
GITNUXSOFTWARE ADVICE
Arts Creative ExpressionTop 10 Best Graphic Motion Software of 2026
Ranked graphic motion software for video animation workflows, effects, and modeling, comparing After Effects, Blender, and Maya 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
Toon Boom Harmony is the right pick if your animation team needs rig-driven 2D production with in-tool compositing per shot, whereas Blender is a smarter fit when 3D animation, comp, and scripted renders must stay on one timeline.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Toon Boom Harmony
Editable character rigs that remain animation-ready from layout through shot refinement.
Built for fits when animation teams need rig-driven 2D workflows plus in-tool compositing per shot..
Blender
Editor pickPython-controlled render and scene editing can turn a repeatable graphics pipeline into a batch job.
Built for fits when 3D animation, compositing, and scripted renders must share one timeline..
Adobe After Effects
Editor pickExpressions and property linking let reusable motion rules drive animation across many layers.
Built for fits when motion teams need precise 2D animation control and effects finishing..
Comparison Table
Toon Boom Harmony
enterpriseToon Boom Harmony is a 2D animation platform for traditional, cut-out, and paperless production.
Editable character rigs that remain animation-ready from layout through shot refinement.
Harmony builds character rigs with bone or controller systems and drives deformations through a rigged hierarchy that stays editable after layout. The timeline-based editing model keeps lip sync, motion curves, and redraw timing aligned per shot. Artists can mix raster fills with vector artwork so line quality and shading can be managed per element.
A tradeoff appears in scaling automation and cross-team governance, because Harmony projects tend to be shot-centric instead of service-oriented. It fits best when a single animation team owns rigging, shot assembly, and compositing, especially for recurring character work with repeatable controls. For highly modular pipelines that require deep programmatic interchange between tools, the integration depth can become a project management and export constraint.
- +Rigging controls stay editable throughout shot animation
- +Layered vector workflow supports clean line and redraw iteration
- +Built-in effects and compositing reduce handoff steps
- +Consistent timeline model simplifies shot-level continuity
- –Pipeline automation requires discipline around project structure
- –Some compositing tasks need node-based compositing elsewhere
Character animation teams
Lip sync with reusable rigs
Faster shot iteration
Broadcast finishing artists
Title and kinetic typography sequences
Cleaner title timing
Show 1 more scenario
Studio VFX supervisors
In-tool compositing for animated elements
Reduced comp rework
Effects can be staged with shot assembly so comp changes stay tied to the animation timeline.
Best for: Fits when animation teams need rig-driven 2D workflows plus in-tool compositing per shot.
Blender
open-sourceBlender provides 3D modeling, animation, rendering, compositing, and motion design tools.
Python-controlled render and scene editing can turn a repeatable graphics pipeline into a batch job.
Blender’s animation workflow centers on a timeline that can keyframe object transforms, materials, and custom properties, then drive renders through its render pipeline. Node-based compositing supports layered effects with controllable passes, which helps when output needs consistent alpha and grading. The Python API can batch scene changes, enforce naming, and render sequences in a repeatable run for larger content operations.
A practical tradeoff is that Blender’s breadth means more choices than a dedicated motion graphics editor, so simple title animations can take longer to set up. It fits scenes where 3D motion, rig-based animation, and compositing outputs must stay consistent across revisions, especially when automation reduces manual rework.
- +Python API enables batch scene edits and render automation
- +Node-based compositing supports pass-driven integration
- +Rigging and animation tools cover character and camera motion
- +GPU rendering preview helps validate motion timing
- –UI density makes basic title workflows slower than motion-only editors
- –Compositing can require careful node and pass setup
- –Maintaining consistent results across add-ons takes discipline
- –Nonlinear review exports need extra pipeline steps
Studios with animation pipelines
Batch render multiple shot variations
Faster revision throughput
Product marketing teams
3D explainers with consistent composites
Consistent deliverables
Show 2 more scenarios
Freelance motion artists
Rig-based character motion plus effects
Fewer tool swaps
Rigging and animation tools reduce handoffs between modeling and editing stages.
VFX teams using effect shots
Comp nodes for deterministic overlays
More predictable composites
Node graphs and compositing passes make it easier to reproduce effects across frames.
Best for: Fits when 3D animation, compositing, and scripted renders must share one timeline.
Adobe After Effects
enterpriseAdobe After Effects creates composited motion graphics, visual effects, and animated titles.
Expressions and property linking let reusable motion rules drive animation across many layers.
After Effects organizes work around compositions that hold layer stacks, effect stacks, and keyframed properties, so animation and compositing decisions stay in one timeline. Shape layers, masks, and parenting controls help teams build repeatable motion for graphics like callouts, lower-thirds, and UI-style overlays. Motion tracking and rotoscoping tools support practical cleanup for background elements that do not need full 3D reconstruction.
A key tradeoff is that complex scenes can slow down when effects stack deeply or when previews rely on GPU-accelerated paths. Teams often reach for After Effects when a motion graphics workflow needs tight control over easing curves, typography animation, and layered compositing before exporting to editorial formats.
- +Layer-based compositing keeps animation and effects edits in one timeline
- +Expression-driven automation enables repeatable motion behavior across layers
- +Render queue supports production batching for consistent delivery
- +Native typography and shape tooling reduces precomposition overhead
- –Preview performance drops quickly with layered effects and heavy comps
- –File management overhead rises with large multi-comp projects
- –Advanced expression work increases maintenance burden for teams
- –3D workflow is limited compared with dedicated 3D tools
Motion graphics designers
Title sequences with timed typography motion
Faster revision cycles for titles
Video editors
Compositing cleanup and tracking-based fixes
Cleaner shots with fewer reshoots
Show 1 more scenario
Brand teams
Reusable motion graphics package creation
Consistent graphics across campaigns
Builds templates with linked properties so consistent lower-thirds and overlays render quickly.
Best for: Fits when motion teams need precise 2D animation control and effects finishing.
Cinema 4D
enterpriseCinema 4D is a 3D animation application used for motion graphics, modeling, and rendering.
MoGraph modules drive parametric motion design using editable effectors like cloners and dynamics.
Cinema 4D focuses on production-friendly 3D animation with a timeline-based workflow, tight object and material controls, and a viewport built for iterative work. Its procedural modeling stack, MoGraph tools for complex motion design, and solid character rigging support typical studio deliverables for 3D motion graphics.
The renderer and compositing handoff work well when scenes must move from layout into final image sequence outputs. Compared with 2D-first editors, Cinema 4D is strongest when the project center is 3D modeling, animation, lighting, and render pipeline coordination.
- +MoGraph effects create repeatable motion design without custom rigging
- +Cinema 4D’s node-based materials streamline consistent shading across assets
- +Character tools support practical rigging and animation for motion graphics
- +Viewport playback and render queue support efficient iteration to image sequences
- –Compositing depth lags dedicated node compositors for heavy effects work
- –Large scene performance needs careful asset organization and instancing discipline
Best for: Fits when 3D motion graphics teams need fast scene iteration and dependable render handoff.
Apple Motion
specialistApple Motion creates animated titles, transitions, effects, and 2D or 3D motion graphics.
Behaviors and replicators automate reusable animation timing across layers without scripting.
Apple Motion builds timeline-based motion graphics and title sequences in a single macOS app, with tight integration to Apple’s video and media workflows. It supports vector shape animation, keyframing, and layered composition with real-time preview for common effects.
The tool also includes text, templates, and export targets aimed at broadcast and app UI media deliverables. Round-tripping with Final Cut Pro and other Apple post tools is a practical strength for teams standardizing on that stack.
- +Real-time preview keeps timing checks fast on macOS setups.
- +Vector shape animation with parametric controls suits kinetic typography.
- +Behaviors and replicators automate repeated motion patterns.
- +Export pipeline fits Final Cut Pro and Apple media project workflows.
- –macOS-only availability limits cross-platform collaboration.
- –Some advanced compositing and effects workflows need external tools.
- –3D options are less production-focused than dedicated DCC pipelines.
- –Template-based automation can be harder to audit than script-driven systems.
Best for: Fits when macOS teams need fast title animation and motion graphics output for Apple post workflows.
Blackmagic Fusion
enterpriseFusion combines node-based compositing, motion graphics, visual effects, and 3D animation.
Fusion’s Fusion Connect project pipeline keeps effect graphs and timelines coordinated with Resolve finishing.
Blackmagic Fusion is a node-based motion graphics and compositing tool used when effects-first workflows need frame-accurate control. It supports timeline keyframing across 2D and 3D toolsets, with GPU-accelerated preview and a render pipeline designed for high-volume shot work.
Fusion’s integration with Blackmagic RAW, DaVinci Resolve projects, and image sequence delivery helps teams keep continuity across editorial and finishing. It fits pipelines that depend on reusable effect graphs and predictable comp behavior.
- +Node graphs make complex effects reproducible across shots
- +GPU preview supports fast iteration on comp and motion work
- +DaVinci Resolve project interchange reduces handoff friction
- +Built-in 2D and 3D workflows stay in one compositor
- –Interface learning curve is steep for keyframe and node routing
- –Collaboration needs tighter conventions because projects are graph-centric
- –Advanced finishing workflows can require more pipeline setup
- –Vector and typography tooling is less direct than AE workflows
Best for: Fits when effects teams need graph-driven motion graphics with Resolve handoff and deterministic comp behavior.
Rive
API-firstRive creates interactive vector animations for websites, applications, games, and digital products.
Animation state machines that drive transitions and blends at runtime from inputs and conditions.
Rive mixes vector art and animation into a reusable, interactive asset workflow instead of a timeline-only editor. Its core differentiator is the state-machine approach for driving animations, with real-time preview suited to UI and product motion.
Rive’s component-based authoring lets teams build and reuse character rigs, icons, and UI animations across multiple screens. Export targets focus on runtime playback for apps and web experiences rather than offline render pipelines for video editing.
- +State machines make animation behavior depend on events, not manual keyframe branching
- +Artboards and components support reuse of rigs and UI motion patterns
- +Real-time preview speeds iteration for vector animation and interactive timing
- +Exported runtime playback fits product UI motion needs
- –Video-centric timeline workflows feel limited compared with dedicated compositing tools
- –Complex rigs require careful layering and naming discipline to stay maintainable
- –Advanced effects workflows like heavy particle compositing are not its primary focus
- –Collaboration depends on project sharing patterns that may require extra governance
Best for: Fits when interactive UI motion must be authored once and reused across multiple app states.
LottieFiles
API-firstLottieFiles provides tools for creating, editing, managing, and deploying lightweight Lottie animations.
The Lottie-centered authoring and publishing workflow around reusable animated JSON assets for UI playback.
LottieFiles centers on vector motion authoring and distribution built around the Lottie interchange format.
Library-first reuse and editor controls for layers and timing support faster iteration for product animation.
Output targets renderer-based playback on web and mobile, which favors 2D animation workflows over compositor-style effects.
- +Asset library accelerates production of repeatable UI motion elements
- +Layer and timing controls support iterative tweaks without rebuilding from scratch
- +Lottie export targets consistent playback via renderer runtimes
- +Vector-first workflow keeps animations lightweight for UI contexts
- –Limited coverage for effects-heavy compositor workflows versus timeline tools
- –Advanced rigs and simulation workflows require workarounds outside Lottie primitives
Best for: Fits when teams need reusable 2D vector animation assets with consistent runtime playback across product surfaces.
Moho
specialistMoho is a 2D animation application with vector drawing, rigging, lip synchronization, and compositing.
Bone-driven character rigs inside Moho with per-bone motion curves for consistent, repeatable character animation.
Moho focuses on 2D vector-based character rigging and timeline animation in a single workspace. It provides bone-based character rigs, shape layers, and reusable assets designed for consistent motion across shots.
Exports support common raster and alpha workflows for use in compositing and video pipelines. The editor workflow centers on rig control layers, curve easing, and efficient scene updates for frame-by-frame and cut-based projects.
- +Bone rigging workflow for character motion with tight keyframing control
- +Shape layers and vector assets reduce redraw and improve asset consistency
- +Layer and timeline controls support shot-based iteration without scene rebuilds
- +Exported alpha workflows fit common compositing pipelines
- –Advanced effects and compositing depth are limited versus node-based editors
- –Complex scene management can slow down when layering many assets
- –External rendering and pipeline integration require extra format discipline
- –Curve and easing behavior takes practice to match motion timing goals
Best for: Fits when teams need fast 2D character animation and vector asset reuse for shot-based deliverables.
Tumult Hype
specialistTumult Hype creates animated and interactive HTML5 content for websites and digital presentations.
Responsive animation constraints that automatically reflow motion elements for multiple screen sizes.
Tumult Hype targets teams that need fast, design-first motion graphics without a full VFX compositing stack. It builds animation from interactive parameters like styles, easing, and timeline-like sequencing, then publishes to standard web-friendly outputs.
The workflow centers on responsive layout behaviors and reusable object styles so motion stays consistent across variants. Hype also supports scripting hooks for automation, which helps connect motion updates to external UI logic.
- +Responsive motion layout helps maintain geometry across screen sizes
- +Reusable styles keep typography and transforms consistent across scenes
- +Export pipeline targets web delivery with predictable asset packaging
- +Scripting hooks support automation for repeatable interactive behavior
- –Advanced 3D and rigging workflows are limited versus dedicated DCC tools
- –Complex multi-pass compositing and node-based work require other tools
Best for: Fits when design teams need web-ready motion and responsive layout behavior without heavy compositing.
Conclusion
After evaluating 10 arts creative expression, Toon Boom Harmony 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 graphic motion software
Graphic motion software covers the tools used to build 2D and 3D motion graphics, animate characters and shapes, and finish effects in timeline or node-based workflows. This guide covers Toon Boom Harmony, After Effects, Blender, Cinema 4D, Apple Motion, Blackmagic Fusion, Rive, LottieFiles, Moho, and Tumult Hype for video animation, effects, and modeling.
The lineup is split between timeline-first editors and graph-first compositor models, with Toon Boom Harmony and After Effects anchoring animation plus effects finishing in one place. Blender and Cinema 4D target 3D motion and scene iteration, while Blackmagic Fusion and Blender add node-based compositing integration and repeatable pass handling. Other entries focus on specialized workflows like rig-driven character animation in Moho and state-machine animation reuse in Rive.
Graphic motion software for timeline animation, node compositing, and 3D scene rendering
Graphic motion software produces animated graphics through keyframing, rig-driven character or UI motion, and effects finishing that can include masking, compositing, and render output. Timeline-based editors such as After Effects and Toon Boom Harmony keep layer animation and effects work in the same sequence.
Node-based options like Blackmagic Fusion and Blender treat effects and compositing as reusable graphs, which helps standardize shot results across multiple renders. Tools can also shift automation from manual keyframes to repeatable rules, including expression-driven behavior in After Effects and Python-controlled batch workflows in Blender. The common goal across these tools is consistent motion behavior across layers, assets, and shots while maintaining practical throughput for video animation deliverables.
Graphic motion evaluation criteria for animation, effects, and reusable pipelines
The standout capability in graphic motion software is how animation intent survives the handoff between modeling, keyframing, and finishing. Toon Boom Harmony is strongest when character rigs stay animation-ready from layout through shot refinement, which matters for teams that iterate on the same character over many passes.
Automation controls define throughput when projects contain repeated shots, parameterized motion, or batch renders. After Effects expressions and property linking let motion rules drive animation across many layers, while Blender’s Python API turns repeatable scene edits and renders into batch jobs.
Rig persistence for shot refinement
Toon Boom Harmony keeps rigging controls editable through shot animation, which supports ongoing refinement without rebuilding the character. Moho also focuses on bone-driven character motion with per-bone motion curves, which helps keep repeatable character animation stable across shot deliverables.
Automation surface for repeatable motion
After Effects expressions and property linking enable reusable motion rules across layers, which reduces manual keyframe repetition in effects finishing timelines. Blender’s Python-controlled render and scene editing supports batch scene edits and scripted renders for pipelines that need repeatable outputs.
Graph-based compositing that standardizes results
Blackmagic Fusion uses node graphs and Fusion Connect to coordinate effect graphs and timelines with Resolve finishing for deterministic comp behavior. Blender’s node-based compositing supports pass-driven integration, which helps when multiple passes must stay consistent across renders.
Parametric scene motion for fast 3D iteration
Cinema 4D MoGraph modules generate parametric motion design using editable effectors like cloners and dynamics, which supports rapid iteration without custom rigging. Apple Motion supports replicators and behaviors that automate reusable animation timing across layers without scripting, which fits title-focused workflows.
Runtime-driven animation reuse
Rive’s animation state machines drive transitions and blends at runtime from inputs and conditions, which suits interactive UI motion that must behave consistently across app states. LottieFiles centers reusable animated JSON assets for runtime playback, which helps teams distribute the same vector animation timing across product surfaces.
Choose based on workflow model: timeline-first, graph-first, or runtime asset authoring
The first fork should match how the team builds shots and how decisions about motion get represented. After Effects and Toon Boom Harmony keep animation and effects in one layered sequence, while Fusion and Blender treat comp as a reusable node graph that can standardize pass handling across shots.
The second fork should match automation expectations. Blender and After Effects offer scripting or expression-driven motion rules, while Apple Motion and Cinema 4D provide parametric behaviors and modules that avoid custom code for repeatable motion design.
Pick timeline-first editors when the shot timeline is the source of truth
Choose Toon Boom Harmony when shot refinement requires rig controls to stay editable through the same timeline work that drives animation and per-shot adjustments. Choose After Effects when expression-driven property linking and layer-based compositing finishing must stay tightly coupled inside one timeline.
Pick graph-first compositing when deterministic node graphs matter more than layer stacks
Choose Blackmagic Fusion when Resolve handoff requires Fusion Connect to coordinate effect graphs and timelines while keeping comp behavior deterministic across shots. Choose Blender when pass-driven node compositing must integrate with scene rendering in a single application for scripted repeatability.
Choose a DCC motion tool when parametric 3D motion iteration drives most output
Choose Cinema 4D when MoGraph modules like cloners and dynamics are the core mechanism for parametric motion design. Choose Blender when scripted render control and node-based compositing must share one timeline and automation path.
Choose macOS title automation when timing reuse matters more than effects depth
Choose Apple Motion when replicators and behaviors must automate reusable animation timing for kinetic typography with fast real-time preview on macOS. If effects-heavy compositing depth is required, plan external compositing steps since advanced compositing and effects workflows need tools beyond Apple Motion.
Choose runtime asset authoring when motion must respond to inputs after export
Choose Rive when animation behavior needs to change via event-driven state machine transitions instead of manual keyframe branching. Choose LottieFiles when teams must publish reusable animated JSON assets for consistent runtime playback across multiple product surfaces.
Choose responsive web motion when layout adaptation is part of the motion specification
Choose Tumult Hype when responsive motion layout must reflow elements across screen sizes while typography and transforms stay consistent through reusable styles. If the workflow requires advanced 3D or rig-heavy character work, the tool’s 3D and rigging coverage is limited compared with dedicated DCC apps.
Who benefits from each motion model and tool focus
The right selection depends on how teams represent motion decisions. Rig-driven animation and shot refinement favor tools like Toon Boom Harmony and Moho, while deterministic comp graphs favor Blackmagic Fusion and Blender.
Runtime motion authoring favors Rive and LottieFiles when animated graphics must behave based on inputs after export, and responsive layout motion favors Tumult Hype for screen-size dependent behavior.
Animation teams producing character-heavy 2D work with iterative shot changes
Toon Boom Harmony fits when editable character rigs must remain animation-ready from layout through shot refinement. Moho fits when bone-driven character rigs and per-bone motion curves support repeatable character animation for shot-based deliverables.
Motion effects teams that automate repeatable behavior across many layers
After Effects fits teams that rely on expressions and property linking to reuse motion rules across layers for effects finishing. Blender fits teams that need Python-controlled batch scene edits and scripted renders to keep repeated shot work consistent.
Effects teams standardizing shot results through node graph reproducibility
Blackmagic Fusion fits when Resolve finishing handoff must stay graph-driven with Fusion Connect and deterministic comp behavior. Blender fits when node-based compositing must handle passes while integrating with scene rendering for repeatable outputs.
Product teams shipping interactive UI animation across app states
Rive fits when animation transitions must respond to events and conditions through animation state machines. LottieFiles fits when teams publish the same reusable animated JSON assets for consistent runtime playback across product surfaces.
Design teams publishing responsive motion for web layouts
Tumult Hype fits when responsive motion layout and reusable styles must maintain geometry and typography across screen sizes. Apple Motion fits when macOS title workflows prioritize fast timing checks with real-time preview and parametric vector shape animation.
Common selection mistakes in graphic motion software projects
Teams often pick tools by output examples instead of matching the representation of motion decisions. Misalignment shows up as manual rebuilds of rigs, fragile comp graphs, or animations that break when batching and reuse are introduced.
Other failures come from expecting a timeline-first editor to behave like a dedicated node compositor or expecting a runtime animation tool to cover complex effects finishing.
Choosing a timeline-first editor but ignoring how preview and file management scale in layered comps
After Effects preview performance drops quickly with layered effects and heavy comps, so large multi-comp projects can increase overhead. Toon Boom Harmony keeps rig edits editable across shot animation, but pipeline automation needs discipline around project structure.
Treating a graph-first compositor as a generic editor without enforcing conventions
Blackmagic Fusion projects are graph-centric, so collaboration needs tighter conventions because the interface learning curve for keyframe and node routing is steep. Blender node compositing can require careful node and pass setup, so inconsistent pass wiring can break repeatability.
Using runtime-first tools for video effects finishing workflows
Rive’s video-centric timeline workflows feel limited compared with dedicated compositing tools, so heavy effects finishing work needs other tools. LottieFiles has limited coverage for effects-heavy compositor workflows versus timeline tools, so complex comp work will require alternative finishing paths.
Overestimating cross-platform collaboration for macOS-centric motion output
Apple Motion is macOS-only, which limits cross-platform collaboration when teams are split across Windows and Linux workstations. Tumult Hype focuses on responsive motion layout, so advanced 3D and rigging workflows require dedicated DCC tools.
How We Selected and Ranked These Tools
We evaluated Toon Boom Harmony, After Effects, Blender, Cinema 4D, Apple Motion, Blackmagic Fusion, Rive, LottieFiles, Moho, and Tumult Hype using features as the largest weight at 40%. Ease of use and value each received 30% because motion teams depend on how quickly a project can be iterated and delivered with repeatable outcomes.
Toon Boom Harmony separated itself by keeping rigging controls editable throughout shot animation while supporting a layered vector workflow that supports clean line and redraw iteration. The ranking also favored tools that clearly expose repeatable automation and reuse mechanisms, including After Effects expressions, Blender’s Python API batch workflows, and Blackmagic Fusion’s graph-first reproducibility with Fusion Connect.
Frequently Asked Questions About graphic motion software
How do After Effects and Fusion differ for layer-based motion graphics and effects work?
Which tool handles rig-driven 2D character animation with consistent control from layout through shot refinement?
When should Blender be chosen over Cinema 4D for motion graphics that need both compositing and rendering in one timeline?
What breaks if a pipeline relies on API automation instead of manual scene edits?
How does Rive’s state-machine approach change the way kinetic typography and transitions are authored?
Where does LottieFiles fall short compared with After Effects for high-end visual effects and alpha-heavy finishing?
How does Fusion Connect affect handoff between Fusion compositions and Resolve finishing?
When are Apple Motion and Final Cut Pro round-trips a practical advantage for title animation workflows?
How do Tumult Hype and Rive differ for responsive motion that adapts across screen sizes and states?
Which tool provides bone-driven 2D character rigs with per-bone motion curves for consistent reuse across shots?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
- Arts Creative ExpressionTop 10 Best Graphic Animation Software of 2026
- Art DesignTop 10 Best 3D Motion Graphics Software of 2026
- Arts Creative ExpressionTop 10 Best Animation Stop Motion Software of 2026
- Arts Creative ExpressionTop 10 Best 3D Motion Graphics Services of 2026
- Arts Creative ExpressionTop 10 Best Animation Video Services of 2026
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