Legal Notice. Autodesk Maya 8.5. Copyright Autodesk, Inc. ("Autodesk") and/or its licensors. All rights reserved.

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2 Legal Notice Autodesk Maya 8.5 Copyright Autodesk, Inc. ("Autodesk") and/or its licensors. All rights reserved. All user documentation ("User Documentation") and the software product to which the User Documentation pertains ( Software ) contains proprietary and confidential information of Autodesk, Inc., and/or its licensors. The User Documentation and the Software are protected by national and international intellectual property laws and treaties. All rights reserved. Use of the Documentation and the Software is subject to the terms of the software license agreement. This publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Autodesk, Inc., reserves the right to revise and improve its products including without limitation the User Documentation and the Software, as it sees fit. This publication describes the state of the Software at the time of its publication, and may not reflect the Software at all times in the future. AUTODESK, INC., MAKES NO WARRANTY, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDING THE SOFTWARE OR THESE MATERIALS, AND MAKES SUCH SOFTWARE AND MATERIALS AVAILABLE SOLELY ON AN "AS-IS" BASIS. AUTODESK DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED OR ERROR FREE. IN NO EVENT SHALL AUTODESK, INC. BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE OR USE OF THE SOFTWARE OR THESE MATERIALS. THE SOLE AND EXCLUSIVE LIABILITY TO AUTODESK, INC., REGARDLESS OF THE FORM OF ACTION, SHALL NOT EXCEED THE PURCHASE PRICE OF THE SOFTWARE OR MATERIALS DESCRIBED HEREIN, AS THE CASE MAY BE. 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This software is based in part on the work of the Independent JPEG Group. III. Portions relating to TIFF Copyright Sam Leffler. Copyright Silicon Graphics, Inc. All rights reserved. The TIFF portions of this software is provided by the copyright holders and contributors "as is" and any express or implied warranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose are disclaimed. In no event shall the copyright owner or contributors of the TIFF portions be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of the use of the TIFF portions of this software, even if advised of the possibility of such damage. IV. Portions relating to the implementation of the Edge Detection and Image Segmentation (EDISON) System are provided "AS IS". More information may be found at V. Portions of the subdivision surface implementation technology are protected by U.S. patents 6,037,949, 6,222,553, 6,300,960, and 6,489,960 and used under license from Pixar. VI. Portions relating to OpenEXR Copyright 2004, Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd. Portions contributed and copyright held by others as indicated. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of Industrial Light & Magic nor the names of any other contributors to this software may be used to endorse or promote products derived from this software without specific prior written permission. THE INDUSTRIAL LIGHT & MAGIC, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. VII. SWIG: This software includes contributions that are Copyright University of Chicago. All rights reserved. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. Neither the name of the University of Chicago nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE UNIVERSITY OF CHICAGO AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE UNIVERSITY OF CHICAGO OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions Copyright The University of Utah and the Regents of the University of California. All Rights Reserved. IN NO EVENT SHALL THE AUTHOR, THE UNIVERSITY OF CALIFORNIA, THE UNIVERSITY OF UTAH OR DISTRIBUTORS OF THIS SOFTWARE BE LIABLE TO ANY PARTY FOR DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF THE AUTHORS OR ANY OF THE ABOVE PARTIES HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. THE AUTHOR, THE UNIVERSITY OF CALIFORNIA, AND THE UNIVERSITY OF UTAH SPECIFICALLY DISCLAIM ANY WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS" BASIS, AND THE AUTHORS AND DISTRIBUTORS HAVE NO OBLIGATION TO PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. Government Use Use, duplication, or disclosure by the U.S. Government is subject to restrictions as set forth in FAR (Commercial Computer Software-Restricted Rights) and DFAR (Rights in Technical Data and Computer Software), as applicable. Manufacturer is Autodesk, Inc. 111 McInnis Parkway, San Rafael, California 94903, USA. Patents Protected by one or more of U.S. Patent Nos. 5,764,233, 5,808,625, 5,809,219, 5,818,452, 5,847,716, 5,852,450, 5,889,528, 5,926,178, 5,929,864, 5,990,908, 5,999,195, 6,025,852, 6,037,948, 6,118,427, 6,130,673, 6,204,860, 6,211,882, 6,232,980, 6,246,416, 6,266,071, 6,317,128, 6,348,924, 6,356,271, 6,363,503, 6,384,835, 6,389,154, 6,414,700, 6,462,740, 6,525,735, 6,549,212, 6,553,337, 6,618,063, 6,798,416, 6,850,638, 6,859,202, 6,888,542, 6,915,492, 7,034,824, 7,139,444; and patents pending

3 Table of Contents 1 Basics About in Maya Controlling animation Previewing animation Playback Ghosting animated objects Motion Trails Playblast Muting animation Mute in the Channel Box Mute in the Graph Editor and Dope Sheet Adding sound to your animation Importing sound Baking simulations Snapshot and Animated Sweep Snapshot-generated geometry Animated Sweep Snapshot and Sweep Construction History Turntable animation Related topics Animated rotation in Maya Euler angles Quaternions Which type of interpolation is right for your animated rotations? How do I? Edit animation preferences Use the animation controls Set the appearance of key ticks in the Time Slider Create a turntable animation Related topics Preview your animation Ghost an object Change the status of a mute node from the Channel Box Apply Motion Trails to an object

4 Table of Contents Playback animation Display the frame rate of an animation View object manipulators during playback Optimize your scene for playback Display and UI Elements Modeling Skeletons Skinning Playblast animation Related topics Add sound to your animation Add sound to your animation Import an audio file Play an audio file Set the audio playback settings Delete audio from your scene Set Snapshot and Animated Sweep Set Snapshot and Animated Sweep Apply animation snapshot Apply animated sweep Turn Snapshot and Animated Sweep on or off Delete Snapshot or Animated Sweep construction history Keyframe About Keys Auto Key Keys in the Attribute Editor Keys in the Channel Box, Graph Editor, and Dope Sheet Cutting, copying, and pasting keys between scenes Keys clipboard Driven keys Linking multiple attributes

5 Table of Contents Breakdowns Inbetweens Graph Editor overview curves Set IK/FK Key curves in the Graph Editor Dope Sheet overview How do I? Set keys Set key preferences Add keys Set key options Modify key attributes Edit the keyability of an object Disable the editability of attributes without deleting them Edit keys Cut keys Copy keys Paste keys Copy and Paste keys in the Graph Editor Delete keys Scale keys Snap keys Bake keys Mute keys in the Dope Sheet or Graph Editor Create Dope Sheet custom key colors Use Auto Key Use Auto Key Set Breakdowns Set Breakdowns Convert keys to Breakdowns Convert Breakdowns to keys Set Inbetweens Set Inbetweens

6 Table of Contents Set Driven Keys Set Driven Keys overview Set a driven key relationship Use the Graph Editor and Dope Sheet Display the Graph Editor and Dope Sheet Navigate the Graph Editor graph view or Dope Sheet view area Edit curves View curves while editing Set curve behavior Set rotation interpolation for curves Example Smooth curves Simplify curves Resample curves Scale curves Mute or unmute a channel in the Dope Sheet or Graph Editor Fix my curves when they have been corrupted Manipulate curves with the lattice manipulator Change animation curve colors Change animation curve colors from the Graph Editor Change animation curve colors through the Attribute Editor or with MEL Example MEL procedure for customizing the color of multiple animation curves 98 Normalize curves Edit keys from curves Add keys to a curve Move keys on a curve Copy and paste keys on a curve Delete keys from a curve Edit tangents Edit tangents Related topics

7 Table of Contents Use the Dope Sheet Manipulator Copy, cut, paste, scale, move, or mute a range of time and keys with the Dope Sheet Manipulator Nonlinear About What is nonlinear animation? Nonlinear animation tools in Maya What is the Trax Editor? What is the Character Mapper? What are the Visor, Outliner, and Clip Library? Nonlinear animation components in Trax clips Audio clips Poses Tracks Characters, groups, and subcharacters How do I? Open and view the Trax Editor Open the Trax Editor Set the Trax Editor view Set the Time Slider s playback range to reflect the range of clips in Trax Use the Outliner and Visor with Trax Use the Outliner with Trax Use the Visor with Trax Create, load, and highlight character sets Create character sets Load character sets Rename character sets in the Trax Editor Highlight characters, groups, or subcharacters in Trax Collapse, expand, and edit summaries Expand and collapse a summary track Edit the summary clip Related topics

8 Table of Contents Create clips and poses Create clips Create expression or constraint clips Related topics Create poses Related topics Cut, copy, and paste clips Duplicate clips Manipulate clips Edit a clip s weighting Move clips Trim clips Scale clips Cycle clips Hold clips Split clips Merge clips Enable or disable clips Related topics Activate or deactivate clips Offset clip channels Create and edit blends Create and edit time warps Key on top of clips Key into a clip Edit clip attributes Edit a clip s animation curves Select and edit source clips Select source clips Copy source clips to a character Edit source clips Select, create, and remove tracks Select tracks

9 Table of Contents Add tracks Remove tracks Group and ungroup clips Create groups Rename groups Ungroup clips Work with subcharacter sets in Trax Create a source clip for subcharacter set curves Rename subcharacter sets in the Trax Editor Import or export animation data Import or export animation data Work with audio Work with audio Path About What is path animation? Positioning your object on a path curve Orienting your object on a path curve Manipulating your object on the motion path Motion path markers Position markers Orientation markers Marker timing How do I? Create a motion path animation Create a motion path using a curve Create a motion path using keys Edit motion paths Detach an object from a motion path Delete motion paths Animate along a motion path Create a path animation Create a path animation using the Motion Path Manipulator tool

10 Table of Contents Animate an object along a surface Orient an object on a path Deform an object along a motion path curve Set motion path markers Set motion path markers Motion Capture About Motion capture devices Motion capture devices Server Axis Button Attachments Virtual devices Multiple devices Motion capture systems Optical capture system Magnetic capture system Motion capture process Motion capture process Rehearsing the motion Recording the motion Defining devices Mapping device data Reviewing the motion Previewing a take Numbering takes Converting a take to animation curves Filters and Resamplers Saving files to disk Motion capture tips Tips for full-body motion capture Tips for working with the data

11 Table of Contents How do I? Create motion capture animation Create full body motion capture Create simple motion capture Set devices Use the Device Editor Create attachments Edit attachments Prepare motion capture data Prepare motion capture data Rehearse motion Create attachments script Create a filter or resampler Set virtual devices Number takes View takes Save preview data Create motion capture data Record motion data Save takes Edit motion capture data Edit motion capture data Geometry Caching About Geometry caching overview What is geometry caching? Geometry cache creation Geometry cache XML description file Geometry cache threading How do I? Create and edit geometry caches Cache geometry Create or import geometry caches Rename geometry caches Replace geometry caches

12 Table of Contents Append geometry caches Detach geometry cache files Enable or disable geometry caches Delete geometry caches Merge geometry caches Blend and set the weighting of geometry caches Work with geometry cache clips Enable or disable geometry cache clips Lock, solo, or mute geometry cache tracks Scale geometry cache clips Cycle geometry cache clips Hold geometry cache clips Trim geometry cache clips Split geometry cache clips Merge geometry cache clips Blend geometry cache clips Delete geometry cache clips Tools Reference controls Time Slider Range Slider Playback controls Preferences button controls menu Copy, Cut, Paste, and Delete Delete FBIK Keys Snap Keys Tangents Playback Looping Set Range To Sound Playblast

13 Table of Contents 8 Menus Reference Edit Edit > Keys > Copy Keys Edit > Keys > Copy Keys > Edit > Keys > Cut Keys Edit > Keys > Cut Keys > Edit > Keys > Paste Keys Edit > Keys > Paste Keys > Edit > Keys > Delete Keys Edit > Keys > Delete Keys > Edit > Keys > Delete FBIK Keys Edit > Keys > Delete FBIK Keys > Delete All Keys Edit > Keys > Delete FBIK Keys > Delete Body Part Keys Edit > Keys > Delete FBIK Keys > Delete Selected Keys Edit > Keys > Scale Keys Edit > Keys > Scale Keys > Edit > Keys > Snap Keys Edit > Keys > Snap Keys > Edit > Keys > Bake Simulation Edit > Keys > Bake Simulation > Window Window > Playblast Window > Playblast > Playblasting FCheck files Animate Animate > Set Key Animate > Set Key > Animate > Set Breakdown Animate > Set Breakdown > Animate > Hold Current Keys Animate > Set Driven Key > Set Animate > Set Driven Key > Go to Previous and Go to Next Animate > Set Transform Keys menu

14 Table of Contents Animate > Create Clip Animate > Create Clip > Animate > Create Pose Animate > Create Pose > Animate > Ghost Selected Animate > Ghost Selected > Animate > Unghost Selected Animate > Unghost Selected > Animate > Unghost All Animate > Create Motion Trail Animate > Create Motion Trail > Animate > Create Snapshot Animate > Create Snapshot > Animate > Update Motion Trail/Snapshot Animate > Create Animated Sweep Animate > Create Animated Sweep > Animate > Motion Paths > Set Motion Path Key Animate > Motion Paths > Attach to Motion Path Animate > Motion Paths > Attach to Motion Path > Animate > Motion Paths > Flow Path Object Animate > Motion Paths > Flow Path Object > Animate > Turntable Animate > Turntable > Geometry Cache Geometry Caching menus Geometry Cache > Create New Cache Geometry Cache > Create New Cache > Geometry Cache > Import Cache Geometry Cache > Disable All Caches On Selected Geometry Cache > Enable All Caches On Selected Geometry Cache > Replace Cache Geometry Cache > Replace Cache > Geometry Cache > Merge Caches

15 Table of Contents Geometry Cache > Merge Caches > Geometry Cache > Delete Cache Geometry Cache > Delete Cache > Geometry Cache > Append to Cache Geometry Cache > Append to Cache > Geometry Cache > Replace Cache Frame Geometry Cache > Replace Cache Frame > Geometry Cache > Delete Cache Frame Geometry Cache > Delete Cache Frame > Geometry Cache > Delete History Ahead Of Cache Geometry Cache > Paint Cache Weights Tool Geometry Cache > Paint Cache Weights Tool > Windows and Editors Reference Windows Set Driven Key window Driver list Driven list Load menu Options menu Key menu Select menu Editors Channel Control Editor Graph Editor Graph Editor Graph Editor menu bar Edit menu View menu Select menu Curves menu Keys menu Tangents menu

16 Table of Contents List menu Show menu Graph Editor toolbar Move Nearest Picked Key Tool Insert Keys Tool Add Keys Tool Key Stats fields Lattice Deform Keys Tool Frame all Frame playback range Center the view about the current time Spline Tangents Clamped Tangents Linear Tangents Flat Tangents Step Tangents Plateau Tangents Buffer Curve Snapshot Swap Buffer Curve Break Tangents Unify Tangents Free Tangent Weight Lock Tangent Weight Time Snap Value Snap Normalize curves Denormalize curves Cycle Before Cycle Before with Offset Cycle After Cycle After with Offset Open the Dope Sheet Open the Trax Editor The Graph Editor outliner

17 Table of Contents Channels in the Graph Editor outliner Graph Editor outliner split control Muting icons in the graph outliner Graph Editor graph view Select Tool Move Keys Tool Scale Keys Tool Dope Sheet Dope Sheet editor Dope Sheet menu bar Edit menu View menu Curves menu Keys menu Tangents menu List menu Show menu Dope Sheet toolbar Select Keyframe Tool Move Nearest Picked Key Tool Insert Keys Tool Add Keys Tool Stats fields Frame all Frame playback range Center the view about the current time Hierarchy below/none Open the Graph Editor Open the Trax Editor Dope Sheet outliner Outliner groupings Dope Sheet view area Editing ranges of time and keys with the Dope Sheet Manipulator Key and Curve colors

18 Table of Contents The Dope Sheet pop-up menu bar Sound in the Dope Sheet Select Tool, Move Tool, and Scale Tool Navigating the view area Trax Editor Trax Editor overview Trax menu bar File menu Edit menu View menu Modify menu Create menu Library menu List menu Trax toolbar Track control area Track view area Track hierarchy Information displayed on animation and geometry cache clips Clip interaction controls Clip states Context-sensitive menu Summaries Tracks Clips Device Editor Device Editor overview Device outliner Tab sections Attachment tab Mapping tab Filters tab Controls tab

19 Table of Contents 10 Nodes Reference mute Mute in the Channel Box Hypergraph animclip Anim Clip Attributes Channel Offsets Source Clip Attributes Node Behavior Extra Attributes cliplibrary clipscheduler motionpath cachefile Cache File cacheblend Input Weights

20 Table of Contents 20

21 1 Basics The animation basics chapter contains a general overview of the fundamental concepts, terms, and modules associated with animation in Autodesk Maya. About in Maya Maya animation provides you with the powerful tools you need to bring the characters and objects in your scenes to life. These tools give you the freedom to animate any attribute of an object and the control you need to successfully transform joints and bones, IK handles, and models over time. In this guide, you can find information on the various animation techniques in Maya, how to use the different types of animation, and how to preview, playback, and save your animations. This book focuses on the following types of animation in Maya: Keyframe animation lets you transform objects or skeletons over time by setting keyframes. For example, you can keyframe the joints and IK handles of a character s arm to create an animation of its arm waving. For more information, see Keyframe on page 55. Driven key animation lets you link and drive the attributes of one object with those of another object by setting driven keys. For example, you can key a character s X and Z translations as driver attributes and a door model s Y rotation as the driven attribute to create an animation of a character and a swinging door. For more information, see Driven keys in Chapter 2. Nonlinear animation lets you split, duplicate, and blend animation clips to achieve the motion effects that you want. For example, you can use nonlinear animation to create a looping walk cycle for one of your characters. For more information, see What is nonlinear animation? on page 109. Path animation lets you set a curve as an animation path for an object. When you attach an object to a motion path, it follows the curve during its animation. For example, when you assign a car model to a motion path that follows a road in your scene, the car follows the road when you play the animation. For more information, see Path on page 159. Motion capture animation lets you use imported motion capture data to apply realistic motion to the characters in your scene. For example, you can use the captured motion of a horse to animate the skeleton of a quadruped model. For more information, see Motion Capture on page 173. Dynamic animation lets you create realistic motion by using the rules of physics to simulate natural forces. For example, you can use Maya Dynamics to create effects such as sparks spraying from a welding torch or hail falling from the sky. For more information, see the Dynamics guide. 21

22 1 Basics About > Controlling animation Expressions are instructions that you can type to animate attributes. For example, you can write an expression formula that animates the flapping of a birds wings. For more information, see the Expressions guide. Controlling animation With Maya s animation controls, you can key objects, manage your scene s timeline, and play back animation. See Playback controls on page 231. Previewing animation As you work on an animation, you will want to preview the playback at a speed close to final production speed. To save time while previewing, you need to balance the quality of graphics with playback performance. You can also turn on display options, such as ghosting and motion trail, to help you visualize the flow of a character s motion. Playback Ideally, you should be able to click the Play button and your animation would play back full-screen, fully shaded, and in real-time without dropping any frames. Although this is possible with smaller animations, the more complex a scene is, the more computations required before displaying each frame. For tips that can improve playback performance, see Optimize your scene for playback on page 42. You can customize that playback of your animation by setting the Timeline, Playback,, and Sound preferences. To edit these options, go to the Playback options in Window > Settings/Preferences > Preferences. See Edit animation preferences on page 35. Note If you want to view your object s manipulators during playback, do one of the following: Select Display > Component Display > Local Rotation Axes to turn on the display of local axes. Use the play -record MEL command to see your object s actual manipulator during playback. Ghosting animated objects Ghosting simulates a technique in classical animation where an animator rapidly flips through a handful of cell drawings to get a feel for the timing of the action he is working on. You can use ghosting to sketch out and visualize the flow of a character s motion through an animation, and to solve problems with the timing of the motion. 22

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