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   January 1, 2020  
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[01:05:36] <intracube> Happy new year and decade from the UK
[01:05:56] <TheRookie> yep, happy new year
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[01:27:55] <JTa> Ya, happy new year intracube
[01:28:02] <intracube> o/
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[02:50:04] <Emil> Hi
[02:50:33] <Emil> I'm looking to simulate a few rigid body parts and springs and a friend suggested blender
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[02:51:02] <Emil> we are talking like 10-20 pieces with constrains on movement
[02:51:16] <Emil> is there a tutorial I could look at? I've never used blender before
[02:53:49] <Emil> Also what software is blender.chat based on?
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[03:04:42] <intracube> blender.chat is based on Rocket.Chat: https://rocket.chat/
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[03:06:18] <Emil> thanks
[03:06:26] <intracube> Emil: there are plenty of rigid body sim tutorials on youtube, eg: https://youtu.be/2C7lRSPVvHI?t=963
[03:07:43] <intracube> just try and find one that closely matches what you're trying to achieve
[03:07:48] <intracube> objects falling into a bowl
[03:07:54] <intracube> moving down a slide
[03:07:59] <intracube> inside tubing, etc
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[03:25:18] <Emil> hmm
[03:25:44] <Emil> intracube: it's just interacting metal pieces with springs pulling on them, rotating around some axises
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[03:40:57] <intracube> ah, I misunderstood. I can't advise on that.
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[03:44:36] <intracube> certainly possible though: https://www.youtube.com/watch?v=1aj40zi3Ocw
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[04:27:11] <jbmorris289> Doing a final render on my laptop, which only has a CPU. The average time is about an hour or more. How do I reduce this?
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[09:07:31] <Invader__Bork> hello, is there a way to have an array of boxes on a curve without deforming the box but still have them translated and rotated along the curve?
[09:07:45] <Aritodo> yes
[09:08:07] <Invader__Bork> Aritodo, cool. how?
[09:08:30] <Aritodo> as soon as i remember, ill tell you :p
[09:09:24] <Invader__Bork> ok haha
[09:09:49] <Yaniel> depends on the order of your array and curve modifiers iirc
[09:10:02] <Aritodo> hmm, i know there is a way, ive done it before
[09:12:04] <Aritodo> im pretty sure its not with the curve modifier at all, since that deforms even one array object
[09:13:24] <Aritodo> well, i suppose you could convert the curve to a mesh and instance the object along it via particle system or something
[09:13:42] <Aritodo> there's gotta be another way, but i cant remember it
[09:13:51] <Aritodo> maybe i had to use an addon or something
[09:14:30] <Yaniel> no, it definitely is with the curve modifier
[09:17:00] <Yaniel> I used that method to make a chain recently
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[09:17:28] <Invader__Bork> closest think i could find is this
[09:17:28] <Invader__Bork> https://blender.stackexchange.com/questions/5910/how-do-i-prevent-object-distortion-when-applying-a-curve-modifier
[09:17:44] <Invader__Bork> using a plane as an intermediate object
[09:17:50] <Invader__Bork> having it array and curve modified
[09:18:15] <Invader__Bork> and then duplicate to faces the object i needed to work on initially
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[09:21:04] <Yaniel> https://www.graphicsandprogramming.net/eng/tutorial/blender/modeling/blender-duplicate-long-a-curve-without-deformation
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[09:22:05] <Yaniel> no need for extra objects
[09:22:23] <Aritodo> oh, well crap
[09:22:36] <Aritodo> it was dupliframes... which was removed in 2.8
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[09:26:54] <Invader__Bork> https://blender.stackexchange.com/questions/136665/alternative-to-dupliframes-in-2-8
[09:27:06] <Invader__Bork> looks like its time i got into animation nodes
[09:27:29] <Aritodo> well, like i said, you might be able to get by with particles
[09:27:42] <Yaniel> https://blender.stackexchange.com/questions/147066/2-8-duplicates-along-curve-but-with-animation
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[09:28:51] <Yaniel> okay looks like you do need support objects now
[09:30:50] <Invader__Bork> i wish it was just a checkbox on the array modifier "deform"
[09:31:01] <Aritodo> yea
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[09:37:44] <TheRookie> you might be able to do it with particles
[09:38:47] <TheRookie> make your curve a mesh object, emit from verticies set the frame start end to 0, switch on rotation and set render to object
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[09:46:44] <Aritodo> aha! well now, faces instancing does work
[09:54:02] <Aritodo> its a little convoluted, and you have to convert the curve to a mesh, and it has to be an extruded curve
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[09:55:48] <Aritodo> Invader__Bork: http://www.snuq.com/3d/screencasts/instancingalongcurve.gif
[09:56:45] <Aritodo> not entirely sure how to make the original object invisible either, heh
[09:58:49] <Aritodo> oh, nice. it only shows in the viewport, not in renders
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[10:04:11] <Aritodo> oh, lol, i guess thats what that stackexchange page explains, i guess i should have looked before i spent the time to figure out how to do it
[10:05:08] <Aritodo> except tht method is better, you end up with a still decent curve that can be edited
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[10:10:26] <Aritodo> oh man, add shapekeys to the curve and you get some pretty cool animations
[10:12:13] <Aritodo> i dont know why, but i really like the way it looks - http://www.snuq.com/3d/instancingalongcurve.mp4
[10:14:29] <Xard> yeah, it would be nice that if the array modifier had option for custom pivot location and rotation controls as using separate empty takes longer time to setup and has to be always moved with the object or the setup will break
[10:19:54] <Aritodo> i keep hearing that someone is implementing an 'advanced' array modifier, but ive never seen it show up -_-
[10:20:49] <Aritodo> hey, this is pretty cool too tho, instancing along the faces of a curve converted to a mesh, then add a build modifier to it, and you end up with a dotted line animation
[10:21:12] <Xard> also the thing is that the array deform would need to have the curve deform baked in because if you array along curve which loops back to first instance of the array you'll be left with a gap if your modifier stack doesn't end with the array
[10:21:47] <Xard> but then again "merge by distance" modifier would fix this as well
[10:22:08] <Aritodo> ooh, that would be a nice modifier to have
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[10:22:36] <Aritodo> id love to see more interesting geometry based modifiers like that, i love to model using the modifier stack
[10:22:41] <Xard> and considering the array modifier already has the merge by distance functionality I think it's a matter of retro fitting it
[10:23:01] <Xard> Aritodo: same
[10:23:15] <Aritodo> heck, i want to see an 'add object' modifier, allowing you to add simple geometric objects (planes, cubes, spheres, etc)
[10:23:30] <Xard> also modifier to create manual UV after modifier stack...
[10:23:41] <Xard> or do manual vertex tweaks for the stack result
[10:24:53] <Xard> as it's quite usual that most of the solidify and bevel errors are simple to fix manually if it were possible
[10:25:53] <Xard> but I think that the "merge by distance" would also help in that case
[10:26:14] <Xard> as the error areas tend to be quite dense
[10:26:42] <Xard> i should probably take a peek at the array modifier code
[10:27:02] <Aritodo> i wish we could make python modifiers :(
[10:27:13] <Aritodo> i know its slow, but it would still be friggin amazing
[10:29:58] <Xard> I've coded some python modifers and I know it's not that easy to port to c
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[10:32:53] <Xard> just took a quick peek to MOD_array.c and the merge is all over the code but it looks quite universal otherwise
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[10:57:06] <wrobinson> I'm sure this has been asked before, but I've searched all over and have found nothing suitable for how to render edge-only meshes in blender 2.8
[10:57:38] <wrobinson> Freestyle only works with faces, and found a great UVmap technique but UV's also can't be made without faces...
[10:58:06] <wrobinson> I have a lot of contour lines for a topographical map, and stuck as to how to render them
[10:58:26] <wrobinson> any advice or points in the right direction would be greatly appreciated
[10:59:49] <seseri> wireframe madifier? with a bit thickness
[11:00:22] <Xard> that's is a good question as edges are rendered in blender UI overlay only
[11:02:13] <Xard> okay, there's a way to render that but it's not very convenient
[11:02:51] <Xard> you have to use viewport shading "Wireframe" or "Solid"
[11:03:22] <Xard> and hide everything unwanted from "View Overlays"
[11:03:43] <wrobinson> seseri: wireframe mod doesn't seem to work...
[11:03:44] <Xard> and then you need to open the dropdown menu "View -> Viewport Render Image"
[11:04:06] <wrobinson> might it be affected by the fact that each contour line is not closed, and that some also have self-intersection?
[11:04:40] <wrobinson> Xard: that could work, but then only with Eevee?
[11:05:22] <Xard> or select "Wireframe" and disable "Overlay"
[11:05:25] <Xard> that seems to work as well
[11:05:44] <Xard> in this route you need to composite the result
[11:06:48] <wrobinson> thanks. It works. such a shame this can't be done with cycles and render layers
[11:06:57] <Xard> as far as I know there are now shader tricks to draw anything other than faces or volumes
[11:07:17] <wrobinson> makes sense I guess
[11:07:36] <Xard> my memory is bit hazy but blender internal might have had the rendering option
[11:07:50] <seseri> there is also workbench
[11:07:58] <Xard> workbench renders only faces
[11:08:06] <Xard> tried that as well
[11:09:11] <wrobinson> blender internal could render wireframe as a "material" i think - but it's not in 2.8
[11:10:23] <Xard> usually the trick is that wireframe / skin modifier is being used or alternatively model with faces using alpha clip texture with resetted UV mapping
[11:10:29] <Xard> but that all requires model with faces
[11:11:22] <Xard> and it's a rendering hack not a "real" wireframe
[11:11:53] <wrobinson> yep, and in technically I could convert the contours to faces, but because some of the lines self-intersect, in those cases, only within the intersect becomes a face (i think)
[11:12:13] <wrobinson> quite, it is a hack, but if it's the only option, not much else can be done for now
[11:12:26] <Xard> I'm actually working on piece currently with wireframe landscape x)
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[11:13:38] <wrobinson> Xard: :) I guess your landscape has faces though...
[11:15:55] <Xard> freestyle requires faces as well, though it can be forced to draw all edges visible or not
[11:17:51] <Xard> seems like forcing the edges with "mark freestyle edge" doesn't do anything if the edge is not connected to face so... so much for that
[11:18:35] <seseri> I guess because a "edge" without a face does not exist
[11:18:44] <Yaniel> what about grease pencil
[11:18:52] <Xard> overall, the situation is not very good, but at least you have one option
[11:19:01] <Yaniel> or something like solidify
[11:19:58] <Xard> convert mesh > curve > grease pencil seems to work!
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[11:23:10] <Xard> Tint color + Factor 1.0 you can control the look
[11:23:18] <Xard> and also setting the border width seems to wrok
[11:24:12] <wrobinson> ooh, conversion to grease pencil looks promising
[11:24:41] <wrobinson> tint color and factor - done using nodes?
[11:25:06] <Xard> one down side is that the it seems that the grease pencil thickness is not constant
[11:25:20] <Xard> no, grease pencil layer has those options
[11:25:58] <wrobinson> just found tint under modifiers, thanks
[11:27:00] <Xard> cool thing is that the grease pencil remains editable like regular mesh... it doesn't behave 1:1 but it seems be workable
[11:27:13] <Xard> though keep a copy of the original mesh just in case
[11:27:41] <Xard> thanks Yaniel for the suggestion!
[11:27:43] <wrobinson> shame about irregular line-thickness... though in my test render it's looking pretty regular
[11:27:53] <wrobinson> yep, thanks Yaniel
[11:28:03] <wrobinson> and to you too Xard
[11:28:45] <Xard> well, if you need absolutely regular line width you can always use the overlay rendering trick
[11:29:01] <Xard> or instead of zooming scaling the grease pencil mesh instead
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[11:29:44] <Xard> in most cases you should be able to get away with irregular line thickness
[11:30:25] <wrobinson> true
[11:30:35] <wrobinson> though as i said, the line thickiness is looking pretty good atm
[11:32:04] <Xard> I tested this on suzanne and it seems that this workflow actually requires you to delete only faces from the model in order for this to work
[11:33:03] <Xard> I'll try if I can project the grease pencil mesh...
[11:33:06] <wrobinson> cool, good to know
[11:33:28] <wrobinson> how do you alter the line thickness? I'm having trouble getting thickness modifier to work
[11:35:13] <Yaniel> care to share a quick look?
[11:35:14] <Xard> shame there's no shrink wrap but there is lattice for the greasepencil... so a 3d space can be flattened if needed
[11:36:20] <wrobinson> Yaniel: me?
[11:37:14] <wrobinson> can do
[11:38:09] <Xard> the line thickness can be altered from gp_layer and if you are using the modifier you'll need to select the correct grease pencil layer
[11:39:51] <Yaniel> yes
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[11:39:54] <Xard> oh you CAN set the line thickness to be screen space!
[11:40:36] <Xard> select grease pencil > Strokes > Stroke Thickness > Screen Space
[11:40:46] <Xard> then you get regular size... sweet!
[11:41:50] <wrobinson> cool
[11:42:20] <Xard> and that's barely scratching the grease pencil potential
[11:42:30] <wrobinson> quite
[11:42:43] <Yaniel> guess there really is something behind all that hype :D
[11:43:47] <Xard> though if you use screen space be aware that the thickness is constant and not render resolution independent
[11:45:04] <Xard> the world space rendering is resolution independent
[11:45:15] <Xard> again; good to know
[11:45:31] <wrobinson> true
[11:45:56] <Xard> wrobinson: so I think you can work with this? :)
[11:46:18] <wrobinson> for sure - certainly acceptable for the work I'm doing
[11:46:27] <wrobinson> which is pretty basic really :)
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[11:55:28] <wrobinson> hmm, still having trouble with thickness
[11:55:46] <wrobinson> got rid of the modifiers, found the settings in GPencil>Adjustments
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[11:57:02] <wrobinson> seems thickness has no effect when using world space
[11:58:34] <wrobinson> but with screen space, a 1px thickness is really quite a lot more than 1px...
[12:00:00] <wrobinson> ok, not quite true - world space with large pixel thickness, plus reasonably large factor does yield changes
[12:00:49] <Xard> you can set the thickness to negative
[12:01:49] <wrobinson> intereseting
[12:01:50] <wrobinson> thanks
[12:01:59] <wrobinson> can certainly make this workable
[12:02:23] <Xard> it's not very intuitive, but it works
[12:02:29] <wrobinson> any ideas why thickness and scale, with either screen or world space are a little un-intuitive?
[12:02:36] <wrobinson> haha
[12:03:25] <Xard> in freestyle the thickness worked exactly as labeled
[12:04:12] <Xard> I guess that would be a case for bug ticket if 1px line width in screen space something quite else than 1 pixel
[12:05:50] <wrobinson> ok - will look into submitting ticket
[12:07:01] <Xard> that would be nice
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[13:08:24] <wrobinson> hmm, have also noticed some weird lag with the UI in general
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[14:01:16] <portnov> hi all
[14:02:09] <portnov> Q: I've discovered that there is scipy module by default in blender 2.82 alpha
[14:02:33] <portnov> is it as intended or is it just accidential artifact of this particular build?
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[14:33:49] <intracube> portnov: how are you importing?
[14:34:04] <portnov> intracube: just "import scipy"
[14:34:16] <portnov> and even "from scipy.spatial import Voronoi" works
[14:35:06] <portnov> I got a suspicion that one of plugins that are installed by default, installs scipy
[14:35:12] <portnov> but not sure
[14:35:41] <portnov> this is Debian testing x64
[14:35:57] <portnov> maybe it somehow managed to import scipy from system-wide python installation?
[14:39:56] <intracube> hm, it doesn't work here in the Python interpreter
[14:40:16] <portnov> well, then it is probably some sort of local issue
[14:41:04] <intracube> oh, if this is a Debian build then it's anybody's guess :)
[14:41:22] <portnov> it's from builder.blender.org
[14:41:35] <portnov> i'm not sure how they are built
[14:41:53] <intracube> that's the version I'm testing
[14:42:03] <portnov> heh
[14:44:43] <intracube> you might want to ask in #blenderpython
[14:44:53] <intracube> or in the python channel over on https://blender.chat/
[14:45:16] <intracube> I didn't think Blender loaded system python libs, so that's a mystery.
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[15:55:36] <JTa> Happy New Year everyone
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[16:03:04] <intracube> yep, Happy new year
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[16:42:28] <JTa> hey all, what's a good image paste site other than pasteall?
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[16:44:01] <Yaniel> pasteboard.co, imgur.com
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[17:16:23] <x6e69636f> happy new year everybody
[17:17:14] <x6e69636f> I'm back into learning blender, and I thought there was a shortcut for dynamically increase or decrease the number of faces of an object, but I can't recall which one ; was that with subdivider modifier only ?
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[17:19:52] <intracube> x6e69636f: there's the decimate command but it's not assigned a shortcut by default
[17:19:56] <intracube> f3 search for decimate
[17:20:08] <x6e69636f> intracube ok thanks
[17:20:16] <intracube> or as you say, you can use the decimate modifier
[17:20:35] <x6e69636f> I'm kinda lost with the "multiple ways to do something" ... and probably some of them are wrong
[17:22:14] <intracube> decimate modifier is non-destructive, so you keep the original mesh intact
[17:22:22] <x6e69636f> ok thanks
[17:22:44] <intracube> whether that's better or not boils down to 'it depends'
[17:23:01] <x6e69636f> aside from decimating, for example, if I made a plant jar shape which is "plain solid" for now, how do I dig/extrude it ? is "inset face" + scale + extrude a good way to do ?
[17:28:38] <intracube> what sort of detail do you want to add?
[17:29:06] <intracube> for a rim/lip to the pot then insetting a loop of faces is an easy way to do it
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[17:31:50] <intracube> oh, you mean to hollow out the centre. I'd start with a plain circle and manually extrude and scale it to create the outside and interior surface.
[17:32:15] <x6e69636f> ok
[17:32:54] <x6e69636f> well, I had a "full" object so I "carved" the inside after insetting a face on the top ... looks ok
[17:32:58] <x6e69636f> thanks intracube !
[17:34:19] <intracube> yep, you can just as easily start with a solid cylinder and inset each end face
[17:34:41] <intracube> then use bevel to round things off
[17:36:48] <x6e69636f> intracube yes sounds cool, I start to understand how stuff works ... is there a quick way to select all the vertices of a circle ? for now I use the circle select and go over each one of them but that's not always easy
[17:43:48] <intracube> x6e69636f: https://youtu.be/g85Ij6ObMKo?t=242
[17:44:24] <intracube> note; if you're using Linux, the Alt key might be remapped to the desktop and not work in Blender
[17:44:41] <x6e69636f> ah thanks ! stumbled upon this video just a few moments ago
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[18:54:17] <sigma__> If I want to make a 3D game in Unity, am I better off designing my object models in Blender and importing them into Unity? If so, in which application should I create the object animations?
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[19:30:56] <Yaniel> better off than what
[19:31:18] <Yaniel> yes, blender is an excellent tool for creating models to use in unity
[19:33:11] <pwillard> Yeah, I needed to remap ALT
[19:33:26] <pwillard> IN the OS, not Blender
[19:33:31] <Yaniel> and if you mean animations like walk cycle etc, you can create those in blender as well
[19:33:40] <Yaniel> and export to unity
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[19:42:11] <intracube> does anyone remember seeing an enhancement to the noise texture nodes where there was a new parameter added which could be used to create random variation over time?
[19:42:56] <intracube> hm, maybe it was the W option when Noise Texture is set to 4D
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[20:28:02] <ze> intracube: yes, it's the W in 4D
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[20:32:30] <intracube> ze: thanks
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[22:15:44] <raf-home> I'm trying to rigg an eyelid with an armature. For this I'm weight painting the eyelid. For some reason whenever a vertex has a weight > 0, it always moves to a 100% with the bone. There is no inbetween. How can I modulate the influence of the bone rotation on vertices more precisely?
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[22:26:05] <raf-home> http://pasteall.org/blend/index.php?id=52729
[22:26:53] <raf-home> the sides of the lids are supposed to be less influenced by EyeBone.T than the middle but they all move exactly toether
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[23:08:23] <hisforever> Hi I just went to scupting tab. I see on the tourtail I'm watching the donut is red in color, on my screen it's grey. Am I in the wrong tab?
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   January 1, 2020  
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