
GITNUXSOFTWARE ADVICE
Video Games And ConsolesTop 10 Best 2D Rigging Animation Software of 2026
Top 10 picks for 2D Rigging Animation Software, including Spine, DragonBones, and Moho, with side-by-side comparison of features and tradeoffs.
How we ranked these tools
Core product claims cross-referenced against official documentation, changelogs, and independent technical reviews.
Analyzed video reviews and hundreds of written evaluations to capture real-world user experiences with each tool.
AI persona simulations modeled how different user types would experience each tool across common use cases and workflows.
Final rankings reviewed and approved by our editorial team with authority to override AI-generated scores based on domain expertise.
Score: Features 40% · Ease 30% · Value 30%
Gitnux may earn a commission through links on this page — this does not influence rankings. Editorial policy
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Spine
Skins and constraints that stay linked to bones across animation timelines.
Built for fits when teams need deterministic 2D rig playback and programmatic animation control in an engine pipeline..
DragonBones
Editor pickSkin and animation timeline structure tied to a single skeleton data model.
Built for fits when teams need skeletal animation assets with consistent export and runtime integration..
Moho
Editor pickBone and deformation rig workflow that edits character geometry directly in the timeline.
Built for fits when teams need in-tool rig deformation control more than API-driven automation..
Related reading
Comparison Table
The comparison table evaluates 2D rigging and character animation tools such as Spine, DragonBones, Moho, Rokoko Studio, and Unity 2D Animation across integration depth, data model design, and the automation and API surface available for pipeline control. Rows also cover admin and governance controls like RBAC, provisioning, and audit log support, plus configuration details that affect extensibility and throughput. The goal is to map schema and workflow tradeoffs to concrete pipeline needs rather than tool categories.
Spine
skeletal rigging2D skeletal rigging and animation creation in a professional workflow with runtime export targets for games.
Skins and constraints that stay linked to bones across animation timelines.
Spine uses a data model built around bones, slots, constraints, skins, and animations, with a schema that preserves relationships between parts and transforms. Animation timelines reference the same skeleton elements across states, which supports consistent rig reuse for multiple characters. Spine Runtime libraries provide programmatic playback control, pose setting, and event dispatch hooks for integrating animation with game logic.
A key tradeoff is that the authoring workflow is tightly coupled to Spine’s schema, so custom pipeline steps need to generate Spine-compatible data rather than generic interchange formats. It fits usage situations where teams need high-throughput character animation playback and deterministic control over poses, skin swaps, and animation events in an engine integration.
Automation is strongest when rig generation and modification are handled outside the editor and then fed back into Spine assets, because bulk changes must align with the skeleton and animation structure. Governance controls are more limited than in content management systems, since RBAC, provisioning, and audit logging are not the core delivery mechanism for Spine authoring work.
- +Clear rig data model with bones, skins, constraints, and timelines
- +Runtime control APIs for pose setting, animation state, and event hooks
- +Deterministic playback for engine-integrated 2D character animation
- –Pipeline customization must conform to Spine’s asset schema
- –Governance features like RBAC and audit logs are not central to the tool
Best for: Fits when teams need deterministic 2D rig playback and programmatic animation control in an engine pipeline.
More related reading
DragonBones
open toolchain2D skeletal animation authoring and runtime tools for building character animations from rigs and keyframes.
Skin and animation timeline structure tied to a single skeleton data model.
DragonBones targets production pipelines that need skeletal animation assets rather than frame-by-frame sprites. The data model maps animation timelines onto bones and slots, and it supports skin variants through the same skeleton structure. Import and export formats are designed for tooling compatibility, which helps integrate rigging output into a game or interactive runtime that consumes the exported JSON and atlas content.
A concrete tradeoff is limited admin and governance control because the project focuses on authoring and runtime playback rather than team orchestration. DragonBones is a good fit when small teams need consistent rig export conventions and repeatable animations across environments. It fits less well when centralized RBAC, audit logs, and provisioning controls are required for an animation asset platform.
- +Skeletal data model uses bones, slots, skins, and timelines for deterministic playback
- +Exports target runtime animation consumption rather than editor-only preview
- +Integration is straightforward when the runtime build already supports DragonBones assets
- –No admin-style governance controls like RBAC or audit logs
- –Automation and API surface are narrower than schema-driven asset platforms
- –Tooling workflow depends on consistent export and runtime asset loading
Best for: Fits when teams need skeletal animation assets with consistent export and runtime integration.
Moho
2D animation studio2D cutout and skeletal rig animation tool that builds rigs with bone-based deformation and keyframed motion.
Bone and deformation rig workflow that edits character geometry directly in the timeline.
Moho’s rigging data model maps characters into bones and geometry deformation that stay editable inside the scene timeline. Typical workflows build rigs from reusable parts like limbs and facial elements, then animate with consistent pivot and transformation rules. The tool’s integration depth is mostly file-based, because most interoperability is driven by importing assets and exporting rendered or intermediate outputs rather than programmatic rig provisioning.
Automation and API coverage are narrower, so bulk rig generation, schema enforcement, and governance automation are less turnkey than in systems designed for external orchestration. A common tradeoff is that high-volume character factories often require external glue that re-creates rigs through manual templates, not an API-driven schema. Moho fits best when teams need predictable rig deformation behavior inside the authoring tool and accept limited remote control over rig state.
- +Bone-based deformation stays editable at shot and character scope
- +Constraint and pivot workflows support repeatable limb and facial rigs
- +Timeline integration keeps rig edits tied to animation revisions
- +File-based reuse supports consistent character parts across scenes
- –API surface for rig provisioning and automation is limited
- –Governance controls like RBAC and audit logging are not central to workflows
- –Enterprise integration often relies on exports and asset handoff
Best for: Fits when teams need in-tool rig deformation control more than API-driven automation.
Rokoko Studio
mocap-assistedMotion capture driven animation for 2D workflows with character retargeting that can assist game-ready animation.
Character rig timeline binding that preserves bone mappings during animation edits.
Rokoko Studio targets 2D rigging and animation workflows using a character-centric data model that maps rigs to animation timelines. The integration depth depends on Rokoko’s capture and downstream export path, which reduces manual retargeting steps when assets match supported pipelines.
Automation and extensibility center on scripting-friendly interchange through exported formats, since Studio itself exposes limited published API surface. Admin and governance controls focus on project organization rather than RBAC, audit logs, or provisioning controls for teams.
- +Character rig workflow keeps bone structure tied to animation timelines
- +Capture-to-animation pipeline reduces manual retargeting when inputs match formats
- +Export paths support moving assets into downstream 2D editors
- +Project organization supports repeatable scene assembly across shots
- –Published API and automation hooks for rig schema changes are limited
- –RBAC and audit log controls for multi-user governance are not prominent
- –Automation throughput for batch rig updates is constrained by manual steps
- –Extensibility for custom rig behaviors relies on external tooling
Best for: Fits when teams need consistent 2D rigging output within a Rokoko-aligned workflow.
Unity 2D Animation
game-engine riggingRigging and 2D animation authoring for game-ready characters using the Animation Rigging and Sprite Skin workflows.
2D Animation package supports sprite skinning to rig bones with editor-authored deformation.
Unity 2D Animation provides a rigging workflow for building 2D skeletal animations in Unity, using editor-time bone and skin authoring over imported sprites. It integrates directly with Unity’s animation system so rigs can drive animation clips, timelines, and runtime playback.
The data model is centered on SpriteRenderer assets and rig hierarchies that Unity serializes into project assets, which supports repeatable provisioning across environments. Automation depends on Unity editor tooling and project asset manipulation, with extensibility via Unity’s broader scripting and API surface for build-time and runtime control.
- +Rig hierarchy editing inside Unity’s editor for fast bone and skin setup
- +Native integration with Unity animation clips for consistent playback pipelines
- +Serialized Unity assets enable deterministic versioning of rigs and animations
- +Extensible via Unity scripting for custom runtime rig control
- –Rig and animation data are tightly coupled to Unity asset serialization
- –Automation for bulk rig changes typically requires custom editor tooling work
- –Governance features like RBAC and audit logs are not exposed as rig-specific controls
- –Cross-project rig portability can be limited by Unity-specific asset formats
Best for: Fits when teams need Unity-native 2D rigging tied to animation clips and editor workflows.
Live2D Cubism Editor
real-time avatar rigging2D model rigging and animation authoring for real-time character expressions using blend shapes and skeletal-like controls.
Cubism parameter and physics authoring with export-ready rig configuration.
Live2D Cubism Editor is suited to teams that need a tightly defined Live2D asset data model with controllable physics and deformation settings. It supports authoring pipelines for Cubism meshes, parameters, and motion data that can be exported for runtime use.
Automation and API extensibility are limited in day-to-day authoring since most workflows are editor-driven rather than script-driven. Integration depth is strongest inside the Live2D ecosystem export and parameter conventions, with narrower options for external orchestration.
- +Cubism-specific data model for meshes, parameters, and motion authoring
- +Deterministic editor tooling for physics and deformation configuration
- +Export workflow matches Live2D runtime expectations for asset reuse
- +Project conventions help keep parameter names consistent across assets
- –Editor-centric workflow limits automation and unattended batch processing
- –API and automation surface are not exposed for provisioning workflows
- –External extensibility is constrained compared with schema-driven rig platforms
- –Governance features like RBAC and audit logs are not built into the editor
Best for: Fits when Live2D-centric pipelines need controlled rig authoring with minimal external automation.
Adobe Animate
all-in-one authoring2D animation authoring with bone and rig style features for frame-based and interactive exports.
Bone tool rigging inside Animate with direct layer and timeline bindings.
Adobe Animate centers on timeline-based 2D animation with a rigging workflow built for authoring and playback, not a standalone rigging service. Its data model is driven by symbols, layers, keyframes, and bone-based rigs in the Animate authoring environment.
Integration depth is strongest through Adobe ecosystem assets, with automation enabled via scripting in the authoring tool and content export pipelines. Extensibility and governance rely on Adobe Creative tooling rather than dedicated RBAC, schema-driven provisioning, or audit-log administration.
- +Bone rigging workflow integrated into the timeline authoring model
- +Symbol-centric structure supports reusable rig instances across scenes
- +Scripting enables repeatable transformations and export steps
- +Export targets align with Adobe and common web animation pipelines
- –Rigging data is not exposed as a schema with versioned API endpoints
- –No dedicated RBAC, provisioning, or audit-log controls for administrators
- –Automation is tied to authoring tooling rather than headless rig assembly
- –Interchange formats for rigs are limited compared with animation pipeline tools
Best for: Fits when teams need 2D rigging inside Adobe authoring with scripted export automation.
Blender (Grease Pencil and 2D Rigging Tools)
open-source riggingOpen-source 2D and skeletal rig animation using armatures and layers for game-ready exports.
Grease Pencil armature deformation with layer and stroke-level keyframe control.
Blender provides Grease Pencil animation tooling plus 2D rigging workflows inside one scene graph, so rigs, drawings, and animation data share the same dependency graph. Its data model stores stroke geometry, layers, armature bindings, and keyframes together, which supports consistent transforms across characters.
Automation is driven through Python scripting, so rig creation, animation baking, and repeatable setup can be batch processed from the same project format. Governance relies on Blender project files and local scripting practices, since it does not provide built-in RBAC, audit logs, or server-side orchestration controls.
- +Grease Pencil and armature rigs coexist in one scene dependency graph
- +Python scripting can generate rigs, bake animation, and run batch workflows
- +Nonlinear keyframing and modifiers support repeatable deformation pipelines
- +Project data model keeps strokes, bindings, and transforms aligned
- –No native RBAC or audit log for team-level governance controls
- –Rigging automation requires custom Python work for consistency
- –Collaboration and asset handoff depend on external process and file management
- –Complex 2D rigs can increase project size and evaluation overhead
Best for: Fits when studios need Python-driven 2D rig and Grease Pencil animation automation in local pipelines.
LightWave (Character Rigging and Motion Tools)
DCC rigging3D character rigging tools that can support 2D game animation pipelines via render and asset integration.
Character rigging workflow using LightWave joint hierarchies and animation keyframes.
LightWave provides character rigging and motion tooling inside LightWave 3D for joint-based animation workflows. Its core data model centers on rig components, control hierarchies, and animation keying for reusable character motion.
The extensibility surface is mainly through LightWave’s existing scripting and scene data organization, not a separate automation API with provisioning or RBAC. Automation depth is therefore practical for local pipelines but limited for cross-team governance features like audit logging and role-scoped permissions.
- +Character-focused rigging tools with joint hierarchy control and animation key workflows
- +Integrated motion authoring reduces export-import friction for LightWave-native projects
- +Rig components can be reused across shots by maintaining consistent hierarchy and naming
- –API automation surface is not positioned for external provisioning workflows
- –Admin controls like RBAC and audit logging are not core concepts in the toolchain
- –Cross-DCC integration often depends on pipeline glue rather than standardized rig schemas
Best for: Fits when animation teams stay mostly inside LightWave and need consistent rigging control.
Synfig Studio
open-vector animationVector-based 2D animation tool with rigging workflows using bones and keyframes for stylized motion.
Bone-based rigging using parameter bindings inside Synfig documents.
Synfig Studio targets 2D vector-based animation with an internal scene data model centered on shapes, layers, and deformable vectors. Rigging is handled through bones, parameters, and bindings inside Synfig documents, so character motion can be defined as parameterized animation rather than frame-by-frame edits.
Integration depth is mostly file-driven since automation relies on Synfig document interchange and scripting hooks rather than a first-party web API. Governance controls are limited to what project files and team workflows provide, with no built-in RBAC, audit logs, or API-based provisioning controls.
- +Bone and parameter rigging inside a single Synfig document
- +Vector shapes and deformable layers support parameter-driven motion
- +Scripting and import/export enable pipeline file integration
- +Layered control structures keep rig changes localized
- –Automation surface is limited compared with API-first rigging tools
- –No native RBAC, audit logs, or governance controls for teams
- –Rig schema changes can require manual migration across documents
- –Advanced rig extensibility depends on external tooling
Best for: Fits when teams need parameterized 2D vector rigging with document-based pipeline integration.
Conclusion
After evaluating 10 video games and consoles, Spine stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
How to Choose the Right 2D Rigging Animation Software
This buyer's guide compares Spine, DragonBones, Moho, Rokoko Studio, Unity 2D Animation, Live2D Cubism Editor, Adobe Animate, Blender, LightWave, and Synfig Studio for 2D character animation rigging.
The guide focuses on integration depth, the underlying data model, automation and API surface, and admin and governance controls so teams can choose tools that fit engine pipelines and multi-user workflows.
2D skeletal and cutout rigging tools that turn character structure into animatable assets
2D rigging animation software creates skeletal rigs, deformable bindings, and timeline-driven motion so characters can move with consistent bone transformations, skins, and constraints. These tools solve problems like deterministic playback in game pipelines, reusable character parts across scenes, and structured export for runtime animation consumption.
Spine and DragonBones represent the skeletal asset approach where a rig data model exports runtime-ready animation structures. Moho and Blender focus more on in-tool rig deformation and batch authoring workflows that stay centered on the authoring scene graph.
Evaluation criteria for integration, data modeling, automation surface, and governance control
Integration depth determines whether the tool’s rig representation maps cleanly into an engine or downstream animation pipeline without repeated manual conversion steps. The data model matters because bones, skins, slots, parameters, constraints, and timelines define what can be generated, validated, versioned, or programmatically transformed.
Automation and API surface matter when rigs must be provisioned, updated, or batch-processed. Admin and governance controls matter when multiple users need role-scoped access and audit trails across shared projects and exported assets.
Runtime control APIs for pose, animation state, and event hooks
Spine provides runtime control APIs for pose setting, animation state, and event hooks, which directly supports programmatic control in engine-integrated 2D character animation. DragonBones targets runtime playback via exported assets, but its published automation surface is narrower than Spine’s programmatic control focus.
Rig data model fidelity with bones, skins, constraints, and timelines
Spine’s structured data model keeps skins and constraints linked to bones across animation timelines, which reduces rig drift between edit and playback. DragonBones uses a skeleton-centered model with bones, slots, skins, and animation timelines, and Moho focuses on bone and deformation layers that remain editable at shot and character scope.
Schema-driven export that external tooling can generate and consume
Spine’s project data model is exposed so external tooling can read and generate rig and animation assets in a deterministic format. Blender’s pipeline automation relies on Python scripting in project files rather than a dedicated schema-first external provisioning API, and Moho and Synfig Studio lean more on file-driven interchange.
Automation throughput via editor scripting or batch processing
Rokoko Studio reduces manual retargeting by binding a character rig timeline mapping that preserves bone mappings during animation edits, which improves throughput when inputs match supported formats. Blender can batch process rig creation, animation baking, and repeatable setup through Python scripting, but governance and RBAC are not built in.
Extensibility surface for external orchestration and custom rig behaviors
Unity 2D Animation integrates with Unity’s animation system, and extensibility relies on Unity scripting for build-time and runtime control of rig hierarchy and sprite skin workflows. Adobe Animate enables scripted export steps, but its rigging data is not exposed as a versioned schema with API endpoints for rig provisioning.
Admin and governance controls such as RBAC and audit logs
Spine’s governance features like RBAC and audit logs are not central, which means it fits teams that manage permissions outside the rig tool. DragonBones, Moho, Rokoko Studio, Live2D Cubism Editor, Blender, Adobe Animate, LightWave, and Synfig Studio also do not position RBAC and audit logging as core admin controls.
Decision framework for selecting a 2D rigging tool that fits pipeline control and automation needs
Start by mapping the rig data model to the target runtime or content system so exported assets preserve bones, skins, parameters, or deformations without manual remapping. Then check how much control needs to be scripted, including pose setting, animation state transitions, and batch rig updates.
Finish by aligning governance expectations to what the tool actually provides, since many tools in this set rely on file-based workflows rather than RBAC and audit logs for team administration.
Match the tool’s rig model to the runtime consumption path
For deterministic engine-ready playback and structured runtime animation consumption, Spine and DragonBones align with skeletal data models exported for programmatic playback. For authoring-first deformation control where geometry deformation edits stay tied to the timeline, Moho and Blender keep the rig and deformation workflow inside the authoring scene.
Prioritize API-driven runtime control when animation must be programmatically driven
If character poses, animation state, and event hooks must be controlled by code, Spine is a direct fit because it exposes runtime control APIs for pose setting and animation state. DragonBones focuses on exported runtime asset playback with narrower published automation and API surface for orchestration.
Evaluate automation options for batch updates and repeatable rig assembly
If rig updates need batch processing inside the authoring environment, Blender’s Python scripting can generate rigs and bake animation as repeatable workflows. If the pipeline is anchored on motion capture retargeting, Rokoko Studio improves throughput by preserving bone mappings through character rig timeline bindings during animation edits.
Check whether governance requirements come from the tool or the pipeline
When RBAC and audit logs are required inside the rig tool, this tool set is a mismatch because Spine, DragonBones, Moho, Rokoko Studio, and Live2D Cubism Editor do not position those controls as central admin features. Unity 2D Animation and Adobe Animate also rely on broader ecosystem controls and authoring workflows rather than rig-specific RBAC and audit logging.
Validate how tightly data stays coupled to the authoring ecosystem
Unity 2D Animation couples rig and animation data to Unity’s asset serialization, which supports deterministic versioning inside Unity but can limit cross-project portability. Live2D Cubism Editor uses a Cubism-specific data model with parameters and physics, which works best when exports follow Live2D runtime conventions rather than external orchestration.
Which teams benefit from specific 2D rigging and animation tool profiles
The right tool depends on whether rigging needs deterministic runtime control, in-tool deformation edits, capture-to-animation retargeting, or editor-centric authoring with scripted exports. The strongest differentiator across this list is how deeply the tool’s rig data model and automation surface integrate into the pipeline where animation will be consumed.
Governance expectations also shape fit because most tools here emphasize authoring and export workflows rather than RBAC and audit logs inside the rig editor.
Engine pipeline teams needing deterministic playback and code-driven character animation
Spine fits because it provides runtime control APIs for pose setting, animation state, and event hooks, and it keeps skins and constraints linked to bones across timelines for deterministic playback. DragonBones fits when runtime builds already use its supported asset pipeline for consistent export and runtime integration.
Studios focused on in-tool deformation editing with timeline-bound rig changes
Moho fits when bone and deformation workflows must stay editable at shot and character scope, and its standout behavior edits character geometry directly in the timeline. Blender fits when Grease Pencil and armature deformation must share one scene dependency graph and when Python automation can generate and bake rigs locally.
Production teams using motion capture to generate 2D animation with preserved bone mappings
Rokoko Studio fits when capture-to-animation output must reduce manual retargeting because it binds character rig timelines while preserving bone mappings during edits. This is a fit when downstream 2D editors accept the exported workflow that Rokoko Studio produces.
Unity-centric teams building 2D rigs tied to Unity animation clips and sprite skinning
Unity 2D Animation fits when rigs must drive animation clips inside Unity’s system and when sprite skin workflows are authored over imported sprites. This segment should expect automation to rely on Unity scripting and editor tooling rather than rig-specific RBAC.
Live2D product teams that need Cubism parameter and physics authoring with export-ready configuration
Live2D Cubism Editor fits when rigs are defined through Cubism meshes, parameters, and motion data with export-ready rig configuration. This profile prioritizes Cubism conventions over external provisioning APIs and multi-user governance features inside the editor.
Pipeline and governance pitfalls that derail 2D rigging tool adoption
Common failures come from treating the rig editor as a governed asset platform when most tools are authoring-first and file-driven. Other failures happen when the rig data model does not match the target runtime consumption model, causing remapping work that breaks determinism.
Automation expectations also create friction when teams need an API and provisioning surface that the chosen tool does not expose.
Choosing a tool for its animation UI while ignoring the runtime control interface
Spine is built for runtime control with APIs for pose setting, animation state, and event hooks, so it fits engine-driven animation needs. DragonBones supports runtime playback via exported assets, but its narrower automation and API surface can force manual orchestration when code-driven control is required.
Assuming RBAC and audit logs exist inside the rigging editor
Spine, DragonBones, Moho, Rokoko Studio, Live2D Cubism Editor, Blender, and Adobe Animate do not position RBAC and audit logging as central governance controls. Governance for these tools typically needs to be implemented at the pipeline level through surrounding systems and file management practices.
Breaking rig schema compatibility between authoring and export
Spine requires pipeline customization to conform to its asset schema, which means tooling must respect its structured rig data model. Unity 2D Animation couples rigging and animation data to Unity’s serialized assets, so cross-project portability can suffer if the rest of the pipeline expects neutral rig interchange formats.
Underestimating automation lift when batch rig updates are required
Blender can generate rigs and bake animation through Python scripting, which supports repeatable batch workflows when automation is accepted as custom scripting work. Tools like Moho and Live2D Cubism Editor expose limited published API surfaces for unattended provisioning, which makes batch changes rely on editor-driven steps.
How We Selected and Ranked These Tools
We evaluated Spine, DragonBones, Moho, Rokoko Studio, Unity 2D Animation, Live2D Cubism Editor, Adobe Animate, Blender, LightWave, and Synfig Studio using the same set of criteria focused on features, ease of use, and value, with features carrying the most weight at 40%. Ease of use and value each accounted for the remaining share at 30% each, so workflow clarity and pipeline practicality mattered alongside capability.
Spine separated itself through a rig data model that keeps skins and constraints linked to bones across animation timelines, combined with runtime control APIs for pose setting, animation state, and event hooks. That capability directly lifted it on the features factor, which then reinforced the overall rating against tools that focus more on export workflows or in-editor authoring rather than programmatic runtime control.
Frequently Asked Questions About 2D Rigging Animation Software
How do Spine and DragonBones differ in their rig data model for exporting runtime animation?
Which tool is better for programmatic control of animation playback in an engine pipeline?
What is the most common workflow tradeoff between Moho and API-first skeletal tools like Spine?
How does Blender’s Python automation compare with toolchains that rely on first-party runtimes like Unity 2D Animation?
Can teams automate asset binding in a way that preserves bone mappings, and which tool supports that best?
What integration constraints come with Adobe Animate compared with dedicated rigging formats like Spine or DragonBones?
How do SSO, RBAC, and audit logs typically show up across these tools?
What data migration risks appear when moving from one rigging data model to another, such as DragonBones to Spine?
Which tool best supports controlled parameters and physics-like deformation settings for runtime exports in a defined ecosystem?
When a pipeline needs local batch rig creation and repeatable setup, how do Blender and Synfig Studio compare?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
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