They bricked it for the moment, according to Paul.

On 14 February 2014 17:18, Emilio Hernandez <emi...@e-roja.com> wrote:

> What happened with the hair from Fabric Engine?  I think I saw a video
> with its implementation in Softimage.
>
>
>
>
>
>
> 2014-02-14 8:46 GMT-06:00 Matt Morris <matt...@gmail.com>:
>
> Kristinka and Melena both have guides / filler compounds and allows a
>> guide caching workflow, while filler compounds would be re-applied after
>> the sim. Procedurals would be lovely though. I'm looking at this right now,
>> would be great to hear some more opinions on which system would be better
>> if simulation has to be a regular part of the workflow.
>>
>> I'd love to see the best of both in a built in system, adapting the hair
>> sculpting tools to strands, with occlusion and mirroring added to the
>> painting tools, and sculpting using polygon shapes.
>>
>>
>>
>>
>> On 14 February 2014 10:16, Felix Geremus <felixgere...@googlemail.com>wrote:
>>
>>> My problem with ICE based solutions is more on the caching & rendering
>>> side. You have to cache each and every strandpoint. With a million hairs
>>> and a few substeps for motionblur, cache files are gigantic. A good hair
>>> system should cache only cache the guides, the actual hair (and maybe even
>>> styles like small frizz etc) should be generated at rendertime with a
>>> procedural. As far as I know this is how Yeti and even Shave&Haircut in
>>> Maya works.
>>>
>>>
>>> 2014-02-14 6:52 GMT+01:00 Mathias N <mdawn...@gmail.com>:
>>>
>>> *) First off, it should be able to stand on it's own without ICE.
>>>> *) It should be ICE compliant
>>>> *)I toyed with the notion of a node graph like yeti's but from what i
>>>> could see of it so far, it is very linear, nowhere near as fun as ICE, so a
>>>> cool idea, for visualisation but i'd have to see a little more matured
>>>> version to be sold.
>>>>
>>>> I personally don't see much of a problem with integrating the system
>>>> with ICE, and with regards to simulation it would be very difficult to
>>>> separate while maintaining the same level of adaptability that ICE
>>>> provides. The Strand Dynamics Framework that ships with ICE is slow by
>>>> design, its limiting factor being the setup rather than ICE itself. A
>>>> proper simulation system within ICE would likely have to consist of a
>>>> single closed node that would not allow any customization beyond its
>>>> inputs, but it would still be favorable to trying to completely separate 
>>>> it.
>>>>
>>>> Take the Strand Collision Framework mentioned at the beginning of this
>>>> thread for instance. It was built on-top of the stock strand dynamics
>>>> framework, and separates the various phases of simulation into actual nodes
>>>> in ICE. It's decent, but attempting to keep everything separated and open
>>>> to modification proved to be a major flaw preventing it from ever really
>>>> working properly.
>>>>
>>>> *) It Should have its own unit, like a strand, guide or null, that
>>>> exists for this purpose.
>>>>
>>>> A given.
>>>>
>>>> *) UI integration. where would it live ? i'd love to see the sparsely
>>>> inhabited paint tools panel, be sectioned into 3 tabs, similar to the right
>>>> side, MCP/KP-L/PPG.
>>>> Tab 1: the original xsi paint tools, weight painting etc...
>>>> Tab 2:... maybe some sculpting tool implementations :P ? (for another
>>>> time !).
>>>> Tab 3: The new hair system panel, including as preliminary features:
>>>>
>>>> Being able to groom hair without being limited by mesh resolution is
>>>> pretty much a must. Weight maps are nice for animated effects, but their
>>>> reliance on mesh resolution is a pain. I see them as only remaining for
>>>> painting attributes that need to be animated.
>>>>
>>>> Also, sculpting tools? for hair?
>>>>
>>>> 2) A layer system like the "scene" one in the KP/L so you can have
>>>> separate hair systems on different hide-able reference-able layers, with
>>>> the addition of a slider enabling you to increase or decrees the number of
>>>> hairs shown in the viewport per layer. (this would allow you to rapidly
>>>> test incremental density simulations, on the fly without having to dive
>>>> into an ice tree or bring up a ppg ).
>>>>
>>>> So multiple layers of hair in the same point cloud? That's an
>>>> interesting thought, and certainly doable.
>>>>
>>>> 3) I'm a big fan of the M tool in SI, i love the 3 small grey icons
>>>> that appear at the bottom of the view port, (manipulate, magnet and weld) i
>>>> just wish it was customisable with even more tools !
>>>> In this spirit i would like to have a small library of icons on the
>>>> hair system panel, icons for guide painting, and manipulation: paint/erase
>>>> grow/cut, brush/frizz,orient ...etc. i would like it to be possible to
>>>> click and drag these icons into a small tray on the viewport like the M
>>>> tool small grey icons. so you can have your own customizable loadout.
>>>>
>>>> As I am still looking at ICE integration as the holy grail here,
>>>> meaning strand guides and various attributes would be generated by the
>>>> plugin and output to ICE, where they could be utilized by any number of
>>>> nodes. I suppose the only solution that would satisfy this requirement is
>>>> to build another interface that ... interfaces with an ICE tree to make the
>>>> necessary connections. This would allow for an "artist friendly" solution
>>>> while maintaining the adaptability of ICE.
>>>>
>>>> 4) Convert To: a series of utilities that allow you to convert
>>>> elements, primitives or meshes, into hair guides; so you can choose to draw
>>>> a curve and then click "convert to"  guides or strands, upon which you get
>>>> prompted to choose an existing layer to add to, or to create a layer for
>>>> this new hair element. if you choose a mesh like a rectangle, it would give
>>>> you the options on how you would like the hairs to populate the inside of
>>>> the mesh, by length? what density? etc...
>>>>
>>>> The idea of a hairMesh is a popular one, and relatively simple by
>>>> design. Integrating it with a complete hair solution is slight more tricky.
>>>> I suppose standard guide generation on the whole mesh followed by selecting
>>>> a face to serve as the base layer for a hair mesh to be extruded outwards,
>>>> with the guides within that face being replaced by guides generated by the
>>>> mesh.
>>>>
>>>> Simulation of a hairMesh would also be tricky business, but combining
>>>> an off-the-shelf solution (say, syflex) with per-strand simulation might
>>>> make for some interesting results.
>>>>
>>>>
>>>> *takes notes*
>>>>
>>>>
>>>> On Fri, Feb 14, 2014 at 3:48 AM, Sebastien Sterling <
>>>> sebastien.sterl...@gmail.com> wrote:
>>>>
>>>>> I don't feel qualified to dictate the software needs of everything and
>>>>> everyone in the industry, i might expand a bit on what i'd like to see 
>>>>> from
>>>>> such a system.
>>>>>
>>>>> For a hair system ?
>>>>>
>>>>> *) First off, it should be able to stand on it's own without ICE.
>>>>>
>>>>> *) it should probably work on its own engine (like yeti, i assume).
>>>>>
>>>>> *) If it has its own engine, it should be open so as to offer TD's and
>>>>> Dev's the freedom and space they need to solve problems and expand tools 
>>>>> or
>>>>> implement new tools. (this point is more a given, TD's and Dev's should
>>>>> always be facilitated in this regard).
>>>>>
>>>>> *) It Should have its own unit, like a strand, guide or null, that
>>>>> exists for this purpose.
>>>>>
>>>>> *)It should be tablet compatible, as in stylus, pen pressure, all that
>>>>> jazz.
>>>>>
>>>>> *) It should be ICE compliant ; stand on it's own yes, but that should
>>>>> not subject isolated from ICE, it's too good a tool to be ignored. 
>>>>> Ideally,
>>>>> a relationship where ICE is less of a crutch and more of a third arm. e.g
>>>>> The proprietary Guides/strands/units can be brought into ICE as data, so 
>>>>> if
>>>>> you where making a wood nymph, and you wanted to make flowers bloom from
>>>>> the tips of her hair: all this managed through ICE. Listening to Paul
>>>>> Smith, in his demo of FUZZ, he says that strand collisions are very slow.
>>>>> So regarding hair, ICE would be more an aesthetics effects base tool then 
>>>>> a
>>>>> physics engine, the actual simulation being taken care of by the hair
>>>>> systems dedicated engine. so yes as much compliance between the two 
>>>>> systems
>>>>> as possible.
>>>>>
>>>>> *) UI integration. where would it live ? i'd love to see the sparsely
>>>>> inhabited paint tools panel, be sectioned into 3 tabs, similar to the 
>>>>> right
>>>>> side, MCP/KP-L/PPG.
>>>>>
>>>>> Tab 1: the original xsi paint tools, weight painting etc...
>>>>>
>>>>> Tab 2:... maybe some sculpting tool implementations :P ? (for another
>>>>> time !).
>>>>>
>>>>> Tab 3: The new hair system panel, including as preliminary features:
>>>>>
>>>>>
>>>>> 1) A stylus pressure segment with curve profile.
>>>>>
>>>>> 2) A layer system like the "scene" one in the KP/L so you can have
>>>>> separate hair systems on different hide-able reference-able layers, with
>>>>> the addition of a slider enabling you to increase or decrees the number of
>>>>> hairs shown in the viewport per layer. (this would allow you to rapidly
>>>>> test incremental density simulations, on the fly without having to dive
>>>>> into an ice tree or bring up a ppg ).
>>>>>
>>>>> 3) I'm a big fan of the M tool in SI, i love the 3 small grey icons
>>>>> that appear at the bottom of the view port, (manipulate, magnet and weld) 
>>>>> i
>>>>> just wish it was customisable with even more tools !
>>>>>
>>>>> In this spirit i would like to have a small library of icons on the
>>>>> hair system panel, icons for guide painting, and manipulation: paint/erase
>>>>> grow/cut, brush/frizz,orient ...etc. i would like it to be possible to
>>>>> click and drag these icons into a small tray on the viewport like the M
>>>>> tool small grey icons. so you can have your own customizable loadout.
>>>>>
>>>>> 4) Convert To: a series of utilities that allow you to convert
>>>>> elements, primitives or meshes, into hair guides; so you can choose to 
>>>>> draw
>>>>> a curve and then click "convert to"  guides or strands, upon which you get
>>>>> prompted to choose an existing layer to add to, or to create a layer for
>>>>> this new hair element. if you choose a mesh like a rectangle, it would 
>>>>> give
>>>>> you the options on how you would like the hairs to populate the inside of
>>>>> the mesh, by length? what density? etc...
>>>>>
>>>>> note: if you convert to a guide, them the elements will become guides,
>>>>> if you choose convert to strand then the elements will become hair in 
>>>>> witch
>>>>> ever layer you put them, influenced by the closest guide on that layer.
>>>>>
>>>>>
>>>>> And that's it, these are some of the things i would like to see in a
>>>>> "heavier" hair system.
>>>>>
>>>>>
>>>>> I toyed with the notion of a node graph like yeti's but from what i
>>>>> could see of it so far, it is very linear, nowhere near as fun as ICE, so 
>>>>> a
>>>>> cool idea, for visualisation but i'd have to see a little more matured
>>>>> version to be sold.
>>>>>
>>>>> i doubt anyone will ever implement any of this, this is just a lot of
>>>>> pipe dreaming, but that is my answer.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On 14 February 2014 00:51, Mathias N <mdawn...@gmail.com> wrote:
>>>>>
>>>>>> Sticking with the idea of a complete solution within Softimage, what
>>>>>> would your definition of heavier be?
>>>>>>
>>>>>>
>>>>>> On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling <
>>>>>> sebastien.sterl...@gmail.com> wrote:
>>>>>>
>>>>>>> I saw that the first day it was up Eddie
>>>>>>>
>>>>>>> And as jawdroppingly cool as it is, i have a feeling we are going to
>>>>>>> need something a little heavier to go forward.
>>>>>>>
>>>>>>>
>>>>>>> On 14 February 2014 00:01, Ed Manning <etmth...@gmail.com> wrote:
>>>>>>>
>>>>>>>> https://vimeo.com/80382153
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling <
>>>>>>>> sebastien.sterl...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> A new hair system is kinda over due. :(
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 12 February 2014 16:54, Luc Girard <l...@shedmtl.com> wrote:
>>>>>>>>>
>>>>>>>>>> Hi Tim,
>>>>>>>>>>
>>>>>>>>>> Thanks for the way you mentioned our projects :) .
>>>>>>>>>>
>>>>>>>>>> I would like to chime in and say that we, at Shed, are also
>>>>>>>>>> looking at hair solutions actively. Our solution based on Kristinka 
>>>>>>>>>> does
>>>>>>>>>> the job but it is very far from being an out of the box solution and 
>>>>>>>>>> it
>>>>>>>>>> requires a lot of RnD to maintain as it not supported by AD. If a 
>>>>>>>>>> problem
>>>>>>>>>> pops up, with substeps motion blur per example, we are left to our 
>>>>>>>>>> own
>>>>>>>>>> devices. We usually prevail but we end up spending nearly 50% of the 
>>>>>>>>>> time
>>>>>>>>>> on technical details vs real look dev.  I thought you should know :).
>>>>>>>>>>
>>>>>>>>>> >From what I've seen around, Yeti seems to be a good contender
>>>>>>>>>> but I've yet to do a full production setup with it.
>>>>>>>>>>
>>>>>>>>>> Good luck in your search !
>>>>>>>>>>
>>>>>>>>>> Luc Girard // SHED
>>>>>>>>>> VFX artist
>>>>>>>>>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>>>>>>>>>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> -----Original Message-----
>>>>>>>>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>>>>>>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Tim
>>>>>>>>>> Leydecker
>>>>>>>>>> Sent: 8 février 2014 07:26
>>>>>>>>>> To: softimage@listproc.autodesk.com
>>>>>>>>>> Subject: Re: Softimage Hair options?
>>>>>>>>>>
>>>>>>>>>> Thanks for this in-depth answer!
>>>>>>>>>>
>>>>>>>>>> Personally, I´m starting to lean towards going for the trial of
>>>>>>>>>> Yeti, one reason being that I think I remember Colin Doncaster´s 
>>>>>>>>>> name from
>>>>>>>>>> another maya maling list and another because of the really nice 
>>>>>>>>>> sample
>>>>>>>>>> image of a bear posted by Yolandi Meiring in a similar thread here:
>>>>>>>>>>
>>>>>>>>>> (Thread)
>>>>>>>>>> https://groups.google.com/forum/#!topic/xsi_list/2erKqUcghpI
>>>>>>>>>>
>>>>>>>>>> (Image)
>>>>>>>>>> https://groups.google.com/group/xsi_list/attach/994086131ca9460/bear_still.jpg?part=4&view=1
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> Another really nice one is a proof of concept of bringing
>>>>>>>>>> (3dsMax) hair-farm into Softimage from Lee-Perry Smith, with props 
>>>>>>>>>> to Dani
>>>>>>>>>> Garcia and Steven Caron.
>>>>>>>>>> That human hairdo and it´s renderings look incredibly awesome.
>>>>>>>>>>
>>>>>>>>>> http://ir-ltd.net/hair-farm-hair-into-softimage/
>>>>>>>>>>
>>>>>>>>>> For a Melena/Kristinka workflow using Anto Matkovic´s tools in
>>>>>>>>>> those beautiful shed projects there´s a nice clip posted by/on 
>>>>>>>>>> Lester Banks
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> http://lesterbanks.com/2013/05/workflow-tips-for-creating-and-grooming-hair-in-softimage/
>>>>>>>>>>
>>>>>>>>>> --
>>>>>>>>>>
>>>>>>>>>> I have only limited amounts of time I can spend on this and need
>>>>>>>>>> to find something that has potential to be useable for testing 
>>>>>>>>>> Redshift´s
>>>>>>>>>> hair shading approach when applicable but ideally integrates 
>>>>>>>>>> seamlessly
>>>>>>>>>> into either Maya/Max/Softimage.
>>>>>>>>>>
>>>>>>>>>> The combination of Maya+Redshift is allready working very well
>>>>>>>>>> and it seems it´ll be easier to successfully migrate from simple 
>>>>>>>>>> hair/fur
>>>>>>>>>> testing to something actually looking good (using yeti). Also, yeti 
>>>>>>>>>> has a
>>>>>>>>>> variety of licensing options I might find atractive at a later date 
>>>>>>>>>> if
>>>>>>>>>> tempted to actually finish something beyond spare-time doodling.
>>>>>>>>>>
>>>>>>>>>> I´d prefer Softimage but if that stuff works better in Maya,
>>>>>>>>>> it´ll be Maya.
>>>>>>>>>>
>>>>>>>>>> I suck with Max, even the fastest and most intuitive plugin can´t
>>>>>>>>>> compensate that sad fact.
>>>>>>>>>>
>>>>>>>>>> Cheers,
>>>>>>>>>>
>>>>>>>>>> tim
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On 08.02.2014 12:57, Stefan Kubicek wrote:
>>>>>>>>>> > Hi Tim,
>>>>>>>>>> >
>>>>>>>>>> > I've just been dealing with hair an a hamster and used the
>>>>>>>>>> built-in hair&fur of Softimage /2014SP2).
>>>>>>>>>> >
>>>>>>>>>> > A few tips about working with built-in hair:
>>>>>>>>>> >
>>>>>>>>>> > Avoid too dense meshes. It creates a guide hair for every
>>>>>>>>>> vertex,
>>>>>>>>>> > hence dense meshes make you fiddle with lots and lots of guide
>>>>>>>>>> hair strands manually, which can be counter-productive and 
>>>>>>>>>> -intuitive.
>>>>>>>>>> >
>>>>>>>>>> > If you want to edit hair parameters on a per vertex basis (via
>>>>>>>>>> vertex
>>>>>>>>>> > colors), you need to plan ahead where exactly you want your
>>>>>>>>>> hair to be and where you want certain features (transparency, 
>>>>>>>>>> density, kink
>>>>>>>>>> & frizz) to change and over which distance/area. This is especially
>>>>>>>>>> important for areas like hand and feet, as well as nose & eye lids.
>>>>>>>>>> > So, before you move the mesh into skinning/rigging, you better
>>>>>>>>>> make sure your topology works not only for animation but also for 
>>>>>>>>>> the hair
>>>>>>>>>> setup you have in mind.
>>>>>>>>>> >
>>>>>>>>>> > Don't rely on the built-in style transfer functionality. It does
>>>>>>>>>> > mostly work but has a tendency to "blur" the transferred hair
>>>>>>>>>> style, even if your source and target emitter topology are the same. 
>>>>>>>>>> You
>>>>>>>>>> need to move in again and reintroduce details in the fur that got 
>>>>>>>>>> lost.
>>>>>>>>>> >
>>>>>>>>>> > If you want to simulate hair with collision don't use a subd
>>>>>>>>>> mesh as
>>>>>>>>>> > the emitter. The docs say that having hair emitted from a subd
>>>>>>>>>> mesh
>>>>>>>>>> > cannot collide with its own emitter, so you have to duplicate
>>>>>>>>>> the
>>>>>>>>>> > source mesh and subdivide it for real (that is, create more
>>>>>>>>>> actual
>>>>>>>>>> > polygons) and use that as the collision object. That would
>>>>>>>>>> still be
>>>>>>>>>> > acceptable, if it worked, which it does not. What I found after
>>>>>>>>>> > tedious testing was that any collision testing fails when your
>>>>>>>>>> emitter is a subd mesh, independent of what you have it collide with
>>>>>>>>>> (itself or another mesh), which kinda sucks and is the biggest 
>>>>>>>>>> problem I
>>>>>>>>>> ran into for which I could not find a solution. Thankfully my fur was
>>>>>>>>>> rather short and the character had a lot of secondary motion, so it 
>>>>>>>>>> looks
>>>>>>>>>> alife enough (besides some problems when bending arms, which are 
>>>>>>>>>> hardly
>>>>>>>>>> noticeable in the animation in my case). From what I can tell it 
>>>>>>>>>> looks like
>>>>>>>>>> collision is always computed against a simplified collision sphere
>>>>>>>>>> representation of the collision object, no matter what you set for
>>>>>>>>>> collision  accuracy and shape, deforming shape, etc. It just doesn't 
>>>>>>>>>> work,
>>>>>>>>>> at least not for me.
>>>>>>>>>> >
>>>>>>>>>> > Sometimes, when saving and reloading a scene some hair strands
>>>>>>>>>> (like 1
>>>>>>>>>> > out of 1000) would suddenly stick in some random direction. I
>>>>>>>>>> had the impression that it helps to always collapse the modeling 
>>>>>>>>>> stack
>>>>>>>>>> before saving, at least it never occurred again in final stages of
>>>>>>>>>> production when the fur description was final and not changed 
>>>>>>>>>> anymore.
>>>>>>>>>> >
>>>>>>>>>> > Next time I will surely look at Kristinka or Melena. AS for
>>>>>>>>>> > simulation...I believe there was a Strand Simulation framework
>>>>>>>>>> with self collision introduced on softimage.tv some weeks ago
>>>>>>>>>> that looked promising, I haven't heard of ne1 using it for hair so 
>>>>>>>>>> far,
>>>>>>>>>> mayb someone else can comment on that? Would love to hear some ideas 
>>>>>>>>>> on
>>>>>>>>>> this as well.
>>>>>>>>>> >
>>>>>>>>>> > Good luck,
>>>>>>>>>> >
>>>>>>>>>> >      Stefan
>>>>>>>>>> >
>>>>>>>>>> >
>>>>>>>>>> >
>>>>>>>>>> >   > Hi guys,
>>>>>>>>>> >>
>>>>>>>>>> >> what would be a convenient way to create,style and control
>>>>>>>>>> hair in
>>>>>>>>>> >> Softimage, with lengths up to 10-12 inches and ideally both a
>>>>>>>>>> good
>>>>>>>>>> >> collision model and dedicated styling tools?
>>>>>>>>>> >>
>>>>>>>>>> >> Which Softimage version would you suggest, e.g. 2014sp2?
>>>>>>>>>> >>
>>>>>>>>>> >> I´m a novice with hair and fur but would like to set up a
>>>>>>>>>> manageable
>>>>>>>>>> >> sample/test that ideally works with Arnold and Redshift.
>>>>>>>>>> >>
>>>>>>>>>> >> Is it possible to work generic or transfer results from, say
>>>>>>>>>> Yeti
>>>>>>>>>> >> into Softimage?
>>>>>>>>>> >>
>>>>>>>>>> >> Would you recommend actually leaning towards Maya for such a
>>>>>>>>>> task,
>>>>>>>>>> >> either going directly to Yeti or similar?
>>>>>>>>>> >>
>>>>>>>>>> >> I know those are fuzzy questions, I guess I´m actually looking
>>>>>>>>>> for a
>>>>>>>>>> >> biased answer regarding any of the various hair plugin options
>>>>>>>>>> for
>>>>>>>>>> >> any of the major three apps, e.g. max/maya/softimage.
>>>>>>>>>> >>
>>>>>>>>>> >> Sofar, I´ve found the following options:
>>>>>>>>>> >>
>>>>>>>>>> >> hairfarm, yeti, ornatrix, shave&haircut, maya hair, maya xgen
>>>>>>>>>> "hair"
>>>>>>>>>> >> in 2014ext and the cinema4d hair options (shadowmapped).
>>>>>>>>>> >>
>>>>>>>>>> >> Admittedly, that´s a lot of options and I find it difficult to
>>>>>>>>>> bet my
>>>>>>>>>> >> time-investment onto any of them since I simply know bling
>>>>>>>>>> about pro´s or con´s.
>>>>>>>>>> >>
>>>>>>>>>> >> Cheers,
>>>>>>>>>> >>
>>>>>>>>>> >>
>>>>>>>>>> >> tim
>>>>>>>>>> >
>>>>>>>>>> >
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>>
>> --
>> www.matinai.com
>>
>
>

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