>                                                                                                           | If true, transfers weights by matching UV coordinates between meshes.                                                                        |
| <p>RadiusPercentage</p><p><code>float</code></p>                                                                                                               | <p>Percentage of the bounding box diagonal of the simulation mesh to use as search radius                                                    |
| <br>All points outside of the search radius will be ignored.                                                                                                   |                                                                                                                                              |
| <br>When set to a negative value (e.g. -1), all points will be considered.</p>                                                                                 |                                                                                                                                              |
| <p>NormalThreshold</p><p><code>float</code></p>                                                                                                                | <p>Maximum angle difference (in degrees) between the target and source point normals to be considered a match for the InpaintWeights method. |
| <br>If set to a negative value (e.g. -1), normals will be ignored.</p>                                                                                         |                                                                                                                                              |
| <p>LayeredMeshSupport<br><code>boolean</code></p>                                                                                                              | <p>If true, when the closest point doesn't pass the normal threshold test, will try again with a flipped normal.                             |
| <br>This helps with layered meshes where the "inner" and "outer" layers are close to each other but whose normals are pointing in the opposite directions.</p> |                                                                                                                                              |
| <p>NumSmoothingIterations</p><p><code>integer</code></p>                                                                                                       | The number of smoothing iterations applied to the vertices whose weights were automatically computed.                                        |
| <p>SmoothingStrength</p><p><code>float</code></p>                                                                                                              | The smoothing strength of each smoothing iteration.                                                                                          |
| <p>MaxNumInfluences</p><p><code>integer</code></p>                                                                                                             | The maximum number of bones that will influence each vertex.                                                                                 |


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