I have a rigged body and I want to put some clothes on it. I fit it to the body mesh, then transfer weights from the body to the clothing item. But when I add the armature modifier to it and choose the body skeleton, the mesh changes its position and slightly deforms. Could you please help me with the direction where I should look?
When I parent mesh to an armature (automatic weights), the mesh "jumps" forward a bit. If I select armature and switch to edit mode it "jumps" backward a bit.   Why is it happening and how can I fix it? I already applied location, rotation, and scale to the mesh and armature, but it didn't help.  Thank you in advance!
Possible Duplicate:          Well, the question is in the title. I always had the impression that "talk to someone" refers to situations when some information must be conveyed to someone else, while "talk with someone" refers to cases that involve a more complex two-sided interaction. E.g., I "talk to my colleague" to tell him that I'm going for a lunch break (no response is required apart from maybe an acknowledgment), while I go and "talk with my colleague" if I have to discuss something with him in detail. Is this correct, or is there any difference between the two phrases, or is there no difference at all? What's the simplest way to list conflicted files in Git? i keep getting the script error problem every time i try using polygon to raster tool in ArcGIS 10.1. Please help me how I can solve this?  screenshot embedded How do I edit/access Chrome app properties on GNOME? Can I run 64 bit apps in 32 bit Linux? There are some proprietary apps that are being provided only in 64-bit version. I don't understand how to use Fermat's little theorem to find remainders e.g if we are asked to find remainder of $50^{50}$ on division by $13$, what is a and what is $p$ in the formula?  Also I wanted to check can we use both congruence classes as well as Fermat's little theorem to find such remainders? How would be write $50^{50}$ on division by $13$ in terms of congruence classes to find the remainder?  I don't exactly understand what a congruence class is, what does it tell us and how is it related to this? I'd like to do something like this:  &gt;&gt; foo = @() functionCall1() functionCall2()   So that when I said:  &gt;&gt; foo()   It would execute functionCall1() and then execute functionCall2().  (I feel that I need something like the )  EDIT:  functionCall1 and functionCall2 are not necessarily functions that return values. Why does Java not have block-scoped variable declarations? how can I find sum of series $ \sum_{n=1}^{\infty} (n\cdot \ln \frac{2n+1}{2n-1} - 1) $? It is so weird for me because I put this to Mathematica and it tells me that sum does not converge...  Let consider sum no to infinity, but to n  $$ \sum_{k=1}^{n} (k\cdot \ln \frac{2k+1}{2k-1} - 1) =$$ $$ ln \frac{3}{1}\cdot \left(\frac{5}{3}\right)^2 \cdot...\cdot \left(\frac{2n+1}{2n-1}\right)^n - n = ln \frac{1}{1}\cdot \frac{1}{3}\cdot \frac{1}{5}\cdot ... \frac{1}{2n-1} - n $$ but $$ n = ln e^n $$ so it will be $$ln\frac{1}{e^n} \cdot \frac{1}{1}\cdot \frac{1}{3}\cdot \frac{1}{5}\cdot ... \frac{1}{2n-1}$$  So the limit of it is $-\infty$ Have I done this well or I missed sth? Is one time pad cipher reuse and random key secure? Make browser window blink in task Bar How do I make a user's browser blink/flash/highlight in the task bar using JavaScript? For example, if I make an AJAX request every 10 seconds to see if the user has any new messages on the server, I want the user to know it right away, even if he is using another application at the time.  Edit: These users do want to be distracted when a new message arrives. I just checked my server's /var/log/auth.log and found that I'm getting over 500 failed password/break-in attempt notifications per day! My site is small, and its URL is obscure. Is this normal? Should I be taking any measures? If a person was sitting on a craft that has accelerated to near light speed speed from Earth (e.g. 99.999% of light speed) would there be any impact on his or her human biology due to relativistic effects on mass, time and distance?    For example, would the heart still be able to pump blood effectively if the relativistic mass of the blood has increased?    Or would accelerating the blood a bit further towards light speed requires more energy than when stationary on earth? Double calculation producing odd result Blade of the Ruined King Vs. The Bloodthirster Effects:  +25 attack damage +15% life steal +40% attack speed Passive  Unique: Your attacks deal 5% of the target's current health in physical damage (60 max vs minions and monsters). Active   Unique: Drains target champion, dealing 15% of the champion's maximum Health in physical damage and healing you by the same amount. Additionally you steal 30% of their movement speed for 4 seconds - 60 second cooldown. (500 range)  Cost: 3200g VS.   Effects:  +70 attack damage +12% life steal Passive: Gain +1 attack damage and +0.2% life steal per kill (maximum +30 attack damage and +6% life steal). Half of the bonuses are lost upon death.  Cost: 3200g What is better for what situations, and when should you build BT instead of BotRK and Vice Versa. Which provides more lifesteal, the only variable being the stats of the weapon? I find myself constantly questioning my decision on which weapon to get and would really love some in depth answers. Would be great if any examples given were given from the ADC side of the house. Difference between $\sum_{i=1}^{k}{\frac{s_i}{kn_i}}$ and $\frac{\sum_{i=1}^{k}{s_i}}{\sum_{i=1}^{k}{n_i}}$ I am getting confused at how to calculate the average probability.  Suppose we repeat a kind of binary survey $k$ times each of which was done on a completely separate sample group.  For each $i^{th}$ group, $i=1,2,3,...,k$, Let $n_i$ be the number of samples and $s_i$ be the number of positive results. With this we know that the probability $p_i$ of the positive result for the $i^{th}$ group is $s_i/n_i$  With my ignorance, I happened to use two ways to calculate the average probability in my work wrongly assuming that they are the same:  $$\frac{p_1+p_2+p_3+...+p_k}{k}$$ and $$\frac{s_1+s_2+s_3+...+s_k}{n_1+n_2+n_3+...+n_k}$$  I don't know which is the correct way to calculate the average probability. So could you please explain the difference of these two and when to use which? Saving Arduino sensor data to a text file How can I save data retrieved from a sensor to a text file on the computer? A weak converse of $AB=BA\implies e^Ae^B=e^Be^A$ from "Topics in Matrix Analysis" for matrices of algebraic numbers. It is a well known fact that if $A,B\in M_{n\times n}(\mathbb C)$ and $AB=BA$, then $e^Ae^B=e^Be^A.$  The converse does not hold. Horn and Johnson give the following example in their Topics in Matrix Analysis (page 435). Let $$A=\begin{pmatrix}0&amp;0\\0&amp;2\pi i\end{pmatrix},\qquad B=\begin{pmatrix}0&amp;1\\0&amp;2\pi i\end{pmatrix}.$$ Then $$AB=\begin{pmatrix}0&amp;0\\0&amp;-4\pi^2\end{pmatrix}\neq\begin{pmatrix}0&amp;2\pi i\\0&amp;-4\pi^2\end{pmatrix}=BA.$$ We have $$e^A=\sum_{k=0}^{\infty}\frac 1{k!}\begin{pmatrix}0&amp;0\\0&amp;2\pi i\end{pmatrix}^k=\sum_{k=0}^{\infty}\frac 1{k!}\begin{pmatrix}0^k&amp;0\\0&amp;(2\pi i)^k\end{pmatrix}=\begin{pmatrix}e^0&amp;0\\0&amp;e^{2\pi i}\end{pmatrix}=\begin{pmatrix}1&amp;0\\0&amp;1\end{pmatrix}.$$   For $S=\begin{pmatrix}1&amp;-\frac i{2\pi}\\0&amp;1 \end{pmatrix},$ we have $$e^B=e^{SAS^{-1}}=Se^AS^{-1}=S\begin{pmatrix}1&amp;0\\0&amp;1\end{pmatrix}S^{-1}=\begin{pmatrix}1&amp;0\\0&amp;1\end{pmatrix}.$$   Therefore, $A,B$ are such non-commuting matrices that $e^Ae^B=\begin{pmatrix}1&amp;0\\0&amp;1\end{pmatrix}=e^Be^A.$  It is clear that $\pi$ is important in this particular example. In fact, the authors say what follows.      It is known that if all entries of $A,B\in M_n$ are algebraic numbers and $n\geq 2,$ then $e^A\cdot e^B=e^B\cdot e^A$ if and only if $AB=BA.$   No proof is given. How does one go about proving that? How to smooth camera animation to have fluid feel? When dealing with camera motion, its very sensitive to any movement discontinuities. Is there a way to easily achieve natural looking motion when dealing with complicated motion paths and timings?  Follow path animation feels too robotic unless I adjust all the keyframe easings carefully and this has to be re-done everytime the animation changes (the automatic bezier type just doesn't work). Why don't absorption and emission lines cancel out in our Sun? I was looking at  on why  and emission lines don't cancel out:      An experiment shining light on the material and looking at the   reflected spectrum will see absorption lines at those frequencies,   because the relaxation of the excited electrons will emit back   radiation all around randomly, whereas the reflected spectrum is at a   specific angle.   However it is not totally convincing to me. The photons that get emitted towards the center of the Sun (by the electrons in higher energy states that absorbed a photon earlier) would get absorbed again when they hit a different electron (and then re-emitted) and would eventually make it out. So why don't absorption and emission lines cancel out in our Sun?