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Hey, guys, welcome back to the next part of our series that we're going to continue with the readability
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of the hand.
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So let's get to it.
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I'm going to do this exact same trick that I did before.
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I just got this guy right here, control deep.
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I'm going to call this hand.
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I am going to delete the last or second to last edge that we have here and then delete everything else
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because we're going to be using this guy right here to continue into the hand.
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So I'm just going to grab this guy.
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And the first thing I'm going to do is I'm just going to project this 12 sites that we have here into
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the hand.
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Very important, because we already know that 12 is our magic number, right?
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We're really not the 12 is the is the amount of of elements that we're going to have floating from the
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from the hand into the into the arm.
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So we don't want to make this a bigger where we're going to be doing all the changes is going to be
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on the hand.
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And the big challenge that we're going to have, and it's a big challenge, is we're going to need to
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combine this guy and this guy.
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You're going to combine them right now.
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There you go, still in disguise.
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And we need to find a way to simplify all of this edges, which, by the way, will have thirty four
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edges and convert this 30 forward edges into 12, and it is going to be a little bit tricky.
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So make sure to pay a lot of attention because otherwise you're going to get a little bit lost.
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It's not that difficult.
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Here we go.
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So the first thing we want to do or the first thing I like to do is I'd like to combine the first like
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two lines coming from the hand with some lines that are easy to find here on the fingers.
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For instance, one and two.
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That's easy, right?
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And this line right here is going to be very important because as you can see, this line right here,
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especially actually let's go one into.
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There we go.
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So these lines are going to be really important because this line, everything goes all the way across
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the hand.
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So this line is going to be really important for us because we're going to be using that to cut the
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U.B. later on.
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And we're going to do the same thing here with the pinky finger.
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So it's going to be this one and this one.
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And again, the line goes all the way from the front to the back.
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So we have three faces here and we have a lot more faces here, which is fine.
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It's totally fine.
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The first thing we need to do is we need to start making the the body for the backside of the hand and
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the inside of the hand.
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The way I like to do it is as follows.
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As you can see, we already have a division here.
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So I just like to continue my division, ignoring the fact that we need to simplify the topology.
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I'm just going to continue the division because eventually this part is actually going to bend the one
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line there and that and we want to keep the volume of this like puffy sides of the of the fingers.
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Same thing here.
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We're going to have the knuckles.
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So I definitely want the knuckles to be the in case the reader wants to add a little bit more detail
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there on the skinning process.
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And there we go.
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So that's done.
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Now we're going to start simplifying.
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We're going to simplify on this area, which is in there that's not going to bend as much.
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And the way we're going to simplify is we're going to use this little like remember this u shape, things
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that we did in between the fingers, what we're going to use our traditional three to one technique.
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So I'm just going to move this thing down, as you can see there, and combine this thing down, combine
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move this thing down and combine it.
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So now we went from having one, two, three, four, five, six, seven, eight, nine to three.
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I went from nine to three.
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So that's a six six.
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I had just gone gone pretty much.
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So we're going to do the same thing here.
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Same thing here and same thing here, as you can see, we get this very nice effect now, it's going
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to be a lot easier to make sure that all of these things float properly into the end, because, as
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you can see, the amount of topology is way, way less.
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Now, we don't want all of this topology to flow into the.
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That's fine.
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We can just connected.
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And that makes sense.
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Actually, there's one I don't like as much.
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I think it's becoming a little bit too stretched.
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It's not going to be the end of the day, but we might need to fix that.
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I'm probably gonna one line here to give it the proper volume.
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And what I want to do is I want to make sure that these two guys go into this area right here.
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So I'm just going to add a division here.
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And we're going to start adding some squish right about here now, this guy right here.
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I want to keep having, like, this circular shape.
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So on this point right here, I'm going to actually create this line.
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And then this guy, see how this becomes like a circle.
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It's not a complete circle yet.
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We're going to make it a complete circle shortly by doing this, and now the thumb has a complete circle
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right there, which is good for us because, again, it's going to help the formation of the a complete
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circle here on the base of the thumb.
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And then from here, we're going to use our trusty star.
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So one thing we can do is we can actually add a little bit more geometry here, like create a little
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bit of an extra extra square here.
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And again, this little square is going to help us maintain the volume without having to go onto the
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12 sides that we have on the arm, which should be very, very happy on this side.
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This one can go straight there.
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And then here we can also use a little bit of of a trick.
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We have a triangle there and simplify this.
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So again, that we save ourselves a little bit of space on the intersection or the stitching to the
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arm.
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You can see this folds very nicely there.
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This triangle is not going to be any sort of problem because it's on an area that does not move as much.
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The important parts are the fingers, of course.
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And then here we can just get this.
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Now, there's a star right here is usually not that good.
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And the reason why this is not good is because, as you can see, it's not only five points.
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It's one, two, three, four, five, six, seven points.
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That's a way, way too much tension on this specific area.
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So let's fix this.
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Going to just a little of this area.
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And one of the cool things about radiology is that it becomes like a like solving a puzzle.
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So, for instance, instead of having the circular thing that we have here on the on the finger, we're
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going to have a little bit of a square here.
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But I rather have that square and keep a simple topology like this, even if we need to have a couple
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of triangles, then having to have that much tension on that specific area, because, again, this
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things get smoothed out.
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And as you can see, there are not going to be any issue.
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We're not going to have any issue whatsoever on that specific part.
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Now, over here, we can also add a little bit of extra volume to help to help like.
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Maintain the the puffiness of the inside of the hand and and then here against like a bottle.
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So just try to find where can we.
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And I have the yelling is like this, you can go online, of course, and check the references of how
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people do hands.
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Everyone does them differently.
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Again, the best advice I can give you is any time you're doing this, make sure that the reader or
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the person who is going to be animating the character takes a look at it and say, hey, yeah, that
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that's going to work.
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That's fine.
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Make sure that the topologies working nicely eventually.
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I do think we're going to be moving this character.
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So one thing that you're going to notice is that this hand is going to be converted into this.
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Let me show you.
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So see how this is super smooth and it's looking very, very nice.
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So that's why I'm not that worried.
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But even if you were to be a little Pollyanna, this is still going to work out just fine.
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Now, it's just a matter of, of course, mirroring this hand.
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To the other side, grabbing both low poly's.
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And doing the exact same thing, going to let's a little history for information, everything mesh combine.
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And then we're going to go into politics mode, grab all the Burgess's at eMESH Mersch with the point
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zero zero one.
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Remember press number three, to make sure everything is stitched together, there's no missing link
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or anything.
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And there we go.
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Look at that silhouette.
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Pretty, pretty cool, right?
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Like it's a very clean water, tight mesh, fully optimized.
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This is one of the things that I want to make sure you understand.
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Guys, I know that out there, there are a lot of tools of Magary topology in an automatic way, but
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they will never, ever be, or at least not until I or something comes along the way.
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But right now, they're never as good as doing it manually.
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You're going to have such so much control in your characters and on your topology by doing it by hand.
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Of course, it's going to take a little bit longer, but believe me, the benefits outweigh the investment.
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OK, so, yeah, that's it, guys.
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There we go.
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The the pretty much the all the the half part of our character is done.
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We can even now like combine this with the hats.
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I'm just going to go mesh, combine the history for information.
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Everything, grab everything here.
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Burgess's go at it.
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Meche Mirch point 001 Prez's number three.
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Just to make sure that there's no problems on the stitching on the shirt.
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So everything's falling perfectly into place.
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We can grab the whole thing, go into mesh display said this to soften the edge so that we don't have
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any weird like display issues.
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And as you can see, this is looking really, really nice.
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I usually like to keep my characters separate.
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So, for instance, now we're going to jump onto the legs.
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As I mentioned, I'm going to show you a couple of tricks that we can use from Seabridge to help us
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along the the way in in regards to the writable.
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We're definitely going to have to resculpt the pants because for the super rich illustration, since
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it was just a reminder, we didn't really need to have, like, clean pants, but now we we definitely
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do.
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So I'm going to start doing it.
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Progress are working from the back all the way to the top.
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And once we hit the pants, I'll show you how we can bring this in to see resculpt the pants and then
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finish up the radiology process.
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So that's it for this.
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We do, guys, hang on tight, keep on working, make sure you're up to speed.
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Do not wait until the very end, because believe me, it's going to be very painful to try to do everything
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from a in a single session, try to do it by by pass and you're going to be way, way better.
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So hang on tight and I'll see you back on the next one, but.
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