I'm working on a closed codimension-1 surface (think of an ellipsoid) and 
my goal is to iteratively evolve this surface to form tubulations and other 
localized significant deformations.  My current strategy is to compute an 
euler_vector at each iteration and create a new mapping at each time step 
through MappingQEulerian.  

So far this is going well, but I am only able to achieve relatively mild 
deformations before my mesh becomes twisted and deformed, leading to a 
catastrophic breakdown of my simulation.  

My question for the community is vague, but hopefully there is some 
discussion that can be had here:

What are some strategies for updating the euler_vector for MappingQEulerian 
that would help maintain mesh quality?  Currently my quadrilaterals are 
becoming very skewed as the surface evolves.  

Tom

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