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	<title>Attic:Manual.de/PartII/ObjectMode - 版の履歴</title>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:46:23Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:46時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Attic:Manual.de/PartII/ObjectMode&amp;diff=44445&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Robot: Automated text replacement  (-[[doc: +[[Doc:)</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Attic:Manual.de/PartII/ObjectMode&amp;diff=44445&amp;oldid=prev"/>
		<updated>2010-05-27T14:35:01Z</updated>

		<summary type="html">&lt;p&gt;Robot: Automated text replacement  (-[[doc: +[[Doc:)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.32|Manual/PartII|Manual/PartII/Booleans}}&lt;br /&gt;
&lt;br /&gt;
='''Objektmodus (Object Mode)'''=&lt;br /&gt;
&lt;br /&gt;
Eine Blender-Szene setzt sich aus einem oder mehreren Objekten zusammen: Lampen, Kurven, Oberflächen (Surfaces), Kameras, Drahtgitter (Meshes) und Grundobjekten, die in [[Doc:Manual/Modeling/Meshes|''mesh_modelling_basic_objects'']] näher beschrieben sind.&lt;br /&gt;
Jedes Objekt kann im ''Objektmodus'' bewegt, rotiert und skaliert werden. Für detaillierte Änderungen der Geometrie eines Objektes wird der ''Editiermodus (Edit Mode)'' verwendet (siehe [[Doc:Manual/Modeling/Meshes|''mesh_modelling_editmode'']]).&lt;br /&gt;
Wenn Sie mittels {{shortcut|Space}}&amp;amp;gt;&amp;amp;gt;Add ein Grundobjekt erzeugt haben, wechselt Blender automatisch in den ''Editiermodus'', sofern es sich bei dem Objekt um ein Mesh, eine Kurve oder eine Surface handelt. Per {{shortcut|Tab}} wechseln Sie zurück in den Objektmodus. Das Objekt wird nun pink dargestellt, was zeigt, dass es ausgewählt und aktiv ist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Objekte auswählen==&lt;br /&gt;
Um ein Objekt auszuwählen, klicken Sie mit der rechten Maustaste ({{shortcut|rmb}}) darauf. Wenn Sie mehrere Objekte selektieren möchten, halten Sie zusätzlich {{shortcut|shift}} gedrückt.&lt;br /&gt;
Das zuletzt gewählte Objekt ist ''aktiv'' und wird in pink dargestellt, inaktive gewählte Objekte erscheinen lila.&lt;br /&gt;
Welches Objekt aktiv ist, spielt durchaus eine Rolle, z.B. wenn Sie Objektabhängigkeiten erstellen (parenting).&lt;br /&gt;
Wenn Sie einzelne Objekte aus bereits gewählten Objekten wieder deselektieren möchten, klicken Sie erneut mit {{shortcut|shift}} und {{shortcut|rmb}} auf das Objekt. Durch das Halten von {{shortcut|shift}} bleiben die anderen Objekte in der Auswahl enthalten.&lt;br /&gt;
&lt;br /&gt;
Drücken Sie {{shortcut|A}}, um alle Objekte der Szene zu wählen (sofern keins gewählt ist), bzw. um die Auswahl aufzuheben (wenn Objekte gewählt sind).&lt;br /&gt;
&lt;br /&gt;
Durch drücken der Taste {{Shortcut|B}} wird die Rahmenauswahl (Border Select) aktiviert, mit deren Hilfe Sie ein Rechteck über die zu wählenden Objekte ziehen können. Erneuter Druck auf {{Shortcut|B}} erzeugt einen Auswahlkreis, dessen Größe Sie mit dem Mausrad verändern können.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|&lt;br /&gt;
Border select adds to the&lt;br /&gt;
previous selection, so in order to select only the&lt;br /&gt;
contents of the rectangle, deselect all with {{shortcut|A}}&lt;br /&gt;
first. In addition, you can use {{shortcut|mmb}} while you draw the border&lt;br /&gt;
to deselect all objects within the rectangle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Moving (translating) objects==&lt;br /&gt;
To move a selected object or group of selected objects, press {{Shortcut|G}} to activate&lt;br /&gt;
''Grab mode''. The selected objects will be displayed&lt;br /&gt;
as white wireframes and can be moved with the mouse (without&lt;br /&gt;
pressing any mouse buttons). To confirm the new position, click&lt;br /&gt;
{{shortcut|lmb}} or press {{shortcut|Enter}}; to cancel&lt;br /&gt;
''Grab mode'', click {{shortcut|rmb}} or press {{shortcut|Esc}}.&lt;br /&gt;
The header of the 3D Window displays the distance you are moving.&lt;br /&gt;
To lock movement to an axis of the global coordinate system, enter ''Grab&lt;br /&gt;
mode'', move the object roughly along the&lt;br /&gt;
desired axis, then press {{shortcut|mmb}}. To deactivate locking&lt;br /&gt;
press {{shortcut|mmb}} again.&lt;br /&gt;
As a new 2.3 feature you can constrain movement to a given axis by pressing&lt;br /&gt;
{{Shortcut|X}}, {{Shortcut|Y}} or {{Shortcut|Z}}. A single key constrains movement to the&lt;br /&gt;
corresponding ''global'' axis, as {{shortcut|mmb}} does.&lt;br /&gt;
A second keypress of the ''same'' key constrains&lt;br /&gt;
movement to the corresponding Object ''local''&lt;br /&gt;
axis.&lt;br /&gt;
A third keypress of the same key removes constraints. Lines&lt;br /&gt;
are drawn to let you better visualize the constraint.&lt;br /&gt;
Once grabbing is activated you can enter the Object&lt;br /&gt;
translation numerically by simply typing in a number. This will&lt;br /&gt;
let you enter the first co-ordinate shown in the 3D Window header.&lt;br /&gt;
You can change co-ordinate with {{shortcut|Tab}} use {{Shortcut|N}} to exit/re-start numeric&lt;br /&gt;
input mode, {{shortcut|Enter}} to finalize and {{shortcut|Esc}} to exit. {{shortcut|backspace}}&lt;br /&gt;
will return to original values. Please note that you must use the keyboard {{Shortcut|.}}&lt;br /&gt;
not the {{shortcut|pad.}} for decimals.&lt;br /&gt;
If you keep {{shortcut|ctrl}} pressed while moving the object&lt;br /&gt;
you will activate ''snap mode'', and the object&lt;br /&gt;
will move by a whole number of Blender units (grid squares).&lt;br /&gt;
''Snap mode'' ends when you release {{shortcut|ctrl}} so be sure&lt;br /&gt;
to confirm the position before releasing it.&lt;br /&gt;
The location of selected&lt;br /&gt;
objects can be reset to the default value by pressing&lt;br /&gt;
{{shortcut|alt|G}}.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|&lt;br /&gt;
If you are striving for a very fine and precise positioning, keep&lt;br /&gt;
{{shortcut|shift}} pressed as you move. This way a&lt;br /&gt;
large mouse movement will translate to a small object movement,&lt;br /&gt;
which allows for fine tuning.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Blender Gesture System|&lt;br /&gt;
You can also enter ''Grab mode'' by drawing a straight line&lt;br /&gt;
while holding down {{shortcut|lmb}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rotating objects==&lt;br /&gt;
To rotate objects, activate ''Rotate mode'' by pressing&lt;br /&gt;
{{Shortcut|R}}. As in ''Grab mode'', you can change the&lt;br /&gt;
rotation by moving the mouse, confirm with {{shortcut|lmb}},&lt;br /&gt;
or {{shortcut|Enter}} and cancel with {{shortcut|rmb}}&lt;br /&gt;
or {{shortcut|Esc}}.&lt;br /&gt;
Rotation in 3D space occurs around an axis, and there are various&lt;br /&gt;
ways to define this axis. Blender defines an axis by&lt;br /&gt;
a direction and a point that it passes through. For example, by default, the&lt;br /&gt;
direction of the axis is orthogonal to your screen.&lt;br /&gt;
If you are&lt;br /&gt;
viewing the scene from the front, side, or top, the&lt;br /&gt;
rotation axis will be parallel to one of the global coordinate&lt;br /&gt;
system axes. If you are viewing the scene from an angle, the rotation axis&lt;br /&gt;
is angled too, which can easily lead to a very odd rotation of your&lt;br /&gt;
object. In this case, you may want to keep the rotation axis&lt;br /&gt;
parallel to the coordinate system axes. You can toggle this behaviour by&lt;br /&gt;
pressing {{shortcut|mmb}} during ''Rotate mode'' and watch the&lt;br /&gt;
angle being updated in the window header.&lt;br /&gt;
Alternatively, once you are in ''Rotate mode'', you can press&lt;br /&gt;
{{Shortcut|X}},&lt;br /&gt;
{{Shortcut|Y}} or {{Shortcut|Z}} to constrain rotation&lt;br /&gt;
along that axis of the ''global reference''. By&lt;br /&gt;
pressing {{Shortcut|X}} twice you can constrain rotation&lt;br /&gt;
around the X axis of the Object's ''local reference'' system.&lt;br /&gt;
The same is true for both {{Shortcut|Y}} and {{Shortcut|Z}}.&lt;br /&gt;
As for Grab, a third keypress removes constraints.&lt;br /&gt;
It is possible to have a numerical input for rotation exactly as it&lt;br /&gt;
was for translations.&lt;br /&gt;
Select the point for the rotation axis to pass through&lt;br /&gt;
using the pertinent menu in the header of the 3D window, as discussed below.&lt;br /&gt;
(''The rotation point selection buttons'').&lt;br /&gt;
[[Image:Manual-Part-II-ObjectModeRotate.png|frame|none|The rotation point selection buttons]]&lt;br /&gt;
&lt;br /&gt;
*''Bounding Box Center'' - the axis passes through the center of the selection's bounding box. (If only one object is selected, the point used is the center point of the object, which might not necessarily be in the geometric center. In ''The rotation point selection buttons'' it is on the middle of the rightmost edge, marked by a purple dot. For more on this point, see ''mesh_modelling_editmode''.)&lt;br /&gt;
*''Median Point'' - the axis passes through the median point of the selection. This difference is only relevant in EditMode, and the 'Median' point is the barycentrum of all vertices.&lt;br /&gt;
*''3D Cursor'' - the axis passes through the 3D cursor. The cursor can be placed anywhere you wish before rotating. You can use this option to easily perform certain translations at the same time that you rotate an object.&lt;br /&gt;
*''Individual Object Centers'' - each selected object receives its own rotation axis, all mutually parallel and passing through the center point of each object, respectively. If you select only one object, you will get the same effect as with the ''Bounding Box Center'' button.&lt;br /&gt;
If you're just getting started with rotation, don't worry too much about the foregoing details. Just play around with Blender's tools and you'll get a feeling for how to work with them. Keeping {{shortcut|ctrl}} pressed switches to ''Snap mode'' and rotations are constrained to 5 degree increments. However, keeping {{shortcut|shift}} pressed while rotating allows for much finer degrees of rotation as presise as 1/100th of a degree. The rotation of selected objects can be reset to the default value by pressing {{shortcut|alt|R}}.&lt;br /&gt;
&lt;br /&gt;
{{Note|Blender Gesture System|&lt;br /&gt;
You can also enter ''Rotate mode'' by drawing a&lt;br /&gt;
circular line while holding down {{shortcut|lmb}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Scaling/mirroring objects==&lt;br /&gt;
To change the size of objects, press {{Shortcut|S}}. As with&lt;br /&gt;
''Grab mode'' and ''Rotate mode'', you can scale the objects by moving the mouse and&lt;br /&gt;
confirm with {{shortcut|lmb}} or {{shortcut|Enter}}, and&lt;br /&gt;
cancel with {{shortcut|rmb}} or {{shortcut|Esc}}.&lt;br /&gt;
Scaling in 3D space requires a center point. This point is defined&lt;br /&gt;
with the same buttons as the axis' supporting point for rotation&lt;br /&gt;
(''The rotation point selection buttons''). If you increase the size of&lt;br /&gt;
the object, all points are moved away from the selected center&lt;br /&gt;
point; if you decrease it, all points move towards this point.&lt;br /&gt;
By default, the selected objects are scaled uniformly in all&lt;br /&gt;
directions. To change the proportions (make the object longer,&lt;br /&gt;
broader and so on), you can lock the scaling process to one of the&lt;br /&gt;
global coordinate axes, just as you would when moving objects.&lt;br /&gt;
To do so, enter ''Scale mode'', move the mouse a bit in the direction of the&lt;br /&gt;
axis&lt;br /&gt;
you want to scale, then press {{shortcut|mmb}}. To return to&lt;br /&gt;
uniform scaling, press {{shortcut|mmb}} again. You will see the&lt;br /&gt;
scaling factors in the header of the 3D window.&lt;br /&gt;
Again all considerations on constraining to a specific axis, in respect to Grabbing,&lt;br /&gt;
still hold as well as those on numerical input.&lt;br /&gt;
Here again {{shortcut|ctrl}} switches to ''Snap mode'', with discrete&lt;br /&gt;
scaling at 0.1 steps. Press {{shortcut|shift}} for fine tuning.&lt;br /&gt;
The scaling of selected&lt;br /&gt;
objects can be reset to the default value by pressing&lt;br /&gt;
{{shortcut|alt|S}}.&lt;br /&gt;
Mirroring objects is a different application of the scale tool. Mirroring&lt;br /&gt;
is effectively nothing but scaling with a negative factor&lt;br /&gt;
in one direction. To mirror in the direction of the X or Y axes, press {{Shortcut|S}}&lt;br /&gt;
to go to scaling mode, then {{Shortcut|N}} to switch to numeric input. Select the&lt;br /&gt;
desired coordinates and enter '-1' as scaling factor.&lt;br /&gt;
&lt;br /&gt;
{{Note|Blender Gesture System|&lt;br /&gt;
You can also enter scale mode by drawing a V-shaped line&lt;br /&gt;
while holding down {{shortcut|lmb}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Transform Properties Panel==&lt;br /&gt;
Say you want to display the position/rotation/scaling of your object&lt;br /&gt;
in numbers. Or, you want to enter the location, rotation, and&lt;br /&gt;
scaling values for an object directly at once. To do so, select&lt;br /&gt;
the object you want to edit and press {{Shortcut|N}}.&lt;br /&gt;
The {{Literal|Transform Properties}} Panel (''The number dialog'') is&lt;br /&gt;
displayed. Use {{shortcut|shift|lmb}} to enter a number manually, then press 'OK' or click outside of the edit area to confirm the changes or hit {{shortcut|Esc}} to cancel.&lt;br /&gt;
[[Image:Manual-Part-II-ObjectModeNumbers.png|frame|none|The number dialog]]&lt;br /&gt;
The panel also displays the Object name in the {{Literal|OB:}} Button. As with any of the &lt;br /&gt;
fields in this panel you can edit the name as well.&lt;br /&gt;
&lt;br /&gt;
==Duplicate==&lt;br /&gt;
To duplicate an object, press {{shortcut|shift|D}} to create an&lt;br /&gt;
identical copy of the selected object(s). The copy is created at the&lt;br /&gt;
same position as the original object and, in addition, you are place in ''Grab mode''.&lt;br /&gt;
This is a new object and it 'shares' any Material(s), Texture(s),&lt;br /&gt;
and IPO(s) from the original object. These attributes are&lt;br /&gt;
linked to both copies and changing the material of one&lt;br /&gt;
object also changes the material of the other.&lt;br /&gt;
(You can make separate materials for each, as described&lt;br /&gt;
in the Materials Chapter.)&lt;br /&gt;
You can create a ''Linked Duplicate''&lt;br /&gt;
rather than a real duplicate by pressing {{shortcut|alt|D}}.&lt;br /&gt;
This will create a new object with ''all'' of its&lt;br /&gt;
data linked to the original object. If you modify one&lt;br /&gt;
of the linked objects in EditMode, all linked copies are modified.&lt;br /&gt;
&lt;br /&gt;
==Parenting (Grouping)==&lt;br /&gt;
To create a group of objects, you must first make one&lt;br /&gt;
of them the ''parent'' of the others.&lt;br /&gt;
To do so, select at least two objects, press {{shortcut|ctrl|P}}, and&lt;br /&gt;
confirm on the dialog {{Literal|Make Parent?}}. The&lt;br /&gt;
''active''&lt;br /&gt;
object will be made the parent of all the others. The center of&lt;br /&gt;
all children is now linked to the center of the parent by a dashed line.&lt;br /&gt;
At this point, grabbing, rotating, and scaling the parent will do the same to&lt;br /&gt;
the children&lt;br /&gt;
being grabbed, rotated and scaled likewise.&lt;br /&gt;
Parenting&lt;br /&gt;
is a very important tool with many advanced applications, as we'll see in&lt;br /&gt;
later chapters.&lt;br /&gt;
Press {{shortcut|shift|G}} with an active object&lt;br /&gt;
to see the Group Selection menu&lt;br /&gt;
(''Group Select''). This contains:&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Children}} - Selects all the active objects' children, and the children's children, up to the last generation.&lt;br /&gt;
*{{Literal|Immediate Children}} - Selects all the active objects' children but not those of the selected object's parent.&lt;br /&gt;
*{{Literal|Parent}} - Selects the parent of the active object and deselects the active object.&lt;br /&gt;
*{{Literal|Objects on shared layers}} - This actually has nothing to do with parents. It selects all objects on the same layer(s) of the active object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Manual-Part-II-ObjectGrouping.png|frame|none|Group Select]]&lt;br /&gt;
You can Move a child object to its parent by clearing its origin (select&lt;br /&gt;
it and press {{shortcut|alt|O}}). You can&lt;br /&gt;
Remove a parent relationship via {{shortcut|alt|P}}. You can&lt;br /&gt;
(''Freeing Children''):&lt;br /&gt;
*{{Literal|Clear parent}} - Frees the children, of which they return to their ''original'' location, rotation, and size.&lt;br /&gt;
*{{Literal|Clear parent...and keep transform}} - Frees the children, and ''keeps'' the location, rotation, and size given to them by the parent.&lt;br /&gt;
*{{Literal|Clear parent inverse}} - Places the children with respect to the parent as if they were placed in the Global reference. This effectively clears the parent's transformation from the children.&lt;br /&gt;
[[Image:Manual-Part-II-ObjectUnparent.png|frame|none|Freeing Children]]&lt;br /&gt;
&lt;br /&gt;
==Tracking==&lt;br /&gt;
To make one or more objects rotate such that the object(s) face another object (the target) --even if the target object is moved-- select at least two objects and press {{shortcut|ctrl|T}}.&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Make Track}} dialog will appear with several items:&lt;br /&gt;
*{{Literal|TrackTo Constraint}} - The choice will be analyzed in ''character_constraints'' and is the preferred method.&lt;br /&gt;
*{{Literal|LockTrack Constraint}} - This restricts one axis from movement.&lt;br /&gt;
*{{Literal|Old Track Constraint}} - This is an older algorithm prior to version 2.30 and is similar to {{Literal|TrackTo Constraint}} in that no axis is locked.&lt;br /&gt;
&lt;br /&gt;
[[Image:Manual-Part-II-MakeTrack-Dialog.png|frame|none|Make Track Dialog.]]&lt;br /&gt;
&lt;br /&gt;
The last selected object will become the target object that is tracked.&lt;br /&gt;
&lt;br /&gt;
Here we will briefly look at the old tracking system, so, let's assume you have&lt;br /&gt;
selected {{Literal|Old Track}} in the dialog.&lt;br /&gt;
By default the inactive object(s) now track the active object&lt;br /&gt;
so that their local y axis points to the tracked object.&lt;br /&gt;
&lt;br /&gt;
However, this may not happen if the tracking object already has a rotation&lt;br /&gt;
of its own. You can produce correct tracking&lt;br /&gt;
by canceling the rotation ({{shortcut|alt|R}}) of&lt;br /&gt;
the tracking object.&lt;br /&gt;
&lt;br /&gt;
The orientation of the tracking object is also set such that the&lt;br /&gt;
z axis is pointing upward. To change this first select the tracking&lt;br /&gt;
object (not the target) and change the Button Window to Object Context ([[Image:Manual-Part-II-ObjectContext_F7.png]], or&lt;br /&gt;
{{shortcut|F7}}). Then select the ''tracking axis'' from the first row&lt;br /&gt;
of six radio buttons and then select the ''upward-pointing'' axis from the second row in the&lt;br /&gt;
{{Literal|Anim Setting}} panel.&lt;br /&gt;
&lt;br /&gt;
(''Setting track axis.'').&lt;br /&gt;
[[Image:Manual-Part-II-ObjectTrack.png|frame|none|Setting track axis.]]&lt;br /&gt;
To clear a track constraint, select the tracking object and&lt;br /&gt;
press {{shortcut|alt|T}}. As with clearing a parent constraint,&lt;br /&gt;
you must choose whether to lose or save the rotation imposed by&lt;br /&gt;
the tracking.&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
====Erase====&lt;br /&gt;
Press {{Shortcut|X}} or {{shortcut|del}} to erase the&lt;br /&gt;
selected objects. Using {{Shortcut|X}} is more practical for&lt;br /&gt;
most people, because it can easily be reached with the left hand&lt;br /&gt;
on the keyboard.&lt;br /&gt;
====Join====&lt;br /&gt;
Press {{shortcut|ctrl|J}} to join all&lt;br /&gt;
selected objects to one single object. (The objects must be of the same&lt;br /&gt;
type.) The center point of the&lt;br /&gt;
resulting object is obtained from the previously&lt;br /&gt;
''active'' object.&lt;br /&gt;
====Select Links====&lt;br /&gt;
Press {{shortcut|shift|L}} to select all&lt;br /&gt;
objects sharing a link with the active one. You can select&lt;br /&gt;
objects sharing an IPO, data, material, or texture link&lt;br /&gt;
(''Selecting links.'').&lt;br /&gt;
[[Image:Manual-Part-II-ObjectLink.png|frame|none|Selecting links.]]&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Manual/PartII|Manual/PartII/Booleans}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
	</entry>
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