ce4c4e7d13
Session 2026-07-23/24 additions on top of the existing Quaternius bed: - bake_lena.gd: 6-piece bake on QuatSkin Lena (chiefs-mark/iron-spine arms, voyagers/storm-bearer legs, star-eye chest, hearth-warmth back); global-axis wrap frame + 3cm junction blend kill the elbow split line - demirror_lena.gd: tri-level split of mirror-shared limb UVs (arms 100%->0%, legs 99%->5% crotch-only residual) - reuv_lena.gd: Quaternius-style semantic re-UV (16 islands, cylinder limbs + cylinder head/torso with planar caps) + texture transfer; fixes armpit/chin/ cheek planar smears; single 4096 atlas, per-side tattoos native - main_lena / anim_lena viewers (18 UAL clips, U light toggle) + probes + shots Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
188 lines
6.7 KiB
GDScript
188 lines
6.7 KiB
GDScript
# Tattoo viewer: Quaternius Regular Male with six baked tattoo marks.
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# Saves verification shots to shots/, then hands over to manual control:
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# left-drag orbits the camera around the model, scroll wheel zooms in/out.
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extends Node3D
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const GLTF_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/Regular_Male_FullBody.gltf"
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const BAKED_PATH := "C:/Users/CAN/tinqs-ltd/tattoo-test/baked_body.png"
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const NORMAL_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Regular_Male_Normal_png.png"
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const EYE_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Eye_Brown.png"
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const HAIR_PATH := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/source-models/T_Hair_1_BaseColor.png"
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const SHOT_DIR := "C:/Users/CAN/tinqs-ltd/tattoo-test/shots/"
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const TAKE_SHOTS := true
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var model: Node3D
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var skel: Skeleton3D
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var cam: Camera3D
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# manual orbit state (active once shots are done)
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var interactive := false
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var dragging := false
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var orbit_yaw := 0.0
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var orbit_pitch := 0.08
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var orbit_dist := 3.4
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var orbit_target := Vector3(0, 1.0, 0)
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func _ready() -> void:
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DirAccess.make_dir_recursive_absolute(SHOT_DIR)
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.12, 0.13, 0.16)
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.75, 0.78, 0.85)
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env.ambient_light_energy = 0.7
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env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
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var we := WorldEnvironment.new()
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we.environment = env
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add_child(we)
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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-40, -35, 0)
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sun.light_energy = 1.5
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add_child(sun)
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var fill := DirectionalLight3D.new()
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fill.rotation_degrees = Vector3(-15, 140, 0)
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fill.light_energy = 0.6
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add_child(fill)
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var under := DirectionalLight3D.new()
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under.rotation_degrees = Vector3(35, 0, 0)
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under.light_energy = 0.35
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add_child(under)
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var doc := GLTFDocument.new()
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var state := GLTFState.new()
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var err := doc.append_from_file(GLTF_PATH, state)
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if err != OK:
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push_error("GLTF load failed")
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return
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model = doc.generate_scene(state)
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add_child(model)
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var baked := ImageTexture.create_from_image(Image.load_from_file(BAKED_PATH))
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var body_normal := ImageTexture.create_from_image(Image.load_from_file(NORMAL_PATH))
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var eye_tex := ImageTexture.create_from_image(Image.load_from_file(EYE_PATH))
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var hair_tex := ImageTexture.create_from_image(Image.load_from_file(HAIR_PATH))
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var stack: Array = [model]
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while not stack.is_empty():
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var n: Node = stack.pop_back()
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if n is Skeleton3D and skel == null:
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skel = n
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if n is MeshInstance3D:
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var lname := String(n.name).to_lower()
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var mat := StandardMaterial3D.new()
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mat.roughness = 0.85
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if lname.contains("regularmale"):
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mat.albedo_texture = baked
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mat.normal_enabled = true
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mat.normal_texture = body_normal
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elif lname.contains("eye") and not lname.contains("brow"):
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mat.albedo_texture = eye_tex
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else:
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mat.albedo_texture = hair_tex
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for s in n.mesh.get_surface_count():
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n.set_surface_override_material(s, mat)
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for c in n.get_children():
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stack.push_back(c)
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cam = Camera3D.new()
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cam.fov = 50
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add_child(cam)
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cam.current = true
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if TAKE_SHOTS:
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await _take_shots()
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print("SHOTS_DONE")
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# hand over to manual orbit
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model.rotation.y = 0.0
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interactive = true
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_update_cam()
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# ── manual orbit: left-drag rotates, scroll wheel zooms ─────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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if not interactive:
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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dragging = event.pressed
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elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
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orbit_dist = clampf(orbit_dist * 0.90, 0.35, 8.0)
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_update_cam()
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elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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orbit_dist = clampf(orbit_dist / 0.90, 0.35, 8.0)
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_update_cam()
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elif event is InputEventMouseMotion and dragging:
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orbit_yaw -= event.relative.x * 0.008
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orbit_pitch = clampf(orbit_pitch + event.relative.y * 0.008, -1.3, 1.3)
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_update_cam()
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func _update_cam() -> void:
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var dir := Vector3(
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sin(orbit_yaw) * cos(orbit_pitch),
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sin(orbit_pitch),
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cos(orbit_yaw) * cos(orbit_pitch))
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cam.look_at_from_position(orbit_target + dir * orbit_dist, orbit_target)
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# ── verification shots ───────────────────────────────────────────────────────
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func _bone_point(bone: String) -> Vector3:
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return (skel.global_transform * skel.get_bone_global_rest(skel.find_bone(bone)).origin)
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func _limb_mid(a: String, b: String) -> Vector3:
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return (_bone_point(a) + _bone_point(b)) * 0.5
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func _snap(shot_name: String) -> void:
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await get_tree().process_frame
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await get_tree().process_frame
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await RenderingServer.frame_post_draw
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var img := get_viewport().get_texture().get_image()
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img.save_png(SHOT_DIR + shot_name + ".png")
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print("shot saved: ", SHOT_DIR + shot_name + ".png")
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func _take_shots() -> void:
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# full body front / back
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model.rotation.y = 0.0
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cam.look_at_from_position(Vector3(0, 1.1, 3.4), Vector3(0, 1.0, 0))
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await _snap("01_full_front")
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model.rotation.y = PI
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await get_tree().process_frame
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await _snap("02_full_back")
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# torso closeups
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model.rotation.y = 0.0
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await get_tree().process_frame
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cam.look_at_from_position(Vector3(0, 1.3, 0.9), Vector3(0, 1.3, 0))
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await _snap("03_chest_star_eye")
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model.rotation.y = PI
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await get_tree().process_frame
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cam.look_at_from_position(Vector3(0, 1.25, 0.9), Vector3(0, 1.25, 0))
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await _snap("04_back_hearth_warmth")
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# arms (front view of each arm)
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model.rotation.y = 0.0
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await get_tree().process_frame
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var mid_r := _limb_mid("upperarm_r", "hand_r")
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cam.look_at_from_position(mid_r + Vector3(0, 0.12, 1.0), mid_r)
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await _snap("05_arm_r_chiefs_mark")
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var mid_l := _limb_mid("upperarm_l", "hand_l")
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cam.look_at_from_position(mid_l + Vector3(0, 0.12, 1.0), mid_l)
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await _snap("06_arm_l_iron_spine")
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# legs (front + outer side of each leg)
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var leg_r := _limb_mid("thigh_r", "foot_r")
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cam.look_at_from_position(leg_r + Vector3(0, 0.05, 1.1), leg_r)
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await _snap("07_leg_r_voyagers_front")
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cam.look_at_from_position(leg_r + Vector3(-1.0, 0.05, 0.3), leg_r)
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await _snap("08_leg_r_voyagers_outer")
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var leg_l := _limb_mid("thigh_l", "foot_l")
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cam.look_at_from_position(leg_l + Vector3(0, 0.05, 1.1), leg_l)
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await _snap("09_leg_l_storm_front")
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cam.look_at_from_position(leg_l + Vector3(1.0, 0.05, 0.3), leg_l)
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await _snap("10_leg_l_storm_outer")
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model.rotation.y = PI
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await get_tree().process_frame
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cam.look_at_from_position(leg_r + Vector3(0, 0.05, 1.1), leg_r)
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await _snap("11_legs_back")
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model.rotation.y = 0.0
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