[HN Gopher] Blender and the Rabbids
       ___________________________________________________________________
        
       Blender and the Rabbids
        
       Author : Tomte
       Score  : 255 points
       Date   : 2021-07-04 13:04 UTC (9 hours ago)
        
 (HTM) web link (www.blender.org)
 (TXT) w3m dump (www.blender.org)
        
       | noobermin wrote:
       | Blender has gone from being a tool professionals scoffed at to
       | one that professionals are stressing over themselves to learn by
       | binging tutorials. It is quite the sight, I remember in 2008
       | wanting to get into game development and being poopooed on forums
       | from picking up blender and instead pirating maya instead. I
       | obviously dropped the idea completely because of it.
       | 
       | Idk, I think there might be a larger lesson somewhere in there
       | but regardless it's amazing to see the shift that has occurred.
        
         | a1371 wrote:
         | The larger lesson might be that most people see a product's
         | status and not its momentum?
        
       | Popegaf wrote:
       | I find it great that they're using Blender, but
       | 
       | > This episode is named Rabbids Invasion: Mission to Mars and it
       | will be released at the end of the summer on France Television
       | and on Netflix worldwide in 2022
       | 
       | 3-6 months between releases? I get that it's a licensing issue -
       | France Television probably knows more people will watch it on
       | Netflix than on their own network - but this is just asking for
       | piracy.
        
         | smoldesu wrote:
         | > this is just asking for piracy
         | 
         | If you're desperate enough for entertainment to pirate the...
         | _checks notes_ Rabbids Invasion: Mission to Mars special, I
         | think you deserve to watch it.
        
         | opencl wrote:
         | It's entirely possible that the slowness is on Netflix's end,
         | especially if they're doing the English dub themselves. They
         | frequently take 6+ months to release English versions of anime
         | they license.
        
         | [deleted]
        
         | Zababa wrote:
         | France Television is the French national public service for
         | television, so it'll probably be free to watch.
        
       | adammenges wrote:
       | Blender is insanely great, and honestly one of the best fully
       | open source software projects out there. The only thing I wish
       | from it is Apple M1 support. Personally, I'm just not sure I'm
       | going to own a big desktop computer with an Nvidia gpu ever
       | again.
        
         | smoldesu wrote:
         | This would be a lot easier if MacOS supported a graphics API
         | other than Metal. As it stands, I doubt many people are excited
         | to reverse-engineer a nigh-undocumented iGPU to patch in
         | support for features that it's overarching API doesn't support
         | in the first place (eg. true RT, proper SIMD optimizations,
         | etc.)
        
       | robomartin wrote:
       | It wasn't clear from the article whether or not the released
       | their Shot Manger plugin as FOSS or kept it an internal tool. I
       | found a plugin called "Shot Manager" but it seems to have been
       | authored by an unrelated Australian company (although some of the
       | features sound very similar).
       | 
       | I am not saying they are obligated to release their custom tools.
       | It would just be very interesting if they did. I am not in this
       | space at all other than my kids are learning Blender and love it.
       | 
       | Tangent: Completely unrelated to this, I am truly hoping that a
       | large company takes interest in KiCAD and helps push development
       | to the "production ready" stage that Blender seems to have
       | achieved. The EDA market is in serious need of a solid FOSS tool
       | that isn't driven by the latest shinny thing companies go after.
       | 
       | To be clear, KiCAD is absolutely fantastic and I am looking
       | forward to version 6.0. We are planning on migrating our work
       | from Altium Designer to KiCAD, likely starting around the end of
       | this year. I'm sick and tired of what has been happening with
       | Altium and the other tools are just as bad or worse.
        
         | the__alchemist wrote:
         | And something suitable for (non-EDA) CAD would be great.
         | KiCad's surface area is small enough that its rough edges can
         | be worked around. FreeCad's isn't.
        
       | marcodiego wrote:
       | TLDR:
       | 
       | Conclusion
       | 
       | This production on Blender was a great experience for us. We were
       | able to integrate the application into our in-house pipeline and
       | connect it to the other applications quite easily thanks to the
       | strength of the Python API. In spite of some features that would
       | need some maturity we had the confirmation that Blender is
       | production ready and comes with tools that can really push up our
       | way of working in terms of creativity.
        
         | Springtime wrote:
         | Their comment just prior about what they saw as a lack of
         | guides for workflows in a studio environment is worth noting,
         | too, as they felt that could be expanded upon for helping
         | Blender reach more. Though frankly the article isn't that long
         | a read anyway.
        
       | aliasEli wrote:
       | Blender is a very good piece of software. The main problem I
       | usually have with it is finding documentation. Although the
       | official documentation is fairly good, Blender is a huge program,
       | and it can be hard to find the info you need. Also the
       | documentation is not always up-to-date.
        
         | valine wrote:
         | Between the official documentation, blender stack exchange, and
         | YouTube I've never had a problem finding what I need.
        
         | mkl95 wrote:
         | This is a common issue in large free software projects. For
         | instance Godot has hired some contractors specifically to write
         | documentation.
         | 
         | Personally I usually end up using Youtube when I need to do
         | something with Blender.
        
         | blooalien wrote:
         | Blender documentation is more useful once you know Blender well
         | enough to even know what to look for, but in all honesty I've
         | found that it's far more effective to just search your Blender
         | question on YouTube and watch a video from BlenderGuru or CG
         | Cookie or one of the many other fantastic tutorial creators out
         | there. :)
        
         | stoicjumbotron wrote:
         | If you're talking about the actual documentation as opposed to
         | the API documentation, then I beg to differ. The Blender
         | documentation is fairly up-to date with each release (stable)
         | and in some cases even the alpha ones.
         | 
         | On the other hand, I found the API documentation to be lacking
         | and I had to visit the Blender stack exchange multiple times to
         | see any examples or the usage of most of the APIs.
        
           | aidos wrote:
           | While I think the documentation is pretty good, something
           | like Blender is really hard to find your way around initially
           | as a layman.
           | 
           | I've found YouTube tutorials to be the best way so far but,
           | My God, they're _slow_ going. Don't get me wrong BlenderGuru
           | has done incredible work. I just really struggle with video
           | as a long form learning medium.
           | 
           | Does anyone have a good (non video) resource for getting into
           | Blender? I know my way around a bit, but would love to get
           | deeper into it. I recall an article on HN in the past that
           | walked through the controls from a coders perspective (vim
           | like control). Something along those lines.
        
             | dantondwa wrote:
             | Apart from the Blender manual itself, I don't think there
             | are. In general, I also find the repetition of basic things
             | in every Blender video to be exhausting, even if by
             | sticking to it I do learn a lot more stuff. Ian Hubert and
             | his 1 minute tutorial are fun exceptions to this.
             | 
             | Perhaps you could study Blenders' nodes systems? I've found
             | that channels dedicated to shader and geometry nodes are a
             | lot more precise in their terminology and succinct in their
             | explanations. Probably that is because their target
             | audiences are slightly more advanced and, also, the
             | positive influence of math on their method.
             | 
             | Here are a few Youtube channels I recommend: - Erindale.
             | He's probably the most known Blender node wizard. His
             | videos are pleasant, thorough and accurate. - Just 3d
             | things. Another channel about nodes, also very thorough and
             | precise. - Sam Bowman. A channel that methodically goes
             | through the creation of different materials. A very useful
             | resource. - Entagma. They're mainly Houdini people, but in
             | the last months they've also started doing geometry nodes
             | videos. Great and informative stuff.
             | 
             | There are many others, but I can't remember them right now.
        
           | bogwog wrote:
           | The API is the worst part of Blender.
           | 
           | * Almost every release introduces some breaking changes
           | 
           | * The documentation that you find online is almost always out
           | of date
           | 
           | * Most error messages give you very little feedback to figure
           | out the problem
           | 
           | * Most of the existing operators/scripts are implemented in
           | C/C++ and are built into blender. So when you encounter a
           | useless error message (extremely common), your only option is
           | to clone the full Blender source tree and start searching for
           | that particular operator
           | 
           | * Many functions/operators are dependent on the editor state.
           | For example: the only way to pass an input to an operator is
           | to change the currently selected object, _and_ you have to
           | make sure the editor is in the correct mode (object
           | /edit/pose/etc). All of these things are visible to the user,
           | so you better revert any changes you made once your script
           | completes to avoid interrupting their workflow/annoying them.
           | 
           | But the built-in Python console with tab completion is
           | _excellent_. Even though the API has all those problems,
           | having an interactive REPL to figure things out is great. If
           | the API were more stable, documented, and less clunky with
           | the editor state stuff, creating extensions for Blender would
           | be an awesome experience.
        
         | prox wrote:
         | Youtube is best I found. Just find tutorial for your area of
         | interest and do the basic tutorial a couple of times till you
         | get fluent in it.
        
           | fullstop wrote:
           | My daughter likes to play around in Blender and is getting
           | decent at it. Her issue with YouTube tutorials is that a lot
           | of them are for older versions of Blender and they are
           | different enough that the workflow has changed.
        
             | knolan wrote:
             | There are some really good YouTubers that do great
             | tutorials that are fully up to date. A lot of them might
             | not be entirely child friendly (sweary language) depending
             | on your daughter's age.
        
             | prox wrote:
             | Making a good point there, add "2.9" as a search parameter!
             | Also try to follow recently updated channels.
        
           | sowbug wrote:
           | I stumbled across Ian Hubert's Blender-focused channel
           | (https://youtube.com/c/mrdodobird) even though I have no
           | interest in CGI production. His one-minute lazy tutorials are
           | fun to watch and funny. My favorite:
           | https://youtu.be/imkSdlbXB_U
        
             | prox wrote:
             | That was way too fast for me but funny (but a great example
             | how to make something quick)
        
               | knolan wrote:
               | That's the funny thing about Blender. Beginner tutorials
               | are painfully slow for anyone who's anyway familiar with
               | the software. These videos and those by CG matter adopt
               | this really fast style be use that how the work flow
               | goes.
        
               | jcims wrote:
               | Ian's tutorials sort of illuminate the path quickly. If
               | you need more details on any specific part there's
               | typically a standard tutorial floating out there about
               | it.
        
             | Jare wrote:
             | That is fantastic, thank you.
        
         | whatever_dude wrote:
         | Ditto. I use Blender at an amateur level from time to time and
         | I feel that every time I want to do something that i know is
         | possible and I look it up, the official documentation mentions
         | menus or UI items that don't exist anymore so I have to figure
         | it out myself.
        
       | comfyinnernet wrote:
       | It's great to see a story about people not getting sexually
       | assaulted at Ubisoft.
        
       | smoldesu wrote:
       | One of the biggest problems I have with professional software
       | (eg. Bitwig, Ableton Live, Sony Vegas) is that I lose interest in
       | learning how they work after the initial learning curve. All of
       | those programs have a featureset that can be fully explored and
       | understood in a few weeks, or perhaps months for the more
       | complicated stuff.
       | 
       | I have been using Blender for 6 years, and still have seen less
       | than half of the features. It's not for lack of searching, but
       | Blender's density is hugely under-appreciated in the industry. If
       | you're a creative or artist in any capacity, Blender has features
       | that you can take advantage of right away.
       | 
       | Familiar with NLEs? Hop into the video splicer and play around!
       | 
       | Comfortable mesh editing? Stay in the modelling view!
       | 
       | Wanna get your hands dirty? Sculpting is just a tab away!
       | 
       | Perhaps the most impressive part of Blender is that it's provided
       | for free, in a tiny download, with a deeply caring userbase that
       | maintains it. Here's to another decade of Blender releases!
        
         | chacha2 wrote:
         | The industry doesn't appreciated that blender can mesh edit and
         | sculpt? What can it do that their existing software can't?
        
           | justinclift wrote:
           | Maybe 2D vector animation?
        
             | avhon1 wrote:
             | Blender can do that, too, with the "Grease Pencil".
             | 
             | https://www.blender.org/features/grease-pencil/
             | 
             | Here's a short film produced as a grease pencil showcase.
             | At the end, it shows what working with it looks like.
             | 
             | https://www.youtube.com/watch?v=pKmSdY56VtY
        
           | knolan wrote:
           | It's a real jack of all trades, instead of moving media from
           | package to package, such as animating something in Maya and
           | combining with a camera track in After Effects, you can do it
           | all in Blender.
           | 
           | With the recent Eevee real time renderer you get a common
           | material pipeline with Cycles.
           | 
           | Add the exceptional 2D animation tools, and rapid
           | improvements in sculpting and the speed increases of CyclesX
           | to the mix and you've got one of the most capable pieces of
           | software going.
        
         | mkr-hn wrote:
         | I can see the others, but Ableton Live has M4L. You can do
         | pretty much anything in it. Get a license for the full Max and
         | you _can_ do anything in it.
        
       | open-source-ux wrote:
       | An example of what a single person can achieve in Blender - the
       | work of Ian Hubert. This is a split-screen comparison of a green
       | screen shoot and the final video rendered using Blender.
       | Seriously impressive:
       | 
       |  _VFX Breakdown - Dynamo Dream Teaser_ :
       | 
       | https://www.youtube.com/watch?v=FFJ_THGj72U
       | 
       | If you prefer watching the teaser in full screen, it's here:
       | 
       | https://www.youtube.com/watch?v=qG31WSioSxk
        
       | hashhar wrote:
       | Nice to see more professional commercial projects picking up
       | Blender. It helps to see what are the things missing or
       | suboptimal for "expert" users of the system.
       | 
       | Blender and OBS Studio are very good examples of FOSS software
       | that are the best at what they do and can easily offer
       | competition to even the commercial alternatives.
       | 
       | Most of all their design and UI language is consistent -
       | something very rarely seen in FOSS software.
       | 
       | And they have incredible depth of features 90% of which are
       | overkill for the casual user but the experts sure do appreciate
       | them.
       | 
       | And the best part is the well-thought of extensibility and API
       | story. Both of them have a very good community of plugins and
       | extensions which add very useful features without feeling out of
       | place.
        
         | blooalien wrote:
         | I first learned 3D graphics on Lightwave 3D on Commodore Amiga
         | _ages_ ago, and since then have tried many other 3D
         | applications, many of which (like Lightwave) cost hundreds or
         | even thousands of dollars.
         | 
         | True Fact: Blender beats _every single one_ of them hands down
         | in every way that I can think of. :)
        
           | jtxt wrote:
           | There are ways it's not better over other tools, but many of
           | those are being addressed, because it's a strong open source
           | project with increasing resources.
           | 
           | Maya has a one up on the character animation tools, with
           | addons like Studio Library for a pose library, though now
           | Blender 3.0 in October(ish) will have a very similar feature.
           | And there's others like lattice in the graph editor that
           | Blender does not have yet.
           | 
           | Houdini is awesome for node based procedural animation and
           | simulation, now Blender has Geometry Nodes, as a step in that
           | direction...
        
             | blooalien wrote:
             | Geometry nodes are fun as hell. You played with them yet? I
             | wasn't a fan of all the node based stuff at first, but it's
             | really grown on me...
        
           | regularfry wrote:
           | Funny, there are UI affordances I remember from Lightwave 8
           | and 9 that I still miss when I'm using Blender. Capability-
           | wise the set of functionality is streets ahead (although if I
           | could find a reasonable approximation to LWCad I'd be
           | deliriously happy), but the UI just doesn't click as nicely
           | for me.
        
             | blooalien wrote:
             | Don't get me wrong; I did really love Lightwave. It was
             | prolly my favorite by far before I got my brain wrapped
             | around the Blender workflow. You can thank YouTube (and
             | some amazing tutorial creators there) for me bein' able to
             | finally grok Blender enough for it to replace all my other
             | 3D tools properly.
             | 
             | I think one of my favorite things still to this day about
             | Blender is how heavily customizable the UI is. How easily
             | you can recreate your favorite workspace layout from
             | whatever software you're most comfortable with. I still
             | tend to set me up a tab with a Lightwave-like 4 pane 3D
             | view just because it's sometimes still useful to me. :)
        
           | rjzzleep wrote:
           | Isn't the reason why 3DSMax is so popular(or at least was
           | haven't followed this in decades) because of the abundance of
           | plugins?
           | 
           | I never used any of these enough to understand what the
           | advanced differences were, but 3DSMax definitely seems easier
           | to use than Softimage and Maya. I'd assume one of the reasons
           | why softimage died was precisely for that reason.
        
             | wlesieutre wrote:
             | The thing I miss from 3ds Max is that you could have a non-
             | destructive workflow for basic primitives because the
             | geometry of simple objects like a cylinder just lived at
             | the bottom of the modifier stack and you could change them
             | later.
             | 
             | Once you need to edit the mesh you have to "apply" that
             | geometry and lock it in, but it's handy to be able to go
             | back and say "When I merge these objects the topology flows
             | better with 24 faces around the cylinder instead of 16."
             | 
             | Haven't used it too recently, but in blender I think that
             | still means deleting the object and making a new one to
             | replace it.
        
               | jtxt wrote:
               | Blender also has modifiers and can do many things non
               | destructively. (Been a while since I've used Max heavily
               | though.)
        
               | wlesieutre wrote:
               | Yes, but the geometry is not a modifier. The "how many
               | rings/segments" configuration shows up during primitive
               | creation, the geometry is generated, and that's your
               | geometry unless you want to delete it and make a new one.
               | 
               | You can see what I'm talking about in 3ds here:
               | https://youtu.be/Dp9Ozs3HjzY?t=120
        
               | jtxt wrote:
               | Yes, I know what you mean now. (Perhaps they could add
               | primitives to the modifiers for a similar workflow.)
               | 
               | You can setup parametric primitives other ways though,
               | https://www.youtube.com/watch?v=vaHL7jRo6mM Or putting a
               | screw modifier on a curve... ( torus, sphere, any lathed
               | object...)
               | 
               | Or there's likely a number of different ways using
               | geometry nodes. Granted it's not currently simple and
               | intuitive though.
        
               | wlesieutre wrote:
               | I need to try out blender's node systems. I've done a bit
               | of texturing with Substance Designer and really liked the
               | approach, just not been doing this kind of 3D work
               | lately. Flipping through some image search results,
               | geometry nodes look pretty cool!
        
               | blooalien wrote:
               | The shiny new geometry nodes feature in Blender is a
               | modifier and can be used to perform some pretty nifty
               | non-destructive trickery on basic primitives too. Not
               | _exactly_ like what that video shows, but still some
               | really neat stuff can be done with it. Well worth playin
               | ' around with a bit. :)
        
               | wlesieutre wrote:
               | 2.93 has a Mesh Primitive node! Seems like what I wanted
               | from 3ds should be directly doable with this, if not
               | quite as simply! https://docs.blender.org/manual/en/lates
               | t/modeling/geometry_...
        
           | wondenderboy wrote:
           | no you haven't - coz if you did - you know that there were no
           | yt or pdf/html tuts around + the manuals were rly terrible.
           | so you had to tinker with each and every program and ui from
           | scratch yourself to see how it works.
           | 
           | my basic test with every 3d package since then was to create
           | a plain scene, add simple objects, textures, lights and
           | camera to see how it behaves - and the only program that
           | failed this test since 1988 is blender. I simply was not able
           | to create a simple scene and render it with this program
           | without hours spend on stupid tuts and learing keyboard
           | shortcuts. and yes, the basic 3d principles are the same
           | since then.
           | 
           | So if u were around back then u would knew that even with the
           | original lw & cinema 4d in 1989 on amiga or maya 1.0 on pc
           | you could get results easier than with blender...
           | 
           | ...and yes I refuse to use this crap ui for this reason.
           | where blender shines tho is as a converter for some rare
           | object formats, using the free plugins.
        
             | fsloth wrote:
             | Have you used the latest iteration of Blender? The UI is
             | about two orders of magnitude less user hostile now. It's
             | like three clicks to create a scene such as you described.
             | I hated the previous UI:s but now the whole system in
             | Blender is really coming together.
        
             | pksebben wrote:
             | this is simply not a universal experience. For myself,
             | having no background in using other 3d software, I found
             | blender 2.8 to be incredibly intuitive. I'm aware that the
             | previous versions ui had a bad rap, but if a total newbie
             | like myself can get the hang of it, it can't be all that
             | bad
        
             | ChrisClark wrote:
             | >no you haven't
        
           | plufz wrote:
           | But does it really beat every single one? I'm a blender user
           | myself and really like it but I was under the impression that
           | most professionals use Maya. And I guessed for some reason?
        
             | failrate wrote:
             | It is what they are frequently trained on in school. That
             | is one reason for it to be an industry standard.
        
             | MathYouF wrote:
             | I'm also a sort of amateur at 3D modeling (though my
             | background is in VR programming so I have a lot of exposure
             | to it) so take my knowledge with a grain of salt, but afaiu
             | there's a few different steps:
             | 
             | Modeling: Maya is best, Blender is a good substitute
             | 
             | Sculpting/topology: Zbrush is best, Maya is runner up,
             | Blender is a good substitute
             | 
             | UV Unwrapping: All the above are good at this
             | 
             | Texturing: Substance Painter is best, Blender is a good
             | substitute
             | 
             | Animation: Maya and Blender are comparable
             | 
             | So as far as I understand the cool thing is, aside Blender
             | is essentially a nearly as good replacement for Maya, and
             | can do everything to an adequite degree for high quality
             | production.
             | 
             | The only things Blender is decidedly not an equal
             | substitute for is Sculpting compared to Zbrush and
             | Texturing compared to Substance Painter.
             | 
             | Again, I'm not an expert, but I think the above is roughly
             | accurate.
        
               | blooalien wrote:
               | I keep hearing really good things about Substance Painter
               | from a ton of folk. I'ma really have to prolly have a
               | proper look at it sometime soon-ish.
        
               | Tomte wrote:
               | It's now Adobe's, though, so no more lifeteime licenses,
               | only subscriptions. 50 dollars a month (with introductory
               | price of 25 dollars).
        
               | Pearse wrote:
               | I'm not sure if it is still the case but you used to be
               | able to get a perpetual license on steam for ~100
        
               | blooalien wrote:
               | Just checked. Looks like both Substance Designer _and_
               | Substance Painter are available on Steam.
        
             | jtxt wrote:
             | IMO, no, it's not better than every other 3d tool for every
             | problem. (I've used it for 20 years.) You can get by with
             | Blender for many of them. But for example, Maya's character
             | animation tools and available addons are more mature.
             | Blender is working on a pose and asset library, that is
             | being used now in their open movie project and should be
             | ready by Blender 3.0 in October... I learned Maya in
             | character animation school, and that's how it happens,
             | that's what's used in studios, so that's what people learn.
             | I think that will change as Blender developers remove more
             | reasons for not switching.
        
               | blooalien wrote:
               | > "I've used it for 20 years."
               | 
               | Wow. So you remember back when the Blender UI was a total
               | nightmare then... Total night and day difference between
               | then and now, that's for sure. :)
        
               | jtxt wrote:
               | Yeah, I used 3ds r4 and max 2 before then. In 2001, I
               | didn't want to pirate, and saw blender in a magazine, so
               | I dug in. I brute forced learning hotkeys, took apart
               | example files... I really liked the UI once I learned it,
               | it was designed for efficiency not discoverability or
               | following existing conventions.
               | 
               | Now, everything is much more discoverable (f3 search
               | access to most commands, things can be set to hotkeys...)
               | and there's tons of great content on Youtube.
        
               | blooalien wrote:
               | > "Now, everything is much more discoverable" ...
               | 
               | And yet despite all the _massive_ improvements over the
               | years, Blender managed to successfully _keep_ all the
               | stuff about it that made it great back in the beginning
               | and simply improved everything around and over the top
               | (and under the hood). Things like the utterly
               | customizable interface, and the hotkeys available for
               | everything (which are now also super configurable), just
               | to name a couple of examples. And now we also have this
               | nifty Eevee engine, too. Am _really_ enjoying that one a
               | whole lot.
        
             | blooalien wrote:
             | Beats every one of the tools _I 've_ used in the past
             | (though they've all probably matured significantly since I
             | last used them, but then again, so has Blender in the time
             | I've been using it). :)
             | 
             | As to Maya, I've personally shown Maya users around Blender
             | and gotten quite a few "OOooh"s and "Aaah"s out of them, so
             | I dunno... Maybe they might be easily coaxed away from
             | Maya. I certainly intend to sing the praises of Blender to
             | any of 'em that'll listen. ;)
        
             | DoctorShenan wrote:
             | Blender has been getting better and better with time. Many
             | studios started with Maya or other commercial software have
             | written tons of custom scripts to integrate better with
             | their own workflows. Additionally, Maya/max/etc all are
             | taught in schools, I haven't seen a school that teaches
             | blender, at least. That means that there might be less
             | onboarding time.
             | 
             | I am also believe that blender is the best all-around 3d
             | software out there, but that doesn't mean it's best for the
             | studio or cost effective to switch.
        
       | lvl100 wrote:
       | Blender is a great tool beyond typical 3D applications largely
       | due to its Python scripting and ability to run it headless.
        
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