
GITNUXSOFTWARE ADVICE
Art DesignTop 10 Best Anime Character Creation Software of 2026
Ranked picks for anime character creation software, comparing Artbreeder, Picrew, Charat for character art workflows in Photoshop, Clip Studio, Krita.
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
Artbreeder is the best pick for teams that want image-first anime character variants to iterate on before cleanup, whereas Adobe Character Animator fits if you have layered art and need quick facial, lip-sync, and triggered live 2D performance.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Artbreeder
Latent trait sliders for identity and style blending across generations.
Built for fits when concept teams need image-first anime character variants before illustration cleanup..
Picrew
Editor pickCommunity-made maker templates let users generate styled character variations without building a character template from scratch.
Built for fits when teams need quick, consistent character variants for art references or thumbnails..
Charat
Editor pickSaved character configurations let teams regenerate the same character identity across outfit and face variations.
Built for fits when artists need consistent character-sheet iterations for 2D illustration workflows..
Comparison Table
Artbreeder
vertical specialistCollaborative AI image generation platform with anime portrait models and gene-based mixing.
Latent trait sliders for identity and style blending across generations.
Artbreeder’s core mechanic is trait blending and progressive refinement, which lets artists converge on anime-like character concepts through many short iterations. Shared assets in the community gallery provide fast starting points that reduce blank-canvas time for face and silhouette exploration. Exported images work cleanly as references for paint over, cel-shading tests, and concept plates inside Photoshop, Clip Studio Paint, and Krita.
A key tradeoff is that Artbreeder outputs images rather than character rigs, so it does not replace a cel-shading pipeline with mesh, UV, or rig controls. Concept artists often use Artbreeder to establish facial design, hairstyle direction, and mood thumbnails before rebuilding the character in a structured illustration workflow.
- +Latent-feature sliders enable fast face and style iteration
- +Community-sourced starting points reduce time-to-first-concept
- +Image exports support downstream paint over in Photoshop and Krita
- +Controlled morphing yields consistent character variants
- –Outputs images only, not rigged characters for animation pipelines
- –Precision control can require many generations to match intent
- –Fine-grained hair and accessory details can drift between iterations
- –No native PSD layer export limits editing fidelity
Anime concept artists
Generate face and styling variants quickly
More concepts per design session
Storyboard artists
Produce reference sheets for scenes
Faster reference production
Show 2 more scenarios
Illustration teams
Guide cel-shading drafts
Quicker shading iteration
Use Artbreeder images as base references for shading tests in Clip Studio Paint.
Independent creators
Rapid character mood exploration
Clearer final design direction
Iterate expressions and styling until a usable character direction emerges for final art.
Best for: Fits when concept teams need image-first anime character variants before illustration cleanup.
Picrew
vertical specialistUser-generated avatar creation platform hosting thousands of anime-style character makers.
Community-made maker templates let users generate styled character variations without building a character template from scratch.
Picrew centers on publishing and using maker templates made from interchangeable parts, so character consistency comes from the template author’s asset set and layer rules. Each maker typically exposes selectable categories like hair, eyes, outfits, and accessories, and the exported result reflects the template’s compositing order and masks. This model matches character art workflows in Photoshop, Clip Studio Paint, and Krita when a finished reference illustration is needed quickly for those tools. The site also supports maker pages that other users can reuse without rebuilding assets.
A key tradeoff is limited post-export edit control because the output is a flattened render created by the maker’s compositing logic. That limitation matters when the goal is iterative painting, layer-level shading tweaks, or hand-tuned line corrections inside an art editor. Picrew fits best when the priority is producing many character variants for reference, thumbnails, or quick style testing, then refining only the final image in Photoshop, Clip Studio Paint, or Krita.
- +Template-driven part swapping produces consistent character styling
- +Exported character images are ready for Photoshop or Krita reference work
- +Maker sharing enables reuse of community templates without manual setup
- +Fast iteration supports rapid variant generation for scenes or rosters
- –Edits after export are limited because compositing is template-defined
- –Asset variety depends on each maker’s provided part sets
Indie art teams
Generate cast references for key scenes
Faster character blocking
Visual novel creators
Prototype outfits and expressions
Quicker art direction iterations
Show 2 more scenarios
Community fan artists
Create characters for prompt challenges
Consistent visual submissions
Artists reuse shared makers to match a specific style and produce multiple entries consistently.
Storyboard artists
Rapid thumbnail character lineup
Clearer scene thumbnails
Storyboarders export character images as visual anchors before detailed drawing in other editors.
Best for: Fits when teams need quick, consistent character variants for art references or thumbnails.
Charat
vertical specialistWeb-based anime character creation tool with preset parts for quick avatar assembly.
Saved character configurations let teams regenerate the same character identity across outfit and face variations.
Charat’s core strength is structured character variation, where hairstyles, clothing parts, and face options change while the overall character identity remains controlled by saved configuration. The generated outputs map cleanly into typical Photoshop and Clip Studio Paint workflows that use layer-based painting and repainting. The export set is geared toward 2D art use rather than 3D mesh creation.
A tradeoff appears when a project requires studio-grade rigging outputs such as bone hierarchy and facial blendshapes, since Charat focuses on illustration assets rather than rig data. It works best for concept art sheets, outfit studies, and consistent character designs that later get refined in Clip Studio Paint or Krita.
- +Configuration-driven character variations reduce identity drift between revisions
- +Exports integrate well with Photoshop layer painting and redraw workflows
- +Fast outfit and hairstyle iteration supports rapid concept sheet production
- +Part-based outputs help keep revisions scoped to specific regions
- –Not designed for production rigging needs like bone hierarchy exports
- –Fine-grain art direction can require repainting after generation
Illustrators and concept artists
Generate consistent character sheets fast
More concept options, fewer redraws
2D art teams
Standardize character designs across projects
Reduced design inconsistency
Show 1 more scenario
Comic and storyboard artists
Rapid character revisions between panels
Faster turnaround per scene
Regenerate character art variants to match evolving scene requirements quickly.
Best for: Fits when artists need consistent character-sheet iterations for 2D illustration workflows.
Adobe Character Animator
enterpriseAdobe Character Animator turns layered 2D artwork into puppets with facial tracking, lip sync, triggers, and physics.
Live puppeteering with expression and motion triggers that drive mouth and eye behavior from input capture.
Adobe Character Animator turns a 2D character setup into motion by mapping face and body input to animation parameters in real time. Its core differentiator is animation-driven workflows driven by mocap input, expression triggers, and timeline playback, rather than traditional rig building for still renders.
Typical use centers on PSD-based character layers, trigger rules for blink and mouth shapes, and quick iteration using the live puppeteering view. Exported results fit animation pipelines where rendered frames or video output from the app can be used with Photoshop or Clip Studio Paint for final compositing.
- +Live puppeteering maps facial input to character expression parameters
- +PSD layer import supports fast iteration on layered anime character designs
- +Timeline automation and triggers speed up repeating poses and actions
- +Instant feedback loops for mouth, eye, and head motion during performance
- –Rigging for complex bone hierarchy can be limiting for full 3D-style control
- –Expression results depend on clean input and tuned mappings per character
- –Physics simulation tools cover fewer character types than dedicated character rig tools
- –Round-tripping edited animation data to Photoshop and other editors is limited
Best for: Fits when layered anime characters need fast live performance animation from input data.
PixAI
vertical specialistPixAI generates anime character artwork with text prompts, image references, model selection, and editing tools.
Iterative re-generation driven by prompt edits to maintain character concept continuity across image attempts.
PixAI generates anime character images from text prompts and supports iterative refinement through prompt edits and re-generation. It provides configurable output settings that target consistent character likeness across multiple attempts.
The workflow focuses on producing illustration-ready results rather than exporting a rigged character asset for downstream animation. PixAI also supports style guidance through prompt phrasing so the same character concept can be re-created in different art directions.
- +Fast prompt-to-image iteration for anime character concepting
- +Consistent re-creation via prompt edits and controlled generation settings
- +Style steering through detailed prompt phrasing
- +Image outputs fit common Photoshop and Krita paintover workflows
- –No native character rig export such as FBX for animation pipelines
- –Character identity consistency can drift across long prompt revision cycles
- –Limited support for PSD import or layered character assembly planning
- –Texture and material control for Krita pipelines remains manual
Best for: Fits when artists need quick anime character art drafts for PSD and paintover work in Photoshop, Clip Studio Paint, or Krita.
Moho
vertical specialistMoho creates and animates 2D characters with bone rigs, inverse kinematics, vector tools, and frame-by-frame workflows.
Layered vector character editing tied to bone-driven deformation inside the same workspace.
Moho is a 2D character creation tool focused on vector-based characters, bones, and reusable character assets for animation workflows. It supports bone hierarchy rigging and frame-based animation controls that keep characters consistent across scenes.
Moho also provides blend-shape style facial posing through morph targets and can drive deformations with parameter-like controls. For character art that must travel into production tools, Moho exports common interchange formats for downstream rendering and compositing.
- +Vector character parts stay editable without redrawing bitmaps
- +Bone hierarchy rigging improves reuse across multiple characters
- +Morph targets support consistent facial posing across takes
- +Interchange export helps move rigs into other pipelines
- –Shader graph workflows are limited compared with material-node tools
- –Advanced hair card generation requires extra asset planning
- –PSD import support can be uneven for layered character builds
- –Live2D-style expression parameter setups need manual mapping
Best for: Fits when teams need repeatable 2D character rigs for short animation shots.
Spine
vertical specialistSpine designs and animates 2D characters with skeletal rigs, mesh deformation, skins, and runtime exports.
Skin swapping with one rig file keeps outfit and armor variations tied to the same bone animation.
Spine is a 2D character rigging tool focused on runtime animation data, not a general drawing package. Bone hierarchy rigs, weighted meshes, and skin swapping let artists iterate on a character in a structured way.
Animation timelines support events and constraints so exported motion stays reusable across scenes. The workflow also centers on producing engine-ready assets through export formats and documented integration paths.
- +Bone and weighted mesh rigging exports animation data suited for games
- +Skin swapping keeps variations in one character file
- +Timeline events map cleanly to triggers in engine runtimes
- +Path and bone constraints reduce manual keyframe cleanup
- –Limited direct support for heavy facial blendshape workflows
- –Round-tripping from PSD edits can add manual rework
Best for: Fits when studios need reusable 2D character rigs with engine-friendly animation exports and event hooks.
SeaArt AI
vertical specialistSeaArt AI generates anime characters through custom models, prompts, image references, and inpainting.
Reference-guided synthesis that preserves character identity across pose and outfit iterations within the same creation loop.
SeaArt AI focuses on generating anime character art from prompt inputs and then iterating toward specific poses, outfits, and styles. The workflow centers on controllable image synthesis tools such as reference inputs and style controls, which reduce prompt-only trial and error.
It also supports batch creation for producing multiple variations of a concept in one session, which helps when selecting candidates for redraw in Photoshop, Clip Studio Paint, or Krita. Output is primarily image-first, so downstream editing stays in external art tools rather than in a rigging or animation pipeline.
- +Reference-guided generation helps keep character likeness across iterations
- +Style and pose prompting supports fast concept passes for anime scenes
- +Batch variation generation speeds candidate selection for manual cleanup
- +Outputs are immediately editable in Photoshop, Clip Studio Paint, or Krita
- –Character consistency across long series is harder than template-driven workflows
- –No built-in rigging or export-ready rig assets for animation pipelines
- –Prompt sensitivity can require multiple rounds to lock wardrobe details
- –Fewer automation hooks than API-first character asset production tools
Best for: Fits when concepting many anime character variations quickly for manual refinement in Photoshop or Clip Studio Paint.
Tensor.Art
API-firstTensor.Art generates anime characters with community models, LoRA controls, image-to-image tools, and inpainting.
Image-to-image refinement that preserves character intent while changing pose, outfit, and facial direction via guided iterations.
Tensor.Art turns text prompts into anime character images and supports iterative refinement using image-to-image guidance.
Generations can be compared side by side through saved outputs, which reduces redoing early design decisions during concept exploration.
The output format is artwork-centric, so it does not provide rigging assets such as skeletal meshes, morph targets, or Live2D expression parameters.
- +Fast prompt-to-image iteration for pose and outfit concepting
- +Image-to-image workflow for refining compositions without redraws
- +Saved generations make comparison across variants straightforward
- +Good prompt controllability for consistent character look
- –No character rigging output like FBX, VRM, or Live2D-ready parameters
- –Limited control over line art, layer separation, and PSD structure
- –Consistency can degrade across large prompt edits
- –Style and material control stays within the generator, not a shader graph workflow
Best for: Fits when teams need rapid anime concept sheets from prompts, then finish refinement in Photoshop, Clip Studio Paint, or Krita.
Daz Studio
vertical specialistDaz Studio builds 3D characters from customizable figures, clothing, hair, poses, and materials.
Morph dialing on Genesis figures plus render-time material controls built for rapid character look variations.
Daz Studio targets anime-style character creation through a large prebuilt asset library plus a posing workflow built around morph dials and material controls. The core work centers on assembling Genesis-based figures, tuning facial and body parameters, and exporting rendered or model data for downstream editing in Photoshop or Krita.
Its strongest differentiator is character content density, with high asset reuse across scenes and characters using the same base figure system. The workflow remains more character-posing and rendering oriented than full authoring of a custom cel-shading pipeline.
- +Large figure and accessory library for fast anime-style character blocking
- +Parameter-based morph dialing supports repeatable facial and body variations
- +Material settings integrate with render previews for quick look iteration
- +Export supports round-tripping into Photoshop, Clip Studio Paint, or Krita
- –Animation and rig editing depth can be limiting for custom anime rigs
- –Cel-shading workflows require manual material and render setup discipline
- –Extensibility relies heavily on add-ons for specialized import needs
- –Scene optimization for poly count budgets needs manual attention
Best for: Fits when creating anime characters quickly from shared figures and assets, then finishing in Photoshop or Clip Studio Paint.
Conclusion
After evaluating 10 art design, Artbreeder 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 anime character creation software
Anime character creation software usually means generating character concept sheets, keeping identity consistent across revisions, and exporting images that land cleanly in Photoshop, Clip Studio Paint, or Krita for painting and line work. This guide covers Artbreeder, Picrew, Charat, Adobe Character Animator, PixAI, Moho, Spine, SeaArt AI, Tensor.Art, and Daz Studio, with emphasis on how each tool shapes outputs for downstream art and animation workflows.
Some tools focus on latent slider control for face and style blending, while others rely on template-defined part swapping or prompt edits to hold concept continuity. Several options skip rig export entirely, so teams often split responsibilities between image generation tools and rigging-ready 2D or 3D animation tools.
Anime character creation software for concept art, identity consistency, and export-ready assets
Anime character creation software generates styled characters from sliders, templates, reference prompts, or parameter-driven figure morphs so artists can iterate faster than redrawing each design from scratch. Artbreeder uses latent trait sliders to blend identity and style across generations, which supports rapid face and aesthetic iteration when the goal is image-first character variants. Picrew uses community-made maker templates that control part swapping, which helps teams produce consistent character styling for thumbnails and art-reference sheets.
Tools that emphasize images usually stop at exportable character artwork, while rig-focused tools like Spine or Moho shift the workflow toward bone-driven deformation inside animation-friendly character files. For downstream painting, tools like Charat and Tensor.Art aim to preserve configuration intent so revisions stay aligned before final touches in Photoshop, Clip Studio Paint, or Krita.
Anime character creation features that change real production outcomes
Character creation tools either produce image-only variants or generate assets that plug into a specific animation or painting workflow. The deciding factor is how closely each output matches the downstream toolchain in Photoshop, Clip Studio Paint, or Krita, plus whether any rig export or character-file structure exists.
The highest leverage features show up as generation controls that preserve identity across iterations, and as workspace mechanics that reduce manual rework after export. Artbreeder and PixAI handle iteration through latent or prompt-driven generation, while Spine and Moho shift iteration into bone-driven character files.
Identity controls that preserve the same character across iterations
Artbreeder uses latent trait sliders for identity and style blending across generations, which supports controlled concept progression through repeated sampling. Charat saves character configurations so teams can regenerate the same identity while changing outfit and face variations.
Template or configuration workflows that standardize character sheets
Picrew relies on community-made maker templates that enforce consistent part swapping across characters, which is useful for thumbnail and reference generation. Charat uses saved character configurations to keep identity stable between revisions for 2D character-sheet iterations.
Rig and animation asset depth for bone-driven deformation workflows
Moho ties layered vector editing to bone-driven deformation inside the same workspace, which improves reuse across short animation shots. Spine keeps outfit and armor variations tied to the same rig file through skin swapping, which helps keep animation data organized.
Live performance animation inputs mapped to character expression behavior
Adobe Character Animator uses live puppeteering with expression and motion triggers that drive mouth and eye behavior from input capture. It also supports PSD layer import so layered anime character designs can become puppets without rebuilding the entire layer stack.
Prompt iteration loops that support paintover-ready drafts
PixAI iterates from prompt edits to maintain concept continuity across image attempts, which fits quick drafts that later receive Photoshop or Krita paintover. Tensor.Art refines image-to-image outputs to preserve intent while changing pose, outfit, and facial direction for faster concept-sheet refinement.
Export and pipeline compatibility for downstream painting structure
Charat exports integrate with Photoshop layer painting and redraw workflows, which supports consistent follow-on edits after generation. Picrew exports are ready for Photoshop or Krita reference work, but template-defined compositing can limit post-export restructuring.
How to choose anime character creation software for a specific pipeline
First choose the output type that matches the rest of the pipeline, because several tools stop at image outputs while others build animation-ready character files. Next choose how identity is maintained across revisions, since drift causes repainting and redraw work in Photoshop, Clip Studio Paint, and Krita.
Then decide how automation and iteration should work. Some tools iterate inside a generator with latent sliders or prompt edits, while others iterate through rig state and skin swapping that stays attached to animation data.
Select an output mode: image-only variants or character rigs/files
If the target deliverable is paintover-ready concept art, image-first tools like Artbreeder and PixAI fit because they focus on generated images rather than animation rigs. If the target deliverable is an animation-friendly character file, Moho and Spine fit because they build bone-driven rigs and support reuse through rig structure and skin swapping.
Pick the identity control model: latent sliders or saved configurations
Choose Artbreeder when identity and style need continuous control via latent-feature sliders that blend across generations. Choose Charat when the workflow requires regenerating the same character identity across outfit and face variations using saved configurations.
Choose template-enforced parts swapping for consistency-heavy character sheets
Choose Picrew when teams need quick, consistent character variants based on maker-defined templates without building a character template from scratch. Choose Charat when configuration-driven variations must stay aligned across multiple revision rounds for character-sheet work.
Choose rig editing approach: all-in-one vector rigging or rig-file variation control
Choose Moho when layered vector character parts must stay editable while bone-driven deformation happens in the same workspace for short animation shots. Choose Spine when outfit and armor variations must remain tied to one rig file via skin swapping so animation exports can reuse the same bone animation data.
Choose performance-driven expression mapping when live animation matters
Choose Adobe Character Animator when input-driven puppeteering must drive mouth and eye behavior from captured motion and expression triggers. Use it alongside PSD layer import when layered anime designs already exist as structured Photoshop files that should become puppets quickly.
Choose a prompt iteration loop for paintover planning and concept-sheet speed
Choose PixAI when concept continuity depends on prompt edits that steer regeneration through controlled settings, which supports quick drafts for Photoshop, Clip Studio Paint, or Krita paintover. Choose Tensor.Art when image-to-image refinement is needed to preserve character intent while changing pose and outfit without forcing redraws.
Who anime character creation software fits best
Studios and solo artists should match the tool to whether the workflow ends at a character image or continues into animation rigs. The split also depends on whether the team needs identity stability through saved configurations or through generator-side iteration controls.
Concept art teams generating multiple character variants before final illustration
Artbreeder supports latent trait sliders for identity and style blending, which helps teams produce image-first variants that still keep faces and aesthetics aligned. SeaArt AI also uses reference-guided synthesis to preserve identity across pose and outfit iterations for manual refinement.
Artists producing consistent 2D character sheets across revision rounds
Charat saves character configurations so the same identity can be regenerated while changing outfit and face variations, which reduces identity drift between revisions. Picrew provides template-driven part swapping that makes character sheets consistent across makers’ provided part sets.
Animators targeting bone-driven 2D character rigs and reuse across scenes
Moho keeps layered vector parts editable while bone-driven deformation happens inside the same workspace, which supports repeatable 2D character rigs for short animation shots. Spine provides one rig file with skin swapping so outfit and armor variations stay tied to shared bone animation.
Motion artists doing live puppeteering from input capture
Adobe Character Animator maps facial input to expression parameters and mouth and eye behavior through live puppeteering triggers. PSD layer import supports turning layered anime designs into puppets without recreating the layer structure from scratch.
Artists using prompt edits to produce paintover-ready drafts in 2D editors
PixAI iterates from prompt edits to maintain concept continuity across image attempts for drafts that feed Photoshop, Clip Studio Paint, or Krita paintover. Tensor.Art uses image-to-image refinement to preserve intent while changing pose and outfit, which accelerates concept-sheet iteration.
Common mistakes when buying anime character creation software
Many buying mistakes come from assuming a generator output can substitute for an animation-ready character rig. Other mistakes come from choosing a workflow that makes identity drift unavoidable, which then multiplies repaint and redesign work in Photoshop, Clip Studio Paint, and Krita.
Choosing an image-only generator when the pipeline requires rig exports for animation
Artbreeder and PixAI produce images and do not provide rig outputs like FBX or rig asset structures for animation pipelines, which creates a mismatch if the next step requires character-file deformation. Moho and Spine exist for bone-driven character file workflows, so those should be selected when animation exports matter.
Relying on prompt iteration when long revision cycles need stable character identity
PixAI can drift in character identity across long prompt revision cycles because edits can change the generated identity distribution. Charat’s saved configurations reduce identity drift by regenerating the same character identity across outfit and face variations.
Assuming template exports can be fully restructured after generation
Picrew compositing is template-defined, so edits after export are limited when the goal is to re-layer and rebuild parts. For re-layering flexibility, choose tools that integrate with layer painting workflows like Charat exports for Photoshop layer redraw work.
Ignoring rig complexity limits when facial blendshape depth is a hard requirement
Spine has limited direct support for heavy facial blendshape workflows, which can force manual work when advanced facial morph pipelines are mandatory. Moho focuses on bone-driven deformation and vector edits inside one workspace, which fits many 2D rig workflows but still needs planned facial approach per project.
Using live puppeteering without planning clean input and tuned expression mappings
Adobe Character Animator expression results depend on clean input and tuned mappings per character, so poor capture or mismatched mappings can force repeated adjustments. PSD layer import can speed setup, but mouth and eye behavior still requires tuning to match the intended character.
How We Selected and Ranked These Tools
We evaluated Artbreeder, Picrew, Charat, Adobe Character Animator, PixAI, Moho, Spine, SeaArt AI, Tensor.Art, and Daz Studio using feature coverage for character iteration and production fit, ease of use for the target workflow, and value for the generated outputs. Features counted for 40% because identity stability, template versus configuration workflows, and rig or animation depth determine how much downstream rework occurs.
Ease and value each counted for 30% because many anime character creation tasks alternate between generation and manual finishing in Photoshop, Clip Studio Paint, or Krita. Artbreeder ranked highest because latent trait sliders for identity and style blending support fast face and aesthetic iteration across generations with community-sourced starting points.
Frequently Asked Questions About anime character creation software
How does Artbreeder handle character identity changes compared with Picrew?
Which tool supports animation triggering from face input rather than just character image export?
When a team needs reusable character-sheet iterations with fixed identity, which option fits best?
What breaks if a pipeline requires engine-ready 2D rig exports instead of artwork-only outputs?
Where does PixAI fall short compared with Tensor.Art for pose and outfit iteration workflows?
Which tool is better for vector character editing with bone-driven deformation in the same workspace?
How do Spine and Moho differ in outfit variation workflows?
How should teams plan integration when Photoshop, Clip Studio Paint, or Krita are required for final character art?
What security controls are typically needed when character generation tools are used across an organization?
Tools reviewed
Primary sources checked during evaluation.
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