## Reused Avatar moves mesh

I have a humanoid avatar and it’s animation controller. I also have two different human meshes, they’re quite similar.

When I use the generic avatar and it’s controller in the animator the meshes shot out into the sky and perform their animation correctly.

The animations run normal they just move in weird directions and don’t stay in their original locations.

How to fix it so the mesh doesn’t move far away and retain original position?

## Using fewer mesh lines, 3D graphics

``    I want to make the Final use fewer mesh lines,      the ideal version will look like the second image.     Where the triangle shape is more clear and clean. Can anyone give me some advice on how to fix my code?  ``

ex1 = ParametricPlot3D[{(3 + Cos[v]) Cos[u], (3 + Cos[v]) Sin[u], Sin[v]}, {u, 0, 2 Pi}, {v, 0, 2 Pi}, Boxed -> False, Axes -> False]

mesh = Import[Export[NotebookDirectory[] <> "ex1.stl", ex1]]

edges = MeshPrimitives[mesh, 1]

Final = Graphics3D[Map[Tube[#, .05] &, edges[[All, 1]]],Boxed -> False]  ## How do you use custom collision on a skeletal mesh in UE4?

I have a vehicle rig that is a skeletal mesh that imports fine in to unreal but I was wondering how to use a mesh for collision on it. Normally you can just name the collision mesh with UCX_ in front of the name to do it but with skeletal meshes it makes you use a system called phat and I only see cubes/spheres/capsules for collision with that.

## Remove mesh triangles in contour plot

How do I get rid of the mesh in this contour plot?

`` ContourPlot[x^2 + y^2, {x, -10, 10}, {y, -10, 10},      Contours -> {1.0, 4.0, 10.5}, ContourStyle -> None,      ContourShading -> {RGBColor[1, .2, 0, .1], RGBColor[1, .2, 0, .3],      RGBColor[1, .2, 0, .5], RGBColor[1, .2, 0, .7]}] `` Setting the option `Mesh->None` doesn’t help. I’m using Mathematica 12.1.1

## Improving mesh and NDSolve solution convergence

I have developed the code below to solve two PDEs; first mu[x,y] is solved for, then the results of mu are used to solve for phi[x,y]. The code works and converges on a solution as is, however, I would like to decrease the size of a, b, and d even further. To accurately represent the physical process I am trying to simulate, a, b, and d would need to be ~100-1000x smaller. If I make them smaller, I don’t believe the solution has actually converged because the values for phi along the right boundary change significantly with a change in mesh size (i.e. if I make them smaller and the code below produces a value of phi=-0.764 at the midpoint between y2 and y3 along the right boundary, a change in size1 to 10^-17 and size2 to 10^-15, changes that value of phi to -0.763, and a change in size2 to 10^-16 changes that value again to -0.860), but I cannot make the mesh size any smaller without Mathematica crashing.

Are there any better ways to create the mesh that would be less computationally taxing and allow it to be more refined in the regions of interest? Or are there any ways to make the code in general less computationally expensive so that I can further refine the mesh?

``ClearAll["Global`*"] Needs["NDSolve`FEM`"] (* 1) Define Constants*) e = 1.60217662*10^-19; F = 96485; kb = 1.381*10^-23; sigi = 18; sigini = 0; sigeni = 2*10^6; T = 1000; n = -0.02; c = 1;  pH2 = 0.2; pH2O = 1 - pH2; pO2 = 1.52*^-19; l = 10*10^-6; a = 100*10^-7; b = 50*10^-7; d = 300*10^-7; y1 = 0.01; y2 = 0.5*y1; y3 = y2 + a; y4 = y3 + d; y5 = y4 + b; mu1 = 0; mu2 = -5.98392*^-19; phi1 = 0;  (* 2) Create mesh*) m = 0.1*l; size1 = 10^-16; size2 = 10^-15; size3 = 10^-7; mrf = With[{rmf =       RegionMember[       Region@RegionUnion[Disk[{l, y2}, m], Disk[{l, y3}, m],          Disk[{l, y4}, m], Disk[{l, y5}, m]]]},     Function[{vertices, area}, Block[{x, y}, {x, y} = Mean[vertices];      Which[rmf[{x, y}],        area > size1, (0 <= x <= l && y2 - l <= y <= y2 + l),        area > size2, (0 <= x <= l && y3 - l <= y <= y3 + l),        area > size2, (0 <= x <= l && y4 - l <= y <= y4 + l),        area > size2, (0 <= x <= l && y5 - l <= y <= y5 + l),        area > size2, True, area > size3]]]]; mesh = DiscretizeRegion[Rectangle[{0, 0}, {l, y1}],     MeshRefinementFunction -> mrf];  (* 3) Solve for mu*) bcmu = {DirichletCondition[mu[x, y] == mu1, (x == 0 && 0 < y < y1)],    DirichletCondition[     mu[x, y] ==       mu2, (x == l && y2 <=  y <=  y3) || (x == l && y4 <= y <= y5)]}; solmu = NDSolve[{Laplacian[mu[x, y], {x, y}] ==       0 + NeumannValue[0, y == 0 || y == y1 ||         (x == l && 0 <= y < y2) || (x == l &&            y3 < y < y4) || (x == l && y5 < y < y1)], bcmu},     mu, {x, y} \[Element] mesh, WorkingPrecision -> 50];  (* 4) Solve for electronic conductivity everywhere*) pO2data = Exp[(mu[x, y] /. solmu)/kb/T]; sige0 = 2.77*10^-7; sigedata = Piecewise[{{sige0*pO2data^(-1/4), 0 <= x <= l - m},     {sige0*pO2data^(-1/4), (l - m < x <= l && 0 <= y < y2)},     {(sigeni - sige0*(pO2data /. x -> l - m)^(-1/4))/m*(x - (l - m)) +        sige0*(pO2data /. x -> l - m)^(-1/4), (l - m < x <= l &&         y2 <=  y <= y3)},     {sige0*pO2data^(-1/4), (l - m < x <= l && y3 < y < y4)},     {(sigeni - sige0*(pO2data /. x -> l - m)^(-1/4))/m*(x - (l - m)) +        sige0*(pO2data /. x -> l - m)^(-1/4), (l - m < x <= l &&         y4 <= y <= y5)},     {sige0*pO2data^(-1/4), (l - m < x <= l && y5 < y <= y1)}}];  (* 5) Solve for phi*) Irxn = -(2*F)*(c*pO2^n ); A = (Irxn - sigi/(4*e)*(D[mu[x, y] /. solmu, x] /. x -> l))/(-sigi); B = sigi/(4*e)*(D[mu[x, y] /. solmu, x] /.        x -> l)/(sigi + sigedata /. x -> l - m); bcphi = DirichletCondition[phi[x, y] == phi1, (x == 0 && 0 < y < y1)]; solphi = NDSolve[{Laplacian[phi[x, y], {x, y}] ==       0 + NeumannValue[0,         y == 0 ||          y == y1 || (x == l && 0 <= y < y2) || (x == l &&            y3 < y < y4) || (x == l && y5 < y < y1)] +        NeumannValue[-A[], (x == l && y2 <= y <= y3)] +        NeumannValue[-B[], (x == l && y4 <= y <= y5)], bcphi},     phi, {x, y} \[Element] mesh, WorkingPrecision -> 50];  (* 6) Print values to check for convergence*) P[x_, y_] := phi[x, y] /. solphi; P[l, (y3 - y2)/2 + y2] P[l, (y5 - y4)/2 + y4] ``
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## How to file down a fingernail mesh?

I am creating a nail salon 3D game where I need to implement nail filing mechanics. I have tried out approaches including mesh deformation but I’m concerned about performance as I am targeting mobile platforms.

How can I shape a nail efficiently for mobile devices?

## How do I implement a token based authentication system in a mesh network?

In this i would like to build a token based system where the MAP(mesh access point) generates a token for verified client and that token can be used for seamless handoff when the client travels from one MAP to another. I am not sure where to start..Can u point me to a right direction. Thank you!

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## How does 3D mesh morphing work? In the Sims 4, you can drag to reshape the face when you create a sim. How is the geometry morphing implemented?

In general, how do you code a system that morphs different parts of a mesh? Example: https://www.bodyvisualizer.com/

## What’s the easiest way to animate a (non-player) mesh?

I made a coffin with some animations in Maya, exported it to Unreal, and I want to start the animation from a blueprint, but I can’t for the life of me figure out how.

I tried:

• Play Animation
• Get Anim Instance > Cast To AnimBlueprint > call custom event in AnimBlueprint (LiftCoffinInAir)
• Get Anim Instance > Cast To AnimBlueprint > set boolean (which is what the event would do)
• A blueprint interface called from here, and with an event in the animation blueprint The only way I got the animation to play at all was by setting the boolean to true every blueprint update. This means that my animation graph works fine, but for some reason none of the events in the event graph work.

Any ideas?

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## How to extrude mesh?

Say we have the following simple mesh data:

``// additional data // Vector3(x, y, z) - +x left, +y up, +z forward // triangle indices are in clocwise order  // list of vertices that form a place List<Vector3> vertices = new List<Vector3>() {   new Vector3(2f, 0f, 2f),   new Vector3(-2f, 0f, 2f),   new Vector3(2f, 0f, -2f),   new Vector3(-2f, 0f, -2f), };  List<int> indices = new List<int>() {   0, 3, 2, 3, 0, 1 }; ``

How to extrude given plane in a certain direction? E.g `2f` in `y` axis, it should form a bottomless cube.

I’m interested in how it works in general, not only this specific example.

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