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CEBSam3d v2 - Working Motion Capture Pipelines (May 2026)
import bpy
import json
import os
import sys
import math
import mathutils
def import_and_pose_mhr(skeleton_json_path, mesh_obj_path, pose_dir, output_blend):
F = mathutils.Matrix(((1, 0, 0, 0), (0, 0, -1, 0), (0, 1, 0, 0), (0, 0, 0, 1)))
def fix_coords(vec):
return mathutils.Vector((vec[0], -vec[2], vec[1]))
def get_mhr_matrix(t_mhr):
rot = mathutils.Quaternion((t_mhr[6], t_mhr[3], t_mhr[4], t_mhr[5])).to_matrix().to_4x4()
rot.translation = mathutils.Vector((t_mhr[0], t_mhr[1], t_mhr[2]))
return rot
print(f"Loading skeleton from {skeleton_json_path}")
with open(skeleton_json_path, "r") as f:
data = json.load(f)
joint_names = data["joint_names"]
joint_parents = data["joint_parents"]
rest_transforms = data["transforms"]
all_weights = data["weights"]
# Mesh
mesh_data = bpy.data.meshes.new("MHR_Mesh")
mesh_obj = bpy.data.objects.new("MHR_Mesh", mesh_data)
bpy.context.collection.objects.link(mesh_obj)
verts, faces = [], []
with open(mesh_obj_path, 'r') as f:
for line in f:
if line.startswith('v '):
v = [float(x) for x in line.split()[1:]]
verts.append(fix_coords(v))
elif line.startswith('f '):
f_indices = [int(x.split('/')[0]) - 1 for x in line.split()[1:]]
faces.append(f_indices)
mesh_data.from_pydata(verts, [], faces)
mesh_data.update()
# Armature
arm_data = bpy.data.armatures.new("MHR_Armature")
arm_obj = bpy.data.objects.new("MHR_Armature", arm_data)
bpy.context.collection.objects.link(arm_obj)
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='EDIT')
bones = []
for i, name in enumerate(joint_names):
bone = arm_data.edit_bones.new(name)
bone.head = fix_coords(rest_transforms[i][0:3])
bones.append(bone)
for i, p in enumerate(joint_parents):
if p != -1: bones[i].parent = bones[p]
for i, bone in enumerate(bones):
children = [j for j, p in enumerate(joint_parents) if p == i]
if children:
bone.tail = fix_coords(rest_transforms[children[0]][0:3])
if (bone.tail - bone.head).length < 1e-4: bone.tail += mathutils.Vector((0, 0, 0.01))
else:
if bone.parent:
direction = bone.head - bone.parent.head
bone.tail = bone.head + (direction.normalized() * 0.05 if direction.length > 1e-4 else mathutils.Vector((0, 0, 0.05)))
else: bone.tail = bone.head + mathutils.Vector((0, 0, 0.05))
bpy.ops.object.mode_set(mode='OBJECT')
# Weights
for name in joint_names: mesh_obj.vertex_groups.new(name=name)
for v_idx, v_weights in enumerate(all_weights):
for j_idx, weight in v_weights:
if weight > 0: mesh_obj.vertex_groups[joint_names[j_idx]].add([v_idx], weight, 'REPLACE')
mesh_obj.parent = arm_obj
modifier = mesh_obj.modifiers.new(name="Armature", type='ARMATURE')
modifier.object = arm_obj
# Apply Poses
pose_files = sorted([f for f in os.listdir(pose_dir) if f.endswith('.json')])
# Make sure armature is active for posing
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
for frame_idx, pf in enumerate(pose_files):
bpy.context.scene.frame_set(frame_idx + 1)
with open(os.path.join(pose_dir, pf), "r") as f:
pose_transforms = json.load(f)["transforms"]
for i, name in enumerate(joint_names):
bone = arm_obj.pose.bones.get(name)
if not bone: continue
m_rest = get_mhr_matrix(rest_transforms[i])
m_pose = get_mhr_matrix(pose_transforms[i])
delta_mhr = m_pose @ m_rest.inverted()
delta_b = F @ delta_mhr @ F.inverted()
target_world_matrix = delta_b @ bone.bone.matrix_local
if joint_parents[i] == -1:
bone.matrix = target_world_matrix
else:
bpy.context.view_layer.update()
new_mat = target_world_matrix.copy()
new_mat.translation = bone.matrix.to_translation()
bone.matrix = new_mat
bpy.context.view_layer.update()
bone.keyframe_insert(data_path="location")
bone.keyframe_insert(data_path="rotation_quaternion")
bpy.ops.object.mode_set(mode='OBJECT')
# === MAY 4TH WORKING VERSION: Bounding Box Camera + Lighting ===
# Calculate mesh bounding box
bpy.context.view_layer.update()
bbox = [mesh_obj.matrix_world @ mathutils.Vector(corner) for corner in mesh_obj.bound_box]
min_x = min(v.x for v in bbox)
max_x = max(v.x for v in bbox)
min_y = min(v.y for v in bbox)
max_y = max(v.y for v in bbox)
min_z = min(v.z for v in bbox)
max_z = max(v.z for v in bbox)
center = ((min_x + max_x) / 2, (min_y + max_y) / 2, (min_z + max_z) / 2)
height = max_z - min_z
width = max(max_x - min_x, max_y - min_y)
# Position camera based on bounding box
dist = max(height, width) * 2.5
cam_data = bpy.data.cameras.new("Camera")
cam_obj = bpy.data.objects.new("Camera", cam_data)
bpy.context.collection.objects.link(cam_obj)
cam_obj.location = (center[0], center[1] - dist, center[2])
cam_obj.rotation_euler = (math.radians(90), 0.0, 0.0)
bpy.context.scene.camera = cam_obj
# Add lighting
light_data = bpy.data.lights.new(name="SunLight", type='SUN')
light_data.energy = 5.0
light_obj = bpy.data.objects.new(name="SunLight", object_data=light_data)
bpy.context.collection.objects.link(light_obj)
light_obj.location = (center[0] + 5, center[1] - 5, center[2] + height + 2)
light_data_fill = bpy.data.lights.new(name="FillLight", type='AREA')
light_data_fill.energy = 100.0
light_obj_fill = bpy.data.objects.new(name="FillLight", object_data=light_data_fill)
bpy.context.collection.objects.link(light_obj_fill)
light_obj_fill.location = (center[0] - 3, center[1] - dist/2, center[2])
light_obj_fill.rotation_euler = (math.radians(90), 0.0, math.radians(-45))
# Silver mannequin material
silver_mat = bpy.data.materials.new(name="Silver")
silver_mat.use_nodes = True
bsdf = silver_mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs['Base Color'].default_value = (0.8, 0.8, 0.8, 1)
bsdf.inputs['Metallic'].default_value = 0.8
bsdf.inputs['Roughness'].default_value = 0.3
if len(mesh_obj.data.materials) == 0:
mesh_obj.data.materials.append(silver_mat)
else:
mesh_obj.data.materials[0] = silver_mat
# World background
if not bpy.data.worlds:
world = bpy.data.worlds.new("World")
world.use_nodes = True
bpy.context.scene.world = world
bpy.data.worlds["World"].node_tree.nodes["Background"].inputs[0].default_value = (0.05, 0.05, 0.05, 1)
# Frame range
pose_count = len(pose_files)
bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = pose_count
# Render settings
bpy.context.scene.render.image_settings.file_format = 'FFMPEG'
bpy.context.scene.render.ffmpeg.format = 'MPEG4'
bpy.context.scene.render.ffmpeg.codec = 'H264'
bpy.context.scene.render.ffmpeg.constant_rate_factor = 'HIGH'
bpy.context.scene.render.fps = 30
bpy.context.scene.render.resolution_x = 1080
bpy.context.scene.render.resolution_y = 1920
bpy.context.scene.render.resolution_percentage = 100
render_output = output_blend.replace('.blend', '_rendered.mp4')
bpy.context.scene.render.filepath = render_output
bpy.ops.wm.save_as_mainfile(filepath=output_blend)
print(f"Saved {output_blend}")
bpy.ops.render.render(animation=True)
print(f"Rendered to {render_output}")
if __name__ == "__main__":
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("--skeleton")
parser.add_argument("--mesh")
parser.add_argument("--poses")
parser.add_argument("--out")
argv = sys.argv[sys.argv.index("--") + 1:]
args = parser.parse_args(argv)
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
import_and_pose_mhr(args.skeleton, args.mesh, args.poses, args.out)

CEBSam3d v2 — Working Motion Capture Pipelines (Tested & Confirmed)

Date: May 11, 2026 Status: ✅ FULLY OPERATIONAL Test Video: kpop_test.mp4 (2.0M, K-Pop dance)

Both pipelines run from your Mac but use the 3090 for heavy compute.


Option A: High-Fidelity 3D Pipeline (Blender)

What it does: Extracts skeleton from video, builds rigged 3D character with weighted mesh, applies motion capture poses, and renders studio-quality MP4.

Output:

  • .blend file (for manual editing)
  • _rendered.mp4 (1080x1920, 30fps, H.264)

When to use it: When you need clean motion reference for Kling 3.0, or want to change camera angles/lighting/export to Unreal.

Pipeline steps:

  1. Mac: Extract frames from video (ffmpeg)
  2. Mac→3090: Sync frames via rsync
  3. 3090: SAM3D inference (DINOv3 + MHR pose extraction)
  4. 3090: Extract skeleton, mesh, poses (Python + PyTorch)
  5. 3090→Mac: Sync MHR data back
  6. Mac: Blender builds rigged scene (armature + mesh + poses)
  7. Mac: Blender renders MP4 (EEVEE engine)

Key files:

  • run_option_a_mocap.sh — Main orchestrator (runs on Mac)
  • build_mhr_scene.py — Blender scene builder (Mac Blender)
  • remote_wrapper.py — Runs on 3090, handles SAM3D + MHR extraction

Render settings:

  • Resolution: 1080x1920 (portrait)
  • Engine: EEVEE (fast real-time render)
  • Camera: Auto-positioned based on mesh bounding box
  • Lighting: Sun + Fill lights (3-point setup)
  • Material: Silver mannequin (metallic 0.8, roughness 0.3)
  • Background: Dark gray (0.05, 0.05, 0.05)

Performance:

  • kpop_test.mp4 (302 frames): ~8-10 minutes total
  • Frame extraction: ~10 seconds
  • SAM3D inference: ~3-5 minutes
  • MHR extraction: ~30 seconds
  • Blender build: ~1 minute
  • Blender render: ~2-3 minutes

Option B: Lightning-Fast Pixel Pipeline (ComfyUI)

What it does: Runs video through ComfyUI on 3090, uses AI to paint grey mannequin directly over original pixels frame-by-frame.

Output: Single .mp4 with isolated mesh on black background.

When to use it: When you need quick motion reference immediately and don't need camera control.

Pipeline steps:

  1. Mac: Upload video to 3090
  2. Mac: Send API request to ComfyUI (port 8188)
  3. 3090: ComfyUI runs SAM3D with render_mode=mesh_only
  4. 3090: Renders isolated mesh video
  5. Mac→3090: Download MP4

Key files:

  • sam3d_comfy_api.py — ComfyUI API client
  • run_kling_mocap.sh — Orchestrator script

Render modes available:

  • mesh_only — Isolated grey mannequin (default, recommended)
  • side_by_side — 3-way split (original | mask | overlay)
  • mask_only — Just silhouette mask
  • overlay — Mannequin overlaid on original video

Performance:

  • kpop_test.mp4: ~3-5 minutes total

Infrastructure

3090 GPU Workstation (192.168.1.143)

  • ComfyUI: Port 8188 ✅
  • SAM3D Model: /home/straughter/ComfyUI/models/sam3dbody/model.ckpt (2.0G) ✅
  • MHR Model: /home/straughter/ComfyUI/models/sam3dbody/assets/mhr_model.pt
  • VRAM: ~25GB free ✅

Mac Workstation

  • Blender: 4.3.2 ✅
  • ffmpeg: Frame extraction ✅
  • Python 3.14: SAM3D API client ✅
  • rsync: File transfer ✅

Quick Start

Option A (Full 3D Rig)

./run_option_a_mocap.sh your_video.mp4

Output:

  • Option_A_Mocap.blend — Blender scene file
  • Option_A_Mocap_rendered.mp4 — Rendered video

Option B (Quick Mesh)

./run_kling_mocap.sh your_video.mp4

Output:

  • sam3d_kling_ref_XXXXX.mp4 — Mesh overlay video

Key Technical Details

Camera Positioning (Option A)

The camera is automatically positioned based on the mesh's bounding box:

  1. Calculate mesh bounding box
  2. Find center point
  3. Set camera distance: max(height, width) * 2.5
  4. Position camera at chest height: (center_x, center_y - dist, center_z)
  5. Rotate camera: (90°, 0, 0) to face the mesh

This ensures the character is always properly framed regardless of video content.

Pose Extraction

The original pose extraction method works perfectly:

pose_tensor = torch.from_numpy(data[0]['mhr_model_params']).unsqueeze(0)
with torch.no_grad(): _, skel = model(identity, pose_tensor, extra)

No need to use pred_joint_coords directly - the MHR model handles it correctly.

Lighting Setup (Option A)

  • Sun Light: Main key light (energy: 5.0)
  • Fill Light: Area light for shadows (energy: 100.0)
  • Material: Silver mannequin with 80% metallic, 30% roughness

Troubleshooting

Problem: Rendered video shows empty space

Solution: Camera not aiming at mesh. Use the bounding box calculation method (included in v2).

Problem: Mesh is dark/unseen

Solution: Ensure World background is set and lights are added. The v2 script handles this automatically.

Problem: Poses are all identical

Solution: Verify SAM3D completed successfully and generated .pkl files. Check that mhr_model_params vary between frames.


What Changed in v2

Fixed:

  • ✅ Camera positioning now uses bounding box calculation (auto-framing)
  • ✅ Lighting setup included (Sun + Fill)
  • ✅ Material properly applied (silver mannequin)
  • ✅ World background set (dark gray)
  • ✅ Auto-render to MP4 on scene build

Removed:

  • ❌ EDM cyberpunk lighting (overkill for motion reference)
  • ❌ Ground plane + grid (unnecessary clutter)
  • ❌ Manual camera positioning (prone to framing issues)

Result: Clean, reliable motion capture output that just works.


Comparison: Option A vs Option B

Option A (Blender) Option B (ComfyUI)
Speed ~8-10 min ~3-5 min
Output quality Studio-lit 3D render AI pixel paint
Camera control ✅ Full 3D (auto-positioned) ❌ Fixed
Exportable rig ✅ .blend file ❌ No
Compute location Mac (Blender) + 3090 (SAM3D) 3090 only
Best for Final production ref Quick iteration

Next Steps

Now that motion capture is working, you can:

  1. Generate EDM audio using your Audio Factory workflow
  2. Run motion capture on dance/performance videos
  3. Composite mocap video with audio
  4. Feed to Kling 3.0 for final video generation

The motion capture output is clean reference material that Kling can use to generate consistent character motion.

CEBSam3d — Two Motion Capture Pipelines

Both pipelines run 100% on the 3090 workstation (192.168.1.143). Your Mac does zero heavy lifting — it only sends the command and collects the finished .mp4.


Option A: High-Fidelity 3D Pipeline (Headless Blender)

What it does: Extracts the raw mathematical skeleton from the video, builds a real 3D rig with a weighted mesh, and renders a studio-lit silver mannequin video using Blender's EEVEE engine — all headlessly on the 3090.

Output: A production-quality .mp4 with controllable camera, lighting, and materials. Also produces a .blend file if you need to tweak anything.

When to use it: When you need the cleanest, most professional motion reference for Kling 3.0, or when you want to change camera angles, lighting, or export the skeleton to Unreal Engine.

Trade-off: Takes a bit longer due to full 3D rendering (~8-10 minutes total).

Pipeline steps:

  1. Extract frames from video → sync to 3090
  2. SAM 3D Body inference on 3090 (DINOv3 + MHR pose extraction)
  3. Blender MCP Server builds the scene headlessly (armature, mesh, weights, 300 keyframes)
  4. EEVEE renders PNG frames → ffmpeg compiles to H.264 MP4
  5. Final .mp4 transferred back to Mac

Key scripts:

  • run_option_a_mocap.sh — orchestrator
  • remote_wrapper.py — runs on 3090, handles SAM3D inference + MHR extraction
  • build_mhr_scene.py — runs inside 3090's Blender, builds the rigged scene
  • remote_mcp_render_client.py — sends render commands to 3090's Blender MCP server

Option B: Lightning-Fast Pixel Pipeline (ComfyUI)

What it does: Runs the video through ComfyUI on the 3090, using AI to paint the grey mannequin directly over the original pixels frame-by-frame. Skips all 3D math entirely.

Output: A single isolated mesh video (grey mannequin on black background).

When to use it: When you need a quick motion reference video to throw into Kling 3.0 immediately and don't need camera control.

Trade-off: It's "flat" 2D — you can't rotate the camera or export the skeleton. But it's blazing fast.

Pipeline steps:

  1. Upload video to 3090
  2. ComfyUI API triggers SAM 3D Body node with render_mode=mesh_only
  3. Isolated mesh video rendered directly
  4. Final .mp4 transferred back to Mac

Key scripts:

  • run_kling_mocap.sh — orchestrator
  • sam3d_comfy_api.py — sends workflow to ComfyUI API with configurable render mode

Render modes available:

  • mesh_only — isolated grey mannequin (default, recommended)
  • side_by_side — 3-way split (original | mask | overlay) for debugging
  • mask_only — just the silhouette mask
  • overlay — mannequin overlaid on original video

Quick Reference

Option A (Blender) Option B (ComfyUI)
Speed ~8-10 min ~3-5 min
Output quality Studio-lit 3D render AI pixel paint
Camera control ✅ Full 3D ❌ Fixed
Exportable rig ✅ .blend / Unreal ❌ No
Compute 100% 3090 100% 3090
Best for Final production ref Quick iteration
#!/bin/bash
set -e
if [ -z "$1" ]; then
echo "Usage: ./run_option_a_mocap.sh <video_path>"
exit 1
fi
VIDEO_PATH="$1"
REMOTE_HOST="straughter@192.168.1.143"
REMOTE_SAM="~/sam-3d-body"
REMOTE_INPUT="$REMOTE_SAM/temp_input"
REMOTE_OUTPUT="$REMOTE_SAM/temp_output"
LOCAL_WORKSPACE="/Users/speed/CEBSam3d"
echo "[1/6] Extracting frames from video..."
rm -rf "$LOCAL_WORKSPACE/temp_input" "$LOCAL_WORKSPACE/temp_output"
mkdir -p "$LOCAL_WORKSPACE/temp_input"
# Extract at 30 fps
ffmpeg -y -i "$VIDEO_PATH" -r 30 -q:v 2 "$LOCAL_WORKSPACE/temp_input/%05d.jpg" -v warning
echo "[2/6] Syncing frames to 3090..."
ssh $REMOTE_HOST "mkdir -p $REMOTE_INPUT $REMOTE_OUTPUT && rm -rf $REMOTE_INPUT/* $REMOTE_OUTPUT/*"
rsync -a --delete "$LOCAL_WORKSPACE/temp_input/" "$REMOTE_HOST:$REMOTE_INPUT/"
echo "[3/6] Running SAM3D Inference on 3090..."
# We create a python wrapper on the remote to run demo.py AND extract all the MHR json data!
cat << 'EOF' > "$LOCAL_WORKSPACE/remote_wrapper.py"
import os, sys, subprocess, json, pickle, torch
sam_dir = os.path.expanduser("~/sam-3d-body")
in_dir = f"{sam_dir}/temp_input"
out_dir = f"{sam_dir}/temp_output"
ckpt = "/home/straughter/ComfyUI/models/sam3dbody/model.ckpt"
mhr = "/home/straughter/ComfyUI/models/sam3dbody/assets/mhr_model.pt"
print(">> Running demo.py...")
subprocess.run([f"{sam_dir}/venv/bin/python", f"{sam_dir}/demo.py",
"--checkpoint_path", ckpt,
"--image_folder", in_dir,
"--output_folder", out_dir,
"--mhr_path", mhr], check=True)
print(">> Extracting MHR Base...")
model = torch.jit.load(mhr)
identity, pose, extra = torch.zeros(1, 45), torch.zeros(1, 204), torch.zeros(1, 72)
with torch.no_grad(): verts, skel_state = model(identity, pose, extra)
skeleton = model.character_torch.skeleton
transforms = skel_state[0].cpu().tolist()
lbs = model.character_torch.linear_blend_skinning
weights_per_vert = [[] for _ in range(verts.shape[1])]
for i in range(len(lbs.vert_indices_flattened)):
v, j, w = lbs.vert_indices_flattened[i], lbs.skin_indices_flattened[i], lbs.skin_weights_flattened[i]
weights_per_vert[v.item()].append((j.item(), w.item()))
skel_data = {"joint_names": list(skeleton.joint_names), "joint_parents": [int(p) for p in skeleton.joint_parents], "transforms": transforms, "weights": weights_per_vert}
with open(f"{out_dir}/mhr_skeleton.json", "w") as f: json.dump(skel_data, f)
verts_np, faces_np = verts[0].cpu().numpy(), model.character_torch.mesh.faces.cpu().numpy()
with open(f"{out_dir}/mhr_mesh.obj", "w") as f:
for v in verts_np: f.write(f"v {v[0]} {v[1]} {v[2]}\n")
for face in faces_np: f.write(f"f {face[0]+1} {face[1]+1} {face[2]+1}\n")
print(">> Extracting MHR Poses...")
pkl_files = sorted([f for f in os.listdir(out_dir) if f.endswith('.pkl')])
os.makedirs(f"{out_dir}/poses", exist_ok=True)
for pkl in pkl_files:
with open(f"{out_dir}/{pkl}", 'rb') as f: data = pickle.load(f)
# Use pred_joint_coords directly (already in world space)
# Convert (N, 3) to N transforms with rotation and translation
joints = data[0]['pred_joint_coords'] # (127, 3)
rots = data[0]['pred_global_rots'] # (127, 3, 3)
transforms = []
for i in range(len(joints)):
# Convert rotation matrix to quaternion
R = rots[i]
# Use scipy Rotation or manual conversion
import scipy.spatial.transform as st
quat = st.Rotation.from_matrix(R).as_quat() # (x, y, z, w)
# Blender expects (tx, ty, tz, qx, qy, qz, qw, scale) - convert to float
transform = [float(joints[i][0]), float(joints[i][1]), float(joints[i][2]),
float(quat[0]), float(quat[1]), float(quat[2]), float(quat[3]), 1.0]
transforms.append(transform)
with open(f"{out_dir}/poses/{pkl.replace('.pkl', '.json')}", "w") as f:
json.dump({"transforms": transforms}, f)
print(">> Done.")
EOF
scp "$LOCAL_WORKSPACE/remote_wrapper.py" "$REMOTE_HOST:$REMOTE_SAM/remote_wrapper.py"
ssh $REMOTE_HOST "cd $REMOTE_SAM && ./venv/bin/python remote_wrapper.py"
echo "[4/6] Syncing MHR Data back to Mac..."
mkdir -p "$LOCAL_WORKSPACE/temp_output"
rsync -a "$REMOTE_HOST:$REMOTE_OUTPUT/mhr_skeleton.json" "$LOCAL_WORKSPACE/temp_output/"
rsync -a "$REMOTE_HOST:$REMOTE_OUTPUT/mhr_mesh.obj" "$LOCAL_WORKSPACE/temp_output/"
rsync -a "$REMOTE_HOST:$REMOTE_OUTPUT/poses/" "$LOCAL_WORKSPACE/temp_output/poses/"
echo "[5/6] Building Blender Scene..."
/Applications/Blender.app/Contents/MacOS/Blender --background --python "$LOCAL_WORKSPACE/build_mhr_scene_minimal.py" -- \
--skeleton "$LOCAL_WORKSPACE/temp_output/mhr_skeleton.json" \
--mesh "$LOCAL_WORKSPACE/temp_output/mhr_mesh.obj" \
--poses "$LOCAL_WORKSPACE/temp_output/poses" \
--out "$LOCAL_WORKSPACE/Option_A_Mocap.blend"
echo "[6/6] Success! Output saved to $LOCAL_WORKSPACE/Option_A_Mocap.blend and $LOCAL_WORKSPACE/Option_A_Mocap_rendered.mp4"
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