
GITNUXSOFTWARE ADVICE
Arts Creative ExpressionTop 10 Best 3D Animation Movie Software of 2026
Compare top 3D Animation Movie Software tools, including Blender, Maya, and Houdini, with technical criteria to rank the best options.
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.
Blender
Python API that manipulates Blender’s data blocks, node graphs, and actions for batch shot generation.
Built for fits when teams need Blender-native automation and integration without separate authoring tools..
Autodesk Maya
Editor pickDependency Graph evaluation with node-based rigging targeted via Python and Maya scripting.
Built for fits when animation teams need scripted automation around rigs and shot scene data..
SideFX Houdini
Editor pickTOPs provides batch processing via a job graph wired to procedural inputs.
Built for fits when studios need procedural pipeline integration and automation with controllable extensibility..
Related reading
Comparison Table
The comparison table benchmarks 3D animation movie software on integration depth, data model choices, automation and API surface, and admin and governance controls. It maps each tool’s schema for assets and shots, how it provisions pipelines, and what RBAC and audit log coverage exist for team workflows. The ranking focuses on extensibility and configuration knobs that affect throughput and sandboxed automation across Blender, Autodesk Maya, SideFX Houdini, Cinema 4D, 3ds Max, and other major options.
Blender
open-source suiteOpen-source 3D creation suite that supports modeling, rigging, simulation, rendering, and full 3D animation workflows for movie production.
Python API that manipulates Blender’s data blocks, node graphs, and actions for batch shot generation.
Blender’s integration depth comes from using a single scene data model for modeling, rigging, animation, simulation, rendering, and compositing. The data model includes objects, collections, actions, armatures, modifiers, materials with node graphs, and compositor node trees, which can be referenced and edited by scripts. Automation and extensibility use Python to traverse and modify that same in-memory data model, which supports asset generation, shot assembly, and procedural rig or material setup. Extensibility also includes add-ons that register operators, panels, and import or export hooks, which is useful for teams that need repeatable pipeline steps.
A concrete tradeoff is that Blender’s Python automation can require careful version control because add-on behavior and API availability can differ across releases. For a typical usage situation, a studio can run Python-driven batch exports, apply consistent render settings, and generate per-shot timelines from a data sheet while keeping all changes inside Blender’s native data blocks. For admin and governance controls, Blender itself does not provide built-in RBAC, project-level permissions, or audit logs, so governance usually lives in external orchestration and file access controls.
- +Single scene data model supports modeling, animation, simulation, and compositing.
- +Python API can create, edit, and validate rigs, nodes, and timelines programmatically.
- +Node-based material and compositor graphs make procedural look-dev reproducible.
- +Deterministic batch scripting can render many shots with consistent settings.
- +Add-on system exposes import export and UI operators for pipeline integration.
- –No native RBAC, project permissions, or audit log for multi-user governance.
- –Python automation needs version discipline to keep add-ons working across releases.
- –Large production scenes can slow when scripts traverse big node or object graphs.
Best for: Fits when teams need Blender-native automation and integration without separate authoring tools.
More related reading
Autodesk Maya
pro DCCProfessional DCC application for 3D modeling, rigging, character animation, and production rendering used in film and animation pipelines.
Dependency Graph evaluation with node-based rigging targeted via Python and Maya scripting.
Maya supports rigging workflows with node-based dependency evaluation and a rigging toolset that includes character controllers, skinning, and animation layers. Asset iteration is practical because the software preserves scene state through export and import of common interchange formats and can regenerate rigs when tools are scripted. Production teams often use Python automation to batch tasks such as scene cleanup, naming validation, constraint checks, and render setup generation.
A key tradeoff is that scene complexity can slow throughput when dependency graphs grow large and tools add heavy evaluation steps. Teams running high-volume shot conversion often need strict schemas for node names, attributes, and publish steps to keep automation deterministic. Maya works best when pipeline code and asset standards already exist, because governance depends on consistent scene structure and reviewable automation behaviors.
- +Dependency-node data model supports deterministic rig evaluation and tool targeting
- +Python automation enables batch validation, publish steps, and scene transformations
- +Extensible tooling integrates with studio pipeline components through scripting hooks
- +Animation and rigging toolset supports layered workflows for shot assembly
- –Large rigs can increase evaluation time and reduce artist throughput
- –Governance requires strong studio naming and node-structure conventions
- –Custom automation can become brittle without formal schema contracts
Best for: Fits when animation teams need scripted automation around rigs and shot scene data.
SideFX Houdini
procedural FXNode-based procedural 3D animation and effects software that drives simulations, grooming, and rendering for film-quality motion graphics.
TOPs provides batch processing via a job graph wired to procedural inputs.
Houdini uses a procedural scene graph where each node exposes parameters and generates outputs that later nodes can reference by name and by type. This makes the data model amenable to configuration management because shot-specific inputs can be swapped while preserving the same evaluation chain. For pipeline integration, it supports Python scripting for scene operations, custom tools via HDK, and batch orchestration with TOPs for farm-friendly throughput.
A common tradeoff is that procedural graphs can become hard to reason about without conventions for naming, parameter documentation, and node grouping. This tends to matter most when many departments modify the same master scene, such as animation plus effects plus lighting working against shared assets. Teams that adopt strict schema for asset definitions, parameter sets, and export nodes usually get better automation behavior and fewer broken shot variations.
- +Procedural data model preserves deterministic transforms across shot variations
- +Python automation covers scene edits, batch exports, and render prep tasks
- +HDK enables custom node operators and studio-specific workflows
- +TOPs supports batch job graphs for farm-style throughput
- –Complex node graphs require strong naming and documentation discipline
- –Shared-scene edits can break parameter contracts without governance
Best for: Fits when studios need procedural pipeline integration and automation with controllable extensibility.
More related reading
Cinema 4D
all-in-one DCCArtist-focused 3D modeling and animation toolset with character workflows, motion graphics tools, and rendering for broadcast and film.
Object and timeline data model paired with scripting extensibility for pipeline-driven animation and publishing.
Cinema 4D is used as a 3D animation movie tool with deep integration into maxon’s ecosystem, including configurable scene, material, and render workflows. It supports a documented automation surface through scripting and extensibility mechanisms, which can drive repeatable scene generation, rig setup, and render publishing.
The data model is built around scene objects, timelines, and node-based assets that stay addressable across tools and pipelines. Admin and governance controls focus more on project consistency via configuration and versioned assets than on multi-user RBAC and audit logging.
- +Scene object hierarchy keeps assets and animation data consistently addressable
- +Scripting and extensibility enable repeatable scene and render automation
- +Strong integration path with maxon rendering and publishing workflows
- +Configurable render pipeline supports predictable output across projects
- +Extensible plugin architecture supports pipeline-specific tools
- –Limited explicit multi-user governance such as RBAC and audit logs
- –Automation often depends on scripting conventions per team pipeline
- –Cross-team schema enforcement for assets is not inherently centralized
- –Automation throughput can bottleneck on single-host render orchestration
- –Governance controls are more project-centric than organization-centric
Best for: Fits when teams need controlled, automatable 3D scene workflows with deep maxon integration.
3ds Max
pro modelingAutodesk DCC for 3D modeling, animation, lighting, and rendering that is commonly used for production visualization and animation.
Maxscript with scene and modifier access enables pipeline automation for batch export and shot assembly.
3ds Max runs a full DCC animation pipeline using scene graph constructs, modifier stacks, and keyframe-based timelines for movie-ready outputs. It integrates with Autodesk ecosystem tools through shared formats, Direct Link options in supported workflows, and render pipeline compatibility with Autodesk renderers and third-party renderers.
Automation centers on Maxscript for scene operations, batch processing, and pipeline hooks that touch materials, rigging helpers, and export steps. Extensibility comes from plugin SDK support that adds custom modifiers, exporters, and UI panels, which supports governance patterns via controlled asset schemas in downstream review and render stages.
- +Maxscript enables repeatable scene edits, export steps, and batch renders
- +Modifier stack data model supports non-destructive animation workflow
- +Plugin SDK supports custom modifiers and exporters for pipeline integration
- +Wide renderer compatibility for consistent movie output across teams
- +Rigging tools support reusable control setups and animation retargeting
- –Scene state can be hard to standardize across teams without strict conventions
- –API surface is split between scripting and plugin development for automation
- –Large scenes can hit authoring performance limits on mid-range systems
- –Cross-version interoperability can require manual fixes for custom plugins
- –Governance features like RBAC and audit logs are limited inside Max itself
Best for: Fits when teams need scripted control of DCC scenes and reliable movie exports.
Adobe After Effects
compositingMotion graphics and compositing tool that animates layered visuals and integrates 3D renders into film and animation post workflows.
JavaScript scripting with ExtendScript enables programmatic changes to project and composition structure.
After Effects is a compositing and motion-graphics tool with a strong integration story through its scripting model and render automation, which fits pipelines that already standardize on After Effects projects. It supports structured asset handling via the project file model, with extensibility through scripts and plugins that can generate compositions and drive batch renders.
For 3D animation movie workflows, it relies on third-party 3D render outputs or companion 3D tools, then uses effects, masking, and rendering controls to assemble shots. Automation and governance are primarily project-centric, with administration achieved through shared project conventions, script distribution, and external process orchestration.
- +JavaScript scripting automates composition creation and batch rendering
- +Extensible effect and plugin interfaces support custom pipeline logic
- +Project-based data model keeps assets and composition graphs together
- +Render queue supports scripted and repeatable output generation
- –No native full 3D scene authoring for end-to-end 3D animation
- –Governance controls rely on external tooling and convention, not RBAC
- –Complex compositions can increase project file load and render iteration time
- –Automation surface is script-driven, with limited platform-level audit logging
Best for: Fits when visual teams need automated 2D compositing around 3D renders in a controlled pipeline.
More related reading
Nuke
VFX compositingNode-based compositing software used to assemble VFX shots, color manage, and deliver film-ready sequences from 3D renders.
Python-driven pipeline automation around the node graph and render context for batch, farm, and versioned workflows.
Nuke centers on procedural node graphs and scriptable pipelines that integrate with studio tooling through documented APIs and extensibility points. Its data model is built around scenes, nodes, and render graphs, which supports repeatable workflows across shots and versions.
Automation is driven by headless execution and script interfaces, which improves throughput for batch renders and farm dispatch. Administrative governance is supported through filesystem-based project structure, configurable resources, and role-separated pipeline access patterns.
- +Procedural node graph enables repeatable shot-level evaluations and consistent edits
- +Script-driven automation supports batch rendering and deterministic pipeline steps
- +Extensibility via Python hooks and node frameworks supports studio pipeline integration
- +Configurable project structure reduces cross-shot drift in shared pipelines
- –Scene dependencies can be opaque without careful node graph documentation
- –Automation work often requires pipeline scripting and studio-specific conventions
- –Large graphs can increase evaluation time without tuning and cache strategy
- –Governance relies on external process controls rather than native RBAC
Best for: Fits when studios need scripted, repeatable compositing workflows with pipeline automation access controls.
Blender Studio Assets
production assetsProduction-ready open assets and pipelines that support Blender-based animation and movie creation with reusable characters and scenes.
Studio asset library reuse with standardized Blender-friendly structure for scene and shot assembly.
Blender Studio Assets focuses on integrating production asset libraries into Blender-based movie workflows through shared datasets and consistent directory conventions. The data model centers on shot-ready assets that teams can reference across scenes, reducing duplication and mismatch risk.
Automation is primarily supported through Blender-native tooling and asset workflows rather than a documented external API surface. Governance depends on project membership and file access patterns, with limited evidence of RBAC granularity or audit logging at the asset service layer.
- +Blender-native asset organization supports direct handoff into production scenes
- +Consistent asset reuse reduces duplicate modeling and material drift
- +Shot-ready libraries map well to animation production timelines
- –Limited documented API and automation surface for external pipelines
- –Governance controls appear file-access driven rather than schema-based RBAC
- –Audit logging and change history are not clearly exposed for admin workflows
Best for: Fits when Blender-only teams need reusable asset consistency across movie projects.
More related reading
Unreal Engine
real-time cinematicReal-time 3D engine for building animated film-like scenes with Sequencer, cinematic rendering, and virtual production tools.
Movie Render Queue with shot-based presets and queued jobs.
Unreal Engine renders production-quality cinematic animation by compiling engine assets into an editor-driven 3D content pipeline. It integrates deeply with DCC and render workflows through Unreal’s asset system, Blueprint scripting, and extensible import and render paths.
Automation and extensibility come through a documented C++ API surface, Python scripting, command-line tooling, and Movie Render Queue for repeatable frame output. Admin and governance rely on source control integration, role-based access patterns supported by your VCS provider, and auditability via build logs and change history rather than an in-engine RBAC console.
- +Movie Render Queue supports queued, repeatable cinematic frame rendering
- +C++ API and Blueprint enable automation inside the engine toolchain
- +Python scripting and command-line workflows fit batch render and build systems
- +Asset-based data model keeps shot, material, and animation references consistent
- –Governance controls are largely delegated to source control and pipelines
- –Large projects can strain editor throughput without careful asset and build settings
- –Data schema validation is mostly procedural, not enforced by a central editor schema registry
- –Automation scripts require engine-specific conventions and project setup discipline
Best for: Fits when pipelines need engine-level automation and deterministic cinematic renders at scale.
Unity
real-time animationReal-time engine with Timeline and cinematic tooling that supports 3D animation creation and rendering for interactive and film-style outputs.
Unity Timeline and Playables API for programmatic control of animation sequences.
Unity fits teams producing animated 3D scenes that must integrate closely with game-engine pipelines and studio tooling. Its component-driven scene and asset data model supports animation timelines, rigging, and runtime evaluation for both authoring and playback.
Unity provides scripting and extensibility hooks with an automation surface for editor workflows, asset import, and build steps. Integration depth is strongest when teams align schema and asset conventions across version control and custom editor tooling.
- +Editor scripting automates scene setup and batch animation processing
- +C# API enables deterministic custom importers and timeline tooling
- +Component-based data model supports reusable rig and animation behaviors
- +RBAC-compatible access patterns via Unity Collaborate workflows
- +Extensibility supports custom asset pipeline and build automation
- –Deep customization requires C# skills and careful tooling governance
- –Scene and asset schema drift can break automation across projects
- –Animation graph and timeline setups can become hard to refactor
- –Throughput depends on import settings and project structure discipline
- –Cross-team governance is limited without external asset management controls
Best for: Fits when teams need controlled automation across Unity scenes, rigs, and animation builds.
Conclusion
After evaluating 10 arts creative expression, Blender 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 3D Animation Movie Software
This buyer's guide covers Blender, Autodesk Maya, SideFX Houdini, Cinema 4D, 3ds Max, Adobe After Effects, Nuke, Blender Studio Assets, Unreal Engine, and Unity for 3D animation movie production workflows.
It focuses on integration depth, data model choices, automation and API surface, and admin and governance controls across these tools.
3D animation movie production software that drives shot assembly, renders, and reusable scene data
3D animation movie software is the authoring stack that builds animated scenes with rigging, simulation, shading, and final render assembly, then keeps assets editable across production stages. Blender handles end-to-end 3D animation with a structured scene graph, node-based material and compositor graphs, and a Python API for batch shot generation.
Autodesk Maya and SideFX Houdini represent common pipeline shapes where scene graphs and dependency nodes, or procedural node models and TOPs job graphs, provide controlled shot variation at scale.
Integration depth, data model clarity, automation surface, and governance controls that keep pipelines consistent
Integration depth determines whether a tool can be wired into asset ingestion, scene assembly, publish steps, and farm or batch rendering without manual clicks. Data model clarity determines whether automation can target stable objects, nodes, actions, and parameters across versions.
Automation and API surface controls throughput for batch exports and validation. Admin and governance controls determine whether multi-user teams can enforce permissions, track changes, and prevent cross-project drift.
Python automation that edits scene graphs, node graphs, and shot actions
Blender exposes a Python API that manipulates Blender data blocks, node graphs, and actions for batch shot generation. Nuke uses Python-driven pipeline automation around the node graph and render context for repeatable farm and versioned workflows.
Procedural data model with parameterized assetization for repeatable shot variations
SideFX Houdini uses a procedural node graph that preserves deterministic transforms across shot variations. TOPs in Houdini extends that model into batch processing via a job graph wired to procedural inputs.
Rig evaluation grounded in dependency nodes and scripted rig targeting
Autodesk Maya centers on a dependency-node data model that supports deterministic rig evaluation and tool targeting via Python and Maya scripting. This supports batch validation, publish steps, and scene transformations when pipeline conventions define stable node structure.
Headless batch execution for farm-style throughput in compositing pipelines
Nuke supports script interfaces and headless execution for batch rendering and deterministic pipeline steps. This reduces reliance on interactive workflows when dispatching many shots.
Deterministic scene addressing via object and timeline data model
Cinema 4D uses a scene object hierarchy and timelines that remain consistently addressable for animation data and pipeline-driven publishing. Unreal Engine provides shot-based presets and queued jobs through Movie Render Queue for repeatable frame output based on engine assets.
Admin and governance mechanisms tied to RBAC, audit logs, and schema enforcement
Blender lacks native RBAC, project permissions, and audit log for multi-user governance, so governance needs external controls. Unreal Engine delegates governance largely to source control and pipelines, while Nuke relies on external process controls rather than native RBAC.
A decision framework for selecting the tool that matches pipeline control and automation requirements
Start by matching the tool’s data model to the pipeline’s repeatability goals. Blender fits when a single scene data model must stay editable across modeling, animation, simulation, rendering, and compositing with Python automation.
Next, map automation needs to the tool’s automation and API surface so batch exports, validations, and publish steps can run without brittle manual conventions.
Match scene repeatability requirements to the tool’s core data model
If shot variation must stay deterministic across edits, pick a tool built around stable scene graphs or procedural parameter models such as Autodesk Maya with dependency nodes or SideFX Houdini with a procedural node model. If end-to-end editability inside one authoring scene matters, Blender supports modeling, animation, simulation, rendering, and compositing with structured data blocks.
Design automation around the tool’s documented scripting surface
Choose Blender when Python needs to create, edit, and validate rigs, nodes, and timelines programmatically. Choose Maya when automation must target rigs through dependency graph evaluation via Python and Maya scripting. Choose Houdini when TOPs job graphs must drive batch processing from procedural inputs.
Plan throughput with batch execution paths and headless workflows
For farm-style batch steps in compositing, Nuke supports script-driven automation with headless execution and Python hooks tied to the node graph and render context. For queued cinematic renders, Unreal Engine’s Movie Render Queue runs shot-based presets as queued jobs.
Validate governance and auditability against real multi-user needs
If the pipeline requires RBAC and audit logs inside the authoring tool itself, Blender’s lack of native RBAC and audit logging becomes a hard constraint for multi-user governance. If governance must be enforced through source control and pipeline processes, Unreal Engine and Nuke both rely on external process controls rather than in-tool RBAC.
Confirm extensibility boundaries for the pipeline’s custom operators and plugins
If custom node operators and C++ extensions are required, Houdini supports HDK for C++ operator development. If custom modifiers and exporters must be added to standardize scenes for shot assembly, 3ds Max supports plugin SDK development plus Maxscript scene automation for repeatable export steps.
Who benefits from these 3D animation movie software tools
Different teams need different control points such as rig evaluation, procedural determinism, or queued rendering. The best fit depends on whether automation runs through Python, scripted node graphs, or engine batch systems.
Production teams should also account for governance limits such as missing native RBAC in several authoring tools.
Animation teams that need rig-aware automation in a DCC scene graph
Autodesk Maya fits teams that need dependency-node rig evaluation targeted via Python and Maya scripting for batch validation and publish steps. 3ds Max fits teams that automate scene edits and batch exports using Maxscript with plugin SDK support for exporters and modifiers.
Studios that require procedural shot variation with parameter contracts
SideFX Houdini fits when procedural changes must remain deterministic across shots using a parameterized node model and embedded parameters. TOPs in Houdini supports batch job graphs that drive farm-style throughput from procedural inputs.
Teams that want one toolchain for editable look-dev through final compositing
Blender fits when the production pipeline needs a single scene data model that stays editable across modeling, animation, simulation, rendering, and compositing. Blender’s node-based material and compositor graphs make procedural look-dev reproducible alongside Python-driven batch shot generation.
Studios that need cinematic batch rendering or real-time previs pipelines
Unreal Engine fits pipelines that need deterministic queued cinematic renders using Movie Render Queue with shot-based presets and jobs. Unity fits teams that need automation across Unity scenes with C# APIs and Timeline and Playables for programmatic control of animation sequences.
VFX and finishing teams that automate compositing with node-graph repeatability
Nuke fits teams that need scripted, repeatable compositing workflows with Python automation around the node graph and render context. Adobe After Effects fits visual teams that need JavaScript scripting for programmatic composition generation and batch rendering around 3D render outputs.
Common pipeline pitfalls when selecting 3D animation movie software
Several recurring problems come from governance gaps, brittle automation contracts, or mixing procedural and scene-edit workflows without naming discipline. These issues show up when teams assume in-tool governance exists or when automation targets unstable structures.
The corrective path is selecting tools whose data model and scripting surfaces match the pipeline control plan.
Building governance assumptions on tools that do not provide native RBAC or audit logs
Blender does not provide native RBAC, project permissions, or audit logging for multi-user governance, so permission enforcement must happen outside the tool. Unreal Engine governance relies largely on source control and pipelines, so teams must implement auditability through build logs and change history outside the engine.
Automating without a stable schema contract for nodes, parameters, or actions
Houdini procedural graphs can break parameter contracts if shared-scene edits violate naming and parameter expectations, so procedural governance must define parameter contracts. Maya rigs can increase evaluation time and reduce throughput if pipelines do not enforce conventions for large rig structures and node organization.
Using interactive workflows for batch throughput instead of scriptable and headless execution
Nuke supports script-driven automation and headless execution for batch renders, so interactive-only render dispatch creates avoidable throughput bottlenecks. Unreal Engine’s Movie Render Queue supports queued shot presets, so manual editor renders undermine repeatability.
Assuming all pipelines can centralize schema validation inside the authoring tool
Unreal Engine schema validation is mostly procedural rather than enforced by a central editor schema registry, so asset and schema checks must be implemented in pipelines. Nuke and Max also rely on external process controls rather than native RBAC, so teams must harden conventions through automation and filesystem project structure.
How We Selected and Ranked These Tools
We evaluated Blender, Autodesk Maya, SideFX Houdini, Cinema 4D, 3ds Max, Adobe After Effects, Nuke, Blender Studio Assets, Unreal Engine, and Unity using features, ease of use, and value as scored categories. The overall rating uses a weighted average where features carry the most weight, while ease of use and value each account for the remaining influence. This ranking reflects editorial criteria based on each tool’s described integration depth, automation and API surface, and governance realities captured in the provided tool facts.
Blender stands apart in the ranking because its Python API can manipulate data blocks, node graphs, and actions for batch shot generation while the same toolchain supports modeling, simulation, rendering, and compositing with a structured scene graph. That combination lifts the features and ease-of-use balance because automation can operate on one coherent data model across production stages.
Frequently Asked Questions About 3D Animation Movie Software
Which tool is better for automating shot generation from a data model: Blender, Maya, or Houdini?
How do Blender, Maya, and Houdini differ in their data models for versionable scene edits?
Which software fits best when pipelines require a procedural batch job graph: Houdini TOPs or Unreal Movie Render Queue?
What integration and automation surface is strongest for headless or farm execution: Nuke, Unreal Engine, or Blender?
How do admin controls and auditability typically differ across these tools: Unreal Engine, Blender, and Cinema 4D?
Which tool best supports custom extensibility for pipeline operators: Houdini HDK, Maya Python, or 3ds Max Maxscript plugins?
When a studio needs SSO and RBAC for teams editing the same project, which options align more directly: Unreal Engine, After Effects, or Nuke?
What is the most common reason Maya and Blender projects require extra validation during migration: rig evaluation or material node translation?
How should compositing round-trips be handled when render outputs feed After Effects or Nuke: Blender, Unreal Engine, or Houdini?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
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