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	<title>Moo2u.com - Free Tutorials &#38; the latest VFX news. &#187; Maya</title>
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	<description>free tutorials for autodesk, adobe, eyeon, imagineer systems, photoshop, 3ds max, maya, after effects, digital fusion,</description>
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		<title>Autodesk Games Show Reel Call for Submissions</title>
		<link>http://www.moo2u.com/2009/01/21/autodesk-games-show-reel-call-for-submissions/</link>
		<comments>http://www.moo2u.com/2009/01/21/autodesk-games-show-reel-call-for-submissions/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 07:04:25 +0000</pubDate>
		<dc:creator>Moo2u</dc:creator>
				<category><![CDATA[VFX News]]></category>
		<category><![CDATA[3DS Max]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[GDC 2009]]></category>
		<category><![CDATA[HumanIK]]></category>
		<category><![CDATA[Kynapse]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Mudbox]]></category>
		<category><![CDATA[Softimage]]></category>
		<category><![CDATA[XSI]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=245</guid>
		<description><![CDATA[Looking to show off your company’s talent? Be part of the Autodesk Games Show Reel 2009! Submit your recent video-game cinematics, trailers, in-game sequences, or animations created with any or a combination of the following Autodesk animation products: Autodesk® 3ds Max®, Autodesk® Maya®, Autodesk® MotionBuilder®, Autodesk® Mudbox™, Autodesk® Kynapse®, Autodesk® HumanIK®, and Softimage®&#124;XSI® software.]]></description>
			<content:encoded><![CDATA[<p>Looking to show off your company’s talent? Be part of the Autodesk Games Show Reel 2009! Submit your recent video-game cinematics, trailers, in-game sequences, or animations created with any or a combination of the following Autodesk animation products: Autodesk® 3ds Max®, Autodesk® Maya®, Autodesk® MotionBuilder®, Autodesk® Mudbox™, Autodesk® Kynapse®, Autodesk® HumanIK®, and Softimage®|XSI® software.</p>
<p>This year, Autodesk are particularly interested in high-definition (HD) material. Of course, video submissions in other formats are still most welcome. The Games Show Reel will be showcased at GDC 2009, March 25 – 27, 2009, in San Francisco. It will be featured in the Autodesk booth and on the exhibition floor. The deadline for video content submissions is Friday, February 6, 2009.<br />
<strong><br />
Show Off Your High-Res Images</strong><br />
Autodesk are also interested in receiving high-resolution images—up to 300 dpi—for inclusion in their marketing material leading up to and surrounding the show.<br />
<strong><br />
How to Submit Your Work</strong><br />
To learn more about how to submit your work, including contact information and procedures to follow for submission follow this link: <a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;id=10239772&amp;linkID=10225712">http://usa.autodesk.com</a></p>
<p><strong>Visit Autodesk at GDC 2009</strong><br />
Visit Autodesk at Moscone Center, North Hall, booth # 5716.</p>
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		<title>Freestyle Create Open for Fusion Fall</title>
		<link>http://www.moo2u.com/2008/12/17/freestyle-create-open-for-fusion-fall/</link>
		<comments>http://www.moo2u.com/2008/12/17/freestyle-create-open-for-fusion-fall/#comments</comments>
		<pubDate>Wed, 17 Dec 2008 12:00:54 +0000</pubDate>
		<dc:creator>Moo2u</dc:creator>
				<category><![CDATA[VFX News]]></category>
		<category><![CDATA[Aaron Baxter]]></category>
		<category><![CDATA[Ben 10]]></category>
		<category><![CDATA[Billy and Mandy]]></category>
		<category><![CDATA[cartoon netork new media]]></category>
		<category><![CDATA[cartoon network]]></category>
		<category><![CDATA[CN]]></category>
		<category><![CDATA[Entae Kim]]></category>
		<category><![CDATA[Freestyle Collective]]></category>
		<category><![CDATA[fusion fall]]></category>
		<category><![CDATA[Illustrator]]></category>
		<category><![CDATA[Javier Gonzalez]]></category>
		<category><![CDATA[Linda Powledge]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Nicholas Weigel]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Victor Newman]]></category>
		<category><![CDATA[Z Brush]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=129</guid>
		<description><![CDATA[An unstoppable force has travelled the Galaxy for millennia, consuming countless planets and civilisations. It’s next target is Earth - and you are the last line of defence! Freestyle Collective recently created a dramatic opening sequence for a new Cartoon Network online game. Fusion Fall is Cartoon Network’s first massive multiplayer online game. From futuristic skyscrapers to mystical ruins, enter an enormous, action-packed universe unlike anything you’ve seen. Mix it up with stars of Cartoon Network like Ben 10, and Billy and Mandy - but expect a surprise when you do! The Freestyle Collective used a combination of Photoshop, Illustrator, Maya and Z Brush to create the Fusion Fall game open.]]></description>
			<content:encoded><![CDATA[<p>An unstoppable force has travelled the Galaxy for millennia, consuming countless planets and civilisations. It’s next target is Earth &#8211; and you are the last line of defence! Freestyle Collective recently created a dramatic opening sequence for a new Cartoon Network online game. Fusion Fall is Cartoon Network’s first massive multiplayer online game. From futuristic skyscrapers to mystical ruins, enter an enormous, action-packed universe unlike anything you’ve seen. Mix it up with stars of Cartoon Network like Ben 10, and Billy and Mandy &#8211; but expect a surprise when you do! The Freestyle Collective used a combination of Photoshop, Illustrator, Maya and Z Brush to create the Fusion Fall game open.</p>
<div><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/fusion_fall_05-650x365.jpg" border="0" alt="" width="520" height="292" /></div>
<p>The work was finished in Flame by Freestyle Collective sister visual effects company, Guava.This open is Freestyle’s most artistically and technically complex work to date, and plunges the player directly into the centre of an epic battle between good and evil. A handheld-camera-feel gives the open drama, immediacy and a sweeping finish that introduces many of the game’s main characters.</p>
<div style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://sputnik7.com/v/4573" /><embed type="application/x-shockwave-flash" width="500" height="350" src="http://sputnik7.com/v/4573"></embed></object></div>
<p><strong>ABOUT FREESTYLE COLLECTIVE</strong><br />
Freestyle Collective is a collaborative design and production studio recognized for its distinctive artistic sensibility. Specializing in exploratory and innovative design, Freestyle Collective delivers creative advertising, and branding solutions to a broad range of commercial, broadcast and corporate clients.</p>
<div><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/fusion_fall_02-650x365.jpg" border="0" alt="" width="520" height="292" /></div>
<p><strong>CREDITS</strong><br />
Client: Cartoon Network New Media<br />
Production Company: Freestyle Collective<br />
Creative Director: Victor Newman<br />
Director: Nicholas Weigel<br />
CG Director: Entae Kim<br />
Storyboard Artist: Ben Chan<br />
Matte Painters: Andres Rivera, Erik Fokkens, Sookyoung Choi<br />
3D Animators: Nicholas Weigel, Entae Kim, Cedrick Gousse, Dylan Maxwell, Ian Brauner, Richardo Vicens, Stanislav Ilin, Jedidiah Mitchell, Christina Sidoti<br />
3D Artists: Roger An, Russell Paul, Steven Kellam, Andres Rivera, Jim Collins, Patricia Heard-Greene, Steve Dahler, Zeth Willie, David Lobser<br />
Lighting/Compositing: Joshua Harvey, Eric Concepcion, Ylli Orana<br />
Flame Artist (Guava Visual Effects): Aaron Baxter<br />
Executive Producer: Linda Powledge<br />
Producer: Javier Gonzalez</p>
<p><strong>RELATED LINKS</strong><br />
<a href="http://www.fusionfall.com/" target="_blank">www.fusionfall.com</a><br />
<a href="http://www.freestylecollective.com/home.php" target="_blank">www.freestylecollective.com</a></p>
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		</item>
		<item>
		<title>The Evolving VFX of Underworld</title>
		<link>http://www.moo2u.com/2006/01/20/the-evolving-vfx-of-underworld/</link>
		<comments>http://www.moo2u.com/2006/01/20/the-evolving-vfx-of-underworld/#comments</comments>
		<pubDate>Fri, 20 Jan 2006 22:48:33 +0000</pubDate>
		<dc:creator>Moo2u</dc:creator>
				<category><![CDATA[Movies]]></category>
		<category><![CDATA[Alain Bielik]]></category>
		<category><![CDATA[Cameron Gray]]></category>
		<category><![CDATA[Christopher Sage]]></category>
		<category><![CDATA[Evolution]]></category>
		<category><![CDATA[Luma]]></category>
		<category><![CDATA[Luma Pictures]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[McQuaide]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Shohadai]]></category>
		<category><![CDATA[Underworld]]></category>
		<category><![CDATA[Vince Cirelli]]></category>
		<category><![CDATA[ZBrush]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=709</guid>
		<description><![CDATA[Alain Bielik reports on the more ambitious vfx utilized in Underworld: Evolution, resulting in a pipeline shift by Luma Pictures and further reliance on ZBrush. In 2003, Underworld made a strong impression on horror fans around the world with a fancy cast (Kate Beckinsale and&#8230;]]></description>
			<content:encoded><![CDATA[<p><span class="desc" style="font-size: small; font-family: verdana; color: #999999;">Alain Bielik reports on the  more ambitious vfx utilized in <em>Underworld: Evolution</em>, resulting in a  pipeline shift by Luma Pictures and further reliance on  ZBrush.</span></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/uw201_Underworld2-FRT_Under.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/uw201_Underworld2-FRT_Under.jpg" border="0" alt="" width="496" height="210" /></a></p>
<p>In 2003, <em>Underworld</em> made a strong impression on horror fans around the world with a fancy cast (Kate  Beckinsale and Scott Speedman), an intriguing storyline (<em>Romeo and Juliet</em> among vampires and werewolves), brilliant direction by Len Wiseman and  innovative creature work by Patrick Tatopoulos. Three years later, the same team  brings us <em>Underworld: Evolution</em>, a sequel for which Tatopoulos served as  creature designer/fabricator <em>and</em> production designer. Also returning was  overall visual effects supervisor James McQuaide, who recently oversaw the  effects work on <em>The  Cave</em>.</p>
<p><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw202_Underworld2-WWF_257_2.jpg" border="0" alt="" width="309" height="206" /><span>As always with sequels, <em>Underworld: Evolution</em> was far  more ambitious than the original movie, especially when it came to vfx. “Going  into production, we were budgeted for roughly 225 visual effects shots,”  McQuaide recounts. “However, this is a fraction of the total number in the final  cut of the picture. The cost of the extra shots was covered, to a large degree,  by Lakeshore and Screen Gems allocating more money once the picture was in  post.” It also helped that, as an exec producer, McQuaide had access to all of  the lines in the budget. This provided for some very important financial  flexibility. For example, when it became clear that the picture was going to be  shorter than the 120 minutes that had originally been budgeted for, McQuaide was  able to save money on digital intermediate, IPs, INs, etc., and invest it into  new visual effects shots. “It may not sound like a very large savings but, on a  picture as tightly budgeted as this one was, it really made a world of  difference. In the end, there are 553 digital effects shots in the picture, plus  about 800 ‘opticals’ [speed ramps, re-pos, camera shakes, fades and dissolves].” </span></p>
<p><span>In the end, McQuaide had to tackle the intimidating challenge of having to  produce more than 500 highly complex digital effects shots for less than $7  million. “We were fortunate enough to collaborate with a group of smaller visual  effects houses who could work within our budgetary limitations, and still  deliver shots on a quality level equal to anything out there. Also, because  there was a great deal of wire work and simple compositing required for the  picture, vfx co-supervisor Gary Beach and I set-up a small vfx company in my  office — Sub/Par Pix — that ended-up delivering 122 shots. While it did increase  the day-to-day workload a bit, the net savings was very significant: it probably  paid for most of the shots featuring CG William, the picture’s main werewolf.  Most importantly, Len Wiseman was both pragmatic and decisive: everything we had  to work with ended up on the screen. There were only three vfx shots that didn’t  make it into the final cut.” </span></p>
<p><span>The shots that couldn’t be done at Sub/Par Pix were spread among eight  vendors, with Luma Pictures leading the pack. In some cases, multiple houses  worked on a single shot, which was especially true with the miniature work  (ship, helicopter, dungeon): </span></p>
<ul><span>
<li>Luma Pictures: 195 shots</li>
<li>Ntropic: 79 shots</li>
<li>Furious FX: 78 shots</li>
<li>Company 3: 42 shots</li>
<li>Cafe FX: 23 shots</li>
<li>Krypton: 15 shots</li>
<li>Framestore CFC: 12 shots</li>
<li>Fantasy II Film Effects: 73 miniature effects shots, plus insert  elements</li>
<p></span></ul>
<p><span><strong>Defining CG Creatures in ZBrush</strong><br />
Almost all of the shots  involving 3D work were done by Luma Pictures, and supervised by co-founder Payam  Shohadai. With almost 200 CG-heavy shots on its workload, <em>Underworld:  Evolution</em> was the largest project that the company had ever tackled.  Shohadai took this opportunity to implement a pipeline shift that he had  initiated on <em>The Cave</em>: “We use Maya for animation and creation of our  base cages/low res models. But our modeling pipeline is more and more heavily  relying on ZBrush for etching out the definition of the models, including the  creatures <em>and</em> the CG environments. As a matter of fact, for this movie,  we had characters that needed to be able to transform into multiple different  characters. So our base character mesh was shared across many of them. Then, all  of the detail that was painted into the creature with ZBrush was applied as  displacement at render time.” </span></p>
<p><a href="http://www.moo2u.com/blog-images/uw203_Underworld2-markus_8-.jpg"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw203_Underworld2-markus_8-.jpg" border="0" alt="" width="309" height="273" /></a><span>Luma’s CG supervisor, Vince Cirelli, oversaw this innovative use of ZBrush:  “At the beginning of production, we experimented with different techniques that  would allow us to push the characters range of motion and skin deformation  beyond most CG creatures,” Cirelli says. “Using ZBrush, we painted displacements  to simulate muscle flexing, tendon bulging and skin wrinkling for each muscle  group. These maps were separated into color and displacement. Once this was  done, we needed a way to trigger and blend between specific displacements and  surface textures based on how the creature was animated. For this, we developed  a system of animating and blending localized displacement maps using a custom  shader. The shader evaluates where and what has translated or rotated on the  rig. It then sends this information to the blender which determines how much of  each displacement to use and where to use it. So when the werewolf rolls his  shoulders, muscles flex, tendons bulge and veins become visible on the surface  of the skin.”</span></p>
<p><a href="http://www.moo2u.com/blog-images/uw204_Underworld2-wing.gif"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw204_Underworld2-wing.gif" border="0" alt="" width="309" height="206" /></a><span>While CG elements were mainly rendered with mental ray,  proprietary tools generated all of the separate passes and created a default  script, which pre-composited all of the passes into a “beauty” composite in  Shake. The compositor had the option to use templates as a starting point of the  comp, or to use a completely different approach. </span></p>
<p><span>As expected, the director wanted the transformations to be more spectacular  and detailed than in <em>Underworld</em>. To this purpose, the crew went back to  many of the ideas that had been developed for the first movie, but never  realized because of a lack of resources. The concepts were based on making the  transformations seem as “real” as possible. For example, as the bones began to  pop and shift into place, blood vessels beneath the skin burst, and the  resulting bruising caused the skin to change to the blue/black color of the  werewolf. In the first movie, this change had been handled as a color wash; for  the sequel, the effect would be much more developed. </span></p>
<p><span><strong>Crafting Foldable CG Wings</strong><br />
All of the creature transformations were  handled by Luma Pictures. Every humanoid character that underwent transformation  had to have a CG double for the so-called “digital handshake,” the moment where  effects artists swap out the live actor for his CG counterpart. After modeling  and texturing the character based on the provided reference, Luma’s artists  chose a “match frame,” the frame at which the CG actor had to look identical to  the live actor. “The CG character was then hand animated to match the motion  around the frames of the ‘digital handshake,’ and to be in an identical pose at  the ‘match frame.’“ Shohadai explains. “We would add any additional details from  this frame, such as blood and dirt to the texture maps of the CG actor. Then, we  would light the 3D scene to match the actor as closely as possible and render  with buffer frames to allow a bit of wiggle room in the comp. In the end, the  audience shouldn’t be able to see where we transitioned from live actor to CG.  The creatures were then created using two techniques. For shots that didn’t  require any significant action from the creatures, the production used  performers in animatronic suits. But every time a shot necessitated rapid  movement or dynamic action, such as a werewolf running or tackling a guy on a  horse, the characters were created in CG at Luma. There’s also a transformation  shot in which Marcus’ face is coming right into the camera and it’s all CG. The  level of textural and model detail painted into the character is amazing: you  can see the fine wrinkles and pores of his face…” </span></p>
<p><a href="http://www.moo2u.com/blog-images/uw205_Underworld2-WNG-022-0.jpg"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw205_Underworld2-WNG-022-0.jpg" border="0" alt="" width="309" height="206" /></a><span>The lead antagonist in the  movie is Marcus, an impressive character whose wings turned out to be one of the  most complicated effects. Early on, it was decided that Marcus would always be  portrayed by the real actor, with the wings always being added in CG. Not  <em>that</em> much of a deal, apparently, except that the character was designed  with the ability to fully retract his wings into his back — a typical product of  Tatopoulos’ fertile imagination. The designer had based his concept on  butterflies emerging from their cocoon, and pumping blood into their wings to  deploy them into full span. Easy to design, much tougher to realize! </span></p>
<p><span>“Since his wings had to be large enough to convincingly carry his weight  while flying, the major challenge was the simple logistical matter of where to  put all that wing when it did retract, while keeping it real and believable —  let alone the typical challenges that come along with a prominent winged  character, such as membrane dynamics and geometry penetration,” Shohadai  observes. “During the wing transformations, we had to pull a lot of tricks to  reduce the overall volume of the wings to a size that could believably fit into  Marcus’ back, without giving an obvious appearance of scaling geometry. For  this, we had to custom create a volume deformer for Maya, which allowed us to  trigger a series of animated displacement maps and targets controlled by a  complex rig. Animation supervisor Cameron Gray and his team of animators could  then move the deformer through the wing and watch the membrane retract and  wrinkle, which helped in creatively reducing the wing volume, without getting  the look of linear scaling.” The fully rendered wings were then integrated into  the shots under compositing supervisor Justin Johnson’s guidance. </span></p>
<p><span><strong>Last-Minute Headaches</strong><br />
Although the creature work logically ended up  being the most “visible” effects work in the movie, it was not the most  demanding for the effects team. Indeed, the most challenging sequence in the  entire picture didn’t include any creature at all. It featured a helicopter  approaching an island and circling the decrepit fortress located at the top of  it. Approved very late in post-production, the shots involved a full-on 3D  approach and were rushed through Luma’s pipeline. “The construction of the  all-CG fortress, island, water, mountains, fog and helicopter was an enormous  task,” McQuaide acknowledges. “The team at Luma did a tremendous job of  catching-up, getting elements like the textures of the stone walls and water to  look photoreal in a remarkably short period of time.” </span></p>
<p><a href="http://www.moo2u.com/blog-images/uw206_Underworld2.gif"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw206_Underworld2.gif" border="0" alt="" width="309" height="206" /></a><span>For Shohadai, the  sequence was the film’s most challenging in terms of photorealistic visual  effects: “While the CG creatures and transformations were very creatively and  technically challenging, they were ultimately fantasy and, in some ways, simpler  than making the CG fortress a believable setting for the ending of the film.  Part of the reason the fortress was so challenging was the fact that it was a  complete CG fabrication, with no reference and very minimal design guidance to  go off of. It is much harder to create something photoreal when you don’t have a  specific reference (as we did for the creatures). And our primary guide for  right or wrong had to be derived from a mix of dissimilar castle photos we found  online, none of which looked anything like what we were supposed to create. Just  achieving the base scale and realism of this dilapidated fortress, compounded by  the additional environmental elements, made this one of the most challenging and  satisfying undertakings in my career.” </span></p>
<p><span>The fortress was created using Maya, ZBrush and Photoshop. All the effects  for the sequence, including the fog and the water, were created using Maya.  Texture/matte painting supervisor Christopher Sage oversaw the process of  creating the fortress, which involved modeling of a low resolution mesh of the  fortress in Maya, and painting all the texture maps — except the bump and  displacement — with Photoshop. Surface relief details were then created in  ZBrush, down to the individual stones of the walls. “Using ZBrush, we were able  to achieve an incredible amount of detail, so rendering those scene files proved  to be a monumental task in itself,” Shohadai notes. “We created the fortress in  self contained chunks, which allowed the individual structures to go through  refinement without waiting for massive renders to see progress. As different  areas progressed, they would automatically be updated in the master scene. Since  certain shots required the fortress to displace at a per brick level, there was  no way to render the fortress traditionally. So we created a tool that allowed  us to render the fortress in sections, and then merge those sections together  while maintaining the integrity of reflections, shadows and holdouts.” </span></p>
<p><span>As  post-production was nearing completion, Luma and McQuaide ran into an unexpected  scale problem with a small portion of the fortress sequence. Once fully  rendered, the approach toward the compound didn’t look as large as it was  supposed to be, simply because the helicopter appeared to circle it way too  fast. “While the block animations looked good enough for us to sign off on the  speed of a particular shot, when all the elements were rendered, textured and  lit, there were a few shots involving the fortress that suddenly felt as if we  were traveling much too fast in relation to the size of the fortress we had  imagined,” McQuaide recalls. “Because this realization occurred just <em>days</em> before delivery, there was only time to re-animate a couple of the shots; the  rest were run thru Furnace, a series of plug-ins for Shake — the specific  plug-in we used was Kronos. It did a remarkable job of saving those shots in a  pinch. As last-second icing on the cake, Luma was able to add CG crows circling  the fortress towers and, at Len’s suggestion, to increase the spec on the water,  so there would be some visual clues in the frame for the audience to reference  for scale. We were re-working those shots literally until a few days before the  premiere, and we’ll probably keep on refining those shots for the DVD release.  While there will always be room for improvement on visual effects as demanding  as these, in the end the shots truly look epic.” </span></p>
<p><span><em>Alain Bielik is the founder and editor of renowned effects magazine </em>S.F.X<em>, published in France since 1991. He also contributes to various  French publications and occasionally to </em>Cinéfex<em>. Last year, he organized  a major special effects exhibition at the Musée International de la Miniature in  Lyon, France.</em> </span></p>
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