=== Armature Matrix ===
<Vector (1.0000, 0.0000, 0.0000, 0.0000)>
<Vector (0.0000, 0.0000, -1.0000, 0.0000)>
<Vector (0.0000, 1.0000, 0.0000, 0.0000)>
<Vector (0.0000, 0.0000, 0.0000, 1.0000)>
=== Armature Bones: 65
Bone: mixamorig:Hips
  HEAD_LOCAL: <Vector (0.0000, 0.9696, -0.0578)>
  TAIL_LOCAL: <Vector (0.0000, 1.0739, -0.0578)>
  Length: 0.10429769758550173
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 1.0000, 0.0000)>
    <Vector (0.0000, 0.0000, 1.0000)>
  Parent: None
  Children: ['mixamorig:Spine', 'mixamorig:LeftUpLeg', 'mixamorig:RightUpLeg']
Bone: mixamorig:Spine
  HEAD_LOCAL: <Vector (0.0000, 1.0469, -0.0595)>
  TAIL_LOCAL: <Vector (0.0000, 1.1370, -0.0616)>
  Length: 0.09016293419055521
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 0.9997, 0.0229)>
    <Vector (0.0000, -0.0229, 0.9997)>
  Parent: mixamorig:Hips
  Children: ['mixamorig:Spine1']
Bone: mixamorig:Spine1
  HEAD_LOCAL: <Vector (0.0000, 1.1370, -0.0616)>
  TAIL_LOCAL: <Vector (0.0000, 1.2400, -0.0639)>
  Length: 0.10304352079558447
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 1.0000, -0.0000)>
    <Vector (0.0000, 0.0000, 1.0000)>
  Parent: mixamorig:Spine
  Children: ['mixamorig:Spine2']
Bone: mixamorig:Spine2
  HEAD_LOCAL: <Vector (0.0000, 1.2400, -0.0639)>
  TAIL_LOCAL: <Vector (0.0000, 1.3592, -0.0667)>
  Length: 0.11925807424057673
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 1.0000, 0.0000)>
    <Vector (0.0000, -0.0000, 1.0000)>
  Parent: mixamorig:Spine1
  Children: ['mixamorig:Neck', 'mixamorig:LeftShoulder', 'mixamorig:RightShoulder']
Bone: mixamorig:Neck
  HEAD_LOCAL: <Vector (0.0000, 1.3559, -0.0666)>
  TAIL_LOCAL: <Vector (0.0000, 1.4602, -0.0666)>
  Length: 0.10431921537495582
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 0.9997, -0.0229)>
    <Vector (0.0000, 0.0229, 0.9997)>
  Parent: mixamorig:Spine2
  Children: ['mixamorig:Head']
Bone: mixamorig:Head
  HEAD_LOCAL: <Vector (0.0000, 1.4593, -0.0530)>
  TAIL_LOCAL: <Vector (0.0000, 1.7013, -0.0530)>
  Length: 0.24198425132170448
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 1.0000, 0.0000)>
    <Vector (0.0000, 0.0000, 1.0000)>
  Parent: mixamorig:Neck
  Children: ['mixamorig:HeadTop_End']
Bone: mixamorig:HeadTop_End
  HEAD_LOCAL: <Vector (0.0000, 1.6993, -0.0215)>
  TAIL_LOCAL: <Vector (0.0000, 1.9413, -0.0215)>
  Length: 0.24198425132170448
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 1.0000, 0.0000)>
    <Vector (0.0000, 0.0000, 1.0000)>
  Parent: mixamorig:Head
  Children: []
Bone: mixamorig:LeftShoulder
  HEAD_LOCAL: <Vector (0.0697, 1.3388, -0.0683)>
  TAIL_LOCAL: <Vector (0.2059, 1.3018, -0.0716)>
  Length: 0.14127337858224645
    <Vector (-0.0306, 0.9647, -0.2616)>
    <Vector (0.0007, -0.2617, -0.9651)>
    <Vector (-0.9995, -0.0297, 0.0074)>
  Parent: mixamorig:Spine2
  Children: ['mixamorig:LeftArm']
Bone: mixamorig:LeftArm
  HEAD_LOCAL: <Vector (0.2059, 1.3018, -0.0716)>
  TAIL_LOCAL: <Vector (0.3881, 1.2458, -0.1052)>
  Length: 0.19351874512423642
    <Vector (0.9885, 0.1510, -0.0042)>
    <Vector (-0.1511, 0.9881, -0.0274)>
    <Vector (-0.0000, 0.0277, 0.9996)>
  Parent: mixamorig:LeftShoulder
  Children: ['mixamorig:LeftForeArm']
Bone: mixamorig:LeftForeArm
  HEAD_LOCAL: <Vector (0.3881, 1.2458, -0.1052)>
  TAIL_LOCAL: <Vector (0.6403, 1.1762, -0.0980)>
  Length: 0.2617374660649679
    <Vector (0.9795, -0.2016, -0.0045)>
    <Vector (0.2017, 0.9792, 0.0217)>
    <Vector (0.0000, -0.0221, 0.9998)>
  Parent: mixamorig:LeftArm
  Children: ['mixamorig:LeftHand']
Bone: mixamorig:LeftHand
  HEAD_LOCAL: <Vector (0.6403, 1.1762, -0.0980)>
  TAIL_LOCAL: <Vector (0.7373, 1.1430, -0.0952)>
  Length: 0.10254882952425606
    <Vector (0.9990, 0.0026, 0.0453)>
    <Vector (0.0002, 0.9981, -0.0615)>
    <Vector (-0.0454, 0.0615, 0.9971)>
  Parent: mixamorig:LeftForeArm
  Children: ['mixamorig:LeftHandThumb1', 'mixamorig:LeftHandIndex1', 'mixamorig:LeftHandMiddle1', 'mixamorig:LeftHandRing1', 'mixamorig:LeftHandPinky1']
Bone: mixamorig:LeftHandThumb1
  HEAD_LOCAL: <Vector (0.6743, 1.1541, -0.0704)>
  TAIL_LOCAL: <Vector (0.7026, 1.1360, -0.0500)>
  Length: 0.03925979122055041
    <Vector (0.8620, -0.4971, 0.0995)>
    <Vector (0.5070, 0.8452, -0.1692)>
    <Vector (0.0000, 0.1963, 0.9805)>
  Parent: mixamorig:LeftHand
  Children: ['mixamorig:LeftHandThumb2']
Bone: mixamorig:LeftHandThumb2
  HEAD_LOCAL: <Vector (0.7015, 1.1363, -0.0483)>
  TAIL_LOCAL: <Vector (0.7233, 1.1185, -0.0319)>
  Length: 0.03256413991495257
    <Vector (1.0000, -0.0000, -0.0000)>
    <Vector (0.0000, 0.9950, -0.0994)>
    <Vector (0.0000, 0.0994, 0.9950)>
  Parent: mixamorig:LeftHandThumb1
  Children: ['mixamorig:LeftHandThumb3']
Bone: mixamorig:LeftHandThumb3
  HEAD_LOCAL: <Vector (0.7237, 1.1184, -0.0326)>
  TAIL_LOCAL: <Vector (0.7416, 1.1077, -0.0198)>
  Length: 0.02446566269662249
    <Vector (1.0000, -0.0000, 0.0000)>
    <Vector (0.0000, 0.9924, 0.1233)>
    <Vector (-0.0000, -0.1233, 0.9924)>
  Parent: mixamorig:LeftHandThumb2
  Children: ['mixamorig:LeftHandThumb4']
Bone: mixamorig:LeftHandThumb4
  HEAD_LOCAL: <Vector (0.7423, 1.1075, -0.0210)>
  TAIL_LOCAL: <Vector (0.7602, 1.0967, -0.0083)>
  Length: 0.02446566269662249
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (-0.0000, 1.0000, 0.0000)>
    <Vector (-0.0000, -0.0000, 1.0000)>
  Parent: mixamorig:LeftHandThumb3
  Children: []
Bone: mixamorig:LeftHandIndex1
  HEAD_LOCAL: <Vector (0.7480, 1.1400, -0.0590)>
  TAIL_LOCAL: <Vector (0.7752, 1.1289, -0.0591)>
  Length: 0.029296293987074073
    <Vector (0.9995, 0.0309, -0.0017)>
    <Vector (-0.0310, 0.9980, -0.0560)>
    <Vector (0.0000, 0.0560, 0.9984)>
  Parent: mixamorig:LeftHand
  Children: ['mixamorig:LeftHandIndex2']
Bone: mixamorig:LeftHandIndex2
  HEAD_LOCAL: <Vector (0.7752, 1.1289, -0.0594)>
  TAIL_LOCAL: <Vector (0.8010, 1.1144, -0.0596)>
  Length: 0.029625302766217002
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 0.9921, -0.1251)>
    <Vector (-0.0000, 0.1251, 0.9921)>
  Parent: mixamorig:LeftHandIndex1
  Children: ['mixamorig:LeftHandIndex3']
Bone: mixamorig:LeftHandIndex3
  HEAD_LOCAL: <Vector (0.8010, 1.1144, -0.0596)>
  TAIL_LOCAL: <Vector (0.8165, 1.0972, -0.0599)>
  Length: 0.023164525069362854
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 0.9478, -0.3189)>
    <Vector (0.0000, 0.3189, 0.9478)>
  Parent: mixamorig:LeftHandIndex2
  Children: ['mixamorig:LeftHandIndex4']
Bone: mixamorig:LeftHandIndex4
  HEAD_LOCAL: <Vector (0.8165, 1.0972, -0.0595)>
  TAIL_LOCAL: <Vector (0.8320, 1.0800, -0.0597)>
  Length: 0.023164525069362854
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (-0.0000, 1.0000, 0.0000)>
    <Vector (-0.0000, -0.0000, 1.0000)>
  Parent: mixamorig:LeftHandIndex3
  Children: []
Bone: mixamorig:LeftHandMiddle1
  HEAD_LOCAL: <Vector (0.7478, 1.1398, -0.0825)>
  TAIL_LOCAL: <Vector (0.7788, 1.1265, -0.0838)>
  Length: 0.03375545565126759
    <Vector (0.9979, 0.0644, -0.0049)>
    <Vector (-0.0645, 0.9950, -0.0758)>
    <Vector (0.0000, 0.0759, 0.9971)>
  Parent: mixamorig:LeftHand
  Children: ['mixamorig:LeftHandMiddle2']
Bone: mixamorig:LeftHandMiddle2
  HEAD_LOCAL: <Vector (0.7788, 1.1265, -0.0840)>
  TAIL_LOCAL: <Vector (0.8094, 1.1093, -0.0854)>
  Length: 0.03510746908110601
    <Vector (1.0000, -0.0000, 0.0000)>
    <Vector (0.0000, 0.9943, -0.1063)>
    <Vector (-0.0000, 0.1063, 0.9943)>
  Parent: mixamorig:LeftHandMiddle1
  Children: ['mixamorig:LeftHandMiddle3']
Bone: mixamorig:LeftHandMiddle3
  HEAD_LOCAL: <Vector (0.8094, 1.1093, -0.0855)>
  TAIL_LOCAL: <Vector (0.8266, 1.0897, -0.0865)>
  Length: 0.026105365592100933
    <Vector (1.0000, -0.0000, -0.0000)>
    <Vector (-0.0000, 0.9442, -0.3294)>
    <Vector (0.0000, 0.3294, 0.9442)>
  Parent: mixamorig:LeftHandMiddle2
  Children: ['mixamorig:LeftHandMiddle4']
Bone: mixamorig:LeftHandMiddle4
  HEAD_LOCAL: <Vector (0.8266, 1.0897, -0.0861)>
  TAIL_LOCAL: <Vector (0.8439, 1.0701, -0.0871)>
  Length: 0.026105365592100933
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (-0.0000, 1.0000, -0.0000)>
    <Vector (-0.0000, 0.0000, 1.0000)>
  Parent: mixamorig:LeftHandMiddle3
  Children: []
Bone: mixamorig:LeftHandRing1
  HEAD_LOCAL: <Vector (0.7486, 1.1405, -0.1076)>
  TAIL_LOCAL: <Vector (0.7758, 1.1280, -0.1072)>
  Length: 0.030007340502232784
    <Vector (0.9999, 0.0124, -0.0013)>
    <Vector (-0.0125, 0.9949, -0.1005)>
    <Vector (0.0000, 0.1006, 0.9949)>
  Parent: mixamorig:LeftHand
  Children: ['mixamorig:LeftHandRing2']
Bone: mixamorig:LeftHandRing2
  HEAD_LOCAL: <Vector (0.7758, 1.1280, -0.1074)>
  TAIL_LOCAL: <Vector (0.8004, 1.1124, -0.1071)>
  Length: 0.029097086685578432
    <Vector (1.0000, -0.0000, -0.0000)>
    <Vector (-0.0000, 0.9912, -0.1327)>
    <Vector (0.0000, 0.1327, 0.9912)>
  Parent: mixamorig:LeftHandRing1
  Children: ['mixamorig:LeftHandRing3']
Bone: mixamorig:LeftHandRing3
  HEAD_LOCAL: <Vector (0.8004, 1.1124, -0.1071)>
  TAIL_LOCAL: <Vector (0.8176, 1.0973, -0.1069)>
  Length: 0.022895420873292653
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (-0.0000, 0.9877, -0.1561)>
    <Vector (-0.0000, 0.1561, 0.9877)>
  Parent: mixamorig:LeftHandRing2
  Children: ['mixamorig:LeftHandRing4']
Bone: mixamorig:LeftHandRing4
  HEAD_LOCAL: <Vector (0.8176, 1.0973, -0.1066)>
  TAIL_LOCAL: <Vector (0.8348, 1.0822, -0.1064)>
  Length: 0.022895420873292653
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 1.0000, -0.0000)>
    <Vector (-0.0000, 0.0000, 1.0000)>
  Parent: mixamorig:LeftHandRing3
  Children: []
Bone: mixamorig:LeftHandPinky1
  HEAD_LOCAL: <Vector (0.7454, 1.1437, -0.1305)>
  TAIL_LOCAL: <Vector (0.7701, 1.1291, -0.1302)>
  Length: 0.02880760970413682
    <Vector (0.9999, 0.0165, -0.0034)>
    <Vector (-0.0168, 0.9790, -0.2030)>
    <Vector (-0.0000, 0.2030, 0.9792)>
  Parent: mixamorig:LeftHand
  Children: ['mixamorig:LeftHandPinky2']
Bone: mixamorig:LeftHandPinky2
  HEAD_LOCAL: <Vector (0.7701, 1.1291, -0.1303)>
  TAIL_LOCAL: <Vector (0.7884, 1.1164, -0.1301)>
  Length: 0.022222498107975403
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 0.9974, -0.0716)>
    <Vector (0.0000, 0.0716, 0.9974)>
  Parent: mixamorig:LeftHandPinky1
  Children: ['mixamorig:LeftHandPinky3']
Bone: mixamorig:LeftHandPinky3
  HEAD_LOCAL: <Vector (0.7884, 1.1164, -0.1300)>
  TAIL_LOCAL: <Vector (0.8029, 1.1087, -0.1299)>
  Length: 0.016439518539143164
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 0.9931, 0.1171)>
    <Vector (0.0000, -0.1171, 0.9931)>
  Parent: mixamorig:LeftHandPinky2
  Children: ['mixamorig:LeftHandPinky4']
Bone: mixamorig:LeftHandPinky4
  HEAD_LOCAL: <Vector (0.8029, 1.1087, -0.1300)>
  TAIL_LOCAL: <Vector (0.8174, 1.1009, -0.1298)>
  Length: 0.016439518539143164
    <Vector (1.0000, -0.0000, 0.0000)>
    <Vector (0.0000, 1.0000, -0.0000)>
    <Vector (0.0000, 0.0000, 1.0000)>
  Parent: mixamorig:LeftHandPinky3
  Children: []
Bone: mixamorig:RightShoulder
  HEAD_LOCAL: <Vector (-0.0697, 1.3388, -0.0649)>
  TAIL_LOCAL: <Vector (-0.2059, 1.3018, -0.0616)>
  Length: 0.14127337849211677
    <Vector (0.0184, -0.9647, 0.2628)>
    <Vector (-0.0000, -0.2628, -0.9648)>
    <Vector (0.9998, 0.0178, -0.0049)>
  Parent: mixamorig:Spine2
  Children: ['mixamorig:RightArm']
Bone: mixamorig:RightArm
  HEAD_LOCAL: <Vector (-0.2059, 1.3018, -0.0616)>
  TAIL_LOCAL: <Vector (-0.3881, 1.2458, -0.0974)>
  Length: 0.19392241398491544
    <Vector (0.9780, -0.2086, 0.0059)>
    <Vector (0.2087, 0.9776, -0.0279)>
    <Vector (0.0000, 0.0285, 0.9996)>
  Parent: mixamorig:RightShoulder
  Children: ['mixamorig:RightForeArm']
Bone: mixamorig:RightForeArm
  HEAD_LOCAL: <Vector (-0.3881, 1.2458, -0.0974)>
  TAIL_LOCAL: <Vector (-0.6403, 1.1762, -0.0919)>
  Length: 0.26169395451642924
    <Vector (0.9786, 0.2058, 0.0050)>
    <Vector (-0.2059, 0.9783, 0.0239)>
    <Vector (-0.0000, -0.0244, 0.9997)>
  Parent: mixamorig:RightArm
  Children: ['mixamorig:RightHand']
Bone: mixamorig:RightHand
  HEAD_LOCAL: <Vector (-0.6403, 1.1762, -0.0919)>
  TAIL_LOCAL: <Vector (-0.7379, 1.1425, -0.0944)>
  Length: 0.10324379143785486
    <Vector (0.9981, -0.0466, -0.0398)>
    <Vector (0.0439, 0.9969, -0.0652)>
    <Vector (0.0427, 0.0634, 0.9971)>
  Parent: mixamorig:RightForeArm
  Children: ['mixamorig:RightHandThumb1', 'mixamorig:RightHandIndex1', 'mixamorig:RightHandMiddle1', 'mixamorig:RightHandRing1', 'mixamorig:RightHandPinky1']
Bone: mixamorig:RightHandThumb1
  HEAD_LOCAL: <Vector (-0.6738, 1.1544, -0.0677)>
  TAIL_LOCAL: <Vector (-0.7011, 1.1368, -0.0495)>
  Length: 0.037344570740704644
    <Vector (0.8519, 0.5135, -0.1034)>
    <Vector (-0.5238, 0.8351, -0.1682)>
    <Vector (0.0000, 0.1975, 0.9803)>
  Parent: mixamorig:RightHand
  Children: ['mixamorig:RightHandThumb2']
Bone: mixamorig:RightHandThumb2
  HEAD_LOCAL: <Vector (-0.7005, 1.1370, -0.0484)>
  TAIL_LOCAL: <Vector (-0.7229, 1.1187, -0.0328)>
  Length: 0.03278898930601099
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 0.9952, -0.0983)>
    <Vector (0.0000, 0.0983, 0.9952)>
  Parent: mixamorig:RightHandThumb1
  Children: ['mixamorig:RightHandThumb3']
Bone: mixamorig:RightHandThumb3
  HEAD_LOCAL: <Vector (-0.7230, 1.1187, -0.0330)>
  TAIL_LOCAL: <Vector (-0.7415, 1.1037, -0.0201)>
  Length: 0.02709233636388024
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 1.0000, 0.0040)>
    <Vector (0.0000, -0.0040, 1.0000)>
  Parent: mixamorig:RightHandThumb2
  Children: ['mixamorig:RightHandThumb4']
Bone: mixamorig:RightHandThumb4
  HEAD_LOCAL: <Vector (-0.7420, 1.1036, -0.0210)>
  TAIL_LOCAL: <Vector (-0.7605, 1.0886, -0.0081)>
  Length: 0.02709233636388024
    <Vector (1.0000, -0.0000, -0.0000)>
    <Vector (0.0000, 1.0000, 0.0000)>
    <Vector (-0.0000, -0.0000, 1.0000)>
  Parent: mixamorig:RightHandThumb3
  Children: []
Bone: mixamorig:RightHandIndex1
  HEAD_LOCAL: <Vector (-0.7477, 1.1392, -0.0594)>
  TAIL_LOCAL: <Vector (-0.7760, 1.1287, -0.0591)>
  Length: 0.03018346922473026
    <Vector (0.9995, 0.0329, -0.0006)>
    <Vector (-0.0329, 0.9993, -0.0194)>
    <Vector (0.0000, 0.0194, 0.9998)>
  Parent: mixamorig:RightHand
  Children: ['mixamorig:RightHandIndex2']
Bone: mixamorig:RightHandIndex2
  HEAD_LOCAL: <Vector (-0.7760, 1.1287, -0.0594)>
  TAIL_LOCAL: <Vector (-0.8018, 1.1140, -0.0592)>
  Length: 0.029680221180628113
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 0.9864, -0.1645)>
    <Vector (0.0000, 0.1645, 0.9864)>
  Parent: mixamorig:RightHandIndex1
  Children: ['mixamorig:RightHandIndex3']
Bone: mixamorig:RightHandIndex3
  HEAD_LOCAL: <Vector (-0.8018, 1.1140, -0.0593)>
  TAIL_LOCAL: <Vector (-0.8162, 1.0962, -0.0594)>
  Length: 0.022842182043332486
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (0.0000, 0.9308, -0.3654)>
    <Vector (-0.0000, 0.3654, 0.9308)>
  Parent: mixamorig:RightHandIndex2
  Children: ['mixamorig:RightHandIndex4']
Bone: mixamorig:RightHandIndex4
  HEAD_LOCAL: <Vector (-0.8161, 1.0962, -0.0590)>
  TAIL_LOCAL: <Vector (-0.8305, 1.0784, -0.0591)>
  Length: 0.022842182043332486
    <Vector (1.0000, -0.0000, -0.0000)>
    <Vector (0.0000, 1.0000, 0.0000)>
    <Vector (-0.0000, -0.0000, 1.0000)>
  Parent: mixamorig:RightHandIndex3
  Children: []
Bone: mixamorig:RightHandMiddle1
  HEAD_LOCAL: <Vector (-0.7511, 1.1384, -0.0821)>
  TAIL_LOCAL: <Vector (-0.7804, 1.1257, -0.0835)>
  Length: 0.031950589142707764
    <Vector (0.9999, -0.0171, 0.0013)>
    <Vector (0.0172, 0.9971, -0.0748)>
    <Vector (-0.0000, 0.0748, 0.9972)>
  Parent: mixamorig:RightHand
  Children: ['mixamorig:RightHandMiddle2']
Bone: mixamorig:RightHandMiddle2
  HEAD_LOCAL: <Vector (-0.7804, 1.1258, -0.0837)>
  TAIL_LOCAL: <Vector (-0.8103, 1.1090, -0.0852)>
  Length: 0.03434822943329388
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 0.9947, -0.1028)>
    <Vector (0.0000, 0.1028, 0.9947)>
  Parent: mixamorig:RightHandMiddle1
  Children: ['mixamorig:RightHandMiddle3']
Bone: mixamorig:RightHandMiddle3
  HEAD_LOCAL: <Vector (-0.8103, 1.1090, -0.0852)>
  TAIL_LOCAL: <Vector (-0.8281, 1.0918, -0.0863)>
  Length: 0.024714147267378285
    <Vector (1.0000, 0.0000, -0.0000)>
    <Vector (-0.0000, 0.9671, -0.2544)>
    <Vector (0.0000, 0.2544, 0.9671)>
  Parent: mixamorig:RightHandMiddle2
  Children: ['mixamorig:RightHandMiddle4']
Bone: mixamorig:RightHandMiddle4
  HEAD_LOCAL: <Vector (-0.8281, 1.0918, -0.0861)>
  TAIL_LOCAL: <Vector (-0.8458, 1.0746, -0.0873)>
  Length: 0.024714147267378285
    <Vector (1.0000, 0.0000, 0.0000)>
    <Vector (-0.0000, 1.0000, -0.0000)>
    <Vector (-0.0000, 0.0000, 1.0000)>
  Parent: mixamorig:RightHandMiddle3
  Children: []
Bone: mixamorig:RightHandRing1
  HEAD_LOCAL: <Vector (-0.7510, 1.1382, -0.1073)>
  TAIL_LOCAL: <Vector (-0.7769, 1.1273, -0.1061)>
  Length: 0.02808354168411232
    <Vector (0.9976, 0.0685, -0.0042)>
    <Vector (-0.0686, 0.9957, -0.0617)>
    <Vector (0.0000, 0.0619, 0.9981)>
  Parent: mixamorig:RightHand
  Children: ['mixamorig:RightHandRing2']
Bone: mixamorig:RightHandRing2
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Face 226
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Face 228
UV Count: 3
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Face 230
UV Count: 3
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Face 232
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UV Count: 3
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UV Count: 3
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Face 236
UV Count: 3
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Face 238
UV Count: 3
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Face 240
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 250
UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 255
UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 263
UV Count: 3
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Face 264
UV Count: 3
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Face 265
UV Count: 3
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Face 266
UV Count: 3
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Face 267
UV Count: 3
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Face 268
UV Count: 3
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Face 269
UV Count: 3
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Face 270
UV Count: 3
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Face 271
UV Count: 3
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Face 272
UV Count: 3
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Face 273
UV Count: 3
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UV Count: 3
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Face 275
UV Count: 3
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Face 276
UV Count: 3
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Face 277
UV Count: 3
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Face 278
UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 282
UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 285
UV Count: 3
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Face 286
UV Count: 3
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UV Count: 3
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Face 288
UV Count: 3
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Face 289
UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 292
UV Count: 3
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Face 293
UV Count: 3
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Face 294
UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 300
UV Count: 3
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Face 302
UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 311
UV Count: 3
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UV Count: 3
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Face 314
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Face 318
UV Count: 3
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Face 319
UV Count: 3
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Face 320
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Face 321
UV Count: 3
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Face 322
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Face 323
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Face 324
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Face 325
UV Count: 3
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Face 327
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Face 328
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Face 329
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Face 330
UV Count: 3
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Face 331
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Face 332
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Face 333
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Face 334
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Face 335
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Face 336
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Face 337
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Face 338
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Face 339
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Face 340
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Face 341
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Face 342
UV Count: 3
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Face 343
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Face 344
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Face 345
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Face 346
UV Count: 3
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Face 347
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Face 348
UV Count: 3
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Face 349
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Face 350
UV Count: 3
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Face 351
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Face 352
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Face 353
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Face 354
UV Count: 3
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Face 355
UV Count: 3
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Face 356
UV Count: 3
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Face 357
UV Count: 3
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Face 359
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Face 360
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Face 361
UV Count: 3
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Face 362
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Face 363
UV Count: 3
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Face 364
UV Count: 3
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Face 365
UV Count: 3
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Face 366
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Face 367
UV Count: 3
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Face 368
UV Count: 3
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Face 369
UV Count: 3
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Face 370
UV Count: 3
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Face 371
UV Count: 3
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Face 372
UV Count: 3
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Face 373
UV Count: 3
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Face 374
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Face 375
UV Count: 3
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Face 376
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Face 377
UV Count: 3
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Face 378
UV Count: 3
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Face 379
UV Count: 3
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Face 380
UV Count: 3
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Face 381
UV Count: 3
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Face 382
UV Count: 3
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Face 383
UV Count: 3
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Face 384
UV Count: 3
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Face 385
UV Count: 3
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Face 386
UV Count: 3
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Face 387
UV Count: 3
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Face 388
UV Count: 3
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Face 389
UV Count: 3
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Face 390
UV Count: 3
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Face 391
UV Count: 3
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Face 392
UV Count: 3
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Face 393
UV Count: 3
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  UV <Vector (0.1906, 0.4329)>
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Face 394
UV Count: 3
  UV <Vector (0.2218, 0.9644)>
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Face 395
UV Count: 3
  UV <Vector (0.1904, 0.4246)>
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Face 396
UV Count: 3
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Face 397
UV Count: 3
  UV <Vector (0.2254, 0.9637)>
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Face 398
UV Count: 3
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Face 399
UV Count: 3
  UV <Vector (0.1877, 0.4343)>
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Face 400
UV Count: 3
  UV <Vector (0.2416, 0.9406)>
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Face 401
UV Count: 3
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Face 402
UV Count: 3
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Face 403
UV Count: 3
  UV <Vector (0.8139, 0.2057)>
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Face 404
UV Count: 3
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Face 405
UV Count: 3
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Face 406
UV Count: 3
  UV <Vector (0.6538, 0.1888)>
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Face 407
UV Count: 3
  UV <Vector (0.0982, 0.1033)>
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Face 408
UV Count: 3
  UV <Vector (0.7446, 0.3250)>
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Face 409
UV Count: 3
  UV <Vector (0.7041, 0.3183)>
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Face 410
UV Count: 3
  UV <Vector (0.7917, 0.3395)>
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Face 411
UV Count: 3
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Face 412
UV Count: 3
  UV <Vector (0.1166, 0.1080)>
  UV <Vector (0.1255, 0.0979)>
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Face 413
UV Count: 3
  UV <Vector (0.1029, 0.0927)>
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Face 414
UV Count: 3
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Face 415
UV Count: 3
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Face 416
UV Count: 3
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Face 417
UV Count: 3
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Face 418
UV Count: 3
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Face 419
UV Count: 3
  UV <Vector (0.2094, 0.4429)>
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Face 420
UV Count: 3
  UV <Vector (0.2199, 0.4458)>
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Face 421
UV Count: 3
  UV <Vector (0.2071, 0.4479)>
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Face 422
UV Count: 3
  UV <Vector (0.2190, 0.5114)>
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Face 423
UV Count: 3
  UV <Vector (0.0638, 0.5053)>
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Face 424
UV Count: 3
  UV <Vector (0.2002, 0.5393)>
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Face 425
UV Count: 3
  UV <Vector (0.1689, 0.6068)>
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Face 426
UV Count: 3
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Face 427
UV Count: 3
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Face 428
UV Count: 3
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Face 429
UV Count: 3
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Face 430
UV Count: 3
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Face 431
UV Count: 3
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Face 432
UV Count: 3
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Face 433
UV Count: 3
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Face 434
UV Count: 3
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Face 435
UV Count: 3
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Face 436
UV Count: 3
  UV <Vector (0.1548, 0.6939)>
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Face 437
UV Count: 3
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Face 438
UV Count: 3
  UV <Vector (0.2018, 0.4169)>
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Face 439
UV Count: 3
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Face 440
UV Count: 3
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Face 441
UV Count: 3
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Face 442
UV Count: 3
  UV <Vector (0.2022, 0.5320)>
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Face 443
UV Count: 3
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Face 444
UV Count: 3
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Face 445
UV Count: 3
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Face 446
UV Count: 3
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Face 447
UV Count: 3
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Face 448
UV Count: 3
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Face 449
UV Count: 3
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Face 450
UV Count: 3
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Face 451
UV Count: 3
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Face 452
UV Count: 3
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Face 453
UV Count: 3
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Face 454
UV Count: 3
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Face 455
UV Count: 3
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Face 456
UV Count: 3
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Face 457
UV Count: 3
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Face 458
UV Count: 3
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Face 459
UV Count: 3
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Face 460
UV Count: 3
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Face 461
UV Count: 3
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Face 462
UV Count: 3
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Face 463
UV Count: 3
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Face 464
UV Count: 3
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Face 465
UV Count: 3
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Face 466
UV Count: 3
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Face 467
UV Count: 3
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Face 468
UV Count: 3
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Face 469
UV Count: 3
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Face 470
UV Count: 3
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Face 471
UV Count: 3
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Face 472
UV Count: 3
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Face 473
UV Count: 3
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Face 474
UV Count: 3
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Face 475
UV Count: 3
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Face 476
UV Count: 3
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Face 477
UV Count: 3
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Face 478
UV Count: 3
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Face 479
UV Count: 3
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Face 480
UV Count: 3
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Face 481
UV Count: 3
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Face 482
UV Count: 3
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Face 483
UV Count: 3
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Face 484
UV Count: 3
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Face 485
UV Count: 3
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Face 486
UV Count: 3
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Face 487
UV Count: 3
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Face 488
UV Count: 3
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Face 489
UV Count: 3
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Face 490
UV Count: 3
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Face 491
UV Count: 3
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  UV <Vector (0.0064, 0.3807)>
Face 492
UV Count: 3
  UV <Vector (0.0054, 0.3693)>
  UV <Vector (0.0046, 0.3719)>
  UV <Vector (0.0036, 0.3713)>
Face 493
UV Count: 3
  UV <Vector (0.0064, 0.3807)>
  UV <Vector (0.0058, 0.3783)>
  UV <Vector (0.0069, 0.3805)>
Face 494
UV Count: 3
  UV <Vector (0.0068, 0.3886)>
  UV <Vector (0.0039, 0.3858)>
  UV <Vector (0.0066, 0.3858)>
Face 495
UV Count: 3
  UV <Vector (0.0062, 0.3671)>
  UV <Vector (0.0037, 0.3646)>
  UV <Vector (0.0067, 0.3648)>
Face 496
UV Count: 3
  UV <Vector (0.0106, 0.3620)>
  UV <Vector (0.0076, 0.3646)>
  UV <Vector (0.0078, 0.3621)>
Face 497
UV Count: 3
  UV <Vector (0.0066, 0.3621)>
  UV <Vector (0.0076, 0.3646)>
  UV <Vector (0.0067, 0.3648)>
Face 498
UV Count: 3
  UV <Vector (0.0046, 0.3719)>
  UV <Vector (0.0068, 0.3673)>
  UV <Vector (0.0095, 0.3688)>
Face 499
UV Count: 3
  UV <Vector (0.0079, 0.3858)>
  UV <Vector (0.0107, 0.3892)>
  UV <Vector (0.0078, 0.3884)>
Face 500
UV Count: 3
  UV <Vector (0.0068, 0.3673)>
  UV <Vector (0.0067, 0.3648)>
  UV <Vector (0.0076, 0.3646)>
Face 501
UV Count: 3
  UV <Vector (0.0054, 0.3693)>
  UV <Vector (0.0035, 0.3669)>
  UV <Vector (0.0062, 0.3671)>
Face 502
UV Count: 3
  UV <Vector (0.0037, 0.3646)>
  UV <Vector (0.0066, 0.3621)>
  UV <Vector (0.0067, 0.3648)>
Face 503
UV Count: 3
  UV <Vector (0.0057, 0.3695)>
  UV <Vector (0.0062, 0.3671)>
  UV <Vector (0.0068, 0.3673)>
Face 504
UV Count: 3
  UV <Vector (0.0037, 0.3596)>
  UV <Vector (0.0066, 0.3621)>
  UV <Vector (0.0038, 0.3621)>
Face 505
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 506
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 507
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 508
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 509
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 510
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 511
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 512
UV Count: 3
  UV <Vector (0.0075, 0.7339)>
  UV <Vector (0.0054, 0.7397)>
  UV <Vector (0.0050, 0.7353)>
Face 513
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 514
UV Count: 3
  UV <Vector (0.0050, 0.1823)>
  UV <Vector (0.0043, 0.1831)>
  UV <Vector (0.0039, 0.1824)>
Face 515
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 516
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 517
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 518
UV Count: 3
  UV <Vector (0.0050, 0.1823)>
  UV <Vector (0.0042, 0.1817)>
  UV <Vector (0.0050, 0.1813)>
Face 519
UV Count: 3
  UV <Vector (0.0651, 0.7147)>
  UV <Vector (0.0731, 0.7204)>
  UV <Vector (0.0708, 0.7255)>
Face 520
UV Count: 3
  UV <Vector (0.0884, 0.7320)>
  UV <Vector (0.0874, 0.7244)>
  UV <Vector (0.0927, 0.7251)>
Face 521
UV Count: 3
  UV <Vector (0.0908, 0.7394)>
  UV <Vector (0.0792, 0.7456)>
  UV <Vector (0.0797, 0.7385)>
Face 522
UV Count: 3
  UV <Vector (0.1896, 0.6427)>
  UV <Vector (0.1903, 0.6714)>
  UV <Vector (0.1801, 0.6718)>
Face 523
UV Count: 3
  UV <Vector (0.1198, 0.6996)>
  UV <Vector (0.1225, 0.7055)>
  UV <Vector (0.1152, 0.7084)>
Face 524
UV Count: 3
  UV <Vector (0.1259, 0.6996)>
  UV <Vector (0.1284, 0.7027)>
  UV <Vector (0.1258, 0.7033)>
Face 525
UV Count: 3
  UV <Vector (0.0484, 0.4266)>
  UV <Vector (0.0356, 0.4139)>
  UV <Vector (0.0484, 0.4105)>
Face 526
UV Count: 3
  UV <Vector (0.0569, 0.7176)>
  UV <Vector (0.0708, 0.7255)>
  UV <Vector (0.0665, 0.7317)>
Face 527
UV Count: 3
  UV <Vector (0.0643, 0.6928)>
  UV <Vector (0.0747, 0.6886)>
  UV <Vector (0.0690, 0.6940)>
Face 528
UV Count: 3
  UV <Vector (0.0654, 0.6976)>
  UV <Vector (0.0718, 0.7028)>
  UV <Vector (0.0647, 0.7023)>
Face 529
UV Count: 3
  UV <Vector (0.0938, 0.6676)>
  UV <Vector (0.1040, 0.6696)>
  UV <Vector (0.0868, 0.6896)>
Face 530
UV Count: 3
  UV <Vector (0.1291, 0.7056)>
  UV <Vector (0.1258, 0.7086)>
  UV <Vector (0.1258, 0.7056)>
Face 531
UV Count: 3
  UV <Vector (0.1499, 0.7018)>
  UV <Vector (0.1425, 0.7054)>
  UV <Vector (0.1396, 0.7000)>
Face 532
UV Count: 3
  UV <Vector (0.1028, 0.7052)>
  UV <Vector (0.1006, 0.7084)>
  UV <Vector (0.0939, 0.7058)>
Face 533
UV Count: 3
  UV <Vector (0.1575, 0.7141)>
  UV <Vector (0.1584, 0.7258)>
  UV <Vector (0.1538, 0.7159)>
Face 534
UV Count: 3
  UV <Vector (0.0582, 0.6963)>
  UV <Vector (0.0647, 0.7023)>
  UV <Vector (0.0574, 0.7019)>
Face 535
UV Count: 3
  UV <Vector (0.1062, 0.6924)>
  UV <Vector (0.1122, 0.6997)>
  UV <Vector (0.1017, 0.7013)>
Face 536
UV Count: 3
  UV <Vector (0.0643, 0.6928)>
  UV <Vector (0.0582, 0.6963)>
  UV <Vector (0.0594, 0.6915)>
Face 537
UV Count: 3
  UV <Vector (0.1173, 0.6735)>
  UV <Vector (0.1161, 0.6800)>
  UV <Vector (0.1093, 0.6747)>
Face 538
UV Count: 3
  UV <Vector (0.1300, 0.6851)>
  UV <Vector (0.1260, 0.6889)>
  UV <Vector (0.1260, 0.6852)>
Face 539
UV Count: 3
  UV <Vector (0.1425, 0.7054)>
  UV <Vector (0.1475, 0.7067)>
  UV <Vector (0.1433, 0.7062)>
Face 540
UV Count: 3
  UV <Vector (0.1351, 0.7130)>
  UV <Vector (0.1364, 0.7086)>
  UV <Vector (0.1380, 0.7107)>
Face 541
UV Count: 3
  UV <Vector (0.1474, 0.7356)>
  UV <Vector (0.1330, 0.7252)>
  UV <Vector (0.1368, 0.7206)>
Face 542
UV Count: 3
  UV <Vector (0.1010, 0.7137)>
  UV <Vector (0.1043, 0.7195)>
  UV <Vector (0.0975, 0.7153)>
Face 543
UV Count: 3
  UV <Vector (0.1151, 0.6637)>
  UV <Vector (0.1093, 0.6747)>
  UV <Vector (0.1040, 0.6696)>
Face 544
UV Count: 3
  UV <Vector (0.1006, 0.7084)>
  UV <Vector (0.0938, 0.7135)>
  UV <Vector (0.0939, 0.7058)>
Face 545
UV Count: 3
  UV <Vector (0.0926, 0.7011)>
  UV <Vector (0.0836, 0.7028)>
  UV <Vector (0.0841, 0.6993)>
Face 546
UV Count: 3
  UV <Vector (0.1578, 0.7460)>
  UV <Vector (0.1474, 0.7356)>
  UV <Vector (0.1599, 0.7400)>
Face 547
UV Count: 3
  UV <Vector (0.0874, 0.7244)>
  UV <Vector (0.0803, 0.7306)>
  UV <Vector (0.0811, 0.7243)>
Face 548
UV Count: 3
  UV <Vector (0.1260, 0.6852)>
  UV <Vector (0.1221, 0.6826)>
  UV <Vector (0.1261, 0.6829)>
Face 549
UV Count: 3
  UV <Vector (0.1888, 0.7390)>
  UV <Vector (0.1709, 0.7394)>
  UV <Vector (0.1841, 0.7330)>
Face 550
UV Count: 3
  UV <Vector (0.0868, 0.6896)>
  UV <Vector (0.0937, 0.6937)>
  UV <Vector (0.0852, 0.6956)>
Face 551
UV Count: 3
  UV <Vector (0.0822, 0.7105)>
  UV <Vector (0.0874, 0.7244)>
  UV <Vector (0.0811, 0.7243)>
Face 552
UV Count: 3
  UV <Vector (0.1009, 0.7316)>
  UV <Vector (0.0908, 0.7394)>
  UV <Vector (0.0884, 0.7320)>
Face 553
UV Count: 3
  UV <Vector (0.1264, 0.6591)>
  UV <Vector (0.1351, 0.6737)>
  UV <Vector (0.1262, 0.6745)>
Face 554
UV Count: 3
  UV <Vector (0.0724, 0.6987)>
  UV <Vector (0.0836, 0.7028)>
  UV <Vector (0.0718, 0.7028)>
Face 555
UV Count: 3
  UV <Vector (0.1335, 0.6946)>
  UV <Vector (0.1290, 0.6956)>
  UV <Vector (0.1325, 0.6942)>
Face 556
UV Count: 3
  UV <Vector (0.0620, 0.6835)>
  UV <Vector (0.0503, 0.6874)>
  UV <Vector (0.0539, 0.6778)>
Face 557
UV Count: 3
  UV <Vector (0.0466, 0.7007)>
  UV <Vector (0.0569, 0.7176)>
  UV <Vector (0.0487, 0.7210)>
Face 558
UV Count: 3
  UV <Vector (0.1258, 0.7033)>
  UV <Vector (0.1225, 0.7055)>
  UV <Vector (0.1233, 0.7027)>
Face 559
UV Count: 3
  UV <Vector (0.1025, 0.6639)>
  UV <Vector (0.0891, 0.6369)>
  UV <Vector (0.1090, 0.6378)>
Face 560
UV Count: 3
  UV <Vector (0.0539, 0.6778)>
  UV <Vector (0.0620, 0.6697)>
  UV <Vector (0.0620, 0.6835)>
Face 561
UV Count: 3
  UV <Vector (0.0891, 0.6369)>
  UV <Vector (0.0722, 0.6704)>
  UV <Vector (0.0635, 0.6409)>
Face 562
UV Count: 3
  UV <Vector (0.1584, 0.7258)>
  UV <Vector (0.1470, 0.7199)>
  UV <Vector (0.1538, 0.7159)>
Face 563
UV Count: 3
  UV <Vector (0.0938, 0.7135)>
  UV <Vector (0.1010, 0.7137)>
  UV <Vector (0.0975, 0.7153)>
Face 564
UV Count: 3
  UV <Vector (0.1501, 0.7320)>
  UV <Vector (0.1368, 0.7206)>
  UV <Vector (0.1470, 0.7199)>
Face 565
UV Count: 3
  UV <Vector (0.0582, 0.6963)>
  UV <Vector (0.0466, 0.7007)>
  UV <Vector (0.0484, 0.6933)>
Face 566
UV Count: 3
  UV <Vector (0.1220, 0.6893)>
  UV <Vector (0.1182, 0.6846)>
  UV <Vector (0.1221, 0.6850)>
Face 567
UV Count: 3
  UV <Vector (0.0852, 0.6956)>
  UV <Vector (0.0926, 0.7011)>
  UV <Vector (0.0841, 0.6993)>
Face 568
UV Count: 3
  UV <Vector (0.1104, 0.6844)>
  UV <Vector (0.1062, 0.6924)>
  UV <Vector (0.1049, 0.6837)>
Face 569
UV Count: 3
  UV <Vector (0.1261, 0.6810)>
  UV <Vector (0.1221, 0.6826)>
  UV <Vector (0.1212, 0.6803)>
Face 570
UV Count: 3
  UV <Vector (0.0643, 0.6928)>
  UV <Vector (0.0690, 0.6940)>
  UV <Vector (0.0654, 0.6976)>
Face 571
UV Count: 3
  UV <Vector (0.0620, 0.6835)>
  UV <Vector (0.0643, 0.6928)>
  UV <Vector (0.0594, 0.6915)>
Face 572
UV Count: 3
  UV <Vector (0.1505, 0.6934)>
  UV <Vector (0.1548, 0.6853)>
  UV <Vector (0.1548, 0.6939)>
Face 573
UV Count: 3
  UV <Vector (0.0970, 0.6932)>
  UV <Vector (0.1002, 0.6975)>
  UV <Vector (0.0960, 0.6975)>
Face 574
UV Count: 3
  UV <Vector (0.1368, 0.7206)>
  UV <Vector (0.1305, 0.7159)>
  UV <Vector (0.1351, 0.7130)>
Face 575
UV Count: 3
  UV <Vector (0.1861, 0.7161)>
  UV <Vector (0.1940, 0.7036)>
  UV <Vector (0.1941, 0.7191)>
Face 576
UV Count: 3
  UV <Vector (0.1396, 0.7000)>
  UV <Vector (0.1335, 0.6946)>
  UV <Vector (0.1408, 0.6926)>
Face 577
UV Count: 3
  UV <Vector (0.1305, 0.7159)>
  UV <Vector (0.1305, 0.7085)>
  UV <Vector (0.1351, 0.7130)>
Face 578
UV Count: 3
  UV <Vector (0.1665, 0.6966)>
  UV <Vector (0.1590, 0.7018)>
  UV <Vector (0.1581, 0.6945)>
Face 579
UV Count: 3
  UV <Vector (0.1351, 0.7130)>
  UV <Vector (0.1412, 0.7158)>
  UV <Vector (0.1368, 0.7206)>
Face 580
UV Count: 3
  UV <Vector (0.0803, 0.7306)>
  UV <Vector (0.0665, 0.7317)>
  UV <Vector (0.0708, 0.7255)>
Face 581
UV Count: 3
  UV <Vector (0.1801, 0.7145)>
  UV <Vector (0.1867, 0.7037)>
  UV <Vector (0.1861, 0.7161)>
Face 582
UV Count: 3
  UV <Vector (0.1281, 0.6971)>
  UV <Vector (0.1259, 0.6955)>
  UV <Vector (0.1290, 0.6956)>
Face 583
UV Count: 3
  UV <Vector (0.1433, 0.7062)>
  UV <Vector (0.1470, 0.7073)>
  UV <Vector (0.1435, 0.7068)>
Face 584
UV Count: 3
  UV <Vector (0.1124, 0.7103)>
  UV <Vector (0.1098, 0.7097)>
  UV <Vector (0.1111, 0.7086)>
Face 585
UV Count: 3
  UV <Vector (0.1425, 0.7054)>
  UV <Vector (0.1393, 0.7087)>
  UV <Vector (0.1364, 0.7086)>
Face 586
UV Count: 3
  UV <Vector (0.1433, 0.7062)>
  UV <Vector (0.1404, 0.7089)>
  UV <Vector (0.1393, 0.7087)>
Face 587
UV Count: 3
  UV <Vector (0.1043, 0.7195)>
  UV <Vector (0.1102, 0.7155)>
  UV <Vector (0.1145, 0.7204)>
Face 588
UV Count: 3
  UV <Vector (0.2032, 0.6952)>
  UV <Vector (0.1923, 0.6932)>
  UV <Vector (0.2015, 0.6893)>
Face 589
UV Count: 3
  UV <Vector (0.1281, 0.6971)>
  UV <Vector (0.1320, 0.6997)>
  UV <Vector (0.1259, 0.6996)>
Face 590
UV Count: 3
  UV <Vector (0.1264, 0.6591)>
  UV <Vector (0.1173, 0.6735)>
  UV <Vector (0.1151, 0.6637)>
Face 591
UV Count: 3
  UV <Vector (0.1260, 0.6914)>
  UV <Vector (0.1233, 0.6927)>
  UV <Vector (0.1229, 0.6912)>
Face 592
UV Count: 3
  UV <Vector (0.1163, 0.6921)>
  UV <Vector (0.1184, 0.6945)>
  UV <Vector (0.1157, 0.6919)>
Face 593
UV Count: 3
  UV <Vector (0.1260, 0.6889)>
  UV <Vector (0.1290, 0.6913)>
  UV <Vector (0.1260, 0.6914)>
Face 594
UV Count: 3
  UV <Vector (0.1235, 0.6930)>
  UV <Vector (0.1194, 0.6941)>
  UV <Vector (0.1163, 0.6921)>
Face 595
UV Count: 3
  UV <Vector (0.1205, 0.6914)>
  UV <Vector (0.1233, 0.6927)>
  UV <Vector (0.1163, 0.6921)>
Face 596
UV Count: 3
  UV <Vector (0.1300, 0.6894)>
  UV <Vector (0.1314, 0.6915)>
  UV <Vector (0.1290, 0.6913)>
Face 597
UV Count: 3
  UV <Vector (0.1191, 0.6902)>
  UV <Vector (0.1163, 0.6921)>
  UV <Vector (0.1157, 0.6919)>
Face 598
UV Count: 3
  UV <Vector (0.1396, 0.7000)>
  UV <Vector (0.1364, 0.7086)>
  UV <Vector (0.1320, 0.6997)>
Face 599
UV Count: 3
  UV <Vector (0.8548, 0.9358)>
  UV <Vector (0.8675, 0.9389)>
  UV <Vector (0.8551, 0.9433)>
Face 600
UV Count: 3
  UV <Vector (0.8433, 0.9535)>
  UV <Vector (0.8412, 0.9685)>
  UV <Vector (0.8278, 0.9607)>
Face 601
UV Count: 3
  UV <Vector (0.8416, 0.9346)>
  UV <Vector (0.8433, 0.9206)>
  UV <Vector (0.8474, 0.9294)>
Face 602
UV Count: 3
  UV <Vector (0.8409, 0.9429)>
  UV <Vector (0.8278, 0.9607)>
  UV <Vector (0.8278, 0.9378)>
Face 603
UV Count: 3
  UV <Vector (0.8469, 0.9390)>
  UV <Vector (0.8498, 0.9454)>
  UV <Vector (0.8473, 0.9458)>
Face 604
UV Count: 3
  UV <Vector (0.8529, 0.9235)>
  UV <Vector (0.8548, 0.9358)>
  UV <Vector (0.8506, 0.9318)>
Face 605
UV Count: 3
  UV <Vector (0.8528, 0.9529)>
  UV <Vector (0.8493, 0.9539)>
  UV <Vector (0.8492, 0.9514)>
Face 606
UV Count: 3
  UV <Vector (0.8504, 0.9343)>
  UV <Vector (0.8548, 0.9358)>
  UV <Vector (0.8507, 0.9389)>
Face 607
UV Count: 3
  UV <Vector (0.1022, 0.7087)>
  UV <Vector (0.1045, 0.7084)>
  UV <Vector (0.1042, 0.7094)>
Face 608
UV Count: 3
  UV <Vector (0.8472, 0.9573)>
  UV <Vector (0.8538, 0.9669)>
  UV <Vector (0.8412, 0.9685)>
Face 609
UV Count: 3
  UV <Vector (0.9465, 0.9175)>
  UV <Vector (0.9447, 0.9230)>
  UV <Vector (0.9441, 0.9170)>
Face 610
UV Count: 3
  UV <Vector (0.8480, 0.9339)>
  UV <Vector (0.8416, 0.9346)>
  UV <Vector (0.8474, 0.9294)>
Face 611
UV Count: 3
  UV <Vector (0.8480, 0.9339)>
  UV <Vector (0.8507, 0.9389)>
  UV <Vector (0.8469, 0.9390)>
Face 612
UV Count: 3
  UV <Vector (0.8492, 0.9514)>
  UV <Vector (0.8479, 0.9542)>
  UV <Vector (0.8477, 0.9514)>
Face 613
UV Count: 3
  UV <Vector (0.1475, 0.7067)>
  UV <Vector (0.1493, 0.7092)>
  UV <Vector (0.1470, 0.7073)>
Face 614
UV Count: 3
  UV <Vector (0.9467, 0.9289)>
  UV <Vector (0.9400, 0.9385)>
  UV <Vector (0.9441, 0.9275)>
Face 615
UV Count: 3
  UV <Vector (0.8551, 0.9433)>
  UV <Vector (0.8669, 0.9604)>
  UV <Vector (0.8528, 0.9529)>
Face 616
UV Count: 3
  UV <Vector (0.0054, 0.7397)>
  UV <Vector (0.0075, 0.7339)>
  UV <Vector (0.0050, 0.7353)>
Face 617
UV Count: 3
  UV <Vector (0.9460, 0.9258)>
  UV <Vector (0.9441, 0.9275)>
  UV <Vector (0.9445, 0.9256)>
Face 618
UV Count: 3
  UV <Vector (0.1124, 0.7103)>
  UV <Vector (0.1122, 0.7084)>
  UV <Vector (0.1135, 0.7105)>
Face 619
UV Count: 3
  UV <Vector (0.8507, 0.9389)>
  UV <Vector (0.8551, 0.9433)>
  UV <Vector (0.8498, 0.9454)>
Face 620
UV Count: 3
  UV <Vector (0.9410, 0.9245)>
  UV <Vector (0.9400, 0.9385)>
  UV <Vector (0.9270, 0.9320)>
Face 621
UV Count: 3
  UV <Vector (0.8498, 0.9454)>
  UV <Vector (0.8528, 0.9529)>
  UV <Vector (0.8492, 0.9514)>
Face 622
UV Count: 3
  UV <Vector (0.9388, 0.9150)>
  UV <Vector (0.9270, 0.9320)>
  UV <Vector (0.9263, 0.9105)>
Face 623
UV Count: 3
  UV <Vector (0.8469, 0.9390)>
  UV <Vector (0.8409, 0.9429)>
  UV <Vector (0.8416, 0.9346)>
Face 624
UV Count: 3
  UV <Vector (0.8473, 0.9458)>
  UV <Vector (0.8492, 0.9514)>
  UV <Vector (0.8477, 0.9514)>
Face 625
UV Count: 3
  UV <Vector (0.1075, 0.7078)>
  UV <Vector (0.1045, 0.7068)>
  UV <Vector (0.1080, 0.7064)>
Face 626
UV Count: 3
  UV <Vector (0.1022, 0.7087)>
  UV <Vector (0.1038, 0.7112)>
  UV <Vector (0.1030, 0.7126)>
Face 627
UV Count: 3
  UV <Vector (0.1022, 0.7087)>
  UV <Vector (0.1010, 0.7137)>
  UV <Vector (0.1006, 0.7084)>
Face 628
UV Count: 3
  UV <Vector (0.1061, 0.7136)>
  UV <Vector (0.1095, 0.7147)>
  UV <Vector (0.1059, 0.7148)>
Face 629
UV Count: 3
  UV <Vector (0.1030, 0.7126)>
  UV <Vector (0.1061, 0.7136)>
  UV <Vector (0.1059, 0.7148)>
Face 630
UV Count: 3
  UV <Vector (0.1111, 0.7086)>
  UV <Vector (0.1075, 0.7078)>
  UV <Vector (0.1080, 0.7064)>
Face 631
UV Count: 3
  UV <Vector (0.1091, 0.7129)>
  UV <Vector (0.1124, 0.7103)>
  UV <Vector (0.1095, 0.7147)>
Face 632
UV Count: 3
  UV <Vector (0.1056, 0.7169)>
  UV <Vector (0.1095, 0.7147)>
  UV <Vector (0.1102, 0.7155)>
Face 633
UV Count: 3
  UV <Vector (0.1041, 0.7062)>
  UV <Vector (0.1022, 0.7087)>
  UV <Vector (0.1006, 0.7084)>
Face 634
UV Count: 3
  UV <Vector (0.1102, 0.7155)>
  UV <Vector (0.1124, 0.7103)>
  UV <Vector (0.1135, 0.7105)>
Face 635
UV Count: 3
  UV <Vector (0.0216, 0.3433)>
  UV <Vector (0.0245, 0.3261)>
  UV <Vector (0.0245, 0.3434)>
Face 636
UV Count: 3
  UV <Vector (0.1265, 0.6518)>
  UV <Vector (0.1090, 0.6378)>
  UV <Vector (0.1267, 0.6346)>
Face 637
UV Count: 3
  UV <Vector (0.1090, 0.6378)>
  UV <Vector (0.1270, 0.6121)>
  UV <Vector (0.1267, 0.6346)>
Face 638
UV Count: 3
  UV <Vector (0.0559, 0.8143)>
  UV <Vector (0.0435, 0.8089)>
  UV <Vector (0.0613, 0.8083)>
Face 639
UV Count: 3
  UV <Vector (0.0467, 0.6276)>
  UV <Vector (0.0635, 0.6409)>
  UV <Vector (0.0542, 0.6468)>
Face 640
UV Count: 3
  UV <Vector (0.0559, 0.5370)>
  UV <Vector (0.0801, 0.5820)>
  UV <Vector (0.0649, 0.5881)>
Face 641
UV Count: 3
  UV <Vector (0.1106, 0.8088)>
  UV <Vector (0.0961, 0.8296)>
  UV <Vector (0.0864, 0.8179)>
Face 642
UV Count: 3
  UV <Vector (0.1153, 0.8930)>
  UV <Vector (0.0972, 0.8704)>
  UV <Vector (0.1213, 0.8707)>
Face 643
UV Count: 3
  UV <Vector (0.0489, 0.0711)>
  UV <Vector (0.0509, 0.0928)>
  UV <Vector (0.0380, 0.0794)>
Face 644
UV Count: 3
  UV <Vector (0.0962, 0.7830)>
  UV <Vector (0.1106, 0.8088)>
  UV <Vector (0.0864, 0.8179)>
Face 645
UV Count: 3
  UV <Vector (0.1519, 0.9770)>
  UV <Vector (0.1794, 0.9586)>
  UV <Vector (0.1753, 0.9862)>
Face 646
UV Count: 3
  UV <Vector (0.0677, 0.0833)>
  UV <Vector (0.0667, 0.1071)>
  UV <Vector (0.0509, 0.0928)>
Face 647
UV Count: 3
  UV <Vector (0.1377, 0.8726)>
  UV <Vector (0.1556, 0.8971)>
  UV <Vector (0.1346, 0.9032)>
Face 648
UV Count: 3
  UV <Vector (0.0564, 0.0273)>
  UV <Vector (0.0669, 0.0454)>
  UV <Vector (0.0525, 0.0425)>
Face 649
UV Count: 3
  UV <Vector (0.0509, 0.0928)>
  UV <Vector (0.0486, 0.1163)>
  UV <Vector (0.0327, 0.0979)>
Face 650
UV Count: 3
  UV <Vector (0.7709, 0.3294)>
  UV <Vector (0.7789, 0.3577)>
  UV <Vector (0.7617, 0.3504)>
Face 651
UV Count: 3
  UV <Vector (0.0753, 0.0258)>
  UV <Vector (0.0903, 0.0526)>
  UV <Vector (0.0669, 0.0454)>
Face 652
UV Count: 3
  UV <Vector (0.7453, 0.3452)>
  UV <Vector (0.7709, 0.3294)>
  UV <Vector (0.7617, 0.3504)>
Face 653
UV Count: 3
  UV <Vector (0.0903, 0.0526)>
  UV <Vector (0.1075, 0.0351)>
  UV <Vector (0.1072, 0.0571)>
Face 654
UV Count: 3
  UV <Vector (0.8308, 0.2199)>
  UV <Vector (0.8383, 0.2365)>
  UV <Vector (0.8248, 0.2293)>
Face 655
UV Count: 3
  UV <Vector (0.2137, 0.0531)>
  UV <Vector (0.2072, 0.0687)>
  UV <Vector (0.2046, 0.0546)>
Face 656
UV Count: 3
  UV <Vector (0.8075, 0.2165)>
  UV <Vector (0.8188, 0.2098)>
  UV <Vector (0.8124, 0.2202)>
Face 657
UV Count: 3
  UV <Vector (0.2095, 0.0389)>
  UV <Vector (0.2046, 0.0546)>
  UV <Vector (0.1989, 0.0412)>
Face 658
UV Count: 3
  UV <Vector (0.1981, 0.0576)>
  UV <Vector (0.1870, 0.0710)>
  UV <Vector (0.1854, 0.0573)>
Face 659
UV Count: 3
  UV <Vector (0.6682, 0.2102)>
  UV <Vector (0.6491, 0.1936)>
  UV <Vector (0.6538, 0.1888)>
Face 660
UV Count: 3
  UV <Vector (0.8308, 0.2199)>
  UV <Vector (0.8532, 0.2011)>
  UV <Vector (0.8447, 0.2278)>
Face 661
UV Count: 3
  UV <Vector (0.8124, 0.2202)>
  UV <Vector (0.8308, 0.2199)>
  UV <Vector (0.8248, 0.2293)>
Face 662
UV Count: 3
  UV <Vector (0.7462, 0.3753)>
  UV <Vector (0.7617, 0.3504)>
  UV <Vector (0.7569, 0.3757)>
Face 663
UV Count: 3
  UV <Vector (0.7041, 0.3183)>
  UV <Vector (0.6986, 0.3424)>
  UV <Vector (0.6892, 0.3303)>
Face 664
UV Count: 3
  UV <Vector (0.0669, 0.0454)>
  UV <Vector (0.0521, 0.0577)>
  UV <Vector (0.0525, 0.0425)>
Face 665
UV Count: 3
  UV <Vector (0.0891, 0.0729)>
  UV <Vector (0.1072, 0.0571)>
  UV <Vector (0.1148, 0.0778)>
Face 666
UV Count: 3
  UV <Vector (0.1275, 0.9724)>
  UV <Vector (0.1534, 0.9486)>
  UV <Vector (0.1519, 0.9770)>
Face 667
UV Count: 3
  UV <Vector (0.0987, 0.7625)>
  UV <Vector (0.1131, 0.7890)>
  UV <Vector (0.0962, 0.7830)>
Face 668
UV Count: 3
  UV <Vector (0.1142, 0.8230)>
  UV <Vector (0.1322, 0.8064)>
  UV <Vector (0.1328, 0.8219)>
Face 669
UV Count: 3
  UV <Vector (0.1534, 0.9486)>
  UV <Vector (0.1756, 0.8993)>
  UV <Vector (0.1794, 0.9586)>
Face 670
UV Count: 3
  UV <Vector (0.1333, 0.8366)>
  UV <Vector (0.1516, 0.8216)>
  UV <Vector (0.1517, 0.8373)>
Face 671
UV Count: 3
  UV <Vector (0.0382, 0.6422)>
  UV <Vector (0.0542, 0.6468)>
  UV <Vector (0.0471, 0.6518)>
Face 672
UV Count: 3
  UV <Vector (0.0891, 0.6369)>
  UV <Vector (0.1088, 0.6116)>
  UV <Vector (0.1090, 0.6378)>
Face 673
UV Count: 3
  UV <Vector (0.8074, 0.2287)>
  UV <Vector (0.8248, 0.2293)>
  UV <Vector (0.8199, 0.2370)>
Face 674
UV Count: 3
  UV <Vector (0.2072, 0.0687)>
  UV <Vector (0.1989, 0.0811)>
  UV <Vector (0.2002, 0.0695)>
Face 675
UV Count: 3
  UV <Vector (0.8019, 0.2242)>
  UV <Vector (0.8124, 0.2202)>
  UV <Vector (0.8074, 0.2287)>
Face 676
UV Count: 3
  UV <Vector (0.2381, 0.0408)>
  UV <Vector (0.2137, 0.0531)>
  UV <Vector (0.2095, 0.0389)>
Face 677
UV Count: 3
  UV <Vector (0.8547, 0.1590)>
  UV <Vector (0.8532, 0.2011)>
  UV <Vector (0.8411, 0.1963)>
Face 678
UV Count: 3
  UV <Vector (0.8319, 0.1880)>
  UV <Vector (0.8547, 0.1590)>
  UV <Vector (0.8411, 0.1963)>
Face 679
UV Count: 3
  UV <Vector (0.2401, 0.0554)>
  UV <Vector (0.2176, 0.0684)>
  UV <Vector (0.2137, 0.0531)>
Face 680
UV Count: 3
  UV <Vector (0.2819, 0.0599)>
  UV <Vector (0.2439, 0.0685)>
  UV <Vector (0.2401, 0.0554)>
Face 681
UV Count: 3
  UV <Vector (0.8269, 0.1834)>
  UV <Vector (0.8474, 0.1553)>
  UV <Vector (0.8319, 0.1880)>
Face 682
UV Count: 3
  UV <Vector (0.1989, 0.0412)>
  UV <Vector (0.1981, 0.0576)>
  UV <Vector (0.1919, 0.0438)>
Face 683
UV Count: 3
  UV <Vector (0.2819, 0.0599)>
  UV <Vector (0.2933, 0.0451)>
  UV <Vector (0.3004, 0.0557)>
Face 684
UV Count: 3
  UV <Vector (0.8510, 0.1422)>
  UV <Vector (0.8432, 0.1533)>
  UV <Vector (0.8453, 0.1408)>
Face 685
UV Count: 3
  UV <Vector (0.2828, 0.0696)>
  UV <Vector (0.2448, 0.0823)>
  UV <Vector (0.2439, 0.0685)>
Face 686
UV Count: 3
  UV <Vector (0.2799, 0.0502)>
  UV <Vector (0.2401, 0.0554)>
  UV <Vector (0.2381, 0.0408)>
Face 687
UV Count: 3
  UV <Vector (0.8248, 0.2293)>
  UV <Vector (0.8330, 0.2419)>
  UV <Vector (0.8199, 0.2370)>
Face 688
UV Count: 3
  UV <Vector (0.0595, 0.1300)>
  UV <Vector (0.0667, 0.1071)>
  UV <Vector (0.0814, 0.1287)>
Face 689
UV Count: 3
  UV <Vector (0.0467, 0.6276)>
  UV <Vector (0.0407, 0.6023)>
  UV <Vector (0.0616, 0.6134)>
Face 690
UV Count: 3
  UV <Vector (0.1027, 0.9719)>
  UV <Vector (0.0795, 0.9483)>
  UV <Vector (0.1069, 0.9438)>
Face 691
UV Count: 3
  UV <Vector (0.1516, 0.8216)>
  UV <Vector (0.1698, 0.8277)>
  UV <Vector (0.1517, 0.8373)>
Face 692
UV Count: 3
  UV <Vector (0.0838, 0.8351)>
  UV <Vector (0.0783, 0.8210)>
  UV <Vector (0.0885, 0.8298)>
Face 693
UV Count: 3
  UV <Vector (0.0433, 0.5367)>
  UV <Vector (0.0541, 0.5296)>
  UV <Vector (0.0559, 0.5370)>
Face 694
UV Count: 3
  UV <Vector (0.0466, 0.8687)>
  UV <Vector (0.0356, 0.8723)>
  UV <Vector (0.0360, 0.8667)>
Face 695
UV Count: 3
  UV <Vector (0.2257, 0.8086)>
  UV <Vector (0.2126, 0.8167)>
  UV <Vector (0.2105, 0.8089)>
Face 696
UV Count: 3
  UV <Vector (0.0812, 0.5923)>
  UV <Vector (0.1019, 0.5902)>
  UV <Vector (0.0853, 0.6055)>
Face 697
UV Count: 3
  UV <Vector (0.0783, 0.8210)>
  UV <Vector (0.0613, 0.8083)>
  UV <Vector (0.0864, 0.8179)>
Face 698
UV Count: 3
  UV <Vector (0.0543, 0.8937)>
  UV <Vector (0.0447, 0.8802)>
  UV <Vector (0.0552, 0.8814)>
Face 699
UV Count: 3
  UV <Vector (0.0505, 0.5075)>
  UV <Vector (0.0655, 0.5202)>
  UV <Vector (0.0531, 0.5220)>
Face 700
UV Count: 3
  UV <Vector (0.0668, 0.5276)>
  UV <Vector (0.0799, 0.5299)>
  UV <Vector (0.0683, 0.5350)>
Face 701
UV Count: 3
  UV <Vector (0.0661, 0.8760)>
  UV <Vector (0.0573, 0.8701)>
  UV <Vector (0.0680, 0.8715)>
Face 702
UV Count: 3
  UV <Vector (0.0559, 0.8750)>
  UV <Vector (0.0466, 0.8687)>
  UV <Vector (0.0573, 0.8701)>
Face 703
UV Count: 3
  UV <Vector (0.0426, 0.8924)>
  UV <Vector (0.0354, 0.9349)>
  UV <Vector (0.0317, 0.8916)>
Face 704
UV Count: 3
  UV <Vector (0.0543, 0.8937)>
  UV <Vector (0.0422, 0.9359)>
  UV <Vector (0.0426, 0.8924)>
Face 705
UV Count: 3
  UV <Vector (0.0408, 0.5235)>
  UV <Vector (0.0505, 0.5075)>
  UV <Vector (0.0531, 0.5220)>
Face 706
UV Count: 3
  UV <Vector (0.2381, 0.8735)>
  UV <Vector (0.2304, 0.8887)>
  UV <Vector (0.2273, 0.8762)>
Face 707
UV Count: 3
  UV <Vector (0.0554, 0.4556)>
  UV <Vector (0.0758, 0.5027)>
  UV <Vector (0.0638, 0.5053)>
Face 708
UV Count: 3
  UV <Vector (0.0516, 0.9370)>
  UV <Vector (0.0543, 0.8937)>
  UV <Vector (0.0652, 0.8956)>
Face 709
UV Count: 3
  UV <Vector (0.8597, 0.1446)>
  UV <Vector (0.8474, 0.1553)>
  UV <Vector (0.8510, 0.1422)>
Face 710
UV Count: 3
  UV <Vector (0.5888, 0.1646)>
  UV <Vector (0.5761, 0.1933)>
  UV <Vector (0.5656, 0.1490)>
Face 711
UV Count: 3
  UV <Vector (0.3460, 0.0817)>
  UV <Vector (0.3357, 0.0885)>
  UV <Vector (0.3335, 0.0785)>
Face 712
UV Count: 3
  UV <Vector (0.3273, 0.0387)>
  UV <Vector (0.3417, 0.0449)>
  UV <Vector (0.3260, 0.0493)>
Face 713
UV Count: 3
  UV <Vector (0.3102, 0.0344)>
  UV <Vector (0.3127, 0.0515)>
  UV <Vector (0.3004, 0.0557)>
Face 714
UV Count: 3
  UV <Vector (0.5965, 0.2014)>
  UV <Vector (0.5761, 0.1933)>
  UV <Vector (0.5913, 0.1767)>
Face 715
UV Count: 3
  UV <Vector (0.3374, 0.0698)>
  UV <Vector (0.3460, 0.0817)>
  UV <Vector (0.3335, 0.0785)>
Face 716
UV Count: 3
  UV <Vector (0.3531, 0.0656)>
  UV <Vector (0.3526, 0.0742)>
  UV <Vector (0.3374, 0.0698)>
Face 717
UV Count: 3
  UV <Vector (0.3531, 0.0407)>
  UV <Vector (0.3502, 0.0379)>
  UV <Vector (0.3524, 0.0369)>
Face 718
UV Count: 3
  UV <Vector (0.8539, 0.1212)>
  UV <Vector (0.8453, 0.1408)>
  UV <Vector (0.8466, 0.1202)>
Face 719
UV Count: 3
  UV <Vector (0.4390, 0.0345)>
  UV <Vector (0.4513, 0.0368)>
  UV <Vector (0.4514, 0.0409)>
Face 720
UV Count: 3
  UV <Vector (0.3007, 0.0665)>
  UV <Vector (0.3148, 0.0771)>
  UV <Vector (0.2958, 0.0820)>
Face 721
UV Count: 3
  UV <Vector (0.3148, 0.0771)>
  UV <Vector (0.3118, 0.0974)>
  UV <Vector (0.2958, 0.0820)>
Face 722
UV Count: 3
  UV <Vector (0.3634, 0.0691)>
  UV <Vector (0.3565, 0.0687)>
  UV <Vector (0.3634, 0.0669)>
Face 723
UV Count: 3
  UV <Vector (0.3520, 0.0861)>
  UV <Vector (0.3488, 0.0887)>
  UV <Vector (0.3483, 0.0828)>
Face 724
UV Count: 3
  UV <Vector (0.3436, 0.0376)>
  UV <Vector (0.3467, 0.0402)>
  UV <Vector (0.3440, 0.0433)>
Face 725
UV Count: 3
  UV <Vector (0.3467, 0.0402)>
  UV <Vector (0.3485, 0.0446)>
  UV <Vector (0.3440, 0.0433)>
Face 726
UV Count: 3
  UV <Vector (0.5707, 0.2469)>
  UV <Vector (0.5643, 0.2497)>
  UV <Vector (0.5621, 0.2457)>
Face 727
UV Count: 3
  UV <Vector (0.3559, 0.0443)>
  UV <Vector (0.3514, 0.0489)>
  UV <Vector (0.3545, 0.0424)>
Face 728
UV Count: 3
  UV <Vector (0.2958, 0.0820)>
  UV <Vector (0.2828, 0.0696)>
  UV <Vector (0.3007, 0.0665)>
Face 729
UV Count: 3
  UV <Vector (0.1104, 0.2514)>
  UV <Vector (0.1212, 0.2892)>
  UV <Vector (0.0964, 0.2553)>
Face 730
UV Count: 3
  UV <Vector (0.2933, 0.0451)>
  UV <Vector (0.3102, 0.0344)>
  UV <Vector (0.3004, 0.0557)>
Face 731
UV Count: 3
  UV <Vector (0.6073, 0.2238)>
  UV <Vector (0.5805, 0.2136)>
  UV <Vector (0.5965, 0.2014)>
Face 732
UV Count: 3
  UV <Vector (0.2448, 0.0823)>
  UV <Vector (0.2794, 0.0855)>
  UV <Vector (0.2433, 0.0900)>
Face 733
UV Count: 3
  UV <Vector (0.5881, 0.2351)>
  UV <Vector (0.5793, 0.2481)>
  UV <Vector (0.5707, 0.2469)>
Face 734
UV Count: 3
  UV <Vector (0.2819, 0.0599)>
  UV <Vector (0.3007, 0.0665)>
  UV <Vector (0.2828, 0.0696)>
Face 735
UV Count: 3
  UV <Vector (0.8683, 0.1479)>
  UV <Vector (0.8547, 0.1590)>
  UV <Vector (0.8597, 0.1446)>
Face 736
UV Count: 3
  UV <Vector (0.5761, 0.1933)>
  UV <Vector (0.5567, 0.2033)>
  UV <Vector (0.5587, 0.1865)>
Face 737
UV Count: 3
  UV <Vector (0.3526, 0.0742)>
  UV <Vector (0.3565, 0.0687)>
  UV <Vector (0.3566, 0.0744)>
Face 738
UV Count: 3
  UV <Vector (0.5546, 0.1661)>
  UV <Vector (0.5761, 0.1933)>
  UV <Vector (0.5587, 0.1865)>
Face 739
UV Count: 3
  UV <Vector (0.3604, 0.0800)>
  UV <Vector (0.3536, 0.0781)>
  UV <Vector (0.3526, 0.0742)>
Face 740
UV Count: 3
  UV <Vector (0.5883, 0.2538)>
  UV <Vector (0.5813, 0.2521)>
  UV <Vector (0.5879, 0.2494)>
Face 741
UV Count: 3
  UV <Vector (0.3644, 0.0735)>
  UV <Vector (0.3614, 0.0750)>
  UV <Vector (0.3609, 0.0716)>
Face 742
UV Count: 3
  UV <Vector (0.3640, 0.0648)>
  UV <Vector (0.3575, 0.0637)>
  UV <Vector (0.3620, 0.0620)>
Face 743
UV Count: 3
  UV <Vector (0.5965, 0.2506)>
  UV <Vector (0.5898, 0.2534)>
  UV <Vector (0.5879, 0.2494)>
Face 744
UV Count: 3
  UV <Vector (0.3634, 0.0669)>
  UV <Vector (0.3565, 0.0687)>
  UV <Vector (0.3531, 0.0656)>
Face 745
UV Count: 3
  UV <Vector (0.3617, 0.0561)>
  UV <Vector (0.3554, 0.0582)>
  UV <Vector (0.3611, 0.0541)>
Face 746
UV Count: 3
  UV <Vector (0.3605, 0.0594)>
  UV <Vector (0.3575, 0.0637)>
  UV <Vector (0.3554, 0.0582)>
Face 747
UV Count: 3
  UV <Vector (0.3640, 0.0648)>
  UV <Vector (0.3649, 0.0612)>
  UV <Vector (0.3667, 0.0627)>
Face 748
UV Count: 3
  UV <Vector (0.5879, 0.2494)>
  UV <Vector (0.5813, 0.2521)>
  UV <Vector (0.5793, 0.2481)>
Face 749
UV Count: 3
  UV <Vector (0.3611, 0.0541)>
  UV <Vector (0.3554, 0.0582)>
  UV <Vector (0.3512, 0.0563)>
Face 750
UV Count: 3
  UV <Vector (0.5968, 0.2550)>
  UV <Vector (0.5898, 0.2534)>
  UV <Vector (0.5965, 0.2506)>
Face 751
UV Count: 3
  UV <Vector (0.3593, 0.0470)>
  UV <Vector (0.3585, 0.0499)>
  UV <Vector (0.3562, 0.0479)>
Face 752
UV Count: 3
  UV <Vector (0.3609, 0.0519)>
  UV <Vector (0.3606, 0.0483)>
  UV <Vector (0.3628, 0.0490)>
Face 753
UV Count: 3
  UV <Vector (0.5793, 0.2481)>
  UV <Vector (0.5728, 0.2509)>
  UV <Vector (0.5707, 0.2469)>
Face 754
UV Count: 3
  UV <Vector (0.3545, 0.0424)>
  UV <Vector (0.3514, 0.0489)>
  UV <Vector (0.3478, 0.0488)>
Face 755
UV Count: 3
  UV <Vector (0.3589, 0.0889)>
  UV <Vector (0.3549, 0.0879)>
  UV <Vector (0.3566, 0.0868)>
Face 756
UV Count: 3
  UV <Vector (0.3620, 0.0784)>
  UV <Vector (0.3566, 0.0744)>
  UV <Vector (0.3614, 0.0750)>
Face 757
UV Count: 3
  UV <Vector (0.3562, 0.0479)>
  UV <Vector (0.3548, 0.0530)>
  UV <Vector (0.3514, 0.0489)>
Face 758
UV Count: 3
  UV <Vector (0.5965, 0.2506)>
  UV <Vector (0.6106, 0.2496)>
  UV <Vector (0.5990, 0.2543)>
Face 759
UV Count: 3
  UV <Vector (0.3609, 0.0716)>
  UV <Vector (0.3566, 0.0744)>
  UV <Vector (0.3565, 0.0687)>
Face 760
UV Count: 3
  UV <Vector (0.3620, 0.0784)>
  UV <Vector (0.3643, 0.0754)>
  UV <Vector (0.3656, 0.0777)>
Face 761
UV Count: 3
  UV <Vector (0.3462, 0.0353)>
  UV <Vector (0.3483, 0.0375)>
  UV <Vector (0.3467, 0.0402)>
Face 762
UV Count: 3
  UV <Vector (0.6123, 0.2644)>
  UV <Vector (0.5999, 0.2599)>
  UV <Vector (0.6127, 0.2569)>
Face 763
UV Count: 3
  UV <Vector (0.5798, 0.2526)>
  UV <Vector (0.5728, 0.2509)>
  UV <Vector (0.5793, 0.2481)>
Face 764
UV Count: 3
  UV <Vector (0.3549, 0.0879)>
  UV <Vector (0.3518, 0.0907)>
  UV <Vector (0.3520, 0.0861)>
Face 765
UV Count: 3
  UV <Vector (0.3526, 0.0742)>
  UV <Vector (0.3483, 0.0828)>
  UV <Vector (0.3460, 0.0817)>
Face 766
UV Count: 3
  UV <Vector (0.3483, 0.0375)>
  UV <Vector (0.3511, 0.0358)>
  UV <Vector (0.3502, 0.0379)>
Face 767
UV Count: 3
  UV <Vector (0.3672, 0.0733)>
  UV <Vector (0.3643, 0.0754)>
  UV <Vector (0.3644, 0.0735)>
Face 768
UV Count: 3
  UV <Vector (0.3643, 0.0596)>
  UV <Vector (0.3672, 0.0609)>
  UV <Vector (0.3649, 0.0612)>
Face 769
UV Count: 3
  UV <Vector (0.3610, 0.0451)>
  UV <Vector (0.3606, 0.0483)>
  UV <Vector (0.3593, 0.0470)>
Face 770
UV Count: 3
  UV <Vector (0.6127, 0.2569)>
  UV <Vector (0.5990, 0.2543)>
  UV <Vector (0.6106, 0.2496)>
Face 771
UV Count: 3
  UV <Vector (0.3557, 0.0836)>
  UV <Vector (0.3549, 0.0879)>
  UV <Vector (0.3520, 0.0861)>
Face 772
UV Count: 3
  UV <Vector (0.3483, 0.0375)>
  UV <Vector (0.3494, 0.0403)>
  UV <Vector (0.3467, 0.0402)>
Face 773
UV Count: 3
  UV <Vector (0.3531, 0.0656)>
  UV <Vector (0.3554, 0.0582)>
  UV <Vector (0.3575, 0.0637)>
Face 774
UV Count: 3
  UV <Vector (0.3643, 0.0596)>
  UV <Vector (0.3620, 0.0620)>
  UV <Vector (0.3605, 0.0594)>
Face 775
UV Count: 3
  UV <Vector (0.3478, 0.0488)>
  UV <Vector (0.3440, 0.0433)>
  UV <Vector (0.3485, 0.0446)>
Face 776
UV Count: 3
  UV <Vector (0.3531, 0.0407)>
  UV <Vector (0.3485, 0.0446)>
  UV <Vector (0.3494, 0.0403)>
Face 777
UV Count: 3
  UV <Vector (0.5816, 0.2602)>
  UV <Vector (0.5759, 0.2620)>
  UV <Vector (0.5744, 0.2582)>
Face 778
UV Count: 3
  UV <Vector (0.3536, 0.0781)>
  UV <Vector (0.3520, 0.0861)>
  UV <Vector (0.3483, 0.0828)>
Face 779
UV Count: 3
  UV <Vector (0.5900, 0.2614)>
  UV <Vector (0.5840, 0.2639)>
  UV <Vector (0.5829, 0.2594)>
Face 780
UV Count: 3
  UV <Vector (0.3602, 0.0849)>
  UV <Vector (0.3557, 0.0836)>
  UV <Vector (0.3592, 0.0821)>
Face 781
UV Count: 3
  UV <Vector (0.5730, 0.2589)>
  UV <Vector (0.5655, 0.2570)>
  UV <Vector (0.5713, 0.2513)>
Face 782
UV Count: 3
  UV <Vector (0.3647, 0.0569)>
  UV <Vector (0.3605, 0.0594)>
  UV <Vector (0.3617, 0.0561)>
Face 783
UV Count: 3
  UV <Vector (0.3512, 0.0563)>
  UV <Vector (0.3514, 0.0489)>
  UV <Vector (0.3548, 0.0530)>
Face 784
UV Count: 3
  UV <Vector (0.5713, 0.2513)>
  UV <Vector (0.5643, 0.2497)>
  UV <Vector (0.5707, 0.2469)>
Face 785
UV Count: 3
  UV <Vector (0.3609, 0.0519)>
  UV <Vector (0.3548, 0.0530)>
  UV <Vector (0.3585, 0.0499)>
Face 786
UV Count: 3
  UV <Vector (0.1781, 0.3519)>
  UV <Vector (0.1762, 0.3552)>
  UV <Vector (0.1748, 0.3527)>
Face 787
UV Count: 3
  UV <Vector (0.4333, 0.0312)>
  UV <Vector (0.4397, 0.0305)>
  UV <Vector (0.4390, 0.0345)>
Face 788
UV Count: 3
  UV <Vector (0.3412, 0.0374)>
  UV <Vector (0.3440, 0.0433)>
  UV <Vector (0.3417, 0.0449)>
Face 789
UV Count: 3
  UV <Vector (0.3592, 0.0821)>
  UV <Vector (0.3536, 0.0781)>
  UV <Vector (0.3604, 0.0800)>
Face 790
UV Count: 3
  UV <Vector (0.3662, 0.0710)>
  UV <Vector (0.3609, 0.0716)>
  UV <Vector (0.3634, 0.0691)>
Face 791
UV Count: 3
  UV <Vector (0.8175, 0.2435)>
  UV <Vector (0.8330, 0.2419)>
  UV <Vector (0.8309, 0.2500)>
Face 792
UV Count: 3
  UV <Vector (0.5805, 0.2136)>
  UV <Vector (0.5561, 0.2207)>
  UV <Vector (0.5567, 0.2033)>
Face 793
UV Count: 3
  UV <Vector (0.8597, 0.1446)>
  UV <Vector (0.8755, 0.1289)>
  UV <Vector (0.8683, 0.1479)>
Face 794
UV Count: 3
  UV <Vector (0.3466, 0.0892)>
  UV <Vector (0.3483, 0.0828)>
  UV <Vector (0.3488, 0.0887)>
Face 795
UV Count: 3
  UV <Vector (0.1610, 0.3332)>
  UV <Vector (0.1749, 0.3364)>
  UV <Vector (0.1707, 0.3451)>
Face 796
UV Count: 3
  UV <Vector (0.4208, 0.0655)>
  UV <Vector (0.4457, 0.0593)>
  UV <Vector (0.4337, 0.0780)>
Face 797
UV Count: 3
  UV <Vector (0.1744, 0.3124)>
  UV <Vector (0.1673, 0.3264)>
  UV <Vector (0.1588, 0.3101)>
Face 798
UV Count: 3
  UV <Vector (0.3068, 0.1017)>
  UV <Vector (0.2958, 0.0820)>
  UV <Vector (0.3118, 0.0974)>
Face 799
UV Count: 3
  UV <Vector (0.1981, 0.0576)>
  UV <Vector (0.2072, 0.0687)>
  UV <Vector (0.2002, 0.0695)>
Face 800
UV Count: 3
  UV <Vector (0.1919, 0.0438)>
  UV <Vector (0.1854, 0.0573)>
  UV <Vector (0.1834, 0.0455)>
Face 801
UV Count: 3
  UV <Vector (0.7991, 0.2324)>
  UV <Vector (0.8074, 0.2287)>
  UV <Vector (0.8034, 0.2357)>
Face 802
UV Count: 3
  UV <Vector (0.2439, 0.0685)>
  UV <Vector (0.2185, 0.0847)>
  UV <Vector (0.2176, 0.0684)>
Face 803
UV Count: 3
  UV <Vector (0.1880, 0.0844)>
  UV <Vector (0.1961, 0.0896)>
  UV <Vector (0.1878, 0.0917)>
Face 804
UV Count: 3
  UV <Vector (0.2176, 0.0684)>
  UV <Vector (0.2070, 0.0832)>
  UV <Vector (0.2072, 0.0687)>
Face 805
UV Count: 3
  UV <Vector (0.2070, 0.0832)>
  UV <Vector (0.2170, 0.0935)>
  UV <Vector (0.2048, 0.0922)>
Face 806
UV Count: 3
  UV <Vector (0.1834, 0.0455)>
  UV <Vector (0.1072, 0.0571)>
  UV <Vector (0.1075, 0.0351)>
Face 807
UV Count: 3
  UV <Vector (0.1255, 0.0979)>
  UV <Vector (0.1878, 0.0917)>
  UV <Vector (0.1275, 0.1076)>
Face 808
UV Count: 3
  UV <Vector (0.7691, 0.2976)>
  UV <Vector (0.8175, 0.2435)>
  UV <Vector (0.7847, 0.3158)>
Face 809
UV Count: 3
  UV <Vector (0.1040, 0.1305)>
  UV <Vector (0.1229, 0.1898)>
  UV <Vector (0.1163, 0.1928)>
Face 810
UV Count: 3
  UV <Vector (0.0814, 0.1287)>
  UV <Vector (0.0906, 0.2012)>
  UV <Vector (0.0595, 0.1300)>
Face 811
UV Count: 3
  UV <Vector (0.7617, 0.2891)>
  UV <Vector (0.8034, 0.2357)>
  UV <Vector (0.7691, 0.2976)>
Face 812
UV Count: 3
  UV <Vector (0.7186, 0.2992)>
  UV <Vector (0.6669, 0.2481)>
  UV <Vector (0.6805, 0.2395)>
Face 813
UV Count: 3
  UV <Vector (0.0553, 0.4251)>
  UV <Vector (0.0611, 0.4381)>
  UV <Vector (0.0517, 0.4456)>
Face 814
UV Count: 3
  UV <Vector (0.0316, 0.4514)>
  UV <Vector (0.0288, 0.4330)>
  UV <Vector (0.0393, 0.4485)>
Face 815
UV Count: 3
  UV <Vector (0.0357, 0.9430)>
  UV <Vector (0.0380, 0.9594)>
  UV <Vector (0.0314, 0.9572)>
Face 816
UV Count: 3
  UV <Vector (0.0422, 0.9359)>
  UV <Vector (0.0357, 0.9430)>
  UV <Vector (0.0354, 0.9349)>
Face 817
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 818
UV Count: 3
  UV <Vector (0.0110, 0.4206)>
  UV <Vector (0.0083, 0.4177)>
  UV <Vector (0.0111, 0.4186)>
Face 819
UV Count: 3
  UV <Vector (0.0670, 0.3984)>
  UV <Vector (0.0660, 0.4019)>
  UV <Vector (0.0651, 0.4004)>
Face 820
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 821
UV Count: 3
  UV <Vector (0.0517, 0.4456)>
  UV <Vector (0.0437, 0.4577)>
  UV <Vector (0.0393, 0.4485)>
Face 822
UV Count: 3
  UV <Vector (0.0392, 0.9677)>
  UV <Vector (0.0380, 0.9594)>
  UV <Vector (0.0447, 0.9616)>
Face 823
UV Count: 3
  UV <Vector (0.0532, 0.9447)>
  UV <Vector (0.0530, 0.9510)>
  UV <Vector (0.0472, 0.9447)>
Face 824
UV Count: 3
  UV <Vector (0.0288, 0.4330)>
  UV <Vector (0.0277, 0.4196)>
  UV <Vector (0.0347, 0.4309)>
Face 825
UV Count: 3
  UV <Vector (0.0446, 0.9699)>
  UV <Vector (0.0447, 0.9616)>
  UV <Vector (0.0516, 0.9651)>
Face 826
UV Count: 3
  UV <Vector (0.0288, 0.4330)>
  UV <Vector (0.0192, 0.4311)>
  UV <Vector (0.0239, 0.4271)>
Face 827
UV Count: 3
  UV <Vector (0.0472, 0.9447)>
  UV <Vector (0.0380, 0.9594)>
  UV <Vector (0.0421, 0.9440)>
Face 828
UV Count: 3
  UV <Vector (0.0530, 0.9510)>
  UV <Vector (0.0447, 0.9616)>
  UV <Vector (0.0472, 0.9447)>
Face 829
UV Count: 3
  UV <Vector (0.0393, 0.4485)>
  UV <Vector (0.0373, 0.4585)>
  UV <Vector (0.0316, 0.4514)>
Face 830
UV Count: 3
  UV <Vector (0.0676, 0.4306)>
  UV <Vector (0.0611, 0.4381)>
  UV <Vector (0.0617, 0.4277)>
Face 831
UV Count: 3
  UV <Vector (0.0558, 0.4158)>
  UV <Vector (0.0501, 0.4105)>
  UV <Vector (0.0560, 0.4150)>
Face 832
UV Count: 3
  UV <Vector (0.0239, 0.4271)>
  UV <Vector (0.0259, 0.4204)>
  UV <Vector (0.0277, 0.4196)>
Face 833
UV Count: 3
  UV <Vector (0.0660, 0.4019)>
  UV <Vector (0.0670, 0.4062)>
  UV <Vector (0.0635, 0.4047)>
Face 834
UV Count: 3
  UV <Vector (0.0303, 0.9632)>
  UV <Vector (0.0336, 0.9657)>
  UV <Vector (0.0304, 0.9638)>
Face 835
UV Count: 3
  UV <Vector (0.0236, 0.4126)>
  UV <Vector (0.0259, 0.4204)>
  UV <Vector (0.0225, 0.4133)>
Face 836
UV Count: 3
  UV <Vector (0.0598, 0.4087)>
  UV <Vector (0.0623, 0.4160)>
  UV <Vector (0.0560, 0.4150)>
Face 837
UV Count: 3
  UV <Vector (0.0110, 0.4206)>
  UV <Vector (0.0142, 0.4188)>
  UV <Vector (0.0143, 0.4219)>
Face 838
UV Count: 3
  UV <Vector (0.0292, 0.4084)>
  UV <Vector (0.0336, 0.4143)>
  UV <Vector (0.0288, 0.4096)>
Face 839
UV Count: 3
  UV <Vector (0.0292, 0.4084)>
  UV <Vector (0.0248, 0.4125)>
  UV <Vector (0.0236, 0.4126)>
Face 840
UV Count: 3
  UV <Vector (0.0114, 0.4246)>
  UV <Vector (0.0110, 0.4206)>
  UV <Vector (0.0143, 0.4219)>
Face 841
UV Count: 3
  UV <Vector (0.0285, 0.4182)>
  UV <Vector (0.0356, 0.4139)>
  UV <Vector (0.0277, 0.4196)>
Face 842
UV Count: 3
  UV <Vector (0.0623, 0.4021)>
  UV <Vector (0.0660, 0.4019)>
  UV <Vector (0.0635, 0.4047)>
Face 843
UV Count: 3
  UV <Vector (0.0277, 0.4196)>
  UV <Vector (0.0248, 0.4125)>
  UV <Vector (0.0285, 0.4182)>
Face 844
UV Count: 3
  UV <Vector (0.0392, 0.9677)>
  UV <Vector (0.0436, 0.9699)>
  UV <Vector (0.0398, 0.9685)>
Face 845
UV Count: 3
  UV <Vector (0.0484, 0.4105)>
  UV <Vector (0.0484, 0.4014)>
  UV <Vector (0.0498, 0.4015)>
Face 846
UV Count: 3
  UV <Vector (0.0356, 0.4139)>
  UV <Vector (0.0463, 0.4101)>
  UV <Vector (0.0484, 0.4105)>
Face 847
UV Count: 3
  UV <Vector (0.0338, 0.3923)>
  UV <Vector (0.0376, 0.3950)>
  UV <Vector (0.0345, 0.3963)>
Face 848
UV Count: 3
  UV <Vector (0.0292, 0.4084)>
  UV <Vector (0.0369, 0.4126)>
  UV <Vector (0.0356, 0.4139)>
Face 849
UV Count: 3
  UV <Vector (0.0424, 0.9850)>
  UV <Vector (0.0411, 0.9799)>
  UV <Vector (0.0445, 0.9803)>
Face 850
UV Count: 3
  UV <Vector (0.0558, 0.4158)>
  UV <Vector (0.0623, 0.4160)>
  UV <Vector (0.0624, 0.4168)>
Face 851
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 852
UV Count: 3
  UV <Vector (0.0501, 0.4105)>
  UV <Vector (0.0598, 0.4087)>
  UV <Vector (0.0560, 0.4150)>
Face 853
UV Count: 3
  UV <Vector (0.0313, 0.9740)>
  UV <Vector (0.0271, 0.9765)>
  UV <Vector (0.0283, 0.9722)>
Face 854
UV Count: 3
  UV <Vector (0.0355, 0.3913)>
  UV <Vector (0.0402, 0.3922)>
  UV <Vector (0.0376, 0.3950)>
Face 855
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 856
UV Count: 3
  UV <Vector (0.0403, 0.4008)>
  UV <Vector (0.0484, 0.4014)>
  UV <Vector (0.0463, 0.4101)>
Face 857
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 858
UV Count: 3
  UV <Vector (0.0394, 0.9808)>
  UV <Vector (0.0338, 0.9851)>
  UV <Vector (0.0358, 0.9794)>
Face 859
UV Count: 3
  UV <Vector (0.0188, 0.4304)>
  UV <Vector (0.0186, 0.4235)>
  UV <Vector (0.0234, 0.4265)>
Face 860
UV Count: 3
  UV <Vector (0.0465, 0.9756)>
  UV <Vector (0.0452, 0.9705)>
  UV <Vector (0.0488, 0.9710)>
Face 861
UV Count: 3
  UV <Vector (0.0307, 0.3958)>
  UV <Vector (0.0338, 0.3923)>
  UV <Vector (0.0345, 0.3963)>
Face 862
UV Count: 3
  UV <Vector (0.0509, 0.4018)>
  UV <Vector (0.0580, 0.4051)>
  UV <Vector (0.0501, 0.4105)>
Face 863
UV Count: 3
  UV <Vector (0.0564, 0.4005)>
  UV <Vector (0.0623, 0.4021)>
  UV <Vector (0.0580, 0.4051)>
Face 864
UV Count: 3
  UV <Vector (0.0301, 0.4075)>
  UV <Vector (0.0360, 0.4023)>
  UV <Vector (0.0369, 0.4126)>
Face 865
UV Count: 3
  UV <Vector (0.0445, 0.9803)>
  UV <Vector (0.0432, 0.9752)>
  UV <Vector (0.0465, 0.9756)>
Face 866
UV Count: 3
  UV <Vector (0.0436, 0.9699)>
  UV <Vector (0.0379, 0.9739)>
  UV <Vector (0.0398, 0.9685)>
Face 867
UV Count: 3
  UV <Vector (0.0580, 0.4051)>
  UV <Vector (0.0635, 0.4047)>
  UV <Vector (0.0598, 0.4087)>
Face 868
UV Count: 3
  UV <Vector (0.0360, 0.4023)>
  UV <Vector (0.0463, 0.4101)>
  UV <Vector (0.0369, 0.4126)>
Face 869
UV Count: 3
  UV <Vector (0.0635, 0.4047)>
  UV <Vector (0.0641, 0.4108)>
  UV <Vector (0.0598, 0.4087)>
Face 870
UV Count: 3
  UV <Vector (0.0111, 0.4186)>
  UV <Vector (0.0126, 0.4150)>
  UV <Vector (0.0142, 0.4188)>
Face 871
UV Count: 3
  UV <Vector (0.0314, 0.4019)>
  UV <Vector (0.0345, 0.3963)>
  UV <Vector (0.0360, 0.4023)>
Face 872
UV Count: 3
  UV <Vector (0.0248, 0.4125)>
  UV <Vector (0.0288, 0.4132)>
  UV <Vector (0.0285, 0.4182)>
Face 873
UV Count: 3
  UV <Vector (0.0415, 0.9752)>
  UV <Vector (0.0358, 0.9794)>
  UV <Vector (0.0379, 0.9739)>
Face 874
UV Count: 3
  UV <Vector (0.0288, 0.4096)>
  UV <Vector (0.0287, 0.4133)>
  UV <Vector (0.0248, 0.4125)>
Face 875
UV Count: 3
  UV <Vector (0.0376, 0.3950)>
  UV <Vector (0.0437, 0.3975)>
  UV <Vector (0.0403, 0.4008)>
Face 876
UV Count: 3
  UV <Vector (0.0288, 0.4132)>
  UV <Vector (0.0288, 0.4096)>
  UV <Vector (0.0336, 0.4143)>
Face 877
UV Count: 3
  UV <Vector (0.0345, 0.3963)>
  UV <Vector (0.0403, 0.4008)>
  UV <Vector (0.0360, 0.4023)>
Face 878
UV Count: 3
  UV <Vector (0.0288, 0.4132)>
  UV <Vector (0.0336, 0.4143)>
  UV <Vector (0.0285, 0.4182)>
Face 879
UV Count: 3
  UV <Vector (0.0287, 0.4133)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0288, 0.4132)>
Face 880
UV Count: 3
  UV <Vector (0.0624, 0.4236)>
  UV <Vector (0.0558, 0.4158)>
  UV <Vector (0.0624, 0.4168)>
Face 881
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4133)>
Face 882
UV Count: 3
  UV <Vector (0.0336, 0.9657)>
  UV <Vector (0.0294, 0.9680)>
  UV <Vector (0.0304, 0.9638)>
Face 883
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0288, 0.4132)>
Face 884
UV Count: 3
  UV <Vector (0.0187, 0.4194)>
  UV <Vector (0.0225, 0.4133)>
  UV <Vector (0.0259, 0.4204)>
Face 885
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0288, 0.4132)>
  UV <Vector (0.0288, 0.4132)>
Face 886
UV Count: 3
  UV <Vector (0.0186, 0.4235)>
  UV <Vector (0.0259, 0.4204)>
  UV <Vector (0.0234, 0.4265)>
Face 887
UV Count: 3
  UV <Vector (0.0154, 0.4272)>
  UV <Vector (0.0143, 0.4219)>
  UV <Vector (0.0186, 0.4235)>
Face 888
UV Count: 3
  UV <Vector (0.0616, 0.3983)>
  UV <Vector (0.0651, 0.4004)>
  UV <Vector (0.0623, 0.4021)>
Face 889
UV Count: 3
  UV <Vector (0.0324, 0.9698)>
  UV <Vector (0.0283, 0.9722)>
  UV <Vector (0.0294, 0.9680)>
Face 890
UV Count: 3
  UV <Vector (0.0380, 0.9594)>
  UV <Vector (0.0303, 0.9632)>
  UV <Vector (0.0314, 0.9572)>
Face 891
UV Count: 3
  UV <Vector (0.0142, 0.4188)>
  UV <Vector (0.0176, 0.4145)>
  UV <Vector (0.0187, 0.4194)>
Face 892
UV Count: 3
  UV <Vector (0.0239, 0.4271)>
  UV <Vector (0.0188, 0.4304)>
  UV <Vector (0.0234, 0.4265)>
Face 893
UV Count: 3
  UV <Vector (0.0143, 0.4219)>
  UV <Vector (0.0187, 0.4194)>
  UV <Vector (0.0186, 0.4235)>
Face 894
UV Count: 3
  UV <Vector (0.0413, 0.4284)>
  UV <Vector (0.0277, 0.4196)>
  UV <Vector (0.0356, 0.4139)>
Face 895
UV Count: 3
  UV <Vector (0.0611, 0.9580)>
  UV <Vector (0.0619, 0.9654)>
  UV <Vector (0.0591, 0.9594)>
Face 896
UV Count: 3
  UV <Vector (0.0437, 0.4577)>
  UV <Vector (0.0638, 0.5053)>
  UV <Vector (0.0505, 0.5075)>
Face 897
UV Count: 3
  UV <Vector (0.0510, 0.9600)>
  UV <Vector (0.0516, 0.9651)>
  UV <Vector (0.0447, 0.9616)>
Face 898
UV Count: 3
  UV <Vector (0.0624, 0.4236)>
  UV <Vector (0.0617, 0.4277)>
  UV <Vector (0.0553, 0.4251)>
Face 899
UV Count: 3
  UV <Vector (0.0554, 0.4556)>
  UV <Vector (0.0599, 0.4457)>
  UV <Vector (0.0617, 0.4547)>
Face 900
UV Count: 3
  UV <Vector (0.0571, 0.9512)>
  UV <Vector (0.0591, 0.9594)>
  UV <Vector (0.0530, 0.9510)>
Face 901
UV Count: 3
  UV <Vector (0.0674, 0.4226)>
  UV <Vector (0.0715, 0.4231)>
  UV <Vector (0.0663, 0.4266)>
Face 902
UV Count: 3
  UV <Vector (0.0611, 0.4381)>
  UV <Vector (0.0599, 0.4457)>
  UV <Vector (0.0517, 0.4456)>
Face 903
UV Count: 3
  UV <Vector (0.0567, 0.9623)>
  UV <Vector (0.0527, 0.9643)>
  UV <Vector (0.0510, 0.9600)>
Face 904
UV Count: 3
  UV <Vector (0.0602, 0.9657)>
  UV <Vector (0.0591, 0.9594)>
  UV <Vector (0.0619, 0.9654)>
Face 905
UV Count: 3
  UV <Vector (0.0737, 0.4239)>
  UV <Vector (0.0727, 0.4207)>
  UV <Vector (0.0768, 0.4231)>
Face 906
UV Count: 3
  UV <Vector (0.0602, 0.9657)>
  UV <Vector (0.0561, 0.9649)>
  UV <Vector (0.0567, 0.9623)>
Face 907
UV Count: 3
  UV <Vector (0.0737, 0.4239)>
  UV <Vector (0.0705, 0.4319)>
  UV <Vector (0.0676, 0.4306)>
Face 908
UV Count: 3
  UV <Vector (0.0591, 0.9594)>
  UV <Vector (0.0510, 0.9600)>
  UV <Vector (0.0530, 0.9510)>
Face 909
UV Count: 3
  UV <Vector (0.0472, 0.9447)>
  UV <Vector (0.0516, 0.9370)>
  UV <Vector (0.0532, 0.9447)>
Face 910
UV Count: 3
  UV <Vector (0.0619, 0.9654)>
  UV <Vector (0.0601, 0.9677)>
  UV <Vector (0.0602, 0.9657)>
Face 911
UV Count: 3
  UV <Vector (0.0421, 0.9440)>
  UV <Vector (0.0466, 0.9363)>
  UV <Vector (0.0472, 0.9447)>
Face 912
UV Count: 3
  UV <Vector (0.7186, 0.2992)>
  UV <Vector (0.7379, 0.2922)>
  UV <Vector (0.7346, 0.3143)>
Face 913
UV Count: 3
  UV <Vector (0.1098, 0.1184)>
  UV <Vector (0.0982, 0.1033)>
  UV <Vector (0.1124, 0.1127)>
Face 914
UV Count: 3
  UV <Vector (0.2185, 0.0847)>
  UV <Vector (0.2433, 0.0900)>
  UV <Vector (0.2170, 0.0935)>
Face 915
UV Count: 3
  UV <Vector (0.1854, 0.0573)>
  UV <Vector (0.1148, 0.0778)>
  UV <Vector (0.1072, 0.0571)>
Face 916
UV Count: 3
  UV <Vector (0.6845, 0.2359)>
  UV <Vector (0.6760, 0.2328)>
  UV <Vector (0.6813, 0.2279)>
Face 917
UV Count: 3
  UV <Vector (0.2070, 0.0832)>
  UV <Vector (0.1961, 0.0896)>
  UV <Vector (0.1989, 0.0811)>
Face 918
UV Count: 3
  UV <Vector (0.6635, 0.2146)>
  UV <Vector (0.6405, 0.2025)>
  UV <Vector (0.6491, 0.1936)>
Face 919
UV Count: 3
  UV <Vector (0.1987, 0.6489)>
  UV <Vector (0.1967, 0.6714)>
  UV <Vector (0.1903, 0.6714)>
Face 920
UV Count: 3
  UV <Vector (0.7847, 0.3158)>
  UV <Vector (0.7540, 0.3137)>
  UV <Vector (0.7691, 0.2976)>
Face 921
UV Count: 3
  UV <Vector (0.7442, 0.3120)>
  UV <Vector (0.7379, 0.2922)>
  UV <Vector (0.7436, 0.2901)>
Face 922
UV Count: 3
  UV <Vector (0.1040, 0.1305)>
  UV <Vector (0.1098, 0.1184)>
  UV <Vector (0.1136, 0.1285)>
Face 923
UV Count: 3
  UV <Vector (0.0426, 0.8924)>
  UV <Vector (0.0341, 0.8784)>
  UV <Vector (0.0447, 0.8802)>
Face 924
UV Count: 3
  UV <Vector (0.0903, 0.1119)>
  UV <Vector (0.0858, 0.0952)>
  UV <Vector (0.0982, 0.1033)>
Face 925
UV Count: 3
  UV <Vector (0.1837, 0.7690)>
  UV <Vector (0.1623, 0.7597)>
  UV <Vector (0.1801, 0.7558)>
Face 926
UV Count: 3
  UV <Vector (0.2045, 0.8031)>
  UV <Vector (0.1666, 0.7802)>
  UV <Vector (0.1837, 0.7690)>
Face 927
UV Count: 3
  UV <Vector (0.2920, 0.0876)>
  UV <Vector (0.2810, 0.0802)>
  UV <Vector (0.2958, 0.0820)>
Face 928
UV Count: 3
  UV <Vector (0.0715, 0.4231)>
  UV <Vector (0.0676, 0.4306)>
  UV <Vector (0.0663, 0.4266)>
Face 929
UV Count: 3
  UV <Vector (0.1212, 0.6803)>
  UV <Vector (0.1179, 0.6822)>
  UV <Vector (0.1161, 0.6800)>
Face 930
UV Count: 3
  UV <Vector (0.0413, 0.4284)>
  UV <Vector (0.0484, 0.4266)>
  UV <Vector (0.0495, 0.4407)>
Face 931
UV Count: 3
  UV <Vector (0.0288, 0.4330)>
  UV <Vector (0.0394, 0.4432)>
  UV <Vector (0.0393, 0.4485)>
Face 932
UV Count: 3
  UV <Vector (0.0517, 0.4456)>
  UV <Vector (0.0394, 0.4432)>
  UV <Vector (0.0495, 0.4407)>
Face 933
UV Count: 3
  UV <Vector (0.0380, 0.5085)>
  UV <Vector (0.0437, 0.4577)>
  UV <Vector (0.0505, 0.5075)>
Face 934
UV Count: 3
  UV <Vector (0.2067, 0.6299)>
  UV <Vector (0.2347, 0.6324)>
  UV <Vector (0.2148, 0.6448)>
Face 935
UV Count: 3
  UV <Vector (0.0559, 0.5370)>
  UV <Vector (0.0668, 0.5276)>
  UV <Vector (0.0683, 0.5350)>
Face 936
UV Count: 3
  UV <Vector (0.0637, 0.5989)>
  UV <Vector (0.0853, 0.6055)>
  UV <Vector (0.0616, 0.6134)>
Face 937
UV Count: 3
  UV <Vector (0.0616, 0.6134)>
  UV <Vector (0.0891, 0.6369)>
  UV <Vector (0.0635, 0.6409)>
Face 938
UV Count: 3
  UV <Vector (0.0747, 0.6886)>
  UV <Vector (0.0852, 0.6956)>
  UV <Vector (0.0733, 0.6949)>
Face 939
UV Count: 3
  UV <Vector (0.0733, 0.6949)>
  UV <Vector (0.0841, 0.6993)>
  UV <Vector (0.0724, 0.6987)>
Face 940
UV Count: 3
  UV <Vector (0.1709, 0.7394)>
  UV <Vector (0.1625, 0.7327)>
  UV <Vector (0.1705, 0.7315)>
Face 941
UV Count: 3
  UV <Vector (0.8479, 0.9542)>
  UV <Vector (0.8433, 0.9535)>
  UV <Vector (0.8477, 0.9514)>
Face 942
UV Count: 3
  UV <Vector (0.0722, 0.6704)>
  UV <Vector (0.0868, 0.6896)>
  UV <Vector (0.0747, 0.6886)>
Face 943
UV Count: 3
  UV <Vector (0.0811, 0.7243)>
  UV <Vector (0.0708, 0.7255)>
  UV <Vector (0.0731, 0.7204)>
Face 944
UV Count: 3
  UV <Vector (0.8473, 0.9458)>
  UV <Vector (0.8433, 0.9535)>
  UV <Vector (0.8409, 0.9429)>
Face 945
UV Count: 3
  UV <Vector (0.0822, 0.7105)>
  UV <Vector (0.0731, 0.7204)>
  UV <Vector (0.0711, 0.7132)>
Face 946
UV Count: 3
  UV <Vector (0.2094, 0.4429)>
  UV <Vector (0.2031, 0.4266)>
  UV <Vector (0.2105, 0.4278)>
Face 947
UV Count: 3
  UV <Vector (0.0973, 0.6845)>
  UV <Vector (0.0970, 0.6932)>
  UV <Vector (0.0937, 0.6937)>
Face 948
UV Count: 3
  UV <Vector (0.0558, 0.4158)>
  UV <Vector (0.0484, 0.4266)>
  UV <Vector (0.0484, 0.4105)>
Face 949
UV Count: 3
  UV <Vector (0.0498, 0.4015)>
  UV <Vector (0.0501, 0.4105)>
  UV <Vector (0.0484, 0.4105)>
Face 950
UV Count: 3
  UV <Vector (0.2021, 0.7228)>
  UV <Vector (0.1841, 0.7330)>
  UV <Vector (0.1941, 0.7191)>
Face 951
UV Count: 3
  UV <Vector (0.0495, 0.4407)>
  UV <Vector (0.0553, 0.4251)>
  UV <Vector (0.0517, 0.4456)>
Face 952
UV Count: 3
  UV <Vector (0.0541, 0.5296)>
  UV <Vector (0.0655, 0.5202)>
  UV <Vector (0.0668, 0.5276)>
Face 953
UV Count: 3
  UV <Vector (0.0408, 0.5235)>
  UV <Vector (0.0541, 0.5296)>
  UV <Vector (0.0420, 0.5306)>
Face 954
UV Count: 3
  UV <Vector (0.0447, 0.8802)>
  UV <Vector (0.0356, 0.8723)>
  UV <Vector (0.0456, 0.8741)>
Face 955
UV Count: 3
  UV <Vector (0.0559, 0.8750)>
  UV <Vector (0.0447, 0.8802)>
  UV <Vector (0.0456, 0.8741)>
Face 956
UV Count: 3
  UV <Vector (0.0668, 0.5276)>
  UV <Vector (0.0777, 0.5178)>
  UV <Vector (0.0787, 0.5246)>
Face 957
UV Count: 3
  UV <Vector (0.0660, 0.8823)>
  UV <Vector (0.0559, 0.8750)>
  UV <Vector (0.0661, 0.8760)>
Face 958
UV Count: 3
  UV <Vector (0.0683, 0.5350)>
  UV <Vector (0.0950, 0.5731)>
  UV <Vector (0.0801, 0.5820)>
Face 959
UV Count: 3
  UV <Vector (0.1966, 0.8227)>
  UV <Vector (0.2025, 0.8690)>
  UV <Vector (0.1833, 0.8325)>
Face 960
UV Count: 3
  UV <Vector (0.2185, 0.4296)>
  UV <Vector (0.2364, 0.4200)>
  UV <Vector (0.2258, 0.4329)>
Face 961
UV Count: 3
  UV <Vector (0.1748, 0.5835)>
  UV <Vector (0.2002, 0.5393)>
  UV <Vector (0.1898, 0.5900)>
Face 962
UV Count: 3
  UV <Vector (0.2056, 0.5912)>
  UV <Vector (0.2002, 0.5393)>
  UV <Vector (0.2128, 0.5394)>
Face 963
UV Count: 3
  UV <Vector (0.1966, 0.8227)>
  UV <Vector (0.2245, 0.8645)>
  UV <Vector (0.2134, 0.8667)>
Face 964
UV Count: 3
  UV <Vector (0.0620, 0.6835)>
  UV <Vector (0.0722, 0.6704)>
  UV <Vector (0.0747, 0.6886)>
Face 965
UV Count: 3
  UV <Vector (0.0747, 0.6886)>
  UV <Vector (0.0733, 0.6949)>
  UV <Vector (0.0690, 0.6940)>
Face 966
UV Count: 3
  UV <Vector (0.1797, 0.7040)>
  UV <Vector (0.1691, 0.7115)>
  UV <Vector (0.1679, 0.7038)>
Face 967
UV Count: 3
  UV <Vector (0.1416, 0.6848)>
  UV <Vector (0.1361, 0.6803)>
  UV <Vector (0.1472, 0.6843)>
Face 968
UV Count: 3
  UV <Vector (0.1501, 0.6646)>
  UV <Vector (0.1375, 0.6640)>
  UV <Vector (0.1265, 0.6518)>
Face 969
UV Count: 3
  UV <Vector (0.0939, 0.7058)>
  UV <Vector (0.1017, 0.7013)>
  UV <Vector (0.1028, 0.7052)>
Face 970
UV Count: 3
  UV <Vector (0.1301, 0.6827)>
  UV <Vector (0.1339, 0.6848)>
  UV <Vector (0.1300, 0.6851)>
Face 971
UV Count: 3
  UV <Vector (0.1161, 0.6800)>
  UV <Vector (0.1049, 0.6837)>
  UV <Vector (0.1011, 0.6837)>
Face 972
UV Count: 3
  UV <Vector (0.1011, 0.6837)>
  UV <Vector (0.1062, 0.6924)>
  UV <Vector (0.1014, 0.6928)>
Face 973
UV Count: 3
  UV <Vector (0.1430, 0.6751)>
  UV <Vector (0.1510, 0.6844)>
  UV <Vector (0.1361, 0.6803)>
Face 974
UV Count: 3
  UV <Vector (0.1002, 0.6975)>
  UV <Vector (0.1062, 0.6924)>
  UV <Vector (0.1017, 0.7013)>
Face 975
UV Count: 3
  UV <Vector (0.0960, 0.6975)>
  UV <Vector (0.1017, 0.7013)>
  UV <Vector (0.0926, 0.7011)>
Face 976
UV Count: 3
  UV <Vector (0.1581, 0.6945)>
  UV <Vector (0.1557, 0.6982)>
  UV <Vector (0.1548, 0.6939)>
Face 977
UV Count: 3
  UV <Vector (0.2126, 0.8167)>
  UV <Vector (0.2352, 0.8616)>
  UV <Vector (0.2245, 0.8645)>
Face 978
UV Count: 3
  UV <Vector (0.1557, 0.5820)>
  UV <Vector (0.1748, 0.5835)>
  UV <Vector (0.1734, 0.5937)>
Face 979
UV Count: 3
  UV <Vector (0.1906, 0.6008)>
  UV <Vector (0.2056, 0.5912)>
  UV <Vector (0.2088, 0.5981)>
Face 980
UV Count: 3
  UV <Vector (0.0885, 0.8298)>
  UV <Vector (0.0864, 0.8179)>
  UV <Vector (0.0961, 0.8296)>
Face 981
UV Count: 3
  UV <Vector (0.0245, 0.3261)>
  UV <Vector (0.0357, 0.3449)>
  UV <Vector (0.0245, 0.3434)>
Face 982
UV Count: 3
  UV <Vector (0.0233, 0.3628)>
  UV <Vector (0.0357, 0.3449)>
  UV <Vector (0.0312, 0.3706)>
Face 983
UV Count: 3
  UV <Vector (0.0212, 0.3134)>
  UV <Vector (0.0346, 0.3184)>
  UV <Vector (0.0245, 0.3261)>
Face 984
UV Count: 3
  UV <Vector (0.0212, 0.3134)>
  UV <Vector (0.0175, 0.3055)>
  UV <Vector (0.0209, 0.3043)>
Face 985
UV Count: 3
  UV <Vector (0.0118, 0.3443)>
  UV <Vector (0.0217, 0.3252)>
  UV <Vector (0.0216, 0.3433)>
Face 986
UV Count: 3
  UV <Vector (0.0207, 0.3633)>
  UV <Vector (0.0118, 0.3443)>
  UV <Vector (0.0216, 0.3433)>
Face 987
UV Count: 3
  UV <Vector (0.0103, 0.3198)>
  UV <Vector (0.0195, 0.3141)>
  UV <Vector (0.0217, 0.3252)>
Face 988
UV Count: 3
  UV <Vector (0.0178, 0.3837)>
  UV <Vector (0.0204, 0.3752)>
  UV <Vector (0.0211, 0.3843)>
Face 989
UV Count: 3
  UV <Vector (0.0233, 0.3628)>
  UV <Vector (0.0216, 0.3433)>
  UV <Vector (0.0245, 0.3434)>
Face 990
UV Count: 3
  UV <Vector (0.0245, 0.2448)>
  UV <Vector (0.0216, 0.2275)>
  UV <Vector (0.0245, 0.2274)>
Face 991
UV Count: 3
  UV <Vector (0.0204, 0.1956)>
  UV <Vector (0.0178, 0.1871)>
  UV <Vector (0.0211, 0.1865)>
Face 992
UV Count: 3
  UV <Vector (0.0217, 0.3252)>
  UV <Vector (0.0212, 0.3134)>
  UV <Vector (0.0245, 0.3261)>
Face 993
UV Count: 3
  UV <Vector (0.0184, 0.3753)>
  UV <Vector (0.0103, 0.3694)>
  UV <Vector (0.0207, 0.3633)>
Face 994
UV Count: 3
  UV <Vector (0.0204, 0.3752)>
  UV <Vector (0.0207, 0.3633)>
  UV <Vector (0.0233, 0.3628)>
Face 995
UV Count: 3
  UV <Vector (0.0064, 0.3910)>
  UV <Vector (0.0038, 0.3883)>
  UV <Vector (0.0068, 0.3886)>
Face 996
UV Count: 3
  UV <Vector (0.0093, 0.3927)>
  UV <Vector (0.0058, 0.3934)>
  UV <Vector (0.0069, 0.3912)>
Face 997
UV Count: 3
  UV <Vector (0.0066, 0.3858)>
  UV <Vector (0.0078, 0.3884)>
  UV <Vector (0.0068, 0.3886)>
Face 998
UV Count: 3
  UV <Vector (0.0106, 0.3620)>
  UV <Vector (0.0075, 0.3596)>
  UV <Vector (0.0104, 0.3591)>
Face 999
UV Count: 3
  UV <Vector (0.0067, 0.3569)>
  UV <Vector (0.0104, 0.3591)>
  UV <Vector (0.0075, 0.3596)>
Face 1000
UV Count: 3
  UV <Vector (0.0069, 0.3912)>
  UV <Vector (0.0068, 0.3886)>
  UV <Vector (0.0078, 0.3884)>
Face 1001
UV Count: 3
  UV <Vector (0.0055, 0.3933)>
  UV <Vector (0.0036, 0.3907)>
  UV <Vector (0.0064, 0.3910)>
Face 1002
UV Count: 3
  UV <Vector (0.0053, 0.3549)>
  UV <Vector (0.0045, 0.3525)>
  UV <Vector (0.0056, 0.3548)>
Face 1003
UV Count: 3
  UV <Vector (0.0058, 0.3934)>
  UV <Vector (0.0064, 0.3910)>
  UV <Vector (0.0069, 0.3912)>
Face 1004
UV Count: 3
  UV <Vector (0.0058, 0.3934)>
  UV <Vector (0.0045, 0.3951)>
  UV <Vector (0.0055, 0.3933)>
Face 1005
UV Count: 3
  UV <Vector (0.0037, 0.3596)>
  UV <Vector (0.0061, 0.3572)>
  UV <Vector (0.0066, 0.3594)>
Face 1006
UV Count: 3
  UV <Vector (0.0067, 0.3569)>
  UV <Vector (0.0045, 0.3525)>
  UV <Vector (0.0093, 0.3554)>
Face 1007
UV Count: 3
  UV <Vector (0.0066, 0.3621)>
  UV <Vector (0.0075, 0.3596)>
  UV <Vector (0.0078, 0.3621)>
Face 1008
UV Count: 3
  UV <Vector (0.0069, 0.3912)>
  UV <Vector (0.0107, 0.3892)>
  UV <Vector (0.0093, 0.3927)>
Face 1009
UV Count: 3
  UV <Vector (0.0066, 0.3594)>
  UV <Vector (0.0067, 0.3569)>
  UV <Vector (0.0075, 0.3596)>
Face 1010
UV Count: 3
  UV <Vector (0.0204, 0.1956)>
  UV <Vector (0.0312, 0.2002)>
  UV <Vector (0.0233, 0.2081)>
Face 1011
UV Count: 3
  UV <Vector (0.0035, 0.3573)>
  UV <Vector (0.0053, 0.3549)>
  UV <Vector (0.0061, 0.3572)>
Face 1012
UV Count: 3
  UV <Vector (0.0061, 0.3572)>
  UV <Vector (0.0056, 0.3548)>
  UV <Vector (0.0067, 0.3569)>
Face 1013
UV Count: 3
  UV <Vector (0.0045, 0.3766)>
  UV <Vector (0.0058, 0.3783)>
  UV <Vector (0.0055, 0.3784)>
Face 1014
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1015
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1016
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1017
UV Count: 3
  UV <Vector (0.0050, 0.7353)>
  UV <Vector (0.0075, 0.7339)>
  UV <Vector (0.0050, 0.7353)>
Face 1018
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1019
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1020
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1021
UV Count: 3
  UV <Vector (0.0039, 0.3858)>
  UV <Vector (0.0068, 0.3831)>
  UV <Vector (0.0066, 0.3858)>
Face 1022
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1023
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1024
UV Count: 3
  UV <Vector (0.0043, 0.1831)>
  UV <Vector (0.0050, 0.1823)>
  UV <Vector (0.0039, 0.1824)>
Face 1025
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1026
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1027
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1028
UV Count: 3
  UV <Vector (0.0050, 0.1823)>
  UV <Vector (0.0042, 0.1817)>
  UV <Vector (0.0039, 0.1824)>
Face 1029
UV Count: 3
  UV <Vector (0.1861, 0.7161)>
  UV <Vector (0.1801, 0.7267)>
  UV <Vector (0.1779, 0.7215)>
Face 1030
UV Count: 3
  UV <Vector (0.1320, 0.6997)>
  UV <Vector (0.1364, 0.7086)>
  UV <Vector (0.1291, 0.7056)>
Face 1031
UV Count: 3
  UV <Vector (0.1874, 0.6943)>
  UV <Vector (0.1826, 0.6954)>
  UV <Vector (0.1771, 0.6898)>
Face 1032
UV Count: 3
  UV <Vector (0.1485, 0.6702)>
  UV <Vector (0.1501, 0.6646)>
  UV <Vector (0.1587, 0.6685)>
Face 1033
UV Count: 3
  UV <Vector (0.1488, 0.7057)>
  UV <Vector (0.1576, 0.7065)>
  UV <Vector (0.1509, 0.7089)>
Face 1034
UV Count: 3
  UV <Vector (0.1625, 0.7327)>
  UV <Vector (0.1501, 0.7320)>
  UV <Vector (0.1584, 0.7258)>
Face 1035
UV Count: 3
  UV <Vector (0.1457, 0.6929)>
  UV <Vector (0.1499, 0.7018)>
  UV <Vector (0.1396, 0.7000)>
Face 1036
UV Count: 3
  UV <Vector (0.1933, 0.6980)>
  UV <Vector (0.1861, 0.6991)>
  UV <Vector (0.1874, 0.6943)>
Face 1037
UV Count: 3
  UV <Vector (0.1364, 0.7086)>
  UV <Vector (0.1393, 0.7087)>
  UV <Vector (0.1380, 0.7107)>
Face 1038
UV Count: 3
  UV <Vector (0.1470, 0.7199)>
  UV <Vector (0.1457, 0.7173)>
  UV <Vector (0.1503, 0.7142)>
Face 1039
UV Count: 3
  UV <Vector (0.1509, 0.7089)>
  UV <Vector (0.1576, 0.7065)>
  UV <Vector (0.1575, 0.7141)>
Face 1040
UV Count: 3
  UV <Vector (0.1375, 0.6640)>
  UV <Vector (0.1264, 0.6591)>
  UV <Vector (0.1265, 0.6518)>
Face 1041
UV Count: 3
  UV <Vector (0.1259, 0.6996)>
  UV <Vector (0.1259, 0.6968)>
  UV <Vector (0.1281, 0.6971)>
Face 1042
UV Count: 3
  UV <Vector (0.1642, 0.6380)>
  UV <Vector (0.1587, 0.6685)>
  UV <Vector (0.1501, 0.6646)>
Face 1043
UV Count: 3
  UV <Vector (0.1982, 0.6797)>
  UV <Vector (0.1899, 0.6851)>
  UV <Vector (0.1903, 0.6714)>
Face 1044
UV Count: 3
  UV <Vector (0.1642, 0.6380)>
  UV <Vector (0.1896, 0.6427)>
  UV <Vector (0.1801, 0.6718)>
Face 1045
UV Count: 3
  UV <Vector (0.1391, 0.7106)>
  UV <Vector (0.1404, 0.7089)>
  UV <Vector (0.1417, 0.7100)>
Face 1046
UV Count: 3
  UV <Vector (0.1470, 0.7199)>
  UV <Vector (0.1368, 0.7206)>
  UV <Vector (0.1412, 0.7158)>
Face 1047
UV Count: 3
  UV <Vector (0.1335, 0.6946)>
  UV <Vector (0.1325, 0.6942)>
  UV <Vector (0.1356, 0.6924)>
Face 1048
UV Count: 3
  UV <Vector (0.1325, 0.6942)>
  UV <Vector (0.1290, 0.6956)>
  UV <Vector (0.1285, 0.6930)>
Face 1049
UV Count: 3
  UV <Vector (0.1314, 0.6915)>
  UV <Vector (0.1356, 0.6924)>
  UV <Vector (0.1286, 0.6927)>
Face 1050
UV Count: 3
  UV <Vector (0.1328, 0.6903)>
  UV <Vector (0.1362, 0.6922)>
  UV <Vector (0.1356, 0.6924)>
Face 1051
UV Count: 3
  UV <Vector (0.1493, 0.7092)>
  UV <Vector (0.1473, 0.7098)>
  UV <Vector (0.1470, 0.7088)>
Face 1052
UV Count: 3
  UV <Vector (0.1393, 0.7087)>
  UV <Vector (0.1404, 0.7089)>
  UV <Vector (0.1391, 0.7106)>
Face 1053
UV Count: 3
  UV <Vector (0.1470, 0.7073)>
  UV <Vector (0.1470, 0.7088)>
  UV <Vector (0.1441, 0.7082)>
Face 1054
UV Count: 3
  UV <Vector (0.1493, 0.7092)>
  UV <Vector (0.1483, 0.7131)>
  UV <Vector (0.1476, 0.7117)>
Face 1055
UV Count: 3
  UV <Vector (0.1503, 0.7142)>
  UV <Vector (0.1483, 0.7131)>
  UV <Vector (0.1493, 0.7092)>
Face 1056
UV Count: 3
  UV <Vector (0.1419, 0.7150)>
  UV <Vector (0.1423, 0.7133)>
  UV <Vector (0.1453, 0.7140)>
Face 1057
UV Count: 3
  UV <Vector (0.1483, 0.7131)>
  UV <Vector (0.1454, 0.7152)>
  UV <Vector (0.1453, 0.7140)>
Face 1058
UV Count: 3
  UV <Vector (0.1404, 0.7089)>
  UV <Vector (0.1435, 0.7068)>
  UV <Vector (0.1441, 0.7082)>
Face 1059
UV Count: 3
  UV <Vector (0.1391, 0.7106)>
  UV <Vector (0.1414, 0.7108)>
  UV <Vector (0.1423, 0.7133)>
Face 1060
UV Count: 3
  UV <Vector (0.1443, 0.6383)>
  UV <Vector (0.1501, 0.6646)>
  UV <Vector (0.1265, 0.6518)>
Face 1061
UV Count: 3
  UV <Vector (0.1443, 0.6383)>
  UV <Vector (0.1267, 0.6346)>
  UV <Vector (0.1270, 0.6121)>
Face 1062
UV Count: 3
  UV <Vector (0.1896, 0.6427)>
  UV <Vector (0.1923, 0.6154)>
  UV <Vector (0.2067, 0.6299)>
Face 1063
UV Count: 3
  UV <Vector (0.1516, 0.8216)>
  UV <Vector (0.1538, 0.8074)>
  UV <Vector (0.1794, 0.8149)>
Face 1064
UV Count: 3
  UV <Vector (0.1987, 0.6489)>
  UV <Vector (0.2067, 0.6299)>
  UV <Vector (0.2148, 0.6448)>
Face 1065
UV Count: 3
  UV <Vector (0.1642, 0.6380)>
  UV <Vector (0.1443, 0.6383)>
  UV <Vector (0.1453, 0.6121)>
Face 1066
UV Count: 3
  UV <Vector (0.1879, 0.8175)>
  UV <Vector (0.1966, 0.8227)>
  UV <Vector (0.1833, 0.8325)>
Face 1067
UV Count: 3
  UV <Vector (0.2128, 0.5394)>
  UV <Vector (0.2002, 0.5393)>
  UV <Vector (0.2022, 0.5320)>
Face 1068
UV Count: 3
  UV <Vector (0.2245, 0.8645)>
  UV <Vector (0.2352, 0.8616)>
  UV <Vector (0.2361, 0.8673)>
Face 1069
UV Count: 3
  UV <Vector (0.1765, 0.5315)>
  UV <Vector (0.1778, 0.5263)>
  UV <Vector (0.1897, 0.5296)>
Face 1070
UV Count: 3
  UV <Vector (0.2134, 0.8667)>
  UV <Vector (0.2153, 0.8718)>
  UV <Vector (0.2048, 0.8736)>
Face 1071
UV Count: 3
  UV <Vector (0.2245, 0.8645)>
  UV <Vector (0.2259, 0.8699)>
  UV <Vector (0.2153, 0.8718)>
Face 1072
UV Count: 3
  UV <Vector (0.4230, 0.1097)>
  UV <Vector (0.4184, 0.1199)>
  UV <Vector (0.4008, 0.1210)>
Face 1073
UV Count: 3
  UV <Vector (0.4008, 0.1210)>
  UV <Vector (0.4148, 0.0830)>
  UV <Vector (0.4230, 0.1097)>
Face 1074
UV Count: 3
  UV <Vector (0.1403, 0.3467)>
  UV <Vector (0.1382, 0.3309)>
  UV <Vector (0.1461, 0.3506)>
Face 1075
UV Count: 3
  UV <Vector (0.1382, 0.3309)>
  UV <Vector (0.1610, 0.3332)>
  UV <Vector (0.1461, 0.3506)>
Face 1076
UV Count: 3
  UV <Vector (0.1610, 0.3332)>
  UV <Vector (0.1707, 0.3451)>
  UV <Vector (0.1632, 0.3489)>
Face 1077
UV Count: 3
  UV <Vector (0.1632, 0.3489)>
  UV <Vector (0.1542, 0.3508)>
  UV <Vector (0.1610, 0.3332)>
Face 1078
UV Count: 3
  UV <Vector (0.1438, 0.3016)>
  UV <Vector (0.1351, 0.3181)>
  UV <Vector (0.1341, 0.3055)>
Face 1079
UV Count: 3
  UV <Vector (0.4244, 0.0309)>
  UV <Vector (0.4180, 0.0316)>
  UV <Vector (0.4202, 0.0254)>
Face 1080
UV Count: 3
  UV <Vector (0.1716, 0.3536)>
  UV <Vector (0.1730, 0.3586)>
  UV <Vector (0.1703, 0.3568)>
Face 1081
UV Count: 3
  UV <Vector (0.4299, 0.0473)>
  UV <Vector (0.4000, 0.0566)>
  UV <Vector (0.4158, 0.0350)>
Face 1082
UV Count: 3
  UV <Vector (0.4000, 0.0566)>
  UV <Vector (0.4080, 0.0351)>
  UV <Vector (0.4158, 0.0350)>
Face 1083
UV Count: 3
  UV <Vector (0.4312, 0.0346)>
  UV <Vector (0.4390, 0.0345)>
  UV <Vector (0.4299, 0.0473)>
Face 1084
UV Count: 3
  UV <Vector (0.4299, 0.0473)>
  UV <Vector (0.4158, 0.0350)>
  UV <Vector (0.4235, 0.0348)>
Face 1085
UV Count: 3
  UV <Vector (0.4256, 0.0315)>
  UV <Vector (0.4320, 0.0307)>
  UV <Vector (0.4312, 0.0346)>
Face 1086
UV Count: 3
  UV <Vector (0.4104, 0.0318)>
  UV <Vector (0.4168, 0.0311)>
  UV <Vector (0.4158, 0.0350)>
Face 1087
UV Count: 3
  UV <Vector (0.1398, 0.3493)>
  UV <Vector (0.1334, 0.3490)>
  UV <Vector (0.1403, 0.3467)>
Face 1088
UV Count: 3
  UV <Vector (0.1605, 0.3579)>
  UV <Vector (0.1599, 0.3626)>
  UV <Vector (0.1580, 0.3603)>
Face 1089
UV Count: 3
  UV <Vector (0.1788, 0.3555)>
  UV <Vector (0.1782, 0.3569)>
  UV <Vector (0.1762, 0.3552)>
Face 1090
UV Count: 3
  UV <Vector (0.1520, 0.3639)>
  UV <Vector (0.1506, 0.3644)>
  UV <Vector (0.1506, 0.3622)>
Face 1091
UV Count: 3
  UV <Vector (0.1658, 0.3622)>
  UV <Vector (0.1643, 0.3633)>
  UV <Vector (0.1638, 0.3612)>
Face 1092
UV Count: 3
  UV <Vector (0.1373, 0.3593)>
  UV <Vector (0.1358, 0.3585)>
  UV <Vector (0.1373, 0.3569)>
Face 1093
UV Count: 3
  UV <Vector (0.2341, 0.9690)>
  UV <Vector (0.2294, 0.9700)>
  UV <Vector (0.2265, 0.9644)>
Face 1094
UV Count: 3
  UV <Vector (0.2442, 0.9638)>
  UV <Vector (0.2396, 0.9665)>
  UV <Vector (0.2403, 0.9577)>
Face 1095
UV Count: 3
  UV <Vector (0.2396, 0.9665)>
  UV <Vector (0.2341, 0.9690)>
  UV <Vector (0.2335, 0.9605)>
Face 1096
UV Count: 3
  UV <Vector (0.2031, 0.4266)>
  UV <Vector (0.2071, 0.4479)>
  UV <Vector (0.1975, 0.4403)>
Face 1097
UV Count: 3
  UV <Vector (0.1943, 0.4262)>
  UV <Vector (0.1965, 0.4297)>
  UV <Vector (0.1918, 0.4288)>
Face 1098
UV Count: 3
  UV <Vector (0.2265, 0.9644)>
  UV <Vector (0.2254, 0.9637)>
  UV <Vector (0.2269, 0.9591)>
Face 1099
UV Count: 3
  UV <Vector (0.1957, 0.4255)>
  UV <Vector (0.2031, 0.4266)>
  UV <Vector (0.1965, 0.4297)>
Face 1100
UV Count: 3
  UV <Vector (0.2269, 0.9591)>
  UV <Vector (0.2210, 0.9618)>
  UV <Vector (0.2183, 0.9588)>
Face 1101
UV Count: 3
  UV <Vector (0.1965, 0.4297)>
  UV <Vector (0.1975, 0.4403)>
  UV <Vector (0.1906, 0.4329)>
Face 1102
UV Count: 3
  UV <Vector (0.2258, 0.4329)>
  UV <Vector (0.2199, 0.4458)>
  UV <Vector (0.2185, 0.4296)>
Face 1103
UV Count: 3
  UV <Vector (0.2199, 0.4458)>
  UV <Vector (0.2094, 0.4429)>
  UV <Vector (0.2185, 0.4296)>
Face 1104
UV Count: 3
  UV <Vector (0.2002, 0.5393)>
  UV <Vector (0.1879, 0.5370)>
  UV <Vector (0.1897, 0.5296)>
Face 1105
UV Count: 3
  UV <Vector (0.1642, 0.6380)>
  UV <Vector (0.1689, 0.6068)>
  UV <Vector (0.1923, 0.6154)>
Face 1106
UV Count: 3
  UV <Vector (0.1801, 0.7267)>
  UV <Vector (0.1705, 0.7315)>
  UV <Vector (0.1699, 0.7252)>
Face 1107
UV Count: 3
  UV <Vector (0.1779, 0.7215)>
  UV <Vector (0.1699, 0.7252)>
  UV <Vector (0.1691, 0.7115)>
Face 1108
UV Count: 3
  UV <Vector (0.0973, 0.6845)>
  UV <Vector (0.1014, 0.6928)>
  UV <Vector (0.0970, 0.6932)>
Face 1109
UV Count: 3
  UV <Vector (0.2022, 0.5320)>
  UV <Vector (0.1897, 0.5296)>
  UV <Vector (0.1911, 0.5223)>
Face 1110
UV Count: 3
  UV <Vector (0.2022, 0.5320)>
  UV <Vector (0.2034, 0.5245)>
  UV <Vector (0.2157, 0.5263)>
Face 1111
UV Count: 3
  UV <Vector (0.2361, 0.8673)>
  UV <Vector (0.2381, 0.8735)>
  UV <Vector (0.2273, 0.8762)>
Face 1112
UV Count: 3
  UV <Vector (0.2153, 0.8718)>
  UV <Vector (0.2259, 0.8699)>
  UV <Vector (0.2273, 0.8762)>
Face 1113
UV Count: 3
  UV <Vector (0.1897, 0.5296)>
  UV <Vector (0.1778, 0.5263)>
  UV <Vector (0.1791, 0.5195)>
Face 1114
UV Count: 3
  UV <Vector (0.2153, 0.8718)>
  UV <Vector (0.2165, 0.8783)>
  UV <Vector (0.2054, 0.8800)>
Face 1115
UV Count: 3
  UV <Vector (0.1899, 0.6851)>
  UV <Vector (0.1771, 0.6898)>
  UV <Vector (0.1801, 0.6718)>
Face 1116
UV Count: 3
  UV <Vector (0.1576, 0.7065)>
  UV <Vector (0.1488, 0.7057)>
  UV <Vector (0.1499, 0.7018)>
Face 1117
UV Count: 3
  UV <Vector (0.1361, 0.6803)>
  UV <Vector (0.1510, 0.6844)>
  UV <Vector (0.1472, 0.6843)>
Face 1118
UV Count: 3
  UV <Vector (0.1557, 0.6982)>
  UV <Vector (0.1590, 0.7018)>
  UV <Vector (0.1499, 0.7018)>
Face 1119
UV Count: 3
  UV <Vector (0.1794, 0.8149)>
  UV <Vector (0.1879, 0.8175)>
  UV <Vector (0.1779, 0.8274)>
Face 1120
UV Count: 3
  UV <Vector (0.0066, 0.3858)>
  UV <Vector (0.0068, 0.3831)>
  UV <Vector (0.0078, 0.3833)>
Face 1121
UV Count: 3
  UV <Vector (0.0068, 0.3831)>
  UV <Vector (0.0064, 0.3807)>
  UV <Vector (0.0069, 0.3805)>
Face 1122
UV Count: 3
  UV <Vector (0.0064, 0.3807)>
  UV <Vector (0.0055, 0.3784)>
  UV <Vector (0.0058, 0.3783)>
Face 1123
UV Count: 3
  UV <Vector (0.0066, 0.3621)>
  UV <Vector (0.0078, 0.3621)>
  UV <Vector (0.0076, 0.3646)>
Face 1124
UV Count: 3
  UV <Vector (0.0068, 0.3673)>
  UV <Vector (0.0062, 0.3671)>
  UV <Vector (0.0067, 0.3648)>
Face 1125
UV Count: 3
  UV <Vector (0.0057, 0.3695)>
  UV <Vector (0.0054, 0.3693)>
  UV <Vector (0.0062, 0.3671)>
Face 1126
UV Count: 3
  UV <Vector (0.0050, 0.7353)>
  UV <Vector (0.0039, 0.7374)>
  UV <Vector (0.0054, 0.7397)>
Face 1127
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1128
UV Count: 3
  UV <Vector (0.0050, 0.1823)>
  UV <Vector (0.0050, 0.1835)>
  UV <Vector (0.0043, 0.1831)>
Face 1129
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1130
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1131
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1132
UV Count: 3
  UV <Vector (0.0050, 0.1823)>
  UV <Vector (0.0039, 0.1824)>
  UV <Vector (0.0042, 0.1817)>
Face 1133
UV Count: 3
  UV <Vector (0.0651, 0.7147)>
  UV <Vector (0.0711, 0.7132)>
  UV <Vector (0.0731, 0.7204)>
Face 1134
UV Count: 3
  UV <Vector (0.1198, 0.6996)>
  UV <Vector (0.1233, 0.7027)>
  UV <Vector (0.1225, 0.7055)>
Face 1135
UV Count: 3
  UV <Vector (0.0643, 0.6928)>
  UV <Vector (0.0620, 0.6835)>
  UV <Vector (0.0747, 0.6886)>
Face 1136
UV Count: 3
  UV <Vector (0.0938, 0.6676)>
  UV <Vector (0.1025, 0.6639)>
  UV <Vector (0.1040, 0.6696)>
Face 1137
UV Count: 3
  UV <Vector (0.1028, 0.7052)>
  UV <Vector (0.1041, 0.7062)>
  UV <Vector (0.1006, 0.7084)>
Face 1138
UV Count: 3
  UV <Vector (0.0927, 0.7251)>
  UV <Vector (0.1009, 0.7316)>
  UV <Vector (0.0884, 0.7320)>
Face 1139
UV Count: 3
  UV <Vector (0.1179, 0.6822)>
  UV <Vector (0.1182, 0.6846)>
  UV <Vector (0.1104, 0.6844)>
Face 1140
UV Count: 3
  UV <Vector (0.1062, 0.6924)>
  UV <Vector (0.1111, 0.6922)>
  UV <Vector (0.1122, 0.6997)>
Face 1141
UV Count: 3
  UV <Vector (0.0643, 0.6928)>
  UV <Vector (0.0654, 0.6976)>
  UV <Vector (0.0582, 0.6963)>
Face 1142
UV Count: 3
  UV <Vector (0.1135, 0.7105)>
  UV <Vector (0.1122, 0.7084)>
  UV <Vector (0.1152, 0.7084)>
Face 1143
UV Count: 3
  UV <Vector (0.1010, 0.7137)>
  UV <Vector (0.1056, 0.7169)>
  UV <Vector (0.1043, 0.7195)>
Face 1144
UV Count: 3
  UV <Vector (0.1006, 0.7084)>
  UV <Vector (0.1010, 0.7137)>
  UV <Vector (0.0938, 0.7135)>
Face 1145
UV Count: 3
  UV <Vector (0.1265, 0.6518)>
  UV <Vector (0.1264, 0.6591)>
  UV <Vector (0.1151, 0.6637)>
Face 1146
UV Count: 3
  UV <Vector (0.0822, 0.7105)>
  UV <Vector (0.0938, 0.7135)>
  UV <Vector (0.0874, 0.7244)>
Face 1147
UV Count: 3
  UV <Vector (0.1237, 0.6971)>
  UV <Vector (0.1259, 0.6968)>
  UV <Vector (0.1259, 0.6996)>
Face 1148
UV Count: 3
  UV <Vector (0.1025, 0.6639)>
  UV <Vector (0.0938, 0.6676)>
  UV <Vector (0.0891, 0.6369)>
Face 1149
UV Count: 3
  UV <Vector (0.0539, 0.6778)>
  UV <Vector (0.0556, 0.6695)>
  UV <Vector (0.0620, 0.6697)>
Face 1150
UV Count: 3
  UV <Vector (0.0891, 0.6369)>
  UV <Vector (0.0938, 0.6676)>
  UV <Vector (0.0722, 0.6704)>
Face 1151
UV Count: 3
  UV <Vector (0.1182, 0.6846)>
  UV <Vector (0.1191, 0.6902)>
  UV <Vector (0.1157, 0.6919)>
Face 1152
UV Count: 3
  UV <Vector (0.1124, 0.7103)>
  UV <Vector (0.1101, 0.7105)>
  UV <Vector (0.1098, 0.7097)>
Face 1153
UV Count: 3
  UV <Vector (0.1043, 0.7195)>
  UV <Vector (0.1056, 0.7169)>
  UV <Vector (0.1102, 0.7155)>
Face 1154
UV Count: 3
  UV <Vector (0.1163, 0.6921)>
  UV <Vector (0.1194, 0.6941)>
  UV <Vector (0.1184, 0.6945)>
Face 1155
UV Count: 3
  UV <Vector (0.1111, 0.6922)>
  UV <Vector (0.1157, 0.6919)>
  UV <Vector (0.1184, 0.6945)>
Face 1156
UV Count: 3
  UV <Vector (0.1235, 0.6930)>
  UV <Vector (0.1228, 0.6955)>
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Face 1157
UV Count: 3
  UV <Vector (0.1205, 0.6914)>
  UV <Vector (0.1229, 0.6912)>
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Face 1158
UV Count: 3
  UV <Vector (0.1191, 0.6902)>
  UV <Vector (0.1205, 0.6914)>
  UV <Vector (0.1163, 0.6921)>
Face 1159
UV Count: 3
  UV <Vector (0.1022, 0.7087)>
  UV <Vector (0.1045, 0.7068)>
  UV <Vector (0.1045, 0.7084)>
Face 1160
UV Count: 3
  UV <Vector (0.1124, 0.7103)>
  UV <Vector (0.1111, 0.7086)>
  UV <Vector (0.1122, 0.7084)>
Face 1161
UV Count: 3
  UV <Vector (0.1152, 0.7084)>
  UV <Vector (0.1225, 0.7055)>
  UV <Vector (0.1210, 0.7084)>
Face 1162
UV Count: 3
  UV <Vector (0.1075, 0.7078)>
  UV <Vector (0.1045, 0.7084)>
  UV <Vector (0.1045, 0.7068)>
Face 1163
UV Count: 3
  UV <Vector (0.1022, 0.7087)>
  UV <Vector (0.1042, 0.7094)>
  UV <Vector (0.1038, 0.7112)>
Face 1164
UV Count: 3
  UV <Vector (0.1022, 0.7087)>
  UV <Vector (0.1030, 0.7126)>
  UV <Vector (0.1010, 0.7137)>
Face 1165
UV Count: 3
  UV <Vector (0.1061, 0.7136)>
  UV <Vector (0.1091, 0.7129)>
  UV <Vector (0.1095, 0.7147)>
Face 1166
UV Count: 3
  UV <Vector (0.1030, 0.7126)>
  UV <Vector (0.1038, 0.7112)>
  UV <Vector (0.1061, 0.7136)>
Face 1167
UV Count: 3
  UV <Vector (0.1111, 0.7086)>
  UV <Vector (0.1098, 0.7097)>
  UV <Vector (0.1075, 0.7078)>
Face 1168
UV Count: 3
  UV <Vector (0.1091, 0.7129)>
  UV <Vector (0.1101, 0.7105)>
  UV <Vector (0.1124, 0.7103)>
Face 1169
UV Count: 3
  UV <Vector (0.1265, 0.6518)>
  UV <Vector (0.1025, 0.6639)>
  UV <Vector (0.1090, 0.6378)>
Face 1170
UV Count: 3
  UV <Vector (0.1090, 0.6378)>
  UV <Vector (0.1088, 0.6116)>
  UV <Vector (0.1270, 0.6121)>
Face 1171
UV Count: 3
  UV <Vector (0.0467, 0.6276)>
  UV <Vector (0.0616, 0.6134)>
  UV <Vector (0.0635, 0.6409)>
Face 1172
UV Count: 3
  UV <Vector (0.0382, 0.6422)>
  UV <Vector (0.0467, 0.6276)>
  UV <Vector (0.0542, 0.6468)>
Face 1173
UV Count: 3
  UV <Vector (0.0891, 0.6369)>
  UV <Vector (0.0853, 0.6055)>
  UV <Vector (0.1088, 0.6116)>
Face 1174
UV Count: 3
  UV <Vector (0.0838, 0.8351)>
  UV <Vector (0.0703, 0.8266)>
  UV <Vector (0.0783, 0.8210)>
Face 1175
UV Count: 3
  UV <Vector (0.0433, 0.5367)>
  UV <Vector (0.0420, 0.5306)>
  UV <Vector (0.0541, 0.5296)>
Face 1176
UV Count: 3
  UV <Vector (0.0466, 0.8687)>
  UV <Vector (0.0456, 0.8741)>
  UV <Vector (0.0356, 0.8723)>
Face 1177
UV Count: 3
  UV <Vector (0.0668, 0.5276)>
  UV <Vector (0.0787, 0.5246)>
  UV <Vector (0.0799, 0.5299)>
Face 1178
UV Count: 3
  UV <Vector (0.0661, 0.8760)>
  UV <Vector (0.0559, 0.8750)>
  UV <Vector (0.0573, 0.8701)>
Face 1179
UV Count: 3
  UV <Vector (0.0559, 0.8750)>
  UV <Vector (0.0456, 0.8741)>
  UV <Vector (0.0466, 0.8687)>
Face 1180
UV Count: 3
  UV <Vector (0.5656, 0.1490)>
  UV <Vector (0.5850, 0.1527)>
  UV <Vector (0.5888, 0.1646)>
Face 1181
UV Count: 3
  UV <Vector (0.5888, 0.1646)>
  UV <Vector (0.5913, 0.1767)>
  UV <Vector (0.5761, 0.1933)>
Face 1182
UV Count: 3
  UV <Vector (0.3185, 0.0664)>
  UV <Vector (0.3335, 0.0785)>
  UV <Vector (0.3148, 0.0771)>
Face 1183
UV Count: 3
  UV <Vector (0.3260, 0.0493)>
  UV <Vector (0.3417, 0.0449)>
  UV <Vector (0.3478, 0.0488)>
Face 1184
UV Count: 3
  UV <Vector (0.3478, 0.0488)>
  UV <Vector (0.3512, 0.0563)>
  UV <Vector (0.3374, 0.0698)>
Face 1185
UV Count: 3
  UV <Vector (0.3512, 0.0563)>
  UV <Vector (0.3531, 0.0656)>
  UV <Vector (0.3374, 0.0698)>
Face 1186
UV Count: 3
  UV <Vector (0.3545, 0.0424)>
  UV <Vector (0.3478, 0.0488)>
  UV <Vector (0.3485, 0.0446)>
Face 1187
UV Count: 3
  UV <Vector (0.5621, 0.2457)>
  UV <Vector (0.5561, 0.2207)>
  UV <Vector (0.5707, 0.2469)>
Face 1188
UV Count: 3
  UV <Vector (0.5561, 0.2207)>
  UV <Vector (0.5881, 0.2351)>
  UV <Vector (0.5707, 0.2469)>
Face 1189
UV Count: 3
  UV <Vector (0.5881, 0.2351)>
  UV <Vector (0.5965, 0.2506)>
  UV <Vector (0.5879, 0.2494)>
Face 1190
UV Count: 3
  UV <Vector (0.5881, 0.2351)>
  UV <Vector (0.5879, 0.2494)>
  UV <Vector (0.5793, 0.2481)>
Face 1191
UV Count: 3
  UV <Vector (0.5798, 0.2526)>
  UV <Vector (0.5816, 0.2602)>
  UV <Vector (0.5744, 0.2582)>
Face 1192
UV Count: 3
  UV <Vector (0.3604, 0.0800)>
  UV <Vector (0.3526, 0.0742)>
  UV <Vector (0.3566, 0.0744)>
Face 1193
UV Count: 3
  UV <Vector (0.3634, 0.0669)>
  UV <Vector (0.3531, 0.0656)>
  UV <Vector (0.3575, 0.0637)>
Face 1194
UV Count: 3
  UV <Vector (0.5883, 0.2538)>
  UV <Vector (0.5900, 0.2614)>
  UV <Vector (0.5829, 0.2594)>
Face 1195
UV Count: 3
  UV <Vector (0.3611, 0.0541)>
  UV <Vector (0.3512, 0.0563)>
  UV <Vector (0.3548, 0.0530)>
Face 1196
UV Count: 3
  UV <Vector (0.3643, 0.0754)>
  UV <Vector (0.3667, 0.0766)>
  UV <Vector (0.3656, 0.0777)>
Face 1197
UV Count: 3
  UV <Vector (0.5968, 0.2550)>
  UV <Vector (0.5988, 0.2626)>
  UV <Vector (0.5911, 0.2607)>
Face 1198
UV Count: 3
  UV <Vector (0.3606, 0.0483)>
  UV <Vector (0.3627, 0.0475)>
  UV <Vector (0.3628, 0.0490)>
Face 1199
UV Count: 3
  UV <Vector (0.3662, 0.0710)>
  UV <Vector (0.3672, 0.0733)>
  UV <Vector (0.3644, 0.0735)>
Face 1200
UV Count: 3
  UV <Vector (0.3592, 0.0442)>
  UV <Vector (0.3610, 0.0451)>
  UV <Vector (0.3593, 0.0470)>
Face 1201
UV Count: 3
  UV <Vector (0.5730, 0.2589)>
  UV <Vector (0.5736, 0.2622)>
  UV <Vector (0.5669, 0.2601)>
Face 1202
UV Count: 3
  UV <Vector (0.3649, 0.0612)>
  UV <Vector (0.3672, 0.0609)>
  UV <Vector (0.3667, 0.0627)>
Face 1203
UV Count: 3
  UV <Vector (0.3502, 0.0379)>
  UV <Vector (0.3511, 0.0358)>
  UV <Vector (0.3524, 0.0369)>
Face 1204
UV Count: 3
  UV <Vector (0.3602, 0.0849)>
  UV <Vector (0.3589, 0.0889)>
  UV <Vector (0.3566, 0.0868)>
Face 1205
UV Count: 3
  UV <Vector (0.3647, 0.0569)>
  UV <Vector (0.3662, 0.0582)>
  UV <Vector (0.3643, 0.0596)>
Face 1206
UV Count: 3
  UV <Vector (0.3007, 0.0665)>
  UV <Vector (0.3004, 0.0557)>
  UV <Vector (0.3127, 0.0515)>
Face 1207
UV Count: 3
  UV <Vector (0.0516, 0.9651)>
  UV <Vector (0.0491, 0.9705)>
  UV <Vector (0.0446, 0.9699)>
Face 1208
UV Count: 3
  UV <Vector (0.0530, 0.9510)>
  UV <Vector (0.0510, 0.9600)>
  UV <Vector (0.0447, 0.9616)>
Face 1209
UV Count: 3
  UV <Vector (0.0510, 0.9600)>
  UV <Vector (0.0527, 0.9643)>
  UV <Vector (0.0516, 0.9651)>
Face 1210
UV Count: 3
  UV <Vector (0.0624, 0.4236)>
  UV <Vector (0.0637, 0.4243)>
  UV <Vector (0.0617, 0.4277)>
Face 1211
UV Count: 3
  UV <Vector (0.0676, 0.4306)>
  UV <Vector (0.0705, 0.4319)>
  UV <Vector (0.0666, 0.4402)>
Face 1212
UV Count: 3
  UV <Vector (0.0567, 0.9623)>
  UV <Vector (0.0561, 0.9649)>
  UV <Vector (0.0527, 0.9643)>
Face 1213
UV Count: 3
  UV <Vector (0.0617, 0.4277)>
  UV <Vector (0.0663, 0.4266)>
  UV <Vector (0.0676, 0.4306)>
Face 1214
UV Count: 3
  UV <Vector (0.0495, 0.4407)>
  UV <Vector (0.0394, 0.4432)>
  UV <Vector (0.0413, 0.4284)>
Face 1215
UV Count: 3
  UV <Vector (0.0394, 0.4432)>
  UV <Vector (0.0347, 0.4309)>
  UV <Vector (0.0413, 0.4284)>
Face 1216
UV Count: 3
  UV <Vector (0.0559, 0.5370)>
  UV <Vector (0.0541, 0.5296)>
  UV <Vector (0.0668, 0.5276)>
Face 1217
UV Count: 3
  UV <Vector (0.0616, 0.6134)>
  UV <Vector (0.0853, 0.6055)>
  UV <Vector (0.0891, 0.6369)>
Face 1218
UV Count: 3
  UV <Vector (0.0811, 0.7243)>
  UV <Vector (0.0803, 0.7306)>
  UV <Vector (0.0708, 0.7255)>
Face 1219
UV Count: 3
  UV <Vector (0.0822, 0.7105)>
  UV <Vector (0.0811, 0.7243)>
  UV <Vector (0.0731, 0.7204)>
Face 1220
UV Count: 3
  UV <Vector (0.0541, 0.5296)>
  UV <Vector (0.0531, 0.5220)>
  UV <Vector (0.0655, 0.5202)>
Face 1221
UV Count: 3
  UV <Vector (0.0408, 0.5235)>
  UV <Vector (0.0531, 0.5220)>
  UV <Vector (0.0541, 0.5296)>
Face 1222
UV Count: 3
  UV <Vector (0.0447, 0.8802)>
  UV <Vector (0.0341, 0.8784)>
  UV <Vector (0.0356, 0.8723)>
Face 1223
UV Count: 3
  UV <Vector (0.0559, 0.8750)>
  UV <Vector (0.0552, 0.8814)>
  UV <Vector (0.0447, 0.8802)>
Face 1224
UV Count: 3
  UV <Vector (0.0668, 0.5276)>
  UV <Vector (0.0655, 0.5202)>
  UV <Vector (0.0777, 0.5178)>
Face 1225
UV Count: 3
  UV <Vector (0.0660, 0.8823)>
  UV <Vector (0.0552, 0.8814)>
  UV <Vector (0.0559, 0.8750)>
Face 1226
UV Count: 3
  UV <Vector (0.0620, 0.6835)>
  UV <Vector (0.0620, 0.6697)>
  UV <Vector (0.0722, 0.6704)>
Face 1227
UV Count: 3
  UV <Vector (0.0939, 0.7058)>
  UV <Vector (0.0926, 0.7011)>
  UV <Vector (0.1017, 0.7013)>
Face 1228
UV Count: 3
  UV <Vector (0.0960, 0.6975)>
  UV <Vector (0.1002, 0.6975)>
  UV <Vector (0.1017, 0.7013)>
Face 1229
UV Count: 3
  UV <Vector (0.0885, 0.8298)>
  UV <Vector (0.0783, 0.8210)>
  UV <Vector (0.0864, 0.8179)>
Face 1230
UV Count: 3
  UV <Vector (0.0066, 0.3858)>
  UV <Vector (0.0079, 0.3858)>
  UV <Vector (0.0078, 0.3884)>
Face 1231
UV Count: 3
  UV <Vector (0.0069, 0.3912)>
  UV <Vector (0.0064, 0.3910)>
  UV <Vector (0.0068, 0.3886)>
Face 1232
UV Count: 3
  UV <Vector (0.0058, 0.3934)>
  UV <Vector (0.0055, 0.3933)>
  UV <Vector (0.0064, 0.3910)>
Face 1233
UV Count: 3
  UV <Vector (0.0066, 0.3621)>
  UV <Vector (0.0066, 0.3594)>
  UV <Vector (0.0075, 0.3596)>
Face 1234
UV Count: 3
  UV <Vector (0.0066, 0.3594)>
  UV <Vector (0.0061, 0.3572)>
  UV <Vector (0.0067, 0.3569)>
Face 1235
UV Count: 3
  UV <Vector (0.0061, 0.3572)>
  UV <Vector (0.0053, 0.3549)>
  UV <Vector (0.0056, 0.3548)>
Face 1236
UV Count: 3
  UV <Vector (0.0054, 0.7397)>
  UV <Vector (0.0039, 0.7374)>
  UV <Vector (0.0050, 0.7353)>
Face 1237
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1238
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1239
UV Count: 3
  UV <Vector (0.0043, 0.1831)>
  UV <Vector (0.0050, 0.1835)>
  UV <Vector (0.0050, 0.1823)>
Face 1240
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1241
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1242
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1243
UV Count: 3
  UV <Vector (0.0050, 0.1823)>
  UV <Vector (0.0050, 0.1813)>
  UV <Vector (0.0042, 0.1817)>
Face 1244
UV Count: 3
  UV <Vector (0.1317, 0.7933)>
  UV <Vector (0.1455, 0.7542)>
  UV <Vector (0.1499, 0.7876)>
Face 1245
UV Count: 3
  UV <Vector (0.7355, 0.3764)>
  UV <Vector (0.7125, 0.3597)>
  UV <Vector (0.7292, 0.3514)>
Face 1246
UV Count: 3
  UV <Vector (0.6805, 0.2395)>
  UV <Vector (0.6641, 0.2418)>
  UV <Vector (0.6760, 0.2328)>
Face 1247
UV Count: 3
  UV <Vector (0.1818, 0.3341)>
  UV <Vector (0.1768, 0.3380)>
  UV <Vector (0.1749, 0.3364)>
Face 1248
UV Count: 3
  UV <Vector (0.4148, 0.0830)>
  UV <Vector (0.4337, 0.0780)>
  UV <Vector (0.4265, 0.0993)>
Face 1249
UV Count: 3
  UV <Vector (0.4148, 0.0830)>
  UV <Vector (0.3988, 0.0720)>
  UV <Vector (0.4208, 0.0655)>
Face 1250
UV Count: 3
  UV <Vector (0.5988, 0.2626)>
  UV <Vector (0.5924, 0.2657)>
  UV <Vector (0.5911, 0.2607)>
Face 1251
UV Count: 3
  UV <Vector (0.3592, 0.0442)>
  UV <Vector (0.3562, 0.0479)>
  UV <Vector (0.3559, 0.0443)>
Face 1252
UV Count: 3
  UV <Vector (0.1804, 0.3480)>
  UV <Vector (0.1746, 0.3446)>
  UV <Vector (0.1804, 0.3444)>
Face 1253
UV Count: 3
  UV <Vector (0.3374, 0.0698)>
  UV <Vector (0.3260, 0.0493)>
  UV <Vector (0.3478, 0.0488)>
Face 1254
UV Count: 3
  UV <Vector (0.0938, 0.7135)>
  UV <Vector (0.0927, 0.7251)>
  UV <Vector (0.0874, 0.7244)>
Face 1255
UV Count: 3
  UV <Vector (0.1093, 0.6747)>
  UV <Vector (0.1011, 0.6837)>
  UV <Vector (0.0973, 0.6845)>
Face 1256
UV Count: 3
  UV <Vector (0.8506, 0.9318)>
  UV <Vector (0.8480, 0.9339)>
  UV <Vector (0.8474, 0.9294)>
Face 1257
UV Count: 3
  UV <Vector (0.2105, 0.8089)>
  UV <Vector (0.1966, 0.8227)>
  UV <Vector (0.1879, 0.8175)>
Face 1258
UV Count: 3
  UV <Vector (0.1734, 0.5937)>
  UV <Vector (0.1898, 0.5900)>
  UV <Vector (0.1906, 0.6008)>
Face 1259
UV Count: 3
  UV <Vector (0.2074, 0.4104)>
  UV <Vector (0.2056, 0.4005)>
  UV <Vector (0.2093, 0.4101)>
Face 1260
UV Count: 3
  UV <Vector (0.1988, 0.4480)>
  UV <Vector (0.1975, 0.4403)>
  UV <Vector (0.2071, 0.4479)>
Face 1261
UV Count: 3
  UV <Vector (0.0491, 0.9705)>
  UV <Vector (0.0452, 0.9705)>
  UV <Vector (0.0446, 0.9699)>
Face 1262
UV Count: 3
  UV <Vector (0.1814, 0.5045)>
  UV <Vector (0.2031, 0.4580)>
  UV <Vector (0.1932, 0.5074)>
Face 1263
UV Count: 3
  UV <Vector (0.0069, 0.3805)>
  UV <Vector (0.0107, 0.3825)>
  UV <Vector (0.0078, 0.3833)>
Face 1264
UV Count: 3
  UV <Vector (0.9522, 0.9062)>
  UV <Vector (0.9660, 0.9094)>
  UV <Vector (0.9529, 0.9146)>
Face 1265
UV Count: 3
  UV <Vector (0.0814, 0.1287)>
  UV <Vector (0.0903, 0.1119)>
  UV <Vector (0.1040, 0.1305)>
Face 1266
UV Count: 3
  UV <Vector (0.1285, 0.6930)>
  UV <Vector (0.1259, 0.6955)>
  UV <Vector (0.1259, 0.6932)>
Face 1267
UV Count: 3
  UV <Vector (0.0853, 0.6055)>
  UV <Vector (0.1019, 0.5902)>
  UV <Vector (0.1088, 0.6116)>
Face 1268
UV Count: 3
  UV <Vector (0.7174, 0.1072)>
  UV <Vector (0.7321, 0.1133)>
  UV <Vector (0.7249, 0.1202)>
Face 1269
UV Count: 3
  UV <Vector (0.7388, 0.1012)>
  UV <Vector (0.7372, 0.1079)>
  UV <Vector (0.7339, 0.1027)>
Face 1270
UV Count: 3
  UV <Vector (0.7356, 0.2427)>
  UV <Vector (0.7331, 0.2357)>
  UV <Vector (0.7372, 0.2401)>
Face 1271
UV Count: 3
  UV <Vector (0.7138, 0.2358)>
  UV <Vector (0.7281, 0.2302)>
  UV <Vector (0.7226, 0.2386)>
Face 1272
UV Count: 3
  UV <Vector (0.7339, 0.1027)>
  UV <Vector (0.7321, 0.1133)>
  UV <Vector (0.7269, 0.1048)>
Face 1273
UV Count: 3
  UV <Vector (0.7388, 0.1012)>
  UV <Vector (0.7454, 0.0993)>
  UV <Vector (0.7406, 0.1042)>
Face 1274
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7356, 0.2427)>
  UV <Vector (0.7372, 0.2401)>
Face 1275
UV Count: 3
  UV <Vector (0.7297, 0.2407)>
  UV <Vector (0.7281, 0.2302)>
  UV <Vector (0.7331, 0.2357)>
Face 1276
UV Count: 3
  UV <Vector (0.7331, 0.2357)>
  UV <Vector (0.7399, 0.2387)>
  UV <Vector (0.7372, 0.2401)>
Face 1277
UV Count: 3
  UV <Vector (0.7211, 0.2233)>
  UV <Vector (0.7369, 0.2255)>
  UV <Vector (0.7281, 0.2302)>
Face 1278
UV Count: 3
  UV <Vector (0.7321, 0.1133)>
  UV <Vector (0.7425, 0.1110)>
  UV <Vector (0.7409, 0.1182)>
Face 1279
UV Count: 3
  UV <Vector (0.7406, 0.1042)>
  UV <Vector (0.7454, 0.0993)>
  UV <Vector (0.7437, 0.1059)>
Face 1280
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7372, 0.2401)>
  UV <Vector (0.7399, 0.2387)>
Face 1281
UV Count: 3
  UV <Vector (0.7281, 0.2302)>
  UV <Vector (0.7384, 0.2327)>
  UV <Vector (0.7331, 0.2357)>
Face 1282
UV Count: 3
  UV <Vector (0.7249, 0.1202)>
  UV <Vector (0.7409, 0.1182)>
  UV <Vector (0.7380, 0.1280)>
Face 1283
UV Count: 3
  UV <Vector (0.7406, 0.1042)>
  UV <Vector (0.7425, 0.1110)>
  UV <Vector (0.7372, 0.1079)>
Face 1284
UV Count: 3
  UV <Vector (0.7437, 0.1059)>
  UV <Vector (0.7454, 0.0993)>
  UV <Vector (0.7473, 0.1059)>
Face 1285
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7399, 0.2387)>
  UV <Vector (0.7429, 0.2388)>
Face 1286
UV Count: 3
  UV <Vector (0.7369, 0.2255)>
  UV <Vector (0.7447, 0.2329)>
  UV <Vector (0.7384, 0.2327)>
Face 1287
UV Count: 3
  UV <Vector (0.7409, 0.1182)>
  UV <Vector (0.7535, 0.1282)>
  UV <Vector (0.7380, 0.1280)>
Face 1288
UV Count: 3
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Face 1290
UV Count: 3
  UV <Vector (0.7369, 0.2255)>
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Face 1291
UV Count: 3
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Face 1292
UV Count: 3
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Face 1293
UV Count: 3
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Face 1294
UV Count: 3
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Face 1295
UV Count: 3
  UV <Vector (0.7447, 0.2329)>
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Face 1296
UV Count: 3
  UV <Vector (0.7500, 0.2156)>
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Face 1297
UV Count: 3
  UV <Vector (0.7489, 0.1110)>
  UV <Vector (0.7594, 0.1127)>
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Face 1298
UV Count: 3
  UV <Vector (0.7473, 0.1059)>
  UV <Vector (0.7454, 0.0993)>
  UV <Vector (0.7504, 0.1041)>
Face 1299
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7429, 0.2388)>
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Face 1300
UV Count: 3
  UV <Vector (0.7454, 0.2404)>
  UV <Vector (0.7527, 0.2417)>
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Face 1301
UV Count: 3
  UV <Vector (0.7553, 0.2311)>
  UV <Vector (0.7695, 0.2380)>
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Face 1302
UV Count: 3
  UV <Vector (0.7542, 0.1076)>
  UV <Vector (0.7643, 0.1039)>
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Face 1303
UV Count: 3
  UV <Vector (0.7504, 0.1041)>
  UV <Vector (0.7454, 0.0993)>
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Face 1304
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7454, 0.2404)>
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Face 1305
UV Count: 3
  UV <Vector (0.7500, 0.2363)>
  UV <Vector (0.7601, 0.2400)>
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Face 1306
UV Count: 3
  UV <Vector (0.7594, 0.1127)>
  UV <Vector (0.7743, 0.1058)>
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Face 1307
UV Count: 3
  UV <Vector (0.7542, 0.1076)>
  UV <Vector (0.7520, 0.1009)>
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Face 1308
UV Count: 3
  UV <Vector (0.7601, 0.2400)>
  UV <Vector (0.7694, 0.2531)>
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Face 1309
UV Count: 3
  UV <Vector (0.7643, 0.1039)>
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Face 1310
UV Count: 3
  UV <Vector (0.7520, 0.1009)>
  UV <Vector (0.7454, 0.0993)>
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Face 1311
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7469, 0.2430)>
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Face 1312
UV Count: 3
  UV <Vector (0.7601, 0.2400)>
  UV <Vector (0.7526, 0.2479)>
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Face 1313
UV Count: 3
  UV <Vector (0.7643, 0.1039)>
  UV <Vector (0.7732, 0.0909)>
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Face 1314
UV Count: 3
  UV <Vector (0.7569, 0.1021)>
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  UV <Vector (0.7569, 0.0959)>
Face 1315
UV Count: 3
  UV <Vector (0.7527, 0.2417)>
  UV <Vector (0.7467, 0.2461)>
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Face 1316
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7467, 0.2461)>
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Face 1317
UV Count: 3
  UV <Vector (0.7526, 0.2479)>
  UV <Vector (0.7544, 0.2586)>
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Face 1318
UV Count: 3
  UV <Vector (0.7641, 0.0937)>
  UV <Vector (0.7657, 0.0781)>
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Face 1319
UV Count: 3
  UV <Vector (0.7569, 0.0959)>
  UV <Vector (0.7501, 0.0944)>
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Face 1320
UV Count: 3
  UV <Vector (0.7467, 0.2461)>
  UV <Vector (0.7492, 0.2530)>
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Face 1321
UV Count: 3
  UV <Vector (0.7595, 0.2500)>
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Face 1322
UV Count: 3
  UV <Vector (0.7569, 0.0959)>
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Face 1323
UV Count: 3
  UV <Vector (0.7518, 0.0974)>
  UV <Vector (0.7454, 0.0993)>
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Face 1324
UV Count: 3
  UV <Vector (0.7657, 0.0781)>
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Face 1325
UV Count: 3
  UV <Vector (0.7535, 0.0906)>
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Face 1326
UV Count: 3
  UV <Vector (0.7492, 0.2530)>
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Face 1327
UV Count: 3
  UV <Vector (0.7610, 0.2656)>
  UV <Vector (0.7453, 0.2633)>
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Face 1328
UV Count: 3
  UV <Vector (0.7535, 0.0906)>
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Face 1329
UV Count: 3
  UV <Vector (0.7501, 0.0944)>
  UV <Vector (0.7454, 0.0993)>
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Face 1330
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
  UV <Vector (0.7451, 0.2486)>
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Face 1331
UV Count: 3
  UV <Vector (0.7492, 0.2530)>
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Face 1332
UV Count: 3
  UV <Vector (0.7424, 0.2500)>
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Face 1333
UV Count: 3
  UV <Vector (0.7480, 0.2731)>
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Face 1334
UV Count: 3
  UV <Vector (0.7497, 0.0803)>
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Face 1335
UV Count: 3
  UV <Vector (0.7470, 0.0927)>
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Face 1336
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
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Face 1337
UV Count: 3
  UV <Vector (0.7453, 0.2633)>
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Face 1338
UV Count: 3
  UV <Vector (0.7525, 0.0704)>
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Face 1339
UV Count: 3
  UV <Vector (0.7481, 0.0876)>
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Face 1340
UV Count: 3
  UV <Vector (0.7419, 0.0877)>
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Face 1341
UV Count: 3
  UV <Vector (0.7435, 0.0927)>
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Face 1342
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
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Face 1343
UV Count: 3
  UV <Vector (0.7376, 0.2558)>
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Face 1344
UV Count: 3
  UV <Vector (0.7398, 0.0808)>
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Face 1345
UV Count: 3
  UV <Vector (0.7419, 0.0877)>
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Face 1346
UV Count: 3
  UV <Vector (0.7376, 0.2558)>
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Face 1347
UV Count: 3
  UV <Vector (0.7354, 0.2627)>
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Face 1348
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
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Face 1349
UV Count: 3
  UV <Vector (0.7270, 0.2575)>
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Face 1350
UV Count: 3
  UV <Vector (0.7313, 0.0859)>
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Face 1351
UV Count: 3
  UV <Vector (0.7404, 0.0945)>
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Face 1352
UV Count: 3
  UV <Vector (0.7369, 0.2483)>
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Face 1353
UV Count: 3
  UV <Vector (0.7270, 0.2575)>
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Face 1354
UV Count: 3
  UV <Vector (0.7313, 0.0859)>
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Face 1355
UV Count: 3
  UV <Vector (0.7404, 0.0945)>
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Face 1356
UV Count: 3
  UV <Vector (0.7388, 0.0977)>
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Face 1357
UV Count: 3
  UV <Vector (0.7296, 0.2469)>
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Face 1358
UV Count: 3
  UV <Vector (0.7127, 0.2503)>
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Face 1359
UV Count: 3
  UV <Vector (0.7265, 0.0948)>
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Face 1360
UV Count: 3
  UV <Vector (0.7388, 0.0977)>
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Face 1361
UV Count: 3
  UV <Vector (0.7412, 0.2444)>
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Face 1362
UV Count: 3
  UV <Vector (0.7224, 0.2485)>
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Face 1363
UV Count: 3
  UV <Vector (0.7173, 0.0927)>
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Face 1364
UV Count: 3
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Face 1365
UV Count: 3
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Face 1366
UV Count: 3
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Face 1367
UV Count: 3
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Face 1368
UV Count: 3
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Face 1369
UV Count: 3
  UV <Vector (0.6895, 0.1741)>
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Face 1370
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
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Face 1371
UV Count: 3
  UV <Vector (0.7972, 0.1714)>
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Face 1372
UV Count: 3
  UV <Vector (0.7870, 0.1694)>
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Face 1373
UV Count: 3
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Face 1374
UV Count: 3
  UV <Vector (0.6769, 0.1678)>
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Face 1375
UV Count: 3
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Face 1376
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
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Face 1377
UV Count: 3
  UV <Vector (0.7885, 0.1634)>
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Face 1378
UV Count: 3
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Face 1379
UV Count: 3
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Face 1380
UV Count: 3
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Face 1381
UV Count: 3
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Face 1382
UV Count: 3
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Face 1383
UV Count: 3
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Face 1384
UV Count: 3
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Face 1385
UV Count: 3
  UV <Vector (0.7870, 0.1694)>
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Face 1386
UV Count: 3
  UV <Vector (0.7900, 0.1562)>
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Face 1387
UV Count: 3
  UV <Vector (0.6815, 0.1587)>
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Face 1388
UV Count: 3
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Face 1389
UV Count: 3
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Face 1390
UV Count: 3
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Face 1391
UV Count: 3
  UV <Vector (0.7815, 0.1711)>
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Face 1392
UV Count: 3
  UV <Vector (0.7716, 0.1618)>
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Face 1393
UV Count: 3
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Face 1394
UV Count: 3
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Face 1395
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
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Face 1396
UV Count: 3
  UV <Vector (0.7815, 0.1711)>
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Face 1397
UV Count: 3
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Face 1398
UV Count: 3
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Face 1399
UV Count: 3
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Face 1400
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
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Face 1401
UV Count: 3
  UV <Vector (0.7769, 0.1670)>
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Face 1402
UV Count: 3
  UV <Vector (0.7165, 0.1506)>
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Face 1403
UV Count: 3
  UV <Vector (0.6986, 0.1602)>
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Face 1404
UV Count: 3
  UV <Vector (0.7668, 0.1707)>
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Face 1405
UV Count: 3
  UV <Vector (0.7091, 0.1577)>
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Face 1406
UV Count: 3
  UV <Vector (0.7006, 0.1670)>
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Face 1407
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
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Face 1408
UV Count: 3
  UV <Vector (0.7743, 0.1786)>
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Face 1409
UV Count: 3
  UV <Vector (0.7240, 0.1639)>
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Face 1410
UV Count: 3
  UV <Vector (0.7040, 0.1632)>
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Face 1411
UV Count: 3
  UV <Vector (0.7802, 0.1767)>
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Face 1412
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
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Face 1413
UV Count: 3
  UV <Vector (0.7743, 0.1786)>
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Face 1414
UV Count: 3
  UV <Vector (0.7240, 0.1785)>
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Face 1415
UV Count: 3
  UV <Vector (0.7074, 0.1684)>
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Face 1416
UV Count: 3
  UV <Vector (0.7802, 0.1767)>
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Face 1417
UV Count: 3
  UV <Vector (0.7674, 0.1807)>
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Face 1418
UV Count: 3
  UV <Vector (0.7148, 0.1764)>
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Face 1419
UV Count: 3
  UV <Vector (0.7024, 0.1700)>
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Face 1420
UV Count: 3
  UV <Vector (0.7240, 0.1785)>
  UV <Vector (0.7100, 0.1852)>
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Face 1421
UV Count: 3
  UV <Vector (0.7075, 0.1746)>
  UV <Vector (0.7010, 0.1765)>
  UV <Vector (0.7026, 0.1734)>
Face 1422
UV Count: 3
  UV <Vector (0.7844, 0.1806)>
  UV <Vector (0.7777, 0.1837)>
  UV <Vector (0.7817, 0.1793)>
Face 1423
UV Count: 3
  UV <Vector (0.7816, 0.1939)>
  UV <Vector (0.7659, 0.1963)>
  UV <Vector (0.7725, 0.1893)>
Face 1424
UV Count: 3
  UV <Vector (0.7100, 0.1852)>
  UV <Vector (0.7075, 0.1746)>
  UV <Vector (0.7148, 0.1764)>
Face 1425
UV Count: 3
  UV <Vector (0.7026, 0.1734)>
  UV <Vector (0.7010, 0.1765)>
  UV <Vector (0.6959, 0.1720)>
Face 1426
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
  UV <Vector (0.7844, 0.1806)>
  UV <Vector (0.7817, 0.1793)>
Face 1427
UV Count: 3
  UV <Vector (0.7777, 0.1837)>
  UV <Vector (0.7816, 0.1939)>
  UV <Vector (0.7725, 0.1893)>
Face 1428
UV Count: 3
  UV <Vector (0.7844, 0.1806)>
  UV <Vector (0.7893, 0.1865)>
  UV <Vector (0.7830, 0.1866)>
Face 1429
UV Count: 3
  UV <Vector (0.7915, 0.1934)>
  UV <Vector (0.7790, 0.2038)>
  UV <Vector (0.7816, 0.1939)>
Face 1430
UV Count: 3
  UV <Vector (0.7100, 0.1852)>
  UV <Vector (0.6995, 0.1835)>
  UV <Vector (0.7047, 0.1801)>
Face 1431
UV Count: 3
  UV <Vector (0.7010, 0.1765)>
  UV <Vector (0.6980, 0.1785)>
  UV <Vector (0.6959, 0.1720)>
Face 1432
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
  UV <Vector (0.7874, 0.1806)>
  UV <Vector (0.7844, 0.1806)>
Face 1433
UV Count: 3
  UV <Vector (0.7893, 0.1865)>
  UV <Vector (0.7816, 0.1939)>
  UV <Vector (0.7830, 0.1866)>
Face 1434
UV Count: 3
  UV <Vector (0.7175, 0.1917)>
  UV <Vector (0.7016, 0.1903)>
  UV <Vector (0.7100, 0.1852)>
Face 1435
UV Count: 3
  UV <Vector (0.7047, 0.1801)>
  UV <Vector (0.6980, 0.1785)>
  UV <Vector (0.7010, 0.1765)>
Face 1436
UV Count: 3
  UV <Vector (0.6918, 0.1908)>
  UV <Vector (0.6995, 0.1835)>
  UV <Vector (0.7016, 0.1903)>
Face 1437
UV Count: 3
  UV <Vector (0.6980, 0.1785)>
  UV <Vector (0.6945, 0.1787)>
  UV <Vector (0.6959, 0.1720)>
Face 1438
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
  UV <Vector (0.7900, 0.1790)>
  UV <Vector (0.7874, 0.1806)>
Face 1439
UV Count: 3
  UV <Vector (0.7893, 0.1865)>
  UV <Vector (0.7999, 0.1882)>
  UV <Vector (0.7915, 0.1934)>
Face 1440
UV Count: 3
  UV <Vector (0.6892, 0.2004)>
  UV <Vector (0.7016, 0.1903)>
  UV <Vector (0.7047, 0.2005)>
Face 1441
UV Count: 3
  UV <Vector (0.6995, 0.1835)>
  UV <Vector (0.6945, 0.1787)>
  UV <Vector (0.6980, 0.1785)>
Face 1442
UV Count: 3
  UV <Vector (0.7900, 0.1790)>
  UV <Vector (0.7893, 0.1865)>
  UV <Vector (0.7874, 0.1806)>
Face 1443
UV Count: 3
  UV <Vector (0.7915, 0.1934)>
  UV <Vector (0.8078, 0.1947)>
  UV <Vector (0.7948, 0.2038)>
Face 1444
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
  UV <Vector (0.7914, 0.1764)>
  UV <Vector (0.7900, 0.1790)>
Face 1445
UV Count: 3
  UV <Vector (0.7973, 0.1776)>
  UV <Vector (0.7999, 0.1882)>
  UV <Vector (0.7946, 0.1830)>
Face 1446
UV Count: 3
  UV <Vector (0.6765, 0.1932)>
  UV <Vector (0.6918, 0.1908)>
  UV <Vector (0.6892, 0.2004)>
Face 1447
UV Count: 3
  UV <Vector (0.6879, 0.1807)>
  UV <Vector (0.6945, 0.1787)>
  UV <Vector (0.6933, 0.1836)>
Face 1448
UV Count: 3
  UV <Vector (0.7900, 0.1790)>
  UV <Vector (0.7973, 0.1776)>
  UV <Vector (0.7946, 0.1830)>
Face 1449
UV Count: 3
  UV <Vector (0.7999, 0.1882)>
  UV <Vector (0.8142, 0.1810)>
  UV <Vector (0.8078, 0.1947)>
Face 1450
UV Count: 3
  UV <Vector (0.6918, 0.1908)>
  UV <Vector (0.6879, 0.1807)>
  UV <Vector (0.6933, 0.1836)>
Face 1451
UV Count: 3
  UV <Vector (0.6945, 0.1787)>
  UV <Vector (0.6914, 0.1770)>
  UV <Vector (0.6959, 0.1720)>
Face 1452
UV Count: 3
  UV <Vector (0.6844, 0.1756)>
  UV <Vector (0.6914, 0.1770)>
  UV <Vector (0.6879, 0.1807)>
Face 1453
UV Count: 3
  UV <Vector (0.7913, 0.1734)>
  UV <Vector (0.7973, 0.1776)>
  UV <Vector (0.7914, 0.1764)>
Face 1454
UV Count: 3
  UV <Vector (0.8043, 0.1693)>
  UV <Vector (0.8142, 0.1810)>
  UV <Vector (0.8045, 0.1792)>
Face 1455
UV Count: 3
  UV <Vector (0.6828, 0.1863)>
  UV <Vector (0.6844, 0.1756)>
  UV <Vector (0.6879, 0.1807)>
Face 1456
UV Count: 3
  UV <Vector (0.6914, 0.1770)>
  UV <Vector (0.6895, 0.1741)>
  UV <Vector (0.6959, 0.1720)>
Face 1457
UV Count: 3
  UV <Vector (0.7857, 0.1750)>
  UV <Vector (0.7913, 0.1734)>
  UV <Vector (0.7914, 0.1764)>
Face 1458
UV Count: 3
  UV <Vector (0.7972, 0.1714)>
  UV <Vector (0.8045, 0.1792)>
  UV <Vector (0.7973, 0.1776)>
Face 1459
UV Count: 3
  UV <Vector (0.6765, 0.1932)>
  UV <Vector (0.6775, 0.1778)>
  UV <Vector (0.6828, 0.1863)>
Face 1460
UV Count: 3
  UV <Vector (0.1625, 0.7327)>
  UV <Vector (0.1584, 0.7258)>
  UV <Vector (0.1636, 0.7252)>
Face 1461
UV Count: 3
  UV <Vector (0.1712, 0.7464)>
  UV <Vector (0.1578, 0.7460)>
  UV <Vector (0.1599, 0.7400)>
Face 1462
UV Count: 3
  UV <Vector (0.0542, 0.6468)>
  UV <Vector (0.0620, 0.6697)>
  UV <Vector (0.0556, 0.6695)>
Face 1463
UV Count: 3
  UV <Vector (0.1182, 0.7252)>
  UV <Vector (0.1070, 0.7400)>
  UV <Vector (0.1035, 0.7353)>
Face 1464
UV Count: 3
  UV <Vector (0.2255, 0.4105)>
  UV <Vector (0.2185, 0.4296)>
  UV <Vector (0.2105, 0.4278)>
Face 1465
UV Count: 3
  UV <Vector (0.1941, 0.7191)>
  UV <Vector (0.1841, 0.7330)>
  UV <Vector (0.1801, 0.7267)>
Face 1466
UV Count: 3
  UV <Vector (0.1861, 0.6991)>
  UV <Vector (0.1867, 0.7037)>
  UV <Vector (0.1797, 0.7040)>
Face 1467
UV Count: 3
  UV <Vector (0.0635, 0.6409)>
  UV <Vector (0.0722, 0.6704)>
  UV <Vector (0.0620, 0.6697)>
Face 1468
UV Count: 3
  UV <Vector (0.0939, 0.7058)>
  UV <Vector (0.0938, 0.7135)>
  UV <Vector (0.0822, 0.7105)>
Face 1469
UV Count: 3
  UV <Vector (0.1043, 0.7195)>
  UV <Vector (0.1009, 0.7316)>
  UV <Vector (0.0927, 0.7251)>
Face 1470
UV Count: 3
  UV <Vector (0.1691, 0.7115)>
  UV <Vector (0.1699, 0.7252)>
  UV <Vector (0.1636, 0.7252)>
Face 1471
UV Count: 3
  UV <Vector (0.1933, 0.6980)>
  UV <Vector (0.1940, 0.7036)>
  UV <Vector (0.1867, 0.7037)>
Face 1472
UV Count: 3
  UV <Vector (0.1351, 0.6737)>
  UV <Vector (0.1430, 0.6751)>
  UV <Vector (0.1361, 0.6803)>
Face 1473
UV Count: 3
  UV <Vector (0.1184, 0.6945)>
  UV <Vector (0.1198, 0.6996)>
  UV <Vector (0.1122, 0.6997)>
Face 1474
UV Count: 3
  UV <Vector (0.1152, 0.7084)>
  UV <Vector (0.1210, 0.7084)>
  UV <Vector (0.1164, 0.7129)>
Face 1475
UV Count: 3
  UV <Vector (0.1102, 0.7155)>
  UV <Vector (0.1135, 0.7105)>
  UV <Vector (0.1164, 0.7129)>
Face 1476
UV Count: 3
  UV <Vector (0.1209, 0.7159)>
  UV <Vector (0.1182, 0.7252)>
  UV <Vector (0.1145, 0.7204)>
Face 1477
UV Count: 3
  UV <Vector (0.1375, 0.6640)>
  UV <Vector (0.1485, 0.6702)>
  UV <Vector (0.1430, 0.6751)>
Face 1478
UV Count: 3
  UV <Vector (0.1650, 0.6905)>
  UV <Vector (0.1665, 0.6966)>
  UV <Vector (0.1581, 0.6945)>
Face 1479
UV Count: 3
  UV <Vector (0.1151, 0.6637)>
  UV <Vector (0.1040, 0.6696)>
  UV <Vector (0.1025, 0.6639)>
Face 1480
UV Count: 3
  UV <Vector (0.1301, 0.6827)>
  UV <Vector (0.1300, 0.6851)>
  UV <Vector (0.1260, 0.6852)>
Face 1481
UV Count: 3
  UV <Vector (0.1035, 0.7353)>
  UV <Vector (0.1070, 0.7400)>
  UV <Vector (0.0928, 0.7455)>
Face 1482
UV Count: 3
  UV <Vector (0.1161, 0.6800)>
  UV <Vector (0.1179, 0.6822)>
  UV <Vector (0.1104, 0.6844)>
Face 1483
UV Count: 3
  UV <Vector (0.1691, 0.7115)>
  UV <Vector (0.1575, 0.7141)>
  UV <Vector (0.1576, 0.7065)>
Face 1484
UV Count: 3
  UV <Vector (0.1599, 0.7400)>
  UV <Vector (0.1474, 0.7356)>
  UV <Vector (0.1501, 0.7320)>
Face 1485
UV Count: 3
  UV <Vector (0.1262, 0.6745)>
  UV <Vector (0.1351, 0.6737)>
  UV <Vector (0.1310, 0.6804)>
Face 1486
UV Count: 3
  UV <Vector (0.1792, 0.7000)>
  UV <Vector (0.1797, 0.7040)>
  UV <Vector (0.1679, 0.7038)>
Face 1487
UV Count: 3
  UV <Vector (0.1237, 0.6971)>
  UV <Vector (0.1259, 0.6996)>
  UV <Vector (0.1198, 0.6996)>
Face 1488
UV Count: 3
  UV <Vector (0.2015, 0.6893)>
  UV <Vector (0.1923, 0.6932)>
  UV <Vector (0.1899, 0.6851)>
Face 1489
UV Count: 3
  UV <Vector (0.2047, 0.7026)>
  UV <Vector (0.2021, 0.7228)>
  UV <Vector (0.1941, 0.7191)>
Face 1490
UV Count: 3
  UV <Vector (0.1291, 0.7056)>
  UV <Vector (0.1258, 0.7056)>
  UV <Vector (0.1258, 0.7033)>
Face 1491
UV Count: 3
  UV <Vector (0.1145, 0.7204)>
  UV <Vector (0.1035, 0.7353)>
  UV <Vector (0.1009, 0.7316)>
Face 1492
UV Count: 3
  UV <Vector (0.0884, 0.7320)>
  UV <Vector (0.0908, 0.7394)>
  UV <Vector (0.0797, 0.7385)>
Face 1493
UV Count: 3
  UV <Vector (0.2047, 0.7026)>
  UV <Vector (0.1940, 0.7036)>
  UV <Vector (0.1933, 0.6980)>
Face 1494
UV Count: 3
  UV <Vector (0.1339, 0.6848)>
  UV <Vector (0.1328, 0.6903)>
  UV <Vector (0.1300, 0.6894)>
Face 1495
UV Count: 3
  UV <Vector (0.1679, 0.7038)>
  UV <Vector (0.1576, 0.7065)>
  UV <Vector (0.1590, 0.7018)>
Face 1496
UV Count: 3
  UV <Vector (0.1261, 0.6810)>
  UV <Vector (0.1310, 0.6804)>
  UV <Vector (0.1301, 0.6827)>
Face 1497
UV Count: 3
  UV <Vector (0.1457, 0.6929)>
  UV <Vector (0.1472, 0.6843)>
  UV <Vector (0.1510, 0.6844)>
Face 1498
UV Count: 3
  UV <Vector (0.1826, 0.6954)>
  UV <Vector (0.1861, 0.6991)>
  UV <Vector (0.1792, 0.7000)>
Face 1499
UV Count: 3
  UV <Vector (0.1210, 0.7084)>
  UV <Vector (0.1258, 0.7086)>
  UV <Vector (0.1209, 0.7159)>
Face 1500
UV Count: 3
  UV <Vector (0.0594, 0.6915)>
  UV <Vector (0.0582, 0.6963)>
  UV <Vector (0.0484, 0.6933)>
Face 1501
UV Count: 3
  UV <Vector (0.1122, 0.6997)>
  UV <Vector (0.1198, 0.6996)>
  UV <Vector (0.1152, 0.7084)>
Face 1502
UV Count: 3
  UV <Vector (0.1225, 0.7055)>
  UV <Vector (0.1258, 0.7056)>
  UV <Vector (0.1258, 0.7086)>
Face 1503
UV Count: 3
  UV <Vector (0.1548, 0.6939)>
  UV <Vector (0.1557, 0.6982)>
  UV <Vector (0.1516, 0.6982)>
Face 1504
UV Count: 3
  UV <Vector (0.1017, 0.7013)>
  UV <Vector (0.1122, 0.6997)>
  UV <Vector (0.1090, 0.7050)>
Face 1505
UV Count: 3
  UV <Vector (0.1841, 0.7330)>
  UV <Vector (0.1709, 0.7394)>
  UV <Vector (0.1705, 0.7315)>
Face 1506
UV Count: 3
  UV <Vector (0.0690, 0.6940)>
  UV <Vector (0.0733, 0.6949)>
  UV <Vector (0.0724, 0.6987)>
Face 1507
UV Count: 3
  UV <Vector (0.1259, 0.6996)>
  UV <Vector (0.1258, 0.7033)>
  UV <Vector (0.1233, 0.7027)>
Face 1508
UV Count: 3
  UV <Vector (0.1111, 0.7086)>
  UV <Vector (0.1080, 0.7064)>
  UV <Vector (0.1083, 0.7059)>
Face 1509
UV Count: 3
  UV <Vector (0.1090, 0.7050)>
  UV <Vector (0.1083, 0.7059)>
  UV <Vector (0.1041, 0.7062)>
Face 1510
UV Count: 3
  UV <Vector (0.1122, 0.7084)>
  UV <Vector (0.1083, 0.7059)>
  UV <Vector (0.1090, 0.7050)>
Face 1511
UV Count: 3
  UV <Vector (0.0487, 0.7210)>
  UV <Vector (0.0569, 0.7176)>
  UV <Vector (0.0665, 0.7317)>
Face 1512
UV Count: 3
  UV <Vector (0.1237, 0.6971)>
  UV <Vector (0.1228, 0.6955)>
  UV <Vector (0.1259, 0.6955)>
Face 1513
UV Count: 3
  UV <Vector (0.1220, 0.6893)>
  UV <Vector (0.1229, 0.6912)>
  UV <Vector (0.1205, 0.6914)>
Face 1514
UV Count: 3
  UV <Vector (0.1286, 0.6927)>
  UV <Vector (0.1259, 0.6928)>
  UV <Vector (0.1260, 0.6914)>
Face 1515
UV Count: 3
  UV <Vector (0.1260, 0.6889)>
  UV <Vector (0.1220, 0.6893)>
  UV <Vector (0.1221, 0.6850)>
Face 1516
UV Count: 3
  UV <Vector (0.1235, 0.6930)>
  UV <Vector (0.1259, 0.6932)>
  UV <Vector (0.1259, 0.6955)>
Face 1517
UV Count: 3
  UV <Vector (0.1260, 0.6889)>
  UV <Vector (0.1260, 0.6914)>
  UV <Vector (0.1229, 0.6912)>
Face 1518
UV Count: 3
  UV <Vector (0.1184, 0.6945)>
  UV <Vector (0.1194, 0.6941)>
  UV <Vector (0.1228, 0.6955)>
Face 1519
UV Count: 3
  UV <Vector (0.9390, 0.9074)>
  UV <Vector (0.9388, 0.9150)>
  UV <Vector (0.9263, 0.9105)>
Face 1520
UV Count: 3
  UV <Vector (0.9506, 0.9252)>
  UV <Vector (0.9660, 0.9324)>
  UV <Vector (0.9527, 0.9401)>
Face 1521
UV Count: 3
  UV <Vector (0.9506, 0.8923)>
  UV <Vector (0.9608, 0.9003)>
  UV <Vector (0.9522, 0.9062)>
Face 1522
UV Count: 3
  UV <Vector (0.9529, 0.9146)>
  UV <Vector (0.9660, 0.9094)>
  UV <Vector (0.9660, 0.9324)>
Face 1523
UV Count: 3
  UV <Vector (0.9460, 0.9258)>
  UV <Vector (0.9445, 0.9256)>
  UV <Vector (0.9447, 0.9230)>
Face 1524
UV Count: 3
  UV <Vector (0.9390, 0.9074)>
  UV <Vector (0.9312, 0.9020)>
  UV <Vector (0.9410, 0.8952)>
Face 1525
UV Count: 3
  UV <Vector (0.9445, 0.9256)>
  UV <Vector (0.9441, 0.9275)>
  UV <Vector (0.9410, 0.9245)>
Face 1526
UV Count: 3
  UV <Vector (0.9435, 0.9059)>
  UV <Vector (0.9432, 0.9106)>
  UV <Vector (0.9390, 0.9074)>
Face 1527
UV Count: 3
  UV <Vector (0.9506, 0.9252)>
  UV <Vector (0.9461, 0.9231)>
  UV <Vector (0.9465, 0.9175)>
Face 1528
UV Count: 3
  UV <Vector (0.9465, 0.9010)>
  UV <Vector (0.9432, 0.9034)>
  UV <Vector (0.9410, 0.8952)>
Face 1529
UV Count: 3
  UV <Vector (0.9469, 0.9107)>
  UV <Vector (0.9465, 0.9175)>
  UV <Vector (0.9441, 0.9170)>
Face 1530
UV Count: 3
  UV <Vector (0.9458, 0.9056)>
  UV <Vector (0.9469, 0.9107)>
  UV <Vector (0.9432, 0.9106)>
Face 1531
UV Count: 3
  UV <Vector (0.9458, 0.9056)>
  UV <Vector (0.9465, 0.9010)>
  UV <Vector (0.9522, 0.9062)>
Face 1532
UV Count: 3
  UV <Vector (0.1457, 0.7173)>
  UV <Vector (0.1454, 0.7152)>
  UV <Vector (0.1483, 0.7131)>
Face 1533
UV Count: 3
  UV <Vector (0.8529, 0.9235)>
  UV <Vector (0.8506, 0.9318)>
  UV <Vector (0.8474, 0.9294)>
Face 1534
UV Count: 3
  UV <Vector (0.1923, 0.6154)>
  UV <Vector (0.1906, 0.6008)>
  UV <Vector (0.2088, 0.5981)>
Face 1535
UV Count: 3
  UV <Vector (0.9432, 0.9106)>
  UV <Vector (0.9441, 0.9170)>
  UV <Vector (0.9388, 0.9150)>
Face 1536
UV Count: 3
  UV <Vector (0.8479, 0.9542)>
  UV <Vector (0.8493, 0.9539)>
  UV <Vector (0.8498, 0.9559)>
Face 1537
UV Count: 3
  UV <Vector (0.9441, 0.9170)>
  UV <Vector (0.9447, 0.9230)>
  UV <Vector (0.9410, 0.9245)>
Face 1538
UV Count: 3
  UV <Vector (0.8528, 0.9529)>
  UV <Vector (0.8669, 0.9604)>
  UV <Vector (0.8538, 0.9669)>
Face 1539
UV Count: 3
  UV <Vector (0.9506, 0.9252)>
  UV <Vector (0.9467, 0.9289)>
  UV <Vector (0.9460, 0.9258)>
Face 1540
UV Count: 3
  UV <Vector (0.9469, 0.9107)>
  UV <Vector (0.9522, 0.9062)>
  UV <Vector (0.9529, 0.9146)>
Face 1541
UV Count: 3
  UV <Vector (0.9458, 0.9056)>
  UV <Vector (0.9435, 0.9059)>
  UV <Vector (0.9432, 0.9034)>
Face 1542
UV Count: 3
  UV <Vector (0.1457, 0.7173)>
  UV <Vector (0.1412, 0.7158)>
  UV <Vector (0.1419, 0.7150)>
Face 1543
UV Count: 3
  UV <Vector (0.1083, 0.7059)>
  UV <Vector (0.1080, 0.7064)>
  UV <Vector (0.1045, 0.7068)>
Face 1544
UV Count: 3
  UV <Vector (0.1412, 0.7158)>
  UV <Vector (0.1380, 0.7107)>
  UV <Vector (0.1391, 0.7106)>
Face 1545
UV Count: 3
  UV <Vector (0.1030, 0.7126)>
  UV <Vector (0.1059, 0.7148)>
  UV <Vector (0.1056, 0.7169)>
Face 1546
UV Count: 3
  UV <Vector (0.2229, 0.8023)>
  UV <Vector (0.2257, 0.8086)>
  UV <Vector (0.2105, 0.8089)>
Face 1547
UV Count: 3
  UV <Vector (0.0613, 0.8083)>
  UV <Vector (0.0786, 0.7734)>
  UV <Vector (0.0962, 0.7830)>
Face 1548
UV Count: 3
  UV <Vector (0.1317, 0.7933)>
  UV <Vector (0.1322, 0.8064)>
  UV <Vector (0.1106, 0.8088)>
Face 1549
UV Count: 3
  UV <Vector (0.1069, 0.9438)>
  UV <Vector (0.0795, 0.9483)>
  UV <Vector (0.0953, 0.8911)>
Face 1550
UV Count: 3
  UV <Vector (0.1148, 0.7555)>
  UV <Vector (0.1300, 0.7506)>
  UV <Vector (0.1317, 0.7933)>
Face 1551
UV Count: 3
  UV <Vector (0.1538, 0.8074)>
  UV <Vector (0.1499, 0.7876)>
  UV <Vector (0.1666, 0.7802)>
Face 1552
UV Count: 3
  UV <Vector (0.1069, 0.9438)>
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Face 1555
UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 1559
UV Count: 3
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Face 1560
UV Count: 3
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Face 1561
UV Count: 3
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Face 1562
UV Count: 3
  UV <Vector (0.1285, 0.2205)>
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Face 1563
UV Count: 3
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Face 1564
UV Count: 3
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Face 1565
UV Count: 3
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Face 1566
UV Count: 3
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Face 1567
UV Count: 3
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Face 1568
UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 1571
UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 1575
UV Count: 3
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Face 1576
UV Count: 3
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UV Count: 3
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Face 1578
UV Count: 3
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Face 1579
UV Count: 3
  UV <Vector (0.0960, 0.2126)>
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Face 1580
UV Count: 3
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Face 1581
UV Count: 3
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Face 1582
UV Count: 3
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Face 1583
UV Count: 3
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Face 1584
UV Count: 3
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Face 1585
UV Count: 3
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Face 1586
UV Count: 3
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UV Count: 3
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Face 1588
UV Count: 3
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UV Count: 3
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Face 1590
UV Count: 3
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Face 1591
UV Count: 3
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Face 1592
UV Count: 3
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Face 1593
UV Count: 3
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Face 1594
UV Count: 3
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Face 1595
UV Count: 3
  UV <Vector (0.0186, 0.6293)>
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Face 1596
UV Count: 3
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Face 1597
UV Count: 3
  UV <Vector (0.0490, 0.5888)>
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Face 1598
UV Count: 3
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Face 1599
UV Count: 3
  UV <Vector (0.2045, 0.8031)>
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Face 1600
UV Count: 3
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Face 1601
UV Count: 3
  UV <Vector (0.1911, 0.5223)>
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Face 1602
UV Count: 3
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Face 1603
UV Count: 3
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Face 1604
UV Count: 3
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Face 1605
UV Count: 3
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Face 1606
UV Count: 3
  UV <Vector (0.2184, 0.8910)>
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Face 1607
UV Count: 3
  UV <Vector (0.1932, 0.5074)>
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Face 1608
UV Count: 3
  UV <Vector (0.6187, 0.1521)>
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Face 1609
UV Count: 3
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Face 1610
UV Count: 3
  UV <Vector (0.1292, 0.3361)>
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Face 1611
UV Count: 3
  UV <Vector (0.1219, 0.3032)>
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Face 1612
UV Count: 3
  UV <Vector (0.3929, 0.1048)>
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Face 1613
UV Count: 3
  UV <Vector (0.1438, 0.3016)>
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Face 1614
UV Count: 3
  UV <Vector (0.1758, 0.2997)>
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Face 1615
UV Count: 3
  UV <Vector (0.6112, 0.2451)>
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Face 1616
UV Count: 3
  UV <Vector (0.1507, 0.3176)>
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Face 1617
UV Count: 3
  UV <Vector (0.1559, 0.2912)>
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Face 1618
UV Count: 3
  UV <Vector (0.6328, 0.1474)>
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Face 1619
UV Count: 3
  UV <Vector (0.1345, 0.3511)>
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Face 1620
UV Count: 3
  UV <Vector (0.1542, 0.3508)>
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Face 1621
UV Count: 3
  UV <Vector (0.1580, 0.3603)>
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Face 1622
UV Count: 3
  UV <Vector (0.1219, 0.3032)>
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Face 1623
UV Count: 3
  UV <Vector (0.1226, 0.2106)>
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Face 1624
UV Count: 3
  UV <Vector (0.1133, 0.2260)>
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Face 1625
UV Count: 3
  UV <Vector (0.3127, 0.0515)>
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Face 1626
UV Count: 3
  UV <Vector (0.4299, 0.0473)>
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Face 1627
UV Count: 3
  UV <Vector (0.1595, 0.2857)>
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Face 1628
UV Count: 3
  UV <Vector (0.1188, 0.3225)>
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Face 1629
UV Count: 3
  UV <Vector (0.6103, 0.1559)>
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Face 1630
UV Count: 3
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Face 1631
UV Count: 3
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Face 1632
UV Count: 3
  UV <Vector (0.1768, 0.3380)>
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Face 1633
UV Count: 3
  UV <Vector (0.1673, 0.3508)>
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Face 1634
UV Count: 3
  UV <Vector (0.1632, 0.3536)>
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Face 1635
UV Count: 3
  UV <Vector (0.1512, 0.3597)>
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Face 1636
UV Count: 3
  UV <Vector (0.1832, 0.3478)>
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Face 1637
UV Count: 3
  UV <Vector (0.1781, 0.3519)>
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Face 1638
UV Count: 3
  UV <Vector (0.1526, 0.3553)>
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Face 1639
UV Count: 3
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Face 1640
UV Count: 3
  UV <Vector (0.1725, 0.3487)>
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Face 1641
UV Count: 3
  UV <Vector (0.1476, 0.3538)>
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Face 1642
UV Count: 3
  UV <Vector (0.1334, 0.3543)>
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Face 1643
UV Count: 3
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Face 1644
UV Count: 3
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Face 1645
UV Count: 3
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Face 1646
UV Count: 3
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Face 1647
UV Count: 3
  UV <Vector (0.1762, 0.3552)>
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Face 1648
UV Count: 3
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Face 1649
UV Count: 3
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Face 1650
UV Count: 3
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Face 1651
UV Count: 3
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Face 1652
UV Count: 3
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Face 1653
UV Count: 3
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Face 1654
UV Count: 3
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Face 1655
UV Count: 3
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Face 1656
UV Count: 3
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Face 1657
UV Count: 3
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Face 1658
UV Count: 3
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Face 1659
UV Count: 3
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Face 1660
UV Count: 3
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Face 1661
UV Count: 3
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Face 1662
UV Count: 3
  UV <Vector (0.1362, 0.3554)>
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Face 1663
UV Count: 3
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Face 1664
UV Count: 3
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Face 1665
UV Count: 3
  UV <Vector (0.1540, 0.3611)>
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Face 1666
UV Count: 3
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Face 1667
UV Count: 3
  UV <Vector (0.1427, 0.3529)>
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Face 1668
UV Count: 3
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Face 1669
UV Count: 3
  UV <Vector (0.1247, 0.3287)>
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Face 1670
UV Count: 3
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Face 1671
UV Count: 3
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Face 1672
UV Count: 3
  UV <Vector (0.8649, 0.1241)>
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Face 1673
UV Count: 3
  UV <Vector (0.1364, 0.2451)>
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Face 1674
UV Count: 3
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Face 1675
UV Count: 3
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Face 1676
UV Count: 3
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Face 1677
UV Count: 3
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Face 1678
UV Count: 3
  UV <Vector (0.8034, 0.2357)>
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Face 1679
UV Count: 3
  UV <Vector (0.0960, 0.2126)>
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Face 1680
UV Count: 3
  UV <Vector (0.6122, 0.1319)>
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Face 1681
UV Count: 3
  UV <Vector (0.1038, 0.1972)>
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Face 1682
UV Count: 3
  UV <Vector (0.1285, 0.2205)>
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Face 1683
UV Count: 3
  UV <Vector (0.7446, 0.3250)>
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Face 1684
UV Count: 3
  UV <Vector (0.0595, 0.1300)>
  UV <Vector (0.0906, 0.2012)>
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Face 1685
UV Count: 3
  UV <Vector (0.7041, 0.3183)>
  UV <Vector (0.6892, 0.3303)>
  UV <Vector (0.6539, 0.2555)>
Face 1686
UV Count: 3
  UV <Vector (0.1870, 0.0710)>
  UV <Vector (0.1880, 0.0844)>
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Face 1687
UV Count: 3
  UV <Vector (0.1040, 0.1305)>
  UV <Vector (0.1163, 0.1928)>
  UV <Vector (0.1038, 0.1972)>
Face 1688
UV Count: 3
  UV <Vector (0.7254, 0.2903)>
  UV <Vector (0.7186, 0.2992)>
  UV <Vector (0.6805, 0.2395)>
Face 1689
UV Count: 3
  UV <Vector (0.7847, 0.3158)>
  UV <Vector (0.8175, 0.2435)>
  UV <Vector (0.8309, 0.2500)>
Face 1690
UV Count: 3
  UV <Vector (0.1887, 0.4085)>
  UV <Vector (0.1862, 0.4038)>
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Face 1691
UV Count: 3
  UV <Vector (0.2297, 0.9432)>
  UV <Vector (0.2236, 0.9437)>
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Face 1692
UV Count: 3
  UV <Vector (0.2458, 0.3998)>
  UV <Vector (0.2447, 0.3983)>
  UV <Vector (0.2464, 0.3960)>
Face 1693
UV Count: 3
  UV <Vector (0.2542, 0.4286)>
  UV <Vector (0.2549, 0.4267)>
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Face 1694
UV Count: 3
  UV <Vector (0.1890, 0.4039)>
  UV <Vector (0.1862, 0.4038)>
  UV <Vector (0.1873, 0.4005)>
Face 1695
UV Count: 3
  UV <Vector (0.2419, 0.4005)>
  UV <Vector (0.2447, 0.3983)>
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Face 1696
UV Count: 3
  UV <Vector (0.2297, 0.9345)>
  UV <Vector (0.2343, 0.9337)>
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Face 1697
UV Count: 3
  UV <Vector (0.2204, 0.9507)>
  UV <Vector (0.2244, 0.9500)>
  UV <Vector (0.2269, 0.9591)>
Face 1698
UV Count: 3
  UV <Vector (0.2343, 0.9337)>
  UV <Vector (0.2412, 0.9322)>
  UV <Vector (0.2416, 0.9406)>
Face 1699
UV Count: 3
  UV <Vector (0.2364, 0.4200)>
  UV <Vector (0.2384, 0.4304)>
  UV <Vector (0.2318, 0.4358)>
Face 1700
UV Count: 3
  UV <Vector (0.2184, 0.8910)>
  UV <Vector (0.2304, 0.8887)>
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Face 1701
UV Count: 3
  UV <Vector (0.2485, 0.9611)>
  UV <Vector (0.2442, 0.9638)>
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Face 1702
UV Count: 3
  UV <Vector (0.2403, 0.9577)>
  UV <Vector (0.2335, 0.9605)>
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Face 1703
UV Count: 3
  UV <Vector (0.2520, 0.4321)>
  UV <Vector (0.2504, 0.4286)>
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Face 1704
UV Count: 3
  UV <Vector (0.2517, 0.4255)>
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Face 1705
UV Count: 3
  UV <Vector (0.2383, 0.4218)>
  UV <Vector (0.2392, 0.4300)>
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Face 1706
UV Count: 3
  UV <Vector (0.1957, 0.4255)>
  UV <Vector (0.1950, 0.4187)>
  UV <Vector (0.2018, 0.4169)>
Face 1707
UV Count: 3
  UV <Vector (0.2485, 0.9611)>
  UV <Vector (0.2485, 0.9618)>
  UV <Vector (0.2453, 0.9640)>
Face 1708
UV Count: 3
  UV <Vector (0.2071, 0.4001)>
  UV <Vector (0.2115, 0.4092)>
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Face 1709
UV Count: 3
  UV <Vector (0.1950, 0.4178)>
  UV <Vector (0.1924, 0.4128)>
  UV <Vector (0.1966, 0.4099)>
Face 1710
UV Count: 3
  UV <Vector (0.2358, 0.4179)>
  UV <Vector (0.2364, 0.4200)>
  UV <Vector (0.2255, 0.4105)>
Face 1711
UV Count: 3
  UV <Vector (0.2384, 0.4304)>
  UV <Vector (0.2392, 0.4300)>
  UV <Vector (0.2429, 0.4353)>
Face 1712
UV Count: 3
  UV <Vector (0.2438, 0.9646)>
  UV <Vector (0.2406, 0.9666)>
  UV <Vector (0.2396, 0.9665)>
Face 1713
UV Count: 3
  UV <Vector (0.2318, 0.4358)>
  UV <Vector (0.2384, 0.4304)>
  UV <Vector (0.2423, 0.4360)>
Face 1714
UV Count: 3
  UV <Vector (0.1928, 0.4035)>
  UV <Vector (0.1920, 0.4064)>
  UV <Vector (0.1890, 0.4039)>
Face 1715
UV Count: 3
  UV <Vector (0.2115, 0.4092)>
  UV <Vector (0.2234, 0.4093)>
  UV <Vector (0.2255, 0.4105)>
Face 1716
UV Count: 3
  UV <Vector (0.2457, 0.4154)>
  UV <Vector (0.2463, 0.4168)>
  UV <Vector (0.2383, 0.4218)>
Face 1717
UV Count: 3
  UV <Vector (0.2396, 0.9665)>
  UV <Vector (0.2391, 0.9673)>
  UV <Vector (0.2351, 0.9690)>
Face 1718
UV Count: 3
  UV <Vector (0.1950, 0.4178)>
  UV <Vector (0.2016, 0.4161)>
  UV <Vector (0.2018, 0.4169)>
Face 1719
UV Count: 3
  UV <Vector (0.2160, 0.3904)>
  UV <Vector (0.2169, 0.3861)>
  UV <Vector (0.2189, 0.3864)>
Face 1720
UV Count: 3
  UV <Vector (0.2292, 0.4004)>
  UV <Vector (0.2305, 0.4009)>
  UV <Vector (0.2281, 0.4109)>
Face 1721
UV Count: 3
  UV <Vector (0.2234, 0.4093)>
  UV <Vector (0.2278, 0.4000)>
  UV <Vector (0.2292, 0.4004)>
Face 1722
UV Count: 3
  UV <Vector (0.2383, 0.9793)>
  UV <Vector (0.2405, 0.9842)>
  UV <Vector (0.2372, 0.9847)>
Face 1723
UV Count: 3
  UV <Vector (0.2364, 0.4200)>
  UV <Vector (0.2358, 0.4179)>
  UV <Vector (0.2449, 0.4143)>
Face 1724
UV Count: 3
  UV <Vector (0.2463, 0.4168)>
  UV <Vector (0.2502, 0.4201)>
  UV <Vector (0.2469, 0.4243)>
Face 1725
UV Count: 3
  UV <Vector (0.2074, 0.4104)>
  UV <Vector (0.2016, 0.4161)>
  UV <Vector (0.1966, 0.4099)>
Face 1726
UV Count: 3
  UV <Vector (0.2335, 0.9697)>
  UV <Vector (0.2359, 0.9745)>
  UV <Vector (0.2324, 0.9751)>
Face 1727
UV Count: 3
  UV <Vector (0.2305, 0.4009)>
  UV <Vector (0.2359, 0.3996)>
  UV <Vector (0.2376, 0.4043)>
Face 1728
UV Count: 3
  UV <Vector (0.2443, 0.9768)>
  UV <Vector (0.2472, 0.9747)>
  UV <Vector (0.2490, 0.9800)>
Face 1729
UV Count: 3
  UV <Vector (0.2071, 0.4001)>
  UV <Vector (0.2107, 0.3948)>
  UV <Vector (0.2152, 0.3971)>
Face 1730
UV Count: 3
  UV <Vector (0.2045, 0.4011)>
  UV <Vector (0.2074, 0.4104)>
  UV <Vector (0.1978, 0.4059)>
Face 1731
UV Count: 3
  UV <Vector (0.2401, 0.9801)>
  UV <Vector (0.2439, 0.9784)>
  UV <Vector (0.2462, 0.9843)>
Face 1732
UV Count: 3
  UV <Vector (0.2429, 0.4353)>
  UV <Vector (0.2392, 0.4300)>
  UV <Vector (0.2453, 0.4285)>
Face 1733
UV Count: 3
  UV <Vector (0.2351, 0.9690)>
  UV <Vector (0.2391, 0.9673)>
  UV <Vector (0.2413, 0.9728)>
Face 1734
UV Count: 3
  UV <Vector (0.2449, 0.4143)>
  UV <Vector (0.2358, 0.4179)>
  UV <Vector (0.2399, 0.4081)>
Face 1735
UV Count: 3
  UV <Vector (0.2278, 0.4000)>
  UV <Vector (0.2234, 0.4093)>
  UV <Vector (0.2201, 0.3973)>
Face 1736
UV Count: 3
  UV <Vector (0.1986, 0.4008)>
  UV <Vector (0.1978, 0.4059)>
  UV <Vector (0.1928, 0.4035)>
Face 1737
UV Count: 3
  UV <Vector (0.2125, 0.3884)>
  UV <Vector (0.2160, 0.3835)>
  UV <Vector (0.2169, 0.3861)>
Face 1738
UV Count: 3
  UV <Vector (0.2359, 0.9745)>
  UV <Vector (0.2383, 0.9793)>
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Face 1739
UV Count: 3
  UV <Vector (0.2482, 0.9725)>
  UV <Vector (0.2513, 0.9703)>
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Face 1740
UV Count: 3
  UV <Vector (0.1978, 0.4059)>
  UV <Vector (0.1966, 0.4099)>
  UV <Vector (0.1920, 0.4064)>
Face 1741
UV Count: 3
  UV <Vector (0.2115, 0.4092)>
  UV <Vector (0.2152, 0.3971)>
  UV <Vector (0.2201, 0.3973)>
Face 1742
UV Count: 3
  UV <Vector (0.1924, 0.4128)>
  UV <Vector (0.1887, 0.4085)>
  UV <Vector (0.1920, 0.4064)>
Face 1743
UV Count: 3
  UV <Vector (0.2169, 0.3861)>
  UV <Vector (0.2160, 0.3835)>
  UV <Vector (0.2199, 0.3836)>
Face 1744
UV Count: 3
  UV <Vector (0.2245, 0.3951)>
  UV <Vector (0.2201, 0.3973)>
  UV <Vector (0.2195, 0.3906)>
Face 1745
UV Count: 3
  UV <Vector (0.1929, 0.3995)>
  UV <Vector (0.1928, 0.4035)>
  UV <Vector (0.1896, 0.4023)>
Face 1746
UV Count: 3
  UV <Vector (0.2377, 0.9744)>
  UV <Vector (0.2413, 0.9728)>
  UV <Vector (0.2439, 0.9784)>
Face 1747
UV Count: 3
  UV <Vector (0.2406, 0.9666)>
  UV <Vector (0.2438, 0.9646)>
  UV <Vector (0.2454, 0.9695)>
Face 1748
UV Count: 3
  UV <Vector (0.2107, 0.3948)>
  UV <Vector (0.2125, 0.3884)>
  UV <Vector (0.2160, 0.3904)>
Face 1749
UV Count: 3
  UV <Vector (0.2409, 0.3966)>
  UV <Vector (0.2464, 0.3960)>
  UV <Vector (0.2447, 0.3983)>
Face 1750
UV Count: 3
  UV <Vector (0.2152, 0.3971)>
  UV <Vector (0.2160, 0.3904)>
  UV <Vector (0.2195, 0.3906)>
Face 1751
UV Count: 3
  UV <Vector (0.2281, 0.4109)>
  UV <Vector (0.2376, 0.4043)>
  UV <Vector (0.2399, 0.4081)>
Face 1752
UV Count: 3
  UV <Vector (0.2451, 0.4090)>
  UV <Vector (0.2399, 0.4081)>
  UV <Vector (0.2435, 0.4031)>
Face 1753
UV Count: 3
  UV <Vector (0.2231, 0.3889)>
  UV <Vector (0.2195, 0.3906)>
  UV <Vector (0.2189, 0.3864)>
Face 1754
UV Count: 3
  UV <Vector (0.2425, 0.9717)>
  UV <Vector (0.2454, 0.9695)>
  UV <Vector (0.2472, 0.9747)>
Face 1755
UV Count: 3
  UV <Vector (0.2453, 0.9640)>
  UV <Vector (0.2485, 0.9618)>
  UV <Vector (0.2498, 0.9661)>
Face 1756
UV Count: 3
  UV <Vector (0.2359, 0.3996)>
  UV <Vector (0.2409, 0.3966)>
  UV <Vector (0.2419, 0.4005)>
Face 1757
UV Count: 3
  UV <Vector (0.2546, 0.4228)>
  UV <Vector (0.2577, 0.4269)>
  UV <Vector (0.2549, 0.4267)>
Face 1758
UV Count: 3
  UV <Vector (0.2376, 0.4043)>
  UV <Vector (0.2419, 0.4005)>
  UV <Vector (0.2435, 0.4031)>
Face 1759
UV Count: 3
  UV <Vector (0.2383, 0.4218)>
  UV <Vector (0.2469, 0.4243)>
  UV <Vector (0.2453, 0.4285)>
Face 1760
UV Count: 3
  UV <Vector (0.2473, 0.4333)>
  UV <Vector (0.2453, 0.4285)>
  UV <Vector (0.2504, 0.4286)>
Face 1761
UV Count: 3
  UV <Vector (0.2473, 0.4039)>
  UV <Vector (0.2435, 0.4031)>
  UV <Vector (0.2458, 0.3998)>
Face 1762
UV Count: 3
  UV <Vector (0.2468, 0.9682)>
  UV <Vector (0.2498, 0.9661)>
  UV <Vector (0.2513, 0.9703)>
Face 1763
UV Count: 3
  UV <Vector (0.2335, 0.9605)>
  UV <Vector (0.2269, 0.9591)>
  UV <Vector (0.2244, 0.9500)>
Face 1764
UV Count: 3
  UV <Vector (0.2502, 0.4201)>
  UV <Vector (0.2546, 0.4228)>
  UV <Vector (0.2517, 0.4255)>
Face 1765
UV Count: 3
  UV <Vector (0.2335, 0.9697)>
  UV <Vector (0.2298, 0.9704)>
  UV <Vector (0.2294, 0.9700)>
Face 1766
UV Count: 3
  UV <Vector (0.2469, 0.4243)>
  UV <Vector (0.2517, 0.4255)>
  UV <Vector (0.2504, 0.4286)>
Face 1767
UV Count: 3
  UV <Vector (0.2318, 0.4358)>
  UV <Vector (0.2373, 0.4412)>
  UV <Vector (0.2273, 0.4547)>
Face 1768
UV Count: 3
  UV <Vector (0.0321, 0.3900)>
  UV <Vector (0.0356, 0.3888)>
  UV <Vector (0.0355, 0.3913)>
Face 1769
UV Count: 3
  UV <Vector (0.2031, 0.4580)>
  UV <Vector (0.1969, 0.4569)>
  UV <Vector (0.1988, 0.4480)>
Face 1770
UV Count: 3
  UV <Vector (0.2151, 0.9660)>
  UV <Vector (0.2174, 0.9658)>
  UV <Vector (0.2181, 0.9677)>
Face 1771
UV Count: 3
  UV <Vector (0.1849, 0.4229)>
  UV <Vector (0.1862, 0.4254)>
  UV <Vector (0.1841, 0.4263)>
Face 1772
UV Count: 3
  UV <Vector (0.2236, 0.9437)>
  UV <Vector (0.2297, 0.9432)>
  UV <Vector (0.2244, 0.9500)>
Face 1773
UV Count: 3
  UV <Vector (0.1877, 0.4343)>
  UV <Vector (0.1807, 0.4256)>
  UV <Vector (0.1841, 0.4263)>
Face 1774
UV Count: 3
  UV <Vector (0.2174, 0.9658)>
  UV <Vector (0.2151, 0.9660)>
  UV <Vector (0.2183, 0.9588)>
Face 1775
UV Count: 3
  UV <Vector (0.2218, 0.9644)>
  UV <Vector (0.2181, 0.9677)>
  UV <Vector (0.2174, 0.9658)>
Face 1776
UV Count: 3
  UV <Vector (0.1904, 0.4246)>
  UV <Vector (0.1918, 0.4288)>
  UV <Vector (0.1862, 0.4254)>
Face 1777
UV Count: 3
  UV <Vector (0.0637, 0.4243)>
  UV <Vector (0.0674, 0.4226)>
  UV <Vector (0.0663, 0.4266)>
Face 1778
UV Count: 3
  UV <Vector (0.2254, 0.9637)>
  UV <Vector (0.2218, 0.9644)>
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Face 1779
UV Count: 3
  UV <Vector (0.1919, 0.4426)>
  UV <Vector (0.1877, 0.4343)>
  UV <Vector (0.1906, 0.4329)>
Face 1780
UV Count: 3
  UV <Vector (0.1877, 0.4343)>
  UV <Vector (0.1851, 0.4353)>
  UV <Vector (0.1799, 0.4280)>
Face 1781
UV Count: 3
  UV <Vector (0.2416, 0.9406)>
  UV <Vector (0.2470, 0.9550)>
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Face 1782
UV Count: 3
  UV <Vector (0.0858, 0.0952)>
  UV <Vector (0.0891, 0.0729)>
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Face 1783
UV Count: 3
  UV <Vector (0.7442, 0.3120)>
  UV <Vector (0.7436, 0.2901)>
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Face 1784
UV Count: 3
  UV <Vector (0.8139, 0.2057)>
  UV <Vector (0.8269, 0.1834)>
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Face 1785
UV Count: 3
  UV <Vector (0.1226, 0.2106)>
  UV <Vector (0.1300, 0.2051)>
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Face 1786
UV Count: 3
  UV <Vector (0.1163, 0.1928)>
  UV <Vector (0.1229, 0.1898)>
  UV <Vector (0.1242, 0.1983)>
Face 1787
UV Count: 3
  UV <Vector (0.6538, 0.1888)>
  UV <Vector (0.6491, 0.1936)>
  UV <Vector (0.6316, 0.1620)>
Face 1788
UV Count: 3
  UV <Vector (0.0982, 0.1033)>
  UV <Vector (0.1029, 0.0927)>
  UV <Vector (0.1166, 0.1080)>
Face 1789
UV Count: 3
  UV <Vector (0.7446, 0.3250)>
  UV <Vector (0.7442, 0.3120)>
  UV <Vector (0.7540, 0.3137)>
Face 1790
UV Count: 3
  UV <Vector (0.7041, 0.3183)>
  UV <Vector (0.7186, 0.2992)>
  UV <Vector (0.7346, 0.3143)>
Face 1791
UV Count: 3
  UV <Vector (0.7917, 0.3395)>
  UV <Vector (0.7709, 0.3294)>
  UV <Vector (0.7847, 0.3158)>
Face 1792
UV Count: 3
  UV <Vector (0.7691, 0.2976)>
  UV <Vector (0.7540, 0.3137)>
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Face 1793
UV Count: 3
  UV <Vector (0.1166, 0.1080)>
  UV <Vector (0.1029, 0.0927)>
  UV <Vector (0.1255, 0.0979)>
Face 1794
UV Count: 3
  UV <Vector (0.1029, 0.0927)>
  UV <Vector (0.0891, 0.0729)>
  UV <Vector (0.1148, 0.0778)>
Face 1795
UV Count: 3
  UV <Vector (0.0903, 0.0526)>
  UV <Vector (0.0891, 0.0729)>
  UV <Vector (0.0696, 0.0642)>
Face 1796
UV Count: 3
  UV <Vector (0.0786, 0.7734)>
  UV <Vector (0.0809, 0.7602)>
  UV <Vector (0.0987, 0.7625)>
Face 1797
UV Count: 3
  UV <Vector (0.3335, 0.0785)>
  UV <Vector (0.3357, 0.0885)>
  UV <Vector (0.3231, 0.0909)>
Face 1798
UV Count: 3
  UV <Vector (0.2147, 0.4604)>
  UV <Vector (0.2031, 0.4580)>
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Face 1799
UV Count: 3
  UV <Vector (0.1310, 0.6804)>
  UV <Vector (0.1361, 0.6803)>
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Face 1800
UV Count: 3
  UV <Vector (0.2199, 0.4458)>
  UV <Vector (0.2258, 0.4329)>
  UV <Vector (0.2318, 0.4358)>
Face 1801
UV Count: 3
  UV <Vector (0.2071, 0.4479)>
  UV <Vector (0.2094, 0.4429)>
  UV <Vector (0.2199, 0.4458)>
Face 1802
UV Count: 3
  UV <Vector (0.2190, 0.5114)>
  UV <Vector (0.2065, 0.5100)>
  UV <Vector (0.2147, 0.4604)>
Face 1803
UV Count: 3
  UV <Vector (0.0638, 0.5053)>
  UV <Vector (0.0758, 0.5027)>
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Face 1804
UV Count: 3
  UV <Vector (0.1689, 0.6068)>
  UV <Vector (0.1734, 0.5937)>
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Face 1805
UV Count: 3
  UV <Vector (0.1771, 0.6898)>
  UV <Vector (0.1784, 0.6962)>
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Face 1806
UV Count: 3
  UV <Vector (0.1784, 0.6962)>
  UV <Vector (0.1792, 0.7000)>
  UV <Vector (0.1675, 0.7003)>
Face 1807
UV Count: 3
  UV <Vector (0.0574, 0.7019)>
  UV <Vector (0.0647, 0.7023)>
  UV <Vector (0.0651, 0.7147)>
Face 1808
UV Count: 3
  UV <Vector (0.8416, 0.9346)>
  UV <Vector (0.8409, 0.9429)>
  UV <Vector (0.8278, 0.9378)>
Face 1809
UV Count: 3
  UV <Vector (0.1650, 0.6905)>
  UV <Vector (0.1587, 0.6685)>
  UV <Vector (0.1801, 0.6718)>
Face 1810
UV Count: 3
  UV <Vector (0.0718, 0.7028)>
  UV <Vector (0.0836, 0.7028)>
  UV <Vector (0.0822, 0.7105)>
Face 1811
UV Count: 3
  UV <Vector (0.1906, 0.4329)>
  UV <Vector (0.1841, 0.4263)>
  UV <Vector (0.1862, 0.4254)>
Face 1812
UV Count: 3
  UV <Vector (0.2018, 0.4169)>
  UV <Vector (0.2093, 0.4101)>
  UV <Vector (0.2105, 0.4278)>
Face 1813
UV Count: 3
  UV <Vector (0.2018, 0.4169)>
  UV <Vector (0.2016, 0.4161)>
  UV <Vector (0.2074, 0.4104)>
Face 1814
UV Count: 3
  UV <Vector (0.0797, 0.7385)>
  UV <Vector (0.0792, 0.7456)>
  UV <Vector (0.0617, 0.7377)>
Face 1815
UV Count: 3
  UV <Vector (0.2196, 0.4513)>
  UV <Vector (0.2273, 0.4547)>
  UV <Vector (0.2212, 0.4615)>
Face 1816
UV Count: 3
  UV <Vector (0.1602, 0.5742)>
  UV <Vector (0.1765, 0.5315)>
  UV <Vector (0.1879, 0.5370)>
Face 1817
UV Count: 3
  UV <Vector (0.0703, 0.8266)>
  UV <Vector (0.0573, 0.8701)>
  UV <Vector (0.0466, 0.8687)>
Face 1818
UV Count: 3
  UV <Vector (0.0680, 0.8715)>
  UV <Vector (0.0573, 0.8701)>
  UV <Vector (0.0703, 0.8266)>
Face 1819
UV Count: 3
  UV <Vector (0.1791, 0.5195)>
  UV <Vector (0.1814, 0.5045)>
  UV <Vector (0.1932, 0.5074)>
Face 1820
UV Count: 3
  UV <Vector (0.0545, 0.8220)>
  UV <Vector (0.0466, 0.8687)>
  UV <Vector (0.0360, 0.8667)>
Face 1821
UV Count: 3
  UV <Vector (0.0490, 0.5888)>
  UV <Vector (0.0433, 0.5367)>
  UV <Vector (0.0559, 0.5370)>
Face 1822
UV Count: 3
  UV <Vector (0.0647, 0.7023)>
  UV <Vector (0.0718, 0.7028)>
  UV <Vector (0.0711, 0.7132)>
Face 1823
UV Count: 3
  UV <Vector (0.1485, 0.6702)>
  UV <Vector (0.1650, 0.6905)>
  UV <Vector (0.1548, 0.6853)>
Face 1824
UV Count: 3
  UV <Vector (0.1221, 0.6826)>
  UV <Vector (0.1221, 0.6850)>
  UV <Vector (0.1182, 0.6846)>
Face 1825
UV Count: 3
  UV <Vector (0.1262, 0.6745)>
  UV <Vector (0.1261, 0.6810)>
  UV <Vector (0.1212, 0.6803)>
Face 1826
UV Count: 3
  UV <Vector (0.1040, 0.6696)>
  UV <Vector (0.1093, 0.6747)>
  UV <Vector (0.0973, 0.6845)>
Face 1827
UV Count: 3
  UV <Vector (0.1457, 0.6929)>
  UV <Vector (0.1408, 0.6926)>
  UV <Vector (0.1416, 0.6848)>
Face 1828
UV Count: 3
  UV <Vector (0.1104, 0.6844)>
  UV <Vector (0.1182, 0.6846)>
  UV <Vector (0.1157, 0.6919)>
Face 1829
UV Count: 3
  UV <Vector (0.1516, 0.6982)>
  UV <Vector (0.1499, 0.7018)>
  UV <Vector (0.1457, 0.6929)>
Face 1830
UV Count: 3
  UV <Vector (0.0937, 0.6937)>
  UV <Vector (0.0970, 0.6932)>
  UV <Vector (0.0960, 0.6975)>
Face 1831
UV Count: 3
  UV <Vector (0.0649, 0.5881)>
  UV <Vector (0.0801, 0.5820)>
  UV <Vector (0.0812, 0.5923)>
Face 1832
UV Count: 3
  UV <Vector (0.0703, 0.8266)>
  UV <Vector (0.0545, 0.8220)>
  UV <Vector (0.0559, 0.8143)>
Face 1833
UV Count: 3
  UV <Vector (0.0801, 0.5820)>
  UV <Vector (0.0950, 0.5731)>
  UV <Vector (0.0993, 0.5811)>
Face 1834
UV Count: 3
  UV <Vector (0.0455, 0.5957)>
  UV <Vector (0.0637, 0.5989)>
  UV <Vector (0.0616, 0.6134)>
Face 1835
UV Count: 3
  UV <Vector (0.0545, 0.8220)>
  UV <Vector (0.0396, 0.8212)>
  UV <Vector (0.0413, 0.8151)>
Face 1836
UV Count: 3
  UV <Vector (0.0357, 0.2259)>
  UV <Vector (0.0346, 0.2524)>
  UV <Vector (0.0245, 0.2448)>
Face 1837
UV Count: 3
  UV <Vector (0.0233, 0.2081)>
  UV <Vector (0.0312, 0.2002)>
  UV <Vector (0.0357, 0.2259)>
Face 1838
UV Count: 3
  UV <Vector (0.0346, 0.2524)>
  UV <Vector (0.0209, 0.2665)>
  UV <Vector (0.0212, 0.2574)>
Face 1839
UV Count: 3
  UV <Vector (0.0184, 0.1956)>
  UV <Vector (0.0207, 0.2075)>
  UV <Vector (0.0103, 0.2014)>
Face 1840
UV Count: 3
  UV <Vector (0.0217, 0.2457)>
  UV <Vector (0.0103, 0.2510)>
  UV <Vector (0.0118, 0.2266)>
Face 1841
UV Count: 3
  UV <Vector (0.0207, 0.2075)>
  UV <Vector (0.0216, 0.2275)>
  UV <Vector (0.0118, 0.2266)>
Face 1842
UV Count: 3
  UV <Vector (0.0195, 0.2567)>
  UV <Vector (0.0175, 0.2653)>
  UV <Vector (0.0103, 0.2510)>
Face 1843
UV Count: 3
  UV <Vector (0.0204, 0.3752)>
  UV <Vector (0.0233, 0.3628)>
  UV <Vector (0.0312, 0.3706)>
Face 1844
UV Count: 3
  UV <Vector (0.0212, 0.2574)>
  UV <Vector (0.0195, 0.2567)>
  UV <Vector (0.0217, 0.2457)>
Face 1845
UV Count: 3
  UV <Vector (0.0204, 0.1956)>
  UV <Vector (0.0233, 0.2081)>
  UV <Vector (0.0207, 0.2075)>
Face 1846
UV Count: 3
  UV <Vector (0.0212, 0.2574)>
  UV <Vector (0.0209, 0.2665)>
  UV <Vector (0.0175, 0.2653)>
Face 1847
UV Count: 3
  UV <Vector (0.0233, 0.2081)>
  UV <Vector (0.0245, 0.2274)>
  UV <Vector (0.0216, 0.2275)>
Face 1848
UV Count: 3
  UV <Vector (0.1362, 0.6922)>
  UV <Vector (0.1339, 0.6848)>
  UV <Vector (0.1416, 0.6848)>
Face 1849
UV Count: 3
  UV <Vector (0.0038, 0.3833)>
  UV <Vector (0.0036, 0.3810)>
  UV <Vector (0.0064, 0.3807)>
Face 1850
UV Count: 3
  UV <Vector (0.0107, 0.3825)>
  UV <Vector (0.0111, 0.3858)>
  UV <Vector (0.0079, 0.3858)>
Face 1851
UV Count: 3
  UV <Vector (0.0093, 0.3790)>
  UV <Vector (0.0069, 0.3805)>
  UV <Vector (0.0058, 0.3783)>
Face 1852
UV Count: 3
  UV <Vector (0.0068, 0.3673)>
  UV <Vector (0.0076, 0.3646)>
  UV <Vector (0.0105, 0.3650)>
Face 1853
UV Count: 3
  UV <Vector (0.0036, 0.3810)>
  UV <Vector (0.0045, 0.3766)>
  UV <Vector (0.0055, 0.3784)>
Face 1854
UV Count: 3
  UV <Vector (0.0054, 0.3693)>
  UV <Vector (0.0057, 0.3695)>
  UV <Vector (0.0046, 0.3719)>
Face 1855
UV Count: 3
  UV <Vector (0.0068, 0.3886)>
  UV <Vector (0.0038, 0.3883)>
  UV <Vector (0.0039, 0.3858)>
Face 1856
UV Count: 3
  UV <Vector (0.0062, 0.3671)>
  UV <Vector (0.0035, 0.3669)>
  UV <Vector (0.0037, 0.3646)>
Face 1857
UV Count: 3
  UV <Vector (0.0106, 0.3620)>
  UV <Vector (0.0105, 0.3650)>
  UV <Vector (0.0076, 0.3646)>
Face 1858
UV Count: 3
  UV <Vector (0.0046, 0.3719)>
  UV <Vector (0.0057, 0.3695)>
  UV <Vector (0.0068, 0.3673)>
Face 1859
UV Count: 3
  UV <Vector (0.0079, 0.3858)>
  UV <Vector (0.0111, 0.3858)>
  UV <Vector (0.0107, 0.3892)>
Face 1860
UV Count: 3
  UV <Vector (0.0054, 0.3693)>
  UV <Vector (0.0036, 0.3713)>
  UV <Vector (0.0035, 0.3669)>
Face 1861
UV Count: 3
  UV <Vector (0.0037, 0.3646)>
  UV <Vector (0.0038, 0.3621)>
  UV <Vector (0.0066, 0.3621)>
Face 1862
UV Count: 3
  UV <Vector (0.0037, 0.3596)>
  UV <Vector (0.0066, 0.3594)>
  UV <Vector (0.0066, 0.3621)>
Face 1863
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1864
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1865
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1866
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1867
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1868
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1869
UV Count: 3
  UV <Vector (0.0075, 0.7339)>
  UV <Vector (0.0075, 0.7412)>
  UV <Vector (0.0054, 0.7397)>
Face 1870
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 1871
UV Count: 3
  UV <Vector (0.0884, 0.7320)>
  UV <Vector (0.0803, 0.7306)>
  UV <Vector (0.0874, 0.7244)>
Face 1872
UV Count: 3
  UV <Vector (0.0908, 0.7394)>
  UV <Vector (0.0928, 0.7455)>
  UV <Vector (0.0792, 0.7456)>
Face 1873
UV Count: 3
  UV <Vector (0.1896, 0.6427)>
  UV <Vector (0.1987, 0.6489)>
  UV <Vector (0.1903, 0.6714)>
Face 1874
UV Count: 3
  UV <Vector (0.1259, 0.6996)>
  UV <Vector (0.1320, 0.6997)>
  UV <Vector (0.1284, 0.7027)>
Face 1875
UV Count: 3
  UV <Vector (0.0484, 0.4266)>
  UV <Vector (0.0413, 0.4284)>
  UV <Vector (0.0356, 0.4139)>
Face 1876
UV Count: 3
  UV <Vector (0.0569, 0.7176)>
  UV <Vector (0.0651, 0.7147)>
  UV <Vector (0.0708, 0.7255)>
Face 1877
UV Count: 3
  UV <Vector (0.0654, 0.6976)>
  UV <Vector (0.0724, 0.6987)>
  UV <Vector (0.0718, 0.7028)>
Face 1878
UV Count: 3
  UV <Vector (0.1291, 0.7056)>
  UV <Vector (0.1305, 0.7085)>
  UV <Vector (0.1258, 0.7086)>
Face 1879
UV Count: 3
  UV <Vector (0.1499, 0.7018)>
  UV <Vector (0.1488, 0.7057)>
  UV <Vector (0.1425, 0.7054)>
Face 1880
UV Count: 3
  UV <Vector (0.1575, 0.7141)>
  UV <Vector (0.1636, 0.7252)>
  UV <Vector (0.1584, 0.7258)>
Face 1881
UV Count: 3
  UV <Vector (0.0582, 0.6963)>
  UV <Vector (0.0654, 0.6976)>
  UV <Vector (0.0647, 0.7023)>
Face 1882
UV Count: 3
  UV <Vector (0.1173, 0.6735)>
  UV <Vector (0.1212, 0.6803)>
  UV <Vector (0.1161, 0.6800)>
Face 1883
UV Count: 3
  UV <Vector (0.1300, 0.6851)>
  UV <Vector (0.1300, 0.6894)>
  UV <Vector (0.1260, 0.6889)>
Face 1884
UV Count: 3
  UV <Vector (0.1425, 0.7054)>
  UV <Vector (0.1488, 0.7057)>
  UV <Vector (0.1475, 0.7067)>
Face 1885
UV Count: 3
  UV <Vector (0.1351, 0.7130)>
  UV <Vector (0.1305, 0.7085)>
  UV <Vector (0.1364, 0.7086)>
Face 1886
UV Count: 3
  UV <Vector (0.1474, 0.7356)>
  UV <Vector (0.1438, 0.7402)>
  UV <Vector (0.1330, 0.7252)>
Face 1887
UV Count: 3
  UV <Vector (0.1151, 0.6637)>
  UV <Vector (0.1173, 0.6735)>
  UV <Vector (0.1093, 0.6747)>
Face 1888
UV Count: 3
  UV <Vector (0.0926, 0.7011)>
  UV <Vector (0.0939, 0.7058)>
  UV <Vector (0.0836, 0.7028)>
Face 1889
UV Count: 3
  UV <Vector (0.1578, 0.7460)>
  UV <Vector (0.1438, 0.7402)>
  UV <Vector (0.1474, 0.7356)>
Face 1890
UV Count: 3
  UV <Vector (0.1260, 0.6852)>
  UV <Vector (0.1221, 0.6850)>
  UV <Vector (0.1221, 0.6826)>
Face 1891
UV Count: 3
  UV <Vector (0.1888, 0.7390)>
  UV <Vector (0.1712, 0.7464)>
  UV <Vector (0.1709, 0.7394)>
Face 1892
UV Count: 3
  UV <Vector (0.0868, 0.6896)>
  UV <Vector (0.0973, 0.6845)>
  UV <Vector (0.0937, 0.6937)>
Face 1893
UV Count: 3
  UV <Vector (0.1009, 0.7316)>
  UV <Vector (0.1035, 0.7353)>
  UV <Vector (0.0908, 0.7394)>
Face 1894
UV Count: 3
  UV <Vector (0.1264, 0.6591)>
  UV <Vector (0.1375, 0.6640)>
  UV <Vector (0.1351, 0.6737)>
Face 1895
UV Count: 3
  UV <Vector (0.0724, 0.6987)>
  UV <Vector (0.0841, 0.6993)>
  UV <Vector (0.0836, 0.7028)>
Face 1896
UV Count: 3
  UV <Vector (0.1335, 0.6946)>
  UV <Vector (0.1281, 0.6971)>
  UV <Vector (0.1290, 0.6956)>
Face 1897
UV Count: 3
  UV <Vector (0.0620, 0.6835)>
  UV <Vector (0.0594, 0.6915)>
  UV <Vector (0.0503, 0.6874)>
Face 1898
UV Count: 3
  UV <Vector (0.0466, 0.7007)>
  UV <Vector (0.0574, 0.7019)>
  UV <Vector (0.0569, 0.7176)>
Face 1899
UV Count: 3
  UV <Vector (0.1258, 0.7033)>
  UV <Vector (0.1258, 0.7056)>
  UV <Vector (0.1225, 0.7055)>
Face 1900
UV Count: 3
  UV <Vector (0.1584, 0.7258)>
  UV <Vector (0.1501, 0.7320)>
  UV <Vector (0.1470, 0.7199)>
Face 1901
UV Count: 3
  UV <Vector (0.1501, 0.7320)>
  UV <Vector (0.1474, 0.7356)>
  UV <Vector (0.1368, 0.7206)>
Face 1902
UV Count: 3
  UV <Vector (0.0582, 0.6963)>
  UV <Vector (0.0574, 0.7019)>
  UV <Vector (0.0466, 0.7007)>
Face 1903
UV Count: 3
  UV <Vector (0.1220, 0.6893)>
  UV <Vector (0.1191, 0.6902)>
  UV <Vector (0.1182, 0.6846)>
Face 1904
UV Count: 3
  UV <Vector (0.0852, 0.6956)>
  UV <Vector (0.0937, 0.6937)>
  UV <Vector (0.0926, 0.7011)>
Face 1905
UV Count: 3
  UV <Vector (0.1104, 0.6844)>
  UV <Vector (0.1111, 0.6922)>
  UV <Vector (0.1062, 0.6924)>
Face 1906
UV Count: 3
  UV <Vector (0.1261, 0.6810)>
  UV <Vector (0.1261, 0.6829)>
  UV <Vector (0.1221, 0.6826)>
Face 1907
UV Count: 3
  UV <Vector (0.1505, 0.6934)>
  UV <Vector (0.1510, 0.6844)>
  UV <Vector (0.1548, 0.6853)>
Face 1908
UV Count: 3
  UV <Vector (0.0970, 0.6932)>
  UV <Vector (0.1014, 0.6928)>
  UV <Vector (0.1002, 0.6975)>
Face 1909
UV Count: 3
  UV <Vector (0.1368, 0.7206)>
  UV <Vector (0.1330, 0.7252)>
  UV <Vector (0.1305, 0.7159)>
Face 1910
UV Count: 3
  UV <Vector (0.1861, 0.7161)>
  UV <Vector (0.1867, 0.7037)>
  UV <Vector (0.1940, 0.7036)>
Face 1911
UV Count: 3
  UV <Vector (0.1396, 0.7000)>
  UV <Vector (0.1320, 0.6997)>
  UV <Vector (0.1335, 0.6946)>
Face 1912
UV Count: 3
  UV <Vector (0.1305, 0.7159)>
  UV <Vector (0.1258, 0.7086)>
  UV <Vector (0.1305, 0.7085)>
Face 1913
UV Count: 3
  UV <Vector (0.1665, 0.6966)>
  UV <Vector (0.1675, 0.7003)>
  UV <Vector (0.1590, 0.7018)>
Face 1914
UV Count: 3
  UV <Vector (0.1351, 0.7130)>
  UV <Vector (0.1380, 0.7107)>
  UV <Vector (0.1412, 0.7158)>
Face 1915
UV Count: 3
  UV <Vector (0.0803, 0.7306)>
  UV <Vector (0.0797, 0.7385)>
  UV <Vector (0.0665, 0.7317)>
Face 1916
UV Count: 3
  UV <Vector (0.1801, 0.7145)>
  UV <Vector (0.1797, 0.7040)>
  UV <Vector (0.1867, 0.7037)>
Face 1917
UV Count: 3
  UV <Vector (0.1281, 0.6971)>
  UV <Vector (0.1259, 0.6968)>
  UV <Vector (0.1259, 0.6955)>
Face 1918
UV Count: 3
  UV <Vector (0.1433, 0.7062)>
  UV <Vector (0.1475, 0.7067)>
  UV <Vector (0.1470, 0.7073)>
Face 1919
UV Count: 3
  UV <Vector (0.1425, 0.7054)>
  UV <Vector (0.1433, 0.7062)>
  UV <Vector (0.1393, 0.7087)>
Face 1920
UV Count: 3
  UV <Vector (0.1433, 0.7062)>
  UV <Vector (0.1435, 0.7068)>
  UV <Vector (0.1404, 0.7089)>
Face 1921
UV Count: 3
  UV <Vector (0.2032, 0.6952)>
  UV <Vector (0.1933, 0.6980)>
  UV <Vector (0.1923, 0.6932)>
Face 1922
UV Count: 3
  UV <Vector (0.1281, 0.6971)>
  UV <Vector (0.1335, 0.6946)>
  UV <Vector (0.1320, 0.6997)>
Face 1923
UV Count: 3
  UV <Vector (0.1264, 0.6591)>
  UV <Vector (0.1262, 0.6745)>
  UV <Vector (0.1173, 0.6735)>
Face 1924
UV Count: 3
  UV <Vector (0.1260, 0.6914)>
  UV <Vector (0.1259, 0.6928)>
  UV <Vector (0.1233, 0.6927)>
Face 1925
UV Count: 3
  UV <Vector (0.1260, 0.6889)>
  UV <Vector (0.1300, 0.6894)>
  UV <Vector (0.1290, 0.6913)>
Face 1926
UV Count: 3
  UV <Vector (0.1300, 0.6894)>
  UV <Vector (0.1328, 0.6903)>
  UV <Vector (0.1314, 0.6915)>
Face 1927
UV Count: 3
  UV <Vector (0.1396, 0.7000)>
  UV <Vector (0.1425, 0.7054)>
  UV <Vector (0.1364, 0.7086)>
Face 1928
UV Count: 3
  UV <Vector (0.8548, 0.9358)>
  UV <Vector (0.8626, 0.9303)>
  UV <Vector (0.8675, 0.9389)>
Face 1929
UV Count: 3
  UV <Vector (0.8433, 0.9535)>
  UV <Vector (0.8472, 0.9573)>
  UV <Vector (0.8412, 0.9685)>
Face 1930
UV Count: 3
  UV <Vector (0.8416, 0.9346)>
  UV <Vector (0.8330, 0.9287)>
  UV <Vector (0.8433, 0.9206)>
Face 1931
UV Count: 3
  UV <Vector (0.8409, 0.9429)>
  UV <Vector (0.8433, 0.9535)>
  UV <Vector (0.8278, 0.9607)>
Face 1932
UV Count: 3
  UV <Vector (0.8469, 0.9390)>
  UV <Vector (0.8507, 0.9389)>
  UV <Vector (0.8498, 0.9454)>
Face 1933
UV Count: 3
  UV <Vector (0.8529, 0.9235)>
  UV <Vector (0.8626, 0.9303)>
  UV <Vector (0.8548, 0.9358)>
Face 1934
UV Count: 3
  UV <Vector (0.8528, 0.9529)>
  UV <Vector (0.8498, 0.9559)>
  UV <Vector (0.8493, 0.9539)>
Face 1935
UV Count: 3
  UV <Vector (0.8504, 0.9343)>
  UV <Vector (0.8506, 0.9318)>
  UV <Vector (0.8548, 0.9358)>
Face 1936
UV Count: 3
  UV <Vector (0.8472, 0.9573)>
  UV <Vector (0.8498, 0.9559)>
  UV <Vector (0.8538, 0.9669)>
Face 1937
UV Count: 3
  UV <Vector (0.9465, 0.9175)>
  UV <Vector (0.9461, 0.9231)>
  UV <Vector (0.9447, 0.9230)>
Face 1938
UV Count: 3
  UV <Vector (0.8480, 0.9339)>
  UV <Vector (0.8469, 0.9390)>
  UV <Vector (0.8416, 0.9346)>
Face 1939
UV Count: 3
  UV <Vector (0.8480, 0.9339)>
  UV <Vector (0.8504, 0.9343)>
  UV <Vector (0.8507, 0.9389)>
Face 1940
UV Count: 3
  UV <Vector (0.8492, 0.9514)>
  UV <Vector (0.8493, 0.9539)>
  UV <Vector (0.8479, 0.9542)>
Face 1941
UV Count: 3
  UV <Vector (0.1475, 0.7067)>
  UV <Vector (0.1509, 0.7089)>
  UV <Vector (0.1493, 0.7092)>
Face 1942
UV Count: 3
  UV <Vector (0.9467, 0.9289)>
  UV <Vector (0.9527, 0.9401)>
  UV <Vector (0.9400, 0.9385)>
Face 1943
UV Count: 3
  UV <Vector (0.8551, 0.9433)>
  UV <Vector (0.8675, 0.9389)>
  UV <Vector (0.8669, 0.9604)>
Face 1944
UV Count: 3
  UV <Vector (0.0054, 0.7397)>
  UV <Vector (0.0075, 0.7412)>
  UV <Vector (0.0075, 0.7339)>
Face 1945
UV Count: 3
  UV <Vector (0.9460, 0.9258)>
  UV <Vector (0.9467, 0.9289)>
  UV <Vector (0.9441, 0.9275)>
Face 1946
UV Count: 3
  UV <Vector (0.8507, 0.9389)>
  UV <Vector (0.8548, 0.9358)>
  UV <Vector (0.8551, 0.9433)>
Face 1947
UV Count: 3
  UV <Vector (0.9410, 0.9245)>
  UV <Vector (0.9441, 0.9275)>
  UV <Vector (0.9400, 0.9385)>
Face 1948
UV Count: 3
  UV <Vector (0.8498, 0.9454)>
  UV <Vector (0.8551, 0.9433)>
  UV <Vector (0.8528, 0.9529)>
Face 1949
UV Count: 3
  UV <Vector (0.9388, 0.9150)>
  UV <Vector (0.9410, 0.9245)>
  UV <Vector (0.9270, 0.9320)>
Face 1950
UV Count: 3
  UV <Vector (0.8469, 0.9390)>
  UV <Vector (0.8473, 0.9458)>
  UV <Vector (0.8409, 0.9429)>
Face 1951
UV Count: 3
  UV <Vector (0.8473, 0.9458)>
  UV <Vector (0.8498, 0.9454)>
  UV <Vector (0.8492, 0.9514)>
Face 1952
UV Count: 3
  UV <Vector (0.1056, 0.7169)>
  UV <Vector (0.1059, 0.7148)>
  UV <Vector (0.1095, 0.7147)>
Face 1953
UV Count: 3
  UV <Vector (0.1041, 0.7062)>
  UV <Vector (0.1045, 0.7068)>
  UV <Vector (0.1022, 0.7087)>
Face 1954
UV Count: 3
  UV <Vector (0.1102, 0.7155)>
  UV <Vector (0.1095, 0.7147)>
  UV <Vector (0.1124, 0.7103)>
Face 1955
UV Count: 3
  UV <Vector (0.0216, 0.3433)>
  UV <Vector (0.0217, 0.3252)>
  UV <Vector (0.0245, 0.3261)>
Face 1956
UV Count: 3
  UV <Vector (0.0559, 0.8143)>
  UV <Vector (0.0413, 0.8151)>
  UV <Vector (0.0435, 0.8089)>
Face 1957
UV Count: 3
  UV <Vector (0.0559, 0.5370)>
  UV <Vector (0.0683, 0.5350)>
  UV <Vector (0.0801, 0.5820)>
Face 1958
UV Count: 3
  UV <Vector (0.1106, 0.8088)>
  UV <Vector (0.1142, 0.8230)>
  UV <Vector (0.0961, 0.8296)>
Face 1959
UV Count: 3
  UV <Vector (0.1153, 0.8930)>
  UV <Vector (0.0953, 0.8911)>
  UV <Vector (0.0972, 0.8704)>
Face 1960
UV Count: 3
  UV <Vector (0.0489, 0.0711)>
  UV <Vector (0.0677, 0.0833)>
  UV <Vector (0.0509, 0.0928)>
Face 1961
UV Count: 3
  UV <Vector (0.0962, 0.7830)>
  UV <Vector (0.1131, 0.7890)>
  UV <Vector (0.1106, 0.8088)>
Face 1962
UV Count: 3
  UV <Vector (0.1519, 0.9770)>
  UV <Vector (0.1534, 0.9486)>
  UV <Vector (0.1794, 0.9586)>
Face 1963
UV Count: 3
  UV <Vector (0.0677, 0.0833)>
  UV <Vector (0.0858, 0.0952)>
  UV <Vector (0.0667, 0.1071)>
Face 1964
UV Count: 3
  UV <Vector (0.1377, 0.8726)>
  UV <Vector (0.1542, 0.8741)>
  UV <Vector (0.1556, 0.8971)>
Face 1965
UV Count: 3
  UV <Vector (0.0564, 0.0273)>
  UV <Vector (0.0753, 0.0258)>
  UV <Vector (0.0669, 0.0454)>
Face 1966
UV Count: 3
  UV <Vector (0.0509, 0.0928)>
  UV <Vector (0.0667, 0.1071)>
  UV <Vector (0.0486, 0.1163)>
Face 1967
UV Count: 3
  UV <Vector (0.7709, 0.3294)>
  UV <Vector (0.7917, 0.3395)>
  UV <Vector (0.7789, 0.3577)>
Face 1968
UV Count: 3
  UV <Vector (0.0753, 0.0258)>
  UV <Vector (0.0946, 0.0303)>
  UV <Vector (0.0903, 0.0526)>
Face 1969
UV Count: 3
  UV <Vector (0.7453, 0.3452)>
  UV <Vector (0.7446, 0.3250)>
  UV <Vector (0.7709, 0.3294)>
Face 1970
UV Count: 3
  UV <Vector (0.0903, 0.0526)>
  UV <Vector (0.0946, 0.0303)>
  UV <Vector (0.1075, 0.0351)>
Face 1971
UV Count: 3
  UV <Vector (0.8308, 0.2199)>
  UV <Vector (0.8447, 0.2278)>
  UV <Vector (0.8383, 0.2365)>
Face 1972
UV Count: 3
  UV <Vector (0.2137, 0.0531)>
  UV <Vector (0.2176, 0.0684)>
  UV <Vector (0.2072, 0.0687)>
Face 1973
UV Count: 3
  UV <Vector (0.8075, 0.2165)>
  UV <Vector (0.8139, 0.2057)>
  UV <Vector (0.8188, 0.2098)>
Face 1974
UV Count: 3
  UV <Vector (0.2095, 0.0389)>
  UV <Vector (0.2137, 0.0531)>
  UV <Vector (0.2046, 0.0546)>
Face 1975
UV Count: 3
  UV <Vector (0.1981, 0.0576)>
  UV <Vector (0.2002, 0.0695)>
  UV <Vector (0.1870, 0.0710)>
Face 1976
UV Count: 3
  UV <Vector (0.6682, 0.2102)>
  UV <Vector (0.6635, 0.2146)>
  UV <Vector (0.6491, 0.1936)>
Face 1977
UV Count: 3
  UV <Vector (0.8308, 0.2199)>
  UV <Vector (0.8411, 0.1963)>
  UV <Vector (0.8532, 0.2011)>
Face 1978
UV Count: 3
  UV <Vector (0.8124, 0.2202)>
  UV <Vector (0.8188, 0.2098)>
  UV <Vector (0.8308, 0.2199)>
Face 1979
UV Count: 3
  UV <Vector (0.7462, 0.3753)>
  UV <Vector (0.7453, 0.3452)>
  UV <Vector (0.7617, 0.3504)>
Face 1980
UV Count: 3
  UV <Vector (0.7041, 0.3183)>
  UV <Vector (0.7187, 0.3311)>
  UV <Vector (0.6986, 0.3424)>
Face 1981
UV Count: 3
  UV <Vector (0.0669, 0.0454)>
  UV <Vector (0.0696, 0.0642)>
  UV <Vector (0.0521, 0.0577)>
Face 1982
UV Count: 3
  UV <Vector (0.0891, 0.0729)>
  UV <Vector (0.0903, 0.0526)>
  UV <Vector (0.1072, 0.0571)>
Face 1983
UV Count: 3
  UV <Vector (0.1275, 0.9724)>
  UV <Vector (0.1302, 0.9463)>
  UV <Vector (0.1534, 0.9486)>
Face 1984
UV Count: 3
  UV <Vector (0.0987, 0.7625)>
  UV <Vector (0.1148, 0.7555)>
  UV <Vector (0.1131, 0.7890)>
Face 1985
UV Count: 3
  UV <Vector (0.1142, 0.8230)>
  UV <Vector (0.1106, 0.8088)>
  UV <Vector (0.1322, 0.8064)>
Face 1986
UV Count: 3
  UV <Vector (0.1534, 0.9486)>
  UV <Vector (0.1556, 0.8971)>
  UV <Vector (0.1756, 0.8993)>
Face 1987
UV Count: 3
  UV <Vector (0.1333, 0.8366)>
  UV <Vector (0.1328, 0.8219)>
  UV <Vector (0.1516, 0.8216)>
Face 1988
UV Count: 3
  UV <Vector (0.8074, 0.2287)>
  UV <Vector (0.8124, 0.2202)>
  UV <Vector (0.8248, 0.2293)>
Face 1989
UV Count: 3
  UV <Vector (0.2072, 0.0687)>
  UV <Vector (0.2070, 0.0832)>
  UV <Vector (0.1989, 0.0811)>
Face 1990
UV Count: 3
  UV <Vector (0.8019, 0.2242)>
  UV <Vector (0.8075, 0.2165)>
  UV <Vector (0.8124, 0.2202)>
Face 1991
UV Count: 3
  UV <Vector (0.2381, 0.0408)>
  UV <Vector (0.2401, 0.0554)>
  UV <Vector (0.2137, 0.0531)>
Face 1992
UV Count: 3
  UV <Vector (0.8547, 0.1590)>
  UV <Vector (0.8630, 0.1617)>
  UV <Vector (0.8532, 0.2011)>
Face 1993
UV Count: 3
  UV <Vector (0.8319, 0.1880)>
  UV <Vector (0.8474, 0.1553)>
  UV <Vector (0.8547, 0.1590)>
Face 1994
UV Count: 3
  UV <Vector (0.2401, 0.0554)>
  UV <Vector (0.2439, 0.0685)>
  UV <Vector (0.2176, 0.0684)>
Face 1995
UV Count: 3
  UV <Vector (0.2819, 0.0599)>
  UV <Vector (0.2828, 0.0696)>
  UV <Vector (0.2439, 0.0685)>
Face 1996
UV Count: 3
  UV <Vector (0.8269, 0.1834)>
  UV <Vector (0.8432, 0.1533)>
  UV <Vector (0.8474, 0.1553)>
Face 1997
UV Count: 3
  UV <Vector (0.1989, 0.0412)>
  UV <Vector (0.2046, 0.0546)>
  UV <Vector (0.1981, 0.0576)>
Face 1998
UV Count: 3
  UV <Vector (0.2819, 0.0599)>
  UV <Vector (0.2799, 0.0502)>
  UV <Vector (0.2933, 0.0451)>
Face 1999
UV Count: 3
  UV <Vector (0.8510, 0.1422)>
  UV <Vector (0.8474, 0.1553)>
  UV <Vector (0.8432, 0.1533)>
Face 2000
UV Count: 3
  UV <Vector (0.2828, 0.0696)>
  UV <Vector (0.2810, 0.0802)>
  UV <Vector (0.2448, 0.0823)>
Face 2001
UV Count: 3
  UV <Vector (0.2799, 0.0502)>
  UV <Vector (0.2819, 0.0599)>
  UV <Vector (0.2401, 0.0554)>
Face 2002
UV Count: 3
  UV <Vector (0.8248, 0.2293)>
  UV <Vector (0.8383, 0.2365)>
  UV <Vector (0.8330, 0.2419)>
Face 2003
UV Count: 3
  UV <Vector (0.0595, 0.1300)>
  UV <Vector (0.0486, 0.1163)>
  UV <Vector (0.0667, 0.1071)>
Face 2004
UV Count: 3
  UV <Vector (0.0467, 0.6276)>
  UV <Vector (0.0280, 0.6142)>
  UV <Vector (0.0407, 0.6023)>
Face 2005
UV Count: 3
  UV <Vector (0.1027, 0.9719)>
  UV <Vector (0.0779, 0.9762)>
  UV <Vector (0.0795, 0.9483)>
Face 2006
UV Count: 3
  UV <Vector (0.1516, 0.8216)>
  UV <Vector (0.1794, 0.8149)>
  UV <Vector (0.1698, 0.8277)>
Face 2007
UV Count: 3
  UV <Vector (0.2257, 0.8086)>
  UV <Vector (0.2280, 0.8147)>
  UV <Vector (0.2126, 0.8167)>
Face 2008
UV Count: 3
  UV <Vector (0.0812, 0.5923)>
  UV <Vector (0.0993, 0.5811)>
  UV <Vector (0.1019, 0.5902)>
Face 2009
UV Count: 3
  UV <Vector (0.0783, 0.8210)>
  UV <Vector (0.0559, 0.8143)>
  UV <Vector (0.0613, 0.8083)>
Face 2010
UV Count: 3
  UV <Vector (0.0543, 0.8937)>
  UV <Vector (0.0426, 0.8924)>
  UV <Vector (0.0447, 0.8802)>
Face 2011
UV Count: 3
  UV <Vector (0.0505, 0.5075)>
  UV <Vector (0.0638, 0.5053)>
  UV <Vector (0.0655, 0.5202)>
Face 2012
UV Count: 3
  UV <Vector (0.0426, 0.8924)>
  UV <Vector (0.0422, 0.9359)>
  UV <Vector (0.0354, 0.9349)>
Face 2013
UV Count: 3
  UV <Vector (0.0543, 0.8937)>
  UV <Vector (0.0466, 0.9363)>
  UV <Vector (0.0422, 0.9359)>
Face 2014
UV Count: 3
  UV <Vector (0.0408, 0.5235)>
  UV <Vector (0.0380, 0.5085)>
  UV <Vector (0.0505, 0.5075)>
Face 2015
UV Count: 3
  UV <Vector (0.2381, 0.8735)>
  UV <Vector (0.2416, 0.8870)>
  UV <Vector (0.2304, 0.8887)>
Face 2016
UV Count: 3
  UV <Vector (0.0554, 0.4556)>
  UV <Vector (0.0617, 0.4547)>
  UV <Vector (0.0758, 0.5027)>
Face 2017
UV Count: 3
  UV <Vector (0.0516, 0.9370)>
  UV <Vector (0.0466, 0.9363)>
  UV <Vector (0.0543, 0.8937)>
Face 2018
UV Count: 3
  UV <Vector (0.8597, 0.1446)>
  UV <Vector (0.8547, 0.1590)>
  UV <Vector (0.8474, 0.1553)>
Face 2019
UV Count: 3
  UV <Vector (0.3460, 0.0817)>
  UV <Vector (0.3466, 0.0892)>
  UV <Vector (0.3357, 0.0885)>
Face 2020
UV Count: 3
  UV <Vector (0.3273, 0.0387)>
  UV <Vector (0.3412, 0.0374)>
  UV <Vector (0.3417, 0.0449)>
Face 2021
UV Count: 3
  UV <Vector (0.3102, 0.0344)>
  UV <Vector (0.3185, 0.0374)>
  UV <Vector (0.3127, 0.0515)>
Face 2022
UV Count: 3
  UV <Vector (0.5965, 0.2014)>
  UV <Vector (0.5805, 0.2136)>
  UV <Vector (0.5761, 0.1933)>
Face 2023
UV Count: 3
  UV <Vector (0.3374, 0.0698)>
  UV <Vector (0.3526, 0.0742)>
  UV <Vector (0.3460, 0.0817)>
Face 2024
UV Count: 3
  UV <Vector (0.3531, 0.0407)>
  UV <Vector (0.3494, 0.0403)>
  UV <Vector (0.3502, 0.0379)>
Face 2025
UV Count: 3
  UV <Vector (0.8539, 0.1212)>
  UV <Vector (0.8510, 0.1422)>
  UV <Vector (0.8453, 0.1408)>
Face 2026
UV Count: 3
  UV <Vector (0.4390, 0.0345)>
  UV <Vector (0.4416, 0.0314)>
  UV <Vector (0.4513, 0.0368)>
Face 2027
UV Count: 3
  UV <Vector (0.3007, 0.0665)>
  UV <Vector (0.3185, 0.0664)>
  UV <Vector (0.3148, 0.0771)>
Face 2028
UV Count: 3
  UV <Vector (0.3148, 0.0771)>
  UV <Vector (0.3231, 0.0909)>
  UV <Vector (0.3118, 0.0974)>
Face 2029
UV Count: 3
  UV <Vector (0.3634, 0.0691)>
  UV <Vector (0.3609, 0.0716)>
  UV <Vector (0.3565, 0.0687)>
Face 2030
UV Count: 3
  UV <Vector (0.3520, 0.0861)>
  UV <Vector (0.3518, 0.0907)>
  UV <Vector (0.3488, 0.0887)>
Face 2031
UV Count: 3
  UV <Vector (0.3436, 0.0376)>
  UV <Vector (0.3462, 0.0353)>
  UV <Vector (0.3467, 0.0402)>
Face 2032
UV Count: 3
  UV <Vector (0.3467, 0.0402)>
  UV <Vector (0.3494, 0.0403)>
  UV <Vector (0.3485, 0.0446)>
Face 2033
UV Count: 3
  UV <Vector (0.3559, 0.0443)>
  UV <Vector (0.3562, 0.0479)>
  UV <Vector (0.3514, 0.0489)>
Face 2034
UV Count: 3
  UV <Vector (0.2958, 0.0820)>
  UV <Vector (0.2810, 0.0802)>
  UV <Vector (0.2828, 0.0696)>
Face 2035
UV Count: 3
  UV <Vector (0.1104, 0.2514)>
  UV <Vector (0.1307, 0.2872)>
  UV <Vector (0.1212, 0.2892)>
Face 2036
UV Count: 3
  UV <Vector (0.2933, 0.0451)>
  UV <Vector (0.3010, 0.0280)>
  UV <Vector (0.3102, 0.0344)>
Face 2037
UV Count: 3
  UV <Vector (0.6073, 0.2238)>
  UV <Vector (0.5881, 0.2351)>
  UV <Vector (0.5805, 0.2136)>
Face 2038
UV Count: 3
  UV <Vector (0.2448, 0.0823)>
  UV <Vector (0.2810, 0.0802)>
  UV <Vector (0.2794, 0.0855)>
Face 2039
UV Count: 3
  UV <Vector (0.2819, 0.0599)>
  UV <Vector (0.3004, 0.0557)>
  UV <Vector (0.3007, 0.0665)>
Face 2040
UV Count: 3
  UV <Vector (0.8683, 0.1479)>
  UV <Vector (0.8630, 0.1617)>
  UV <Vector (0.8547, 0.1590)>
Face 2041
UV Count: 3
  UV <Vector (0.5761, 0.1933)>
  UV <Vector (0.5805, 0.2136)>
  UV <Vector (0.5567, 0.2033)>
Face 2042
UV Count: 3
  UV <Vector (0.3526, 0.0742)>
  UV <Vector (0.3531, 0.0656)>
  UV <Vector (0.3565, 0.0687)>
Face 2043
UV Count: 3
  UV <Vector (0.5546, 0.1661)>
  UV <Vector (0.5656, 0.1490)>
  UV <Vector (0.5761, 0.1933)>
Face 2044
UV Count: 3
  UV <Vector (0.5883, 0.2538)>
  UV <Vector (0.5829, 0.2594)>
  UV <Vector (0.5813, 0.2521)>
Face 2045
UV Count: 3
  UV <Vector (0.3644, 0.0735)>
  UV <Vector (0.3643, 0.0754)>
  UV <Vector (0.3614, 0.0750)>
Face 2046
UV Count: 3
  UV <Vector (0.3640, 0.0648)>
  UV <Vector (0.3634, 0.0669)>
  UV <Vector (0.3575, 0.0637)>
Face 2047
UV Count: 3
  UV <Vector (0.3617, 0.0561)>
  UV <Vector (0.3605, 0.0594)>
  UV <Vector (0.3554, 0.0582)>
Face 2048
UV Count: 3
  UV <Vector (0.3605, 0.0594)>
  UV <Vector (0.3620, 0.0620)>
  UV <Vector (0.3575, 0.0637)>
Face 2049
UV Count: 3
  UV <Vector (0.3640, 0.0648)>
  UV <Vector (0.3620, 0.0620)>
  UV <Vector (0.3649, 0.0612)>
Face 2050
UV Count: 3
  UV <Vector (0.5968, 0.2550)>
  UV <Vector (0.5911, 0.2607)>
  UV <Vector (0.5898, 0.2534)>
Face 2051
UV Count: 3
  UV <Vector (0.3593, 0.0470)>
  UV <Vector (0.3606, 0.0483)>
  UV <Vector (0.3585, 0.0499)>
Face 2052
UV Count: 3
  UV <Vector (0.3609, 0.0519)>
  UV <Vector (0.3585, 0.0499)>
  UV <Vector (0.3606, 0.0483)>
Face 2053
UV Count: 3
  UV <Vector (0.3589, 0.0889)>
  UV <Vector (0.3554, 0.0910)>
  UV <Vector (0.3549, 0.0879)>
Face 2054
UV Count: 3
  UV <Vector (0.3620, 0.0784)>
  UV <Vector (0.3604, 0.0800)>
  UV <Vector (0.3566, 0.0744)>
Face 2055
UV Count: 3
  UV <Vector (0.3562, 0.0479)>
  UV <Vector (0.3585, 0.0499)>
  UV <Vector (0.3548, 0.0530)>
Face 2056
UV Count: 3
  UV <Vector (0.5965, 0.2506)>
  UV <Vector (0.6112, 0.2451)>
  UV <Vector (0.6106, 0.2496)>
Face 2057
UV Count: 3
  UV <Vector (0.3609, 0.0716)>
  UV <Vector (0.3614, 0.0750)>
  UV <Vector (0.3566, 0.0744)>
Face 2058
UV Count: 3
  UV <Vector (0.3620, 0.0784)>
  UV <Vector (0.3614, 0.0750)>
  UV <Vector (0.3643, 0.0754)>
Face 2059
UV Count: 3
  UV <Vector (0.3462, 0.0353)>
  UV <Vector (0.3478, 0.0349)>
  UV <Vector (0.3483, 0.0375)>
Face 2060
UV Count: 3
  UV <Vector (0.6123, 0.2644)>
  UV <Vector (0.6037, 0.2668)>
  UV <Vector (0.5999, 0.2599)>
Face 2061
UV Count: 3
  UV <Vector (0.5798, 0.2526)>
  UV <Vector (0.5744, 0.2582)>
  UV <Vector (0.5728, 0.2509)>
Face 2062
UV Count: 3
  UV <Vector (0.3549, 0.0879)>
  UV <Vector (0.3554, 0.0910)>
  UV <Vector (0.3518, 0.0907)>
Face 2063
UV Count: 3
  UV <Vector (0.3526, 0.0742)>
  UV <Vector (0.3536, 0.0781)>
  UV <Vector (0.3483, 0.0828)>
Face 2064
UV Count: 3
  UV <Vector (0.3483, 0.0375)>
  UV <Vector (0.3478, 0.0349)>
  UV <Vector (0.3511, 0.0358)>
Face 2065
UV Count: 3
  UV <Vector (0.3672, 0.0733)>
  UV <Vector (0.3667, 0.0766)>
  UV <Vector (0.3643, 0.0754)>
Face 2066
UV Count: 3
  UV <Vector (0.3643, 0.0596)>
  UV <Vector (0.3662, 0.0582)>
  UV <Vector (0.3672, 0.0609)>
Face 2067
UV Count: 3
  UV <Vector (0.3610, 0.0451)>
  UV <Vector (0.3627, 0.0475)>
  UV <Vector (0.3606, 0.0483)>
Face 2068
UV Count: 3
  UV <Vector (0.6127, 0.2569)>
  UV <Vector (0.5999, 0.2599)>
  UV <Vector (0.5990, 0.2543)>
Face 2069
UV Count: 3
  UV <Vector (0.3557, 0.0836)>
  UV <Vector (0.3566, 0.0868)>
  UV <Vector (0.3549, 0.0879)>
Face 2070
UV Count: 3
  UV <Vector (0.3483, 0.0375)>
  UV <Vector (0.3502, 0.0379)>
  UV <Vector (0.3494, 0.0403)>
Face 2071
UV Count: 3
  UV <Vector (0.3531, 0.0656)>
  UV <Vector (0.3512, 0.0563)>
  UV <Vector (0.3554, 0.0582)>
Face 2072
UV Count: 3
  UV <Vector (0.3643, 0.0596)>
  UV <Vector (0.3649, 0.0612)>
  UV <Vector (0.3620, 0.0620)>
Face 2073
UV Count: 3
  UV <Vector (0.3478, 0.0488)>
  UV <Vector (0.3417, 0.0449)>
  UV <Vector (0.3440, 0.0433)>
Face 2074
UV Count: 3
  UV <Vector (0.3531, 0.0407)>
  UV <Vector (0.3545, 0.0424)>
  UV <Vector (0.3485, 0.0446)>
Face 2075
UV Count: 3
  UV <Vector (0.5816, 0.2602)>
  UV <Vector (0.5824, 0.2634)>
  UV <Vector (0.5759, 0.2620)>
Face 2076
UV Count: 3
  UV <Vector (0.3536, 0.0781)>
  UV <Vector (0.3557, 0.0836)>
  UV <Vector (0.3520, 0.0861)>
Face 2077
UV Count: 3
  UV <Vector (0.5900, 0.2614)>
  UV <Vector (0.5907, 0.2653)>
  UV <Vector (0.5840, 0.2639)>
Face 2078
UV Count: 3
  UV <Vector (0.3602, 0.0849)>
  UV <Vector (0.3566, 0.0868)>
  UV <Vector (0.3557, 0.0836)>
Face 2079
UV Count: 3
  UV <Vector (0.5730, 0.2589)>
  UV <Vector (0.5669, 0.2601)>
  UV <Vector (0.5655, 0.2570)>
Face 2080
UV Count: 3
  UV <Vector (0.3647, 0.0569)>
  UV <Vector (0.3643, 0.0596)>
  UV <Vector (0.3605, 0.0594)>
Face 2081
UV Count: 3
  UV <Vector (0.3512, 0.0563)>
  UV <Vector (0.3478, 0.0488)>
  UV <Vector (0.3514, 0.0489)>
Face 2082
UV Count: 3
  UV <Vector (0.5713, 0.2513)>
  UV <Vector (0.5655, 0.2570)>
  UV <Vector (0.5643, 0.2497)>
Face 2083
UV Count: 3
  UV <Vector (0.3609, 0.0519)>
  UV <Vector (0.3611, 0.0541)>
  UV <Vector (0.3548, 0.0530)>
Face 2084
UV Count: 3
  UV <Vector (0.1781, 0.3519)>
  UV <Vector (0.1788, 0.3555)>
  UV <Vector (0.1762, 0.3552)>
Face 2085
UV Count: 3
  UV <Vector (0.4333, 0.0312)>
  UV <Vector (0.4353, 0.0249)>
  UV <Vector (0.4397, 0.0305)>
Face 2086
UV Count: 3
  UV <Vector (0.3412, 0.0374)>
  UV <Vector (0.3436, 0.0376)>
  UV <Vector (0.3440, 0.0433)>
Face 2087
UV Count: 3
  UV <Vector (0.3592, 0.0821)>
  UV <Vector (0.3557, 0.0836)>
  UV <Vector (0.3536, 0.0781)>
Face 2088
UV Count: 3
  UV <Vector (0.3662, 0.0710)>
  UV <Vector (0.3644, 0.0735)>
  UV <Vector (0.3609, 0.0716)>
Face 2089
UV Count: 3
  UV <Vector (0.8175, 0.2435)>
  UV <Vector (0.8199, 0.2370)>
  UV <Vector (0.8330, 0.2419)>
Face 2090
UV Count: 3
  UV <Vector (0.5805, 0.2136)>
  UV <Vector (0.5881, 0.2351)>
  UV <Vector (0.5561, 0.2207)>
Face 2091
UV Count: 3
  UV <Vector (0.8597, 0.1446)>
  UV <Vector (0.8649, 0.1241)>
  UV <Vector (0.8755, 0.1289)>
Face 2092
UV Count: 3
  UV <Vector (0.3466, 0.0892)>
  UV <Vector (0.3460, 0.0817)>
  UV <Vector (0.3483, 0.0828)>
Face 2093
UV Count: 3
  UV <Vector (0.1610, 0.3332)>
  UV <Vector (0.1673, 0.3264)>
  UV <Vector (0.1749, 0.3364)>
Face 2094
UV Count: 3
  UV <Vector (0.4208, 0.0655)>
  UV <Vector (0.4299, 0.0473)>
  UV <Vector (0.4457, 0.0593)>
Face 2095
UV Count: 3
  UV <Vector (0.1744, 0.3124)>
  UV <Vector (0.1770, 0.3245)>
  UV <Vector (0.1673, 0.3264)>
Face 2096
UV Count: 3
  UV <Vector (0.3068, 0.1017)>
  UV <Vector (0.2920, 0.0876)>
  UV <Vector (0.2958, 0.0820)>
Face 2097
UV Count: 3
  UV <Vector (0.1981, 0.0576)>
  UV <Vector (0.2046, 0.0546)>
  UV <Vector (0.2072, 0.0687)>
Face 2098
UV Count: 3
  UV <Vector (0.1919, 0.0438)>
  UV <Vector (0.1981, 0.0576)>
  UV <Vector (0.1854, 0.0573)>
Face 2099
UV Count: 3
  UV <Vector (0.7991, 0.2324)>
  UV <Vector (0.8019, 0.2242)>
  UV <Vector (0.8074, 0.2287)>
Face 2100
UV Count: 3
  UV <Vector (0.2439, 0.0685)>
  UV <Vector (0.2448, 0.0823)>
  UV <Vector (0.2185, 0.0847)>
Face 2101
UV Count: 3
  UV <Vector (0.1880, 0.0844)>
  UV <Vector (0.1989, 0.0811)>
  UV <Vector (0.1961, 0.0896)>
Face 2102
UV Count: 3
  UV <Vector (0.2176, 0.0684)>
  UV <Vector (0.2185, 0.0847)>
  UV <Vector (0.2070, 0.0832)>
Face 2103
UV Count: 3
  UV <Vector (0.2070, 0.0832)>
  UV <Vector (0.2185, 0.0847)>
  UV <Vector (0.2170, 0.0935)>
Face 2104
UV Count: 3
  UV <Vector (0.1834, 0.0455)>
  UV <Vector (0.1854, 0.0573)>
  UV <Vector (0.1072, 0.0571)>
Face 2105
UV Count: 3
  UV <Vector (0.1255, 0.0979)>
  UV <Vector (0.1880, 0.0844)>
  UV <Vector (0.1878, 0.0917)>
Face 2106
UV Count: 3
  UV <Vector (0.7691, 0.2976)>
  UV <Vector (0.8034, 0.2357)>
  UV <Vector (0.8175, 0.2435)>
Face 2107
UV Count: 3
  UV <Vector (0.1040, 0.1305)>
  UV <Vector (0.1136, 0.1285)>
  UV <Vector (0.1229, 0.1898)>
Face 2108
UV Count: 3
  UV <Vector (0.0814, 0.1287)>
  UV <Vector (0.1038, 0.1972)>
  UV <Vector (0.0906, 0.2012)>
Face 2109
UV Count: 3
  UV <Vector (0.7617, 0.2891)>
  UV <Vector (0.7991, 0.2324)>
  UV <Vector (0.8034, 0.2357)>
Face 2110
UV Count: 3
  UV <Vector (0.7186, 0.2992)>
  UV <Vector (0.7041, 0.3183)>
  UV <Vector (0.6669, 0.2481)>
Face 2111
UV Count: 3
  UV <Vector (0.0553, 0.4251)>
  UV <Vector (0.0617, 0.4277)>
  UV <Vector (0.0611, 0.4381)>
Face 2112
UV Count: 3
  UV <Vector (0.0316, 0.4514)>
  UV <Vector (0.0229, 0.4371)>
  UV <Vector (0.0288, 0.4330)>
Face 2113
UV Count: 3
  UV <Vector (0.0357, 0.9430)>
  UV <Vector (0.0421, 0.9440)>
  UV <Vector (0.0380, 0.9594)>
Face 2114
UV Count: 3
  UV <Vector (0.0422, 0.9359)>
  UV <Vector (0.0421, 0.9440)>
  UV <Vector (0.0357, 0.9430)>
Face 2115
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2116
UV Count: 3
  UV <Vector (0.0110, 0.4206)>
  UV <Vector (0.0082, 0.4213)>
  UV <Vector (0.0083, 0.4177)>
Face 2117
UV Count: 3
  UV <Vector (0.0670, 0.3984)>
  UV <Vector (0.0686, 0.4014)>
  UV <Vector (0.0660, 0.4019)>
Face 2118
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2119
UV Count: 3
  UV <Vector (0.0517, 0.4456)>
  UV <Vector (0.0554, 0.4556)>
  UV <Vector (0.0437, 0.4577)>
Face 2120
UV Count: 3
  UV <Vector (0.0392, 0.9677)>
  UV <Vector (0.0346, 0.9654)>
  UV <Vector (0.0380, 0.9594)>
Face 2121
UV Count: 3
  UV <Vector (0.0532, 0.9447)>
  UV <Vector (0.0571, 0.9512)>
  UV <Vector (0.0530, 0.9510)>
Face 2122
UV Count: 3
  UV <Vector (0.0288, 0.4330)>
  UV <Vector (0.0239, 0.4271)>
  UV <Vector (0.0277, 0.4196)>
Face 2123
UV Count: 3
  UV <Vector (0.0446, 0.9699)>
  UV <Vector (0.0392, 0.9677)>
  UV <Vector (0.0447, 0.9616)>
Face 2124
UV Count: 3
  UV <Vector (0.0288, 0.4330)>
  UV <Vector (0.0229, 0.4371)>
  UV <Vector (0.0192, 0.4311)>
Face 2125
UV Count: 3
  UV <Vector (0.0472, 0.9447)>
  UV <Vector (0.0447, 0.9616)>
  UV <Vector (0.0380, 0.9594)>
Face 2126
UV Count: 3
  UV <Vector (0.0393, 0.4485)>
  UV <Vector (0.0437, 0.4577)>
  UV <Vector (0.0373, 0.4585)>
Face 2127
UV Count: 3
  UV <Vector (0.0676, 0.4306)>
  UV <Vector (0.0666, 0.4402)>
  UV <Vector (0.0611, 0.4381)>
Face 2128
UV Count: 3
  UV <Vector (0.0558, 0.4158)>
  UV <Vector (0.0484, 0.4105)>
  UV <Vector (0.0501, 0.4105)>
Face 2129
UV Count: 3
  UV <Vector (0.0239, 0.4271)>
  UV <Vector (0.0234, 0.4265)>
  UV <Vector (0.0259, 0.4204)>
Face 2130
UV Count: 3
  UV <Vector (0.0660, 0.4019)>
  UV <Vector (0.0686, 0.4014)>
  UV <Vector (0.0670, 0.4062)>
Face 2131
UV Count: 3
  UV <Vector (0.0303, 0.9632)>
  UV <Vector (0.0346, 0.9654)>
  UV <Vector (0.0336, 0.9657)>
Face 2132
UV Count: 3
  UV <Vector (0.0236, 0.4126)>
  UV <Vector (0.0277, 0.4196)>
  UV <Vector (0.0259, 0.4204)>
Face 2133
UV Count: 3
  UV <Vector (0.0598, 0.4087)>
  UV <Vector (0.0641, 0.4108)>
  UV <Vector (0.0623, 0.4160)>
Face 2134
UV Count: 3
  UV <Vector (0.0110, 0.4206)>
  UV <Vector (0.0111, 0.4186)>
  UV <Vector (0.0142, 0.4188)>
Face 2135
UV Count: 3
  UV <Vector (0.0292, 0.4084)>
  UV <Vector (0.0356, 0.4139)>
  UV <Vector (0.0336, 0.4143)>
Face 2136
UV Count: 3
  UV <Vector (0.0292, 0.4084)>
  UV <Vector (0.0288, 0.4096)>
  UV <Vector (0.0248, 0.4125)>
Face 2137
UV Count: 3
  UV <Vector (0.0114, 0.4246)>
  UV <Vector (0.0082, 0.4213)>
  UV <Vector (0.0110, 0.4206)>
Face 2138
UV Count: 3
  UV <Vector (0.0285, 0.4182)>
  UV <Vector (0.0336, 0.4143)>
  UV <Vector (0.0356, 0.4139)>
Face 2139
UV Count: 3
  UV <Vector (0.0623, 0.4021)>
  UV <Vector (0.0651, 0.4004)>
  UV <Vector (0.0660, 0.4019)>
Face 2140
UV Count: 3
  UV <Vector (0.0277, 0.4196)>
  UV <Vector (0.0236, 0.4126)>
  UV <Vector (0.0248, 0.4125)>
Face 2141
UV Count: 3
  UV <Vector (0.0392, 0.9677)>
  UV <Vector (0.0446, 0.9699)>
  UV <Vector (0.0436, 0.9699)>
Face 2142
UV Count: 3
  UV <Vector (0.0484, 0.4105)>
  UV <Vector (0.0463, 0.4101)>
  UV <Vector (0.0484, 0.4014)>
Face 2143
UV Count: 3
  UV <Vector (0.0356, 0.4139)>
  UV <Vector (0.0369, 0.4126)>
  UV <Vector (0.0463, 0.4101)>
Face 2144
UV Count: 3
  UV <Vector (0.0338, 0.3923)>
  UV <Vector (0.0355, 0.3913)>
  UV <Vector (0.0376, 0.3950)>
Face 2145
UV Count: 3
  UV <Vector (0.0292, 0.4084)>
  UV <Vector (0.0301, 0.4075)>
  UV <Vector (0.0369, 0.4126)>
Face 2146
UV Count: 3
  UV <Vector (0.0424, 0.9850)>
  UV <Vector (0.0392, 0.9847)>
  UV <Vector (0.0411, 0.9799)>
Face 2147
UV Count: 3
  UV <Vector (0.0558, 0.4158)>
  UV <Vector (0.0560, 0.4150)>
  UV <Vector (0.0623, 0.4160)>
Face 2148
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2149
UV Count: 3
  UV <Vector (0.0501, 0.4105)>
  UV <Vector (0.0580, 0.4051)>
  UV <Vector (0.0598, 0.4087)>
Face 2150
UV Count: 3
  UV <Vector (0.0313, 0.9740)>
  UV <Vector (0.0299, 0.9783)>
  UV <Vector (0.0271, 0.9765)>
Face 2151
UV Count: 3
  UV <Vector (0.0355, 0.3913)>
  UV <Vector (0.0356, 0.3888)>
  UV <Vector (0.0402, 0.3922)>
Face 2152
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2153
UV Count: 3
  UV <Vector (0.0403, 0.4008)>
  UV <Vector (0.0437, 0.3975)>
  UV <Vector (0.0484, 0.4014)>
Face 2154
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2155
UV Count: 3
  UV <Vector (0.0394, 0.9808)>
  UV <Vector (0.0372, 0.9864)>
  UV <Vector (0.0338, 0.9851)>
Face 2156
UV Count: 3
  UV <Vector (0.0188, 0.4304)>
  UV <Vector (0.0154, 0.4272)>
  UV <Vector (0.0186, 0.4235)>
Face 2157
UV Count: 3
  UV <Vector (0.0465, 0.9756)>
  UV <Vector (0.0432, 0.9752)>
  UV <Vector (0.0452, 0.9705)>
Face 2158
UV Count: 3
  UV <Vector (0.0307, 0.3958)>
  UV <Vector (0.0321, 0.3900)>
  UV <Vector (0.0338, 0.3923)>
Face 2159
UV Count: 3
  UV <Vector (0.0509, 0.4018)>
  UV <Vector (0.0564, 0.4005)>
  UV <Vector (0.0580, 0.4051)>
Face 2160
UV Count: 3
  UV <Vector (0.0564, 0.4005)>
  UV <Vector (0.0616, 0.3983)>
  UV <Vector (0.0623, 0.4021)>
Face 2161
UV Count: 3
  UV <Vector (0.0301, 0.4075)>
  UV <Vector (0.0314, 0.4019)>
  UV <Vector (0.0360, 0.4023)>
Face 2162
UV Count: 3
  UV <Vector (0.0445, 0.9803)>
  UV <Vector (0.0411, 0.9799)>
  UV <Vector (0.0432, 0.9752)>
Face 2163
UV Count: 3
  UV <Vector (0.0436, 0.9699)>
  UV <Vector (0.0415, 0.9752)>
  UV <Vector (0.0379, 0.9739)>
Face 2164
UV Count: 3
  UV <Vector (0.0580, 0.4051)>
  UV <Vector (0.0623, 0.4021)>
  UV <Vector (0.0635, 0.4047)>
Face 2165
UV Count: 3
  UV <Vector (0.0360, 0.4023)>
  UV <Vector (0.0403, 0.4008)>
  UV <Vector (0.0463, 0.4101)>
Face 2166
UV Count: 3
  UV <Vector (0.0635, 0.4047)>
  UV <Vector (0.0670, 0.4062)>
  UV <Vector (0.0641, 0.4108)>
Face 2167
UV Count: 3
  UV <Vector (0.0111, 0.4186)>
  UV <Vector (0.0083, 0.4177)>
  UV <Vector (0.0126, 0.4150)>
Face 2168
UV Count: 3
  UV <Vector (0.0314, 0.4019)>
  UV <Vector (0.0307, 0.3958)>
  UV <Vector (0.0345, 0.3963)>
Face 2169
UV Count: 3
  UV <Vector (0.0248, 0.4125)>
  UV <Vector (0.0287, 0.4133)>
  UV <Vector (0.0288, 0.4132)>
Face 2170
UV Count: 3
  UV <Vector (0.0415, 0.9752)>
  UV <Vector (0.0394, 0.9808)>
  UV <Vector (0.0358, 0.9794)>
Face 2171
UV Count: 3
  UV <Vector (0.0288, 0.4096)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4133)>
Face 2172
UV Count: 3
  UV <Vector (0.0376, 0.3950)>
  UV <Vector (0.0402, 0.3922)>
  UV <Vector (0.0437, 0.3975)>
Face 2173
UV Count: 3
  UV <Vector (0.0288, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0288, 0.4096)>
Face 2174
UV Count: 3
  UV <Vector (0.0345, 0.3963)>
  UV <Vector (0.0376, 0.3950)>
  UV <Vector (0.0403, 0.4008)>
Face 2175
UV Count: 3
  UV <Vector (0.0288, 0.4132)>
  UV <Vector (0.0288, 0.4132)>
  UV <Vector (0.0336, 0.4143)>
Face 2176
UV Count: 3
  UV <Vector (0.0287, 0.4133)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2177
UV Count: 3
  UV <Vector (0.0624, 0.4236)>
  UV <Vector (0.0553, 0.4251)>
  UV <Vector (0.0558, 0.4158)>
Face 2178
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2179
UV Count: 3
  UV <Vector (0.0336, 0.9657)>
  UV <Vector (0.0324, 0.9698)>
  UV <Vector (0.0294, 0.9680)>
Face 2180
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
Face 2181
UV Count: 3
  UV <Vector (0.0187, 0.4194)>
  UV <Vector (0.0176, 0.4145)>
  UV <Vector (0.0225, 0.4133)>
Face 2182
UV Count: 3
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0287, 0.4132)>
  UV <Vector (0.0288, 0.4132)>
Face 2183
UV Count: 3
  UV <Vector (0.0186, 0.4235)>
  UV <Vector (0.0187, 0.4194)>
  UV <Vector (0.0259, 0.4204)>
Face 2184
UV Count: 3
  UV <Vector (0.0154, 0.4272)>
  UV <Vector (0.0114, 0.4246)>
  UV <Vector (0.0143, 0.4219)>
Face 2185
UV Count: 3
  UV <Vector (0.0616, 0.3983)>
  UV <Vector (0.0670, 0.3984)>
  UV <Vector (0.0651, 0.4004)>
Face 2186
UV Count: 3
  UV <Vector (0.0324, 0.9698)>
  UV <Vector (0.0313, 0.9740)>
  UV <Vector (0.0283, 0.9722)>
Face 2187
UV Count: 3
  UV <Vector (0.0380, 0.9594)>
  UV <Vector (0.0346, 0.9654)>
  UV <Vector (0.0303, 0.9632)>
Face 2188
UV Count: 3
  UV <Vector (0.0142, 0.4188)>
  UV <Vector (0.0126, 0.4150)>
  UV <Vector (0.0176, 0.4145)>
Face 2189
UV Count: 3
  UV <Vector (0.0239, 0.4271)>
  UV <Vector (0.0192, 0.4311)>
  UV <Vector (0.0188, 0.4304)>
Face 2190
UV Count: 3
  UV <Vector (0.0143, 0.4219)>
  UV <Vector (0.0142, 0.4188)>
  UV <Vector (0.0187, 0.4194)>
Face 2191
UV Count: 3
  UV <Vector (0.0413, 0.4284)>
  UV <Vector (0.0347, 0.4309)>
  UV <Vector (0.0277, 0.4196)>
Face 2192
UV Count: 3
  UV <Vector (0.0611, 0.9580)>
  UV <Vector (0.0638, 0.9664)>
  UV <Vector (0.0619, 0.9654)>
Face 2193
UV Count: 3
  UV <Vector (0.0437, 0.4577)>
  UV <Vector (0.0554, 0.4556)>
  UV <Vector (0.0638, 0.5053)>
Face 2194
UV Count: 3
  UV <Vector (0.0554, 0.4556)>
  UV <Vector (0.0517, 0.4456)>
  UV <Vector (0.0599, 0.4457)>
Face 2195
UV Count: 3
  UV <Vector (0.0571, 0.9512)>
  UV <Vector (0.0611, 0.9580)>
  UV <Vector (0.0591, 0.9594)>
Face 2196
UV Count: 3
  UV <Vector (0.0674, 0.4226)>
  UV <Vector (0.0727, 0.4207)>
  UV <Vector (0.0715, 0.4231)>
Face 2197
UV Count: 3
  UV <Vector (0.0611, 0.4381)>
  UV <Vector (0.0666, 0.4402)>
  UV <Vector (0.0599, 0.4457)>
Face 2198
UV Count: 3
  UV <Vector (0.0602, 0.9657)>
  UV <Vector (0.0567, 0.9623)>
  UV <Vector (0.0591, 0.9594)>
Face 2199
UV Count: 3
  UV <Vector (0.0737, 0.4239)>
  UV <Vector (0.0715, 0.4231)>
  UV <Vector (0.0727, 0.4207)>
Face 2200
UV Count: 3
  UV <Vector (0.0602, 0.9657)>
  UV <Vector (0.0601, 0.9677)>
  UV <Vector (0.0561, 0.9649)>
Face 2201
UV Count: 3
  UV <Vector (0.0737, 0.4239)>
  UV <Vector (0.0768, 0.4231)>
  UV <Vector (0.0705, 0.4319)>
Face 2202
UV Count: 3
  UV <Vector (0.0591, 0.9594)>
  UV <Vector (0.0567, 0.9623)>
  UV <Vector (0.0510, 0.9600)>
Face 2203
UV Count: 3
  UV <Vector (0.0472, 0.9447)>
  UV <Vector (0.0466, 0.9363)>
  UV <Vector (0.0516, 0.9370)>
Face 2204
UV Count: 3
  UV <Vector (0.0619, 0.9654)>
  UV <Vector (0.0638, 0.9664)>
  UV <Vector (0.0601, 0.9677)>
Face 2205
UV Count: 3
  UV <Vector (0.0421, 0.9440)>
  UV <Vector (0.0422, 0.9359)>
  UV <Vector (0.0466, 0.9363)>
Face 2206
UV Count: 3
  UV <Vector (0.7186, 0.2992)>
  UV <Vector (0.7254, 0.2903)>
  UV <Vector (0.7379, 0.2922)>
Face 2207
UV Count: 3
  UV <Vector (0.1098, 0.1184)>
  UV <Vector (0.0903, 0.1119)>
  UV <Vector (0.0982, 0.1033)>
Face 2208
UV Count: 3
  UV <Vector (0.2185, 0.0847)>
  UV <Vector (0.2448, 0.0823)>
  UV <Vector (0.2433, 0.0900)>
Face 2209
UV Count: 3
  UV <Vector (0.1854, 0.0573)>
  UV <Vector (0.1870, 0.0710)>
  UV <Vector (0.1148, 0.0778)>
Face 2210
UV Count: 3
  UV <Vector (0.6845, 0.2359)>
  UV <Vector (0.6805, 0.2395)>
  UV <Vector (0.6760, 0.2328)>
Face 2211
UV Count: 3
  UV <Vector (0.2070, 0.0832)>
  UV <Vector (0.2048, 0.0922)>
  UV <Vector (0.1961, 0.0896)>
Face 2212
UV Count: 3
  UV <Vector (0.6635, 0.2146)>
  UV <Vector (0.6522, 0.2255)>
  UV <Vector (0.6405, 0.2025)>
Face 2213
UV Count: 3
  UV <Vector (0.1987, 0.6489)>
  UV <Vector (0.2056, 0.6541)>
  UV <Vector (0.1967, 0.6714)>
Face 2214
UV Count: 3
  UV <Vector (0.7847, 0.3158)>
  UV <Vector (0.7709, 0.3294)>
  UV <Vector (0.7540, 0.3137)>
Face 2215
UV Count: 3
  UV <Vector (0.7442, 0.3120)>
  UV <Vector (0.7346, 0.3143)>
  UV <Vector (0.7379, 0.2922)>
Face 2216
UV Count: 3
  UV <Vector (0.1040, 0.1305)>
  UV <Vector (0.0903, 0.1119)>
  UV <Vector (0.1098, 0.1184)>
Face 2217
UV Count: 3
  UV <Vector (0.0426, 0.8924)>
  UV <Vector (0.0317, 0.8916)>
  UV <Vector (0.0341, 0.8784)>
Face 2218
UV Count: 3
  UV <Vector (0.0903, 0.1119)>
  UV <Vector (0.0667, 0.1071)>
  UV <Vector (0.0858, 0.0952)>
Face 2219
UV Count: 3
  UV <Vector (0.1837, 0.7690)>
  UV <Vector (0.1666, 0.7802)>
  UV <Vector (0.1623, 0.7597)>
Face 2220
UV Count: 3
  UV <Vector (0.2045, 0.8031)>
  UV <Vector (0.1794, 0.8149)>
  UV <Vector (0.1666, 0.7802)>
Face 2221
UV Count: 3
  UV <Vector (0.2920, 0.0876)>
  UV <Vector (0.2794, 0.0855)>
  UV <Vector (0.2810, 0.0802)>
Face 2222
UV Count: 3
  UV <Vector (0.0715, 0.4231)>
  UV <Vector (0.0737, 0.4239)>
  UV <Vector (0.0676, 0.4306)>
Face 2223
UV Count: 3
  UV <Vector (0.1212, 0.6803)>
  UV <Vector (0.1221, 0.6826)>
  UV <Vector (0.1179, 0.6822)>
Face 2224
UV Count: 3
  UV <Vector (0.0288, 0.4330)>
  UV <Vector (0.0347, 0.4309)>
  UV <Vector (0.0394, 0.4432)>
Face 2225
UV Count: 3
  UV <Vector (0.0517, 0.4456)>
  UV <Vector (0.0393, 0.4485)>
  UV <Vector (0.0394, 0.4432)>
Face 2226
UV Count: 3
  UV <Vector (0.0380, 0.5085)>
  UV <Vector (0.0373, 0.4585)>
  UV <Vector (0.0437, 0.4577)>
Face 2227
UV Count: 3
  UV <Vector (0.2067, 0.6299)>
  UV <Vector (0.2258, 0.6171)>
  UV <Vector (0.2347, 0.6324)>
Face 2228
UV Count: 3
  UV <Vector (0.0637, 0.5989)>
  UV <Vector (0.0812, 0.5923)>
  UV <Vector (0.0853, 0.6055)>
Face 2229
UV Count: 3
  UV <Vector (0.0747, 0.6886)>
  UV <Vector (0.0868, 0.6896)>
  UV <Vector (0.0852, 0.6956)>
Face 2230
UV Count: 3
  UV <Vector (0.0733, 0.6949)>
  UV <Vector (0.0852, 0.6956)>
  UV <Vector (0.0841, 0.6993)>
Face 2231
UV Count: 3
  UV <Vector (0.1709, 0.7394)>
  UV <Vector (0.1599, 0.7400)>
  UV <Vector (0.1625, 0.7327)>
Face 2232
UV Count: 3
  UV <Vector (0.8479, 0.9542)>
  UV <Vector (0.8472, 0.9573)>
  UV <Vector (0.8433, 0.9535)>
Face 2233
UV Count: 3
  UV <Vector (0.0722, 0.6704)>
  UV <Vector (0.0938, 0.6676)>
  UV <Vector (0.0868, 0.6896)>
Face 2234
UV Count: 3
  UV <Vector (0.8473, 0.9458)>
  UV <Vector (0.8477, 0.9514)>
  UV <Vector (0.8433, 0.9535)>
Face 2235
UV Count: 3
  UV <Vector (0.2094, 0.4429)>
  UV <Vector (0.2071, 0.4479)>
  UV <Vector (0.2031, 0.4266)>
Face 2236
UV Count: 3
  UV <Vector (0.0558, 0.4158)>
  UV <Vector (0.0553, 0.4251)>
  UV <Vector (0.0484, 0.4266)>
Face 2237
UV Count: 3
  UV <Vector (0.0498, 0.4015)>
  UV <Vector (0.0509, 0.4018)>
  UV <Vector (0.0501, 0.4105)>
Face 2238
UV Count: 3
  UV <Vector (0.2021, 0.7228)>
  UV <Vector (0.1888, 0.7390)>
  UV <Vector (0.1841, 0.7330)>
Face 2239
UV Count: 3
  UV <Vector (0.0495, 0.4407)>
  UV <Vector (0.0484, 0.4266)>
  UV <Vector (0.0553, 0.4251)>
Face 2240
UV Count: 3
  UV <Vector (0.0683, 0.5350)>
  UV <Vector (0.0799, 0.5299)>
  UV <Vector (0.0950, 0.5731)>
Face 2241
UV Count: 3
  UV <Vector (0.1966, 0.8227)>
  UV <Vector (0.2134, 0.8667)>
  UV <Vector (0.2025, 0.8690)>
Face 2242
UV Count: 3
  UV <Vector (0.2185, 0.4296)>
  UV <Vector (0.2255, 0.4105)>
  UV <Vector (0.2364, 0.4200)>
Face 2243
UV Count: 3
  UV <Vector (0.1748, 0.5835)>
  UV <Vector (0.1879, 0.5370)>
  UV <Vector (0.2002, 0.5393)>
Face 2244
UV Count: 3
  UV <Vector (0.2056, 0.5912)>
  UV <Vector (0.1898, 0.5900)>
  UV <Vector (0.2002, 0.5393)>
Face 2245
UV Count: 3
  UV <Vector (0.1966, 0.8227)>
  UV <Vector (0.2126, 0.8167)>
  UV <Vector (0.2245, 0.8645)>
Face 2246
UV Count: 3
  UV <Vector (0.1797, 0.7040)>
  UV <Vector (0.1801, 0.7145)>
  UV <Vector (0.1691, 0.7115)>
Face 2247
UV Count: 3
  UV <Vector (0.1416, 0.6848)>
  UV <Vector (0.1342, 0.6824)>
  UV <Vector (0.1361, 0.6803)>
Face 2248
UV Count: 3
  UV <Vector (0.1501, 0.6646)>
  UV <Vector (0.1485, 0.6702)>
  UV <Vector (0.1375, 0.6640)>
Face 2249
UV Count: 3
  UV <Vector (0.1301, 0.6827)>
  UV <Vector (0.1342, 0.6824)>
  UV <Vector (0.1339, 0.6848)>
Face 2250
UV Count: 3
  UV <Vector (0.1011, 0.6837)>
  UV <Vector (0.1049, 0.6837)>
  UV <Vector (0.1062, 0.6924)>
Face 2251
UV Count: 3
  UV <Vector (0.1430, 0.6751)>
  UV <Vector (0.1548, 0.6853)>
  UV <Vector (0.1510, 0.6844)>
Face 2252
UV Count: 3
  UV <Vector (0.1002, 0.6975)>
  UV <Vector (0.1014, 0.6928)>
  UV <Vector (0.1062, 0.6924)>
Face 2253
UV Count: 3
  UV <Vector (0.1581, 0.6945)>
  UV <Vector (0.1590, 0.7018)>
  UV <Vector (0.1557, 0.6982)>
Face 2254
UV Count: 3
  UV <Vector (0.2126, 0.8167)>
  UV <Vector (0.2280, 0.8147)>
  UV <Vector (0.2352, 0.8616)>
Face 2255
UV Count: 3
  UV <Vector (0.1557, 0.5820)>
  UV <Vector (0.1602, 0.5742)>
  UV <Vector (0.1748, 0.5835)>
Face 2256
UV Count: 3
  UV <Vector (0.1906, 0.6008)>
  UV <Vector (0.1898, 0.5900)>
  UV <Vector (0.2056, 0.5912)>
Face 2257
UV Count: 3
  UV <Vector (0.0245, 0.3261)>
  UV <Vector (0.0346, 0.3184)>
  UV <Vector (0.0357, 0.3449)>
Face 2258
UV Count: 3
  UV <Vector (0.0233, 0.3628)>
  UV <Vector (0.0245, 0.3434)>
  UV <Vector (0.0357, 0.3449)>
Face 2259
UV Count: 3
  UV <Vector (0.0212, 0.3134)>
  UV <Vector (0.0209, 0.3043)>
  UV <Vector (0.0346, 0.3184)>
Face 2260
UV Count: 3
  UV <Vector (0.0212, 0.3134)>
  UV <Vector (0.0195, 0.3141)>
  UV <Vector (0.0175, 0.3055)>
Face 2261
UV Count: 3
  UV <Vector (0.0118, 0.3443)>
  UV <Vector (0.0103, 0.3198)>
  UV <Vector (0.0217, 0.3252)>
Face 2262
UV Count: 3
  UV <Vector (0.0207, 0.3633)>
  UV <Vector (0.0103, 0.3694)>
  UV <Vector (0.0118, 0.3443)>
Face 2263
UV Count: 3
  UV <Vector (0.0103, 0.3198)>
  UV <Vector (0.0175, 0.3055)>
  UV <Vector (0.0195, 0.3141)>
Face 2264
UV Count: 3
  UV <Vector (0.0178, 0.3837)>
  UV <Vector (0.0184, 0.3753)>
  UV <Vector (0.0204, 0.3752)>
Face 2265
UV Count: 3
  UV <Vector (0.0233, 0.3628)>
  UV <Vector (0.0207, 0.3633)>
  UV <Vector (0.0216, 0.3433)>
Face 2266
UV Count: 3
  UV <Vector (0.0245, 0.2448)>
  UV <Vector (0.0217, 0.2457)>
  UV <Vector (0.0216, 0.2275)>
Face 2267
UV Count: 3
  UV <Vector (0.0204, 0.1956)>
  UV <Vector (0.0184, 0.1956)>
  UV <Vector (0.0178, 0.1871)>
Face 2268
UV Count: 3
  UV <Vector (0.0217, 0.3252)>
  UV <Vector (0.0195, 0.3141)>
  UV <Vector (0.0212, 0.3134)>
Face 2269
UV Count: 3
  UV <Vector (0.0184, 0.3753)>
  UV <Vector (0.0178, 0.3837)>
  UV <Vector (0.0103, 0.3694)>
Face 2270
UV Count: 3
  UV <Vector (0.0204, 0.3752)>
  UV <Vector (0.0184, 0.3753)>
  UV <Vector (0.0207, 0.3633)>
Face 2271
UV Count: 3
  UV <Vector (0.0064, 0.3910)>
  UV <Vector (0.0036, 0.3907)>
  UV <Vector (0.0038, 0.3883)>
Face 2272
UV Count: 3
  UV <Vector (0.0093, 0.3927)>
  UV <Vector (0.0054, 0.3954)>
  UV <Vector (0.0058, 0.3934)>
Face 2273
UV Count: 3
  UV <Vector (0.0106, 0.3620)>
  UV <Vector (0.0078, 0.3621)>
  UV <Vector (0.0075, 0.3596)>
Face 2274
UV Count: 3
  UV <Vector (0.0067, 0.3569)>
  UV <Vector (0.0093, 0.3554)>
  UV <Vector (0.0104, 0.3591)>
Face 2275
UV Count: 3
  UV <Vector (0.0055, 0.3933)>
  UV <Vector (0.0045, 0.3951)>
  UV <Vector (0.0036, 0.3907)>
Face 2276
UV Count: 3
  UV <Vector (0.0053, 0.3549)>
  UV <Vector (0.0036, 0.3531)>
  UV <Vector (0.0045, 0.3525)>
Face 2277
UV Count: 3
  UV <Vector (0.0058, 0.3934)>
  UV <Vector (0.0054, 0.3954)>
  UV <Vector (0.0045, 0.3951)>
Face 2278
UV Count: 3
  UV <Vector (0.0037, 0.3596)>
  UV <Vector (0.0035, 0.3573)>
  UV <Vector (0.0061, 0.3572)>
Face 2279
UV Count: 3
  UV <Vector (0.0067, 0.3569)>
  UV <Vector (0.0056, 0.3548)>
  UV <Vector (0.0045, 0.3525)>
Face 2280
UV Count: 3
  UV <Vector (0.0069, 0.3912)>
  UV <Vector (0.0078, 0.3884)>
  UV <Vector (0.0107, 0.3892)>
Face 2281
UV Count: 3
  UV <Vector (0.0204, 0.1956)>
  UV <Vector (0.0211, 0.1865)>
  UV <Vector (0.0312, 0.2002)>
Face 2282
UV Count: 3
  UV <Vector (0.0035, 0.3573)>
  UV <Vector (0.0036, 0.3531)>
  UV <Vector (0.0053, 0.3549)>
Face 2283
UV Count: 3
  UV <Vector (0.0045, 0.3766)>
  UV <Vector (0.0054, 0.3763)>
  UV <Vector (0.0058, 0.3783)>
Face 2284
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 2285
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 2286
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 2287
UV Count: 3
  UV <Vector (0.0039, 0.7374)>
  UV <Vector (0.0039, 0.7374)>
  UV <Vector (0.0050, 0.7353)>
Face 2288
UV Count: 3
  UV <Vector (0.0039, 0.7374)>
  UV <Vector (0.0050, 0.7353)>
  UV <Vector (0.0050, 0.7353)>
Face 2289
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 2290
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 2291
UV Count: 3
  UV <Vector (0.0039, 0.3858)>
  UV <Vector (0.0038, 0.3833)>
  UV <Vector (0.0068, 0.3831)>
Face 2292
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 2293
UV Count: 3
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
  UV <Vector (0.0015, 0.0015)>
Face 2294
UV Count: 3
  UV <Vector (0.1438, 0.3016)>
  UV <Vector (0.1507, 0.3176)>
  UV <Vector (0.1351, 0.3181)>
Face 2295
UV Count: 3
  UV <Vector (0.4244, 0.0309)>
  UV <Vector (0.4235, 0.0348)>
  UV <Vector (0.4180, 0.0316)>
Face 2296
UV Count: 3
  UV <Vector (0.1716, 0.3536)>
  UV <Vector (0.1746, 0.3560)>
  UV <Vector (0.1730, 0.3586)>
Face 2297
UV Count: 3
  UV <Vector (0.4256, 0.0315)>
  UV <Vector (0.4278, 0.0252)>
  UV <Vector (0.4320, 0.0307)>
Face 2298
UV Count: 3
  UV <Vector (0.4104, 0.0318)>
  UV <Vector (0.4122, 0.0255)>
  UV <Vector (0.4168, 0.0311)>
Face 2299
UV Count: 3
  UV <Vector (0.1398, 0.3493)>
  UV <Vector (0.1345, 0.3511)>
  UV <Vector (0.1334, 0.3490)>
Face 2300
UV Count: 3
  UV <Vector (0.1605, 0.3579)>
  UV <Vector (0.1621, 0.3612)>
  UV <Vector (0.1599, 0.3626)>
Face 2301
UV Count: 3
  UV <Vector (0.0973, 0.6845)>
  UV <Vector (0.1011, 0.6837)>
  UV <Vector (0.1014, 0.6928)>
Face 2302
UV Count: 3
  UV <Vector (0.3185, 0.0664)>
  UV <Vector (0.3374, 0.0698)>
  UV <Vector (0.3335, 0.0785)>
Face 2303
UV Count: 3
  UV <Vector (0.1317, 0.7933)>
  UV <Vector (0.1300, 0.7506)>
  UV <Vector (0.1455, 0.7542)>
Face 2304
UV Count: 3
  UV <Vector (0.7355, 0.3764)>
  UV <Vector (0.7204, 0.3800)>
  UV <Vector (0.7125, 0.3597)>
Face 2305
UV Count: 3
  UV <Vector (0.6805, 0.2395)>
  UV <Vector (0.6669, 0.2481)>
  UV <Vector (0.6641, 0.2418)>
Face 2306
UV Count: 3
  UV <Vector (0.1818, 0.3341)>
  UV <Vector (0.1823, 0.3362)>
  UV <Vector (0.1768, 0.3380)>
Face 2307
UV Count: 3
  UV <Vector (0.4148, 0.0830)>
  UV <Vector (0.4208, 0.0655)>
  UV <Vector (0.4337, 0.0780)>
Face 2308
UV Count: 3
  UV <Vector (0.4148, 0.0830)>
  UV <Vector (0.3987, 0.0871)>
  UV <Vector (0.3988, 0.0720)>
Face 2309
UV Count: 3
  UV <Vector (0.5988, 0.2626)>
  UV <Vector (0.5995, 0.2658)>
  UV <Vector (0.5924, 0.2657)>
Face 2310
UV Count: 3
  UV <Vector (0.3592, 0.0442)>
  UV <Vector (0.3593, 0.0470)>
  UV <Vector (0.3562, 0.0479)>
Face 2311
UV Count: 3
  UV <Vector (0.1804, 0.3480)>
  UV <Vector (0.1789, 0.3499)>
  UV <Vector (0.1746, 0.3446)>
Face 2312
UV Count: 3
  UV <Vector (0.3374, 0.0698)>
  UV <Vector (0.3185, 0.0664)>
  UV <Vector (0.3260, 0.0493)>
Face 2313
UV Count: 3
  UV <Vector (0.0938, 0.7135)>
  UV <Vector (0.0975, 0.7153)>
  UV <Vector (0.0927, 0.7251)>
Face 2314
UV Count: 3
  UV <Vector (0.1093, 0.6747)>
  UV <Vector (0.1161, 0.6800)>
  UV <Vector (0.1011, 0.6837)>
Face 2315
UV Count: 3
  UV <Vector (0.8506, 0.9318)>
  UV <Vector (0.8504, 0.9343)>
  UV <Vector (0.8480, 0.9339)>
Face 2316
UV Count: 3
  UV <Vector (0.2105, 0.8089)>
  UV <Vector (0.2126, 0.8167)>
  UV <Vector (0.1966, 0.8227)>
Face 2317
UV Count: 3
  UV <Vector (0.1734, 0.5937)>
  UV <Vector (0.1748, 0.5835)>
  UV <Vector (0.1898, 0.5900)>
Face 2318
UV Count: 3
  UV <Vector (0.2074, 0.4104)>
  UV <Vector (0.2045, 0.4011)>
  UV <Vector (0.2056, 0.4005)>
Face 2319
UV Count: 3
  UV <Vector (0.1988, 0.4480)>
  UV <Vector (0.1919, 0.4426)>
  UV <Vector (0.1975, 0.4403)>
Face 2320
UV Count: 3
  UV <Vector (0.0491, 0.9705)>
  UV <Vector (0.0488, 0.9710)>
  UV <Vector (0.0452, 0.9705)>
Face 2321
UV Count: 3
  UV <Vector (0.1814, 0.5045)>
  UV <Vector (0.1969, 0.4569)>
  UV <Vector (0.2031, 0.4580)>
Face 2322
UV Count: 3
  UV <Vector (0.0069, 0.3805)>
  UV <Vector (0.0093, 0.3790)>
  UV <Vector (0.0107, 0.3825)>
Face 2323
UV Count: 3
  UV <Vector (0.9522, 0.9062)>
  UV <Vector (0.9608, 0.9003)>
  UV <Vector (0.9660, 0.9094)>
Face 2324
UV Count: 3
  UV <Vector (0.0814, 0.1287)>
  UV <Vector (0.0667, 0.1071)>
  UV <Vector (0.0903, 0.1119)>
Face 2325
UV Count: 3
  UV <Vector (0.1285, 0.6930)>
  UV <Vector (0.1290, 0.6956)>
  UV <Vector (0.1259, 0.6955)>
Face 2326
UV Count: 3
  UV <Vector (0.7174, 0.1072)>
  UV <Vector (0.7269, 0.1048)>
  UV <Vector (0.7321, 0.1133)>
Face 2327
UV Count: 3
  UV <Vector (0.7388, 0.1012)>
  UV <Vector (0.7406, 0.1042)>
  UV <Vector (0.7372, 0.1079)>
Face 2328
UV Count: 3
  UV <Vector (0.7356, 0.2427)>
  UV <Vector (0.7297, 0.2407)>
  UV <Vector (0.7331, 0.2357)>
Face 2329
UV Count: 3
  UV <Vector (0.7138, 0.2358)>
  UV <Vector (0.7211, 0.2233)>
  UV <Vector (0.7281, 0.2302)>
Face 2330
UV Count: 3
  UV <Vector (0.7339, 0.1027)>
  UV <Vector (0.7372, 0.1079)>
  UV <Vector (0.7321, 0.1133)>
Face 2331
UV Count: 3
  UV <Vector (0.7297, 0.2407)>
  UV <Vector (0.7226, 0.2386)>
  UV <Vector (0.7281, 0.2302)>
Face 2332
UV Count: 3
  UV <Vector (0.7331, 0.2357)>
  UV <Vector (0.7384, 0.2327)>
  UV <Vector (0.7399, 0.2387)>
Face 2333
UV Count: 3
  UV <Vector (0.7211, 0.2233)>
  UV <Vector (0.7341, 0.2157)>
  UV <Vector (0.7369, 0.2255)>
Face 2334
UV Count: 3
  UV <Vector (0.7321, 0.1133)>
  UV <Vector (0.7372, 0.1079)>
  UV <Vector (0.7425, 0.1110)>
Face 2335
UV Count: 3
  UV <Vector (0.7281, 0.2302)>
  UV <Vector (0.7369, 0.2255)>
  UV <Vector (0.7384, 0.2327)>
Face 2336
UV Count: 3
  UV <Vector (0.7249, 0.1202)>
  UV <Vector (0.7321, 0.1133)>
  UV <Vector (0.7409, 0.1182)>
Face 2337
UV Count: 3
  UV <Vector (0.7406, 0.1042)>
  UV <Vector (0.7437, 0.1059)>
  UV <Vector (0.7425, 0.1110)>
Face 2338
UV Count: 3
  UV <Vector (0.7369, 0.2255)>
  UV <Vector (0.7468, 0.2260)>
  UV <Vector (0.7447, 0.2329)>
Face 2339
UV Count: 3
  UV <Vector (0.7409, 0.1182)>
  UV <Vector (0.7510, 0.1181)>
  UV <Vector (0.7535, 0.1282)>
Face 2340
UV Count: 3
  UV <Vector (0.7437, 0.1059)>
  UV <Vector (0.7473, 0.1059)>
  UV <Vector (0.7489, 0.1110)>
Face 2341
UV Count: 3
  UV <Vector (0.7399, 0.2387)>
  UV <Vector (0.7384, 0.2327)>
  UV <Vector (0.7447, 0.2329)>
Face 2342
UV Count: 3
  UV <Vector (0.7369, 0.2255)>
  UV <Vector (0.7341, 0.2157)>
  UV <Vector (0.7500, 0.2156)>
Face 2343
UV Count: 3
  UV <Vector (0.7409, 0.1182)>
  UV <Vector (0.7425, 0.1110)>
  UV <Vector (0.7489, 0.1110)>
Face 2344
UV Count: 3
  UV <Vector (0.7447, 0.2329)>
  UV <Vector (0.7468, 0.2260)>
  UV <Vector (0.7553, 0.2311)>
Face 2345
UV Count: 3
  UV <Vector (0.7510, 0.1181)>
  UV <Vector (0.7594, 0.1127)>
  UV <Vector (0.7674, 0.1202)>
Face 2346
UV Count: 3
  UV <Vector (0.7473, 0.1059)>
  UV <Vector (0.7504, 0.1041)>
  UV <Vector (0.7542, 0.1076)>
Face 2347
UV Count: 3
  UV <Vector (0.7447, 0.2329)>
  UV <Vector (0.7500, 0.2363)>
  UV <Vector (0.7454, 0.2404)>
Face 2348
UV Count: 3
  UV <Vector (0.7500, 0.2156)>
  UV <Vector (0.7630, 0.2245)>
  UV <Vector (0.7553, 0.2311)>
Face 2349
UV Count: 3
  UV <Vector (0.7489, 0.1110)>
  UV <Vector (0.7542, 0.1076)>
  UV <Vector (0.7594, 0.1127)>
Face 2350
UV Count: 3
  UV <Vector (0.7454, 0.2404)>
  UV <Vector (0.7500, 0.2363)>
  UV <Vector (0.7527, 0.2417)>
Face 2351
UV Count: 3
  UV <Vector (0.7553, 0.2311)>
  UV <Vector (0.7630, 0.2245)>
  UV <Vector (0.7695, 0.2380)>
Face 2352
UV Count: 3
  UV <Vector (0.7542, 0.1076)>
  UV <Vector (0.7569, 0.1021)>
  UV <Vector (0.7643, 0.1039)>
Face 2353
UV Count: 3
  UV <Vector (0.7500, 0.2363)>
  UV <Vector (0.7553, 0.2311)>
  UV <Vector (0.7601, 0.2400)>
Face 2354
UV Count: 3
  UV <Vector (0.7594, 0.1127)>
  UV <Vector (0.7643, 0.1039)>
  UV <Vector (0.7743, 0.1058)>
Face 2355
UV Count: 3
  UV <Vector (0.7542, 0.1076)>
  UV <Vector (0.7504, 0.1041)>
  UV <Vector (0.7520, 0.1009)>
Face 2356
UV Count: 3
  UV <Vector (0.7601, 0.2400)>
  UV <Vector (0.7695, 0.2380)>
  UV <Vector (0.7694, 0.2531)>
Face 2357
UV Count: 3
  UV <Vector (0.7643, 0.1039)>
  UV <Vector (0.7569, 0.1021)>
  UV <Vector (0.7569, 0.0959)>
Face 2358
UV Count: 3
  UV <Vector (0.7601, 0.2400)>
  UV <Vector (0.7595, 0.2500)>
  UV <Vector (0.7526, 0.2479)>
Face 2359
UV Count: 3
  UV <Vector (0.7643, 0.1039)>
  UV <Vector (0.7641, 0.0937)>
  UV <Vector (0.7732, 0.0909)>
Face 2360
UV Count: 3
  UV <Vector (0.7569, 0.1021)>
  UV <Vector (0.7520, 0.1009)>
  UV <Vector (0.7518, 0.0974)>
Face 2361
UV Count: 3
  UV <Vector (0.7527, 0.2417)>
  UV <Vector (0.7526, 0.2479)>
  UV <Vector (0.7467, 0.2461)>
Face 2362
UV Count: 3
  UV <Vector (0.7526, 0.2479)>
  UV <Vector (0.7595, 0.2500)>
  UV <Vector (0.7544, 0.2586)>
Face 2363
UV Count: 3
  UV <Vector (0.7641, 0.0937)>
  UV <Vector (0.7586, 0.0851)>
  UV <Vector (0.7657, 0.0781)>
Face 2364
UV Count: 3
  UV <Vector (0.7569, 0.0959)>
  UV <Vector (0.7518, 0.0974)>
  UV <Vector (0.7501, 0.0944)>
Face 2365
UV Count: 3
  UV <Vector (0.7467, 0.2461)>
  UV <Vector (0.7526, 0.2479)>
  UV <Vector (0.7492, 0.2530)>
Face 2366
UV Count: 3
  UV <Vector (0.7595, 0.2500)>
  UV <Vector (0.7694, 0.2531)>
  UV <Vector (0.7610, 0.2656)>
Face 2367
UV Count: 3
  UV <Vector (0.7569, 0.0959)>
  UV <Vector (0.7535, 0.0906)>
  UV <Vector (0.7586, 0.0851)>
Face 2368
UV Count: 3
  UV <Vector (0.7657, 0.0781)>
  UV <Vector (0.7586, 0.0851)>
  UV <Vector (0.7497, 0.0803)>
Face 2369
UV Count: 3
  UV <Vector (0.7535, 0.0906)>
  UV <Vector (0.7501, 0.0944)>
  UV <Vector (0.7470, 0.0927)>
Face 2370
UV Count: 3
  UV <Vector (0.7492, 0.2530)>
  UV <Vector (0.7439, 0.2560)>
  UV <Vector (0.7424, 0.2500)>
Face 2371
UV Count: 3
  UV <Vector (0.7610, 0.2656)>
  UV <Vector (0.7480, 0.2731)>
  UV <Vector (0.7453, 0.2633)>
Face 2372
UV Count: 3
  UV <Vector (0.7535, 0.0906)>
  UV <Vector (0.7481, 0.0876)>
  UV <Vector (0.7497, 0.0803)>
Face 2373
UV Count: 3
  UV <Vector (0.7492, 0.2530)>
  UV <Vector (0.7544, 0.2586)>
  UV <Vector (0.7453, 0.2633)>
Face 2374
UV Count: 3
  UV <Vector (0.7424, 0.2500)>
  UV <Vector (0.7439, 0.2560)>
  UV <Vector (0.7376, 0.2558)>
Face 2375
UV Count: 3
  UV <Vector (0.7480, 0.2731)>
  UV <Vector (0.7321, 0.2731)>
  UV <Vector (0.7354, 0.2627)>
Face 2376
UV Count: 3
  UV <Vector (0.7497, 0.0803)>
  UV <Vector (0.7481, 0.0876)>
  UV <Vector (0.7419, 0.0877)>
Face 2377
UV Count: 3
  UV <Vector (0.7453, 0.2633)>
  UV <Vector (0.7354, 0.2627)>
  UV <Vector (0.7376, 0.2558)>
Face 2378
UV Count: 3
  UV <Vector (0.7525, 0.0704)>
  UV <Vector (0.7497, 0.0803)>
  UV <Vector (0.7398, 0.0808)>
Face 2379
UV Count: 3
  UV <Vector (0.7481, 0.0876)>
  UV <Vector (0.7470, 0.0927)>
  UV <Vector (0.7435, 0.0927)>
Face 2380
UV Count: 3
  UV <Vector (0.7419, 0.0877)>
  UV <Vector (0.7366, 0.0911)>
  UV <Vector (0.7313, 0.0859)>
Face 2381
UV Count: 3
  UV <Vector (0.7376, 0.2558)>
  UV <Vector (0.7354, 0.2627)>
  UV <Vector (0.7270, 0.2575)>
Face 2382
UV Count: 3
  UV <Vector (0.7398, 0.0808)>
  UV <Vector (0.7313, 0.0859)>
  UV <Vector (0.7237, 0.0794)>
Face 2383
UV Count: 3
  UV <Vector (0.7419, 0.0877)>
  UV <Vector (0.7435, 0.0927)>
  UV <Vector (0.7404, 0.0945)>
Face 2384
UV Count: 3
  UV <Vector (0.7376, 0.2558)>
  UV <Vector (0.7323, 0.2523)>
  UV <Vector (0.7369, 0.2483)>
Face 2385
UV Count: 3
  UV <Vector (0.7354, 0.2627)>
  UV <Vector (0.7321, 0.2731)>
  UV <Vector (0.7191, 0.2640)>
Face 2386
UV Count: 3
  UV <Vector (0.7270, 0.2575)>
  UV <Vector (0.7224, 0.2485)>
  UV <Vector (0.7296, 0.2469)>
Face 2387
UV Count: 3
  UV <Vector (0.7313, 0.0859)>
  UV <Vector (0.7265, 0.0948)>
  UV <Vector (0.7173, 0.0927)>
Face 2388
UV Count: 3
  UV <Vector (0.7404, 0.0945)>
  UV <Vector (0.7388, 0.0977)>
  UV <Vector (0.7338, 0.0965)>
Face 2389
UV Count: 3
  UV <Vector (0.7369, 0.2483)>
  UV <Vector (0.7323, 0.2523)>
  UV <Vector (0.7296, 0.2469)>
Face 2390
UV Count: 3
  UV <Vector (0.7270, 0.2575)>
  UV <Vector (0.7191, 0.2640)>
  UV <Vector (0.7127, 0.2503)>
Face 2391
UV Count: 3
  UV <Vector (0.7313, 0.0859)>
  UV <Vector (0.7366, 0.0911)>
  UV <Vector (0.7338, 0.0965)>
Face 2392
UV Count: 3
  UV <Vector (0.7388, 0.0977)>
  UV <Vector (0.7388, 0.1012)>
  UV <Vector (0.7339, 0.1027)>
Face 2393
UV Count: 3
  UV <Vector (0.7296, 0.2469)>
  UV <Vector (0.7297, 0.2407)>
  UV <Vector (0.7356, 0.2427)>
Face 2394
UV Count: 3
  UV <Vector (0.7127, 0.2503)>
  UV <Vector (0.7138, 0.2358)>
  UV <Vector (0.7226, 0.2386)>
Face 2395
UV Count: 3
  UV <Vector (0.7265, 0.0948)>
  UV <Vector (0.7338, 0.0965)>
  UV <Vector (0.7339, 0.1027)>
Face 2396
UV Count: 3
  UV <Vector (0.7224, 0.2485)>
  UV <Vector (0.7226, 0.2386)>
  UV <Vector (0.7297, 0.2407)>
Face 2397
UV Count: 3
  UV <Vector (0.7173, 0.0927)>
  UV <Vector (0.7265, 0.0948)>
  UV <Vector (0.7269, 0.1048)>
Face 2398
UV Count: 3
  UV <Vector (0.6683, 0.1812)>
  UV <Vector (0.6669, 0.1662)>
  UV <Vector (0.6769, 0.1678)>
Face 2399
UV Count: 3
  UV <Vector (0.6843, 0.1694)>
  UV <Vector (0.6893, 0.1705)>
  UV <Vector (0.6895, 0.1741)>
Face 2400
UV Count: 3
  UV <Vector (0.7913, 0.1734)>
  UV <Vector (0.7897, 0.1708)>
  UV <Vector (0.7938, 0.1664)>
Face 2401
UV Count: 3
  UV <Vector (0.7988, 0.1609)>
  UV <Vector (0.8058, 0.1540)>
  UV <Vector (0.8131, 0.1665)>
Face 2402
UV Count: 3
  UV <Vector (0.6769, 0.1678)>
  UV <Vector (0.6843, 0.1694)>
  UV <Vector (0.6844, 0.1756)>
Face 2403
UV Count: 3
  UV <Vector (0.7972, 0.1714)>
  UV <Vector (0.7938, 0.1664)>
  UV <Vector (0.7988, 0.1609)>
Face 2404
UV Count: 3
  UV <Vector (0.7870, 0.1694)>
  UV <Vector (0.7885, 0.1634)>
  UV <Vector (0.7938, 0.1664)>
Face 2405
UV Count: 3
  UV <Vector (0.7900, 0.1562)>
  UV <Vector (0.7928, 0.1464)>
  UV <Vector (0.8058, 0.1540)>
Face 2406
UV Count: 3
  UV <Vector (0.6769, 0.1678)>
  UV <Vector (0.6815, 0.1587)>
  UV <Vector (0.6870, 0.1638)>
Face 2407
UV Count: 3
  UV <Vector (0.7885, 0.1634)>
  UV <Vector (0.7900, 0.1562)>
  UV <Vector (0.7988, 0.1609)>
Face 2408
UV Count: 3
  UV <Vector (0.6669, 0.1662)>
  UV <Vector (0.6734, 0.1520)>
  UV <Vector (0.6815, 0.1587)>
Face 2409
UV Count: 3
  UV <Vector (0.6870, 0.1638)>
  UV <Vector (0.6908, 0.1673)>
  UV <Vector (0.6893, 0.1705)>
Face 2410
UV Count: 3
  UV <Vector (0.7822, 0.1636)>
  UV <Vector (0.7801, 0.1567)>
  UV <Vector (0.7900, 0.1562)>
Face 2411
UV Count: 3
  UV <Vector (0.6867, 0.1427)>
  UV <Vector (0.6900, 0.1534)>
  UV <Vector (0.6815, 0.1587)>
Face 2412
UV Count: 3
  UV <Vector (0.6922, 0.1603)>
  UV <Vector (0.6939, 0.1654)>
  UV <Vector (0.6908, 0.1673)>
Face 2413
UV Count: 3
  UV <Vector (0.7870, 0.1694)>
  UV <Vector (0.7840, 0.1695)>
  UV <Vector (0.7822, 0.1636)>
Face 2414
UV Count: 3
  UV <Vector (0.7900, 0.1562)>
  UV <Vector (0.7801, 0.1567)>
  UV <Vector (0.7770, 0.1462)>
Face 2415
UV Count: 3
  UV <Vector (0.6815, 0.1587)>
  UV <Vector (0.6900, 0.1534)>
  UV <Vector (0.6922, 0.1603)>
Face 2416
UV Count: 3
  UV <Vector (0.7822, 0.1636)>
  UV <Vector (0.7769, 0.1670)>
  UV <Vector (0.7716, 0.1618)>
Face 2417
UV Count: 3
  UV <Vector (0.7030, 0.1427)>
  UV <Vector (0.7001, 0.1528)>
  UV <Vector (0.6900, 0.1534)>
Face 2418
UV Count: 3
  UV <Vector (0.6986, 0.1602)>
  UV <Vector (0.6975, 0.1653)>
  UV <Vector (0.6939, 0.1654)>
Face 2419
UV Count: 3
  UV <Vector (0.7815, 0.1711)>
  UV <Vector (0.7769, 0.1670)>
  UV <Vector (0.7822, 0.1636)>
Face 2420
UV Count: 3
  UV <Vector (0.7716, 0.1618)>
  UV <Vector (0.7639, 0.1551)>
  UV <Vector (0.7770, 0.1462)>
Face 2421
UV Count: 3
  UV <Vector (0.7001, 0.1528)>
  UV <Vector (0.6986, 0.1602)>
  UV <Vector (0.6922, 0.1603)>
Face 2422
UV Count: 3
  UV <Vector (0.7815, 0.1711)>
  UV <Vector (0.7800, 0.1737)>
  UV <Vector (0.7742, 0.1724)>
Face 2423
UV Count: 3
  UV <Vector (0.7716, 0.1618)>
  UV <Vector (0.7668, 0.1707)>
  UV <Vector (0.7574, 0.1686)>
Face 2424
UV Count: 3
  UV <Vector (0.7091, 0.1577)>
  UV <Vector (0.7040, 0.1632)>
  UV <Vector (0.6986, 0.1602)>
Face 2425
UV Count: 3
  UV <Vector (0.7769, 0.1670)>
  UV <Vector (0.7742, 0.1724)>
  UV <Vector (0.7668, 0.1707)>
Face 2426
UV Count: 3
  UV <Vector (0.7165, 0.1506)>
  UV <Vector (0.7091, 0.1577)>
  UV <Vector (0.7001, 0.1528)>
Face 2427
UV Count: 3
  UV <Vector (0.6986, 0.1602)>
  UV <Vector (0.7040, 0.1632)>
  UV <Vector (0.7006, 0.1670)>
Face 2428
UV Count: 3
  UV <Vector (0.7668, 0.1707)>
  UV <Vector (0.7674, 0.1807)>
  UV <Vector (0.7575, 0.1838)>
Face 2429
UV Count: 3
  UV <Vector (0.7091, 0.1577)>
  UV <Vector (0.7144, 0.1663)>
  UV <Vector (0.7074, 0.1684)>
Face 2430
UV Count: 3
  UV <Vector (0.7743, 0.1786)>
  UV <Vector (0.7674, 0.1807)>
  UV <Vector (0.7668, 0.1707)>
Face 2431
UV Count: 3
  UV <Vector (0.7240, 0.1639)>
  UV <Vector (0.7144, 0.1663)>
  UV <Vector (0.7091, 0.1577)>
Face 2432
UV Count: 3
  UV <Vector (0.7040, 0.1632)>
  UV <Vector (0.7074, 0.1684)>
  UV <Vector (0.7024, 0.1700)>
Face 2433
UV Count: 3
  UV <Vector (0.7802, 0.1767)>
  UV <Vector (0.7743, 0.1786)>
  UV <Vector (0.7742, 0.1724)>
Face 2434
UV Count: 3
  UV <Vector (0.7743, 0.1786)>
  UV <Vector (0.7777, 0.1837)>
  UV <Vector (0.7725, 0.1893)>
Face 2435
UV Count: 3
  UV <Vector (0.7240, 0.1785)>
  UV <Vector (0.7148, 0.1764)>
  UV <Vector (0.7144, 0.1663)>
Face 2436
UV Count: 3
  UV <Vector (0.7074, 0.1684)>
  UV <Vector (0.7075, 0.1746)>
  UV <Vector (0.7026, 0.1734)>
Face 2437
UV Count: 3
  UV <Vector (0.7802, 0.1767)>
  UV <Vector (0.7817, 0.1793)>
  UV <Vector (0.7777, 0.1837)>
Face 2438
UV Count: 3
  UV <Vector (0.7674, 0.1807)>
  UV <Vector (0.7725, 0.1893)>
  UV <Vector (0.7659, 0.1963)>
Face 2439
UV Count: 3
  UV <Vector (0.7148, 0.1764)>
  UV <Vector (0.7075, 0.1746)>
  UV <Vector (0.7074, 0.1684)>
Face 2440
UV Count: 3
  UV <Vector (0.7240, 0.1785)>
  UV <Vector (0.7175, 0.1917)>
  UV <Vector (0.7100, 0.1852)>
Face 2441
UV Count: 3
  UV <Vector (0.7075, 0.1746)>
  UV <Vector (0.7047, 0.1801)>
  UV <Vector (0.7010, 0.1765)>
Face 2442
UV Count: 3
  UV <Vector (0.7844, 0.1806)>
  UV <Vector (0.7830, 0.1866)>
  UV <Vector (0.7777, 0.1837)>
Face 2443
UV Count: 3
  UV <Vector (0.7816, 0.1939)>
  UV <Vector (0.7790, 0.2038)>
  UV <Vector (0.7659, 0.1963)>
Face 2444
UV Count: 3
  UV <Vector (0.7100, 0.1852)>
  UV <Vector (0.7047, 0.1801)>
  UV <Vector (0.7075, 0.1746)>
Face 2445
UV Count: 3
  UV <Vector (0.7777, 0.1837)>
  UV <Vector (0.7830, 0.1866)>
  UV <Vector (0.7816, 0.1939)>
Face 2446
UV Count: 3
  UV <Vector (0.7844, 0.1806)>
  UV <Vector (0.7874, 0.1806)>
  UV <Vector (0.7893, 0.1865)>
Face 2447
UV Count: 3
  UV <Vector (0.7915, 0.1934)>
  UV <Vector (0.7948, 0.2038)>
  UV <Vector (0.7790, 0.2038)>
Face 2448
UV Count: 3
  UV <Vector (0.7100, 0.1852)>
  UV <Vector (0.7016, 0.1903)>
  UV <Vector (0.6995, 0.1835)>
Face 2449
UV Count: 3
  UV <Vector (0.7893, 0.1865)>
  UV <Vector (0.7915, 0.1934)>
  UV <Vector (0.7816, 0.1939)>
Face 2450
UV Count: 3
  UV <Vector (0.7175, 0.1917)>
  UV <Vector (0.7047, 0.2005)>
  UV <Vector (0.7016, 0.1903)>
Face 2451
UV Count: 3
  UV <Vector (0.7047, 0.1801)>
  UV <Vector (0.6995, 0.1835)>
  UV <Vector (0.6980, 0.1785)>
Face 2452
UV Count: 3
  UV <Vector (0.6918, 0.1908)>
  UV <Vector (0.6933, 0.1836)>
  UV <Vector (0.6995, 0.1835)>
Face 2453
UV Count: 3
  UV <Vector (0.7893, 0.1865)>
  UV <Vector (0.7946, 0.1830)>
  UV <Vector (0.7999, 0.1882)>
Face 2454
UV Count: 3
  UV <Vector (0.6892, 0.2004)>
  UV <Vector (0.6918, 0.1908)>
  UV <Vector (0.7016, 0.1903)>
Face 2455
UV Count: 3
  UV <Vector (0.6995, 0.1835)>
  UV <Vector (0.6933, 0.1836)>
  UV <Vector (0.6945, 0.1787)>
Face 2456
UV Count: 3
  UV <Vector (0.7900, 0.1790)>
  UV <Vector (0.7946, 0.1830)>
  UV <Vector (0.7893, 0.1865)>
Face 2457
UV Count: 3
  UV <Vector (0.7915, 0.1934)>
  UV <Vector (0.7999, 0.1882)>
  UV <Vector (0.8078, 0.1947)>
Face 2458
UV Count: 3
  UV <Vector (0.7973, 0.1776)>
  UV <Vector (0.8045, 0.1792)>
  UV <Vector (0.7999, 0.1882)>
Face 2459
UV Count: 3
  UV <Vector (0.6765, 0.1932)>
  UV <Vector (0.6828, 0.1863)>
  UV <Vector (0.6918, 0.1908)>
Face 2460
UV Count: 3
  UV <Vector (0.6879, 0.1807)>
  UV <Vector (0.6914, 0.1770)>
  UV <Vector (0.6945, 0.1787)>
Face 2461
UV Count: 3
  UV <Vector (0.7900, 0.1790)>
  UV <Vector (0.7914, 0.1764)>
  UV <Vector (0.7973, 0.1776)>
Face 2462
UV Count: 3
  UV <Vector (0.7999, 0.1882)>
  UV <Vector (0.8045, 0.1792)>
  UV <Vector (0.8142, 0.1810)>
Face 2463
UV Count: 3
  UV <Vector (0.6918, 0.1908)>
  UV <Vector (0.6828, 0.1863)>
  UV <Vector (0.6879, 0.1807)>
Face 2464
UV Count: 3
  UV <Vector (0.6844, 0.1756)>
  UV <Vector (0.6895, 0.1741)>
  UV <Vector (0.6914, 0.1770)>
Face 2465
UV Count: 3
  UV <Vector (0.7913, 0.1734)>
  UV <Vector (0.7972, 0.1714)>
  UV <Vector (0.7973, 0.1776)>
Face 2466
UV Count: 3
  UV <Vector (0.8043, 0.1693)>
  UV <Vector (0.8131, 0.1665)>
  UV <Vector (0.8142, 0.1810)>
Face 2467
UV Count: 3
  UV <Vector (0.6828, 0.1863)>
  UV <Vector (0.6775, 0.1778)>
  UV <Vector (0.6844, 0.1756)>
Face 2468
UV Count: 3
  UV <Vector (0.7972, 0.1714)>
  UV <Vector (0.8043, 0.1693)>
  UV <Vector (0.8045, 0.1792)>
Face 2469
UV Count: 3
  UV <Vector (0.6765, 0.1932)>
  UV <Vector (0.6683, 0.1812)>
  UV <Vector (0.6775, 0.1778)>
Face 2470
UV Count: 3
  UV <Vector (0.8803, 0.9780)>
  UV <Vector (0.8847, 0.9489)>
  UV <Vector (0.8847, 0.9784)>
Face 2471
UV Count: 3
  UV <Vector (0.8982, 0.9783)>
  UV <Vector (0.8847, 0.9489)>
  UV <Vector (0.8982, 0.9490)>
Face 2472
UV Count: 3
  UV <Vector (0.8847, 0.9784)>
  UV <Vector (0.8815, 0.9811)>
  UV <Vector (0.8803, 0.9780)>
Face 2473
UV Count: 3
  UV <Vector (0.8563, 0.9780)>
  UV <Vector (0.8695, 0.9495)>
  UV <Vector (0.8693, 0.9777)>
Face 2474
UV Count: 3
  UV <Vector (0.8554, 0.9937)>
  UV <Vector (0.8561, 0.9814)>
  UV <Vector (0.8690, 0.9914)>
Face 2475
UV Count: 3
  UV <Vector (0.8510, 0.9923)>
  UV <Vector (0.8518, 0.9782)>
  UV <Vector (0.8561, 0.9814)>
Face 2476
UV Count: 3
  UV <Vector (0.8383, 0.9779)>
  UV <Vector (0.8522, 0.9486)>
  UV <Vector (0.8518, 0.9782)>
Face 2477
UV Count: 3
  UV <Vector (0.8807, 0.9903)>
  UV <Vector (0.8815, 0.9811)>
  UV <Vector (0.8818, 0.9913)>
Face 2478
UV Count: 3
  UV <Vector (0.8818, 0.9913)>
  UV <Vector (0.8852, 0.9935)>
  UV <Vector (0.8807, 0.9946)>
Face 2479
UV Count: 3
  UV <Vector (0.8692, 0.9818)>
  UV <Vector (0.8803, 0.9780)>
  UV <Vector (0.8815, 0.9811)>
Face 2480
UV Count: 3
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Face 2481
UV Count: 3
  UV <Vector (0.8518, 0.9782)>
  UV <Vector (0.8567, 0.9491)>
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Face 2482
UV Count: 3
  UV <Vector (0.8561, 0.9814)>
  UV <Vector (0.8518, 0.9782)>
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Face 2483
UV Count: 3
  UV <Vector (0.8702, 0.9827)>
  UV <Vector (0.8807, 0.9903)>
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Face 2484
UV Count: 3
  UV <Vector (0.8690, 0.9957)>
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Face 2485
UV Count: 3
  UV <Vector (0.8692, 0.9818)>
  UV <Vector (0.8699, 0.9904)>
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Face 2486
UV Count: 3
  UV <Vector (0.8852, 0.9351)>
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8809, 0.9338)>
Face 2487
UV Count: 3
  UV <Vector (0.8567, 0.9491)>
  UV <Vector (0.8522, 0.9486)>
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Face 2488
UV Count: 3
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8522, 0.9486)>
  UV <Vector (0.8519, 0.9348)>
Face 2489
UV Count: 3
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8519, 0.9348)>
  UV <Vector (0.8563, 0.9335)>
Face 2490
UV Count: 3
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8563, 0.9335)>
  UV <Vector (0.8698, 0.9322)>
Face 2491
UV Count: 3
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8698, 0.9322)>
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Face 2492
UV Count: 3
  UV <Vector (0.8847, 0.9489)>
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8852, 0.9351)>
Face 2493
UV Count: 3
  UV <Vector (0.8802, 0.9494)>
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8847, 0.9489)>
Face 2494
UV Count: 3
  UV <Vector (0.8695, 0.9495)>
  UV <Vector (0.8685, 0.9408)>
  UV <Vector (0.8802, 0.9494)>
Face 2495
UV Count: 3
  UV <Vector (0.8567, 0.9491)>
  UV <Vector (0.8685, 0.9408)>
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Face 2496
UV Count: 3
  UV <Vector (0.8699, 0.9904)>
  UV <Vector (0.8818, 0.9913)>
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Face 2497
UV Count: 3
  UV <Vector (0.8690, 0.9914)>
  UV <Vector (0.8807, 0.9946)>
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Face 2498
UV Count: 3
  UV <Vector (0.8563, 0.9780)>
  UV <Vector (0.8692, 0.9818)>
  UV <Vector (0.8561, 0.9814)>
Face 2499
UV Count: 3
  UV <Vector (0.8702, 0.9827)>
  UV <Vector (0.8692, 0.9818)>
  UV <Vector (0.8815, 0.9811)>
Face 2500
UV Count: 3
  UV <Vector (0.8815, 0.9811)>
  UV <Vector (0.8806, 0.9823)>
  UV <Vector (0.8702, 0.9827)>
Face 2501
UV Count: 3
  UV <Vector (0.9552, 0.8812)>
  UV <Vector (0.9554, 0.8923)>
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Face 2502
UV Count: 3
  UV <Vector (0.9226, 0.8925)>
  UV <Vector (0.9223, 0.8812)>
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Face 2503
UV Count: 3
  UV <Vector (0.9552, 0.9204)>
  UV <Vector (0.9219, 0.9234)>
  UV <Vector (0.9225, 0.9096)>
Face 2504
UV Count: 3
  UV <Vector (0.9225, 0.9096)>
  UV <Vector (0.9554, 0.9093)>
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Face 2505
UV Count: 3
  UV <Vector (0.9828, 0.6576)>
  UV <Vector (0.9569, 0.6745)>
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Face 2506
UV Count: 3
  UV <Vector (0.9226, 0.8925)>
  UV <Vector (0.9554, 0.9093)>
  UV <Vector (0.9225, 0.9096)>
Face 2507
UV Count: 3
  UV <Vector (0.9569, 0.6745)>
  UV <Vector (0.9831, 0.6746)>
  UV <Vector (0.9827, 0.6856)>
Face 2508
UV Count: 3
  UV <Vector (0.9827, 0.6856)>
  UV <Vector (0.9565, 0.6856)>
  UV <Vector (0.9569, 0.6745)>
Face 2509
UV Count: 3
  UV <Vector (0.9824, 0.6466)>
  UV <Vector (0.9828, 0.6576)>
  UV <Vector (0.9566, 0.6576)>
Face 2510
UV Count: 3
  UV <Vector (0.9566, 0.6576)>
  UV <Vector (0.9562, 0.6463)>
  UV <Vector (0.9824, 0.6466)>
Face 2511
UV Count: 3
  UV <Vector (0.9054, 0.6189)>
  UV <Vector (0.8992, 0.6266)>
  UV <Vector (0.8986, 0.6197)>
Face 2512
UV Count: 3
  UV <Vector (0.7241, 0.8734)>
  UV <Vector (0.7166, 0.8718)>
  UV <Vector (0.7249, 0.8716)>
Face 2513
UV Count: 3
  UV <Vector (0.7224, 0.8765)>
  UV <Vector (0.7160, 0.8734)>
  UV <Vector (0.7241, 0.8734)>
Face 2514
UV Count: 3
  UV <Vector (0.7059, 0.8796)>
  UV <Vector (0.6989, 0.8775)>
  UV <Vector (0.7065, 0.8774)>
Face 2515
UV Count: 3
  UV <Vector (0.6992, 0.8868)>
  UV <Vector (0.7064, 0.8846)>
  UV <Vector (0.7076, 0.8860)>
Face 2516
UV Count: 3
  UV <Vector (0.7358, 0.9976)>
  UV <Vector (0.7433, 0.9946)>
  UV <Vector (0.7456, 0.9981)>
Face 2517
UV Count: 3
  UV <Vector (0.7323, 0.8757)>
  UV <Vector (0.7307, 0.8729)>
  UV <Vector (0.7350, 0.8719)>
Face 2518
UV Count: 3
  UV <Vector (0.7205, 0.8785)>
  UV <Vector (0.7150, 0.8761)>
  UV <Vector (0.7224, 0.8765)>
Face 2519
UV Count: 3
  UV <Vector (0.7166, 0.8718)>
  UV <Vector (0.7082, 0.8682)>
  UV <Vector (0.7174, 0.8676)>
Face 2520
UV Count: 3
  UV <Vector (0.7308, 0.9944)>
  UV <Vector (0.7340, 0.9914)>
  UV <Vector (0.7344, 0.9942)>
Face 2521
UV Count: 3
  UV <Vector (0.7004, 0.9949)>
  UV <Vector (0.7127, 0.9976)>
  UV <Vector (0.7003, 0.9981)>
Face 2522
UV Count: 3
  UV <Vector (0.7244, 0.9942)>
  UV <Vector (0.7291, 0.9914)>
  UV <Vector (0.7308, 0.9944)>
Face 2523
UV Count: 3
  UV <Vector (0.7321, 0.8704)>
  UV <Vector (0.7262, 0.8664)>
  UV <Vector (0.7336, 0.8648)>
Face 2524
UV Count: 3
  UV <Vector (0.7344, 0.9942)>
  UV <Vector (0.7412, 0.9914)>
  UV <Vector (0.7433, 0.9946)>
Face 2525
UV Count: 3
  UV <Vector (0.7350, 0.8719)>
  UV <Vector (0.7321, 0.8704)>
  UV <Vector (0.7367, 0.8689)>
Face 2526
UV Count: 3
  UV <Vector (0.7352, 0.8755)>
  UV <Vector (0.7350, 0.8719)>
  UV <Vector (0.7383, 0.8711)>
Face 2527
UV Count: 3
  UV <Vector (0.7400, 0.8673)>
  UV <Vector (0.7378, 0.8634)>
  UV <Vector (0.7408, 0.8610)>
Face 2528
UV Count: 3
  UV <Vector (0.7130, 0.8834)>
  UV <Vector (0.7123, 0.8799)>
  UV <Vector (0.7180, 0.8808)>
Face 2529
UV Count: 3
  UV <Vector (0.6653, 0.8211)>
  UV <Vector (0.6662, 0.8268)>
  UV <Vector (0.6649, 0.8283)>
Face 2530
UV Count: 3
  UV <Vector (0.6991, 0.8847)>
  UV <Vector (0.7054, 0.8823)>
  UV <Vector (0.7064, 0.8846)>
Face 2531
UV Count: 3
  UV <Vector (0.6989, 0.8734)>
  UV <Vector (0.6909, 0.8760)>
  UV <Vector (0.6903, 0.8737)>
Face 2532
UV Count: 3
  UV <Vector (0.7076, 0.8860)>
  UV <Vector (0.7130, 0.8834)>
  UV <Vector (0.7156, 0.8843)>
Face 2533
UV Count: 3
  UV <Vector (0.7099, 0.8876)>
  UV <Vector (0.7156, 0.8843)>
  UV <Vector (0.7180, 0.8858)>
Face 2534
UV Count: 3
  UV <Vector (0.7180, 0.8808)>
  UV <Vector (0.7139, 0.8777)>
  UV <Vector (0.7205, 0.8785)>
Face 2535
UV Count: 3
  UV <Vector (0.7104, 0.8821)>
  UV <Vector (0.7059, 0.8796)>
  UV <Vector (0.7123, 0.8799)>
Face 2536
UV Count: 3
  UV <Vector (0.7156, 0.8843)>
  UV <Vector (0.7180, 0.8808)>
  UV <Vector (0.7220, 0.8817)>
Face 2537
UV Count: 3
  UV <Vector (0.7276, 0.8828)>
  UV <Vector (0.7294, 0.8789)>
  UV <Vector (0.7317, 0.8785)>
Face 2538
UV Count: 3
  UV <Vector (0.7249, 0.8824)>
  UV <Vector (0.7257, 0.8790)>
  UV <Vector (0.7294, 0.8789)>
Face 2539
UV Count: 3
  UV <Vector (0.7064, 0.8846)>
  UV <Vector (0.7104, 0.8821)>
  UV <Vector (0.7130, 0.8834)>
Face 2540
UV Count: 3
  UV <Vector (0.7307, 0.8729)>
  UV <Vector (0.7249, 0.8716)>
  UV <Vector (0.7321, 0.8704)>
Face 2541
UV Count: 3
  UV <Vector (0.6875, 0.9953)>
  UV <Vector (0.7003, 0.9981)>
  UV <Vector (0.6872, 0.9984)>
Face 2542
UV Count: 3
  UV <Vector (0.6878, 0.9914)>
  UV <Vector (0.7004, 0.9949)>
  UV <Vector (0.6875, 0.9953)>
Face 2543
UV Count: 3
  UV <Vector (0.7188, 0.9944)>
  UV <Vector (0.7228, 0.9914)>
  UV <Vector (0.7244, 0.9942)>
Face 2544
UV Count: 3
  UV <Vector (0.7275, 0.7936)>
  UV <Vector (0.7276, 0.8021)>
  UV <Vector (0.7251, 0.7940)>
Face 2545
UV Count: 3
  UV <Vector (0.8241, 0.9914)>
  UV <Vector (0.8339, 0.9914)>
  UV <Vector (0.8290, 0.9989)>
Face 2546
UV Count: 3
  UV <Vector (0.8290, 0.9989)>
  UV <Vector (0.8223, 0.9988)>
  UV <Vector (0.8241, 0.9914)>
Face 2547
UV Count: 3
  UV <Vector (0.5393, 0.9914)>
  UV <Vector (0.5294, 0.9988)>
  UV <Vector (0.5283, 0.9914)>
Face 2548
UV Count: 3
  UV <Vector (0.7293, 0.8197)>
  UV <Vector (0.7293, 0.8114)>
  UV <Vector (0.7306, 0.8202)>
Face 2549
UV Count: 3
  UV <Vector (0.7251, 0.7940)>
  UV <Vector (0.7199, 0.7883)>
  UV <Vector (0.7221, 0.7870)>
Face 2550
UV Count: 3
  UV <Vector (0.8003, 0.9914)>
  UV <Vector (0.8128, 0.9914)>
  UV <Vector (0.8073, 0.9985)>
Face 2551
UV Count: 3
  UV <Vector (0.8073, 0.9985)>
  UV <Vector (0.7937, 0.9942)>
  UV <Vector (0.8003, 0.9914)>
Face 2552
UV Count: 3
  UV <Vector (0.7884, 0.9914)>
  UV <Vector (0.8003, 0.9914)>
  UV <Vector (0.7937, 0.9942)>
Face 2553
UV Count: 3
  UV <Vector (0.7699, 0.9985)>
  UV <Vector (0.7805, 0.9956)>
  UV <Vector (0.7887, 0.9989)>
Face 2554
UV Count: 3
  UV <Vector (0.7286, 0.8314)>
  UV <Vector (0.7313, 0.8274)>
  UV <Vector (0.7294, 0.8340)>
Face 2555
UV Count: 3
  UV <Vector (0.7294, 0.8340)>
  UV <Vector (0.7332, 0.8362)>
  UV <Vector (0.7298, 0.8382)>
Face 2556
UV Count: 3
  UV <Vector (0.7339, 0.8432)>
  UV <Vector (0.7298, 0.8382)>
  UV <Vector (0.7332, 0.8362)>
Face 2557
UV Count: 3
  UV <Vector (0.7352, 0.8362)>
  UV <Vector (0.7339, 0.8432)>
  UV <Vector (0.7332, 0.8362)>
Face 2558
UV Count: 3
  UV <Vector (0.7339, 0.8277)>
  UV <Vector (0.7313, 0.8274)>
  UV <Vector (0.7333, 0.8225)>
Face 2559
UV Count: 3
  UV <Vector (0.6767, 0.8823)>
  UV <Vector (0.6816, 0.8857)>
  UV <Vector (0.6737, 0.8825)>
Face 2560
UV Count: 3
  UV <Vector (0.7294, 0.8340)>
  UV <Vector (0.7313, 0.8274)>
  UV <Vector (0.7323, 0.8308)>
Face 2561
UV Count: 3
  UV <Vector (0.7303, 0.8435)>
  UV <Vector (0.7253, 0.8397)>
  UV <Vector (0.7298, 0.8382)>
Face 2562
UV Count: 3
  UV <Vector (0.7371, 0.8575)>
  UV <Vector (0.7320, 0.8547)>
  UV <Vector (0.7353, 0.8507)>
Face 2563
UV Count: 3
  UV <Vector (0.7303, 0.8435)>
  UV <Vector (0.7247, 0.8485)>
  UV <Vector (0.7249, 0.8437)>
Face 2564
UV Count: 3
  UV <Vector (0.7257, 0.8581)>
  UV <Vector (0.7168, 0.8558)>
  UV <Vector (0.7250, 0.8535)>
Face 2565
UV Count: 3
  UV <Vector (0.8223, 0.9988)>
  UV <Vector (0.8128, 0.9914)>
  UV <Vector (0.8241, 0.9914)>
Face 2566
UV Count: 3
  UV <Vector (0.7249, 0.8437)>
  UV <Vector (0.7186, 0.8432)>
  UV <Vector (0.7253, 0.8397)>
Face 2567
UV Count: 3
  UV <Vector (0.6895, 0.8647)>
  UV <Vector (0.6987, 0.8610)>
  UV <Vector (0.6988, 0.8647)>
Face 2568
UV Count: 3
  UV <Vector (0.7082, 0.8644)>
  UV <Vector (0.6989, 0.8683)>
  UV <Vector (0.6988, 0.8647)>
Face 2569
UV Count: 3
  UV <Vector (0.7180, 0.8858)>
  UV <Vector (0.7220, 0.8817)>
  UV <Vector (0.7249, 0.8824)>
Face 2570
UV Count: 3
  UV <Vector (0.6989, 0.8721)>
  UV <Vector (0.6903, 0.8737)>
  UV <Vector (0.6900, 0.8723)>
Face 2571
UV Count: 3
  UV <Vector (0.6989, 0.8757)>
  UV <Vector (0.6913, 0.8775)>
  UV <Vector (0.6909, 0.8760)>
Face 2572
UV Count: 3
  UV <Vector (0.7123, 0.8799)>
  UV <Vector (0.7065, 0.8774)>
  UV <Vector (0.7139, 0.8777)>
Face 2573
UV Count: 3
  UV <Vector (0.7201, 0.8890)>
  UV <Vector (0.7249, 0.8824)>
  UV <Vector (0.7276, 0.8828)>
Face 2574
UV Count: 3
  UV <Vector (0.6991, 0.8885)>
  UV <Vector (0.6888, 0.8921)>
  UV <Vector (0.6896, 0.8878)>
Face 2575
UV Count: 3
  UV <Vector (0.7070, 0.8758)>
  UV <Vector (0.6989, 0.8734)>
  UV <Vector (0.7075, 0.8734)>
Face 2576
UV Count: 3
  UV <Vector (0.7220, 0.8817)>
  UV <Vector (0.7205, 0.8785)>
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Face 2577
UV Count: 3
  UV <Vector (0.7294, 0.8789)>
  UV <Vector (0.7282, 0.8764)>
  UV <Vector (0.7323, 0.8757)>
Face 2578
UV Count: 3
  UV <Vector (0.6753, 0.9945)>
  UV <Vector (0.6626, 0.9975)>
  UV <Vector (0.6629, 0.9944)>
Face 2579
UV Count: 3
  UV <Vector (0.6749, 0.9998)>
  UV <Vector (0.6872, 0.9984)>
  UV <Vector (0.6874, 0.9998)>
Face 2580
UV Count: 3
  UV <Vector (0.7317, 0.8785)>
  UV <Vector (0.7323, 0.8757)>
  UV <Vector (0.7352, 0.8755)>
Face 2581
UV Count: 3
  UV <Vector (0.7937, 0.9942)>
  UV <Vector (0.8073, 0.9985)>
  UV <Vector (0.7887, 0.9989)>
Face 2582
UV Count: 3
  UV <Vector (0.7887, 0.9989)>
  UV <Vector (0.7805, 0.9956)>
  UV <Vector (0.7937, 0.9942)>
Face 2583
UV Count: 3
  UV <Vector (0.7569, 0.9986)>
  UV <Vector (0.7653, 0.9953)>
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Face 2584
UV Count: 3
  UV <Vector (0.7715, 0.9914)>
  UV <Vector (0.7805, 0.9956)>
  UV <Vector (0.7653, 0.9953)>
Face 2585
UV Count: 3
  UV <Vector (0.7653, 0.9953)>
  UV <Vector (0.7587, 0.9914)>
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Face 2586
UV Count: 3
  UV <Vector (0.7805, 0.9956)>
  UV <Vector (0.7715, 0.9914)>
  UV <Vector (0.7820, 0.9914)>
Face 2587
UV Count: 3
  UV <Vector (0.7392, 0.8544)>
  UV <Vector (0.7353, 0.8507)>
  UV <Vector (0.7367, 0.8466)>
Face 2588
UV Count: 3
  UV <Vector (0.7367, 0.8466)>
  UV <Vector (0.7353, 0.8507)>
  UV <Vector (0.7339, 0.8432)>
Face 2589
UV Count: 3
  UV <Vector (0.7310, 0.8492)>
  UV <Vector (0.7339, 0.8432)>
  UV <Vector (0.7353, 0.8507)>
Face 2590
UV Count: 3
  UV <Vector (0.7353, 0.8507)>
  UV <Vector (0.7320, 0.8547)>
  UV <Vector (0.7310, 0.8492)>
Face 2591
UV Count: 3
  UV <Vector (0.7339, 0.8432)>
  UV <Vector (0.7310, 0.8492)>
  UV <Vector (0.7303, 0.8435)>
Face 2592
UV Count: 3
  UV <Vector (0.7247, 0.8485)>
  UV <Vector (0.7303, 0.8435)>
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Face 2593
UV Count: 3
  UV <Vector (0.7310, 0.8492)>
  UV <Vector (0.7250, 0.8535)>
  UV <Vector (0.7247, 0.8485)>
Face 2594
UV Count: 3
  UV <Vector (0.7250, 0.8535)>
  UV <Vector (0.7310, 0.8492)>
  UV <Vector (0.7320, 0.8547)>
Face 2595
UV Count: 3
  UV <Vector (0.7320, 0.8547)>
  UV <Vector (0.7257, 0.8581)>
  UV <Vector (0.7250, 0.8535)>
Face 2596
UV Count: 3
  UV <Vector (0.7250, 0.8535)>
  UV <Vector (0.7170, 0.8512)>
  UV <Vector (0.7247, 0.8485)>
Face 2597
UV Count: 3
  UV <Vector (0.7168, 0.8558)>
  UV <Vector (0.7080, 0.8523)>
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Face 2598
UV Count: 3
  UV <Vector (0.7080, 0.8608)>
  UV <Vector (0.7168, 0.8558)>
  UV <Vector (0.7171, 0.8600)>
Face 2599
UV Count: 3
  UV <Vector (0.7262, 0.8620)>
  UV <Vector (0.7171, 0.8600)>
  UV <Vector (0.7257, 0.8581)>
Face 2600
UV Count: 3
  UV <Vector (0.6982, 0.8413)>
  UV <Vector (0.7091, 0.8441)>
  UV <Vector (0.6983, 0.8441)>
Face 2601
UV Count: 3
  UV <Vector (0.6984, 0.8524)>
  UV <Vector (0.6892, 0.8571)>
  UV <Vector (0.6889, 0.8527)>
Face 2602
UV Count: 3
  UV <Vector (0.6712, 0.9373)>
  UV <Vector (0.6790, 0.9278)>
  UV <Vector (0.6814, 0.9317)>
Face 2603
UV Count: 3
  UV <Vector (0.7056, 0.9352)>
  UV <Vector (0.6946, 0.9296)>
  UV <Vector (0.7077, 0.9321)>
Face 2604
UV Count: 3
  UV <Vector (0.7022, 0.9416)>
  UV <Vector (0.6945, 0.9362)>
  UV <Vector (0.7038, 0.9379)>
Face 2605
UV Count: 3
  UV <Vector (0.6771, 0.9514)>
  UV <Vector (0.6780, 0.9585)>
  UV <Vector (0.6744, 0.9569)>
Face 2606
UV Count: 3
  UV <Vector (0.6674, 0.9349)>
  UV <Vector (0.6648, 0.9439)>
  UV <Vector (0.6598, 0.9431)>
Face 2607
UV Count: 3
  UV <Vector (0.6747, 0.9394)>
  UV <Vector (0.6717, 0.9473)>
  UV <Vector (0.6689, 0.9455)>
Face 2608
UV Count: 3
  UV <Vector (0.6837, 0.9351)>
  UV <Vector (0.6773, 0.9416)>
  UV <Vector (0.6747, 0.9394)>
Face 2609
UV Count: 3
  UV <Vector (0.6544, 0.9507)>
  UV <Vector (0.6569, 0.9575)>
  UV <Vector (0.6496, 0.9578)>
Face 2610
UV Count: 3
  UV <Vector (0.6655, 0.9598)>
  UV <Vector (0.6687, 0.9664)>
  UV <Vector (0.6648, 0.9649)>
Face 2611
UV Count: 3
  UV <Vector (0.6598, 0.9431)>
  UV <Vector (0.6604, 0.9506)>
  UV <Vector (0.6544, 0.9507)>
Face 2612
UV Count: 3
  UV <Vector (0.6689, 0.9455)>
  UV <Vector (0.6678, 0.9534)>
  UV <Vector (0.6648, 0.9520)>
Face 2613
UV Count: 3
  UV <Vector (0.6550, 0.9624)>
  UV <Vector (0.6607, 0.9685)>
  UV <Vector (0.6541, 0.9681)>
Face 2614
UV Count: 3
  UV <Vector (0.6420, 0.9734)>
  UV <Vector (0.6496, 0.9776)>
  UV <Vector (0.6395, 0.9782)>
Face 2615
UV Count: 3
  UV <Vector (0.6516, 0.9729)>
  UV <Vector (0.6571, 0.9780)>
  UV <Vector (0.6496, 0.9776)>
Face 2616
UV Count: 3
  UV <Vector (0.6755, 0.9816)>
  UV <Vector (0.6705, 0.9861)>
  UV <Vector (0.6707, 0.9805)>
Face 2617
UV Count: 3
  UV <Vector (0.6589, 0.9730)>
  UV <Vector (0.6623, 0.9785)>
  UV <Vector (0.6571, 0.9780)>
Face 2618
UV Count: 3
  UV <Vector (0.6864, 0.9412)>
  UV <Vector (0.6815, 0.9472)>
  UV <Vector (0.6795, 0.9444)>
Face 2619
UV Count: 3
  UV <Vector (0.6944, 0.9402)>
  UV <Vector (0.6850, 0.9373)>
  UV <Vector (0.6945, 0.9362)>
Face 2620
UV Count: 3
  UV <Vector (0.6885, 0.9554)>
  UV <Vector (0.6939, 0.9609)>
  UV <Vector (0.6880, 0.9608)>
Face 2621
UV Count: 3
  UV <Vector (0.6822, 0.9600)>
  UV <Vector (0.6879, 0.9660)>
  UV <Vector (0.6819, 0.9655)>
Face 2622
UV Count: 3
  UV <Vector (0.6795, 0.9444)>
  UV <Vector (0.6771, 0.9514)>
  UV <Vector (0.6743, 0.9493)>
Face 2623
UV Count: 3
  UV <Vector (0.6744, 0.9569)>
  UV <Vector (0.6773, 0.9639)>
  UV <Vector (0.6731, 0.9624)>
Face 2624
UV Count: 3
  UV <Vector (0.6801, 0.9533)>
  UV <Vector (0.6822, 0.9600)>
  UV <Vector (0.6780, 0.9585)>
Face 2625
UV Count: 3
  UV <Vector (0.6775, 0.9688)>
  UV <Vector (0.6819, 0.9655)>
  UV <Vector (0.6824, 0.9701)>
Face 2626
UV Count: 3
  UV <Vector (0.6733, 0.9676)>
  UV <Vector (0.6767, 0.9734)>
  UV <Vector (0.6722, 0.9721)>
Face 2627
UV Count: 3
  UV <Vector (0.6743, 0.9493)>
  UV <Vector (0.6744, 0.9569)>
  UV <Vector (0.6709, 0.9552)>
Face 2628
UV Count: 3
  UV <Vector (0.7050, 0.9649)>
  UV <Vector (0.7089, 0.9588)>
  UV <Vector (0.7098, 0.9639)>
Face 2629
UV Count: 3
  UV <Vector (0.6816, 0.9820)>
  UV <Vector (0.6754, 0.9865)>
  UV <Vector (0.6755, 0.9816)>
Face 2630
UV Count: 3
  UV <Vector (0.6714, 0.9762)>
  UV <Vector (0.6668, 0.9793)>
  UV <Vector (0.6675, 0.9749)>
Face 2631
UV Count: 3
  UV <Vector (0.6731, 0.9624)>
  UV <Vector (0.6775, 0.9688)>
  UV <Vector (0.6733, 0.9676)>
Face 2632
UV Count: 3
  UV <Vector (0.7046, 0.9600)>
  UV <Vector (0.7072, 0.9539)>
  UV <Vector (0.7089, 0.9588)>
Face 2633
UV Count: 3
  UV <Vector (0.7050, 0.9697)>
  UV <Vector (0.7098, 0.9639)>
  UV <Vector (0.7101, 0.9691)>
Face 2634
UV Count: 3
  UV <Vector (0.5613, 0.9847)>
  UV <Vector (0.5677, 0.9875)>
  UV <Vector (0.5613, 0.9878)>
Face 2635
UV Count: 3
  UV <Vector (0.5983, 0.9744)>
  UV <Vector (0.5907, 0.9711)>
  UV <Vector (0.5992, 0.9734)>
Face 2636
UV Count: 3
  UV <Vector (0.5993, 0.9773)>
  UV <Vector (0.6051, 0.9752)>
  UV <Vector (0.6065, 0.9759)>
Face 2637
UV Count: 3
  UV <Vector (0.5667, 0.9654)>
  UV <Vector (0.5593, 0.9701)>
  UV <Vector (0.5586, 0.9657)>
Face 2638
UV Count: 3
  UV <Vector (0.5807, 0.9802)>
  UV <Vector (0.5684, 0.9844)>
  UV <Vector (0.5685, 0.9811)>
Face 2639
UV Count: 3
  UV <Vector (0.6038, 0.9805)>
  UV <Vector (0.6083, 0.9768)>
  UV <Vector (0.6105, 0.9775)>
Face 2640
UV Count: 3
  UV <Vector (0.6179, 0.9723)>
  UV <Vector (0.6138, 0.9775)>
  UV <Vector (0.6105, 0.9775)>
Face 2641
UV Count: 3
  UV <Vector (0.6038, 0.9805)>
  UV <Vector (0.6006, 0.9846)>
  UV <Vector (0.5948, 0.9824)>
Face 2642
UV Count: 3
  UV <Vector (0.6274, 0.9584)>
  UV <Vector (0.6169, 0.9644)>
  UV <Vector (0.6269, 0.9579)>
Face 2643
UV Count: 3
  UV <Vector (0.6419, 0.9589)>
  UV <Vector (0.6362, 0.9562)>
  UV <Vector (0.6405, 0.9544)>
Face 2644
UV Count: 3
  UV <Vector (0.6309, 0.9587)>
  UV <Vector (0.6290, 0.9652)>
  UV <Vector (0.6253, 0.9660)>
Face 2645
UV Count: 3
  UV <Vector (0.6534, 0.9260)>
  UV <Vector (0.6388, 0.9449)>
  UV <Vector (0.6532, 0.9227)>
Face 2646
UV Count: 3
  UV <Vector (0.6334, 0.9573)>
  UV <Vector (0.6412, 0.9471)>
  UV <Vector (0.6418, 0.9474)>
Face 2647
UV Count: 3
  UV <Vector (0.6295, 0.9594)>
  UV <Vector (0.6402, 0.9469)>
  UV <Vector (0.6407, 0.9469)>
Face 2648
UV Count: 3
  UV <Vector (0.8139, 0.7194)>
  UV <Vector (0.8052, 0.7288)>
  UV <Vector (0.8034, 0.7189)>
Face 2649
UV Count: 3
  UV <Vector (0.6530, 0.9313)>
  UV <Vector (0.6434, 0.9468)>
  UV <Vector (0.6418, 0.9474)>
Face 2650
UV Count: 3
  UV <Vector (0.7170, 0.8512)>
  UV <Vector (0.7085, 0.8477)>
  UV <Vector (0.7177, 0.8467)>
Face 2651
UV Count: 3
  UV <Vector (0.6407, 0.9469)>
  UV <Vector (0.6309, 0.9587)>
  UV <Vector (0.6295, 0.9594)>
Face 2652
UV Count: 3
  UV <Vector (0.7183, 0.9155)>
  UV <Vector (0.6946, 0.9090)>
  UV <Vector (0.6946, 0.9087)>
Face 2653
UV Count: 3
  UV <Vector (0.6946, 0.9107)>
  UV <Vector (0.6738, 0.9196)>
  UV <Vector (0.6717, 0.9169)>
Face 2654
UV Count: 3
  UV <Vector (0.6540, 0.9315)>
  UV <Vector (0.6445, 0.9464)>
  UV <Vector (0.6434, 0.9468)>
Face 2655
UV Count: 3
  UV <Vector (0.6820, 0.9743)>
  UV <Vector (0.6878, 0.9786)>
  UV <Vector (0.6817, 0.9782)>
Face 2656
UV Count: 3
  UV <Vector (0.6819, 0.9655)>
  UV <Vector (0.6880, 0.9707)>
  UV <Vector (0.6824, 0.9701)>
Face 2657
UV Count: 3
  UV <Vector (0.6879, 0.9748)>
  UV <Vector (0.6939, 0.9787)>
  UV <Vector (0.6878, 0.9786)>
Face 2658
UV Count: 3
  UV <Vector (0.6879, 0.9660)>
  UV <Vector (0.6938, 0.9706)>
  UV <Vector (0.6880, 0.9707)>
Face 2659
UV Count: 3
  UV <Vector (0.6824, 0.9701)>
  UV <Vector (0.6879, 0.9748)>
  UV <Vector (0.6820, 0.9743)>
Face 2660
UV Count: 3
  UV <Vector (0.6816, 0.9820)>
  UV <Vector (0.6878, 0.9864)>
  UV <Vector (0.6816, 0.9862)>
Face 2661
UV Count: 3
  UV <Vector (0.6938, 0.9706)>
  UV <Vector (0.6998, 0.9745)>
  UV <Vector (0.6939, 0.9748)>
Face 2662
UV Count: 3
  UV <Vector (0.6939, 0.9826)>
  UV <Vector (0.6878, 0.9864)>
  UV <Vector (0.6877, 0.9823)>
Face 2663
UV Count: 3
  UV <Vector (0.6849, 0.9513)>
  UV <Vector (0.6885, 0.9554)>
  UV <Vector (0.6836, 0.9548)>
Face 2664
UV Count: 3
  UV <Vector (0.6817, 0.9782)>
  UV <Vector (0.6877, 0.9823)>
  UV <Vector (0.6816, 0.9820)>
Face 2665
UV Count: 3
  UV <Vector (0.6941, 0.9555)>
  UV <Vector (0.6992, 0.9514)>
  UV <Vector (0.6993, 0.9555)>
Face 2666
UV Count: 3
  UV <Vector (0.6992, 0.9514)>
  UV <Vector (0.6942, 0.9475)>
  UV <Vector (0.6998, 0.9482)>
Face 2667
UV Count: 3
  UV <Vector (0.6123, 0.9840)>
  UV <Vector (0.6223, 0.9870)>
  UV <Vector (0.6028, 0.9896)>
Face 2668
UV Count: 3
  UV <Vector (0.6223, 0.9749)>
  UV <Vector (0.6300, 0.9759)>
  UV <Vector (0.6180, 0.9793)>
Face 2669
UV Count: 3
  UV <Vector (0.6211, 0.9719)>
  UV <Vector (0.6223, 0.9749)>
  UV <Vector (0.6138, 0.9775)>
Face 2670
UV Count: 3
  UV <Vector (0.6086, 0.9810)>
  UV <Vector (0.6123, 0.9840)>
  UV <Vector (0.6006, 0.9846)>
Face 2671
UV Count: 3
  UV <Vector (0.6344, 0.9624)>
  UV <Vector (0.6280, 0.9694)>
  UV <Vector (0.6211, 0.9719)>
Face 2672
UV Count: 3
  UV <Vector (0.6211, 0.9719)>
  UV <Vector (0.6290, 0.9652)>
  UV <Vector (0.6344, 0.9624)>
Face 2673
UV Count: 3
  UV <Vector (0.6284, 0.9591)>
  UV <Vector (0.6203, 0.9658)>
  UV <Vector (0.6197, 0.9656)>
Face 2674
UV Count: 3
  UV <Vector (0.6122, 0.9707)>
  UV <Vector (0.6065, 0.9759)>
  UV <Vector (0.6051, 0.9752)>
Face 2675
UV Count: 3
  UV <Vector (0.6419, 0.9589)>
  UV <Vector (0.6468, 0.9517)>
  UV <Vector (0.6496, 0.9578)>
Face 2676
UV Count: 3
  UV <Vector (0.6583, 0.9317)>
  UV <Vector (0.6541, 0.9436)>
  UV <Vector (0.6485, 0.9447)>
Face 2677
UV Count: 3
  UV <Vector (0.6717, 0.9169)>
  UV <Vector (0.6583, 0.9317)>
  UV <Vector (0.6547, 0.9315)>
Face 2678
UV Count: 3
  UV <Vector (0.6707, 0.9156)>
  UV <Vector (0.6540, 0.9315)>
  UV <Vector (0.6530, 0.9313)>
Face 2679
UV Count: 3
  UV <Vector (0.7175, 0.9171)>
  UV <Vector (0.6946, 0.9100)>
  UV <Vector (0.7179, 0.9166)>
Face 2680
UV Count: 3
  UV <Vector (0.6946, 0.9187)>
  UV <Vector (0.7154, 0.9199)>
  UV <Vector (0.7126, 0.9242)>
Face 2681
UV Count: 3
  UV <Vector (0.6628, 0.9326)>
  UV <Vector (0.6598, 0.9431)>
  UV <Vector (0.6541, 0.9436)>
Face 2682
UV Count: 3
  UV <Vector (0.6218, 0.9879)>
  UV <Vector (0.6028, 0.9896)>
  UV <Vector (0.6223, 0.9870)>
Face 2683
UV Count: 3
  UV <Vector (0.6707, 0.9878)>
  UV <Vector (0.6754, 0.9865)>
  UV <Vector (0.6755, 0.9876)>
Face 2684
UV Count: 3
  UV <Vector (0.7193, 0.9978)>
  UV <Vector (0.7246, 0.9998)>
  UV <Vector (0.7193, 0.9998)>
Face 2685
UV Count: 3
  UV <Vector (0.7317, 0.9998)>
  UV <Vector (0.7358, 0.9976)>
  UV <Vector (0.7360, 0.9998)>
Face 2686
UV Count: 3
  UV <Vector (0.6820, 0.9888)>
  UV <Vector (0.6757, 0.9884)>
  UV <Vector (0.6819, 0.9877)>
Face 2687
UV Count: 3
  UV <Vector (0.6878, 0.9873)>
  UV <Vector (0.6819, 0.9877)>
  UV <Vector (0.6818, 0.9870)>
Face 2688
UV Count: 3
  UV <Vector (0.6874, 0.9998)>
  UV <Vector (0.7003, 0.9981)>
  UV <Vector (0.7007, 0.9998)>
Face 2689
UV Count: 3
  UV <Vector (0.6561, 0.9862)>
  UV <Vector (0.6476, 0.9870)>
  UV <Vector (0.6469, 0.9854)>
Face 2690
UV Count: 3
  UV <Vector (0.5818, 0.9896)>
  UV <Vector (0.5672, 0.9884)>
  UV <Vector (0.5835, 0.9888)>
Face 2691
UV Count: 3
  UV <Vector (0.5574, 0.9897)>
  UV <Vector (0.5600, 0.9907)>
  UV <Vector (0.5573, 0.9908)>
Face 2692
UV Count: 3
  UV <Vector (0.8287, 0.9998)>
  UV <Vector (0.8223, 0.9988)>
  UV <Vector (0.8290, 0.9989)>
Face 2693
UV Count: 3
  UV <Vector (0.8314, 0.9989)>
  UV <Vector (0.8339, 0.9998)>
  UV <Vector (0.8313, 0.9998)>
Face 2694
UV Count: 3
  UV <Vector (0.7088, 0.9450)>
  UV <Vector (0.7038, 0.9379)>
  UV <Vector (0.7113, 0.9421)>
Face 2695
UV Count: 3
  UV <Vector (0.6998, 0.9886)>
  UV <Vector (0.6938, 0.9878)>
  UV <Vector (0.6998, 0.9878)>
Face 2696
UV Count: 3
  UV <Vector (0.6991, 0.8885)>
  UV <Vector (0.7095, 0.8911)>
  UV <Vector (0.6993, 0.8925)>
Face 2697
UV Count: 3
  UV <Vector (0.7246, 0.9998)>
  UV <Vector (0.7313, 0.9974)>
  UV <Vector (0.7317, 0.9998)>
Face 2698
UV Count: 3
  UV <Vector (0.6214, 0.9886)>
  UV <Vector (0.6015, 0.9905)>
  UV <Vector (0.6218, 0.9879)>
Face 2699
UV Count: 3
  UV <Vector (0.6214, 0.9886)>
  UV <Vector (0.6013, 0.9920)>
  UV <Vector (0.6005, 0.9911)>
Face 2700
UV Count: 3
  UV <Vector (0.7805, 0.9956)>
  UV <Vector (0.7884, 0.9914)>
  UV <Vector (0.7937, 0.9942)>
Face 2701
UV Count: 3
  UV <Vector (0.7712, 0.9998)>
  UV <Vector (0.7887, 0.9989)>
  UV <Vector (0.7897, 0.9998)>
Face 2702
UV Count: 3
  UV <Vector (0.7359, 0.5368)>
  UV <Vector (0.7457, 0.5313)>
  UV <Vector (0.7461, 0.5370)>
Face 2703
UV Count: 3
  UV <Vector (0.7673, 0.5313)>
  UV <Vector (0.7567, 0.5372)>
  UV <Vector (0.7561, 0.5313)>
Face 2704
UV Count: 3
  UV <Vector (0.7557, 0.5213)>
  UV <Vector (0.7660, 0.5237)>
  UV <Vector (0.7552, 0.5242)>
Face 2705
UV Count: 3
  UV <Vector (0.7797, 0.5428)>
  UV <Vector (0.7678, 0.5374)>
  UV <Vector (0.7800, 0.5374)>
Face 2706
UV Count: 3
  UV <Vector (0.7359, 0.5368)>
  UV <Vector (0.7264, 0.5411)>
  UV <Vector (0.7257, 0.5369)>
Face 2707
UV Count: 3
  UV <Vector (0.7264, 0.5411)>
  UV <Vector (0.7150, 0.5369)>
  UV <Vector (0.7257, 0.5369)>
Face 2708
UV Count: 3
  UV <Vector (0.7150, 0.5369)>
  UV <Vector (0.7252, 0.5317)>
  UV <Vector (0.7257, 0.5369)>
Face 2709
UV Count: 3
  UV <Vector (0.7457, 0.5218)>
  UV <Vector (0.7552, 0.5242)>
  UV <Vector (0.7453, 0.5248)>
Face 2710
UV Count: 3
  UV <Vector (0.7138, 0.5222)>
  UV <Vector (0.7246, 0.5255)>
  UV <Vector (0.7134, 0.5254)>
Face 2711
UV Count: 3
  UV <Vector (0.6946, 0.5309)>
  UV <Vector (0.7034, 0.5248)>
  UV <Vector (0.7029, 0.5313)>
Face 2712
UV Count: 3
  UV <Vector (0.6832, 0.5355)>
  UV <Vector (0.6744, 0.5391)>
  UV <Vector (0.6735, 0.5341)>
Face 2713
UV Count: 3
  UV <Vector (0.7034, 0.5216)>
  UV <Vector (0.7134, 0.5254)>
  UV <Vector (0.7034, 0.5248)>
Face 2714
UV Count: 3
  UV <Vector (0.6633, 0.5327)>
  UV <Vector (0.6723, 0.5283)>
  UV <Vector (0.6735, 0.5341)>
Face 2715
UV Count: 3
  UV <Vector (0.6723, 0.5283)>
  UV <Vector (0.6811, 0.5230)>
  UV <Vector (0.6819, 0.5296)>
Face 2716
UV Count: 3
  UV <Vector (0.6706, 0.5212)>
  UV <Vector (0.6808, 0.5195)>
  UV <Vector (0.6811, 0.5230)>
Face 2717
UV Count: 3
  UV <Vector (0.6865, 0.5234)>
  UV <Vector (0.6917, 0.5207)>
  UV <Vector (0.6918, 0.5241)>
Face 2718
UV Count: 3
  UV <Vector (0.6433, 0.5418)>
  UV <Vector (0.6345, 0.5373)>
  UV <Vector (0.6440, 0.5383)>
Face 2719
UV Count: 3
  UV <Vector (0.6330, 0.5459)>
  UV <Vector (0.6247, 0.5396)>
  UV <Vector (0.6340, 0.5406)>
Face 2720
UV Count: 3
  UV <Vector (0.6097, 0.5595)>
  UV <Vector (0.6081, 0.5689)>
  UV <Vector (0.6078, 0.5592)>
Face 2721
UV Count: 3
  UV <Vector (0.6160, 0.5601)>
  UV <Vector (0.6105, 0.5692)>
  UV <Vector (0.6097, 0.5595)>
Face 2722
UV Count: 3
  UV <Vector (0.6014, 0.5590)>
  UV <Vector (0.5954, 0.5514)>
  UV <Vector (0.6013, 0.5502)>
Face 2723
UV Count: 3
  UV <Vector (0.6033, 0.5689)>
  UV <Vector (0.6014, 0.5590)>
  UV <Vector (0.6036, 0.5590)>
Face 2724
UV Count: 3
  UV <Vector (0.6274, 0.6217)>
  UV <Vector (0.6175, 0.6311)>
  UV <Vector (0.6174, 0.6214)>
Face 2725
UV Count: 3
  UV <Vector (0.5703, 0.5712)>
  UV <Vector (0.5783, 0.5808)>
  UV <Vector (0.5693, 0.5812)>
Face 2726
UV Count: 3
  UV <Vector (0.6611, 0.5571)>
  UV <Vector (0.6506, 0.5636)>
  UV <Vector (0.6513, 0.5558)>
Face 2727
UV Count: 3
  UV <Vector (0.6710, 0.5581)>
  UV <Vector (0.6784, 0.5634)>
  UV <Vector (0.6699, 0.5671)>
Face 2728
UV Count: 3
  UV <Vector (0.6835, 0.5461)>
  UV <Vector (0.6723, 0.5508)>
  UV <Vector (0.6729, 0.5453)>
Face 2729
UV Count: 3
  UV <Vector (0.6650, 0.5766)>
  UV <Vector (0.6713, 0.5705)>
  UV <Vector (0.6720, 0.5764)>
Face 2730
UV Count: 3
  UV <Vector (0.6720, 0.5764)>
  UV <Vector (0.6646, 0.5841)>
  UV <Vector (0.6650, 0.5766)>
Face 2731
UV Count: 3
  UV <Vector (0.6898, 0.5665)>
  UV <Vector (0.6805, 0.5755)>
  UV <Vector (0.6788, 0.5656)>
Face 2732
UV Count: 3
  UV <Vector (0.6805, 0.5755)>
  UV <Vector (0.6721, 0.5843)>
  UV <Vector (0.6720, 0.5764)>
Face 2733
UV Count: 3
  UV <Vector (0.7267, 0.5446)>
  UV <Vector (0.7147, 0.5481)>
  UV <Vector (0.7144, 0.5444)>
Face 2734
UV Count: 3
  UV <Vector (0.6973, 0.5587)>
  UV <Vector (0.6898, 0.5665)>
  UV <Vector (0.6896, 0.5585)>
Face 2735
UV Count: 3
  UV <Vector (0.7173, 0.5535)>
  UV <Vector (0.7076, 0.5591)>
  UV <Vector (0.7049, 0.5522)>
Face 2736
UV Count: 3
  UV <Vector (0.7076, 0.5591)>
  UV <Vector (0.6989, 0.5668)>
  UV <Vector (0.6973, 0.5587)>
Face 2737
UV Count: 3
  UV <Vector (0.7567, 0.5455)>
  UV <Vector (0.7464, 0.5419)>
  UV <Vector (0.7568, 0.5422)>
Face 2738
UV Count: 3
  UV <Vector (0.7185, 0.5603)>
  UV <Vector (0.7092, 0.5668)>
  UV <Vector (0.7076, 0.5591)>
Face 2739
UV Count: 3
  UV <Vector (0.6816, 0.6034)>
  UV <Vector (0.6735, 0.6125)>
  UV <Vector (0.6730, 0.6031)>
Face 2740
UV Count: 3
  UV <Vector (0.6813, 0.5845)>
  UV <Vector (0.6724, 0.5935)>
  UV <Vector (0.6721, 0.5843)>
Face 2741
UV Count: 3
  UV <Vector (0.6724, 0.5935)>
  UV <Vector (0.6641, 0.6027)>
  UV <Vector (0.6633, 0.5929)>
Face 2742
UV Count: 3
  UV <Vector (0.7486, 0.5598)>
  UV <Vector (0.7405, 0.5680)>
  UV <Vector (0.7390, 0.5601)>
Face 2743
UV Count: 3
  UV <Vector (0.7467, 0.5485)>
  UV <Vector (0.7376, 0.5536)>
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Face 2744
UV Count: 3
  UV <Vector (0.7933, 0.5481)>
  UV <Vector (0.7798, 0.5458)>
  UV <Vector (0.7933, 0.5447)>
Face 2745
UV Count: 3
  UV <Vector (0.6996, 0.5950)>
  UV <Vector (0.6901, 0.6039)>
  UV <Vector (0.6905, 0.5944)>
Face 2746
UV Count: 3
  UV <Vector (0.6986, 0.6044)>
  UV <Vector (0.6895, 0.6132)>
  UV <Vector (0.6901, 0.6039)>
Face 2747
UV Count: 3
  UV <Vector (0.6384, 0.6417)>
  UV <Vector (0.6274, 0.6503)>
  UV <Vector (0.6277, 0.6410)>
Face 2748
UV Count: 3
  UV <Vector (0.6491, 0.6421)>
  UV <Vector (0.6383, 0.6510)>
  UV <Vector (0.6384, 0.6417)>
Face 2749
UV Count: 3
  UV <Vector (0.7047, 0.6149)>
  UV <Vector (0.6960, 0.6230)>
  UV <Vector (0.6973, 0.6139)>
Face 2750
UV Count: 3
  UV <Vector (0.7807, 0.5598)>
  UV <Vector (0.7702, 0.5680)>
  UV <Vector (0.7689, 0.5600)>
Face 2751
UV Count: 3
  UV <Vector (0.6486, 0.6796)>
  UV <Vector (0.6594, 0.6692)>
  UV <Vector (0.6597, 0.6793)>
Face 2752
UV Count: 3
  UV <Vector (0.7432, 0.6063)>
  UV <Vector (0.7323, 0.5962)>
  UV <Vector (0.7434, 0.5963)>
Face 2753
UV Count: 3
  UV <Vector (0.6746, 0.6480)>
  UV <Vector (0.6678, 0.6581)>
  UV <Vector (0.6672, 0.6495)>
Face 2754
UV Count: 3
  UV <Vector (0.7722, 0.5860)>
  UV <Vector (0.7628, 0.5961)>
  UV <Vector (0.7622, 0.5862)>
Face 2755
UV Count: 3
  UV <Vector (0.7630, 0.6160)>
  UV <Vector (0.7535, 0.6062)>
  UV <Vector (0.7631, 0.6061)>
Face 2756
UV Count: 3
  UV <Vector (0.6926, 0.6394)>
  UV <Vector (0.6869, 0.6465)>
  UV <Vector (0.6871, 0.6390)>
Face 2757
UV Count: 3
  UV <Vector (0.6946, 0.6537)>
  UV <Vector (0.6916, 0.6580)>
  UV <Vector (0.6910, 0.6530)>
Face 2758
UV Count: 3
  UV <Vector (0.6829, 0.6601)>
  UV <Vector (0.6797, 0.6704)>
  UV <Vector (0.6768, 0.6631)>
Face 2759
UV Count: 3
  UV <Vector (0.6811, 0.6469)>
  UV <Vector (0.6754, 0.6558)>
  UV <Vector (0.6746, 0.6480)>
Face 2760
UV Count: 3
  UV <Vector (0.6691, 0.6669)>
  UV <Vector (0.6797, 0.6704)>
  UV <Vector (0.6736, 0.6776)>
Face 2761
UV Count: 3
  UV <Vector (0.5865, 0.9200)>
  UV <Vector (0.5917, 0.9158)>
  UV <Vector (0.5913, 0.9224)>
Face 2762
UV Count: 3
  UV <Vector (0.5871, 0.9137)>
  UV <Vector (0.5923, 0.9095)>
  UV <Vector (0.5917, 0.9158)>
Face 2763
UV Count: 3
  UV <Vector (0.5619, 0.9089)>
  UV <Vector (0.5689, 0.9089)>
  UV <Vector (0.5671, 0.9134)>
Face 2764
UV Count: 3
  UV <Vector (0.5882, 0.9019)>
  UV <Vector (0.5923, 0.9095)>
  UV <Vector (0.5877, 0.9077)>
Face 2765
UV Count: 3
  UV <Vector (0.5925, 0.8910)>
  UV <Vector (0.5964, 0.8980)>
  UV <Vector (0.5926, 0.8971)>
Face 2766
UV Count: 3
  UV <Vector (0.5833, 0.8888)>
  UV <Vector (0.5883, 0.8960)>
  UV <Vector (0.5835, 0.8946)>
Face 2767
UV Count: 3
  UV <Vector (0.5883, 0.8841)>
  UV <Vector (0.5925, 0.8910)>
  UV <Vector (0.5883, 0.8900)>
Face 2768
UV Count: 3
  UV <Vector (0.5699, 0.9042)>
  UV <Vector (0.5769, 0.9031)>
  UV <Vector (0.5766, 0.9082)>
Face 2769
UV Count: 3
  UV <Vector (0.6910, 0.6530)>
  UV <Vector (0.6878, 0.6585)>
  UV <Vector (0.6871, 0.6531)>
Face 2770
UV Count: 3
  UV <Vector (0.6890, 0.6639)>
  UV <Vector (0.6878, 0.6585)>
  UV <Vector (0.6912, 0.6625)>
Face 2771
UV Count: 3
  UV <Vector (0.5526, 0.8985)>
  UV <Vector (0.5558, 0.8998)>
  UV <Vector (0.5562, 0.9027)>
Face 2772
UV Count: 3
  UV <Vector (0.5562, 0.9027)>
  UV <Vector (0.5548, 0.9016)>
  UV <Vector (0.5526, 0.8985)>
Face 2773
UV Count: 3
  UV <Vector (0.5526, 0.8985)>
  UV <Vector (0.5548, 0.9016)>
  UV <Vector (0.5529, 0.9005)>
Face 2774
UV Count: 3
  UV <Vector (0.5529, 0.9005)>
  UV <Vector (0.5474, 0.8980)>
  UV <Vector (0.5526, 0.8985)>
Face 2775
UV Count: 3
  UV <Vector (0.5490, 0.8962)>
  UV <Vector (0.5526, 0.8985)>
  UV <Vector (0.5474, 0.8980)>
Face 2776
UV Count: 3
  UV <Vector (0.5471, 0.8934)>
  UV <Vector (0.5527, 0.8905)>
  UV <Vector (0.5534, 0.8938)>
Face 2777
UV Count: 3
  UV <Vector (0.5490, 0.8962)>
  UV <Vector (0.5534, 0.8938)>
  UV <Vector (0.5545, 0.8968)>
Face 2778
UV Count: 3
  UV <Vector (0.7428, 0.6356)>
  UV <Vector (0.7286, 0.6419)>
  UV <Vector (0.7296, 0.6337)>
Face 2779
UV Count: 3
  UV <Vector (0.7433, 0.6898)>
  UV <Vector (0.7360, 0.6968)>
  UV <Vector (0.7349, 0.6864)>
Face 2780
UV Count: 3
  UV <Vector (0.7527, 0.7048)>
  UV <Vector (0.7629, 0.6947)>
  UV <Vector (0.7622, 0.7065)>
Face 2781
UV Count: 3
  UV <Vector (0.7530, 0.6929)>
  UV <Vector (0.7436, 0.7014)>
  UV <Vector (0.7433, 0.6898)>
Face 2782
UV Count: 3
  UV <Vector (0.5474, 0.8980)>
  UV <Vector (0.5529, 0.9005)>
  UV <Vector (0.5384, 0.8980)>
Face 2783
UV Count: 3
  UV <Vector (0.5471, 0.8934)>
  UV <Vector (0.5474, 0.8980)>
  UV <Vector (0.5415, 0.8961)>
Face 2784
UV Count: 3
  UV <Vector (0.5367, 0.8972)>
  UV <Vector (0.5384, 0.8980)>
  UV <Vector (0.5222, 0.9092)>
Face 2785
UV Count: 3
  UV <Vector (0.5222, 0.9092)>
  UV <Vector (0.5240, 0.9036)>
  UV <Vector (0.5367, 0.8972)>
Face 2786
UV Count: 3
  UV <Vector (0.5335, 0.8964)>
  UV <Vector (0.5367, 0.8972)>
  UV <Vector (0.5240, 0.9036)>
Face 2787
UV Count: 3
  UV <Vector (0.5240, 0.9036)>
  UV <Vector (0.5235, 0.9005)>
  UV <Vector (0.5335, 0.8964)>
Face 2788
UV Count: 3
  UV <Vector (0.5462, 0.8902)>
  UV <Vector (0.5415, 0.8961)>
  UV <Vector (0.5398, 0.8933)>
Face 2789
UV Count: 3
  UV <Vector (0.5049, 0.9124)>
  UV <Vector (0.5114, 0.9160)>
  UV <Vector (0.5045, 0.9182)>
Face 2790
UV Count: 3
  UV <Vector (0.6436, 0.9182)>
  UV <Vector (0.6509, 0.9182)>
  UV <Vector (0.6451, 0.9255)>
Face 2791
UV Count: 3
  UV <Vector (0.5138, 0.9040)>
  UV <Vector (0.5240, 0.9036)>
  UV <Vector (0.5124, 0.9093)>
Face 2792
UV Count: 3
  UV <Vector (0.5387, 0.8827)>
  UV <Vector (0.5464, 0.8777)>
  UV <Vector (0.5459, 0.8823)>
Face 2793
UV Count: 3
  UV <Vector (0.5053, 0.9069)>
  UV <Vector (0.5124, 0.9093)>
  UV <Vector (0.5049, 0.9124)>
Face 2794
UV Count: 3
  UV <Vector (0.6431, 0.9117)>
  UV <Vector (0.6504, 0.9124)>
  UV <Vector (0.6436, 0.9182)>
Face 2795
UV Count: 3
  UV <Vector (0.6307, 0.9260)>
  UV <Vector (0.6381, 0.9309)>
  UV <Vector (0.6313, 0.9339)>
Face 2796
UV Count: 3
  UV <Vector (0.5228, 0.8933)>
  UV <Vector (0.5308, 0.8877)>
  UV <Vector (0.5309, 0.8913)>
Face 2797
UV Count: 3
  UV <Vector (0.6278, 0.9588)>
  UV <Vector (0.6197, 0.9656)>
  UV <Vector (0.6187, 0.9654)>
Face 2798
UV Count: 3
  UV <Vector (0.6583, 0.6894)>
  UV <Vector (0.6486, 0.6796)>
  UV <Vector (0.6597, 0.6793)>
Face 2799
UV Count: 3
  UV <Vector (0.7449, 0.7526)>
  UV <Vector (0.7496, 0.7481)>
  UV <Vector (0.7493, 0.7557)>
Face 2800
UV Count: 3
  UV <Vector (0.7344, 0.7100)>
  UV <Vector (0.7436, 0.7014)>
  UV <Vector (0.7429, 0.7140)>
Face 2801
UV Count: 3
  UV <Vector (0.5229, 0.8893)>
  UV <Vector (0.5311, 0.8835)>
  UV <Vector (0.5308, 0.8877)>
Face 2802
UV Count: 3
  UV <Vector (0.5419, 0.8677)>
  UV <Vector (0.5474, 0.8728)>
  UV <Vector (0.5403, 0.8731)>
Face 2803
UV Count: 3
  UV <Vector (0.6174, 0.9278)>
  UV <Vector (0.6241, 0.9352)>
  UV <Vector (0.6179, 0.9353)>
Face 2804
UV Count: 3
  UV <Vector (0.5239, 0.8800)>
  UV <Vector (0.5311, 0.8835)>
  UV <Vector (0.5233, 0.8848)>
Face 2805
UV Count: 3
  UV <Vector (0.7496, 0.7481)>
  UV <Vector (0.7515, 0.7387)>
  UV <Vector (0.7552, 0.7405)>
Face 2806
UV Count: 3
  UV <Vector (0.7311, 0.7302)>
  UV <Vector (0.7418, 0.7254)>
  UV <Vector (0.7389, 0.7337)>
Face 2807
UV Count: 3
  UV <Vector (0.7442, 0.7581)>
  UV <Vector (0.7374, 0.7619)>
  UV <Vector (0.7384, 0.7561)>
Face 2808
UV Count: 3
  UV <Vector (0.7362, 0.7417)>
  UV <Vector (0.7458, 0.7365)>
  UV <Vector (0.7423, 0.7443)>
Face 2809
UV Count: 3
  UV <Vector (0.5247, 0.8748)>
  UV <Vector (0.5318, 0.8789)>
  UV <Vector (0.5239, 0.8800)>
Face 2810
UV Count: 3
  UV <Vector (0.6360, 0.8971)>
  UV <Vector (0.6428, 0.9003)>
  UV <Vector (0.6362, 0.9031)>
Face 2811
UV Count: 3
  UV <Vector (0.5269, 0.8635)>
  UV <Vector (0.5342, 0.8683)>
  UV <Vector (0.5257, 0.8693)>
Face 2812
UV Count: 3
  UV <Vector (0.5257, 0.8693)>
  UV <Vector (0.5328, 0.8738)>
  UV <Vector (0.5247, 0.8748)>
Face 2813
UV Count: 3
  UV <Vector (0.6470, 0.7320)>
  UV <Vector (0.6518, 0.7229)>
  UV <Vector (0.6542, 0.7294)>
Face 2814
UV Count: 3
  UV <Vector (0.6430, 0.7259)>
  UV <Vector (0.6359, 0.7287)>
  UV <Vector (0.6286, 0.7165)>
Face 2815
UV Count: 3
  UV <Vector (0.6286, 0.7165)>
  UV <Vector (0.6387, 0.7166)>
  UV <Vector (0.6430, 0.7259)>
Face 2816
UV Count: 3
  UV <Vector (0.6113, 0.9277)>
  UV <Vector (0.6051, 0.9198)>
  UV <Vector (0.6109, 0.9203)>
Face 2817
UV Count: 3
  UV <Vector (0.6265, 0.6787)>
  UV <Vector (0.6153, 0.6877)>
  UV <Vector (0.6161, 0.6782)>
Face 2818
UV Count: 3
  UV <Vector (0.5883, 0.8960)>
  UV <Vector (0.5927, 0.9033)>
  UV <Vector (0.5882, 0.9019)>
Face 2819
UV Count: 3
  UV <Vector (0.6001, 0.9120)>
  UV <Vector (0.6051, 0.9198)>
  UV <Vector (0.6000, 0.9191)>
Face 2820
UV Count: 3
  UV <Vector (0.6577, 0.7062)>
  UV <Vector (0.6497, 0.7149)>
  UV <Vector (0.6483, 0.7068)>
Face 2821
UV Count: 3
  UV <Vector (0.6584, 0.7135)>
  UV <Vector (0.6518, 0.7229)>
  UV <Vector (0.6497, 0.7149)>
Face 2822
UV Count: 3
  UV <Vector (0.5685, 0.9811)>
  UV <Vector (0.5613, 0.9847)>
  UV <Vector (0.5610, 0.9810)>
Face 2823
UV Count: 3
  UV <Vector (0.6151, 0.6966)>
  UV <Vector (0.6073, 0.7045)>
  UV <Vector (0.6072, 0.6964)>
Face 2824
UV Count: 3
  UV <Vector (0.6478, 0.6988)>
  UV <Vector (0.6583, 0.6894)>
  UV <Vector (0.6575, 0.6989)>
Face 2825
UV Count: 3
  UV <Vector (0.5913, 0.9224)>
  UV <Vector (0.5960, 0.9177)>
  UV <Vector (0.5959, 0.9248)>
Face 2826
UV Count: 3
  UV <Vector (0.5927, 0.9033)>
  UV <Vector (0.5962, 0.9109)>
  UV <Vector (0.5923, 0.9095)>
Face 2827
UV Count: 3
  UV <Vector (0.5923, 0.9095)>
  UV <Vector (0.5960, 0.9177)>
  UV <Vector (0.5917, 0.9158)>
Face 2828
UV Count: 3
  UV <Vector (0.5671, 0.9741)>
  UV <Vector (0.5609, 0.9783)>
  UV <Vector (0.5598, 0.9740)>
Face 2829
UV Count: 3
  UV <Vector (0.5666, 0.9531)>
  UV <Vector (0.5578, 0.9595)>
  UV <Vector (0.5575, 0.9527)>
Face 2830
UV Count: 3
  UV <Vector (0.5800, 0.9632)>
  UV <Vector (0.5793, 0.9678)>
  UV <Vector (0.5667, 0.9654)>
Face 2831
UV Count: 3
  UV <Vector (0.5791, 0.9710)>
  UV <Vector (0.5671, 0.9741)>
  UV <Vector (0.5673, 0.9709)>
Face 2832
UV Count: 3
  UV <Vector (0.5673, 0.9709)>
  UV <Vector (0.5598, 0.9740)>
  UV <Vector (0.5593, 0.9701)>
Face 2833
UV Count: 3
  UV <Vector (0.5800, 0.9632)>
  UV <Vector (0.5661, 0.9593)>
  UV <Vector (0.5814, 0.9583)>
Face 2834
UV Count: 3
  UV <Vector (0.6000, 0.9714)>
  UV <Vector (0.5938, 0.9667)>
  UV <Vector (0.6014, 0.9685)>
Face 2835
UV Count: 3
  UV <Vector (0.6048, 0.9745)>
  UV <Vector (0.5984, 0.9757)>
  UV <Vector (0.5983, 0.9744)>
Face 2836
UV Count: 3
  UV <Vector (0.6065, 0.9759)>
  UV <Vector (0.6010, 0.9790)>
  UV <Vector (0.5993, 0.9773)>
Face 2837
UV Count: 3
  UV <Vector (0.5907, 0.9711)>
  UV <Vector (0.5902, 0.9730)>
  UV <Vector (0.5791, 0.9710)>
Face 2838
UV Count: 3
  UV <Vector (0.6134, 0.9709)>
  UV <Vector (0.6203, 0.9658)>
  UV <Vector (0.6213, 0.9657)>
Face 2839
UV Count: 3
  UV <Vector (0.6278, 0.9588)>
  UV <Vector (0.6396, 0.9467)>
  UV <Vector (0.6284, 0.9591)>
Face 2840
UV Count: 3
  UV <Vector (0.6278, 0.9588)>
  UV <Vector (0.6178, 0.9649)>
  UV <Vector (0.6274, 0.9584)>
Face 2841
UV Count: 3
  UV <Vector (0.6197, 0.9656)>
  UV <Vector (0.6122, 0.9707)>
  UV <Vector (0.6117, 0.9703)>
Face 2842
UV Count: 3
  UV <Vector (0.6530, 0.9313)>
  UV <Vector (0.6412, 0.9471)>
  UV <Vector (0.6531, 0.9307)>
Face 2843
UV Count: 3
  UV <Vector (0.6344, 0.9624)>
  UV <Vector (0.6334, 0.9573)>
  UV <Vector (0.6362, 0.9562)>
Face 2844
UV Count: 3
  UV <Vector (0.7342, 0.9320)>
  UV <Vector (0.7179, 0.9166)>
  UV <Vector (0.7349, 0.9318)>
Face 2845
UV Count: 3
  UV <Vector (0.6418, 0.9474)>
  UV <Vector (0.6362, 0.9562)>
  UV <Vector (0.6334, 0.9573)>
Face 2846
UV Count: 3
  UV <Vector (0.6405, 0.9544)>
  UV <Vector (0.6434, 0.9468)>
  UV <Vector (0.6445, 0.9464)>
Face 2847
UV Count: 3
  UV <Vector (0.6396, 0.9467)>
  UV <Vector (0.6402, 0.9469)>
  UV <Vector (0.6284, 0.9591)>
Face 2848
UV Count: 3
  UV <Vector (0.7172, 0.9106)>
  UV <Vector (0.7358, 0.9229)>
  UV <Vector (0.7355, 0.9262)>
Face 2849
UV Count: 3
  UV <Vector (0.6947, 0.9043)>
  UV <Vector (0.7170, 0.9075)>
  UV <Vector (0.7172, 0.9106)>
Face 2850
UV Count: 3
  UV <Vector (0.6946, 0.9077)>
  UV <Vector (0.7174, 0.9135)>
  UV <Vector (0.7179, 0.9145)>
Face 2851
UV Count: 3
  UV <Vector (0.6537, 0.9291)>
  UV <Vector (0.6718, 0.9134)>
  UV <Vector (0.6713, 0.9143)>
Face 2852
UV Count: 3
  UV <Vector (0.6531, 0.9302)>
  UV <Vector (0.6402, 0.9469)>
  UV <Vector (0.6533, 0.9297)>
Face 2853
UV Count: 3
  UV <Vector (0.5816, 0.9170)>
  UV <Vector (0.5871, 0.9137)>
  UV <Vector (0.5865, 0.9200)>
Face 2854
UV Count: 3
  UV <Vector (0.5671, 0.9134)>
  UV <Vector (0.5759, 0.9133)>
  UV <Vector (0.5751, 0.9185)>
Face 2855
UV Count: 3
  UV <Vector (0.5689, 0.9089)>
  UV <Vector (0.5766, 0.9082)>
  UV <Vector (0.5759, 0.9133)>
Face 2856
UV Count: 3
  UV <Vector (0.5926, 0.8971)>
  UV <Vector (0.5965, 0.9044)>
  UV <Vector (0.5927, 0.9033)>
Face 2857
UV Count: 3
  UV <Vector (0.5766, 0.9082)>
  UV <Vector (0.5827, 0.9056)>
  UV <Vector (0.5822, 0.9112)>
Face 2858
UV Count: 3
  UV <Vector (0.5769, 0.9031)>
  UV <Vector (0.5831, 0.9002)>
  UV <Vector (0.5827, 0.9056)>
Face 2859
UV Count: 3
  UV <Vector (0.5771, 0.8979)>
  UV <Vector (0.5835, 0.8946)>
  UV <Vector (0.5831, 0.9002)>
Face 2860
UV Count: 3
  UV <Vector (0.5835, 0.8946)>
  UV <Vector (0.5882, 0.9019)>
  UV <Vector (0.5831, 0.9002)>
Face 2861
UV Count: 3
  UV <Vector (0.5562, 0.9027)>
  UV <Vector (0.5591, 0.9019)>
  UV <Vector (0.5582, 0.9046)>
Face 2862
UV Count: 3
  UV <Vector (0.5773, 0.8925)>
  UV <Vector (0.5833, 0.8888)>
  UV <Vector (0.5835, 0.8946)>
Face 2863
UV Count: 3
  UV <Vector (0.5774, 0.8871)>
  UV <Vector (0.5833, 0.8830)>
  UV <Vector (0.5833, 0.8888)>
Face 2864
UV Count: 3
  UV <Vector (0.5833, 0.8830)>
  UV <Vector (0.5883, 0.8900)>
  UV <Vector (0.5833, 0.8888)>
Face 2865
UV Count: 3
  UV <Vector (0.5710, 0.8904)>
  UV <Vector (0.5774, 0.8871)>
  UV <Vector (0.5773, 0.8925)>
Face 2866
UV Count: 3
  UV <Vector (0.5774, 0.8816)>
  UV <Vector (0.5832, 0.8771)>
  UV <Vector (0.5833, 0.8830)>
Face 2867
UV Count: 3
  UV <Vector (0.5773, 0.8759)>
  UV <Vector (0.5830, 0.8714)>
  UV <Vector (0.5832, 0.8771)>
Face 2868
UV Count: 3
  UV <Vector (0.5711, 0.8853)>
  UV <Vector (0.5774, 0.8816)>
  UV <Vector (0.5774, 0.8871)>
Face 2869
UV Count: 3
  UV <Vector (0.5827, 0.9056)>
  UV <Vector (0.5882, 0.9019)>
  UV <Vector (0.5877, 0.9077)>
Face 2870
UV Count: 3
  UV <Vector (0.5883, 0.8900)>
  UV <Vector (0.5926, 0.8971)>
  UV <Vector (0.5883, 0.8960)>
Face 2871
UV Count: 3
  UV <Vector (0.5924, 0.8790)>
  UV <Vector (0.5962, 0.8856)>
  UV <Vector (0.5924, 0.8850)>
Face 2872
UV Count: 3
  UV <Vector (0.5924, 0.8850)>
  UV <Vector (0.5963, 0.8917)>
  UV <Vector (0.5925, 0.8910)>
Face 2873
UV Count: 3
  UV <Vector (0.5638, 0.9010)>
  UV <Vector (0.5703, 0.8999)>
  UV <Vector (0.5699, 0.9042)>
Face 2874
UV Count: 3
  UV <Vector (0.5642, 0.8971)>
  UV <Vector (0.5707, 0.8954)>
  UV <Vector (0.5703, 0.8999)>
Face 2875
UV Count: 3
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Face 2876
UV Count: 3
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Face 2877
UV Count: 3
  UV <Vector (0.5545, 0.8968)>
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Face 2878
UV Count: 3
  UV <Vector (0.5587, 0.8915)>
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Face 2879
UV Count: 3
  UV <Vector (0.5586, 0.8873)>
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Face 2880
UV Count: 3
  UV <Vector (0.5827, 0.8662)>
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Face 2881
UV Count: 3
  UV <Vector (0.5712, 0.8801)>
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Face 2882
UV Count: 3
  UV <Vector (0.5588, 0.8828)>
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Face 2883
UV Count: 3
  UV <Vector (0.5591, 0.8781)>
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Face 2884
UV Count: 3
  UV <Vector (0.5825, 0.8620)>
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Face 2885
UV Count: 3
  UV <Vector (0.5703, 0.8999)>
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Face 2886
UV Count: 3
  UV <Vector (0.5558, 0.8998)>
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Face 2887
UV Count: 3
  UV <Vector (0.5645, 0.8929)>
  UV <Vector (0.5710, 0.8904)>
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Face 2888
UV Count: 3
  UV <Vector (0.5592, 0.8985)>
  UV <Vector (0.5642, 0.8971)>
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Face 2889
UV Count: 3
  UV <Vector (0.5832, 0.8771)>
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Face 2890
UV Count: 3
  UV <Vector (0.5647, 0.8885)>
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Face 2891
UV Count: 3
  UV <Vector (0.5649, 0.8837)>
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Face 2892
UV Count: 3
  UV <Vector (0.5534, 0.8938)>
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Face 2893
UV Count: 3
  UV <Vector (0.5527, 0.8905)>
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Face 2894
UV Count: 3
  UV <Vector (0.5651, 0.8789)>
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Face 2895
UV Count: 3
  UV <Vector (0.5656, 0.8691)>
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Face 2896
UV Count: 3
  UV <Vector (0.5524, 0.8866)>
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Face 2897
UV Count: 3
  UV <Vector (0.5525, 0.8823)>
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Face 2898
UV Count: 3
  UV <Vector (0.5656, 0.8691)>
  UV <Vector (0.5711, 0.8652)>
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Face 2899
UV Count: 3
  UV <Vector (0.5548, 0.8681)>
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Face 2900
UV Count: 3
  UV <Vector (0.5766, 0.8615)>
  UV <Vector (0.5711, 0.8652)>
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Face 2901
UV Count: 3
  UV <Vector (0.5458, 0.8865)>
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Face 2902
UV Count: 3
  UV <Vector (0.5415, 0.8961)>
  UV <Vector (0.5384, 0.8980)>
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Face 2903
UV Count: 3
  UV <Vector (0.5398, 0.8933)>
  UV <Vector (0.5388, 0.8904)>
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Face 2904
UV Count: 3
  UV <Vector (0.5462, 0.8902)>
  UV <Vector (0.5524, 0.8866)>
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Face 2905
UV Count: 3
  UV <Vector (0.5526, 0.8985)>
  UV <Vector (0.5545, 0.8968)>
  UV <Vector (0.5558, 0.8998)>
Face 2906
UV Count: 3
  UV <Vector (0.5316, 0.8944)>
  UV <Vector (0.5388, 0.8904)>
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Face 2907
UV Count: 3
  UV <Vector (0.5309, 0.8913)>
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Face 2908
UV Count: 3
  UV <Vector (0.5459, 0.8823)>
  UV <Vector (0.5529, 0.8777)>
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Face 2909
UV Count: 3
  UV <Vector (0.5529, 0.8777)>
  UV <Vector (0.5474, 0.8728)>
  UV <Vector (0.5537, 0.8729)>
Face 2910
UV Count: 3
  UV <Vector (0.5308, 0.8877)>
  UV <Vector (0.5387, 0.8827)>
  UV <Vector (0.5385, 0.8869)>
Face 2911
UV Count: 3
  UV <Vector (0.5311, 0.8835)>
  UV <Vector (0.5393, 0.8781)>
  UV <Vector (0.5387, 0.8827)>
Face 2912
UV Count: 3
  UV <Vector (0.5537, 0.8729)>
  UV <Vector (0.5489, 0.8678)>
  UV <Vector (0.5548, 0.8681)>
Face 2913
UV Count: 3
  UV <Vector (0.6368, 0.9159)>
  UV <Vector (0.6436, 0.9182)>
  UV <Vector (0.6374, 0.9233)>
Face 2914
UV Count: 3
  UV <Vector (0.5328, 0.8738)>
  UV <Vector (0.5393, 0.8781)>
  UV <Vector (0.5318, 0.8789)>
Face 2915
UV Count: 3
  UV <Vector (0.5342, 0.8683)>
  UV <Vector (0.5403, 0.8731)>
  UV <Vector (0.5328, 0.8738)>
Face 2916
UV Count: 3
  UV <Vector (0.5514, 0.8628)>
  UV <Vector (0.5486, 0.8555)>
  UV <Vector (0.5553, 0.8583)>
Face 2917
UV Count: 3
  UV <Vector (0.5335, 0.8964)>
  UV <Vector (0.5316, 0.8944)>
  UV <Vector (0.5398, 0.8933)>
Face 2918
UV Count: 3
  UV <Vector (0.5388, 0.8904)>
  UV <Vector (0.5458, 0.8865)>
  UV <Vector (0.5462, 0.8902)>
Face 2919
UV Count: 3
  UV <Vector (0.5143, 0.8997)>
  UV <Vector (0.5235, 0.9005)>
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Face 2920
UV Count: 3
  UV <Vector (0.5398, 0.8933)>
  UV <Vector (0.5367, 0.8972)>
  UV <Vector (0.5335, 0.8964)>
Face 2921
UV Count: 3
  UV <Vector (0.5230, 0.8971)>
  UV <Vector (0.5309, 0.8913)>
  UV <Vector (0.5316, 0.8944)>
Face 2922
UV Count: 3
  UV <Vector (0.5144, 0.8955)>
  UV <Vector (0.5230, 0.8971)>
  UV <Vector (0.5143, 0.8997)>
Face 2923
UV Count: 3
  UV <Vector (0.5147, 0.8911)>
  UV <Vector (0.5228, 0.8933)>
  UV <Vector (0.5144, 0.8955)>
Face 2924
UV Count: 3
  UV <Vector (0.6374, 0.9233)>
  UV <Vector (0.6451, 0.9255)>
  UV <Vector (0.6381, 0.9309)>
Face 2925
UV Count: 3
  UV <Vector (0.6430, 0.9059)>
  UV <Vector (0.6498, 0.9069)>
  UV <Vector (0.6431, 0.9117)>
Face 2926
UV Count: 3
  UV <Vector (0.5063, 0.8929)>
  UV <Vector (0.5144, 0.8955)>
  UV <Vector (0.5060, 0.8975)>
Face 2927
UV Count: 3
  UV <Vector (0.5067, 0.8878)>
  UV <Vector (0.5147, 0.8911)>
  UV <Vector (0.5063, 0.8929)>
Face 2928
UV Count: 3
  UV <Vector (0.6428, 0.9003)>
  UV <Vector (0.6494, 0.9021)>
  UV <Vector (0.6430, 0.9059)>
Face 2929
UV Count: 3
  UV <Vector (0.6234, 0.9201)>
  UV <Vector (0.6307, 0.9260)>
  UV <Vector (0.6237, 0.9275)>
Face 2930
UV Count: 3
  UV <Vector (0.5165, 0.8760)>
  UV <Vector (0.5239, 0.8800)>
  UV <Vector (0.5156, 0.8815)>
Face 2931
UV Count: 3
  UV <Vector (0.5173, 0.8705)>
  UV <Vector (0.5247, 0.8748)>
  UV <Vector (0.5165, 0.8760)>
Face 2932
UV Count: 3
  UV <Vector (0.6169, 0.9205)>
  UV <Vector (0.6237, 0.9275)>
  UV <Vector (0.6174, 0.9278)>
Face 2933
UV Count: 3
  UV <Vector (0.5235, 0.9005)>
  UV <Vector (0.5316, 0.8944)>
  UV <Vector (0.5335, 0.8964)>
Face 2934
UV Count: 3
  UV <Vector (0.5385, 0.8869)>
  UV <Vector (0.5459, 0.8823)>
  UV <Vector (0.5458, 0.8865)>
Face 2935
UV Count: 3
  UV <Vector (0.6302, 0.9187)>
  UV <Vector (0.6374, 0.9233)>
  UV <Vector (0.6307, 0.9260)>
Face 2936
UV Count: 3
  UV <Vector (0.5057, 0.9021)>
  UV <Vector (0.5138, 0.9040)>
  UV <Vector (0.5053, 0.9069)>
Face 2937
UV Count: 3
  UV <Vector (0.5403, 0.8731)>
  UV <Vector (0.5464, 0.8777)>
  UV <Vector (0.5393, 0.8781)>
Face 2938
UV Count: 3
  UV <Vector (0.5151, 0.8863)>
  UV <Vector (0.5229, 0.8893)>
  UV <Vector (0.5147, 0.8911)>
Face 2939
UV Count: 3
  UV <Vector (0.5156, 0.8815)>
  UV <Vector (0.5233, 0.8848)>
  UV <Vector (0.5151, 0.8863)>
Face 2940
UV Count: 3
  UV <Vector (0.6364, 0.9093)>
  UV <Vector (0.6431, 0.9117)>
  UV <Vector (0.6368, 0.9159)>
Face 2941
UV Count: 3
  UV <Vector (0.6362, 0.9031)>
  UV <Vector (0.6430, 0.9059)>
  UV <Vector (0.6364, 0.9093)>
Face 2942
UV Count: 3
  UV <Vector (0.6358, 0.8912)>
  UV <Vector (0.6427, 0.8949)>
  UV <Vector (0.6360, 0.8971)>
Face 2943
UV Count: 3
  UV <Vector (0.6355, 0.8854)>
  UV <Vector (0.6424, 0.8896)>
  UV <Vector (0.6358, 0.8912)>
Face 2944
UV Count: 3
  UV <Vector (0.6424, 0.8896)>
  UV <Vector (0.6485, 0.8929)>
  UV <Vector (0.6427, 0.8949)>
Face 2945
UV Count: 3
  UV <Vector (0.6230, 0.9061)>
  UV <Vector (0.6299, 0.9117)>
  UV <Vector (0.6232, 0.9131)>
Face 2946
UV Count: 3
  UV <Vector (0.5179, 0.8648)>
  UV <Vector (0.5257, 0.8693)>
  UV <Vector (0.5173, 0.8705)>
Face 2947
UV Count: 3
  UV <Vector (0.6225, 0.8868)>
  UV <Vector (0.6292, 0.8924)>
  UV <Vector (0.6227, 0.8930)>
Face 2948
UV Count: 3
  UV <Vector (0.6230, 0.8994)>
  UV <Vector (0.6297, 0.9050)>
  UV <Vector (0.6230, 0.9061)>
Face 2949
UV Count: 3
  UV <Vector (0.5060, 0.8975)>
  UV <Vector (0.5143, 0.8997)>
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Face 2950
UV Count: 3
  UV <Vector (0.6237, 0.9275)>
  UV <Vector (0.6313, 0.9339)>
  UV <Vector (0.6241, 0.9352)>
Face 2951
UV Count: 3
  UV <Vector (0.6299, 0.9117)>
  UV <Vector (0.6368, 0.9159)>
  UV <Vector (0.6302, 0.9187)>
Face 2952
UV Count: 3
  UV <Vector (0.5444, 0.8620)>
  UV <Vector (0.5489, 0.8678)>
  UV <Vector (0.5419, 0.8677)>
Face 2953
UV Count: 3
  UV <Vector (0.5359, 0.8626)>
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  UV <Vector (0.5342, 0.8683)>
Face 2954
UV Count: 3
  UV <Vector (0.6297, 0.9050)>
  UV <Vector (0.6364, 0.9093)>
  UV <Vector (0.6299, 0.9117)>
Face 2955
UV Count: 3
  UV <Vector (0.6295, 0.8986)>
  UV <Vector (0.6362, 0.9031)>
  UV <Vector (0.6297, 0.9050)>
Face 2956
UV Count: 3
  UV <Vector (0.6232, 0.9131)>
  UV <Vector (0.6302, 0.9187)>
  UV <Vector (0.6234, 0.9201)>
Face 2957
UV Count: 3
  UV <Vector (0.6165, 0.9133)>
  UV <Vector (0.6234, 0.9201)>
  UV <Vector (0.6169, 0.9205)>
Face 2958
UV Count: 3
  UV <Vector (0.6292, 0.8924)>
  UV <Vector (0.6360, 0.8971)>
  UV <Vector (0.6295, 0.8986)>
Face 2959
UV Count: 3
  UV <Vector (0.6290, 0.8863)>
  UV <Vector (0.6358, 0.8912)>
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Face 2960
UV Count: 3
  UV <Vector (0.6411, 0.8728)>
  UV <Vector (0.6470, 0.8769)>
  UV <Vector (0.6414, 0.8787)>
Face 2961
UV Count: 3
  UV <Vector (0.6227, 0.8930)>
  UV <Vector (0.6295, 0.8986)>
  UV <Vector (0.6230, 0.8994)>
Face 2962
UV Count: 3
  UV <Vector (0.6288, 0.8804)>
  UV <Vector (0.6355, 0.8854)>
  UV <Vector (0.6290, 0.8863)>
Face 2963
UV Count: 3
  UV <Vector (0.6285, 0.8743)>
  UV <Vector (0.6351, 0.8796)>
  UV <Vector (0.6288, 0.8804)>
Face 2964
UV Count: 3
  UV <Vector (0.6348, 0.8736)>
  UV <Vector (0.6408, 0.8667)>
  UV <Vector (0.6411, 0.8728)>
Face 2965
UV Count: 3
  UV <Vector (0.6427, 0.8949)>
  UV <Vector (0.6489, 0.8975)>
  UV <Vector (0.6428, 0.9003)>
Face 2966
UV Count: 3
  UV <Vector (0.6113, 0.9277)>
  UV <Vector (0.6179, 0.9353)>
  UV <Vector (0.6120, 0.9351)>
Face 2967
UV Count: 3
  UV <Vector (0.6419, 0.8843)>
  UV <Vector (0.6480, 0.8878)>
  UV <Vector (0.6424, 0.8896)>
Face 2968
UV Count: 3
  UV <Vector (0.5071, 0.8824)>
  UV <Vector (0.5151, 0.8863)>
  UV <Vector (0.5067, 0.8878)>
Face 2969
UV Count: 3
  UV <Vector (0.6109, 0.9203)>
  UV <Vector (0.6174, 0.9278)>
  UV <Vector (0.6113, 0.9277)>
Face 2970
UV Count: 3
  UV <Vector (0.6104, 0.9131)>
  UV <Vector (0.6169, 0.9205)>
  UV <Vector (0.6109, 0.9203)>
Face 2971
UV Count: 3
  UV <Vector (0.6103, 0.9061)>
  UV <Vector (0.6165, 0.9133)>
  UV <Vector (0.6104, 0.9131)>
Face 2972
UV Count: 3
  UV <Vector (0.5078, 0.8714)>
  UV <Vector (0.5165, 0.8760)>
  UV <Vector (0.5074, 0.8769)>
Face 2973
UV Count: 3
  UV <Vector (0.5078, 0.8714)>
  UV <Vector (0.5179, 0.8648)>
  UV <Vector (0.5173, 0.8705)>
Face 2974
UV Count: 3
  UV <Vector (0.6103, 0.8994)>
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  UV <Vector (0.6103, 0.9061)>
Face 2975
UV Count: 3
  UV <Vector (0.6102, 0.8929)>
  UV <Vector (0.6164, 0.8995)>
  UV <Vector (0.6103, 0.8994)>
Face 2976
UV Count: 3
  UV <Vector (0.6408, 0.8667)>
  UV <Vector (0.6464, 0.8714)>
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Face 2977
UV Count: 3
  UV <Vector (0.6222, 0.8807)>
  UV <Vector (0.6290, 0.8863)>
  UV <Vector (0.6225, 0.8868)>
Face 2978
UV Count: 3
  UV <Vector (0.6099, 0.8866)>
  UV <Vector (0.6162, 0.8931)>
  UV <Vector (0.6102, 0.8929)>
Face 2979
UV Count: 3
  UV <Vector (0.6093, 0.8804)>
  UV <Vector (0.6159, 0.8868)>
  UV <Vector (0.6099, 0.8866)>
Face 2980
UV Count: 3
  UV <Vector (0.6219, 0.8746)>
  UV <Vector (0.6288, 0.8804)>
  UV <Vector (0.6222, 0.8807)>
Face 2981
UV Count: 3
  UV <Vector (0.5444, 0.8620)>
  UV <Vector (0.5378, 0.8565)>
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Face 2982
UV Count: 3
  UV <Vector (0.6165, 0.9063)>
  UV <Vector (0.6232, 0.9131)>
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Face 2983
UV Count: 3
  UV <Vector (0.6164, 0.8995)>
  UV <Vector (0.6230, 0.9061)>
  UV <Vector (0.6165, 0.9063)>
Face 2984
UV Count: 3
  UV <Vector (0.6414, 0.8787)>
  UV <Vector (0.6475, 0.8824)>
  UV <Vector (0.6419, 0.8843)>
Face 2985
UV Count: 3
  UV <Vector (0.6351, 0.8796)>
  UV <Vector (0.6419, 0.8843)>
  UV <Vector (0.6355, 0.8854)>
Face 2986
UV Count: 3
  UV <Vector (0.6162, 0.8931)>
  UV <Vector (0.6230, 0.8994)>
  UV <Vector (0.6164, 0.8995)>
Face 2987
UV Count: 3
  UV <Vector (0.6159, 0.8868)>
  UV <Vector (0.6227, 0.8930)>
  UV <Vector (0.6162, 0.8931)>
Face 2988
UV Count: 3
  UV <Vector (0.6348, 0.8736)>
  UV <Vector (0.6414, 0.8787)>
  UV <Vector (0.6351, 0.8796)>
Face 2989
UV Count: 3
  UV <Vector (0.6281, 0.8680)>
  UV <Vector (0.6348, 0.8736)>
  UV <Vector (0.6285, 0.8743)>
Face 2990
UV Count: 3
  UV <Vector (0.6155, 0.8806)>
  UV <Vector (0.6225, 0.8868)>
  UV <Vector (0.6159, 0.8868)>
Face 2991
UV Count: 3
  UV <Vector (0.6152, 0.8745)>
  UV <Vector (0.6222, 0.8807)>
  UV <Vector (0.6155, 0.8806)>
Face 2992
UV Count: 3
  UV <Vector (0.6216, 0.8683)>
  UV <Vector (0.6285, 0.8743)>
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Face 2993
UV Count: 3
  UV <Vector (0.5996, 0.8799)>
  UV <Vector (0.6044, 0.8864)>
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Face 2994
UV Count: 3
  UV <Vector (0.6093, 0.8804)>
  UV <Vector (0.6034, 0.8739)>
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Face 2995
UV Count: 3
  UV <Vector (0.6277, 0.8615)>
  UV <Vector (0.6209, 0.8553)>
  UV <Vector (0.6272, 0.8552)>
Face 2996
UV Count: 3
  UV <Vector (0.6281, 0.8680)>
  UV <Vector (0.6213, 0.8618)>
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Face 2997
UV Count: 3
  UV <Vector (0.6002, 0.8923)>
  UV <Vector (0.6048, 0.8990)>
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Face 2998
UV Count: 3
  UV <Vector (0.5813, 0.9226)>
  UV <Vector (0.5865, 0.9200)>
  UV <Vector (0.5857, 0.9261)>
Face 2999
UV Count: 3
  UV <Vector (0.5751, 0.9185)>
  UV <Vector (0.5816, 0.9170)>
  UV <Vector (0.5813, 0.9226)>
Face 3000
UV Count: 3
  UV <Vector (0.6002, 0.8987)>
  UV <Vector (0.6047, 0.9057)>
  UV <Vector (0.6001, 0.9053)>
Face 3001
UV Count: 3
  UV <Vector (0.6063, 0.9348)>
  UV <Vector (0.6113, 0.9277)>
  UV <Vector (0.6120, 0.9351)>
Face 3002
UV Count: 3
  UV <Vector (0.5822, 0.9112)>
  UV <Vector (0.5877, 0.9077)>
  UV <Vector (0.5871, 0.9137)>
Face 3003
UV Count: 3
  UV <Vector (0.5633, 0.9050)>
  UV <Vector (0.5699, 0.9042)>
  UV <Vector (0.5689, 0.9089)>
Face 3004
UV Count: 3
  UV <Vector (0.5999, 0.8861)>
  UV <Vector (0.6047, 0.8927)>
  UV <Vector (0.6002, 0.8923)>
Face 3005
UV Count: 3
  UV <Vector (0.6109, 0.9203)>
  UV <Vector (0.6045, 0.9127)>
  UV <Vector (0.6104, 0.9131)>
Face 3006
UV Count: 3
  UV <Vector (0.5582, 0.9046)>
  UV <Vector (0.5633, 0.9050)>
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Face 3007
UV Count: 3
  UV <Vector (0.5591, 0.9019)>
  UV <Vector (0.5638, 0.9010)>
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Face 3008
UV Count: 3
  UV <Vector (0.5993, 0.8739)>
  UV <Vector (0.6036, 0.8801)>
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Face 3009
UV Count: 3
  UV <Vector (0.5999, 0.8861)>
  UV <Vector (0.5961, 0.8796)>
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Face 3010
UV Count: 3
  UV <Vector (0.5707, 0.8954)>
  UV <Vector (0.5773, 0.8925)>
  UV <Vector (0.5771, 0.8979)>
Face 3011
UV Count: 3
  UV <Vector (0.5878, 0.8674)>
  UV <Vector (0.5923, 0.8733)>
  UV <Vector (0.5881, 0.8725)>
Face 3012
UV Count: 3
  UV <Vector (0.5993, 0.8739)>
  UV <Vector (0.5955, 0.8689)>
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Face 3013
UV Count: 3
  UV <Vector (0.5951, 0.8353)>
  UV <Vector (0.6006, 0.8417)>
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Face 3014
UV Count: 3
  UV <Vector (0.6550, 0.6024)>
  UV <Vector (0.6474, 0.6125)>
  UV <Vector (0.6457, 0.6022)>
Face 3015
UV Count: 3
  UV <Vector (0.6587, 0.6321)>
  UV <Vector (0.6491, 0.6421)>
  UV <Vector (0.6491, 0.6325)>
Face 3016
UV Count: 3
  UV <Vector (0.6589, 0.6416)>
  UV <Vector (0.6489, 0.6513)>
  UV <Vector (0.6491, 0.6421)>
Face 3017
UV Count: 3
  UV <Vector (0.7088, 0.5955)>
  UV <Vector (0.6986, 0.6044)>
  UV <Vector (0.6996, 0.5950)>
Face 3018
UV Count: 3
  UV <Vector (0.7301, 0.5685)>
  UV <Vector (0.7207, 0.5769)>
  UV <Vector (0.7198, 0.5682)>
Face 3019
UV Count: 3
  UV <Vector (0.7207, 0.5769)>
  UV <Vector (0.7099, 0.5859)>
  UV <Vector (0.7102, 0.5760)>
Face 3020
UV Count: 3
  UV <Vector (0.7205, 0.5959)>
  UV <Vector (0.7099, 0.5859)>
  UV <Vector (0.7210, 0.5863)>
Face 3021
UV Count: 3
  UV <Vector (0.7102, 0.5760)>
  UV <Vector (0.7001, 0.5853)>
  UV <Vector (0.6997, 0.5758)>
Face 3022
UV Count: 3
  UV <Vector (0.6743, 0.6310)>
  UV <Vector (0.6670, 0.6406)>
  UV <Vector (0.6670, 0.6316)>
Face 3023
UV Count: 3
  UV <Vector (0.6274, 0.6503)>
  UV <Vector (0.6166, 0.6591)>
  UV <Vector (0.6168, 0.6498)>
Face 3024
UV Count: 3
  UV <Vector (0.6810, 0.6391)>
  UV <Vector (0.6746, 0.6480)>
  UV <Vector (0.6743, 0.6397)>
Face 3025
UV Count: 3
  UV <Vector (0.7016, 0.6240)>
  UV <Vector (0.6939, 0.6314)>
  UV <Vector (0.6960, 0.6230)>
Face 3026
UV Count: 3
  UV <Vector (0.6949, 0.6481)>
  UV <Vector (0.6910, 0.6530)>
  UV <Vector (0.6915, 0.6468)>
Face 3027
UV Count: 3
  UV <Vector (0.7829, 0.6056)>
  UV <Vector (0.7727, 0.5959)>
  UV <Vector (0.7829, 0.5957)>
Face 3028
UV Count: 3
  UV <Vector (0.7730, 0.6254)>
  UV <Vector (0.7630, 0.6160)>
  UV <Vector (0.7730, 0.6157)>
Face 3029
UV Count: 3
  UV <Vector (0.7730, 0.6157)>
  UV <Vector (0.7631, 0.6061)>
  UV <Vector (0.7730, 0.6058)>
Face 3030
UV Count: 3
  UV <Vector (0.6003, 0.5904)>
  UV <Vector (0.5947, 0.5798)>
  UV <Vector (0.6006, 0.5794)>
Face 3031
UV Count: 3
  UV <Vector (0.5909, 0.6311)>
  UV <Vector (0.5983, 0.6217)>
  UV <Vector (0.5980, 0.6314)>
Face 3032
UV Count: 3
  UV <Vector (0.6174, 0.6214)>
  UV <Vector (0.6094, 0.6310)>
  UV <Vector (0.6105, 0.6217)>
Face 3033
UV Count: 3
  UV <Vector (0.6023, 0.6012)>
  UV <Vector (0.6003, 0.5904)>
  UV <Vector (0.6028, 0.5901)>
Face 3034
UV Count: 3
  UV <Vector (0.6046, 0.7765)>
  UV <Vector (0.6103, 0.7754)>
  UV <Vector (0.6104, 0.7765)>
Face 3035
UV Count: 3
  UV <Vector (0.6187, 0.7775)>
  UV <Vector (0.6104, 0.7765)>
  UV <Vector (0.6187, 0.7767)>
Face 3036
UV Count: 3
  UV <Vector (0.6162, 0.7605)>
  UV <Vector (0.6234, 0.7673)>
  UV <Vector (0.6168, 0.7673)>
Face 3037
UV Count: 3
  UV <Vector (0.6085, 0.7599)>
  UV <Vector (0.6168, 0.7673)>
  UV <Vector (0.6088, 0.7670)>
Face 3038
UV Count: 3
  UV <Vector (0.6156, 0.7525)>
  UV <Vector (0.6209, 0.7461)>
  UV <Vector (0.6222, 0.7538)>
Face 3039
UV Count: 3
  UV <Vector (0.6222, 0.7538)>
  UV <Vector (0.6295, 0.7480)>
  UV <Vector (0.6291, 0.7545)>
Face 3040
UV Count: 3
  UV <Vector (0.6162, 0.7605)>
  UV <Vector (0.6222, 0.7538)>
  UV <Vector (0.6226, 0.7608)>
Face 3041
UV Count: 3
  UV <Vector (0.6035, 0.7516)>
  UV <Vector (0.6079, 0.7451)>
  UV <Vector (0.6086, 0.7519)>
Face 3042
UV Count: 3
  UV <Vector (0.6030, 0.7593)>
  UV <Vector (0.6088, 0.7670)>
  UV <Vector (0.6033, 0.7666)>
Face 3043
UV Count: 3
  UV <Vector (0.6035, 0.7516)>
  UV <Vector (0.6085, 0.7599)>
  UV <Vector (0.6030, 0.7593)>
Face 3044
UV Count: 3
  UV <Vector (0.5987, 0.7764)>
  UV <Vector (0.5932, 0.7749)>
  UV <Vector (0.5985, 0.7750)>
Face 3045
UV Count: 3
  UV <Vector (0.5473, 0.7741)>
  UV <Vector (0.5419, 0.7757)>
  UV <Vector (0.5417, 0.7742)>
Face 3046
UV Count: 3
  UV <Vector (0.5930, 0.7711)>
  UV <Vector (0.5883, 0.7739)>
  UV <Vector (0.5880, 0.7707)>
Face 3047
UV Count: 3
  UV <Vector (0.5925, 0.7660)>
  UV <Vector (0.5976, 0.7589)>
  UV <Vector (0.5979, 0.7664)>
Face 3048
UV Count: 3
  UV <Vector (0.5822, 0.7700)>
  UV <Vector (0.5874, 0.7653)>
  UV <Vector (0.5880, 0.7707)>
Face 3049
UV Count: 3
  UV <Vector (0.5822, 0.7700)>
  UV <Vector (0.5766, 0.7734)>
  UV <Vector (0.5760, 0.7695)>
Face 3050
UV Count: 3
  UV <Vector (0.5814, 0.7645)>
  UV <Vector (0.5866, 0.7582)>
  UV <Vector (0.5874, 0.7653)>
Face 3051
UV Count: 3
  UV <Vector (0.5804, 0.7576)>
  UV <Vector (0.5862, 0.7508)>
  UV <Vector (0.5866, 0.7582)>
Face 3052
UV Count: 3
  UV <Vector (0.5760, 0.7695)>
  UV <Vector (0.5704, 0.7731)>
  UV <Vector (0.5697, 0.7690)>
Face 3053
UV Count: 3
  UV <Vector (0.5836, 0.7777)>
  UV <Vector (0.5884, 0.7810)>
  UV <Vector (0.5835, 0.7808)>
Face 3054
UV Count: 3
  UV <Vector (0.5538, 0.7804)>
  UV <Vector (0.5590, 0.7766)>
  UV <Vector (0.5592, 0.7801)>
Face 3055
UV Count: 3
  UV <Vector (0.5922, 0.7511)>
  UV <Vector (0.5983, 0.7442)>
  UV <Vector (0.5983, 0.7513)>
Face 3056
UV Count: 3
  UV <Vector (0.5697, 0.7690)>
  UV <Vector (0.5751, 0.7640)>
  UV <Vector (0.5760, 0.7695)>
Face 3057
UV Count: 3
  UV <Vector (0.5862, 0.7508)>
  UV <Vector (0.5921, 0.7436)>
  UV <Vector (0.5922, 0.7511)>
Face 3058
UV Count: 3
  UV <Vector (0.5697, 0.7690)>
  UV <Vector (0.5641, 0.7730)>
  UV <Vector (0.5636, 0.7687)>
Face 3059
UV Count: 3
  UV <Vector (0.5688, 0.7636)>
  UV <Vector (0.5740, 0.7573)>
  UV <Vector (0.5751, 0.7640)>
Face 3060
UV Count: 3
  UV <Vector (0.5677, 0.7572)>
  UV <Vector (0.5729, 0.7504)>
  UV <Vector (0.5740, 0.7573)>
Face 3061
UV Count: 3
  UV <Vector (0.5636, 0.7687)>
  UV <Vector (0.5688, 0.7636)>
  UV <Vector (0.5697, 0.7690)>
Face 3062
UV Count: 3
  UV <Vector (0.5426, 0.7809)>
  UV <Vector (0.5474, 0.7766)>
  UV <Vector (0.5483, 0.7806)>
Face 3063
UV Count: 3
  UV <Vector (0.5483, 0.7806)>
  UV <Vector (0.5533, 0.7764)>
  UV <Vector (0.5538, 0.7804)>
Face 3064
UV Count: 3
  UV <Vector (0.5740, 0.7573)>
  UV <Vector (0.5796, 0.7505)>
  UV <Vector (0.5804, 0.7576)>
Face 3065
UV Count: 3
  UV <Vector (0.5577, 0.7687)>
  UV <Vector (0.5525, 0.7729)>
  UV <Vector (0.5521, 0.7688)>
Face 3066
UV Count: 3
  UV <Vector (0.5577, 0.7687)>
  UV <Vector (0.5627, 0.7634)>
  UV <Vector (0.5636, 0.7687)>
Face 3067
UV Count: 3
  UV <Vector (0.5636, 0.7687)>
  UV <Vector (0.5575, 0.7729)>
  UV <Vector (0.5577, 0.7687)>
Face 3068
UV Count: 3
  UV <Vector (0.5664, 0.7506)>
  UV <Vector (0.5716, 0.7434)>
  UV <Vector (0.5729, 0.7504)>
Face 3069
UV Count: 3
  UV <Vector (0.5569, 0.7634)>
  UV <Vector (0.5616, 0.7572)>
  UV <Vector (0.5627, 0.7634)>
Face 3070
UV Count: 3
  UV <Vector (0.5558, 0.7575)>
  UV <Vector (0.5603, 0.7509)>
  UV <Vector (0.5616, 0.7572)>
Face 3071
UV Count: 3
  UV <Vector (0.5521, 0.7688)>
  UV <Vector (0.5569, 0.7634)>
  UV <Vector (0.5577, 0.7687)>
Face 3072
UV Count: 3
  UV <Vector (0.5316, 0.7806)>
  UV <Vector (0.5365, 0.7774)>
  UV <Vector (0.5368, 0.7810)>
Face 3073
UV Count: 3
  UV <Vector (0.5368, 0.7810)>
  UV <Vector (0.5421, 0.7771)>
  UV <Vector (0.5426, 0.7809)>
Face 3074
UV Count: 3
  UV <Vector (0.5729, 0.7504)>
  UV <Vector (0.5789, 0.7431)>
  UV <Vector (0.5796, 0.7505)>
Face 3075
UV Count: 3
  UV <Vector (0.5616, 0.7572)>
  UV <Vector (0.5664, 0.7506)>
  UV <Vector (0.5677, 0.7572)>
Face 3076
UV Count: 3
  UV <Vector (0.5466, 0.7690)>
  UV <Vector (0.5513, 0.7635)>
  UV <Vector (0.5521, 0.7688)>
Face 3077
UV Count: 3
  UV <Vector (0.5521, 0.7688)>
  UV <Vector (0.5471, 0.7730)>
  UV <Vector (0.5466, 0.7690)>
Face 3078
UV Count: 3
  UV <Vector (0.5466, 0.7690)>
  UV <Vector (0.5417, 0.7733)>
  UV <Vector (0.5412, 0.7691)>
Face 3079
UV Count: 3
  UV <Vector (0.5458, 0.7638)>
  UV <Vector (0.5503, 0.7580)>
  UV <Vector (0.5513, 0.7635)>
Face 3080
UV Count: 3
  UV <Vector (0.5450, 0.7584)>
  UV <Vector (0.5492, 0.7523)>
  UV <Vector (0.5503, 0.7580)>
Face 3081
UV Count: 3
  UV <Vector (0.5412, 0.7691)>
  UV <Vector (0.5458, 0.7638)>
  UV <Vector (0.5466, 0.7690)>
Face 3082
UV Count: 3
  UV <Vector (0.5494, 0.7859)>
  UV <Vector (0.5538, 0.7804)>
  UV <Vector (0.5549, 0.7856)>
Face 3083
UV Count: 3
  UV <Vector (0.5651, 0.7767)>
  UV <Vector (0.5707, 0.7812)>
  UV <Vector (0.5646, 0.7806)>
Face 3084
UV Count: 3
  UV <Vector (0.5503, 0.7580)>
  UV <Vector (0.5545, 0.7515)>
  UV <Vector (0.5558, 0.7575)>
Face 3085
UV Count: 3
  UV <Vector (0.5358, 0.7695)>
  UV <Vector (0.5310, 0.7740)>
  UV <Vector (0.5305, 0.7699)>
Face 3086
UV Count: 3
  UV <Vector (0.5358, 0.7695)>
  UV <Vector (0.5405, 0.7641)>
  UV <Vector (0.5412, 0.7691)>
Face 3087
UV Count: 3
  UV <Vector (0.5412, 0.7691)>
  UV <Vector (0.5363, 0.7736)>
  UV <Vector (0.5358, 0.7695)>
Face 3088
UV Count: 3
  UV <Vector (0.5440, 0.7526)>
  UV <Vector (0.5482, 0.7459)>
  UV <Vector (0.5492, 0.7523)>
Face 3089
UV Count: 3
  UV <Vector (0.5352, 0.7644)>
  UV <Vector (0.5397, 0.7588)>
  UV <Vector (0.5405, 0.7641)>
Face 3090
UV Count: 3
  UV <Vector (0.5345, 0.7591)>
  UV <Vector (0.5388, 0.7530)>
  UV <Vector (0.5397, 0.7588)>
Face 3091
UV Count: 3
  UV <Vector (0.5305, 0.7699)>
  UV <Vector (0.5352, 0.7644)>
  UV <Vector (0.5358, 0.7695)>
Face 3092
UV Count: 3
  UV <Vector (0.5710, 0.7772)>
  UV <Vector (0.5773, 0.7809)>
  UV <Vector (0.5707, 0.7812)>
Face 3093
UV Count: 3
  UV <Vector (0.5777, 0.7773)>
  UV <Vector (0.5835, 0.7808)>
  UV <Vector (0.5773, 0.7809)>
Face 3094
UV Count: 3
  UV <Vector (0.5492, 0.7523)>
  UV <Vector (0.5532, 0.7452)>
  UV <Vector (0.5545, 0.7515)>
Face 3095
UV Count: 3
  UV <Vector (0.5397, 0.7588)>
  UV <Vector (0.5440, 0.7526)>
  UV <Vector (0.5450, 0.7584)>
Face 3096
UV Count: 3
  UV <Vector (0.5247, 0.7652)>
  UV <Vector (0.5305, 0.7699)>
  UV <Vector (0.5252, 0.7701)>
Face 3097
UV Count: 3
  UV <Vector (0.5310, 0.7740)>
  UV <Vector (0.5252, 0.7701)>
  UV <Vector (0.5305, 0.7699)>
Face 3098
UV Count: 3
  UV <Vector (0.5252, 0.7743)>
  UV <Vector (0.5197, 0.7704)>
  UV <Vector (0.5252, 0.7701)>
Face 3099
UV Count: 3
  UV <Vector (0.5245, 0.7600)>
  UV <Vector (0.5300, 0.7648)>
  UV <Vector (0.5247, 0.7652)>
Face 3100
UV Count: 3
  UV <Vector (0.5242, 0.7546)>
  UV <Vector (0.5294, 0.7596)>
  UV <Vector (0.5245, 0.7600)>
Face 3101
UV Count: 3
  UV <Vector (0.5196, 0.7656)>
  UV <Vector (0.5252, 0.7701)>
  UV <Vector (0.5197, 0.7704)>
Face 3102
UV Count: 3
  UV <Vector (0.5145, 0.7778)>
  UV <Vector (0.5203, 0.7815)>
  UV <Vector (0.5143, 0.7812)>
Face 3103
UV Count: 3
  UV <Vector (0.5417, 0.7742)>
  UV <Vector (0.5364, 0.7760)>
  UV <Vector (0.5363, 0.7745)>
Face 3104
UV Count: 3
  UV <Vector (0.5922, 0.7511)>
  UV <Vector (0.5976, 0.7589)>
  UV <Vector (0.5922, 0.7587)>
Face 3105
UV Count: 3
  UV <Vector (0.5201, 0.7745)>
  UV <Vector (0.5150, 0.7709)>
  UV <Vector (0.5197, 0.7704)>
Face 3106
UV Count: 3
  UV <Vector (0.5279, 0.7484)>
  UV <Vector (0.5337, 0.7536)>
  UV <Vector (0.5287, 0.7541)>
Face 3107
UV Count: 3
  UV <Vector (0.5330, 0.7475)>
  UV <Vector (0.5388, 0.7530)>
  UV <Vector (0.5337, 0.7536)>
Face 3108
UV Count: 3
  UV <Vector (0.5153, 0.7658)>
  UV <Vector (0.5197, 0.7704)>
  UV <Vector (0.5150, 0.7709)>
Face 3109
UV Count: 3
  UV <Vector (0.5156, 0.7608)>
  UV <Vector (0.5196, 0.7656)>
  UV <Vector (0.5153, 0.7658)>
Face 3110
UV Count: 3
  UV <Vector (0.5162, 0.7494)>
  UV <Vector (0.5201, 0.7542)>
  UV <Vector (0.5159, 0.7553)>
Face 3111
UV Count: 3
  UV <Vector (0.5201, 0.7542)>
  UV <Vector (0.5245, 0.7600)>
  UV <Vector (0.5198, 0.7605)>
Face 3112
UV Count: 3
  UV <Vector (0.5254, 0.7749)>
  UV <Vector (0.5202, 0.7766)>
  UV <Vector (0.5200, 0.7753)>
Face 3113
UV Count: 3
  UV <Vector (0.5257, 0.7764)>
  UV <Vector (0.5203, 0.7780)>
  UV <Vector (0.5202, 0.7766)>
Face 3114
UV Count: 3
  UV <Vector (0.6315, 0.7747)>
  UV <Vector (0.6244, 0.7724)>
  UV <Vector (0.6305, 0.7719)>
Face 3115
UV Count: 3
  UV <Vector (0.6234, 0.7673)>
  UV <Vector (0.6305, 0.7719)>
  UV <Vector (0.6244, 0.7724)>
Face 3116
UV Count: 3
  UV <Vector (0.6030, 0.7444)>
  UV <Vector (0.6079, 0.7424)>
  UV <Vector (0.6079, 0.7451)>
Face 3117
UV Count: 3
  UV <Vector (0.6291, 0.7609)>
  UV <Vector (0.6364, 0.7658)>
  UV <Vector (0.6295, 0.7666)>
Face 3118
UV Count: 3
  UV <Vector (0.6222, 0.7538)>
  UV <Vector (0.6291, 0.7609)>
  UV <Vector (0.6226, 0.7608)>
Face 3119
UV Count: 3
  UV <Vector (0.5159, 0.7553)>
  UV <Vector (0.5198, 0.7605)>
  UV <Vector (0.5156, 0.7608)>
Face 3120
UV Count: 3
  UV <Vector (0.6320, 0.7767)>
  UV <Vector (0.6262, 0.7780)>
  UV <Vector (0.6258, 0.7769)>
Face 3121
UV Count: 3
  UV <Vector (0.5202, 0.7766)>
  UV <Vector (0.5147, 0.7750)>
  UV <Vector (0.5200, 0.7753)>
Face 3122
UV Count: 3
  UV <Vector (0.6251, 0.7749)>
  UV <Vector (0.6178, 0.7727)>
  UV <Vector (0.6244, 0.7724)>
Face 3123
UV Count: 3
  UV <Vector (0.6226, 0.7608)>
  UV <Vector (0.6295, 0.7666)>
  UV <Vector (0.6234, 0.7673)>
Face 3124
UV Count: 3
  UV <Vector (0.6168, 0.7673)>
  UV <Vector (0.6244, 0.7724)>
  UV <Vector (0.6178, 0.7727)>
Face 3125
UV Count: 3
  UV <Vector (0.6178, 0.7727)>
  UV <Vector (0.6101, 0.7748)>
  UV <Vector (0.6095, 0.7723)>
Face 3126
UV Count: 3
  UV <Vector (0.6095, 0.7723)>
  UV <Vector (0.6168, 0.7673)>
  UV <Vector (0.6178, 0.7727)>
Face 3127
UV Count: 3
  UV <Vector (0.6037, 0.7718)>
  UV <Vector (0.6088, 0.7670)>
  UV <Vector (0.6095, 0.7723)>
Face 3128
UV Count: 3
  UV <Vector (0.6085, 0.7599)>
  UV <Vector (0.6156, 0.7525)>
  UV <Vector (0.6162, 0.7605)>
Face 3129
UV Count: 3
  UV <Vector (0.6295, 0.7480)>
  UV <Vector (0.6356, 0.7553)>
  UV <Vector (0.6291, 0.7545)>
Face 3130
UV Count: 3
  UV <Vector (0.6813, 0.6307)>
  UV <Vector (0.6743, 0.6397)>
  UV <Vector (0.6743, 0.6310)>
Face 3131
UV Count: 3
  UV <Vector (0.7622, 0.5862)>
  UV <Vector (0.7536, 0.5962)>
  UV <Vector (0.7528, 0.5863)>
Face 3132
UV Count: 3
  UV <Vector (0.7131, 0.6403)>
  UV <Vector (0.6986, 0.6321)>
  UV <Vector (0.7147, 0.6324)>
Face 3133
UV Count: 3
  UV <Vector (0.6594, 0.6692)>
  UV <Vector (0.6678, 0.6581)>
  UV <Vector (0.6691, 0.6669)>
Face 3134
UV Count: 3
  UV <Vector (0.7631, 0.6061)>
  UV <Vector (0.7536, 0.5962)>
  UV <Vector (0.7628, 0.5961)>
Face 3135
UV Count: 3
  UV <Vector (0.7428, 0.6161)>
  UV <Vector (0.7302, 0.6247)>
  UV <Vector (0.7309, 0.6154)>
Face 3136
UV Count: 3
  UV <Vector (0.6915, 0.6468)>
  UV <Vector (0.6871, 0.6531)>
  UV <Vector (0.6869, 0.6465)>
Face 3137
UV Count: 3
  UV <Vector (0.7730, 0.6058)>
  UV <Vector (0.7628, 0.5961)>
  UV <Vector (0.7727, 0.5959)>
Face 3138
UV Count: 3
  UV <Vector (0.7421, 0.6526)>
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UV Count: 3
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Face 3140
UV Count: 3
  UV <Vector (0.7627, 0.6446)>
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Face 3141
UV Count: 3
  UV <Vector (0.7528, 0.6354)>
  UV <Vector (0.7426, 0.6259)>
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Face 3142
UV Count: 3
  UV <Vector (0.7916, 0.6641)>
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Face 3143
UV Count: 3
  UV <Vector (0.7823, 0.6641)>
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Face 3144
UV Count: 3
  UV <Vector (0.7918, 0.6444)>
  UV <Vector (0.7826, 0.6348)>
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Face 3145
UV Count: 3
  UV <Vector (0.7725, 0.6955)>
  UV <Vector (0.7819, 0.7074)>
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Face 3146
UV Count: 3
  UV <Vector (0.6260, 0.6014)>
  UV <Vector (0.6341, 0.5912)>
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Face 3147
UV Count: 3
  UV <Vector (0.6341, 0.5912)>
  UV <Vector (0.6419, 0.5813)>
  UV <Vector (0.6439, 0.5917)>
Face 3148
UV Count: 3
  UV <Vector (0.6383, 0.6510)>
  UV <Vector (0.6272, 0.6597)>
  UV <Vector (0.6274, 0.6503)>
Face 3149
UV Count: 3
  UV <Vector (0.7702, 0.5680)>
  UV <Vector (0.7611, 0.5768)>
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Face 3150
UV Count: 3
  UV <Vector (0.6260, 0.6975)>
  UV <Vector (0.6155, 0.7045)>
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Face 3151
UV Count: 3
  UV <Vector (0.6153, 0.6877)>
  UV <Vector (0.6072, 0.6964)>
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Face 3152
UV Count: 3
  UV <Vector (0.5882, 0.7101)>
  UV <Vector (0.5773, 0.7059)>
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Face 3153
UV Count: 3
  UV <Vector (0.6268, 0.7063)>
  UV <Vector (0.6158, 0.7096)>
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Face 3154
UV Count: 3
  UV <Vector (0.6371, 0.6889)>
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Face 3155
UV Count: 3
  UV <Vector (0.6375, 0.6793)>
  UV <Vector (0.6261, 0.6882)>
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Face 3156
UV Count: 3
  UV <Vector (0.6378, 0.6697)>
  UV <Vector (0.6265, 0.6787)>
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Face 3157
UV Count: 3
  UV <Vector (0.5909, 0.9289)>
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Face 3158
UV Count: 3
  UV <Vector (0.8013, 0.6957)>
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Face 3159
UV Count: 3
  UV <Vector (0.7622, 0.7065)>
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Face 3160
UV Count: 3
  UV <Vector (0.7629, 0.6947)>
  UV <Vector (0.7727, 0.6842)>
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Face 3161
UV Count: 3
  UV <Vector (0.7917, 0.6846)>
  UV <Vector (0.8013, 0.6957)>
  UV <Vector (0.7919, 0.6960)>
Face 3162
UV Count: 3
  UV <Vector (0.8020, 0.7073)>
  UV <Vector (0.7920, 0.7186)>
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Face 3163
UV Count: 3
  UV <Vector (0.8034, 0.7189)>
  UV <Vector (0.7921, 0.7284)>
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Face 3164
UV Count: 3
  UV <Vector (0.6738, 0.9196)>
  UV <Vector (0.6628, 0.9326)>
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Face 3165
UV Count: 3
  UV <Vector (0.8139, 0.7194)>
  UV <Vector (0.8218, 0.7057)>
  UV <Vector (0.8233, 0.7180)>
Face 3166
UV Count: 3
  UV <Vector (0.6323, 0.5151)>
  UV <Vector (0.6402, 0.5129)>
  UV <Vector (0.6413, 0.5159)>
Face 3167
UV Count: 3
  UV <Vector (0.6175, 0.5215)>
  UV <Vector (0.6239, 0.5152)>
  UV <Vector (0.6250, 0.5220)>
Face 3168
UV Count: 3
  UV <Vector (0.6239, 0.5152)>
  UV <Vector (0.6316, 0.5116)>
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Face 3169
UV Count: 3
  UV <Vector (0.6250, 0.5220)>
  UV <Vector (0.6323, 0.5151)>
  UV <Vector (0.6337, 0.5229)>
Face 3170
UV Count: 3
  UV <Vector (0.6345, 0.5291)>
  UV <Vector (0.6255, 0.5332)>
  UV <Vector (0.6257, 0.5282)>
Face 3171
UV Count: 3
  UV <Vector (0.6255, 0.5332)>
  UV <Vector (0.6179, 0.5280)>
  UV <Vector (0.6257, 0.5282)>
Face 3172
UV Count: 3
  UV <Vector (0.6179, 0.5280)>
  UV <Vector (0.6250, 0.5220)>
  UV <Vector (0.6257, 0.5282)>
Face 3173
UV Count: 3
  UV <Vector (0.6257, 0.5282)>
  UV <Vector (0.6337, 0.5229)>
  UV <Vector (0.6345, 0.5291)>
Face 3174
UV Count: 3
  UV <Vector (0.6411, 0.5717)>
  UV <Vector (0.6324, 0.5805)>
  UV <Vector (0.6316, 0.5707)>
Face 3175
UV Count: 3
  UV <Vector (0.6411, 0.5627)>
  UV <Vector (0.6316, 0.5707)>
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Face 3176
UV Count: 3
  UV <Vector (0.6729, 0.5453)>
  UV <Vector (0.6632, 0.5407)>
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Face 3177
UV Count: 3
  UV <Vector (0.6316, 0.5707)>
  UV <Vector (0.6234, 0.5799)>
  UV <Vector (0.6225, 0.5695)>
Face 3178
UV Count: 3
  UV <Vector (0.6330, 0.5459)>
  UV <Vector (0.6237, 0.5525)>
  UV <Vector (0.6242, 0.5452)>
Face 3179
UV Count: 3
  UV <Vector (0.6527, 0.5431)>
  UV <Vector (0.6440, 0.5383)>
  UV <Vector (0.6534, 0.5395)>
Face 3180
UV Count: 3
  UV <Vector (0.6325, 0.5536)>
  UV <Vector (0.6229, 0.5605)>
  UV <Vector (0.6237, 0.5525)>
Face 3181
UV Count: 3
  UV <Vector (0.6249, 0.5908)>
  UV <Vector (0.6324, 0.5805)>
  UV <Vector (0.6341, 0.5912)>
Face 3182
UV Count: 3
  UV <Vector (0.6457, 0.6022)>
  UV <Vector (0.6369, 0.6121)>
  UV <Vector (0.6356, 0.6018)>
Face 3183
UV Count: 3
  UV <Vector (0.6356, 0.6018)>
  UV <Vector (0.6268, 0.6117)>
  UV <Vector (0.6260, 0.6014)>
Face 3184
UV Count: 3
  UV <Vector (0.6319, 0.5618)>
  UV <Vector (0.6225, 0.5695)>
  UV <Vector (0.6229, 0.5605)>
Face 3185
UV Count: 3
  UV <Vector (0.6474, 0.6125)>
  UV <Vector (0.6379, 0.6222)>
  UV <Vector (0.6369, 0.6121)>
Face 3186
UV Count: 3
  UV <Vector (0.6489, 0.6606)>
  UV <Vector (0.6378, 0.6697)>
  UV <Vector (0.6380, 0.6603)>
Face 3187
UV Count: 3
  UV <Vector (0.6489, 0.6513)>
  UV <Vector (0.6380, 0.6603)>
  UV <Vector (0.6383, 0.6510)>
Face 3188
UV Count: 3
  UV <Vector (0.6730, 0.6031)>
  UV <Vector (0.6652, 0.6125)>
  UV <Vector (0.6641, 0.6027)>
Face 3189
UV Count: 3
  UV <Vector (0.7597, 0.5681)>
  UV <Vector (0.7517, 0.5769)>
  UV <Vector (0.7503, 0.5680)>
Face 3190
UV Count: 3
  UV <Vector (0.6486, 0.6796)>
  UV <Vector (0.6371, 0.6889)>
  UV <Vector (0.6375, 0.6793)>
Face 3191
UV Count: 3
  UV <Vector (0.6488, 0.6700)>
  UV <Vector (0.6375, 0.6793)>
  UV <Vector (0.6378, 0.6697)>
Face 3192
UV Count: 3
  UV <Vector (0.7611, 0.5768)>
  UV <Vector (0.7528, 0.5863)>
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Face 3193
UV Count: 3
  UV <Vector (0.7713, 0.5767)>
  UV <Vector (0.7622, 0.5862)>
  UV <Vector (0.7611, 0.5768)>
Face 3194
UV Count: 3
  UV <Vector (0.6584, 0.7135)>
  UV <Vector (0.6679, 0.7184)>
  UV <Vector (0.6598, 0.7208)>
Face 3195
UV Count: 3
  UV <Vector (0.6672, 0.7051)>
  UV <Vector (0.6584, 0.7135)>
  UV <Vector (0.6577, 0.7062)>
Face 3196
UV Count: 3
  UV <Vector (0.6575, 0.6989)>
  UV <Vector (0.6483, 0.7068)>
  UV <Vector (0.6478, 0.6988)>
Face 3197
UV Count: 3
  UV <Vector (0.6480, 0.6894)>
  UV <Vector (0.6370, 0.6984)>
  UV <Vector (0.6371, 0.6889)>
Face 3198
UV Count: 3
  UV <Vector (0.6542, 0.7294)>
  UV <Vector (0.6598, 0.7208)>
  UV <Vector (0.6613, 0.7273)>
Face 3199
UV Count: 3
  UV <Vector (0.6161, 0.6782)>
  UV <Vector (0.6073, 0.6875)>
  UV <Vector (0.6076, 0.6779)>
Face 3200
UV Count: 3
  UV <Vector (0.6165, 0.6686)>
  UV <Vector (0.6076, 0.6779)>
  UV <Vector (0.6080, 0.6681)>
Face 3201
UV Count: 3
  UV <Vector (0.7307, 0.7603)>
  UV <Vector (0.7253, 0.7526)>
  UV <Vector (0.7320, 0.7543)>
Face 3202
UV Count: 3
  UV <Vector (0.7384, 0.7561)>
  UV <Vector (0.7449, 0.7526)>
  UV <Vector (0.7442, 0.7581)>
Face 3203
UV Count: 3
  UV <Vector (0.7270, 0.7460)>
  UV <Vector (0.7362, 0.7417)>
  UV <Vector (0.7338, 0.7482)>
Face 3204
UV Count: 3
  UV <Vector (0.7320, 0.7543)>
  UV <Vector (0.7398, 0.7504)>
  UV <Vector (0.7384, 0.7561)>
Face 3205
UV Count: 3
  UV <Vector (0.7384, 0.7561)>
  UV <Vector (0.7307, 0.7603)>
  UV <Vector (0.7320, 0.7543)>
Face 3206
UV Count: 3
  UV <Vector (0.7468, 0.7463)>
  UV <Vector (0.7458, 0.7365)>
  UV <Vector (0.7515, 0.7387)>
Face 3207
UV Count: 3
  UV <Vector (0.7442, 0.7581)>
  UV <Vector (0.7493, 0.7557)>
  UV <Vector (0.7504, 0.7609)>
Face 3208
UV Count: 3
  UV <Vector (0.7398, 0.7504)>
  UV <Vector (0.7468, 0.7463)>
  UV <Vector (0.7449, 0.7526)>
Face 3209
UV Count: 3
  UV <Vector (0.7504, 0.7609)>
  UV <Vector (0.7439, 0.7637)>
  UV <Vector (0.7442, 0.7581)>
Face 3210
UV Count: 3
  UV <Vector (0.7622, 0.7065)>
  UV <Vector (0.7518, 0.7168)>
  UV <Vector (0.7527, 0.7048)>
Face 3211
UV Count: 3
  UV <Vector (0.7515, 0.7387)>
  UV <Vector (0.7497, 0.7282)>
  UV <Vector (0.7571, 0.7302)>
Face 3212
UV Count: 3
  UV <Vector (0.7571, 0.7302)>
  UV <Vector (0.7518, 0.7168)>
  UV <Vector (0.7607, 0.7188)>
Face 3213
UV Count: 3
  UV <Vector (0.7326, 0.7210)>
  UV <Vector (0.7429, 0.7140)>
  UV <Vector (0.7418, 0.7254)>
Face 3214
UV Count: 3
  UV <Vector (0.7807, 0.7192)>
  UV <Vector (0.7719, 0.7074)>
  UV <Vector (0.7819, 0.7074)>
Face 3215
UV Count: 3
  UV <Vector (0.7791, 0.7291)>
  UV <Vector (0.7702, 0.7199)>
  UV <Vector (0.7807, 0.7192)>
Face 3216
UV Count: 3
  UV <Vector (0.7429, 0.7140)>
  UV <Vector (0.7527, 0.7048)>
  UV <Vector (0.7518, 0.7168)>
Face 3217
UV Count: 3
  UV <Vector (0.7530, 0.6819)>
  UV <Vector (0.7627, 0.6731)>
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Face 3218
UV Count: 3
  UV <Vector (0.7530, 0.6929)>
  UV <Vector (0.7628, 0.6834)>
  UV <Vector (0.7629, 0.6947)>
Face 3219
UV Count: 3
  UV <Vector (0.7418, 0.7254)>
  UV <Vector (0.7518, 0.7168)>
  UV <Vector (0.7497, 0.7282)>
Face 3220
UV Count: 3
  UV <Vector (0.7528, 0.6720)>
  UV <Vector (0.7419, 0.6782)>
  UV <Vector (0.7418, 0.6690)>
Face 3221
UV Count: 3
  UV <Vector (0.7923, 0.6250)>
  UV <Vector (0.7829, 0.6154)>
  UV <Vector (0.7926, 0.6152)>
Face 3222
UV Count: 3
  UV <Vector (0.7824, 0.6446)>
  UV <Vector (0.7728, 0.6350)>
  UV <Vector (0.7826, 0.6348)>
Face 3223
UV Count: 3
  UV <Vector (0.7728, 0.6737)>
  UV <Vector (0.7823, 0.6641)>
  UV <Vector (0.7825, 0.6740)>
Face 3224
UV Count: 3
  UV <Vector (0.7921, 0.6346)>
  UV <Vector (0.7828, 0.6251)>
  UV <Vector (0.7923, 0.6250)>
Face 3225
UV Count: 3
  UV <Vector (0.7147, 0.6324)>
  UV <Vector (0.7016, 0.6240)>
  UV <Vector (0.7162, 0.6239)>
Face 3226
UV Count: 3
  UV <Vector (0.7302, 0.6247)>
  UV <Vector (0.7147, 0.6324)>
  UV <Vector (0.7162, 0.6239)>
Face 3227
UV Count: 3
  UV <Vector (0.7426, 0.6259)>
  UV <Vector (0.7296, 0.6337)>
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Face 3228
UV Count: 3
  UV <Vector (0.7533, 0.6162)>
  UV <Vector (0.7432, 0.6063)>
  UV <Vector (0.7535, 0.6062)>
Face 3229
UV Count: 3
  UV <Vector (0.6815, 0.6219)>
  UV <Vector (0.6743, 0.6310)>
  UV <Vector (0.6740, 0.6219)>
Face 3230
UV Count: 3
  UV <Vector (0.6960, 0.6230)>
  UV <Vector (0.6879, 0.6309)>
  UV <Vector (0.6888, 0.6223)>
Face 3231
UV Count: 3
  UV <Vector (0.7428, 0.6161)>
  UV <Vector (0.7317, 0.6059)>
  UV <Vector (0.7432, 0.6063)>
Face 3232
UV Count: 3
  UV <Vector (0.6678, 0.6581)>
  UV <Vector (0.6591, 0.6510)>
  UV <Vector (0.6672, 0.6495)>
Face 3233
UV Count: 3
  UV <Vector (0.7568, 0.5487)>
  UV <Vector (0.7466, 0.5452)>
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Face 3234
UV Count: 3
  UV <Vector (0.7799, 0.5486)>
  UV <Vector (0.7680, 0.5532)>
  UV <Vector (0.7676, 0.5486)>
Face 3235
UV Count: 3
  UV <Vector (0.6973, 0.6139)>
  UV <Vector (0.6888, 0.6223)>
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Face 3236
UV Count: 3
  UV <Vector (0.8063, 0.5486)>
  UV <Vector (0.7933, 0.5447)>
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Face 3237
UV Count: 3
  UV <Vector (0.7930, 0.5417)>
  UV <Vector (0.8060, 0.5378)>
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Face 3238
UV Count: 3
  UV <Vector (0.7663, 0.5208)>
  UV <Vector (0.7787, 0.5232)>
  UV <Vector (0.7660, 0.5237)>
Face 3239
UV Count: 3
  UV <Vector (0.7789, 0.5202)>
  UV <Vector (0.7927, 0.5229)>
  UV <Vector (0.7787, 0.5232)>
Face 3240
UV Count: 3
  UV <Vector (0.7930, 0.5417)>
  UV <Vector (0.7800, 0.5374)>
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Face 3241
UV Count: 3
  UV <Vector (0.6173, 0.6114)>
  UV <Vector (0.6105, 0.6217)>
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Face 3242
UV Count: 3
  UV <Vector (0.6268, 0.6117)>
  UV <Vector (0.6174, 0.6214)>
  UV <Vector (0.6173, 0.6114)>
Face 3243
UV Count: 3
  UV <Vector (0.6074, 0.6215)>
  UV <Vector (0.6039, 0.6309)>
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Face 3244
UV Count: 3
  UV <Vector (0.5917, 0.6214)>
  UV <Vector (0.5833, 0.6116)>
  UV <Vector (0.5928, 0.6114)>
Face 3245
UV Count: 3
  UV <Vector (0.7628, 0.6352)>
  UV <Vector (0.7530, 0.6259)>
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Face 3246
UV Count: 3
  UV <Vector (0.7526, 0.6446)>
  UV <Vector (0.7421, 0.6526)>
  UV <Vector (0.7422, 0.6440)>
Face 3247
UV Count: 3
  UV <Vector (0.7727, 0.6446)>
  UV <Vector (0.7628, 0.6352)>
  UV <Vector (0.7728, 0.6350)>
Face 3248
UV Count: 3
  UV <Vector (0.7725, 0.6955)>
  UV <Vector (0.7823, 0.6846)>
  UV <Vector (0.7823, 0.6959)>
Face 3249
UV Count: 3
  UV <Vector (0.7530, 0.6259)>
  UV <Vector (0.7428, 0.6161)>
  UV <Vector (0.7533, 0.6162)>
Face 3250
UV Count: 3
  UV <Vector (0.7928, 0.6055)>
  UV <Vector (0.7829, 0.5957)>
  UV <Vector (0.7931, 0.5956)>
Face 3251
UV Count: 3
  UV <Vector (0.7526, 0.6446)>
  UV <Vector (0.7428, 0.6356)>
  UV <Vector (0.7528, 0.6354)>
Face 3252
UV Count: 3
  UV <Vector (0.7931, 0.5956)>
  UV <Vector (0.7827, 0.5859)>
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Face 3253
UV Count: 3
  UV <Vector (0.6986, 0.6321)>
  UV <Vector (0.6926, 0.6394)>
  UV <Vector (0.6939, 0.6314)>
Face 3254
UV Count: 3
  UV <Vector (0.7296, 0.6337)>
  UV <Vector (0.7131, 0.6403)>
  UV <Vector (0.7147, 0.6324)>
Face 3255
UV Count: 3
  UV <Vector (0.7829, 0.5957)>
  UV <Vector (0.7722, 0.5860)>
  UV <Vector (0.7827, 0.5859)>
Face 3256
UV Count: 3
  UV <Vector (0.6871, 0.6390)>
  UV <Vector (0.6811, 0.6469)>
  UV <Vector (0.6810, 0.6391)>
Face 3257
UV Count: 3
  UV <Vector (0.6740, 0.6219)>
  UV <Vector (0.6670, 0.6316)>
  UV <Vector (0.6663, 0.6221)>
Face 3258
UV Count: 3
  UV <Vector (0.6816, 0.6128)>
  UV <Vector (0.6740, 0.6219)>
  UV <Vector (0.6735, 0.6125)>
Face 3259
UV Count: 3
  UV <Vector (0.7178, 0.6149)>
  UV <Vector (0.7070, 0.6050)>
  UV <Vector (0.7193, 0.6054)>
Face 3260
UV Count: 3
  UV <Vector (0.7317, 0.6059)>
  UV <Vector (0.7205, 0.5959)>
  UV <Vector (0.7323, 0.5962)>
Face 3261
UV Count: 3
  UV <Vector (0.6384, 0.6417)>
  UV <Vector (0.6491, 0.6325)>
  UV <Vector (0.6491, 0.6421)>
Face 3262
UV Count: 3
  UV <Vector (0.6735, 0.6125)>
  UV <Vector (0.6663, 0.6221)>
  UV <Vector (0.6652, 0.6125)>
Face 3263
UV Count: 3
  UV <Vector (0.7323, 0.5865)>
  UV <Vector (0.7205, 0.5959)>
  UV <Vector (0.7210, 0.5863)>
Face 3264
UV Count: 3
  UV <Vector (0.7198, 0.5682)>
  UV <Vector (0.7102, 0.5760)>
  UV <Vector (0.7092, 0.5668)>
Face 3265
UV Count: 3
  UV <Vector (0.6384, 0.6321)>
  UV <Vector (0.6487, 0.6226)>
  UV <Vector (0.6491, 0.6325)>
Face 3266
UV Count: 3
  UV <Vector (0.6417, 0.5546)>
  UV <Vector (0.6319, 0.5618)>
  UV <Vector (0.6325, 0.5536)>
Face 3267
UV Count: 3
  UV <Vector (0.6537, 0.5919)>
  UV <Vector (0.6457, 0.6022)>
  UV <Vector (0.6439, 0.5917)>
Face 3268
UV Count: 3
  UV <Vector (0.6517, 0.5728)>
  UV <Vector (0.6419, 0.5813)>
  UV <Vector (0.6411, 0.5717)>
Face 3269
UV Count: 3
  UV <Vector (0.6901, 0.6039)>
  UV <Vector (0.6816, 0.6128)>
  UV <Vector (0.6816, 0.6034)>
Face 3270
UV Count: 3
  UV <Vector (0.7802, 0.5531)>
  UV <Vector (0.7689, 0.5600)>
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Face 3271
UV Count: 3
  UV <Vector (0.7309, 0.6154)>
  UV <Vector (0.7193, 0.6054)>
  UV <Vector (0.7317, 0.6059)>
Face 3272
UV Count: 3
  UV <Vector (0.6670, 0.6406)>
  UV <Vector (0.6591, 0.6510)>
  UV <Vector (0.6589, 0.6416)>
Face 3273
UV Count: 3
  UV <Vector (0.6488, 0.6700)>
  UV <Vector (0.6591, 0.6600)>
  UV <Vector (0.6594, 0.6692)>
Face 3274
UV Count: 3
  UV <Vector (0.7162, 0.6239)>
  UV <Vector (0.7047, 0.6149)>
  UV <Vector (0.7178, 0.6149)>
Face 3275
UV Count: 3
  UV <Vector (0.6939, 0.6314)>
  UV <Vector (0.6871, 0.6390)>
  UV <Vector (0.6879, 0.6309)>
Face 3276
UV Count: 3
  UV <Vector (0.5200, 0.6472)>
  UV <Vector (0.5135, 0.6391)>
  UV <Vector (0.5207, 0.6397)>
Face 3277
UV Count: 3
  UV <Vector (0.7119, 0.6476)>
  UV <Vector (0.6967, 0.6402)>
  UV <Vector (0.7131, 0.6403)>
Face 3278
UV Count: 3
  UV <Vector (0.7629, 0.6257)>
  UV <Vector (0.7533, 0.6162)>
  UV <Vector (0.7630, 0.6160)>
Face 3279
UV Count: 3
  UV <Vector (0.7829, 0.6154)>
  UV <Vector (0.7730, 0.6058)>
  UV <Vector (0.7829, 0.6056)>
Face 3280
UV Count: 3
  UV <Vector (0.7418, 0.6690)>
  UV <Vector (0.7287, 0.6712)>
  UV <Vector (0.7280, 0.6640)>
Face 3281
UV Count: 3
  UV <Vector (0.7728, 0.6350)>
  UV <Vector (0.7629, 0.6257)>
  UV <Vector (0.7730, 0.6254)>
Face 3282
UV Count: 3
  UV <Vector (0.7627, 0.6446)>
  UV <Vector (0.7528, 0.6354)>
  UV <Vector (0.7628, 0.6352)>
Face 3283
UV Count: 3
  UV <Vector (0.7825, 0.6740)>
  UV <Vector (0.7917, 0.6846)>
  UV <Vector (0.7823, 0.6846)>
Face 3284
UV Count: 3
  UV <Vector (0.7926, 0.6152)>
  UV <Vector (0.7829, 0.6056)>
  UV <Vector (0.7928, 0.6055)>
Face 3285
UV Count: 3
  UV <Vector (0.7526, 0.6628)>
  UV <Vector (0.7418, 0.6690)>
  UV <Vector (0.7421, 0.6609)>
Face 3286
UV Count: 3
  UV <Vector (0.7528, 0.6720)>
  UV <Vector (0.7626, 0.6635)>
  UV <Vector (0.7627, 0.6731)>
Face 3287
UV Count: 3
  UV <Vector (0.7627, 0.6731)>
  UV <Vector (0.7727, 0.6640)>
  UV <Vector (0.7728, 0.6737)>
Face 3288
UV Count: 3
  UV <Vector (0.7628, 0.6834)>
  UV <Vector (0.7728, 0.6737)>
  UV <Vector (0.7727, 0.6842)>
Face 3289
UV Count: 3
  UV <Vector (0.5909, 0.6311)>
  UV <Vector (0.5817, 0.6216)>
  UV <Vector (0.5917, 0.6214)>
Face 3290
UV Count: 3
  UV <Vector (0.6010, 0.6311)>
  UV <Vector (0.5983, 0.6217)>
  UV <Vector (0.6013, 0.6215)>
Face 3291
UV Count: 3
  UV <Vector (0.6175, 0.6311)>
  UV <Vector (0.6089, 0.6404)>
  UV <Vector (0.6094, 0.6310)>
Face 3292
UV Count: 3
  UV <Vector (0.6277, 0.6315)>
  UV <Vector (0.6379, 0.6222)>
  UV <Vector (0.6384, 0.6321)>
Face 3293
UV Count: 3
  UV <Vector (0.6652, 0.6125)>
  UV <Vector (0.6582, 0.6225)>
  UV <Vector (0.6567, 0.6125)>
Face 3294
UV Count: 3
  UV <Vector (0.6174, 0.6406)>
  UV <Vector (0.6086, 0.6496)>
  UV <Vector (0.6089, 0.6404)>
Face 3295
UV Count: 3
  UV <Vector (0.6369, 0.6121)>
  UV <Vector (0.6274, 0.6217)>
  UV <Vector (0.6268, 0.6117)>
Face 3296
UV Count: 3
  UV <Vector (0.6606, 0.5649)>
  UV <Vector (0.6517, 0.5728)>
  UV <Vector (0.6506, 0.5636)>
Face 3297
UV Count: 3
  UV <Vector (0.5883, 0.7041)>
  UV <Vector (0.5783, 0.6969)>
  UV <Vector (0.5885, 0.6962)>
Face 3298
UV Count: 3
  UV <Vector (0.6575, 0.6989)>
  UV <Vector (0.6672, 0.7051)>
  UV <Vector (0.6577, 0.7062)>
Face 3299
UV Count: 3
  UV <Vector (0.6682, 0.6985)>
  UV <Vector (0.6583, 0.6894)>
  UV <Vector (0.6694, 0.6894)>
Face 3300
UV Count: 3
  UV <Vector (0.6387, 0.7166)>
  UV <Vector (0.6483, 0.7068)>
  UV <Vector (0.6497, 0.7149)>
Face 3301
UV Count: 3
  UV <Vector (0.6268, 0.6691)>
  UV <Vector (0.6161, 0.6782)>
  UV <Vector (0.6165, 0.6686)>
Face 3302
UV Count: 3
  UV <Vector (0.5857, 0.9261)>
  UV <Vector (0.5913, 0.9224)>
  UV <Vector (0.5909, 0.9289)>
Face 3303
UV Count: 3
  UV <Vector (0.6166, 0.6591)>
  UV <Vector (0.6080, 0.6681)>
  UV <Vector (0.6083, 0.6587)>
Face 3304
UV Count: 3
  UV <Vector (0.6497, 0.7149)>
  UV <Vector (0.6430, 0.7259)>
  UV <Vector (0.6387, 0.7166)>
Face 3305
UV Count: 3
  UV <Vector (0.6261, 0.6882)>
  UV <Vector (0.6151, 0.6966)>
  UV <Vector (0.6153, 0.6877)>
Face 3306
UV Count: 3
  UV <Vector (0.6379, 0.7070)>
  UV <Vector (0.6478, 0.6988)>
  UV <Vector (0.6483, 0.7068)>
Face 3307
UV Count: 3
  UV <Vector (0.6268, 0.7063)>
  UV <Vector (0.6370, 0.6984)>
  UV <Vector (0.6379, 0.7070)>
Face 3308
UV Count: 3
  UV <Vector (0.7421, 0.6609)>
  UV <Vector (0.7280, 0.6640)>
  UV <Vector (0.7280, 0.6572)>
Face 3309
UV Count: 3
  UV <Vector (0.7422, 0.6440)>
  UV <Vector (0.7278, 0.6497)>
  UV <Vector (0.7286, 0.6419)>
Face 3310
UV Count: 3
  UV <Vector (0.7727, 0.6543)>
  UV <Vector (0.7627, 0.6446)>
  UV <Vector (0.7727, 0.6446)>
Face 3311
UV Count: 3
  UV <Vector (0.7530, 0.6819)>
  UV <Vector (0.7433, 0.6898)>
  UV <Vector (0.7419, 0.6782)>
Face 3312
UV Count: 3
  UV <Vector (0.7917, 0.6543)>
  UV <Vector (0.7824, 0.6446)>
  UV <Vector (0.7918, 0.6444)>
Face 3313
UV Count: 3
  UV <Vector (0.7727, 0.6842)>
  UV <Vector (0.7825, 0.6740)>
  UV <Vector (0.7823, 0.6846)>
Face 3314
UV Count: 3
  UV <Vector (0.7526, 0.6537)>
  UV <Vector (0.7421, 0.6609)>
  UV <Vector (0.7421, 0.6526)>
Face 3315
UV Count: 3
  UV <Vector (0.7825, 0.6740)>
  UV <Vector (0.7916, 0.6641)>
  UV <Vector (0.7916, 0.6740)>
Face 3316
UV Count: 3
  UV <Vector (0.7826, 0.6348)>
  UV <Vector (0.7730, 0.6254)>
  UV <Vector (0.7828, 0.6251)>
Face 3317
UV Count: 3
  UV <Vector (0.7626, 0.6540)>
  UV <Vector (0.7526, 0.6628)>
  UV <Vector (0.7526, 0.6537)>
Face 3318
UV Count: 3
  UV <Vector (0.7823, 0.6543)>
  UV <Vector (0.7727, 0.6446)>
  UV <Vector (0.7824, 0.6446)>
Face 3319
UV Count: 3
  UV <Vector (0.7727, 0.6543)>
  UV <Vector (0.7626, 0.6635)>
  UV <Vector (0.7626, 0.6540)>
Face 3320
UV Count: 3
  UV <Vector (0.7278, 0.6497)>
  UV <Vector (0.7112, 0.6535)>
  UV <Vector (0.7119, 0.6476)>
Face 3321
UV Count: 3
  UV <Vector (0.7108, 0.6580)>
  UV <Vector (0.7280, 0.6572)>
  UV <Vector (0.7280, 0.6640)>
Face 3322
UV Count: 3
  UV <Vector (0.6941, 0.6610)>
  UV <Vector (0.7108, 0.6580)>
  UV <Vector (0.7106, 0.6605)>
Face 3323
UV Count: 3
  UV <Vector (0.7286, 0.6419)>
  UV <Vector (0.7119, 0.6476)>
  UV <Vector (0.7131, 0.6403)>
Face 3324
UV Count: 3
  UV <Vector (0.6869, 0.6465)>
  UV <Vector (0.6817, 0.6540)>
  UV <Vector (0.6811, 0.6469)>
Face 3325
UV Count: 3
  UV <Vector (0.7106, 0.6605)>
  UV <Vector (0.7280, 0.6640)>
  UV <Vector (0.7287, 0.6712)>
Face 3326
UV Count: 3
  UV <Vector (0.7419, 0.6782)>
  UV <Vector (0.7349, 0.6864)>
  UV <Vector (0.7287, 0.6712)>
Face 3327
UV Count: 3
  UV <Vector (0.6946, 0.6537)>
  UV <Vector (0.7108, 0.6580)>
  UV <Vector (0.6940, 0.6582)>
Face 3328
UV Count: 3
  UV <Vector (0.7302, 0.6247)>
  UV <Vector (0.7178, 0.6149)>
  UV <Vector (0.7309, 0.6154)>
Face 3329
UV Count: 3
  UV <Vector (0.6871, 0.6531)>
  UV <Vector (0.6829, 0.6601)>
  UV <Vector (0.6817, 0.6540)>
Face 3330
UV Count: 3
  UV <Vector (0.7933, 0.5858)>
  UV <Vector (0.7823, 0.5766)>
  UV <Vector (0.7934, 0.5765)>
Face 3331
UV Count: 3
  UV <Vector (0.7823, 0.5766)>
  UV <Vector (0.7722, 0.5860)>
  UV <Vector (0.7713, 0.5767)>
Face 3332
UV Count: 3
  UV <Vector (0.6591, 0.6510)>
  UV <Vector (0.6489, 0.6606)>
  UV <Vector (0.6489, 0.6513)>
Face 3333
UV Count: 3
  UV <Vector (0.6168, 0.6498)>
  UV <Vector (0.6083, 0.6587)>
  UV <Vector (0.6086, 0.6496)>
Face 3334
UV Count: 3
  UV <Vector (0.8242, 0.5857)>
  UV <Vector (0.8156, 0.5765)>
  UV <Vector (0.8258, 0.5765)>
Face 3335
UV Count: 3
  UV <Vector (0.6743, 0.6397)>
  UV <Vector (0.6672, 0.6495)>
  UV <Vector (0.6670, 0.6406)>
Face 3336
UV Count: 3
  UV <Vector (0.6663, 0.6221)>
  UV <Vector (0.6587, 0.6321)>
  UV <Vector (0.6582, 0.6225)>
Face 3337
UV Count: 3
  UV <Vector (0.7193, 0.6054)>
  UV <Vector (0.7088, 0.5955)>
  UV <Vector (0.7205, 0.5959)>
Face 3338
UV Count: 3
  UV <Vector (0.6895, 0.6132)>
  UV <Vector (0.6815, 0.6219)>
  UV <Vector (0.6816, 0.6128)>
Face 3339
UV Count: 3
  UV <Vector (0.6815, 0.5940)>
  UV <Vector (0.6730, 0.6031)>
  UV <Vector (0.6724, 0.5935)>
Face 3340
UV Count: 3
  UV <Vector (0.6694, 0.6894)>
  UV <Vector (0.6597, 0.6793)>
  UV <Vector (0.6736, 0.6776)>
Face 3341
UV Count: 3
  UV <Vector (0.8053, 0.5678)>
  UV <Vector (0.7932, 0.5600)>
  UV <Vector (0.8059, 0.5599)>
Face 3342
UV Count: 3
  UV <Vector (0.6888, 0.6223)>
  UV <Vector (0.6813, 0.6307)>
  UV <Vector (0.6815, 0.6219)>
Face 3343
UV Count: 3
  UV <Vector (0.8156, 0.5765)>
  UV <Vector (0.8053, 0.5678)>
  UV <Vector (0.8167, 0.5679)>
Face 3344
UV Count: 3
  UV <Vector (0.6582, 0.6225)>
  UV <Vector (0.6491, 0.6325)>
  UV <Vector (0.6487, 0.6226)>
Face 3345
UV Count: 3
  UV <Vector (0.7689, 0.5600)>
  UV <Vector (0.7597, 0.5681)>
  UV <Vector (0.7582, 0.5601)>
Face 3346
UV Count: 3
  UV <Vector (0.5673, 0.6506)>
  UV <Vector (0.5782, 0.6591)>
  UV <Vector (0.5667, 0.6598)>
Face 3347
UV Count: 3
  UV <Vector (0.7931, 0.5533)>
  UV <Vector (0.7799, 0.5486)>
  UV <Vector (0.7933, 0.5481)>
Face 3348
UV Count: 3
  UV <Vector (0.6670, 0.6316)>
  UV <Vector (0.6589, 0.6416)>
  UV <Vector (0.6587, 0.6321)>
Face 3349
UV Count: 3
  UV <Vector (0.6567, 0.6125)>
  UV <Vector (0.6487, 0.6226)>
  UV <Vector (0.6474, 0.6125)>
Face 3350
UV Count: 3
  UV <Vector (0.6905, 0.5848)>
  UV <Vector (0.6815, 0.5940)>
  UV <Vector (0.6813, 0.5845)>
Face 3351
UV Count: 3
  UV <Vector (0.6641, 0.6027)>
  UV <Vector (0.6567, 0.6125)>
  UV <Vector (0.6550, 0.6024)>
Face 3352
UV Count: 3
  UV <Vector (0.7390, 0.5601)>
  UV <Vector (0.7301, 0.5685)>
  UV <Vector (0.7287, 0.5606)>
Face 3353
UV Count: 3
  UV <Vector (0.7315, 0.5771)>
  UV <Vector (0.7210, 0.5863)>
  UV <Vector (0.7207, 0.5769)>
Face 3354
UV Count: 3
  UV <Vector (0.7070, 0.6050)>
  UV <Vector (0.6973, 0.6139)>
  UV <Vector (0.6986, 0.6044)>
Face 3355
UV Count: 3
  UV <Vector (0.7287, 0.5606)>
  UV <Vector (0.7198, 0.5682)>
  UV <Vector (0.7185, 0.5603)>
Face 3356
UV Count: 3
  UV <Vector (0.6561, 0.5827)>
  UV <Vector (0.6517, 0.5728)>
  UV <Vector (0.6619, 0.5739)>
Face 3357
UV Count: 3
  UV <Vector (0.6805, 0.5755)>
  UV <Vector (0.6713, 0.5705)>
  UV <Vector (0.6788, 0.5656)>
Face 3358
UV Count: 3
  UV <Vector (0.6721, 0.5843)>
  UV <Vector (0.6633, 0.5929)>
  UV <Vector (0.6646, 0.5841)>
Face 3359
UV Count: 3
  UV <Vector (0.6710, 0.5581)>
  UV <Vector (0.6606, 0.5649)>
  UV <Vector (0.6611, 0.5571)>
Face 3360
UV Count: 3
  UV <Vector (0.6277, 0.6410)>
  UV <Vector (0.6168, 0.6498)>
  UV <Vector (0.6174, 0.6406)>
Face 3361
UV Count: 3
  UV <Vector (0.6583, 0.5829)>
  UV <Vector (0.6650, 0.5766)>
  UV <Vector (0.6646, 0.5841)>
Face 3362
UV Count: 3
  UV <Vector (0.6277, 0.6410)>
  UV <Vector (0.6384, 0.6321)>
  UV <Vector (0.6384, 0.6417)>
Face 3363
UV Count: 3
  UV <Vector (0.6905, 0.5944)>
  UV <Vector (0.6816, 0.6034)>
  UV <Vector (0.6815, 0.5940)>
Face 3364
UV Count: 3
  UV <Vector (0.7434, 0.5963)>
  UV <Vector (0.7323, 0.5865)>
  UV <Vector (0.7432, 0.5863)>
Face 3365
UV Count: 3
  UV <Vector (0.6903, 0.5754)>
  UV <Vector (0.6813, 0.5845)>
  UV <Vector (0.6805, 0.5755)>
Face 3366
UV Count: 3
  UV <Vector (0.7001, 0.5853)>
  UV <Vector (0.6905, 0.5944)>
  UV <Vector (0.6905, 0.5848)>
Face 3367
UV Count: 3
  UV <Vector (0.6442, 0.5353)>
  UV <Vector (0.6345, 0.5373)>
  UV <Vector (0.6345, 0.5337)>
Face 3368
UV Count: 3
  UV <Vector (0.6526, 0.5259)>
  UV <Vector (0.6604, 0.5194)>
  UV <Vector (0.6623, 0.5273)>
Face 3369
UV Count: 3
  UV <Vector (0.6251, 0.5363)>
  UV <Vector (0.6172, 0.5331)>
  UV <Vector (0.6255, 0.5332)>
Face 3370
UV Count: 3
  UV <Vector (0.6251, 0.5363)>
  UV <Vector (0.6161, 0.5392)>
  UV <Vector (0.6159, 0.5358)>
Face 3371
UV Count: 3
  UV <Vector (0.6625, 0.5443)>
  UV <Vector (0.6518, 0.5484)>
  UV <Vector (0.6527, 0.5431)>
Face 3372
UV Count: 3
  UV <Vector (0.6729, 0.5453)>
  UV <Vector (0.6618, 0.5498)>
  UV <Vector (0.6625, 0.5443)>
Face 3373
UV Count: 3
  UV <Vector (0.6788, 0.5656)>
  UV <Vector (0.6699, 0.5671)>
  UV <Vector (0.6784, 0.5634)>
Face 3374
UV Count: 3
  UV <Vector (0.7032, 0.5408)>
  UV <Vector (0.6957, 0.5437)>
  UV <Vector (0.6957, 0.5408)>
Face 3375
UV Count: 3
  UV <Vector (0.7146, 0.5407)>
  UV <Vector (0.7034, 0.5366)>
  UV <Vector (0.7150, 0.5369)>
Face 3376
UV Count: 3
  UV <Vector (0.7032, 0.5408)>
  UV <Vector (0.6959, 0.5367)>
  UV <Vector (0.7034, 0.5366)>
Face 3377
UV Count: 3
  UV <Vector (0.7145, 0.5317)>
  UV <Vector (0.7246, 0.5255)>
  UV <Vector (0.7252, 0.5317)>
Face 3378
UV Count: 3
  UV <Vector (0.7249, 0.5222)>
  UV <Vector (0.7351, 0.5252)>
  UV <Vector (0.7246, 0.5255)>
Face 3379
UV Count: 3
  UV <Vector (0.7269, 0.5483)>
  UV <Vector (0.7173, 0.5535)>
  UV <Vector (0.7147, 0.5481)>
Face 3380
UV Count: 3
  UV <Vector (0.7467, 0.5485)>
  UV <Vector (0.7367, 0.5448)>
  UV <Vector (0.7466, 0.5452)>
Face 3381
UV Count: 3
  UV <Vector (0.6997, 0.5758)>
  UV <Vector (0.6905, 0.5848)>
  UV <Vector (0.6903, 0.5754)>
Face 3382
UV Count: 3
  UV <Vector (0.7275, 0.5537)>
  UV <Vector (0.7185, 0.5603)>
  UV <Vector (0.7173, 0.5535)>
Face 3383
UV Count: 3
  UV <Vector (0.5859, 0.7407)>
  UV <Vector (0.5921, 0.7436)>
  UV <Vector (0.5864, 0.7431)>
Face 3384
UV Count: 3
  UV <Vector (0.5983, 0.7442)>
  UV <Vector (0.6028, 0.7414)>
  UV <Vector (0.6030, 0.7444)>
Face 3385
UV Count: 3
  UV <Vector (0.6080, 0.7415)>
  UV <Vector (0.6148, 0.7431)>
  UV <Vector (0.6079, 0.7424)>
Face 3386
UV Count: 3
  UV <Vector (0.6151, 0.7413)>
  UV <Vector (0.6216, 0.7429)>
  UV <Vector (0.6149, 0.7423)>
Face 3387
UV Count: 3
  UV <Vector (0.6148, 0.7431)>
  UV <Vector (0.6209, 0.7461)>
  UV <Vector (0.6147, 0.7455)>
Face 3388
UV Count: 3
  UV <Vector (0.5789, 0.7431)>
  UV <Vector (0.5859, 0.7407)>
  UV <Vector (0.5864, 0.7431)>
Face 3389
UV Count: 3
  UV <Vector (0.5711, 0.7392)>
  UV <Vector (0.5785, 0.7400)>
  UV <Vector (0.5713, 0.7403)>
Face 3390
UV Count: 3
  UV <Vector (0.6029, 0.7408)>
  UV <Vector (0.5978, 0.7399)>
  UV <Vector (0.6029, 0.7400)>
Face 3391
UV Count: 3
  UV <Vector (0.5921, 0.7436)>
  UV <Vector (0.5976, 0.7413)>
  UV <Vector (0.5983, 0.7442)>
Face 3392
UV Count: 3
  UV <Vector (0.5482, 0.7459)>
  UV <Vector (0.5529, 0.7429)>
  UV <Vector (0.5532, 0.7452)>
Face 3393
UV Count: 3
  UV <Vector (0.5785, 0.7400)>
  UV <Vector (0.5859, 0.7407)>
  UV <Vector (0.5787, 0.7409)>
Face 3394
UV Count: 3
  UV <Vector (0.5859, 0.7399)>
  UV <Vector (0.5932, 0.7411)>
  UV <Vector (0.5859, 0.7407)>
Face 3395
UV Count: 3
  UV <Vector (0.5431, 0.7461)>
  UV <Vector (0.5478, 0.7436)>
  UV <Vector (0.5482, 0.7459)>
Face 3396
UV Count: 3
  UV <Vector (0.5649, 0.7439)>
  UV <Vector (0.5714, 0.7413)>
  UV <Vector (0.5716, 0.7434)>
Face 3397
UV Count: 3
  UV <Vector (0.5859, 0.7389)>
  UV <Vector (0.5932, 0.7402)>
  UV <Vector (0.5859, 0.7399)>
Face 3398
UV Count: 3
  UV <Vector (0.5581, 0.7402)>
  UV <Vector (0.5645, 0.7408)>
  UV <Vector (0.5583, 0.7414)>
Face 3399
UV Count: 3
  UV <Vector (0.5586, 0.7445)>
  UV <Vector (0.5647, 0.7417)>
  UV <Vector (0.5649, 0.7439)>
Face 3400
UV Count: 3
  UV <Vector (0.5532, 0.7452)>
  UV <Vector (0.5584, 0.7423)>
  UV <Vector (0.5586, 0.7445)>
Face 3401
UV Count: 3
  UV <Vector (0.5428, 0.7442)>
  UV <Vector (0.5479, 0.7426)>
  UV <Vector (0.5478, 0.7436)>
Face 3402
UV Count: 3
  UV <Vector (0.5645, 0.7408)>
  UV <Vector (0.5714, 0.7413)>
  UV <Vector (0.5647, 0.7417)>
Face 3403
UV Count: 3
  UV <Vector (0.5378, 0.7448)>
  UV <Vector (0.5428, 0.7432)>
  UV <Vector (0.5428, 0.7442)>
Face 3404
UV Count: 3
  UV <Vector (0.5202, 0.7489)>
  UV <Vector (0.5239, 0.7468)>
  UV <Vector (0.5236, 0.7490)>
Face 3405
UV Count: 3
  UV <Vector (0.5330, 0.7454)>
  UV <Vector (0.5378, 0.7440)>
  UV <Vector (0.5378, 0.7448)>
Face 3406
UV Count: 3
  UV <Vector (0.5529, 0.7419)>
  UV <Vector (0.5584, 0.7423)>
  UV <Vector (0.5529, 0.7429)>
Face 3407
UV Count: 3
  UV <Vector (0.5380, 0.7466)>
  UV <Vector (0.5428, 0.7442)>
  UV <Vector (0.5431, 0.7461)>
Face 3408
UV Count: 3
  UV <Vector (0.5330, 0.7454)>
  UV <Vector (0.5380, 0.7466)>
  UV <Vector (0.5330, 0.7475)>
Face 3409
UV Count: 3
  UV <Vector (0.5239, 0.7468)>
  UV <Vector (0.5282, 0.7453)>
  UV <Vector (0.5282, 0.7461)>
Face 3410
UV Count: 3
  UV <Vector (0.5393, 0.7370)>
  UV <Vector (0.5429, 0.7421)>
  UV <Vector (0.5378, 0.7432)>
Face 3411
UV Count: 3
  UV <Vector (0.5163, 0.7474)>
  UV <Vector (0.5202, 0.7489)>
  UV <Vector (0.5162, 0.7494)>
Face 3412
UV Count: 3
  UV <Vector (0.5239, 0.7468)>
  UV <Vector (0.5279, 0.7484)>
  UV <Vector (0.5236, 0.7490)>
Face 3413
UV Count: 3
  UV <Vector (0.5193, 0.7447)>
  UV <Vector (0.5263, 0.7370)>
  UV <Vector (0.5235, 0.7449)>
Face 3414
UV Count: 3
  UV <Vector (0.5282, 0.7444)>
  UV <Vector (0.5346, 0.7370)>
  UV <Vector (0.5331, 0.7434)>
Face 3415
UV Count: 3
  UV <Vector (0.5716, 0.7434)>
  UV <Vector (0.5787, 0.7409)>
  UV <Vector (0.5789, 0.7431)>
Face 3416
UV Count: 3
  UV <Vector (0.6347, 0.7439)>
  UV <Vector (0.6349, 0.7457)>
  UV <Vector (0.6294, 0.7436)>
Face 3417
UV Count: 3
  UV <Vector (0.6294, 0.7436)>
  UV <Vector (0.6287, 0.7430)>
  UV <Vector (0.6347, 0.7439)>
Face 3418
UV Count: 3
  UV <Vector (0.5193, 0.7447)>
  UV <Vector (0.5191, 0.7461)>
  UV <Vector (0.5164, 0.7457)>
Face 3419
UV Count: 3
  UV <Vector (0.5164, 0.7457)>
  UV <Vector (0.5165, 0.7439)>
  UV <Vector (0.5193, 0.7447)>
Face 3420
UV Count: 3
  UV <Vector (0.6297, 0.7442)>
  UV <Vector (0.6351, 0.7494)>
  UV <Vector (0.6295, 0.7480)>
Face 3421
UV Count: 3
  UV <Vector (0.6209, 0.7461)>
  UV <Vector (0.6297, 0.7442)>
  UV <Vector (0.6295, 0.7480)>
Face 3422
UV Count: 3
  UV <Vector (0.6216, 0.7429)>
  UV <Vector (0.6287, 0.7430)>
  UV <Vector (0.6294, 0.7436)>
Face 3423
UV Count: 3
  UV <Vector (0.6029, 0.7408)>
  UV <Vector (0.6080, 0.7405)>
  UV <Vector (0.6080, 0.7415)>
Face 3424
UV Count: 3
  UV <Vector (0.6029, 0.7400)>
  UV <Vector (0.6079, 0.7370)>
  UV <Vector (0.6080, 0.7405)>
Face 3425
UV Count: 3
  UV <Vector (0.5859, 0.7389)>
  UV <Vector (0.5925, 0.7370)>
  UV <Vector (0.5933, 0.7392)>
Face 3426
UV Count: 3
  UV <Vector (0.6003, 0.7370)>
  UV <Vector (0.6029, 0.7400)>
  UV <Vector (0.5978, 0.7399)>
Face 3427
UV Count: 3
  UV <Vector (0.5784, 0.7388)>
  UV <Vector (0.5846, 0.7370)>
  UV <Vector (0.5859, 0.7389)>
Face 3428
UV Count: 3
  UV <Vector (0.5696, 0.7370)>
  UV <Vector (0.5784, 0.7388)>
  UV <Vector (0.5711, 0.7392)>
Face 3429
UV Count: 3
  UV <Vector (0.5711, 0.7392)>
  UV <Vector (0.5633, 0.7370)>
  UV <Vector (0.5696, 0.7370)>
Face 3430
UV Count: 3
  UV <Vector (0.5488, 0.7370)>
  UV <Vector (0.5528, 0.7407)>
  UV <Vector (0.5479, 0.7414)>
Face 3431
UV Count: 3
  UV <Vector (0.5581, 0.7402)>
  UV <Vector (0.5531, 0.7370)>
  UV <Vector (0.5577, 0.7370)>
Face 3432
UV Count: 3
  UV <Vector (0.6151, 0.7370)>
  UV <Vector (0.6219, 0.7420)>
  UV <Vector (0.6151, 0.7413)>
Face 3433
UV Count: 3
  UV <Vector (0.5479, 0.7414)>
  UV <Vector (0.5442, 0.7370)>
  UV <Vector (0.5488, 0.7370)>
Face 3434
UV Count: 3
  UV <Vector (0.5577, 0.7370)>
  UV <Vector (0.5643, 0.7396)>
  UV <Vector (0.5581, 0.7402)>
Face 3435
UV Count: 3
  UV <Vector (0.5331, 0.7434)>
  UV <Vector (0.5393, 0.7370)>
  UV <Vector (0.5378, 0.7432)>
Face 3436
UV Count: 3
  UV <Vector (0.5282, 0.7453)>
  UV <Vector (0.5331, 0.7434)>
  UV <Vector (0.5330, 0.7445)>
Face 3437
UV Count: 3
  UV <Vector (0.5235, 0.7449)>
  UV <Vector (0.5303, 0.7370)>
  UV <Vector (0.5282, 0.7444)>
Face 3438
UV Count: 3
  UV <Vector (0.5282, 0.7461)>
  UV <Vector (0.5330, 0.7445)>
  UV <Vector (0.5330, 0.7454)>
Face 3439
UV Count: 3
  UV <Vector (0.5165, 0.7439)>
  UV <Vector (0.5223, 0.7370)>
  UV <Vector (0.5193, 0.7447)>
Face 3440
UV Count: 3
  UV <Vector (0.6287, 0.7430)>
  UV <Vector (0.6331, 0.7370)>
  UV <Vector (0.6347, 0.7439)>
Face 3441
UV Count: 3
  UV <Vector (0.6219, 0.7420)>
  UV <Vector (0.6278, 0.7370)>
  UV <Vector (0.6287, 0.7430)>
Face 3442
UV Count: 3
  UV <Vector (0.5933, 0.7392)>
  UV <Vector (0.6003, 0.7370)>
  UV <Vector (0.5978, 0.7399)>
Face 3443
UV Count: 3
  UV <Vector (0.5479, 0.7414)>
  UV <Vector (0.5529, 0.7419)>
  UV <Vector (0.5479, 0.7426)>
Face 3444
UV Count: 3
  UV <Vector (0.6086, 0.7519)>
  UV <Vector (0.6147, 0.7455)>
  UV <Vector (0.6156, 0.7525)>
Face 3445
UV Count: 3
  UV <Vector (0.6291, 0.7545)>
  UV <Vector (0.6360, 0.7608)>
  UV <Vector (0.6291, 0.7609)>
Face 3446
UV Count: 3
  UV <Vector (0.6039, 0.7745)>
  UV <Vector (0.5985, 0.7750)>
  UV <Vector (0.5981, 0.7744)>
Face 3447
UV Count: 3
  UV <Vector (0.6185, 0.7749)>
  UV <Vector (0.6103, 0.7754)>
  UV <Vector (0.6101, 0.7748)>
Face 3448
UV Count: 3
  UV <Vector (0.6042, 0.7752)>
  UV <Vector (0.6101, 0.7748)>
  UV <Vector (0.6103, 0.7754)>
Face 3449
UV Count: 3
  UV <Vector (0.5930, 0.7711)>
  UV <Vector (0.5979, 0.7664)>
  UV <Vector (0.5980, 0.7717)>
Face 3450
UV Count: 3
  UV <Vector (0.5766, 0.7734)>
  UV <Vector (0.5707, 0.7743)>
  UV <Vector (0.5704, 0.7731)>
Face 3451
UV Count: 3
  UV <Vector (0.5882, 0.7748)>
  UV <Vector (0.5828, 0.7738)>
  UV <Vector (0.5883, 0.7739)>
Face 3452
UV Count: 3
  UV <Vector (0.5874, 0.7653)>
  UV <Vector (0.5922, 0.7587)>
  UV <Vector (0.5925, 0.7660)>
Face 3453
UV Count: 3
  UV <Vector (0.5880, 0.7707)>
  UV <Vector (0.5925, 0.7660)>
  UV <Vector (0.5930, 0.7711)>
Face 3454
UV Count: 3
  UV <Vector (0.5981, 0.7744)>
  UV <Vector (0.5932, 0.7749)>
  UV <Vector (0.5932, 0.7744)>
Face 3455
UV Count: 3
  UV <Vector (0.5704, 0.7731)>
  UV <Vector (0.5645, 0.7742)>
  UV <Vector (0.5641, 0.7730)>
Face 3456
UV Count: 3
  UV <Vector (0.5751, 0.7640)>
  UV <Vector (0.5804, 0.7576)>
  UV <Vector (0.5814, 0.7645)>
Face 3457
UV Count: 3
  UV <Vector (0.5866, 0.7582)>
  UV <Vector (0.5922, 0.7511)>
  UV <Vector (0.5922, 0.7587)>
Face 3458
UV Count: 3
  UV <Vector (0.5828, 0.7747)>
  UV <Vector (0.5766, 0.7734)>
  UV <Vector (0.5828, 0.7738)>
Face 3459
UV Count: 3
  UV <Vector (0.5641, 0.7730)>
  UV <Vector (0.5585, 0.7742)>
  UV <Vector (0.5575, 0.7729)>
Face 3460
UV Count: 3
  UV <Vector (0.5627, 0.7634)>
  UV <Vector (0.5677, 0.7572)>
  UV <Vector (0.5688, 0.7636)>
Face 3461
UV Count: 3
  UV <Vector (0.5796, 0.7505)>
  UV <Vector (0.5864, 0.7431)>
  UV <Vector (0.5862, 0.7508)>
Face 3462
UV Count: 3
  UV <Vector (0.5525, 0.7729)>
  UV <Vector (0.5473, 0.7741)>
  UV <Vector (0.5471, 0.7730)>
Face 3463
UV Count: 3
  UV <Vector (0.5417, 0.7733)>
  UV <Vector (0.5363, 0.7745)>
  UV <Vector (0.5363, 0.7736)>
Face 3464
UV Count: 3
  UV <Vector (0.5513, 0.7635)>
  UV <Vector (0.5558, 0.7575)>
  UV <Vector (0.5569, 0.7634)>
Face 3465
UV Count: 3
  UV <Vector (0.5603, 0.7509)>
  UV <Vector (0.5649, 0.7439)>
  UV <Vector (0.5664, 0.7506)>
Face 3466
UV Count: 3
  UV <Vector (0.5575, 0.7729)>
  UV <Vector (0.5529, 0.7741)>
  UV <Vector (0.5525, 0.7729)>
Face 3467
UV Count: 3
  UV <Vector (0.5363, 0.7745)>
  UV <Vector (0.5310, 0.7740)>
  UV <Vector (0.5363, 0.7736)>
Face 3468
UV Count: 3
  UV <Vector (0.5405, 0.7641)>
  UV <Vector (0.5450, 0.7584)>
  UV <Vector (0.5458, 0.7638)>
Face 3469
UV Count: 3
  UV <Vector (0.5545, 0.7515)>
  UV <Vector (0.5586, 0.7445)>
  UV <Vector (0.5603, 0.7509)>
Face 3470
UV Count: 3
  UV <Vector (0.5310, 0.7740)>
  UV <Vector (0.5254, 0.7749)>
  UV <Vector (0.5252, 0.7743)>
Face 3471
UV Count: 3
  UV <Vector (0.5294, 0.7596)>
  UV <Vector (0.5352, 0.7644)>
  UV <Vector (0.5300, 0.7648)>
Face 3472
UV Count: 3
  UV <Vector (0.5388, 0.7530)>
  UV <Vector (0.5431, 0.7461)>
  UV <Vector (0.5440, 0.7526)>
Face 3473
UV Count: 3
  UV <Vector (0.5471, 0.7730)>
  UV <Vector (0.5417, 0.7742)>
  UV <Vector (0.5417, 0.7733)>
Face 3474
UV Count: 3
  UV <Vector (0.6371, 0.7742)>
  UV <Vector (0.6318, 0.7756)>
  UV <Vector (0.6315, 0.7747)>
Face 3475
UV Count: 3
  UV <Vector (0.5287, 0.7541)>
  UV <Vector (0.5345, 0.7591)>
  UV <Vector (0.5294, 0.7596)>
Face 3476
UV Count: 3
  UV <Vector (0.5198, 0.7605)>
  UV <Vector (0.5247, 0.7652)>
  UV <Vector (0.5196, 0.7656)>
Face 3477
UV Count: 3
  UV <Vector (0.6315, 0.7747)>
  UV <Vector (0.6254, 0.7759)>
  UV <Vector (0.6251, 0.7749)>
Face 3478
UV Count: 3
  UV <Vector (0.6039, 0.7745)>
  UV <Vector (0.5980, 0.7717)>
  UV <Vector (0.6037, 0.7718)>
Face 3479
UV Count: 3
  UV <Vector (0.6295, 0.7666)>
  UV <Vector (0.6368, 0.7709)>
  UV <Vector (0.6305, 0.7719)>
Face 3480
UV Count: 3
  UV <Vector (0.6371, 0.7742)>
  UV <Vector (0.6305, 0.7719)>
  UV <Vector (0.6368, 0.7709)>
Face 3481
UV Count: 3
  UV <Vector (0.6254, 0.7759)>
  UV <Vector (0.6185, 0.7749)>
  UV <Vector (0.6251, 0.7749)>
Face 3482
UV Count: 3
  UV <Vector (0.5252, 0.7743)>
  UV <Vector (0.5200, 0.7753)>
  UV <Vector (0.5201, 0.7745)>
Face 3483
UV Count: 3
  UV <Vector (0.6086, 0.5330)>
  UV <Vector (0.6111, 0.5357)>
  UV <Vector (0.6085, 0.5353)>
Face 3484
UV Count: 3
  UV <Vector (0.6439, 0.5303)>
  UV <Vector (0.6345, 0.5337)>
  UV <Vector (0.6345, 0.5291)>
Face 3485
UV Count: 3
  UV <Vector (0.6161, 0.5392)>
  UV <Vector (0.6104, 0.5439)>
  UV <Vector (0.6107, 0.5388)>
Face 3486
UV Count: 3
  UV <Vector (0.6111, 0.5357)>
  UV <Vector (0.6083, 0.5386)>
  UV <Vector (0.6085, 0.5353)>
Face 3487
UV Count: 3
  UV <Vector (0.6846, 0.5426)>
  UV <Vector (0.6744, 0.5391)>
  UV <Vector (0.6848, 0.5400)>
Face 3488
UV Count: 3
  UV <Vector (0.6506, 0.5636)>
  UV <Vector (0.6411, 0.5717)>
  UV <Vector (0.6411, 0.5627)>
Face 3489
UV Count: 3
  UV <Vector (0.6723, 0.5508)>
  UV <Vector (0.6611, 0.5571)>
  UV <Vector (0.6618, 0.5498)>
Face 3490
UV Count: 3
  UV <Vector (0.6513, 0.5558)>
  UV <Vector (0.6411, 0.5627)>
  UV <Vector (0.6417, 0.5546)>
Face 3491
UV Count: 3
  UV <Vector (0.7035, 0.5445)>
  UV <Vector (0.6955, 0.5468)>
  UV <Vector (0.6957, 0.5437)>
Face 3492
UV Count: 3
  UV <Vector (0.7144, 0.5444)>
  UV <Vector (0.7032, 0.5408)>
  UV <Vector (0.7146, 0.5407)>
Face 3493
UV Count: 3
  UV <Vector (0.6955, 0.5468)>
  UV <Vector (0.6912, 0.5515)>
  UV <Vector (0.6908, 0.5463)>
Face 3494
UV Count: 3
  UV <Vector (0.7147, 0.5481)>
  UV <Vector (0.7049, 0.5522)>
  UV <Vector (0.7035, 0.5472)>
Face 3495
UV Count: 3
  UV <Vector (0.7466, 0.5452)>
  UV <Vector (0.7366, 0.5415)>
  UV <Vector (0.7464, 0.5419)>
Face 3496
UV Count: 3
  UV <Vector (0.7369, 0.5484)>
  UV <Vector (0.7275, 0.5537)>
  UV <Vector (0.7269, 0.5483)>
Face 3497
UV Count: 3
  UV <Vector (0.7799, 0.5486)>
  UV <Vector (0.7675, 0.5457)>
  UV <Vector (0.7798, 0.5458)>
Face 3498
UV Count: 3
  UV <Vector (0.7473, 0.5533)>
  UV <Vector (0.7390, 0.5601)>
  UV <Vector (0.7376, 0.5536)>
Face 3499
UV Count: 3
  UV <Vector (0.7933, 0.5447)>
  UV <Vector (0.7797, 0.5428)>
  UV <Vector (0.7930, 0.5417)>
Face 3500
UV Count: 3
  UV <Vector (0.8374, 0.5682)>
  UV <Vector (0.8287, 0.5600)>
  UV <Vector (0.8388, 0.5601)>
Face 3501
UV Count: 3
  UV <Vector (0.6083, 0.6587)>
  UV <Vector (0.6053, 0.6680)>
  UV <Vector (0.6056, 0.6587)>
Face 3502
UV Count: 3
  UV <Vector (0.7582, 0.5601)>
  UV <Vector (0.7503, 0.5680)>
  UV <Vector (0.7486, 0.5598)>
Face 3503
UV Count: 3
  UV <Vector (0.6534, 0.5315)>
  UV <Vector (0.6623, 0.5273)>
  UV <Vector (0.6633, 0.5327)>
Face 3504
UV Count: 3
  UV <Vector (0.6107, 0.5388)>
  UV <Vector (0.6081, 0.5436)>
  UV <Vector (0.6083, 0.5386)>
Face 3505
UV Count: 3
  UV <Vector (0.6635, 0.5372)>
  UV <Vector (0.6534, 0.5395)>
  UV <Vector (0.6536, 0.5364)>
Face 3506
UV Count: 3
  UV <Vector (0.6164, 0.5447)>
  UV <Vector (0.6103, 0.5508)>
  UV <Vector (0.6104, 0.5439)>
Face 3507
UV Count: 3
  UV <Vector (0.7568, 0.5487)>
  UV <Vector (0.7473, 0.5533)>
  UV <Vector (0.7467, 0.5485)>
Face 3508
UV Count: 3
  UV <Vector (0.7798, 0.5458)>
  UV <Vector (0.7675, 0.5425)>
  UV <Vector (0.7797, 0.5428)>
Face 3509
UV Count: 3
  UV <Vector (0.7675, 0.5457)>
  UV <Vector (0.7568, 0.5422)>
  UV <Vector (0.7675, 0.5425)>
Face 3510
UV Count: 3
  UV <Vector (0.7676, 0.5486)>
  UV <Vector (0.7567, 0.5455)>
  UV <Vector (0.7675, 0.5457)>
Face 3511
UV Count: 3
  UV <Vector (0.6421, 0.5466)>
  UV <Vector (0.6340, 0.5406)>
  UV <Vector (0.6433, 0.5418)>
Face 3512
UV Count: 3
  UV <Vector (0.6744, 0.5391)>
  UV <Vector (0.6632, 0.5407)>
  UV <Vector (0.6635, 0.5372)>
Face 3513
UV Count: 3
  UV <Vector (0.6421, 0.5466)>
  UV <Vector (0.6325, 0.5536)>
  UV <Vector (0.6330, 0.5459)>
Face 3514
UV Count: 3
  UV <Vector (0.6618, 0.5498)>
  UV <Vector (0.6513, 0.5558)>
  UV <Vector (0.6518, 0.5484)>
Face 3515
UV Count: 3
  UV <Vector (0.7267, 0.5446)>
  UV <Vector (0.7146, 0.5407)>
  UV <Vector (0.7264, 0.5411)>
Face 3516
UV Count: 3
  UV <Vector (0.7367, 0.5448)>
  UV <Vector (0.7264, 0.5411)>
  UV <Vector (0.7366, 0.5415)>
Face 3517
UV Count: 3
  UV <Vector (0.7369, 0.5484)>
  UV <Vector (0.7267, 0.5446)>
  UV <Vector (0.7367, 0.5448)>
Face 3518
UV Count: 3
  UV <Vector (0.6956, 0.5517)>
  UV <Vector (0.6896, 0.5585)>
  UV <Vector (0.6912, 0.5515)>
Face 3519
UV Count: 3
  UV <Vector (0.6085, 0.5285)>
  UV <Vector (0.6111, 0.5214)>
  UV <Vector (0.6117, 0.5284)>
Face 3520
UV Count: 3
  UV <Vector (0.6413, 0.5159)>
  UV <Vector (0.6496, 0.5146)>
  UV <Vector (0.6507, 0.5175)>
Face 3521
UV Count: 3
  UV <Vector (0.6345, 0.5291)>
  UV <Vector (0.6431, 0.5244)>
  UV <Vector (0.6439, 0.5303)>
Face 3522
UV Count: 3
  UV <Vector (0.6085, 0.5285)>
  UV <Vector (0.6113, 0.5329)>
  UV <Vector (0.6086, 0.5330)>
Face 3523
UV Count: 3
  UV <Vector (0.6507, 0.5175)>
  UV <Vector (0.6595, 0.5163)>
  UV <Vector (0.6604, 0.5194)>
Face 3524
UV Count: 3
  UV <Vector (0.6345, 0.5337)>
  UV <Vector (0.6251, 0.5363)>
  UV <Vector (0.6255, 0.5332)>
Face 3525
UV Count: 3
  UV <Vector (0.6534, 0.5315)>
  UV <Vector (0.6442, 0.5353)>
  UV <Vector (0.6439, 0.5303)>
Face 3526
UV Count: 3
  UV <Vector (0.6340, 0.5406)>
  UV <Vector (0.6251, 0.5363)>
  UV <Vector (0.6345, 0.5373)>
Face 3527
UV Count: 3
  UV <Vector (0.6247, 0.5396)>
  UV <Vector (0.6164, 0.5447)>
  UV <Vector (0.6161, 0.5392)>
Face 3528
UV Count: 3
  UV <Vector (0.6518, 0.5484)>
  UV <Vector (0.6417, 0.5546)>
  UV <Vector (0.6421, 0.5466)>
Face 3529
UV Count: 3
  UV <Vector (0.6604, 0.5194)>
  UV <Vector (0.6699, 0.5179)>
  UV <Vector (0.6706, 0.5212)>
Face 3530
UV Count: 3
  UV <Vector (0.6959, 0.5367)>
  UV <Vector (0.6904, 0.5405)>
  UV <Vector (0.6897, 0.5364)>
Face 3531
UV Count: 3
  UV <Vector (0.6819, 0.5296)>
  UV <Vector (0.6865, 0.5234)>
  UV <Vector (0.6883, 0.5304)>
Face 3532
UV Count: 3
  UV <Vector (0.6625, 0.5443)>
  UV <Vector (0.6534, 0.5395)>
  UV <Vector (0.6632, 0.5407)>
Face 3533
UV Count: 3
  UV <Vector (0.6527, 0.5431)>
  UV <Vector (0.6421, 0.5466)>
  UV <Vector (0.6433, 0.5418)>
Face 3534
UV Count: 3
  UV <Vector (0.6832, 0.5355)>
  UV <Vector (0.6883, 0.5304)>
  UV <Vector (0.6897, 0.5364)>
Face 3535
UV Count: 3
  UV <Vector (0.7246, 0.5255)>
  UV <Vector (0.7355, 0.5315)>
  UV <Vector (0.7252, 0.5317)>
Face 3536
UV Count: 3
  UV <Vector (0.6957, 0.5408)>
  UV <Vector (0.6901, 0.5431)>
  UV <Vector (0.6904, 0.5405)>
Face 3537
UV Count: 3
  UV <Vector (0.7355, 0.5221)>
  UV <Vector (0.7453, 0.5248)>
  UV <Vector (0.7351, 0.5252)>
Face 3538
UV Count: 3
  UV <Vector (0.7561, 0.5313)>
  UV <Vector (0.7461, 0.5370)>
  UV <Vector (0.7457, 0.5313)>
Face 3539
UV Count: 3
  UV <Vector (0.7035, 0.5472)>
  UV <Vector (0.6956, 0.5517)>
  UV <Vector (0.6955, 0.5468)>
Face 3540
UV Count: 3
  UV <Vector (0.7144, 0.5444)>
  UV <Vector (0.7035, 0.5472)>
  UV <Vector (0.7035, 0.5445)>
Face 3541
UV Count: 3
  UV <Vector (0.7568, 0.5422)>
  UV <Vector (0.7461, 0.5370)>
  UV <Vector (0.7567, 0.5372)>
Face 3542
UV Count: 3
  UV <Vector (0.7675, 0.5425)>
  UV <Vector (0.7567, 0.5372)>
  UV <Vector (0.7678, 0.5374)>
Face 3543
UV Count: 3
  UV <Vector (0.6989, 0.5668)>
  UV <Vector (0.6903, 0.5754)>
  UV <Vector (0.6898, 0.5665)>
Face 3544
UV Count: 3
  UV <Vector (0.7049, 0.5522)>
  UV <Vector (0.6973, 0.5587)>
  UV <Vector (0.6956, 0.5517)>
Face 3545
UV Count: 3
  UV <Vector (0.7461, 0.5370)>
  UV <Vector (0.7366, 0.5415)>
  UV <Vector (0.7359, 0.5368)>
Face 3546
UV Count: 3
  UV <Vector (0.7552, 0.5242)>
  UV <Vector (0.7457, 0.5313)>
  UV <Vector (0.7453, 0.5248)>
Face 3547
UV Count: 3
  UV <Vector (0.7572, 0.5535)>
  UV <Vector (0.7486, 0.5598)>
  UV <Vector (0.7473, 0.5533)>
Face 3548
UV Count: 3
  UV <Vector (0.7092, 0.5668)>
  UV <Vector (0.6997, 0.5758)>
  UV <Vector (0.6989, 0.5668)>
Face 3549
UV Count: 3
  UV <Vector (0.7660, 0.5237)>
  UV <Vector (0.7561, 0.5313)>
  UV <Vector (0.7552, 0.5242)>
Face 3550
UV Count: 3
  UV <Vector (0.7930, 0.5372)>
  UV <Vector (0.8063, 0.5312)>
  UV <Vector (0.8060, 0.5378)>
Face 3551
UV Count: 3
  UV <Vector (0.7676, 0.5486)>
  UV <Vector (0.7572, 0.5535)>
  UV <Vector (0.7568, 0.5487)>
Face 3552
UV Count: 3
  UV <Vector (0.8497, 0.5531)>
  UV <Vector (0.8398, 0.5484)>
  UV <Vector (0.8498, 0.5482)>
Face 3553
UV Count: 3
  UV <Vector (0.7276, 0.8021)>
  UV <Vector (0.7229, 0.7950)>
  UV <Vector (0.7251, 0.7940)>
Face 3554
UV Count: 3
  UV <Vector (0.7276, 0.8021)>
  UV <Vector (0.7276, 0.8114)>
  UV <Vector (0.7254, 0.8026)>
Face 3555
UV Count: 3
  UV <Vector (0.7251, 0.7940)>
  UV <Vector (0.7244, 0.7858)>
  UV <Vector (0.7275, 0.7936)>
Face 3556
UV Count: 3
  UV <Vector (0.7326, 0.8128)>
  UV <Vector (0.7306, 0.8202)>
  UV <Vector (0.7293, 0.8114)>
Face 3557
UV Count: 3
  UV <Vector (0.7301, 0.8259)>
  UV <Vector (0.7293, 0.8197)>
  UV <Vector (0.7306, 0.8202)>
Face 3558
UV Count: 3
  UV <Vector (0.7301, 0.8259)>
  UV <Vector (0.7333, 0.8225)>
  UV <Vector (0.7313, 0.8274)>
Face 3559
UV Count: 3
  UV <Vector (0.7252, 0.8369)>
  UV <Vector (0.7286, 0.8314)>
  UV <Vector (0.7294, 0.8340)>
Face 3560
UV Count: 3
  UV <Vector (0.7247, 0.8485)>
  UV <Vector (0.7177, 0.8467)>
  UV <Vector (0.7249, 0.8437)>
Face 3561
UV Count: 3
  UV <Vector (0.7190, 0.8405)>
  UV <Vector (0.7253, 0.8397)>
  UV <Vector (0.7186, 0.8432)>
Face 3562
UV Count: 3
  UV <Vector (0.7080, 0.8608)>
  UV <Vector (0.6988, 0.8647)>
  UV <Vector (0.6987, 0.8610)>
Face 3563
UV Count: 3
  UV <Vector (0.6547, 0.9315)>
  UV <Vector (0.6485, 0.9447)>
  UV <Vector (0.6445, 0.9464)>
Face 3564
UV Count: 3
  UV <Vector (0.6946, 0.9242)>
  UV <Vector (0.6814, 0.9317)>
  UV <Vector (0.6790, 0.9278)>
Face 3565
UV Count: 3
  UV <Vector (0.7077, 0.9321)>
  UV <Vector (0.6946, 0.9242)>
  UV <Vector (0.7101, 0.9282)>
Face 3566
UV Count: 3
  UV <Vector (0.6712, 0.9373)>
  UV <Vector (0.6674, 0.9349)>
  UV <Vector (0.6790, 0.9278)>
Face 3567
UV Count: 3
  UV <Vector (0.7655, 0.7320)>
  UV <Vector (0.7607, 0.7188)>
  UV <Vector (0.7702, 0.7199)>
Face 3568
UV Count: 3
  UV <Vector (0.6419, 0.9589)>
  UV <Vector (0.6472, 0.9631)>
  UV <Vector (0.6377, 0.9653)>
Face 3569
UV Count: 3
  UV <Vector (0.6500, 0.9513)>
  UV <Vector (0.6485, 0.9447)>
  UV <Vector (0.6541, 0.9436)>
Face 3570
UV Count: 3
  UV <Vector (0.6764, 0.9236)>
  UV <Vector (0.6674, 0.9349)>
  UV <Vector (0.6628, 0.9326)>
Face 3571
UV Count: 3
  UV <Vector (0.6648, 0.9520)>
  UV <Vector (0.6655, 0.9598)>
  UV <Vector (0.6619, 0.9586)>
Face 3572
UV Count: 3
  UV <Vector (0.6678, 0.9534)>
  UV <Vector (0.6693, 0.9611)>
  UV <Vector (0.6655, 0.9598)>
Face 3573
UV Count: 3
  UV <Vector (0.6344, 0.9624)>
  UV <Vector (0.6377, 0.9653)>
  UV <Vector (0.6280, 0.9694)>
Face 3574
UV Count: 3
  UV <Vector (0.6544, 0.9507)>
  UV <Vector (0.6496, 0.9578)>
  UV <Vector (0.6500, 0.9513)>
Face 3575
UV Count: 3
  UV <Vector (0.6496, 0.9578)>
  UV <Vector (0.6468, 0.9517)>
  UV <Vector (0.6500, 0.9513)>
Face 3576
UV Count: 3
  UV <Vector (0.6472, 0.9631)>
  UV <Vector (0.6541, 0.9681)>
  UV <Vector (0.6447, 0.9686)>
Face 3577
UV Count: 3
  UV <Vector (0.6180, 0.9793)>
  UV <Vector (0.6266, 0.9809)>
  UV <Vector (0.6123, 0.9840)>
Face 3578
UV Count: 3
  UV <Vector (0.6300, 0.9759)>
  UV <Vector (0.6395, 0.9782)>
  UV <Vector (0.6266, 0.9809)>
Face 3579
UV Count: 3
  UV <Vector (0.6569, 0.9575)>
  UV <Vector (0.6608, 0.9637)>
  UV <Vector (0.6550, 0.9624)>
Face 3580
UV Count: 3
  UV <Vector (0.6613, 0.7273)>
  UV <Vector (0.6560, 0.7347)>
  UV <Vector (0.6542, 0.7294)>
Face 3581
UV Count: 3
  UV <Vector (0.7897, 0.9998)>
  UV <Vector (0.8073, 0.9985)>
  UV <Vector (0.8074, 0.9998)>
Face 3582
UV Count: 3
  UV <Vector (0.6598, 0.9870)>
  UV <Vector (0.6561, 0.9850)>
  UV <Vector (0.6603, 0.9857)>
Face 3583
UV Count: 3
  UV <Vector (0.6561, 0.9862)>
  UV <Vector (0.6472, 0.9843)>
  UV <Vector (0.6561, 0.9850)>
Face 3584
UV Count: 3
  UV <Vector (0.7577, 0.9998)>
  UV <Vector (0.7699, 0.9985)>
  UV <Vector (0.7712, 0.9998)>
Face 3585
UV Count: 3
  UV <Vector (0.7352, 0.8362)>
  UV <Vector (0.7323, 0.8308)>
  UV <Vector (0.7339, 0.8277)>
Face 3586
UV Count: 3
  UV <Vector (0.7530, 0.9951)>
  UV <Vector (0.7587, 0.9914)>
  UV <Vector (0.7653, 0.9953)>
Face 3587
UV Count: 3
  UV <Vector (0.7433, 0.9946)>
  UV <Vector (0.7489, 0.9914)>
  UV <Vector (0.7530, 0.9951)>
Face 3588
UV Count: 3
  UV <Vector (0.7408, 0.8610)>
  UV <Vector (0.7371, 0.8575)>
  UV <Vector (0.7392, 0.8544)>
Face 3589
UV Count: 3
  UV <Vector (0.7330, 0.8596)>
  UV <Vector (0.7257, 0.8581)>
  UV <Vector (0.7320, 0.8547)>
Face 3590
UV Count: 3
  UV <Vector (0.7367, 0.8689)>
  UV <Vector (0.7336, 0.8648)>
  UV <Vector (0.7378, 0.8634)>
Face 3591
UV Count: 3
  UV <Vector (0.7336, 0.8648)>
  UV <Vector (0.7262, 0.8620)>
  UV <Vector (0.7330, 0.8596)>
Face 3592
UV Count: 3
  UV <Vector (0.7262, 0.8664)>
  UV <Vector (0.7175, 0.8639)>
  UV <Vector (0.7262, 0.8620)>
Face 3593
UV Count: 3
  UV <Vector (0.7378, 0.8634)>
  UV <Vector (0.7330, 0.8596)>
  UV <Vector (0.7371, 0.8575)>
Face 3594
UV Count: 3
  UV <Vector (0.7456, 0.9981)>
  UV <Vector (0.7530, 0.9951)>
  UV <Vector (0.7569, 0.9986)>
Face 3595
UV Count: 3
  UV <Vector (0.7171, 0.8600)>
  UV <Vector (0.7082, 0.8644)>
  UV <Vector (0.7080, 0.8608)>
Face 3596
UV Count: 3
  UV <Vector (0.6983, 0.8441)>
  UV <Vector (0.6883, 0.8482)>
  UV <Vector (0.6876, 0.8446)>
Face 3597
UV Count: 3
  UV <Vector (0.7174, 0.8676)>
  UV <Vector (0.7082, 0.8644)>
  UV <Vector (0.7175, 0.8639)>
Face 3598
UV Count: 3
  UV <Vector (0.7249, 0.8716)>
  UV <Vector (0.7174, 0.8676)>
  UV <Vector (0.7262, 0.8664)>
Face 3599
UV Count: 3
  UV <Vector (0.6983, 0.8478)>
  UV <Vector (0.6889, 0.8527)>
  UV <Vector (0.6883, 0.8482)>
Face 3600
UV Count: 3
  UV <Vector (0.7797, 0.5310)>
  UV <Vector (0.7678, 0.5374)>
  UV <Vector (0.7673, 0.5313)>
Face 3601
UV Count: 3
  UV <Vector (0.7252, 0.5317)>
  UV <Vector (0.7359, 0.5368)>
  UV <Vector (0.7257, 0.5369)>
Face 3602
UV Count: 3
  UV <Vector (0.7355, 0.5199)>
  UV <Vector (0.7457, 0.5218)>
  UV <Vector (0.7355, 0.5221)>
Face 3603
UV Count: 3
  UV <Vector (0.7555, 0.5192)>
  UV <Vector (0.7627, 0.5161)>
  UV <Vector (0.7663, 0.5189)>
Face 3604
UV Count: 3
  UV <Vector (0.7351, 0.5252)>
  UV <Vector (0.7457, 0.5313)>
  UV <Vector (0.7355, 0.5315)>
Face 3605
UV Count: 3
  UV <Vector (0.7034, 0.5366)>
  UV <Vector (0.7145, 0.5317)>
  UV <Vector (0.7150, 0.5369)>
Face 3606
UV Count: 3
  UV <Vector (0.7032, 0.5193)>
  UV <Vector (0.7138, 0.5222)>
  UV <Vector (0.7034, 0.5216)>
Face 3607
UV Count: 3
  UV <Vector (0.7456, 0.5197)>
  UV <Vector (0.7513, 0.5166)>
  UV <Vector (0.7555, 0.5192)>
Face 3608
UV Count: 3
  UV <Vector (0.6897, 0.5364)>
  UV <Vector (0.6946, 0.5309)>
  UV <Vector (0.6959, 0.5367)>
Face 3609
UV Count: 3
  UV <Vector (0.6811, 0.5230)>
  UV <Vector (0.6862, 0.5199)>
  UV <Vector (0.6865, 0.5234)>
Face 3610
UV Count: 3
  UV <Vector (0.6703, 0.5158)>
  UV <Vector (0.6808, 0.5195)>
  UV <Vector (0.6699, 0.5179)>
Face 3611
UV Count: 3
  UV <Vector (0.6958, 0.5146)>
  UV <Vector (0.7032, 0.5193)>
  UV <Vector (0.6922, 0.5186)>
Face 3612
UV Count: 3
  UV <Vector (0.6633, 0.5327)>
  UV <Vector (0.6536, 0.5364)>
  UV <Vector (0.6534, 0.5315)>
Face 3613
UV Count: 3
  UV <Vector (0.6922, 0.5186)>
  UV <Vector (0.6914, 0.5143)>
  UV <Vector (0.6958, 0.5146)>
Face 3614
UV Count: 3
  UV <Vector (0.6862, 0.5199)>
  UV <Vector (0.6813, 0.5173)>
  UV <Vector (0.6868, 0.5179)>
Face 3615
UV Count: 3
  UV <Vector (0.6111, 0.5214)>
  UV <Vector (0.6164, 0.5147)>
  UV <Vector (0.6175, 0.5215)>
Face 3616
UV Count: 3
  UV <Vector (0.6164, 0.5147)>
  UV <Vector (0.6225, 0.5106)>
  UV <Vector (0.6239, 0.5152)>
Face 3617
UV Count: 3
  UV <Vector (0.5973, 0.5077)>
  UV <Vector (0.5890, 0.5104)>
  UV <Vector (0.5887, 0.5079)>
Face 3618
UV Count: 3
  UV <Vector (0.6170, 0.5056)>
  UV <Vector (0.6229, 0.5081)>
  UV <Vector (0.6143, 0.5078)>
Face 3619
UV Count: 3
  UV <Vector (0.6337, 0.5229)>
  UV <Vector (0.6413, 0.5159)>
  UV <Vector (0.6431, 0.5244)>
Face 3620
UV Count: 3
  UV <Vector (0.6117, 0.5284)>
  UV <Vector (0.6175, 0.5215)>
  UV <Vector (0.6179, 0.5280)>
Face 3621
UV Count: 3
  UV <Vector (0.6279, 0.5065)>
  UV <Vector (0.6314, 0.5095)>
  UV <Vector (0.6229, 0.5081)>
Face 3622
UV Count: 3
  UV <Vector (0.6483, 0.5094)>
  UV <Vector (0.6497, 0.5126)>
  UV <Vector (0.6403, 0.5108)>
Face 3623
UV Count: 3
  UV <Vector (0.7930, 0.5309)>
  UV <Vector (0.8068, 0.5231)>
  UV <Vector (0.8063, 0.5312)>
Face 3624
UV Count: 3
  UV <Vector (0.7797, 0.5310)>
  UV <Vector (0.7930, 0.5372)>
  UV <Vector (0.7800, 0.5374)>
Face 3625
UV Count: 3
  UV <Vector (0.7663, 0.5189)>
  UV <Vector (0.7767, 0.5153)>
  UV <Vector (0.7789, 0.5182)>
Face 3626
UV Count: 3
  UV <Vector (0.8190, 0.5187)>
  UV <Vector (0.8065, 0.5202)>
  UV <Vector (0.8065, 0.5181)>
Face 3627
UV Count: 3
  UV <Vector (0.6086, 0.5330)>
  UV <Vector (0.6058, 0.5352)>
  UV <Vector (0.6059, 0.5329)>
Face 3628
UV Count: 3
  UV <Vector (0.6431, 0.5244)>
  UV <Vector (0.6507, 0.5175)>
  UV <Vector (0.6526, 0.5259)>
Face 3629
UV Count: 3
  UV <Vector (0.6682, 0.5120)>
  UV <Vector (0.6703, 0.5158)>
  UV <Vector (0.6597, 0.5141)>
Face 3630
UV Count: 3
  UV <Vector (0.7029, 0.5313)>
  UV <Vector (0.7134, 0.5254)>
  UV <Vector (0.7145, 0.5317)>
Face 3631
UV Count: 3
  UV <Vector (0.6897, 0.5364)>
  UV <Vector (0.6848, 0.5400)>
  UV <Vector (0.6832, 0.5355)>
Face 3632
UV Count: 3
  UV <Vector (0.7032, 0.5193)>
  UV <Vector (0.7138, 0.5159)>
  UV <Vector (0.7141, 0.5201)>
Face 3633
UV Count: 3
  UV <Vector (0.7249, 0.5200)>
  UV <Vector (0.7322, 0.5165)>
  UV <Vector (0.7355, 0.5199)>
Face 3634
UV Count: 3
  UV <Vector (0.7663, 0.5189)>
  UV <Vector (0.7789, 0.5202)>
  UV <Vector (0.7663, 0.5208)>
Face 3635
UV Count: 3
  UV <Vector (0.7355, 0.5199)>
  UV <Vector (0.7415, 0.5166)>
  UV <Vector (0.7456, 0.5197)>
Face 3636
UV Count: 3
  UV <Vector (0.7555, 0.5192)>
  UV <Vector (0.7663, 0.5208)>
  UV <Vector (0.7557, 0.5213)>
Face 3637
UV Count: 3
  UV <Vector (0.7141, 0.5201)>
  UV <Vector (0.7230, 0.5163)>
  UV <Vector (0.7249, 0.5200)>
Face 3638
UV Count: 3
  UV <Vector (0.7249, 0.5200)>
  UV <Vector (0.7355, 0.5221)>
  UV <Vector (0.7249, 0.5222)>
Face 3639
UV Count: 3
  UV <Vector (0.6496, 0.5146)>
  UV <Vector (0.6597, 0.5141)>
  UV <Vector (0.6595, 0.5163)>
Face 3640
UV Count: 3
  UV <Vector (0.6869, 0.5137)>
  UV <Vector (0.6868, 0.5179)>
  UV <Vector (0.6813, 0.5173)>
Face 3641
UV Count: 3
  UV <Vector (0.6597, 0.5141)>
  UV <Vector (0.6584, 0.5109)>
  UV <Vector (0.6682, 0.5120)>
Face 3642
UV Count: 3
  UV <Vector (0.6010, 0.5077)>
  UV <Vector (0.5975, 0.5098)>
  UV <Vector (0.5973, 0.5077)>
Face 3643
UV Count: 3
  UV <Vector (0.6059, 0.5051)>
  UV <Vector (0.6170, 0.5056)>
  UV <Vector (0.6143, 0.5078)>
Face 3644
UV Count: 3
  UV <Vector (0.6059, 0.5051)>
  UV <Vector (0.6143, 0.5078)>
  UV <Vector (0.6094, 0.5075)>
Face 3645
UV Count: 3
  UV <Vector (0.6094, 0.5075)>
  UV <Vector (0.6059, 0.5060)>
  UV <Vector (0.6059, 0.5051)>
Face 3646
UV Count: 3
  UV <Vector (0.6316, 0.5116)>
  UV <Vector (0.6403, 0.5108)>
  UV <Vector (0.6402, 0.5129)>
Face 3647
UV Count: 3
  UV <Vector (0.6382, 0.5079)>
  UV <Vector (0.6403, 0.5108)>
  UV <Vector (0.6314, 0.5095)>
Face 3648
UV Count: 3
  UV <Vector (0.7927, 0.5182)>
  UV <Vector (0.8065, 0.5202)>
  UV <Vector (0.7927, 0.5201)>
Face 3649
UV Count: 3
  UV <Vector (0.7789, 0.5182)>
  UV <Vector (0.7926, 0.5151)>
  UV <Vector (0.7927, 0.5182)>
Face 3650
UV Count: 3
  UV <Vector (0.6868, 0.5179)>
  UV <Vector (0.6917, 0.5207)>
  UV <Vector (0.6862, 0.5199)>
Face 3651
UV Count: 3
  UV <Vector (0.6402, 0.5129)>
  UV <Vector (0.6497, 0.5126)>
  UV <Vector (0.6496, 0.5146)>
Face 3652
UV Count: 3
  UV <Vector (0.7456, 0.5197)>
  UV <Vector (0.7557, 0.5213)>
  UV <Vector (0.7457, 0.5218)>
Face 3653
UV Count: 3
  UV <Vector (0.7141, 0.5201)>
  UV <Vector (0.7249, 0.5222)>
  UV <Vector (0.7138, 0.5222)>
Face 3654
UV Count: 3
  UV <Vector (0.6876, 0.8446)>
  UV <Vector (0.6790, 0.8474)>
  UV <Vector (0.6781, 0.8439)>
Face 3655
UV Count: 3
  UV <Vector (0.6989, 0.8796)>
  UV <Vector (0.6928, 0.8823)>
  UV <Vector (0.6922, 0.8800)>
Face 3656
UV Count: 3
  UV <Vector (0.6989, 0.8775)>
  UV <Vector (0.6922, 0.8800)>
  UV <Vector (0.6913, 0.8775)>
Face 3657
UV Count: 3
  UV <Vector (0.6892, 0.8571)>
  UV <Vector (0.6803, 0.8606)>
  UV <Vector (0.6803, 0.8564)>
Face 3658
UV Count: 3
  UV <Vector (0.6829, 0.8765)>
  UV <Vector (0.6811, 0.8815)>
  UV <Vector (0.6779, 0.8792)>
Face 3659
UV Count: 3
  UV <Vector (0.6712, 0.8665)>
  UV <Vector (0.6801, 0.8643)>
  UV <Vector (0.6803, 0.8679)>
Face 3660
UV Count: 3
  UV <Vector (0.6813, 0.8722)>
  UV <Vector (0.6755, 0.8769)>
  UV <Vector (0.6734, 0.8739)>
Face 3661
UV Count: 3
  UV <Vector (0.6755, 0.8769)>
  UV <Vector (0.6721, 0.8795)>
  UV <Vector (0.6689, 0.8768)>
Face 3662
UV Count: 3
  UV <Vector (0.6600, 0.8700)>
  UV <Vector (0.6584, 0.8724)>
  UV <Vector (0.6566, 0.8679)>
Face 3663
UV Count: 3
  UV <Vector (0.6664, 0.8734)>
  UV <Vector (0.6644, 0.8763)>
  UV <Vector (0.6614, 0.8725)>
Face 3664
UV Count: 3
  UV <Vector (0.6712, 0.8665)>
  UV <Vector (0.6646, 0.8710)>
  UV <Vector (0.6634, 0.8652)>
Face 3665
UV Count: 3
  UV <Vector (0.6591, 0.8643)>
  UV <Vector (0.6566, 0.8679)>
  UV <Vector (0.6563, 0.8612)>
Face 3666
UV Count: 3
  UV <Vector (0.6052, 0.9979)>
  UV <Vector (0.5979, 0.9944)>
  UV <Vector (0.6068, 0.9941)>
Face 3667
UV Count: 3
  UV <Vector (0.6202, 0.9946)>
  UV <Vector (0.6248, 0.9976)>
  UV <Vector (0.6184, 0.9979)>
Face 3668
UV Count: 3
  UV <Vector (0.6398, 0.9945)>
  UV <Vector (0.6309, 0.9977)>
  UV <Vector (0.6315, 0.9942)>
Face 3669
UV Count: 3
  UV <Vector (0.6141, 0.9944)>
  UV <Vector (0.6184, 0.9979)>
  UV <Vector (0.6125, 0.9976)>
Face 3670
UV Count: 3
  UV <Vector (0.6881, 0.8822)>
  UV <Vector (0.6921, 0.8844)>
  UV <Vector (0.6860, 0.8833)>
Face 3671
UV Count: 3
  UV <Vector (0.6913, 0.8775)>
  UV <Vector (0.6922, 0.8800)>
  UV <Vector (0.6862, 0.8806)>
Face 3672
UV Count: 3
  UV <Vector (0.6928, 0.8823)>
  UV <Vector (0.6991, 0.8847)>
  UV <Vector (0.6921, 0.8844)>
Face 3673
UV Count: 3
  UV <Vector (0.6921, 0.8844)>
  UV <Vector (0.6992, 0.8868)>
  UV <Vector (0.6911, 0.8857)>
Face 3674
UV Count: 3
  UV <Vector (0.6909, 0.8760)>
  UV <Vector (0.6862, 0.8806)>
  UV <Vector (0.6829, 0.8765)>
Face 3675
UV Count: 3
  UV <Vector (0.6790, 0.8474)>
  UV <Vector (0.6722, 0.8494)>
  UV <Vector (0.6718, 0.8445)>
Face 3676
UV Count: 3
  UV <Vector (0.6779, 0.8792)>
  UV <Vector (0.6818, 0.8738)>
  UV <Vector (0.6829, 0.8765)>
Face 3677
UV Count: 3
  UV <Vector (0.6862, 0.8806)>
  UV <Vector (0.6860, 0.8833)>
  UV <Vector (0.6811, 0.8815)>
Face 3678
UV Count: 3
  UV <Vector (0.7177, 0.8467)>
  UV <Vector (0.7091, 0.8441)>
  UV <Vector (0.7186, 0.8432)>
Face 3679
UV Count: 3
  UV <Vector (0.7096, 0.8413)>
  UV <Vector (0.7186, 0.8432)>
  UV <Vector (0.7091, 0.8441)>
Face 3680
UV Count: 3
  UV <Vector (0.6737, 0.8825)>
  UV <Vector (0.6793, 0.8881)>
  UV <Vector (0.6711, 0.8832)>
Face 3681
UV Count: 3
  UV <Vector (0.6734, 0.8739)>
  UV <Vector (0.6689, 0.8768)>
  UV <Vector (0.6664, 0.8734)>
Face 3682
UV Count: 3
  UV <Vector (0.6811, 0.8815)>
  UV <Vector (0.6836, 0.8845)>
  UV <Vector (0.6767, 0.8823)>
Face 3683
UV Count: 3
  UV <Vector (0.6721, 0.8795)>
  UV <Vector (0.6737, 0.8825)>
  UV <Vector (0.6679, 0.8792)>
Face 3684
UV Count: 3
  UV <Vector (0.5943, 0.9985)>
  UV <Vector (0.5860, 0.9950)>
  UV <Vector (0.5979, 0.9944)>
Face 3685
UV Count: 3
  UV <Vector (0.6280, 0.9914)>
  UV <Vector (0.6315, 0.9942)>
  UV <Vector (0.6260, 0.9942)>
Face 3686
UV Count: 3
  UV <Vector (0.6337, 0.9914)>
  UV <Vector (0.6398, 0.9945)>
  UV <Vector (0.6315, 0.9942)>
Face 3687
UV Count: 3
  UV <Vector (0.6068, 0.9941)>
  UV <Vector (0.6009, 0.9914)>
  UV <Vector (0.6093, 0.9914)>
Face 3688
UV Count: 3
  UV <Vector (0.6649, 0.8283)>
  UV <Vector (0.6625, 0.8230)>
  UV <Vector (0.6653, 0.8211)>
Face 3689
UV Count: 3
  UV <Vector (0.6658, 0.8129)>
  UV <Vector (0.6654, 0.8042)>
  UV <Vector (0.6678, 0.8027)>
Face 3690
UV Count: 3
  UV <Vector (0.5294, 0.9988)>
  UV <Vector (0.5228, 0.9986)>
  UV <Vector (0.5177, 0.9914)>
Face 3691
UV Count: 3
  UV <Vector (0.5177, 0.9914)>
  UV <Vector (0.5283, 0.9914)>
  UV <Vector (0.5294, 0.9988)>
Face 3692
UV Count: 3
  UV <Vector (0.6725, 0.7876)>
  UV <Vector (0.6722, 0.7956)>
  UV <Vector (0.6693, 0.7947)>
Face 3693
UV Count: 3
  UV <Vector (0.6641, 0.8318)>
  UV <Vector (0.6615, 0.8282)>
  UV <Vector (0.6625, 0.8230)>
Face 3694
UV Count: 3
  UV <Vector (0.5572, 0.9947)>
  UV <Vector (0.5515, 0.9914)>
  UV <Vector (0.5625, 0.9914)>
Face 3695
UV Count: 3
  UV <Vector (0.5625, 0.9914)>
  UV <Vector (0.5689, 0.9914)>
  UV <Vector (0.5572, 0.9947)>
Face 3696
UV Count: 3
  UV <Vector (0.5447, 0.9984)>
  UV <Vector (0.5393, 0.9914)>
  UV <Vector (0.5515, 0.9914)>
Face 3697
UV Count: 3
  UV <Vector (0.5515, 0.9914)>
  UV <Vector (0.5572, 0.9947)>
  UV <Vector (0.5447, 0.9984)>
Face 3698
UV Count: 3
  UV <Vector (0.6653, 0.8211)>
  UV <Vector (0.6633, 0.8140)>
  UV <Vector (0.6658, 0.8129)>
Face 3699
UV Count: 3
  UV <Vector (0.6633, 0.8372)>
  UV <Vector (0.6641, 0.8318)>
  UV <Vector (0.6667, 0.8391)>
Face 3700
UV Count: 3
  UV <Vector (0.6605, 0.8370)>
  UV <Vector (0.6626, 0.8441)>
  UV <Vector (0.6596, 0.8468)>
Face 3701
UV Count: 3
  UV <Vector (0.6670, 0.8348)>
  UV <Vector (0.6641, 0.8318)>
  UV <Vector (0.6649, 0.8283)>
Face 3702
UV Count: 3
  UV <Vector (0.6626, 0.8441)>
  UV <Vector (0.6667, 0.8391)>
  UV <Vector (0.6664, 0.8445)>
Face 3703
UV Count: 3
  UV <Vector (0.6803, 0.8564)>
  UV <Vector (0.6717, 0.8586)>
  UV <Vector (0.6722, 0.8541)>
Face 3704
UV Count: 3
  UV <Vector (0.6712, 0.8623)>
  UV <Vector (0.6803, 0.8606)>
  UV <Vector (0.6801, 0.8643)>
Face 3705
UV Count: 3
  UV <Vector (0.6664, 0.8445)>
  UV <Vector (0.6667, 0.8391)>
  UV <Vector (0.6718, 0.8445)>
Face 3706
UV Count: 3
  UV <Vector (0.6626, 0.8441)>
  UV <Vector (0.6659, 0.8500)>
  UV <Vector (0.6614, 0.8516)>
Face 3707
UV Count: 3
  UV <Vector (0.6803, 0.8679)>
  UV <Vector (0.6895, 0.8647)>
  UV <Vector (0.6895, 0.8684)>
Face 3708
UV Count: 3
  UV <Vector (0.6982, 0.8413)>
  UV <Vector (0.6876, 0.8446)>
  UV <Vector (0.6870, 0.8418)>
Face 3709
UV Count: 3
  UV <Vector (0.6895, 0.8684)>
  UV <Vector (0.6988, 0.8647)>
  UV <Vector (0.6989, 0.8683)>
Face 3710
UV Count: 3
  UV <Vector (0.6889, 0.8527)>
  UV <Vector (0.6803, 0.8564)>
  UV <Vector (0.6799, 0.8519)>
Face 3711
UV Count: 3
  UV <Vector (0.6836, 0.8845)>
  UV <Vector (0.6896, 0.8878)>
  UV <Vector (0.6816, 0.8857)>
Face 3712
UV Count: 3
  UV <Vector (0.6860, 0.8833)>
  UV <Vector (0.6911, 0.8857)>
  UV <Vector (0.6836, 0.8845)>
Face 3713
UV Count: 3
  UV <Vector (0.7075, 0.8734)>
  UV <Vector (0.6989, 0.8721)>
  UV <Vector (0.7078, 0.8720)>
Face 3714
UV Count: 3
  UV <Vector (0.6987, 0.8610)>
  UV <Vector (0.7079, 0.8569)>
  UV <Vector (0.7080, 0.8608)>
Face 3715
UV Count: 3
  UV <Vector (0.6629, 0.9944)>
  UV <Vector (0.6499, 0.9978)>
  UV <Vector (0.6511, 0.9943)>
Face 3716
UV Count: 3
  UV <Vector (0.6816, 0.8857)>
  UV <Vector (0.6888, 0.8921)>
  UV <Vector (0.6793, 0.8881)>
Face 3717
UV Count: 3
  UV <Vector (0.6991, 0.8885)>
  UV <Vector (0.7076, 0.8860)>
  UV <Vector (0.7099, 0.8876)>
Face 3718
UV Count: 3
  UV <Vector (0.6911, 0.8857)>
  UV <Vector (0.6991, 0.8885)>
  UV <Vector (0.6896, 0.8878)>
Face 3719
UV Count: 3
  UV <Vector (0.6635, 0.9914)>
  UV <Vector (0.6511, 0.9943)>
  UV <Vector (0.6522, 0.9914)>
Face 3720
UV Count: 3
  UV <Vector (0.6493, 0.9998)>
  UV <Vector (0.6626, 0.9975)>
  UV <Vector (0.6621, 0.9998)>
Face 3721
UV Count: 3
  UV <Vector (0.6753, 0.9945)>
  UV <Vector (0.6872, 0.9984)>
  UV <Vector (0.6749, 0.9978)>
Face 3722
UV Count: 3
  UV <Vector (0.6621, 0.9998)>
  UV <Vector (0.6749, 0.9978)>
  UV <Vector (0.6749, 0.9998)>
Face 3723
UV Count: 3
  UV <Vector (0.5626, 0.9989)>
  UV <Vector (0.5447, 0.9984)>
  UV <Vector (0.5572, 0.9947)>
Face 3724
UV Count: 3
  UV <Vector (0.5572, 0.9947)>
  UV <Vector (0.5709, 0.9952)>
  UV <Vector (0.5626, 0.9989)>
Face 3725
UV Count: 3
  UV <Vector (0.5709, 0.9952)>
  UV <Vector (0.5572, 0.9947)>
  UV <Vector (0.5689, 0.9914)>
Face 3726
UV Count: 3
  UV <Vector (0.5689, 0.9914)>
  UV <Vector (0.5798, 0.9914)>
  UV <Vector (0.5709, 0.9952)>
Face 3727
UV Count: 3
  UV <Vector (0.5860, 0.9950)>
  UV <Vector (0.5709, 0.9952)>
  UV <Vector (0.5798, 0.9914)>
Face 3728
UV Count: 3
  UV <Vector (0.5798, 0.9914)>
  UV <Vector (0.5921, 0.9914)>
  UV <Vector (0.5860, 0.9950)>
Face 3729
UV Count: 3
  UV <Vector (0.6614, 0.8725)>
  UV <Vector (0.6616, 0.8761)>
  UV <Vector (0.6584, 0.8724)>
Face 3730
UV Count: 3
  UV <Vector (0.6605, 0.8370)>
  UV <Vector (0.6615, 0.8282)>
  UV <Vector (0.6633, 0.8372)>
Face 3731
UV Count: 3
  UV <Vector (0.6659, 0.8500)>
  UV <Vector (0.6718, 0.8445)>
  UV <Vector (0.6722, 0.8494)>
Face 3732
UV Count: 3
  UV <Vector (0.6576, 0.8538)>
  UV <Vector (0.6614, 0.8516)>
  UV <Vector (0.6600, 0.8582)>
Face 3733
UV Count: 3
  UV <Vector (0.6659, 0.8500)>
  UV <Vector (0.6652, 0.8554)>
  UV <Vector (0.6614, 0.8516)>
Face 3734
UV Count: 3
  UV <Vector (0.6626, 0.8441)>
  UV <Vector (0.6614, 0.8516)>
  UV <Vector (0.6596, 0.8468)>
Face 3735
UV Count: 3
  UV <Vector (0.6722, 0.8494)>
  UV <Vector (0.6722, 0.8541)>
  UV <Vector (0.6659, 0.8500)>
Face 3736
UV Count: 3
  UV <Vector (0.6781, 0.8439)>
  UV <Vector (0.6718, 0.8445)>
  UV <Vector (0.6713, 0.8405)>
Face 3737
UV Count: 3
  UV <Vector (0.6803, 0.8679)>
  UV <Vector (0.6723, 0.8718)>
  UV <Vector (0.6712, 0.8665)>
Face 3738
UV Count: 3
  UV <Vector (0.6652, 0.8554)>
  UV <Vector (0.6659, 0.8500)>
  UV <Vector (0.6722, 0.8541)>
Face 3739
UV Count: 3
  UV <Vector (0.6722, 0.8541)>
  UV <Vector (0.6717, 0.8586)>
  UV <Vector (0.6652, 0.8554)>
Face 3740
UV Count: 3
  UV <Vector (0.6900, 0.8723)>
  UV <Vector (0.6818, 0.8738)>
  UV <Vector (0.6813, 0.8722)>
Face 3741
UV Count: 3
  UV <Vector (0.6985, 0.8570)>
  UV <Vector (0.6894, 0.8610)>
  UV <Vector (0.6892, 0.8571)>
Face 3742
UV Count: 3
  UV <Vector (0.7085, 0.8477)>
  UV <Vector (0.6983, 0.8441)>
  UV <Vector (0.7091, 0.8441)>
Face 3743
UV Count: 3
  UV <Vector (0.6781, 0.8439)>
  UV <Vector (0.6870, 0.8418)>
  UV <Vector (0.6876, 0.8446)>
Face 3744
UV Count: 3
  UV <Vector (0.8120, 0.7070)>
  UV <Vector (0.8034, 0.7189)>
  UV <Vector (0.8020, 0.7073)>
Face 3745
UV Count: 3
  UV <Vector (0.7044, 0.9502)>
  UV <Vector (0.7008, 0.9452)>
  UV <Vector (0.7064, 0.9479)>
Face 3746
UV Count: 3
  UV <Vector (0.6943, 0.9442)>
  UV <Vector (0.6864, 0.9412)>
  UV <Vector (0.6944, 0.9402)>
Face 3747
UV Count: 3
  UV <Vector (0.8272, 0.9847)>
  UV <Vector (0.8194, 0.9814)>
  UV <Vector (0.8277, 0.9817)>
Face 3748
UV Count: 3
  UV <Vector (0.7271, 0.9657)>
  UV <Vector (0.7318, 0.9577)>
  UV <Vector (0.7336, 0.9639)>
Face 3749
UV Count: 3
  UV <Vector (0.7185, 0.9674)>
  UV <Vector (0.7227, 0.9608)>
  UV <Vector (0.7232, 0.9666)>
Face 3750
UV Count: 3
  UV <Vector (0.7183, 0.9616)>
  UV <Vector (0.7205, 0.9538)>
  UV <Vector (0.7227, 0.9608)>
Face 3751
UV Count: 3
  UV <Vector (0.7261, 0.9597)>
  UV <Vector (0.7287, 0.9509)>
  UV <Vector (0.7318, 0.9577)>
Face 3752
UV Count: 3
  UV <Vector (0.7328, 0.9841)>
  UV <Vector (0.7393, 0.9774)>
  UV <Vector (0.7415, 0.9823)>
Face 3753
UV Count: 3
  UV <Vector (0.7210, 0.9765)>
  UV <Vector (0.7236, 0.9714)>
  UV <Vector (0.7252, 0.9757)>
Face 3754
UV Count: 3
  UV <Vector (0.7201, 0.9723)>
  UV <Vector (0.7232, 0.9666)>
  UV <Vector (0.7236, 0.9714)>
Face 3755
UV Count: 3
  UV <Vector (0.7287, 0.9509)>
  UV <Vector (0.7285, 0.9436)>
  UV <Vector (0.7340, 0.9503)>
Face 3756
UV Count: 3
  UV <Vector (0.7296, 0.9748)>
  UV <Vector (0.7347, 0.9695)>
  UV <Vector (0.7371, 0.9737)>
Face 3757
UV Count: 3
  UV <Vector (0.7170, 0.9475)>
  UV <Vector (0.7143, 0.9393)>
  UV <Vector (0.7203, 0.9454)>
Face 3758
UV Count: 3
  UV <Vector (0.7137, 0.9499)>
  UV <Vector (0.7113, 0.9421)>
  UV <Vector (0.7170, 0.9475)>
Face 3759
UV Count: 3
  UV <Vector (0.7317, 0.9789)>
  UV <Vector (0.7371, 0.9737)>
  UV <Vector (0.7393, 0.9774)>
Face 3760
UV Count: 3
  UV <Vector (0.7064, 0.9479)>
  UV <Vector (0.7022, 0.9416)>
  UV <Vector (0.7088, 0.9450)>
Face 3761
UV Count: 3
  UV <Vector (0.6996, 0.9605)>
  UV <Vector (0.7038, 0.9552)>
  UV <Vector (0.7046, 0.9600)>
Face 3762
UV Count: 3
  UV <Vector (0.6939, 0.9748)>
  UV <Vector (0.6997, 0.9787)>
  UV <Vector (0.6939, 0.9787)>
Face 3763
UV Count: 3
  UV <Vector (0.6942, 0.9475)>
  UV <Vector (0.6875, 0.9449)>
  UV <Vector (0.6943, 0.9442)>
Face 3764
UV Count: 3
  UV <Vector (0.7120, 0.9779)>
  UV <Vector (0.7164, 0.9732)>
  UV <Vector (0.7171, 0.9774)>
Face 3765
UV Count: 3
  UV <Vector (0.7060, 0.9852)>
  UV <Vector (0.7123, 0.9819)>
  UV <Vector (0.7128, 0.9865)>
Face 3766
UV Count: 3
  UV <Vector (0.7057, 0.9742)>
  UV <Vector (0.7101, 0.9691)>
  UV <Vector (0.7117, 0.9739)>
Face 3767
UV Count: 3
  UV <Vector (0.7117, 0.9739)>
  UV <Vector (0.7146, 0.9682)>
  UV <Vector (0.7164, 0.9732)>
Face 3768
UV Count: 3
  UV <Vector (0.7072, 0.9539)>
  UV <Vector (0.7064, 0.9479)>
  UV <Vector (0.7105, 0.9520)>
Face 3769
UV Count: 3
  UV <Vector (0.6824, 0.9701)>
  UV <Vector (0.6767, 0.9734)>
  UV <Vector (0.6775, 0.9688)>
Face 3770
UV Count: 3
  UV <Vector (0.6878, 0.9864)>
  UV <Vector (0.6818, 0.9870)>
  UV <Vector (0.6816, 0.9862)>
Face 3771
UV Count: 3
  UV <Vector (0.7178, 0.9813)>
  UV <Vector (0.7230, 0.9854)>
  UV <Vector (0.7183, 0.9871)>
Face 3772
UV Count: 3
  UV <Vector (0.7058, 0.9781)>
  UV <Vector (0.7117, 0.9739)>
  UV <Vector (0.7120, 0.9779)>
Face 3773
UV Count: 3
  UV <Vector (0.6817, 0.9782)>
  UV <Vector (0.6755, 0.9816)>
  UV <Vector (0.6757, 0.9774)>
Face 3774
UV Count: 3
  UV <Vector (0.7129, 0.9572)>
  UV <Vector (0.7137, 0.9499)>
  UV <Vector (0.7166, 0.9555)>
Face 3775
UV Count: 3
  UV <Vector (0.8280, 0.9744)>
  UV <Vector (0.8203, 0.9710)>
  UV <Vector (0.8285, 0.9706)>
Face 3776
UV Count: 3
  UV <Vector (0.5570, 0.9849)>
  UV <Vector (0.5613, 0.9878)>
  UV <Vector (0.5569, 0.9883)>
Face 3777
UV Count: 3
  UV <Vector (0.8197, 0.9776)>
  UV <Vector (0.8083, 0.9812)>
  UV <Vector (0.8084, 0.9766)>
Face 3778
UV Count: 3
  UV <Vector (0.8197, 0.9776)>
  UV <Vector (0.8084, 0.9746)>
  UV <Vector (0.8199, 0.9747)>
Face 3779
UV Count: 3
  UV <Vector (0.8203, 0.9710)>
  UV <Vector (0.8091, 0.9690)>
  UV <Vector (0.8208, 0.9668)>
Face 3780
UV Count: 3
  UV <Vector (0.7890, 0.9853)>
  UV <Vector (0.7973, 0.9811)>
  UV <Vector (0.7975, 0.9837)>
Face 3781
UV Count: 3
  UV <Vector (0.7791, 0.9799)>
  UV <Vector (0.7885, 0.9798)>
  UV <Vector (0.7890, 0.9853)>
Face 3782
UV Count: 3
  UV <Vector (0.7861, 0.9709)>
  UV <Vector (0.7964, 0.9671)>
  UV <Vector (0.7969, 0.9688)>
Face 3783
UV Count: 3
  UV <Vector (0.7962, 0.9782)>
  UV <Vector (0.7880, 0.9789)>
  UV <Vector (0.7842, 0.9763)>
Face 3784
UV Count: 3
  UV <Vector (0.7973, 0.9811)>
  UV <Vector (0.7885, 0.9798)>
  UV <Vector (0.7880, 0.9789)>
Face 3785
UV Count: 3
  UV <Vector (0.7885, 0.9798)>
  UV <Vector (0.7812, 0.9773)>
  UV <Vector (0.7880, 0.9789)>
Face 3786
UV Count: 3
  UV <Vector (0.7768, 0.9719)>
  UV <Vector (0.7707, 0.9677)>
  UV <Vector (0.7774, 0.9715)>
Face 3787
UV Count: 3
  UV <Vector (0.7861, 0.9709)>
  UV <Vector (0.7785, 0.9699)>
  UV <Vector (0.7790, 0.9674)>
Face 3788
UV Count: 3
  UV <Vector (0.7647, 0.9665)>
  UV <Vector (0.7550, 0.9588)>
  UV <Vector (0.7673, 0.9669)>
Face 3789
UV Count: 3
  UV <Vector (0.7693, 0.9673)>
  UV <Vector (0.7574, 0.9597)>
  UV <Vector (0.7707, 0.9677)>
Face 3790
UV Count: 3
  UV <Vector (0.7562, 0.9593)>
  UV <Vector (0.7478, 0.9469)>
  UV <Vector (0.7574, 0.9597)>
Face 3791
UV Count: 3
  UV <Vector (0.7537, 0.9586)>
  UV <Vector (0.7469, 0.9475)>
  UV <Vector (0.7550, 0.9588)>
Face 3792
UV Count: 3
  UV <Vector (0.7453, 0.9470)>
  UV <Vector (0.7359, 0.9316)>
  UV <Vector (0.7469, 0.9475)>
Face 3793
UV Count: 3
  UV <Vector (0.7357, 0.9309)>
  UV <Vector (0.7478, 0.9469)>
  UV <Vector (0.7474, 0.9471)>
Face 3794
UV Count: 3
  UV <Vector (0.7183, 0.9155)>
  UV <Vector (0.7356, 0.9304)>
  UV <Vector (0.7357, 0.9309)>
Face 3795
UV Count: 3
  UV <Vector (0.7349, 0.9318)>
  UV <Vector (0.7184, 0.9158)>
  UV <Vector (0.7359, 0.9316)>
Face 3796
UV Count: 3
  UV <Vector (0.7154, 0.9199)>
  UV <Vector (0.6946, 0.9107)>
  UV <Vector (0.7175, 0.9171)>
Face 3797
UV Count: 3
  UV <Vector (0.6946, 0.9142)>
  UV <Vector (0.6764, 0.9236)>
  UV <Vector (0.6738, 0.9196)>
Face 3798
UV Count: 3
  UV <Vector (0.7000, 0.9825)>
  UV <Vector (0.7060, 0.9852)>
  UV <Vector (0.6999, 0.9869)>
Face 3799
UV Count: 3
  UV <Vector (0.6939, 0.9660)>
  UV <Vector (0.6995, 0.9701)>
  UV <Vector (0.6938, 0.9706)>
Face 3800
UV Count: 3
  UV <Vector (0.6939, 0.9609)>
  UV <Vector (0.6995, 0.9655)>
  UV <Vector (0.6939, 0.9660)>
Face 3801
UV Count: 3
  UV <Vector (0.6998, 0.9745)>
  UV <Vector (0.7050, 0.9697)>
  UV <Vector (0.7057, 0.9742)>
Face 3802
UV Count: 3
  UV <Vector (0.7000, 0.9825)>
  UV <Vector (0.7058, 0.9781)>
  UV <Vector (0.7060, 0.9818)>
Face 3803
UV Count: 3
  UV <Vector (0.6938, 0.9870)>
  UV <Vector (0.7000, 0.9825)>
  UV <Vector (0.6999, 0.9869)>
Face 3804
UV Count: 3
  UV <Vector (0.6939, 0.9826)>
  UV <Vector (0.6997, 0.9787)>
  UV <Vector (0.7000, 0.9825)>
Face 3805
UV Count: 3
  UV <Vector (0.6998, 0.9745)>
  UV <Vector (0.7058, 0.9781)>
  UV <Vector (0.6997, 0.9787)>
Face 3806
UV Count: 3
  UV <Vector (0.6993, 0.9555)>
  UV <Vector (0.7027, 0.9520)>
  UV <Vector (0.7038, 0.9552)>
Face 3807
UV Count: 3
  UV <Vector (0.6998, 0.9482)>
  UV <Vector (0.6943, 0.9442)>
  UV <Vector (0.7008, 0.9452)>
Face 3808
UV Count: 3
  UV <Vector (0.6880, 0.9707)>
  UV <Vector (0.6939, 0.9748)>
  UV <Vector (0.6879, 0.9748)>
Face 3809
UV Count: 3
  UV <Vector (0.7027, 0.9520)>
  UV <Vector (0.6998, 0.9482)>
  UV <Vector (0.7044, 0.9502)>
Face 3810
UV Count: 3
  UV <Vector (0.7890, 0.9853)>
  UV <Vector (0.8040, 0.9877)>
  UV <Vector (0.7864, 0.9899)>
Face 3811
UV Count: 3
  UV <Vector (0.7667, 0.9859)>
  UV <Vector (0.7619, 0.9791)>
  UV <Vector (0.7767, 0.9834)>
Face 3812
UV Count: 3
  UV <Vector (0.7619, 0.9791)>
  UV <Vector (0.7708, 0.9786)>
  UV <Vector (0.7767, 0.9834)>
Face 3813
UV Count: 3
  UV <Vector (0.7614, 0.9695)>
  UV <Vector (0.7680, 0.9715)>
  UV <Vector (0.7661, 0.9744)>
Face 3814
UV Count: 3
  UV <Vector (0.7767, 0.9834)>
  UV <Vector (0.7739, 0.9763)>
  UV <Vector (0.7791, 0.9799)>
Face 3815
UV Count: 3
  UV <Vector (0.7739, 0.9763)>
  UV <Vector (0.7720, 0.9724)>
  UV <Vector (0.7774, 0.9764)>
Face 3816
UV Count: 3
  UV <Vector (0.7614, 0.9695)>
  UV <Vector (0.7547, 0.9625)>
  UV <Vector (0.7610, 0.9654)>
Face 3817
UV Count: 3
  UV <Vector (0.7553, 0.9710)>
  UV <Vector (0.7614, 0.9695)>
  UV <Vector (0.7661, 0.9744)>
Face 3818
UV Count: 3
  UV <Vector (0.7515, 0.9661)>
  UV <Vector (0.7547, 0.9625)>
  UV <Vector (0.7614, 0.9695)>
Face 3819
UV Count: 3
  UV <Vector (0.7524, 0.9589)>
  UV <Vector (0.7610, 0.9654)>
  UV <Vector (0.7547, 0.9625)>
Face 3820
UV Count: 3
  UV <Vector (0.7547, 0.9625)>
  UV <Vector (0.7474, 0.9544)>
  UV <Vector (0.7524, 0.9589)>
Face 3821
UV Count: 3
  UV <Vector (0.7442, 0.9467)>
  UV <Vector (0.7524, 0.9589)>
  UV <Vector (0.7474, 0.9544)>
Face 3822
UV Count: 3
  UV <Vector (0.7524, 0.9589)>
  UV <Vector (0.7453, 0.9470)>
  UV <Vector (0.7537, 0.9586)>
Face 3823
UV Count: 3
  UV <Vector (0.7406, 0.9512)>
  UV <Vector (0.7442, 0.9467)>
  UV <Vector (0.7474, 0.9544)>
Face 3824
UV Count: 3
  UV <Vector (0.7341, 0.9428)>
  UV <Vector (0.7261, 0.9335)>
  UV <Vector (0.7304, 0.9327)>
Face 3825
UV Count: 3
  UV <Vector (0.7261, 0.9335)>
  UV <Vector (0.7126, 0.9242)>
  UV <Vector (0.7154, 0.9199)>
Face 3826
UV Count: 3
  UV <Vector (0.7342, 0.9320)>
  UV <Vector (0.7442, 0.9467)>
  UV <Vector (0.7398, 0.9452)>
Face 3827
UV Count: 3
  UV <Vector (0.7175, 0.9171)>
  UV <Vector (0.7342, 0.9320)>
  UV <Vector (0.7304, 0.9327)>
Face 3828
UV Count: 3
  UV <Vector (0.8190, 0.7313)>
  UV <Vector (0.8233, 0.7180)>
  UV <Vector (0.8272, 0.7291)>
Face 3829
UV Count: 3
  UV <Vector (0.7304, 0.9327)>
  UV <Vector (0.7154, 0.9199)>
  UV <Vector (0.7175, 0.9171)>
Face 3830
UV Count: 3
  UV <Vector (0.7921, 0.7284)>
  UV <Vector (0.7807, 0.7192)>
  UV <Vector (0.7920, 0.7186)>
Face 3831
UV Count: 3
  UV <Vector (0.6946, 0.9090)>
  UV <Vector (0.6713, 0.9164)>
  UV <Vector (0.6707, 0.9156)>
Face 3832
UV Count: 3
  UV <Vector (0.7422, 0.9842)>
  UV <Vector (0.7522, 0.9823)>
  UV <Vector (0.7527, 0.9840)>
Face 3833
UV Count: 3
  UV <Vector (0.7335, 0.9881)>
  UV <Vector (0.7294, 0.9869)>
  UV <Vector (0.7332, 0.9863)>
Face 3834
UV Count: 3
  UV <Vector (0.7230, 0.9867)>
  UV <Vector (0.7183, 0.9871)>
  UV <Vector (0.7230, 0.9854)>
Face 3835
UV Count: 3
  UV <Vector (0.7872, 0.9906)>
  UV <Vector (0.8040, 0.9877)>
  UV <Vector (0.8057, 0.9889)>
Face 3836
UV Count: 3
  UV <Vector (0.7184, 0.9916)>
  UV <Vector (0.7230, 0.9878)>
  UV <Vector (0.7237, 0.9897)>
Face 3837
UV Count: 3
  UV <Vector (0.6249, 0.9998)>
  UV <Vector (0.6309, 0.9977)>
  UV <Vector (0.6306, 0.9998)>
Face 3838
UV Count: 3
  UV <Vector (0.6818, 0.9870)>
  UV <Vector (0.6757, 0.9884)>
  UV <Vector (0.6755, 0.9876)>
Face 3839
UV Count: 3
  UV <Vector (0.8308, 0.9890)>
  UV <Vector (0.8271, 0.9894)>
  UV <Vector (0.8267, 0.9887)>
Face 3840
UV Count: 3
  UV <Vector (0.8213, 0.9903)>
  UV <Vector (0.8271, 0.9894)>
  UV <Vector (0.8276, 0.9902)>
Face 3841
UV Count: 3
  UV <Vector (0.8064, 0.9911)>
  UV <Vector (0.7879, 0.9912)>
  UV <Vector (0.8071, 0.9897)>
Face 3842
UV Count: 3
  UV <Vector (0.8057, 0.9889)>
  UV <Vector (0.7879, 0.9912)>
  UV <Vector (0.7872, 0.9906)>
Face 3843
UV Count: 3
  UV <Vector (0.7125, 0.9886)>
  UV <Vector (0.7059, 0.9866)>
  UV <Vector (0.7127, 0.9878)>
Face 3844
UV Count: 3
  UV <Vector (0.6999, 0.9900)>
  UV <Vector (0.7058, 0.9873)>
  UV <Vector (0.7058, 0.9886)>
Face 3845
UV Count: 3
  UV <Vector (0.6756, 0.9914)>
  UV <Vector (0.6875, 0.9953)>
  UV <Vector (0.6753, 0.9945)>
Face 3846
UV Count: 3
  UV <Vector (0.6635, 0.9914)>
  UV <Vector (0.6753, 0.9945)>
  UV <Vector (0.6629, 0.9944)>
Face 3847
UV Count: 3
  UV <Vector (0.7872, 0.9906)>
  UV <Vector (0.7675, 0.9879)>
  UV <Vector (0.7671, 0.9870)>
Face 3848
UV Count: 3
  UV <Vector (0.7870, 0.9920)>
  UV <Vector (0.7675, 0.9879)>
  UV <Vector (0.7879, 0.9912)>
Face 3849
UV Count: 3
  UV <Vector (0.7530, 0.9855)>
  UV <Vector (0.7666, 0.9889)>
  UV <Vector (0.7522, 0.9866)>
Face 3850
UV Count: 3
  UV <Vector (0.7522, 0.9823)>
  UV <Vector (0.7619, 0.9791)>
  UV <Vector (0.7667, 0.9859)>
Face 3851
UV Count: 3
  UV <Vector (0.8303, 0.5424)>
  UV <Vector (0.8395, 0.5384)>
  UV <Vector (0.8399, 0.5421)>
Face 3852
UV Count: 3
  UV <Vector (0.8299, 0.5321)>
  UV <Vector (0.8400, 0.5247)>
  UV <Vector (0.8399, 0.5325)>
Face 3853
UV Count: 3
  UV <Vector (0.8063, 0.5312)>
  UV <Vector (0.8183, 0.5381)>
  UV <Vector (0.8060, 0.5378)>
Face 3854
UV Count: 3
  UV <Vector (0.8299, 0.5321)>
  UV <Vector (0.8395, 0.5384)>
  UV <Vector (0.8295, 0.5381)>
Face 3855
UV Count: 3
  UV <Vector (0.8399, 0.5421)>
  UV <Vector (0.8494, 0.5384)>
  UV <Vector (0.8498, 0.5417)>
Face 3856
UV Count: 3
  UV <Vector (0.8497, 0.5326)>
  UV <Vector (0.8595, 0.5376)>
  UV <Vector (0.8494, 0.5384)>
Face 3857
UV Count: 3
  UV <Vector (0.8493, 0.5219)>
  UV <Vector (0.8400, 0.5247)>
  UV <Vector (0.8394, 0.5216)>
Face 3858
UV Count: 3
  UV <Vector (0.8688, 0.5402)>
  UV <Vector (0.8595, 0.5376)>
  UV <Vector (0.8694, 0.5366)>
Face 3859
UV Count: 3
  UV <Vector (0.8701, 0.5215)>
  UV <Vector (0.8601, 0.5251)>
  UV <Vector (0.8596, 0.5219)>
Face 3860
UV Count: 3
  UV <Vector (0.5062, 0.5210)>
  UV <Vector (0.5187, 0.5231)>
  UV <Vector (0.5062, 0.5241)>
Face 3861
UV Count: 3
  UV <Vector (0.8797, 0.5210)>
  UV <Vector (0.8705, 0.5247)>
  UV <Vector (0.8701, 0.5215)>
Face 3862
UV Count: 3
  UV <Vector (0.5387, 0.5269)>
  UV <Vector (0.5479, 0.5317)>
  UV <Vector (0.5376, 0.5331)>
Face 3863
UV Count: 3
  UV <Vector (0.5577, 0.5355)>
  UV <Vector (0.5479, 0.5317)>
  UV <Vector (0.5580, 0.5305)>
Face 3864
UV Count: 3
  UV <Vector (0.5300, 0.5185)>
  UV <Vector (0.5405, 0.5203)>
  UV <Vector (0.5296, 0.5218)>
Face 3865
UV Count: 3
  UV <Vector (0.5296, 0.5218)>
  UV <Vector (0.5387, 0.5269)>
  UV <Vector (0.5279, 0.5288)>
Face 3866
UV Count: 3
  UV <Vector (0.5952, 0.5695)>
  UV <Vector (0.5878, 0.5607)>
  UV <Vector (0.5956, 0.5598)>
Face 3867
UV Count: 3
  UV <Vector (0.6008, 0.5691)>
  UV <Vector (0.5956, 0.5598)>
  UV <Vector (0.6014, 0.5590)>
Face 3868
UV Count: 3
  UV <Vector (0.5608, 0.5548)>
  UV <Vector (0.5500, 0.5487)>
  UV <Vector (0.5600, 0.5476)>
Face 3869
UV Count: 3
  UV <Vector (0.6164, 0.5519)>
  UV <Vector (0.6097, 0.5595)>
  UV <Vector (0.6103, 0.5508)>
Face 3870
UV Count: 3
  UV <Vector (0.6162, 0.5696)>
  UV <Vector (0.6103, 0.5794)>
  UV <Vector (0.6105, 0.5692)>
Face 3871
UV Count: 3
  UV <Vector (0.6105, 0.5692)>
  UV <Vector (0.6079, 0.5792)>
  UV <Vector (0.6081, 0.5689)>
Face 3872
UV Count: 3
  UV <Vector (0.6078, 0.5592)>
  UV <Vector (0.6057, 0.5686)>
  UV <Vector (0.6059, 0.5590)>
Face 3873
UV Count: 3
  UV <Vector (0.5703, 0.5712)>
  UV <Vector (0.5611, 0.5629)>
  UV <Vector (0.5710, 0.5618)>
Face 3874
UV Count: 3
  UV <Vector (0.5414, 0.5652)>
  UV <Vector (0.5255, 0.5588)>
  UV <Vector (0.5407, 0.5562)>
Face 3875
UV Count: 3
  UV <Vector (0.5176, 0.5584)>
  UV <Vector (0.5238, 0.5499)>
  UV <Vector (0.5255, 0.5588)>
Face 3876
UV Count: 3
  UV <Vector (0.5394, 0.5492)>
  UV <Vector (0.5238, 0.5453)>
  UV <Vector (0.5391, 0.5442)>
Face 3877
UV Count: 3
  UV <Vector (0.5516, 0.5633)>
  UV <Vector (0.5495, 0.5712)>
  UV <Vector (0.5414, 0.5652)>
Face 3878
UV Count: 3
  UV <Vector (0.5488, 0.5924)>
  UV <Vector (0.5409, 0.5831)>
  UV <Vector (0.5514, 0.5807)>
Face 3879
UV Count: 3
  UV <Vector (0.5176, 0.5584)>
  UV <Vector (0.5062, 0.5517)>
  UV <Vector (0.5167, 0.5505)>
Face 3880
UV Count: 3
  UV <Vector (0.5255, 0.5588)>
  UV <Vector (0.5184, 0.5653)>
  UV <Vector (0.5176, 0.5584)>
Face 3881
UV Count: 3
  UV <Vector (0.5448, 0.5725)>
  UV <Vector (0.5414, 0.5652)>
  UV <Vector (0.5495, 0.5712)>
Face 3882
UV Count: 3
  UV <Vector (0.5167, 0.5505)>
  UV <Vector (0.5062, 0.5456)>
  UV <Vector (0.5160, 0.5457)>
Face 3883
UV Count: 3
  UV <Vector (0.5543, 0.5796)>
  UV <Vector (0.5607, 0.5715)>
  UV <Vector (0.5607, 0.5808)>
Face 3884
UV Count: 3
  UV <Vector (0.5465, 0.6023)>
  UV <Vector (0.5394, 0.5927)>
  UV <Vector (0.5488, 0.5924)>
Face 3885
UV Count: 3
  UV <Vector (0.5327, 0.6221)>
  UV <Vector (0.5257, 0.6129)>
  UV <Vector (0.5349, 0.6126)>
Face 3886
UV Count: 3
  UV <Vector (0.5409, 0.5831)>
  UV <Vector (0.5302, 0.5736)>
  UV <Vector (0.5448, 0.5725)>
Face 3887
UV Count: 3
  UV <Vector (0.8564, 0.5769)>
  UV <Vector (0.8474, 0.5683)>
  UV <Vector (0.8577, 0.5683)>
Face 3888
UV Count: 3
  UV <Vector (0.8497, 0.5531)>
  UV <Vector (0.8591, 0.5600)>
  UV <Vector (0.8489, 0.5602)>
Face 3889
UV Count: 3
  UV <Vector (0.8388, 0.5601)>
  UV <Vector (0.8294, 0.5533)>
  UV <Vector (0.8398, 0.5532)>
Face 3890
UV Count: 3
  UV <Vector (0.8551, 0.5860)>
  UV <Vector (0.8458, 0.5769)>
  UV <Vector (0.8564, 0.5769)>
Face 3891
UV Count: 3
  UV <Vector (0.5476, 0.6409)>
  UV <Vector (0.5397, 0.6314)>
  UV <Vector (0.5492, 0.6315)>
Face 3892
UV Count: 3
  UV <Vector (0.5160, 0.6133)>
  UV <Vector (0.5062, 0.6050)>
  UV <Vector (0.5167, 0.6041)>
Face 3893
UV Count: 3
  UV <Vector (0.8177, 0.5600)>
  UV <Vector (0.8062, 0.5533)>
  UV <Vector (0.8184, 0.5534)>
Face 3894
UV Count: 3
  UV <Vector (0.5566, 0.6506)>
  UV <Vector (0.5667, 0.6598)>
  UV <Vector (0.5559, 0.6598)>
Face 3895
UV Count: 3
  UV <Vector (0.8540, 0.5954)>
  UV <Vector (0.8443, 0.5861)>
  UV <Vector (0.8551, 0.5860)>
Face 3896
UV Count: 3
  UV <Vector (0.7932, 0.5600)>
  UV <Vector (0.8062, 0.5533)>
  UV <Vector (0.8059, 0.5599)>
Face 3897
UV Count: 3
  UV <Vector (0.5175, 0.6594)>
  UV <Vector (0.5266, 0.6562)>
  UV <Vector (0.5249, 0.6634)>
Face 3898
UV Count: 3
  UV <Vector (0.8432, 0.5955)>
  UV <Vector (0.8339, 0.5859)>
  UV <Vector (0.8443, 0.5861)>
Face 3899
UV Count: 3
  UV <Vector (0.8423, 0.6049)>
  UV <Vector (0.8327, 0.5956)>
  UV <Vector (0.8432, 0.5955)>
Face 3900
UV Count: 3
  UV <Vector (0.8659, 0.6377)>
  UV <Vector (0.8797, 0.6301)>
  UV <Vector (0.8797, 0.6387)>
Face 3901
UV Count: 3
  UV <Vector (0.8132, 0.5955)>
  UV <Vector (0.8038, 0.5858)>
  UV <Vector (0.8144, 0.5857)>
Face 3902
UV Count: 3
  UV <Vector (0.8228, 0.5956)>
  UV <Vector (0.8144, 0.5857)>
  UV <Vector (0.8242, 0.5857)>
Face 3903
UV Count: 3
  UV <Vector (0.6678, 0.6581)>
  UV <Vector (0.6768, 0.6631)>
  UV <Vector (0.6691, 0.6669)>
Face 3904
UV Count: 3
  UV <Vector (0.5266, 0.6562)>
  UV <Vector (0.5335, 0.6671)>
  UV <Vector (0.5249, 0.6634)>
Face 3905
UV Count: 3
  UV <Vector (0.5110, 0.6556)>
  UV <Vector (0.5190, 0.6537)>
  UV <Vector (0.5175, 0.6594)>
Face 3906
UV Count: 3
  UV <Vector (0.5093, 0.6595)>
  UV <Vector (0.5175, 0.6594)>
  UV <Vector (0.5154, 0.6640)>
Face 3907
UV Count: 3
  UV <Vector (0.8119, 0.9352)>
  UV <Vector (0.8197, 0.9376)>
  UV <Vector (0.8127, 0.9415)>
Face 3908
UV Count: 3
  UV <Vector (0.8036, 0.9201)>
  UV <Vector (0.7977, 0.9268)>
  UV <Vector (0.7976, 0.9209)>
Face 3909
UV Count: 3
  UV <Vector (0.8178, 0.9271)>
  UV <Vector (0.8253, 0.9287)>
  UV <Vector (0.8186, 0.9321)>
Face 3910
UV Count: 3
  UV <Vector (0.8397, 0.9257)>
  UV <Vector (0.8452, 0.9265)>
  UV <Vector (0.8402, 0.9300)>
Face 3911
UV Count: 3
  UV <Vector (0.8263, 0.9335)>
  UV <Vector (0.8335, 0.9347)>
  UV <Vector (0.8276, 0.9385)>
Face 3912
UV Count: 3
  UV <Vector (0.8246, 0.9244)>
  UV <Vector (0.8322, 0.9257)>
  UV <Vector (0.8253, 0.9287)>
Face 3913
UV Count: 3
  UV <Vector (0.8242, 0.9200)>
  UV <Vector (0.8316, 0.9218)>
  UV <Vector (0.8246, 0.9244)>
Face 3914
UV Count: 3
  UV <Vector (0.8922, 0.9299)>
  UV <Vector (0.8830, 0.9303)>
  UV <Vector (0.8816, 0.9258)>
Face 3915
UV Count: 3
  UV <Vector (0.8327, 0.5956)>
  UV <Vector (0.8242, 0.5857)>
  UV <Vector (0.8339, 0.5859)>
Face 3916
UV Count: 3
  UV <Vector (0.5335, 0.6671)>
  UV <Vector (0.5438, 0.6781)>
  UV <Vector (0.5311, 0.6795)>
Face 3917
UV Count: 3
  UV <Vector (0.8797, 0.6519)>
  UV <Vector (0.8692, 0.6554)>
  UV <Vector (0.8673, 0.6534)>
Face 3918
UV Count: 3
  UV <Vector (0.8797, 0.6494)>
  UV <Vector (0.8673, 0.6534)>
  UV <Vector (0.8657, 0.6496)>
Face 3919
UV Count: 3
  UV <Vector (0.7578, 0.8614)>
  UV <Vector (0.7619, 0.8667)>
  UV <Vector (0.7573, 0.8667)>
Face 3920
UV Count: 3
  UV <Vector (0.8459, 0.9198)>
  UV <Vector (0.8388, 0.9192)>
  UV <Vector (0.8459, 0.9169)>
Face 3921
UV Count: 3
  UV <Vector (0.8459, 0.9169)>
  UV <Vector (0.8520, 0.9183)>
  UV <Vector (0.8459, 0.9198)>
Face 3922
UV Count: 3
  UV <Vector (0.8504, 0.9231)>
  UV <Vector (0.8489, 0.9242)>
  UV <Vector (0.8502, 0.9209)>
Face 3923
UV Count: 3
  UV <Vector (0.8403, 0.7010)>
  UV <Vector (0.8306, 0.6919)>
  UV <Vector (0.8404, 0.6889)>
Face 3924
UV Count: 3
  UV <Vector (0.8531, 0.6614)>
  UV <Vector (0.8692, 0.6554)>
  UV <Vector (0.8532, 0.6700)>
Face 3925
UV Count: 3
  UV <Vector (0.8477, 0.6949)>
  UV <Vector (0.8404, 0.6889)>
  UV <Vector (0.8484, 0.6848)>
Face 3926
UV Count: 3
  UV <Vector (0.8311, 0.7037)>
  UV <Vector (0.8208, 0.6939)>
  UV <Vector (0.8306, 0.6919)>
Face 3927
UV Count: 3
  UV <Vector (0.8106, 0.9024)>
  UV <Vector (0.8037, 0.9089)>
  UV <Vector (0.8041, 0.9031)>
Face 3928
UV Count: 3
  UV <Vector (0.8168, 0.9123)>
  UV <Vector (0.8099, 0.9192)>
  UV <Vector (0.8098, 0.9139)>
Face 3929
UV Count: 3
  UV <Vector (0.8698, 0.9184)>
  UV <Vector (0.8814, 0.9223)>
  UV <Vector (0.8816, 0.9258)>
Face 3930
UV Count: 3
  UV <Vector (0.8830, 0.9303)>
  UV <Vector (0.8631, 0.9204)>
  UV <Vector (0.8660, 0.9195)>
Face 3931
UV Count: 3
  UV <Vector (0.8830, 0.9303)>
  UV <Vector (0.8698, 0.9184)>
  UV <Vector (0.8816, 0.9258)>
Face 3932
UV Count: 3
  UV <Vector (0.8715, 0.9166)>
  UV <Vector (0.8814, 0.9223)>
  UV <Vector (0.8698, 0.9184)>
Face 3933
UV Count: 3
  UV <Vector (0.8904, 0.9216)>
  UV <Vector (0.8814, 0.9223)>
  UV <Vector (0.8816, 0.9193)>
Face 3934
UV Count: 3
  UV <Vector (0.8784, 0.8290)>
  UV <Vector (0.8929, 0.8345)>
  UV <Vector (0.8783, 0.8348)>
Face 3935
UV Count: 3
  UV <Vector (0.7606, 0.8289)>
  UV <Vector (0.7648, 0.8348)>
  UV <Vector (0.7602, 0.8345)>
Face 3936
UV Count: 3
  UV <Vector (0.7642, 0.9428)>
  UV <Vector (0.7570, 0.9459)>
  UV <Vector (0.7580, 0.9381)>
Face 3937
UV Count: 3
  UV <Vector (0.8198, 0.8713)>
  UV <Vector (0.8123, 0.8763)>
  UV <Vector (0.8125, 0.8718)>
Face 3938
UV Count: 3
  UV <Vector (0.7611, 0.8242)>
  UV <Vector (0.7658, 0.8291)>
  UV <Vector (0.7606, 0.8289)>
Face 3939
UV Count: 3
  UV <Vector (0.8414, 0.7245)>
  UV <Vector (0.8383, 0.7348)>
  UV <Vector (0.8345, 0.7267)>
Face 3940
UV Count: 3
  UV <Vector (0.8518, 0.7279)>
  UV <Vector (0.8414, 0.7245)>
  UV <Vector (0.8497, 0.7201)>
Face 3941
UV Count: 3
  UV <Vector (0.8398, 0.7510)>
  UV <Vector (0.8339, 0.7460)>
  UV <Vector (0.8374, 0.7441)>
Face 3942
UV Count: 3
  UV <Vector (0.8526, 0.7524)>
  UV <Vector (0.8449, 0.7491)>
  UV <Vector (0.8504, 0.7461)>
Face 3943
UV Count: 3
  UV <Vector (0.8327, 0.8786)>
  UV <Vector (0.8255, 0.8839)>
  UV <Vector (0.8259, 0.8793)>
Face 3944
UV Count: 3
  UV <Vector (0.7768, 0.9467)>
  UV <Vector (0.7702, 0.9527)>
  UV <Vector (0.7706, 0.9456)>
Face 3945
UV Count: 3
  UV <Vector (0.7705, 0.9321)>
  UV <Vector (0.7645, 0.9358)>
  UV <Vector (0.7644, 0.9296)>
Face 3946
UV Count: 3
  UV <Vector (0.8200, 0.8667)>
  UV <Vector (0.8125, 0.8718)>
  UV <Vector (0.8133, 0.8671)>
Face 3947
UV Count: 3
  UV <Vector (0.7702, 0.9640)>
  UV <Vector (0.7797, 0.9650)>
  UV <Vector (0.7790, 0.9674)>
Face 3948
UV Count: 3
  UV <Vector (0.8478, 0.7390)>
  UV <Vector (0.8383, 0.7348)>
  UV <Vector (0.8445, 0.7319)>
Face 3949
UV Count: 3
  UV <Vector (0.8504, 0.7461)>
  UV <Vector (0.8422, 0.7421)>
  UV <Vector (0.8478, 0.7390)>
Face 3950
UV Count: 3
  UV <Vector (0.8383, 0.7348)>
  UV <Vector (0.8374, 0.7441)>
  UV <Vector (0.8331, 0.7370)>
Face 3951
UV Count: 3
  UV <Vector (0.7669, 0.8104)>
  UV <Vector (0.7620, 0.8131)>
  UV <Vector (0.7623, 0.8099)>
Face 3952
UV Count: 3
  UV <Vector (0.7765, 0.9335)>
  UV <Vector (0.7707, 0.9385)>
  UV <Vector (0.7705, 0.9321)>
Face 3953
UV Count: 3
  UV <Vector (0.7824, 0.9341)>
  UV <Vector (0.7767, 0.9400)>
  UV <Vector (0.7765, 0.9335)>
Face 3954
UV Count: 3
  UV <Vector (0.7643, 0.9187)>
  UV <Vector (0.7580, 0.9214)>
  UV <Vector (0.7579, 0.9166)>
Face 3955
UV Count: 3
  UV <Vector (0.8568, 0.7426)>
  UV <Vector (0.8478, 0.7390)>
  UV <Vector (0.8543, 0.7354)>
Face 3956
UV Count: 3
  UV <Vector (0.5634, 0.7157)>
  UV <Vector (0.5680, 0.7265)>
  UV <Vector (0.5589, 0.7250)>
Face 3957
UV Count: 3
  UV <Vector (0.5436, 0.7232)>
  UV <Vector (0.5485, 0.7324)>
  UV <Vector (0.5420, 0.7302)>
Face 3958
UV Count: 3
  UV <Vector (0.8594, 0.7493)>
  UV <Vector (0.8504, 0.7461)>
  UV <Vector (0.8568, 0.7426)>
Face 3959
UV Count: 3
  UV <Vector (0.8197, 0.9376)>
  UV <Vector (0.8276, 0.9385)>
  UV <Vector (0.8213, 0.9427)>
Face 3960
UV Count: 3
  UV <Vector (0.8056, 0.9448)>
  UV <Vector (0.8022, 0.9521)>
  UV <Vector (0.8003, 0.9459)>
Face 3961
UV Count: 3
  UV <Vector (0.7651, 0.8990)>
  UV <Vector (0.7588, 0.9025)>
  UV <Vector (0.7593, 0.8978)>
Face 3962
UV Count: 3
  UV <Vector (0.7703, 0.9097)>
  UV <Vector (0.7643, 0.9137)>
  UV <Vector (0.7645, 0.9088)>
Face 3963
UV Count: 3
  UV <Vector (0.5361, 0.7155)>
  UV <Vector (0.5436, 0.7232)>
  UV <Vector (0.5355, 0.7218)>
Face 3964
UV Count: 3
  UV <Vector (0.5355, 0.7218)>
  UV <Vector (0.5420, 0.7302)>
  UV <Vector (0.5338, 0.7275)>
Face 3965
UV Count: 3
  UV <Vector (0.8626, 0.7567)>
  UV <Vector (0.8526, 0.7524)>
  UV <Vector (0.8594, 0.7493)>
Face 3966
UV Count: 3
  UV <Vector (0.5455, 0.7168)>
  UV <Vector (0.5511, 0.7242)>
  UV <Vector (0.5436, 0.7232)>
Face 3967
UV Count: 3
  UV <Vector (0.7765, 0.9049)>
  UV <Vector (0.7703, 0.9097)>
  UV <Vector (0.7704, 0.9045)>
Face 3968
UV Count: 3
  UV <Vector (0.7599, 0.8931)>
  UV <Vector (0.7651, 0.8990)>
  UV <Vector (0.7593, 0.8978)>
Face 3969
UV Count: 3
  UV <Vector (0.8044, 0.9315)>
  UV <Vector (0.8119, 0.9352)>
  UV <Vector (0.8051, 0.9377)>
Face 3970
UV Count: 3
  UV <Vector (0.7647, 0.9039)>
  UV <Vector (0.7583, 0.9071)>
  UV <Vector (0.7588, 0.9025)>
Face 3971
UV Count: 3
  UV <Vector (0.5938, 0.9667)>
  UV <Vector (0.5793, 0.9678)>
  UV <Vector (0.5800, 0.9632)>
Face 3972
UV Count: 3
  UV <Vector (0.5598, 0.9740)>
  UV <Vector (0.5564, 0.9785)>
  UV <Vector (0.5560, 0.9743)>
Face 3973
UV Count: 3
  UV <Vector (0.8084, 0.9766)>
  UV <Vector (0.7968, 0.9756)>
  UV <Vector (0.8084, 0.9746)>
Face 3974
UV Count: 3
  UV <Vector (0.8091, 0.9690)>
  UV <Vector (0.7969, 0.9688)>
  UV <Vector (0.8092, 0.9643)>
Face 3975
UV Count: 3
  UV <Vector (0.8084, 0.9766)>
  UV <Vector (0.7973, 0.9811)>
  UV <Vector (0.7962, 0.9782)>
Face 3976
UV Count: 3
  UV <Vector (0.8084, 0.9746)>
  UV <Vector (0.7973, 0.9737)>
  UV <Vector (0.8088, 0.9722)>
Face 3977
UV Count: 3
  UV <Vector (0.7968, 0.9756)>
  UV <Vector (0.7859, 0.9740)>
  UV <Vector (0.7973, 0.9737)>
Face 3978
UV Count: 3
  UV <Vector (0.7973, 0.9737)>
  UV <Vector (0.7864, 0.9725)>
  UV <Vector (0.7976, 0.9716)>
Face 3979
UV Count: 3
  UV <Vector (0.7700, 0.9655)>
  UV <Vector (0.7702, 0.9640)>
  UV <Vector (0.7790, 0.9674)>
Face 3980
UV Count: 3
  UV <Vector (0.7790, 0.9674)>
  UV <Vector (0.7785, 0.9699)>
  UV <Vector (0.7700, 0.9655)>
Face 3981
UV Count: 3
  UV <Vector (0.7779, 0.9708)>
  UV <Vector (0.7707, 0.9677)>
  UV <Vector (0.7704, 0.9667)>
Face 3982
UV Count: 3
  UV <Vector (0.7704, 0.9667)>
  UV <Vector (0.7574, 0.9597)>
  UV <Vector (0.7580, 0.9595)>
Face 3983
UV Count: 3
  UV <Vector (0.7580, 0.9595)>
  UV <Vector (0.7700, 0.9655)>
  UV <Vector (0.7704, 0.9667)>
Face 3984
UV Count: 3
  UV <Vector (0.7491, 0.9457)>
  UV <Vector (0.7351, 0.9293)>
  UV <Vector (0.7355, 0.9262)>
Face 3985
UV Count: 3
  UV <Vector (0.7574, 0.9597)>
  UV <Vector (0.7482, 0.9468)>
  UV <Vector (0.7580, 0.9595)>
Face 3986
UV Count: 3
  UV <Vector (0.7482, 0.9468)>
  UV <Vector (0.7356, 0.9304)>
  UV <Vector (0.7355, 0.9298)>
Face 3987
UV Count: 3
  UV <Vector (0.7355, 0.9262)>
  UV <Vector (0.7494, 0.9446)>
  UV <Vector (0.7491, 0.9457)>
Face 3988
UV Count: 3
  UV <Vector (0.7355, 0.9298)>
  UV <Vector (0.7487, 0.9467)>
  UV <Vector (0.7482, 0.9468)>
Face 3989
UV Count: 3
  UV <Vector (0.6946, 0.9087)>
  UV <Vector (0.7182, 0.9152)>
  UV <Vector (0.7183, 0.9155)>
Face 3990
UV Count: 3
  UV <Vector (0.7179, 0.9145)>
  UV <Vector (0.6946, 0.9084)>
  UV <Vector (0.6946, 0.9077)>
Face 3991
UV Count: 3
  UV <Vector (0.6946, 0.9067)>
  UV <Vector (0.6721, 0.9105)>
  UV <Vector (0.6947, 0.9043)>
Face 3992
UV Count: 3
  UV <Vector (0.7767, 0.8997)>
  UV <Vector (0.7704, 0.9045)>
  UV <Vector (0.7708, 0.8995)>
Face 3993
UV Count: 3
  UV <Vector (0.7616, 0.8836)>
  UV <Vector (0.7660, 0.8890)>
  UV <Vector (0.7607, 0.8886)>
Face 3994
UV Count: 3
  UV <Vector (0.8099, 0.9192)>
  UV <Vector (0.8039, 0.9257)>
  UV <Vector (0.8036, 0.9201)>
Face 3995
UV Count: 3
  UV <Vector (0.8253, 0.9287)>
  UV <Vector (0.8329, 0.9297)>
  UV <Vector (0.8263, 0.9335)>
Face 3996
UV Count: 3
  UV <Vector (0.7977, 0.9095)>
  UV <Vector (0.7921, 0.9156)>
  UV <Vector (0.7921, 0.9100)>
Face 3997
UV Count: 3
  UV <Vector (0.7621, 0.8724)>
  UV <Vector (0.7668, 0.8782)>
  UV <Vector (0.7621, 0.8780)>
Face 3998
UV Count: 3
  UV <Vector (0.8101, 0.9082)>
  UV <Vector (0.8035, 0.9146)>
  UV <Vector (0.8037, 0.9089)>
Face 3999
UV Count: 3
  UV <Vector (0.8172, 0.9222)>
  UV <Vector (0.8246, 0.9244)>
  UV <Vector (0.8178, 0.9271)>
Face 4000
UV Count: 3
  UV <Vector (0.7716, 0.8784)>
  UV <Vector (0.7772, 0.8839)>
  UV <Vector (0.7714, 0.8840)>
Face 4001
UV Count: 3
  UV <Vector (0.8111, 0.8966)>
  UV <Vector (0.8041, 0.9031)>
  UV <Vector (0.8046, 0.8975)>
Face 4002
UV Count: 3
  UV <Vector (0.8238, 0.9106)>
  UV <Vector (0.8169, 0.9174)>
  UV <Vector (0.8168, 0.9123)>
Face 4003
UV Count: 3
  UV <Vector (0.8308, 0.9093)>
  UV <Vector (0.8239, 0.9154)>
  UV <Vector (0.8238, 0.9106)>
Face 4004
UV Count: 3
  UV <Vector (0.7822, 0.8673)>
  UV <Vector (0.7767, 0.8728)>
  UV <Vector (0.7764, 0.8673)>
Face 4005
UV Count: 3
  UV <Vector (0.8120, 0.8858)>
  UV <Vector (0.8050, 0.8920)>
  UV <Vector (0.8052, 0.8867)>
Face 4006
UV Count: 3
  UV <Vector (0.8242, 0.8999)>
  UV <Vector (0.8170, 0.9068)>
  UV <Vector (0.8173, 0.9011)>
Face 4007
UV Count: 3
  UV <Vector (0.8379, 0.9029)>
  UV <Vector (0.8308, 0.9093)>
  UV <Vector (0.8310, 0.9041)>
Face 4008
UV Count: 3
  UV <Vector (0.7823, 0.8621)>
  UV <Vector (0.7875, 0.8673)>
  UV <Vector (0.7822, 0.8673)>
Face 4009
UV Count: 3
  UV <Vector (0.8123, 0.8763)>
  UV <Vector (0.8053, 0.8816)>
  UV <Vector (0.8054, 0.8768)>
Face 4010
UV Count: 3
  UV <Vector (0.8251, 0.8889)>
  UV <Vector (0.8178, 0.8955)>
  UV <Vector (0.8183, 0.8900)>
Face 4011
UV Count: 3
  UV <Vector (0.8319, 0.8879)>
  UV <Vector (0.8247, 0.8943)>
  UV <Vector (0.8251, 0.8889)>
Face 4012
UV Count: 3
  UV <Vector (0.8192, 0.8756)>
  UV <Vector (0.8121, 0.8808)>
  UV <Vector (0.8123, 0.8763)>
Face 4013
UV Count: 3
  UV <Vector (0.8133, 0.8671)>
  UV <Vector (0.8055, 0.8720)>
  UV <Vector (0.8059, 0.8671)>
Face 4014
UV Count: 3
  UV <Vector (0.8259, 0.8793)>
  UV <Vector (0.8187, 0.8848)>
  UV <Vector (0.8190, 0.8800)>
Face 4015
UV Count: 3
  UV <Vector (0.8392, 0.8824)>
  UV <Vector (0.8319, 0.8879)>
  UV <Vector (0.8323, 0.8831)>
Face 4016
UV Count: 3
  UV <Vector (0.7944, 0.8517)>
  UV <Vector (0.8003, 0.8570)>
  UV <Vector (0.7941, 0.8570)>
Face 4017
UV Count: 3
  UV <Vector (0.8333, 0.8703)>
  UV <Vector (0.8263, 0.8750)>
  UV <Vector (0.8267, 0.8708)>
Face 4018
UV Count: 3
  UV <Vector (0.8267, 0.8708)>
  UV <Vector (0.8192, 0.8756)>
  UV <Vector (0.8198, 0.8713)>
Face 4019
UV Count: 3
  UV <Vector (0.7568, 0.8724)>
  UV <Vector (0.7621, 0.8780)>
  UV <Vector (0.7564, 0.8774)>
Face 4020
UV Count: 3
  UV <Vector (0.8037, 0.9089)>
  UV <Vector (0.7975, 0.9152)>
  UV <Vector (0.7977, 0.9095)>
Face 4021
UV Count: 3
  UV <Vector (0.8239, 0.9154)>
  UV <Vector (0.8172, 0.9222)>
  UV <Vector (0.8169, 0.9174)>
Face 4022
UV Count: 3
  UV <Vector (0.8098, 0.9139)>
  UV <Vector (0.8036, 0.9201)>
  UV <Vector (0.8035, 0.9146)>
Face 4023
UV Count: 3
  UV <Vector (0.8316, 0.9218)>
  UV <Vector (0.8393, 0.9226)>
  UV <Vector (0.8322, 0.9257)>
Face 4024
UV Count: 3
  UV <Vector (0.8046, 0.8975)>
  UV <Vector (0.7980, 0.9038)>
  UV <Vector (0.7983, 0.8982)>
Face 4025
UV Count: 3
  UV <Vector (0.7989, 0.8875)>
  UV <Vector (0.7930, 0.8935)>
  UV <Vector (0.7931, 0.8881)>
Face 4026
UV Count: 3
  UV <Vector (0.8311, 0.9178)>
  UV <Vector (0.8388, 0.9192)>
  UV <Vector (0.8316, 0.9218)>
Face 4027
UV Count: 3
  UV <Vector (0.8381, 0.9122)>
  UV <Vector (0.8311, 0.9178)>
  UV <Vector (0.8309, 0.9137)>
Face 4028
UV Count: 3
  UV <Vector (0.8310, 0.9041)>
  UV <Vector (0.8238, 0.9106)>
  UV <Vector (0.8239, 0.9054)>
Face 4029
UV Count: 3
  UV <Vector (0.8247, 0.8943)>
  UV <Vector (0.8173, 0.9011)>
  UV <Vector (0.8178, 0.8955)>
Face 4030
UV Count: 3
  UV <Vector (0.8379, 0.9081)>
  UV <Vector (0.8309, 0.9137)>
  UV <Vector (0.8308, 0.9093)>
Face 4031
UV Count: 3
  UV <Vector (0.8379, 0.9081)>
  UV <Vector (0.8459, 0.9104)>
  UV <Vector (0.8381, 0.9122)>
Face 4032
UV Count: 3
  UV <Vector (0.8054, 0.8768)>
  UV <Vector (0.7989, 0.8823)>
  UV <Vector (0.7988, 0.8773)>
Face 4033
UV Count: 3
  UV <Vector (0.8382, 0.8974)>
  UV <Vector (0.8455, 0.9016)>
  UV <Vector (0.8379, 0.9029)>
Face 4034
UV Count: 3
  UV <Vector (0.8382, 0.8974)>
  UV <Vector (0.8310, 0.9041)>
  UV <Vector (0.8313, 0.8986)>
Face 4035
UV Count: 3
  UV <Vector (0.8385, 0.8921)>
  UV <Vector (0.8313, 0.8986)>
  UV <Vector (0.8315, 0.8931)>
Face 4036
UV Count: 3
  UV <Vector (0.8323, 0.8831)>
  UV <Vector (0.8251, 0.8889)>
  UV <Vector (0.8255, 0.8839)>
Face 4037
UV Count: 3
  UV <Vector (0.8263, 0.8750)>
  UV <Vector (0.8190, 0.8800)>
  UV <Vector (0.8192, 0.8756)>
Face 4038
UV Count: 3
  UV <Vector (0.8389, 0.8870)>
  UV <Vector (0.8315, 0.8931)>
  UV <Vector (0.8319, 0.8879)>
Face 4039
UV Count: 3
  UV <Vector (0.8389, 0.8870)>
  UV <Vector (0.8457, 0.8913)>
  UV <Vector (0.8385, 0.8921)>
Face 4040
UV Count: 3
  UV <Vector (0.7644, 0.9296)>
  UV <Vector (0.7581, 0.9319)>
  UV <Vector (0.7580, 0.9265)>
Face 4041
UV Count: 3
  UV <Vector (0.8397, 0.8780)>
  UV <Vector (0.8462, 0.8819)>
  UV <Vector (0.8392, 0.8824)>
Face 4042
UV Count: 3
  UV <Vector (0.8397, 0.8780)>
  UV <Vector (0.8323, 0.8831)>
  UV <Vector (0.8327, 0.8786)>
Face 4043
UV Count: 3
  UV <Vector (0.8399, 0.8739)>
  UV <Vector (0.8327, 0.8786)>
  UV <Vector (0.8331, 0.8744)>
Face 4044
UV Count: 3
  UV <Vector (0.8333, 0.8658)>
  UV <Vector (0.8267, 0.8708)>
  UV <Vector (0.8267, 0.8663)>
Face 4045
UV Count: 3
  UV <Vector (0.8471, 0.8694)>
  UV <Vector (0.8399, 0.8739)>
  UV <Vector (0.8401, 0.8698)>
Face 4046
UV Count: 3
  UV <Vector (0.8401, 0.8698)>
  UV <Vector (0.8331, 0.8744)>
  UV <Vector (0.8333, 0.8703)>
Face 4047
UV Count: 3
  UV <Vector (0.7983, 0.8982)>
  UV <Vector (0.7924, 0.9044)>
  UV <Vector (0.7927, 0.8989)>
Face 4048
UV Count: 3
  UV <Vector (0.8239, 0.9054)>
  UV <Vector (0.8168, 0.9123)>
  UV <Vector (0.8170, 0.9068)>
Face 4049
UV Count: 3
  UV <Vector (0.8461, 0.9137)>
  UV <Vector (0.8381, 0.9122)>
  UV <Vector (0.8459, 0.9104)>
Face 4050
UV Count: 3
  UV <Vector (0.8459, 0.9104)>
  UV <Vector (0.8539, 0.9129)>
  UV <Vector (0.8461, 0.9137)>
Face 4051
UV Count: 3
  UV <Vector (0.8116, 0.8911)>
  UV <Vector (0.8046, 0.8975)>
  UV <Vector (0.8050, 0.8920)>
Face 4052
UV Count: 3
  UV <Vector (0.8052, 0.8867)>
  UV <Vector (0.7987, 0.8928)>
  UV <Vector (0.7989, 0.8875)>
Face 4053
UV Count: 3
  UV <Vector (0.7988, 0.8773)>
  UV <Vector (0.7931, 0.8829)>
  UV <Vector (0.7930, 0.8777)>
Face 4054
UV Count: 3
  UV <Vector (0.8053, 0.8816)>
  UV <Vector (0.7989, 0.8875)>
  UV <Vector (0.7989, 0.8823)>
Face 4055
UV Count: 3
  UV <Vector (0.7714, 0.8728)>
  UV <Vector (0.7771, 0.8784)>
  UV <Vector (0.7716, 0.8784)>
Face 4056
UV Count: 3
  UV <Vector (0.8379, 0.9029)>
  UV <Vector (0.8455, 0.9064)>
  UV <Vector (0.8379, 0.9081)>
Face 4057
UV Count: 3
  UV <Vector (0.8539, 0.9057)>
  UV <Vector (0.8626, 0.9095)>
  UV <Vector (0.8541, 0.9096)>
Face 4058
UV Count: 3
  UV <Vector (0.8455, 0.9064)>
  UV <Vector (0.8541, 0.9096)>
  UV <Vector (0.8459, 0.9104)>
Face 4059
UV Count: 3
  UV <Vector (0.8455, 0.9016)>
  UV <Vector (0.8539, 0.9057)>
  UV <Vector (0.8455, 0.9064)>
Face 4060
UV Count: 3
  UV <Vector (0.8385, 0.8921)>
  UV <Vector (0.8456, 0.8964)>
  UV <Vector (0.8382, 0.8974)>
Face 4061
UV Count: 3
  UV <Vector (0.8534, 0.8957)>
  UV <Vector (0.8618, 0.9006)>
  UV <Vector (0.8536, 0.9008)>
Face 4062
UV Count: 3
  UV <Vector (0.8456, 0.8964)>
  UV <Vector (0.8536, 0.9008)>
  UV <Vector (0.8455, 0.9016)>
Face 4063
UV Count: 3
  UV <Vector (0.8457, 0.8913)>
  UV <Vector (0.8534, 0.8957)>
  UV <Vector (0.8456, 0.8964)>
Face 4064
UV Count: 3
  UV <Vector (0.8392, 0.8824)>
  UV <Vector (0.8459, 0.8864)>
  UV <Vector (0.8389, 0.8870)>
Face 4065
UV Count: 3
  UV <Vector (0.8532, 0.8863)>
  UV <Vector (0.8610, 0.8913)>
  UV <Vector (0.8532, 0.8908)>
Face 4066
UV Count: 3
  UV <Vector (0.8459, 0.8864)>
  UV <Vector (0.8532, 0.8908)>
  UV <Vector (0.8457, 0.8913)>
Face 4067
UV Count: 3
  UV <Vector (0.8462, 0.8819)>
  UV <Vector (0.8532, 0.8863)>
  UV <Vector (0.8459, 0.8864)>
Face 4068
UV Count: 3
  UV <Vector (0.8469, 0.8735)>
  UV <Vector (0.8397, 0.8780)>
  UV <Vector (0.8399, 0.8739)>
Face 4069
UV Count: 3
  UV <Vector (0.8536, 0.8777)>
  UV <Vector (0.8607, 0.8826)>
  UV <Vector (0.8534, 0.8819)>
Face 4070
UV Count: 3
  UV <Vector (0.8466, 0.8776)>
  UV <Vector (0.8534, 0.8819)>
  UV <Vector (0.8462, 0.8819)>
Face 4071
UV Count: 3
  UV <Vector (0.8538, 0.8735)>
  UV <Vector (0.8466, 0.8776)>
  UV <Vector (0.8469, 0.8735)>
Face 4072
UV Count: 3
  UV <Vector (0.8470, 0.8652)>
  UV <Vector (0.8401, 0.8698)>
  UV <Vector (0.8401, 0.8654)>
Face 4073
UV Count: 3
  UV <Vector (0.8528, 0.8559)>
  UV <Vector (0.8465, 0.8606)>
  UV <Vector (0.8464, 0.8557)>
Face 4074
UV Count: 3
  UV <Vector (0.8539, 0.8693)>
  UV <Vector (0.8469, 0.8735)>
  UV <Vector (0.8471, 0.8694)>
Face 4075
UV Count: 3
  UV <Vector (0.8461, 0.9137)>
  UV <Vector (0.8533, 0.9157)>
  UV <Vector (0.8459, 0.9169)>
Face 4076
UV Count: 3
  UV <Vector (0.8618, 0.9153)>
  UV <Vector (0.8698, 0.9184)>
  UV <Vector (0.8598, 0.9174)>
Face 4077
UV Count: 3
  UV <Vector (0.8541, 0.9096)>
  UV <Vector (0.8625, 0.9127)>
  UV <Vector (0.8539, 0.9129)>
Face 4078
UV Count: 3
  UV <Vector (0.8720, 0.9137)>
  UV <Vector (0.8816, 0.9193)>
  UV <Vector (0.8715, 0.9166)>
Face 4079
UV Count: 3
  UV <Vector (0.8625, 0.9127)>
  UV <Vector (0.8715, 0.9166)>
  UV <Vector (0.8618, 0.9153)>
Face 4080
UV Count: 3
  UV <Vector (0.8626, 0.9095)>
  UV <Vector (0.8720, 0.9137)>
  UV <Vector (0.8625, 0.9127)>
Face 4081
UV Count: 3
  UV <Vector (0.8536, 0.9008)>
  UV <Vector (0.8622, 0.9054)>
  UV <Vector (0.8539, 0.9057)>
Face 4082
UV Count: 3
  UV <Vector (0.8798, 0.9068)>
  UV <Vector (0.8717, 0.9102)>
  UV <Vector (0.8711, 0.9059)>
Face 4083
UV Count: 3
  UV <Vector (0.8622, 0.9054)>
  UV <Vector (0.8717, 0.9102)>
  UV <Vector (0.8626, 0.9095)>
Face 4084
UV Count: 3
  UV <Vector (0.8618, 0.9006)>
  UV <Vector (0.8711, 0.9059)>
  UV <Vector (0.8622, 0.9054)>
Face 4085
UV Count: 3
  UV <Vector (0.8532, 0.8908)>
  UV <Vector (0.8614, 0.8959)>
  UV <Vector (0.8534, 0.8957)>
Face 4086
UV Count: 3
  UV <Vector (0.8778, 0.8978)>
  UV <Vector (0.8703, 0.9010)>
  UV <Vector (0.8695, 0.8966)>
Face 4087
UV Count: 3
  UV <Vector (0.8614, 0.8959)>
  UV <Vector (0.8703, 0.9010)>
  UV <Vector (0.8618, 0.9006)>
Face 4088
UV Count: 3
  UV <Vector (0.8610, 0.8913)>
  UV <Vector (0.8695, 0.8966)>
  UV <Vector (0.8614, 0.8959)>
Face 4089
UV Count: 3
  UV <Vector (0.8534, 0.8819)>
  UV <Vector (0.8608, 0.8868)>
  UV <Vector (0.8532, 0.8863)>
Face 4090
UV Count: 3
  UV <Vector (0.8761, 0.8895)>
  UV <Vector (0.8689, 0.8923)>
  UV <Vector (0.8684, 0.8880)>
Face 4091
UV Count: 3
  UV <Vector (0.8608, 0.8868)>
  UV <Vector (0.8689, 0.8923)>
  UV <Vector (0.8610, 0.8913)>
Face 4092
UV Count: 3
  UV <Vector (0.8607, 0.8826)>
  UV <Vector (0.8684, 0.8880)>
  UV <Vector (0.8608, 0.8868)>
Face 4093
UV Count: 3
  UV <Vector (0.8538, 0.8735)>
  UV <Vector (0.8607, 0.8783)>
  UV <Vector (0.8536, 0.8777)>
Face 4094
UV Count: 3
  UV <Vector (0.8677, 0.8794)>
  UV <Vector (0.8753, 0.8853)>
  UV <Vector (0.8680, 0.8838)>
Face 4095
UV Count: 3
  UV <Vector (0.8607, 0.8783)>
  UV <Vector (0.8680, 0.8838)>
  UV <Vector (0.8607, 0.8826)>
Face 4096
UV Count: 3
  UV <Vector (0.8607, 0.8740)>
  UV <Vector (0.8677, 0.8794)>
  UV <Vector (0.8607, 0.8783)>
Face 4097
UV Count: 3
  UV <Vector (0.8461, 0.8503)>
  UV <Vector (0.8398, 0.8557)>
  UV <Vector (0.8397, 0.8503)>
Face 4098
UV Count: 3
  UV <Vector (0.8674, 0.8705)>
  UV <Vector (0.8743, 0.8761)>
  UV <Vector (0.8676, 0.8750)>
Face 4099
UV Count: 3
  UV <Vector (0.8674, 0.8705)>
  UV <Vector (0.8607, 0.8740)>
  UV <Vector (0.8607, 0.8697)>
Face 4100
UV Count: 3
  UV <Vector (0.8598, 0.9174)>
  UV <Vector (0.8660, 0.9195)>
  UV <Vector (0.8563, 0.9197)>
Face 4101
UV Count: 3
  UV <Vector (0.8570, 0.8086)>
  UV <Vector (0.8623, 0.8120)>
  UV <Vector (0.8564, 0.8120)>
Face 4102
UV Count: 3
  UV <Vector (0.7993, 0.8672)>
  UV <Vector (0.7929, 0.8725)>
  UV <Vector (0.7932, 0.8673)>
Face 4103
UV Count: 3
  UV <Vector (0.7730, 0.8517)>
  UV <Vector (0.7770, 0.8569)>
  UV <Vector (0.7724, 0.8568)>
Face 4104
UV Count: 3
  UV <Vector (0.8627, 0.8085)>
  UV <Vector (0.8680, 0.8122)>
  UV <Vector (0.8623, 0.8120)>
Face 4105
UV Count: 3
  UV <Vector (0.8806, 0.9115)>
  UV <Vector (0.8720, 0.9137)>
  UV <Vector (0.8717, 0.9102)>
Face 4106
UV Count: 3
  UV <Vector (0.7835, 0.8464)>
  UV <Vector (0.7887, 0.8517)>
  UV <Vector (0.7831, 0.8517)>
Face 4107
UV Count: 3
  UV <Vector (0.8899, 0.9175)>
  UV <Vector (0.8816, 0.9193)>
  UV <Vector (0.8812, 0.9156)>
Face 4108
UV Count: 3
  UV <Vector (0.8893, 0.9130)>
  UV <Vector (0.8812, 0.9156)>
  UV <Vector (0.8806, 0.9115)>
Face 4109
UV Count: 3
  UV <Vector (0.8788, 0.9021)>
  UV <Vector (0.8711, 0.9059)>
  UV <Vector (0.8703, 0.9010)>
Face 4110
UV Count: 3
  UV <Vector (0.8007, 0.8516)>
  UV <Vector (0.8067, 0.8571)>
  UV <Vector (0.8003, 0.8570)>
Face 4111
UV Count: 3
  UV <Vector (0.8888, 0.9084)>
  UV <Vector (0.8806, 0.9115)>
  UV <Vector (0.8798, 0.9068)>
Face 4112
UV Count: 3
  UV <Vector (0.8880, 0.9038)>
  UV <Vector (0.8798, 0.9068)>
  UV <Vector (0.8788, 0.9021)>
Face 4113
UV Count: 3
  UV <Vector (0.8768, 0.8937)>
  UV <Vector (0.8695, 0.8966)>
  UV <Vector (0.8689, 0.8923)>
Face 4114
UV Count: 3
  UV <Vector (0.8983, 0.9008)>
  UV <Vector (0.8880, 0.9038)>
  UV <Vector (0.8871, 0.8993)>
Face 4115
UV Count: 3
  UV <Vector (0.8871, 0.8993)>
  UV <Vector (0.8788, 0.9021)>
  UV <Vector (0.8778, 0.8978)>
Face 4116
UV Count: 3
  UV <Vector (0.8863, 0.8951)>
  UV <Vector (0.8778, 0.8978)>
  UV <Vector (0.8768, 0.8937)>
Face 4117
UV Count: 3
  UV <Vector (0.8753, 0.8853)>
  UV <Vector (0.8684, 0.8880)>
  UV <Vector (0.8680, 0.8838)>
Face 4118
UV Count: 3
  UV <Vector (0.8854, 0.8907)>
  UV <Vector (0.8979, 0.8965)>
  UV <Vector (0.8863, 0.8951)>
Face 4119
UV Count: 3
  UV <Vector (0.8761, 0.8895)>
  UV <Vector (0.8863, 0.8951)>
  UV <Vector (0.8768, 0.8937)>
Face 4120
UV Count: 3
  UV <Vector (0.8753, 0.8853)>
  UV <Vector (0.8854, 0.8907)>
  UV <Vector (0.8761, 0.8895)>
Face 4121
UV Count: 3
  UV <Vector (0.8676, 0.8750)>
  UV <Vector (0.8747, 0.8809)>
  UV <Vector (0.8677, 0.8794)>
Face 4122
UV Count: 3
  UV <Vector (0.8835, 0.8818)>
  UV <Vector (0.8972, 0.8878)>
  UV <Vector (0.8846, 0.8863)>
Face 4123
UV Count: 3
  UV <Vector (0.8747, 0.8809)>
  UV <Vector (0.8846, 0.8863)>
  UV <Vector (0.8753, 0.8853)>
Face 4124
UV Count: 3
  UV <Vector (0.8743, 0.8761)>
  UV <Vector (0.8835, 0.8818)>
  UV <Vector (0.8747, 0.8809)>
Face 4125
UV Count: 3
  UV <Vector (0.8670, 0.8661)>
  UV <Vector (0.8740, 0.8712)>
  UV <Vector (0.8674, 0.8705)>
Face 4126
UV Count: 3
  UV <Vector (0.8661, 0.8565)>
  UV <Vector (0.8600, 0.8611)>
  UV <Vector (0.8594, 0.8562)>
Face 4127
UV Count: 3
  UV <Vector (0.8740, 0.8712)>
  UV <Vector (0.8826, 0.8769)>
  UV <Vector (0.8743, 0.8761)>
Face 4128
UV Count: 3
  UV <Vector (0.7778, 0.8517)>
  UV <Vector (0.7826, 0.8569)>
  UV <Vector (0.7770, 0.8569)>
Face 4129
UV Count: 3
  UV <Vector (0.8059, 0.8671)>
  UV <Vector (0.7989, 0.8723)>
  UV <Vector (0.7993, 0.8672)>
Face 4130
UV Count: 3
  UV <Vector (0.8746, 0.8094)>
  UV <Vector (0.8793, 0.8125)>
  UV <Vector (0.8737, 0.8124)>
Face 4131
UV Count: 3
  UV <Vector (0.7937, 0.8622)>
  UV <Vector (0.7993, 0.8672)>
  UV <Vector (0.7932, 0.8673)>
Face 4132
UV Count: 3
  UV <Vector (0.7580, 0.9265)>
  UV <Vector (0.7518, 0.9275)>
  UV <Vector (0.7522, 0.9229)>
Face 4133
UV Count: 3
  UV <Vector (0.7841, 0.8408)>
  UV <Vector (0.7891, 0.8463)>
  UV <Vector (0.7835, 0.8464)>
Face 4134
UV Count: 3
  UV <Vector (0.7827, 0.9405)>
  UV <Vector (0.7768, 0.9467)>
  UV <Vector (0.7767, 0.9400)>
Face 4135
UV Count: 3
  UV <Vector (0.8816, 0.8098)>
  UV <Vector (0.8912, 0.8131)>
  UV <Vector (0.8793, 0.8125)>
Face 4136
UV Count: 3
  UV <Vector (0.7644, 0.9240)>
  UV <Vector (0.7580, 0.9265)>
  UV <Vector (0.7580, 0.9214)>
Face 4137
UV Count: 3
  UV <Vector (0.8986, 0.9053)>
  UV <Vector (0.8888, 0.9084)>
  UV <Vector (0.8880, 0.9038)>
Face 4138
UV Count: 3
  UV <Vector (0.7643, 0.9137)>
  UV <Vector (0.7579, 0.9166)>
  UV <Vector (0.7580, 0.9119)>
Face 4139
UV Count: 3
  UV <Vector (0.8075, 0.8459)>
  UV <Vector (0.8007, 0.8516)>
  UV <Vector (0.8012, 0.8459)>
Face 4140
UV Count: 3
  UV <Vector (0.7763, 0.9273)>
  UV <Vector (0.7705, 0.9321)>
  UV <Vector (0.7704, 0.9261)>
Face 4141
UV Count: 3
  UV <Vector (0.7917, 0.8180)>
  UV <Vector (0.7868, 0.8236)>
  UV <Vector (0.7871, 0.8181)>
Face 4142
UV Count: 3
  UV <Vector (0.8537, 0.8652)>
  UV <Vector (0.8471, 0.8694)>
  UV <Vector (0.8470, 0.8652)>
Face 4143
UV Count: 3
  UV <Vector (0.8607, 0.8697)>
  UV <Vector (0.8538, 0.8735)>
  UV <Vector (0.8539, 0.8693)>
Face 4144
UV Count: 3
  UV <Vector (0.8846, 0.8863)>
  UV <Vector (0.8975, 0.8922)>
  UV <Vector (0.8854, 0.8907)>
Face 4145
UV Count: 3
  UV <Vector (0.8665, 0.8615)>
  UV <Vector (0.8604, 0.8655)>
  UV <Vector (0.8600, 0.8611)>
Face 4146
UV Count: 3
  UV <Vector (0.8670, 0.8661)>
  UV <Vector (0.8607, 0.8697)>
  UV <Vector (0.8604, 0.8655)>
Face 4147
UV Count: 3
  UV <Vector (0.8600, 0.8611)>
  UV <Vector (0.8537, 0.8652)>
  UV <Vector (0.8533, 0.8608)>
Face 4148
UV Count: 3
  UV <Vector (0.8594, 0.8562)>
  UV <Vector (0.8533, 0.8608)>
  UV <Vector (0.8528, 0.8559)>
Face 4149
UV Count: 3
  UV <Vector (0.8593, 0.8451)>
  UV <Vector (0.8527, 0.8505)>
  UV <Vector (0.8529, 0.8448)>
Face 4150
UV Count: 3
  UV <Vector (0.8731, 0.8619)>
  UV <Vector (0.8670, 0.8661)>
  UV <Vector (0.8665, 0.8615)>
Face 4151
UV Count: 3
  UV <Vector (0.8727, 0.8569)>
  UV <Vector (0.8665, 0.8615)>
  UV <Vector (0.8661, 0.8565)>
Face 4152
UV Count: 3
  UV <Vector (0.8727, 0.8569)>
  UV <Vector (0.8805, 0.8621)>
  UV <Vector (0.8731, 0.8619)>
Face 4153
UV Count: 3
  UV <Vector (0.8723, 0.8514)>
  UV <Vector (0.8661, 0.8565)>
  UV <Vector (0.8657, 0.8512)>
Face 4154
UV Count: 3
  UV <Vector (0.7668, 0.8237)>
  UV <Vector (0.7699, 0.8292)>
  UV <Vector (0.7658, 0.8291)>
Face 4155
UV Count: 3
  UV <Vector (0.7745, 0.8294)>
  UV <Vector (0.7787, 0.8353)>
  UV <Vector (0.7735, 0.8352)>
Face 4156
UV Count: 3
  UV <Vector (0.7579, 0.9166)>
  UV <Vector (0.7526, 0.9183)>
  UV <Vector (0.7530, 0.9144)>
Face 4157
UV Count: 3
  UV <Vector (0.8003, 0.8570)>
  UV <Vector (0.8062, 0.8621)>
  UV <Vector (0.7998, 0.8621)>
Face 4158
UV Count: 3
  UV <Vector (0.7848, 0.8351)>
  UV <Vector (0.7897, 0.8406)>
  UV <Vector (0.7841, 0.8408)>
Face 4159
UV Count: 3
  UV <Vector (0.8401, 0.8654)>
  UV <Vector (0.8333, 0.8703)>
  UV <Vector (0.8333, 0.8658)>
Face 4160
UV Count: 3
  UV <Vector (0.7868, 0.8236)>
  UV <Vector (0.7905, 0.8293)>
  UV <Vector (0.7858, 0.8294)>
Face 4161
UV Count: 3
  UV <Vector (0.7704, 0.9261)>
  UV <Vector (0.7644, 0.9296)>
  UV <Vector (0.7644, 0.9240)>
Face 4162
UV Count: 3
  UV <Vector (0.7645, 0.9358)>
  UV <Vector (0.7580, 0.9381)>
  UV <Vector (0.7581, 0.9319)>
Face 4163
UV Count: 3
  UV <Vector (0.7645, 0.9088)>
  UV <Vector (0.7580, 0.9119)>
  UV <Vector (0.7583, 0.9071)>
Face 4164
UV Count: 3
  UV <Vector (0.7762, 0.9155)>
  UV <Vector (0.7704, 0.9203)>
  UV <Vector (0.7703, 0.9149)>
Face 4165
UV Count: 3
  UV <Vector (0.7703, 0.9149)>
  UV <Vector (0.7643, 0.9187)>
  UV <Vector (0.7643, 0.9137)>
Face 4166
UV Count: 3
  UV <Vector (0.7550, 0.8922)>
  UV <Vector (0.7593, 0.8978)>
  UV <Vector (0.7546, 0.8965)>
Face 4167
UV Count: 3
  UV <Vector (0.7554, 0.8878)>
  UV <Vector (0.7599, 0.8931)>
  UV <Vector (0.7550, 0.8922)>
Face 4168
UV Count: 3
  UV <Vector (0.7818, 0.9104)>
  UV <Vector (0.7762, 0.9155)>
  UV <Vector (0.7763, 0.9102)>
Face 4169
UV Count: 3
  UV <Vector (0.7704, 0.9045)>
  UV <Vector (0.7645, 0.9088)>
  UV <Vector (0.7647, 0.9039)>
Face 4170
UV Count: 3
  UV <Vector (0.7876, 0.9340)>
  UV <Vector (0.7827, 0.9405)>
  UV <Vector (0.7824, 0.9341)>
Face 4171
UV Count: 3
  UV <Vector (0.7976, 0.9209)>
  UV <Vector (0.7923, 0.9274)>
  UV <Vector (0.7922, 0.9214)>
Face 4172
UV Count: 3
  UV <Vector (0.7564, 0.8774)>
  UV <Vector (0.7616, 0.8836)>
  UV <Vector (0.7558, 0.8832)>
Face 4173
UV Count: 3
  UV <Vector (0.7655, 0.8940)>
  UV <Vector (0.7708, 0.8995)>
  UV <Vector (0.7651, 0.8990)>
Face 4174
UV Count: 3
  UV <Vector (0.7770, 0.8945)>
  UV <Vector (0.7708, 0.8995)>
  UV <Vector (0.7711, 0.8944)>
Face 4175
UV Count: 3
  UV <Vector (0.7621, 0.8780)>
  UV <Vector (0.7665, 0.8838)>
  UV <Vector (0.7616, 0.8836)>
Face 4176
UV Count: 3
  UV <Vector (0.7828, 0.8890)>
  UV <Vector (0.7770, 0.8945)>
  UV <Vector (0.7772, 0.8893)>
Face 4177
UV Count: 3
  UV <Vector (0.7665, 0.8838)>
  UV <Vector (0.7712, 0.8893)>
  UV <Vector (0.7660, 0.8890)>
Face 4178
UV Count: 3
  UV <Vector (0.8329, 0.9297)>
  UV <Vector (0.8402, 0.9300)>
  UV <Vector (0.8335, 0.9347)>
Face 4179
UV Count: 3
  UV <Vector (0.8183, 0.8900)>
  UV <Vector (0.8111, 0.8966)>
  UV <Vector (0.8116, 0.8911)>
Face 4180
UV Count: 3
  UV <Vector (0.7874, 0.8726)>
  UV <Vector (0.7826, 0.8782)>
  UV <Vector (0.7823, 0.8727)>
Face 4181
UV Count: 3
  UV <Vector (0.7668, 0.8726)>
  UV <Vector (0.7716, 0.8784)>
  UV <Vector (0.7668, 0.8782)>
Face 4182
UV Count: 3
  UV <Vector (0.7794, 0.8295)>
  UV <Vector (0.7848, 0.8351)>
  UV <Vector (0.7787, 0.8353)>
Face 4183
UV Count: 3
  UV <Vector (0.7858, 0.8294)>
  UV <Vector (0.7901, 0.8350)>
  UV <Vector (0.7848, 0.8351)>
Face 4184
UV Count: 3
  UV <Vector (0.7704, 0.9203)>
  UV <Vector (0.7644, 0.9240)>
  UV <Vector (0.7643, 0.9187)>
Face 4185
UV Count: 3
  UV <Vector (0.7760, 0.8184)>
  UV <Vector (0.7800, 0.8237)>
  UV <Vector (0.7754, 0.8237)>
Face 4186
UV Count: 3
  UV <Vector (0.8081, 0.8404)>
  UV <Vector (0.8012, 0.8459)>
  UV <Vector (0.8016, 0.8404)>
Face 4187
UV Count: 3
  UV <Vector (0.8003, 0.9459)>
  UV <Vector (0.7970, 0.9525)>
  UV <Vector (0.7948, 0.9464)>
Face 4188
UV Count: 3
  UV <Vector (0.7873, 0.9278)>
  UV <Vector (0.7824, 0.9341)>
  UV <Vector (0.7821, 0.9278)>
Face 4189
UV Count: 3
  UV <Vector (0.7821, 0.9278)>
  UV <Vector (0.7765, 0.9335)>
  UV <Vector (0.7763, 0.9273)>
Face 4190
UV Count: 3
  UV <Vector (0.7820, 0.9217)>
  UV <Vector (0.7763, 0.9273)>
  UV <Vector (0.7762, 0.9212)>
Face 4191
UV Count: 3
  UV <Vector (0.7763, 0.9102)>
  UV <Vector (0.7703, 0.9149)>
  UV <Vector (0.7703, 0.9097)>
Face 4192
UV Count: 3
  UV <Vector (0.7651, 0.8990)>
  UV <Vector (0.7704, 0.9045)>
  UV <Vector (0.7647, 0.9039)>
Face 4193
UV Count: 3
  UV <Vector (0.7817, 0.9159)>
  UV <Vector (0.7762, 0.9212)>
  UV <Vector (0.7762, 0.9155)>
Face 4194
UV Count: 3
  UV <Vector (0.7869, 0.9160)>
  UV <Vector (0.7820, 0.9217)>
  UV <Vector (0.7817, 0.9159)>
Face 4195
UV Count: 3
  UV <Vector (0.8039, 0.9257)>
  UV <Vector (0.7981, 0.9329)>
  UV <Vector (0.7977, 0.9268)>
Face 4196
UV Count: 3
  UV <Vector (0.7872, 0.9048)>
  UV <Vector (0.7818, 0.9104)>
  UV <Vector (0.7820, 0.9049)>
Face 4197
UV Count: 3
  UV <Vector (0.7820, 0.9049)>
  UV <Vector (0.7763, 0.9102)>
  UV <Vector (0.7765, 0.9049)>
Face 4198
UV Count: 3
  UV <Vector (0.7822, 0.8996)>
  UV <Vector (0.7765, 0.9049)>
  UV <Vector (0.7767, 0.8997)>
Face 4199
UV Count: 3
  UV <Vector (0.7712, 0.8893)>
  UV <Vector (0.7770, 0.8945)>
  UV <Vector (0.7711, 0.8944)>
Face 4200
UV Count: 3
  UV <Vector (0.7668, 0.8782)>
  UV <Vector (0.7714, 0.8840)>
  UV <Vector (0.7665, 0.8838)>
Face 4201
UV Count: 3
  UV <Vector (0.7825, 0.8943)>
  UV <Vector (0.7767, 0.8997)>
  UV <Vector (0.7770, 0.8945)>
Face 4202
UV Count: 3
  UV <Vector (0.7877, 0.8940)>
  UV <Vector (0.7822, 0.8996)>
  UV <Vector (0.7825, 0.8943)>
Face 4203
UV Count: 3
  UV <Vector (0.8041, 0.9031)>
  UV <Vector (0.7977, 0.9095)>
  UV <Vector (0.7980, 0.9038)>
Face 4204
UV Count: 3
  UV <Vector (0.7878, 0.8833)>
  UV <Vector (0.7828, 0.8890)>
  UV <Vector (0.7828, 0.8837)>
Face 4205
UV Count: 3
  UV <Vector (0.7828, 0.8837)>
  UV <Vector (0.7772, 0.8893)>
  UV <Vector (0.7772, 0.8839)>
Face 4206
UV Count: 3
  UV <Vector (0.7826, 0.8782)>
  UV <Vector (0.7772, 0.8839)>
  UV <Vector (0.7771, 0.8784)>
Face 4207
UV Count: 3
  UV <Vector (0.7712, 0.8672)>
  UV <Vector (0.7767, 0.8728)>
  UV <Vector (0.7714, 0.8728)>
Face 4208
UV Count: 3
  UV <Vector (0.7763, 0.8620)>
  UV <Vector (0.7822, 0.8673)>
  UV <Vector (0.7764, 0.8673)>
Face 4209
UV Count: 3
  UV <Vector (0.7823, 0.8727)>
  UV <Vector (0.7771, 0.8784)>
  UV <Vector (0.7767, 0.8728)>
Face 4210
UV Count: 3
  UV <Vector (0.7583, 0.9071)>
  UV <Vector (0.7534, 0.9101)>
  UV <Vector (0.7538, 0.9053)>
Face 4211
UV Count: 3
  UV <Vector (0.7588, 0.9025)>
  UV <Vector (0.7538, 0.9053)>
  UV <Vector (0.7542, 0.9008)>
Face 4212
UV Count: 3
  UV <Vector (0.7927, 0.9336)>
  UV <Vector (0.7882, 0.9404)>
  UV <Vector (0.7876, 0.9340)>
Face 4213
UV Count: 3
  UV <Vector (0.7935, 0.9399)>
  UV <Vector (0.7890, 0.9469)>
  UV <Vector (0.7882, 0.9404)>
Face 4214
UV Count: 3
  UV <Vector (0.7593, 0.8978)>
  UV <Vector (0.7542, 0.9008)>
  UV <Vector (0.7546, 0.8965)>
Face 4215
UV Count: 3
  UV <Vector (0.7872, 0.9217)>
  UV <Vector (0.7821, 0.9278)>
  UV <Vector (0.7820, 0.9217)>
Face 4216
UV Count: 3
  UV <Vector (0.7977, 0.9268)>
  UV <Vector (0.7927, 0.9336)>
  UV <Vector (0.7923, 0.9274)>
Face 4217
UV Count: 3
  UV <Vector (0.7981, 0.9329)>
  UV <Vector (0.7935, 0.9399)>
  UV <Vector (0.7927, 0.9336)>
Face 4218
UV Count: 3
  UV <Vector (0.8044, 0.9315)>
  UV <Vector (0.7989, 0.9392)>
  UV <Vector (0.7981, 0.9329)>
Face 4219
UV Count: 3
  UV <Vector (0.7869, 0.9104)>
  UV <Vector (0.7817, 0.9159)>
  UV <Vector (0.7818, 0.9104)>
Face 4220
UV Count: 3
  UV <Vector (0.7975, 0.9152)>
  UV <Vector (0.7922, 0.9214)>
  UV <Vector (0.7921, 0.9156)>
Face 4221
UV Count: 3
  UV <Vector (0.7921, 0.9156)>
  UV <Vector (0.7872, 0.9217)>
  UV <Vector (0.7869, 0.9160)>
Face 4222
UV Count: 3
  UV <Vector (0.7921, 0.9100)>
  UV <Vector (0.7869, 0.9160)>
  UV <Vector (0.7869, 0.9104)>
Face 4223
UV Count: 3
  UV <Vector (0.7874, 0.8993)>
  UV <Vector (0.7820, 0.9049)>
  UV <Vector (0.7822, 0.8996)>
Face 4224
UV Count: 3
  UV <Vector (0.7980, 0.9038)>
  UV <Vector (0.7921, 0.9100)>
  UV <Vector (0.7924, 0.9044)>
Face 4225
UV Count: 3
  UV <Vector (0.8035, 0.9146)>
  UV <Vector (0.7976, 0.9209)>
  UV <Vector (0.7975, 0.9152)>
Face 4226
UV Count: 3
  UV <Vector (0.7927, 0.8989)>
  UV <Vector (0.7872, 0.9048)>
  UV <Vector (0.7874, 0.8993)>
Face 4227
UV Count: 3
  UV <Vector (0.7879, 0.8887)>
  UV <Vector (0.7825, 0.8943)>
  UV <Vector (0.7828, 0.8890)>
Face 4228
UV Count: 3
  UV <Vector (0.7987, 0.8928)>
  UV <Vector (0.7927, 0.8989)>
  UV <Vector (0.7930, 0.8935)>
Face 4229
UV Count: 3
  UV <Vector (0.7930, 0.8935)>
  UV <Vector (0.7874, 0.8993)>
  UV <Vector (0.7877, 0.8940)>
Face 4230
UV Count: 3
  UV <Vector (0.7931, 0.8881)>
  UV <Vector (0.7877, 0.8940)>
  UV <Vector (0.7879, 0.8887)>
Face 4231
UV Count: 3
  UV <Vector (0.7875, 0.8780)>
  UV <Vector (0.7828, 0.8837)>
  UV <Vector (0.7826, 0.8782)>
Face 4232
UV Count: 3
  UV <Vector (0.7989, 0.8823)>
  UV <Vector (0.7931, 0.8881)>
  UV <Vector (0.7931, 0.8829)>
Face 4233
UV Count: 3
  UV <Vector (0.8050, 0.8920)>
  UV <Vector (0.7983, 0.8982)>
  UV <Vector (0.7987, 0.8928)>
Face 4234
UV Count: 3
  UV <Vector (0.7930, 0.8777)>
  UV <Vector (0.7878, 0.8833)>
  UV <Vector (0.7875, 0.8780)>
Face 4235
UV Count: 3
  UV <Vector (0.7875, 0.8673)>
  UV <Vector (0.7823, 0.8727)>
  UV <Vector (0.7822, 0.8673)>
Face 4236
UV Count: 3
  UV <Vector (0.7989, 0.8723)>
  UV <Vector (0.7930, 0.8777)>
  UV <Vector (0.7929, 0.8725)>
Face 4237
UV Count: 3
  UV <Vector (0.7929, 0.8725)>
  UV <Vector (0.7875, 0.8780)>
  UV <Vector (0.7874, 0.8726)>
Face 4238
UV Count: 3
  UV <Vector (0.7923, 0.9274)>
  UV <Vector (0.7876, 0.9340)>
  UV <Vector (0.7873, 0.9278)>
Face 4239
UV Count: 3
  UV <Vector (0.8051, 0.9377)>
  UV <Vector (0.8127, 0.9415)>
  UV <Vector (0.8056, 0.9448)>
Face 4240
UV Count: 3
  UV <Vector (0.8104, 0.9242)>
  UV <Vector (0.8044, 0.9315)>
  UV <Vector (0.8039, 0.9257)>
Face 4241
UV Count: 3
  UV <Vector (0.7922, 0.9214)>
  UV <Vector (0.7873, 0.9278)>
  UV <Vector (0.7872, 0.9217)>
Face 4242
UV Count: 3
  UV <Vector (0.7607, 0.8886)>
  UV <Vector (0.7655, 0.8940)>
  UV <Vector (0.7599, 0.8931)>
Face 4243
UV Count: 3
  UV <Vector (0.8186, 0.9321)>
  UV <Vector (0.8263, 0.9335)>
  UV <Vector (0.8197, 0.9376)>
Face 4244
UV Count: 3
  UV <Vector (0.7924, 0.9044)>
  UV <Vector (0.7869, 0.9104)>
  UV <Vector (0.7872, 0.9048)>
Face 4245
UV Count: 3
  UV <Vector (0.7660, 0.8890)>
  UV <Vector (0.7711, 0.8944)>
  UV <Vector (0.7655, 0.8940)>
Face 4246
UV Count: 3
  UV <Vector (0.7714, 0.8840)>
  UV <Vector (0.7772, 0.8893)>
  UV <Vector (0.7712, 0.8893)>
Face 4247
UV Count: 3
  UV <Vector (0.8322, 0.9257)>
  UV <Vector (0.8397, 0.9257)>
  UV <Vector (0.8329, 0.9297)>
Face 4248
UV Count: 3
  UV <Vector (0.8454, 0.9229)>
  UV <Vector (0.8489, 0.9242)>
  UV <Vector (0.8452, 0.9265)>
Face 4249
UV Count: 3
  UV <Vector (0.7573, 0.8667)>
  UV <Vector (0.7621, 0.8724)>
  UV <Vector (0.7568, 0.8724)>
Face 4250
UV Count: 3
  UV <Vector (0.7619, 0.8667)>
  UV <Vector (0.7668, 0.8726)>
  UV <Vector (0.7621, 0.8724)>
Face 4251
UV Count: 3
  UV <Vector (0.8170, 0.9068)>
  UV <Vector (0.8098, 0.9139)>
  UV <Vector (0.8101, 0.9082)>
Face 4252
UV Count: 3
  UV <Vector (0.7675, 0.8613)>
  UV <Vector (0.7637, 0.8564)>
  UV <Vector (0.7681, 0.8566)>
Face 4253
UV Count: 3
  UV <Vector (0.7668, 0.8670)>
  UV <Vector (0.7714, 0.8728)>
  UV <Vector (0.7668, 0.8726)>
Face 4254
UV Count: 3
  UV <Vector (0.7675, 0.8613)>
  UV <Vector (0.7712, 0.8672)>
  UV <Vector (0.7668, 0.8670)>
Face 4255
UV Count: 3
  UV <Vector (0.7582, 0.8564)>
  UV <Vector (0.7630, 0.8611)>
  UV <Vector (0.7578, 0.8614)>
Face 4256
UV Count: 3
  UV <Vector (0.7643, 0.8517)>
  UV <Vector (0.7681, 0.8566)>
  UV <Vector (0.7637, 0.8564)>
Face 4257
UV Count: 3
  UV <Vector (0.7587, 0.8512)>
  UV <Vector (0.7637, 0.8564)>
  UV <Vector (0.7582, 0.8564)>
Face 4258
UV Count: 3
  UV <Vector (0.8459, 0.9198)>
  UV <Vector (0.8502, 0.9209)>
  UV <Vector (0.8454, 0.9229)>
Face 4259
UV Count: 3
  UV <Vector (0.7770, 0.8569)>
  UV <Vector (0.7823, 0.8621)>
  UV <Vector (0.7763, 0.8620)>
Face 4260
UV Count: 3
  UV <Vector (0.7826, 0.8569)>
  UV <Vector (0.7879, 0.8621)>
  UV <Vector (0.7823, 0.8621)>
Face 4261
UV Count: 3
  UV <Vector (0.8732, 0.8174)>
  UV <Vector (0.8668, 0.8225)>
  UV <Vector (0.8676, 0.8170)>
Face 4262
UV Count: 3
  UV <Vector (0.8680, 0.8122)>
  UV <Vector (0.8732, 0.8174)>
  UV <Vector (0.8676, 0.8170)>
Face 4263
UV Count: 3
  UV <Vector (0.7730, 0.8409)>
  UV <Vector (0.7780, 0.8465)>
  UV <Vector (0.7731, 0.8464)>
Face 4264
UV Count: 3
  UV <Vector (0.7615, 0.8188)>
  UV <Vector (0.7668, 0.8237)>
  UV <Vector (0.7611, 0.8242)>
Face 4265
UV Count: 3
  UV <Vector (0.8790, 0.8176)>
  UV <Vector (0.8921, 0.8242)>
  UV <Vector (0.8783, 0.8232)>
Face 4266
UV Count: 3
  UV <Vector (0.5558, 0.6020)>
  UV <Vector (0.5488, 0.5924)>
  UV <Vector (0.5589, 0.5912)>
Face 4267
UV Count: 3
  UV <Vector (0.5394, 0.5927)>
  UV <Vector (0.5304, 0.5833)>
  UV <Vector (0.5409, 0.5831)>
Face 4268
UV Count: 3
  UV <Vector (0.5441, 0.6123)>
  UV <Vector (0.5371, 0.6027)>
  UV <Vector (0.5465, 0.6023)>
Face 4269
UV Count: 3
  UV <Vector (0.8690, 0.5608)>
  UV <Vector (0.8597, 0.5529)>
  UV <Vector (0.8697, 0.5528)>
Face 4270
UV Count: 3
  UV <Vector (0.5513, 0.6219)>
  UV <Vector (0.5441, 0.6123)>
  UV <Vector (0.5536, 0.6121)>
Face 4271
UV Count: 3
  UV <Vector (0.5349, 0.6126)>
  UV <Vector (0.5276, 0.6033)>
  UV <Vector (0.5371, 0.6027)>
Face 4272
UV Count: 3
  UV <Vector (0.5577, 0.6412)>
  UV <Vector (0.5673, 0.6506)>
  UV <Vector (0.5566, 0.6506)>
Face 4273
UV Count: 3
  UV <Vector (0.5591, 0.6316)>
  UV <Vector (0.5513, 0.6219)>
  UV <Vector (0.5610, 0.6219)>
Face 4274
UV Count: 3
  UV <Vector (0.5365, 0.6496)>
  UV <Vector (0.5290, 0.6402)>
  UV <Vector (0.5380, 0.6406)>
Face 4275
UV Count: 3
  UV <Vector (0.5554, 0.6691)>
  UV <Vector (0.5666, 0.6784)>
  UV <Vector (0.5553, 0.6785)>
Face 4276
UV Count: 3
  UV <Vector (0.5266, 0.6562)>
  UV <Vector (0.5200, 0.6472)>
  UV <Vector (0.5277, 0.6486)>
Face 4277
UV Count: 3
  UV <Vector (0.5353, 0.6583)>
  UV <Vector (0.5277, 0.6486)>
  UV <Vector (0.5365, 0.6496)>
Face 4278
UV Count: 3
  UV <Vector (0.8211, 0.6151)>
  UV <Vector (0.8318, 0.6052)>
  UV <Vector (0.8310, 0.6148)>
Face 4279
UV Count: 3
  UV <Vector (0.8206, 0.6248)>
  UV <Vector (0.8310, 0.6148)>
  UV <Vector (0.8304, 0.6244)>
Face 4280
UV Count: 3
  UV <Vector (0.8112, 0.6248)>
  UV <Vector (0.8211, 0.6151)>
  UV <Vector (0.8206, 0.6248)>
Face 4281
UV Count: 3
  UV <Vector (0.8116, 0.6151)>
  UV <Vector (0.8218, 0.6053)>
  UV <Vector (0.8211, 0.6151)>
Face 4282
UV Count: 3
  UV <Vector (0.6079, 0.5792)>
  UV <Vector (0.6054, 0.5898)>
  UV <Vector (0.6055, 0.5789)>
Face 4283
UV Count: 3
  UV <Vector (0.6104, 0.5906)>
  UV <Vector (0.6080, 0.6012)>
  UV <Vector (0.6079, 0.5902)>
Face 4284
UV Count: 3
  UV <Vector (0.5928, 0.6114)>
  UV <Vector (0.5845, 0.6015)>
  UV <Vector (0.5931, 0.6012)>
Face 4285
UV Count: 3
  UV <Vector (0.6103, 0.5794)>
  UV <Vector (0.6079, 0.5902)>
  UV <Vector (0.6079, 0.5792)>
Face 4286
UV Count: 3
  UV <Vector (0.8187, 0.8848)>
  UV <Vector (0.8116, 0.8911)>
  UV <Vector (0.8120, 0.8858)>
Face 4287
UV Count: 3
  UV <Vector (0.7580, 0.9381)>
  UV <Vector (0.7507, 0.9394)>
  UV <Vector (0.7514, 0.9321)>
Face 4288
UV Count: 3
  UV <Vector (0.7780, 0.8465)>
  UV <Vector (0.7831, 0.8517)>
  UV <Vector (0.7778, 0.8517)>
Face 4289
UV Count: 3
  UV <Vector (0.7879, 0.8621)>
  UV <Vector (0.7932, 0.8673)>
  UV <Vector (0.7875, 0.8673)>
Face 4290
UV Count: 3
  UV <Vector (0.8682, 0.8087)>
  UV <Vector (0.8737, 0.8124)>
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Face 4291
UV Count: 3
  UV <Vector (0.7706, 0.9456)>
  UV <Vector (0.7638, 0.9506)>
  UV <Vector (0.7642, 0.9428)>
Face 4292
UV Count: 3
  UV <Vector (0.7787, 0.8353)>
  UV <Vector (0.7841, 0.8408)>
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Face 4293
UV Count: 3
  UV <Vector (0.7941, 0.8570)>
  UV <Vector (0.7998, 0.8621)>
  UV <Vector (0.7937, 0.8622)>
Face 4294
UV Count: 3
  UV <Vector (0.7711, 0.8236)>
  UV <Vector (0.7745, 0.8294)>
  UV <Vector (0.7699, 0.8292)>
Face 4295
UV Count: 3
  UV <Vector (0.8909, 0.8099)>
  UV <Vector (0.8823, 0.8079)>
  UV <Vector (0.8908, 0.8081)>
Face 4296
UV Count: 3
  UV <Vector (0.7800, 0.8237)>
  UV <Vector (0.7858, 0.8294)>
  UV <Vector (0.7794, 0.8295)>
Face 4297
UV Count: 3
  UV <Vector (0.7754, 0.8237)>
  UV <Vector (0.7794, 0.8295)>
  UV <Vector (0.7745, 0.8294)>
Face 4298
UV Count: 3
  UV <Vector (0.7764, 0.8139)>
  UV <Vector (0.7716, 0.8184)>
  UV <Vector (0.7716, 0.8138)>
Face 4299
UV Count: 3
  UV <Vector (0.8205, 0.8512)>
  UV <Vector (0.8138, 0.8568)>
  UV <Vector (0.8142, 0.8515)>
Face 4300
UV Count: 3
  UV <Vector (0.7816, 0.8136)>
  UV <Vector (0.7871, 0.8181)>
  UV <Vector (0.7809, 0.8183)>
Face 4301
UV Count: 3
  UV <Vector (0.8141, 0.8459)>
  UV <Vector (0.8074, 0.8515)>
  UV <Vector (0.8075, 0.8459)>
Face 4302
UV Count: 3
  UV <Vector (0.8333, 0.8559)>
  UV <Vector (0.8267, 0.8614)>
  UV <Vector (0.8268, 0.8562)>
Face 4303
UV Count: 3
  UV <Vector (0.8045, 0.8097)>
  UV <Vector (0.7975, 0.8135)>
  UV <Vector (0.7967, 0.8096)>
Face 4304
UV Count: 3
  UV <Vector (0.8035, 0.8176)>
  UV <Vector (0.7959, 0.8233)>
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Face 4305
UV Count: 3
  UV <Vector (0.8156, 0.8343)>
  UV <Vector (0.8081, 0.8404)>
  UV <Vector (0.8089, 0.8346)>
Face 4306
UV Count: 3
  UV <Vector (0.7791, 0.7909)>
  UV <Vector (0.7839, 0.7989)>
  UV <Vector (0.7777, 0.7990)>
Face 4307
UV Count: 3
  UV <Vector (0.7949, 0.7985)>
  UV <Vector (0.7896, 0.8071)>
  UV <Vector (0.7900, 0.7987)>
Face 4308
UV Count: 3
  UV <Vector (0.7925, 0.7832)>
  UV <Vector (0.7851, 0.7907)>
  UV <Vector (0.7865, 0.7834)>
Face 4309
UV Count: 3
  UV <Vector (0.7750, 0.7762)>
  UV <Vector (0.7802, 0.7838)>
  UV <Vector (0.7744, 0.7841)>
Face 4310
UV Count: 3
  UV <Vector (0.7815, 0.7754)>
  UV <Vector (0.7865, 0.7834)>
  UV <Vector (0.7802, 0.7838)>
Face 4311
UV Count: 3
  UV <Vector (0.7976, 0.7831)>
  UV <Vector (0.7910, 0.7905)>
  UV <Vector (0.7925, 0.7832)>
Face 4312
UV Count: 3
  UV <Vector (0.7951, 0.7728)>
  UV <Vector (0.7881, 0.7750)>
  UV <Vector (0.7885, 0.7733)>
Face 4313
UV Count: 3
  UV <Vector (0.8067, 0.7980)>
  UV <Vector (0.7974, 0.8071)>
  UV <Vector (0.8001, 0.7983)>
Face 4314
UV Count: 3
  UV <Vector (0.7735, 0.8352)>
  UV <Vector (0.7782, 0.8410)>
  UV <Vector (0.7730, 0.8409)>
Face 4315
UV Count: 3
  UV <Vector (0.7707, 0.9385)>
  UV <Vector (0.7642, 0.9428)>
  UV <Vector (0.7645, 0.9358)>
Face 4316
UV Count: 3
  UV <Vector (0.8012, 0.8459)>
  UV <Vector (0.7944, 0.8517)>
  UV <Vector (0.7950, 0.8461)>
Face 4317
UV Count: 3
  UV <Vector (0.7675, 0.8184)>
  UV <Vector (0.7711, 0.8236)>
  UV <Vector (0.7668, 0.8237)>
Face 4318
UV Count: 3
  UV <Vector (0.8067, 0.8571)>
  UV <Vector (0.8128, 0.8620)>
  UV <Vector (0.8062, 0.8621)>
Face 4319
UV Count: 3
  UV <Vector (0.8267, 0.8614)>
  UV <Vector (0.8200, 0.8667)>
  UV <Vector (0.8199, 0.8618)>
Face 4320
UV Count: 3
  UV <Vector (0.8021, 0.8347)>
  UV <Vector (0.7955, 0.8404)>
  UV <Vector (0.7958, 0.8348)>
Face 4321
UV Count: 3
  UV <Vector (0.8142, 0.8515)>
  UV <Vector (0.8067, 0.8571)>
  UV <Vector (0.8074, 0.8515)>
Face 4322
UV Count: 3
  UV <Vector (0.7764, 0.8105)>
  UV <Vector (0.7716, 0.8138)>
  UV <Vector (0.7710, 0.8105)>
Face 4323
UV Count: 3
  UV <Vector (0.8089, 0.8346)>
  UV <Vector (0.8016, 0.8404)>
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Face 4324
UV Count: 3
  UV <Vector (0.8025, 0.8230)>
  UV <Vector (0.7958, 0.8291)>
  UV <Vector (0.7959, 0.8233)>
Face 4325
UV Count: 3
  UV <Vector (0.8147, 0.8402)>
  UV <Vector (0.8075, 0.8459)>
  UV <Vector (0.8081, 0.8404)>
Face 4326
UV Count: 3
  UV <Vector (0.7824, 0.8104)>
  UV <Vector (0.7881, 0.8134)>
  UV <Vector (0.7816, 0.8136)>
Face 4327
UV Count: 3
  UV <Vector (0.8099, 0.8228)>
  UV <Vector (0.8023, 0.8288)>
  UV <Vector (0.8025, 0.8230)>
Face 4328
UV Count: 3
  UV <Vector (0.8041, 0.8132)>
  UV <Vector (0.7969, 0.8179)>
  UV <Vector (0.7975, 0.8135)>
Face 4329
UV Count: 3
  UV <Vector (0.8163, 0.8284)>
  UV <Vector (0.8089, 0.8346)>
  UV <Vector (0.8094, 0.8287)>
Face 4330
UV Count: 3
  UV <Vector (0.8167, 0.8225)>
  UV <Vector (0.8094, 0.8287)>
  UV <Vector (0.8099, 0.8228)>
Face 4331
UV Count: 3
  UV <Vector (0.8112, 0.8127)>
  UV <Vector (0.8035, 0.8176)>
  UV <Vector (0.8041, 0.8132)>
Face 4332
UV Count: 3
  UV <Vector (0.8354, 0.8277)>
  UV <Vector (0.8282, 0.8337)>
  UV <Vector (0.8291, 0.8279)>
Face 4333
UV Count: 3
  UV <Vector (0.8177, 0.8170)>
  UV <Vector (0.8099, 0.8228)>
  UV <Vector (0.8107, 0.8171)>
Face 4334
UV Count: 3
  UV <Vector (0.8018, 0.7901)>
  UV <Vector (0.7949, 0.7985)>
  UV <Vector (0.7963, 0.7903)>
Face 4335
UV Count: 3
  UV <Vector (0.8137, 0.7979)>
  UV <Vector (0.8049, 0.8069)>
  UV <Vector (0.8067, 0.7980)>
Face 4336
UV Count: 3
  UV <Vector (0.8092, 0.7826)>
  UV <Vector (0.8018, 0.7901)>
  UV <Vector (0.8028, 0.7829)>
Face 4337
UV Count: 3
  UV <Vector (0.7881, 0.7750)>
  UV <Vector (0.7925, 0.7832)>
  UV <Vector (0.7865, 0.7834)>
Face 4338
UV Count: 3
  UV <Vector (0.7987, 0.7748)>
  UV <Vector (0.7925, 0.7832)>
  UV <Vector (0.7948, 0.7748)>
Face 4339
UV Count: 3
  UV <Vector (0.8164, 0.7824)>
  UV <Vector (0.8081, 0.7900)>
  UV <Vector (0.8092, 0.7826)>
Face 4340
UV Count: 3
  UV <Vector (0.8103, 0.7718)>
  UV <Vector (0.8030, 0.7747)>
  UV <Vector (0.8033, 0.7721)>
Face 4341
UV Count: 3
  UV <Vector (0.8223, 0.7897)>
  UV <Vector (0.8137, 0.7979)>
  UV <Vector (0.8151, 0.7898)>
Face 4342
UV Count: 3
  UV <Vector (0.7716, 0.8138)>
  UV <Vector (0.7675, 0.8184)>
  UV <Vector (0.7673, 0.8137)>
Face 4343
UV Count: 3
  UV <Vector (0.8203, 0.8566)>
  UV <Vector (0.8128, 0.8620)>
  UV <Vector (0.8138, 0.8568)>
Face 4344
UV Count: 3
  UV <Vector (0.7948, 0.9464)>
  UV <Vector (0.7900, 0.9535)>
  UV <Vector (0.7890, 0.9469)>
Face 4345
UV Count: 3
  UV <Vector (0.7710, 0.8105)>
  UV <Vector (0.7673, 0.8137)>
  UV <Vector (0.7669, 0.8104)>
Face 4346
UV Count: 3
  UV <Vector (0.8268, 0.8562)>
  UV <Vector (0.8199, 0.8618)>
  UV <Vector (0.8203, 0.8566)>
Face 4347
UV Count: 3
  UV <Vector (0.7959, 0.8233)>
  UV <Vector (0.7905, 0.8293)>
  UV <Vector (0.7909, 0.8235)>
Face 4348
UV Count: 3
  UV <Vector (0.8398, 0.8557)>
  UV <Vector (0.8333, 0.8609)>
  UV <Vector (0.8333, 0.8559)>
Face 4349
UV Count: 3
  UV <Vector (0.8269, 0.8508)>
  UV <Vector (0.8203, 0.8566)>
  UV <Vector (0.8205, 0.8512)>
Face 4350
UV Count: 3
  UV <Vector (0.7969, 0.8179)>
  UV <Vector (0.7909, 0.8235)>
  UV <Vector (0.7917, 0.8180)>
Face 4351
UV Count: 3
  UV <Vector (0.7975, 0.8135)>
  UV <Vector (0.7917, 0.8180)>
  UV <Vector (0.7926, 0.8135)>
Face 4352
UV Count: 3
  UV <Vector (0.8398, 0.8447)>
  UV <Vector (0.8333, 0.8506)>
  UV <Vector (0.8333, 0.8449)>
Face 4353
UV Count: 3
  UV <Vector (0.8276, 0.8395)>
  UV <Vector (0.8207, 0.8456)>
  UV <Vector (0.8214, 0.8398)>
Face 4354
UV Count: 3
  UV <Vector (0.7967, 0.8096)>
  UV <Vector (0.7926, 0.8135)>
  UV <Vector (0.7935, 0.8097)>
Face 4355
UV Count: 3
  UV <Vector (0.8107, 0.8171)>
  UV <Vector (0.8025, 0.8230)>
  UV <Vector (0.8035, 0.8176)>
Face 4356
UV Count: 3
  UV <Vector (0.8467, 0.8389)>
  UV <Vector (0.8398, 0.8447)>
  UV <Vector (0.8401, 0.8389)>
Face 4357
UV Count: 3
  UV <Vector (0.8291, 0.8279)>
  UV <Vector (0.8219, 0.8340)>
  UV <Vector (0.8228, 0.8281)>
Face 4358
UV Count: 3
  UV <Vector (0.8244, 0.8169)>
  UV <Vector (0.8167, 0.8225)>
  UV <Vector (0.8177, 0.8170)>
Face 4359
UV Count: 3
  UV <Vector (0.8183, 0.8127)>
  UV <Vector (0.8107, 0.8171)>
  UV <Vector (0.8112, 0.8127)>
Face 4360
UV Count: 3
  UV <Vector (0.8480, 0.8274)>
  UV <Vector (0.8409, 0.8332)>
  UV <Vector (0.8418, 0.8275)>
Face 4361
UV Count: 3
  UV <Vector (0.8308, 0.8170)>
  UV <Vector (0.8235, 0.8223)>
  UV <Vector (0.8244, 0.8169)>
Face 4362
UV Count: 3
  UV <Vector (0.7991, 0.7724)>
  UV <Vector (0.7948, 0.7748)>
  UV <Vector (0.7951, 0.7728)>
Face 4363
UV Count: 3
  UV <Vector (0.8210, 0.7978)>
  UV <Vector (0.8124, 0.8065)>
  UV <Vector (0.8137, 0.7979)>
Face 4364
UV Count: 3
  UV <Vector (0.8238, 0.7822)>
  UV <Vector (0.8151, 0.7898)>
  UV <Vector (0.8164, 0.7824)>
Face 4365
UV Count: 3
  UV <Vector (0.8033, 0.7721)>
  UV <Vector (0.7987, 0.7748)>
  UV <Vector (0.7991, 0.7724)>
Face 4366
UV Count: 3
  UV <Vector (0.8280, 0.7977)>
  UV <Vector (0.8215, 0.8059)>
  UV <Vector (0.8210, 0.7978)>
Face 4367
UV Count: 3
  UV <Vector (0.8349, 0.7978)>
  UV <Vector (0.8404, 0.8052)>
  UV <Vector (0.8335, 0.8056)>
Face 4368
UV Count: 3
  UV <Vector (0.8254, 0.7719)>
  UV <Vector (0.8174, 0.7738)>
  UV <Vector (0.8177, 0.7717)>
Face 4369
UV Count: 3
  UV <Vector (0.8295, 0.7896)>
  UV <Vector (0.8349, 0.7978)>
  UV <Vector (0.8280, 0.7977)>
Face 4370
UV Count: 3
  UV <Vector (0.7764, 0.8139)>
  UV <Vector (0.7809, 0.8183)>
  UV <Vector (0.7760, 0.8184)>
Face 4371
UV Count: 3
  UV <Vector (0.7824, 0.8104)>
  UV <Vector (0.7764, 0.8139)>
  UV <Vector (0.7764, 0.8105)>
Face 4372
UV Count: 3
  UV <Vector (0.8270, 0.8452)>
  UV <Vector (0.8205, 0.8512)>
  UV <Vector (0.8207, 0.8456)>
Face 4373
UV Count: 3
  UV <Vector (0.8979, 0.8965)>
  UV <Vector (0.8871, 0.8993)>
  UV <Vector (0.8863, 0.8951)>
Face 4374
UV Count: 3
  UV <Vector (0.8333, 0.8449)>
  UV <Vector (0.8269, 0.8508)>
  UV <Vector (0.8270, 0.8452)>
Face 4375
UV Count: 3
  UV <Vector (0.8228, 0.8281)>
  UV <Vector (0.8156, 0.8343)>
  UV <Vector (0.8163, 0.8284)>
Face 4376
UV Count: 3
  UV <Vector (0.8282, 0.8337)>
  UV <Vector (0.8214, 0.8398)>
  UV <Vector (0.8219, 0.8340)>
Face 4377
UV Count: 3
  UV <Vector (0.8397, 0.8503)>
  UV <Vector (0.8333, 0.8559)>
  UV <Vector (0.8333, 0.8506)>
Face 4378
UV Count: 3
  UV <Vector (0.8344, 0.8334)>
  UV <Vector (0.8276, 0.8395)>
  UV <Vector (0.8282, 0.8337)>
Face 4379
UV Count: 3
  UV <Vector (0.7926, 0.8135)>
  UV <Vector (0.7871, 0.8181)>
  UV <Vector (0.7881, 0.8134)>
Face 4380
UV Count: 3
  UV <Vector (0.8299, 0.8223)>
  UV <Vector (0.8228, 0.8281)>
  UV <Vector (0.8235, 0.8223)>
Face 4381
UV Count: 3
  UV <Vector (0.8401, 0.8389)>
  UV <Vector (0.8333, 0.8449)>
  UV <Vector (0.8339, 0.8391)>
Face 4382
UV Count: 3
  UV <Vector (0.8529, 0.8448)>
  UV <Vector (0.8461, 0.8503)>
  UV <Vector (0.8464, 0.8447)>
Face 4383
UV Count: 3
  UV <Vector (0.8409, 0.8332)>
  UV <Vector (0.8467, 0.8389)>
  UV <Vector (0.8401, 0.8389)>
Face 4384
UV Count: 3
  UV <Vector (0.8318, 0.8125)>
  UV <Vector (0.8244, 0.8169)>
  UV <Vector (0.8252, 0.8125)>
Face 4385
UV Count: 3
  UV <Vector (0.8354, 0.8277)>
  UV <Vector (0.8409, 0.8332)>
  UV <Vector (0.8344, 0.8334)>
Face 4386
UV Count: 3
  UV <Vector (0.8475, 0.8331)>
  UV <Vector (0.8532, 0.8390)>
  UV <Vector (0.8467, 0.8389)>
Face 4387
UV Count: 3
  UV <Vector (0.8485, 0.8218)>
  UV <Vector (0.8418, 0.8275)>
  UV <Vector (0.8424, 0.8219)>
Face 4388
UV Count: 3
  UV <Vector (0.8548, 0.8218)>
  UV <Vector (0.8480, 0.8274)>
  UV <Vector (0.8485, 0.8218)>
Face 4389
UV Count: 3
  UV <Vector (0.8371, 0.8170)>
  UV <Vector (0.8424, 0.8219)>
  UV <Vector (0.8362, 0.8222)>
Face 4390
UV Count: 3
  UV <Vector (0.8174, 0.7738)>
  UV <Vector (0.8092, 0.7826)>
  UV <Vector (0.8100, 0.7742)>
Face 4391
UV Count: 3
  UV <Vector (0.8349, 0.7978)>
  UV <Vector (0.8267, 0.8058)>
  UV <Vector (0.8280, 0.7977)>
Face 4392
UV Count: 3
  UV <Vector (0.8312, 0.7822)>
  UV <Vector (0.8363, 0.7897)>
  UV <Vector (0.8295, 0.7896)>
Face 4393
UV Count: 3
  UV <Vector (0.8177, 0.7717)>
  UV <Vector (0.8100, 0.7742)>
  UV <Vector (0.8103, 0.7718)>
Face 4394
UV Count: 3
  UV <Vector (0.8414, 0.7977)>
  UV <Vector (0.8463, 0.8051)>
  UV <Vector (0.8404, 0.8052)>
Face 4395
UV Count: 3
  UV <Vector (0.8474, 0.7978)>
  UV <Vector (0.8515, 0.8052)>
  UV <Vector (0.8463, 0.8051)>
Face 4396
UV Count: 3
  UV <Vector (0.8330, 0.7720)>
  UV <Vector (0.8397, 0.7739)>
  UV <Vector (0.8327, 0.7736)>
Face 4397
UV Count: 3
  UV <Vector (0.8428, 0.7897)>
  UV <Vector (0.8474, 0.7978)>
  UV <Vector (0.8414, 0.7977)>
Face 4398
UV Count: 3
  UV <Vector (0.8333, 0.8506)>
  UV <Vector (0.8268, 0.8562)>
  UV <Vector (0.8269, 0.8508)>
Face 4399
UV Count: 3
  UV <Vector (0.8219, 0.8340)>
  UV <Vector (0.8147, 0.8402)>
  UV <Vector (0.8156, 0.8343)>
Face 4400
UV Count: 3
  UV <Vector (0.8464, 0.8447)>
  UV <Vector (0.8397, 0.8503)>
  UV <Vector (0.8398, 0.8447)>
Face 4401
UV Count: 3
  UV <Vector (0.8214, 0.8398)>
  UV <Vector (0.8141, 0.8459)>
  UV <Vector (0.8147, 0.8402)>
Face 4402
UV Count: 3
  UV <Vector (0.8339, 0.8391)>
  UV <Vector (0.8270, 0.8452)>
  UV <Vector (0.8276, 0.8395)>
Face 4403
UV Count: 3
  UV <Vector (0.8235, 0.8223)>
  UV <Vector (0.8163, 0.8284)>
  UV <Vector (0.8167, 0.8225)>
Face 4404
UV Count: 3
  UV <Vector (0.8409, 0.8332)>
  UV <Vector (0.8339, 0.8391)>
  UV <Vector (0.8344, 0.8334)>
Face 4405
UV Count: 3
  UV <Vector (0.8464, 0.8557)>
  UV <Vector (0.8399, 0.8607)>
  UV <Vector (0.8398, 0.8557)>
Face 4406
UV Count: 3
  UV <Vector (0.8116, 0.8097)>
  UV <Vector (0.8041, 0.8132)>
  UV <Vector (0.8045, 0.8097)>
Face 4407
UV Count: 3
  UV <Vector (0.8252, 0.8125)>
  UV <Vector (0.8177, 0.8170)>
  UV <Vector (0.8183, 0.8127)>
Face 4408
UV Count: 3
  UV <Vector (0.8424, 0.8219)>
  UV <Vector (0.8354, 0.8277)>
  UV <Vector (0.8362, 0.8222)>
Face 4409
UV Count: 3
  UV <Vector (0.8532, 0.8390)>
  UV <Vector (0.8464, 0.8447)>
  UV <Vector (0.8467, 0.8389)>
Face 4410
UV Count: 3
  UV <Vector (0.8371, 0.8170)>
  UV <Vector (0.8299, 0.8223)>
  UV <Vector (0.8308, 0.8170)>
Face 4411
UV Count: 3
  UV <Vector (0.8328, 0.8090)>
  UV <Vector (0.8252, 0.8125)>
  UV <Vector (0.8260, 0.8091)>
Face 4412
UV Count: 3
  UV <Vector (0.8382, 0.8123)>
  UV <Vector (0.8433, 0.8167)>
  UV <Vector (0.8371, 0.8170)>
Face 4413
UV Count: 3
  UV <Vector (0.8544, 0.8275)>
  UV <Vector (0.8475, 0.8331)>
  UV <Vector (0.8480, 0.8274)>
Face 4414
UV Count: 3
  UV <Vector (0.8328, 0.8090)>
  UV <Vector (0.8382, 0.8123)>
  UV <Vector (0.8318, 0.8125)>
Face 4415
UV Count: 3
  UV <Vector (0.8453, 0.8085)>
  UV <Vector (0.8504, 0.8121)>
  UV <Vector (0.8443, 0.8123)>
Face 4416
UV Count: 3
  UV <Vector (0.8443, 0.8123)>
  UV <Vector (0.8495, 0.8166)>
  UV <Vector (0.8433, 0.8167)>
Face 4417
UV Count: 3
  UV <Vector (0.8495, 0.8166)>
  UV <Vector (0.8548, 0.8218)>
  UV <Vector (0.8485, 0.8218)>
Face 4418
UV Count: 3
  UV <Vector (0.8252, 0.7735)>
  UV <Vector (0.8312, 0.7822)>
  UV <Vector (0.8238, 0.7822)>
Face 4419
UV Count: 3
  UV <Vector (0.8363, 0.7897)>
  UV <Vector (0.8414, 0.7977)>
  UV <Vector (0.8349, 0.7978)>
Face 4420
UV Count: 3
  UV <Vector (0.8445, 0.7826)>
  UV <Vector (0.8487, 0.7898)>
  UV <Vector (0.8428, 0.7897)>
Face 4421
UV Count: 3
  UV <Vector (0.8330, 0.7720)>
  UV <Vector (0.8252, 0.7735)>
  UV <Vector (0.8254, 0.7719)>
Face 4422
UV Count: 3
  UV <Vector (0.8327, 0.7736)>
  UV <Vector (0.8382, 0.7824)>
  UV <Vector (0.8312, 0.7822)>
Face 4423
UV Count: 3
  UV <Vector (0.8587, 0.7979)>
  UV <Vector (0.8633, 0.8053)>
  UV <Vector (0.8577, 0.8051)>
Face 4424
UV Count: 3
  UV <Vector (0.8462, 0.7742)>
  UV <Vector (0.8503, 0.7828)>
  UV <Vector (0.8445, 0.7826)>
Face 4425
UV Count: 3
  UV <Vector (0.8544, 0.7900)>
  UV <Vector (0.8587, 0.7979)>
  UV <Vector (0.8532, 0.7978)>
Face 4426
UV Count: 3
  UV <Vector (0.8527, 0.8505)>
  UV <Vector (0.8464, 0.8557)>
  UV <Vector (0.8461, 0.8503)>
Face 4427
UV Count: 3
  UV <Vector (0.8533, 0.8608)>
  UV <Vector (0.8470, 0.8652)>
  UV <Vector (0.8465, 0.8606)>
Face 4428
UV Count: 3
  UV <Vector (0.8816, 0.8719)>
  UV <Vector (0.8963, 0.8774)>
  UV <Vector (0.8826, 0.8769)>
Face 4429
UV Count: 3
  UV <Vector (0.8826, 0.8769)>
  UV <Vector (0.8968, 0.8832)>
  UV <Vector (0.8835, 0.8818)>
Face 4430
UV Count: 3
  UV <Vector (0.8465, 0.8606)>
  UV <Vector (0.8401, 0.8654)>
  UV <Vector (0.8399, 0.8607)>
Face 4431
UV Count: 3
  UV <Vector (0.8192, 0.8096)>
  UV <Vector (0.8112, 0.8127)>
  UV <Vector (0.8116, 0.8097)>
Face 4432
UV Count: 3
  UV <Vector (0.8541, 0.8332)>
  UV <Vector (0.8595, 0.8393)>
  UV <Vector (0.8532, 0.8390)>
Face 4433
UV Count: 3
  UV <Vector (0.8657, 0.8512)>
  UV <Vector (0.8594, 0.8562)>
  UV <Vector (0.8592, 0.8508)>
Face 4434
UV Count: 3
  UV <Vector (0.8362, 0.8222)>
  UV <Vector (0.8291, 0.8279)>
  UV <Vector (0.8299, 0.8223)>
Face 4435
UV Count: 3
  UV <Vector (0.8260, 0.8091)>
  UV <Vector (0.8183, 0.8127)>
  UV <Vector (0.8192, 0.8096)>
Face 4436
UV Count: 3
  UV <Vector (0.8795, 0.8518)>
  UV <Vector (0.8946, 0.8564)>
  UV <Vector (0.8802, 0.8570)>
Face 4437
UV Count: 3
  UV <Vector (0.8658, 0.8396)>
  UV <Vector (0.8593, 0.8451)>
  UV <Vector (0.8595, 0.8393)>
Face 4438
UV Count: 3
  UV <Vector (0.8318, 0.8125)>
  UV <Vector (0.8371, 0.8170)>
  UV <Vector (0.8308, 0.8170)>
Face 4439
UV Count: 3
  UV <Vector (0.8504, 0.8121)>
  UV <Vector (0.8556, 0.8166)>
  UV <Vector (0.8495, 0.8166)>
Face 4440
UV Count: 3
  UV <Vector (0.8724, 0.8343)>
  UV <Vector (0.8784, 0.8404)>
  UV <Vector (0.8722, 0.8401)>
Face 4441
UV Count: 3
  UV <Vector (0.8666, 0.8282)>
  UV <Vector (0.8602, 0.8335)>
  UV <Vector (0.8608, 0.8278)>
Face 4442
UV Count: 3
  UV <Vector (0.8433, 0.8167)>
  UV <Vector (0.8485, 0.8218)>
  UV <Vector (0.8424, 0.8219)>
Face 4443
UV Count: 3
  UV <Vector (0.8393, 0.8086)>
  UV <Vector (0.8443, 0.8123)>
  UV <Vector (0.8382, 0.8123)>
Face 4444
UV Count: 3
  UV <Vector (0.8783, 0.8232)>
  UV <Vector (0.8725, 0.8286)>
  UV <Vector (0.8727, 0.8228)>
Face 4445
UV Count: 3
  UV <Vector (0.8616, 0.8168)>
  UV <Vector (0.8668, 0.8225)>
  UV <Vector (0.8609, 0.8222)>
Face 4446
UV Count: 3
  UV <Vector (0.8397, 0.7739)>
  UV <Vector (0.8445, 0.7826)>
  UV <Vector (0.8382, 0.7824)>
Face 4447
UV Count: 3
  UV <Vector (0.8532, 0.7978)>
  UV <Vector (0.8577, 0.8051)>
  UV <Vector (0.8515, 0.8052)>
Face 4448
UV Count: 3
  UV <Vector (0.8558, 0.7830)>
  UV <Vector (0.8599, 0.7901)>
  UV <Vector (0.8544, 0.7900)>
Face 4449
UV Count: 3
  UV <Vector (0.8503, 0.7828)>
  UV <Vector (0.8544, 0.7900)>
  UV <Vector (0.8487, 0.7898)>
Face 4450
UV Count: 3
  UV <Vector (0.8642, 0.7982)>
  UV <Vector (0.8689, 0.8055)>
  UV <Vector (0.8633, 0.8053)>
Face 4451
UV Count: 3
  UV <Vector (0.8767, 0.7984)>
  UV <Vector (0.8689, 0.8055)>
  UV <Vector (0.8699, 0.7984)>
Face 4452
UV Count: 3
  UV <Vector (0.8708, 0.7906)>
  UV <Vector (0.8767, 0.7984)>
  UV <Vector (0.8699, 0.7984)>
Face 4453
UV Count: 3
  UV <Vector (0.8653, 0.7904)>
  UV <Vector (0.8699, 0.7984)>
  UV <Vector (0.8642, 0.7982)>
Face 4454
UV Count: 3
  UV <Vector (0.8592, 0.8508)>
  UV <Vector (0.8528, 0.8559)>
  UV <Vector (0.8527, 0.8505)>
Face 4455
UV Count: 3
  UV <Vector (0.8731, 0.8619)>
  UV <Vector (0.8806, 0.8670)>
  UV <Vector (0.8736, 0.8666)>
Face 4456
UV Count: 3
  UV <Vector (0.8656, 0.8455)>
  UV <Vector (0.8592, 0.8508)>
  UV <Vector (0.8593, 0.8451)>
Face 4457
UV Count: 3
  UV <Vector (0.8806, 0.8670)>
  UV <Vector (0.8959, 0.8724)>
  UV <Vector (0.8816, 0.8719)>
Face 4458
UV Count: 3
  UV <Vector (0.8805, 0.8621)>
  UV <Vector (0.8955, 0.8667)>
  UV <Vector (0.8806, 0.8670)>
Face 4459
UV Count: 3
  UV <Vector (0.8722, 0.8458)>
  UV <Vector (0.8657, 0.8512)>
  UV <Vector (0.8656, 0.8455)>
Face 4460
UV Count: 3
  UV <Vector (0.8663, 0.8339)>
  UV <Vector (0.8595, 0.8393)>
  UV <Vector (0.8602, 0.8335)>
Face 4461
UV Count: 3
  UV <Vector (0.8723, 0.8514)>
  UV <Vector (0.8802, 0.8570)>
  UV <Vector (0.8727, 0.8569)>
Face 4462
UV Count: 3
  UV <Vector (0.8608, 0.8278)>
  UV <Vector (0.8541, 0.8332)>
  UV <Vector (0.8544, 0.8275)>
Face 4463
UV Count: 3
  UV <Vector (0.8790, 0.8462)>
  UV <Vector (0.8942, 0.8512)>
  UV <Vector (0.8795, 0.8518)>
Face 4464
UV Count: 3
  UV <Vector (0.8668, 0.8225)>
  UV <Vector (0.8608, 0.8278)>
  UV <Vector (0.8609, 0.8222)>
Face 4465
UV Count: 3
  UV <Vector (0.8722, 0.8401)>
  UV <Vector (0.8790, 0.8462)>
  UV <Vector (0.8722, 0.8458)>
Face 4466
UV Count: 3
  UV <Vector (0.8556, 0.8166)>
  UV <Vector (0.8609, 0.8222)>
  UV <Vector (0.8548, 0.8218)>
Face 4467
UV Count: 3
  UV <Vector (0.8783, 0.8348)>
  UV <Vector (0.8934, 0.8405)>
  UV <Vector (0.8784, 0.8404)>
Face 4468
UV Count: 3
  UV <Vector (0.8623, 0.8120)>
  UV <Vector (0.8676, 0.8170)>
  UV <Vector (0.8616, 0.8168)>
Face 4469
UV Count: 3
  UV <Vector (0.8725, 0.8286)>
  UV <Vector (0.8783, 0.8348)>
  UV <Vector (0.8724, 0.8343)>
Face 4470
UV Count: 3
  UV <Vector (0.7647, 0.8408)>
  UV <Vector (0.7685, 0.8464)>
  UV <Vector (0.7638, 0.8465)>
Face 4471
UV Count: 3
  UV <Vector (0.8783, 0.8232)>
  UV <Vector (0.8924, 0.8289)>
  UV <Vector (0.8784, 0.8290)>
Face 4472
UV Count: 3
  UV <Vector (0.7690, 0.8350)>
  UV <Vector (0.7730, 0.8409)>
  UV <Vector (0.7687, 0.8408)>
Face 4473
UV Count: 3
  UV <Vector (0.8732, 0.8174)>
  UV <Vector (0.8783, 0.8232)>
  UV <Vector (0.8727, 0.8228)>
Face 4474
UV Count: 3
  UV <Vector (0.8518, 0.7746)>
  UV <Vector (0.8558, 0.7830)>
  UV <Vector (0.8503, 0.7828)>
Face 4475
UV Count: 3
  UV <Vector (0.8599, 0.7901)>
  UV <Vector (0.8642, 0.7982)>
  UV <Vector (0.8587, 0.7979)>
Face 4476
UV Count: 3
  UV <Vector (0.8664, 0.7832)>
  UV <Vector (0.8708, 0.7906)>
  UV <Vector (0.8653, 0.7904)>
Face 4477
UV Count: 3
  UV <Vector (0.8611, 0.7831)>
  UV <Vector (0.8653, 0.7904)>
  UV <Vector (0.8599, 0.7901)>
Face 4478
UV Count: 3
  UV <Vector (0.8570, 0.7749)>
  UV <Vector (0.8611, 0.7831)>
  UV <Vector (0.8558, 0.7830)>
Face 4479
UV Count: 3
  UV <Vector (0.8903, 0.7990)>
  UV <Vector (0.8828, 0.8067)>
  UV <Vector (0.8831, 0.7987)>
Face 4480
UV Count: 3
  UV <Vector (0.7673, 0.7990)>
  UV <Vector (0.7625, 0.8070)>
  UV <Vector (0.7630, 0.7990)>
Face 4481
UV Count: 3
  UV <Vector (0.8830, 0.7910)>
  UV <Vector (0.8767, 0.7984)>
  UV <Vector (0.8767, 0.7908)>
Face 4482
UV Count: 3
  UV <Vector (0.8595, 0.8393)>
  UV <Vector (0.8529, 0.8448)>
  UV <Vector (0.8532, 0.8390)>
Face 4483
UV Count: 3
  UV <Vector (0.8802, 0.8570)>
  UV <Vector (0.8950, 0.8614)>
  UV <Vector (0.8805, 0.8621)>
Face 4484
UV Count: 3
  UV <Vector (0.8722, 0.8458)>
  UV <Vector (0.8795, 0.8518)>
  UV <Vector (0.8723, 0.8514)>
Face 4485
UV Count: 3
  UV <Vector (0.8722, 0.8401)>
  UV <Vector (0.8656, 0.8455)>
  UV <Vector (0.8658, 0.8396)>
Face 4486
UV Count: 3
  UV <Vector (0.8609, 0.8222)>
  UV <Vector (0.8544, 0.8275)>
  UV <Vector (0.8548, 0.8218)>
Face 4487
UV Count: 3
  UV <Vector (0.8666, 0.8282)>
  UV <Vector (0.8724, 0.8343)>
  UV <Vector (0.8663, 0.8339)>
Face 4488
UV Count: 3
  UV <Vector (0.8564, 0.8120)>
  UV <Vector (0.8616, 0.8168)>
  UV <Vector (0.8556, 0.8166)>
Face 4489
UV Count: 3
  UV <Vector (0.8663, 0.8339)>
  UV <Vector (0.8722, 0.8401)>
  UV <Vector (0.8658, 0.8396)>
Face 4490
UV Count: 3
  UV <Vector (0.8784, 0.8404)>
  UV <Vector (0.8938, 0.8466)>
  UV <Vector (0.8790, 0.8462)>
Face 4491
UV Count: 3
  UV <Vector (0.8515, 0.8085)>
  UV <Vector (0.8564, 0.8120)>
  UV <Vector (0.8504, 0.8121)>
Face 4492
UV Count: 3
  UV <Vector (0.8668, 0.8225)>
  UV <Vector (0.8725, 0.8286)>
  UV <Vector (0.8666, 0.8282)>
Face 4493
UV Count: 3
  UV <Vector (0.7685, 0.8464)>
  UV <Vector (0.7730, 0.8517)>
  UV <Vector (0.7686, 0.8516)>
Face 4494
UV Count: 3
  UV <Vector (0.7648, 0.8348)>
  UV <Vector (0.7687, 0.8408)>
  UV <Vector (0.7647, 0.8408)>
Face 4495
UV Count: 3
  UV <Vector (0.8737, 0.8124)>
  UV <Vector (0.8790, 0.8176)>
  UV <Vector (0.8732, 0.8174)>
Face 4496
UV Count: 3
  UV <Vector (0.7731, 0.8464)>
  UV <Vector (0.7778, 0.8517)>
  UV <Vector (0.7730, 0.8517)>
Face 4497
UV Count: 3
  UV <Vector (0.7658, 0.8291)>
  UV <Vector (0.7690, 0.8350)>
  UV <Vector (0.7648, 0.8348)>
Face 4498
UV Count: 3
  UV <Vector (0.8128, 0.8620)>
  UV <Vector (0.8059, 0.8671)>
  UV <Vector (0.8062, 0.8621)>
Face 4499
UV Count: 3
  UV <Vector (0.8997, 0.9183)>
  UV <Vector (0.8904, 0.9216)>
  UV <Vector (0.8899, 0.9175)>
Face 4500
UV Count: 3
  UV <Vector (0.8622, 0.7751)>
  UV <Vector (0.8664, 0.7832)>
  UV <Vector (0.8611, 0.7831)>
Face 4501
UV Count: 3
  UV <Vector (0.8831, 0.7987)>
  UV <Vector (0.8770, 0.8061)>
  UV <Vector (0.8767, 0.7984)>
Face 4502
UV Count: 3
  UV <Vector (0.8674, 0.7754)>
  UV <Vector (0.8717, 0.7836)>
  UV <Vector (0.8664, 0.7832)>
Face 4503
UV Count: 3
  UV <Vector (0.8717, 0.7836)>
  UV <Vector (0.8767, 0.7908)>
  UV <Vector (0.8708, 0.7906)>
Face 4504
UV Count: 3
  UV <Vector (0.8725, 0.7757)>
  UV <Vector (0.8771, 0.7840)>
  UV <Vector (0.8717, 0.7836)>
Face 4505
UV Count: 3
  UV <Vector (0.7702, 0.8078)>
  UV <Vector (0.7665, 0.8085)>
  UV <Vector (0.7666, 0.8076)>
Face 4506
UV Count: 3
  UV <Vector (0.7721, 0.7988)>
  UV <Vector (0.7757, 0.8075)>
  UV <Vector (0.7702, 0.8069)>
Face 4507
UV Count: 3
  UV <Vector (0.7684, 0.7911)>
  UV <Vector (0.7630, 0.7990)>
  UV <Vector (0.7635, 0.7910)>
Face 4508
UV Count: 3
  UV <Vector (0.8502, 0.9209)>
  UV <Vector (0.8563, 0.9197)>
  UV <Vector (0.8504, 0.9231)>
Face 4509
UV Count: 3
  UV <Vector (0.7638, 0.8465)>
  UV <Vector (0.7686, 0.8516)>
  UV <Vector (0.7643, 0.8517)>
Face 4510
UV Count: 3
  UV <Vector (0.7591, 0.8466)>
  UV <Vector (0.7643, 0.8517)>
  UV <Vector (0.7587, 0.8512)>
Face 4511
UV Count: 3
  UV <Vector (0.7668, 0.8670)>
  UV <Vector (0.7630, 0.8611)>
  UV <Vector (0.7675, 0.8613)>
Face 4512
UV Count: 3
  UV <Vector (0.7931, 0.8829)>
  UV <Vector (0.7879, 0.8887)>
  UV <Vector (0.7878, 0.8833)>
Face 4513
UV Count: 3
  UV <Vector (0.7681, 0.8566)>
  UV <Vector (0.7718, 0.8616)>
  UV <Vector (0.7675, 0.8613)>
Face 4514
UV Count: 3
  UV <Vector (0.7764, 0.8673)>
  UV <Vector (0.7718, 0.8616)>
  UV <Vector (0.7763, 0.8620)>
Face 4515
UV Count: 3
  UV <Vector (0.7602, 0.8345)>
  UV <Vector (0.7647, 0.8408)>
  UV <Vector (0.7596, 0.8405)>
Face 4516
UV Count: 3
  UV <Vector (0.7686, 0.8516)>
  UV <Vector (0.7724, 0.8568)>
  UV <Vector (0.7681, 0.8566)>
Face 4517
UV Count: 3
  UV <Vector (0.8911, 0.9257)>
  UV <Vector (0.8816, 0.9258)>
  UV <Vector (0.8814, 0.9223)>
Face 4518
UV Count: 3
  UV <Vector (0.8121, 0.8808)>
  UV <Vector (0.8052, 0.8867)>
  UV <Vector (0.8053, 0.8816)>
Face 4519
UV Count: 3
  UV <Vector (0.7581, 0.9319)>
  UV <Vector (0.7514, 0.9321)>
  UV <Vector (0.7518, 0.9275)>
Face 4520
UV Count: 3
  UV <Vector (0.7687, 0.8408)>
  UV <Vector (0.7731, 0.8464)>
  UV <Vector (0.7685, 0.8464)>
Face 4521
UV Count: 3
  UV <Vector (0.8255, 0.8839)>
  UV <Vector (0.8183, 0.8900)>
  UV <Vector (0.8187, 0.8848)>
Face 4522
UV Count: 3
  UV <Vector (0.8912, 0.8131)>
  UV <Vector (0.8790, 0.8176)>
  UV <Vector (0.8793, 0.8125)>
Face 4523
UV Count: 3
  UV <Vector (0.7673, 0.8137)>
  UV <Vector (0.7615, 0.8188)>
  UV <Vector (0.7620, 0.8131)>
Face 4524
UV Count: 3
  UV <Vector (0.7699, 0.8292)>
  UV <Vector (0.7735, 0.8352)>
  UV <Vector (0.7690, 0.8350)>
Face 4525
UV Count: 3
  UV <Vector (0.7891, 0.8463)>
  UV <Vector (0.7944, 0.8517)>
  UV <Vector (0.7887, 0.8517)>
Face 4526
UV Count: 3
  UV <Vector (0.8199, 0.8618)>
  UV <Vector (0.8133, 0.8671)>
  UV <Vector (0.8128, 0.8620)>
Face 4527
UV Count: 3
  UV <Vector (0.7958, 0.8348)>
  UV <Vector (0.7897, 0.8406)>
  UV <Vector (0.7901, 0.8350)>
Face 4528
UV Count: 3
  UV <Vector (0.7716, 0.8184)>
  UV <Vector (0.7754, 0.8237)>
  UV <Vector (0.7711, 0.8236)>
Face 4529
UV Count: 3
  UV <Vector (0.8899, 0.7910)>
  UV <Vector (0.8831, 0.7987)>
  UV <Vector (0.8830, 0.7910)>
Face 4530
UV Count: 3
  UV <Vector (0.8771, 0.7840)>
  UV <Vector (0.8830, 0.7910)>
  UV <Vector (0.8767, 0.7908)>
Face 4531
UV Count: 3
  UV <Vector (0.7690, 0.7843)>
  UV <Vector (0.7635, 0.7910)>
  UV <Vector (0.7639, 0.7842)>
Face 4532
UV Count: 3
  UV <Vector (0.8895, 0.7842)>
  UV <Vector (0.8830, 0.7910)>
  UV <Vector (0.8830, 0.7842)>
Face 4533
UV Count: 3
  UV <Vector (0.8775, 0.7761)>
  UV <Vector (0.8830, 0.7842)>
  UV <Vector (0.8771, 0.7840)>
Face 4534
UV Count: 3
  UV <Vector (0.8891, 0.7766)>
  UV <Vector (0.8830, 0.7842)>
  UV <Vector (0.8826, 0.7764)>
Face 4535
UV Count: 3
  UV <Vector (0.7963, 0.7903)>
  UV <Vector (0.7900, 0.7987)>
  UV <Vector (0.7910, 0.7905)>
Face 4536
UV Count: 3
  UV <Vector (0.7735, 0.7910)>
  UV <Vector (0.7777, 0.7990)>
  UV <Vector (0.7721, 0.7988)>
Face 4537
UV Count: 3
  UV <Vector (0.7763, 0.8620)>
  UV <Vector (0.7724, 0.8568)>
  UV <Vector (0.7770, 0.8569)>
Face 4538
UV Count: 3
  UV <Vector (0.7932, 0.8673)>
  UV <Vector (0.7874, 0.8726)>
  UV <Vector (0.7875, 0.8673)>
Face 4539
UV Count: 3
  UV <Vector (0.7596, 0.8405)>
  UV <Vector (0.7638, 0.8465)>
  UV <Vector (0.7591, 0.8466)>
Face 4540
UV Count: 3
  UV <Vector (0.9009, 0.9321)>
  UV <Vector (0.8937, 0.9365)>
  UV <Vector (0.8922, 0.9299)>
Face 4541
UV Count: 3
  UV <Vector (0.9005, 0.9275)>
  UV <Vector (0.8922, 0.9299)>
  UV <Vector (0.8911, 0.9257)>
Face 4542
UV Count: 3
  UV <Vector (0.7831, 0.8517)>
  UV <Vector (0.7882, 0.8570)>
  UV <Vector (0.7826, 0.8569)>
Face 4543
UV Count: 3
  UV <Vector (0.8055, 0.8720)>
  UV <Vector (0.7988, 0.8773)>
  UV <Vector (0.7989, 0.8723)>
Face 4544
UV Count: 3
  UV <Vector (0.7882, 0.8570)>
  UV <Vector (0.7937, 0.8622)>
  UV <Vector (0.7879, 0.8621)>
Face 4545
UV Count: 3
  UV <Vector (0.7782, 0.8410)>
  UV <Vector (0.7835, 0.8464)>
  UV <Vector (0.7780, 0.8465)>
Face 4546
UV Count: 3
  UV <Vector (0.8331, 0.8744)>
  UV <Vector (0.8259, 0.8793)>
  UV <Vector (0.8263, 0.8750)>
Face 4547
UV Count: 3
  UV <Vector (0.7887, 0.8517)>
  UV <Vector (0.7941, 0.8570)>
  UV <Vector (0.7882, 0.8570)>
Face 4548
UV Count: 3
  UV <Vector (0.8994, 0.9144)>
  UV <Vector (0.8899, 0.9175)>
  UV <Vector (0.8893, 0.9130)>
Face 4549
UV Count: 3
  UV <Vector (0.7767, 0.9400)>
  UV <Vector (0.7706, 0.9456)>
  UV <Vector (0.7707, 0.9385)>
Face 4550
UV Count: 3
  UV <Vector (0.7890, 0.9469)>
  UV <Vector (0.7836, 0.9539)>
  UV <Vector (0.7831, 0.9471)>
Face 4551
UV Count: 3
  UV <Vector (0.7955, 0.8404)>
  UV <Vector (0.7891, 0.8463)>
  UV <Vector (0.7897, 0.8406)>
Face 4552
UV Count: 3
  UV <Vector (0.8016, 0.8404)>
  UV <Vector (0.7950, 0.8461)>
  UV <Vector (0.7955, 0.8404)>
Face 4553
UV Count: 3
  UV <Vector (0.7809, 0.8183)>
  UV <Vector (0.7868, 0.8236)>
  UV <Vector (0.7800, 0.8237)>
Face 4554
UV Count: 3
  UV <Vector (0.8399, 0.8607)>
  UV <Vector (0.8333, 0.8658)>
  UV <Vector (0.8333, 0.8609)>
Face 4555
UV Count: 3
  UV <Vector (0.7958, 0.8291)>
  UV <Vector (0.7901, 0.8350)>
  UV <Vector (0.7905, 0.8293)>
Face 4556
UV Count: 3
  UV <Vector (0.7684, 0.7911)>
  UV <Vector (0.7721, 0.7988)>
  UV <Vector (0.7673, 0.7990)>
Face 4557
UV Count: 3
  UV <Vector (0.7777, 0.7990)>
  UV <Vector (0.7827, 0.8073)>
  UV <Vector (0.7757, 0.8075)>
Face 4558
UV Count: 3
  UV <Vector (0.7691, 0.7767)>
  UV <Vector (0.7744, 0.7841)>
  UV <Vector (0.7690, 0.7843)>
Face 4559
UV Count: 3
  UV <Vector (0.7691, 0.7767)>
  UV <Vector (0.7639, 0.7842)>
  UV <Vector (0.7643, 0.7766)>
Face 4560
UV Count: 3
  UV <Vector (0.7900, 0.7987)>
  UV <Vector (0.7827, 0.8073)>
  UV <Vector (0.7839, 0.7989)>
Face 4561
UV Count: 3
  UV <Vector (0.7744, 0.7841)>
  UV <Vector (0.7791, 0.7909)>
  UV <Vector (0.7735, 0.7910)>
Face 4562
UV Count: 3
  UV <Vector (0.7949, 0.7985)>
  UV <Vector (0.7974, 0.8071)>
  UV <Vector (0.7933, 0.8071)>
Face 4563
UV Count: 3
  UV <Vector (0.7910, 0.7905)>
  UV <Vector (0.7839, 0.7989)>
  UV <Vector (0.7851, 0.7907)>
Face 4564
UV Count: 3
  UV <Vector (0.8274, 0.5679)>
  UV <Vector (0.8177, 0.5600)>
  UV <Vector (0.8287, 0.5600)>
Face 4565
UV Count: 3
  UV <Vector (0.5277, 0.6486)>
  UV <Vector (0.5207, 0.6397)>
  UV <Vector (0.5290, 0.6402)>
Face 4566
UV Count: 3
  UV <Vector (0.8415, 0.6143)>
  UV <Vector (0.8534, 0.6047)>
  UV <Vector (0.8530, 0.6138)>
Face 4567
UV Count: 3
  UV <Vector (0.8339, 0.5859)>
  UV <Vector (0.8258, 0.5765)>
  UV <Vector (0.8356, 0.5768)>
Face 4568
UV Count: 3
  UV <Vector (0.8527, 0.6225)>
  UV <Vector (0.8656, 0.6134)>
  UV <Vector (0.8657, 0.6220)>
Face 4569
UV Count: 3
  UV <Vector (0.5131, 0.6460)>
  UV <Vector (0.5062, 0.6387)>
  UV <Vector (0.5135, 0.6391)>
Face 4570
UV Count: 3
  UV <Vector (0.8660, 0.6297)>
  UV <Vector (0.8797, 0.6232)>
  UV <Vector (0.8797, 0.6301)>
Face 4571
UV Count: 3
  UV <Vector (0.8045, 0.5765)>
  UV <Vector (0.7934, 0.5678)>
  UV <Vector (0.8053, 0.5678)>
Face 4572
UV Count: 3
  UV <Vector (0.8021, 0.6152)>
  UV <Vector (0.8122, 0.6054)>
  UV <Vector (0.8116, 0.6151)>
Face 4573
UV Count: 3
  UV <Vector (0.8392, 0.6511)>
  UV <Vector (0.8295, 0.6437)>
  UV <Vector (0.8394, 0.6426)>
Face 4574
UV Count: 3
  UV <Vector (0.8015, 0.6346)>
  UV <Vector (0.8112, 0.6248)>
  UV <Vector (0.8108, 0.6345)>
Face 4575
UV Count: 3
  UV <Vector (0.8018, 0.6249)>
  UV <Vector (0.8116, 0.6151)>
  UV <Vector (0.8112, 0.6248)>
Face 4576
UV Count: 3
  UV <Vector (0.8104, 0.6635)>
  UV <Vector (0.8199, 0.6536)>
  UV <Vector (0.8199, 0.6630)>
Face 4577
UV Count: 3
  UV <Vector (0.8010, 0.6541)>
  UV <Vector (0.7918, 0.6444)>
  UV <Vector (0.8012, 0.6443)>
Face 4578
UV Count: 3
  UV <Vector (0.8200, 0.6725)>
  UV <Vector (0.8104, 0.6635)>
  UV <Vector (0.8199, 0.6630)>
Face 4579
UV Count: 3
  UV <Vector (0.8306, 0.6919)>
  UV <Vector (0.8203, 0.6827)>
  UV <Vector (0.8303, 0.6809)>
Face 4580
UV Count: 3
  UV <Vector (0.5709, 0.6219)>
  UV <Vector (0.5805, 0.6314)>
  UV <Vector (0.5695, 0.6316)>
Face 4581
UV Count: 3
  UV <Vector (0.5897, 0.6497)>
  UV <Vector (0.5795, 0.6409)>
  UV <Vector (0.5902, 0.6405)>
Face 4582
UV Count: 3
  UV <Vector (0.5971, 0.6680)>
  UV <Vector (0.5891, 0.6589)>
  UV <Vector (0.5974, 0.6586)>
Face 4583
UV Count: 3
  UV <Vector (0.5747, 0.6017)>
  UV <Vector (0.5833, 0.6116)>
  UV <Vector (0.5727, 0.6118)>
Face 4584
UV Count: 3
  UV <Vector (0.5634, 0.7157)>
  UV <Vector (0.5553, 0.7071)>
  UV <Vector (0.5658, 0.7066)>
Face 4585
UV Count: 3
  UV <Vector (0.5960, 0.7090)>
  UV <Vector (0.5883, 0.7041)>
  UV <Vector (0.5964, 0.7042)>
Face 4586
UV Count: 3
  UV <Vector (0.5511, 0.7242)>
  UV <Vector (0.5543, 0.7347)>
  UV <Vector (0.5485, 0.7324)>
Face 4587
UV Count: 3
  UV <Vector (0.5964, 0.7042)>
  UV <Vector (0.5885, 0.6962)>
  UV <Vector (0.5967, 0.6963)>
Face 4588
UV Count: 3
  UV <Vector (0.5461, 0.6977)>
  UV <Vector (0.5553, 0.7071)>
  UV <Vector (0.5464, 0.7076)>
Face 4589
UV Count: 3
  UV <Vector (0.5369, 0.7082)>
  UV <Vector (0.5455, 0.7168)>
  UV <Vector (0.5361, 0.7155)>
Face 4590
UV Count: 3
  UV <Vector (0.5553, 0.6785)>
  UV <Vector (0.5668, 0.6879)>
  UV <Vector (0.5558, 0.6881)>
Face 4591
UV Count: 3
  UV <Vector (0.8534, 0.6047)>
  UV <Vector (0.8658, 0.5953)>
  UV <Vector (0.8654, 0.6045)>
Face 4592
UV Count: 3
  UV <Vector (0.7823, 0.6846)>
  UV <Vector (0.7919, 0.6960)>
  UV <Vector (0.7823, 0.6959)>
Face 4593
UV Count: 3
  UV <Vector (0.6938, 0.9870)>
  UV <Vector (0.6878, 0.9873)>
  UV <Vector (0.6878, 0.9864)>
Face 4594
UV Count: 3
  UV <Vector (0.7916, 0.6740)>
  UV <Vector (0.8011, 0.6844)>
  UV <Vector (0.7917, 0.6846)>
Face 4595
UV Count: 3
  UV <Vector (0.8011, 0.6844)>
  UV <Vector (0.8110, 0.6951)>
  UV <Vector (0.8013, 0.6957)>
Face 4596
UV Count: 3
  UV <Vector (0.7920, 0.7186)>
  UV <Vector (0.7819, 0.7074)>
  UV <Vector (0.7920, 0.7074)>
Face 4597
UV Count: 3
  UV <Vector (0.6946, 0.9187)>
  UV <Vector (0.6790, 0.9278)>
  UV <Vector (0.6764, 0.9236)>
Face 4598
UV Count: 3
  UV <Vector (0.5793, 0.5143)>
  UV <Vector (0.5867, 0.5211)>
  UV <Vector (0.5779, 0.5217)>
Face 4599
UV Count: 3
  UV <Vector (0.6005, 0.5214)>
  UV <Vector (0.5937, 0.5273)>
  UV <Vector (0.5941, 0.5209)>
Face 4600
UV Count: 3
  UV <Vector (0.5890, 0.5104)>
  UV <Vector (0.5955, 0.5134)>
  UV <Vector (0.5884, 0.5137)>
Face 4601
UV Count: 3
  UV <Vector (0.5799, 0.5112)>
  UV <Vector (0.5884, 0.5137)>
  UV <Vector (0.5793, 0.5143)>
Face 4602
UV Count: 3
  UV <Vector (0.5607, 0.5168)>
  UV <Vector (0.5687, 0.5228)>
  UV <Vector (0.5590, 0.5240)>
Face 4603
UV Count: 3
  UV <Vector (0.5779, 0.5217)>
  UV <Vector (0.5860, 0.5274)>
  UV <Vector (0.5771, 0.5282)>
Face 4604
UV Count: 3
  UV <Vector (0.5712, 0.5124)>
  UV <Vector (0.5793, 0.5143)>
  UV <Vector (0.5701, 0.5153)>
Face 4605
UV Count: 3
  UV <Vector (0.5862, 0.5329)>
  UV <Vector (0.5937, 0.5273)>
  UV <Vector (0.5949, 0.5328)>
Face 4606
UV Count: 3
  UV <Vector (0.5710, 0.5618)>
  UV <Vector (0.5790, 0.5709)>
  UV <Vector (0.5703, 0.5712)>
Face 4607
UV Count: 3
  UV <Vector (0.5785, 0.5455)>
  UV <Vector (0.5877, 0.5521)>
  UV <Vector (0.5791, 0.5529)>
Face 4608
UV Count: 3
  UV <Vector (0.5704, 0.5536)>
  UV <Vector (0.5600, 0.5476)>
  UV <Vector (0.5694, 0.5464)>
Face 4609
UV Count: 3
  UV <Vector (0.5694, 0.5464)>
  UV <Vector (0.5791, 0.5529)>
  UV <Vector (0.5704, 0.5536)>
Face 4610
UV Count: 3
  UV <Vector (0.5902, 0.6405)>
  UV <Vector (0.5805, 0.6314)>
  UV <Vector (0.5909, 0.6311)>
Face 4611
UV Count: 3
  UV <Vector (0.5793, 0.5614)>
  UV <Vector (0.5875, 0.5701)>
  UV <Vector (0.5790, 0.5709)>
Face 4612
UV Count: 3
  UV <Vector (0.5407, 0.5562)>
  UV <Vector (0.5516, 0.5633)>
  UV <Vector (0.5414, 0.5652)>
Face 4613
UV Count: 3
  UV <Vector (0.5783, 0.5808)>
  UV <Vector (0.5856, 0.5911)>
  UV <Vector (0.5766, 0.5915)>
Face 4614
UV Count: 3
  UV <Vector (0.5629, 0.6119)>
  UV <Vector (0.5558, 0.6020)>
  UV <Vector (0.5650, 0.6017)>
Face 4615
UV Count: 3
  UV <Vector (0.5693, 0.5812)>
  UV <Vector (0.5607, 0.5715)>
  UV <Vector (0.5703, 0.5712)>
Face 4616
UV Count: 3
  UV <Vector (0.5611, 0.5629)>
  UV <Vector (0.5509, 0.5556)>
  UV <Vector (0.5608, 0.5548)>
Face 4617
UV Count: 3
  UV <Vector (0.5693, 0.5812)>
  UV <Vector (0.5766, 0.5915)>
  UV <Vector (0.5673, 0.5917)>
Face 4618
UV Count: 3
  UV <Vector (0.5559, 0.6598)>
  UV <Vector (0.5664, 0.6690)>
  UV <Vector (0.5554, 0.6691)>
Face 4619
UV Count: 3
  UV <Vector (0.5682, 0.6413)>
  UV <Vector (0.5787, 0.6501)>
  UV <Vector (0.5673, 0.6506)>
Face 4620
UV Count: 3
  UV <Vector (0.5257, 0.6129)>
  UV <Vector (0.5167, 0.6041)>
  UV <Vector (0.5276, 0.6033)>
Face 4621
UV Count: 3
  UV <Vector (0.5239, 0.6223)>
  UV <Vector (0.5160, 0.6133)>
  UV <Vector (0.5257, 0.6129)>
Face 4622
UV Count: 3
  UV <Vector (0.5360, 0.6974)>
  UV <Vector (0.5464, 0.7076)>
  UV <Vector (0.5369, 0.7082)>
Face 4623
UV Count: 3
  UV <Vector (0.5667, 0.6598)>
  UV <Vector (0.5780, 0.6684)>
  UV <Vector (0.5664, 0.6690)>
Face 4624
UV Count: 3
  UV <Vector (0.8062, 0.5533)>
  UV <Vector (0.7933, 0.5481)>
  UV <Vector (0.8063, 0.5486)>
Face 4625
UV Count: 3
  UV <Vector (0.8657, 0.6220)>
  UV <Vector (0.8797, 0.6134)>
  UV <Vector (0.8797, 0.6232)>
Face 4626
UV Count: 3
  UV <Vector (0.5658, 0.7066)>
  UV <Vector (0.5559, 0.6976)>
  UV <Vector (0.5667, 0.6974)>
Face 4627
UV Count: 3
  UV <Vector (0.5558, 0.6881)>
  UV <Vector (0.5438, 0.6781)>
  UV <Vector (0.5553, 0.6785)>
Face 4628
UV Count: 3
  UV <Vector (0.5782, 0.6591)>
  UV <Vector (0.5887, 0.6682)>
  UV <Vector (0.5780, 0.6684)>
Face 4629
UV Count: 3
  UV <Vector (0.5558, 0.6881)>
  UV <Vector (0.5667, 0.6974)>
  UV <Vector (0.5559, 0.6976)>
Face 4630
UV Count: 3
  UV <Vector (0.5756, 0.7153)>
  UV <Vector (0.5658, 0.7066)>
  UV <Vector (0.5773, 0.7059)>
Face 4631
UV Count: 3
  UV <Vector (0.5464, 0.7076)>
  UV <Vector (0.5537, 0.7163)>
  UV <Vector (0.5455, 0.7168)>
Face 4632
UV Count: 3
  UV <Vector (0.5668, 0.6879)>
  UV <Vector (0.5783, 0.6969)>
  UV <Vector (0.5667, 0.6974)>
Face 4633
UV Count: 3
  UV <Vector (0.5784, 0.6876)>
  UV <Vector (0.5885, 0.6962)>
  UV <Vector (0.5783, 0.6969)>
Face 4634
UV Count: 3
  UV <Vector (0.8415, 0.7624)>
  UV <Vector (0.8353, 0.7595)>
  UV <Vector (0.8411, 0.7575)>
Face 4635
UV Count: 3
  UV <Vector (0.8475, 0.7607)>
  UV <Vector (0.8411, 0.7575)>
  UV <Vector (0.8465, 0.7551)>
Face 4636
UV Count: 3
  UV <Vector (0.8092, 0.9643)>
  UV <Vector (0.7964, 0.9671)>
  UV <Vector (0.8071, 0.9582)>
Face 4637
UV Count: 3
  UV <Vector (0.8345, 0.7267)>
  UV <Vector (0.8331, 0.7370)>
  UV <Vector (0.8272, 0.7291)>
Face 4638
UV Count: 3
  UV <Vector (0.8465, 0.7551)>
  UV <Vector (0.8398, 0.7510)>
  UV <Vector (0.8449, 0.7491)>
Face 4639
UV Count: 3
  UV <Vector (0.8449, 0.7491)>
  UV <Vector (0.8374, 0.7441)>
  UV <Vector (0.8422, 0.7421)>
Face 4640
UV Count: 3
  UV <Vector (0.8411, 0.7575)>
  UV <Vector (0.8356, 0.7529)>
  UV <Vector (0.8398, 0.7510)>
Face 4641
UV Count: 3
  UV <Vector (0.8322, 0.7157)>
  UV <Vector (0.8218, 0.7057)>
  UV <Vector (0.8311, 0.7037)>
Face 4642
UV Count: 3
  UV <Vector (0.8497, 0.7201)>
  UV <Vector (0.8404, 0.7133)>
  UV <Vector (0.8484, 0.7100)>
Face 4643
UV Count: 3
  UV <Vector (0.8272, 0.7291)>
  UV <Vector (0.8322, 0.7157)>
  UV <Vector (0.8345, 0.7267)>
Face 4644
UV Count: 3
  UV <Vector (0.8484, 0.7100)>
  UV <Vector (0.8403, 0.7010)>
  UV <Vector (0.8477, 0.6949)>
Face 4645
UV Count: 3
  UV <Vector (0.8404, 0.7133)>
  UV <Vector (0.8311, 0.7037)>
  UV <Vector (0.8403, 0.7010)>
Face 4646
UV Count: 3
  UV <Vector (0.7215, 0.9355)>
  UV <Vector (0.7285, 0.9436)>
  UV <Vector (0.7241, 0.9441)>
Face 4647
UV Count: 3
  UV <Vector (0.7491, 0.9457)>
  UV <Vector (0.7596, 0.9576)>
  UV <Vector (0.7592, 0.9583)>
Face 4648
UV Count: 3
  UV <Vector (0.8295, 0.6617)>
  UV <Vector (0.8403, 0.6678)>
  UV <Vector (0.8298, 0.6710)>
Face 4649
UV Count: 3
  UV <Vector (0.8298, 0.6710)>
  UV <Vector (0.8409, 0.6776)>
  UV <Vector (0.8303, 0.6809)>
Face 4650
UV Count: 3
  UV <Vector (0.8403, 0.6678)>
  UV <Vector (0.8532, 0.6700)>
  UV <Vector (0.8409, 0.6776)>
Face 4651
UV Count: 3
  UV <Vector (0.8110, 0.6951)>
  UV <Vector (0.8020, 0.7073)>
  UV <Vector (0.8013, 0.6957)>
Face 4652
UV Count: 3
  UV <Vector (0.7923, 0.6250)>
  UV <Vector (0.8021, 0.6152)>
  UV <Vector (0.8018, 0.6249)>
Face 4653
UV Count: 3
  UV <Vector (0.7921, 0.6346)>
  UV <Vector (0.8018, 0.6249)>
  UV <Vector (0.8015, 0.6346)>
Face 4654
UV Count: 3
  UV <Vector (0.8010, 0.6639)>
  UV <Vector (0.8104, 0.6733)>
  UV <Vector (0.8009, 0.6738)>
Face 4655
UV Count: 3
  UV <Vector (0.8012, 0.6443)>
  UV <Vector (0.8108, 0.6345)>
  UV <Vector (0.8105, 0.6442)>
Face 4656
UV Count: 3
  UV <Vector (0.5062, 0.6387)>
  UV <Vector (0.5143, 0.6309)>
  UV <Vector (0.5135, 0.6391)>
Face 4657
UV Count: 3
  UV <Vector (0.8310, 0.6148)>
  UV <Vector (0.8423, 0.6049)>
  UV <Vector (0.8415, 0.6143)>
Face 4658
UV Count: 3
  UV <Vector (0.8304, 0.6244)>
  UV <Vector (0.8415, 0.6143)>
  UV <Vector (0.8409, 0.6236)>
Face 4659
UV Count: 3
  UV <Vector (0.8409, 0.6236)>
  UV <Vector (0.8530, 0.6138)>
  UV <Vector (0.8527, 0.6225)>
Face 4660
UV Count: 3
  UV <Vector (0.5290, 0.6402)>
  UV <Vector (0.5223, 0.6312)>
  UV <Vector (0.5307, 0.6313)>
Face 4661
UV Count: 3
  UV <Vector (0.5353, 0.6583)>
  UV <Vector (0.5444, 0.6685)>
  UV <Vector (0.5335, 0.6671)>
Face 4662
UV Count: 3
  UV <Vector (0.7932, 0.5600)>
  UV <Vector (0.7815, 0.5679)>
  UV <Vector (0.7807, 0.5598)>
Face 4663
UV Count: 3
  UV <Vector (0.5062, 0.6301)>
  UV <Vector (0.5153, 0.6226)>
  UV <Vector (0.5143, 0.6309)>
Face 4664
UV Count: 3
  UV <Vector (0.8294, 0.5533)>
  UV <Vector (0.8186, 0.5485)>
  UV <Vector (0.8296, 0.5484)>
Face 4665
UV Count: 3
  UV <Vector (0.7680, 0.5532)>
  UV <Vector (0.7582, 0.5601)>
  UV <Vector (0.7572, 0.5535)>
Face 4666
UV Count: 3
  UV <Vector (0.5452, 0.6593)>
  UV <Vector (0.5554, 0.6691)>
  UV <Vector (0.5444, 0.6685)>
Face 4667
UV Count: 3
  UV <Vector (0.8184, 0.5534)>
  UV <Vector (0.8063, 0.5486)>
  UV <Vector (0.8186, 0.5485)>
Face 4668
UV Count: 3
  UV <Vector (0.8063, 0.5422)>
  UV <Vector (0.8183, 0.5381)>
  UV <Vector (0.8188, 0.5424)>
Face 4669
UV Count: 3
  UV <Vector (0.8068, 0.5231)>
  UV <Vector (0.8190, 0.5318)>
  UV <Vector (0.8063, 0.5312)>
Face 4670
UV Count: 3
  UV <Vector (0.8065, 0.5202)>
  UV <Vector (0.7927, 0.5229)>
  UV <Vector (0.7927, 0.5201)>
Face 4671
UV Count: 3
  UV <Vector (0.7927, 0.5229)>
  UV <Vector (0.7797, 0.5310)>
  UV <Vector (0.7787, 0.5232)>
Face 4672
UV Count: 3
  UV <Vector (0.5917, 0.6214)>
  UV <Vector (0.5988, 0.6122)>
  UV <Vector (0.5983, 0.6217)>
Face 4673
UV Count: 3
  UV <Vector (0.6043, 0.6213)>
  UV <Vector (0.6017, 0.6118)>
  UV <Vector (0.6047, 0.6114)>
Face 4674
UV Count: 3
  UV <Vector (0.6109, 0.6014)>
  UV <Vector (0.6076, 0.6115)>
  UV <Vector (0.6080, 0.6012)>
Face 4675
UV Count: 3
  UV <Vector (0.6076, 0.6115)>
  UV <Vector (0.6043, 0.6213)>
  UV <Vector (0.6047, 0.6114)>
Face 4676
UV Count: 3
  UV <Vector (0.8202, 0.6345)>
  UV <Vector (0.8304, 0.6244)>
  UV <Vector (0.8298, 0.6341)>
Face 4677
UV Count: 3
  UV <Vector (0.7926, 0.6152)>
  UV <Vector (0.8026, 0.6054)>
  UV <Vector (0.8021, 0.6152)>
Face 4678
UV Count: 3
  UV <Vector (0.8105, 0.6442)>
  UV <Vector (0.8202, 0.6345)>
  UV <Vector (0.8200, 0.6441)>
Face 4679
UV Count: 3
  UV <Vector (0.8200, 0.6441)>
  UV <Vector (0.8298, 0.6341)>
  UV <Vector (0.8295, 0.6437)>
Face 4680
UV Count: 3
  UV <Vector (0.8524, 0.6309)>
  UV <Vector (0.8409, 0.6236)>
  UV <Vector (0.8527, 0.6225)>
Face 4681
UV Count: 3
  UV <Vector (0.8032, 0.5955)>
  UV <Vector (0.7933, 0.5858)>
  UV <Vector (0.8038, 0.5858)>
Face 4682
UV Count: 3
  UV <Vector (0.8394, 0.6426)>
  UV <Vector (0.8298, 0.6341)>
  UV <Vector (0.8401, 0.6330)>
Face 4683
UV Count: 3
  UV <Vector (0.8519, 0.6393)>
  UV <Vector (0.8401, 0.6330)>
  UV <Vector (0.8524, 0.6309)>
Face 4684
UV Count: 3
  UV <Vector (0.7535, 0.6062)>
  UV <Vector (0.7434, 0.5963)>
  UV <Vector (0.7536, 0.5962)>
Face 4685
UV Count: 3
  UV <Vector (0.8318, 0.6052)>
  UV <Vector (0.8228, 0.5956)>
  UV <Vector (0.8327, 0.5956)>
Face 4686
UV Count: 3
  UV <Vector (0.8038, 0.5858)>
  UV <Vector (0.7934, 0.5765)>
  UV <Vector (0.8045, 0.5765)>
Face 4687
UV Count: 3
  UV <Vector (0.8524, 0.6309)>
  UV <Vector (0.8657, 0.6220)>
  UV <Vector (0.8660, 0.6297)>
Face 4688
UV Count: 3
  UV <Vector (0.5566, 0.6506)>
  UV <Vector (0.5476, 0.6409)>
  UV <Vector (0.5577, 0.6412)>
Face 4689
UV Count: 3
  UV <Vector (0.5307, 0.6313)>
  UV <Vector (0.5239, 0.6223)>
  UV <Vector (0.5327, 0.6221)>
Face 4690
UV Count: 3
  UV <Vector (0.8258, 0.5765)>
  UV <Vector (0.8167, 0.5679)>
  UV <Vector (0.8274, 0.5679)>
Face 4691
UV Count: 3
  UV <Vector (0.5276, 0.6033)>
  UV <Vector (0.5180, 0.5944)>
  UV <Vector (0.5297, 0.5933)>
Face 4692
UV Count: 3
  UV <Vector (0.5192, 0.5843)>
  UV <Vector (0.5062, 0.5768)>
  UV <Vector (0.5193, 0.5744)>
Face 4693
UV Count: 3
  UV <Vector (0.5180, 0.5944)>
  UV <Vector (0.5062, 0.5861)>
  UV <Vector (0.5192, 0.5843)>
Face 4694
UV Count: 3
  UV <Vector (0.5397, 0.6314)>
  UV <Vector (0.5327, 0.6221)>
  UV <Vector (0.5417, 0.6220)>
Face 4695
UV Count: 3
  UV <Vector (0.5577, 0.6412)>
  UV <Vector (0.5492, 0.6315)>
  UV <Vector (0.5591, 0.6316)>
Face 4696
UV Count: 3
  UV <Vector (0.5610, 0.6219)>
  UV <Vector (0.5536, 0.6121)>
  UV <Vector (0.5629, 0.6119)>
Face 4697
UV Count: 3
  UV <Vector (0.8797, 0.5674)>
  UV <Vector (0.8690, 0.5608)>
  UV <Vector (0.8797, 0.5604)>
Face 4698
UV Count: 3
  UV <Vector (0.8797, 0.5604)>
  UV <Vector (0.8697, 0.5528)>
  UV <Vector (0.8797, 0.5517)>
Face 4699
UV Count: 3
  UV <Vector (0.5727, 0.6118)>
  UV <Vector (0.5817, 0.6216)>
  UV <Vector (0.5709, 0.6219)>
Face 4700
UV Count: 3
  UV <Vector (0.8489, 0.5602)>
  UV <Vector (0.8577, 0.5683)>
  UV <Vector (0.8474, 0.5683)>
Face 4701
UV Count: 3
  UV <Vector (0.8658, 0.5953)>
  UV <Vector (0.8551, 0.5860)>
  UV <Vector (0.8665, 0.5860)>
Face 4702
UV Count: 3
  UV <Vector (0.5223, 0.6312)>
  UV <Vector (0.5153, 0.6226)>
  UV <Vector (0.5239, 0.6223)>
Face 4703
UV Count: 3
  UV <Vector (0.8654, 0.6045)>
  UV <Vector (0.8797, 0.5954)>
  UV <Vector (0.8797, 0.6050)>
Face 4704
UV Count: 3
  UV <Vector (0.8656, 0.6134)>
  UV <Vector (0.8797, 0.6050)>
  UV <Vector (0.8797, 0.6134)>
Face 4705
UV Count: 3
  UV <Vector (0.8167, 0.5679)>
  UV <Vector (0.8059, 0.5599)>
  UV <Vector (0.8177, 0.5600)>
Face 4706
UV Count: 3
  UV <Vector (0.5123, 0.6514)>
  UV <Vector (0.5062, 0.6445)>
  UV <Vector (0.5131, 0.6460)>
Face 4707
UV Count: 3
  UV <Vector (0.8530, 0.6138)>
  UV <Vector (0.8654, 0.6045)>
  UV <Vector (0.8656, 0.6134)>
Face 4708
UV Count: 3
  UV <Vector (0.8657, 0.6443)>
  UV <Vector (0.8797, 0.6387)>
  UV <Vector (0.8797, 0.6445)>
Face 4709
UV Count: 3
  UV <Vector (0.8401, 0.6330)>
  UV <Vector (0.8304, 0.6244)>
  UV <Vector (0.8409, 0.6236)>
Face 4710
UV Count: 3
  UV <Vector (0.8517, 0.6471)>
  UV <Vector (0.8394, 0.6426)>
  UV <Vector (0.8519, 0.6393)>
Face 4711
UV Count: 3
  UV <Vector (0.8657, 0.6443)>
  UV <Vector (0.8519, 0.6393)>
  UV <Vector (0.8659, 0.6377)>
Face 4712
UV Count: 3
  UV <Vector (0.8657, 0.6496)>
  UV <Vector (0.8517, 0.6471)>
  UV <Vector (0.8657, 0.6443)>
Face 4713
UV Count: 3
  UV <Vector (0.8108, 0.6345)>
  UV <Vector (0.8206, 0.6248)>
  UV <Vector (0.8202, 0.6345)>
Face 4714
UV Count: 3
  UV <Vector (0.8391, 0.6595)>
  UV <Vector (0.8294, 0.6527)>
  UV <Vector (0.8392, 0.6511)>
Face 4715
UV Count: 3
  UV <Vector (0.8518, 0.6544)>
  UV <Vector (0.8673, 0.6534)>
  UV <Vector (0.8531, 0.6614)>
Face 4716
UV Count: 3
  UV <Vector (0.8295, 0.6617)>
  UV <Vector (0.8199, 0.6536)>
  UV <Vector (0.8294, 0.6527)>
Face 4717
UV Count: 3
  UV <Vector (0.8010, 0.6541)>
  UV <Vector (0.8105, 0.6442)>
  UV <Vector (0.8104, 0.6539)>
Face 4718
UV Count: 3
  UV <Vector (0.8010, 0.6639)>
  UV <Vector (0.7917, 0.6543)>
  UV <Vector (0.8010, 0.6541)>
Face 4719
UV Count: 3
  UV <Vector (0.8104, 0.6539)>
  UV <Vector (0.8200, 0.6441)>
  UV <Vector (0.8199, 0.6536)>
Face 4720
UV Count: 3
  UV <Vector (0.6249, 0.5908)>
  UV <Vector (0.6169, 0.6011)>
  UV <Vector (0.6168, 0.5905)>
Face 4721
UV Count: 3
  UV <Vector (0.6005, 0.6494)>
  UV <Vector (0.5980, 0.6404)>
  UV <Vector (0.6008, 0.6403)>
Face 4722
UV Count: 3
  UV <Vector (0.5976, 0.6495)>
  UV <Vector (0.5902, 0.6405)>
  UV <Vector (0.5980, 0.6404)>
Face 4723
UV Count: 3
  UV <Vector (0.6105, 0.6217)>
  UV <Vector (0.6067, 0.6309)>
  UV <Vector (0.6074, 0.6215)>
Face 4724
UV Count: 3
  UV <Vector (0.5297, 0.5933)>
  UV <Vector (0.5192, 0.5843)>
  UV <Vector (0.5304, 0.5833)>
Face 4725
UV Count: 3
  UV <Vector (0.6059, 0.6495)>
  UV <Vector (0.6029, 0.6586)>
  UV <Vector (0.6032, 0.6494)>
Face 4726
UV Count: 3
  UV <Vector (0.6002, 0.6586)>
  UV <Vector (0.5976, 0.6495)>
  UV <Vector (0.6005, 0.6494)>
Face 4727
UV Count: 3
  UV <Vector (0.5999, 0.6679)>
  UV <Vector (0.5974, 0.6586)>
  UV <Vector (0.6002, 0.6586)>
Face 4728
UV Count: 3
  UV <Vector (0.5452, 0.6880)>
  UV <Vector (0.5360, 0.6974)>
  UV <Vector (0.5342, 0.6882)>
Face 4729
UV Count: 3
  UV <Vector (0.5438, 0.6781)>
  UV <Vector (0.5342, 0.6882)>
  UV <Vector (0.5311, 0.6795)>
Face 4730
UV Count: 3
  UV <Vector (0.6380, 0.6603)>
  UV <Vector (0.6268, 0.6691)>
  UV <Vector (0.6272, 0.6597)>
Face 4731
UV Count: 3
  UV <Vector (0.6597, 0.6793)>
  UV <Vector (0.6691, 0.6669)>
  UV <Vector (0.6736, 0.6776)>
Face 4732
UV Count: 3
  UV <Vector (0.5782, 0.6780)>
  UV <Vector (0.5887, 0.6873)>
  UV <Vector (0.5784, 0.6876)>
Face 4733
UV Count: 3
  UV <Vector (0.5780, 0.6684)>
  UV <Vector (0.5887, 0.6778)>
  UV <Vector (0.5782, 0.6780)>
Face 4734
UV Count: 3
  UV <Vector (0.5559, 0.6976)>
  UV <Vector (0.5452, 0.6880)>
  UV <Vector (0.5558, 0.6881)>
Face 4735
UV Count: 3
  UV <Vector (0.5970, 0.6778)>
  UV <Vector (0.5887, 0.6682)>
  UV <Vector (0.5971, 0.6680)>
Face 4736
UV Count: 3
  UV <Vector (0.5773, 0.7059)>
  UV <Vector (0.5667, 0.6974)>
  UV <Vector (0.5783, 0.6969)>
Face 4737
UV Count: 3
  UV <Vector (0.5967, 0.6963)>
  UV <Vector (0.5887, 0.6873)>
  UV <Vector (0.5969, 0.6873)>
Face 4738
UV Count: 3
  UV <Vector (0.5969, 0.6873)>
  UV <Vector (0.5887, 0.6778)>
  UV <Vector (0.5970, 0.6778)>
Face 4739
UV Count: 3
  UV <Vector (0.5666, 0.6784)>
  UV <Vector (0.5784, 0.6876)>
  UV <Vector (0.5668, 0.6879)>
Face 4740
UV Count: 3
  UV <Vector (0.8484, 0.6848)>
  UV <Vector (0.8409, 0.6776)>
  UV <Vector (0.8532, 0.6700)>
Face 4741
UV Count: 3
  UV <Vector (0.8391, 0.6595)>
  UV <Vector (0.8531, 0.6614)>
  UV <Vector (0.8403, 0.6678)>
Face 4742
UV Count: 3
  UV <Vector (0.8303, 0.6809)>
  UV <Vector (0.8200, 0.6725)>
  UV <Vector (0.8298, 0.6710)>
Face 4743
UV Count: 3
  UV <Vector (0.8218, 0.7057)>
  UV <Vector (0.8110, 0.6951)>
  UV <Vector (0.8208, 0.6939)>
Face 4744
UV Count: 3
  UV <Vector (0.8104, 0.6635)>
  UV <Vector (0.8010, 0.6541)>
  UV <Vector (0.8104, 0.6539)>
Face 4745
UV Count: 3
  UV <Vector (0.8203, 0.6827)>
  UV <Vector (0.8104, 0.6733)>
  UV <Vector (0.8200, 0.6725)>
Face 4746
UV Count: 3
  UV <Vector (0.8298, 0.6710)>
  UV <Vector (0.8199, 0.6630)>
  UV <Vector (0.8295, 0.6617)>
Face 4747
UV Count: 3
  UV <Vector (0.8009, 0.6738)>
  UV <Vector (0.8106, 0.6838)>
  UV <Vector (0.8011, 0.6844)>
Face 4748
UV Count: 3
  UV <Vector (0.8208, 0.6939)>
  UV <Vector (0.8106, 0.6838)>
  UV <Vector (0.8203, 0.6827)>
Face 4749
UV Count: 3
  UV <Vector (0.8404, 0.6889)>
  UV <Vector (0.8303, 0.6809)>
  UV <Vector (0.8409, 0.6776)>
Face 4750
UV Count: 3
  UV <Vector (0.8012, 0.6443)>
  UV <Vector (0.7921, 0.6346)>
  UV <Vector (0.8015, 0.6346)>
Face 4751
UV Count: 3
  UV <Vector (0.7916, 0.6641)>
  UV <Vector (0.8009, 0.6738)>
  UV <Vector (0.7916, 0.6740)>
Face 4752
UV Count: 3
  UV <Vector (0.5062, 0.6571)>
  UV <Vector (0.5110, 0.6556)>
  UV <Vector (0.5093, 0.6595)>
Face 4753
UV Count: 3
  UV <Vector (0.8199, 0.6536)>
  UV <Vector (0.8295, 0.6437)>
  UV <Vector (0.8294, 0.6527)>
Face 4754
UV Count: 3
  UV <Vector (0.5154, 0.6640)>
  UV <Vector (0.5249, 0.6634)>
  UV <Vector (0.5238, 0.6698)>
Face 4755
UV Count: 3
  UV <Vector (0.5062, 0.6519)>
  UV <Vector (0.5123, 0.6514)>
  UV <Vector (0.5110, 0.6556)>
Face 4756
UV Count: 3
  UV <Vector (0.8659, 0.6377)>
  UV <Vector (0.8524, 0.6309)>
  UV <Vector (0.8660, 0.6297)>
Face 4757
UV Count: 3
  UV <Vector (0.8026, 0.6054)>
  UV <Vector (0.7931, 0.5956)>
  UV <Vector (0.8032, 0.5955)>
Face 4758
UV Count: 3
  UV <Vector (0.8518, 0.6544)>
  UV <Vector (0.8392, 0.6511)>
  UV <Vector (0.8517, 0.6471)>
Face 4759
UV Count: 3
  UV <Vector (0.8797, 0.6494)>
  UV <Vector (0.8657, 0.6443)>
  UV <Vector (0.8797, 0.6445)>
Face 4760
UV Count: 3
  UV <Vector (0.5190, 0.6537)>
  UV <Vector (0.5131, 0.6460)>
  UV <Vector (0.5200, 0.6472)>
Face 4761
UV Count: 3
  UV <Vector (0.8122, 0.6054)>
  UV <Vector (0.8228, 0.5956)>
  UV <Vector (0.8218, 0.6053)>
Face 4762
UV Count: 3
  UV <Vector (0.8122, 0.6054)>
  UV <Vector (0.8032, 0.5955)>
  UV <Vector (0.8132, 0.5955)>
Face 4763
UV Count: 3
  UV <Vector (0.8144, 0.5857)>
  UV <Vector (0.8045, 0.5765)>
  UV <Vector (0.8156, 0.5765)>
Face 4764
UV Count: 3
  UV <Vector (0.5153, 0.6226)>
  UV <Vector (0.5062, 0.6134)>
  UV <Vector (0.5160, 0.6133)>
Face 4765
UV Count: 3
  UV <Vector (0.5664, 0.6690)>
  UV <Vector (0.5782, 0.6780)>
  UV <Vector (0.5666, 0.6784)>
Face 4766
UV Count: 3
  UV <Vector (0.6879, 0.6309)>
  UV <Vector (0.6810, 0.6391)>
  UV <Vector (0.6813, 0.6307)>
Face 4767
UV Count: 3
  UV <Vector (0.5444, 0.6685)>
  UV <Vector (0.5553, 0.6785)>
  UV <Vector (0.5438, 0.6781)>
Face 4768
UV Count: 3
  UV <Vector (0.6277, 0.6315)>
  UV <Vector (0.6174, 0.6406)>
  UV <Vector (0.6175, 0.6311)>
Face 4769
UV Count: 3
  UV <Vector (0.5559, 0.6598)>
  UV <Vector (0.5463, 0.6502)>
  UV <Vector (0.5566, 0.6506)>
Face 4770
UV Count: 3
  UV <Vector (0.8356, 0.5768)>
  UV <Vector (0.8274, 0.5679)>
  UV <Vector (0.8374, 0.5682)>
Face 4771
UV Count: 3
  UV <Vector (0.5463, 0.6502)>
  UV <Vector (0.5380, 0.6406)>
  UV <Vector (0.5476, 0.6409)>
Face 4772
UV Count: 3
  UV <Vector (0.5238, 0.6698)>
  UV <Vector (0.5335, 0.6671)>
  UV <Vector (0.5311, 0.6795)>
Face 4773
UV Count: 3
  UV <Vector (0.8423, 0.6049)>
  UV <Vector (0.8540, 0.5954)>
  UV <Vector (0.8534, 0.6047)>
Face 4774
UV Count: 3
  UV <Vector (0.5452, 0.6593)>
  UV <Vector (0.5365, 0.6496)>
  UV <Vector (0.5463, 0.6502)>
Face 4775
UV Count: 3
  UV <Vector (0.5207, 0.6397)>
  UV <Vector (0.5143, 0.6309)>
  UV <Vector (0.5223, 0.6312)>
Face 4776
UV Count: 3
  UV <Vector (0.8797, 0.5954)>
  UV <Vector (0.8665, 0.5860)>
  UV <Vector (0.8797, 0.5861)>
Face 4777
UV Count: 3
  UV <Vector (0.8388, 0.5601)>
  UV <Vector (0.8474, 0.5683)>
  UV <Vector (0.8374, 0.5682)>
Face 4778
UV Count: 3
  UV <Vector (0.5891, 0.6589)>
  UV <Vector (0.5787, 0.6501)>
  UV <Vector (0.5897, 0.6497)>
Face 4779
UV Count: 3
  UV <Vector (0.8458, 0.5769)>
  UV <Vector (0.8374, 0.5682)>
  UV <Vector (0.8474, 0.5683)>
Face 4780
UV Count: 3
  UV <Vector (0.8797, 0.5768)>
  UV <Vector (0.8686, 0.5682)>
  UV <Vector (0.8797, 0.5674)>
Face 4781
UV Count: 3
  UV <Vector (0.5492, 0.6315)>
  UV <Vector (0.5417, 0.6220)>
  UV <Vector (0.5513, 0.6219)>
Face 4782
UV Count: 3
  UV <Vector (0.8665, 0.5860)>
  UV <Vector (0.8564, 0.5769)>
  UV <Vector (0.8680, 0.5768)>
Face 4783
UV Count: 3
  UV <Vector (0.8680, 0.5768)>
  UV <Vector (0.8577, 0.5683)>
  UV <Vector (0.8686, 0.5682)>
Face 4784
UV Count: 3
  UV <Vector (0.5673, 0.5917)>
  UV <Vector (0.5607, 0.5808)>
  UV <Vector (0.5693, 0.5812)>
Face 4785
UV Count: 3
  UV <Vector (0.5304, 0.5833)>
  UV <Vector (0.5193, 0.5744)>
  UV <Vector (0.5302, 0.5736)>
Face 4786
UV Count: 3
  UV <Vector (0.5371, 0.6027)>
  UV <Vector (0.5297, 0.5933)>
  UV <Vector (0.5394, 0.5927)>
Face 4787
UV Count: 3
  UV <Vector (0.8398, 0.5484)>
  UV <Vector (0.8496, 0.5450)>
  UV <Vector (0.8498, 0.5482)>
Face 4788
UV Count: 3
  UV <Vector (0.8498, 0.5482)>
  UV <Vector (0.8594, 0.5447)>
  UV <Vector (0.8597, 0.5480)>
Face 4789
UV Count: 3
  UV <Vector (0.5589, 0.5912)>
  UV <Vector (0.5673, 0.5917)>
  UV <Vector (0.5650, 0.6017)>
Face 4790
UV Count: 3
  UV <Vector (0.5650, 0.6017)>
  UV <Vector (0.5558, 0.6020)>
  UV <Vector (0.5589, 0.5912)>
Face 4791
UV Count: 3
  UV <Vector (0.5673, 0.5917)>
  UV <Vector (0.5747, 0.6017)>
  UV <Vector (0.5650, 0.6017)>
Face 4792
UV Count: 3
  UV <Vector (0.5607, 0.5808)>
  UV <Vector (0.5589, 0.5912)>
  UV <Vector (0.5543, 0.5796)>
Face 4793
UV Count: 3
  UV <Vector (0.5710, 0.5618)>
  UV <Vector (0.5608, 0.5548)>
  UV <Vector (0.5704, 0.5536)>
Face 4794
UV Count: 3
  UV <Vector (0.5607, 0.5715)>
  UV <Vector (0.5516, 0.5633)>
  UV <Vector (0.5611, 0.5629)>
Face 4795
UV Count: 3
  UV <Vector (0.5650, 0.6017)>
  UV <Vector (0.5727, 0.6118)>
  UV <Vector (0.5629, 0.6119)>
Face 4796
UV Count: 3
  UV <Vector (0.8686, 0.5682)>
  UV <Vector (0.8591, 0.5600)>
  UV <Vector (0.8690, 0.5608)>
Face 4797
UV Count: 3
  UV <Vector (0.5417, 0.6220)>
  UV <Vector (0.5349, 0.6126)>
  UV <Vector (0.5441, 0.6123)>
Face 4798
UV Count: 3
  UV <Vector (0.5062, 0.6050)>
  UV <Vector (0.5180, 0.5944)>
  UV <Vector (0.5167, 0.6041)>
Face 4799
UV Count: 3
  UV <Vector (0.8797, 0.5861)>
  UV <Vector (0.8680, 0.5768)>
  UV <Vector (0.8797, 0.5768)>
Face 4800
UV Count: 3
  UV <Vector (0.5405, 0.5203)>
  UV <Vector (0.5491, 0.5254)>
  UV <Vector (0.5387, 0.5269)>
Face 4801
UV Count: 3
  UV <Vector (0.5590, 0.5240)>
  UV <Vector (0.5677, 0.5294)>
  UV <Vector (0.5580, 0.5305)>
Face 4802
UV Count: 3
  UV <Vector (0.5518, 0.5154)>
  UV <Vector (0.5607, 0.5168)>
  UV <Vector (0.5508, 0.5186)>
Face 4803
UV Count: 3
  UV <Vector (0.5768, 0.5335)>
  UV <Vector (0.5677, 0.5294)>
  UV <Vector (0.5771, 0.5282)>
Face 4804
UV Count: 3
  UV <Vector (0.5600, 0.5476)>
  UV <Vector (0.5495, 0.5433)>
  UV <Vector (0.5591, 0.5422)>
Face 4805
UV Count: 3
  UV <Vector (0.5954, 0.5514)>
  UV <Vector (0.5873, 0.5448)>
  UV <Vector (0.5952, 0.5444)>
Face 4806
UV Count: 3
  UV <Vector (0.5791, 0.5529)>
  UV <Vector (0.5878, 0.5607)>
  UV <Vector (0.5793, 0.5614)>
Face 4807
UV Count: 3
  UV <Vector (0.5500, 0.5487)>
  UV <Vector (0.5391, 0.5442)>
  UV <Vector (0.5495, 0.5433)>
Face 4808
UV Count: 3
  UV <Vector (0.8797, 0.5401)>
  UV <Vector (0.8694, 0.5366)>
  UV <Vector (0.8797, 0.5356)>
Face 4809
UV Count: 3
  UV <Vector (0.8596, 0.5219)>
  UV <Vector (0.8499, 0.5251)>
  UV <Vector (0.8493, 0.5219)>
Face 4810
UV Count: 3
  UV <Vector (0.5373, 0.5376)>
  UV <Vector (0.5223, 0.5346)>
  UV <Vector (0.5376, 0.5331)>
Face 4811
UV Count: 3
  UV <Vector (0.8601, 0.5251)>
  UV <Vector (0.8697, 0.5319)>
  UV <Vector (0.8597, 0.5324)>
Face 4812
UV Count: 3
  UV <Vector (0.8496, 0.5450)>
  UV <Vector (0.8399, 0.5421)>
  UV <Vector (0.8498, 0.5417)>
Face 4813
UV Count: 3
  UV <Vector (0.5193, 0.5744)>
  UV <Vector (0.5062, 0.5674)>
  UV <Vector (0.5184, 0.5653)>
Face 4814
UV Count: 3
  UV <Vector (0.5591, 0.6316)>
  UV <Vector (0.5682, 0.6413)>
  UV <Vector (0.5577, 0.6412)>
Face 4815
UV Count: 3
  UV <Vector (0.8597, 0.5529)>
  UV <Vector (0.8498, 0.5482)>
  UV <Vector (0.8597, 0.5480)>
Face 4816
UV Count: 3
  UV <Vector (0.8028, 0.7829)>
  UV <Vector (0.7963, 0.7903)>
  UV <Vector (0.7976, 0.7831)>
Face 4817
UV Count: 3
  UV <Vector (0.8106, 0.7690)>
  UV <Vector (0.8177, 0.7717)>
  UV <Vector (0.8103, 0.7718)>
Face 4818
UV Count: 3
  UV <Vector (0.8035, 0.7694)>
  UV <Vector (0.8103, 0.7718)>
  UV <Vector (0.8033, 0.7721)>
Face 4819
UV Count: 3
  UV <Vector (0.8030, 0.7747)>
  UV <Vector (0.7976, 0.7831)>
  UV <Vector (0.7987, 0.7748)>
Face 4820
UV Count: 3
  UV <Vector (0.8295, 0.7896)>
  UV <Vector (0.8210, 0.7978)>
  UV <Vector (0.8223, 0.7897)>
Face 4821
UV Count: 3
  UV <Vector (0.7692, 0.7734)>
  UV <Vector (0.7753, 0.7743)>
  UV <Vector (0.7692, 0.7747)>
Face 4822
UV Count: 3
  UV <Vector (0.8334, 0.7706)>
  UV <Vector (0.8254, 0.7719)>
  UV <Vector (0.8258, 0.7704)>
Face 4823
UV Count: 3
  UV <Vector (0.8238, 0.7822)>
  UV <Vector (0.8295, 0.7896)>
  UV <Vector (0.8223, 0.7897)>
Face 4824
UV Count: 3
  UV <Vector (0.8174, 0.7738)>
  UV <Vector (0.8238, 0.7822)>
  UV <Vector (0.8164, 0.7824)>
Face 4825
UV Count: 3
  UV <Vector (0.8728, 0.7733)>
  UV <Vector (0.8677, 0.7740)>
  UV <Vector (0.8677, 0.7729)>
Face 4826
UV Count: 3
  UV <Vector (0.8677, 0.7729)>
  UV <Vector (0.8626, 0.7737)>
  UV <Vector (0.8626, 0.7722)>
Face 4827
UV Count: 3
  UV <Vector (0.8382, 0.7824)>
  UV <Vector (0.8428, 0.7897)>
  UV <Vector (0.8363, 0.7897)>
Face 4828
UV Count: 3
  UV <Vector (0.8487, 0.7898)>
  UV <Vector (0.8532, 0.7978)>
  UV <Vector (0.8474, 0.7978)>
Face 4829
UV Count: 3
  UV <Vector (0.8523, 0.7714)>
  UV <Vector (0.8465, 0.7726)>
  UV <Vector (0.8468, 0.7711)>
Face 4830
UV Count: 3
  UV <Vector (0.8574, 0.7719)>
  UV <Vector (0.8522, 0.7730)>
  UV <Vector (0.8523, 0.7714)>
Face 4831
UV Count: 3
  UV <Vector (0.8626, 0.7737)>
  UV <Vector (0.8674, 0.7754)>
  UV <Vector (0.8622, 0.7751)>
Face 4832
UV Count: 3
  UV <Vector (0.8119, 0.8074)>
  UV <Vector (0.8049, 0.8069)>
  UV <Vector (0.8124, 0.8065)>
Face 4833
UV Count: 3
  UV <Vector (0.8626, 0.7722)>
  UV <Vector (0.8574, 0.7733)>
  UV <Vector (0.8574, 0.7719)>
Face 4834
UV Count: 3
  UV <Vector (0.8574, 0.7733)>
  UV <Vector (0.8622, 0.7751)>
  UV <Vector (0.8570, 0.7749)>
Face 4835
UV Count: 3
  UV <Vector (0.8400, 0.7723)>
  UV <Vector (0.8462, 0.7742)>
  UV <Vector (0.8397, 0.7739)>
Face 4836
UV Count: 3
  UV <Vector (0.8468, 0.7711)>
  UV <Vector (0.8400, 0.7723)>
  UV <Vector (0.8404, 0.7708)>
Face 4837
UV Count: 3
  UV <Vector (0.8778, 0.7736)>
  UV <Vector (0.8726, 0.7744)>
  UV <Vector (0.8728, 0.7733)>
Face 4838
UV Count: 3
  UV <Vector (0.8465, 0.7726)>
  UV <Vector (0.8518, 0.7746)>
  UV <Vector (0.8462, 0.7742)>
Face 4839
UV Count: 3
  UV <Vector (0.8522, 0.7730)>
  UV <Vector (0.8570, 0.7749)>
  UV <Vector (0.8518, 0.7746)>
Face 4840
UV Count: 3
  UV <Vector (0.8778, 0.7736)>
  UV <Vector (0.8827, 0.7749)>
  UV <Vector (0.8776, 0.7747)>
Face 4841
UV Count: 3
  UV <Vector (0.8827, 0.7738)>
  UV <Vector (0.8890, 0.7752)>
  UV <Vector (0.8827, 0.7749)>
Face 4842
UV Count: 3
  UV <Vector (0.8776, 0.7747)>
  UV <Vector (0.8826, 0.7764)>
  UV <Vector (0.8775, 0.7761)>
Face 4843
UV Count: 3
  UV <Vector (0.8677, 0.7740)>
  UV <Vector (0.8725, 0.7757)>
  UV <Vector (0.8674, 0.7754)>
Face 4844
UV Count: 3
  UV <Vector (0.7951, 0.7707)>
  UV <Vector (0.7991, 0.7724)>
  UV <Vector (0.7951, 0.7728)>
Face 4845
UV Count: 3
  UV <Vector (0.7645, 0.7740)>
  UV <Vector (0.7692, 0.7747)>
  UV <Vector (0.7644, 0.7752)>
Face 4846
UV Count: 3
  UV <Vector (0.7692, 0.7747)>
  UV <Vector (0.7750, 0.7762)>
  UV <Vector (0.7691, 0.7767)>
Face 4847
UV Count: 3
  UV <Vector (0.8726, 0.7744)>
  UV <Vector (0.8775, 0.7761)>
  UV <Vector (0.8725, 0.7757)>
Face 4848
UV Count: 3
  UV <Vector (0.7884, 0.7674)>
  UV <Vector (0.7951, 0.7707)>
  UV <Vector (0.7883, 0.7717)>
Face 4849
UV Count: 3
  UV <Vector (0.7751, 0.7730)>
  UV <Vector (0.7818, 0.7738)>
  UV <Vector (0.7753, 0.7743)>
Face 4850
UV Count: 3
  UV <Vector (0.7753, 0.7743)>
  UV <Vector (0.7815, 0.7754)>
  UV <Vector (0.7750, 0.7762)>
Face 4851
UV Count: 3
  UV <Vector (0.7692, 0.7747)>
  UV <Vector (0.7643, 0.7766)>
  UV <Vector (0.7644, 0.7752)>
Face 4852
UV Count: 3
  UV <Vector (0.7816, 0.7725)>
  UV <Vector (0.7885, 0.7733)>
  UV <Vector (0.7818, 0.7738)>
Face 4853
UV Count: 3
  UV <Vector (0.7992, 0.7697)>
  UV <Vector (0.8033, 0.7721)>
  UV <Vector (0.7991, 0.7724)>
Face 4854
UV Count: 3
  UV <Vector (0.8890, 0.7752)>
  UV <Vector (0.8826, 0.7764)>
  UV <Vector (0.8827, 0.7749)>
Face 4855
UV Count: 3
  UV <Vector (0.8117, 0.7674)>
  UV <Vector (0.8181, 0.7696)>
  UV <Vector (0.8106, 0.7690)>
Face 4856
UV Count: 3
  UV <Vector (0.8036, 0.7674)>
  UV <Vector (0.8106, 0.7690)>
  UV <Vector (0.8035, 0.7694)>
Face 4857
UV Count: 3
  UV <Vector (0.7758, 0.7674)>
  UV <Vector (0.7692, 0.7734)>
  UV <Vector (0.7705, 0.7674)>
Face 4858
UV Count: 3
  UV <Vector (0.8199, 0.7674)>
  UV <Vector (0.8258, 0.7704)>
  UV <Vector (0.8181, 0.7696)>
Face 4859
UV Count: 3
  UV <Vector (0.8279, 0.7674)>
  UV <Vector (0.8334, 0.7706)>
  UV <Vector (0.8258, 0.7704)>
Face 4860
UV Count: 3
  UV <Vector (0.8355, 0.7674)>
  UV <Vector (0.8404, 0.7708)>
  UV <Vector (0.8334, 0.7706)>
Face 4861
UV Count: 3
  UV <Vector (0.8481, 0.7674)>
  UV <Vector (0.8404, 0.7708)>
  UV <Vector (0.8422, 0.7674)>
Face 4862
UV Count: 3
  UV <Vector (0.8468, 0.7711)>
  UV <Vector (0.8531, 0.7674)>
  UV <Vector (0.8523, 0.7714)>
Face 4863
UV Count: 3
  UV <Vector (0.8577, 0.7674)>
  UV <Vector (0.8523, 0.7714)>
  UV <Vector (0.8531, 0.7674)>
Face 4864
UV Count: 3
  UV <Vector (0.8574, 0.7719)>
  UV <Vector (0.8628, 0.7674)>
  UV <Vector (0.8626, 0.7722)>
Face 4865
UV Count: 3
  UV <Vector (0.8681, 0.7674)>
  UV <Vector (0.8626, 0.7722)>
  UV <Vector (0.8628, 0.7674)>
Face 4866
UV Count: 3
  UV <Vector (0.8677, 0.7729)>
  UV <Vector (0.8733, 0.7674)>
  UV <Vector (0.8728, 0.7733)>
Face 4867
UV Count: 3
  UV <Vector (0.8783, 0.7674)>
  UV <Vector (0.8728, 0.7733)>
  UV <Vector (0.8733, 0.7674)>
Face 4868
UV Count: 3
  UV <Vector (0.8778, 0.7736)>
  UV <Vector (0.8829, 0.7674)>
  UV <Vector (0.8827, 0.7738)>
Face 4869
UV Count: 3
  UV <Vector (0.8877, 0.7674)>
  UV <Vector (0.8827, 0.7738)>
  UV <Vector (0.8829, 0.7674)>
Face 4870
UV Count: 3
  UV <Vector (0.7818, 0.7674)>
  UV <Vector (0.7883, 0.7717)>
  UV <Vector (0.7816, 0.7725)>
Face 4871
UV Count: 3
  UV <Vector (0.7889, 0.8088)>
  UV <Vector (0.7827, 0.8080)>
  UV <Vector (0.7896, 0.8080)>
Face 4872
UV Count: 3
  UV <Vector (0.7758, 0.7674)>
  UV <Vector (0.7816, 0.7725)>
  UV <Vector (0.7751, 0.7730)>
Face 4873
UV Count: 3
  UV <Vector (0.8035, 0.7694)>
  UV <Vector (0.7997, 0.7674)>
  UV <Vector (0.8036, 0.7674)>
Face 4874
UV Count: 3
  UV <Vector (0.7957, 0.7674)>
  UV <Vector (0.7992, 0.7697)>
  UV <Vector (0.7951, 0.7707)>
Face 4875
UV Count: 3
  UV <Vector (0.7824, 0.8104)>
  UV <Vector (0.7889, 0.8088)>
  UV <Vector (0.7893, 0.8099)>
Face 4876
UV Count: 3
  UV <Vector (0.7971, 0.8078)>
  UV <Vector (0.7933, 0.8085)>
  UV <Vector (0.7934, 0.8078)>
Face 4877
UV Count: 3
  UV <Vector (0.7935, 0.8097)>
  UV <Vector (0.7974, 0.8085)>
  UV <Vector (0.7967, 0.8096)>
Face 4878
UV Count: 3
  UV <Vector (0.7896, 0.8080)>
  UV <Vector (0.7827, 0.8073)>
  UV <Vector (0.7896, 0.8071)>
Face 4879
UV Count: 3
  UV <Vector (0.8045, 0.8097)>
  UV <Vector (0.8116, 0.8081)>
  UV <Vector (0.8116, 0.8097)>
Face 4880
UV Count: 3
  UV <Vector (0.8195, 0.8080)>
  UV <Vector (0.8119, 0.8074)>
  UV <Vector (0.8206, 0.8069)>
Face 4881
UV Count: 3
  UV <Vector (0.8046, 0.8078)>
  UV <Vector (0.7974, 0.8085)>
  UV <Vector (0.7971, 0.8078)>
Face 4882
UV Count: 3
  UV <Vector (0.8119, 0.8074)>
  UV <Vector (0.8046, 0.8085)>
  UV <Vector (0.8046, 0.8078)>
Face 4883
UV Count: 3
  UV <Vector (0.8265, 0.8066)>
  UV <Vector (0.8215, 0.8059)>
  UV <Vector (0.8267, 0.8058)>
Face 4884
UV Count: 3
  UV <Vector (0.8332, 0.8064)>
  UV <Vector (0.8267, 0.8058)>
  UV <Vector (0.8335, 0.8056)>
Face 4885
UV Count: 3
  UV <Vector (0.8206, 0.8069)>
  UV <Vector (0.8124, 0.8065)>
  UV <Vector (0.8215, 0.8059)>
Face 4886
UV Count: 3
  UV <Vector (0.8116, 0.8097)>
  UV <Vector (0.8195, 0.8080)>
  UV <Vector (0.8192, 0.8096)>
Face 4887
UV Count: 3
  UV <Vector (0.8398, 0.8062)>
  UV <Vector (0.8335, 0.8056)>
  UV <Vector (0.8404, 0.8052)>
Face 4888
UV Count: 3
  UV <Vector (0.8394, 0.8073)>
  UV <Vector (0.8332, 0.8064)>
  UV <Vector (0.8398, 0.8062)>
Face 4889
UV Count: 3
  UV <Vector (0.8328, 0.8090)>
  UV <Vector (0.8394, 0.8073)>
  UV <Vector (0.8393, 0.8086)>
Face 4890
UV Count: 3
  UV <Vector (0.8260, 0.8091)>
  UV <Vector (0.8329, 0.8074)>
  UV <Vector (0.8328, 0.8090)>
Face 4891
UV Count: 3
  UV <Vector (0.8514, 0.8059)>
  UV <Vector (0.8463, 0.8051)>
  UV <Vector (0.8515, 0.8052)>
Face 4892
UV Count: 3
  UV <Vector (0.8574, 0.8060)>
  UV <Vector (0.8515, 0.8052)>
  UV <Vector (0.8577, 0.8051)>
Face 4893
UV Count: 3
  UV <Vector (0.8453, 0.8072)>
  UV <Vector (0.8398, 0.8062)>
  UV <Vector (0.8455, 0.8062)>
Face 4894
UV Count: 3
  UV <Vector (0.8455, 0.8062)>
  UV <Vector (0.8404, 0.8052)>
  UV <Vector (0.8463, 0.8051)>
Face 4895
UV Count: 3
  UV <Vector (0.8632, 0.8062)>
  UV <Vector (0.8577, 0.8051)>
  UV <Vector (0.8633, 0.8053)>
Face 4896
UV Count: 3
  UV <Vector (0.8630, 0.8072)>
  UV <Vector (0.8574, 0.8060)>
  UV <Vector (0.8632, 0.8062)>
Face 4897
UV Count: 3
  UV <Vector (0.8627, 0.8085)>
  UV <Vector (0.8572, 0.8070)>
  UV <Vector (0.8630, 0.8072)>
Face 4898
UV Count: 3
  UV <Vector (0.8515, 0.8085)>
  UV <Vector (0.8572, 0.8070)>
  UV <Vector (0.8570, 0.8086)>
Face 4899
UV Count: 3
  UV <Vector (0.8762, 0.8068)>
  UV <Vector (0.8689, 0.8055)>
  UV <Vector (0.8770, 0.8061)>
Face 4900
UV Count: 3
  UV <Vector (0.8688, 0.8074)>
  UV <Vector (0.8632, 0.8062)>
  UV <Vector (0.8690, 0.8063)>
Face 4901
UV Count: 3
  UV <Vector (0.8632, 0.8062)>
  UV <Vector (0.8689, 0.8055)>
  UV <Vector (0.8690, 0.8063)>
Face 4902
UV Count: 3
  UV <Vector (0.8907, 0.8073)>
  UV <Vector (0.8828, 0.8067)>
  UV <Vector (0.8907, 0.8070)>
Face 4903
UV Count: 3
  UV <Vector (0.8990, 0.9101)>
  UV <Vector (0.8893, 0.9130)>
  UV <Vector (0.8888, 0.9084)>
Face 4904
UV Count: 3
  UV <Vector (0.8755, 0.8077)>
  UV <Vector (0.8690, 0.8063)>
  UV <Vector (0.8762, 0.8068)>
Face 4905
UV Count: 3
  UV <Vector (0.8816, 0.8098)>
  UV <Vector (0.8755, 0.8077)>
  UV <Vector (0.8823, 0.8079)>
Face 4906
UV Count: 3
  UV <Vector (0.7623, 0.8099)>
  UV <Vector (0.7665, 0.8085)>
  UV <Vector (0.7669, 0.8104)>
Face 4907
UV Count: 3
  UV <Vector (0.7666, 0.8076)>
  UV <Vector (0.7624, 0.8081)>
  UV <Vector (0.7625, 0.8073)>
Face 4908
UV Count: 3
  UV <Vector (0.7666, 0.8076)>
  UV <Vector (0.7625, 0.8070)>
  UV <Vector (0.7665, 0.8068)>
Face 4909
UV Count: 3
  UV <Vector (0.7673, 0.7990)>
  UV <Vector (0.7721, 0.7988)>
  UV <Vector (0.7702, 0.8069)>
Face 4910
UV Count: 3
  UV <Vector (0.7710, 0.8105)>
  UV <Vector (0.7764, 0.8090)>
  UV <Vector (0.7764, 0.8105)>
Face 4911
UV Count: 3
  UV <Vector (0.7759, 0.8081)>
  UV <Vector (0.7827, 0.8073)>
  UV <Vector (0.7827, 0.8080)>
Face 4912
UV Count: 3
  UV <Vector (0.7759, 0.8081)>
  UV <Vector (0.7708, 0.8088)>
  UV <Vector (0.7702, 0.8078)>
Face 4913
UV Count: 3
  UV <Vector (0.7702, 0.8078)>
  UV <Vector (0.7757, 0.8075)>
  UV <Vector (0.7759, 0.8081)>
Face 4914
UV Count: 3
  UV <Vector (0.6035, 0.5434)>
  UV <Vector (0.6011, 0.5383)>
  UV <Vector (0.6034, 0.5383)>
Face 4915
UV Count: 3
  UV <Vector (0.6013, 0.5502)>
  UV <Vector (0.6035, 0.5434)>
  UV <Vector (0.6036, 0.5503)>
Face 4916
UV Count: 3
  UV <Vector (0.5865, 0.5358)>
  UV <Vector (0.5958, 0.5388)>
  UV <Vector (0.5868, 0.5392)>
Face 4917
UV Count: 3
  UV <Vector (0.6011, 0.5434)>
  UV <Vector (0.5958, 0.5388)>
  UV <Vector (0.6011, 0.5383)>
Face 4918
UV Count: 3
  UV <Vector (0.5865, 0.5358)>
  UV <Vector (0.5768, 0.5335)>
  UV <Vector (0.5862, 0.5329)>
Face 4919
UV Count: 3
  UV <Vector (0.5062, 0.5425)>
  UV <Vector (0.5159, 0.5395)>
  UV <Vector (0.5155, 0.5425)>
Face 4920
UV Count: 3
  UV <Vector (0.5704, 0.5536)>
  UV <Vector (0.5793, 0.5614)>
  UV <Vector (0.5710, 0.5618)>
Face 4921
UV Count: 3
  UV <Vector (0.5238, 0.5453)>
  UV <Vector (0.5380, 0.5407)>
  UV <Vector (0.5391, 0.5442)>
Face 4922
UV Count: 3
  UV <Vector (0.5380, 0.5407)>
  UV <Vector (0.5222, 0.5390)>
  UV <Vector (0.5373, 0.5376)>
Face 4923
UV Count: 3
  UV <Vector (0.5224, 0.5417)>
  UV <Vector (0.5159, 0.5395)>
  UV <Vector (0.5222, 0.5390)>
Face 4924
UV Count: 3
  UV <Vector (0.5407, 0.5562)>
  UV <Vector (0.5500, 0.5487)>
  UV <Vector (0.5509, 0.5556)>
Face 4925
UV Count: 3
  UV <Vector (0.5238, 0.5499)>
  UV <Vector (0.5160, 0.5457)>
  UV <Vector (0.5238, 0.5453)>
Face 4926
UV Count: 3
  UV <Vector (0.8597, 0.5480)>
  UV <Vector (0.8692, 0.5442)>
  UV <Vector (0.8695, 0.5477)>
Face 4927
UV Count: 3
  UV <Vector (0.8697, 0.5528)>
  UV <Vector (0.8597, 0.5480)>
  UV <Vector (0.8695, 0.5477)>
Face 4928
UV Count: 3
  UV <Vector (0.8397, 0.5452)>
  UV <Vector (0.8303, 0.5424)>
  UV <Vector (0.8399, 0.5421)>
Face 4929
UV Count: 3
  UV <Vector (0.8296, 0.5484)>
  UV <Vector (0.8397, 0.5452)>
  UV <Vector (0.8398, 0.5484)>
Face 4930
UV Count: 3
  UV <Vector (0.5629, 0.6119)>
  UV <Vector (0.5709, 0.6219)>
  UV <Vector (0.5610, 0.6219)>
Face 4931
UV Count: 3
  UV <Vector (0.8296, 0.5454)>
  UV <Vector (0.8188, 0.5424)>
  UV <Vector (0.8303, 0.5424)>
Face 4932
UV Count: 3
  UV <Vector (0.7376, 0.5536)>
  UV <Vector (0.7287, 0.5606)>
  UV <Vector (0.7275, 0.5537)>
Face 4933
UV Count: 3
  UV <Vector (0.8443, 0.5861)>
  UV <Vector (0.8356, 0.5768)>
  UV <Vector (0.8458, 0.5769)>
Face 4934
UV Count: 3
  UV <Vector (0.6513, 0.5823)>
  UV <Vector (0.6439, 0.5917)>
  UV <Vector (0.6419, 0.5813)>
Face 4935
UV Count: 3
  UV <Vector (0.6011, 0.5383)>
  UV <Vector (0.5961, 0.5352)>
  UV <Vector (0.6006, 0.5349)>
Face 4936
UV Count: 3
  UV <Vector (0.6013, 0.5502)>
  UV <Vector (0.5952, 0.5444)>
  UV <Vector (0.6011, 0.5434)>
Face 4937
UV Count: 3
  UV <Vector (0.5677, 0.5377)>
  UV <Vector (0.5577, 0.5355)>
  UV <Vector (0.5674, 0.5343)>
Face 4938
UV Count: 3
  UV <Vector (0.5873, 0.5448)>
  UV <Vector (0.5777, 0.5400)>
  UV <Vector (0.5868, 0.5392)>
Face 4939
UV Count: 3
  UV <Vector (0.8398, 0.5532)>
  UV <Vector (0.8489, 0.5602)>
  UV <Vector (0.8388, 0.5601)>
Face 4940
UV Count: 3
  UV <Vector (0.8287, 0.5600)>
  UV <Vector (0.8184, 0.5534)>
  UV <Vector (0.8294, 0.5533)>
Face 4941
UV Count: 3
  UV <Vector (0.8063, 0.5454)>
  UV <Vector (0.7930, 0.5417)>
  UV <Vector (0.8063, 0.5422)>
Face 4942
UV Count: 3
  UV <Vector (0.8186, 0.5456)>
  UV <Vector (0.8063, 0.5422)>
  UV <Vector (0.8188, 0.5424)>
Face 4943
UV Count: 3
  UV <Vector (0.5486, 0.5400)>
  UV <Vector (0.5577, 0.5355)>
  UV <Vector (0.5583, 0.5389)>
Face 4944
UV Count: 3
  UV <Vector (0.5495, 0.5433)>
  UV <Vector (0.5583, 0.5389)>
  UV <Vector (0.5591, 0.5422)>
Face 4945
UV Count: 3
  UV <Vector (0.5380, 0.5407)>
  UV <Vector (0.5474, 0.5362)>
  UV <Vector (0.5486, 0.5400)>
Face 4946
UV Count: 3
  UV <Vector (0.5380, 0.6406)>
  UV <Vector (0.5307, 0.6313)>
  UV <Vector (0.5397, 0.6314)>
Face 4947
UV Count: 3
  UV <Vector (0.8692, 0.5442)>
  UV <Vector (0.8797, 0.5401)>
  UV <Vector (0.8797, 0.5425)>
Face 4948
UV Count: 3
  UV <Vector (0.5302, 0.5736)>
  UV <Vector (0.5184, 0.5653)>
  UV <Vector (0.5255, 0.5588)>
Face 4949
UV Count: 3
  UV <Vector (0.8594, 0.5447)>
  UV <Vector (0.8498, 0.5417)>
  UV <Vector (0.8598, 0.5414)>
Face 4950
UV Count: 3
  UV <Vector (0.6006, 0.5349)>
  UV <Vector (0.6031, 0.5331)>
  UV <Vector (0.6032, 0.5350)>
Face 4951
UV Count: 3
  UV <Vector (0.5617, 0.5139)>
  UV <Vector (0.5701, 0.5153)>
  UV <Vector (0.5607, 0.5168)>
Face 4952
UV Count: 3
  UV <Vector (0.6011, 0.5383)>
  UV <Vector (0.6032, 0.5350)>
  UV <Vector (0.6034, 0.5383)>
Face 4953
UV Count: 3
  UV <Vector (0.5867, 0.5211)>
  UV <Vector (0.5937, 0.5273)>
  UV <Vector (0.5860, 0.5274)>
Face 4954
UV Count: 3
  UV <Vector (0.5508, 0.5186)>
  UV <Vector (0.5590, 0.5240)>
  UV <Vector (0.5491, 0.5254)>
Face 4955
UV Count: 3
  UV <Vector (0.5952, 0.5444)>
  UV <Vector (0.5868, 0.5392)>
  UV <Vector (0.5958, 0.5388)>
Face 4956
UV Count: 3
  UV <Vector (0.5411, 0.5170)>
  UV <Vector (0.5508, 0.5186)>
  UV <Vector (0.5405, 0.5203)>
Face 4957
UV Count: 3
  UV <Vector (0.5491, 0.5254)>
  UV <Vector (0.5580, 0.5305)>
  UV <Vector (0.5479, 0.5317)>
Face 4958
UV Count: 3
  UV <Vector (0.5684, 0.5410)>
  UV <Vector (0.5771, 0.5366)>
  UV <Vector (0.5777, 0.5400)>
Face 4959
UV Count: 3
  UV <Vector (0.5694, 0.5464)>
  UV <Vector (0.5777, 0.5400)>
  UV <Vector (0.5785, 0.5455)>
Face 4960
UV Count: 3
  UV <Vector (0.5186, 0.5198)>
  UV <Vector (0.5296, 0.5218)>
  UV <Vector (0.5187, 0.5231)>
Face 4961
UV Count: 3
  UV <Vector (0.5279, 0.5288)>
  UV <Vector (0.5376, 0.5331)>
  UV <Vector (0.5223, 0.5346)>
Face 4962
UV Count: 3
  UV <Vector (0.5591, 0.5422)>
  UV <Vector (0.5677, 0.5377)>
  UV <Vector (0.5684, 0.5410)>
Face 4963
UV Count: 3
  UV <Vector (0.5391, 0.5442)>
  UV <Vector (0.5486, 0.5400)>
  UV <Vector (0.5495, 0.5433)>
Face 4964
UV Count: 3
  UV <Vector (0.5171, 0.5304)>
  UV <Vector (0.5223, 0.5346)>
  UV <Vector (0.5164, 0.5350)>
Face 4965
UV Count: 3
  UV <Vector (0.8705, 0.5247)>
  UV <Vector (0.8797, 0.5310)>
  UV <Vector (0.8697, 0.5319)>
Face 4966
UV Count: 3
  UV <Vector (0.5160, 0.5457)>
  UV <Vector (0.5062, 0.5425)>
  UV <Vector (0.5155, 0.5425)>
Face 4967
UV Count: 3
  UV <Vector (0.5160, 0.5457)>
  UV <Vector (0.5224, 0.5417)>
  UV <Vector (0.5238, 0.5453)>
Face 4968
UV Count: 3
  UV <Vector (0.5062, 0.5310)>
  UV <Vector (0.5164, 0.5350)>
  UV <Vector (0.5062, 0.5356)>
Face 4969
UV Count: 3
  UV <Vector (0.8499, 0.5251)>
  UV <Vector (0.8399, 0.5325)>
  UV <Vector (0.8400, 0.5247)>
Face 4970
UV Count: 3
  UV <Vector (0.8797, 0.5456)>
  UV <Vector (0.8692, 0.5442)>
  UV <Vector (0.8797, 0.5425)>
Face 4971
UV Count: 3
  UV <Vector (0.8797, 0.5517)>
  UV <Vector (0.8695, 0.5477)>
  UV <Vector (0.8797, 0.5456)>
Face 4972
UV Count: 3
  UV <Vector (0.8399, 0.5325)>
  UV <Vector (0.8494, 0.5384)>
  UV <Vector (0.8395, 0.5384)>
Face 4973
UV Count: 3
  UV <Vector (0.8692, 0.5442)>
  UV <Vector (0.8598, 0.5414)>
  UV <Vector (0.8688, 0.5402)>
Face 4974
UV Count: 3
  UV <Vector (0.5184, 0.5653)>
  UV <Vector (0.5062, 0.5604)>
  UV <Vector (0.5176, 0.5584)>
Face 4975
UV Count: 3
  UV <Vector (0.8498, 0.5417)>
  UV <Vector (0.8595, 0.5376)>
  UV <Vector (0.8598, 0.5414)>
Face 4976
UV Count: 3
  UV <Vector (0.8499, 0.5251)>
  UV <Vector (0.8597, 0.5324)>
  UV <Vector (0.8497, 0.5326)>
Face 4977
UV Count: 3
  UV <Vector (0.5536, 0.6121)>
  UV <Vector (0.5465, 0.6023)>
  UV <Vector (0.5558, 0.6020)>
Face 4978
UV Count: 3
  UV <Vector (0.8296, 0.5484)>
  UV <Vector (0.8186, 0.5456)>
  UV <Vector (0.8296, 0.5454)>
Face 4979
UV Count: 3
  UV <Vector (0.8394, 0.5216)>
  UV <Vector (0.8302, 0.5242)>
  UV <Vector (0.8296, 0.5212)>
Face 4980
UV Count: 3
  UV <Vector (0.8188, 0.5424)>
  UV <Vector (0.8295, 0.5381)>
  UV <Vector (0.8303, 0.5424)>
Face 4981
UV Count: 3
  UV <Vector (0.8398, 0.5532)>
  UV <Vector (0.8296, 0.5484)>
  UV <Vector (0.8398, 0.5484)>
Face 4982
UV Count: 3
  UV <Vector (0.8186, 0.5485)>
  UV <Vector (0.8063, 0.5454)>
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Face 4983
UV Count: 3
  UV <Vector (0.7787, 0.5232)>
  UV <Vector (0.7673, 0.5313)>
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Face 4984
UV Count: 3
  UV <Vector (0.6699, 0.7868)>
  UV <Vector (0.6693, 0.7947)>
  UV <Vector (0.6670, 0.7952)>
Face 4985
UV Count: 3
  UV <Vector (0.6678, 0.8027)>
  UV <Vector (0.6680, 0.8122)>
  UV <Vector (0.6658, 0.8129)>
Face 4986
UV Count: 3
  UV <Vector (0.6678, 0.8027)>
  UV <Vector (0.6670, 0.7952)>
  UV <Vector (0.6693, 0.7947)>
Face 4987
UV Count: 3
  UV <Vector (0.6722, 0.7956)>
  UV <Vector (0.6678, 0.8027)>
  UV <Vector (0.6693, 0.7947)>
Face 4988
UV Count: 3
  UV <Vector (0.6678, 0.8323)>
  UV <Vector (0.6649, 0.8283)>
  UV <Vector (0.6662, 0.8268)>
Face 4989
UV Count: 3
  UV <Vector (0.6670, 0.8348)>
  UV <Vector (0.6713, 0.8377)>
  UV <Vector (0.6713, 0.8405)>
Face 4990
UV Count: 3
  UV <Vector (0.6776, 0.8412)>
  UV <Vector (0.6713, 0.8405)>
  UV <Vector (0.6713, 0.8377)>
Face 4991
UV Count: 3
  UV <Vector (0.6665, 0.8205)>
  UV <Vector (0.6658, 0.8129)>
  UV <Vector (0.6680, 0.8122)>
Face 4992
UV Count: 3
  UV <Vector (0.6801, 0.8643)>
  UV <Vector (0.6894, 0.8610)>
  UV <Vector (0.6895, 0.8647)>
Face 4993
UV Count: 3
  UV <Vector (0.7080, 0.8523)>
  UV <Vector (0.6983, 0.8478)>
  UV <Vector (0.7085, 0.8477)>
Face 4994
UV Count: 3
  UV <Vector (0.7215, 0.9355)>
  UV <Vector (0.7101, 0.9282)>
  UV <Vector (0.7126, 0.9242)>
Face 4995
UV Count: 3
  UV <Vector (0.7143, 0.9393)>
  UV <Vector (0.7077, 0.9321)>
  UV <Vector (0.7178, 0.9379)>
Face 4996
UV Count: 3
  UV <Vector (0.7101, 0.9282)>
  UV <Vector (0.6946, 0.9187)>
  UV <Vector (0.7126, 0.9242)>
Face 4997
UV Count: 3
  UV <Vector (0.6946, 0.9296)>
  UV <Vector (0.6837, 0.9351)>
  UV <Vector (0.6814, 0.9317)>
Face 4998
UV Count: 3
  UV <Vector (0.7340, 0.9503)>
  UV <Vector (0.7285, 0.9436)>
  UV <Vector (0.7341, 0.9428)>
Face 4999
UV Count: 3
  UV <Vector (0.7274, 0.9708)>
  UV <Vector (0.7336, 0.9639)>
  UV <Vector (0.7347, 0.9695)>
Face 5000
UV Count: 3
  UV <Vector (0.7178, 0.9379)>
  UV <Vector (0.7101, 0.9282)>
  UV <Vector (0.7215, 0.9355)>
Face 5001
UV Count: 3
  UV <Vector (0.7241, 0.9441)>
  UV <Vector (0.7178, 0.9379)>
  UV <Vector (0.7215, 0.9355)>
Face 5002
UV Count: 3
  UV <Vector (0.7389, 0.9577)>
  UV <Vector (0.7406, 0.9512)>
  UV <Vector (0.7467, 0.9595)>
Face 5003
UV Count: 3
  UV <Vector (0.7203, 0.9454)>
  UV <Vector (0.7178, 0.9379)>
  UV <Vector (0.7241, 0.9441)>
Face 5004
UV Count: 3
  UV <Vector (0.7491, 0.9765)>
  UV <Vector (0.7588, 0.9752)>
  UV <Vector (0.7619, 0.9791)>
Face 5005
UV Count: 3
  UV <Vector (0.7442, 0.9691)>
  UV <Vector (0.7515, 0.9661)>
  UV <Vector (0.7553, 0.9710)>
Face 5006
UV Count: 3
  UV <Vector (0.7371, 0.9737)>
  UV <Vector (0.7442, 0.9691)>
  UV <Vector (0.7470, 0.9731)>
Face 5007
UV Count: 3
  UV <Vector (0.7428, 0.9856)>
  UV <Vector (0.7527, 0.9840)>
  UV <Vector (0.7530, 0.9855)>
Face 5008
UV Count: 3
  UV <Vector (0.7680, 0.9715)>
  UV <Vector (0.7708, 0.9786)>
  UV <Vector (0.7661, 0.9744)>
Face 5009
UV Count: 3
  UV <Vector (0.6045, 0.9998)>
  UV <Vector (0.5943, 0.9985)>
  UV <Vector (0.6052, 0.9979)>
Face 5010
UV Count: 3
  UV <Vector (0.6125, 0.9976)>
  UV <Vector (0.6182, 0.9998)>
  UV <Vector (0.6135, 0.9998)>
Face 5011
UV Count: 3
  UV <Vector (0.7330, 0.9853)>
  UV <Vector (0.7415, 0.9823)>
  UV <Vector (0.7422, 0.9842)>
Face 5012
UV Count: 3
  UV <Vector (0.7671, 0.9870)>
  UV <Vector (0.7675, 0.9879)>
  UV <Vector (0.7530, 0.9855)>
Face 5013
UV Count: 3
  UV <Vector (0.7671, 0.9870)>
  UV <Vector (0.7864, 0.9899)>
  UV <Vector (0.7872, 0.9906)>
Face 5014
UV Count: 3
  UV <Vector (0.6416, 0.9914)>
  UV <Vector (0.6511, 0.9943)>
  UV <Vector (0.6398, 0.9945)>
Face 5015
UV Count: 3
  UV <Vector (0.6168, 0.9914)>
  UV <Vector (0.6202, 0.9946)>
  UV <Vector (0.6141, 0.9944)>
Face 5016
UV Count: 3
  UV <Vector (0.6260, 0.9942)>
  UV <Vector (0.6309, 0.9977)>
  UV <Vector (0.6248, 0.9976)>
Face 5017
UV Count: 3
  UV <Vector (0.6398, 0.9945)>
  UV <Vector (0.6499, 0.9978)>
  UV <Vector (0.6383, 0.9977)>
Face 5018
UV Count: 3
  UV <Vector (0.6642, 0.8601)>
  UV <Vector (0.6717, 0.8586)>
  UV <Vector (0.6712, 0.8623)>
Face 5019
UV Count: 3
  UV <Vector (0.6563, 0.8612)>
  UV <Vector (0.6600, 0.8582)>
  UV <Vector (0.6591, 0.8643)>
Face 5020
UV Count: 3
  UV <Vector (0.6600, 0.8582)>
  UV <Vector (0.6652, 0.8554)>
  UV <Vector (0.6642, 0.8601)>
Face 5021
UV Count: 3
  UV <Vector (0.6799, 0.8519)>
  UV <Vector (0.6722, 0.8541)>
  UV <Vector (0.6722, 0.8494)>
Face 5022
UV Count: 3
  UV <Vector (0.6591, 0.8643)>
  UV <Vector (0.6642, 0.8601)>
  UV <Vector (0.6634, 0.8652)>
Face 5023
UV Count: 3
  UV <Vector (0.6634, 0.8652)>
  UV <Vector (0.6712, 0.8623)>
  UV <Vector (0.6712, 0.8665)>
Face 5024
UV Count: 3
  UV <Vector (0.7079, 0.8569)>
  UV <Vector (0.6984, 0.8524)>
  UV <Vector (0.7080, 0.8523)>
Face 5025
UV Count: 3
  UV <Vector (0.7172, 0.9106)>
  UV <Vector (0.6946, 0.9067)>
  UV <Vector (0.6947, 0.9043)>
Face 5026
UV Count: 3
  UV <Vector (0.6922, 0.8800)>
  UV <Vector (0.6881, 0.8822)>
  UV <Vector (0.6862, 0.8806)>
Face 5027
UV Count: 3
  UV <Vector (0.8195, 0.5235)>
  UV <Vector (0.8299, 0.5321)>
  UV <Vector (0.8190, 0.5318)>
Face 5028
UV Count: 3
  UV <Vector (0.8221, 0.5160)>
  UV <Vector (0.8297, 0.5191)>
  UV <Vector (0.8190, 0.5187)>
Face 5029
UV Count: 3
  UV <Vector (0.8595, 0.5196)>
  UV <Vector (0.8493, 0.5219)>
  UV <Vector (0.8493, 0.5197)>
Face 5030
UV Count: 3
  UV <Vector (0.8190, 0.5318)>
  UV <Vector (0.8295, 0.5381)>
  UV <Vector (0.8183, 0.5381)>
Face 5031
UV Count: 3
  UV <Vector (0.8597, 0.5324)>
  UV <Vector (0.8694, 0.5366)>
  UV <Vector (0.8595, 0.5376)>
Face 5032
UV Count: 3
  UV <Vector (0.8697, 0.5195)>
  UV <Vector (0.8596, 0.5219)>
  UV <Vector (0.8595, 0.5196)>
Face 5033
UV Count: 3
  UV <Vector (0.5711, 0.5102)>
  UV <Vector (0.5799, 0.5112)>
  UV <Vector (0.5712, 0.5124)>
Face 5034
UV Count: 3
  UV <Vector (0.5159, 0.5395)>
  UV <Vector (0.5062, 0.5356)>
  UV <Vector (0.5164, 0.5350)>
Face 5035
UV Count: 3
  UV <Vector (0.5474, 0.5362)>
  UV <Vector (0.5376, 0.5331)>
  UV <Vector (0.5479, 0.5317)>
Face 5036
UV Count: 3
  UV <Vector (0.8697, 0.5195)>
  UV <Vector (0.8797, 0.5210)>
  UV <Vector (0.8701, 0.5215)>
Face 5037
UV Count: 3
  UV <Vector (0.5514, 0.5134)>
  UV <Vector (0.5411, 0.5170)>
  UV <Vector (0.5406, 0.5149)>
Face 5038
UV Count: 3
  UV <Vector (0.5674, 0.5343)>
  UV <Vector (0.5580, 0.5305)>
  UV <Vector (0.5677, 0.5294)>
Face 5039
UV Count: 3
  UV <Vector (0.5514, 0.5134)>
  UV <Vector (0.5617, 0.5139)>
  UV <Vector (0.5518, 0.5154)>
Face 5040
UV Count: 3
  UV <Vector (0.5406, 0.5149)>
  UV <Vector (0.5300, 0.5185)>
  UV <Vector (0.5293, 0.5164)>
Face 5041
UV Count: 3
  UV <Vector (0.5771, 0.5366)>
  UV <Vector (0.5674, 0.5343)>
  UV <Vector (0.5768, 0.5335)>
Face 5042
UV Count: 3
  UV <Vector (0.5687, 0.5228)>
  UV <Vector (0.5771, 0.5282)>
  UV <Vector (0.5677, 0.5294)>
Face 5043
UV Count: 3
  UV <Vector (0.6033, 0.5215)>
  UV <Vector (0.6004, 0.5279)>
  UV <Vector (0.6005, 0.5214)>
Face 5044
UV Count: 3
  UV <Vector (0.6082, 0.5096)>
  UV <Vector (0.6094, 0.5075)>
  UV <Vector (0.6105, 0.5097)>
Face 5045
UV Count: 3
  UV <Vector (0.6034, 0.5076)>
  UV <Vector (0.6058, 0.5096)>
  UV <Vector (0.6034, 0.5097)>
Face 5046
UV Count: 3
  UV <Vector (0.6005, 0.5137)>
  UV <Vector (0.6033, 0.5215)>
  UV <Vector (0.6005, 0.5214)>
Face 5047
UV Count: 3
  UV <Vector (0.5949, 0.5328)>
  UV <Vector (0.6004, 0.5279)>
  UV <Vector (0.6004, 0.5331)>
Face 5048
UV Count: 3
  UV <Vector (0.8493, 0.5197)>
  UV <Vector (0.8394, 0.5216)>
  UV <Vector (0.8394, 0.5196)>
Face 5049
UV Count: 3
  UV <Vector (0.6010, 0.5077)>
  UV <Vector (0.6034, 0.5097)>
  UV <Vector (0.6011, 0.5097)>
Face 5050
UV Count: 3
  UV <Vector (0.6004, 0.5331)>
  UV <Vector (0.6030, 0.5284)>
  UV <Vector (0.6031, 0.5331)>
Face 5051
UV Count: 3
  UV <Vector (0.8190, 0.5206)>
  UV <Vector (0.8068, 0.5231)>
  UV <Vector (0.8065, 0.5202)>
Face 5052
UV Count: 3
  UV <Vector (0.7926, 0.5151)>
  UV <Vector (0.8065, 0.5181)>
  UV <Vector (0.7927, 0.5182)>
Face 5053
UV Count: 3
  UV <Vector (0.8082, 0.5153)>
  UV <Vector (0.8190, 0.5187)>
  UV <Vector (0.8065, 0.5181)>
Face 5054
UV Count: 3
  UV <Vector (0.8296, 0.5212)>
  UV <Vector (0.8195, 0.5235)>
  UV <Vector (0.8190, 0.5206)>
Face 5055
UV Count: 3
  UV <Vector (0.5862, 0.5329)>
  UV <Vector (0.5771, 0.5282)>
  UV <Vector (0.5860, 0.5274)>
Face 5056
UV Count: 3
  UV <Vector (0.5616, 0.5119)>
  UV <Vector (0.5712, 0.5124)>
  UV <Vector (0.5617, 0.5139)>
Face 5057
UV Count: 3
  UV <Vector (0.5240, 0.5130)>
  UV <Vector (0.5179, 0.5177)>
  UV <Vector (0.5150, 0.5137)>
Face 5058
UV Count: 3
  UV <Vector (0.5701, 0.5153)>
  UV <Vector (0.5779, 0.5217)>
  UV <Vector (0.5687, 0.5228)>
Face 5059
UV Count: 3
  UV <Vector (0.5222, 0.5390)>
  UV <Vector (0.5164, 0.5350)>
  UV <Vector (0.5223, 0.5346)>
Face 5060
UV Count: 3
  UV <Vector (0.8333, 0.5164)>
  UV <Vector (0.8394, 0.5196)>
  UV <Vector (0.8297, 0.5191)>
Face 5061
UV Count: 3
  UV <Vector (0.5062, 0.5187)>
  UV <Vector (0.5150, 0.5137)>
  UV <Vector (0.5179, 0.5177)>
Face 5062
UV Count: 3
  UV <Vector (0.5062, 0.5241)>
  UV <Vector (0.5171, 0.5304)>
  UV <Vector (0.5062, 0.5310)>
Face 5063
UV Count: 3
  UV <Vector (0.5947, 0.5798)>
  UV <Vector (0.5875, 0.5701)>
  UV <Vector (0.5952, 0.5695)>
Face 5064
UV Count: 3
  UV <Vector (0.5868, 0.5803)>
  UV <Vector (0.5790, 0.5709)>
  UV <Vector (0.5875, 0.5701)>
Face 5065
UV Count: 3
  UV <Vector (0.8430, 0.5162)>
  UV <Vector (0.8493, 0.5197)>
  UV <Vector (0.8394, 0.5196)>
Face 5066
UV Count: 3
  UV <Vector (0.8522, 0.5159)>
  UV <Vector (0.8595, 0.5196)>
  UV <Vector (0.8493, 0.5197)>
Face 5067
UV Count: 3
  UV <Vector (0.5711, 0.5102)>
  UV <Vector (0.5735, 0.5074)>
  UV <Vector (0.5801, 0.5091)>
Face 5068
UV Count: 3
  UV <Vector (0.5293, 0.5164)>
  UV <Vector (0.5334, 0.5122)>
  UV <Vector (0.5406, 0.5149)>
Face 5069
UV Count: 3
  UV <Vector (0.5430, 0.5113)>
  UV <Vector (0.5406, 0.5149)>
  UV <Vector (0.5334, 0.5122)>
Face 5070
UV Count: 3
  UV <Vector (0.5514, 0.5134)>
  UV <Vector (0.5530, 0.5102)>
  UV <Vector (0.5616, 0.5119)>
Face 5071
UV Count: 3
  UV <Vector (0.5839, 0.5062)>
  UV <Vector (0.5801, 0.5091)>
  UV <Vector (0.5735, 0.5074)>
Face 5072
UV Count: 3
  UV <Vector (0.6010, 0.5077)>
  UV <Vector (0.5973, 0.5077)>
  UV <Vector (0.5948, 0.5055)>
Face 5073
UV Count: 3
  UV <Vector (0.6010, 0.5077)>
  UV <Vector (0.5948, 0.5055)>
  UV <Vector (0.6059, 0.5051)>
Face 5074
UV Count: 3
  UV <Vector (0.6059, 0.5051)>
  UV <Vector (0.6059, 0.5060)>
  UV <Vector (0.6010, 0.5077)>
Face 5075
UV Count: 3
  UV <Vector (0.5632, 0.5088)>
  UV <Vector (0.5616, 0.5119)>
  UV <Vector (0.5530, 0.5102)>
Face 5076
UV Count: 3
  UV <Vector (0.6225, 0.5106)>
  UV <Vector (0.6314, 0.5095)>
  UV <Vector (0.6316, 0.5116)>
Face 5077
UV Count: 3
  UV <Vector (0.7789, 0.5182)>
  UV <Vector (0.7927, 0.5201)>
  UV <Vector (0.7789, 0.5202)>
Face 5078
UV Count: 3
  UV <Vector (0.8297, 0.5191)>
  UV <Vector (0.8190, 0.5206)>
  UV <Vector (0.8190, 0.5187)>
Face 5079
UV Count: 3
  UV <Vector (0.5062, 0.5187)>
  UV <Vector (0.5186, 0.5198)>
  UV <Vector (0.5062, 0.5210)>
Face 5080
UV Count: 3
  UV <Vector (0.8613, 0.5154)>
  UV <Vector (0.8697, 0.5195)>
  UV <Vector (0.8595, 0.5196)>
Face 5081
UV Count: 3
  UV <Vector (0.8705, 0.5148)>
  UV <Vector (0.8797, 0.5187)>
  UV <Vector (0.8697, 0.5195)>
Face 5082
UV Count: 3
  UV <Vector (0.5293, 0.5164)>
  UV <Vector (0.5186, 0.5198)>
  UV <Vector (0.5179, 0.5177)>
Face 5083
UV Count: 3
  UV <Vector (0.7645, 0.7740)>
  UV <Vector (0.7705, 0.7674)>
  UV <Vector (0.7692, 0.7734)>
Face 5084
UV Count: 3
  UV <Vector (0.7883, 0.7717)>
  UV <Vector (0.7951, 0.7728)>
  UV <Vector (0.7885, 0.7733)>
Face 5085
UV Count: 3
  UV <Vector (0.8100, 0.7742)>
  UV <Vector (0.8028, 0.7829)>
  UV <Vector (0.8030, 0.7747)>
Face 5086
UV Count: 3
  UV <Vector (0.8151, 0.7898)>
  UV <Vector (0.8067, 0.7980)>
  UV <Vector (0.8081, 0.7900)>
Face 5087
UV Count: 3
  UV <Vector (0.8081, 0.7900)>
  UV <Vector (0.8001, 0.7983)>
  UV <Vector (0.8018, 0.7901)>
Face 5088
UV Count: 3
  UV <Vector (0.7818, 0.7738)>
  UV <Vector (0.7881, 0.7750)>
  UV <Vector (0.7815, 0.7754)>
Face 5089
UV Count: 3
  UV <Vector (0.7744, 0.7841)>
  UV <Vector (0.7684, 0.7911)>
  UV <Vector (0.7690, 0.7843)>
Face 5090
UV Count: 3
  UV <Vector (0.7896, 0.8080)>
  UV <Vector (0.7933, 0.8071)>
  UV <Vector (0.7934, 0.8078)>
Face 5091
UV Count: 3
  UV <Vector (0.7893, 0.8099)>
  UV <Vector (0.7933, 0.8085)>
  UV <Vector (0.7935, 0.8097)>
Face 5092
UV Count: 3
  UV <Vector (0.7893, 0.8099)>
  UV <Vector (0.7926, 0.8135)>
  UV <Vector (0.7881, 0.8134)>
Face 5093
UV Count: 3
  UV <Vector (0.6836, 0.9548)>
  UV <Vector (0.6880, 0.9608)>
  UV <Vector (0.6822, 0.9600)>
Face 5094
UV Count: 3
  UV <Vector (0.8094, 0.8287)>
  UV <Vector (0.8021, 0.8347)>
  UV <Vector (0.8023, 0.8288)>
Face 5095
UV Count: 3
  UV <Vector (0.8207, 0.8456)>
  UV <Vector (0.8142, 0.8515)>
  UV <Vector (0.8141, 0.8459)>
Face 5096
UV Count: 3
  UV <Vector (0.7882, 0.9404)>
  UV <Vector (0.7831, 0.9471)>
  UV <Vector (0.7827, 0.9405)>
Face 5097
UV Count: 3
  UV <Vector (0.7580, 0.9119)>
  UV <Vector (0.7530, 0.9144)>
  UV <Vector (0.7534, 0.9101)>
Face 5098
UV Count: 3
  UV <Vector (0.7831, 0.9471)>
  UV <Vector (0.7769, 0.9537)>
  UV <Vector (0.7768, 0.9467)>
Face 5099
UV Count: 3
  UV <Vector (0.7580, 0.9214)>
  UV <Vector (0.7522, 0.9229)>
  UV <Vector (0.7526, 0.9183)>
Face 5100
UV Count: 3
  UV <Vector (0.8062, 0.8621)>
  UV <Vector (0.7993, 0.8672)>
  UV <Vector (0.7998, 0.8621)>
Face 5101
UV Count: 3
  UV <Vector (0.8125, 0.8718)>
  UV <Vector (0.8054, 0.8768)>
  UV <Vector (0.8055, 0.8720)>
Face 5102
UV Count: 3
  UV <Vector (0.8190, 0.8800)>
  UV <Vector (0.8120, 0.8858)>
  UV <Vector (0.8121, 0.8808)>
Face 5103
UV Count: 3
  UV <Vector (0.8315, 0.8931)>
  UV <Vector (0.8242, 0.8999)>
  UV <Vector (0.8247, 0.8943)>
Face 5104
UV Count: 3
  UV <Vector (0.8313, 0.8986)>
  UV <Vector (0.8239, 0.9054)>
  UV <Vector (0.8242, 0.8999)>
Face 5105
UV Count: 3
  UV <Vector (0.8178, 0.8955)>
  UV <Vector (0.8106, 0.9024)>
  UV <Vector (0.8111, 0.8966)>
Face 5106
UV Count: 3
  UV <Vector (0.8173, 0.9011)>
  UV <Vector (0.8101, 0.9082)>
  UV <Vector (0.8106, 0.9024)>
Face 5107
UV Count: 3
  UV <Vector (0.8309, 0.9137)>
  UV <Vector (0.8242, 0.9200)>
  UV <Vector (0.8239, 0.9154)>
Face 5108
UV Count: 3
  UV <Vector (0.8393, 0.9226)>
  UV <Vector (0.8454, 0.9229)>
  UV <Vector (0.8397, 0.9257)>
Face 5109
UV Count: 3
  UV <Vector (0.8169, 0.9174)>
  UV <Vector (0.8104, 0.9242)>
  UV <Vector (0.8099, 0.9192)>
Face 5110
UV Count: 3
  UV <Vector (0.8104, 0.9242)>
  UV <Vector (0.8178, 0.9271)>
  UV <Vector (0.8111, 0.9295)>
Face 5111
UV Count: 3
  UV <Vector (0.8111, 0.9295)>
  UV <Vector (0.8186, 0.9321)>
  UV <Vector (0.8119, 0.9352)>
Face 5112
UV Count: 3
  UV <Vector (0.7558, 0.8832)>
  UV <Vector (0.7607, 0.8886)>
  UV <Vector (0.7554, 0.8878)>
Face 5113
UV Count: 3
  UV <Vector (0.8127, 0.9415)>
  UV <Vector (0.8213, 0.9427)>
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Face 5114
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Face 5115
UV Count: 3
  UV <Vector (0.7989, 0.9392)>
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Face 5116
UV Count: 3
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Face 5117
UV Count: 3
  UV <Vector (0.8333, 0.8609)>
  UV <Vector (0.8267, 0.8663)>
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Face 5118
UV Count: 3
  UV <Vector (0.8294, 0.9599)>
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Face 5119
UV Count: 3
  UV <Vector (0.8542, 0.7589)>
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Face 5120
UV Count: 3
  UV <Vector (0.8543, 0.7354)>
  UV <Vector (0.8445, 0.7319)>
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Face 5121
UV Count: 3
  UV <Vector (0.7790, 0.9674)>
  UV <Vector (0.7860, 0.9692)>
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Face 5122
UV Count: 3
  UV <Vector (0.7854, 0.9752)>
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Face 5123
UV Count: 3
  UV <Vector (0.7750, 0.9725)>
  UV <Vector (0.7693, 0.9673)>
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Face 5124
UV Count: 3
  UV <Vector (0.7842, 0.9763)>
  UV <Vector (0.7812, 0.9773)>
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Face 5125
UV Count: 3
  UV <Vector (0.7774, 0.9764)>
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Face 5126
UV Count: 3
  UV <Vector (0.7588, 0.9752)>
  UV <Vector (0.7661, 0.9744)>
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Face 5127
UV Count: 3
  UV <Vector (0.7416, 0.9636)>
  UV <Vector (0.7467, 0.9595)>
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Face 5128
UV Count: 3
  UV <Vector (0.7393, 0.9774)>
  UV <Vector (0.7470, 0.9731)>
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Face 5129
UV Count: 3
  UV <Vector (0.7336, 0.9639)>
  UV <Vector (0.7389, 0.9577)>
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Face 5130
UV Count: 3
  UV <Vector (0.7218, 0.9803)>
  UV <Vector (0.7252, 0.9757)>
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Face 5131
UV Count: 3
  UV <Vector (0.7123, 0.9819)>
  UV <Vector (0.7171, 0.9774)>
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Face 5132
UV Count: 3
  UV <Vector (0.6833, 0.9496)>
  UV <Vector (0.6836, 0.9548)>
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Face 5133
UV Count: 3
  UV <Vector (0.6889, 0.9512)>
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Face 5134
UV Count: 3
  UV <Vector (0.6880, 0.9608)>
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Face 5135
UV Count: 3
  UV <Vector (0.6995, 0.9701)>
  UV <Vector (0.7050, 0.9649)>
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Face 5136
UV Count: 3
  UV <Vector (0.7060, 0.9818)>
  UV <Vector (0.7120, 0.9779)>
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Face 5137
UV Count: 3
  UV <Vector (0.6541, 0.9681)>
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Face 5138
UV Count: 3
  UV <Vector (0.6757, 0.9774)>
  UV <Vector (0.6707, 0.9805)>
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Face 5139
UV Count: 3
  UV <Vector (0.6733, 0.9676)>
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Face 5140
UV Count: 3
  UV <Vector (0.6709, 0.9552)>
  UV <Vector (0.6731, 0.9624)>
  UV <Vector (0.6693, 0.9611)>
Face 5141
UV Count: 3
  UV <Vector (0.6496, 0.9776)>
  UV <Vector (0.6560, 0.9834)>
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Face 5142
UV Count: 3
  UV <Vector (0.6138, 0.9775)>
  UV <Vector (0.6180, 0.9793)>
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Face 5143
UV Count: 3
  UV <Vector (0.6333, 0.9712)>
  UV <Vector (0.6420, 0.9734)>
  UV <Vector (0.6300, 0.9759)>
Face 5144
UV Count: 3
  UV <Vector (0.6179, 0.9723)>
  UV <Vector (0.6229, 0.9659)>
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Face 5145
UV Count: 3
  UV <Vector (0.6117, 0.9703)>
  UV <Vector (0.6051, 0.9752)>
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Face 5146
UV Count: 3
  UV <Vector (0.6111, 0.9696)>
  UV <Vector (0.6055, 0.9721)>
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Face 5147
UV Count: 3
  UV <Vector (0.6101, 0.9678)>
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Face 5148
UV Count: 3
  UV <Vector (0.7458, 0.7365)>
  UV <Vector (0.7418, 0.7254)>
  UV <Vector (0.7497, 0.7282)>
Face 5149
UV Count: 3
  UV <Vector (0.7291, 0.7388)>
  UV <Vector (0.7389, 0.7337)>
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Face 5150
UV Count: 3
  UV <Vector (0.7338, 0.7482)>
  UV <Vector (0.7423, 0.7443)>
  UV <Vector (0.7398, 0.7504)>
Face 5151
UV Count: 3
  UV <Vector (0.7253, 0.7526)>
  UV <Vector (0.7338, 0.7482)>
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Face 5152
UV Count: 3
  UV <Vector (0.6001, 0.9120)>
  UV <Vector (0.5965, 0.9044)>
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Face 5153
UV Count: 3
  UV <Vector (0.6104, 0.9131)>
  UV <Vector (0.6047, 0.9057)>
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Face 5154
UV Count: 3
  UV <Vector (0.6103, 0.9061)>
  UV <Vector (0.6048, 0.8990)>
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Face 5155
UV Count: 3
  UV <Vector (0.6103, 0.8994)>
  UV <Vector (0.6047, 0.8927)>
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Face 5156
UV Count: 3
  UV <Vector (0.6102, 0.8929)>
  UV <Vector (0.6044, 0.8864)>
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Face 5157
UV Count: 3
  UV <Vector (0.5959, 0.9318)>
  UV <Vector (0.6006, 0.9264)>
  UV <Vector (0.6013, 0.9341)>
Face 5158
UV Count: 3
  UV <Vector (0.5959, 0.9248)>
  UV <Vector (0.6000, 0.9191)>
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Face 5159
UV Count: 3
  UV <Vector (0.6089, 0.8741)>
  UV <Vector (0.6155, 0.8806)>
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Face 5160
UV Count: 3
  UV <Vector (0.6001, 0.9053)>
  UV <Vector (0.6045, 0.9127)>
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Face 5161
UV Count: 3
  UV <Vector (0.5970, 0.8639)>
  UV <Vector (0.6028, 0.8677)>
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Face 5162
UV Count: 3
  UV <Vector (0.5887, 0.7778)>
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Face 5163
UV Count: 3
  UV <Vector (0.5932, 0.7749)>
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Face 5164
UV Count: 3
  UV <Vector (0.6037, 0.7718)>
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Face 5165
UV Count: 3
  UV <Vector (0.6033, 0.7666)>
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Face 5166
UV Count: 3
  UV <Vector (0.6030, 0.7593)>
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Face 5167
UV Count: 3
  UV <Vector (0.5983, 0.7513)>
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Face 5168
UV Count: 3
  UV <Vector (0.6095, 0.7723)>
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Face 5169
UV Count: 3
  UV <Vector (0.6079, 0.7451)>
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Face 5170
UV Count: 3
  UV <Vector (0.6028, 0.7414)>
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Face 5171
UV Count: 3
  UV <Vector (0.6080, 0.7405)>
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Face 5172
UV Count: 3
  UV <Vector (0.6046, 0.7765)>
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Face 5173
UV Count: 3
  UV <Vector (0.6042, 0.7752)>
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Face 5174
UV Count: 3
  UV <Vector (0.6050, 0.7777)>
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Face 5175
UV Count: 3
  UV <Vector (0.5933, 0.7764)>
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Face 5176
UV Count: 3
  UV <Vector (0.5931, 0.7776)>
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Face 5177
UV Count: 3
  UV <Vector (0.5769, 0.7746)>
  UV <Vector (0.5709, 0.7759)>
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Face 5178
UV Count: 3
  UV <Vector (0.5707, 0.7743)>
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Face 5179
UV Count: 3
  UV <Vector (0.5830, 0.7763)>
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Face 5180
UV Count: 3
  UV <Vector (0.5772, 0.7761)>
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Face 5181
UV Count: 3
  UV <Vector (0.5588, 0.7756)>
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Face 5182
UV Count: 3
  UV <Vector (0.5531, 0.7755)>
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Face 5183
UV Count: 3
  UV <Vector (0.5585, 0.7742)>
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Face 5184
UV Count: 3
  UV <Vector (0.5419, 0.7757)>
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Face 5185
UV Count: 3
  UV <Vector (0.5364, 0.7760)>
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Face 5186
UV Count: 3
  UV <Vector (0.5311, 0.7762)>
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Face 5187
UV Count: 3
  UV <Vector (0.6322, 0.7778)>
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Face 5188
UV Count: 3
  UV <Vector (0.5203, 0.7780)>
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Face 5189
UV Count: 3
  UV <Vector (0.6374, 0.7778)>
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Face 5190
UV Count: 3
  UV <Vector (0.6318, 0.7756)>
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Face 5191
UV Count: 3
  UV <Vector (0.6254, 0.7759)>
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Face 5192
UV Count: 3
  UV <Vector (0.6258, 0.7769)>
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Face 5193
UV Count: 3
  UV <Vector (0.5713, 0.8748)>
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Face 5194
UV Count: 3
  UV <Vector (0.5769, 0.8655)>
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Face 5195
UV Count: 3
  UV <Vector (0.5892, 0.8511)>
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Face 5196
UV Count: 3
  UV <Vector (0.5529, 0.8777)>
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Face 5197
UV Count: 3
  UV <Vector (0.5726, 0.8497)>
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Face 5198
UV Count: 3
  UV <Vector (0.5700, 0.8581)>
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Face 5199
UV Count: 3
  UV <Vector (0.5761, 0.8578)>
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Face 5200
UV Count: 3
  UV <Vector (0.5548, 0.8681)>
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Face 5201
UV Count: 3
  UV <Vector (0.5611, 0.8647)>
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Face 5202
UV Count: 3
  UV <Vector (0.5711, 0.8652)>
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Face 5203
UV Count: 3
  UV <Vector (0.5687, 0.8546)>
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Face 5204
UV Count: 3
  UV <Vector (0.5574, 0.8525)>
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Face 5205
UV Count: 3
  UV <Vector (0.5566, 0.8639)>
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Face 5206
UV Count: 3
  UV <Vector (0.5595, 0.8607)>
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Face 5207
UV Count: 3
  UV <Vector (0.5565, 0.8483)>
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Face 5208
UV Count: 3
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Face 5209
UV Count: 3
  UV <Vector (0.5678, 0.8519)>
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Face 5210
UV Count: 3
  UV <Vector (0.5616, 0.8550)>
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Face 5211
UV Count: 3
  UV <Vector (0.5566, 0.8639)>
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Face 5212
UV Count: 3
  UV <Vector (0.5595, 0.8607)>
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Face 5213
UV Count: 3
  UV <Vector (0.5074, 0.8769)>
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Face 5214
UV Count: 3
  UV <Vector (0.5278, 0.8576)>
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Face 5215
UV Count: 3
  UV <Vector (0.5184, 0.8586)>
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Face 5216
UV Count: 3
  UV <Vector (0.5278, 0.8576)>
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Face 5217
UV Count: 3
  UV <Vector (0.6382, 0.8427)>
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Face 5218
UV Count: 3
  UV <Vector (0.6148, 0.8619)>
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Face 5219
UV Count: 3
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Face 5220
UV Count: 3
  UV <Vector (0.6213, 0.8618)>
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Face 5221
UV Count: 3
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Face 5222
UV Count: 3
  UV <Vector (0.5955, 0.8689)>
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Face 5223
UV Count: 3
  UV <Vector (0.5987, 0.8685)>
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Face 5224
UV Count: 3
  UV <Vector (0.5970, 0.8639)>
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Face 5225
UV Count: 3
  UV <Vector (0.6086, 0.8679)>
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Face 5226
UV Count: 3
  UV <Vector (0.6150, 0.8683)>
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Face 5227
UV Count: 3
  UV <Vector (0.6089, 0.8741)>
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Face 5228
UV Count: 3
  UV <Vector (0.5566, 0.8376)>
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Face 5229
UV Count: 3
  UV <Vector (0.5282, 0.8517)>
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Face 5230
UV Count: 3
  UV <Vector (0.5087, 0.8600)>
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Face 5231
UV Count: 3
  UV <Vector (0.5278, 0.8576)>
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Face 5232
UV Count: 3
  UV <Vector (0.6209, 0.8320)>
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Face 5233
UV Count: 3
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Face 5234
UV Count: 3
  UV <Vector (0.6206, 0.8492)>
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Face 5235
UV Count: 3
  UV <Vector (0.6268, 0.8492)>
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Face 5236
UV Count: 3
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Face 5237
UV Count: 3
  UV <Vector (0.6209, 0.8553)>
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Face 5238
UV Count: 3
  UV <Vector (0.5952, 0.8525)>
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Face 5239
UV Count: 3
  UV <Vector (0.6150, 0.8683)>
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Face 5240
UV Count: 3
  UV <Vector (0.6008, 0.8538)>
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Face 5241
UV Count: 3
  UV <Vector (0.5735, 0.8441)>
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Face 5242
UV Count: 3
  UV <Vector (0.5809, 0.8238)>
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Face 5243
UV Count: 3
  UV <Vector (0.5822, 0.8399)>
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Face 5244
UV Count: 3
  UV <Vector (0.5644, 0.8311)>
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Face 5245
UV Count: 3
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Face 5246
UV Count: 3
  UV <Vector (0.5952, 0.8525)>
  UV <Vector (0.5893, 0.8458)>
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Face 5247
UV Count: 3
  UV <Vector (0.5826, 0.8352)>
  UV <Vector (0.5892, 0.8405)>
  UV <Vector (0.5822, 0.8399)>
Face 5248
UV Count: 3
  UV <Vector (0.5891, 0.8294)>
  UV <Vector (0.5951, 0.8353)>
  UV <Vector (0.5891, 0.8350)>
Face 5249
UV Count: 3
  UV <Vector (0.5952, 0.8230)>
  UV <Vector (0.6009, 0.8300)>
  UV <Vector (0.5951, 0.8294)>
Face 5250
UV Count: 3
  UV <Vector (0.6009, 0.8300)>
  UV <Vector (0.6073, 0.8368)>
  UV <Vector (0.6007, 0.8361)>
Face 5251
UV Count: 3
  UV <Vector (0.6404, 0.8604)>
  UV <Vector (0.6344, 0.8674)>
  UV <Vector (0.6340, 0.8610)>
Face 5252
UV Count: 3
  UV <Vector (0.6329, 0.8489)>
  UV <Vector (0.6272, 0.8552)>
  UV <Vector (0.6268, 0.8492)>
Face 5253
UV Count: 3
  UV <Vector (0.6265, 0.8432)>
  UV <Vector (0.6206, 0.8374)>
  UV <Vector (0.6265, 0.8373)>
Face 5254
UV Count: 3
  UV <Vector (0.6325, 0.8430)>
  UV <Vector (0.6265, 0.8373)>
  UV <Vector (0.6320, 0.8368)>
Face 5255
UV Count: 3
  UV <Vector (0.6408, 0.8667)>
  UV <Vector (0.6453, 0.8600)>
  UV <Vector (0.6459, 0.8656)>
Face 5256
UV Count: 3
  UV <Vector (0.5283, 0.8404)>
  UV <Vector (0.5379, 0.8337)>
  UV <Vector (0.5380, 0.8394)>
Face 5257
UV Count: 3
  UV <Vector (0.5188, 0.8416)>
  UV <Vector (0.5281, 0.8347)>
  UV <Vector (0.5283, 0.8404)>
Face 5258
UV Count: 3
  UV <Vector (0.5283, 0.8460)>
  UV <Vector (0.5380, 0.8394)>
  UV <Vector (0.5380, 0.8450)>
Face 5259
UV Count: 3
  UV <Vector (0.5472, 0.8330)>
  UV <Vector (0.5380, 0.8394)>
  UV <Vector (0.5379, 0.8337)>
Face 5260
UV Count: 3
  UV <Vector (0.5723, 0.8290)>
  UV <Vector (0.5713, 0.8238)>
  UV <Vector (0.5809, 0.8238)>
Face 5261
UV Count: 3
  UV <Vector (0.5136, 0.7909)>
  UV <Vector (0.5197, 0.7882)>
  UV <Vector (0.5193, 0.7924)>
Face 5262
UV Count: 3
  UV <Vector (0.5891, 0.8350)>
  UV <Vector (0.5950, 0.8411)>
  UV <Vector (0.5892, 0.8405)>
Face 5263
UV Count: 3
  UV <Vector (0.5951, 0.8294)>
  UV <Vector (0.6007, 0.8361)>
  UV <Vector (0.5951, 0.8353)>
Face 5264
UV Count: 3
  UV <Vector (0.6204, 0.8434)>
  UV <Vector (0.6141, 0.8372)>
  UV <Vector (0.6206, 0.8374)>
Face 5265
UV Count: 3
  UV <Vector (0.6003, 0.8475)>
  UV <Vector (0.6077, 0.8546)>
  UV <Vector (0.6008, 0.8538)>
Face 5266
UV Count: 3
  UV <Vector (0.5822, 0.8399)>
  UV <Vector (0.5893, 0.8458)>
  UV <Vector (0.5818, 0.8448)>
Face 5267
UV Count: 3
  UV <Vector (0.5748, 0.8391)>
  UV <Vector (0.5818, 0.8448)>
  UV <Vector (0.5735, 0.8441)>
Face 5268
UV Count: 3
  UV <Vector (0.5891, 0.8230)>
  UV <Vector (0.5794, 0.8169)>
  UV <Vector (0.5880, 0.8169)>
Face 5269
UV Count: 3
  UV <Vector (0.5704, 0.8178)>
  UV <Vector (0.5809, 0.8238)>
  UV <Vector (0.5713, 0.8238)>
Face 5270
UV Count: 3
  UV <Vector (0.5952, 0.8230)>
  UV <Vector (0.5880, 0.8169)>
  UV <Vector (0.5958, 0.8164)>
Face 5271
UV Count: 3
  UV <Vector (0.6003, 0.8475)>
  UV <Vector (0.5950, 0.8411)>
  UV <Vector (0.6006, 0.8417)>
Face 5272
UV Count: 3
  UV <Vector (0.5668, 0.8368)>
  UV <Vector (0.5723, 0.8290)>
  UV <Vector (0.5742, 0.8332)>
Face 5273
UV Count: 3
  UV <Vector (0.6140, 0.8431)>
  UV <Vector (0.6073, 0.8368)>
  UV <Vector (0.6141, 0.8372)>
Face 5274
UV Count: 3
  UV <Vector (0.6072, 0.8426)>
  UV <Vector (0.6141, 0.8491)>
  UV <Vector (0.6073, 0.8485)>
Face 5275
UV Count: 3
  UV <Vector (0.6141, 0.8372)>
  UV <Vector (0.6073, 0.8311)>
  UV <Vector (0.6142, 0.8316)>
Face 5276
UV Count: 3
  UV <Vector (0.6216, 0.8683)>
  UV <Vector (0.6148, 0.8619)>
  UV <Vector (0.6213, 0.8618)>
Face 5277
UV Count: 3
  UV <Vector (0.6442, 0.8479)>
  UV <Vector (0.6398, 0.8542)>
  UV <Vector (0.6389, 0.8485)>
Face 5278
UV Count: 3
  UV <Vector (0.6270, 0.8319)>
  UV <Vector (0.6320, 0.8368)>
  UV <Vector (0.6265, 0.8373)>
Face 5279
UV Count: 3
  UV <Vector (0.6447, 0.8537)>
  UV <Vector (0.6404, 0.8604)>
  UV <Vector (0.6398, 0.8542)>
Face 5280
UV Count: 3
  UV <Vector (0.5375, 0.8231)>
  UV <Vector (0.5280, 0.8290)>
  UV <Vector (0.5277, 0.8235)>
Face 5281
UV Count: 3
  UV <Vector (0.5379, 0.8284)>
  UV <Vector (0.5281, 0.8347)>
  UV <Vector (0.5280, 0.8290)>
Face 5282
UV Count: 3
  UV <Vector (0.5472, 0.8330)>
  UV <Vector (0.5379, 0.8284)>
  UV <Vector (0.5475, 0.8276)>
Face 5283
UV Count: 3
  UV <Vector (0.5560, 0.8321)>
  UV <Vector (0.5475, 0.8276)>
  UV <Vector (0.5553, 0.8267)>
Face 5284
UV Count: 3
  UV <Vector (0.5564, 0.8432)>
  UV <Vector (0.5474, 0.8385)>
  UV <Vector (0.5566, 0.8376)>
Face 5285
UV Count: 3
  UV <Vector (0.5823, 0.8303)>
  UV <Vector (0.5767, 0.8358)>
  UV <Vector (0.5742, 0.8332)>
Face 5286
UV Count: 3
  UV <Vector (0.6073, 0.8256)>
  UV <Vector (0.5999, 0.8172)>
  UV <Vector (0.6059, 0.8157)>
Face 5287
UV Count: 3
  UV <Vector (0.6142, 0.8316)>
  UV <Vector (0.6206, 0.8374)>
  UV <Vector (0.6141, 0.8372)>
Face 5288
UV Count: 3
  UV <Vector (0.6375, 0.8360)>
  UV <Vector (0.6325, 0.8430)>
  UV <Vector (0.6320, 0.8368)>
Face 5289
UV Count: 3
  UV <Vector (0.6329, 0.8489)>
  UV <Vector (0.6382, 0.8427)>
  UV <Vector (0.6389, 0.8485)>
Face 5290
UV Count: 3
  UV <Vector (0.5190, 0.8355)>
  UV <Vector (0.5280, 0.8290)>
  UV <Vector (0.5281, 0.8347)>
Face 5291
UV Count: 3
  UV <Vector (0.6398, 0.8542)>
  UV <Vector (0.6340, 0.8610)>
  UV <Vector (0.6335, 0.8548)>
Face 5292
UV Count: 3
  UV <Vector (0.5185, 0.8098)>
  UV <Vector (0.5120, 0.8130)>
  UV <Vector (0.5123, 0.8086)>
Face 5293
UV Count: 3
  UV <Vector (0.5099, 0.8432)>
  UV <Vector (0.5190, 0.8355)>
  UV <Vector (0.5188, 0.8416)>
Face 5294
UV Count: 3
  UV <Vector (0.5190, 0.8292)>
  UV <Vector (0.5104, 0.8358)>
  UV <Vector (0.5109, 0.8288)>
Face 5295
UV Count: 3
  UV <Vector (0.6320, 0.8319)>
  UV <Vector (0.6375, 0.8360)>
  UV <Vector (0.6320, 0.8368)>
Face 5296
UV Count: 3
  UV <Vector (0.5475, 0.8276)>
  UV <Vector (0.5375, 0.8231)>
  UV <Vector (0.5481, 0.8218)>
Face 5297
UV Count: 3
  UV <Vector (0.5471, 0.8165)>
  UV <Vector (0.5375, 0.8231)>
  UV <Vector (0.5373, 0.8180)>
Face 5298
UV Count: 3
  UV <Vector (0.6007, 0.8236)>
  UV <Vector (0.5958, 0.8164)>
  UV <Vector (0.5999, 0.8172)>
Face 5299
UV Count: 3
  UV <Vector (0.6073, 0.8256)>
  UV <Vector (0.6136, 0.8174)>
  UV <Vector (0.6144, 0.8258)>
Face 5300
UV Count: 3
  UV <Vector (0.6144, 0.8258)>
  UV <Vector (0.6207, 0.8191)>
  UV <Vector (0.6210, 0.8264)>
Face 5301
UV Count: 3
  UV <Vector (0.6210, 0.8264)>
  UV <Vector (0.6276, 0.8201)>
  UV <Vector (0.6279, 0.8268)>
Face 5302
UV Count: 3
  UV <Vector (0.6389, 0.8485)>
  UV <Vector (0.6335, 0.8548)>
  UV <Vector (0.6329, 0.8489)>
Face 5303
UV Count: 3
  UV <Vector (0.6142, 0.8316)>
  UV <Vector (0.6073, 0.8256)>
  UV <Vector (0.6144, 0.8258)>
Face 5304
UV Count: 3
  UV <Vector (0.6203, 0.8136)>
  UV <Vector (0.6268, 0.8100)>
  UV <Vector (0.6272, 0.8146)>
Face 5305
UV Count: 3
  UV <Vector (0.6342, 0.8158)>
  UV <Vector (0.6276, 0.8201)>
  UV <Vector (0.6272, 0.8146)>
Face 5306
UV Count: 3
  UV <Vector (0.6342, 0.8158)>
  UV <Vector (0.6408, 0.8130)>
  UV <Vector (0.6413, 0.8177)>
Face 5307
UV Count: 3
  UV <Vector (0.5368, 0.8090)>
  UV <Vector (0.5463, 0.8040)>
  UV <Vector (0.5470, 0.8094)>
Face 5308
UV Count: 3
  UV <Vector (0.5631, 0.8260)>
  UV <Vector (0.5560, 0.8321)>
  UV <Vector (0.5553, 0.8267)>
Face 5309
UV Count: 3
  UV <Vector (0.5372, 0.8137)>
  UV <Vector (0.5471, 0.8165)>
  UV <Vector (0.5373, 0.8180)>
Face 5310
UV Count: 3
  UV <Vector (0.5095, 0.8479)>
  UV <Vector (0.5188, 0.8416)>
  UV <Vector (0.5187, 0.8469)>
Face 5311
UV Count: 3
  UV <Vector (0.5605, 0.8135)>
  UV <Vector (0.5529, 0.8118)>
  UV <Vector (0.5607, 0.8088)>
Face 5312
UV Count: 3
  UV <Vector (0.6137, 0.8124)>
  UV <Vector (0.6197, 0.8093)>
  UV <Vector (0.6203, 0.8136)>
Face 5313
UV Count: 3
  UV <Vector (0.5569, 0.8070)>
  UV <Vector (0.5529, 0.8118)>
  UV <Vector (0.5513, 0.8079)>
Face 5314
UV Count: 3
  UV <Vector (0.5373, 0.8180)>
  UV <Vector (0.5277, 0.8235)>
  UV <Vector (0.5275, 0.8184)>
Face 5315
UV Count: 3
  UV <Vector (0.5372, 0.8137)>
  UV <Vector (0.5470, 0.8094)>
  UV <Vector (0.5476, 0.8131)>
Face 5316
UV Count: 3
  UV <Vector (0.5368, 0.8090)>
  UV <Vector (0.5274, 0.8137)>
  UV <Vector (0.5270, 0.8091)>
Face 5317
UV Count: 3
  UV <Vector (0.5282, 0.8517)>
  UV <Vector (0.5184, 0.8586)>
  UV <Vector (0.5186, 0.8523)>
Face 5318
UV Count: 3
  UV <Vector (0.5565, 0.8483)>
  UV <Vector (0.5474, 0.8441)>
  UV <Vector (0.5564, 0.8432)>
Face 5319
UV Count: 3
  UV <Vector (0.5477, 0.8497)>
  UV <Vector (0.5378, 0.8565)>
  UV <Vector (0.5380, 0.8507)>
Face 5320
UV Count: 3
  UV <Vector (0.5186, 0.8523)>
  UV <Vector (0.5283, 0.8460)>
  UV <Vector (0.5282, 0.8517)>
Face 5321
UV Count: 3
  UV <Vector (0.5187, 0.8469)>
  UV <Vector (0.5091, 0.8537)>
  UV <Vector (0.5095, 0.8479)>
Face 5322
UV Count: 3
  UV <Vector (0.5380, 0.8507)>
  UV <Vector (0.5474, 0.8441)>
  UV <Vector (0.5477, 0.8497)>
Face 5323
UV Count: 3
  UV <Vector (0.6277, 0.8615)>
  UV <Vector (0.6335, 0.8548)>
  UV <Vector (0.6340, 0.8610)>
Face 5324
UV Count: 3
  UV <Vector (0.6389, 0.8485)>
  UV <Vector (0.6437, 0.8432)>
  UV <Vector (0.6442, 0.8479)>
Face 5325
UV Count: 3
  UV <Vector (0.6086, 0.8679)>
  UV <Vector (0.6152, 0.8745)>
  UV <Vector (0.6089, 0.8741)>
Face 5326
UV Count: 3
  UV <Vector (0.6206, 0.8492)>
  UV <Vector (0.6140, 0.8431)>
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Face 5327
UV Count: 3
  UV <Vector (0.6204, 0.8434)>
  UV <Vector (0.6268, 0.8492)>
  UV <Vector (0.6206, 0.8492)>
Face 5328
UV Count: 3
  UV <Vector (0.5823, 0.8303)>
  UV <Vector (0.5891, 0.8350)>
  UV <Vector (0.5826, 0.8352)>
Face 5329
UV Count: 3
  UV <Vector (0.5825, 0.8620)>
  UV <Vector (0.5761, 0.8578)>
  UV <Vector (0.5825, 0.8583)>
Face 5330
UV Count: 3
  UV <Vector (0.5818, 0.8448)>
  UV <Vector (0.5892, 0.8511)>
  UV <Vector (0.5819, 0.8498)>
Face 5331
UV Count: 3
  UV <Vector (0.5891, 0.8230)>
  UV <Vector (0.5951, 0.8294)>
  UV <Vector (0.5891, 0.8294)>
Face 5332
UV Count: 3
  UV <Vector (0.5748, 0.8391)>
  UV <Vector (0.5742, 0.8332)>
  UV <Vector (0.5767, 0.8358)>
Face 5333
UV Count: 3
  UV <Vector (0.5270, 0.8091)>
  UV <Vector (0.5189, 0.8141)>
  UV <Vector (0.5185, 0.8098)>
Face 5334
UV Count: 3
  UV <Vector (0.6413, 0.8177)>
  UV <Vector (0.6348, 0.8210)>
  UV <Vector (0.6342, 0.8158)>
Face 5335
UV Count: 3
  UV <Vector (0.6334, 0.8067)>
  UV <Vector (0.6268, 0.8100)>
  UV <Vector (0.6264, 0.8054)>
Face 5336
UV Count: 3
  UV <Vector (0.6272, 0.8146)>
  UV <Vector (0.6207, 0.8191)>
  UV <Vector (0.6203, 0.8136)>
Face 5337
UV Count: 3
  UV <Vector (0.6136, 0.8174)>
  UV <Vector (0.6087, 0.8111)>
  UV <Vector (0.6137, 0.8124)>
Face 5338
UV Count: 3
  UV <Vector (0.6087, 0.8111)>
  UV <Vector (0.5994, 0.8105)>
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Face 5339
UV Count: 3
  UV <Vector (0.6125, 0.8087)>
  UV <Vector (0.6137, 0.8124)>
  UV <Vector (0.6087, 0.8111)>
Face 5340
UV Count: 3
  UV <Vector (0.5537, 0.8155)>
  UV <Vector (0.5476, 0.8131)>
  UV <Vector (0.5529, 0.8118)>
Face 5341
UV Count: 3
  UV <Vector (0.5553, 0.8267)>
  UV <Vector (0.5481, 0.8218)>
  UV <Vector (0.5546, 0.8208)>
Face 5342
UV Count: 3
  UV <Vector (0.5277, 0.8235)>
  UV <Vector (0.5190, 0.8292)>
  UV <Vector (0.5188, 0.8235)>
Face 5343
UV Count: 3
  UV <Vector (0.5372, 0.8137)>
  UV <Vector (0.5275, 0.8184)>
  UV <Vector (0.5274, 0.8137)>
Face 5344
UV Count: 3
  UV <Vector (0.5189, 0.8141)>
  UV <Vector (0.5117, 0.8177)>
  UV <Vector (0.5120, 0.8130)>
Face 5345
UV Count: 3
  UV <Vector (0.5123, 0.8086)>
  UV <Vector (0.5180, 0.8041)>
  UV <Vector (0.5185, 0.8098)>
Face 5346
UV Count: 3
  UV <Vector (0.6264, 0.8054)>
  UV <Vector (0.6328, 0.8014)>
  UV <Vector (0.6334, 0.8067)>
Face 5347
UV Count: 3
  UV <Vector (0.6209, 0.8320)>
  UV <Vector (0.6144, 0.8258)>
  UV <Vector (0.6210, 0.8264)>
Face 5348
UV Count: 3
  UV <Vector (0.7865, 0.7834)>
  UV <Vector (0.7791, 0.7909)>
  UV <Vector (0.7802, 0.7838)>
Face 5349
UV Count: 3
  UV <Vector (0.6125, 0.8087)>
  UV <Vector (0.6189, 0.8051)>
  UV <Vector (0.6197, 0.8093)>
Face 5350
UV Count: 3
  UV <Vector (0.5994, 0.8105)>
  UV <Vector (0.5996, 0.8127)>
  UV <Vector (0.5972, 0.8114)>
Face 5351
UV Count: 3
  UV <Vector (0.5951, 0.8468)>
  UV <Vector (0.5892, 0.8405)>
  UV <Vector (0.5950, 0.8411)>
Face 5352
UV Count: 3
  UV <Vector (0.5889, 0.8557)>
  UV <Vector (0.5819, 0.8498)>
  UV <Vector (0.5892, 0.8511)>
Face 5353
UV Count: 3
  UV <Vector (0.6006, 0.8417)>
  UV <Vector (0.6073, 0.8485)>
  UV <Vector (0.6003, 0.8475)>
Face 5354
UV Count: 3
  UV <Vector (0.6073, 0.8311)>
  UV <Vector (0.6007, 0.8236)>
  UV <Vector (0.6073, 0.8256)>
Face 5355
UV Count: 3
  UV <Vector (0.5994, 0.8105)>
  UV <Vector (0.5961, 0.8066)>
  UV <Vector (0.5996, 0.8070)>
Face 5356
UV Count: 3
  UV <Vector (0.5553, 0.8583)>
  UV <Vector (0.5486, 0.8555)>
  UV <Vector (0.5574, 0.8525)>
Face 5357
UV Count: 3
  UV <Vector (0.5565, 0.8483)>
  UV <Vector (0.5629, 0.8518)>
  UV <Vector (0.5574, 0.8525)>
Face 5358
UV Count: 3
  UV <Vector (0.5726, 0.8497)>
  UV <Vector (0.5652, 0.8427)>
  UV <Vector (0.5735, 0.8441)>
Face 5359
UV Count: 3
  UV <Vector (0.5560, 0.8321)>
  UV <Vector (0.5474, 0.8385)>
  UV <Vector (0.5472, 0.8330)>
Face 5360
UV Count: 3
  UV <Vector (0.5380, 0.8450)>
  UV <Vector (0.5474, 0.8385)>
  UV <Vector (0.5474, 0.8441)>
Face 5361
UV Count: 3
  UV <Vector (0.5187, 0.8469)>
  UV <Vector (0.5283, 0.8404)>
  UV <Vector (0.5283, 0.8460)>
Face 5362
UV Count: 3
  UV <Vector (0.5537, 0.8155)>
  UV <Vector (0.5481, 0.8218)>
  UV <Vector (0.5471, 0.8165)>
Face 5363
UV Count: 3
  UV <Vector (0.5537, 0.8155)>
  UV <Vector (0.5616, 0.8192)>
  UV <Vector (0.5546, 0.8208)>
Face 5364
UV Count: 3
  UV <Vector (0.5546, 0.8208)>
  UV <Vector (0.5631, 0.8260)>
  UV <Vector (0.5553, 0.8267)>
Face 5365
UV Count: 3
  UV <Vector (0.5704, 0.8178)>
  UV <Vector (0.5605, 0.8135)>
  UV <Vector (0.5694, 0.8112)>
Face 5366
UV Count: 3
  UV <Vector (0.5723, 0.8290)>
  UV <Vector (0.5631, 0.8260)>
  UV <Vector (0.5713, 0.8238)>
Face 5367
UV Count: 3
  UV <Vector (0.5704, 0.8178)>
  UV <Vector (0.5758, 0.8112)>
  UV <Vector (0.5794, 0.8169)>
Face 5368
UV Count: 3
  UV <Vector (0.5700, 0.8581)>
  UV <Vector (0.5752, 0.8541)>
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Face 5369
UV Count: 3
  UV <Vector (0.5742, 0.8078)>
  UV <Vector (0.5694, 0.8112)>
  UV <Vector (0.5679, 0.8095)>
Face 5370
UV Count: 3
  UV <Vector (0.5742, 0.8009)>
  UV <Vector (0.5742, 0.8078)>
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Face 5371
UV Count: 3
  UV <Vector (0.5866, 0.8113)>
  UV <Vector (0.5958, 0.8164)>
  UV <Vector (0.5880, 0.8169)>
Face 5372
UV Count: 3
  UV <Vector (0.5866, 0.8113)>
  UV <Vector (0.5880, 0.8169)>
  UV <Vector (0.5794, 0.8169)>
Face 5373
UV Count: 3
  UV <Vector (0.5999, 0.8172)>
  UV <Vector (0.5972, 0.8114)>
  UV <Vector (0.5996, 0.8127)>
Face 5374
UV Count: 3
  UV <Vector (0.5616, 0.8192)>
  UV <Vector (0.5713, 0.8238)>
  UV <Vector (0.5631, 0.8260)>
Face 5375
UV Count: 3
  UV <Vector (0.5852, 0.8072)>
  UV <Vector (0.5930, 0.8022)>
  UV <Vector (0.5961, 0.8066)>
Face 5376
UV Count: 3
  UV <Vector (0.5866, 0.8113)>
  UV <Vector (0.5758, 0.8112)>
  UV <Vector (0.5852, 0.8072)>
Face 5377
UV Count: 3
  UV <Vector (0.5995, 0.8033)>
  UV <Vector (0.5961, 0.8066)>
  UV <Vector (0.5930, 0.8022)>
Face 5378
UV Count: 3
  UV <Vector (0.6073, 0.8485)>
  UV <Vector (0.6145, 0.8551)>
  UV <Vector (0.6077, 0.8546)>
Face 5379
UV Count: 3
  UV <Vector (0.6136, 0.8174)>
  UV <Vector (0.6203, 0.8136)>
  UV <Vector (0.6207, 0.8191)>
Face 5380
UV Count: 3
  UV <Vector (0.6210, 0.8264)>
  UV <Vector (0.6270, 0.8319)>
  UV <Vector (0.6209, 0.8320)>
Face 5381
UV Count: 3
  UV <Vector (0.6264, 0.8054)>
  UV <Vector (0.6197, 0.8093)>
  UV <Vector (0.6189, 0.8051)>
Face 5382
UV Count: 3
  UV <Vector (0.6087, 0.7940)>
  UV <Vector (0.6178, 0.8006)>
  UV <Vector (0.6081, 0.8017)>
Face 5383
UV Count: 3
  UV <Vector (0.6404, 0.8086)>
  UV <Vector (0.6338, 0.8113)>
  UV <Vector (0.6334, 0.8067)>
Face 5384
UV Count: 3
  UV <Vector (0.5270, 0.8091)>
  UV <Vector (0.5360, 0.8040)>
  UV <Vector (0.5368, 0.8090)>
Face 5385
UV Count: 3
  UV <Vector (0.5189, 0.8186)>
  UV <Vector (0.5113, 0.8225)>
  UV <Vector (0.5117, 0.8177)>
Face 5386
UV Count: 3
  UV <Vector (0.5188, 0.8235)>
  UV <Vector (0.5109, 0.8288)>
  UV <Vector (0.5113, 0.8225)>
Face 5387
UV Count: 3
  UV <Vector (0.5695, 0.8029)>
  UV <Vector (0.5742, 0.8078)>
  UV <Vector (0.5679, 0.8095)>
Face 5388
UV Count: 3
  UV <Vector (0.5679, 0.8095)>
  UV <Vector (0.5605, 0.8135)>
  UV <Vector (0.5607, 0.8088)>
Face 5389
UV Count: 3
  UV <Vector (0.5695, 0.8029)>
  UV <Vector (0.5607, 0.8088)>
  UV <Vector (0.5568, 0.8026)>
Face 5390
UV Count: 3
  UV <Vector (0.5866, 0.8113)>
  UV <Vector (0.5961, 0.8066)>
  UV <Vector (0.5972, 0.8114)>
Face 5391
UV Count: 3
  UV <Vector (0.5954, 0.7994)>
  UV <Vector (0.5995, 0.8033)>
  UV <Vector (0.5930, 0.8022)>
Face 5392
UV Count: 3
  UV <Vector (0.6125, 0.8087)>
  UV <Vector (0.5996, 0.8070)>
  UV <Vector (0.6109, 0.8051)>
Face 5393
UV Count: 3
  UV <Vector (0.6109, 0.8051)>
  UV <Vector (0.5996, 0.8070)>
  UV <Vector (0.5995, 0.8033)>
Face 5394
UV Count: 3
  UV <Vector (0.6189, 0.8051)>
  UV <Vector (0.6261, 0.8008)>
  UV <Vector (0.6264, 0.8054)>
Face 5395
UV Count: 3
  UV <Vector (0.6279, 0.8268)>
  UV <Vector (0.6348, 0.8210)>
  UV <Vector (0.6351, 0.8284)>
Face 5396
UV Count: 3
  UV <Vector (0.6272, 0.8146)>
  UV <Vector (0.6338, 0.8113)>
  UV <Vector (0.6342, 0.8158)>
Face 5397
UV Count: 3
  UV <Vector (0.6261, 0.8008)>
  UV <Vector (0.6173, 0.7947)>
  UV <Vector (0.6254, 0.7949)>
Face 5398
UV Count: 3
  UV <Vector (0.6375, 0.8360)>
  UV <Vector (0.6423, 0.8288)>
  UV <Vector (0.6430, 0.8358)>
Face 5399
UV Count: 3
  UV <Vector (0.5463, 0.8040)>
  UV <Vector (0.5493, 0.7984)>
  UV <Vector (0.5513, 0.8031)>
Face 5400
UV Count: 3
  UV <Vector (0.5335, 0.7942)>
  UV <Vector (0.5253, 0.7975)>
  UV <Vector (0.5258, 0.7935)>
Face 5401
UV Count: 3
  UV <Vector (0.5274, 0.8137)>
  UV <Vector (0.5189, 0.8186)>
  UV <Vector (0.5189, 0.8141)>
Face 5402
UV Count: 3
  UV <Vector (0.5463, 0.8040)>
  UV <Vector (0.5513, 0.8079)>
  UV <Vector (0.5470, 0.8094)>
Face 5403
UV Count: 3
  UV <Vector (0.5513, 0.8079)>
  UV <Vector (0.5476, 0.8131)>
  UV <Vector (0.5470, 0.8094)>
Face 5404
UV Count: 3
  UV <Vector (0.5752, 0.8541)>
  UV <Vector (0.5819, 0.8498)>
  UV <Vector (0.5823, 0.8544)>
Face 5405
UV Count: 3
  UV <Vector (0.5275, 0.8184)>
  UV <Vector (0.5188, 0.8235)>
  UV <Vector (0.5189, 0.8186)>
Face 5406
UV Count: 3
  UV <Vector (0.5607, 0.8088)>
  UV <Vector (0.5569, 0.8070)>
  UV <Vector (0.5568, 0.8026)>
Face 5407
UV Count: 3
  UV <Vector (0.5824, 0.8030)>
  UV <Vector (0.5758, 0.8112)>
  UV <Vector (0.5742, 0.8078)>
Face 5408
UV Count: 3
  UV <Vector (0.5995, 0.8033)>
  UV <Vector (0.6081, 0.8017)>
  UV <Vector (0.6109, 0.8051)>
Face 5409
UV Count: 3
  UV <Vector (0.5989, 0.8000)>
  UV <Vector (0.5986, 0.7972)>
  UV <Vector (0.6081, 0.8017)>
Face 5410
UV Count: 3
  UV <Vector (0.5773, 0.7809)>
  UV <Vector (0.5822, 0.7861)>
  UV <Vector (0.5761, 0.7864)>
Face 5411
UV Count: 3
  UV <Vector (0.5625, 0.7858)>
  UV <Vector (0.5679, 0.7934)>
  UV <Vector (0.5571, 0.7927)>
Face 5412
UV Count: 3
  UV <Vector (0.6087, 0.7940)>
  UV <Vector (0.6081, 0.8017)>
  UV <Vector (0.5986, 0.7972)>
Face 5413
UV Count: 3
  UV <Vector (0.5986, 0.7972)>
  UV <Vector (0.5991, 0.7920)>
  UV <Vector (0.6087, 0.7940)>
Face 5414
UV Count: 3
  UV <Vector (0.6109, 0.8051)>
  UV <Vector (0.6178, 0.8006)>
  UV <Vector (0.6189, 0.8051)>
Face 5415
UV Count: 3
  UV <Vector (0.6103, 0.7866)>
  UV <Vector (0.6174, 0.7902)>
  UV <Vector (0.6093, 0.7903)>
Face 5416
UV Count: 3
  UV <Vector (0.6261, 0.7813)>
  UV <Vector (0.6323, 0.7861)>
  UV <Vector (0.6256, 0.7860)>
Face 5417
UV Count: 3
  UV <Vector (0.6351, 0.8284)>
  UV <Vector (0.6417, 0.8225)>
  UV <Vector (0.6423, 0.8288)>
Face 5418
UV Count: 3
  UV <Vector (0.5743, 0.7923)>
  UV <Vector (0.5795, 0.7987)>
  UV <Vector (0.5742, 0.8009)>
Face 5419
UV Count: 3
  UV <Vector (0.5569, 0.8070)>
  UV <Vector (0.5513, 0.8031)>
  UV <Vector (0.5568, 0.8026)>
Face 5420
UV Count: 3
  UV <Vector (0.5444, 0.7996)>
  UV <Vector (0.5360, 0.8040)>
  UV <Vector (0.5351, 0.7993)>
Face 5421
UV Count: 3
  UV <Vector (0.5180, 0.8041)>
  UV <Vector (0.5253, 0.7975)>
  UV <Vector (0.5260, 0.8037)>
Face 5422
UV Count: 3
  UV <Vector (0.5259, 0.7887)>
  UV <Vector (0.5193, 0.7924)>
  UV <Vector (0.5197, 0.7882)>
Face 5423
UV Count: 3
  UV <Vector (0.6328, 0.8014)>
  UV <Vector (0.6391, 0.7947)>
  UV <Vector (0.6399, 0.8032)>
Face 5424
UV Count: 3
  UV <Vector (0.6322, 0.7905)>
  UV <Vector (0.6391, 0.7947)>
  UV <Vector (0.6324, 0.7949)>
Face 5425
UV Count: 3
  UV <Vector (0.6174, 0.7902)>
  UV <Vector (0.6254, 0.7949)>
  UV <Vector (0.6173, 0.7947)>
Face 5426
UV Count: 3
  UV <Vector (0.5259, 0.7887)>
  UV <Vector (0.5203, 0.7815)>
  UV <Vector (0.5261, 0.7813)>
Face 5427
UV Count: 3
  UV <Vector (0.6256, 0.7860)>
  UV <Vector (0.6322, 0.7905)>
  UV <Vector (0.6253, 0.7903)>
Face 5428
UV Count: 3
  UV <Vector (0.6383, 0.7868)>
  UV <Vector (0.6322, 0.7811)>
  UV <Vector (0.6378, 0.7812)>
Face 5429
UV Count: 3
  UV <Vector (0.5258, 0.7935)>
  UV <Vector (0.5184, 0.7957)>
  UV <Vector (0.5193, 0.7924)>
Face 5430
UV Count: 3
  UV <Vector (0.5361, 0.7884)>
  UV <Vector (0.5426, 0.7809)>
  UV <Vector (0.5437, 0.7871)>
Face 5431
UV Count: 3
  UV <Vector (0.5143, 0.7812)>
  UV <Vector (0.5197, 0.7882)>
  UV <Vector (0.5139, 0.7868)>
Face 5432
UV Count: 3
  UV <Vector (0.5509, 0.7906)>
  UV <Vector (0.5493, 0.7984)>
  UV <Vector (0.5464, 0.7930)>
Face 5433
UV Count: 3
  UV <Vector (0.5318, 0.7884)>
  UV <Vector (0.5261, 0.7813)>
  UV <Vector (0.5316, 0.7806)>
Face 5434
UV Count: 3
  UV <Vector (0.5318, 0.7884)>
  UV <Vector (0.5368, 0.7810)>
  UV <Vector (0.5361, 0.7884)>
Face 5435
UV Count: 3
  UV <Vector (0.5464, 0.7930)>
  UV <Vector (0.5494, 0.7859)>
  UV <Vector (0.5509, 0.7906)>
Face 5436
UV Count: 3
  UV <Vector (0.5335, 0.7942)>
  UV <Vector (0.5361, 0.7884)>
  UV <Vector (0.5405, 0.7941)>
Face 5437
UV Count: 3
  UV <Vector (0.5549, 0.7856)>
  UV <Vector (0.5509, 0.7906)>
  UV <Vector (0.5494, 0.7859)>
Face 5438
UV Count: 3
  UV <Vector (0.5437, 0.7871)>
  UV <Vector (0.5483, 0.7806)>
  UV <Vector (0.5494, 0.7859)>
Face 5439
UV Count: 3
  UV <Vector (0.6181, 0.7862)>
  UV <Vector (0.6253, 0.7903)>
  UV <Vector (0.6174, 0.7902)>
Face 5440
UV Count: 3
  UV <Vector (0.6253, 0.7903)>
  UV <Vector (0.6324, 0.7949)>
  UV <Vector (0.6254, 0.7949)>
Face 5441
UV Count: 3
  UV <Vector (0.6093, 0.7903)>
  UV <Vector (0.6173, 0.7947)>
  UV <Vector (0.6087, 0.7940)>
Face 5442
UV Count: 3
  UV <Vector (0.6334, 0.8067)>
  UV <Vector (0.6399, 0.8032)>
  UV <Vector (0.6404, 0.8086)>
Face 5443
UV Count: 3
  UV <Vector (0.6093, 0.7903)>
  UV <Vector (0.6035, 0.7873)>
  UV <Vector (0.6103, 0.7866)>
Face 5444
UV Count: 3
  UV <Vector (0.6195, 0.7812)>
  UV <Vector (0.6256, 0.7860)>
  UV <Vector (0.6181, 0.7862)>
Face 5445
UV Count: 3
  UV <Vector (0.5985, 0.7809)>
  UV <Vector (0.6035, 0.7873)>
  UV <Vector (0.5982, 0.7870)>
Face 5446
UV Count: 3
  UV <Vector (0.6044, 0.7810)>
  UV <Vector (0.6103, 0.7866)>
  UV <Vector (0.6035, 0.7873)>
Face 5447
UV Count: 3
  UV <Vector (0.5874, 0.7859)>
  UV <Vector (0.5835, 0.7808)>
  UV <Vector (0.5884, 0.7810)>
Face 5448
UV Count: 3
  UV <Vector (0.5982, 0.7870)>
  UV <Vector (0.5930, 0.7864)>
  UV <Vector (0.5932, 0.7810)>
Face 5449
UV Count: 3
  UV <Vector (0.5932, 0.7810)>
  UV <Vector (0.5985, 0.7809)>
  UV <Vector (0.5982, 0.7870)>
Face 5450
UV Count: 3
  UV <Vector (0.5926, 0.7907)>
  UV <Vector (0.5874, 0.7859)>
  UV <Vector (0.5930, 0.7864)>
Face 5451
UV Count: 3
  UV <Vector (0.5933, 0.7962)>
  UV <Vector (0.5861, 0.7906)>
  UV <Vector (0.5926, 0.7907)>
Face 5452
UV Count: 3
  UV <Vector (0.5822, 0.7861)>
  UV <Vector (0.5861, 0.7906)>
  UV <Vector (0.5800, 0.7911)>
Face 5453
UV Count: 3
  UV <Vector (0.5693, 0.7865)>
  UV <Vector (0.5646, 0.7806)>
  UV <Vector (0.5707, 0.7812)>
Face 5454
UV Count: 3
  UV <Vector (0.5743, 0.7923)>
  UV <Vector (0.5693, 0.7865)>
  UV <Vector (0.5761, 0.7864)>
Face 5455
UV Count: 3
  UV <Vector (0.5405, 0.7941)>
  UV <Vector (0.5437, 0.7871)>
  UV <Vector (0.5464, 0.7930)>
Face 5456
UV Count: 3
  UV <Vector (0.5538, 0.7804)>
  UV <Vector (0.5592, 0.7801)>
  UV <Vector (0.5590, 0.7838)>
Face 5457
UV Count: 3
  UV <Vector (0.5590, 0.7838)>
  UV <Vector (0.5549, 0.7856)>
  UV <Vector (0.5538, 0.7804)>
Face 5458
UV Count: 3
  UV <Vector (0.5954, 0.7994)>
  UV <Vector (0.5930, 0.8022)>
  UV <Vector (0.5873, 0.7968)>
Face 5459
UV Count: 3
  UV <Vector (0.5873, 0.7968)>
  UV <Vector (0.5933, 0.7962)>
  UV <Vector (0.5954, 0.7994)>
Face 5460
UV Count: 3
  UV <Vector (0.5800, 0.7911)>
  UV <Vector (0.5873, 0.7968)>
  UV <Vector (0.5795, 0.7987)>
Face 5461
UV Count: 3
  UV <Vector (0.5954, 0.7994)>
  UV <Vector (0.5986, 0.7972)>
  UV <Vector (0.5989, 0.8000)>
Face 5462
UV Count: 3
  UV <Vector (0.5464, 0.7930)>
  UV <Vector (0.5444, 0.7996)>
  UV <Vector (0.5405, 0.7941)>
Face 5463
UV Count: 3
  UV <Vector (0.5405, 0.7941)>
  UV <Vector (0.5351, 0.7993)>
  UV <Vector (0.5335, 0.7942)>
Face 5464
UV Count: 3
  UV <Vector (0.5258, 0.7935)>
  UV <Vector (0.5318, 0.7884)>
  UV <Vector (0.5335, 0.7942)>
Face 5465
UV Count: 3
  UV <Vector (0.5351, 0.7993)>
  UV <Vector (0.5260, 0.8037)>
  UV <Vector (0.5253, 0.7975)>
Face 5466
UV Count: 3
  UV <Vector (0.5185, 0.8098)>
  UV <Vector (0.5260, 0.8037)>
  UV <Vector (0.5270, 0.8091)>
Face 5467
UV Count: 3
  UV <Vector (0.6322, 0.7905)>
  UV <Vector (0.6383, 0.7868)>
  UV <Vector (0.6387, 0.7909)>
Face 5468
UV Count: 3
  UV <Vector (0.5127, 0.8032)>
  UV <Vector (0.5184, 0.7957)>
  UV <Vector (0.5180, 0.8041)>
Face 5469
UV Count: 3
  UV <Vector (0.5193, 0.7924)>
  UV <Vector (0.5133, 0.7947)>
  UV <Vector (0.5136, 0.7909)>
Face 5470
UV Count: 3
  UV <Vector (0.6261, 0.8008)>
  UV <Vector (0.6324, 0.7949)>
  UV <Vector (0.6328, 0.8014)>
Face 5471
UV Count: 3
  UV <Vector (0.6026, 0.7903)>
  UV <Vector (0.5982, 0.7870)>
  UV <Vector (0.6035, 0.7873)>
Face 5472
UV Count: 3
  UV <Vector (0.5991, 0.7920)>
  UV <Vector (0.6026, 0.7903)>
  UV <Vector (0.6093, 0.7903)>
Face 5473
UV Count: 3
  UV <Vector (0.6093, 0.7903)>
  UV <Vector (0.6087, 0.7940)>
  UV <Vector (0.5991, 0.7920)>
Face 5474
UV Count: 3
  UV <Vector (0.6181, 0.7862)>
  UV <Vector (0.6107, 0.7812)>
  UV <Vector (0.6195, 0.7812)>
Face 5475
UV Count: 3
  UV <Vector (0.5926, 0.7907)>
  UV <Vector (0.5930, 0.7864)>
  UV <Vector (0.5982, 0.7870)>
Face 5476
UV Count: 3
  UV <Vector (0.5982, 0.7870)>
  UV <Vector (0.5991, 0.7920)>
  UV <Vector (0.5926, 0.7907)>
Face 5477
UV Count: 3
  UV <Vector (0.5926, 0.7907)>
  UV <Vector (0.5986, 0.7972)>
  UV <Vector (0.5933, 0.7962)>
Face 5478
UV Count: 3
  UV <Vector (0.5761, 0.7864)>
  UV <Vector (0.5800, 0.7911)>
  UV <Vector (0.5743, 0.7923)>
Face 5479
UV Count: 3
  UV <Vector (0.5824, 0.8030)>
  UV <Vector (0.5742, 0.8009)>
  UV <Vector (0.5795, 0.7987)>
Face 5480
UV Count: 3
  UV <Vector (0.5884, 0.7810)>
  UV <Vector (0.5930, 0.7864)>
  UV <Vector (0.5874, 0.7859)>
Face 5481
UV Count: 3
  UV <Vector (0.5679, 0.7934)>
  UV <Vector (0.5568, 0.8026)>
  UV <Vector (0.5571, 0.7927)>
Face 5482
UV Count: 3
  UV <Vector (0.5873, 0.7968)>
  UV <Vector (0.5824, 0.8030)>
  UV <Vector (0.5795, 0.7987)>
Face 5483
UV Count: 3
  UV <Vector (0.5742, 0.8009)>
  UV <Vector (0.5679, 0.7934)>
  UV <Vector (0.5743, 0.7923)>
Face 5484
UV Count: 3
  UV <Vector (0.5625, 0.7858)>
  UV <Vector (0.5571, 0.7927)>
  UV <Vector (0.5549, 0.7856)>
Face 5485
UV Count: 3
  UV <Vector (0.5549, 0.7856)>
  UV <Vector (0.5590, 0.7838)>
  UV <Vector (0.5625, 0.7858)>
Face 5486
UV Count: 3
  UV <Vector (0.5707, 0.7812)>
  UV <Vector (0.5761, 0.7864)>
  UV <Vector (0.5693, 0.7865)>
Face 5487
UV Count: 3
  UV <Vector (0.7791, 0.9799)>
  UV <Vector (0.7890, 0.9853)>
  UV <Vector (0.7767, 0.9834)>
Face 5488
UV Count: 3
  UV <Vector (0.6895, 0.8684)>
  UV <Vector (0.6813, 0.8722)>
  UV <Vector (0.6803, 0.8679)>
Face 5489
UV Count: 3
  UV <Vector (0.7470, 0.9731)>
  UV <Vector (0.7553, 0.9710)>
  UV <Vector (0.7588, 0.9752)>
Face 5490
UV Count: 3
  UV <Vector (0.7415, 0.9823)>
  UV <Vector (0.7491, 0.9765)>
  UV <Vector (0.7522, 0.9823)>
Face 5491
UV Count: 3
  UV <Vector (0.7318, 0.9577)>
  UV <Vector (0.7340, 0.9503)>
  UV <Vector (0.7389, 0.9577)>
Face 5492
UV Count: 3
  UV <Vector (0.7105, 0.9520)>
  UV <Vector (0.7088, 0.9450)>
  UV <Vector (0.7137, 0.9499)>
Face 5493
UV Count: 3
  UV <Vector (0.6780, 0.9585)>
  UV <Vector (0.6819, 0.9655)>
  UV <Vector (0.6773, 0.9639)>
Face 5494
UV Count: 3
  UV <Vector (0.6995, 0.9655)>
  UV <Vector (0.7046, 0.9600)>
  UV <Vector (0.7050, 0.9649)>
Face 5495
UV Count: 3
  UV <Vector (0.6878, 0.9786)>
  UV <Vector (0.6939, 0.9826)>
  UV <Vector (0.6877, 0.9823)>
Face 5496
UV Count: 3
  UV <Vector (0.6939, 0.9609)>
  UV <Vector (0.6993, 0.9555)>
  UV <Vector (0.6996, 0.9605)>
Face 5497
UV Count: 3
  UV <Vector (0.6883, 0.9479)>
  UV <Vector (0.6849, 0.9513)>
  UV <Vector (0.6833, 0.9496)>
Face 5498
UV Count: 3
  UV <Vector (0.7038, 0.9552)>
  UV <Vector (0.7044, 0.9502)>
  UV <Vector (0.7072, 0.9539)>
Face 5499
UV Count: 3
  UV <Vector (0.6675, 0.9749)>
  UV <Vector (0.6722, 0.9721)>
  UV <Vector (0.6714, 0.9762)>
Face 5500
UV Count: 3
  UV <Vector (0.6707, 0.9805)>
  UV <Vector (0.6661, 0.9848)>
  UV <Vector (0.6668, 0.9793)>
Face 5501
UV Count: 3
  UV <Vector (0.6571, 0.9780)>
  UV <Vector (0.6608, 0.9841)>
  UV <Vector (0.6560, 0.9834)>
Face 5502
UV Count: 3
  UV <Vector (0.6395, 0.9782)>
  UV <Vector (0.6476, 0.9829)>
  UV <Vector (0.6372, 0.9834)>
Face 5503
UV Count: 3
  UV <Vector (0.6377, 0.9653)>
  UV <Vector (0.6447, 0.9686)>
  UV <Vector (0.6333, 0.9712)>
Face 5504
UV Count: 3
  UV <Vector (0.6280, 0.9694)>
  UV <Vector (0.6333, 0.9712)>
  UV <Vector (0.6223, 0.9749)>
Face 5505
UV Count: 3
  UV <Vector (0.6266, 0.9809)>
  UV <Vector (0.6372, 0.9834)>
  UV <Vector (0.6223, 0.9870)>
Face 5506
UV Count: 3
  UV <Vector (0.6105, 0.9775)>
  UV <Vector (0.6086, 0.9810)>
  UV <Vector (0.6038, 0.9805)>
Face 5507
UV Count: 3
  UV <Vector (0.5826, 0.9836)>
  UV <Vector (0.5677, 0.9875)>
  UV <Vector (0.5684, 0.9844)>
Face 5508
UV Count: 3
  UV <Vector (0.5902, 0.9730)>
  UV <Vector (0.5793, 0.9738)>
  UV <Vector (0.5791, 0.9710)>
Face 5509
UV Count: 3
  UV <Vector (0.5793, 0.9678)>
  UV <Vector (0.5907, 0.9711)>
  UV <Vector (0.5791, 0.9710)>
Face 5510
UV Count: 3
  UV <Vector (0.6470, 0.7320)>
  UV <Vector (0.6431, 0.7384)>
  UV <Vector (0.6408, 0.7346)>
Face 5511
UV Count: 3
  UV <Vector (0.6542, 0.7294)>
  UV <Vector (0.6495, 0.7365)>
  UV <Vector (0.6470, 0.7320)>
Face 5512
UV Count: 3
  UV <Vector (0.6598, 0.7208)>
  UV <Vector (0.6685, 0.7249)>
  UV <Vector (0.6613, 0.7273)>
Face 5513
UV Count: 3
  UV <Vector (0.6613, 0.7273)>
  UV <Vector (0.6696, 0.7307)>
  UV <Vector (0.6627, 0.7329)>
Face 5514
UV Count: 3
  UV <Vector (0.6006, 0.9264)>
  UV <Vector (0.6051, 0.9198)>
  UV <Vector (0.6057, 0.9272)>
Face 5515
UV Count: 3
  UV <Vector (0.5960, 0.9177)>
  UV <Vector (0.6001, 0.9120)>
  UV <Vector (0.6000, 0.9191)>
Face 5516
UV Count: 3
  UV <Vector (0.6002, 0.8987)>
  UV <Vector (0.5963, 0.8917)>
  UV <Vector (0.6002, 0.8923)>
Face 5517
UV Count: 3
  UV <Vector (0.6001, 0.9053)>
  UV <Vector (0.5964, 0.8980)>
  UV <Vector (0.6002, 0.8987)>
Face 5518
UV Count: 3
  UV <Vector (0.6013, 0.9341)>
  UV <Vector (0.6057, 0.9272)>
  UV <Vector (0.6063, 0.9348)>
Face 5519
UV Count: 3
  UV <Vector (0.6002, 0.8923)>
  UV <Vector (0.5962, 0.8856)>
  UV <Vector (0.5999, 0.8861)>
Face 5520
UV Count: 3
  UV <Vector (0.5996, 0.8799)>
  UV <Vector (0.5959, 0.8738)>
  UV <Vector (0.5993, 0.8739)>
Face 5521
UV Count: 3
  UV <Vector (0.6099, 0.8866)>
  UV <Vector (0.6036, 0.8801)>
  UV <Vector (0.6093, 0.8804)>
Face 5522
UV Count: 3
  UV <Vector (0.6007, 0.8361)>
  UV <Vector (0.6072, 0.8426)>
  UV <Vector (0.6006, 0.8417)>
Face 5523
UV Count: 3
  UV <Vector (0.5955, 0.8689)>
  UV <Vector (0.5950, 0.8655)>
  UV <Vector (0.5970, 0.8639)>
Face 5524
UV Count: 3
  UV <Vector (0.5970, 0.8639)>
  UV <Vector (0.5987, 0.8685)>
  UV <Vector (0.5955, 0.8689)>
Face 5525
UV Count: 3
  UV <Vector (0.5921, 0.8645)>
  UV <Vector (0.5931, 0.8612)>
  UV <Vector (0.5970, 0.8639)>
Face 5526
UV Count: 3
  UV <Vector (0.5970, 0.8639)>
  UV <Vector (0.5950, 0.8655)>
  UV <Vector (0.5921, 0.8645)>
Face 5527
UV Count: 3
  UV <Vector (0.5931, 0.8612)>
  UV <Vector (0.5889, 0.8557)>
  UV <Vector (0.5946, 0.8575)>
Face 5528
UV Count: 3
  UV <Vector (0.5766, 0.8615)>
  UV <Vector (0.5827, 0.8662)>
  UV <Vector (0.5769, 0.8655)>
Face 5529
UV Count: 3
  UV <Vector (0.5601, 0.8686)>
  UV <Vector (0.5653, 0.8740)>
  UV <Vector (0.5595, 0.8732)>
Face 5530
UV Count: 3
  UV <Vector (0.5658, 0.8650)>
  UV <Vector (0.5708, 0.8614)>
  UV <Vector (0.5711, 0.8652)>
Face 5531
UV Count: 3
  UV <Vector (0.5658, 0.8650)>
  UV <Vector (0.5621, 0.8622)>
  UV <Vector (0.5657, 0.8617)>
Face 5532
UV Count: 3
  UV <Vector (0.5642, 0.8588)>
  UV <Vector (0.5657, 0.8617)>
  UV <Vector (0.5621, 0.8622)>
Face 5533
UV Count: 3
  UV <Vector (0.5687, 0.8546)>
  UV <Vector (0.5642, 0.8588)>
  UV <Vector (0.5616, 0.8550)>
Face 5534
UV Count: 3
  UV <Vector (0.5124, 0.9093)>
  UV <Vector (0.5222, 0.9092)>
  UV <Vector (0.5114, 0.9160)>
Face 5535
UV Count: 3
  UV <Vector (0.5761, 0.8578)>
  UV <Vector (0.5708, 0.8614)>
  UV <Vector (0.5700, 0.8581)>
Face 5536
UV Count: 3
  UV <Vector (0.5823, 0.8544)>
  UV <Vector (0.5882, 0.8594)>
  UV <Vector (0.5825, 0.8583)>
Face 5537
UV Count: 3
  UV <Vector (0.5825, 0.8583)>
  UV <Vector (0.5878, 0.8631)>
  UV <Vector (0.5825, 0.8620)>
Face 5538
UV Count: 3
  UV <Vector (0.5921, 0.8645)>
  UV <Vector (0.5882, 0.8594)>
  UV <Vector (0.5931, 0.8612)>
Face 5539
UV Count: 3
  UV <Vector (0.5920, 0.8684)>
  UV <Vector (0.5878, 0.8631)>
  UV <Vector (0.5921, 0.8645)>
Face 5540
UV Count: 3
  UV <Vector (0.5830, 0.8714)>
  UV <Vector (0.5882, 0.8782)>
  UV <Vector (0.5832, 0.8771)>
Face 5541
UV Count: 3
  UV <Vector (0.5920, 0.8684)>
  UV <Vector (0.5959, 0.8738)>
  UV <Vector (0.5923, 0.8733)>
Face 5542
UV Count: 3
  UV <Vector (0.5881, 0.8725)>
  UV <Vector (0.5924, 0.8790)>
  UV <Vector (0.5882, 0.8782)>
Face 5543
UV Count: 3
  UV <Vector (0.5882, 0.8782)>
  UV <Vector (0.5924, 0.8850)>
  UV <Vector (0.5883, 0.8841)>
Face 5544
UV Count: 3
  UV <Vector (0.6858, 0.6660)>
  UV <Vector (0.6829, 0.6601)>
  UV <Vector (0.6878, 0.6585)>
Face 5545
UV Count: 3
  UV <Vector (0.6941, 0.6610)>
  UV <Vector (0.6916, 0.6580)>
  UV <Vector (0.6940, 0.6582)>
Face 5546
UV Count: 3
  UV <Vector (0.6967, 0.6402)>
  UV <Vector (0.6915, 0.6468)>
  UV <Vector (0.6926, 0.6394)>
Face 5547
UV Count: 3
  UV <Vector (0.7119, 0.6476)>
  UV <Vector (0.6946, 0.6537)>
  UV <Vector (0.6949, 0.6481)>
Face 5548
UV Count: 3
  UV <Vector (0.6817, 0.6540)>
  UV <Vector (0.6768, 0.6631)>
  UV <Vector (0.6754, 0.6558)>
Face 5549
UV Count: 3
  UV <Vector (0.7815, 0.5679)>
  UV <Vector (0.7713, 0.5767)>
  UV <Vector (0.7702, 0.5680)>
Face 5550
UV Count: 3
  UV <Vector (0.7528, 0.5863)>
  UV <Vector (0.7434, 0.5963)>
  UV <Vector (0.7432, 0.5863)>
Face 5551
UV Count: 3
  UV <Vector (0.7517, 0.5769)>
  UV <Vector (0.7432, 0.5863)>
  UV <Vector (0.7419, 0.5769)>
Face 5552
UV Count: 3
  UV <Vector (0.7099, 0.5859)>
  UV <Vector (0.6996, 0.5950)>
  UV <Vector (0.7001, 0.5853)>
Face 5553
UV Count: 3
  UV <Vector (0.7419, 0.5769)>
  UV <Vector (0.7323, 0.5865)>
  UV <Vector (0.7315, 0.5771)>
Face 5554
UV Count: 3
  UV <Vector (0.7503, 0.5680)>
  UV <Vector (0.7419, 0.5769)>
  UV <Vector (0.7405, 0.5680)>
Face 5555
UV Count: 3
  UV <Vector (0.7405, 0.5680)>
  UV <Vector (0.7315, 0.5771)>
  UV <Vector (0.7301, 0.5685)>
Face 5556
UV Count: 3
  UV <Vector (0.6633, 0.5929)>
  UV <Vector (0.6550, 0.6024)>
  UV <Vector (0.6537, 0.5919)>
Face 5557
UV Count: 3
  UV <Vector (0.6788, 0.5656)>
  UV <Vector (0.6896, 0.5585)>
  UV <Vector (0.6898, 0.5665)>
Face 5558
UV Count: 3
  UV <Vector (0.6896, 0.5585)>
  UV <Vector (0.6835, 0.5511)>
  UV <Vector (0.6912, 0.5515)>
Face 5559
UV Count: 3
  UV <Vector (0.6908, 0.5463)>
  UV <Vector (0.6835, 0.5511)>
  UV <Vector (0.6835, 0.5461)>
Face 5560
UV Count: 3
  UV <Vector (0.6957, 0.5437)>
  UV <Vector (0.6908, 0.5463)>
  UV <Vector (0.6901, 0.5431)>
Face 5561
UV Count: 3
  UV <Vector (0.6835, 0.5461)>
  UV <Vector (0.6737, 0.5416)>
  UV <Vector (0.6846, 0.5426)>
Face 5562
UV Count: 3
  UV <Vector (0.6735, 0.5341)>
  UV <Vector (0.6819, 0.5296)>
  UV <Vector (0.6832, 0.5355)>
Face 5563
UV Count: 3
  UV <Vector (0.6735, 0.5341)>
  UV <Vector (0.6635, 0.5372)>
  UV <Vector (0.6633, 0.5327)>
Face 5564
UV Count: 3
  UV <Vector (0.6918, 0.5241)>
  UV <Vector (0.7034, 0.5216)>
  UV <Vector (0.7034, 0.5248)>
Face 5565
UV Count: 3
  UV <Vector (0.6813, 0.5173)>
  UV <Vector (0.6777, 0.5130)>
  UV <Vector (0.6869, 0.5137)>
Face 5566
UV Count: 3
  UV <Vector (0.7774, 0.9764)>
  UV <Vector (0.7812, 0.9773)>
  UV <Vector (0.7791, 0.9799)>
Face 5567
UV Count: 3
  UV <Vector (0.7791, 0.9799)>
  UV <Vector (0.7739, 0.9763)>
  UV <Vector (0.7774, 0.9764)>
Face 5568
UV Count: 3
  UV <Vector (0.5661, 0.9593)>
  UV <Vector (0.5586, 0.9657)>
  UV <Vector (0.5578, 0.9595)>
Face 5569
UV Count: 3
  UV <Vector (0.8276, 0.9780)>
  UV <Vector (0.8199, 0.9747)>
  UV <Vector (0.8280, 0.9744)>
Face 5570
UV Count: 3
  UV <Vector (0.7864, 0.9899)>
  UV <Vector (0.7767, 0.9834)>
  UV <Vector (0.7890, 0.9853)>
Face 5571
UV Count: 3
  UV <Vector (0.8073, 0.9844)>
  UV <Vector (0.7973, 0.9811)>
  UV <Vector (0.8083, 0.9812)>
Face 5572
UV Count: 3
  UV <Vector (0.7962, 0.9782)>
  UV <Vector (0.7854, 0.9752)>
  UV <Vector (0.7968, 0.9756)>
Face 5573
UV Count: 3
  UV <Vector (0.7768, 0.9719)>
  UV <Vector (0.7842, 0.9763)>
  UV <Vector (0.7750, 0.9725)>
Face 5574
UV Count: 3
  UV <Vector (0.7592, 0.9583)>
  UV <Vector (0.7704, 0.9626)>
  UV <Vector (0.7702, 0.9640)>
Face 5575
UV Count: 3
  UV <Vector (0.7357, 0.9309)>
  UV <Vector (0.7184, 0.9158)>
  UV <Vector (0.7183, 0.9155)>
Face 5576
UV Count: 3
  UV <Vector (0.7474, 0.9471)>
  UV <Vector (0.7359, 0.9316)>
  UV <Vector (0.7357, 0.9309)>
Face 5577
UV Count: 3
  UV <Vector (0.7182, 0.9152)>
  UV <Vector (0.7179, 0.9145)>
  UV <Vector (0.7355, 0.9298)>
Face 5578
UV Count: 3
  UV <Vector (0.7355, 0.9298)>
  UV <Vector (0.7356, 0.9304)>
  UV <Vector (0.7182, 0.9152)>
Face 5579
UV Count: 3
  UV <Vector (0.6946, 0.9084)>
  UV <Vector (0.6713, 0.9143)>
  UV <Vector (0.6946, 0.9077)>
Face 5580
UV Count: 3
  UV <Vector (0.6946, 0.9100)>
  UV <Vector (0.6717, 0.9169)>
  UV <Vector (0.6713, 0.9164)>
Face 5581
UV Count: 3
  UV <Vector (0.6407, 0.9469)>
  UV <Vector (0.6531, 0.9307)>
  UV <Vector (0.6412, 0.9471)>
Face 5582
UV Count: 3
  UV <Vector (0.6713, 0.9143)>
  UV <Vector (0.6533, 0.9297)>
  UV <Vector (0.6537, 0.9291)>
Face 5583
UV Count: 3
  UV <Vector (0.6533, 0.9297)>
  UV <Vector (0.6396, 0.9467)>
  UV <Vector (0.6537, 0.9291)>
Face 5584
UV Count: 3
  UV <Vector (0.6286, 0.9594)>
  UV <Vector (0.6284, 0.9591)>
  UV <Vector (0.6402, 0.9469)>
Face 5585
UV Count: 3
  UV <Vector (0.7702, 0.7199)>
  UV <Vector (0.7622, 0.7065)>
  UV <Vector (0.7719, 0.7074)>
Face 5586
UV Count: 3
  UV <Vector (0.6286, 0.9594)>
  UV <Vector (0.6213, 0.9657)>
  UV <Vector (0.6203, 0.9658)>
Face 5587
UV Count: 3
  UV <Vector (0.6253, 0.9660)>
  UV <Vector (0.6211, 0.9719)>
  UV <Vector (0.6179, 0.9723)>
Face 5588
UV Count: 3
  UV <Vector (0.6117, 0.9703)>
  UV <Vector (0.6049, 0.9736)>
  UV <Vector (0.6111, 0.9696)>
Face 5589
UV Count: 3
  UV <Vector (0.5992, 0.9734)>
  UV <Vector (0.6048, 0.9745)>
  UV <Vector (0.5983, 0.9744)>
Face 5590
UV Count: 3
  UV <Vector (0.5798, 0.9770)>
  UV <Vector (0.5685, 0.9811)>
  UV <Vector (0.5677, 0.9777)>
Face 5591
UV Count: 3
  UV <Vector (0.5793, 0.9738)>
  UV <Vector (0.5677, 0.9777)>
  UV <Vector (0.5671, 0.9741)>
Face 5592
UV Count: 3
  UV <Vector (0.5793, 0.9678)>
  UV <Vector (0.5673, 0.9709)>
  UV <Vector (0.5667, 0.9654)>
Face 5593
UV Count: 3
  UV <Vector (0.5983, 0.9744)>
  UV <Vector (0.5904, 0.9750)>
  UV <Vector (0.5902, 0.9730)>
Face 5594
UV Count: 3
  UV <Vector (0.5911, 0.9772)>
  UV <Vector (0.5807, 0.9802)>
  UV <Vector (0.5798, 0.9770)>
Face 5595
UV Count: 3
  UV <Vector (0.5921, 0.9798)>
  UV <Vector (0.5826, 0.9836)>
  UV <Vector (0.5807, 0.9802)>
Face 5596
UV Count: 3
  UV <Vector (0.6134, 0.9709)>
  UV <Vector (0.6083, 0.9768)>
  UV <Vector (0.6065, 0.9759)>
Face 5597
UV Count: 3
  UV <Vector (0.6117, 0.9703)>
  UV <Vector (0.6187, 0.9654)>
  UV <Vector (0.6197, 0.9656)>
Face 5598
UV Count: 3
  UV <Vector (0.6295, 0.9594)>
  UV <Vector (0.6229, 0.9659)>
  UV <Vector (0.6213, 0.9657)>
Face 5599
UV Count: 3
  UV <Vector (0.6531, 0.9307)>
  UV <Vector (0.6531, 0.9302)>
  UV <Vector (0.6533, 0.9297)>
Face 5600
UV Count: 3
  UV <Vector (0.6392, 0.9458)>
  UV <Vector (0.6274, 0.9584)>
  UV <Vector (0.6269, 0.9579)>
Face 5601
UV Count: 3
  UV <Vector (0.6946, 0.9087)>
  UV <Vector (0.6710, 0.9151)>
  UV <Vector (0.6946, 0.9084)>
Face 5602
UV Count: 3
  UV <Vector (0.7351, 0.9293)>
  UV <Vector (0.7179, 0.9145)>
  UV <Vector (0.7174, 0.9135)>
Face 5603
UV Count: 3
  UV <Vector (0.7580, 0.9595)>
  UV <Vector (0.7487, 0.9467)>
  UV <Vector (0.7587, 0.9593)>
Face 5604
UV Count: 3
  UV <Vector (0.7342, 0.9320)>
  UV <Vector (0.7341, 0.9428)>
  UV <Vector (0.7304, 0.9327)>
Face 5605
UV Count: 3
  UV <Vector (0.7610, 0.9654)>
  UV <Vector (0.7537, 0.9586)>
  UV <Vector (0.7647, 0.9665)>
Face 5606
UV Count: 3
  UV <Vector (0.7704, 0.9667)>
  UV <Vector (0.7785, 0.9699)>
  UV <Vector (0.7779, 0.9708)>
Face 5607
UV Count: 3
  UV <Vector (0.7774, 0.9715)>
  UV <Vector (0.7854, 0.9752)>
  UV <Vector (0.7842, 0.9763)>
Face 5608
UV Count: 3
  UV <Vector (0.7842, 0.9763)>
  UV <Vector (0.7880, 0.9789)>
  UV <Vector (0.7812, 0.9773)>
Face 5609
UV Count: 3
  UV <Vector (0.6006, 0.9846)>
  UV <Vector (0.6028, 0.9896)>
  UV <Vector (0.5868, 0.9875)>
Face 5610
UV Count: 3
  UV <Vector (0.8197, 0.9874)>
  UV <Vector (0.8073, 0.9844)>
  UV <Vector (0.8193, 0.9845)>
Face 5611
UV Count: 3
  UV <Vector (0.8193, 0.9845)>
  UV <Vector (0.8083, 0.9812)>
  UV <Vector (0.8194, 0.9814)>
Face 5612
UV Count: 3
  UV <Vector (0.5593, 0.9701)>
  UV <Vector (0.5560, 0.9743)>
  UV <Vector (0.5555, 0.9705)>
Face 5613
UV Count: 3
  UV <Vector (0.6272, 0.6597)>
  UV <Vector (0.6165, 0.6686)>
  UV <Vector (0.6166, 0.6591)>
Face 5614
UV Count: 3
  UV <Vector (0.8208, 0.9668)>
  UV <Vector (0.8092, 0.9643)>
  UV <Vector (0.8217, 0.9609)>
Face 5615
UV Count: 3
  UV <Vector (0.8199, 0.9747)>
  UV <Vector (0.8088, 0.9722)>
  UV <Vector (0.8203, 0.9710)>
Face 5616
UV Count: 3
  UV <Vector (0.8262, 0.9881)>
  UV <Vector (0.8193, 0.9845)>
  UV <Vector (0.8272, 0.9847)>
Face 5617
UV Count: 3
  UV <Vector (0.5677, 0.9777)>
  UV <Vector (0.5610, 0.9810)>
  UV <Vector (0.5609, 0.9783)>
Face 5618
UV Count: 3
  UV <Vector (0.5904, 0.9750)>
  UV <Vector (0.5798, 0.9770)>
  UV <Vector (0.5793, 0.9738)>
Face 5619
UV Count: 3
  UV <Vector (0.5984, 0.9757)>
  UV <Vector (0.5911, 0.9772)>
  UV <Vector (0.5904, 0.9750)>
Face 5620
UV Count: 3
  UV <Vector (0.5948, 0.9824)>
  UV <Vector (0.5868, 0.9875)>
  UV <Vector (0.5826, 0.9836)>
Face 5621
UV Count: 3
  UV <Vector (0.6010, 0.9790)>
  UV <Vector (0.5948, 0.9824)>
  UV <Vector (0.5921, 0.9798)>
Face 5622
UV Count: 3
  UV <Vector (0.8088, 0.9722)>
  UV <Vector (0.7976, 0.9716)>
  UV <Vector (0.8091, 0.9690)>
Face 5623
UV Count: 3
  UV <Vector (0.6153, 0.9716)>
  UV <Vector (0.6105, 0.9775)>
  UV <Vector (0.6083, 0.9768)>
Face 5624
UV Count: 3
  UV <Vector (0.6253, 0.9660)>
  UV <Vector (0.6229, 0.9659)>
  UV <Vector (0.6309, 0.9587)>
Face 5625
UV Count: 3
  UV <Vector (0.6468, 0.9517)>
  UV <Vector (0.6445, 0.9464)>
  UV <Vector (0.6485, 0.9447)>
Face 5626
UV Count: 3
  UV <Vector (0.6544, 0.9507)>
  UV <Vector (0.6541, 0.9436)>
  UV <Vector (0.6598, 0.9431)>
Face 5627
UV Count: 3
  UV <Vector (0.6713, 0.9164)>
  UV <Vector (0.6547, 0.9315)>
  UV <Vector (0.6540, 0.9315)>
Face 5628
UV Count: 3
  UV <Vector (0.7179, 0.9166)>
  UV <Vector (0.6946, 0.9090)>
  UV <Vector (0.7184, 0.9158)>
Face 5629
UV Count: 3
  UV <Vector (0.6946, 0.9090)>
  UV <Vector (0.6709, 0.9153)>
  UV <Vector (0.6946, 0.9087)>
Face 5630
UV Count: 3
  UV <Vector (0.7442, 0.9467)>
  UV <Vector (0.7349, 0.9318)>
  UV <Vector (0.7453, 0.9470)>
Face 5631
UV Count: 3
  UV <Vector (0.7355, 0.9262)>
  UV <Vector (0.7174, 0.9135)>
  UV <Vector (0.7172, 0.9106)>
Face 5632
UV Count: 3
  UV <Vector (0.7550, 0.9588)>
  UV <Vector (0.7474, 0.9471)>
  UV <Vector (0.7562, 0.9593)>
Face 5633
UV Count: 3
  UV <Vector (0.7467, 0.9595)>
  UV <Vector (0.7474, 0.9544)>
  UV <Vector (0.7547, 0.9625)>
Face 5634
UV Count: 3
  UV <Vector (0.7680, 0.9715)>
  UV <Vector (0.7647, 0.9665)>
  UV <Vector (0.7720, 0.9724)>
Face 5635
UV Count: 3
  UV <Vector (0.7720, 0.9724)>
  UV <Vector (0.7673, 0.9669)>
  UV <Vector (0.7750, 0.9725)>
Face 5636
UV Count: 3
  UV <Vector (0.5661, 0.9593)>
  UV <Vector (0.5666, 0.9531)>
  UV <Vector (0.5814, 0.9583)>
Face 5637
UV Count: 3
  UV <Vector (0.5800, 0.9632)>
  UV <Vector (0.5814, 0.9583)>
  UV <Vector (0.5938, 0.9667)>
Face 5638
UV Count: 3
  UV <Vector (0.6014, 0.9685)>
  UV <Vector (0.6055, 0.9721)>
  UV <Vector (0.6000, 0.9714)>
Face 5639
UV Count: 3
  UV <Vector (0.6000, 0.9714)>
  UV <Vector (0.6049, 0.9736)>
  UV <Vector (0.5992, 0.9734)>
Face 5640
UV Count: 3
  UV <Vector (0.6106, 0.9688)>
  UV <Vector (0.6169, 0.9644)>
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Face 5641
UV Count: 3
  UV <Vector (0.6213, 0.9657)>
  UV <Vector (0.6153, 0.9716)>
  UV <Vector (0.6134, 0.9709)>
Face 5642
UV Count: 3
  UV <Vector (0.6178, 0.9649)>
  UV <Vector (0.6111, 0.9696)>
  UV <Vector (0.6106, 0.9688)>
Face 5643
UV Count: 3
  UV <Vector (0.7552, 0.7405)>
  UV <Vector (0.7571, 0.7302)>
  UV <Vector (0.7655, 0.7320)>
Face 5644
UV Count: 3
  UV <Vector (0.6537, 0.9291)>
  UV <Vector (0.6392, 0.9458)>
  UV <Vector (0.6534, 0.9260)>
Face 5645
UV Count: 3
  UV <Vector (0.6946, 0.9077)>
  UV <Vector (0.6718, 0.9134)>
  UV <Vector (0.6946, 0.9067)>
Face 5646
UV Count: 3
  UV <Vector (0.6947, 0.9043)>
  UV <Vector (0.6723, 0.9074)>
  UV <Vector (0.6947, 0.9016)>
Face 5647
UV Count: 3
  UV <Vector (0.6721, 0.9105)>
  UV <Vector (0.6532, 0.9227)>
  UV <Vector (0.6723, 0.9074)>
Face 5648
UV Count: 3
  UV <Vector (0.7340, 0.9503)>
  UV <Vector (0.7398, 0.9452)>
  UV <Vector (0.7406, 0.9512)>
Face 5649
UV Count: 3
  UV <Vector (0.7592, 0.9583)>
  UV <Vector (0.7487, 0.9467)>
  UV <Vector (0.7491, 0.9457)>
Face 5650
UV Count: 3
  UV <Vector (0.7702, 0.9640)>
  UV <Vector (0.7587, 0.9593)>
  UV <Vector (0.7592, 0.9583)>
Face 5651
UV Count: 3
  UV <Vector (0.8331, 0.7370)>
  UV <Vector (0.8339, 0.7460)>
  UV <Vector (0.8295, 0.7392)>
Face 5652
UV Count: 3
  UV <Vector (0.7859, 0.9740)>
  UV <Vector (0.7785, 0.9699)>
  UV <Vector (0.7864, 0.9725)>
Face 5653
UV Count: 3
  UV <Vector (0.7969, 0.9688)>
  UV <Vector (0.7864, 0.9725)>
  UV <Vector (0.7861, 0.9709)>
Face 5654
UV Count: 3
  UV <Vector (0.5589, 0.7250)>
  UV <Vector (0.5612, 0.7363)>
  UV <Vector (0.5543, 0.7347)>
Face 5655
UV Count: 3
  UV <Vector (0.6155, 0.7045)>
  UV <Vector (0.6074, 0.7085)>
  UV <Vector (0.6073, 0.7045)>
Face 5656
UV Count: 3
  UV <Vector (0.7139, 0.8777)>
  UV <Vector (0.7070, 0.8758)>
  UV <Vector (0.7150, 0.8761)>
Face 5657
UV Count: 3
  UV <Vector (0.7124, 0.9947)>
  UV <Vector (0.7174, 0.9914)>
  UV <Vector (0.7188, 0.9944)>
Face 5658
UV Count: 3
  UV <Vector (0.7257, 0.8790)>
  UV <Vector (0.7224, 0.8765)>
  UV <Vector (0.7282, 0.8764)>
Face 5659
UV Count: 3
  UV <Vector (0.7099, 0.8876)>
  UV <Vector (0.7201, 0.8890)>
  UV <Vector (0.7095, 0.8911)>
Face 5660
UV Count: 3
  UV <Vector (0.7004, 0.9949)>
  UV <Vector (0.7108, 0.9914)>
  UV <Vector (0.7124, 0.9947)>
Face 5661
UV Count: 3
  UV <Vector (0.7383, 0.8711)>
  UV <Vector (0.7367, 0.8689)>
  UV <Vector (0.7400, 0.8673)>
Face 5662
UV Count: 3
  UV <Vector (0.7193, 0.9998)>
  UV <Vector (0.7127, 0.9976)>
  UV <Vector (0.7193, 0.9978)>
Face 5663
UV Count: 3
  UV <Vector (0.6707, 0.9894)>
  UV <Vector (0.6757, 0.9904)>
  UV <Vector (0.6703, 0.9914)>
Face 5664
UV Count: 3
  UV <Vector (0.6635, 0.9738)>
  UV <Vector (0.6607, 0.9685)>
  UV <Vector (0.6648, 0.9695)>
Face 5665
UV Count: 3
  UV <Vector (0.6648, 0.9649)>
  UV <Vector (0.6685, 0.9708)>
  UV <Vector (0.6648, 0.9695)>
Face 5666
UV Count: 3
  UV <Vector (0.6687, 0.9664)>
  UV <Vector (0.6722, 0.9721)>
  UV <Vector (0.6685, 0.9708)>
Face 5667
UV Count: 3
  UV <Vector (0.6447, 0.9686)>
  UV <Vector (0.6516, 0.9729)>
  UV <Vector (0.6420, 0.9734)>
Face 5668
UV Count: 3
  UV <Vector (0.6496, 0.9578)>
  UV <Vector (0.6550, 0.9624)>
  UV <Vector (0.6472, 0.9631)>
Face 5669
UV Count: 3
  UV <Vector (0.6648, 0.9649)>
  UV <Vector (0.6619, 0.9586)>
  UV <Vector (0.6655, 0.9598)>
Face 5670
UV Count: 3
  UV <Vector (0.6773, 0.9416)>
  UV <Vector (0.6743, 0.9493)>
  UV <Vector (0.6717, 0.9473)>
Face 5671
UV Count: 3
  UV <Vector (0.6875, 0.9449)>
  UV <Vector (0.6833, 0.9496)>
  UV <Vector (0.6815, 0.9472)>
Face 5672
UV Count: 3
  UV <Vector (0.6815, 0.9472)>
  UV <Vector (0.6801, 0.9533)>
  UV <Vector (0.6771, 0.9514)>
Face 5673
UV Count: 3
  UV <Vector (0.7008, 0.9452)>
  UV <Vector (0.6944, 0.9402)>
  UV <Vector (0.7022, 0.9416)>
Face 5674
UV Count: 3
  UV <Vector (0.6946, 0.9338)>
  UV <Vector (0.6850, 0.9373)>
  UV <Vector (0.6837, 0.9351)>
Face 5675
UV Count: 3
  UV <Vector (0.7113, 0.9421)>
  UV <Vector (0.7056, 0.9352)>
  UV <Vector (0.7143, 0.9393)>
Face 5676
UV Count: 3
  UV <Vector (0.7142, 0.9628)>
  UV <Vector (0.7166, 0.9555)>
  UV <Vector (0.7183, 0.9616)>
Face 5677
UV Count: 3
  UV <Vector (0.7146, 0.9682)>
  UV <Vector (0.7183, 0.9616)>
  UV <Vector (0.7185, 0.9674)>
Face 5678
UV Count: 3
  UV <Vector (0.7164, 0.9732)>
  UV <Vector (0.7185, 0.9674)>
  UV <Vector (0.7201, 0.9723)>
Face 5679
UV Count: 3
  UV <Vector (0.7171, 0.9774)>
  UV <Vector (0.7201, 0.9723)>
  UV <Vector (0.7210, 0.9765)>
Face 5680
UV Count: 3
  UV <Vector (0.7178, 0.9813)>
  UV <Vector (0.7210, 0.9765)>
  UV <Vector (0.7218, 0.9803)>
Face 5681
UV Count: 3
  UV <Vector (0.7098, 0.9639)>
  UV <Vector (0.7129, 0.9572)>
  UV <Vector (0.7142, 0.9628)>
Face 5682
UV Count: 3
  UV <Vector (0.7089, 0.9588)>
  UV <Vector (0.7105, 0.9520)>
  UV <Vector (0.7129, 0.9572)>
Face 5683
UV Count: 3
  UV <Vector (0.7101, 0.9691)>
  UV <Vector (0.7142, 0.9628)>
  UV <Vector (0.7146, 0.9682)>
Face 5684
UV Count: 3
  UV <Vector (0.7179, 0.9895)>
  UV <Vector (0.7127, 0.9878)>
  UV <Vector (0.7181, 0.9883)>
Face 5685
UV Count: 3
  UV <Vector (0.7122, 0.9907)>
  UV <Vector (0.7179, 0.9895)>
  UV <Vector (0.7184, 0.9916)>
Face 5686
UV Count: 3
  UV <Vector (0.6093, 0.9914)>
  UV <Vector (0.6141, 0.9944)>
  UV <Vector (0.6068, 0.9941)>
Face 5687
UV Count: 3
  UV <Vector (0.5709, 0.9952)>
  UV <Vector (0.5806, 0.9986)>
  UV <Vector (0.5626, 0.9989)>
Face 5688
UV Count: 3
  UV <Vector (0.6689, 0.8768)>
  UV <Vector (0.6679, 0.8792)>
  UV <Vector (0.6644, 0.8763)>
Face 5689
UV Count: 3
  UV <Vector (0.6679, 0.8792)>
  UV <Vector (0.6711, 0.8832)>
  UV <Vector (0.6653, 0.8793)>
Face 5690
UV Count: 3
  UV <Vector (0.6779, 0.8792)>
  UV <Vector (0.6767, 0.8823)>
  UV <Vector (0.6721, 0.8795)>
Face 5691
UV Count: 3
  UV <Vector (0.6883, 0.8482)>
  UV <Vector (0.6799, 0.8519)>
  UV <Vector (0.6790, 0.8474)>
Face 5692
UV Count: 3
  UV <Vector (0.7065, 0.8774)>
  UV <Vector (0.6989, 0.8757)>
  UV <Vector (0.7070, 0.8758)>
Face 5693
UV Count: 3
  UV <Vector (0.7078, 0.8720)>
  UV <Vector (0.6989, 0.8683)>
  UV <Vector (0.7082, 0.8682)>
Face 5694
UV Count: 3
  UV <Vector (0.7160, 0.8734)>
  UV <Vector (0.7078, 0.8720)>
  UV <Vector (0.7166, 0.8718)>
Face 5695
UV Count: 3
  UV <Vector (0.7313, 0.9974)>
  UV <Vector (0.7344, 0.9942)>
  UV <Vector (0.7358, 0.9976)>
Face 5696
UV Count: 3
  UV <Vector (0.7193, 0.9978)>
  UV <Vector (0.7124, 0.9947)>
  UV <Vector (0.7188, 0.9944)>
Face 5697
UV Count: 3
  UV <Vector (0.7282, 0.8764)>
  UV <Vector (0.7241, 0.8734)>
  UV <Vector (0.7307, 0.8729)>
Face 5698
UV Count: 3
  UV <Vector (0.7244, 0.9976)>
  UV <Vector (0.7308, 0.9944)>
  UV <Vector (0.7313, 0.9974)>
Face 5699
UV Count: 3
  UV <Vector (0.7188, 0.9944)>
  UV <Vector (0.7244, 0.9976)>
  UV <Vector (0.7193, 0.9978)>
Face 5700
UV Count: 3
  UV <Vector (0.7464, 0.9998)>
  UV <Vector (0.7569, 0.9986)>
  UV <Vector (0.7577, 0.9998)>
Face 5701
UV Count: 3
  UV <Vector (0.6369, 0.9846)>
  UV <Vector (0.6469, 0.9854)>
  UV <Vector (0.6366, 0.9855)>
Face 5702
UV Count: 3
  UV <Vector (0.6623, 0.9785)>
  UV <Vector (0.6661, 0.9848)>
  UV <Vector (0.6608, 0.9841)>
Face 5703
UV Count: 3
  UV <Vector (0.6635, 0.9738)>
  UV <Vector (0.6668, 0.9793)>
  UV <Vector (0.6623, 0.9785)>
Face 5704
UV Count: 3
  UV <Vector (0.6648, 0.9695)>
  UV <Vector (0.6675, 0.9749)>
  UV <Vector (0.6635, 0.9738)>
Face 5705
UV Count: 3
  UV <Vector (0.6648, 0.9439)>
  UV <Vector (0.6648, 0.9520)>
  UV <Vector (0.6604, 0.9506)>
Face 5706
UV Count: 3
  UV <Vector (0.6608, 0.9637)>
  UV <Vector (0.6648, 0.9695)>
  UV <Vector (0.6607, 0.9685)>
Face 5707
UV Count: 3
  UV <Vector (0.6604, 0.9506)>
  UV <Vector (0.6619, 0.9586)>
  UV <Vector (0.6569, 0.9575)>
Face 5708
UV Count: 3
  UV <Vector (0.6712, 0.9373)>
  UV <Vector (0.6689, 0.9455)>
  UV <Vector (0.6648, 0.9439)>
Face 5709
UV Count: 3
  UV <Vector (0.6717, 0.9473)>
  UV <Vector (0.6709, 0.9552)>
  UV <Vector (0.6678, 0.9534)>
Face 5710
UV Count: 3
  UV <Vector (0.7038, 0.9379)>
  UV <Vector (0.6946, 0.9338)>
  UV <Vector (0.7056, 0.9352)>
Face 5711
UV Count: 3
  UV <Vector (0.7823, 0.6959)>
  UV <Vector (0.7920, 0.7074)>
  UV <Vector (0.7819, 0.7074)>
Face 5712
UV Count: 3
  UV <Vector (0.7230, 0.9854)>
  UV <Vector (0.7268, 0.9796)>
  UV <Vector (0.7291, 0.9851)>
Face 5713
UV Count: 3
  UV <Vector (0.7227, 0.9608)>
  UV <Vector (0.7242, 0.9525)>
  UV <Vector (0.7261, 0.9597)>
Face 5714
UV Count: 3
  UV <Vector (0.7232, 0.9666)>
  UV <Vector (0.7261, 0.9597)>
  UV <Vector (0.7271, 0.9657)>
Face 5715
UV Count: 3
  UV <Vector (0.7236, 0.9714)>
  UV <Vector (0.7271, 0.9657)>
  UV <Vector (0.7274, 0.9708)>
Face 5716
UV Count: 3
  UV <Vector (0.7291, 0.9851)>
  UV <Vector (0.7317, 0.9789)>
  UV <Vector (0.7328, 0.9841)>
Face 5717
UV Count: 3
  UV <Vector (0.7252, 0.9757)>
  UV <Vector (0.7274, 0.9708)>
  UV <Vector (0.7296, 0.9748)>
Face 5718
UV Count: 3
  UV <Vector (0.7205, 0.9538)>
  UV <Vector (0.7203, 0.9454)>
  UV <Vector (0.7242, 0.9525)>
Face 5719
UV Count: 3
  UV <Vector (0.7128, 0.9865)>
  UV <Vector (0.7178, 0.9813)>
  UV <Vector (0.7183, 0.9871)>
Face 5720
UV Count: 3
  UV <Vector (0.7268, 0.9796)>
  UV <Vector (0.7296, 0.9748)>
  UV <Vector (0.7317, 0.9789)>
Face 5721
UV Count: 3
  UV <Vector (0.7294, 0.9869)>
  UV <Vector (0.7230, 0.9867)>
  UV <Vector (0.7292, 0.9860)>
Face 5722
UV Count: 3
  UV <Vector (0.7420, 0.9874)>
  UV <Vector (0.7332, 0.9863)>
  UV <Vector (0.7428, 0.9856)>
Face 5723
UV Count: 3
  UV <Vector (0.6224, 0.9914)>
  UV <Vector (0.6260, 0.9942)>
  UV <Vector (0.6202, 0.9946)>
Face 5724
UV Count: 3
  UV <Vector (0.5979, 0.9944)>
  UV <Vector (0.5921, 0.9914)>
  UV <Vector (0.6009, 0.9914)>
Face 5725
UV Count: 3
  UV <Vector (0.6646, 0.8710)>
  UV <Vector (0.6614, 0.8725)>
  UV <Vector (0.6600, 0.8700)>
Face 5726
UV Count: 3
  UV <Vector (0.6634, 0.8652)>
  UV <Vector (0.6600, 0.8700)>
  UV <Vector (0.6591, 0.8643)>
Face 5727
UV Count: 3
  UV <Vector (0.6644, 0.8763)>
  UV <Vector (0.6653, 0.8793)>
  UV <Vector (0.6616, 0.8761)>
Face 5728
UV Count: 3
  UV <Vector (0.6734, 0.8739)>
  UV <Vector (0.6723, 0.8718)>
  UV <Vector (0.6813, 0.8722)>
Face 5729
UV Count: 3
  UV <Vector (0.6903, 0.8737)>
  UV <Vector (0.6829, 0.8765)>
  UV <Vector (0.6818, 0.8738)>
Face 5730
UV Count: 3
  UV <Vector (0.6989, 0.8683)>
  UV <Vector (0.6900, 0.8723)>
  UV <Vector (0.6895, 0.8684)>
Face 5731
UV Count: 3
  UV <Vector (0.7054, 0.8823)>
  UV <Vector (0.6989, 0.8796)>
  UV <Vector (0.7059, 0.8796)>
Face 5732
UV Count: 3
  UV <Vector (0.6372, 0.9834)>
  UV <Vector (0.6472, 0.9843)>
  UV <Vector (0.6369, 0.9846)>
Face 5733
UV Count: 3
  UV <Vector (0.6603, 0.9857)>
  UV <Vector (0.6661, 0.9879)>
  UV <Vector (0.6598, 0.9870)>
Face 5734
UV Count: 3
  UV <Vector (0.6598, 0.9893)>
  UV <Vector (0.6661, 0.9879)>
  UV <Vector (0.6656, 0.9901)>
Face 5735
UV Count: 3
  UV <Vector (0.6223, 0.9870)>
  UV <Vector (0.6369, 0.9846)>
  UV <Vector (0.6218, 0.9879)>
Face 5736
UV Count: 3
  UV <Vector (0.7059, 0.9866)>
  UV <Vector (0.6999, 0.9869)>
  UV <Vector (0.7060, 0.9852)>
Face 5737
UV Count: 3
  UV <Vector (0.6816, 0.9862)>
  UV <Vector (0.6755, 0.9876)>
  UV <Vector (0.6754, 0.9865)>
Face 5738
UV Count: 3
  UV <Vector (0.6998, 0.9878)>
  UV <Vector (0.6938, 0.9870)>
  UV <Vector (0.6999, 0.9869)>
Face 5739
UV Count: 3
  UV <Vector (0.6938, 0.9885)>
  UV <Vector (0.6879, 0.9889)>
  UV <Vector (0.6879, 0.9880)>
Face 5740
UV Count: 3
  UV <Vector (0.7127, 0.9878)>
  UV <Vector (0.7060, 0.9852)>
  UV <Vector (0.7128, 0.9865)>
Face 5741
UV Count: 3
  UV <Vector (0.7058, 0.9873)>
  UV <Vector (0.6998, 0.9878)>
  UV <Vector (0.7059, 0.9866)>
Face 5742
UV Count: 3
  UV <Vector (0.7230, 0.9878)>
  UV <Vector (0.7181, 0.9883)>
  UV <Vector (0.7230, 0.9867)>
Face 5743
UV Count: 3
  UV <Vector (0.7181, 0.9883)>
  UV <Vector (0.7128, 0.9865)>
  UV <Vector (0.7183, 0.9871)>
Face 5744
UV Count: 3
  UV <Vector (0.7332, 0.9863)>
  UV <Vector (0.7292, 0.9860)>
  UV <Vector (0.7330, 0.9853)>
Face 5745
UV Count: 3
  UV <Vector (0.7292, 0.9860)>
  UV <Vector (0.7230, 0.9854)>
  UV <Vector (0.7291, 0.9851)>
Face 5746
UV Count: 3
  UV <Vector (0.7422, 0.9842)>
  UV <Vector (0.7332, 0.9863)>
  UV <Vector (0.7330, 0.9853)>
Face 5747
UV Count: 3
  UV <Vector (0.7527, 0.9840)>
  UV <Vector (0.7522, 0.9823)>
  UV <Vector (0.7667, 0.9859)>
Face 5748
UV Count: 3
  UV <Vector (0.8057, 0.9889)>
  UV <Vector (0.8197, 0.9874)>
  UV <Vector (0.8209, 0.9885)>
Face 5749
UV Count: 3
  UV <Vector (0.7667, 0.9859)>
  UV <Vector (0.7530, 0.9855)>
  UV <Vector (0.7527, 0.9840)>
Face 5750
UV Count: 3
  UV <Vector (0.8209, 0.9885)>
  UV <Vector (0.8262, 0.9881)>
  UV <Vector (0.8267, 0.9887)>
Face 5751
UV Count: 3
  UV <Vector (0.8267, 0.9887)>
  UV <Vector (0.8305, 0.9885)>
  UV <Vector (0.8308, 0.9890)>
Face 5752
UV Count: 3
  UV <Vector (0.5604, 0.9888)>
  UV <Vector (0.5674, 0.9893)>
  UV <Vector (0.5602, 0.9897)>
Face 5753
UV Count: 3
  UV <Vector (0.5613, 0.9878)>
  UV <Vector (0.5672, 0.9884)>
  UV <Vector (0.5604, 0.9888)>
Face 5754
UV Count: 3
  UV <Vector (0.6005, 0.9911)>
  UV <Vector (0.5835, 0.9888)>
  UV <Vector (0.6015, 0.9905)>
Face 5755
UV Count: 3
  UV <Vector (0.6015, 0.9905)>
  UV <Vector (0.5868, 0.9875)>
  UV <Vector (0.6028, 0.9896)>
Face 5756
UV Count: 3
  UV <Vector (0.6561, 0.9850)>
  UV <Vector (0.6476, 0.9829)>
  UV <Vector (0.6560, 0.9834)>
Face 5757
UV Count: 3
  UV <Vector (0.6218, 0.9879)>
  UV <Vector (0.6366, 0.9855)>
  UV <Vector (0.6214, 0.9886)>
Face 5758
UV Count: 3
  UV <Vector (0.6603, 0.9857)>
  UV <Vector (0.6560, 0.9834)>
  UV <Vector (0.6608, 0.9841)>
Face 5759
UV Count: 3
  UV <Vector (0.8339, 0.9914)>
  UV <Vector (0.8314, 0.9989)>
  UV <Vector (0.8290, 0.9989)>
Face 5760
UV Count: 3
  UV <Vector (0.5177, 0.9993)>
  UV <Vector (0.5202, 0.9998)>
  UV <Vector (0.5177, 0.9998)>
Face 5761
UV Count: 3
  UV <Vector (0.5574, 0.9897)>
  UV <Vector (0.5547, 0.9891)>
  UV <Vector (0.5576, 0.9889)>
Face 5762
UV Count: 3
  UV <Vector (0.5569, 0.9883)>
  UV <Vector (0.5547, 0.9891)>
  UV <Vector (0.5545, 0.9886)>
Face 5763
UV Count: 3
  UV <Vector (0.8272, 0.9847)>
  UV <Vector (0.8305, 0.9885)>
  UV <Vector (0.8262, 0.9881)>
Face 5764
UV Count: 3
  UV <Vector (0.8308, 0.9846)>
  UV <Vector (0.8277, 0.9817)>
  UV <Vector (0.8309, 0.9820)>
Face 5765
UV Count: 3
  UV <Vector (0.8320, 0.9704)>
  UV <Vector (0.8352, 0.9742)>
  UV <Vector (0.8317, 0.9744)>
Face 5766
UV Count: 3
  UV <Vector (0.5586, 0.9657)>
  UV <Vector (0.5555, 0.9705)>
  UV <Vector (0.5551, 0.9657)>
Face 5767
UV Count: 3
  UV <Vector (0.8285, 0.9706)>
  UV <Vector (0.8317, 0.9744)>
  UV <Vector (0.8280, 0.9744)>
Face 5768
UV Count: 3
  UV <Vector (0.8276, 0.9780)>
  UV <Vector (0.8194, 0.9814)>
  UV <Vector (0.8197, 0.9776)>
Face 5769
UV Count: 3
  UV <Vector (0.8294, 0.9599)>
  UV <Vector (0.8325, 0.9656)>
  UV <Vector (0.8288, 0.9659)>
Face 5770
UV Count: 3
  UV <Vector (0.8328, 0.9594)>
  UV <Vector (0.8299, 0.9530)>
  UV <Vector (0.8327, 0.9525)>
Face 5771
UV Count: 3
  UV <Vector (0.8328, 0.9594)>
  UV <Vector (0.8358, 0.9652)>
  UV <Vector (0.8325, 0.9656)>
Face 5772
UV Count: 3
  UV <Vector (0.5997, 0.6778)>
  UV <Vector (0.6022, 0.6873)>
  UV <Vector (0.5995, 0.6873)>
Face 5773
UV Count: 3
  UV <Vector (0.5997, 0.6778)>
  UV <Vector (0.5971, 0.6680)>
  UV <Vector (0.5999, 0.6679)>
Face 5774
UV Count: 3
  UV <Vector (0.6080, 0.6681)>
  UV <Vector (0.6050, 0.6778)>
  UV <Vector (0.6053, 0.6680)>
Face 5775
UV Count: 3
  UV <Vector (0.5995, 0.6873)>
  UV <Vector (0.5970, 0.6778)>
  UV <Vector (0.5997, 0.6778)>
Face 5776
UV Count: 3
  UV <Vector (0.6086, 0.6496)>
  UV <Vector (0.6056, 0.6587)>
  UV <Vector (0.6059, 0.6495)>
Face 5777
UV Count: 3
  UV <Vector (0.6056, 0.6587)>
  UV <Vector (0.6027, 0.6679)>
  UV <Vector (0.6029, 0.6586)>
Face 5778
UV Count: 3
  UV <Vector (0.6062, 0.6402)>
  UV <Vector (0.6032, 0.6494)>
  UV <Vector (0.6035, 0.6402)>
Face 5779
UV Count: 3
  UV <Vector (0.6260, 0.6014)>
  UV <Vector (0.6173, 0.6114)>
  UV <Vector (0.6169, 0.6011)>
Face 5780
UV Count: 3
  UV <Vector (0.6017, 0.6118)>
  UV <Vector (0.5995, 0.6015)>
  UV <Vector (0.6023, 0.6012)>
Face 5781
UV Count: 3
  UV <Vector (0.6080, 0.6012)>
  UV <Vector (0.6047, 0.6114)>
  UV <Vector (0.6051, 0.6009)>
Face 5782
UV Count: 3
  UV <Vector (0.6051, 0.6009)>
  UV <Vector (0.6028, 0.5901)>
  UV <Vector (0.6054, 0.5898)>
Face 5783
UV Count: 3
  UV <Vector (0.6054, 0.5898)>
  UV <Vector (0.6031, 0.5792)>
  UV <Vector (0.6055, 0.5789)>
Face 5784
UV Count: 3
  UV <Vector (0.6055, 0.5789)>
  UV <Vector (0.6033, 0.5689)>
  UV <Vector (0.6057, 0.5686)>
Face 5785
UV Count: 3
  UV <Vector (0.6057, 0.5686)>
  UV <Vector (0.6036, 0.5590)>
  UV <Vector (0.6059, 0.5590)>
Face 5786
UV Count: 3
  UV <Vector (0.6036, 0.5590)>
  UV <Vector (0.6058, 0.5504)>
  UV <Vector (0.6059, 0.5590)>
Face 5787
UV Count: 3
  UV <Vector (0.6159, 0.5358)>
  UV <Vector (0.6107, 0.5388)>
  UV <Vector (0.6111, 0.5357)>
Face 5788
UV Count: 3
  UV <Vector (0.6536, 0.5364)>
  UV <Vector (0.6440, 0.5383)>
  UV <Vector (0.6442, 0.5353)>
Face 5789
UV Count: 3
  UV <Vector (0.6242, 0.5452)>
  UV <Vector (0.6164, 0.5519)>
  UV <Vector (0.6164, 0.5447)>
Face 5790
UV Count: 3
  UV <Vector (0.6439, 0.5303)>
  UV <Vector (0.6526, 0.5259)>
  UV <Vector (0.6534, 0.5315)>
Face 5791
UV Count: 3
  UV <Vector (0.6058, 0.5285)>
  UV <Vector (0.6084, 0.5213)>
  UV <Vector (0.6085, 0.5285)>
Face 5792
UV Count: 3
  UV <Vector (0.6058, 0.5125)>
  UV <Vector (0.6082, 0.5096)>
  UV <Vector (0.6083, 0.5128)>
Face 5793
UV Count: 3
  UV <Vector (0.6083, 0.5128)>
  UV <Vector (0.6105, 0.5097)>
  UV <Vector (0.6109, 0.5131)>
Face 5794
UV Count: 3
  UV <Vector (0.6109, 0.5131)>
  UV <Vector (0.6142, 0.5100)>
  UV <Vector (0.6164, 0.5147)>
Face 5795
UV Count: 3
  UV <Vector (0.6058, 0.5096)>
  UV <Vector (0.6076, 0.5076)>
  UV <Vector (0.6082, 0.5096)>
Face 5796
UV Count: 3
  UV <Vector (0.6059, 0.5060)>
  UV <Vector (0.6094, 0.5075)>
  UV <Vector (0.6076, 0.5076)>
Face 5797
UV Count: 3
  UV <Vector (0.6010, 0.5077)>
  UV <Vector (0.6059, 0.5060)>
  UV <Vector (0.6034, 0.5076)>
Face 5798
UV Count: 3
  UV <Vector (0.6105, 0.5097)>
  UV <Vector (0.6143, 0.5078)>
  UV <Vector (0.6142, 0.5100)>
Face 5799
UV Count: 3
  UV <Vector (0.6085, 0.5353)>
  UV <Vector (0.6058, 0.5384)>
  UV <Vector (0.6058, 0.5352)>
Face 5800
UV Count: 3
  UV <Vector (0.6011, 0.5097)>
  UV <Vector (0.6035, 0.5136)>
  UV <Vector (0.6005, 0.5137)>
Face 5801
UV Count: 3
  UV <Vector (0.5975, 0.5098)>
  UV <Vector (0.6005, 0.5137)>
  UV <Vector (0.5955, 0.5134)>
Face 5802
UV Count: 3
  UV <Vector (0.5955, 0.5134)>
  UV <Vector (0.6005, 0.5214)>
  UV <Vector (0.5941, 0.5209)>
Face 5803
UV Count: 3
  UV <Vector (0.5884, 0.5137)>
  UV <Vector (0.5941, 0.5209)>
  UV <Vector (0.5867, 0.5211)>
Face 5804
UV Count: 3
  UV <Vector (0.5865, 0.5358)>
  UV <Vector (0.5949, 0.5328)>
  UV <Vector (0.5961, 0.5352)>
Face 5805
UV Count: 3
  UV <Vector (0.5771, 0.5366)>
  UV <Vector (0.5868, 0.5392)>
  UV <Vector (0.5777, 0.5400)>
Face 5806
UV Count: 3
  UV <Vector (0.6103, 0.5508)>
  UV <Vector (0.6078, 0.5592)>
  UV <Vector (0.6081, 0.5506)>
Face 5807
UV Count: 3
  UV <Vector (0.6031, 0.5792)>
  UV <Vector (0.6008, 0.5691)>
  UV <Vector (0.6033, 0.5689)>
Face 5808
UV Count: 3
  UV <Vector (0.6081, 0.5689)>
  UV <Vector (0.6055, 0.5789)>
  UV <Vector (0.6057, 0.5686)>
Face 5809
UV Count: 3
  UV <Vector (0.6164, 0.5798)>
  UV <Vector (0.6104, 0.5906)>
  UV <Vector (0.6103, 0.5794)>
Face 5810
UV Count: 3
  UV <Vector (0.5995, 0.6015)>
  UV <Vector (0.5938, 0.5909)>
  UV <Vector (0.6003, 0.5904)>
Face 5811
UV Count: 3
  UV <Vector (0.6013, 0.6215)>
  UV <Vector (0.5988, 0.6122)>
  UV <Vector (0.6017, 0.6118)>
Face 5812
UV Count: 3
  UV <Vector (0.6047, 0.6114)>
  UV <Vector (0.6023, 0.6012)>
  UV <Vector (0.6051, 0.6009)>
Face 5813
UV Count: 3
  UV <Vector (0.6039, 0.6309)>
  UV <Vector (0.6013, 0.6215)>
  UV <Vector (0.6043, 0.6213)>
Face 5814
UV Count: 3
  UV <Vector (0.6032, 0.6494)>
  UV <Vector (0.6008, 0.6403)>
  UV <Vector (0.6035, 0.6402)>
Face 5815
UV Count: 3
  UV <Vector (0.6029, 0.6586)>
  UV <Vector (0.6005, 0.6494)>
  UV <Vector (0.6032, 0.6494)>
Face 5816
UV Count: 3
  UV <Vector (0.5902, 0.6405)>
  UV <Vector (0.5980, 0.6314)>
  UV <Vector (0.5980, 0.6404)>
Face 5817
UV Count: 3
  UV <Vector (0.5999, 0.6679)>
  UV <Vector (0.6029, 0.6586)>
  UV <Vector (0.6027, 0.6679)>
Face 5818
UV Count: 3
  UV <Vector (0.5994, 0.6962)>
  UV <Vector (0.5969, 0.6873)>
  UV <Vector (0.5995, 0.6873)>
Face 5819
UV Count: 3
  UV <Vector (0.6053, 0.6680)>
  UV <Vector (0.6024, 0.6777)>
  UV <Vector (0.6027, 0.6679)>
Face 5820
UV Count: 3
  UV <Vector (0.5995, 0.6873)>
  UV <Vector (0.6020, 0.6961)>
  UV <Vector (0.5994, 0.6962)>
Face 5821
UV Count: 3
  UV <Vector (0.5999, 0.6679)>
  UV <Vector (0.6024, 0.6777)>
  UV <Vector (0.5997, 0.6778)>
Face 5822
UV Count: 3
  UV <Vector (0.6073, 0.7045)>
  UV <Vector (0.6045, 0.7084)>
  UV <Vector (0.6046, 0.7043)>
Face 5823
UV Count: 3
  UV <Vector (0.6016, 0.7085)>
  UV <Vector (0.5992, 0.7041)>
  UV <Vector (0.6019, 0.7041)>
Face 5824
UV Count: 3
  UV <Vector (0.5547, 0.9595)>
  UV <Vector (0.5519, 0.9657)>
  UV <Vector (0.5516, 0.9595)>
Face 5825
UV Count: 3
  UV <Vector (0.8285, 0.9706)>
  UV <Vector (0.8208, 0.9668)>
  UV <Vector (0.8288, 0.9659)>
Face 5826
UV Count: 3
  UV <Vector (0.5551, 0.9657)>
  UV <Vector (0.5523, 0.9708)>
  UV <Vector (0.5519, 0.9657)>
Face 5827
UV Count: 3
  UV <Vector (0.5564, 0.9785)>
  UV <Vector (0.5529, 0.9747)>
  UV <Vector (0.5560, 0.9743)>
Face 5828
UV Count: 3
  UV <Vector (0.8340, 0.9853)>
  UV <Vector (0.8305, 0.9885)>
  UV <Vector (0.8308, 0.9846)>
Face 5829
UV Count: 3
  UV <Vector (0.5569, 0.9883)>
  UV <Vector (0.5542, 0.9855)>
  UV <Vector (0.5570, 0.9849)>
Face 5830
UV Count: 3
  UV <Vector (0.5567, 0.9819)>
  UV <Vector (0.5613, 0.9847)>
  UV <Vector (0.5570, 0.9849)>
Face 5831
UV Count: 3
  UV <Vector (0.5569, 0.9883)>
  UV <Vector (0.5604, 0.9888)>
  UV <Vector (0.5576, 0.9889)>
Face 5832
UV Count: 3
  UV <Vector (0.5576, 0.9889)>
  UV <Vector (0.5602, 0.9897)>
  UV <Vector (0.5574, 0.9897)>
Face 5833
UV Count: 3
  UV <Vector (0.5234, 0.9998)>
  UV <Vector (0.5294, 0.9988)>
  UV <Vector (0.5294, 0.9998)>
Face 5834
UV Count: 3
  UV <Vector (0.5201, 0.9983)>
  UV <Vector (0.5177, 0.9914)>
  UV <Vector (0.5228, 0.9986)>
Face 5835
UV Count: 3
  UV <Vector (0.6034, 0.5076)>
  UV <Vector (0.6059, 0.5060)>
  UV <Vector (0.6058, 0.5077)>
Face 5836
UV Count: 3
  UV <Vector (0.5801, 0.5091)>
  UV <Vector (0.5890, 0.5104)>
  UV <Vector (0.5799, 0.5112)>
Face 5837
UV Count: 3
  UV <Vector (0.6058, 0.5352)>
  UV <Vector (0.6031, 0.5331)>
  UV <Vector (0.6059, 0.5329)>
Face 5838
UV Count: 3
  UV <Vector (0.6034, 0.5383)>
  UV <Vector (0.6058, 0.5352)>
  UV <Vector (0.6058, 0.5384)>
Face 5839
UV Count: 3
  UV <Vector (0.6081, 0.5436)>
  UV <Vector (0.6058, 0.5504)>
  UV <Vector (0.6058, 0.5433)>
Face 5840
UV Count: 3
  UV <Vector (0.6058, 0.5433)>
  UV <Vector (0.6036, 0.5503)>
  UV <Vector (0.6035, 0.5434)>
Face 5841
UV Count: 3
  UV <Vector (0.6085, 0.5285)>
  UV <Vector (0.6059, 0.5329)>
  UV <Vector (0.6058, 0.5285)>
Face 5842
UV Count: 3
  UV <Vector (0.6033, 0.5215)>
  UV <Vector (0.6058, 0.5285)>
  UV <Vector (0.6030, 0.5284)>
Face 5843
UV Count: 3
  UV <Vector (0.6031, 0.5331)>
  UV <Vector (0.6058, 0.5285)>
  UV <Vector (0.6059, 0.5329)>
Face 5844
UV Count: 3
  UV <Vector (0.6058, 0.5433)>
  UV <Vector (0.6034, 0.5383)>
  UV <Vector (0.6058, 0.5384)>
Face 5845
UV Count: 3
  UV <Vector (0.6083, 0.5386)>
  UV <Vector (0.6058, 0.5433)>
  UV <Vector (0.6058, 0.5384)>
Face 5846
UV Count: 3
  UV <Vector (0.6081, 0.5506)>
  UV <Vector (0.6059, 0.5590)>
  UV <Vector (0.6058, 0.5504)>
Face 5847
UV Count: 3
  UV <Vector (0.6229, 0.5605)>
  UV <Vector (0.6162, 0.5696)>
  UV <Vector (0.6160, 0.5601)>
Face 5848
UV Count: 3
  UV <Vector (0.5938, 0.5909)>
  UV <Vector (0.5868, 0.5803)>
  UV <Vector (0.5947, 0.5798)>
Face 5849
UV Count: 3
  UV <Vector (0.6028, 0.5901)>
  UV <Vector (0.6006, 0.5794)>
  UV <Vector (0.6031, 0.5792)>
Face 5850
UV Count: 3
  UV <Vector (0.6079, 0.5902)>
  UV <Vector (0.6051, 0.6009)>
  UV <Vector (0.6054, 0.5898)>
Face 5851
UV Count: 3
  UV <Vector (0.5928, 0.6114)>
  UV <Vector (0.5995, 0.6015)>
  UV <Vector (0.5988, 0.6122)>
Face 5852
UV Count: 3
  UV <Vector (0.6225, 0.5695)>
  UV <Vector (0.6164, 0.5798)>
  UV <Vector (0.6162, 0.5696)>
Face 5853
UV Count: 3
  UV <Vector (0.6234, 0.5799)>
  UV <Vector (0.6168, 0.5905)>
  UV <Vector (0.6164, 0.5798)>
Face 5854
UV Count: 3
  UV <Vector (0.6067, 0.6309)>
  UV <Vector (0.6035, 0.6402)>
  UV <Vector (0.6039, 0.6309)>
Face 5855
UV Count: 3
  UV <Vector (0.6035, 0.6402)>
  UV <Vector (0.6010, 0.6311)>
  UV <Vector (0.6039, 0.6309)>
Face 5856
UV Count: 3
  UV <Vector (0.6008, 0.6403)>
  UV <Vector (0.5980, 0.6314)>
  UV <Vector (0.6010, 0.6311)>
Face 5857
UV Count: 3
  UV <Vector (0.5974, 0.6586)>
  UV <Vector (0.5897, 0.6497)>
  UV <Vector (0.5976, 0.6495)>
Face 5858
UV Count: 3
  UV <Vector (0.6072, 0.6964)>
  UV <Vector (0.6046, 0.7043)>
  UV <Vector (0.6046, 0.6963)>
Face 5859
UV Count: 3
  UV <Vector (0.6046, 0.6963)>
  UV <Vector (0.6019, 0.7041)>
  UV <Vector (0.6020, 0.6961)>
Face 5860
UV Count: 3
  UV <Vector (0.6019, 0.7041)>
  UV <Vector (0.5994, 0.6962)>
  UV <Vector (0.6020, 0.6961)>
Face 5861
UV Count: 3
  UV <Vector (0.6050, 0.6778)>
  UV <Vector (0.6022, 0.6873)>
  UV <Vector (0.6024, 0.6777)>
Face 5862
UV Count: 3
  UV <Vector (0.6045, 0.7084)>
  UV <Vector (0.6019, 0.7041)>
  UV <Vector (0.6046, 0.7043)>
Face 5863
UV Count: 3
  UV <Vector (0.5575, 0.9527)>
  UV <Vector (0.5547, 0.9595)>
  UV <Vector (0.5544, 0.9527)>
Face 5864
UV Count: 3
  UV <Vector (0.5578, 0.9595)>
  UV <Vector (0.5551, 0.9657)>
  UV <Vector (0.5547, 0.9595)>
Face 5865
UV Count: 3
  UV <Vector (0.8320, 0.9704)>
  UV <Vector (0.8288, 0.9659)>
  UV <Vector (0.8325, 0.9656)>
Face 5866
UV Count: 3
  UV <Vector (0.8349, 0.9783)>
  UV <Vector (0.8317, 0.9744)>
  UV <Vector (0.8352, 0.9742)>
Face 5867
UV Count: 3
  UV <Vector (0.8355, 0.9702)>
  UV <Vector (0.8325, 0.9656)>
  UV <Vector (0.8358, 0.9652)>
Face 5868
UV Count: 3
  UV <Vector (0.8340, 0.9853)>
  UV <Vector (0.8309, 0.9820)>
  UV <Vector (0.8345, 0.9818)>
Face 5869
UV Count: 3
  UV <Vector (0.8312, 0.9783)>
  UV <Vector (0.8277, 0.9817)>
  UV <Vector (0.8276, 0.9780)>
Face 5870
UV Count: 3
  UV <Vector (0.5564, 0.9785)>
  UV <Vector (0.5539, 0.9822)>
  UV <Vector (0.5534, 0.9786)>
Face 5871
UV Count: 3
  UV <Vector (0.8267, 0.9887)>
  UV <Vector (0.8210, 0.9894)>
  UV <Vector (0.8209, 0.9885)>
Face 5872
UV Count: 3
  UV <Vector (0.8209, 0.9885)>
  UV <Vector (0.8071, 0.9897)>
  UV <Vector (0.8057, 0.9889)>
Face 5873
UV Count: 3
  UV <Vector (0.8276, 0.9902)>
  UV <Vector (0.8309, 0.9896)>
  UV <Vector (0.8308, 0.9905)>
Face 5874
UV Count: 3
  UV <Vector (0.5177, 0.9914)>
  UV <Vector (0.5201, 0.9983)>
  UV <Vector (0.5177, 0.9993)>
Face 5875
UV Count: 3
  UV <Vector (0.8339, 0.9914)>
  UV <Vector (0.8339, 0.9993)>
  UV <Vector (0.8314, 0.9989)>
Face 5876
UV Count: 3
  UV <Vector (0.8335, 0.9903)>
  UV <Vector (0.8309, 0.9896)>
  UV <Vector (0.8334, 0.9895)>
Face 5877
UV Count: 3
  UV <Vector (0.8334, 0.9890)>
  UV <Vector (0.8309, 0.9896)>
  UV <Vector (0.8308, 0.9890)>
Face 5878
UV Count: 3
  UV <Vector (0.8308, 0.9890)>
  UV <Vector (0.8334, 0.9886)>
  UV <Vector (0.8334, 0.9890)>
Face 5879
UV Count: 3
  UV <Vector (0.5570, 0.9849)>
  UV <Vector (0.5539, 0.9822)>
  UV <Vector (0.5567, 0.9819)>
Face 5880
UV Count: 3
  UV <Vector (0.5564, 0.9785)>
  UV <Vector (0.5610, 0.9810)>
  UV <Vector (0.5567, 0.9819)>
Face 5881
UV Count: 3
  UV <Vector (0.5555, 0.9705)>
  UV <Vector (0.5529, 0.9747)>
  UV <Vector (0.5523, 0.9708)>
Face 5882
UV Count: 3
  UV <Vector (0.5766, 0.5915)>
  UV <Vector (0.5845, 0.6015)>
  UV <Vector (0.5747, 0.6017)>
Face 5883
UV Count: 3
  UV <Vector (0.8312, 0.9783)>
  UV <Vector (0.8280, 0.9744)>
  UV <Vector (0.8317, 0.9744)>
Face 5884
UV Count: 3
  UV <Vector (0.8361, 0.9590)>
  UV <Vector (0.8327, 0.9525)>
  UV <Vector (0.8360, 0.9517)>
Face 5885
UV Count: 3
  UV <Vector (0.5986, 0.7086)>
  UV <Vector (0.5964, 0.7042)>
  UV <Vector (0.5992, 0.7041)>
Face 5886
UV Count: 3
  UV <Vector (0.6048, 0.6874)>
  UV <Vector (0.6020, 0.6961)>
  UV <Vector (0.6022, 0.6873)>
Face 5887
UV Count: 3
  UV <Vector (0.7931, 0.5533)>
  UV <Vector (0.7807, 0.5598)>
  UV <Vector (0.7802, 0.5531)>
Face 5888
UV Count: 3
  UV <Vector (0.6076, 0.6779)>
  UV <Vector (0.6048, 0.6874)>
  UV <Vector (0.6050, 0.6778)>
Face 5889
UV Count: 3
  UV <Vector (0.5992, 0.7041)>
  UV <Vector (0.5967, 0.6963)>
  UV <Vector (0.5994, 0.6962)>
Face 5890
UV Count: 3
  UV <Vector (0.5695, 0.6316)>
  UV <Vector (0.5795, 0.6409)>
  UV <Vector (0.5682, 0.6413)>
Face 5891
UV Count: 3
  UV <Vector (0.6089, 0.6404)>
  UV <Vector (0.6059, 0.6495)>
  UV <Vector (0.6062, 0.6402)>
Face 5892
UV Count: 3
  UV <Vector (0.6094, 0.6310)>
  UV <Vector (0.6062, 0.6402)>
  UV <Vector (0.6067, 0.6309)>
Face 5893
UV Count: 3
  UV <Vector (0.6941, 0.9511)>
  UV <Vector (0.6883, 0.9479)>
  UV <Vector (0.6942, 0.9475)>
Face 5894
UV Count: 3
  UV <Vector (0.6169, 0.6011)>
  UV <Vector (0.6104, 0.6116)>
  UV <Vector (0.6109, 0.6014)>
Face 5895
UV Count: 3
  UV <Vector (0.6104, 0.6116)>
  UV <Vector (0.6074, 0.6215)>
  UV <Vector (0.6076, 0.6115)>
Face 5896
UV Count: 3
  UV <Vector (0.5931, 0.6012)>
  UV <Vector (0.5856, 0.5911)>
  UV <Vector (0.5938, 0.5909)>
Face 5897
UV Count: 3
  UV <Vector (0.6168, 0.5905)>
  UV <Vector (0.6109, 0.6014)>
  UV <Vector (0.6104, 0.5906)>
Face 5898
UV Count: 3
  UV <Vector (0.6006, 0.5794)>
  UV <Vector (0.5952, 0.5695)>
  UV <Vector (0.6008, 0.5691)>
Face 5899
UV Count: 3
  UV <Vector (0.6237, 0.5525)>
  UV <Vector (0.6160, 0.5601)>
  UV <Vector (0.6164, 0.5519)>
Face 5900
UV Count: 3
  UV <Vector (0.5956, 0.5598)>
  UV <Vector (0.5877, 0.5521)>
  UV <Vector (0.5954, 0.5514)>
Face 5901
UV Count: 3
  UV <Vector (0.8693, 0.9777)>
  UV <Vector (0.8802, 0.9494)>
  UV <Vector (0.8803, 0.9780)>
Face 5902
UV Count: 3
  UV <Vector (0.6034, 0.5097)>
  UV <Vector (0.6058, 0.5125)>
  UV <Vector (0.6035, 0.5136)>
Face 5903
UV Count: 3
  UV <Vector (0.6035, 0.5136)>
  UV <Vector (0.6058, 0.5212)>
  UV <Vector (0.6033, 0.5215)>
Face 5904
UV Count: 3
  UV <Vector (0.6104, 0.5439)>
  UV <Vector (0.6081, 0.5506)>
  UV <Vector (0.6081, 0.5436)>
Face 5905
UV Count: 3
  UV <Vector (0.6113, 0.5329)>
  UV <Vector (0.6159, 0.5358)>
  UV <Vector (0.6111, 0.5357)>
Face 5906
UV Count: 3
  UV <Vector (0.6058, 0.5212)>
  UV <Vector (0.6083, 0.5128)>
  UV <Vector (0.6084, 0.5213)>
Face 5907
UV Count: 3
  UV <Vector (0.6117, 0.5284)>
  UV <Vector (0.6172, 0.5331)>
  UV <Vector (0.6113, 0.5329)>
Face 5908
UV Count: 3
  UV <Vector (0.6084, 0.5213)>
  UV <Vector (0.6109, 0.5131)>
  UV <Vector (0.6111, 0.5214)>
Face 5909
UV Count: 3
  UV <Vector (0.5887, 0.5079)>
  UV <Vector (0.5948, 0.5055)>
  UV <Vector (0.5973, 0.5077)>
Face 5910
UV Count: 3
  UV <Vector (0.6059, 0.5060)>
  UV <Vector (0.6076, 0.5076)>
  UV <Vector (0.6058, 0.5077)>
Face 5911
UV Count: 3
  UV <Vector (0.6705, 0.9861)>
  UV <Vector (0.6660, 0.9866)>
  UV <Vector (0.6661, 0.9848)>
Face 5912
UV Count: 3
  UV <Vector (0.6755, 0.9876)>
  UV <Vector (0.6707, 0.9894)>
  UV <Vector (0.6707, 0.9878)>
Face 5913
UV Count: 3
  UV <Vector (0.6879, 0.9880)>
  UV <Vector (0.6820, 0.9888)>
  UV <Vector (0.6819, 0.9877)>
Face 5914
UV Count: 3
  UV <Vector (0.6703, 0.9914)>
  UV <Vector (0.6661, 0.9879)>
  UV <Vector (0.6707, 0.9894)>
Face 5915
UV Count: 3
  UV <Vector (0.6999, 0.9900)>
  UV <Vector (0.6938, 0.9885)>
  UV <Vector (0.6998, 0.9886)>
Face 5916
UV Count: 3
  UV <Vector (0.6938, 0.9878)>
  UV <Vector (0.6879, 0.9880)>
  UV <Vector (0.6878, 0.9873)>
Face 5917
UV Count: 3
  UV <Vector (0.6850, 0.9373)>
  UV <Vector (0.6795, 0.9444)>
  UV <Vector (0.6773, 0.9416)>
Face 5918
UV Count: 3
  UV <Vector (0.7003, 0.9981)>
  UV <Vector (0.7128, 0.9998)>
  UV <Vector (0.7007, 0.9998)>
Face 5919
UV Count: 3
  UV <Vector (0.7122, 0.9907)>
  UV <Vector (0.7058, 0.9873)>
  UV <Vector (0.7125, 0.9886)>
Face 5920
UV Count: 3
  UV <Vector (0.6383, 0.9977)>
  UV <Vector (0.6493, 0.9998)>
  UV <Vector (0.6374, 0.9998)>
Face 5921
UV Count: 3
  UV <Vector (0.6052, 0.9979)>
  UV <Vector (0.6135, 0.9998)>
  UV <Vector (0.6045, 0.9998)>
Face 5922
UV Count: 3
  UV <Vector (0.7294, 0.9886)>
  UV <Vector (0.7230, 0.9878)>
  UV <Vector (0.7294, 0.9869)>
Face 5923
UV Count: 3
  UV <Vector (0.6184, 0.9979)>
  UV <Vector (0.6249, 0.9998)>
  UV <Vector (0.6182, 0.9998)>
Face 5924
UV Count: 3
  UV <Vector (0.5935, 0.9998)>
  UV <Vector (0.5806, 0.9986)>
  UV <Vector (0.5943, 0.9985)>
Face 5925
UV Count: 3
  UV <Vector (0.7428, 0.9856)>
  UV <Vector (0.7522, 0.9866)>
  UV <Vector (0.7420, 0.9874)>
Face 5926
UV Count: 3
  UV <Vector (0.5626, 0.9989)>
  UV <Vector (0.5796, 0.9998)>
  UV <Vector (0.5616, 0.9998)>
Face 5927
UV Count: 3
  UV <Vector (0.5447, 0.9984)>
  UV <Vector (0.5616, 0.9998)>
  UV <Vector (0.5437, 0.9998)>
Face 5928
UV Count: 3
  UV <Vector (0.5294, 0.9988)>
  UV <Vector (0.5437, 0.9998)>
  UV <Vector (0.5294, 0.9998)>
Face 5929
UV Count: 3
  UV <Vector (0.8213, 0.9903)>
  UV <Vector (0.8071, 0.9897)>
  UV <Vector (0.8210, 0.9894)>
Face 5930
UV Count: 3
  UV <Vector (0.5202, 0.9998)>
  UV <Vector (0.5228, 0.9986)>
  UV <Vector (0.5234, 0.9998)>
Face 5931
UV Count: 3
  UV <Vector (0.5573, 0.9908)>
  UV <Vector (0.5547, 0.9897)>
  UV <Vector (0.5574, 0.9897)>
Face 5932
UV Count: 3
  UV <Vector (0.8313, 0.9998)>
  UV <Vector (0.8290, 0.9989)>
  UV <Vector (0.8314, 0.9989)>
Face 5933
UV Count: 3
  UV <Vector (0.8074, 0.9998)>
  UV <Vector (0.8223, 0.9988)>
  UV <Vector (0.8220, 0.9998)>
Face 5934
UV Count: 3
  UV <Vector (0.5835, 0.9888)>
  UV <Vector (0.5677, 0.9875)>
  UV <Vector (0.5868, 0.9875)>
Face 5935
UV Count: 3
  UV <Vector (0.5602, 0.9897)>
  UV <Vector (0.5670, 0.9904)>
  UV <Vector (0.5600, 0.9907)>
Face 5936
UV Count: 3
  UV <Vector (0.5819, 0.9909)>
  UV <Vector (0.5674, 0.9893)>
  UV <Vector (0.5818, 0.9896)>
Face 5937
UV Count: 3
  UV <Vector (0.6228, 0.9897)>
  UV <Vector (0.6366, 0.9855)>
  UV <Vector (0.6374, 0.9867)>
Face 5938
UV Count: 3
  UV <Vector (0.6374, 0.9867)>
  UV <Vector (0.6469, 0.9854)>
  UV <Vector (0.6476, 0.9870)>
Face 5939
UV Count: 3
  UV <Vector (0.6005, 0.9911)>
  UV <Vector (0.5819, 0.9909)>
  UV <Vector (0.5818, 0.9896)>
Face 5940
UV Count: 3
  UV <Vector (0.6598, 0.9870)>
  UV <Vector (0.6563, 0.9883)>
  UV <Vector (0.6561, 0.9862)>
Face 5941
UV Count: 3
  UV <Vector (0.7360, 0.9998)>
  UV <Vector (0.7456, 0.9981)>
  UV <Vector (0.7464, 0.9998)>
Face 5942
UV Count: 3
  UV <Vector (0.6608, 0.9841)>
  UV <Vector (0.6660, 0.9866)>
  UV <Vector (0.6603, 0.9857)>
Face 5943
UV Count: 3
  UV <Vector (0.6513, 0.5823)>
  UV <Vector (0.6561, 0.5827)>
  UV <Vector (0.6537, 0.5919)>
Face 5944
UV Count: 3
  UV <Vector (0.6356, 0.6018)>
  UV <Vector (0.6439, 0.5917)>
  UV <Vector (0.6457, 0.6022)>
Face 5945
UV Count: 3
  UV <Vector (0.6606, 0.5649)>
  UV <Vector (0.6699, 0.5671)>
  UV <Vector (0.6619, 0.5739)>
Face 5946
UV Count: 3
  UV <Vector (0.6812, 0.5580)>
  UV <Vector (0.6896, 0.5585)>
  UV <Vector (0.6784, 0.5634)>
Face 5947
UV Count: 3
  UV <Vector (0.5543, 0.5796)>
  UV <Vector (0.5589, 0.5912)>
  UV <Vector (0.5514, 0.5807)>
Face 5948
UV Count: 3
  UV <Vector (0.5255, 0.5588)>
  UV <Vector (0.5394, 0.5492)>
  UV <Vector (0.5407, 0.5562)>
Face 5949
UV Count: 3
  UV <Vector (0.5514, 0.5807)>
  UV <Vector (0.5495, 0.5712)>
  UV <Vector (0.5543, 0.5796)>
Face 5950
UV Count: 3
  UV <Vector (0.5255, 0.5588)>
  UV <Vector (0.5414, 0.5652)>
  UV <Vector (0.5390, 0.5679)>
Face 5951
UV Count: 3
  UV <Vector (0.6537, 0.5919)>
  UV <Vector (0.6561, 0.5827)>
  UV <Vector (0.6583, 0.5829)>
Face 5952
UV Count: 3
  UV <Vector (0.6713, 0.5705)>
  UV <Vector (0.6619, 0.5739)>
  UV <Vector (0.6699, 0.5671)>
Face 5953
UV Count: 3
  UV <Vector (0.6723, 0.5508)>
  UV <Vector (0.6812, 0.5580)>
  UV <Vector (0.6710, 0.5581)>
Face 5954
UV Count: 3
  UV <Vector (0.6619, 0.5739)>
  UV <Vector (0.6583, 0.5829)>
  UV <Vector (0.6561, 0.5827)>
Face 5955
UV Count: 3
  UV <Vector (0.6784, 0.5634)>
  UV <Vector (0.6896, 0.5585)>
  UV <Vector (0.6788, 0.5656)>
Face 5956
UV Count: 3
  UV <Vector (0.5514, 0.5807)>
  UV <Vector (0.5589, 0.5912)>
  UV <Vector (0.5488, 0.5924)>
Face 5957
UV Count: 3
  UV <Vector (0.5448, 0.5725)>
  UV <Vector (0.5514, 0.5807)>
  UV <Vector (0.5409, 0.5831)>
Face 5958
UV Count: 3
  UV <Vector (0.5302, 0.5736)>
  UV <Vector (0.5255, 0.5588)>
  UV <Vector (0.5390, 0.5679)>
Face 5959
UV Count: 3
  UV <Vector (0.5390, 0.5679)>
  UV <Vector (0.5448, 0.5725)>
  UV <Vector (0.5302, 0.5736)>
Face 5960
UV Count: 3
  UV <Vector (0.7967, 0.8096)>
  UV <Vector (0.8046, 0.8085)>
  UV <Vector (0.8045, 0.8097)>
Face 5961
UV Count: 3
  UV <Vector (0.7971, 0.8078)>
  UV <Vector (0.8049, 0.8069)>
  UV <Vector (0.8046, 0.8078)>
Face 5962
UV Count: 3
  UV <Vector (0.8263, 0.8076)>
  UV <Vector (0.8206, 0.8069)>
  UV <Vector (0.8265, 0.8066)>
Face 5963
UV Count: 3
  UV <Vector (0.8192, 0.8096)>
  UV <Vector (0.8263, 0.8076)>
  UV <Vector (0.8260, 0.8091)>
Face 5964
UV Count: 3
  UV <Vector (0.8332, 0.8064)>
  UV <Vector (0.8263, 0.8076)>
  UV <Vector (0.8265, 0.8066)>
Face 5965
UV Count: 3
  UV <Vector (0.8393, 0.8086)>
  UV <Vector (0.8453, 0.8072)>
  UV <Vector (0.8453, 0.8085)>
Face 5966
UV Count: 3
  UV <Vector (0.8453, 0.8085)>
  UV <Vector (0.8513, 0.8069)>
  UV <Vector (0.8515, 0.8085)>
Face 5967
UV Count: 3
  UV <Vector (0.8572, 0.8070)>
  UV <Vector (0.8514, 0.8059)>
  UV <Vector (0.8574, 0.8060)>
Face 5968
UV Count: 3
  UV <Vector (0.8682, 0.8087)>
  UV <Vector (0.8630, 0.8072)>
  UV <Vector (0.8688, 0.8074)>
Face 5969
UV Count: 3
  UV <Vector (0.8404, 0.7708)>
  UV <Vector (0.8330, 0.7720)>
  UV <Vector (0.8334, 0.7706)>
Face 5970
UV Count: 3
  UV <Vector (0.8746, 0.8094)>
  UV <Vector (0.8688, 0.8074)>
  UV <Vector (0.8755, 0.8077)>
Face 5971
UV Count: 3
  UV <Vector (0.8823, 0.8079)>
  UV <Vector (0.8762, 0.8068)>
  UV <Vector (0.8822, 0.8072)>
Face 5972
UV Count: 3
  UV <Vector (0.8822, 0.8072)>
  UV <Vector (0.8770, 0.8061)>
  UV <Vector (0.8828, 0.8067)>
Face 5973
UV Count: 3
  UV <Vector (0.8907, 0.8073)>
  UV <Vector (0.8823, 0.8079)>
  UV <Vector (0.8822, 0.8072)>
Face 5974
UV Count: 3
  UV <Vector (0.7702, 0.8078)>
  UV <Vector (0.7666, 0.8076)>
  UV <Vector (0.7665, 0.8068)>
Face 5975
UV Count: 3
  UV <Vector (0.7827, 0.8080)>
  UV <Vector (0.7764, 0.8090)>
  UV <Vector (0.7759, 0.8081)>
Face 5976
UV Count: 3
  UV <Vector (0.7934, 0.8078)>
  UV <Vector (0.7974, 0.8071)>
  UV <Vector (0.7971, 0.8078)>
Face 5977
UV Count: 3
  UV <Vector (0.7764, 0.8105)>
  UV <Vector (0.7826, 0.8090)>
  UV <Vector (0.7824, 0.8104)>
Face 5978
UV Count: 3
  UV <Vector (0.7933, 0.8085)>
  UV <Vector (0.7896, 0.8080)>
  UV <Vector (0.7934, 0.8078)>
Face 5979
UV Count: 3
  UV <Vector (0.6050, 0.7777)>
  UV <Vector (0.6107, 0.7812)>
  UV <Vector (0.6044, 0.7810)>
Face 5980
UV Count: 3
  UV <Vector (0.6044, 0.7810)>
  UV <Vector (0.5987, 0.7776)>
  UV <Vector (0.6050, 0.7777)>
Face 5981
UV Count: 3
  UV <Vector (0.5931, 0.7776)>
  UV <Vector (0.5985, 0.7809)>
  UV <Vector (0.5932, 0.7810)>
Face 5982
UV Count: 3
  UV <Vector (0.5987, 0.7776)>
  UV <Vector (0.5933, 0.7764)>
  UV <Vector (0.5987, 0.7764)>
Face 5983
UV Count: 3
  UV <Vector (0.5592, 0.7801)>
  UV <Vector (0.5651, 0.7767)>
  UV <Vector (0.5646, 0.7806)>
Face 5984
UV Count: 3
  UV <Vector (0.5883, 0.7764)>
  UV <Vector (0.5836, 0.7777)>
  UV <Vector (0.5830, 0.7763)>
Face 5985
UV Count: 3
  UV <Vector (0.5883, 0.7764)>
  UV <Vector (0.5828, 0.7747)>
  UV <Vector (0.5882, 0.7748)>
Face 5986
UV Count: 3
  UV <Vector (0.5828, 0.7747)>
  UV <Vector (0.5772, 0.7761)>
  UV <Vector (0.5769, 0.7746)>
Face 5987
UV Count: 3
  UV <Vector (0.5648, 0.7756)>
  UV <Vector (0.5590, 0.7766)>
  UV <Vector (0.5588, 0.7756)>
Face 5988
UV Count: 3
  UV <Vector (0.5645, 0.7742)>
  UV <Vector (0.5588, 0.7756)>
  UV <Vector (0.5585, 0.7742)>
Face 5989
UV Count: 3
  UV <Vector (0.5529, 0.7741)>
  UV <Vector (0.5474, 0.7755)>
  UV <Vector (0.5473, 0.7741)>
Face 5990
UV Count: 3
  UV <Vector (0.5474, 0.7755)>
  UV <Vector (0.5421, 0.7771)>
  UV <Vector (0.5419, 0.7757)>
Face 5991
UV Count: 3
  UV <Vector (0.5363, 0.7745)>
  UV <Vector (0.5311, 0.7762)>
  UV <Vector (0.5309, 0.7747)>
Face 5992
UV Count: 3
  UV <Vector (0.5203, 0.7780)>
  UV <Vector (0.5261, 0.7813)>
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Face 5993
UV Count: 3
  UV <Vector (0.5309, 0.7747)>
  UV <Vector (0.5257, 0.7764)>
  UV <Vector (0.5254, 0.7749)>
Face 5994
UV Count: 3
  UV <Vector (0.6262, 0.7780)>
  UV <Vector (0.6322, 0.7811)>
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Face 5995
UV Count: 3
  UV <Vector (0.6187, 0.7775)>
  UV <Vector (0.6261, 0.7813)>
  UV <Vector (0.6195, 0.7812)>
Face 5996
UV Count: 3
  UV <Vector (0.6373, 0.7763)>
  UV <Vector (0.6318, 0.7756)>
  UV <Vector (0.6372, 0.7750)>
Face 5997
UV Count: 3
  UV <Vector (0.6103, 0.7775)>
  UV <Vector (0.6195, 0.7812)>
  UV <Vector (0.6107, 0.7812)>
Face 5998
UV Count: 3
  UV <Vector (0.6187, 0.7767)>
  UV <Vector (0.6103, 0.7754)>
  UV <Vector (0.6186, 0.7759)>
Face 5999
UV Count: 3
  UV <Vector (0.5933, 0.7392)>
  UV <Vector (0.5977, 0.7406)>
  UV <Vector (0.5932, 0.7402)>
Face 6000
UV Count: 3
  UV <Vector (0.5713, 0.7403)>
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  UV <Vector (0.5714, 0.7413)>
Face 6001
UV Count: 3
  UV <Vector (0.5784, 0.7388)>
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Face 6002
UV Count: 3
  UV <Vector (0.5932, 0.7402)>
  UV <Vector (0.5976, 0.7413)>
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Face 6003
UV Count: 3
  UV <Vector (0.5583, 0.7414)>
  UV <Vector (0.5647, 0.7417)>
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Face 6004
UV Count: 3
  UV <Vector (0.5643, 0.7396)>
  UV <Vector (0.5713, 0.7403)>
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Face 6005
UV Count: 3
  UV <Vector (0.5479, 0.7426)>
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Face 6006
UV Count: 3
  UV <Vector (0.5528, 0.7407)>
  UV <Vector (0.5583, 0.7414)>
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Face 6007
UV Count: 3
  UV <Vector (0.5429, 0.7421)>
  UV <Vector (0.5479, 0.7426)>
  UV <Vector (0.5428, 0.7432)>
Face 6008
UV Count: 3
  UV <Vector (0.5378, 0.7432)>
  UV <Vector (0.5428, 0.7432)>
  UV <Vector (0.5378, 0.7440)>
Face 6009
UV Count: 3
  UV <Vector (0.5330, 0.7445)>
  UV <Vector (0.5378, 0.7432)>
  UV <Vector (0.5378, 0.7440)>
Face 6010
UV Count: 3
  UV <Vector (0.5199, 0.7470)>
  UV <Vector (0.5236, 0.7459)>
  UV <Vector (0.5239, 0.7468)>
Face 6011
UV Count: 3
  UV <Vector (0.5236, 0.7459)>
  UV <Vector (0.5282, 0.7444)>
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Face 6012
UV Count: 3
  UV <Vector (0.5191, 0.7461)>
  UV <Vector (0.5235, 0.7449)>
  UV <Vector (0.5236, 0.7459)>
Face 6013
UV Count: 3
  UV <Vector (0.5191, 0.7461)>
  UV <Vector (0.5199, 0.7470)>
  UV <Vector (0.5163, 0.7474)>
Face 6014
UV Count: 3
  UV <Vector (0.5163, 0.7474)>
  UV <Vector (0.5164, 0.7457)>
  UV <Vector (0.5191, 0.7461)>
Face 6015
UV Count: 3
  UV <Vector (0.6349, 0.7457)>
  UV <Vector (0.6350, 0.7474)>
  UV <Vector (0.6297, 0.7442)>
Face 6016
UV Count: 3
  UV <Vector (0.6297, 0.7442)>
  UV <Vector (0.6294, 0.7436)>
  UV <Vector (0.6349, 0.7457)>
Face 6017
UV Count: 3
  UV <Vector (0.6028, 0.7414)>
  UV <Vector (0.6080, 0.7415)>
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Face 6018
UV Count: 3
  UV <Vector (0.6214, 0.7437)>
  UV <Vector (0.6294, 0.7436)>
  UV <Vector (0.6297, 0.7442)>
Face 6019
UV Count: 3
  UV <Vector (0.5261, 0.7777)>
  UV <Vector (0.5316, 0.7806)>
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Face 6020
UV Count: 3
  UV <Vector (0.6080, 0.7415)>
  UV <Vector (0.6151, 0.7413)>
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Face 6021
UV Count: 3
  UV <Vector (0.5994, 0.8105)>
  UV <Vector (0.6087, 0.8111)>
  UV <Vector (0.6059, 0.8157)>
Face 6022
UV Count: 3
  UV <Vector (0.6059, 0.8157)>
  UV <Vector (0.5996, 0.8127)>
  UV <Vector (0.5994, 0.8105)>
Face 6023
UV Count: 3
  UV <Vector (0.6059, 0.8157)>
  UV <Vector (0.5999, 0.8172)>
  UV <Vector (0.5996, 0.8127)>
Face 6024
UV Count: 3
  UV <Vector (0.9330, 0.8533)>
  UV <Vector (0.9271, 0.8512)>
  UV <Vector (0.9262, 0.8447)>
Face 6025
UV Count: 3
  UV <Vector (0.9262, 0.8447)>
  UV <Vector (0.9346, 0.8422)>
  UV <Vector (0.9330, 0.8533)>
Face 6026
UV Count: 3
  UV <Vector (0.9594, 0.8469)>
  UV <Vector (0.9720, 0.8532)>
  UV <Vector (0.9582, 0.8551)>
Face 6027
UV Count: 3
  UV <Vector (0.9651, 0.5418)>
  UV <Vector (0.9773, 0.5313)>
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Face 6028
UV Count: 3
  UV <Vector (0.9262, 0.8447)>
  UV <Vector (0.9085, 0.8368)>
  UV <Vector (0.9255, 0.8363)>
Face 6029
UV Count: 3
  UV <Vector (0.9262, 0.8447)>
  UV <Vector (0.9255, 0.8363)>
  UV <Vector (0.9346, 0.8422)>
Face 6030
UV Count: 3
  UV <Vector (0.9346, 0.8422)>
  UV <Vector (0.9467, 0.8384)>
  UV <Vector (0.9458, 0.8469)>
Face 6031
UV Count: 3
  UV <Vector (0.9772, 0.5416)>
  UV <Vector (0.9651, 0.5594)>
  UV <Vector (0.9651, 0.5418)>
Face 6032
UV Count: 3
  UV <Vector (0.9594, 0.8469)>
  UV <Vector (0.9587, 0.8383)>
  UV <Vector (0.9706, 0.8422)>
Face 6033
UV Count: 3
  UV <Vector (0.9706, 0.8422)>
  UV <Vector (0.9797, 0.8363)>
  UV <Vector (0.9789, 0.8446)>
Face 6034
UV Count: 3
  UV <Vector (0.9346, 0.8422)>
  UV <Vector (0.9255, 0.8363)>
  UV <Vector (0.9262, 0.8281)>
Face 6035
UV Count: 3
  UV <Vector (0.9262, 0.8281)>
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Face 6036
UV Count: 3
  UV <Vector (0.9346, 0.8422)>
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9467, 0.8384)>
Face 6037
UV Count: 3
  UV <Vector (0.9467, 0.8384)>
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9587, 0.8383)>
Face 6038
UV Count: 3
  UV <Vector (0.9587, 0.8383)>
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9706, 0.8422)>
Face 6039
UV Count: 3
  UV <Vector (0.9797, 0.8363)>
  UV <Vector (0.9706, 0.8422)>
  UV <Vector (0.9529, 0.8146)>
Face 6040
UV Count: 3
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9793, 0.8281)>
  UV <Vector (0.9797, 0.8363)>
Face 6041
UV Count: 3
  UV <Vector (0.9262, 0.8281)>
  UV <Vector (0.9278, 0.8217)>
  UV <Vector (0.9529, 0.8146)>
Face 6042
UV Count: 3
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9778, 0.8218)>
  UV <Vector (0.9793, 0.8281)>
Face 6043
UV Count: 3
  UV <Vector (0.9278, 0.8217)>
  UV <Vector (0.9300, 0.8131)>
  UV <Vector (0.9529, 0.8146)>
Face 6044
UV Count: 3
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9760, 0.8131)>
  UV <Vector (0.9778, 0.8218)>
Face 6045
UV Count: 3
  UV <Vector (0.9300, 0.8131)>
  UV <Vector (0.9312, 0.8038)>
  UV <Vector (0.9529, 0.8146)>
Face 6046
UV Count: 3
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9750, 0.8039)>
  UV <Vector (0.9760, 0.8131)>
Face 6047
UV Count: 3
  UV <Vector (0.9368, 0.7767)>
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9312, 0.8038)>
Face 6048
UV Count: 3
  UV <Vector (0.9312, 0.8038)>
  UV <Vector (0.9332, 0.7762)>
  UV <Vector (0.9368, 0.7767)>
Face 6049
UV Count: 3
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9368, 0.7767)>
  UV <Vector (0.9537, 0.7764)>
Face 6050
UV Count: 3
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9537, 0.7764)>
  UV <Vector (0.9706, 0.7768)>
Face 6051
UV Count: 3
  UV <Vector (0.9741, 0.7763)>
  UV <Vector (0.9750, 0.8039)>
  UV <Vector (0.9529, 0.8146)>
Face 6052
UV Count: 3
  UV <Vector (0.9529, 0.8146)>
  UV <Vector (0.9706, 0.7768)>
  UV <Vector (0.9741, 0.7763)>
Face 6053
UV Count: 3
  UV <Vector (0.9468, 0.8551)>
  UV <Vector (0.9582, 0.8551)>
  UV <Vector (0.9523, 0.8601)>
Face 6054
UV Count: 3
  UV <Vector (0.9967, 0.8369)>
  UV <Vector (0.9789, 0.8446)>
  UV <Vector (0.9797, 0.8363)>
Face 6055
UV Count: 3
  UV <Vector (0.9089, 0.8457)>
  UV <Vector (0.9271, 0.8512)>
  UV <Vector (0.9096, 0.8519)>
Face 6056
UV Count: 3
  UV <Vector (0.9262, 0.8281)>
  UV <Vector (0.9101, 0.8203)>
  UV <Vector (0.9278, 0.8217)>
Face 6057
UV Count: 3
  UV <Vector (0.9956, 0.8205)>
  UV <Vector (0.9793, 0.8281)>
  UV <Vector (0.9778, 0.8218)>
Face 6058
UV Count: 3
  UV <Vector (0.9278, 0.8217)>
  UV <Vector (0.9118, 0.8111)>
  UV <Vector (0.9300, 0.8131)>
Face 6059
UV Count: 3
  UV <Vector (0.9941, 0.8115)>
  UV <Vector (0.9778, 0.8218)>
  UV <Vector (0.9760, 0.8131)>
Face 6060
UV Count: 3
  UV <Vector (0.9300, 0.8131)>
  UV <Vector (0.9132, 0.8018)>
  UV <Vector (0.9312, 0.8038)>
Face 6061
UV Count: 3
  UV <Vector (0.9931, 0.8023)>
  UV <Vector (0.9760, 0.8131)>
  UV <Vector (0.9750, 0.8039)>
Face 6062
UV Count: 3
  UV <Vector (0.9132, 0.8018)>
  UV <Vector (0.9332, 0.7762)>
  UV <Vector (0.9312, 0.8038)>
Face 6063
UV Count: 3
  UV <Vector (0.9741, 0.7763)>
  UV <Vector (0.9931, 0.8023)>
  UV <Vector (0.9750, 0.8039)>
Face 6064
UV Count: 3
  UV <Vector (0.8312, 0.9783)>
  UV <Vector (0.8345, 0.9818)>
  UV <Vector (0.8309, 0.9820)>
Face 6065
UV Count: 3
  UV <Vector (0.9356, 0.7580)>
  UV <Vector (0.9368, 0.7767)>
  UV <Vector (0.9332, 0.7762)>
Face 6066
UV Count: 3
  UV <Vector (0.9332, 0.7762)>
  UV <Vector (0.9322, 0.7586)>
  UV <Vector (0.9356, 0.7580)>
Face 6067
UV Count: 3
  UV <Vector (0.9756, 0.7588)>
  UV <Vector (0.9741, 0.7763)>
  UV <Vector (0.9706, 0.7768)>
Face 6068
UV Count: 3
  UV <Vector (0.9706, 0.7768)>
  UV <Vector (0.9722, 0.7582)>
  UV <Vector (0.9756, 0.7588)>
Face 6069
UV Count: 3
  UV <Vector (0.9573, 0.5240)>
  UV <Vector (0.9476, 0.5321)>
  UV <Vector (0.9469, 0.5240)>
Face 6070
UV Count: 3
  UV <Vector (0.9947, 0.5405)>
  UV <Vector (0.9848, 0.5316)>
  UV <Vector (0.9948, 0.5319)>
Face 6071
UV Count: 3
  UV <Vector (0.9649, 0.5185)>
  UV <Vector (0.9778, 0.5244)>
  UV <Vector (0.9644, 0.5248)>
Face 6072
UV Count: 3
  UV <Vector (0.9575, 0.5318)>
  UV <Vector (0.9476, 0.5407)>
  UV <Vector (0.9476, 0.5321)>
Face 6073
UV Count: 3
  UV <Vector (0.9774, 0.6285)>
  UV <Vector (0.9773, 0.6385)>
  UV <Vector (0.9649, 0.6379)>
Face 6074
UV Count: 3
  UV <Vector (0.9649, 0.6379)>
  UV <Vector (0.9649, 0.6279)>
  UV <Vector (0.9774, 0.6285)>
Face 6075
UV Count: 3
  UV <Vector (0.9575, 0.5318)>
  UV <Vector (0.9644, 0.5248)>
  UV <Vector (0.9649, 0.5316)>
Face 6076
UV Count: 3
  UV <Vector (0.9651, 0.5418)>
  UV <Vector (0.9575, 0.5318)>
  UV <Vector (0.9649, 0.5316)>
Face 6077
UV Count: 3
  UV <Vector (0.9848, 0.5316)>
  UV <Vector (0.9772, 0.5416)>
  UV <Vector (0.9773, 0.5313)>
Face 6078
UV Count: 3
  UV <Vector (0.9774, 0.5830)>
  UV <Vector (0.9649, 0.5906)>
  UV <Vector (0.9649, 0.5822)>
Face 6079
UV Count: 3
  UV <Vector (0.9651, 0.5418)>
  UV <Vector (0.9575, 0.5582)>
  UV <Vector (0.9573, 0.5425)>
Face 6080
UV Count: 3
  UV <Vector (0.9539, 0.7566)>
  UV <Vector (0.9706, 0.7768)>
  UV <Vector (0.9537, 0.7764)>
Face 6081
UV Count: 3
  UV <Vector (0.9948, 0.5319)>
  UV <Vector (0.9850, 0.5238)>
  UV <Vector (0.9954, 0.5238)>
Face 6082
UV Count: 3
  UV <Vector (0.9645, 0.5755)>
  UV <Vector (0.9772, 0.5593)>
  UV <Vector (0.9778, 0.5756)>
Face 6083
UV Count: 3
  UV <Vector (0.9924, 0.5636)>
  UV <Vector (0.9848, 0.5780)>
  UV <Vector (0.9848, 0.5580)>
Face 6084
UV Count: 3
  UV <Vector (0.9774, 0.6125)>
  UV <Vector (0.9774, 0.6285)>
  UV <Vector (0.9649, 0.6279)>
Face 6085
UV Count: 3
  UV <Vector (0.9649, 0.6279)>
  UV <Vector (0.9649, 0.6127)>
  UV <Vector (0.9774, 0.6125)>
Face 6086
UV Count: 3
  UV <Vector (0.9778, 0.5756)>
  UV <Vector (0.9848, 0.5580)>
  UV <Vector (0.9848, 0.5780)>
Face 6087
UV Count: 3
  UV <Vector (0.9774, 0.5174)>
  UV <Vector (0.9644, 0.5081)>
  UV <Vector (0.9770, 0.5070)>
Face 6088
UV Count: 3
  UV <Vector (0.9575, 0.5582)>
  UV <Vector (0.9645, 0.5755)>
  UV <Vector (0.9575, 0.5782)>
Face 6089
UV Count: 3
  UV <Vector (0.9965, 0.8278)>
  UV <Vector (0.9797, 0.8363)>
  UV <Vector (0.9793, 0.8281)>
Face 6090
UV Count: 3
  UV <Vector (0.9575, 0.5782)>
  UV <Vector (0.9498, 0.5638)>
  UV <Vector (0.9575, 0.5582)>
Face 6091
UV Count: 3
  UV <Vector (0.9778, 0.5756)>
  UV <Vector (0.9649, 0.5822)>
  UV <Vector (0.9645, 0.5755)>
Face 6092
UV Count: 3
  UV <Vector (0.9774, 0.6031)>
  UV <Vector (0.9774, 0.6125)>
  UV <Vector (0.9649, 0.6127)>
Face 6093
UV Count: 3
  UV <Vector (0.9649, 0.6127)>
  UV <Vector (0.9649, 0.6033)>
  UV <Vector (0.9774, 0.6031)>
Face 6094
UV Count: 3
  UV <Vector (0.9848, 0.5580)>
  UV <Vector (0.9772, 0.5416)>
  UV <Vector (0.9850, 0.5423)>
Face 6095
UV Count: 3
  UV <Vector (0.9778, 0.8511)>
  UV <Vector (0.9720, 0.8532)>
  UV <Vector (0.9706, 0.8422)>
Face 6096
UV Count: 3
  UV <Vector (0.9706, 0.8422)>
  UV <Vector (0.9789, 0.8446)>
  UV <Vector (0.9778, 0.8511)>
Face 6097
UV Count: 3
  UV <Vector (0.9962, 0.8459)>
  UV <Vector (0.9778, 0.8511)>
  UV <Vector (0.9789, 0.8446)>
Face 6098
UV Count: 3
  UV <Vector (0.9755, 0.8714)>
  UV <Vector (0.9778, 0.8511)>
  UV <Vector (0.9818, 0.8695)>
Face 6099
UV Count: 3
  UV <Vector (0.9468, 0.8551)>
  UV <Vector (0.9523, 0.8601)>
  UV <Vector (0.9523, 0.8738)>
Face 6100
UV Count: 3
  UV <Vector (0.9755, 0.8714)>
  UV <Vector (0.9582, 0.8551)>
  UV <Vector (0.9720, 0.8532)>
Face 6101
UV Count: 3
  UV <Vector (0.9291, 0.8715)>
  UV <Vector (0.9271, 0.8512)>
  UV <Vector (0.9330, 0.8533)>
Face 6102
UV Count: 3
  UV <Vector (0.9523, 0.8738)>
  UV <Vector (0.9523, 0.8601)>
  UV <Vector (0.9582, 0.8551)>
Face 6103
UV Count: 3
  UV <Vector (0.9458, 0.8469)>
  UV <Vector (0.9330, 0.8533)>
  UV <Vector (0.9346, 0.8422)>
Face 6104
UV Count: 3
  UV <Vector (0.9778, 0.5244)>
  UV <Vector (0.9848, 0.5316)>
  UV <Vector (0.9773, 0.5313)>
Face 6105
UV Count: 3
  UV <Vector (0.9356, 0.7580)>
  UV <Vector (0.9537, 0.7764)>
  UV <Vector (0.9368, 0.7767)>
Face 6106
UV Count: 3
  UV <Vector (0.9257, 0.6186)>
  UV <Vector (0.9319, 0.6261)>
  UV <Vector (0.9261, 0.6267)>
Face 6107
UV Count: 3
  UV <Vector (0.9054, 0.6189)>
  UV <Vector (0.9100, 0.6202)>
  UV <Vector (0.9049, 0.6270)>
Face 6108
UV Count: 3
  UV <Vector (0.9155, 0.6271)>
  UV <Vector (0.9100, 0.6202)>
  UV <Vector (0.9211, 0.6200)>
Face 6109
UV Count: 3
  UV <Vector (0.9261, 0.6267)>
  UV <Vector (0.9155, 0.6271)>
  UV <Vector (0.9211, 0.6200)>
Face 6110
UV Count: 3
  UV <Vector (0.9211, 0.6200)>
  UV <Vector (0.9257, 0.6186)>
  UV <Vector (0.9261, 0.6267)>
Face 6111
UV Count: 3
  UV <Vector (0.9042, 0.6112)>
  UV <Vector (0.8986, 0.6197)>
  UV <Vector (0.8984, 0.6113)>
Face 6112
UV Count: 3
  UV <Vector (0.9269, 0.6108)>
  UV <Vector (0.9325, 0.6192)>
  UV <Vector (0.9257, 0.6186)>
Face 6113
UV Count: 3
  UV <Vector (0.8984, 0.5945)>
  UV <Vector (0.9042, 0.6112)>
  UV <Vector (0.8984, 0.6113)>
Face 6114
UV Count: 3
  UV <Vector (0.9269, 0.6108)>
  UV <Vector (0.9328, 0.5941)>
  UV <Vector (0.9327, 0.6109)>
Face 6115
UV Count: 3
  UV <Vector (0.8985, 0.5862)>
  UV <Vector (0.9042, 0.5944)>
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Face 6116
UV Count: 3
  UV <Vector (0.9327, 0.5858)>
  UV <Vector (0.9270, 0.5941)>
  UV <Vector (0.9258, 0.5864)>
Face 6117
UV Count: 3
  UV <Vector (0.7187, 0.7821)>
  UV <Vector (0.7125, 0.7734)>
  UV <Vector (0.7192, 0.7734)>
Face 6118
UV Count: 3
  UV <Vector (0.9162, 0.5690)>
  UV <Vector (0.9055, 0.5866)>
  UV <Vector (0.8985, 0.5862)>
Face 6119
UV Count: 3
  UV <Vector (0.8985, 0.5862)>
  UV <Vector (0.8988, 0.5698)>
  UV <Vector (0.9162, 0.5690)>
Face 6120
UV Count: 3
  UV <Vector (0.9120, 0.5852)>
  UV <Vector (0.9055, 0.5866)>
  UV <Vector (0.9162, 0.5690)>
Face 6121
UV Count: 3
  UV <Vector (0.9193, 0.5851)>
  UV <Vector (0.9120, 0.5852)>
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Face 6122
UV Count: 3
  UV <Vector (0.9258, 0.5864)>
  UV <Vector (0.9193, 0.5851)>
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Face 6123
UV Count: 3
  UV <Vector (0.9258, 0.5864)>
  UV <Vector (0.9162, 0.5690)>
  UV <Vector (0.9327, 0.5858)>
Face 6124
UV Count: 3
  UV <Vector (0.8974, 0.5619)>
  UV <Vector (0.8945, 0.5372)>
  UV <Vector (0.9157, 0.5603)>
Face 6125
UV Count: 3
  UV <Vector (0.9340, 0.5613)>
  UV <Vector (0.9162, 0.5690)>
  UV <Vector (0.9157, 0.5603)>
Face 6126
UV Count: 3
  UV <Vector (0.9162, 0.5690)>
  UV <Vector (0.9327, 0.5694)>
  UV <Vector (0.9327, 0.5858)>
Face 6127
UV Count: 3
  UV <Vector (0.9100, 0.6202)>
  UV <Vector (0.9155, 0.6271)>
  UV <Vector (0.9049, 0.6270)>
Face 6128
UV Count: 3
  UV <Vector (0.8926, 0.5207)>
  UV <Vector (0.8993, 0.5280)>
  UV <Vector (0.8935, 0.5289)>
Face 6129
UV Count: 3
  UV <Vector (0.9157, 0.5603)>
  UV <Vector (0.9019, 0.5355)>
  UV <Vector (0.9114, 0.5361)>
Face 6130
UV Count: 3
  UV <Vector (0.9157, 0.5603)>
  UV <Vector (0.9114, 0.5361)>
  UV <Vector (0.9202, 0.5360)>
Face 6131
UV Count: 3
  UV <Vector (0.9157, 0.5603)>
  UV <Vector (0.9202, 0.5360)>
  UV <Vector (0.9297, 0.5350)>
Face 6132
UV Count: 3
  UV <Vector (0.9371, 0.5365)>
  UV <Vector (0.9340, 0.5613)>
  UV <Vector (0.9157, 0.5603)>
Face 6133
UV Count: 3
  UV <Vector (0.9157, 0.5603)>
  UV <Vector (0.9297, 0.5350)>
  UV <Vector (0.9371, 0.5365)>
Face 6134
UV Count: 3
  UV <Vector (0.8925, 0.5139)>
  UV <Vector (0.8999, 0.5202)>
  UV <Vector (0.8926, 0.5207)>
Face 6135
UV Count: 3
  UV <Vector (0.9390, 0.5201)>
  UV <Vector (0.9323, 0.5275)>
  UV <Vector (0.9317, 0.5198)>
Face 6136
UV Count: 3
  UV <Vector (0.8987, 0.5123)>
  UV <Vector (0.9094, 0.5179)>
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Face 6137
UV Count: 3
  UV <Vector (0.9390, 0.5133)>
  UV <Vector (0.9317, 0.5198)>
  UV <Vector (0.9329, 0.5119)>
Face 6138
UV Count: 3
  UV <Vector (0.9329, 0.5119)>
  UV <Vector (0.9222, 0.5177)>
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Face 6139
UV Count: 3
  UV <Vector (0.8993, 0.5280)>
  UV <Vector (0.8945, 0.5372)>
  UV <Vector (0.8935, 0.5289)>
Face 6140
UV Count: 3
  UV <Vector (0.9094, 0.5179)>
  UV <Vector (0.9158, 0.5110)>
  UV <Vector (0.9222, 0.5177)>
Face 6141
UV Count: 3
  UV <Vector (0.9323, 0.5275)>
  UV <Vector (0.9371, 0.5365)>
  UV <Vector (0.9297, 0.5350)>
Face 6142
UV Count: 3
  UV <Vector (0.6797, 0.7655)>
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  UV <Vector (0.6704, 0.7655)>
Face 6143
UV Count: 3
  UV <Vector (0.9153, 0.6357)>
  UV <Vector (0.9049, 0.6270)>
  UV <Vector (0.9155, 0.6271)>
Face 6144
UV Count: 3
  UV <Vector (0.9325, 0.6192)>
  UV <Vector (0.9403, 0.6264)>
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Face 6145
UV Count: 3
  UV <Vector (0.6494, 0.7734)>
  UV <Vector (0.6449, 0.7821)>
  UV <Vector (0.6446, 0.7734)>
Face 6146
UV Count: 3
  UV <Vector (0.9265, 0.6352)>
  UV <Vector (0.9155, 0.6271)>
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Face 6147
UV Count: 3
  UV <Vector (0.6654, 0.7734)>
  UV <Vector (0.6611, 0.7821)>
  UV <Vector (0.6607, 0.7734)>
Face 6148
UV Count: 3
  UV <Vector (0.8908, 0.6268)>
  UV <Vector (0.8986, 0.6197)>
  UV <Vector (0.8992, 0.6266)>
Face 6149
UV Count: 3
  UV <Vector (0.8900, 0.6198)>
  UV <Vector (0.8984, 0.6113)>
  UV <Vector (0.8986, 0.6197)>
Face 6150
UV Count: 3
  UV <Vector (0.9319, 0.6261)>
  UV <Vector (0.9265, 0.6352)>
  UV <Vector (0.9261, 0.6267)>
Face 6151
UV Count: 3
  UV <Vector (0.9328, 0.5941)>
  UV <Vector (0.9413, 0.6106)>
  UV <Vector (0.9327, 0.6109)>
Face 6152
UV Count: 3
  UV <Vector (0.9327, 0.6109)>
  UV <Vector (0.9410, 0.6193)>
  UV <Vector (0.9325, 0.6192)>
Face 6153
UV Count: 3
  UV <Vector (0.6902, 0.7734)>
  UV <Vector (0.6738, 0.7821)>
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Face 6154
UV Count: 3
  UV <Vector (0.7264, 0.7821)>
  UV <Vector (0.7192, 0.7734)>
  UV <Vector (0.7270, 0.7734)>
Face 6155
UV Count: 3
  UV <Vector (0.8897, 0.6111)>
  UV <Vector (0.8984, 0.5945)>
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Face 6156
UV Count: 3
  UV <Vector (0.9327, 0.5858)>
  UV <Vector (0.9414, 0.5934)>
  UV <Vector (0.9328, 0.5941)>
Face 6157
UV Count: 3
  UV <Vector (0.6982, 0.7734)>
  UV <Vector (0.6907, 0.7821)>
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Face 6158
UV Count: 3
  UV <Vector (0.7513, 0.7821)>
  UV <Vector (0.7440, 0.7734)>
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Face 6159
UV Count: 3
  UV <Vector (0.8898, 0.5938)>
  UV <Vector (0.8985, 0.5862)>
  UV <Vector (0.8984, 0.5945)>
Face 6160
UV Count: 3
  UV <Vector (0.8899, 0.5852)>
  UV <Vector (0.8988, 0.5698)>
  UV <Vector (0.8985, 0.5862)>
Face 6161
UV Count: 3
  UV <Vector (0.7434, 0.7821)>
  UV <Vector (0.7270, 0.7734)>
  UV <Vector (0.7440, 0.7734)>
Face 6162
UV Count: 3
  UV <Vector (0.6607, 0.7734)>
  UV <Vector (0.6497, 0.7821)>
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Face 6163
UV Count: 3
  UV <Vector (0.8921, 0.5615)>
  UV <Vector (0.8945, 0.5372)>
  UV <Vector (0.8974, 0.5619)>
Face 6164
UV Count: 3
  UV <Vector (0.9327, 0.5694)>
  UV <Vector (0.9413, 0.5848)>
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Face 6165
UV Count: 3
  UV <Vector (0.7122, 0.7821)>
  UV <Vector (0.7050, 0.7734)>
  UV <Vector (0.7125, 0.7734)>
Face 6166
UV Count: 3
  UV <Vector (0.6733, 0.7734)>
  UV <Vector (0.6659, 0.7821)>
  UV <Vector (0.6654, 0.7734)>
Face 6167
UV Count: 3
  UV <Vector (0.7048, 0.7821)>
  UV <Vector (0.6982, 0.7734)>
  UV <Vector (0.7050, 0.7734)>
Face 6168
UV Count: 3
  UV <Vector (0.8911, 0.5685)>
  UV <Vector (0.8974, 0.5619)>
  UV <Vector (0.8988, 0.5698)>
Face 6169
UV Count: 3
  UV <Vector (0.9340, 0.5613)>
  UV <Vector (0.9403, 0.5680)>
  UV <Vector (0.9327, 0.5694)>
Face 6170
UV Count: 3
  UV <Vector (0.9381, 0.5283)>
  UV <Vector (0.9416, 0.5365)>
  UV <Vector (0.9371, 0.5365)>
Face 6171
UV Count: 3
  UV <Vector (0.9371, 0.5365)>
  UV <Vector (0.9393, 0.5609)>
  UV <Vector (0.9340, 0.5613)>
Face 6172
UV Count: 3
  UV <Vector (0.8900, 0.5372)>
  UV <Vector (0.8935, 0.5289)>
  UV <Vector (0.8945, 0.5372)>
Face 6173
UV Count: 3
  UV <Vector (0.6704, 0.7655)>
  UV <Vector (0.6617, 0.7700)>
  UV <Vector (0.6617, 0.7655)>
Face 6174
UV Count: 3
  UV <Vector (0.6617, 0.7700)>
  UV <Vector (0.6524, 0.7655)>
  UV <Vector (0.6617, 0.7655)>
Face 6175
UV Count: 3
  UV <Vector (0.6522, 0.7700)>
  UV <Vector (0.6445, 0.7655)>
  UV <Vector (0.6524, 0.7655)>
Face 6176
UV Count: 3
  UV <Vector (0.8882, 0.5205)>
  UV <Vector (0.8925, 0.5139)>
  UV <Vector (0.8926, 0.5207)>
Face 6177
UV Count: 3
  UV <Vector (0.8916, 0.5097)>
  UV <Vector (0.8987, 0.5123)>
  UV <Vector (0.8925, 0.5139)>
Face 6178
UV Count: 3
  UV <Vector (0.7358, 0.7700)>
  UV <Vector (0.7284, 0.7655)>
  UV <Vector (0.7362, 0.7655)>
Face 6179
UV Count: 3
  UV <Vector (0.8890, 0.5289)>
  UV <Vector (0.8926, 0.5207)>
  UV <Vector (0.8935, 0.5289)>
Face 6180
UV Count: 3
  UV <Vector (0.9390, 0.5201)>
  UV <Vector (0.9426, 0.5282)>
  UV <Vector (0.9381, 0.5283)>
Face 6181
UV Count: 3
  UV <Vector (0.6876, 0.7655)>
  UV <Vector (0.6800, 0.7700)>
  UV <Vector (0.6797, 0.7655)>
Face 6182
UV Count: 3
  UV <Vector (0.7054, 0.7655)>
  UV <Vector (0.6956, 0.7700)>
  UV <Vector (0.6955, 0.7655)>
Face 6183
UV Count: 3
  UV <Vector (0.9390, 0.5133)>
  UV <Vector (0.9434, 0.5198)>
  UV <Vector (0.9390, 0.5201)>
Face 6184
UV Count: 3
  UV <Vector (0.9041, 0.6354)>
  UV <Vector (0.8992, 0.6266)>
  UV <Vector (0.9049, 0.6270)>
Face 6185
UV Count: 3
  UV <Vector (0.9329, 0.5119)>
  UV <Vector (0.9398, 0.5089)>
  UV <Vector (0.9390, 0.5133)>
Face 6186
UV Count: 3
  UV <Vector (0.9157, 0.5065)>
  UV <Vector (0.9329, 0.5119)>
  UV <Vector (0.9158, 0.5110)>
Face 6187
UV Count: 3
  UV <Vector (0.7185, 0.7700)>
  UV <Vector (0.7054, 0.7655)>
  UV <Vector (0.7186, 0.7655)>
Face 6188
UV Count: 3
  UV <Vector (0.7281, 0.7700)>
  UV <Vector (0.7186, 0.7655)>
  UV <Vector (0.7284, 0.7655)>
Face 6189
UV Count: 3
  UV <Vector (0.6955, 0.7655)>
  UV <Vector (0.6880, 0.7700)>
  UV <Vector (0.6876, 0.7655)>
Face 6190
UV Count: 3
  UV <Vector (0.8987, 0.5123)>
  UV <Vector (0.9157, 0.5065)>
  UV <Vector (0.9158, 0.5110)>
Face 6191
UV Count: 3
  UV <Vector (0.8945, 0.5372)>
  UV <Vector (0.9019, 0.5355)>
  UV <Vector (0.9157, 0.5603)>
Face 6192
UV Count: 3
  UV <Vector (0.9157, 0.5603)>
  UV <Vector (0.8988, 0.5698)>
  UV <Vector (0.8974, 0.5619)>
Face 6193
UV Count: 3
  UV <Vector (0.6014, 0.5590)>
  UV <Vector (0.6036, 0.5503)>
  UV <Vector (0.6036, 0.5590)>
Face 6194
UV Count: 3
  UV <Vector (0.9225, 0.9096)>
  UV <Vector (0.9113, 0.8926)>
  UV <Vector (0.9226, 0.8925)>
Face 6195
UV Count: 3
  UV <Vector (0.9458, 0.6740)>
  UV <Vector (0.9566, 0.6576)>
  UV <Vector (0.9569, 0.6745)>
Face 6196
UV Count: 3
  UV <Vector (0.5544, 0.9527)>
  UV <Vector (0.5516, 0.9595)>
  UV <Vector (0.5512, 0.9526)>
Face 6197
UV Count: 3
  UV <Vector (0.9649, 0.5316)>
  UV <Vector (0.9778, 0.5244)>
  UV <Vector (0.9773, 0.5313)>
Face 6198
UV Count: 3
  UV <Vector (0.9291, 0.8715)>
  UV <Vector (0.9468, 0.8551)>
  UV <Vector (0.9523, 0.8738)>
Face 6199
UV Count: 3
  UV <Vector (0.9255, 0.8363)>
  UV <Vector (0.9090, 0.8276)>
  UV <Vector (0.9262, 0.8281)>
Face 6200
UV Count: 3
  UV <Vector (0.5600, 0.5476)>
  UV <Vector (0.5684, 0.5410)>
  UV <Vector (0.5694, 0.5464)>
Face 6201
UV Count: 3
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7031, 0.7574)>
  UV <Vector (0.7031, 0.7573)>
Face 6202
UV Count: 3
  UV <Vector (0.7037, 0.7516)>
  UV <Vector (0.7030, 0.7551)>
  UV <Vector (0.7030, 0.7516)>
Face 6203
UV Count: 3
  UV <Vector (0.7037, 0.7476)>
  UV <Vector (0.7030, 0.7516)>
  UV <Vector (0.7030, 0.7477)>
Face 6204
UV Count: 3
  UV <Vector (0.7024, 0.7135)>
  UV <Vector (0.7030, 0.7195)>
  UV <Vector (0.7024, 0.7195)>
Face 6205
UV Count: 3
  UV <Vector (0.7024, 0.7069)>
  UV <Vector (0.7030, 0.7135)>
  UV <Vector (0.7024, 0.7135)>
Face 6206
UV Count: 3
  UV <Vector (0.7024, 0.7340)>
  UV <Vector (0.7030, 0.7366)>
  UV <Vector (0.7024, 0.7367)>
Face 6207
UV Count: 3
  UV <Vector (0.7024, 0.7314)>
  UV <Vector (0.7030, 0.7340)>
  UV <Vector (0.7024, 0.7340)>
Face 6208
UV Count: 3
  UV <Vector (0.7030, 0.7397)>
  UV <Vector (0.7037, 0.7435)>
  UV <Vector (0.7030, 0.7435)>
Face 6209
UV Count: 3
  UV <Vector (0.7030, 0.6846)>
  UV <Vector (0.7024, 0.6892)>
  UV <Vector (0.7024, 0.6846)>
Face 6210
UV Count: 3
  UV <Vector (0.7037, 0.7283)>
  UV <Vector (0.7030, 0.7314)>
  UV <Vector (0.7030, 0.7283)>
Face 6211
UV Count: 3
  UV <Vector (0.7037, 0.7245)>
  UV <Vector (0.7030, 0.7283)>
  UV <Vector (0.7030, 0.7245)>
Face 6212
UV Count: 3
  UV <Vector (0.7030, 0.7195)>
  UV <Vector (0.7037, 0.7245)>
  UV <Vector (0.7030, 0.7245)>
Face 6213
UV Count: 3
  UV <Vector (0.7030, 0.7435)>
  UV <Vector (0.7037, 0.7476)>
  UV <Vector (0.7030, 0.7477)>
Face 6214
UV Count: 3
  UV <Vector (0.7037, 0.7069)>
  UV <Vector (0.7030, 0.7135)>
  UV <Vector (0.7030, 0.7068)>
Face 6215
UV Count: 3
  UV <Vector (0.7037, 0.7003)>
  UV <Vector (0.7030, 0.7068)>
  UV <Vector (0.7030, 0.7003)>
Face 6216
UV Count: 3
  UV <Vector (0.7024, 0.6846)>
  UV <Vector (0.7017, 0.6892)>
  UV <Vector (0.7017, 0.6846)>
Face 6217
UV Count: 3
  UV <Vector (0.7030, 0.7314)>
  UV <Vector (0.7037, 0.7339)>
  UV <Vector (0.7030, 0.7340)>
Face 6218
UV Count: 3
  UV <Vector (0.7037, 0.7516)>
  UV <Vector (0.7043, 0.7550)>
  UV <Vector (0.7037, 0.7551)>
Face 6219
UV Count: 3
  UV <Vector (0.7037, 0.7476)>
  UV <Vector (0.7044, 0.7515)>
  UV <Vector (0.7037, 0.7516)>
Face 6220
UV Count: 3
  UV <Vector (0.7037, 0.7135)>
  UV <Vector (0.7030, 0.7195)>
  UV <Vector (0.7030, 0.7135)>
Face 6221
UV Count: 3
  UV <Vector (0.7030, 0.7366)>
  UV <Vector (0.7037, 0.7397)>
  UV <Vector (0.7030, 0.7397)>
Face 6222
UV Count: 3
  UV <Vector (0.7030, 0.7340)>
  UV <Vector (0.7037, 0.7365)>
  UV <Vector (0.7030, 0.7366)>
Face 6223
UV Count: 3
  UV <Vector (0.7037, 0.7397)>
  UV <Vector (0.7043, 0.7434)>
  UV <Vector (0.7037, 0.7435)>
Face 6224
UV Count: 3
  UV <Vector (0.7030, 0.6892)>
  UV <Vector (0.7037, 0.6943)>
  UV <Vector (0.7030, 0.6944)>
Face 6225
UV Count: 3
  UV <Vector (0.7037, 0.6846)>
  UV <Vector (0.7030, 0.6892)>
  UV <Vector (0.7030, 0.6846)>
Face 6226
UV Count: 3
  UV <Vector (0.7043, 0.7283)>
  UV <Vector (0.7037, 0.7313)>
  UV <Vector (0.7037, 0.7283)>
Face 6227
UV Count: 3
  UV <Vector (0.7043, 0.7245)>
  UV <Vector (0.7037, 0.7283)>
  UV <Vector (0.7037, 0.7245)>
Face 6228
UV Count: 3
  UV <Vector (0.7043, 0.7195)>
  UV <Vector (0.7037, 0.7245)>
  UV <Vector (0.7037, 0.7195)>
Face 6229
UV Count: 3
  UV <Vector (0.7024, 0.6943)>
  UV <Vector (0.7017, 0.7003)>
  UV <Vector (0.7017, 0.6943)>
Face 6230
UV Count: 3
  UV <Vector (0.7043, 0.7069)>
  UV <Vector (0.7037, 0.7135)>
  UV <Vector (0.7037, 0.7069)>
Face 6231
UV Count: 3
  UV <Vector (0.7044, 0.7003)>
  UV <Vector (0.7037, 0.7069)>
  UV <Vector (0.7037, 0.7003)>
Face 6232
UV Count: 3
  UV <Vector (0.7037, 0.7339)>
  UV <Vector (0.7043, 0.7365)>
  UV <Vector (0.7037, 0.7365)>
Face 6233
UV Count: 3
  UV <Vector (0.7037, 0.7313)>
  UV <Vector (0.7043, 0.7339)>
  UV <Vector (0.7037, 0.7339)>
Face 6234
UV Count: 3
  UV <Vector (0.7043, 0.7475)>
  UV <Vector (0.7050, 0.7513)>
  UV <Vector (0.7044, 0.7515)>
Face 6235
UV Count: 3
  UV <Vector (0.7043, 0.7434)>
  UV <Vector (0.7050, 0.7474)>
  UV <Vector (0.7043, 0.7475)>
Face 6236
UV Count: 3
  UV <Vector (0.7037, 0.7365)>
  UV <Vector (0.7043, 0.7396)>
  UV <Vector (0.7037, 0.7397)>
Face 6237
UV Count: 3
  UV <Vector (0.7004, 0.7283)>
  UV <Vector (0.7011, 0.7314)>
  UV <Vector (0.7004, 0.7314)>
Face 6238
UV Count: 3
  UV <Vector (0.7037, 0.6943)>
  UV <Vector (0.7044, 0.7003)>
  UV <Vector (0.7037, 0.7003)>
Face 6239
UV Count: 3
  UV <Vector (0.7037, 0.6892)>
  UV <Vector (0.7043, 0.6943)>
  UV <Vector (0.7037, 0.6943)>
Face 6240
UV Count: 3
  UV <Vector (0.7037, 0.6846)>
  UV <Vector (0.7043, 0.6892)>
  UV <Vector (0.7037, 0.6892)>
Face 6241
UV Count: 3
  UV <Vector (0.7050, 0.7283)>
  UV <Vector (0.7043, 0.7313)>
  UV <Vector (0.7043, 0.7283)>
Face 6242
UV Count: 3
  UV <Vector (0.7050, 0.7245)>
  UV <Vector (0.7043, 0.7283)>
  UV <Vector (0.7043, 0.7245)>
Face 6243
UV Count: 3
  UV <Vector (0.7050, 0.7195)>
  UV <Vector (0.7043, 0.7245)>
  UV <Vector (0.7043, 0.7195)>
Face 6244
UV Count: 3
  UV <Vector (0.7030, 0.7003)>
  UV <Vector (0.7024, 0.7069)>
  UV <Vector (0.7024, 0.7003)>
Face 6245
UV Count: 3
  UV <Vector (0.7050, 0.7070)>
  UV <Vector (0.7044, 0.7135)>
  UV <Vector (0.7043, 0.7069)>
Face 6246
UV Count: 3
  UV <Vector (0.7043, 0.7365)>
  UV <Vector (0.7050, 0.7395)>
  UV <Vector (0.7043, 0.7396)>
Face 6247
UV Count: 3
  UV <Vector (0.7043, 0.7339)>
  UV <Vector (0.7050, 0.7364)>
  UV <Vector (0.7043, 0.7365)>
Face 6248
UV Count: 3
  UV <Vector (0.7050, 0.7313)>
  UV <Vector (0.7043, 0.7339)>
  UV <Vector (0.7043, 0.7313)>
Face 6249
UV Count: 3
  UV <Vector (0.7049, 0.7548)>
  UV <Vector (0.7044, 0.7515)>
  UV <Vector (0.7056, 0.7547)>
Face 6250
UV Count: 3
  UV <Vector (0.7050, 0.7474)>
  UV <Vector (0.7056, 0.7512)>
  UV <Vector (0.7050, 0.7513)>
Face 6251
UV Count: 3
  UV <Vector (0.7043, 0.7396)>
  UV <Vector (0.7050, 0.7433)>
  UV <Vector (0.7043, 0.7434)>
Face 6252
UV Count: 3
  UV <Vector (0.7050, 0.7433)>
  UV <Vector (0.7056, 0.7473)>
  UV <Vector (0.7050, 0.7474)>
Face 6253
UV Count: 3
  UV <Vector (0.7050, 0.7003)>
  UV <Vector (0.7043, 0.7069)>
  UV <Vector (0.7044, 0.7003)>
Face 6254
UV Count: 3
  UV <Vector (0.7043, 0.6943)>
  UV <Vector (0.7050, 0.7003)>
  UV <Vector (0.7044, 0.7003)>
Face 6255
UV Count: 3
  UV <Vector (0.7043, 0.6892)>
  UV <Vector (0.7050, 0.6943)>
  UV <Vector (0.7043, 0.6943)>
Face 6256
UV Count: 3
  UV <Vector (0.7043, 0.6845)>
  UV <Vector (0.7050, 0.6891)>
  UV <Vector (0.7043, 0.6892)>
Face 6257
UV Count: 3
  UV <Vector (0.7056, 0.7283)>
  UV <Vector (0.7050, 0.7313)>
  UV <Vector (0.7050, 0.7283)>
Face 6258
UV Count: 3
  UV <Vector (0.7050, 0.7136)>
  UV <Vector (0.7043, 0.7195)>
  UV <Vector (0.7044, 0.7135)>
Face 6259
UV Count: 3
  UV <Vector (0.7057, 0.7136)>
  UV <Vector (0.7050, 0.7195)>
  UV <Vector (0.7050, 0.7136)>
Face 6260
UV Count: 3
  UV <Vector (0.7030, 0.6944)>
  UV <Vector (0.7024, 0.7003)>
  UV <Vector (0.7024, 0.6943)>
Face 6261
UV Count: 3
  UV <Vector (0.7057, 0.7070)>
  UV <Vector (0.7050, 0.7136)>
  UV <Vector (0.7050, 0.7070)>
Face 6262
UV Count: 3
  UV <Vector (0.7050, 0.7003)>
  UV <Vector (0.7057, 0.7070)>
  UV <Vector (0.7050, 0.7070)>
Face 6263
UV Count: 3
  UV <Vector (0.7011, 0.7366)>
  UV <Vector (0.7004, 0.7395)>
  UV <Vector (0.7004, 0.7365)>
Face 6264
UV Count: 3
  UV <Vector (0.7050, 0.6891)>
  UV <Vector (0.7057, 0.6943)>
  UV <Vector (0.7050, 0.6943)>
Face 6265
UV Count: 3
  UV <Vector (0.7018, 0.7514)>
  UV <Vector (0.7012, 0.7549)>
  UV <Vector (0.7011, 0.7513)>
Face 6266
UV Count: 3
  UV <Vector (0.7017, 0.7475)>
  UV <Vector (0.7011, 0.7513)>
  UV <Vector (0.7011, 0.7474)>
Face 6267
UV Count: 3
  UV <Vector (0.7004, 0.7136)>
  UV <Vector (0.7011, 0.7196)>
  UV <Vector (0.7004, 0.7195)>
Face 6268
UV Count: 3
  UV <Vector (0.7004, 0.7070)>
  UV <Vector (0.7011, 0.7136)>
  UV <Vector (0.7004, 0.7136)>
Face 6269
UV Count: 3
  UV <Vector (0.7050, 0.6943)>
  UV <Vector (0.7057, 0.7003)>
  UV <Vector (0.7050, 0.7003)>
Face 6270
UV Count: 3
  UV <Vector (0.7004, 0.6943)>
  UV <Vector (0.7011, 0.7003)>
  UV <Vector (0.7004, 0.7003)>
Face 6271
UV Count: 3
  UV <Vector (0.7011, 0.6892)>
  UV <Vector (0.7004, 0.6943)>
  UV <Vector (0.7004, 0.6891)>
Face 6272
UV Count: 3
  UV <Vector (0.7056, 0.7196)>
  UV <Vector (0.7050, 0.7245)>
  UV <Vector (0.7050, 0.7195)>
Face 6273
UV Count: 3
  UV <Vector (0.7011, 0.7196)>
  UV <Vector (0.7004, 0.7245)>
  UV <Vector (0.7004, 0.7195)>
Face 6274
UV Count: 3
  UV <Vector (0.7004, 0.7245)>
  UV <Vector (0.7011, 0.7284)>
  UV <Vector (0.7004, 0.7283)>
Face 6275
UV Count: 3
  UV <Vector (0.7011, 0.7433)>
  UV <Vector (0.7004, 0.7474)>
  UV <Vector (0.7004, 0.7432)>
Face 6276
UV Count: 3
  UV <Vector (0.7011, 0.7396)>
  UV <Vector (0.7004, 0.7432)>
  UV <Vector (0.7004, 0.7395)>
Face 6277
UV Count: 3
  UV <Vector (0.7024, 0.7283)>
  UV <Vector (0.7030, 0.7314)>
  UV <Vector (0.7024, 0.7314)>
Face 6278
UV Count: 3
  UV <Vector (0.7011, 0.7340)>
  UV <Vector (0.7004, 0.7365)>
  UV <Vector (0.7004, 0.7339)>
Face 6279
UV Count: 3
  UV <Vector (0.7011, 0.7314)>
  UV <Vector (0.7004, 0.7339)>
  UV <Vector (0.7004, 0.7314)>
Face 6280
UV Count: 3
  UV <Vector (0.7037, 0.7551)>
  UV <Vector (0.7042, 0.7573)>
  UV <Vector (0.7037, 0.7573)>
Face 6281
UV Count: 3
  UV <Vector (0.7011, 0.7196)>
  UV <Vector (0.7017, 0.7245)>
  UV <Vector (0.7011, 0.7245)>
Face 6282
UV Count: 3
  UV <Vector (0.7017, 0.7434)>
  UV <Vector (0.7011, 0.7474)>
  UV <Vector (0.7011, 0.7433)>
Face 6283
UV Count: 3
  UV <Vector (0.7004, 0.7003)>
  UV <Vector (0.7011, 0.7070)>
  UV <Vector (0.7004, 0.7070)>
Face 6284
UV Count: 3
  UV <Vector (0.7017, 0.7366)>
  UV <Vector (0.7011, 0.7396)>
  UV <Vector (0.7011, 0.7366)>
Face 6285
UV Count: 3
  UV <Vector (0.7035, 0.6791)>
  UV <Vector (0.7030, 0.6795)>
  UV <Vector (0.7030, 0.6791)>
Face 6286
UV Count: 3
  UV <Vector (0.7017, 0.7314)>
  UV <Vector (0.7011, 0.7340)>
  UV <Vector (0.7011, 0.7314)>
Face 6287
UV Count: 3
  UV <Vector (0.7050, 0.7245)>
  UV <Vector (0.7056, 0.7283)>
  UV <Vector (0.7050, 0.7283)>
Face 6288
UV Count: 3
  UV <Vector (0.7030, 0.7245)>
  UV <Vector (0.7024, 0.7283)>
  UV <Vector (0.7024, 0.7245)>
Face 6289
UV Count: 3
  UV <Vector (0.7017, 0.7397)>
  UV <Vector (0.7011, 0.7433)>
  UV <Vector (0.7011, 0.7396)>
Face 6290
UV Count: 3
  UV <Vector (0.7017, 0.7340)>
  UV <Vector (0.7011, 0.7366)>
  UV <Vector (0.7011, 0.7340)>
Face 6291
UV Count: 3
  UV <Vector (0.7017, 0.6846)>
  UV <Vector (0.7011, 0.6892)>
  UV <Vector (0.7011, 0.6846)>
Face 6292
UV Count: 3
  UV <Vector (0.7030, 0.7551)>
  UV <Vector (0.7026, 0.7573)>
  UV <Vector (0.7024, 0.7551)>
Face 6293
UV Count: 3
  UV <Vector (0.7024, 0.7476)>
  UV <Vector (0.7018, 0.7514)>
  UV <Vector (0.7017, 0.7475)>
Face 6294
UV Count: 3
  UV <Vector (0.7011, 0.7136)>
  UV <Vector (0.7017, 0.7196)>
  UV <Vector (0.7011, 0.7196)>
Face 6295
UV Count: 3
  UV <Vector (0.7011, 0.7070)>
  UV <Vector (0.7017, 0.7136)>
  UV <Vector (0.7011, 0.7136)>
Face 6296
UV Count: 3
  UV <Vector (0.7011, 0.7003)>
  UV <Vector (0.7017, 0.7069)>
  UV <Vector (0.7011, 0.7070)>
Face 6297
UV Count: 3
  UV <Vector (0.7017, 0.6943)>
  UV <Vector (0.7011, 0.7003)>
  UV <Vector (0.7011, 0.6943)>
Face 6298
UV Count: 3
  UV <Vector (0.7011, 0.7284)>
  UV <Vector (0.7017, 0.7314)>
  UV <Vector (0.7011, 0.7314)>
Face 6299
UV Count: 3
  UV <Vector (0.7011, 0.7245)>
  UV <Vector (0.7017, 0.7284)>
  UV <Vector (0.7011, 0.7284)>
Face 6300
UV Count: 3
  UV <Vector (0.7024, 0.7340)>
  UV <Vector (0.7017, 0.7366)>
  UV <Vector (0.7017, 0.7340)>
Face 6301
UV Count: 3
  UV <Vector (0.7017, 0.7245)>
  UV <Vector (0.7024, 0.7283)>
  UV <Vector (0.7017, 0.7284)>
Face 6302
UV Count: 3
  UV <Vector (0.7017, 0.7196)>
  UV <Vector (0.7024, 0.7245)>
  UV <Vector (0.7017, 0.7245)>
Face 6303
UV Count: 3
  UV <Vector (0.7024, 0.7435)>
  UV <Vector (0.7017, 0.7475)>
  UV <Vector (0.7017, 0.7434)>
Face 6304
UV Count: 3
  UV <Vector (0.7024, 0.7397)>
  UV <Vector (0.7017, 0.7434)>
  UV <Vector (0.7017, 0.7397)>
Face 6305
UV Count: 3
  UV <Vector (0.7024, 0.7367)>
  UV <Vector (0.7017, 0.7397)>
  UV <Vector (0.7017, 0.7366)>
Face 6306
UV Count: 3
  UV <Vector (0.7046, 0.6795)>
  UV <Vector (0.7056, 0.6845)>
  UV <Vector (0.7050, 0.6845)>
Face 6307
UV Count: 3
  UV <Vector (0.7024, 0.6892)>
  UV <Vector (0.7017, 0.6943)>
  UV <Vector (0.7017, 0.6892)>
Face 6308
UV Count: 3
  UV <Vector (0.7024, 0.7551)>
  UV <Vector (0.7020, 0.7573)>
  UV <Vector (0.7018, 0.7550)>
Face 6309
UV Count: 3
  UV <Vector (0.7004, 0.7474)>
  UV <Vector (0.7011, 0.7513)>
  UV <Vector (0.7005, 0.7513)>
Face 6310
UV Count: 3
  UV <Vector (0.7017, 0.7136)>
  UV <Vector (0.7024, 0.7195)>
  UV <Vector (0.7017, 0.7196)>
Face 6311
UV Count: 3
  UV <Vector (0.7017, 0.7069)>
  UV <Vector (0.7024, 0.7135)>
  UV <Vector (0.7017, 0.7136)>
Face 6312
UV Count: 3
  UV <Vector (0.7017, 0.7003)>
  UV <Vector (0.7024, 0.7069)>
  UV <Vector (0.7017, 0.7069)>
Face 6313
UV Count: 3
  UV <Vector (0.7017, 0.7314)>
  UV <Vector (0.7024, 0.7340)>
  UV <Vector (0.7017, 0.7340)>
Face 6314
UV Count: 3
  UV <Vector (0.7017, 0.7284)>
  UV <Vector (0.7024, 0.7314)>
  UV <Vector (0.7017, 0.7314)>
Face 6315
UV Count: 3
  UV <Vector (0.7037, 0.7435)>
  UV <Vector (0.7043, 0.7475)>
  UV <Vector (0.7037, 0.7476)>
Face 6316
UV Count: 3
  UV <Vector (0.7020, 0.6796)>
  UV <Vector (0.7024, 0.6846)>
  UV <Vector (0.7017, 0.6846)>
Face 6317
UV Count: 3
  UV <Vector (0.7030, 0.6795)>
  UV <Vector (0.7024, 0.6846)>
  UV <Vector (0.7025, 0.6796)>
Face 6318
UV Count: 3
  UV <Vector (0.7035, 0.6795)>
  UV <Vector (0.7030, 0.6846)>
  UV <Vector (0.7030, 0.6795)>
Face 6319
UV Count: 3
  UV <Vector (0.7041, 0.6795)>
  UV <Vector (0.7037, 0.6846)>
  UV <Vector (0.7035, 0.6795)>
Face 6320
UV Count: 3
  UV <Vector (0.7046, 0.6795)>
  UV <Vector (0.7043, 0.6845)>
  UV <Vector (0.7041, 0.6795)>
Face 6321
UV Count: 3
  UV <Vector (0.7044, 0.7135)>
  UV <Vector (0.7037, 0.7195)>
  UV <Vector (0.7037, 0.7135)>
Face 6322
UV Count: 3
  UV <Vector (0.7008, 0.6795)>
  UV <Vector (0.7011, 0.6846)>
  UV <Vector (0.7004, 0.6845)>
Face 6323
UV Count: 3
  UV <Vector (0.7014, 0.6796)>
  UV <Vector (0.7017, 0.6846)>
  UV <Vector (0.7011, 0.6846)>
Face 6324
UV Count: 3
  UV <Vector (0.7034, 0.6705)>
  UV <Vector (0.7030, 0.6706)>
  UV <Vector (0.7031, 0.6705)>
Face 6325
UV Count: 3
  UV <Vector (0.7037, 0.6699)>
  UV <Vector (0.7037, 0.6703)>
  UV <Vector (0.7037, 0.6699)>
Face 6326
UV Count: 3
  UV <Vector (0.7037, 0.6703)>
  UV <Vector (0.7034, 0.6705)>
  UV <Vector (0.7037, 0.6703)>
Face 6327
UV Count: 3
  UV <Vector (0.7031, 0.6705)>
  UV <Vector (0.7027, 0.6703)>
  UV <Vector (0.7028, 0.6703)>
Face 6328
UV Count: 3
  UV <Vector (0.7034, 0.6696)>
  UV <Vector (0.7037, 0.6699)>
  UV <Vector (0.7034, 0.6697)>
Face 6329
UV Count: 3
  UV <Vector (0.7030, 0.6696)>
  UV <Vector (0.7034, 0.6697)>
  UV <Vector (0.7031, 0.6697)>
Face 6330
UV Count: 3
  UV <Vector (0.7028, 0.6699)>
  UV <Vector (0.7030, 0.6696)>
  UV <Vector (0.7031, 0.6697)>
Face 6331
UV Count: 3
  UV <Vector (0.7030, 0.6790)>
  UV <Vector (0.7034, 0.6706)>
  UV <Vector (0.7035, 0.6790)>
Face 6332
UV Count: 3
  UV <Vector (0.7035, 0.6790)>
  UV <Vector (0.7038, 0.6706)>
  UV <Vector (0.7039, 0.6790)>
Face 6333
UV Count: 3
  UV <Vector (0.7039, 0.6790)>
  UV <Vector (0.7042, 0.6706)>
  UV <Vector (0.7044, 0.6791)>
Face 6334
UV Count: 3
  UV <Vector (0.7044, 0.6791)>
  UV <Vector (0.7046, 0.6705)>
  UV <Vector (0.7048, 0.6791)>
Face 6335
UV Count: 3
  UV <Vector (0.7017, 0.6791)>
  UV <Vector (0.7014, 0.6705)>
  UV <Vector (0.7018, 0.6705)>
Face 6336
UV Count: 3
  UV <Vector (0.7021, 0.6791)>
  UV <Vector (0.7018, 0.6705)>
  UV <Vector (0.7022, 0.6706)>
Face 6337
UV Count: 3
  UV <Vector (0.7022, 0.6706)>
  UV <Vector (0.7025, 0.6791)>
  UV <Vector (0.7021, 0.6791)>
Face 6338
UV Count: 3
  UV <Vector (0.7030, 0.6790)>
  UV <Vector (0.7026, 0.6706)>
  UV <Vector (0.7030, 0.6706)>
Face 6339
UV Count: 3
  UV <Vector (0.7031, 0.6697)>
  UV <Vector (0.7034, 0.6697)>
  UV <Vector (0.7032, 0.6701)>
Face 6340
UV Count: 3
  UV <Vector (0.7031, 0.6705)>
  UV <Vector (0.7032, 0.6701)>
  UV <Vector (0.7034, 0.6705)>
Face 6341
UV Count: 3
  UV <Vector (0.7032, 0.6701)>
  UV <Vector (0.7037, 0.6703)>
  UV <Vector (0.7034, 0.6705)>
Face 6342
UV Count: 3
  UV <Vector (0.7032, 0.6701)>
  UV <Vector (0.7037, 0.6699)>
  UV <Vector (0.7037, 0.6703)>
Face 6343
UV Count: 3
  UV <Vector (0.7032, 0.6701)>
  UV <Vector (0.7034, 0.6697)>
  UV <Vector (0.7037, 0.6699)>
Face 6344
UV Count: 3
  UV <Vector (0.7028, 0.6699)>
  UV <Vector (0.7031, 0.6697)>
  UV <Vector (0.7032, 0.6701)>
Face 6345
UV Count: 3
  UV <Vector (0.7028, 0.6703)>
  UV <Vector (0.7028, 0.6699)>
  UV <Vector (0.7032, 0.6701)>
Face 6346
UV Count: 3
  UV <Vector (0.7031, 0.6705)>
  UV <Vector (0.7028, 0.6703)>
  UV <Vector (0.7032, 0.6701)>
Face 6347
UV Count: 3
  UV <Vector (0.7037, 0.7551)>
  UV <Vector (0.7032, 0.7573)>
  UV <Vector (0.7030, 0.7551)>
Face 6348
UV Count: 3
  UV <Vector (0.7018, 0.7550)>
  UV <Vector (0.7013, 0.7573)>
  UV <Vector (0.7012, 0.7549)>
Face 6349
UV Count: 3
  UV <Vector (0.7043, 0.7550)>
  UV <Vector (0.7047, 0.7573)>
  UV <Vector (0.7042, 0.7573)>
Face 6350
UV Count: 3
  UV <Vector (0.7049, 0.7548)>
  UV <Vector (0.7054, 0.7573)>
  UV <Vector (0.7047, 0.7573)>
Face 6351
UV Count: 3
  UV <Vector (0.7006, 0.7549)>
  UV <Vector (0.7013, 0.7573)>
  UV <Vector (0.7007, 0.7573)>
Face 6352
UV Count: 3
  UV <Vector (0.7024, 0.7515)>
  UV <Vector (0.7018, 0.7550)>
  UV <Vector (0.7018, 0.7514)>
Face 6353
UV Count: 3
  UV <Vector (0.7056, 0.7547)>
  UV <Vector (0.7050, 0.7513)>
  UV <Vector (0.7005, 0.7513)>
Face 6354
UV Count: 3
  UV <Vector (0.7025, 0.7575)>
  UV <Vector (0.7031, 0.7574)>
  UV <Vector (0.7031, 0.7575)>
Face 6355
UV Count: 3
  UV <Vector (0.7037, 0.7574)>
  UV <Vector (0.7031, 0.7575)>
  UV <Vector (0.7031, 0.7574)>
Face 6356
UV Count: 3
  UV <Vector (0.7042, 0.7575)>
  UV <Vector (0.7037, 0.7574)>
  UV <Vector (0.7042, 0.7574)>
Face 6357
UV Count: 3
  UV <Vector (0.7019, 0.7575)>
  UV <Vector (0.7025, 0.7574)>
  UV <Vector (0.7025, 0.7575)>
Face 6358
UV Count: 3
  UV <Vector (0.7019, 0.7574)>
  UV <Vector (0.7013, 0.7575)>
  UV <Vector (0.7013, 0.7574)>
Face 6359
UV Count: 3
  UV <Vector (0.7048, 0.7575)>
  UV <Vector (0.7042, 0.7574)>
  UV <Vector (0.7048, 0.7574)>
Face 6360
UV Count: 3
  UV <Vector (0.7048, 0.7573)>
  UV <Vector (0.7054, 0.7573)>
  UV <Vector (0.7055, 0.7573)>
Face 6361
UV Count: 3
  UV <Vector (0.7007, 0.7573)>
  UV <Vector (0.7013, 0.7573)>
  UV <Vector (0.7013, 0.7573)>
Face 6362
UV Count: 3
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7032, 0.7573)>
  UV <Vector (0.7037, 0.7573)>
Face 6363
UV Count: 3
  UV <Vector (0.7031, 0.7573)>
  UV <Vector (0.7026, 0.7573)>
  UV <Vector (0.7032, 0.7573)>
Face 6364
UV Count: 3
  UV <Vector (0.7025, 0.7573)>
  UV <Vector (0.7020, 0.7573)>
  UV <Vector (0.7026, 0.7573)>
Face 6365
UV Count: 3
  UV <Vector (0.7042, 0.7573)>
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7042, 0.7573)>
Face 6366
UV Count: 3
  UV <Vector (0.7042, 0.7573)>
  UV <Vector (0.7047, 0.7573)>
  UV <Vector (0.7048, 0.7573)>
Face 6367
UV Count: 3
  UV <Vector (0.7055, 0.7574)>
  UV <Vector (0.7048, 0.7573)>
  UV <Vector (0.7055, 0.7573)>
Face 6368
UV Count: 3
  UV <Vector (0.7013, 0.7574)>
  UV <Vector (0.7007, 0.7573)>
  UV <Vector (0.7013, 0.7573)>
Face 6369
UV Count: 3
  UV <Vector (0.7013, 0.7573)>
  UV <Vector (0.7020, 0.7573)>
  UV <Vector (0.7019, 0.7573)>
Face 6370
UV Count: 3
  UV <Vector (0.7042, 0.7574)>
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7042, 0.7573)>
Face 6371
UV Count: 3
  UV <Vector (0.7019, 0.7574)>
  UV <Vector (0.7025, 0.7573)>
  UV <Vector (0.7025, 0.7574)>
Face 6372
UV Count: 3
  UV <Vector (0.7013, 0.7574)>
  UV <Vector (0.7019, 0.7573)>
  UV <Vector (0.7019, 0.7574)>
Face 6373
UV Count: 3
  UV <Vector (0.7025, 0.7574)>
  UV <Vector (0.7031, 0.7573)>
  UV <Vector (0.7031, 0.7574)>
Face 6374
UV Count: 3
  UV <Vector (0.7055, 0.7575)>
  UV <Vector (0.7048, 0.7574)>
  UV <Vector (0.7055, 0.7574)>
Face 6375
UV Count: 3
  UV <Vector (0.7013, 0.7575)>
  UV <Vector (0.7006, 0.7574)>
  UV <Vector (0.7013, 0.7574)>
Face 6376
UV Count: 3
  UV <Vector (0.7048, 0.7574)>
  UV <Vector (0.7042, 0.7573)>
  UV <Vector (0.7048, 0.7573)>
Face 6377
UV Count: 3
  UV <Vector (0.7030, 0.6795)>
  UV <Vector (0.7025, 0.6792)>
  UV <Vector (0.7030, 0.6791)>
Face 6378
UV Count: 3
  UV <Vector (0.7020, 0.6796)>
  UV <Vector (0.7025, 0.6792)>
  UV <Vector (0.7025, 0.6796)>
Face 6379
UV Count: 3
  UV <Vector (0.7040, 0.6791)>
  UV <Vector (0.7035, 0.6795)>
  UV <Vector (0.7035, 0.6791)>
Face 6380
UV Count: 3
  UV <Vector (0.7045, 0.6792)>
  UV <Vector (0.7041, 0.6795)>
  UV <Vector (0.7040, 0.6791)>
Face 6381
UV Count: 3
  UV <Vector (0.7011, 0.6792)>
  UV <Vector (0.7014, 0.6796)>
  UV <Vector (0.7008, 0.6795)>
Face 6382
UV Count: 3
  UV <Vector (0.7039, 0.6790)>
  UV <Vector (0.7035, 0.6791)>
  UV <Vector (0.7035, 0.6790)>
Face 6383
UV Count: 3
  UV <Vector (0.7016, 0.6792)>
  UV <Vector (0.7020, 0.6796)>
  UV <Vector (0.7014, 0.6796)>
Face 6384
UV Count: 3
  UV <Vector (0.7025, 0.6791)>
  UV <Vector (0.7030, 0.6791)>
  UV <Vector (0.7025, 0.6792)>
Face 6385
UV Count: 3
  UV <Vector (0.7050, 0.7364)>
  UV <Vector (0.7056, 0.7395)>
  UV <Vector (0.7050, 0.7395)>
Face 6386
UV Count: 3
  UV <Vector (0.7056, 0.7339)>
  UV <Vector (0.7050, 0.7364)>
  UV <Vector (0.7050, 0.7339)>
Face 6387
UV Count: 3
  UV <Vector (0.7056, 0.7314)>
  UV <Vector (0.7050, 0.7339)>
  UV <Vector (0.7050, 0.7313)>
Face 6388
UV Count: 3
  UV <Vector (0.7050, 0.6845)>
  UV <Vector (0.7056, 0.6891)>
  UV <Vector (0.7050, 0.6891)>
Face 6389
UV Count: 3
  UV <Vector (0.7004, 0.6845)>
  UV <Vector (0.7011, 0.6892)>
  UV <Vector (0.7004, 0.6891)>
Face 6390
UV Count: 3
  UV <Vector (0.7037, 0.6943)>
  UV <Vector (0.7030, 0.7003)>
  UV <Vector (0.7030, 0.6944)>
Face 6391
UV Count: 3
  UV <Vector (0.7050, 0.7395)>
  UV <Vector (0.7056, 0.7432)>
  UV <Vector (0.7050, 0.7433)>
Face 6392
UV Count: 3
  UV <Vector (0.7030, 0.6790)>
  UV <Vector (0.7035, 0.6791)>
  UV <Vector (0.7030, 0.6791)>
Face 6393
UV Count: 3
  UV <Vector (0.7021, 0.6791)>
  UV <Vector (0.7016, 0.6792)>
  UV <Vector (0.7017, 0.6791)>
Face 6394
UV Count: 3
  UV <Vector (0.7044, 0.6791)>
  UV <Vector (0.7040, 0.6791)>
  UV <Vector (0.7039, 0.6790)>
Face 6395
UV Count: 3
  UV <Vector (0.7044, 0.6791)>
  UV <Vector (0.7049, 0.6792)>
  UV <Vector (0.7045, 0.6792)>
Face 6396
UV Count: 3
  UV <Vector (0.7012, 0.6791)>
  UV <Vector (0.7016, 0.6792)>
  UV <Vector (0.7011, 0.6792)>
Face 6397
UV Count: 3
  UV <Vector (0.7025, 0.6791)>
  UV <Vector (0.7021, 0.6792)>
  UV <Vector (0.7021, 0.6791)>
Face 6398
UV Count: 3
  UV <Vector (0.7045, 0.6792)>
  UV <Vector (0.7052, 0.6795)>
  UV <Vector (0.7046, 0.6795)>
Face 6399
UV Count: 3
  UV <Vector (0.7030, 0.7516)>
  UV <Vector (0.7024, 0.7551)>
  UV <Vector (0.7024, 0.7515)>
Face 6400
UV Count: 3
  UV <Vector (0.7030, 0.7477)>
  UV <Vector (0.7024, 0.7515)>
  UV <Vector (0.7024, 0.7476)>
Face 6401
UV Count: 3
  UV <Vector (0.7030, 0.7397)>
  UV <Vector (0.7024, 0.7435)>
  UV <Vector (0.7024, 0.7397)>
Face 6402
UV Count: 3
  UV <Vector (0.7027, 0.6699)>
  UV <Vector (0.7028, 0.6703)>
  UV <Vector (0.7027, 0.6703)>
Face 6403
UV Count: 3
  UV <Vector (0.7024, 0.7195)>
  UV <Vector (0.7030, 0.7245)>
  UV <Vector (0.7024, 0.7245)>
Face 6404
UV Count: 3
  UV <Vector (0.7030, 0.7435)>
  UV <Vector (0.7024, 0.7476)>
  UV <Vector (0.7024, 0.7435)>
Face 6405
UV Count: 3
  UV <Vector (0.7017, 0.6892)>
  UV <Vector (0.7011, 0.6943)>
  UV <Vector (0.7011, 0.6892)>
Face 6406
UV Count: 3
  UV <Vector (0.7030, 0.6892)>
  UV <Vector (0.7024, 0.6943)>
  UV <Vector (0.7024, 0.6892)>
Face 6407
UV Count: 3
  UV <Vector (0.7024, 0.7367)>
  UV <Vector (0.7030, 0.7397)>
  UV <Vector (0.7024, 0.7397)>
Face 6408
UV Count: 3
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6945, 0.7574)>
  UV <Vector (0.6951, 0.7574)>
Face 6409
UV Count: 3
  UV <Vector (0.6944, 0.7551)>
  UV <Vector (0.6951, 0.7516)>
  UV <Vector (0.6944, 0.7516)>
Face 6410
UV Count: 3
  UV <Vector (0.6944, 0.7477)>
  UV <Vector (0.6951, 0.7516)>
  UV <Vector (0.6951, 0.7476)>
Face 6411
UV Count: 3
  UV <Vector (0.6938, 0.7135)>
  UV <Vector (0.6944, 0.7195)>
  UV <Vector (0.6944, 0.7135)>
Face 6412
UV Count: 3
  UV <Vector (0.6938, 0.7069)>
  UV <Vector (0.6944, 0.7135)>
  UV <Vector (0.6944, 0.7068)>
Face 6413
UV Count: 3
  UV <Vector (0.6938, 0.7340)>
  UV <Vector (0.6944, 0.7366)>
  UV <Vector (0.6944, 0.7340)>
Face 6414
UV Count: 3
  UV <Vector (0.6938, 0.7314)>
  UV <Vector (0.6944, 0.7340)>
  UV <Vector (0.6944, 0.7314)>
Face 6415
UV Count: 3
  UV <Vector (0.6944, 0.7397)>
  UV <Vector (0.6951, 0.7435)>
  UV <Vector (0.6951, 0.7397)>
Face 6416
UV Count: 3
  UV <Vector (0.6938, 0.6892)>
  UV <Vector (0.6944, 0.6846)>
  UV <Vector (0.6938, 0.6846)>
Face 6417
UV Count: 3
  UV <Vector (0.6944, 0.7283)>
  UV <Vector (0.6951, 0.7313)>
  UV <Vector (0.6951, 0.7283)>
Face 6418
UV Count: 3
  UV <Vector (0.6944, 0.7283)>
  UV <Vector (0.6951, 0.7245)>
  UV <Vector (0.6944, 0.7245)>
Face 6419
UV Count: 3
  UV <Vector (0.6944, 0.7195)>
  UV <Vector (0.6951, 0.7245)>
  UV <Vector (0.6951, 0.7195)>
Face 6420
UV Count: 3
  UV <Vector (0.6944, 0.7435)>
  UV <Vector (0.6951, 0.7476)>
  UV <Vector (0.6951, 0.7435)>
Face 6421
UV Count: 3
  UV <Vector (0.6944, 0.7135)>
  UV <Vector (0.6951, 0.7069)>
  UV <Vector (0.6944, 0.7068)>
Face 6422
UV Count: 3
  UV <Vector (0.6944, 0.7068)>
  UV <Vector (0.6951, 0.7003)>
  UV <Vector (0.6944, 0.7003)>
Face 6423
UV Count: 3
  UV <Vector (0.6931, 0.6892)>
  UV <Vector (0.6938, 0.6846)>
  UV <Vector (0.6931, 0.6846)>
Face 6424
UV Count: 3
  UV <Vector (0.6944, 0.7314)>
  UV <Vector (0.6951, 0.7339)>
  UV <Vector (0.6951, 0.7313)>
Face 6425
UV Count: 3
  UV <Vector (0.6951, 0.7516)>
  UV <Vector (0.6957, 0.7550)>
  UV <Vector (0.6957, 0.7515)>
Face 6426
UV Count: 3
  UV <Vector (0.6951, 0.7476)>
  UV <Vector (0.6957, 0.7515)>
  UV <Vector (0.6957, 0.7475)>
Face 6427
UV Count: 3
  UV <Vector (0.6944, 0.7135)>
  UV <Vector (0.6951, 0.7195)>
  UV <Vector (0.6951, 0.7135)>
Face 6428
UV Count: 3
  UV <Vector (0.6944, 0.7366)>
  UV <Vector (0.6951, 0.7397)>
  UV <Vector (0.6951, 0.7365)>
Face 6429
UV Count: 3
  UV <Vector (0.6944, 0.7340)>
  UV <Vector (0.6951, 0.7365)>
  UV <Vector (0.6951, 0.7339)>
Face 6430
UV Count: 3
  UV <Vector (0.6951, 0.7397)>
  UV <Vector (0.6957, 0.7434)>
  UV <Vector (0.6957, 0.7396)>
Face 6431
UV Count: 3
  UV <Vector (0.6944, 0.6892)>
  UV <Vector (0.6951, 0.6943)>
  UV <Vector (0.6951, 0.6892)>
Face 6432
UV Count: 3
  UV <Vector (0.6944, 0.6846)>
  UV <Vector (0.6951, 0.6892)>
  UV <Vector (0.6951, 0.6846)>
Face 6433
UV Count: 3
  UV <Vector (0.6951, 0.7313)>
  UV <Vector (0.6957, 0.7283)>
  UV <Vector (0.6951, 0.7283)>
Face 6434
UV Count: 3
  UV <Vector (0.6951, 0.7283)>
  UV <Vector (0.6957, 0.7245)>
  UV <Vector (0.6951, 0.7245)>
Face 6435
UV Count: 3
  UV <Vector (0.6951, 0.7195)>
  UV <Vector (0.6957, 0.7245)>
  UV <Vector (0.6957, 0.7195)>
Face 6436
UV Count: 3
  UV <Vector (0.6931, 0.7003)>
  UV <Vector (0.6938, 0.6943)>
  UV <Vector (0.6931, 0.6943)>
Face 6437
UV Count: 3
  UV <Vector (0.6951, 0.7135)>
  UV <Vector (0.6957, 0.7069)>
  UV <Vector (0.6951, 0.7069)>
Face 6438
UV Count: 3
  UV <Vector (0.6951, 0.7069)>
  UV <Vector (0.6957, 0.7003)>
  UV <Vector (0.6951, 0.7003)>
Face 6439
UV Count: 3
  UV <Vector (0.6951, 0.7339)>
  UV <Vector (0.6957, 0.7365)>
  UV <Vector (0.6957, 0.7339)>
Face 6440
UV Count: 3
  UV <Vector (0.6951, 0.7313)>
  UV <Vector (0.6957, 0.7339)>
  UV <Vector (0.6957, 0.7313)>
Face 6441
UV Count: 3
  UV <Vector (0.6957, 0.7475)>
  UV <Vector (0.6964, 0.7513)>
  UV <Vector (0.6964, 0.7474)>
Face 6442
UV Count: 3
  UV <Vector (0.6957, 0.7434)>
  UV <Vector (0.6964, 0.7474)>
  UV <Vector (0.6964, 0.7433)>
Face 6443
UV Count: 3
  UV <Vector (0.6951, 0.7365)>
  UV <Vector (0.6957, 0.7396)>
  UV <Vector (0.6957, 0.7365)>
Face 6444
UV Count: 3
  UV <Vector (0.6918, 0.7314)>
  UV <Vector (0.6925, 0.7284)>
  UV <Vector (0.6918, 0.7283)>
Face 6445
UV Count: 3
  UV <Vector (0.6951, 0.6943)>
  UV <Vector (0.6957, 0.7003)>
  UV <Vector (0.6957, 0.6943)>
Face 6446
UV Count: 3
  UV <Vector (0.6951, 0.6892)>
  UV <Vector (0.6957, 0.6943)>
  UV <Vector (0.6957, 0.6892)>
Face 6447
UV Count: 3
  UV <Vector (0.6951, 0.6846)>
  UV <Vector (0.6957, 0.6892)>
  UV <Vector (0.6957, 0.6845)>
Face 6448
UV Count: 3
  UV <Vector (0.6957, 0.7313)>
  UV <Vector (0.6964, 0.7283)>
  UV <Vector (0.6957, 0.7283)>
Face 6449
UV Count: 3
  UV <Vector (0.6957, 0.7283)>
  UV <Vector (0.6964, 0.7245)>
  UV <Vector (0.6957, 0.7245)>
Face 6450
UV Count: 3
  UV <Vector (0.6957, 0.7245)>
  UV <Vector (0.6964, 0.7195)>
  UV <Vector (0.6957, 0.7195)>
Face 6451
UV Count: 3
  UV <Vector (0.6938, 0.7003)>
  UV <Vector (0.6944, 0.7068)>
  UV <Vector (0.6944, 0.7003)>
Face 6452
UV Count: 3
  UV <Vector (0.6957, 0.7135)>
  UV <Vector (0.6964, 0.7070)>
  UV <Vector (0.6957, 0.7069)>
Face 6453
UV Count: 3
  UV <Vector (0.6957, 0.7365)>
  UV <Vector (0.6964, 0.7395)>
  UV <Vector (0.6964, 0.7364)>
Face 6454
UV Count: 3
  UV <Vector (0.6957, 0.7365)>
  UV <Vector (0.6964, 0.7339)>
  UV <Vector (0.6957, 0.7339)>
Face 6455
UV Count: 3
  UV <Vector (0.6957, 0.7339)>
  UV <Vector (0.6964, 0.7313)>
  UV <Vector (0.6957, 0.7313)>
Face 6456
UV Count: 3
  UV <Vector (0.6963, 0.7548)>
  UV <Vector (0.6969, 0.7547)>
  UV <Vector (0.6957, 0.7515)>
Face 6457
UV Count: 3
  UV <Vector (0.6964, 0.7474)>
  UV <Vector (0.6970, 0.7512)>
  UV <Vector (0.6970, 0.7473)>
Face 6458
UV Count: 3
  UV <Vector (0.6957, 0.7396)>
  UV <Vector (0.6964, 0.7433)>
  UV <Vector (0.6964, 0.7395)>
Face 6459
UV Count: 3
  UV <Vector (0.6964, 0.7433)>
  UV <Vector (0.6970, 0.7473)>
  UV <Vector (0.6970, 0.7432)>
Face 6460
UV Count: 3
  UV <Vector (0.6957, 0.7069)>
  UV <Vector (0.6964, 0.7003)>
  UV <Vector (0.6957, 0.7003)>
Face 6461
UV Count: 3
  UV <Vector (0.6957, 0.6943)>
  UV <Vector (0.6964, 0.7003)>
  UV <Vector (0.6964, 0.6943)>
Face 6462
UV Count: 3
  UV <Vector (0.6957, 0.6892)>
  UV <Vector (0.6964, 0.6943)>
  UV <Vector (0.6964, 0.6891)>
Face 6463
UV Count: 3
  UV <Vector (0.6957, 0.6845)>
  UV <Vector (0.6964, 0.6891)>
  UV <Vector (0.6964, 0.6845)>
Face 6464
UV Count: 3
  UV <Vector (0.6964, 0.7313)>
  UV <Vector (0.6970, 0.7283)>
  UV <Vector (0.6964, 0.7283)>
Face 6465
UV Count: 3
  UV <Vector (0.6957, 0.7195)>
  UV <Vector (0.6964, 0.7136)>
  UV <Vector (0.6957, 0.7135)>
Face 6466
UV Count: 3
  UV <Vector (0.6964, 0.7195)>
  UV <Vector (0.6970, 0.7136)>
  UV <Vector (0.6964, 0.7136)>
Face 6467
UV Count: 3
  UV <Vector (0.6938, 0.7003)>
  UV <Vector (0.6944, 0.6944)>
  UV <Vector (0.6938, 0.6943)>
Face 6468
UV Count: 3
  UV <Vector (0.6964, 0.7136)>
  UV <Vector (0.6970, 0.7070)>
  UV <Vector (0.6964, 0.7070)>
Face 6469
UV Count: 3
  UV <Vector (0.6964, 0.7070)>
  UV <Vector (0.6971, 0.7003)>
  UV <Vector (0.6964, 0.7003)>
Face 6470
UV Count: 3
  UV <Vector (0.6918, 0.7395)>
  UV <Vector (0.6925, 0.7366)>
  UV <Vector (0.6918, 0.7365)>
Face 6471
UV Count: 3
  UV <Vector (0.6964, 0.6891)>
  UV <Vector (0.6970, 0.6943)>
  UV <Vector (0.6970, 0.6891)>
Face 6472
UV Count: 3
  UV <Vector (0.6926, 0.7549)>
  UV <Vector (0.6932, 0.7514)>
  UV <Vector (0.6925, 0.7513)>
Face 6473
UV Count: 3
  UV <Vector (0.6925, 0.7513)>
  UV <Vector (0.6931, 0.7475)>
  UV <Vector (0.6925, 0.7474)>
Face 6474
UV Count: 3
  UV <Vector (0.6918, 0.7195)>
  UV <Vector (0.6925, 0.7136)>
  UV <Vector (0.6918, 0.7136)>
Face 6475
UV Count: 3
  UV <Vector (0.6918, 0.7070)>
  UV <Vector (0.6925, 0.7136)>
  UV <Vector (0.6925, 0.7070)>
Face 6476
UV Count: 3
  UV <Vector (0.6964, 0.6943)>
  UV <Vector (0.6971, 0.7003)>
  UV <Vector (0.6970, 0.6943)>
Face 6477
UV Count: 3
  UV <Vector (0.6918, 0.6943)>
  UV <Vector (0.6924, 0.7003)>
  UV <Vector (0.6925, 0.6943)>
Face 6478
UV Count: 3
  UV <Vector (0.6918, 0.6943)>
  UV <Vector (0.6925, 0.6892)>
  UV <Vector (0.6918, 0.6891)>
Face 6479
UV Count: 3
  UV <Vector (0.6964, 0.7245)>
  UV <Vector (0.6970, 0.7196)>
  UV <Vector (0.6964, 0.7195)>
Face 6480
UV Count: 3
  UV <Vector (0.6918, 0.7245)>
  UV <Vector (0.6925, 0.7196)>
  UV <Vector (0.6918, 0.7195)>
Face 6481
UV Count: 3
  UV <Vector (0.6918, 0.7245)>
  UV <Vector (0.6925, 0.7284)>
  UV <Vector (0.6925, 0.7245)>
Face 6482
UV Count: 3
  UV <Vector (0.6918, 0.7474)>
  UV <Vector (0.6925, 0.7433)>
  UV <Vector (0.6918, 0.7432)>
Face 6483
UV Count: 3
  UV <Vector (0.6918, 0.7432)>
  UV <Vector (0.6925, 0.7396)>
  UV <Vector (0.6918, 0.7395)>
Face 6484
UV Count: 3
  UV <Vector (0.6938, 0.7283)>
  UV <Vector (0.6944, 0.7314)>
  UV <Vector (0.6944, 0.7283)>
Face 6485
UV Count: 3
  UV <Vector (0.6918, 0.7365)>
  UV <Vector (0.6924, 0.7340)>
  UV <Vector (0.6918, 0.7339)>
Face 6486
UV Count: 3
  UV <Vector (0.6918, 0.7339)>
  UV <Vector (0.6925, 0.7314)>
  UV <Vector (0.6918, 0.7314)>
Face 6487
UV Count: 3
  UV <Vector (0.6951, 0.7551)>
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6957, 0.7550)>
Face 6488
UV Count: 3
  UV <Vector (0.6925, 0.7245)>
  UV <Vector (0.6931, 0.7196)>
  UV <Vector (0.6925, 0.7196)>
Face 6489
UV Count: 3
  UV <Vector (0.6925, 0.7474)>
  UV <Vector (0.6931, 0.7434)>
  UV <Vector (0.6925, 0.7433)>
Face 6490
UV Count: 3
  UV <Vector (0.6918, 0.7003)>
  UV <Vector (0.6925, 0.7070)>
  UV <Vector (0.6924, 0.7003)>
Face 6491
UV Count: 3
  UV <Vector (0.6925, 0.7396)>
  UV <Vector (0.6931, 0.7366)>
  UV <Vector (0.6925, 0.7366)>
Face 6492
UV Count: 3
  UV <Vector (0.6944, 0.6795)>
  UV <Vector (0.6949, 0.6791)>
  UV <Vector (0.6944, 0.6791)>
Face 6493
UV Count: 3
  UV <Vector (0.6924, 0.7340)>
  UV <Vector (0.6931, 0.7314)>
  UV <Vector (0.6925, 0.7314)>
Face 6494
UV Count: 3
  UV <Vector (0.6964, 0.7245)>
  UV <Vector (0.6970, 0.7283)>
  UV <Vector (0.6970, 0.7245)>
Face 6495
UV Count: 3
  UV <Vector (0.6938, 0.7283)>
  UV <Vector (0.6944, 0.7245)>
  UV <Vector (0.6938, 0.7245)>
Face 6496
UV Count: 3
  UV <Vector (0.6925, 0.7433)>
  UV <Vector (0.6931, 0.7397)>
  UV <Vector (0.6925, 0.7396)>
Face 6497
UV Count: 3
  UV <Vector (0.6925, 0.7366)>
  UV <Vector (0.6931, 0.7340)>
  UV <Vector (0.6924, 0.7340)>
Face 6498
UV Count: 3
  UV <Vector (0.6925, 0.6892)>
  UV <Vector (0.6931, 0.6846)>
  UV <Vector (0.6925, 0.6846)>
Face 6499
UV Count: 3
  UV <Vector (0.6940, 0.7573)>
  UV <Vector (0.6944, 0.7551)>
  UV <Vector (0.6938, 0.7551)>
Face 6500
UV Count: 3
  UV <Vector (0.6932, 0.7514)>
  UV <Vector (0.6938, 0.7476)>
  UV <Vector (0.6931, 0.7475)>
Face 6501
UV Count: 3
  UV <Vector (0.6925, 0.7136)>
  UV <Vector (0.6931, 0.7196)>
  UV <Vector (0.6931, 0.7136)>
Face 6502
UV Count: 3
  UV <Vector (0.6925, 0.7070)>
  UV <Vector (0.6931, 0.7136)>
  UV <Vector (0.6931, 0.7069)>
Face 6503
UV Count: 3
  UV <Vector (0.6924, 0.7003)>
  UV <Vector (0.6931, 0.7069)>
  UV <Vector (0.6931, 0.7003)>
Face 6504
UV Count: 3
  UV <Vector (0.6924, 0.7003)>
  UV <Vector (0.6931, 0.6943)>
  UV <Vector (0.6925, 0.6943)>
Face 6505
UV Count: 3
  UV <Vector (0.6925, 0.7284)>
  UV <Vector (0.6931, 0.7314)>
  UV <Vector (0.6931, 0.7284)>
Face 6506
UV Count: 3
  UV <Vector (0.6925, 0.7245)>
  UV <Vector (0.6931, 0.7284)>
  UV <Vector (0.6931, 0.7245)>
Face 6507
UV Count: 3
  UV <Vector (0.6931, 0.7340)>
  UV <Vector (0.6937, 0.7367)>
  UV <Vector (0.6938, 0.7340)>
Face 6508
UV Count: 3
  UV <Vector (0.6931, 0.7245)>
  UV <Vector (0.6938, 0.7283)>
  UV <Vector (0.6938, 0.7245)>
Face 6509
UV Count: 3
  UV <Vector (0.6931, 0.7196)>
  UV <Vector (0.6938, 0.7245)>
  UV <Vector (0.6938, 0.7195)>
Face 6510
UV Count: 3
  UV <Vector (0.6931, 0.7475)>
  UV <Vector (0.6938, 0.7435)>
  UV <Vector (0.6931, 0.7434)>
Face 6511
UV Count: 3
  UV <Vector (0.6931, 0.7434)>
  UV <Vector (0.6938, 0.7397)>
  UV <Vector (0.6931, 0.7397)>
Face 6512
UV Count: 3
  UV <Vector (0.6931, 0.7397)>
  UV <Vector (0.6937, 0.7367)>
  UV <Vector (0.6931, 0.7366)>
Face 6513
UV Count: 3
  UV <Vector (0.6964, 0.6845)>
  UV <Vector (0.6966, 0.6795)>
  UV <Vector (0.6960, 0.6795)>
Face 6514
UV Count: 3
  UV <Vector (0.6931, 0.6943)>
  UV <Vector (0.6938, 0.6892)>
  UV <Vector (0.6931, 0.6892)>
Face 6515
UV Count: 3
  UV <Vector (0.6934, 0.7573)>
  UV <Vector (0.6938, 0.7551)>
  UV <Vector (0.6932, 0.7550)>
Face 6516
UV Count: 3
  UV <Vector (0.6919, 0.7513)>
  UV <Vector (0.6925, 0.7474)>
  UV <Vector (0.6918, 0.7474)>
Face 6517
UV Count: 3
  UV <Vector (0.6931, 0.7136)>
  UV <Vector (0.6938, 0.7195)>
  UV <Vector (0.6938, 0.7135)>
Face 6518
UV Count: 3
  UV <Vector (0.6931, 0.7069)>
  UV <Vector (0.6938, 0.7135)>
  UV <Vector (0.6938, 0.7069)>
Face 6519
UV Count: 3
  UV <Vector (0.6931, 0.7003)>
  UV <Vector (0.6938, 0.7069)>
  UV <Vector (0.6938, 0.7003)>
Face 6520
UV Count: 3
  UV <Vector (0.6931, 0.7314)>
  UV <Vector (0.6938, 0.7340)>
  UV <Vector (0.6938, 0.7314)>
Face 6521
UV Count: 3
  UV <Vector (0.6931, 0.7284)>
  UV <Vector (0.6938, 0.7314)>
  UV <Vector (0.6938, 0.7283)>
Face 6522
UV Count: 3
  UV <Vector (0.6951, 0.7435)>
  UV <Vector (0.6957, 0.7475)>
  UV <Vector (0.6957, 0.7434)>
Face 6523
UV Count: 3
  UV <Vector (0.6934, 0.6796)>
  UV <Vector (0.6938, 0.6846)>
  UV <Vector (0.6939, 0.6796)>
Face 6524
UV Count: 3
  UV <Vector (0.6939, 0.6796)>
  UV <Vector (0.6944, 0.6846)>
  UV <Vector (0.6944, 0.6795)>
Face 6525
UV Count: 3
  UV <Vector (0.6944, 0.6795)>
  UV <Vector (0.6951, 0.6846)>
  UV <Vector (0.6949, 0.6795)>
Face 6526
UV Count: 3
  UV <Vector (0.6951, 0.6846)>
  UV <Vector (0.6954, 0.6795)>
  UV <Vector (0.6949, 0.6795)>
Face 6527
UV Count: 3
  UV <Vector (0.6957, 0.6845)>
  UV <Vector (0.6960, 0.6795)>
  UV <Vector (0.6954, 0.6795)>
Face 6528
UV Count: 3
  UV <Vector (0.6951, 0.7195)>
  UV <Vector (0.6957, 0.7135)>
  UV <Vector (0.6951, 0.7135)>
Face 6529
UV Count: 3
  UV <Vector (0.6918, 0.6845)>
  UV <Vector (0.6928, 0.6796)>
  UV <Vector (0.6922, 0.6795)>
Face 6530
UV Count: 3
  UV <Vector (0.6928, 0.6796)>
  UV <Vector (0.6931, 0.6846)>
  UV <Vector (0.6934, 0.6796)>
Face 6531
UV Count: 3
  UV <Vector (0.6948, 0.6705)>
  UV <Vector (0.6944, 0.6706)>
  UV <Vector (0.6948, 0.6706)>
Face 6532
UV Count: 3
  UV <Vector (0.6951, 0.6703)>
  UV <Vector (0.6951, 0.6699)>
  UV <Vector (0.6951, 0.6699)>
Face 6533
UV Count: 3
  UV <Vector (0.6948, 0.6705)>
  UV <Vector (0.6951, 0.6703)>
  UV <Vector (0.6951, 0.6703)>
Face 6534
UV Count: 3
  UV <Vector (0.6944, 0.6705)>
  UV <Vector (0.6941, 0.6703)>
  UV <Vector (0.6944, 0.6706)>
Face 6535
UV Count: 3
  UV <Vector (0.6951, 0.6699)>
  UV <Vector (0.6948, 0.6696)>
  UV <Vector (0.6948, 0.6697)>
Face 6536
UV Count: 3
  UV <Vector (0.6944, 0.6697)>
  UV <Vector (0.6948, 0.6696)>
  UV <Vector (0.6944, 0.6696)>
Face 6537
UV Count: 3
  UV <Vector (0.6942, 0.6699)>
  UV <Vector (0.6944, 0.6696)>
  UV <Vector (0.6941, 0.6699)>
Face 6538
UV Count: 3
  UV <Vector (0.6948, 0.6706)>
  UV <Vector (0.6944, 0.6790)>
  UV <Vector (0.6949, 0.6790)>
Face 6539
UV Count: 3
  UV <Vector (0.6952, 0.6706)>
  UV <Vector (0.6949, 0.6790)>
  UV <Vector (0.6953, 0.6790)>
Face 6540
UV Count: 3
  UV <Vector (0.6956, 0.6706)>
  UV <Vector (0.6953, 0.6790)>
  UV <Vector (0.6958, 0.6791)>
Face 6541
UV Count: 3
  UV <Vector (0.6960, 0.6705)>
  UV <Vector (0.6958, 0.6791)>
  UV <Vector (0.6962, 0.6791)>
Face 6542
UV Count: 3
  UV <Vector (0.6932, 0.6705)>
  UV <Vector (0.6926, 0.6791)>
  UV <Vector (0.6930, 0.6791)>
Face 6543
UV Count: 3
  UV <Vector (0.6935, 0.6791)>
  UV <Vector (0.6932, 0.6705)>
  UV <Vector (0.6930, 0.6791)>
Face 6544
UV Count: 3
  UV <Vector (0.6939, 0.6791)>
  UV <Vector (0.6936, 0.6706)>
  UV <Vector (0.6935, 0.6791)>
Face 6545
UV Count: 3
  UV <Vector (0.6944, 0.6790)>
  UV <Vector (0.6940, 0.6706)>
  UV <Vector (0.6939, 0.6791)>
Face 6546
UV Count: 3
  UV <Vector (0.6944, 0.6697)>
  UV <Vector (0.6946, 0.6701)>
  UV <Vector (0.6948, 0.6697)>
Face 6547
UV Count: 3
  UV <Vector (0.6944, 0.6705)>
  UV <Vector (0.6948, 0.6705)>
  UV <Vector (0.6946, 0.6701)>
Face 6548
UV Count: 3
  UV <Vector (0.6946, 0.6701)>
  UV <Vector (0.6948, 0.6705)>
  UV <Vector (0.6951, 0.6703)>
Face 6549
UV Count: 3
  UV <Vector (0.6946, 0.6701)>
  UV <Vector (0.6951, 0.6703)>
  UV <Vector (0.6951, 0.6699)>
Face 6550
UV Count: 3
  UV <Vector (0.6946, 0.6701)>
  UV <Vector (0.6951, 0.6699)>
  UV <Vector (0.6948, 0.6697)>
Face 6551
UV Count: 3
  UV <Vector (0.6942, 0.6699)>
  UV <Vector (0.6946, 0.6701)>
  UV <Vector (0.6944, 0.6697)>
Face 6552
UV Count: 3
  UV <Vector (0.6942, 0.6703)>
  UV <Vector (0.6946, 0.6701)>
  UV <Vector (0.6942, 0.6699)>
Face 6553
UV Count: 3
  UV <Vector (0.6944, 0.6705)>
  UV <Vector (0.6946, 0.6701)>
  UV <Vector (0.6942, 0.6703)>
Face 6554
UV Count: 3
  UV <Vector (0.6946, 0.7573)>
  UV <Vector (0.6951, 0.7551)>
  UV <Vector (0.6944, 0.7551)>
Face 6555
UV Count: 3
  UV <Vector (0.6927, 0.7573)>
  UV <Vector (0.6932, 0.7550)>
  UV <Vector (0.6926, 0.7549)>
Face 6556
UV Count: 3
  UV <Vector (0.6957, 0.7550)>
  UV <Vector (0.6961, 0.7573)>
  UV <Vector (0.6963, 0.7548)>
Face 6557
UV Count: 3
  UV <Vector (0.6963, 0.7548)>
  UV <Vector (0.6967, 0.7573)>
  UV <Vector (0.6969, 0.7547)>
Face 6558
UV Count: 3
  UV <Vector (0.6920, 0.7549)>
  UV <Vector (0.6927, 0.7573)>
  UV <Vector (0.6926, 0.7549)>
Face 6559
UV Count: 3
  UV <Vector (0.6932, 0.7550)>
  UV <Vector (0.6938, 0.7515)>
  UV <Vector (0.6932, 0.7514)>
Face 6560
UV Count: 3
  UV <Vector (0.6919, 0.7513)>
  UV <Vector (0.6964, 0.7513)>
  UV <Vector (0.6969, 0.7547)>
Face 6561
UV Count: 3
  UV <Vector (0.6939, 0.7575)>
  UV <Vector (0.6945, 0.7574)>
  UV <Vector (0.6939, 0.7574)>
Face 6562
UV Count: 3
  UV <Vector (0.6951, 0.7574)>
  UV <Vector (0.6945, 0.7575)>
  UV <Vector (0.6951, 0.7575)>
Face 6563
UV Count: 3
  UV <Vector (0.6951, 0.7574)>
  UV <Vector (0.6956, 0.7575)>
  UV <Vector (0.6956, 0.7574)>
Face 6564
UV Count: 3
  UV <Vector (0.6933, 0.7575)>
  UV <Vector (0.6939, 0.7574)>
  UV <Vector (0.6933, 0.7574)>
Face 6565
UV Count: 3
  UV <Vector (0.6933, 0.7574)>
  UV <Vector (0.6927, 0.7575)>
  UV <Vector (0.6933, 0.7575)>
Face 6566
UV Count: 3
  UV <Vector (0.6956, 0.7574)>
  UV <Vector (0.6962, 0.7575)>
  UV <Vector (0.6962, 0.7574)>
Face 6567
UV Count: 3
  UV <Vector (0.6967, 0.7573)>
  UV <Vector (0.6962, 0.7573)>
  UV <Vector (0.6968, 0.7573)>
Face 6568
UV Count: 3
  UV <Vector (0.6927, 0.7573)>
  UV <Vector (0.6921, 0.7573)>
  UV <Vector (0.6927, 0.7573)>
Face 6569
UV Count: 3
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6946, 0.7573)>
  UV <Vector (0.6945, 0.7573)>
Face 6570
UV Count: 3
  UV <Vector (0.6945, 0.7573)>
  UV <Vector (0.6940, 0.7573)>
  UV <Vector (0.6939, 0.7573)>
Face 6571
UV Count: 3
  UV <Vector (0.6939, 0.7573)>
  UV <Vector (0.6934, 0.7573)>
  UV <Vector (0.6933, 0.7573)>
Face 6572
UV Count: 3
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6951, 0.7573)>
Face 6573
UV Count: 3
  UV <Vector (0.6961, 0.7573)>
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6962, 0.7573)>
Face 6574
UV Count: 3
  UV <Vector (0.6962, 0.7573)>
  UV <Vector (0.6969, 0.7574)>
  UV <Vector (0.6968, 0.7573)>
Face 6575
UV Count: 3
  UV <Vector (0.6921, 0.7573)>
  UV <Vector (0.6927, 0.7574)>
  UV <Vector (0.6927, 0.7573)>
Face 6576
UV Count: 3
  UV <Vector (0.6934, 0.7573)>
  UV <Vector (0.6927, 0.7573)>
  UV <Vector (0.6933, 0.7573)>
Face 6577
UV Count: 3
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6956, 0.7574)>
  UV <Vector (0.6956, 0.7573)>
Face 6578
UV Count: 3
  UV <Vector (0.6933, 0.7574)>
  UV <Vector (0.6939, 0.7573)>
  UV <Vector (0.6933, 0.7573)>
Face 6579
UV Count: 3
  UV <Vector (0.6927, 0.7574)>
  UV <Vector (0.6933, 0.7573)>
  UV <Vector (0.6927, 0.7573)>
Face 6580
UV Count: 3
  UV <Vector (0.6939, 0.7574)>
  UV <Vector (0.6945, 0.7573)>
  UV <Vector (0.6939, 0.7573)>
Face 6581
UV Count: 3
  UV <Vector (0.6962, 0.7574)>
  UV <Vector (0.6969, 0.7575)>
  UV <Vector (0.6969, 0.7574)>
Face 6582
UV Count: 3
  UV <Vector (0.6920, 0.7574)>
  UV <Vector (0.6927, 0.7575)>
  UV <Vector (0.6927, 0.7574)>
Face 6583
UV Count: 3
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6962, 0.7574)>
  UV <Vector (0.6962, 0.7573)>
Face 6584
UV Count: 3
  UV <Vector (0.6944, 0.6795)>
  UV <Vector (0.6939, 0.6792)>
  UV <Vector (0.6939, 0.6796)>
Face 6585
UV Count: 3
  UV <Vector (0.6939, 0.6796)>
  UV <Vector (0.6934, 0.6792)>
  UV <Vector (0.6934, 0.6796)>
Face 6586
UV Count: 3
  UV <Vector (0.6949, 0.6795)>
  UV <Vector (0.6954, 0.6791)>
  UV <Vector (0.6949, 0.6791)>
Face 6587
UV Count: 3
  UV <Vector (0.6954, 0.6791)>
  UV <Vector (0.6960, 0.6795)>
  UV <Vector (0.6958, 0.6792)>
Face 6588
UV Count: 3
  UV <Vector (0.6922, 0.6795)>
  UV <Vector (0.6930, 0.6792)>
  UV <Vector (0.6925, 0.6792)>
Face 6589
UV Count: 3
  UV <Vector (0.6949, 0.6791)>
  UV <Vector (0.6953, 0.6790)>
  UV <Vector (0.6949, 0.6790)>
Face 6590
UV Count: 3
  UV <Vector (0.6930, 0.6792)>
  UV <Vector (0.6934, 0.6796)>
  UV <Vector (0.6934, 0.6792)>
Face 6591
UV Count: 3
  UV <Vector (0.6939, 0.6791)>
  UV <Vector (0.6944, 0.6791)>
  UV <Vector (0.6944, 0.6790)>
Face 6592
UV Count: 3
  UV <Vector (0.6964, 0.7395)>
  UV <Vector (0.6970, 0.7365)>
  UV <Vector (0.6964, 0.7364)>
Face 6593
UV Count: 3
  UV <Vector (0.6964, 0.7364)>
  UV <Vector (0.6970, 0.7339)>
  UV <Vector (0.6964, 0.7339)>
Face 6594
UV Count: 3
  UV <Vector (0.6964, 0.7339)>
  UV <Vector (0.6970, 0.7314)>
  UV <Vector (0.6964, 0.7313)>
Face 6595
UV Count: 3
  UV <Vector (0.6964, 0.6845)>
  UV <Vector (0.6970, 0.6891)>
  UV <Vector (0.6970, 0.6845)>
Face 6596
UV Count: 3
  UV <Vector (0.6918, 0.6891)>
  UV <Vector (0.6925, 0.6846)>
  UV <Vector (0.6918, 0.6845)>
Face 6597
UV Count: 3
  UV <Vector (0.6944, 0.7003)>
  UV <Vector (0.6951, 0.6943)>
  UV <Vector (0.6944, 0.6944)>
Face 6598
UV Count: 3
  UV <Vector (0.6964, 0.7395)>
  UV <Vector (0.6970, 0.7432)>
  UV <Vector (0.6970, 0.7395)>
Face 6599
UV Count: 3
  UV <Vector (0.6944, 0.6791)>
  UV <Vector (0.6949, 0.6790)>
  UV <Vector (0.6944, 0.6790)>
Face 6600
UV Count: 3
  UV <Vector (0.6930, 0.6792)>
  UV <Vector (0.6935, 0.6791)>
  UV <Vector (0.6930, 0.6791)>
Face 6601
UV Count: 3
  UV <Vector (0.6953, 0.6790)>
  UV <Vector (0.6958, 0.6792)>
  UV <Vector (0.6958, 0.6791)>
Face 6602
UV Count: 3
  UV <Vector (0.6958, 0.6791)>
  UV <Vector (0.6963, 0.6792)>
  UV <Vector (0.6962, 0.6791)>
Face 6603
UV Count: 3
  UV <Vector (0.6925, 0.6792)>
  UV <Vector (0.6930, 0.6791)>
  UV <Vector (0.6926, 0.6791)>
Face 6604
UV Count: 3
  UV <Vector (0.6935, 0.6791)>
  UV <Vector (0.6939, 0.6792)>
  UV <Vector (0.6939, 0.6791)>
Face 6605
UV Count: 3
  UV <Vector (0.6958, 0.6792)>
  UV <Vector (0.6966, 0.6795)>
  UV <Vector (0.6963, 0.6792)>
Face 6606
UV Count: 3
  UV <Vector (0.6938, 0.7551)>
  UV <Vector (0.6944, 0.7516)>
  UV <Vector (0.6938, 0.7515)>
Face 6607
UV Count: 3
  UV <Vector (0.6938, 0.7515)>
  UV <Vector (0.6944, 0.7477)>
  UV <Vector (0.6938, 0.7476)>
Face 6608
UV Count: 3
  UV <Vector (0.6938, 0.7435)>
  UV <Vector (0.6944, 0.7397)>
  UV <Vector (0.6938, 0.7397)>
Face 6609
UV Count: 3
  UV <Vector (0.6941, 0.6699)>
  UV <Vector (0.6942, 0.6703)>
  UV <Vector (0.6942, 0.6699)>
Face 6610
UV Count: 3
  UV <Vector (0.6938, 0.7195)>
  UV <Vector (0.6944, 0.7245)>
  UV <Vector (0.6944, 0.7195)>
Face 6611
UV Count: 3
  UV <Vector (0.6938, 0.7476)>
  UV <Vector (0.6944, 0.7435)>
  UV <Vector (0.6938, 0.7435)>
Face 6612
UV Count: 3
  UV <Vector (0.6925, 0.6943)>
  UV <Vector (0.6931, 0.6892)>
  UV <Vector (0.6925, 0.6892)>
Face 6613
UV Count: 3
  UV <Vector (0.6938, 0.6943)>
  UV <Vector (0.6944, 0.6892)>
  UV <Vector (0.6938, 0.6892)>
Face 6614
UV Count: 3
  UV <Vector (0.6937, 0.7367)>
  UV <Vector (0.6944, 0.7397)>
  UV <Vector (0.6944, 0.7366)>
Face 6615
UV Count: 3
  UV <Vector (0.5961, 0.5352)>
  UV <Vector (0.6004, 0.5331)>
  UV <Vector (0.6006, 0.5349)>
Face 6616
UV Count: 3
  UV <Vector (0.6623, 0.5273)>
  UV <Vector (0.6706, 0.5212)>
  UV <Vector (0.6723, 0.5283)>
Face 6617
UV Count: 3
  UV <Vector (0.6959, 0.5367)>
  UV <Vector (0.7029, 0.5313)>
  UV <Vector (0.7034, 0.5366)>
Face 6618
UV Count: 3
  UV <Vector (0.6883, 0.5304)>
  UV <Vector (0.6918, 0.5241)>
  UV <Vector (0.6946, 0.5309)>
Face 6619
UV Count: 3
  UV <Vector (0.8697, 0.5319)>
  UV <Vector (0.8797, 0.5356)>
  UV <Vector (0.8694, 0.5366)>
Face 6620
UV Count: 3
  UV <Vector (0.5187, 0.5231)>
  UV <Vector (0.5279, 0.5288)>
  UV <Vector (0.5171, 0.5304)>
Face 6621
UV Count: 3
  UV <Vector (0.8394, 0.5196)>
  UV <Vector (0.8296, 0.5212)>
  UV <Vector (0.8297, 0.5191)>
Face 6622
UV Count: 3
  UV <Vector (0.6143, 0.5078)>
  UV <Vector (0.6225, 0.5106)>
  UV <Vector (0.6142, 0.5100)>
Face 6623
UV Count: 3
  UV <Vector (0.6597, 0.5141)>
  UV <Vector (0.6699, 0.5179)>
  UV <Vector (0.6595, 0.5163)>
Face 6624
UV Count: 3
  UV <Vector (0.6922, 0.5186)>
  UV <Vector (0.7034, 0.5216)>
  UV <Vector (0.6917, 0.5207)>
Face 6625
UV Count: 3
  UV <Vector (0.5610, 0.6219)>
  UV <Vector (0.5695, 0.6316)>
  UV <Vector (0.5591, 0.6316)>
Face 6626
UV Count: 3
  UV <Vector (0.6901, 0.5431)>
  UV <Vector (0.6848, 0.5400)>
  UV <Vector (0.6904, 0.5405)>
Face 6627
UV Count: 3
  UV <Vector (0.6835, 0.5461)>
  UV <Vector (0.6901, 0.5431)>
  UV <Vector (0.6908, 0.5463)>
Face 6628
UV Count: 3
  UV <Vector (0.6583, 0.5829)>
  UV <Vector (0.6633, 0.5929)>
  UV <Vector (0.6537, 0.5919)>
Face 6629
UV Count: 3
  UV <Vector (0.6073, 0.6875)>
  UV <Vector (0.6046, 0.6963)>
  UV <Vector (0.6048, 0.6874)>
Face 6630
UV Count: 3
  UV <Vector (0.7934, 0.5678)>
  UV <Vector (0.7823, 0.5766)>
  UV <Vector (0.7815, 0.5679)>
Face 6631
UV Count: 3
  UV <Vector (0.8414, 0.7245)>
  UV <Vector (0.8322, 0.7157)>
  UV <Vector (0.8404, 0.7133)>
Face 6632
UV Count: 3
  UV <Vector (0.8272, 0.7291)>
  UV <Vector (0.8295, 0.7392)>
  UV <Vector (0.8190, 0.7313)>
Face 6633
UV Count: 3
  UV <Vector (0.5537, 0.7163)>
  UV <Vector (0.5589, 0.7250)>
  UV <Vector (0.5511, 0.7242)>
Face 6634
UV Count: 3
  UV <Vector (0.8071, 0.9582)>
  UV <Vector (0.8217, 0.9609)>
  UV <Vector (0.8092, 0.9643)>
Face 6635
UV Count: 3
  UV <Vector (0.8288, 0.9659)>
  UV <Vector (0.8217, 0.9609)>
  UV <Vector (0.8294, 0.9599)>
Face 6636
UV Count: 3
  UV <Vector (0.6286, 0.7165)>
  UV <Vector (0.6379, 0.7070)>
  UV <Vector (0.6387, 0.7166)>
Face 6637
UV Count: 3
  UV <Vector (0.6408, 0.7346)>
  UV <Vector (0.6430, 0.7259)>
  UV <Vector (0.6470, 0.7320)>
Face 6638
UV Count: 3
  UV <Vector (0.5993, 0.9773)>
  UV <Vector (0.5921, 0.9798)>
  UV <Vector (0.5911, 0.9772)>
Face 6639
UV Count: 3
  UV <Vector (0.5992, 0.9734)>
  UV <Vector (0.5933, 0.9704)>
  UV <Vector (0.6000, 0.9714)>
Face 6640
UV Count: 3
  UV <Vector (0.8040, 0.9877)>
  UV <Vector (0.7975, 0.9837)>
  UV <Vector (0.8073, 0.9844)>
Face 6641
UV Count: 3
  UV <Vector (0.5759, 0.9133)>
  UV <Vector (0.5822, 0.9112)>
  UV <Vector (0.5816, 0.9170)>
Face 6642
UV Count: 3
  UV <Vector (0.5760, 0.7695)>
  UV <Vector (0.5814, 0.7645)>
  UV <Vector (0.5822, 0.7700)>
Face 6643
UV Count: 3
  UV <Vector (0.5880, 0.7707)>
  UV <Vector (0.5828, 0.7738)>
  UV <Vector (0.5822, 0.7700)>
Face 6644
UV Count: 3
  UV <Vector (0.5981, 0.7744)>
  UV <Vector (0.5930, 0.7711)>
  UV <Vector (0.5980, 0.7717)>
Face 6645
UV Count: 3
  UV <Vector (0.5200, 0.7753)>
  UV <Vector (0.5148, 0.7742)>
  UV <Vector (0.5201, 0.7745)>
Face 6646
UV Count: 3
  UV <Vector (0.5236, 0.7490)>
  UV <Vector (0.5287, 0.7541)>
  UV <Vector (0.5242, 0.7546)>
Face 6647
UV Count: 3
  UV <Vector (0.5201, 0.7542)>
  UV <Vector (0.5236, 0.7490)>
  UV <Vector (0.5242, 0.7546)>
Face 6648
UV Count: 3
  UV <Vector (0.5282, 0.7461)>
  UV <Vector (0.5330, 0.7475)>
  UV <Vector (0.5279, 0.7484)>
Face 6649
UV Count: 3
  UV <Vector (0.6149, 0.7423)>
  UV <Vector (0.6214, 0.7437)>
  UV <Vector (0.6148, 0.7431)>
Face 6650
UV Count: 3
  UV <Vector (0.5709, 0.7759)>
  UV <Vector (0.5651, 0.7767)>
  UV <Vector (0.5648, 0.7756)>
Face 6651
UV Count: 3
  UV <Vector (0.5646, 0.7806)>
  UV <Vector (0.5590, 0.7838)>
  UV <Vector (0.5592, 0.7801)>
Face 6652
UV Count: 3
  UV <Vector (0.5568, 0.8026)>
  UV <Vector (0.5493, 0.7984)>
  UV <Vector (0.5571, 0.7927)>
Face 6653
UV Count: 3
  UV <Vector (0.8513, 0.8069)>
  UV <Vector (0.8455, 0.8062)>
  UV <Vector (0.8514, 0.8059)>
Face 6654
UV Count: 3
  UV <Vector (0.8258, 0.7704)>
  UV <Vector (0.8177, 0.7717)>
  UV <Vector (0.8181, 0.7696)>
Face 6655
UV Count: 3
  UV <Vector (0.7669, 0.8104)>
  UV <Vector (0.7708, 0.8088)>
  UV <Vector (0.7710, 0.8105)>
Face 6656
UV Count: 3
  UV <Vector (0.8267, 0.8663)>
  UV <Vector (0.8198, 0.8713)>
  UV <Vector (0.8200, 0.8667)>
Face 6657
UV Count: 3
  UV <Vector (0.9001, 0.9229)>
  UV <Vector (0.8911, 0.9257)>
  UV <Vector (0.8904, 0.9216)>
Face 6658
UV Count: 3
  UV <Vector (0.8051, 0.9377)>
  UV <Vector (0.8003, 0.9459)>
  UV <Vector (0.7989, 0.9392)>
Face 6659
UV Count: 3
  UV <Vector (0.8563, 0.9197)>
  UV <Vector (0.8631, 0.9204)>
  UV <Vector (0.8504, 0.9231)>
Face 6660
UV Count: 3
  UV <Vector (0.8539, 0.9129)>
  UV <Vector (0.8618, 0.9153)>
  UV <Vector (0.8533, 0.9157)>
Face 6661
UV Count: 3
  UV <Vector (0.8533, 0.9157)>
  UV <Vector (0.8598, 0.9174)>
  UV <Vector (0.8520, 0.9183)>
Face 6662
UV Count: 3
  UV <Vector (0.8520, 0.9183)>
  UV <Vector (0.8563, 0.9197)>
  UV <Vector (0.8502, 0.9209)>
Face 6663
UV Count: 3
  UV <Vector (0.8459, 0.9169)>
  UV <Vector (0.8384, 0.9157)>
  UV <Vector (0.8461, 0.9137)>
Face 6664
UV Count: 3
  UV <Vector (0.8023, 0.8288)>
  UV <Vector (0.7958, 0.8348)>
  UV <Vector (0.7958, 0.8291)>
Face 6665
UV Count: 3
  UV <Vector (0.8604, 0.8655)>
  UV <Vector (0.8539, 0.8693)>
  UV <Vector (0.8537, 0.8652)>
Face 6666
UV Count: 3
  UV <Vector (0.8736, 0.8666)>
  UV <Vector (0.8816, 0.8719)>
  UV <Vector (0.8740, 0.8712)>
Face 6667
UV Count: 3
  UV <Vector (0.6767, 0.9734)>
  UV <Vector (0.6817, 0.9782)>
  UV <Vector (0.6757, 0.9774)>
Face 6668
UV Count: 3
  UV <Vector (0.7166, 0.9555)>
  UV <Vector (0.7170, 0.9475)>
  UV <Vector (0.7205, 0.9538)>
Face 6669
UV Count: 3
  UV <Vector (0.7242, 0.9525)>
  UV <Vector (0.7241, 0.9441)>
  UV <Vector (0.7287, 0.9509)>
Face 6670
UV Count: 3
  UV <Vector (0.7347, 0.9695)>
  UV <Vector (0.7416, 0.9636)>
  UV <Vector (0.7442, 0.9691)>
Face 6671
UV Count: 3
  UV <Vector (0.7330, 0.9853)>
  UV <Vector (0.7291, 0.9851)>
  UV <Vector (0.7328, 0.9841)>
Face 6672
UV Count: 3
  UV <Vector (0.7673, 0.9669)>
  UV <Vector (0.7562, 0.9593)>
  UV <Vector (0.7693, 0.9673)>
Face 6673
UV Count: 3
  UV <Vector (0.6722, 0.9721)>
  UV <Vector (0.6757, 0.9774)>
  UV <Vector (0.6714, 0.9762)>
Face 6674
UV Count: 3
  UV <Vector (0.6718, 0.9134)>
  UV <Vector (0.6534, 0.9260)>
  UV <Vector (0.6721, 0.9105)>
Face 6675
UV Count: 3
  UV <Vector (0.6707, 0.9156)>
  UV <Vector (0.6531, 0.9307)>
  UV <Vector (0.6709, 0.9153)>
Face 6676
UV Count: 3
  UV <Vector (0.7150, 0.8761)>
  UV <Vector (0.7075, 0.8734)>
  UV <Vector (0.7160, 0.8734)>
Face 6677
UV Count: 3
  UV <Vector (0.6707, 0.9878)>
  UV <Vector (0.6661, 0.9879)>
  UV <Vector (0.6660, 0.9866)>
Face 6678
UV Count: 3
  UV <Vector (0.6306, 0.9998)>
  UV <Vector (0.6383, 0.9977)>
  UV <Vector (0.6374, 0.9998)>
Face 6679
UV Count: 3
  UV <Vector (0.7252, 0.8369)>
  UV <Vector (0.7298, 0.8382)>
  UV <Vector (0.7253, 0.8397)>
Face 6680
UV Count: 3
  UV <Vector (0.7298, 0.8029)>
  UV <Vector (0.7293, 0.8114)>
  UV <Vector (0.7276, 0.8021)>
Face 6681
UV Count: 3
  UV <Vector (0.6723, 0.8718)>
  UV <Vector (0.6664, 0.8734)>
  UV <Vector (0.6646, 0.8710)>
Face 6682
UV Count: 3
  UV <Vector (0.6713, 0.8405)>
  UV <Vector (0.6667, 0.8391)>
  UV <Vector (0.6670, 0.8348)>
Face 6683
UV Count: 3
  UV <Vector (0.6068, 0.9941)>
  UV <Vector (0.6125, 0.9976)>
  UV <Vector (0.6052, 0.9979)>
Face 6684
UV Count: 3
  UV <Vector (0.8803, 0.9780)>
  UV <Vector (0.8802, 0.9494)>
  UV <Vector (0.8847, 0.9489)>
Face 6685
UV Count: 3
  UV <Vector (0.8982, 0.9783)>
  UV <Vector (0.8847, 0.9784)>
  UV <Vector (0.8847, 0.9489)>
Face 6686
UV Count: 3
  UV <Vector (0.8563, 0.9780)>
  UV <Vector (0.8567, 0.9491)>
  UV <Vector (0.8695, 0.9495)>
Face 6687
UV Count: 3
  UV <Vector (0.8510, 0.9923)>
  UV <Vector (0.8561, 0.9814)>
  UV <Vector (0.8554, 0.9937)>
Face 6688
UV Count: 3
  UV <Vector (0.8561, 0.9814)>
  UV <Vector (0.8692, 0.9818)>
  UV <Vector (0.8690, 0.9914)>
Face 6689
UV Count: 3
  UV <Vector (0.8383, 0.9779)>
  UV <Vector (0.8387, 0.9484)>
  UV <Vector (0.8522, 0.9486)>
Face 6690
UV Count: 3
  UV <Vector (0.8807, 0.9903)>
  UV <Vector (0.8806, 0.9823)>
  UV <Vector (0.8815, 0.9811)>
Face 6691
UV Count: 3
  UV <Vector (0.8692, 0.9818)>
  UV <Vector (0.8693, 0.9777)>
  UV <Vector (0.8803, 0.9780)>
Face 6692
UV Count: 3
  UV <Vector (0.8852, 0.9935)>
  UV <Vector (0.8818, 0.9913)>
  UV <Vector (0.8815, 0.9811)>
Face 6693
UV Count: 3
  UV <Vector (0.8518, 0.9782)>
  UV <Vector (0.8522, 0.9486)>
  UV <Vector (0.8567, 0.9491)>
Face 6694
UV Count: 3
  UV <Vector (0.8702, 0.9827)>
  UV <Vector (0.8806, 0.9823)>
  UV <Vector (0.8807, 0.9903)>
Face 6695
UV Count: 3
  UV <Vector (0.8692, 0.9818)>
  UV <Vector (0.8702, 0.9827)>
  UV <Vector (0.8699, 0.9904)>
Face 6696
UV Count: 3
  UV <Vector (0.8699, 0.9904)>
  UV <Vector (0.8807, 0.9903)>
  UV <Vector (0.8818, 0.9913)>
Face 6697
UV Count: 3
  UV <Vector (0.8690, 0.9914)>
  UV <Vector (0.8818, 0.9913)>
  UV <Vector (0.8807, 0.9946)>
Face 6698
UV Count: 3
  UV <Vector (0.8563, 0.9780)>
  UV <Vector (0.8693, 0.9777)>
  UV <Vector (0.8692, 0.9818)>
Face 6699
UV Count: 3
  UV <Vector (0.9828, 0.6576)>
  UV <Vector (0.9831, 0.6746)>
  UV <Vector (0.9569, 0.6745)>
Face 6700
UV Count: 3
  UV <Vector (0.9226, 0.8925)>
  UV <Vector (0.9554, 0.8923)>
  UV <Vector (0.9554, 0.9093)>
Face 6701
UV Count: 3
  UV <Vector (0.9054, 0.6189)>
  UV <Vector (0.9049, 0.6270)>
  UV <Vector (0.8992, 0.6266)>
Face 6702
UV Count: 3
  UV <Vector (0.7241, 0.8734)>
  UV <Vector (0.7160, 0.8734)>
  UV <Vector (0.7166, 0.8718)>
Face 6703
UV Count: 3
  UV <Vector (0.7224, 0.8765)>
  UV <Vector (0.7150, 0.8761)>
  UV <Vector (0.7160, 0.8734)>
Face 6704
UV Count: 3
  UV <Vector (0.7059, 0.8796)>
  UV <Vector (0.6989, 0.8796)>
  UV <Vector (0.6989, 0.8775)>
Face 6705
UV Count: 3
  UV <Vector (0.6992, 0.8868)>
  UV <Vector (0.6991, 0.8847)>
  UV <Vector (0.7064, 0.8846)>
Face 6706
UV Count: 3
  UV <Vector (0.7358, 0.9976)>
  UV <Vector (0.7344, 0.9942)>
  UV <Vector (0.7433, 0.9946)>
Face 6707
UV Count: 3
  UV <Vector (0.7323, 0.8757)>
  UV <Vector (0.7282, 0.8764)>
  UV <Vector (0.7307, 0.8729)>
Face 6708
UV Count: 3
  UV <Vector (0.7205, 0.8785)>
  UV <Vector (0.7139, 0.8777)>
  UV <Vector (0.7150, 0.8761)>
Face 6709
UV Count: 3
  UV <Vector (0.7166, 0.8718)>
  UV <Vector (0.7078, 0.8720)>
  UV <Vector (0.7082, 0.8682)>
Face 6710
UV Count: 3
  UV <Vector (0.7308, 0.9944)>
  UV <Vector (0.7291, 0.9914)>
  UV <Vector (0.7340, 0.9914)>
Face 6711
UV Count: 3
  UV <Vector (0.7004, 0.9949)>
  UV <Vector (0.7124, 0.9947)>
  UV <Vector (0.7127, 0.9976)>
Face 6712
UV Count: 3
  UV <Vector (0.7244, 0.9942)>
  UV <Vector (0.7228, 0.9914)>
  UV <Vector (0.7291, 0.9914)>
Face 6713
UV Count: 3
  UV <Vector (0.7321, 0.8704)>
  UV <Vector (0.7249, 0.8716)>
  UV <Vector (0.7262, 0.8664)>
Face 6714
UV Count: 3
  UV <Vector (0.7344, 0.9942)>
  UV <Vector (0.7340, 0.9914)>
  UV <Vector (0.7412, 0.9914)>
Face 6715
UV Count: 3
  UV <Vector (0.7350, 0.8719)>
  UV <Vector (0.7307, 0.8729)>
  UV <Vector (0.7321, 0.8704)>
Face 6716
UV Count: 3
  UV <Vector (0.7352, 0.8755)>
  UV <Vector (0.7323, 0.8757)>
  UV <Vector (0.7350, 0.8719)>
Face 6717
UV Count: 3
  UV <Vector (0.7400, 0.8673)>
  UV <Vector (0.7367, 0.8689)>
  UV <Vector (0.7378, 0.8634)>
Face 6718
UV Count: 3
  UV <Vector (0.7130, 0.8834)>
  UV <Vector (0.7104, 0.8821)>
  UV <Vector (0.7123, 0.8799)>
Face 6719
UV Count: 3
  UV <Vector (0.6653, 0.8211)>
  UV <Vector (0.6665, 0.8205)>
  UV <Vector (0.6662, 0.8268)>
Face 6720
UV Count: 3
  UV <Vector (0.6991, 0.8847)>
  UV <Vector (0.6990, 0.8824)>
  UV <Vector (0.7054, 0.8823)>
Face 6721
UV Count: 3
  UV <Vector (0.6989, 0.8734)>
  UV <Vector (0.6989, 0.8757)>
  UV <Vector (0.6909, 0.8760)>
Face 6722
UV Count: 3
  UV <Vector (0.7076, 0.8860)>
  UV <Vector (0.7064, 0.8846)>
  UV <Vector (0.7130, 0.8834)>
Face 6723
UV Count: 3
  UV <Vector (0.7099, 0.8876)>
  UV <Vector (0.7076, 0.8860)>
  UV <Vector (0.7156, 0.8843)>
Face 6724
UV Count: 3
  UV <Vector (0.7180, 0.8808)>
  UV <Vector (0.7123, 0.8799)>
  UV <Vector (0.7139, 0.8777)>
Face 6725
UV Count: 3
  UV <Vector (0.7104, 0.8821)>
  UV <Vector (0.7054, 0.8823)>
  UV <Vector (0.7059, 0.8796)>
Face 6726
UV Count: 3
  UV <Vector (0.7156, 0.8843)>
  UV <Vector (0.7130, 0.8834)>
  UV <Vector (0.7180, 0.8808)>
Face 6727
UV Count: 3
  UV <Vector (0.7276, 0.8828)>
  UV <Vector (0.7249, 0.8824)>
  UV <Vector (0.7294, 0.8789)>
Face 6728
UV Count: 3
  UV <Vector (0.7249, 0.8824)>
  UV <Vector (0.7220, 0.8817)>
  UV <Vector (0.7257, 0.8790)>
Face 6729
UV Count: 3
  UV <Vector (0.7064, 0.8846)>
  UV <Vector (0.7054, 0.8823)>
  UV <Vector (0.7104, 0.8821)>
Face 6730
UV Count: 3
  UV <Vector (0.7307, 0.8729)>
  UV <Vector (0.7241, 0.8734)>
  UV <Vector (0.7249, 0.8716)>
Face 6731
UV Count: 3
  UV <Vector (0.6875, 0.9953)>
  UV <Vector (0.7004, 0.9949)>
  UV <Vector (0.7003, 0.9981)>
Face 6732
UV Count: 3
  UV <Vector (0.6878, 0.9914)>
  UV <Vector (0.7002, 0.9914)>
  UV <Vector (0.7004, 0.9949)>
Face 6733
UV Count: 3
  UV <Vector (0.7188, 0.9944)>
  UV <Vector (0.7174, 0.9914)>
  UV <Vector (0.7228, 0.9914)>
Face 6734
UV Count: 3
  UV <Vector (0.7275, 0.7936)>
  UV <Vector (0.7298, 0.8029)>
  UV <Vector (0.7276, 0.8021)>
Face 6735
UV Count: 3
  UV <Vector (0.5393, 0.9914)>
  UV <Vector (0.5447, 0.9984)>
  UV <Vector (0.5294, 0.9988)>
Face 6736
UV Count: 3
  UV <Vector (0.7293, 0.8197)>
  UV <Vector (0.7276, 0.8114)>
  UV <Vector (0.7293, 0.8114)>
Face 6737
UV Count: 3
  UV <Vector (0.7251, 0.7940)>
  UV <Vector (0.7229, 0.7950)>
  UV <Vector (0.7199, 0.7883)>
Face 6738
UV Count: 3
  UV <Vector (0.7699, 0.9985)>
  UV <Vector (0.7653, 0.9953)>
  UV <Vector (0.7805, 0.9956)>
Face 6739
UV Count: 3
  UV <Vector (0.7286, 0.8314)>
  UV <Vector (0.7301, 0.8259)>
  UV <Vector (0.7313, 0.8274)>
Face 6740
UV Count: 3
  UV <Vector (0.7294, 0.8340)>
  UV <Vector (0.7323, 0.8308)>
  UV <Vector (0.7332, 0.8362)>
Face 6741
UV Count: 3
  UV <Vector (0.7339, 0.8432)>
  UV <Vector (0.7303, 0.8435)>
  UV <Vector (0.7298, 0.8382)>
Face 6742
UV Count: 3
  UV <Vector (0.7352, 0.8362)>
  UV <Vector (0.7367, 0.8466)>
  UV <Vector (0.7339, 0.8432)>
Face 6743
UV Count: 3
  UV <Vector (0.7339, 0.8277)>
  UV <Vector (0.7323, 0.8308)>
  UV <Vector (0.7313, 0.8274)>
Face 6744
UV Count: 3
  UV <Vector (0.6767, 0.8823)>
  UV <Vector (0.6836, 0.8845)>
  UV <Vector (0.6816, 0.8857)>
Face 6745
UV Count: 3
  UV <Vector (0.7303, 0.8435)>
  UV <Vector (0.7249, 0.8437)>
  UV <Vector (0.7253, 0.8397)>
Face 6746
UV Count: 3
  UV <Vector (0.7371, 0.8575)>
  UV <Vector (0.7330, 0.8596)>
  UV <Vector (0.7320, 0.8547)>
Face 6747
UV Count: 3
  UV <Vector (0.7257, 0.8581)>
  UV <Vector (0.7171, 0.8600)>
  UV <Vector (0.7168, 0.8558)>
Face 6748
UV Count: 3
  UV <Vector (0.8223, 0.9988)>
  UV <Vector (0.8073, 0.9985)>
  UV <Vector (0.8128, 0.9914)>
Face 6749
UV Count: 3
  UV <Vector (0.7249, 0.8437)>
  UV <Vector (0.7177, 0.8467)>
  UV <Vector (0.7186, 0.8432)>
Face 6750
UV Count: 3
  UV <Vector (0.6895, 0.8647)>
  UV <Vector (0.6894, 0.8610)>
  UV <Vector (0.6987, 0.8610)>
Face 6751
UV Count: 3
  UV <Vector (0.7082, 0.8644)>
  UV <Vector (0.7082, 0.8682)>
  UV <Vector (0.6989, 0.8683)>
Face 6752
UV Count: 3
  UV <Vector (0.7180, 0.8858)>
  UV <Vector (0.7156, 0.8843)>
  UV <Vector (0.7220, 0.8817)>
Face 6753
UV Count: 3
  UV <Vector (0.6989, 0.8721)>
  UV <Vector (0.6989, 0.8734)>
  UV <Vector (0.6903, 0.8737)>
Face 6754
UV Count: 3
  UV <Vector (0.6989, 0.8757)>
  UV <Vector (0.6989, 0.8775)>
  UV <Vector (0.6913, 0.8775)>
Face 6755
UV Count: 3
  UV <Vector (0.7123, 0.8799)>
  UV <Vector (0.7059, 0.8796)>
  UV <Vector (0.7065, 0.8774)>
Face 6756
UV Count: 3
  UV <Vector (0.7201, 0.8890)>
  UV <Vector (0.7180, 0.8858)>
  UV <Vector (0.7249, 0.8824)>
Face 6757
UV Count: 3
  UV <Vector (0.6991, 0.8885)>
  UV <Vector (0.6993, 0.8925)>
  UV <Vector (0.6888, 0.8921)>
Face 6758
UV Count: 3
  UV <Vector (0.7070, 0.8758)>
  UV <Vector (0.6989, 0.8757)>
  UV <Vector (0.6989, 0.8734)>
Face 6759
UV Count: 3
  UV <Vector (0.7220, 0.8817)>
  UV <Vector (0.7180, 0.8808)>
  UV <Vector (0.7205, 0.8785)>
Face 6760
UV Count: 3
  UV <Vector (0.7294, 0.8789)>
  UV <Vector (0.7257, 0.8790)>
  UV <Vector (0.7282, 0.8764)>
Face 6761
UV Count: 3
  UV <Vector (0.6753, 0.9945)>
  UV <Vector (0.6749, 0.9978)>
  UV <Vector (0.6626, 0.9975)>
Face 6762
UV Count: 3
  UV <Vector (0.6749, 0.9998)>
  UV <Vector (0.6749, 0.9978)>
  UV <Vector (0.6872, 0.9984)>
Face 6763
UV Count: 3
  UV <Vector (0.7317, 0.8785)>
  UV <Vector (0.7294, 0.8789)>
  UV <Vector (0.7323, 0.8757)>
Face 6764
UV Count: 3
  UV <Vector (0.7569, 0.9986)>
  UV <Vector (0.7530, 0.9951)>
  UV <Vector (0.7653, 0.9953)>
Face 6765
UV Count: 3
  UV <Vector (0.7392, 0.8544)>
  UV <Vector (0.7371, 0.8575)>
  UV <Vector (0.7353, 0.8507)>
Face 6766
UV Count: 3
  UV <Vector (0.7250, 0.8535)>
  UV <Vector (0.7168, 0.8558)>
  UV <Vector (0.7170, 0.8512)>
Face 6767
UV Count: 3
  UV <Vector (0.7168, 0.8558)>
  UV <Vector (0.7079, 0.8569)>
  UV <Vector (0.7080, 0.8523)>
Face 6768
UV Count: 3
  UV <Vector (0.7080, 0.8608)>
  UV <Vector (0.7079, 0.8569)>
  UV <Vector (0.7168, 0.8558)>
Face 6769
UV Count: 3
  UV <Vector (0.7262, 0.8620)>
  UV <Vector (0.7175, 0.8639)>
  UV <Vector (0.7171, 0.8600)>
Face 6770
UV Count: 3
  UV <Vector (0.6982, 0.8413)>
  UV <Vector (0.7096, 0.8413)>
  UV <Vector (0.7091, 0.8441)>
Face 6771
UV Count: 3
  UV <Vector (0.6984, 0.8524)>
  UV <Vector (0.6985, 0.8570)>
  UV <Vector (0.6892, 0.8571)>
Face 6772
UV Count: 3
  UV <Vector (0.6814, 0.9317)>
  UV <Vector (0.6837, 0.9351)>
  UV <Vector (0.6747, 0.9394)>
Face 6773
UV Count: 3
  UV <Vector (0.6747, 0.9394)>
  UV <Vector (0.6712, 0.9373)>
  UV <Vector (0.6814, 0.9317)>
Face 6774
UV Count: 3
  UV <Vector (0.7056, 0.9352)>
  UV <Vector (0.6946, 0.9338)>
  UV <Vector (0.6946, 0.9296)>
Face 6775
UV Count: 3
  UV <Vector (0.7022, 0.9416)>
  UV <Vector (0.6944, 0.9402)>
  UV <Vector (0.6945, 0.9362)>
Face 6776
UV Count: 3
  UV <Vector (0.6771, 0.9514)>
  UV <Vector (0.6801, 0.9533)>
  UV <Vector (0.6780, 0.9585)>
Face 6777
UV Count: 3
  UV <Vector (0.6674, 0.9349)>
  UV <Vector (0.6712, 0.9373)>
  UV <Vector (0.6648, 0.9439)>
Face 6778
UV Count: 3
  UV <Vector (0.6747, 0.9394)>
  UV <Vector (0.6773, 0.9416)>
  UV <Vector (0.6717, 0.9473)>
Face 6779
UV Count: 3
  UV <Vector (0.6837, 0.9351)>
  UV <Vector (0.6850, 0.9373)>
  UV <Vector (0.6773, 0.9416)>
Face 6780
UV Count: 3
  UV <Vector (0.6544, 0.9507)>
  UV <Vector (0.6604, 0.9506)>
  UV <Vector (0.6569, 0.9575)>
Face 6781
UV Count: 3
  UV <Vector (0.6655, 0.9598)>
  UV <Vector (0.6693, 0.9611)>
  UV <Vector (0.6687, 0.9664)>
Face 6782
UV Count: 3
  UV <Vector (0.6598, 0.9431)>
  UV <Vector (0.6648, 0.9439)>
  UV <Vector (0.6604, 0.9506)>
Face 6783
UV Count: 3
  UV <Vector (0.6689, 0.9455)>
  UV <Vector (0.6717, 0.9473)>
  UV <Vector (0.6678, 0.9534)>
Face 6784
UV Count: 3
  UV <Vector (0.6550, 0.9624)>
  UV <Vector (0.6608, 0.9637)>
  UV <Vector (0.6607, 0.9685)>
Face 6785
UV Count: 3
  UV <Vector (0.6420, 0.9734)>
  UV <Vector (0.6516, 0.9729)>
  UV <Vector (0.6496, 0.9776)>
Face 6786
UV Count: 3
  UV <Vector (0.6516, 0.9729)>
  UV <Vector (0.6589, 0.9730)>
  UV <Vector (0.6571, 0.9780)>
Face 6787
UV Count: 3
  UV <Vector (0.6755, 0.9816)>
  UV <Vector (0.6754, 0.9865)>
  UV <Vector (0.6705, 0.9861)>
Face 6788
UV Count: 3
  UV <Vector (0.6589, 0.9730)>
  UV <Vector (0.6635, 0.9738)>
  UV <Vector (0.6623, 0.9785)>
Face 6789
UV Count: 3
  UV <Vector (0.6864, 0.9412)>
  UV <Vector (0.6875, 0.9449)>
  UV <Vector (0.6815, 0.9472)>
Face 6790
UV Count: 3
  UV <Vector (0.6944, 0.9402)>
  UV <Vector (0.6864, 0.9412)>
  UV <Vector (0.6850, 0.9373)>
Face 6791
UV Count: 3
  UV <Vector (0.6885, 0.9554)>
  UV <Vector (0.6941, 0.9555)>
  UV <Vector (0.6939, 0.9609)>
Face 6792
UV Count: 3
  UV <Vector (0.6822, 0.9600)>
  UV <Vector (0.6880, 0.9608)>
  UV <Vector (0.6879, 0.9660)>
Face 6793
UV Count: 3
  UV <Vector (0.6795, 0.9444)>
  UV <Vector (0.6815, 0.9472)>
  UV <Vector (0.6771, 0.9514)>
Face 6794
UV Count: 3
  UV <Vector (0.6744, 0.9569)>
  UV <Vector (0.6780, 0.9585)>
  UV <Vector (0.6773, 0.9639)>
Face 6795
UV Count: 3
  UV <Vector (0.6801, 0.9533)>
  UV <Vector (0.6836, 0.9548)>
  UV <Vector (0.6822, 0.9600)>
Face 6796
UV Count: 3
  UV <Vector (0.6775, 0.9688)>
  UV <Vector (0.6773, 0.9639)>
  UV <Vector (0.6819, 0.9655)>
Face 6797
UV Count: 3
  UV <Vector (0.6733, 0.9676)>
  UV <Vector (0.6775, 0.9688)>
  UV <Vector (0.6767, 0.9734)>
Face 6798
UV Count: 3
  UV <Vector (0.6743, 0.9493)>
  UV <Vector (0.6771, 0.9514)>
  UV <Vector (0.6744, 0.9569)>
Face 6799
UV Count: 3
  UV <Vector (0.7050, 0.9649)>
  UV <Vector (0.7046, 0.9600)>
  UV <Vector (0.7089, 0.9588)>
Face 6800
UV Count: 3
  UV <Vector (0.6816, 0.9820)>
  UV <Vector (0.6816, 0.9862)>
  UV <Vector (0.6754, 0.9865)>
Face 6801
UV Count: 3
  UV <Vector (0.6714, 0.9762)>
  UV <Vector (0.6707, 0.9805)>
  UV <Vector (0.6668, 0.9793)>
Face 6802
UV Count: 3
  UV <Vector (0.6731, 0.9624)>
  UV <Vector (0.6773, 0.9639)>
  UV <Vector (0.6775, 0.9688)>
Face 6803
UV Count: 3
  UV <Vector (0.7046, 0.9600)>
  UV <Vector (0.7038, 0.9552)>
  UV <Vector (0.7072, 0.9539)>
Face 6804
UV Count: 3
  UV <Vector (0.7050, 0.9697)>
  UV <Vector (0.7050, 0.9649)>
  UV <Vector (0.7098, 0.9639)>
Face 6805
UV Count: 3
  UV <Vector (0.5613, 0.9847)>
  UV <Vector (0.5684, 0.9844)>
  UV <Vector (0.5677, 0.9875)>
Face 6806
UV Count: 3
  UV <Vector (0.5983, 0.9744)>
  UV <Vector (0.5902, 0.9730)>
  UV <Vector (0.5907, 0.9711)>
Face 6807
UV Count: 3
  UV <Vector (0.5993, 0.9773)>
  UV <Vector (0.5984, 0.9757)>
  UV <Vector (0.6051, 0.9752)>
Face 6808
UV Count: 3
  UV <Vector (0.5667, 0.9654)>
  UV <Vector (0.5673, 0.9709)>
  UV <Vector (0.5593, 0.9701)>
Face 6809
UV Count: 3
  UV <Vector (0.5807, 0.9802)>
  UV <Vector (0.5826, 0.9836)>
  UV <Vector (0.5684, 0.9844)>
Face 6810
UV Count: 3
  UV <Vector (0.6038, 0.9805)>
  UV <Vector (0.6010, 0.9790)>
  UV <Vector (0.6083, 0.9768)>
Face 6811
UV Count: 3
  UV <Vector (0.6179, 0.9723)>
  UV <Vector (0.6211, 0.9719)>
  UV <Vector (0.6138, 0.9775)>
Face 6812
UV Count: 3
  UV <Vector (0.6038, 0.9805)>
  UV <Vector (0.6086, 0.9810)>
  UV <Vector (0.6006, 0.9846)>
Face 6813
UV Count: 3
  UV <Vector (0.6274, 0.9584)>
  UV <Vector (0.6178, 0.9649)>
  UV <Vector (0.6169, 0.9644)>
Face 6814
UV Count: 3
  UV <Vector (0.6419, 0.9589)>
  UV <Vector (0.6344, 0.9624)>
  UV <Vector (0.6362, 0.9562)>
Face 6815
UV Count: 3
  UV <Vector (0.6309, 0.9587)>
  UV <Vector (0.6334, 0.9573)>
  UV <Vector (0.6290, 0.9652)>
Face 6816
UV Count: 3
  UV <Vector (0.6534, 0.9260)>
  UV <Vector (0.6392, 0.9458)>
  UV <Vector (0.6388, 0.9449)>
Face 6817
UV Count: 3
  UV <Vector (0.6334, 0.9573)>
  UV <Vector (0.6309, 0.9587)>
  UV <Vector (0.6412, 0.9471)>
Face 6818
UV Count: 3
  UV <Vector (0.6295, 0.9594)>
  UV <Vector (0.6286, 0.9594)>
  UV <Vector (0.6402, 0.9469)>
Face 6819
UV Count: 3
  UV <Vector (0.8139, 0.7194)>
  UV <Vector (0.8190, 0.7313)>
  UV <Vector (0.8052, 0.7288)>
Face 6820
UV Count: 3
  UV <Vector (0.6530, 0.9313)>
  UV <Vector (0.6540, 0.9315)>
  UV <Vector (0.6434, 0.9468)>
Face 6821
UV Count: 3
  UV <Vector (0.7170, 0.8512)>
  UV <Vector (0.7080, 0.8523)>
  UV <Vector (0.7085, 0.8477)>
Face 6822
UV Count: 3
  UV <Vector (0.6407, 0.9469)>
  UV <Vector (0.6412, 0.9471)>
  UV <Vector (0.6309, 0.9587)>
Face 6823
UV Count: 3
  UV <Vector (0.7183, 0.9155)>
  UV <Vector (0.7184, 0.9158)>
  UV <Vector (0.6946, 0.9090)>
Face 6824
UV Count: 3
  UV <Vector (0.6946, 0.9107)>
  UV <Vector (0.6946, 0.9142)>
  UV <Vector (0.6738, 0.9196)>
Face 6825
UV Count: 3
  UV <Vector (0.6540, 0.9315)>
  UV <Vector (0.6547, 0.9315)>
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Face 6826
UV Count: 3
  UV <Vector (0.6820, 0.9743)>
  UV <Vector (0.6879, 0.9748)>
  UV <Vector (0.6878, 0.9786)>
Face 6827
UV Count: 3
  UV <Vector (0.6819, 0.9655)>
  UV <Vector (0.6879, 0.9660)>
  UV <Vector (0.6880, 0.9707)>
Face 6828
UV Count: 3
  UV <Vector (0.6879, 0.9748)>
  UV <Vector (0.6939, 0.9748)>
  UV <Vector (0.6939, 0.9787)>
Face 6829
UV Count: 3
  UV <Vector (0.6879, 0.9660)>
  UV <Vector (0.6939, 0.9660)>
  UV <Vector (0.6938, 0.9706)>
Face 6830
UV Count: 3
  UV <Vector (0.6824, 0.9701)>
  UV <Vector (0.6880, 0.9707)>
  UV <Vector (0.6879, 0.9748)>
Face 6831
UV Count: 3
  UV <Vector (0.6816, 0.9820)>
  UV <Vector (0.6877, 0.9823)>
  UV <Vector (0.6878, 0.9864)>
Face 6832
UV Count: 3
  UV <Vector (0.6938, 0.9706)>
  UV <Vector (0.6995, 0.9701)>
  UV <Vector (0.6998, 0.9745)>
Face 6833
UV Count: 3
  UV <Vector (0.6939, 0.9826)>
  UV <Vector (0.6938, 0.9870)>
  UV <Vector (0.6878, 0.9864)>
Face 6834
UV Count: 3
  UV <Vector (0.6849, 0.9513)>
  UV <Vector (0.6889, 0.9512)>
  UV <Vector (0.6885, 0.9554)>
Face 6835
UV Count: 3
  UV <Vector (0.6817, 0.9782)>
  UV <Vector (0.6878, 0.9786)>
  UV <Vector (0.6877, 0.9823)>
Face 6836
UV Count: 3
  UV <Vector (0.6941, 0.9555)>
  UV <Vector (0.6941, 0.9511)>
  UV <Vector (0.6992, 0.9514)>
Face 6837
UV Count: 3
  UV <Vector (0.6992, 0.9514)>
  UV <Vector (0.6941, 0.9511)>
  UV <Vector (0.6942, 0.9475)>
Face 6838
UV Count: 3
  UV <Vector (0.6123, 0.9840)>
  UV <Vector (0.6266, 0.9809)>
  UV <Vector (0.6223, 0.9870)>
Face 6839
UV Count: 3
  UV <Vector (0.6223, 0.9749)>
  UV <Vector (0.6333, 0.9712)>
  UV <Vector (0.6300, 0.9759)>
Face 6840
UV Count: 3
  UV <Vector (0.6211, 0.9719)>
  UV <Vector (0.6280, 0.9694)>
  UV <Vector (0.6223, 0.9749)>
Face 6841
UV Count: 3
  UV <Vector (0.6086, 0.9810)>
  UV <Vector (0.6180, 0.9793)>
  UV <Vector (0.6123, 0.9840)>
Face 6842
UV Count: 3
  UV <Vector (0.6284, 0.9591)>
  UV <Vector (0.6286, 0.9594)>
  UV <Vector (0.6203, 0.9658)>
Face 6843
UV Count: 3
  UV <Vector (0.6122, 0.9707)>
  UV <Vector (0.6134, 0.9709)>
  UV <Vector (0.6065, 0.9759)>
Face 6844
UV Count: 3
  UV <Vector (0.6419, 0.9589)>
  UV <Vector (0.6405, 0.9544)>
  UV <Vector (0.6468, 0.9517)>
Face 6845
UV Count: 3
  UV <Vector (0.6583, 0.9317)>
  UV <Vector (0.6628, 0.9326)>
  UV <Vector (0.6541, 0.9436)>
Face 6846
UV Count: 3
  UV <Vector (0.6717, 0.9169)>
  UV <Vector (0.6738, 0.9196)>
  UV <Vector (0.6583, 0.9317)>
Face 6847
UV Count: 3
  UV <Vector (0.6707, 0.9156)>
  UV <Vector (0.6713, 0.9164)>
  UV <Vector (0.6540, 0.9315)>
Face 6848
UV Count: 3
  UV <Vector (0.7175, 0.9171)>
  UV <Vector (0.6946, 0.9107)>
  UV <Vector (0.6946, 0.9100)>
Face 6849
UV Count: 3
  UV <Vector (0.6946, 0.9187)>
  UV <Vector (0.6946, 0.9142)>
  UV <Vector (0.7154, 0.9199)>
Face 6850
UV Count: 3
  UV <Vector (0.6628, 0.9326)>
  UV <Vector (0.6674, 0.9349)>
  UV <Vector (0.6598, 0.9431)>
Face 6851
UV Count: 3
  UV <Vector (0.6218, 0.9879)>
  UV <Vector (0.6015, 0.9905)>
  UV <Vector (0.6028, 0.9896)>
Face 6852
UV Count: 3
  UV <Vector (0.6707, 0.9878)>
  UV <Vector (0.6705, 0.9861)>
  UV <Vector (0.6754, 0.9865)>
Face 6853
UV Count: 3
  UV <Vector (0.7193, 0.9978)>
  UV <Vector (0.7244, 0.9976)>
  UV <Vector (0.7246, 0.9998)>
Face 6854
UV Count: 3
  UV <Vector (0.7317, 0.9998)>
  UV <Vector (0.7313, 0.9974)>
  UV <Vector (0.7358, 0.9976)>
Face 6855
UV Count: 3
  UV <Vector (0.6820, 0.9888)>
  UV <Vector (0.6757, 0.9904)>
  UV <Vector (0.6757, 0.9884)>
Face 6856
UV Count: 3
  UV <Vector (0.6878, 0.9873)>
  UV <Vector (0.6879, 0.9880)>
  UV <Vector (0.6819, 0.9877)>
Face 6857
UV Count: 3
  UV <Vector (0.6874, 0.9998)>
  UV <Vector (0.6872, 0.9984)>
  UV <Vector (0.7003, 0.9981)>
Face 6858
UV Count: 3
  UV <Vector (0.6561, 0.9862)>
  UV <Vector (0.6563, 0.9883)>
  UV <Vector (0.6476, 0.9870)>
Face 6859
UV Count: 3
  UV <Vector (0.5818, 0.9896)>
  UV <Vector (0.5674, 0.9893)>
  UV <Vector (0.5672, 0.9884)>
Face 6860
UV Count: 3
  UV <Vector (0.5574, 0.9897)>
  UV <Vector (0.5602, 0.9897)>
  UV <Vector (0.5600, 0.9907)>
Face 6861
UV Count: 3
  UV <Vector (0.8287, 0.9998)>
  UV <Vector (0.8220, 0.9998)>
  UV <Vector (0.8223, 0.9988)>
Face 6862
UV Count: 3
  UV <Vector (0.8314, 0.9989)>
  UV <Vector (0.8339, 0.9993)>
  UV <Vector (0.8339, 0.9998)>
Face 6863
UV Count: 3
  UV <Vector (0.7088, 0.9450)>
  UV <Vector (0.7022, 0.9416)>
  UV <Vector (0.7038, 0.9379)>
Face 6864
UV Count: 3
  UV <Vector (0.6998, 0.9886)>
  UV <Vector (0.6938, 0.9885)>
  UV <Vector (0.6938, 0.9878)>
Face 6865
UV Count: 3
  UV <Vector (0.6991, 0.8885)>
  UV <Vector (0.7099, 0.8876)>
  UV <Vector (0.7095, 0.8911)>
Face 6866
UV Count: 3
  UV <Vector (0.7246, 0.9998)>
  UV <Vector (0.7244, 0.9976)>
  UV <Vector (0.7313, 0.9974)>
Face 6867
UV Count: 3
  UV <Vector (0.6214, 0.9886)>
  UV <Vector (0.6005, 0.9911)>
  UV <Vector (0.6015, 0.9905)>
Face 6868
UV Count: 3
  UV <Vector (0.6214, 0.9886)>
  UV <Vector (0.6228, 0.9897)>
  UV <Vector (0.6013, 0.9920)>
Face 6869
UV Count: 3
  UV <Vector (0.7805, 0.9956)>
  UV <Vector (0.7820, 0.9914)>
  UV <Vector (0.7884, 0.9914)>
Face 6870
UV Count: 3
  UV <Vector (0.7712, 0.9998)>
  UV <Vector (0.7699, 0.9985)>
  UV <Vector (0.7887, 0.9989)>
Face 6871
UV Count: 3
  UV <Vector (0.7359, 0.5368)>
  UV <Vector (0.7355, 0.5315)>
  UV <Vector (0.7457, 0.5313)>
Face 6872
UV Count: 3
  UV <Vector (0.7673, 0.5313)>
  UV <Vector (0.7678, 0.5374)>
  UV <Vector (0.7567, 0.5372)>
Face 6873
UV Count: 3
  UV <Vector (0.7557, 0.5213)>
  UV <Vector (0.7663, 0.5208)>
  UV <Vector (0.7660, 0.5237)>
Face 6874
UV Count: 3
  UV <Vector (0.7797, 0.5428)>
  UV <Vector (0.7675, 0.5425)>
  UV <Vector (0.7678, 0.5374)>
Face 6875
UV Count: 3
  UV <Vector (0.7359, 0.5368)>
  UV <Vector (0.7366, 0.5415)>
  UV <Vector (0.7264, 0.5411)>
Face 6876
UV Count: 3
  UV <Vector (0.7264, 0.5411)>
  UV <Vector (0.7146, 0.5407)>
  UV <Vector (0.7150, 0.5369)>
Face 6877
UV Count: 3
  UV <Vector (0.7150, 0.5369)>
  UV <Vector (0.7145, 0.5317)>
  UV <Vector (0.7252, 0.5317)>
Face 6878
UV Count: 3
  UV <Vector (0.7457, 0.5218)>
  UV <Vector (0.7557, 0.5213)>
  UV <Vector (0.7552, 0.5242)>
Face 6879
UV Count: 3
  UV <Vector (0.7138, 0.5222)>
  UV <Vector (0.7249, 0.5222)>
  UV <Vector (0.7246, 0.5255)>
Face 6880
UV Count: 3
  UV <Vector (0.6946, 0.5309)>
  UV <Vector (0.6918, 0.5241)>
  UV <Vector (0.7034, 0.5248)>
Face 6881
UV Count: 3
  UV <Vector (0.6832, 0.5355)>
  UV <Vector (0.6848, 0.5400)>
  UV <Vector (0.6744, 0.5391)>
Face 6882
UV Count: 3
  UV <Vector (0.7034, 0.5216)>
  UV <Vector (0.7138, 0.5222)>
  UV <Vector (0.7134, 0.5254)>
Face 6883
UV Count: 3
  UV <Vector (0.6633, 0.5327)>
  UV <Vector (0.6623, 0.5273)>
  UV <Vector (0.6723, 0.5283)>
Face 6884
UV Count: 3
  UV <Vector (0.6723, 0.5283)>
  UV <Vector (0.6706, 0.5212)>
  UV <Vector (0.6811, 0.5230)>
Face 6885
UV Count: 3
  UV <Vector (0.6706, 0.5212)>
  UV <Vector (0.6699, 0.5179)>
  UV <Vector (0.6808, 0.5195)>
Face 6886
UV Count: 3
  UV <Vector (0.6865, 0.5234)>
  UV <Vector (0.6862, 0.5199)>
  UV <Vector (0.6917, 0.5207)>
Face 6887
UV Count: 3
  UV <Vector (0.6433, 0.5418)>
  UV <Vector (0.6340, 0.5406)>
  UV <Vector (0.6345, 0.5373)>
Face 6888
UV Count: 3
  UV <Vector (0.6330, 0.5459)>
  UV <Vector (0.6242, 0.5452)>
  UV <Vector (0.6247, 0.5396)>
Face 6889
UV Count: 3
  UV <Vector (0.6097, 0.5595)>
  UV <Vector (0.6105, 0.5692)>
  UV <Vector (0.6081, 0.5689)>
Face 6890
UV Count: 3
  UV <Vector (0.6160, 0.5601)>
  UV <Vector (0.6162, 0.5696)>
  UV <Vector (0.6105, 0.5692)>
Face 6891
UV Count: 3
  UV <Vector (0.6014, 0.5590)>
  UV <Vector (0.5956, 0.5598)>
  UV <Vector (0.5954, 0.5514)>
Face 6892
UV Count: 3
  UV <Vector (0.6033, 0.5689)>
  UV <Vector (0.6008, 0.5691)>
  UV <Vector (0.6014, 0.5590)>
Face 6893
UV Count: 3
  UV <Vector (0.6274, 0.6217)>
  UV <Vector (0.6277, 0.6315)>
  UV <Vector (0.6175, 0.6311)>
Face 6894
UV Count: 3
  UV <Vector (0.5703, 0.5712)>
  UV <Vector (0.5790, 0.5709)>
  UV <Vector (0.5783, 0.5808)>
Face 6895
UV Count: 3
  UV <Vector (0.6611, 0.5571)>
  UV <Vector (0.6606, 0.5649)>
  UV <Vector (0.6506, 0.5636)>
Face 6896
UV Count: 3
  UV <Vector (0.6710, 0.5581)>
  UV <Vector (0.6812, 0.5580)>
  UV <Vector (0.6784, 0.5634)>
Face 6897
UV Count: 3
  UV <Vector (0.6835, 0.5461)>
  UV <Vector (0.6835, 0.5511)>
  UV <Vector (0.6723, 0.5508)>
Face 6898
UV Count: 3
  UV <Vector (0.6720, 0.5764)>
  UV <Vector (0.6721, 0.5843)>
  UV <Vector (0.6646, 0.5841)>
Face 6899
UV Count: 3
  UV <Vector (0.6898, 0.5665)>
  UV <Vector (0.6903, 0.5754)>
  UV <Vector (0.6805, 0.5755)>
Face 6900
UV Count: 3
  UV <Vector (0.6805, 0.5755)>
  UV <Vector (0.6813, 0.5845)>
  UV <Vector (0.6721, 0.5843)>
Face 6901
UV Count: 3
  UV <Vector (0.7267, 0.5446)>
  UV <Vector (0.7269, 0.5483)>
  UV <Vector (0.7147, 0.5481)>
Face 6902
UV Count: 3
  UV <Vector (0.6973, 0.5587)>
  UV <Vector (0.6989, 0.5668)>
  UV <Vector (0.6898, 0.5665)>
Face 6903
UV Count: 3
  UV <Vector (0.7173, 0.5535)>
  UV <Vector (0.7185, 0.5603)>
  UV <Vector (0.7076, 0.5591)>
Face 6904
UV Count: 3
  UV <Vector (0.7076, 0.5591)>
  UV <Vector (0.7092, 0.5668)>
  UV <Vector (0.6989, 0.5668)>
Face 6905
UV Count: 3
  UV <Vector (0.7567, 0.5455)>
  UV <Vector (0.7466, 0.5452)>
  UV <Vector (0.7464, 0.5419)>
Face 6906
UV Count: 3
  UV <Vector (0.7185, 0.5603)>
  UV <Vector (0.7198, 0.5682)>
  UV <Vector (0.7092, 0.5668)>
Face 6907
UV Count: 3
  UV <Vector (0.6816, 0.6034)>
  UV <Vector (0.6816, 0.6128)>
  UV <Vector (0.6735, 0.6125)>
Face 6908
UV Count: 3
  UV <Vector (0.6813, 0.5845)>
  UV <Vector (0.6815, 0.5940)>
  UV <Vector (0.6724, 0.5935)>
Face 6909
UV Count: 3
  UV <Vector (0.6724, 0.5935)>
  UV <Vector (0.6730, 0.6031)>
  UV <Vector (0.6641, 0.6027)>
Face 6910
UV Count: 3
  UV <Vector (0.7486, 0.5598)>
  UV <Vector (0.7503, 0.5680)>
  UV <Vector (0.7405, 0.5680)>
Face 6911
UV Count: 3
  UV <Vector (0.7467, 0.5485)>
  UV <Vector (0.7473, 0.5533)>
  UV <Vector (0.7376, 0.5536)>
Face 6912
UV Count: 3
  UV <Vector (0.7933, 0.5481)>
  UV <Vector (0.7799, 0.5486)>
  UV <Vector (0.7798, 0.5458)>
Face 6913
UV Count: 3
  UV <Vector (0.6996, 0.5950)>
  UV <Vector (0.6986, 0.6044)>
  UV <Vector (0.6901, 0.6039)>
Face 6914
UV Count: 3
  UV <Vector (0.6986, 0.6044)>
  UV <Vector (0.6973, 0.6139)>
  UV <Vector (0.6895, 0.6132)>
Face 6915
UV Count: 3
  UV <Vector (0.6384, 0.6417)>
  UV <Vector (0.6383, 0.6510)>
  UV <Vector (0.6274, 0.6503)>
Face 6916
UV Count: 3
  UV <Vector (0.6491, 0.6421)>
  UV <Vector (0.6489, 0.6513)>
  UV <Vector (0.6383, 0.6510)>
Face 6917
UV Count: 3
  UV <Vector (0.7047, 0.6149)>
  UV <Vector (0.7016, 0.6240)>
  UV <Vector (0.6960, 0.6230)>
Face 6918
UV Count: 3
  UV <Vector (0.7807, 0.5598)>
  UV <Vector (0.7815, 0.5679)>
  UV <Vector (0.7702, 0.5680)>
Face 6919
UV Count: 3
  UV <Vector (0.6486, 0.6796)>
  UV <Vector (0.6488, 0.6700)>
  UV <Vector (0.6594, 0.6692)>
Face 6920
UV Count: 3
  UV <Vector (0.7432, 0.6063)>
  UV <Vector (0.7317, 0.6059)>
  UV <Vector (0.7323, 0.5962)>
Face 6921
UV Count: 3
  UV <Vector (0.6746, 0.6480)>
  UV <Vector (0.6754, 0.6558)>
  UV <Vector (0.6678, 0.6581)>
Face 6922
UV Count: 3
  UV <Vector (0.7722, 0.5860)>
  UV <Vector (0.7727, 0.5959)>
  UV <Vector (0.7628, 0.5961)>
Face 6923
UV Count: 3
  UV <Vector (0.7630, 0.6160)>
  UV <Vector (0.7533, 0.6162)>
  UV <Vector (0.7535, 0.6062)>
Face 6924
UV Count: 3
  UV <Vector (0.6926, 0.6394)>
  UV <Vector (0.6915, 0.6468)>
  UV <Vector (0.6869, 0.6465)>
Face 6925
UV Count: 3
  UV <Vector (0.6946, 0.6537)>
  UV <Vector (0.6940, 0.6582)>
  UV <Vector (0.6916, 0.6580)>
Face 6926
UV Count: 3
  UV <Vector (0.6829, 0.6601)>
  UV <Vector (0.6858, 0.6660)>
  UV <Vector (0.6797, 0.6704)>
Face 6927
UV Count: 3
  UV <Vector (0.6811, 0.6469)>
  UV <Vector (0.6817, 0.6540)>
  UV <Vector (0.6754, 0.6558)>
Face 6928
UV Count: 3
  UV <Vector (0.6691, 0.6669)>
  UV <Vector (0.6768, 0.6631)>
  UV <Vector (0.6797, 0.6704)>
Face 6929
UV Count: 3
  UV <Vector (0.5865, 0.9200)>
  UV <Vector (0.5871, 0.9137)>
  UV <Vector (0.5917, 0.9158)>
Face 6930
UV Count: 3
  UV <Vector (0.5871, 0.9137)>
  UV <Vector (0.5877, 0.9077)>
  UV <Vector (0.5923, 0.9095)>
Face 6931
UV Count: 3
  UV <Vector (0.5619, 0.9089)>
  UV <Vector (0.5633, 0.9050)>
  UV <Vector (0.5689, 0.9089)>
Face 6932
UV Count: 3
  UV <Vector (0.5882, 0.9019)>
  UV <Vector (0.5927, 0.9033)>
  UV <Vector (0.5923, 0.9095)>
Face 6933
UV Count: 3
  UV <Vector (0.5925, 0.8910)>
  UV <Vector (0.5963, 0.8917)>
  UV <Vector (0.5964, 0.8980)>
Face 6934
UV Count: 3
  UV <Vector (0.5833, 0.8888)>
  UV <Vector (0.5883, 0.8900)>
  UV <Vector (0.5883, 0.8960)>
Face 6935
UV Count: 3
  UV <Vector (0.5883, 0.8841)>
  UV <Vector (0.5924, 0.8850)>
  UV <Vector (0.5925, 0.8910)>
Face 6936
UV Count: 3
  UV <Vector (0.5699, 0.9042)>
  UV <Vector (0.5703, 0.8999)>
  UV <Vector (0.5769, 0.9031)>
Face 6937
UV Count: 3
  UV <Vector (0.6910, 0.6530)>
  UV <Vector (0.6916, 0.6580)>
  UV <Vector (0.6878, 0.6585)>
Face 6938
UV Count: 3
  UV <Vector (0.6858, 0.6660)>
  UV <Vector (0.6878, 0.6585)>
  UV <Vector (0.6890, 0.6639)>
Face 6939
UV Count: 3
  UV <Vector (0.6878, 0.6585)>
  UV <Vector (0.6916, 0.6580)>
  UV <Vector (0.6912, 0.6625)>
Face 6940
UV Count: 3
  UV <Vector (0.5471, 0.8934)>
  UV <Vector (0.5462, 0.8902)>
  UV <Vector (0.5527, 0.8905)>
Face 6941
UV Count: 3
  UV <Vector (0.5490, 0.8962)>
  UV <Vector (0.5471, 0.8934)>
  UV <Vector (0.5534, 0.8938)>
Face 6942
UV Count: 3
  UV <Vector (0.7428, 0.6356)>
  UV <Vector (0.7422, 0.6440)>
  UV <Vector (0.7286, 0.6419)>
Face 6943
UV Count: 3
  UV <Vector (0.7433, 0.6898)>
  UV <Vector (0.7436, 0.7014)>
  UV <Vector (0.7360, 0.6968)>
Face 6944
UV Count: 3
  UV <Vector (0.7527, 0.7048)>
  UV <Vector (0.7530, 0.6929)>
  UV <Vector (0.7629, 0.6947)>
Face 6945
UV Count: 3
  UV <Vector (0.7530, 0.6929)>
  UV <Vector (0.7527, 0.7048)>
  UV <Vector (0.7436, 0.7014)>
Face 6946
UV Count: 3
  UV <Vector (0.5471, 0.8934)>
  UV <Vector (0.5490, 0.8962)>
  UV <Vector (0.5474, 0.8980)>
Face 6947
UV Count: 3
  UV <Vector (0.5462, 0.8902)>
  UV <Vector (0.5471, 0.8934)>
  UV <Vector (0.5415, 0.8961)>
Face 6948
UV Count: 3
  UV <Vector (0.5049, 0.9124)>
  UV <Vector (0.5124, 0.9093)>
  UV <Vector (0.5114, 0.9160)>
Face 6949
UV Count: 3
  UV <Vector (0.6436, 0.9182)>
  UV <Vector (0.6504, 0.9124)>
  UV <Vector (0.6509, 0.9182)>
Face 6950
UV Count: 3
  UV <Vector (0.5138, 0.9040)>
  UV <Vector (0.5235, 0.9005)>
  UV <Vector (0.5240, 0.9036)>
Face 6951
UV Count: 3
  UV <Vector (0.5387, 0.8827)>
  UV <Vector (0.5393, 0.8781)>
  UV <Vector (0.5464, 0.8777)>
Face 6952
UV Count: 3
  UV <Vector (0.5053, 0.9069)>
  UV <Vector (0.5138, 0.9040)>
  UV <Vector (0.5124, 0.9093)>
Face 6953
UV Count: 3
  UV <Vector (0.6431, 0.9117)>
  UV <Vector (0.6498, 0.9069)>
  UV <Vector (0.6504, 0.9124)>
Face 6954
UV Count: 3
  UV <Vector (0.6307, 0.9260)>
  UV <Vector (0.6374, 0.9233)>
  UV <Vector (0.6381, 0.9309)>
Face 6955
UV Count: 3
  UV <Vector (0.5228, 0.8933)>
  UV <Vector (0.5229, 0.8893)>
  UV <Vector (0.5308, 0.8877)>
Face 6956
UV Count: 3
  UV <Vector (0.6278, 0.9588)>
  UV <Vector (0.6284, 0.9591)>
  UV <Vector (0.6197, 0.9656)>
Face 6957
UV Count: 3
  UV <Vector (0.6583, 0.6894)>
  UV <Vector (0.6480, 0.6894)>
  UV <Vector (0.6486, 0.6796)>
Face 6958
UV Count: 3
  UV <Vector (0.7449, 0.7526)>
  UV <Vector (0.7468, 0.7463)>
  UV <Vector (0.7496, 0.7481)>
Face 6959
UV Count: 3
  UV <Vector (0.7344, 0.7100)>
  UV <Vector (0.7360, 0.6968)>
  UV <Vector (0.7436, 0.7014)>
Face 6960
UV Count: 3
  UV <Vector (0.5229, 0.8893)>
  UV <Vector (0.5233, 0.8848)>
  UV <Vector (0.5311, 0.8835)>
Face 6961
UV Count: 3
  UV <Vector (0.5419, 0.8677)>
  UV <Vector (0.5489, 0.8678)>
  UV <Vector (0.5474, 0.8728)>
Face 6962
UV Count: 3
  UV <Vector (0.6174, 0.9278)>
  UV <Vector (0.6237, 0.9275)>
  UV <Vector (0.6241, 0.9352)>
Face 6963
UV Count: 3
  UV <Vector (0.5239, 0.8800)>
  UV <Vector (0.5318, 0.8789)>
  UV <Vector (0.5311, 0.8835)>
Face 6964
UV Count: 3
  UV <Vector (0.7496, 0.7481)>
  UV <Vector (0.7468, 0.7463)>
  UV <Vector (0.7515, 0.7387)>
Face 6965
UV Count: 3
  UV <Vector (0.7311, 0.7302)>
  UV <Vector (0.7326, 0.7210)>
  UV <Vector (0.7418, 0.7254)>
Face 6966
UV Count: 3
  UV <Vector (0.7442, 0.7581)>
  UV <Vector (0.7439, 0.7637)>
  UV <Vector (0.7374, 0.7619)>
Face 6967
UV Count: 3
  UV <Vector (0.7362, 0.7417)>
  UV <Vector (0.7389, 0.7337)>
  UV <Vector (0.7458, 0.7365)>
Face 6968
UV Count: 3
  UV <Vector (0.5247, 0.8748)>
  UV <Vector (0.5328, 0.8738)>
  UV <Vector (0.5318, 0.8789)>
Face 6969
UV Count: 3
  UV <Vector (0.6360, 0.8971)>
  UV <Vector (0.6427, 0.8949)>
  UV <Vector (0.6428, 0.9003)>
Face 6970
UV Count: 3
  UV <Vector (0.5269, 0.8635)>
  UV <Vector (0.5359, 0.8626)>
  UV <Vector (0.5342, 0.8683)>
Face 6971
UV Count: 3
  UV <Vector (0.5257, 0.8693)>
  UV <Vector (0.5342, 0.8683)>
  UV <Vector (0.5328, 0.8738)>
Face 6972
UV Count: 3
  UV <Vector (0.6470, 0.7320)>
  UV <Vector (0.6430, 0.7259)>
  UV <Vector (0.6518, 0.7229)>
Face 6973
UV Count: 3
  UV <Vector (0.6113, 0.9277)>
  UV <Vector (0.6057, 0.9272)>
  UV <Vector (0.6051, 0.9198)>
Face 6974
UV Count: 3
  UV <Vector (0.6265, 0.6787)>
  UV <Vector (0.6261, 0.6882)>
  UV <Vector (0.6153, 0.6877)>
Face 6975
UV Count: 3
  UV <Vector (0.5883, 0.8960)>
  UV <Vector (0.5926, 0.8971)>
  UV <Vector (0.5927, 0.9033)>
Face 6976
UV Count: 3
  UV <Vector (0.6001, 0.9120)>
  UV <Vector (0.6045, 0.9127)>
  UV <Vector (0.6051, 0.9198)>
Face 6977
UV Count: 3
  UV <Vector (0.6577, 0.7062)>
  UV <Vector (0.6584, 0.7135)>
  UV <Vector (0.6497, 0.7149)>
Face 6978
UV Count: 3
  UV <Vector (0.6584, 0.7135)>
  UV <Vector (0.6598, 0.7208)>
  UV <Vector (0.6518, 0.7229)>
Face 6979
UV Count: 3
  UV <Vector (0.5685, 0.9811)>
  UV <Vector (0.5684, 0.9844)>
  UV <Vector (0.5613, 0.9847)>
Face 6980
UV Count: 3
  UV <Vector (0.6151, 0.6966)>
  UV <Vector (0.6155, 0.7045)>
  UV <Vector (0.6073, 0.7045)>
Face 6981
UV Count: 3
  UV <Vector (0.6478, 0.6988)>
  UV <Vector (0.6480, 0.6894)>
  UV <Vector (0.6583, 0.6894)>
Face 6982
UV Count: 3
  UV <Vector (0.5913, 0.9224)>
  UV <Vector (0.5917, 0.9158)>
  UV <Vector (0.5960, 0.9177)>
Face 6983
UV Count: 3
  UV <Vector (0.5927, 0.9033)>
  UV <Vector (0.5965, 0.9044)>
  UV <Vector (0.5962, 0.9109)>
Face 6984
UV Count: 3
  UV <Vector (0.5923, 0.9095)>
  UV <Vector (0.5962, 0.9109)>
  UV <Vector (0.5960, 0.9177)>
Face 6985
UV Count: 3
  UV <Vector (0.5671, 0.9741)>
  UV <Vector (0.5677, 0.9777)>
  UV <Vector (0.5609, 0.9783)>
Face 6986
UV Count: 3
  UV <Vector (0.5666, 0.9531)>
  UV <Vector (0.5661, 0.9593)>
  UV <Vector (0.5578, 0.9595)>
Face 6987
UV Count: 3
  UV <Vector (0.5791, 0.9710)>
  UV <Vector (0.5793, 0.9738)>
  UV <Vector (0.5671, 0.9741)>
Face 6988
UV Count: 3
  UV <Vector (0.5673, 0.9709)>
  UV <Vector (0.5671, 0.9741)>
  UV <Vector (0.5598, 0.9740)>
Face 6989
UV Count: 3
  UV <Vector (0.5800, 0.9632)>
  UV <Vector (0.5667, 0.9654)>
  UV <Vector (0.5661, 0.9593)>
Face 6990
UV Count: 3
  UV <Vector (0.6000, 0.9714)>
  UV <Vector (0.5933, 0.9704)>
  UV <Vector (0.5938, 0.9667)>
Face 6991
UV Count: 3
  UV <Vector (0.6048, 0.9745)>
  UV <Vector (0.6051, 0.9752)>
  UV <Vector (0.5984, 0.9757)>
Face 6992
UV Count: 3
  UV <Vector (0.6065, 0.9759)>
  UV <Vector (0.6083, 0.9768)>
  UV <Vector (0.6010, 0.9790)>
Face 6993
UV Count: 3
  UV <Vector (0.6134, 0.9709)>
  UV <Vector (0.6122, 0.9707)>
  UV <Vector (0.6203, 0.9658)>
Face 6994
UV Count: 3
  UV <Vector (0.6278, 0.9588)>
  UV <Vector (0.6392, 0.9458)>
  UV <Vector (0.6396, 0.9467)>
Face 6995
UV Count: 3
  UV <Vector (0.6278, 0.9588)>
  UV <Vector (0.6187, 0.9654)>
  UV <Vector (0.6178, 0.9649)>
Face 6996
UV Count: 3
  UV <Vector (0.6197, 0.9656)>
  UV <Vector (0.6203, 0.9658)>
  UV <Vector (0.6122, 0.9707)>
Face 6997
UV Count: 3
  UV <Vector (0.6530, 0.9313)>
  UV <Vector (0.6418, 0.9474)>
  UV <Vector (0.6412, 0.9471)>
Face 6998
UV Count: 3
  UV <Vector (0.6344, 0.9624)>
  UV <Vector (0.6290, 0.9652)>
  UV <Vector (0.6334, 0.9573)>
Face 6999
UV Count: 3
  UV <Vector (0.7342, 0.9320)>
  UV <Vector (0.7175, 0.9171)>
  UV <Vector (0.7179, 0.9166)>
Face 7000
UV Count: 3
  UV <Vector (0.6418, 0.9474)>
  UV <Vector (0.6434, 0.9468)>
  UV <Vector (0.6362, 0.9562)>
Face 7001
UV Count: 3
  UV <Vector (0.6405, 0.9544)>
  UV <Vector (0.6362, 0.9562)>
  UV <Vector (0.6434, 0.9468)>
Face 7002
UV Count: 3
  UV <Vector (0.7172, 0.9106)>
  UV <Vector (0.7170, 0.9075)>
  UV <Vector (0.7358, 0.9229)>
Face 7003
UV Count: 3
  UV <Vector (0.6947, 0.9043)>
  UV <Vector (0.6947, 0.9016)>
  UV <Vector (0.7170, 0.9075)>
Face 7004
UV Count: 3
  UV <Vector (0.6946, 0.9077)>
  UV <Vector (0.6946, 0.9067)>
  UV <Vector (0.7174, 0.9135)>
Face 7005
UV Count: 3
  UV <Vector (0.6531, 0.9302)>
  UV <Vector (0.6407, 0.9469)>
  UV <Vector (0.6402, 0.9469)>
Face 7006
UV Count: 3
  UV <Vector (0.5816, 0.9170)>
  UV <Vector (0.5822, 0.9112)>
  UV <Vector (0.5871, 0.9137)>
Face 7007
UV Count: 3
  UV <Vector (0.5671, 0.9134)>
  UV <Vector (0.5689, 0.9089)>
  UV <Vector (0.5759, 0.9133)>
Face 7008
UV Count: 3
  UV <Vector (0.5689, 0.9089)>
  UV <Vector (0.5699, 0.9042)>
  UV <Vector (0.5766, 0.9082)>
Face 7009
UV Count: 3
  UV <Vector (0.5926, 0.8971)>
  UV <Vector (0.5964, 0.8980)>
  UV <Vector (0.5965, 0.9044)>
Face 7010
UV Count: 3
  UV <Vector (0.5766, 0.9082)>
  UV <Vector (0.5769, 0.9031)>
  UV <Vector (0.5827, 0.9056)>
Face 7011
UV Count: 3
  UV <Vector (0.5769, 0.9031)>
  UV <Vector (0.5771, 0.8979)>
  UV <Vector (0.5831, 0.9002)>
Face 7012
UV Count: 3
  UV <Vector (0.5771, 0.8979)>
  UV <Vector (0.5773, 0.8925)>
  UV <Vector (0.5835, 0.8946)>
Face 7013
UV Count: 3
  UV <Vector (0.5835, 0.8946)>
  UV <Vector (0.5883, 0.8960)>
  UV <Vector (0.5882, 0.9019)>
Face 7014
UV Count: 3
  UV <Vector (0.5562, 0.9027)>
  UV <Vector (0.5558, 0.8998)>
  UV <Vector (0.5591, 0.9019)>
Face 7015
UV Count: 3
  UV <Vector (0.5773, 0.8925)>
  UV <Vector (0.5774, 0.8871)>
  UV <Vector (0.5833, 0.8888)>
Face 7016
UV Count: 3
  UV <Vector (0.5774, 0.8871)>
  UV <Vector (0.5774, 0.8816)>
  UV <Vector (0.5833, 0.8830)>
Face 7017
UV Count: 3
  UV <Vector (0.5833, 0.8830)>
  UV <Vector (0.5883, 0.8841)>
  UV <Vector (0.5883, 0.8900)>
Face 7018
UV Count: 3
  UV <Vector (0.5710, 0.8904)>
  UV <Vector (0.5711, 0.8853)>
  UV <Vector (0.5774, 0.8871)>
Face 7019
UV Count: 3
  UV <Vector (0.5774, 0.8816)>
  UV <Vector (0.5773, 0.8759)>
  UV <Vector (0.5832, 0.8771)>
Face 7020
UV Count: 3
  UV <Vector (0.5773, 0.8759)>
  UV <Vector (0.5772, 0.8703)>
  UV <Vector (0.5830, 0.8714)>
Face 7021
UV Count: 3
  UV <Vector (0.5711, 0.8853)>
  UV <Vector (0.5712, 0.8801)>
  UV <Vector (0.5774, 0.8816)>
Face 7022
UV Count: 3
  UV <Vector (0.5827, 0.9056)>
  UV <Vector (0.5831, 0.9002)>
  UV <Vector (0.5882, 0.9019)>
Face 7023
UV Count: 3
  UV <Vector (0.5883, 0.8900)>
  UV <Vector (0.5925, 0.8910)>
  UV <Vector (0.5926, 0.8971)>
Face 7024
UV Count: 3
  UV <Vector (0.5924, 0.8790)>
  UV <Vector (0.5961, 0.8796)>
  UV <Vector (0.5962, 0.8856)>
Face 7025
UV Count: 3
  UV <Vector (0.5924, 0.8850)>
  UV <Vector (0.5962, 0.8856)>
  UV <Vector (0.5963, 0.8917)>
Face 7026
UV Count: 3
  UV <Vector (0.5638, 0.9010)>
  UV <Vector (0.5642, 0.8971)>
  UV <Vector (0.5703, 0.8999)>
Face 7027
UV Count: 3
  UV <Vector (0.5642, 0.8971)>
  UV <Vector (0.5645, 0.8929)>
  UV <Vector (0.5707, 0.8954)>
Face 7028
UV Count: 3
  UV <Vector (0.5589, 0.8951)>
  UV <Vector (0.5587, 0.8915)>
  UV <Vector (0.5645, 0.8929)>
Face 7029
UV Count: 3
  UV <Vector (0.5923, 0.8733)>
  UV <Vector (0.5959, 0.8738)>
  UV <Vector (0.5961, 0.8796)>
Face 7030
UV Count: 3
  UV <Vector (0.5545, 0.8968)>
  UV <Vector (0.5534, 0.8938)>
  UV <Vector (0.5589, 0.8951)>
Face 7031
UV Count: 3
  UV <Vector (0.5587, 0.8915)>
  UV <Vector (0.5586, 0.8873)>
  UV <Vector (0.5647, 0.8885)>
Face 7032
UV Count: 3
  UV <Vector (0.5586, 0.8873)>
  UV <Vector (0.5588, 0.8828)>
  UV <Vector (0.5649, 0.8837)>
Face 7033
UV Count: 3
  UV <Vector (0.5827, 0.8662)>
  UV <Vector (0.5878, 0.8674)>
  UV <Vector (0.5881, 0.8725)>
Face 7034
UV Count: 3
  UV <Vector (0.5712, 0.8801)>
  UV <Vector (0.5713, 0.8748)>
  UV <Vector (0.5773, 0.8759)>
Face 7035
UV Count: 3
  UV <Vector (0.5588, 0.8828)>
  UV <Vector (0.5591, 0.8781)>
  UV <Vector (0.5651, 0.8789)>
Face 7036
UV Count: 3
  UV <Vector (0.5591, 0.8781)>
  UV <Vector (0.5595, 0.8732)>
  UV <Vector (0.5653, 0.8740)>
Face 7037
UV Count: 3
  UV <Vector (0.5825, 0.8620)>
  UV <Vector (0.5878, 0.8631)>
  UV <Vector (0.5878, 0.8674)>
Face 7038
UV Count: 3
  UV <Vector (0.5703, 0.8999)>
  UV <Vector (0.5707, 0.8954)>
  UV <Vector (0.5771, 0.8979)>
Face 7039
UV Count: 3
  UV <Vector (0.5558, 0.8998)>
  UV <Vector (0.5545, 0.8968)>
  UV <Vector (0.5592, 0.8985)>
Face 7040
UV Count: 3
  UV <Vector (0.5645, 0.8929)>
  UV <Vector (0.5647, 0.8885)>
  UV <Vector (0.5710, 0.8904)>
Face 7041
UV Count: 3
  UV <Vector (0.5592, 0.8985)>
  UV <Vector (0.5589, 0.8951)>
  UV <Vector (0.5642, 0.8971)>
Face 7042
UV Count: 3
  UV <Vector (0.5832, 0.8771)>
  UV <Vector (0.5882, 0.8782)>
  UV <Vector (0.5883, 0.8841)>
Face 7043
UV Count: 3
  UV <Vector (0.5647, 0.8885)>
  UV <Vector (0.5649, 0.8837)>
  UV <Vector (0.5711, 0.8853)>
Face 7044
UV Count: 3
  UV <Vector (0.5649, 0.8837)>
  UV <Vector (0.5651, 0.8789)>
  UV <Vector (0.5712, 0.8801)>
Face 7045
UV Count: 3
  UV <Vector (0.5534, 0.8938)>
  UV <Vector (0.5527, 0.8905)>
  UV <Vector (0.5587, 0.8915)>
Face 7046
UV Count: 3
  UV <Vector (0.5527, 0.8905)>
  UV <Vector (0.5524, 0.8866)>
  UV <Vector (0.5586, 0.8873)>
Face 7047
UV Count: 3
  UV <Vector (0.5651, 0.8789)>
  UV <Vector (0.5653, 0.8740)>
  UV <Vector (0.5713, 0.8748)>
Face 7048
UV Count: 3
  UV <Vector (0.5656, 0.8691)>
  UV <Vector (0.5713, 0.8696)>
  UV <Vector (0.5713, 0.8748)>
Face 7049
UV Count: 3
  UV <Vector (0.5524, 0.8866)>
  UV <Vector (0.5525, 0.8823)>
  UV <Vector (0.5588, 0.8828)>
Face 7050
UV Count: 3
  UV <Vector (0.5525, 0.8823)>
  UV <Vector (0.5529, 0.8777)>
  UV <Vector (0.5591, 0.8781)>
Face 7051
UV Count: 3
  UV <Vector (0.5656, 0.8691)>
  UV <Vector (0.5658, 0.8650)>
  UV <Vector (0.5711, 0.8652)>
Face 7052
UV Count: 3
  UV <Vector (0.5548, 0.8681)>
  UV <Vector (0.5601, 0.8686)>
  UV <Vector (0.5595, 0.8732)>
Face 7053
UV Count: 3
  UV <Vector (0.5766, 0.8615)>
  UV <Vector (0.5769, 0.8655)>
  UV <Vector (0.5711, 0.8652)>
Face 7054
UV Count: 3
  UV <Vector (0.5458, 0.8865)>
  UV <Vector (0.5459, 0.8823)>
  UV <Vector (0.5525, 0.8823)>
Face 7055
UV Count: 3
  UV <Vector (0.5415, 0.8961)>
  UV <Vector (0.5474, 0.8980)>
  UV <Vector (0.5384, 0.8980)>
Face 7056
UV Count: 3
  UV <Vector (0.5462, 0.8902)>
  UV <Vector (0.5458, 0.8865)>
  UV <Vector (0.5524, 0.8866)>
Face 7057
UV Count: 3
  UV <Vector (0.5526, 0.8985)>
  UV <Vector (0.5490, 0.8962)>
  UV <Vector (0.5545, 0.8968)>
Face 7058
UV Count: 3
  UV <Vector (0.5316, 0.8944)>
  UV <Vector (0.5309, 0.8913)>
  UV <Vector (0.5388, 0.8904)>
Face 7059
UV Count: 3
  UV <Vector (0.5309, 0.8913)>
  UV <Vector (0.5308, 0.8877)>
  UV <Vector (0.5385, 0.8869)>
Face 7060
UV Count: 3
  UV <Vector (0.5459, 0.8823)>
  UV <Vector (0.5464, 0.8777)>
  UV <Vector (0.5529, 0.8777)>
Face 7061
UV Count: 3
  UV <Vector (0.5529, 0.8777)>
  UV <Vector (0.5464, 0.8777)>
  UV <Vector (0.5474, 0.8728)>
Face 7062
UV Count: 3
  UV <Vector (0.5308, 0.8877)>
  UV <Vector (0.5311, 0.8835)>
  UV <Vector (0.5387, 0.8827)>
Face 7063
UV Count: 3
  UV <Vector (0.5311, 0.8835)>
  UV <Vector (0.5318, 0.8789)>
  UV <Vector (0.5393, 0.8781)>
Face 7064
UV Count: 3
  UV <Vector (0.5537, 0.8729)>
  UV <Vector (0.5474, 0.8728)>
  UV <Vector (0.5489, 0.8678)>
Face 7065
UV Count: 3
  UV <Vector (0.6368, 0.9159)>
  UV <Vector (0.6431, 0.9117)>
  UV <Vector (0.6436, 0.9182)>
Face 7066
UV Count: 3
  UV <Vector (0.5328, 0.8738)>
  UV <Vector (0.5403, 0.8731)>
  UV <Vector (0.5393, 0.8781)>
Face 7067
UV Count: 3
  UV <Vector (0.5342, 0.8683)>
  UV <Vector (0.5419, 0.8677)>
  UV <Vector (0.5403, 0.8731)>
Face 7068
UV Count: 3
  UV <Vector (0.5514, 0.8628)>
  UV <Vector (0.5444, 0.8620)>
  UV <Vector (0.5486, 0.8555)>
Face 7069
UV Count: 3
  UV <Vector (0.5388, 0.8904)>
  UV <Vector (0.5385, 0.8869)>
  UV <Vector (0.5458, 0.8865)>
Face 7070
UV Count: 3
  UV <Vector (0.5143, 0.8997)>
  UV <Vector (0.5230, 0.8971)>
  UV <Vector (0.5235, 0.9005)>
Face 7071
UV Count: 3
  UV <Vector (0.5398, 0.8933)>
  UV <Vector (0.5415, 0.8961)>
  UV <Vector (0.5367, 0.8972)>
Face 7072
UV Count: 3
  UV <Vector (0.5230, 0.8971)>
  UV <Vector (0.5228, 0.8933)>
  UV <Vector (0.5309, 0.8913)>
Face 7073
UV Count: 3
  UV <Vector (0.5144, 0.8955)>
  UV <Vector (0.5228, 0.8933)>
  UV <Vector (0.5230, 0.8971)>
Face 7074
UV Count: 3
  UV <Vector (0.5147, 0.8911)>
  UV <Vector (0.5229, 0.8893)>
  UV <Vector (0.5228, 0.8933)>
Face 7075
UV Count: 3
  UV <Vector (0.6374, 0.9233)>
  UV <Vector (0.6436, 0.9182)>
  UV <Vector (0.6451, 0.9255)>
Face 7076
UV Count: 3
  UV <Vector (0.6430, 0.9059)>
  UV <Vector (0.6494, 0.9021)>
  UV <Vector (0.6498, 0.9069)>
Face 7077
UV Count: 3
  UV <Vector (0.5063, 0.8929)>
  UV <Vector (0.5147, 0.8911)>
  UV <Vector (0.5144, 0.8955)>
Face 7078
UV Count: 3
  UV <Vector (0.5067, 0.8878)>
  UV <Vector (0.5151, 0.8863)>
  UV <Vector (0.5147, 0.8911)>
Face 7079
UV Count: 3
  UV <Vector (0.6428, 0.9003)>
  UV <Vector (0.6489, 0.8975)>
  UV <Vector (0.6494, 0.9021)>
Face 7080
UV Count: 3
  UV <Vector (0.6234, 0.9201)>
  UV <Vector (0.6302, 0.9187)>
  UV <Vector (0.6307, 0.9260)>
Face 7081
UV Count: 3
  UV <Vector (0.5165, 0.8760)>
  UV <Vector (0.5247, 0.8748)>
  UV <Vector (0.5239, 0.8800)>
Face 7082
UV Count: 3
  UV <Vector (0.5173, 0.8705)>
  UV <Vector (0.5257, 0.8693)>
  UV <Vector (0.5247, 0.8748)>
Face 7083
UV Count: 3
  UV <Vector (0.6169, 0.9205)>
  UV <Vector (0.6234, 0.9201)>
  UV <Vector (0.6237, 0.9275)>
Face 7084
UV Count: 3
  UV <Vector (0.5235, 0.9005)>
  UV <Vector (0.5230, 0.8971)>
  UV <Vector (0.5316, 0.8944)>
Face 7085
UV Count: 3
  UV <Vector (0.5385, 0.8869)>
  UV <Vector (0.5387, 0.8827)>
  UV <Vector (0.5459, 0.8823)>
Face 7086
UV Count: 3
  UV <Vector (0.6302, 0.9187)>
  UV <Vector (0.6368, 0.9159)>
  UV <Vector (0.6374, 0.9233)>
Face 7087
UV Count: 3
  UV <Vector (0.5057, 0.9021)>
  UV <Vector (0.5143, 0.8997)>
  UV <Vector (0.5138, 0.9040)>
Face 7088
UV Count: 3
  UV <Vector (0.5403, 0.8731)>
  UV <Vector (0.5474, 0.8728)>
  UV <Vector (0.5464, 0.8777)>
Face 7089
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  UV <Vector (0.5151, 0.8863)>
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Face 7090
UV Count: 3
  UV <Vector (0.5156, 0.8815)>
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Face 7091
UV Count: 3
  UV <Vector (0.6364, 0.9093)>
  UV <Vector (0.6430, 0.9059)>
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Face 7092
UV Count: 3
  UV <Vector (0.6362, 0.9031)>
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Face 7093
UV Count: 3
  UV <Vector (0.6358, 0.8912)>
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Face 7094
UV Count: 3
  UV <Vector (0.6355, 0.8854)>
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Face 7095
UV Count: 3
  UV <Vector (0.6424, 0.8896)>
  UV <Vector (0.6480, 0.8878)>
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Face 7096
UV Count: 3
  UV <Vector (0.6230, 0.9061)>
  UV <Vector (0.6297, 0.9050)>
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Face 7097
UV Count: 3
  UV <Vector (0.5179, 0.8648)>
  UV <Vector (0.5269, 0.8635)>
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Face 7098
UV Count: 3
  UV <Vector (0.6225, 0.8868)>
  UV <Vector (0.6290, 0.8863)>
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Face 7099
UV Count: 3
  UV <Vector (0.6230, 0.8994)>
  UV <Vector (0.6295, 0.8986)>
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Face 7100
UV Count: 3
  UV <Vector (0.5060, 0.8975)>
  UV <Vector (0.5144, 0.8955)>
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Face 7101
UV Count: 3
  UV <Vector (0.6237, 0.9275)>
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Face 7102
UV Count: 3
  UV <Vector (0.6299, 0.9117)>
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Face 7103
UV Count: 3
  UV <Vector (0.5444, 0.8620)>
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Face 7104
UV Count: 3
  UV <Vector (0.5359, 0.8626)>
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Face 7105
UV Count: 3
  UV <Vector (0.6297, 0.9050)>
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Face 7106
UV Count: 3
  UV <Vector (0.6295, 0.8986)>
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Face 7107
UV Count: 3
  UV <Vector (0.6232, 0.9131)>
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Face 7108
UV Count: 3
  UV <Vector (0.6165, 0.9133)>
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Face 7109
UV Count: 3
  UV <Vector (0.6292, 0.8924)>
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Face 7110
UV Count: 3
  UV <Vector (0.6290, 0.8863)>
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Face 7111
UV Count: 3
  UV <Vector (0.6411, 0.8728)>
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Face 7112
UV Count: 3
  UV <Vector (0.6227, 0.8930)>
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Face 7113
UV Count: 3
  UV <Vector (0.6288, 0.8804)>
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Face 7114
UV Count: 3
  UV <Vector (0.6285, 0.8743)>
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Face 7115
UV Count: 3
  UV <Vector (0.6348, 0.8736)>
  UV <Vector (0.6344, 0.8674)>
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Face 7116
UV Count: 3
  UV <Vector (0.6427, 0.8949)>
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Face 7117
UV Count: 3
  UV <Vector (0.6113, 0.9277)>
  UV <Vector (0.6174, 0.9278)>
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Face 7118
UV Count: 3
  UV <Vector (0.6419, 0.8843)>
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Face 7119
UV Count: 3
  UV <Vector (0.5071, 0.8824)>
  UV <Vector (0.5156, 0.8815)>
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Face 7120
UV Count: 3
  UV <Vector (0.6109, 0.9203)>
  UV <Vector (0.6169, 0.9205)>
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Face 7121
UV Count: 3
  UV <Vector (0.6104, 0.9131)>
  UV <Vector (0.6165, 0.9133)>
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Face 7122
UV Count: 3
  UV <Vector (0.6103, 0.9061)>
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Face 7123
UV Count: 3
  UV <Vector (0.5078, 0.8714)>
  UV <Vector (0.5173, 0.8705)>
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Face 7124
UV Count: 3
  UV <Vector (0.5078, 0.8714)>
  UV <Vector (0.5083, 0.8656)>
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Face 7125
UV Count: 3
  UV <Vector (0.6103, 0.8994)>
  UV <Vector (0.6164, 0.8995)>
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Face 7126
UV Count: 3
  UV <Vector (0.6102, 0.8929)>
  UV <Vector (0.6162, 0.8931)>
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Face 7127
UV Count: 3
  UV <Vector (0.6408, 0.8667)>
  UV <Vector (0.6459, 0.8656)>
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Face 7128
UV Count: 3
  UV <Vector (0.6222, 0.8807)>
  UV <Vector (0.6288, 0.8804)>
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Face 7129
UV Count: 3
  UV <Vector (0.6099, 0.8866)>
  UV <Vector (0.6159, 0.8868)>
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Face 7130
UV Count: 3
  UV <Vector (0.6093, 0.8804)>
  UV <Vector (0.6155, 0.8806)>
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Face 7131
UV Count: 3
  UV <Vector (0.6219, 0.8746)>
  UV <Vector (0.6285, 0.8743)>
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Face 7132
UV Count: 3
  UV <Vector (0.5444, 0.8620)>
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Face 7133
UV Count: 3
  UV <Vector (0.6165, 0.9063)>
  UV <Vector (0.6230, 0.9061)>
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Face 7134
UV Count: 3
  UV <Vector (0.6164, 0.8995)>
  UV <Vector (0.6230, 0.8994)>
  UV <Vector (0.6230, 0.9061)>
Face 7135
UV Count: 3
  UV <Vector (0.6414, 0.8787)>
  UV <Vector (0.6470, 0.8769)>
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Face 7136
UV Count: 3
  UV <Vector (0.6351, 0.8796)>
  UV <Vector (0.6414, 0.8787)>
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Face 7137
UV Count: 3
  UV <Vector (0.6162, 0.8931)>
  UV <Vector (0.6227, 0.8930)>
  UV <Vector (0.6230, 0.8994)>
Face 7138
UV Count: 3
  UV <Vector (0.6159, 0.8868)>
  UV <Vector (0.6225, 0.8868)>
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Face 7139
UV Count: 3
  UV <Vector (0.6348, 0.8736)>
  UV <Vector (0.6411, 0.8728)>
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Face 7140
UV Count: 3
  UV <Vector (0.6281, 0.8680)>
  UV <Vector (0.6344, 0.8674)>
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Face 7141
UV Count: 3
  UV <Vector (0.6155, 0.8806)>
  UV <Vector (0.6222, 0.8807)>
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Face 7142
UV Count: 3
  UV <Vector (0.6152, 0.8745)>
  UV <Vector (0.6219, 0.8746)>
  UV <Vector (0.6222, 0.8807)>
Face 7143
UV Count: 3
  UV <Vector (0.6216, 0.8683)>
  UV <Vector (0.6281, 0.8680)>
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Face 7144
UV Count: 3
  UV <Vector (0.5996, 0.8799)>
  UV <Vector (0.6036, 0.8801)>
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Face 7145
UV Count: 3
  UV <Vector (0.6093, 0.8804)>
  UV <Vector (0.6036, 0.8801)>
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Face 7146
UV Count: 3
  UV <Vector (0.6277, 0.8615)>
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Face 7147
UV Count: 3
  UV <Vector (0.6281, 0.8680)>
  UV <Vector (0.6216, 0.8683)>
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Face 7148
UV Count: 3
  UV <Vector (0.6002, 0.8923)>
  UV <Vector (0.6047, 0.8927)>
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Face 7149
UV Count: 3
  UV <Vector (0.5813, 0.9226)>
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  UV <Vector (0.5865, 0.9200)>
Face 7150
UV Count: 3
  UV <Vector (0.5751, 0.9185)>
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Face 7151
UV Count: 3
  UV <Vector (0.6002, 0.8987)>
  UV <Vector (0.6048, 0.8990)>
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Face 7152
UV Count: 3
  UV <Vector (0.6063, 0.9348)>
  UV <Vector (0.6057, 0.9272)>
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Face 7153
UV Count: 3
  UV <Vector (0.5822, 0.9112)>
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Face 7154
UV Count: 3
  UV <Vector (0.5633, 0.9050)>
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Face 7155
UV Count: 3
  UV <Vector (0.5999, 0.8861)>
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Face 7156
UV Count: 3
  UV <Vector (0.6109, 0.9203)>
  UV <Vector (0.6051, 0.9198)>
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Face 7157
UV Count: 3
  UV <Vector (0.5582, 0.9046)>
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Face 7158
UV Count: 3
  UV <Vector (0.5591, 0.9019)>
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Face 7159
UV Count: 3
  UV <Vector (0.5993, 0.8739)>
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Face 7160
UV Count: 3
  UV <Vector (0.5999, 0.8861)>
  UV <Vector (0.5962, 0.8856)>
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Face 7161
UV Count: 3
  UV <Vector (0.5707, 0.8954)>
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Face 7162
UV Count: 3
  UV <Vector (0.5878, 0.8674)>
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Face 7163
UV Count: 3
  UV <Vector (0.5993, 0.8739)>
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Face 7164
UV Count: 3
  UV <Vector (0.5951, 0.8353)>
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Face 7165
UV Count: 3
  UV <Vector (0.6550, 0.6024)>
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Face 7166
UV Count: 3
  UV <Vector (0.6587, 0.6321)>
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Face 7167
UV Count: 3
  UV <Vector (0.6589, 0.6416)>
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Face 7168
UV Count: 3
  UV <Vector (0.7088, 0.5955)>
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Face 7169
UV Count: 3
  UV <Vector (0.7301, 0.5685)>
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Face 7170
UV Count: 3
  UV <Vector (0.7207, 0.5769)>
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Face 7171
UV Count: 3
  UV <Vector (0.7205, 0.5959)>
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Face 7172
UV Count: 3
  UV <Vector (0.7102, 0.5760)>
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Face 7173
UV Count: 3
  UV <Vector (0.6743, 0.6310)>
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Face 7174
UV Count: 3
  UV <Vector (0.6274, 0.6503)>
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Face 7175
UV Count: 3
  UV <Vector (0.6810, 0.6391)>
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Face 7176
UV Count: 3
  UV <Vector (0.7016, 0.6240)>
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Face 7177
UV Count: 3
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Face 7178
UV Count: 3
  UV <Vector (0.7829, 0.6056)>
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Face 7179
UV Count: 3
  UV <Vector (0.7730, 0.6254)>
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Face 7180
UV Count: 3
  UV <Vector (0.7730, 0.6157)>
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Face 7181
UV Count: 3
  UV <Vector (0.6003, 0.5904)>
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Face 7182
UV Count: 3
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Face 7183
UV Count: 3
  UV <Vector (0.6174, 0.6214)>
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Face 7184
UV Count: 3
  UV <Vector (0.6023, 0.6012)>
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Face 7185
UV Count: 3
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Face 7186
UV Count: 3
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Face 7187
UV Count: 3
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Face 7188
UV Count: 3
  UV <Vector (0.6085, 0.7599)>
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Face 7189
UV Count: 3
  UV <Vector (0.6156, 0.7525)>
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Face 7190
UV Count: 3
  UV <Vector (0.6222, 0.7538)>
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Face 7191
UV Count: 3
  UV <Vector (0.6162, 0.7605)>
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Face 7192
UV Count: 3
  UV <Vector (0.6035, 0.7516)>
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Face 7193
UV Count: 3
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Face 7194
UV Count: 3
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Face 7195
UV Count: 3
  UV <Vector (0.5987, 0.7764)>
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Face 7196
UV Count: 3
  UV <Vector (0.5473, 0.7741)>
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Face 7197
UV Count: 3
  UV <Vector (0.5930, 0.7711)>
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Face 7198
UV Count: 3
  UV <Vector (0.5925, 0.7660)>
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Face 7199
UV Count: 3
  UV <Vector (0.5822, 0.7700)>
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Face 7200
UV Count: 3
  UV <Vector (0.5822, 0.7700)>
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Face 7201
UV Count: 3
  UV <Vector (0.5814, 0.7645)>
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Face 7202
UV Count: 3
  UV <Vector (0.5804, 0.7576)>
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Face 7203
UV Count: 3
  UV <Vector (0.5760, 0.7695)>
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Face 7204
UV Count: 3
  UV <Vector (0.5836, 0.7777)>
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Face 7205
UV Count: 3
  UV <Vector (0.5538, 0.7804)>
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Face 7206
UV Count: 3
  UV <Vector (0.5922, 0.7511)>
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Face 7207
UV Count: 3
  UV <Vector (0.5697, 0.7690)>
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Face 7208
UV Count: 3
  UV <Vector (0.5862, 0.7508)>
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Face 7209
UV Count: 3
  UV <Vector (0.5697, 0.7690)>
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Face 7210
UV Count: 3
  UV <Vector (0.5688, 0.7636)>
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Face 7211
UV Count: 3
  UV <Vector (0.5677, 0.7572)>
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Face 7212
UV Count: 3
  UV <Vector (0.5636, 0.7687)>
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Face 7213
UV Count: 3
  UV <Vector (0.5426, 0.7809)>
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Face 7214
UV Count: 3
  UV <Vector (0.5483, 0.7806)>
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Face 7215
UV Count: 3
  UV <Vector (0.5740, 0.7573)>
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Face 7216
UV Count: 3
  UV <Vector (0.5577, 0.7687)>
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Face 7217
UV Count: 3
  UV <Vector (0.5577, 0.7687)>
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Face 7218
UV Count: 3
  UV <Vector (0.5636, 0.7687)>
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Face 7219
UV Count: 3
  UV <Vector (0.5664, 0.7506)>
  UV <Vector (0.5649, 0.7439)>
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Face 7220
UV Count: 3
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Face 7221
UV Count: 3
  UV <Vector (0.5558, 0.7575)>
  UV <Vector (0.5545, 0.7515)>
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Face 7222
UV Count: 3
  UV <Vector (0.5521, 0.7688)>
  UV <Vector (0.5513, 0.7635)>
  UV <Vector (0.5569, 0.7634)>
Face 7223
UV Count: 3
  UV <Vector (0.5316, 0.7806)>
  UV <Vector (0.5313, 0.7777)>
  UV <Vector (0.5365, 0.7774)>
Face 7224
UV Count: 3
  UV <Vector (0.5368, 0.7810)>
  UV <Vector (0.5365, 0.7774)>
  UV <Vector (0.5421, 0.7771)>
Face 7225
UV Count: 3
  UV <Vector (0.5729, 0.7504)>
  UV <Vector (0.5716, 0.7434)>
  UV <Vector (0.5789, 0.7431)>
Face 7226
UV Count: 3
  UV <Vector (0.5616, 0.7572)>
  UV <Vector (0.5603, 0.7509)>
  UV <Vector (0.5664, 0.7506)>
Face 7227
UV Count: 3
  UV <Vector (0.5466, 0.7690)>
  UV <Vector (0.5458, 0.7638)>
  UV <Vector (0.5513, 0.7635)>
Face 7228
UV Count: 3
  UV <Vector (0.5521, 0.7688)>
  UV <Vector (0.5525, 0.7729)>
  UV <Vector (0.5471, 0.7730)>
Face 7229
UV Count: 3
  UV <Vector (0.5466, 0.7690)>
  UV <Vector (0.5471, 0.7730)>
  UV <Vector (0.5417, 0.7733)>
Face 7230
UV Count: 3
  UV <Vector (0.5458, 0.7638)>
  UV <Vector (0.5450, 0.7584)>
  UV <Vector (0.5503, 0.7580)>
Face 7231
UV Count: 3
  UV <Vector (0.5450, 0.7584)>
  UV <Vector (0.5440, 0.7526)>
  UV <Vector (0.5492, 0.7523)>
Face 7232
UV Count: 3
  UV <Vector (0.5412, 0.7691)>
  UV <Vector (0.5405, 0.7641)>
  UV <Vector (0.5458, 0.7638)>
Face 7233
UV Count: 3
  UV <Vector (0.5494, 0.7859)>
  UV <Vector (0.5483, 0.7806)>
  UV <Vector (0.5538, 0.7804)>
Face 7234
UV Count: 3
  UV <Vector (0.5651, 0.7767)>
  UV <Vector (0.5710, 0.7772)>
  UV <Vector (0.5707, 0.7812)>
Face 7235
UV Count: 3
  UV <Vector (0.5503, 0.7580)>
  UV <Vector (0.5492, 0.7523)>
  UV <Vector (0.5545, 0.7515)>
Face 7236
UV Count: 3
  UV <Vector (0.5358, 0.7695)>
  UV <Vector (0.5363, 0.7736)>
  UV <Vector (0.5310, 0.7740)>
Face 7237
UV Count: 3
  UV <Vector (0.5358, 0.7695)>
  UV <Vector (0.5352, 0.7644)>
  UV <Vector (0.5405, 0.7641)>
Face 7238
UV Count: 3
  UV <Vector (0.5412, 0.7691)>
  UV <Vector (0.5417, 0.7733)>
  UV <Vector (0.5363, 0.7736)>
Face 7239
UV Count: 3
  UV <Vector (0.5440, 0.7526)>
  UV <Vector (0.5431, 0.7461)>
  UV <Vector (0.5482, 0.7459)>
Face 7240
UV Count: 3
  UV <Vector (0.5352, 0.7644)>
  UV <Vector (0.5345, 0.7591)>
  UV <Vector (0.5397, 0.7588)>
Face 7241
UV Count: 3
  UV <Vector (0.5345, 0.7591)>
  UV <Vector (0.5337, 0.7536)>
  UV <Vector (0.5388, 0.7530)>
Face 7242
UV Count: 3
  UV <Vector (0.5305, 0.7699)>
  UV <Vector (0.5300, 0.7648)>
  UV <Vector (0.5352, 0.7644)>
Face 7243
UV Count: 3
  UV <Vector (0.5710, 0.7772)>
  UV <Vector (0.5777, 0.7773)>
  UV <Vector (0.5773, 0.7809)>
Face 7244
UV Count: 3
  UV <Vector (0.5777, 0.7773)>
  UV <Vector (0.5836, 0.7777)>
  UV <Vector (0.5835, 0.7808)>
Face 7245
UV Count: 3
  UV <Vector (0.5492, 0.7523)>
  UV <Vector (0.5482, 0.7459)>
  UV <Vector (0.5532, 0.7452)>
Face 7246
UV Count: 3
  UV <Vector (0.5397, 0.7588)>
  UV <Vector (0.5388, 0.7530)>
  UV <Vector (0.5440, 0.7526)>
Face 7247
UV Count: 3
  UV <Vector (0.5247, 0.7652)>
  UV <Vector (0.5300, 0.7648)>
  UV <Vector (0.5305, 0.7699)>
Face 7248
UV Count: 3
  UV <Vector (0.5310, 0.7740)>
  UV <Vector (0.5252, 0.7743)>
  UV <Vector (0.5252, 0.7701)>
Face 7249
UV Count: 3
  UV <Vector (0.5252, 0.7743)>
  UV <Vector (0.5201, 0.7745)>
  UV <Vector (0.5197, 0.7704)>
Face 7250
UV Count: 3
  UV <Vector (0.5245, 0.7600)>
  UV <Vector (0.5294, 0.7596)>
  UV <Vector (0.5300, 0.7648)>
Face 7251
UV Count: 3
  UV <Vector (0.5242, 0.7546)>
  UV <Vector (0.5287, 0.7541)>
  UV <Vector (0.5294, 0.7596)>
Face 7252
UV Count: 3
  UV <Vector (0.5196, 0.7656)>
  UV <Vector (0.5247, 0.7652)>
  UV <Vector (0.5252, 0.7701)>
Face 7253
UV Count: 3
  UV <Vector (0.5145, 0.7778)>
  UV <Vector (0.5203, 0.7780)>
  UV <Vector (0.5203, 0.7815)>
Face 7254
UV Count: 3
  UV <Vector (0.5417, 0.7742)>
  UV <Vector (0.5419, 0.7757)>
  UV <Vector (0.5364, 0.7760)>
Face 7255
UV Count: 3
  UV <Vector (0.5922, 0.7511)>
  UV <Vector (0.5983, 0.7513)>
  UV <Vector (0.5976, 0.7589)>
Face 7256
UV Count: 3
  UV <Vector (0.5201, 0.7745)>
  UV <Vector (0.5148, 0.7742)>
  UV <Vector (0.5150, 0.7709)>
Face 7257
UV Count: 3
  UV <Vector (0.5279, 0.7484)>
  UV <Vector (0.5330, 0.7475)>
  UV <Vector (0.5337, 0.7536)>
Face 7258
UV Count: 3
  UV <Vector (0.5330, 0.7475)>
  UV <Vector (0.5380, 0.7466)>
  UV <Vector (0.5388, 0.7530)>
Face 7259
UV Count: 3
  UV <Vector (0.5153, 0.7658)>
  UV <Vector (0.5196, 0.7656)>
  UV <Vector (0.5197, 0.7704)>
Face 7260
UV Count: 3
  UV <Vector (0.5156, 0.7608)>
  UV <Vector (0.5198, 0.7605)>
  UV <Vector (0.5196, 0.7656)>
Face 7261
UV Count: 3
  UV <Vector (0.5162, 0.7494)>
  UV <Vector (0.5202, 0.7489)>
  UV <Vector (0.5201, 0.7542)>
Face 7262
UV Count: 3
  UV <Vector (0.5201, 0.7542)>
  UV <Vector (0.5242, 0.7546)>
  UV <Vector (0.5245, 0.7600)>
Face 7263
UV Count: 3
  UV <Vector (0.5254, 0.7749)>
  UV <Vector (0.5257, 0.7764)>
  UV <Vector (0.5202, 0.7766)>
Face 7264
UV Count: 3
  UV <Vector (0.5257, 0.7764)>
  UV <Vector (0.5261, 0.7777)>
  UV <Vector (0.5203, 0.7780)>
Face 7265
UV Count: 3
  UV <Vector (0.6315, 0.7747)>
  UV <Vector (0.6251, 0.7749)>
  UV <Vector (0.6244, 0.7724)>
Face 7266
UV Count: 3
  UV <Vector (0.6234, 0.7673)>
  UV <Vector (0.6295, 0.7666)>
  UV <Vector (0.6305, 0.7719)>
Face 7267
UV Count: 3
  UV <Vector (0.6030, 0.7444)>
  UV <Vector (0.6028, 0.7414)>
  UV <Vector (0.6079, 0.7424)>
Face 7268
UV Count: 3
  UV <Vector (0.6291, 0.7609)>
  UV <Vector (0.6360, 0.7608)>
  UV <Vector (0.6364, 0.7658)>
Face 7269
UV Count: 3
  UV <Vector (0.6222, 0.7538)>
  UV <Vector (0.6291, 0.7545)>
  UV <Vector (0.6291, 0.7609)>
Face 7270
UV Count: 3
  UV <Vector (0.5159, 0.7553)>
  UV <Vector (0.5201, 0.7542)>
  UV <Vector (0.5198, 0.7605)>
Face 7271
UV Count: 3
  UV <Vector (0.6320, 0.7767)>
  UV <Vector (0.6322, 0.7778)>
  UV <Vector (0.6262, 0.7780)>
Face 7272
UV Count: 3
  UV <Vector (0.5202, 0.7766)>
  UV <Vector (0.5146, 0.7763)>
  UV <Vector (0.5147, 0.7750)>
Face 7273
UV Count: 3
  UV <Vector (0.6251, 0.7749)>
  UV <Vector (0.6185, 0.7749)>
  UV <Vector (0.6178, 0.7727)>
Face 7274
UV Count: 3
  UV <Vector (0.6226, 0.7608)>
  UV <Vector (0.6291, 0.7609)>
  UV <Vector (0.6295, 0.7666)>
Face 7275
UV Count: 3
  UV <Vector (0.6168, 0.7673)>
  UV <Vector (0.6234, 0.7673)>
  UV <Vector (0.6244, 0.7724)>
Face 7276
UV Count: 3
  UV <Vector (0.6178, 0.7727)>
  UV <Vector (0.6185, 0.7749)>
  UV <Vector (0.6101, 0.7748)>
Face 7277
UV Count: 3
  UV <Vector (0.6095, 0.7723)>
  UV <Vector (0.6088, 0.7670)>
  UV <Vector (0.6168, 0.7673)>
Face 7278
UV Count: 3
  UV <Vector (0.6037, 0.7718)>
  UV <Vector (0.6033, 0.7666)>
  UV <Vector (0.6088, 0.7670)>
Face 7279
UV Count: 3
  UV <Vector (0.6085, 0.7599)>
  UV <Vector (0.6086, 0.7519)>
  UV <Vector (0.6156, 0.7525)>
Face 7280
UV Count: 3
  UV <Vector (0.6295, 0.7480)>
  UV <Vector (0.6351, 0.7494)>
  UV <Vector (0.6356, 0.7553)>
Face 7281
UV Count: 3
  UV <Vector (0.6813, 0.6307)>
  UV <Vector (0.6810, 0.6391)>
  UV <Vector (0.6743, 0.6397)>
Face 7282
UV Count: 3
  UV <Vector (0.7622, 0.5862)>
  UV <Vector (0.7628, 0.5961)>
  UV <Vector (0.7536, 0.5962)>
Face 7283
UV Count: 3
  UV <Vector (0.7131, 0.6403)>
  UV <Vector (0.6967, 0.6402)>
  UV <Vector (0.6986, 0.6321)>
Face 7284
UV Count: 3
  UV <Vector (0.6594, 0.6692)>
  UV <Vector (0.6591, 0.6600)>
  UV <Vector (0.6678, 0.6581)>
Face 7285
UV Count: 3
  UV <Vector (0.7631, 0.6061)>
  UV <Vector (0.7535, 0.6062)>
  UV <Vector (0.7536, 0.5962)>
Face 7286
UV Count: 3
  UV <Vector (0.7428, 0.6161)>
  UV <Vector (0.7426, 0.6259)>
  UV <Vector (0.7302, 0.6247)>
Face 7287
UV Count: 3
  UV <Vector (0.6915, 0.6468)>
  UV <Vector (0.6910, 0.6530)>
  UV <Vector (0.6871, 0.6531)>
Face 7288
UV Count: 3
  UV <Vector (0.7730, 0.6058)>
  UV <Vector (0.7631, 0.6061)>
  UV <Vector (0.7628, 0.5961)>
Face 7289
UV Count: 3
  UV <Vector (0.7421, 0.6526)>
  UV <Vector (0.7421, 0.6609)>
  UV <Vector (0.7280, 0.6572)>
Face 7290
UV Count: 3
  UV <Vector (0.7828, 0.6251)>
  UV <Vector (0.7730, 0.6254)>
  UV <Vector (0.7730, 0.6157)>
Face 7291
UV Count: 3
  UV <Vector (0.7627, 0.6446)>
  UV <Vector (0.7626, 0.6540)>
  UV <Vector (0.7526, 0.6537)>
Face 7292
UV Count: 3
  UV <Vector (0.7528, 0.6354)>
  UV <Vector (0.7428, 0.6356)>
  UV <Vector (0.7426, 0.6259)>
Face 7293
UV Count: 3
  UV <Vector (0.7916, 0.6641)>
  UV <Vector (0.7823, 0.6641)>
  UV <Vector (0.7823, 0.6543)>
Face 7294
UV Count: 3
  UV <Vector (0.7823, 0.6641)>
  UV <Vector (0.7727, 0.6640)>
  UV <Vector (0.7727, 0.6543)>
Face 7295
UV Count: 3
  UV <Vector (0.7918, 0.6444)>
  UV <Vector (0.7824, 0.6446)>
  UV <Vector (0.7826, 0.6348)>
Face 7296
UV Count: 3
  UV <Vector (0.7725, 0.6955)>
  UV <Vector (0.7823, 0.6959)>
  UV <Vector (0.7819, 0.7074)>
Face 7297
UV Count: 3
  UV <Vector (0.6260, 0.6014)>
  UV <Vector (0.6249, 0.5908)>
  UV <Vector (0.6341, 0.5912)>
Face 7298
UV Count: 3
  UV <Vector (0.6341, 0.5912)>
  UV <Vector (0.6324, 0.5805)>
  UV <Vector (0.6419, 0.5813)>
Face 7299
UV Count: 3
  UV <Vector (0.6383, 0.6510)>
  UV <Vector (0.6380, 0.6603)>
  UV <Vector (0.6272, 0.6597)>
Face 7300
UV Count: 3
  UV <Vector (0.7702, 0.5680)>
  UV <Vector (0.7713, 0.5767)>
  UV <Vector (0.7611, 0.5768)>
Face 7301
UV Count: 3
  UV <Vector (0.6260, 0.6975)>
  UV <Vector (0.6268, 0.7063)>
  UV <Vector (0.6155, 0.7045)>
Face 7302
UV Count: 3
  UV <Vector (0.6153, 0.6877)>
  UV <Vector (0.6151, 0.6966)>
  UV <Vector (0.6072, 0.6964)>
Face 7303
UV Count: 3
  UV <Vector (0.5882, 0.7101)>
  UV <Vector (0.5756, 0.7153)>
  UV <Vector (0.5773, 0.7059)>
Face 7304
UV Count: 3
  UV <Vector (0.6268, 0.7063)>
  UV <Vector (0.6286, 0.7165)>
  UV <Vector (0.6158, 0.7096)>
Face 7305
UV Count: 3
  UV <Vector (0.6371, 0.6889)>
  UV <Vector (0.6370, 0.6984)>
  UV <Vector (0.6260, 0.6975)>
Face 7306
UV Count: 3
  UV <Vector (0.6375, 0.6793)>
  UV <Vector (0.6371, 0.6889)>
  UV <Vector (0.6261, 0.6882)>
Face 7307
UV Count: 3
  UV <Vector (0.6378, 0.6697)>
  UV <Vector (0.6375, 0.6793)>
  UV <Vector (0.6265, 0.6787)>
Face 7308
UV Count: 3
  UV <Vector (0.5909, 0.9289)>
  UV <Vector (0.5913, 0.9224)>
  UV <Vector (0.5959, 0.9248)>
Face 7309
UV Count: 3
  UV <Vector (0.8013, 0.6957)>
  UV <Vector (0.8020, 0.7073)>
  UV <Vector (0.7920, 0.7074)>
Face 7310
UV Count: 3
  UV <Vector (0.7622, 0.7065)>
  UV <Vector (0.7629, 0.6947)>
  UV <Vector (0.7725, 0.6955)>
Face 7311
UV Count: 3
  UV <Vector (0.7629, 0.6947)>
  UV <Vector (0.7628, 0.6834)>
  UV <Vector (0.7727, 0.6842)>
Face 7312
UV Count: 3
  UV <Vector (0.7917, 0.6846)>
  UV <Vector (0.8011, 0.6844)>
  UV <Vector (0.8013, 0.6957)>
Face 7313
UV Count: 3
  UV <Vector (0.8020, 0.7073)>
  UV <Vector (0.8034, 0.7189)>
  UV <Vector (0.7920, 0.7186)>
Face 7314
UV Count: 3
  UV <Vector (0.8034, 0.7189)>
  UV <Vector (0.8052, 0.7288)>
  UV <Vector (0.7921, 0.7284)>
Face 7315
UV Count: 3
  UV <Vector (0.6738, 0.9196)>
  UV <Vector (0.6764, 0.9236)>
  UV <Vector (0.6628, 0.9326)>
Face 7316
UV Count: 3
  UV <Vector (0.8139, 0.7194)>
  UV <Vector (0.8120, 0.7070)>
  UV <Vector (0.8218, 0.7057)>
Face 7317
UV Count: 3
  UV <Vector (0.6323, 0.5151)>
  UV <Vector (0.6316, 0.5116)>
  UV <Vector (0.6402, 0.5129)>
Face 7318
UV Count: 3
  UV <Vector (0.6175, 0.5215)>
  UV <Vector (0.6164, 0.5147)>
  UV <Vector (0.6239, 0.5152)>
Face 7319
UV Count: 3
  UV <Vector (0.6239, 0.5152)>
  UV <Vector (0.6225, 0.5106)>
  UV <Vector (0.6316, 0.5116)>
Face 7320
UV Count: 3
  UV <Vector (0.6250, 0.5220)>
  UV <Vector (0.6239, 0.5152)>
  UV <Vector (0.6323, 0.5151)>
Face 7321
UV Count: 3
  UV <Vector (0.6345, 0.5291)>
  UV <Vector (0.6345, 0.5337)>
  UV <Vector (0.6255, 0.5332)>
Face 7322
UV Count: 3
  UV <Vector (0.6255, 0.5332)>
  UV <Vector (0.6172, 0.5331)>
  UV <Vector (0.6179, 0.5280)>
Face 7323
UV Count: 3
  UV <Vector (0.6179, 0.5280)>
  UV <Vector (0.6175, 0.5215)>
  UV <Vector (0.6250, 0.5220)>
Face 7324
UV Count: 3
  UV <Vector (0.6257, 0.5282)>
  UV <Vector (0.6250, 0.5220)>
  UV <Vector (0.6337, 0.5229)>
Face 7325
UV Count: 3
  UV <Vector (0.6411, 0.5717)>
  UV <Vector (0.6419, 0.5813)>
  UV <Vector (0.6324, 0.5805)>
Face 7326
UV Count: 3
  UV <Vector (0.6411, 0.5627)>
  UV <Vector (0.6411, 0.5717)>
  UV <Vector (0.6316, 0.5707)>
Face 7327
UV Count: 3
  UV <Vector (0.6729, 0.5453)>
  UV <Vector (0.6625, 0.5443)>
  UV <Vector (0.6632, 0.5407)>
Face 7328
UV Count: 3
  UV <Vector (0.6316, 0.5707)>
  UV <Vector (0.6324, 0.5805)>
  UV <Vector (0.6234, 0.5799)>
Face 7329
UV Count: 3
  UV <Vector (0.6330, 0.5459)>
  UV <Vector (0.6325, 0.5536)>
  UV <Vector (0.6237, 0.5525)>
Face 7330
UV Count: 3
  UV <Vector (0.6527, 0.5431)>
  UV <Vector (0.6433, 0.5418)>
  UV <Vector (0.6440, 0.5383)>
Face 7331
UV Count: 3
  UV <Vector (0.6325, 0.5536)>
  UV <Vector (0.6319, 0.5618)>
  UV <Vector (0.6229, 0.5605)>
Face 7332
UV Count: 3
  UV <Vector (0.6249, 0.5908)>
  UV <Vector (0.6234, 0.5799)>
  UV <Vector (0.6324, 0.5805)>
Face 7333
UV Count: 3
  UV <Vector (0.6457, 0.6022)>
  UV <Vector (0.6474, 0.6125)>
  UV <Vector (0.6369, 0.6121)>
Face 7334
UV Count: 3
  UV <Vector (0.6356, 0.6018)>
  UV <Vector (0.6369, 0.6121)>
  UV <Vector (0.6268, 0.6117)>
Face 7335
UV Count: 3
  UV <Vector (0.6319, 0.5618)>
  UV <Vector (0.6316, 0.5707)>
  UV <Vector (0.6225, 0.5695)>
Face 7336
UV Count: 3
  UV <Vector (0.6474, 0.6125)>
  UV <Vector (0.6487, 0.6226)>
  UV <Vector (0.6379, 0.6222)>
Face 7337
UV Count: 3
  UV <Vector (0.6489, 0.6606)>
  UV <Vector (0.6488, 0.6700)>
  UV <Vector (0.6378, 0.6697)>
Face 7338
UV Count: 3
  UV <Vector (0.6489, 0.6513)>
  UV <Vector (0.6489, 0.6606)>
  UV <Vector (0.6380, 0.6603)>
Face 7339
UV Count: 3
  UV <Vector (0.6730, 0.6031)>
  UV <Vector (0.6735, 0.6125)>
  UV <Vector (0.6652, 0.6125)>
Face 7340
UV Count: 3
  UV <Vector (0.7597, 0.5681)>
  UV <Vector (0.7611, 0.5768)>
  UV <Vector (0.7517, 0.5769)>
Face 7341
UV Count: 3
  UV <Vector (0.6486, 0.6796)>
  UV <Vector (0.6480, 0.6894)>
  UV <Vector (0.6371, 0.6889)>
Face 7342
UV Count: 3
  UV <Vector (0.6488, 0.6700)>
  UV <Vector (0.6486, 0.6796)>
  UV <Vector (0.6375, 0.6793)>
Face 7343
UV Count: 3
  UV <Vector (0.7611, 0.5768)>
  UV <Vector (0.7622, 0.5862)>
  UV <Vector (0.7528, 0.5863)>
Face 7344
UV Count: 3
  UV <Vector (0.7713, 0.5767)>
  UV <Vector (0.7722, 0.5860)>
  UV <Vector (0.7622, 0.5862)>
Face 7345
UV Count: 3
  UV <Vector (0.6584, 0.7135)>
  UV <Vector (0.6675, 0.7119)>
  UV <Vector (0.6679, 0.7184)>
Face 7346
UV Count: 3
  UV <Vector (0.6672, 0.7051)>
  UV <Vector (0.6675, 0.7119)>
  UV <Vector (0.6584, 0.7135)>
Face 7347
UV Count: 3
  UV <Vector (0.6575, 0.6989)>
  UV <Vector (0.6577, 0.7062)>
  UV <Vector (0.6483, 0.7068)>
Face 7348
UV Count: 3
  UV <Vector (0.6480, 0.6894)>
  UV <Vector (0.6478, 0.6988)>
  UV <Vector (0.6370, 0.6984)>
Face 7349
UV Count: 3
  UV <Vector (0.6542, 0.7294)>
  UV <Vector (0.6518, 0.7229)>
  UV <Vector (0.6598, 0.7208)>
Face 7350
UV Count: 3
  UV <Vector (0.6161, 0.6782)>
  UV <Vector (0.6153, 0.6877)>
  UV <Vector (0.6073, 0.6875)>
Face 7351
UV Count: 3
  UV <Vector (0.6165, 0.6686)>
  UV <Vector (0.6161, 0.6782)>
  UV <Vector (0.6076, 0.6779)>
Face 7352
UV Count: 3
  UV <Vector (0.7307, 0.7603)>
  UV <Vector (0.7235, 0.7590)>
  UV <Vector (0.7253, 0.7526)>
Face 7353
UV Count: 3
  UV <Vector (0.7384, 0.7561)>
  UV <Vector (0.7398, 0.7504)>
  UV <Vector (0.7449, 0.7526)>
Face 7354
UV Count: 3
  UV <Vector (0.7270, 0.7460)>
  UV <Vector (0.7291, 0.7388)>
  UV <Vector (0.7362, 0.7417)>
Face 7355
UV Count: 3
  UV <Vector (0.7320, 0.7543)>
  UV <Vector (0.7338, 0.7482)>
  UV <Vector (0.7398, 0.7504)>
Face 7356
UV Count: 3
  UV <Vector (0.7384, 0.7561)>
  UV <Vector (0.7374, 0.7619)>
  UV <Vector (0.7307, 0.7603)>
Face 7357
UV Count: 3
  UV <Vector (0.7468, 0.7463)>
  UV <Vector (0.7423, 0.7443)>
  UV <Vector (0.7458, 0.7365)>
Face 7358
UV Count: 3
  UV <Vector (0.7442, 0.7581)>
  UV <Vector (0.7449, 0.7526)>
  UV <Vector (0.7493, 0.7557)>
Face 7359
UV Count: 3
  UV <Vector (0.7398, 0.7504)>
  UV <Vector (0.7423, 0.7443)>
  UV <Vector (0.7468, 0.7463)>
Face 7360
UV Count: 3
  UV <Vector (0.7504, 0.7609)>
  UV <Vector (0.7502, 0.7661)>
  UV <Vector (0.7439, 0.7637)>
Face 7361
UV Count: 3
  UV <Vector (0.7622, 0.7065)>
  UV <Vector (0.7607, 0.7188)>
  UV <Vector (0.7518, 0.7168)>
Face 7362
UV Count: 3
  UV <Vector (0.7515, 0.7387)>
  UV <Vector (0.7458, 0.7365)>
  UV <Vector (0.7497, 0.7282)>
Face 7363
UV Count: 3
  UV <Vector (0.7571, 0.7302)>
  UV <Vector (0.7497, 0.7282)>
  UV <Vector (0.7518, 0.7168)>
Face 7364
UV Count: 3
  UV <Vector (0.7326, 0.7210)>
  UV <Vector (0.7344, 0.7100)>
  UV <Vector (0.7429, 0.7140)>
Face 7365
UV Count: 3
  UV <Vector (0.7807, 0.7192)>
  UV <Vector (0.7702, 0.7199)>
  UV <Vector (0.7719, 0.7074)>
Face 7366
UV Count: 3
  UV <Vector (0.7791, 0.7291)>
  UV <Vector (0.7655, 0.7320)>
  UV <Vector (0.7702, 0.7199)>
Face 7367
UV Count: 3
  UV <Vector (0.7429, 0.7140)>
  UV <Vector (0.7436, 0.7014)>
  UV <Vector (0.7527, 0.7048)>
Face 7368
UV Count: 3
  UV <Vector (0.7530, 0.6819)>
  UV <Vector (0.7528, 0.6720)>
  UV <Vector (0.7627, 0.6731)>
Face 7369
UV Count: 3
  UV <Vector (0.7530, 0.6929)>
  UV <Vector (0.7530, 0.6819)>
  UV <Vector (0.7628, 0.6834)>
Face 7370
UV Count: 3
  UV <Vector (0.7418, 0.7254)>
  UV <Vector (0.7429, 0.7140)>
  UV <Vector (0.7518, 0.7168)>
Face 7371
UV Count: 3
  UV <Vector (0.7528, 0.6720)>
  UV <Vector (0.7530, 0.6819)>
  UV <Vector (0.7419, 0.6782)>
Face 7372
UV Count: 3
  UV <Vector (0.7923, 0.6250)>
  UV <Vector (0.7828, 0.6251)>
  UV <Vector (0.7829, 0.6154)>
Face 7373
UV Count: 3
  UV <Vector (0.7824, 0.6446)>
  UV <Vector (0.7727, 0.6446)>
  UV <Vector (0.7728, 0.6350)>
Face 7374
UV Count: 3
  UV <Vector (0.7728, 0.6737)>
  UV <Vector (0.7727, 0.6640)>
  UV <Vector (0.7823, 0.6641)>
Face 7375
UV Count: 3
  UV <Vector (0.7921, 0.6346)>
  UV <Vector (0.7826, 0.6348)>
  UV <Vector (0.7828, 0.6251)>
Face 7376
UV Count: 3
  UV <Vector (0.7147, 0.6324)>
  UV <Vector (0.6986, 0.6321)>
  UV <Vector (0.7016, 0.6240)>
Face 7377
UV Count: 3
  UV <Vector (0.7302, 0.6247)>
  UV <Vector (0.7296, 0.6337)>
  UV <Vector (0.7147, 0.6324)>
Face 7378
UV Count: 3
  UV <Vector (0.7426, 0.6259)>
  UV <Vector (0.7428, 0.6356)>
  UV <Vector (0.7296, 0.6337)>
Face 7379
UV Count: 3
  UV <Vector (0.7533, 0.6162)>
  UV <Vector (0.7428, 0.6161)>
  UV <Vector (0.7432, 0.6063)>
Face 7380
UV Count: 3
  UV <Vector (0.6815, 0.6219)>
  UV <Vector (0.6813, 0.6307)>
  UV <Vector (0.6743, 0.6310)>
Face 7381
UV Count: 3
  UV <Vector (0.6960, 0.6230)>
  UV <Vector (0.6939, 0.6314)>
  UV <Vector (0.6879, 0.6309)>
Face 7382
UV Count: 3
  UV <Vector (0.7428, 0.6161)>
  UV <Vector (0.7309, 0.6154)>
  UV <Vector (0.7317, 0.6059)>
Face 7383
UV Count: 3
  UV <Vector (0.6678, 0.6581)>
  UV <Vector (0.6591, 0.6600)>
  UV <Vector (0.6591, 0.6510)>
Face 7384
UV Count: 3
  UV <Vector (0.7568, 0.5487)>
  UV <Vector (0.7467, 0.5485)>
  UV <Vector (0.7466, 0.5452)>
Face 7385
UV Count: 3
  UV <Vector (0.7799, 0.5486)>
  UV <Vector (0.7802, 0.5531)>
  UV <Vector (0.7680, 0.5532)>
Face 7386
UV Count: 3
  UV <Vector (0.6973, 0.6139)>
  UV <Vector (0.6960, 0.6230)>
  UV <Vector (0.6888, 0.6223)>
Face 7387
UV Count: 3
  UV <Vector (0.8063, 0.5486)>
  UV <Vector (0.7933, 0.5481)>
  UV <Vector (0.7933, 0.5447)>
Face 7388
UV Count: 3
  UV <Vector (0.7930, 0.5417)>
  UV <Vector (0.7930, 0.5372)>
  UV <Vector (0.8060, 0.5378)>
Face 7389
UV Count: 3
  UV <Vector (0.7663, 0.5208)>
  UV <Vector (0.7789, 0.5202)>
  UV <Vector (0.7787, 0.5232)>
Face 7390
UV Count: 3
  UV <Vector (0.7789, 0.5202)>
  UV <Vector (0.7927, 0.5201)>
  UV <Vector (0.7927, 0.5229)>
Face 7391
UV Count: 3
  UV <Vector (0.7930, 0.5417)>
  UV <Vector (0.7797, 0.5428)>
  UV <Vector (0.7800, 0.5374)>
Face 7392
UV Count: 3
  UV <Vector (0.6173, 0.6114)>
  UV <Vector (0.6174, 0.6214)>
  UV <Vector (0.6105, 0.6217)>
Face 7393
UV Count: 3
  UV <Vector (0.6268, 0.6117)>
  UV <Vector (0.6274, 0.6217)>
  UV <Vector (0.6174, 0.6214)>
Face 7394
UV Count: 3
  UV <Vector (0.6074, 0.6215)>
  UV <Vector (0.6067, 0.6309)>
  UV <Vector (0.6039, 0.6309)>
Face 7395
UV Count: 3
  UV <Vector (0.5917, 0.6214)>
  UV <Vector (0.5817, 0.6216)>
  UV <Vector (0.5833, 0.6116)>
Face 7396
UV Count: 3
  UV <Vector (0.7628, 0.6352)>
  UV <Vector (0.7528, 0.6354)>
  UV <Vector (0.7530, 0.6259)>
Face 7397
UV Count: 3
  UV <Vector (0.7526, 0.6446)>
  UV <Vector (0.7526, 0.6537)>
  UV <Vector (0.7421, 0.6526)>
Face 7398
UV Count: 3
  UV <Vector (0.7727, 0.6446)>
  UV <Vector (0.7627, 0.6446)>
  UV <Vector (0.7628, 0.6352)>
Face 7399
UV Count: 3
  UV <Vector (0.7725, 0.6955)>
  UV <Vector (0.7727, 0.6842)>
  UV <Vector (0.7823, 0.6846)>
Face 7400
UV Count: 3
  UV <Vector (0.7530, 0.6259)>
  UV <Vector (0.7426, 0.6259)>
  UV <Vector (0.7428, 0.6161)>
Face 7401
UV Count: 3
  UV <Vector (0.7928, 0.6055)>
  UV <Vector (0.7829, 0.6056)>
  UV <Vector (0.7829, 0.5957)>
Face 7402
UV Count: 3
  UV <Vector (0.7526, 0.6446)>
  UV <Vector (0.7422, 0.6440)>
  UV <Vector (0.7428, 0.6356)>
Face 7403
UV Count: 3
  UV <Vector (0.7931, 0.5956)>
  UV <Vector (0.7829, 0.5957)>
  UV <Vector (0.7827, 0.5859)>
Face 7404
UV Count: 3
  UV <Vector (0.6986, 0.6321)>
  UV <Vector (0.6967, 0.6402)>
  UV <Vector (0.6926, 0.6394)>
Face 7405
UV Count: 3
  UV <Vector (0.7296, 0.6337)>
  UV <Vector (0.7286, 0.6419)>
  UV <Vector (0.7131, 0.6403)>
Face 7406
UV Count: 3
  UV <Vector (0.7829, 0.5957)>
  UV <Vector (0.7727, 0.5959)>
  UV <Vector (0.7722, 0.5860)>
Face 7407
UV Count: 3
  UV <Vector (0.6871, 0.6390)>
  UV <Vector (0.6869, 0.6465)>
  UV <Vector (0.6811, 0.6469)>
Face 7408
UV Count: 3
  UV <Vector (0.6740, 0.6219)>
  UV <Vector (0.6743, 0.6310)>
  UV <Vector (0.6670, 0.6316)>
Face 7409
UV Count: 3
  UV <Vector (0.6816, 0.6128)>
  UV <Vector (0.6815, 0.6219)>
  UV <Vector (0.6740, 0.6219)>
Face 7410
UV Count: 3
  UV <Vector (0.7178, 0.6149)>
  UV <Vector (0.7047, 0.6149)>
  UV <Vector (0.7070, 0.6050)>
Face 7411
UV Count: 3
  UV <Vector (0.7317, 0.6059)>
  UV <Vector (0.7193, 0.6054)>
  UV <Vector (0.7205, 0.5959)>
Face 7412
UV Count: 3
  UV <Vector (0.6384, 0.6417)>
  UV <Vector (0.6384, 0.6321)>
  UV <Vector (0.6491, 0.6325)>
Face 7413
UV Count: 3
  UV <Vector (0.6735, 0.6125)>
  UV <Vector (0.6740, 0.6219)>
  UV <Vector (0.6663, 0.6221)>
Face 7414
UV Count: 3
  UV <Vector (0.7323, 0.5865)>
  UV <Vector (0.7323, 0.5962)>
  UV <Vector (0.7205, 0.5959)>
Face 7415
UV Count: 3
  UV <Vector (0.7198, 0.5682)>
  UV <Vector (0.7207, 0.5769)>
  UV <Vector (0.7102, 0.5760)>
Face 7416
UV Count: 3
  UV <Vector (0.6384, 0.6321)>
  UV <Vector (0.6379, 0.6222)>
  UV <Vector (0.6487, 0.6226)>
Face 7417
UV Count: 3
  UV <Vector (0.6417, 0.5546)>
  UV <Vector (0.6411, 0.5627)>
  UV <Vector (0.6319, 0.5618)>
Face 7418
UV Count: 3
  UV <Vector (0.6537, 0.5919)>
  UV <Vector (0.6550, 0.6024)>
  UV <Vector (0.6457, 0.6022)>
Face 7419
UV Count: 3
  UV <Vector (0.6517, 0.5728)>
  UV <Vector (0.6513, 0.5823)>
  UV <Vector (0.6419, 0.5813)>
Face 7420
UV Count: 3
  UV <Vector (0.6901, 0.6039)>
  UV <Vector (0.6895, 0.6132)>
  UV <Vector (0.6816, 0.6128)>
Face 7421
UV Count: 3
  UV <Vector (0.7802, 0.5531)>
  UV <Vector (0.7807, 0.5598)>
  UV <Vector (0.7689, 0.5600)>
Face 7422
UV Count: 3
  UV <Vector (0.7309, 0.6154)>
  UV <Vector (0.7178, 0.6149)>
  UV <Vector (0.7193, 0.6054)>
Face 7423
UV Count: 3
  UV <Vector (0.6670, 0.6406)>
  UV <Vector (0.6672, 0.6495)>
  UV <Vector (0.6591, 0.6510)>
Face 7424
UV Count: 3
  UV <Vector (0.6488, 0.6700)>
  UV <Vector (0.6489, 0.6606)>
  UV <Vector (0.6591, 0.6600)>
Face 7425
UV Count: 3
  UV <Vector (0.7162, 0.6239)>
  UV <Vector (0.7016, 0.6240)>
  UV <Vector (0.7047, 0.6149)>
Face 7426
UV Count: 3
  UV <Vector (0.6939, 0.6314)>
  UV <Vector (0.6926, 0.6394)>
  UV <Vector (0.6871, 0.6390)>
Face 7427
UV Count: 3
  UV <Vector (0.5200, 0.6472)>
  UV <Vector (0.5131, 0.6460)>
  UV <Vector (0.5135, 0.6391)>
Face 7428
UV Count: 3
  UV <Vector (0.7119, 0.6476)>
  UV <Vector (0.6949, 0.6481)>
  UV <Vector (0.6967, 0.6402)>
Face 7429
UV Count: 3
  UV <Vector (0.7629, 0.6257)>
  UV <Vector (0.7530, 0.6259)>
  UV <Vector (0.7533, 0.6162)>
Face 7430
UV Count: 3
  UV <Vector (0.7829, 0.6154)>
  UV <Vector (0.7730, 0.6157)>
  UV <Vector (0.7730, 0.6058)>
Face 7431
UV Count: 3
  UV <Vector (0.7418, 0.6690)>
  UV <Vector (0.7419, 0.6782)>
  UV <Vector (0.7287, 0.6712)>
Face 7432
UV Count: 3
  UV <Vector (0.7728, 0.6350)>
  UV <Vector (0.7628, 0.6352)>
  UV <Vector (0.7629, 0.6257)>
Face 7433
UV Count: 3
  UV <Vector (0.7627, 0.6446)>
  UV <Vector (0.7526, 0.6446)>
  UV <Vector (0.7528, 0.6354)>
Face 7434
UV Count: 3
  UV <Vector (0.7825, 0.6740)>
  UV <Vector (0.7916, 0.6740)>
  UV <Vector (0.7917, 0.6846)>
Face 7435
UV Count: 3
  UV <Vector (0.7926, 0.6152)>
  UV <Vector (0.7829, 0.6154)>
  UV <Vector (0.7829, 0.6056)>
Face 7436
UV Count: 3
  UV <Vector (0.7526, 0.6628)>
  UV <Vector (0.7528, 0.6720)>
  UV <Vector (0.7418, 0.6690)>
Face 7437
UV Count: 3
  UV <Vector (0.7528, 0.6720)>
  UV <Vector (0.7526, 0.6628)>
  UV <Vector (0.7626, 0.6635)>
Face 7438
UV Count: 3
  UV <Vector (0.7627, 0.6731)>
  UV <Vector (0.7626, 0.6635)>
  UV <Vector (0.7727, 0.6640)>
Face 7439
UV Count: 3
  UV <Vector (0.7628, 0.6834)>
  UV <Vector (0.7627, 0.6731)>
  UV <Vector (0.7728, 0.6737)>
Face 7440
UV Count: 3
  UV <Vector (0.5909, 0.6311)>
  UV <Vector (0.5805, 0.6314)>
  UV <Vector (0.5817, 0.6216)>
Face 7441
UV Count: 3
  UV <Vector (0.6010, 0.6311)>
  UV <Vector (0.5980, 0.6314)>
  UV <Vector (0.5983, 0.6217)>
Face 7442
UV Count: 3
  UV <Vector (0.6175, 0.6311)>
  UV <Vector (0.6174, 0.6406)>
  UV <Vector (0.6089, 0.6404)>
Face 7443
UV Count: 3
  UV <Vector (0.6277, 0.6315)>
  UV <Vector (0.6274, 0.6217)>
  UV <Vector (0.6379, 0.6222)>
Face 7444
UV Count: 3
  UV <Vector (0.6652, 0.6125)>
  UV <Vector (0.6663, 0.6221)>
  UV <Vector (0.6582, 0.6225)>
Face 7445
UV Count: 3
  UV <Vector (0.6174, 0.6406)>
  UV <Vector (0.6168, 0.6498)>
  UV <Vector (0.6086, 0.6496)>
Face 7446
UV Count: 3
  UV <Vector (0.6369, 0.6121)>
  UV <Vector (0.6379, 0.6222)>
  UV <Vector (0.6274, 0.6217)>
Face 7447
UV Count: 3
  UV <Vector (0.6606, 0.5649)>
  UV <Vector (0.6619, 0.5739)>
  UV <Vector (0.6517, 0.5728)>
Face 7448
UV Count: 3
  UV <Vector (0.5883, 0.7041)>
  UV <Vector (0.5773, 0.7059)>
  UV <Vector (0.5783, 0.6969)>
Face 7449
UV Count: 3
  UV <Vector (0.6575, 0.6989)>
  UV <Vector (0.6682, 0.6985)>
  UV <Vector (0.6672, 0.7051)>
Face 7450
UV Count: 3
  UV <Vector (0.6682, 0.6985)>
  UV <Vector (0.6575, 0.6989)>
  UV <Vector (0.6583, 0.6894)>
Face 7451
UV Count: 3
  UV <Vector (0.6387, 0.7166)>
  UV <Vector (0.6379, 0.7070)>
  UV <Vector (0.6483, 0.7068)>
Face 7452
UV Count: 3
  UV <Vector (0.6268, 0.6691)>
  UV <Vector (0.6265, 0.6787)>
  UV <Vector (0.6161, 0.6782)>
Face 7453
UV Count: 3
  UV <Vector (0.5857, 0.9261)>
  UV <Vector (0.5865, 0.9200)>
  UV <Vector (0.5913, 0.9224)>
Face 7454
UV Count: 3
  UV <Vector (0.6166, 0.6591)>
  UV <Vector (0.6165, 0.6686)>
  UV <Vector (0.6080, 0.6681)>
Face 7455
UV Count: 3
  UV <Vector (0.6497, 0.7149)>
  UV <Vector (0.6518, 0.7229)>
  UV <Vector (0.6430, 0.7259)>
Face 7456
UV Count: 3
  UV <Vector (0.6261, 0.6882)>
  UV <Vector (0.6260, 0.6975)>
  UV <Vector (0.6151, 0.6966)>
Face 7457
UV Count: 3
  UV <Vector (0.6379, 0.7070)>
  UV <Vector (0.6370, 0.6984)>
  UV <Vector (0.6478, 0.6988)>
Face 7458
UV Count: 3
  UV <Vector (0.6268, 0.7063)>
  UV <Vector (0.6260, 0.6975)>
  UV <Vector (0.6370, 0.6984)>
Face 7459
UV Count: 3
  UV <Vector (0.7421, 0.6609)>
  UV <Vector (0.7418, 0.6690)>
  UV <Vector (0.7280, 0.6640)>
Face 7460
UV Count: 3
  UV <Vector (0.7422, 0.6440)>
  UV <Vector (0.7421, 0.6526)>
  UV <Vector (0.7278, 0.6497)>
Face 7461
UV Count: 3
  UV <Vector (0.7727, 0.6543)>
  UV <Vector (0.7626, 0.6540)>
  UV <Vector (0.7627, 0.6446)>
Face 7462
UV Count: 3
  UV <Vector (0.7530, 0.6819)>
  UV <Vector (0.7530, 0.6929)>
  UV <Vector (0.7433, 0.6898)>
Face 7463
UV Count: 3
  UV <Vector (0.7917, 0.6543)>
  UV <Vector (0.7823, 0.6543)>
  UV <Vector (0.7824, 0.6446)>
Face 7464
UV Count: 3
  UV <Vector (0.7727, 0.6842)>
  UV <Vector (0.7728, 0.6737)>
  UV <Vector (0.7825, 0.6740)>
Face 7465
UV Count: 3
  UV <Vector (0.7526, 0.6537)>
  UV <Vector (0.7526, 0.6628)>
  UV <Vector (0.7421, 0.6609)>
Face 7466
UV Count: 3
  UV <Vector (0.7825, 0.6740)>
  UV <Vector (0.7823, 0.6641)>
  UV <Vector (0.7916, 0.6641)>
Face 7467
UV Count: 3
  UV <Vector (0.7826, 0.6348)>
  UV <Vector (0.7728, 0.6350)>
  UV <Vector (0.7730, 0.6254)>
Face 7468
UV Count: 3
  UV <Vector (0.7626, 0.6540)>
  UV <Vector (0.7626, 0.6635)>
  UV <Vector (0.7526, 0.6628)>
Face 7469
UV Count: 3
  UV <Vector (0.7823, 0.6543)>
  UV <Vector (0.7727, 0.6543)>
  UV <Vector (0.7727, 0.6446)>
Face 7470
UV Count: 3
  UV <Vector (0.7727, 0.6543)>
  UV <Vector (0.7727, 0.6640)>
  UV <Vector (0.7626, 0.6635)>
Face 7471
UV Count: 3
  UV <Vector (0.7278, 0.6497)>
  UV <Vector (0.7280, 0.6572)>
  UV <Vector (0.7112, 0.6535)>
Face 7472
UV Count: 3
  UV <Vector (0.7108, 0.6580)>
  UV <Vector (0.7112, 0.6535)>
  UV <Vector (0.7280, 0.6572)>
Face 7473
UV Count: 3
  UV <Vector (0.6941, 0.6610)>
  UV <Vector (0.6940, 0.6582)>
  UV <Vector (0.7108, 0.6580)>
Face 7474
UV Count: 3
  UV <Vector (0.7286, 0.6419)>
  UV <Vector (0.7278, 0.6497)>
  UV <Vector (0.7119, 0.6476)>
Face 7475
UV Count: 3
  UV <Vector (0.6869, 0.6465)>
  UV <Vector (0.6871, 0.6531)>
  UV <Vector (0.6817, 0.6540)>
Face 7476
UV Count: 3
  UV <Vector (0.7106, 0.6605)>
  UV <Vector (0.7108, 0.6580)>
  UV <Vector (0.7280, 0.6640)>
Face 7477
UV Count: 3
  UV <Vector (0.7419, 0.6782)>
  UV <Vector (0.7433, 0.6898)>
  UV <Vector (0.7349, 0.6864)>
Face 7478
UV Count: 3
  UV <Vector (0.6946, 0.6537)>
  UV <Vector (0.7112, 0.6535)>
  UV <Vector (0.7108, 0.6580)>
Face 7479
UV Count: 3
  UV <Vector (0.7302, 0.6247)>
  UV <Vector (0.7162, 0.6239)>
  UV <Vector (0.7178, 0.6149)>
Face 7480
UV Count: 3
  UV <Vector (0.6871, 0.6531)>
  UV <Vector (0.6878, 0.6585)>
  UV <Vector (0.6829, 0.6601)>
Face 7481
UV Count: 3
  UV <Vector (0.7933, 0.5858)>
  UV <Vector (0.7827, 0.5859)>
  UV <Vector (0.7823, 0.5766)>
Face 7482
UV Count: 3
  UV <Vector (0.7823, 0.5766)>
  UV <Vector (0.7827, 0.5859)>
  UV <Vector (0.7722, 0.5860)>
Face 7483
UV Count: 3
  UV <Vector (0.6591, 0.6510)>
  UV <Vector (0.6591, 0.6600)>
  UV <Vector (0.6489, 0.6606)>
Face 7484
UV Count: 3
  UV <Vector (0.6168, 0.6498)>
  UV <Vector (0.6166, 0.6591)>
  UV <Vector (0.6083, 0.6587)>
Face 7485
UV Count: 3
  UV <Vector (0.8242, 0.5857)>
  UV <Vector (0.8144, 0.5857)>
  UV <Vector (0.8156, 0.5765)>
Face 7486
UV Count: 3
  UV <Vector (0.6743, 0.6397)>
  UV <Vector (0.6746, 0.6480)>
  UV <Vector (0.6672, 0.6495)>
Face 7487
UV Count: 3
  UV <Vector (0.6663, 0.6221)>
  UV <Vector (0.6670, 0.6316)>
  UV <Vector (0.6587, 0.6321)>
Face 7488
UV Count: 3
  UV <Vector (0.7193, 0.6054)>
  UV <Vector (0.7070, 0.6050)>
  UV <Vector (0.7088, 0.5955)>
Face 7489
UV Count: 3
  UV <Vector (0.6895, 0.6132)>
  UV <Vector (0.6888, 0.6223)>
  UV <Vector (0.6815, 0.6219)>
Face 7490
UV Count: 3
  UV <Vector (0.6815, 0.5940)>
  UV <Vector (0.6816, 0.6034)>
  UV <Vector (0.6730, 0.6031)>
Face 7491
UV Count: 3
  UV <Vector (0.6694, 0.6894)>
  UV <Vector (0.6583, 0.6894)>
  UV <Vector (0.6597, 0.6793)>
Face 7492
UV Count: 3
  UV <Vector (0.8053, 0.5678)>
  UV <Vector (0.7934, 0.5678)>
  UV <Vector (0.7932, 0.5600)>
Face 7493
UV Count: 3
  UV <Vector (0.6888, 0.6223)>
  UV <Vector (0.6879, 0.6309)>
  UV <Vector (0.6813, 0.6307)>
Face 7494
UV Count: 3
  UV <Vector (0.8156, 0.5765)>
  UV <Vector (0.8045, 0.5765)>
  UV <Vector (0.8053, 0.5678)>
Face 7495
UV Count: 3
  UV <Vector (0.6582, 0.6225)>
  UV <Vector (0.6587, 0.6321)>
  UV <Vector (0.6491, 0.6325)>
Face 7496
UV Count: 3
  UV <Vector (0.7689, 0.5600)>
  UV <Vector (0.7702, 0.5680)>
  UV <Vector (0.7597, 0.5681)>
Face 7497
UV Count: 3
  UV <Vector (0.5673, 0.6506)>
  UV <Vector (0.5787, 0.6501)>
  UV <Vector (0.5782, 0.6591)>
Face 7498
UV Count: 3
  UV <Vector (0.7931, 0.5533)>
  UV <Vector (0.7802, 0.5531)>
  UV <Vector (0.7799, 0.5486)>
Face 7499
UV Count: 3
  UV <Vector (0.6670, 0.6316)>
  UV <Vector (0.6670, 0.6406)>
  UV <Vector (0.6589, 0.6416)>
Face 7500
UV Count: 3
  UV <Vector (0.6567, 0.6125)>
  UV <Vector (0.6582, 0.6225)>
  UV <Vector (0.6487, 0.6226)>
Face 7501
UV Count: 3
  UV <Vector (0.6905, 0.5848)>
  UV <Vector (0.6905, 0.5944)>
  UV <Vector (0.6815, 0.5940)>
Face 7502
UV Count: 3
  UV <Vector (0.6641, 0.6027)>
  UV <Vector (0.6652, 0.6125)>
  UV <Vector (0.6567, 0.6125)>
Face 7503
UV Count: 3
  UV <Vector (0.7390, 0.5601)>
  UV <Vector (0.7405, 0.5680)>
  UV <Vector (0.7301, 0.5685)>
Face 7504
UV Count: 3
  UV <Vector (0.7315, 0.5771)>
  UV <Vector (0.7323, 0.5865)>
  UV <Vector (0.7210, 0.5863)>
Face 7505
UV Count: 3
  UV <Vector (0.7070, 0.6050)>
  UV <Vector (0.7047, 0.6149)>
  UV <Vector (0.6973, 0.6139)>
Face 7506
UV Count: 3
  UV <Vector (0.7287, 0.5606)>
  UV <Vector (0.7301, 0.5685)>
  UV <Vector (0.7198, 0.5682)>
Face 7507
UV Count: 3
  UV <Vector (0.6561, 0.5827)>
  UV <Vector (0.6513, 0.5823)>
  UV <Vector (0.6517, 0.5728)>
Face 7508
UV Count: 3
  UV <Vector (0.6805, 0.5755)>
  UV <Vector (0.6720, 0.5764)>
  UV <Vector (0.6713, 0.5705)>
Face 7509
UV Count: 3
  UV <Vector (0.6721, 0.5843)>
  UV <Vector (0.6724, 0.5935)>
  UV <Vector (0.6633, 0.5929)>
Face 7510
UV Count: 3
  UV <Vector (0.6710, 0.5581)>
  UV <Vector (0.6699, 0.5671)>
  UV <Vector (0.6606, 0.5649)>
Face 7511
UV Count: 3
  UV <Vector (0.6277, 0.6410)>
  UV <Vector (0.6274, 0.6503)>
  UV <Vector (0.6168, 0.6498)>
Face 7512
UV Count: 3
  UV <Vector (0.6277, 0.6410)>
  UV <Vector (0.6277, 0.6315)>
  UV <Vector (0.6384, 0.6321)>
Face 7513
UV Count: 3
  UV <Vector (0.6905, 0.5944)>
  UV <Vector (0.6901, 0.6039)>
  UV <Vector (0.6816, 0.6034)>
Face 7514
UV Count: 3
  UV <Vector (0.7434, 0.5963)>
  UV <Vector (0.7323, 0.5962)>
  UV <Vector (0.7323, 0.5865)>
Face 7515
UV Count: 3
  UV <Vector (0.6903, 0.5754)>
  UV <Vector (0.6905, 0.5848)>
  UV <Vector (0.6813, 0.5845)>
Face 7516
UV Count: 3
  UV <Vector (0.7001, 0.5853)>
  UV <Vector (0.6996, 0.5950)>
  UV <Vector (0.6905, 0.5944)>
Face 7517
UV Count: 3
  UV <Vector (0.6442, 0.5353)>
  UV <Vector (0.6440, 0.5383)>
  UV <Vector (0.6345, 0.5373)>
Face 7518
UV Count: 3
  UV <Vector (0.6526, 0.5259)>
  UV <Vector (0.6507, 0.5175)>
  UV <Vector (0.6604, 0.5194)>
Face 7519
UV Count: 3
  UV <Vector (0.6251, 0.5363)>
  UV <Vector (0.6159, 0.5358)>
  UV <Vector (0.6172, 0.5331)>
Face 7520
UV Count: 3
  UV <Vector (0.6251, 0.5363)>
  UV <Vector (0.6247, 0.5396)>
  UV <Vector (0.6161, 0.5392)>
Face 7521
UV Count: 3
  UV <Vector (0.6625, 0.5443)>
  UV <Vector (0.6618, 0.5498)>
  UV <Vector (0.6518, 0.5484)>
Face 7522
UV Count: 3
  UV <Vector (0.6729, 0.5453)>
  UV <Vector (0.6723, 0.5508)>
  UV <Vector (0.6618, 0.5498)>
Face 7523
UV Count: 3
  UV <Vector (0.6788, 0.5656)>
  UV <Vector (0.6713, 0.5705)>
  UV <Vector (0.6699, 0.5671)>
Face 7524
UV Count: 3
  UV <Vector (0.7032, 0.5408)>
  UV <Vector (0.7035, 0.5445)>
  UV <Vector (0.6957, 0.5437)>
Face 7525
UV Count: 3
  UV <Vector (0.7146, 0.5407)>
  UV <Vector (0.7032, 0.5408)>
  UV <Vector (0.7034, 0.5366)>
Face 7526
UV Count: 3
  UV <Vector (0.7032, 0.5408)>
  UV <Vector (0.6957, 0.5408)>
  UV <Vector (0.6959, 0.5367)>
Face 7527
UV Count: 3
  UV <Vector (0.7145, 0.5317)>
  UV <Vector (0.7134, 0.5254)>
  UV <Vector (0.7246, 0.5255)>
Face 7528
UV Count: 3
  UV <Vector (0.7249, 0.5222)>
  UV <Vector (0.7355, 0.5221)>
  UV <Vector (0.7351, 0.5252)>
Face 7529
UV Count: 3
  UV <Vector (0.7269, 0.5483)>
  UV <Vector (0.7275, 0.5537)>
  UV <Vector (0.7173, 0.5535)>
Face 7530
UV Count: 3
  UV <Vector (0.7467, 0.5485)>
  UV <Vector (0.7369, 0.5484)>
  UV <Vector (0.7367, 0.5448)>
Face 7531
UV Count: 3
  UV <Vector (0.6997, 0.5758)>
  UV <Vector (0.7001, 0.5853)>
  UV <Vector (0.6905, 0.5848)>
Face 7532
UV Count: 3
  UV <Vector (0.7275, 0.5537)>
  UV <Vector (0.7287, 0.5606)>
  UV <Vector (0.7185, 0.5603)>
Face 7533
UV Count: 3
  UV <Vector (0.5859, 0.7407)>
  UV <Vector (0.5932, 0.7411)>
  UV <Vector (0.5921, 0.7436)>
Face 7534
UV Count: 3
  UV <Vector (0.5983, 0.7442)>
  UV <Vector (0.5976, 0.7413)>
  UV <Vector (0.6028, 0.7414)>
Face 7535
UV Count: 3
  UV <Vector (0.6080, 0.7415)>
  UV <Vector (0.6149, 0.7423)>
  UV <Vector (0.6148, 0.7431)>
Face 7536
UV Count: 3
  UV <Vector (0.6151, 0.7413)>
  UV <Vector (0.6219, 0.7420)>
  UV <Vector (0.6216, 0.7429)>
Face 7537
UV Count: 3
  UV <Vector (0.6148, 0.7431)>
  UV <Vector (0.6214, 0.7437)>
  UV <Vector (0.6209, 0.7461)>
Face 7538
UV Count: 3
  UV <Vector (0.5789, 0.7431)>
  UV <Vector (0.5787, 0.7409)>
  UV <Vector (0.5859, 0.7407)>
Face 7539
UV Count: 3
  UV <Vector (0.5711, 0.7392)>
  UV <Vector (0.5784, 0.7388)>
  UV <Vector (0.5785, 0.7400)>
Face 7540
UV Count: 3
  UV <Vector (0.6029, 0.7408)>
  UV <Vector (0.5977, 0.7406)>
  UV <Vector (0.5978, 0.7399)>
Face 7541
UV Count: 3
  UV <Vector (0.5921, 0.7436)>
  UV <Vector (0.5932, 0.7411)>
  UV <Vector (0.5976, 0.7413)>
Face 7542
UV Count: 3
  UV <Vector (0.5482, 0.7459)>
  UV <Vector (0.5478, 0.7436)>
  UV <Vector (0.5529, 0.7429)>
Face 7543
UV Count: 3
  UV <Vector (0.5785, 0.7400)>
  UV <Vector (0.5859, 0.7399)>
  UV <Vector (0.5859, 0.7407)>
Face 7544
UV Count: 3
  UV <Vector (0.5859, 0.7399)>
  UV <Vector (0.5932, 0.7402)>
  UV <Vector (0.5932, 0.7411)>
Face 7545
UV Count: 3
  UV <Vector (0.5431, 0.7461)>
  UV <Vector (0.5428, 0.7442)>
  UV <Vector (0.5478, 0.7436)>
Face 7546
UV Count: 3
  UV <Vector (0.5649, 0.7439)>
  UV <Vector (0.5647, 0.7417)>
  UV <Vector (0.5714, 0.7413)>
Face 7547
UV Count: 3
  UV <Vector (0.5859, 0.7389)>
  UV <Vector (0.5933, 0.7392)>
  UV <Vector (0.5932, 0.7402)>
Face 7548
UV Count: 3
  UV <Vector (0.5581, 0.7402)>
  UV <Vector (0.5643, 0.7396)>
  UV <Vector (0.5645, 0.7408)>
Face 7549
UV Count: 3
  UV <Vector (0.5586, 0.7445)>
  UV <Vector (0.5584, 0.7423)>
  UV <Vector (0.5647, 0.7417)>
Face 7550
UV Count: 3
  UV <Vector (0.5532, 0.7452)>
  UV <Vector (0.5529, 0.7429)>
  UV <Vector (0.5584, 0.7423)>
Face 7551
UV Count: 3
  UV <Vector (0.5428, 0.7442)>
  UV <Vector (0.5428, 0.7432)>
  UV <Vector (0.5479, 0.7426)>
Face 7552
UV Count: 3
  UV <Vector (0.5645, 0.7408)>
  UV <Vector (0.5713, 0.7403)>
  UV <Vector (0.5714, 0.7413)>
Face 7553
UV Count: 3
  UV <Vector (0.5378, 0.7448)>
  UV <Vector (0.5378, 0.7440)>
  UV <Vector (0.5428, 0.7432)>
Face 7554
UV Count: 3
  UV <Vector (0.5202, 0.7489)>
  UV <Vector (0.5199, 0.7470)>
  UV <Vector (0.5239, 0.7468)>
Face 7555
UV Count: 3
  UV <Vector (0.5330, 0.7454)>
  UV <Vector (0.5330, 0.7445)>
  UV <Vector (0.5378, 0.7440)>
Face 7556
UV Count: 3
  UV <Vector (0.5529, 0.7419)>
  UV <Vector (0.5583, 0.7414)>
  UV <Vector (0.5584, 0.7423)>
Face 7557
UV Count: 3
  UV <Vector (0.5380, 0.7466)>
  UV <Vector (0.5378, 0.7448)>
  UV <Vector (0.5428, 0.7442)>
Face 7558
UV Count: 3
  UV <Vector (0.5330, 0.7454)>
  UV <Vector (0.5378, 0.7448)>
  UV <Vector (0.5380, 0.7466)>
Face 7559
UV Count: 3
  UV <Vector (0.5239, 0.7468)>
  UV <Vector (0.5236, 0.7459)>
  UV <Vector (0.5282, 0.7453)>
Face 7560
UV Count: 3
  UV <Vector (0.5393, 0.7370)>
  UV <Vector (0.5442, 0.7370)>
  UV <Vector (0.5429, 0.7421)>
Face 7561
UV Count: 3
  UV <Vector (0.5163, 0.7474)>
  UV <Vector (0.5199, 0.7470)>
  UV <Vector (0.5202, 0.7489)>
Face 7562
UV Count: 3
  UV <Vector (0.5239, 0.7468)>
  UV <Vector (0.5282, 0.7461)>
  UV <Vector (0.5279, 0.7484)>
Face 7563
UV Count: 3
  UV <Vector (0.5193, 0.7447)>
  UV <Vector (0.5223, 0.7370)>
  UV <Vector (0.5263, 0.7370)>
Face 7564
UV Count: 3
  UV <Vector (0.5282, 0.7444)>
  UV <Vector (0.5303, 0.7370)>
  UV <Vector (0.5346, 0.7370)>
Face 7565
UV Count: 3
  UV <Vector (0.5716, 0.7434)>
  UV <Vector (0.5714, 0.7413)>
  UV <Vector (0.5787, 0.7409)>
Face 7566
UV Count: 3
  UV <Vector (0.6297, 0.7442)>
  UV <Vector (0.6350, 0.7474)>
  UV <Vector (0.6351, 0.7494)>
Face 7567
UV Count: 3
  UV <Vector (0.6209, 0.7461)>
  UV <Vector (0.6214, 0.7437)>
  UV <Vector (0.6297, 0.7442)>
Face 7568
UV Count: 3
  UV <Vector (0.6216, 0.7429)>
  UV <Vector (0.6219, 0.7420)>
  UV <Vector (0.6287, 0.7430)>
Face 7569
UV Count: 3
  UV <Vector (0.6029, 0.7408)>
  UV <Vector (0.6029, 0.7400)>
  UV <Vector (0.6080, 0.7405)>
Face 7570
UV Count: 3
  UV <Vector (0.6029, 0.7400)>
  UV <Vector (0.6041, 0.7370)>
  UV <Vector (0.6079, 0.7370)>
Face 7571
UV Count: 3
  UV <Vector (0.5859, 0.7389)>
  UV <Vector (0.5846, 0.7370)>
  UV <Vector (0.5925, 0.7370)>
Face 7572
UV Count: 3
  UV <Vector (0.6003, 0.7370)>
  UV <Vector (0.6041, 0.7370)>
  UV <Vector (0.6029, 0.7400)>
Face 7573
UV Count: 3
  UV <Vector (0.5784, 0.7388)>
  UV <Vector (0.5769, 0.7370)>
  UV <Vector (0.5846, 0.7370)>
Face 7574
UV Count: 3
  UV <Vector (0.5696, 0.7370)>
  UV <Vector (0.5769, 0.7370)>
  UV <Vector (0.5784, 0.7388)>
Face 7575
UV Count: 3
  UV <Vector (0.5711, 0.7392)>
  UV <Vector (0.5643, 0.7396)>
  UV <Vector (0.5633, 0.7370)>
Face 7576
UV Count: 3
  UV <Vector (0.5488, 0.7370)>
  UV <Vector (0.5531, 0.7370)>
  UV <Vector (0.5528, 0.7407)>
Face 7577
UV Count: 3
  UV <Vector (0.5581, 0.7402)>
  UV <Vector (0.5528, 0.7407)>
  UV <Vector (0.5531, 0.7370)>
Face 7578
UV Count: 3
  UV <Vector (0.6151, 0.7370)>
  UV <Vector (0.6218, 0.7370)>
  UV <Vector (0.6219, 0.7420)>
Face 7579
UV Count: 3
  UV <Vector (0.5479, 0.7414)>
  UV <Vector (0.5429, 0.7421)>
  UV <Vector (0.5442, 0.7370)>
Face 7580
UV Count: 3
  UV <Vector (0.5577, 0.7370)>
  UV <Vector (0.5633, 0.7370)>
  UV <Vector (0.5643, 0.7396)>
Face 7581
UV Count: 3
  UV <Vector (0.5331, 0.7434)>
  UV <Vector (0.5346, 0.7370)>
  UV <Vector (0.5393, 0.7370)>
Face 7582
UV Count: 3
  UV <Vector (0.5282, 0.7453)>
  UV <Vector (0.5282, 0.7444)>
  UV <Vector (0.5331, 0.7434)>
Face 7583
UV Count: 3
  UV <Vector (0.5235, 0.7449)>
  UV <Vector (0.5263, 0.7370)>
  UV <Vector (0.5303, 0.7370)>
Face 7584
UV Count: 3
  UV <Vector (0.5282, 0.7461)>
  UV <Vector (0.5282, 0.7453)>
  UV <Vector (0.5330, 0.7445)>
Face 7585
UV Count: 3
  UV <Vector (0.5165, 0.7439)>
  UV <Vector (0.5178, 0.7370)>
  UV <Vector (0.5223, 0.7370)>
Face 7586
UV Count: 3
  UV <Vector (0.6287, 0.7430)>
  UV <Vector (0.6278, 0.7370)>
  UV <Vector (0.6331, 0.7370)>
Face 7587
UV Count: 3
  UV <Vector (0.6219, 0.7420)>
  UV <Vector (0.6218, 0.7370)>
  UV <Vector (0.6278, 0.7370)>
Face 7588
UV Count: 3
  UV <Vector (0.5933, 0.7392)>
  UV <Vector (0.5925, 0.7370)>
  UV <Vector (0.6003, 0.7370)>
Face 7589
UV Count: 3
  UV <Vector (0.5479, 0.7414)>
  UV <Vector (0.5528, 0.7407)>
  UV <Vector (0.5529, 0.7419)>
Face 7590
UV Count: 3
  UV <Vector (0.6086, 0.7519)>
  UV <Vector (0.6079, 0.7451)>
  UV <Vector (0.6147, 0.7455)>
Face 7591
UV Count: 3
  UV <Vector (0.6291, 0.7545)>
  UV <Vector (0.6356, 0.7553)>
  UV <Vector (0.6360, 0.7608)>
Face 7592
UV Count: 3
  UV <Vector (0.6039, 0.7745)>
  UV <Vector (0.6042, 0.7752)>
  UV <Vector (0.5985, 0.7750)>
Face 7593
UV Count: 3
  UV <Vector (0.6185, 0.7749)>
  UV <Vector (0.6186, 0.7759)>
  UV <Vector (0.6103, 0.7754)>
Face 7594
UV Count: 3
  UV <Vector (0.6042, 0.7752)>
  UV <Vector (0.6039, 0.7745)>
  UV <Vector (0.6101, 0.7748)>
Face 7595
UV Count: 3
  UV <Vector (0.5930, 0.7711)>
  UV <Vector (0.5925, 0.7660)>
  UV <Vector (0.5979, 0.7664)>
Face 7596
UV Count: 3
  UV <Vector (0.5766, 0.7734)>
  UV <Vector (0.5769, 0.7746)>
  UV <Vector (0.5707, 0.7743)>
Face 7597
UV Count: 3
  UV <Vector (0.5882, 0.7748)>
  UV <Vector (0.5828, 0.7747)>
  UV <Vector (0.5828, 0.7738)>
Face 7598
UV Count: 3
  UV <Vector (0.5874, 0.7653)>
  UV <Vector (0.5866, 0.7582)>
  UV <Vector (0.5922, 0.7587)>
Face 7599
UV Count: 3
  UV <Vector (0.5880, 0.7707)>
  UV <Vector (0.5874, 0.7653)>
  UV <Vector (0.5925, 0.7660)>
Face 7600
UV Count: 3
  UV <Vector (0.5981, 0.7744)>
  UV <Vector (0.5985, 0.7750)>
  UV <Vector (0.5932, 0.7749)>
Face 7601
UV Count: 3
  UV <Vector (0.5704, 0.7731)>
  UV <Vector (0.5707, 0.7743)>
  UV <Vector (0.5645, 0.7742)>
Face 7602
UV Count: 3
  UV <Vector (0.5751, 0.7640)>
  UV <Vector (0.5740, 0.7573)>
  UV <Vector (0.5804, 0.7576)>
Face 7603
UV Count: 3
  UV <Vector (0.5866, 0.7582)>
  UV <Vector (0.5862, 0.7508)>
  UV <Vector (0.5922, 0.7511)>
Face 7604
UV Count: 3
  UV <Vector (0.5828, 0.7747)>
  UV <Vector (0.5769, 0.7746)>
  UV <Vector (0.5766, 0.7734)>
Face 7605
UV Count: 3
  UV <Vector (0.5641, 0.7730)>
  UV <Vector (0.5645, 0.7742)>
  UV <Vector (0.5585, 0.7742)>
Face 7606
UV Count: 3
  UV <Vector (0.5627, 0.7634)>
  UV <Vector (0.5616, 0.7572)>
  UV <Vector (0.5677, 0.7572)>
Face 7607
UV Count: 3
  UV <Vector (0.5796, 0.7505)>
  UV <Vector (0.5789, 0.7431)>
  UV <Vector (0.5864, 0.7431)>
Face 7608
UV Count: 3
  UV <Vector (0.5525, 0.7729)>
  UV <Vector (0.5529, 0.7741)>
  UV <Vector (0.5473, 0.7741)>
Face 7609
UV Count: 3
  UV <Vector (0.5417, 0.7733)>
  UV <Vector (0.5417, 0.7742)>
  UV <Vector (0.5363, 0.7745)>
Face 7610
UV Count: 3
  UV <Vector (0.5513, 0.7635)>
  UV <Vector (0.5503, 0.7580)>
  UV <Vector (0.5558, 0.7575)>
Face 7611
UV Count: 3
  UV <Vector (0.5603, 0.7509)>
  UV <Vector (0.5586, 0.7445)>
  UV <Vector (0.5649, 0.7439)>
Face 7612
UV Count: 3
  UV <Vector (0.5575, 0.7729)>
  UV <Vector (0.5585, 0.7742)>
  UV <Vector (0.5529, 0.7741)>
Face 7613
UV Count: 3
  UV <Vector (0.5363, 0.7745)>
  UV <Vector (0.5309, 0.7747)>
  UV <Vector (0.5310, 0.7740)>
Face 7614
UV Count: 3
  UV <Vector (0.5405, 0.7641)>
  UV <Vector (0.5397, 0.7588)>
  UV <Vector (0.5450, 0.7584)>
Face 7615
UV Count: 3
  UV <Vector (0.5545, 0.7515)>
  UV <Vector (0.5532, 0.7452)>
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Face 7616
UV Count: 3
  UV <Vector (0.5310, 0.7740)>
  UV <Vector (0.5309, 0.7747)>
  UV <Vector (0.5254, 0.7749)>
Face 7617
UV Count: 3
  UV <Vector (0.5294, 0.7596)>
  UV <Vector (0.5345, 0.7591)>
  UV <Vector (0.5352, 0.7644)>
Face 7618
UV Count: 3
  UV <Vector (0.5388, 0.7530)>
  UV <Vector (0.5380, 0.7466)>
  UV <Vector (0.5431, 0.7461)>
Face 7619
UV Count: 3
  UV <Vector (0.5471, 0.7730)>
  UV <Vector (0.5473, 0.7741)>
  UV <Vector (0.5417, 0.7742)>
Face 7620
UV Count: 3
  UV <Vector (0.6371, 0.7742)>
  UV <Vector (0.6372, 0.7750)>
  UV <Vector (0.6318, 0.7756)>
Face 7621
UV Count: 3
  UV <Vector (0.5287, 0.7541)>
  UV <Vector (0.5337, 0.7536)>
  UV <Vector (0.5345, 0.7591)>
Face 7622
UV Count: 3
  UV <Vector (0.5198, 0.7605)>
  UV <Vector (0.5245, 0.7600)>
  UV <Vector (0.5247, 0.7652)>
Face 7623
UV Count: 3
  UV <Vector (0.6315, 0.7747)>
  UV <Vector (0.6318, 0.7756)>
  UV <Vector (0.6254, 0.7759)>
Face 7624
UV Count: 3
  UV <Vector (0.6039, 0.7745)>
  UV <Vector (0.5981, 0.7744)>
  UV <Vector (0.5980, 0.7717)>
Face 7625
UV Count: 3
  UV <Vector (0.6295, 0.7666)>
  UV <Vector (0.6364, 0.7658)>
  UV <Vector (0.6368, 0.7709)>
Face 7626
UV Count: 3
  UV <Vector (0.6371, 0.7742)>
  UV <Vector (0.6315, 0.7747)>
  UV <Vector (0.6305, 0.7719)>
Face 7627
UV Count: 3
  UV <Vector (0.6254, 0.7759)>
  UV <Vector (0.6186, 0.7759)>
  UV <Vector (0.6185, 0.7749)>
Face 7628
UV Count: 3
  UV <Vector (0.5252, 0.7743)>
  UV <Vector (0.5254, 0.7749)>
  UV <Vector (0.5200, 0.7753)>
Face 7629
UV Count: 3
  UV <Vector (0.6086, 0.5330)>
  UV <Vector (0.6113, 0.5329)>
  UV <Vector (0.6111, 0.5357)>
Face 7630
UV Count: 3
  UV <Vector (0.6439, 0.5303)>
  UV <Vector (0.6442, 0.5353)>
  UV <Vector (0.6345, 0.5337)>
Face 7631
UV Count: 3
  UV <Vector (0.6161, 0.5392)>
  UV <Vector (0.6164, 0.5447)>
  UV <Vector (0.6104, 0.5439)>
Face 7632
UV Count: 3
  UV <Vector (0.6111, 0.5357)>
  UV <Vector (0.6107, 0.5388)>
  UV <Vector (0.6083, 0.5386)>
Face 7633
UV Count: 3
  UV <Vector (0.6846, 0.5426)>
  UV <Vector (0.6737, 0.5416)>
  UV <Vector (0.6744, 0.5391)>
Face 7634
UV Count: 3
  UV <Vector (0.6506, 0.5636)>
  UV <Vector (0.6517, 0.5728)>
  UV <Vector (0.6411, 0.5717)>
Face 7635
UV Count: 3
  UV <Vector (0.6723, 0.5508)>
  UV <Vector (0.6710, 0.5581)>
  UV <Vector (0.6611, 0.5571)>
Face 7636
UV Count: 3
  UV <Vector (0.6513, 0.5558)>
  UV <Vector (0.6506, 0.5636)>
  UV <Vector (0.6411, 0.5627)>
Face 7637
UV Count: 3
  UV <Vector (0.7035, 0.5445)>
  UV <Vector (0.7035, 0.5472)>
  UV <Vector (0.6955, 0.5468)>
Face 7638
UV Count: 3
  UV <Vector (0.7144, 0.5444)>
  UV <Vector (0.7035, 0.5445)>
  UV <Vector (0.7032, 0.5408)>
Face 7639
UV Count: 3
  UV <Vector (0.6955, 0.5468)>
  UV <Vector (0.6956, 0.5517)>
  UV <Vector (0.6912, 0.5515)>
Face 7640
UV Count: 3
  UV <Vector (0.7147, 0.5481)>
  UV <Vector (0.7173, 0.5535)>
  UV <Vector (0.7049, 0.5522)>
Face 7641
UV Count: 3
  UV <Vector (0.7466, 0.5452)>
  UV <Vector (0.7367, 0.5448)>
  UV <Vector (0.7366, 0.5415)>
Face 7642
UV Count: 3
  UV <Vector (0.7369, 0.5484)>
  UV <Vector (0.7376, 0.5536)>
  UV <Vector (0.7275, 0.5537)>
Face 7643
UV Count: 3
  UV <Vector (0.7799, 0.5486)>
  UV <Vector (0.7676, 0.5486)>
  UV <Vector (0.7675, 0.5457)>
Face 7644
UV Count: 3
  UV <Vector (0.7473, 0.5533)>
  UV <Vector (0.7486, 0.5598)>
  UV <Vector (0.7390, 0.5601)>
Face 7645
UV Count: 3
  UV <Vector (0.7933, 0.5447)>
  UV <Vector (0.7798, 0.5458)>
  UV <Vector (0.7797, 0.5428)>
Face 7646
UV Count: 3
  UV <Vector (0.8374, 0.5682)>
  UV <Vector (0.8274, 0.5679)>
  UV <Vector (0.8287, 0.5600)>
Face 7647
UV Count: 3
  UV <Vector (0.6083, 0.6587)>
  UV <Vector (0.6080, 0.6681)>
  UV <Vector (0.6053, 0.6680)>
Face 7648
UV Count: 3
  UV <Vector (0.7582, 0.5601)>
  UV <Vector (0.7597, 0.5681)>
  UV <Vector (0.7503, 0.5680)>
Face 7649
UV Count: 3
  UV <Vector (0.6534, 0.5315)>
  UV <Vector (0.6526, 0.5259)>
  UV <Vector (0.6623, 0.5273)>
Face 7650
UV Count: 3
  UV <Vector (0.6107, 0.5388)>
  UV <Vector (0.6104, 0.5439)>
  UV <Vector (0.6081, 0.5436)>
Face 7651
UV Count: 3
  UV <Vector (0.6635, 0.5372)>
  UV <Vector (0.6632, 0.5407)>
  UV <Vector (0.6534, 0.5395)>
Face 7652
UV Count: 3
  UV <Vector (0.6164, 0.5447)>
  UV <Vector (0.6164, 0.5519)>
  UV <Vector (0.6103, 0.5508)>
Face 7653
UV Count: 3
  UV <Vector (0.7568, 0.5487)>
  UV <Vector (0.7572, 0.5535)>
  UV <Vector (0.7473, 0.5533)>
Face 7654
UV Count: 3
  UV <Vector (0.7798, 0.5458)>
  UV <Vector (0.7675, 0.5457)>
  UV <Vector (0.7675, 0.5425)>
Face 7655
UV Count: 3
  UV <Vector (0.7675, 0.5457)>
  UV <Vector (0.7567, 0.5455)>
  UV <Vector (0.7568, 0.5422)>
Face 7656
UV Count: 3
  UV <Vector (0.7676, 0.5486)>
  UV <Vector (0.7568, 0.5487)>
  UV <Vector (0.7567, 0.5455)>
Face 7657
UV Count: 3
  UV <Vector (0.6421, 0.5466)>
  UV <Vector (0.6330, 0.5459)>
  UV <Vector (0.6340, 0.5406)>
Face 7658
UV Count: 3
  UV <Vector (0.6744, 0.5391)>
  UV <Vector (0.6737, 0.5416)>
  UV <Vector (0.6632, 0.5407)>
Face 7659
UV Count: 3
  UV <Vector (0.6421, 0.5466)>
  UV <Vector (0.6417, 0.5546)>
  UV <Vector (0.6325, 0.5536)>
Face 7660
UV Count: 3
  UV <Vector (0.6618, 0.5498)>
  UV <Vector (0.6611, 0.5571)>
  UV <Vector (0.6513, 0.5558)>
Face 7661
UV Count: 3
  UV <Vector (0.7267, 0.5446)>
  UV <Vector (0.7144, 0.5444)>
  UV <Vector (0.7146, 0.5407)>
Face 7662
UV Count: 3
  UV <Vector (0.7367, 0.5448)>
  UV <Vector (0.7267, 0.5446)>
  UV <Vector (0.7264, 0.5411)>
Face 7663
UV Count: 3
  UV <Vector (0.7369, 0.5484)>
  UV <Vector (0.7269, 0.5483)>
  UV <Vector (0.7267, 0.5446)>
Face 7664
UV Count: 3
  UV <Vector (0.6956, 0.5517)>
  UV <Vector (0.6973, 0.5587)>
  UV <Vector (0.6896, 0.5585)>
Face 7665
UV Count: 3
  UV <Vector (0.6085, 0.5285)>
  UV <Vector (0.6084, 0.5213)>
  UV <Vector (0.6111, 0.5214)>
Face 7666
UV Count: 3
  UV <Vector (0.6413, 0.5159)>
  UV <Vector (0.6402, 0.5129)>
  UV <Vector (0.6496, 0.5146)>
Face 7667
UV Count: 3
  UV <Vector (0.6345, 0.5291)>
  UV <Vector (0.6337, 0.5229)>
  UV <Vector (0.6431, 0.5244)>
Face 7668
UV Count: 3
  UV <Vector (0.6085, 0.5285)>
  UV <Vector (0.6117, 0.5284)>
  UV <Vector (0.6113, 0.5329)>
Face 7669
UV Count: 3
  UV <Vector (0.6507, 0.5175)>
  UV <Vector (0.6496, 0.5146)>
  UV <Vector (0.6595, 0.5163)>
Face 7670
UV Count: 3
  UV <Vector (0.6345, 0.5337)>
  UV <Vector (0.6345, 0.5373)>
  UV <Vector (0.6251, 0.5363)>
Face 7671
UV Count: 3
  UV <Vector (0.6534, 0.5315)>
  UV <Vector (0.6536, 0.5364)>
  UV <Vector (0.6442, 0.5353)>
Face 7672
UV Count: 3
  UV <Vector (0.6340, 0.5406)>
  UV <Vector (0.6247, 0.5396)>
  UV <Vector (0.6251, 0.5363)>
Face 7673
UV Count: 3
  UV <Vector (0.6247, 0.5396)>
  UV <Vector (0.6242, 0.5452)>
  UV <Vector (0.6164, 0.5447)>
Face 7674
UV Count: 3
  UV <Vector (0.6518, 0.5484)>
  UV <Vector (0.6513, 0.5558)>
  UV <Vector (0.6417, 0.5546)>
Face 7675
UV Count: 3
  UV <Vector (0.6604, 0.5194)>
  UV <Vector (0.6595, 0.5163)>
  UV <Vector (0.6699, 0.5179)>
Face 7676
UV Count: 3
  UV <Vector (0.6959, 0.5367)>
  UV <Vector (0.6957, 0.5408)>
  UV <Vector (0.6904, 0.5405)>
Face 7677
UV Count: 3
  UV <Vector (0.6819, 0.5296)>
  UV <Vector (0.6811, 0.5230)>
  UV <Vector (0.6865, 0.5234)>
Face 7678
UV Count: 3
  UV <Vector (0.6625, 0.5443)>
  UV <Vector (0.6527, 0.5431)>
  UV <Vector (0.6534, 0.5395)>
Face 7679
UV Count: 3
  UV <Vector (0.6527, 0.5431)>
  UV <Vector (0.6518, 0.5484)>
  UV <Vector (0.6421, 0.5466)>
Face 7680
UV Count: 3
  UV <Vector (0.6832, 0.5355)>
  UV <Vector (0.6819, 0.5296)>
  UV <Vector (0.6883, 0.5304)>
Face 7681
UV Count: 3
  UV <Vector (0.7246, 0.5255)>
  UV <Vector (0.7351, 0.5252)>
  UV <Vector (0.7355, 0.5315)>
Face 7682
UV Count: 3
  UV <Vector (0.6957, 0.5408)>
  UV <Vector (0.6957, 0.5437)>
  UV <Vector (0.6901, 0.5431)>
Face 7683
UV Count: 3
  UV <Vector (0.7355, 0.5221)>
  UV <Vector (0.7457, 0.5218)>
  UV <Vector (0.7453, 0.5248)>
Face 7684
UV Count: 3
  UV <Vector (0.7561, 0.5313)>
  UV <Vector (0.7567, 0.5372)>
  UV <Vector (0.7461, 0.5370)>
Face 7685
UV Count: 3
  UV <Vector (0.7035, 0.5472)>
  UV <Vector (0.7049, 0.5522)>
  UV <Vector (0.6956, 0.5517)>
Face 7686
UV Count: 3
  UV <Vector (0.7144, 0.5444)>
  UV <Vector (0.7147, 0.5481)>
  UV <Vector (0.7035, 0.5472)>
Face 7687
UV Count: 3
  UV <Vector (0.7568, 0.5422)>
  UV <Vector (0.7464, 0.5419)>
  UV <Vector (0.7461, 0.5370)>
Face 7688
UV Count: 3
  UV <Vector (0.7675, 0.5425)>
  UV <Vector (0.7568, 0.5422)>
  UV <Vector (0.7567, 0.5372)>
Face 7689
UV Count: 3
  UV <Vector (0.6989, 0.5668)>
  UV <Vector (0.6997, 0.5758)>
  UV <Vector (0.6903, 0.5754)>
Face 7690
UV Count: 3
  UV <Vector (0.7049, 0.5522)>
  UV <Vector (0.7076, 0.5591)>
  UV <Vector (0.6973, 0.5587)>
Face 7691
UV Count: 3
  UV <Vector (0.7461, 0.5370)>
  UV <Vector (0.7464, 0.5419)>
  UV <Vector (0.7366, 0.5415)>
Face 7692
UV Count: 3
  UV <Vector (0.7552, 0.5242)>
  UV <Vector (0.7561, 0.5313)>
  UV <Vector (0.7457, 0.5313)>
Face 7693
UV Count: 3
  UV <Vector (0.7572, 0.5535)>
  UV <Vector (0.7582, 0.5601)>
  UV <Vector (0.7486, 0.5598)>
Face 7694
UV Count: 3
  UV <Vector (0.7092, 0.5668)>
  UV <Vector (0.7102, 0.5760)>
  UV <Vector (0.6997, 0.5758)>
Face 7695
UV Count: 3
  UV <Vector (0.7660, 0.5237)>
  UV <Vector (0.7673, 0.5313)>
  UV <Vector (0.7561, 0.5313)>
Face 7696
UV Count: 3
  UV <Vector (0.7930, 0.5372)>
  UV <Vector (0.7930, 0.5309)>
  UV <Vector (0.8063, 0.5312)>
Face 7697
UV Count: 3
  UV <Vector (0.7676, 0.5486)>
  UV <Vector (0.7680, 0.5532)>
  UV <Vector (0.7572, 0.5535)>
Face 7698
UV Count: 3
  UV <Vector (0.8497, 0.5531)>
  UV <Vector (0.8398, 0.5532)>
  UV <Vector (0.8398, 0.5484)>
Face 7699
UV Count: 3
  UV <Vector (0.7276, 0.8021)>
  UV <Vector (0.7254, 0.8026)>
  UV <Vector (0.7229, 0.7950)>
Face 7700
UV Count: 3
  UV <Vector (0.7276, 0.8021)>
  UV <Vector (0.7293, 0.8114)>
  UV <Vector (0.7276, 0.8114)>
Face 7701
UV Count: 3
  UV <Vector (0.7251, 0.7940)>
  UV <Vector (0.7221, 0.7870)>
  UV <Vector (0.7244, 0.7858)>
Face 7702
UV Count: 3
  UV <Vector (0.7326, 0.8128)>
  UV <Vector (0.7333, 0.8225)>
  UV <Vector (0.7306, 0.8202)>
Face 7703
UV Count: 3
  UV <Vector (0.7301, 0.8259)>
  UV <Vector (0.7306, 0.8202)>
  UV <Vector (0.7333, 0.8225)>
Face 7704
UV Count: 3
  UV <Vector (0.7247, 0.8485)>
  UV <Vector (0.7170, 0.8512)>
  UV <Vector (0.7177, 0.8467)>
Face 7705
UV Count: 3
  UV <Vector (0.7190, 0.8405)>
  UV <Vector (0.7252, 0.8369)>
  UV <Vector (0.7253, 0.8397)>
Face 7706
UV Count: 3
  UV <Vector (0.7080, 0.8608)>
  UV <Vector (0.7082, 0.8644)>
  UV <Vector (0.6988, 0.8647)>
Face 7707
UV Count: 3
  UV <Vector (0.6547, 0.9315)>
  UV <Vector (0.6583, 0.9317)>
  UV <Vector (0.6485, 0.9447)>
Face 7708
UV Count: 3
  UV <Vector (0.6946, 0.9242)>
  UV <Vector (0.6946, 0.9296)>
  UV <Vector (0.6814, 0.9317)>
Face 7709
UV Count: 3
  UV <Vector (0.7077, 0.9321)>
  UV <Vector (0.6946, 0.9296)>
  UV <Vector (0.6946, 0.9242)>
Face 7710
UV Count: 3
  UV <Vector (0.7655, 0.7320)>
  UV <Vector (0.7571, 0.7302)>
  UV <Vector (0.7607, 0.7188)>
Face 7711
UV Count: 3
  UV <Vector (0.6419, 0.9589)>
  UV <Vector (0.6496, 0.9578)>
  UV <Vector (0.6472, 0.9631)>
Face 7712
UV Count: 3
  UV <Vector (0.6500, 0.9513)>
  UV <Vector (0.6468, 0.9517)>
  UV <Vector (0.6485, 0.9447)>
Face 7713
UV Count: 3
  UV <Vector (0.6764, 0.9236)>
  UV <Vector (0.6790, 0.9278)>
  UV <Vector (0.6674, 0.9349)>
Face 7714
UV Count: 3
  UV <Vector (0.6648, 0.9520)>
  UV <Vector (0.6678, 0.9534)>
  UV <Vector (0.6655, 0.9598)>
Face 7715
UV Count: 3
  UV <Vector (0.6678, 0.9534)>
  UV <Vector (0.6709, 0.9552)>
  UV <Vector (0.6693, 0.9611)>
Face 7716
UV Count: 3
  UV <Vector (0.6344, 0.9624)>
  UV <Vector (0.6419, 0.9589)>
  UV <Vector (0.6377, 0.9653)>
Face 7717
UV Count: 3
  UV <Vector (0.6472, 0.9631)>
  UV <Vector (0.6550, 0.9624)>
  UV <Vector (0.6541, 0.9681)>
Face 7718
UV Count: 3
  UV <Vector (0.6180, 0.9793)>
  UV <Vector (0.6300, 0.9759)>
  UV <Vector (0.6266, 0.9809)>
Face 7719
UV Count: 3
  UV <Vector (0.6300, 0.9759)>
  UV <Vector (0.6420, 0.9734)>
  UV <Vector (0.6395, 0.9782)>
Face 7720
UV Count: 3
  UV <Vector (0.6569, 0.9575)>
  UV <Vector (0.6619, 0.9586)>
  UV <Vector (0.6608, 0.9637)>
Face 7721
UV Count: 3
  UV <Vector (0.6613, 0.7273)>
  UV <Vector (0.6627, 0.7329)>
  UV <Vector (0.6560, 0.7347)>
Face 7722
UV Count: 3
  UV <Vector (0.7897, 0.9998)>
  UV <Vector (0.7887, 0.9989)>
  UV <Vector (0.8073, 0.9985)>
Face 7723
UV Count: 3
  UV <Vector (0.6598, 0.9870)>
  UV <Vector (0.6561, 0.9862)>
  UV <Vector (0.6561, 0.9850)>
Face 7724
UV Count: 3
  UV <Vector (0.6561, 0.9862)>
  UV <Vector (0.6469, 0.9854)>
  UV <Vector (0.6472, 0.9843)>
Face 7725
UV Count: 3
  UV <Vector (0.7577, 0.9998)>
  UV <Vector (0.7569, 0.9986)>
  UV <Vector (0.7699, 0.9985)>
Face 7726
UV Count: 3
  UV <Vector (0.7352, 0.8362)>
  UV <Vector (0.7332, 0.8362)>
  UV <Vector (0.7323, 0.8308)>
Face 7727
UV Count: 3
  UV <Vector (0.7530, 0.9951)>
  UV <Vector (0.7489, 0.9914)>
  UV <Vector (0.7587, 0.9914)>
Face 7728
UV Count: 3
  UV <Vector (0.7433, 0.9946)>
  UV <Vector (0.7412, 0.9914)>
  UV <Vector (0.7489, 0.9914)>
Face 7729
UV Count: 3
  UV <Vector (0.7408, 0.8610)>
  UV <Vector (0.7378, 0.8634)>
  UV <Vector (0.7371, 0.8575)>
Face 7730
UV Count: 3
  UV <Vector (0.7330, 0.8596)>
  UV <Vector (0.7262, 0.8620)>
  UV <Vector (0.7257, 0.8581)>
Face 7731
UV Count: 3
  UV <Vector (0.7367, 0.8689)>
  UV <Vector (0.7321, 0.8704)>
  UV <Vector (0.7336, 0.8648)>
Face 7732
UV Count: 3
  UV <Vector (0.7336, 0.8648)>
  UV <Vector (0.7262, 0.8664)>
  UV <Vector (0.7262, 0.8620)>
Face 7733
UV Count: 3
  UV <Vector (0.7262, 0.8664)>
  UV <Vector (0.7174, 0.8676)>
  UV <Vector (0.7175, 0.8639)>
Face 7734
UV Count: 3
  UV <Vector (0.7378, 0.8634)>
  UV <Vector (0.7336, 0.8648)>
  UV <Vector (0.7330, 0.8596)>
Face 7735
UV Count: 3
  UV <Vector (0.7456, 0.9981)>
  UV <Vector (0.7433, 0.9946)>
  UV <Vector (0.7530, 0.9951)>
Face 7736
UV Count: 3
  UV <Vector (0.7171, 0.8600)>
  UV <Vector (0.7175, 0.8639)>
  UV <Vector (0.7082, 0.8644)>
Face 7737
UV Count: 3
  UV <Vector (0.6983, 0.8441)>
  UV <Vector (0.6983, 0.8478)>
  UV <Vector (0.6883, 0.8482)>
Face 7738
UV Count: 3
  UV <Vector (0.7174, 0.8676)>
  UV <Vector (0.7082, 0.8682)>
  UV <Vector (0.7082, 0.8644)>
Face 7739
UV Count: 3
  UV <Vector (0.7249, 0.8716)>
  UV <Vector (0.7166, 0.8718)>
  UV <Vector (0.7174, 0.8676)>
Face 7740
UV Count: 3
  UV <Vector (0.6983, 0.8478)>
  UV <Vector (0.6984, 0.8524)>
  UV <Vector (0.6889, 0.8527)>
Face 7741
UV Count: 3
  UV <Vector (0.7797, 0.5310)>
  UV <Vector (0.7800, 0.5374)>
  UV <Vector (0.7678, 0.5374)>
Face 7742
UV Count: 3
  UV <Vector (0.7252, 0.5317)>
  UV <Vector (0.7355, 0.5315)>
  UV <Vector (0.7359, 0.5368)>
Face 7743
UV Count: 3
  UV <Vector (0.7355, 0.5199)>
  UV <Vector (0.7456, 0.5197)>
  UV <Vector (0.7457, 0.5218)>
Face 7744
UV Count: 3
  UV <Vector (0.7555, 0.5192)>
  UV <Vector (0.7513, 0.5166)>
  UV <Vector (0.7627, 0.5161)>
Face 7745
UV Count: 3
  UV <Vector (0.7351, 0.5252)>
  UV <Vector (0.7453, 0.5248)>
  UV <Vector (0.7457, 0.5313)>
Face 7746
UV Count: 3
  UV <Vector (0.7034, 0.5366)>
  UV <Vector (0.7029, 0.5313)>
  UV <Vector (0.7145, 0.5317)>
Face 7747
UV Count: 3
  UV <Vector (0.7032, 0.5193)>
  UV <Vector (0.7141, 0.5201)>
  UV <Vector (0.7138, 0.5222)>
Face 7748
UV Count: 3
  UV <Vector (0.7456, 0.5197)>
  UV <Vector (0.7415, 0.5166)>
  UV <Vector (0.7513, 0.5166)>
Face 7749
UV Count: 3
  UV <Vector (0.6897, 0.5364)>
  UV <Vector (0.6883, 0.5304)>
  UV <Vector (0.6946, 0.5309)>
Face 7750
UV Count: 3
  UV <Vector (0.6811, 0.5230)>
  UV <Vector (0.6808, 0.5195)>
  UV <Vector (0.6862, 0.5199)>
Face 7751
UV Count: 3
  UV <Vector (0.6703, 0.5158)>
  UV <Vector (0.6813, 0.5173)>
  UV <Vector (0.6808, 0.5195)>
Face 7752
UV Count: 3
  UV <Vector (0.6958, 0.5146)>
  UV <Vector (0.7047, 0.5151)>
  UV <Vector (0.7032, 0.5193)>
Face 7753
UV Count: 3
  UV <Vector (0.6633, 0.5327)>
  UV <Vector (0.6635, 0.5372)>
  UV <Vector (0.6536, 0.5364)>
Face 7754
UV Count: 3
  UV <Vector (0.6922, 0.5186)>
  UV <Vector (0.6868, 0.5179)>
  UV <Vector (0.6914, 0.5143)>
Face 7755
UV Count: 3
  UV <Vector (0.6862, 0.5199)>
  UV <Vector (0.6808, 0.5195)>
  UV <Vector (0.6813, 0.5173)>
Face 7756
UV Count: 3
  UV <Vector (0.6111, 0.5214)>
  UV <Vector (0.6109, 0.5131)>
  UV <Vector (0.6164, 0.5147)>
Face 7757
UV Count: 3
  UV <Vector (0.6164, 0.5147)>
  UV <Vector (0.6142, 0.5100)>
  UV <Vector (0.6225, 0.5106)>
Face 7758
UV Count: 3
  UV <Vector (0.5973, 0.5077)>
  UV <Vector (0.5975, 0.5098)>
  UV <Vector (0.5890, 0.5104)>
Face 7759
UV Count: 3
  UV <Vector (0.6170, 0.5056)>
  UV <Vector (0.6279, 0.5065)>
  UV <Vector (0.6229, 0.5081)>
Face 7760
UV Count: 3
  UV <Vector (0.6337, 0.5229)>
  UV <Vector (0.6323, 0.5151)>
  UV <Vector (0.6413, 0.5159)>
Face 7761
UV Count: 3
  UV <Vector (0.6117, 0.5284)>
  UV <Vector (0.6111, 0.5214)>
  UV <Vector (0.6175, 0.5215)>
Face 7762
UV Count: 3
  UV <Vector (0.6279, 0.5065)>
  UV <Vector (0.6382, 0.5079)>
  UV <Vector (0.6314, 0.5095)>
Face 7763
UV Count: 3
  UV <Vector (0.6483, 0.5094)>
  UV <Vector (0.6584, 0.5109)>
  UV <Vector (0.6497, 0.5126)>
Face 7764
UV Count: 3
  UV <Vector (0.7930, 0.5309)>
  UV <Vector (0.7927, 0.5229)>
  UV <Vector (0.8068, 0.5231)>
Face 7765
UV Count: 3
  UV <Vector (0.7797, 0.5310)>
  UV <Vector (0.7930, 0.5309)>
  UV <Vector (0.7930, 0.5372)>
Face 7766
UV Count: 3
  UV <Vector (0.7663, 0.5189)>
  UV <Vector (0.7627, 0.5161)>
  UV <Vector (0.7767, 0.5153)>
Face 7767
UV Count: 3
  UV <Vector (0.8190, 0.5187)>
  UV <Vector (0.8190, 0.5206)>
  UV <Vector (0.8065, 0.5202)>
Face 7768
UV Count: 3
  UV <Vector (0.6086, 0.5330)>
  UV <Vector (0.6085, 0.5353)>
  UV <Vector (0.6058, 0.5352)>
Face 7769
UV Count: 3
  UV <Vector (0.6431, 0.5244)>
  UV <Vector (0.6413, 0.5159)>
  UV <Vector (0.6507, 0.5175)>
Face 7770
UV Count: 3
  UV <Vector (0.6682, 0.5120)>
  UV <Vector (0.6777, 0.5130)>
  UV <Vector (0.6703, 0.5158)>
Face 7771
UV Count: 3
  UV <Vector (0.7029, 0.5313)>
  UV <Vector (0.7034, 0.5248)>
  UV <Vector (0.7134, 0.5254)>
Face 7772
UV Count: 3
  UV <Vector (0.6897, 0.5364)>
  UV <Vector (0.6904, 0.5405)>
  UV <Vector (0.6848, 0.5400)>
Face 7773
UV Count: 3
  UV <Vector (0.7032, 0.5193)>
  UV <Vector (0.7047, 0.5151)>
  UV <Vector (0.7138, 0.5159)>
Face 7774
UV Count: 3
  UV <Vector (0.7249, 0.5200)>
  UV <Vector (0.7230, 0.5163)>
  UV <Vector (0.7322, 0.5165)>
Face 7775
UV Count: 3
  UV <Vector (0.7663, 0.5189)>
  UV <Vector (0.7789, 0.5182)>
  UV <Vector (0.7789, 0.5202)>
Face 7776
UV Count: 3
  UV <Vector (0.7355, 0.5199)>
  UV <Vector (0.7322, 0.5165)>
  UV <Vector (0.7415, 0.5166)>
Face 7777
UV Count: 3
  UV <Vector (0.7555, 0.5192)>
  UV <Vector (0.7663, 0.5189)>
  UV <Vector (0.7663, 0.5208)>
Face 7778
UV Count: 3
  UV <Vector (0.7141, 0.5201)>
  UV <Vector (0.7138, 0.5159)>
  UV <Vector (0.7230, 0.5163)>
Face 7779
UV Count: 3
  UV <Vector (0.7249, 0.5200)>
  UV <Vector (0.7355, 0.5199)>
  UV <Vector (0.7355, 0.5221)>
Face 7780
UV Count: 3
  UV <Vector (0.6496, 0.5146)>
  UV <Vector (0.6497, 0.5126)>
  UV <Vector (0.6597, 0.5141)>
Face 7781
UV Count: 3
  UV <Vector (0.6869, 0.5137)>
  UV <Vector (0.6914, 0.5143)>
  UV <Vector (0.6868, 0.5179)>
Face 7782
UV Count: 3
  UV <Vector (0.6597, 0.5141)>
  UV <Vector (0.6497, 0.5126)>
  UV <Vector (0.6584, 0.5109)>
Face 7783
UV Count: 3
  UV <Vector (0.6010, 0.5077)>
  UV <Vector (0.6011, 0.5097)>
  UV <Vector (0.5975, 0.5098)>
Face 7784
UV Count: 3
  UV <Vector (0.6316, 0.5116)>
  UV <Vector (0.6314, 0.5095)>
  UV <Vector (0.6403, 0.5108)>
Face 7785
UV Count: 3
  UV <Vector (0.6382, 0.5079)>
  UV <Vector (0.6483, 0.5094)>
  UV <Vector (0.6403, 0.5108)>
Face 7786
UV Count: 3
  UV <Vector (0.7927, 0.5182)>
  UV <Vector (0.8065, 0.5181)>
  UV <Vector (0.8065, 0.5202)>
Face 7787
UV Count: 3
  UV <Vector (0.7789, 0.5182)>
  UV <Vector (0.7767, 0.5153)>
  UV <Vector (0.7926, 0.5151)>
Face 7788
UV Count: 3
  UV <Vector (0.6868, 0.5179)>
  UV <Vector (0.6922, 0.5186)>
  UV <Vector (0.6917, 0.5207)>
Face 7789
UV Count: 3
  UV <Vector (0.6402, 0.5129)>
  UV <Vector (0.6403, 0.5108)>
  UV <Vector (0.6497, 0.5126)>
Face 7790
UV Count: 3
  UV <Vector (0.7456, 0.5197)>
  UV <Vector (0.7555, 0.5192)>
  UV <Vector (0.7557, 0.5213)>
Face 7791
UV Count: 3
  UV <Vector (0.7141, 0.5201)>
  UV <Vector (0.7249, 0.5200)>
  UV <Vector (0.7249, 0.5222)>
Face 7792
UV Count: 3
  UV <Vector (0.6876, 0.8446)>
  UV <Vector (0.6883, 0.8482)>
  UV <Vector (0.6790, 0.8474)>
Face 7793
UV Count: 3
  UV <Vector (0.6989, 0.8796)>
  UV <Vector (0.6990, 0.8824)>
  UV <Vector (0.6928, 0.8823)>
Face 7794
UV Count: 3
  UV <Vector (0.6989, 0.8775)>
  UV <Vector (0.6989, 0.8796)>
  UV <Vector (0.6922, 0.8800)>
Face 7795
UV Count: 3
  UV <Vector (0.6892, 0.8571)>
  UV <Vector (0.6894, 0.8610)>
  UV <Vector (0.6803, 0.8606)>
Face 7796
UV Count: 3
  UV <Vector (0.6829, 0.8765)>
  UV <Vector (0.6862, 0.8806)>
  UV <Vector (0.6811, 0.8815)>
Face 7797
UV Count: 3
  UV <Vector (0.6712, 0.8665)>
  UV <Vector (0.6712, 0.8623)>
  UV <Vector (0.6801, 0.8643)>
Face 7798
UV Count: 3
  UV <Vector (0.6813, 0.8722)>
  UV <Vector (0.6818, 0.8738)>
  UV <Vector (0.6755, 0.8769)>
Face 7799
UV Count: 3
  UV <Vector (0.6755, 0.8769)>
  UV <Vector (0.6779, 0.8792)>
  UV <Vector (0.6721, 0.8795)>
Face 7800
UV Count: 3
  UV <Vector (0.6600, 0.8700)>
  UV <Vector (0.6614, 0.8725)>
  UV <Vector (0.6584, 0.8724)>
Face 7801
UV Count: 3
  UV <Vector (0.6664, 0.8734)>
  UV <Vector (0.6689, 0.8768)>
  UV <Vector (0.6644, 0.8763)>
Face 7802
UV Count: 3
  UV <Vector (0.6712, 0.8665)>
  UV <Vector (0.6723, 0.8718)>
  UV <Vector (0.6646, 0.8710)>
Face 7803
UV Count: 3
  UV <Vector (0.6591, 0.8643)>
  UV <Vector (0.6600, 0.8700)>
  UV <Vector (0.6566, 0.8679)>
Face 7804
UV Count: 3
  UV <Vector (0.6052, 0.9979)>
  UV <Vector (0.5943, 0.9985)>
  UV <Vector (0.5979, 0.9944)>
Face 7805
UV Count: 3
  UV <Vector (0.6202, 0.9946)>
  UV <Vector (0.6260, 0.9942)>
  UV <Vector (0.6248, 0.9976)>
Face 7806
UV Count: 3
  UV <Vector (0.6398, 0.9945)>
  UV <Vector (0.6383, 0.9977)>
  UV <Vector (0.6309, 0.9977)>
Face 7807
UV Count: 3
  UV <Vector (0.6141, 0.9944)>
  UV <Vector (0.6202, 0.9946)>
  UV <Vector (0.6184, 0.9979)>
Face 7808
UV Count: 3
  UV <Vector (0.6881, 0.8822)>
  UV <Vector (0.6928, 0.8823)>
  UV <Vector (0.6921, 0.8844)>
Face 7809
UV Count: 3
  UV <Vector (0.6928, 0.8823)>
  UV <Vector (0.6990, 0.8824)>
  UV <Vector (0.6991, 0.8847)>
Face 7810
UV Count: 3
  UV <Vector (0.6921, 0.8844)>
  UV <Vector (0.6991, 0.8847)>
  UV <Vector (0.6992, 0.8868)>
Face 7811
UV Count: 3
  UV <Vector (0.6909, 0.8760)>
  UV <Vector (0.6913, 0.8775)>
  UV <Vector (0.6862, 0.8806)>
Face 7812
UV Count: 3
  UV <Vector (0.6790, 0.8474)>
  UV <Vector (0.6799, 0.8519)>
  UV <Vector (0.6722, 0.8494)>
Face 7813
UV Count: 3
  UV <Vector (0.6779, 0.8792)>
  UV <Vector (0.6755, 0.8769)>
  UV <Vector (0.6818, 0.8738)>
Face 7814
UV Count: 3
  UV <Vector (0.6862, 0.8806)>
  UV <Vector (0.6881, 0.8822)>
  UV <Vector (0.6860, 0.8833)>
Face 7815
UV Count: 3
  UV <Vector (0.7177, 0.8467)>
  UV <Vector (0.7085, 0.8477)>
  UV <Vector (0.7091, 0.8441)>
Face 7816
UV Count: 3
  UV <Vector (0.7096, 0.8413)>
  UV <Vector (0.7190, 0.8405)>
  UV <Vector (0.7186, 0.8432)>
Face 7817
UV Count: 3
  UV <Vector (0.6737, 0.8825)>
  UV <Vector (0.6816, 0.8857)>
  UV <Vector (0.6793, 0.8881)>
Face 7818
UV Count: 3
  UV <Vector (0.6734, 0.8739)>
  UV <Vector (0.6755, 0.8769)>
  UV <Vector (0.6689, 0.8768)>
Face 7819
UV Count: 3
  UV <Vector (0.6811, 0.8815)>
  UV <Vector (0.6860, 0.8833)>
  UV <Vector (0.6836, 0.8845)>
Face 7820
UV Count: 3
  UV <Vector (0.6721, 0.8795)>
  UV <Vector (0.6767, 0.8823)>
  UV <Vector (0.6737, 0.8825)>
Face 7821
UV Count: 3
  UV <Vector (0.5943, 0.9985)>
  UV <Vector (0.5806, 0.9986)>
  UV <Vector (0.5860, 0.9950)>
Face 7822
UV Count: 3
  UV <Vector (0.6280, 0.9914)>
  UV <Vector (0.6337, 0.9914)>
  UV <Vector (0.6315, 0.9942)>
Face 7823
UV Count: 3
  UV <Vector (0.6337, 0.9914)>
  UV <Vector (0.6416, 0.9914)>
  UV <Vector (0.6398, 0.9945)>
Face 7824
UV Count: 3
  UV <Vector (0.6068, 0.9941)>
  UV <Vector (0.5979, 0.9944)>
  UV <Vector (0.6009, 0.9914)>
Face 7825
UV Count: 3
  UV <Vector (0.6649, 0.8283)>
  UV <Vector (0.6641, 0.8318)>
  UV <Vector (0.6625, 0.8230)>
Face 7826
UV Count: 3
  UV <Vector (0.6658, 0.8129)>
  UV <Vector (0.6633, 0.8140)>
  UV <Vector (0.6654, 0.8042)>
Face 7827
UV Count: 3
  UV <Vector (0.6725, 0.7876)>
  UV <Vector (0.6747, 0.7887)>
  UV <Vector (0.6722, 0.7956)>
Face 7828
UV Count: 3
  UV <Vector (0.6641, 0.8318)>
  UV <Vector (0.6633, 0.8372)>
  UV <Vector (0.6615, 0.8282)>
Face 7829
UV Count: 3
  UV <Vector (0.6653, 0.8211)>
  UV <Vector (0.6625, 0.8230)>
  UV <Vector (0.6633, 0.8140)>
Face 7830
UV Count: 3
  UV <Vector (0.6605, 0.8370)>
  UV <Vector (0.6633, 0.8372)>
  UV <Vector (0.6626, 0.8441)>
Face 7831
UV Count: 3
  UV <Vector (0.6670, 0.8348)>
  UV <Vector (0.6667, 0.8391)>
  UV <Vector (0.6641, 0.8318)>
Face 7832
UV Count: 3
  UV <Vector (0.6626, 0.8441)>
  UV <Vector (0.6633, 0.8372)>
  UV <Vector (0.6667, 0.8391)>
Face 7833
UV Count: 3
  UV <Vector (0.6803, 0.8564)>
  UV <Vector (0.6803, 0.8606)>
  UV <Vector (0.6717, 0.8586)>
Face 7834
UV Count: 3
  UV <Vector (0.6712, 0.8623)>
  UV <Vector (0.6717, 0.8586)>
  UV <Vector (0.6803, 0.8606)>
Face 7835
UV Count: 3
  UV <Vector (0.6626, 0.8441)>
  UV <Vector (0.6664, 0.8445)>
  UV <Vector (0.6659, 0.8500)>
Face 7836
UV Count: 3
  UV <Vector (0.6803, 0.8679)>
  UV <Vector (0.6801, 0.8643)>
  UV <Vector (0.6895, 0.8647)>
Face 7837
UV Count: 3
  UV <Vector (0.6982, 0.8413)>
  UV <Vector (0.6983, 0.8441)>
  UV <Vector (0.6876, 0.8446)>
Face 7838
UV Count: 3
  UV <Vector (0.6895, 0.8684)>
  UV <Vector (0.6895, 0.8647)>
  UV <Vector (0.6988, 0.8647)>
Face 7839
UV Count: 3
  UV <Vector (0.6889, 0.8527)>
  UV <Vector (0.6892, 0.8571)>
  UV <Vector (0.6803, 0.8564)>
Face 7840
UV Count: 3
  UV <Vector (0.6836, 0.8845)>
  UV <Vector (0.6911, 0.8857)>
  UV <Vector (0.6896, 0.8878)>
Face 7841
UV Count: 3
  UV <Vector (0.6860, 0.8833)>
  UV <Vector (0.6921, 0.8844)>
  UV <Vector (0.6911, 0.8857)>
Face 7842
UV Count: 3
  UV <Vector (0.7075, 0.8734)>
  UV <Vector (0.6989, 0.8734)>
  UV <Vector (0.6989, 0.8721)>
Face 7843
UV Count: 3
  UV <Vector (0.6987, 0.8610)>
  UV <Vector (0.6985, 0.8570)>
  UV <Vector (0.7079, 0.8569)>
Face 7844
UV Count: 3
  UV <Vector (0.6629, 0.9944)>
  UV <Vector (0.6626, 0.9975)>
  UV <Vector (0.6499, 0.9978)>
Face 7845
UV Count: 3
  UV <Vector (0.6816, 0.8857)>
  UV <Vector (0.6896, 0.8878)>
  UV <Vector (0.6888, 0.8921)>
Face 7846
UV Count: 3
  UV <Vector (0.6991, 0.8885)>
  UV <Vector (0.6992, 0.8868)>
  UV <Vector (0.7076, 0.8860)>
Face 7847
UV Count: 3
  UV <Vector (0.6911, 0.8857)>
  UV <Vector (0.6992, 0.8868)>
  UV <Vector (0.6991, 0.8885)>
Face 7848
UV Count: 3
  UV <Vector (0.6635, 0.9914)>
  UV <Vector (0.6629, 0.9944)>
  UV <Vector (0.6511, 0.9943)>
Face 7849
UV Count: 3
  UV <Vector (0.6493, 0.9998)>
  UV <Vector (0.6499, 0.9978)>
  UV <Vector (0.6626, 0.9975)>
Face 7850
UV Count: 3
  UV <Vector (0.6753, 0.9945)>
  UV <Vector (0.6875, 0.9953)>
  UV <Vector (0.6872, 0.9984)>
Face 7851
UV Count: 3
  UV <Vector (0.6621, 0.9998)>
  UV <Vector (0.6626, 0.9975)>
  UV <Vector (0.6749, 0.9978)>
Face 7852
UV Count: 3
  UV <Vector (0.6614, 0.8725)>
  UV <Vector (0.6644, 0.8763)>
  UV <Vector (0.6616, 0.8761)>
Face 7853
UV Count: 3
  UV <Vector (0.6659, 0.8500)>
  UV <Vector (0.6664, 0.8445)>
  UV <Vector (0.6718, 0.8445)>
Face 7854
UV Count: 3
  UV <Vector (0.6576, 0.8538)>
  UV <Vector (0.6596, 0.8468)>
  UV <Vector (0.6614, 0.8516)>
Face 7855
UV Count: 3
  UV <Vector (0.6781, 0.8439)>
  UV <Vector (0.6790, 0.8474)>
  UV <Vector (0.6718, 0.8445)>
Face 7856
UV Count: 3
  UV <Vector (0.6803, 0.8679)>
  UV <Vector (0.6813, 0.8722)>
  UV <Vector (0.6723, 0.8718)>
Face 7857
UV Count: 3
  UV <Vector (0.6900, 0.8723)>
  UV <Vector (0.6903, 0.8737)>
  UV <Vector (0.6818, 0.8738)>
Face 7858
UV Count: 3
  UV <Vector (0.6985, 0.8570)>
  UV <Vector (0.6987, 0.8610)>
  UV <Vector (0.6894, 0.8610)>
Face 7859
UV Count: 3
  UV <Vector (0.7085, 0.8477)>
  UV <Vector (0.6983, 0.8478)>
  UV <Vector (0.6983, 0.8441)>
Face 7860
UV Count: 3
  UV <Vector (0.6781, 0.8439)>
  UV <Vector (0.6776, 0.8412)>
  UV <Vector (0.6870, 0.8418)>
Face 7861
UV Count: 3
  UV <Vector (0.8120, 0.7070)>
  UV <Vector (0.8139, 0.7194)>
  UV <Vector (0.8034, 0.7189)>
Face 7862
UV Count: 3
  UV <Vector (0.7044, 0.9502)>
  UV <Vector (0.6998, 0.9482)>
  UV <Vector (0.7008, 0.9452)>
Face 7863
UV Count: 3
  UV <Vector (0.6943, 0.9442)>
  UV <Vector (0.6875, 0.9449)>
  UV <Vector (0.6864, 0.9412)>
Face 7864
UV Count: 3
  UV <Vector (0.8272, 0.9847)>
  UV <Vector (0.8193, 0.9845)>
  UV <Vector (0.8194, 0.9814)>
Face 7865
UV Count: 3
  UV <Vector (0.7271, 0.9657)>
  UV <Vector (0.7261, 0.9597)>
  UV <Vector (0.7318, 0.9577)>
Face 7866
UV Count: 3
  UV <Vector (0.7185, 0.9674)>
  UV <Vector (0.7183, 0.9616)>
  UV <Vector (0.7227, 0.9608)>
Face 7867
UV Count: 3
  UV <Vector (0.7183, 0.9616)>
  UV <Vector (0.7166, 0.9555)>
  UV <Vector (0.7205, 0.9538)>
Face 7868
UV Count: 3
  UV <Vector (0.7261, 0.9597)>
  UV <Vector (0.7242, 0.9525)>
  UV <Vector (0.7287, 0.9509)>
Face 7869
UV Count: 3
  UV <Vector (0.7328, 0.9841)>
  UV <Vector (0.7317, 0.9789)>
  UV <Vector (0.7393, 0.9774)>
Face 7870
UV Count: 3
  UV <Vector (0.7210, 0.9765)>
  UV <Vector (0.7201, 0.9723)>
  UV <Vector (0.7236, 0.9714)>
Face 7871
UV Count: 3
  UV <Vector (0.7201, 0.9723)>
  UV <Vector (0.7185, 0.9674)>
  UV <Vector (0.7232, 0.9666)>
Face 7872
UV Count: 3
  UV <Vector (0.7287, 0.9509)>
  UV <Vector (0.7241, 0.9441)>
  UV <Vector (0.7285, 0.9436)>
Face 7873
UV Count: 3
  UV <Vector (0.7296, 0.9748)>
  UV <Vector (0.7274, 0.9708)>
  UV <Vector (0.7347, 0.9695)>
Face 7874
UV Count: 3
  UV <Vector (0.7170, 0.9475)>
  UV <Vector (0.7113, 0.9421)>
  UV <Vector (0.7143, 0.9393)>
Face 7875
UV Count: 3
  UV <Vector (0.7137, 0.9499)>
  UV <Vector (0.7088, 0.9450)>
  UV <Vector (0.7113, 0.9421)>
Face 7876
UV Count: 3
  UV <Vector (0.7317, 0.9789)>
  UV <Vector (0.7296, 0.9748)>
  UV <Vector (0.7371, 0.9737)>
Face 7877
UV Count: 3
  UV <Vector (0.7064, 0.9479)>
  UV <Vector (0.7008, 0.9452)>
  UV <Vector (0.7022, 0.9416)>
Face 7878
UV Count: 3
  UV <Vector (0.6996, 0.9605)>
  UV <Vector (0.6993, 0.9555)>
  UV <Vector (0.7038, 0.9552)>
Face 7879
UV Count: 3
  UV <Vector (0.6939, 0.9748)>
  UV <Vector (0.6998, 0.9745)>
  UV <Vector (0.6997, 0.9787)>
Face 7880
UV Count: 3
  UV <Vector (0.6942, 0.9475)>
  UV <Vector (0.6883, 0.9479)>
  UV <Vector (0.6875, 0.9449)>
Face 7881
UV Count: 3
  UV <Vector (0.7120, 0.9779)>
  UV <Vector (0.7117, 0.9739)>
  UV <Vector (0.7164, 0.9732)>
Face 7882
UV Count: 3
  UV <Vector (0.7060, 0.9852)>
  UV <Vector (0.7060, 0.9818)>
  UV <Vector (0.7123, 0.9819)>
Face 7883
UV Count: 3
  UV <Vector (0.7057, 0.9742)>
  UV <Vector (0.7050, 0.9697)>
  UV <Vector (0.7101, 0.9691)>
Face 7884
UV Count: 3
  UV <Vector (0.7117, 0.9739)>
  UV <Vector (0.7101, 0.9691)>
  UV <Vector (0.7146, 0.9682)>
Face 7885
UV Count: 3
  UV <Vector (0.7072, 0.9539)>
  UV <Vector (0.7044, 0.9502)>
  UV <Vector (0.7064, 0.9479)>
Face 7886
UV Count: 3
  UV <Vector (0.6824, 0.9701)>
  UV <Vector (0.6820, 0.9743)>
  UV <Vector (0.6767, 0.9734)>
Face 7887
UV Count: 3
  UV <Vector (0.6878, 0.9864)>
  UV <Vector (0.6878, 0.9873)>
  UV <Vector (0.6818, 0.9870)>
Face 7888
UV Count: 3
  UV <Vector (0.7178, 0.9813)>
  UV <Vector (0.7218, 0.9803)>
  UV <Vector (0.7230, 0.9854)>
Face 7889
UV Count: 3
  UV <Vector (0.7058, 0.9781)>
  UV <Vector (0.7057, 0.9742)>
  UV <Vector (0.7117, 0.9739)>
Face 7890
UV Count: 3
  UV <Vector (0.6817, 0.9782)>
  UV <Vector (0.6816, 0.9820)>
  UV <Vector (0.6755, 0.9816)>
Face 7891
UV Count: 3
  UV <Vector (0.7129, 0.9572)>
  UV <Vector (0.7105, 0.9520)>
  UV <Vector (0.7137, 0.9499)>
Face 7892
UV Count: 3
  UV <Vector (0.8280, 0.9744)>
  UV <Vector (0.8199, 0.9747)>
  UV <Vector (0.8203, 0.9710)>
Face 7893
UV Count: 3
  UV <Vector (0.5570, 0.9849)>
  UV <Vector (0.5613, 0.9847)>
  UV <Vector (0.5613, 0.9878)>
Face 7894
UV Count: 3
  UV <Vector (0.8197, 0.9776)>
  UV <Vector (0.8194, 0.9814)>
  UV <Vector (0.8083, 0.9812)>
Face 7895
UV Count: 3
  UV <Vector (0.8197, 0.9776)>
  UV <Vector (0.8084, 0.9766)>
  UV <Vector (0.8084, 0.9746)>
Face 7896
UV Count: 3
  UV <Vector (0.8203, 0.9710)>
  UV <Vector (0.8088, 0.9722)>
  UV <Vector (0.8091, 0.9690)>
Face 7897
UV Count: 3
  UV <Vector (0.7890, 0.9853)>
  UV <Vector (0.7885, 0.9798)>
  UV <Vector (0.7973, 0.9811)>
Face 7898
UV Count: 3
  UV <Vector (0.7791, 0.9799)>
  UV <Vector (0.7812, 0.9773)>
  UV <Vector (0.7885, 0.9798)>
Face 7899
UV Count: 3
  UV <Vector (0.7861, 0.9709)>
  UV <Vector (0.7860, 0.9692)>
  UV <Vector (0.7964, 0.9671)>
Face 7900
UV Count: 3
  UV <Vector (0.7962, 0.9782)>
  UV <Vector (0.7973, 0.9811)>
  UV <Vector (0.7880, 0.9789)>
Face 7901
UV Count: 3
  UV <Vector (0.7768, 0.9719)>
  UV <Vector (0.7693, 0.9673)>
  UV <Vector (0.7707, 0.9677)>
Face 7902
UV Count: 3
  UV <Vector (0.7861, 0.9709)>
  UV <Vector (0.7864, 0.9725)>
  UV <Vector (0.7785, 0.9699)>
Face 7903
UV Count: 3
  UV <Vector (0.7647, 0.9665)>
  UV <Vector (0.7537, 0.9586)>
  UV <Vector (0.7550, 0.9588)>
Face 7904
UV Count: 3
  UV <Vector (0.7693, 0.9673)>
  UV <Vector (0.7562, 0.9593)>
  UV <Vector (0.7574, 0.9597)>
Face 7905
UV Count: 3
  UV <Vector (0.7562, 0.9593)>
  UV <Vector (0.7474, 0.9471)>
  UV <Vector (0.7478, 0.9469)>
Face 7906
UV Count: 3
  UV <Vector (0.7537, 0.9586)>
  UV <Vector (0.7453, 0.9470)>
  UV <Vector (0.7469, 0.9475)>
Face 7907
UV Count: 3
  UV <Vector (0.7453, 0.9470)>
  UV <Vector (0.7349, 0.9318)>
  UV <Vector (0.7359, 0.9316)>
Face 7908
UV Count: 3
  UV <Vector (0.7357, 0.9309)>
  UV <Vector (0.7356, 0.9304)>
  UV <Vector (0.7478, 0.9469)>
Face 7909
UV Count: 3
  UV <Vector (0.7183, 0.9155)>
  UV <Vector (0.7182, 0.9152)>
  UV <Vector (0.7356, 0.9304)>
Face 7910
UV Count: 3
  UV <Vector (0.7349, 0.9318)>
  UV <Vector (0.7179, 0.9166)>
  UV <Vector (0.7184, 0.9158)>
Face 7911
UV Count: 3
  UV <Vector (0.7154, 0.9199)>
  UV <Vector (0.6946, 0.9142)>
  UV <Vector (0.6946, 0.9107)>
Face 7912
UV Count: 3
  UV <Vector (0.6946, 0.9142)>
  UV <Vector (0.6946, 0.9187)>
  UV <Vector (0.6764, 0.9236)>
Face 7913
UV Count: 3
  UV <Vector (0.7000, 0.9825)>
  UV <Vector (0.7060, 0.9818)>
  UV <Vector (0.7060, 0.9852)>
Face 7914
UV Count: 3
  UV <Vector (0.6939, 0.9660)>
  UV <Vector (0.6995, 0.9655)>
  UV <Vector (0.6995, 0.9701)>
Face 7915
UV Count: 3
  UV <Vector (0.6939, 0.9609)>
  UV <Vector (0.6996, 0.9605)>
  UV <Vector (0.6995, 0.9655)>
Face 7916
UV Count: 3
  UV <Vector (0.6998, 0.9745)>
  UV <Vector (0.6995, 0.9701)>
  UV <Vector (0.7050, 0.9697)>
Face 7917
UV Count: 3
  UV <Vector (0.7000, 0.9825)>
  UV <Vector (0.6997, 0.9787)>
  UV <Vector (0.7058, 0.9781)>
Face 7918
UV Count: 3
  UV <Vector (0.6938, 0.9870)>
  UV <Vector (0.6939, 0.9826)>
  UV <Vector (0.7000, 0.9825)>
Face 7919
UV Count: 3
  UV <Vector (0.6939, 0.9826)>
  UV <Vector (0.6939, 0.9787)>
  UV <Vector (0.6997, 0.9787)>
Face 7920
UV Count: 3
  UV <Vector (0.6998, 0.9745)>
  UV <Vector (0.7057, 0.9742)>
  UV <Vector (0.7058, 0.9781)>
Face 7921
UV Count: 3
  UV <Vector (0.6993, 0.9555)>
  UV <Vector (0.6992, 0.9514)>
  UV <Vector (0.7027, 0.9520)>
Face 7922
UV Count: 3
  UV <Vector (0.6998, 0.9482)>
  UV <Vector (0.6942, 0.9475)>
  UV <Vector (0.6943, 0.9442)>
Face 7923
UV Count: 3
  UV <Vector (0.6880, 0.9707)>
  UV <Vector (0.6938, 0.9706)>
  UV <Vector (0.6939, 0.9748)>
Face 7924
UV Count: 3
  UV <Vector (0.7027, 0.9520)>
  UV <Vector (0.6992, 0.9514)>
  UV <Vector (0.6998, 0.9482)>
Face 7925
UV Count: 3
  UV <Vector (0.7619, 0.9791)>
  UV <Vector (0.7588, 0.9752)>
  UV <Vector (0.7708, 0.9786)>
Face 7926
UV Count: 3
  UV <Vector (0.7614, 0.9695)>
  UV <Vector (0.7610, 0.9654)>
  UV <Vector (0.7680, 0.9715)>
Face 7927
UV Count: 3
  UV <Vector (0.7767, 0.9834)>
  UV <Vector (0.7708, 0.9786)>
  UV <Vector (0.7739, 0.9763)>
Face 7928
UV Count: 3
  UV <Vector (0.7739, 0.9763)>
  UV <Vector (0.7680, 0.9715)>
  UV <Vector (0.7720, 0.9724)>
Face 7929
UV Count: 3
  UV <Vector (0.7553, 0.9710)>
  UV <Vector (0.7515, 0.9661)>
  UV <Vector (0.7614, 0.9695)>
Face 7930
UV Count: 3
  UV <Vector (0.7515, 0.9661)>
  UV <Vector (0.7467, 0.9595)>
  UV <Vector (0.7547, 0.9625)>
Face 7931
UV Count: 3
  UV <Vector (0.7524, 0.9589)>
  UV <Vector (0.7442, 0.9467)>
  UV <Vector (0.7453, 0.9470)>
Face 7932
UV Count: 3
  UV <Vector (0.7406, 0.9512)>
  UV <Vector (0.7398, 0.9452)>
  UV <Vector (0.7442, 0.9467)>
Face 7933
UV Count: 3
  UV <Vector (0.7341, 0.9428)>
  UV <Vector (0.7285, 0.9436)>
  UV <Vector (0.7261, 0.9335)>
Face 7934
UV Count: 3
  UV <Vector (0.7261, 0.9335)>
  UV <Vector (0.7215, 0.9355)>
  UV <Vector (0.7126, 0.9242)>
Face 7935
UV Count: 3
  UV <Vector (0.8190, 0.7313)>
  UV <Vector (0.8139, 0.7194)>
  UV <Vector (0.8233, 0.7180)>
Face 7936
UV Count: 3
  UV <Vector (0.7304, 0.9327)>
  UV <Vector (0.7261, 0.9335)>
  UV <Vector (0.7154, 0.9199)>
Face 7937
UV Count: 3
  UV <Vector (0.7921, 0.7284)>
  UV <Vector (0.7791, 0.7291)>
  UV <Vector (0.7807, 0.7192)>
Face 7938
UV Count: 3
  UV <Vector (0.6946, 0.9090)>
  UV <Vector (0.6946, 0.9100)>
  UV <Vector (0.6713, 0.9164)>
Face 7939
UV Count: 3
  UV <Vector (0.7422, 0.9842)>
  UV <Vector (0.7415, 0.9823)>
  UV <Vector (0.7522, 0.9823)>
Face 7940
UV Count: 3
  UV <Vector (0.7335, 0.9881)>
  UV <Vector (0.7294, 0.9886)>
  UV <Vector (0.7294, 0.9869)>
Face 7941
UV Count: 3
  UV <Vector (0.7230, 0.9867)>
  UV <Vector (0.7181, 0.9883)>
  UV <Vector (0.7183, 0.9871)>
Face 7942
UV Count: 3
  UV <Vector (0.7872, 0.9906)>
  UV <Vector (0.7864, 0.9899)>
  UV <Vector (0.8040, 0.9877)>
Face 7943
UV Count: 3
  UV <Vector (0.7184, 0.9916)>
  UV <Vector (0.7179, 0.9895)>
  UV <Vector (0.7230, 0.9878)>
Face 7944
UV Count: 3
  UV <Vector (0.6249, 0.9998)>
  UV <Vector (0.6248, 0.9976)>
  UV <Vector (0.6309, 0.9977)>
Face 7945
UV Count: 3
  UV <Vector (0.6818, 0.9870)>
  UV <Vector (0.6819, 0.9877)>
  UV <Vector (0.6757, 0.9884)>
Face 7946
UV Count: 3
  UV <Vector (0.8308, 0.9890)>
  UV <Vector (0.8309, 0.9896)>
  UV <Vector (0.8271, 0.9894)>
Face 7947
UV Count: 3
  UV <Vector (0.8213, 0.9903)>
  UV <Vector (0.8210, 0.9894)>
  UV <Vector (0.8271, 0.9894)>
Face 7948
UV Count: 3
  UV <Vector (0.8064, 0.9911)>
  UV <Vector (0.7870, 0.9920)>
  UV <Vector (0.7879, 0.9912)>
Face 7949
UV Count: 3
  UV <Vector (0.8057, 0.9889)>
  UV <Vector (0.8071, 0.9897)>
  UV <Vector (0.7879, 0.9912)>
Face 7950
UV Count: 3
  UV <Vector (0.7125, 0.9886)>
  UV <Vector (0.7058, 0.9873)>
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Face 7951
UV Count: 3
  UV <Vector (0.6999, 0.9900)>
  UV <Vector (0.6998, 0.9886)>
  UV <Vector (0.7058, 0.9873)>
Face 7952
UV Count: 3
  UV <Vector (0.6756, 0.9914)>
  UV <Vector (0.6878, 0.9914)>
  UV <Vector (0.6875, 0.9953)>
Face 7953
UV Count: 3
  UV <Vector (0.6635, 0.9914)>
  UV <Vector (0.6756, 0.9914)>
  UV <Vector (0.6753, 0.9945)>
Face 7954
UV Count: 3
  UV <Vector (0.7872, 0.9906)>
  UV <Vector (0.7879, 0.9912)>
  UV <Vector (0.7675, 0.9879)>
Face 7955
UV Count: 3
  UV <Vector (0.7870, 0.9920)>
  UV <Vector (0.7666, 0.9889)>
  UV <Vector (0.7675, 0.9879)>
Face 7956
UV Count: 3
  UV <Vector (0.7530, 0.9855)>
  UV <Vector (0.7675, 0.9879)>
  UV <Vector (0.7666, 0.9889)>
Face 7957
UV Count: 3
  UV <Vector (0.7522, 0.9823)>
  UV <Vector (0.7491, 0.9765)>
  UV <Vector (0.7619, 0.9791)>
Face 7958
UV Count: 3
  UV <Vector (0.8303, 0.5424)>
  UV <Vector (0.8295, 0.5381)>
  UV <Vector (0.8395, 0.5384)>
Face 7959
UV Count: 3
  UV <Vector (0.8299, 0.5321)>
  UV <Vector (0.8302, 0.5242)>
  UV <Vector (0.8400, 0.5247)>
Face 7960
UV Count: 3
  UV <Vector (0.8063, 0.5312)>
  UV <Vector (0.8190, 0.5318)>
  UV <Vector (0.8183, 0.5381)>
Face 7961
UV Count: 3
  UV <Vector (0.8299, 0.5321)>
  UV <Vector (0.8399, 0.5325)>
  UV <Vector (0.8395, 0.5384)>
Face 7962
UV Count: 3
  UV <Vector (0.8399, 0.5421)>
  UV <Vector (0.8395, 0.5384)>
  UV <Vector (0.8494, 0.5384)>
Face 7963
UV Count: 3
  UV <Vector (0.8497, 0.5326)>
  UV <Vector (0.8597, 0.5324)>
  UV <Vector (0.8595, 0.5376)>
Face 7964
UV Count: 3
  UV <Vector (0.8493, 0.5219)>
  UV <Vector (0.8499, 0.5251)>
  UV <Vector (0.8400, 0.5247)>
Face 7965
UV Count: 3
  UV <Vector (0.8688, 0.5402)>
  UV <Vector (0.8598, 0.5414)>
  UV <Vector (0.8595, 0.5376)>
Face 7966
UV Count: 3
  UV <Vector (0.8701, 0.5215)>
  UV <Vector (0.8705, 0.5247)>
  UV <Vector (0.8601, 0.5251)>
Face 7967
UV Count: 3
  UV <Vector (0.5062, 0.5210)>
  UV <Vector (0.5186, 0.5198)>
  UV <Vector (0.5187, 0.5231)>
Face 7968
UV Count: 3
  UV <Vector (0.8797, 0.5210)>
  UV <Vector (0.8797, 0.5241)>
  UV <Vector (0.8705, 0.5247)>
Face 7969
UV Count: 3
  UV <Vector (0.5387, 0.5269)>
  UV <Vector (0.5491, 0.5254)>
  UV <Vector (0.5479, 0.5317)>
Face 7970
UV Count: 3
  UV <Vector (0.5577, 0.5355)>
  UV <Vector (0.5474, 0.5362)>
  UV <Vector (0.5479, 0.5317)>
Face 7971
UV Count: 3
  UV <Vector (0.5300, 0.5185)>
  UV <Vector (0.5411, 0.5170)>
  UV <Vector (0.5405, 0.5203)>
Face 7972
UV Count: 3
  UV <Vector (0.5296, 0.5218)>
  UV <Vector (0.5405, 0.5203)>
  UV <Vector (0.5387, 0.5269)>
Face 7973
UV Count: 3
  UV <Vector (0.5952, 0.5695)>
  UV <Vector (0.5875, 0.5701)>
  UV <Vector (0.5878, 0.5607)>
Face 7974
UV Count: 3
  UV <Vector (0.6008, 0.5691)>
  UV <Vector (0.5952, 0.5695)>
  UV <Vector (0.5956, 0.5598)>
Face 7975
UV Count: 3
  UV <Vector (0.5608, 0.5548)>
  UV <Vector (0.5509, 0.5556)>
  UV <Vector (0.5500, 0.5487)>
Face 7976
UV Count: 3
  UV <Vector (0.6164, 0.5519)>
  UV <Vector (0.6160, 0.5601)>
  UV <Vector (0.6097, 0.5595)>
Face 7977
UV Count: 3
  UV <Vector (0.6162, 0.5696)>
  UV <Vector (0.6164, 0.5798)>
  UV <Vector (0.6103, 0.5794)>
Face 7978
UV Count: 3
  UV <Vector (0.6105, 0.5692)>
  UV <Vector (0.6103, 0.5794)>
  UV <Vector (0.6079, 0.5792)>
Face 7979
UV Count: 3
  UV <Vector (0.6078, 0.5592)>
  UV <Vector (0.6081, 0.5689)>
  UV <Vector (0.6057, 0.5686)>
Face 7980
UV Count: 3
  UV <Vector (0.5703, 0.5712)>
  UV <Vector (0.5607, 0.5715)>
  UV <Vector (0.5611, 0.5629)>
Face 7981
UV Count: 3
  UV <Vector (0.5176, 0.5584)>
  UV <Vector (0.5167, 0.5505)>
  UV <Vector (0.5238, 0.5499)>
Face 7982
UV Count: 3
  UV <Vector (0.5394, 0.5492)>
  UV <Vector (0.5238, 0.5499)>
  UV <Vector (0.5238, 0.5453)>
Face 7983
UV Count: 3
  UV <Vector (0.5488, 0.5924)>
  UV <Vector (0.5394, 0.5927)>
  UV <Vector (0.5409, 0.5831)>
Face 7984
UV Count: 3
  UV <Vector (0.5176, 0.5584)>
  UV <Vector (0.5062, 0.5604)>
  UV <Vector (0.5062, 0.5517)>
Face 7985
UV Count: 3
  UV <Vector (0.5448, 0.5725)>
  UV <Vector (0.5390, 0.5679)>
  UV <Vector (0.5414, 0.5652)>
Face 7986
UV Count: 3
  UV <Vector (0.5167, 0.5505)>
  UV <Vector (0.5062, 0.5517)>
  UV <Vector (0.5062, 0.5456)>
Face 7987
UV Count: 3
  UV <Vector (0.5543, 0.5796)>
  UV <Vector (0.5495, 0.5712)>
  UV <Vector (0.5607, 0.5715)>
Face 7988
UV Count: 3
  UV <Vector (0.5465, 0.6023)>
  UV <Vector (0.5371, 0.6027)>
  UV <Vector (0.5394, 0.5927)>
Face 7989
UV Count: 3
  UV <Vector (0.5327, 0.6221)>
  UV <Vector (0.5239, 0.6223)>
  UV <Vector (0.5257, 0.6129)>
Face 7990
UV Count: 3
  UV <Vector (0.5409, 0.5831)>
  UV <Vector (0.5304, 0.5833)>
  UV <Vector (0.5302, 0.5736)>
Face 7991
UV Count: 3
  UV <Vector (0.8564, 0.5769)>
  UV <Vector (0.8458, 0.5769)>
  UV <Vector (0.8474, 0.5683)>
Face 7992
UV Count: 3
  UV <Vector (0.8497, 0.5531)>
  UV <Vector (0.8597, 0.5529)>
  UV <Vector (0.8591, 0.5600)>
Face 7993
UV Count: 3
  UV <Vector (0.8388, 0.5601)>
  UV <Vector (0.8287, 0.5600)>
  UV <Vector (0.8294, 0.5533)>
Face 7994
UV Count: 3
  UV <Vector (0.8551, 0.5860)>
  UV <Vector (0.8443, 0.5861)>
  UV <Vector (0.8458, 0.5769)>
Face 7995
UV Count: 3
  UV <Vector (0.5476, 0.6409)>
  UV <Vector (0.5380, 0.6406)>
  UV <Vector (0.5397, 0.6314)>
Face 7996
UV Count: 3
  UV <Vector (0.5160, 0.6133)>
  UV <Vector (0.5062, 0.6134)>
  UV <Vector (0.5062, 0.6050)>
Face 7997
UV Count: 3
  UV <Vector (0.8177, 0.5600)>
  UV <Vector (0.8059, 0.5599)>
  UV <Vector (0.8062, 0.5533)>
Face 7998
UV Count: 3
  UV <Vector (0.5566, 0.6506)>
  UV <Vector (0.5673, 0.6506)>
  UV <Vector (0.5667, 0.6598)>
Face 7999
UV Count: 3
  UV <Vector (0.8540, 0.5954)>
  UV <Vector (0.8432, 0.5955)>
  UV <Vector (0.8443, 0.5861)>
Face 8000
UV Count: 3
  UV <Vector (0.7932, 0.5600)>
  UV <Vector (0.7931, 0.5533)>
  UV <Vector (0.8062, 0.5533)>
Face 8001
UV Count: 3
  UV <Vector (0.5175, 0.6594)>
  UV <Vector (0.5190, 0.6537)>
  UV <Vector (0.5266, 0.6562)>
Face 8002
UV Count: 3
  UV <Vector (0.8432, 0.5955)>
  UV <Vector (0.8327, 0.5956)>
  UV <Vector (0.8339, 0.5859)>
Face 8003
UV Count: 3
  UV <Vector (0.8423, 0.6049)>
  UV <Vector (0.8318, 0.6052)>
  UV <Vector (0.8327, 0.5956)>
Face 8004
UV Count: 3
  UV <Vector (0.8659, 0.6377)>
  UV <Vector (0.8660, 0.6297)>
  UV <Vector (0.8797, 0.6301)>
Face 8005
UV Count: 3
  UV <Vector (0.8132, 0.5955)>
  UV <Vector (0.8032, 0.5955)>
  UV <Vector (0.8038, 0.5858)>
Face 8006
UV Count: 3
  UV <Vector (0.8228, 0.5956)>
  UV <Vector (0.8132, 0.5955)>
  UV <Vector (0.8144, 0.5857)>
Face 8007
UV Count: 3
  UV <Vector (0.6678, 0.6581)>
  UV <Vector (0.6754, 0.6558)>
  UV <Vector (0.6768, 0.6631)>
Face 8008
UV Count: 3
  UV <Vector (0.5266, 0.6562)>
  UV <Vector (0.5353, 0.6583)>
  UV <Vector (0.5335, 0.6671)>
Face 8009
UV Count: 3
  UV <Vector (0.5110, 0.6556)>
  UV <Vector (0.5123, 0.6514)>
  UV <Vector (0.5190, 0.6537)>
Face 8010
UV Count: 3
  UV <Vector (0.5093, 0.6595)>
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Face 8011
UV Count: 3
  UV <Vector (0.8119, 0.9352)>
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Face 8012
UV Count: 3
  UV <Vector (0.8036, 0.9201)>
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Face 8013
UV Count: 3
  UV <Vector (0.8178, 0.9271)>
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Face 8014
UV Count: 3
  UV <Vector (0.8397, 0.9257)>
  UV <Vector (0.8454, 0.9229)>
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Face 8015
UV Count: 3
  UV <Vector (0.8263, 0.9335)>
  UV <Vector (0.8329, 0.9297)>
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Face 8016
UV Count: 3
  UV <Vector (0.8246, 0.9244)>
  UV <Vector (0.8316, 0.9218)>
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Face 8017
UV Count: 3
  UV <Vector (0.8242, 0.9200)>
  UV <Vector (0.8311, 0.9178)>
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Face 8018
UV Count: 3
  UV <Vector (0.8922, 0.9299)>
  UV <Vector (0.8937, 0.9365)>
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Face 8019
UV Count: 3
  UV <Vector (0.8327, 0.5956)>
  UV <Vector (0.8228, 0.5956)>
  UV <Vector (0.8242, 0.5857)>
Face 8020
UV Count: 3
  UV <Vector (0.5335, 0.6671)>
  UV <Vector (0.5444, 0.6685)>
  UV <Vector (0.5438, 0.6781)>
Face 8021
UV Count: 3
  UV <Vector (0.8797, 0.6519)>
  UV <Vector (0.8797, 0.6571)>
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Face 8022
UV Count: 3
  UV <Vector (0.8797, 0.6494)>
  UV <Vector (0.8797, 0.6519)>
  UV <Vector (0.8673, 0.6534)>
Face 8023
UV Count: 3
  UV <Vector (0.7578, 0.8614)>
  UV <Vector (0.7630, 0.8611)>
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Face 8024
UV Count: 3
  UV <Vector (0.8459, 0.9198)>
  UV <Vector (0.8393, 0.9226)>
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Face 8025
UV Count: 3
  UV <Vector (0.8459, 0.9169)>
  UV <Vector (0.8533, 0.9157)>
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Face 8026
UV Count: 3
  UV <Vector (0.8403, 0.7010)>
  UV <Vector (0.8311, 0.7037)>
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Face 8027
UV Count: 3
  UV <Vector (0.8531, 0.6614)>
  UV <Vector (0.8673, 0.6534)>
  UV <Vector (0.8692, 0.6554)>
Face 8028
UV Count: 3
  UV <Vector (0.8477, 0.6949)>
  UV <Vector (0.8403, 0.7010)>
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Face 8029
UV Count: 3
  UV <Vector (0.8311, 0.7037)>
  UV <Vector (0.8218, 0.7057)>
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Face 8030
UV Count: 3
  UV <Vector (0.8106, 0.9024)>
  UV <Vector (0.8101, 0.9082)>
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Face 8031
UV Count: 3
  UV <Vector (0.8168, 0.9123)>
  UV <Vector (0.8169, 0.9174)>
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Face 8032
UV Count: 3
  UV <Vector (0.8830, 0.9303)>
  UV <Vector (0.8660, 0.9195)>
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Face 8033
UV Count: 3
  UV <Vector (0.8715, 0.9166)>
  UV <Vector (0.8816, 0.9193)>
  UV <Vector (0.8814, 0.9223)>
Face 8034
UV Count: 3
  UV <Vector (0.8904, 0.9216)>
  UV <Vector (0.8911, 0.9257)>
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Face 8035
UV Count: 3
  UV <Vector (0.8784, 0.8290)>
  UV <Vector (0.8924, 0.8289)>
  UV <Vector (0.8929, 0.8345)>
Face 8036
UV Count: 3
  UV <Vector (0.7606, 0.8289)>
  UV <Vector (0.7658, 0.8291)>
  UV <Vector (0.7648, 0.8348)>
Face 8037
UV Count: 3
  UV <Vector (0.7642, 0.9428)>
  UV <Vector (0.7638, 0.9506)>
  UV <Vector (0.7570, 0.9459)>
Face 8038
UV Count: 3
  UV <Vector (0.8198, 0.8713)>
  UV <Vector (0.8192, 0.8756)>
  UV <Vector (0.8123, 0.8763)>
Face 8039
UV Count: 3
  UV <Vector (0.7611, 0.8242)>
  UV <Vector (0.7668, 0.8237)>
  UV <Vector (0.7658, 0.8291)>
Face 8040
UV Count: 3
  UV <Vector (0.8414, 0.7245)>
  UV <Vector (0.8445, 0.7319)>
  UV <Vector (0.8383, 0.7348)>
Face 8041
UV Count: 3
  UV <Vector (0.8518, 0.7279)>
  UV <Vector (0.8445, 0.7319)>
  UV <Vector (0.8414, 0.7245)>
Face 8042
UV Count: 3
  UV <Vector (0.8398, 0.7510)>
  UV <Vector (0.8356, 0.7529)>
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Face 8043
UV Count: 3
  UV <Vector (0.8526, 0.7524)>
  UV <Vector (0.8465, 0.7551)>
  UV <Vector (0.8449, 0.7491)>
Face 8044
UV Count: 3
  UV <Vector (0.8327, 0.8786)>
  UV <Vector (0.8323, 0.8831)>
  UV <Vector (0.8255, 0.8839)>
Face 8045
UV Count: 3
  UV <Vector (0.7768, 0.9467)>
  UV <Vector (0.7769, 0.9537)>
  UV <Vector (0.7702, 0.9527)>
Face 8046
UV Count: 3
  UV <Vector (0.7705, 0.9321)>
  UV <Vector (0.7707, 0.9385)>
  UV <Vector (0.7645, 0.9358)>
Face 8047
UV Count: 3
  UV <Vector (0.8200, 0.8667)>
  UV <Vector (0.8198, 0.8713)>
  UV <Vector (0.8125, 0.8718)>
Face 8048
UV Count: 3
  UV <Vector (0.7702, 0.9640)>
  UV <Vector (0.7704, 0.9626)>
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Face 8049
UV Count: 3
  UV <Vector (0.8478, 0.7390)>
  UV <Vector (0.8422, 0.7421)>
  UV <Vector (0.8383, 0.7348)>
Face 8050
UV Count: 3
  UV <Vector (0.8504, 0.7461)>
  UV <Vector (0.8449, 0.7491)>
  UV <Vector (0.8422, 0.7421)>
Face 8051
UV Count: 3
  UV <Vector (0.8383, 0.7348)>
  UV <Vector (0.8422, 0.7421)>
  UV <Vector (0.8374, 0.7441)>
Face 8052
UV Count: 3
  UV <Vector (0.7669, 0.8104)>
  UV <Vector (0.7673, 0.8137)>
  UV <Vector (0.7620, 0.8131)>
Face 8053
UV Count: 3
  UV <Vector (0.7765, 0.9335)>
  UV <Vector (0.7767, 0.9400)>
  UV <Vector (0.7707, 0.9385)>
Face 8054
UV Count: 3
  UV <Vector (0.7824, 0.9341)>
  UV <Vector (0.7827, 0.9405)>
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Face 8055
UV Count: 3
  UV <Vector (0.7643, 0.9187)>
  UV <Vector (0.7644, 0.9240)>
  UV <Vector (0.7580, 0.9214)>
Face 8056
UV Count: 3
  UV <Vector (0.8568, 0.7426)>
  UV <Vector (0.8504, 0.7461)>
  UV <Vector (0.8478, 0.7390)>
Face 8057
UV Count: 3
  UV <Vector (0.5634, 0.7157)>
  UV <Vector (0.5756, 0.7153)>
  UV <Vector (0.5680, 0.7265)>
Face 8058
UV Count: 3
  UV <Vector (0.5436, 0.7232)>
  UV <Vector (0.5511, 0.7242)>
  UV <Vector (0.5485, 0.7324)>
Face 8059
UV Count: 3
  UV <Vector (0.8594, 0.7493)>
  UV <Vector (0.8526, 0.7524)>
  UV <Vector (0.8504, 0.7461)>
Face 8060
UV Count: 3
  UV <Vector (0.8197, 0.9376)>
  UV <Vector (0.8263, 0.9335)>
  UV <Vector (0.8276, 0.9385)>
Face 8061
UV Count: 3
  UV <Vector (0.8056, 0.9448)>
  UV <Vector (0.8075, 0.9503)>
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Face 8062
UV Count: 3
  UV <Vector (0.7651, 0.8990)>
  UV <Vector (0.7647, 0.9039)>
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Face 8063
UV Count: 3
  UV <Vector (0.7703, 0.9097)>
  UV <Vector (0.7703, 0.9149)>
  UV <Vector (0.7643, 0.9137)>
Face 8064
UV Count: 3
  UV <Vector (0.5361, 0.7155)>
  UV <Vector (0.5455, 0.7168)>
  UV <Vector (0.5436, 0.7232)>
Face 8065
UV Count: 3
  UV <Vector (0.5355, 0.7218)>
  UV <Vector (0.5436, 0.7232)>
  UV <Vector (0.5420, 0.7302)>
Face 8066
UV Count: 3
  UV <Vector (0.8626, 0.7567)>
  UV <Vector (0.8542, 0.7589)>
  UV <Vector (0.8526, 0.7524)>
Face 8067
UV Count: 3
  UV <Vector (0.5455, 0.7168)>
  UV <Vector (0.5537, 0.7163)>
  UV <Vector (0.5511, 0.7242)>
Face 8068
UV Count: 3
  UV <Vector (0.7765, 0.9049)>
  UV <Vector (0.7763, 0.9102)>
  UV <Vector (0.7703, 0.9097)>
Face 8069
UV Count: 3
  UV <Vector (0.7599, 0.8931)>
  UV <Vector (0.7655, 0.8940)>
  UV <Vector (0.7651, 0.8990)>
Face 8070
UV Count: 3
  UV <Vector (0.8044, 0.9315)>
  UV <Vector (0.8111, 0.9295)>
  UV <Vector (0.8119, 0.9352)>
Face 8071
UV Count: 3
  UV <Vector (0.7647, 0.9039)>
  UV <Vector (0.7645, 0.9088)>
  UV <Vector (0.7583, 0.9071)>
Face 8072
UV Count: 3
  UV <Vector (0.5938, 0.9667)>
  UV <Vector (0.5933, 0.9704)>
  UV <Vector (0.5793, 0.9678)>
Face 8073
UV Count: 3
  UV <Vector (0.5598, 0.9740)>
  UV <Vector (0.5609, 0.9783)>
  UV <Vector (0.5564, 0.9785)>
Face 8074
UV Count: 3
  UV <Vector (0.8084, 0.9766)>
  UV <Vector (0.7962, 0.9782)>
  UV <Vector (0.7968, 0.9756)>
Face 8075
UV Count: 3
  UV <Vector (0.8091, 0.9690)>
  UV <Vector (0.7976, 0.9716)>
  UV <Vector (0.7969, 0.9688)>
Face 8076
UV Count: 3
  UV <Vector (0.8084, 0.9766)>
  UV <Vector (0.8083, 0.9812)>
  UV <Vector (0.7973, 0.9811)>
Face 8077
UV Count: 3
  UV <Vector (0.8084, 0.9746)>
  UV <Vector (0.7968, 0.9756)>
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Face 8078
UV Count: 3
  UV <Vector (0.7968, 0.9756)>
  UV <Vector (0.7854, 0.9752)>
  UV <Vector (0.7859, 0.9740)>
Face 8079
UV Count: 3
  UV <Vector (0.7973, 0.9737)>
  UV <Vector (0.7859, 0.9740)>
  UV <Vector (0.7864, 0.9725)>
Face 8080
UV Count: 3
  UV <Vector (0.7779, 0.9708)>
  UV <Vector (0.7774, 0.9715)>
  UV <Vector (0.7707, 0.9677)>
Face 8081
UV Count: 3
  UV <Vector (0.7704, 0.9667)>
  UV <Vector (0.7707, 0.9677)>
  UV <Vector (0.7574, 0.9597)>
Face 8082
UV Count: 3
  UV <Vector (0.7580, 0.9595)>
  UV <Vector (0.7587, 0.9593)>
  UV <Vector (0.7700, 0.9655)>
Face 8083
UV Count: 3
  UV <Vector (0.7491, 0.9457)>
  UV <Vector (0.7487, 0.9467)>
  UV <Vector (0.7351, 0.9293)>
Face 8084
UV Count: 3
  UV <Vector (0.7574, 0.9597)>
  UV <Vector (0.7478, 0.9469)>
  UV <Vector (0.7482, 0.9468)>
Face 8085
UV Count: 3
  UV <Vector (0.7482, 0.9468)>
  UV <Vector (0.7478, 0.9469)>
  UV <Vector (0.7356, 0.9304)>
Face 8086
UV Count: 3
  UV <Vector (0.7355, 0.9262)>
  UV <Vector (0.7358, 0.9229)>
  UV <Vector (0.7494, 0.9446)>
Face 8087
UV Count: 3
  UV <Vector (0.7355, 0.9298)>
  UV <Vector (0.7351, 0.9293)>
  UV <Vector (0.7487, 0.9467)>
Face 8088
UV Count: 3
  UV <Vector (0.6946, 0.9087)>
  UV <Vector (0.6946, 0.9084)>
  UV <Vector (0.7182, 0.9152)>
Face 8089
UV Count: 3
  UV <Vector (0.7179, 0.9145)>
  UV <Vector (0.7182, 0.9152)>
  UV <Vector (0.6946, 0.9084)>
Face 8090
UV Count: 3
  UV <Vector (0.6946, 0.9067)>
  UV <Vector (0.6718, 0.9134)>
  UV <Vector (0.6721, 0.9105)>
Face 8091
UV Count: 3
  UV <Vector (0.7767, 0.8997)>
  UV <Vector (0.7765, 0.9049)>
  UV <Vector (0.7704, 0.9045)>
Face 8092
UV Count: 3
  UV <Vector (0.7616, 0.8836)>
  UV <Vector (0.7665, 0.8838)>
  UV <Vector (0.7660, 0.8890)>
Face 8093
UV Count: 3
  UV <Vector (0.8099, 0.9192)>
  UV <Vector (0.8104, 0.9242)>
  UV <Vector (0.8039, 0.9257)>
Face 8094
UV Count: 3
  UV <Vector (0.8253, 0.9287)>
  UV <Vector (0.8322, 0.9257)>
  UV <Vector (0.8329, 0.9297)>
Face 8095
UV Count: 3
  UV <Vector (0.7977, 0.9095)>
  UV <Vector (0.7975, 0.9152)>
  UV <Vector (0.7921, 0.9156)>
Face 8096
UV Count: 3
  UV <Vector (0.7621, 0.8724)>
  UV <Vector (0.7668, 0.8726)>
  UV <Vector (0.7668, 0.8782)>
Face 8097
UV Count: 3
  UV <Vector (0.8101, 0.9082)>
  UV <Vector (0.8098, 0.9139)>
  UV <Vector (0.8035, 0.9146)>
Face 8098
UV Count: 3
  UV <Vector (0.8172, 0.9222)>
  UV <Vector (0.8242, 0.9200)>
  UV <Vector (0.8246, 0.9244)>
Face 8099
UV Count: 3
  UV <Vector (0.7716, 0.8784)>
  UV <Vector (0.7771, 0.8784)>
  UV <Vector (0.7772, 0.8839)>
Face 8100
UV Count: 3
  UV <Vector (0.8111, 0.8966)>
  UV <Vector (0.8106, 0.9024)>
  UV <Vector (0.8041, 0.9031)>
Face 8101
UV Count: 3
  UV <Vector (0.8238, 0.9106)>
  UV <Vector (0.8239, 0.9154)>
  UV <Vector (0.8169, 0.9174)>
Face 8102
UV Count: 3
  UV <Vector (0.8308, 0.9093)>
  UV <Vector (0.8309, 0.9137)>
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Face 8103
UV Count: 3
  UV <Vector (0.7822, 0.8673)>
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Face 8104
UV Count: 3
  UV <Vector (0.8120, 0.8858)>
  UV <Vector (0.8116, 0.8911)>
  UV <Vector (0.8050, 0.8920)>
Face 8105
UV Count: 3
  UV <Vector (0.8242, 0.8999)>
  UV <Vector (0.8239, 0.9054)>
  UV <Vector (0.8170, 0.9068)>
Face 8106
UV Count: 3
  UV <Vector (0.8379, 0.9029)>
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Face 8107
UV Count: 3
  UV <Vector (0.7823, 0.8621)>
  UV <Vector (0.7879, 0.8621)>
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Face 8108
UV Count: 3
  UV <Vector (0.8123, 0.8763)>
  UV <Vector (0.8121, 0.8808)>
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Face 8109
UV Count: 3
  UV <Vector (0.8251, 0.8889)>
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  UV <Vector (0.8178, 0.8955)>
Face 8110
UV Count: 3
  UV <Vector (0.8319, 0.8879)>
  UV <Vector (0.8315, 0.8931)>
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Face 8111
UV Count: 3
  UV <Vector (0.8192, 0.8756)>
  UV <Vector (0.8190, 0.8800)>
  UV <Vector (0.8121, 0.8808)>
Face 8112
UV Count: 3
  UV <Vector (0.8133, 0.8671)>
  UV <Vector (0.8125, 0.8718)>
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Face 8113
UV Count: 3
  UV <Vector (0.8259, 0.8793)>
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Face 8114
UV Count: 3
  UV <Vector (0.8392, 0.8824)>
  UV <Vector (0.8389, 0.8870)>
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Face 8115
UV Count: 3
  UV <Vector (0.7944, 0.8517)>
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Face 8116
UV Count: 3
  UV <Vector (0.8333, 0.8703)>
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  UV <Vector (0.8263, 0.8750)>
Face 8117
UV Count: 3
  UV <Vector (0.8267, 0.8708)>
  UV <Vector (0.8263, 0.8750)>
  UV <Vector (0.8192, 0.8756)>
Face 8118
UV Count: 3
  UV <Vector (0.7568, 0.8724)>
  UV <Vector (0.7621, 0.8724)>
  UV <Vector (0.7621, 0.8780)>
Face 8119
UV Count: 3
  UV <Vector (0.8037, 0.9089)>
  UV <Vector (0.8035, 0.9146)>
  UV <Vector (0.7975, 0.9152)>
Face 8120
UV Count: 3
  UV <Vector (0.8239, 0.9154)>
  UV <Vector (0.8242, 0.9200)>
  UV <Vector (0.8172, 0.9222)>
Face 8121
UV Count: 3
  UV <Vector (0.8098, 0.9139)>
  UV <Vector (0.8099, 0.9192)>
  UV <Vector (0.8036, 0.9201)>
Face 8122
UV Count: 3
  UV <Vector (0.8316, 0.9218)>
  UV <Vector (0.8388, 0.9192)>
  UV <Vector (0.8393, 0.9226)>
Face 8123
UV Count: 3
  UV <Vector (0.8046, 0.8975)>
  UV <Vector (0.8041, 0.9031)>
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Face 8124
UV Count: 3
  UV <Vector (0.7989, 0.8875)>
  UV <Vector (0.7987, 0.8928)>
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Face 8125
UV Count: 3
  UV <Vector (0.8311, 0.9178)>
  UV <Vector (0.8384, 0.9157)>
  UV <Vector (0.8388, 0.9192)>
Face 8126
UV Count: 3
  UV <Vector (0.8381, 0.9122)>
  UV <Vector (0.8384, 0.9157)>
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Face 8127
UV Count: 3
  UV <Vector (0.8310, 0.9041)>
  UV <Vector (0.8308, 0.9093)>
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Face 8128
UV Count: 3
  UV <Vector (0.8247, 0.8943)>
  UV <Vector (0.8242, 0.8999)>
  UV <Vector (0.8173, 0.9011)>
Face 8129
UV Count: 3
  UV <Vector (0.8379, 0.9081)>
  UV <Vector (0.8381, 0.9122)>
  UV <Vector (0.8309, 0.9137)>
Face 8130
UV Count: 3
  UV <Vector (0.8379, 0.9081)>
  UV <Vector (0.8455, 0.9064)>
  UV <Vector (0.8459, 0.9104)>
Face 8131
UV Count: 3
  UV <Vector (0.8054, 0.8768)>
  UV <Vector (0.8053, 0.8816)>
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Face 8132
UV Count: 3
  UV <Vector (0.8382, 0.8974)>
  UV <Vector (0.8456, 0.8964)>
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Face 8133
UV Count: 3
  UV <Vector (0.8382, 0.8974)>
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Face 8134
UV Count: 3
  UV <Vector (0.8385, 0.8921)>
  UV <Vector (0.8382, 0.8974)>
  UV <Vector (0.8313, 0.8986)>
Face 8135
UV Count: 3
  UV <Vector (0.8323, 0.8831)>
  UV <Vector (0.8319, 0.8879)>
  UV <Vector (0.8251, 0.8889)>
Face 8136
UV Count: 3
  UV <Vector (0.8263, 0.8750)>
  UV <Vector (0.8259, 0.8793)>
  UV <Vector (0.8190, 0.8800)>
Face 8137
UV Count: 3
  UV <Vector (0.8389, 0.8870)>
  UV <Vector (0.8385, 0.8921)>
  UV <Vector (0.8315, 0.8931)>
Face 8138
UV Count: 3
  UV <Vector (0.8389, 0.8870)>
  UV <Vector (0.8459, 0.8864)>
  UV <Vector (0.8457, 0.8913)>
Face 8139
UV Count: 3
  UV <Vector (0.7644, 0.9296)>
  UV <Vector (0.7645, 0.9358)>
  UV <Vector (0.7581, 0.9319)>
Face 8140
UV Count: 3
  UV <Vector (0.8397, 0.8780)>
  UV <Vector (0.8466, 0.8776)>
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Face 8141
UV Count: 3
  UV <Vector (0.8397, 0.8780)>
  UV <Vector (0.8392, 0.8824)>
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Face 8142
UV Count: 3
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Face 8143
UV Count: 3
  UV <Vector (0.8333, 0.8658)>
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Face 8144
UV Count: 3
  UV <Vector (0.8471, 0.8694)>
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Face 8145
UV Count: 3
  UV <Vector (0.8401, 0.8698)>
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Face 8146
UV Count: 3
  UV <Vector (0.7983, 0.8982)>
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Face 8147
UV Count: 3
  UV <Vector (0.8239, 0.9054)>
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Face 8148
UV Count: 3
  UV <Vector (0.8461, 0.9137)>
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Face 8149
UV Count: 3
  UV <Vector (0.8459, 0.9104)>
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Face 8150
UV Count: 3
  UV <Vector (0.8116, 0.8911)>
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Face 8151
UV Count: 3
  UV <Vector (0.8052, 0.8867)>
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Face 8152
UV Count: 3
  UV <Vector (0.7988, 0.8773)>
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Face 8153
UV Count: 3
  UV <Vector (0.8053, 0.8816)>
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Face 8154
UV Count: 3
  UV <Vector (0.7714, 0.8728)>
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Face 8155
UV Count: 3
  UV <Vector (0.8379, 0.9029)>
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Face 8156
UV Count: 3
  UV <Vector (0.8539, 0.9057)>
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Face 8157
UV Count: 3
  UV <Vector (0.8455, 0.9064)>
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Face 8158
UV Count: 3
  UV <Vector (0.8455, 0.9016)>
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Face 8159
UV Count: 3
  UV <Vector (0.8385, 0.8921)>
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Face 8160
UV Count: 3
  UV <Vector (0.8534, 0.8957)>
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Face 8161
UV Count: 3
  UV <Vector (0.8456, 0.8964)>
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Face 8162
UV Count: 3
  UV <Vector (0.8457, 0.8913)>
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Face 8163
UV Count: 3
  UV <Vector (0.8392, 0.8824)>
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Face 8164
UV Count: 3
  UV <Vector (0.8532, 0.8863)>
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Face 8165
UV Count: 3
  UV <Vector (0.8459, 0.8864)>
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Face 8166
UV Count: 3
  UV <Vector (0.8462, 0.8819)>
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Face 8167
UV Count: 3
  UV <Vector (0.8469, 0.8735)>
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Face 8168
UV Count: 3
  UV <Vector (0.8536, 0.8777)>
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Face 8169
UV Count: 3
  UV <Vector (0.8466, 0.8776)>
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Face 8170
UV Count: 3
  UV <Vector (0.8538, 0.8735)>
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Face 8171
UV Count: 3
  UV <Vector (0.8470, 0.8652)>
  UV <Vector (0.8471, 0.8694)>
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Face 8172
UV Count: 3
  UV <Vector (0.8528, 0.8559)>
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Face 8173
UV Count: 3
  UV <Vector (0.8539, 0.8693)>
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Face 8174
UV Count: 3
  UV <Vector (0.8461, 0.9137)>
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Face 8175
UV Count: 3
  UV <Vector (0.8618, 0.9153)>
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Face 8176
UV Count: 3
  UV <Vector (0.8541, 0.9096)>
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Face 8177
UV Count: 3
  UV <Vector (0.8720, 0.9137)>
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Face 8178
UV Count: 3
  UV <Vector (0.8625, 0.9127)>
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Face 8179
UV Count: 3
  UV <Vector (0.8626, 0.9095)>
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Face 8180
UV Count: 3
  UV <Vector (0.8536, 0.9008)>
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Face 8181
UV Count: 3
  UV <Vector (0.8798, 0.9068)>
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Face 8182
UV Count: 3
  UV <Vector (0.8622, 0.9054)>
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Face 8183
UV Count: 3
  UV <Vector (0.8618, 0.9006)>
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Face 8184
UV Count: 3
  UV <Vector (0.8532, 0.8908)>
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Face 8185
UV Count: 3
  UV <Vector (0.8778, 0.8978)>
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Face 8186
UV Count: 3
  UV <Vector (0.8614, 0.8959)>
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Face 8187
UV Count: 3
  UV <Vector (0.8610, 0.8913)>
  UV <Vector (0.8689, 0.8923)>
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Face 8188
UV Count: 3
  UV <Vector (0.8534, 0.8819)>
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Face 8189
UV Count: 3
  UV <Vector (0.8761, 0.8895)>
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Face 8190
UV Count: 3
  UV <Vector (0.8608, 0.8868)>
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Face 8191
UV Count: 3
  UV <Vector (0.8607, 0.8826)>
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Face 8192
UV Count: 3
  UV <Vector (0.8538, 0.8735)>
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Face 8193
UV Count: 3
  UV <Vector (0.8677, 0.8794)>
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Face 8194
UV Count: 3
  UV <Vector (0.8607, 0.8783)>
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Face 8195
UV Count: 3
  UV <Vector (0.8607, 0.8740)>
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Face 8196
UV Count: 3
  UV <Vector (0.8461, 0.8503)>
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Face 8197
UV Count: 3
  UV <Vector (0.8674, 0.8705)>
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Face 8198
UV Count: 3
  UV <Vector (0.8674, 0.8705)>
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Face 8199
UV Count: 3
  UV <Vector (0.8598, 0.9174)>
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Face 8200
UV Count: 3
  UV <Vector (0.8570, 0.8086)>
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Face 8201
UV Count: 3
  UV <Vector (0.7993, 0.8672)>
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Face 8202
UV Count: 3
  UV <Vector (0.7730, 0.8517)>
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Face 8203
UV Count: 3
  UV <Vector (0.8627, 0.8085)>
  UV <Vector (0.8682, 0.8087)>
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Face 8204
UV Count: 3
  UV <Vector (0.8806, 0.9115)>
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Face 8205
UV Count: 3
  UV <Vector (0.7835, 0.8464)>
  UV <Vector (0.7891, 0.8463)>
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Face 8206
UV Count: 3
  UV <Vector (0.8899, 0.9175)>
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Face 8207
UV Count: 3
  UV <Vector (0.8893, 0.9130)>
  UV <Vector (0.8899, 0.9175)>
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Face 8208
UV Count: 3
  UV <Vector (0.8788, 0.9021)>
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Face 8209
UV Count: 3
  UV <Vector (0.8007, 0.8516)>
  UV <Vector (0.8074, 0.8515)>
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Face 8210
UV Count: 3
  UV <Vector (0.8888, 0.9084)>
  UV <Vector (0.8893, 0.9130)>
  UV <Vector (0.8806, 0.9115)>
Face 8211
UV Count: 3
  UV <Vector (0.8880, 0.9038)>
  UV <Vector (0.8888, 0.9084)>
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Face 8212
UV Count: 3
  UV <Vector (0.8768, 0.8937)>
  UV <Vector (0.8778, 0.8978)>
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Face 8213
UV Count: 3
  UV <Vector (0.8983, 0.9008)>
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Face 8214
UV Count: 3
  UV <Vector (0.8871, 0.8993)>
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Face 8215
UV Count: 3
  UV <Vector (0.8863, 0.8951)>
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Face 8216
UV Count: 3
  UV <Vector (0.8753, 0.8853)>
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Face 8217
UV Count: 3
  UV <Vector (0.8854, 0.8907)>
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Face 8218
UV Count: 3
  UV <Vector (0.8761, 0.8895)>
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Face 8219
UV Count: 3
  UV <Vector (0.8753, 0.8853)>
  UV <Vector (0.8846, 0.8863)>
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Face 8220
UV Count: 3
  UV <Vector (0.8676, 0.8750)>
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Face 8221
UV Count: 3
  UV <Vector (0.8835, 0.8818)>
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Face 8222
UV Count: 3
  UV <Vector (0.8747, 0.8809)>
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Face 8223
UV Count: 3
  UV <Vector (0.8743, 0.8761)>
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Face 8224
UV Count: 3
  UV <Vector (0.8670, 0.8661)>
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Face 8225
UV Count: 3
  UV <Vector (0.8661, 0.8565)>
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Face 8226
UV Count: 3
  UV <Vector (0.8740, 0.8712)>
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Face 8227
UV Count: 3
  UV <Vector (0.7778, 0.8517)>
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Face 8228
UV Count: 3
  UV <Vector (0.8059, 0.8671)>
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Face 8229
UV Count: 3
  UV <Vector (0.8746, 0.8094)>
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Face 8230
UV Count: 3
  UV <Vector (0.7937, 0.8622)>
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Face 8231
UV Count: 3
  UV <Vector (0.7580, 0.9265)>
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Face 8232
UV Count: 3
  UV <Vector (0.7841, 0.8408)>
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Face 8233
UV Count: 3
  UV <Vector (0.7827, 0.9405)>
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Face 8234
UV Count: 3
  UV <Vector (0.8816, 0.8098)>
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Face 8235
UV Count: 3
  UV <Vector (0.7644, 0.9240)>
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Face 8236
UV Count: 3
  UV <Vector (0.8986, 0.9053)>
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Face 8237
UV Count: 3
  UV <Vector (0.7643, 0.9137)>
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Face 8238
UV Count: 3
  UV <Vector (0.8075, 0.8459)>
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Face 8239
UV Count: 3
  UV <Vector (0.7763, 0.9273)>
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Face 8240
UV Count: 3
  UV <Vector (0.7917, 0.8180)>
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Face 8241
UV Count: 3
  UV <Vector (0.8537, 0.8652)>
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Face 8242
UV Count: 3
  UV <Vector (0.8607, 0.8697)>
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Face 8243
UV Count: 3
  UV <Vector (0.8846, 0.8863)>
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Face 8244
UV Count: 3
  UV <Vector (0.8665, 0.8615)>
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Face 8245
UV Count: 3
  UV <Vector (0.8670, 0.8661)>
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Face 8246
UV Count: 3
  UV <Vector (0.8600, 0.8611)>
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Face 8247
UV Count: 3
  UV <Vector (0.8594, 0.8562)>
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Face 8248
UV Count: 3
  UV <Vector (0.8593, 0.8451)>
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Face 8249
UV Count: 3
  UV <Vector (0.8731, 0.8619)>
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Face 8250
UV Count: 3
  UV <Vector (0.8727, 0.8569)>
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Face 8251
UV Count: 3
  UV <Vector (0.8727, 0.8569)>
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Face 8252
UV Count: 3
  UV <Vector (0.8723, 0.8514)>
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Face 8253
UV Count: 3
  UV <Vector (0.7668, 0.8237)>
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Face 8254
UV Count: 3
  UV <Vector (0.7745, 0.8294)>
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Face 8255
UV Count: 3
  UV <Vector (0.7579, 0.9166)>
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Face 8256
UV Count: 3
  UV <Vector (0.8003, 0.8570)>
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Face 8257
UV Count: 3
  UV <Vector (0.7848, 0.8351)>
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Face 8258
UV Count: 3
  UV <Vector (0.8401, 0.8654)>
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Face 8259
UV Count: 3
  UV <Vector (0.7868, 0.8236)>
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Face 8260
UV Count: 3
  UV <Vector (0.7704, 0.9261)>
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Face 8261
UV Count: 3
  UV <Vector (0.7645, 0.9358)>
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Face 8262
UV Count: 3
  UV <Vector (0.7645, 0.9088)>
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Face 8263
UV Count: 3
  UV <Vector (0.7762, 0.9155)>
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Face 8264
UV Count: 3
  UV <Vector (0.7703, 0.9149)>
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Face 8265
UV Count: 3
  UV <Vector (0.7550, 0.8922)>
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Face 8266
UV Count: 3
  UV <Vector (0.7554, 0.8878)>
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Face 8267
UV Count: 3
  UV <Vector (0.7818, 0.9104)>
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Face 8268
UV Count: 3
  UV <Vector (0.7704, 0.9045)>
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Face 8269
UV Count: 3
  UV <Vector (0.7876, 0.9340)>
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Face 8270
UV Count: 3
  UV <Vector (0.7976, 0.9209)>
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Face 8271
UV Count: 3
  UV <Vector (0.7564, 0.8774)>
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Face 8272
UV Count: 3
  UV <Vector (0.7655, 0.8940)>
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Face 8273
UV Count: 3
  UV <Vector (0.7770, 0.8945)>
  UV <Vector (0.7767, 0.8997)>
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Face 8274
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  UV <Vector (0.7621, 0.8780)>
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Face 8275
UV Count: 3
  UV <Vector (0.7828, 0.8890)>
  UV <Vector (0.7825, 0.8943)>
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Face 8276
UV Count: 3
  UV <Vector (0.7665, 0.8838)>
  UV <Vector (0.7714, 0.8840)>
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Face 8277
UV Count: 3
  UV <Vector (0.8329, 0.9297)>
  UV <Vector (0.8397, 0.9257)>
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Face 8278
UV Count: 3
  UV <Vector (0.8183, 0.8900)>
  UV <Vector (0.8178, 0.8955)>
  UV <Vector (0.8111, 0.8966)>
Face 8279
UV Count: 3
  UV <Vector (0.7874, 0.8726)>
  UV <Vector (0.7875, 0.8780)>
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Face 8280
UV Count: 3
  UV <Vector (0.7668, 0.8726)>
  UV <Vector (0.7714, 0.8728)>
  UV <Vector (0.7716, 0.8784)>
Face 8281
UV Count: 3
  UV <Vector (0.7794, 0.8295)>
  UV <Vector (0.7858, 0.8294)>
  UV <Vector (0.7848, 0.8351)>
Face 8282
UV Count: 3
  UV <Vector (0.7858, 0.8294)>
  UV <Vector (0.7905, 0.8293)>
  UV <Vector (0.7901, 0.8350)>
Face 8283
UV Count: 3
  UV <Vector (0.7704, 0.9203)>
  UV <Vector (0.7704, 0.9261)>
  UV <Vector (0.7644, 0.9240)>
Face 8284
UV Count: 3
  UV <Vector (0.7760, 0.8184)>
  UV <Vector (0.7809, 0.8183)>
  UV <Vector (0.7800, 0.8237)>
Face 8285
UV Count: 3
  UV <Vector (0.8081, 0.8404)>
  UV <Vector (0.8075, 0.8459)>
  UV <Vector (0.8012, 0.8459)>
Face 8286
UV Count: 3
  UV <Vector (0.8003, 0.9459)>
  UV <Vector (0.8022, 0.9521)>
  UV <Vector (0.7970, 0.9525)>
Face 8287
UV Count: 3
  UV <Vector (0.7873, 0.9278)>
  UV <Vector (0.7876, 0.9340)>
  UV <Vector (0.7824, 0.9341)>
Face 8288
UV Count: 3
  UV <Vector (0.7821, 0.9278)>
  UV <Vector (0.7824, 0.9341)>
  UV <Vector (0.7765, 0.9335)>
Face 8289
UV Count: 3
  UV <Vector (0.7820, 0.9217)>
  UV <Vector (0.7821, 0.9278)>
  UV <Vector (0.7763, 0.9273)>
Face 8290
UV Count: 3
  UV <Vector (0.7763, 0.9102)>
  UV <Vector (0.7762, 0.9155)>
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Face 8291
UV Count: 3
  UV <Vector (0.7651, 0.8990)>
  UV <Vector (0.7708, 0.8995)>
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Face 8292
UV Count: 3
  UV <Vector (0.7817, 0.9159)>
  UV <Vector (0.7820, 0.9217)>
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Face 8293
UV Count: 3
  UV <Vector (0.7869, 0.9160)>
  UV <Vector (0.7872, 0.9217)>
  UV <Vector (0.7820, 0.9217)>
Face 8294
UV Count: 3
  UV <Vector (0.8039, 0.9257)>
  UV <Vector (0.8044, 0.9315)>
  UV <Vector (0.7981, 0.9329)>
Face 8295
UV Count: 3
  UV <Vector (0.7872, 0.9048)>
  UV <Vector (0.7869, 0.9104)>
  UV <Vector (0.7818, 0.9104)>
Face 8296
UV Count: 3
  UV <Vector (0.7820, 0.9049)>
  UV <Vector (0.7818, 0.9104)>
  UV <Vector (0.7763, 0.9102)>
Face 8297
UV Count: 3
  UV <Vector (0.7822, 0.8996)>
  UV <Vector (0.7820, 0.9049)>
  UV <Vector (0.7765, 0.9049)>
Face 8298
UV Count: 3
  UV <Vector (0.7712, 0.8893)>
  UV <Vector (0.7772, 0.8893)>
  UV <Vector (0.7770, 0.8945)>
Face 8299
UV Count: 3
  UV <Vector (0.7668, 0.8782)>
  UV <Vector (0.7716, 0.8784)>
  UV <Vector (0.7714, 0.8840)>
Face 8300
UV Count: 3
  UV <Vector (0.7825, 0.8943)>
  UV <Vector (0.7822, 0.8996)>
  UV <Vector (0.7767, 0.8997)>
Face 8301
UV Count: 3
  UV <Vector (0.7877, 0.8940)>
  UV <Vector (0.7874, 0.8993)>
  UV <Vector (0.7822, 0.8996)>
Face 8302
UV Count: 3
  UV <Vector (0.8041, 0.9031)>
  UV <Vector (0.8037, 0.9089)>
  UV <Vector (0.7977, 0.9095)>
Face 8303
UV Count: 3
  UV <Vector (0.7878, 0.8833)>
  UV <Vector (0.7879, 0.8887)>
  UV <Vector (0.7828, 0.8890)>
Face 8304
UV Count: 3
  UV <Vector (0.7828, 0.8837)>
  UV <Vector (0.7828, 0.8890)>
  UV <Vector (0.7772, 0.8893)>
Face 8305
UV Count: 3
  UV <Vector (0.7826, 0.8782)>
  UV <Vector (0.7828, 0.8837)>
  UV <Vector (0.7772, 0.8839)>
Face 8306
UV Count: 3
  UV <Vector (0.7712, 0.8672)>
  UV <Vector (0.7764, 0.8673)>
  UV <Vector (0.7767, 0.8728)>
Face 8307
UV Count: 3
  UV <Vector (0.7763, 0.8620)>
  UV <Vector (0.7823, 0.8621)>
  UV <Vector (0.7822, 0.8673)>
Face 8308
UV Count: 3
  UV <Vector (0.7823, 0.8727)>
  UV <Vector (0.7826, 0.8782)>
  UV <Vector (0.7771, 0.8784)>
Face 8309
UV Count: 3
  UV <Vector (0.7583, 0.9071)>
  UV <Vector (0.7580, 0.9119)>
  UV <Vector (0.7534, 0.9101)>
Face 8310
UV Count: 3
  UV <Vector (0.7588, 0.9025)>
  UV <Vector (0.7583, 0.9071)>
  UV <Vector (0.7538, 0.9053)>
Face 8311
UV Count: 3
  UV <Vector (0.7927, 0.9336)>
  UV <Vector (0.7935, 0.9399)>
  UV <Vector (0.7882, 0.9404)>
Face 8312
UV Count: 3
  UV <Vector (0.7935, 0.9399)>
  UV <Vector (0.7948, 0.9464)>
  UV <Vector (0.7890, 0.9469)>
Face 8313
UV Count: 3
  UV <Vector (0.7593, 0.8978)>
  UV <Vector (0.7588, 0.9025)>
  UV <Vector (0.7542, 0.9008)>
Face 8314
UV Count: 3
  UV <Vector (0.7872, 0.9217)>
  UV <Vector (0.7873, 0.9278)>
  UV <Vector (0.7821, 0.9278)>
Face 8315
UV Count: 3
  UV <Vector (0.7977, 0.9268)>
  UV <Vector (0.7981, 0.9329)>
  UV <Vector (0.7927, 0.9336)>
Face 8316
UV Count: 3
  UV <Vector (0.7981, 0.9329)>
  UV <Vector (0.7989, 0.9392)>
  UV <Vector (0.7935, 0.9399)>
Face 8317
UV Count: 3
  UV <Vector (0.8044, 0.9315)>
  UV <Vector (0.8051, 0.9377)>
  UV <Vector (0.7989, 0.9392)>
Face 8318
UV Count: 3
  UV <Vector (0.7869, 0.9104)>
  UV <Vector (0.7869, 0.9160)>
  UV <Vector (0.7817, 0.9159)>
Face 8319
UV Count: 3
  UV <Vector (0.7975, 0.9152)>
  UV <Vector (0.7976, 0.9209)>
  UV <Vector (0.7922, 0.9214)>
Face 8320
UV Count: 3
  UV <Vector (0.7921, 0.9156)>
  UV <Vector (0.7922, 0.9214)>
  UV <Vector (0.7872, 0.9217)>
Face 8321
UV Count: 3
  UV <Vector (0.7921, 0.9100)>
  UV <Vector (0.7921, 0.9156)>
  UV <Vector (0.7869, 0.9160)>
Face 8322
UV Count: 3
  UV <Vector (0.7874, 0.8993)>
  UV <Vector (0.7872, 0.9048)>
  UV <Vector (0.7820, 0.9049)>
Face 8323
UV Count: 3
  UV <Vector (0.7980, 0.9038)>
  UV <Vector (0.7977, 0.9095)>
  UV <Vector (0.7921, 0.9100)>
Face 8324
UV Count: 3
  UV <Vector (0.8035, 0.9146)>
  UV <Vector (0.8036, 0.9201)>
  UV <Vector (0.7976, 0.9209)>
Face 8325
UV Count: 3
  UV <Vector (0.7927, 0.8989)>
  UV <Vector (0.7924, 0.9044)>
  UV <Vector (0.7872, 0.9048)>
Face 8326
UV Count: 3
  UV <Vector (0.7879, 0.8887)>
  UV <Vector (0.7877, 0.8940)>
  UV <Vector (0.7825, 0.8943)>
Face 8327
UV Count: 3
  UV <Vector (0.7987, 0.8928)>
  UV <Vector (0.7983, 0.8982)>
  UV <Vector (0.7927, 0.8989)>
Face 8328
UV Count: 3
  UV <Vector (0.7930, 0.8935)>
  UV <Vector (0.7927, 0.8989)>
  UV <Vector (0.7874, 0.8993)>
Face 8329
UV Count: 3
  UV <Vector (0.7931, 0.8881)>
  UV <Vector (0.7930, 0.8935)>
  UV <Vector (0.7877, 0.8940)>
Face 8330
UV Count: 3
  UV <Vector (0.7875, 0.8780)>
  UV <Vector (0.7878, 0.8833)>
  UV <Vector (0.7828, 0.8837)>
Face 8331
UV Count: 3
  UV <Vector (0.7989, 0.8823)>
  UV <Vector (0.7989, 0.8875)>
  UV <Vector (0.7931, 0.8881)>
Face 8332
UV Count: 3
  UV <Vector (0.8050, 0.8920)>
  UV <Vector (0.8046, 0.8975)>
  UV <Vector (0.7983, 0.8982)>
Face 8333
UV Count: 3
  UV <Vector (0.7930, 0.8777)>
  UV <Vector (0.7931, 0.8829)>
  UV <Vector (0.7878, 0.8833)>
Face 8334
UV Count: 3
  UV <Vector (0.7875, 0.8673)>
  UV <Vector (0.7874, 0.8726)>
  UV <Vector (0.7823, 0.8727)>
Face 8335
UV Count: 3
  UV <Vector (0.7989, 0.8723)>
  UV <Vector (0.7988, 0.8773)>
  UV <Vector (0.7930, 0.8777)>
Face 8336
UV Count: 3
  UV <Vector (0.7929, 0.8725)>
  UV <Vector (0.7930, 0.8777)>
  UV <Vector (0.7875, 0.8780)>
Face 8337
UV Count: 3
  UV <Vector (0.7923, 0.9274)>
  UV <Vector (0.7927, 0.9336)>
  UV <Vector (0.7876, 0.9340)>
Face 8338
UV Count: 3
  UV <Vector (0.8051, 0.9377)>
  UV <Vector (0.8119, 0.9352)>
  UV <Vector (0.8127, 0.9415)>
Face 8339
UV Count: 3
  UV <Vector (0.8104, 0.9242)>
  UV <Vector (0.8111, 0.9295)>
  UV <Vector (0.8044, 0.9315)>
Face 8340
UV Count: 3
  UV <Vector (0.7922, 0.9214)>
  UV <Vector (0.7923, 0.9274)>
  UV <Vector (0.7873, 0.9278)>
Face 8341
UV Count: 3
  UV <Vector (0.7607, 0.8886)>
  UV <Vector (0.7660, 0.8890)>
  UV <Vector (0.7655, 0.8940)>
Face 8342
UV Count: 3
  UV <Vector (0.8186, 0.9321)>
  UV <Vector (0.8253, 0.9287)>
  UV <Vector (0.8263, 0.9335)>
Face 8343
UV Count: 3
  UV <Vector (0.7924, 0.9044)>
  UV <Vector (0.7921, 0.9100)>
  UV <Vector (0.7869, 0.9104)>
Face 8344
UV Count: 3
  UV <Vector (0.7660, 0.8890)>
  UV <Vector (0.7712, 0.8893)>
  UV <Vector (0.7711, 0.8944)>
Face 8345
UV Count: 3
  UV <Vector (0.7714, 0.8840)>
  UV <Vector (0.7772, 0.8839)>
  UV <Vector (0.7772, 0.8893)>
Face 8346
UV Count: 3
  UV <Vector (0.8322, 0.9257)>
  UV <Vector (0.8393, 0.9226)>
  UV <Vector (0.8397, 0.9257)>
Face 8347
UV Count: 3
  UV <Vector (0.8454, 0.9229)>
  UV <Vector (0.8502, 0.9209)>
  UV <Vector (0.8489, 0.9242)>
Face 8348
UV Count: 3
  UV <Vector (0.7573, 0.8667)>
  UV <Vector (0.7619, 0.8667)>
  UV <Vector (0.7621, 0.8724)>
Face 8349
UV Count: 3
  UV <Vector (0.7619, 0.8667)>
  UV <Vector (0.7668, 0.8670)>
  UV <Vector (0.7668, 0.8726)>
Face 8350
UV Count: 3
  UV <Vector (0.8170, 0.9068)>
  UV <Vector (0.8168, 0.9123)>
  UV <Vector (0.8098, 0.9139)>
Face 8351
UV Count: 3
  UV <Vector (0.7675, 0.8613)>
  UV <Vector (0.7630, 0.8611)>
  UV <Vector (0.7637, 0.8564)>
Face 8352
UV Count: 3
  UV <Vector (0.7668, 0.8670)>
  UV <Vector (0.7712, 0.8672)>
  UV <Vector (0.7714, 0.8728)>
Face 8353
UV Count: 3
  UV <Vector (0.7675, 0.8613)>
  UV <Vector (0.7718, 0.8616)>
  UV <Vector (0.7712, 0.8672)>
Face 8354
UV Count: 3
  UV <Vector (0.7582, 0.8564)>
  UV <Vector (0.7637, 0.8564)>
  UV <Vector (0.7630, 0.8611)>
Face 8355
UV Count: 3
  UV <Vector (0.7643, 0.8517)>
  UV <Vector (0.7686, 0.8516)>
  UV <Vector (0.7681, 0.8566)>
Face 8356
UV Count: 3
  UV <Vector (0.7587, 0.8512)>
  UV <Vector (0.7643, 0.8517)>
  UV <Vector (0.7637, 0.8564)>
Face 8357
UV Count: 3
  UV <Vector (0.8459, 0.9198)>
  UV <Vector (0.8520, 0.9183)>
  UV <Vector (0.8502, 0.9209)>
Face 8358
UV Count: 3
  UV <Vector (0.7770, 0.8569)>
  UV <Vector (0.7826, 0.8569)>
  UV <Vector (0.7823, 0.8621)>
Face 8359
UV Count: 3
  UV <Vector (0.7826, 0.8569)>
  UV <Vector (0.7882, 0.8570)>
  UV <Vector (0.7879, 0.8621)>
Face 8360
UV Count: 3
  UV <Vector (0.8732, 0.8174)>
  UV <Vector (0.8727, 0.8228)>
  UV <Vector (0.8668, 0.8225)>
Face 8361
UV Count: 3
  UV <Vector (0.8680, 0.8122)>
  UV <Vector (0.8737, 0.8124)>
  UV <Vector (0.8732, 0.8174)>
Face 8362
UV Count: 3
  UV <Vector (0.7730, 0.8409)>
  UV <Vector (0.7782, 0.8410)>
  UV <Vector (0.7780, 0.8465)>
Face 8363
UV Count: 3
  UV <Vector (0.7615, 0.8188)>
  UV <Vector (0.7675, 0.8184)>
  UV <Vector (0.7668, 0.8237)>
Face 8364
UV Count: 3
  UV <Vector (0.8790, 0.8176)>
  UV <Vector (0.8916, 0.8188)>
  UV <Vector (0.8921, 0.8242)>
Face 8365
UV Count: 3
  UV <Vector (0.5558, 0.6020)>
  UV <Vector (0.5465, 0.6023)>
  UV <Vector (0.5488, 0.5924)>
Face 8366
UV Count: 3
  UV <Vector (0.5394, 0.5927)>
  UV <Vector (0.5297, 0.5933)>
  UV <Vector (0.5304, 0.5833)>
Face 8367
UV Count: 3
  UV <Vector (0.5441, 0.6123)>
  UV <Vector (0.5349, 0.6126)>
  UV <Vector (0.5371, 0.6027)>
Face 8368
UV Count: 3
  UV <Vector (0.8690, 0.5608)>
  UV <Vector (0.8591, 0.5600)>
  UV <Vector (0.8597, 0.5529)>
Face 8369
UV Count: 3
  UV <Vector (0.5513, 0.6219)>
  UV <Vector (0.5417, 0.6220)>
  UV <Vector (0.5441, 0.6123)>
Face 8370
UV Count: 3
  UV <Vector (0.5349, 0.6126)>
  UV <Vector (0.5257, 0.6129)>
  UV <Vector (0.5276, 0.6033)>
Face 8371
UV Count: 3
  UV <Vector (0.5577, 0.6412)>
  UV <Vector (0.5682, 0.6413)>
  UV <Vector (0.5673, 0.6506)>
Face 8372
UV Count: 3
  UV <Vector (0.5591, 0.6316)>
  UV <Vector (0.5492, 0.6315)>
  UV <Vector (0.5513, 0.6219)>
Face 8373
UV Count: 3
  UV <Vector (0.5365, 0.6496)>
  UV <Vector (0.5277, 0.6486)>
  UV <Vector (0.5290, 0.6402)>
Face 8374
UV Count: 3
  UV <Vector (0.5554, 0.6691)>
  UV <Vector (0.5664, 0.6690)>
  UV <Vector (0.5666, 0.6784)>
Face 8375
UV Count: 3
  UV <Vector (0.5266, 0.6562)>
  UV <Vector (0.5190, 0.6537)>
  UV <Vector (0.5200, 0.6472)>
Face 8376
UV Count: 3
  UV <Vector (0.5353, 0.6583)>
  UV <Vector (0.5266, 0.6562)>
  UV <Vector (0.5277, 0.6486)>
Face 8377
UV Count: 3
  UV <Vector (0.8211, 0.6151)>
  UV <Vector (0.8218, 0.6053)>
  UV <Vector (0.8318, 0.6052)>
Face 8378
UV Count: 3
  UV <Vector (0.8206, 0.6248)>
  UV <Vector (0.8211, 0.6151)>
  UV <Vector (0.8310, 0.6148)>
Face 8379
UV Count: 3
  UV <Vector (0.8112, 0.6248)>
  UV <Vector (0.8116, 0.6151)>
  UV <Vector (0.8211, 0.6151)>
Face 8380
UV Count: 3
  UV <Vector (0.8116, 0.6151)>
  UV <Vector (0.8122, 0.6054)>
  UV <Vector (0.8218, 0.6053)>
Face 8381
UV Count: 3
  UV <Vector (0.6079, 0.5792)>
  UV <Vector (0.6079, 0.5902)>
  UV <Vector (0.6054, 0.5898)>
Face 8382
UV Count: 3
  UV <Vector (0.6104, 0.5906)>
  UV <Vector (0.6109, 0.6014)>
  UV <Vector (0.6080, 0.6012)>
Face 8383
UV Count: 3
  UV <Vector (0.5928, 0.6114)>
  UV <Vector (0.5833, 0.6116)>
  UV <Vector (0.5845, 0.6015)>
Face 8384
UV Count: 3
  UV <Vector (0.6103, 0.5794)>
  UV <Vector (0.6104, 0.5906)>
  UV <Vector (0.6079, 0.5902)>
Face 8385
UV Count: 3
  UV <Vector (0.8187, 0.8848)>
  UV <Vector (0.8183, 0.8900)>
  UV <Vector (0.8116, 0.8911)>
Face 8386
UV Count: 3
  UV <Vector (0.7580, 0.9381)>
  UV <Vector (0.7570, 0.9459)>
  UV <Vector (0.7507, 0.9394)>
Face 8387
UV Count: 3
  UV <Vector (0.7780, 0.8465)>
  UV <Vector (0.7835, 0.8464)>
  UV <Vector (0.7831, 0.8517)>
Face 8388
UV Count: 3
  UV <Vector (0.7879, 0.8621)>
  UV <Vector (0.7937, 0.8622)>
  UV <Vector (0.7932, 0.8673)>
Face 8389
UV Count: 3
  UV <Vector (0.8682, 0.8087)>
  UV <Vector (0.8746, 0.8094)>
  UV <Vector (0.8737, 0.8124)>
Face 8390
UV Count: 3
  UV <Vector (0.7706, 0.9456)>
  UV <Vector (0.7702, 0.9527)>
  UV <Vector (0.7638, 0.9506)>
Face 8391
UV Count: 3
  UV <Vector (0.7787, 0.8353)>
  UV <Vector (0.7848, 0.8351)>
  UV <Vector (0.7841, 0.8408)>
Face 8392
UV Count: 3
  UV <Vector (0.7941, 0.8570)>
  UV <Vector (0.8003, 0.8570)>
  UV <Vector (0.7998, 0.8621)>
Face 8393
UV Count: 3
  UV <Vector (0.7711, 0.8236)>
  UV <Vector (0.7754, 0.8237)>
  UV <Vector (0.7745, 0.8294)>
Face 8394
UV Count: 3
  UV <Vector (0.8909, 0.8099)>
  UV <Vector (0.8816, 0.8098)>
  UV <Vector (0.8823, 0.8079)>
Face 8395
UV Count: 3
  UV <Vector (0.7800, 0.8237)>
  UV <Vector (0.7868, 0.8236)>
  UV <Vector (0.7858, 0.8294)>
Face 8396
UV Count: 3
  UV <Vector (0.7754, 0.8237)>
  UV <Vector (0.7800, 0.8237)>
  UV <Vector (0.7794, 0.8295)>
Face 8397
UV Count: 3
  UV <Vector (0.7764, 0.8139)>
  UV <Vector (0.7760, 0.8184)>
  UV <Vector (0.7716, 0.8184)>
Face 8398
UV Count: 3
  UV <Vector (0.8205, 0.8512)>
  UV <Vector (0.8203, 0.8566)>
  UV <Vector (0.8138, 0.8568)>
Face 8399
UV Count: 3
  UV <Vector (0.7816, 0.8136)>
  UV <Vector (0.7881, 0.8134)>
  UV <Vector (0.7871, 0.8181)>
Face 8400
UV Count: 3
  UV <Vector (0.8141, 0.8459)>
  UV <Vector (0.8142, 0.8515)>
  UV <Vector (0.8074, 0.8515)>
Face 8401
UV Count: 3
  UV <Vector (0.8333, 0.8559)>
  UV <Vector (0.8333, 0.8609)>
  UV <Vector (0.8267, 0.8614)>
Face 8402
UV Count: 3
  UV <Vector (0.8045, 0.8097)>
  UV <Vector (0.8041, 0.8132)>
  UV <Vector (0.7975, 0.8135)>
Face 8403
UV Count: 3
  UV <Vector (0.8035, 0.8176)>
  UV <Vector (0.8025, 0.8230)>
  UV <Vector (0.7959, 0.8233)>
Face 8404
UV Count: 3
  UV <Vector (0.8156, 0.8343)>
  UV <Vector (0.8147, 0.8402)>
  UV <Vector (0.8081, 0.8404)>
Face 8405
UV Count: 3
  UV <Vector (0.7791, 0.7909)>
  UV <Vector (0.7851, 0.7907)>
  UV <Vector (0.7839, 0.7989)>
Face 8406
UV Count: 3
  UV <Vector (0.7949, 0.7985)>
  UV <Vector (0.7933, 0.8071)>
  UV <Vector (0.7896, 0.8071)>
Face 8407
UV Count: 3
  UV <Vector (0.7925, 0.7832)>
  UV <Vector (0.7910, 0.7905)>
  UV <Vector (0.7851, 0.7907)>
Face 8408
UV Count: 3
  UV <Vector (0.7750, 0.7762)>
  UV <Vector (0.7815, 0.7754)>
  UV <Vector (0.7802, 0.7838)>
Face 8409
UV Count: 3
  UV <Vector (0.7815, 0.7754)>
  UV <Vector (0.7881, 0.7750)>
  UV <Vector (0.7865, 0.7834)>
Face 8410
UV Count: 3
  UV <Vector (0.7976, 0.7831)>
  UV <Vector (0.7963, 0.7903)>
  UV <Vector (0.7910, 0.7905)>
Face 8411
UV Count: 3
  UV <Vector (0.7951, 0.7728)>
  UV <Vector (0.7948, 0.7748)>
  UV <Vector (0.7881, 0.7750)>
Face 8412
UV Count: 3
  UV <Vector (0.8067, 0.7980)>
  UV <Vector (0.8049, 0.8069)>
  UV <Vector (0.7974, 0.8071)>
Face 8413
UV Count: 3
  UV <Vector (0.7735, 0.8352)>
  UV <Vector (0.7787, 0.8353)>
  UV <Vector (0.7782, 0.8410)>
Face 8414
UV Count: 3
  UV <Vector (0.7707, 0.9385)>
  UV <Vector (0.7706, 0.9456)>
  UV <Vector (0.7642, 0.9428)>
Face 8415
UV Count: 3
  UV <Vector (0.8012, 0.8459)>
  UV <Vector (0.8007, 0.8516)>
  UV <Vector (0.7944, 0.8517)>
Face 8416
UV Count: 3
  UV <Vector (0.7675, 0.8184)>
  UV <Vector (0.7716, 0.8184)>
  UV <Vector (0.7711, 0.8236)>
Face 8417
UV Count: 3
  UV <Vector (0.8067, 0.8571)>
  UV <Vector (0.8138, 0.8568)>
  UV <Vector (0.8128, 0.8620)>
Face 8418
UV Count: 3
  UV <Vector (0.8267, 0.8614)>
  UV <Vector (0.8267, 0.8663)>
  UV <Vector (0.8200, 0.8667)>
Face 8419
UV Count: 3
  UV <Vector (0.8021, 0.8347)>
  UV <Vector (0.8016, 0.8404)>
  UV <Vector (0.7955, 0.8404)>
Face 8420
UV Count: 3
  UV <Vector (0.8142, 0.8515)>
  UV <Vector (0.8138, 0.8568)>
  UV <Vector (0.8067, 0.8571)>
Face 8421
UV Count: 3
  UV <Vector (0.7764, 0.8105)>
  UV <Vector (0.7764, 0.8139)>
  UV <Vector (0.7716, 0.8138)>
Face 8422
UV Count: 3
  UV <Vector (0.8089, 0.8346)>
  UV <Vector (0.8081, 0.8404)>
  UV <Vector (0.8016, 0.8404)>
Face 8423
UV Count: 3
  UV <Vector (0.8025, 0.8230)>
  UV <Vector (0.8023, 0.8288)>
  UV <Vector (0.7958, 0.8291)>
Face 8424
UV Count: 3
  UV <Vector (0.8147, 0.8402)>
  UV <Vector (0.8141, 0.8459)>
  UV <Vector (0.8075, 0.8459)>
Face 8425
UV Count: 3
  UV <Vector (0.7824, 0.8104)>
  UV <Vector (0.7893, 0.8099)>
  UV <Vector (0.7881, 0.8134)>
Face 8426
UV Count: 3
  UV <Vector (0.8099, 0.8228)>
  UV <Vector (0.8094, 0.8287)>
  UV <Vector (0.8023, 0.8288)>
Face 8427
UV Count: 3
  UV <Vector (0.8041, 0.8132)>
  UV <Vector (0.8035, 0.8176)>
  UV <Vector (0.7969, 0.8179)>
Face 8428
UV Count: 3
  UV <Vector (0.8163, 0.8284)>
  UV <Vector (0.8156, 0.8343)>
  UV <Vector (0.8089, 0.8346)>
Face 8429
UV Count: 3
  UV <Vector (0.8167, 0.8225)>
  UV <Vector (0.8163, 0.8284)>
  UV <Vector (0.8094, 0.8287)>
Face 8430
UV Count: 3
  UV <Vector (0.8112, 0.8127)>
  UV <Vector (0.8107, 0.8171)>
  UV <Vector (0.8035, 0.8176)>
Face 8431
UV Count: 3
  UV <Vector (0.8354, 0.8277)>
  UV <Vector (0.8344, 0.8334)>
  UV <Vector (0.8282, 0.8337)>
Face 8432
UV Count: 3
  UV <Vector (0.8177, 0.8170)>
  UV <Vector (0.8167, 0.8225)>
  UV <Vector (0.8099, 0.8228)>
Face 8433
UV Count: 3
  UV <Vector (0.8018, 0.7901)>
  UV <Vector (0.8001, 0.7983)>
  UV <Vector (0.7949, 0.7985)>
Face 8434
UV Count: 3
  UV <Vector (0.8137, 0.7979)>
  UV <Vector (0.8124, 0.8065)>
  UV <Vector (0.8049, 0.8069)>
Face 8435
UV Count: 3
  UV <Vector (0.8092, 0.7826)>
  UV <Vector (0.8081, 0.7900)>
  UV <Vector (0.8018, 0.7901)>
Face 8436
UV Count: 3
  UV <Vector (0.7881, 0.7750)>
  UV <Vector (0.7948, 0.7748)>
  UV <Vector (0.7925, 0.7832)>
Face 8437
UV Count: 3
  UV <Vector (0.7987, 0.7748)>
  UV <Vector (0.7976, 0.7831)>
  UV <Vector (0.7925, 0.7832)>
Face 8438
UV Count: 3
  UV <Vector (0.8164, 0.7824)>
  UV <Vector (0.8151, 0.7898)>
  UV <Vector (0.8081, 0.7900)>
Face 8439
UV Count: 3
  UV <Vector (0.8103, 0.7718)>
  UV <Vector (0.8100, 0.7742)>
  UV <Vector (0.8030, 0.7747)>
Face 8440
UV Count: 3
  UV <Vector (0.8223, 0.7897)>
  UV <Vector (0.8210, 0.7978)>
  UV <Vector (0.8137, 0.7979)>
Face 8441
UV Count: 3
  UV <Vector (0.7716, 0.8138)>
  UV <Vector (0.7716, 0.8184)>
  UV <Vector (0.7675, 0.8184)>
Face 8442
UV Count: 3
  UV <Vector (0.8203, 0.8566)>
  UV <Vector (0.8199, 0.8618)>
  UV <Vector (0.8128, 0.8620)>
Face 8443
UV Count: 3
  UV <Vector (0.7948, 0.9464)>
  UV <Vector (0.7970, 0.9525)>
  UV <Vector (0.7900, 0.9535)>
Face 8444
UV Count: 3
  UV <Vector (0.7710, 0.8105)>
  UV <Vector (0.7716, 0.8138)>
  UV <Vector (0.7673, 0.8137)>
Face 8445
UV Count: 3
  UV <Vector (0.8268, 0.8562)>
  UV <Vector (0.8267, 0.8614)>
  UV <Vector (0.8199, 0.8618)>
Face 8446
UV Count: 3
  UV <Vector (0.7959, 0.8233)>
  UV <Vector (0.7958, 0.8291)>
  UV <Vector (0.7905, 0.8293)>
Face 8447
UV Count: 3
  UV <Vector (0.8398, 0.8557)>
  UV <Vector (0.8399, 0.8607)>
  UV <Vector (0.8333, 0.8609)>
Face 8448
UV Count: 3
  UV <Vector (0.8269, 0.8508)>
  UV <Vector (0.8268, 0.8562)>
  UV <Vector (0.8203, 0.8566)>
Face 8449
UV Count: 3
  UV <Vector (0.7969, 0.8179)>
  UV <Vector (0.7959, 0.8233)>
  UV <Vector (0.7909, 0.8235)>
Face 8450
UV Count: 3
  UV <Vector (0.7975, 0.8135)>
  UV <Vector (0.7969, 0.8179)>
  UV <Vector (0.7917, 0.8180)>
Face 8451
UV Count: 3
  UV <Vector (0.8398, 0.8447)>
  UV <Vector (0.8397, 0.8503)>
  UV <Vector (0.8333, 0.8506)>
Face 8452
UV Count: 3
  UV <Vector (0.8276, 0.8395)>
  UV <Vector (0.8270, 0.8452)>
  UV <Vector (0.8207, 0.8456)>
Face 8453
UV Count: 3
  UV <Vector (0.7967, 0.8096)>
  UV <Vector (0.7975, 0.8135)>
  UV <Vector (0.7926, 0.8135)>
Face 8454
UV Count: 3
  UV <Vector (0.8107, 0.8171)>
  UV <Vector (0.8099, 0.8228)>
  UV <Vector (0.8025, 0.8230)>
Face 8455
UV Count: 3
  UV <Vector (0.8467, 0.8389)>
  UV <Vector (0.8464, 0.8447)>
  UV <Vector (0.8398, 0.8447)>
Face 8456
UV Count: 3
  UV <Vector (0.8291, 0.8279)>
  UV <Vector (0.8282, 0.8337)>
  UV <Vector (0.8219, 0.8340)>
Face 8457
UV Count: 3
  UV <Vector (0.8244, 0.8169)>
  UV <Vector (0.8235, 0.8223)>
  UV <Vector (0.8167, 0.8225)>
Face 8458
UV Count: 3
  UV <Vector (0.8183, 0.8127)>
  UV <Vector (0.8177, 0.8170)>
  UV <Vector (0.8107, 0.8171)>
Face 8459
UV Count: 3
  UV <Vector (0.8480, 0.8274)>
  UV <Vector (0.8475, 0.8331)>
  UV <Vector (0.8409, 0.8332)>
Face 8460
UV Count: 3
  UV <Vector (0.8308, 0.8170)>
  UV <Vector (0.8299, 0.8223)>
  UV <Vector (0.8235, 0.8223)>
Face 8461
UV Count: 3
  UV <Vector (0.7991, 0.7724)>
  UV <Vector (0.7987, 0.7748)>
  UV <Vector (0.7948, 0.7748)>
Face 8462
UV Count: 3
  UV <Vector (0.8210, 0.7978)>
  UV <Vector (0.8215, 0.8059)>
  UV <Vector (0.8124, 0.8065)>
Face 8463
UV Count: 3
  UV <Vector (0.8238, 0.7822)>
  UV <Vector (0.8223, 0.7897)>
  UV <Vector (0.8151, 0.7898)>
Face 8464
UV Count: 3
  UV <Vector (0.8033, 0.7721)>
  UV <Vector (0.8030, 0.7747)>
  UV <Vector (0.7987, 0.7748)>
Face 8465
UV Count: 3
  UV <Vector (0.8280, 0.7977)>
  UV <Vector (0.8267, 0.8058)>
  UV <Vector (0.8215, 0.8059)>
Face 8466
UV Count: 3
  UV <Vector (0.8349, 0.7978)>
  UV <Vector (0.8414, 0.7977)>
  UV <Vector (0.8404, 0.8052)>
Face 8467
UV Count: 3
  UV <Vector (0.8254, 0.7719)>
  UV <Vector (0.8252, 0.7735)>
  UV <Vector (0.8174, 0.7738)>
Face 8468
UV Count: 3
  UV <Vector (0.8295, 0.7896)>
  UV <Vector (0.8363, 0.7897)>
  UV <Vector (0.8349, 0.7978)>
Face 8469
UV Count: 3
  UV <Vector (0.7764, 0.8139)>
  UV <Vector (0.7816, 0.8136)>
  UV <Vector (0.7809, 0.8183)>
Face 8470
UV Count: 3
  UV <Vector (0.7824, 0.8104)>
  UV <Vector (0.7816, 0.8136)>
  UV <Vector (0.7764, 0.8139)>
Face 8471
UV Count: 3
  UV <Vector (0.8270, 0.8452)>
  UV <Vector (0.8269, 0.8508)>
  UV <Vector (0.8205, 0.8512)>
Face 8472
UV Count: 3
  UV <Vector (0.8979, 0.8965)>
  UV <Vector (0.8983, 0.9008)>
  UV <Vector (0.8871, 0.8993)>
Face 8473
UV Count: 3
  UV <Vector (0.8333, 0.8449)>
  UV <Vector (0.8333, 0.8506)>
  UV <Vector (0.8269, 0.8508)>
Face 8474
UV Count: 3
  UV <Vector (0.8228, 0.8281)>
  UV <Vector (0.8219, 0.8340)>
  UV <Vector (0.8156, 0.8343)>
Face 8475
UV Count: 3
  UV <Vector (0.8282, 0.8337)>
  UV <Vector (0.8276, 0.8395)>
  UV <Vector (0.8214, 0.8398)>
Face 8476
UV Count: 3
  UV <Vector (0.8397, 0.8503)>
  UV <Vector (0.8398, 0.8557)>
  UV <Vector (0.8333, 0.8559)>
Face 8477
UV Count: 3
  UV <Vector (0.8344, 0.8334)>
  UV <Vector (0.8339, 0.8391)>
  UV <Vector (0.8276, 0.8395)>
Face 8478
UV Count: 3
  UV <Vector (0.7926, 0.8135)>
  UV <Vector (0.7917, 0.8180)>
  UV <Vector (0.7871, 0.8181)>
Face 8479
UV Count: 3
  UV <Vector (0.8299, 0.8223)>
  UV <Vector (0.8291, 0.8279)>
  UV <Vector (0.8228, 0.8281)>
Face 8480
UV Count: 3
  UV <Vector (0.8401, 0.8389)>
  UV <Vector (0.8398, 0.8447)>
  UV <Vector (0.8333, 0.8449)>
Face 8481
UV Count: 3
  UV <Vector (0.8529, 0.8448)>
  UV <Vector (0.8527, 0.8505)>
  UV <Vector (0.8461, 0.8503)>
Face 8482
UV Count: 3
  UV <Vector (0.8409, 0.8332)>
  UV <Vector (0.8475, 0.8331)>
  UV <Vector (0.8467, 0.8389)>
Face 8483
UV Count: 3
  UV <Vector (0.8318, 0.8125)>
  UV <Vector (0.8308, 0.8170)>
  UV <Vector (0.8244, 0.8169)>
Face 8484
UV Count: 3
  UV <Vector (0.8354, 0.8277)>
  UV <Vector (0.8418, 0.8275)>
  UV <Vector (0.8409, 0.8332)>
Face 8485
UV Count: 3
  UV <Vector (0.8475, 0.8331)>
  UV <Vector (0.8541, 0.8332)>
  UV <Vector (0.8532, 0.8390)>
Face 8486
UV Count: 3
  UV <Vector (0.8485, 0.8218)>
  UV <Vector (0.8480, 0.8274)>
  UV <Vector (0.8418, 0.8275)>
Face 8487
UV Count: 3
  UV <Vector (0.8548, 0.8218)>
  UV <Vector (0.8544, 0.8275)>
  UV <Vector (0.8480, 0.8274)>
Face 8488
UV Count: 3
  UV <Vector (0.8371, 0.8170)>
  UV <Vector (0.8433, 0.8167)>
  UV <Vector (0.8424, 0.8219)>
Face 8489
UV Count: 3
  UV <Vector (0.8174, 0.7738)>
  UV <Vector (0.8164, 0.7824)>
  UV <Vector (0.8092, 0.7826)>
Face 8490
UV Count: 3
  UV <Vector (0.8349, 0.7978)>
  UV <Vector (0.8335, 0.8056)>
  UV <Vector (0.8267, 0.8058)>
Face 8491
UV Count: 3
  UV <Vector (0.8312, 0.7822)>
  UV <Vector (0.8382, 0.7824)>
  UV <Vector (0.8363, 0.7897)>
Face 8492
UV Count: 3
  UV <Vector (0.8177, 0.7717)>
  UV <Vector (0.8174, 0.7738)>
  UV <Vector (0.8100, 0.7742)>
Face 8493
UV Count: 3
  UV <Vector (0.8414, 0.7977)>
  UV <Vector (0.8474, 0.7978)>
  UV <Vector (0.8463, 0.8051)>
Face 8494
UV Count: 3
  UV <Vector (0.8474, 0.7978)>
  UV <Vector (0.8532, 0.7978)>
  UV <Vector (0.8515, 0.8052)>
Face 8495
UV Count: 3
  UV <Vector (0.8330, 0.7720)>
  UV <Vector (0.8400, 0.7723)>
  UV <Vector (0.8397, 0.7739)>
Face 8496
UV Count: 3
  UV <Vector (0.8428, 0.7897)>
  UV <Vector (0.8487, 0.7898)>
  UV <Vector (0.8474, 0.7978)>
Face 8497
UV Count: 3
  UV <Vector (0.8333, 0.8506)>
  UV <Vector (0.8333, 0.8559)>
  UV <Vector (0.8268, 0.8562)>
Face 8498
UV Count: 3
  UV <Vector (0.8219, 0.8340)>
  UV <Vector (0.8214, 0.8398)>
  UV <Vector (0.8147, 0.8402)>
Face 8499
UV Count: 3
  UV <Vector (0.8464, 0.8447)>
  UV <Vector (0.8461, 0.8503)>
  UV <Vector (0.8397, 0.8503)>
Face 8500
UV Count: 3
  UV <Vector (0.8214, 0.8398)>
  UV <Vector (0.8207, 0.8456)>
  UV <Vector (0.8141, 0.8459)>
Face 8501
UV Count: 3
  UV <Vector (0.8339, 0.8391)>
  UV <Vector (0.8333, 0.8449)>
  UV <Vector (0.8270, 0.8452)>
Face 8502
UV Count: 3
  UV <Vector (0.8235, 0.8223)>
  UV <Vector (0.8228, 0.8281)>
  UV <Vector (0.8163, 0.8284)>
Face 8503
UV Count: 3
  UV <Vector (0.8409, 0.8332)>
  UV <Vector (0.8401, 0.8389)>
  UV <Vector (0.8339, 0.8391)>
Face 8504
UV Count: 3
  UV <Vector (0.8464, 0.8557)>
  UV <Vector (0.8465, 0.8606)>
  UV <Vector (0.8399, 0.8607)>
Face 8505
UV Count: 3
  UV <Vector (0.8116, 0.8097)>
  UV <Vector (0.8112, 0.8127)>
  UV <Vector (0.8041, 0.8132)>
Face 8506
UV Count: 3
  UV <Vector (0.8252, 0.8125)>
  UV <Vector (0.8244, 0.8169)>
  UV <Vector (0.8177, 0.8170)>
Face 8507
UV Count: 3
  UV <Vector (0.8424, 0.8219)>
  UV <Vector (0.8418, 0.8275)>
  UV <Vector (0.8354, 0.8277)>
Face 8508
UV Count: 3
  UV <Vector (0.8532, 0.8390)>
  UV <Vector (0.8529, 0.8448)>
  UV <Vector (0.8464, 0.8447)>
Face 8509
UV Count: 3
  UV <Vector (0.8371, 0.8170)>
  UV <Vector (0.8362, 0.8222)>
  UV <Vector (0.8299, 0.8223)>
Face 8510
UV Count: 3
  UV <Vector (0.8328, 0.8090)>
  UV <Vector (0.8318, 0.8125)>
  UV <Vector (0.8252, 0.8125)>
Face 8511
UV Count: 3
  UV <Vector (0.8382, 0.8123)>
  UV <Vector (0.8443, 0.8123)>
  UV <Vector (0.8433, 0.8167)>
Face 8512
UV Count: 3
  UV <Vector (0.8544, 0.8275)>
  UV <Vector (0.8541, 0.8332)>
  UV <Vector (0.8475, 0.8331)>
Face 8513
UV Count: 3
  UV <Vector (0.8328, 0.8090)>
  UV <Vector (0.8393, 0.8086)>
  UV <Vector (0.8382, 0.8123)>
Face 8514
UV Count: 3
  UV <Vector (0.8453, 0.8085)>
  UV <Vector (0.8515, 0.8085)>
  UV <Vector (0.8504, 0.8121)>
Face 8515
UV Count: 3
  UV <Vector (0.8443, 0.8123)>
  UV <Vector (0.8504, 0.8121)>
  UV <Vector (0.8495, 0.8166)>
Face 8516
UV Count: 3
  UV <Vector (0.8495, 0.8166)>
  UV <Vector (0.8556, 0.8166)>
  UV <Vector (0.8548, 0.8218)>
Face 8517
UV Count: 3
  UV <Vector (0.8252, 0.7735)>
  UV <Vector (0.8327, 0.7736)>
  UV <Vector (0.8312, 0.7822)>
Face 8518
UV Count: 3
  UV <Vector (0.8363, 0.7897)>
  UV <Vector (0.8428, 0.7897)>
  UV <Vector (0.8414, 0.7977)>
Face 8519
UV Count: 3
  UV <Vector (0.8445, 0.7826)>
  UV <Vector (0.8503, 0.7828)>
  UV <Vector (0.8487, 0.7898)>
Face 8520
UV Count: 3
  UV <Vector (0.8330, 0.7720)>
  UV <Vector (0.8327, 0.7736)>
  UV <Vector (0.8252, 0.7735)>
Face 8521
UV Count: 3
  UV <Vector (0.8327, 0.7736)>
  UV <Vector (0.8397, 0.7739)>
  UV <Vector (0.8382, 0.7824)>
Face 8522
UV Count: 3
  UV <Vector (0.8587, 0.7979)>
  UV <Vector (0.8642, 0.7982)>
  UV <Vector (0.8633, 0.8053)>
Face 8523
UV Count: 3
  UV <Vector (0.8462, 0.7742)>
  UV <Vector (0.8518, 0.7746)>
  UV <Vector (0.8503, 0.7828)>
Face 8524
UV Count: 3
  UV <Vector (0.8544, 0.7900)>
  UV <Vector (0.8599, 0.7901)>
  UV <Vector (0.8587, 0.7979)>
Face 8525
UV Count: 3
  UV <Vector (0.8527, 0.8505)>
  UV <Vector (0.8528, 0.8559)>
  UV <Vector (0.8464, 0.8557)>
Face 8526
UV Count: 3
  UV <Vector (0.8533, 0.8608)>
  UV <Vector (0.8537, 0.8652)>
  UV <Vector (0.8470, 0.8652)>
Face 8527
UV Count: 3
  UV <Vector (0.8816, 0.8719)>
  UV <Vector (0.8959, 0.8724)>
  UV <Vector (0.8963, 0.8774)>
Face 8528
UV Count: 3
  UV <Vector (0.8826, 0.8769)>
  UV <Vector (0.8963, 0.8774)>
  UV <Vector (0.8968, 0.8832)>
Face 8529
UV Count: 3
  UV <Vector (0.8465, 0.8606)>
  UV <Vector (0.8470, 0.8652)>
  UV <Vector (0.8401, 0.8654)>
Face 8530
UV Count: 3
  UV <Vector (0.8192, 0.8096)>
  UV <Vector (0.8183, 0.8127)>
  UV <Vector (0.8112, 0.8127)>
Face 8531
UV Count: 3
  UV <Vector (0.8541, 0.8332)>
  UV <Vector (0.8602, 0.8335)>
  UV <Vector (0.8595, 0.8393)>
Face 8532
UV Count: 3
  UV <Vector (0.8657, 0.8512)>
  UV <Vector (0.8661, 0.8565)>
  UV <Vector (0.8594, 0.8562)>
Face 8533
UV Count: 3
  UV <Vector (0.8362, 0.8222)>
  UV <Vector (0.8354, 0.8277)>
  UV <Vector (0.8291, 0.8279)>
Face 8534
UV Count: 3
  UV <Vector (0.8260, 0.8091)>
  UV <Vector (0.8252, 0.8125)>
  UV <Vector (0.8183, 0.8127)>
Face 8535
UV Count: 3
  UV <Vector (0.8795, 0.8518)>
  UV <Vector (0.8942, 0.8512)>
  UV <Vector (0.8946, 0.8564)>
Face 8536
UV Count: 3
  UV <Vector (0.8658, 0.8396)>
  UV <Vector (0.8656, 0.8455)>
  UV <Vector (0.8593, 0.8451)>
Face 8537
UV Count: 3
  UV <Vector (0.8318, 0.8125)>
  UV <Vector (0.8382, 0.8123)>
  UV <Vector (0.8371, 0.8170)>
Face 8538
UV Count: 3
  UV <Vector (0.8504, 0.8121)>
  UV <Vector (0.8564, 0.8120)>
  UV <Vector (0.8556, 0.8166)>
Face 8539
UV Count: 3
  UV <Vector (0.8724, 0.8343)>
  UV <Vector (0.8783, 0.8348)>
  UV <Vector (0.8784, 0.8404)>
Face 8540
UV Count: 3
  UV <Vector (0.8666, 0.8282)>
  UV <Vector (0.8663, 0.8339)>
  UV <Vector (0.8602, 0.8335)>
Face 8541
UV Count: 3
  UV <Vector (0.8433, 0.8167)>
  UV <Vector (0.8495, 0.8166)>
  UV <Vector (0.8485, 0.8218)>
Face 8542
UV Count: 3
  UV <Vector (0.8393, 0.8086)>
  UV <Vector (0.8453, 0.8085)>
  UV <Vector (0.8443, 0.8123)>
Face 8543
UV Count: 3
  UV <Vector (0.8783, 0.8232)>
  UV <Vector (0.8784, 0.8290)>
  UV <Vector (0.8725, 0.8286)>
Face 8544
UV Count: 3
  UV <Vector (0.8616, 0.8168)>
  UV <Vector (0.8676, 0.8170)>
  UV <Vector (0.8668, 0.8225)>
Face 8545
UV Count: 3
  UV <Vector (0.8397, 0.7739)>
  UV <Vector (0.8462, 0.7742)>
  UV <Vector (0.8445, 0.7826)>
Face 8546
UV Count: 3
  UV <Vector (0.8532, 0.7978)>
  UV <Vector (0.8587, 0.7979)>
  UV <Vector (0.8577, 0.8051)>
Face 8547
UV Count: 3
  UV <Vector (0.8558, 0.7830)>
  UV <Vector (0.8611, 0.7831)>
  UV <Vector (0.8599, 0.7901)>
Face 8548
UV Count: 3
  UV <Vector (0.8503, 0.7828)>
  UV <Vector (0.8558, 0.7830)>
  UV <Vector (0.8544, 0.7900)>
Face 8549
UV Count: 3
  UV <Vector (0.8642, 0.7982)>
  UV <Vector (0.8699, 0.7984)>
  UV <Vector (0.8689, 0.8055)>
Face 8550
UV Count: 3
  UV <Vector (0.8767, 0.7984)>
  UV <Vector (0.8770, 0.8061)>
  UV <Vector (0.8689, 0.8055)>
Face 8551
UV Count: 3
  UV <Vector (0.8708, 0.7906)>
  UV <Vector (0.8767, 0.7908)>
  UV <Vector (0.8767, 0.7984)>
Face 8552
UV Count: 3
  UV <Vector (0.8653, 0.7904)>
  UV <Vector (0.8708, 0.7906)>
  UV <Vector (0.8699, 0.7984)>
Face 8553
UV Count: 3
  UV <Vector (0.8592, 0.8508)>
  UV <Vector (0.8594, 0.8562)>
  UV <Vector (0.8528, 0.8559)>
Face 8554
UV Count: 3
  UV <Vector (0.8731, 0.8619)>
  UV <Vector (0.8805, 0.8621)>
  UV <Vector (0.8806, 0.8670)>
Face 8555
UV Count: 3
  UV <Vector (0.8656, 0.8455)>
  UV <Vector (0.8657, 0.8512)>
  UV <Vector (0.8592, 0.8508)>
Face 8556
UV Count: 3
  UV <Vector (0.8806, 0.8670)>
  UV <Vector (0.8955, 0.8667)>
  UV <Vector (0.8959, 0.8724)>
Face 8557
UV Count: 3
  UV <Vector (0.8805, 0.8621)>
  UV <Vector (0.8950, 0.8614)>
  UV <Vector (0.8955, 0.8667)>
Face 8558
UV Count: 3
  UV <Vector (0.8722, 0.8458)>
  UV <Vector (0.8723, 0.8514)>
  UV <Vector (0.8657, 0.8512)>
Face 8559
UV Count: 3
  UV <Vector (0.8663, 0.8339)>
  UV <Vector (0.8658, 0.8396)>
  UV <Vector (0.8595, 0.8393)>
Face 8560
UV Count: 3
  UV <Vector (0.8723, 0.8514)>
  UV <Vector (0.8795, 0.8518)>
  UV <Vector (0.8802, 0.8570)>
Face 8561
UV Count: 3
  UV <Vector (0.8608, 0.8278)>
  UV <Vector (0.8602, 0.8335)>
  UV <Vector (0.8541, 0.8332)>
Face 8562
UV Count: 3
  UV <Vector (0.8790, 0.8462)>
  UV <Vector (0.8938, 0.8466)>
  UV <Vector (0.8942, 0.8512)>
Face 8563
UV Count: 3
  UV <Vector (0.8668, 0.8225)>
  UV <Vector (0.8666, 0.8282)>
  UV <Vector (0.8608, 0.8278)>
Face 8564
UV Count: 3
  UV <Vector (0.8722, 0.8401)>
  UV <Vector (0.8784, 0.8404)>
  UV <Vector (0.8790, 0.8462)>
Face 8565
UV Count: 3
  UV <Vector (0.8556, 0.8166)>
  UV <Vector (0.8616, 0.8168)>
  UV <Vector (0.8609, 0.8222)>
Face 8566
UV Count: 3
  UV <Vector (0.8783, 0.8348)>
  UV <Vector (0.8929, 0.8345)>
  UV <Vector (0.8934, 0.8405)>
Face 8567
UV Count: 3
  UV <Vector (0.8623, 0.8120)>
  UV <Vector (0.8680, 0.8122)>
  UV <Vector (0.8676, 0.8170)>
Face 8568
UV Count: 3
  UV <Vector (0.8725, 0.8286)>
  UV <Vector (0.8784, 0.8290)>
  UV <Vector (0.8783, 0.8348)>
Face 8569
UV Count: 3
  UV <Vector (0.7647, 0.8408)>
  UV <Vector (0.7687, 0.8408)>
  UV <Vector (0.7685, 0.8464)>
Face 8570
UV Count: 3
  UV <Vector (0.8783, 0.8232)>
  UV <Vector (0.8921, 0.8242)>
  UV <Vector (0.8924, 0.8289)>
Face 8571
UV Count: 3
  UV <Vector (0.7690, 0.8350)>
  UV <Vector (0.7735, 0.8352)>
  UV <Vector (0.7730, 0.8409)>
Face 8572
UV Count: 3
  UV <Vector (0.8732, 0.8174)>
  UV <Vector (0.8790, 0.8176)>
  UV <Vector (0.8783, 0.8232)>
Face 8573
UV Count: 3
  UV <Vector (0.8518, 0.7746)>
  UV <Vector (0.8570, 0.7749)>
  UV <Vector (0.8558, 0.7830)>
Face 8574
UV Count: 3
  UV <Vector (0.8599, 0.7901)>
  UV <Vector (0.8653, 0.7904)>
  UV <Vector (0.8642, 0.7982)>
Face 8575
UV Count: 3
  UV <Vector (0.8664, 0.7832)>
  UV <Vector (0.8717, 0.7836)>
  UV <Vector (0.8708, 0.7906)>
Face 8576
UV Count: 3
  UV <Vector (0.8611, 0.7831)>
  UV <Vector (0.8664, 0.7832)>
  UV <Vector (0.8653, 0.7904)>
Face 8577
UV Count: 3
  UV <Vector (0.8570, 0.7749)>
  UV <Vector (0.8622, 0.7751)>
  UV <Vector (0.8611, 0.7831)>
Face 8578
UV Count: 3
  UV <Vector (0.8903, 0.7990)>
  UV <Vector (0.8907, 0.8070)>
  UV <Vector (0.8828, 0.8067)>
Face 8579
UV Count: 3
  UV <Vector (0.7673, 0.7990)>
  UV <Vector (0.7665, 0.8068)>
  UV <Vector (0.7625, 0.8070)>
Face 8580
UV Count: 3
  UV <Vector (0.8830, 0.7910)>
  UV <Vector (0.8831, 0.7987)>
  UV <Vector (0.8767, 0.7984)>
Face 8581
UV Count: 3
  UV <Vector (0.8595, 0.8393)>
  UV <Vector (0.8593, 0.8451)>
  UV <Vector (0.8529, 0.8448)>
Face 8582
UV Count: 3
  UV <Vector (0.8802, 0.8570)>
  UV <Vector (0.8946, 0.8564)>
  UV <Vector (0.8950, 0.8614)>
Face 8583
UV Count: 3
  UV <Vector (0.8722, 0.8458)>
  UV <Vector (0.8790, 0.8462)>
  UV <Vector (0.8795, 0.8518)>
Face 8584
UV Count: 3
  UV <Vector (0.8722, 0.8401)>
  UV <Vector (0.8722, 0.8458)>
  UV <Vector (0.8656, 0.8455)>
Face 8585
UV Count: 3
  UV <Vector (0.8609, 0.8222)>
  UV <Vector (0.8608, 0.8278)>
  UV <Vector (0.8544, 0.8275)>
Face 8586
UV Count: 3
  UV <Vector (0.8666, 0.8282)>
  UV <Vector (0.8725, 0.8286)>
  UV <Vector (0.8724, 0.8343)>
Face 8587
UV Count: 3
  UV <Vector (0.8564, 0.8120)>
  UV <Vector (0.8623, 0.8120)>
  UV <Vector (0.8616, 0.8168)>
Face 8588
UV Count: 3
  UV <Vector (0.8663, 0.8339)>
  UV <Vector (0.8724, 0.8343)>
  UV <Vector (0.8722, 0.8401)>
Face 8589
UV Count: 3
  UV <Vector (0.8784, 0.8404)>
  UV <Vector (0.8934, 0.8405)>
  UV <Vector (0.8938, 0.8466)>
Face 8590
UV Count: 3
  UV <Vector (0.8515, 0.8085)>
  UV <Vector (0.8570, 0.8086)>
  UV <Vector (0.8564, 0.8120)>
Face 8591
UV Count: 3
  UV <Vector (0.8668, 0.8225)>
  UV <Vector (0.8727, 0.8228)>
  UV <Vector (0.8725, 0.8286)>
Face 8592
UV Count: 3
  UV <Vector (0.7685, 0.8464)>
  UV <Vector (0.7731, 0.8464)>
  UV <Vector (0.7730, 0.8517)>
Face 8593
UV Count: 3
  UV <Vector (0.7648, 0.8348)>
  UV <Vector (0.7690, 0.8350)>
  UV <Vector (0.7687, 0.8408)>
Face 8594
UV Count: 3
  UV <Vector (0.8737, 0.8124)>
  UV <Vector (0.8793, 0.8125)>
  UV <Vector (0.8790, 0.8176)>
Face 8595
UV Count: 3
  UV <Vector (0.7731, 0.8464)>
  UV <Vector (0.7780, 0.8465)>
  UV <Vector (0.7778, 0.8517)>
Face 8596
UV Count: 3
  UV <Vector (0.7658, 0.8291)>
  UV <Vector (0.7699, 0.8292)>
  UV <Vector (0.7690, 0.8350)>
Face 8597
UV Count: 3
  UV <Vector (0.8128, 0.8620)>
  UV <Vector (0.8133, 0.8671)>
  UV <Vector (0.8059, 0.8671)>
Face 8598
UV Count: 3
  UV <Vector (0.8997, 0.9183)>
  UV <Vector (0.9001, 0.9229)>
  UV <Vector (0.8904, 0.9216)>
Face 8599
UV Count: 3
  UV <Vector (0.8622, 0.7751)>
  UV <Vector (0.8674, 0.7754)>
  UV <Vector (0.8664, 0.7832)>
Face 8600
UV Count: 3
  UV <Vector (0.8831, 0.7987)>
  UV <Vector (0.8828, 0.8067)>
  UV <Vector (0.8770, 0.8061)>
Face 8601
UV Count: 3
  UV <Vector (0.8674, 0.7754)>
  UV <Vector (0.8725, 0.7757)>
  UV <Vector (0.8717, 0.7836)>
Face 8602
UV Count: 3
  UV <Vector (0.8717, 0.7836)>
  UV <Vector (0.8771, 0.7840)>
  UV <Vector (0.8767, 0.7908)>
Face 8603
UV Count: 3
  UV <Vector (0.8725, 0.7757)>
  UV <Vector (0.8775, 0.7761)>
  UV <Vector (0.8771, 0.7840)>
Face 8604
UV Count: 3
  UV <Vector (0.7702, 0.8078)>
  UV <Vector (0.7708, 0.8088)>
  UV <Vector (0.7665, 0.8085)>
Face 8605
UV Count: 3
  UV <Vector (0.7721, 0.7988)>
  UV <Vector (0.7777, 0.7990)>
  UV <Vector (0.7757, 0.8075)>
Face 8606
UV Count: 3
  UV <Vector (0.7684, 0.7911)>
  UV <Vector (0.7673, 0.7990)>
  UV <Vector (0.7630, 0.7990)>
Face 8607
UV Count: 3
  UV <Vector (0.7638, 0.8465)>
  UV <Vector (0.7685, 0.8464)>
  UV <Vector (0.7686, 0.8516)>
Face 8608
UV Count: 3
  UV <Vector (0.7591, 0.8466)>
  UV <Vector (0.7638, 0.8465)>
  UV <Vector (0.7643, 0.8517)>
Face 8609
UV Count: 3
  UV <Vector (0.7668, 0.8670)>
  UV <Vector (0.7619, 0.8667)>
  UV <Vector (0.7630, 0.8611)>
Face 8610
UV Count: 3
  UV <Vector (0.7931, 0.8829)>
  UV <Vector (0.7931, 0.8881)>
  UV <Vector (0.7879, 0.8887)>
Face 8611
UV Count: 3
  UV <Vector (0.7681, 0.8566)>
  UV <Vector (0.7724, 0.8568)>
  UV <Vector (0.7718, 0.8616)>
Face 8612
UV Count: 3
  UV <Vector (0.7764, 0.8673)>
  UV <Vector (0.7712, 0.8672)>
  UV <Vector (0.7718, 0.8616)>
Face 8613
UV Count: 3
  UV <Vector (0.7602, 0.8345)>
  UV <Vector (0.7648, 0.8348)>
  UV <Vector (0.7647, 0.8408)>
Face 8614
UV Count: 3
  UV <Vector (0.7686, 0.8516)>
  UV <Vector (0.7730, 0.8517)>
  UV <Vector (0.7724, 0.8568)>
Face 8615
UV Count: 3
  UV <Vector (0.8911, 0.9257)>
  UV <Vector (0.8922, 0.9299)>
  UV <Vector (0.8816, 0.9258)>
Face 8616
UV Count: 3
  UV <Vector (0.8121, 0.8808)>
  UV <Vector (0.8120, 0.8858)>
  UV <Vector (0.8052, 0.8867)>
Face 8617
UV Count: 3
  UV <Vector (0.7581, 0.9319)>
  UV <Vector (0.7580, 0.9381)>
  UV <Vector (0.7514, 0.9321)>
Face 8618
UV Count: 3
  UV <Vector (0.7687, 0.8408)>
  UV <Vector (0.7730, 0.8409)>
  UV <Vector (0.7731, 0.8464)>
Face 8619
UV Count: 3
  UV <Vector (0.8255, 0.8839)>
  UV <Vector (0.8251, 0.8889)>
  UV <Vector (0.8183, 0.8900)>
Face 8620
UV Count: 3
  UV <Vector (0.8912, 0.8131)>
  UV <Vector (0.8916, 0.8188)>
  UV <Vector (0.8790, 0.8176)>
Face 8621
UV Count: 3
  UV <Vector (0.7673, 0.8137)>
  UV <Vector (0.7675, 0.8184)>
  UV <Vector (0.7615, 0.8188)>
Face 8622
UV Count: 3
  UV <Vector (0.7699, 0.8292)>
  UV <Vector (0.7745, 0.8294)>
  UV <Vector (0.7735, 0.8352)>
Face 8623
UV Count: 3
  UV <Vector (0.7891, 0.8463)>
  UV <Vector (0.7950, 0.8461)>
  UV <Vector (0.7944, 0.8517)>
Face 8624
UV Count: 3
  UV <Vector (0.8199, 0.8618)>
  UV <Vector (0.8200, 0.8667)>
  UV <Vector (0.8133, 0.8671)>
Face 8625
UV Count: 3
  UV <Vector (0.7958, 0.8348)>
  UV <Vector (0.7955, 0.8404)>
  UV <Vector (0.7897, 0.8406)>
Face 8626
UV Count: 3
  UV <Vector (0.7716, 0.8184)>
  UV <Vector (0.7760, 0.8184)>
  UV <Vector (0.7754, 0.8237)>
Face 8627
UV Count: 3
  UV <Vector (0.8899, 0.7910)>
  UV <Vector (0.8903, 0.7990)>
  UV <Vector (0.8831, 0.7987)>
Face 8628
UV Count: 3
  UV <Vector (0.8771, 0.7840)>
  UV <Vector (0.8830, 0.7842)>
  UV <Vector (0.8830, 0.7910)>
Face 8629
UV Count: 3
  UV <Vector (0.7690, 0.7843)>
  UV <Vector (0.7684, 0.7911)>
  UV <Vector (0.7635, 0.7910)>
Face 8630
UV Count: 3
  UV <Vector (0.8895, 0.7842)>
  UV <Vector (0.8899, 0.7910)>
  UV <Vector (0.8830, 0.7910)>
Face 8631
UV Count: 3
  UV <Vector (0.8775, 0.7761)>
  UV <Vector (0.8826, 0.7764)>
  UV <Vector (0.8830, 0.7842)>
Face 8632
UV Count: 3
  UV <Vector (0.8891, 0.7766)>
  UV <Vector (0.8895, 0.7842)>
  UV <Vector (0.8830, 0.7842)>
Face 8633
UV Count: 3
  UV <Vector (0.7963, 0.7903)>
  UV <Vector (0.7949, 0.7985)>
  UV <Vector (0.7900, 0.7987)>
Face 8634
UV Count: 3
  UV <Vector (0.7735, 0.7910)>
  UV <Vector (0.7791, 0.7909)>
  UV <Vector (0.7777, 0.7990)>
Face 8635
UV Count: 3
  UV <Vector (0.7763, 0.8620)>
  UV <Vector (0.7718, 0.8616)>
  UV <Vector (0.7724, 0.8568)>
Face 8636
UV Count: 3
  UV <Vector (0.7932, 0.8673)>
  UV <Vector (0.7929, 0.8725)>
  UV <Vector (0.7874, 0.8726)>
Face 8637
UV Count: 3
  UV <Vector (0.7596, 0.8405)>
  UV <Vector (0.7647, 0.8408)>
  UV <Vector (0.7638, 0.8465)>
Face 8638
UV Count: 3
  UV <Vector (0.9009, 0.9321)>
  UV <Vector (0.9015, 0.9394)>
  UV <Vector (0.8937, 0.9365)>
Face 8639
UV Count: 3
  UV <Vector (0.9005, 0.9275)>
  UV <Vector (0.9009, 0.9321)>
  UV <Vector (0.8922, 0.9299)>
Face 8640
UV Count: 3
  UV <Vector (0.7831, 0.8517)>
  UV <Vector (0.7887, 0.8517)>
  UV <Vector (0.7882, 0.8570)>
Face 8641
UV Count: 3
  UV <Vector (0.8055, 0.8720)>
  UV <Vector (0.8054, 0.8768)>
  UV <Vector (0.7988, 0.8773)>
Face 8642
UV Count: 3
  UV <Vector (0.7882, 0.8570)>
  UV <Vector (0.7941, 0.8570)>
  UV <Vector (0.7937, 0.8622)>
Face 8643
UV Count: 3
  UV <Vector (0.7782, 0.8410)>
  UV <Vector (0.7841, 0.8408)>
  UV <Vector (0.7835, 0.8464)>
Face 8644
UV Count: 3
  UV <Vector (0.8331, 0.8744)>
  UV <Vector (0.8327, 0.8786)>
  UV <Vector (0.8259, 0.8793)>
Face 8645
UV Count: 3
  UV <Vector (0.7887, 0.8517)>
  UV <Vector (0.7944, 0.8517)>
  UV <Vector (0.7941, 0.8570)>
Face 8646
UV Count: 3
  UV <Vector (0.8994, 0.9144)>
  UV <Vector (0.8997, 0.9183)>
  UV <Vector (0.8899, 0.9175)>
Face 8647
UV Count: 3
  UV <Vector (0.7767, 0.9400)>
  UV <Vector (0.7768, 0.9467)>
  UV <Vector (0.7706, 0.9456)>
Face 8648
UV Count: 3
  UV <Vector (0.7890, 0.9469)>
  UV <Vector (0.7900, 0.9535)>
  UV <Vector (0.7836, 0.9539)>
Face 8649
UV Count: 3
  UV <Vector (0.7955, 0.8404)>
  UV <Vector (0.7950, 0.8461)>
  UV <Vector (0.7891, 0.8463)>
Face 8650
UV Count: 3
  UV <Vector (0.8016, 0.8404)>
  UV <Vector (0.8012, 0.8459)>
  UV <Vector (0.7950, 0.8461)>
Face 8651
UV Count: 3
  UV <Vector (0.7809, 0.8183)>
  UV <Vector (0.7871, 0.8181)>
  UV <Vector (0.7868, 0.8236)>
Face 8652
UV Count: 3
  UV <Vector (0.8399, 0.8607)>
  UV <Vector (0.8401, 0.8654)>
  UV <Vector (0.8333, 0.8658)>
Face 8653
UV Count: 3
  UV <Vector (0.7958, 0.8291)>
  UV <Vector (0.7958, 0.8348)>
  UV <Vector (0.7901, 0.8350)>
Face 8654
UV Count: 3
  UV <Vector (0.7684, 0.7911)>
  UV <Vector (0.7735, 0.7910)>
  UV <Vector (0.7721, 0.7988)>
Face 8655
UV Count: 3
  UV <Vector (0.7777, 0.7990)>
  UV <Vector (0.7839, 0.7989)>
  UV <Vector (0.7827, 0.8073)>
Face 8656
UV Count: 3
  UV <Vector (0.7691, 0.7767)>
  UV <Vector (0.7750, 0.7762)>
  UV <Vector (0.7744, 0.7841)>
Face 8657
UV Count: 3
  UV <Vector (0.7691, 0.7767)>
  UV <Vector (0.7690, 0.7843)>
  UV <Vector (0.7639, 0.7842)>
Face 8658
UV Count: 3
  UV <Vector (0.7900, 0.7987)>
  UV <Vector (0.7896, 0.8071)>
  UV <Vector (0.7827, 0.8073)>
Face 8659
UV Count: 3
  UV <Vector (0.7744, 0.7841)>
  UV <Vector (0.7802, 0.7838)>
  UV <Vector (0.7791, 0.7909)>
Face 8660
UV Count: 3
  UV <Vector (0.7949, 0.7985)>
  UV <Vector (0.8001, 0.7983)>
  UV <Vector (0.7974, 0.8071)>
Face 8661
UV Count: 3
  UV <Vector (0.7910, 0.7905)>
  UV <Vector (0.7900, 0.7987)>
  UV <Vector (0.7839, 0.7989)>
Face 8662
UV Count: 3
  UV <Vector (0.8274, 0.5679)>
  UV <Vector (0.8167, 0.5679)>
  UV <Vector (0.8177, 0.5600)>
Face 8663
UV Count: 3
  UV <Vector (0.5277, 0.6486)>
  UV <Vector (0.5200, 0.6472)>
  UV <Vector (0.5207, 0.6397)>
Face 8664
UV Count: 3
  UV <Vector (0.8415, 0.6143)>
  UV <Vector (0.8423, 0.6049)>
  UV <Vector (0.8534, 0.6047)>
Face 8665
UV Count: 3
  UV <Vector (0.8339, 0.5859)>
  UV <Vector (0.8242, 0.5857)>
  UV <Vector (0.8258, 0.5765)>
Face 8666
UV Count: 3
  UV <Vector (0.8527, 0.6225)>
  UV <Vector (0.8530, 0.6138)>
  UV <Vector (0.8656, 0.6134)>
Face 8667
UV Count: 3
  UV <Vector (0.5131, 0.6460)>
  UV <Vector (0.5062, 0.6445)>
  UV <Vector (0.5062, 0.6387)>
Face 8668
UV Count: 3
  UV <Vector (0.8660, 0.6297)>
  UV <Vector (0.8657, 0.6220)>
  UV <Vector (0.8797, 0.6232)>
Face 8669
UV Count: 3
  UV <Vector (0.8045, 0.5765)>
  UV <Vector (0.7934, 0.5765)>
  UV <Vector (0.7934, 0.5678)>
Face 8670
UV Count: 3
  UV <Vector (0.8021, 0.6152)>
  UV <Vector (0.8026, 0.6054)>
  UV <Vector (0.8122, 0.6054)>
Face 8671
UV Count: 3
  UV <Vector (0.8392, 0.6511)>
  UV <Vector (0.8294, 0.6527)>
  UV <Vector (0.8295, 0.6437)>
Face 8672
UV Count: 3
  UV <Vector (0.8015, 0.6346)>
  UV <Vector (0.8018, 0.6249)>
  UV <Vector (0.8112, 0.6248)>
Face 8673
UV Count: 3
  UV <Vector (0.8018, 0.6249)>
  UV <Vector (0.8021, 0.6152)>
  UV <Vector (0.8116, 0.6151)>
Face 8674
UV Count: 3
  UV <Vector (0.8104, 0.6635)>
  UV <Vector (0.8104, 0.6539)>
  UV <Vector (0.8199, 0.6536)>
Face 8675
UV Count: 3
  UV <Vector (0.8010, 0.6541)>
  UV <Vector (0.7917, 0.6543)>
  UV <Vector (0.7918, 0.6444)>
Face 8676
UV Count: 3
  UV <Vector (0.8200, 0.6725)>
  UV <Vector (0.8104, 0.6733)>
  UV <Vector (0.8104, 0.6635)>
Face 8677
UV Count: 3
  UV <Vector (0.8306, 0.6919)>
  UV <Vector (0.8208, 0.6939)>
  UV <Vector (0.8203, 0.6827)>
Face 8678
UV Count: 3
  UV <Vector (0.5709, 0.6219)>
  UV <Vector (0.5817, 0.6216)>
  UV <Vector (0.5805, 0.6314)>
Face 8679
UV Count: 3
  UV <Vector (0.5897, 0.6497)>
  UV <Vector (0.5787, 0.6501)>
  UV <Vector (0.5795, 0.6409)>
Face 8680
UV Count: 3
  UV <Vector (0.5971, 0.6680)>
  UV <Vector (0.5887, 0.6682)>
  UV <Vector (0.5891, 0.6589)>
Face 8681
UV Count: 3
  UV <Vector (0.5747, 0.6017)>
  UV <Vector (0.5845, 0.6015)>
  UV <Vector (0.5833, 0.6116)>
Face 8682
UV Count: 3
  UV <Vector (0.5634, 0.7157)>
  UV <Vector (0.5537, 0.7163)>
  UV <Vector (0.5553, 0.7071)>
Face 8683
UV Count: 3
  UV <Vector (0.5960, 0.7090)>
  UV <Vector (0.5882, 0.7101)>
  UV <Vector (0.5883, 0.7041)>
Face 8684
UV Count: 3
  UV <Vector (0.5511, 0.7242)>
  UV <Vector (0.5589, 0.7250)>
  UV <Vector (0.5543, 0.7347)>
Face 8685
UV Count: 3
  UV <Vector (0.5964, 0.7042)>
  UV <Vector (0.5883, 0.7041)>
  UV <Vector (0.5885, 0.6962)>
Face 8686
UV Count: 3
  UV <Vector (0.5461, 0.6977)>
  UV <Vector (0.5559, 0.6976)>
  UV <Vector (0.5553, 0.7071)>
Face 8687
UV Count: 3
  UV <Vector (0.5369, 0.7082)>
  UV <Vector (0.5464, 0.7076)>
  UV <Vector (0.5455, 0.7168)>
Face 8688
UV Count: 3
  UV <Vector (0.5553, 0.6785)>
  UV <Vector (0.5666, 0.6784)>
  UV <Vector (0.5668, 0.6879)>
Face 8689
UV Count: 3
  UV <Vector (0.8534, 0.6047)>
  UV <Vector (0.8540, 0.5954)>
  UV <Vector (0.8658, 0.5953)>
Face 8690
UV Count: 3
  UV <Vector (0.7823, 0.6846)>
  UV <Vector (0.7917, 0.6846)>
  UV <Vector (0.7919, 0.6960)>
Face 8691
UV Count: 3
  UV <Vector (0.6938, 0.9870)>
  UV <Vector (0.6938, 0.9878)>
  UV <Vector (0.6878, 0.9873)>
Face 8692
UV Count: 3
  UV <Vector (0.7916, 0.6740)>
  UV <Vector (0.8009, 0.6738)>
  UV <Vector (0.8011, 0.6844)>
Face 8693
UV Count: 3
  UV <Vector (0.8011, 0.6844)>
  UV <Vector (0.8106, 0.6838)>
  UV <Vector (0.8110, 0.6951)>
Face 8694
UV Count: 3
  UV <Vector (0.7920, 0.7186)>
  UV <Vector (0.7807, 0.7192)>
  UV <Vector (0.7819, 0.7074)>
Face 8695
UV Count: 3
  UV <Vector (0.6946, 0.9187)>
  UV <Vector (0.6946, 0.9242)>
  UV <Vector (0.6790, 0.9278)>
Face 8696
UV Count: 3
  UV <Vector (0.5793, 0.5143)>
  UV <Vector (0.5884, 0.5137)>
  UV <Vector (0.5867, 0.5211)>
Face 8697
UV Count: 3
  UV <Vector (0.6005, 0.5214)>
  UV <Vector (0.6004, 0.5279)>
  UV <Vector (0.5937, 0.5273)>
Face 8698
UV Count: 3
  UV <Vector (0.5890, 0.5104)>
  UV <Vector (0.5975, 0.5098)>
  UV <Vector (0.5955, 0.5134)>
Face 8699
UV Count: 3
  UV <Vector (0.5799, 0.5112)>
  UV <Vector (0.5890, 0.5104)>
  UV <Vector (0.5884, 0.5137)>
Face 8700
UV Count: 3
  UV <Vector (0.5607, 0.5168)>
  UV <Vector (0.5701, 0.5153)>
  UV <Vector (0.5687, 0.5228)>
Face 8701
UV Count: 3
  UV <Vector (0.5779, 0.5217)>
  UV <Vector (0.5867, 0.5211)>
  UV <Vector (0.5860, 0.5274)>
Face 8702
UV Count: 3
  UV <Vector (0.5712, 0.5124)>
  UV <Vector (0.5799, 0.5112)>
  UV <Vector (0.5793, 0.5143)>
Face 8703
UV Count: 3
  UV <Vector (0.5862, 0.5329)>
  UV <Vector (0.5860, 0.5274)>
  UV <Vector (0.5937, 0.5273)>
Face 8704
UV Count: 3
  UV <Vector (0.5710, 0.5618)>
  UV <Vector (0.5793, 0.5614)>
  UV <Vector (0.5790, 0.5709)>
Face 8705
UV Count: 3
  UV <Vector (0.5785, 0.5455)>
  UV <Vector (0.5873, 0.5448)>
  UV <Vector (0.5877, 0.5521)>
Face 8706
UV Count: 3
  UV <Vector (0.5704, 0.5536)>
  UV <Vector (0.5608, 0.5548)>
  UV <Vector (0.5600, 0.5476)>
Face 8707
UV Count: 3
  UV <Vector (0.5694, 0.5464)>
  UV <Vector (0.5785, 0.5455)>
  UV <Vector (0.5791, 0.5529)>
Face 8708
UV Count: 3
  UV <Vector (0.5902, 0.6405)>
  UV <Vector (0.5795, 0.6409)>
  UV <Vector (0.5805, 0.6314)>
Face 8709
UV Count: 3
  UV <Vector (0.5793, 0.5614)>
  UV <Vector (0.5878, 0.5607)>
  UV <Vector (0.5875, 0.5701)>
Face 8710
UV Count: 3
  UV <Vector (0.5407, 0.5562)>
  UV <Vector (0.5509, 0.5556)>
  UV <Vector (0.5516, 0.5633)>
Face 8711
UV Count: 3
  UV <Vector (0.5783, 0.5808)>
  UV <Vector (0.5868, 0.5803)>
  UV <Vector (0.5856, 0.5911)>
Face 8712
UV Count: 3
  UV <Vector (0.5629, 0.6119)>
  UV <Vector (0.5536, 0.6121)>
  UV <Vector (0.5558, 0.6020)>
Face 8713
UV Count: 3
  UV <Vector (0.5693, 0.5812)>
  UV <Vector (0.5607, 0.5808)>
  UV <Vector (0.5607, 0.5715)>
Face 8714
UV Count: 3
  UV <Vector (0.5611, 0.5629)>
  UV <Vector (0.5516, 0.5633)>
  UV <Vector (0.5509, 0.5556)>
Face 8715
UV Count: 3
  UV <Vector (0.5693, 0.5812)>
  UV <Vector (0.5783, 0.5808)>
  UV <Vector (0.5766, 0.5915)>
Face 8716
UV Count: 3
  UV <Vector (0.5559, 0.6598)>
  UV <Vector (0.5667, 0.6598)>
  UV <Vector (0.5664, 0.6690)>
Face 8717
UV Count: 3
  UV <Vector (0.5682, 0.6413)>
  UV <Vector (0.5795, 0.6409)>
  UV <Vector (0.5787, 0.6501)>
Face 8718
UV Count: 3
  UV <Vector (0.5257, 0.6129)>
  UV <Vector (0.5160, 0.6133)>
  UV <Vector (0.5167, 0.6041)>
Face 8719
UV Count: 3
  UV <Vector (0.5239, 0.6223)>
  UV <Vector (0.5153, 0.6226)>
  UV <Vector (0.5160, 0.6133)>
Face 8720
UV Count: 3
  UV <Vector (0.5360, 0.6974)>
  UV <Vector (0.5461, 0.6977)>
  UV <Vector (0.5464, 0.7076)>
Face 8721
UV Count: 3
  UV <Vector (0.5667, 0.6598)>
  UV <Vector (0.5782, 0.6591)>
  UV <Vector (0.5780, 0.6684)>
Face 8722
UV Count: 3
  UV <Vector (0.8062, 0.5533)>
  UV <Vector (0.7931, 0.5533)>
  UV <Vector (0.7933, 0.5481)>
Face 8723
UV Count: 3
  UV <Vector (0.8657, 0.6220)>
  UV <Vector (0.8656, 0.6134)>
  UV <Vector (0.8797, 0.6134)>
Face 8724
UV Count: 3
  UV <Vector (0.5658, 0.7066)>
  UV <Vector (0.5553, 0.7071)>
  UV <Vector (0.5559, 0.6976)>
Face 8725
UV Count: 3
  UV <Vector (0.5558, 0.6881)>
  UV <Vector (0.5452, 0.6880)>
  UV <Vector (0.5438, 0.6781)>
Face 8726
UV Count: 3
  UV <Vector (0.5782, 0.6591)>
  UV <Vector (0.5891, 0.6589)>
  UV <Vector (0.5887, 0.6682)>
Face 8727
UV Count: 3
  UV <Vector (0.5558, 0.6881)>
  UV <Vector (0.5668, 0.6879)>
  UV <Vector (0.5667, 0.6974)>
Face 8728
UV Count: 3
  UV <Vector (0.5756, 0.7153)>
  UV <Vector (0.5634, 0.7157)>
  UV <Vector (0.5658, 0.7066)>
Face 8729
UV Count: 3
  UV <Vector (0.5464, 0.7076)>
  UV <Vector (0.5553, 0.7071)>
  UV <Vector (0.5537, 0.7163)>
Face 8730
UV Count: 3
  UV <Vector (0.5668, 0.6879)>
  UV <Vector (0.5784, 0.6876)>
  UV <Vector (0.5783, 0.6969)>
Face 8731
UV Count: 3
  UV <Vector (0.5784, 0.6876)>
  UV <Vector (0.5887, 0.6873)>
  UV <Vector (0.5885, 0.6962)>
Face 8732
UV Count: 3
  UV <Vector (0.8415, 0.7624)>
  UV <Vector (0.8353, 0.7660)>
  UV <Vector (0.8353, 0.7595)>
Face 8733
UV Count: 3
  UV <Vector (0.8475, 0.7607)>
  UV <Vector (0.8415, 0.7624)>
  UV <Vector (0.8411, 0.7575)>
Face 8734
UV Count: 3
  UV <Vector (0.8092, 0.9643)>
  UV <Vector (0.7969, 0.9688)>
  UV <Vector (0.7964, 0.9671)>
Face 8735
UV Count: 3
  UV <Vector (0.8345, 0.7267)>
  UV <Vector (0.8383, 0.7348)>
  UV <Vector (0.8331, 0.7370)>
Face 8736
UV Count: 3
  UV <Vector (0.8465, 0.7551)>
  UV <Vector (0.8411, 0.7575)>
  UV <Vector (0.8398, 0.7510)>
Face 8737
UV Count: 3
  UV <Vector (0.8449, 0.7491)>
  UV <Vector (0.8398, 0.7510)>
  UV <Vector (0.8374, 0.7441)>
Face 8738
UV Count: 3
  UV <Vector (0.8411, 0.7575)>
  UV <Vector (0.8353, 0.7595)>
  UV <Vector (0.8356, 0.7529)>
Face 8739
UV Count: 3
  UV <Vector (0.8322, 0.7157)>
  UV <Vector (0.8233, 0.7180)>
  UV <Vector (0.8218, 0.7057)>
Face 8740
UV Count: 3
  UV <Vector (0.8497, 0.7201)>
  UV <Vector (0.8414, 0.7245)>
  UV <Vector (0.8404, 0.7133)>
Face 8741
UV Count: 3
  UV <Vector (0.8272, 0.7291)>
  UV <Vector (0.8233, 0.7180)>
  UV <Vector (0.8322, 0.7157)>
Face 8742
UV Count: 3
  UV <Vector (0.8484, 0.7100)>
  UV <Vector (0.8404, 0.7133)>
  UV <Vector (0.8403, 0.7010)>
Face 8743
UV Count: 3
  UV <Vector (0.8404, 0.7133)>
  UV <Vector (0.8322, 0.7157)>
  UV <Vector (0.8311, 0.7037)>
Face 8744
UV Count: 3
  UV <Vector (0.7215, 0.9355)>
  UV <Vector (0.7261, 0.9335)>
  UV <Vector (0.7285, 0.9436)>
Face 8745
UV Count: 3
  UV <Vector (0.7491, 0.9457)>
  UV <Vector (0.7494, 0.9446)>
  UV <Vector (0.7596, 0.9576)>
Face 8746
UV Count: 3
  UV <Vector (0.8295, 0.6617)>
  UV <Vector (0.8391, 0.6595)>
  UV <Vector (0.8403, 0.6678)>
Face 8747
UV Count: 3
  UV <Vector (0.8298, 0.6710)>
  UV <Vector (0.8403, 0.6678)>
  UV <Vector (0.8409, 0.6776)>
Face 8748
UV Count: 3
  UV <Vector (0.8403, 0.6678)>
  UV <Vector (0.8531, 0.6614)>
  UV <Vector (0.8532, 0.6700)>
Face 8749
UV Count: 3
  UV <Vector (0.8110, 0.6951)>
  UV <Vector (0.8120, 0.7070)>
  UV <Vector (0.8020, 0.7073)>
Face 8750
UV Count: 3
  UV <Vector (0.7923, 0.6250)>
  UV <Vector (0.7926, 0.6152)>
  UV <Vector (0.8021, 0.6152)>
Face 8751
UV Count: 3
  UV <Vector (0.7921, 0.6346)>
  UV <Vector (0.7923, 0.6250)>
  UV <Vector (0.8018, 0.6249)>
Face 8752
UV Count: 3
  UV <Vector (0.8010, 0.6639)>
  UV <Vector (0.8104, 0.6635)>
  UV <Vector (0.8104, 0.6733)>
Face 8753
UV Count: 3
  UV <Vector (0.8012, 0.6443)>
  UV <Vector (0.8015, 0.6346)>
  UV <Vector (0.8108, 0.6345)>
Face 8754
UV Count: 3
  UV <Vector (0.5062, 0.6387)>
  UV <Vector (0.5062, 0.6301)>
  UV <Vector (0.5143, 0.6309)>
Face 8755
UV Count: 3
  UV <Vector (0.8310, 0.6148)>
  UV <Vector (0.8318, 0.6052)>
  UV <Vector (0.8423, 0.6049)>
Face 8756
UV Count: 3
  UV <Vector (0.8304, 0.6244)>
  UV <Vector (0.8310, 0.6148)>
  UV <Vector (0.8415, 0.6143)>
Face 8757
UV Count: 3
  UV <Vector (0.8409, 0.6236)>
  UV <Vector (0.8415, 0.6143)>
  UV <Vector (0.8530, 0.6138)>
Face 8758
UV Count: 3
  UV <Vector (0.5290, 0.6402)>
  UV <Vector (0.5207, 0.6397)>
  UV <Vector (0.5223, 0.6312)>
Face 8759
UV Count: 3
  UV <Vector (0.5353, 0.6583)>
  UV <Vector (0.5452, 0.6593)>
  UV <Vector (0.5444, 0.6685)>
Face 8760
UV Count: 3
  UV <Vector (0.7932, 0.5600)>
  UV <Vector (0.7934, 0.5678)>
  UV <Vector (0.7815, 0.5679)>
Face 8761
UV Count: 3
  UV <Vector (0.5062, 0.6301)>
  UV <Vector (0.5062, 0.6232)>
  UV <Vector (0.5153, 0.6226)>
Face 8762
UV Count: 3
  UV <Vector (0.8294, 0.5533)>
  UV <Vector (0.8184, 0.5534)>
  UV <Vector (0.8186, 0.5485)>
Face 8763
UV Count: 3
  UV <Vector (0.7680, 0.5532)>
  UV <Vector (0.7689, 0.5600)>
  UV <Vector (0.7582, 0.5601)>
Face 8764
UV Count: 3
  UV <Vector (0.5452, 0.6593)>
  UV <Vector (0.5559, 0.6598)>
  UV <Vector (0.5554, 0.6691)>
Face 8765
UV Count: 3
  UV <Vector (0.8184, 0.5534)>
  UV <Vector (0.8062, 0.5533)>
  UV <Vector (0.8063, 0.5486)>
Face 8766
UV Count: 3
  UV <Vector (0.8063, 0.5422)>
  UV <Vector (0.8060, 0.5378)>
  UV <Vector (0.8183, 0.5381)>
Face 8767
UV Count: 3
  UV <Vector (0.8068, 0.5231)>
  UV <Vector (0.8195, 0.5235)>
  UV <Vector (0.8190, 0.5318)>
Face 8768
UV Count: 3
  UV <Vector (0.8065, 0.5202)>
  UV <Vector (0.8068, 0.5231)>
  UV <Vector (0.7927, 0.5229)>
Face 8769
UV Count: 3
  UV <Vector (0.7927, 0.5229)>
  UV <Vector (0.7930, 0.5309)>
  UV <Vector (0.7797, 0.5310)>
Face 8770
UV Count: 3
  UV <Vector (0.5917, 0.6214)>
  UV <Vector (0.5928, 0.6114)>
  UV <Vector (0.5988, 0.6122)>
Face 8771
UV Count: 3
  UV <Vector (0.6043, 0.6213)>
  UV <Vector (0.6013, 0.6215)>
  UV <Vector (0.6017, 0.6118)>
Face 8772
UV Count: 3
  UV <Vector (0.6109, 0.6014)>
  UV <Vector (0.6104, 0.6116)>
  UV <Vector (0.6076, 0.6115)>
Face 8773
UV Count: 3
  UV <Vector (0.6076, 0.6115)>
  UV <Vector (0.6074, 0.6215)>
  UV <Vector (0.6043, 0.6213)>
Face 8774
UV Count: 3
  UV <Vector (0.8202, 0.6345)>
  UV <Vector (0.8206, 0.6248)>
  UV <Vector (0.8304, 0.6244)>
Face 8775
UV Count: 3
  UV <Vector (0.7926, 0.6152)>
  UV <Vector (0.7928, 0.6055)>
  UV <Vector (0.8026, 0.6054)>
Face 8776
UV Count: 3
  UV <Vector (0.8105, 0.6442)>
  UV <Vector (0.8108, 0.6345)>
  UV <Vector (0.8202, 0.6345)>
Face 8777
UV Count: 3
  UV <Vector (0.8200, 0.6441)>
  UV <Vector (0.8202, 0.6345)>
  UV <Vector (0.8298, 0.6341)>
Face 8778
UV Count: 3
  UV <Vector (0.8524, 0.6309)>
  UV <Vector (0.8401, 0.6330)>
  UV <Vector (0.8409, 0.6236)>
Face 8779
UV Count: 3
  UV <Vector (0.8032, 0.5955)>
  UV <Vector (0.7931, 0.5956)>
  UV <Vector (0.7933, 0.5858)>
Face 8780
UV Count: 3
  UV <Vector (0.8394, 0.6426)>
  UV <Vector (0.8295, 0.6437)>
  UV <Vector (0.8298, 0.6341)>
Face 8781
UV Count: 3
  UV <Vector (0.8519, 0.6393)>
  UV <Vector (0.8394, 0.6426)>
  UV <Vector (0.8401, 0.6330)>
Face 8782
UV Count: 3
  UV <Vector (0.7535, 0.6062)>
  UV <Vector (0.7432, 0.6063)>
  UV <Vector (0.7434, 0.5963)>
Face 8783
UV Count: 3
  UV <Vector (0.8318, 0.6052)>
  UV <Vector (0.8218, 0.6053)>
  UV <Vector (0.8228, 0.5956)>
Face 8784
UV Count: 3
  UV <Vector (0.8038, 0.5858)>
  UV <Vector (0.7933, 0.5858)>
  UV <Vector (0.7934, 0.5765)>
Face 8785
UV Count: 3
  UV <Vector (0.8524, 0.6309)>
  UV <Vector (0.8527, 0.6225)>
  UV <Vector (0.8657, 0.6220)>
Face 8786
UV Count: 3
  UV <Vector (0.5566, 0.6506)>
  UV <Vector (0.5463, 0.6502)>
  UV <Vector (0.5476, 0.6409)>
Face 8787
UV Count: 3
  UV <Vector (0.5307, 0.6313)>
  UV <Vector (0.5223, 0.6312)>
  UV <Vector (0.5239, 0.6223)>
Face 8788
UV Count: 3
  UV <Vector (0.8258, 0.5765)>
  UV <Vector (0.8156, 0.5765)>
  UV <Vector (0.8167, 0.5679)>
Face 8789
UV Count: 3
  UV <Vector (0.5276, 0.6033)>
  UV <Vector (0.5167, 0.6041)>
  UV <Vector (0.5180, 0.5944)>
Face 8790
UV Count: 3
  UV <Vector (0.5192, 0.5843)>
  UV <Vector (0.5062, 0.5861)>
  UV <Vector (0.5062, 0.5768)>
Face 8791
UV Count: 3
  UV <Vector (0.5180, 0.5944)>
  UV <Vector (0.5062, 0.5954)>
  UV <Vector (0.5062, 0.5861)>
Face 8792
UV Count: 3
  UV <Vector (0.5397, 0.6314)>
  UV <Vector (0.5307, 0.6313)>
  UV <Vector (0.5327, 0.6221)>
Face 8793
UV Count: 3
  UV <Vector (0.5577, 0.6412)>
  UV <Vector (0.5476, 0.6409)>
  UV <Vector (0.5492, 0.6315)>
Face 8794
UV Count: 3
  UV <Vector (0.5610, 0.6219)>
  UV <Vector (0.5513, 0.6219)>
  UV <Vector (0.5536, 0.6121)>
Face 8795
UV Count: 3
  UV <Vector (0.8797, 0.5674)>
  UV <Vector (0.8686, 0.5682)>
  UV <Vector (0.8690, 0.5608)>
Face 8796
UV Count: 3
  UV <Vector (0.8797, 0.5604)>
  UV <Vector (0.8690, 0.5608)>
  UV <Vector (0.8697, 0.5528)>
Face 8797
UV Count: 3
  UV <Vector (0.5727, 0.6118)>
  UV <Vector (0.5833, 0.6116)>
  UV <Vector (0.5817, 0.6216)>
Face 8798
UV Count: 3
  UV <Vector (0.8489, 0.5602)>
  UV <Vector (0.8591, 0.5600)>
  UV <Vector (0.8577, 0.5683)>
Face 8799
UV Count: 3
  UV <Vector (0.8658, 0.5953)>
  UV <Vector (0.8540, 0.5954)>
  UV <Vector (0.8551, 0.5860)>
Face 8800
UV Count: 3
  UV <Vector (0.5223, 0.6312)>
  UV <Vector (0.5143, 0.6309)>
  UV <Vector (0.5153, 0.6226)>
Face 8801
UV Count: 3
  UV <Vector (0.8654, 0.6045)>
  UV <Vector (0.8658, 0.5953)>
  UV <Vector (0.8797, 0.5954)>
Face 8802
UV Count: 3
  UV <Vector (0.8656, 0.6134)>
  UV <Vector (0.8654, 0.6045)>
  UV <Vector (0.8797, 0.6050)>
Face 8803
UV Count: 3
  UV <Vector (0.8167, 0.5679)>
  UV <Vector (0.8053, 0.5678)>
  UV <Vector (0.8059, 0.5599)>
Face 8804
UV Count: 3
  UV <Vector (0.5123, 0.6514)>
  UV <Vector (0.5062, 0.6494)>
  UV <Vector (0.5062, 0.6445)>
Face 8805
UV Count: 3
  UV <Vector (0.8530, 0.6138)>
  UV <Vector (0.8534, 0.6047)>
  UV <Vector (0.8654, 0.6045)>
Face 8806
UV Count: 3
  UV <Vector (0.8657, 0.6443)>
  UV <Vector (0.8659, 0.6377)>
  UV <Vector (0.8797, 0.6387)>
Face 8807
UV Count: 3
  UV <Vector (0.8401, 0.6330)>
  UV <Vector (0.8298, 0.6341)>
  UV <Vector (0.8304, 0.6244)>
Face 8808
UV Count: 3
  UV <Vector (0.8517, 0.6471)>
  UV <Vector (0.8392, 0.6511)>
  UV <Vector (0.8394, 0.6426)>
Face 8809
UV Count: 3
  UV <Vector (0.8657, 0.6443)>
  UV <Vector (0.8517, 0.6471)>
  UV <Vector (0.8519, 0.6393)>
Face 8810
UV Count: 3
  UV <Vector (0.8657, 0.6496)>
  UV <Vector (0.8518, 0.6544)>
  UV <Vector (0.8517, 0.6471)>
Face 8811
UV Count: 3
  UV <Vector (0.8108, 0.6345)>
  UV <Vector (0.8112, 0.6248)>
  UV <Vector (0.8206, 0.6248)>
Face 8812
UV Count: 3
  UV <Vector (0.8391, 0.6595)>
  UV <Vector (0.8295, 0.6617)>
  UV <Vector (0.8294, 0.6527)>
Face 8813
UV Count: 3
  UV <Vector (0.8518, 0.6544)>
  UV <Vector (0.8657, 0.6496)>
  UV <Vector (0.8673, 0.6534)>
Face 8814
UV Count: 3
  UV <Vector (0.8295, 0.6617)>
  UV <Vector (0.8199, 0.6630)>
  UV <Vector (0.8199, 0.6536)>
Face 8815
UV Count: 3
  UV <Vector (0.8010, 0.6541)>
  UV <Vector (0.8012, 0.6443)>
  UV <Vector (0.8105, 0.6442)>
Face 8816
UV Count: 3
  UV <Vector (0.8010, 0.6639)>
  UV <Vector (0.7916, 0.6641)>
  UV <Vector (0.7917, 0.6543)>
Face 8817
UV Count: 3
  UV <Vector (0.8104, 0.6539)>
  UV <Vector (0.8105, 0.6442)>
  UV <Vector (0.8200, 0.6441)>
Face 8818
UV Count: 3
  UV <Vector (0.6249, 0.5908)>
  UV <Vector (0.6260, 0.6014)>
  UV <Vector (0.6169, 0.6011)>
Face 8819
UV Count: 3
  UV <Vector (0.6005, 0.6494)>
  UV <Vector (0.5976, 0.6495)>
  UV <Vector (0.5980, 0.6404)>
Face 8820
UV Count: 3
  UV <Vector (0.5976, 0.6495)>
  UV <Vector (0.5897, 0.6497)>
  UV <Vector (0.5902, 0.6405)>
Face 8821
UV Count: 3
  UV <Vector (0.6105, 0.6217)>
  UV <Vector (0.6094, 0.6310)>
  UV <Vector (0.6067, 0.6309)>
Face 8822
UV Count: 3
  UV <Vector (0.5297, 0.5933)>
  UV <Vector (0.5180, 0.5944)>
  UV <Vector (0.5192, 0.5843)>
Face 8823
UV Count: 3
  UV <Vector (0.6059, 0.6495)>
  UV <Vector (0.6056, 0.6587)>
  UV <Vector (0.6029, 0.6586)>
Face 8824
UV Count: 3
  UV <Vector (0.6002, 0.6586)>
  UV <Vector (0.5974, 0.6586)>
  UV <Vector (0.5976, 0.6495)>
Face 8825
UV Count: 3
  UV <Vector (0.5999, 0.6679)>
  UV <Vector (0.5971, 0.6680)>
  UV <Vector (0.5974, 0.6586)>
Face 8826
UV Count: 3
  UV <Vector (0.5452, 0.6880)>
  UV <Vector (0.5461, 0.6977)>
  UV <Vector (0.5360, 0.6974)>
Face 8827
UV Count: 3
  UV <Vector (0.5438, 0.6781)>
  UV <Vector (0.5452, 0.6880)>
  UV <Vector (0.5342, 0.6882)>
Face 8828
UV Count: 3
  UV <Vector (0.6380, 0.6603)>
  UV <Vector (0.6378, 0.6697)>
  UV <Vector (0.6268, 0.6691)>
Face 8829
UV Count: 3
  UV <Vector (0.6597, 0.6793)>
  UV <Vector (0.6594, 0.6692)>
  UV <Vector (0.6691, 0.6669)>
Face 8830
UV Count: 3
  UV <Vector (0.5782, 0.6780)>
  UV <Vector (0.5887, 0.6778)>
  UV <Vector (0.5887, 0.6873)>
Face 8831
UV Count: 3
  UV <Vector (0.5780, 0.6684)>
  UV <Vector (0.5887, 0.6682)>
  UV <Vector (0.5887, 0.6778)>
Face 8832
UV Count: 3
  UV <Vector (0.5559, 0.6976)>
  UV <Vector (0.5461, 0.6977)>
  UV <Vector (0.5452, 0.6880)>
Face 8833
UV Count: 3
  UV <Vector (0.5970, 0.6778)>
  UV <Vector (0.5887, 0.6778)>
  UV <Vector (0.5887, 0.6682)>
Face 8834
UV Count: 3
  UV <Vector (0.5773, 0.7059)>
  UV <Vector (0.5658, 0.7066)>
  UV <Vector (0.5667, 0.6974)>
Face 8835
UV Count: 3
  UV <Vector (0.5967, 0.6963)>
  UV <Vector (0.5885, 0.6962)>
  UV <Vector (0.5887, 0.6873)>
Face 8836
UV Count: 3
  UV <Vector (0.5969, 0.6873)>
  UV <Vector (0.5887, 0.6873)>
  UV <Vector (0.5887, 0.6778)>
Face 8837
UV Count: 3
  UV <Vector (0.5666, 0.6784)>
  UV <Vector (0.5782, 0.6780)>
  UV <Vector (0.5784, 0.6876)>
Face 8838
UV Count: 3
  UV <Vector (0.8484, 0.6848)>
  UV <Vector (0.8404, 0.6889)>
  UV <Vector (0.8409, 0.6776)>
Face 8839
UV Count: 3
  UV <Vector (0.8391, 0.6595)>
  UV <Vector (0.8518, 0.6544)>
  UV <Vector (0.8531, 0.6614)>
Face 8840
UV Count: 3
  UV <Vector (0.8303, 0.6809)>
  UV <Vector (0.8203, 0.6827)>
  UV <Vector (0.8200, 0.6725)>
Face 8841
UV Count: 3
  UV <Vector (0.8218, 0.7057)>
  UV <Vector (0.8120, 0.7070)>
  UV <Vector (0.8110, 0.6951)>
Face 8842
UV Count: 3
  UV <Vector (0.8104, 0.6635)>
  UV <Vector (0.8010, 0.6639)>
  UV <Vector (0.8010, 0.6541)>
Face 8843
UV Count: 3
  UV <Vector (0.8203, 0.6827)>
  UV <Vector (0.8106, 0.6838)>
  UV <Vector (0.8104, 0.6733)>
Face 8844
UV Count: 3
  UV <Vector (0.8298, 0.6710)>
  UV <Vector (0.8200, 0.6725)>
  UV <Vector (0.8199, 0.6630)>
Face 8845
UV Count: 3
  UV <Vector (0.8009, 0.6738)>
  UV <Vector (0.8104, 0.6733)>
  UV <Vector (0.8106, 0.6838)>
Face 8846
UV Count: 3
  UV <Vector (0.8208, 0.6939)>
  UV <Vector (0.8110, 0.6951)>
  UV <Vector (0.8106, 0.6838)>
Face 8847
UV Count: 3
  UV <Vector (0.8404, 0.6889)>
  UV <Vector (0.8306, 0.6919)>
  UV <Vector (0.8303, 0.6809)>
Face 8848
UV Count: 3
  UV <Vector (0.8012, 0.6443)>
  UV <Vector (0.7918, 0.6444)>
  UV <Vector (0.7921, 0.6346)>
Face 8849
UV Count: 3
  UV <Vector (0.7916, 0.6641)>
  UV <Vector (0.8010, 0.6639)>
  UV <Vector (0.8009, 0.6738)>
Face 8850
UV Count: 3
  UV <Vector (0.5062, 0.6571)>
  UV <Vector (0.5062, 0.6519)>
  UV <Vector (0.5110, 0.6556)>
Face 8851
UV Count: 3
  UV <Vector (0.8199, 0.6536)>
  UV <Vector (0.8200, 0.6441)>
  UV <Vector (0.8295, 0.6437)>
Face 8852
UV Count: 3
  UV <Vector (0.5154, 0.6640)>
  UV <Vector (0.5175, 0.6594)>
  UV <Vector (0.5249, 0.6634)>
Face 8853
UV Count: 3
  UV <Vector (0.5062, 0.6519)>
  UV <Vector (0.5062, 0.6494)>
  UV <Vector (0.5123, 0.6514)>
Face 8854
UV Count: 3
  UV <Vector (0.8659, 0.6377)>
  UV <Vector (0.8519, 0.6393)>
  UV <Vector (0.8524, 0.6309)>
Face 8855
UV Count: 3
  UV <Vector (0.8026, 0.6054)>
  UV <Vector (0.7928, 0.6055)>
  UV <Vector (0.7931, 0.5956)>
Face 8856
UV Count: 3
  UV <Vector (0.8518, 0.6544)>
  UV <Vector (0.8391, 0.6595)>
  UV <Vector (0.8392, 0.6511)>
Face 8857
UV Count: 3
  UV <Vector (0.8797, 0.6494)>
  UV <Vector (0.8657, 0.6496)>
  UV <Vector (0.8657, 0.6443)>
Face 8858
UV Count: 3
  UV <Vector (0.5190, 0.6537)>
  UV <Vector (0.5123, 0.6514)>
  UV <Vector (0.5131, 0.6460)>
Face 8859
UV Count: 3
  UV <Vector (0.8122, 0.6054)>
  UV <Vector (0.8132, 0.5955)>
  UV <Vector (0.8228, 0.5956)>
Face 8860
UV Count: 3
  UV <Vector (0.8122, 0.6054)>
  UV <Vector (0.8026, 0.6054)>
  UV <Vector (0.8032, 0.5955)>
Face 8861
UV Count: 3
  UV <Vector (0.8144, 0.5857)>
  UV <Vector (0.8038, 0.5858)>
  UV <Vector (0.8045, 0.5765)>
Face 8862
UV Count: 3
  UV <Vector (0.5153, 0.6226)>
  UV <Vector (0.5062, 0.6232)>
  UV <Vector (0.5062, 0.6134)>
Face 8863
UV Count: 3
  UV <Vector (0.5664, 0.6690)>
  UV <Vector (0.5780, 0.6684)>
  UV <Vector (0.5782, 0.6780)>
Face 8864
UV Count: 3
  UV <Vector (0.6879, 0.6309)>
  UV <Vector (0.6871, 0.6390)>
  UV <Vector (0.6810, 0.6391)>
Face 8865
UV Count: 3
  UV <Vector (0.5444, 0.6685)>
  UV <Vector (0.5554, 0.6691)>
  UV <Vector (0.5553, 0.6785)>
Face 8866
UV Count: 3
  UV <Vector (0.6277, 0.6315)>
  UV <Vector (0.6277, 0.6410)>
  UV <Vector (0.6174, 0.6406)>
Face 8867
UV Count: 3
  UV <Vector (0.5559, 0.6598)>
  UV <Vector (0.5452, 0.6593)>
  UV <Vector (0.5463, 0.6502)>
Face 8868
UV Count: 3
  UV <Vector (0.8356, 0.5768)>
  UV <Vector (0.8258, 0.5765)>
  UV <Vector (0.8274, 0.5679)>
Face 8869
UV Count: 3
  UV <Vector (0.5463, 0.6502)>
  UV <Vector (0.5365, 0.6496)>
  UV <Vector (0.5380, 0.6406)>
Face 8870
UV Count: 3
  UV <Vector (0.5238, 0.6698)>
  UV <Vector (0.5249, 0.6634)>
  UV <Vector (0.5335, 0.6671)>
Face 8871
UV Count: 3
  UV <Vector (0.8423, 0.6049)>
  UV <Vector (0.8432, 0.5955)>
  UV <Vector (0.8540, 0.5954)>
Face 8872
UV Count: 3
  UV <Vector (0.5452, 0.6593)>
  UV <Vector (0.5353, 0.6583)>
  UV <Vector (0.5365, 0.6496)>
Face 8873
UV Count: 3
  UV <Vector (0.5207, 0.6397)>
  UV <Vector (0.5135, 0.6391)>
  UV <Vector (0.5143, 0.6309)>
Face 8874
UV Count: 3
  UV <Vector (0.8797, 0.5954)>
  UV <Vector (0.8658, 0.5953)>
  UV <Vector (0.8665, 0.5860)>
Face 8875
UV Count: 3
  UV <Vector (0.8388, 0.5601)>
  UV <Vector (0.8489, 0.5602)>
  UV <Vector (0.8474, 0.5683)>
Face 8876
UV Count: 3
  UV <Vector (0.5891, 0.6589)>
  UV <Vector (0.5782, 0.6591)>
  UV <Vector (0.5787, 0.6501)>
Face 8877
UV Count: 3
  UV <Vector (0.8458, 0.5769)>
  UV <Vector (0.8356, 0.5768)>
  UV <Vector (0.8374, 0.5682)>
Face 8878
UV Count: 3
  UV <Vector (0.8797, 0.5768)>
  UV <Vector (0.8680, 0.5768)>
  UV <Vector (0.8686, 0.5682)>
Face 8879
UV Count: 3
  UV <Vector (0.5492, 0.6315)>
  UV <Vector (0.5397, 0.6314)>
  UV <Vector (0.5417, 0.6220)>
Face 8880
UV Count: 3
  UV <Vector (0.8665, 0.5860)>
  UV <Vector (0.8551, 0.5860)>
  UV <Vector (0.8564, 0.5769)>
Face 8881
UV Count: 3
  UV <Vector (0.8680, 0.5768)>
  UV <Vector (0.8564, 0.5769)>
  UV <Vector (0.8577, 0.5683)>
Face 8882
UV Count: 3
  UV <Vector (0.5673, 0.5917)>
  UV <Vector (0.5589, 0.5912)>
  UV <Vector (0.5607, 0.5808)>
Face 8883
UV Count: 3
  UV <Vector (0.5304, 0.5833)>
  UV <Vector (0.5192, 0.5843)>
  UV <Vector (0.5193, 0.5744)>
Face 8884
UV Count: 3
  UV <Vector (0.5371, 0.6027)>
  UV <Vector (0.5276, 0.6033)>
  UV <Vector (0.5297, 0.5933)>
Face 8885
UV Count: 3
  UV <Vector (0.8398, 0.5484)>
  UV <Vector (0.8397, 0.5452)>
  UV <Vector (0.8496, 0.5450)>
Face 8886
UV Count: 3
  UV <Vector (0.8498, 0.5482)>
  UV <Vector (0.8496, 0.5450)>
  UV <Vector (0.8594, 0.5447)>
Face 8887
UV Count: 3
  UV <Vector (0.5673, 0.5917)>
  UV <Vector (0.5766, 0.5915)>
  UV <Vector (0.5747, 0.6017)>
Face 8888
UV Count: 3
  UV <Vector (0.5710, 0.5618)>
  UV <Vector (0.5611, 0.5629)>
  UV <Vector (0.5608, 0.5548)>
Face 8889
UV Count: 3
  UV <Vector (0.5607, 0.5715)>
  UV <Vector (0.5495, 0.5712)>
  UV <Vector (0.5516, 0.5633)>
Face 8890
UV Count: 3
  UV <Vector (0.5650, 0.6017)>
  UV <Vector (0.5747, 0.6017)>
  UV <Vector (0.5727, 0.6118)>
Face 8891
UV Count: 3
  UV <Vector (0.8686, 0.5682)>
  UV <Vector (0.8577, 0.5683)>
  UV <Vector (0.8591, 0.5600)>
Face 8892
UV Count: 3
  UV <Vector (0.5417, 0.6220)>
  UV <Vector (0.5327, 0.6221)>
  UV <Vector (0.5349, 0.6126)>
Face 8893
UV Count: 3
  UV <Vector (0.5062, 0.6050)>
  UV <Vector (0.5062, 0.5954)>
  UV <Vector (0.5180, 0.5944)>
Face 8894
UV Count: 3
  UV <Vector (0.8797, 0.5861)>
  UV <Vector (0.8665, 0.5860)>
  UV <Vector (0.8680, 0.5768)>
Face 8895
UV Count: 3
  UV <Vector (0.5405, 0.5203)>
  UV <Vector (0.5508, 0.5186)>
  UV <Vector (0.5491, 0.5254)>
Face 8896
UV Count: 3
  UV <Vector (0.5590, 0.5240)>
  UV <Vector (0.5687, 0.5228)>
  UV <Vector (0.5677, 0.5294)>
Face 8897
UV Count: 3
  UV <Vector (0.5518, 0.5154)>
  UV <Vector (0.5617, 0.5139)>
  UV <Vector (0.5607, 0.5168)>
Face 8898
UV Count: 3
  UV <Vector (0.5768, 0.5335)>
  UV <Vector (0.5674, 0.5343)>
  UV <Vector (0.5677, 0.5294)>
Face 8899
UV Count: 3
  UV <Vector (0.5600, 0.5476)>
  UV <Vector (0.5500, 0.5487)>
  UV <Vector (0.5495, 0.5433)>
Face 8900
UV Count: 3
  UV <Vector (0.5954, 0.5514)>
  UV <Vector (0.5877, 0.5521)>
  UV <Vector (0.5873, 0.5448)>
Face 8901
UV Count: 3
  UV <Vector (0.5791, 0.5529)>
  UV <Vector (0.5877, 0.5521)>
  UV <Vector (0.5878, 0.5607)>
Face 8902
UV Count: 3
  UV <Vector (0.5500, 0.5487)>
  UV <Vector (0.5394, 0.5492)>
  UV <Vector (0.5391, 0.5442)>
Face 8903
UV Count: 3
  UV <Vector (0.8797, 0.5401)>
  UV <Vector (0.8688, 0.5402)>
  UV <Vector (0.8694, 0.5366)>
Face 8904
UV Count: 3
  UV <Vector (0.8596, 0.5219)>
  UV <Vector (0.8601, 0.5251)>
  UV <Vector (0.8499, 0.5251)>
Face 8905
UV Count: 3
  UV <Vector (0.5373, 0.5376)>
  UV <Vector (0.5222, 0.5390)>
  UV <Vector (0.5223, 0.5346)>
Face 8906
UV Count: 3
  UV <Vector (0.8601, 0.5251)>
  UV <Vector (0.8705, 0.5247)>
  UV <Vector (0.8697, 0.5319)>
Face 8907
UV Count: 3
  UV <Vector (0.8496, 0.5450)>
  UV <Vector (0.8397, 0.5452)>
  UV <Vector (0.8399, 0.5421)>
Face 8908
UV Count: 3
  UV <Vector (0.5193, 0.5744)>
  UV <Vector (0.5062, 0.5768)>
  UV <Vector (0.5062, 0.5674)>
Face 8909
UV Count: 3
  UV <Vector (0.5591, 0.6316)>
  UV <Vector (0.5695, 0.6316)>
  UV <Vector (0.5682, 0.6413)>
Face 8910
UV Count: 3
  UV <Vector (0.8597, 0.5529)>
  UV <Vector (0.8497, 0.5531)>
  UV <Vector (0.8498, 0.5482)>
Face 8911
UV Count: 3
  UV <Vector (0.8028, 0.7829)>
  UV <Vector (0.8018, 0.7901)>
  UV <Vector (0.7963, 0.7903)>
Face 8912
UV Count: 3
  UV <Vector (0.8106, 0.7690)>
  UV <Vector (0.8181, 0.7696)>
  UV <Vector (0.8177, 0.7717)>
Face 8913
UV Count: 3
  UV <Vector (0.8035, 0.7694)>
  UV <Vector (0.8106, 0.7690)>
  UV <Vector (0.8103, 0.7718)>
Face 8914
UV Count: 3
  UV <Vector (0.8030, 0.7747)>
  UV <Vector (0.8028, 0.7829)>
  UV <Vector (0.7976, 0.7831)>
Face 8915
UV Count: 3
  UV <Vector (0.8295, 0.7896)>
  UV <Vector (0.8280, 0.7977)>
  UV <Vector (0.8210, 0.7978)>
Face 8916
UV Count: 3
  UV <Vector (0.7692, 0.7734)>
  UV <Vector (0.7751, 0.7730)>
  UV <Vector (0.7753, 0.7743)>
Face 8917
UV Count: 3
  UV <Vector (0.8334, 0.7706)>
  UV <Vector (0.8330, 0.7720)>
  UV <Vector (0.8254, 0.7719)>
Face 8918
UV Count: 3
  UV <Vector (0.8238, 0.7822)>
  UV <Vector (0.8312, 0.7822)>
  UV <Vector (0.8295, 0.7896)>
Face 8919
UV Count: 3
  UV <Vector (0.8174, 0.7738)>
  UV <Vector (0.8252, 0.7735)>
  UV <Vector (0.8238, 0.7822)>
Face 8920
UV Count: 3
  UV <Vector (0.8728, 0.7733)>
  UV <Vector (0.8726, 0.7744)>
  UV <Vector (0.8677, 0.7740)>
Face 8921
UV Count: 3
  UV <Vector (0.8677, 0.7729)>
  UV <Vector (0.8677, 0.7740)>
  UV <Vector (0.8626, 0.7737)>
Face 8922
UV Count: 3
  UV <Vector (0.8382, 0.7824)>
  UV <Vector (0.8445, 0.7826)>
  UV <Vector (0.8428, 0.7897)>
Face 8923
UV Count: 3
  UV <Vector (0.8487, 0.7898)>
  UV <Vector (0.8544, 0.7900)>
  UV <Vector (0.8532, 0.7978)>
Face 8924
UV Count: 3
  UV <Vector (0.8523, 0.7714)>
  UV <Vector (0.8522, 0.7730)>
  UV <Vector (0.8465, 0.7726)>
Face 8925
UV Count: 3
  UV <Vector (0.8574, 0.7719)>
  UV <Vector (0.8574, 0.7733)>
  UV <Vector (0.8522, 0.7730)>
Face 8926
UV Count: 3
  UV <Vector (0.8626, 0.7737)>
  UV <Vector (0.8677, 0.7740)>
  UV <Vector (0.8674, 0.7754)>
Face 8927
UV Count: 3
  UV <Vector (0.8119, 0.8074)>
  UV <Vector (0.8046, 0.8078)>
  UV <Vector (0.8049, 0.8069)>
Face 8928
UV Count: 3
  UV <Vector (0.8626, 0.7722)>
  UV <Vector (0.8626, 0.7737)>
  UV <Vector (0.8574, 0.7733)>
Face 8929
UV Count: 3
  UV <Vector (0.8574, 0.7733)>
  UV <Vector (0.8626, 0.7737)>
  UV <Vector (0.8622, 0.7751)>
Face 8930
UV Count: 3
  UV <Vector (0.8400, 0.7723)>
  UV <Vector (0.8465, 0.7726)>
  UV <Vector (0.8462, 0.7742)>
Face 8931
UV Count: 3
  UV <Vector (0.8468, 0.7711)>
  UV <Vector (0.8465, 0.7726)>
  UV <Vector (0.8400, 0.7723)>
Face 8932
UV Count: 3
  UV <Vector (0.8778, 0.7736)>
  UV <Vector (0.8776, 0.7747)>
  UV <Vector (0.8726, 0.7744)>
Face 8933
UV Count: 3
  UV <Vector (0.8465, 0.7726)>
  UV <Vector (0.8522, 0.7730)>
  UV <Vector (0.8518, 0.7746)>
Face 8934
UV Count: 3
  UV <Vector (0.8522, 0.7730)>
  UV <Vector (0.8574, 0.7733)>
  UV <Vector (0.8570, 0.7749)>
Face 8935
UV Count: 3
  UV <Vector (0.8778, 0.7736)>
  UV <Vector (0.8827, 0.7738)>
  UV <Vector (0.8827, 0.7749)>
Face 8936
UV Count: 3
  UV <Vector (0.8827, 0.7738)>
  UV <Vector (0.8889, 0.7740)>
  UV <Vector (0.8890, 0.7752)>
Face 8937
UV Count: 3
  UV <Vector (0.8776, 0.7747)>
  UV <Vector (0.8827, 0.7749)>
  UV <Vector (0.8826, 0.7764)>
Face 8938
UV Count: 3
  UV <Vector (0.8677, 0.7740)>
  UV <Vector (0.8726, 0.7744)>
  UV <Vector (0.8725, 0.7757)>
Face 8939
UV Count: 3
  UV <Vector (0.7951, 0.7707)>
  UV <Vector (0.7992, 0.7697)>
  UV <Vector (0.7991, 0.7724)>
Face 8940
UV Count: 3
  UV <Vector (0.7645, 0.7740)>
  UV <Vector (0.7692, 0.7734)>
  UV <Vector (0.7692, 0.7747)>
Face 8941
UV Count: 3
  UV <Vector (0.7692, 0.7747)>
  UV <Vector (0.7753, 0.7743)>
  UV <Vector (0.7750, 0.7762)>
Face 8942
UV Count: 3
  UV <Vector (0.8726, 0.7744)>
  UV <Vector (0.8776, 0.7747)>
  UV <Vector (0.8775, 0.7761)>
Face 8943
UV Count: 3
  UV <Vector (0.7884, 0.7674)>
  UV <Vector (0.7957, 0.7674)>
  UV <Vector (0.7951, 0.7707)>
Face 8944
UV Count: 3
  UV <Vector (0.7751, 0.7730)>
  UV <Vector (0.7816, 0.7725)>
  UV <Vector (0.7818, 0.7738)>
Face 8945
UV Count: 3
  UV <Vector (0.7753, 0.7743)>
  UV <Vector (0.7818, 0.7738)>
  UV <Vector (0.7815, 0.7754)>
Face 8946
UV Count: 3
  UV <Vector (0.7692, 0.7747)>
  UV <Vector (0.7691, 0.7767)>
  UV <Vector (0.7643, 0.7766)>
Face 8947
UV Count: 3
  UV <Vector (0.7816, 0.7725)>
  UV <Vector (0.7883, 0.7717)>
  UV <Vector (0.7885, 0.7733)>
Face 8948
UV Count: 3
  UV <Vector (0.7992, 0.7697)>
  UV <Vector (0.8035, 0.7694)>
  UV <Vector (0.8033, 0.7721)>
Face 8949
UV Count: 3
  UV <Vector (0.8890, 0.7752)>
  UV <Vector (0.8891, 0.7766)>
  UV <Vector (0.8826, 0.7764)>
Face 8950
UV Count: 3
  UV <Vector (0.8117, 0.7674)>
  UV <Vector (0.8199, 0.7674)>
  UV <Vector (0.8181, 0.7696)>
Face 8951
UV Count: 3
  UV <Vector (0.8036, 0.7674)>
  UV <Vector (0.8117, 0.7674)>
  UV <Vector (0.8106, 0.7690)>
Face 8952
UV Count: 3
  UV <Vector (0.7758, 0.7674)>
  UV <Vector (0.7751, 0.7730)>
  UV <Vector (0.7692, 0.7734)>
Face 8953
UV Count: 3
  UV <Vector (0.8199, 0.7674)>
  UV <Vector (0.8279, 0.7674)>
  UV <Vector (0.8258, 0.7704)>
Face 8954
UV Count: 3
  UV <Vector (0.8279, 0.7674)>
  UV <Vector (0.8355, 0.7674)>
  UV <Vector (0.8334, 0.7706)>
Face 8955
UV Count: 3
  UV <Vector (0.8355, 0.7674)>
  UV <Vector (0.8422, 0.7674)>
  UV <Vector (0.8404, 0.7708)>
Face 8956
UV Count: 3
  UV <Vector (0.8481, 0.7674)>
  UV <Vector (0.8468, 0.7711)>
  UV <Vector (0.8404, 0.7708)>
Face 8957
UV Count: 3
  UV <Vector (0.8468, 0.7711)>
  UV <Vector (0.8481, 0.7674)>
  UV <Vector (0.8531, 0.7674)>
Face 8958
UV Count: 3
  UV <Vector (0.8577, 0.7674)>
  UV <Vector (0.8574, 0.7719)>
  UV <Vector (0.8523, 0.7714)>
Face 8959
UV Count: 3
  UV <Vector (0.8574, 0.7719)>
  UV <Vector (0.8577, 0.7674)>
  UV <Vector (0.8628, 0.7674)>
Face 8960
UV Count: 3
  UV <Vector (0.8681, 0.7674)>
  UV <Vector (0.8677, 0.7729)>
  UV <Vector (0.8626, 0.7722)>
Face 8961
UV Count: 3
  UV <Vector (0.8677, 0.7729)>
  UV <Vector (0.8681, 0.7674)>
  UV <Vector (0.8733, 0.7674)>
Face 8962
UV Count: 3
  UV <Vector (0.8783, 0.7674)>
  UV <Vector (0.8778, 0.7736)>
  UV <Vector (0.8728, 0.7733)>
Face 8963
UV Count: 3
  UV <Vector (0.8778, 0.7736)>
  UV <Vector (0.8783, 0.7674)>
  UV <Vector (0.8829, 0.7674)>
Face 8964
UV Count: 3
  UV <Vector (0.8877, 0.7674)>
  UV <Vector (0.8889, 0.7740)>
  UV <Vector (0.8827, 0.7738)>
Face 8965
UV Count: 3
  UV <Vector (0.7818, 0.7674)>
  UV <Vector (0.7884, 0.7674)>
  UV <Vector (0.7883, 0.7717)>
Face 8966
UV Count: 3
  UV <Vector (0.7889, 0.8088)>
  UV <Vector (0.7826, 0.8090)>
  UV <Vector (0.7827, 0.8080)>
Face 8967
UV Count: 3
  UV <Vector (0.7758, 0.7674)>
  UV <Vector (0.7818, 0.7674)>
  UV <Vector (0.7816, 0.7725)>
Face 8968
UV Count: 3
  UV <Vector (0.8035, 0.7694)>
  UV <Vector (0.7992, 0.7697)>
  UV <Vector (0.7997, 0.7674)>
Face 8969
UV Count: 3
  UV <Vector (0.7957, 0.7674)>
  UV <Vector (0.7997, 0.7674)>
  UV <Vector (0.7992, 0.7697)>
Face 8970
UV Count: 3
  UV <Vector (0.7824, 0.8104)>
  UV <Vector (0.7826, 0.8090)>
  UV <Vector (0.7889, 0.8088)>
Face 8971
UV Count: 3
  UV <Vector (0.7971, 0.8078)>
  UV <Vector (0.7974, 0.8085)>
  UV <Vector (0.7933, 0.8085)>
Face 8972
UV Count: 3
  UV <Vector (0.7935, 0.8097)>
  UV <Vector (0.7933, 0.8085)>
  UV <Vector (0.7974, 0.8085)>
Face 8973
UV Count: 3
  UV <Vector (0.7896, 0.8080)>
  UV <Vector (0.7827, 0.8080)>
  UV <Vector (0.7827, 0.8073)>
Face 8974
UV Count: 3
  UV <Vector (0.8045, 0.8097)>
  UV <Vector (0.8046, 0.8085)>
  UV <Vector (0.8116, 0.8081)>
Face 8975
UV Count: 3
  UV <Vector (0.8195, 0.8080)>
  UV <Vector (0.8116, 0.8081)>
  UV <Vector (0.8119, 0.8074)>
Face 8976
UV Count: 3
  UV <Vector (0.8046, 0.8078)>
  UV <Vector (0.8046, 0.8085)>
  UV <Vector (0.7974, 0.8085)>
Face 8977
UV Count: 3
  UV <Vector (0.8119, 0.8074)>
  UV <Vector (0.8116, 0.8081)>
  UV <Vector (0.8046, 0.8085)>
Face 8978
UV Count: 3
  UV <Vector (0.8265, 0.8066)>
  UV <Vector (0.8206, 0.8069)>
  UV <Vector (0.8215, 0.8059)>
Face 8979
UV Count: 3
  UV <Vector (0.8332, 0.8064)>
  UV <Vector (0.8265, 0.8066)>
  UV <Vector (0.8267, 0.8058)>
Face 8980
UV Count: 3
  UV <Vector (0.8206, 0.8069)>
  UV <Vector (0.8119, 0.8074)>
  UV <Vector (0.8124, 0.8065)>
Face 8981
UV Count: 3
  UV <Vector (0.8116, 0.8097)>
  UV <Vector (0.8116, 0.8081)>
  UV <Vector (0.8195, 0.8080)>
Face 8982
UV Count: 3
  UV <Vector (0.8398, 0.8062)>
  UV <Vector (0.8332, 0.8064)>
  UV <Vector (0.8335, 0.8056)>
Face 8983
UV Count: 3
  UV <Vector (0.8394, 0.8073)>
  UV <Vector (0.8329, 0.8074)>
  UV <Vector (0.8332, 0.8064)>
Face 8984
UV Count: 3
  UV <Vector (0.8328, 0.8090)>
  UV <Vector (0.8329, 0.8074)>
  UV <Vector (0.8394, 0.8073)>
Face 8985
UV Count: 3
  UV <Vector (0.8260, 0.8091)>
  UV <Vector (0.8263, 0.8076)>
  UV <Vector (0.8329, 0.8074)>
Face 8986
UV Count: 3
  UV <Vector (0.8514, 0.8059)>
  UV <Vector (0.8455, 0.8062)>
  UV <Vector (0.8463, 0.8051)>
Face 8987
UV Count: 3
  UV <Vector (0.8574, 0.8060)>
  UV <Vector (0.8514, 0.8059)>
  UV <Vector (0.8515, 0.8052)>
Face 8988
UV Count: 3
  UV <Vector (0.8453, 0.8072)>
  UV <Vector (0.8394, 0.8073)>
  UV <Vector (0.8398, 0.8062)>
Face 8989
UV Count: 3
  UV <Vector (0.8455, 0.8062)>
  UV <Vector (0.8398, 0.8062)>
  UV <Vector (0.8404, 0.8052)>
Face 8990
UV Count: 3
  UV <Vector (0.8632, 0.8062)>
  UV <Vector (0.8574, 0.8060)>
  UV <Vector (0.8577, 0.8051)>
Face 8991
UV Count: 3
  UV <Vector (0.8630, 0.8072)>
  UV <Vector (0.8572, 0.8070)>
  UV <Vector (0.8574, 0.8060)>
Face 8992
UV Count: 3
  UV <Vector (0.8627, 0.8085)>
  UV <Vector (0.8570, 0.8086)>
  UV <Vector (0.8572, 0.8070)>
Face 8993
UV Count: 3
  UV <Vector (0.8515, 0.8085)>
  UV <Vector (0.8513, 0.8069)>
  UV <Vector (0.8572, 0.8070)>
Face 8994
UV Count: 3
  UV <Vector (0.8762, 0.8068)>
  UV <Vector (0.8690, 0.8063)>
  UV <Vector (0.8689, 0.8055)>
Face 8995
UV Count: 3
  UV <Vector (0.8688, 0.8074)>
  UV <Vector (0.8630, 0.8072)>
  UV <Vector (0.8632, 0.8062)>
Face 8996
UV Count: 3
  UV <Vector (0.8632, 0.8062)>
  UV <Vector (0.8633, 0.8053)>
  UV <Vector (0.8689, 0.8055)>
Face 8997
UV Count: 3
  UV <Vector (0.8907, 0.8073)>
  UV <Vector (0.8822, 0.8072)>
  UV <Vector (0.8828, 0.8067)>
Face 8998
UV Count: 3
  UV <Vector (0.8990, 0.9101)>
  UV <Vector (0.8994, 0.9144)>
  UV <Vector (0.8893, 0.9130)>
Face 8999
UV Count: 3
  UV <Vector (0.8755, 0.8077)>
  UV <Vector (0.8688, 0.8074)>
  UV <Vector (0.8690, 0.8063)>
Face 9000
UV Count: 3
  UV <Vector (0.8816, 0.8098)>
  UV <Vector (0.8746, 0.8094)>
  UV <Vector (0.8755, 0.8077)>
Face 9001
UV Count: 3
  UV <Vector (0.7623, 0.8099)>
  UV <Vector (0.7624, 0.8081)>
  UV <Vector (0.7665, 0.8085)>
Face 9002
UV Count: 3
  UV <Vector (0.7666, 0.8076)>
  UV <Vector (0.7665, 0.8085)>
  UV <Vector (0.7624, 0.8081)>
Face 9003
UV Count: 3
  UV <Vector (0.7666, 0.8076)>
  UV <Vector (0.7625, 0.8073)>
  UV <Vector (0.7625, 0.8070)>
Face 9004
UV Count: 3
  UV <Vector (0.7702, 0.8069)>
  UV <Vector (0.7702, 0.8078)>
  UV <Vector (0.7665, 0.8068)>
Face 9005
UV Count: 3
  UV <Vector (0.7665, 0.8068)>
  UV <Vector (0.7673, 0.7990)>
  UV <Vector (0.7702, 0.8069)>
Face 9006
UV Count: 3
  UV <Vector (0.7710, 0.8105)>
  UV <Vector (0.7708, 0.8088)>
  UV <Vector (0.7764, 0.8090)>
Face 9007
UV Count: 3
  UV <Vector (0.7759, 0.8081)>
  UV <Vector (0.7757, 0.8075)>
  UV <Vector (0.7827, 0.8073)>
Face 9008
UV Count: 3
  UV <Vector (0.7759, 0.8081)>
  UV <Vector (0.7764, 0.8090)>
  UV <Vector (0.7708, 0.8088)>
Face 9009
UV Count: 3
  UV <Vector (0.7702, 0.8078)>
  UV <Vector (0.7702, 0.8069)>
  UV <Vector (0.7757, 0.8075)>
Face 9010
UV Count: 3
  UV <Vector (0.6035, 0.5434)>
  UV <Vector (0.6011, 0.5434)>
  UV <Vector (0.6011, 0.5383)>
Face 9011
UV Count: 3
  UV <Vector (0.6013, 0.5502)>
  UV <Vector (0.6011, 0.5434)>
  UV <Vector (0.6035, 0.5434)>
Face 9012
UV Count: 3
  UV <Vector (0.5865, 0.5358)>
  UV <Vector (0.5961, 0.5352)>
  UV <Vector (0.5958, 0.5388)>
Face 9013
UV Count: 3
  UV <Vector (0.6011, 0.5434)>
  UV <Vector (0.5952, 0.5444)>
  UV <Vector (0.5958, 0.5388)>
Face 9014
UV Count: 3
  UV <Vector (0.5865, 0.5358)>
  UV <Vector (0.5771, 0.5366)>
  UV <Vector (0.5768, 0.5335)>
Face 9015
UV Count: 3
  UV <Vector (0.5062, 0.5425)>
  UV <Vector (0.5062, 0.5401)>
  UV <Vector (0.5159, 0.5395)>
Face 9016
UV Count: 3
  UV <Vector (0.5704, 0.5536)>
  UV <Vector (0.5791, 0.5529)>
  UV <Vector (0.5793, 0.5614)>
Face 9017
UV Count: 3
  UV <Vector (0.5238, 0.5453)>
  UV <Vector (0.5224, 0.5417)>
  UV <Vector (0.5380, 0.5407)>
Face 9018
UV Count: 3
  UV <Vector (0.5380, 0.5407)>
  UV <Vector (0.5224, 0.5417)>
  UV <Vector (0.5222, 0.5390)>
Face 9019
UV Count: 3
  UV <Vector (0.5224, 0.5417)>
  UV <Vector (0.5155, 0.5425)>
  UV <Vector (0.5159, 0.5395)>
Face 9020
UV Count: 3
  UV <Vector (0.5407, 0.5562)>
  UV <Vector (0.5394, 0.5492)>
  UV <Vector (0.5500, 0.5487)>
Face 9021
UV Count: 3
  UV <Vector (0.5238, 0.5499)>
  UV <Vector (0.5167, 0.5505)>
  UV <Vector (0.5160, 0.5457)>
Face 9022
UV Count: 3
  UV <Vector (0.8597, 0.5480)>
  UV <Vector (0.8594, 0.5447)>
  UV <Vector (0.8692, 0.5442)>
Face 9023
UV Count: 3
  UV <Vector (0.8697, 0.5528)>
  UV <Vector (0.8597, 0.5529)>
  UV <Vector (0.8597, 0.5480)>
Face 9024
UV Count: 3
  UV <Vector (0.8397, 0.5452)>
  UV <Vector (0.8296, 0.5454)>
  UV <Vector (0.8303, 0.5424)>
Face 9025
UV Count: 3
  UV <Vector (0.8296, 0.5484)>
  UV <Vector (0.8296, 0.5454)>
  UV <Vector (0.8397, 0.5452)>
Face 9026
UV Count: 3
  UV <Vector (0.5629, 0.6119)>
  UV <Vector (0.5727, 0.6118)>
  UV <Vector (0.5709, 0.6219)>
Face 9027
UV Count: 3
  UV <Vector (0.8296, 0.5454)>
  UV <Vector (0.8186, 0.5456)>
  UV <Vector (0.8188, 0.5424)>
Face 9028
UV Count: 3
  UV <Vector (0.7376, 0.5536)>
  UV <Vector (0.7390, 0.5601)>
  UV <Vector (0.7287, 0.5606)>
Face 9029
UV Count: 3
  UV <Vector (0.8443, 0.5861)>
  UV <Vector (0.8339, 0.5859)>
  UV <Vector (0.8356, 0.5768)>
Face 9030
UV Count: 3
  UV <Vector (0.6513, 0.5823)>
  UV <Vector (0.6537, 0.5919)>
  UV <Vector (0.6439, 0.5917)>
Face 9031
UV Count: 3
  UV <Vector (0.6011, 0.5383)>
  UV <Vector (0.5958, 0.5388)>
  UV <Vector (0.5961, 0.5352)>
Face 9032
UV Count: 3
  UV <Vector (0.6013, 0.5502)>
  UV <Vector (0.5954, 0.5514)>
  UV <Vector (0.5952, 0.5444)>
Face 9033
UV Count: 3
  UV <Vector (0.5677, 0.5377)>
  UV <Vector (0.5583, 0.5389)>
  UV <Vector (0.5577, 0.5355)>
Face 9034
UV Count: 3
  UV <Vector (0.5873, 0.5448)>
  UV <Vector (0.5785, 0.5455)>
  UV <Vector (0.5777, 0.5400)>
Face 9035
UV Count: 3
  UV <Vector (0.8398, 0.5532)>
  UV <Vector (0.8497, 0.5531)>
  UV <Vector (0.8489, 0.5602)>
Face 9036
UV Count: 3
  UV <Vector (0.8287, 0.5600)>
  UV <Vector (0.8177, 0.5600)>
  UV <Vector (0.8184, 0.5534)>
Face 9037
UV Count: 3
  UV <Vector (0.8063, 0.5454)>
  UV <Vector (0.7933, 0.5447)>
  UV <Vector (0.7930, 0.5417)>
Face 9038
UV Count: 3
  UV <Vector (0.8186, 0.5456)>
  UV <Vector (0.8063, 0.5454)>
  UV <Vector (0.8063, 0.5422)>
Face 9039
UV Count: 3
  UV <Vector (0.5486, 0.5400)>
  UV <Vector (0.5474, 0.5362)>
  UV <Vector (0.5577, 0.5355)>
Face 9040
UV Count: 3
  UV <Vector (0.5495, 0.5433)>
  UV <Vector (0.5486, 0.5400)>
  UV <Vector (0.5583, 0.5389)>
Face 9041
UV Count: 3
  UV <Vector (0.5380, 0.5407)>
  UV <Vector (0.5373, 0.5376)>
  UV <Vector (0.5474, 0.5362)>
Face 9042
UV Count: 3
  UV <Vector (0.5380, 0.6406)>
  UV <Vector (0.5290, 0.6402)>
  UV <Vector (0.5307, 0.6313)>
Face 9043
UV Count: 3
  UV <Vector (0.8692, 0.5442)>
  UV <Vector (0.8688, 0.5402)>
  UV <Vector (0.8797, 0.5401)>
Face 9044
UV Count: 3
  UV <Vector (0.5302, 0.5736)>
  UV <Vector (0.5193, 0.5744)>
  UV <Vector (0.5184, 0.5653)>
Face 9045
UV Count: 3
  UV <Vector (0.8594, 0.5447)>
  UV <Vector (0.8496, 0.5450)>
  UV <Vector (0.8498, 0.5417)>
Face 9046
UV Count: 3
  UV <Vector (0.6006, 0.5349)>
  UV <Vector (0.6004, 0.5331)>
  UV <Vector (0.6031, 0.5331)>
Face 9047
UV Count: 3
  UV <Vector (0.5617, 0.5139)>
  UV <Vector (0.5712, 0.5124)>
  UV <Vector (0.5701, 0.5153)>
Face 9048
UV Count: 3
  UV <Vector (0.6011, 0.5383)>
  UV <Vector (0.6006, 0.5349)>
  UV <Vector (0.6032, 0.5350)>
Face 9049
UV Count: 3
  UV <Vector (0.5867, 0.5211)>
  UV <Vector (0.5941, 0.5209)>
  UV <Vector (0.5937, 0.5273)>
Face 9050
UV Count: 3
  UV <Vector (0.5508, 0.5186)>
  UV <Vector (0.5607, 0.5168)>
  UV <Vector (0.5590, 0.5240)>
Face 9051
UV Count: 3
  UV <Vector (0.5952, 0.5444)>
  UV <Vector (0.5873, 0.5448)>
  UV <Vector (0.5868, 0.5392)>
Face 9052
UV Count: 3
  UV <Vector (0.5411, 0.5170)>
  UV <Vector (0.5518, 0.5154)>
  UV <Vector (0.5508, 0.5186)>
Face 9053
UV Count: 3
  UV <Vector (0.5491, 0.5254)>
  UV <Vector (0.5590, 0.5240)>
  UV <Vector (0.5580, 0.5305)>
Face 9054
UV Count: 3
  UV <Vector (0.5684, 0.5410)>
  UV <Vector (0.5677, 0.5377)>
  UV <Vector (0.5771, 0.5366)>
Face 9055
UV Count: 3
  UV <Vector (0.5694, 0.5464)>
  UV <Vector (0.5684, 0.5410)>
  UV <Vector (0.5777, 0.5400)>
Face 9056
UV Count: 3
  UV <Vector (0.5186, 0.5198)>
  UV <Vector (0.5300, 0.5185)>
  UV <Vector (0.5296, 0.5218)>
Face 9057
UV Count: 3
  UV <Vector (0.5279, 0.5288)>
  UV <Vector (0.5387, 0.5269)>
  UV <Vector (0.5376, 0.5331)>
Face 9058
UV Count: 3
  UV <Vector (0.5591, 0.5422)>
  UV <Vector (0.5583, 0.5389)>
  UV <Vector (0.5677, 0.5377)>
Face 9059
UV Count: 3
  UV <Vector (0.5391, 0.5442)>
  UV <Vector (0.5380, 0.5407)>
  UV <Vector (0.5486, 0.5400)>
Face 9060
UV Count: 3
  UV <Vector (0.5171, 0.5304)>
  UV <Vector (0.5279, 0.5288)>
  UV <Vector (0.5223, 0.5346)>
Face 9061
UV Count: 3
  UV <Vector (0.8705, 0.5247)>
  UV <Vector (0.8797, 0.5241)>
  UV <Vector (0.8797, 0.5310)>
Face 9062
UV Count: 3
  UV <Vector (0.5160, 0.5457)>
  UV <Vector (0.5062, 0.5456)>
  UV <Vector (0.5062, 0.5425)>
Face 9063
UV Count: 3
  UV <Vector (0.5160, 0.5457)>
  UV <Vector (0.5155, 0.5425)>
  UV <Vector (0.5224, 0.5417)>
Face 9064
UV Count: 3
  UV <Vector (0.5062, 0.5310)>
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Face 9065
UV Count: 3
  UV <Vector (0.8499, 0.5251)>
  UV <Vector (0.8497, 0.5326)>
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Face 9066
UV Count: 3
  UV <Vector (0.8797, 0.5456)>
  UV <Vector (0.8695, 0.5477)>
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Face 9067
UV Count: 3
  UV <Vector (0.8797, 0.5517)>
  UV <Vector (0.8697, 0.5528)>
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Face 9068
UV Count: 3
  UV <Vector (0.8399, 0.5325)>
  UV <Vector (0.8497, 0.5326)>
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Face 9069
UV Count: 3
  UV <Vector (0.8692, 0.5442)>
  UV <Vector (0.8594, 0.5447)>
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Face 9070
UV Count: 3
  UV <Vector (0.5184, 0.5653)>
  UV <Vector (0.5062, 0.5674)>
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Face 9071
UV Count: 3
  UV <Vector (0.8498, 0.5417)>
  UV <Vector (0.8494, 0.5384)>
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Face 9072
UV Count: 3
  UV <Vector (0.8499, 0.5251)>
  UV <Vector (0.8601, 0.5251)>
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Face 9073
UV Count: 3
  UV <Vector (0.5536, 0.6121)>
  UV <Vector (0.5441, 0.6123)>
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Face 9074
UV Count: 3
  UV <Vector (0.8296, 0.5484)>
  UV <Vector (0.8186, 0.5485)>
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Face 9075
UV Count: 3
  UV <Vector (0.8394, 0.5216)>
  UV <Vector (0.8400, 0.5247)>
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Face 9076
UV Count: 3
  UV <Vector (0.8188, 0.5424)>
  UV <Vector (0.8183, 0.5381)>
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Face 9077
UV Count: 3
  UV <Vector (0.8398, 0.5532)>
  UV <Vector (0.8294, 0.5533)>
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Face 9078
UV Count: 3
  UV <Vector (0.8186, 0.5485)>
  UV <Vector (0.8063, 0.5486)>
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Face 9079
UV Count: 3
  UV <Vector (0.7787, 0.5232)>
  UV <Vector (0.7797, 0.5310)>
  UV <Vector (0.7673, 0.5313)>
Face 9080
UV Count: 3
  UV <Vector (0.6699, 0.7868)>
  UV <Vector (0.6725, 0.7876)>
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Face 9081
UV Count: 3
  UV <Vector (0.6678, 0.8027)>
  UV <Vector (0.6700, 0.8034)>
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Face 9082
UV Count: 3
  UV <Vector (0.6678, 0.8027)>
  UV <Vector (0.6654, 0.8042)>
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Face 9083
UV Count: 3
  UV <Vector (0.6722, 0.7956)>
  UV <Vector (0.6700, 0.8034)>
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Face 9084
UV Count: 3
  UV <Vector (0.6678, 0.8323)>
  UV <Vector (0.6670, 0.8348)>
  UV <Vector (0.6649, 0.8283)>
Face 9085
UV Count: 3
  UV <Vector (0.6670, 0.8348)>
  UV <Vector (0.6678, 0.8323)>
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Face 9086
UV Count: 3
  UV <Vector (0.6776, 0.8412)>
  UV <Vector (0.6781, 0.8439)>
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Face 9087
UV Count: 3
  UV <Vector (0.6665, 0.8205)>
  UV <Vector (0.6653, 0.8211)>
  UV <Vector (0.6658, 0.8129)>
Face 9088
UV Count: 3
  UV <Vector (0.6801, 0.8643)>
  UV <Vector (0.6803, 0.8606)>
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Face 9089
UV Count: 3
  UV <Vector (0.7080, 0.8523)>
  UV <Vector (0.6984, 0.8524)>
  UV <Vector (0.6983, 0.8478)>
Face 9090
UV Count: 3
  UV <Vector (0.7143, 0.9393)>
  UV <Vector (0.7056, 0.9352)>
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Face 9091
UV Count: 3
  UV <Vector (0.7101, 0.9282)>
  UV <Vector (0.6946, 0.9242)>
  UV <Vector (0.6946, 0.9187)>
Face 9092
UV Count: 3
  UV <Vector (0.6946, 0.9296)>
  UV <Vector (0.6946, 0.9338)>
  UV <Vector (0.6837, 0.9351)>
Face 9093
UV Count: 3
  UV <Vector (0.7274, 0.9708)>
  UV <Vector (0.7271, 0.9657)>
  UV <Vector (0.7336, 0.9639)>
Face 9094
UV Count: 3
  UV <Vector (0.7178, 0.9379)>
  UV <Vector (0.7077, 0.9321)>
  UV <Vector (0.7101, 0.9282)>
Face 9095
UV Count: 3
  UV <Vector (0.7389, 0.9577)>
  UV <Vector (0.7340, 0.9503)>
  UV <Vector (0.7406, 0.9512)>
Face 9096
UV Count: 3
  UV <Vector (0.7203, 0.9454)>
  UV <Vector (0.7143, 0.9393)>
  UV <Vector (0.7178, 0.9379)>
Face 9097
UV Count: 3
  UV <Vector (0.7491, 0.9765)>
  UV <Vector (0.7470, 0.9731)>
  UV <Vector (0.7588, 0.9752)>
Face 9098
UV Count: 3
  UV <Vector (0.7442, 0.9691)>
  UV <Vector (0.7416, 0.9636)>
  UV <Vector (0.7515, 0.9661)>
Face 9099
UV Count: 3
  UV <Vector (0.7371, 0.9737)>
  UV <Vector (0.7347, 0.9695)>
  UV <Vector (0.7442, 0.9691)>
Face 9100
UV Count: 3
  UV <Vector (0.7428, 0.9856)>
  UV <Vector (0.7422, 0.9842)>
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Face 9101
UV Count: 3
  UV <Vector (0.7680, 0.9715)>
  UV <Vector (0.7739, 0.9763)>
  UV <Vector (0.7708, 0.9786)>
Face 9102
UV Count: 3
  UV <Vector (0.6045, 0.9998)>
  UV <Vector (0.5935, 0.9998)>
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Face 9103
UV Count: 3
  UV <Vector (0.6125, 0.9976)>
  UV <Vector (0.6184, 0.9979)>
  UV <Vector (0.6182, 0.9998)>
Face 9104
UV Count: 3
  UV <Vector (0.7330, 0.9853)>
  UV <Vector (0.7328, 0.9841)>
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Face 9105
UV Count: 3
  UV <Vector (0.7671, 0.9870)>
  UV <Vector (0.7667, 0.9859)>
  UV <Vector (0.7864, 0.9899)>
Face 9106
UV Count: 3
  UV <Vector (0.6416, 0.9914)>
  UV <Vector (0.6522, 0.9914)>
  UV <Vector (0.6511, 0.9943)>
Face 9107
UV Count: 3
  UV <Vector (0.6168, 0.9914)>
  UV <Vector (0.6224, 0.9914)>
  UV <Vector (0.6202, 0.9946)>
Face 9108
UV Count: 3
  UV <Vector (0.6260, 0.9942)>
  UV <Vector (0.6315, 0.9942)>
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Face 9109
UV Count: 3
  UV <Vector (0.6398, 0.9945)>
  UV <Vector (0.6511, 0.9943)>
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Face 9110
UV Count: 3
  UV <Vector (0.6642, 0.8601)>
  UV <Vector (0.6652, 0.8554)>
  UV <Vector (0.6717, 0.8586)>
Face 9111
UV Count: 3
  UV <Vector (0.6563, 0.8612)>
  UV <Vector (0.6576, 0.8538)>
  UV <Vector (0.6600, 0.8582)>
Face 9112
UV Count: 3
  UV <Vector (0.6600, 0.8582)>
  UV <Vector (0.6614, 0.8516)>
  UV <Vector (0.6652, 0.8554)>
Face 9113
UV Count: 3
  UV <Vector (0.6799, 0.8519)>
  UV <Vector (0.6803, 0.8564)>
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Face 9114
UV Count: 3
  UV <Vector (0.6591, 0.8643)>
  UV <Vector (0.6600, 0.8582)>
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Face 9115
UV Count: 3
  UV <Vector (0.6634, 0.8652)>
  UV <Vector (0.6642, 0.8601)>
  UV <Vector (0.6712, 0.8623)>
Face 9116
UV Count: 3
  UV <Vector (0.7079, 0.8569)>
  UV <Vector (0.6985, 0.8570)>
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Face 9117
UV Count: 3
  UV <Vector (0.7172, 0.9106)>
  UV <Vector (0.7174, 0.9135)>
  UV <Vector (0.6946, 0.9067)>
Face 9118
UV Count: 3
  UV <Vector (0.6922, 0.8800)>
  UV <Vector (0.6928, 0.8823)>
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Face 9119
UV Count: 3
  UV <Vector (0.8195, 0.5235)>
  UV <Vector (0.8302, 0.5242)>
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Face 9120
UV Count: 3
  UV <Vector (0.8221, 0.5160)>
  UV <Vector (0.8333, 0.5164)>
  UV <Vector (0.8297, 0.5191)>
Face 9121
UV Count: 3
  UV <Vector (0.8595, 0.5196)>
  UV <Vector (0.8596, 0.5219)>
  UV <Vector (0.8493, 0.5219)>
Face 9122
UV Count: 3
  UV <Vector (0.8190, 0.5318)>
  UV <Vector (0.8299, 0.5321)>
  UV <Vector (0.8295, 0.5381)>
Face 9123
UV Count: 3
  UV <Vector (0.8597, 0.5324)>
  UV <Vector (0.8697, 0.5319)>
  UV <Vector (0.8694, 0.5366)>
Face 9124
UV Count: 3
  UV <Vector (0.8697, 0.5195)>
  UV <Vector (0.8701, 0.5215)>
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Face 9125
UV Count: 3
  UV <Vector (0.5711, 0.5102)>
  UV <Vector (0.5801, 0.5091)>
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Face 9126
UV Count: 3
  UV <Vector (0.5159, 0.5395)>
  UV <Vector (0.5062, 0.5401)>
  UV <Vector (0.5062, 0.5356)>
Face 9127
UV Count: 3
  UV <Vector (0.5474, 0.5362)>
  UV <Vector (0.5373, 0.5376)>
  UV <Vector (0.5376, 0.5331)>
Face 9128
UV Count: 3
  UV <Vector (0.8697, 0.5195)>
  UV <Vector (0.8797, 0.5187)>
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Face 9129
UV Count: 3
  UV <Vector (0.5514, 0.5134)>
  UV <Vector (0.5518, 0.5154)>
  UV <Vector (0.5411, 0.5170)>
Face 9130
UV Count: 3
  UV <Vector (0.5674, 0.5343)>
  UV <Vector (0.5577, 0.5355)>
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Face 9131
UV Count: 3
  UV <Vector (0.5514, 0.5134)>
  UV <Vector (0.5616, 0.5119)>
  UV <Vector (0.5617, 0.5139)>
Face 9132
UV Count: 3
  UV <Vector (0.5406, 0.5149)>
  UV <Vector (0.5411, 0.5170)>
  UV <Vector (0.5300, 0.5185)>
Face 9133
UV Count: 3
  UV <Vector (0.5771, 0.5366)>
  UV <Vector (0.5677, 0.5377)>
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Face 9134
UV Count: 3
  UV <Vector (0.5687, 0.5228)>
  UV <Vector (0.5779, 0.5217)>
  UV <Vector (0.5771, 0.5282)>
Face 9135
UV Count: 3
  UV <Vector (0.6033, 0.5215)>
  UV <Vector (0.6030, 0.5284)>
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Face 9136
UV Count: 3
  UV <Vector (0.6082, 0.5096)>
  UV <Vector (0.6076, 0.5076)>
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Face 9137
UV Count: 3
  UV <Vector (0.6034, 0.5076)>
  UV <Vector (0.6058, 0.5077)>
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Face 9138
UV Count: 3
  UV <Vector (0.6005, 0.5137)>
  UV <Vector (0.6035, 0.5136)>
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Face 9139
UV Count: 3
  UV <Vector (0.5949, 0.5328)>
  UV <Vector (0.5937, 0.5273)>
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Face 9140
UV Count: 3
  UV <Vector (0.8493, 0.5197)>
  UV <Vector (0.8493, 0.5219)>
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Face 9141
UV Count: 3
  UV <Vector (0.6010, 0.5077)>
  UV <Vector (0.6034, 0.5076)>
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Face 9142
UV Count: 3
  UV <Vector (0.6004, 0.5331)>
  UV <Vector (0.6004, 0.5279)>
  UV <Vector (0.6030, 0.5284)>
Face 9143
UV Count: 3
  UV <Vector (0.8190, 0.5206)>
  UV <Vector (0.8195, 0.5235)>
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Face 9144
UV Count: 3
  UV <Vector (0.7926, 0.5151)>
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  UV <Vector (0.8065, 0.5181)>
Face 9145
UV Count: 3
  UV <Vector (0.8082, 0.5153)>
  UV <Vector (0.8221, 0.5160)>
  UV <Vector (0.8190, 0.5187)>
Face 9146
UV Count: 3
  UV <Vector (0.8296, 0.5212)>
  UV <Vector (0.8302, 0.5242)>
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Face 9147
UV Count: 3
  UV <Vector (0.5862, 0.5329)>
  UV <Vector (0.5768, 0.5335)>
  UV <Vector (0.5771, 0.5282)>
Face 9148
UV Count: 3
  UV <Vector (0.5616, 0.5119)>
  UV <Vector (0.5711, 0.5102)>
  UV <Vector (0.5712, 0.5124)>
Face 9149
UV Count: 3
  UV <Vector (0.5240, 0.5130)>
  UV <Vector (0.5293, 0.5164)>
  UV <Vector (0.5179, 0.5177)>
Face 9150
UV Count: 3
  UV <Vector (0.5701, 0.5153)>
  UV <Vector (0.5793, 0.5143)>
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Face 9151
UV Count: 3
  UV <Vector (0.5222, 0.5390)>
  UV <Vector (0.5159, 0.5395)>
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Face 9152
UV Count: 3
  UV <Vector (0.8333, 0.5164)>
  UV <Vector (0.8430, 0.5162)>
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Face 9153
UV Count: 3
  UV <Vector (0.5062, 0.5187)>
  UV <Vector (0.5062, 0.5140)>
  UV <Vector (0.5150, 0.5137)>
Face 9154
UV Count: 3
  UV <Vector (0.5062, 0.5241)>
  UV <Vector (0.5187, 0.5231)>
  UV <Vector (0.5171, 0.5304)>
Face 9155
UV Count: 3
  UV <Vector (0.5947, 0.5798)>
  UV <Vector (0.5868, 0.5803)>
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Face 9156
UV Count: 3
  UV <Vector (0.5868, 0.5803)>
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Face 9157
UV Count: 3
  UV <Vector (0.8430, 0.5162)>
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  UV <Vector (0.8493, 0.5197)>
Face 9158
UV Count: 3
  UV <Vector (0.8522, 0.5159)>
  UV <Vector (0.8613, 0.5154)>
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Face 9159
UV Count: 3
  UV <Vector (0.5711, 0.5102)>
  UV <Vector (0.5632, 0.5088)>
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Face 9160
UV Count: 3
  UV <Vector (0.5293, 0.5164)>
  UV <Vector (0.5240, 0.5130)>
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Face 9161
UV Count: 3
  UV <Vector (0.5430, 0.5113)>
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Face 9162
UV Count: 3
  UV <Vector (0.5514, 0.5134)>
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Face 9163
UV Count: 3
  UV <Vector (0.5839, 0.5062)>
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Face 9164
UV Count: 3
  UV <Vector (0.5632, 0.5088)>
  UV <Vector (0.5711, 0.5102)>
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Face 9165
UV Count: 3
  UV <Vector (0.6225, 0.5106)>
  UV <Vector (0.6229, 0.5081)>
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Face 9166
UV Count: 3
  UV <Vector (0.7789, 0.5182)>
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Face 9167
UV Count: 3
  UV <Vector (0.8297, 0.5191)>
  UV <Vector (0.8296, 0.5212)>
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Face 9168
UV Count: 3
  UV <Vector (0.5062, 0.5187)>
  UV <Vector (0.5179, 0.5177)>
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Face 9169
UV Count: 3
  UV <Vector (0.8613, 0.5154)>
  UV <Vector (0.8705, 0.5148)>
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Face 9170
UV Count: 3
  UV <Vector (0.8705, 0.5148)>
  UV <Vector (0.8797, 0.5140)>
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Face 9171
UV Count: 3
  UV <Vector (0.5293, 0.5164)>
  UV <Vector (0.5300, 0.5185)>
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Face 9172
UV Count: 3
  UV <Vector (0.7645, 0.7740)>
  UV <Vector (0.7659, 0.7674)>
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Face 9173
UV Count: 3
  UV <Vector (0.7883, 0.7717)>
  UV <Vector (0.7951, 0.7707)>
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Face 9174
UV Count: 3
  UV <Vector (0.8100, 0.7742)>
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Face 9175
UV Count: 3
  UV <Vector (0.8151, 0.7898)>
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Face 9176
UV Count: 3
  UV <Vector (0.8081, 0.7900)>
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Face 9177
UV Count: 3
  UV <Vector (0.7818, 0.7738)>
  UV <Vector (0.7885, 0.7733)>
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Face 9178
UV Count: 3
  UV <Vector (0.7744, 0.7841)>
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Face 9179
UV Count: 3
  UV <Vector (0.7896, 0.8080)>
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Face 9180
UV Count: 3
  UV <Vector (0.7893, 0.8099)>
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Face 9181
UV Count: 3
  UV <Vector (0.7893, 0.8099)>
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Face 9182
UV Count: 3
  UV <Vector (0.6836, 0.9548)>
  UV <Vector (0.6885, 0.9554)>
  UV <Vector (0.6880, 0.9608)>
Face 9183
UV Count: 3
  UV <Vector (0.8094, 0.8287)>
  UV <Vector (0.8089, 0.8346)>
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Face 9184
UV Count: 3
  UV <Vector (0.8207, 0.8456)>
  UV <Vector (0.8205, 0.8512)>
  UV <Vector (0.8142, 0.8515)>
Face 9185
UV Count: 3
  UV <Vector (0.7882, 0.9404)>
  UV <Vector (0.7890, 0.9469)>
  UV <Vector (0.7831, 0.9471)>
Face 9186
UV Count: 3
  UV <Vector (0.7580, 0.9119)>
  UV <Vector (0.7579, 0.9166)>
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Face 9187
UV Count: 3
  UV <Vector (0.7831, 0.9471)>
  UV <Vector (0.7836, 0.9539)>
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Face 9188
UV Count: 3
  UV <Vector (0.7580, 0.9214)>
  UV <Vector (0.7580, 0.9265)>
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Face 9189
UV Count: 3
  UV <Vector (0.8062, 0.8621)>
  UV <Vector (0.8059, 0.8671)>
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Face 9190
UV Count: 3
  UV <Vector (0.8125, 0.8718)>
  UV <Vector (0.8123, 0.8763)>
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Face 9191
UV Count: 3
  UV <Vector (0.8190, 0.8800)>
  UV <Vector (0.8187, 0.8848)>
  UV <Vector (0.8120, 0.8858)>
Face 9192
UV Count: 3
  UV <Vector (0.8315, 0.8931)>
  UV <Vector (0.8313, 0.8986)>
  UV <Vector (0.8242, 0.8999)>
Face 9193
UV Count: 3
  UV <Vector (0.8313, 0.8986)>
  UV <Vector (0.8310, 0.9041)>
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Face 9194
UV Count: 3
  UV <Vector (0.8178, 0.8955)>
  UV <Vector (0.8173, 0.9011)>
  UV <Vector (0.8106, 0.9024)>
Face 9195
UV Count: 3
  UV <Vector (0.8173, 0.9011)>
  UV <Vector (0.8170, 0.9068)>
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Face 9196
UV Count: 3
  UV <Vector (0.8309, 0.9137)>
  UV <Vector (0.8311, 0.9178)>
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Face 9197
UV Count: 3
  UV <Vector (0.8393, 0.9226)>
  UV <Vector (0.8459, 0.9198)>
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Face 9198
UV Count: 3
  UV <Vector (0.8169, 0.9174)>
  UV <Vector (0.8172, 0.9222)>
  UV <Vector (0.8104, 0.9242)>
Face 9199
UV Count: 3
  UV <Vector (0.8104, 0.9242)>
  UV <Vector (0.8172, 0.9222)>
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Face 9200
UV Count: 3
  UV <Vector (0.8111, 0.9295)>
  UV <Vector (0.8178, 0.9271)>
  UV <Vector (0.8186, 0.9321)>
Face 9201
UV Count: 3
  UV <Vector (0.7558, 0.8832)>
  UV <Vector (0.7616, 0.8836)>
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Face 9202
UV Count: 3
  UV <Vector (0.8127, 0.9415)>
  UV <Vector (0.8197, 0.9376)>
  UV <Vector (0.8213, 0.9427)>
Face 9203
UV Count: 3
  UV <Vector (0.8056, 0.9448)>
  UV <Vector (0.8127, 0.9415)>
  UV <Vector (0.8135, 0.9479)>
Face 9204
UV Count: 3
  UV <Vector (0.7989, 0.9392)>
  UV <Vector (0.8003, 0.9459)>
  UV <Vector (0.7948, 0.9464)>
Face 9205
UV Count: 3
  UV <Vector (0.7762, 0.9212)>
  UV <Vector (0.7763, 0.9273)>
  UV <Vector (0.7704, 0.9261)>
Face 9206
UV Count: 3
  UV <Vector (0.8333, 0.8609)>
  UV <Vector (0.8333, 0.8658)>
  UV <Vector (0.8267, 0.8663)>
Face 9207
UV Count: 3
  UV <Vector (0.8294, 0.9599)>
  UV <Vector (0.8217, 0.9609)>
  UV <Vector (0.8214, 0.9539)>
Face 9208
UV Count: 3
  UV <Vector (0.8542, 0.7589)>
  UV <Vector (0.8475, 0.7607)>
  UV <Vector (0.8465, 0.7551)>
Face 9209
UV Count: 3
  UV <Vector (0.8543, 0.7354)>
  UV <Vector (0.8478, 0.7390)>
  UV <Vector (0.8445, 0.7319)>
Face 9210
UV Count: 3
  UV <Vector (0.7790, 0.9674)>
  UV <Vector (0.7797, 0.9650)>
  UV <Vector (0.7860, 0.9692)>
Face 9211
UV Count: 3
  UV <Vector (0.7854, 0.9752)>
  UV <Vector (0.7774, 0.9715)>
  UV <Vector (0.7779, 0.9708)>
Face 9212
UV Count: 3
  UV <Vector (0.7750, 0.9725)>
  UV <Vector (0.7673, 0.9669)>
  UV <Vector (0.7693, 0.9673)>
Face 9213
UV Count: 3
  UV <Vector (0.7774, 0.9764)>
  UV <Vector (0.7720, 0.9724)>
  UV <Vector (0.7750, 0.9725)>
Face 9214
UV Count: 3
  UV <Vector (0.7588, 0.9752)>
  UV <Vector (0.7553, 0.9710)>
  UV <Vector (0.7661, 0.9744)>
Face 9215
UV Count: 3
  UV <Vector (0.7416, 0.9636)>
  UV <Vector (0.7389, 0.9577)>
  UV <Vector (0.7467, 0.9595)>
Face 9216
UV Count: 3
  UV <Vector (0.7393, 0.9774)>
  UV <Vector (0.7371, 0.9737)>
  UV <Vector (0.7470, 0.9731)>
Face 9217
UV Count: 3
  UV <Vector (0.7336, 0.9639)>
  UV <Vector (0.7318, 0.9577)>
  UV <Vector (0.7389, 0.9577)>
Face 9218
UV Count: 3
  UV <Vector (0.7218, 0.9803)>
  UV <Vector (0.7210, 0.9765)>
  UV <Vector (0.7252, 0.9757)>
Face 9219
UV Count: 3
  UV <Vector (0.7123, 0.9819)>
  UV <Vector (0.7120, 0.9779)>
  UV <Vector (0.7171, 0.9774)>
Face 9220
UV Count: 3
  UV <Vector (0.6833, 0.9496)>
  UV <Vector (0.6849, 0.9513)>
  UV <Vector (0.6836, 0.9548)>
Face 9221
UV Count: 3
  UV <Vector (0.6889, 0.9512)>
  UV <Vector (0.6941, 0.9511)>
  UV <Vector (0.6941, 0.9555)>
Face 9222
UV Count: 3
  UV <Vector (0.6880, 0.9608)>
  UV <Vector (0.6939, 0.9609)>
  UV <Vector (0.6939, 0.9660)>
Face 9223
UV Count: 3
  UV <Vector (0.6995, 0.9701)>
  UV <Vector (0.6995, 0.9655)>
  UV <Vector (0.7050, 0.9649)>
Face 9224
UV Count: 3
  UV <Vector (0.7060, 0.9818)>
  UV <Vector (0.7058, 0.9781)>
  UV <Vector (0.7120, 0.9779)>
Face 9225
UV Count: 3
  UV <Vector (0.6541, 0.9681)>
  UV <Vector (0.6607, 0.9685)>
  UV <Vector (0.6589, 0.9730)>
Face 9226
UV Count: 3
  UV <Vector (0.6757, 0.9774)>
  UV <Vector (0.6755, 0.9816)>
  UV <Vector (0.6707, 0.9805)>
Face 9227
UV Count: 3
  UV <Vector (0.6733, 0.9676)>
  UV <Vector (0.6687, 0.9664)>
  UV <Vector (0.6693, 0.9611)>
Face 9228
UV Count: 3
  UV <Vector (0.6709, 0.9552)>
  UV <Vector (0.6744, 0.9569)>
  UV <Vector (0.6731, 0.9624)>
Face 9229
UV Count: 3
  UV <Vector (0.6496, 0.9776)>
  UV <Vector (0.6571, 0.9780)>
  UV <Vector (0.6560, 0.9834)>
Face 9230
UV Count: 3
  UV <Vector (0.6138, 0.9775)>
  UV <Vector (0.6223, 0.9749)>
  UV <Vector (0.6180, 0.9793)>
Face 9231
UV Count: 3
  UV <Vector (0.6333, 0.9712)>
  UV <Vector (0.6447, 0.9686)>
  UV <Vector (0.6420, 0.9734)>
Face 9232
UV Count: 3
  UV <Vector (0.6179, 0.9723)>
  UV <Vector (0.6153, 0.9716)>
  UV <Vector (0.6229, 0.9659)>
Face 9233
UV Count: 3
  UV <Vector (0.6117, 0.9703)>
  UV <Vector (0.6122, 0.9707)>
  UV <Vector (0.6051, 0.9752)>
Face 9234
UV Count: 3
  UV <Vector (0.6111, 0.9696)>
  UV <Vector (0.6049, 0.9736)>
  UV <Vector (0.6055, 0.9721)>
Face 9235
UV Count: 3
  UV <Vector (0.6101, 0.9678)>
  UV <Vector (0.6106, 0.9688)>
  UV <Vector (0.6055, 0.9721)>
Face 9236
UV Count: 3
  UV <Vector (0.7458, 0.7365)>
  UV <Vector (0.7389, 0.7337)>
  UV <Vector (0.7418, 0.7254)>
Face 9237
UV Count: 3
  UV <Vector (0.7291, 0.7388)>
  UV <Vector (0.7311, 0.7302)>
  UV <Vector (0.7389, 0.7337)>
Face 9238
UV Count: 3
  UV <Vector (0.7338, 0.7482)>
  UV <Vector (0.7362, 0.7417)>
  UV <Vector (0.7423, 0.7443)>
Face 9239
UV Count: 3
  UV <Vector (0.7253, 0.7526)>
  UV <Vector (0.7270, 0.7460)>
  UV <Vector (0.7338, 0.7482)>
Face 9240
UV Count: 3
  UV <Vector (0.6001, 0.9120)>
  UV <Vector (0.5962, 0.9109)>
  UV <Vector (0.5965, 0.9044)>
Face 9241
UV Count: 3
  UV <Vector (0.6104, 0.9131)>
  UV <Vector (0.6045, 0.9127)>
  UV <Vector (0.6047, 0.9057)>
Face 9242
UV Count: 3
  UV <Vector (0.6103, 0.9061)>
  UV <Vector (0.6047, 0.9057)>
  UV <Vector (0.6048, 0.8990)>
Face 9243
UV Count: 3
  UV <Vector (0.6103, 0.8994)>
  UV <Vector (0.6048, 0.8990)>
  UV <Vector (0.6047, 0.8927)>
Face 9244
UV Count: 3
  UV <Vector (0.6102, 0.8929)>
  UV <Vector (0.6047, 0.8927)>
  UV <Vector (0.6044, 0.8864)>
Face 9245
UV Count: 3
  UV <Vector (0.5959, 0.9318)>
  UV <Vector (0.5959, 0.9248)>
  UV <Vector (0.6006, 0.9264)>
Face 9246
UV Count: 3
  UV <Vector (0.5959, 0.9248)>
  UV <Vector (0.5960, 0.9177)>
  UV <Vector (0.6000, 0.9191)>
Face 9247
UV Count: 3
  UV <Vector (0.6089, 0.8741)>
  UV <Vector (0.6152, 0.8745)>
  UV <Vector (0.6155, 0.8806)>
Face 9248
UV Count: 3
  UV <Vector (0.6001, 0.9053)>
  UV <Vector (0.6047, 0.9057)>
  UV <Vector (0.6045, 0.9127)>
Face 9249
UV Count: 3
  UV <Vector (0.5970, 0.8639)>
  UV <Vector (0.6007, 0.8609)>
  UV <Vector (0.6028, 0.8677)>
Face 9250
UV Count: 3
  UV <Vector (0.5887, 0.7778)>
  UV <Vector (0.5931, 0.7776)>
  UV <Vector (0.5932, 0.7810)>
Face 9251
UV Count: 3
  UV <Vector (0.5932, 0.7749)>
  UV <Vector (0.5882, 0.7748)>
  UV <Vector (0.5883, 0.7739)>
Face 9252
UV Count: 3
  UV <Vector (0.6037, 0.7718)>
  UV <Vector (0.5980, 0.7717)>
  UV <Vector (0.5979, 0.7664)>
Face 9253
UV Count: 3
  UV <Vector (0.6033, 0.7666)>
  UV <Vector (0.5979, 0.7664)>
  UV <Vector (0.5976, 0.7589)>
Face 9254
UV Count: 3
  UV <Vector (0.6030, 0.7593)>
  UV <Vector (0.5976, 0.7589)>
  UV <Vector (0.5983, 0.7513)>
Face 9255
UV Count: 3
  UV <Vector (0.5983, 0.7513)>
  UV <Vector (0.5983, 0.7442)>
  UV <Vector (0.6030, 0.7444)>
Face 9256
UV Count: 3
  UV <Vector (0.6095, 0.7723)>
  UV <Vector (0.6101, 0.7748)>
  UV <Vector (0.6039, 0.7745)>
Face 9257
UV Count: 3
  UV <Vector (0.6079, 0.7451)>
  UV <Vector (0.6079, 0.7424)>
  UV <Vector (0.6148, 0.7431)>
Face 9258
UV Count: 3
  UV <Vector (0.6028, 0.7414)>
  UV <Vector (0.5976, 0.7413)>
  UV <Vector (0.5977, 0.7406)>
Face 9259
UV Count: 3
  UV <Vector (0.6080, 0.7405)>
  UV <Vector (0.6079, 0.7370)>
  UV <Vector (0.6151, 0.7370)>
Face 9260
UV Count: 3
  UV <Vector (0.6046, 0.7765)>
  UV <Vector (0.6104, 0.7765)>
  UV <Vector (0.6103, 0.7775)>
Face 9261
UV Count: 3
  UV <Vector (0.6042, 0.7752)>
  UV <Vector (0.6046, 0.7765)>
  UV <Vector (0.5987, 0.7764)>
Face 9262
UV Count: 3
  UV <Vector (0.6050, 0.7777)>
  UV <Vector (0.5987, 0.7776)>
  UV <Vector (0.5987, 0.7764)>
Face 9263
UV Count: 3
  UV <Vector (0.5933, 0.7764)>
  UV <Vector (0.5883, 0.7764)>
  UV <Vector (0.5882, 0.7748)>
Face 9264
UV Count: 3
  UV <Vector (0.5931, 0.7776)>
  UV <Vector (0.5887, 0.7778)>
  UV <Vector (0.5883, 0.7764)>
Face 9265
UV Count: 3
  UV <Vector (0.5769, 0.7746)>
  UV <Vector (0.5772, 0.7761)>
  UV <Vector (0.5709, 0.7759)>
Face 9266
UV Count: 3
  UV <Vector (0.5707, 0.7743)>
  UV <Vector (0.5709, 0.7759)>
  UV <Vector (0.5648, 0.7756)>
Face 9267
UV Count: 3
  UV <Vector (0.5830, 0.7763)>
  UV <Vector (0.5836, 0.7777)>
  UV <Vector (0.5777, 0.7773)>
Face 9268
UV Count: 3
  UV <Vector (0.5772, 0.7761)>
  UV <Vector (0.5777, 0.7773)>
  UV <Vector (0.5710, 0.7772)>
Face 9269
UV Count: 3
  UV <Vector (0.5588, 0.7756)>
  UV <Vector (0.5590, 0.7766)>
  UV <Vector (0.5533, 0.7764)>
Face 9270
UV Count: 3
  UV <Vector (0.5531, 0.7755)>
  UV <Vector (0.5533, 0.7764)>
  UV <Vector (0.5474, 0.7766)>
Face 9271
UV Count: 3
  UV <Vector (0.5585, 0.7742)>
  UV <Vector (0.5588, 0.7756)>
  UV <Vector (0.5531, 0.7755)>
Face 9272
UV Count: 3
  UV <Vector (0.5419, 0.7757)>
  UV <Vector (0.5421, 0.7771)>
  UV <Vector (0.5365, 0.7774)>
Face 9273
UV Count: 3
  UV <Vector (0.5364, 0.7760)>
  UV <Vector (0.5365, 0.7774)>
  UV <Vector (0.5313, 0.7777)>
Face 9274
UV Count: 3
  UV <Vector (0.5311, 0.7762)>
  UV <Vector (0.5313, 0.7777)>
  UV <Vector (0.5261, 0.7777)>
Face 9275
UV Count: 3
  UV <Vector (0.6322, 0.7778)>
  UV <Vector (0.6374, 0.7778)>
  UV <Vector (0.6378, 0.7812)>
Face 9276
UV Count: 3
  UV <Vector (0.5203, 0.7780)>
  UV <Vector (0.5145, 0.7778)>
  UV <Vector (0.5146, 0.7763)>
Face 9277
UV Count: 3
  UV <Vector (0.6374, 0.7778)>
  UV <Vector (0.6322, 0.7778)>
  UV <Vector (0.6320, 0.7767)>
Face 9278
UV Count: 3
  UV <Vector (0.6318, 0.7756)>
  UV <Vector (0.6320, 0.7767)>
  UV <Vector (0.6258, 0.7769)>
Face 9279
UV Count: 3
  UV <Vector (0.6254, 0.7759)>
  UV <Vector (0.6258, 0.7769)>
  UV <Vector (0.6187, 0.7767)>
Face 9280
UV Count: 3
  UV <Vector (0.6258, 0.7769)>
  UV <Vector (0.6262, 0.7780)>
  UV <Vector (0.6187, 0.7775)>
Face 9281
UV Count: 3
  UV <Vector (0.5713, 0.8748)>
  UV <Vector (0.5713, 0.8696)>
  UV <Vector (0.5772, 0.8703)>
Face 9282
UV Count: 3
  UV <Vector (0.5769, 0.8655)>
  UV <Vector (0.5827, 0.8662)>
  UV <Vector (0.5830, 0.8714)>
Face 9283
UV Count: 3
  UV <Vector (0.5892, 0.8511)>
  UV <Vector (0.5952, 0.8525)>
  UV <Vector (0.5946, 0.8575)>
Face 9284
UV Count: 3
  UV <Vector (0.5529, 0.8777)>
  UV <Vector (0.5537, 0.8729)>
  UV <Vector (0.5595, 0.8732)>
Face 9285
UV Count: 3
  UV <Vector (0.5726, 0.8497)>
  UV <Vector (0.5752, 0.8541)>
  UV <Vector (0.5687, 0.8546)>
Face 9286
UV Count: 3
  UV <Vector (0.5700, 0.8581)>
  UV <Vector (0.5708, 0.8614)>
  UV <Vector (0.5657, 0.8617)>
Face 9287
UV Count: 3
  UV <Vector (0.5761, 0.8578)>
  UV <Vector (0.5752, 0.8541)>
  UV <Vector (0.5823, 0.8544)>
Face 9288
UV Count: 3
  UV <Vector (0.5548, 0.8681)>
  UV <Vector (0.5489, 0.8678)>
  UV <Vector (0.5514, 0.8628)>
Face 9289
UV Count: 3
  UV <Vector (0.5611, 0.8647)>
  UV <Vector (0.5658, 0.8650)>
  UV <Vector (0.5656, 0.8691)>
Face 9290
UV Count: 3
  UV <Vector (0.5711, 0.8652)>
  UV <Vector (0.5769, 0.8655)>
  UV <Vector (0.5772, 0.8703)>
Face 9291
UV Count: 3
  UV <Vector (0.5687, 0.8546)>
  UV <Vector (0.5616, 0.8550)>
  UV <Vector (0.5629, 0.8518)>
Face 9292
UV Count: 3
  UV <Vector (0.5574, 0.8525)>
  UV <Vector (0.5616, 0.8550)>
  UV <Vector (0.5595, 0.8607)>
Face 9293
UV Count: 3
  UV <Vector (0.5566, 0.8639)>
  UV <Vector (0.5611, 0.8647)>
  UV <Vector (0.5601, 0.8686)>
Face 9294
UV Count: 3
  UV <Vector (0.5595, 0.8607)>
  UV <Vector (0.5621, 0.8622)>
  UV <Vector (0.5611, 0.8647)>
Face 9295
UV Count: 3
  UV <Vector (0.5565, 0.8483)>
  UV <Vector (0.5574, 0.8525)>
  UV <Vector (0.5486, 0.8555)>
Face 9296
UV Count: 3
  UV <Vector (0.5564, 0.8432)>
  UV <Vector (0.5652, 0.8427)>
  UV <Vector (0.5642, 0.8479)>
Face 9297
UV Count: 3
  UV <Vector (0.5678, 0.8519)>
  UV <Vector (0.5629, 0.8518)>
  UV <Vector (0.5642, 0.8479)>
Face 9298
UV Count: 3
  UV <Vector (0.5566, 0.8639)>
  UV <Vector (0.5514, 0.8628)>
  UV <Vector (0.5553, 0.8583)>
Face 9299
UV Count: 3
  UV <Vector (0.5595, 0.8607)>
  UV <Vector (0.5616, 0.8550)>
  UV <Vector (0.5642, 0.8588)>
Face 9300
UV Count: 3
  UV <Vector (0.5074, 0.8769)>
  UV <Vector (0.5165, 0.8760)>
  UV <Vector (0.5156, 0.8815)>
Face 9301
UV Count: 3
  UV <Vector (0.5278, 0.8576)>
  UV <Vector (0.5282, 0.8517)>
  UV <Vector (0.5380, 0.8507)>
Face 9302
UV Count: 3
  UV <Vector (0.5184, 0.8586)>
  UV <Vector (0.5179, 0.8648)>
  UV <Vector (0.5083, 0.8656)>
Face 9303
UV Count: 3
  UV <Vector (0.5278, 0.8576)>
  UV <Vector (0.5378, 0.8565)>
  UV <Vector (0.5359, 0.8626)>
Face 9304
UV Count: 3
  UV <Vector (0.6382, 0.8427)>
  UV <Vector (0.6375, 0.8360)>
  UV <Vector (0.6430, 0.8358)>
Face 9305
UV Count: 3
  UV <Vector (0.6148, 0.8619)>
  UV <Vector (0.6080, 0.8613)>
  UV <Vector (0.6077, 0.8546)>
Face 9306
UV Count: 3
  UV <Vector (0.6281, 0.8680)>
  UV <Vector (0.6277, 0.8615)>
  UV <Vector (0.6340, 0.8610)>
Face 9307
UV Count: 3
  UV <Vector (0.6213, 0.8618)>
  UV <Vector (0.6148, 0.8619)>
  UV <Vector (0.6145, 0.8551)>
Face 9308
UV Count: 3
  UV <Vector (0.5987, 0.8685)>
  UV <Vector (0.6028, 0.8677)>
  UV <Vector (0.6034, 0.8739)>
Face 9309
UV Count: 3
  UV <Vector (0.5970, 0.8639)>
  UV <Vector (0.5931, 0.8612)>
  UV <Vector (0.5946, 0.8575)>
Face 9310
UV Count: 3
  UV <Vector (0.6086, 0.8679)>
  UV <Vector (0.6028, 0.8677)>
  UV <Vector (0.6007, 0.8609)>
Face 9311
UV Count: 3
  UV <Vector (0.6150, 0.8683)>
  UV <Vector (0.6216, 0.8683)>
  UV <Vector (0.6219, 0.8746)>
Face 9312
UV Count: 3
  UV <Vector (0.6089, 0.8741)>
  UV <Vector (0.6034, 0.8739)>
  UV <Vector (0.6028, 0.8677)>
Face 9313
UV Count: 3
  UV <Vector (0.5566, 0.8376)>
  UV <Vector (0.5668, 0.8368)>
  UV <Vector (0.5652, 0.8427)>
Face 9314
UV Count: 3
  UV <Vector (0.5282, 0.8517)>
  UV <Vector (0.5283, 0.8460)>
  UV <Vector (0.5380, 0.8450)>
Face 9315
UV Count: 3
  UV <Vector (0.5087, 0.8600)>
  UV <Vector (0.5091, 0.8537)>
  UV <Vector (0.5186, 0.8523)>
Face 9316
UV Count: 3
  UV <Vector (0.5278, 0.8576)>
  UV <Vector (0.5269, 0.8635)>
  UV <Vector (0.5179, 0.8648)>
Face 9317
UV Count: 3
  UV <Vector (0.6209, 0.8320)>
  UV <Vector (0.6270, 0.8319)>
  UV <Vector (0.6265, 0.8373)>
Face 9318
UV Count: 3
  UV <Vector (0.6320, 0.8319)>
  UV <Vector (0.6270, 0.8319)>
  UV <Vector (0.6279, 0.8268)>
Face 9319
UV Count: 3
  UV <Vector (0.6206, 0.8492)>
  UV <Vector (0.6268, 0.8492)>
  UV <Vector (0.6272, 0.8552)>
Face 9320
UV Count: 3
  UV <Vector (0.6268, 0.8492)>
  UV <Vector (0.6265, 0.8432)>
  UV <Vector (0.6325, 0.8430)>
Face 9321
UV Count: 3
  UV <Vector (0.6008, 0.8538)>
  UV <Vector (0.6077, 0.8546)>
  UV <Vector (0.6080, 0.8613)>
Face 9322
UV Count: 3
  UV <Vector (0.6209, 0.8553)>
  UV <Vector (0.6145, 0.8551)>
  UV <Vector (0.6141, 0.8491)>
Face 9323
UV Count: 3
  UV <Vector (0.5952, 0.8525)>
  UV <Vector (0.6008, 0.8538)>
  UV <Vector (0.6007, 0.8609)>
Face 9324
UV Count: 3
  UV <Vector (0.6150, 0.8683)>
  UV <Vector (0.6086, 0.8679)>
  UV <Vector (0.6080, 0.8613)>
Face 9325
UV Count: 3
  UV <Vector (0.6008, 0.8538)>
  UV <Vector (0.5952, 0.8525)>
  UV <Vector (0.5951, 0.8468)>
Face 9326
UV Count: 3
  UV <Vector (0.5735, 0.8441)>
  UV <Vector (0.5652, 0.8427)>
  UV <Vector (0.5668, 0.8368)>
Face 9327
UV Count: 3
  UV <Vector (0.5809, 0.8238)>
  UV <Vector (0.5891, 0.8230)>
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Face 9328
UV Count: 3
  UV <Vector (0.5822, 0.8399)>
  UV <Vector (0.5748, 0.8391)>
  UV <Vector (0.5767, 0.8358)>
Face 9329
UV Count: 3
  UV <Vector (0.5644, 0.8311)>
  UV <Vector (0.5668, 0.8368)>
  UV <Vector (0.5566, 0.8376)>
Face 9330
UV Count: 3
  UV <Vector (0.5735, 0.8441)>
  UV <Vector (0.5818, 0.8448)>
  UV <Vector (0.5819, 0.8498)>
Face 9331
UV Count: 3
  UV <Vector (0.5952, 0.8525)>
  UV <Vector (0.5892, 0.8511)>
  UV <Vector (0.5893, 0.8458)>
Face 9332
UV Count: 3
  UV <Vector (0.5826, 0.8352)>
  UV <Vector (0.5891, 0.8350)>
  UV <Vector (0.5892, 0.8405)>
Face 9333
UV Count: 3
  UV <Vector (0.5891, 0.8294)>
  UV <Vector (0.5951, 0.8294)>
  UV <Vector (0.5951, 0.8353)>
Face 9334
UV Count: 3
  UV <Vector (0.5952, 0.8230)>
  UV <Vector (0.6007, 0.8236)>
  UV <Vector (0.6009, 0.8300)>
Face 9335
UV Count: 3
  UV <Vector (0.6009, 0.8300)>
  UV <Vector (0.6073, 0.8311)>
  UV <Vector (0.6073, 0.8368)>
Face 9336
UV Count: 3
  UV <Vector (0.6404, 0.8604)>
  UV <Vector (0.6408, 0.8667)>
  UV <Vector (0.6344, 0.8674)>
Face 9337
UV Count: 3
  UV <Vector (0.6329, 0.8489)>
  UV <Vector (0.6335, 0.8548)>
  UV <Vector (0.6272, 0.8552)>
Face 9338
UV Count: 3
  UV <Vector (0.6265, 0.8432)>
  UV <Vector (0.6204, 0.8434)>
  UV <Vector (0.6206, 0.8374)>
Face 9339
UV Count: 3
  UV <Vector (0.6325, 0.8430)>
  UV <Vector (0.6265, 0.8432)>
  UV <Vector (0.6265, 0.8373)>
Face 9340
UV Count: 3
  UV <Vector (0.6408, 0.8667)>
  UV <Vector (0.6404, 0.8604)>
  UV <Vector (0.6453, 0.8600)>
Face 9341
UV Count: 3
  UV <Vector (0.5283, 0.8404)>
  UV <Vector (0.5281, 0.8347)>
  UV <Vector (0.5379, 0.8337)>
Face 9342
UV Count: 3
  UV <Vector (0.5188, 0.8416)>
  UV <Vector (0.5190, 0.8355)>
  UV <Vector (0.5281, 0.8347)>
Face 9343
UV Count: 3
  UV <Vector (0.5283, 0.8460)>
  UV <Vector (0.5283, 0.8404)>
  UV <Vector (0.5380, 0.8394)>
Face 9344
UV Count: 3
  UV <Vector (0.5472, 0.8330)>
  UV <Vector (0.5474, 0.8385)>
  UV <Vector (0.5380, 0.8394)>
Face 9345
UV Count: 3
  UV <Vector (0.5809, 0.8238)>
  UV <Vector (0.5823, 0.8303)>
  UV <Vector (0.5723, 0.8290)>
Face 9346
UV Count: 3
  UV <Vector (0.5823, 0.8303)>
  UV <Vector (0.5742, 0.8332)>
  UV <Vector (0.5723, 0.8290)>
Face 9347
UV Count: 3
  UV <Vector (0.5136, 0.7909)>
  UV <Vector (0.5139, 0.7868)>
  UV <Vector (0.5197, 0.7882)>
Face 9348
UV Count: 3
  UV <Vector (0.5891, 0.8350)>
  UV <Vector (0.5951, 0.8353)>
  UV <Vector (0.5950, 0.8411)>
Face 9349
UV Count: 3
  UV <Vector (0.5951, 0.8294)>
  UV <Vector (0.6009, 0.8300)>
  UV <Vector (0.6007, 0.8361)>
Face 9350
UV Count: 3
  UV <Vector (0.6204, 0.8434)>
  UV <Vector (0.6140, 0.8431)>
  UV <Vector (0.6141, 0.8372)>
Face 9351
UV Count: 3
  UV <Vector (0.6003, 0.8475)>
  UV <Vector (0.6073, 0.8485)>
  UV <Vector (0.6077, 0.8546)>
Face 9352
UV Count: 3
  UV <Vector (0.5822, 0.8399)>
  UV <Vector (0.5892, 0.8405)>
  UV <Vector (0.5893, 0.8458)>
Face 9353
UV Count: 3
  UV <Vector (0.5748, 0.8391)>
  UV <Vector (0.5822, 0.8399)>
  UV <Vector (0.5818, 0.8448)>
Face 9354
UV Count: 3
  UV <Vector (0.5891, 0.8230)>
  UV <Vector (0.5809, 0.8238)>
  UV <Vector (0.5794, 0.8169)>
Face 9355
UV Count: 3
  UV <Vector (0.5704, 0.8178)>
  UV <Vector (0.5794, 0.8169)>
  UV <Vector (0.5809, 0.8238)>
Face 9356
UV Count: 3
  UV <Vector (0.5952, 0.8230)>
  UV <Vector (0.5891, 0.8230)>
  UV <Vector (0.5880, 0.8169)>
Face 9357
UV Count: 3
  UV <Vector (0.6003, 0.8475)>
  UV <Vector (0.5951, 0.8468)>
  UV <Vector (0.5950, 0.8411)>
Face 9358
UV Count: 3
  UV <Vector (0.5668, 0.8368)>
  UV <Vector (0.5644, 0.8311)>
  UV <Vector (0.5723, 0.8290)>
Face 9359
UV Count: 3
  UV <Vector (0.6140, 0.8431)>
  UV <Vector (0.6072, 0.8426)>
  UV <Vector (0.6073, 0.8368)>
Face 9360
UV Count: 3
  UV <Vector (0.6072, 0.8426)>
  UV <Vector (0.6140, 0.8431)>
  UV <Vector (0.6141, 0.8491)>
Face 9361
UV Count: 3
  UV <Vector (0.6141, 0.8372)>
  UV <Vector (0.6073, 0.8368)>
  UV <Vector (0.6073, 0.8311)>
Face 9362
UV Count: 3
  UV <Vector (0.6216, 0.8683)>
  UV <Vector (0.6150, 0.8683)>
  UV <Vector (0.6148, 0.8619)>
Face 9363
UV Count: 3
  UV <Vector (0.6442, 0.8479)>
  UV <Vector (0.6447, 0.8537)>
  UV <Vector (0.6398, 0.8542)>
Face 9364
UV Count: 3
  UV <Vector (0.6270, 0.8319)>
  UV <Vector (0.6320, 0.8319)>
  UV <Vector (0.6320, 0.8368)>
Face 9365
UV Count: 3
  UV <Vector (0.6447, 0.8537)>
  UV <Vector (0.6453, 0.8600)>
  UV <Vector (0.6404, 0.8604)>
Face 9366
UV Count: 3
  UV <Vector (0.5375, 0.8231)>
  UV <Vector (0.5379, 0.8284)>
  UV <Vector (0.5280, 0.8290)>
Face 9367
UV Count: 3
  UV <Vector (0.5379, 0.8284)>
  UV <Vector (0.5379, 0.8337)>
  UV <Vector (0.5281, 0.8347)>
Face 9368
UV Count: 3
  UV <Vector (0.5472, 0.8330)>
  UV <Vector (0.5379, 0.8337)>
  UV <Vector (0.5379, 0.8284)>
Face 9369
UV Count: 3
  UV <Vector (0.5560, 0.8321)>
  UV <Vector (0.5472, 0.8330)>
  UV <Vector (0.5475, 0.8276)>
Face 9370
UV Count: 3
  UV <Vector (0.5564, 0.8432)>
  UV <Vector (0.5474, 0.8441)>
  UV <Vector (0.5474, 0.8385)>
Face 9371
UV Count: 3
  UV <Vector (0.5823, 0.8303)>
  UV <Vector (0.5826, 0.8352)>
  UV <Vector (0.5767, 0.8358)>
Face 9372
UV Count: 3
  UV <Vector (0.6073, 0.8256)>
  UV <Vector (0.6007, 0.8236)>
  UV <Vector (0.5999, 0.8172)>
Face 9373
UV Count: 3
  UV <Vector (0.6142, 0.8316)>
  UV <Vector (0.6209, 0.8320)>
  UV <Vector (0.6206, 0.8374)>
Face 9374
UV Count: 3
  UV <Vector (0.6375, 0.8360)>
  UV <Vector (0.6382, 0.8427)>
  UV <Vector (0.6325, 0.8430)>
Face 9375
UV Count: 3
  UV <Vector (0.6329, 0.8489)>
  UV <Vector (0.6325, 0.8430)>
  UV <Vector (0.6382, 0.8427)>
Face 9376
UV Count: 3
  UV <Vector (0.5190, 0.8355)>
  UV <Vector (0.5190, 0.8292)>
  UV <Vector (0.5280, 0.8290)>
Face 9377
UV Count: 3
  UV <Vector (0.6398, 0.8542)>
  UV <Vector (0.6404, 0.8604)>
  UV <Vector (0.6340, 0.8610)>
Face 9378
UV Count: 3
  UV <Vector (0.5185, 0.8098)>
  UV <Vector (0.5189, 0.8141)>
  UV <Vector (0.5120, 0.8130)>
Face 9379
UV Count: 3
  UV <Vector (0.5099, 0.8432)>
  UV <Vector (0.5104, 0.8358)>
  UV <Vector (0.5190, 0.8355)>
Face 9380
UV Count: 3
  UV <Vector (0.5190, 0.8292)>
  UV <Vector (0.5190, 0.8355)>
  UV <Vector (0.5104, 0.8358)>
Face 9381
UV Count: 3
  UV <Vector (0.6320, 0.8319)>
  UV <Vector (0.6351, 0.8284)>
  UV <Vector (0.6375, 0.8360)>
Face 9382
UV Count: 3
  UV <Vector (0.5475, 0.8276)>
  UV <Vector (0.5379, 0.8284)>
  UV <Vector (0.5375, 0.8231)>
Face 9383
UV Count: 3
  UV <Vector (0.5471, 0.8165)>
  UV <Vector (0.5481, 0.8218)>
  UV <Vector (0.5375, 0.8231)>
Face 9384
UV Count: 3
  UV <Vector (0.6007, 0.8236)>
  UV <Vector (0.5952, 0.8230)>
  UV <Vector (0.5958, 0.8164)>
Face 9385
UV Count: 3
  UV <Vector (0.6073, 0.8256)>
  UV <Vector (0.6059, 0.8157)>
  UV <Vector (0.6136, 0.8174)>
Face 9386
UV Count: 3
  UV <Vector (0.6144, 0.8258)>
  UV <Vector (0.6136, 0.8174)>
  UV <Vector (0.6207, 0.8191)>
Face 9387
UV Count: 3
  UV <Vector (0.6210, 0.8264)>
  UV <Vector (0.6207, 0.8191)>
  UV <Vector (0.6276, 0.8201)>
Face 9388
UV Count: 3
  UV <Vector (0.6389, 0.8485)>
  UV <Vector (0.6398, 0.8542)>
  UV <Vector (0.6335, 0.8548)>
Face 9389
UV Count: 3
  UV <Vector (0.6142, 0.8316)>
  UV <Vector (0.6073, 0.8311)>
  UV <Vector (0.6073, 0.8256)>
Face 9390
UV Count: 3
  UV <Vector (0.6203, 0.8136)>
  UV <Vector (0.6197, 0.8093)>
  UV <Vector (0.6268, 0.8100)>
Face 9391
UV Count: 3
  UV <Vector (0.6342, 0.8158)>
  UV <Vector (0.6348, 0.8210)>
  UV <Vector (0.6276, 0.8201)>
Face 9392
UV Count: 3
  UV <Vector (0.6342, 0.8158)>
  UV <Vector (0.6338, 0.8113)>
  UV <Vector (0.6408, 0.8130)>
Face 9393
UV Count: 3
  UV <Vector (0.5368, 0.8090)>
  UV <Vector (0.5360, 0.8040)>
  UV <Vector (0.5463, 0.8040)>
Face 9394
UV Count: 3
  UV <Vector (0.5631, 0.8260)>
  UV <Vector (0.5644, 0.8311)>
  UV <Vector (0.5560, 0.8321)>
Face 9395
UV Count: 3
  UV <Vector (0.5372, 0.8137)>
  UV <Vector (0.5476, 0.8131)>
  UV <Vector (0.5471, 0.8165)>
Face 9396
UV Count: 3
  UV <Vector (0.5095, 0.8479)>
  UV <Vector (0.5099, 0.8432)>
  UV <Vector (0.5188, 0.8416)>
Face 9397
UV Count: 3
  UV <Vector (0.5605, 0.8135)>
  UV <Vector (0.5537, 0.8155)>
  UV <Vector (0.5529, 0.8118)>
Face 9398
UV Count: 3
  UV <Vector (0.6137, 0.8124)>
  UV <Vector (0.6125, 0.8087)>
  UV <Vector (0.6197, 0.8093)>
Face 9399
UV Count: 3
  UV <Vector (0.5569, 0.8070)>
  UV <Vector (0.5607, 0.8088)>
  UV <Vector (0.5529, 0.8118)>
Face 9400
UV Count: 3
  UV <Vector (0.5373, 0.8180)>
  UV <Vector (0.5375, 0.8231)>
  UV <Vector (0.5277, 0.8235)>
Face 9401
UV Count: 3
  UV <Vector (0.5372, 0.8137)>
  UV <Vector (0.5368, 0.8090)>
  UV <Vector (0.5470, 0.8094)>
Face 9402
UV Count: 3
  UV <Vector (0.5368, 0.8090)>
  UV <Vector (0.5372, 0.8137)>
  UV <Vector (0.5274, 0.8137)>
Face 9403
UV Count: 3
  UV <Vector (0.5282, 0.8517)>
  UV <Vector (0.5278, 0.8576)>
  UV <Vector (0.5184, 0.8586)>
Face 9404
UV Count: 3
  UV <Vector (0.5565, 0.8483)>
  UV <Vector (0.5477, 0.8497)>
  UV <Vector (0.5474, 0.8441)>
Face 9405
UV Count: 3
  UV <Vector (0.5477, 0.8497)>
  UV <Vector (0.5486, 0.8555)>
  UV <Vector (0.5378, 0.8565)>
Face 9406
UV Count: 3
  UV <Vector (0.5186, 0.8523)>
  UV <Vector (0.5187, 0.8469)>
  UV <Vector (0.5283, 0.8460)>
Face 9407
UV Count: 3
  UV <Vector (0.5187, 0.8469)>
  UV <Vector (0.5186, 0.8523)>
  UV <Vector (0.5091, 0.8537)>
Face 9408
UV Count: 3
  UV <Vector (0.5380, 0.8507)>
  UV <Vector (0.5380, 0.8450)>
  UV <Vector (0.5474, 0.8441)>
Face 9409
UV Count: 3
  UV <Vector (0.6277, 0.8615)>
  UV <Vector (0.6272, 0.8552)>
  UV <Vector (0.6335, 0.8548)>
Face 9410
UV Count: 3
  UV <Vector (0.6389, 0.8485)>
  UV <Vector (0.6382, 0.8427)>
  UV <Vector (0.6437, 0.8432)>
Face 9411
UV Count: 3
  UV <Vector (0.6086, 0.8679)>
  UV <Vector (0.6150, 0.8683)>
  UV <Vector (0.6152, 0.8745)>
Face 9412
UV Count: 3
  UV <Vector (0.6206, 0.8492)>
  UV <Vector (0.6141, 0.8491)>
  UV <Vector (0.6140, 0.8431)>
Face 9413
UV Count: 3
  UV <Vector (0.6204, 0.8434)>
  UV <Vector (0.6265, 0.8432)>
  UV <Vector (0.6268, 0.8492)>
Face 9414
UV Count: 3
  UV <Vector (0.5823, 0.8303)>
  UV <Vector (0.5891, 0.8294)>
  UV <Vector (0.5891, 0.8350)>
Face 9415
UV Count: 3
  UV <Vector (0.5825, 0.8620)>
  UV <Vector (0.5766, 0.8615)>
  UV <Vector (0.5761, 0.8578)>
Face 9416
UV Count: 3
  UV <Vector (0.5818, 0.8448)>
  UV <Vector (0.5893, 0.8458)>
  UV <Vector (0.5892, 0.8511)>
Face 9417
UV Count: 3
  UV <Vector (0.5891, 0.8230)>
  UV <Vector (0.5952, 0.8230)>
  UV <Vector (0.5951, 0.8294)>
Face 9418
UV Count: 3
  UV <Vector (0.5748, 0.8391)>
  UV <Vector (0.5668, 0.8368)>
  UV <Vector (0.5742, 0.8332)>
Face 9419
UV Count: 3
  UV <Vector (0.5270, 0.8091)>
  UV <Vector (0.5274, 0.8137)>
  UV <Vector (0.5189, 0.8141)>
Face 9420
UV Count: 3
  UV <Vector (0.6413, 0.8177)>
  UV <Vector (0.6417, 0.8225)>
  UV <Vector (0.6348, 0.8210)>
Face 9421
UV Count: 3
  UV <Vector (0.6334, 0.8067)>
  UV <Vector (0.6338, 0.8113)>
  UV <Vector (0.6268, 0.8100)>
Face 9422
UV Count: 3
  UV <Vector (0.6272, 0.8146)>
  UV <Vector (0.6276, 0.8201)>
  UV <Vector (0.6207, 0.8191)>
Face 9423
UV Count: 3
  UV <Vector (0.6136, 0.8174)>
  UV <Vector (0.6059, 0.8157)>
  UV <Vector (0.6087, 0.8111)>
Face 9424
UV Count: 3
  UV <Vector (0.5537, 0.8155)>
  UV <Vector (0.5471, 0.8165)>
  UV <Vector (0.5476, 0.8131)>
Face 9425
UV Count: 3
  UV <Vector (0.5553, 0.8267)>
  UV <Vector (0.5475, 0.8276)>
  UV <Vector (0.5481, 0.8218)>
Face 9426
UV Count: 3
  UV <Vector (0.5277, 0.8235)>
  UV <Vector (0.5280, 0.8290)>
  UV <Vector (0.5190, 0.8292)>
Face 9427
UV Count: 3
  UV <Vector (0.5372, 0.8137)>
  UV <Vector (0.5373, 0.8180)>
  UV <Vector (0.5275, 0.8184)>
Face 9428
UV Count: 3
  UV <Vector (0.5189, 0.8141)>
  UV <Vector (0.5189, 0.8186)>
  UV <Vector (0.5117, 0.8177)>
Face 9429
UV Count: 3
  UV <Vector (0.5123, 0.8086)>
  UV <Vector (0.5127, 0.8032)>
  UV <Vector (0.5180, 0.8041)>
Face 9430
UV Count: 3
  UV <Vector (0.6264, 0.8054)>
  UV <Vector (0.6261, 0.8008)>
  UV <Vector (0.6328, 0.8014)>
Face 9431
UV Count: 3
  UV <Vector (0.6209, 0.8320)>
  UV <Vector (0.6142, 0.8316)>
  UV <Vector (0.6144, 0.8258)>
Face 9432
UV Count: 3
  UV <Vector (0.7865, 0.7834)>
  UV <Vector (0.7851, 0.7907)>
  UV <Vector (0.7791, 0.7909)>
Face 9433
UV Count: 3
  UV <Vector (0.6125, 0.8087)>
  UV <Vector (0.6109, 0.8051)>
  UV <Vector (0.6189, 0.8051)>
Face 9434
UV Count: 3
  UV <Vector (0.5951, 0.8468)>
  UV <Vector (0.5893, 0.8458)>
  UV <Vector (0.5892, 0.8405)>
Face 9435
UV Count: 3
  UV <Vector (0.5889, 0.8557)>
  UV <Vector (0.5823, 0.8544)>
  UV <Vector (0.5819, 0.8498)>
Face 9436
UV Count: 3
  UV <Vector (0.6006, 0.8417)>
  UV <Vector (0.6072, 0.8426)>
  UV <Vector (0.6073, 0.8485)>
Face 9437
UV Count: 3
  UV <Vector (0.6073, 0.8311)>
  UV <Vector (0.6009, 0.8300)>
  UV <Vector (0.6007, 0.8236)>
Face 9438
UV Count: 3
  UV <Vector (0.5994, 0.8105)>
  UV <Vector (0.5972, 0.8114)>
  UV <Vector (0.5961, 0.8066)>
Face 9439
UV Count: 3
  UV <Vector (0.5565, 0.8483)>
  UV <Vector (0.5642, 0.8479)>
  UV <Vector (0.5629, 0.8518)>
Face 9440
UV Count: 3
  UV <Vector (0.5726, 0.8497)>
  UV <Vector (0.5642, 0.8479)>
  UV <Vector (0.5652, 0.8427)>
Face 9441
UV Count: 3
  UV <Vector (0.5560, 0.8321)>
  UV <Vector (0.5566, 0.8376)>
  UV <Vector (0.5474, 0.8385)>
Face 9442
UV Count: 3
  UV <Vector (0.5380, 0.8450)>
  UV <Vector (0.5380, 0.8394)>
  UV <Vector (0.5474, 0.8385)>
Face 9443
UV Count: 3
  UV <Vector (0.5187, 0.8469)>
  UV <Vector (0.5188, 0.8416)>
  UV <Vector (0.5283, 0.8404)>
Face 9444
UV Count: 3
  UV <Vector (0.5537, 0.8155)>
  UV <Vector (0.5546, 0.8208)>
  UV <Vector (0.5481, 0.8218)>
Face 9445
UV Count: 3
  UV <Vector (0.5537, 0.8155)>
  UV <Vector (0.5605, 0.8135)>
  UV <Vector (0.5616, 0.8192)>
Face 9446
UV Count: 3
  UV <Vector (0.5546, 0.8208)>
  UV <Vector (0.5616, 0.8192)>
  UV <Vector (0.5631, 0.8260)>
Face 9447
UV Count: 3
  UV <Vector (0.5704, 0.8178)>
  UV <Vector (0.5616, 0.8192)>
  UV <Vector (0.5605, 0.8135)>
Face 9448
UV Count: 3
  UV <Vector (0.5723, 0.8290)>
  UV <Vector (0.5644, 0.8311)>
  UV <Vector (0.5631, 0.8260)>
Face 9449
UV Count: 3
  UV <Vector (0.5704, 0.8178)>
  UV <Vector (0.5694, 0.8112)>
  UV <Vector (0.5758, 0.8112)>
Face 9450
UV Count: 3
  UV <Vector (0.5700, 0.8581)>
  UV <Vector (0.5687, 0.8546)>
  UV <Vector (0.5752, 0.8541)>
Face 9451
UV Count: 3
  UV <Vector (0.5742, 0.8078)>
  UV <Vector (0.5758, 0.8112)>
  UV <Vector (0.5694, 0.8112)>
Face 9452
UV Count: 3
  UV <Vector (0.5742, 0.8009)>
  UV <Vector (0.5824, 0.8030)>
  UV <Vector (0.5742, 0.8078)>
Face 9453
UV Count: 3
  UV <Vector (0.5866, 0.8113)>
  UV <Vector (0.5972, 0.8114)>
  UV <Vector (0.5958, 0.8164)>
Face 9454
UV Count: 3
  UV <Vector (0.5999, 0.8172)>
  UV <Vector (0.5958, 0.8164)>
  UV <Vector (0.5972, 0.8114)>
Face 9455
UV Count: 3
  UV <Vector (0.5616, 0.8192)>
  UV <Vector (0.5704, 0.8178)>
  UV <Vector (0.5713, 0.8238)>
Face 9456
UV Count: 3
  UV <Vector (0.5852, 0.8072)>
  UV <Vector (0.5824, 0.8030)>
  UV <Vector (0.5930, 0.8022)>
Face 9457
UV Count: 3
  UV <Vector (0.5866, 0.8113)>
  UV <Vector (0.5794, 0.8169)>
  UV <Vector (0.5758, 0.8112)>
Face 9458
UV Count: 3
  UV <Vector (0.5995, 0.8033)>
  UV <Vector (0.5996, 0.8070)>
  UV <Vector (0.5961, 0.8066)>
Face 9459
UV Count: 3
  UV <Vector (0.6073, 0.8485)>
  UV <Vector (0.6141, 0.8491)>
  UV <Vector (0.6145, 0.8551)>
Face 9460
UV Count: 3
  UV <Vector (0.6136, 0.8174)>
  UV <Vector (0.6137, 0.8124)>
  UV <Vector (0.6203, 0.8136)>
Face 9461
UV Count: 3
  UV <Vector (0.6210, 0.8264)>
  UV <Vector (0.6279, 0.8268)>
  UV <Vector (0.6270, 0.8319)>
Face 9462
UV Count: 3
  UV <Vector (0.6264, 0.8054)>
  UV <Vector (0.6268, 0.8100)>
  UV <Vector (0.6197, 0.8093)>
Face 9463
UV Count: 3
  UV <Vector (0.6087, 0.7940)>
  UV <Vector (0.6173, 0.7947)>
  UV <Vector (0.6178, 0.8006)>
Face 9464
UV Count: 3
  UV <Vector (0.6404, 0.8086)>
  UV <Vector (0.6408, 0.8130)>
  UV <Vector (0.6338, 0.8113)>
Face 9465
UV Count: 3
  UV <Vector (0.5270, 0.8091)>
  UV <Vector (0.5260, 0.8037)>
  UV <Vector (0.5360, 0.8040)>
Face 9466
UV Count: 3
  UV <Vector (0.5189, 0.8186)>
  UV <Vector (0.5188, 0.8235)>
  UV <Vector (0.5113, 0.8225)>
Face 9467
UV Count: 3
  UV <Vector (0.5188, 0.8235)>
  UV <Vector (0.5190, 0.8292)>
  UV <Vector (0.5109, 0.8288)>
Face 9468
UV Count: 3
  UV <Vector (0.5679, 0.8095)>
  UV <Vector (0.5694, 0.8112)>
  UV <Vector (0.5605, 0.8135)>
Face 9469
UV Count: 3
  UV <Vector (0.5695, 0.8029)>
  UV <Vector (0.5679, 0.8095)>
  UV <Vector (0.5607, 0.8088)>
Face 9470
UV Count: 3
  UV <Vector (0.5866, 0.8113)>
  UV <Vector (0.5852, 0.8072)>
  UV <Vector (0.5961, 0.8066)>
Face 9471
UV Count: 3
  UV <Vector (0.5954, 0.7994)>
  UV <Vector (0.5989, 0.8000)>
  UV <Vector (0.5995, 0.8033)>
Face 9472
UV Count: 3
  UV <Vector (0.6125, 0.8087)>
  UV <Vector (0.5994, 0.8105)>
  UV <Vector (0.5996, 0.8070)>
Face 9473
UV Count: 3
  UV <Vector (0.6189, 0.8051)>
  UV <Vector (0.6178, 0.8006)>
  UV <Vector (0.6261, 0.8008)>
Face 9474
UV Count: 3
  UV <Vector (0.6279, 0.8268)>
  UV <Vector (0.6276, 0.8201)>
  UV <Vector (0.6348, 0.8210)>
Face 9475
UV Count: 3
  UV <Vector (0.6272, 0.8146)>
  UV <Vector (0.6268, 0.8100)>
  UV <Vector (0.6338, 0.8113)>
Face 9476
UV Count: 3
  UV <Vector (0.6261, 0.8008)>
  UV <Vector (0.6178, 0.8006)>
  UV <Vector (0.6173, 0.7947)>
Face 9477
UV Count: 3
  UV <Vector (0.6375, 0.8360)>
  UV <Vector (0.6351, 0.8284)>
  UV <Vector (0.6423, 0.8288)>
Face 9478
UV Count: 3
  UV <Vector (0.5463, 0.8040)>
  UV <Vector (0.5444, 0.7996)>
  UV <Vector (0.5493, 0.7984)>
Face 9479
UV Count: 3
  UV <Vector (0.5335, 0.7942)>
  UV <Vector (0.5351, 0.7993)>
  UV <Vector (0.5253, 0.7975)>
Face 9480
UV Count: 3
  UV <Vector (0.5274, 0.8137)>
  UV <Vector (0.5275, 0.8184)>
  UV <Vector (0.5189, 0.8186)>
Face 9481
UV Count: 3
  UV <Vector (0.5463, 0.8040)>
  UV <Vector (0.5513, 0.8031)>
  UV <Vector (0.5513, 0.8079)>
Face 9482
UV Count: 3
  UV <Vector (0.5513, 0.8079)>
  UV <Vector (0.5529, 0.8118)>
  UV <Vector (0.5476, 0.8131)>
Face 9483
UV Count: 3
  UV <Vector (0.5752, 0.8541)>
  UV <Vector (0.5726, 0.8497)>
  UV <Vector (0.5819, 0.8498)>
Face 9484
UV Count: 3
  UV <Vector (0.5275, 0.8184)>
  UV <Vector (0.5277, 0.8235)>
  UV <Vector (0.5188, 0.8235)>
Face 9485
UV Count: 3
  UV <Vector (0.5824, 0.8030)>
  UV <Vector (0.5852, 0.8072)>
  UV <Vector (0.5758, 0.8112)>
Face 9486
UV Count: 3
  UV <Vector (0.5995, 0.8033)>
  UV <Vector (0.5989, 0.8000)>
  UV <Vector (0.6081, 0.8017)>
Face 9487
UV Count: 3
  UV <Vector (0.5773, 0.7809)>
  UV <Vector (0.5835, 0.7808)>
  UV <Vector (0.5822, 0.7861)>
Face 9488
UV Count: 3
  UV <Vector (0.5625, 0.7858)>
  UV <Vector (0.5693, 0.7865)>
  UV <Vector (0.5679, 0.7934)>
Face 9489
UV Count: 3
  UV <Vector (0.6109, 0.8051)>
  UV <Vector (0.6081, 0.8017)>
  UV <Vector (0.6178, 0.8006)>
Face 9490
UV Count: 3
  UV <Vector (0.6103, 0.7866)>
  UV <Vector (0.6181, 0.7862)>
  UV <Vector (0.6174, 0.7902)>
Face 9491
UV Count: 3
  UV <Vector (0.6261, 0.7813)>
  UV <Vector (0.6322, 0.7811)>
  UV <Vector (0.6323, 0.7861)>
Face 9492
UV Count: 3
  UV <Vector (0.6351, 0.8284)>
  UV <Vector (0.6348, 0.8210)>
  UV <Vector (0.6417, 0.8225)>
Face 9493
UV Count: 3
  UV <Vector (0.5743, 0.7923)>
  UV <Vector (0.5800, 0.7911)>
  UV <Vector (0.5795, 0.7987)>
Face 9494
UV Count: 3
  UV <Vector (0.5569, 0.8070)>
  UV <Vector (0.5513, 0.8079)>
  UV <Vector (0.5513, 0.8031)>
Face 9495
UV Count: 3
  UV <Vector (0.5444, 0.7996)>
  UV <Vector (0.5463, 0.8040)>
  UV <Vector (0.5360, 0.8040)>
Face 9496
UV Count: 3
  UV <Vector (0.5180, 0.8041)>
  UV <Vector (0.5184, 0.7957)>
  UV <Vector (0.5253, 0.7975)>
Face 9497
UV Count: 3
  UV <Vector (0.5259, 0.7887)>
  UV <Vector (0.5258, 0.7935)>
  UV <Vector (0.5193, 0.7924)>
Face 9498
UV Count: 3
  UV <Vector (0.6328, 0.8014)>
  UV <Vector (0.6324, 0.7949)>
  UV <Vector (0.6391, 0.7947)>
Face 9499
UV Count: 3
  UV <Vector (0.6322, 0.7905)>
  UV <Vector (0.6387, 0.7909)>
  UV <Vector (0.6391, 0.7947)>
Face 9500
UV Count: 3
  UV <Vector (0.6174, 0.7902)>
  UV <Vector (0.6253, 0.7903)>
  UV <Vector (0.6254, 0.7949)>
Face 9501
UV Count: 3
  UV <Vector (0.5259, 0.7887)>
  UV <Vector (0.5197, 0.7882)>
  UV <Vector (0.5203, 0.7815)>
Face 9502
UV Count: 3
  UV <Vector (0.6256, 0.7860)>
  UV <Vector (0.6323, 0.7861)>
  UV <Vector (0.6322, 0.7905)>
Face 9503
UV Count: 3
  UV <Vector (0.6383, 0.7868)>
  UV <Vector (0.6323, 0.7861)>
  UV <Vector (0.6322, 0.7811)>
Face 9504
UV Count: 3
  UV <Vector (0.5258, 0.7935)>
  UV <Vector (0.5253, 0.7975)>
  UV <Vector (0.5184, 0.7957)>
Face 9505
UV Count: 3
  UV <Vector (0.5361, 0.7884)>
  UV <Vector (0.5368, 0.7810)>
  UV <Vector (0.5426, 0.7809)>
Face 9506
UV Count: 3
  UV <Vector (0.5143, 0.7812)>
  UV <Vector (0.5203, 0.7815)>
  UV <Vector (0.5197, 0.7882)>
Face 9507
UV Count: 3
  UV <Vector (0.5509, 0.7906)>
  UV <Vector (0.5571, 0.7927)>
  UV <Vector (0.5493, 0.7984)>
Face 9508
UV Count: 3
  UV <Vector (0.5318, 0.7884)>
  UV <Vector (0.5259, 0.7887)>
  UV <Vector (0.5261, 0.7813)>
Face 9509
UV Count: 3
  UV <Vector (0.5318, 0.7884)>
  UV <Vector (0.5316, 0.7806)>
  UV <Vector (0.5368, 0.7810)>
Face 9510
UV Count: 3
  UV <Vector (0.5464, 0.7930)>
  UV <Vector (0.5437, 0.7871)>
  UV <Vector (0.5494, 0.7859)>
Face 9511
UV Count: 3
  UV <Vector (0.5335, 0.7942)>
  UV <Vector (0.5318, 0.7884)>
  UV <Vector (0.5361, 0.7884)>
Face 9512
UV Count: 3
  UV <Vector (0.5549, 0.7856)>
  UV <Vector (0.5571, 0.7927)>
  UV <Vector (0.5509, 0.7906)>
Face 9513
UV Count: 3
  UV <Vector (0.5437, 0.7871)>
  UV <Vector (0.5426, 0.7809)>
  UV <Vector (0.5483, 0.7806)>
Face 9514
UV Count: 3
  UV <Vector (0.6181, 0.7862)>
  UV <Vector (0.6256, 0.7860)>
  UV <Vector (0.6253, 0.7903)>
Face 9515
UV Count: 3
  UV <Vector (0.6253, 0.7903)>
  UV <Vector (0.6322, 0.7905)>
  UV <Vector (0.6324, 0.7949)>
Face 9516
UV Count: 3
  UV <Vector (0.6093, 0.7903)>
  UV <Vector (0.6174, 0.7902)>
  UV <Vector (0.6173, 0.7947)>
Face 9517
UV Count: 3
  UV <Vector (0.6334, 0.8067)>
  UV <Vector (0.6328, 0.8014)>
  UV <Vector (0.6399, 0.8032)>
Face 9518
UV Count: 3
  UV <Vector (0.6093, 0.7903)>
  UV <Vector (0.6026, 0.7903)>
  UV <Vector (0.6035, 0.7873)>
Face 9519
UV Count: 3
  UV <Vector (0.6195, 0.7812)>
  UV <Vector (0.6261, 0.7813)>
  UV <Vector (0.6256, 0.7860)>
Face 9520
UV Count: 3
  UV <Vector (0.5985, 0.7809)>
  UV <Vector (0.6044, 0.7810)>
  UV <Vector (0.6035, 0.7873)>
Face 9521
UV Count: 3
  UV <Vector (0.6044, 0.7810)>
  UV <Vector (0.6107, 0.7812)>
  UV <Vector (0.6103, 0.7866)>
Face 9522
UV Count: 3
  UV <Vector (0.5874, 0.7859)>
  UV <Vector (0.5822, 0.7861)>
  UV <Vector (0.5835, 0.7808)>
Face 9523
UV Count: 3
  UV <Vector (0.5926, 0.7907)>
  UV <Vector (0.5861, 0.7906)>
  UV <Vector (0.5874, 0.7859)>
Face 9524
UV Count: 3
  UV <Vector (0.5933, 0.7962)>
  UV <Vector (0.5873, 0.7968)>
  UV <Vector (0.5861, 0.7906)>
Face 9525
UV Count: 3
  UV <Vector (0.5822, 0.7861)>
  UV <Vector (0.5874, 0.7859)>
  UV <Vector (0.5861, 0.7906)>
Face 9526
UV Count: 3
  UV <Vector (0.5693, 0.7865)>
  UV <Vector (0.5625, 0.7858)>
  UV <Vector (0.5646, 0.7806)>
Face 9527
UV Count: 3
  UV <Vector (0.5743, 0.7923)>
  UV <Vector (0.5679, 0.7934)>
  UV <Vector (0.5693, 0.7865)>
Face 9528
UV Count: 3
  UV <Vector (0.5405, 0.7941)>
  UV <Vector (0.5361, 0.7884)>
  UV <Vector (0.5437, 0.7871)>
Face 9529
UV Count: 3
  UV <Vector (0.5800, 0.7911)>
  UV <Vector (0.5861, 0.7906)>
  UV <Vector (0.5873, 0.7968)>
Face 9530
UV Count: 3
  UV <Vector (0.5954, 0.7994)>
  UV <Vector (0.5933, 0.7962)>
  UV <Vector (0.5986, 0.7972)>
Face 9531
UV Count: 3
  UV <Vector (0.5464, 0.7930)>
  UV <Vector (0.5493, 0.7984)>
  UV <Vector (0.5444, 0.7996)>
Face 9532
UV Count: 3
  UV <Vector (0.5405, 0.7941)>
  UV <Vector (0.5444, 0.7996)>
  UV <Vector (0.5351, 0.7993)>
Face 9533
UV Count: 3
  UV <Vector (0.5258, 0.7935)>
  UV <Vector (0.5259, 0.7887)>
  UV <Vector (0.5318, 0.7884)>
Face 9534
UV Count: 3
  UV <Vector (0.5351, 0.7993)>
  UV <Vector (0.5360, 0.8040)>
  UV <Vector (0.5260, 0.8037)>
Face 9535
UV Count: 3
  UV <Vector (0.5185, 0.8098)>
  UV <Vector (0.5180, 0.8041)>
  UV <Vector (0.5260, 0.8037)>
Face 9536
UV Count: 3
  UV <Vector (0.6322, 0.7905)>
  UV <Vector (0.6323, 0.7861)>
  UV <Vector (0.6383, 0.7868)>
Face 9537
UV Count: 3
  UV <Vector (0.5127, 0.8032)>
  UV <Vector (0.5133, 0.7947)>
  UV <Vector (0.5184, 0.7957)>
Face 9538
UV Count: 3
  UV <Vector (0.5193, 0.7924)>
  UV <Vector (0.5184, 0.7957)>
  UV <Vector (0.5133, 0.7947)>
Face 9539
UV Count: 3
  UV <Vector (0.6261, 0.8008)>
  UV <Vector (0.6254, 0.7949)>
  UV <Vector (0.6324, 0.7949)>
Face 9540
UV Count: 3
  UV <Vector (0.6026, 0.7903)>
  UV <Vector (0.5991, 0.7920)>
  UV <Vector (0.5982, 0.7870)>
Face 9541
UV Count: 3
  UV <Vector (0.6181, 0.7862)>
  UV <Vector (0.6103, 0.7866)>
  UV <Vector (0.6107, 0.7812)>
Face 9542
UV Count: 3
  UV <Vector (0.5926, 0.7907)>
  UV <Vector (0.5991, 0.7920)>
  UV <Vector (0.5986, 0.7972)>
Face 9543
UV Count: 3
  UV <Vector (0.5761, 0.7864)>
  UV <Vector (0.5822, 0.7861)>
  UV <Vector (0.5800, 0.7911)>
Face 9544
UV Count: 3
  UV <Vector (0.5884, 0.7810)>
  UV <Vector (0.5932, 0.7810)>
  UV <Vector (0.5930, 0.7864)>
Face 9545
UV Count: 3
  UV <Vector (0.5679, 0.7934)>
  UV <Vector (0.5695, 0.8029)>
  UV <Vector (0.5568, 0.8026)>
Face 9546
UV Count: 3
  UV <Vector (0.5873, 0.7968)>
  UV <Vector (0.5930, 0.8022)>
  UV <Vector (0.5824, 0.8030)>
Face 9547
UV Count: 3
  UV <Vector (0.5742, 0.8009)>
  UV <Vector (0.5695, 0.8029)>
  UV <Vector (0.5679, 0.7934)>
Face 9548
UV Count: 3
  UV <Vector (0.5707, 0.7812)>
  UV <Vector (0.5773, 0.7809)>
  UV <Vector (0.5761, 0.7864)>
Face 9549
UV Count: 3
  UV <Vector (0.6895, 0.8684)>
  UV <Vector (0.6900, 0.8723)>
  UV <Vector (0.6813, 0.8722)>
Face 9550
UV Count: 3
  UV <Vector (0.7470, 0.9731)>
  UV <Vector (0.7442, 0.9691)>
  UV <Vector (0.7553, 0.9710)>
Face 9551
UV Count: 3
  UV <Vector (0.7415, 0.9823)>
  UV <Vector (0.7393, 0.9774)>
  UV <Vector (0.7491, 0.9765)>
Face 9552
UV Count: 3
  UV <Vector (0.7318, 0.9577)>
  UV <Vector (0.7287, 0.9509)>
  UV <Vector (0.7340, 0.9503)>
Face 9553
UV Count: 3
  UV <Vector (0.7105, 0.9520)>
  UV <Vector (0.7064, 0.9479)>
  UV <Vector (0.7088, 0.9450)>
Face 9554
UV Count: 3
  UV <Vector (0.6780, 0.9585)>
  UV <Vector (0.6822, 0.9600)>
  UV <Vector (0.6819, 0.9655)>
Face 9555
UV Count: 3
  UV <Vector (0.6995, 0.9655)>
  UV <Vector (0.6996, 0.9605)>
  UV <Vector (0.7046, 0.9600)>
Face 9556
UV Count: 3
  UV <Vector (0.6878, 0.9786)>
  UV <Vector (0.6939, 0.9787)>
  UV <Vector (0.6939, 0.9826)>
Face 9557
UV Count: 3
  UV <Vector (0.6939, 0.9609)>
  UV <Vector (0.6941, 0.9555)>
  UV <Vector (0.6993, 0.9555)>
Face 9558
UV Count: 3
  UV <Vector (0.6883, 0.9479)>
  UV <Vector (0.6889, 0.9512)>
  UV <Vector (0.6849, 0.9513)>
Face 9559
UV Count: 3
  UV <Vector (0.7038, 0.9552)>
  UV <Vector (0.7027, 0.9520)>
  UV <Vector (0.7044, 0.9502)>
Face 9560
UV Count: 3
  UV <Vector (0.6675, 0.9749)>
  UV <Vector (0.6685, 0.9708)>
  UV <Vector (0.6722, 0.9721)>
Face 9561
UV Count: 3
  UV <Vector (0.6707, 0.9805)>
  UV <Vector (0.6705, 0.9861)>
  UV <Vector (0.6661, 0.9848)>
Face 9562
UV Count: 3
  UV <Vector (0.6571, 0.9780)>
  UV <Vector (0.6623, 0.9785)>
  UV <Vector (0.6608, 0.9841)>
Face 9563
UV Count: 3
  UV <Vector (0.6395, 0.9782)>
  UV <Vector (0.6496, 0.9776)>
  UV <Vector (0.6476, 0.9829)>
Face 9564
UV Count: 3
  UV <Vector (0.6377, 0.9653)>
  UV <Vector (0.6472, 0.9631)>
  UV <Vector (0.6447, 0.9686)>
Face 9565
UV Count: 3
  UV <Vector (0.6280, 0.9694)>
  UV <Vector (0.6377, 0.9653)>
  UV <Vector (0.6333, 0.9712)>
Face 9566
UV Count: 3
  UV <Vector (0.6266, 0.9809)>
  UV <Vector (0.6395, 0.9782)>
  UV <Vector (0.6372, 0.9834)>
Face 9567
UV Count: 3
  UV <Vector (0.6105, 0.9775)>
  UV <Vector (0.6138, 0.9775)>
  UV <Vector (0.6086, 0.9810)>
Face 9568
UV Count: 3
  UV <Vector (0.5826, 0.9836)>
  UV <Vector (0.5868, 0.9875)>
  UV <Vector (0.5677, 0.9875)>
Face 9569
UV Count: 3
  UV <Vector (0.5902, 0.9730)>
  UV <Vector (0.5904, 0.9750)>
  UV <Vector (0.5793, 0.9738)>
Face 9570
UV Count: 3
  UV <Vector (0.5793, 0.9678)>
  UV <Vector (0.5933, 0.9704)>
  UV <Vector (0.5907, 0.9711)>
Face 9571
UV Count: 3
  UV <Vector (0.6470, 0.7320)>
  UV <Vector (0.6495, 0.7365)>
  UV <Vector (0.6431, 0.7384)>
Face 9572
UV Count: 3
  UV <Vector (0.6542, 0.7294)>
  UV <Vector (0.6560, 0.7347)>
  UV <Vector (0.6495, 0.7365)>
Face 9573
UV Count: 3
  UV <Vector (0.6598, 0.7208)>
  UV <Vector (0.6679, 0.7184)>
  UV <Vector (0.6685, 0.7249)>
Face 9574
UV Count: 3
  UV <Vector (0.6613, 0.7273)>
  UV <Vector (0.6685, 0.7249)>
  UV <Vector (0.6696, 0.7307)>
Face 9575
UV Count: 3
  UV <Vector (0.6006, 0.9264)>
  UV <Vector (0.6000, 0.9191)>
  UV <Vector (0.6051, 0.9198)>
Face 9576
UV Count: 3
  UV <Vector (0.5960, 0.9177)>
  UV <Vector (0.5962, 0.9109)>
  UV <Vector (0.6001, 0.9120)>
Face 9577
UV Count: 3
  UV <Vector (0.6002, 0.8987)>
  UV <Vector (0.5964, 0.8980)>
  UV <Vector (0.5963, 0.8917)>
Face 9578
UV Count: 3
  UV <Vector (0.6001, 0.9053)>
  UV <Vector (0.5965, 0.9044)>
  UV <Vector (0.5964, 0.8980)>
Face 9579
UV Count: 3
  UV <Vector (0.6013, 0.9341)>
  UV <Vector (0.6006, 0.9264)>
  UV <Vector (0.6057, 0.9272)>
Face 9580
UV Count: 3
  UV <Vector (0.6002, 0.8923)>
  UV <Vector (0.5963, 0.8917)>
  UV <Vector (0.5962, 0.8856)>
Face 9581
UV Count: 3
  UV <Vector (0.5996, 0.8799)>
  UV <Vector (0.5961, 0.8796)>
  UV <Vector (0.5959, 0.8738)>
Face 9582
UV Count: 3
  UV <Vector (0.6099, 0.8866)>
  UV <Vector (0.6044, 0.8864)>
  UV <Vector (0.6036, 0.8801)>
Face 9583
UV Count: 3
  UV <Vector (0.6007, 0.8361)>
  UV <Vector (0.6073, 0.8368)>
  UV <Vector (0.6072, 0.8426)>
Face 9584
UV Count: 3
  UV <Vector (0.5931, 0.8612)>
  UV <Vector (0.5882, 0.8594)>
  UV <Vector (0.5889, 0.8557)>
Face 9585
UV Count: 3
  UV <Vector (0.5766, 0.8615)>
  UV <Vector (0.5825, 0.8620)>
  UV <Vector (0.5827, 0.8662)>
Face 9586
UV Count: 3
  UV <Vector (0.5601, 0.8686)>
  UV <Vector (0.5656, 0.8691)>
  UV <Vector (0.5653, 0.8740)>
Face 9587
UV Count: 3
  UV <Vector (0.5658, 0.8650)>
  UV <Vector (0.5657, 0.8617)>
  UV <Vector (0.5708, 0.8614)>
Face 9588
UV Count: 3
  UV <Vector (0.5658, 0.8650)>
  UV <Vector (0.5611, 0.8647)>
  UV <Vector (0.5621, 0.8622)>
Face 9589
UV Count: 3
  UV <Vector (0.5687, 0.8546)>
  UV <Vector (0.5700, 0.8581)>
  UV <Vector (0.5642, 0.8588)>
Face 9590
UV Count: 3
  UV <Vector (0.5124, 0.9093)>
  UV <Vector (0.5240, 0.9036)>
  UV <Vector (0.5222, 0.9092)>
Face 9591
UV Count: 3
  UV <Vector (0.5761, 0.8578)>
  UV <Vector (0.5766, 0.8615)>
  UV <Vector (0.5708, 0.8614)>
Face 9592
UV Count: 3
  UV <Vector (0.5823, 0.8544)>
  UV <Vector (0.5889, 0.8557)>
  UV <Vector (0.5882, 0.8594)>
Face 9593
UV Count: 3
  UV <Vector (0.5825, 0.8583)>
  UV <Vector (0.5882, 0.8594)>
  UV <Vector (0.5878, 0.8631)>
Face 9594
UV Count: 3
  UV <Vector (0.5921, 0.8645)>
  UV <Vector (0.5878, 0.8631)>
  UV <Vector (0.5882, 0.8594)>
Face 9595
UV Count: 3
  UV <Vector (0.5920, 0.8684)>
  UV <Vector (0.5878, 0.8674)>
  UV <Vector (0.5878, 0.8631)>
Face 9596
UV Count: 3
  UV <Vector (0.5830, 0.8714)>
  UV <Vector (0.5881, 0.8725)>
  UV <Vector (0.5882, 0.8782)>
Face 9597
UV Count: 3
  UV <Vector (0.5920, 0.8684)>
  UV <Vector (0.5955, 0.8689)>
  UV <Vector (0.5959, 0.8738)>
Face 9598
UV Count: 3
  UV <Vector (0.5881, 0.8725)>
  UV <Vector (0.5923, 0.8733)>
  UV <Vector (0.5924, 0.8790)>
Face 9599
UV Count: 3
  UV <Vector (0.5882, 0.8782)>
  UV <Vector (0.5924, 0.8790)>
  UV <Vector (0.5924, 0.8850)>
Face 9600
UV Count: 3
  UV <Vector (0.6941, 0.6610)>
  UV <Vector (0.6912, 0.6625)>
  UV <Vector (0.6916, 0.6580)>
Face 9601
UV Count: 3
  UV <Vector (0.6967, 0.6402)>
  UV <Vector (0.6949, 0.6481)>
  UV <Vector (0.6915, 0.6468)>
Face 9602
UV Count: 3
  UV <Vector (0.7119, 0.6476)>
  UV <Vector (0.7112, 0.6535)>
  UV <Vector (0.6946, 0.6537)>
Face 9603
UV Count: 3
  UV <Vector (0.6817, 0.6540)>
  UV <Vector (0.6829, 0.6601)>
  UV <Vector (0.6768, 0.6631)>
Face 9604
UV Count: 3
  UV <Vector (0.7815, 0.5679)>
  UV <Vector (0.7823, 0.5766)>
  UV <Vector (0.7713, 0.5767)>
Face 9605
UV Count: 3
  UV <Vector (0.7528, 0.5863)>
  UV <Vector (0.7536, 0.5962)>
  UV <Vector (0.7434, 0.5963)>
Face 9606
UV Count: 3
  UV <Vector (0.7517, 0.5769)>
  UV <Vector (0.7528, 0.5863)>
  UV <Vector (0.7432, 0.5863)>
Face 9607
UV Count: 3
  UV <Vector (0.7099, 0.5859)>
  UV <Vector (0.7088, 0.5955)>
  UV <Vector (0.6996, 0.5950)>
Face 9608
UV Count: 3
  UV <Vector (0.7419, 0.5769)>
  UV <Vector (0.7432, 0.5863)>
  UV <Vector (0.7323, 0.5865)>
Face 9609
UV Count: 3
  UV <Vector (0.7503, 0.5680)>
  UV <Vector (0.7517, 0.5769)>
  UV <Vector (0.7419, 0.5769)>
Face 9610
UV Count: 3
  UV <Vector (0.7405, 0.5680)>
  UV <Vector (0.7419, 0.5769)>
  UV <Vector (0.7315, 0.5771)>
Face 9611
UV Count: 3
  UV <Vector (0.6633, 0.5929)>
  UV <Vector (0.6641, 0.6027)>
  UV <Vector (0.6550, 0.6024)>
Face 9612
UV Count: 3
  UV <Vector (0.6896, 0.5585)>
  UV <Vector (0.6812, 0.5580)>
  UV <Vector (0.6835, 0.5511)>
Face 9613
UV Count: 3
  UV <Vector (0.6908, 0.5463)>
  UV <Vector (0.6912, 0.5515)>
  UV <Vector (0.6835, 0.5511)>
Face 9614
UV Count: 3
  UV <Vector (0.6957, 0.5437)>
  UV <Vector (0.6955, 0.5468)>
  UV <Vector (0.6908, 0.5463)>
Face 9615
UV Count: 3
  UV <Vector (0.6835, 0.5461)>
  UV <Vector (0.6729, 0.5453)>
  UV <Vector (0.6737, 0.5416)>
Face 9616
UV Count: 3
  UV <Vector (0.6735, 0.5341)>
  UV <Vector (0.6723, 0.5283)>
  UV <Vector (0.6819, 0.5296)>
Face 9617
UV Count: 3
  UV <Vector (0.6735, 0.5341)>
  UV <Vector (0.6744, 0.5391)>
  UV <Vector (0.6635, 0.5372)>
Face 9618
UV Count: 3
  UV <Vector (0.6918, 0.5241)>
  UV <Vector (0.6917, 0.5207)>
  UV <Vector (0.7034, 0.5216)>
Face 9619
UV Count: 3
  UV <Vector (0.6813, 0.5173)>
  UV <Vector (0.6703, 0.5158)>
  UV <Vector (0.6777, 0.5130)>
Face 9620
UV Count: 3
  UV <Vector (0.5661, 0.9593)>
  UV <Vector (0.5667, 0.9654)>
  UV <Vector (0.5586, 0.9657)>
Face 9621
UV Count: 3
  UV <Vector (0.8276, 0.9780)>
  UV <Vector (0.8197, 0.9776)>
  UV <Vector (0.8199, 0.9747)>
Face 9622
UV Count: 3
  UV <Vector (0.7864, 0.9899)>
  UV <Vector (0.7667, 0.9859)>
  UV <Vector (0.7767, 0.9834)>
Face 9623
UV Count: 3
  UV <Vector (0.8073, 0.9844)>
  UV <Vector (0.7975, 0.9837)>
  UV <Vector (0.7973, 0.9811)>
Face 9624
UV Count: 3
  UV <Vector (0.7962, 0.9782)>
  UV <Vector (0.7842, 0.9763)>
  UV <Vector (0.7854, 0.9752)>
Face 9625
UV Count: 3
  UV <Vector (0.7768, 0.9719)>
  UV <Vector (0.7774, 0.9715)>
  UV <Vector (0.7842, 0.9763)>
Face 9626
UV Count: 3
  UV <Vector (0.7592, 0.9583)>
  UV <Vector (0.7596, 0.9576)>
  UV <Vector (0.7704, 0.9626)>
Face 9627
UV Count: 3
  UV <Vector (0.7357, 0.9309)>
  UV <Vector (0.7359, 0.9316)>
  UV <Vector (0.7184, 0.9158)>
Face 9628
UV Count: 3
  UV <Vector (0.7474, 0.9471)>
  UV <Vector (0.7469, 0.9475)>
  UV <Vector (0.7359, 0.9316)>
Face 9629
UV Count: 3
  UV <Vector (0.6946, 0.9084)>
  UV <Vector (0.6710, 0.9151)>
  UV <Vector (0.6713, 0.9143)>
Face 9630
UV Count: 3
  UV <Vector (0.6946, 0.9100)>
  UV <Vector (0.6946, 0.9107)>
  UV <Vector (0.6717, 0.9169)>
Face 9631
UV Count: 3
  UV <Vector (0.6407, 0.9469)>
  UV <Vector (0.6531, 0.9302)>
  UV <Vector (0.6531, 0.9307)>
Face 9632
UV Count: 3
  UV <Vector (0.6713, 0.9143)>
  UV <Vector (0.6710, 0.9151)>
  UV <Vector (0.6533, 0.9297)>
Face 9633
UV Count: 3
  UV <Vector (0.6533, 0.9297)>
  UV <Vector (0.6402, 0.9469)>
  UV <Vector (0.6396, 0.9467)>
Face 9634
UV Count: 3
  UV <Vector (0.7702, 0.7199)>
  UV <Vector (0.7607, 0.7188)>
  UV <Vector (0.7622, 0.7065)>
Face 9635
UV Count: 3
  UV <Vector (0.6286, 0.9594)>
  UV <Vector (0.6295, 0.9594)>
  UV <Vector (0.6213, 0.9657)>
Face 9636
UV Count: 3
  UV <Vector (0.6253, 0.9660)>
  UV <Vector (0.6290, 0.9652)>
  UV <Vector (0.6211, 0.9719)>
Face 9637
UV Count: 3
  UV <Vector (0.6117, 0.9703)>
  UV <Vector (0.6048, 0.9745)>
  UV <Vector (0.6049, 0.9736)>
Face 9638
UV Count: 3
  UV <Vector (0.5992, 0.9734)>
  UV <Vector (0.6049, 0.9736)>
  UV <Vector (0.6048, 0.9745)>
Face 9639
UV Count: 3
  UV <Vector (0.5798, 0.9770)>
  UV <Vector (0.5807, 0.9802)>
  UV <Vector (0.5685, 0.9811)>
Face 9640
UV Count: 3
  UV <Vector (0.5793, 0.9738)>
  UV <Vector (0.5798, 0.9770)>
  UV <Vector (0.5677, 0.9777)>
Face 9641
UV Count: 3
  UV <Vector (0.5793, 0.9678)>
  UV <Vector (0.5791, 0.9710)>
  UV <Vector (0.5673, 0.9709)>
Face 9642
UV Count: 3
  UV <Vector (0.5983, 0.9744)>
  UV <Vector (0.5984, 0.9757)>
  UV <Vector (0.5904, 0.9750)>
Face 9643
UV Count: 3
  UV <Vector (0.5911, 0.9772)>
  UV <Vector (0.5921, 0.9798)>
  UV <Vector (0.5807, 0.9802)>
Face 9644
UV Count: 3
  UV <Vector (0.5921, 0.9798)>
  UV <Vector (0.5948, 0.9824)>
  UV <Vector (0.5826, 0.9836)>
Face 9645
UV Count: 3
  UV <Vector (0.6134, 0.9709)>
  UV <Vector (0.6153, 0.9716)>
  UV <Vector (0.6083, 0.9768)>
Face 9646
UV Count: 3
  UV <Vector (0.6117, 0.9703)>
  UV <Vector (0.6111, 0.9696)>
  UV <Vector (0.6187, 0.9654)>
Face 9647
UV Count: 3
  UV <Vector (0.6295, 0.9594)>
  UV <Vector (0.6309, 0.9587)>
  UV <Vector (0.6229, 0.9659)>
Face 9648
UV Count: 3
  UV <Vector (0.6533, 0.9297)>
  UV <Vector (0.6710, 0.9151)>
  UV <Vector (0.6709, 0.9153)>
Face 9649
UV Count: 3
  UV <Vector (0.6709, 0.9153)>
  UV <Vector (0.6531, 0.9307)>
  UV <Vector (0.6533, 0.9297)>
Face 9650
UV Count: 3
  UV <Vector (0.6269, 0.9579)>
  UV <Vector (0.6388, 0.9449)>
  UV <Vector (0.6392, 0.9458)>
Face 9651
UV Count: 3
  UV <Vector (0.6392, 0.9458)>
  UV <Vector (0.6278, 0.9588)>
  UV <Vector (0.6274, 0.9584)>
Face 9652
UV Count: 3
  UV <Vector (0.6946, 0.9087)>
  UV <Vector (0.6709, 0.9153)>
  UV <Vector (0.6710, 0.9151)>
Face 9653
UV Count: 3
  UV <Vector (0.7351, 0.9293)>
  UV <Vector (0.7355, 0.9298)>
  UV <Vector (0.7179, 0.9145)>
Face 9654
UV Count: 3
  UV <Vector (0.7580, 0.9595)>
  UV <Vector (0.7482, 0.9468)>
  UV <Vector (0.7487, 0.9467)>
Face 9655
UV Count: 3
  UV <Vector (0.7342, 0.9320)>
  UV <Vector (0.7398, 0.9452)>
  UV <Vector (0.7341, 0.9428)>
Face 9656
UV Count: 3
  UV <Vector (0.7610, 0.9654)>
  UV <Vector (0.7524, 0.9589)>
  UV <Vector (0.7537, 0.9586)>
Face 9657
UV Count: 3
  UV <Vector (0.7704, 0.9667)>
  UV <Vector (0.7700, 0.9655)>
  UV <Vector (0.7785, 0.9699)>
Face 9658
UV Count: 3
  UV <Vector (0.6006, 0.9846)>
  UV <Vector (0.6123, 0.9840)>
  UV <Vector (0.6028, 0.9896)>
Face 9659
UV Count: 3
  UV <Vector (0.8197, 0.9874)>
  UV <Vector (0.8040, 0.9877)>
  UV <Vector (0.8073, 0.9844)>
Face 9660
UV Count: 3
  UV <Vector (0.8193, 0.9845)>
  UV <Vector (0.8073, 0.9844)>
  UV <Vector (0.8083, 0.9812)>
Face 9661
UV Count: 3
  UV <Vector (0.5593, 0.9701)>
  UV <Vector (0.5598, 0.9740)>
  UV <Vector (0.5560, 0.9743)>
Face 9662
UV Count: 3
  UV <Vector (0.6272, 0.6597)>
  UV <Vector (0.6268, 0.6691)>
  UV <Vector (0.6165, 0.6686)>
Face 9663
UV Count: 3
  UV <Vector (0.8208, 0.9668)>
  UV <Vector (0.8091, 0.9690)>
  UV <Vector (0.8092, 0.9643)>
Face 9664
UV Count: 3
  UV <Vector (0.8199, 0.9747)>
  UV <Vector (0.8084, 0.9746)>
  UV <Vector (0.8088, 0.9722)>
Face 9665
UV Count: 3
  UV <Vector (0.8262, 0.9881)>
  UV <Vector (0.8197, 0.9874)>
  UV <Vector (0.8193, 0.9845)>
Face 9666
UV Count: 3
  UV <Vector (0.5677, 0.9777)>
  UV <Vector (0.5685, 0.9811)>
  UV <Vector (0.5610, 0.9810)>
Face 9667
UV Count: 3
  UV <Vector (0.5904, 0.9750)>
  UV <Vector (0.5911, 0.9772)>
  UV <Vector (0.5798, 0.9770)>
Face 9668
UV Count: 3
  UV <Vector (0.5984, 0.9757)>
  UV <Vector (0.5993, 0.9773)>
  UV <Vector (0.5911, 0.9772)>
Face 9669
UV Count: 3
  UV <Vector (0.5948, 0.9824)>
  UV <Vector (0.6006, 0.9846)>
  UV <Vector (0.5868, 0.9875)>
Face 9670
UV Count: 3
  UV <Vector (0.6010, 0.9790)>
  UV <Vector (0.6038, 0.9805)>
  UV <Vector (0.5948, 0.9824)>
Face 9671
UV Count: 3
  UV <Vector (0.8088, 0.9722)>
  UV <Vector (0.7973, 0.9737)>
  UV <Vector (0.7976, 0.9716)>
Face 9672
UV Count: 3
  UV <Vector (0.6153, 0.9716)>
  UV <Vector (0.6179, 0.9723)>
  UV <Vector (0.6105, 0.9775)>
Face 9673
UV Count: 3
  UV <Vector (0.6468, 0.9517)>
  UV <Vector (0.6405, 0.9544)>
  UV <Vector (0.6445, 0.9464)>
Face 9674
UV Count: 3
  UV <Vector (0.6544, 0.9507)>
  UV <Vector (0.6500, 0.9513)>
  UV <Vector (0.6541, 0.9436)>
Face 9675
UV Count: 3
  UV <Vector (0.6713, 0.9164)>
  UV <Vector (0.6717, 0.9169)>
  UV <Vector (0.6547, 0.9315)>
Face 9676
UV Count: 3
  UV <Vector (0.7179, 0.9166)>
  UV <Vector (0.6946, 0.9100)>
  UV <Vector (0.6946, 0.9090)>
Face 9677
UV Count: 3
  UV <Vector (0.6946, 0.9090)>
  UV <Vector (0.6707, 0.9156)>
  UV <Vector (0.6709, 0.9153)>
Face 9678
UV Count: 3
  UV <Vector (0.7442, 0.9467)>
  UV <Vector (0.7342, 0.9320)>
  UV <Vector (0.7349, 0.9318)>
Face 9679
UV Count: 3
  UV <Vector (0.7355, 0.9262)>
  UV <Vector (0.7351, 0.9293)>
  UV <Vector (0.7174, 0.9135)>
Face 9680
UV Count: 3
  UV <Vector (0.7550, 0.9588)>
  UV <Vector (0.7469, 0.9475)>
  UV <Vector (0.7474, 0.9471)>
Face 9681
UV Count: 3
  UV <Vector (0.7467, 0.9595)>
  UV <Vector (0.7406, 0.9512)>
  UV <Vector (0.7474, 0.9544)>
Face 9682
UV Count: 3
  UV <Vector (0.7680, 0.9715)>
  UV <Vector (0.7610, 0.9654)>
  UV <Vector (0.7647, 0.9665)>
Face 9683
UV Count: 3
  UV <Vector (0.7720, 0.9724)>
  UV <Vector (0.7647, 0.9665)>
  UV <Vector (0.7673, 0.9669)>
Face 9684
UV Count: 3
  UV <Vector (0.6014, 0.9685)>
  UV <Vector (0.6051, 0.9697)>
  UV <Vector (0.6055, 0.9721)>
Face 9685
UV Count: 3
  UV <Vector (0.6000, 0.9714)>
  UV <Vector (0.6055, 0.9721)>
  UV <Vector (0.6049, 0.9736)>
Face 9686
UV Count: 3
  UV <Vector (0.6106, 0.9688)>
  UV <Vector (0.6101, 0.9678)>
  UV <Vector (0.6169, 0.9644)>
Face 9687
UV Count: 3
  UV <Vector (0.6213, 0.9657)>
  UV <Vector (0.6229, 0.9659)>
  UV <Vector (0.6153, 0.9716)>
Face 9688
UV Count: 3
  UV <Vector (0.6178, 0.9649)>
  UV <Vector (0.6187, 0.9654)>
  UV <Vector (0.6111, 0.9696)>
Face 9689
UV Count: 3
  UV <Vector (0.7552, 0.7405)>
  UV <Vector (0.7515, 0.7387)>
  UV <Vector (0.7571, 0.7302)>
Face 9690
UV Count: 3
  UV <Vector (0.6537, 0.9291)>
  UV <Vector (0.6396, 0.9467)>
  UV <Vector (0.6392, 0.9458)>
Face 9691
UV Count: 3
  UV <Vector (0.6946, 0.9077)>
  UV <Vector (0.6713, 0.9143)>
  UV <Vector (0.6718, 0.9134)>
Face 9692
UV Count: 3
  UV <Vector (0.6947, 0.9043)>
  UV <Vector (0.6721, 0.9105)>
  UV <Vector (0.6723, 0.9074)>
Face 9693
UV Count: 3
  UV <Vector (0.6721, 0.9105)>
  UV <Vector (0.6534, 0.9260)>
  UV <Vector (0.6532, 0.9227)>
Face 9694
UV Count: 3
  UV <Vector (0.7340, 0.9503)>
  UV <Vector (0.7341, 0.9428)>
  UV <Vector (0.7398, 0.9452)>
Face 9695
UV Count: 3
  UV <Vector (0.7592, 0.9583)>
  UV <Vector (0.7587, 0.9593)>
  UV <Vector (0.7487, 0.9467)>
Face 9696
UV Count: 3
  UV <Vector (0.7702, 0.9640)>
  UV <Vector (0.7700, 0.9655)>
  UV <Vector (0.7587, 0.9593)>
Face 9697
UV Count: 3
  UV <Vector (0.8331, 0.7370)>
  UV <Vector (0.8374, 0.7441)>
  UV <Vector (0.8339, 0.7460)>
Face 9698
UV Count: 3
  UV <Vector (0.7859, 0.9740)>
  UV <Vector (0.7779, 0.9708)>
  UV <Vector (0.7785, 0.9699)>
Face 9699
UV Count: 3
  UV <Vector (0.7969, 0.9688)>
  UV <Vector (0.7976, 0.9716)>
  UV <Vector (0.7864, 0.9725)>
Face 9700
UV Count: 3
  UV <Vector (0.5589, 0.7250)>
  UV <Vector (0.5680, 0.7265)>
  UV <Vector (0.5612, 0.7363)>
Face 9701
UV Count: 3
  UV <Vector (0.6155, 0.7045)>
  UV <Vector (0.6158, 0.7096)>
  UV <Vector (0.6074, 0.7085)>
Face 9702
UV Count: 3
  UV <Vector (0.7139, 0.8777)>
  UV <Vector (0.7065, 0.8774)>
  UV <Vector (0.7070, 0.8758)>
Face 9703
UV Count: 3
  UV <Vector (0.7124, 0.9947)>
  UV <Vector (0.7108, 0.9914)>
  UV <Vector (0.7174, 0.9914)>
Face 9704
UV Count: 3
  UV <Vector (0.7257, 0.8790)>
  UV <Vector (0.7205, 0.8785)>
  UV <Vector (0.7224, 0.8765)>
Face 9705
UV Count: 3
  UV <Vector (0.7099, 0.8876)>
  UV <Vector (0.7180, 0.8858)>
  UV <Vector (0.7201, 0.8890)>
Face 9706
UV Count: 3
  UV <Vector (0.7004, 0.9949)>
  UV <Vector (0.7002, 0.9914)>
  UV <Vector (0.7108, 0.9914)>
Face 9707
UV Count: 3
  UV <Vector (0.7383, 0.8711)>
  UV <Vector (0.7350, 0.8719)>
  UV <Vector (0.7367, 0.8689)>
Face 9708
UV Count: 3
  UV <Vector (0.7193, 0.9998)>
  UV <Vector (0.7128, 0.9998)>
  UV <Vector (0.7127, 0.9976)>
Face 9709
UV Count: 3
  UV <Vector (0.6707, 0.9894)>
  UV <Vector (0.6757, 0.9884)>
  UV <Vector (0.6757, 0.9904)>
Face 9710
UV Count: 3
  UV <Vector (0.6635, 0.9738)>
  UV <Vector (0.6589, 0.9730)>
  UV <Vector (0.6607, 0.9685)>
Face 9711
UV Count: 3
  UV <Vector (0.6648, 0.9649)>
  UV <Vector (0.6687, 0.9664)>
  UV <Vector (0.6685, 0.9708)>
Face 9712
UV Count: 3
  UV <Vector (0.6687, 0.9664)>
  UV <Vector (0.6733, 0.9676)>
  UV <Vector (0.6722, 0.9721)>
Face 9713
UV Count: 3
  UV <Vector (0.6447, 0.9686)>
  UV <Vector (0.6541, 0.9681)>
  UV <Vector (0.6516, 0.9729)>
Face 9714
UV Count: 3
  UV <Vector (0.6496, 0.9578)>
  UV <Vector (0.6569, 0.9575)>
  UV <Vector (0.6550, 0.9624)>
Face 9715
UV Count: 3
  UV <Vector (0.6648, 0.9649)>
  UV <Vector (0.6608, 0.9637)>
  UV <Vector (0.6619, 0.9586)>
Face 9716
UV Count: 3
  UV <Vector (0.6773, 0.9416)>
  UV <Vector (0.6795, 0.9444)>
  UV <Vector (0.6743, 0.9493)>
Face 9717
UV Count: 3
  UV <Vector (0.6875, 0.9449)>
  UV <Vector (0.6883, 0.9479)>
  UV <Vector (0.6833, 0.9496)>
Face 9718
UV Count: 3
  UV <Vector (0.6815, 0.9472)>
  UV <Vector (0.6833, 0.9496)>
  UV <Vector (0.6801, 0.9533)>
Face 9719
UV Count: 3
  UV <Vector (0.7008, 0.9452)>
  UV <Vector (0.6943, 0.9442)>
  UV <Vector (0.6944, 0.9402)>
Face 9720
UV Count: 3
  UV <Vector (0.6946, 0.9338)>
  UV <Vector (0.6945, 0.9362)>
  UV <Vector (0.6850, 0.9373)>
Face 9721
UV Count: 3
  UV <Vector (0.7113, 0.9421)>
  UV <Vector (0.7038, 0.9379)>
  UV <Vector (0.7056, 0.9352)>
Face 9722
UV Count: 3
  UV <Vector (0.7142, 0.9628)>
  UV <Vector (0.7129, 0.9572)>
  UV <Vector (0.7166, 0.9555)>
Face 9723
UV Count: 3
  UV <Vector (0.7146, 0.9682)>
  UV <Vector (0.7142, 0.9628)>
  UV <Vector (0.7183, 0.9616)>
Face 9724
UV Count: 3
  UV <Vector (0.7164, 0.9732)>
  UV <Vector (0.7146, 0.9682)>
  UV <Vector (0.7185, 0.9674)>
Face 9725
UV Count: 3
  UV <Vector (0.7171, 0.9774)>
  UV <Vector (0.7164, 0.9732)>
  UV <Vector (0.7201, 0.9723)>
Face 9726
UV Count: 3
  UV <Vector (0.7178, 0.9813)>
  UV <Vector (0.7171, 0.9774)>
  UV <Vector (0.7210, 0.9765)>
Face 9727
UV Count: 3
  UV <Vector (0.7098, 0.9639)>
  UV <Vector (0.7089, 0.9588)>
  UV <Vector (0.7129, 0.9572)>
Face 9728
UV Count: 3
  UV <Vector (0.7089, 0.9588)>
  UV <Vector (0.7072, 0.9539)>
  UV <Vector (0.7105, 0.9520)>
Face 9729
UV Count: 3
  UV <Vector (0.7101, 0.9691)>
  UV <Vector (0.7098, 0.9639)>
  UV <Vector (0.7142, 0.9628)>
Face 9730
UV Count: 3
  UV <Vector (0.7179, 0.9895)>
  UV <Vector (0.7125, 0.9886)>
  UV <Vector (0.7127, 0.9878)>
Face 9731
UV Count: 3
  UV <Vector (0.7122, 0.9907)>
  UV <Vector (0.7125, 0.9886)>
  UV <Vector (0.7179, 0.9895)>
Face 9732
UV Count: 3
  UV <Vector (0.6093, 0.9914)>
  UV <Vector (0.6168, 0.9914)>
  UV <Vector (0.6141, 0.9944)>
Face 9733
UV Count: 3
  UV <Vector (0.5709, 0.9952)>
  UV <Vector (0.5860, 0.9950)>
  UV <Vector (0.5806, 0.9986)>
Face 9734
UV Count: 3
  UV <Vector (0.6689, 0.8768)>
  UV <Vector (0.6721, 0.8795)>
  UV <Vector (0.6679, 0.8792)>
Face 9735
UV Count: 3
  UV <Vector (0.6679, 0.8792)>
  UV <Vector (0.6737, 0.8825)>
  UV <Vector (0.6711, 0.8832)>
Face 9736
UV Count: 3
  UV <Vector (0.6779, 0.8792)>
  UV <Vector (0.6811, 0.8815)>
  UV <Vector (0.6767, 0.8823)>
Face 9737
UV Count: 3
  UV <Vector (0.6883, 0.8482)>
  UV <Vector (0.6889, 0.8527)>
  UV <Vector (0.6799, 0.8519)>
Face 9738
UV Count: 3
  UV <Vector (0.7065, 0.8774)>
  UV <Vector (0.6989, 0.8775)>
  UV <Vector (0.6989, 0.8757)>
Face 9739
UV Count: 3
  UV <Vector (0.7078, 0.8720)>
  UV <Vector (0.6989, 0.8721)>
  UV <Vector (0.6989, 0.8683)>
Face 9740
UV Count: 3
  UV <Vector (0.7160, 0.8734)>
  UV <Vector (0.7075, 0.8734)>
  UV <Vector (0.7078, 0.8720)>
Face 9741
UV Count: 3
  UV <Vector (0.7313, 0.9974)>
  UV <Vector (0.7308, 0.9944)>
  UV <Vector (0.7344, 0.9942)>
Face 9742
UV Count: 3
  UV <Vector (0.7193, 0.9978)>
  UV <Vector (0.7127, 0.9976)>
  UV <Vector (0.7124, 0.9947)>
Face 9743
UV Count: 3
  UV <Vector (0.7282, 0.8764)>
  UV <Vector (0.7224, 0.8765)>
  UV <Vector (0.7241, 0.8734)>
Face 9744
UV Count: 3
  UV <Vector (0.7244, 0.9976)>
  UV <Vector (0.7244, 0.9942)>
  UV <Vector (0.7308, 0.9944)>
Face 9745
UV Count: 3
  UV <Vector (0.7188, 0.9944)>
  UV <Vector (0.7244, 0.9942)>
  UV <Vector (0.7244, 0.9976)>
Face 9746
UV Count: 3
  UV <Vector (0.7464, 0.9998)>
  UV <Vector (0.7456, 0.9981)>
  UV <Vector (0.7569, 0.9986)>
Face 9747
UV Count: 3
  UV <Vector (0.6369, 0.9846)>
  UV <Vector (0.6472, 0.9843)>
  UV <Vector (0.6469, 0.9854)>
Face 9748
UV Count: 3
  UV <Vector (0.6623, 0.9785)>
  UV <Vector (0.6668, 0.9793)>
  UV <Vector (0.6661, 0.9848)>
Face 9749
UV Count: 3
  UV <Vector (0.6635, 0.9738)>
  UV <Vector (0.6675, 0.9749)>
  UV <Vector (0.6668, 0.9793)>
Face 9750
UV Count: 3
  UV <Vector (0.6648, 0.9695)>
  UV <Vector (0.6685, 0.9708)>
  UV <Vector (0.6675, 0.9749)>
Face 9751
UV Count: 3
  UV <Vector (0.6648, 0.9439)>
  UV <Vector (0.6689, 0.9455)>
  UV <Vector (0.6648, 0.9520)>
Face 9752
UV Count: 3
  UV <Vector (0.6608, 0.9637)>
  UV <Vector (0.6648, 0.9649)>
  UV <Vector (0.6648, 0.9695)>
Face 9753
UV Count: 3
  UV <Vector (0.6604, 0.9506)>
  UV <Vector (0.6648, 0.9520)>
  UV <Vector (0.6619, 0.9586)>
Face 9754
UV Count: 3
  UV <Vector (0.6712, 0.9373)>
  UV <Vector (0.6747, 0.9394)>
  UV <Vector (0.6689, 0.9455)>
Face 9755
UV Count: 3
  UV <Vector (0.6717, 0.9473)>
  UV <Vector (0.6743, 0.9493)>
  UV <Vector (0.6709, 0.9552)>
Face 9756
UV Count: 3
  UV <Vector (0.7038, 0.9379)>
  UV <Vector (0.6945, 0.9362)>
  UV <Vector (0.6946, 0.9338)>
Face 9757
UV Count: 3
  UV <Vector (0.7823, 0.6959)>
  UV <Vector (0.7919, 0.6960)>
  UV <Vector (0.7920, 0.7074)>
Face 9758
UV Count: 3
  UV <Vector (0.7230, 0.9854)>
  UV <Vector (0.7218, 0.9803)>
  UV <Vector (0.7268, 0.9796)>
Face 9759
UV Count: 3
  UV <Vector (0.7227, 0.9608)>
  UV <Vector (0.7205, 0.9538)>
  UV <Vector (0.7242, 0.9525)>
Face 9760
UV Count: 3
  UV <Vector (0.7232, 0.9666)>
  UV <Vector (0.7227, 0.9608)>
  UV <Vector (0.7261, 0.9597)>
Face 9761
UV Count: 3
  UV <Vector (0.7236, 0.9714)>
  UV <Vector (0.7232, 0.9666)>
  UV <Vector (0.7271, 0.9657)>
Face 9762
UV Count: 3
  UV <Vector (0.7291, 0.9851)>
  UV <Vector (0.7268, 0.9796)>
  UV <Vector (0.7317, 0.9789)>
Face 9763
UV Count: 3
  UV <Vector (0.7252, 0.9757)>
  UV <Vector (0.7236, 0.9714)>
  UV <Vector (0.7274, 0.9708)>
Face 9764
UV Count: 3
  UV <Vector (0.7205, 0.9538)>
  UV <Vector (0.7170, 0.9475)>
  UV <Vector (0.7203, 0.9454)>
Face 9765
UV Count: 3
  UV <Vector (0.7128, 0.9865)>
  UV <Vector (0.7123, 0.9819)>
  UV <Vector (0.7178, 0.9813)>
Face 9766
UV Count: 3
  UV <Vector (0.7268, 0.9796)>
  UV <Vector (0.7252, 0.9757)>
  UV <Vector (0.7296, 0.9748)>
Face 9767
UV Count: 3
  UV <Vector (0.7294, 0.9869)>
  UV <Vector (0.7230, 0.9878)>
  UV <Vector (0.7230, 0.9867)>
Face 9768
UV Count: 3
  UV <Vector (0.7420, 0.9874)>
  UV <Vector (0.7335, 0.9881)>
  UV <Vector (0.7332, 0.9863)>
Face 9769
UV Count: 3
  UV <Vector (0.6224, 0.9914)>
  UV <Vector (0.6280, 0.9914)>
  UV <Vector (0.6260, 0.9942)>
Face 9770
UV Count: 3
  UV <Vector (0.5979, 0.9944)>
  UV <Vector (0.5860, 0.9950)>
  UV <Vector (0.5921, 0.9914)>
Face 9771
UV Count: 3
  UV <Vector (0.6646, 0.8710)>
  UV <Vector (0.6664, 0.8734)>
  UV <Vector (0.6614, 0.8725)>
Face 9772
UV Count: 3
  UV <Vector (0.6634, 0.8652)>
  UV <Vector (0.6646, 0.8710)>
  UV <Vector (0.6600, 0.8700)>
Face 9773
UV Count: 3
  UV <Vector (0.6644, 0.8763)>
  UV <Vector (0.6679, 0.8792)>
  UV <Vector (0.6653, 0.8793)>
Face 9774
UV Count: 3
  UV <Vector (0.6903, 0.8737)>
  UV <Vector (0.6909, 0.8760)>
  UV <Vector (0.6829, 0.8765)>
Face 9775
UV Count: 3
  UV <Vector (0.6989, 0.8683)>
  UV <Vector (0.6989, 0.8721)>
  UV <Vector (0.6900, 0.8723)>
Face 9776
UV Count: 3
  UV <Vector (0.7054, 0.8823)>
  UV <Vector (0.6990, 0.8824)>
  UV <Vector (0.6989, 0.8796)>
Face 9777
UV Count: 3
  UV <Vector (0.6372, 0.9834)>
  UV <Vector (0.6476, 0.9829)>
  UV <Vector (0.6472, 0.9843)>
Face 9778
UV Count: 3
  UV <Vector (0.6603, 0.9857)>
  UV <Vector (0.6660, 0.9866)>
  UV <Vector (0.6661, 0.9879)>
Face 9779
UV Count: 3
  UV <Vector (0.6598, 0.9893)>
  UV <Vector (0.6598, 0.9870)>
  UV <Vector (0.6661, 0.9879)>
Face 9780
UV Count: 3
  UV <Vector (0.6223, 0.9870)>
  UV <Vector (0.6372, 0.9834)>
  UV <Vector (0.6369, 0.9846)>
Face 9781
UV Count: 3
  UV <Vector (0.7059, 0.9866)>
  UV <Vector (0.6998, 0.9878)>
  UV <Vector (0.6999, 0.9869)>
Face 9782
UV Count: 3
  UV <Vector (0.6816, 0.9862)>
  UV <Vector (0.6818, 0.9870)>
  UV <Vector (0.6755, 0.9876)>
Face 9783
UV Count: 3
  UV <Vector (0.6998, 0.9878)>
  UV <Vector (0.6938, 0.9878)>
  UV <Vector (0.6938, 0.9870)>
Face 9784
UV Count: 3
  UV <Vector (0.6938, 0.9885)>
  UV <Vector (0.6937, 0.9895)>
  UV <Vector (0.6879, 0.9889)>
Face 9785
UV Count: 3
  UV <Vector (0.7127, 0.9878)>
  UV <Vector (0.7059, 0.9866)>
  UV <Vector (0.7060, 0.9852)>
Face 9786
UV Count: 3
  UV <Vector (0.7058, 0.9873)>
  UV <Vector (0.6998, 0.9886)>
  UV <Vector (0.6998, 0.9878)>
Face 9787
UV Count: 3
  UV <Vector (0.7230, 0.9878)>
  UV <Vector (0.7179, 0.9895)>
  UV <Vector (0.7181, 0.9883)>
Face 9788
UV Count: 3
  UV <Vector (0.7181, 0.9883)>
  UV <Vector (0.7127, 0.9878)>
  UV <Vector (0.7128, 0.9865)>
Face 9789
UV Count: 3
  UV <Vector (0.7332, 0.9863)>
  UV <Vector (0.7294, 0.9869)>
  UV <Vector (0.7292, 0.9860)>
Face 9790
UV Count: 3
  UV <Vector (0.7292, 0.9860)>
  UV <Vector (0.7230, 0.9867)>
  UV <Vector (0.7230, 0.9854)>
Face 9791
UV Count: 3
  UV <Vector (0.7422, 0.9842)>
  UV <Vector (0.7428, 0.9856)>
  UV <Vector (0.7332, 0.9863)>
Face 9792
UV Count: 3
  UV <Vector (0.8057, 0.9889)>
  UV <Vector (0.8040, 0.9877)>
  UV <Vector (0.8197, 0.9874)>
Face 9793
UV Count: 3
  UV <Vector (0.7667, 0.9859)>
  UV <Vector (0.7671, 0.9870)>
  UV <Vector (0.7530, 0.9855)>
Face 9794
UV Count: 3
  UV <Vector (0.8209, 0.9885)>
  UV <Vector (0.8197, 0.9874)>
  UV <Vector (0.8262, 0.9881)>
Face 9795
UV Count: 3
  UV <Vector (0.8267, 0.9887)>
  UV <Vector (0.8262, 0.9881)>
  UV <Vector (0.8305, 0.9885)>
Face 9796
UV Count: 3
  UV <Vector (0.5604, 0.9888)>
  UV <Vector (0.5672, 0.9884)>
  UV <Vector (0.5674, 0.9893)>
Face 9797
UV Count: 3
  UV <Vector (0.5613, 0.9878)>
  UV <Vector (0.5677, 0.9875)>
  UV <Vector (0.5672, 0.9884)>
Face 9798
UV Count: 3
  UV <Vector (0.6005, 0.9911)>
  UV <Vector (0.5818, 0.9896)>
  UV <Vector (0.5835, 0.9888)>
Face 9799
UV Count: 3
  UV <Vector (0.6015, 0.9905)>
  UV <Vector (0.5835, 0.9888)>
  UV <Vector (0.5868, 0.9875)>
Face 9800
UV Count: 3
  UV <Vector (0.6561, 0.9850)>
  UV <Vector (0.6472, 0.9843)>
  UV <Vector (0.6476, 0.9829)>
Face 9801
UV Count: 3
  UV <Vector (0.6218, 0.9879)>
  UV <Vector (0.6369, 0.9846)>
  UV <Vector (0.6366, 0.9855)>
Face 9802
UV Count: 3
  UV <Vector (0.6603, 0.9857)>
  UV <Vector (0.6561, 0.9850)>
  UV <Vector (0.6560, 0.9834)>
Face 9803
UV Count: 3
  UV <Vector (0.5177, 0.9993)>
  UV <Vector (0.5201, 0.9983)>
  UV <Vector (0.5202, 0.9998)>
Face 9804
UV Count: 3
  UV <Vector (0.5574, 0.9897)>
  UV <Vector (0.5547, 0.9897)>
  UV <Vector (0.5547, 0.9891)>
Face 9805
UV Count: 3
  UV <Vector (0.5569, 0.9883)>
  UV <Vector (0.5576, 0.9889)>
  UV <Vector (0.5547, 0.9891)>
Face 9806
UV Count: 3
  UV <Vector (0.8272, 0.9847)>
  UV <Vector (0.8308, 0.9846)>
  UV <Vector (0.8305, 0.9885)>
Face 9807
UV Count: 3
  UV <Vector (0.8308, 0.9846)>
  UV <Vector (0.8272, 0.9847)>
  UV <Vector (0.8277, 0.9817)>
Face 9808
UV Count: 3
  UV <Vector (0.8320, 0.9704)>
  UV <Vector (0.8355, 0.9702)>
  UV <Vector (0.8352, 0.9742)>
Face 9809
UV Count: 3
  UV <Vector (0.5586, 0.9657)>
  UV <Vector (0.5593, 0.9701)>
  UV <Vector (0.5555, 0.9705)>
Face 9810
UV Count: 3
  UV <Vector (0.8285, 0.9706)>
  UV <Vector (0.8320, 0.9704)>
  UV <Vector (0.8317, 0.9744)>
Face 9811
UV Count: 3
  UV <Vector (0.8276, 0.9780)>
  UV <Vector (0.8277, 0.9817)>
  UV <Vector (0.8194, 0.9814)>
Face 9812
UV Count: 3
  UV <Vector (0.8294, 0.9599)>
  UV <Vector (0.8328, 0.9594)>
  UV <Vector (0.8325, 0.9656)>
Face 9813
UV Count: 3
  UV <Vector (0.8328, 0.9594)>
  UV <Vector (0.8294, 0.9599)>
  UV <Vector (0.8299, 0.9530)>
Face 9814
UV Count: 3
  UV <Vector (0.8328, 0.9594)>
  UV <Vector (0.8361, 0.9590)>
  UV <Vector (0.8358, 0.9652)>
Face 9815
UV Count: 3
  UV <Vector (0.5997, 0.6778)>
  UV <Vector (0.6024, 0.6777)>
  UV <Vector (0.6022, 0.6873)>
Face 9816
UV Count: 3
  UV <Vector (0.5997, 0.6778)>
  UV <Vector (0.5970, 0.6778)>
  UV <Vector (0.5971, 0.6680)>
Face 9817
UV Count: 3
  UV <Vector (0.6080, 0.6681)>
  UV <Vector (0.6076, 0.6779)>
  UV <Vector (0.6050, 0.6778)>
Face 9818
UV Count: 3
  UV <Vector (0.5995, 0.6873)>
  UV <Vector (0.5969, 0.6873)>
  UV <Vector (0.5970, 0.6778)>
Face 9819
UV Count: 3
  UV <Vector (0.6086, 0.6496)>
  UV <Vector (0.6083, 0.6587)>
  UV <Vector (0.6056, 0.6587)>
Face 9820
UV Count: 3
  UV <Vector (0.6056, 0.6587)>
  UV <Vector (0.6053, 0.6680)>
  UV <Vector (0.6027, 0.6679)>
Face 9821
UV Count: 3
  UV <Vector (0.6062, 0.6402)>
  UV <Vector (0.6059, 0.6495)>
  UV <Vector (0.6032, 0.6494)>
Face 9822
UV Count: 3
  UV <Vector (0.6260, 0.6014)>
  UV <Vector (0.6268, 0.6117)>
  UV <Vector (0.6173, 0.6114)>
Face 9823
UV Count: 3
  UV <Vector (0.6017, 0.6118)>
  UV <Vector (0.5988, 0.6122)>
  UV <Vector (0.5995, 0.6015)>
Face 9824
UV Count: 3
  UV <Vector (0.6080, 0.6012)>
  UV <Vector (0.6076, 0.6115)>
  UV <Vector (0.6047, 0.6114)>
Face 9825
UV Count: 3
  UV <Vector (0.6051, 0.6009)>
  UV <Vector (0.6023, 0.6012)>
  UV <Vector (0.6028, 0.5901)>
Face 9826
UV Count: 3
  UV <Vector (0.6054, 0.5898)>
  UV <Vector (0.6028, 0.5901)>
  UV <Vector (0.6031, 0.5792)>
Face 9827
UV Count: 3
  UV <Vector (0.6055, 0.5789)>
  UV <Vector (0.6031, 0.5792)>
  UV <Vector (0.6033, 0.5689)>
Face 9828
UV Count: 3
  UV <Vector (0.6057, 0.5686)>
  UV <Vector (0.6033, 0.5689)>
  UV <Vector (0.6036, 0.5590)>
Face 9829
UV Count: 3
  UV <Vector (0.6036, 0.5590)>
  UV <Vector (0.6036, 0.5503)>
  UV <Vector (0.6058, 0.5504)>
Face 9830
UV Count: 3
  UV <Vector (0.6159, 0.5358)>
  UV <Vector (0.6161, 0.5392)>
  UV <Vector (0.6107, 0.5388)>
Face 9831
UV Count: 3
  UV <Vector (0.6536, 0.5364)>
  UV <Vector (0.6534, 0.5395)>
  UV <Vector (0.6440, 0.5383)>
Face 9832
UV Count: 3
  UV <Vector (0.6242, 0.5452)>
  UV <Vector (0.6237, 0.5525)>
  UV <Vector (0.6164, 0.5519)>
Face 9833
UV Count: 3
  UV <Vector (0.6439, 0.5303)>
  UV <Vector (0.6431, 0.5244)>
  UV <Vector (0.6526, 0.5259)>
Face 9834
UV Count: 3
  UV <Vector (0.6058, 0.5285)>
  UV <Vector (0.6058, 0.5212)>
  UV <Vector (0.6084, 0.5213)>
Face 9835
UV Count: 3
  UV <Vector (0.6058, 0.5125)>
  UV <Vector (0.6058, 0.5096)>
  UV <Vector (0.6082, 0.5096)>
Face 9836
UV Count: 3
  UV <Vector (0.6083, 0.5128)>
  UV <Vector (0.6082, 0.5096)>
  UV <Vector (0.6105, 0.5097)>
Face 9837
UV Count: 3
  UV <Vector (0.6109, 0.5131)>
  UV <Vector (0.6105, 0.5097)>
  UV <Vector (0.6142, 0.5100)>
Face 9838
UV Count: 3
  UV <Vector (0.6058, 0.5096)>
  UV <Vector (0.6058, 0.5077)>
  UV <Vector (0.6076, 0.5076)>
Face 9839
UV Count: 3
  UV <Vector (0.6105, 0.5097)>
  UV <Vector (0.6094, 0.5075)>
  UV <Vector (0.6143, 0.5078)>
Face 9840
UV Count: 3
  UV <Vector (0.6085, 0.5353)>
  UV <Vector (0.6083, 0.5386)>
  UV <Vector (0.6058, 0.5384)>
Face 9841
UV Count: 3
  UV <Vector (0.6011, 0.5097)>
  UV <Vector (0.6034, 0.5097)>
  UV <Vector (0.6035, 0.5136)>
Face 9842
UV Count: 3
  UV <Vector (0.5975, 0.5098)>
  UV <Vector (0.6011, 0.5097)>
  UV <Vector (0.6005, 0.5137)>
Face 9843
UV Count: 3
  UV <Vector (0.5955, 0.5134)>
  UV <Vector (0.6005, 0.5137)>
  UV <Vector (0.6005, 0.5214)>
Face 9844
UV Count: 3
  UV <Vector (0.5884, 0.5137)>
  UV <Vector (0.5955, 0.5134)>
  UV <Vector (0.5941, 0.5209)>
Face 9845
UV Count: 3
  UV <Vector (0.5865, 0.5358)>
  UV <Vector (0.5862, 0.5329)>
  UV <Vector (0.5949, 0.5328)>
Face 9846
UV Count: 3
  UV <Vector (0.5771, 0.5366)>
  UV <Vector (0.5865, 0.5358)>
  UV <Vector (0.5868, 0.5392)>
Face 9847
UV Count: 3
  UV <Vector (0.6103, 0.5508)>
  UV <Vector (0.6097, 0.5595)>
  UV <Vector (0.6078, 0.5592)>
Face 9848
UV Count: 3
  UV <Vector (0.6031, 0.5792)>
  UV <Vector (0.6006, 0.5794)>
  UV <Vector (0.6008, 0.5691)>
Face 9849
UV Count: 3
  UV <Vector (0.6081, 0.5689)>
  UV <Vector (0.6079, 0.5792)>
  UV <Vector (0.6055, 0.5789)>
Face 9850
UV Count: 3
  UV <Vector (0.6164, 0.5798)>
  UV <Vector (0.6168, 0.5905)>
  UV <Vector (0.6104, 0.5906)>
Face 9851
UV Count: 3
  UV <Vector (0.5995, 0.6015)>
  UV <Vector (0.5931, 0.6012)>
  UV <Vector (0.5938, 0.5909)>
Face 9852
UV Count: 3
  UV <Vector (0.6013, 0.6215)>
  UV <Vector (0.5983, 0.6217)>
  UV <Vector (0.5988, 0.6122)>
Face 9853
UV Count: 3
  UV <Vector (0.6047, 0.6114)>
  UV <Vector (0.6017, 0.6118)>
  UV <Vector (0.6023, 0.6012)>
Face 9854
UV Count: 3
  UV <Vector (0.6039, 0.6309)>
  UV <Vector (0.6010, 0.6311)>
  UV <Vector (0.6013, 0.6215)>
Face 9855
UV Count: 3
  UV <Vector (0.6032, 0.6494)>
  UV <Vector (0.6005, 0.6494)>
  UV <Vector (0.6008, 0.6403)>
Face 9856
UV Count: 3
  UV <Vector (0.6029, 0.6586)>
  UV <Vector (0.6002, 0.6586)>
  UV <Vector (0.6005, 0.6494)>
Face 9857
UV Count: 3
  UV <Vector (0.5902, 0.6405)>
  UV <Vector (0.5909, 0.6311)>
  UV <Vector (0.5980, 0.6314)>
Face 9858
UV Count: 3
  UV <Vector (0.5999, 0.6679)>
  UV <Vector (0.6002, 0.6586)>
  UV <Vector (0.6029, 0.6586)>
Face 9859
UV Count: 3
  UV <Vector (0.5994, 0.6962)>
  UV <Vector (0.5967, 0.6963)>
  UV <Vector (0.5969, 0.6873)>
Face 9860
UV Count: 3
  UV <Vector (0.6053, 0.6680)>
  UV <Vector (0.6050, 0.6778)>
  UV <Vector (0.6024, 0.6777)>
Face 9861
UV Count: 3
  UV <Vector (0.5995, 0.6873)>
  UV <Vector (0.6022, 0.6873)>
  UV <Vector (0.6020, 0.6961)>
Face 9862
UV Count: 3
  UV <Vector (0.5999, 0.6679)>
  UV <Vector (0.6027, 0.6679)>
  UV <Vector (0.6024, 0.6777)>
Face 9863
UV Count: 3
  UV <Vector (0.6073, 0.7045)>
  UV <Vector (0.6074, 0.7085)>
  UV <Vector (0.6045, 0.7084)>
Face 9864
UV Count: 3
  UV <Vector (0.6016, 0.7085)>
  UV <Vector (0.5986, 0.7086)>
  UV <Vector (0.5992, 0.7041)>
Face 9865
UV Count: 3
  UV <Vector (0.5547, 0.9595)>
  UV <Vector (0.5551, 0.9657)>
  UV <Vector (0.5519, 0.9657)>
Face 9866
UV Count: 3
  UV <Vector (0.8285, 0.9706)>
  UV <Vector (0.8203, 0.9710)>
  UV <Vector (0.8208, 0.9668)>
Face 9867
UV Count: 3
  UV <Vector (0.5551, 0.9657)>
  UV <Vector (0.5555, 0.9705)>
  UV <Vector (0.5523, 0.9708)>
Face 9868
UV Count: 3
  UV <Vector (0.5564, 0.9785)>
  UV <Vector (0.5534, 0.9786)>
  UV <Vector (0.5529, 0.9747)>
Face 9869
UV Count: 3
  UV <Vector (0.8340, 0.9853)>
  UV <Vector (0.8334, 0.9886)>
  UV <Vector (0.8305, 0.9885)>
Face 9870
UV Count: 3
  UV <Vector (0.5569, 0.9883)>
  UV <Vector (0.5545, 0.9886)>
  UV <Vector (0.5542, 0.9855)>
Face 9871
UV Count: 3
  UV <Vector (0.5567, 0.9819)>
  UV <Vector (0.5610, 0.9810)>
  UV <Vector (0.5613, 0.9847)>
Face 9872
UV Count: 3
  UV <Vector (0.5569, 0.9883)>
  UV <Vector (0.5613, 0.9878)>
  UV <Vector (0.5604, 0.9888)>
Face 9873
UV Count: 3
  UV <Vector (0.5576, 0.9889)>
  UV <Vector (0.5604, 0.9888)>
  UV <Vector (0.5602, 0.9897)>
Face 9874
UV Count: 3
  UV <Vector (0.5234, 0.9998)>
  UV <Vector (0.5228, 0.9986)>
  UV <Vector (0.5294, 0.9988)>
Face 9875
UV Count: 3
  UV <Vector (0.5801, 0.5091)>
  UV <Vector (0.5887, 0.5079)>
  UV <Vector (0.5890, 0.5104)>
Face 9876
UV Count: 3
  UV <Vector (0.6058, 0.5352)>
  UV <Vector (0.6032, 0.5350)>
  UV <Vector (0.6031, 0.5331)>
Face 9877
UV Count: 3
  UV <Vector (0.6034, 0.5383)>
  UV <Vector (0.6032, 0.5350)>
  UV <Vector (0.6058, 0.5352)>
Face 9878
UV Count: 3
  UV <Vector (0.6081, 0.5436)>
  UV <Vector (0.6081, 0.5506)>
  UV <Vector (0.6058, 0.5504)>
Face 9879
UV Count: 3
  UV <Vector (0.6058, 0.5433)>
  UV <Vector (0.6058, 0.5504)>
  UV <Vector (0.6036, 0.5503)>
Face 9880
UV Count: 3
  UV <Vector (0.6085, 0.5285)>
  UV <Vector (0.6086, 0.5330)>
  UV <Vector (0.6059, 0.5329)>
Face 9881
UV Count: 3
  UV <Vector (0.6033, 0.5215)>
  UV <Vector (0.6058, 0.5212)>
  UV <Vector (0.6058, 0.5285)>
Face 9882
UV Count: 3
  UV <Vector (0.6031, 0.5331)>
  UV <Vector (0.6030, 0.5284)>
  UV <Vector (0.6058, 0.5285)>
Face 9883
UV Count: 3
  UV <Vector (0.6058, 0.5433)>
  UV <Vector (0.6035, 0.5434)>
  UV <Vector (0.6034, 0.5383)>
Face 9884
UV Count: 3
  UV <Vector (0.6083, 0.5386)>
  UV <Vector (0.6081, 0.5436)>
  UV <Vector (0.6058, 0.5433)>
Face 9885
UV Count: 3
  UV <Vector (0.6081, 0.5506)>
  UV <Vector (0.6078, 0.5592)>
  UV <Vector (0.6059, 0.5590)>
Face 9886
UV Count: 3
  UV <Vector (0.6229, 0.5605)>
  UV <Vector (0.6225, 0.5695)>
  UV <Vector (0.6162, 0.5696)>
Face 9887
UV Count: 3
  UV <Vector (0.5938, 0.5909)>
  UV <Vector (0.5856, 0.5911)>
  UV <Vector (0.5868, 0.5803)>
Face 9888
UV Count: 3
  UV <Vector (0.6028, 0.5901)>
  UV <Vector (0.6003, 0.5904)>
  UV <Vector (0.6006, 0.5794)>
Face 9889
UV Count: 3
  UV <Vector (0.6079, 0.5902)>
  UV <Vector (0.6080, 0.6012)>
  UV <Vector (0.6051, 0.6009)>
Face 9890
UV Count: 3
  UV <Vector (0.5928, 0.6114)>
  UV <Vector (0.5931, 0.6012)>
  UV <Vector (0.5995, 0.6015)>
Face 9891
UV Count: 3
  UV <Vector (0.6225, 0.5695)>
  UV <Vector (0.6234, 0.5799)>
  UV <Vector (0.6164, 0.5798)>
Face 9892
UV Count: 3
  UV <Vector (0.6234, 0.5799)>
  UV <Vector (0.6249, 0.5908)>
  UV <Vector (0.6168, 0.5905)>
Face 9893
UV Count: 3
  UV <Vector (0.6067, 0.6309)>
  UV <Vector (0.6062, 0.6402)>
  UV <Vector (0.6035, 0.6402)>
Face 9894
UV Count: 3
  UV <Vector (0.6035, 0.6402)>
  UV <Vector (0.6008, 0.6403)>
  UV <Vector (0.6010, 0.6311)>
Face 9895
UV Count: 3
  UV <Vector (0.6008, 0.6403)>
  UV <Vector (0.5980, 0.6404)>
  UV <Vector (0.5980, 0.6314)>
Face 9896
UV Count: 3
  UV <Vector (0.5974, 0.6586)>
  UV <Vector (0.5891, 0.6589)>
  UV <Vector (0.5897, 0.6497)>
Face 9897
UV Count: 3
  UV <Vector (0.6072, 0.6964)>
  UV <Vector (0.6073, 0.7045)>
  UV <Vector (0.6046, 0.7043)>
Face 9898
UV Count: 3
  UV <Vector (0.6046, 0.6963)>
  UV <Vector (0.6046, 0.7043)>
  UV <Vector (0.6019, 0.7041)>
Face 9899
UV Count: 3
  UV <Vector (0.6019, 0.7041)>
  UV <Vector (0.5992, 0.7041)>
  UV <Vector (0.5994, 0.6962)>
Face 9900
UV Count: 3
  UV <Vector (0.6050, 0.6778)>
  UV <Vector (0.6048, 0.6874)>
  UV <Vector (0.6022, 0.6873)>
Face 9901
UV Count: 3
  UV <Vector (0.6045, 0.7084)>
  UV <Vector (0.6016, 0.7085)>
  UV <Vector (0.6019, 0.7041)>
Face 9902
UV Count: 3
  UV <Vector (0.5575, 0.9527)>
  UV <Vector (0.5578, 0.9595)>
  UV <Vector (0.5547, 0.9595)>
Face 9903
UV Count: 3
  UV <Vector (0.5578, 0.9595)>
  UV <Vector (0.5586, 0.9657)>
  UV <Vector (0.5551, 0.9657)>
Face 9904
UV Count: 3
  UV <Vector (0.8320, 0.9704)>
  UV <Vector (0.8285, 0.9706)>
  UV <Vector (0.8288, 0.9659)>
Face 9905
UV Count: 3
  UV <Vector (0.8349, 0.9783)>
  UV <Vector (0.8312, 0.9783)>
  UV <Vector (0.8317, 0.9744)>
Face 9906
UV Count: 3
  UV <Vector (0.8355, 0.9702)>
  UV <Vector (0.8320, 0.9704)>
  UV <Vector (0.8325, 0.9656)>
Face 9907
UV Count: 3
  UV <Vector (0.8340, 0.9853)>
  UV <Vector (0.8308, 0.9846)>
  UV <Vector (0.8309, 0.9820)>
Face 9908
UV Count: 3
  UV <Vector (0.8312, 0.9783)>
  UV <Vector (0.8309, 0.9820)>
  UV <Vector (0.8277, 0.9817)>
Face 9909
UV Count: 3
  UV <Vector (0.5564, 0.9785)>
  UV <Vector (0.5567, 0.9819)>
  UV <Vector (0.5539, 0.9822)>
Face 9910
UV Count: 3
  UV <Vector (0.8267, 0.9887)>
  UV <Vector (0.8271, 0.9894)>
  UV <Vector (0.8210, 0.9894)>
Face 9911
UV Count: 3
  UV <Vector (0.8209, 0.9885)>
  UV <Vector (0.8210, 0.9894)>
  UV <Vector (0.8071, 0.9897)>
Face 9912
UV Count: 3
  UV <Vector (0.8276, 0.9902)>
  UV <Vector (0.8271, 0.9894)>
  UV <Vector (0.8309, 0.9896)>
Face 9913
UV Count: 3
  UV <Vector (0.8335, 0.9903)>
  UV <Vector (0.8308, 0.9905)>
  UV <Vector (0.8309, 0.9896)>
Face 9914
UV Count: 3
  UV <Vector (0.8334, 0.9890)>
  UV <Vector (0.8334, 0.9895)>
  UV <Vector (0.8309, 0.9896)>
Face 9915
UV Count: 3
  UV <Vector (0.8308, 0.9890)>
  UV <Vector (0.8305, 0.9885)>
  UV <Vector (0.8334, 0.9886)>
Face 9916
UV Count: 3
  UV <Vector (0.5570, 0.9849)>
  UV <Vector (0.5542, 0.9855)>
  UV <Vector (0.5539, 0.9822)>
Face 9917
UV Count: 3
  UV <Vector (0.5564, 0.9785)>
  UV <Vector (0.5609, 0.9783)>
  UV <Vector (0.5610, 0.9810)>
Face 9918
UV Count: 3
  UV <Vector (0.5555, 0.9705)>
  UV <Vector (0.5560, 0.9743)>
  UV <Vector (0.5529, 0.9747)>
Face 9919
UV Count: 3
  UV <Vector (0.5766, 0.5915)>
  UV <Vector (0.5856, 0.5911)>
  UV <Vector (0.5845, 0.6015)>
Face 9920
UV Count: 3
  UV <Vector (0.8312, 0.9783)>
  UV <Vector (0.8276, 0.9780)>
  UV <Vector (0.8280, 0.9744)>
Face 9921
UV Count: 3
  UV <Vector (0.8361, 0.9590)>
  UV <Vector (0.8328, 0.9594)>
  UV <Vector (0.8327, 0.9525)>
Face 9922
UV Count: 3
  UV <Vector (0.5986, 0.7086)>
  UV <Vector (0.5960, 0.7090)>
  UV <Vector (0.5964, 0.7042)>
Face 9923
UV Count: 3
  UV <Vector (0.6048, 0.6874)>
  UV <Vector (0.6046, 0.6963)>
  UV <Vector (0.6020, 0.6961)>
Face 9924
UV Count: 3
  UV <Vector (0.7931, 0.5533)>
  UV <Vector (0.7932, 0.5600)>
  UV <Vector (0.7807, 0.5598)>
Face 9925
UV Count: 3
  UV <Vector (0.6076, 0.6779)>
  UV <Vector (0.6073, 0.6875)>
  UV <Vector (0.6048, 0.6874)>
Face 9926
UV Count: 3
  UV <Vector (0.5992, 0.7041)>
  UV <Vector (0.5964, 0.7042)>
  UV <Vector (0.5967, 0.6963)>
Face 9927
UV Count: 3
  UV <Vector (0.5695, 0.6316)>
  UV <Vector (0.5805, 0.6314)>
  UV <Vector (0.5795, 0.6409)>
Face 9928
UV Count: 3
  UV <Vector (0.6089, 0.6404)>
  UV <Vector (0.6086, 0.6496)>
  UV <Vector (0.6059, 0.6495)>
Face 9929
UV Count: 3
  UV <Vector (0.6094, 0.6310)>
  UV <Vector (0.6089, 0.6404)>
  UV <Vector (0.6062, 0.6402)>
Face 9930
UV Count: 3
  UV <Vector (0.6941, 0.9511)>
  UV <Vector (0.6889, 0.9512)>
  UV <Vector (0.6883, 0.9479)>
Face 9931
UV Count: 3
  UV <Vector (0.6169, 0.6011)>
  UV <Vector (0.6173, 0.6114)>
  UV <Vector (0.6104, 0.6116)>
Face 9932
UV Count: 3
  UV <Vector (0.6104, 0.6116)>
  UV <Vector (0.6105, 0.6217)>
  UV <Vector (0.6074, 0.6215)>
Face 9933
UV Count: 3
  UV <Vector (0.5931, 0.6012)>
  UV <Vector (0.5845, 0.6015)>
  UV <Vector (0.5856, 0.5911)>
Face 9934
UV Count: 3
  UV <Vector (0.6168, 0.5905)>
  UV <Vector (0.6169, 0.6011)>
  UV <Vector (0.6109, 0.6014)>
Face 9935
UV Count: 3
  UV <Vector (0.6006, 0.5794)>
  UV <Vector (0.5947, 0.5798)>
  UV <Vector (0.5952, 0.5695)>
Face 9936
UV Count: 3
  UV <Vector (0.6237, 0.5525)>
  UV <Vector (0.6229, 0.5605)>
  UV <Vector (0.6160, 0.5601)>
Face 9937
UV Count: 3
  UV <Vector (0.5956, 0.5598)>
  UV <Vector (0.5878, 0.5607)>
  UV <Vector (0.5877, 0.5521)>
Face 9938
UV Count: 3
  UV <Vector (0.8693, 0.9777)>
  UV <Vector (0.8695, 0.9495)>
  UV <Vector (0.8802, 0.9494)>
Face 9939
UV Count: 3
  UV <Vector (0.6034, 0.5097)>
  UV <Vector (0.6058, 0.5096)>
  UV <Vector (0.6058, 0.5125)>
Face 9940
UV Count: 3
  UV <Vector (0.6035, 0.5136)>
  UV <Vector (0.6058, 0.5125)>
  UV <Vector (0.6058, 0.5212)>
Face 9941
UV Count: 3
  UV <Vector (0.6104, 0.5439)>
  UV <Vector (0.6103, 0.5508)>
  UV <Vector (0.6081, 0.5506)>
Face 9942
UV Count: 3
  UV <Vector (0.6113, 0.5329)>
  UV <Vector (0.6172, 0.5331)>
  UV <Vector (0.6159, 0.5358)>
Face 9943
UV Count: 3
  UV <Vector (0.6058, 0.5212)>
  UV <Vector (0.6058, 0.5125)>
  UV <Vector (0.6083, 0.5128)>
Face 9944
UV Count: 3
  UV <Vector (0.6117, 0.5284)>
  UV <Vector (0.6179, 0.5280)>
  UV <Vector (0.6172, 0.5331)>
Face 9945
UV Count: 3
  UV <Vector (0.6084, 0.5213)>
  UV <Vector (0.6083, 0.5128)>
  UV <Vector (0.6109, 0.5131)>
Face 9946
UV Count: 3
  UV <Vector (0.5887, 0.5079)>
  UV <Vector (0.5839, 0.5062)>
  UV <Vector (0.5948, 0.5055)>
Face 9947
UV Count: 3
  UV <Vector (0.6705, 0.9861)>
  UV <Vector (0.6707, 0.9878)>
  UV <Vector (0.6660, 0.9866)>
Face 9948
UV Count: 3
  UV <Vector (0.6755, 0.9876)>
  UV <Vector (0.6757, 0.9884)>
  UV <Vector (0.6707, 0.9894)>
Face 9949
UV Count: 3
  UV <Vector (0.6879, 0.9880)>
  UV <Vector (0.6879, 0.9889)>
  UV <Vector (0.6820, 0.9888)>
Face 9950
UV Count: 3
  UV <Vector (0.6703, 0.9914)>
  UV <Vector (0.6656, 0.9901)>
  UV <Vector (0.6661, 0.9879)>
Face 9951
UV Count: 3
  UV <Vector (0.6999, 0.9900)>
  UV <Vector (0.6937, 0.9895)>
  UV <Vector (0.6938, 0.9885)>
Face 9952
UV Count: 3
  UV <Vector (0.6938, 0.9878)>
  UV <Vector (0.6938, 0.9885)>
  UV <Vector (0.6879, 0.9880)>
Face 9953
UV Count: 3
  UV <Vector (0.6850, 0.9373)>
  UV <Vector (0.6864, 0.9412)>
  UV <Vector (0.6795, 0.9444)>
Face 9954
UV Count: 3
  UV <Vector (0.7003, 0.9981)>
  UV <Vector (0.7127, 0.9976)>
  UV <Vector (0.7128, 0.9998)>
Face 9955
UV Count: 3
  UV <Vector (0.7122, 0.9907)>
  UV <Vector (0.7058, 0.9886)>
  UV <Vector (0.7058, 0.9873)>
Face 9956
UV Count: 3
  UV <Vector (0.6383, 0.9977)>
  UV <Vector (0.6499, 0.9978)>
  UV <Vector (0.6493, 0.9998)>
Face 9957
UV Count: 3
  UV <Vector (0.6052, 0.9979)>
  UV <Vector (0.6125, 0.9976)>
  UV <Vector (0.6135, 0.9998)>
Face 9958
UV Count: 3
  UV <Vector (0.7294, 0.9886)>
  UV <Vector (0.7237, 0.9897)>
  UV <Vector (0.7230, 0.9878)>
Face 9959
UV Count: 3
  UV <Vector (0.6184, 0.9979)>
  UV <Vector (0.6248, 0.9976)>
  UV <Vector (0.6249, 0.9998)>
Face 9960
UV Count: 3
  UV <Vector (0.5935, 0.9998)>
  UV <Vector (0.5796, 0.9998)>
  UV <Vector (0.5806, 0.9986)>
Face 9961
UV Count: 3
  UV <Vector (0.7428, 0.9856)>
  UV <Vector (0.7530, 0.9855)>
  UV <Vector (0.7522, 0.9866)>
Face 9962
UV Count: 3
  UV <Vector (0.5626, 0.9989)>
  UV <Vector (0.5806, 0.9986)>
  UV <Vector (0.5796, 0.9998)>
Face 9963
UV Count: 3
  UV <Vector (0.5447, 0.9984)>
  UV <Vector (0.5626, 0.9989)>
  UV <Vector (0.5616, 0.9998)>
Face 9964
UV Count: 3
  UV <Vector (0.5294, 0.9988)>
  UV <Vector (0.5447, 0.9984)>
  UV <Vector (0.5437, 0.9998)>
Face 9965
UV Count: 3
  UV <Vector (0.8213, 0.9903)>
  UV <Vector (0.8064, 0.9911)>
  UV <Vector (0.8071, 0.9897)>
Face 9966
UV Count: 3
  UV <Vector (0.5202, 0.9998)>
  UV <Vector (0.5201, 0.9983)>
  UV <Vector (0.5228, 0.9986)>
Face 9967
UV Count: 3
  UV <Vector (0.5573, 0.9908)>
  UV <Vector (0.5545, 0.9907)>
  UV <Vector (0.5547, 0.9897)>
Face 9968
UV Count: 3
  UV <Vector (0.8313, 0.9998)>
  UV <Vector (0.8287, 0.9998)>
  UV <Vector (0.8290, 0.9989)>
Face 9969
UV Count: 3
  UV <Vector (0.8074, 0.9998)>
  UV <Vector (0.8073, 0.9985)>
  UV <Vector (0.8223, 0.9988)>
Face 9970
UV Count: 3
  UV <Vector (0.5835, 0.9888)>
  UV <Vector (0.5672, 0.9884)>
  UV <Vector (0.5677, 0.9875)>
Face 9971
UV Count: 3
  UV <Vector (0.5602, 0.9897)>
  UV <Vector (0.5674, 0.9893)>
  UV <Vector (0.5670, 0.9904)>
Face 9972
UV Count: 3
  UV <Vector (0.5819, 0.9909)>
  UV <Vector (0.5670, 0.9904)>
  UV <Vector (0.5674, 0.9893)>
Face 9973
UV Count: 3
  UV <Vector (0.6228, 0.9897)>
  UV <Vector (0.6214, 0.9886)>
  UV <Vector (0.6366, 0.9855)>
Face 9974
UV Count: 3
  UV <Vector (0.6374, 0.9867)>
  UV <Vector (0.6366, 0.9855)>
  UV <Vector (0.6469, 0.9854)>
Face 9975
UV Count: 3
  UV <Vector (0.6005, 0.9911)>
  UV <Vector (0.6013, 0.9920)>
  UV <Vector (0.5819, 0.9909)>
Face 9976
UV Count: 3
  UV <Vector (0.6598, 0.9870)>
  UV <Vector (0.6598, 0.9893)>
  UV <Vector (0.6563, 0.9883)>
Face 9977
UV Count: 3
  UV <Vector (0.7360, 0.9998)>
  UV <Vector (0.7358, 0.9976)>
  UV <Vector (0.7456, 0.9981)>
Face 9978
UV Count: 3
  UV <Vector (0.6608, 0.9841)>
  UV <Vector (0.6661, 0.9848)>
  UV <Vector (0.6660, 0.9866)>
Face 9979
UV Count: 3
  UV <Vector (0.6356, 0.6018)>
  UV <Vector (0.6341, 0.5912)>
  UV <Vector (0.6439, 0.5917)>
Face 9980
UV Count: 3
  UV <Vector (0.5255, 0.5588)>
  UV <Vector (0.5238, 0.5499)>
  UV <Vector (0.5394, 0.5492)>
Face 9981
UV Count: 3
  UV <Vector (0.5514, 0.5807)>
  UV <Vector (0.5448, 0.5725)>
  UV <Vector (0.5495, 0.5712)>
Face 9982
UV Count: 3
  UV <Vector (0.6713, 0.5705)>
  UV <Vector (0.6650, 0.5766)>
  UV <Vector (0.6619, 0.5739)>
Face 9983
UV Count: 3
  UV <Vector (0.6723, 0.5508)>
  UV <Vector (0.6835, 0.5511)>
  UV <Vector (0.6812, 0.5580)>
Face 9984
UV Count: 3
  UV <Vector (0.6619, 0.5739)>
  UV <Vector (0.6650, 0.5766)>
  UV <Vector (0.6583, 0.5829)>
Face 9985
UV Count: 3
  UV <Vector (0.7967, 0.8096)>
  UV <Vector (0.7974, 0.8085)>
  UV <Vector (0.8046, 0.8085)>
Face 9986
UV Count: 3
  UV <Vector (0.7971, 0.8078)>
  UV <Vector (0.7974, 0.8071)>
  UV <Vector (0.8049, 0.8069)>
Face 9987
UV Count: 3
  UV <Vector (0.8263, 0.8076)>
  UV <Vector (0.8195, 0.8080)>
  UV <Vector (0.8206, 0.8069)>
Face 9988
UV Count: 3
  UV <Vector (0.8192, 0.8096)>
  UV <Vector (0.8195, 0.8080)>
  UV <Vector (0.8263, 0.8076)>
Face 9989
UV Count: 3
  UV <Vector (0.8332, 0.8064)>
  UV <Vector (0.8329, 0.8074)>
  UV <Vector (0.8263, 0.8076)>
Face 9990
UV Count: 3
  UV <Vector (0.8393, 0.8086)>
  UV <Vector (0.8394, 0.8073)>
  UV <Vector (0.8453, 0.8072)>
Face 9991
UV Count: 3
  UV <Vector (0.8453, 0.8085)>
  UV <Vector (0.8453, 0.8072)>
  UV <Vector (0.8513, 0.8069)>
Face 9992
UV Count: 3
  UV <Vector (0.8572, 0.8070)>
  UV <Vector (0.8513, 0.8069)>
  UV <Vector (0.8514, 0.8059)>
Face 9993
UV Count: 3
  UV <Vector (0.8682, 0.8087)>
  UV <Vector (0.8627, 0.8085)>
  UV <Vector (0.8630, 0.8072)>
Face 9994
UV Count: 3
  UV <Vector (0.8404, 0.7708)>
  UV <Vector (0.8400, 0.7723)>
  UV <Vector (0.8330, 0.7720)>
Face 9995
UV Count: 3
  UV <Vector (0.8746, 0.8094)>
  UV <Vector (0.8682, 0.8087)>
  UV <Vector (0.8688, 0.8074)>
Face 9996
UV Count: 3
  UV <Vector (0.8823, 0.8079)>
  UV <Vector (0.8755, 0.8077)>
  UV <Vector (0.8762, 0.8068)>
Face 9997
UV Count: 3
  UV <Vector (0.8822, 0.8072)>
  UV <Vector (0.8762, 0.8068)>
  UV <Vector (0.8770, 0.8061)>
Face 9998
UV Count: 3
  UV <Vector (0.8907, 0.8073)>
  UV <Vector (0.8908, 0.8081)>
  UV <Vector (0.8823, 0.8079)>
Face 9999
UV Count: 3
  UV <Vector (0.7827, 0.8080)>
  UV <Vector (0.7826, 0.8090)>
  UV <Vector (0.7764, 0.8090)>
Face 10000
UV Count: 3
  UV <Vector (0.7934, 0.8078)>
  UV <Vector (0.7933, 0.8071)>
  UV <Vector (0.7974, 0.8071)>
Face 10001
UV Count: 3
  UV <Vector (0.7764, 0.8105)>
  UV <Vector (0.7764, 0.8090)>
  UV <Vector (0.7826, 0.8090)>
Face 10002
UV Count: 3
  UV <Vector (0.7933, 0.8085)>
  UV <Vector (0.7889, 0.8088)>
  UV <Vector (0.7896, 0.8080)>
Face 10003
UV Count: 3
  UV <Vector (0.6050, 0.7777)>
  UV <Vector (0.6103, 0.7775)>
  UV <Vector (0.6107, 0.7812)>
Face 10004
UV Count: 3
  UV <Vector (0.6044, 0.7810)>
  UV <Vector (0.5985, 0.7809)>
  UV <Vector (0.5987, 0.7776)>
Face 10005
UV Count: 3
  UV <Vector (0.5931, 0.7776)>
  UV <Vector (0.5987, 0.7776)>
  UV <Vector (0.5985, 0.7809)>
Face 10006
UV Count: 3
  UV <Vector (0.5987, 0.7776)>
  UV <Vector (0.5931, 0.7776)>
  UV <Vector (0.5933, 0.7764)>
Face 10007
UV Count: 3
  UV <Vector (0.5592, 0.7801)>
  UV <Vector (0.5590, 0.7766)>
  UV <Vector (0.5651, 0.7767)>
Face 10008
UV Count: 3
  UV <Vector (0.5883, 0.7764)>
  UV <Vector (0.5887, 0.7778)>
  UV <Vector (0.5836, 0.7777)>
Face 10009
UV Count: 3
  UV <Vector (0.5883, 0.7764)>
  UV <Vector (0.5830, 0.7763)>
  UV <Vector (0.5828, 0.7747)>
Face 10010
UV Count: 3
  UV <Vector (0.5828, 0.7747)>
  UV <Vector (0.5830, 0.7763)>
  UV <Vector (0.5772, 0.7761)>
Face 10011
UV Count: 3
  UV <Vector (0.5648, 0.7756)>
  UV <Vector (0.5651, 0.7767)>
  UV <Vector (0.5590, 0.7766)>
Face 10012
UV Count: 3
  UV <Vector (0.5645, 0.7742)>
  UV <Vector (0.5648, 0.7756)>
  UV <Vector (0.5588, 0.7756)>
Face 10013
UV Count: 3
  UV <Vector (0.5529, 0.7741)>
  UV <Vector (0.5531, 0.7755)>
  UV <Vector (0.5474, 0.7755)>
Face 10014
UV Count: 3
  UV <Vector (0.5474, 0.7755)>
  UV <Vector (0.5474, 0.7766)>
  UV <Vector (0.5421, 0.7771)>
Face 10015
UV Count: 3
  UV <Vector (0.5363, 0.7745)>
  UV <Vector (0.5364, 0.7760)>
  UV <Vector (0.5311, 0.7762)>
Face 10016
UV Count: 3
  UV <Vector (0.5203, 0.7780)>
  UV <Vector (0.5261, 0.7777)>
  UV <Vector (0.5261, 0.7813)>
Face 10017
UV Count: 3
  UV <Vector (0.5309, 0.7747)>
  UV <Vector (0.5311, 0.7762)>
  UV <Vector (0.5257, 0.7764)>
Face 10018
UV Count: 3
  UV <Vector (0.6262, 0.7780)>
  UV <Vector (0.6322, 0.7778)>
  UV <Vector (0.6322, 0.7811)>
Face 10019
UV Count: 3
  UV <Vector (0.6187, 0.7775)>
  UV <Vector (0.6262, 0.7780)>
  UV <Vector (0.6261, 0.7813)>
Face 10020
UV Count: 3
  UV <Vector (0.6373, 0.7763)>
  UV <Vector (0.6320, 0.7767)>
  UV <Vector (0.6318, 0.7756)>
Face 10021
UV Count: 3
  UV <Vector (0.6103, 0.7775)>
  UV <Vector (0.6187, 0.7775)>
  UV <Vector (0.6195, 0.7812)>
Face 10022
UV Count: 3
  UV <Vector (0.6187, 0.7767)>
  UV <Vector (0.6104, 0.7765)>
  UV <Vector (0.6103, 0.7754)>
Face 10023
UV Count: 3
  UV <Vector (0.5933, 0.7392)>
  UV <Vector (0.5978, 0.7399)>
  UV <Vector (0.5977, 0.7406)>
Face 10024
UV Count: 3
  UV <Vector (0.5713, 0.7403)>
  UV <Vector (0.5785, 0.7400)>
  UV <Vector (0.5787, 0.7409)>
Face 10025
UV Count: 3
  UV <Vector (0.5784, 0.7388)>
  UV <Vector (0.5859, 0.7389)>
  UV <Vector (0.5859, 0.7399)>
Face 10026
UV Count: 3
  UV <Vector (0.5932, 0.7402)>
  UV <Vector (0.5977, 0.7406)>
  UV <Vector (0.5976, 0.7413)>
Face 10027
UV Count: 3
  UV <Vector (0.5583, 0.7414)>
  UV <Vector (0.5645, 0.7408)>
  UV <Vector (0.5647, 0.7417)>
Face 10028
UV Count: 3
  UV <Vector (0.5643, 0.7396)>
  UV <Vector (0.5711, 0.7392)>
  UV <Vector (0.5713, 0.7403)>
Face 10029
UV Count: 3
  UV <Vector (0.5479, 0.7426)>
  UV <Vector (0.5529, 0.7419)>
  UV <Vector (0.5529, 0.7429)>
Face 10030
UV Count: 3
  UV <Vector (0.5528, 0.7407)>
  UV <Vector (0.5581, 0.7402)>
  UV <Vector (0.5583, 0.7414)>
Face 10031
UV Count: 3
  UV <Vector (0.5429, 0.7421)>
  UV <Vector (0.5479, 0.7414)>
  UV <Vector (0.5479, 0.7426)>
Face 10032
UV Count: 3
  UV <Vector (0.5378, 0.7432)>
  UV <Vector (0.5429, 0.7421)>
  UV <Vector (0.5428, 0.7432)>
Face 10033
UV Count: 3
  UV <Vector (0.5330, 0.7445)>
  UV <Vector (0.5331, 0.7434)>
  UV <Vector (0.5378, 0.7432)>
Face 10034
UV Count: 3
  UV <Vector (0.5199, 0.7470)>
  UV <Vector (0.5191, 0.7461)>
  UV <Vector (0.5236, 0.7459)>
Face 10035
UV Count: 3
  UV <Vector (0.5236, 0.7459)>
  UV <Vector (0.5235, 0.7449)>
  UV <Vector (0.5282, 0.7444)>
Face 10036
UV Count: 3
  UV <Vector (0.5191, 0.7461)>
  UV <Vector (0.5193, 0.7447)>
  UV <Vector (0.5235, 0.7449)>
Face 10037
UV Count: 3
  UV <Vector (0.6028, 0.7414)>
  UV <Vector (0.6029, 0.7408)>
  UV <Vector (0.6080, 0.7415)>
Face 10038
UV Count: 3
  UV <Vector (0.6214, 0.7437)>
  UV <Vector (0.6216, 0.7429)>
  UV <Vector (0.6294, 0.7436)>
Face 10039
UV Count: 3
  UV <Vector (0.5261, 0.7777)>
  UV <Vector (0.5313, 0.7777)>
  UV <Vector (0.5316, 0.7806)>
Face 10040
UV Count: 3
  UV <Vector (0.6080, 0.7415)>
  UV <Vector (0.6080, 0.7405)>
  UV <Vector (0.6151, 0.7413)>
Face 10041
UV Count: 3
  UV <Vector (0.9594, 0.8469)>
  UV <Vector (0.9706, 0.8422)>
  UV <Vector (0.9720, 0.8532)>
Face 10042
UV Count: 3
  UV <Vector (0.9651, 0.5418)>
  UV <Vector (0.9649, 0.5316)>
  UV <Vector (0.9773, 0.5313)>
Face 10043
UV Count: 3
  UV <Vector (0.9262, 0.8447)>
  UV <Vector (0.9089, 0.8457)>
  UV <Vector (0.9085, 0.8368)>
Face 10044
UV Count: 3
  UV <Vector (0.9772, 0.5416)>
  UV <Vector (0.9772, 0.5593)>
  UV <Vector (0.9651, 0.5594)>
Face 10045
UV Count: 3
  UV <Vector (0.9967, 0.8369)>
  UV <Vector (0.9962, 0.8459)>
  UV <Vector (0.9789, 0.8446)>
Face 10046
UV Count: 3
  UV <Vector (0.9089, 0.8457)>
  UV <Vector (0.9262, 0.8447)>
  UV <Vector (0.9271, 0.8512)>
Face 10047
UV Count: 3
  UV <Vector (0.9262, 0.8281)>
  UV <Vector (0.9090, 0.8276)>
  UV <Vector (0.9101, 0.8203)>
Face 10048
UV Count: 3
  UV <Vector (0.9956, 0.8205)>
  UV <Vector (0.9965, 0.8278)>
  UV <Vector (0.9793, 0.8281)>
Face 10049
UV Count: 3
  UV <Vector (0.9278, 0.8217)>
  UV <Vector (0.9101, 0.8203)>
  UV <Vector (0.9118, 0.8111)>
Face 10050
UV Count: 3
  UV <Vector (0.9941, 0.8115)>
  UV <Vector (0.9956, 0.8205)>
  UV <Vector (0.9778, 0.8218)>
Face 10051
UV Count: 3
  UV <Vector (0.9300, 0.8131)>
  UV <Vector (0.9118, 0.8111)>
  UV <Vector (0.9132, 0.8018)>
Face 10052
UV Count: 3
  UV <Vector (0.9931, 0.8023)>
  UV <Vector (0.9941, 0.8115)>
  UV <Vector (0.9760, 0.8131)>
Face 10053
UV Count: 3
  UV <Vector (0.9132, 0.8018)>
  UV <Vector (0.9158, 0.7742)>
  UV <Vector (0.9332, 0.7762)>
Face 10054
UV Count: 3
  UV <Vector (0.9741, 0.7763)>
  UV <Vector (0.9916, 0.7748)>
  UV <Vector (0.9931, 0.8023)>
Face 10055
UV Count: 3
  UV <Vector (0.8312, 0.9783)>
  UV <Vector (0.8349, 0.9783)>
  UV <Vector (0.8345, 0.9818)>
Face 10056
UV Count: 3
  UV <Vector (0.9573, 0.5240)>
  UV <Vector (0.9575, 0.5318)>
  UV <Vector (0.9476, 0.5321)>
Face 10057
UV Count: 3
  UV <Vector (0.9947, 0.5405)>
  UV <Vector (0.9850, 0.5423)>
  UV <Vector (0.9848, 0.5316)>
Face 10058
UV Count: 3
  UV <Vector (0.9649, 0.5185)>
  UV <Vector (0.9774, 0.5174)>
  UV <Vector (0.9778, 0.5244)>
Face 10059
UV Count: 3
  UV <Vector (0.9575, 0.5318)>
  UV <Vector (0.9573, 0.5425)>
  UV <Vector (0.9476, 0.5407)>
Face 10060
UV Count: 3
  UV <Vector (0.9575, 0.5318)>
  UV <Vector (0.9573, 0.5240)>
  UV <Vector (0.9644, 0.5248)>
Face 10061
UV Count: 3
  UV <Vector (0.9651, 0.5418)>
  UV <Vector (0.9573, 0.5425)>
  UV <Vector (0.9575, 0.5318)>
Face 10062
UV Count: 3
  UV <Vector (0.9848, 0.5316)>
  UV <Vector (0.9850, 0.5423)>
  UV <Vector (0.9772, 0.5416)>
Face 10063
UV Count: 3
  UV <Vector (0.9774, 0.5830)>
  UV <Vector (0.9774, 0.5910)>
  UV <Vector (0.9649, 0.5906)>
Face 10064
UV Count: 3
  UV <Vector (0.9651, 0.5418)>
  UV <Vector (0.9651, 0.5594)>
  UV <Vector (0.9575, 0.5582)>
Face 10065
UV Count: 3
  UV <Vector (0.9539, 0.7566)>
  UV <Vector (0.9722, 0.7582)>
  UV <Vector (0.9706, 0.7768)>
Face 10066
UV Count: 3
  UV <Vector (0.9948, 0.5319)>
  UV <Vector (0.9848, 0.5316)>
  UV <Vector (0.9850, 0.5238)>
Face 10067
UV Count: 3
  UV <Vector (0.9645, 0.5755)>
  UV <Vector (0.9651, 0.5594)>
  UV <Vector (0.9772, 0.5593)>
Face 10068
UV Count: 3
  UV <Vector (0.9924, 0.5636)>
  UV <Vector (0.9927, 0.5760)>
  UV <Vector (0.9848, 0.5780)>
Face 10069
UV Count: 3
  UV <Vector (0.9778, 0.5756)>
  UV <Vector (0.9772, 0.5593)>
  UV <Vector (0.9848, 0.5580)>
Face 10070
UV Count: 3
  UV <Vector (0.9774, 0.5174)>
  UV <Vector (0.9649, 0.5185)>
  UV <Vector (0.9644, 0.5081)>
Face 10071
UV Count: 3
  UV <Vector (0.9575, 0.5582)>
  UV <Vector (0.9651, 0.5594)>
  UV <Vector (0.9645, 0.5755)>
Face 10072
UV Count: 3
  UV <Vector (0.9965, 0.8278)>
  UV <Vector (0.9967, 0.8369)>
  UV <Vector (0.9797, 0.8363)>
Face 10073
UV Count: 3
  UV <Vector (0.9575, 0.5782)>
  UV <Vector (0.9495, 0.5761)>
  UV <Vector (0.9498, 0.5638)>
Face 10074
UV Count: 3
  UV <Vector (0.9778, 0.5756)>
  UV <Vector (0.9774, 0.5830)>
  UV <Vector (0.9649, 0.5822)>
Face 10075
UV Count: 3
  UV <Vector (0.9848, 0.5580)>
  UV <Vector (0.9772, 0.5593)>
  UV <Vector (0.9772, 0.5416)>
Face 10076
UV Count: 3
  UV <Vector (0.9962, 0.8459)>
  UV <Vector (0.9953, 0.8521)>
  UV <Vector (0.9778, 0.8511)>
Face 10077
UV Count: 3
  UV <Vector (0.9755, 0.8714)>
  UV <Vector (0.9720, 0.8532)>
  UV <Vector (0.9778, 0.8511)>
Face 10078
UV Count: 3
  UV <Vector (0.9755, 0.8714)>
  UV <Vector (0.9523, 0.8738)>
  UV <Vector (0.9582, 0.8551)>
Face 10079
UV Count: 3
  UV <Vector (0.9291, 0.8715)>
  UV <Vector (0.9229, 0.8696)>
  UV <Vector (0.9271, 0.8512)>
Face 10080
UV Count: 3
  UV <Vector (0.9458, 0.8469)>
  UV <Vector (0.9468, 0.8551)>
  UV <Vector (0.9330, 0.8533)>
Face 10081
UV Count: 3
  UV <Vector (0.9778, 0.5244)>
  UV <Vector (0.9850, 0.5238)>
  UV <Vector (0.9848, 0.5316)>
Face 10082
UV Count: 3
  UV <Vector (0.9356, 0.7580)>
  UV <Vector (0.9539, 0.7566)>
  UV <Vector (0.9537, 0.7764)>
Face 10083
UV Count: 3
  UV <Vector (0.9257, 0.6186)>
  UV <Vector (0.9325, 0.6192)>
  UV <Vector (0.9319, 0.6261)>
Face 10084
UV Count: 3
  UV <Vector (0.9042, 0.6112)>
  UV <Vector (0.9054, 0.6189)>
  UV <Vector (0.8986, 0.6197)>
Face 10085
UV Count: 3
  UV <Vector (0.9269, 0.6108)>
  UV <Vector (0.9327, 0.6109)>
  UV <Vector (0.9325, 0.6192)>
Face 10086
UV Count: 3
  UV <Vector (0.8984, 0.5945)>
  UV <Vector (0.9042, 0.5944)>
  UV <Vector (0.9042, 0.6112)>
Face 10087
UV Count: 3
  UV <Vector (0.9269, 0.6108)>
  UV <Vector (0.9270, 0.5941)>
  UV <Vector (0.9328, 0.5941)>
Face 10088
UV Count: 3
  UV <Vector (0.8985, 0.5862)>
  UV <Vector (0.9055, 0.5866)>
  UV <Vector (0.9042, 0.5944)>
Face 10089
UV Count: 3
  UV <Vector (0.9327, 0.5858)>
  UV <Vector (0.9328, 0.5941)>
  UV <Vector (0.9270, 0.5941)>
Face 10090
UV Count: 3
  UV <Vector (0.7187, 0.7821)>
  UV <Vector (0.7122, 0.7821)>
  UV <Vector (0.7125, 0.7734)>
Face 10091
UV Count: 3
  UV <Vector (0.9340, 0.5613)>
  UV <Vector (0.9327, 0.5694)>
  UV <Vector (0.9162, 0.5690)>
Face 10092
UV Count: 3
  UV <Vector (0.8926, 0.5207)>
  UV <Vector (0.8999, 0.5202)>
  UV <Vector (0.8993, 0.5280)>
Face 10093
UV Count: 3
  UV <Vector (0.8925, 0.5139)>
  UV <Vector (0.8987, 0.5123)>
  UV <Vector (0.8999, 0.5202)>
Face 10094
UV Count: 3
  UV <Vector (0.9390, 0.5201)>
  UV <Vector (0.9381, 0.5283)>
  UV <Vector (0.9323, 0.5275)>
Face 10095
UV Count: 3
  UV <Vector (0.8987, 0.5123)>
  UV <Vector (0.9158, 0.5110)>
  UV <Vector (0.9094, 0.5179)>
Face 10096
UV Count: 3
  UV <Vector (0.9390, 0.5133)>
  UV <Vector (0.9390, 0.5201)>
  UV <Vector (0.9317, 0.5198)>
Face 10097
UV Count: 3
  UV <Vector (0.9329, 0.5119)>
  UV <Vector (0.9317, 0.5198)>
  UV <Vector (0.9222, 0.5177)>
Face 10098
UV Count: 3
  UV <Vector (0.8993, 0.5280)>
  UV <Vector (0.9019, 0.5355)>
  UV <Vector (0.8945, 0.5372)>
Face 10099
UV Count: 3
  UV <Vector (0.9323, 0.5275)>
  UV <Vector (0.9381, 0.5283)>
  UV <Vector (0.9371, 0.5365)>
Face 10100
UV Count: 3
  UV <Vector (0.6797, 0.7655)>
  UV <Vector (0.6800, 0.7700)>
  UV <Vector (0.6705, 0.7700)>
Face 10101
UV Count: 3
  UV <Vector (0.9153, 0.6357)>
  UV <Vector (0.9041, 0.6354)>
  UV <Vector (0.9049, 0.6270)>
Face 10102
UV Count: 3
  UV <Vector (0.9325, 0.6192)>
  UV <Vector (0.9410, 0.6193)>
  UV <Vector (0.9403, 0.6264)>
Face 10103
UV Count: 3
  UV <Vector (0.6494, 0.7734)>
  UV <Vector (0.6497, 0.7821)>
  UV <Vector (0.6449, 0.7821)>
Face 10104
UV Count: 3
  UV <Vector (0.9265, 0.6352)>
  UV <Vector (0.9153, 0.6357)>
  UV <Vector (0.9155, 0.6271)>
Face 10105
UV Count: 3
  UV <Vector (0.6654, 0.7734)>
  UV <Vector (0.6659, 0.7821)>
  UV <Vector (0.6611, 0.7821)>
Face 10106
UV Count: 3
  UV <Vector (0.8908, 0.6268)>
  UV <Vector (0.8900, 0.6198)>
  UV <Vector (0.8986, 0.6197)>
Face 10107
UV Count: 3
  UV <Vector (0.8900, 0.6198)>
  UV <Vector (0.8897, 0.6111)>
  UV <Vector (0.8984, 0.6113)>
Face 10108
UV Count: 3
  UV <Vector (0.9319, 0.6261)>
  UV <Vector (0.9324, 0.6345)>
  UV <Vector (0.9265, 0.6352)>
Face 10109
UV Count: 3
  UV <Vector (0.9328, 0.5941)>
  UV <Vector (0.9414, 0.5934)>
  UV <Vector (0.9413, 0.6106)>
Face 10110
UV Count: 3
  UV <Vector (0.9327, 0.6109)>
  UV <Vector (0.9413, 0.6106)>
  UV <Vector (0.9410, 0.6193)>
Face 10111
UV Count: 3
  UV <Vector (0.6902, 0.7734)>
  UV <Vector (0.6907, 0.7821)>
  UV <Vector (0.6738, 0.7821)>
Face 10112
UV Count: 3
  UV <Vector (0.7264, 0.7821)>
  UV <Vector (0.7187, 0.7821)>
  UV <Vector (0.7192, 0.7734)>
Face 10113
UV Count: 3
  UV <Vector (0.8897, 0.6111)>
  UV <Vector (0.8898, 0.5938)>
  UV <Vector (0.8984, 0.5945)>
Face 10114
UV Count: 3
  UV <Vector (0.9327, 0.5858)>
  UV <Vector (0.9413, 0.5848)>
  UV <Vector (0.9414, 0.5934)>
Face 10115
UV Count: 3
  UV <Vector (0.6982, 0.7734)>
  UV <Vector (0.6984, 0.7821)>
  UV <Vector (0.6907, 0.7821)>
Face 10116
UV Count: 3
  UV <Vector (0.7513, 0.7821)>
  UV <Vector (0.7434, 0.7821)>
  UV <Vector (0.7440, 0.7734)>
Face 10117
UV Count: 3
  UV <Vector (0.8898, 0.5938)>
  UV <Vector (0.8899, 0.5852)>
  UV <Vector (0.8985, 0.5862)>
Face 10118
UV Count: 3
  UV <Vector (0.8899, 0.5852)>
  UV <Vector (0.8911, 0.5685)>
  UV <Vector (0.8988, 0.5698)>
Face 10119
UV Count: 3
  UV <Vector (0.7434, 0.7821)>
  UV <Vector (0.7264, 0.7821)>
  UV <Vector (0.7270, 0.7734)>
Face 10120
UV Count: 3
  UV <Vector (0.6607, 0.7734)>
  UV <Vector (0.6611, 0.7821)>
  UV <Vector (0.6497, 0.7821)>
Face 10121
UV Count: 3
  UV <Vector (0.8921, 0.5615)>
  UV <Vector (0.8900, 0.5372)>
  UV <Vector (0.8945, 0.5372)>
Face 10122
UV Count: 3
  UV <Vector (0.9327, 0.5694)>
  UV <Vector (0.9403, 0.5680)>
  UV <Vector (0.9413, 0.5848)>
Face 10123
UV Count: 3
  UV <Vector (0.7122, 0.7821)>
  UV <Vector (0.7048, 0.7821)>
  UV <Vector (0.7050, 0.7734)>
Face 10124
UV Count: 3
  UV <Vector (0.6733, 0.7734)>
  UV <Vector (0.6738, 0.7821)>
  UV <Vector (0.6659, 0.7821)>
Face 10125
UV Count: 3
  UV <Vector (0.7048, 0.7821)>
  UV <Vector (0.6984, 0.7821)>
  UV <Vector (0.6982, 0.7734)>
Face 10126
UV Count: 3
  UV <Vector (0.8911, 0.5685)>
  UV <Vector (0.8921, 0.5615)>
  UV <Vector (0.8974, 0.5619)>
Face 10127
UV Count: 3
  UV <Vector (0.9340, 0.5613)>
  UV <Vector (0.9393, 0.5609)>
  UV <Vector (0.9403, 0.5680)>
Face 10128
UV Count: 3
  UV <Vector (0.9381, 0.5283)>
  UV <Vector (0.9426, 0.5282)>
  UV <Vector (0.9416, 0.5365)>
Face 10129
UV Count: 3
  UV <Vector (0.9371, 0.5365)>
  UV <Vector (0.9416, 0.5365)>
  UV <Vector (0.9393, 0.5609)>
Face 10130
UV Count: 3
  UV <Vector (0.8900, 0.5372)>
  UV <Vector (0.8890, 0.5289)>
  UV <Vector (0.8935, 0.5289)>
Face 10131
UV Count: 3
  UV <Vector (0.6704, 0.7655)>
  UV <Vector (0.6705, 0.7700)>
  UV <Vector (0.6617, 0.7700)>
Face 10132
UV Count: 3
  UV <Vector (0.6617, 0.7700)>
  UV <Vector (0.6522, 0.7700)>
  UV <Vector (0.6524, 0.7655)>
Face 10133
UV Count: 3
  UV <Vector (0.6522, 0.7700)>
  UV <Vector (0.6441, 0.7700)>
  UV <Vector (0.6445, 0.7655)>
Face 10134
UV Count: 3
  UV <Vector (0.8882, 0.5205)>
  UV <Vector (0.8882, 0.5136)>
  UV <Vector (0.8925, 0.5139)>
Face 10135
UV Count: 3
  UV <Vector (0.8916, 0.5097)>
  UV <Vector (0.8980, 0.5079)>
  UV <Vector (0.8987, 0.5123)>
Face 10136
UV Count: 3
  UV <Vector (0.7358, 0.7700)>
  UV <Vector (0.7281, 0.7700)>
  UV <Vector (0.7284, 0.7655)>
Face 10137
UV Count: 3
  UV <Vector (0.8890, 0.5289)>
  UV <Vector (0.8882, 0.5205)>
  UV <Vector (0.8926, 0.5207)>
Face 10138
UV Count: 3
  UV <Vector (0.9390, 0.5201)>
  UV <Vector (0.9434, 0.5198)>
  UV <Vector (0.9426, 0.5282)>
Face 10139
UV Count: 3
  UV <Vector (0.6876, 0.7655)>
  UV <Vector (0.6880, 0.7700)>
  UV <Vector (0.6800, 0.7700)>
Face 10140
UV Count: 3
  UV <Vector (0.7054, 0.7655)>
  UV <Vector (0.7054, 0.7700)>
  UV <Vector (0.6956, 0.7700)>
Face 10141
UV Count: 3
  UV <Vector (0.9390, 0.5133)>
  UV <Vector (0.9433, 0.5130)>
  UV <Vector (0.9434, 0.5198)>
Face 10142
UV Count: 3
  UV <Vector (0.9041, 0.6354)>
  UV <Vector (0.8983, 0.6349)>
  UV <Vector (0.8992, 0.6266)>
Face 10143
UV Count: 3
  UV <Vector (0.9329, 0.5119)>
  UV <Vector (0.9333, 0.5074)>
  UV <Vector (0.9398, 0.5089)>
Face 10144
UV Count: 3
  UV <Vector (0.9157, 0.5065)>
  UV <Vector (0.9333, 0.5074)>
  UV <Vector (0.9329, 0.5119)>
Face 10145
UV Count: 3
  UV <Vector (0.7185, 0.7700)>
  UV <Vector (0.7054, 0.7700)>
  UV <Vector (0.7054, 0.7655)>
Face 10146
UV Count: 3
  UV <Vector (0.7281, 0.7700)>
  UV <Vector (0.7185, 0.7700)>
  UV <Vector (0.7186, 0.7655)>
Face 10147
UV Count: 3
  UV <Vector (0.6955, 0.7655)>
  UV <Vector (0.6956, 0.7700)>
  UV <Vector (0.6880, 0.7700)>
Face 10148
UV Count: 3
  UV <Vector (0.8987, 0.5123)>
  UV <Vector (0.8980, 0.5079)>
  UV <Vector (0.9157, 0.5065)>
Face 10149
UV Count: 3
  UV <Vector (0.9157, 0.5603)>
  UV <Vector (0.9162, 0.5690)>
  UV <Vector (0.8988, 0.5698)>
Face 10150
UV Count: 3
  UV <Vector (0.6014, 0.5590)>
  UV <Vector (0.6013, 0.5502)>
  UV <Vector (0.6036, 0.5503)>
Face 10151
UV Count: 3
  UV <Vector (0.9225, 0.9096)>
  UV <Vector (0.9086, 0.9103)>
  UV <Vector (0.9113, 0.8926)>
Face 10152
UV Count: 3
  UV <Vector (0.9458, 0.6740)>
  UV <Vector (0.9453, 0.6571)>
  UV <Vector (0.9566, 0.6576)>
Face 10153
UV Count: 3
  UV <Vector (0.5544, 0.9527)>
  UV <Vector (0.5547, 0.9595)>
  UV <Vector (0.5516, 0.9595)>
Face 10154
UV Count: 3
  UV <Vector (0.9649, 0.5316)>
  UV <Vector (0.9644, 0.5248)>
  UV <Vector (0.9778, 0.5244)>
Face 10155
UV Count: 3
  UV <Vector (0.9291, 0.8715)>
  UV <Vector (0.9330, 0.8533)>
  UV <Vector (0.9468, 0.8551)>
Face 10156
UV Count: 3
  UV <Vector (0.9255, 0.8363)>
  UV <Vector (0.9085, 0.8368)>
  UV <Vector (0.9090, 0.8276)>
Face 10157
UV Count: 3
  UV <Vector (0.5600, 0.5476)>
  UV <Vector (0.5591, 0.5422)>
  UV <Vector (0.5684, 0.5410)>
Face 10158
UV Count: 3
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7037, 0.7574)>
  UV <Vector (0.7031, 0.7574)>
Face 10159
UV Count: 3
  UV <Vector (0.7037, 0.7516)>
  UV <Vector (0.7037, 0.7551)>
  UV <Vector (0.7030, 0.7551)>
Face 10160
UV Count: 3
  UV <Vector (0.7037, 0.7476)>
  UV <Vector (0.7037, 0.7516)>
  UV <Vector (0.7030, 0.7516)>
Face 10161
UV Count: 3
  UV <Vector (0.7024, 0.7135)>
  UV <Vector (0.7030, 0.7135)>
  UV <Vector (0.7030, 0.7195)>
Face 10162
UV Count: 3
  UV <Vector (0.7024, 0.7069)>
  UV <Vector (0.7030, 0.7068)>
  UV <Vector (0.7030, 0.7135)>
Face 10163
UV Count: 3
  UV <Vector (0.7024, 0.7340)>
  UV <Vector (0.7030, 0.7340)>
  UV <Vector (0.7030, 0.7366)>
Face 10164
UV Count: 3
  UV <Vector (0.7024, 0.7314)>
  UV <Vector (0.7030, 0.7314)>
  UV <Vector (0.7030, 0.7340)>
Face 10165
UV Count: 3
  UV <Vector (0.7030, 0.7397)>
  UV <Vector (0.7037, 0.7397)>
  UV <Vector (0.7037, 0.7435)>
Face 10166
UV Count: 3
  UV <Vector (0.7030, 0.6846)>
  UV <Vector (0.7030, 0.6892)>
  UV <Vector (0.7024, 0.6892)>
Face 10167
UV Count: 3
  UV <Vector (0.7037, 0.7283)>
  UV <Vector (0.7037, 0.7313)>
  UV <Vector (0.7030, 0.7314)>
Face 10168
UV Count: 3
  UV <Vector (0.7037, 0.7245)>
  UV <Vector (0.7037, 0.7283)>
  UV <Vector (0.7030, 0.7283)>
Face 10169
UV Count: 3
  UV <Vector (0.7030, 0.7195)>
  UV <Vector (0.7037, 0.7195)>
  UV <Vector (0.7037, 0.7245)>
Face 10170
UV Count: 3
  UV <Vector (0.7030, 0.7435)>
  UV <Vector (0.7037, 0.7435)>
  UV <Vector (0.7037, 0.7476)>
Face 10171
UV Count: 3
  UV <Vector (0.7037, 0.7069)>
  UV <Vector (0.7037, 0.7135)>
  UV <Vector (0.7030, 0.7135)>
Face 10172
UV Count: 3
  UV <Vector (0.7037, 0.7003)>
  UV <Vector (0.7037, 0.7069)>
  UV <Vector (0.7030, 0.7068)>
Face 10173
UV Count: 3
  UV <Vector (0.7024, 0.6846)>
  UV <Vector (0.7024, 0.6892)>
  UV <Vector (0.7017, 0.6892)>
Face 10174
UV Count: 3
  UV <Vector (0.7030, 0.7314)>
  UV <Vector (0.7037, 0.7313)>
  UV <Vector (0.7037, 0.7339)>
Face 10175
UV Count: 3
  UV <Vector (0.7037, 0.7516)>
  UV <Vector (0.7044, 0.7515)>
  UV <Vector (0.7043, 0.7550)>
Face 10176
UV Count: 3
  UV <Vector (0.7037, 0.7476)>
  UV <Vector (0.7043, 0.7475)>
  UV <Vector (0.7044, 0.7515)>
Face 10177
UV Count: 3
  UV <Vector (0.7037, 0.7135)>
  UV <Vector (0.7037, 0.7195)>
  UV <Vector (0.7030, 0.7195)>
Face 10178
UV Count: 3
  UV <Vector (0.7030, 0.7366)>
  UV <Vector (0.7037, 0.7365)>
  UV <Vector (0.7037, 0.7397)>
Face 10179
UV Count: 3
  UV <Vector (0.7030, 0.7340)>
  UV <Vector (0.7037, 0.7339)>
  UV <Vector (0.7037, 0.7365)>
Face 10180
UV Count: 3
  UV <Vector (0.7037, 0.7397)>
  UV <Vector (0.7043, 0.7396)>
  UV <Vector (0.7043, 0.7434)>
Face 10181
UV Count: 3
  UV <Vector (0.7030, 0.6892)>
  UV <Vector (0.7037, 0.6892)>
  UV <Vector (0.7037, 0.6943)>
Face 10182
UV Count: 3
  UV <Vector (0.7037, 0.6846)>
  UV <Vector (0.7037, 0.6892)>
  UV <Vector (0.7030, 0.6892)>
Face 10183
UV Count: 3
  UV <Vector (0.7043, 0.7283)>
  UV <Vector (0.7043, 0.7313)>
  UV <Vector (0.7037, 0.7313)>
Face 10184
UV Count: 3
  UV <Vector (0.7043, 0.7245)>
  UV <Vector (0.7043, 0.7283)>
  UV <Vector (0.7037, 0.7283)>
Face 10185
UV Count: 3
  UV <Vector (0.7043, 0.7195)>
  UV <Vector (0.7043, 0.7245)>
  UV <Vector (0.7037, 0.7245)>
Face 10186
UV Count: 3
  UV <Vector (0.7024, 0.6943)>
  UV <Vector (0.7024, 0.7003)>
  UV <Vector (0.7017, 0.7003)>
Face 10187
UV Count: 3
  UV <Vector (0.7043, 0.7069)>
  UV <Vector (0.7044, 0.7135)>
  UV <Vector (0.7037, 0.7135)>
Face 10188
UV Count: 3
  UV <Vector (0.7044, 0.7003)>
  UV <Vector (0.7043, 0.7069)>
  UV <Vector (0.7037, 0.7069)>
Face 10189
UV Count: 3
  UV <Vector (0.7037, 0.7339)>
  UV <Vector (0.7043, 0.7339)>
  UV <Vector (0.7043, 0.7365)>
Face 10190
UV Count: 3
  UV <Vector (0.7037, 0.7313)>
  UV <Vector (0.7043, 0.7313)>
  UV <Vector (0.7043, 0.7339)>
Face 10191
UV Count: 3
  UV <Vector (0.7043, 0.7475)>
  UV <Vector (0.7050, 0.7474)>
  UV <Vector (0.7050, 0.7513)>
Face 10192
UV Count: 3
  UV <Vector (0.7043, 0.7434)>
  UV <Vector (0.7050, 0.7433)>
  UV <Vector (0.7050, 0.7474)>
Face 10193
UV Count: 3
  UV <Vector (0.7037, 0.7365)>
  UV <Vector (0.7043, 0.7365)>
  UV <Vector (0.7043, 0.7396)>
Face 10194
UV Count: 3
  UV <Vector (0.7004, 0.7283)>
  UV <Vector (0.7011, 0.7284)>
  UV <Vector (0.7011, 0.7314)>
Face 10195
UV Count: 3
  UV <Vector (0.7037, 0.6943)>
  UV <Vector (0.7043, 0.6943)>
  UV <Vector (0.7044, 0.7003)>
Face 10196
UV Count: 3
  UV <Vector (0.7037, 0.6892)>
  UV <Vector (0.7043, 0.6892)>
  UV <Vector (0.7043, 0.6943)>
Face 10197
UV Count: 3
  UV <Vector (0.7037, 0.6846)>
  UV <Vector (0.7043, 0.6845)>
  UV <Vector (0.7043, 0.6892)>
Face 10198
UV Count: 3
  UV <Vector (0.7050, 0.7283)>
  UV <Vector (0.7050, 0.7313)>
  UV <Vector (0.7043, 0.7313)>
Face 10199
UV Count: 3
  UV <Vector (0.7050, 0.7245)>
  UV <Vector (0.7050, 0.7283)>
  UV <Vector (0.7043, 0.7283)>
Face 10200
UV Count: 3
  UV <Vector (0.7050, 0.7195)>
  UV <Vector (0.7050, 0.7245)>
  UV <Vector (0.7043, 0.7245)>
Face 10201
UV Count: 3
  UV <Vector (0.7030, 0.7003)>
  UV <Vector (0.7030, 0.7068)>
  UV <Vector (0.7024, 0.7069)>
Face 10202
UV Count: 3
  UV <Vector (0.7050, 0.7070)>
  UV <Vector (0.7050, 0.7136)>
  UV <Vector (0.7044, 0.7135)>
Face 10203
UV Count: 3
  UV <Vector (0.7043, 0.7365)>
  UV <Vector (0.7050, 0.7364)>
  UV <Vector (0.7050, 0.7395)>
Face 10204
UV Count: 3
  UV <Vector (0.7043, 0.7339)>
  UV <Vector (0.7050, 0.7339)>
  UV <Vector (0.7050, 0.7364)>
Face 10205
UV Count: 3
  UV <Vector (0.7050, 0.7313)>
  UV <Vector (0.7050, 0.7339)>
  UV <Vector (0.7043, 0.7339)>
Face 10206
UV Count: 3
  UV <Vector (0.7043, 0.7550)>
  UV <Vector (0.7044, 0.7515)>
  UV <Vector (0.7049, 0.7548)>
Face 10207
UV Count: 3
  UV <Vector (0.7044, 0.7515)>
  UV <Vector (0.7050, 0.7513)>
  UV <Vector (0.7056, 0.7547)>
Face 10208
UV Count: 3
  UV <Vector (0.7050, 0.7474)>
  UV <Vector (0.7056, 0.7473)>
  UV <Vector (0.7056, 0.7512)>
Face 10209
UV Count: 3
  UV <Vector (0.7043, 0.7396)>
  UV <Vector (0.7050, 0.7395)>
  UV <Vector (0.7050, 0.7433)>
Face 10210
UV Count: 3
  UV <Vector (0.7050, 0.7433)>
  UV <Vector (0.7056, 0.7432)>
  UV <Vector (0.7056, 0.7473)>
Face 10211
UV Count: 3
  UV <Vector (0.7050, 0.7003)>
  UV <Vector (0.7050, 0.7070)>
  UV <Vector (0.7043, 0.7069)>
Face 10212
UV Count: 3
  UV <Vector (0.7043, 0.6943)>
  UV <Vector (0.7050, 0.6943)>
  UV <Vector (0.7050, 0.7003)>
Face 10213
UV Count: 3
  UV <Vector (0.7043, 0.6892)>
  UV <Vector (0.7050, 0.6891)>
  UV <Vector (0.7050, 0.6943)>
Face 10214
UV Count: 3
  UV <Vector (0.7043, 0.6845)>
  UV <Vector (0.7050, 0.6845)>
  UV <Vector (0.7050, 0.6891)>
Face 10215
UV Count: 3
  UV <Vector (0.7056, 0.7283)>
  UV <Vector (0.7056, 0.7314)>
  UV <Vector (0.7050, 0.7313)>
Face 10216
UV Count: 3
  UV <Vector (0.7050, 0.7136)>
  UV <Vector (0.7050, 0.7195)>
  UV <Vector (0.7043, 0.7195)>
Face 10217
UV Count: 3
  UV <Vector (0.7057, 0.7136)>
  UV <Vector (0.7056, 0.7196)>
  UV <Vector (0.7050, 0.7195)>
Face 10218
UV Count: 3
  UV <Vector (0.7030, 0.6944)>
  UV <Vector (0.7030, 0.7003)>
  UV <Vector (0.7024, 0.7003)>
Face 10219
UV Count: 3
  UV <Vector (0.7057, 0.7070)>
  UV <Vector (0.7057, 0.7136)>
  UV <Vector (0.7050, 0.7136)>
Face 10220
UV Count: 3
  UV <Vector (0.7050, 0.7003)>
  UV <Vector (0.7057, 0.7003)>
  UV <Vector (0.7057, 0.7070)>
Face 10221
UV Count: 3
  UV <Vector (0.7011, 0.7366)>
  UV <Vector (0.7011, 0.7396)>
  UV <Vector (0.7004, 0.7395)>
Face 10222
UV Count: 3
  UV <Vector (0.7050, 0.6891)>
  UV <Vector (0.7056, 0.6891)>
  UV <Vector (0.7057, 0.6943)>
Face 10223
UV Count: 3
  UV <Vector (0.7018, 0.7514)>
  UV <Vector (0.7018, 0.7550)>
  UV <Vector (0.7012, 0.7549)>
Face 10224
UV Count: 3
  UV <Vector (0.7017, 0.7475)>
  UV <Vector (0.7018, 0.7514)>
  UV <Vector (0.7011, 0.7513)>
Face 10225
UV Count: 3
  UV <Vector (0.7004, 0.7136)>
  UV <Vector (0.7011, 0.7136)>
  UV <Vector (0.7011, 0.7196)>
Face 10226
UV Count: 3
  UV <Vector (0.7004, 0.7070)>
  UV <Vector (0.7011, 0.7070)>
  UV <Vector (0.7011, 0.7136)>
Face 10227
UV Count: 3
  UV <Vector (0.7050, 0.6943)>
  UV <Vector (0.7057, 0.6943)>
  UV <Vector (0.7057, 0.7003)>
Face 10228
UV Count: 3
  UV <Vector (0.7004, 0.6943)>
  UV <Vector (0.7011, 0.6943)>
  UV <Vector (0.7011, 0.7003)>
Face 10229
UV Count: 3
  UV <Vector (0.7011, 0.6892)>
  UV <Vector (0.7011, 0.6943)>
  UV <Vector (0.7004, 0.6943)>
Face 10230
UV Count: 3
  UV <Vector (0.7056, 0.7196)>
  UV <Vector (0.7057, 0.7245)>
  UV <Vector (0.7050, 0.7245)>
Face 10231
UV Count: 3
  UV <Vector (0.7011, 0.7196)>
  UV <Vector (0.7011, 0.7245)>
  UV <Vector (0.7004, 0.7245)>
Face 10232
UV Count: 3
  UV <Vector (0.7004, 0.7245)>
  UV <Vector (0.7011, 0.7245)>
  UV <Vector (0.7011, 0.7284)>
Face 10233
UV Count: 3
  UV <Vector (0.7011, 0.7433)>
  UV <Vector (0.7011, 0.7474)>
  UV <Vector (0.7004, 0.7474)>
Face 10234
UV Count: 3
  UV <Vector (0.7011, 0.7396)>
  UV <Vector (0.7011, 0.7433)>
  UV <Vector (0.7004, 0.7432)>
Face 10235
UV Count: 3
  UV <Vector (0.7024, 0.7283)>
  UV <Vector (0.7030, 0.7283)>
  UV <Vector (0.7030, 0.7314)>
Face 10236
UV Count: 3
  UV <Vector (0.7011, 0.7340)>
  UV <Vector (0.7011, 0.7366)>
  UV <Vector (0.7004, 0.7365)>
Face 10237
UV Count: 3
  UV <Vector (0.7011, 0.7314)>
  UV <Vector (0.7011, 0.7340)>
  UV <Vector (0.7004, 0.7339)>
Face 10238
UV Count: 3
  UV <Vector (0.7037, 0.7551)>
  UV <Vector (0.7043, 0.7550)>
  UV <Vector (0.7042, 0.7573)>
Face 10239
UV Count: 3
  UV <Vector (0.7011, 0.7196)>
  UV <Vector (0.7017, 0.7196)>
  UV <Vector (0.7017, 0.7245)>
Face 10240
UV Count: 3
  UV <Vector (0.7017, 0.7434)>
  UV <Vector (0.7017, 0.7475)>
  UV <Vector (0.7011, 0.7474)>
Face 10241
UV Count: 3
  UV <Vector (0.7004, 0.7003)>
  UV <Vector (0.7011, 0.7003)>
  UV <Vector (0.7011, 0.7070)>
Face 10242
UV Count: 3
  UV <Vector (0.7017, 0.7366)>
  UV <Vector (0.7017, 0.7397)>
  UV <Vector (0.7011, 0.7396)>
Face 10243
UV Count: 3
  UV <Vector (0.7035, 0.6791)>
  UV <Vector (0.7035, 0.6795)>
  UV <Vector (0.7030, 0.6795)>
Face 10244
UV Count: 3
  UV <Vector (0.7017, 0.7314)>
  UV <Vector (0.7017, 0.7340)>
  UV <Vector (0.7011, 0.7340)>
Face 10245
UV Count: 3
  UV <Vector (0.7050, 0.7245)>
  UV <Vector (0.7057, 0.7245)>
  UV <Vector (0.7056, 0.7283)>
Face 10246
UV Count: 3
  UV <Vector (0.7030, 0.7245)>
  UV <Vector (0.7030, 0.7283)>
  UV <Vector (0.7024, 0.7283)>
Face 10247
UV Count: 3
  UV <Vector (0.7017, 0.7397)>
  UV <Vector (0.7017, 0.7434)>
  UV <Vector (0.7011, 0.7433)>
Face 10248
UV Count: 3
  UV <Vector (0.7017, 0.7340)>
  UV <Vector (0.7017, 0.7366)>
  UV <Vector (0.7011, 0.7366)>
Face 10249
UV Count: 3
  UV <Vector (0.7017, 0.6846)>
  UV <Vector (0.7017, 0.6892)>
  UV <Vector (0.7011, 0.6892)>
Face 10250
UV Count: 3
  UV <Vector (0.7030, 0.7551)>
  UV <Vector (0.7032, 0.7573)>
  UV <Vector (0.7026, 0.7573)>
Face 10251
UV Count: 3
  UV <Vector (0.7024, 0.7476)>
  UV <Vector (0.7024, 0.7515)>
  UV <Vector (0.7018, 0.7514)>
Face 10252
UV Count: 3
  UV <Vector (0.7011, 0.7136)>
  UV <Vector (0.7017, 0.7136)>
  UV <Vector (0.7017, 0.7196)>
Face 10253
UV Count: 3
  UV <Vector (0.7011, 0.7070)>
  UV <Vector (0.7017, 0.7069)>
  UV <Vector (0.7017, 0.7136)>
Face 10254
UV Count: 3
  UV <Vector (0.7011, 0.7003)>
  UV <Vector (0.7017, 0.7003)>
  UV <Vector (0.7017, 0.7069)>
Face 10255
UV Count: 3
  UV <Vector (0.7017, 0.6943)>
  UV <Vector (0.7017, 0.7003)>
  UV <Vector (0.7011, 0.7003)>
Face 10256
UV Count: 3
  UV <Vector (0.7011, 0.7284)>
  UV <Vector (0.7017, 0.7284)>
  UV <Vector (0.7017, 0.7314)>
Face 10257
UV Count: 3
  UV <Vector (0.7011, 0.7245)>
  UV <Vector (0.7017, 0.7245)>
  UV <Vector (0.7017, 0.7284)>
Face 10258
UV Count: 3
  UV <Vector (0.7024, 0.7340)>
  UV <Vector (0.7024, 0.7367)>
  UV <Vector (0.7017, 0.7366)>
Face 10259
UV Count: 3
  UV <Vector (0.7017, 0.7245)>
  UV <Vector (0.7024, 0.7245)>
  UV <Vector (0.7024, 0.7283)>
Face 10260
UV Count: 3
  UV <Vector (0.7017, 0.7196)>
  UV <Vector (0.7024, 0.7195)>
  UV <Vector (0.7024, 0.7245)>
Face 10261
UV Count: 3
  UV <Vector (0.7024, 0.7435)>
  UV <Vector (0.7024, 0.7476)>
  UV <Vector (0.7017, 0.7475)>
Face 10262
UV Count: 3
  UV <Vector (0.7024, 0.7397)>
  UV <Vector (0.7024, 0.7435)>
  UV <Vector (0.7017, 0.7434)>
Face 10263
UV Count: 3
  UV <Vector (0.7024, 0.7367)>
  UV <Vector (0.7024, 0.7397)>
  UV <Vector (0.7017, 0.7397)>
Face 10264
UV Count: 3
  UV <Vector (0.7046, 0.6795)>
  UV <Vector (0.7052, 0.6795)>
  UV <Vector (0.7056, 0.6845)>
Face 10265
UV Count: 3
  UV <Vector (0.7024, 0.6892)>
  UV <Vector (0.7024, 0.6943)>
  UV <Vector (0.7017, 0.6943)>
Face 10266
UV Count: 3
  UV <Vector (0.7024, 0.7551)>
  UV <Vector (0.7026, 0.7573)>
  UV <Vector (0.7020, 0.7573)>
Face 10267
UV Count: 3
  UV <Vector (0.7004, 0.7474)>
  UV <Vector (0.7011, 0.7474)>
  UV <Vector (0.7011, 0.7513)>
Face 10268
UV Count: 3
  UV <Vector (0.7017, 0.7136)>
  UV <Vector (0.7024, 0.7135)>
  UV <Vector (0.7024, 0.7195)>
Face 10269
UV Count: 3
  UV <Vector (0.7017, 0.7069)>
  UV <Vector (0.7024, 0.7069)>
  UV <Vector (0.7024, 0.7135)>
Face 10270
UV Count: 3
  UV <Vector (0.7017, 0.7003)>
  UV <Vector (0.7024, 0.7003)>
  UV <Vector (0.7024, 0.7069)>
Face 10271
UV Count: 3
  UV <Vector (0.7017, 0.7314)>
  UV <Vector (0.7024, 0.7314)>
  UV <Vector (0.7024, 0.7340)>
Face 10272
UV Count: 3
  UV <Vector (0.7017, 0.7284)>
  UV <Vector (0.7024, 0.7283)>
  UV <Vector (0.7024, 0.7314)>
Face 10273
UV Count: 3
  UV <Vector (0.7037, 0.7435)>
  UV <Vector (0.7043, 0.7434)>
  UV <Vector (0.7043, 0.7475)>
Face 10274
UV Count: 3
  UV <Vector (0.7020, 0.6796)>
  UV <Vector (0.7025, 0.6796)>
  UV <Vector (0.7024, 0.6846)>
Face 10275
UV Count: 3
  UV <Vector (0.7030, 0.6795)>
  UV <Vector (0.7030, 0.6846)>
  UV <Vector (0.7024, 0.6846)>
Face 10276
UV Count: 3
  UV <Vector (0.7035, 0.6795)>
  UV <Vector (0.7037, 0.6846)>
  UV <Vector (0.7030, 0.6846)>
Face 10277
UV Count: 3
  UV <Vector (0.7041, 0.6795)>
  UV <Vector (0.7043, 0.6845)>
  UV <Vector (0.7037, 0.6846)>
Face 10278
UV Count: 3
  UV <Vector (0.7046, 0.6795)>
  UV <Vector (0.7050, 0.6845)>
  UV <Vector (0.7043, 0.6845)>
Face 10279
UV Count: 3
  UV <Vector (0.7044, 0.7135)>
  UV <Vector (0.7043, 0.7195)>
  UV <Vector (0.7037, 0.7195)>
Face 10280
UV Count: 3
  UV <Vector (0.7008, 0.6795)>
  UV <Vector (0.7014, 0.6796)>
  UV <Vector (0.7011, 0.6846)>
Face 10281
UV Count: 3
  UV <Vector (0.7014, 0.6796)>
  UV <Vector (0.7020, 0.6796)>
  UV <Vector (0.7017, 0.6846)>
Face 10282
UV Count: 3
  UV <Vector (0.7034, 0.6705)>
  UV <Vector (0.7034, 0.6706)>
  UV <Vector (0.7030, 0.6706)>
Face 10283
UV Count: 3
  UV <Vector (0.7037, 0.6699)>
  UV <Vector (0.7037, 0.6703)>
  UV <Vector (0.7037, 0.6703)>
Face 10284
UV Count: 3
  UV <Vector (0.7037, 0.6703)>
  UV <Vector (0.7034, 0.6706)>
  UV <Vector (0.7034, 0.6705)>
Face 10285
UV Count: 3
  UV <Vector (0.7031, 0.6705)>
  UV <Vector (0.7030, 0.6706)>
  UV <Vector (0.7027, 0.6703)>
Face 10286
UV Count: 3
  UV <Vector (0.7034, 0.6696)>
  UV <Vector (0.7037, 0.6699)>
  UV <Vector (0.7037, 0.6699)>
Face 10287
UV Count: 3
  UV <Vector (0.7030, 0.6696)>
  UV <Vector (0.7034, 0.6696)>
  UV <Vector (0.7034, 0.6697)>
Face 10288
UV Count: 3
  UV <Vector (0.7028, 0.6699)>
  UV <Vector (0.7027, 0.6699)>
  UV <Vector (0.7030, 0.6696)>
Face 10289
UV Count: 3
  UV <Vector (0.7030, 0.6790)>
  UV <Vector (0.7030, 0.6706)>
  UV <Vector (0.7034, 0.6706)>
Face 10290
UV Count: 3
  UV <Vector (0.7035, 0.6790)>
  UV <Vector (0.7034, 0.6706)>
  UV <Vector (0.7038, 0.6706)>
Face 10291
UV Count: 3
  UV <Vector (0.7039, 0.6790)>
  UV <Vector (0.7038, 0.6706)>
  UV <Vector (0.7042, 0.6706)>
Face 10292
UV Count: 3
  UV <Vector (0.7044, 0.6791)>
  UV <Vector (0.7042, 0.6706)>
  UV <Vector (0.7046, 0.6705)>
Face 10293
UV Count: 3
  UV <Vector (0.7017, 0.6791)>
  UV <Vector (0.7012, 0.6791)>
  UV <Vector (0.7014, 0.6705)>
Face 10294
UV Count: 3
  UV <Vector (0.7021, 0.6791)>
  UV <Vector (0.7017, 0.6791)>
  UV <Vector (0.7018, 0.6705)>
Face 10295
UV Count: 3
  UV <Vector (0.7022, 0.6706)>
  UV <Vector (0.7026, 0.6706)>
  UV <Vector (0.7025, 0.6791)>
Face 10296
UV Count: 3
  UV <Vector (0.7030, 0.6790)>
  UV <Vector (0.7025, 0.6791)>
  UV <Vector (0.7026, 0.6706)>
Face 10297
UV Count: 3
  UV <Vector (0.7037, 0.7551)>
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7032, 0.7573)>
Face 10298
UV Count: 3
  UV <Vector (0.7018, 0.7550)>
  UV <Vector (0.7020, 0.7573)>
  UV <Vector (0.7013, 0.7573)>
Face 10299
UV Count: 3
  UV <Vector (0.7043, 0.7550)>
  UV <Vector (0.7049, 0.7548)>
  UV <Vector (0.7047, 0.7573)>
Face 10300
UV Count: 3
  UV <Vector (0.7049, 0.7548)>
  UV <Vector (0.7056, 0.7547)>
  UV <Vector (0.7054, 0.7573)>
Face 10301
UV Count: 3
  UV <Vector (0.7006, 0.7549)>
  UV <Vector (0.7012, 0.7549)>
  UV <Vector (0.7013, 0.7573)>
Face 10302
UV Count: 3
  UV <Vector (0.7024, 0.7515)>
  UV <Vector (0.7024, 0.7551)>
  UV <Vector (0.7018, 0.7550)>
Face 10303
UV Count: 3
  UV <Vector (0.7011, 0.7513)>
  UV <Vector (0.7012, 0.7549)>
  UV <Vector (0.7005, 0.7513)>
Face 10304
UV Count: 3
  UV <Vector (0.7012, 0.7549)>
  UV <Vector (0.7056, 0.7547)>
  UV <Vector (0.7005, 0.7513)>
Face 10305
UV Count: 3
  UV <Vector (0.7025, 0.7575)>
  UV <Vector (0.7025, 0.7574)>
  UV <Vector (0.7031, 0.7574)>
Face 10306
UV Count: 3
  UV <Vector (0.7037, 0.7574)>
  UV <Vector (0.7037, 0.7575)>
  UV <Vector (0.7031, 0.7575)>
Face 10307
UV Count: 3
  UV <Vector (0.7042, 0.7575)>
  UV <Vector (0.7037, 0.7575)>
  UV <Vector (0.7037, 0.7574)>
Face 10308
UV Count: 3
  UV <Vector (0.7019, 0.7575)>
  UV <Vector (0.7019, 0.7574)>
  UV <Vector (0.7025, 0.7574)>
Face 10309
UV Count: 3
  UV <Vector (0.7019, 0.7574)>
  UV <Vector (0.7019, 0.7575)>
  UV <Vector (0.7013, 0.7575)>
Face 10310
UV Count: 3
  UV <Vector (0.7048, 0.7575)>
  UV <Vector (0.7042, 0.7575)>
  UV <Vector (0.7042, 0.7574)>
Face 10311
UV Count: 3
  UV <Vector (0.7048, 0.7573)>
  UV <Vector (0.7047, 0.7573)>
  UV <Vector (0.7054, 0.7573)>
Face 10312
UV Count: 3
  UV <Vector (0.7007, 0.7573)>
  UV <Vector (0.7007, 0.7573)>
  UV <Vector (0.7013, 0.7573)>
Face 10313
UV Count: 3
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7031, 0.7573)>
  UV <Vector (0.7032, 0.7573)>
Face 10314
UV Count: 3
  UV <Vector (0.7031, 0.7573)>
  UV <Vector (0.7025, 0.7573)>
  UV <Vector (0.7026, 0.7573)>
Face 10315
UV Count: 3
  UV <Vector (0.7025, 0.7573)>
  UV <Vector (0.7019, 0.7573)>
  UV <Vector (0.7020, 0.7573)>
Face 10316
UV Count: 3
  UV <Vector (0.7042, 0.7573)>
  UV <Vector (0.7037, 0.7573)>
  UV <Vector (0.7037, 0.7573)>
Face 10317
UV Count: 3
  UV <Vector (0.7042, 0.7573)>
  UV <Vector (0.7042, 0.7573)>
  UV <Vector (0.7047, 0.7573)>
Face 10318
UV Count: 3
  UV <Vector (0.7055, 0.7574)>
  UV <Vector (0.7048, 0.7574)>
  UV <Vector (0.7048, 0.7573)>
Face 10319
UV Count: 3
  UV <Vector (0.7013, 0.7574)>
  UV <Vector (0.7006, 0.7574)>
  UV <Vector (0.7007, 0.7573)>
Face 10320
UV Count: 3
  UV <Vector (0.7013, 0.7573)>
  UV <Vector (0.7013, 0.7573)>
  UV <Vector (0.7020, 0.7573)>
Face 10321
UV Count: 3
  UV <Vector (0.7042, 0.7574)>
  UV <Vector (0.7037, 0.7574)>
  UV <Vector (0.7037, 0.7573)>
Face 10322
UV Count: 3
  UV <Vector (0.7019, 0.7574)>
  UV <Vector (0.7019, 0.7573)>
  UV <Vector (0.7025, 0.7573)>
Face 10323
UV Count: 3
  UV <Vector (0.7013, 0.7574)>
  UV <Vector (0.7013, 0.7573)>
  UV <Vector (0.7019, 0.7573)>
Face 10324
UV Count: 3
  UV <Vector (0.7025, 0.7574)>
  UV <Vector (0.7025, 0.7573)>
  UV <Vector (0.7031, 0.7573)>
Face 10325
UV Count: 3
  UV <Vector (0.7055, 0.7575)>
  UV <Vector (0.7048, 0.7575)>
  UV <Vector (0.7048, 0.7574)>
Face 10326
UV Count: 3
  UV <Vector (0.7013, 0.7575)>
  UV <Vector (0.7006, 0.7575)>
  UV <Vector (0.7006, 0.7574)>
Face 10327
UV Count: 3
  UV <Vector (0.7048, 0.7574)>
  UV <Vector (0.7042, 0.7574)>
  UV <Vector (0.7042, 0.7573)>
Face 10328
UV Count: 3
  UV <Vector (0.7030, 0.6795)>
  UV <Vector (0.7025, 0.6796)>
  UV <Vector (0.7025, 0.6792)>
Face 10329
UV Count: 3
  UV <Vector (0.7020, 0.6796)>
  UV <Vector (0.7021, 0.6792)>
  UV <Vector (0.7025, 0.6792)>
Face 10330
UV Count: 3
  UV <Vector (0.7040, 0.6791)>
  UV <Vector (0.7041, 0.6795)>
  UV <Vector (0.7035, 0.6795)>
Face 10331
UV Count: 3
  UV <Vector (0.7045, 0.6792)>
  UV <Vector (0.7046, 0.6795)>
  UV <Vector (0.7041, 0.6795)>
Face 10332
UV Count: 3
  UV <Vector (0.7011, 0.6792)>
  UV <Vector (0.7016, 0.6792)>
  UV <Vector (0.7014, 0.6796)>
Face 10333
UV Count: 3
  UV <Vector (0.7039, 0.6790)>
  UV <Vector (0.7040, 0.6791)>
  UV <Vector (0.7035, 0.6791)>
Face 10334
UV Count: 3
  UV <Vector (0.7016, 0.6792)>
  UV <Vector (0.7021, 0.6792)>
  UV <Vector (0.7020, 0.6796)>
Face 10335
UV Count: 3
  UV <Vector (0.7025, 0.6791)>
  UV <Vector (0.7030, 0.6790)>
  UV <Vector (0.7030, 0.6791)>
Face 10336
UV Count: 3
  UV <Vector (0.7050, 0.7364)>
  UV <Vector (0.7056, 0.7365)>
  UV <Vector (0.7056, 0.7395)>
Face 10337
UV Count: 3
  UV <Vector (0.7056, 0.7339)>
  UV <Vector (0.7056, 0.7365)>
  UV <Vector (0.7050, 0.7364)>
Face 10338
UV Count: 3
  UV <Vector (0.7056, 0.7314)>
  UV <Vector (0.7056, 0.7339)>
  UV <Vector (0.7050, 0.7339)>
Face 10339
UV Count: 3
  UV <Vector (0.7050, 0.6845)>
  UV <Vector (0.7056, 0.6845)>
  UV <Vector (0.7056, 0.6891)>
Face 10340
UV Count: 3
  UV <Vector (0.7004, 0.6845)>
  UV <Vector (0.7011, 0.6846)>
  UV <Vector (0.7011, 0.6892)>
Face 10341
UV Count: 3
  UV <Vector (0.7037, 0.6943)>
  UV <Vector (0.7037, 0.7003)>
  UV <Vector (0.7030, 0.7003)>
Face 10342
UV Count: 3
  UV <Vector (0.7050, 0.7395)>
  UV <Vector (0.7056, 0.7395)>
  UV <Vector (0.7056, 0.7432)>
Face 10343
UV Count: 3
  UV <Vector (0.7030, 0.6790)>
  UV <Vector (0.7035, 0.6790)>
  UV <Vector (0.7035, 0.6791)>
Face 10344
UV Count: 3
  UV <Vector (0.7021, 0.6791)>
  UV <Vector (0.7021, 0.6792)>
  UV <Vector (0.7016, 0.6792)>
Face 10345
UV Count: 3
  UV <Vector (0.7044, 0.6791)>
  UV <Vector (0.7045, 0.6792)>
  UV <Vector (0.7040, 0.6791)>
Face 10346
UV Count: 3
  UV <Vector (0.7044, 0.6791)>
  UV <Vector (0.7048, 0.6791)>
  UV <Vector (0.7049, 0.6792)>
Face 10347
UV Count: 3
  UV <Vector (0.7012, 0.6791)>
  UV <Vector (0.7017, 0.6791)>
  UV <Vector (0.7016, 0.6792)>
Face 10348
UV Count: 3
  UV <Vector (0.7025, 0.6791)>
  UV <Vector (0.7025, 0.6792)>
  UV <Vector (0.7021, 0.6792)>
Face 10349
UV Count: 3
  UV <Vector (0.7045, 0.6792)>
  UV <Vector (0.7049, 0.6792)>
  UV <Vector (0.7052, 0.6795)>
Face 10350
UV Count: 3
  UV <Vector (0.7030, 0.7516)>
  UV <Vector (0.7030, 0.7551)>
  UV <Vector (0.7024, 0.7551)>
Face 10351
UV Count: 3
  UV <Vector (0.7030, 0.7477)>
  UV <Vector (0.7030, 0.7516)>
  UV <Vector (0.7024, 0.7515)>
Face 10352
UV Count: 3
  UV <Vector (0.7030, 0.7397)>
  UV <Vector (0.7030, 0.7435)>
  UV <Vector (0.7024, 0.7435)>
Face 10353
UV Count: 3
  UV <Vector (0.7027, 0.6699)>
  UV <Vector (0.7028, 0.6699)>
  UV <Vector (0.7028, 0.6703)>
Face 10354
UV Count: 3
  UV <Vector (0.7024, 0.7195)>
  UV <Vector (0.7030, 0.7195)>
  UV <Vector (0.7030, 0.7245)>
Face 10355
UV Count: 3
  UV <Vector (0.7030, 0.7435)>
  UV <Vector (0.7030, 0.7477)>
  UV <Vector (0.7024, 0.7476)>
Face 10356
UV Count: 3
  UV <Vector (0.7017, 0.6892)>
  UV <Vector (0.7017, 0.6943)>
  UV <Vector (0.7011, 0.6943)>
Face 10357
UV Count: 3
  UV <Vector (0.7030, 0.6892)>
  UV <Vector (0.7030, 0.6944)>
  UV <Vector (0.7024, 0.6943)>
Face 10358
UV Count: 3
  UV <Vector (0.7024, 0.7367)>
  UV <Vector (0.7030, 0.7366)>
  UV <Vector (0.7030, 0.7397)>
Face 10359
UV Count: 3
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6945, 0.7573)>
  UV <Vector (0.6945, 0.7574)>
Face 10360
UV Count: 3
  UV <Vector (0.6944, 0.7551)>
  UV <Vector (0.6951, 0.7551)>
  UV <Vector (0.6951, 0.7516)>
Face 10361
UV Count: 3
  UV <Vector (0.6944, 0.7477)>
  UV <Vector (0.6944, 0.7516)>
  UV <Vector (0.6951, 0.7516)>
Face 10362
UV Count: 3
  UV <Vector (0.6938, 0.7135)>
  UV <Vector (0.6938, 0.7195)>
  UV <Vector (0.6944, 0.7195)>
Face 10363
UV Count: 3
  UV <Vector (0.6938, 0.7069)>
  UV <Vector (0.6938, 0.7135)>
  UV <Vector (0.6944, 0.7135)>
Face 10364
UV Count: 3
  UV <Vector (0.6938, 0.7340)>
  UV <Vector (0.6937, 0.7367)>
  UV <Vector (0.6944, 0.7366)>
Face 10365
UV Count: 3
  UV <Vector (0.6938, 0.7314)>
  UV <Vector (0.6938, 0.7340)>
  UV <Vector (0.6944, 0.7340)>
Face 10366
UV Count: 3
  UV <Vector (0.6944, 0.7397)>
  UV <Vector (0.6944, 0.7435)>
  UV <Vector (0.6951, 0.7435)>
Face 10367
UV Count: 3
  UV <Vector (0.6938, 0.6892)>
  UV <Vector (0.6944, 0.6892)>
  UV <Vector (0.6944, 0.6846)>
Face 10368
UV Count: 3
  UV <Vector (0.6944, 0.7283)>
  UV <Vector (0.6944, 0.7314)>
  UV <Vector (0.6951, 0.7313)>
Face 10369
UV Count: 3
  UV <Vector (0.6944, 0.7283)>
  UV <Vector (0.6951, 0.7283)>
  UV <Vector (0.6951, 0.7245)>
Face 10370
UV Count: 3
  UV <Vector (0.6944, 0.7195)>
  UV <Vector (0.6944, 0.7245)>
  UV <Vector (0.6951, 0.7245)>
Face 10371
UV Count: 3
  UV <Vector (0.6944, 0.7435)>
  UV <Vector (0.6944, 0.7477)>
  UV <Vector (0.6951, 0.7476)>
Face 10372
UV Count: 3
  UV <Vector (0.6944, 0.7135)>
  UV <Vector (0.6951, 0.7135)>
  UV <Vector (0.6951, 0.7069)>
Face 10373
UV Count: 3
  UV <Vector (0.6944, 0.7068)>
  UV <Vector (0.6951, 0.7069)>
  UV <Vector (0.6951, 0.7003)>
Face 10374
UV Count: 3
  UV <Vector (0.6931, 0.6892)>
  UV <Vector (0.6938, 0.6892)>
  UV <Vector (0.6938, 0.6846)>
Face 10375
UV Count: 3
  UV <Vector (0.6944, 0.7314)>
  UV <Vector (0.6944, 0.7340)>
  UV <Vector (0.6951, 0.7339)>
Face 10376
UV Count: 3
  UV <Vector (0.6951, 0.7516)>
  UV <Vector (0.6951, 0.7551)>
  UV <Vector (0.6957, 0.7550)>
Face 10377
UV Count: 3
  UV <Vector (0.6951, 0.7476)>
  UV <Vector (0.6951, 0.7516)>
  UV <Vector (0.6957, 0.7515)>
Face 10378
UV Count: 3
  UV <Vector (0.6944, 0.7135)>
  UV <Vector (0.6944, 0.7195)>
  UV <Vector (0.6951, 0.7195)>
Face 10379
UV Count: 3
  UV <Vector (0.6944, 0.7366)>
  UV <Vector (0.6944, 0.7397)>
  UV <Vector (0.6951, 0.7397)>
Face 10380
UV Count: 3
  UV <Vector (0.6944, 0.7340)>
  UV <Vector (0.6944, 0.7366)>
  UV <Vector (0.6951, 0.7365)>
Face 10381
UV Count: 3
  UV <Vector (0.6951, 0.7397)>
  UV <Vector (0.6951, 0.7435)>
  UV <Vector (0.6957, 0.7434)>
Face 10382
UV Count: 3
  UV <Vector (0.6944, 0.6892)>
  UV <Vector (0.6944, 0.6944)>
  UV <Vector (0.6951, 0.6943)>
Face 10383
UV Count: 3
  UV <Vector (0.6944, 0.6846)>
  UV <Vector (0.6944, 0.6892)>
  UV <Vector (0.6951, 0.6892)>
Face 10384
UV Count: 3
  UV <Vector (0.6951, 0.7313)>
  UV <Vector (0.6957, 0.7313)>
  UV <Vector (0.6957, 0.7283)>
Face 10385
UV Count: 3
  UV <Vector (0.6951, 0.7283)>
  UV <Vector (0.6957, 0.7283)>
  UV <Vector (0.6957, 0.7245)>
Face 10386
UV Count: 3
  UV <Vector (0.6951, 0.7195)>
  UV <Vector (0.6951, 0.7245)>
  UV <Vector (0.6957, 0.7245)>
Face 10387
UV Count: 3
  UV <Vector (0.6931, 0.7003)>
  UV <Vector (0.6938, 0.7003)>
  UV <Vector (0.6938, 0.6943)>
Face 10388
UV Count: 3
  UV <Vector (0.6951, 0.7135)>
  UV <Vector (0.6957, 0.7135)>
  UV <Vector (0.6957, 0.7069)>
Face 10389
UV Count: 3
  UV <Vector (0.6951, 0.7069)>
  UV <Vector (0.6957, 0.7069)>
  UV <Vector (0.6957, 0.7003)>
Face 10390
UV Count: 3
  UV <Vector (0.6951, 0.7339)>
  UV <Vector (0.6951, 0.7365)>
  UV <Vector (0.6957, 0.7365)>
Face 10391
UV Count: 3
  UV <Vector (0.6951, 0.7313)>
  UV <Vector (0.6951, 0.7339)>
  UV <Vector (0.6957, 0.7339)>
Face 10392
UV Count: 3
  UV <Vector (0.6957, 0.7475)>
  UV <Vector (0.6957, 0.7515)>
  UV <Vector (0.6964, 0.7513)>
Face 10393
UV Count: 3
  UV <Vector (0.6957, 0.7434)>
  UV <Vector (0.6957, 0.7475)>
  UV <Vector (0.6964, 0.7474)>
Face 10394
UV Count: 3
  UV <Vector (0.6951, 0.7365)>
  UV <Vector (0.6951, 0.7397)>
  UV <Vector (0.6957, 0.7396)>
Face 10395
UV Count: 3
  UV <Vector (0.6918, 0.7314)>
  UV <Vector (0.6925, 0.7314)>
  UV <Vector (0.6925, 0.7284)>
Face 10396
UV Count: 3
  UV <Vector (0.6951, 0.6943)>
  UV <Vector (0.6951, 0.7003)>
  UV <Vector (0.6957, 0.7003)>
Face 10397
UV Count: 3
  UV <Vector (0.6951, 0.6892)>
  UV <Vector (0.6951, 0.6943)>
  UV <Vector (0.6957, 0.6943)>
Face 10398
UV Count: 3
  UV <Vector (0.6951, 0.6846)>
  UV <Vector (0.6951, 0.6892)>
  UV <Vector (0.6957, 0.6892)>
Face 10399
UV Count: 3
  UV <Vector (0.6957, 0.7313)>
  UV <Vector (0.6964, 0.7313)>
  UV <Vector (0.6964, 0.7283)>
Face 10400
UV Count: 3
  UV <Vector (0.6957, 0.7283)>
  UV <Vector (0.6964, 0.7283)>
  UV <Vector (0.6964, 0.7245)>
Face 10401
UV Count: 3
  UV <Vector (0.6957, 0.7245)>
  UV <Vector (0.6964, 0.7245)>
  UV <Vector (0.6964, 0.7195)>
Face 10402
UV Count: 3
  UV <Vector (0.6938, 0.7003)>
  UV <Vector (0.6938, 0.7069)>
  UV <Vector (0.6944, 0.7068)>
Face 10403
UV Count: 3
  UV <Vector (0.6957, 0.7135)>
  UV <Vector (0.6964, 0.7136)>
  UV <Vector (0.6964, 0.7070)>
Face 10404
UV Count: 3
  UV <Vector (0.6957, 0.7365)>
  UV <Vector (0.6957, 0.7396)>
  UV <Vector (0.6964, 0.7395)>
Face 10405
UV Count: 3
  UV <Vector (0.6957, 0.7365)>
  UV <Vector (0.6964, 0.7364)>
  UV <Vector (0.6964, 0.7339)>
Face 10406
UV Count: 3
  UV <Vector (0.6957, 0.7339)>
  UV <Vector (0.6964, 0.7339)>
  UV <Vector (0.6964, 0.7313)>
Face 10407
UV Count: 3
  UV <Vector (0.6964, 0.7513)>
  UV <Vector (0.6957, 0.7515)>
  UV <Vector (0.6969, 0.7547)>
Face 10408
UV Count: 3
  UV <Vector (0.6957, 0.7515)>
  UV <Vector (0.6957, 0.7550)>
  UV <Vector (0.6963, 0.7548)>
Face 10409
UV Count: 3
  UV <Vector (0.6964, 0.7474)>
  UV <Vector (0.6964, 0.7513)>
  UV <Vector (0.6970, 0.7512)>
Face 10410
UV Count: 3
  UV <Vector (0.6957, 0.7396)>
  UV <Vector (0.6957, 0.7434)>
  UV <Vector (0.6964, 0.7433)>
Face 10411
UV Count: 3
  UV <Vector (0.6964, 0.7433)>
  UV <Vector (0.6964, 0.7474)>
  UV <Vector (0.6970, 0.7473)>
Face 10412
UV Count: 3
  UV <Vector (0.6957, 0.7069)>
  UV <Vector (0.6964, 0.7070)>
  UV <Vector (0.6964, 0.7003)>
Face 10413
UV Count: 3
  UV <Vector (0.6957, 0.6943)>
  UV <Vector (0.6957, 0.7003)>
  UV <Vector (0.6964, 0.7003)>
Face 10414
UV Count: 3
  UV <Vector (0.6957, 0.6892)>
  UV <Vector (0.6957, 0.6943)>
  UV <Vector (0.6964, 0.6943)>
Face 10415
UV Count: 3
  UV <Vector (0.6957, 0.6845)>
  UV <Vector (0.6957, 0.6892)>
  UV <Vector (0.6964, 0.6891)>
Face 10416
UV Count: 3
  UV <Vector (0.6964, 0.7313)>
  UV <Vector (0.6970, 0.7314)>
  UV <Vector (0.6970, 0.7283)>
Face 10417
UV Count: 3
  UV <Vector (0.6957, 0.7195)>
  UV <Vector (0.6964, 0.7195)>
  UV <Vector (0.6964, 0.7136)>
Face 10418
UV Count: 3
  UV <Vector (0.6964, 0.7195)>
  UV <Vector (0.6970, 0.7196)>
  UV <Vector (0.6970, 0.7136)>
Face 10419
UV Count: 3
  UV <Vector (0.6938, 0.7003)>
  UV <Vector (0.6944, 0.7003)>
  UV <Vector (0.6944, 0.6944)>
Face 10420
UV Count: 3
  UV <Vector (0.6964, 0.7136)>
  UV <Vector (0.6970, 0.7136)>
  UV <Vector (0.6970, 0.7070)>
Face 10421
UV Count: 3
  UV <Vector (0.6964, 0.7070)>
  UV <Vector (0.6970, 0.7070)>
  UV <Vector (0.6971, 0.7003)>
Face 10422
UV Count: 3
  UV <Vector (0.6918, 0.7395)>
  UV <Vector (0.6925, 0.7396)>
  UV <Vector (0.6925, 0.7366)>
Face 10423
UV Count: 3
  UV <Vector (0.6964, 0.6891)>
  UV <Vector (0.6964, 0.6943)>
  UV <Vector (0.6970, 0.6943)>
Face 10424
UV Count: 3
  UV <Vector (0.6926, 0.7549)>
  UV <Vector (0.6932, 0.7550)>
  UV <Vector (0.6932, 0.7514)>
Face 10425
UV Count: 3
  UV <Vector (0.6925, 0.7513)>
  UV <Vector (0.6932, 0.7514)>
  UV <Vector (0.6931, 0.7475)>
Face 10426
UV Count: 3
  UV <Vector (0.6918, 0.7195)>
  UV <Vector (0.6925, 0.7196)>
  UV <Vector (0.6925, 0.7136)>
Face 10427
UV Count: 3
  UV <Vector (0.6918, 0.7070)>
  UV <Vector (0.6918, 0.7136)>
  UV <Vector (0.6925, 0.7136)>
Face 10428
UV Count: 3
  UV <Vector (0.6964, 0.6943)>
  UV <Vector (0.6964, 0.7003)>
  UV <Vector (0.6971, 0.7003)>
Face 10429
UV Count: 3
  UV <Vector (0.6918, 0.6943)>
  UV <Vector (0.6918, 0.7003)>
  UV <Vector (0.6924, 0.7003)>
Face 10430
UV Count: 3
  UV <Vector (0.6918, 0.6943)>
  UV <Vector (0.6925, 0.6943)>
  UV <Vector (0.6925, 0.6892)>
Face 10431
UV Count: 3
  UV <Vector (0.6964, 0.7245)>
  UV <Vector (0.6970, 0.7245)>
  UV <Vector (0.6970, 0.7196)>
Face 10432
UV Count: 3
  UV <Vector (0.6918, 0.7245)>
  UV <Vector (0.6925, 0.7245)>
  UV <Vector (0.6925, 0.7196)>
Face 10433
UV Count: 3
  UV <Vector (0.6918, 0.7245)>
  UV <Vector (0.6918, 0.7283)>
  UV <Vector (0.6925, 0.7284)>
Face 10434
UV Count: 3
  UV <Vector (0.6918, 0.7474)>
  UV <Vector (0.6925, 0.7474)>
  UV <Vector (0.6925, 0.7433)>
Face 10435
UV Count: 3
  UV <Vector (0.6918, 0.7432)>
  UV <Vector (0.6925, 0.7433)>
  UV <Vector (0.6925, 0.7396)>
Face 10436
UV Count: 3
  UV <Vector (0.6938, 0.7283)>
  UV <Vector (0.6938, 0.7314)>
  UV <Vector (0.6944, 0.7314)>
Face 10437
UV Count: 3
  UV <Vector (0.6918, 0.7365)>
  UV <Vector (0.6925, 0.7366)>
  UV <Vector (0.6924, 0.7340)>
Face 10438
UV Count: 3
  UV <Vector (0.6918, 0.7339)>
  UV <Vector (0.6924, 0.7340)>
  UV <Vector (0.6925, 0.7314)>
Face 10439
UV Count: 3
  UV <Vector (0.6951, 0.7551)>
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6956, 0.7573)>
Face 10440
UV Count: 3
  UV <Vector (0.6925, 0.7245)>
  UV <Vector (0.6931, 0.7245)>
  UV <Vector (0.6931, 0.7196)>
Face 10441
UV Count: 3
  UV <Vector (0.6925, 0.7474)>
  UV <Vector (0.6931, 0.7475)>
  UV <Vector (0.6931, 0.7434)>
Face 10442
UV Count: 3
  UV <Vector (0.6918, 0.7003)>
  UV <Vector (0.6918, 0.7070)>
  UV <Vector (0.6925, 0.7070)>
Face 10443
UV Count: 3
  UV <Vector (0.6925, 0.7396)>
  UV <Vector (0.6931, 0.7397)>
  UV <Vector (0.6931, 0.7366)>
Face 10444
UV Count: 3
  UV <Vector (0.6944, 0.6795)>
  UV <Vector (0.6949, 0.6795)>
  UV <Vector (0.6949, 0.6791)>
Face 10445
UV Count: 3
  UV <Vector (0.6924, 0.7340)>
  UV <Vector (0.6931, 0.7340)>
  UV <Vector (0.6931, 0.7314)>
Face 10446
UV Count: 3
  UV <Vector (0.6964, 0.7245)>
  UV <Vector (0.6964, 0.7283)>
  UV <Vector (0.6970, 0.7283)>
Face 10447
UV Count: 3
  UV <Vector (0.6938, 0.7283)>
  UV <Vector (0.6944, 0.7283)>
  UV <Vector (0.6944, 0.7245)>
Face 10448
UV Count: 3
  UV <Vector (0.6925, 0.7433)>
  UV <Vector (0.6931, 0.7434)>
  UV <Vector (0.6931, 0.7397)>
Face 10449
UV Count: 3
  UV <Vector (0.6925, 0.7366)>
  UV <Vector (0.6931, 0.7366)>
  UV <Vector (0.6931, 0.7340)>
Face 10450
UV Count: 3
  UV <Vector (0.6925, 0.6892)>
  UV <Vector (0.6931, 0.6892)>
  UV <Vector (0.6931, 0.6846)>
Face 10451
UV Count: 3
  UV <Vector (0.6940, 0.7573)>
  UV <Vector (0.6946, 0.7573)>
  UV <Vector (0.6944, 0.7551)>
Face 10452
UV Count: 3
  UV <Vector (0.6932, 0.7514)>
  UV <Vector (0.6938, 0.7515)>
  UV <Vector (0.6938, 0.7476)>
Face 10453
UV Count: 3
  UV <Vector (0.6925, 0.7136)>
  UV <Vector (0.6925, 0.7196)>
  UV <Vector (0.6931, 0.7196)>
Face 10454
UV Count: 3
  UV <Vector (0.6925, 0.7070)>
  UV <Vector (0.6925, 0.7136)>
  UV <Vector (0.6931, 0.7136)>
Face 10455
UV Count: 3
  UV <Vector (0.6924, 0.7003)>
  UV <Vector (0.6925, 0.7070)>
  UV <Vector (0.6931, 0.7069)>
Face 10456
UV Count: 3
  UV <Vector (0.6924, 0.7003)>
  UV <Vector (0.6931, 0.7003)>
  UV <Vector (0.6931, 0.6943)>
Face 10457
UV Count: 3
  UV <Vector (0.6925, 0.7284)>
  UV <Vector (0.6925, 0.7314)>
  UV <Vector (0.6931, 0.7314)>
Face 10458
UV Count: 3
  UV <Vector (0.6925, 0.7245)>
  UV <Vector (0.6925, 0.7284)>
  UV <Vector (0.6931, 0.7284)>
Face 10459
UV Count: 3
  UV <Vector (0.6931, 0.7340)>
  UV <Vector (0.6931, 0.7366)>
  UV <Vector (0.6937, 0.7367)>
Face 10460
UV Count: 3
  UV <Vector (0.6931, 0.7245)>
  UV <Vector (0.6931, 0.7284)>
  UV <Vector (0.6938, 0.7283)>
Face 10461
UV Count: 3
  UV <Vector (0.6931, 0.7196)>
  UV <Vector (0.6931, 0.7245)>
  UV <Vector (0.6938, 0.7245)>
Face 10462
UV Count: 3
  UV <Vector (0.6931, 0.7475)>
  UV <Vector (0.6938, 0.7476)>
  UV <Vector (0.6938, 0.7435)>
Face 10463
UV Count: 3
  UV <Vector (0.6931, 0.7434)>
  UV <Vector (0.6938, 0.7435)>
  UV <Vector (0.6938, 0.7397)>
Face 10464
UV Count: 3
  UV <Vector (0.6931, 0.7397)>
  UV <Vector (0.6938, 0.7397)>
  UV <Vector (0.6937, 0.7367)>
Face 10465
UV Count: 3
  UV <Vector (0.6964, 0.6845)>
  UV <Vector (0.6970, 0.6845)>
  UV <Vector (0.6966, 0.6795)>
Face 10466
UV Count: 3
  UV <Vector (0.6931, 0.6943)>
  UV <Vector (0.6938, 0.6943)>
  UV <Vector (0.6938, 0.6892)>
Face 10467
UV Count: 3
  UV <Vector (0.6934, 0.7573)>
  UV <Vector (0.6940, 0.7573)>
  UV <Vector (0.6938, 0.7551)>
Face 10468
UV Count: 3
  UV <Vector (0.6919, 0.7513)>
  UV <Vector (0.6925, 0.7513)>
  UV <Vector (0.6925, 0.7474)>
Face 10469
UV Count: 3
  UV <Vector (0.6931, 0.7136)>
  UV <Vector (0.6931, 0.7196)>
  UV <Vector (0.6938, 0.7195)>
Face 10470
UV Count: 3
  UV <Vector (0.6931, 0.7069)>
  UV <Vector (0.6931, 0.7136)>
  UV <Vector (0.6938, 0.7135)>
Face 10471
UV Count: 3
  UV <Vector (0.6931, 0.7003)>
  UV <Vector (0.6931, 0.7069)>
  UV <Vector (0.6938, 0.7069)>
Face 10472
UV Count: 3
  UV <Vector (0.6931, 0.7314)>
  UV <Vector (0.6931, 0.7340)>
  UV <Vector (0.6938, 0.7340)>
Face 10473
UV Count: 3
  UV <Vector (0.6931, 0.7284)>
  UV <Vector (0.6931, 0.7314)>
  UV <Vector (0.6938, 0.7314)>
Face 10474
UV Count: 3
  UV <Vector (0.6951, 0.7435)>
  UV <Vector (0.6951, 0.7476)>
  UV <Vector (0.6957, 0.7475)>
Face 10475
UV Count: 3
  UV <Vector (0.6934, 0.6796)>
  UV <Vector (0.6931, 0.6846)>
  UV <Vector (0.6938, 0.6846)>
Face 10476
UV Count: 3
  UV <Vector (0.6939, 0.6796)>
  UV <Vector (0.6938, 0.6846)>
  UV <Vector (0.6944, 0.6846)>
Face 10477
UV Count: 3
  UV <Vector (0.6944, 0.6795)>
  UV <Vector (0.6944, 0.6846)>
  UV <Vector (0.6951, 0.6846)>
Face 10478
UV Count: 3
  UV <Vector (0.6951, 0.6846)>
  UV <Vector (0.6957, 0.6845)>
  UV <Vector (0.6954, 0.6795)>
Face 10479
UV Count: 3
  UV <Vector (0.6957, 0.6845)>
  UV <Vector (0.6964, 0.6845)>
  UV <Vector (0.6960, 0.6795)>
Face 10480
UV Count: 3
  UV <Vector (0.6951, 0.7195)>
  UV <Vector (0.6957, 0.7195)>
  UV <Vector (0.6957, 0.7135)>
Face 10481
UV Count: 3
  UV <Vector (0.6918, 0.6845)>
  UV <Vector (0.6925, 0.6846)>
  UV <Vector (0.6928, 0.6796)>
Face 10482
UV Count: 3
  UV <Vector (0.6928, 0.6796)>
  UV <Vector (0.6925, 0.6846)>
  UV <Vector (0.6931, 0.6846)>
Face 10483
UV Count: 3
  UV <Vector (0.6948, 0.6705)>
  UV <Vector (0.6944, 0.6705)>
  UV <Vector (0.6944, 0.6706)>
Face 10484
UV Count: 3
  UV <Vector (0.6951, 0.6703)>
  UV <Vector (0.6951, 0.6703)>
  UV <Vector (0.6951, 0.6699)>
Face 10485
UV Count: 3
  UV <Vector (0.6948, 0.6705)>
  UV <Vector (0.6948, 0.6706)>
  UV <Vector (0.6951, 0.6703)>
Face 10486
UV Count: 3
  UV <Vector (0.6944, 0.6705)>
  UV <Vector (0.6942, 0.6703)>
  UV <Vector (0.6941, 0.6703)>
Face 10487
UV Count: 3
  UV <Vector (0.6951, 0.6699)>
  UV <Vector (0.6951, 0.6699)>
  UV <Vector (0.6948, 0.6696)>
Face 10488
UV Count: 3
  UV <Vector (0.6944, 0.6697)>
  UV <Vector (0.6948, 0.6697)>
  UV <Vector (0.6948, 0.6696)>
Face 10489
UV Count: 3
  UV <Vector (0.6942, 0.6699)>
  UV <Vector (0.6944, 0.6697)>
  UV <Vector (0.6944, 0.6696)>
Face 10490
UV Count: 3
  UV <Vector (0.6948, 0.6706)>
  UV <Vector (0.6944, 0.6706)>
  UV <Vector (0.6944, 0.6790)>
Face 10491
UV Count: 3
  UV <Vector (0.6952, 0.6706)>
  UV <Vector (0.6948, 0.6706)>
  UV <Vector (0.6949, 0.6790)>
Face 10492
UV Count: 3
  UV <Vector (0.6956, 0.6706)>
  UV <Vector (0.6952, 0.6706)>
  UV <Vector (0.6953, 0.6790)>
Face 10493
UV Count: 3
  UV <Vector (0.6960, 0.6705)>
  UV <Vector (0.6956, 0.6706)>
  UV <Vector (0.6958, 0.6791)>
Face 10494
UV Count: 3
  UV <Vector (0.6932, 0.6705)>
  UV <Vector (0.6928, 0.6705)>
  UV <Vector (0.6926, 0.6791)>
Face 10495
UV Count: 3
  UV <Vector (0.6935, 0.6791)>
  UV <Vector (0.6936, 0.6706)>
  UV <Vector (0.6932, 0.6705)>
Face 10496
UV Count: 3
  UV <Vector (0.6939, 0.6791)>
  UV <Vector (0.6940, 0.6706)>
  UV <Vector (0.6936, 0.6706)>
Face 10497
UV Count: 3
  UV <Vector (0.6944, 0.6790)>
  UV <Vector (0.6944, 0.6706)>
  UV <Vector (0.6940, 0.6706)>
Face 10498
UV Count: 3
  UV <Vector (0.6946, 0.7573)>
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6951, 0.7551)>
Face 10499
UV Count: 3
  UV <Vector (0.6927, 0.7573)>
  UV <Vector (0.6934, 0.7573)>
  UV <Vector (0.6932, 0.7550)>
Face 10500
UV Count: 3
  UV <Vector (0.6957, 0.7550)>
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6961, 0.7573)>
Face 10501
UV Count: 3
  UV <Vector (0.6963, 0.7548)>
  UV <Vector (0.6961, 0.7573)>
  UV <Vector (0.6967, 0.7573)>
Face 10502
UV Count: 3
  UV <Vector (0.6920, 0.7549)>
  UV <Vector (0.6921, 0.7573)>
  UV <Vector (0.6927, 0.7573)>
Face 10503
UV Count: 3
  UV <Vector (0.6932, 0.7550)>
  UV <Vector (0.6938, 0.7551)>
  UV <Vector (0.6938, 0.7515)>
Face 10504
UV Count: 3
  UV <Vector (0.6969, 0.7547)>
  UV <Vector (0.6926, 0.7549)>
  UV <Vector (0.6919, 0.7513)>
Face 10505
UV Count: 3
  UV <Vector (0.6926, 0.7549)>
  UV <Vector (0.6925, 0.7513)>
  UV <Vector (0.6919, 0.7513)>
Face 10506
UV Count: 3
  UV <Vector (0.6939, 0.7575)>
  UV <Vector (0.6945, 0.7575)>
  UV <Vector (0.6945, 0.7574)>
Face 10507
UV Count: 3
  UV <Vector (0.6951, 0.7574)>
  UV <Vector (0.6945, 0.7574)>
  UV <Vector (0.6945, 0.7575)>
Face 10508
UV Count: 3
  UV <Vector (0.6951, 0.7574)>
  UV <Vector (0.6951, 0.7575)>
  UV <Vector (0.6956, 0.7575)>
Face 10509
UV Count: 3
  UV <Vector (0.6933, 0.7575)>
  UV <Vector (0.6939, 0.7575)>
  UV <Vector (0.6939, 0.7574)>
Face 10510
UV Count: 3
  UV <Vector (0.6933, 0.7574)>
  UV <Vector (0.6927, 0.7574)>
  UV <Vector (0.6927, 0.7575)>
Face 10511
UV Count: 3
  UV <Vector (0.6956, 0.7574)>
  UV <Vector (0.6956, 0.7575)>
  UV <Vector (0.6962, 0.7575)>
Face 10512
UV Count: 3
  UV <Vector (0.6967, 0.7573)>
  UV <Vector (0.6961, 0.7573)>
  UV <Vector (0.6962, 0.7573)>
Face 10513
UV Count: 3
  UV <Vector (0.6927, 0.7573)>
  UV <Vector (0.6921, 0.7573)>
  UV <Vector (0.6921, 0.7573)>
Face 10514
UV Count: 3
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6946, 0.7573)>
Face 10515
UV Count: 3
  UV <Vector (0.6945, 0.7573)>
  UV <Vector (0.6946, 0.7573)>
  UV <Vector (0.6940, 0.7573)>
Face 10516
UV Count: 3
  UV <Vector (0.6939, 0.7573)>
  UV <Vector (0.6940, 0.7573)>
  UV <Vector (0.6934, 0.7573)>
Face 10517
UV Count: 3
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6951, 0.7573)>
Face 10518
UV Count: 3
  UV <Vector (0.6961, 0.7573)>
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6956, 0.7573)>
Face 10519
UV Count: 3
  UV <Vector (0.6962, 0.7573)>
  UV <Vector (0.6962, 0.7574)>
  UV <Vector (0.6969, 0.7574)>
Face 10520
UV Count: 3
  UV <Vector (0.6921, 0.7573)>
  UV <Vector (0.6920, 0.7574)>
  UV <Vector (0.6927, 0.7574)>
Face 10521
UV Count: 3
  UV <Vector (0.6934, 0.7573)>
  UV <Vector (0.6927, 0.7573)>
  UV <Vector (0.6927, 0.7573)>
Face 10522
UV Count: 3
  UV <Vector (0.6951, 0.7573)>
  UV <Vector (0.6951, 0.7574)>
  UV <Vector (0.6956, 0.7574)>
Face 10523
UV Count: 3
  UV <Vector (0.6933, 0.7574)>
  UV <Vector (0.6939, 0.7574)>
  UV <Vector (0.6939, 0.7573)>
Face 10524
UV Count: 3
  UV <Vector (0.6927, 0.7574)>
  UV <Vector (0.6933, 0.7574)>
  UV <Vector (0.6933, 0.7573)>
Face 10525
UV Count: 3
  UV <Vector (0.6939, 0.7574)>
  UV <Vector (0.6945, 0.7574)>
  UV <Vector (0.6945, 0.7573)>
Face 10526
UV Count: 3
  UV <Vector (0.6962, 0.7574)>
  UV <Vector (0.6962, 0.7575)>
  UV <Vector (0.6969, 0.7575)>
Face 10527
UV Count: 3
  UV <Vector (0.6920, 0.7574)>
  UV <Vector (0.6920, 0.7575)>
  UV <Vector (0.6927, 0.7575)>
Face 10528
UV Count: 3
  UV <Vector (0.6956, 0.7573)>
  UV <Vector (0.6956, 0.7574)>
  UV <Vector (0.6962, 0.7574)>
Face 10529
UV Count: 3
  UV <Vector (0.6944, 0.6795)>
  UV <Vector (0.6944, 0.6791)>
  UV <Vector (0.6939, 0.6792)>
Face 10530
UV Count: 3
  UV <Vector (0.6939, 0.6796)>
  UV <Vector (0.6939, 0.6792)>
  UV <Vector (0.6934, 0.6792)>
Face 10531
UV Count: 3
  UV <Vector (0.6949, 0.6795)>
  UV <Vector (0.6954, 0.6795)>
  UV <Vector (0.6954, 0.6791)>
Face 10532
UV Count: 3
  UV <Vector (0.6954, 0.6791)>
  UV <Vector (0.6954, 0.6795)>
  UV <Vector (0.6960, 0.6795)>
Face 10533
UV Count: 3
  UV <Vector (0.6922, 0.6795)>
  UV <Vector (0.6928, 0.6796)>
  UV <Vector (0.6930, 0.6792)>
Face 10534
UV Count: 3
  UV <Vector (0.6949, 0.6791)>
  UV <Vector (0.6954, 0.6791)>
  UV <Vector (0.6953, 0.6790)>
Face 10535
UV Count: 3
  UV <Vector (0.6930, 0.6792)>
  UV <Vector (0.6928, 0.6796)>
  UV <Vector (0.6934, 0.6796)>
Face 10536
UV Count: 3
  UV <Vector (0.6939, 0.6791)>
  UV <Vector (0.6939, 0.6792)>
  UV <Vector (0.6944, 0.6791)>
Face 10537
UV Count: 3
  UV <Vector (0.6964, 0.7395)>
  UV <Vector (0.6970, 0.7395)>
  UV <Vector (0.6970, 0.7365)>
Face 10538
UV Count: 3
  UV <Vector (0.6964, 0.7364)>
  UV <Vector (0.6970, 0.7365)>
  UV <Vector (0.6970, 0.7339)>
Face 10539
UV Count: 3
  UV <Vector (0.6964, 0.7339)>
  UV <Vector (0.6970, 0.7339)>
  UV <Vector (0.6970, 0.7314)>
Face 10540
UV Count: 3
  UV <Vector (0.6964, 0.6845)>
  UV <Vector (0.6964, 0.6891)>
  UV <Vector (0.6970, 0.6891)>
Face 10541
UV Count: 3
  UV <Vector (0.6918, 0.6891)>
  UV <Vector (0.6925, 0.6892)>
  UV <Vector (0.6925, 0.6846)>
Face 10542
UV Count: 3
  UV <Vector (0.6944, 0.7003)>
  UV <Vector (0.6951, 0.7003)>
  UV <Vector (0.6951, 0.6943)>
Face 10543
UV Count: 3
  UV <Vector (0.6964, 0.7395)>
  UV <Vector (0.6964, 0.7433)>
  UV <Vector (0.6970, 0.7432)>
Face 10544
UV Count: 3
  UV <Vector (0.6944, 0.6791)>
  UV <Vector (0.6949, 0.6791)>
  UV <Vector (0.6949, 0.6790)>
Face 10545
UV Count: 3
  UV <Vector (0.6930, 0.6792)>
  UV <Vector (0.6934, 0.6792)>
  UV <Vector (0.6935, 0.6791)>
Face 10546
UV Count: 3
  UV <Vector (0.6953, 0.6790)>
  UV <Vector (0.6954, 0.6791)>
  UV <Vector (0.6958, 0.6792)>
Face 10547
UV Count: 3
  UV <Vector (0.6958, 0.6791)>
  UV <Vector (0.6958, 0.6792)>
  UV <Vector (0.6963, 0.6792)>
Face 10548
UV Count: 3
  UV <Vector (0.6925, 0.6792)>
  UV <Vector (0.6930, 0.6792)>
  UV <Vector (0.6930, 0.6791)>
Face 10549
UV Count: 3
  UV <Vector (0.6935, 0.6791)>
  UV <Vector (0.6934, 0.6792)>
  UV <Vector (0.6939, 0.6792)>
Face 10550
UV Count: 3
  UV <Vector (0.6958, 0.6792)>
  UV <Vector (0.6960, 0.6795)>
  UV <Vector (0.6966, 0.6795)>
Face 10551
UV Count: 3
  UV <Vector (0.6938, 0.7551)>
  UV <Vector (0.6944, 0.7551)>
  UV <Vector (0.6944, 0.7516)>
Face 10552
UV Count: 3
  UV <Vector (0.6938, 0.7515)>
  UV <Vector (0.6944, 0.7516)>
  UV <Vector (0.6944, 0.7477)>
Face 10553
UV Count: 3
  UV <Vector (0.6938, 0.7435)>
  UV <Vector (0.6944, 0.7435)>
  UV <Vector (0.6944, 0.7397)>
Face 10554
UV Count: 3
  UV <Vector (0.6941, 0.6699)>
  UV <Vector (0.6941, 0.6703)>
  UV <Vector (0.6942, 0.6703)>
Face 10555
UV Count: 3
  UV <Vector (0.6938, 0.7195)>
  UV <Vector (0.6938, 0.7245)>
  UV <Vector (0.6944, 0.7245)>
Face 10556
UV Count: 3
  UV <Vector (0.6938, 0.7476)>
  UV <Vector (0.6944, 0.7477)>
  UV <Vector (0.6944, 0.7435)>
Face 10557
UV Count: 3
  UV <Vector (0.6925, 0.6943)>
  UV <Vector (0.6931, 0.6943)>
  UV <Vector (0.6931, 0.6892)>
Face 10558
UV Count: 3
  UV <Vector (0.6938, 0.6943)>
  UV <Vector (0.6944, 0.6944)>
  UV <Vector (0.6944, 0.6892)>
Face 10559
UV Count: 3
  UV <Vector (0.6937, 0.7367)>
  UV <Vector (0.6938, 0.7397)>
  UV <Vector (0.6944, 0.7397)>
Face 10560
UV Count: 3
  UV <Vector (0.5961, 0.5352)>
  UV <Vector (0.5949, 0.5328)>
  UV <Vector (0.6004, 0.5331)>
Face 10561
UV Count: 3
  UV <Vector (0.6623, 0.5273)>
  UV <Vector (0.6604, 0.5194)>
  UV <Vector (0.6706, 0.5212)>
Face 10562
UV Count: 3
  UV <Vector (0.6959, 0.5367)>
  UV <Vector (0.6946, 0.5309)>
  UV <Vector (0.7029, 0.5313)>
Face 10563
UV Count: 3
  UV <Vector (0.6883, 0.5304)>
  UV <Vector (0.6865, 0.5234)>
  UV <Vector (0.6918, 0.5241)>
Face 10564
UV Count: 3
  UV <Vector (0.8697, 0.5319)>
  UV <Vector (0.8797, 0.5310)>
  UV <Vector (0.8797, 0.5356)>
Face 10565
UV Count: 3
  UV <Vector (0.5187, 0.5231)>
  UV <Vector (0.5296, 0.5218)>
  UV <Vector (0.5279, 0.5288)>
Face 10566
UV Count: 3
  UV <Vector (0.8394, 0.5196)>
  UV <Vector (0.8394, 0.5216)>
  UV <Vector (0.8296, 0.5212)>
Face 10567
UV Count: 3
  UV <Vector (0.6143, 0.5078)>
  UV <Vector (0.6229, 0.5081)>
  UV <Vector (0.6225, 0.5106)>
Face 10568
UV Count: 3
  UV <Vector (0.6597, 0.5141)>
  UV <Vector (0.6703, 0.5158)>
  UV <Vector (0.6699, 0.5179)>
Face 10569
UV Count: 3
  UV <Vector (0.6922, 0.5186)>
  UV <Vector (0.7032, 0.5193)>
  UV <Vector (0.7034, 0.5216)>
Face 10570
UV Count: 3
  UV <Vector (0.5610, 0.6219)>
  UV <Vector (0.5709, 0.6219)>
  UV <Vector (0.5695, 0.6316)>
Face 10571
UV Count: 3
  UV <Vector (0.6901, 0.5431)>
  UV <Vector (0.6846, 0.5426)>
  UV <Vector (0.6848, 0.5400)>
Face 10572
UV Count: 3
  UV <Vector (0.6835, 0.5461)>
  UV <Vector (0.6846, 0.5426)>
  UV <Vector (0.6901, 0.5431)>
Face 10573
UV Count: 3
  UV <Vector (0.6583, 0.5829)>
  UV <Vector (0.6646, 0.5841)>
  UV <Vector (0.6633, 0.5929)>
Face 10574
UV Count: 3
  UV <Vector (0.6073, 0.6875)>
  UV <Vector (0.6072, 0.6964)>
  UV <Vector (0.6046, 0.6963)>
Face 10575
UV Count: 3
  UV <Vector (0.7934, 0.5678)>
  UV <Vector (0.7934, 0.5765)>
  UV <Vector (0.7823, 0.5766)>
Face 10576
UV Count: 3
  UV <Vector (0.8414, 0.7245)>
  UV <Vector (0.8345, 0.7267)>
  UV <Vector (0.8322, 0.7157)>
Face 10577
UV Count: 3
  UV <Vector (0.8272, 0.7291)>
  UV <Vector (0.8331, 0.7370)>
  UV <Vector (0.8295, 0.7392)>
Face 10578
UV Count: 3
  UV <Vector (0.5537, 0.7163)>
  UV <Vector (0.5634, 0.7157)>
  UV <Vector (0.5589, 0.7250)>
Face 10579
UV Count: 3
  UV <Vector (0.8071, 0.9582)>
  UV <Vector (0.8214, 0.9539)>
  UV <Vector (0.8217, 0.9609)>
Face 10580
UV Count: 3
  UV <Vector (0.8288, 0.9659)>
  UV <Vector (0.8208, 0.9668)>
  UV <Vector (0.8217, 0.9609)>
Face 10581
UV Count: 3
  UV <Vector (0.6286, 0.7165)>
  UV <Vector (0.6268, 0.7063)>
  UV <Vector (0.6379, 0.7070)>
Face 10582
UV Count: 3
  UV <Vector (0.6408, 0.7346)>
  UV <Vector (0.6359, 0.7287)>
  UV <Vector (0.6430, 0.7259)>
Face 10583
UV Count: 3
  UV <Vector (0.5993, 0.9773)>
  UV <Vector (0.6010, 0.9790)>
  UV <Vector (0.5921, 0.9798)>
Face 10584
UV Count: 3
  UV <Vector (0.5992, 0.9734)>
  UV <Vector (0.5907, 0.9711)>
  UV <Vector (0.5933, 0.9704)>
Face 10585
UV Count: 3
  UV <Vector (0.8040, 0.9877)>
  UV <Vector (0.7890, 0.9853)>
  UV <Vector (0.7975, 0.9837)>
Face 10586
UV Count: 3
  UV <Vector (0.5759, 0.9133)>
  UV <Vector (0.5766, 0.9082)>
  UV <Vector (0.5822, 0.9112)>
Face 10587
UV Count: 3
  UV <Vector (0.5760, 0.7695)>
  UV <Vector (0.5751, 0.7640)>
  UV <Vector (0.5814, 0.7645)>
Face 10588
UV Count: 3
  UV <Vector (0.5880, 0.7707)>
  UV <Vector (0.5883, 0.7739)>
  UV <Vector (0.5828, 0.7738)>
Face 10589
UV Count: 3
  UV <Vector (0.5981, 0.7744)>
  UV <Vector (0.5932, 0.7744)>
  UV <Vector (0.5930, 0.7711)>
Face 10590
UV Count: 3
  UV <Vector (0.5200, 0.7753)>
  UV <Vector (0.5147, 0.7750)>
  UV <Vector (0.5148, 0.7742)>
Face 10591
UV Count: 3
  UV <Vector (0.5236, 0.7490)>
  UV <Vector (0.5279, 0.7484)>
  UV <Vector (0.5287, 0.7541)>
Face 10592
UV Count: 3
  UV <Vector (0.5201, 0.7542)>
  UV <Vector (0.5202, 0.7489)>
  UV <Vector (0.5236, 0.7490)>
Face 10593
UV Count: 3
  UV <Vector (0.5282, 0.7461)>
  UV <Vector (0.5330, 0.7454)>
  UV <Vector (0.5330, 0.7475)>
Face 10594
UV Count: 3
  UV <Vector (0.6149, 0.7423)>
  UV <Vector (0.6216, 0.7429)>
  UV <Vector (0.6214, 0.7437)>
Face 10595
UV Count: 3
  UV <Vector (0.5709, 0.7759)>
  UV <Vector (0.5710, 0.7772)>
  UV <Vector (0.5651, 0.7767)>
Face 10596
UV Count: 3
  UV <Vector (0.5646, 0.7806)>
  UV <Vector (0.5625, 0.7858)>
  UV <Vector (0.5590, 0.7838)>
Face 10597
UV Count: 3
  UV <Vector (0.5568, 0.8026)>
  UV <Vector (0.5513, 0.8031)>
  UV <Vector (0.5493, 0.7984)>
Face 10598
UV Count: 3
  UV <Vector (0.8513, 0.8069)>
  UV <Vector (0.8453, 0.8072)>
  UV <Vector (0.8455, 0.8062)>
Face 10599
UV Count: 3
  UV <Vector (0.8258, 0.7704)>
  UV <Vector (0.8254, 0.7719)>
  UV <Vector (0.8177, 0.7717)>
Face 10600
UV Count: 3
  UV <Vector (0.7669, 0.8104)>
  UV <Vector (0.7665, 0.8085)>
  UV <Vector (0.7708, 0.8088)>
Face 10601
UV Count: 3
  UV <Vector (0.8267, 0.8663)>
  UV <Vector (0.8267, 0.8708)>
  UV <Vector (0.8198, 0.8713)>
Face 10602
UV Count: 3
  UV <Vector (0.9001, 0.9229)>
  UV <Vector (0.9005, 0.9275)>
  UV <Vector (0.8911, 0.9257)>
Face 10603
UV Count: 3
  UV <Vector (0.8051, 0.9377)>
  UV <Vector (0.8056, 0.9448)>
  UV <Vector (0.8003, 0.9459)>
Face 10604
UV Count: 3
  UV <Vector (0.8563, 0.9197)>
  UV <Vector (0.8660, 0.9195)>
  UV <Vector (0.8631, 0.9204)>
Face 10605
UV Count: 3
  UV <Vector (0.8539, 0.9129)>
  UV <Vector (0.8625, 0.9127)>
  UV <Vector (0.8618, 0.9153)>
Face 10606
UV Count: 3
  UV <Vector (0.8533, 0.9157)>
  UV <Vector (0.8618, 0.9153)>
  UV <Vector (0.8598, 0.9174)>
Face 10607
UV Count: 3
  UV <Vector (0.8520, 0.9183)>
  UV <Vector (0.8598, 0.9174)>
  UV <Vector (0.8563, 0.9197)>
Face 10608
UV Count: 3
  UV <Vector (0.8459, 0.9169)>
  UV <Vector (0.8388, 0.9192)>
  UV <Vector (0.8384, 0.9157)>
Face 10609
UV Count: 3
  UV <Vector (0.8023, 0.8288)>
  UV <Vector (0.8021, 0.8347)>
  UV <Vector (0.7958, 0.8348)>
Face 10610
UV Count: 3
  UV <Vector (0.8604, 0.8655)>
  UV <Vector (0.8607, 0.8697)>
  UV <Vector (0.8539, 0.8693)>
Face 10611
UV Count: 3
  UV <Vector (0.8736, 0.8666)>
  UV <Vector (0.8806, 0.8670)>
  UV <Vector (0.8816, 0.8719)>
Face 10612
UV Count: 3
  UV <Vector (0.6767, 0.9734)>
  UV <Vector (0.6820, 0.9743)>
  UV <Vector (0.6817, 0.9782)>
Face 10613
UV Count: 3
  UV <Vector (0.7166, 0.9555)>
  UV <Vector (0.7137, 0.9499)>
  UV <Vector (0.7170, 0.9475)>
Face 10614
UV Count: 3
  UV <Vector (0.7242, 0.9525)>
  UV <Vector (0.7203, 0.9454)>
  UV <Vector (0.7241, 0.9441)>
Face 10615
UV Count: 3
  UV <Vector (0.7347, 0.9695)>
  UV <Vector (0.7336, 0.9639)>
  UV <Vector (0.7416, 0.9636)>
Face 10616
UV Count: 3
  UV <Vector (0.7330, 0.9853)>
  UV <Vector (0.7292, 0.9860)>
  UV <Vector (0.7291, 0.9851)>
Face 10617
UV Count: 3
  UV <Vector (0.7673, 0.9669)>
  UV <Vector (0.7550, 0.9588)>
  UV <Vector (0.7562, 0.9593)>
Face 10618
UV Count: 3
  UV <Vector (0.6722, 0.9721)>
  UV <Vector (0.6767, 0.9734)>
  UV <Vector (0.6757, 0.9774)>
Face 10619
UV Count: 3
  UV <Vector (0.6718, 0.9134)>
  UV <Vector (0.6537, 0.9291)>
  UV <Vector (0.6534, 0.9260)>
Face 10620
UV Count: 3
  UV <Vector (0.6707, 0.9156)>
  UV <Vector (0.6530, 0.9313)>
  UV <Vector (0.6531, 0.9307)>
Face 10621
UV Count: 3
  UV <Vector (0.7150, 0.8761)>
  UV <Vector (0.7070, 0.8758)>
  UV <Vector (0.7075, 0.8734)>
Face 10622
UV Count: 3
  UV <Vector (0.6707, 0.9878)>
  UV <Vector (0.6707, 0.9894)>
  UV <Vector (0.6661, 0.9879)>
Face 10623
UV Count: 3
  UV <Vector (0.6306, 0.9998)>
  UV <Vector (0.6309, 0.9977)>
  UV <Vector (0.6383, 0.9977)>
Face 10624
UV Count: 3
  UV <Vector (0.7252, 0.8369)>
  UV <Vector (0.7294, 0.8340)>
  UV <Vector (0.7298, 0.8382)>
Face 10625
UV Count: 3
  UV <Vector (0.7298, 0.8029)>
  UV <Vector (0.7326, 0.8128)>
  UV <Vector (0.7293, 0.8114)>
Face 10626
UV Count: 3
  UV <Vector (0.6723, 0.8718)>
  UV <Vector (0.6734, 0.8739)>
  UV <Vector (0.6664, 0.8734)>
Face 10627
UV Count: 3
  UV <Vector (0.6713, 0.8405)>
  UV <Vector (0.6718, 0.8445)>
  UV <Vector (0.6667, 0.8391)>
Face 10628
UV Count: 3
  UV <Vector (0.6068, 0.9941)>
  UV <Vector (0.6141, 0.9944)>
  UV <Vector (0.6125, 0.9976)>
Face 10629
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10630
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10631
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10632
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10633
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10634
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10635
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10636
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10637
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10638
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10639
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10640
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10641
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10642
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10643
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10644
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10645
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10646
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10647
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10648
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10649
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10650
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10651
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10652
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10653
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10654
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10655
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10656
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10657
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10658
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10659
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10660
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10661
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10662
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10663
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10664
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10665
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10666
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10667
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10668
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10669
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10670
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10671
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10672
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10673
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10674
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10675
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10676
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10677
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10678
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10679
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10680
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10681
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10682
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10683
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10684
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10685
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10686
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10687
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10688
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10689
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10690
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10691
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10692
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10693
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10694
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10695
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10696
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10697
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10698
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10699
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10700
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10701
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10702
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10703
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10704
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10705
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10706
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10707
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10708
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10709
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10710
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10711
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10712
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10713
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10714
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10715
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10716
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10717
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10718
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10719
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10720
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10721
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10722
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10723
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10724
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10725
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10726
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10727
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10728
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10729
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10730
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10731
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10732
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10733
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10734
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10735
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10736
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10737
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10738
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10739
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10740
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10741
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10742
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10743
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10744
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10745
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10746
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10747
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10748
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10749
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10750
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10751
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10752
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10753
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10754
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10755
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10756
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10757
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10758
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10759
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10760
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10761
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10762
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10763
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10764
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10765
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10766
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10767
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10768
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10769
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10770
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10771
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10772
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10773
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10774
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10775
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10776
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10777
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10778
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10779
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10780
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10781
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10782
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10783
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10784
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10785
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10786
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10787
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10788
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10789
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10790
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10791
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10792
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10793
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10794
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10795
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10796
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10797
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10798
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10799
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10800
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10801
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10802
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10803
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10804
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10805
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10806
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10807
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10808
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10809
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10810
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10811
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10812
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10813
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10814
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10815
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10816
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10817
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10818
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10819
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10820
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10821
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10822
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10823
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10824
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10825
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10826
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10827
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10828
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10829
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10830
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10831
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10832
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10833
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10834
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10835
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10836
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10837
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10838
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10839
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10840
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10841
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10842
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10843
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10844
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10845
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10846
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10847
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10848
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10849
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10850
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10851
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10852
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10853
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10854
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10855
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10856
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10857
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10858
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10859
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10860
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10861
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10862
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10863
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10864
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10865
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10866
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10867
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10868
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10869
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10870
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10871
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10872
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10873
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10874
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10875
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10876
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10877
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10878
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10879
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10880
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10881
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10882
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10883
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10884
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10885
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10886
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10887
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10888
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10889
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10890
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10891
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10892
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10893
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10894
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10895
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10896
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10897
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10898
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10899
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10900
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10901
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10902
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10903
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10904
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10905
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10906
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10907
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10908
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10909
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10910
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10911
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10912
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10913
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10914
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10915
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10916
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10917
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10918
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10919
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10920
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10921
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10922
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10923
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10924
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10925
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10926
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10927
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10928
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10929
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10930
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10931
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10932
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10933
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10934
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10935
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10936
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10937
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10938
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10939
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10940
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10941
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10942
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10943
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10944
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10945
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10946
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10947
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10948
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10949
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10950
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10951
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10952
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10953
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10954
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10955
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10956
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10957
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10958
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10959
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10960
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10961
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10962
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10963
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10964
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10965
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10966
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10967
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10968
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10969
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10970
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10971
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10972
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10973
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10974
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10975
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10976
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10977
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10978
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10979
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10980
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10981
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10982
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10983
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10984
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10985
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10986
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10987
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10988
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10989
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10990
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10991
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10992
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10993
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10994
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10995
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10996
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10997
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10998
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 10999
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11000
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11001
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11002
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11003
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11004
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11005
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11006
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11007
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11008
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11009
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11010
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11011
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11012
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11013
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11014
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11015
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11016
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11017
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11018
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11019
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11020
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11021
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11022
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11023
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11024
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11025
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11026
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11027
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11028
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11029
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11030
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11031
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11032
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11033
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11034
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11035
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11036
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11037
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11038
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11039
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11040
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11041
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11042
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11043
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11044
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11045
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11046
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11047
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11048
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11049
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11050
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11051
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11052
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11053
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11054
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11055
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11056
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11057
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11058
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11059
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11060
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11061
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11062
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11063
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11064
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11065
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11066
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11067
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11068
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11069
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11070
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11071
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11072
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11073
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11074
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11075
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11076
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11077
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11078
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11079
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11080
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11081
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11082
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11083
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11084
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11085
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11086
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11087
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11088
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11089
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11090
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11091
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11092
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11093
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11094
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11095
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11096
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11097
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11098
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11099
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11100
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11101
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11102
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11103
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11104
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11105
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11106
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11107
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11108
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11109
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11110
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11111
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11112
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11113
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11114
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11115
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11116
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11117
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11118
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11119
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11120
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11121
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11122
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11123
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11124
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11125
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11126
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11127
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11128
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11129
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11130
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11131
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11132
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11133
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11134
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11135
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11136
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11137
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11138
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11139
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11140
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11141
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11142
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11143
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11144
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11145
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11146
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11147
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11148
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11149
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11150
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11151
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11152
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11153
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11154
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11155
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11156
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11157
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11158
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11159
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11160
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11161
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11162
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11163
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11164
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11165
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11166
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11167
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11168
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11169
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11170
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11171
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11172
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11173
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11174
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11175
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11176
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11177
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11178
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11179
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11180
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11181
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11182
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11183
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11184
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11185
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11186
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11187
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11188
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11189
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11190
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11191
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11192
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11193
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11194
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11195
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11196
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11197
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11198
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11199
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11200
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11201
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11202
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11203
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11204
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11205
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11206
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11207
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11208
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11209
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11210
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11211
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11212
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11213
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11214
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11215
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11216
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11217
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11218
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11219
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11220
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11221
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11222
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11223
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11224
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11225
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11226
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11227
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11228
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11229
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11230
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11231
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11232
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11233
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11234
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11235
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11236
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11237
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11238
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11239
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11240
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11241
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11242
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11243
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11244
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11245
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11246
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11247
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11248
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11249
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11250
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11251
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11252
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11253
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11254
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11255
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11256
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11257
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11258
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11259
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11260
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11261
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11262
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11263
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11264
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11265
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11266
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11267
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11268
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11269
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11270
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11271
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11272
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11273
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11274
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11275
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11276
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11277
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11278
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11279
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11280
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11281
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11282
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11283
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11284
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11285
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11286
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11287
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11288
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11289
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11290
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11291
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11292
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11293
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11294
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11295
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11296
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11297
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11298
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11299
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11300
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11301
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11302
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11303
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11304
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11305
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11306
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11307
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11308
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11309
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11310
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11311
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11312
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11313
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11314
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11315
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11316
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11317
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11318
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11319
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11320
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11321
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11322
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11323
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11324
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11325
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11326
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11327
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11328
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11329
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11330
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11331
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11332
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11333
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11334
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11335
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11336
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11337
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11338
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11339
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11340
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11341
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11342
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11343
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11344
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11345
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11346
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11347
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11348
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11349
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11350
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11351
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11352
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11353
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11354
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11355
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11356
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11357
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11358
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11359
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11360
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11361
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11362
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11363
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11364
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11365
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11366
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11367
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11368
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11369
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11370
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11371
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11372
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11373
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11374
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11375
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11376
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11377
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11378
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11379
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11380
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11381
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11382
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11383
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11384
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11385
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11386
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11387
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11388
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11389
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11390
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11391
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11392
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11393
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11394
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11395
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11396
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11397
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11398
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11399
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11400
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11401
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11402
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11403
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11404
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11405
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11406
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11407
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11408
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11409
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11410
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11411
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11412
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11413
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11414
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11415
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11416
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11417
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11418
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11419
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11420
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11421
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11422
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11423
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11424
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11425
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11426
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11427
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11428
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11429
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11430
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11431
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11432
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11433
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11434
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11435
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11436
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11437
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11438
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11439
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11440
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11441
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11442
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11443
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11444
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11445
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11446
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11447
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11448
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11449
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11450
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11451
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11452
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11453
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11454
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11455
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11456
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11457
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11458
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11459
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11460
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11461
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11462
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11463
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11464
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11465
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11466
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11467
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11468
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11469
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11470
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11471
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11472
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11473
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11474
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11475
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11476
UV Count: 3
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
  UV <Vector (0.0000, 0.0000)>
Face 11477
UV Count: 3
  UV <Vector (0.2486, 0.5190)>
  UV <Vector (0.2643, 0.5407)>
  UV <Vector (0.2643, 0.5190)>
Face 11478
UV Count: 3
  UV <Vector (0.2306, 0.5190)>
  UV <Vector (0.2486, 0.5407)>
  UV <Vector (0.2486, 0.5190)>
Face 11479
UV Count: 3
  UV <Vector (0.0074, 0.6022)>
  UV <Vector (0.0378, 0.5947)>
  UV <Vector (0.0159, 0.5808)>
Face 11480
UV Count: 3
  UV <Vector (0.0378, 0.5947)>
  UV <Vector (0.0306, 0.5654)>
  UV <Vector (0.0159, 0.5808)>
Face 11481
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.0630, 0.6130)>
Face 11482
UV Count: 3
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0630, 0.6130)>
Face 11483
UV Count: 3
  UV <Vector (0.0630, 0.6130)>
  UV <Vector (0.0504, 0.5814)>
  UV <Vector (0.0378, 0.5947)>
Face 11484
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0630, 0.6130)>
  UV <Vector (0.0378, 0.5947)>
Face 11485
UV Count: 3
  UV <Vector (0.2306, 0.5190)>
  UV <Vector (0.2156, 0.5407)>
  UV <Vector (0.2306, 0.5407)>
Face 11486
UV Count: 3
  UV <Vector (0.1997, 0.5190)>
  UV <Vector (0.2156, 0.5407)>
  UV <Vector (0.2156, 0.5190)>
Face 11487
UV Count: 3
  UV <Vector (0.1820, 0.5190)>
  UV <Vector (0.1997, 0.5407)>
  UV <Vector (0.1997, 0.5190)>
Face 11488
UV Count: 3
  UV <Vector (0.1604, 0.5190)>
  UV <Vector (0.1820, 0.5407)>
  UV <Vector (0.1820, 0.5190)>
Face 11489
UV Count: 3
  UV <Vector (0.1604, 0.5190)>
  UV <Vector (0.1417, 0.5407)>
  UV <Vector (0.1604, 0.5407)>
Face 11490
UV Count: 3
  UV <Vector (0.1417, 0.5190)>
  UV <Vector (0.1254, 0.5407)>
  UV <Vector (0.1417, 0.5407)>
Face 11491
UV Count: 3
  UV <Vector (0.1254, 0.5190)>
  UV <Vector (0.1120, 0.5407)>
  UV <Vector (0.1254, 0.5407)>
Face 11492
UV Count: 3
  UV <Vector (0.0977, 0.5190)>
  UV <Vector (0.0836, 0.5407)>
  UV <Vector (0.0977, 0.5407)>
Face 11493
UV Count: 3
  UV <Vector (0.3830, 0.5190)>
  UV <Vector (0.3973, 0.5407)>
  UV <Vector (0.3973, 0.5190)>
Face 11494
UV Count: 3
  UV <Vector (0.0836, 0.5190)>
  UV <Vector (0.0696, 0.5407)>
  UV <Vector (0.0836, 0.5407)>
Face 11495
UV Count: 3
  UV <Vector (0.0385, 0.5190)>
  UV <Vector (0.0546, 0.5407)>
  UV <Vector (0.0546, 0.5190)>
Face 11496
UV Count: 3
  UV <Vector (0.0252, 0.5190)>
  UV <Vector (0.0385, 0.5407)>
  UV <Vector (0.0385, 0.5190)>
Face 11497
UV Count: 3
  UV <Vector (0.0696, 0.5190)>
  UV <Vector (0.0546, 0.5407)>
  UV <Vector (0.0696, 0.5407)>
Face 11498
UV Count: 3
  UV <Vector (0.0252, 0.5190)>
  UV <Vector (0.0134, 0.5054)>
  UV <Vector (0.0134, 0.5190)>
Face 11499
UV Count: 3
  UV <Vector (0.0027, 0.5054)>
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0134, 0.5054)>
Face 11500
UV Count: 3
  UV <Vector (0.4961, 0.5054)>
  UV <Vector (0.4853, 0.5190)>
  UV <Vector (0.4961, 0.5190)>
Face 11501
UV Count: 3
  UV <Vector (0.4853, 0.5054)>
  UV <Vector (0.4698, 0.5190)>
  UV <Vector (0.4853, 0.5190)>
Face 11502
UV Count: 3
  UV <Vector (0.4698, 0.5190)>
  UV <Vector (0.4565, 0.5407)>
  UV <Vector (0.4698, 0.5407)>
Face 11503
UV Count: 3
  UV <Vector (0.4254, 0.5190)>
  UV <Vector (0.4404, 0.5407)>
  UV <Vector (0.4404, 0.5190)>
Face 11504
UV Count: 3
  UV <Vector (0.4254, 0.5190)>
  UV <Vector (0.4114, 0.5407)>
  UV <Vector (0.4254, 0.5407)>
Face 11505
UV Count: 3
  UV <Vector (0.3696, 0.5190)>
  UV <Vector (0.3533, 0.5407)>
  UV <Vector (0.3696, 0.5407)>
Face 11506
UV Count: 3
  UV <Vector (0.3346, 0.5190)>
  UV <Vector (0.3533, 0.5407)>
  UV <Vector (0.3533, 0.5190)>
Face 11507
UV Count: 3
  UV <Vector (0.3346, 0.5190)>
  UV <Vector (0.3130, 0.5407)>
  UV <Vector (0.3346, 0.5407)>
Face 11508
UV Count: 3
  UV <Vector (0.2953, 0.5190)>
  UV <Vector (0.3130, 0.5407)>
  UV <Vector (0.3130, 0.5190)>
Face 11509
UV Count: 3
  UV <Vector (0.2794, 0.5190)>
  UV <Vector (0.2953, 0.5407)>
  UV <Vector (0.2953, 0.5190)>
Face 11510
UV Count: 3
  UV <Vector (0.2643, 0.5190)>
  UV <Vector (0.2794, 0.5407)>
  UV <Vector (0.2794, 0.5190)>
Face 11511
UV Count: 3
  UV <Vector (0.3973, 0.5190)>
  UV <Vector (0.4114, 0.5407)>
  UV <Vector (0.4114, 0.5190)>
Face 11512
UV Count: 3
  UV <Vector (0.1120, 0.5190)>
  UV <Vector (0.0977, 0.5407)>
  UV <Vector (0.1120, 0.5407)>
Face 11513
UV Count: 3
  UV <Vector (0.3871, 0.7545)>
  UV <Vector (0.4709, 0.7668)>
  UV <Vector (0.4728, 0.7523)>
Face 11514
UV Count: 3
  UV <Vector (0.3877, 0.7319)>
  UV <Vector (0.4728, 0.7523)>
  UV <Vector (0.4750, 0.7318)>
Face 11515
UV Count: 3
  UV <Vector (0.4404, 0.5190)>
  UV <Vector (0.4565, 0.5407)>
  UV <Vector (0.4565, 0.5190)>
Face 11516
UV Count: 3
  UV <Vector (0.3884, 0.7094)>
  UV <Vector (0.4750, 0.7318)>
  UV <Vector (0.4794, 0.7063)>
Face 11517
UV Count: 3
  UV <Vector (0.3905, 0.6869)>
  UV <Vector (0.4794, 0.7063)>
  UV <Vector (0.4803, 0.6822)>
Face 11518
UV Count: 3
  UV <Vector (0.3986, 0.6625)>
  UV <Vector (0.4803, 0.6822)>
  UV <Vector (0.4739, 0.6628)>
Face 11519
UV Count: 3
  UV <Vector (0.4148, 0.6489)>
  UV <Vector (0.4739, 0.6628)>
  UV <Vector (0.4607, 0.6485)>
Face 11520
UV Count: 3
  UV <Vector (0.4378, 0.6431)>
  UV <Vector (0.4148, 0.6489)>
  UV <Vector (0.4607, 0.6485)>
Face 11521
UV Count: 3
  UV <Vector (0.3881, 0.7695)>
  UV <Vector (0.4678, 0.7958)>
  UV <Vector (0.4709, 0.7668)>
Face 11522
UV Count: 3
  UV <Vector (0.3830, 0.5190)>
  UV <Vector (0.3696, 0.5407)>
  UV <Vector (0.3830, 0.5407)>
Face 11523
UV Count: 3
  UV <Vector (0.3849, 0.7968)>
  UV <Vector (0.4738, 0.8162)>
  UV <Vector (0.4678, 0.7958)>
Face 11524
UV Count: 3
  UV <Vector (0.3724, 0.8440)>
  UV <Vector (0.4738, 0.8162)>
  UV <Vector (0.3807, 0.8156)>
Face 11525
UV Count: 3
  UV <Vector (0.3707, 0.8793)>
  UV <Vector (0.4835, 0.8361)>
  UV <Vector (0.3724, 0.8440)>
Face 11526
UV Count: 3
  UV <Vector (0.3766, 0.9161)>
  UV <Vector (0.4952, 0.8719)>
  UV <Vector (0.3707, 0.8793)>
Face 11527
UV Count: 3
  UV <Vector (0.3875, 0.9463)>
  UV <Vector (0.4952, 0.9122)>
  UV <Vector (0.3766, 0.9161)>
Face 11528
UV Count: 3
  UV <Vector (0.4045, 0.9726)>
  UV <Vector (0.4915, 0.9420)>
  UV <Vector (0.3875, 0.9463)>
Face 11529
UV Count: 3
  UV <Vector (0.4225, 0.9879)>
  UV <Vector (0.4814, 0.9712)>
  UV <Vector (0.4045, 0.9726)>
Face 11530
UV Count: 3
  UV <Vector (0.4445, 0.9928)>
  UV <Vector (0.4651, 0.9893)>
  UV <Vector (0.4225, 0.9879)>
Face 11531
UV Count: 3
  UV <Vector (0.4853, 0.5407)>
  UV <Vector (0.4961, 0.5190)>
  UV <Vector (0.4853, 0.5190)>
Face 11532
UV Count: 3
  UV <Vector (0.4698, 0.5407)>
  UV <Vector (0.4853, 0.5190)>
  UV <Vector (0.4698, 0.5190)>
Face 11533
UV Count: 3
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0252, 0.5407)>
  UV <Vector (0.0252, 0.5190)>
Face 11534
UV Count: 3
  UV <Vector (0.0027, 0.5190)>
  UV <Vector (0.0134, 0.5407)>
  UV <Vector (0.0134, 0.5190)>
Face 11535
UV Count: 3
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3785, 0.6112)>
Face 11536
UV Count: 3
  UV <Vector (0.2012, 0.8978)>
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.1880, 0.8784)>
Face 11537
UV Count: 3
  UV <Vector (0.1872, 0.9071)>
  UV <Vector (0.1880, 0.8784)>
  UV <Vector (0.1721, 0.8889)>
Face 11538
UV Count: 3
  UV <Vector (0.3577, 0.5954)>
  UV <Vector (0.3785, 0.6112)>
  UV <Vector (0.3797, 0.5946)>
Face 11539
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3847, 0.5588)>
  UV <Vector (0.3611, 0.5543)>
Face 11540
UV Count: 3
  UV <Vector (0.1567, 0.9264)>
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1415, 0.9084)>
Face 11541
UV Count: 3
  UV <Vector (0.2317, 0.8766)>
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.2217, 0.8860)>
Face 11542
UV Count: 3
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3507, 0.6463)>
  UV <Vector (0.3518, 0.6355)>
Face 11543
UV Count: 3
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3278, 0.6442)>
Face 11544
UV Count: 3
  UV <Vector (0.2905, 0.6653)>
  UV <Vector (0.3137, 0.6646)>
  UV <Vector (0.3105, 0.6535)>
Face 11545
UV Count: 3
  UV <Vector (0.2747, 0.6722)>
  UV <Vector (0.2942, 0.6741)>
  UV <Vector (0.2905, 0.6653)>
Face 11546
UV Count: 3
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2162, 0.8470)>
  UV <Vector (0.2200, 0.8601)>
Face 11547
UV Count: 3
  UV <Vector (0.2246, 0.8307)>
  UV <Vector (0.2162, 0.8470)>
  UV <Vector (0.2268, 0.8468)>
Face 11548
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2146, 0.8311)>
  UV <Vector (0.2246, 0.8307)>
Face 11549
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2167, 0.7789)>
  UV <Vector (0.2148, 0.8067)>
Face 11550
UV Count: 3
  UV <Vector (0.1021, 0.8277)>
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1192, 0.8178)>
Face 11551
UV Count: 3
  UV <Vector (0.1094, 0.8513)>
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1282, 0.8420)>
Face 11552
UV Count: 3
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1255, 0.8916)>
  UV <Vector (0.1461, 0.8810)>
Face 11553
UV Count: 3
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.2049, 0.8348)>
Face 11554
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1461, 0.8810)>
  UV <Vector (0.1643, 0.8725)>
Face 11555
UV Count: 3
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.2049, 0.8348)>
  UV <Vector (0.2042, 0.8077)>
Face 11556
UV Count: 3
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1503, 0.8305)>
Face 11557
UV Count: 3
  UV <Vector (0.1715, 0.7926)>
  UV <Vector (0.2042, 0.8077)>
  UV <Vector (0.2050, 0.7837)>
Face 11558
UV Count: 3
  UV <Vector (0.1192, 0.8178)>
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1453, 0.8049)>
Face 11559
UV Count: 3
  UV <Vector (0.2096, 0.8677)>
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.1880, 0.8784)>
Face 11560
UV Count: 3
  UV <Vector (0.1880, 0.8784)>
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1721, 0.8889)>
Face 11561
UV Count: 3
  UV <Vector (0.1415, 0.9084)>
  UV <Vector (0.1461, 0.8810)>
  UV <Vector (0.1255, 0.8916)>
Face 11562
UV Count: 3
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1461, 0.8810)>
Face 11563
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.1715, 0.7926)>
Face 11564
UV Count: 3
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.1728, 0.8203)>
Face 11565
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.1756, 0.8475)>
Face 11566
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3797, 0.5946)>
  UV <Vector (0.3822, 0.5779)>
Face 11567
UV Count: 3
  UV <Vector (0.1729, 0.9159)>
  UV <Vector (0.1721, 0.8889)>
  UV <Vector (0.1577, 0.8976)>
Face 11568
UV Count: 3
  UV <Vector (0.3386, 0.5486)>
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.3366, 0.5702)>
Face 11569
UV Count: 3
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.2943, 0.5452)>
  UV <Vector (0.2934, 0.5712)>
Face 11570
UV Count: 3
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.2905, 0.6653)>
Face 11571
UV Count: 3
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.2910, 0.6051)>
  UV <Vector (0.2898, 0.6384)>
Face 11572
UV Count: 3
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.2934, 0.5712)>
  UV <Vector (0.2910, 0.6051)>
Face 11573
UV Count: 3
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.3105, 0.6535)>
Face 11574
UV Count: 3
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.3114, 0.6284)>
Face 11575
UV Count: 3
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.3127, 0.5968)>
Face 11576
UV Count: 3
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3278, 0.6442)>
Face 11577
UV Count: 3
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3308, 0.6224)>
Face 11578
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3577, 0.5954)>
Face 11579
UV Count: 3
  UV <Vector (0.3366, 0.5702)>
  UV <Vector (0.3611, 0.5543)>
  UV <Vector (0.3386, 0.5486)>
Face 11580
UV Count: 3
  UV <Vector (0.0510, 0.5476)>
  UV <Vector (0.0800, 0.5607)>
  UV <Vector (0.0779, 0.5413)>
Face 11581
UV Count: 3
  UV <Vector (0.0306, 0.5654)>
  UV <Vector (0.0622, 0.5699)>
  UV <Vector (0.0510, 0.5476)>
Face 11582
UV Count: 3
  UV <Vector (0.1046, 0.5420)>
  UV <Vector (0.1349, 0.5667)>
  UV <Vector (0.1391, 0.5500)>
Face 11583
UV Count: 3
  UV <Vector (0.0779, 0.5413)>
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.1046, 0.5420)>
Face 11584
UV Count: 3
  UV <Vector (0.2143, 0.5605)>
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2312, 0.5601)>
Face 11585
UV Count: 3
  UV <Vector (0.2312, 0.5601)>
  UV <Vector (0.2511, 0.5779)>
  UV <Vector (0.2524, 0.5571)>
Face 11586
UV Count: 3
  UV <Vector (0.1712, 0.5564)>
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.1939, 0.5583)>
Face 11587
UV Count: 3
  UV <Vector (0.1939, 0.5583)>
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.2143, 0.5605)>
Face 11588
UV Count: 3
  UV <Vector (0.1391, 0.5500)>
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1712, 0.5564)>
Face 11589
UV Count: 3
  UV <Vector (0.2710, 0.5524)>
  UV <Vector (0.2934, 0.5712)>
  UV <Vector (0.2943, 0.5452)>
Face 11590
UV Count: 3
  UV <Vector (0.2524, 0.5571)>
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2710, 0.5524)>
Face 11591
UV Count: 3
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0622, 0.5699)>
  UV <Vector (0.0504, 0.5814)>
Face 11592
UV Count: 3
  UV <Vector (0.1073, 0.6044)>
  UV <Vector (0.0869, 0.5794)>
  UV <Vector (0.0755, 0.5961)>
Face 11593
UV Count: 3
  UV <Vector (0.0869, 0.5794)>
  UV <Vector (0.0800, 0.5607)>
  UV <Vector (0.0622, 0.5699)>
Face 11594
UV Count: 3
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.1176, 0.5863)>
  UV <Vector (0.1349, 0.5667)>
Face 11595
UV Count: 3
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.2910, 0.6051)>
Face 11596
UV Count: 3
  UV <Vector (0.2910, 0.6051)>
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2695, 0.6109)>
Face 11597
UV Count: 3
  UV <Vector (0.2905, 0.6653)>
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2747, 0.6722)>
Face 11598
UV Count: 3
  UV <Vector (0.0752, 0.7729)>
  UV <Vector (0.0791, 0.7448)>
  UV <Vector (0.0614, 0.7581)>
Face 11599
UV Count: 3
  UV <Vector (0.0874, 0.7885)>
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.0752, 0.7729)>
Face 11600
UV Count: 3
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0273, 0.7126)>
  UV <Vector (0.0455, 0.7371)>
Face 11601
UV Count: 3
  UV <Vector (0.0791, 0.7448)>
  UV <Vector (0.0455, 0.7371)>
  UV <Vector (0.0614, 0.7581)>
Face 11602
UV Count: 3
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.0874, 0.7885)>
  UV <Vector (0.0950, 0.8040)>
Face 11603
UV Count: 3
  UV <Vector (0.0950, 0.8040)>
  UV <Vector (0.1192, 0.8178)>
  UV <Vector (0.1127, 0.7942)>
Face 11604
UV Count: 3
  UV <Vector (0.1590, 0.7748)>
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1715, 0.7926)>
Face 11605
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.1192, 0.8178)>
Face 11606
UV Count: 3
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.1841, 0.7601)>
  UV <Vector (0.1715, 0.7926)>
Face 11607
UV Count: 3
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0024, 0.6573)>
  UV <Vector (0.0113, 0.6853)>
Face 11608
UV Count: 3
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0004, 0.6297)>
  UV <Vector (0.0024, 0.6573)>
Face 11609
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0004, 0.6297)>
  UV <Vector (0.0203, 0.6296)>
Face 11610
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0203, 0.6296)>
  UV <Vector (0.0363, 0.6438)>
Face 11611
UV Count: 3
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0363, 0.6438)>
  UV <Vector (0.0203, 0.6296)>
Face 11612
UV Count: 3
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0791, 0.7448)>
Face 11613
UV Count: 3
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0621, 0.7225)>
Face 11614
UV Count: 3
  UV <Vector (0.0113, 0.6853)>
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0252, 0.6716)>
Face 11615
UV Count: 3
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0363, 0.6438)>
Face 11616
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0790, 0.6619)>
Face 11617
UV Count: 3
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.1059, 0.7777)>
Face 11618
UV Count: 3
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.0791, 0.7448)>
Face 11619
UV Count: 3
  UV <Vector (0.1059, 0.7777)>
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.1246, 0.7631)>
Face 11620
UV Count: 3
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.1975, 0.6013)>
  UV <Vector (0.2051, 0.5825)>
Face 11621
UV Count: 3
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1865, 0.5799)>
Face 11622
UV Count: 3
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2511, 0.5779)>
Face 11623
UV Count: 3
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.2239, 0.6028)>
  UV <Vector (0.2315, 0.5807)>
Face 11624
UV Count: 3
  UV <Vector (0.1349, 0.5667)>
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1621, 0.5741)>
Face 11625
UV Count: 3
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2511, 0.5779)>
Face 11626
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2430, 0.7365)>
  UV <Vector (0.2302, 0.7178)>
Face 11627
UV Count: 3
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2610, 0.7120)>
  UV <Vector (0.2456, 0.6923)>
Face 11628
UV Count: 3
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1073, 0.6044)>
Face 11629
UV Count: 3
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1134, 0.6451)>
Face 11630
UV Count: 3
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1728, 0.6384)>
  UV <Vector (0.1435, 0.6676)>
Face 11631
UV Count: 3
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.1722, 0.6837)>
Face 11632
UV Count: 3
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.1920, 0.6937)>
Face 11633
UV Count: 3
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2308, 0.6786)>
Face 11634
UV Count: 3
  UV <Vector (0.0790, 0.6619)>
  UV <Vector (0.1134, 0.6451)>
  UV <Vector (0.0929, 0.6301)>
Face 11635
UV Count: 3
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.1134, 0.6451)>
  UV <Vector (0.0963, 0.6786)>
Face 11636
UV Count: 3
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1257, 0.7053)>
Face 11637
UV Count: 3
  UV <Vector (0.1803, 0.7270)>
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1550, 0.7184)>
Face 11638
UV Count: 3
  UV <Vector (0.1947, 0.7327)>
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.1803, 0.7270)>
Face 11639
UV Count: 3
  UV <Vector (0.1947, 0.7327)>
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.2124, 0.7044)>
Face 11640
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2379, 0.7636)>
  UV <Vector (0.2394, 0.7492)>
Face 11641
UV Count: 3
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2176, 0.7583)>
  UV <Vector (0.2167, 0.7789)>
Face 11642
UV Count: 3
  UV <Vector (0.2610, 0.7120)>
  UV <Vector (0.2614, 0.6953)>
  UV <Vector (0.2456, 0.6923)>
Face 11643
UV Count: 3
  UV <Vector (0.2759, 0.7003)>
  UV <Vector (0.2614, 0.6953)>
  UV <Vector (0.2610, 0.7120)>
Face 11644
UV Count: 3
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.3200, 0.6773)>
  UV <Vector (0.3194, 0.6708)>
Face 11645
UV Count: 3
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3367, 0.6686)>
  UV <Vector (0.3349, 0.6621)>
Face 11646
UV Count: 3
  UV <Vector (0.3349, 0.6621)>
  UV <Vector (0.3535, 0.6607)>
  UV <Vector (0.3505, 0.6548)>
Face 11647
UV Count: 3
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.2990, 0.6817)>
Face 11648
UV Count: 3
  UV <Vector (0.2299, 0.8464)>
  UV <Vector (0.2246, 0.8307)>
  UV <Vector (0.2268, 0.8468)>
Face 11649
UV Count: 3
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2299, 0.8464)>
  UV <Vector (0.2268, 0.8468)>
Face 11650
UV Count: 3
  UV <Vector (0.2317, 0.8766)>
  UV <Vector (0.2342, 0.8654)>
  UV <Vector (0.2279, 0.8666)>
Face 11651
UV Count: 3
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3713, 0.6551)>
  UV <Vector (0.3736, 0.6484)>
Face 11652
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2308, 0.8299)>
  UV <Vector (0.2317, 0.8047)>
Face 11653
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2263, 0.8065)>
Face 11654
UV Count: 3
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2378, 0.7813)>
  UV <Vector (0.2379, 0.7636)>
Face 11655
UV Count: 3
  UV <Vector (0.2808, 0.7063)>
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.2759, 0.7003)>
Face 11656
UV Count: 3
  UV <Vector (0.2430, 0.7365)>
  UV <Vector (0.2513, 0.7246)>
  UV <Vector (0.2302, 0.7178)>
Face 11657
UV Count: 3
  UV <Vector (0.2394, 0.7492)>
  UV <Vector (0.2508, 0.7439)>
  UV <Vector (0.2430, 0.7365)>
Face 11658
UV Count: 3
  UV <Vector (0.2430, 0.7365)>
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2513, 0.7246)>
Face 11659
UV Count: 3
  UV <Vector (0.2685, 0.7179)>
  UV <Vector (0.2759, 0.7003)>
  UV <Vector (0.2610, 0.7120)>
Face 11660
UV Count: 3
  UV <Vector (0.2379, 0.7636)>
  UV <Vector (0.2456, 0.7562)>
  UV <Vector (0.2394, 0.7492)>
Face 11661
UV Count: 3
  UV <Vector (0.2378, 0.7813)>
  UV <Vector (0.2428, 0.7670)>
  UV <Vector (0.2379, 0.7636)>
Face 11662
UV Count: 3
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2610, 0.7120)>
  UV <Vector (0.2513, 0.7246)>
Face 11663
UV Count: 3
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3535, 0.6607)>
  UV <Vector (0.3367, 0.6686)>
Face 11664
UV Count: 3
  UV <Vector (0.3200, 0.6773)>
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3367, 0.6686)>
Face 11665
UV Count: 3
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.3234, 0.6841)>
  UV <Vector (0.3200, 0.6773)>
Face 11666
UV Count: 3
  UV <Vector (0.2377, 0.8739)>
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2342, 0.8654)>
Face 11667
UV Count: 3
  UV <Vector (0.2383, 0.8447)>
  UV <Vector (0.2308, 0.8299)>
  UV <Vector (0.2299, 0.8464)>
Face 11668
UV Count: 3
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2383, 0.8447)>
  UV <Vector (0.2299, 0.8464)>
Face 11669
UV Count: 3
  UV <Vector (0.3713, 0.6551)>
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3756, 0.6624)>
Face 11670
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2428, 0.8048)>
Face 11671
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2447, 0.7856)>
  UV <Vector (0.2378, 0.7813)>
Face 11672
UV Count: 3
  UV <Vector (0.2615, 0.7745)>
  UV <Vector (0.2456, 0.7562)>
  UV <Vector (0.2428, 0.7670)>
Face 11673
UV Count: 3
  UV <Vector (0.2685, 0.7179)>
  UV <Vector (0.2966, 0.7245)>
  UV <Vector (0.2808, 0.7063)>
Face 11674
UV Count: 3
  UV <Vector (0.2667, 0.7652)>
  UV <Vector (0.2508, 0.7439)>
  UV <Vector (0.2456, 0.7562)>
Face 11675
UV Count: 3
  UV <Vector (0.2787, 0.7569)>
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2508, 0.7439)>
Face 11676
UV Count: 3
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2896, 0.7416)>
  UV <Vector (0.2685, 0.7179)>
Face 11677
UV Count: 3
  UV <Vector (0.2447, 0.7856)>
  UV <Vector (0.2615, 0.7745)>
  UV <Vector (0.2428, 0.7670)>
Face 11678
UV Count: 3
  UV <Vector (0.2963, 0.7027)>
  UV <Vector (0.2966, 0.7245)>
  UV <Vector (0.3120, 0.7196)>
Face 11679
UV Count: 3
  UV <Vector (0.3234, 0.6841)>
  UV <Vector (0.3120, 0.7196)>
  UV <Vector (0.3412, 0.7120)>
Face 11680
UV Count: 3
  UV <Vector (0.3583, 0.6967)>
  UV <Vector (0.3576, 0.6693)>
  UV <Vector (0.3406, 0.6755)>
Face 11681
UV Count: 3
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3412, 0.7120)>
  UV <Vector (0.3583, 0.6967)>
Face 11682
UV Count: 3
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3869, 0.6741)>
  UV <Vector (0.3756, 0.6624)>
Face 11683
UV Count: 3
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2659, 0.8152)>
  UV <Vector (0.2428, 0.8048)>
Face 11684
UV Count: 3
  UV <Vector (0.2615, 0.8446)>
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2383, 0.8447)>
Face 11685
UV Count: 3
  UV <Vector (0.2404, 0.8598)>
  UV <Vector (0.2615, 0.8446)>
  UV <Vector (0.2383, 0.8447)>
Face 11686
UV Count: 3
  UV <Vector (0.2428, 0.8048)>
  UV <Vector (0.2606, 0.7870)>
  UV <Vector (0.2447, 0.7856)>
Face 11687
UV Count: 3
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2614, 0.8566)>
  UV <Vector (0.2404, 0.8598)>
Face 11688
UV Count: 3
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3678, 0.6313)>
Face 11689
UV Count: 3
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3535, 0.6607)>
  UV <Vector (0.3626, 0.6573)>
Face 11690
UV Count: 3
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3715, 0.6856)>
  UV <Vector (0.3817, 0.6824)>
Face 11691
UV Count: 3
  UV <Vector (0.3626, 0.6573)>
  UV <Vector (0.3576, 0.6693)>
  UV <Vector (0.3687, 0.6661)>
Face 11692
UV Count: 3
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2342, 0.8654)>
Face 11693
UV Count: 3
  UV <Vector (0.2404, 0.8598)>
  UV <Vector (0.2342, 0.8654)>
  UV <Vector (0.2442, 0.8667)>
Face 11694
UV Count: 3
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2623, 0.8744)>
  UV <Vector (0.2657, 0.8678)>
Face 11695
UV Count: 3
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1176, 0.5863)>
  UV <Vector (0.1073, 0.6044)>
Face 11696
UV Count: 3
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1728, 0.6384)>
Face 11697
UV Count: 3
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1728, 0.6384)>
Face 11698
UV Count: 3
  UV <Vector (0.2238, 0.6246)>
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2239, 0.6028)>
Face 11699
UV Count: 3
  UV <Vector (0.2239, 0.6028)>
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.2238, 0.6246)>
Face 11700
UV Count: 3
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2535, 0.6237)>
  UV <Vector (0.2717, 0.6436)>
Face 11701
UV Count: 3
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.2238, 0.6246)>
  UV <Vector (0.1985, 0.6204)>
Face 11702
UV Count: 3
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2308, 0.6786)>
  UV <Vector (0.2571, 0.6768)>
Face 11703
UV Count: 3
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2571, 0.6768)>
  UV <Vector (0.2747, 0.6722)>
Face 11704
UV Count: 3
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2313, 0.6416)>
Face 11705
UV Count: 3
  UV <Vector (0.2238, 0.6246)>
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.2535, 0.6237)>
Face 11706
UV Count: 3
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2535, 0.6237)>
Face 11707
UV Count: 3
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.1728, 0.6384)>
  UV <Vector (0.1985, 0.6467)>
Face 11708
UV Count: 3
  UV <Vector (0.2571, 0.6768)>
  UV <Vector (0.2753, 0.6809)>
  UV <Vector (0.2747, 0.6722)>
Face 11709
UV Count: 3
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2571, 0.6768)>
  UV <Vector (0.2308, 0.6786)>
Face 11710
UV Count: 3
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.2238, 0.6246)>
  UV <Vector (0.1985, 0.6467)>
Face 11711
UV Count: 3
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2535, 0.6237)>
Face 11712
UV Count: 3
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1430, 0.5959)>
Face 11713
UV Count: 3
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1728, 0.6384)>
  UV <Vector (0.1481, 0.6204)>
Face 11714
UV Count: 3
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.2096, 0.8677)>
  UV <Vector (0.1880, 0.8784)>
Face 11715
UV Count: 3
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3518, 0.6355)>
Face 11716
UV Count: 3
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3736, 0.6484)>
  UV <Vector (0.3758, 0.6349)>
Face 11717
UV Count: 3
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2096, 0.8677)>
  UV <Vector (0.2148, 0.8803)>
Face 11718
UV Count: 3
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2614, 0.6953)>
  UV <Vector (0.2585, 0.6869)>
Face 11719
UV Count: 3
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.3137, 0.6646)>
  UV <Vector (0.2942, 0.6741)>
Face 11720
UV Count: 3
  UV <Vector (0.2753, 0.6809)>
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.2942, 0.6741)>
Face 11721
UV Count: 3
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3505, 0.6548)>
  UV <Vector (0.3507, 0.6463)>
Face 11722
UV Count: 3
  UV <Vector (0.2585, 0.6869)>
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2753, 0.6809)>
Face 11723
UV Count: 3
  UV <Vector (0.3507, 0.6463)>
  UV <Vector (0.3505, 0.6548)>
  UV <Vector (0.3613, 0.6507)>
Face 11724
UV Count: 3
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3137, 0.6646)>
Face 11725
UV Count: 3
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.2200, 0.8601)>
  UV <Vector (0.2162, 0.8470)>
Face 11726
UV Count: 3
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.2167, 0.7789)>
  UV <Vector (0.2176, 0.7583)>
Face 11727
UV Count: 3
  UV <Vector (0.2200, 0.8601)>
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2271, 0.8552)>
Face 11728
UV Count: 3
  UV <Vector (0.2049, 0.8348)>
  UV <Vector (0.2162, 0.8470)>
  UV <Vector (0.2146, 0.8311)>
Face 11729
UV Count: 3
  UV <Vector (0.2042, 0.8077)>
  UV <Vector (0.2146, 0.8311)>
  UV <Vector (0.2148, 0.8067)>
Face 11730
UV Count: 3
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.2148, 0.8067)>
  UV <Vector (0.2167, 0.7789)>
Face 11731
UV Count: 3
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0790, 0.6619)>
  UV <Vector (0.0534, 0.6707)>
Face 11732
UV Count: 3
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.0963, 0.6786)>
Face 11733
UV Count: 3
  UV <Vector (0.1129, 0.7429)>
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.0982, 0.7275)>
Face 11734
UV Count: 3
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1453, 0.7473)>
  UV <Vector (0.1285, 0.7303)>
Face 11735
UV Count: 3
  UV <Vector (0.1453, 0.7473)>
  UV <Vector (0.1372, 0.7824)>
  UV <Vector (0.1590, 0.7748)>
Face 11736
UV Count: 3
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.1453, 0.7473)>
Face 11737
UV Count: 3
  UV <Vector (0.1841, 0.7601)>
  UV <Vector (0.1590, 0.7748)>
  UV <Vector (0.1715, 0.7926)>
Face 11738
UV Count: 3
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1453, 0.7473)>
Face 11739
UV Count: 3
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1257, 0.7053)>
Face 11740
UV Count: 3
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1590, 0.7748)>
  UV <Vector (0.1841, 0.7601)>
Face 11741
UV Count: 3
  UV <Vector (0.1803, 0.7270)>
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.1947, 0.7327)>
Face 11742
UV Count: 3
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.1947, 0.7327)>
Face 11743
UV Count: 3
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2124, 0.7044)>
Face 11744
UV Count: 3
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.2176, 0.7583)>
  UV <Vector (0.2053, 0.7546)>
Face 11745
UV Count: 3
  UV <Vector (0.2176, 0.7583)>
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2102, 0.7425)>
Face 11746
UV Count: 3
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3758, 0.6349)>
  UV <Vector (0.3785, 0.6112)>
Face 11747
UV Count: 3
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.2012, 0.8978)>
  UV <Vector (0.2217, 0.8860)>
Face 11748
UV Count: 3
  UV <Vector (0.2053, 0.7546)>
  UV <Vector (0.2176, 0.7583)>
  UV <Vector (0.2102, 0.7425)>
Face 11749
UV Count: 3
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1841, 0.7601)>
Face 11750
UV Count: 3
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.2053, 0.7546)>
Face 11751
UV Count: 3
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.1257, 0.7053)>
Face 11752
UV Count: 3
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0982, 0.7275)>
Face 11753
UV Count: 3
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.2181, 0.6666)>
Face 11754
UV Count: 3
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.1435, 0.6676)>
Face 11755
UV Count: 3
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1435, 0.6676)>
Face 11756
UV Count: 3
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.1257, 0.7053)>
  UV <Vector (0.1066, 0.6880)>
Face 11757
UV Count: 3
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1481, 0.6204)>
Face 11758
UV Count: 3
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.1129, 0.7429)>
  UV <Vector (0.1246, 0.7631)>
Face 11759
UV Count: 3
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.1257, 0.7053)>
Face 11760
UV Count: 3
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.1372, 0.7824)>
Face 11761
UV Count: 3
  UV <Vector (0.2486, 0.5190)>
  UV <Vector (0.2643, 0.5407)>
  UV <Vector (0.2486, 0.5407)>
Face 11762
UV Count: 3
  UV <Vector (0.2486, 0.5407)>
  UV <Vector (0.2306, 0.5190)>
  UV <Vector (0.2486, 0.5190)>
Face 11763
UV Count: 3
  UV <Vector (0.0074, 0.6022)>
  UV <Vector (0.0378, 0.5947)>
  UV <Vector (0.0294, 0.6134)>
Face 11764
UV Count: 3
  UV <Vector (0.0306, 0.5654)>
  UV <Vector (0.0378, 0.5947)>
  UV <Vector (0.0159, 0.5808)>
Face 11765
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.0790, 0.6619)>
Face 11766
UV Count: 3
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.0630, 0.6130)>
Face 11767
UV Count: 3
  UV <Vector (0.0504, 0.5814)>
  UV <Vector (0.0630, 0.6130)>
  UV <Vector (0.0378, 0.5947)>
Face 11768
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0630, 0.6130)>
  UV <Vector (0.0498, 0.6317)>
Face 11769
UV Count: 3
  UV <Vector (0.2306, 0.5190)>
  UV <Vector (0.2156, 0.5407)>
  UV <Vector (0.2156, 0.5190)>
Face 11770
UV Count: 3
  UV <Vector (0.2156, 0.5407)>
  UV <Vector (0.1997, 0.5190)>
  UV <Vector (0.2156, 0.5190)>
Face 11771
UV Count: 3
  UV <Vector (0.1997, 0.5407)>
  UV <Vector (0.1820, 0.5190)>
  UV <Vector (0.1997, 0.5190)>
Face 11772
UV Count: 3
  UV <Vector (0.1820, 0.5407)>
  UV <Vector (0.1604, 0.5190)>
  UV <Vector (0.1820, 0.5190)>
Face 11773
UV Count: 3
  UV <Vector (0.1604, 0.5190)>
  UV <Vector (0.1417, 0.5407)>
  UV <Vector (0.1417, 0.5190)>
Face 11774
UV Count: 3
  UV <Vector (0.1417, 0.5190)>
  UV <Vector (0.1254, 0.5407)>
  UV <Vector (0.1254, 0.5190)>
Face 11775
UV Count: 3
  UV <Vector (0.1254, 0.5190)>
  UV <Vector (0.1120, 0.5407)>
  UV <Vector (0.1120, 0.5190)>
Face 11776
UV Count: 3
  UV <Vector (0.0977, 0.5190)>
  UV <Vector (0.0836, 0.5407)>
  UV <Vector (0.0836, 0.5190)>
Face 11777
UV Count: 3
  UV <Vector (0.3973, 0.5407)>
  UV <Vector (0.3830, 0.5190)>
  UV <Vector (0.3973, 0.5190)>
Face 11778
UV Count: 3
  UV <Vector (0.0836, 0.5190)>
  UV <Vector (0.0696, 0.5407)>
  UV <Vector (0.0696, 0.5190)>
Face 11779
UV Count: 3
  UV <Vector (0.0546, 0.5407)>
  UV <Vector (0.0385, 0.5190)>
  UV <Vector (0.0546, 0.5190)>
Face 11780
UV Count: 3
  UV <Vector (0.0385, 0.5407)>
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Face 11781
UV Count: 3
  UV <Vector (0.0696, 0.5190)>
  UV <Vector (0.0546, 0.5407)>
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Face 11782
UV Count: 3
  UV <Vector (0.0252, 0.5190)>
  UV <Vector (0.0134, 0.5190)>
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Face 11783
UV Count: 3
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0027, 0.5054)>
  UV <Vector (0.0134, 0.5054)>
Face 11784
UV Count: 3
  UV <Vector (0.4961, 0.5054)>
  UV <Vector (0.4853, 0.5190)>
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Face 11785
UV Count: 3
  UV <Vector (0.4853, 0.5054)>
  UV <Vector (0.4853, 0.5190)>
  UV <Vector (0.4698, 0.5190)>
Face 11786
UV Count: 3
  UV <Vector (0.4698, 0.5190)>
  UV <Vector (0.4565, 0.5407)>
  UV <Vector (0.4565, 0.5190)>
Face 11787
UV Count: 3
  UV <Vector (0.4404, 0.5407)>
  UV <Vector (0.4254, 0.5190)>
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Face 11788
UV Count: 3
  UV <Vector (0.4254, 0.5190)>
  UV <Vector (0.4114, 0.5407)>
  UV <Vector (0.4114, 0.5190)>
Face 11789
UV Count: 3
  UV <Vector (0.3696, 0.5190)>
  UV <Vector (0.3533, 0.5407)>
  UV <Vector (0.3533, 0.5190)>
Face 11790
UV Count: 3
  UV <Vector (0.3533, 0.5407)>
  UV <Vector (0.3346, 0.5190)>
  UV <Vector (0.3533, 0.5190)>
Face 11791
UV Count: 3
  UV <Vector (0.3346, 0.5190)>
  UV <Vector (0.3130, 0.5407)>
  UV <Vector (0.3130, 0.5190)>
Face 11792
UV Count: 3
  UV <Vector (0.3130, 0.5407)>
  UV <Vector (0.2953, 0.5190)>
  UV <Vector (0.3130, 0.5190)>
Face 11793
UV Count: 3
  UV <Vector (0.2794, 0.5190)>
  UV <Vector (0.2953, 0.5407)>
  UV <Vector (0.2794, 0.5407)>
Face 11794
UV Count: 3
  UV <Vector (0.2643, 0.5190)>
  UV <Vector (0.2794, 0.5407)>
  UV <Vector (0.2643, 0.5407)>
Face 11795
UV Count: 3
  UV <Vector (0.4114, 0.5407)>
  UV <Vector (0.3973, 0.5190)>
  UV <Vector (0.4114, 0.5190)>
Face 11796
UV Count: 3
  UV <Vector (0.1120, 0.5190)>
  UV <Vector (0.0977, 0.5407)>
  UV <Vector (0.0977, 0.5190)>
Face 11797
UV Count: 3
  UV <Vector (0.4709, 0.7668)>
  UV <Vector (0.3871, 0.7545)>
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Face 11798
UV Count: 3
  UV <Vector (0.3877, 0.7319)>
  UV <Vector (0.4728, 0.7523)>
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Face 11799
UV Count: 3
  UV <Vector (0.4565, 0.5407)>
  UV <Vector (0.4404, 0.5190)>
  UV <Vector (0.4565, 0.5190)>
Face 11800
UV Count: 3
  UV <Vector (0.3884, 0.7094)>
  UV <Vector (0.4750, 0.7318)>
  UV <Vector (0.3877, 0.7319)>
Face 11801
UV Count: 3
  UV <Vector (0.3905, 0.6869)>
  UV <Vector (0.4794, 0.7063)>
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Face 11802
UV Count: 3
  UV <Vector (0.3986, 0.6625)>
  UV <Vector (0.4803, 0.6822)>
  UV <Vector (0.3905, 0.6869)>
Face 11803
UV Count: 3
  UV <Vector (0.4148, 0.6489)>
  UV <Vector (0.4739, 0.6628)>
  UV <Vector (0.3986, 0.6625)>
Face 11804
UV Count: 3
  UV <Vector (0.4378, 0.6431)>
  UV <Vector (0.4607, 0.6485)>
  UV <Vector (0.4148, 0.6489)>
Face 11805
UV Count: 3
  UV <Vector (0.4678, 0.7958)>
  UV <Vector (0.3881, 0.7695)>
  UV <Vector (0.4709, 0.7668)>
Face 11806
UV Count: 3
  UV <Vector (0.3830, 0.5190)>
  UV <Vector (0.3696, 0.5407)>
  UV <Vector (0.3696, 0.5190)>
Face 11807
UV Count: 3
  UV <Vector (0.3849, 0.7968)>
  UV <Vector (0.4738, 0.8162)>
  UV <Vector (0.3807, 0.8156)>
Face 11808
UV Count: 3
  UV <Vector (0.4738, 0.8162)>
  UV <Vector (0.3724, 0.8440)>
  UV <Vector (0.3807, 0.8156)>
Face 11809
UV Count: 3
  UV <Vector (0.4835, 0.8361)>
  UV <Vector (0.3707, 0.8793)>
  UV <Vector (0.3724, 0.8440)>
Face 11810
UV Count: 3
  UV <Vector (0.4952, 0.8719)>
  UV <Vector (0.3766, 0.9161)>
  UV <Vector (0.3707, 0.8793)>
Face 11811
UV Count: 3
  UV <Vector (0.4952, 0.9122)>
  UV <Vector (0.3875, 0.9463)>
  UV <Vector (0.3766, 0.9161)>
Face 11812
UV Count: 3
  UV <Vector (0.4915, 0.9420)>
  UV <Vector (0.4045, 0.9726)>
  UV <Vector (0.3875, 0.9463)>
Face 11813
UV Count: 3
  UV <Vector (0.4814, 0.9712)>
  UV <Vector (0.4225, 0.9879)>
  UV <Vector (0.4045, 0.9726)>
Face 11814
UV Count: 3
  UV <Vector (0.4445, 0.9928)>
  UV <Vector (0.4225, 0.9879)>
  UV <Vector (0.4651, 0.9893)>
Face 11815
UV Count: 3
  UV <Vector (0.4961, 0.5190)>
  UV <Vector (0.4853, 0.5407)>
  UV <Vector (0.4853, 0.5190)>
Face 11816
UV Count: 3
  UV <Vector (0.4853, 0.5190)>
  UV <Vector (0.4698, 0.5407)>
  UV <Vector (0.4698, 0.5190)>
Face 11817
UV Count: 3
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0252, 0.5407)>
  UV <Vector (0.0134, 0.5407)>
Face 11818
UV Count: 3
  UV <Vector (0.0027, 0.5190)>
  UV <Vector (0.0134, 0.5407)>
  UV <Vector (0.0027, 0.5407)>
Face 11819
UV Count: 3
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3785, 0.6112)>
  UV <Vector (0.3678, 0.6313)>
Face 11820
UV Count: 3
  UV <Vector (0.2012, 0.8978)>
  UV <Vector (0.1880, 0.8784)>
  UV <Vector (0.2148, 0.8803)>
Face 11821
UV Count: 3
  UV <Vector (0.1872, 0.9071)>
  UV <Vector (0.1880, 0.8784)>
  UV <Vector (0.2012, 0.8978)>
Face 11822
UV Count: 3
  UV <Vector (0.3577, 0.5954)>
  UV <Vector (0.3785, 0.6112)>
  UV <Vector (0.3581, 0.6138)>
Face 11823
UV Count: 3
  UV <Vector (0.3847, 0.5588)>
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3611, 0.5543)>
Face 11824
UV Count: 3
  UV <Vector (0.1567, 0.9264)>
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1729, 0.9159)>
Face 11825
UV Count: 3
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.2317, 0.8766)>
  UV <Vector (0.2217, 0.8860)>
Face 11826
UV Count: 3
  UV <Vector (0.3507, 0.6463)>
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3518, 0.6355)>
Face 11827
UV Count: 3
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.3278, 0.6442)>
Face 11828
UV Count: 3
  UV <Vector (0.3137, 0.6646)>
  UV <Vector (0.2905, 0.6653)>
  UV <Vector (0.3105, 0.6535)>
Face 11829
UV Count: 3
  UV <Vector (0.2942, 0.6741)>
  UV <Vector (0.2747, 0.6722)>
  UV <Vector (0.2905, 0.6653)>
Face 11830
UV Count: 3
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2162, 0.8470)>
  UV <Vector (0.2268, 0.8468)>
Face 11831
UV Count: 3
  UV <Vector (0.2162, 0.8470)>
  UV <Vector (0.2246, 0.8307)>
  UV <Vector (0.2268, 0.8468)>
Face 11832
UV Count: 3
  UV <Vector (0.2146, 0.8311)>
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2246, 0.8307)>
Face 11833
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2167, 0.7789)>
  UV <Vector (0.2297, 0.7753)>
Face 11834
UV Count: 3
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1021, 0.8277)>
  UV <Vector (0.1192, 0.8178)>
Face 11835
UV Count: 3
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1094, 0.8513)>
  UV <Vector (0.1282, 0.8420)>
Face 11836
UV Count: 3
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1255, 0.8916)>
  UV <Vector (0.1140, 0.8756)>
Face 11837
UV Count: 3
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.2049, 0.8348)>
Face 11838
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1461, 0.8810)>
  UV <Vector (0.1377, 0.8646)>
Face 11839
UV Count: 3
  UV <Vector (0.2049, 0.8348)>
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.2042, 0.8077)>
Face 11840
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1503, 0.8305)>
Face 11841
UV Count: 3
  UV <Vector (0.2042, 0.8077)>
  UV <Vector (0.1715, 0.7926)>
  UV <Vector (0.2050, 0.7837)>
Face 11842
UV Count: 3
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1192, 0.8178)>
  UV <Vector (0.1453, 0.8049)>
Face 11843
UV Count: 3
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.2096, 0.8677)>
  UV <Vector (0.1880, 0.8784)>
Face 11844
UV Count: 3
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1880, 0.8784)>
  UV <Vector (0.1721, 0.8889)>
Face 11845
UV Count: 3
  UV <Vector (0.1461, 0.8810)>
  UV <Vector (0.1415, 0.9084)>
  UV <Vector (0.1255, 0.8916)>
Face 11846
UV Count: 3
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1721, 0.8889)>
Face 11847
UV Count: 3
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1715, 0.7926)>
Face 11848
UV Count: 3
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1728, 0.8203)>
Face 11849
UV Count: 3
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1756, 0.8475)>
Face 11850
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3797, 0.5946)>
  UV <Vector (0.3577, 0.5954)>
Face 11851
UV Count: 3
  UV <Vector (0.1729, 0.9159)>
  UV <Vector (0.1721, 0.8889)>
  UV <Vector (0.1872, 0.9071)>
Face 11852
UV Count: 3
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.3386, 0.5486)>
  UV <Vector (0.3366, 0.5702)>
Face 11853
UV Count: 3
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.2943, 0.5452)>
  UV <Vector (0.3144, 0.5413)>
Face 11854
UV Count: 3
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.3114, 0.6284)>
Face 11855
UV Count: 3
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.2910, 0.6051)>
  UV <Vector (0.3127, 0.5968)>
Face 11856
UV Count: 3
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.2934, 0.5712)>
  UV <Vector (0.3144, 0.5693)>
Face 11857
UV Count: 3
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.3308, 0.6224)>
Face 11858
UV Count: 3
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.3341, 0.5933)>
Face 11859
UV Count: 3
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.3366, 0.5702)>
Face 11860
UV Count: 3
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3581, 0.6138)>
Face 11861
UV Count: 3
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3577, 0.5954)>
Face 11862
UV Count: 3
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3577, 0.5954)>
Face 11863
UV Count: 3
  UV <Vector (0.3611, 0.5543)>
  UV <Vector (0.3366, 0.5702)>
  UV <Vector (0.3386, 0.5486)>
Face 11864
UV Count: 3
  UV <Vector (0.0510, 0.5476)>
  UV <Vector (0.0800, 0.5607)>
  UV <Vector (0.0622, 0.5699)>
Face 11865
UV Count: 3
  UV <Vector (0.0306, 0.5654)>
  UV <Vector (0.0622, 0.5699)>
  UV <Vector (0.0504, 0.5814)>
Face 11866
UV Count: 3
  UV <Vector (0.1046, 0.5420)>
  UV <Vector (0.1349, 0.5667)>
  UV <Vector (0.0970, 0.5607)>
Face 11867
UV Count: 3
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.0779, 0.5413)>
  UV <Vector (0.1046, 0.5420)>
Face 11868
UV Count: 3
  UV <Vector (0.2143, 0.5605)>
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2051, 0.5825)>
Face 11869
UV Count: 3
  UV <Vector (0.2312, 0.5601)>
  UV <Vector (0.2511, 0.5779)>
  UV <Vector (0.2315, 0.5807)>
Face 11870
UV Count: 3
  UV <Vector (0.1712, 0.5564)>
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.1621, 0.5741)>
Face 11871
UV Count: 3
  UV <Vector (0.1939, 0.5583)>
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.1865, 0.5799)>
Face 11872
UV Count: 3
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1391, 0.5500)>
  UV <Vector (0.1712, 0.5564)>
Face 11873
UV Count: 3
  UV <Vector (0.2710, 0.5524)>
  UV <Vector (0.2934, 0.5712)>
  UV <Vector (0.2695, 0.5781)>
Face 11874
UV Count: 3
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2524, 0.5571)>
  UV <Vector (0.2710, 0.5524)>
Face 11875
UV Count: 3
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0622, 0.5699)>
  UV <Vector (0.0869, 0.5794)>
Face 11876
UV Count: 3
  UV <Vector (0.1073, 0.6044)>
  UV <Vector (0.0869, 0.5794)>
  UV <Vector (0.1176, 0.5863)>
Face 11877
UV Count: 3
  UV <Vector (0.0800, 0.5607)>
  UV <Vector (0.0869, 0.5794)>
  UV <Vector (0.0622, 0.5699)>
Face 11878
UV Count: 3
  UV <Vector (0.1176, 0.5863)>
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.1349, 0.5667)>
Face 11879
UV Count: 3
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2910, 0.6051)>
Face 11880
UV Count: 3
  UV <Vector (0.2910, 0.6051)>
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2934, 0.5712)>
Face 11881
UV Count: 3
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2905, 0.6653)>
  UV <Vector (0.2747, 0.6722)>
Face 11882
UV Count: 3
  UV <Vector (0.0752, 0.7729)>
  UV <Vector (0.0791, 0.7448)>
  UV <Vector (0.0934, 0.7608)>
Face 11883
UV Count: 3
  UV <Vector (0.0874, 0.7885)>
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.1059, 0.7777)>
Face 11884
UV Count: 3
  UV <Vector (0.0273, 0.7126)>
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0455, 0.7371)>
Face 11885
UV Count: 3
  UV <Vector (0.0455, 0.7371)>
  UV <Vector (0.0791, 0.7448)>
  UV <Vector (0.0614, 0.7581)>
Face 11886
UV Count: 3
  UV <Vector (0.0874, 0.7885)>
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.0950, 0.8040)>
Face 11887
UV Count: 3
  UV <Vector (0.0950, 0.8040)>
  UV <Vector (0.1192, 0.8178)>
  UV <Vector (0.1021, 0.8277)>
Face 11888
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1590, 0.7748)>
  UV <Vector (0.1715, 0.7926)>
Face 11889
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.1372, 0.7824)>
Face 11890
UV Count: 3
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.1841, 0.7601)>
  UV <Vector (0.2009, 0.7655)>
Face 11891
UV Count: 3
  UV <Vector (0.0024, 0.6573)>
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0113, 0.6853)>
Face 11892
UV Count: 3
  UV <Vector (0.0004, 0.6297)>
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0024, 0.6573)>
Face 11893
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0004, 0.6297)>
  UV <Vector (0.0074, 0.6022)>
Face 11894
UV Count: 3
  UV <Vector (0.0203, 0.6296)>
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0363, 0.6438)>
Face 11895
UV Count: 3
  UV <Vector (0.0363, 0.6438)>
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0203, 0.6296)>
Face 11896
UV Count: 3
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.0791, 0.7448)>
Face 11897
UV Count: 3
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0621, 0.7225)>
Face 11898
UV Count: 3
  UV <Vector (0.0113, 0.6853)>
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0273, 0.7126)>
Face 11899
UV Count: 3
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0363, 0.6438)>
Face 11900
UV Count: 3
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0790, 0.6619)>
Face 11901
UV Count: 3
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1059, 0.7777)>
Face 11902
UV Count: 3
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.1129, 0.7429)>
Face 11903
UV Count: 3
  UV <Vector (0.1059, 0.7777)>
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1127, 0.7942)>
Face 11904
UV Count: 3
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.1975, 0.6013)>
  UV <Vector (0.1705, 0.6011)>
Face 11905
UV Count: 3
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1430, 0.5959)>
Face 11906
UV Count: 3
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2239, 0.6028)>
Face 11907
UV Count: 3
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.2239, 0.6028)>
  UV <Vector (0.1975, 0.6013)>
Face 11908
UV Count: 3
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1349, 0.5667)>
  UV <Vector (0.1621, 0.5741)>
Face 11909
UV Count: 3
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2511, 0.5779)>
Face 11910
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2430, 0.7365)>
  UV <Vector (0.2394, 0.7492)>
Face 11911
UV Count: 3
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2610, 0.7120)>
  UV <Vector (0.2513, 0.7246)>
Face 11912
UV Count: 3
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1134, 0.6451)>
Face 11913
UV Count: 3
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1134, 0.6451)>
Face 11914
UV Count: 3
  UV <Vector (0.1728, 0.6384)>
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1435, 0.6676)>
Face 11915
UV Count: 3
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.1722, 0.6837)>
Face 11916
UV Count: 3
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.1920, 0.6937)>
Face 11917
UV Count: 3
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2302, 0.7178)>
Face 11918
UV Count: 3
  UV <Vector (0.0790, 0.6619)>
  UV <Vector (0.1134, 0.6451)>
  UV <Vector (0.0963, 0.6786)>
Face 11919
UV Count: 3
  UV <Vector (0.1134, 0.6451)>
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.0963, 0.6786)>
Face 11920
UV Count: 3
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1257, 0.7053)>
Face 11921
UV Count: 3
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1803, 0.7270)>
  UV <Vector (0.1550, 0.7184)>
Face 11922
UV Count: 3
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.1947, 0.7327)>
  UV <Vector (0.1803, 0.7270)>
Face 11923
UV Count: 3
  UV <Vector (0.1947, 0.7327)>
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.2102, 0.7425)>
Face 11924
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2379, 0.7636)>
  UV <Vector (0.2297, 0.7753)>
Face 11925
UV Count: 3
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2176, 0.7583)>
  UV <Vector (0.2261, 0.7512)>
Face 11926
UV Count: 3
  UV <Vector (0.2610, 0.7120)>
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2614, 0.6953)>
Face 11927
UV Count: 3
  UV <Vector (0.2614, 0.6953)>
  UV <Vector (0.2759, 0.7003)>
  UV <Vector (0.2610, 0.7120)>
Face 11928
UV Count: 3
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.3200, 0.6773)>
  UV <Vector (0.2929, 0.6919)>
Face 11929
UV Count: 3
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3367, 0.6686)>
  UV <Vector (0.3200, 0.6773)>
Face 11930
UV Count: 3
  UV <Vector (0.3349, 0.6621)>
  UV <Vector (0.3535, 0.6607)>
  UV <Vector (0.3367, 0.6686)>
Face 11931
UV Count: 3
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2990, 0.6817)>
Face 11932
UV Count: 3
  UV <Vector (0.2246, 0.8307)>
  UV <Vector (0.2299, 0.8464)>
  UV <Vector (0.2268, 0.8468)>
Face 11933
UV Count: 3
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2299, 0.8464)>
  UV <Vector (0.2323, 0.8553)>
Face 11934
UV Count: 3
  UV <Vector (0.2317, 0.8766)>
  UV <Vector (0.2342, 0.8654)>
  UV <Vector (0.2377, 0.8739)>
Face 11935
UV Count: 3
  UV <Vector (0.3713, 0.6551)>
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3736, 0.6484)>
Face 11936
UV Count: 3
  UV <Vector (0.2308, 0.8299)>
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2317, 0.8047)>
Face 11937
UV Count: 3
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2263, 0.8065)>
Face 11938
UV Count: 3
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2379, 0.7636)>
  UV <Vector (0.2378, 0.7813)>
Face 11939
UV Count: 3
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.2808, 0.7063)>
  UV <Vector (0.2759, 0.7003)>
Face 11940
UV Count: 3
  UV <Vector (0.2430, 0.7365)>
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2513, 0.7246)>
Face 11941
UV Count: 3
  UV <Vector (0.2394, 0.7492)>
  UV <Vector (0.2508, 0.7439)>
  UV <Vector (0.2456, 0.7562)>
Face 11942
UV Count: 3
  UV <Vector (0.2430, 0.7365)>
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2508, 0.7439)>
Face 11943
UV Count: 3
  UV <Vector (0.2759, 0.7003)>
  UV <Vector (0.2685, 0.7179)>
  UV <Vector (0.2610, 0.7120)>
Face 11944
UV Count: 3
  UV <Vector (0.2379, 0.7636)>
  UV <Vector (0.2456, 0.7562)>
  UV <Vector (0.2428, 0.7670)>
Face 11945
UV Count: 3
  UV <Vector (0.2378, 0.7813)>
  UV <Vector (0.2428, 0.7670)>
  UV <Vector (0.2447, 0.7856)>
Face 11946
UV Count: 3
  UV <Vector (0.2610, 0.7120)>
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2513, 0.7246)>
Face 11947
UV Count: 3
  UV <Vector (0.3535, 0.6607)>
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3367, 0.6686)>
Face 11948
UV Count: 3
  UV <Vector (0.3200, 0.6773)>
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3234, 0.6841)>
Face 11949
UV Count: 3
  UV <Vector (0.3234, 0.6841)>
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.3200, 0.6773)>
Face 11950
UV Count: 3
  UV <Vector (0.2377, 0.8739)>
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2460, 0.8722)>
Face 11951
UV Count: 3
  UV <Vector (0.2308, 0.8299)>
  UV <Vector (0.2383, 0.8447)>
  UV <Vector (0.2299, 0.8464)>
Face 11952
UV Count: 3
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2383, 0.8447)>
  UV <Vector (0.2404, 0.8598)>
Face 11953
UV Count: 3
  UV <Vector (0.3713, 0.6551)>
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3626, 0.6573)>
Face 11954
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2308, 0.8299)>
Face 11955
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2447, 0.7856)>
  UV <Vector (0.2428, 0.8048)>
Face 11956
UV Count: 3
  UV <Vector (0.2456, 0.7562)>
  UV <Vector (0.2615, 0.7745)>
  UV <Vector (0.2428, 0.7670)>
Face 11957
UV Count: 3
  UV <Vector (0.2685, 0.7179)>
  UV <Vector (0.2966, 0.7245)>
  UV <Vector (0.2896, 0.7416)>
Face 11958
UV Count: 3
  UV <Vector (0.2508, 0.7439)>
  UV <Vector (0.2667, 0.7652)>
  UV <Vector (0.2456, 0.7562)>
Face 11959
UV Count: 3
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2787, 0.7569)>
  UV <Vector (0.2508, 0.7439)>
Face 11960
UV Count: 3
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2896, 0.7416)>
  UV <Vector (0.2850, 0.7492)>
Face 11961
UV Count: 3
  UV <Vector (0.2615, 0.7745)>
  UV <Vector (0.2447, 0.7856)>
  UV <Vector (0.2428, 0.7670)>
Face 11962
UV Count: 3
  UV <Vector (0.2963, 0.7027)>
  UV <Vector (0.2966, 0.7245)>
  UV <Vector (0.2808, 0.7063)>
Face 11963
UV Count: 3
  UV <Vector (0.3120, 0.7196)>
  UV <Vector (0.3234, 0.6841)>
  UV <Vector (0.3412, 0.7120)>
Face 11964
UV Count: 3
  UV <Vector (0.3576, 0.6693)>
  UV <Vector (0.3583, 0.6967)>
  UV <Vector (0.3406, 0.6755)>
Face 11965
UV Count: 3
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3412, 0.7120)>
  UV <Vector (0.3234, 0.6841)>
Face 11966
UV Count: 3
  UV <Vector (0.3869, 0.6741)>
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3756, 0.6624)>
Face 11967
UV Count: 3
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2659, 0.8152)>
  UV <Vector (0.2635, 0.8321)>
Face 11968
UV Count: 3
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2615, 0.8446)>
  UV <Vector (0.2383, 0.8447)>
Face 11969
UV Count: 3
  UV <Vector (0.2404, 0.8598)>
  UV <Vector (0.2615, 0.8446)>
  UV <Vector (0.2614, 0.8566)>
Face 11970
UV Count: 3
  UV <Vector (0.2428, 0.8048)>
  UV <Vector (0.2606, 0.7870)>
  UV <Vector (0.2659, 0.8152)>
Face 11971
UV Count: 3
  UV <Vector (0.2614, 0.8566)>
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2404, 0.8598)>
Face 11972
UV Count: 3
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3507, 0.6463)>
Face 11973
UV Count: 3
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3535, 0.6607)>
  UV <Vector (0.3505, 0.6548)>
Face 11974
UV Count: 3
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3715, 0.6856)>
  UV <Vector (0.3576, 0.6693)>
Face 11975
UV Count: 3
  UV <Vector (0.3626, 0.6573)>
  UV <Vector (0.3576, 0.6693)>
  UV <Vector (0.3535, 0.6607)>
Face 11976
UV Count: 3
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2342, 0.8654)>
Face 11977
UV Count: 3
  UV <Vector (0.2342, 0.8654)>
  UV <Vector (0.2404, 0.8598)>
  UV <Vector (0.2442, 0.8667)>
Face 11978
UV Count: 3
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2623, 0.8744)>
  UV <Vector (0.2460, 0.8722)>
Face 11979
UV Count: 3
  UV <Vector (0.1176, 0.5863)>
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1073, 0.6044)>
Face 11980
UV Count: 3
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1728, 0.6384)>
  UV <Vector (0.1481, 0.6204)>
Face 11981
UV Count: 3
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1975, 0.6013)>
Face 11982
UV Count: 3
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2238, 0.6246)>
  UV <Vector (0.2239, 0.6028)>
Face 11983
UV Count: 3
  UV <Vector (0.2239, 0.6028)>
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.1975, 0.6013)>
Face 11984
UV Count: 3
  UV <Vector (0.2535, 0.6237)>
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2717, 0.6436)>
Face 11985
UV Count: 3
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.2238, 0.6246)>
Face 11986
UV Count: 3
  UV <Vector (0.2308, 0.6786)>
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2571, 0.6768)>
Face 11987
UV Count: 3
  UV <Vector (0.2571, 0.6768)>
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2747, 0.6722)>
Face 11988
UV Count: 3
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.2438, 0.6619)>
Face 11989
UV Count: 3
  UV <Vector (0.2238, 0.6246)>
  UV <Vector (0.2535, 0.6237)>
  UV <Vector (0.2313, 0.6416)>
Face 11990
UV Count: 3
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2535, 0.6237)>
  UV <Vector (0.2717, 0.6436)>
Face 11991
UV Count: 3
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.1728, 0.6384)>
Face 11992
UV Count: 3
  UV <Vector (0.2753, 0.6809)>
  UV <Vector (0.2571, 0.6768)>
  UV <Vector (0.2747, 0.6722)>
Face 11993
UV Count: 3
  UV <Vector (0.2571, 0.6768)>
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2308, 0.6786)>
Face 11994
UV Count: 3
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.2238, 0.6246)>
Face 11995
UV Count: 3
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.2535, 0.6237)>
  UV <Vector (0.2438, 0.6619)>
Face 11996
UV Count: 3
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1705, 0.6011)>
Face 11997
UV Count: 3
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1728, 0.6384)>
Face 11998
UV Count: 3
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.1880, 0.8784)>
  UV <Vector (0.2096, 0.8677)>
Face 11999
UV Count: 3
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3581, 0.6138)>
Face 12000
UV Count: 3
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3736, 0.6484)>
  UV <Vector (0.3613, 0.6507)>
Face 12001
UV Count: 3
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2096, 0.8677)>
  UV <Vector (0.2200, 0.8601)>
Face 12002
UV Count: 3
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2585, 0.6869)>
  UV <Vector (0.2614, 0.6953)>
Face 12003
UV Count: 3
  UV <Vector (0.3137, 0.6646)>
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.2942, 0.6741)>
Face 12004
UV Count: 3
  UV <Vector (0.2753, 0.6809)>
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.2755, 0.6893)>
Face 12005
UV Count: 3
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3505, 0.6548)>
  UV <Vector (0.3349, 0.6621)>
Face 12006
UV Count: 3
  UV <Vector (0.2585, 0.6869)>
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2614, 0.6953)>
Face 12007
UV Count: 3
  UV <Vector (0.3507, 0.6463)>
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3505, 0.6548)>
Face 12008
UV Count: 3
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3137, 0.6646)>
Face 12009
UV Count: 3
  UV <Vector (0.2200, 0.8601)>
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.2162, 0.8470)>
Face 12010
UV Count: 3
  UV <Vector (0.2167, 0.7789)>
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.2176, 0.7583)>
Face 12011
UV Count: 3
  UV <Vector (0.2200, 0.8601)>
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2279, 0.8666)>
Face 12012
UV Count: 3
  UV <Vector (0.2162, 0.8470)>
  UV <Vector (0.2049, 0.8348)>
  UV <Vector (0.2146, 0.8311)>
Face 12013
UV Count: 3
  UV <Vector (0.2146, 0.8311)>
  UV <Vector (0.2042, 0.8077)>
  UV <Vector (0.2148, 0.8067)>
Face 12014
UV Count: 3
  UV <Vector (0.2148, 0.8067)>
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.2167, 0.7789)>
Face 12015
UV Count: 3
  UV <Vector (0.0790, 0.6619)>
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0534, 0.6707)>
Face 12016
UV Count: 3
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0963, 0.6786)>
  UV <Vector (0.1066, 0.6880)>
Face 12017
UV Count: 3
  UV <Vector (0.1129, 0.7429)>
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.1285, 0.7303)>
Face 12018
UV Count: 3
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.1453, 0.7473)>
Face 12019
UV Count: 3
  UV <Vector (0.1372, 0.7824)>
  UV <Vector (0.1453, 0.7473)>
  UV <Vector (0.1590, 0.7748)>
Face 12020
UV Count: 3
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1453, 0.7473)>
  UV <Vector (0.1285, 0.7303)>
Face 12021
UV Count: 3
  UV <Vector (0.1841, 0.7601)>
  UV <Vector (0.1715, 0.7926)>
  UV <Vector (0.1590, 0.7748)>
Face 12022
UV Count: 3
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1803, 0.7270)>
Face 12023
UV Count: 3
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.1257, 0.7053)>
  UV <Vector (0.1550, 0.7184)>
Face 12024
UV Count: 3
  UV <Vector (0.1590, 0.7748)>
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1841, 0.7601)>
Face 12025
UV Count: 3
  UV <Vector (0.1803, 0.7270)>
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.1722, 0.7464)>
Face 12026
UV Count: 3
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.1947, 0.7327)>
Face 12027
UV Count: 3
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2261, 0.7512)>
Face 12028
UV Count: 3
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.2053, 0.7546)>
  UV <Vector (0.2176, 0.7583)>
Face 12029
UV Count: 3
  UV <Vector (0.2176, 0.7583)>
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.2261, 0.7512)>
Face 12030
UV Count: 3
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3785, 0.6112)>
  UV <Vector (0.3758, 0.6349)>
Face 12031
UV Count: 3
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.2217, 0.8860)>
  UV <Vector (0.2012, 0.8978)>
Face 12032
UV Count: 3
  UV <Vector (0.2053, 0.7546)>
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.2176, 0.7583)>
Face 12033
UV Count: 3
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.1841, 0.7601)>
  UV <Vector (0.1722, 0.7464)>
Face 12034
UV Count: 3
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.2053, 0.7546)>
Face 12035
UV Count: 3
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1257, 0.7053)>
  UV <Vector (0.1066, 0.6880)>
Face 12036
UV Count: 3
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.0762, 0.7003)>
Face 12037
UV Count: 3
  UV <Vector (0.2313, 0.6416)>
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.1985, 0.6467)>
Face 12038
UV Count: 3
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1066, 0.6880)>
Face 12039
UV Count: 3
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1278, 0.6559)>
Face 12040
UV Count: 3
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.1257, 0.7053)>
Face 12041
UV Count: 3
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1313, 0.6178)>
Face 12042
UV Count: 3
  UV <Vector (0.1285, 0.7303)>
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1129, 0.7429)>
Face 12043
UV Count: 3
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.1257, 0.7053)>
  UV <Vector (0.1285, 0.7303)>
Face 12044
UV Count: 3
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1372, 0.7824)>
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Face 12045
UV Count: 3
  UV <Vector (0.2486, 0.5190)>
  UV <Vector (0.2486, 0.5407)>
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Face 12046
UV Count: 3
  UV <Vector (0.2306, 0.5190)>
  UV <Vector (0.2306, 0.5407)>
  UV <Vector (0.2486, 0.5407)>
Face 12047
UV Count: 3
  UV <Vector (0.0074, 0.6022)>
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0378, 0.5947)>
Face 12048
UV Count: 3
  UV <Vector (0.0378, 0.5947)>
  UV <Vector (0.0504, 0.5814)>
  UV <Vector (0.0306, 0.5654)>
Face 12049
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0790, 0.6619)>
  UV <Vector (0.0929, 0.6301)>
Face 12050
UV Count: 3
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.1073, 0.6044)>
  UV <Vector (0.0755, 0.5961)>
Face 12051
UV Count: 3
  UV <Vector (0.0630, 0.6130)>
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0504, 0.5814)>
Face 12052
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0630, 0.6130)>
Face 12053
UV Count: 3
  UV <Vector (0.2306, 0.5190)>
  UV <Vector (0.2156, 0.5190)>
  UV <Vector (0.2156, 0.5407)>
Face 12054
UV Count: 3
  UV <Vector (0.1997, 0.5190)>
  UV <Vector (0.1997, 0.5407)>
  UV <Vector (0.2156, 0.5407)>
Face 12055
UV Count: 3
  UV <Vector (0.1820, 0.5190)>
  UV <Vector (0.1820, 0.5407)>
  UV <Vector (0.1997, 0.5407)>
Face 12056
UV Count: 3
  UV <Vector (0.1604, 0.5190)>
  UV <Vector (0.1604, 0.5407)>
  UV <Vector (0.1820, 0.5407)>
Face 12057
UV Count: 3
  UV <Vector (0.1604, 0.5190)>
  UV <Vector (0.1417, 0.5190)>
  UV <Vector (0.1417, 0.5407)>
Face 12058
UV Count: 3
  UV <Vector (0.1417, 0.5190)>
  UV <Vector (0.1254, 0.5190)>
  UV <Vector (0.1254, 0.5407)>
Face 12059
UV Count: 3
  UV <Vector (0.1254, 0.5190)>
  UV <Vector (0.1120, 0.5190)>
  UV <Vector (0.1120, 0.5407)>
Face 12060
UV Count: 3
  UV <Vector (0.0977, 0.5190)>
  UV <Vector (0.0836, 0.5190)>
  UV <Vector (0.0836, 0.5407)>
Face 12061
UV Count: 3
  UV <Vector (0.3830, 0.5190)>
  UV <Vector (0.3830, 0.5407)>
  UV <Vector (0.3973, 0.5407)>
Face 12062
UV Count: 3
  UV <Vector (0.0836, 0.5190)>
  UV <Vector (0.0696, 0.5190)>
  UV <Vector (0.0696, 0.5407)>
Face 12063
UV Count: 3
  UV <Vector (0.0385, 0.5190)>
  UV <Vector (0.0385, 0.5407)>
  UV <Vector (0.0546, 0.5407)>
Face 12064
UV Count: 3
  UV <Vector (0.0252, 0.5190)>
  UV <Vector (0.0252, 0.5407)>
  UV <Vector (0.0385, 0.5407)>
Face 12065
UV Count: 3
  UV <Vector (0.0696, 0.5190)>
  UV <Vector (0.0546, 0.5190)>
  UV <Vector (0.0546, 0.5407)>
Face 12066
UV Count: 3
  UV <Vector (0.0027, 0.5054)>
  UV <Vector (0.0027, 0.5190)>
  UV <Vector (0.0134, 0.5190)>
Face 12067
UV Count: 3
  UV <Vector (0.4961, 0.5054)>
  UV <Vector (0.4853, 0.5054)>
  UV <Vector (0.4853, 0.5190)>
Face 12068
UV Count: 3
  UV <Vector (0.4698, 0.5190)>
  UV <Vector (0.4565, 0.5190)>
  UV <Vector (0.4565, 0.5407)>
Face 12069
UV Count: 3
  UV <Vector (0.4254, 0.5190)>
  UV <Vector (0.4254, 0.5407)>
  UV <Vector (0.4404, 0.5407)>
Face 12070
UV Count: 3
  UV <Vector (0.4254, 0.5190)>
  UV <Vector (0.4114, 0.5190)>
  UV <Vector (0.4114, 0.5407)>
Face 12071
UV Count: 3
  UV <Vector (0.3696, 0.5190)>
  UV <Vector (0.3533, 0.5190)>
  UV <Vector (0.3533, 0.5407)>
Face 12072
UV Count: 3
  UV <Vector (0.3346, 0.5190)>
  UV <Vector (0.3346, 0.5407)>
  UV <Vector (0.3533, 0.5407)>
Face 12073
UV Count: 3
  UV <Vector (0.3346, 0.5190)>
  UV <Vector (0.3130, 0.5190)>
  UV <Vector (0.3130, 0.5407)>
Face 12074
UV Count: 3
  UV <Vector (0.2953, 0.5190)>
  UV <Vector (0.2953, 0.5407)>
  UV <Vector (0.3130, 0.5407)>
Face 12075
UV Count: 3
  UV <Vector (0.2794, 0.5190)>
  UV <Vector (0.2794, 0.5407)>
  UV <Vector (0.2953, 0.5407)>
Face 12076
UV Count: 3
  UV <Vector (0.2643, 0.5190)>
  UV <Vector (0.2643, 0.5407)>
  UV <Vector (0.2794, 0.5407)>
Face 12077
UV Count: 3
  UV <Vector (0.3973, 0.5190)>
  UV <Vector (0.3973, 0.5407)>
  UV <Vector (0.4114, 0.5407)>
Face 12078
UV Count: 3
  UV <Vector (0.1120, 0.5190)>
  UV <Vector (0.0977, 0.5190)>
  UV <Vector (0.0977, 0.5407)>
Face 12079
UV Count: 3
  UV <Vector (0.3871, 0.7545)>
  UV <Vector (0.3881, 0.7695)>
  UV <Vector (0.4709, 0.7668)>
Face 12080
UV Count: 3
  UV <Vector (0.3877, 0.7319)>
  UV <Vector (0.3871, 0.7545)>
  UV <Vector (0.4728, 0.7523)>
Face 12081
UV Count: 3
  UV <Vector (0.4404, 0.5190)>
  UV <Vector (0.4404, 0.5407)>
  UV <Vector (0.4565, 0.5407)>
Face 12082
UV Count: 3
  UV <Vector (0.3884, 0.7094)>
  UV <Vector (0.3877, 0.7319)>
  UV <Vector (0.4750, 0.7318)>
Face 12083
UV Count: 3
  UV <Vector (0.3905, 0.6869)>
  UV <Vector (0.3884, 0.7094)>
  UV <Vector (0.4794, 0.7063)>
Face 12084
UV Count: 3
  UV <Vector (0.3986, 0.6625)>
  UV <Vector (0.3905, 0.6869)>
  UV <Vector (0.4803, 0.6822)>
Face 12085
UV Count: 3
  UV <Vector (0.4148, 0.6489)>
  UV <Vector (0.3986, 0.6625)>
  UV <Vector (0.4739, 0.6628)>
Face 12086
UV Count: 3
  UV <Vector (0.3881, 0.7695)>
  UV <Vector (0.3849, 0.7968)>
  UV <Vector (0.4678, 0.7958)>
Face 12087
UV Count: 3
  UV <Vector (0.3830, 0.5190)>
  UV <Vector (0.3696, 0.5190)>
  UV <Vector (0.3696, 0.5407)>
Face 12088
UV Count: 3
  UV <Vector (0.3849, 0.7968)>
  UV <Vector (0.3807, 0.8156)>
  UV <Vector (0.4738, 0.8162)>
Face 12089
UV Count: 3
  UV <Vector (0.3724, 0.8440)>
  UV <Vector (0.4835, 0.8361)>
  UV <Vector (0.4738, 0.8162)>
Face 12090
UV Count: 3
  UV <Vector (0.3707, 0.8793)>
  UV <Vector (0.4952, 0.8719)>
  UV <Vector (0.4835, 0.8361)>
Face 12091
UV Count: 3
  UV <Vector (0.3766, 0.9161)>
  UV <Vector (0.4952, 0.9122)>
  UV <Vector (0.4952, 0.8719)>
Face 12092
UV Count: 3
  UV <Vector (0.3875, 0.9463)>
  UV <Vector (0.4915, 0.9420)>
  UV <Vector (0.4952, 0.9122)>
Face 12093
UV Count: 3
  UV <Vector (0.4045, 0.9726)>
  UV <Vector (0.4814, 0.9712)>
  UV <Vector (0.4915, 0.9420)>
Face 12094
UV Count: 3
  UV <Vector (0.4225, 0.9879)>
  UV <Vector (0.4651, 0.9893)>
  UV <Vector (0.4814, 0.9712)>
Face 12095
UV Count: 3
  UV <Vector (0.4853, 0.5407)>
  UV <Vector (0.4961, 0.5407)>
  UV <Vector (0.4961, 0.5190)>
Face 12096
UV Count: 3
  UV <Vector (0.4698, 0.5407)>
  UV <Vector (0.4853, 0.5407)>
  UV <Vector (0.4853, 0.5190)>
Face 12097
UV Count: 3
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0134, 0.5407)>
  UV <Vector (0.0252, 0.5407)>
Face 12098
UV Count: 3
  UV <Vector (0.0027, 0.5190)>
  UV <Vector (0.0027, 0.5407)>
  UV <Vector (0.0134, 0.5407)>
Face 12099
UV Count: 3
  UV <Vector (0.1872, 0.9071)>
  UV <Vector (0.2012, 0.8978)>
  UV <Vector (0.1880, 0.8784)>
Face 12100
UV Count: 3
  UV <Vector (0.3577, 0.5954)>
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3785, 0.6112)>
Face 12101
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3822, 0.5779)>
  UV <Vector (0.3847, 0.5588)>
Face 12102
UV Count: 3
  UV <Vector (0.1567, 0.9264)>
  UV <Vector (0.1729, 0.9159)>
  UV <Vector (0.1577, 0.8976)>
Face 12103
UV Count: 3
  UV <Vector (0.2317, 0.8766)>
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2148, 0.8803)>
Face 12104
UV Count: 3
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3288, 0.6557)>
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Face 12105
UV Count: 3
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.3137, 0.6646)>
  UV <Vector (0.3288, 0.6557)>
Face 12106
UV Count: 3
  UV <Vector (0.2905, 0.6653)>
  UV <Vector (0.2942, 0.6741)>
  UV <Vector (0.3137, 0.6646)>
Face 12107
UV Count: 3
  UV <Vector (0.2747, 0.6722)>
  UV <Vector (0.2753, 0.6809)>
  UV <Vector (0.2942, 0.6741)>
Face 12108
UV Count: 3
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2268, 0.8468)>
  UV <Vector (0.2162, 0.8470)>
Face 12109
UV Count: 3
  UV <Vector (0.2246, 0.8307)>
  UV <Vector (0.2146, 0.8311)>
  UV <Vector (0.2162, 0.8470)>
Face 12110
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2148, 0.8067)>
  UV <Vector (0.2146, 0.8311)>
Face 12111
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2167, 0.7789)>
Face 12112
UV Count: 3
  UV <Vector (0.1021, 0.8277)>
  UV <Vector (0.1094, 0.8513)>
  UV <Vector (0.1282, 0.8420)>
Face 12113
UV Count: 3
  UV <Vector (0.1094, 0.8513)>
  UV <Vector (0.1140, 0.8756)>
  UV <Vector (0.1377, 0.8646)>
Face 12114
UV Count: 3
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1140, 0.8756)>
  UV <Vector (0.1255, 0.8916)>
Face 12115
UV Count: 3
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.2077, 0.8504)>
Face 12116
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1461, 0.8810)>
Face 12117
UV Count: 3
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.2049, 0.8348)>
Face 12118
UV Count: 3
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1564, 0.8553)>
Face 12119
UV Count: 3
  UV <Vector (0.1715, 0.7926)>
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.2042, 0.8077)>
Face 12120
UV Count: 3
  UV <Vector (0.1192, 0.8178)>
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1503, 0.8305)>
Face 12121
UV Count: 3
  UV <Vector (0.2096, 0.8677)>
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.1822, 0.8638)>
Face 12122
UV Count: 3
  UV <Vector (0.1880, 0.8784)>
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.1643, 0.8725)>
Face 12123
UV Count: 3
  UV <Vector (0.1415, 0.9084)>
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1461, 0.8810)>
Face 12124
UV Count: 3
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1721, 0.8889)>
  UV <Vector (0.1643, 0.8725)>
Face 12125
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1728, 0.8203)>
Face 12126
UV Count: 3
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1756, 0.8475)>
Face 12127
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1822, 0.8638)>
Face 12128
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3577, 0.5954)>
  UV <Vector (0.3797, 0.5946)>
Face 12129
UV Count: 3
  UV <Vector (0.1729, 0.9159)>
  UV <Vector (0.1872, 0.9071)>
  UV <Vector (0.1721, 0.8889)>
Face 12130
UV Count: 3
  UV <Vector (0.3386, 0.5486)>
  UV <Vector (0.3144, 0.5413)>
  UV <Vector (0.3144, 0.5693)>
Face 12131
UV Count: 3
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.3144, 0.5413)>
  UV <Vector (0.2943, 0.5452)>
Face 12132
UV Count: 3
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.2898, 0.6384)>
Face 12133
UV Count: 3
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.2910, 0.6051)>
Face 12134
UV Count: 3
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.2934, 0.5712)>
Face 12135
UV Count: 3
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3114, 0.6284)>
Face 12136
UV Count: 3
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3127, 0.5968)>
Face 12137
UV Count: 3
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3366, 0.5702)>
  UV <Vector (0.3144, 0.5693)>
Face 12138
UV Count: 3
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3308, 0.6224)>
Face 12139
UV Count: 3
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3577, 0.5954)>
  UV <Vector (0.3341, 0.5933)>
Face 12140
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3366, 0.5702)>
  UV <Vector (0.3341, 0.5933)>
Face 12141
UV Count: 3
  UV <Vector (0.3366, 0.5702)>
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3611, 0.5543)>
Face 12142
UV Count: 3
  UV <Vector (0.0510, 0.5476)>
  UV <Vector (0.0622, 0.5699)>
  UV <Vector (0.0800, 0.5607)>
Face 12143
UV Count: 3
  UV <Vector (0.0306, 0.5654)>
  UV <Vector (0.0504, 0.5814)>
  UV <Vector (0.0622, 0.5699)>
Face 12144
UV Count: 3
  UV <Vector (0.1046, 0.5420)>
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.1349, 0.5667)>
Face 12145
UV Count: 3
  UV <Vector (0.0779, 0.5413)>
  UV <Vector (0.0800, 0.5607)>
  UV <Vector (0.0970, 0.5607)>
Face 12146
UV Count: 3
  UV <Vector (0.2143, 0.5605)>
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.2315, 0.5807)>
Face 12147
UV Count: 3
  UV <Vector (0.2312, 0.5601)>
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2511, 0.5779)>
Face 12148
UV Count: 3
  UV <Vector (0.1712, 0.5564)>
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1865, 0.5799)>
Face 12149
UV Count: 3
  UV <Vector (0.1939, 0.5583)>
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.2051, 0.5825)>
Face 12150
UV Count: 3
  UV <Vector (0.1391, 0.5500)>
  UV <Vector (0.1349, 0.5667)>
  UV <Vector (0.1621, 0.5741)>
Face 12151
UV Count: 3
  UV <Vector (0.2710, 0.5524)>
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2934, 0.5712)>
Face 12152
UV Count: 3
  UV <Vector (0.2524, 0.5571)>
  UV <Vector (0.2511, 0.5779)>
  UV <Vector (0.2695, 0.5781)>
Face 12153
UV Count: 3
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0869, 0.5794)>
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Face 12154
UV Count: 3
  UV <Vector (0.1073, 0.6044)>
  UV <Vector (0.1176, 0.5863)>
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Face 12155
UV Count: 3
  UV <Vector (0.0869, 0.5794)>
  UV <Vector (0.0970, 0.5607)>
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Face 12156
UV Count: 3
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.0869, 0.5794)>
  UV <Vector (0.1176, 0.5863)>
Face 12157
UV Count: 3
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2898, 0.6384)>
Face 12158
UV Count: 3
  UV <Vector (0.2910, 0.6051)>
  UV <Vector (0.2934, 0.5712)>
  UV <Vector (0.2695, 0.5781)>
Face 12159
UV Count: 3
  UV <Vector (0.2905, 0.6653)>
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.2717, 0.6436)>
Face 12160
UV Count: 3
  UV <Vector (0.0752, 0.7729)>
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.0791, 0.7448)>
Face 12161
UV Count: 3
  UV <Vector (0.0874, 0.7885)>
  UV <Vector (0.1059, 0.7777)>
  UV <Vector (0.0934, 0.7608)>
Face 12162
UV Count: 3
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0273, 0.7126)>
Face 12163
UV Count: 3
  UV <Vector (0.0791, 0.7448)>
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0455, 0.7371)>
Face 12164
UV Count: 3
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.1059, 0.7777)>
  UV <Vector (0.0874, 0.7885)>
Face 12165
UV Count: 3
  UV <Vector (0.0950, 0.8040)>
  UV <Vector (0.1021, 0.8277)>
  UV <Vector (0.1192, 0.8178)>
Face 12166
UV Count: 3
  UV <Vector (0.1590, 0.7748)>
  UV <Vector (0.1372, 0.7824)>
  UV <Vector (0.1453, 0.8049)>
Face 12167
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1372, 0.7824)>
  UV <Vector (0.1127, 0.7942)>
Face 12168
UV Count: 3
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.1841, 0.7601)>
Face 12169
UV Count: 3
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0024, 0.6573)>
Face 12170
UV Count: 3
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0203, 0.6296)>
  UV <Vector (0.0004, 0.6297)>
Face 12171
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0074, 0.6022)>
  UV <Vector (0.0004, 0.6297)>
Face 12172
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0203, 0.6296)>
Face 12173
UV Count: 3
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0363, 0.6438)>
Face 12174
UV Count: 3
  UV <Vector (0.0982, 0.7275)>
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0621, 0.7225)>
Face 12175
UV Count: 3
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0411, 0.6914)>
Face 12176
UV Count: 3
  UV <Vector (0.0113, 0.6853)>
  UV <Vector (0.0273, 0.7126)>
  UV <Vector (0.0411, 0.6914)>
Face 12177
UV Count: 3
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0534, 0.6707)>
Face 12178
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0363, 0.6438)>
  UV <Vector (0.0534, 0.6707)>
Face 12179
UV Count: 3
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1129, 0.7429)>
  UV <Vector (0.0934, 0.7608)>
Face 12180
UV Count: 3
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.1129, 0.7429)>
  UV <Vector (0.0982, 0.7275)>
Face 12181
UV Count: 3
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.1705, 0.6011)>
  UV <Vector (0.1975, 0.6013)>
Face 12182
UV Count: 3
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1705, 0.6011)>
Face 12183
UV Count: 3
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2239, 0.6028)>
  UV <Vector (0.2510, 0.6061)>
Face 12184
UV Count: 3
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.1975, 0.6013)>
  UV <Vector (0.2239, 0.6028)>
Face 12185
UV Count: 3
  UV <Vector (0.1349, 0.5667)>
  UV <Vector (0.1176, 0.5863)>
  UV <Vector (0.1430, 0.5959)>
Face 12186
UV Count: 3
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2695, 0.5781)>
Face 12187
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2394, 0.7492)>
  UV <Vector (0.2430, 0.7365)>
Face 12188
UV Count: 3
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2513, 0.7246)>
  UV <Vector (0.2610, 0.7120)>
Face 12189
UV Count: 3
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.1134, 0.6451)>
  UV <Vector (0.1313, 0.6178)>
Face 12190
UV Count: 3
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1313, 0.6178)>
Face 12191
UV Count: 3
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.1728, 0.6384)>
Face 12192
UV Count: 3
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.1985, 0.6467)>
Face 12193
UV Count: 3
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.2308, 0.6786)>
  UV <Vector (0.2181, 0.6666)>
Face 12194
UV Count: 3
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2456, 0.6923)>
Face 12195
UV Count: 3
  UV <Vector (0.0790, 0.6619)>
  UV <Vector (0.0963, 0.6786)>
  UV <Vector (0.1134, 0.6451)>
Face 12196
UV Count: 3
  UV <Vector (0.1066, 0.6880)>
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1134, 0.6451)>
Face 12197
UV Count: 3
  UV <Vector (0.1550, 0.7184)>
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1435, 0.6676)>
Face 12198
UV Count: 3
  UV <Vector (0.1803, 0.7270)>
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.1722, 0.6837)>
Face 12199
UV Count: 3
  UV <Vector (0.1947, 0.7327)>
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.1920, 0.6937)>
Face 12200
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2379, 0.7636)>
Face 12201
UV Count: 3
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2176, 0.7583)>
Face 12202
UV Count: 3
  UV <Vector (0.2759, 0.7003)>
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2614, 0.6953)>
Face 12203
UV Count: 3
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.3200, 0.6773)>
Face 12204
UV Count: 3
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3200, 0.6773)>
  UV <Vector (0.3367, 0.6686)>
Face 12205
UV Count: 3
  UV <Vector (0.3349, 0.6621)>
  UV <Vector (0.3367, 0.6686)>
  UV <Vector (0.3535, 0.6607)>
Face 12206
UV Count: 3
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2759, 0.7003)>
  UV <Vector (0.2929, 0.6919)>
Face 12207
UV Count: 3
  UV <Vector (0.2299, 0.8464)>
  UV <Vector (0.2308, 0.8299)>
  UV <Vector (0.2246, 0.8307)>
Face 12208
UV Count: 3
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2299, 0.8464)>
Face 12209
UV Count: 3
  UV <Vector (0.2317, 0.8766)>
  UV <Vector (0.2377, 0.8739)>
  UV <Vector (0.2342, 0.8654)>
Face 12210
UV Count: 3
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3626, 0.6573)>
  UV <Vector (0.3713, 0.6551)>
Face 12211
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2246, 0.8307)>
  UV <Vector (0.2308, 0.8299)>
Face 12212
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2378, 0.7813)>
  UV <Vector (0.2297, 0.7753)>
Face 12213
UV Count: 3
  UV <Vector (0.2808, 0.7063)>
  UV <Vector (0.2963, 0.7027)>
  UV <Vector (0.2929, 0.6919)>
Face 12214
UV Count: 3
  UV <Vector (0.2394, 0.7492)>
  UV <Vector (0.2456, 0.7562)>
  UV <Vector (0.2508, 0.7439)>
Face 12215
UV Count: 3
  UV <Vector (0.2430, 0.7365)>
  UV <Vector (0.2508, 0.7439)>
  UV <Vector (0.2604, 0.7304)>
Face 12216
UV Count: 3
  UV <Vector (0.2685, 0.7179)>
  UV <Vector (0.2808, 0.7063)>
  UV <Vector (0.2759, 0.7003)>
Face 12217
UV Count: 3
  UV <Vector (0.2379, 0.7636)>
  UV <Vector (0.2428, 0.7670)>
  UV <Vector (0.2456, 0.7562)>
Face 12218
UV Count: 3
  UV <Vector (0.2378, 0.7813)>
  UV <Vector (0.2447, 0.7856)>
  UV <Vector (0.2428, 0.7670)>
Face 12219
UV Count: 3
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2685, 0.7179)>
  UV <Vector (0.2610, 0.7120)>
Face 12220
UV Count: 3
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3576, 0.6693)>
  UV <Vector (0.3535, 0.6607)>
Face 12221
UV Count: 3
  UV <Vector (0.3200, 0.6773)>
  UV <Vector (0.3234, 0.6841)>
  UV <Vector (0.3406, 0.6755)>
Face 12222
UV Count: 3
  UV <Vector (0.2929, 0.6919)>
  UV <Vector (0.2963, 0.7027)>
  UV <Vector (0.3234, 0.6841)>
Face 12223
UV Count: 3
  UV <Vector (0.2377, 0.8739)>
  UV <Vector (0.2460, 0.8722)>
  UV <Vector (0.2442, 0.8667)>
Face 12224
UV Count: 3
  UV <Vector (0.2383, 0.8447)>
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2308, 0.8299)>
Face 12225
UV Count: 3
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2404, 0.8598)>
  UV <Vector (0.2383, 0.8447)>
Face 12226
UV Count: 3
  UV <Vector (0.3713, 0.6551)>
  UV <Vector (0.3626, 0.6573)>
  UV <Vector (0.3687, 0.6661)>
Face 12227
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2308, 0.8299)>
  UV <Vector (0.2403, 0.8289)>
Face 12228
UV Count: 3
  UV <Vector (0.2317, 0.8047)>
  UV <Vector (0.2428, 0.8048)>
  UV <Vector (0.2447, 0.7856)>
Face 12229
UV Count: 3
  UV <Vector (0.2615, 0.7745)>
  UV <Vector (0.2667, 0.7652)>
  UV <Vector (0.2456, 0.7562)>
Face 12230
UV Count: 3
  UV <Vector (0.2685, 0.7179)>
  UV <Vector (0.2896, 0.7416)>
  UV <Vector (0.2966, 0.7245)>
Face 12231
UV Count: 3
  UV <Vector (0.2667, 0.7652)>
  UV <Vector (0.2787, 0.7569)>
  UV <Vector (0.2508, 0.7439)>
Face 12232
UV Count: 3
  UV <Vector (0.2787, 0.7569)>
  UV <Vector (0.2850, 0.7492)>
  UV <Vector (0.2604, 0.7304)>
Face 12233
UV Count: 3
  UV <Vector (0.2604, 0.7304)>
  UV <Vector (0.2850, 0.7492)>
  UV <Vector (0.2896, 0.7416)>
Face 12234
UV Count: 3
  UV <Vector (0.2447, 0.7856)>
  UV <Vector (0.2606, 0.7870)>
  UV <Vector (0.2615, 0.7745)>
Face 12235
UV Count: 3
  UV <Vector (0.2963, 0.7027)>
  UV <Vector (0.2808, 0.7063)>
  UV <Vector (0.2966, 0.7245)>
Face 12236
UV Count: 3
  UV <Vector (0.3234, 0.6841)>
  UV <Vector (0.2963, 0.7027)>
  UV <Vector (0.3120, 0.7196)>
Face 12237
UV Count: 3
  UV <Vector (0.3583, 0.6967)>
  UV <Vector (0.3715, 0.6856)>
  UV <Vector (0.3576, 0.6693)>
Face 12238
UV Count: 3
  UV <Vector (0.3406, 0.6755)>
  UV <Vector (0.3234, 0.6841)>
  UV <Vector (0.3412, 0.7120)>
Face 12239
UV Count: 3
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3817, 0.6824)>
  UV <Vector (0.3869, 0.6741)>
Face 12240
UV Count: 3
  UV <Vector (0.2403, 0.8289)>
  UV <Vector (0.2635, 0.8321)>
  UV <Vector (0.2659, 0.8152)>
Face 12241
UV Count: 3
  UV <Vector (0.2615, 0.8446)>
  UV <Vector (0.2635, 0.8321)>
  UV <Vector (0.2403, 0.8289)>
Face 12242
UV Count: 3
  UV <Vector (0.2404, 0.8598)>
  UV <Vector (0.2614, 0.8566)>
  UV <Vector (0.2615, 0.8446)>
Face 12243
UV Count: 3
  UV <Vector (0.2428, 0.8048)>
  UV <Vector (0.2659, 0.8152)>
  UV <Vector (0.2606, 0.7870)>
Face 12244
UV Count: 3
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2657, 0.8678)>
  UV <Vector (0.2614, 0.8566)>
Face 12245
UV Count: 3
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3507, 0.6463)>
  UV <Vector (0.3613, 0.6507)>
Face 12246
UV Count: 3
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3505, 0.6548)>
  UV <Vector (0.3535, 0.6607)>
Face 12247
UV Count: 3
  UV <Vector (0.3687, 0.6661)>
  UV <Vector (0.3576, 0.6693)>
  UV <Vector (0.3715, 0.6856)>
Face 12248
UV Count: 3
  UV <Vector (0.3626, 0.6573)>
  UV <Vector (0.3535, 0.6607)>
  UV <Vector (0.3576, 0.6693)>
Face 12249
UV Count: 3
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2279, 0.8666)>
Face 12250
UV Count: 3
  UV <Vector (0.2404, 0.8598)>
  UV <Vector (0.2323, 0.8553)>
  UV <Vector (0.2342, 0.8654)>
Face 12251
UV Count: 3
  UV <Vector (0.2442, 0.8667)>
  UV <Vector (0.2460, 0.8722)>
  UV <Vector (0.2623, 0.8744)>
Face 12252
UV Count: 3
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1176, 0.5863)>
Face 12253
UV Count: 3
  UV <Vector (0.1985, 0.6204)>
  UV <Vector (0.1975, 0.6013)>
  UV <Vector (0.1705, 0.6011)>
Face 12254
UV Count: 3
  UV <Vector (0.2238, 0.6246)>
  UV <Vector (0.2535, 0.6237)>
  UV <Vector (0.2510, 0.6061)>
Face 12255
UV Count: 3
  UV <Vector (0.2239, 0.6028)>
  UV <Vector (0.1975, 0.6013)>
  UV <Vector (0.1985, 0.6204)>
Face 12256
UV Count: 3
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2510, 0.6061)>
  UV <Vector (0.2535, 0.6237)>
Face 12257
UV Count: 3
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.2308, 0.6786)>
Face 12258
UV Count: 3
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2438, 0.6619)>
  UV <Vector (0.2571, 0.6768)>
Face 12259
UV Count: 3
  UV <Vector (0.2571, 0.6768)>
  UV <Vector (0.2585, 0.6869)>
  UV <Vector (0.2753, 0.6809)>
Face 12260
UV Count: 3
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2585, 0.6869)>
  UV <Vector (0.2571, 0.6768)>
Face 12261
UV Count: 3
  UV <Vector (0.3678, 0.6313)>
  UV <Vector (0.3613, 0.6507)>
  UV <Vector (0.3736, 0.6484)>
Face 12262
UV Count: 3
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2200, 0.8601)>
  UV <Vector (0.2096, 0.8677)>
Face 12263
UV Count: 3
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3137, 0.6646)>
Face 12264
UV Count: 3
  UV <Vector (0.2753, 0.6809)>
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2990, 0.6817)>
Face 12265
UV Count: 3
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3349, 0.6621)>
  UV <Vector (0.3505, 0.6548)>
Face 12266
UV Count: 3
  UV <Vector (0.2585, 0.6869)>
  UV <Vector (0.2614, 0.6953)>
  UV <Vector (0.2755, 0.6893)>
Face 12267
UV Count: 3
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3349, 0.6621)>
  UV <Vector (0.3288, 0.6557)>
Face 12268
UV Count: 3
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.2096, 0.8677)>
  UV <Vector (0.2200, 0.8601)>
Face 12269
UV Count: 3
  UV <Vector (0.2009, 0.7655)>
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.2167, 0.7789)>
Face 12270
UV Count: 3
  UV <Vector (0.2049, 0.8348)>
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.2162, 0.8470)>
Face 12271
UV Count: 3
  UV <Vector (0.2042, 0.8077)>
  UV <Vector (0.2049, 0.8348)>
  UV <Vector (0.2146, 0.8311)>
Face 12272
UV Count: 3
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.2042, 0.8077)>
  UV <Vector (0.2148, 0.8067)>
Face 12273
UV Count: 3
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0963, 0.6786)>
  UV <Vector (0.0790, 0.6619)>
Face 12274
UV Count: 3
  UV <Vector (0.1453, 0.7473)>
  UV <Vector (0.1246, 0.7631)>
  UV <Vector (0.1372, 0.7824)>
Face 12275
UV Count: 3
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1803, 0.7270)>
  UV <Vector (0.1550, 0.7184)>
Face 12276
UV Count: 3
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1453, 0.7473)>
  UV <Vector (0.1590, 0.7748)>
Face 12277
UV Count: 3
  UV <Vector (0.1803, 0.7270)>
  UV <Vector (0.1722, 0.7464)>
  UV <Vector (0.1887, 0.7484)>
Face 12278
UV Count: 3
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.2053, 0.7546)>
  UV <Vector (0.2102, 0.7425)>
Face 12279
UV Count: 3
  UV <Vector (0.2102, 0.7425)>
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2302, 0.7178)>
Face 12280
UV Count: 3
  UV <Vector (0.1887, 0.7484)>
  UV <Vector (0.1841, 0.7601)>
  UV <Vector (0.2009, 0.7655)>
Face 12281
UV Count: 3
  UV <Vector (0.2486, 0.5190)>
  UV <Vector (0.2643, 0.5190)>
  UV <Vector (0.2643, 0.5407)>
Face 12282
UV Count: 3
  UV <Vector (0.2486, 0.5407)>
  UV <Vector (0.2306, 0.5407)>
  UV <Vector (0.2306, 0.5190)>
Face 12283
UV Count: 3
  UV <Vector (0.0074, 0.6022)>
  UV <Vector (0.0159, 0.5808)>
  UV <Vector (0.0378, 0.5947)>
Face 12284
UV Count: 3
  UV <Vector (0.0306, 0.5654)>
  UV <Vector (0.0504, 0.5814)>
  UV <Vector (0.0378, 0.5947)>
Face 12285
UV Count: 3
  UV <Vector (0.0498, 0.6317)>
  UV <Vector (0.0630, 0.6130)>
  UV <Vector (0.0929, 0.6301)>
Face 12286
UV Count: 3
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.1073, 0.6044)>
  UV <Vector (0.0929, 0.6301)>
Face 12287
UV Count: 3
  UV <Vector (0.0504, 0.5814)>
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0630, 0.6130)>
Face 12288
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0378, 0.5947)>
  UV <Vector (0.0630, 0.6130)>
Face 12289
UV Count: 3
  UV <Vector (0.2306, 0.5190)>
  UV <Vector (0.2306, 0.5407)>
  UV <Vector (0.2156, 0.5407)>
Face 12290
UV Count: 3
  UV <Vector (0.2156, 0.5407)>
  UV <Vector (0.1997, 0.5407)>
  UV <Vector (0.1997, 0.5190)>
Face 12291
UV Count: 3
  UV <Vector (0.1997, 0.5407)>
  UV <Vector (0.1820, 0.5407)>
  UV <Vector (0.1820, 0.5190)>
Face 12292
UV Count: 3
  UV <Vector (0.1820, 0.5407)>
  UV <Vector (0.1604, 0.5407)>
  UV <Vector (0.1604, 0.5190)>
Face 12293
UV Count: 3
  UV <Vector (0.1604, 0.5190)>
  UV <Vector (0.1604, 0.5407)>
  UV <Vector (0.1417, 0.5407)>
Face 12294
UV Count: 3
  UV <Vector (0.1417, 0.5190)>
  UV <Vector (0.1417, 0.5407)>
  UV <Vector (0.1254, 0.5407)>
Face 12295
UV Count: 3
  UV <Vector (0.1254, 0.5190)>
  UV <Vector (0.1254, 0.5407)>
  UV <Vector (0.1120, 0.5407)>
Face 12296
UV Count: 3
  UV <Vector (0.0977, 0.5190)>
  UV <Vector (0.0977, 0.5407)>
  UV <Vector (0.0836, 0.5407)>
Face 12297
UV Count: 3
  UV <Vector (0.3973, 0.5407)>
  UV <Vector (0.3830, 0.5407)>
  UV <Vector (0.3830, 0.5190)>
Face 12298
UV Count: 3
  UV <Vector (0.0836, 0.5190)>
  UV <Vector (0.0836, 0.5407)>
  UV <Vector (0.0696, 0.5407)>
Face 12299
UV Count: 3
  UV <Vector (0.0546, 0.5407)>
  UV <Vector (0.0385, 0.5407)>
  UV <Vector (0.0385, 0.5190)>
Face 12300
UV Count: 3
  UV <Vector (0.0385, 0.5407)>
  UV <Vector (0.0252, 0.5407)>
  UV <Vector (0.0252, 0.5190)>
Face 12301
UV Count: 3
  UV <Vector (0.0696, 0.5190)>
  UV <Vector (0.0696, 0.5407)>
  UV <Vector (0.0546, 0.5407)>
Face 12302
UV Count: 3
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0027, 0.5190)>
  UV <Vector (0.0027, 0.5054)>
Face 12303
UV Count: 3
  UV <Vector (0.4961, 0.5054)>
  UV <Vector (0.4961, 0.5190)>
  UV <Vector (0.4853, 0.5190)>
Face 12304
UV Count: 3
  UV <Vector (0.4698, 0.5190)>
  UV <Vector (0.4698, 0.5407)>
  UV <Vector (0.4565, 0.5407)>
Face 12305
UV Count: 3
  UV <Vector (0.4404, 0.5407)>
  UV <Vector (0.4254, 0.5407)>
  UV <Vector (0.4254, 0.5190)>
Face 12306
UV Count: 3
  UV <Vector (0.4254, 0.5190)>
  UV <Vector (0.4254, 0.5407)>
  UV <Vector (0.4114, 0.5407)>
Face 12307
UV Count: 3
  UV <Vector (0.3696, 0.5190)>
  UV <Vector (0.3696, 0.5407)>
  UV <Vector (0.3533, 0.5407)>
Face 12308
UV Count: 3
  UV <Vector (0.3533, 0.5407)>
  UV <Vector (0.3346, 0.5407)>
  UV <Vector (0.3346, 0.5190)>
Face 12309
UV Count: 3
  UV <Vector (0.3346, 0.5190)>
  UV <Vector (0.3346, 0.5407)>
  UV <Vector (0.3130, 0.5407)>
Face 12310
UV Count: 3
  UV <Vector (0.3130, 0.5407)>
  UV <Vector (0.2953, 0.5407)>
  UV <Vector (0.2953, 0.5190)>
Face 12311
UV Count: 3
  UV <Vector (0.2794, 0.5190)>
  UV <Vector (0.2953, 0.5190)>
  UV <Vector (0.2953, 0.5407)>
Face 12312
UV Count: 3
  UV <Vector (0.2643, 0.5190)>
  UV <Vector (0.2794, 0.5190)>
  UV <Vector (0.2794, 0.5407)>
Face 12313
UV Count: 3
  UV <Vector (0.4114, 0.5407)>
  UV <Vector (0.3973, 0.5407)>
  UV <Vector (0.3973, 0.5190)>
Face 12314
UV Count: 3
  UV <Vector (0.1120, 0.5190)>
  UV <Vector (0.1120, 0.5407)>
  UV <Vector (0.0977, 0.5407)>
Face 12315
UV Count: 3
  UV <Vector (0.4709, 0.7668)>
  UV <Vector (0.3881, 0.7695)>
  UV <Vector (0.3871, 0.7545)>
Face 12316
UV Count: 3
  UV <Vector (0.3877, 0.7319)>
  UV <Vector (0.4750, 0.7318)>
  UV <Vector (0.4728, 0.7523)>
Face 12317
UV Count: 3
  UV <Vector (0.4565, 0.5407)>
  UV <Vector (0.4404, 0.5407)>
  UV <Vector (0.4404, 0.5190)>
Face 12318
UV Count: 3
  UV <Vector (0.3884, 0.7094)>
  UV <Vector (0.4794, 0.7063)>
  UV <Vector (0.4750, 0.7318)>
Face 12319
UV Count: 3
  UV <Vector (0.3905, 0.6869)>
  UV <Vector (0.4803, 0.6822)>
  UV <Vector (0.4794, 0.7063)>
Face 12320
UV Count: 3
  UV <Vector (0.3986, 0.6625)>
  UV <Vector (0.4739, 0.6628)>
  UV <Vector (0.4803, 0.6822)>
Face 12321
UV Count: 3
  UV <Vector (0.4148, 0.6489)>
  UV <Vector (0.4607, 0.6485)>
  UV <Vector (0.4739, 0.6628)>
Face 12322
UV Count: 3
  UV <Vector (0.4678, 0.7958)>
  UV <Vector (0.3849, 0.7968)>
  UV <Vector (0.3881, 0.7695)>
Face 12323
UV Count: 3
  UV <Vector (0.3830, 0.5190)>
  UV <Vector (0.3830, 0.5407)>
  UV <Vector (0.3696, 0.5407)>
Face 12324
UV Count: 3
  UV <Vector (0.3849, 0.7968)>
  UV <Vector (0.4678, 0.7958)>
  UV <Vector (0.4738, 0.8162)>
Face 12325
UV Count: 3
  UV <Vector (0.4738, 0.8162)>
  UV <Vector (0.4835, 0.8361)>
  UV <Vector (0.3724, 0.8440)>
Face 12326
UV Count: 3
  UV <Vector (0.4835, 0.8361)>
  UV <Vector (0.4952, 0.8719)>
  UV <Vector (0.3707, 0.8793)>
Face 12327
UV Count: 3
  UV <Vector (0.4952, 0.8719)>
  UV <Vector (0.4952, 0.9122)>
  UV <Vector (0.3766, 0.9161)>
Face 12328
UV Count: 3
  UV <Vector (0.4952, 0.9122)>
  UV <Vector (0.4915, 0.9420)>
  UV <Vector (0.3875, 0.9463)>
Face 12329
UV Count: 3
  UV <Vector (0.4915, 0.9420)>
  UV <Vector (0.4814, 0.9712)>
  UV <Vector (0.4045, 0.9726)>
Face 12330
UV Count: 3
  UV <Vector (0.4814, 0.9712)>
  UV <Vector (0.4651, 0.9893)>
  UV <Vector (0.4225, 0.9879)>
Face 12331
UV Count: 3
  UV <Vector (0.4961, 0.5190)>
  UV <Vector (0.4961, 0.5407)>
  UV <Vector (0.4853, 0.5407)>
Face 12332
UV Count: 3
  UV <Vector (0.4853, 0.5190)>
  UV <Vector (0.4853, 0.5407)>
  UV <Vector (0.4698, 0.5407)>
Face 12333
UV Count: 3
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0252, 0.5190)>
  UV <Vector (0.0252, 0.5407)>
Face 12334
UV Count: 3
  UV <Vector (0.0027, 0.5190)>
  UV <Vector (0.0134, 0.5190)>
  UV <Vector (0.0134, 0.5407)>
Face 12335
UV Count: 3
  UV <Vector (0.1872, 0.9071)>
  UV <Vector (0.1721, 0.8889)>
  UV <Vector (0.1880, 0.8784)>
Face 12336
UV Count: 3
  UV <Vector (0.3577, 0.5954)>
  UV <Vector (0.3797, 0.5946)>
  UV <Vector (0.3785, 0.6112)>
Face 12337
UV Count: 3
  UV <Vector (0.3847, 0.5588)>
  UV <Vector (0.3822, 0.5779)>
  UV <Vector (0.3584, 0.5736)>
Face 12338
UV Count: 3
  UV <Vector (0.1567, 0.9264)>
  UV <Vector (0.1415, 0.9084)>
  UV <Vector (0.1577, 0.8976)>
Face 12339
UV Count: 3
  UV <Vector (0.2148, 0.8803)>
  UV <Vector (0.2279, 0.8666)>
  UV <Vector (0.2317, 0.8766)>
Face 12340
UV Count: 3
  UV <Vector (0.3507, 0.6463)>
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3278, 0.6442)>
Face 12341
UV Count: 3
  UV <Vector (0.3288, 0.6557)>
  UV <Vector (0.3137, 0.6646)>
  UV <Vector (0.3105, 0.6535)>
Face 12342
UV Count: 3
  UV <Vector (0.3137, 0.6646)>
  UV <Vector (0.2942, 0.6741)>
  UV <Vector (0.2905, 0.6653)>
Face 12343
UV Count: 3
  UV <Vector (0.2942, 0.6741)>
  UV <Vector (0.2753, 0.6809)>
  UV <Vector (0.2747, 0.6722)>
Face 12344
UV Count: 3
  UV <Vector (0.2271, 0.8552)>
  UV <Vector (0.2200, 0.8601)>
  UV <Vector (0.2162, 0.8470)>
Face 12345
UV Count: 3
  UV <Vector (0.2162, 0.8470)>
  UV <Vector (0.2146, 0.8311)>
  UV <Vector (0.2246, 0.8307)>
Face 12346
UV Count: 3
  UV <Vector (0.2146, 0.8311)>
  UV <Vector (0.2148, 0.8067)>
  UV <Vector (0.2263, 0.8065)>
Face 12347
UV Count: 3
  UV <Vector (0.2263, 0.8065)>
  UV <Vector (0.2148, 0.8067)>
  UV <Vector (0.2167, 0.7789)>
Face 12348
UV Count: 3
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1094, 0.8513)>
  UV <Vector (0.1021, 0.8277)>
Face 12349
UV Count: 3
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1140, 0.8756)>
  UV <Vector (0.1094, 0.8513)>
Face 12350
UV Count: 3
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1461, 0.8810)>
  UV <Vector (0.1255, 0.8916)>
Face 12351
UV Count: 3
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.1756, 0.8475)>
Face 12352
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1461, 0.8810)>
Face 12353
UV Count: 3
  UV <Vector (0.2049, 0.8348)>
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.1728, 0.8203)>
Face 12354
UV Count: 3
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1377, 0.8646)>
  UV <Vector (0.1282, 0.8420)>
Face 12355
UV Count: 3
  UV <Vector (0.2042, 0.8077)>
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.1715, 0.7926)>
Face 12356
UV Count: 3
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1282, 0.8420)>
  UV <Vector (0.1192, 0.8178)>
Face 12357
UV Count: 3
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.2077, 0.8504)>
  UV <Vector (0.2096, 0.8677)>
Face 12358
UV Count: 3
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.1880, 0.8784)>
Face 12359
UV Count: 3
  UV <Vector (0.1461, 0.8810)>
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1415, 0.9084)>
Face 12360
UV Count: 3
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1461, 0.8810)>
  UV <Vector (0.1643, 0.8725)>
Face 12361
UV Count: 3
  UV <Vector (0.1728, 0.8203)>
  UV <Vector (0.1503, 0.8305)>
  UV <Vector (0.1453, 0.8049)>
Face 12362
UV Count: 3
  UV <Vector (0.1756, 0.8475)>
  UV <Vector (0.1564, 0.8553)>
  UV <Vector (0.1503, 0.8305)>
Face 12363
UV Count: 3
  UV <Vector (0.1822, 0.8638)>
  UV <Vector (0.1643, 0.8725)>
  UV <Vector (0.1564, 0.8553)>
Face 12364
UV Count: 3
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3822, 0.5779)>
  UV <Vector (0.3797, 0.5946)>
Face 12365
UV Count: 3
  UV <Vector (0.1729, 0.9159)>
  UV <Vector (0.1577, 0.8976)>
  UV <Vector (0.1721, 0.8889)>
Face 12366
UV Count: 3
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.3144, 0.5413)>
  UV <Vector (0.3386, 0.5486)>
Face 12367
UV Count: 3
  UV <Vector (0.3144, 0.5693)>
  UV <Vector (0.2934, 0.5712)>
  UV <Vector (0.2943, 0.5452)>
Face 12368
UV Count: 3
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.2905, 0.6653)>
  UV <Vector (0.2898, 0.6384)>
Face 12369
UV Count: 3
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.2910, 0.6051)>
Face 12370
UV Count: 3
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.2910, 0.6051)>
  UV <Vector (0.2934, 0.5712)>
Face 12371
UV Count: 3
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3105, 0.6535)>
  UV <Vector (0.3114, 0.6284)>
Face 12372
UV Count: 3
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3114, 0.6284)>
  UV <Vector (0.3127, 0.5968)>
Face 12373
UV Count: 3
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3127, 0.5968)>
  UV <Vector (0.3144, 0.5693)>
Face 12374
UV Count: 3
  UV <Vector (0.3518, 0.6355)>
  UV <Vector (0.3278, 0.6442)>
  UV <Vector (0.3308, 0.6224)>
Face 12375
UV Count: 3
  UV <Vector (0.3581, 0.6138)>
  UV <Vector (0.3308, 0.6224)>
  UV <Vector (0.3341, 0.5933)>
Face 12376
UV Count: 3
  UV <Vector (0.3341, 0.5933)>
  UV <Vector (0.3366, 0.5702)>
  UV <Vector (0.3584, 0.5736)>
Face 12377
UV Count: 3
  UV <Vector (0.3611, 0.5543)>
  UV <Vector (0.3584, 0.5736)>
  UV <Vector (0.3366, 0.5702)>
Face 12378
UV Count: 3
  UV <Vector (0.0510, 0.5476)>
  UV <Vector (0.0779, 0.5413)>
  UV <Vector (0.0800, 0.5607)>
Face 12379
UV Count: 3
  UV <Vector (0.0306, 0.5654)>
  UV <Vector (0.0510, 0.5476)>
  UV <Vector (0.0622, 0.5699)>
Face 12380
UV Count: 3
  UV <Vector (0.1046, 0.5420)>
  UV <Vector (0.1391, 0.5500)>
  UV <Vector (0.1349, 0.5667)>
Face 12381
UV Count: 3
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.0800, 0.5607)>
  UV <Vector (0.0779, 0.5413)>
Face 12382
UV Count: 3
  UV <Vector (0.2143, 0.5605)>
  UV <Vector (0.2312, 0.5601)>
  UV <Vector (0.2315, 0.5807)>
Face 12383
UV Count: 3
  UV <Vector (0.2312, 0.5601)>
  UV <Vector (0.2524, 0.5571)>
  UV <Vector (0.2511, 0.5779)>
Face 12384
UV Count: 3
  UV <Vector (0.1712, 0.5564)>
  UV <Vector (0.1939, 0.5583)>
  UV <Vector (0.1865, 0.5799)>
Face 12385
UV Count: 3
  UV <Vector (0.1939, 0.5583)>
  UV <Vector (0.2143, 0.5605)>
  UV <Vector (0.2051, 0.5825)>
Face 12386
UV Count: 3
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1349, 0.5667)>
  UV <Vector (0.1391, 0.5500)>
Face 12387
UV Count: 3
  UV <Vector (0.2710, 0.5524)>
  UV <Vector (0.2943, 0.5452)>
  UV <Vector (0.2934, 0.5712)>
Face 12388
UV Count: 3
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2511, 0.5779)>
  UV <Vector (0.2524, 0.5571)>
Face 12389
UV Count: 3
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0504, 0.5814)>
  UV <Vector (0.0622, 0.5699)>
Face 12390
UV Count: 3
  UV <Vector (0.1073, 0.6044)>
  UV <Vector (0.0755, 0.5961)>
  UV <Vector (0.0869, 0.5794)>
Face 12391
UV Count: 3
  UV <Vector (0.0800, 0.5607)>
  UV <Vector (0.0970, 0.5607)>
  UV <Vector (0.0869, 0.5794)>
Face 12392
UV Count: 3
  UV <Vector (0.1176, 0.5863)>
  UV <Vector (0.0869, 0.5794)>
  UV <Vector (0.0970, 0.5607)>
Face 12393
UV Count: 3
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2695, 0.6109)>
Face 12394
UV Count: 3
  UV <Vector (0.2910, 0.6051)>
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2695, 0.5781)>
Face 12395
UV Count: 3
  UV <Vector (0.2717, 0.6436)>
  UV <Vector (0.2898, 0.6384)>
  UV <Vector (0.2905, 0.6653)>
Face 12396
UV Count: 3
  UV <Vector (0.0752, 0.7729)>
  UV <Vector (0.0614, 0.7581)>
  UV <Vector (0.0791, 0.7448)>
Face 12397
UV Count: 3
  UV <Vector (0.0874, 0.7885)>
  UV <Vector (0.0752, 0.7729)>
  UV <Vector (0.0934, 0.7608)>
Face 12398
UV Count: 3
  UV <Vector (0.0273, 0.7126)>
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0621, 0.7225)>
Face 12399
UV Count: 3
  UV <Vector (0.0455, 0.7371)>
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0791, 0.7448)>
Face 12400
UV Count: 3
  UV <Vector (0.0874, 0.7885)>
  UV <Vector (0.1059, 0.7777)>
  UV <Vector (0.1127, 0.7942)>
Face 12401
UV Count: 3
  UV <Vector (0.0950, 0.8040)>
  UV <Vector (0.1127, 0.7942)>
  UV <Vector (0.1192, 0.8178)>
Face 12402
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1372, 0.7824)>
  UV <Vector (0.1590, 0.7748)>
Face 12403
UV Count: 3
  UV <Vector (0.1453, 0.8049)>
  UV <Vector (0.1192, 0.8178)>
  UV <Vector (0.1127, 0.7942)>
Face 12404
UV Count: 3
  UV <Vector (0.2050, 0.7837)>
  UV <Vector (0.1715, 0.7926)>
  UV <Vector (0.1841, 0.7601)>
Face 12405
UV Count: 3
  UV <Vector (0.0024, 0.6573)>
  UV <Vector (0.0161, 0.6500)>
  UV <Vector (0.0252, 0.6716)>
Face 12406
UV Count: 3
  UV <Vector (0.0004, 0.6297)>
  UV <Vector (0.0203, 0.6296)>
  UV <Vector (0.0161, 0.6500)>
Face 12407
UV Count: 3
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0203, 0.6296)>
  UV <Vector (0.0004, 0.6297)>
Face 12408
UV Count: 3
  UV <Vector (0.0203, 0.6296)>
  UV <Vector (0.0294, 0.6134)>
  UV <Vector (0.0498, 0.6317)>
Face 12409
UV Count: 3
  UV <Vector (0.0363, 0.6438)>
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0161, 0.6500)>
Face 12410
UV Count: 3
  UV <Vector (0.0621, 0.7225)>
  UV <Vector (0.0762, 0.7003)>
  UV <Vector (0.0982, 0.7275)>
Face 12411
UV Count: 3
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0762, 0.7003)>
Face 12412
UV Count: 3
  UV <Vector (0.0113, 0.6853)>
  UV <Vector (0.0252, 0.6716)>
  UV <Vector (0.0411, 0.6914)>
Face 12413
UV Count: 3
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0411, 0.6914)>
  UV <Vector (0.0252, 0.6716)>
Face 12414
UV Count: 3
  UV <Vector (0.0534, 0.6707)>
  UV <Vector (0.0363, 0.6438)>
  UV <Vector (0.0498, 0.6317)>
Face 12415
UV Count: 3
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.1129, 0.7429)>
  UV <Vector (0.1246, 0.7631)>
Face 12416
UV Count: 3
  UV <Vector (0.0934, 0.7608)>
  UV <Vector (0.0791, 0.7448)>
  UV <Vector (0.0982, 0.7275)>
Face 12417
UV Count: 3
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.1975, 0.6013)>
Face 12418
UV Count: 3
  UV <Vector (0.1621, 0.5741)>
  UV <Vector (0.1865, 0.5799)>
  UV <Vector (0.1705, 0.6011)>
Face 12419
UV Count: 3
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2511, 0.5779)>
  UV <Vector (0.2510, 0.6061)>
Face 12420
UV Count: 3
  UV <Vector (0.2051, 0.5825)>
  UV <Vector (0.2315, 0.5807)>
  UV <Vector (0.2239, 0.6028)>
Face 12421
UV Count: 3
  UV <Vector (0.1430, 0.5959)>
  UV <Vector (0.1176, 0.5863)>
  UV <Vector (0.1349, 0.5667)>
Face 12422
UV Count: 3
  UV <Vector (0.2695, 0.5781)>
  UV <Vector (0.2695, 0.6109)>
  UV <Vector (0.2510, 0.6061)>
Face 12423
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2430, 0.7365)>
Face 12424
UV Count: 3
  UV <Vector (0.2302, 0.7178)>
  UV <Vector (0.2456, 0.6923)>
  UV <Vector (0.2610, 0.7120)>
Face 12425
UV Count: 3
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.1073, 0.6044)>
  UV <Vector (0.1313, 0.6178)>
Face 12426
UV Count: 3
  UV <Vector (0.1313, 0.6178)>
  UV <Vector (0.1481, 0.6204)>
  UV <Vector (0.1278, 0.6559)>
Face 12427
UV Count: 3
  UV <Vector (0.1728, 0.6384)>
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.1722, 0.6837)>
Face 12428
UV Count: 3
  UV <Vector (0.1985, 0.6467)>
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.1920, 0.6937)>
Face 12429
UV Count: 3
  UV <Vector (0.2181, 0.6666)>
  UV <Vector (0.2308, 0.6786)>
  UV <Vector (0.2124, 0.7044)>
Face 12430
UV Count: 3
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.2308, 0.6786)>
  UV <Vector (0.2456, 0.6923)>
Face 12431
UV Count: 3
  UV <Vector (0.0790, 0.6619)>
  UV <Vector (0.0929, 0.6301)>
  UV <Vector (0.1134, 0.6451)>
Face 12432
UV Count: 3
  UV <Vector (0.1134, 0.6451)>
  UV <Vector (0.1278, 0.6559)>
  UV <Vector (0.1066, 0.6880)>
Face 12433
UV Count: 3
  UV <Vector (0.1435, 0.6676)>
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1550, 0.7184)>
Face 12434
UV Count: 3
  UV <Vector (0.1722, 0.6837)>
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.1803, 0.7270)>
Face 12435
UV Count: 3
  UV <Vector (0.1920, 0.6937)>
  UV <Vector (0.2124, 0.7044)>
  UV <Vector (0.1947, 0.7327)>
Face 12436
UV Count: 3
  UV <Vector (0.2261, 0.7512)>
  UV <Vector (0.2394, 0.7492)>
  UV <Vector (0.2379, 0.7636)>
Face 12437
UV Count: 3
  UV <Vector (0.2297, 0.7753)>
  UV <Vector (0.2167, 0.7789)>
  UV <Vector (0.2176, 0.7583)>
Face 12438
UV Count: 3
  UV <Vector (0.2614, 0.6953)>
  UV <Vector (0.2755, 0.6893)>
  UV <Vector (0.2759, 0.7003)>
Face 12439
UV Count: 3
  UV <Vector (0.2990, 0.6817)>
  UV <Vector (0.3194, 0.6708)>
  UV <Vector (0.3200, 0.6773)>
Face 12440
UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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UV Count: 3
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Face 12503
UV Count: 3
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Face 12504
UV Count: 3
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Face 12505
UV Count: 3
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Face 12506
UV Count: 3
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Face 12507
UV Count: 3
  UV <Vector (0.2146, 0.8311)>
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Face 12508
UV Count: 3
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Face 12509
UV Count: 3
  UV <Vector (0.0790, 0.6619)>
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Face 12510
UV Count: 3
  UV <Vector (0.1372, 0.7824)>
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Face 12511
UV Count: 3
  UV <Vector (0.1722, 0.7464)>
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Face 12512
UV Count: 3
  UV <Vector (0.1590, 0.7748)>
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Face 12513
UV Count: 3
  UV <Vector (0.1803, 0.7270)>
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Face 12514
UV Count: 3
  UV <Vector (0.2102, 0.7425)>
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Face 12515
UV Count: 3
  UV <Vector (0.2102, 0.7425)>
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Face 12516
UV Count: 3
  UV <Vector (0.2009, 0.7655)>
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Triangle: [1242, 1241, 1234]
Triangle: [1233, 1240, 1239]
Triangle: [1243, 1250, 1249]
Triangle: [1241, 1248, 1247]
Triangle: [1251, 1250, 1243]
Triangle: [1249, 1248, 1241]
Triangle: [1240, 1247, 1246]
Triangle: [1252, 1251, 1244]
Triangle: [1251, 1258, 1257]
Triangle: [1256, 1255, 1248]
Triangle: [1247, 1254, 1253]
Triangle: [1252, 1259, 1258]
Triangle: [1250, 1257, 1256]
Triangle: [1255, 1254, 1247]
Triangle: [1256, 1263, 1262]
Triangle: [1254, 1261, 1260]
Triangle: [1266, 1265, 1258]
Triangle: [1264, 1263, 1256]
Triangle: [1262, 1261, 1254]
Triangle: [1258, 1265, 1264]
Triangle: [1266, 1273, 1272]
Triangle: [1271, 1270, 1263]
Triangle: [1262, 1269, 1268]
Triangle: [1272, 1271, 1264]
Triangle: [1263, 1270, 1269]
Triangle: [1261, 1268, 1267]
Triangle: [1276, 1275, 1268]
Triangle: [1272, 1279, 1278]
Triangle: [1277, 1276, 1269]
Triangle: [1268, 1275, 1274]
Triangle: [1280, 1279, 1272]
Triangle: [1271, 1278, 1277]
Triangle: [1287, 1286, 1278]
Triangle: [1285, 1284, 1276]
Triangle: [1283, 1282, 1274]
Triangle: [1280, 1288, 1287]
Triangle: [1278, 1286, 1285]
Triangle: [1276, 1284, 1283]
Triangle: [1206, 1289, 1282]
Triangle: [1209, 1208, 1287]
Triangle: [1207, 1291, 1285]
Triangle: [1284, 1290, 1206]
Triangle: [1208, 1207, 1286]
Triangle: [1285, 1291, 1290]
Triangle: [1301, 1299, 1300]
Triangle: [1313, 1299, 1296]
Triangle: [1300, 1304, 1301]
Triangle: [1292, 1306, 1305]
Triangle: [1307, 1309, 1315]
Triangle: [1308, 1293, 1309]
Triangle: [1308, 1294, 1293]
Triangle: [1318, 1304, 1312]
Triangle: [1312, 1313, 1298]
Triangle: [1311, 1301, 1304]
Triangle: [1313, 1304, 1300]
Triangle: [1293, 1295, 1292]
Triangle: [1309, 1293, 1292]
Triangle: [1320, 1318, 1319]
Triangle: [1314, 1307, 1315]
Triangle: [1311, 1319, 1315]
Triangle: [1296, 1316, 1297]
Triangle: [1295, 1294, 1316]
Triangle: [1316, 1294, 1317]
Triangle: [1316, 1317, 1310]
Triangle: [1316, 1310, 1303]
Triangle: [1316, 1303, 1297]
Triangle: [1299, 1316, 1296]
Triangle: [1302, 1316, 1299]
Triangle: [1306, 1316, 1302]
Triangle: [1295, 1316, 1306]
Triangle: [1319, 1312, 1315]
Triangle: [1315, 1298, 1314]
Triangle: [1292, 1311, 1309]
Triangle: [1320, 1311, 1304]
Triangle: [1304, 1321, 1320]
Triangle: [1326, 1325, 1323]
Triangle: [1323, 1322, 1326]
Triangle: [1328, 1329, 1324]
Triangle: [1324, 1327, 1328]
Triangle: [1335, 1330, 1332]
Triangle: [1323, 1327, 1324]
Triangle: [1330, 1333, 1334]
Triangle: [1334, 1331, 1330]
Triangle: [1337, 1335, 1332]
Triangle: [1332, 1336, 1337]
Triangle: [5000, 4957, 4958]
Triangle: [1354, 1339, 1352]
Triangle: [1357, 1343, 1354]
Triangle: [1377, 1382, 1374]
Triangle: [1436, 1435, 1434]
Triangle: [1364, 1366, 1363]
Triangle: [1362, 1355, 1360]
Triangle: [1383, 1344, 1357]
Triangle: [1339, 1341, 1338]
Triangle: [1367, 1372, 1365]
Triangle: [1399, 1396, 1398]
Triangle: [1370, 1371, 1367]
Triangle: [1351, 1353, 1350]
Triangle: [1365, 1373, 1366]
Triangle: [1360, 1351, 1358]
Triangle: [1361, 1360, 1371]
Triangle: [1372, 1359, 1373]
Triangle: [1388, 1376, 1386]
Triangle: [2864, 4326, 2867]
Triangle: [1437, 1379, 1435]
Triangle: [1346, 2805, 2804]
Triangle: [1434, 1388, 1387]
Triangle: [1439, 1387, 1393]
Triangle: [1386, 1375, 1383]
Triangle: [1378, 1377, 1376]
Triangle: [1387, 1386, 1385]
Triangle: [1390, 1389, 1400]
Triangle: [1391, 1384, 1389]
Triangle: [1435, 1378, 1388]
Triangle: [1355, 1352, 1351]
Triangle: [1442, 1398, 1441]
Triangle: [1438, 1399, 1442]
Triangle: [1394, 1361, 1370]
Triangle: [1402, 1409, 1403]
Triangle: [1402, 1401, 1405]
Triangle: [1405, 1406, 1402]
Triangle: [2858, 2860, 2856]
Triangle: [2710, 1411, 1415]
Triangle: [1403, 4321, 1404]
Triangle: [1410, 1408, 1407]
Triangle: [1407, 1412, 1410]
Triangle: [1414, 1410, 1412]
Triangle: [1448, 1447, 1446]
Triangle: [2712, 1417, 1421]
Triangle: [1421, 1418, 1420]
Triangle: [1452, 1420, 1418]
Triangle: [1451, 1452, 1418]
Triangle: [1413, 1417, 1414]
Triangle: [2840, 2847, 2845]
Triangle: [1421, 1417, 1416]
Triangle: [1419, 1423, 1420]
Triangle: [2733, 1454, 1453]
Triangle: [1419, 1424, 1422]
Triangle: [1457, 1459, 1456]
Triangle: [1406, 1408, 1402]
Triangle: [1422, 1427, 1423]
Triangle: [4350, 1462, 2738]
Triangle: [2737, 1349, 2738]
Triangle: [1393, 1385, 1391]
Triangle: [1348, 2804, 2802]
Triangle: [1347, 2832, 2805]
Triangle: [1376, 1374, 1375]
Triangle: [1392, 1391, 1390]
Triangle: [1440, 2888, 2885]
Triangle: [1345, 1346, 1342]
Triangle: [1385, 1383, 1384]
Triangle: [1389, 1356, 1362]
Triangle: [1444, 2887, 2886]
Triangle: [4858, 1441, 4857]
Triangle: [1400, 1362, 1361]
Triangle: [1412, 1407, 1446]
Triangle: [1446, 1447, 1412]
Triangle: [2728, 1449, 1448]
Triangle: [1451, 1447, 1449]
Triangle: [1449, 1450, 1451]
Triangle: [1447, 1451, 1413]
Triangle: [2732, 1453, 1450]
Triangle: [1450, 1453, 1452]
Triangle: [1455, 1452, 1453]
Triangle: [1453, 1454, 1455]
Triangle: [1452, 1455, 1419]
Triangle: [1424, 1419, 1455]
Triangle: [1455, 1456, 1424]
Triangle: [1456, 1455, 1454]
Triangle: [1454, 1457, 1456]
Triangle: [1456, 1425, 1424]
Triangle: [1459, 1430, 1425]
Triangle: [1461, 1459, 1458]
Triangle: [2735, 1458, 1457]
Triangle: [2716, 1429, 1433]
Triangle: [1431, 2903, 2882]
Triangle: [1464, 2717, 1465]
Triangle: [2907, 1468, 2908]
Triangle: [2912, 1471, 2909]
Triangle: [1518, 1520, 1517]
Triangle: [2718, 1477, 2720]
Triangle: [1467, 1480, 1478]
Triangle: [1466, 1474, 1467]
Triangle: [2721, 1486, 2723]
Triangle: [1488, 1490, 1491]
Triangle: [2720, 1476, 2721]
Triangle: [1478, 1482, 1479]
Triangle: [1485, 1499, 1498]
Triangle: [2726, 1493, 2724]
Triangle: [1497, 1494, 1493]
Triangle: [1531, 1529, 1530]
Triangle: [1496, 1505, 1494]
Triangle: [1473, 1508, 1475]
Triangle: [1472, 1470, 1471]
Triangle: [1593, 1596, 1594]
Triangle: [1522, 1598, 1527]
Triangle: [1475, 1518, 1481]
Triangle: [1517, 1526, 1525]
Triangle: [1519, 1522, 1520]
Triangle: [1523, 1527, 1528]
Triangle: [1524, 1536, 1535]
Triangle: [1481, 1517, 1483]
Triangle: [2962, 2953, 2960]
Triangle: [1539, 1532, 1531]
Triangle: [1534, 1506, 1500]
Triangle: [1525, 1523, 1524]
Triangle: [2955, 2954, 2953]
Triangle: [2961, 2960, 2959]
Triangle: [1552, 1550, 1551]
Triangle: [1894, 1888, 1889]
Triangle: [1556, 4724, 1557]
Triangle: [1881, 1886, 1878]
Triangle: [1546, 1547, 1544]
Triangle: [1560, 1558, 1561]
Triangle: [1576, 1562, 1561]
Triangle: [1560, 1564, 1563]
Triangle: [1900, 4730, 1831]
Triangle: [1621, 1573, 1619]
Triangle: [1570, 1574, 1571]
Triangle: [1907, 4731, 4732]
Triangle: [1572, 1577, 1578]
Triangle: [1569, 1910, 4720]
Triangle: [3983, 4733, 3982]
Triangle: [1580, 1581, 1578]
Triangle: [1425, 1428, 1426]
Triangle: [4720, 1570, 1569]
Triangle: [3015, 1588, 1587]
Triangle: [1591, 1627, 1592]
Triangle: [1582, 1584, 1581]
Triangle: [1538, 1603, 1537]
Triangle: [1527, 1597, 1528]
Triangle: [1604, 1605, 1603]
Triangle: [1598, 1600, 1597]
Triangle: [1528, 1604, 1538]
Triangle: [1539, 1602, 1540]
Triangle: [1600, 3026, 1606]
Triangle: [1607, 1602, 1601]
Triangle: [1516, 1593, 1521]
Triangle: [1537, 1601, 1539]
Triangle: [1595, 2950, 3020]
Triangle: [2950, 1513, 2948]
Triangle: [1609, 1616, 1610]
Triangle: [1612, 1613, 1611]
Triangle: [1575, 1612, 1562]
Triangle: [1559, 1609, 1564]
Triangle: [1618, 1617, 1575]
Triangle: [1575, 1574, 1618]
Triangle: [1902, 4722, 1903]
Triangle: [4723, 1557, 4724]
Triangle: [1621, 1620, 2723]
Triangle: [1624, 1626, 1623]
Triangle: [1592, 1624, 1583]
Triangle: [1586, 1582, 1580]
Triangle: [3018, 1590, 3017]
Triangle: [1629, 3046, 3047]
Triangle: [1625, 2720, 1626]
Triangle: [1659, 1610, 1616]
Triangle: [1641, 1532, 1642]
Triangle: [1395, 1639, 4855]
Triangle: [4876, 1364, 4875]
Triangle: [1646, 1643, 1645]
Triangle: [1653, 1645, 1644]
Triangle: [4857, 1398, 1646]
Triangle: [1633, 4874, 1634]
Triangle: [1652, 1649, 1651]
Triangle: [4741, 4868, 4867]
Triangle: [4868, 1406, 1405]
Triangle: [4740, 4851, 4867]
Triangle: [2911, 2909, 2910]
Triangle: [3075, 1655, 3074]
Triangle: [1440, 1438, 1445]
Triangle: [1639, 1368, 4876]
Triangle: [1660, 1657, 1659]
Triangle: [1660, 4871, 1658]
Triangle: [1447, 1414, 1412]
Triangle: [4872, 1446, 4871]
Triangle: [1670, 1662, 1661]
Triangle: [1668, 1664, 1663]
Triangle: [2739, 1667, 1666]
Triangle: [2705, 1669, 2411]
Triangle: [1670, 2700, 1672]
Triangle: [2700, 2516, 1672]
Triangle: [2516, 1673, 1672]
Triangle: [2741, 1666, 1665]
Triangle: [2777, 1674, 2518]
Triangle: [1678, 1684, 1679]
Triangle: [1685, 2694, 1686]
Triangle: [2750, 2518, 1684]
Triangle: [1689, 1687, 1686]
Triangle: [1687, 1693, 1688]
Triangle: [1692, 2756, 1693]
Triangle: [1682, 2749, 1683]
Triangle: [2680, 2677, 2679]
Triangle: [2359, 2652, 2678]
Triangle: [1702, 4766, 4767]
Triangle: [1701, 1703, 1702]
Triangle: [3113, 3111, 3110]
Triangle: [4789, 3113, 4788]
Triangle: [2419, 2466, 2420]
Triangle: [4008, 4005, 4007]
Triangle: [1710, 2506, 2515]
Triangle: [1711, 4878, 1712]
Triangle: [2658, 1714, 2655]
Triangle: [1717, 1718, 1719]
Triangle: [1719, 1724, 1717]
Triangle: [1733, 1721, 1720]
Triangle: [1721, 1723, 1719]
Triangle: [2665, 2686, 2685]
Triangle: [1728, 1733, 1725]
Triangle: [2519, 1730, 1729]
Triangle: [1730, 1732, 1728]
Triangle: [2681, 2702, 2703]
Triangle: [2520, 1731, 1730]
Triangle: [2104, 2442, 2105]
Triangle: [1722, 2101, 1723]
Triangle: [2101, 2106, 2102]
Triangle: [1747, 1743, 1742]
Triangle: [2670, 1745, 2667]
Triangle: [2676, 2672, 2675]
Triangle: [2108, 2112, 2107]
Triangle: [2111, 2436, 2112]
Triangle: [2373, 2313, 2312]
Triangle: [2374, 2371, 2373]
Triangle: [2438, 2440, 2437]
Triangle: [1757, 1763, 1758]
Triangle: [2380, 2495, 2471]
Triangle: [2117, 2114, 2113]
Triangle: [2280, 1773, 2281]
Triangle: [1769, 2404, 2403]
Triangle: [2428, 2116, 2405]
Triangle: [2286, 2284, 2285]
Triangle: [1795, 1794, 1793]
Triangle: [1776, 1786, 1772]
Triangle: [2283, 1774, 2280]
Triangle: [1771, 1786, 1770]
Triangle: [1876, 1865, 1863]
Triangle: [1877, 1918, 1865]
Triangle: [1786, 1782, 1770]
Triangle: [1921, 1918, 1917]
Triangle: [1928, 2085, 1924]
Triangle: [1926, 1923, 1925]
Triangle: [1929, 1928, 1927]
Triangle: [1783, 1941, 1784]
Triangle: [1793, 1791, 1792]
Triangle: [1799, 1791, 1800]
Triangle: [1801, 1798, 1799]
Triangle: [1799, 1800, 1801]
Triangle: [1801, 1800, 1797]
Triangle: [1797, 1802, 1801]
Triangle: [1804, 1801, 1802]
Triangle: [1974, 1978, 1973]
Triangle: [1804, 1973, 1805]
Triangle: [2458, 2290, 2459]
Triangle: [1808, 1819, 1809]
Triangle: [1812, 2398, 2396]
Triangle: [1811, 1813, 1808]
Triangle: [1802, 1797, 2484]
Triangle: [1974, 1802, 1803]
Triangle: [1814, 2484, 1806]
Triangle: [1806, 1815, 1814]
Triangle: [1817, 1814, 1815]
Triangle: [1815, 1816, 1817]
Triangle: [1977, 1803, 1975]
Triangle: [1820, 1809, 1819]
Triangle: [1823, 1819, 1822]
Triangle: [1821, 1815, 1818]
Triangle: [1982, 1986, 1983]
Triangle: [1828, 1818, 1820]
Triangle: [1827, 1820, 1823]
Triangle: [1837, 1824, 1836]
Triangle: [1999, 2001, 2000]
Triangle: [1901, 1903, 1899]
Triangle: [2470, 2380, 2471]
Triangle: [1842, 1831, 4730]
Triangle: [1822, 1813, 2395]
Triangle: [2002, 2004, 2001]
Triangle: [1993, 1989, 1988]
Triangle: [1847, 1838, 1846]
Triangle: [2006, 2004, 2003]
Triangle: [1831, 1829, 4731]
Triangle: [1836, 2393, 2392]
Triangle: [1843, 4408, 1844]
Triangle: [2390, 1834, 1833]
Triangle: [2007, 2005, 2006]
Triangle: [2031, 2029, 2028]
Triangle: [2011, 2009, 2010]
Triangle: [2010, 2008, 2007]
Triangle: [1853, 1858, 1859]
Triangle: [1856, 4728, 4727]
Triangle: [4727, 1855, 1856]
Triangle: [1849, 1868, 1850]
Triangle: [2327, 2476, 2325]
Triangle: [1923, 1922, 1921]
Triangle: [2077, 1868, 1867]
Triangle: [2381, 1857, 1870]
Triangle: [2382, 1858, 1857]
Triangle: [1544, 1552, 1541]
Triangle: [2319, 2317, 2318]
Triangle: [1869, 2470, 2383]
Triangle: [1863, 1866, 1864]
Triangle: [1922, 2079, 1918]
Triangle: [1918, 1866, 1865]
Triangle: [4704, 1542, 4705]
Triangle: [2321, 1879, 4739]
Triangle: [1882, 1883, 1881]
Triangle: [1884, 4704, 1885]
Triangle: [1885, 4705, 1886]
Triangle: [1882, 1880, 4727]
Triangle: [1890, 4728, 1852]
Triangle: [1893, 4725, 1894]
Triangle: [1557, 1555, 1556]
Triangle: [1888, 1895, 1884]
Triangle: [1566, 4722, 1567]
Triangle: [1901, 1906, 1902]
Triangle: [1901, 1898, 1900]
Triangle: [1903, 4723, 1904]
Triangle: [1580, 1577, 1579]
Triangle: [1618, 1572, 1573]
Triangle: [3012, 3017, 3011]
Triangle: [1578, 1573, 1572]
Triangle: [1619, 1581, 1584]
Triangle: [1906, 1910, 1902]
Triangle: [3295, 4734, 3294]
Triangle: [1913, 4733, 3295]
Triangle: [1915, 3296, 3297]
Triangle: [1908, 1912, 1916]
Triangle: [4719, 1910, 1909]
Triangle: [1781, 1877, 1876]
Triangle: [1770, 1780, 1779]
Triangle: [1782, 1784, 1780]
Triangle: [1924, 2080, 1922]
Triangle: [1784, 1919, 1785]
Triangle: [1941, 1920, 1919]
Triangle: [1944, 1925, 1920]
Triangle: [1925, 1921, 1920]
Triangle: [1799, 1788, 1777]
Triangle: [1945, 1926, 1925]
Triangle: [1948, 1931, 1926]
Triangle: [1931, 1927, 1926]
Triangle: [1946, 1948, 1945]
Triangle: [1949, 1932, 1931]
Triangle: [1952, 1937, 1932]
Triangle: [1947, 1949, 1948]
Triangle: [1919, 1921, 1917]
Triangle: [1927, 1924, 1923]
Triangle: [1934, 2091, 1930]
Triangle: [1930, 2086, 1928]
Triangle: [1790, 1942, 1783]
Triangle: [1957, 1943, 1942]
Triangle: [1958, 1960, 1957]
Triangle: [1936, 2092, 1934]
Triangle: [1805, 1958, 1789]
Triangle: [1959, 1961, 1960]
Triangle: [1962, 1964, 1961]
Triangle: [1938, 1935, 1937]
Triangle: [1950, 1952, 1949]
Triangle: [1963, 1965, 1964]
Triangle: [1966, 1968, 1965]
Triangle: [4431, 1939, 1938]
Triangle: [1942, 1944, 1941]
Triangle: [1798, 1789, 1788]
Triangle: [1960, 1946, 1943]
Triangle: [1789, 1957, 1790]
Triangle: [1932, 1929, 1931]
Triangle: [1961, 1947, 1946]
Triangle: [1964, 1950, 1947]
Triangle: [1973, 1959, 1958]
Triangle: [1978, 1962, 1959]
Triangle: [1965, 1951, 1950]
Triangle: [1969, 1951, 1968]
Triangle: [1979, 1963, 1962]
Triangle: [1984, 1966, 1963]
Triangle: [1969, 1955, 1954]
Triangle: [1991, 1967, 1990]
Triangle: [4434, 1955, 4435]
Triangle: [1980, 1984, 1979]
Triangle: [1803, 2484, 1814]
Triangle: [1975, 1976, 1977]
Triangle: [1977, 1979, 1978]
Triangle: [1801, 1805, 1798]
Triangle: [1997, 1976, 1975]
Triangle: [2000, 1981, 1976]
Triangle: [1983, 1985, 1984]
Triangle: [1985, 1989, 1990]
Triangle: [2001, 1982, 1981]
Triangle: [2004, 1987, 1982]
Triangle: [1990, 1992, 1991]
Triangle: [1826, 1823, 1825]
Triangle: [2008, 1987, 2005]
Triangle: [2009, 1988, 2008]
Triangle: [1995, 4458, 4449]
Triangle: [1817, 1997, 1975]
Triangle: [1976, 1980, 1977]
Triangle: [2013, 1816, 1821]
Triangle: [1975, 1814, 1817]
Triangle: [1998, 2000, 1997]
Triangle: [2015, 1998, 2013]
Triangle: [2016, 1999, 2015]
Triangle: [1825, 1822, 1824]
Triangle: [2025, 1828, 1827]
Triangle: [2017, 2015, 2014]
Triangle: [2034, 2016, 2017]
Triangle: [2029, 2026, 2025]
Triangle: [1840, 1837, 1839]
Triangle: [2021, 2006, 2019]
Triangle: [2022, 2007, 2021]
Triangle: [1851, 1839, 1847]
Triangle: [1816, 1997, 1817]
Triangle: [1981, 1983, 1980]
Triangle: [1841, 1825, 1837]
Triangle: [2026, 1821, 1828]
Triangle: [1988, 1986, 1987]
Triangle: [2018, 2002, 2016]
Triangle: [2019, 2003, 2018]
Triangle: [2027, 1827, 1826]
Triangle: [2028, 2025, 2027]
Triangle: [2032, 2030, 2031]
Triangle: [2037, 2033, 2032]
Triangle: [2033, 2017, 2030]
Triangle: [2047, 2045, 2046]
Triangle: [2024, 2010, 2022]
Triangle: [2054, 2052, 2051]
Triangle: [2050, 2048, 2047]
Triangle: [2014, 2013, 2026]
Triangle: [1839, 1836, 1838]
Triangle: [2045, 1826, 1841]
Triangle: [1994, 1992, 1993]
Triangle: [2012, 1993, 2009]
Triangle: [2048, 2027, 2045]
Triangle: [2049, 2028, 2048]
Triangle: [2046, 1841, 1840]
Triangle: [2061, 1840, 1851]
Triangle: [2052, 2031, 2049]
Triangle: [2053, 2032, 2052]
Triangle: [2040, 2020, 2039]
Triangle: [2051, 2049, 2050]
Triangle: [2056, 2037, 2053]
Triangle: [2057, 2038, 2056]
Triangle: [2042, 2044, 2040]
Triangle: [2030, 2014, 2029]
Triangle: [1849, 1846, 1848]
Triangle: [2035, 2034, 2033]
Triangle: [2036, 2018, 2034]
Triangle: [1850, 1847, 1849]
Triangle: [2062, 1851, 1850]
Triangle: [2063, 2061, 2062]
Triangle: [2041, 2021, 2020]
Triangle: [2041, 2024, 2022]
Triangle: [2066, 2064, 2063]
Triangle: [2067, 2065, 2066]
Triangle: [2044, 2041, 2040]
Triangle: [2055, 2053, 2054]
Triangle: [2070, 2068, 2067]
Triangle: [2071, 2069, 2070]
Triangle: [2058, 2056, 2055]
Triangle: [1994, 4459, 4458]
Triangle: [2064, 2046, 2061]
Triangle: [2065, 2047, 2064]
Triangle: [2039, 2036, 2035]
Triangle: [2038, 2035, 2037]
Triangle: [2068, 2050, 2065]
Triangle: [2069, 2051, 2068]
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Triangle: [2060, 2042, 2057]
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Triangle: [2168, 2149, 2148]
Triangle: [2138, 2605, 2141]
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Triangle: [2523, 2537, 2525]
Triangle: [2527, 2585, 2529]
Triangle: [4412, 2134, 2133]
Triangle: [2610, 4413, 2614]
Triangle: [2133, 4413, 4412]
Triangle: [4414, 2616, 2615]
Triangle: [2155, 4415, 4414]
Triangle: [2620, 4418, 2623]
Triangle: [2623, 4419, 2624]
Triangle: [4416, 2175, 4417]
Triangle: [4417, 2190, 4418]
Triangle: [4420, 2203, 4421]
Triangle: [4421, 2218, 4422]
Triangle: [2627, 4421, 2628]
Triangle: [4423, 2232, 4424]
Triangle: [4424, 2231, 4425]
Triangle: [4425, 2246, 4426]
Triangle: [2258, 2260, 2257]
Triangle: [2245, 4428, 4427]
Triangle: [2259, 4429, 4428]
Triangle: [2644, 4430, 2646]
Triangle: [2646, 4410, 2608]
Triangle: [4430, 2136, 4410]
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Triangle: [4485, 4447, 4446]
Triangle: [1985, 1967, 1966]
Triangle: [4455, 4437, 4453]
Triangle: [4438, 4440, 4439]
Triangle: [4442, 4443, 4444]
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Triangle: [1955, 1953, 1954]
Triangle: [4437, 4452, 4453]
Triangle: [4456, 4450, 4449]
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Triangle: [4450, 1971, 1996]
Triangle: [4457, 4458, 4473]
Triangle: [4491, 4454, 4457]
Triangle: [4453, 4454, 4455]
Triangle: [4436, 4456, 4452]
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Triangle: [4450, 4439, 4451]
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Triangle: [4460, 4472, 4459]
Triangle: [4461, 2023, 4462]
Triangle: [4460, 2012, 2011]
Triangle: [4511, 4544, 4518]
Triangle: [4471, 4482, 4481]
Triangle: [2060, 4464, 2043]
Triangle: [4465, 4481, 4480]
Triangle: [4433, 4467, 2098]
Triangle: [2098, 1940, 4433]
Triangle: [2099, 2096, 2095]
Triangle: [4468, 4447, 4469]
Triangle: [2075, 4469, 4470]
Triangle: [2076, 2058, 2073]
Triangle: [2074, 2100, 2075]
Triangle: [4492, 4490, 4491]
Triangle: [4474, 4520, 4472]
Triangle: [4462, 4475, 4461]
Triangle: [4460, 2024, 4461]
Triangle: [4553, 4541, 4540]
Triangle: [4555, 4568, 4556]
Triangle: [4506, 4479, 4480]
Triangle: [4507, 4509, 4510]
Triangle: [4483, 4470, 4469]
Triangle: [4480, 4503, 4506]
Triangle: [4484, 4469, 4447]
Triangle: [2076, 4470, 4471]
Triangle: [4483, 4498, 4500]
Triangle: [4489, 4487, 4488]
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Triangle: [4550, 4492, 4549]
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Triangle: [4484, 4495, 4498]
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Triangle: [1548, 1550, 1547]
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Triangle: [2081, 2085, 2083]
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Triangle: [4433, 4448, 4468]
Triangle: [4468, 4467, 4433]
Triangle: [4448, 4446, 4447]
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Triangle: [4443, 4445, 4444]
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Triangle: [2288, 2287, 2286]
Triangle: [2488, 1795, 2289]
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Triangle: [1762, 1765, 1763]
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Triangle: [1552, 1547, 1550]
Triangle: [1894, 1895, 1888]
Triangle: [1556, 4725, 4724]
Triangle: [1881, 1885, 1886]
Triangle: [1546, 1548, 1547]
Triangle: [1560, 1555, 1558]
Triangle: [1576, 1575, 1562]
Triangle: [1560, 1559, 1564]
Triangle: [1900, 1898, 4730]
Triangle: [1621, 1618, 1573]
Triangle: [1570, 1572, 1574]
Triangle: [1907, 1905, 4731]
Triangle: [1572, 1570, 1577]
Triangle: [1569, 4721, 1910]
Triangle: [3983, 4734, 4733]
Triangle: [1580, 1582, 1581]
Triangle: [1425, 1430, 1428]
Triangle: [4720, 1577, 1570]
Triangle: [3015, 3016, 1588]
Triangle: [1591, 1628, 1627]
Triangle: [1582, 1583, 1584]
Triangle: [1538, 1604, 1603]
Triangle: [1527, 1598, 1597]
Triangle: [1604, 1606, 1605]
Triangle: [1598, 1599, 1600]
Triangle: [1528, 1597, 1604]
Triangle: [1539, 1601, 1602]
Triangle: [1600, 3021, 3026]
Triangle: [1607, 1608, 1602]
Triangle: [1516, 1515, 1593]
Triangle: [1537, 1603, 1601]
Triangle: [1595, 1514, 2950]
Triangle: [2950, 1514, 1513]
Triangle: [1609, 1615, 1616]
Triangle: [1612, 1614, 1613]
Triangle: [1575, 1617, 1612]
Triangle: [1559, 1611, 1609]
Triangle: [1902, 4721, 4722]
Triangle: [4723, 1566, 1557]
Triangle: [1621, 1619, 1620]
Triangle: [1624, 1625, 1626]
Triangle: [1592, 1627, 1624]
Triangle: [1586, 1589, 1582]
Triangle: [3018, 1591, 1590]
Triangle: [1629, 1628, 3046]
Triangle: [1625, 2718, 2720]
Triangle: [1659, 1657, 1610]
Triangle: [1641, 1529, 1532]
Triangle: [1395, 1369, 1639]
Triangle: [4876, 1368, 1364]
Triangle: [1646, 4856, 1643]
Triangle: [1653, 1654, 1645]
Triangle: [4857, 1441, 1398]
Triangle: [1633, 4875, 4874]
Triangle: [1652, 1650, 1649]
Triangle: [4741, 1647, 4868]
Triangle: [4868, 4869, 1406]
Triangle: [4740, 4850, 4851]
Triangle: [2911, 2912, 2909]
Triangle: [3075, 1656, 1655]
Triangle: [1440, 1439, 1438]
Triangle: [1639, 1369, 1368]
Triangle: [1660, 1658, 1657]
Triangle: [1660, 4872, 4871]
Triangle: [1447, 1413, 1414]
Triangle: [4872, 1448, 1446]
Triangle: [1670, 1671, 1662]
Triangle: [1668, 1669, 1664]
Triangle: [2739, 2740, 1667]
Triangle: [2705, 2704, 1669]
Triangle: [1670, 2701, 2700]
Triangle: [2700, 2699, 2516]
Triangle: [2516, 2517, 1673]
Triangle: [2741, 2739, 1666]
Triangle: [2777, 2746, 1674]
Triangle: [1678, 1683, 1684]
Triangle: [1685, 2695, 2694]
Triangle: [2750, 2777, 2518]
Triangle: [1689, 1690, 1687]
Triangle: [1687, 1692, 1693]
Triangle: [1692, 2755, 2756]
Triangle: [1682, 2751, 2749]
Triangle: [2680, 2678, 2677]
Triangle: [2359, 1698, 2652]
Triangle: [1702, 1703, 4766]
Triangle: [1701, 1704, 1703]
Triangle: [3113, 3114, 3111]
Triangle: [4789, 3118, 3113]
Triangle: [2419, 2467, 2466]
Triangle: [4008, 4006, 4005]
Triangle: [1710, 1709, 2506]
Triangle: [1711, 1716, 4878]
Triangle: [2658, 1715, 1714]
Triangle: [1719, 1723, 1724]
Triangle: [1733, 1734, 1721]
Triangle: [1721, 1722, 1723]
Triangle: [2665, 2668, 2686]
Triangle: [1728, 1732, 1733]
Triangle: [2519, 2520, 1730]
Triangle: [1730, 1731, 1732]
Triangle: [2681, 2669, 2702]
Triangle: [2520, 2509, 1731]
Triangle: [2104, 2444, 2442]
Triangle: [1722, 2103, 2101]
Triangle: [2101, 2105, 2106]
Triangle: [1747, 1748, 1743]
Triangle: [2670, 1746, 1745]
Triangle: [2676, 2673, 2672]
Triangle: [2108, 2111, 2112]
Triangle: [2111, 2437, 2436]
Triangle: [2373, 2371, 2313]
Triangle: [2374, 2375, 2371]
Triangle: [2438, 2439, 2440]
Triangle: [1757, 1762, 1763]
Triangle: [2380, 2379, 2495]
Triangle: [2117, 2118, 2114]
Triangle: [2280, 1774, 1773]
Triangle: [1769, 2120, 2404]
Triangle: [2428, 2429, 2116]
Triangle: [2286, 2287, 2284]
Triangle: [1795, 1796, 1794]
Triangle: [1776, 1777, 1786]
Triangle: [2283, 1775, 1774]
Triangle: [1771, 1772, 1786]
Triangle: [1876, 1877, 1865]
Triangle: [1877, 1917, 1918]
Triangle: [1786, 1787, 1782]
Triangle: [1921, 1922, 1918]
Triangle: [1928, 2086, 2085]
Triangle: [1926, 1927, 1923]
Triangle: [1929, 1930, 1928]
Triangle: [1783, 1942, 1941]
Triangle: [1793, 1794, 1791]
Triangle: [1777, 1791, 1799]
Triangle: [1791, 1794, 1800]
Triangle: [1974, 1977, 1978]
Triangle: [1804, 1974, 1973]
Triangle: [2458, 2291, 2290]
Triangle: [1808, 1813, 1819]
Triangle: [1812, 1811, 2398]
Triangle: [1811, 1812, 1813]
Triangle: [1974, 1804, 1802]
Triangle: [1977, 1974, 1803]
Triangle: [1820, 1818, 1809]
Triangle: [1823, 1820, 1819]
Triangle: [1821, 1816, 1815]
Triangle: [1982, 1987, 1986]
Triangle: [1828, 1821, 1818]
Triangle: [1827, 1828, 1820]
Triangle: [1837, 1825, 1824]
Triangle: [1999, 2002, 2001]
Triangle: [1901, 1902, 1903]
Triangle: [2470, 2472, 2380]
Triangle: [1842, 1832, 1831]
Triangle: [1822, 1819, 1813]
Triangle: [2002, 2003, 2004]
Triangle: [1993, 1992, 1989]
Triangle: [1847, 1839, 1838]
Triangle: [2006, 2005, 2004]
Triangle: [1831, 1832, 1829]
Triangle: [1836, 1824, 2393]
Triangle: [1843, 1854, 4408]
Triangle: [2390, 2392, 1834]
Triangle: [2007, 2008, 2005]
Triangle: [2031, 2030, 2029]
Triangle: [2011, 2012, 2009]
Triangle: [2010, 2009, 2008]
Triangle: [1853, 1856, 1858]
Triangle: [1849, 1862, 1868]
Triangle: [2327, 2473, 2476]
Triangle: [1923, 1924, 1922]
Triangle: [2077, 2078, 1868]
Triangle: [2381, 2382, 1857]
Triangle: [2382, 2387, 1858]
Triangle: [1544, 1547, 1552]
Triangle: [2319, 2320, 2317]
Triangle: [1869, 2472, 2470]
Triangle: [1863, 1865, 1866]
Triangle: [1922, 2080, 2079]
Triangle: [1918, 2079, 1866]
Triangle: [4704, 1543, 1542]
Triangle: [2321, 1880, 1879]
Triangle: [1884, 4703, 4704]
Triangle: [1885, 4704, 4705]
Triangle: [1882, 1881, 1880]
Triangle: [1890, 1887, 4728]
Triangle: [1893, 4724, 4725]
Triangle: [1557, 1558, 1555]
Triangle: [1566, 4723, 4722]
Triangle: [1901, 1905, 1906]
Triangle: [1901, 1899, 1898]
Triangle: [1903, 4722, 4723]
Triangle: [1580, 1578, 1577]
Triangle: [1618, 1574, 1572]
Triangle: [3012, 3018, 3017]
Triangle: [1578, 1581, 1573]
Triangle: [1619, 1573, 1581]
Triangle: [3295, 4733, 4734]
Triangle: [1913, 2339, 4733]
Triangle: [1915, 1914, 3296]
Triangle: [4719, 4720, 1910]
Triangle: [1781, 1785, 1877]
Triangle: [1770, 1782, 1780]
Triangle: [1782, 1783, 1784]
Triangle: [1924, 2085, 2080]
Triangle: [1784, 1941, 1919]
Triangle: [1941, 1944, 1920]
Triangle: [1944, 1945, 1925]
Triangle: [1925, 1923, 1921]
Triangle: [1799, 1798, 1788]
Triangle: [1945, 1948, 1926]
Triangle: [1948, 1949, 1931]
Triangle: [1931, 1929, 1927]
Triangle: [1946, 1947, 1948]
Triangle: [1949, 1952, 1932]
Triangle: [1952, 1953, 1937]
Triangle: [1947, 1950, 1949]
Triangle: [1919, 1920, 1921]
Triangle: [1927, 1928, 1924]
Triangle: [1934, 2092, 2091]
Triangle: [1930, 2091, 2086]
Triangle: [1790, 1957, 1942]
Triangle: [1957, 1960, 1943]
Triangle: [1958, 1959, 1960]
Triangle: [1936, 2097, 2092]
Triangle: [1805, 1973, 1958]
Triangle: [1959, 1962, 1961]
Triangle: [1962, 1963, 1964]
Triangle: [1938, 1939, 1935]
Triangle: [1950, 1951, 1952]
Triangle: [1963, 1966, 1965]
Triangle: [1966, 1967, 1968]
Triangle: [4431, 4432, 1939]
Triangle: [1942, 1943, 1944]
Triangle: [1798, 1805, 1789]
Triangle: [1960, 1961, 1946]
Triangle: [1789, 1958, 1957]
Triangle: [1932, 1933, 1929]
Triangle: [1961, 1964, 1947]
Triangle: [1964, 1965, 1950]
Triangle: [1973, 1978, 1959]
Triangle: [1978, 1979, 1962]
Triangle: [1965, 1968, 1951]
Triangle: [1969, 1954, 1951]
Triangle: [1979, 1984, 1963]
Triangle: [1984, 1985, 1966]
Triangle: [1969, 1972, 1955]
Triangle: [1991, 1970, 1967]
Triangle: [4434, 1956, 1955]
Triangle: [1980, 1983, 1984]
Triangle: [1803, 1802, 2484]
Triangle: [1977, 1980, 1979]
Triangle: [1801, 1804, 1805]
Triangle: [1997, 2000, 1976]
Triangle: [2000, 2001, 1981]
Triangle: [1983, 1986, 1985]
Triangle: [1985, 1986, 1989]
Triangle: [2001, 2004, 1982]
Triangle: [2004, 2005, 1987]
Triangle: [1990, 1989, 1992]
Triangle: [1826, 1827, 1823]
Triangle: [2008, 1988, 1987]
Triangle: [2009, 1993, 1988]
Triangle: [1995, 1994, 4458]
Triangle: [1976, 1981, 1980]
Triangle: [2013, 1998, 1816]
Triangle: [1975, 1803, 1814]
Triangle: [1998, 1999, 2000]
Triangle: [2015, 1999, 1998]
Triangle: [2016, 2002, 1999]
Triangle: [1825, 1823, 1822]
Triangle: [2025, 2026, 1828]
Triangle: [2017, 2016, 2015]
Triangle: [2034, 2018, 2016]
Triangle: [2029, 2014, 2026]
Triangle: [1840, 1841, 1837]
Triangle: [2021, 2007, 2006]
Triangle: [2022, 2010, 2007]
Triangle: [1851, 1840, 1839]
Triangle: [1816, 1998, 1997]
Triangle: [1981, 1982, 1983]
Triangle: [1841, 1826, 1825]
Triangle: [2026, 2013, 1821]
Triangle: [1988, 1989, 1986]
Triangle: [2018, 2003, 2002]
Triangle: [2019, 2006, 2003]
Triangle: [2027, 2025, 1827]
Triangle: [2028, 2029, 2025]
Triangle: [2032, 2033, 2030]
Triangle: [2037, 2035, 2033]
Triangle: [2033, 2034, 2017]
Triangle: [2047, 2048, 2045]
Triangle: [2024, 2011, 2010]
Triangle: [2054, 2053, 2052]
Triangle: [2050, 2049, 2048]
Triangle: [2014, 2015, 2013]
Triangle: [1839, 1837, 1836]
Triangle: [2045, 2027, 1826]
Triangle: [1994, 1995, 1992]
Triangle: [2012, 1994, 1993]
Triangle: [2048, 2028, 2027]
Triangle: [2049, 2031, 2028]
Triangle: [2046, 2045, 1841]
Triangle: [2061, 2046, 1840]
Triangle: [2052, 2032, 2031]
Triangle: [2053, 2037, 2032]
Triangle: [2040, 2041, 2020]
Triangle: [2051, 2052, 2049]
Triangle: [2056, 2038, 2037]
Triangle: [2057, 2042, 2038]
Triangle: [2042, 2043, 2044]
Triangle: [2030, 2017, 2014]
Triangle: [1849, 1847, 1846]
Triangle: [2035, 2036, 2034]
Triangle: [2036, 2019, 2018]
Triangle: [1850, 1851, 1847]
Triangle: [2062, 2061, 1851]
Triangle: [2063, 2064, 2061]
Triangle: [2041, 2022, 2021]
Triangle: [2041, 2023, 2024]
Triangle: [2066, 2065, 2064]
Triangle: [2067, 2068, 2065]
Triangle: [2044, 2023, 2041]
Triangle: [2055, 2056, 2053]
Triangle: [2070, 2069, 2068]
Triangle: [2071, 2072, 2069]
Triangle: [2058, 2057, 2056]
Triangle: [1994, 2012, 4459]
Triangle: [2064, 2047, 2046]
Triangle: [2065, 2050, 2047]
Triangle: [2039, 2020, 2036]
Triangle: [2038, 2039, 2035]
Triangle: [2068, 2051, 2050]
Triangle: [2069, 2054, 2051]
Triangle: [2042, 2040, 2039]
Triangle: [2060, 2043, 2042]
Triangle: [2072, 2055, 2054]
Triangle: [2073, 2058, 2055]
Triangle: [2059, 2060, 2057]
Triangle: [2093, 2094, 2090]
Triangle: [2071, 2094, 2096]
Triangle: [4466, 4465, 4480]
Triangle: [2060, 2059, 4465]
Triangle: [2087, 2088, 2084]
Triangle: [1778, 1781, 1876]
Triangle: [1779, 1780, 1781]
Triangle: [2083, 2084, 2082]
Triangle: [4409, 1862, 1849]
Triangle: [1785, 1919, 1917]
Triangle: [1787, 1790, 1783]
Triangle: [2089, 2090, 2088]
Triangle: [1850, 1868, 2078]
Triangle: [1777, 1788, 1787]
Triangle: [1788, 1789, 1790]
Triangle: [2095, 2096, 2094]
Triangle: [2089, 2091, 2092]
Triangle: [1943, 1946, 1945]
Triangle: [1939, 1940, 1936]
Triangle: [2095, 2097, 2098]
Triangle: [4529, 4531, 4499]
Triangle: [2501, 2502, 2450]
Triangle: [2500, 2497, 2374]
Triangle: [2497, 2498, 2375]
Triangle: [2109, 2110, 2111]
Triangle: [1740, 1750, 2510]
Triangle: [2510, 2493, 1737]
Triangle: [2494, 2109, 1737]
Triangle: [1736, 1737, 1738]
Triangle: [2452, 2279, 2278]
Triangle: [2313, 2314, 2315]
Triangle: [2282, 2283, 2280]
Triangle: [2439, 2457, 2456]
Triangle: [2289, 1795, 1793]
Triangle: [2123, 2124, 2120]
Triangle: [2427, 2430, 2428]
Triangle: [2423, 2428, 2405]
Triangle: [3611, 3612, 3121]
Triangle: [4098, 4058, 4057]
Triangle: [2420, 2466, 2465]
Triangle: [4792, 3613, 3611]
Triangle: [4412, 2610, 2609]
Triangle: [2136, 2134, 4411]
Triangle: [2145, 2275, 2274]
Triangle: [2144, 2145, 2140]
Triangle: [2147, 2151, 2277]
Triangle: [2276, 2277, 2269]
Triangle: [2145, 2147, 2276]
Triangle: [2148, 2149, 2150]
Triangle: [2143, 2144, 2139]
Triangle: [2148, 2146, 2144]
Triangle: [4413, 4414, 2615]
Triangle: [2631, 4422, 4423]
Triangle: [2159, 2611, 2612]
Triangle: [2160, 2165, 2166]
Triangle: [2177, 2178, 2163]
Triangle: [2177, 2617, 2618]
Triangle: [2178, 2182, 2164]
Triangle: [2182, 2183, 2169]
Triangle: [2179, 2618, 2621]
Triangle: [2176, 2154, 2153]
Triangle: [2202, 2203, 2204]
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Triangle: [2191, 2192, 2180]
Triangle: [2169, 2170, 2171]
Triangle: [2191, 2621, 2622]
Triangle: [2192, 2196, 2181]
Triangle: [2196, 2197, 2184]
Triangle: [2193, 2194, 2192]
Triangle: [2216, 2217, 2218]
Triangle: [2215, 2218, 2203]
Triangle: [2181, 2184, 2183]
Triangle: [2205, 2625, 2626]
Triangle: [2205, 2206, 2194]
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Triangle: [2197, 2200, 2185]
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Triangle: [2195, 2198, 2197]
Triangle: [2219, 2220, 2208]
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Triangle: [2221, 2222, 2220]
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Triangle: [2238, 2239, 2226]
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Triangle: [2175, 2176, 2173]
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Triangle: [2252, 2237, 2236]
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Triangle: [2259, 2245, 2244]
Triangle: [2632, 4423, 4424]
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Triangle: [2241, 2242, 2239]
Triangle: [2242, 2227, 2226]
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Triangle: [2144, 2146, 2147]
Triangle: [2269, 2270, 2267]
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Triangle: [2487, 2288, 2457]
Triangle: [2495, 2496, 1773]
Triangle: [2405, 2116, 2115]
Triangle: [2432, 2434, 2435]
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Triangle: [2124, 2405, 2404]
Triangle: [2292, 2297, 2298]
Triangle: [2426, 2427, 2423]
Triangle: [2400, 2401, 2295]
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Triangle: [2306, 2307, 2302]
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Triangle: [2128, 2127, 2369]
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Triangle: [2371, 2372, 2314]
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Triangle: [1874, 1873, 2320]
Triangle: [2476, 2319, 2318]
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Triangle: [2474, 1872, 1874]
Triangle: [2378, 2474, 2473]
Triangle: [2377, 2378, 2327]
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Triangle: [2398, 2399, 2334]
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Triangle: [3977, 3982, 2337]
Triangle: [3982, 4733, 2339]
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Triangle: [3983, 3981, 4039]
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Triangle: [2344, 2349, 2350]
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Triangle: [2345, 2350, 2355]
Triangle: [2352, 2690, 2689]
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Triangle: [2343, 2344, 2345]
Triangle: [2342, 2345, 2353]
Triangle: [2365, 2366, 2364]
Triangle: [2362, 2365, 2363]
Triangle: [2655, 2656, 2653]
Triangle: [2363, 2364, 1706]
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Triangle: [2376, 2379, 2377]
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Triangle: [2380, 2472, 2474]
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Triangle: [1765, 1769, 2403]
Triangle: [2382, 2384, 2388]
Triangle: [1875, 2384, 2382]
Triangle: [2383, 2381, 1870]
Triangle: [2472, 1869, 1872]
Triangle: [1859, 1858, 2387]
Triangle: [2325, 2476, 2475]
Triangle: [2324, 2325, 2322]
Triangle: [2386, 4409, 1848]
Triangle: [1844, 1845, 1842]
Triangle: [1846, 1838, 2390]
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Triangle: [1844, 4408, 2386]
Triangle: [1832, 1833, 1834]
Triangle: [1843, 1842, 4730]
Triangle: [1845, 1833, 1832]
Triangle: [4729, 4407, 1854]
Triangle: [2396, 2397, 2394]
Triangle: [1829, 1834, 1835]
Triangle: [1830, 1835, 2394]
Triangle: [1824, 1822, 2395]
Triangle: [2338, 2341, 2332]
Triangle: [2340, 4732, 2341]
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Vertex 1967:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 2.422647149558088e-08
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  Group: 'mixamorig:LeftArm', Weight: 0.9193019270896912
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Vertex 1968:
Vertex groups: 4
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Vertex 1969:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9177510142326355
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Vertex 1970:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9242375493049622
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Vertex 1971:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9205579161643982
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Vertex 1972:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9136273860931396
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Vertex 1973:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 1.1670121239149012e-05
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  Group: 'mixamorig:LeftArm', Weight: 0.8325483202934265
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Vertex 1974:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 1.6105143004097044e-05
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  Group: 'mixamorig:LeftArm', Weight: 0.8412787914276123
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Vertex 1975:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 3.24393404298462e-05
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  Group: 'mixamorig:LeftArm', Weight: 0.8450040817260742
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Vertex 1976:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 1.1332667781971395e-05
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  Group: 'mixamorig:LeftArm', Weight: 0.8735619783401489
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Vertex 1977:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 6.911504897288978e-06
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  Group: 'mixamorig:LeftArm', Weight: 0.866615891456604
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Vertex 1978:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 3.810563157458091e-06
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  Group: 'mixamorig:LeftArm', Weight: 0.8602676391601562
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Vertex 1979:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.8844784498214722
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Vertex 1980:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 2.2333786091621732e-06
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  Group: 'mixamorig:LeftArm', Weight: 0.8896753787994385
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Vertex 1981:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.8959289789199829
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Vertex 1982:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 1.372412725686445e-06
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  Group: 'mixamorig:LeftArm', Weight: 0.9164173007011414
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Vertex 1983:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9093145132064819
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Vertex 1984:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 1.331309533725289e-07
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  Group: 'mixamorig:LeftArm', Weight: 0.9048254489898682
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Vertex 1985:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 4.156453314863029e-08
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  Group: 'mixamorig:LeftArm', Weight: 0.9174797534942627
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Vertex 1986:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 9.940069389813289e-08
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  Group: 'mixamorig:LeftArm', Weight: 0.9252225160598755
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Vertex 1987:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9317148923873901
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Vertex 1988:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9417118430137634
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Vertex 1989:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9343842267990112
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Vertex 1990:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 9.22645781997744e-09
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  Group: 'mixamorig:LeftArm', Weight: 0.9272398948669434
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Vertex 1991:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9316045641899109
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Vertex 1992:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9366971850395203
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Vertex 1993:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.944049596786499
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Vertex 1994:
Vertex groups: 4
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Vertex 1995:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 1.0060430266634057e-09
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  Group: 'mixamorig:LeftArm', Weight: 0.9293801188468933
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Vertex 1996:
Vertex groups: 4
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  Group: 'mixamorig:LeftArm', Weight: 0.9252027273178101
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Vertex 1997:
Vertex groups: 4
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Vertex 1998:
Vertex groups: 4
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Vertex 1999:
Vertex groups: 4
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Vertex 2000:
Vertex groups: 4
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Vertex 2001:
Vertex groups: 4
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Vertex 2002:
Vertex groups: 4
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Vertex 2003:
Vertex groups: 4
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Vertex 2004:
Vertex groups: 4
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Vertex 2005:
Vertex groups: 4
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Vertex 2006:
Vertex groups: 4
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Vertex 2007:
Vertex groups: 4
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Vertex 2008:
Vertex groups: 4
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Vertex 2009:
Vertex groups: 4
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Vertex 2010:
Vertex groups: 4
  Group: 'mixamorig:Spine2', Weight: 2.9739337037426594e-07
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Vertex 2011:
Vertex groups: 4
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Vertex 2012:
Vertex groups: 4
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Vertex 2013:
Vertex groups: 4
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Vertex 2014:
Vertex groups: 4
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  Group: 'mixamorig:LeftShoulder', Weight: 0.13458333909511566
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Vertex 2015:
Vertex groups: 4
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Vertex 2016:
Vertex groups: 4
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Vertex 2017:
Vertex groups: 4
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Vertex 2018:
Vertex groups: 4
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Vertex 2019:
Vertex groups: 4
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Vertex 2020:
Vertex groups: 4
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Vertex 2021:
Vertex groups: 4
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Vertex 2022:
Vertex groups: 4
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Vertex 2023:
Vertex groups: 4
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Vertex 2024:
Vertex groups: 4
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Vertex 2025:
Vertex groups: 4
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Vertex 2026:
Vertex groups: 4
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Vertex 2027:
Vertex groups: 4
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Vertex 2028:
Vertex groups: 4
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Vertex 2029:
Vertex groups: 4
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Vertex 2030:
Vertex groups: 4
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Vertex 2031:
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Vertex 2032:
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Vertex 2033:
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Vertex 2034:
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Vertex 2035:
Vertex groups: 4
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Vertex 2036:
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Vertex 2037:
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Vertex 2038:
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Vertex 2332:
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Vertex 2333:
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Vertex 2363:
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Vertex 2364:
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Vertex 2365:
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Vertex 2366:
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Vertex 2367:
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Vertex 2378:
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Vertex 4018:
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Vertex 4019:
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Vertex 4020:
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Vertex 4021:
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Vertex 4022:
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Vertex 4023:
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Vertex 4024:
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Vertex 4025:
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Vertex 4026:
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Vertex 4027:
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Vertex 4028:
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Vertex 4029:
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Vertex 4030:
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Vertex 4031:
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Vertex 4032:
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Vertex 4033:
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Vertex 4034:
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Vertex 4035:
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Vertex 4036:
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Vertex 4037:
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Vertex 4038:
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Vertex 4039:
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Vertex 4040:
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Vertex 4041:
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Vertex 4042:
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Vertex 4043:
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Vertex 4044:
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Vertex 4045:
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Vertex 4046:
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Vertex 4047:
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Vertex 4048:
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Vertex 4049:
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Vertex 4050:
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Vertex 4051:
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Vertex 4052:
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Vertex 4053:
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Vertex 4054:
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Vertex 4055:
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Vertex 4056:
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Vertex 4057:
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Vertex 4058:
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Vertex 4059:
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Vertex 4060:
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Vertex 4061:
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Vertex 4062:
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Vertex 4063:
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Vertex 4064:
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Vertex 4065:
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Vertex 4066:
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Vertex 4067:
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Vertex 4068:
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Vertex 4069:
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Vertex 4070:
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Vertex 4071:
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Vertex 4072:
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Vertex 4073:
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Vertex 4074:
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Vertex 4075:
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Vertex 4076:
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Vertex 4077:
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Vertex 4078:
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Vertex 4079:
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Vertex 4080:
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Vertex 4081:
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Vertex 4083:
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Vertex 4084:
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Vertex 4085:
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Vertex 4086:
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Vertex 4087:
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Vertex 4088:
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Vertex 4089:
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Vertex 4090:
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Vertex 4429:
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Vertex 4430:
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Vertex 4431:
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Vertex 4435:
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Vertex 4436:
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Vertex 4437:
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Vertex 4438:
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Vertex 4439:
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Vertex 4440:
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Vertex 4441:
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Vertex 4443:
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Vertex 4445:
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Vertex 4446:
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Vertex 4449:
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Vertex 4450:
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Vertex 4451:
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Vertex 4452:
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Vertex 4453:
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Vertex 4454:
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Vertex 4455:
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Vertex 4456:
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Vertex 4457:
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Vertex 4458:
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Vertex 4459:
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Vertex 4460:
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Vertex 4461:
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Vertex 4463:
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Vertex 4464:
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Vertex 4465:
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Vertex 4467:
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Vertex 4468:
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Vertex 4470:
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  Group: 'mixamorig:RightFoot', Weight: 0.6076667904853821
  Group: 'mixamorig:RightToeBase', Weight: 0.006681556813418865
Vertex 6431:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.43278810381889343
  Group: 'mixamorig:RightFoot', Weight: 0.5600956082344055
  Group: 'mixamorig:RightToeBase', Weight: 0.007116303313523531
Vertex 6432:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.19642354547977448
  Group: 'mixamorig:RightFoot', Weight: 0.7974265217781067
  Group: 'mixamorig:RightToeBase', Weight: 0.0061499252915382385
Vertex 6433:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.05798503756523132
  Group: 'mixamorig:RightFoot', Weight: 0.7692785263061523
  Group: 'mixamorig:RightToeBase', Weight: 0.1727364957332611
Vertex 6434:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.16672652959823608
  Group: 'mixamorig:RightFoot', Weight: 0.7735419869422913
  Group: 'mixamorig:RightToeBase', Weight: 0.05973144248127937
Vertex 6435:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.10263827443122864
  Group: 'mixamorig:RightFoot', Weight: 0.7889466285705566
  Group: 'mixamorig:RightToeBase', Weight: 0.10841502994298935
Vertex 6436:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 2.9047547286609188e-05
  Group: 'mixamorig:RightLeg', Weight: 0.5330699682235718
  Group: 'mixamorig:RightFoot', Weight: 0.41941189765930176
  Group: 'mixamorig:RightToeBase', Weight: 0.04748918116092682
Vertex 6437:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 6.496006335510174e-06
  Group: 'mixamorig:RightLeg', Weight: 0.34245017170906067
  Group: 'mixamorig:RightFoot', Weight: 0.5844364762306213
  Group: 'mixamorig:RightToeBase', Weight: 0.07310684025287628
Vertex 6438:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.17197652161121368
  Group: 'mixamorig:RightFoot', Weight: 0.7329984903335571
  Group: 'mixamorig:RightToeBase', Weight: 0.095024973154068
Vertex 6439:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.017309440299868584
  Group: 'mixamorig:RightFoot', Weight: 0.5962122082710266
  Group: 'mixamorig:RightToeBase', Weight: 0.38647839426994324
Vertex 6440:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.24499103426933289
  Group: 'mixamorig:RightFoot', Weight: 0.7490430474281311
  Group: 'mixamorig:RightToeBase', Weight: 0.005965866148471832
Vertex 6441:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.25381606817245483
  Group: 'mixamorig:RightFoot', Weight: 0.740753710269928
  Group: 'mixamorig:RightToeBase', Weight: 0.005430184304714203
Vertex 6442:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.3872586488723755
  Group: 'mixamorig:RightFoot', Weight: 0.6057636737823486
  Group: 'mixamorig:RightToeBase', Weight: 0.006977681536227465
Vertex 6443:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 7.717959306319244e-06
  Group: 'mixamorig:RightLeg', Weight: 0.5705868601799011
  Group: 'mixamorig:RightFoot', Weight: 0.4180929958820343
  Group: 'mixamorig:RightToeBase', Weight: 0.011312449350953102
Vertex 6444:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 1.8479942809790373e-05
  Group: 'mixamorig:RightLeg', Weight: 0.6754415035247803
  Group: 'mixamorig:RightFoot', Weight: 0.30939218401908875
  Group: 'mixamorig:RightToeBase', Weight: 0.01514782477170229
Vertex 6445:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 3.3034310035873204e-05
  Group: 'mixamorig:RightLeg', Weight: 0.684237539768219
  Group: 'mixamorig:RightFoot', Weight: 0.2939112186431885
  Group: 'mixamorig:RightToeBase', Weight: 0.02181822992861271
Vertex 6446:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 4.423339123604819e-05
  Group: 'mixamorig:RightLeg', Weight: 0.6028720140457153
  Group: 'mixamorig:RightFoot', Weight: 0.35488080978393555
  Group: 'mixamorig:RightToeBase', Weight: 0.042202986776828766
Vertex 6447:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 4.3908679799642414e-05
  Group: 'mixamorig:RightLeg', Weight: 0.6529727578163147
  Group: 'mixamorig:RightFoot', Weight: 0.3172440230846405
  Group: 'mixamorig:RightToeBase', Weight: 0.029739294201135635
Vertex 6448:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.3560684323310852
  Group: 'mixamorig:RightFoot', Weight: 0.6357090473175049
  Group: 'mixamorig:RightToeBase', Weight: 0.008222503587603569
Vertex 6449:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.38006505370140076
  Group: 'mixamorig:RightFoot', Weight: 0.6081762313842773
  Group: 'mixamorig:RightToeBase', Weight: 0.011758625507354736
Vertex 6450:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.41211527585983276
  Group: 'mixamorig:RightFoot', Weight: 0.5699681043624878
  Group: 'mixamorig:RightToeBase', Weight: 0.017916614189743996
Vertex 6451:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 3.125145667581819e-06
  Group: 'mixamorig:RightLeg', Weight: 0.5069347023963928
  Group: 'mixamorig:RightFoot', Weight: 0.4624510705471039
  Group: 'mixamorig:RightToeBase', Weight: 0.030611073598265648
Vertex 6452:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 2.4374252461711876e-05
  Group: 'mixamorig:RightLeg', Weight: 0.6380760073661804
  Group: 'mixamorig:RightFoot', Weight: 0.31649285554885864
  Group: 'mixamorig:RightToeBase', Weight: 0.0454067625105381
Vertex 6453:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 3.365398515597917e-05
  Group: 'mixamorig:RightLeg', Weight: 0.6266288757324219
  Group: 'mixamorig:RightFoot', Weight: 0.3090825378894806
  Group: 'mixamorig:RightToeBase', Weight: 0.06425494700670242
Vertex 6454:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.03719603642821312
  Group: 'mixamorig:RightFoot', Weight: 0.7264782190322876
  Group: 'mixamorig:RightToeBase', Weight: 0.23632574081420898
Vertex 6455:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.06635566055774689
  Group: 'mixamorig:RightFoot', Weight: 0.7671583890914917
  Group: 'mixamorig:RightToeBase', Weight: 0.16648590564727783
Vertex 6456:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.2586931586265564
  Group: 'mixamorig:RightFoot', Weight: 0.6384124755859375
  Group: 'mixamorig:RightToeBase', Weight: 0.1028943583369255
Vertex 6457:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.15454605221748352
  Group: 'mixamorig:RightFoot', Weight: 0.7003653645515442
  Group: 'mixamorig:RightToeBase', Weight: 0.1450885534286499
Vertex 6458:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 2.0120096451137215e-05
  Group: 'mixamorig:RightLeg', Weight: 0.48475754261016846
  Group: 'mixamorig:RightFoot', Weight: 0.4197585880756378
  Group: 'mixamorig:RightToeBase', Weight: 0.09546378999948502
Vertex 6459:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.26375243067741394
  Group: 'mixamorig:RightFoot', Weight: 0.6148669719696045
  Group: 'mixamorig:RightToeBase', Weight: 0.121380515396595
Vertex 6460:
Vertex groups: 4
  Group: 'mixamorig:RightUpLeg', Weight: 1.9156685084453784e-05
  Group: 'mixamorig:RightLeg', Weight: 0.5323934555053711
  Group: 'mixamorig:RightFoot', Weight: 0.38939911127090454
  Group: 'mixamorig:RightToeBase', Weight: 0.07818826287984848
Vertex 6461:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.01404863502830267
  Group: 'mixamorig:RightFoot', Weight: 0.5731080174446106
  Group: 'mixamorig:RightToeBase', Weight: 0.41284334659576416
Vertex 6462:
Vertex groups: 3
  Group: 'mixamorig:RightLeg', Weight: 0.017624996602535248
  Group: 'mixamorig:RightFoot', Weight: 0.5418036580085754
  Group: 'mixamorig:RightToeBase', Weight: 0.44057130813598633
=== Animation Keyframes ===
=== Bone Transforms per Keyframe ===
Keyframes: 184
Frame: 0
  Bone: mixamorig:Hips
    Location: <Vector (-0.0011, 0.8709, -0.0130)>
    Rotation: <Euler (x=0.2111, y=-0.3386, z=-0.0326), order='XYZ'>
    Matrix:
      <Vector (0.9427, -0.0377, -0.3314, -0.0011)>
      <Vector (-0.0307, 0.9795, -0.1989, 0.8709)>
      <Vector (0.3321, 0.1977, 0.9223, -0.0130)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0034, 0.9469, 0.0007)>
    Rotation: <Euler (x=0.2424, y=-0.3552, z=-0.0255), order='XYZ'>
    Matrix:
      <Vector (0.9373, -0.0587, -0.3436, -0.0034)>
      <Vector (-0.0239, 0.9726, -0.2313, 0.9469)>
      <Vector (0.3478, 0.2250, 0.9102, 0.0007)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0087, 1.0346, 0.0209)>
    Rotation: <Euler (x=0.3851, y=-0.3775, z=-0.0221), order='XYZ'>
    Matrix:
      <Vector (0.9294, -0.1179, -0.3498, -0.0087)>
      <Vector (-0.0206, 0.9296, -0.3680, 1.0346)>
      <Vector (0.3686, 0.3492, 0.8615, 0.0209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0209, 1.1304, 0.0569)>
    Rotation: <Euler (x=0.5294, y=-0.3986, z=-0.0228), order='XYZ'>
    Matrix:
      <Vector (0.9214, -0.1763, -0.3464, -0.0209)>
      <Vector (-0.0210, 0.8673, -0.4973, 1.1304)>
      <Vector (0.3881, 0.4655, 0.7954, 0.0569)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0413, 1.2310, 0.1109)>
    Rotation: <Euler (x=0.4429, y=-0.3233, z=-0.0298), order='XYZ'>
    Matrix:
      <Vector (0.9478, -0.1091, -0.2997, -0.0413)>
      <Vector (-0.0283, 0.9072, -0.4198, 1.2310)>
      <Vector (0.3177, 0.4063, 0.8567, 0.1109)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0567, 1.3191, 0.1645)>
    Rotation: <Euler (x=0.0286, y=-0.0426, z=-0.0098), order='XYZ'>
    Matrix:
      <Vector (0.9990, 0.0086, -0.0428, -0.0567)>
      <Vector (-0.0098, 0.9996, -0.0282, 1.3191)>
      <Vector (0.0425, 0.0286, 0.9987, 0.1645)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0559, 1.5580, 0.2029)>
    Rotation: <Euler (x=0.0286, y=-0.0426, z=-0.0098), order='XYZ'>
    Matrix:
      <Vector (0.9990, 0.0086, -0.0428, -0.0559)>
      <Vector (-0.0098, 0.9996, -0.0282, 1.5580)>
      <Vector (0.0425, 0.0286, 0.9987, 0.2029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0266, 1.2157, 0.1283)>
    Rotation: <Euler (x=-0.1473, y=2.1602, z=-1.9910), order='XYZ'>
    Matrix:
      <Vector (0.2268, 0.9529, -0.2014, 0.0266)>
      <Vector (0.5075, -0.2921, -0.8106, 1.2157)>
      <Vector (-0.8313, 0.0816, -0.5498, 0.1283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1612, 1.1745, 0.1399)>
    Rotation: <Euler (x=-3.0780, y=0.8749, z=0.5007), order='XYZ'>
    Matrix:
      <Vector (0.5624, 0.4362, -0.7024, 0.1612)>
      <Vector (0.3077, -0.8989, -0.3119, 1.1745)>
      <Vector (-0.7675, -0.0408, -0.6398, 0.1399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2456, 1.0005, 0.1320)>
    Rotation: <Euler (x=2.3041, y=0.1741, z=-1.0469), order='XYZ'>
    Matrix:
      <Vector (0.4927, -0.5152, -0.7013, 0.2456)>
      <Vector (-0.8528, -0.4463, -0.2713, 1.0005)>
      <Vector (-0.1732, 0.7317, -0.6592, 0.1320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1108, 0.8837, 0.3235)>
    Rotation: <Euler (x=1.9892, y=0.0838, z=-0.6892), order='XYZ'>
    Matrix:
      <Vector (0.7691, -0.1993, -0.6073, 0.1108)>
      <Vector (-0.6337, -0.3622, -0.6836, 0.8837)>
      <Vector (-0.0837, 0.9105, -0.4049, 0.3235)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0765, 0.8795, 0.3583)>
    Rotation: <Euler (x=2.4858, y=-0.6207, z=-1.0369), order='XYZ'>
    Matrix:
      <Vector (0.4140, -0.8628, -0.2903, 0.0765)>
      <Vector (-0.7002, -0.0980, -0.7071, 0.8795)>
      <Vector (0.5816, 0.4960, -0.6447, 0.3583)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0418, 0.8771, 0.3765)>
    Rotation: <Euler (x=2.3458, y=-0.2423, z=-0.7711), order='XYZ'>
    Matrix:
      <Vector (0.6962, -0.6106, -0.3774, 0.0418)>
      <Vector (-0.6765, -0.3823, -0.6294, 0.8771)>
      <Vector (0.2400, 0.6935, -0.6793, 0.3765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0224, 0.8641, 0.3993)>
    Rotation: <Euler (x=2.2725, y=-0.0703, z=-0.6949), order='XYZ'>
    Matrix:
      <Vector (0.7662, -0.4546, -0.4542, 0.0224)>
      <Vector (-0.6388, -0.4615, -0.6157, 0.8641)>
      <Vector (0.0703, 0.7618, -0.6439, 0.3993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0124, 0.8520, 0.4180)>
    Rotation: <Euler (x=2.2725, y=-0.0703, z=-0.6949), order='XYZ'>
    Matrix:
      <Vector (0.7662, -0.4546, -0.4542, 0.0124)>
      <Vector (-0.6388, -0.4615, -0.6157, 0.8520)>
      <Vector (0.0703, 0.7618, -0.6439, 0.4180)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0610, 0.8656, 0.4313)>
    Rotation: <Euler (x=2.4452, y=0.0349, z=-0.7024), order='XYZ'>
    Matrix:
      <Vector (0.7628, -0.4786, -0.4348, 0.0610)>
      <Vector (-0.6456, -0.6000, -0.4723, 0.8656)>
      <Vector (-0.0349, 0.6410, -0.7667, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0472, 0.8479, 0.4501)>
    Rotation: <Euler (x=2.9190, y=0.0711, z=-0.6344), order='XYZ'>
    Matrix:
      <Vector (0.8034, -0.5654, -0.1866, 0.0472)>
      <Vector (-0.5912, -0.7949, -0.1367, 0.8479)>
      <Vector (-0.0710, 0.2202, -0.9729, 0.4501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0305, 0.8243, 0.4566)>
    Rotation: <Euler (x=-3.1250, y=0.0775, z=-0.5786), order='XYZ'>
    Matrix:
      <Vector (0.8347, -0.5478, -0.0557, 0.0305)>
      <Vector (-0.5452, -0.8364, 0.0562, 0.8243)>
      <Vector (-0.0774, -0.0166, -0.9969, 0.4566)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0175, 0.8051, 0.4563)>
    Rotation: <Euler (x=-3.1250, y=0.0775, z=-0.5786), order='XYZ'>
    Matrix:
      <Vector (0.8347, -0.5478, -0.0557, 0.0175)>
      <Vector (-0.5452, -0.8364, 0.0562, 0.8051)>
      <Vector (-0.0774, -0.0166, -0.9969, 0.4563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0789, 0.8507, 0.4284)>
    Rotation: <Euler (x=2.4449, y=0.0377, z=-0.7030), order='XYZ'>
    Matrix:
      <Vector (0.7624, -0.4774, -0.4369, 0.0789)>
      <Vector (-0.6461, -0.6008, -0.4709, 0.8507)>
      <Vector (-0.0377, 0.6412, -0.7664, 0.4284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0630, 0.8302, 0.4501)>
    Rotation: <Euler (x=2.9190, y=0.0739, z=-0.6345), order='XYZ'>
    Matrix:
      <Vector (0.8032, -0.5650, -0.1889, 0.0630)>
      <Vector (-0.5911, -0.7952, -0.1351, 0.8302)>
      <Vector (-0.0739, 0.2201, -0.9727, 0.4501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0432, 0.8023, 0.4578)>
    Rotation: <Euler (x=-3.1251, y=0.0801, z=-0.5805), order='XYZ'>
    Matrix:
      <Vector (0.8335, -0.5494, -0.0579, 0.0432)>
      <Vector (-0.5467, -0.8354, 0.0577, 0.8023)>
      <Vector (-0.0800, -0.0164, -0.9967, 0.4578)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0286, 0.7807, 0.4574)>
    Rotation: <Euler (x=-3.1251, y=0.0801, z=-0.5805), order='XYZ'>
    Matrix:
      <Vector (0.8335, -0.5494, -0.0579, 0.0286)>
      <Vector (-0.5467, -0.8354, 0.0577, 0.7807)>
      <Vector (-0.0800, -0.0164, -0.9967, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0987, 0.8353, 0.4264)>
    Rotation: <Euler (x=2.4453, y=0.0388, z=-0.7011), order='XYZ'>
    Matrix:
      <Vector (0.7636, -0.4758, -0.4365, 0.0987)>
      <Vector (-0.6445, -0.6023, -0.4709, 0.8353)>
      <Vector (-0.0388, 0.6409, -0.7666, 0.4264)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0846, 0.8171, 0.4456)>
    Rotation: <Euler (x=2.9192, y=0.0744, z=-0.6317), order='XYZ'>
    Matrix:
      <Vector (0.8048, -0.5627, -0.1887, 0.0846)>
      <Vector (-0.5889, -0.7969, -0.1352, 0.8171)>
      <Vector (-0.0743, 0.2199, -0.9727, 0.4456)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0682, 0.7939, 0.4520)>
    Rotation: <Euler (x=-3.1256, y=0.0786, z=-0.5871), order='XYZ'>
    Matrix:
      <Vector (0.8300, -0.5549, -0.0566, 0.0682)>
      <Vector (-0.5522, -0.8318, 0.0568, 0.7939)>
      <Vector (-0.0786, -0.0159, -0.9968, 0.4520)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0553, 0.7750, 0.4517)>
    Rotation: <Euler (x=-3.1256, y=0.0786, z=-0.5871), order='XYZ'>
    Matrix:
      <Vector (0.8300, -0.5549, -0.0566, 0.0553)>
      <Vector (-0.5522, -0.8318, 0.0568, 0.7750)>
      <Vector (-0.0786, -0.0159, -0.9968, 0.4517)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1182, 0.8237, 0.4209)>
    Rotation: <Euler (x=2.4374, y=0.0939, z=-0.6466), order='XYZ'>
    Matrix:
      <Vector (0.7946, -0.4107, -0.4471, 0.1182)>
      <Vector (-0.5998, -0.6449, -0.4737, 0.8237)>
      <Vector (-0.0938, 0.6445, -0.7588, 0.4209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1064, 0.8051, 0.4395)>
    Rotation: <Euler (x=2.9194, y=0.0829, z=-0.6290), order='XYZ'>
    Matrix:
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      <Vector (-0.5863, -0.7995, -0.1306, 0.8051)>
      <Vector (-0.0828, 0.2196, -0.9721, 0.4395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0939, 0.7874, 0.4444)>
    Rotation: <Euler (x=-3.1268, y=0.0860, z=-0.6019), order='XYZ'>
    Matrix:
      <Vector (0.8212, -0.5672, -0.0624, 0.0939)>
      <Vector (-0.5641, -0.8235, 0.0608, 0.7874)>
      <Vector (-0.0859, -0.0147, -0.9962, 0.4444)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0846, 0.7738, 0.4441)>
    Rotation: <Euler (x=-3.1268, y=0.0860, z=-0.6019), order='XYZ'>
    Matrix:
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      <Vector (-0.5641, -0.8235, 0.0608, 0.7738)>
      <Vector (-0.0859, -0.0147, -0.9962, 0.4441)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1029, 1.2169, 0.0769)>
    Rotation: <Euler (x=0.9548, y=-2.1849, z=1.1321), order='XYZ'>
    Matrix:
      <Vector (-0.2447, -0.8064, 0.5383, -0.1029)>
      <Vector (-0.5216, -0.3585, -0.7742, 1.2169)>
      <Vector (0.8173, -0.4703, -0.3329, 0.0769)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2168, 1.1663, 0.0105)>
    Rotation: <Euler (x=-1.5156, y=-1.3784, z=-1.7754), order='XYZ'>
    Matrix:
      <Vector (-0.0389, -0.1451, 0.9887, -0.2168)>
      <Vector (-0.1873, -0.9708, -0.1498, 1.1663)>
      <Vector (0.9815, -0.1910, 0.0106, 0.0105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2450, 0.9780, -0.0266)>
    Rotation: <Euler (x=1.5769, y=-0.1843, z=1.4468), order='XYZ'>
    Matrix:
      <Vector (0.1216, -0.0167, 0.9924, -0.2450)>
      <Vector (0.9755, -0.1826, -0.1226, 0.9780)>
      <Vector (0.1833, 0.9830, -0.0060, -0.0266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2493, 0.9302, 0.2307)>
    Rotation: <Euler (x=1.6492, y=-0.3681, z=0.9468), order='XYZ'>
    Matrix:
      <Vector (0.5452, -0.1460, 0.8255, -0.2493)>
      <Vector (0.7572, -0.3369, -0.5596, 0.9302)>
      <Vector (0.3599, 0.9301, -0.0731, 0.2307)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2335, 0.9314, 0.2746)>
    Rotation: <Euler (x=2.0319, y=0.4301, z=1.0050), order='XYZ'>
    Matrix:
      <Vector (0.4872, 0.5758, 0.6566, -0.2335)>
      <Vector (0.7673, 0.0767, -0.6367, 0.9314)>
      <Vector (-0.4170, 0.8140, -0.4044, 0.2746)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2114, 0.9352, 0.3044)>
    Rotation: <Euler (x=2.0058, y=-0.0571, z=0.9022), order='XYZ'>
    Matrix:
      <Vector (0.6189, 0.2986, 0.7265, -0.2114)>
      <Vector (0.7834, -0.3018, -0.5433, 0.9352)>
      <Vector (0.0571, 0.9054, -0.4207, 0.3044)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2017, 0.9251, 0.3341)>
    Rotation: <Euler (x=1.9507, y=-0.2113, z=0.8977), order='XYZ'>
    Matrix:
      <Vector (0.6095, 0.1685, 0.7746, -0.2017)>
      <Vector (0.7645, -0.3835, -0.5182, 0.9251)>
      <Vector (0.2098, 0.9080, -0.3626, 0.3341)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1978, 0.9140, 0.3585)>
    Rotation: <Euler (x=1.9507, y=-0.2113, z=0.8977), order='XYZ'>
    Matrix:
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      <Vector (0.7645, -0.3835, -0.5182, 0.9140)>
      <Vector (0.2098, 0.9080, -0.3626, 0.3585)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2472, 0.9194, 0.3483)>
    Rotation: <Euler (x=2.1079, y=-0.3118, z=0.9418), order='XYZ'>
    Matrix:
      <Vector (0.5600, 0.2587, 0.7871, -0.2472)>
      <Vector (0.7696, -0.5141, -0.3786, 0.9194)>
      <Vector (0.3067, 0.8178, -0.4870, 0.3483)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2395, 0.9037, 0.3729)>
    Rotation: <Euler (x=2.5956, y=-0.3624, z=0.8916), order='XYZ'>
    Matrix:
      <Vector (0.5873, 0.5494, 0.5943, -0.2395)>
      <Vector (0.7276, -0.6801, -0.0904, 0.9037)>
      <Vector (0.3545, 0.4855, -0.7991, 0.3729)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2232, 0.8834, 0.3873)>
    Rotation: <Euler (x=2.8482, y=-0.3827, z=0.8447), order='XYZ'>
    Matrix:
      <Vector (0.6159, 0.6442, 0.4536, -0.2232)>
      <Vector (0.6937, -0.7163, 0.0753, 0.8834)>
      <Vector (0.3734, 0.2682, -0.8880, 0.3873)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2083, 0.8673, 0.3936)>
    Rotation: <Euler (x=2.8482, y=-0.3827, z=0.8447), order='XYZ'>
    Matrix:
      <Vector (0.6159, 0.6442, 0.4536, -0.2083)>
      <Vector (0.6937, -0.7163, 0.0753, 0.8673)>
      <Vector (0.3734, 0.2682, -0.8880, 0.3936)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2601, 0.9009, 0.3439)>
    Rotation: <Euler (x=2.1080, y=-0.3196, z=0.9416), order='XYZ'>
    Matrix:
      <Vector (0.5587, 0.2548, 0.7892, -0.2601)>
      <Vector (0.7675, -0.5194, -0.3757, 0.9009)>
      <Vector (0.3142, 0.8157, -0.4858, 0.3439)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2520, 0.8841, 0.3699)>
    Rotation: <Euler (x=2.5958, y=-0.3682, z=0.8912), order='XYZ'>
    Matrix:
      <Vector (0.5864, 0.5474, 0.5971, -0.2520)>
      <Vector (0.7257, -0.6825, -0.0869, 0.8841)>
      <Vector (0.3600, 0.4843, -0.7974, 0.3699)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2333, 0.8607, 0.3865)>
    Rotation: <Euler (x=2.8459, y=-0.3850, z=0.8512), order='XYZ'>
    Matrix:
      <Vector (0.6109, 0.6473, 0.4559, -0.2333)>
      <Vector (0.6970, -0.7128, 0.0781, 0.8607)>
      <Vector (0.3755, 0.2701, -0.8866, 0.3865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2171, 0.8432, 0.3933)>
    Rotation: <Euler (x=2.8459, y=-0.3850, z=0.8512), order='XYZ'>
    Matrix:
      <Vector (0.6109, 0.6473, 0.4559, -0.2171)>
      <Vector (0.6970, -0.7128, 0.0781, 0.8432)>
      <Vector (0.3755, 0.2701, -0.8866, 0.3933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2733, 0.8812, 0.3353)>
    Rotation: <Euler (x=2.1082, y=-0.3144, z=0.9407), order='XYZ'>
    Matrix:
      <Vector (0.5603, 0.2571, 0.7874, -0.2733)>
      <Vector (0.7684, -0.5163, -0.3782, 0.8812)>
      <Vector (0.3093, 0.8169, -0.4868, 0.3353)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2662, 0.8666, 0.3582)>
    Rotation: <Euler (x=2.5977, y=-0.3672, z=0.8860), order='XYZ'>
    Matrix:
      <Vector (0.5904, 0.5453, 0.5951, -0.2662)>
      <Vector (0.7229, -0.6851, -0.0894, 0.8666)>
      <Vector (0.3590, 0.4830, -0.7987, 0.3582)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2510, 0.8476, 0.3716)>
    Rotation: <Euler (x=2.8449, y=-0.3797, z=0.8538), order='XYZ'>
    Matrix:
      <Vector (0.6103, 0.6496, 0.4533, -0.2510)>
      <Vector (0.7001, -0.7101, 0.0750, 0.8476)>
      <Vector (0.3707, 0.2716, -0.8882, 0.3716)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2357, 0.8310, 0.3780)>
    Rotation: <Euler (x=2.8449, y=-0.3797, z=0.8538), order='XYZ'>
    Matrix:
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      <Vector (0.7001, -0.7101, 0.0750, 0.8310)>
      <Vector (0.3707, 0.2716, -0.8882, 0.3780)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2863, 0.8674, 0.3207)>
    Rotation: <Euler (x=2.1080, y=-0.3186, z=0.9413), order='XYZ'>
    Matrix:
      <Vector (0.5591, 0.2552, 0.7888, -0.2863)>
      <Vector (0.7676, -0.5188, -0.3762, 0.8674)>
      <Vector (0.3133, 0.8159, -0.4860, 0.3207)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2797, 0.8537, 0.3421)>
    Rotation: <Euler (x=2.5984, y=-0.3721, z=0.8840), order='XYZ'>
    Matrix:
      <Vector (0.5907, 0.5428, 0.5970, -0.2797)>
      <Vector (0.7204, -0.6881, -0.0871, 0.8537)>
      <Vector (0.3636, 0.4815, -0.7975, 0.3421)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2655, 0.8360, 0.3547)>
    Rotation: <Euler (x=2.8403, y=-0.3793, z=0.8660), order='XYZ'>
    Matrix:
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      <Vector (0.7076, -0.7024, 0.0771, 0.8360)>
      <Vector (0.3703, 0.2756, -0.8871, 0.3547)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2558, 0.8255, 0.3587)>
    Rotation: <Euler (x=2.8403, y=-0.3793, z=0.8660), order='XYZ'>
    Matrix:
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      <Vector (0.7076, -0.7024, 0.0771, 0.8255)>
      <Vector (0.3703, 0.2756, -0.8871, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1058, 0.8267, 0.0096)>
    Rotation: <Euler (x=0.7069, y=-0.0262, z=-2.8943), order='XYZ'>
    Matrix:
      <Vector (-0.9693, 0.2026, -0.1397, 0.1058)>
      <Vector (-0.2447, -0.7331, 0.6346, 0.8267)>
      <Vector (0.0262, 0.6493, 0.7601, 0.0096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1900, 0.5221, 0.2794)>
    Rotation: <Euler (x=-0.1233, y=-0.1630, z=-2.8725), order='XYZ'>
    Matrix:
      <Vector (-0.9512, 0.2446, 0.1880, 0.1900)>
      <Vector (-0.2623, -0.9620, -0.0757, 0.5221)>
      <Vector (0.1623, -0.1213, 0.9793, 0.2794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2946, 0.1105, 0.2275)>
    Rotation: <Euler (x=0.8682, y=-0.1491, z=-3.0024), order='XYZ'>
    Matrix:
      <Vector (-0.9793, 0.2020, -0.0108, 0.2946)>
      <Vector (-0.1372, -0.6242, 0.7691, 0.1105)>
      <Vector (0.1486, 0.7547, 0.6390, 0.2275)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3596)>
    Rotation: <Euler (x=-1.5260, y=-2.8927, z=0.0162), order='XYZ'>
    Matrix:
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      <Vector (-0.0157, 0.0488, 0.9987, 0.0012)>
      <Vector (0.2464, 0.9682, -0.0434, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0049, 0.4325)>
    Rotation: <Euler (x=-1.5260, y=-2.8927, z=0.0162), order='XYZ'>
    Matrix:
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      <Vector (-0.0157, 0.0488, 0.9987, 0.0049)>
      <Vector (0.2464, 0.9682, -0.0434, 0.4325)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1027, 0.8323, -0.0583)>
    Rotation: <Euler (x=0.5155, y=0.6460, z=2.8832), order='XYZ'>
    Matrix:
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      <Vector (0.2041, -0.7653, 0.6105, 0.8323)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3143, 0.5143, 0.1053)>
    Rotation: <Euler (x=-0.4996, y=0.7913, z=2.8594), order='XYZ'>
    Matrix:
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      <Vector (0.1957, -0.9379, -0.2863, 0.5143)>
      <Vector (-0.7113, -0.3367, 0.6170, 0.1053)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7760, y=0.7942, z=2.9395), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2440, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7819, 0.6233, -0.0126, 0.0503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2440, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7819, 0.6233, -0.0126, 0.0992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 2
  Bone: mixamorig:Hips
    Location: <Vector (-0.0010, 0.8711, -0.0131)>
    Rotation: <Euler (x=0.2108, y=-0.3417, z=-0.0332), order='XYZ'>
    Matrix:
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      <Vector (-0.0312, 0.9796, -0.1983, 0.8711)>
      <Vector (0.3351, 0.1972, 0.9213, -0.0131)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0033, 0.9471, 0.0005)>
    Rotation: <Euler (x=0.2414, y=-0.3570, z=-0.0255), order='XYZ'>
    Matrix:
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      <Vector (-0.0239, 0.9728, -0.2303, 0.9471)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0086, 1.0348, 0.0207)>
    Rotation: <Euler (x=0.3826, y=-0.3765, z=-0.0204), order='XYZ'>
    Matrix:
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      <Vector (-0.0190, 0.9303, -0.3662, 1.0348)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0208, 1.1307, 0.0564)>
    Rotation: <Euler (x=0.5252, y=-0.3951, z=-0.0190), order='XYZ'>
    Matrix:
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      <Vector (-0.0175, 0.8687, -0.4950, 1.1307)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0413, 1.2314, 0.1101)>
    Rotation: <Euler (x=0.4368, y=-0.3189, z=-0.0285), order='XYZ'>
    Matrix:
      <Vector (0.9492, -0.1068, -0.2960, -0.0413)>
      <Vector (-0.0270, 0.9095, -0.4147, 1.2314)>
      <Vector (0.3135, 0.4017, 0.8604, 0.1101)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0563, 1.3198, 0.1633)>
    Rotation: <Euler (x=0.0190, y=-0.0412, z=-0.0075), order='XYZ'>
    Matrix:
      <Vector (0.9991, 0.0068, -0.0413, -0.0563)>
      <Vector (-0.0075, 0.9998, -0.0187, 1.3198)>
      <Vector (0.0411, 0.0190, 0.9990, 0.1633)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0560, 1.5591, 0.1993)>
    Rotation: <Euler (x=0.0190, y=-0.0412, z=-0.0075), order='XYZ'>
    Matrix:
      <Vector (0.9991, 0.0068, -0.0413, -0.0560)>
      <Vector (-0.0075, 0.9998, -0.0187, 1.5591)>
      <Vector (0.0411, 0.0190, 0.9990, 0.1993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0267, 1.2164, 0.1273)>
    Rotation: <Euler (x=-0.1434, y=2.1550, z=-1.9856), order='XYZ'>
    Matrix:
      <Vector (0.2223, 0.9538, -0.2019, 0.0267)>
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      <Vector (-0.8342, 0.0788, -0.5458, 0.1273)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1615, 1.1754, 0.1385)>
    Rotation: <Euler (x=-3.0737, y=0.8838, z=0.5047), order='XYZ'>
    Matrix:
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      <Vector (0.3067, -0.8987, -0.3136, 1.1754)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2460, 1.0015, 0.1302)>
    Rotation: <Euler (x=2.2951, y=0.1767, z=-1.0479), order='XYZ'>
    Matrix:
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      <Vector (-0.8529, -0.4450, -0.2731, 1.0015)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1129, 0.8851, 0.3231)>
    Rotation: <Euler (x=1.9781, y=0.0913, z=-0.6910), order='XYZ'>
    Matrix:
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      <Vector (-0.6346, -0.3586, -0.6846, 0.8851)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0790, 0.8810, 0.3584)>
    Rotation: <Euler (x=2.4699, y=-0.6174, z=-1.0285), order='XYZ'>
    Matrix:
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      <Vector (-0.6984, -0.0954, -0.7093, 0.8810)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0446, 0.8788, 0.3771)>
    Rotation: <Euler (x=2.3339, y=-0.2357, z=-0.7691), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0255, 0.8659, 0.4001)>
    Rotation: <Euler (x=2.2614, y=-0.0629, z=-0.6950), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0157, 0.8538, 0.4190)>
    Rotation: <Euler (x=2.2614, y=-0.0629, z=-0.6950), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0645, 0.8674, 0.4317)>
    Rotation: <Euler (x=2.4341, y=0.0422, z=-0.7037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0509, 0.8498, 0.4507)>
    Rotation: <Euler (x=2.9084, y=0.0792, z=-0.6360), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0343, 0.8262, 0.4575)>
    Rotation: <Euler (x=-3.1352, y=0.0862, z=-0.5803), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0213, 0.8070, 0.4574)>
    Rotation: <Euler (x=-3.1352, y=0.0862, z=-0.5803), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0823, 0.8525, 0.4286)>
    Rotation: <Euler (x=2.4338, y=0.0450, z=-0.7043), order='XYZ'>
    Matrix:
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      <Vector (-0.6469, -0.5979, -0.4733, 0.8525)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0667, 0.8321, 0.4505)>
    Rotation: <Euler (x=2.9083, y=0.0820, z=-0.6362), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0470, 0.8042, 0.4586)>
    Rotation: <Euler (x=-3.1353, y=0.0888, z=-0.5822), order='XYZ'>
    Matrix:
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      <Vector (-0.5477, -0.8349, 0.0540, 0.8042)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0323, 0.7826, 0.4585)>
    Rotation: <Euler (x=-3.1353, y=0.0888, z=-0.5822), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1021, 0.8371, 0.4263)>
    Rotation: <Euler (x=2.4341, y=0.0462, z=-0.7024), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0882, 0.8189, 0.4458)>
    Rotation: <Euler (x=2.9086, y=0.0825, z=-0.6333), order='XYZ'>
    Matrix:
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      <Vector (-0.5898, -0.7955, -0.1387, 0.8189)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0719, 0.7958, 0.4525)>
    Rotation: <Euler (x=-3.1359, y=0.0872, z=-0.5888), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0590, 0.7769, 0.4524)>
    Rotation: <Euler (x=-3.1359, y=0.0872, z=-0.5888), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1215, 0.8254, 0.4207)>
    Rotation: <Euler (x=2.4266, y=0.1019, z=-0.6485), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1099, 0.8069, 0.4394)>
    Rotation: <Euler (x=2.9088, y=0.0911, z=-0.6307), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0974, 0.7892, 0.4446)>
    Rotation: <Euler (x=-3.1372, y=0.0944, z=-0.6037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0882, 0.7757, 0.4445)>
    Rotation: <Euler (x=-3.1372, y=0.0944, z=-0.6037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1030, 1.2171, 0.0764)>
    Rotation: <Euler (x=0.9498, y=-2.1802, z=1.1342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2173, 1.1665, 0.0106)>
    Rotation: <Euler (x=-1.5353, y=-1.3785, z=-1.7636), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2470, 0.9784, -0.0264)>
    Rotation: <Euler (x=1.5808, y=-0.1811, z=1.4385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2506, 0.9314, 0.2310)>
    Rotation: <Euler (x=1.6481, y=-0.3656, z=0.9504), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2348, 0.9327, 0.2749)>
    Rotation: <Euler (x=2.0309, y=0.4327, z=1.0079), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2126, 0.9367, 0.3047)>
    Rotation: <Euler (x=2.0046, y=-0.0546, z=0.9055), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2029, 0.9267, 0.3344)>
    Rotation: <Euler (x=1.9495, y=-0.2088, z=0.9012), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1990, 0.9156, 0.3588)>
    Rotation: <Euler (x=1.9495, y=-0.2088, z=0.9012), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2484, 0.9209, 0.3487)>
    Rotation: <Euler (x=2.1068, y=-0.3092, z=0.9454), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2406, 0.9052, 0.3733)>
    Rotation: <Euler (x=2.5944, y=-0.3599, z=0.8953), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2243, 0.8851, 0.3877)>
    Rotation: <Euler (x=2.8469, y=-0.3802, z=0.8485), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2093, 0.8690, 0.3940)>
    Rotation: <Euler (x=2.8469, y=-0.3802, z=0.8485), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2612, 0.9023, 0.3443)>
    Rotation: <Euler (x=2.1069, y=-0.3170, z=0.9452), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2531, 0.8857, 0.3703)>
    Rotation: <Euler (x=2.5946, y=-0.3657, z=0.8949), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2342, 0.8623, 0.3870)>
    Rotation: <Euler (x=2.8445, y=-0.3825, z=0.8549), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2181, 0.8449, 0.3938)>
    Rotation: <Euler (x=2.8445, y=-0.3825, z=0.8549), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2744, 0.8825, 0.3358)>
    Rotation: <Euler (x=2.1072, y=-0.3119, z=0.9443), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2672, 0.8680, 0.3587)>
    Rotation: <Euler (x=2.5964, y=-0.3647, z=0.8897), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2520, 0.8492, 0.3721)>
    Rotation: <Euler (x=2.8435, y=-0.3773, z=0.8575), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2366, 0.8326, 0.3786)>
    Rotation: <Euler (x=2.8435, y=-0.3773, z=0.8575), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2874, 0.8687, 0.3212)>
    Rotation: <Euler (x=2.1069, y=-0.3161, z=0.9449), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2807, 0.8551, 0.3426)>
    Rotation: <Euler (x=2.5971, y=-0.3696, z=0.8877), order='XYZ'>
    Matrix:
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      <Vector (0.7233, -0.6850, -0.0872, 0.8551)>
      <Vector (0.3612, 0.4830, -0.7976, 0.3426)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2664, 0.8375, 0.3552)>
    Rotation: <Euler (x=2.8390, y=-0.3769, z=0.8697), order='XYZ'>
    Matrix:
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      <Vector (0.7105, -0.6995, 0.0762, 0.8375)>
      <Vector (0.3680, 0.2771, -0.8876, 0.3552)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2567, 0.8270, 0.3593)>
    Rotation: <Euler (x=2.8390, y=-0.3769, z=0.8697), order='XYZ'>
    Matrix:
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      <Vector (0.7105, -0.6995, 0.0762, 0.8270)>
      <Vector (0.3680, 0.2771, -0.8876, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1058, 0.8267, 0.0098)>
    Rotation: <Euler (x=0.7064, y=-0.0267, z=-2.8934), order='XYZ'>
    Matrix:
      <Vector (-0.9690, 0.2037, -0.1398, 0.1058)>
      <Vector (-0.2456, -0.7332, 0.6342, 0.8267)>
      <Vector (0.0267, 0.6488, 0.7605, 0.0098)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1904, 0.5221, 0.2794)>
    Rotation: <Euler (x=-0.1232, y=-0.1625, z=-2.8734), order='XYZ'>
    Matrix:
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      <Vector (-0.2615, -0.9622, -0.0760, 0.5221)>
      <Vector (0.1618, -0.1213, 0.9793, 0.2794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2947, 0.1105, 0.2275)>
    Rotation: <Euler (x=0.8678, y=-0.1485, z=-3.0025), order='XYZ'>
    Matrix:
      <Vector (-0.9794, 0.2014, -0.0110, 0.2947)>
      <Vector (-0.1371, -0.6246, 0.7688, 0.1105)>
      <Vector (0.1480, 0.7545, 0.6394, 0.2275)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0011, 0.3596)>
    Rotation: <Euler (x=-1.5265, y=-2.8932, z=0.0161), order='XYZ'>
    Matrix:
      <Vector (-0.9692, 0.2449, -0.0270, 0.3300)>
      <Vector (-0.0156, 0.0483, 0.9987, 0.0011)>
      <Vector (0.2459, 0.9684, -0.0430, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0048, 0.4326)>
    Rotation: <Euler (x=-1.5265, y=-2.8932, z=0.0161), order='XYZ'>
    Matrix:
      <Vector (-0.9692, 0.2449, -0.0270, 0.3484)>
      <Vector (-0.0156, 0.0483, 0.9987, 0.0048)>
      <Vector (0.2459, 0.9684, -0.0430, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1025, 0.8325, -0.0587)>
    Rotation: <Euler (x=0.5161, y=0.6465, z=2.8844), order='XYZ'>
    Matrix:
      <Vector (-0.7720, -0.5087, -0.3812, -0.1025)>
      <Vector (0.2030, -0.7655, 0.6105, 0.8325)>
      <Vector (-0.6024, 0.3939, 0.6942, -0.0587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3139, 0.5144, 0.1050)>
    Rotation: <Euler (x=-0.4979, y=0.7895, z=2.8600), order='XYZ'>
    Matrix:
      <Vector (-0.6765, 0.0815, -0.7320, -0.3139)>
      <Vector (0.1957, -0.9382, -0.2854, 0.5144)>
      <Vector (-0.7100, -0.3363, 0.6187, 0.1050)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7766, y=0.7921, z=2.9400), order='XYZ'>
    Matrix:
      <Vector (-0.6881, -0.6317, -0.3571, -0.2788)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7118, 0.4922, 0.5010, -0.0400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2461, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6249, -0.7795, 0.0438, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7805, 0.6250, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0994)>
    Rotation: <Euler (x=-1.5505, y=2.2461, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6249, -0.7795, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7805, 0.6250, -0.0127, 0.0994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 3
  Bone: mixamorig:Hips
    Location: <Vector (-0.0007, 0.8712, -0.0132)>
    Rotation: <Euler (x=0.2105, y=-0.3450, z=-0.0338), order='XYZ'>
    Matrix:
      <Vector (0.9405, -0.0375, -0.3376, -0.0007)>
      <Vector (-0.0318, 0.9798, -0.1977, 0.8712)>
      <Vector (0.3382, 0.1967, 0.9203, -0.0132)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0030, 0.9472, 0.0004)>
    Rotation: <Euler (x=0.2405, y=-0.3592, z=-0.0257), order='XYZ'>
    Matrix:
      <Vector (0.9359, -0.0588, -0.3474, -0.0030)>
      <Vector (-0.0240, 0.9730, -0.2294, 0.9472)>
      <Vector (0.3515, 0.2230, 0.9092, 0.0004)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0083, 1.0349, 0.0205)>
    Rotation: <Euler (x=0.3804, y=-0.3766, z=-0.0191), order='XYZ'>
    Matrix:
      <Vector (0.9297, -0.1188, -0.3485, -0.0083)>
      <Vector (-0.0178, 0.9310, -0.3647, 1.0349)>
      <Vector (0.3678, 0.3453, 0.8634, 0.0205)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0206, 1.1309, 0.0561)>
    Rotation: <Euler (x=0.5216, y=-0.3934, z=-0.0159), order='XYZ'>
    Matrix:
      <Vector (0.9235, -0.1772, -0.3402, -0.0206)>
      <Vector (-0.0147, 0.8699, -0.4929, 1.1309)>
      <Vector (0.3833, 0.4602, 0.8008, 0.0561)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0411, 1.2317, 0.1095)>
    Rotation: <Euler (x=0.4315, y=-0.3164, z=-0.0272), order='XYZ'>
    Matrix:
      <Vector (0.9500, -0.1054, -0.2939, -0.0411)>
      <Vector (-0.0259, 0.9115, -0.4104, 1.2317)>
      <Vector (0.3111, 0.3975, 0.8632, 0.1095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0560, 1.3204, 0.1623)>
    Rotation: <Euler (x=0.0109, y=-0.0404, z=-0.0062), order='XYZ'>
    Matrix:
      <Vector (0.9992, 0.0058, -0.0404, -0.0560)>
      <Vector (-0.0062, 0.9999, -0.0107, 1.3204)>
      <Vector (0.0404, 0.0109, 0.9991, 0.1623)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0559, 1.5600, 0.1964)>
    Rotation: <Euler (x=0.0109, y=-0.0404, z=-0.0062), order='XYZ'>
    Matrix:
      <Vector (0.9992, 0.0058, -0.0404, -0.0559)>
      <Vector (-0.0062, 0.9999, -0.0107, 1.5600)>
      <Vector (0.0404, 0.0109, 0.9991, 0.1964)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0270, 1.2169, 0.1266)>
    Rotation: <Euler (x=-0.1416, y=2.1510, z=-1.9825), order='XYZ'>
    Matrix:
      <Vector (0.2194, 0.9545, -0.2020, 0.0270)>
      <Vector (0.5024, -0.2880, -0.8153, 1.2169)>
      <Vector (-0.8364, 0.0774, -0.5427, 0.1266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1618, 1.1762, 0.1376)>
    Rotation: <Euler (x=-3.0703, y=0.8907, z=0.5077), order='XYZ'>
    Matrix:
      <Vector (0.5496, 0.4365, -0.7123, 0.1618)>
      <Vector (0.3057, -0.8986, -0.3148, 1.1762)>
      <Vector (-0.7775, -0.0448, -0.6273, 0.1376)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2463, 1.0023, 0.1289)>
    Rotation: <Euler (x=2.2881, y=0.1787, z=-1.0490), order='XYZ'>
    Matrix:
      <Vector (0.4905, -0.5031, -0.7115, 0.2463)>
      <Vector (-0.8531, -0.4438, -0.2743, 1.0023)>
      <Vector (-0.1778, 0.7415, -0.6469, 0.1289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1146, 0.8861, 0.3230)>
    Rotation: <Euler (x=1.9689, y=0.0974, z=-0.6930), order='XYZ'>
    Matrix:
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      <Vector (-0.6358, -0.3555, -0.6851, 0.8861)>
      <Vector (-0.0973, 0.9174, -0.3858, 0.3230)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0811, 0.8822, 0.3587)>
    Rotation: <Euler (x=2.4569, y=-0.6146, z=-1.0221), order='XYZ'>
    Matrix:
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      <Vector (-0.6971, -0.0929, -0.7110, 0.8822)>
      <Vector (0.5766, 0.5167, -0.6329, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0468, 0.8801, 0.3777)>
    Rotation: <Euler (x=2.3240, y=-0.2303, z=-0.7679), order='XYZ'>
    Matrix:
      <Vector (0.7004, -0.5949, -0.3944, 0.0468)>
      <Vector (-0.6763, -0.3763, -0.6332, 0.8801)>
      <Vector (0.2283, 0.7102, -0.6659, 0.3777)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0280, 0.8673, 0.4010)>
    Rotation: <Euler (x=2.2522, y=-0.0568, z=-0.6956), order='XYZ'>
    Matrix:
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      <Vector (-0.6398, -0.4553, -0.6191, 0.8673)>
      <Vector (0.0568, 0.7754, -0.6289, 0.4010)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0183, 0.8553, 0.4200)>
    Rotation: <Euler (x=2.2522, y=-0.0568, z=-0.6956), order='XYZ'>
    Matrix:
      <Vector (0.7664, -0.4375, -0.4703, 0.0183)>
      <Vector (-0.6398, -0.4553, -0.6191, 0.8553)>
      <Vector (0.0568, 0.7754, -0.6289, 0.4200)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0673, 0.8689, 0.4321)>
    Rotation: <Euler (x=2.4248, y=0.0482, z=-0.7052), order='XYZ'>
    Matrix:
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      <Vector (-0.6474, -0.5947, -0.4767, 0.8689)>
      <Vector (-0.0482, 0.6562, -0.7531, 0.4321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0539, 0.8513, 0.4513)>
    Rotation: <Euler (x=2.8995, y=0.0858, z=-0.6379), order='XYZ'>
    Matrix:
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      <Vector (-0.5933, -0.7922, -0.1430, 0.8513)>
      <Vector (-0.0857, 0.2388, -0.9673, 0.4513)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0373, 0.8278, 0.4584)>
    Rotation: <Euler (x=3.1396, y=0.0933, z=-0.5821), order='XYZ'>
    Matrix:
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      <Vector (-0.5474, -0.8354, 0.0495, 0.8278)>
      <Vector (-0.0931, 0.0020, -0.9957, 0.4584)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0243, 0.8087, 0.4585)>
    Rotation: <Euler (x=3.1396, y=0.0933, z=-0.5821), order='XYZ'>
    Matrix:
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      <Vector (-0.5474, -0.8354, 0.0495, 0.8087)>
      <Vector (-0.0931, 0.0020, -0.9957, 0.4585)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0851, 0.8539, 0.4289)>
    Rotation: <Euler (x=2.4245, y=0.0510, z=-0.7059), order='XYZ'>
    Matrix:
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      <Vector (-0.6479, -0.5954, -0.4752, 0.8539)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0697, 0.8337, 0.4510)>
    Rotation: <Euler (x=2.8995, y=0.0886, z=-0.6380), order='XYZ'>
    Matrix:
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      <Vector (-0.5933, -0.7925, -0.1414, 0.8337)>
      <Vector (-0.0885, 0.2388, -0.9670, 0.4510)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0500, 0.8058, 0.4594)>
    Rotation: <Euler (x=3.1394, y=0.0959, z=-0.5841), order='XYZ'>
    Matrix:
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      <Vector (-0.5489, -0.8343, 0.0510, 0.8058)>
      <Vector (-0.0957, 0.0022, -0.9954, 0.4594)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0353, 0.7842, 0.4595)>
    Rotation: <Euler (x=3.1394, y=0.0959, z=-0.5841), order='XYZ'>
    Matrix:
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      <Vector (-0.5489, -0.8343, 0.0510, 0.7842)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1048, 0.8385, 0.4265)>
    Rotation: <Euler (x=2.4249, y=0.0523, z=-0.7040), order='XYZ'>
    Matrix:
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      <Vector (-0.6464, -0.5970, -0.4753, 0.8385)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0911, 0.8204, 0.4462)>
    Rotation: <Euler (x=2.8998, y=0.0892, z=-0.6352), order='XYZ'>
    Matrix:
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      <Vector (-0.5910, -0.7942, -0.1415, 0.8204)>
      <Vector (-0.0890, 0.2385, -0.9670, 0.4462)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0748, 0.7973, 0.4531)>
    Rotation: <Euler (x=3.1388, y=0.0943, z=-0.5907), order='XYZ'>
    Matrix:
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      <Vector (-0.5545, -0.8307, 0.0501, 0.7973)>
      <Vector (-0.0941, 0.0028, -0.9956, 0.4531)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0619, 0.7784, 0.4532)>
    Rotation: <Euler (x=3.1388, y=0.0943, z=-0.5907), order='XYZ'>
    Matrix:
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      <Vector (-0.5545, -0.8307, 0.0501, 0.7784)>
      <Vector (-0.0941, 0.0028, -0.9956, 0.4532)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1241, 0.8268, 0.4206)>
    Rotation: <Euler (x=2.4177, y=0.1084, z=-0.6505), order='XYZ'>
    Matrix:
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      <Vector (-0.6021, -0.6396, -0.4779, 0.8268)>
      <Vector (-0.1082, 0.6584, -0.7448, 0.4206)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1127, 0.8084, 0.4396)>
    Rotation: <Euler (x=2.9000, y=0.0977, z=-0.6327), order='XYZ'>
    Matrix:
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      <Vector (-0.5885, -0.7968, -0.1369, 0.8084)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1003, 0.7907, 0.4449)>
    Rotation: <Euler (x=3.1373, y=0.1013, z=-0.6056), order='XYZ'>
    Matrix:
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      <Vector (-0.5664, -0.8224, 0.0541, 0.7907)>
      <Vector (-0.1012, 0.0043, -0.9949, 0.4449)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0910, 0.7772, 0.4450)>
    Rotation: <Euler (x=3.1373, y=0.1013, z=-0.6056), order='XYZ'>
    Matrix:
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      <Vector (-0.5664, -0.8224, 0.0541, 0.7772)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1028, 1.2172, 0.0759)>
    Rotation: <Euler (x=0.9478, y=-2.1768, z=1.1340), order='XYZ'>
    Matrix:
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      <Vector (-0.5161, -0.3580, -0.7781, 1.2172)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2174, 1.1666, 0.0106)>
    Rotation: <Euler (x=-1.5477, y=-1.3784, z=-1.7573), order='XYZ'>
    Matrix:
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      <Vector (-0.1879, -0.9686, -0.1631, 1.1666)>
      <Vector (0.9816, -0.1911, 0.0044, 0.0106)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2483, 0.9788, -0.0265)>
    Rotation: <Euler (x=1.5832, y=-0.1786, z=1.4323), order='XYZ'>
    Matrix:
      <Vector (0.1359, -0.0122, 0.9907, -0.2483)>
      <Vector (0.9747, -0.1776, -0.1359, 0.9788)>
      <Vector (0.1776, 0.9840, -0.0122, -0.0265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2515, 0.9323, 0.2310)>
    Rotation: <Euler (x=1.6469, y=-0.3641, z=0.9544), order='XYZ'>
    Matrix:
      <Vector (0.5402, -0.1432, 0.8293, -0.2515)>
      <Vector (0.7625, -0.3337, -0.5543, 0.9323)>
      <Vector (0.3562, 0.9317, -0.0711, 0.2310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2356, 0.9338, 0.2749)>
    Rotation: <Euler (x=2.0298, y=0.4342, z=1.0110), order='XYZ'>
    Matrix:
      <Vector (0.4818, 0.5757, 0.6607, -0.2356)>
      <Vector (0.7687, 0.0843, -0.6340, 0.9338)>
      <Vector (-0.4207, 0.8133, -0.4019, 0.2749)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2135, 0.9379, 0.3047)>
    Rotation: <Euler (x=2.0035, y=-0.0533, z=0.9091), order='XYZ'>
    Matrix:
      <Vector (0.6136, 0.3011, 0.7300, -0.2135)>
      <Vector (0.7879, -0.2958, -0.5402, 0.9379)>
      <Vector (0.0532, 0.9066, -0.4187, 0.3047)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2038, 0.9280, 0.3344)>
    Rotation: <Euler (x=1.9483, y=-0.2075, z=0.9050), order='XYZ'>
    Matrix:
      <Vector (0.6044, 0.1716, 0.7780, -0.2038)>
      <Vector (0.7696, -0.3783, -0.5145, 0.9280)>
      <Vector (0.2060, 0.9097, -0.3607, 0.3344)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1998, 0.9170, 0.3588)>
    Rotation: <Euler (x=1.9483, y=-0.2075, z=0.9050), order='XYZ'>
    Matrix:
      <Vector (0.6044, 0.1716, 0.7780, -0.1998)>
      <Vector (0.7696, -0.3783, -0.5145, 0.9170)>
      <Vector (0.2060, 0.9097, -0.3607, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2492, 0.9220, 0.3487)>
    Rotation: <Euler (x=2.1056, y=-0.3078, z=0.9493), order='XYZ'>
    Matrix:
      <Vector (0.5549, 0.2626, 0.7894, -0.2492)>
      <Vector (0.7748, -0.5087, -0.3754, 0.9220)>
      <Vector (0.3030, 0.8199, -0.4857, 0.3487)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2414, 0.9064, 0.3734)>
    Rotation: <Euler (x=2.5931, y=-0.3586, z=0.8993), order='XYZ'>
    Matrix:
      <Vector (0.5826, 0.5542, 0.5945, -0.2414)>
      <Vector (0.7331, -0.6741, -0.0899, 0.9064)>
      <Vector (0.3509, 0.4882, -0.7990, 0.3734)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2250, 0.8864, 0.3879)>
    Rotation: <Euler (x=2.8455, y=-0.3790, z=0.8525), order='XYZ'>
    Matrix:
      <Vector (0.6114, 0.6492, 0.4525, -0.2250)>
      <Vector (0.6995, -0.7107, 0.0744, 0.8864)>
      <Vector (0.3699, 0.2711, -0.8886, 0.3879)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2100, 0.8704, 0.3942)>
    Rotation: <Euler (x=2.8455, y=-0.3790, z=0.8525), order='XYZ'>
    Matrix:
      <Vector (0.6114, 0.6492, 0.4525, -0.2100)>
      <Vector (0.6995, -0.7107, 0.0744, 0.8704)>
      <Vector (0.3699, 0.2711, -0.8886, 0.3942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2620, 0.9034, 0.3443)>
    Rotation: <Euler (x=2.1057, y=-0.3156, z=0.9491), order='XYZ'>
    Matrix:
      <Vector (0.5537, 0.2588, 0.7915, -0.2620)>
      <Vector (0.7727, -0.5140, -0.3725, 0.9034)>
      <Vector (0.3104, 0.8178, -0.4846, 0.3443)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2538, 0.8868, 0.3704)>
    Rotation: <Euler (x=2.5933, y=-0.3644, z=0.8989), order='XYZ'>
    Matrix:
      <Vector (0.5816, 0.5523, 0.5973, -0.2538)>
      <Vector (0.7313, -0.6766, -0.0864, 0.8868)>
      <Vector (0.3564, 0.4870, -0.7974, 0.3704)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2349, 0.8636, 0.3871)>
    Rotation: <Euler (x=2.8432, y=-0.3812, z=0.8590), order='XYZ'>
    Matrix:
      <Vector (0.6063, 0.6523, 0.4549, -0.2349)>
      <Vector (0.7028, -0.7072, 0.0772, 0.8636)>
      <Vector (0.3721, 0.2729, -0.8872, 0.3871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2186, 0.8462, 0.3940)>
    Rotation: <Euler (x=2.8432, y=-0.3812, z=0.8590), order='XYZ'>
    Matrix:
      <Vector (0.6063, 0.6523, 0.4549, -0.2186)>
      <Vector (0.7028, -0.7072, 0.0772, 0.8462)>
      <Vector (0.3721, 0.2729, -0.8872, 0.3940)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2751, 0.8836, 0.3359)>
    Rotation: <Euler (x=2.1060, y=-0.3105, z=0.9482), order='XYZ'>
    Matrix:
      <Vector (0.5553, 0.2610, 0.7896, -0.2751)>
      <Vector (0.7735, -0.5109, -0.3750, 0.8836)>
      <Vector (0.3055, 0.8191, -0.4856, 0.3359)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2678, 0.8691, 0.3588)>
    Rotation: <Euler (x=2.5951, y=-0.3633, z=0.8937), order='XYZ'>
    Matrix:
      <Vector (0.5856, 0.5502, 0.5953, -0.2678)>
      <Vector (0.7285, -0.6792, -0.0889, 0.8691)>
      <Vector (0.3554, 0.4858, -0.7986, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2526, 0.8503, 0.3723)>
    Rotation: <Euler (x=2.8422, y=-0.3760, z=0.8616), order='XYZ'>
    Matrix:
      <Vector (0.6058, 0.6546, 0.4523, -0.2526)>
      <Vector (0.7059, -0.7045, 0.0741, 0.8503)>
      <Vector (0.3672, 0.2744, -0.8888, 0.3723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2371, 0.8339, 0.3788)>
    Rotation: <Euler (x=2.8422, y=-0.3760, z=0.8616), order='XYZ'>
    Matrix:
      <Vector (0.6058, 0.6546, 0.4523, -0.2371)>
      <Vector (0.7059, -0.7045, 0.0741, 0.8339)>
      <Vector (0.3672, 0.2744, -0.8888, 0.3788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2880, 0.8696, 0.3214)>
    Rotation: <Euler (x=2.1058, y=-0.3147, z=0.9488), order='XYZ'>
    Matrix:
      <Vector (0.5540, 0.2592, 0.7911, -0.2880)>
      <Vector (0.7728, -0.5134, -0.3730, 0.8696)>
      <Vector (0.3095, 0.8180, -0.4848, 0.3214)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2813, 0.8561, 0.3428)>
    Rotation: <Euler (x=2.5958, y=-0.3683, z=0.8918), order='XYZ'>
    Matrix:
      <Vector (0.5859, 0.5478, 0.5972, -0.2813)>
      <Vector (0.7260, -0.6822, -0.0866, 0.8561)>
      <Vector (0.3600, 0.4843, -0.7974, 0.3428)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2669, 0.8385, 0.3554)>
    Rotation: <Euler (x=2.8377, y=-0.3755, z=0.8738), order='XYZ'>
    Matrix:
      <Vector (0.5972, 0.6612, 0.4541, -0.2669)>
      <Vector (0.7133, -0.6967, 0.0763, 0.8385)>
      <Vector (0.3668, 0.2784, -0.8877, 0.3554)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2572, 0.8281, 0.3595)>
    Rotation: <Euler (x=2.8377, y=-0.3755, z=0.8738), order='XYZ'>
    Matrix:
      <Vector (0.5972, 0.6612, 0.4541, -0.2572)>
      <Vector (0.7133, -0.6967, 0.0763, 0.8281)>
      <Vector (0.3668, 0.2784, -0.8877, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1060, 0.8268, 0.0102)>
    Rotation: <Euler (x=0.7061, y=-0.0267, z=-2.8925), order='XYZ'>
    Matrix:
      <Vector (-0.9688, 0.2043, -0.1403, 0.1060)>
      <Vector (-0.2464, -0.7331, 0.6339, 0.8268)>
      <Vector (0.0267, 0.6487, 0.7606, 0.0102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1909, 0.5222, 0.2797)>
    Rotation: <Euler (x=-0.1237, y=-0.1618, z=-2.8742), order='XYZ'>
    Matrix:
      <Vector (-0.9519, 0.2430, 0.1868, 0.1909)>
      <Vector (-0.2608, -0.9623, -0.0768, 0.5222)>
      <Vector (0.1611, -0.1218, 0.9794, 0.2797)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2948, 0.1105, 0.2276)>
    Rotation: <Euler (x=0.8673, y=-0.1479, z=-3.0029), order='XYZ'>
    Matrix:
      <Vector (-0.9796, 0.2008, -0.0110, 0.2948)>
      <Vector (-0.1368, -0.6252, 0.7684, 0.1105)>
      <Vector (0.1474, 0.7542, 0.6399, 0.2276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3596)>
    Rotation: <Euler (x=-1.5271, y=-2.8937, z=0.0158), order='XYZ'>
    Matrix:
      <Vector (-0.9693, 0.2444, -0.0265, 0.3300)>
      <Vector (-0.0153, 0.0476, 0.9987, 0.0010)>
      <Vector (0.2453, 0.9685, -0.0424, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0046, 0.4326)>
    Rotation: <Euler (x=-1.5271, y=-2.8937, z=0.0158), order='XYZ'>
    Matrix:
      <Vector (-0.9693, 0.2444, -0.0265, 0.3484)>
      <Vector (-0.0153, 0.0476, 0.9987, 0.0046)>
      <Vector (0.2453, 0.9685, -0.0424, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1021, 0.8327, -0.0591)>
    Rotation: <Euler (x=0.5166, y=0.6474, z=2.8854), order='XYZ'>
    Matrix:
      <Vector (-0.7716, -0.5085, -0.3821, -0.1021)>
      <Vector (0.2022, -0.7656, 0.6107, 0.8327)>
      <Vector (-0.6031, 0.3940, 0.6936, -0.0591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3134, 0.5145, 0.1047)>
    Rotation: <Euler (x=-0.4962, y=0.7876, z=2.8603), order='XYZ'>
    Matrix:
      <Vector (-0.6778, 0.0800, -0.7309, -0.3134)>
      <Vector (0.1959, -0.9385, -0.2844, 0.5145)>
      <Vector (-0.7087, -0.3359, 0.6204, 0.1047)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2789, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7772, y=0.7901, z=2.9404), order='XYZ'>
    Matrix:
      <Vector (-0.6896, -0.6306, -0.3561, -0.2789)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2481, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6264, -0.7782, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7793, 0.6266, -0.0128, 0.0505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2481, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6264, -0.7782, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7793, 0.6266, -0.0128, 0.0996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 4
  Bone: mixamorig:Hips
    Location: <Vector (-0.0002, 0.8712, -0.0130)>
    Rotation: <Euler (x=0.2102, y=-0.3485, z=-0.0346), order='XYZ'>
    Matrix:
      <Vector (0.9393, -0.0374, -0.3410, -0.0002)>
      <Vector (-0.0325, 0.9799, -0.1970, 0.8712)>
      <Vector (0.3415, 0.1961, 0.9192, -0.0130)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0025, 0.9473, 0.0005)>
    Rotation: <Euler (x=0.2398, y=-0.3621, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (-0.0243, 0.9732, -0.2285, 0.9473)>
      <Vector (0.3543, 0.2221, 0.9084, 0.0005)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0078, 1.0350, 0.0205)>
    Rotation: <Euler (x=0.3789, y=-0.3785, z=-0.0183), order='XYZ'>
    Matrix:
      <Vector (0.9291, -0.1196, -0.3500, -0.0078)>
      <Vector (-0.0170, 0.9314, -0.3635, 1.0350)>
      <Vector (0.3695, 0.3437, 0.8633, 0.0205)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0202, 1.1310, 0.0559)>
    Rotation: <Euler (x=0.5192, y=-0.3943, z=-0.0138), order='XYZ'>
    Matrix:
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      <Vector (-0.0128, 0.8708, -0.4915, 1.1310)>
      <Vector (0.3842, 0.4581, 0.8016, 0.0559)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0409, 1.2319, 0.1090)>
    Rotation: <Euler (x=0.4278, y=-0.3171, z=-0.0257), order='XYZ'>
    Matrix:
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      <Vector (-0.0245, 0.9129, -0.4074, 1.2319)>
      <Vector (0.3118, 0.3942, 0.8645, 0.1090)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0558, 1.3208, 0.1615)>
    Rotation: <Euler (x=0.0057, y=-0.0405, z=-0.0064), order='XYZ'>
    Matrix:
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      <Vector (-0.0064, 1.0000, -0.0055, 1.3208)>
      <Vector (0.0405, 0.0057, 0.9992, 0.1615)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0556, 1.5606, 0.1944)>
    Rotation: <Euler (x=0.0057, y=-0.0405, z=-0.0064), order='XYZ'>
    Matrix:
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      <Vector (-0.0064, 1.0000, -0.0055, 1.5606)>
      <Vector (0.0405, 0.0057, 0.9992, 0.1944)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0272, 1.2172, 0.1263)>
    Rotation: <Euler (x=-0.1435, y=2.1490, z=-1.9832), order='XYZ'>
    Matrix:
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      <Vector (0.5007, -0.2870, -0.8167, 1.2172)>
      <Vector (-0.8375, 0.0781, -0.5409, 0.1263)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1621, 1.1767, 0.1374)>
    Rotation: <Euler (x=-3.0688, y=0.8943, z=0.5087), order='XYZ'>
    Matrix:
      <Vector (0.5468, 0.4362, -0.7146, 0.1621)>
      <Vector (0.3049, -0.8987, -0.3153, 1.1767)>
      <Vector (-0.7797, -0.0455, -0.6244, 0.1374)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2465, 1.0028, 0.1285)>
    Rotation: <Euler (x=2.2845, y=0.1796, z=-1.0499), order='XYZ'>
    Matrix:
      <Vector (0.4897, -0.5006, -0.7139, 0.2465)>
      <Vector (-0.8534, -0.4429, -0.2748, 1.0028)>
      <Vector (-0.1787, 0.7438, -0.6441, 0.1285)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1155, 0.8868, 0.3232)>
    Rotation: <Euler (x=1.9630, y=0.1012, z=-0.6949), order='XYZ'>
    Matrix:
      <Vector (0.7642, -0.1731, -0.6213, 0.1155)>
      <Vector (-0.6370, -0.3534, -0.6851, 0.8868)>
      <Vector (-0.1010, 0.9193, -0.3803, 0.3232)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0822, 0.8830, 0.3591)>
    Rotation: <Euler (x=2.4487, y=-0.6129, z=-1.0188), order='XYZ'>
    Matrix:
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      <Vector (-0.6965, -0.0906, -0.7118, 0.8830)>
      <Vector (0.5752, 0.5225, -0.6293, 0.3591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0480, 0.8810, 0.3784)>
    Rotation: <Euler (x=2.3178, y=-0.2270, z=-0.7679), order='XYZ'>
    Matrix:
      <Vector (0.7009, -0.5907, -0.3997, 0.0480)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0294, 0.8683, 0.4018)>
    Rotation: <Euler (x=2.2464, y=-0.0531, z=-0.6967), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0198, 0.8563, 0.4209)>
    Rotation: <Euler (x=2.2464, y=-0.0531, z=-0.6967), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0689, 0.8699, 0.4327)>
    Rotation: <Euler (x=2.4190, y=0.0519, z=-0.7069), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0556, 0.8524, 0.4520)>
    Rotation: <Euler (x=2.8939, y=0.0899, z=-0.6398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0390, 0.8289, 0.4592)>
    Rotation: <Euler (x=3.1342, y=0.0976, z=-0.5840), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0260, 0.8097, 0.4594)>
    Rotation: <Euler (x=3.1342, y=0.0976, z=-0.5840), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0866, 0.8549, 0.4294)>
    Rotation: <Euler (x=2.4186, y=0.0547, z=-0.7076), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0713, 0.8347, 0.4517)>
    Rotation: <Euler (x=2.8939, y=0.0927, z=-0.6399), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0517, 0.8068, 0.4602)>
    Rotation: <Euler (x=3.1340, y=0.1002, z=-0.5860), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0370, 0.7853, 0.4604)>
    Rotation: <Euler (x=3.1340, y=0.1002, z=-0.5860), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1063, 0.8394, 0.4269)>
    Rotation: <Euler (x=2.4190, y=0.0559, z=-0.7056), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0927, 0.8214, 0.4467)>
    Rotation: <Euler (x=2.8942, y=0.0932, z=-0.6371), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0764, 0.7983, 0.4538)>
    Rotation: <Euler (x=3.1333, y=0.0986, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0635, 0.7794, 0.4540)>
    Rotation: <Euler (x=3.1333, y=0.0986, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1256, 0.8277, 0.4209)>
    Rotation: <Euler (x=2.4120, y=0.1124, z=-0.6525), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1143, 0.8093, 0.4400)>
    Rotation: <Euler (x=2.8944, y=0.1018, z=-0.6346), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1019, 0.7917, 0.4454)>
    Rotation: <Euler (x=3.1318, y=0.1056, z=-0.6076), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0925, 0.7781, 0.4456)>
    Rotation: <Euler (x=3.1318, y=0.1056, z=-0.6076), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1025, 1.2173, 0.0755)>
    Rotation: <Euler (x=0.9508, y=-2.1755, z=1.1307), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2171, 1.1667, 0.0101)>
    Rotation: <Euler (x=-1.5457, y=-1.3779, z=-1.7615), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2484, 0.9789, -0.0271)>
    Rotation: <Euler (x=1.5829, y=-0.1775, z=1.4301), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2517, 0.9327, 0.2305)>
    Rotation: <Euler (x=1.6453, y=-0.3649, z=0.9591), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2360, 0.9343, 0.2744)>
    Rotation: <Euler (x=2.0281, y=0.4336, z=1.0144), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2139, 0.9385, 0.3043)>
    Rotation: <Euler (x=2.0020, y=-0.0541, z=0.9133), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2042, 0.9287, 0.3340)>
    Rotation: <Euler (x=1.9468, y=-0.2083, z=0.9094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2002, 0.9176, 0.3584)>
    Rotation: <Euler (x=1.9468, y=-0.2083, z=0.9094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2496, 0.9225, 0.3482)>
    Rotation: <Euler (x=2.1041, y=-0.3086, z=0.9539), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2418, 0.9069, 0.3729)>
    Rotation: <Euler (x=2.5915, y=-0.3594, z=0.9040), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2253, 0.8870, 0.3874)>
    Rotation: <Euler (x=2.8440, y=-0.3798, z=0.8572), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2103, 0.8710, 0.3937)>
    Rotation: <Euler (x=2.8440, y=-0.3798, z=0.8572), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2623, 0.9038, 0.3438)>
    Rotation: <Euler (x=2.1041, y=-0.3164, z=0.9537), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2541, 0.8873, 0.3699)>
    Rotation: <Euler (x=2.5917, y=-0.3652, z=0.9036), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2351, 0.8641, 0.3867)>
    Rotation: <Euler (x=2.8416, y=-0.3821, z=0.8637), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2188, 0.8468, 0.3935)>
    Rotation: <Euler (x=2.8416, y=-0.3821, z=0.8637), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2753, 0.8839, 0.3353)>
    Rotation: <Euler (x=2.1044, y=-0.3112, z=0.9528), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2681, 0.8695, 0.3583)>
    Rotation: <Euler (x=2.5935, y=-0.3642, z=0.8984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2527, 0.8508, 0.3718)>
    Rotation: <Euler (x=2.8406, y=-0.3768, z=0.8662), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2372, 0.8344, 0.3783)>
    Rotation: <Euler (x=2.8406, y=-0.3768, z=0.8662), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2882, 0.8699, 0.3208)>
    Rotation: <Euler (x=2.1042, y=-0.3154, z=0.9534), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2814, 0.8565, 0.3423)>
    Rotation: <Euler (x=2.5943, y=-0.3691, z=0.8964), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2670, 0.8389, 0.3549)>
    Rotation: <Euler (x=2.8361, y=-0.3764, z=0.8785), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2572, 0.8285, 0.3590)>
    Rotation: <Euler (x=2.8361, y=-0.3764, z=0.8785), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1063, 0.8267, 0.0106)>
    Rotation: <Euler (x=0.7062, y=-0.0261, z=-2.8918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1913, 0.5222, 0.2802)>
    Rotation: <Euler (x=-0.1248, y=-0.1611, z=-2.8748), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1105, 0.2276)>
    Rotation: <Euler (x=0.8667, y=-0.1473, z=-3.0033), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0009, 0.3596)>
    Rotation: <Euler (x=-1.5277, y=-2.8943, z=0.0154), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0044, 0.4326)>
    Rotation: <Euler (x=-1.5277, y=-2.8943, z=0.0154), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1015, 0.8328, -0.0593)>
    Rotation: <Euler (x=0.5170, y=0.6488, z=2.8861), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3129, 0.5146, 0.1044)>
    Rotation: <Euler (x=-0.4946, y=0.7859, z=2.8604), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7777, y=0.7883, z=2.9407), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2500, z=-0.0278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0998)>
    Rotation: <Euler (x=-1.5503, y=2.2500, z=-0.0278), order='XYZ'>
    Matrix:
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Frame: 5
  Bone: mixamorig:Hips
    Location: <Vector (0.0004, 0.8712, -0.0129)>
    Rotation: <Euler (x=0.2099, y=-0.3521, z=-0.0353), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0019, 0.9472, 0.0006)>
    Rotation: <Euler (x=0.2392, y=-0.3656, z=-0.0263), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0072, 1.0350, 0.0206)>
    Rotation: <Euler (x=0.3777, y=-0.3818, z=-0.0178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0197, 1.1310, 0.0558)>
    Rotation: <Euler (x=0.5175, y=-0.3976, z=-0.0125), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0406, 1.2320, 0.1087)>
    Rotation: <Euler (x=0.4253, y=-0.3206, z=-0.0237), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0559, 1.3210, 0.1610)>
    Rotation: <Euler (x=0.0034, y=-0.0415, z=-0.0078), order='XYZ'>
    Matrix:
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      <Vector (-0.0078, 1.0000, -0.0030, 1.3210)>
      <Vector (0.0415, 0.0033, 0.9991, 0.1610)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0554, 1.5609, 0.1932)>
    Rotation: <Euler (x=0.0034, y=-0.0415, z=-0.0078), order='XYZ'>
    Matrix:
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      <Vector (-0.0078, 1.0000, -0.0030, 1.5609)>
      <Vector (0.0415, 0.0033, 0.9991, 0.1932)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0274, 1.2174, 0.1263)>
    Rotation: <Euler (x=-0.1482, y=2.1485, z=-1.9869), order='XYZ'>
    Matrix:
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      <Vector (0.4995, -0.2866, -0.8175, 1.2174)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1622, 1.1769, 0.1376)>
    Rotation: <Euler (x=-3.0706, y=0.8945, z=0.5070), order='XYZ'>
    Matrix:
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      <Vector (0.3039, -0.8989, -0.3157, 1.1769)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2466, 1.0030, 0.1291)>
    Rotation: <Euler (x=2.2843, y=0.1787, z=-1.0501), order='XYZ'>
    Matrix:
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      <Vector (-0.8537, -0.4421, -0.2752, 1.0030)>
      <Vector (-0.1777, 0.7441, -0.6440, 0.1291)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1155, 0.8872, 0.3238)>
    Rotation: <Euler (x=1.9611, y=0.1017, z=-0.6961), order='XYZ'>
    Matrix:
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      <Vector (-0.6379, -0.3521, -0.6849, 0.8872)>
      <Vector (-0.1015, 0.9200, -0.3785, 0.3238)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0823, 0.8835, 0.3597)>
    Rotation: <Euler (x=2.4462, y=-0.6131, z=-1.0184), order='XYZ'>
    Matrix:
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      <Vector (-0.6962, -0.0891, -0.7123, 0.8835)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0482, 0.8815, 0.3791)>
    Rotation: <Euler (x=2.3158, y=-0.2267, z=-0.7685), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0295, 0.8688, 0.4026)>
    Rotation: <Euler (x=2.2445, y=-0.0526, z=-0.6976), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0200, 0.8570, 0.4217)>
    Rotation: <Euler (x=2.2445, y=-0.0526, z=-0.6976), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0691, 0.8705, 0.4333)>
    Rotation: <Euler (x=2.4170, y=0.0524, z=-0.7080), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0558, 0.8530, 0.4527)>
    Rotation: <Euler (x=2.8920, y=0.0905, z=-0.6409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0392, 0.8295, 0.4600)>
    Rotation: <Euler (x=3.1323, y=0.0983, z=-0.5852), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0262, 0.8104, 0.4602)>
    Rotation: <Euler (x=3.1323, y=0.0983, z=-0.5852), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0868, 0.8554, 0.4300)>
    Rotation: <Euler (x=2.4167, y=0.0552, z=-0.7087), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0715, 0.8353, 0.4524)>
    Rotation: <Euler (x=2.8920, y=0.0933, z=-0.6411), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0519, 0.8075, 0.4610)>
    Rotation: <Euler (x=3.1322, y=0.1009, z=-0.5872), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0371, 0.7859, 0.4613)>
    Rotation: <Euler (x=3.1322, y=0.1009, z=-0.5872), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1064, 0.8399, 0.4275)>
    Rotation: <Euler (x=2.4171, y=0.0564, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0929, 0.8220, 0.4474)>
    Rotation: <Euler (x=2.8923, y=0.0938, z=-0.6383), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0766, 0.7989, 0.4545)>
    Rotation: <Euler (x=3.1315, y=0.0993, z=-0.5938), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0636, 0.7801, 0.4548)>
    Rotation: <Euler (x=3.1315, y=0.0993, z=-0.5938), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1257, 0.8282, 0.4215)>
    Rotation: <Euler (x=2.4101, y=0.1130, z=-0.6538), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1144, 0.8099, 0.4407)>
    Rotation: <Euler (x=2.8925, y=0.1024, z=-0.6358), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1020, 0.7922, 0.4461)>
    Rotation: <Euler (x=3.1299, y=0.1062, z=-0.6088), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0927, 0.7787, 0.4463)>
    Rotation: <Euler (x=3.1299, y=0.1062, z=-0.6088), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1022, 1.2173, 0.0750)>
    Rotation: <Euler (x=0.9585, y=-2.1758, z=1.1249), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2165, 1.1665, 0.0092)>
    Rotation: <Euler (x=-1.5257, y=-1.3768, z=-1.7792), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2472, 0.9787, -0.0281)>
    Rotation: <Euler (x=1.5789, y=-0.1776, z=1.4327), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2515, 0.9326, 0.2295)>
    Rotation: <Euler (x=1.6424, y=-0.3679, z=0.9648), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2359, 0.9342, 0.2734)>
    Rotation: <Euler (x=2.0250, y=0.4307, z=1.0178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2140, 0.9385, 0.3034)>
    Rotation: <Euler (x=1.9994, y=-0.0572, z=0.9182), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2044, 0.9287, 0.3331)>
    Rotation: <Euler (x=1.9442, y=-0.2114, z=0.9147), order='XYZ'>
    Matrix:
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      <Vector (0.2098, 0.9104, -0.3566, 0.3331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2004, 0.9177, 0.3576)>
    Rotation: <Euler (x=1.9442, y=-0.2114, z=0.9147), order='XYZ'>
    Matrix:
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      <Vector (0.7747, -0.3773, -0.5074, 0.9177)>
      <Vector (0.2098, 0.9104, -0.3566, 0.3576)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2498, 0.9223, 0.3472)>
    Rotation: <Euler (x=2.1012, y=-0.3116, z=0.9594), order='XYZ'>
    Matrix:
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      <Vector (0.7794, -0.5069, -0.3681, 0.9223)>
      <Vector (0.3066, 0.8210, -0.4816, 0.3472)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2420, 0.9068, 0.3719)>
    Rotation: <Euler (x=2.5889, y=-0.3625, z=0.9097), order='XYZ'>
    Matrix:
      <Vector (0.5741, 0.5574, 0.5997, -0.2420)>
      <Vector (0.7380, -0.6695, -0.0841, 0.9068)>
      <Vector (0.3546, 0.4909, -0.7958, 0.3719)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2255, 0.8869, 0.3864)>
    Rotation: <Euler (x=2.8414, y=-0.3831, z=0.8629), order='XYZ'>
    Matrix:
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      <Vector (0.7047, -0.7051, 0.0790, 0.8869)>
      <Vector (0.3738, 0.2743, -0.8860, 0.3864)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2104, 0.8710, 0.3928)>
    Rotation: <Euler (x=2.8414, y=-0.3831, z=0.8629), order='XYZ'>
    Matrix:
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      <Vector (0.7047, -0.7051, 0.0790, 0.8710)>
      <Vector (0.3738, 0.2743, -0.8860, 0.3928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2624, 0.9035, 0.3427)>
    Rotation: <Euler (x=2.1013, y=-0.3194, z=0.9593), order='XYZ'>
    Matrix:
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      <Vector (0.7774, -0.5122, -0.3652, 0.9035)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2542, 0.8871, 0.3688)>
    Rotation: <Euler (x=2.5890, y=-0.3683, z=0.9093), order='XYZ'>
    Matrix:
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      <Vector (0.7361, -0.6720, -0.0806, 0.8871)>
      <Vector (0.3601, 0.4897, -0.7941, 0.3688)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2352, 0.8639, 0.3856)>
    Rotation: <Euler (x=2.8390, y=-0.3853, z=0.8694), order='XYZ'>
    Matrix:
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      <Vector (0.7079, -0.7016, 0.0818, 0.8639)>
      <Vector (0.3759, 0.2761, -0.8846, 0.3856)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2188, 0.8467, 0.3925)>
    Rotation: <Euler (x=2.8390, y=-0.3853, z=0.8694), order='XYZ'>
    Matrix:
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      <Vector (0.7079, -0.7016, 0.0818, 0.8467)>
      <Vector (0.3759, 0.2761, -0.8846, 0.3925)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2753, 0.8836, 0.3342)>
    Rotation: <Euler (x=2.1016, y=-0.3142, z=0.9584), order='XYZ'>
    Matrix:
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      <Vector (0.7782, -0.5091, -0.3677, 0.8836)>
      <Vector (0.3091, 0.8202, -0.4814, 0.3342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2680, 0.8692, 0.3572)>
    Rotation: <Euler (x=2.5909, y=-0.3673, z=0.9040), order='XYZ'>
    Matrix:
      <Vector (0.5772, 0.5534, 0.6005, -0.2680)>
      <Vector (0.7334, -0.6747, -0.0832, 0.8692)>
      <Vector (0.3591, 0.4884, -0.7953, 0.3572)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2526, 0.8505, 0.3707)>
    Rotation: <Euler (x=2.8381, y=-0.3801, z=0.8719), order='XYZ'>
    Matrix:
      <Vector (0.5975, 0.6592, 0.4566, -0.2526)>
      <Vector (0.7109, -0.6988, 0.0787, 0.8505)>
      <Vector (0.3710, 0.2776, -0.8862, 0.3707)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2371, 0.8342, 0.3773)>
    Rotation: <Euler (x=2.8381, y=-0.3801, z=0.8719), order='XYZ'>
    Matrix:
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      <Vector (0.7109, -0.6988, 0.0787, 0.8342)>
      <Vector (0.3710, 0.2776, -0.8862, 0.3773)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2880, 0.8696, 0.3196)>
    Rotation: <Euler (x=2.1014, y=-0.3184, z=0.9590), order='XYZ'>
    Matrix:
      <Vector (0.5455, 0.2592, 0.7971, -0.2880)>
      <Vector (0.7775, -0.5117, -0.3657, 0.8696)>
      <Vector (0.3131, 0.8192, -0.4806, 0.3196)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2812, 0.8561, 0.3410)>
    Rotation: <Euler (x=2.5916, y=-0.3722, z=0.9021), order='XYZ'>
    Matrix:
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      <Vector (0.7309, -0.6777, -0.0808, 0.8561)>
      <Vector (0.3637, 0.4869, -0.7941, 0.3410)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2668, 0.8387, 0.3537)>
    Rotation: <Euler (x=2.8335, y=-0.3796, z=0.8841), order='XYZ'>
    Matrix:
      <Vector (0.5888, 0.6657, 0.4584, -0.2668)>
      <Vector (0.7183, -0.6910, 0.0808, 0.8387)>
      <Vector (0.3705, 0.2816, -0.8851, 0.3537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2570, 0.8283, 0.3579)>
    Rotation: <Euler (x=2.8335, y=-0.3796, z=0.8841), order='XYZ'>
    Matrix:
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      <Vector (0.7183, -0.6910, 0.0808, 0.8283)>
      <Vector (0.3705, 0.2816, -0.8851, 0.3579)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1068, 0.8266, 0.0112)>
    Rotation: <Euler (x=0.7064, y=-0.0250, z=-2.8911), order='XYZ'>
    Matrix:
      <Vector (-0.9685, 0.2043, -0.1425, 0.1068)>
      <Vector (-0.2478, -0.7329, 0.6336, 0.8266)>
      <Vector (0.0250, 0.6489, 0.7604, 0.0112)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1917, 0.5221, 0.2809)>
    Rotation: <Euler (x=-0.1263, y=-0.1603, z=-2.8752), order='XYZ'>
    Matrix:
      <Vector (-0.9524, 0.2418, 0.1860, 0.1917)>
      <Vector (-0.2599, -0.9623, -0.0798, 0.5221)>
      <Vector (0.1596, -0.1244, 0.9793, 0.2809)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1105, 0.2277)>
    Rotation: <Euler (x=0.8662, y=-0.1467, z=-3.0038), order='XYZ'>
    Matrix:
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      <Vector (-0.1359, -0.6263, 0.7676, 0.1105)>
      <Vector (0.1462, 0.7537, 0.6408, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0008, 0.3596)>
    Rotation: <Euler (x=-1.5283, y=-2.8948, z=0.0150), order='XYZ'>
    Matrix:
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      <Vector (-0.0146, 0.0461, 0.9988, 0.0008)>
      <Vector (0.2443, 0.9688, -0.0412, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0043, 0.4326)>
    Rotation: <Euler (x=-1.5283, y=-2.8948, z=0.0150), order='XYZ'>
    Matrix:
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      <Vector (-0.0146, 0.0461, 0.9988, 0.0043)>
      <Vector (0.2443, 0.9688, -0.0412, 0.4326)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1007, 0.8329, -0.0595)>
    Rotation: <Euler (x=0.5173, y=0.6506, z=2.8865), order='XYZ'>
    Matrix:
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      <Vector (0.2008, -0.7654, 0.6114, 0.8329)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3123, 0.5147, 0.1041)>
    Rotation: <Euler (x=-0.4932, y=0.7845, z=2.8604), order='XYZ'>
    Matrix:
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      <Vector (0.1964, -0.9390, -0.2822, 0.5147)>
      <Vector (-0.7065, -0.3351, 0.6234, 0.1041)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2792, 0.1099, -0.0404)>
    Rotation: <Euler (x=0.7781, y=0.7869, z=2.9410), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2514, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.1000)>
    Rotation: <Euler (x=-1.5502, y=2.2514, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7772, 0.6291, -0.0129, 0.1000)>
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Frame: 6
  Bone: mixamorig:Hips
    Location: <Vector (0.0011, 0.8711, -0.0126)>
    Rotation: <Euler (x=0.2096, y=-0.3558, z=-0.0361), order='XYZ'>
    Matrix:
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      <Vector (-0.0339, 0.9801, -0.1957, 0.8711)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0012, 0.9472, 0.0009)>
    Rotation: <Euler (x=0.2385, y=-0.3694, z=-0.0266), order='XYZ'>
    Matrix:
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      <Vector (-0.0248, 0.9736, -0.2268, 0.9472)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0065, 1.0349, 0.0207)>
    Rotation: <Euler (x=0.3765, y=-0.3858, z=-0.0172), order='XYZ'>
    Matrix:
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      <Vector (-0.0159, 0.9322, -0.3616, 1.0349)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0192, 1.1310, 0.0558)>
    Rotation: <Euler (x=0.5157, y=-0.4018, z=-0.0110), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0404, 1.2321, 0.1085)>
    Rotation: <Euler (x=0.4233, y=-0.3254, z=-0.0210), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0561, 1.3212, 0.1604)>
    Rotation: <Euler (x=0.0022, y=-0.0432, z=-0.0090), order='XYZ'>
    Matrix:
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      <Vector (-0.0090, 1.0000, -0.0018, 1.3212)>
      <Vector (0.0432, 0.0022, 0.9991, 0.1604)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0553, 1.5610, 0.1925)>
    Rotation: <Euler (x=0.0022, y=-0.0432, z=-0.0090), order='XYZ'>
    Matrix:
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      <Vector (-0.0090, 1.0000, -0.0018, 1.5610)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0275, 1.2175, 0.1263)>
    Rotation: <Euler (x=-0.1537, y=2.1482, z=-1.9916), order='XYZ'>
    Matrix:
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      <Vector (0.4983, -0.2866, -0.8183, 1.2175)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1624, 1.1770, 0.1381)>
    Rotation: <Euler (x=-3.0772, y=0.8924, z=0.5021), order='XYZ'>
    Matrix:
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      <Vector (0.3020, -0.8989, -0.3175, 1.1770)>
      <Vector (-0.7786, -0.0404, -0.6262, 0.1381)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2468, 1.0031, 0.1303)>
    Rotation: <Euler (x=2.2864, y=0.1750, z=-1.0490), order='XYZ'>
    Matrix:
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      <Vector (-0.8537, -0.4409, -0.2771, 1.0031)>
      <Vector (-0.1741, 0.7432, -0.6460, 0.1303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1151, 0.8877, 0.3248)>
    Rotation: <Euler (x=1.9627, y=0.0984, z=-0.6957), order='XYZ'>
    Matrix:
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      <Vector (-0.6378, -0.3514, -0.6854, 0.8877)>
      <Vector (-0.0982, 0.9197, -0.3801, 0.3248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0817, 0.8840, 0.3606)>
    Rotation: <Euler (x=2.4494, y=-0.6157, z=-1.0199), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0476, 0.8820, 0.3798)>
    Rotation: <Euler (x=2.3177, y=-0.2299, z=-0.7686), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0288, 0.8693, 0.4033)>
    Rotation: <Euler (x=2.2461, y=-0.0559, z=-0.6974), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0192, 0.8575, 0.4224)>
    Rotation: <Euler (x=2.2461, y=-0.0559, z=-0.6974), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0683, 0.8710, 0.4342)>
    Rotation: <Euler (x=2.4187, y=0.0491, z=-0.7076), order='XYZ'>
    Matrix:
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      <Vector (-0.0491, 0.6608, -0.7490, 0.4342)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0549, 0.8535, 0.4535)>
    Rotation: <Euler (x=2.8935, y=0.0871, z=-0.6405), order='XYZ'>
    Matrix:
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      <Vector (-0.5954, -0.7900, -0.1465, 0.8535)>
      <Vector (-0.0870, 0.2447, -0.9657, 0.4535)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0384, 0.8301, 0.4608)>
    Rotation: <Euler (x=3.1335, y=0.0949, z=-0.5848), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0253, 0.8109, 0.4610)>
    Rotation: <Euler (x=3.1335, y=0.0949, z=-0.5848), order='XYZ'>
    Matrix:
      <Vector (0.8301, -0.5514, -0.0834, 0.0253)>
      <Vector (-0.5496, -0.8342, 0.0456, 0.8109)>
      <Vector (-0.0947, 0.0080, -0.9955, 0.4610)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0860, 0.8560, 0.4310)>
    Rotation: <Euler (x=2.4184, y=0.0519, z=-0.7083), order='XYZ'>
    Matrix:
      <Vector (0.7584, -0.4616, -0.4601, 0.0860)>
      <Vector (-0.6497, -0.5917, -0.4773, 0.8560)>
      <Vector (-0.0519, 0.6609, -0.7487, 0.4310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0706, 0.8358, 0.4533)>
    Rotation: <Euler (x=2.8934, y=0.0899, z=-0.6407), order='XYZ'>
    Matrix:
      <Vector (0.7984, -0.5618, -0.2166, 0.0706)>
      <Vector (-0.5953, -0.7903, -0.1449, 0.8358)>
      <Vector (-0.0898, 0.2446, -0.9654, 0.4533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0510, 0.8080, 0.4618)>
    Rotation: <Euler (x=3.1334, y=0.0975, z=-0.5868), order='XYZ'>
    Matrix:
      <Vector (0.8288, -0.5530, -0.0856, 0.0510)>
      <Vector (-0.5511, -0.8331, 0.0471, 0.8080)>
      <Vector (-0.0973, 0.0082, -0.9952, 0.4618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0363, 0.7865, 0.4621)>
    Rotation: <Euler (x=3.1334, y=0.0975, z=-0.5868), order='XYZ'>
    Matrix:
      <Vector (0.8288, -0.5530, -0.0856, 0.0363)>
      <Vector (-0.5511, -0.8331, 0.0471, 0.7865)>
      <Vector (-0.0973, 0.0082, -0.9952, 0.4621)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1057, 0.8405, 0.4285)>
    Rotation: <Euler (x=2.4187, y=0.0531, z=-0.7064), order='XYZ'>
    Matrix:
      <Vector (0.7596, -0.4601, -0.4597, 0.1057)>
      <Vector (-0.6482, -0.5933, -0.4774, 0.8405)>
      <Vector (-0.0531, 0.6606, -0.7489, 0.4285)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0920, 0.8225, 0.4483)>
    Rotation: <Euler (x=2.8937, y=0.0904, z=-0.6379), order='XYZ'>
    Matrix:
      <Vector (0.8001, -0.5595, -0.2165, 0.0920)>
      <Vector (-0.5931, -0.7920, -0.1450, 0.8225)>
      <Vector (-0.0903, 0.2444, -0.9655, 0.4483)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0758, 0.7995, 0.4555)>
    Rotation: <Euler (x=3.1327, y=0.0958, z=-0.5934), order='XYZ'>
    Matrix:
      <Vector (0.8252, -0.5585, -0.0843, 0.0758)>
      <Vector (-0.5566, -0.8295, 0.0462, 0.7995)>
      <Vector (-0.0957, 0.0088, -0.9954, 0.4555)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0628, 0.7806, 0.4557)>
    Rotation: <Euler (x=3.1327, y=0.0958, z=-0.5934), order='XYZ'>
    Matrix:
      <Vector (0.8252, -0.5585, -0.0843, 0.0628)>
      <Vector (-0.5566, -0.8295, 0.0462, 0.7806)>
      <Vector (-0.0957, 0.0088, -0.9954, 0.4557)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1250, 0.8287, 0.4226)>
    Rotation: <Euler (x=2.4116, y=0.1096, z=-0.6533), order='XYZ'>
    Matrix:
      <Vector (0.7893, -0.3950, -0.4701, 0.1250)>
      <Vector (-0.6042, -0.6361, -0.4800, 0.8287)>
      <Vector (-0.1094, 0.6629, -0.7407, 0.4226)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1136, 0.8104, 0.4417)>
    Rotation: <Euler (x=2.8939, y=0.0990, z=-0.6354), order='XYZ'>
    Matrix:
      <Vector (0.8009, -0.5559, -0.2226, 0.1136)>
      <Vector (-0.5906, -0.7947, -0.1404, 0.8104)>
      <Vector (-0.0989, 0.2439, -0.9647, 0.4417)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1012, 0.7928, 0.4472)>
    Rotation: <Euler (x=3.1313, y=0.1028, z=-0.6084), order='XYZ'>
    Matrix:
      <Vector (0.8163, -0.5706, -0.0901, 0.1012)>
      <Vector (-0.5685, -0.8211, 0.0502, 0.7928)>
      <Vector (-0.1026, 0.0103, -0.9947, 0.4472)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0919, 0.7793, 0.4473)>
    Rotation: <Euler (x=3.1313, y=0.1028, z=-0.6084), order='XYZ'>
    Matrix:
      <Vector (0.8163, -0.5706, -0.0901, 0.0919)>
      <Vector (-0.5685, -0.8211, 0.0502, 0.7793)>
      <Vector (-0.1026, 0.0103, -0.9947, 0.4473)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1018, 1.2172, 0.0745)>
    Rotation: <Euler (x=0.9685, y=-2.1763, z=1.1188), order='XYZ'>
    Matrix:
      <Vector (-0.2486, -0.8056, 0.5378, -0.1018)>
      <Vector (-0.5120, -0.3620, -0.7789, 1.2172)>
      <Vector (0.8222, -0.4690, -0.3225, 0.0745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2156, 1.1661, 0.0082)>
    Rotation: <Euler (x=-1.4918, y=-1.3755, z=-1.8080), order='XYZ'>
    Matrix:
      <Vector (-0.0456, -0.1531, 0.9872, -0.2156)>
      <Vector (-0.1886, -0.9691, -0.1590, 1.1661)>
      <Vector (0.9810, -0.1934, 0.0153, 0.0082)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2453, 0.9781, -0.0293)>
    Rotation: <Euler (x=1.5722, y=-0.1777, z=1.4384), order='XYZ'>
    Matrix:
      <Vector (0.1299, -0.0220, 0.9913, -0.2453)>
      <Vector (0.9756, -0.1754, -0.1317, 0.9781)>
      <Vector (0.1767, 0.9843, -0.0014, -0.0293)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2510, 0.9323, 0.2283)>
    Rotation: <Euler (x=1.6375, y=-0.3720, z=0.9716), order='XYZ'>
    Matrix:
      <Vector (0.5254, -0.1495, 0.8376, -0.2510)>
      <Vector (0.7693, -0.3371, -0.5427, 0.9323)>
      <Vector (0.3635, 0.9295, -0.0621, 0.2283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2357, 0.9339, 0.2723)>
    Rotation: <Euler (x=2.0197, y=0.4268, z=1.0206), order='XYZ'>
    Matrix:
      <Vector (0.4760, 0.5649, 0.6740, -0.2357)>
      <Vector (0.7759, 0.0910, -0.6242, 0.9339)>
      <Vector (-0.4140, 0.8201, -0.3950, 0.2723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2141, 0.9382, 0.3024)>
    Rotation: <Euler (x=1.9950, y=-0.0615, z=0.9234), order='XYZ'>
    Matrix:
      <Vector (0.6019, 0.2946, 0.7422, -0.2141)>
      <Vector (0.7962, -0.2929, -0.5294, 0.9382)>
      <Vector (0.0615, 0.9096, -0.4109, 0.3024)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2045, 0.9285, 0.3322)>
    Rotation: <Euler (x=1.9397, y=-0.2158, z=0.9206), order='XYZ'>
    Matrix:
      <Vector (0.5913, 0.1662, 0.7892, -0.2045)>
      <Vector (0.7775, -0.3772, -0.5031, 0.9285)>
      <Vector (0.2141, 0.9111, -0.3522, 0.3322)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2006, 0.9174, 0.3567)>
    Rotation: <Euler (x=1.9397, y=-0.2158, z=0.9206), order='XYZ'>
    Matrix:
      <Vector (0.5913, 0.1662, 0.7892, -0.2006)>
      <Vector (0.7775, -0.3772, -0.5031, 0.9174)>
      <Vector (0.2141, 0.9111, -0.3522, 0.3567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2500, 0.9218, 0.3460)>
    Rotation: <Euler (x=2.0965, y=-0.3157, z=0.9659), order='XYZ'>
    Matrix:
      <Vector (0.5405, 0.2600, 0.8001, -0.2500)>
      <Vector (0.7819, -0.5063, -0.3637, 0.9218)>
      <Vector (0.3105, 0.8222, -0.4770, 0.3460)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2423, 0.9063, 0.3707)>
    Rotation: <Euler (x=2.5842, y=-0.3669, z=0.9163), order='XYZ'>
    Matrix:
      <Vector (0.5682, 0.5578, 0.6050, -0.2423)>
      <Vector (0.7406, -0.6672, -0.0805, 0.9063)>
      <Vector (0.3587, 0.4938, -0.7922, 0.3707)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2258, 0.8865, 0.3854)>
    Rotation: <Euler (x=2.8370, y=-0.3877, z=0.8696), order='XYZ'>
    Matrix:
      <Vector (0.5973, 0.6557, 0.4618, -0.2258)>
      <Vector (0.7073, -0.7021, 0.0820, 0.8865)>
      <Vector (0.3780, 0.2777, -0.8832, 0.3854)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2106, 0.8707, 0.3918)>
    Rotation: <Euler (x=2.8370, y=-0.3877, z=0.8696), order='XYZ'>
    Matrix:
      <Vector (0.5973, 0.6557, 0.4618, -0.2106)>
      <Vector (0.7073, -0.7021, 0.0820, 0.8707)>
      <Vector (0.3780, 0.2777, -0.8832, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2625, 0.9030, 0.3414)>
    Rotation: <Euler (x=2.0965, y=-0.3235, z=0.9658), order='XYZ'>
    Matrix:
      <Vector (0.5393, 0.2563, 0.8022, -0.2625)>
      <Vector (0.7798, -0.5116, -0.3608, 0.9030)>
      <Vector (0.3179, 0.8201, -0.4758, 0.3414)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2544, 0.8865, 0.3676)>
    Rotation: <Euler (x=2.5843, y=-0.3727, z=0.9159), order='XYZ'>
    Matrix:
      <Vector (0.5672, 0.5559, 0.6077, -0.2544)>
      <Vector (0.7387, -0.6696, -0.0770, 0.8865)>
      <Vector (0.3642, 0.4925, -0.7904, 0.3676)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2353, 0.8635, 0.3845)>
    Rotation: <Euler (x=2.8345, y=-0.3899, z=0.8761), order='XYZ'>
    Matrix:
      <Vector (0.5921, 0.6587, 0.4641, -0.2353)>
      <Vector (0.7106, -0.6985, 0.0848, 0.8635)>
      <Vector (0.3801, 0.2796, -0.8817, 0.3845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2189, 0.8464, 0.3915)>
    Rotation: <Euler (x=2.8345, y=-0.3899, z=0.8761), order='XYZ'>
    Matrix:
      <Vector (0.5921, 0.6587, 0.4641, -0.2189)>
      <Vector (0.7106, -0.6985, 0.0848, 0.8464)>
      <Vector (0.3801, 0.2796, -0.8817, 0.3915)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2752, 0.8830, 0.3328)>
    Rotation: <Euler (x=2.0968, y=-0.3184, z=0.9649), order='XYZ'>
    Matrix:
      <Vector (0.5409, 0.2585, 0.8004, -0.2752)>
      <Vector (0.7807, -0.5085, -0.3634, 0.8830)>
      <Vector (0.3131, 0.8214, -0.4768, 0.3328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2680, 0.8686, 0.3558)>
    Rotation: <Euler (x=2.5862, y=-0.3717, z=0.9107), order='XYZ'>
    Matrix:
      <Vector (0.5713, 0.5538, 0.6057, -0.2680)>
      <Vector (0.7360, -0.6723, -0.0795, 0.8686)>
      <Vector (0.3632, 0.4912, -0.7917, 0.3558)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2526, 0.8500, 0.3695)>
    Rotation: <Euler (x=2.8336, y=-0.3846, z=0.8786), order='XYZ'>
    Matrix:
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      <Vector (0.7136, -0.6958, 0.0817, 0.8500)>
      <Vector (0.3752, 0.2810, -0.8833, 0.3695)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2371, 0.8338, 0.3761)>
    Rotation: <Euler (x=2.8336, y=-0.3846, z=0.8786), order='XYZ'>
    Matrix:
      <Vector (0.5916, 0.6610, 0.4616, -0.2371)>
      <Vector (0.7136, -0.6958, 0.0817, 0.8338)>
      <Vector (0.3752, 0.2810, -0.8833, 0.3761)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2878, 0.8689, 0.3181)>
    Rotation: <Euler (x=2.0966, y=-0.3226, z=0.9655), order='XYZ'>
    Matrix:
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      <Vector (0.7799, -0.5111, -0.3613, 0.8689)>
      <Vector (0.3170, 0.8203, -0.4760, 0.3181)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2811, 0.8555, 0.3396)>
    Rotation: <Euler (x=2.5869, y=-0.3767, z=0.9088), order='XYZ'>
    Matrix:
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      <Vector (0.7335, -0.6753, -0.0771, 0.8555)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2667, 0.8381, 0.3524)>
    Rotation: <Euler (x=2.8290, y=-0.3841, z=0.8908), order='XYZ'>
    Matrix:
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      <Vector (0.7209, -0.6879, 0.0839, 0.8381)>
      <Vector (0.3747, 0.2852, -0.8822, 0.3524)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2568, 0.8278, 0.3566)>
    Rotation: <Euler (x=2.8290, y=-0.3841, z=0.8908), order='XYZ'>
    Matrix:
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      <Vector (0.7209, -0.6879, 0.0839, 0.8278)>
      <Vector (0.3747, 0.2852, -0.8822, 0.3566)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1074, 0.8265, 0.0119)>
    Rotation: <Euler (x=0.7071, y=-0.0232, z=-2.8907), order='XYZ'>
    Matrix:
      <Vector (-0.9684, 0.2034, -0.1442, 0.1074)>
      <Vector (-0.2482, -0.7327, 0.6336, 0.8265)>
      <Vector (0.0232, 0.6494, 0.7601, 0.0119)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1919, 0.5220, 0.2818)>
    Rotation: <Euler (x=-0.1283, y=-0.1594, z=-2.8751), order='XYZ'>
    Matrix:
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      <Vector (-0.2600, -0.9621, -0.0819, 0.5220)>
      <Vector (0.1588, -0.1263, 0.9792, 0.2818)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1104, 0.2277)>
    Rotation: <Euler (x=0.8656, y=-0.1460, z=-3.0044), order='XYZ'>
    Matrix:
      <Vector (-0.9801, 0.1984, -0.0107, 0.2953)>
      <Vector (-0.1353, -0.6269, 0.7672, 0.1104)>
      <Vector (0.1455, 0.7534, 0.6413, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0007, 0.3596)>
    Rotation: <Euler (x=-1.5290, y=-2.8954, z=0.0145), order='XYZ'>
    Matrix:
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      <Vector (-0.0140, 0.0453, 0.9989, 0.0007)>
      <Vector (0.2437, 0.9690, -0.0406, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0041, 0.4326)>
    Rotation: <Euler (x=-1.5290, y=-2.8954, z=0.0145), order='XYZ'>
    Matrix:
      <Vector (-0.9698, 0.2428, -0.0246, 0.3483)>
      <Vector (-0.0140, 0.0453, 0.9989, 0.0041)>
      <Vector (0.2437, 0.9690, -0.0406, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0999, 0.8328, -0.0595)>
    Rotation: <Euler (x=0.5177, y=0.6528, z=2.8868), order='XYZ'>
    Matrix:
      <Vector (-0.7687, -0.5100, -0.3860, -0.0999)>
      <Vector (0.2003, -0.7651, 0.6120, 0.8328)>
      <Vector (-0.6074, 0.3931, 0.6903, -0.0595)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3118, 0.5148, 0.1039)>
    Rotation: <Euler (x=-0.4921, y=0.7838, z=2.8601), order='XYZ'>
    Matrix:
      <Vector (-0.6804, 0.0756, -0.7289, -0.3118)>
      <Vector (0.1967, -0.9393, -0.2811, 0.5148)>
      <Vector (-0.7059, -0.3346, 0.6242, 0.1039)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2792, 0.1099, -0.0404)>
    Rotation: <Euler (x=0.7783, y=0.7862, z=2.9412), order='XYZ'>
    Matrix:
      <Vector (-0.6924, -0.6287, -0.3541, -0.2792)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7077, 0.4961, 0.5031, -0.0404)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2521, z=-0.0277), order='XYZ'>
    Matrix:
      <Vector (-0.6296, -0.7757, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7767, 0.6297, -0.0130, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4555, 0.0032, 0.1001)>
    Rotation: <Euler (x=-1.5502, y=2.2521, z=-0.0277), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7767, 0.6297, -0.0130, 0.1001)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 7
  Bone: mixamorig:Hips
    Location: <Vector (0.0021, 0.8708, -0.0121)>
    Rotation: <Euler (x=0.2093, y=-0.3598, z=-0.0370), order='XYZ'>
    Matrix:
      <Vector (0.9353, -0.0369, -0.3518, 0.0021)>
      <Vector (-0.0346, 0.9802, -0.1949, 0.8708)>
      <Vector (0.3521, 0.1944, 0.9156, -0.0121)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0002, 0.9469, 0.0013)>
    Rotation: <Euler (x=0.2377, y=-0.3734, z=-0.0266), order='XYZ'>
    Matrix:
      <Vector (0.9307, -0.0600, -0.3607, -0.0002)>
      <Vector (-0.0248, 0.9738, -0.2260, 0.9469)>
      <Vector (0.3648, 0.2193, 0.9049, 0.0013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0056, 1.0347, 0.0211)>
    Rotation: <Euler (x=0.3750, y=-0.3902, z=-0.0162), order='XYZ'>
    Matrix:
      <Vector (0.9247, -0.1242, -0.3598, -0.0056)>
      <Vector (-0.0150, 0.9327, -0.3605, 1.0347)>
      <Vector (0.3804, 0.3387, 0.8606, 0.0211)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0184, 1.1308, 0.0560)>
    Rotation: <Euler (x=0.5135, y=-0.4066, z=-0.0090), order='XYZ'>
    Matrix:
      <Vector (0.9184, -0.1865, -0.3489, -0.0184)>
      <Vector (-0.0082, 0.8727, -0.4881, 1.1308)>
      <Vector (0.3955, 0.4512, 0.8000, 0.0560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0400, 1.2320, 0.1083)>
    Rotation: <Euler (x=0.4211, y=-0.3305, z=-0.0182), order='XYZ'>
    Matrix:
      <Vector (0.9457, -0.1160, -0.3036, -0.0400)>
      <Vector (-0.0172, 0.9149, -0.4033, 1.2320)>
      <Vector (0.3245, 0.3866, 0.8633, 0.1083)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0561, 1.3211, 0.1600)>
    Rotation: <Euler (x=0.0008, y=-0.0458, z=-0.0091), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0091, -0.0458, -0.0561)>
      <Vector (-0.0091, 1.0000, -0.0004, 1.3211)>
      <Vector (0.0458, 0.0008, 0.9990, 0.1600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0554, 1.5610, 0.1917)>
    Rotation: <Euler (x=0.0008, y=-0.0458, z=-0.0091), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0091, -0.0458, -0.0554)>
      <Vector (-0.0091, 1.0000, -0.0004, 1.5610)>
      <Vector (0.0458, 0.0008, 0.9990, 0.1917)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0279, 1.2175, 0.1265)>
    Rotation: <Euler (x=-0.1596, y=2.1478, z=-1.9969), order='XYZ'>
    Matrix:
      <Vector (0.2255, 0.9541, -0.1973, 0.0279)>
      <Vector (0.4968, -0.2868, -0.8191, 1.2175)>
      <Vector (-0.8381, 0.0867, -0.5386, 0.1265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1627, 1.1770, 0.1388)>
    Rotation: <Euler (x=-3.0894, y=0.8883, z=0.4938), order='XYZ'>
    Matrix:
      <Vector (0.5554, 0.4377, -0.7071, 0.1627)>
      <Vector (0.2989, -0.8985, -0.3214, 1.1770)>
      <Vector (-0.7760, -0.0329, -0.6299, 0.1388)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2474, 1.0031, 0.1324)>
    Rotation: <Euler (x=2.2904, y=0.1682, z=-1.0463), order='XYZ'>
    Matrix:
      <Vector (0.4937, -0.5075, -0.7062, 0.2474)>
      <Vector (-0.8534, -0.4390, -0.2811, 1.0031)>
      <Vector (-0.1674, 0.7414, -0.6498, 0.1324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1145, 0.8882, 0.3264)>
    Rotation: <Euler (x=1.9676, y=0.0912, z=-0.6934), order='XYZ'>
    Matrix:
      <Vector (0.7659, -0.1825, -0.6166, 0.1145)>
      <Vector (-0.6365, -0.3509, -0.6868, 0.8882)>
      <Vector (-0.0910, 0.9185, -0.3849, 0.3264)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0809, 0.8845, 0.3620)>
    Rotation: <Euler (x=2.4579, y=-0.6209, z=-1.0231), order='XYZ'>
    Matrix:
      <Vector (0.4236, -0.8532, -0.3043, 0.0809)>
      <Vector (-0.6944, -0.0900, -0.7140, 0.8845)>
      <Vector (0.5818, 0.5137, -0.6306, 0.3620)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0466, 0.8824, 0.3809)>
    Rotation: <Euler (x=2.3232, y=-0.2367, z=-0.7681), order='XYZ'>
    Matrix:
      <Vector (0.6992, -0.5979, -0.3919, 0.0466)>
      <Vector (-0.6754, -0.3726, -0.6364, 0.8824)>
      <Vector (0.2345, 0.7097, -0.6644, 0.3809)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0276, 0.8698, 0.4042)>
    Rotation: <Euler (x=2.2510, y=-0.0631, z=-0.6959), order='XYZ'>
    Matrix:
      <Vector (0.7660, -0.4408, -0.4680, 0.0276)>
      <Vector (-0.6398, -0.4513, -0.6221, 0.8698)>
      <Vector (0.0630, 0.7759, -0.6277, 0.4042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0179, 0.8579, 0.4232)>
    Rotation: <Euler (x=2.2510, y=-0.0631, z=-0.6959), order='XYZ'>
    Matrix:
      <Vector (0.7660, -0.4408, -0.4680, 0.0179)>
      <Vector (-0.6398, -0.4513, -0.6221, 0.8579)>
      <Vector (0.0630, 0.7759, -0.6277, 0.4232)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0668, 0.8715, 0.4354)>
    Rotation: <Euler (x=2.4237, y=0.0420, z=-0.7056), order='XYZ'>
    Matrix:
      <Vector (0.7606, -0.4674, -0.4506, 0.0668)>
      <Vector (-0.6479, -0.5912, -0.4802, 0.8715)>
      <Vector (-0.0419, 0.6572, -0.7525, 0.4354)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0534, 0.8540, 0.4547)>
    Rotation: <Euler (x=2.8980, y=0.0796, z=-0.6384), order='XYZ'>
    Matrix:
      <Vector (0.8005, -0.5629, -0.2057, 0.0534)>
      <Vector (-0.5940, -0.7908, -0.1477, 0.8540)>
      <Vector (-0.0795, 0.2405, -0.9674, 0.4547)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0367, 0.8306, 0.4618)>
    Rotation: <Euler (x=3.1376, y=0.0872, z=-0.5827), order='XYZ'>
    Matrix:
      <Vector (0.8318, -0.5500, -0.0749, 0.0367)>
      <Vector (-0.5482, -0.8352, 0.0446, 0.8306)>
      <Vector (-0.0871, 0.0039, -0.9962, 0.4618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0237, 0.8114, 0.4619)>
    Rotation: <Euler (x=3.1376, y=0.0872, z=-0.5827), order='XYZ'>
    Matrix:
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      <Vector (-0.5482, -0.8352, 0.0446, 0.8114)>
      <Vector (-0.0871, 0.0039, -0.9962, 0.4619)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0846, 0.8565, 0.4324)>
    Rotation: <Euler (x=2.4234, y=0.0447, z=-0.7063), order='XYZ'>
    Matrix:
      <Vector (0.7600, -0.4663, -0.4527, 0.0846)>
      <Vector (-0.6484, -0.5920, -0.4788, 0.8565)>
      <Vector (-0.0447, 0.6574, -0.7522, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0691, 0.8364, 0.4546)>
    Rotation: <Euler (x=2.8979, y=0.0824, z=-0.6385), order='XYZ'>
    Matrix:
      <Vector (0.8003, -0.5624, -0.2080, 0.0691)>
      <Vector (-0.5940, -0.7911, -0.1461, 0.8364)>
      <Vector (-0.0824, 0.2404, -0.9672, 0.4546)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0494, 0.8085, 0.4630)>
    Rotation: <Euler (x=3.1375, y=0.0898, z=-0.5846), order='XYZ'>
    Matrix:
      <Vector (0.8306, -0.5515, -0.0770, 0.0494)>
      <Vector (-0.5496, -0.8341, 0.0461, 0.8085)>
      <Vector (-0.0897, 0.0041, -0.9960, 0.4630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0347, 0.7870, 0.4631)>
    Rotation: <Euler (x=3.1375, y=0.0898, z=-0.5846), order='XYZ'>
    Matrix:
      <Vector (0.8306, -0.5515, -0.0770, 0.0347)>
      <Vector (-0.5496, -0.8341, 0.0461, 0.7870)>
      <Vector (-0.0897, 0.0041, -0.9960, 0.4631)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1043, 0.8411, 0.4301)>
    Rotation: <Euler (x=2.4237, y=0.0460, z=-0.7044), order='XYZ'>
    Matrix:
      <Vector (0.7612, -0.4647, -0.4523, 0.1043)>
      <Vector (-0.6469, -0.5935, -0.4788, 0.8411)>
      <Vector (-0.0460, 0.6571, -0.7524, 0.4301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0905, 0.8231, 0.4498)>
    Rotation: <Euler (x=2.8982, y=0.0830, z=-0.6357), order='XYZ'>
    Matrix:
      <Vector (0.8019, -0.5602, -0.2078, 0.0905)>
      <Vector (-0.5917, -0.7928, -0.1462, 0.8231)>
      <Vector (-0.0829, 0.2402, -0.9672, 0.4498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0742, 0.8000, 0.4568)>
    Rotation: <Euler (x=3.1369, y=0.0882, z=-0.5912), order='XYZ'>
    Matrix:
      <Vector (0.8270, -0.5570, -0.0757, 0.0742)>
      <Vector (-0.5552, -0.8305, 0.0452, 0.8000)>
      <Vector (-0.0880, 0.0047, -0.9961, 0.4568)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0613, 0.7811, 0.4569)>
    Rotation: <Euler (x=3.1369, y=0.0882, z=-0.5912), order='XYZ'>
    Matrix:
      <Vector (0.8270, -0.5570, -0.0757, 0.0613)>
      <Vector (-0.5552, -0.8305, 0.0452, 0.7811)>
      <Vector (-0.0880, 0.0047, -0.9961, 0.4569)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1237, 0.8294, 0.4244)>
    Rotation: <Euler (x=2.4162, y=0.1022, z=-0.6510), order='XYZ'>
    Matrix:
      <Vector (0.7913, -0.3996, -0.4628, 0.1237)>
      <Vector (-0.6028, -0.6362, -0.4815, 0.8294)>
      <Vector (-0.1020, 0.6600, -0.7443, 0.4244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1122, 0.8110, 0.4434)>
    Rotation: <Euler (x=2.8984, y=0.0915, z=-0.6332), order='XYZ'>
    Matrix:
      <Vector (0.8028, -0.5566, -0.2140, 0.1122)>
      <Vector (-0.5892, -0.7955, -0.1416, 0.8110)>
      <Vector (-0.0914, 0.2398, -0.9665, 0.4434)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0997, 0.7934, 0.4487)>
    Rotation: <Euler (x=3.1355, y=0.0952, z=-0.6061), order='XYZ'>
    Matrix:
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      <Vector (-0.5671, -0.8222, 0.0492, 0.7934)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0904, 0.7798, 0.4488)>
    Rotation: <Euler (x=3.1355, y=0.0952, z=-0.6061), order='XYZ'>
    Matrix:
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      <Vector (-0.5671, -0.8222, 0.0492, 0.7798)>
      <Vector (-0.0951, 0.0060, -0.9955, 0.4488)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1012, 1.2170, 0.0741)>
    Rotation: <Euler (x=0.9791, y=-2.1766, z=1.1127), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2145, 1.1654, 0.0073)>
    Rotation: <Euler (x=-1.4534, y=-1.3744, z=-1.8409), order='XYZ'>
    Matrix:
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      <Vector (-0.1881, -0.9700, -0.1543, 1.1654)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2430, 0.9773, -0.0303)>
    Rotation: <Euler (x=1.5645, y=-0.1771, z=1.4445), order='XYZ'>
    Matrix:
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      <Vector (0.9765, -0.1740, -0.1270, 0.9773)>
      <Vector (0.1762, 0.9843, 0.0062, -0.0303)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2505, 0.9317, 0.2273)>
    Rotation: <Euler (x=1.6307, y=-0.3761, z=0.9793), order='XYZ'>
    Matrix:
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      <Vector (0.7721, -0.3377, -0.5383, 0.9317)>
      <Vector (0.3673, 0.9284, -0.0557, 0.2273)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2355, 0.9334, 0.2715)>
    Rotation: <Euler (x=2.0126, y=0.4230, z=1.0228), order='XYZ'>
    Matrix:
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      <Vector (0.7783, 0.0941, -0.6208, 0.9334)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2141, 0.9379, 0.3017)>
    Rotation: <Euler (x=1.9889, y=-0.0659, z=0.9290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2047, 0.9282, 0.3316)>
    Rotation: <Euler (x=1.9335, y=-0.2202, z=0.9272), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2010, 0.9172, 0.3561)>
    Rotation: <Euler (x=1.9335, y=-0.2202, z=0.9272), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2503, 0.9213, 0.3450)>
    Rotation: <Euler (x=2.0898, y=-0.3198, z=0.9732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2427, 0.9058, 0.3698)>
    Rotation: <Euler (x=2.5777, y=-0.3713, z=0.9239), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2261, 0.8861, 0.3846)>
    Rotation: <Euler (x=2.8306, y=-0.3924, z=0.8772), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2109, 0.8704, 0.3912)>
    Rotation: <Euler (x=2.8306, y=-0.3924, z=0.8772), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2626, 0.9024, 0.3404)>
    Rotation: <Euler (x=2.0898, y=-0.3276, z=0.9731), order='XYZ'>
    Matrix:
      <Vector (0.5328, 0.2528, 0.8076, -0.2626)>
      <Vector (0.7827, -0.5101, -0.3567, 0.9024)>
      <Vector (0.3218, 0.8221, -0.4697, 0.3404)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2546, 0.8860, 0.3666)>
    Rotation: <Euler (x=2.5778, y=-0.3771, z=0.9235), order='XYZ'>
    Matrix:
      <Vector (0.5606, 0.5556, 0.6140, -0.2546)>
      <Vector (0.7417, -0.6667, -0.0739, 0.8860)>
      <Vector (0.3683, 0.4968, -0.7858, 0.3666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2355, 0.8631, 0.3836)>
    Rotation: <Euler (x=2.8282, y=-0.3945, z=0.8837), order='XYZ'>
    Matrix:
      <Vector (0.5856, 0.6603, 0.4703, -0.2355)>
      <Vector (0.7137, -0.6950, 0.0871, 0.8631)>
      <Vector (0.3844, 0.2846, -0.8782, 0.3836)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2191, 0.8460, 0.3908)>
    Rotation: <Euler (x=2.8282, y=-0.3945, z=0.8837), order='XYZ'>
    Matrix:
      <Vector (0.5856, 0.6603, 0.4703, -0.2191)>
      <Vector (0.7137, -0.6950, 0.0871, 0.8460)>
      <Vector (0.3844, 0.2846, -0.8782, 0.3908)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2751, 0.8824, 0.3316)>
    Rotation: <Euler (x=2.0902, y=-0.3225, z=0.9722), order='XYZ'>
    Matrix:
      <Vector (0.5345, 0.2550, 0.8058, -0.2751)>
      <Vector (0.7835, -0.5070, -0.3593, 0.8824)>
      <Vector (0.3170, 0.8234, -0.4707, 0.3316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2681, 0.8680, 0.3547)>
    Rotation: <Euler (x=2.5797, y=-0.3762, z=0.9183), order='XYZ'>
    Matrix:
      <Vector (0.5647, 0.5536, 0.6121, -0.2681)>
      <Vector (0.7390, -0.6693, -0.0765, 0.8680)>
      <Vector (0.3673, 0.4955, -0.7871, 0.3547)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2527, 0.8495, 0.3685)>
    Rotation: <Euler (x=2.8272, y=-0.3892, z=0.8862), order='XYZ'>
    Matrix:
      <Vector (0.5851, 0.6625, 0.4678, -0.2527)>
      <Vector (0.7167, -0.6923, 0.0840, 0.8495)>
      <Vector (0.3795, 0.2861, -0.8798, 0.3685)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2371, 0.8333, 0.3752)>
    Rotation: <Euler (x=2.8272, y=-0.3892, z=0.8862), order='XYZ'>
    Matrix:
      <Vector (0.5851, 0.6625, 0.4678, -0.2371)>
      <Vector (0.7167, -0.6923, 0.0840, 0.8333)>
      <Vector (0.3795, 0.2861, -0.8798, 0.3752)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2875, 0.8682, 0.3169)>
    Rotation: <Euler (x=2.0899, y=-0.3267, z=0.9729), order='XYZ'>
    Matrix:
      <Vector (0.5332, 0.2532, 0.8072, -0.2875)>
      <Vector (0.7828, -0.5096, -0.3572, 0.8682)>
      <Vector (0.3209, 0.8223, -0.4699, 0.3169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2809, 0.8548, 0.3384)>
    Rotation: <Euler (x=2.5804, y=-0.3811, z=0.9164), order='XYZ'>
    Matrix:
      <Vector (0.5650, 0.5513, 0.6139, -0.2809)>
      <Vector (0.7365, -0.6724, -0.0741, 0.8548)>
      <Vector (0.3720, 0.4940, -0.7859, 0.3384)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2665, 0.8375, 0.3513)>
    Rotation: <Euler (x=2.8225, y=-0.3886, z=0.8985), order='XYZ'>
    Matrix:
      <Vector (0.5764, 0.6689, 0.4695, -0.2665)>
      <Vector (0.7240, -0.6844, 0.0861, 0.8375)>
      <Vector (0.3789, 0.2903, -0.8787, 0.3513)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2567, 0.8273, 0.3556)>
    Rotation: <Euler (x=2.8225, y=-0.3886, z=0.8985), order='XYZ'>
    Matrix:
      <Vector (0.5764, 0.6689, 0.4695, -0.2567)>
      <Vector (0.7240, -0.6844, 0.0861, 0.8273)>
      <Vector (0.3789, 0.2903, -0.8787, 0.3556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1082, 0.8261, 0.0129)>
    Rotation: <Euler (x=0.7084, y=-0.0204, z=-2.8905), order='XYZ'>
    Matrix:
      <Vector (-0.9684, 0.2015, -0.1466, 0.1082)>
      <Vector (-0.2484, -0.7323, 0.6341, 0.8261)>
      <Vector (0.0204, 0.6505, 0.7593, 0.0129)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1920, 0.5218, 0.2831)>
    Rotation: <Euler (x=-0.1314, y=-0.1584, z=-2.8743), order='XYZ'>
    Matrix:
      <Vector (-0.9524, 0.2419, 0.1854, 0.1920)>
      <Vector (-0.2608, -0.9616, -0.0851, 0.5218)>
      <Vector (0.1577, -0.1294, 0.9790, 0.2831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8649, y=-0.1453, z=-3.0055), order='XYZ'>
    Matrix:
      <Vector (-0.9803, 0.1972, -0.0102, 0.2954)>
      <Vector (-0.1342, -0.6277, 0.7668, 0.1104)>
      <Vector (0.1448, 0.7530, 0.6419, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3596)>
    Rotation: <Euler (x=-1.5297, y=-2.8960, z=0.0135), order='XYZ'>
    Matrix:
      <Vector (-0.9699, 0.2423, -0.0234, 0.3300)>
      <Vector (-0.0131, 0.0443, 0.9989, 0.0005)>
      <Vector (0.2431, 0.9692, -0.0398, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0039, 0.4327)>
    Rotation: <Euler (x=-1.5297, y=-2.8960, z=0.0135), order='XYZ'>
    Matrix:
      <Vector (-0.9699, 0.2423, -0.0234, 0.3482)>
      <Vector (-0.0131, 0.0443, 0.9989, 0.0039)>
      <Vector (0.2431, 0.9692, -0.0398, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0987, 0.8326, -0.0594)>
    Rotation: <Euler (x=0.5182, y=0.6557, z=2.8865), order='XYZ'>
    Matrix:
      <Vector (-0.7670, -0.5114, -0.3875, -0.0987)>
      <Vector (0.2000, -0.7644, 0.6129, 0.8326)>
      <Vector (-0.6097, 0.3926, 0.6886, -0.0594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3113, 0.5149, 0.1038)>
    Rotation: <Euler (x=-0.4917, y=0.7838, z=2.8591), order='XYZ'>
    Matrix:
      <Vector (-0.6802, 0.0744, -0.7293, -0.3113)>
      <Vector (0.1974, -0.9395, -0.2799, 0.5149)>
      <Vector (-0.7060, -0.3344, 0.6243, 0.1038)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2792, 0.1099, -0.0404)>
    Rotation: <Euler (x=0.7783, y=0.7865, z=2.9411), order='XYZ'>
    Matrix:
      <Vector (-0.6922, -0.6288, -0.3542, -0.2792)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7079, 0.4959, 0.5030, -0.0404)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2518, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6294, -0.7759, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7769, 0.6295, -0.0130, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4555, 0.0032, 0.1000)>
    Rotation: <Euler (x=-1.5502, y=2.2518, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6294, -0.7759, 0.0437, -0.4555)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7769, 0.6295, -0.0130, 0.1000)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 8
  Bone: mixamorig:Hips
    Location: <Vector (0.0036, 0.8703, -0.0111)>
    Rotation: <Euler (x=0.2088, y=-0.3644, z=-0.0379), order='XYZ'>
    Matrix:
      <Vector (0.9337, -0.0368, -0.3562, 0.0036)>
      <Vector (-0.0354, 0.9804, -0.1940, 0.8703)>
      <Vector (0.3564, 0.1937, 0.9141, -0.0111)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0014, 0.9464, 0.0022)>
    Rotation: <Euler (x=0.2369, y=-0.3783, z=-0.0267), order='XYZ'>
    Matrix:
      <Vector (0.9290, -0.0607, -0.3652, 0.0014)>
      <Vector (-0.0248, 0.9740, -0.2251, 0.9464)>
      <Vector (0.3693, 0.2181, 0.9033, 0.0022)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0041, 1.0342, 0.0219)>
    Rotation: <Euler (x=0.3734, y=-0.3958, z=-0.0152), order='XYZ'>
    Matrix:
      <Vector (0.9226, -0.1265, -0.3645, -0.0041)>
      <Vector (-0.0140, 0.9331, -0.3593, 1.0342)>
      <Vector (0.3855, 0.3366, 0.8591, 0.0219)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0171, 1.1303, 0.0566)>
    Rotation: <Euler (x=0.5113, y=-0.4131, z=-0.0070), order='XYZ'>
    Matrix:
      <Vector (0.9159, -0.1903, -0.3535, -0.0171)>
      <Vector (-0.0064, 0.8735, -0.4868, 1.1303)>
      <Vector (0.4014, 0.4481, 0.7988, 0.0566)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0392, 1.2316, 0.1085)>
    Rotation: <Euler (x=0.4189, y=-0.3367, z=-0.0161), order='XYZ'>
    Matrix:
      <Vector (0.9437, -0.1197, -0.3083, -0.0392)>
      <Vector (-0.0152, 0.9156, -0.4019, 1.2316)>
      <Vector (0.3304, 0.3839, 0.8622, 0.1085)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0557, 1.3208, 0.1599)>
    Rotation: <Euler (x=-0.0013, y=-0.0497, z=-0.0083), order='XYZ'>
    Matrix:
      <Vector (0.9987, 0.0084, -0.0497, -0.0557)>
      <Vector (-0.0083, 1.0000, 0.0018, 1.3208)>
      <Vector (0.0497, -0.0013, 0.9988, 0.1599)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0553, 1.5608, 0.1911)>
    Rotation: <Euler (x=-0.0013, y=-0.0497, z=-0.0083), order='XYZ'>
    Matrix:
      <Vector (0.9987, 0.0084, -0.0497, -0.0553)>
      <Vector (-0.0083, 1.0000, 0.0018, 1.5608)>
      <Vector (0.0497, -0.0013, 0.9988, 0.1911)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0286, 1.2173, 0.1272)>
    Rotation: <Euler (x=-0.1688, y=2.1483, z=-2.0048), order='XYZ'>
    Matrix:
      <Vector (0.2296, 0.9536, -0.1949, 0.0286)>
      <Vector (0.4953, -0.2868, -0.8200, 1.2173)>
      <Vector (-0.8378, 0.0917, -0.5382, 0.1272)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1633, 1.1767, 0.1401)>
    Rotation: <Euler (x=-3.1023, y=0.8837, z=0.4858), order='XYZ'>
    Matrix:
      <Vector (0.5609, 0.4398, -0.7014, 0.1633)>
      <Vector (0.2962, -0.8978, -0.3260, 1.1767)>
      <Vector (-0.7731, -0.0249, -0.6338, 0.1401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2484, 1.0030, 0.1353)>
    Rotation: <Euler (x=2.2949, y=0.1604, z=-1.0431), order='XYZ'>
    Matrix:
      <Vector (0.4971, -0.5121, -0.7005, 0.2484)>
      <Vector (-0.8529, -0.4370, -0.2858, 1.0030)>
      <Vector (-0.1597, 0.7395, -0.6540, 0.1353)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1144, 0.8886, 0.3289)>
    Rotation: <Euler (x=1.9725, y=0.0836, z=-0.6921), order='XYZ'>
    Matrix:
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      <Vector (-0.6359, -0.3501, -0.6878, 0.8886)>
      <Vector (-0.0835, 0.9172, -0.3896, 0.3289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0804, 0.8849, 0.3641)>
    Rotation: <Euler (x=2.4666, y=-0.6265, z=-1.0272), order='XYZ'>
    Matrix:
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      <Vector (-0.6933, -0.0902, -0.7150, 0.8849)>
      <Vector (0.5863, 0.5062, -0.6324, 0.3641)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0459, 0.8829, 0.3827)>
    Rotation: <Euler (x=2.3287, y=-0.2438, z=-0.7685), order='XYZ'>
    Matrix:
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      <Vector (-0.6745, -0.3724, -0.6375, 0.8829)>
      <Vector (0.2414, 0.7048, -0.6671, 0.3827)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0268, 0.8702, 0.4058)>
    Rotation: <Euler (x=2.2558, y=-0.0706, z=-0.6953), order='XYZ'>
    Matrix:
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      <Vector (-0.6390, -0.4508, -0.6232, 0.8702)>
      <Vector (0.0705, 0.7725, -0.6311, 0.4058)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0169, 0.8583, 0.4248)>
    Rotation: <Euler (x=2.2558, y=-0.0706, z=-0.6953), order='XYZ'>
    Matrix:
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      <Vector (-0.6390, -0.4508, -0.6232, 0.8583)>
      <Vector (0.0705, 0.7725, -0.6311, 0.4248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0657, 0.8720, 0.4374)>
    Rotation: <Euler (x=2.4286, y=0.0345, z=-0.7045), order='XYZ'>
    Matrix:
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      <Vector (-0.6473, -0.5909, -0.4815, 0.8720)>
      <Vector (-0.0345, 0.6537, -0.7560, 0.4374)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0521, 0.8546, 0.4566)>
    Rotation: <Euler (x=2.9024, y=0.0718, z=-0.6371), order='XYZ'>
    Matrix:
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      <Vector (-0.5934, -0.7910, -0.1490, 0.8546)>
      <Vector (-0.0718, 0.2363, -0.9690, 0.4566)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0354, 0.8311, 0.4636)>
    Rotation: <Euler (x=-3.1416, y=0.0791, z=-0.5814), order='XYZ'>
    Matrix:
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      <Vector (-0.5475, -0.8357, 0.0434, 0.8311)>
      <Vector (-0.0791, -0.0000, -0.9969, 0.4636)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0224, 0.8119, 0.4636)>
    Rotation: <Euler (x=-3.1416, y=0.0791, z=-0.5814), order='XYZ'>
    Matrix:
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      <Vector (-0.5475, -0.8357, 0.0434, 0.8119)>
      <Vector (-0.0791, -0.0000, -0.9969, 0.4636)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0836, 0.8570, 0.4346)>
    Rotation: <Euler (x=2.4283, y=0.0373, z=-0.7052), order='XYZ'>
    Matrix:
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      <Vector (-0.6477, -0.5916, -0.4800, 0.8570)>
      <Vector (-0.0373, 0.6539, -0.7557, 0.4346)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0678, 0.8369, 0.4566)>
    Rotation: <Euler (x=2.9023, y=0.0747, z=-0.6373), order='XYZ'>
    Matrix:
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      <Vector (-0.5934, -0.7913, -0.1473, 0.8369)>
      <Vector (-0.0746, 0.2363, -0.9688, 0.4566)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0481, 0.8091, 0.4649)>
    Rotation: <Euler (x=3.1415, y=0.0818, z=-0.5834), order='XYZ'>
    Matrix:
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      <Vector (-0.5490, -0.8346, 0.0449, 0.8091)>
      <Vector (-0.0817, 0.0001, -0.9967, 0.4649)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0334, 0.7875, 0.4649)>
    Rotation: <Euler (x=3.1415, y=0.0818, z=-0.5834), order='XYZ'>
    Matrix:
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      <Vector (-0.5490, -0.8346, 0.0449, 0.7875)>
      <Vector (-0.0817, 0.0001, -0.9967, 0.4649)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1033, 0.8416, 0.4325)>
    Rotation: <Euler (x=2.4286, y=0.0385, z=-0.7033), order='XYZ'>
    Matrix:
      <Vector (0.7622, -0.4700, -0.4452, 0.1033)>
      <Vector (-0.6462, -0.5932, -0.4801, 0.8416)>
      <Vector (-0.0385, 0.6536, -0.7559, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0894, 0.8236, 0.4521)>
    Rotation: <Euler (x=2.9026, y=0.0752, z=-0.6345), order='XYZ'>
    Matrix:
      <Vector (0.8031, -0.5616, -0.1991, 0.0894)>
      <Vector (-0.5911, -0.7930, -0.1474, 0.8236)>
      <Vector (-0.0751, 0.2361, -0.9688, 0.4521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0730, 0.8006, 0.4590)>
    Rotation: <Euler (x=3.1409, y=0.0802, z=-0.5900), order='XYZ'>
    Matrix:
      <Vector (0.8283, -0.5563, -0.0669, 0.0730)>
      <Vector (-0.5546, -0.8310, 0.0440, 0.8006)>
      <Vector (-0.0801, 0.0007, -0.9968, 0.4590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0601, 0.7817, 0.4590)>
    Rotation: <Euler (x=3.1409, y=0.0802, z=-0.5900), order='XYZ'>
    Matrix:
      <Vector (0.8283, -0.5563, -0.0669, 0.0601)>
      <Vector (-0.5546, -0.8310, 0.0440, 0.7817)>
      <Vector (-0.0801, 0.0007, -0.9968, 0.4590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1227, 0.8299, 0.4270)>
    Rotation: <Euler (x=2.4207, y=0.0945, z=-0.6497), order='XYZ'>
    Matrix:
      <Vector (0.7927, -0.4049, -0.4557, 0.1227)>
      <Vector (-0.6022, -0.6358, -0.4827, 0.8299)>
      <Vector (-0.0943, 0.6571, -0.7479, 0.4270)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1111, 0.8116, 0.4459)>
    Rotation: <Euler (x=2.9028, y=0.0837, z=-0.6319), order='XYZ'>
    Matrix:
      <Vector (0.8041, -0.5580, -0.2053, 0.1111)>
      <Vector (-0.5886, -0.7957, -0.1429, 0.8116)>
      <Vector (-0.0836, 0.2357, -0.9682, 0.4459)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0986, 0.7939, 0.4511)>
    Rotation: <Euler (x=3.1397, y=0.0873, z=-0.6049), order='XYZ'>
    Matrix:
      <Vector (0.8194, -0.5685, -0.0728, 0.0986)>
      <Vector (-0.5665, -0.8227, 0.0480, 0.7939)>
      <Vector (-0.0872, 0.0019, -0.9962, 0.4511)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0893, 0.7804, 0.4512)>
    Rotation: <Euler (x=3.1397, y=0.0873, z=-0.6049), order='XYZ'>
    Matrix:
      <Vector (0.8194, -0.5685, -0.0728, 0.0893)>
      <Vector (-0.5665, -0.8227, 0.0480, 0.7804)>
      <Vector (-0.0872, 0.0019, -0.9962, 0.4512)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1001, 1.2164, 0.0739)>
    Rotation: <Euler (x=0.9905, y=-2.1773, z=1.1051), order='XYZ'>
    Matrix:
      <Vector (-0.2559, -0.7984, 0.5450, -0.1001)>
      <Vector (-0.5093, -0.3678, -0.7780, 1.2164)>
      <Vector (0.8216, -0.4767, -0.3125, 0.0739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2129, 1.1645, 0.0066)>
    Rotation: <Euler (x=-1.4186, y=-1.3735, z=-1.8716), order='XYZ'>
    Matrix:
      <Vector (-0.0581, -0.1424, 0.9881, -0.2129)>
      <Vector (-0.1872, -0.9707, -0.1509, 1.1645)>
      <Vector (0.9806, -0.1937, 0.0297, 0.0066)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2406, 0.9762, -0.0310)>
    Rotation: <Euler (x=1.5575, y=-0.1765, z=1.4492), order='XYZ'>
    Matrix:
      <Vector (0.1195, -0.0345, 0.9922, -0.2406)>
      <Vector (0.9772, -0.1727, -0.1236, 0.9762)>
      <Vector (0.1756, 0.9844, 0.0130, -0.0310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2496, 0.9311, 0.2266)>
    Rotation: <Euler (x=1.6229, y=-0.3798, z=0.9884), order='XYZ'>
    Matrix:
      <Vector (0.5108, -0.1601, 0.8447, -0.2496)>
      <Vector (0.7757, -0.3378, -0.5331, 0.9311)>
      <Vector (0.3707, 0.9275, -0.0484, 0.2266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2350, 0.9329, 0.2709)>
    Rotation: <Euler (x=2.0045, y=0.4197, z=1.0258), order='XYZ'>
    Matrix:
      <Vector (0.4734, 0.5510, 0.6872, -0.2350)>
      <Vector (0.7809, 0.0983, -0.6168, 0.9329)>
      <Vector (-0.4075, 0.8287, -0.3837, 0.2709)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2138, 0.9375, 0.3013)>
    Rotation: <Euler (x=1.9819, y=-0.0699, z=0.9358), order='XYZ'>
    Matrix:
      <Vector (0.5917, 0.2837, 0.7546, -0.2138)>
      <Vector (0.8031, -0.2886, -0.5213, 0.9375)>
      <Vector (0.0699, 0.9145, -0.3986, 0.3013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2046, 0.9279, 0.3313)>
    Rotation: <Euler (x=1.9262, y=-0.2242, z=0.9350), order='XYZ'>
    Matrix:
      <Vector (0.5789, 0.1562, 0.8003, -0.2046)>
      <Vector (0.7845, -0.3744, -0.4944, 0.9279)>
      <Vector (0.2223, 0.9140, -0.3393, 0.3313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2010, 0.9170, 0.3558)>
    Rotation: <Euler (x=1.9262, y=-0.2242, z=0.9350), order='XYZ'>
    Matrix:
      <Vector (0.5789, 0.1562, 0.8003, -0.2010)>
      <Vector (0.7845, -0.3744, -0.4944, 0.9170)>
      <Vector (0.2223, 0.9140, -0.3393, 0.3558)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2502, 0.9207, 0.3443)>
    Rotation: <Euler (x=2.0822, y=-0.3236, z=0.9819), order='XYZ'>
    Matrix:
      <Vector (0.5266, 0.2530, 0.8116, -0.2502)>
      <Vector (0.7884, -0.5024, -0.3550, 0.9207)>
      <Vector (0.3179, 0.8268, -0.4640, 0.3443)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2428, 0.9054, 0.3692)>
    Rotation: <Euler (x=2.5701, y=-0.3754, z=0.9329), order='XYZ'>
    Matrix:
      <Vector (0.5540, 0.5576, 0.6182, -0.2428)>
      <Vector (0.7474, -0.6602, -0.0743, 0.9054)>
      <Vector (0.3666, 0.5032, -0.7825, 0.3692)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2262, 0.8857, 0.3841)>
    Rotation: <Euler (x=2.8232, y=-0.3968, z=0.8863), order='XYZ'>
    Matrix:
      <Vector (0.5832, 0.6593, 0.4746, -0.2262)>
      <Vector (0.7145, -0.6942, 0.0864, 0.8857)>
      <Vector (0.3864, 0.2887, -0.8760, 0.3841)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2110, 0.8701, 0.3908)>
    Rotation: <Euler (x=2.8232, y=-0.3968, z=0.8863), order='XYZ'>
    Matrix:
      <Vector (0.5832, 0.6593, 0.4746, -0.2110)>
      <Vector (0.7145, -0.6942, 0.0864, 0.8701)>
      <Vector (0.3864, 0.2887, -0.8760, 0.3908)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2624, 0.9018, 0.3396)>
    Rotation: <Euler (x=2.0822, y=-0.3314, z=0.9818), order='XYZ'>
    Matrix:
      <Vector (0.5253, 0.2493, 0.8136, -0.2624)>
      <Vector (0.7863, -0.5078, -0.3520, 0.9018)>
      <Vector (0.3253, 0.8246, -0.4628, 0.3396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2546, 0.8855, 0.3659)>
    Rotation: <Euler (x=2.5702, y=-0.3812, z=0.9326), order='XYZ'>
    Matrix:
      <Vector (0.5530, 0.5557, 0.6208, -0.2546)>
      <Vector (0.7455, -0.6627, -0.0708, 0.8855)>
      <Vector (0.3720, 0.5020, -0.7808, 0.3659)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2355, 0.8627, 0.3831)>
    Rotation: <Euler (x=2.8207, y=-0.3989, z=0.8928), order='XYZ'>
    Matrix:
      <Vector (0.5780, 0.6623, 0.4768, -0.2355)>
      <Vector (0.7177, -0.6906, 0.0893, 0.8627)>
      <Vector (0.3884, 0.2906, -0.8745, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2190, 0.8457, 0.3904)>
    Rotation: <Euler (x=2.8207, y=-0.3989, z=0.8928), order='XYZ'>
    Matrix:
      <Vector (0.5780, 0.6623, 0.4768, -0.2190)>
      <Vector (0.7177, -0.6906, 0.0893, 0.8457)>
      <Vector (0.3884, 0.2906, -0.8745, 0.3904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2748, 0.8817, 0.3308)>
    Rotation: <Euler (x=2.0825, y=-0.3262, z=0.9808), order='XYZ'>
    Matrix:
      <Vector (0.5270, 0.2515, 0.8118, -0.2748)>
      <Vector (0.7871, -0.5046, -0.3546, 0.8817)>
      <Vector (0.3205, 0.8259, -0.4639, 0.3308)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2678, 0.8674, 0.3539)>
    Rotation: <Euler (x=2.5722, y=-0.3803, z=0.9273), order='XYZ'>
    Matrix:
      <Vector (0.5571, 0.5537, 0.6189, -0.2678)>
      <Vector (0.7429, -0.6654, -0.0734, 0.8674)>
      <Vector (0.3712, 0.5006, -0.7821, 0.3539)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2524, 0.8490, 0.3678)>
    Rotation: <Euler (x=2.8197, y=-0.3936, z=0.8953), order='XYZ'>
    Matrix:
      <Vector (0.5775, 0.6645, 0.4743, -0.2524)>
      <Vector (0.7207, -0.6878, 0.0861, 0.8490)>
      <Vector (0.3835, 0.2921, -0.8761, 0.3678)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2368, 0.8329, 0.3747)>
    Rotation: <Euler (x=2.8197, y=-0.3936, z=0.8953), order='XYZ'>
    Matrix:
      <Vector (0.5775, 0.6645, 0.4743, -0.2368)>
      <Vector (0.7207, -0.6878, 0.0861, 0.8329)>
      <Vector (0.3835, 0.2921, -0.8761, 0.3747)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2870, 0.8674, 0.3159)>
    Rotation: <Euler (x=2.0823, y=-0.3304, z=0.9816), order='XYZ'>
    Matrix:
      <Vector (0.5257, 0.2497, 0.8132, -0.2870)>
      <Vector (0.7864, -0.5072, -0.3526, 0.8674)>
      <Vector (0.3244, 0.8248, -0.4630, 0.3159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2804, 0.8541, 0.3375)>
    Rotation: <Euler (x=2.5729, y=-0.3852, z=0.9255), order='XYZ'>
    Matrix:
      <Vector (0.5574, 0.5515, 0.6207, -0.2804)>
      <Vector (0.7404, -0.6684, -0.0709, 0.8541)>
      <Vector (0.3758, 0.4991, -0.7808, 0.3375)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2660, 0.8369, 0.3505)>
    Rotation: <Euler (x=2.8150, y=-0.3929, z=0.9076), order='XYZ'>
    Matrix:
      <Vector (0.5687, 0.6708, 0.4761, -0.2660)>
      <Vector (0.7280, -0.6799, 0.0883, 0.8369)>
      <Vector (0.3829, 0.2964, -0.8750, 0.3505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2561, 0.8267, 0.3549)>
    Rotation: <Euler (x=2.8150, y=-0.3929, z=0.9076), order='XYZ'>
    Matrix:
      <Vector (0.5687, 0.6708, 0.4761, -0.2561)>
      <Vector (0.7280, -0.6799, 0.0883, 0.8267)>
      <Vector (0.3829, 0.2964, -0.8750, 0.3549)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1096, 0.8255, 0.0143)>
    Rotation: <Euler (x=0.7108, y=-0.0165, z=-2.8908), order='XYZ'>
    Matrix:
      <Vector (-0.9686, 0.1985, -0.1498, 0.1096)>
      <Vector (-0.2481, -0.7315, 0.6351, 0.8255)>
      <Vector (0.0165, 0.6523, 0.7578, 0.0143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1921, 0.5215, 0.2854)>
    Rotation: <Euler (x=-0.1366, y=-0.1574, z=-2.8736), order='XYZ'>
    Matrix:
      <Vector (-0.9524, 0.2418, 0.1858, 0.1921)>
      <Vector (-0.2616, -0.9610, -0.0902, 0.5215)>
      <Vector (0.1568, -0.1345, 0.9784, 0.2854)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8646, y=-0.1450, z=-3.0060), order='XYZ'>
    Matrix:
      <Vector (-0.9804, 0.1967, -0.0099, 0.2955)>
      <Vector (-0.1337, -0.6281, 0.7665, 0.1104)>
      <Vector (0.1445, 0.7528, 0.6421, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3596)>
    Rotation: <Euler (x=-1.5301, y=-2.8963, z=0.0130), order='XYZ'>
    Matrix:
      <Vector (-0.9700, 0.2421, -0.0229, 0.3300)>
      <Vector (-0.0126, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2428, 0.9693, -0.0394, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0038, 0.4327)>
    Rotation: <Euler (x=-1.5301, y=-2.8963, z=0.0130), order='XYZ'>
    Matrix:
      <Vector (-0.9700, 0.2421, -0.0229, 0.3482)>
      <Vector (-0.0126, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2428, 0.9693, -0.0394, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0970, 0.8322, -0.0589)>
    Rotation: <Euler (x=0.5186, y=0.6593, z=2.8854), order='XYZ'>
    Matrix:
      <Vector (-0.7646, -0.5138, -0.3891, -0.0970)>
      <Vector (0.2003, -0.7632, 0.6143, 0.8322)>
      <Vector (-0.6126, 0.3918, 0.6865, -0.0589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3105, 0.5150, 0.1039)>
    Rotation: <Euler (x=-0.4923, y=0.7845, z=2.8568), order='XYZ'>
    Matrix:
      <Vector (-0.6792, 0.0729, -0.7303, -0.3105)>
      <Vector (0.1989, -0.9396, -0.2787, 0.5150)>
      <Vector (-0.7065, -0.3345, 0.6237, 0.1039)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7779, y=0.7877, z=2.9409), order='XYZ'>
    Matrix:
      <Vector (-0.6913, -0.6294, -0.3548, -0.2791)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7087, 0.4951, 0.5026, -0.0403)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2506, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6284, -0.7767, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7777, 0.6285, -0.0129, 0.0506)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.0999)>
    Rotation: <Euler (x=-1.5503, y=2.2506, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6284, -0.7767, 0.0437, -0.4556)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7777, 0.6285, -0.0129, 0.0999)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 9
  Bone: mixamorig:Hips
    Location: <Vector (0.0058, 0.8696, -0.0097)>
    Rotation: <Euler (x=0.2084, y=-0.3696, z=-0.0389), order='XYZ'>
    Matrix:
      <Vector (0.9318, -0.0367, -0.3612, 0.0058)>
      <Vector (-0.0362, 0.9805, -0.1930, 0.8696)>
      <Vector (0.3613, 0.1929, 0.9123, -0.0097)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0036, 0.9457, 0.0036)>
    Rotation: <Euler (x=0.2363, y=-0.3841, z=-0.0270), order='XYZ'>
    Matrix:
      <Vector (0.9268, -0.0614, -0.3705, 0.0036)>
      <Vector (-0.0251, 0.9742, -0.2242, 0.9457)>
      <Vector (0.3747, 0.2171, 0.9014, 0.0036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0019, 1.0335, 0.0231)>
    Rotation: <Euler (x=0.3723, y=-0.4029, z=-0.0146), order='XYZ'>
    Matrix:
      <Vector (0.9198, -0.1291, -0.3705, -0.0019)>
      <Vector (-0.0134, 0.9335, -0.3584, 1.0335)>
      <Vector (0.3921, 0.3346, 0.8569, 0.0231)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0152, 1.1297, 0.0576)>
    Rotation: <Euler (x=0.5097, y=-0.4216, z=-0.0055), order='XYZ'>
    Matrix:
      <Vector (0.9124, -0.1948, -0.3599, -0.0152)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0378, 1.2310, 0.1092)>
    Rotation: <Euler (x=0.4173, y=-0.3443, z=-0.0150), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0548, 1.3203, 0.1604)>
    Rotation: <Euler (x=-0.0040, y=-0.0545, z=-0.0070), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0548, 1.5604, 0.1909)>
    Rotation: <Euler (x=-0.0040, y=-0.0545, z=-0.0070), order='XYZ'>
    Matrix:
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      <Vector (-0.0070, 1.0000, 0.0044, 1.5604)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0298, 1.2168, 0.1285)>
    Rotation: <Euler (x=-0.1826, y=2.1505, z=-2.0162), order='XYZ'>
    Matrix:
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      <Vector (0.4943, -0.2866, -0.8207, 1.2168)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1644, 1.1763, 0.1426)>
    Rotation: <Euler (x=-3.1126, y=0.8783, z=0.4806), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2500, 1.0027, 0.1390)>
    Rotation: <Euler (x=2.2999, y=0.1532, z=-1.0400), order='XYZ'>
    Matrix:
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      <Vector (-0.8523, -0.4354, -0.2898, 1.0027)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1147, 0.8888, 0.3319)>
    Rotation: <Euler (x=1.9765, y=0.0761, z=-0.6926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0804, 0.8852, 0.3668)>
    Rotation: <Euler (x=2.4743, y=-0.6323, z=-1.0326), order='XYZ'>
    Matrix:
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      <Vector (-0.6926, -0.0886, -0.7158, 0.8852)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0458, 0.8832, 0.3851)>
    Rotation: <Euler (x=2.3334, y=-0.2511, z=-0.7705), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0265, 0.8706, 0.4081)>
    Rotation: <Euler (x=2.2599, y=-0.0781, z=-0.6965), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0164, 0.8588, 0.4270)>
    Rotation: <Euler (x=2.2599, y=-0.0781, z=-0.6965), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0651, 0.8724, 0.4401)>
    Rotation: <Euler (x=2.4327, y=0.0270, z=-0.7052), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0513, 0.8550, 0.4591)>
    Rotation: <Euler (x=2.9059, y=0.0641, z=-0.6377), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0346, 0.8315, 0.4660)>
    Rotation: <Euler (x=-3.1384, y=0.0712, z=-0.5820), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0215, 0.8124, 0.4660)>
    Rotation: <Euler (x=-3.1384, y=0.0712, z=-0.5820), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0830, 0.8574, 0.4374)>
    Rotation: <Euler (x=2.4324, y=0.0298, z=-0.7059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0670, 0.8373, 0.4593)>
    Rotation: <Euler (x=2.9059, y=0.0669, z=-0.6379), order='XYZ'>
    Matrix:
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      <Vector (-0.5941, -0.7905, -0.1489, 0.8373)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0472, 0.8095, 0.4675)>
    Rotation: <Euler (x=-3.1385, y=0.0738, z=-0.5839), order='XYZ'>
    Matrix:
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      <Vector (-0.5498, -0.8342, 0.0432, 0.8095)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0325, 0.7879, 0.4675)>
    Rotation: <Euler (x=-3.1385, y=0.0738, z=-0.5839), order='XYZ'>
    Matrix:
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      <Vector (-0.5498, -0.8342, 0.0432, 0.7879)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1027, 0.8419, 0.4355)>
    Rotation: <Euler (x=2.4327, y=0.0310, z=-0.7039), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0886, 0.8240, 0.4550)>
    Rotation: <Euler (x=2.9061, y=0.0674, z=-0.6350), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0721, 0.8010, 0.4618)>
    Rotation: <Euler (x=-3.1390, y=0.0722, z=-0.5906), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0592, 0.7821, 0.4618)>
    Rotation: <Euler (x=-3.1390, y=0.0722, z=-0.5906), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1221, 0.8302, 0.4301)>
    Rotation: <Euler (x=2.4244, y=0.0867, z=-0.6502), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1103, 0.8119, 0.4490)>
    Rotation: <Euler (x=2.9063, y=0.0759, z=-0.6325), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0978, 0.7943, 0.4542)>
    Rotation: <Euler (x=-3.1402, y=0.0794, z=-0.6054), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0885, 0.7808, 0.4542)>
    Rotation: <Euler (x=-3.1402, y=0.0794, z=-0.6054), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0985, 1.2158, 0.0741)>
    Rotation: <Euler (x=1.0032, y=-2.1795, z=1.0952), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2108, 1.1636, 0.0060)>
    Rotation: <Euler (x=-1.3900, y=-1.3731, z=-1.8980), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2379, 0.9753, -0.0314)>
    Rotation: <Euler (x=1.5518, y=-0.1765, z=1.4518), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2482, 0.9303, 0.2261)>
    Rotation: <Euler (x=1.6147, y=-0.3834, z=1.0004), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2340, 0.9323, 0.2706)>
    Rotation: <Euler (x=1.9959, y=0.4163, z=1.0312), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2132, 0.9372, 0.3011)>
    Rotation: <Euler (x=1.9744, y=-0.0740, z=0.9452), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2042, 0.9277, 0.3312)>
    Rotation: <Euler (x=1.9186, y=-0.2283, z=0.9456), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2006, 0.9168, 0.3558)>
    Rotation: <Euler (x=1.9186, y=-0.2283, z=0.9456), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2498, 0.9201, 0.3439)>
    Rotation: <Euler (x=2.0741, y=-0.3273, z=0.9933), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2424, 0.9048, 0.3688)>
    Rotation: <Euler (x=2.5621, y=-0.3795, z=0.9447), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2258, 0.8853, 0.3839)>
    Rotation: <Euler (x=2.8153, y=-0.4012, z=0.8982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2105, 0.8699, 0.3908)>
    Rotation: <Euler (x=2.8153, y=-0.4012, z=0.8982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2618, 0.9010, 0.3391)>
    Rotation: <Euler (x=2.0741, y=-0.3351, z=0.9934), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2540, 0.8848, 0.3654)>
    Rotation: <Euler (x=2.5622, y=-0.3853, z=0.9445), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2349, 0.8622, 0.3829)>
    Rotation: <Euler (x=2.8128, y=-0.4033, z=0.9048), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2183, 0.8454, 0.3903)>
    Rotation: <Euler (x=2.8128, y=-0.4033, z=0.9048), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2739, 0.8808, 0.3302)>
    Rotation: <Euler (x=2.0745, y=-0.3300, z=0.9923), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2670, 0.8666, 0.3534)>
    Rotation: <Euler (x=2.5642, y=-0.3844, z=0.9392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2516, 0.8484, 0.3674)>
    Rotation: <Euler (x=2.8118, y=-0.3980, z=0.9072), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2358, 0.8324, 0.3745)>
    Rotation: <Euler (x=2.8118, y=-0.3980, z=0.9072), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2858, 0.8664, 0.3152)>
    Rotation: <Euler (x=2.0742, y=-0.3341, z=0.9931), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2794, 0.8532, 0.3369)>
    Rotation: <Euler (x=2.5649, y=-0.3894, z=0.9374), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2649, 0.8361, 0.3501)>
    Rotation: <Euler (x=2.8071, y=-0.3972, z=0.9195), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2550, 0.8260, 0.3545)>
    Rotation: <Euler (x=2.8071, y=-0.3972, z=0.9195), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1116, 0.8246, 0.0163)>
    Rotation: <Euler (x=0.7139, y=-0.0123, z=-2.8915), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1926, 0.5212, 0.2884)>
    Rotation: <Euler (x=-0.1438, y=-0.1569, z=-2.8735), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8645, y=-0.1454, z=-3.0059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3596)>
    Rotation: <Euler (x=-1.5301, y=-2.8959, z=0.0131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0038, 0.4326)>
    Rotation: <Euler (x=-1.5301, y=-2.8959, z=0.0131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0946, 0.8315, -0.0580)>
    Rotation: <Euler (x=0.5186, y=0.6631, z=2.8836), order='XYZ'>
    Matrix:
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      <Vector (0.2011, -0.7619, 0.6157, 0.8315)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3094, 0.5149, 0.1044)>
    Rotation: <Euler (x=-0.4939, y=0.7849, z=2.8528), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2790, 0.1099, -0.0402)>
    Rotation: <Euler (x=0.7776, y=0.7889, z=2.9406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5503, y=2.2494, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0998)>
    Rotation: <Euler (x=-1.5503, y=2.2494, z=-0.0278), order='XYZ'>
    Matrix:
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Frame: 10
  Bone: mixamorig:Hips
    Location: <Vector (0.0084, 0.8688, -0.0079)>
    Rotation: <Euler (x=0.2081, y=-0.3753, z=-0.0398), order='XYZ'>
    Matrix:
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      <Vector (-0.0370, 0.9807, -0.1922, 0.8688)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0062, 0.9449, 0.0053)>
    Rotation: <Euler (x=0.2359, y=-0.3904, z=-0.0277), order='XYZ'>
    Matrix:
      <Vector (0.9244, -0.0620, -0.3764, 0.0062)>
      <Vector (-0.0256, 0.9744, -0.2234, 0.9449)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0006, 1.0328, 0.0248)>
    Rotation: <Euler (x=0.3717, y=-0.4108, z=-0.0145), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0130, 1.1290, 0.0591)>
    Rotation: <Euler (x=0.5089, y=-0.4310, z=-0.0049), order='XYZ'>
    Matrix:
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      <Vector (-0.0044, 0.8743, -0.4854, 1.1290)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0361, 1.2304, 0.1105)>
    Rotation: <Euler (x=0.4164, y=-0.3525, z=-0.0150), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0535, 1.3197, 0.1614)>
    Rotation: <Euler (x=-0.0071, y=-0.0592, z=-0.0056), order='XYZ'>
    Matrix:
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      <Vector (-0.0056, 1.0000, 0.0074, 1.3197)>
      <Vector (0.0592, -0.0070, 0.9982, 0.1614)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0539, 1.5599, 0.1911)>
    Rotation: <Euler (x=-0.0071, y=-0.0592, z=-0.0056), order='XYZ'>
    Matrix:
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      <Vector (-0.0056, 1.0000, 0.0074, 1.5599)>
      <Vector (0.0592, -0.0070, 0.9982, 0.1911)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0314, 1.2161, 0.1304)>
    Rotation: <Euler (x=-0.1987, y=2.1538, z=-2.0294), order='XYZ'>
    Matrix:
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      <Vector (0.4937, -0.2862, -0.8212, 1.2161)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1658, 1.1757, 0.1457)>
    Rotation: <Euler (x=-3.1197, y=0.8725, z=0.4779), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2519, 1.0024, 0.1430)>
    Rotation: <Euler (x=2.3055, y=0.1471, z=-1.0375), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1153, 0.8887, 0.3351)>
    Rotation: <Euler (x=1.9801, y=0.0684, z=-0.6946), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0808, 0.8852, 0.3698)>
    Rotation: <Euler (x=2.4817, y=-0.6383, z=-1.0392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0460, 0.8834, 0.3878)>
    Rotation: <Euler (x=2.3377, y=-0.2584, z=-0.7738), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0264, 0.8708, 0.4107)>
    Rotation: <Euler (x=2.2635, y=-0.0857, z=-0.6990), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0162, 0.8591, 0.4295)>
    Rotation: <Euler (x=2.2635, y=-0.0857, z=-0.6990), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0648, 0.8727, 0.4429)>
    Rotation: <Euler (x=2.4363, y=0.0194, z=-0.7074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0508, 0.8553, 0.4619)>
    Rotation: <Euler (x=2.9091, y=0.0563, z=-0.6397), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0340, 0.8319, 0.4687)>
    Rotation: <Euler (x=-3.1357, y=0.0632, z=-0.5841), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0209, 0.8128, 0.4686)>
    Rotation: <Euler (x=-3.1357, y=0.0632, z=-0.5841), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0827, 0.8576, 0.4404)>
    Rotation: <Euler (x=2.4360, y=0.0222, z=-0.7080), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0665, 0.8376, 0.4623)>
    Rotation: <Euler (x=2.9091, y=0.0591, z=-0.6399), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0466, 0.8099, 0.4704)>
    Rotation: <Euler (x=-3.1358, y=0.0659, z=-0.5860), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0318, 0.7883, 0.4702)>
    Rotation: <Euler (x=-3.1358, y=0.0659, z=-0.5860), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1024, 0.8421, 0.4387)>
    Rotation: <Euler (x=2.4364, y=0.0234, z=-0.7061), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0881, 0.8243, 0.4582)>
    Rotation: <Euler (x=2.9092, y=0.0596, z=-0.6371), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0715, 0.8013, 0.4649)>
    Rotation: <Euler (x=-3.1363, y=0.0643, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0585, 0.7824, 0.4648)>
    Rotation: <Euler (x=-3.1363, y=0.0643, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1218, 0.8303, 0.4336)>
    Rotation: <Euler (x=2.4277, y=0.0790, z=-0.6521), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1098, 0.8121, 0.4524)>
    Rotation: <Euler (x=2.9094, y=0.0681, z=-0.6344), order='XYZ'>
    Matrix:
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      <Vector (-0.5914, -0.7931, -0.1460, 0.8121)>
      <Vector (-0.0681, 0.2296, -0.9709, 0.4524)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0972, 0.7945, 0.4575)>
    Rotation: <Euler (x=-3.1373, y=0.0715, z=-0.6074), order='XYZ'>
    Matrix:
      <Vector (0.8190, -0.5710, -0.0562, 0.0972)>
      <Vector (-0.5693, -0.8209, 0.0443, 0.7945)>
      <Vector (-0.0714, -0.0043, -0.9974, 0.4575)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0879, 0.7810, 0.4574)>
    Rotation: <Euler (x=-3.1373, y=0.0715, z=-0.6074), order='XYZ'>
    Matrix:
      <Vector (0.8190, -0.5710, -0.0562, 0.0879)>
      <Vector (-0.5693, -0.8209, 0.0443, 0.7810)>
      <Vector (-0.0714, -0.0043, -0.9974, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0964, 1.2151, 0.0748)>
    Rotation: <Euler (x=1.0165, y=-2.1828, z=1.0838), order='XYZ'>
    Matrix:
      <Vector (-0.2689, -0.7908, 0.5498, -0.0964)>
      <Vector (-0.5077, -0.3687, -0.7786, 1.2151)>
      <Vector (0.8185, -0.4885, -0.3024, 0.0748)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2081, 1.1630, 0.0058)>
    Rotation: <Euler (x=-1.3640, y=-1.3727, z=-1.9229), order='XYZ'>
    Matrix:
      <Vector (-0.0679, -0.1382, 0.9881, -0.2081)>
      <Vector (-0.1847, -0.9715, -0.1486, 1.1630)>
      <Vector (0.9804, -0.1926, 0.0404, 0.0058)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2349, 0.9746, -0.0316)>
    Rotation: <Euler (x=1.5467, y=-0.1769, z=1.4533), order='XYZ'>
    Matrix:
      <Vector (0.1154, -0.0446, 0.9923, -0.2349)>
      <Vector (0.9776, -0.1718, -0.1214, 0.9746)>
      <Vector (0.1759, 0.9841, 0.0237, -0.0316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2466, 0.9296, 0.2260)>
    Rotation: <Euler (x=1.6054, y=-0.3875, z=1.0165), order='XYZ'>
    Matrix:
      <Vector (0.4873, -0.1693, 0.8567, -0.2466)>
      <Vector (0.7872, -0.3393, -0.5149, 0.9296)>
      <Vector (0.3779, 0.9253, -0.0321, 0.2260)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2328, 0.9318, 0.2705)>
    Rotation: <Euler (x=1.9865, y=0.4124, z=1.0400), order='XYZ'>
    Matrix:
      <Vector (0.4637, 0.5339, 0.7071, -0.2328)>
      <Vector (0.7901, 0.1119, -0.6027, 0.9318)>
      <Vector (-0.4008, 0.8381, -0.3699, 0.2705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2123, 0.9370, 0.3013)>
    Rotation: <Euler (x=1.9660, y=-0.0786, z=0.9585), order='XYZ'>
    Matrix:
      <Vector (0.5730, 0.2734, 0.7726, -0.2123)>
      <Vector (0.8158, -0.2806, -0.5057, 0.9370)>
      <Vector (0.0785, 0.9201, -0.3838, 0.3013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2035, 0.9276, 0.3314)>
    Rotation: <Euler (x=1.9100, y=-0.2328, z=0.9602), order='XYZ'>
    Matrix:
      <Vector (0.5579, 0.1479, 0.8167, -0.2035)>
      <Vector (0.7972, -0.3690, -0.4777, 0.9276)>
      <Vector (0.2307, 0.9176, -0.3238, 0.3314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2001, 0.9168, 0.3560)>
    Rotation: <Euler (x=1.9100, y=-0.2328, z=0.9602), order='XYZ'>
    Matrix:
      <Vector (0.5579, 0.1479, 0.8167, -0.2001)>
      <Vector (0.7972, -0.3690, -0.4777, 0.9168)>
      <Vector (0.2307, 0.9176, -0.3238, 0.3560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2492, 0.9195, 0.3437)>
    Rotation: <Euler (x=2.0651, y=-0.3314, z=1.0089), order='XYZ'>
    Matrix:
      <Vector (0.5038, 0.2489, 0.8272, -0.2492)>
      <Vector (0.8002, -0.4952, -0.3384, 0.9195)>
      <Vector (0.3254, 0.8324, -0.4486, 0.3437)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2418, 0.9044, 0.3687)>
    Rotation: <Euler (x=2.5531, y=-0.3840, z=0.9607), order='XYZ'>
    Matrix:
      <Vector (0.5312, 0.5626, 0.6335, -0.2418)>
      <Vector (0.7599, -0.6470, -0.0626, 0.9044)>
      <Vector (0.3747, 0.5147, -0.7712, 0.3687)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2251, 0.8851, 0.3840)>
    Rotation: <Euler (x=2.8065, y=-0.4061, z=0.9144), order='XYZ'>
    Matrix:
      <Vector (0.5607, 0.6688, 0.4882, -0.2251)>
      <Vector (0.7277, -0.6793, 0.0948, 0.8851)>
      <Vector (0.3950, 0.3021, -0.8676, 0.3840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2097, 0.8698, 0.3910)>
    Rotation: <Euler (x=2.8065, y=-0.4061, z=0.9144), order='XYZ'>
    Matrix:
      <Vector (0.5607, 0.6688, 0.4882, -0.2097)>
      <Vector (0.7277, -0.6793, 0.0948, 0.8698)>
      <Vector (0.3950, 0.3021, -0.8676, 0.3910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2609, 0.9003, 0.3388)>
    Rotation: <Euler (x=2.0650, y=-0.3392, z=1.0090), order='XYZ'>
    Matrix:
      <Vector (0.5023, 0.2454, 0.8291, -0.2609)>
      <Vector (0.7981, -0.5006, -0.3354, 0.9003)>
      <Vector (0.3327, 0.8302, -0.4473, 0.3388)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2531, 0.8842, 0.3653)>
    Rotation: <Euler (x=2.5532, y=-0.3898, z=0.9606), order='XYZ'>
    Matrix:
      <Vector (0.5301, 0.5608, 0.6360, -0.2531)>
      <Vector (0.7580, -0.6496, -0.0590, 0.8842)>
      <Vector (0.3800, 0.5134, -0.7694, 0.3653)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2339, 0.8619, 0.3829)>
    Rotation: <Euler (x=2.8039, y=-0.4081, z=0.9210), order='XYZ'>
    Matrix:
      <Vector (0.5553, 0.6717, 0.4904, -0.2339)>
      <Vector (0.7308, -0.6756, 0.0977, 0.8619)>
      <Vector (0.3969, 0.3041, -0.8660, 0.3829)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2172, 0.8453, 0.3905)>
    Rotation: <Euler (x=2.8039, y=-0.4081, z=0.9210), order='XYZ'>
    Matrix:
      <Vector (0.5553, 0.6717, 0.4904, -0.2172)>
      <Vector (0.7308, -0.6756, 0.0977, 0.8453)>
      <Vector (0.3969, 0.3041, -0.8660, 0.3905)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2726, 0.8799, 0.3298)>
    Rotation: <Euler (x=2.0654, y=-0.3341, z=1.0079), order='XYZ'>
    Matrix:
      <Vector (0.5041, 0.2475, 0.8274, -0.2726)>
      <Vector (0.7990, -0.4974, -0.3380, 0.8799)>
      <Vector (0.3279, 0.8315, -0.4485, 0.3298)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2657, 0.8658, 0.3531)>
    Rotation: <Euler (x=2.5552, y=-0.3890, z=0.9553), order='XYZ'>
    Matrix:
      <Vector (0.5343, 0.5589, 0.6342, -0.2657)>
      <Vector (0.7555, -0.6523, -0.0616, 0.8658)>
      <Vector (0.3792, 0.5120, -0.7707, 0.3531)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2502, 0.8478, 0.3673)>
    Rotation: <Euler (x=2.8030, y=-0.4028, z=0.9234), order='XYZ'>
    Matrix:
      <Vector (0.5549, 0.6738, 0.4880, -0.2502)>
      <Vector (0.7338, -0.6728, 0.0945, 0.8478)>
      <Vector (0.3920, 0.3056, -0.8677, 0.3673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2344, 0.8321, 0.3746)>
    Rotation: <Euler (x=2.8030, y=-0.4028, z=0.9234), order='XYZ'>
    Matrix:
      <Vector (0.5549, 0.6738, 0.4880, -0.2344)>
      <Vector (0.7338, -0.6728, 0.0945, 0.8321)>
      <Vector (0.3920, 0.3056, -0.8677, 0.3746)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2842, 0.8654, 0.3148)>
    Rotation: <Euler (x=2.0651, y=-0.3383, z=1.0087), order='XYZ'>
    Matrix:
      <Vector (0.5027, 0.2458, 0.8288, -0.2842)>
      <Vector (0.7982, -0.5000, -0.3359, 0.8654)>
      <Vector (0.3319, 0.8304, -0.4476, 0.3148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2778, 0.8522, 0.3365)>
    Rotation: <Euler (x=2.5559, y=-0.3940, z=0.9535), order='XYZ'>
    Matrix:
      <Vector (0.5345, 0.5567, 0.6359, -0.2778)>
      <Vector (0.7530, -0.6554, -0.0591, 0.8522)>
      <Vector (0.3839, 0.5104, -0.7695, 0.3365)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2633, 0.8353, 0.3498)>
    Rotation: <Euler (x=2.7981, y=-0.4019, z=0.9357), order='XYZ'>
    Matrix:
      <Vector (0.5460, 0.6798, 0.4896, -0.2633)>
      <Vector (0.7408, -0.6647, 0.0967, 0.8353)>
      <Vector (0.3912, 0.3099, -0.8666, 0.3498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2532, 0.8254, 0.3544)>
    Rotation: <Euler (x=2.7981, y=-0.4019, z=0.9357), order='XYZ'>
    Matrix:
      <Vector (0.5460, 0.6798, 0.4896, -0.2532)>
      <Vector (0.7408, -0.6647, 0.0967, 0.8254)>
      <Vector (0.3912, 0.3099, -0.8666, 0.3544)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1140, 0.8238, 0.0188)>
    Rotation: <Euler (x=0.7172, y=-0.0083, z=-2.8925), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.1911, -0.1560, 0.1140)>
      <Vector (-0.2465, -0.7290, 0.6386, 0.8238)>
      <Vector (0.0083, 0.6573, 0.7536, 0.0188)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1934, 0.5209, 0.2919)>
    Rotation: <Euler (x=-0.1521, y=-0.1568, z=-2.8740), order='XYZ'>
    Matrix:
      <Vector (-0.9526, 0.2385, 0.1889, 0.1934)>
      <Vector (-0.2612, -0.9595, -0.1054, 0.5209)>
      <Vector (0.1561, -0.1497, 0.9763, 0.2919)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8644, y=-0.1463, z=-3.0059), order='XYZ'>
    Matrix:
      <Vector (-0.9802, 0.1977, -0.0091, 0.2954)>
      <Vector (-0.1338, -0.6281, 0.7665, 0.1104)>
      <Vector (0.1458, 0.7526, 0.6422, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3596)>
    Rotation: <Euler (x=-1.5302, y=-2.8950, z=0.0131), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.2434, -0.0230, 0.3300)>
      <Vector (-0.0127, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2441, 0.9689, -0.0394, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0038, 0.4326)>
    Rotation: <Euler (x=-1.5302, y=-2.8950, z=0.0131), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.2434, -0.0230, 0.3484)>
      <Vector (-0.0127, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2441, 0.9689, -0.0394, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0918, 0.8309, -0.0567)>
    Rotation: <Euler (x=0.5180, y=0.6668, z=2.8810), order='XYZ'>
    Matrix:
      <Vector (-0.7593, -0.5198, -0.3916, -0.0918)>
      <Vector (0.2025, -0.7606, 0.6169, 0.8309)>
      <Vector (-0.6185, 0.3891, 0.6827, -0.0567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3079, 0.5148, 0.1050)>
    Rotation: <Euler (x=-0.4960, y=0.7850, z=2.8476), order='XYZ'>
    Matrix:
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      <Vector (0.2050, -0.9392, -0.2754, 0.5148)>
      <Vector (-0.7068, -0.3367, 0.6221, 0.1050)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2789, 0.1099, -0.0402)>
    Rotation: <Euler (x=0.7772, y=0.7900, z=2.9404), order='XYZ'>
    Matrix:
      <Vector (-0.6897, -0.6306, -0.3560, -0.2789)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2482, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6265, -0.7782, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7792, 0.6267, -0.0128, 0.0505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2482, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7792, 0.6267, -0.0128, 0.0996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 11
  Bone: mixamorig:Hips
    Location: <Vector (0.0112, 0.8681, -0.0058)>
    Rotation: <Euler (x=0.2079, y=-0.3809, z=-0.0406), order='XYZ'>
    Matrix:
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      <Vector (-0.0377, 0.9808, -0.1915, 0.8681)>
      <Vector (0.3717, 0.1916, 0.9083, -0.0058)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0090, 0.9443, 0.0074)>
    Rotation: <Euler (x=0.2357, y=-0.3965, z=-0.0284), order='XYZ'>
    Matrix:
      <Vector (0.9220, -0.0625, -0.3820, 0.0090)>
      <Vector (-0.0262, 0.9745, -0.2227, 0.9443)>
      <Vector (0.3862, 0.2154, 0.8969, 0.0074)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0033, 1.0321, 0.0268)>
    Rotation: <Euler (x=0.3711, y=-0.4181, z=-0.0147), order='XYZ'>
    Matrix:
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      <Vector (-0.0134, 0.9340, -0.3570, 1.0321)>
      <Vector (0.4060, 0.3314, 0.8517, 0.0268)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0104, 1.1284, 0.0610)>
    Rotation: <Euler (x=0.5080, y=-0.4395, z=-0.0047), order='XYZ'>
    Matrix:
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      <Vector (-0.0042, 0.8747, -0.4847, 1.1284)>
      <Vector (0.4255, 0.4402, 0.7907, 0.0610)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0340, 1.2298, 0.1120)>
    Rotation: <Euler (x=0.4155, y=-0.3597, z=-0.0153), order='XYZ'>
    Matrix:
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      <Vector (-0.0143, 0.9170, -0.3987, 1.2298)>
      <Vector (0.3520, 0.3778, 0.8563, 0.1120)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0517, 1.3192, 0.1627)>
    Rotation: <Euler (x=-0.0104, y=-0.0629, z=-0.0040), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0047, -0.0628, -0.0517)>
      <Vector (-0.0040, 0.9999, 0.0107, 1.3192)>
      <Vector (0.0628, -0.0104, 0.9980, 0.1627)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0525, 1.5594, 0.1916)>
    Rotation: <Euler (x=-0.0104, y=-0.0629, z=-0.0040), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0047, -0.0628, -0.0525)>
      <Vector (-0.0040, 0.9999, 0.0107, 1.5594)>
      <Vector (0.0628, -0.0104, 0.9980, 0.1916)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0333, 1.2156, 0.1325)>
    Rotation: <Euler (x=-0.2141, y=2.1569, z=-2.0419), order='XYZ'>
    Matrix:
      <Vector (0.2510, 0.9511, -0.1801, 0.0333)>
      <Vector (0.4929, -0.2858, -0.8218, 1.2156)>
      <Vector (-0.8331, 0.1175, -0.5405, 0.1325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1677, 1.1752, 0.1491)>
    Rotation: <Euler (x=-3.1249, y=0.8665, z=0.4762), order='XYZ'>
    Matrix:
      <Vector (0.5755, 0.4470, -0.6848, 0.1677)>
      <Vector (0.2968, -0.8944, -0.3345, 1.1752)>
      <Vector (-0.7621, -0.0108, -0.6474, 0.1491)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2542, 1.0021, 0.1470)>
    Rotation: <Euler (x=2.3112, y=0.1423, z=-1.0354), order='XYZ'>
    Matrix:
      <Vector (0.5050, -0.5268, -0.6837, 0.2542)>
      <Vector (-0.8514, -0.4342, -0.2943, 1.0021)>
      <Vector (-0.1418, 0.7307, -0.6678, 0.1470)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1163, 0.8885, 0.3383)>
    Rotation: <Euler (x=1.9832, y=0.0611, z=-0.6970), order='XYZ'>
    Matrix:
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      <Vector (-0.6407, -0.3432, -0.6868, 0.8885)>
      <Vector (-0.0610, 0.9144, -0.4001, 0.3383)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0815, 0.8852, 0.3727)>
    Rotation: <Euler (x=2.4885, y=-0.6441, z=-1.0459), order='XYZ'>
    Matrix:
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      <Vector (-0.6920, -0.0823, -0.7172, 0.8852)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0465, 0.8834, 0.3905)>
    Rotation: <Euler (x=2.3416, y=-0.2655, z=-0.7774), order='XYZ'>
    Matrix:
      <Vector (0.6878, -0.6228, -0.3729, 0.0465)>
      <Vector (-0.6769, -0.3646, -0.6395, 0.8834)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0268, 0.8710, 0.4132)>
    Rotation: <Euler (x=2.2667, y=-0.0931, z=-0.7019), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0163, 0.8593, 0.4320)>
    Rotation: <Euler (x=2.2667, y=-0.0931, z=-0.7019), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0649, 0.8728, 0.4457)>
    Rotation: <Euler (x=2.4396, y=0.0121, z=-0.7099), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0507, 0.8555, 0.4646)>
    Rotation: <Euler (x=2.9118, y=0.0487, z=-0.6422), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0338, 0.8322, 0.4714)>
    Rotation: <Euler (x=-3.1334, y=0.0556, z=-0.5865), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0207, 0.8131, 0.4712)>
    Rotation: <Euler (x=-3.1334, y=0.0556, z=-0.5865), order='XYZ'>
    Matrix:
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      <Vector (-0.5526, -0.8326, 0.0375, 0.8131)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0827, 0.8577, 0.4434)>
    Rotation: <Euler (x=2.4393, y=0.0149, z=-0.7106), order='XYZ'>
    Matrix:
      <Vector (0.7579, -0.4906, -0.4300, 0.0827)>
      <Vector (-0.6522, -0.5849, -0.4822, 0.8577)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0664, 0.8378, 0.4652)>
    Rotation: <Euler (x=2.9118, y=0.0516, z=-0.6423), order='XYZ'>
    Matrix:
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      <Vector (-0.5983, -0.7867, -0.1523, 0.8378)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0463, 0.8101, 0.4731)>
    Rotation: <Euler (x=-3.1335, y=0.0582, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5541, -0.8315, 0.0390, 0.8101)>
      <Vector (-0.0582, -0.0081, -0.9983, 0.4731)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0315, 0.7886, 0.4730)>
    Rotation: <Euler (x=-3.1335, y=0.0582, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5541, -0.8315, 0.0390, 0.7886)>
      <Vector (-0.0582, -0.0081, -0.9983, 0.4730)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1024, 0.8421, 0.4419)>
    Rotation: <Euler (x=2.4396, y=0.0161, z=-0.7086), order='XYZ'>
    Matrix:
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      <Vector (-0.6507, -0.5865, -0.4823, 0.8421)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0879, 0.8244, 0.4613)>
    Rotation: <Euler (x=2.9120, y=0.0521, z=-0.6395), order='XYZ'>
    Matrix:
      <Vector (0.8013, -0.5716, -0.1765, 0.0879)>
      <Vector (-0.5960, -0.7884, -0.1524, 0.8244)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0713, 0.8014, 0.4679)>
    Rotation: <Euler (x=-3.1339, y=0.0567, z=-0.5951), order='XYZ'>
    Matrix:
      <Vector (0.8268, -0.5609, -0.0426, 0.0713)>
      <Vector (-0.5597, -0.8278, 0.0381, 0.8014)>
      <Vector (-0.0566, -0.0077, -0.9984, 0.4679)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0582, 0.7826, 0.4677)>
    Rotation: <Euler (x=-3.1339, y=0.0567, z=-0.5951), order='XYZ'>
    Matrix:
      <Vector (0.8268, -0.5609, -0.0426, 0.0582)>
      <Vector (-0.5597, -0.8278, 0.0381, 0.7826)>
      <Vector (-0.0566, -0.0077, -0.9984, 0.4677)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1219, 0.8303, 0.4369)>
    Rotation: <Euler (x=2.4305, y=0.0715, z=-0.6545), order='XYZ'>
    Matrix:
      <Vector (0.7913, -0.4243, -0.4403, 0.1219)>
      <Vector (-0.6072, -0.6294, -0.4848, 0.8303)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1097, 0.8122, 0.4556)>
    Rotation: <Euler (x=2.9121, y=0.0606, z=-0.6369), order='XYZ'>
    Matrix:
      <Vector (0.8025, -0.5680, -0.1827, 0.1097)>
      <Vector (-0.5936, -0.7911, -0.1478, 0.8122)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0970, 0.7946, 0.4607)>
    Rotation: <Euler (x=-3.1348, y=0.0639, z=-0.6099), order='XYZ'>
    Matrix:
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      <Vector (-0.5716, -0.8195, 0.0422, 0.7946)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0876, 0.7811, 0.4606)>
    Rotation: <Euler (x=-3.1348, y=0.0639, z=-0.6099), order='XYZ'>
    Matrix:
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      <Vector (-0.5716, -0.8195, 0.0422, 0.7811)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0940, 1.2145, 0.0758)>
    Rotation: <Euler (x=1.0294, y=-2.1859, z=1.0728), order='XYZ'>
    Matrix:
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      <Vector (-0.5070, -0.3688, -0.7791, 1.2145)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2052, 1.1624, 0.0060)>
    Rotation: <Euler (x=-1.3332, y=-1.3721, z=-1.9523), order='XYZ'>
    Matrix:
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      <Vector (-0.1832, -0.9719, -0.1477, 1.1624)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2316, 0.9739, -0.0312)>
    Rotation: <Euler (x=1.5405, y=-0.1768, z=1.4553), order='XYZ'>
    Matrix:
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      <Vector (0.9779, -0.1711, -0.1205, 0.9739)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2448, 0.9291, 0.2263)>
    Rotation: <Euler (x=1.5939, y=-0.3919, z=1.0371), order='XYZ'>
    Matrix:
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      <Vector (0.7956, -0.3405, -0.5010, 0.9291)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2316, 0.9316, 0.2710)>
    Rotation: <Euler (x=1.9748, y=0.4082, z=1.0515), order='XYZ'>
    Matrix:
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      <Vector (0.7969, 0.1218, -0.5918, 0.9316)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2115, 0.9372, 0.3020)>
    Rotation: <Euler (x=1.9556, y=-0.0836, z=0.9755), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2028, 0.9280, 0.3322)>
    Rotation: <Euler (x=1.8994, y=-0.2379, z=0.9789), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1995, 0.9173, 0.3569)>
    Rotation: <Euler (x=1.8994, y=-0.2379, z=0.9789), order='XYZ'>
    Matrix:
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      <Vector (0.8065, -0.3651, -0.4650, 0.9173)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2485, 0.9192, 0.3440)>
    Rotation: <Euler (x=2.0539, y=-0.3359, z=1.0287), order='XYZ'>
    Matrix:
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      <Vector (0.8088, -0.4897, -0.3257, 0.9192)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2412, 0.9042, 0.3691)>
    Rotation: <Euler (x=2.5419, y=-0.3890, z=0.9811), order='XYZ'>
    Matrix:
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      <Vector (0.7690, -0.6370, -0.0536, 0.9042)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2244, 0.8852, 0.3846)>
    Rotation: <Euler (x=2.7955, y=-0.4116, z=0.9349), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2088, 0.8702, 0.3918)>
    Rotation: <Euler (x=2.7955, y=-0.4116, z=0.9349), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2599, 0.8998, 0.3390)>
    Rotation: <Euler (x=2.0538, y=-0.3437, z=1.0289), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2521, 0.8838, 0.3656)>
    Rotation: <Euler (x=2.5420, y=-0.3948, z=0.9810), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2327, 0.8618, 0.3834)>
    Rotation: <Euler (x=2.7929, y=-0.4136, z=0.9415), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2158, 0.8455, 0.3912)>
    Rotation: <Euler (x=2.7929, y=-0.4136, z=0.9415), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2712, 0.8792, 0.3299)>
    Rotation: <Euler (x=2.0542, y=-0.3386, z=1.0278), order='XYZ'>
    Matrix:
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      <Vector (0.8075, -0.4920, -0.3253, 0.8792)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2643, 0.8652, 0.3533)>
    Rotation: <Euler (x=2.5440, y=-0.3940, z=0.9757), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2487, 0.8475, 0.3677)>
    Rotation: <Euler (x=2.7919, y=-0.4082, z=0.9439), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2327, 0.8320, 0.3751)>
    Rotation: <Euler (x=2.7919, y=-0.4082, z=0.9439), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2824, 0.8644, 0.3148)>
    Rotation: <Euler (x=2.0539, y=-0.3428, z=1.0286), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2760, 0.8514, 0.3366)>
    Rotation: <Euler (x=2.5447, y=-0.3991, z=0.9740), order='XYZ'>
    Matrix:
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      <Vector (0.7621, -0.6455, -0.0501, 0.8514)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2613, 0.8348, 0.3501)>
    Rotation: <Euler (x=2.7870, y=-0.4072, z=0.9562), order='XYZ'>
    Matrix:
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      <Vector (0.7502, -0.6531, 0.1032, 0.8348)>
      <Vector (0.3960, 0.3188, -0.8611, 0.3501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2512, 0.8250, 0.3548)>
    Rotation: <Euler (x=2.7870, y=-0.4072, z=0.9562), order='XYZ'>
    Matrix:
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      <Vector (0.7502, -0.6531, 0.1032, 0.8250)>
      <Vector (0.3960, 0.3188, -0.8611, 0.3548)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1166, 0.8230, 0.0215)>
    Rotation: <Euler (x=0.7203, y=-0.0048, z=-2.8936), order='XYZ'>
    Matrix:
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      <Vector (0.0048, 0.6596, 0.7516, 0.0215)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1945, 0.5206, 0.2955)>
    Rotation: <Euler (x=-0.1609, y=-0.1568, z=-2.8753), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8643, y=-0.1474, z=-3.0060), order='XYZ'>
    Matrix:
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      <Vector (-0.1337, -0.6281, 0.7665, 0.1104)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3595)>
    Rotation: <Euler (x=-1.5302, y=-2.8939, z=0.0130), order='XYZ'>
    Matrix:
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      <Vector (-0.0126, 0.0438, 0.9990, 0.0005)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0038, 0.4325)>
    Rotation: <Euler (x=-1.5302, y=-2.8939, z=0.0130), order='XYZ'>
    Matrix:
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      <Vector (-0.0126, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2452, 0.9687, -0.0394, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0888, 0.8303, -0.0552)>
    Rotation: <Euler (x=0.5169, y=0.6703, z=2.8780), order='XYZ'>
    Matrix:
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      <Vector (0.2042, -0.7593, 0.6178, 0.8303)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3061, 0.5147, 0.1058)>
    Rotation: <Euler (x=-0.4987, y=0.7854, z=2.8414), order='XYZ'>
    Matrix:
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      <Vector (0.2091, -0.9389, -0.2733, 0.5147)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7916, z=2.9401), order='XYZ'>
    Matrix:
      <Vector (-0.6885, -0.6314, -0.3568, -0.2788)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6253, -0.7792, 0.0438, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6253, -0.7792, 0.0438, -0.4559)>
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      <Vector (-0.7802, 0.6254, -0.0127, 0.0995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 12
  Bone: mixamorig:Hips
    Location: <Vector (0.0141, 0.8675, -0.0034)>
    Rotation: <Euler (x=0.2076, y=-0.3862, z=-0.0409), order='XYZ'>
    Matrix:
      <Vector (0.9256, -0.0375, -0.3767, 0.0141)>
      <Vector (-0.0379, 0.9809, -0.1909, 0.8675)>
      <Vector (0.3767, 0.1909, 0.9064, -0.0034)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0119, 0.9436, 0.0097)>
    Rotation: <Euler (x=0.2352, y=-0.4020, z=-0.0290), order='XYZ'>
    Matrix:
      <Vector (0.9199, -0.0629, -0.3871, 0.0119)>
      <Vector (-0.0267, 0.9747, -0.2219, 0.9436)>
      <Vector (0.3913, 0.2144, 0.8949, 0.0097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0062, 1.0315, 0.0290)>
    Rotation: <Euler (x=0.3698, y=-0.4240, z=-0.0147), order='XYZ'>
    Matrix:
      <Vector (0.9114, -0.1350, -0.3888, 0.0062)>
      <Vector (-0.0134, 0.9345, -0.3558, 1.0315)>
      <Vector (0.4114, 0.3294, 0.8498, 0.0290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0077, 1.1278, 0.0630)>
    Rotation: <Euler (x=0.5060, y=-0.4459, z=-0.0041), order='XYZ'>
    Matrix:
      <Vector (0.9022, -0.2055, -0.3792, -0.0077)>
      <Vector (-0.0037, 0.8755, -0.4831, 1.1278)>
      <Vector (0.4313, 0.4373, 0.7892, 0.0630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0315, 1.2292, 0.1137)>
    Rotation: <Euler (x=0.4139, y=-0.3652, z=-0.0149), order='XYZ'>
    Matrix:
      <Vector (0.9339, -0.1300, -0.3330, -0.0315)>
      <Vector (-0.0140, 0.9176, -0.3973, 1.2292)>
      <Vector (0.3572, 0.3757, 0.8552, 0.1137)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0495, 1.3188, 0.1642)>
    Rotation: <Euler (x=-0.0143, y=-0.0655, z=-0.0019), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0029, -0.0654, -0.0495)>
      <Vector (-0.0019, 0.9999, 0.0144, 1.3188)>
      <Vector (0.0654, -0.0142, 0.9978, 0.1642)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0508, 1.5591, 0.1922)>
    Rotation: <Euler (x=-0.0143, y=-0.0655, z=-0.0019), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0029, -0.0654, -0.0508)>
      <Vector (-0.0019, 0.9999, 0.0144, 1.5591)>
      <Vector (0.0654, -0.0142, 0.9978, 0.1922)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0356, 1.2151, 0.1346)>
    Rotation: <Euler (x=-0.2274, y=2.1583, z=-2.0525), order='XYZ'>
    Matrix:
      <Vector (0.2568, 0.9503, -0.1760, 0.0356)>
      <Vector (0.4912, -0.2852, -0.8230, 1.2151)>
      <Vector (-0.8323, 0.1249, -0.5401, 0.1346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1699, 1.1748, 0.1523)>
    Rotation: <Euler (x=-3.1303, y=0.8605, z=0.4738), order='XYZ'>
    Matrix:
      <Vector (0.5802, 0.4486, -0.6798, 0.1699)>
      <Vector (0.2975, -0.8937, -0.3359, 1.1748)>
      <Vector (-0.7582, -0.0074, -0.6520, 0.1523)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2567, 1.0018, 0.1509)>
    Rotation: <Euler (x=2.3171, y=0.1382, z=-1.0332), order='XYZ'>
    Matrix:
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      <Vector (-0.8507, -0.4345, -0.2957, 1.0018)>
      <Vector (-0.1377, 0.7272, -0.6724, 0.1509)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1176, 0.8881, 0.3412)>
    Rotation: <Euler (x=1.9858, y=0.0540, z=-0.6988), order='XYZ'>
    Matrix:
      <Vector (0.7645, -0.2215, -0.6054, 0.1176)>
      <Vector (-0.6424, -0.3404, -0.6866, 0.8881)>
      <Vector (-0.0540, 0.9138, -0.4026, 0.3412)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0826, 0.8850, 0.3754)>
    Rotation: <Euler (x=2.4945, y=-0.6499, z=-1.0515), order='XYZ'>
    Matrix:
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      <Vector (-0.6912, -0.0793, -0.7183, 0.8850)>
      <Vector (0.6051, 0.4799, -0.6352, 0.3754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0475, 0.8833, 0.3929)>
    Rotation: <Euler (x=2.3448, y=-0.2723, z=-0.7802), order='XYZ'>
    Matrix:
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      <Vector (-0.6775, -0.3615, -0.6405, 0.8833)>
      <Vector (0.2690, 0.6888, -0.6733, 0.3929)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0276, 0.8710, 0.4156)>
    Rotation: <Euler (x=2.2693, y=-0.1002, z=-0.7041), order='XYZ'>
    Matrix:
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      <Vector (-0.6441, -0.4406, -0.6253, 0.8710)>
      <Vector (0.1000, 0.7620, -0.6398, 0.4156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0170, 0.8594, 0.4343)>
    Rotation: <Euler (x=2.2693, y=-0.1002, z=-0.7041), order='XYZ'>
    Matrix:
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      <Vector (-0.6441, -0.4406, -0.6253, 0.8594)>
      <Vector (0.1000, 0.7620, -0.6398, 0.4343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0655, 0.8729, 0.4483)>
    Rotation: <Euler (x=2.4422, y=0.0050, z=-0.7119), order='XYZ'>
    Matrix:
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      <Vector (-0.6532, -0.5815, -0.4849, 0.8729)>
      <Vector (-0.0050, 0.6437, -0.7652, 0.4483)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0511, 0.8556, 0.4672)>
    Rotation: <Euler (x=2.9140, y=0.0415, z=-0.6441), order='XYZ'>
    Matrix:
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      <Vector (-0.6000, -0.7846, -0.1562, 0.8556)>
      <Vector (-0.0415, 0.2255, -0.9734, 0.4672)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0341, 0.8323, 0.4739)>
    Rotation: <Euler (x=-3.1317, y=0.0482, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5544, -0.8315, 0.0350, 0.8323)>
      <Vector (-0.0482, -0.0099, -0.9988, 0.4739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0209, 0.8133, 0.4737)>
    Rotation: <Euler (x=-3.1317, y=0.0482, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5544, -0.8315, 0.0350, 0.8133)>
      <Vector (-0.0482, -0.0099, -0.9988, 0.4737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0833, 0.8577, 0.4462)>
    Rotation: <Euler (x=2.4419, y=0.0078, z=-0.7125), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0667, 0.8379, 0.4679)>
    Rotation: <Euler (x=2.9140, y=0.0443, z=-0.6442), order='XYZ'>
    Matrix:
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      <Vector (-0.6000, -0.7850, -0.1545, 0.8379)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0465, 0.8102, 0.4758)>
    Rotation: <Euler (x=-3.1317, y=0.0509, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0317, 0.7888, 0.4756)>
    Rotation: <Euler (x=-3.1317, y=0.0509, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1029, 0.8421, 0.4448)>
    Rotation: <Euler (x=2.4422, y=0.0090, z=-0.7106), order='XYZ'>
    Matrix:
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      <Vector (-0.6522, -0.5838, -0.4835, 0.8421)>
      <Vector (-0.0090, 0.6437, -0.7652, 0.4448)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0883, 0.8244, 0.4642)>
    Rotation: <Euler (x=2.9141, y=0.0448, z=-0.6414), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0715, 0.8015, 0.4707)>
    Rotation: <Euler (x=-3.1321, y=0.0493, z=-0.5969), order='XYZ'>
    Matrix:
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      <Vector (-0.5614, -0.8268, 0.0356, 0.8015)>
      <Vector (-0.0493, -0.0095, -0.9987, 0.4707)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0585, 0.7827, 0.4705)>
    Rotation: <Euler (x=-3.1321, y=0.0493, z=-0.5969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1224, 0.8302, 0.4400)>
    Rotation: <Euler (x=2.4327, y=0.0643, z=-0.6564), order='XYZ'>
    Matrix:
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      <Vector (-0.0642, 0.6496, -0.7575, 0.4400)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1100, 0.8121, 0.4587)>
    Rotation: <Euler (x=2.9142, y=0.0533, z=-0.6387), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0973, 0.7946, 0.4637)>
    Rotation: <Euler (x=-3.1328, y=0.0566, z=-0.6117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0879, 0.7811, 0.4636)>
    Rotation: <Euler (x=-3.1328, y=0.0566, z=-0.6117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0913, 1.2139, 0.0772)>
    Rotation: <Euler (x=1.0416, y=-2.1874, z=1.0636), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2020, 1.1616, 0.0066)>
    Rotation: <Euler (x=-1.2918, y=-1.3709, z=-1.9905), order='XYZ'>
    Matrix:
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      <Vector (-0.1813, -0.9726, -0.1452, 1.1616)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2276, 0.9729, -0.0304)>
    Rotation: <Euler (x=1.5322, y=-0.1752, z=1.4591), order='XYZ'>
    Matrix:
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      <Vector (0.9786, -0.1687, -0.1181, 0.9729)>
      <Vector (0.1743, 0.9840, 0.0380, -0.0304)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2428, 0.9288, 0.2271)>
    Rotation: <Euler (x=1.5796, y=-0.3962, z=1.0603), order='XYZ'>
    Matrix:
      <Vector (0.4508, -0.1809, 0.8741, -0.2428)>
      <Vector (0.8049, -0.3410, -0.4856, 0.9288)>
      <Vector (0.3859, 0.9225, -0.0081, 0.2271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2302, 0.9317, 0.2720)>
    Rotation: <Euler (x=1.9603, y=0.4040, z=1.0635), order='XYZ'>
    Matrix:
      <Vector (0.4467, 0.5086, 0.7361, -0.2302)>
      <Vector (0.8037, 0.1334, -0.5799, 0.9317)>
      <Vector (-0.3931, 0.8506, -0.3491, 0.2720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2107, 0.9377, 0.3032)>
    Rotation: <Euler (x=1.9426, y=-0.0887, z=0.9943), order='XYZ'>
    Matrix:
      <Vector (0.5429, 0.2596, 0.7987, -0.2107)>
      <Vector (0.8351, -0.2672, -0.4808, 0.9377)>
      <Vector (0.0886, 0.9280, -0.3619, 0.3032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2023, 0.9287, 0.3337)>
    Rotation: <Euler (x=1.8860, y=-0.2429, z=0.9998), order='XYZ'>
    Matrix:
      <Vector (0.5246, 0.1372, 0.8402, -0.2023)>
      <Vector (0.8167, -0.3600, -0.4511, 0.9287)>
      <Vector (0.2405, 0.9228, -0.3009, 0.3337)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1991, 0.9181, 0.3584)>
    Rotation: <Euler (x=1.8860, y=-0.2429, z=0.9998), order='XYZ'>
    Matrix:
      <Vector (0.5246, 0.1372, 0.8402, -0.1991)>
      <Vector (0.8167, -0.3600, -0.4511, 0.9181)>
      <Vector (0.2405, 0.9228, -0.3009, 0.3584)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2479, 0.9191, 0.3448)>
    Rotation: <Euler (x=2.0399, y=-0.3403, z=1.0511), order='XYZ'>
    Matrix:
      <Vector (0.4681, 0.2445, 0.8492, -0.2479)>
      <Vector (0.8182, -0.4829, -0.3120, 0.9191)>
      <Vector (0.3338, 0.8408, -0.4261, 0.3448)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2407, 0.9043, 0.3701)>
    Rotation: <Euler (x=2.5279, y=-0.3941, z=1.0042), order='XYZ'>
    Matrix:
      <Vector (0.4956, 0.5711, 0.6544, -0.2407)>
      <Vector (0.7791, -0.6254, -0.0443, 0.9043)>
      <Vector (0.3839, 0.5318, -0.7549, 0.3701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2238, 0.8857, 0.3858)>
    Rotation: <Euler (x=2.7815, y=-0.4172, z=0.9582), order='XYZ'>
    Matrix:
      <Vector (0.5256, 0.6836, 0.5063, -0.2238)>
      <Vector (0.7480, -0.6549, 0.1077, 0.8857)>
      <Vector (0.4052, 0.3221, -0.8556, 0.3858)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2080, 0.8710, 0.3933)>
    Rotation: <Euler (x=2.7815, y=-0.4172, z=0.9582), order='XYZ'>
    Matrix:
      <Vector (0.5256, 0.6836, 0.5063, -0.2080)>
      <Vector (0.7480, -0.6549, 0.1077, 0.8710)>
      <Vector (0.4052, 0.3221, -0.8556, 0.3933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2588, 0.8995, 0.3397)>
    Rotation: <Euler (x=2.0397, y=-0.3481, z=1.0514), order='XYZ'>
    Matrix:
      <Vector (0.4665, 0.2413, 0.8509, -0.2588)>
      <Vector (0.8161, -0.4885, -0.3089, 0.8995)>
      <Vector (0.3411, 0.8385, -0.4248, 0.3397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2512, 0.8838, 0.3665)>
    Rotation: <Euler (x=2.5279, y=-0.3999, z=1.0042), order='XYZ'>
    Matrix:
      <Vector (0.4944, 0.5694, 0.6567, -0.2512)>
      <Vector (0.7772, -0.6280, -0.0406, 0.8838)>
      <Vector (0.3893, 0.5305, -0.7530, 0.3665)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2317, 0.8622, 0.3847)>
    Rotation: <Euler (x=2.7788, y=-0.4191, z=0.9649), order='XYZ'>
    Matrix:
      <Vector (0.5202, 0.6863, 0.5083, -0.2317)>
      <Vector (0.7509, -0.6511, 0.1107, 0.8622)>
      <Vector (0.4069, 0.3241, -0.8540, 0.3847)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2146, 0.8462, 0.3927)>
    Rotation: <Euler (x=2.7788, y=-0.4191, z=0.9649), order='XYZ'>
    Matrix:
      <Vector (0.5202, 0.6863, 0.5083, -0.2146)>
      <Vector (0.7509, -0.6511, 0.1107, 0.8462)>
      <Vector (0.4069, 0.3241, -0.8540, 0.3927)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2697, 0.8787, 0.3305)>
    Rotation: <Euler (x=2.0402, y=-0.3430, z=1.0502), order='XYZ'>
    Matrix:
      <Vector (0.4684, 0.2432, 0.8494, -0.2697)>
      <Vector (0.8170, -0.4852, -0.3116, 0.8787)>
      <Vector (0.3363, 0.8399, -0.4260, 0.3305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2629, 0.8649, 0.3541)>
    Rotation: <Euler (x=2.5299, y=-0.3991, z=0.9988), order='XYZ'>
    Matrix:
      <Vector (0.4987, 0.5676, 0.6550, -0.2629)>
      <Vector (0.7748, -0.6308, -0.0433, 0.8649)>
      <Vector (0.3886, 0.5291, -0.7543, 0.3541)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2471, 0.8475, 0.3688)>
    Rotation: <Euler (x=2.7779, y=-0.4137, z=0.9672), order='XYZ'>
    Matrix:
      <Vector (0.5197, 0.6883, 0.5061, -0.2471)>
      <Vector (0.7538, -0.6482, 0.1074, 0.8475)>
      <Vector (0.4020, 0.3257, -0.8558, 0.3688)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2309, 0.8323, 0.3765)>
    Rotation: <Euler (x=2.7779, y=-0.4137, z=0.9672), order='XYZ'>
    Matrix:
      <Vector (0.5197, 0.6883, 0.5061, -0.2309)>
      <Vector (0.7538, -0.6482, 0.1074, 0.8323)>
      <Vector (0.4020, 0.3257, -0.8558, 0.3765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2804, 0.8637, 0.3153)>
    Rotation: <Euler (x=2.0398, y=-0.3472, z=1.0511), order='XYZ'>
    Matrix:
      <Vector (0.4670, 0.2417, 0.8506, -0.2804)>
      <Vector (0.8162, -0.4879, -0.3095, 0.8637)>
      <Vector (0.3402, 0.8388, -0.4251, 0.3153)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2741, 0.8508, 0.3373)>
    Rotation: <Euler (x=2.5306, y=-0.4042, z=0.9972), order='XYZ'>
    Matrix:
      <Vector (0.4989, 0.5656, 0.6567, -0.2741)>
      <Vector (0.7723, -0.6340, -0.0408, 0.8508)>
      <Vector (0.3933, 0.5275, -0.7531, 0.3373)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2593, 0.8345, 0.3510)>
    Rotation: <Euler (x=2.7730, y=-0.4125, z=0.9795), order='XYZ'>
    Matrix:
      <Vector (0.5107, 0.6939, 0.5076, -0.2593)>
      <Vector (0.7606, -0.6399, 0.1096, 0.8345)>
      <Vector (0.4009, 0.3301, -0.8546, 0.3510)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2491, 0.8249, 0.3559)>
    Rotation: <Euler (x=2.7730, y=-0.4125, z=0.9795), order='XYZ'>
    Matrix:
      <Vector (0.5107, 0.6939, 0.5076, -0.2491)>
      <Vector (0.7606, -0.6399, 0.1096, 0.8249)>
      <Vector (0.4009, 0.3301, -0.8546, 0.3559)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1194, 0.8223, 0.0244)>
    Rotation: <Euler (x=0.7231, y=-0.0013, z=-2.8948), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.1840, -0.1607, 0.1194)>
      <Vector (-0.2443, -0.7268, 0.6419, 0.8223)>
      <Vector (0.0013, 0.6617, 0.7498, 0.0244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1959, 0.5203, 0.2993)>
    Rotation: <Euler (x=-0.1701, y=-0.1564, z=-2.8771), order='XYZ'>
    Matrix:
      <Vector (-0.9534, 0.2322, 0.1925, 0.1959)>
      <Vector (-0.2583, -0.9582, -0.1233, 0.5203)>
      <Vector (0.1558, -0.1672, 0.9735, 0.2993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8641, y=-0.1482, z=-3.0058), order='XYZ'>
    Matrix:
      <Vector (-0.9799, 0.1991, -0.0080, 0.2952)>
      <Vector (-0.1339, -0.6281, 0.7665, 0.1104)>
      <Vector (0.1476, 0.7522, 0.6422, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0005, 0.3595)>
    Rotation: <Euler (x=-1.5302, y=-2.8931, z=0.0132), order='XYZ'>
    Matrix:
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      <Vector (-0.0128, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2459, 0.9685, -0.0393, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0038, 0.4325)>
    Rotation: <Euler (x=-1.5302, y=-2.8931, z=0.0132), order='XYZ'>
    Matrix:
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      <Vector (-0.0128, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2459, 0.9685, -0.0393, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0856, 0.8296, -0.0533)>
    Rotation: <Euler (x=0.5152, y=0.6738, z=2.8744), order='XYZ'>
    Matrix:
      <Vector (-0.7537, -0.5263, -0.3936, -0.0856)>
      <Vector (0.2063, -0.7581, 0.6186, 0.8296)>
      <Vector (-0.6240, 0.3850, 0.6800, -0.0533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3043, 0.5145, 0.1067)>
    Rotation: <Euler (x=-0.5022, y=0.7867, z=2.8341), order='XYZ'>
    Matrix:
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      <Vector (0.2137, -0.9386, -0.2710, 0.5145)>
      <Vector (-0.7081, -0.3399, 0.6190, 0.1067)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7760, y=0.7942, z=2.9395), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2439, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6232, -0.7809, 0.0438, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7819, 0.6233, -0.0126, 0.0503)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2439, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7819, 0.6233, -0.0126, 0.0992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 13
  Bone: mixamorig:Hips
    Location: <Vector (0.0173, 0.8668, -0.0008)>
    Rotation: <Euler (x=0.2073, y=-0.3916, z=-0.0409), order='XYZ'>
    Matrix:
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      <Vector (-0.0378, 0.9810, -0.1904, 0.8668)>
      <Vector (0.3817, 0.1902, 0.9045, -0.0008)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0150, 0.9429, 0.0123)>
    Rotation: <Euler (x=0.2343, y=-0.4071, z=-0.0291), order='XYZ'>
    Matrix:
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      <Vector (-0.0267, 0.9749, -0.2209, 0.9429)>
      <Vector (0.3960, 0.2132, 0.8932, 0.0123)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0093, 1.0308, 0.0316)>
    Rotation: <Euler (x=0.3675, y=-0.4287, z=-0.0140), order='XYZ'>
    Matrix:
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      <Vector (-0.0127, 0.9352, -0.3539, 1.0308)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0048, 1.1272, 0.0652)>
    Rotation: <Euler (x=0.5023, y=-0.4504, z=-0.0025), order='XYZ'>
    Matrix:
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      <Vector (-0.0023, 0.8770, -0.4805, 1.1272)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0288, 1.2288, 0.1155)>
    Rotation: <Euler (x=0.4113, y=-0.3693, z=-0.0135), order='XYZ'>
    Matrix:
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      <Vector (-0.0126, 0.9185, -0.3953, 1.2288)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0470, 1.3185, 0.1656)>
    Rotation: <Euler (x=-0.0188, y=-0.0679, z=0.0007), order='XYZ'>
    Matrix:
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      <Vector (0.0007, 0.9998, 0.0187, 1.3185)>
      <Vector (0.0679, -0.0187, 0.9975, 0.1656)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0490, 1.5589, 0.1926)>
    Rotation: <Euler (x=-0.0188, y=-0.0679, z=0.0007), order='XYZ'>
    Matrix:
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      <Vector (0.0007, 0.9998, 0.0187, 1.5589)>
      <Vector (0.0679, -0.0187, 0.9975, 0.1926)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0382, 1.2147, 0.1368)>
    Rotation: <Euler (x=-0.2390, y=2.1578, z=-2.0618), order='XYZ'>
    Matrix:
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      <Vector (0.4885, -0.2842, -0.8250, 1.2147)>
      <Vector (-0.8326, 0.1311, -0.5381, 0.1368)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1724, 1.1746, 0.1553)>
    Rotation: <Euler (x=-3.1372, y=0.8539, z=0.4701), order='XYZ'>
    Matrix:
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      <Vector (0.2976, -0.8930, -0.3375, 1.1746)>
      <Vector (-0.7538, -0.0029, -0.6570, 0.1553)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2595, 1.0018, 0.1547)>
    Rotation: <Euler (x=2.3235, y=0.1340, z=-1.0300), order='XYZ'>
    Matrix:
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      <Vector (-0.8496, -0.4356, -0.2974, 1.0018)>
      <Vector (-0.1336, 0.7233, -0.6775, 0.1547)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1193, 0.8877, 0.3441)>
    Rotation: <Euler (x=1.9878, y=0.0469, z=-0.6997), order='XYZ'>
    Matrix:
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      <Vector (-0.6433, -0.3375, -0.6872, 0.8877)>
      <Vector (-0.0469, 0.9133, -0.4046, 0.3441)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0840, 0.8848, 0.3780)>
    Rotation: <Euler (x=2.5001, y=-0.6558, z=-1.0559), order='XYZ'>
    Matrix:
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      <Vector (-0.6898, -0.0770, -0.7199, 0.8848)>
      <Vector (0.6098, 0.4743, -0.6350, 0.3780)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0487, 0.8832, 0.3953)>
    Rotation: <Euler (x=2.3476, y=-0.2792, z=-0.7820), order='XYZ'>
    Matrix:
      <Vector (0.6820, -0.6334, -0.3655, 0.0487)>
      <Vector (-0.6774, -0.3589, -0.6421, 0.8832)>
      <Vector (0.2756, 0.6856, -0.6738, 0.3953)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0287, 0.8710, 0.4179)>
    Rotation: <Euler (x=2.2714, y=-0.1072, z=-0.7053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0179, 0.8594, 0.4366)>
    Rotation: <Euler (x=2.2714, y=-0.1072, z=-0.7053), order='XYZ'>
    Matrix:
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      <Vector (-0.6446, -0.4378, -0.6268, 0.8594)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0664, 0.8729, 0.4509)>
    Rotation: <Euler (x=2.4444, y=-0.0020, z=-0.7129), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0519, 0.8557, 0.4697)>
    Rotation: <Euler (x=2.9157, y=0.0344, z=-0.6450), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0347, 0.8325, 0.4763)>
    Rotation: <Euler (x=-3.1304, y=0.0410, z=-0.5894), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0216, 0.8134, 0.4761)>
    Rotation: <Euler (x=-3.1304, y=0.0410, z=-0.5894), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0842, 0.8577, 0.4489)>
    Rotation: <Euler (x=2.4441, y=0.0008, z=-0.7135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0674, 0.8379, 0.4705)>
    Rotation: <Euler (x=2.9157, y=0.0372, z=-0.6451), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0472, 0.8104, 0.4784)>
    Rotation: <Euler (x=-3.1304, y=0.0436, z=-0.5913), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0323, 0.7889, 0.4781)>
    Rotation: <Euler (x=-3.1304, y=0.0436, z=-0.5913), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1038, 0.8420, 0.4477)>
    Rotation: <Euler (x=2.4444, y=0.0020, z=-0.7115), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0890, 0.8244, 0.4670)>
    Rotation: <Euler (x=2.9158, y=0.0377, z=-0.6423), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0722, 0.8016, 0.4735)>
    Rotation: <Euler (x=-3.1307, y=0.0421, z=-0.5979), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0591, 0.7828, 0.4733)>
    Rotation: <Euler (x=-3.1307, y=0.0421, z=-0.5979), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1233, 0.8301, 0.4431)>
    Rotation: <Euler (x=2.4345, y=0.0572, z=-0.6573), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1108, 0.8121, 0.4618)>
    Rotation: <Euler (x=2.9159, y=0.0462, z=-0.6397), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0980, 0.7947, 0.4667)>
    Rotation: <Euler (x=-3.1314, y=0.0494, z=-0.6126), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0886, 0.7812, 0.4666)>
    Rotation: <Euler (x=-3.1314, y=0.0494, z=-0.6126), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0884, 1.2134, 0.0787)>
    Rotation: <Euler (x=1.0536, y=-2.1867, z=1.0562), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1986, 1.1605, 0.0078)>
    Rotation: <Euler (x=-1.2410, y=-1.3687, z=-2.0358), order='XYZ'>
    Matrix:
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      <Vector (-0.1794, -0.9737, -0.1406, 1.1605)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2230, 0.9717, -0.0290)>
    Rotation: <Euler (x=1.5218, y=-0.1719, z=1.4653), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2405, 0.9286, 0.2285)>
    Rotation: <Euler (x=1.5631, y=-0.3998, z=1.0832), order='XYZ'>
    Matrix:
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      <Vector (0.8138, -0.3402, -0.4712, 0.9286)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2287, 0.9319, 0.2735)>
    Rotation: <Euler (x=1.9438, y=0.4004, z=1.0736), order='XYZ'>
    Matrix:
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      <Vector (0.8094, 0.1452, -0.5690, 0.9319)>
      <Vector (-0.3898, 0.8576, -0.3356, 0.2735)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2097, 0.9383, 0.3051)>
    Rotation: <Euler (x=1.9277, y=-0.0933, z=1.0122), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2016, 0.9296, 0.3356)>
    Rotation: <Euler (x=1.8706, y=-0.2474, z=1.0200), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1986, 0.9192, 0.3604)>
    Rotation: <Euler (x=1.8706, y=-0.2474, z=1.0200), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2473, 0.9193, 0.3461)>
    Rotation: <Euler (x=2.0238, y=-0.3440, z=1.0730), order='XYZ'>
    Matrix:
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      <Vector (0.8272, -0.4754, -0.2996, 0.9193)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2402, 0.9047, 0.3716)>
    Rotation: <Euler (x=2.5117, y=-0.3985, z=1.0270), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2232, 0.8865, 0.3877)>
    Rotation: <Euler (x=2.7654, y=-0.4223, z=0.9813), order='XYZ'>
    Matrix:
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      <Vector (0.7582, -0.6422, 0.1126, 0.8865)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2073, 0.8720, 0.3955)>
    Rotation: <Euler (x=2.7654, y=-0.4223, z=0.9813), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2578, 0.8995, 0.3410)>
    Rotation: <Euler (x=2.0236, y=-0.3518, z=1.0735), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2503, 0.8840, 0.3679)>
    Rotation: <Euler (x=2.5116, y=-0.4043, z=1.0270), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2307, 0.8628, 0.3865)>
    Rotation: <Euler (x=2.7627, y=-0.4241, z=0.9881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2135, 0.8471, 0.3949)>
    Rotation: <Euler (x=2.7627, y=-0.4241, z=0.9881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2681, 0.8784, 0.3317)>
    Rotation: <Euler (x=2.0241, y=-0.3468, z=1.0721), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2615, 0.8649, 0.3554)>
    Rotation: <Euler (x=2.5137, y=-0.4036, z=1.0217), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2457, 0.8478, 0.3704)>
    Rotation: <Euler (x=2.7618, y=-0.4186, z=0.9902), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2293, 0.8329, 0.3784)>
    Rotation: <Euler (x=2.7618, y=-0.4186, z=0.9902), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2784, 0.8632, 0.3164)>
    Rotation: <Euler (x=2.0237, y=-0.3509, z=1.0731), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2722, 0.8506, 0.3385)>
    Rotation: <Euler (x=2.5143, y=-0.4087, z=1.0201), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2574, 0.8345, 0.3525)>
    Rotation: <Euler (x=2.7567, y=-0.4173, z=1.0026), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2470, 0.8251, 0.3576)>
    Rotation: <Euler (x=2.7567, y=-0.4173, z=1.0026), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1224, 0.8216, 0.0277)>
    Rotation: <Euler (x=0.7255, y=0.0026, z=-2.8962), order='XYZ'>
    Matrix:
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      <Vector (-0.0026, 0.6635, 0.7482, 0.0277)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1973, 0.5199, 0.3034)>
    Rotation: <Euler (x=-0.1797, y=-0.1552, z=-2.8788), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8641, y=-0.1481, z=-3.0055), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0004, 0.3595)>
    Rotation: <Euler (x=-1.5303, y=-2.8932, z=0.0135), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0037, 0.4325)>
    Rotation: <Euler (x=-1.5303, y=-2.8932, z=0.0135), order='XYZ'>
    Matrix:
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      <Vector (-0.0131, 0.0438, 0.9990, 0.0037)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0821, 0.8289, -0.0512)>
    Rotation: <Euler (x=0.5131, y=0.6777, z=2.8704), order='XYZ'>
    Matrix:
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      <Vector (0.2087, -0.7569, 0.6193, 0.8289)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3024, 0.5143, 0.1078)>
    Rotation: <Euler (x=-0.5064, y=0.7887, z=2.8261), order='XYZ'>
    Matrix:
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      <Vector (0.2187, -0.9381, -0.2686, 0.5143)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7750, y=0.7977, z=2.9388), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2404, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2404, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 14
  Bone: mixamorig:Hips
    Location: <Vector (0.0206, 0.8662, 0.0022)>
    Rotation: <Euler (x=0.2075, y=-0.3972, z=-0.0411), order='XYZ'>
    Matrix:
      <Vector (0.9214, -0.0394, -0.3867, 0.0206)>
      <Vector (-0.0379, 0.9810, -0.1903, 0.8662)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0182, 0.9424, 0.0153)>
    Rotation: <Euler (x=0.2336, y=-0.4123, z=-0.0291), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0124, 1.0303, 0.0344)>
    Rotation: <Euler (x=0.3648, y=-0.4331, z=-0.0129), order='XYZ'>
    Matrix:
      <Vector (0.9076, -0.1376, -0.3966, 0.0124)>
      <Vector (-0.0117, 0.9361, -0.3516, 1.0303)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0018, 1.1267, 0.0678)>
    Rotation: <Euler (x=0.4974, y=-0.4540, z=-0.0003), order='XYZ'>
    Matrix:
      <Vector (0.8987, -0.2090, -0.3856, -0.0018)>
      <Vector (-0.0002, 0.8789, -0.4770, 1.1267)>
      <Vector (0.4386, 0.4288, 0.7898, 0.0678)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0260, 1.2286, 0.1175)>
    Rotation: <Euler (x=0.4080, y=-0.3730, z=-0.0113), order='XYZ'>
    Matrix:
      <Vector (0.9312, -0.1342, -0.3390, -0.0260)>
      <Vector (-0.0105, 0.9195, -0.3930, 1.2286)>
      <Vector (0.3644, 0.3695, 0.8548, 0.1175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0445, 1.3184, 0.1673)>
    Rotation: <Euler (x=-0.0237, y=-0.0711, z=0.0037), order='XYZ'>
    Matrix:
      <Vector (0.9975, -0.0020, -0.0711, -0.0445)>
      <Vector (0.0037, 0.9997, 0.0234, 1.3184)>
      <Vector (0.0711, -0.0236, 0.9972, 0.1673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0472, 1.5590, 0.1931)>
    Rotation: <Euler (x=-0.0237, y=-0.0711, z=0.0037), order='XYZ'>
    Matrix:
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      <Vector (0.0037, 0.9997, 0.0234, 1.5590)>
      <Vector (0.0711, -0.0236, 0.9972, 0.1931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0409, 1.2146, 0.1391)>
    Rotation: <Euler (x=-0.2503, y=2.1561, z=-2.0707), order='XYZ'>
    Matrix:
      <Vector (0.2648, 0.9493, -0.1697, 0.0409)>
      <Vector (0.4848, -0.2831, -0.8275, 1.2146)>
      <Vector (-0.8336, 0.1368, -0.5352, 0.1391)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1751, 1.1746, 0.1584)>
    Rotation: <Euler (x=3.1380, y=0.8462, z=0.4659), order='XYZ'>
    Matrix:
      <Vector (0.5922, 0.4516, -0.6673, 0.1751)>
      <Vector (0.2978, -0.8922, -0.3396, 1.1746)>
      <Vector (-0.7488, 0.0024, -0.6628, 0.1584)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2625, 1.0020, 0.1589)>
    Rotation: <Euler (x=2.3309, y=0.1298, z=-1.0258), order='XYZ'>
    Matrix:
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      <Vector (-0.8479, -0.4374, -0.2995, 1.0020)>
      <Vector (-0.1294, 0.7186, -0.6832, 0.1589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1210, 0.8875, 0.3470)>
    Rotation: <Euler (x=1.9903, y=0.0401, z=-0.7002), order='XYZ'>
    Matrix:
      <Vector (0.7641, -0.2345, -0.6010, 0.1210)>
      <Vector (-0.6439, -0.3350, -0.6879, 0.8875)>
      <Vector (-0.0400, 0.9126, -0.4069, 0.3470)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0854, 0.8846, 0.3807)>
    Rotation: <Euler (x=2.5060, y=-0.6614, z=-1.0601), order='XYZ'>
    Matrix:
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      <Vector (-0.6884, -0.0752, -0.7214, 0.8846)>
      <Vector (0.6142, 0.4685, -0.6350, 0.3807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0501, 0.8831, 0.3978)>
    Rotation: <Euler (x=2.3507, y=-0.2858, z=-0.7834), order='XYZ'>
    Matrix:
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      <Vector (-0.6771, -0.3567, -0.6437, 0.8831)>
      <Vector (0.2820, 0.6822, -0.6747, 0.3978)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0299, 0.8709, 0.4202)>
    Rotation: <Euler (x=2.2739, y=-0.1141, z=-0.7062), order='XYZ'>
    Matrix:
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      <Vector (-0.6447, -0.4356, -0.6282, 0.8709)>
      <Vector (0.1138, 0.7579, -0.6424, 0.4202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0190, 0.8594, 0.4389)>
    Rotation: <Euler (x=2.2739, y=-0.1141, z=-0.7062), order='XYZ'>
    Matrix:
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      <Vector (-0.6447, -0.4356, -0.6282, 0.8594)>
      <Vector (0.1138, 0.7579, -0.6424, 0.4389)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0673, 0.8729, 0.4535)>
    Rotation: <Euler (x=2.4469, y=-0.0088, z=-0.7135), order='XYZ'>
    Matrix:
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      <Vector (-0.6544, -0.5772, -0.4885, 0.8729)>
      <Vector (0.0088, 0.6401, -0.7682, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0527, 0.8558, 0.4722)>
    Rotation: <Euler (x=2.9177, y=0.0274, z=-0.6456), order='XYZ'>
    Matrix:
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      <Vector (-0.6014, -0.7825, -0.1613, 0.8558)>
      <Vector (-0.0274, 0.2219, -0.9747, 0.4722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0355, 0.8326, 0.4788)>
    Rotation: <Euler (x=-3.1287, y=0.0339, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8307, 0.0295, 0.8326)>
      <Vector (-0.0339, -0.0128, -0.9993, 0.4788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0223, 0.8135, 0.4785)>
    Rotation: <Euler (x=-3.1287, y=0.0339, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8307, 0.0295, 0.8135)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0851, 0.8577, 0.4516)>
    Rotation: <Euler (x=2.4466, y=-0.0060, z=-0.7141), order='XYZ'>
    Matrix:
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      <Vector (-0.6549, -0.5779, -0.4870, 0.8577)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0682, 0.8380, 0.4732)>
    Rotation: <Euler (x=2.9177, y=0.0302, z=-0.6457), order='XYZ'>
    Matrix:
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      <Vector (-0.6015, -0.7828, -0.1596, 0.8380)>
      <Vector (-0.0302, 0.2219, -0.9746, 0.4732)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0479, 0.8105, 0.4810)>
    Rotation: <Euler (x=-3.1288, y=0.0365, z=-0.5918), order='XYZ'>
    Matrix:
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      <Vector (-0.5575, -0.8296, 0.0310, 0.8105)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0330, 0.7890, 0.4807)>
    Rotation: <Euler (x=-3.1288, y=0.0365, z=-0.5918), order='XYZ'>
    Matrix:
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      <Vector (-0.0365, -0.0128, -0.9993, 0.4807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1048, 0.8420, 0.4507)>
    Rotation: <Euler (x=2.4469, y=-0.0049, z=-0.7121), order='XYZ'>
    Matrix:
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      <Vector (-0.6534, -0.5795, -0.4870, 0.8420)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0898, 0.8245, 0.4699)>
    Rotation: <Euler (x=2.9178, y=0.0307, z=-0.6428), order='XYZ'>
    Matrix:
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      <Vector (-0.5992, -0.7845, -0.1597, 0.8245)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0730, 0.8017, 0.4763)>
    Rotation: <Euler (x=-3.1290, y=0.0350, z=-0.5984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0599, 0.7829, 0.4760)>
    Rotation: <Euler (x=-3.1290, y=0.0350, z=-0.5984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1243, 0.8301, 0.4462)>
    Rotation: <Euler (x=2.4366, y=0.0502, z=-0.6577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1117, 0.8122, 0.4648)>
    Rotation: <Euler (x=2.9179, y=0.0392, z=-0.6402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0988, 0.7947, 0.4697)>
    Rotation: <Euler (x=-3.1296, y=0.0423, z=-0.6132), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0894, 0.7812, 0.4695)>
    Rotation: <Euler (x=-3.1296, y=0.0423, z=-0.6132), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0855, 1.2130, 0.0806)>
    Rotation: <Euler (x=1.0656, y=-2.1847, z=1.0495), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1951, 1.1594, 0.0094)>
    Rotation: <Euler (x=-1.1884, y=-1.3651, z=-2.0811), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2180, 0.9704, -0.0274)>
    Rotation: <Euler (x=1.5105, y=-0.1679, z=1.4732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2380, 0.9285, 0.2302)>
    Rotation: <Euler (x=1.5467, y=-0.4025, z=1.1023), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2268, 0.9321, 0.2754)>
    Rotation: <Euler (x=1.9274, y=0.3975, z=1.0800), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2084, 0.9389, 0.3071)>
    Rotation: <Euler (x=1.9127, y=-0.0972, z=1.0263), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2007, 0.9305, 0.3379)>
    Rotation: <Euler (x=1.8552, y=-0.2511, z=1.0366), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1979, 0.9202, 0.3628)>
    Rotation: <Euler (x=1.8552, y=-0.2511, z=1.0366), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2464, 0.9196, 0.3477)>
    Rotation: <Euler (x=2.0078, y=-0.3469, z=1.0912), order='XYZ'>
    Matrix:
      <Vector (0.4340, 0.2333, 0.8702, -0.2464)>
      <Vector (0.8343, -0.4686, -0.2904, 0.9196)>
      <Vector (0.3400, 0.8521, -0.3980, 0.3477)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2394, 0.9053, 0.3734)>
    Rotation: <Euler (x=2.4954, y=-0.4020, z=1.0460), order='XYZ'>
    Matrix:
      <Vector (0.4611, 0.5729, 0.6776, -0.2394)>
      <Vector (0.7964, -0.6039, -0.0313, 0.9053)>
      <Vector (0.3913, 0.5541, -0.7347, 0.3734)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2225, 0.8873, 0.3898)>
    Rotation: <Euler (x=2.7492, y=-0.4265, z=1.0007), order='XYZ'>
    Matrix:
      <Vector (0.4913, 0.6925, 0.5283, -0.2225)>
      <Vector (0.7664, -0.6319, 0.1154, 0.8873)>
      <Vector (0.4137, 0.3482, -0.8412, 0.3898)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2065, 0.8731, 0.3979)>
    Rotation: <Euler (x=2.7492, y=-0.4265, z=1.0007), order='XYZ'>
    Matrix:
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      <Vector (0.7664, -0.6319, 0.1154, 0.8731)>
      <Vector (0.4137, 0.3482, -0.8412, 0.3979)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2565, 0.8996, 0.3425)>
    Rotation: <Euler (x=2.0075, y=-0.3547, z=1.0918), order='XYZ'>
    Matrix:
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      <Vector (0.8322, -0.4742, -0.2873, 0.8996)>
      <Vector (0.3473, 0.8497, -0.3966, 0.3425)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2493, 0.8844, 0.3696)>
    Rotation: <Euler (x=2.4953, y=-0.4078, z=1.0462), order='XYZ'>
    Matrix:
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      <Vector (0.7945, -0.6066, -0.0275, 0.8844)>
      <Vector (0.3966, 0.5528, -0.7329, 0.3696)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2296, 0.8635, 0.3886)>
    Rotation: <Euler (x=2.7464, y=-0.4282, z=1.0075), order='XYZ'>
    Matrix:
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      <Vector (0.7692, -0.6280, 0.1185, 0.8635)>
      <Vector (0.4153, 0.3502, -0.8396, 0.3886)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2124, 0.8481, 0.3973)>
    Rotation: <Euler (x=2.7464, y=-0.4282, z=1.0075), order='XYZ'>
    Matrix:
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      <Vector (0.7692, -0.6280, 0.1185, 0.8481)>
      <Vector (0.4153, 0.3502, -0.8396, 0.3973)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2665, 0.8784, 0.3332)>
    Rotation: <Euler (x=2.0080, y=-0.3497, z=1.0904), order='XYZ'>
    Matrix:
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      <Vector (0.8331, -0.4709, -0.2901, 0.8784)>
      <Vector (0.3426, 0.8511, -0.3978, 0.3332)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2600, 0.8651, 0.3571)>
    Rotation: <Euler (x=2.4975, y=-0.4073, z=1.0408), order='XYZ'>
    Matrix:
      <Vector (0.4642, 0.5697, 0.6782, -0.2600)>
      <Vector (0.7922, -0.6095, -0.0303, 0.8651)>
      <Vector (0.3961, 0.5514, -0.7342, 0.3571)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2442, 0.8482, 0.3724)>
    Rotation: <Euler (x=2.7455, y=-0.4228, z=1.0096), order='XYZ'>
    Matrix:
      <Vector (0.4854, 0.6968, 0.5281, -0.2442)>
      <Vector (0.7721, -0.6250, 0.1151, 0.8482)>
      <Vector (0.4103, 0.3518, -0.8414, 0.3724)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2278, 0.8336, 0.3807)>
    Rotation: <Euler (x=2.7455, y=-0.4228, z=1.0096), order='XYZ'>
    Matrix:
      <Vector (0.4854, 0.6968, 0.5281, -0.2278)>
      <Vector (0.7721, -0.6250, 0.1151, 0.8336)>
      <Vector (0.4103, 0.3518, -0.8414, 0.3807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2763, 0.8630, 0.3178)>
    Rotation: <Euler (x=2.0076, y=-0.3538, z=1.0914), order='XYZ'>
    Matrix:
      <Vector (0.4327, 0.2306, 0.8716, -0.2763)>
      <Vector (0.8323, -0.4737, -0.2879, 0.8630)>
      <Vector (0.3464, 0.8500, -0.3969, 0.3178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2703, 0.8505, 0.3401)>
    Rotation: <Euler (x=2.4981, y=-0.4124, z=1.0394), order='XYZ'>
    Matrix:
      <Vector (0.4643, 0.5678, 0.6797, -0.2703)>
      <Vector (0.7898, -0.6127, -0.0277, 0.8505)>
      <Vector (0.4008, 0.5497, -0.7329, 0.3401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2555, 0.8348, 0.3544)>
    Rotation: <Euler (x=2.7405, y=-0.4212, z=1.0219), order='XYZ'>
    Matrix:
      <Vector (0.4761, 0.7021, 0.5295, -0.2555)>
      <Vector (0.7785, -0.6165, 0.1174, 0.8348)>
      <Vector (0.4089, 0.3563, -0.8401, 0.3544)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2451, 0.8255, 0.3596)>
    Rotation: <Euler (x=2.7405, y=-0.4212, z=1.0219), order='XYZ'>
    Matrix:
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      <Vector (0.7785, -0.6165, 0.1174, 0.8255)>
      <Vector (0.4089, 0.3563, -0.8401, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1255, 0.8211, 0.0312)>
    Rotation: <Euler (x=0.7271, y=0.0068, z=-2.8975), order='XYZ'>
    Matrix:
      <Vector (-0.9703, 0.1762, -0.1655, 0.1255)>
      <Vector (-0.2416, -0.7260, 0.6438, 0.8211)>
      <Vector (-0.0068, 0.6647, 0.7471, 0.0312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1987, 0.5194, 0.3074)>
    Rotation: <Euler (x=-0.1894, y=-0.1528, z=-2.8807), order='XYZ'>
    Matrix:
      <Vector (-0.9549, 0.2257, 0.1930, 0.1987)>
      <Vector (-0.2550, -0.9563, -0.1433, 0.5194)>
      <Vector (0.1522, -0.1861, 0.9707, 0.3074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8641, y=-0.1468, z=-3.0047), order='XYZ'>
    Matrix:
      <Vector (-0.9800, 0.1988, -0.0097, 0.2952)>
      <Vector (-0.1350, -0.6281, 0.7664, 0.1104)>
      <Vector (0.1463, 0.7523, 0.6423, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0004, 0.3596)>
    Rotation: <Euler (x=-1.5304, y=-2.8945, z=0.0143), order='XYZ'>
    Matrix:
      <Vector (-0.9695, 0.2438, -0.0242, 0.3301)>
      <Vector (-0.0139, 0.0439, 0.9989, 0.0004)>
      <Vector (0.2446, 0.9688, -0.0392, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0037, 0.4325)>
    Rotation: <Euler (x=-1.5304, y=-2.8945, z=0.0143), order='XYZ'>
    Matrix:
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      <Vector (-0.0139, 0.0439, 0.9989, 0.0037)>
      <Vector (0.2446, 0.9688, -0.0392, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0786, 0.8284, -0.0488)>
    Rotation: <Euler (x=0.5101, y=0.6818, z=2.8663), order='XYZ'>
    Matrix:
      <Vector (-0.7472, -0.5334, -0.3965, -0.0786)>
      <Vector (0.2111, -0.7561, 0.6194, 0.8284)>
      <Vector (-0.6302, 0.3791, 0.6776, -0.0488)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3003, 0.5141, 0.1088)>
    Rotation: <Euler (x=-0.5103, y=0.7900, z=2.8179), order='XYZ'>
    Matrix:
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      <Vector (0.2239, -0.9376, -0.2659, 0.5141)>
      <Vector (-0.7103, -0.3438, 0.6142, 0.1088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8006, z=2.9382), order='XYZ'>
    Matrix:
      <Vector (-0.6819, -0.6359, -0.3614, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7859, 0.6182, -0.0123, 0.0985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 15
  Bone: mixamorig:Hips
    Location: <Vector (0.0238, 0.8659, 0.0054)>
    Rotation: <Euler (x=0.2091, y=-0.4031, z=-0.0421), order='XYZ'>
    Matrix:
      <Vector (0.9190, -0.0402, -0.3921, 0.0238)>
      <Vector (-0.0387, 0.9808, -0.1912, 0.8659)>
      <Vector (0.3923, 0.1909, 0.8998, 0.0054)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0214, 0.9420, 0.0186)>
    Rotation: <Euler (x=0.2338, y=-0.4176, z=-0.0296), order='XYZ'>
    Matrix:
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      <Vector (-0.0271, 0.9751, -0.2199, 0.9420)>
      <Vector (0.4056, 0.2118, 0.8892, 0.0186)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0155, 1.0300, 0.0377)>
    Rotation: <Euler (x=0.3623, y=-0.4374, z=-0.0122), order='XYZ'>
    Matrix:
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      <Vector (-0.0110, 0.9368, -0.3496, 1.0300)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0012, 1.1265, 0.0707)>
    Rotation: <Euler (x=0.4923, y=-0.4576, z=0.0019), order='XYZ'>
    Matrix:
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      <Vector (0.0017, 0.8809, -0.4734, 1.1265)>
      <Vector (0.4418, 0.4240, 0.7906, 0.0707)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0231, 1.2286, 0.1199)>
    Rotation: <Euler (x=0.4049, y=-0.3768, z=-0.0091), order='XYZ'>
    Matrix:
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      <Vector (-0.0085, 0.9204, -0.3909, 1.2286)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0419, 1.3185, 0.1694)>
    Rotation: <Euler (x=-0.0286, y=-0.0751, z=0.0063), order='XYZ'>
    Matrix:
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      <Vector (0.0063, 0.9996, 0.0281, 1.3185)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0453, 1.5592, 0.1940)>
    Rotation: <Euler (x=-0.0286, y=-0.0751, z=0.0063), order='XYZ'>
    Matrix:
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      <Vector (0.0063, 0.9996, 0.0281, 1.5592)>
      <Vector (0.0751, -0.0285, 0.9968, 0.1940)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0437, 1.2147, 0.1418)>
    Rotation: <Euler (x=-0.2616, y=2.1543, z=-2.0799), order='XYZ'>
    Matrix:
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      <Vector (0.4811, -0.2823, -0.8300, 1.2147)>
      <Vector (-0.8345, 0.1425, -0.5322, 0.1418)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1778, 1.1748, 0.1619)>
    Rotation: <Euler (x=3.1309, y=0.8377, z=0.4627), order='XYZ'>
    Matrix:
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      <Vector (0.2987, -0.8912, -0.3413, 1.1748)>
      <Vector (-0.7431, 0.0072, -0.6692, 0.1619)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2655, 1.0023, 0.1633)>
    Rotation: <Euler (x=2.3392, y=0.1257, z=-1.0212), order='XYZ'>
    Matrix:
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      <Vector (-0.8460, -0.4399, -0.3013, 1.0023)>
      <Vector (-0.1254, 0.7133, -0.6895, 0.1633)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1227, 0.8872, 0.3500)>
    Rotation: <Euler (x=1.9937, y=0.0339, z=-0.7010), order='XYZ'>
    Matrix:
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      <Vector (-0.6446, -0.3336, -0.6879, 0.8872)>
      <Vector (-0.0339, 0.9114, -0.4102, 0.3500)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0870, 0.8844, 0.3835)>
    Rotation: <Euler (x=2.5129, y=-0.6659, z=-1.0652), order='XYZ'>
    Matrix:
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      <Vector (-0.6880, -0.0738, -0.7220, 0.8844)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0515, 0.8829, 0.4003)>
    Rotation: <Euler (x=2.3548, y=-0.2917, z=-0.7856), order='XYZ'>
    Matrix:
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      <Vector (-0.6773, -0.3552, -0.6442, 0.8829)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0311, 0.8708, 0.4226)>
    Rotation: <Euler (x=2.2774, y=-0.1202, z=-0.7075), order='XYZ'>
    Matrix:
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      <Vector (-0.6453, -0.4342, -0.6286, 0.8708)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0201, 0.8594, 0.4412)>
    Rotation: <Euler (x=2.2774, y=-0.1202, z=-0.7075), order='XYZ'>
    Matrix:
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      <Vector (0.1199, 0.7551, -0.6446, 0.4412)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0683, 0.8728, 0.4562)>
    Rotation: <Euler (x=2.4505, y=-0.0149, z=-0.7144), order='XYZ'>
    Matrix:
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      <Vector (-0.6551, -0.5759, -0.4891, 0.8728)>
      <Vector (0.0149, 0.6373, -0.7704, 0.4562)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0536, 0.8558, 0.4749)>
    Rotation: <Euler (x=2.9209, y=0.0210, z=-0.6464), order='XYZ'>
    Matrix:
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      <Vector (-0.6022, -0.7817, -0.1624, 0.8558)>
      <Vector (-0.0210, 0.2189, -0.9755, 0.4749)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0363, 0.8325, 0.4813)>
    Rotation: <Euler (x=-3.1260, y=0.0274, z=-0.5907), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8302, 0.0282, 0.8325)>
      <Vector (-0.0274, -0.0156, -0.9995, 0.4813)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0231, 0.8135, 0.4810)>
    Rotation: <Euler (x=-3.1260, y=0.0274, z=-0.5907), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8302, 0.0282, 0.8135)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0861, 0.8576, 0.4545)>
    Rotation: <Euler (x=2.4502, y=-0.0121, z=-0.7151), order='XYZ'>
    Matrix:
      <Vector (0.7550, -0.5109, -0.4110, 0.0861)>
      <Vector (-0.6556, -0.5766, -0.4876, 0.8576)>
      <Vector (0.0121, 0.6376, -0.7703, 0.4545)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0691, 0.8379, 0.4760)>
    Rotation: <Euler (x=2.9208, y=0.0239, z=-0.6465), order='XYZ'>
    Matrix:
      <Vector (0.7980, -0.5836, -0.1505, 0.0691)>
      <Vector (-0.6022, -0.7820, -0.1607, 0.8379)>
      <Vector (-0.0239, 0.2189, -0.9755, 0.4760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0487, 0.8104, 0.4837)>
    Rotation: <Euler (x=-3.1260, y=0.0300, z=-0.5926), order='XYZ'>
    Matrix:
      <Vector (0.8291, -0.5589, -0.0162, 0.0487)>
      <Vector (-0.5583, -0.8291, 0.0297, 0.8104)>
      <Vector (-0.0300, -0.0156, -0.9994, 0.4837)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0338, 0.7890, 0.4833)>
    Rotation: <Euler (x=-3.1260, y=0.0300, z=-0.5926), order='XYZ'>
    Matrix:
      <Vector (0.8291, -0.5589, -0.0162, 0.0338)>
      <Vector (-0.5583, -0.8291, 0.0297, 0.7890)>
      <Vector (-0.0300, -0.0156, -0.9994, 0.4833)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1058, 0.8419, 0.4537)>
    Rotation: <Euler (x=2.4504, y=-0.0110, z=-0.7131), order='XYZ'>
    Matrix:
      <Vector (0.7563, -0.5093, -0.4106, 0.1058)>
      <Vector (-0.6541, -0.5782, -0.4876, 0.8419)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0907, 0.8244, 0.4728)>
    Rotation: <Euler (x=2.9209, y=0.0243, z=-0.6437), order='XYZ'>
    Matrix:
      <Vector (0.7996, -0.5813, -0.1504, 0.0907)>
      <Vector (-0.6000, -0.7837, -0.1608, 0.8244)>
      <Vector (-0.0243, 0.2188, -0.9755, 0.4728)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0737, 0.8016, 0.4792)>
    Rotation: <Euler (x=-3.1262, y=0.0286, z=-0.5992), order='XYZ'>
    Matrix:
      <Vector (0.8254, -0.5643, -0.0149, 0.0737)>
      <Vector (-0.5638, -0.8254, 0.0288, 0.8016)>
      <Vector (-0.0286, -0.0154, -0.9995, 0.4792)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0606, 0.7828, 0.4788)>
    Rotation: <Euler (x=-3.1262, y=0.0286, z=-0.5992), order='XYZ'>
    Matrix:
      <Vector (0.8254, -0.5643, -0.0149, 0.0606)>
      <Vector (-0.5638, -0.8254, 0.0288, 0.7828)>
      <Vector (-0.0286, -0.0154, -0.9995, 0.4788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1253, 0.8299, 0.4493)>
    Rotation: <Euler (x=2.4399, y=0.0439, z=-0.6585), order='XYZ'>
    Matrix:
      <Vector (0.7901, -0.4450, -0.4215, 0.1253)>
      <Vector (-0.6114, -0.6214, -0.4901, 0.8299)>
      <Vector (-0.0439, 0.6449, -0.7630, 0.4493)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1125, 0.8120, 0.4679)>
    Rotation: <Euler (x=2.9210, y=0.0328, z=-0.6410), order='XYZ'>
    Matrix:
      <Vector (0.8011, -0.5777, -0.1565, 0.1125)>
      <Vector (-0.5977, -0.7864, -0.1562, 0.8120)>
      <Vector (-0.0328, 0.2187, -0.9752, 0.4679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0996, 0.7946, 0.4728)>
    Rotation: <Euler (x=-3.1266, y=0.0359, z=-0.6140), order='XYZ'>
    Matrix:
      <Vector (0.8168, -0.5765, -0.0207, 0.0996)>
      <Vector (-0.5757, -0.8170, 0.0329, 0.7946)>
      <Vector (-0.0359, -0.0149, -0.9992, 0.4728)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0902, 0.7811, 0.4725)>
    Rotation: <Euler (x=-3.1266, y=0.0359, z=-0.6140), order='XYZ'>
    Matrix:
      <Vector (0.8168, -0.5765, -0.0207, 0.0902)>
      <Vector (-0.5757, -0.8170, 0.0329, 0.7811)>
      <Vector (-0.0359, -0.0149, -0.9992, 0.4725)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0825, 1.2128, 0.0829)>
    Rotation: <Euler (x=1.0772, y=-2.1823, z=1.0431), order='XYZ'>
    Matrix:
      <Vector (-0.2891, -0.7725, 0.5654, -0.0825)>
      <Vector (-0.4960, -0.3844, -0.7786, 1.2128)>
      <Vector (0.8188, -0.5055, -0.2720, 0.0829)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1917, 1.1585, 0.0115)>
    Rotation: <Euler (x=-1.1434, y=-1.3602, z=-2.1188), order='XYZ'>
    Matrix:
      <Vector (-0.1089, -0.1098, 0.9880, -0.1917)>
      <Vector (-0.1784, -0.9756, -0.1281, 1.1585)>
      <Vector (0.9779, -0.1902, 0.0866, 0.0115)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2130, 0.9693, -0.0254)>
    Rotation: <Euler (x=1.5001, y=-0.1642, z=1.4811), order='XYZ'>
    Matrix:
      <Vector (0.0884, -0.0850, 0.9924, -0.2130)>
      <Vector (0.9826, -0.1561, -0.1009, 0.9693)>
      <Vector (0.1635, 0.9841, 0.0697, -0.0254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2352, 0.9285, 0.2321)>
    Rotation: <Euler (x=1.5323, y=-0.4046, z=1.1157), order='XYZ'>
    Matrix:
      <Vector (0.4041, -0.2074, 0.8909, -0.2352)>
      <Vector (0.8257, -0.3364, -0.4528, 0.9285)>
      <Vector (0.3936, 0.9186, 0.0354, 0.2321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2247, 0.9324, 0.2774)>
    Rotation: <Euler (x=1.9132, y=0.3950, z=1.0822), order='XYZ'>
    Matrix:
      <Vector (0.4332, 0.4666, 0.7711, -0.2247)>
      <Vector (0.8150, 0.1625, -0.5562, 0.9324)>
      <Vector (-0.3848, 0.8694, -0.3099, 0.2774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2067, 0.9394, 0.3094)>
    Rotation: <Euler (x=1.8997, y=-0.1003, z=1.0354), order='XYZ'>
    Matrix:
      <Vector (0.5076, 0.2294, 0.8305, -0.2067)>
      <Vector (0.8557, -0.2463, -0.4551, 0.9394)>
      <Vector (0.1001, 0.9417, -0.3213, 0.3094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1993, 0.9312, 0.3402)>
    Rotation: <Euler (x=1.8418, y=-0.2541, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (0.4836, 0.1109, 0.8683, -0.1993)>
      <Vector (0.8384, -0.3435, -0.4231, 0.9312)>
      <Vector (0.2513, 0.9326, -0.2591, 0.3402)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1968, 0.9210, 0.3652)>
    Rotation: <Euler (x=1.8418, y=-0.2541, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (0.4836, 0.1109, 0.8683, -0.1968)>
      <Vector (0.8384, -0.3435, -0.4231, 0.9210)>
      <Vector (0.2513, 0.9326, -0.2591, 0.3652)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2450, 0.9200, 0.3496)>
    Rotation: <Euler (x=1.9938, y=-0.3492, z=1.1037), order='XYZ'>
    Matrix:
      <Vector (0.4231, 0.2260, 0.8774, -0.2450)>
      <Vector (0.8390, -0.4634, -0.2852, 0.9200)>
      <Vector (0.3421, 0.8569, -0.3857, 0.3496)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2383, 0.9058, 0.3753)>
    Rotation: <Euler (x=2.4812, y=-0.4049, z=1.0593), order='XYZ'>
    Matrix:
      <Vector (0.4499, 0.5704, 0.6872, -0.2383)>
      <Vector (0.8015, -0.5972, -0.0290, 0.9058)>
      <Vector (0.3939, 0.5638, -0.7259, 0.3753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2214, 0.8880, 0.3921)>
    Rotation: <Euler (x=2.7350, y=-0.4300, z=1.0144), order='XYZ'>
    Matrix:
      <Vector (0.4801, 0.6928, 0.5380, -0.2214)>
      <Vector (0.7719, -0.6251, 0.1162, 0.8880)>
      <Vector (0.4168, 0.3595, -0.8349, 0.3921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2054, 0.8740, 0.4004)>
    Rotation: <Euler (x=2.7350, y=-0.4300, z=1.0144), order='XYZ'>
    Matrix:
      <Vector (0.4801, 0.6928, 0.5380, -0.2054)>
      <Vector (0.7719, -0.6251, 0.1162, 0.8740)>
      <Vector (0.4168, 0.3595, -0.8349, 0.4004)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2550, 0.8999, 0.3443)>
    Rotation: <Euler (x=1.9935, y=-0.3569, z=1.1044), order='XYZ'>
    Matrix:
      <Vector (0.4213, 0.2231, 0.8790, -0.2550)>
      <Vector (0.8369, -0.4691, -0.2821, 0.8999)>
      <Vector (0.3494, 0.8545, -0.3844, 0.3443)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2479, 0.8848, 0.3716)>
    Rotation: <Euler (x=2.4811, y=-0.4107, z=1.0596), order='XYZ'>
    Matrix:
      <Vector (0.4485, 0.5689, 0.6893, -0.2479)>
      <Vector (0.7996, -0.5999, -0.0252, 0.8848)>
      <Vector (0.3992, 0.5625, -0.7240, 0.3716)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2284, 0.8642, 0.3909)>
    Rotation: <Euler (x=2.7322, y=-0.4316, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (0.4745, 0.6953, 0.5399, -0.2284)>
      <Vector (0.7745, -0.6212, 0.1193, 0.8642)>
      <Vector (0.4183, 0.3616, -0.8332, 0.3909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2111, 0.8490, 0.3999)>
    Rotation: <Euler (x=2.7322, y=-0.4316, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (0.4745, 0.6953, 0.5399, -0.2111)>
      <Vector (0.7745, -0.6212, 0.1193, 0.8490)>
      <Vector (0.4183, 0.3616, -0.8332, 0.3999)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2646, 0.8786, 0.3350)>
    Rotation: <Euler (x=1.9940, y=-0.3519, z=1.1029), order='XYZ'>
    Matrix:
      <Vector (0.4234, 0.2248, 0.8776, -0.2646)>
      <Vector (0.8378, -0.4657, -0.2849, 0.8786)>
      <Vector (0.3447, 0.8559, -0.3855, 0.3350)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2584, 0.8654, 0.3590)>
    Rotation: <Euler (x=2.4833, y=-0.4102, z=1.0542), order='XYZ'>
    Matrix:
      <Vector (0.4529, 0.5673, 0.6878, -0.2584)>
      <Vector (0.7974, -0.6028, -0.0279, 0.8654)>
      <Vector (0.3988, 0.5610, -0.7254, 0.3590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2426, 0.8487, 0.3745)>
    Rotation: <Euler (x=2.7313, y=-0.4261, z=1.0232), order='XYZ'>
    Matrix:
      <Vector (0.4741, 0.6971, 0.5378, -0.2426)>
      <Vector (0.7774, -0.6182, 0.1159, 0.8487)>
      <Vector (0.4133, 0.3632, -0.8350, 0.3745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2262, 0.8343, 0.3831)>
    Rotation: <Euler (x=2.7313, y=-0.4261, z=1.0232), order='XYZ'>
    Matrix:
      <Vector (0.4741, 0.6971, 0.5378, -0.2262)>
      <Vector (0.7774, -0.6182, 0.1159, 0.8343)>
      <Vector (0.4133, 0.3632, -0.8350, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2741, 0.8631, 0.3195)>
    Rotation: <Euler (x=1.9936, y=-0.3560, z=1.1040), order='XYZ'>
    Matrix:
      <Vector (0.4218, 0.2234, 0.8787, -0.2741)>
      <Vector (0.8370, -0.4685, -0.2826, 0.8631)>
      <Vector (0.3485, 0.8548, -0.3846, 0.3195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2683, 0.8507, 0.3419)>
    Rotation: <Euler (x=2.4838, y=-0.4153, z=1.0528), order='XYZ'>
    Matrix:
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      <Vector (0.7950, -0.6061, -0.0253, 0.8507)>
      <Vector (0.4034, 0.5594, -0.7241, 0.3419)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2536, 0.8351, 0.3565)>
    Rotation: <Euler (x=2.7262, y=-0.4244, z=1.0355), order='XYZ'>
    Matrix:
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      <Vector (0.7838, -0.6096, 0.1182, 0.8351)>
      <Vector (0.4118, 0.3677, -0.8338, 0.3565)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2432, 0.8260, 0.3619)>
    Rotation: <Euler (x=2.7262, y=-0.4244, z=1.0355), order='XYZ'>
    Matrix:
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      <Vector (0.7838, -0.6096, 0.1182, 0.8260)>
      <Vector (0.4118, 0.3677, -0.8338, 0.3619)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1286, 0.8207, 0.0350)>
    Rotation: <Euler (x=0.7279, y=0.0105, z=-2.8989), order='XYZ'>
    Matrix:
      <Vector (-0.9706, 0.1727, -0.1675, 0.1286)>
      <Vector (-0.2403, -0.7264, 0.6439, 0.8207)>
      <Vector (-0.0105, 0.6653, 0.7465, 0.0350)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2003, 0.5189, 0.3114)>
    Rotation: <Euler (x=-0.1989, y=-0.1495, z=-2.8831), order='XYZ'>
    Matrix:
      <Vector (-0.9560, 0.2222, 0.1916, 0.2003)>
      <Vector (-0.2528, -0.9552, -0.1537, 0.5189)>
      <Vector (0.1489, -0.1954, 0.9694, 0.3114)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1103, 0.2278)>
    Rotation: <Euler (x=0.8642, y=-0.1444, z=-3.0034), order='XYZ'>
    Matrix:
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      <Vector (-0.1363, -0.6280, 0.7662, 0.1103)>
      <Vector (0.1439, 0.7527, 0.6425, 0.2278)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0003, 0.3596)>
    Rotation: <Euler (x=-1.5306, y=-2.8969, z=0.0157), order='XYZ'>
    Matrix:
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      <Vector (-0.0152, 0.0440, 0.9989, 0.0003)>
      <Vector (0.2422, 0.9694, -0.0390, 0.3596)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0036, 0.4327)>
    Rotation: <Euler (x=-1.5306, y=-2.8969, z=0.0157), order='XYZ'>
    Matrix:
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      <Vector (-0.0152, 0.0440, 0.9989, 0.0036)>
      <Vector (0.2422, 0.9694, -0.0390, 0.4327)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0750, 0.8282, -0.0462)>
    Rotation: <Euler (x=0.5059, y=0.6857, z=2.8619), order='XYZ'>
    Matrix:
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      <Vector (0.2137, -0.7560, 0.6187, 0.8282)>
      <Vector (-0.6332, 0.3751, 0.6770, -0.0462)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2980, 0.5139, 0.1097)>
    Rotation: <Euler (x=-0.5132, y=0.7899, z=2.8102), order='XYZ'>
    Matrix:
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      <Vector (0.2290, -0.9372, -0.2630, 0.5139)>
      <Vector (-0.7103, -0.3456, 0.6132, 0.1097)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0393)>
    Rotation: <Euler (x=0.7737, y=0.8020, z=2.9379), order='XYZ'>
    Matrix:
      <Vector (-0.6809, -0.6366, -0.3621, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7187, 0.4859, 0.4973, -0.0393)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6169, -0.7858, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7868, 0.6171, -0.0123, 0.0499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0983)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6169, -0.7858, 0.0439, -0.4565)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7868, 0.6171, -0.0123, 0.0983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 16
  Bone: mixamorig:Hips
    Location: <Vector (0.0271, 0.8657, 0.0088)>
    Rotation: <Euler (x=0.2119, y=-0.4085, z=-0.0439), order='XYZ'>
    Matrix:
      <Vector (0.9168, -0.0406, -0.3972, 0.0271)>
      <Vector (-0.0402, 0.9803, -0.1931, 0.8657)>
      <Vector (0.3973, 0.1931, 0.8972, 0.0088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0247, 0.9418, 0.0221)>
    Rotation: <Euler (x=0.2352, y=-0.4225, z=-0.0310), order='XYZ'>
    Matrix:
      <Vector (0.9116, -0.0654, -0.4058, 0.0247)>
      <Vector (-0.0282, 0.9750, -0.2206, 0.9418)>
      <Vector (0.4101, 0.2126, 0.8869, 0.0221)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0188, 1.0297, 0.0413)>
    Rotation: <Euler (x=0.3608, y=-0.4414, z=-0.0123), order='XYZ'>
    Matrix:
      <Vector (0.9041, -0.1393, -0.4041, 0.0188)>
      <Vector (-0.0111, 0.9374, -0.3481, 1.0297)>
      <Vector (0.4272, 0.3192, 0.8459, 0.0413)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0044, 1.1263, 0.0741)>
    Rotation: <Euler (x=0.4877, y=-0.4607, z=0.0032), order='XYZ'>
    Matrix:
      <Vector (0.8957, -0.2111, -0.3913, 0.0044)>
      <Vector (0.0028, 0.8827, -0.4699, 1.1263)>
      <Vector (0.4446, 0.4198, 0.7913, 0.0741)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0201, 1.2286, 0.1228)>
    Rotation: <Euler (x=0.4025, y=-0.3804, z=-0.0076), order='XYZ'>
    Matrix:
      <Vector (0.9285, -0.1385, -0.3446, -0.0201)>
      <Vector (-0.0071, 0.9212, -0.3891, 1.2286)>
      <Vector (0.3713, 0.3637, 0.8543, 0.1228)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0391, 1.3186, 0.1720)>
    Rotation: <Euler (x=-0.0328, y=-0.0791, z=0.0077), order='XYZ'>
    Matrix:
      <Vector (0.9968, -0.0052, -0.0793, -0.0391)>
      <Vector (0.0077, 0.9995, 0.0322, 1.3186)>
      <Vector (0.0791, -0.0327, 0.9963, 0.1720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0428, 1.5594, 0.1956)>
    Rotation: <Euler (x=-0.0328, y=-0.0791, z=0.0077), order='XYZ'>
    Matrix:
      <Vector (0.9968, -0.0052, -0.0793, -0.0428)>
      <Vector (0.0077, 0.9995, 0.0322, 1.5594)>
      <Vector (0.0791, -0.0327, 0.9963, 0.1956)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0467, 1.2148, 0.1450)>
    Rotation: <Euler (x=-0.2721, y=2.1529, z=-2.0891), order='XYZ'>
    Matrix:
      <Vector (0.2724, 0.9479, -0.1651, 0.0467)>
      <Vector (0.4776, -0.2821, -0.8321, 1.2148)>
      <Vector (-0.8353, 0.1478, -0.5295, 0.1450)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1807, 1.1749, 0.1659)>
    Rotation: <Euler (x=3.1260, y=0.8296, z=0.4613), order='XYZ'>
    Matrix:
      <Vector (0.6046, 0.4554, -0.6535, 0.1807)>
      <Vector (0.3005, -0.8902, -0.3423, 1.1749)>
      <Vector (-0.7376, 0.0105, -0.6751, 0.1659)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2688, 1.0026, 0.1679)>
    Rotation: <Euler (x=2.3471, y=0.1226, z=-1.0172), order='XYZ'>
    Matrix:
      <Vector (0.5218, -0.5501, -0.6520, 0.2688)>
      <Vector (-0.8443, -0.4426, -0.3022, 1.0026)>
      <Vector (-0.1223, 0.7082, -0.6954, 0.1679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1248, 0.8868, 0.3532)>
    Rotation: <Euler (x=1.9980, y=0.0290, z=-0.7020), order='XYZ'>
    Matrix:
      <Vector (0.7632, -0.2475, -0.5969, 0.1248)>
      <Vector (-0.6455, -0.3334, -0.6871, 0.8868)>
      <Vector (-0.0290, 0.9097, -0.4142, 0.3532)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0888, 0.8840, 0.3865)>
    Rotation: <Euler (x=2.5202, y=-0.6690, z=-1.0710), order='XYZ'>
    Matrix:
      <Vector (0.3760, -0.8867, -0.2692, 0.0888)>
      <Vector (-0.6885, -0.0728, -0.7216, 0.8840)>
      <Vector (0.6202, 0.4567, -0.6378, 0.3865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0532, 0.8826, 0.4031)>
    Rotation: <Euler (x=2.3597, y=-0.2962, z=-0.7881), order='XYZ'>
    Matrix:
      <Vector (0.6744, -0.6482, -0.3535, 0.0532)>
      <Vector (-0.6782, -0.3546, -0.6437, 0.8826)>
      <Vector (0.2919, 0.6739, -0.6787, 0.4031)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0327, 0.8705, 0.4252)>
    Rotation: <Euler (x=2.2818, y=-0.1251, z=-0.7092), order='XYZ'>
    Matrix:
      <Vector (0.7529, -0.4967, -0.4317, 0.0327)>
      <Vector (-0.6462, -0.4337, -0.6280, 0.8705)>
      <Vector (0.1248, 0.7518, -0.6475, 0.4252)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0215, 0.8591, 0.4438)>
    Rotation: <Euler (x=2.2818, y=-0.1251, z=-0.7092), order='XYZ'>
    Matrix:
      <Vector (0.7529, -0.4967, -0.4317, 0.0215)>
      <Vector (-0.6462, -0.4337, -0.6280, 0.8591)>
      <Vector (0.1248, 0.7518, -0.6475, 0.4438)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0697, 0.8724, 0.4590)>
    Rotation: <Euler (x=2.4548, y=-0.0198, z=-0.7157), order='XYZ'>
    Matrix:
      <Vector (0.7545, -0.5169, -0.4044, 0.0697)>
      <Vector (-0.6560, -0.5753, -0.4885, 0.8724)>
      <Vector (0.0198, 0.6339, -0.7732, 0.4590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0548, 0.8554, 0.4776)>
    Rotation: <Euler (x=2.9249, y=0.0159, z=-0.6475), order='XYZ'>
    Matrix:
      <Vector (0.7975, -0.5864, -0.1421, 0.0548)>
      <Vector (-0.6031, -0.7810, -0.1621, 0.8554)>
      <Vector (-0.0159, 0.2150, -0.9765, 0.4776)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0375, 0.8322, 0.4840)>
    Rotation: <Euler (x=-3.1222, y=0.0220, z=-0.5918), order='XYZ'>
    Matrix:
      <Vector (0.8297, -0.5581, -0.0075, 0.0375)>
      <Vector (-0.5577, -0.8295, 0.0284, 0.8322)>
      <Vector (-0.0220, -0.0194, -0.9996, 0.4840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0242, 0.8132, 0.4835)>
    Rotation: <Euler (x=-3.1222, y=0.0220, z=-0.5918), order='XYZ'>
    Matrix:
      <Vector (0.8297, -0.5581, -0.0075, 0.0242)>
      <Vector (-0.5577, -0.8295, 0.0284, 0.8132)>
      <Vector (-0.0220, -0.0194, -0.9996, 0.4835)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0875, 0.8572, 0.4574)>
    Rotation: <Euler (x=2.4545, y=-0.0170, z=-0.7163), order='XYZ'>
    Matrix:
      <Vector (0.7541, -0.5158, -0.4065, 0.0875)>
      <Vector (-0.6565, -0.5760, -0.4870, 0.8572)>
      <Vector (0.0170, 0.6342, -0.7730, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0703, 0.8376, 0.4788)>
    Rotation: <Euler (x=2.9249, y=0.0187, z=-0.6476), order='XYZ'>
    Matrix:
      <Vector (0.7974, -0.5860, -0.1443, 0.0703)>
      <Vector (-0.6032, -0.7813, -0.1605, 0.8376)>
      <Vector (-0.0187, 0.2150, -0.9764, 0.4788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0498, 0.8101, 0.4864)>
    Rotation: <Euler (x=-3.1222, y=0.0247, z=-0.5937), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5597, -0.0096, 0.0498)>
      <Vector (-0.5593, -0.8285, 0.0299, 0.8101)>
      <Vector (-0.0247, -0.0194, -0.9995, 0.4864)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0349, 0.7887, 0.4859)>
    Rotation: <Euler (x=-3.1222, y=0.0247, z=-0.5937), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5597, -0.0096, 0.0349)>
      <Vector (-0.5593, -0.8285, 0.0299, 0.7887)>
      <Vector (-0.0247, -0.0194, -0.9995, 0.4859)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1071, 0.8415, 0.4568)>
    Rotation: <Euler (x=2.4548, y=-0.0159, z=-0.7143), order='XYZ'>
    Matrix:
      <Vector (0.7554, -0.5142, -0.4061, 0.1071)>
      <Vector (-0.6550, -0.5777, -0.4871, 0.8415)>
      <Vector (0.0159, 0.6340, -0.7732, 0.4568)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0919, 0.8240, 0.4758)>
    Rotation: <Euler (x=2.9249, y=0.0191, z=-0.6448), order='XYZ'>
    Matrix:
      <Vector (0.7991, -0.5837, -0.1441, 0.0919)>
      <Vector (-0.6009, -0.7830, -0.1606, 0.8240)>
      <Vector (-0.0191, 0.2149, -0.9764, 0.4758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0749, 0.8012, 0.4820)>
    Rotation: <Euler (x=-3.1224, y=0.0232, z=-0.6003), order='XYZ'>
    Matrix:
      <Vector (0.8249, -0.5652, -0.0083, 0.0749)>
      <Vector (-0.5647, -0.8248, 0.0290, 0.8012)>
      <Vector (-0.0232, -0.0192, -0.9995, 0.4820)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0617, 0.7825, 0.4816)>
    Rotation: <Euler (x=-3.1224, y=0.0232, z=-0.6003), order='XYZ'>
    Matrix:
      <Vector (0.8249, -0.5652, -0.0083, 0.0617)>
      <Vector (-0.5647, -0.8248, 0.0290, 0.7825)>
      <Vector (-0.0232, -0.0192, -0.9995, 0.4816)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1267, 0.8295, 0.4525)>
    Rotation: <Euler (x=2.4440, y=0.0388, z=-0.6595), order='XYZ'>
    Matrix:
      <Vector (0.7897, -0.4499, -0.4171, 0.1267)>
      <Vector (-0.6123, -0.6209, -0.4895, 0.8295)>
      <Vector (-0.0388, 0.6419, -0.7658, 0.4525)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1137, 0.8116, 0.4710)>
    Rotation: <Euler (x=2.9250, y=0.0276, z=-0.6420), order='XYZ'>
    Matrix:
      <Vector (0.8006, -0.5801, -0.1503, 0.1137)>
      <Vector (-0.5986, -0.7857, -0.1559, 0.8116)>
      <Vector (-0.0276, 0.2148, -0.9763, 0.4710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1008, 0.7942, 0.4758)>
    Rotation: <Euler (x=-3.1228, y=0.0306, z=-0.6150), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5773, -0.0141, 0.1008)>
      <Vector (-0.5767, -0.8163, 0.0330, 0.7942)>
      <Vector (-0.0306, -0.0188, -0.9994, 0.4758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0914, 0.7808, 0.4755)>
    Rotation: <Euler (x=-3.1228, y=0.0306, z=-0.6150), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5773, -0.0141, 0.0914)>
      <Vector (-0.5767, -0.8163, 0.0330, 0.7808)>
      <Vector (-0.0306, -0.0188, -0.9994, 0.4755)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0793, 1.2127, 0.0857)>
    Rotation: <Euler (x=1.0872, y=-2.1801, z=1.0369), order='XYZ'>
    Matrix:
      <Vector (-0.2912, -0.7697, 0.5681, -0.0793)>
      <Vector (-0.4927, -0.3884, -0.7788, 1.2127)>
      <Vector (0.8201, -0.5067, -0.2661, 0.0857)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1881, 1.1579, 0.0141)>
    Rotation: <Euler (x=-1.1107, y=-1.3548, z=-2.1451), order='XYZ'>
    Matrix:
      <Vector (-0.1165, -0.1026, 0.9879, -0.1881)>
      <Vector (-0.1800, -0.9760, -0.1226, 1.1579)>
      <Vector (0.9768, -0.1921, 0.0952, 0.0141)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2080, 0.9686, -0.0232)>
    Rotation: <Euler (x=1.4914, y=-0.1615, z=1.4878), order='XYZ'>
    Matrix:
      <Vector (0.0819, -0.0923, 0.9924, -0.2080)>
      <Vector (0.9836, -0.1532, -0.0954, 0.9686)>
      <Vector (0.1608, 0.9839, 0.0782, -0.0232)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2321, 0.9285, 0.2343)>
    Rotation: <Euler (x=1.5211, y=-0.4061, z=1.1234), order='XYZ'>
    Matrix:
      <Vector (0.3974, -0.2155, 0.8920, -0.2321)>
      <Vector (0.8282, -0.3342, -0.4498, 0.9285)>
      <Vector (0.3950, 0.9175, 0.0457, 0.2343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2221, 0.9326, 0.2797)>
    Rotation: <Euler (x=1.9021, y=0.3931, z=1.0812), order='XYZ'>
    Matrix:
      <Vector (0.4344, 0.4574, 0.7759, -0.2221)>
      <Vector (0.8152, 0.1667, -0.5547, 0.9326)>
      <Vector (-0.3830, 0.8735, -0.3004, 0.2797)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2045, 0.9398, 0.3118)>
    Rotation: <Euler (x=1.8894, y=-0.1026, z=1.0396), order='XYZ'>
    Matrix:
      <Vector (0.5039, 0.2208, 0.8351, -0.2045)>
      <Vector (0.8577, -0.2426, -0.4534, 0.9398)>
      <Vector (0.1025, 0.9447, -0.3116, 0.3118)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1973, 0.9317, 0.3428)>
    Rotation: <Euler (x=1.8312, y=-0.2563, z=1.0536), order='XYZ'>
    Matrix:
      <Vector (0.4783, 0.1027, 0.8722, -0.1973)>
      <Vector (0.8408, -0.3402, -0.4211, 0.9317)>
      <Vector (0.2535, 0.9347, -0.2491, 0.3428)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1950, 0.9216, 0.3678)>
    Rotation: <Euler (x=1.8312, y=-0.2563, z=1.0536), order='XYZ'>
    Matrix:
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      <Vector (0.8408, -0.3402, -0.4211, 0.9216)>
      <Vector (0.2535, 0.9347, -0.2491, 0.3678)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2431, 0.9204, 0.3517)>
    Rotation: <Euler (x=1.9828, y=-0.3508, z=1.1107), order='XYZ'>
    Matrix:
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      <Vector (0.8414, -0.4600, -0.2836, 0.9204)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2366, 0.9063, 0.3776)>
    Rotation: <Euler (x=2.4701, y=-0.4070, z=1.0670), order='XYZ'>
    Matrix:
      <Vector (0.4433, 0.5667, 0.6945, -0.2366)>
      <Vector (0.8042, -0.5936, -0.0290, 0.9063)>
      <Vector (0.3958, 0.5714, -0.7189, 0.3776)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2198, 0.8886, 0.3945)>
    Rotation: <Euler (x=2.7238, y=-0.4325, z=1.0223), order='XYZ'>
    Matrix:
      <Vector (0.4734, 0.6912, 0.5460, -0.2198)>
      <Vector (0.7747, -0.6217, 0.1153, 0.8886)>
      <Vector (0.4192, 0.3684, -0.8298, 0.3945)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2039, 0.8746, 0.4031)>
    Rotation: <Euler (x=2.7238, y=-0.4325, z=1.0223), order='XYZ'>
    Matrix:
      <Vector (0.4734, 0.6912, 0.5460, -0.2039)>
      <Vector (0.7747, -0.6217, 0.1153, 0.8746)>
      <Vector (0.4192, 0.3684, -0.8298, 0.4031)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2529, 0.9003, 0.3464)>
    Rotation: <Euler (x=1.9824, y=-0.3586, z=1.1115), order='XYZ'>
    Matrix:
      <Vector (0.4151, 0.2161, 0.8837, -0.2529)>
      <Vector (0.8394, -0.4657, -0.2804, 0.9003)>
      <Vector (0.3509, 0.8582, -0.3747, 0.3464)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2461, 0.8853, 0.3738)>
    Rotation: <Euler (x=2.4699, y=-0.4128, z=1.0673), order='XYZ'>
    Matrix:
      <Vector (0.4419, 0.5652, 0.6966, -0.2461)>
      <Vector (0.8023, -0.5963, -0.0252, 0.8853)>
      <Vector (0.4012, 0.5700, -0.7170, 0.3738)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2267, 0.8647, 0.3933)>
    Rotation: <Euler (x=2.7210, y=-0.4341, z=1.0291), order='XYZ'>
    Matrix:
      <Vector (0.4678, 0.6936, 0.5478, -0.2267)>
      <Vector (0.7774, -0.6178, 0.1184, 0.8647)>
      <Vector (0.4206, 0.3704, -0.8282, 0.3933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2095, 0.8496, 0.4026)>
    Rotation: <Euler (x=2.7210, y=-0.4341, z=1.0291), order='XYZ'>
    Matrix:
      <Vector (0.4678, 0.6936, 0.5478, -0.2095)>
      <Vector (0.7774, -0.6178, 0.1184, 0.8496)>
      <Vector (0.4206, 0.3704, -0.8282, 0.4026)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2624, 0.8789, 0.3370)>
    Rotation: <Euler (x=1.9830, y=-0.3536, z=1.1100), order='XYZ'>
    Matrix:
      <Vector (0.4172, 0.2178, 0.8823, -0.2624)>
      <Vector (0.8403, -0.4623, -0.2832, 0.8789)>
      <Vector (0.3463, 0.8596, -0.3758, 0.3370)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2564, 0.8658, 0.3611)>
    Rotation: <Euler (x=2.4721, y=-0.4123, z=1.0619), order='XYZ'>
    Matrix:
      <Vector (0.4464, 0.5636, 0.6951, -0.2564)>
      <Vector (0.8001, -0.5992, -0.0279, 0.8658)>
      <Vector (0.4008, 0.5686, -0.7184, 0.3611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2407, 0.8492, 0.3769)>
    Rotation: <Euler (x=2.7202, y=-0.4285, z=1.0310), order='XYZ'>
    Matrix:
      <Vector (0.4675, 0.6954, 0.5458, -0.2407)>
      <Vector (0.7803, -0.6148, 0.1150, 0.8492)>
      <Vector (0.4155, 0.3721, -0.8300, 0.3769)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2244, 0.8348, 0.3857)>
    Rotation: <Euler (x=2.7202, y=-0.4285, z=1.0310), order='XYZ'>
    Matrix:
      <Vector (0.4675, 0.6954, 0.5458, -0.2244)>
      <Vector (0.7803, -0.6148, 0.1150, 0.8348)>
      <Vector (0.4155, 0.3721, -0.8300, 0.3857)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2717, 0.8632, 0.3215)>
    Rotation: <Euler (x=1.9826, y=-0.3577, z=1.1111), order='XYZ'>
    Matrix:
      <Vector (0.4156, 0.2164, 0.8835, -0.2717)>
      <Vector (0.8395, -0.4651, -0.2810, 0.8632)>
      <Vector (0.3501, 0.8584, -0.3749, 0.3215)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2661, 0.8510, 0.3440)>
    Rotation: <Euler (x=2.4726, y=-0.4175, z=1.0606), order='XYZ'>
    Matrix:
      <Vector (0.4464, 0.5618, 0.6965, -0.2661)>
      <Vector (0.7977, -0.6025, -0.0253, 0.8510)>
      <Vector (0.4054, 0.5669, -0.7171, 0.3440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2514, 0.8355, 0.3588)>
    Rotation: <Euler (x=2.7150, y=-0.4267, z=1.0434), order='XYZ'>
    Matrix:
      <Vector (0.4582, 0.7005, 0.5472, -0.2514)>
      <Vector (0.7866, -0.6062, 0.1174, 0.8355)>
      <Vector (0.4139, 0.3766, -0.8288, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2411, 0.8264, 0.3643)>
    Rotation: <Euler (x=2.7150, y=-0.4267, z=1.0434), order='XYZ'>
    Matrix:
      <Vector (0.4582, 0.7005, 0.5472, -0.2411)>
      <Vector (0.7866, -0.6062, 0.1174, 0.8264)>
      <Vector (0.4139, 0.3766, -0.8288, 0.3643)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1317, 0.8204, 0.0388)>
    Rotation: <Euler (x=0.7282, y=0.0134, z=-2.9003), order='XYZ'>
    Matrix:
      <Vector (-0.9709, 0.1697, -0.1688, 0.1317)>
      <Vector (-0.2390, -0.7269, 0.6438, 0.8204)>
      <Vector (-0.0134, 0.6655, 0.7463, 0.0388)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2022, 0.5184, 0.3153)>
    Rotation: <Euler (x=-0.2082, y=-0.1457, z=-2.8861), order='XYZ'>
    Matrix:
      <Vector (-0.9573, 0.2182, 0.1897, 0.2022)>
      <Vector (-0.2500, -0.9542, -0.1641, 0.5184)>
      <Vector (0.1452, -0.2045, 0.9680, 0.3153)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1102, 0.2279)>
    Rotation: <Euler (x=0.8643, y=-0.1414, z=-3.0017), order='XYZ'>
    Matrix:
      <Vector (-0.9804, 0.1967, -0.0155, 0.2955)>
      <Vector (-0.1380, -0.6279, 0.7660, 0.1102)>
      <Vector (0.1409, 0.7531, 0.6427, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0002, 0.3597)>
    Rotation: <Euler (x=-1.5308, y=-2.8999, z=0.0175), order='XYZ'>
    Matrix:
      <Vector (-0.9708, 0.2385, -0.0270, 0.3300)>
      <Vector (-0.0169, 0.0441, 0.9989, 0.0002)>
      <Vector (0.2394, 0.9702, -0.0388, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3479, 0.0035, 0.4328)>
    Rotation: <Euler (x=-1.5308, y=-2.8999, z=0.0175), order='XYZ'>
    Matrix:
      <Vector (-0.9708, 0.2385, -0.0270, 0.3479)>
      <Vector (-0.0170, 0.0441, 0.9989, 0.0035)>
      <Vector (0.2394, 0.9702, -0.0388, 0.4328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0715, 0.8282, -0.0435)>
    Rotation: <Euler (x=0.5005, y=0.6889, z=2.8571), order='XYZ'>
    Matrix:
      <Vector (-0.7409, -0.5390, -0.4006, -0.0715)>
      <Vector (0.2166, -0.7564, 0.6171, 0.8282)>
      <Vector (-0.6357, 0.3705, 0.6772, -0.0435)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2955, 0.5138, 0.1105)>
    Rotation: <Euler (x=-0.5154, y=0.7884, z=2.8029), order='XYZ'>
    Matrix:
      <Vector (-0.6649, 0.0406, -0.7458, -0.2955)>
      <Vector (0.2342, -0.9368, -0.2599, 0.5138)>
      <Vector (-0.7092, -0.3475, 0.6134, 0.1105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0393)>
    Rotation: <Euler (x=0.7737, y=0.8020, z=2.9379), order='XYZ'>
    Matrix:
      <Vector (-0.6809, -0.6366, -0.3621, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7187, 0.4859, 0.4974, -0.0393)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6170, -0.7858, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7868, 0.6171, -0.0123, 0.0499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0983)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6170, -0.7858, 0.0439, -0.4565)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7868, 0.6171, -0.0123, 0.0983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 17
  Bone: mixamorig:Hips
    Location: <Vector (0.0305, 0.8655, 0.0122)>
    Rotation: <Euler (x=0.2153, y=-0.4132, z=-0.0457), order='XYZ'>
    Matrix:
      <Vector (0.9149, -0.0410, -0.4016, 0.0305)>
      <Vector (-0.0419, 0.9798, -0.1955, 0.8655)>
      <Vector (0.4015, 0.1957, 0.8947, 0.0122)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0280, 0.9415, 0.0257)>
    Rotation: <Euler (x=0.2373, y=-0.4267, z=-0.0328), order='XYZ'>
    Matrix:
      <Vector (0.9099, -0.0653, -0.4098, 0.0280)>
      <Vector (-0.0299, 0.9747, -0.2217, 0.9415)>
      <Vector (0.4138, 0.2140, 0.8848, 0.0257)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0221, 1.0294, 0.0450)>
    Rotation: <Euler (x=0.3600, y=-0.4446, z=-0.0132), order='XYZ'>
    Matrix:
      <Vector (0.9027, -0.1392, -0.4071, 0.0221)>
      <Vector (-0.0119, 0.9378, -0.3469, 1.0294)>
      <Vector (0.4301, 0.3180, 0.8449, 0.0450)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0078, 1.1260, 0.0778)>
    Rotation: <Euler (x=0.4840, y=-0.4630, z=0.0036), order='XYZ'>
    Matrix:
      <Vector (0.8947, -0.2110, -0.3937, 0.0078)>
      <Vector (0.0032, 0.8844, -0.4667, 1.1260)>
      <Vector (0.4466, 0.4163, 0.7920, 0.0778)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0167, 1.2286, 0.1260)>
    Rotation: <Euler (x=0.4007, y=-0.3833, z=-0.0067), order='XYZ'>
    Matrix:
      <Vector (0.9274, -0.1396, -0.3470, -0.0167)>
      <Vector (-0.0062, 0.9218, -0.3877, 1.2286)>
      <Vector (0.3740, 0.3617, 0.8540, 0.1260)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0358, 1.3186, 0.1751)>
    Rotation: <Euler (x=-0.0359, y=-0.0821, z=0.0075), order='XYZ'>
    Matrix:
      <Vector (0.9966, -0.0046, -0.0822, -0.0358)>
      <Vector (0.0075, 0.9993, 0.0353, 1.3186)>
      <Vector (0.0820, -0.0358, 0.9960, 0.1751)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0395, 1.5595, 0.1978)>
    Rotation: <Euler (x=-0.0359, y=-0.0821, z=0.0075), order='XYZ'>
    Matrix:
      <Vector (0.9966, -0.0046, -0.0822, -0.0395)>
      <Vector (0.0075, 0.9993, 0.0353, 1.5595)>
      <Vector (0.0820, -0.0358, 0.9960, 0.1978)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0501, 1.2147, 0.1484)>
    Rotation: <Euler (x=-0.2809, y=2.1517, z=-2.0972), order='XYZ'>
    Matrix:
      <Vector (0.2758, 0.9472, -0.1639, 0.0501)>
      <Vector (0.4745, -0.2824, -0.8337, 1.2147)>
      <Vector (-0.8359, 0.1522, -0.5273, 0.1484)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1839, 1.1748, 0.1699)>
    Rotation: <Euler (x=3.1233, y=0.8232, z=0.4612), order='XYZ'>
    Matrix:
      <Vector (0.6088, 0.4570, -0.6485, 0.1839)>
      <Vector (0.3026, -0.8894, -0.3427, 1.1748)>
      <Vector (-0.7334, 0.0124, -0.6797, 0.1699)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2723, 1.0027, 0.1723)>
    Rotation: <Euler (x=2.3533, y=0.1206, z=-1.0142), order='XYZ'>
    Matrix:
      <Vector (0.5245, -0.5535, -0.6469, 0.2723)>
      <Vector (-0.8429, -0.4449, -0.3026, 1.0027)>
      <Vector (-0.1203, 0.7040, -0.6999, 0.1723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1274, 0.8862, 0.3566)>
    Rotation: <Euler (x=2.0018, y=0.0251, z=-0.7022), order='XYZ'>
    Matrix:
      <Vector (0.7632, -0.2525, -0.5948, 0.1274)>
      <Vector (-0.6457, -0.3337, -0.6868, 0.8862)>
      <Vector (-0.0251, 0.9082, -0.4177, 0.3566)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0913, 0.8834, 0.3896)>
    Rotation: <Euler (x=2.5266, y=-0.6712, z=-1.0752), order='XYZ'>
    Matrix:
      <Vector (0.3724, -0.8891, -0.2660, 0.0913)>
      <Vector (-0.6888, -0.0728, -0.7213, 0.8834)>
      <Vector (0.6220, 0.4518, -0.6396, 0.3896)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0556, 0.8820, 0.4060)>
    Rotation: <Euler (x=2.3641, y=-0.2998, z=-0.7897), order='XYZ'>
    Matrix:
      <Vector (0.6727, -0.6519, -0.3500, 0.0556)>
      <Vector (-0.6785, -0.3546, -0.6434, 0.8820)>
      <Vector (0.2953, 0.6702, -0.6809, 0.4060)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0349, 0.8699, 0.4281)>
    Rotation: <Euler (x=2.2856, y=-0.1290, z=-0.7100), order='XYZ'>
    Matrix:
      <Vector (0.7521, -0.5009, -0.4283, 0.0349)>
      <Vector (-0.6464, -0.4338, -0.6277, 0.8699)>
      <Vector (0.1286, 0.7489, -0.6501, 0.4281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0237, 0.8585, 0.4465)>
    Rotation: <Euler (x=2.2856, y=-0.1290, z=-0.7100), order='XYZ'>
    Matrix:
      <Vector (0.7521, -0.5009, -0.4283, 0.0237)>
      <Vector (-0.6464, -0.4338, -0.6277, 0.8585)>
      <Vector (0.1286, 0.7489, -0.6501, 0.4465)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0718, 0.8718, 0.4621)>
    Rotation: <Euler (x=2.4587, y=-0.0237, z=-0.7161), order='XYZ'>
    Matrix:
      <Vector (0.7542, -0.5205, -0.4004, 0.0718)>
      <Vector (-0.6562, -0.5754, -0.4881, 0.8718)>
      <Vector (0.0237, 0.6309, -0.7755, 0.4621)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0567, 0.8548, 0.4806)>
    Rotation: <Euler (x=2.9285, y=0.0118, z=-0.6477), order='XYZ'>
    Matrix:
      <Vector (0.7974, -0.5877, -0.1368, 0.0567)>
      <Vector (-0.6033, -0.7809, -0.1617, 0.8548)>
      <Vector (-0.0118, 0.2115, -0.9773, 0.4806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0394, 0.8316, 0.4868)>
    Rotation: <Euler (x=-3.1189, y=0.0177, z=-0.5920), order='XYZ'>
    Matrix:
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      <Vector (-0.5580, -0.8294, 0.0287, 0.8316)>
      <Vector (-0.0177, -0.0227, -0.9996, 0.4868)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0262, 0.8126, 0.4863)>
    Rotation: <Euler (x=-3.1189, y=0.0177, z=-0.5920), order='XYZ'>
    Matrix:
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      <Vector (-0.5580, -0.8294, 0.0287, 0.8126)>
      <Vector (-0.0177, -0.0227, -0.9996, 0.4863)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0896, 0.8566, 0.4605)>
    Rotation: <Euler (x=2.4584, y=-0.0209, z=-0.7166), order='XYZ'>
    Matrix:
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      <Vector (-0.6567, -0.5761, -0.4866, 0.8566)>
      <Vector (0.0209, 0.6311, -0.7754, 0.4605)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0722, 0.8370, 0.4819)>
    Rotation: <Euler (x=2.9285, y=0.0146, z=-0.6478), order='XYZ'>
    Matrix:
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      <Vector (-0.6034, -0.7812, -0.1601, 0.8370)>
      <Vector (-0.0146, 0.2115, -0.9773, 0.4819)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0517, 0.8095, 0.4893)>
    Rotation: <Euler (x=-3.1189, y=0.0204, z=-0.5939), order='XYZ'>
    Matrix:
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      <Vector (-0.5595, -0.8283, 0.0302, 0.8095)>
      <Vector (-0.0204, -0.0227, -0.9995, 0.4893)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0368, 0.7881, 0.4887)>
    Rotation: <Euler (x=-3.1189, y=0.0204, z=-0.5939), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5598, -0.0042, 0.0368)>
      <Vector (-0.5595, -0.8283, 0.0302, 0.7881)>
      <Vector (-0.0204, -0.0227, -0.9995, 0.4887)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1092, 0.8409, 0.4600)>
    Rotation: <Euler (x=2.4586, y=-0.0197, z=-0.7147), order='XYZ'>
    Matrix:
      <Vector (0.7552, -0.5178, -0.4020, 0.1092)>
      <Vector (-0.6552, -0.5777, -0.4867, 0.8409)>
      <Vector (0.0197, 0.6310, -0.7756, 0.4600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0938, 0.8234, 0.4789)>
    Rotation: <Euler (x=2.9285, y=0.0150, z=-0.6450), order='XYZ'>
    Matrix:
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      <Vector (-0.6011, -0.7829, -0.1602, 0.8234)>
      <Vector (-0.0150, 0.2115, -0.9773, 0.4789)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0768, 0.8006, 0.4851)>
    Rotation: <Euler (x=-3.1190, y=0.0189, z=-0.6005), order='XYZ'>
    Matrix:
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      <Vector (-0.5650, -0.8246, 0.0293, 0.8006)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0637, 0.7819, 0.4846)>
    Rotation: <Euler (x=-3.1190, y=0.0189, z=-0.6005), order='XYZ'>
    Matrix:
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      <Vector (-0.5650, -0.8246, 0.0293, 0.7819)>
      <Vector (-0.0189, -0.0226, -0.9996, 0.4846)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1288, 0.8289, 0.4559)>
    Rotation: <Euler (x=2.4476, y=0.0347, z=-0.6597), order='XYZ'>
    Matrix:
      <Vector (0.7897, -0.4536, -0.4131, 0.1288)>
      <Vector (-0.6125, -0.6210, -0.4891, 0.8289)>
      <Vector (-0.0347, 0.6392, -0.7682, 0.4559)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1157, 0.8110, 0.4743)>
    Rotation: <Euler (x=2.9286, y=0.0235, z=-0.6422), order='XYZ'>
    Matrix:
      <Vector (0.8005, -0.5815, -0.1450, 0.1157)>
      <Vector (-0.5988, -0.7856, -0.1555, 0.8110)>
      <Vector (-0.0235, 0.2114, -0.9771, 0.4743)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1027, 0.7936, 0.4790)>
    Rotation: <Euler (x=-3.1193, y=0.0264, z=-0.6152), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5774, -0.0087, 0.1027)>
      <Vector (-0.5769, -0.8161, 0.0334, 0.7936)>
      <Vector (-0.0264, -0.0222, -0.9994, 0.4790)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0933, 0.7801, 0.4786)>
    Rotation: <Euler (x=-3.1193, y=0.0264, z=-0.6152), order='XYZ'>
    Matrix:
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      <Vector (-0.5769, -0.8161, 0.0334, 0.7801)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0759, 1.2126, 0.0888)>
    Rotation: <Euler (x=1.0949, y=-2.1781, z=1.0317), order='XYZ'>
    Matrix:
      <Vector (-0.2929, -0.7679, 0.5697, -0.0759)>
      <Vector (-0.4897, -0.3913, -0.7792, 1.2126)>
      <Vector (0.8212, -0.5073, -0.2614, 0.0888)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1843, 1.1573, 0.0172)>
    Rotation: <Euler (x=-1.0888, y=-1.3496, z=-2.1620), order='XYZ'>
    Matrix:
      <Vector (-0.1223, -0.0969, 0.9878, -0.1843)>
      <Vector (-0.1821, -0.9761, -0.1183, 1.1573)>
      <Vector (0.9756, -0.1944, 0.1017, 0.0172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2031, 0.9680, -0.0205)>
    Rotation: <Euler (x=1.4849, y=-0.1595, z=1.4930), order='XYZ'>
    Matrix:
      <Vector (0.0767, -0.0979, 0.9922, -0.2031)>
      <Vector (0.9843, -0.1511, -0.0910, 0.9680)>
      <Vector (0.1588, 0.9837, 0.0847, -0.0205)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2287, 0.9285, 0.2369)>
    Rotation: <Euler (x=1.5125, y=-0.4071, z=1.1273), order='XYZ'>
    Matrix:
      <Vector (0.3940, -0.2223, 0.8918, -0.2287)>
      <Vector (0.8294, -0.3320, -0.4492, 0.9285)>
      <Vector (0.3960, 0.9167, 0.0535, 0.2369)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2190, 0.9327, 0.2824)>
    Rotation: <Euler (x=1.8936, y=0.3917, z=1.0784), order='XYZ'>
    Matrix:
      <Vector (0.4369, 0.4507, 0.7785, -0.2190)>
      <Vector (0.8145, 0.1691, -0.5550, 0.9327)>
      <Vector (-0.3818, 0.8765, -0.2932, 0.2824)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2017, 0.9400, 0.3146)>
    Rotation: <Euler (x=1.8816, y=-0.1043, z=1.0410), order='XYZ'>
    Matrix:
      <Vector (0.5026, 0.2138, 0.8377, -0.2017)>
      <Vector (0.8582, -0.2401, -0.4537, 0.9400)>
      <Vector (0.1041, 0.9469, -0.3041, 0.3146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1948, 0.9320, 0.3456)>
    Rotation: <Euler (x=1.8231, y=-0.2579, z=1.0561), order='XYZ'>
    Matrix:
      <Vector (0.4760, 0.0958, 0.8742, -0.1948)>
      <Vector (0.8417, -0.3378, -0.4212, 0.9320)>
      <Vector (0.2550, 0.9363, -0.2414, 0.3456)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1927, 0.9219, 0.3707)>
    Rotation: <Euler (x=1.8231, y=-0.2579, z=1.0561), order='XYZ'>
    Matrix:
      <Vector (0.4760, 0.0958, 0.8742, -0.1927)>
      <Vector (0.8417, -0.3378, -0.4212, 0.9219)>
      <Vector (0.2550, 0.9363, -0.2414, 0.3707)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2406, 0.9206, 0.3542)>
    Rotation: <Euler (x=1.9744, y=-0.3519, z=1.1141), order='XYZ'>
    Matrix:
      <Vector (0.4139, 0.2127, 0.8851, -0.2406)>
      <Vector (0.8425, -0.4577, -0.2841, 0.9206)>
      <Vector (0.3447, 0.8633, -0.3686, 0.3542)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2343, 0.9066, 0.3802)>
    Rotation: <Euler (x=2.4615, y=-0.4084, z=1.0709), order='XYZ'>
    Matrix:
      <Vector (0.4399, 0.5627, 0.6999, -0.2343)>
      <Vector (0.8054, -0.5919, -0.0304, 0.9066)>
      <Vector (0.3972, 0.5771, -0.7136, 0.3802)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2176, 0.8890, 0.3973)>
    Rotation: <Euler (x=2.7153, y=-0.4343, z=1.0264), order='XYZ'>
    Matrix:
      <Vector (0.4698, 0.6887, 0.5522, -0.2176)>
      <Vector (0.7760, -0.6204, 0.1136, 0.8890)>
      <Vector (0.4208, 0.3751, -0.8260, 0.3973)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2017, 0.8751, 0.4060)>
    Rotation: <Euler (x=2.7153, y=-0.4343, z=1.0264), order='XYZ'>
    Matrix:
      <Vector (0.4698, 0.6887, 0.5522, -0.2017)>
      <Vector (0.7760, -0.6204, 0.1136, 0.8751)>
      <Vector (0.4208, 0.3751, -0.8260, 0.4060)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2504, 0.9005, 0.3489)>
    Rotation: <Euler (x=1.9740, y=-0.3597, z=1.1150), order='XYZ'>
    Matrix:
      <Vector (0.4120, 0.2098, 0.8867, -0.2504)>
      <Vector (0.8405, -0.4634, -0.2809, 0.9005)>
      <Vector (0.3520, 0.8609, -0.3673, 0.3489)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2437, 0.8856, 0.3763)>
    Rotation: <Euler (x=2.4614, y=-0.4142, z=1.0713), order='XYZ'>
    Matrix:
      <Vector (0.4385, 0.5612, 0.7020, -0.2437)>
      <Vector (0.8036, -0.5946, -0.0266, 0.8856)>
      <Vector (0.4025, 0.5758, -0.7117, 0.3763)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2245, 0.8651, 0.3961)>
    Rotation: <Euler (x=2.7124, y=-0.4358, z=1.0332), order='XYZ'>
    Matrix:
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      <Vector (0.7787, -0.6165, 0.1166, 0.8651)>
      <Vector (0.4221, 0.3772, -0.8243, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2073, 0.8500, 0.4055)>
    Rotation: <Euler (x=2.7124, y=-0.4358, z=1.0332), order='XYZ'>
    Matrix:
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      <Vector (0.7787, -0.6165, 0.1166, 0.8500)>
      <Vector (0.4221, 0.3772, -0.8243, 0.4055)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2598, 0.8791, 0.3395)>
    Rotation: <Euler (x=1.9746, y=-0.3547, z=1.1134), order='XYZ'>
    Matrix:
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      <Vector (0.8414, -0.4601, -0.2837, 0.8791)>
      <Vector (0.3473, 0.8623, -0.3685, 0.3395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2539, 0.8661, 0.3637)>
    Rotation: <Euler (x=2.4635, y=-0.4138, z=1.0659), order='XYZ'>
    Matrix:
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      <Vector (0.8013, -0.5975, -0.0294, 0.8661)>
      <Vector (0.4021, 0.5743, -0.7131, 0.3637)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2384, 0.8495, 0.3796)>
    Rotation: <Euler (x=2.7116, y=-0.4303, z=1.0351), order='XYZ'>
    Matrix:
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      <Vector (0.7815, -0.6135, 0.1133, 0.8495)>
      <Vector (0.4171, 0.3789, -0.8261, 0.3796)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2221, 0.8352, 0.3885)>
    Rotation: <Euler (x=2.7116, y=-0.4303, z=1.0351), order='XYZ'>
    Matrix:
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      <Vector (0.7815, -0.6135, 0.1133, 0.8352)>
      <Vector (0.4171, 0.3789, -0.8261, 0.3885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2690, 0.8634, 0.3239)>
    Rotation: <Euler (x=1.9742, y=-0.3588, z=1.1146), order='XYZ'>
    Matrix:
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      <Vector (0.8406, -0.4628, -0.2814, 0.8634)>
      <Vector (0.3511, 0.8612, -0.3675, 0.3239)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2635, 0.8512, 0.3465)>
    Rotation: <Euler (x=2.4641, y=-0.4189, z=1.0646), order='XYZ'>
    Matrix:
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      <Vector (0.7990, -0.6008, -0.0267, 0.8512)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2489, 0.8358, 0.3614)>
    Rotation: <Euler (x=2.7065, y=-0.4284, z=1.0474), order='XYZ'>
    Matrix:
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      <Vector (0.7879, -0.6049, 0.1156, 0.8358)>
      <Vector (0.4154, 0.3834, -0.8249, 0.3614)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2386, 0.8267, 0.3671)>
    Rotation: <Euler (x=2.7065, y=-0.4284, z=1.0474), order='XYZ'>
    Matrix:
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      <Vector (0.7879, -0.6049, 0.1156, 0.8267)>
      <Vector (0.4154, 0.3834, -0.8249, 0.3671)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1349, 0.8200, 0.0426)>
    Rotation: <Euler (x=0.7287, y=0.0163, z=-2.9019), order='XYZ'>
    Matrix:
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      <Vector (-0.2374, -0.7273, 0.6440, 0.8200)>
      <Vector (-0.0163, 0.6658, 0.7460, 0.0426)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2041, 0.5178, 0.3193)>
    Rotation: <Euler (x=-0.2175, y=-0.1423, z=-2.8894), order='XYZ'>
    Matrix:
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      <Vector (-0.2470, -0.9532, -0.1744, 0.5178)>
      <Vector (0.1418, -0.2136, 0.9666, 0.3193)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1100, 0.2279)>
    Rotation: <Euler (x=0.8644, y=-0.1387, z=-3.0000), order='XYZ'>
    Matrix:
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      <Vector (-0.1398, -0.6278, 0.7658, 0.1100)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0001, 0.3598)>
    Rotation: <Euler (x=-1.5311, y=-2.9026, z=0.0193), order='XYZ'>
    Matrix:
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      <Vector (-0.0187, 0.0442, 0.9988, 0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3477, 0.0035, 0.4329)>
    Rotation: <Euler (x=-1.5311, y=-2.9026, z=0.0193), order='XYZ'>
    Matrix:
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      <Vector (-0.0187, 0.0442, 0.9988, 0.0035)>
      <Vector (0.2368, 0.9708, -0.0386, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0679, 0.8281, -0.0406)>
    Rotation: <Euler (x=0.4946, y=0.6915, z=2.8517), order='XYZ'>
    Matrix:
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      <Vector (0.2202, -0.7569, 0.6153, 0.8281)>
      <Vector (-0.6377, 0.3657, 0.6779, -0.0406)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2930, 0.5135, 0.1114)>
    Rotation: <Euler (x=-0.5176, y=0.7863, z=2.7956), order='XYZ'>
    Matrix:
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      <Vector (0.2396, -0.9363, -0.2569, 0.5135)>
      <Vector (-0.7077, -0.3495, 0.6140, 0.1114)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0393)>
    Rotation: <Euler (x=0.7739, y=0.8014, z=2.9380), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0500)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0984)>
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Frame: 18
  Bone: mixamorig:Hips
    Location: <Vector (0.0340, 0.8650, 0.0156)>
    Rotation: <Euler (x=0.2181, y=-0.4173, z=-0.0469), order='XYZ'>
    Matrix:
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      <Vector (-0.0428, 0.9793, -0.1976, 0.8650)>
      <Vector (0.4053, 0.1978, 0.8925, 0.0156)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0315, 0.9411, 0.0293)>
    Rotation: <Euler (x=0.2391, y=-0.4302, z=-0.0345), order='XYZ'>
    Matrix:
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      <Vector (-0.0313, 0.9744, -0.2227, 0.9411)>
      <Vector (0.4171, 0.2153, 0.8830, 0.0293)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0256, 1.0289, 0.0487)>
    Rotation: <Euler (x=0.3595, y=-0.4471, z=-0.0140), order='XYZ'>
    Matrix:
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      <Vector (-0.0126, 0.9381, -0.3461, 1.0289)>
      <Vector (0.4323, 0.3172, 0.8441, 0.0487)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0113, 1.1256, 0.0814)>
    Rotation: <Euler (x=0.4810, y=-0.4645, z=0.0037), order='XYZ'>
    Matrix:
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      <Vector (0.0033, 0.8858, -0.4641, 1.1256)>
      <Vector (0.4480, 0.4137, 0.7926, 0.0814)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0131, 1.2283, 0.1293)>
    Rotation: <Euler (x=0.3990, y=-0.3854, z=-0.0060), order='XYZ'>
    Matrix:
      <Vector (0.9266, -0.1406, -0.3487, -0.0131)>
      <Vector (-0.0055, 0.9223, -0.3865, 1.2283)>
      <Vector (0.3759, 0.3600, 0.8538, 0.1293)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0324, 1.3184, 0.1782)>
    Rotation: <Euler (x=-0.0376, y=-0.0838, z=0.0059), order='XYZ'>
    Matrix:
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      <Vector (0.0058, 0.9993, 0.0371, 1.3184)>
      <Vector (0.0837, -0.0375, 0.9958, 0.1782)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0357, 1.5593, 0.2006)>
    Rotation: <Euler (x=-0.0376, y=-0.0838, z=0.0059), order='XYZ'>
    Matrix:
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      <Vector (0.0058, 0.9993, 0.0371, 1.5593)>
      <Vector (0.0837, -0.0375, 0.9958, 0.2006)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0536, 1.2143, 0.1519)>
    Rotation: <Euler (x=-0.2881, y=2.1509, z=-2.1038), order='XYZ'>
    Matrix:
      <Vector (0.2785, 0.9465, -0.1628, 0.0536)>
      <Vector (0.4720, -0.2826, -0.8351, 1.2143)>
      <Vector (-0.8364, 0.1557, -0.5255, 0.1519)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1873, 1.1744, 0.1739)>
    Rotation: <Euler (x=3.1212, y=0.8189, z=0.4611), order='XYZ'>
    Matrix:
      <Vector (0.6117, 0.4582, -0.6449, 0.1873)>
      <Vector (0.3039, -0.8888, -0.3432, 1.1744)>
      <Vector (-0.7304, 0.0139, -0.6829, 0.1739)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2760, 1.0024, 0.1765)>
    Rotation: <Euler (x=2.3576, y=0.1194, z=-1.0116), order='XYZ'>
    Matrix:
      <Vector (0.5267, -0.5556, -0.6433, 0.2760)>
      <Vector (-0.8417, -0.4469, -0.3031, 1.0024)>
      <Vector (-0.1191, 0.7011, -0.7030, 0.1765)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1305, 0.8855, 0.3601)>
    Rotation: <Euler (x=2.0040, y=0.0212, z=-0.7003), order='XYZ'>
    Matrix:
      <Vector (0.7645, -0.2558, -0.5917, 0.1305)>
      <Vector (-0.6443, -0.3334, -0.6882, 0.8855)>
      <Vector (-0.0212, 0.9074, -0.4197, 0.3601)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0942, 0.8826, 0.3929)>
    Rotation: <Euler (x=2.5310, y=-0.6740, z=-1.0761), order='XYZ'>
    Matrix:
      <Vector (0.3710, -0.8910, -0.2619, 0.0942)>
      <Vector (-0.6877, -0.0740, -0.7223, 0.8826)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0585, 0.8812, 0.4092)>
    Rotation: <Euler (x=2.3667, y=-0.3034, z=-0.7886), order='XYZ'>
    Matrix:
      <Vector (0.6726, -0.6542, -0.3459, 0.0585)>
      <Vector (-0.6770, -0.3553, -0.6446, 0.8812)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0377, 0.8691, 0.4312)>
    Rotation: <Euler (x=2.2879, y=-0.1328, z=-0.7084), order='XYZ'>
    Matrix:
      <Vector (0.7527, -0.5034, -0.4243, 0.0377)>
      <Vector (-0.6449, -0.4341, -0.6290, 0.8691)>
      <Vector (0.1324, 0.7471, -0.6514, 0.4312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0264, 0.8576, 0.4496)>
    Rotation: <Euler (x=2.2879, y=-0.1328, z=-0.7084), order='XYZ'>
    Matrix:
      <Vector (0.7527, -0.5034, -0.4243, 0.0264)>
      <Vector (-0.6449, -0.4341, -0.6290, 0.8576)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0744, 0.8711, 0.4653)>
    Rotation: <Euler (x=2.4609, y=-0.0275, z=-0.7143), order='XYZ'>
    Matrix:
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      <Vector (-0.6548, -0.5759, -0.4895, 0.8711)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0593, 0.8540, 0.4837)>
    Rotation: <Euler (x=2.9304, y=0.0078, z=-0.6459), order='XYZ'>
    Matrix:
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      <Vector (-0.6019, -0.7818, -0.1628, 0.8540)>
      <Vector (-0.0078, 0.2096, -0.9778, 0.4837)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0420, 0.8308, 0.4900)>
    Rotation: <Euler (x=-3.1171, y=0.0137, z=-0.5902), order='XYZ'>
    Matrix:
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      <Vector (-0.5565, -0.8304, 0.0279, 0.8308)>
      <Vector (-0.0137, -0.0245, -0.9996, 0.4900)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0288, 0.8118, 0.4894)>
    Rotation: <Euler (x=-3.1171, y=0.0137, z=-0.5902), order='XYZ'>
    Matrix:
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      <Vector (-0.5565, -0.8304, 0.0279, 0.8118)>
      <Vector (-0.0137, -0.0245, -0.9996, 0.4894)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0923, 0.8559, 0.4639)>
    Rotation: <Euler (x=2.4606, y=-0.0247, z=-0.7149), order='XYZ'>
    Matrix:
      <Vector (0.7550, -0.5210, -0.3982, 0.0923)>
      <Vector (-0.6553, -0.5766, -0.4880, 0.8559)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0749, 0.8362, 0.4851)>
    Rotation: <Euler (x=2.9304, y=0.0106, z=-0.6460), order='XYZ'>
    Matrix:
      <Vector (0.7985, -0.5868, -0.1345, 0.0749)>
      <Vector (-0.6019, -0.7821, -0.1611, 0.8362)>
      <Vector (-0.0106, 0.2096, -0.9777, 0.4851)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0543, 0.8087, 0.4925)>
    Rotation: <Euler (x=-3.1171, y=0.0163, z=-0.5920), order='XYZ'>
    Matrix:
      <Vector (0.8297, -0.5582, 0.0001, 0.0543)>
      <Vector (-0.5580, -0.8293, 0.0294, 0.8087)>
      <Vector (-0.0163, -0.0245, -0.9996, 0.4925)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0395, 0.7873, 0.4919)>
    Rotation: <Euler (x=-3.1171, y=0.0163, z=-0.5920), order='XYZ'>
    Matrix:
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      <Vector (-0.5580, -0.8293, 0.0294, 0.7873)>
      <Vector (-0.0163, -0.0245, -0.9996, 0.4919)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1119, 0.8402, 0.4634)>
    Rotation: <Euler (x=2.4609, y=-0.0235, z=-0.7129), order='XYZ'>
    Matrix:
      <Vector (0.7563, -0.5195, -0.3978, 0.1119)>
      <Vector (-0.6538, -0.5782, -0.4880, 0.8402)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0965, 0.8227, 0.4823)>
    Rotation: <Euler (x=2.9305, y=0.0111, z=-0.6431), order='XYZ'>
    Matrix:
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      <Vector (-0.5997, -0.7838, -0.1612, 0.8227)>
      <Vector (-0.0111, 0.2095, -0.9777, 0.4823)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0795, 0.7999, 0.4884)>
    Rotation: <Euler (x=-3.1172, y=0.0149, z=-0.5987), order='XYZ'>
    Matrix:
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      <Vector (-0.5635, -0.8256, 0.0285, 0.7999)>
      <Vector (-0.0149, -0.0244, -0.9996, 0.4884)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0664, 0.7811, 0.4878)>
    Rotation: <Euler (x=-3.1172, y=0.0149, z=-0.5987), order='XYZ'>
    Matrix:
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      <Vector (-0.5635, -0.8256, 0.0285, 0.7811)>
      <Vector (-0.0149, -0.0244, -0.9996, 0.4878)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1316, 0.8283, 0.4594)>
    Rotation: <Euler (x=2.4496, y=0.0308, z=-0.6578), order='XYZ'>
    Matrix:
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      <Vector (-0.6111, -0.6213, -0.4904, 0.8283)>
      <Vector (-0.0308, 0.6378, -0.7696, 0.4594)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1185, 0.8103, 0.4778)>
    Rotation: <Euler (x=2.9305, y=0.0196, z=-0.6403), order='XYZ'>
    Matrix:
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      <Vector (-0.5974, -0.7865, -0.1566, 0.8103)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1055, 0.7929, 0.4824)>
    Rotation: <Euler (x=-3.1175, y=0.0224, z=-0.6133), order='XYZ'>
    Matrix:
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      <Vector (-0.5754, -0.8172, 0.0326, 0.7929)>
      <Vector (-0.0224, -0.0241, -0.9995, 0.4824)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0961, 0.7794, 0.4820)>
    Rotation: <Euler (x=-3.1175, y=0.0224, z=-0.6133), order='XYZ'>
    Matrix:
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      <Vector (-0.5754, -0.8172, 0.0326, 0.7794)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0723, 1.2123, 0.0921)>
    Rotation: <Euler (x=1.1009, y=-2.1765, z=1.0275), order='XYZ'>
    Matrix:
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      <Vector (-0.4874, -0.3934, -0.7795, 1.2123)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1806, 1.1567, 0.0204)>
    Rotation: <Euler (x=-1.0722, y=-1.3452, z=-2.1746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1985, 0.9674, -0.0177)>
    Rotation: <Euler (x=1.4795, y=-0.1578, z=1.4972), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2253, 0.9283, 0.2396)>
    Rotation: <Euler (x=1.5053, y=-0.4081, z=1.1300), order='XYZ'>
    Matrix:
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      <Vector (0.8302, -0.3302, -0.4492, 0.9283)>
      <Vector (0.3968, 0.9159, 0.0601, 0.2396)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2158, 0.9326, 0.2852)>
    Rotation: <Euler (x=1.8865, y=0.3904, z=1.0756), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1987, 0.9400, 0.3175)>
    Rotation: <Euler (x=1.8751, y=-0.1058, z=1.0415), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1920, 0.9320, 0.3486)>
    Rotation: <Euler (x=1.8164, y=-0.2593, z=1.0577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1900, 0.9220, 0.3737)>
    Rotation: <Euler (x=1.8164, y=-0.2593, z=1.0577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2379, 0.9207, 0.3569)>
    Rotation: <Euler (x=1.9674, y=-0.3529, z=1.1164), order='XYZ'>
    Matrix:
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      <Vector (0.8431, -0.4560, -0.2849, 0.9207)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2317, 0.9067, 0.3829)>
    Rotation: <Euler (x=2.4545, y=-0.4097, z=1.0736), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2151, 0.8891, 0.4002)>
    Rotation: <Euler (x=2.7082, y=-0.4359, z=1.0292), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1993, 0.8752, 0.4090)>
    Rotation: <Euler (x=2.7082, y=-0.4359, z=1.0292), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2476, 0.9005, 0.3515)>
    Rotation: <Euler (x=1.9670, y=-0.3607, z=1.1173), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2411, 0.8857, 0.3791)>
    Rotation: <Euler (x=2.4543, y=-0.4155, z=1.0740), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2220, 0.8652, 0.3990)>
    Rotation: <Euler (x=2.7053, y=-0.4374, z=1.0361), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2049, 0.8502, 0.4085)>
    Rotation: <Euler (x=2.7053, y=-0.4374, z=1.0361), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2570, 0.8791, 0.3421)>
    Rotation: <Euler (x=1.9676, y=-0.3557, z=1.1157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2512, 0.8661, 0.3664)>
    Rotation: <Euler (x=2.4565, y=-0.4152, z=1.0686), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2358, 0.8496, 0.3824)>
    Rotation: <Euler (x=2.7045, y=-0.4318, z=1.0379), order='XYZ'>
    Matrix:
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      <Vector (0.4185, 0.3844, -0.8228, 0.3824)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2196, 0.8353, 0.3915)>
    Rotation: <Euler (x=2.7045, y=-0.4318, z=1.0379), order='XYZ'>
    Matrix:
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      <Vector (0.4185, 0.3844, -0.8228, 0.3915)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2660, 0.8634, 0.3266)>
    Rotation: <Euler (x=1.9672, y=-0.3598, z=1.1169), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2607, 0.8513, 0.3492)>
    Rotation: <Euler (x=2.4570, y=-0.4203, z=1.0673), order='XYZ'>
    Matrix:
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      <Vector (0.7997, -0.5998, -0.0282, 0.8513)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2463, 0.8358, 0.3642)>
    Rotation: <Euler (x=2.6994, y=-0.4298, z=1.0502), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2360, 0.8268, 0.3700)>
    Rotation: <Euler (x=2.6994, y=-0.4298, z=1.0502), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1383, 0.8195, 0.0464)>
    Rotation: <Euler (x=0.7296, y=0.0197, z=-2.9037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2060, 0.5172, 0.3233)>
    Rotation: <Euler (x=-0.2271, y=-0.1398, z=-2.8926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8644, y=-0.1369, z=-2.9985), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5313, y=-2.9044, z=0.0208), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3475, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5313, y=-2.9044, z=0.0208), order='XYZ'>
    Matrix:
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      <Vector (-0.0202, 0.0443, 0.9988, 0.0034)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0641, 0.8278, -0.0377)>
    Rotation: <Euler (x=0.4891, y=0.6944, z=2.8459), order='XYZ'>
    Matrix:
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      <Vector (0.2239, -0.7569, 0.6140, 0.8278)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2906, 0.5132, 0.1123)>
    Rotation: <Euler (x=-0.5202, y=0.7843, z=2.7881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7740, y=0.8010, z=2.9381), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2370, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2370, z=-0.0283), order='XYZ'>
    Matrix:
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Frame: 19
  Bone: mixamorig:Hips
    Location: <Vector (0.0377, 0.8645, 0.0190)>
    Rotation: <Euler (x=0.2196, y=-0.4211, z=-0.0471), order='XYZ'>
    Matrix:
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      <Vector (-0.0430, 0.9791, -0.1988, 0.8645)>
      <Vector (0.4088, 0.1988, 0.8907, 0.0190)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0351, 0.9405, 0.0327)>
    Rotation: <Euler (x=0.2403, y=-0.4336, z=-0.0356), order='XYZ'>
    Matrix:
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      <Vector (-0.0323, 0.9742, -0.2233, 0.9405)>
      <Vector (0.4202, 0.2160, 0.8814, 0.0327)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0292, 1.0283, 0.0522)>
    Rotation: <Euler (x=0.3592, y=-0.4496, z=-0.0145), order='XYZ'>
    Matrix:
      <Vector (0.9005, -0.1392, -0.4119, 0.0292)>
      <Vector (-0.0130, 0.9383, -0.3456, 1.0283)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0148, 1.1250, 0.0848)>
    Rotation: <Euler (x=0.4792, y=-0.4661, z=0.0039), order='XYZ'>
    Matrix:
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      <Vector (0.0035, 0.8866, -0.4626, 1.1250)>
      <Vector (0.4494, 0.4119, 0.7927, 0.0848)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0096, 1.2277, 0.1326)>
    Rotation: <Euler (x=0.3980, y=-0.3876, z=-0.0050), order='XYZ'>
    Matrix:
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      <Vector (-0.0047, 0.9226, -0.3858, 1.2277)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0290, 1.3179, 0.1813)>
    Rotation: <Euler (x=-0.0377, y=-0.0853, z=0.0035), order='XYZ'>
    Matrix:
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      <Vector (0.0035, 0.9993, 0.0374, 1.3179)>
      <Vector (0.0852, -0.0376, 0.9957, 0.1813)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0318, 1.5589, 0.2036)>
    Rotation: <Euler (x=-0.0377, y=-0.0853, z=0.0035), order='XYZ'>
    Matrix:
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      <Vector (0.0035, 0.9993, 0.0374, 1.5589)>
      <Vector (0.0852, -0.0376, 0.9957, 0.2036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0570, 1.2138, 0.1552)>
    Rotation: <Euler (x=-0.2943, y=2.1509, z=-2.1091), order='XYZ'>
    Matrix:
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      <Vector (0.4706, -0.2824, -0.8360, 1.2138)>
      <Vector (-0.8364, 0.1590, -0.5245, 0.1552)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1907, 1.1739, 0.1777)>
    Rotation: <Euler (x=3.1179, y=0.8155, z=0.4595), order='XYZ'>
    Matrix:
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      <Vector (0.3040, -0.8884, -0.3440, 1.1739)>
      <Vector (-0.7281, 0.0162, -0.6853, 0.1777)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2795, 1.0020, 0.1808)>
    Rotation: <Euler (x=2.3608, y=0.1182, z=-1.0091), order='XYZ'>
    Matrix:
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      <Vector (-0.8404, -0.4486, -0.3040, 1.0020)>
      <Vector (-0.1179, 0.6989, -0.7054, 0.1808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1337, 0.8846, 0.3638)>
    Rotation: <Euler (x=2.0050, y=0.0165, z=-0.6964), order='XYZ'>
    Matrix:
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      <Vector (-0.6414, -0.3323, -0.6915, 0.8846)>
      <Vector (-0.0165, 0.9071, -0.4206, 0.3638)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0972, 0.8817, 0.3965)>
    Rotation: <Euler (x=2.5343, y=-0.6781, z=-1.0742), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0615, 0.8802, 0.4126)>
    Rotation: <Euler (x=2.3681, y=-0.3080, z=-0.7851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0407, 0.8681, 0.4345)>
    Rotation: <Euler (x=2.2888, y=-0.1375, z=-0.7047), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0293, 0.8566, 0.4529)>
    Rotation: <Euler (x=2.2888, y=-0.1375, z=-0.7047), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0772, 0.8703, 0.4688)>
    Rotation: <Euler (x=2.4619, y=-0.0322, z=-0.7104), order='XYZ'>
    Matrix:
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      <Vector (-0.6518, -0.5764, -0.4928, 0.8703)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0621, 0.8532, 0.4872)>
    Rotation: <Euler (x=2.9311, y=0.0031, z=-0.6420), order='XYZ'>
    Matrix:
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      <Vector (-0.5988, -0.7836, -0.1656, 0.8532)>
      <Vector (-0.0031, 0.2089, -0.9779, 0.4872)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0448, 0.8299, 0.4934)>
    Rotation: <Euler (x=-3.1167, y=0.0089, z=-0.5863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0317, 0.8108, 0.4928)>
    Rotation: <Euler (x=-3.1167, y=0.0089, z=-0.5863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0951, 0.8551, 0.4675)>
    Rotation: <Euler (x=2.4616, y=-0.0294, z=-0.7110), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0777, 0.8355, 0.4887)>
    Rotation: <Euler (x=2.9311, y=0.0059, z=-0.6420), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0572, 0.8079, 0.4960)>
    Rotation: <Euler (x=-3.1167, y=0.0115, z=-0.5881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0425, 0.7864, 0.4954)>
    Rotation: <Euler (x=-3.1167, y=0.0115, z=-0.5881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1148, 0.8395, 0.4671)>
    Rotation: <Euler (x=2.4619, y=-0.0282, z=-0.7090), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0994, 0.8220, 0.4860)>
    Rotation: <Euler (x=2.9311, y=0.0063, z=-0.6392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0824, 0.7991, 0.4921)>
    Rotation: <Euler (x=-3.1168, y=0.0101, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0694, 0.7803, 0.4915)>
    Rotation: <Euler (x=-3.1168, y=0.0101, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1345, 0.8276, 0.4632)>
    Rotation: <Euler (x=2.4503, y=0.0260, z=-0.6538), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1214, 0.8097, 0.4816)>
    Rotation: <Euler (x=2.9312, y=0.0148, z=-0.6364), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1085, 0.7922, 0.4862)>
    Rotation: <Euler (x=-3.1170, y=0.0176, z=-0.6094), order='XYZ'>
    Matrix:
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      <Vector (-0.0176, -0.0246, -0.9995, 0.4862)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0991, 0.7787, 0.4858)>
    Rotation: <Euler (x=-3.1170, y=0.0176, z=-0.6094), order='XYZ'>
    Matrix:
      <Vector (0.8199, -0.5725, -0.0003, 0.0991)>
      <Vector (-0.5723, -0.8195, 0.0302, 0.7787)>
      <Vector (-0.0176, -0.0246, -0.9995, 0.4858)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0687, 1.2117, 0.0952)>
    Rotation: <Euler (x=1.1063, y=-2.1759, z=1.0241), order='XYZ'>
    Matrix:
      <Vector (-0.2957, -0.7650, 0.5722, -0.0687)>
      <Vector (-0.4860, -0.3952, -0.7795, 1.2117)>
      <Vector (0.8224, -0.5086, -0.2549, 0.0952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1768, 1.1559, 0.0234)>
    Rotation: <Euler (x=-1.0551, y=-1.3410, z=-2.1883), order='XYZ'>
    Matrix:
      <Vector (-0.1319, -0.0884, 0.9873, -0.1768)>
      <Vector (-0.1857, -0.9762, -0.1122, 1.1559)>
      <Vector (0.9737, -0.1982, 0.1124, 0.0234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1939, 0.9666, -0.0150)>
    Rotation: <Euler (x=1.4741, y=-0.1568, z=1.5007), order='XYZ'>
    Matrix:
      <Vector (0.0692, -0.1072, 0.9918, -0.1939)>
      <Vector (0.9853, -0.1482, -0.0848, 0.9666)>
      <Vector (0.1561, 0.9831, 0.0954, -0.0150)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2220, 0.9278, 0.2422)>
    Rotation: <Euler (x=1.4985, y=-0.4100, z=1.1330), order='XYZ'>
    Matrix:
      <Vector (0.3888, -0.2339, 0.8911, -0.2220)>
      <Vector (0.8306, -0.3295, -0.4489, 0.9278)>
      <Vector (0.3986, 0.9147, 0.0662, 0.2422)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2129, 0.9321, 0.2878)>
    Rotation: <Euler (x=1.8800, y=0.3882, z=1.0735), order='XYZ'>
    Matrix:
      <Vector (0.4416, 0.4394, 0.7822, -0.2129)>
      <Vector (0.8135, 0.1717, -0.5557, 0.9321)>
      <Vector (-0.3785, 0.8817, -0.2816, 0.2878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1959, 0.9396, 0.3202)>
    Rotation: <Euler (x=1.8690, y=-0.1083, z=1.0425), order='XYZ'>
    Matrix:
      <Vector (0.5011, 0.2017, 0.8415, -0.1959)>
      <Vector (0.8586, -0.2374, -0.4544, 0.9396)>
      <Vector (0.1081, 0.9503, -0.2921, 0.3202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1894, 0.9316, 0.3514)>
    Rotation: <Euler (x=1.8102, y=-0.2617, z=1.0596), order='XYZ'>
    Matrix:
      <Vector (0.4725, 0.0838, 0.8773, -0.1894)>
      <Vector (0.8425, -0.3352, -0.4217, 0.9316)>
      <Vector (0.2587, 0.9384, -0.2290, 0.3514)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1876, 0.9216, 0.3765)>
    Rotation: <Euler (x=1.8102, y=-0.2617, z=1.0596), order='XYZ'>
    Matrix:
      <Vector (0.4725, 0.0838, 0.8773, -0.1876)>
      <Vector (0.8425, -0.3352, -0.4217, 0.9216)>
      <Vector (0.2587, 0.9384, -0.2290, 0.3765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2353, 0.9203, 0.3594)>
    Rotation: <Euler (x=1.9608, y=-0.3550, z=1.1190), order='XYZ'>
    Matrix:
      <Vector (0.4094, 0.2017, 0.8898, -0.2353)>
      <Vector (0.8436, -0.4552, -0.2849, 0.9203)>
      <Vector (0.3476, 0.8673, -0.3565, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2293, 0.9063, 0.3855)>
    Rotation: <Euler (x=2.4478, y=-0.4120, z=1.0765), order='XYZ'>
    Matrix:
      <Vector (0.4347, 0.5553, 0.7090, -0.2293)>
      <Vector (0.8067, -0.5901, -0.0323, 0.9063)>
      <Vector (0.4005, 0.5859, -0.7045, 0.3855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2129, 0.8888, 0.4029)>
    Rotation: <Euler (x=2.7016, y=-0.4385, z=1.0323), order='XYZ'>
    Matrix:
      <Vector (0.4643, 0.6840, 0.5627, -0.2129)>
      <Vector (0.7773, -0.6192, 0.1113, 0.8888)>
      <Vector (0.4245, 0.3857, -0.8192, 0.4029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1971, 0.8749, 0.4118)>
    Rotation: <Euler (x=2.7016, y=-0.4385, z=1.0323), order='XYZ'>
    Matrix:
      <Vector (0.4643, 0.6840, 0.5627, -0.1971)>
      <Vector (0.7773, -0.6192, 0.1113, 0.8749)>
      <Vector (0.4245, 0.3857, -0.8192, 0.4118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2450, 0.9001, 0.3540)>
    Rotation: <Euler (x=1.9604, y=-0.3627, z=1.1200), order='XYZ'>
    Matrix:
      <Vector (0.4074, 0.1989, 0.8914, -0.2450)>
      <Vector (0.8415, -0.4609, -0.2817, 0.9001)>
      <Vector (0.3548, 0.8649, -0.3551, 0.3540)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2388, 0.8853, 0.3816)>
    Rotation: <Euler (x=2.4476, y=-0.4178, z=1.0770), order='XYZ'>
    Matrix:
      <Vector (0.4332, 0.5539, 0.7110, -0.2388)>
      <Vector (0.8048, -0.5929, -0.0285, 0.8853)>
      <Vector (0.4058, 0.5846, -0.7026, 0.3816)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2197, 0.8649, 0.4017)>
    Rotation: <Euler (x=2.6987, y=-0.4399, z=1.0393), order='XYZ'>
    Matrix:
      <Vector (0.4586, 0.6863, 0.5644, -0.2197)>
      <Vector (0.7800, -0.6153, 0.1144, 0.8649)>
      <Vector (0.4258, 0.3878, -0.8175, 0.4017)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2027, 0.8498, 0.4113)>
    Rotation: <Euler (x=2.6987, y=-0.4399, z=1.0393), order='XYZ'>
    Matrix:
      <Vector (0.4586, 0.6863, 0.5644, -0.2027)>
      <Vector (0.7800, -0.6153, 0.1144, 0.8498)>
      <Vector (0.4258, 0.3878, -0.8175, 0.4113)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2543, 0.8787, 0.3446)>
    Rotation: <Euler (x=1.9610, y=-0.3577, z=1.1183), order='XYZ'>
    Matrix:
      <Vector (0.4095, 0.2005, 0.8900, -0.2543)>
      <Vector (0.8424, -0.4576, -0.2845, 0.8787)>
      <Vector (0.3502, 0.8663, -0.3563, 0.3446)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2488, 0.8657, 0.3689)>
    Rotation: <Euler (x=2.4498, y=-0.4175, z=1.0716), order='XYZ'>
    Matrix:
      <Vector (0.4376, 0.5523, 0.7095, -0.2488)>
      <Vector (0.8026, -0.5958, -0.0312, 0.8657)>
      <Vector (0.4055, 0.5831, -0.7040, 0.3689)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2334, 0.8493, 0.3851)>
    Rotation: <Euler (x=2.6979, y=-0.4343, z=1.0410), order='XYZ'>
    Matrix:
      <Vector (0.4584, 0.6881, 0.5625, -0.2334)>
      <Vector (0.7828, -0.6123, 0.1110, 0.8493)>
      <Vector (0.4208, 0.3894, -0.8193, 0.3851)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2172, 0.8350, 0.3942)>
    Rotation: <Euler (x=2.6979, y=-0.4343, z=1.0410), order='XYZ'>
    Matrix:
      <Vector (0.4584, 0.6881, 0.5625, -0.2172)>
      <Vector (0.7828, -0.6123, 0.1110, 0.8350)>
      <Vector (0.4208, 0.3894, -0.8193, 0.3942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2633, 0.8630, 0.3290)>
    Rotation: <Euler (x=1.9606, y=-0.3618, z=1.1196), order='XYZ'>
    Matrix:
      <Vector (0.4078, 0.1992, 0.8911, -0.2633)>
      <Vector (0.8417, -0.4603, -0.2823, 0.8630)>
      <Vector (0.3540, 0.8651, -0.3554, 0.3290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2581, 0.8509, 0.3516)>
    Rotation: <Euler (x=2.4503, y=-0.4226, z=1.0704), order='XYZ'>
    Matrix:
      <Vector (0.4376, 0.5505, 0.7110, -0.2581)>
      <Vector (0.8002, -0.5991, -0.0286, 0.8509)>
      <Vector (0.4101, 0.5814, -0.7026, 0.3516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2437, 0.8354, 0.3668)>
    Rotation: <Euler (x=2.6927, y=-0.4322, z=1.0533), order='XYZ'>
    Matrix:
      <Vector (0.4492, 0.6931, 0.5638, -0.2437)>
      <Vector (0.7892, -0.6036, 0.1133, 0.8354)>
      <Vector (0.4189, 0.3940, -0.8181, 0.3668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2335, 0.8264, 0.3726)>
    Rotation: <Euler (x=2.6927, y=-0.4322, z=1.0533), order='XYZ'>
    Matrix:
      <Vector (0.4492, 0.6931, 0.5638, -0.2335)>
      <Vector (0.7892, -0.6036, 0.1133, 0.8264)>
      <Vector (0.4189, 0.3940, -0.8181, 0.3726)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1418, 0.8189, 0.0501)>
    Rotation: <Euler (x=0.7309, y=0.0226, z=-2.9056), order='XYZ'>
    Matrix:
      <Vector (-0.9720, 0.1595, -0.1724, 0.1418)>
      <Vector (-0.2338, -0.7275, 0.6451, 0.8189)>
      <Vector (-0.0226, 0.6673, 0.7444, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2081, 0.5166, 0.3274)>
    Rotation: <Euler (x=-0.2370, y=-0.1384, z=-2.8959), order='XYZ'>
    Matrix:
      <Vector (-0.9607, 0.2050, 0.1872, 0.2081)>
      <Vector (-0.2409, -0.9507, -0.1951, 0.5166)>
      <Vector (0.1380, -0.2325, 0.9628, 0.3274)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2958, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8645, y=-0.1363, z=-2.9983), order='XYZ'>
    Matrix:
      <Vector (-0.9806, 0.1950, -0.0214, 0.2958)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1359, 0.7537, 0.6430, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0000, 0.3599)>
    Rotation: <Euler (x=-1.5314, y=-2.9049, z=0.0210), order='XYZ'>
    Matrix:
      <Vector (-0.9719, 0.2334, -0.0303, 0.3299)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2345, 0.9714, -0.0383, 0.3599)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3475, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5314, y=-2.9049, z=0.0210), order='XYZ'>
    Matrix:
      <Vector (-0.9719, 0.2334, -0.0303, 0.3475)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2345, 0.9714, -0.0383, 0.4330)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0603, 0.8272, -0.0348)>
    Rotation: <Euler (x=0.4841, y=0.6978, z=2.8400), order='XYZ'>
    Matrix:
      <Vector (-0.7317, -0.5484, -0.4048, -0.0603)>
      <Vector (0.2276, -0.7563, 0.6133, 0.8272)>
      <Vector (-0.6425, 0.3566, 0.6782, -0.0348)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2882, 0.5129, 0.1134)>
    Rotation: <Euler (x=-0.5235, y=0.7826, z=2.7802), order='XYZ'>
    Matrix:
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      <Vector (0.2507, -0.9348, -0.2517, 0.5129)>
      <Vector (-0.7051, -0.3545, 0.6141, 0.1134)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7740, y=0.8011, z=2.9381), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2369, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6177, -0.7852, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7862, 0.6178, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2369, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7862, 0.6178, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 20
  Bone: mixamorig:Hips
    Location: <Vector (0.0414, 0.8638, 0.0224)>
    Rotation: <Euler (x=0.2195, y=-0.4241, z=-0.0471), order='XYZ'>
    Matrix:
      <Vector (0.9104, -0.0436, -0.4114, 0.0414)>
      <Vector (-0.0429, 0.9791, -0.1986, 0.8638)>
      <Vector (0.4115, 0.1984, 0.8896, 0.0224)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0387, 0.9398, 0.0361)>
    Rotation: <Euler (x=0.2405, y=-0.4364, z=-0.0364), order='XYZ'>
    Matrix:
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      <Vector (-0.0330, 0.9742, -0.2231, 0.9398)>
      <Vector (0.4227, 0.2158, 0.8802, 0.0361)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0328, 1.0276, 0.0556)>
    Rotation: <Euler (x=0.3590, y=-0.4522, z=-0.0147), order='XYZ'>
    Matrix:
      <Vector (0.8994, -0.1397, -0.4142, 0.0328)>
      <Vector (-0.0132, 0.9384, -0.3453, 1.0276)>
      <Vector (0.4369, 0.3160, 0.8422, 0.0556)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0184, 1.1243, 0.0882)>
    Rotation: <Euler (x=0.4787, y=-0.4685, z=0.0043), order='XYZ'>
    Matrix:
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      <Vector (0.0038, 0.8867, -0.4623, 1.1243)>
      <Vector (0.4515, 0.4110, 0.7920, 0.0882)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0061, 1.2271, 0.1358)>
    Rotation: <Euler (x=0.3982, y=-0.3903, z=-0.0043), order='XYZ'>
    Matrix:
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      <Vector (-0.0040, 0.9224, -0.3863, 1.2271)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0257, 1.3173, 0.1845)>
    Rotation: <Euler (x=-0.0368, y=-0.0871, z=0.0013), order='XYZ'>
    Matrix:
      <Vector (0.9962, 0.0019, -0.0869, -0.0257)>
      <Vector (0.0013, 0.9993, 0.0366, 1.3173)>
      <Vector (0.0870, -0.0366, 0.9955, 0.1845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0280, 1.5582, 0.2070)>
    Rotation: <Euler (x=-0.0368, y=-0.0871, z=0.0013), order='XYZ'>
    Matrix:
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      <Vector (0.0013, 0.9993, 0.0366, 1.5582)>
      <Vector (0.0870, -0.0366, 0.9955, 0.2070)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0605, 1.2132, 0.1586)>
    Rotation: <Euler (x=-0.2997, y=2.1522, z=-2.1134), order='XYZ'>
    Matrix:
      <Vector (0.2836, 0.9456, -0.1595, 0.0605)>
      <Vector (0.4703, -0.2821, -0.8362, 1.2132)>
      <Vector (-0.8357, 0.1621, -0.5247, 0.1586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1941, 1.1734, 0.1815)>
    Rotation: <Euler (x=3.1127, y=0.8122, z=0.4554), order='XYZ'>
    Matrix:
      <Vector (0.6178, 0.4584, -0.6389, 0.1941)>
      <Vector (0.3026, -0.8885, -0.3450, 1.1734)>
      <Vector (-0.7258, 0.0198, -0.6876, 0.1815)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2828, 1.0014, 0.1853)>
    Rotation: <Euler (x=2.3640, y=0.1165, z=-1.0067), order='XYZ'>
    Matrix:
      <Vector (0.5310, -0.5586, -0.6372, 0.2828)>
      <Vector (-0.8394, -0.4499, -0.3051, 1.0014)>
      <Vector (-0.1163, 0.6968, -0.7077, 0.1853)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1366, 0.8837, 0.3677)>
    Rotation: <Euler (x=2.0058, y=0.0108, z=-0.6920), order='XYZ'>
    Matrix:
      <Vector (0.7699, -0.2614, -0.5821, 0.1366)>
      <Vector (-0.6380, -0.3308, -0.6954, 0.8837)>
      <Vector (-0.0108, 0.9068, -0.4214, 0.3677)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1000, 0.8807, 0.4003)>
    Rotation: <Euler (x=2.5381, y=-0.6830, z=-1.0722), order='XYZ'>
    Matrix:
      <Vector (0.3709, -0.8944, -0.2500, 0.1000)>
      <Vector (-0.6812, -0.0791, -0.7278, 0.8807)>
      <Vector (0.6311, 0.4402, -0.6386, 0.4003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0641, 0.8791, 0.4162)>
    Rotation: <Euler (x=2.3696, y=-0.3136, z=-0.7812), order='XYZ'>
    Matrix:
      <Vector (0.6754, -0.6573, -0.3342, 0.0641)>
      <Vector (-0.6698, -0.3572, -0.6510, 0.8791)>
      <Vector (0.3085, 0.6636, -0.6815, 0.4162)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0433, 0.8669, 0.4381)>
    Rotation: <Euler (x=2.2898, y=-0.1432, z=-0.7004), order='XYZ'>
    Matrix:
      <Vector (0.7568, -0.5066, -0.4131, 0.0433)>
      <Vector (-0.6379, -0.4344, -0.6359, 0.8669)>
      <Vector (0.1427, 0.7448, -0.6519, 0.4381)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0319, 0.8555, 0.4565)>
    Rotation: <Euler (x=2.2898, y=-0.1432, z=-0.7004), order='XYZ'>
    Matrix:
      <Vector (0.7568, -0.5066, -0.4131, 0.0319)>
      <Vector (-0.6379, -0.4344, -0.6359, 0.8555)>
      <Vector (0.1427, 0.7448, -0.6519, 0.4565)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0796, 0.8694, 0.4725)>
    Rotation: <Euler (x=2.4629, y=-0.0379, z=-0.7060), order='XYZ'>
    Matrix:
      <Vector (0.7604, -0.5231, -0.3849, 0.0796)>
      <Vector (-0.6483, -0.5769, -0.4968, 0.8694)>
      <Vector (0.0379, 0.6273, -0.7778, 0.4725)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0645, 0.8523, 0.4909)>
    Rotation: <Euler (x=2.9317, y=-0.0027, z=-0.6376), order='XYZ'>
    Matrix:
      <Vector (0.8035, -0.5826, -0.1219, 0.0645)>
      <Vector (-0.5952, -0.7856, -0.1690, 0.8523)>
      <Vector (0.0027, 0.2084, -0.9780, 0.4909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0473, 0.8290, 0.4971)>
    Rotation: <Euler (x=-3.1165, y=0.0031, z=-0.5819), order='XYZ'>
    Matrix:
      <Vector (0.8354, -0.5495, 0.0112, 0.0473)>
      <Vector (-0.5496, -0.8351, 0.0227, 0.8290)>
      <Vector (-0.0031, -0.0251, -0.9997, 0.4971)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0343, 0.8099, 0.4965)>
    Rotation: <Euler (x=-3.1165, y=0.0031, z=-0.5819), order='XYZ'>
    Matrix:
      <Vector (0.8354, -0.5495, 0.0112, 0.0343)>
      <Vector (-0.5496, -0.8351, 0.0227, 0.8099)>
      <Vector (-0.0031, -0.0251, -0.9997, 0.4965)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0976, 0.8543, 0.4714)>
    Rotation: <Euler (x=2.4626, y=-0.0351, z=-0.7066), order='XYZ'>
    Matrix:
      <Vector (0.7601, -0.5220, -0.3870, 0.0976)>
      <Vector (-0.6488, -0.5776, -0.4954, 0.8543)>
      <Vector (0.0351, 0.6276, -0.7777, 0.4714)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0802, 0.8347, 0.4926)>
    Rotation: <Euler (x=2.9317, y=0.0001, z=-0.6376), order='XYZ'>
    Matrix:
      <Vector (0.8035, -0.5822, -0.1242, 0.0802)>
      <Vector (-0.5953, -0.7859, -0.1674, 0.8347)>
      <Vector (-0.0001, 0.2084, -0.9780, 0.4926)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0598, 0.8070, 0.4999)>
    Rotation: <Euler (x=-3.1164, y=0.0058, z=-0.5837), order='XYZ'>
    Matrix:
      <Vector (0.8344, -0.5511, 0.0091, 0.0598)>
      <Vector (-0.5511, -0.8341, 0.0242, 0.8070)>
      <Vector (-0.0058, -0.0252, -0.9997, 0.4999)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0451, 0.7854, 0.4992)>
    Rotation: <Euler (x=-3.1164, y=0.0058, z=-0.5837), order='XYZ'>
    Matrix:
      <Vector (0.8344, -0.5511, 0.0091, 0.0451)>
      <Vector (-0.5511, -0.8341, 0.0242, 0.7854)>
      <Vector (-0.0058, -0.0252, -0.9997, 0.4992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1174, 0.8388, 0.4712)>
    Rotation: <Euler (x=2.4628, y=-0.0339, z=-0.7046), order='XYZ'>
    Matrix:
      <Vector (0.7614, -0.5204, -0.3866, 0.1174)>
      <Vector (-0.6474, -0.5792, -0.4954, 0.8388)>
      <Vector (0.0339, 0.6275, -0.7779, 0.4712)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1019, 0.8213, 0.4900)>
    Rotation: <Euler (x=2.9317, y=0.0006, z=-0.6348), order='XYZ'>
    Matrix:
      <Vector (0.8052, -0.5799, -0.1240, 0.1019)>
      <Vector (-0.5930, -0.7876, -0.1675, 0.8213)>
      <Vector (-0.0006, 0.2084, -0.9780, 0.4900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0851, 0.7984, 0.4961)>
    Rotation: <Euler (x=-3.1165, y=0.0043, z=-0.5903), order='XYZ'>
    Matrix:
      <Vector (0.8308, -0.5565, 0.0104, 0.0851)>
      <Vector (-0.5566, -0.8304, 0.0233, 0.7984)>
      <Vector (-0.0043, -0.0251, -0.9997, 0.4961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0721, 0.7795, 0.4955)>
    Rotation: <Euler (x=-3.1165, y=0.0043, z=-0.5903), order='XYZ'>
    Matrix:
      <Vector (0.8308, -0.5565, 0.0104, 0.0721)>
      <Vector (-0.5566, -0.8304, 0.0233, 0.7795)>
      <Vector (-0.0043, -0.0251, -0.9997, 0.4955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1372, 0.8270, 0.4674)>
    Rotation: <Euler (x=2.4510, y=0.0203, z=-0.6494), order='XYZ'>
    Matrix:
      <Vector (0.7963, -0.4558, -0.3977, 0.1372)>
      <Vector (-0.6046, -0.6218, -0.4979, 0.8270)>
      <Vector (-0.0203, 0.6369, -0.7707, 0.4674)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1240, 0.8091, 0.4857)>
    Rotation: <Euler (x=2.9317, y=0.0090, z=-0.6320), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5763, -0.1302, 0.1240)>
      <Vector (-0.5907, -0.7903, -0.1629, 0.8091)>
      <Vector (-0.0090, 0.2083, -0.9780, 0.4857)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1112, 0.7916, 0.4904)>
    Rotation: <Euler (x=-3.1166, y=0.0118, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8225, -0.5688, 0.0045, 0.1112)>
      <Vector (-0.5687, -0.8221, 0.0273, 0.7916)>
      <Vector (-0.0118, -0.0250, -0.9996, 0.4904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1019, 0.7780, 0.4899)>
    Rotation: <Euler (x=-3.1166, y=0.0118, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8225, -0.5688, 0.0045, 0.1019)>
      <Vector (-0.5687, -0.8221, 0.0273, 0.7780)>
      <Vector (-0.0118, -0.0250, -0.9996, 0.4899)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0651, 1.2111, 0.0983)>
    Rotation: <Euler (x=1.1113, y=-2.1768, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (-0.2975, -0.7630, 0.5739, -0.0651)>
      <Vector (-0.4857, -0.3965, -0.7790, 1.2111)>
      <Vector (0.8219, -0.5105, -0.2526, 0.0983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1729, 1.1551, 0.0262)>
    Rotation: <Euler (x=-1.0344, y=-1.3365, z=-2.2065), order='XYZ'>
    Matrix:
      <Vector (-0.1378, -0.0852, 0.9868, -0.1729)>
      <Vector (-0.1868, -0.9762, -0.1103, 1.1551)>
      <Vector (0.9727, -0.1995, 0.1186, 0.0262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1894, 0.9658, -0.0125)>
    Rotation: <Euler (x=1.4677, y=-0.1567, z=1.5035), order='XYZ'>
    Matrix:
      <Vector (0.0664, -0.1131, 0.9914, -0.1894)>
      <Vector (0.9855, -0.1480, -0.0829, 0.9658)>
      <Vector (0.1561, 0.9825, 0.1017, -0.0125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2190, 0.9270, 0.2446)>
    Rotation: <Euler (x=1.4919, y=-0.4136, z=1.1365), order='XYZ'>
    Matrix:
      <Vector (0.3853, -0.2400, 0.8910, -0.2190)>
      <Vector (0.8307, -0.3303, -0.4482, 0.9270)>
      <Vector (0.4019, 0.9129, 0.0721, 0.2446)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2102, 0.9313, 0.2903)>
    Rotation: <Euler (x=1.8737, y=0.3842, z=1.0719), order='XYZ'>
    Matrix:
      <Vector (0.4435, 0.4331, 0.7847, -0.2102)>
      <Vector (0.8141, 0.1715, -0.5548, 0.9313)>
      <Vector (-0.3748, 0.8849, -0.2765, 0.2903)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1935, 0.9388, 0.3228)>
    Rotation: <Euler (x=1.8633, y=-0.1124, z=1.0440), order='XYZ'>
    Matrix:
      <Vector (0.4996, 0.1952, 0.8440, -0.1935)>
      <Vector (0.8590, -0.2378, -0.4535, 0.9388)>
      <Vector (0.1122, 0.9515, -0.2865, 0.3228)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1872, 0.9308, 0.3540)>
    Rotation: <Euler (x=1.8042, y=-0.2657, z=1.0621), order='XYZ'>
    Matrix:
      <Vector (0.4700, 0.0776, 0.8793, -0.1872)>
      <Vector (0.8427, -0.3357, -0.4208, 0.9308)>
      <Vector (0.2626, 0.9388, -0.2231, 0.3540)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1856, 0.9208, 0.3791)>
    Rotation: <Euler (x=1.8042, y=-0.2657, z=1.0621), order='XYZ'>
    Matrix:
      <Vector (0.4700, 0.0776, 0.8793, -0.1856)>
      <Vector (0.8427, -0.3357, -0.4208, 0.9208)>
      <Vector (0.2626, 0.9388, -0.2231, 0.3791)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2332, 0.9194, 0.3617)>
    Rotation: <Euler (x=1.9544, y=-0.3586, z=1.1221), order='XYZ'>
    Matrix:
      <Vector (0.4062, 0.1960, 0.8925, -0.2332)>
      <Vector (0.8437, -0.4556, -0.2839, 0.9194)>
      <Vector (0.3510, 0.8683, -0.3504, 0.3617)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2274, 0.9055, 0.3878)>
    Rotation: <Euler (x=2.4414, y=-0.4159, z=1.0800), order='XYZ'>
    Matrix:
      <Vector (0.4312, 0.5517, 0.7139, -0.2274)>
      <Vector (0.8068, -0.5901, -0.0312, 0.9055)>
      <Vector (0.4040, 0.5894, -0.6995, 0.3878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2110, 0.8879, 0.4053)>
    Rotation: <Euler (x=2.6953, y=-0.4426, z=1.0359), order='XYZ'>
    Matrix:
      <Vector (0.4606, 0.6818, 0.5683, -0.2110)>
      <Vector (0.7774, -0.6189, 0.1124, 0.8879)>
      <Vector (0.4283, 0.3900, -0.8151, 0.4053)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1953, 0.8740, 0.4143)>
    Rotation: <Euler (x=2.6953, y=-0.4426, z=1.0359), order='XYZ'>
    Matrix:
      <Vector (0.4606, 0.6818, 0.5683, -0.1953)>
      <Vector (0.7774, -0.6189, 0.1124, 0.8740)>
      <Vector (0.4283, 0.3900, -0.8151, 0.4143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2429, 0.8993, 0.3562)>
    Rotation: <Euler (x=1.9540, y=-0.3664, z=1.1231), order='XYZ'>
    Matrix:
      <Vector (0.4041, 0.1932, 0.8941, -0.2429)>
      <Vector (0.8416, -0.4613, -0.2807, 0.8993)>
      <Vector (0.3582, 0.8659, -0.3491, 0.3562)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2368, 0.8844, 0.3838)>
    Rotation: <Euler (x=2.4412, y=-0.4217, z=1.0805), order='XYZ'>
    Matrix:
      <Vector (0.4296, 0.5503, 0.7160, -0.2368)>
      <Vector (0.8049, -0.5928, -0.0274, 0.8844)>
      <Vector (0.4093, 0.5881, -0.6976, 0.3838)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2179, 0.8640, 0.4040)>
    Rotation: <Euler (x=2.6924, y=-0.4440, z=1.0428), order='XYZ'>
    Matrix:
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      <Vector (0.7801, -0.6149, 0.1154, 0.8640)>
      <Vector (0.4295, 0.3922, -0.8135, 0.4040)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2009, 0.8490, 0.4138)>
    Rotation: <Euler (x=2.6924, y=-0.4440, z=1.0428), order='XYZ'>
    Matrix:
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      <Vector (0.7801, -0.6149, 0.1154, 0.8490)>
      <Vector (0.4295, 0.3922, -0.8135, 0.4138)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2521, 0.8778, 0.3467)>
    Rotation: <Euler (x=1.9546, y=-0.3614, z=1.1214), order='XYZ'>
    Matrix:
      <Vector (0.4063, 0.1948, 0.8927, -0.2521)>
      <Vector (0.8425, -0.4580, -0.2835, 0.8778)>
      <Vector (0.3536, 0.8673, -0.3503, 0.3467)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2467, 0.8649, 0.3710)>
    Rotation: <Euler (x=2.4434, y=-0.4214, z=1.0750), order='XYZ'>
    Matrix:
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      <Vector (0.8027, -0.5957, -0.0302, 0.8649)>
      <Vector (0.4090, 0.5866, -0.6990, 0.3710)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2314, 0.8484, 0.3873)>
    Rotation: <Euler (x=2.6916, y=-0.4384, z=1.0446), order='XYZ'>
    Matrix:
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      <Vector (0.7829, -0.6119, 0.1120, 0.8484)>
      <Vector (0.4245, 0.3938, -0.8153, 0.3873)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2153, 0.8341, 0.3966)>
    Rotation: <Euler (x=2.6916, y=-0.4384, z=1.0446), order='XYZ'>
    Matrix:
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      <Vector (0.7829, -0.6119, 0.1120, 0.8341)>
      <Vector (0.4245, 0.3938, -0.8153, 0.3966)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2609, 0.8621, 0.3310)>
    Rotation: <Euler (x=1.9541, y=-0.3655, z=1.1227), order='XYZ'>
    Matrix:
      <Vector (0.4046, 0.1935, 0.8938, -0.2609)>
      <Vector (0.8418, -0.4608, -0.2813, 0.8621)>
      <Vector (0.3574, 0.8662, -0.3493, 0.3310)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2559, 0.8500, 0.3537)>
    Rotation: <Euler (x=2.4439, y=-0.4266, z=1.0739), order='XYZ'>
    Matrix:
      <Vector (0.4340, 0.5469, 0.7159, -0.2559)>
      <Vector (0.8003, -0.5990, -0.0275, 0.8500)>
      <Vector (0.4137, 0.5849, -0.6977, 0.3537)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2416, 0.8346, 0.3689)>
    Rotation: <Euler (x=2.6864, y=-0.4363, z=1.0569), order='XYZ'>
    Matrix:
      <Vector (0.4455, 0.6908, 0.5695, -0.2416)>
      <Vector (0.7893, -0.6033, 0.1144, 0.8346)>
      <Vector (0.4226, 0.3985, -0.8140, 0.3689)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2314, 0.8255, 0.3748)>
    Rotation: <Euler (x=2.6864, y=-0.4363, z=1.0569), order='XYZ'>
    Matrix:
      <Vector (0.4455, 0.6908, 0.5695, -0.2314)>
      <Vector (0.7893, -0.6033, 0.1144, 0.8255)>
      <Vector (0.4226, 0.3985, -0.8140, 0.3748)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1454, 0.8182, 0.0538)>
    Rotation: <Euler (x=0.7323, y=0.0237, z=-2.9081), order='XYZ'>
    Matrix:
      <Vector (-0.9726, 0.1567, -0.1718, 0.1454)>
      <Vector (-0.2313, -0.7271, 0.6463, 0.8182)>
      <Vector (-0.0237, 0.6684, 0.7435, 0.0538)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2105, 0.5161, 0.3315)>
    Rotation: <Euler (x=-0.2471, y=-0.1381, z=-2.9002), order='XYZ'>
    Matrix:
      <Vector (-0.9618, 0.1991, 0.1881, 0.2105)>
      <Vector (-0.2368, -0.9496, -0.2056, 0.5161)>
      <Vector (0.1376, -0.2422, 0.9604, 0.3315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8644, y=-0.1368, z=-2.9983), order='XYZ'>
    Matrix:
      <Vector (-0.9805, 0.1954, -0.0211, 0.2957)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1363, 0.7536, 0.6430, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9045, z=0.0210), order='XYZ'>
    Matrix:
      <Vector (-0.9718, 0.2339, -0.0303, 0.3299)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2349, 0.9713, -0.0383, 0.3598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3476, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5314, y=-2.9045, z=0.0210), order='XYZ'>
    Matrix:
      <Vector (-0.9718, 0.2339, -0.0303, 0.3476)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2349, 0.9713, -0.0383, 0.4330)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0564, 0.8266, -0.0316)>
    Rotation: <Euler (x=0.4790, y=0.7009, z=2.8341), order='XYZ'>
    Matrix:
      <Vector (-0.7284, -0.5519, -0.4059, -0.0564)>
      <Vector (0.2313, -0.7558, 0.6125, 0.8266)>
      <Vector (-0.6449, 0.3523, 0.6782, -0.0316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2858, 0.5124, 0.1148)>
    Rotation: <Euler (x=-0.5275, y=0.7810, z=2.7717), order='XYZ'>
    Matrix:
      <Vector (-0.6622, 0.0180, -0.7491, -0.2858)>
      <Vector (0.2568, -0.9337, -0.2494, 0.5124)>
      <Vector (-0.7040, -0.3575, 0.6137, 0.1148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7739, y=0.8013, z=2.9380), order='XYZ'>
    Matrix:
      <Vector (-0.6814, -0.6363, -0.3618, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7183, 0.4863, 0.4976, -0.0394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2367, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6175, -0.7854, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2367, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6175, -0.7854, 0.0439, -0.4565)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 21
  Bone: mixamorig:Hips
    Location: <Vector (0.0452, 0.8632, 0.0259)>
    Rotation: <Euler (x=0.2175, y=-0.4241, z=-0.0474), order='XYZ'>
    Matrix:
      <Vector (0.9104, -0.0424, -0.4116, 0.0452)>
      <Vector (-0.0432, 0.9796, -0.1965, 0.8632)>
      <Vector (0.4115, 0.1966, 0.8899, 0.0259)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0427, 0.9392, 0.0396)>
    Rotation: <Euler (x=0.2393, y=-0.4370, z=-0.0372), order='XYZ'>
    Matrix:
      <Vector (0.9054, -0.0641, -0.4196, 0.0427)>
      <Vector (-0.0337, 0.9746, -0.2216, 0.9392)>
      <Vector (0.4232, 0.2147, 0.8802, 0.0396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0369, 1.0271, 0.0589)>
    Rotation: <Euler (x=0.3586, y=-0.4535, z=-0.0150), order='XYZ'>
    Matrix:
      <Vector (0.8988, -0.1397, -0.4155, 0.0369)>
      <Vector (-0.0135, 0.9386, -0.3447, 1.0271)>
      <Vector (0.4381, 0.3155, 0.8417, 0.0589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0225, 1.1238, 0.0914)>
    Rotation: <Euler (x=0.4791, y=-0.4708, z=0.0043), order='XYZ'>
    Matrix:
      <Vector (0.8912, -0.2129, -0.4005, 0.0225)>
      <Vector (0.0038, 0.8865, -0.4627, 1.1238)>
      <Vector (0.4536, 0.4108, 0.7909, 0.0914)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0022, 1.2266, 0.1391)>
    Rotation: <Euler (x=0.3997, y=-0.3925, z=-0.0043), order='XYZ'>
    Matrix:
      <Vector (0.9239, -0.1449, -0.3540, -0.0022)>
      <Vector (-0.0039, 0.9218, -0.3876, 1.2266)>
      <Vector (0.3825, 0.3596, 0.8511, 0.1391)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0220, 1.3166, 0.1878)>
    Rotation: <Euler (x=-0.0358, y=-0.0887, z=0.0001), order='XYZ'>
    Matrix:
      <Vector (0.9961, 0.0031, -0.0886, -0.0220)>
      <Vector (0.0001, 0.9994, 0.0357, 1.3166)>
      <Vector (0.0886, -0.0356, 0.9954, 0.1878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0240, 1.5575, 0.2106)>
    Rotation: <Euler (x=-0.0358, y=-0.0887, z=0.0001), order='XYZ'>
    Matrix:
      <Vector (0.9961, 0.0031, -0.0886, -0.0240)>
      <Vector (0.0001, 0.9994, 0.0357, 1.5575)>
      <Vector (0.0886, -0.0356, 0.9954, 0.2106)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0643, 1.2127, 0.1620)>
    Rotation: <Euler (x=-0.3033, y=2.1541, z=-2.1165), order='XYZ'>
    Matrix:
      <Vector (0.2858, 0.9451, -0.1581, 0.0643)>
      <Vector (0.4708, -0.2822, -0.8359, 1.2127)>
      <Vector (-0.8347, 0.1645, -0.5256, 0.1620)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1979, 1.1728, 0.1852)>
    Rotation: <Euler (x=3.1060, y=0.8091, z=0.4485), order='XYZ'>
    Matrix:
      <Vector (0.6219, 0.4565, -0.6363, 0.1979)>
      <Vector (0.2992, -0.8894, -0.3456, 1.1728)>
      <Vector (-0.7237, 0.0245, -0.6897, 0.1852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2862, 1.0007, 0.1900)>
    Rotation: <Euler (x=2.3667, y=0.1144, z=-1.0056), order='XYZ'>
    Matrix:
      <Vector (0.5321, -0.5606, -0.6345, 0.2862)>
      <Vector (-0.8390, -0.4501, -0.3058, 1.0007)>
      <Vector (-0.1142, 0.6951, -0.7098, 0.1900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1395, 0.8829, 0.3719)>
    Rotation: <Euler (x=2.0074, y=0.0052, z=-0.6892), order='XYZ'>
    Matrix:
      <Vector (0.7717, -0.2653, -0.5780, 0.1395)>
      <Vector (-0.6359, -0.3294, -0.6979, 0.8829)>
      <Vector (-0.0052, 0.9062, -0.4229, 0.3719)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1027, 0.8799, 0.4043)>
    Rotation: <Euler (x=2.5426, y=-0.6876, z=-1.0724), order='XYZ'>
    Matrix:
      <Vector (0.3694, -0.8965, -0.2446, 0.1027)>
      <Vector (-0.6787, -0.0805, -0.7299, 0.8799)>
      <Vector (0.6347, 0.4357, -0.6382, 0.4043)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0668, 0.8782, 0.4200)>
    Rotation: <Euler (x=2.3717, y=-0.3191, z=-0.7791), order='XYZ'>
    Matrix:
      <Vector (0.6756, -0.6599, -0.3288, 0.0668)>
      <Vector (-0.6672, -0.3575, -0.6535, 0.8782)>
      <Vector (0.3137, 0.6609, -0.6818, 0.4200)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0458, 0.8660, 0.4418)>
    Rotation: <Euler (x=2.2914, y=-0.1488, z=-0.6979), order='XYZ'>
    Matrix:
      <Vector (0.7577, -0.5094, -0.4079, 0.0458)>
      <Vector (-0.6355, -0.4340, -0.6386, 0.8660)>
      <Vector (0.1482, 0.7431, -0.6526, 0.4418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0344, 0.8546, 0.4602)>
    Rotation: <Euler (x=2.2914, y=-0.1488, z=-0.6979), order='XYZ'>
    Matrix:
      <Vector (0.7577, -0.5094, -0.4079, 0.0344)>
      <Vector (-0.6355, -0.4340, -0.6386, 0.8546)>
      <Vector (0.1482, 0.7431, -0.6526, 0.4602)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0820, 0.8687, 0.4765)>
    Rotation: <Euler (x=2.4645, y=-0.0434, z=-0.7034), order='XYZ'>
    Matrix:
      <Vector (0.7619, -0.5249, -0.3794, 0.0820)>
      <Vector (-0.6462, -0.5768, -0.4997, 0.8687)>
      <Vector (0.0434, 0.6259, -0.7787, 0.4765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0668, 0.8516, 0.4948)>
    Rotation: <Euler (x=2.9329, y=-0.0084, z=-0.6349), order='XYZ'>
    Matrix:
      <Vector (0.8051, -0.5816, -0.1163, 0.0668)>
      <Vector (-0.5930, -0.7867, -0.1716, 0.8516)>
      <Vector (0.0084, 0.2071, -0.9783, 0.4948)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0497, 0.8282, 0.5009)>
    Rotation: <Euler (x=-3.1155, y=-0.0026, z=-0.5791), order='XYZ'>
    Matrix:
      <Vector (0.8369, -0.5471, 0.0165, 0.0497)>
      <Vector (-0.5473, -0.8367, 0.0204, 0.8282)>
      <Vector (0.0026, -0.0261, -0.9997, 0.5009)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0367, 0.8091, 0.5003)>
    Rotation: <Euler (x=-3.1155, y=-0.0026, z=-0.5791), order='XYZ'>
    Matrix:
      <Vector (0.8369, -0.5471, 0.0165, 0.0367)>
      <Vector (-0.5473, -0.8367, 0.0204, 0.8091)>
      <Vector (0.0026, -0.0261, -0.9997, 0.5003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1000, 0.8536, 0.4754)>
    Rotation: <Euler (x=2.4643, y=-0.0406, z=-0.7039), order='XYZ'>
    Matrix:
      <Vector (0.7617, -0.5237, -0.3815, 0.1000)>
      <Vector (-0.6467, -0.5775, -0.4982, 0.8536)>
      <Vector (0.0406, 0.6262, -0.7786, 0.4754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0825, 0.8340, 0.4966)>
    Rotation: <Euler (x=2.9329, y=-0.0055, z=-0.6349), order='XYZ'>
    Matrix:
      <Vector (0.8051, -0.5812, -0.1185, 0.0825)>
      <Vector (-0.5931, -0.7870, -0.1700, 0.8340)>
      <Vector (0.0055, 0.2072, -0.9783, 0.4966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0622, 0.8063, 0.5038)>
    Rotation: <Euler (x=-3.1155, y=0.0001, z=-0.5810), order='XYZ'>
    Matrix:
      <Vector (0.8359, -0.5487, 0.0143, 0.0622)>
      <Vector (-0.5488, -0.8356, 0.0219, 0.8063)>
      <Vector (-0.0001, -0.0261, -0.9997, 0.5038)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0476, 0.7847, 0.5031)>
    Rotation: <Euler (x=-3.1155, y=0.0001, z=-0.5810), order='XYZ'>
    Matrix:
      <Vector (0.8359, -0.5487, 0.0143, 0.0476)>
      <Vector (-0.5488, -0.8356, 0.0219, 0.7847)>
      <Vector (-0.0001, -0.0261, -0.9997, 0.5031)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1199, 0.8382, 0.4753)>
    Rotation: <Euler (x=2.4645, y=-0.0395, z=-0.7020), order='XYZ'>
    Matrix:
      <Vector (0.7630, -0.5221, -0.3811, 0.1199)>
      <Vector (-0.6452, -0.5791, -0.4983, 0.8382)>
      <Vector (0.0395, 0.6261, -0.7788, 0.4753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1044, 0.8207, 0.4941)>
    Rotation: <Euler (x=2.9329, y=-0.0051, z=-0.6321), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5789, -0.1184, 0.1044)>
      <Vector (-0.5908, -0.7887, -0.1701, 0.8207)>
      <Vector (0.0051, 0.2072, -0.9783, 0.4941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0875, 0.7977, 0.5002)>
    Rotation: <Euler (x=-3.1155, y=-0.0014, z=-0.5876), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5542, 0.0156, 0.0875)>
      <Vector (-0.5544, -0.8320, 0.0210, 0.7977)>
      <Vector (0.0014, -0.0261, -0.9997, 0.5002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0746, 0.7788, 0.4996)>
    Rotation: <Euler (x=-3.1155, y=-0.0014, z=-0.5876), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5542, 0.0156, 0.0746)>
      <Vector (-0.5544, -0.8320, 0.0210, 0.7788)>
      <Vector (0.0014, -0.0261, -0.9997, 0.4996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1397, 0.8264, 0.4717)>
    Rotation: <Euler (x=2.4523, y=0.0147, z=-0.6467), order='XYZ'>
    Matrix:
      <Vector (0.7980, -0.4575, -0.3922, 0.1397)>
      <Vector (-0.6025, -0.6215, -0.5008, 0.8264)>
      <Vector (-0.0147, 0.6359, -0.7716, 0.4717)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1265, 0.8085, 0.4900)>
    Rotation: <Euler (x=2.9329, y=0.0034, z=-0.6293), order='XYZ'>
    Matrix:
      <Vector (0.8084, -0.5752, -0.1246, 0.1265)>
      <Vector (-0.5886, -0.7913, -0.1655, 0.8085)>
      <Vector (-0.0034, 0.2071, -0.9783, 0.4900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1137, 0.7910, 0.4946)>
    Rotation: <Euler (x=-3.1155, y=0.0061, z=-0.6022), order='XYZ'>
    Matrix:
      <Vector (0.8240, -0.5664, 0.0097, 0.1137)>
      <Vector (-0.5665, -0.8237, 0.0250, 0.7910)>
      <Vector (-0.0061, -0.0261, -0.9996, 0.4946)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1044, 0.7774, 0.4942)>
    Rotation: <Euler (x=-3.1155, y=0.0061, z=-0.6022), order='XYZ'>
    Matrix:
      <Vector (0.8240, -0.5664, 0.0097, 0.1044)>
      <Vector (-0.5665, -0.8237, 0.0250, 0.7774)>
      <Vector (-0.0061, -0.0261, -0.9996, 0.4942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0611, 1.2105, 0.1014)>
    Rotation: <Euler (x=1.1152, y=-2.1782, z=1.0194), order='XYZ'>
    Matrix:
      <Vector (-0.2990, -0.7611, 0.5756, -0.0611)>
      <Vector (-0.4862, -0.3975, -0.7782, 1.2105)>
      <Vector (0.8211, -0.5125, -0.2511, 0.1014)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1687, 1.1544, 0.0290)>
    Rotation: <Euler (x=-1.0103, y=-1.3324, z=-2.2292), order='XYZ'>
    Matrix:
      <Vector (-0.1445, -0.0831, 0.9860, -0.1687)>
      <Vector (-0.1868, -0.9763, -0.1097, 1.1544)>
      <Vector (0.9717, -0.2000, 0.1255, 0.0290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1848, 0.9650, -0.0097)>
    Rotation: <Euler (x=1.4606, y=-0.1575, z=1.5053), order='XYZ'>
    Matrix:
      <Vector (0.0646, -0.1199, 0.9907, -0.1848)>
      <Vector (0.9855, -0.1483, -0.0822, 0.9650)>
      <Vector (0.1568, 0.9816, 0.1086, -0.0097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2162, 0.9262, 0.2471)>
    Rotation: <Euler (x=1.4860, y=-0.4180, z=1.1399), order='XYZ'>
    Matrix:
      <Vector (0.3818, -0.2459, 0.8910, -0.2162)>
      <Vector (0.8303, -0.3321, -0.4475, 0.9262)>
      <Vector (0.4060, 0.9106, 0.0774, 0.2471)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2077, 0.9304, 0.2928)>
    Rotation: <Euler (x=1.8682, y=0.3794, z=1.0708), order='XYZ'>
    Matrix:
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      <Vector (0.8152, 0.1703, -0.5536, 0.9304)>
      <Vector (-0.3704, 0.8881, -0.2722, 0.2928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1912, 0.9378, 0.3255)>
    Rotation: <Euler (x=1.8583, y=-0.1174, z=1.0455), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1851, 0.9298, 0.3567)>
    Rotation: <Euler (x=1.7989, y=-0.2705, z=1.0644), order='XYZ'>
    Matrix:
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      <Vector (0.2672, 0.9387, -0.2179, 0.3567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1836, 0.9198, 0.3819)>
    Rotation: <Euler (x=1.7989, y=-0.2705, z=1.0644), order='XYZ'>
    Matrix:
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      <Vector (0.2672, 0.9387, -0.2179, 0.3819)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2311, 0.9184, 0.3641)>
    Rotation: <Euler (x=1.9487, y=-0.3632, z=1.1251), order='XYZ'>
    Matrix:
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      <Vector (0.8434, -0.4570, -0.2825, 0.9184)>
      <Vector (0.3552, 0.8688, -0.3449, 0.3641)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2255, 0.9044, 0.3902)>
    Rotation: <Euler (x=2.4358, y=-0.4207, z=1.0832), order='XYZ'>
    Matrix:
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      <Vector (0.8064, -0.5906, -0.0293, 0.9044)>
      <Vector (0.4084, 0.5921, -0.6947, 0.3902)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2092, 0.8868, 0.4078)>
    Rotation: <Euler (x=2.6898, y=-0.4476, z=1.0392), order='XYZ'>
    Matrix:
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      <Vector (0.7771, -0.6189, 0.1144, 0.8868)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1936, 0.8729, 0.4169)>
    Rotation: <Euler (x=2.6898, y=-0.4476, z=1.0392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2407, 0.8982, 0.3585)>
    Rotation: <Euler (x=1.9483, y=-0.3709, z=1.1261), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2348, 0.8833, 0.3862)>
    Rotation: <Euler (x=2.4356, y=-0.4265, z=1.0838), order='XYZ'>
    Matrix:
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      <Vector (0.8046, -0.5933, -0.0255, 0.8833)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2160, 0.8629, 0.4064)>
    Rotation: <Euler (x=2.6869, y=-0.4489, z=1.0461), order='XYZ'>
    Matrix:
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      <Vector (0.7797, -0.6150, 0.1175, 0.8629)>
      <Vector (0.4340, 0.3957, -0.8094, 0.4064)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1991, 0.8479, 0.4163)>
    Rotation: <Euler (x=2.6869, y=-0.4489, z=1.0461), order='XYZ'>
    Matrix:
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      <Vector (0.7797, -0.6150, 0.1175, 0.8479)>
      <Vector (0.4340, 0.3957, -0.8094, 0.4163)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2498, 0.8768, 0.3489)>
    Rotation: <Euler (x=1.9489, y=-0.3660, z=1.1244), order='XYZ'>
    Matrix:
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      <Vector (0.8423, -0.4594, -0.2821, 0.8768)>
      <Vector (0.3578, 0.8678, -0.3447, 0.3489)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2446, 0.8638, 0.3732)>
    Rotation: <Euler (x=2.4378, y=-0.4262, z=1.0783), order='XYZ'>
    Matrix:
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      <Vector (0.8023, -0.5962, -0.0282, 0.8638)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2294, 0.8473, 0.3896)>
    Rotation: <Euler (x=2.6861, y=-0.4434, z=1.0479), order='XYZ'>
    Matrix:
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      <Vector (0.7826, -0.6120, 0.1141, 0.8473)>
      <Vector (0.4290, 0.3974, -0.8112, 0.3896)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2134, 0.8330, 0.3990)>
    Rotation: <Euler (x=2.6861, y=-0.4434, z=1.0479), order='XYZ'>
    Matrix:
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      <Vector (0.7826, -0.6120, 0.1141, 0.8330)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2586, 0.8611, 0.3331)>
    Rotation: <Euler (x=1.9484, y=-0.3700, z=1.1257), order='XYZ'>
    Matrix:
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      <Vector (0.8415, -0.4621, -0.2798, 0.8611)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2537, 0.8489, 0.3558)>
    Rotation: <Euler (x=2.4383, y=-0.4314, z=1.0772), order='XYZ'>
    Matrix:
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      <Vector (0.8000, -0.5995, -0.0256, 0.8489)>
      <Vector (0.4181, 0.5875, -0.6929, 0.3558)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2395, 0.8335, 0.3711)>
    Rotation: <Euler (x=2.6808, y=-0.4412, z=1.0602), order='XYZ'>
    Matrix:
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      <Vector (0.7889, -0.6034, 0.1164, 0.8335)>
      <Vector (0.4270, 0.4021, -0.8099, 0.3711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2293, 0.8245, 0.3771)>
    Rotation: <Euler (x=2.6808, y=-0.4412, z=1.0602), order='XYZ'>
    Matrix:
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      <Vector (0.7889, -0.6034, 0.1164, 0.8245)>
      <Vector (0.4270, 0.4021, -0.8099, 0.3771)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1492, 0.8176, 0.0575)>
    Rotation: <Euler (x=0.7337, y=0.0226, z=-2.9122), order='XYZ'>
    Matrix:
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      <Vector (-0.2273, -0.7267, 0.6483, 0.8176)>
      <Vector (-0.0226, 0.6695, 0.7425, 0.0575)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2133, 0.5156, 0.3356)>
    Rotation: <Euler (x=-0.2571, y=-0.1381, z=-2.9051), order='XYZ'>
    Matrix:
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      <Vector (-0.2321, -0.9484, -0.2160, 0.5156)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2956, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8643, y=-0.1376, z=-2.9982), order='XYZ'>
    Matrix:
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      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9036, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3476, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5314, y=-2.9036, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0526, 0.8260, -0.0280)>
    Rotation: <Euler (x=0.4726, y=0.7028, z=2.8273), order='XYZ'>
    Matrix:
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      <Vector (0.2359, -0.7558, 0.6109, 0.8260)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2833, 0.5118, 0.1164)>
    Rotation: <Euler (x=-0.5323, y=0.7786, z=2.7625), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7740, y=0.8012, z=2.9381), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2368, z=-0.0283), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2368, z=-0.0283), order='XYZ'>
    Matrix:
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Frame: 22
  Bone: mixamorig:Hips
    Location: <Vector (0.0492, 0.8626, 0.0298)>
    Rotation: <Euler (x=0.2136, y=-0.4197, z=-0.0482), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0469, 0.9387, 0.0432)>
    Rotation: <Euler (x=0.2365, y=-0.4335, z=-0.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0414, 1.0266, 0.0624)>
    Rotation: <Euler (x=0.3574, y=-0.4521, z=-0.0155), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0271, 1.1234, 0.0948)>
    Rotation: <Euler (x=0.4796, y=-0.4715, z=0.0037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0025, 1.2261, 0.1425)>
    Rotation: <Euler (x=0.4020, y=-0.3930, z=-0.0050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0174, 1.3161, 0.1914)>
    Rotation: <Euler (x=-0.0356, y=-0.0891, z=-0.0001), order='XYZ'>
    Matrix:
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      <Vector (-0.0001, 0.9994, 0.0356, 1.3161)>
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0194, 1.5570, 0.2142)>
    Rotation: <Euler (x=-0.0356, y=-0.0891, z=-0.0001), order='XYZ'>
    Matrix:
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      <Vector (-0.0001, 0.9994, 0.0356, 1.5570)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0690, 1.2122, 0.1654)>
    Rotation: <Euler (x=-0.3037, y=2.1551, z=-2.1178), order='XYZ'>
    Matrix:
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      <Vector (0.4711, -0.2833, -0.8353, 1.2122)>
      <Vector (-0.8341, 0.1649, -0.5264, 0.1654)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2024, 1.1722, 0.1888)>
    Rotation: <Euler (x=3.0991, y=0.8074, z=0.4398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2901, 0.9998, 0.1944)>
    Rotation: <Euler (x=2.3680, y=0.1121, z=-1.0064), order='XYZ'>
    Matrix:
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      <Vector (-0.8396, -0.4487, -0.3061, 0.9998)>
      <Vector (-0.1119, 0.6943, -0.7109, 0.1944)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1429, 0.8823, 0.3762)>
    Rotation: <Euler (x=2.0093, y=0.0014, z=-0.6894), order='XYZ'>
    Matrix:
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      <Vector (-0.6361, -0.3284, -0.6982, 0.8823)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1060, 0.8794, 0.4084)>
    Rotation: <Euler (x=2.5467, y=-0.6905, z=-1.0752), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0700, 0.8777, 0.4240)>
    Rotation: <Euler (x=2.3740, y=-0.3227, z=-0.7801), order='XYZ'>
    Matrix:
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      <Vector (-0.6670, -0.3567, -0.6541, 0.8777)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0489, 0.8655, 0.4457)>
    Rotation: <Euler (x=2.2933, y=-0.1526, z=-0.6984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0374, 0.8541, 0.4640)>
    Rotation: <Euler (x=2.2933, y=-0.1526, z=-0.6984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0850, 0.8682, 0.4805)>
    Rotation: <Euler (x=2.4664, y=-0.0472, z=-0.7037), order='XYZ'>
    Matrix:
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      <Vector (-0.6463, -0.5761, -0.5004, 0.8682)>
      <Vector (0.0472, 0.6243, -0.7797, 0.4805)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0697, 0.8512, 0.4988)>
    Rotation: <Euler (x=2.9346, y=-0.0123, z=-0.6351), order='XYZ'>
    Matrix:
      <Vector (0.8050, -0.5826, -0.1123, 0.0697)>
      <Vector (-0.5932, -0.7863, -0.1726, 0.8512)>
      <Vector (0.0123, 0.2055, -0.9786, 0.4988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0525, 0.8278, 0.5049)>
    Rotation: <Euler (x=-3.1141, y=-0.0066, z=-0.5794), order='XYZ'>
    Matrix:
      <Vector (0.8368, -0.5471, 0.0206, 0.0525)>
      <Vector (-0.5475, -0.8366, 0.0194, 0.8278)>
      <Vector (0.0066, -0.0275, -0.9996, 0.5049)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0396, 0.8086, 0.5042)>
    Rotation: <Euler (x=-3.1141, y=-0.0066, z=-0.5794), order='XYZ'>
    Matrix:
      <Vector (0.8368, -0.5471, 0.0206, 0.0396)>
      <Vector (-0.5475, -0.8366, 0.0194, 0.8086)>
      <Vector (0.0066, -0.0275, -0.9996, 0.5042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1030, 0.8532, 0.4795)>
    Rotation: <Euler (x=2.4662, y=-0.0444, z=-0.7042), order='XYZ'>
    Matrix:
      <Vector (0.7614, -0.5264, -0.3784, 0.1030)>
      <Vector (-0.6468, -0.5768, -0.4989, 0.8532)>
      <Vector (0.0444, 0.6246, -0.7797, 0.4795)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0854, 0.8335, 0.5006)>
    Rotation: <Euler (x=2.9346, y=-0.0094, z=-0.6351), order='XYZ'>
    Matrix:
      <Vector (0.8050, -0.5822, -0.1145, 0.0854)>
      <Vector (-0.5933, -0.7867, -0.1709, 0.8335)>
      <Vector (0.0094, 0.2055, -0.9786, 0.5006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0650, 0.8059, 0.5078)>
    Rotation: <Euler (x=-3.1140, y=-0.0039, z=-0.5812), order='XYZ'>
    Matrix:
      <Vector (0.8358, -0.5487, 0.0184, 0.0650)>
      <Vector (-0.5490, -0.8355, 0.0209, 0.8059)>
      <Vector (0.0039, -0.0276, -0.9996, 0.5078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0504, 0.7842, 0.5071)>
    Rotation: <Euler (x=-3.1140, y=-0.0039, z=-0.5812), order='XYZ'>
    Matrix:
      <Vector (0.8358, -0.5487, 0.0184, 0.0504)>
      <Vector (-0.5490, -0.8355, 0.0209, 0.7842)>
      <Vector (0.0039, -0.0276, -0.9996, 0.5071)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1228, 0.8377, 0.4796)>
    Rotation: <Euler (x=2.4664, y=-0.0433, z=-0.7023), order='XYZ'>
    Matrix:
      <Vector (0.7627, -0.5248, -0.3780, 0.1228)>
      <Vector (-0.6453, -0.5784, -0.4990, 0.8377)>
      <Vector (0.0433, 0.6245, -0.7798, 0.4796)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1072, 0.8202, 0.4983)>
    Rotation: <Euler (x=2.9346, y=-0.0090, z=-0.6323), order='XYZ'>
    Matrix:
      <Vector (0.8066, -0.5799, -0.1144, 0.1072)>
      <Vector (-0.5910, -0.7883, -0.1710, 0.8202)>
      <Vector (0.0090, 0.2055, -0.9786, 0.4983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0904, 0.7973, 0.5043)>
    Rotation: <Euler (x=-3.1140, y=-0.0053, z=-0.5878), order='XYZ'>
    Matrix:
      <Vector (0.8321, -0.5542, 0.0197, 0.0904)>
      <Vector (-0.5545, -0.8319, 0.0200, 0.7973)>
      <Vector (0.0053, -0.0276, -0.9996, 0.5043)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0775, 0.7784, 0.5036)>
    Rotation: <Euler (x=-3.1140, y=-0.0053, z=-0.5878), order='XYZ'>
    Matrix:
      <Vector (0.8321, -0.5542, 0.0197, 0.0775)>
      <Vector (-0.5545, -0.8319, 0.0200, 0.7784)>
      <Vector (0.0053, -0.0276, -0.9996, 0.5036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1426, 0.8260, 0.4760)>
    Rotation: <Euler (x=2.4540, y=0.0108, z=-0.6469), order='XYZ'>
    Matrix:
      <Vector (0.7979, -0.4603, -0.3892, 0.1426)>
      <Vector (-0.6026, -0.6208, -0.5014, 0.8260)>
      <Vector (-0.0108, 0.6346, -0.7727, 0.4760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1294, 0.8081, 0.4943)>
    Rotation: <Euler (x=2.9346, y=-0.0005, z=-0.6295), order='XYZ'>
    Matrix:
      <Vector (0.8083, -0.5762, -0.1206, 0.1294)>
      <Vector (-0.5887, -0.7910, -0.1665, 0.8081)>
      <Vector (0.0005, 0.2056, -0.9786, 0.4943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1165, 0.7905, 0.4988)>
    Rotation: <Euler (x=-3.1140, y=0.0022, z=-0.6025), order='XYZ'>
    Matrix:
      <Vector (0.8239, -0.5665, 0.0138, 0.1165)>
      <Vector (-0.5667, -0.8236, 0.0240, 0.7905)>
      <Vector (-0.0022, -0.0276, -0.9996, 0.4988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1073, 0.7770, 0.4984)>
    Rotation: <Euler (x=-3.1140, y=0.0022, z=-0.6025), order='XYZ'>
    Matrix:
      <Vector (0.8239, -0.5665, 0.0138, 0.1073)>
      <Vector (-0.5667, -0.8236, 0.0240, 0.7770)>
      <Vector (-0.0022, -0.0276, -0.9996, 0.4984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0565, 1.2101, 0.1048)>
    Rotation: <Euler (x=1.1165, y=-2.1787, z=1.0196), order='XYZ'>
    Matrix:
      <Vector (-0.2991, -0.7601, 0.5768, -0.0565)>
      <Vector (-0.4865, -0.3985, -0.7775, 1.2101)>
      <Vector (0.8209, -0.5132, -0.2506, 0.1048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1639, 1.1538, 0.0323)>
    Rotation: <Euler (x=-0.9854, y=-1.3295, z=-2.2540), order='XYZ'>
    Matrix:
      <Vector (-0.1508, -0.0824, 0.9851, -0.1639)>
      <Vector (-0.1853, -0.9765, -0.1100, 1.1538)>
      <Vector (0.9710, -0.1991, 0.1320, 0.0323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1798, 0.9644, -0.0063)>
    Rotation: <Euler (x=1.4540, y=-0.1581, z=1.5060), order='XYZ'>
    Matrix:
      <Vector (0.0639, -0.1264, 0.9899, -0.1798)>
      <Vector (0.9855, -0.1485, -0.0826, 0.9644)>
      <Vector (0.1574, 0.9808, 0.1151, -0.0063)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2129, 0.9256, 0.2503)>
    Rotation: <Euler (x=1.4815, y=-0.4217, z=1.1426), order='XYZ'>
    Matrix:
      <Vector (0.3789, -0.2504, 0.8909, -0.2129)>
      <Vector (0.8300, -0.3339, -0.4468, 0.9256)>
      <Vector (0.4093, 0.9087, 0.0814, 0.2503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2047, 0.9297, 0.2961)>
    Rotation: <Euler (x=1.8640, y=0.3754, z=1.0702), order='XYZ'>
    Matrix:
      <Vector (0.4465, 0.4221, 0.7890, -0.2047)>
      <Vector (0.8162, 0.1692, -0.5525, 0.9297)>
      <Vector (-0.3667, 0.8906, -0.2689, 0.2961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1884, 0.9371, 0.3289)>
    Rotation: <Euler (x=1.8545, y=-0.1215, z=1.0468), order='XYZ'>
    Matrix:
      <Vector (0.4966, 0.1842, 0.8482, -0.1884)>
      <Vector (0.8595, -0.2408, -0.4510, 0.9371)>
      <Vector (0.1212, 0.9529, -0.2779, 0.3289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1824, 0.9290, 0.3601)>
    Rotation: <Euler (x=1.7950, y=-0.2745, z=1.0663), order='XYZ'>
    Matrix:
      <Vector (0.4652, 0.0668, 0.8827, -0.1824)>
      <Vector (0.8426, -0.3388, -0.4185, 0.9290)>
      <Vector (0.2711, 0.9385, -0.2140, 0.3601)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1811, 0.9189, 0.3852)>
    Rotation: <Euler (x=1.7950, y=-0.2745, z=1.0663), order='XYZ'>
    Matrix:
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      <Vector (0.8426, -0.3388, -0.4185, 0.9189)>
      <Vector (0.2711, 0.9385, -0.2140, 0.3852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2285, 0.9176, 0.3672)>
    Rotation: <Euler (x=1.9443, y=-0.3669, z=1.1275), order='XYZ'>
    Matrix:
      <Vector (0.4004, 0.1863, 0.8972, -0.2285)>
      <Vector (0.8432, -0.4583, -0.2811, 0.9176)>
      <Vector (0.3588, 0.8691, -0.3406, 0.3672)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2230, 0.9035, 0.3934)>
    Rotation: <Euler (x=2.4315, y=-0.4246, z=1.0858), order='XYZ'>
    Matrix:
      <Vector (0.4248, 0.5457, 0.7224, -0.2230)>
      <Vector (0.8061, -0.5911, -0.0275, 0.9035)>
      <Vector (0.4120, 0.5940, -0.6910, 0.3934)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2068, 0.8859, 0.4110)>
    Rotation: <Euler (x=2.6857, y=-0.4517, z=1.0418), order='XYZ'>
    Matrix:
      <Vector (0.4540, 0.6782, 0.5779, -0.2068)>
      <Vector (0.7767, -0.6190, 0.1162, 0.8859)>
      <Vector (0.4365, 0.3961, -0.8078, 0.4110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1912, 0.8720, 0.4202)>
    Rotation: <Euler (x=2.6857, y=-0.4517, z=1.0418), order='XYZ'>
    Matrix:
      <Vector (0.4540, 0.6782, 0.5779, -0.1912)>
      <Vector (0.7767, -0.6190, 0.1162, 0.8720)>
      <Vector (0.4365, 0.3961, -0.8078, 0.4202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2380, 0.8974, 0.3616)>
    Rotation: <Euler (x=1.9439, y=-0.3747, z=1.1286), order='XYZ'>
    Matrix:
      <Vector (0.3982, 0.1836, 0.8987, -0.2380)>
      <Vector (0.8411, -0.4640, -0.2779, 0.8974)>
      <Vector (0.3660, 0.8666, -0.3392, 0.3616)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2322, 0.8825, 0.3892)>
    Rotation: <Euler (x=2.4313, y=-0.4304, z=1.0864), order='XYZ'>
    Matrix:
      <Vector (0.4232, 0.5442, 0.7244, -0.2322)>
      <Vector (0.8042, -0.5938, -0.0237, 0.8825)>
      <Vector (0.4172, 0.5926, -0.6890, 0.3892)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2136, 0.8620, 0.4095)>
    Rotation: <Euler (x=2.6827, y=-0.4530, z=1.0488), order='XYZ'>
    Matrix:
      <Vector (0.4483, 0.6805, 0.5796, -0.2136)>
      <Vector (0.7794, -0.6151, 0.1193, 0.8620)>
      <Vector (0.4377, 0.3983, -0.8061, 0.4095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1967, 0.8470, 0.4195)>
    Rotation: <Euler (x=2.6827, y=-0.4530, z=1.0488), order='XYZ'>
    Matrix:
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      <Vector (0.7794, -0.6151, 0.1193, 0.8470)>
      <Vector (0.4377, 0.3983, -0.8061, 0.4195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2471, 0.8760, 0.3519)>
    Rotation: <Euler (x=1.9445, y=-0.3697, z=1.1268), order='XYZ'>
    Matrix:
      <Vector (0.4005, 0.1852, 0.8974, -0.2471)>
      <Vector (0.8420, -0.4606, -0.2807, 0.8760)>
      <Vector (0.3614, 0.8681, -0.3404, 0.3519)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2419, 0.8629, 0.3762)>
    Rotation: <Euler (x=2.4335, y=-0.4302, z=1.0809), order='XYZ'>
    Matrix:
      <Vector (0.4276, 0.5427, 0.7229, -0.2419)>
      <Vector (0.8020, -0.5967, -0.0265, 0.8629)>
      <Vector (0.4170, 0.5911, -0.6904, 0.3762)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2269, 0.8464, 0.3926)>
    Rotation: <Euler (x=2.6819, y=-0.4474, z=1.0505), order='XYZ'>
    Matrix:
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      <Vector (0.7823, -0.6121, 0.1159, 0.8464)>
      <Vector (0.4327, 0.4000, -0.8080, 0.3926)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2108, 0.8321, 0.4020)>
    Rotation: <Euler (x=2.6819, y=-0.4474, z=1.0505), order='XYZ'>
    Matrix:
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      <Vector (0.7823, -0.6121, 0.1159, 0.8321)>
      <Vector (0.4327, 0.4000, -0.8080, 0.4020)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2557, 0.8603, 0.3360)>
    Rotation: <Euler (x=1.9440, y=-0.3738, z=1.1282), order='XYZ'>
    Matrix:
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      <Vector (0.8412, -0.4634, -0.2785, 0.8603)>
      <Vector (0.3651, 0.8669, -0.3395, 0.3360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2509, 0.8481, 0.3587)>
    Rotation: <Euler (x=2.4340, y=-0.4353, z=1.0798), order='XYZ'>
    Matrix:
      <Vector (0.4275, 0.5409, 0.7243, -0.2509)>
      <Vector (0.7996, -0.6000, -0.0238, 0.8481)>
      <Vector (0.4217, 0.5894, -0.6891, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2368, 0.8327, 0.3741)>
    Rotation: <Euler (x=2.6766, y=-0.4452, z=1.0629), order='XYZ'>
    Matrix:
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      <Vector (0.7886, -0.6035, 0.1182, 0.8327)>
      <Vector (0.4306, 0.4047, -0.8067, 0.3741)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2266, 0.8236, 0.3800)>
    Rotation: <Euler (x=2.6766, y=-0.4452, z=1.0629), order='XYZ'>
    Matrix:
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      <Vector (0.7886, -0.6035, 0.1182, 0.8236)>
      <Vector (0.4306, 0.4047, -0.8067, 0.3800)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1533, 0.8168, 0.0610)>
    Rotation: <Euler (x=0.7354, y=0.0206, z=-2.9186), order='XYZ'>
    Matrix:
      <Vector (-0.9750, 0.1506, -0.1633, 0.1533)>
      <Vector (-0.2211, -0.7263, 0.6509, 0.8168)>
      <Vector (-0.0206, 0.6707, 0.7414, 0.0610)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2158, 0.5151, 0.3397)>
    Rotation: <Euler (x=-0.2670, y=-0.1380, z=-2.9097), order='XYZ'>
    Matrix:
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      <Vector (-0.2276, -0.9471, -0.2263, 0.5151)>
      <Vector (0.1376, -0.2614, 0.9554, 0.3397)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2956, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8642, y=-0.1382, z=-2.9982), order='XYZ'>
    Matrix:
      <Vector (-0.9803, 0.1965, -0.0201, 0.2956)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1378, 0.7533, 0.6431, 0.2279)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9030, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9715, 0.2353, -0.0303, 0.3300)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2363, 0.9709, -0.0383, 0.3598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3477, 0.0034, 0.4329)>
    Rotation: <Euler (x=-1.5314, y=-2.9030, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9715, 0.2353, -0.0303, 0.3477)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2363, 0.9709, -0.0383, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0489, 0.8254, -0.0235)>
    Rotation: <Euler (x=0.4640, y=0.7041, z=2.8189), order='XYZ'>
    Matrix:
      <Vector (-0.7228, -0.5584, -0.4071, -0.0489)>
      <Vector (0.2417, -0.7562, 0.6080, 0.8254)>
      <Vector (-0.6474, 0.3411, 0.6816, -0.0235)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2810, 0.5111, 0.1182)>
    Rotation: <Euler (x=-0.5378, y=0.7756, z=2.7533), order='XYZ'>
    Matrix:
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      <Vector (0.2703, -0.9307, -0.2464, 0.5111)>
      <Vector (-0.7002, -0.3657, 0.6132, 0.1182)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8006, z=2.9382), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7178, 0.4868, 0.4979, -0.0394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6181, -0.7849, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7859, 0.6182, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6181, -0.7849, 0.0439, -0.4564)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7859, 0.6182, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 23
  Bone: mixamorig:Hips
    Location: <Vector (0.0534, 0.8620, 0.0339)>
    Rotation: <Euler (x=0.2091, y=-0.4115, z=-0.0490), order='XYZ'>
    Matrix:
      <Vector (0.9154, -0.0350, -0.4010, 0.0534)>
      <Vector (-0.0449, 0.9811, -0.1882, 0.8620)>
      <Vector (0.4000, 0.1903, 0.8966, 0.0339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0514, 0.9381, 0.0470)>
    Rotation: <Euler (x=0.2331, y=-0.4267, z=-0.0383), order='XYZ'>
    Matrix:
      <Vector (0.9097, -0.0582, -0.4113, 0.0514)>
      <Vector (-0.0349, 0.9759, -0.2154, 0.9381)>
      <Vector (0.4139, 0.2103, 0.8857, 0.0470)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0462, 1.0261, 0.0660)>
    Rotation: <Euler (x=0.3557, y=-0.4481, z=-0.0160), order='XYZ'>
    Matrix:
      <Vector (0.9011, -0.1358, -0.4117, 0.0462)>
      <Vector (-0.0144, 0.9397, -0.3417, 1.0261)>
      <Vector (0.4333, 0.3138, 0.8449, 0.0660)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0322, 1.1230, 0.0983)>
    Rotation: <Euler (x=0.4796, y=-0.4703, z=0.0029), order='XYZ'>
    Matrix:
      <Vector (0.8914, -0.2117, -0.4007, 0.0322)>
      <Vector (0.0026, 0.8866, -0.4626, 1.1230)>
      <Vector (0.4532, 0.4113, 0.7908, 0.0983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0076, 1.2257, 0.1460)>
    Rotation: <Euler (x=0.4044, y=-0.3915, z=-0.0062), order='XYZ'>
    Matrix:
      <Vector (0.9243, -0.1444, -0.3532, 0.0076)>
      <Vector (-0.0057, 0.9202, -0.3913, 1.2257)>
      <Vector (0.3816, 0.3637, 0.8498, 0.1460)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0121, 1.3156, 0.1952)>
    Rotation: <Euler (x=-0.0359, y=-0.0877, z=0.0004), order='XYZ'>
    Matrix:
      <Vector (0.9962, 0.0027, -0.0876, -0.0121)>
      <Vector (0.0004, 0.9994, 0.0359, 1.3156)>
      <Vector (0.0876, -0.0358, 0.9955, 0.1952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0142, 1.5565, 0.2180)>
    Rotation: <Euler (x=-0.0359, y=-0.0877, z=0.0004), order='XYZ'>
    Matrix:
      <Vector (0.9962, 0.0027, -0.0876, -0.0142)>
      <Vector (0.0004, 0.9994, 0.0359, 1.5565)>
      <Vector (0.0876, -0.0358, 0.9955, 0.2180)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0742, 1.2118, 0.1689)>
    Rotation: <Euler (x=-0.3012, y=2.1548, z=-2.1173), order='XYZ'>
    Matrix:
      <Vector (0.2865, 0.9445, -0.1606, 0.0742)>
      <Vector (0.4710, -0.2848, -0.8349, 1.2118)>
      <Vector (-0.8343, 0.1636, -0.5265, 0.1689)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2076, 1.1715, 0.1920)>
    Rotation: <Euler (x=3.0933, y=0.8072, z=0.4313), order='XYZ'>
    Matrix:
      <Vector (0.6282, 0.4493, -0.6352, 0.2076)>
      <Vector (0.2891, -0.8928, -0.3455, 1.1715)>
      <Vector (-0.7223, 0.0334, -0.6907, 0.1920)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2945, 0.9987, 0.1985)>
    Rotation: <Euler (x=2.3678, y=0.1099, z=-1.0088), order='XYZ'>
    Matrix:
      <Vector (0.5297, -0.5644, -0.6332, 0.2945)>
      <Vector (-0.8411, -0.4460, -0.3060, 0.9987)>
      <Vector (-0.1097, 0.6946, -0.7109, 0.1985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1468, 0.8820, 0.3803)>
    Rotation: <Euler (x=2.0110, y=0.0002, z=-0.6922), order='XYZ'>
    Matrix:
      <Vector (0.7699, -0.2718, -0.5775, 0.1468)>
      <Vector (-0.6382, -0.3282, -0.6964, 0.8820)>
      <Vector (-0.0002, 0.9047, -0.4261, 0.3803)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1099, 0.8792, 0.4125)>
    Rotation: <Euler (x=2.5493, y=-0.6909, z=-1.0796), order='XYZ'>
    Matrix:
      <Vector (0.3635, -0.8994, -0.2429, 0.1099)>
      <Vector (-0.6795, -0.0777, -0.7295, 0.8792)>
      <Vector (0.6372, 0.4302, -0.6394, 0.4125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0738, 0.8776, 0.4280)>
    Rotation: <Euler (x=2.3759, y=-0.3237, z=-0.7834), order='XYZ'>
    Matrix:
      <Vector (0.6717, -0.6649, -0.3266, 0.0738)>
      <Vector (-0.6690, -0.3552, -0.6528, 0.8776)>
      <Vector (0.3181, 0.6570, -0.6835, 0.4280)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0527, 0.8655, 0.4496)>
    Rotation: <Euler (x=2.2951, y=-0.1537, z=-0.7014), order='XYZ'>
    Matrix:
      <Vector (0.7549, -0.5152, -0.4058, 0.0527)>
      <Vector (-0.6377, -0.4322, -0.6376, 0.8655)>
      <Vector (0.1531, 0.7402, -0.6548, 0.4496)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0411, 0.8541, 0.4679)>
    Rotation: <Euler (x=2.2951, y=-0.1537, z=-0.7014), order='XYZ'>
    Matrix:
      <Vector (0.7549, -0.5152, -0.4058, 0.0411)>
      <Vector (-0.6377, -0.4322, -0.6376, 0.8541)>
      <Vector (0.1531, 0.7402, -0.6548, 0.4679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0887, 0.8680, 0.4845)>
    Rotation: <Euler (x=2.4682, y=-0.0484, z=-0.7065), order='XYZ'>
    Matrix:
      <Vector (0.7598, -0.5304, -0.3761, 0.0887)>
      <Vector (-0.6484, -0.5750, -0.4989, 0.8680)>
      <Vector (0.0484, 0.6229, -0.7808, 0.4845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0734, 0.8510, 0.5028)>
    Rotation: <Euler (x=2.9362, y=-0.0135, z=-0.6378), order='XYZ'>
    Matrix:
      <Vector (0.8033, -0.5851, -0.1108, 0.0734)>
      <Vector (-0.5954, -0.7849, -0.1717, 0.8510)>
      <Vector (0.0135, 0.2039, -0.9789, 0.5028)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0561, 0.8277, 0.5088)>
    Rotation: <Euler (x=-3.1125, y=-0.0080, z=-0.5821), order='XYZ'>
    Matrix:
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      <Vector (-0.5497, -0.8351, 0.0199, 0.8277)>
      <Vector (0.0080, -0.0290, -0.9995, 0.5088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0431, 0.8085, 0.5081)>
    Rotation: <Euler (x=-3.1125, y=-0.0080, z=-0.5821), order='XYZ'>
    Matrix:
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      <Vector (-0.5497, -0.8351, 0.0199, 0.8085)>
      <Vector (0.0080, -0.0290, -0.9995, 0.5081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1067, 0.8529, 0.4836)>
    Rotation: <Euler (x=2.4679, y=-0.0456, z=-0.7070), order='XYZ'>
    Matrix:
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      <Vector (-0.6489, -0.5757, -0.4975, 0.8529)>
      <Vector (0.0455, 0.6232, -0.7807, 0.4836)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0890, 0.8333, 0.5046)>
    Rotation: <Euler (x=2.9362, y=-0.0107, z=-0.6379), order='XYZ'>
    Matrix:
      <Vector (0.8033, -0.5847, -0.1130, 0.0890)>
      <Vector (-0.5955, -0.7852, -0.1701, 0.8333)>
      <Vector (0.0107, 0.2039, -0.9789, 0.5046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0685, 0.8057, 0.5118)>
    Rotation: <Euler (x=-3.1125, y=-0.0053, z=-0.5839), order='XYZ'>
    Matrix:
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      <Vector (-0.5513, -0.8340, 0.0214, 0.8057)>
      <Vector (0.0053, -0.0291, -0.9996, 0.5118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0539, 0.7841, 0.5110)>
    Rotation: <Euler (x=-3.1125, y=-0.0053, z=-0.5839), order='XYZ'>
    Matrix:
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      <Vector (-0.5513, -0.8340, 0.0214, 0.7841)>
      <Vector (0.0053, -0.0291, -0.9996, 0.5110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1264, 0.8374, 0.4836)>
    Rotation: <Euler (x=2.4681, y=-0.0444, z=-0.7050), order='XYZ'>
    Matrix:
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      <Vector (-0.6474, -0.5773, -0.4975, 0.8374)>
      <Vector (0.0444, 0.6231, -0.7809, 0.4836)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1108, 0.8200, 0.5023)>
    Rotation: <Euler (x=2.9362, y=-0.0103, z=-0.6350), order='XYZ'>
    Matrix:
      <Vector (0.8050, -0.5824, -0.1129, 0.1108)>
      <Vector (-0.5932, -0.7869, -0.1702, 0.8200)>
      <Vector (0.0103, 0.2040, -0.9789, 0.5023)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0938, 0.7971, 0.5083)>
    Rotation: <Euler (x=-3.1125, y=-0.0067, z=-0.5906), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8304, 0.0205, 0.7971)>
      <Vector (0.0067, -0.0291, -0.9996, 0.5083)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0809, 0.7782, 0.5076)>
    Rotation: <Euler (x=-3.1125, y=-0.0067, z=-0.5906), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8304, 0.0205, 0.7782)>
      <Vector (0.0067, -0.0291, -0.9996, 0.5076)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1462, 0.8256, 0.4801)>
    Rotation: <Euler (x=2.4556, y=0.0095, z=-0.6496), order='XYZ'>
    Matrix:
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      <Vector (-0.6048, -0.6199, -0.5000, 0.8256)>
      <Vector (-0.0095, 0.6334, -0.7738, 0.4801)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1329, 0.8077, 0.4984)>
    Rotation: <Euler (x=2.9362, y=-0.0018, z=-0.6322), order='XYZ'>
    Matrix:
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      <Vector (-0.5909, -0.7895, -0.1656, 0.8077)>
      <Vector (0.0018, 0.2040, -0.9790, 0.4984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1200, 0.7902, 0.5029)>
    Rotation: <Euler (x=-3.1124, y=0.0009, z=-0.6052), order='XYZ'>
    Matrix:
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      <Vector (-0.5689, -0.8220, 0.0245, 0.7902)>
      <Vector (-0.0009, -0.0292, -0.9996, 0.5029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1107, 0.7767, 0.5024)>
    Rotation: <Euler (x=-3.1124, y=0.0009, z=-0.6052), order='XYZ'>
    Matrix:
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      <Vector (-0.5689, -0.8220, 0.0245, 0.7767)>
      <Vector (-0.0009, -0.0292, -0.9996, 0.5024)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0513, 1.2098, 0.1084)>
    Rotation: <Euler (x=1.1154, y=-2.1777, z=1.0217), order='XYZ'>
    Matrix:
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      <Vector (-0.4865, -0.3997, -0.7769, 1.2098)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1587, 1.1533, 0.0361)>
    Rotation: <Euler (x=-0.9626, y=-1.3283, z=-2.2771), order='XYZ'>
    Matrix:
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      <Vector (-0.1827, -0.9769, -0.1107, 1.1533)>
      <Vector (0.9707, -0.1971, 0.1372, 0.0361)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1747, 0.9639, -0.0022)>
    Rotation: <Euler (x=1.4487, y=-0.1579, z=1.5061), order='XYZ'>
    Matrix:
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      <Vector (0.9855, -0.1479, -0.0833, 0.9639)>
      <Vector (0.1573, 0.9802, 0.1203, -0.0022)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2092, 0.9252, 0.2544)>
    Rotation: <Euler (x=1.4785, y=-0.4237, z=1.1444), order='XYZ'>
    Matrix:
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      <Vector (0.8300, -0.3346, -0.4463, 0.9252)>
      <Vector (0.4111, 0.9077, 0.0840, 0.2544)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2011, 0.9293, 0.3001)>
    Rotation: <Euler (x=1.8612, y=0.3733, z=1.0698), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1849, 0.9366, 0.3330)>
    Rotation: <Euler (x=1.8520, y=-0.1236, z=1.0477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1790, 0.9285, 0.3642)>
    Rotation: <Euler (x=1.7923, y=-0.2767, z=1.0677), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1778, 0.9184, 0.3893)>
    Rotation: <Euler (x=1.7923, y=-0.2767, z=1.0677), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2251, 0.9170, 0.3712)>
    Rotation: <Euler (x=1.9414, y=-0.3689, z=1.1291), order='XYZ'>
    Matrix:
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      <Vector (0.8432, -0.4587, -0.2804, 0.9170)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2197, 0.9030, 0.3973)>
    Rotation: <Euler (x=2.4286, y=-0.4267, z=1.0876), order='XYZ'>
    Matrix:
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      <Vector (0.8061, -0.5912, -0.0267, 0.9030)>
      <Vector (0.4139, 0.5954, -0.6886, 0.3973)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2036, 0.8854, 0.4150)>
    Rotation: <Euler (x=2.6829, y=-0.4539, z=1.0437), order='XYZ'>
    Matrix:
      <Vector (0.4521, 0.6772, 0.5805, -0.2036)>
      <Vector (0.7767, -0.6189, 0.1170, 0.8854)>
      <Vector (0.4385, 0.3979, -0.8058, 0.4150)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1879, 0.8715, 0.4242)>
    Rotation: <Euler (x=2.6829, y=-0.4539, z=1.0437), order='XYZ'>
    Matrix:
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      <Vector (0.7767, -0.6189, 0.1170, 0.8715)>
      <Vector (0.4385, 0.3979, -0.8058, 0.4242)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2346, 0.8969, 0.3655)>
    Rotation: <Euler (x=1.9410, y=-0.3766, z=1.1303), order='XYZ'>
    Matrix:
      <Vector (0.3965, 0.1810, 0.9000, -0.2346)>
      <Vector (0.8411, -0.4644, -0.2772, 0.8969)>
      <Vector (0.3678, 0.8669, -0.3364, 0.3655)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2289, 0.8819, 0.3931)>
    Rotation: <Euler (x=2.4284, y=-0.4325, z=1.0882), order='XYZ'>
    Matrix:
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      <Vector (0.8042, -0.5939, -0.0228, 0.8819)>
      <Vector (0.4191, 0.5940, -0.6866, 0.3931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2103, 0.8615, 0.4135)>
    Rotation: <Euler (x=2.6799, y=-0.4552, z=1.0506), order='XYZ'>
    Matrix:
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      <Vector (0.7794, -0.6149, 0.1201, 0.8615)>
      <Vector (0.4396, 0.4001, -0.8041, 0.4135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1934, 0.8464, 0.4235)>
    Rotation: <Euler (x=2.6799, y=-0.4552, z=1.0506), order='XYZ'>
    Matrix:
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      <Vector (0.7794, -0.6149, 0.1201, 0.8464)>
      <Vector (0.4396, 0.4001, -0.8041, 0.4235)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2436, 0.8755, 0.3557)>
    Rotation: <Euler (x=1.9416, y=-0.3717, z=1.1285), order='XYZ'>
    Matrix:
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      <Vector (0.8420, -0.4611, -0.2800, 0.8755)>
      <Vector (0.3632, 0.8684, -0.3376, 0.3557)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2386, 0.8624, 0.3801)>
    Rotation: <Euler (x=2.4307, y=-0.4323, z=1.0827), order='XYZ'>
    Matrix:
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      <Vector (0.8020, -0.5968, -0.0256, 0.8624)>
      <Vector (0.4189, 0.5925, -0.6881, 0.3801)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2236, 0.8459, 0.3965)>
    Rotation: <Euler (x=2.6791, y=-0.4496, z=1.0523), order='XYZ'>
    Matrix:
      <Vector (0.4463, 0.6812, 0.5803, -0.2236)>
      <Vector (0.7823, -0.6119, 0.1167, 0.8459)>
      <Vector (0.4346, 0.4018, -0.8060, 0.3965)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2075, 0.8316, 0.4060)>
    Rotation: <Euler (x=2.6791, y=-0.4496, z=1.0523), order='XYZ'>
    Matrix:
      <Vector (0.4463, 0.6812, 0.5803, -0.2075)>
      <Vector (0.7823, -0.6119, 0.1167, 0.8316)>
      <Vector (0.4346, 0.4018, -0.8060, 0.4060)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2522, 0.8598, 0.3398)>
    Rotation: <Euler (x=1.9411, y=-0.3758, z=1.1298), order='XYZ'>
    Matrix:
      <Vector (0.3970, 0.1813, 0.8997, -0.2522)>
      <Vector (0.8413, -0.4638, -0.2778, 0.8598)>
      <Vector (0.3670, 0.8672, -0.3367, 0.3398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2475, 0.8476, 0.3625)>
    Rotation: <Euler (x=2.4311, y=-0.4374, z=1.0816), order='XYZ'>
    Matrix:
      <Vector (0.4256, 0.5394, 0.7266, -0.2475)>
      <Vector (0.7996, -0.6001, -0.0230, 0.8476)>
      <Vector (0.4236, 0.5908, -0.6867, 0.3625)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2334, 0.8321, 0.3779)>
    Rotation: <Euler (x=2.6737, y=-0.4474, z=1.0647), order='XYZ'>
    Matrix:
      <Vector (0.4371, 0.6861, 0.5816, -0.2334)>
      <Vector (0.7886, -0.6033, 0.1191, 0.8321)>
      <Vector (0.4326, 0.4066, -0.8047, 0.3779)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2233, 0.8231, 0.3839)>
    Rotation: <Euler (x=2.6737, y=-0.4474, z=1.0647), order='XYZ'>
    Matrix:
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      <Vector (0.7886, -0.6033, 0.1191, 0.8231)>
      <Vector (0.4326, 0.4066, -0.8047, 0.3839)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1576, 0.8161, 0.0644)>
    Rotation: <Euler (x=0.7371, y=0.0194, z=-2.9263), order='XYZ'>
    Matrix:
      <Vector (-0.9767, 0.1454, -0.1576, 0.1576)>
      <Vector (-0.2136, -0.7261, 0.6536, 0.8161)>
      <Vector (-0.0194, 0.6720, 0.7403, 0.0644)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2180, 0.5144, 0.3436)>
    Rotation: <Euler (x=-0.2767, y=-0.1377, z=-2.9133), order='XYZ'>
    Matrix:
      <Vector (-0.9648, 0.1812, 0.1904, 0.2180)>
      <Vector (-0.2242, -0.9455, -0.2362, 0.5144)>
      <Vector (0.1372, -0.2706, 0.9529, 0.3436)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8641, y=-0.1386, z=-2.9982), order='XYZ'>
    Matrix:
      <Vector (-0.9803, 0.1968, -0.0199, 0.2955)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1382, 0.7532, 0.6431, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9026, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9714, 0.2356, -0.0304, 0.3300)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2367, 0.9708, -0.0383, 0.3598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3477, 0.0034, 0.4329)>
    Rotation: <Euler (x=-1.5314, y=-2.9026, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9714, 0.2356, -0.0304, 0.3477)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2367, 0.9708, -0.0383, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0453, 0.8249, -0.0185)>
    Rotation: <Euler (x=0.4535, y=0.7057, z=2.8088), order='XYZ'>
    Matrix:
      <Vector (-0.7194, -0.5622, -0.4079, -0.0453)>
      <Vector (0.2486, -0.7568, 0.6045, 0.8249)>
      <Vector (-0.6486, 0.3335, 0.6842, -0.0185)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2789, 0.5104, 0.1201)>
    Rotation: <Euler (x=-0.5433, y=0.7727, z=2.7447), order='XYZ'>
    Matrix:
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      <Vector (0.2768, -0.9290, -0.2458, 0.5104)>
      <Vector (-0.6981, -0.3702, 0.6129, 0.1201)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7743, y=0.8001, z=2.9383), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2379, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2379, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7856, 0.6186, -0.0123, 0.0985)>
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Frame: 24
  Bone: mixamorig:Hips
    Location: <Vector (0.0575, 0.8614, 0.0380)>
    Rotation: <Euler (x=0.2061, y=-0.4029, z=-0.0495), order='XYZ'>
    Matrix:
      <Vector (0.9188, -0.0317, -0.3934, 0.0575)>
      <Vector (-0.0456, 0.9816, -0.1854, 0.8614)>
      <Vector (0.3920, 0.1883, 0.9005, 0.0380)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0558, 0.9376, 0.0509)>
    Rotation: <Euler (x=0.2308, y=-0.4195, z=-0.0385), order='XYZ'>
    Matrix:
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      <Vector (-0.0351, 0.9763, -0.2134, 0.9376)>
      <Vector (0.4073, 0.2089, 0.8891, 0.0509)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0508, 1.0256, 0.0698)>
    Rotation: <Euler (x=0.3545, y=-0.4437, z=-0.0162), order='XYZ'>
    Matrix:
      <Vector (0.9030, -0.1338, -0.4082, 0.0508)>
      <Vector (-0.0146, 0.9401, -0.3406, 1.0256)>
      <Vector (0.4293, 0.3135, 0.8470, 0.0698)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0370, 1.1225, 0.1021)>
    Rotation: <Euler (x=0.4797, y=-0.4688, z=0.0024), order='XYZ'>
    Matrix:
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      <Vector (0.0021, 0.8867, -0.4624, 1.1225)>
      <Vector (0.4518, 0.4117, 0.7914, 0.1021)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0126, 1.2253, 0.1498)>
    Rotation: <Euler (x=0.4070, y=-0.3895, z=-0.0073), order='XYZ'>
    Matrix:
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      <Vector (-0.0068, 0.9194, -0.3933, 1.2253)>
      <Vector (0.3797, 0.3662, 0.8495, 0.1498)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0071, 1.3150, 0.1992)>
    Rotation: <Euler (x=-0.0352, y=-0.0860, z=0.0010), order='XYZ'>
    Matrix:
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      <Vector (0.0010, 0.9994, 0.0351, 1.3150)>
      <Vector (0.0859, -0.0351, 0.9957, 0.1992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0093, 1.5559, 0.2222)>
    Rotation: <Euler (x=-0.0352, y=-0.0860, z=0.0010), order='XYZ'>
    Matrix:
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      <Vector (0.0010, 0.9994, 0.0351, 1.5559)>
      <Vector (0.0859, -0.0351, 0.9957, 0.2222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0791, 1.2112, 0.1726)>
    Rotation: <Euler (x=-0.2977, y=2.1541, z=-2.1158), order='XYZ'>
    Matrix:
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      <Vector (0.4710, -0.2862, -0.8344, 1.2112)>
      <Vector (-0.8346, 0.1616, -0.5266, 0.1726)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2125, 1.1708, 0.1954)>
    Rotation: <Euler (x=3.0892, y=0.8071, z=0.4252), order='XYZ'>
    Matrix:
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      <Vector (0.2853, -0.8941, -0.3452, 1.1708)>
      <Vector (-0.7223, 0.0362, -0.6906, 0.1954)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2989, 0.9978, 0.2024)>
    Rotation: <Euler (x=2.3675, y=0.1080, z=-1.0112), order='XYZ'>
    Matrix:
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      <Vector (-0.8425, -0.4434, -0.3058, 0.9978)>
      <Vector (-0.1078, 0.6950, -0.7109, 0.2024)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1508, 0.8817, 0.3843)>
    Rotation: <Euler (x=2.0126, y=0.0011, z=-0.6957), order='XYZ'>
    Matrix:
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      <Vector (-0.6409, -0.3289, -0.6936, 0.8817)>
      <Vector (-0.0011, 0.9040, -0.4276, 0.3843)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1138, 0.8789, 0.4165)>
    Rotation: <Euler (x=2.5509, y=-0.6895, z=-1.0841), order='XYZ'>
    Matrix:
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      <Vector (-0.6820, -0.0753, -0.7275, 0.8789)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0778, 0.8774, 0.4320)>
    Rotation: <Euler (x=2.3776, y=-0.3227, z=-0.7875), order='XYZ'>
    Matrix:
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      <Vector (-0.6720, -0.3541, -0.6504, 0.8774)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0566, 0.8654, 0.4536)>
    Rotation: <Euler (x=2.2967, y=-0.1529, z=-0.7052), order='XYZ'>
    Matrix:
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      <Vector (-0.6406, -0.4317, -0.6350, 0.8654)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0450, 0.8540, 0.4718)>
    Rotation: <Euler (x=2.2967, y=-0.1529, z=-0.7052), order='XYZ'>
    Matrix:
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      <Vector (-0.6406, -0.4317, -0.6350, 0.8540)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0926, 0.8678, 0.4885)>
    Rotation: <Euler (x=2.4698, y=-0.0475, z=-0.7101), order='XYZ'>
    Matrix:
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      <Vector (-0.6512, -0.5743, -0.4962, 0.8678)>
      <Vector (0.0475, 0.6217, -0.7818, 0.4885)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0772, 0.8507, 0.5067)>
    Rotation: <Euler (x=2.9379, y=-0.0128, z=-0.6414), order='XYZ'>
    Matrix:
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      <Vector (-0.5982, -0.7832, -0.1696, 0.8507)>
      <Vector (0.0128, 0.2023, -0.9792, 0.5067)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0598, 0.8275, 0.5127)>
    Rotation: <Euler (x=-3.1108, y=-0.0073, z=-0.5856), order='XYZ'>
    Matrix:
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      <Vector (-0.5527, -0.8331, 0.0216, 0.8275)>
      <Vector (0.0073, -0.0308, -0.9995, 0.5127)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0467, 0.8084, 0.5120)>
    Rotation: <Euler (x=-3.1108, y=-0.0073, z=-0.5856), order='XYZ'>
    Matrix:
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      <Vector (-0.5527, -0.8331, 0.0216, 0.8084)>
      <Vector (0.0073, -0.0308, -0.9995, 0.5120)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1105, 0.8526, 0.4875)>
    Rotation: <Euler (x=2.4695, y=-0.0447, z=-0.7106), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0927, 0.8330, 0.5085)>
    Rotation: <Euler (x=2.9379, y=-0.0099, z=-0.6414), order='XYZ'>
    Matrix:
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      <Vector (0.0099, 0.2023, -0.9793, 0.5085)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0722, 0.8055, 0.5156)>
    Rotation: <Euler (x=-3.1107, y=-0.0046, z=-0.5875), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5539, 0.0209, 0.0722)>
      <Vector (-0.5542, -0.8320, 0.0231, 0.8055)>
      <Vector (0.0046, -0.0308, -0.9995, 0.5156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0574, 0.7839, 0.5148)>
    Rotation: <Euler (x=-3.1107, y=-0.0046, z=-0.5875), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5539, 0.0209, 0.0574)>
      <Vector (-0.5542, -0.8320, 0.0231, 0.7839)>
      <Vector (0.0046, -0.0308, -0.9995, 0.5148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1302, 0.8370, 0.4876)>
    Rotation: <Euler (x=2.4697, y=-0.0436, z=-0.7087), order='XYZ'>
    Matrix:
      <Vector (0.7585, -0.5299, -0.3792, 0.1302)>
      <Vector (-0.6502, -0.5766, -0.4948, 0.8370)>
      <Vector (0.0435, 0.6219, -0.7819, 0.4876)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1145, 0.8196, 0.5062)>
    Rotation: <Euler (x=2.9379, y=-0.0095, z=-0.6386), order='XYZ'>
    Matrix:
      <Vector (0.8029, -0.5853, -0.1131, 0.1145)>
      <Vector (-0.5960, -0.7852, -0.1680, 0.8196)>
      <Vector (0.0095, 0.2023, -0.9793, 0.5062)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0974, 0.7967, 0.5121)>
    Rotation: <Euler (x=-3.1107, y=-0.0060, z=-0.5941), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5593, 0.0223, 0.0974)>
      <Vector (-0.5597, -0.8284, 0.0222, 0.7967)>
      <Vector (0.0060, -0.0309, -0.9995, 0.5121)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0844, 0.7779, 0.5114)>
    Rotation: <Euler (x=-3.1107, y=-0.0060, z=-0.5941), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5593, 0.0223, 0.0844)>
      <Vector (-0.5597, -0.8284, 0.0222, 0.7779)>
      <Vector (0.0060, -0.0309, -0.9995, 0.5114)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1500, 0.8251, 0.4840)>
    Rotation: <Euler (x=2.4573, y=0.0103, z=-0.6531), order='XYZ'>
    Matrix:
      <Vector (0.7942, -0.4657, -0.3904, 0.1500)>
      <Vector (-0.6076, -0.6194, -0.4972, 0.8251)>
      <Vector (-0.0103, 0.6321, -0.7748, 0.4840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1366, 0.8073, 0.5022)>
    Rotation: <Euler (x=2.9379, y=-0.0011, z=-0.6357), order='XYZ'>
    Matrix:
      <Vector (0.8046, -0.5817, -0.1193, 0.1366)>
      <Vector (-0.5938, -0.7879, -0.1634, 0.8073)>
      <Vector (0.0011, 0.2023, -0.9793, 0.5022)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1236, 0.7898, 0.5067)>
    Rotation: <Euler (x=-3.1107, y=0.0016, z=-0.6087), order='XYZ'>
    Matrix:
      <Vector (0.8204, -0.5716, 0.0164, 0.1236)>
      <Vector (-0.5718, -0.8200, 0.0262, 0.7898)>
      <Vector (-0.0016, -0.0309, -0.9995, 0.5067)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1142, 0.7763, 0.5062)>
    Rotation: <Euler (x=-3.1107, y=0.0016, z=-0.6087), order='XYZ'>
    Matrix:
      <Vector (0.8204, -0.5716, 0.0164, 0.1142)>
      <Vector (-0.5718, -0.8200, 0.0262, 0.7763)>
      <Vector (-0.0016, -0.0309, -0.9995, 0.5062)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0465, 1.2093, 0.1123)>
    Rotation: <Euler (x=1.1135, y=-2.1765, z=1.0245), order='XYZ'>
    Matrix:
      <Vector (-0.2958, -0.7605, 0.5781, -0.0465)>
      <Vector (-0.4865, -0.4009, -0.7763, 1.2093)>
      <Vector (0.8221, -0.5109, -0.2514, 0.1123)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1539, 1.1527, 0.0401)>
    Rotation: <Euler (x=-0.9457, y=-1.3277, z=-2.2941), order='XYZ'>
    Matrix:
      <Vector (-0.1593, -0.0823, 0.9838, -0.1539)>
      <Vector (-0.1804, -0.9773, -0.1109, 1.1527)>
      <Vector (0.9706, -0.1952, 0.1408, 0.0401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1699, 0.9632, 0.0023)>
    Rotation: <Euler (x=1.4450, y=-0.1575, z=1.5062), order='XYZ'>
    Matrix:
      <Vector (0.0637, -0.1353, 0.9888, -0.1699)>
      <Vector (0.9856, -0.1472, -0.0836, 0.9632)>
      <Vector (0.1568, 0.9798, 0.1239, 0.0023)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2053, 0.9247, 0.2587)>
    Rotation: <Euler (x=1.4769, y=-0.4244, z=1.1443), order='XYZ'>
    Matrix:
      <Vector (0.3770, -0.2549, 0.8905, -0.2053)>
      <Vector (0.8297, -0.3344, -0.4470, 0.9247)>
      <Vector (0.4117, 0.9073, 0.0854, 0.2587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1972, 0.9288, 0.3045)>
    Rotation: <Euler (x=1.8598, y=0.3725, z=1.0685), order='XYZ'>
    Matrix:
      <Vector (0.4484, 0.4177, 0.7902, -0.1972)>
      <Vector (0.8164, 0.1686, -0.5524, 0.9288)>
      <Vector (-0.3639, 0.8928, -0.2654, 0.3045)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1811, 0.9361, 0.3373)>
    Rotation: <Euler (x=1.8506, y=-0.1245, z=1.0472), order='XYZ'>
    Matrix:
      <Vector (0.4961, 0.1795, 0.8495, -0.1811)>
      <Vector (0.8593, -0.2414, -0.4509, 0.9361)>
      <Vector (0.1242, 0.9537, -0.2740, 0.3373)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1753, 0.9280, 0.3686)>
    Rotation: <Euler (x=1.7908, y=-0.2775, z=1.0673), order='XYZ'>
    Matrix:
      <Vector (0.4640, 0.0622, 0.8836, -0.1753)>
      <Vector (0.8424, -0.3395, -0.4185, 0.9280)>
      <Vector (0.2739, 0.9386, -0.2099, 0.3686)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1741, 0.9179, 0.3937)>
    Rotation: <Euler (x=1.7908, y=-0.2775, z=1.0673), order='XYZ'>
    Matrix:
      <Vector (0.4640, 0.0622, 0.8836, -0.1741)>
      <Vector (0.8424, -0.3395, -0.4185, 0.9179)>
      <Vector (0.2739, 0.9386, -0.2099, 0.3937)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2214, 0.9166, 0.3755)>
    Rotation: <Euler (x=1.9399, y=-0.3696, z=1.1289), order='XYZ'>
    Matrix:
      <Vector (0.3987, 0.1820, 0.8988, -0.2214)>
      <Vector (0.8429, -0.4588, -0.2810, 0.9166)>
      <Vector (0.3613, 0.8697, -0.3364, 0.3755)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2160, 0.9025, 0.4016)>
    Rotation: <Euler (x=2.4271, y=-0.4275, z=1.0875), order='XYZ'>
    Matrix:
      <Vector (0.4229, 0.5427, 0.7257, -0.2160)>
      <Vector (0.8058, -0.5916, -0.0272, 0.9025)>
      <Vector (0.4146, 0.5963, -0.6874, 0.4016)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1999, 0.8849, 0.4193)>
    Rotation: <Euler (x=2.6814, y=-0.4548, z=1.0436), order='XYZ'>
    Matrix:
      <Vector (0.4520, 0.6762, 0.5818, -0.1999)>
      <Vector (0.7764, -0.6194, 0.1167, 0.8849)>
      <Vector (0.4392, 0.3990, -0.8049, 0.4193)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1843, 0.8710, 0.4285)>
    Rotation: <Euler (x=2.6814, y=-0.4548, z=1.0436), order='XYZ'>
    Matrix:
      <Vector (0.4520, 0.6762, 0.5818, -0.1843)>
      <Vector (0.7764, -0.6194, 0.1167, 0.8710)>
      <Vector (0.4392, 0.3990, -0.8049, 0.4285)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2309, 0.8964, 0.3697)>
    Rotation: <Euler (x=1.9394, y=-0.3774, z=1.1301), order='XYZ'>
    Matrix:
      <Vector (0.3965, 0.1793, 0.9003, -0.2309)>
      <Vector (0.8408, -0.4646, -0.2778, 0.8964)>
      <Vector (0.3685, 0.8672, -0.3350, 0.3697)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2253, 0.8815, 0.3974)>
    Rotation: <Euler (x=2.4268, y=-0.4333, z=1.0881), order='XYZ'>
    Matrix:
      <Vector (0.4212, 0.5413, 0.7277, -0.2253)>
      <Vector (0.8039, -0.5943, -0.0233, 0.8815)>
      <Vector (0.4198, 0.5949, -0.6855, 0.3974)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2067, 0.8610, 0.4178)>
    Rotation: <Euler (x=2.6783, y=-0.4560, z=1.0506), order='XYZ'>
    Matrix:
      <Vector (0.4463, 0.6785, 0.5836, -0.2067)>
      <Vector (0.7791, -0.6154, 0.1197, 0.8610)>
      <Vector (0.4404, 0.4012, -0.8032, 0.4178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1898, 0.8459, 0.4278)>
    Rotation: <Euler (x=2.6783, y=-0.4560, z=1.0506), order='XYZ'>
    Matrix:
      <Vector (0.4463, 0.6785, 0.5836, -0.1898)>
      <Vector (0.7791, -0.6154, 0.1197, 0.8459)>
      <Vector (0.4404, 0.4012, -0.8032, 0.4278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2399, 0.8750, 0.3600)>
    Rotation: <Euler (x=1.9401, y=-0.3724, z=1.1283), order='XYZ'>
    Matrix:
      <Vector (0.3988, 0.1809, 0.8990, -0.2399)>
      <Vector (0.8417, -0.4612, -0.2806, 0.8750)>
      <Vector (0.3639, 0.8686, -0.3362, 0.3600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2349, 0.8619, 0.3843)>
    Rotation: <Euler (x=2.4291, y=-0.4330, z=1.0827), order='XYZ'>
    Matrix:
      <Vector (0.4257, 0.5397, 0.7263, -0.2349)>
      <Vector (0.8017, -0.5972, -0.0261, 0.8619)>
      <Vector (0.4196, 0.5934, -0.6869, 0.3843)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2199, 0.8454, 0.4008)>
    Rotation: <Euler (x=2.6776, y=-0.4504, z=1.0523), order='XYZ'>
    Matrix:
      <Vector (0.4462, 0.6802, 0.5817, -0.2199)>
      <Vector (0.7819, -0.6124, 0.1164, 0.8454)>
      <Vector (0.4354, 0.4029, -0.8051, 0.4008)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2039, 0.8311, 0.4103)>
    Rotation: <Euler (x=2.6776, y=-0.4504, z=1.0523), order='XYZ'>
    Matrix:
      <Vector (0.4462, 0.6802, 0.5817, -0.2039)>
      <Vector (0.7819, -0.6124, 0.1164, 0.8311)>
      <Vector (0.4354, 0.4029, -0.8051, 0.4103)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2485, 0.8593, 0.3441)>
    Rotation: <Euler (x=1.9396, y=-0.3765, z=1.1297), order='XYZ'>
    Matrix:
      <Vector (0.3970, 0.1796, 0.9001, -0.2485)>
      <Vector (0.8410, -0.4640, -0.2784, 0.8593)>
      <Vector (0.3676, 0.8674, -0.3352, 0.3441)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2438, 0.8471, 0.3668)>
    Rotation: <Euler (x=2.4296, y=-0.4382, z=1.0816), order='XYZ'>
    Matrix:
      <Vector (0.4255, 0.5380, 0.7277, -0.2438)>
      <Vector (0.7993, -0.6005, -0.0235, 0.8471)>
      <Vector (0.4243, 0.5916, -0.6855, 0.3668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2298, 0.8317, 0.3822)>
    Rotation: <Euler (x=2.6722, y=-0.4482, z=1.0646), order='XYZ'>
    Matrix:
      <Vector (0.4369, 0.6850, 0.5830, -0.2298)>
      <Vector (0.7882, -0.6038, 0.1187, 0.8317)>
      <Vector (0.4333, 0.4077, -0.8038, 0.3822)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2196, 0.8226, 0.3882)>
    Rotation: <Euler (x=2.6722, y=-0.4482, z=1.0646), order='XYZ'>
    Matrix:
      <Vector (0.4369, 0.6850, 0.5830, -0.2196)>
      <Vector (0.7882, -0.6038, 0.1187, 0.8226)>
      <Vector (0.4333, 0.4077, -0.8038, 0.3882)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1619, 0.8154, 0.0676)>
    Rotation: <Euler (x=0.7387, y=0.0192, z=-2.9337), order='XYZ'>
    Matrix:
      <Vector (-0.9783, 0.1399, -0.1529, 0.1619)>
      <Vector (-0.2064, -0.7261, 0.6559, 0.8154)>
      <Vector (-0.0192, 0.6732, 0.7392, 0.0676)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2200, 0.5137, 0.3474)>
    Rotation: <Euler (x=-0.2858, y=-0.1378, z=-2.9166), order='XYZ'>
    Matrix:
      <Vector (-0.9656, 0.1763, 0.1914, 0.2200)>
      <Vector (-0.2210, -0.9439, -0.2455, 0.5137)>
      <Vector (0.1373, -0.2793, 0.9503, 0.3474)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8640, y=-0.1393, z=-2.9982), order='XYZ'>
    Matrix:
      <Vector (-0.9802, 0.1973, -0.0194, 0.2955)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1388, 0.7531, 0.6431, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3597)>
    Rotation: <Euler (x=-1.5314, y=-2.9019, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9712, 0.2363, -0.0304, 0.3300)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2374, 0.9707, -0.0382, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3478, 0.0034, 0.4329)>
    Rotation: <Euler (x=-1.5314, y=-2.9019, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9712, 0.2363, -0.0304, 0.3478)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2374, 0.9707, -0.0382, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0417, 0.8244, -0.0135)>
    Rotation: <Euler (x=0.4430, y=0.7067, z=2.7987), order='XYZ'>
    Matrix:
      <Vector (-0.7163, -0.5659, -0.4084, -0.0417)>
      <Vector (0.2557, -0.7573, 0.6009, 0.8244)>
      <Vector (-0.6493, 0.3260, 0.6871, -0.0135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2769, 0.5096, 0.1220)>
    Rotation: <Euler (x=-0.5489, y=0.7699, z=2.7360), order='XYZ'>
    Matrix:
      <Vector (-0.6597, -0.0029, -0.7515, -0.2769)>
      <Vector (0.2833, -0.9272, -0.2451, 0.5096)>
      <Vector (-0.6961, -0.3746, 0.6125, 0.1220)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7744, y=0.7998, z=2.9383), order='XYZ'>
    Matrix:
      <Vector (-0.6825, -0.6355, -0.3610, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7172, 0.4873, 0.4981, -0.0395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2382, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6187, -0.7844, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7854, 0.6188, -0.0124, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2382, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6187, -0.7844, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7854, 0.6188, -0.0124, 0.0985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 25
  Bone: mixamorig:Hips
    Location: <Vector (0.0613, 0.8608, 0.0416)>
    Rotation: <Euler (x=0.2059, y=-0.3966, z=-0.0495), order='XYZ'>
    Matrix:
      <Vector (0.9213, -0.0304, -0.3878, 0.0613)>
      <Vector (-0.0456, 0.9816, -0.1854, 0.8608)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0597, 0.9370, 0.0546)>
    Rotation: <Euler (x=0.2310, y=-0.4144, z=-0.0383), order='XYZ'>
    Matrix:
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      <Vector (-0.0350, 0.9763, -0.2137, 0.9370)>
      <Vector (0.4026, 0.2095, 0.8911, 0.0546)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0547, 1.0250, 0.0735)>
    Rotation: <Euler (x=0.3550, y=-0.4409, z=-0.0159), order='XYZ'>
    Matrix:
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      <Vector (-0.0144, 0.9399, -0.3412, 1.0250)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0410, 1.1218, 0.1059)>
    Rotation: <Euler (x=0.4806, y=-0.4681, z=0.0024), order='XYZ'>
    Matrix:
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      <Vector (0.0021, 0.8862, -0.4633, 1.1218)>
      <Vector (0.4512, 0.4126, 0.7913, 0.1059)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0166, 1.2246, 0.1537)>
    Rotation: <Euler (x=0.4100, y=-0.3883, z=-0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0074, 0.9183, -0.3958, 1.2246)>
      <Vector (0.3786, 0.3689, 0.8488, 0.1537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0031, 1.3142, 0.2034)>
    Rotation: <Euler (x=-0.0320, y=-0.0851, z=0.0013), order='XYZ'>
    Matrix:
      <Vector (0.9964, 0.0014, -0.0850, -0.0031)>
      <Vector (0.0013, 0.9995, 0.0319, 1.3142)>
      <Vector (0.0850, -0.0319, 0.9959, 0.2034)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0054, 1.5550, 0.2271)>
    Rotation: <Euler (x=-0.0320, y=-0.0851, z=0.0013), order='XYZ'>
    Matrix:
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      <Vector (0.0013, 0.9995, 0.0319, 1.5550)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0831, 1.2106, 0.1765)>
    Rotation: <Euler (x=-0.2947, y=2.1544, z=-2.1136), order='XYZ'>
    Matrix:
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      <Vector (0.4719, -0.2867, -0.8338, 1.2106)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2166, 1.1701, 0.1991)>
    Rotation: <Euler (x=3.0867, y=0.8060, z=0.4222), order='XYZ'>
    Matrix:
      <Vector (0.6316, 0.4452, -0.6347, 0.2166)>
      <Vector (0.2837, -0.8946, -0.3452, 1.1701)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3027, 0.9969, 0.2064)>
    Rotation: <Euler (x=2.3685, y=0.1064, z=-1.0120), order='XYZ'>
    Matrix:
      <Vector (0.5272, -0.5675, -0.6325, 0.3027)>
      <Vector (-0.8431, -0.4423, -0.3058, 0.9969)>
      <Vector (-0.1062, 0.6944, -0.7117, 0.2064)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1542, 0.8812, 0.3882)>
    Rotation: <Euler (x=2.0143, y=0.0027, z=-0.6982), order='XYZ'>
    Matrix:
      <Vector (0.7660, -0.2739, -0.5815, 0.1542)>
      <Vector (-0.6428, -0.3303, -0.6912, 0.8812)>
      <Vector (-0.0027, 0.9033, -0.4291, 0.3882)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1172, 0.8784, 0.4203)>
    Rotation: <Euler (x=2.5520, y=-0.6873, z=-1.0873), order='XYZ'>
    Matrix:
      <Vector (0.3593, -0.8999, -0.2471, 0.1172)>
      <Vector (-0.6843, -0.0740, -0.7254, 0.8784)>
      <Vector (0.6345, 0.4297, -0.6425, 0.4203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0812, 0.8770, 0.4358)>
    Rotation: <Euler (x=2.3791, y=-0.3209, z=-0.7904), order='XYZ'>
    Matrix:
      <Vector (0.6676, -0.6672, -0.3304, 0.0812)>
      <Vector (-0.6744, -0.3539, -0.6480, 0.8770)>
      <Vector (0.3154, 0.6554, -0.6862, 0.4358)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0600, 0.8649, 0.4574)>
    Rotation: <Euler (x=2.2984, y=-0.1512, z=-0.7079), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0483, 0.8535, 0.4756)>
    Rotation: <Euler (x=2.2984, y=-0.1512, z=-0.7079), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0959, 0.8671, 0.4923)>
    Rotation: <Euler (x=2.4714, y=-0.0458, z=-0.7126), order='XYZ'>
    Matrix:
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      <Vector (-0.6531, -0.5744, -0.4934, 0.8671)>
      <Vector (0.0458, 0.6205, -0.7829, 0.4923)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0805, 0.8501, 0.5105)>
    Rotation: <Euler (x=2.9396, y=-0.0112, z=-0.6439), order='XYZ'>
    Matrix:
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      <Vector (-0.6003, -0.7822, -0.1670, 0.8501)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0631, 0.8269, 0.5164)>
    Rotation: <Euler (x=-3.1090, y=-0.0058, z=-0.5881), order='XYZ'>
    Matrix:
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      <Vector (-0.5548, -0.8316, 0.0239, 0.8269)>
      <Vector (0.0058, -0.0326, -0.9995, 0.5164)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0500, 0.8078, 0.5157)>
    Rotation: <Euler (x=-3.1090, y=-0.0058, z=-0.5881), order='XYZ'>
    Matrix:
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      <Vector (-0.5548, -0.8316, 0.0239, 0.8078)>
      <Vector (0.0058, -0.0326, -0.9995, 0.5157)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1138, 0.8519, 0.4913)>
    Rotation: <Euler (x=2.4711, y=-0.0430, z=-0.7132), order='XYZ'>
    Matrix:
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      <Vector (-0.6536, -0.5751, -0.4919, 0.8519)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0960, 0.8323, 0.5123)>
    Rotation: <Euler (x=2.9396, y=-0.0084, z=-0.6439), order='XYZ'>
    Matrix:
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      <Vector (-0.6003, -0.7825, -0.1653, 0.8323)>
      <Vector (0.0084, 0.2006, -0.9796, 0.5123)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0754, 0.8048, 0.5193)>
    Rotation: <Euler (x=-3.1089, y=-0.0032, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5563, -0.8306, 0.0254, 0.8048)>
      <Vector (0.0032, -0.0327, -0.9995, 0.5193)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0606, 0.7833, 0.5185)>
    Rotation: <Euler (x=-3.1089, y=-0.0032, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5563, -0.8306, 0.0254, 0.7833)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1335, 0.8363, 0.4913)>
    Rotation: <Euler (x=2.4713, y=-0.0419, z=-0.7112), order='XYZ'>
    Matrix:
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      <Vector (-0.6522, -0.5767, -0.4920, 0.8363)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1178, 0.8188, 0.5099)>
    Rotation: <Euler (x=2.9396, y=-0.0080, z=-0.6411), order='XYZ'>
    Matrix:
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      <Vector (-0.5981, -0.7842, -0.1654, 0.8188)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1007, 0.7960, 0.5158)>
    Rotation: <Euler (x=-3.1089, y=-0.0045, z=-0.5966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0876, 0.7772, 0.5150)>
    Rotation: <Euler (x=-3.1089, y=-0.0045, z=-0.5966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1533, 0.8244, 0.4877)>
    Rotation: <Euler (x=2.4590, y=0.0119, z=-0.6555), order='XYZ'>
    Matrix:
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      <Vector (-0.6095, -0.6197, -0.4944, 0.8244)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1398, 0.8065, 0.5059)>
    Rotation: <Euler (x=2.9396, y=0.0005, z=-0.6382), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1268, 0.7891, 0.5104)>
    Rotation: <Euler (x=-3.1089, y=0.0031, z=-0.6112), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1174, 0.7756, 0.5098)>
    Rotation: <Euler (x=-3.1089, y=0.0031, z=-0.6112), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0425, 1.2086, 0.1162)>
    Rotation: <Euler (x=1.1118, y=-2.1766, z=1.0273), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1499, 1.1519, 0.0441)>
    Rotation: <Euler (x=-0.9391, y=-1.3270, z=-2.3001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1657, 0.9624, 0.0063)>
    Rotation: <Euler (x=1.4432, y=-0.1578, z=1.5070), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2016, 0.9238, 0.2627)>
    Rotation: <Euler (x=1.4776, y=-0.4249, z=1.1398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1935, 0.9278, 0.3085)>
    Rotation: <Euler (x=1.8605, y=0.3720, z=1.0645), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1773, 0.9351, 0.3413)>
    Rotation: <Euler (x=1.8513, y=-0.1250, z=1.0428), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1716, 0.9269, 0.3726)>
    Rotation: <Euler (x=1.7916, y=-0.2780, z=1.0629), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1704, 0.9168, 0.3977)>
    Rotation: <Euler (x=1.7916, y=-0.2780, z=1.0629), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2177, 0.9157, 0.3795)>
    Rotation: <Euler (x=1.9406, y=-0.3702, z=1.1244), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2124, 0.9015, 0.4056)>
    Rotation: <Euler (x=2.4279, y=-0.4280, z=1.0829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1963, 0.8839, 0.4233)>
    Rotation: <Euler (x=2.6822, y=-0.4553, z=1.0390), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1808, 0.8699, 0.4325)>
    Rotation: <Euler (x=2.6822, y=-0.4553, z=1.0390), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2273, 0.8956, 0.3737)>
    Rotation: <Euler (x=1.9401, y=-0.3779, z=1.1256), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2217, 0.8805, 0.4014)>
    Rotation: <Euler (x=2.4276, y=-0.4338, z=1.0836), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2032, 0.8600, 0.4218)>
    Rotation: <Euler (x=2.6791, y=-0.4565, z=1.0460), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1864, 0.8449, 0.4317)>
    Rotation: <Euler (x=2.6791, y=-0.4565, z=1.0460), order='XYZ'>
    Matrix:
      <Vector (0.4497, 0.6760, 0.5838, -0.1864)>
      <Vector (0.7768, -0.6186, 0.1179, 0.8449)>
      <Vector (0.4408, 0.4005, -0.8033, 0.4317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2364, 0.8742, 0.3639)>
    Rotation: <Euler (x=1.9408, y=-0.3730, z=1.1238), order='XYZ'>
    Matrix:
      <Vector (0.4025, 0.1792, 0.8977, -0.2364)>
      <Vector (0.8397, -0.4627, -0.2842, 0.8742)>
      <Vector (0.3644, 0.8682, -0.3368, 0.3639)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2314, 0.8611, 0.3883)>
    Rotation: <Euler (x=2.4299, y=-0.4336, z=1.0781), order='XYZ'>
    Matrix:
      <Vector (0.4293, 0.5374, 0.7259, -0.2314)>
      <Vector (0.7995, -0.5999, -0.0287, 0.8611)>
      <Vector (0.4201, 0.5927, -0.6872, 0.3883)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2165, 0.8445, 0.4047)>
    Rotation: <Euler (x=2.6784, y=-0.4509, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (0.4496, 0.6777, 0.5819, -0.2165)>
      <Vector (0.7797, -0.6156, 0.1145, 0.8445)>
      <Vector (0.4358, 0.4022, -0.8052, 0.4047)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2006, 0.8301, 0.4142)>
    Rotation: <Euler (x=2.6784, y=-0.4509, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (0.4496, 0.6777, 0.5819, -0.2006)>
      <Vector (0.7797, -0.6156, 0.1145, 0.8301)>
      <Vector (0.4358, 0.4022, -0.8052, 0.4142)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2450, 0.8586, 0.3480)>
    Rotation: <Euler (x=1.9403, y=-0.3770, z=1.1252), order='XYZ'>
    Matrix:
      <Vector (0.4007, 0.1779, 0.8987, -0.2450)>
      <Vector (0.8390, -0.4654, -0.2820, 0.8586)>
      <Vector (0.3682, 0.8670, -0.3358, 0.3480)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2404, 0.8463, 0.3707)>
    Rotation: <Euler (x=2.4304, y=-0.4387, z=1.0770), order='XYZ'>
    Matrix:
      <Vector (0.4291, 0.5356, 0.7273, -0.2404)>
      <Vector (0.7971, -0.6032, -0.0260, 0.8463)>
      <Vector (0.4248, 0.5909, -0.6858, 0.3707)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2264, 0.8308, 0.3861)>
    Rotation: <Euler (x=2.6730, y=-0.4487, z=1.0600), order='XYZ'>
    Matrix:
      <Vector (0.4405, 0.6826, 0.5832, -0.2264)>
      <Vector (0.7860, -0.6070, 0.1168, 0.8308)>
      <Vector (0.4338, 0.4069, -0.8039, 0.3861)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2163, 0.8217, 0.3921)>
    Rotation: <Euler (x=2.6730, y=-0.4487, z=1.0600), order='XYZ'>
    Matrix:
      <Vector (0.4405, 0.6826, 0.5832, -0.2163)>
      <Vector (0.7860, -0.6070, 0.1168, 0.8217)>
      <Vector (0.4338, 0.4069, -0.8039, 0.3921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1659, 0.8148, 0.0706)>
    Rotation: <Euler (x=0.7400, y=0.0188, z=-2.9392), order='XYZ'>
    Matrix:
      <Vector (-0.9794, 0.1361, -0.1491, 0.1659)>
      <Vector (-0.2010, -0.7259, 0.6577, 0.8148)>
      <Vector (-0.0188, 0.6742, 0.7383, 0.0706)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2224, 0.5131, 0.3508)>
    Rotation: <Euler (x=-0.2943, y=-0.1392, z=-2.9208), order='XYZ'>
    Matrix:
      <Vector (-0.9663, 0.1703, 0.1931, 0.2224)>
      <Vector (-0.2169, -0.9426, -0.2540, 0.5131)>
      <Vector (0.1387, -0.2873, 0.9478, 0.3508)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8638, y=-0.1410, z=-2.9982), order='XYZ'>
    Matrix:
      <Vector (-0.9799, 0.1986, -0.0183, 0.2953)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1406, 0.7527, 0.6431, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0000, 0.3597)>
    Rotation: <Euler (x=-1.5314, y=-2.9002, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9708, 0.2380, -0.0305, 0.3301)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2391, 0.9702, -0.0382, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3480, 0.0034, 0.4328)>
    Rotation: <Euler (x=-1.5314, y=-2.9002, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9708, 0.2380, -0.0305, 0.3480)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2391, 0.9702, -0.0382, 0.4328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0382, 0.8238, -0.0092)>
    Rotation: <Euler (x=0.4345, y=0.7053, z=2.7904), order='XYZ'>
    Matrix:
      <Vector (-0.7150, -0.5683, -0.4073, -0.0382)>
      <Vector (0.2619, -0.7579, 0.5975, 0.8238)>
      <Vector (-0.6482, 0.3205, 0.6907, -0.0092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2744, 0.5088, 0.1240)>
    Rotation: <Euler (x=-0.5549, y=0.7673, z=2.7260), order='XYZ'>
    Matrix:
      <Vector (-0.6585, -0.0086, -0.7525, -0.2744)>
      <Vector (0.2906, -0.9253, -0.2437, 0.5088)>
      <Vector (-0.6942, -0.3792, 0.6118, 0.1240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7743, y=0.7999, z=2.9383), order='XYZ'>
    Matrix:
      <Vector (-0.6824, -0.6356, -0.3611, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7173, 0.4872, 0.4981, -0.0395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6186, -0.7845, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7855, 0.6187, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6186, -0.7845, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7855, 0.6187, -0.0123, 0.0985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 26
  Bone: mixamorig:Hips
    Location: <Vector (0.0646, 0.8602, 0.0448)>
    Rotation: <Euler (x=0.2077, y=-0.3925, z=-0.0490), order='XYZ'>
    Matrix:
      <Vector (0.9228, -0.0308, -0.3839, 0.0646)>
      <Vector (-0.0453, 0.9812, -0.1877, 0.8602)>
      <Vector (0.3825, 0.1906, 0.9041, 0.0448)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0629, 0.9363, 0.0579)>
    Rotation: <Euler (x=0.2331, y=-0.4111, z=-0.0378), order='XYZ'>
    Matrix:
      <Vector (0.9160, -0.0555, -0.3972, 0.0629)>
      <Vector (-0.0347, 0.9757, -0.2162, 0.9363)>
      <Vector (0.3996, 0.2118, 0.8919, 0.0579)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0579, 1.0243, 0.0770)>
    Rotation: <Euler (x=0.3573, y=-0.4389, z=-0.0154), order='XYZ'>
    Matrix:
      <Vector (0.9051, -0.1342, -0.4035, 0.0579)>
      <Vector (-0.0139, 0.9390, -0.3436, 1.0243)>
      <Vector (0.4250, 0.3166, 0.8480, 0.0770)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0441, 1.1210, 0.1096)>
    Rotation: <Euler (x=0.4830, y=-0.4676, z=0.0029), order='XYZ'>
    Matrix:
      <Vector (0.8926, -0.2119, -0.3978, 0.0441)>
      <Vector (0.0026, 0.8850, -0.4656, 1.1210)>
      <Vector (0.4507, 0.4146, 0.7905, 0.1096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0195, 1.2236, 0.1577)>
    Rotation: <Euler (x=0.4134, y=-0.3874, z=-0.0082), order='XYZ'>
    Matrix:
      <Vector (0.9259, -0.1442, -0.3492, 0.0195)>
      <Vector (-0.0076, 0.9170, -0.3989, 1.2236)>
      <Vector (0.3778, 0.3719, 0.8479, 0.1577)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0001, 1.3131, 0.2077)>
    Rotation: <Euler (x=-0.0261, y=-0.0850, z=0.0012), order='XYZ'>
    Matrix:
      <Vector (0.9964, 0.0010, -0.0849, -0.0001)>
      <Vector (0.0012, 0.9997, 0.0260, 1.3131)>
      <Vector (0.0849, -0.0260, 0.9961, 0.2077)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0025, 1.5537, 0.2328)>
    Rotation: <Euler (x=-0.0261, y=-0.0850, z=0.0012), order='XYZ'>
    Matrix:
      <Vector (0.9964, 0.0010, -0.0849, -0.0025)>
      <Vector (0.0012, 0.9997, 0.0260, 1.5537)>
      <Vector (0.0849, -0.0260, 0.9961, 0.2328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0862, 1.2097, 0.1804)>
    Rotation: <Euler (x=-0.2910, y=2.1560, z=-2.1094), order='XYZ'>
    Matrix:
      <Vector (0.2833, 0.9450, -0.1633, 0.0862)>
      <Vector (0.4742, -0.2861, -0.8327, 1.2097)>
      <Vector (-0.8336, 0.1585, -0.5291, 0.1804)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2197, 1.1693, 0.2028)>
    Rotation: <Euler (x=3.0853, y=0.8044, z=0.4217), order='XYZ'>
    Matrix:
      <Vector (0.6328, 0.4457, -0.6332, 0.2197)>
      <Vector (0.2839, -0.8944, -0.3457, 1.1693)>
      <Vector (-0.7204, 0.0390, -0.6925, 0.2028)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3059, 0.9962, 0.2103)>
    Rotation: <Euler (x=2.3700, y=0.1057, z=-1.0107), order='XYZ'>
    Matrix:
      <Vector (0.5283, -0.5682, -0.6309, 0.3059)>
      <Vector (-0.8425, -0.4431, -0.3063, 0.9962)>
      <Vector (-0.1055, 0.6934, -0.7128, 0.2103)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1572, 0.8802, 0.3918)>
    Rotation: <Euler (x=2.0148, y=0.0046, z=-0.6985), order='XYZ'>
    Matrix:
      <Vector (0.7658, -0.2730, -0.5822, 0.1572)>
      <Vector (-0.6431, -0.3317, -0.6903, 0.8802)>
      <Vector (-0.0046, 0.9030, -0.4296, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1202, 0.8774, 0.4240)>
    Rotation: <Euler (x=2.5518, y=-0.6854, z=-1.0875), order='XYZ'>
    Matrix:
      <Vector (0.3598, -0.8995, -0.2480, 0.1202)>
      <Vector (-0.6855, -0.0745, -0.7242, 0.8774)>
      <Vector (0.6330, 0.4306, -0.6434, 0.4240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0842, 0.8760, 0.4395)>
    Rotation: <Euler (x=2.3795, y=-0.3190, z=-0.7909), order='XYZ'>
    Matrix:
      <Vector (0.6677, -0.6666, -0.3313, 0.0842)>
      <Vector (-0.6751, -0.3548, -0.6468, 0.8760)>
      <Vector (0.3136, 0.6556, -0.6869, 0.4395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0631, 0.8639, 0.4611)>
    Rotation: <Euler (x=2.2989, y=-0.1493, z=-0.7083), order='XYZ'>
    Matrix:
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      <Vector (-0.6433, -0.4332, -0.6313, 0.8639)>
      <Vector (0.1487, 0.7381, -0.6581, 0.4611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0514, 0.8524, 0.4793)>
    Rotation: <Euler (x=2.2989, y=-0.1493, z=-0.7083), order='XYZ'>
    Matrix:
      <Vector (0.7510, -0.5172, -0.4104, 0.0514)>
      <Vector (-0.6433, -0.4332, -0.6313, 0.8524)>
      <Vector (0.1487, 0.7381, -0.6581, 0.4793)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0991, 0.8660, 0.4960)>
    Rotation: <Euler (x=2.4720, y=-0.0439, z=-0.7130), order='XYZ'>
    Matrix:
      <Vector (0.7557, -0.5335, -0.3800, 0.0991)>
      <Vector (-0.6535, -0.5752, -0.4920, 0.8660)>
      <Vector (0.0439, 0.6201, -0.7833, 0.4960)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0836, 0.8490, 0.5141)>
    Rotation: <Euler (x=2.9403, y=-0.0093, z=-0.6442), order='XYZ'>
    Matrix:
      <Vector (0.7995, -0.5899, -0.1128, 0.0836)>
      <Vector (-0.6005, -0.7823, -0.1654, 0.8490)>
      <Vector (0.0093, 0.1999, -0.9798, 0.5141)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0662, 0.8257, 0.5201)>
    Rotation: <Euler (x=-3.1082, y=-0.0040, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5551, -0.8314, 0.0255, 0.8257)>
      <Vector (0.0040, -0.0334, -0.9994, 0.5201)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0531, 0.8067, 0.5193)>
    Rotation: <Euler (x=-3.1082, y=-0.0040, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5551, -0.8314, 0.0255, 0.8067)>
      <Vector (0.0040, -0.0334, -0.9994, 0.5193)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1169, 0.8508, 0.4949)>
    Rotation: <Euler (x=2.4717, y=-0.0411, z=-0.7135), order='XYZ'>
    Matrix:
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      <Vector (-0.6540, -0.5760, -0.4905, 0.8508)>
      <Vector (0.0411, 0.6204, -0.7832, 0.4949)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0992, 0.8312, 0.5159)>
    Rotation: <Euler (x=2.9403, y=-0.0065, z=-0.6442), order='XYZ'>
    Matrix:
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      <Vector (-0.6006, -0.7826, -0.1637, 0.8312)>
      <Vector (0.0065, 0.1999, -0.9798, 0.5159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0785, 0.8037, 0.5229)>
    Rotation: <Euler (x=-3.1082, y=-0.0013, z=-0.5903), order='XYZ'>
    Matrix:
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      <Vector (-0.5566, -0.8303, 0.0270, 0.8037)>
      <Vector (0.0013, -0.0334, -0.9994, 0.5229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0637, 0.7822, 0.5220)>
    Rotation: <Euler (x=-3.1082, y=-0.0013, z=-0.5903), order='XYZ'>
    Matrix:
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      <Vector (-0.5566, -0.8303, 0.0270, 0.7822)>
      <Vector (0.0013, -0.0334, -0.9994, 0.5220)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1366, 0.8352, 0.4949)>
    Rotation: <Euler (x=2.4719, y=-0.0400, z=-0.7115), order='XYZ'>
    Matrix:
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      <Vector (-0.6525, -0.5776, -0.4906, 0.8352)>
      <Vector (0.0400, 0.6203, -0.7834, 0.4949)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1209, 0.8177, 0.5135)>
    Rotation: <Euler (x=2.9403, y=-0.0061, z=-0.6414), order='XYZ'>
    Matrix:
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      <Vector (-0.5983, -0.7843, -0.1638, 0.8177)>
      <Vector (0.0061, 0.1999, -0.9798, 0.5135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1038, 0.7949, 0.5193)>
    Rotation: <Euler (x=-3.1082, y=-0.0027, z=-0.5969), order='XYZ'>
    Matrix:
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      <Vector (-0.5621, -0.8267, 0.0261, 0.7949)>
      <Vector (0.0027, -0.0334, -0.9994, 0.5193)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0907, 0.7761, 0.5186)>
    Rotation: <Euler (x=-3.1082, y=-0.0027, z=-0.5969), order='XYZ'>
    Matrix:
      <Vector (0.8271, -0.5617, 0.0210, 0.0907)>
      <Vector (-0.5621, -0.8267, 0.0261, 0.7761)>
      <Vector (0.0027, -0.0334, -0.9994, 0.5186)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1563, 0.8233, 0.4913)>
    Rotation: <Euler (x=2.4597, y=0.0138, z=-0.6558), order='XYZ'>
    Matrix:
      <Vector (0.7925, -0.4666, -0.3928, 0.1563)>
      <Vector (-0.6098, -0.6206, -0.4930, 0.8233)>
      <Vector (-0.0138, 0.6302, -0.7763, 0.4913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1429, 0.8054, 0.5094)>
    Rotation: <Euler (x=2.9403, y=0.0024, z=-0.6386), order='XYZ'>
    Matrix:
      <Vector (0.8030, -0.5836, -0.1210, 0.1429)>
      <Vector (-0.5960, -0.7870, -0.1592, 0.8054)>
      <Vector (-0.0024, 0.1999, -0.9798, 0.5094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1299, 0.7879, 0.5139)>
    Rotation: <Euler (x=-3.1082, y=0.0049, z=-0.6115), order='XYZ'>
    Matrix:
      <Vector (0.8188, -0.5739, 0.0152, 0.1299)>
      <Vector (-0.5741, -0.8182, 0.0302, 0.7879)>
      <Vector (-0.0049, -0.0334, -0.9994, 0.5139)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1205, 0.7744, 0.5133)>
    Rotation: <Euler (x=-3.1082, y=0.0049, z=-0.6115), order='XYZ'>
    Matrix:
      <Vector (0.8188, -0.5739, 0.0152, 0.1205)>
      <Vector (-0.5741, -0.8182, 0.0302, 0.7744)>
      <Vector (-0.0049, -0.0334, -0.9994, 0.5133)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0395, 1.2077, 0.1202)>
    Rotation: <Euler (x=1.1083, y=-2.1780, z=1.0315), order='XYZ'>
    Matrix:
      <Vector (-0.2930, -0.7603, 0.5798, -0.0395)>
      <Vector (-0.4896, -0.4015, -0.7740, 1.2077)>
      <Vector (0.8212, -0.5107, -0.2546, 0.1202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1469, 1.1510, 0.0481)>
    Rotation: <Euler (x=-0.9476, y=-1.3264, z=-2.2909), order='XYZ'>
    Matrix:
      <Vector (-0.1596, -0.0808, 0.9839, -0.1469)>
      <Vector (-0.1819, -0.9772, -0.1098, 1.1510)>
      <Vector (0.9703, -0.1965, 0.1412, 0.0481)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1626, 0.9615, 0.0100)>
    Rotation: <Euler (x=1.4445, y=-0.1596, z=1.5078), order='XYZ'>
    Matrix:
      <Vector (0.0622, -0.1356, 0.9888, -0.1626)>
      <Vector (0.9853, -0.1494, -0.0825, 0.9615)>
      <Vector (0.1589, 0.9794, 0.1244, 0.0100)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1981, 0.9224, 0.2663)>
    Rotation: <Euler (x=1.4827, y=-0.4258, z=1.1277), order='XYZ'>
    Matrix:
      <Vector (0.3904, -0.2559, 0.8844, -0.1981)>
      <Vector (0.8228, -0.3340, -0.4599, 0.9224)>
      <Vector (0.4130, 0.9072, 0.0801, 0.2663)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1898, 0.9262, 0.3120)>
    Rotation: <Euler (x=1.8655, y=0.3714, z=1.0564), order='XYZ'>
    Matrix:
      <Vector (0.4585, 0.4238, 0.7812, -0.1898)>
      <Vector (0.8112, 0.1594, -0.5626, 0.9262)>
      <Vector (-0.3630, 0.8916, -0.2707, 0.3120)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1734, 0.9332, 0.3449)>
    Rotation: <Euler (x=1.8560, y=-0.1254, z=1.0323), order='XYZ'>
    Matrix:
      <Vector (0.5088, 0.1800, 0.8418, -0.1734)>
      <Vector (0.8517, -0.2473, -0.4619, 0.9332)>
      <Vector (0.1251, 0.9521, -0.2791, 0.3449)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1676, 0.9249, 0.3761)>
    Rotation: <Euler (x=1.7964, y=-0.2785, z=1.0516), order='XYZ'>
    Matrix:
      <Vector (0.4771, 0.0613, 0.8767, -0.1676)>
      <Vector (0.8348, -0.3436, -0.4302, 0.9249)>
      <Vector (0.2749, 0.9371, -0.2151, 0.3761)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1665, 0.9147, 0.4011)>
    Rotation: <Euler (x=1.7964, y=-0.2785, z=1.0516), order='XYZ'>
    Matrix:
      <Vector (0.4771, 0.0613, 0.8767, -0.1665)>
      <Vector (0.8348, -0.3436, -0.4302, 0.9147)>
      <Vector (0.2749, 0.9371, -0.2151, 0.4011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2138, 0.9141, 0.3831)>
    Rotation: <Euler (x=1.9455, y=-0.3710, z=1.1127), order='XYZ'>
    Matrix:
      <Vector (0.4122, 0.1791, 0.8933, -0.2138)>
      <Vector (0.8359, -0.4645, -0.2925, 0.9141)>
      <Vector (0.3625, 0.8673, -0.3411, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2086, 0.8999, 0.4092)>
    Rotation: <Euler (x=2.4330, y=-0.4286, z=1.0709), order='XYZ'>
    Matrix:
      <Vector (0.4360, 0.5367, 0.7224, -0.2086)>
      <Vector (0.7982, -0.6013, -0.0350, 0.8999)>
      <Vector (0.4156, 0.5919, -0.6906, 0.4092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1926, 0.8820, 0.4267)>
    Rotation: <Euler (x=2.6874, y=-0.4556, z=1.0268), order='XYZ'>
    Matrix:
      <Vector (0.4648, 0.6689, 0.5801, -0.1926)>
      <Vector (0.7683, -0.6303, 0.1112, 0.8820)>
      <Vector (0.4400, 0.3940, -0.8069, 0.4267)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1772, 0.8678, 0.4359)>
    Rotation: <Euler (x=2.6874, y=-0.4556, z=1.0268), order='XYZ'>
    Matrix:
      <Vector (0.4648, 0.6689, 0.5801, -0.1772)>
      <Vector (0.7683, -0.6303, 0.1112, 0.8678)>
      <Vector (0.4400, 0.3940, -0.8069, 0.4359)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2237, 0.8941, 0.3773)>
    Rotation: <Euler (x=1.9451, y=-0.3787, z=1.1138), order='XYZ'>
    Matrix:
      <Vector (0.4100, 0.1763, 0.8949, -0.2237)>
      <Vector (0.8338, -0.4701, -0.2894, 0.8941)>
      <Vector (0.3697, 0.8648, -0.3397, 0.3773)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2181, 0.8790, 0.4049)>
    Rotation: <Euler (x=2.4327, y=-0.4344, z=1.0715), order='XYZ'>
    Matrix:
      <Vector (0.4344, 0.5352, 0.7245, -0.2181)>
      <Vector (0.7964, -0.6040, -0.0312, 0.8790)>
      <Vector (0.4209, 0.5905, -0.6886, 0.4049)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1998, 0.8582, 0.4252)>
    Rotation: <Euler (x=2.6843, y=-0.4570, z=1.0338), order='XYZ'>
    Matrix:
      <Vector (0.4591, 0.6713, 0.5819, -0.1998)>
      <Vector (0.7711, -0.6264, 0.1143, 0.8582)>
      <Vector (0.4412, 0.3962, -0.8052, 0.4252)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1831, 0.8428, 0.4351)>
    Rotation: <Euler (x=2.6843, y=-0.4570, z=1.0338), order='XYZ'>
    Matrix:
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      <Vector (0.7711, -0.6264, 0.1143, 0.8428)>
      <Vector (0.4412, 0.3962, -0.8052, 0.4351)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2330, 0.8728, 0.3675)>
    Rotation: <Euler (x=1.9458, y=-0.3738, z=1.1120), order='XYZ'>
    Matrix:
      <Vector (0.4123, 0.1779, 0.8935, -0.2330)>
      <Vector (0.8347, -0.4668, -0.2922, 0.8728)>
      <Vector (0.3651, 0.8663, -0.3410, 0.3675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2281, 0.8596, 0.3918)>
    Rotation: <Euler (x=2.4350, y=-0.4341, z=1.0660), order='XYZ'>
    Matrix:
      <Vector (0.4388, 0.5336, 0.7230, -0.2281)>
      <Vector (0.7941, -0.6069, -0.0340, 0.8596)>
      <Vector (0.4206, 0.5890, -0.6900, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2133, 0.8428, 0.4082)>
    Rotation: <Euler (x=2.6835, y=-0.4514, z=1.0355), order='XYZ'>
    Matrix:
      <Vector (0.4590, 0.6730, 0.5799, -0.2133)>
      <Vector (0.7740, -0.6234, 0.1109, 0.8428)>
      <Vector (0.4362, 0.3979, -0.8071, 0.4082)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1974, 0.8283, 0.4175)>
    Rotation: <Euler (x=2.6835, y=-0.4514, z=1.0355), order='XYZ'>
    Matrix:
      <Vector (0.4590, 0.6730, 0.5799, -0.1974)>
      <Vector (0.7740, -0.6234, 0.1109, 0.8283)>
      <Vector (0.4362, 0.3979, -0.8071, 0.4175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2419, 0.8573, 0.3516)>
    Rotation: <Euler (x=1.9453, y=-0.3778, z=1.1134), order='XYZ'>
    Matrix:
      <Vector (0.4105, 0.1766, 0.8946, -0.2419)>
      <Vector (0.8339, -0.4696, -0.2899, 0.8573)>
      <Vector (0.3689, 0.8651, -0.3400, 0.3516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2373, 0.8450, 0.3743)>
    Rotation: <Euler (x=2.4355, y=-0.4393, z=1.0649), order='XYZ'>
    Matrix:
      <Vector (0.4386, 0.5318, 0.7244, -0.2373)>
      <Vector (0.7917, -0.6101, -0.0314, 0.8450)>
      <Vector (0.4253, 0.5873, -0.6887, 0.3743)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2234, 0.8293, 0.3896)>
    Rotation: <Euler (x=2.6782, y=-0.4492, z=1.0478), order='XYZ'>
    Matrix:
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      <Vector (0.7804, -0.6149, 0.1132, 0.8293)>
      <Vector (0.4342, 0.4027, -0.8058, 0.3896)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2134, 0.8201, 0.3955)>
    Rotation: <Euler (x=2.6782, y=-0.4492, z=1.0478), order='XYZ'>
    Matrix:
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      <Vector (0.7804, -0.6149, 0.1132, 0.8201)>
      <Vector (0.4342, 0.4027, -0.8058, 0.3955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1694, 0.8142, 0.0733)>
    Rotation: <Euler (x=0.7411, y=0.0170, z=-2.9427), order='XYZ'>
    Matrix:
      <Vector (-0.9801, 0.1345, -0.1457, 0.1694)>
      <Vector (-0.1976, -0.7255, 0.6593, 0.8142)>
      <Vector (-0.0170, 0.6750, 0.7376, 0.0733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2253, 0.5128, 0.3537)>
    Rotation: <Euler (x=-0.3018, y=-0.1422, z=-2.9262), order='XYZ'>
    Matrix:
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      <Vector (-0.2116, -0.9417, -0.2615, 0.5128)>
      <Vector (0.1417, -0.2943, 0.9452, 0.3537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8633, y=-0.1442, z=-2.9981), order='XYZ'>
    Matrix:
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      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1437, 0.7521, 0.6432, 0.2279)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0000, 0.3595)>
    Rotation: <Euler (x=-1.5293, y=-2.8969, z=0.0209), order='XYZ'>
    Matrix:
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      <Vector (-0.0203, 0.0465, 0.9987, 0.0000)>
      <Vector (0.2422, 0.9694, -0.0402, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0035, 0.4326)>
    Rotation: <Euler (x=-1.5293, y=-2.8969, z=0.0209), order='XYZ'>
    Matrix:
      <Vector (-0.9700, 0.2411, -0.0310, 0.3483)>
      <Vector (-0.0203, 0.0465, 0.9987, 0.0035)>
      <Vector (0.2422, 0.9694, -0.0402, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0350, 0.8231, -0.0057)>
    Rotation: <Euler (x=0.4284, y=0.7016, z=2.7844), order='XYZ'>
    Matrix:
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      <Vector (0.2671, -0.7585, 0.5945, 0.8231)>
      <Vector (-0.6454, 0.3173, 0.6948, -0.0057)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2716, 0.5079, 0.1262)>
    Rotation: <Euler (x=-0.5613, y=0.7646, z=2.7150), order='XYZ'>
    Matrix:
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      <Vector (0.2986, -0.9232, -0.2421, 0.5079)>
      <Vector (-0.6923, -0.3841, 0.6109, 0.1262)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7742, y=0.8003, z=2.9382), order='XYZ'>
    Matrix:
      <Vector (-0.6821, -0.6358, -0.3613, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2377, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6183, -0.7847, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7858, 0.6184, -0.0123, 0.0500)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5509, y=2.2377, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6183, -0.7847, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7858, 0.6184, -0.0123, 0.0985)>
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Frame: 27
  Bone: mixamorig:Hips
    Location: <Vector (0.0674, 0.8595, 0.0475)>
    Rotation: <Euler (x=0.2098, y=-0.3880, z=-0.0484), order='XYZ'>
    Matrix:
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      <Vector (-0.0447, 0.9807, -0.1901, 0.8595)>
      <Vector (0.3783, 0.1927, 0.9054, 0.0475)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0657, 0.9356, 0.0607)>
    Rotation: <Euler (x=0.2358, y=-0.4070, z=-0.0374), order='XYZ'>
    Matrix:
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      <Vector (-0.0343, 0.9751, -0.2191, 0.9356)>
      <Vector (0.3958, 0.2145, 0.8929, 0.0607)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0606, 1.0236, 0.0801)>
    Rotation: <Euler (x=0.3606, y=-0.4354, z=-0.0150), order='XYZ'>
    Matrix:
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      <Vector (-0.0136, 0.9378, -0.3469, 1.0236)>
      <Vector (0.4218, 0.3199, 0.8484, 0.0801)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0467, 1.1202, 0.1131)>
    Rotation: <Euler (x=0.4871, y=-0.4647, z=0.0031), order='XYZ'>
    Matrix:
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      <Vector (0.0028, 0.8830, -0.4693, 1.1202)>
      <Vector (0.4481, 0.4184, 0.7900, 0.1131)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0221, 1.2226, 0.1616)>
    Rotation: <Euler (x=0.4173, y=-0.3846, z=-0.0083), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.9154, -0.4024, 1.2226)>
      <Vector (0.3751, 0.3757, 0.8474, 0.1616)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0024, 1.3118, 0.2119)>
    Rotation: <Euler (x=-0.0186, y=-0.0842, z=0.0008), order='XYZ'>
    Matrix:
      <Vector (0.9965, 0.0008, -0.0841, 0.0024)>
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      <Vector (0.0841, -0.0185, 0.9963, 0.2119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0000, 1.5522, 0.2389)>
    Rotation: <Euler (x=-0.0186, y=-0.0842, z=0.0008), order='XYZ'>
    Matrix:
      <Vector (0.9965, 0.0008, -0.0841, -0.0000)>
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      <Vector (0.0841, -0.0185, 0.9963, 0.2389)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0888, 1.2087, 0.1840)>
    Rotation: <Euler (x=-0.2837, y=2.1579, z=-2.1013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2224, 1.1684, 0.2059)>
    Rotation: <Euler (x=3.0842, y=0.8042, z=0.4219), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3088, 0.9955, 0.2136)>
    Rotation: <Euler (x=2.3701, y=0.1066, z=-1.0081), order='XYZ'>
    Matrix:
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      <Vector (-0.1064, 0.6933, -0.7128, 0.2136)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1605, 0.8789, 0.3951)>
    Rotation: <Euler (x=2.0127, y=0.0073, z=-0.6967), order='XYZ'>
    Matrix:
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      <Vector (-0.6416, -0.3322, -0.6913, 0.8789)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1237, 0.8761, 0.4274)>
    Rotation: <Euler (x=2.5479, y=-0.6837, z=-1.0832), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0877, 0.8745, 0.4430)>
    Rotation: <Euler (x=2.3770, y=-0.3165, z=-0.7883), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0666, 0.8624, 0.4647)>
    Rotation: <Euler (x=2.2967, y=-0.1467, z=-0.7061), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0551, 0.8509, 0.4830)>
    Rotation: <Euler (x=2.2967, y=-0.1467, z=-0.7061), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1027, 0.8646, 0.4994)>
    Rotation: <Euler (x=2.4698, y=-0.0413, z=-0.7110), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0874, 0.8475, 0.5177)>
    Rotation: <Euler (x=2.9383, y=-0.0066, z=-0.6423), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0701, 0.8243, 0.5236)>
    Rotation: <Euler (x=-3.1101, y=-0.0011, z=-0.5866), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0569, 0.8052, 0.5229)>
    Rotation: <Euler (x=-3.1101, y=-0.0011, z=-0.5866), order='XYZ'>
    Matrix:
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      <Vector (-0.5535, -0.8324, 0.0256, 0.8052)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1206, 0.8494, 0.4983)>
    Rotation: <Euler (x=2.4695, y=-0.0385, z=-0.7116), order='XYZ'>
    Matrix:
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      <Vector (-0.6526, -0.5770, -0.4912, 0.8494)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1030, 0.8298, 0.5193)>
    Rotation: <Euler (x=2.9383, y=-0.0038, z=-0.6424), order='XYZ'>
    Matrix:
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      <Vector (-0.5991, -0.7837, -0.1638, 0.8298)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0824, 0.8022, 0.5264)>
    Rotation: <Euler (x=-3.1100, y=0.0015, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5551, -0.8314, 0.0271, 0.8022)>
      <Vector (-0.0015, -0.0316, -0.9995, 0.5264)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0676, 0.7807, 0.5256)>
    Rotation: <Euler (x=-3.1100, y=0.0015, z=-0.5884), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1403, 0.8339, 0.4982)>
    Rotation: <Euler (x=2.4697, y=-0.0374, z=-0.7096), order='XYZ'>
    Matrix:
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      <Vector (-0.6511, -0.5786, -0.4913, 0.8339)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1247, 0.8163, 0.5169)>
    Rotation: <Euler (x=2.9383, y=-0.0033, z=-0.6396), order='XYZ'>
    Matrix:
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      <Vector (-0.5968, -0.7854, -0.1639, 0.8163)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1077, 0.7935, 0.5228)>
    Rotation: <Euler (x=-3.1100, y=0.0001, z=-0.5951), order='XYZ'>
    Matrix:
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      <Vector (-0.5606, -0.8277, 0.0262, 0.7935)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0946, 0.7747, 0.5220)>
    Rotation: <Euler (x=-3.1100, y=0.0001, z=-0.5951), order='XYZ'>
    Matrix:
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      <Vector (-0.5606, -0.8277, 0.0262, 0.7747)>
      <Vector (-0.0001, -0.0316, -0.9995, 0.5220)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1601, 0.8220, 0.4945)>
    Rotation: <Euler (x=2.4577, y=0.0165, z=-0.6540), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1468, 0.8040, 0.5127)>
    Rotation: <Euler (x=2.9383, y=0.0051, z=-0.6367), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1338, 0.7866, 0.5172)>
    Rotation: <Euler (x=-3.1101, y=0.0077, z=-0.6097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1244, 0.7731, 0.5167)>
    Rotation: <Euler (x=-3.1101, y=0.0077, z=-0.6097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0371, 1.2066, 0.1242)>
    Rotation: <Euler (x=1.0996, y=-2.1796, z=1.0397), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1447, 1.1501, 0.0522)>
    Rotation: <Euler (x=-0.9735, y=-1.3274, z=-2.2650), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1604, 0.9607, 0.0136)>
    Rotation: <Euler (x=1.4502, y=-0.1630, z=1.5076), order='XYZ'>
    Matrix:
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      <Vector (0.9848, -0.1532, -0.0821, 0.9607)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1945, 0.9206, 0.2699)>
    Rotation: <Euler (x=1.4937, y=-0.4262, z=1.1078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1858, 0.9241, 0.3156)>
    Rotation: <Euler (x=1.8763, y=0.3717, z=1.0449), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1690, 0.9307, 0.3483)>
    Rotation: <Euler (x=1.8661, y=-0.1249, z=1.0157), order='XYZ'>
    Matrix:
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      <Vector (0.8432, -0.2546, -0.4734, 0.9307)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1630, 0.9221, 0.3794)>
    Rotation: <Euler (x=1.8068, y=-0.2782, z=1.0334), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1618, 0.9118, 0.4045)>
    Rotation: <Euler (x=1.8068, y=-0.2782, z=1.0334), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2094, 0.9120, 0.3868)>
    Rotation: <Euler (x=1.9563, y=-0.3712, z=1.0934), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2040, 0.8976, 0.4128)>
    Rotation: <Euler (x=2.4440, y=-0.4285, z=1.0509), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1883, 0.8793, 0.4301)>
    Rotation: <Euler (x=2.6985, y=-0.4551, z=1.0065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1730, 0.8649, 0.4391)>
    Rotation: <Euler (x=2.6985, y=-0.4551, z=1.0065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2196, 0.8922, 0.3811)>
    Rotation: <Euler (x=1.9559, y=-0.3790, z=1.0945), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2140, 0.8768, 0.4085)>
    Rotation: <Euler (x=2.4438, y=-0.4343, z=1.0514), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1957, 0.8557, 0.4285)>
    Rotation: <Euler (x=2.6955, y=-0.4564, z=1.0135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1792, 0.8400, 0.4382)>
    Rotation: <Euler (x=2.6955, y=-0.4564, z=1.0135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2293, 0.8711, 0.3713)>
    Rotation: <Euler (x=1.9565, y=-0.3740, z=1.0927), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2244, 0.8577, 0.3954)>
    Rotation: <Euler (x=2.4461, y=-0.4339, z=1.0460), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2097, 0.8406, 0.4116)>
    Rotation: <Euler (x=2.6947, y=-0.4509, z=1.0152), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1940, 0.8258, 0.4207)>
    Rotation: <Euler (x=2.6947, y=-0.4509, z=1.0152), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2385, 0.8559, 0.3553)>
    Rotation: <Euler (x=1.9561, y=-0.3781, z=1.0941), order='XYZ'>
    Matrix:
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      <Vector (0.3691, 0.8612, -0.3493, 0.3553)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2339, 0.8433, 0.3779)>
    Rotation: <Euler (x=2.4466, y=-0.4391, z=1.0448), order='XYZ'>
    Matrix:
      <Vector (0.4545, 0.5275, 0.7178, -0.2339)>
      <Vector (0.7828, -0.6211, -0.0392, 0.8433)>
      <Vector (0.4251, 0.5796, -0.6952, 0.3779)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2201, 0.8273, 0.3930)>
    Rotation: <Euler (x=2.6893, y=-0.4488, z=1.0276), order='XYZ'>
    Matrix:
      <Vector (0.4657, 0.6720, 0.5758, -0.2201)>
      <Vector (0.7713, -0.6272, 0.1082, 0.8273)>
      <Vector (0.4339, 0.3938, -0.8104, 0.3930)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2102, 0.8179, 0.3988)>
    Rotation: <Euler (x=2.6893, y=-0.4488, z=1.0277), order='XYZ'>
    Matrix:
      <Vector (0.4657, 0.6720, 0.5758, -0.2102)>
      <Vector (0.7713, -0.6272, 0.1082, 0.8179)>
      <Vector (0.4339, 0.3938, -0.8104, 0.3988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1723, 0.8136, 0.0754)>
    Rotation: <Euler (x=0.7423, y=0.0137, z=-2.9456), order='XYZ'>
    Matrix:
      <Vector (-0.9808, 0.1344, -0.1416, 0.1723)>
      <Vector (-0.1947, -0.7246, 0.6610, 0.8136)>
      <Vector (-0.0137, 0.6759, 0.7369, 0.0754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2282, 0.5126, 0.3562)>
    Rotation: <Euler (x=-0.3082, y=-0.1468, z=-2.9320), order='XYZ'>
    Matrix:
      <Vector (-0.9676, 0.1549, 0.1995, 0.2282)>
      <Vector (-0.2059, -0.9412, -0.2677, 0.5126)>
      <Vector (0.1463, -0.3001, 0.9426, 0.3562)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2945, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8626, y=-0.1488, z=-2.9980), order='XYZ'>
    Matrix:
      <Vector (-0.9788, 0.2045, -0.0133, 0.2945)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1482, 0.7512, 0.6433, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0000, 0.3594)>
    Rotation: <Euler (x=-1.5276, y=-2.8923, z=0.0208), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2456, -0.0315, 0.3303)>
      <Vector (-0.0202, 0.0483, 0.9986, 0.0000)>
      <Vector (0.2468, 0.9682, -0.0418, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0037, 0.4323)>
    Rotation: <Euler (x=-1.5276, y=-2.8923, z=0.0208), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2456, -0.0315, 0.3488)>
      <Vector (-0.0202, 0.0483, 0.9986, 0.0037)>
      <Vector (0.2468, 0.9682, -0.0418, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0324, 0.8224, -0.0027)>
    Rotation: <Euler (x=0.4236, y=0.6966, z=2.7796), order='XYZ'>
    Matrix:
      <Vector (-0.7173, -0.5695, -0.4015, -0.0324)>
      <Vector (0.2716, -0.7591, 0.5915, 0.8224)>
      <Vector (-0.6416, 0.3153, 0.6992, -0.0027)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2691, 0.5069, 0.1283)>
    Rotation: <Euler (x=-0.5679, y=0.7620, z=2.7044), order='XYZ'>
    Matrix:
      <Vector (-0.6554, -0.0205, -0.7550, -0.2691)>
      <Vector (0.3063, -0.9209, -0.2409, 0.5069)>
      <Vector (-0.6904, -0.3892, 0.6099, 0.1283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8007, z=2.9382), order='XYZ'>
    Matrix:
      <Vector (-0.6819, -0.6359, -0.3615, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7178, 0.4867, 0.4978, -0.0394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2373, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6180, -0.7849, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7860, 0.6182, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2373, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6180, -0.7849, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7860, 0.6182, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 28
  Bone: mixamorig:Hips
    Location: <Vector (0.0697, 0.8589, 0.0497)>
    Rotation: <Euler (x=0.2101, y=-0.3809, z=-0.0478), order='XYZ'>
    Matrix:
      <Vector (0.9273, -0.0308, -0.3731, 0.0697)>
      <Vector (-0.0443, 0.9806, -0.1909, 0.8589)>
      <Vector (0.3718, 0.1936, 0.9079, 0.0497)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0680, 0.9350, 0.0631)>
    Rotation: <Euler (x=0.2373, y=-0.4000, z=-0.0371), order='XYZ'>
    Matrix:
      <Vector (0.9204, -0.0554, -0.3870, 0.0680)>
      <Vector (-0.0342, 0.9747, -0.2209, 0.9350)>
      <Vector (0.3895, 0.2166, 0.8952, 0.0631)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0630, 1.0229, 0.0826)>
    Rotation: <Euler (x=0.3641, y=-0.4285, z=-0.0152), order='XYZ'>
    Matrix:
      <Vector (0.9095, -0.1337, -0.3936, 0.0630)>
      <Vector (-0.0139, 0.9366, -0.3502, 1.0229)>
      <Vector (0.4155, 0.3239, 0.8500, 0.0826)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0492, 1.1194, 0.1160)>
    Rotation: <Euler (x=0.4925, y=-0.4577, z=0.0023), order='XYZ'>
    Matrix:
      <Vector (0.8971, -0.2110, -0.3883, 0.0492)>
      <Vector (0.0021, 0.8807, -0.4737, 1.1194)>
      <Vector (0.4419, 0.4242, 0.7905, 0.1160)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0248, 1.2215, 0.1652)>
    Rotation: <Euler (x=0.4218, y=-0.3785, z=-0.0088), order='XYZ'>
    Matrix:
      <Vector (0.9292, -0.1432, -0.3407, 0.0248)>
      <Vector (-0.0082, 0.9137, -0.4064, 1.2215)>
      <Vector (0.3695, 0.3804, 0.8478, 0.1652)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0053, 1.3104, 0.2160)>
    Rotation: <Euler (x=-0.0106, y=-0.0823, z=-0.0000), order='XYZ'>
    Matrix:
      <Vector (0.9966, 0.0009, -0.0822, 0.0053)>
      <Vector (-0.0000, 0.9999, 0.0106, 1.3104)>
      <Vector (0.0822, -0.0106, 0.9966, 0.2160)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0029, 1.5507, 0.2449)>
    Rotation: <Euler (x=-0.0106, y=-0.0823, z=-0.0000), order='XYZ'>
    Matrix:
      <Vector (0.9966, 0.0009, -0.0822, 0.0029)>
      <Vector (-0.0000, 0.9999, 0.0106, 1.5507)>
      <Vector (0.0822, -0.0106, 0.9966, 0.2449)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0916, 1.2076, 0.1871)>
    Rotation: <Euler (x=-0.2717, y=2.1596, z=-2.0892), order='XYZ'>
    Matrix:
      <Vector (0.2752, 0.9473, -0.1638, 0.0916)>
      <Vector (0.4824, -0.2834, -0.8288, 1.2076)>
      <Vector (-0.8316, 0.1490, -0.5350, 0.1871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2255, 1.1675, 0.2081)>
    Rotation: <Euler (x=3.0834, y=0.8069, z=0.4213), order='XYZ'>
    Matrix:
      <Vector (0.6312, 0.4465, -0.6341, 0.2255)>
      <Vector (0.2829, -0.8939, -0.3479, 1.1675)>
      <Vector (-0.7222, 0.0402, -0.6905, 0.2081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3119, 0.9945, 0.2159)>
    Rotation: <Euler (x=2.3675, y=0.1093, z=-1.0055), order='XYZ'>
    Matrix:
      <Vector (0.5325, -0.5629, -0.6321, 0.3119)>
      <Vector (-0.8394, -0.4475, -0.3086, 0.9945)>
      <Vector (-0.1091, 0.6949, -0.7108, 0.2159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1645, 0.8774, 0.3978)>
    Rotation: <Euler (x=2.0076, y=0.0112, z=-0.6938), order='XYZ'>
    Matrix:
      <Vector (0.7688, -0.2627, -0.5831, 0.1645)>
      <Vector (-0.6394, -0.3318, -0.6936, 0.8774)>
      <Vector (-0.0112, 0.9060, -0.4231, 0.3978)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1279, 0.8745, 0.4303)>
    Rotation: <Euler (x=2.5400, y=-0.6820, z=-1.0753), order='XYZ'>
    Matrix:
      <Vector (0.3691, -0.8949, -0.2508, 0.1279)>
      <Vector (-0.6830, -0.0782, -0.7263, 0.8745)>
      <Vector (0.6303, 0.4393, -0.6400, 0.4303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0921, 0.8729, 0.4462)>
    Rotation: <Euler (x=2.3714, y=-0.3131, z=-0.7836), order='XYZ'>
    Matrix:
      <Vector (0.6739, -0.6585, -0.3349, 0.0921)>
      <Vector (-0.6715, -0.3571, -0.6493, 0.8729)>
      <Vector (0.3080, 0.6624, -0.6829, 0.4462)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0712, 0.8607, 0.4680)>
    Rotation: <Euler (x=2.2916, y=-0.1428, z=-0.7025), order='XYZ'>
    Matrix:
      <Vector (0.7555, -0.5080, -0.4137, 0.0712)>
      <Vector (-0.6395, -0.4346, -0.6341, 0.8607)>
      <Vector (0.1423, 0.7436, -0.6533, 0.4680)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0597, 0.8493, 0.4864)>
    Rotation: <Euler (x=2.2916, y=-0.1428, z=-0.7025), order='XYZ'>
    Matrix:
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      <Vector (-0.6395, -0.4346, -0.6341, 0.8493)>
      <Vector (0.1423, 0.7436, -0.6533, 0.4864)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1075, 0.8631, 0.5025)>
    Rotation: <Euler (x=2.4647, y=-0.0375, z=-0.7079), order='XYZ'>
    Matrix:
      <Vector (0.7592, -0.5247, -0.3851, 0.1075)>
      <Vector (-0.6498, -0.5769, -0.4949, 0.8631)>
      <Vector (0.0375, 0.6259, -0.7790, 0.5025)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0923, 0.8460, 0.5209)>
    Rotation: <Euler (x=2.9335, y=-0.0024, z=-0.6394), order='XYZ'>
    Matrix:
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      <Vector (-0.5967, -0.7848, -0.1672, 0.8460)>
      <Vector (0.0024, 0.2066, -0.9784, 0.5209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0751, 0.8227, 0.5270)>
    Rotation: <Euler (x=-3.1146, y=0.0033, z=-0.5837), order='XYZ'>
    Matrix:
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      <Vector (-0.5511, -0.8341, 0.0243, 0.8227)>
      <Vector (-0.0033, -0.0270, -0.9996, 0.5270)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0620, 0.8036, 0.5264)>
    Rotation: <Euler (x=-3.1146, y=0.0033, z=-0.5837), order='XYZ'>
    Matrix:
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      <Vector (-0.5511, -0.8341, 0.0243, 0.8036)>
      <Vector (-0.0033, -0.0270, -0.9996, 0.5264)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1254, 0.8480, 0.5013)>
    Rotation: <Euler (x=2.4644, y=-0.0347, z=-0.7085), order='XYZ'>
    Matrix:
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      <Vector (-0.6503, -0.5776, -0.4934, 0.8480)>
      <Vector (0.0347, 0.6262, -0.7789, 0.5013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1079, 0.8283, 0.5225)>
    Rotation: <Euler (x=2.9335, y=0.0004, z=-0.6395), order='XYZ'>
    Matrix:
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      <Vector (-0.5968, -0.7852, -0.1655, 0.8283)>
      <Vector (-0.0004, 0.2066, -0.9784, 0.5225)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0875, 0.8007, 0.5297)>
    Rotation: <Euler (x=-3.1146, y=0.0060, z=-0.5855), order='XYZ'>
    Matrix:
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      <Vector (-0.5526, -0.8330, 0.0258, 0.8007)>
      <Vector (-0.0060, -0.0270, -0.9996, 0.5297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0728, 0.7791, 0.5290)>
    Rotation: <Euler (x=-3.1146, y=0.0060, z=-0.5855), order='XYZ'>
    Matrix:
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      <Vector (-0.5526, -0.8330, 0.0258, 0.7791)>
      <Vector (-0.0060, -0.0270, -0.9996, 0.5290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1452, 0.8324, 0.5011)>
    Rotation: <Euler (x=2.4646, y=-0.0335, z=-0.7065), order='XYZ'>
    Matrix:
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      <Vector (-0.6488, -0.5793, -0.4934, 0.8324)>
      <Vector (0.0335, 0.6261, -0.7790, 0.5011)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1297, 0.8149, 0.5199)>
    Rotation: <Euler (x=2.9335, y=0.0008, z=-0.6366), order='XYZ'>
    Matrix:
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      <Vector (-0.5945, -0.7868, -0.1656, 0.8149)>
      <Vector (-0.0008, 0.2066, -0.9784, 0.5199)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1128, 0.7920, 0.5259)>
    Rotation: <Euler (x=-3.1147, y=0.0045, z=-0.5922), order='XYZ'>
    Matrix:
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      <Vector (-0.5582, -0.8294, 0.0249, 0.7920)>
      <Vector (-0.0045, -0.0269, -0.9996, 0.5259)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0998, 0.7731, 0.5253)>
    Rotation: <Euler (x=-3.1147, y=0.0045, z=-0.5922), order='XYZ'>
    Matrix:
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      <Vector (-0.5582, -0.8294, 0.0249, 0.7731)>
      <Vector (-0.0045, -0.0269, -0.9996, 0.5253)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1649, 0.8206, 0.4974)>
    Rotation: <Euler (x=2.4528, y=0.0206, z=-0.6512), order='XYZ'>
    Matrix:
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      <Vector (-0.6060, -0.6220, -0.4959, 0.8206)>
      <Vector (-0.0206, 0.6355, -0.7718, 0.4974)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1518, 0.8027, 0.5157)>
    Rotation: <Euler (x=2.9335, y=0.0093, z=-0.6338), order='XYZ'>
    Matrix:
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      <Vector (-0.5922, -0.7895, -0.1610, 0.8027)>
      <Vector (-0.0093, 0.2066, -0.9784, 0.5157)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1389, 0.7852, 0.5203)>
    Rotation: <Euler (x=-3.1148, y=0.0121, z=-0.6068), order='XYZ'>
    Matrix:
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      <Vector (-0.0121, -0.0268, -0.9996, 0.5203)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1295, 0.7716, 0.5198)>
    Rotation: <Euler (x=-3.1148, y=0.0121, z=-0.6068), order='XYZ'>
    Matrix:
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      <Vector (-0.5702, -0.8210, 0.0289, 0.7716)>
      <Vector (-0.0121, -0.0268, -0.9996, 0.5198)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0346, 1.2056, 0.1282)>
    Rotation: <Euler (x=1.0838, y=-2.1804, z=1.0529), order='XYZ'>
    Matrix:
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      <Vector (-0.4974, -0.3978, -0.7709, 1.2056)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1427, 1.1494, 0.0567)>
    Rotation: <Euler (x=-1.0145, y=-1.3307, z=-2.2256), order='XYZ'>
    Matrix:
      <Vector (-0.1448, -0.0836, 0.9859, -0.1427)>
      <Vector (-0.1886, -0.9758, -0.1104, 1.1494)>
      <Vector (0.9713, -0.2019, 0.1256, 0.0567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1589, 0.9602, 0.0175)>
    Rotation: <Euler (x=1.4602, y=-0.1674, z=1.5057), order='XYZ'>
    Matrix:
      <Vector (0.0641, -0.1209, 0.9906, -0.1589)>
      <Vector (0.9839, -0.1581, -0.0830, 0.9602)>
      <Vector (0.1666, 0.9800, 0.1089, 0.0175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1906, 0.9188, 0.2740)>
    Rotation: <Euler (x=1.5097, y=-0.4252, z=1.0840), order='XYZ'>
    Matrix:
      <Vector (0.4261, -0.2466, 0.8704, -0.1906)>
      <Vector (0.8051, -0.3354, -0.4892, 0.9188)>
      <Vector (0.4125, 0.9092, 0.0556, 0.2740)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1812, 0.9219, 0.3196)>
    Rotation: <Euler (x=1.8918, y=0.3735, z=1.0334), order='XYZ'>
    Matrix:
      <Vector (0.4766, 0.4483, 0.7562, -0.1812)>
      <Vector (0.7998, 0.1359, -0.5847, 0.9219)>
      <Vector (-0.3649, 0.8835, -0.2938, 0.3196)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1639, 0.9280, 0.3521)>
    Rotation: <Euler (x=1.8806, y=-0.1226, z=0.9967), order='XYZ'>
    Matrix:
      <Vector (0.5390, 0.1927, 0.8199, -0.1639)>
      <Vector (0.8334, -0.2634, -0.4859, 0.9280)>
      <Vector (0.1223, 0.9452, -0.3026, 0.3521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1577, 0.9192, 0.3831)>
    Rotation: <Euler (x=1.8218, y=-0.2761, z=1.0121), order='XYZ'>
    Matrix:
      <Vector (0.5100, 0.0706, 0.8572, -0.1577)>
      <Vector (0.8158, -0.3556, -0.4561, 0.9192)>
      <Vector (0.2726, 0.9320, -0.2390, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1563, 0.9087, 0.4080)>
    Rotation: <Euler (x=1.8218, y=-0.2761, z=1.0121), order='XYZ'>
    Matrix:
      <Vector (0.5100, 0.0706, 0.8572, -0.1563)>
      <Vector (0.8158, -0.3556, -0.4561, 0.9087)>
      <Vector (0.2726, 0.9320, -0.2390, 0.4080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2040, 0.9098, 0.3910)>
    Rotation: <Euler (x=1.9719, y=-0.3701, z=1.0706), order='XYZ'>
    Matrix:
      <Vector (0.4472, 0.1829, 0.8756, -0.2040)>
      <Vector (0.8181, -0.4794, -0.3177, 0.9098)>
      <Vector (0.3617, 0.8583, -0.3640, 0.3910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1986, 0.8951, 0.4169)>
    Rotation: <Euler (x=2.4599, y=-0.4267, z=1.0271), order='XYZ'>
    Matrix:
      <Vector (0.4709, 0.5297, 0.7055, -0.1986)>
      <Vector (0.7791, -0.6248, -0.0509, 0.8951)>
      <Vector (0.4138, 0.5736, -0.7069, 0.4169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1829, 0.8765, 0.4339)>
    Rotation: <Euler (x=2.7145, y=-0.4526, z=0.9823), order='XYZ'>
    Matrix:
      <Vector (0.4992, 0.6565, 0.5655, -0.1829)>
      <Vector (0.7480, -0.6559, 0.1011, 0.8765)>
      <Vector (0.4373, 0.3725, -0.8185, 0.4339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1678, 0.8618, 0.4425)>
    Rotation: <Euler (x=2.7145, y=-0.4526, z=0.9823), order='XYZ'>
    Matrix:
      <Vector (0.4992, 0.6565, 0.5655, -0.1678)>
      <Vector (0.7480, -0.6559, 0.1011, 0.8618)>
      <Vector (0.4373, 0.3725, -0.8185, 0.4425)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2147, 0.8902, 0.3853)>
    Rotation: <Euler (x=1.9715, y=-0.3778, z=1.0715), order='XYZ'>
    Matrix:
      <Vector (0.4451, 0.1798, 0.8773, -0.2147)>
      <Vector (0.8160, -0.4850, -0.3146, 0.8902)>
      <Vector (0.3689, 0.8558, -0.3626, 0.3853)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2090, 0.8746, 0.4126)>
    Rotation: <Euler (x=2.4597, y=-0.4325, z=1.0276), order='XYZ'>
    Matrix:
      <Vector (0.4693, 0.5281, 0.7077, -0.2090)>
      <Vector (0.7772, -0.6274, -0.0472, 0.8746)>
      <Vector (0.4191, 0.5722, -0.7049, 0.4126)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1909, 0.8530, 0.4322)>
    Rotation: <Euler (x=2.7115, y=-0.4541, z=0.9892), order='XYZ'>
    Matrix:
      <Vector (0.4937, 0.6590, 0.5674, -0.1909)>
      <Vector (0.7509, -0.6521, 0.1041, 0.8530)>
      <Vector (0.4386, 0.3747, -0.8168, 0.4322)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1745, 0.8370, 0.4416)>
    Rotation: <Euler (x=2.7115, y=-0.4541, z=0.9892), order='XYZ'>
    Matrix:
      <Vector (0.4937, 0.6590, 0.5674, -0.1745)>
      <Vector (0.7509, -0.6521, 0.1041, 0.8370)>
      <Vector (0.4386, 0.3747, -0.8168, 0.4416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2249, 0.8694, 0.3755)>
    Rotation: <Euler (x=1.9721, y=-0.3729, z=1.0698), order='XYZ'>
    Matrix:
      <Vector (0.4473, 0.1816, 0.8758, -0.2249)>
      <Vector (0.8169, -0.4817, -0.3173, 0.8694)>
      <Vector (0.3643, 0.8573, -0.3638, 0.3755)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2199, 0.8557, 0.3995)>
    Rotation: <Euler (x=2.4620, y=-0.4321, z=1.0221), order='XYZ'>
    Matrix:
      <Vector (0.4737, 0.5264, 0.7061, -0.2199)>
      <Vector (0.7748, -0.6302, -0.0499, 0.8557)>
      <Vector (0.4188, 0.5707, -0.7063, 0.3995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2053, 0.8383, 0.4154)>
    Rotation: <Euler (x=2.7107, y=-0.4486, z=0.9911), order='XYZ'>
    Matrix:
      <Vector (0.4936, 0.6609, 0.5653, -0.2053)>
      <Vector (0.7539, -0.6492, 0.1008, 0.8383)>
      <Vector (0.4337, 0.3764, -0.8187, 0.4154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1897, 0.8231, 0.4242)>
    Rotation: <Euler (x=2.7107, y=-0.4486, z=0.9911), order='XYZ'>
    Matrix:
      <Vector (0.4936, 0.6609, 0.5653, -0.1897)>
      <Vector (0.7539, -0.6492, 0.1008, 0.8231)>
      <Vector (0.4337, 0.3764, -0.8187, 0.4242)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2346, 0.8543, 0.3596)>
    Rotation: <Euler (x=1.9717, y=-0.3769, z=1.0711), order='XYZ'>
    Matrix:
      <Vector (0.4455, 0.1801, 0.8770, -0.2346)>
      <Vector (0.8161, -0.4844, -0.3151, 0.8543)>
      <Vector (0.3681, 0.8561, -0.3628, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2299, 0.8416, 0.3820)>
    Rotation: <Euler (x=2.4625, y=-0.4372, z=1.0208), order='XYZ'>
    Matrix:
      <Vector (0.4735, 0.5244, 0.7076, -0.2299)>
      <Vector (0.7723, -0.6334, -0.0474, 0.8416)>
      <Vector (0.4234, 0.5690, -0.7050, 0.3820)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2162, 0.8253, 0.3969)>
    Rotation: <Euler (x=2.7053, y=-0.4466, z=1.0035), order='XYZ'>
    Matrix:
      <Vector (0.4846, 0.6663, 0.5668, -0.2162)>
      <Vector (0.7606, -0.6409, 0.1031, 0.8253)>
      <Vector (0.4319, 0.3811, -0.8174, 0.3969)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2064, 0.8157, 0.4025)>
    Rotation: <Euler (x=2.7053, y=-0.4466, z=1.0035), order='XYZ'>
    Matrix:
      <Vector (0.4846, 0.6663, 0.5668, -0.2064)>
      <Vector (0.7606, -0.6409, 0.1031, 0.8157)>
      <Vector (0.4319, 0.3811, -0.8174, 0.4025)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1748, 0.8131, 0.0769)>
    Rotation: <Euler (x=0.7441, y=0.0085, z=-2.9486), order='XYZ'>
    Matrix:
      <Vector (-0.9814, 0.1354, -0.1360, 0.1748)>
      <Vector (-0.1918, -0.7232, 0.6635, 0.8131)>
      <Vector (-0.0085, 0.6773, 0.7357, 0.0769)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2311, 0.5126, 0.3583)>
    Rotation: <Euler (x=-0.3138, y=-0.1519, z=-2.9373), order='XYZ'>
    Matrix:
      <Vector (-0.9679, 0.1473, 0.2035, 0.2311)>
      <Vector (-0.2006, -0.9409, -0.2730, 0.5126)>
      <Vector (0.1513, -0.3051, 0.9402, 0.3583)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2941, 0.1101, 0.2278)>
    Rotation: <Euler (x=0.8623, y=-0.1541, z=-3.0005), order='XYZ'>
    Matrix:
      <Vector (-0.9783, 0.2069, -0.0080, 0.2941)>
      <Vector (-0.1390, -0.6278, 0.7659, 0.1101)>
      <Vector (0.1534, 0.7504, 0.6430, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0002, 0.3592)>
    Rotation: <Euler (x=-1.5268, y=-2.8870, z=0.0182), order='XYZ'>
    Matrix:
      <Vector (-0.9676, 0.2508, -0.0293, 0.3303)>
      <Vector (-0.0176, 0.0485, 0.9987, 0.0002)>
      <Vector (0.2519, 0.9668, -0.0425, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3492, 0.0038, 0.4320)>
    Rotation: <Euler (x=-1.5268, y=-2.8870, z=0.0182), order='XYZ'>
    Matrix:
      <Vector (-0.9676, 0.2508, -0.0293, 0.3492)>
      <Vector (-0.0176, 0.0485, 0.9987, 0.0038)>
      <Vector (0.2519, 0.9668, -0.0425, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0305, 0.8217, 0.0003)>
    Rotation: <Euler (x=0.4189, y=0.6914, z=2.7749), order='XYZ'>
    Matrix:
      <Vector (-0.7192, -0.5696, -0.3979, -0.0305)>
      <Vector (0.2762, -0.7598, 0.5885, 0.8217)>
      <Vector (-0.6376, 0.3134, 0.7038, 0.0003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2672, 0.5059, 0.1305)>
    Rotation: <Euler (x=-0.5745, y=0.7591, z=2.6954), order='XYZ'>
    Matrix:
      <Vector (-0.6544, -0.0249, -0.7557, -0.2672)>
      <Vector (0.3131, -0.9187, -0.2409, 0.5059)>
      <Vector (-0.6883, -0.3942, 0.6090, 0.1305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8005, z=2.9382), order='XYZ'>
    Matrix:
      <Vector (-0.6820, -0.6359, -0.3614, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7177, 0.4868, 0.4979, -0.0394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2375, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6181, -0.7849, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7859, 0.6182, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2375, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6181, -0.7849, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7859, 0.6182, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 29
  Bone: mixamorig:Hips
    Location: <Vector (0.0715, 0.8582, 0.0517)>
    Rotation: <Euler (x=0.2086, y=-0.3723, z=-0.0474), order='XYZ'>
    Matrix:
      <Vector (0.9305, -0.0289, -0.3653, 0.0715)>
      <Vector (-0.0441, 0.9808, -0.1900, 0.8582)>
      <Vector (0.3637, 0.1929, 0.9113, 0.0517)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0700, 0.9343, 0.0650)>
    Rotation: <Euler (x=0.2376, y=-0.3912, z=-0.0374), order='XYZ'>
    Matrix:
      <Vector (0.9238, -0.0534, -0.3791, 0.0700)>
      <Vector (-0.0345, 0.9746, -0.2213, 0.9343)>
      <Vector (0.3813, 0.2176, 0.8985, 0.0650)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0651, 1.0222, 0.0846)>
    Rotation: <Euler (x=0.3672, y=-0.4190, z=-0.0165), order='XYZ'>
    Matrix:
      <Vector (0.9134, -0.1306, -0.3856, 0.0651)>
      <Vector (-0.0151, 0.9356, -0.3527, 1.0222)>
      <Vector (0.4068, 0.3280, 0.8526, 0.0846)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0517, 1.1186, 0.1184)>
    Rotation: <Euler (x=0.4985, y=-0.4475, z=-0.0001), order='XYZ'>
    Matrix:
      <Vector (0.9015, -0.2068, -0.3801, 0.0517)>
      <Vector (-0.0001, 0.8783, -0.4781, 1.1186)>
      <Vector (0.4327, 0.4311, 0.7918, 0.1184)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0277, 1.2204, 0.1683)>
    Rotation: <Euler (x=0.4268, y=-0.3702, z=-0.0102), order='XYZ'>
    Matrix:
      <Vector (0.9322, -0.1405, -0.3335, 0.0277)>
      <Vector (-0.0095, 0.9118, -0.4106, 1.2204)>
      <Vector (0.3618, 0.3860, 0.8486, 0.1683)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0086, 1.3092, 0.2198)>
    Rotation: <Euler (x=-0.0030, y=-0.0802, z=-0.0014), order='XYZ'>
    Matrix:
      <Vector (0.9968, 0.0017, -0.0801, 0.0086)>
      <Vector (-0.0014, 1.0000, 0.0031, 1.3092)>
      <Vector (0.0801, -0.0030, 0.9968, 0.2198)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0065, 1.5492, 0.2505)>
    Rotation: <Euler (x=-0.0030, y=-0.0802, z=-0.0014), order='XYZ'>
    Matrix:
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      <Vector (-0.0014, 1.0000, 0.0031, 1.5492)>
      <Vector (0.0801, -0.0030, 0.9968, 0.2505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0948, 1.2064, 0.1895)>
    Rotation: <Euler (x=-0.2567, y=2.1609, z=-2.0754), order='XYZ'>
    Matrix:
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      <Vector (0.4871, -0.2830, -0.8262, 1.2064)>
      <Vector (-0.8309, 0.1413, -0.5382, 0.1895)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2288, 1.1665, 0.2095)>
    Rotation: <Euler (x=3.0829, y=0.8119, z=0.4195), order='XYZ'>
    Matrix:
      <Vector (0.6284, 0.4455, -0.6377, 0.2288)>
      <Vector (0.2803, -0.8944, -0.3486, 1.1665)>
      <Vector (-0.7256, 0.0404, -0.6869, 0.2095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3150, 0.9934, 0.2173)>
    Rotation: <Euler (x=2.3627, y=0.1133, z=-1.0038), order='XYZ'>
    Matrix:
      <Vector (0.5337, -0.5577, -0.6358, 0.3150)>
      <Vector (-0.8381, -0.4492, -0.3095, 0.9934)>
      <Vector (-0.1130, 0.6980, -0.7071, 0.2173)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1691, 0.8758, 0.4000)>
    Rotation: <Euler (x=2.0020, y=0.0160, z=-0.6920), order='XYZ'>
    Matrix:
      <Vector (0.7699, -0.2555, -0.5848, 0.1691)>
      <Vector (-0.6380, -0.3311, -0.6952, 0.8758)>
      <Vector (-0.0160, 0.9084, -0.4179, 0.4000)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1327, 0.8728, 0.4328)>
    Rotation: <Euler (x=2.5309, y=-0.6796, z=-1.0677), order='XYZ'>
    Matrix:
      <Vector (0.3750, -0.8915, -0.2541, 0.1327)>
      <Vector (-0.6815, -0.0793, -0.7276, 0.8728)>
      <Vector (0.6285, 0.4460, -0.6373, 0.4328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0969, 0.8712, 0.4489)>
    Rotation: <Euler (x=2.3650, y=-0.3088, z=-0.7798), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0762, 0.8590, 0.4709)>
    Rotation: <Euler (x=2.2858, y=-0.1380, z=-0.6998), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0650, 0.8476, 0.4893)>
    Rotation: <Euler (x=2.2858, y=-0.1380, z=-0.6998), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1128, 0.8615, 0.5051)>
    Rotation: <Euler (x=2.4589, y=-0.0327, z=-0.7059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0978, 0.8444, 0.5236)>
    Rotation: <Euler (x=2.9281, y=0.0027, z=-0.6375), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0807, 0.8211, 0.5299)>
    Rotation: <Euler (x=-3.1197, y=0.0087, z=-0.5818), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0676, 0.8019, 0.5294)>
    Rotation: <Euler (x=-3.1197, y=0.0087, z=-0.5818), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1308, 0.8464, 0.5038)>
    Rotation: <Euler (x=2.4587, y=-0.0299, z=-0.7064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1135, 0.8267, 0.5251)>
    Rotation: <Euler (x=2.9281, y=0.0056, z=-0.6376), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0932, 0.7991, 0.5326)>
    Rotation: <Euler (x=-3.1197, y=0.0114, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0785, 0.7775, 0.5320)>
    Rotation: <Euler (x=-3.1197, y=0.0114, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1506, 0.8309, 0.5035)>
    Rotation: <Euler (x=2.4589, y=-0.0287, z=-0.7045), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1352, 0.8134, 0.5224)>
    Rotation: <Euler (x=2.9281, y=0.0060, z=-0.6348), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1184, 0.7905, 0.5286)>
    Rotation: <Euler (x=-3.1198, y=0.0099, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1055, 0.7716, 0.5281)>
    Rotation: <Euler (x=-3.1198, y=0.0099, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1703, 0.8191, 0.4996)>
    Rotation: <Euler (x=2.4473, y=0.0257, z=-0.6495), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1573, 0.8012, 0.5180)>
    Rotation: <Euler (x=2.9282, y=0.0145, z=-0.6320), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1445, 0.7836, 0.5227)>
    Rotation: <Euler (x=-3.1200, y=0.0174, z=-0.6050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1352, 0.7701, 0.5224)>
    Rotation: <Euler (x=-3.1200, y=0.0174, z=-0.6050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0320, 1.2048, 0.1318)>
    Rotation: <Euler (x=1.0633, y=-2.1803, z=1.0688), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1409, 1.1491, 0.0612)>
    Rotation: <Euler (x=-1.0633, y=-1.3356, z=-2.1800), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1580, 0.9600, 0.0217)>
    Rotation: <Euler (x=1.4725, y=-0.1718, z=1.5021), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1866, 0.9173, 0.2783)>
    Rotation: <Euler (x=1.5269, y=-0.4229, z=1.0631), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1765, 0.9200, 0.3238)>
    Rotation: <Euler (x=1.9086, y=0.3765, z=1.0257), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1586, 0.9257, 0.3560)>
    Rotation: <Euler (x=1.8962, y=-0.1189, z=0.9809), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1521, 0.9166, 0.3869)>
    Rotation: <Euler (x=1.8380, y=-0.2727, z=0.9938), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1505, 0.9060, 0.4117)>
    Rotation: <Euler (x=1.8380, y=-0.2727, z=0.9938), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1985, 0.9078, 0.3955)>
    Rotation: <Euler (x=1.9887, y=-0.3675, z=1.0506), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1929, 0.8929, 0.4211)>
    Rotation: <Euler (x=2.4770, y=-0.4234, z=1.0062), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1772, 0.8740, 0.4378)>
    Rotation: <Euler (x=2.7316, y=-0.4487, z=0.9610), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1621, 0.8590, 0.4461)>
    Rotation: <Euler (x=2.7316, y=-0.4487, z=0.9610), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2094, 0.8884, 0.3898)>
    Rotation: <Euler (x=1.9884, y=-0.3753, z=1.0514), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2036, 0.8726, 0.4169)>
    Rotation: <Euler (x=2.4768, y=-0.4293, z=1.0065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1855, 0.8506, 0.4361)>
    Rotation: <Euler (x=2.7287, y=-0.4503, z=0.9679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1692, 0.8344, 0.4452)>
    Rotation: <Euler (x=2.7287, y=-0.4503, z=0.9679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2201, 0.8678, 0.3800)>
    Rotation: <Euler (x=1.9890, y=-0.3703, z=1.0499), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2149, 0.8539, 0.4039)>
    Rotation: <Euler (x=2.4791, y=-0.4288, z=1.0011), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2003, 0.8362, 0.4194)>
    Rotation: <Euler (x=2.7278, y=-0.4448, z=0.9698), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1848, 0.8208, 0.4280)>
    Rotation: <Euler (x=2.7278, y=-0.4448, z=0.9698), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2302, 0.8530, 0.3642)>
    Rotation: <Euler (x=1.9886, y=-0.3744, z=1.0510), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2254, 0.8400, 0.3865)>
    Rotation: <Euler (x=2.4797, y=-0.4339, z=0.9997), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2117, 0.8234, 0.4010)>
    Rotation: <Euler (x=2.7224, y=-0.4430, z=0.9823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2019, 0.8137, 0.4064)>
    Rotation: <Euler (x=2.7224, y=-0.4430, z=0.9823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1769, 0.8124, 0.0780)>
    Rotation: <Euler (x=0.7463, y=0.0014, z=-2.9518), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2341, 0.5127, 0.3601)>
    Rotation: <Euler (x=-0.3184, y=-0.1566, z=-2.9424), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2940, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8624, y=-0.1591, z=-3.0044), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0004, 0.3591)>
    Rotation: <Euler (x=-1.5259, y=-2.8820, z=0.0141), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3497, 0.0040, 0.4318)>
    Rotation: <Euler (x=-1.5259, y=-2.8820, z=0.0141), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0291, 0.8211, 0.0031)>
    Rotation: <Euler (x=0.4143, y=0.6865, z=2.7703), order='XYZ'>
    Matrix:
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      <Vector (0.2806, -0.7604, 0.5857, 0.8211)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2660, 0.5050, 0.1325)>
    Rotation: <Euler (x=-0.5805, y=0.7560, z=2.6883), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7743, y=0.7999, z=2.9383), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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Frame: 30
  Bone: mixamorig:Hips
    Location: <Vector (0.0730, 0.8576, 0.0532)>
    Rotation: <Euler (x=0.2068, y=-0.3646, z=-0.0473), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0715, 0.9337, 0.0664)>
    Rotation: <Euler (x=0.2375, y=-0.3830, z=-0.0380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0670, 1.0216, 0.0861)>
    Rotation: <Euler (x=0.3699, y=-0.4096, z=-0.0186), order='XYZ'>
    Matrix:
      <Vector (0.9171, -0.1266, -0.3779, 0.0670)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0539, 1.1179, 0.1203)>
    Rotation: <Euler (x=0.5039, y=-0.4368, z=-0.0035), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0306, 1.2195, 0.1710)>
    Rotation: <Euler (x=0.4320, y=-0.3620, z=-0.0122), order='XYZ'>
    Matrix:
      <Vector (0.9351, -0.1372, -0.3267, 0.0306)>
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      <Vector (0.3542, 0.3915, 0.8493, 0.1710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0120, 1.3080, 0.2230)>
    Rotation: <Euler (x=0.0043, y=-0.0794, z=-0.0037), order='XYZ'>
    Matrix:
      <Vector (0.9968, 0.0034, -0.0793, 0.0120)>
      <Vector (-0.0037, 1.0000, -0.0040, 1.3080)>
      <Vector (0.0793, 0.0043, 0.9968, 0.2230)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0103, 1.5478, 0.2554)>
    Rotation: <Euler (x=0.0043, y=-0.0794, z=-0.0037), order='XYZ'>
    Matrix:
      <Vector (0.9968, 0.0034, -0.0793, 0.0103)>
      <Vector (-0.0037, 1.0000, -0.0040, 1.5478)>
      <Vector (0.0793, 0.0043, 0.9968, 0.2554)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0979, 1.2053, 0.1913)>
    Rotation: <Euler (x=-0.2418, y=2.1619, z=-2.0631), order='XYZ'>
    Matrix:
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      <Vector (0.4911, -0.2838, -0.8236, 1.2053)>
      <Vector (-0.8303, 0.1334, -0.5410, 0.1913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2321, 1.1653, 0.2102)>
    Rotation: <Euler (x=3.0828, y=0.8177, z=0.4174), order='XYZ'>
    Matrix:
      <Vector (0.6252, 0.4439, -0.6419, 0.2321)>
      <Vector (0.2773, -0.8952, -0.3490, 1.1653)>
      <Vector (-0.7296, 0.0402, -0.6827, 0.2102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3180, 0.9920, 0.2180)>
    Rotation: <Euler (x=2.3572, y=0.1171, z=-1.0032), order='XYZ'>
    Matrix:
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      <Vector (-0.8374, -0.4501, -0.3100, 0.9920)>
      <Vector (-0.1169, 0.7016, -0.7029, 0.2180)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1734, 0.8742, 0.4016)>
    Rotation: <Euler (x=1.9991, y=0.0210, z=-0.6935), order='XYZ'>
    Matrix:
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      <Vector (-0.6391, -0.3316, -0.6940, 0.8742)>
      <Vector (-0.0210, 0.9095, -0.4152, 0.4016)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1372, 0.8713, 0.4346)>
    Rotation: <Euler (x=2.5251, y=-0.6760, z=-1.0655), order='XYZ'>
    Matrix:
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      <Vector (-0.6826, -0.0785, -0.7266, 0.8713)>
      <Vector (0.6257, 0.4510, -0.6365, 0.4346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1015, 0.8697, 0.4510)>
    Rotation: <Euler (x=2.3615, y=-0.3040, z=-0.7801), order='XYZ'>
    Matrix:
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      <Vector (-0.6711, -0.3572, -0.6496, 0.8697)>
      <Vector (0.2994, 0.6711, -0.6783, 0.4510)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0809, 0.8575, 0.4730)>
    Rotation: <Euler (x=2.2829, y=-0.1330, z=-0.7008), order='XYZ'>
    Matrix:
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      <Vector (-0.6391, -0.4347, -0.6345, 0.8575)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0698, 0.8460, 0.4915)>
    Rotation: <Euler (x=2.2829, y=-0.1330, z=-0.7008), order='XYZ'>
    Matrix:
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      <Vector (-0.6391, -0.4347, -0.6345, 0.8460)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1177, 0.8599, 0.5071)>
    Rotation: <Euler (x=2.4560, y=-0.0278, z=-0.7072), order='XYZ'>
    Matrix:
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      <Vector (-0.6494, -0.5770, -0.4953, 0.8599)>
      <Vector (0.0277, 0.6329, -0.7737, 0.5071)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1028, 0.8428, 0.5256)>
    Rotation: <Euler (x=2.9255, y=0.0079, z=-0.6390), order='XYZ'>
    Matrix:
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      <Vector (-0.5963, -0.7851, -0.1675, 0.8428)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0856, 0.8195, 0.5320)>
    Rotation: <Euler (x=-3.1221, y=0.0140, z=-0.5833), order='XYZ'>
    Matrix:
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      <Vector (-0.5507, -0.8344, 0.0240, 0.8195)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0726, 0.8004, 0.5315)>
    Rotation: <Euler (x=-3.1221, y=0.0140, z=-0.5833), order='XYZ'>
    Matrix:
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      <Vector (-0.0140, -0.0195, -0.9997, 0.5315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1356, 0.8448, 0.5056)>
    Rotation: <Euler (x=2.4557, y=-0.0249, z=-0.7078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1184, 0.8251, 0.5270)>
    Rotation: <Euler (x=2.9255, y=0.0107, z=-0.6390), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0981, 0.7975, 0.5346)>
    Rotation: <Euler (x=-3.1221, y=0.0167, z=-0.5851), order='XYZ'>
    Matrix:
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      <Vector (-0.5522, -0.8333, 0.0255, 0.7975)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0834, 0.7759, 0.5341)>
    Rotation: <Euler (x=-3.1221, y=0.0167, z=-0.5851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1554, 0.8292, 0.5052)>
    Rotation: <Euler (x=2.4559, y=-0.0238, z=-0.7058), order='XYZ'>
    Matrix:
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      <Vector (-0.6485, -0.5793, -0.4939, 0.8292)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1402, 0.8117, 0.5242)>
    Rotation: <Euler (x=2.9255, y=0.0112, z=-0.6362), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1233, 0.7888, 0.5304)>
    Rotation: <Euler (x=-3.1222, y=0.0152, z=-0.5918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1104, 0.7699, 0.5300)>
    Rotation: <Euler (x=-3.1222, y=0.0152, z=-0.5918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1751, 0.8174, 0.5011)>
    Rotation: <Euler (x=2.4446, y=0.0308, z=-0.6509), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1622, 0.7995, 0.5196)>
    Rotation: <Euler (x=2.9256, y=0.0197, z=-0.6335), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1493, 0.7820, 0.5244)>
    Rotation: <Euler (x=-3.1224, y=0.0226, z=-0.6065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1400, 0.7684, 0.5241)>
    Rotation: <Euler (x=-3.1224, y=0.0226, z=-0.6065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0295, 1.2041, 0.1350)>
    Rotation: <Euler (x=1.0433, y=-2.1798, z=1.0833), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1393, 1.1490, 0.0652)>
    Rotation: <Euler (x=-1.1109, y=-1.3406, z=-2.1360), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1572, 0.9600, 0.0256)>
    Rotation: <Euler (x=1.4847, y=-0.1754, z=1.4979), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1830, 0.9162, 0.2823)>
    Rotation: <Euler (x=1.5417, y=-0.4202, z=1.0500), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1722, 0.9187, 0.3277)>
    Rotation: <Euler (x=1.9230, y=0.3797, z=1.0240), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1539, 0.9241, 0.3597)>
    Rotation: <Euler (x=1.9095, y=-0.1152, z=0.9724), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1470, 0.9148, 0.3904)>
    Rotation: <Euler (x=1.8518, y=-0.2691, z=0.9831), order='XYZ'>
    Matrix:
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      <Vector (0.2658, 0.9262, -0.2673, 0.3904)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1451, 0.9041, 0.4152)>
    Rotation: <Euler (x=1.8518, y=-0.2691, z=0.9831), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1933, 0.9063, 0.3996)>
    Rotation: <Euler (x=2.0032, y=-0.3647, z=1.0385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1875, 0.8913, 0.4251)>
    Rotation: <Euler (x=2.4916, y=-0.4200, z=0.9933), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1717, 0.8722, 0.4415)>
    Rotation: <Euler (x=2.7462, y=-0.4446, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1567, 0.8570, 0.4496)>
    Rotation: <Euler (x=2.7462, y=-0.4446, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2045, 0.8870, 0.3940)>
    Rotation: <Euler (x=2.0029, y=-0.3724, z=1.0391), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1984, 0.8710, 0.4209)>
    Rotation: <Euler (x=2.4915, y=-0.4258, z=0.9935), order='XYZ'>
    Matrix:
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      <Vector (0.7631, -0.6439, -0.0548, 0.8710)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1802, 0.8489, 0.4399)>
    Rotation: <Euler (x=2.7433, y=-0.4463, z=0.9545), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1639, 0.8325, 0.4486)>
    Rotation: <Euler (x=2.7433, y=-0.4463, z=0.9545), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2155, 0.8665, 0.3843)>
    Rotation: <Euler (x=2.0034, y=-0.3674, z=1.0377), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2100, 0.8525, 0.4080)>
    Rotation: <Euler (x=2.4937, y=-0.4252, z=0.9880), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1954, 0.8346, 0.4233)>
    Rotation: <Euler (x=2.7424, y=-0.4408, z=0.9566), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1799, 0.8190, 0.4316)>
    Rotation: <Euler (x=2.7424, y=-0.4408, z=0.9566), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2259, 0.8518, 0.3685)>
    Rotation: <Euler (x=2.0030, y=-0.3715, z=1.0388), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2209, 0.8388, 0.3907)>
    Rotation: <Euler (x=2.4944, y=-0.4303, z=0.9866), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2071, 0.8220, 0.4050)>
    Rotation: <Euler (x=2.7371, y=-0.4393, z=0.9690), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1973, 0.8122, 0.4102)>
    Rotation: <Euler (x=2.7371, y=-0.4393, z=0.9690), order='XYZ'>
    Matrix:
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      <Vector (0.7461, -0.6584, 0.0995, 0.8122)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1785, 0.8117, 0.0788)>
    Rotation: <Euler (x=0.7484, y=-0.0067, z=-2.9547), order='XYZ'>
    Matrix:
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      <Vector (-0.1858, -0.7192, 0.6695, 0.8117)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2370, 0.5129, 0.3615)>
    Rotation: <Euler (x=-0.3223, y=-0.1606, z=-2.9478), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2938, 0.1106, 0.2277)>
    Rotation: <Euler (x=0.8625, y=-0.1632, z=-3.0078), order='XYZ'>
    Matrix:
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      <Vector (-0.1316, -0.6283, 0.7668, 0.1106)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0006, 0.3589)>
    Rotation: <Euler (x=-1.5249, y=-2.8779, z=0.0105), order='XYZ'>
    Matrix:
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      <Vector (-0.0101, 0.0486, 0.9988, 0.0006)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3500, 0.0042, 0.4316)>
    Rotation: <Euler (x=-1.5249, y=-2.8779, z=0.0105), order='XYZ'>
    Matrix:
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      <Vector (-0.0101, 0.0486, 0.9988, 0.0042)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0280, 0.8204, 0.0055)>
    Rotation: <Euler (x=0.4104, y=0.6830, z=2.7660), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2652, 0.5043, 0.1341)>
    Rotation: <Euler (x=-0.5851, y=0.7532, z=2.6835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7746, y=0.7989, z=2.9385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
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Frame: 31
  Bone: mixamorig:Hips
    Location: <Vector (0.0742, 0.8570, 0.0544)>
    Rotation: <Euler (x=0.2067, y=-0.3594, z=-0.0472), order='XYZ'>
    Matrix:
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      <Vector (-0.0442, 0.9810, -0.1888, 0.8570)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0728, 0.9331, 0.0676)>
    Rotation: <Euler (x=0.2382, y=-0.3772, z=-0.0386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0684, 1.0210, 0.0874)>
    Rotation: <Euler (x=0.3720, y=-0.4021, z=-0.0206), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0557, 1.1172, 0.1219)>
    Rotation: <Euler (x=0.5073, y=-0.4276, z=-0.0067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0330, 1.2187, 0.1731)>
    Rotation: <Euler (x=0.4364, y=-0.3554, z=-0.0141), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0148, 1.3070, 0.2256)>
    Rotation: <Euler (x=0.0115, y=-0.0797, z=-0.0067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0136, 1.5465, 0.2598)>
    Rotation: <Euler (x=0.0115, y=-0.0797, z=-0.0067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1005, 1.2044, 0.1928)>
    Rotation: <Euler (x=-0.2277, y=2.1615, z=-2.0531), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2347, 1.1640, 0.2106)>
    Rotation: <Euler (x=3.0833, y=0.8235, z=0.4169), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3205, 0.9907, 0.2183)>
    Rotation: <Euler (x=2.3516, y=0.1201, z=-1.0031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1771, 0.8729, 0.4028)>
    Rotation: <Euler (x=2.0008, y=0.0260, z=-0.6992), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1410, 0.8700, 0.4359)>
    Rotation: <Euler (x=2.5249, y=-0.6707, z=-1.0711), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1054, 0.8685, 0.4524)>
    Rotation: <Euler (x=2.3629, y=-0.2989, z=-0.7863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0848, 0.8564, 0.4745)>
    Rotation: <Euler (x=2.2846, y=-0.1280, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0736, 0.8449, 0.4930)>
    Rotation: <Euler (x=2.2846, y=-0.1280, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1217, 0.8584, 0.5084)>
    Rotation: <Euler (x=2.4576, y=-0.0227, z=-0.7130), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1067, 0.8413, 0.5269)>
    Rotation: <Euler (x=2.9275, y=0.0128, z=-0.6447), order='XYZ'>
    Matrix:
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      <Vector (-0.6009, -0.7826, -0.1623, 0.8413)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0894, 0.8181, 0.5332)>
    Rotation: <Euler (x=-3.1198, y=0.0188, z=-0.5890), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0763, 0.7990, 0.5327)>
    Rotation: <Euler (x=-3.1198, y=0.0188, z=-0.5890), order='XYZ'>
    Matrix:
      <Vector (0.8313, -0.5558, -0.0035, 0.0763)>
      <Vector (-0.5555, -0.8310, 0.0285, 0.7990)>
      <Vector (-0.0188, -0.0218, -0.9996, 0.5327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1395, 0.8432, 0.5069)>
    Rotation: <Euler (x=2.4573, y=-0.0199, z=-0.7136), order='XYZ'>
    Matrix:
      <Vector (0.7559, -0.5167, -0.4021, 0.1395)>
      <Vector (-0.6544, -0.5776, -0.4880, 0.8432)>
      <Vector (0.0199, 0.6320, -0.7747, 0.5069)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1222, 0.8235, 0.5282)>
    Rotation: <Euler (x=2.9274, y=0.0156, z=-0.6448), order='XYZ'>
    Matrix:
      <Vector (0.7991, -0.5847, -0.1399, 0.1222)>
      <Vector (-0.6010, -0.7829, -0.1607, 0.8235)>
      <Vector (-0.0156, 0.2125, -0.9770, 0.5282)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1018, 0.7960, 0.5357)>
    Rotation: <Euler (x=-3.1198, y=0.0214, z=-0.5909), order='XYZ'>
    Matrix:
      <Vector (0.8302, -0.5574, -0.0057, 0.1018)>
      <Vector (-0.5570, -0.8300, 0.0300, 0.7960)>
      <Vector (-0.0214, -0.0218, -0.9995, 0.5357)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0870, 0.7745, 0.5351)>
    Rotation: <Euler (x=-3.1198, y=0.0214, z=-0.5909), order='XYZ'>
    Matrix:
      <Vector (0.8302, -0.5574, -0.0057, 0.0870)>
      <Vector (-0.5570, -0.8300, 0.0300, 0.7745)>
      <Vector (-0.0214, -0.0218, -0.9995, 0.5351)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1592, 0.8275, 0.5063)>
    Rotation: <Euler (x=2.4576, y=-0.0188, z=-0.7116), order='XYZ'>
    Matrix:
      <Vector (0.7572, -0.5151, -0.4017, 0.1592)>
      <Vector (-0.6530, -0.5792, -0.4881, 0.8275)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1439, 0.8100, 0.5252)>
    Rotation: <Euler (x=2.9275, y=0.0160, z=-0.6420), order='XYZ'>
    Matrix:
      <Vector (0.8008, -0.5824, -0.1398, 0.1439)>
      <Vector (-0.5987, -0.7847, -0.1608, 0.8100)>
      <Vector (-0.0160, 0.2124, -0.9770, 0.5252)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1269, 0.7872, 0.5314)>
    Rotation: <Euler (x=-3.1200, y=0.0200, z=-0.5975), order='XYZ'>
    Matrix:
      <Vector (0.8266, -0.5628, -0.0043, 0.1269)>
      <Vector (-0.5625, -0.8263, 0.0291, 0.7872)>
      <Vector (-0.0200, -0.0216, -0.9996, 0.5314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1139, 0.7684, 0.5309)>
    Rotation: <Euler (x=-3.1200, y=0.0200, z=-0.5975), order='XYZ'>
    Matrix:
      <Vector (0.8266, -0.5628, -0.0043, 0.1139)>
      <Vector (-0.5625, -0.8263, 0.0291, 0.7684)>
      <Vector (-0.0200, -0.0216, -0.9996, 0.5309)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1788, 0.8156, 0.5021)>
    Rotation: <Euler (x=2.4466, y=0.0357, z=-0.6567), order='XYZ'>
    Matrix:
      <Vector (0.7915, -0.4508, -0.4127, 0.1788)>
      <Vector (-0.6101, -0.6223, -0.4905, 0.8156)>
      <Vector (-0.0357, 0.6400, -0.7676, 0.5021)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1658, 0.7977, 0.5206)>
    Rotation: <Euler (x=2.9276, y=0.0245, z=-0.6392), order='XYZ'>
    Matrix:
      <Vector (0.8023, -0.5788, -0.1459, 0.1658)>
      <Vector (-0.5964, -0.7874, -0.1562, 0.7977)>
      <Vector (-0.0245, 0.2123, -0.9769, 0.5206)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1529, 0.7802, 0.5253)>
    Rotation: <Euler (x=-3.1203, y=0.0274, z=-0.6122), order='XYZ'>
    Matrix:
      <Vector (0.8181, -0.5750, -0.0102, 0.1529)>
      <Vector (-0.5745, -0.8179, 0.0332, 0.7802)>
      <Vector (-0.0274, -0.0213, -0.9994, 0.5253)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1435, 0.7667, 0.5249)>
    Rotation: <Euler (x=-3.1203, y=0.0274, z=-0.6122), order='XYZ'>
    Matrix:
      <Vector (0.8181, -0.5750, -0.0102, 0.1435)>
      <Vector (-0.5745, -0.8179, 0.0332, 0.7667)>
      <Vector (-0.0274, -0.0213, -0.9994, 0.5249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0275, 1.2035, 0.1377)>
    Rotation: <Euler (x=1.0278, y=-2.1789, z=1.0936), order='XYZ'>
    Matrix:
      <Vector (-0.2624, -0.7817, 0.5657, -0.0275)>
      <Vector (-0.5075, -0.3869, -0.7700, 1.2035)>
      <Vector (0.8208, -0.4891, -0.2952, 0.1377)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1379, 1.1489, 0.0686)>
    Rotation: <Euler (x=-1.1525, y=-1.3451, z=-2.0968), order='XYZ'>
    Matrix:
      <Vector (-0.1123, -0.0958, 0.9890, -0.1379)>
      <Vector (-0.1935, -0.9742, -0.1163, 1.1489)>
      <Vector (0.9746, -0.2045, 0.0909, 0.0686)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1565, 0.9600, 0.0289)>
    Rotation: <Euler (x=1.4952, y=-0.1775, z=1.4950), order='XYZ'>
    Matrix:
      <Vector (0.0746, -0.0887, 0.9933, -0.1565)>
      <Vector (0.9815, -0.1698, -0.0888, 0.9600)>
      <Vector (0.1765, 0.9815, 0.0744, 0.0289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1797, 0.9155, 0.2858)>
    Rotation: <Euler (x=1.5530, y=-0.4178, z=1.0450), order='XYZ'>
    Matrix:
      <Vector (0.4588, -0.2190, 0.8611, -0.1797)>
      <Vector (0.7905, -0.3419, -0.5081, 0.9155)>
      <Vector (0.4057, 0.9139, 0.0163, 0.2858)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1685, 0.9178, 0.3311)>
    Rotation: <Euler (x=1.9340, y=0.3823, z=1.0276), order='XYZ'>
    Matrix:
      <Vector (0.4796, 0.4844, 0.7317, -0.1685)>
      <Vector (0.7943, 0.1149, -0.5966, 0.9178)>
      <Vector (-0.3731, 0.8673, -0.3296, 0.3311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1498, 0.9231, 0.3630)>
    Rotation: <Euler (x=1.9197, y=-0.1119, z=0.9708), order='XYZ'>
    Matrix:
      <Vector (0.5611, 0.2228, 0.7972, -0.1498)>
      <Vector (0.8202, -0.2797, -0.4991, 0.9231)>
      <Vector (0.1117, 0.9339, -0.3397, 0.3630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1427, 0.9137, 0.3935)>
    Rotation: <Euler (x=1.8622, y=-0.2660, z=0.9799), order='XYZ'>
    Matrix:
      <Vector (0.5375, 0.0983, 0.8375, -0.1427)>
      <Vector (0.8012, -0.3691, -0.4709, 0.9137)>
      <Vector (0.2628, 0.9242, -0.2772, 0.3935)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1406, 0.9029, 0.4183)>
    Rotation: <Euler (x=1.8622, y=-0.2660, z=0.9799), order='XYZ'>
    Matrix:
      <Vector (0.5375, 0.0983, 0.8375, -0.1406)>
      <Vector (0.8012, -0.3691, -0.4709, 0.9029)>
      <Vector (0.2628, 0.9242, -0.2772, 0.4183)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1889, 0.9052, 0.4032)>
    Rotation: <Euler (x=2.0141, y=-0.3621, z=1.0341), order='XYZ'>
    Matrix:
      <Vector (0.4781, 0.2050, 0.8540, -0.1889)>
      <Vector (0.8037, -0.4943, -0.3313, 0.9052)>
      <Vector (0.3543, 0.8448, -0.4011, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1828, 0.8901, 0.4286)>
    Rotation: <Euler (x=2.5027, y=-0.4170, z=0.9883), order='XYZ'>
    Matrix:
      <Vector (0.5030, 0.5375, 0.6768, -0.1828)>
      <Vector (0.7635, -0.6433, -0.0566, 0.8901)>
      <Vector (0.4050, 0.5453, -0.7340, 0.4286)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1669, 0.8710, 0.4447)>
    Rotation: <Euler (x=2.7572, y=-0.4411, z=0.9425), order='XYZ'>
    Matrix:
      <Vector (0.5315, 0.6559, 0.5360, -0.1669)>
      <Vector (0.7316, -0.6744, 0.0998, 0.8710)>
      <Vector (0.4270, 0.3391, -0.8383, 0.4447)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1518, 0.8558, 0.4526)>
    Rotation: <Euler (x=2.7572, y=-0.4411, z=0.9425), order='XYZ'>
    Matrix:
      <Vector (0.5315, 0.6559, 0.5360, -0.1518)>
      <Vector (0.7316, -0.6744, 0.0998, 0.8558)>
      <Vector (0.4270, 0.3391, -0.8383, 0.4526)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2001, 0.8860, 0.3976)>
    Rotation: <Euler (x=2.0139, y=-0.3699, z=1.0347), order='XYZ'>
    Matrix:
      <Vector (0.4763, 0.2017, 0.8558, -0.2001)>
      <Vector (0.8015, -0.4998, -0.3282, 0.8860)>
      <Vector (0.3615, 0.8423, -0.3997, 0.3976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1938, 0.8699, 0.4245)>
    Rotation: <Euler (x=2.5026, y=-0.4228, z=0.9884), order='XYZ'>
    Matrix:
      <Vector (0.5016, 0.5358, 0.6792, -0.1938)>
      <Vector (0.7616, -0.6458, -0.0530, 0.8699)>
      <Vector (0.4103, 0.5439, -0.7320, 0.4245)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1754, 0.8477, 0.4431)>
    Rotation: <Euler (x=2.7544, y=-0.4429, z=0.9493), order='XYZ'>
    Matrix:
      <Vector (0.5261, 0.6586, 0.5381, -0.1754)>
      <Vector (0.7346, -0.6707, 0.1027, 0.8477)>
      <Vector (0.4285, 0.3412, -0.8366, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1590, 0.8312, 0.4516)>
    Rotation: <Euler (x=2.7544, y=-0.4429, z=0.9493), order='XYZ'>
    Matrix:
      <Vector (0.5261, 0.6586, 0.5381, -0.1590)>
      <Vector (0.7346, -0.6707, 0.1027, 0.8312)>
      <Vector (0.4285, 0.3412, -0.8366, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2112, 0.8655, 0.3879)>
    Rotation: <Euler (x=2.0144, y=-0.3649, z=1.0333), order='XYZ'>
    Matrix:
      <Vector (0.4783, 0.2037, 0.8543, -0.2112)>
      <Vector (0.8024, -0.4966, -0.3309, 0.8655)>
      <Vector (0.3568, 0.8438, -0.4009, 0.3879)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2055, 0.8514, 0.4116)>
    Rotation: <Euler (x=2.5048, y=-0.4222, z=0.9830), order='XYZ'>
    Matrix:
      <Vector (0.5058, 0.5340, 0.6775, -0.2055)>
      <Vector (0.7591, -0.6486, -0.0556, 0.8514)>
      <Vector (0.4097, 0.5424, -0.7334, 0.4116)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1907, 0.8335, 0.4267)>
    Rotation: <Euler (x=2.7534, y=-0.4374, z=0.9514), order='XYZ'>
    Matrix:
      <Vector (0.5259, 0.6606, 0.5358, -0.1907)>
      <Vector (0.7376, -0.6679, 0.0995, 0.8335)>
      <Vector (0.4236, 0.3429, -0.8385, 0.4267)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1752, 0.8179, 0.4347)>
    Rotation: <Euler (x=2.7534, y=-0.4374, z=0.9514), order='XYZ'>
    Matrix:
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      <Vector (0.7376, -0.6679, 0.0995, 0.8179)>
      <Vector (0.4236, 0.3429, -0.8385, 0.4347)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2218, 0.8509, 0.3723)>
    Rotation: <Euler (x=2.0140, y=-0.3690, z=1.0343), order='XYZ'>
    Matrix:
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      <Vector (0.8017, -0.4992, -0.3288, 0.8509)>
      <Vector (0.3607, 0.8426, -0.4000, 0.3723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2165, 0.8377, 0.3943)>
    Rotation: <Euler (x=2.5054, y=-0.4272, z=0.9815), order='XYZ'>
    Matrix:
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      <Vector (0.7566, -0.6517, -0.0531, 0.8377)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2027, 0.8209, 0.4084)>
    Rotation: <Euler (x=2.7482, y=-0.4360, z=0.9639), order='XYZ'>
    Matrix:
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      <Vector (0.7446, -0.6598, 0.1017, 0.8209)>
      <Vector (0.4223, 0.3475, -0.8372, 0.4084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1928, 0.8111, 0.4135)>
    Rotation: <Euler (x=2.7482, y=-0.4360, z=0.9639), order='XYZ'>
    Matrix:
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      <Vector (0.7446, -0.6598, 0.1017, 0.8111)>
      <Vector (0.4223, 0.3475, -0.8372, 0.4135)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1799, 0.8111, 0.0794)>
    Rotation: <Euler (x=0.7501, y=-0.0139, z=-2.9567), order='XYZ'>
    Matrix:
      <Vector (-0.9829, 0.1439, -0.1153, 0.1799)>
      <Vector (-0.1839, -0.7174, 0.6719, 0.8111)>
      <Vector (0.0139, 0.6816, 0.7316, 0.0794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2396, 0.5130, 0.3626)>
    Rotation: <Euler (x=-0.3254, y=-0.1635, z=-2.9531), order='XYZ'>
    Matrix:
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      <Vector (-0.1848, -0.9405, -0.2851, 0.5130)>
      <Vector (0.1628, -0.3154, 0.9349, 0.3626)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2937, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8625, y=-0.1661, z=-3.0097), order='XYZ'>
    Matrix:
      <Vector (-0.9777, 0.2100, 0.0067, 0.2937)>
      <Vector (-0.1297, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1653, 0.7490, 0.6416, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5240, y=-2.8750, z=0.0085), order='XYZ'>
    Matrix:
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      <Vector (-0.0082, 0.0490, 0.9988, 0.0007)>
      <Vector (0.2634, 0.9636, -0.0451, 0.3588)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3503, 0.0044, 0.4314)>
    Rotation: <Euler (x=-1.5240, y=-2.8750, z=0.0085), order='XYZ'>
    Matrix:
      <Vector (-0.9647, 0.2627, -0.0208, 0.3503)>
      <Vector (-0.0082, 0.0490, 0.9988, 0.0044)>
      <Vector (0.2634, 0.9636, -0.0451, 0.4314)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0271, 0.8198, 0.0072)>
    Rotation: <Euler (x=0.4073, y=0.6812, z=2.7620), order='XYZ'>
    Matrix:
      <Vector (-0.7215, -0.5719, -0.3903, -0.0271)>
      <Vector (0.2878, -0.7604, 0.5822, 0.8198)>
      <Vector (-0.6297, 0.3077, 0.7133, 0.0072)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2648, 0.5038, 0.1351)>
    Rotation: <Euler (x=-0.5879, y=0.7511, z=2.6807), order='XYZ'>
    Matrix:
      <Vector (-0.6547, -0.0310, -0.7553, -0.2648)>
      <Vector (0.3251, -0.9136, -0.2442, 0.5038)>
      <Vector (-0.6825, -0.4054, 0.6082, 0.1351)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7749, y=0.7979, z=2.9387), order='XYZ'>
    Matrix:
      <Vector (-0.6839, -0.6346, -0.3601, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7159, 0.4885, 0.4988, -0.0397)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2401, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2401, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 32
  Bone: mixamorig:Hips
    Location: <Vector (0.0752, 0.8565, 0.0553)>
    Rotation: <Euler (x=0.2091, y=-0.3560, z=-0.0467), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0738, 0.9325, 0.0688)>
    Rotation: <Euler (x=0.2403, y=-0.3732, z=-0.0386), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0694, 1.0204, 0.0887)>
    Rotation: <Euler (x=0.3736, y=-0.3966, z=-0.0215), order='XYZ'>
    Matrix:
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      <Vector (-0.0199, 0.9338, -0.3571, 1.0204)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0569, 1.1166, 0.1234)>
    Rotation: <Euler (x=0.5083, y=-0.4205, z=-0.0085), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0347, 1.2180, 0.1749)>
    Rotation: <Euler (x=0.4392, y=-0.3500, z=-0.0153), order='XYZ'>
    Matrix:
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      <Vector (-0.0143, 0.9072, -0.4204, 1.2180)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0168, 1.3062, 0.2278)>
    Rotation: <Euler (x=0.0187, y=-0.0793, z=-0.0099), order='XYZ'>
    Matrix:
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      <Vector (-0.0099, 0.9998, -0.0179, 1.3062)>
      <Vector (0.0792, 0.0186, 0.9967, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0163, 1.5455, 0.2637)>
    Rotation: <Euler (x=0.0187, y=-0.0793, z=-0.0099), order='XYZ'>
    Matrix:
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      <Vector (-0.0099, 0.9998, -0.0179, 1.5455)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1023, 1.2036, 0.1941)>
    Rotation: <Euler (x=-0.2131, y=2.1589, z=-2.0435), order='XYZ'>
    Matrix:
      <Vector (0.2526, 0.9503, -0.1820, 0.1023)>
      <Vector (0.4939, -0.2884, -0.8203, 1.2036)>
      <Vector (-0.8320, 0.1173, -0.5422, 0.1941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2366, 1.1628, 0.2107)>
    Rotation: <Euler (x=3.0851, y=0.8297, z=0.4195), order='XYZ'>
    Matrix:
      <Vector (0.6166, 0.4447, -0.6497, 0.2366)>
      <Vector (0.2750, -0.8949, -0.3515, 1.1628)>
      <Vector (-0.7377, 0.0381, -0.6741, 0.2107)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3226, 0.9897, 0.2181)>
    Rotation: <Euler (x=2.3456, y=0.1221, z=-1.0027), order='XYZ'>
    Matrix:
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      <Vector (-0.8366, -0.4498, -0.3126, 0.9897)>
      <Vector (-0.1218, 0.7093, -0.6944, 0.2181)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1805, 0.8719, 0.4037)>
    Rotation: <Euler (x=2.0059, y=0.0317, z=-0.7082), order='XYZ'>
    Matrix:
      <Vector (0.7591, -0.2524, -0.6000, 0.1805)>
      <Vector (-0.6502, -0.3388, -0.6800, 0.8719)>
      <Vector (-0.0317, 0.9064, -0.4213, 0.4037)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1444, 0.8692, 0.4368)>
    Rotation: <Euler (x=2.5283, y=-0.6636, z=-1.0824), order='XYZ'>
    Matrix:
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      <Vector (-0.6957, -0.0706, -0.7149, 0.8692)>
      <Vector (0.6160, 0.4534, -0.6442, 0.4368)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1088, 0.8679, 0.4533)>
    Rotation: <Euler (x=2.3677, y=-0.2929, z=-0.7969), order='XYZ'>
    Matrix:
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      <Vector (-0.6848, -0.3556, -0.6362, 0.8679)>
      <Vector (0.2887, 0.6692, -0.6847, 0.4533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0881, 0.8557, 0.4753)>
    Rotation: <Euler (x=2.2897, y=-0.1223, z=-0.7167), order='XYZ'>
    Matrix:
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      <Vector (-0.6520, -0.4362, -0.6202, 0.8557)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0768, 0.8442, 0.4937)>
    Rotation: <Euler (x=2.2897, y=-0.1223, z=-0.7167), order='XYZ'>
    Matrix:
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      <Vector (-0.6520, -0.4362, -0.6202, 0.8442)>
      <Vector (0.1220, 0.7469, -0.6536, 0.4937)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1250, 0.8572, 0.5092)>
    Rotation: <Euler (x=2.4627, y=-0.0170, z=-0.7223), order='XYZ'>
    Matrix:
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      <Vector (-0.6610, -0.5769, -0.4799, 0.8572)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1099, 0.8401, 0.5276)>
    Rotation: <Euler (x=2.9329, y=0.0181, z=-0.6538), order='XYZ'>
    Matrix:
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      <Vector (-0.6081, -0.7788, -0.1537, 0.8401)>
      <Vector (-0.0181, 0.2071, -0.9781, 0.5276)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0925, 0.8170, 0.5338)>
    Rotation: <Euler (x=-3.1141, y=0.0238, z=-0.5981), order='XYZ'>
    Matrix:
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      <Vector (-0.5629, -0.8257, 0.0361, 0.8170)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0791, 0.7980, 0.5331)>
    Rotation: <Euler (x=-3.1141, y=0.0238, z=-0.5981), order='XYZ'>
    Matrix:
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      <Vector (-0.5629, -0.8257, 0.0361, 0.7980)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1427, 0.8418, 0.5076)>
    Rotation: <Euler (x=2.4624, y=-0.0142, z=-0.7229), order='XYZ'>
    Matrix:
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      <Vector (-0.6615, -0.5776, -0.4784, 0.8418)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1253, 0.8221, 0.5288)>
    Rotation: <Euler (x=2.9329, y=0.0210, z=-0.6539), order='XYZ'>
    Matrix:
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      <Vector (-0.6081, -0.7791, -0.1520, 0.8221)>
      <Vector (-0.0210, 0.2071, -0.9781, 0.5288)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1046, 0.7947, 0.5360)>
    Rotation: <Euler (x=-3.1141, y=0.0265, z=-0.5999), order='XYZ'>
    Matrix:
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      <Vector (-0.0265, -0.0275, -0.9993, 0.5360)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0896, 0.7734, 0.5353)>
    Rotation: <Euler (x=-3.1141, y=0.0265, z=-0.5999), order='XYZ'>
    Matrix:
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      <Vector (-0.5644, -0.8246, 0.0377, 0.7734)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1623, 0.8260, 0.5068)>
    Rotation: <Euler (x=2.4626, y=-0.0131, z=-0.7209), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1468, 0.8085, 0.5257)>
    Rotation: <Euler (x=2.9330, y=0.0214, z=-0.6511), order='XYZ'>
    Matrix:
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      <Vector (-0.6059, -0.7809, -0.1521, 0.8085)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1297, 0.7857, 0.5317)>
    Rotation: <Euler (x=-3.1143, y=0.0251, z=-0.6066), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1164, 0.7671, 0.5311)>
    Rotation: <Euler (x=-3.1143, y=0.0251, z=-0.6066), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1818, 0.8139, 0.5026)>
    Rotation: <Euler (x=2.4520, y=0.0411, z=-0.6656), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1686, 0.7960, 0.5209)>
    Rotation: <Euler (x=2.9330, y=0.0299, z=-0.6483), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1556, 0.7786, 0.5255)>
    Rotation: <Euler (x=-3.1147, y=0.0326, z=-0.6212), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1460, 0.7652, 0.5251)>
    Rotation: <Euler (x=-3.1147, y=0.0326, z=-0.6212), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0260, 1.2030, 0.1399)>
    Rotation: <Euler (x=1.0175, y=-2.1770, z=1.1001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1370, 1.1486, 0.0714)>
    Rotation: <Euler (x=-1.1892, y=-1.3492, z=-2.0601), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1558, 0.9597, 0.0319)>
    Rotation: <Euler (x=1.5044, y=-0.1778, z=1.4942), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1767, 0.9150, 0.2889)>
    Rotation: <Euler (x=1.5622, y=-0.4152, z=1.0435), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1651, 0.9172, 0.3340)>
    Rotation: <Euler (x=1.9431, y=0.3850, z=1.0333), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1461, 0.9225, 0.3658)>
    Rotation: <Euler (x=1.9279, y=-0.1088, z=0.9721), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1387, 0.9131, 0.3963)>
    Rotation: <Euler (x=1.8708, y=-0.2629, z=0.9799), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1363, 0.9022, 0.4210)>
    Rotation: <Euler (x=1.8708, y=-0.2629, z=0.9799), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1848, 0.9044, 0.4063)>
    Rotation: <Euler (x=2.0231, y=-0.3595, z=1.0332), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1785, 0.8893, 0.4316)>
    Rotation: <Euler (x=2.5117, y=-0.4139, z=0.9869), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1624, 0.8701, 0.4476)>
    Rotation: <Euler (x=2.7662, y=-0.4377, z=0.9409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1471, 0.8550, 0.4553)>
    Rotation: <Euler (x=2.7662, y=-0.4377, z=0.9409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1961, 0.8851, 0.4008)>
    Rotation: <Euler (x=2.0229, y=-0.3673, z=1.0337), order='XYZ'>
    Matrix:
      <Vector (0.4775, 0.2101, 0.8531, -0.1961)>
      <Vector (0.8019, -0.5010, -0.3255, 0.8851)>
      <Vector (0.3591, 0.8396, -0.4077, 0.4008)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1894, 0.8690, 0.4276)>
    Rotation: <Euler (x=2.5116, y=-0.4197, z=0.9870), order='XYZ'>
    Matrix:
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      <Vector (0.7619, -0.6457, -0.0500, 0.8690)>
      <Vector (0.4075, 0.5380, -0.7379, 0.4276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1708, 0.8468, 0.4460)>
    Rotation: <Euler (x=2.7634, y=-0.4395, z=0.9477), order='XYZ'>
    Matrix:
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      <Vector (0.7349, -0.6699, 0.1057, 0.8468)>
      <Vector (0.4255, 0.3342, -0.8410, 0.4460)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1543, 0.8304, 0.4544)>
    Rotation: <Euler (x=2.7634, y=-0.4395, z=0.9477), order='XYZ'>
    Matrix:
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      <Vector (0.7349, -0.6699, 0.1057, 0.8304)>
      <Vector (0.4255, 0.3342, -0.8410, 0.4544)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2071, 0.8647, 0.3912)>
    Rotation: <Euler (x=2.0234, y=-0.3622, z=1.0323), order='XYZ'>
    Matrix:
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      <Vector (0.8028, -0.4978, -0.3281, 0.8647)>
      <Vector (0.3543, 0.8410, -0.4089, 0.3912)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2013, 0.8505, 0.4148)>
    Rotation: <Euler (x=2.5138, y=-0.4191, z=0.9816), order='XYZ'>
    Matrix:
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      <Vector (0.7594, -0.6485, -0.0526, 0.8505)>
      <Vector (0.4069, 0.5365, -0.7393, 0.4148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1863, 0.8326, 0.4297)>
    Rotation: <Euler (x=2.7624, y=-0.4341, z=0.9499), order='XYZ'>
    Matrix:
      <Vector (0.5278, 0.6650, 0.5284, -0.1863)>
      <Vector (0.7379, -0.6671, 0.1025, 0.8326)>
      <Vector (0.4206, 0.3358, -0.8428, 0.4297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1706, 0.8170, 0.4376)>
    Rotation: <Euler (x=2.7624, y=-0.4341, z=0.9499), order='XYZ'>
    Matrix:
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      <Vector (0.7379, -0.6671, 0.1025, 0.8170)>
      <Vector (0.4206, 0.3358, -0.8428, 0.4376)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2179, 0.8500, 0.3756)>
    Rotation: <Euler (x=2.0230, y=-0.3663, z=1.0334), order='XYZ'>
    Matrix:
      <Vector (0.4780, 0.2104, 0.8528, -0.2179)>
      <Vector (0.8020, -0.5005, -0.3260, 0.8500)>
      <Vector (0.3582, 0.8398, -0.4080, 0.3756)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2124, 0.8369, 0.3976)>
    Rotation: <Euler (x=2.5145, y=-0.4242, z=0.9800), order='XYZ'>
    Matrix:
      <Vector (0.5076, 0.5380, 0.6730, -0.2124)>
      <Vector (0.7569, -0.6516, -0.0501, 0.8369)>
      <Vector (0.4116, 0.5348, -0.7380, 0.3976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1983, 0.8201, 0.4115)>
    Rotation: <Euler (x=2.7572, y=-0.4328, z=0.9623), order='XYZ'>
    Matrix:
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      <Vector (0.7449, -0.6589, 0.1046, 0.8201)>
      <Vector (0.4194, 0.3404, -0.8416, 0.4115)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1884, 0.8102, 0.4165)>
    Rotation: <Euler (x=2.7572, y=-0.4328, z=0.9623), order='XYZ'>
    Matrix:
      <Vector (0.5189, 0.6707, 0.5299, -0.1884)>
      <Vector (0.7449, -0.6589, 0.1046, 0.8102)>
      <Vector (0.4194, 0.3404, -0.8416, 0.4165)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1811, 0.8107, 0.0799)>
    Rotation: <Euler (x=0.7513, y=-0.0180, z=-2.9579), order='XYZ'>
    Matrix:
      <Vector (-0.9830, 0.1456, -0.1117, 0.1811)>
      <Vector (-0.1826, -0.7163, 0.6735, 0.8107)>
      <Vector (0.0180, 0.6824, 0.7307, 0.0799)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2416, 0.5131, 0.3634)>
    Rotation: <Euler (x=-0.3275, y=-0.1652, z=-2.9571), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.1217, 0.2121, 0.2416)>
      <Vector (-0.1809, -0.9405, -0.2877, 0.5131)>
      <Vector (0.1644, -0.3173, 0.9340, 0.3634)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8624, y=-0.1676, z=-3.0103), order='XYZ'>
    Matrix:
      <Vector (-0.9775, 0.2107, 0.0082, 0.2936)>
      <Vector (-0.1291, -0.6284, 0.7671, 0.1108)>
      <Vector (0.1668, 0.7488, 0.6415, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5236, y=-2.8736, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9643, 0.2642, -0.0203, 0.3305)>
      <Vector (-0.0075, 0.0492, 0.9988, 0.0007)>
      <Vector (0.2648, 0.9632, -0.0455, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0044, 0.4314)>
    Rotation: <Euler (x=-1.5236, y=-2.8736, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9643, 0.2642, -0.0203, 0.3504)>
      <Vector (-0.0075, 0.0492, 0.9988, 0.0044)>
      <Vector (0.2648, 0.9632, -0.0455, 0.4314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0261, 0.8193, 0.0084)>
    Rotation: <Euler (x=0.4047, y=0.6814, z=2.7580), order='XYZ'>
    Matrix:
      <Vector (-0.7203, -0.5740, -0.3896, -0.0261)>
      <Vector (0.2907, -0.7596, 0.5818, 0.8193)>
      <Vector (-0.6299, 0.3058, 0.7139, 0.0084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2647, 0.5036, 0.1355)>
    Rotation: <Euler (x=-0.5889, y=0.7499, z=2.6800), order='XYZ'>
    Matrix:
      <Vector (-0.6552, -0.0314, -0.7548, -0.2647)>
      <Vector (0.3259, -0.9131, -0.2449, 0.5036)>
      <Vector (-0.6816, -0.4064, 0.6085, 0.1355)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7752, y=0.7971, z=2.9389), order='XYZ'>
    Matrix:
      <Vector (-0.6845, -0.6342, -0.3596, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2410, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6209, -0.7827, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7837, 0.6210, -0.0125, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2410, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6209, -0.7827, 0.0439, -0.4561)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7837, 0.6210, -0.0125, 0.0988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 33
  Bone: mixamorig:Hips
    Location: <Vector (0.0762, 0.8561, 0.0560)>
    Rotation: <Euler (x=0.2132, y=-0.3531, z=-0.0458), order='XYZ'>
    Matrix:
      <Vector (0.9373, -0.0283, -0.3473, 0.0762)>
      <Vector (-0.0430, 0.9797, -0.1959, 0.8561)>
      <Vector (0.3458, 0.1986, 0.9170, 0.0560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0746, 0.9321, 0.0697)>
    Rotation: <Euler (x=0.2433, y=-0.3699, z=-0.0376), order='XYZ'>
    Matrix:
      <Vector (0.9317, -0.0505, -0.3597, 0.0746)>
      <Vector (-0.0351, 0.9731, -0.2275, 0.9321)>
      <Vector (0.3615, 0.2246, 0.9049, 0.0697)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0700, 1.0199, 0.0900)>
    Rotation: <Euler (x=0.3747, y=-0.3923, z=-0.0212), order='XYZ'>
    Matrix:
      <Vector (0.9238, -0.1201, -0.3634, 0.0700)>
      <Vector (-0.0196, 0.9334, -0.3583, 1.0199)>
      <Vector (0.3823, 0.3382, 0.8599, 0.0900)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0577, 1.1160, 0.1248)>
    Rotation: <Euler (x=0.5075, y=-0.4150, z=-0.0085), order='XYZ'>
    Matrix:
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      <Vector (-0.0078, 0.8756, -0.4829, 1.1160)>
      <Vector (0.4032, 0.4447, 0.7998, 0.1248)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0358, 1.2175, 0.1764)>
    Rotation: <Euler (x=0.4404, y=-0.3453, z=-0.0154), order='XYZ'>
    Matrix:
      <Vector (0.9409, -0.1303, -0.3127, 0.0358)>
      <Vector (-0.0145, 0.9067, -0.4215, 1.2175)>
      <Vector (0.3384, 0.4012, 0.8512, 0.1764)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0181, 1.3056, 0.2294)>
    Rotation: <Euler (x=0.0255, y=-0.0768, z=-0.0129), order='XYZ'>
    Matrix:
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      <Vector (-0.0129, 0.9996, -0.0245, 1.3056)>
      <Vector (0.0767, 0.0254, 0.9967, 0.2294)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0183, 1.5447, 0.2670)>
    Rotation: <Euler (x=0.0255, y=-0.0768, z=-0.0129), order='XYZ'>
    Matrix:
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      <Vector (-0.0129, 0.9996, -0.0245, 1.5447)>
      <Vector (0.0767, 0.0254, 0.9967, 0.2670)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1035, 1.2031, 0.1952)>
    Rotation: <Euler (x=-0.1968, y=2.1543, z=-2.0328), order='XYZ'>
    Matrix:
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      <Vector (0.4932, -0.2911, -0.8198, 1.2031)>
      <Vector (-0.8345, 0.1077, -0.5403, 0.1952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2378, 1.1619, 0.2105)>
    Rotation: <Euler (x=3.0884, y=0.8365, z=0.4252), order='XYZ'>
    Matrix:
      <Vector (0.6104, 0.4479, -0.6533, 0.2378)>
      <Vector (0.2764, -0.8934, -0.3542, 1.1619)>
      <Vector (-0.7423, 0.0356, -0.6691, 0.2105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3245, 0.9890, 0.2174)>
    Rotation: <Euler (x=2.3390, y=0.1240, z=-1.0014), order='XYZ'>
    Matrix:
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      <Vector (-0.8358, -0.4495, -0.3153, 0.9890)>
      <Vector (-0.1237, 0.7136, -0.6895, 0.2174)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1838, 0.8714, 0.4041)>
    Rotation: <Euler (x=2.0113, y=0.0384, z=-0.7178), order='XYZ'>
    Matrix:
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      <Vector (-0.6573, -0.3440, -0.6705, 0.8714)>
      <Vector (-0.0384, 0.9039, -0.4261, 0.4041)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1477, 0.8687, 0.4373)>
    Rotation: <Euler (x=2.5316, y=-0.6554, z=-1.0942), order='XYZ'>
    Matrix:
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      <Vector (-0.7045, -0.0658, -0.7067, 0.8687)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1121, 0.8676, 0.4538)>
    Rotation: <Euler (x=2.3727, y=-0.2857, z=-0.8081), order='XYZ'>
    Matrix:
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      <Vector (-0.6937, -0.3548, -0.6268, 0.8676)>
      <Vector (0.2818, 0.6672, -0.6895, 0.4538)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0913, 0.8555, 0.4757)>
    Rotation: <Euler (x=2.2951, y=-0.1156, z=-0.7271), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0800, 0.8439, 0.4941)>
    Rotation: <Euler (x=2.2951, y=-0.1156, z=-0.7271), order='XYZ'>
    Matrix:
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      <Vector (-0.6603, -0.4376, -0.6104, 0.8439)>
      <Vector (0.1153, 0.7440, -0.6582, 0.4941)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1283, 0.8562, 0.5096)>
    Rotation: <Euler (x=2.4680, y=-0.0102, z=-0.7321), order='XYZ'>
    Matrix:
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      <Vector (-0.6684, -0.5770, -0.4693, 0.8562)>
      <Vector (0.0102, 0.6238, -0.7815, 0.5096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1131, 0.8392, 0.5279)>
    Rotation: <Euler (x=2.9387, y=0.0246, z=-0.6635), order='XYZ'>
    Matrix:
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      <Vector (-0.6157, -0.7747, -0.1440, 0.8392)>
      <Vector (-0.0246, 0.2015, -0.9792, 0.5279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0954, 0.8162, 0.5339)>
    Rotation: <Euler (x=-3.1080, y=0.0299, z=-0.6077), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0819, 0.7974, 0.5331)>
    Rotation: <Euler (x=-3.1080, y=0.0299, z=-0.6077), order='XYZ'>
    Matrix:
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      <Vector (-0.5707, -0.8199, 0.0447, 0.7974)>
      <Vector (-0.0299, -0.0336, -0.9990, 0.5331)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1459, 0.8407, 0.5078)>
    Rotation: <Euler (x=2.4677, y=-0.0074, z=-0.7327), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1283, 0.8211, 0.5288)>
    Rotation: <Euler (x=2.9386, y=0.0274, z=-0.6635), order='XYZ'>
    Matrix:
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      <Vector (-0.6157, -0.7751, -0.1423, 0.8211)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1074, 0.7938, 0.5359)>
    Rotation: <Euler (x=-3.1080, y=0.0326, z=-0.6095), order='XYZ'>
    Matrix:
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      <Vector (-0.0326, -0.0336, -0.9989, 0.5359)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0921, 0.7726, 0.5351)>
    Rotation: <Euler (x=-3.1080, y=0.0326, z=-0.6095), order='XYZ'>
    Matrix:
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      <Vector (-0.5722, -0.8188, 0.0462, 0.7726)>
      <Vector (-0.0326, -0.0336, -0.9989, 0.5351)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1653, 0.8247, 0.5069)>
    Rotation: <Euler (x=2.4679, y=-0.0063, z=-0.7307), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1497, 0.8072, 0.5256)>
    Rotation: <Euler (x=2.9387, y=0.0278, z=-0.6607), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1323, 0.7846, 0.5315)>
    Rotation: <Euler (x=-3.1082, y=0.0312, z=-0.6162), order='XYZ'>
    Matrix:
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      <Vector (-0.5776, -0.8150, 0.0453, 0.7846)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1189, 0.7661, 0.5307)>
    Rotation: <Euler (x=-3.1082, y=0.0312, z=-0.6162), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1846, 0.8125, 0.5025)>
    Rotation: <Euler (x=2.4576, y=0.0476, z=-0.6752), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1714, 0.7945, 0.5207)>
    Rotation: <Euler (x=2.9388, y=0.0363, z=-0.6578), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1581, 0.7773, 0.5252)>
    Rotation: <Euler (x=-3.1087, y=0.0388, z=-0.6308), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1485, 0.7640, 0.5246)>
    Rotation: <Euler (x=-3.1087, y=0.0388, z=-0.6308), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0252, 1.2025, 0.1417)>
    Rotation: <Euler (x=1.0107, y=-2.1744, z=1.1046), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1365, 1.1482, 0.0738)>
    Rotation: <Euler (x=-1.2244, y=-1.3533, z=-2.0234), order='XYZ'>
    Matrix:
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      <Vector (-0.1941, -0.9744, -0.1132, 1.1482)>
      <Vector (0.9764, -0.2030, 0.0733, 0.0738)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1552, 0.9592, 0.0344)>
    Rotation: <Euler (x=1.5132, y=-0.1766, z=1.4950), order='XYZ'>
    Matrix:
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      <Vector (0.9816, -0.1705, -0.0856, 0.9592)>
      <Vector (0.1756, 0.9828, 0.0567, 0.0344)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1737, 0.9146, 0.2916)>
    Rotation: <Euler (x=1.5714, y=-0.4117, z=1.0404), order='XYZ'>
    Matrix:
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      <Vector (0.7906, -0.3455, -0.5056, 0.9146)>
      <Vector (0.4002, 0.9164, -0.0005, 0.2916)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1617, 0.9168, 0.3367)>
    Rotation: <Euler (x=1.9521, y=0.3885, z=1.0373), order='XYZ'>
    Matrix:
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      <Vector (0.7969, 0.1135, -0.5934, 0.9168)>
      <Vector (-0.3788, 0.8590, -0.3444, 0.3367)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1425, 0.9220, 0.3683)>
    Rotation: <Euler (x=1.9361, y=-0.1047, z=0.9719), order='XYZ'>
    Matrix:
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      <Vector (0.8214, -0.2820, -0.4957, 0.9220)>
      <Vector (0.1045, 0.9289, -0.3553, 0.3683)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1347, 0.9126, 0.3987)>
    Rotation: <Euler (x=1.8792, y=-0.2588, z=0.9784), order='XYZ'>
    Matrix:
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      <Vector (0.8020, -0.3718, -0.4675, 0.9126)>
      <Vector (0.2560, 0.9211, -0.2934, 0.3987)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1322, 0.9017, 0.4234)>
    Rotation: <Euler (x=1.8792, y=-0.2588, z=0.9784), order='XYZ'>
    Matrix:
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      <Vector (0.8020, -0.3718, -0.4675, 0.9017)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1808, 0.9039, 0.4091)>
    Rotation: <Euler (x=2.0320, y=-0.3559, z=1.0307), order='XYZ'>
    Matrix:
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      <Vector (0.8039, -0.4964, -0.3275, 0.9039)>
      <Vector (0.3484, 0.8394, -0.4172, 0.4091)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1742, 0.8887, 0.4344)>
    Rotation: <Euler (x=2.5206, y=-0.4100, z=0.9840), order='XYZ'>
    Matrix:
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      <Vector (0.7637, -0.6435, -0.0522, 0.8887)>
      <Vector (0.3986, 0.5336, -0.7459, 0.4344)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1579, 0.8696, 0.4502)>
    Rotation: <Euler (x=2.7750, y=-0.4334, z=0.9378), order='XYZ'>
    Matrix:
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      <Vector (0.7317, -0.6736, 0.1041, 0.8696)>
      <Vector (0.4200, 0.3253, -0.8473, 0.4502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1426, 0.8544, 0.4577)>
    Rotation: <Euler (x=2.7750, y=-0.4334, z=0.9378), order='XYZ'>
    Matrix:
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      <Vector (0.7317, -0.6736, 0.1041, 0.8544)>
      <Vector (0.4200, 0.3253, -0.8473, 0.4577)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1920, 0.8846, 0.4037)>
    Rotation: <Euler (x=2.0319, y=-0.3637, z=1.0311), order='XYZ'>
    Matrix:
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      <Vector (0.8018, -0.5019, -0.3244, 0.8846)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1851, 0.8685, 0.4304)>
    Rotation: <Euler (x=2.5206, y=-0.4158, z=0.9840), order='XYZ'>
    Matrix:
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      <Vector (0.7618, -0.6460, -0.0486, 0.8685)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1664, 0.8462, 0.4486)>
    Rotation: <Euler (x=2.7722, y=-0.4352, z=0.9446), order='XYZ'>
    Matrix:
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      <Vector (0.7347, -0.6699, 0.1070, 0.8462)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1498, 0.8298, 0.4568)>
    Rotation: <Euler (x=2.7722, y=-0.4352, z=0.9446), order='XYZ'>
    Matrix:
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      <Vector (0.7347, -0.6699, 0.1070, 0.8298)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2032, 0.8641, 0.3942)>
    Rotation: <Euler (x=2.0323, y=-0.3586, z=1.0298), order='XYZ'>
    Matrix:
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      <Vector (0.8027, -0.4987, -0.3271, 0.8641)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1971, 0.8500, 0.4177)>
    Rotation: <Euler (x=2.5228, y=-0.4151, z=0.9786), order='XYZ'>
    Matrix:
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      <Vector (0.7593, -0.6488, -0.0512, 0.8500)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1820, 0.8321, 0.4324)>
    Rotation: <Euler (x=2.7713, y=-0.4298, z=0.9468), order='XYZ'>
    Matrix:
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      <Vector (0.7377, -0.6670, 0.1038, 0.8321)>
      <Vector (0.4167, 0.3290, -0.8474, 0.4324)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1662, 0.8165, 0.4401)>
    Rotation: <Euler (x=2.7713, y=-0.4298, z=0.9468), order='XYZ'>
    Matrix:
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      <Vector (0.7377, -0.6670, 0.1038, 0.8165)>
      <Vector (0.4167, 0.3290, -0.8474, 0.4401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2141, 0.8495, 0.3786)>
    Rotation: <Euler (x=2.0320, y=-0.3628, z=1.0308), order='XYZ'>
    Matrix:
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      <Vector (0.8019, -0.5014, -0.3250, 0.8495)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2084, 0.8363, 0.4005)>
    Rotation: <Euler (x=2.5235, y=-0.4201, z=0.9770), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1942, 0.8195, 0.4143)>
    Rotation: <Euler (x=2.7661, y=-0.4286, z=0.9593), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1842, 0.8097, 0.4193)>
    Rotation: <Euler (x=2.7661, y=-0.4286, z=0.9593), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1822, 0.8105, 0.0801)>
    Rotation: <Euler (x=0.7521, y=-0.0181, z=-2.9588), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2424, 0.5130, 0.3639)>
    Rotation: <Euler (x=-0.3287, y=-0.1655, z=-2.9589), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8624, y=-0.1679, z=-3.0104), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5240, y=-2.8732, z=0.0078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0044, 0.4313)>
    Rotation: <Euler (x=-1.5240, y=-2.8732, z=0.0078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0252, 0.8188, 0.0092)>
    Rotation: <Euler (x=0.4022, y=0.6831, z=2.7539), order='XYZ'>
    Matrix:
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      <Vector (0.2932, -0.7585, 0.5820, 0.8188)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2649, 0.5036, 0.1354)>
    Rotation: <Euler (x=-0.5883, y=0.7493, z=2.6811), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7754, y=0.7963, z=2.9391), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2418, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0989)>
    Rotation: <Euler (x=-1.5507, y=2.2418, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 34
  Bone: mixamorig:Hips
    Location: <Vector (0.0769, 0.8559, 0.0564)>
    Rotation: <Euler (x=0.2170, y=-0.3507, z=-0.0448), order='XYZ'>
    Matrix:
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      <Vector (-0.0421, 0.9789, -0.2001, 0.8559)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0751, 0.9319, 0.0704)>
    Rotation: <Euler (x=0.2458, y=-0.3673, z=-0.0362), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0704, 1.0195, 0.0909)>
    Rotation: <Euler (x=0.3755, y=-0.3891, z=-0.0202), order='XYZ'>
    Matrix:
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      <Vector (-0.0187, 0.9330, -0.3595, 1.0195)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0580, 1.1157, 0.1258)>
    Rotation: <Euler (x=0.5065, y=-0.4110, z=-0.0078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0364, 1.2172, 0.1774)>
    Rotation: <Euler (x=0.4409, y=-0.3413, z=-0.0153), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0188, 1.3052, 0.2305)>
    Rotation: <Euler (x=0.0316, y=-0.0729, z=-0.0156), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0197, 1.5441, 0.2695)>
    Rotation: <Euler (x=0.0316, y=-0.0729, z=-0.0156), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1041, 1.2028, 0.1960)>
    Rotation: <Euler (x=-0.1809, y=2.1498, z=-2.0221), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2385, 1.1613, 0.2099)>
    Rotation: <Euler (x=3.0928, y=0.8429, z=0.4324), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3259, 0.9888, 0.2161)>
    Rotation: <Euler (x=2.3329, y=0.1265, z=-0.9996), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1868, 0.8710, 0.4040)>
    Rotation: <Euler (x=2.0142, y=0.0455, z=-0.7250), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1508, 0.8683, 0.4372)>
    Rotation: <Euler (x=2.5317, y=-0.6477, z=-1.1016), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1152, 0.8673, 0.4539)>
    Rotation: <Euler (x=2.3750, y=-0.2783, z=-0.8161), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0944, 0.8552, 0.4758)>
    Rotation: <Euler (x=2.2979, y=-0.1085, z=-0.7347), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0830, 0.8436, 0.4941)>
    Rotation: <Euler (x=2.2979, y=-0.1085, z=-0.7347), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1315, 0.8555, 0.5095)>
    Rotation: <Euler (x=2.4708, y=-0.0031, z=-0.7395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1162, 0.8384, 0.5277)>
    Rotation: <Euler (x=2.9419, y=0.0315, z=-0.6707), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0984, 0.8155, 0.5336)>
    Rotation: <Euler (x=-3.1043, y=0.0366, z=-0.6149), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0847, 0.7968, 0.5328)>
    Rotation: <Euler (x=-3.1043, y=0.0366, z=-0.6149), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1489, 0.8399, 0.5075)>
    Rotation: <Euler (x=2.4705, y=-0.0003, z=-0.7400), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1313, 0.8202, 0.5285)>
    Rotation: <Euler (x=2.9419, y=0.0343, z=-0.6707), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1102, 0.7930, 0.5355)>
    Rotation: <Euler (x=-3.1043, y=0.0393, z=-0.6167), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0948, 0.7720, 0.5345)>
    Rotation: <Euler (x=-3.1043, y=0.0393, z=-0.6167), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1682, 0.8238, 0.5065)>
    Rotation: <Euler (x=2.4708, y=0.0009, z=-0.7380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1526, 0.8062, 0.5251)>
    Rotation: <Euler (x=2.9420, y=0.0347, z=-0.6679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1350, 0.7837, 0.5309)>
    Rotation: <Euler (x=-3.1046, y=0.0380, z=-0.6234), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1215, 0.7653, 0.5300)>
    Rotation: <Euler (x=-3.1046, y=0.0380, z=-0.6234), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1875, 0.8114, 0.5019)>
    Rotation: <Euler (x=2.4608, y=0.0546, z=-0.6823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1741, 0.7934, 0.5200)>
    Rotation: <Euler (x=2.9422, y=0.0432, z=-0.6650), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1608, 0.7762, 0.5244)>
    Rotation: <Euler (x=-3.1052, y=0.0456, z=-0.6379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1510, 0.7630, 0.5238)>
    Rotation: <Euler (x=-3.1052, y=0.0456, z=-0.6379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0247, 1.2021, 0.1430)>
    Rotation: <Euler (x=1.0057, y=-2.1722, z=1.1081), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1363, 1.1478, 0.0754)>
    Rotation: <Euler (x=-1.2586, y=-1.3579, z=-1.9874), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1549, 0.9588, 0.0365)>
    Rotation: <Euler (x=1.5218, y=-0.1744, z=1.4960), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1711, 0.9145, 0.2939)>
    Rotation: <Euler (x=1.5809, y=-0.4069, z=1.0337), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1586, 0.9166, 0.3388)>
    Rotation: <Euler (x=1.9615, y=0.3933, z=1.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1391, 0.9218, 0.3702)>
    Rotation: <Euler (x=1.9445, y=-0.0993, z=0.9681), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1310, 0.9124, 0.4006)>
    Rotation: <Euler (x=1.8879, y=-0.2535, z=0.9732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1283, 0.9014, 0.4252)>
    Rotation: <Euler (x=1.8879, y=-0.2535, z=0.9732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1770, 0.9038, 0.4114)>
    Rotation: <Euler (x=2.0412, y=-0.3510, z=1.0246), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1702, 0.8886, 0.4366)>
    Rotation: <Euler (x=2.5298, y=-0.4047, z=0.9774), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1539, 0.8694, 0.4522)>
    Rotation: <Euler (x=2.7840, y=-0.4277, z=0.9311), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1385, 0.8542, 0.4596)>
    Rotation: <Euler (x=2.7840, y=-0.4277, z=0.9311), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1884, 0.8845, 0.4061)>
    Rotation: <Euler (x=2.0411, y=-0.3588, z=1.0249), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1813, 0.8684, 0.4327)>
    Rotation: <Euler (x=2.5298, y=-0.4105, z=0.9773), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1624, 0.8461, 0.4508)>
    Rotation: <Euler (x=2.7813, y=-0.4296, z=0.9379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1458, 0.8296, 0.4588)>
    Rotation: <Euler (x=2.7813, y=-0.4296, z=0.9379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1997, 0.8641, 0.3967)>
    Rotation: <Euler (x=2.0416, y=-0.3537, z=1.0236), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1934, 0.8499, 0.4201)>
    Rotation: <Euler (x=2.5319, y=-0.4097, z=0.9720), order='XYZ'>
    Matrix:
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      <Vector (0.3984, 0.5252, -0.7520, 0.4201)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1782, 0.8320, 0.4347)>
    Rotation: <Euler (x=2.7803, y=-0.4242, z=0.9401), order='XYZ'>
    Matrix:
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      <Vector (0.7360, -0.6691, 0.1025, 0.8320)>
      <Vector (0.4116, 0.3222, -0.8525, 0.4347)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1624, 0.8163, 0.4423)>
    Rotation: <Euler (x=2.7803, y=-0.4242, z=0.9401), order='XYZ'>
    Matrix:
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      <Vector (0.7360, -0.6691, 0.1025, 0.8163)>
      <Vector (0.4116, 0.3222, -0.8525, 0.4423)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2108, 0.8495, 0.3812)>
    Rotation: <Euler (x=2.0412, y=-0.3579, z=1.0246), order='XYZ'>
    Matrix:
      <Vector (0.4866, 0.2251, 0.8441, -0.2108)>
      <Vector (0.8004, -0.5022, -0.3274, 0.8495)>
      <Vector (0.3503, 0.8349, -0.4245, 0.3812)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2049, 0.8363, 0.4031)>
    Rotation: <Euler (x=2.5326, y=-0.4148, z=0.9703), order='XYZ'>
    Matrix:
      <Vector (0.5171, 0.5465, 0.6587, -0.2049)>
      <Vector (0.7551, -0.6537, -0.0505, 0.8363)>
      <Vector (0.4030, 0.5235, -0.7507, 0.4031)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1906, 0.8195, 0.4168)>
    Rotation: <Euler (x=2.7752, y=-0.4231, z=0.9525), order='XYZ'>
    Matrix:
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      <Vector (0.7430, -0.6610, 0.1047, 0.8195)>
      <Vector (0.4106, 0.3267, -0.8513, 0.4168)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1806, 0.8096, 0.4216)>
    Rotation: <Euler (x=2.7752, y=-0.4231, z=0.9525), order='XYZ'>
    Matrix:
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      <Vector (0.7430, -0.6610, 0.1047, 0.8096)>
      <Vector (0.4106, 0.3267, -0.8513, 0.4216)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1830, 0.8104, 0.0800)>
    Rotation: <Euler (x=0.7526, y=-0.0159, z=-2.9596), order='XYZ'>
    Matrix:
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      <Vector (-0.1810, -0.7159, 0.6744, 0.8104)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2423, 0.5130, 0.3640)>
    Rotation: <Euler (x=-0.3289, y=-0.1647, z=-2.9589), order='XYZ'>
    Matrix:
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      <Vector (-0.1793, -0.9403, -0.2895, 0.5130)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8624, y=-0.1672, z=-3.0102), order='XYZ'>
    Matrix:
      <Vector (-0.9776, 0.2105, 0.0079, 0.2936)>
      <Vector (-0.1291, -0.6284, 0.7671, 0.1108)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5246, y=-2.8739, z=0.0079), order='XYZ'>
    Matrix:
      <Vector (-0.9644, 0.2639, -0.0202, 0.3305)>
      <Vector (-0.0077, 0.0483, 0.9988, 0.0007)>
      <Vector (0.2645, 0.9634, -0.0446, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0044, 0.4314)>
    Rotation: <Euler (x=-1.5246, y=-2.8739, z=0.0079), order='XYZ'>
    Matrix:
      <Vector (-0.9644, 0.2639, -0.0202, 0.3504)>
      <Vector (-0.0077, 0.0483, 0.9988, 0.0044)>
      <Vector (0.2645, 0.9634, -0.0446, 0.4314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0245, 0.8186, 0.0096)>
    Rotation: <Euler (x=0.4003, y=0.6850, z=2.7507), order='XYZ'>
    Matrix:
      <Vector (-0.7160, -0.5788, -0.3902, -0.0245)>
      <Vector (0.2951, -0.7575, 0.5823, 0.8186)>
      <Vector (-0.6327, 0.3018, 0.7132, 0.0096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2651, 0.5037, 0.1351)>
    Rotation: <Euler (x=-0.5870, y=0.7490, z=2.6828), order='XYZ'>
    Matrix:
      <Vector (-0.6566, -0.0306, -0.7536, -0.2651)>
      <Vector (0.3244, -0.9135, -0.2455, 0.5037)>
      <Vector (-0.6809, -0.4056, 0.6098, 0.1351)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7756, y=0.7956, z=2.9392), order='XYZ'>
    Matrix:
      <Vector (-0.6856, -0.6334, -0.3589, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6221, -0.7817, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7828, 0.6222, -0.0125, 0.0502)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6221, -0.7817, 0.0438, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7828, 0.6222, -0.0125, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 35
  Bone: mixamorig:Hips
    Location: <Vector (0.0772, 0.8559, 0.0563)>
    Rotation: <Euler (x=0.2188, y=-0.3499, z=-0.0440), order='XYZ'>
    Matrix:
      <Vector (0.9385, -0.0314, -0.3438, 0.0772)>
      <Vector (-0.0413, 0.9785, -0.2021, 0.8559)>
      <Vector (0.3428, 0.2039, 0.9170, 0.0563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0753, 0.9318, 0.0704)>
    Rotation: <Euler (x=0.2472, y=-0.3664, z=-0.0350), order='XYZ'>
    Matrix:
      <Vector (0.9331, -0.0537, -0.3557, 0.0753)>
      <Vector (-0.0327, 0.9721, -0.2324, 0.9318)>
      <Vector (0.3582, 0.2284, 0.9053, 0.0704)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0705, 1.0195, 0.0910)>
    Rotation: <Euler (x=0.3765, y=-0.3876, z=-0.0197), order='XYZ'>
    Matrix:
      <Vector (0.9256, -0.1207, -0.3587, 0.0705)>
      <Vector (-0.0182, 0.9325, -0.3607, 1.0195)>
      <Vector (0.3780, 0.3404, 0.8610, 0.0910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0581, 1.1155, 0.1261)>
    Rotation: <Euler (x=0.5072, y=-0.4090, z=-0.0078), order='XYZ'>
    Matrix:
      <Vector (0.9175, -0.1863, -0.3514, 0.0581)>
      <Vector (-0.0072, 0.8756, -0.4830, 1.1155)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0365, 1.2170, 0.1777)>
    Rotation: <Euler (x=0.4420, y=-0.3390, z=-0.0157), order='XYZ'>
    Matrix:
      <Vector (0.9430, -0.1280, -0.3072, 0.0365)>
      <Vector (-0.0148, 0.9060, -0.4230, 1.2170)>
      <Vector (0.3325, 0.4034, 0.8525, 0.1777)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0191, 1.3050, 0.2310)>
    Rotation: <Euler (x=0.0368, y=-0.0701, z=-0.0175), order='XYZ'>
    Matrix:
      <Vector (0.9974, 0.0149, -0.0707, 0.0191)>
      <Vector (-0.0174, 0.9992, -0.0356, 1.3050)>
      <Vector (0.0701, 0.0367, 0.9969, 0.2310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0204, 1.5436, 0.2712)>
    Rotation: <Euler (x=0.0368, y=-0.0701, z=-0.0175), order='XYZ'>
    Matrix:
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      <Vector (-0.0174, 0.9992, -0.0356, 1.5436)>
      <Vector (0.0701, 0.0367, 0.9969, 0.2712)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1043, 1.2026, 0.1962)>
    Rotation: <Euler (x=-0.1691, y=2.1480, z=-2.0139), order='XYZ'>
    Matrix:
      <Vector (0.2339, 0.9510, -0.2022, 0.1043)>
      <Vector (0.4930, -0.2952, -0.8184, 1.2026)>
      <Vector (-0.8380, 0.0918, -0.5379, 0.1962)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2386, 1.1609, 0.2091)>
    Rotation: <Euler (x=3.0978, y=0.8475, z=0.4392), order='XYZ'>
    Matrix:
      <Vector (0.5990, 0.4545, -0.6592, 0.2386)>
      <Vector (0.2814, -0.8903, -0.3581, 1.1609)>
      <Vector (-0.7496, 0.0290, -0.6612, 0.2091)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3266, 0.9886, 0.2147)>
    Rotation: <Euler (x=2.3287, y=0.1298, z=-0.9976), order='XYZ'>
    Matrix:
      <Vector (0.5377, -0.5266, -0.6584, 0.3266)>
      <Vector (-0.8331, -0.4518, -0.3191, 0.9886)>
      <Vector (-0.1294, 0.7202, -0.6816, 0.2147)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1888, 0.8704, 0.4032)>
    Rotation: <Euler (x=2.0141, y=0.0516, z=-0.7279), order='XYZ'>
    Matrix:
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      <Vector (-0.6644, -0.3512, -0.6597, 0.8704)>
      <Vector (-0.0516, 0.9021, -0.4284, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1529, 0.8677, 0.4366)>
    Rotation: <Euler (x=2.5287, y=-0.6420, z=-1.1027), order='XYZ'>
    Matrix:
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      <Vector (-0.7147, -0.0617, -0.6967, 0.8677)>
      <Vector (0.5988, 0.4607, -0.6551, 0.4366)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1174, 0.8668, 0.4534)>
    Rotation: <Euler (x=2.3743, y=-0.2722, z=-0.8188), order='XYZ'>
    Matrix:
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      <Vector (-0.7034, -0.3554, -0.6156, 0.8668)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0967, 0.8546, 0.4754)>
    Rotation: <Euler (x=2.2977, y=-0.1023, z=-0.7376), order='XYZ'>
    Matrix:
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      <Vector (-0.6690, -0.4406, -0.5987, 0.8546)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0854, 0.8430, 0.4937)>
    Rotation: <Euler (x=2.2977, y=-0.1023, z=-0.7376), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1340, 0.8547, 0.5090)>
    Rotation: <Euler (x=2.4706, y=0.0030, z=-0.7424), order='XYZ'>
    Matrix:
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      <Vector (-0.6760, -0.5784, -0.4566, 0.8547)>
      <Vector (-0.0030, 0.6218, -0.7832, 0.5090)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1187, 0.8375, 0.5272)>
    Rotation: <Euler (x=2.9421, y=0.0376, z=-0.6736), order='XYZ'>
    Matrix:
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      <Vector (-0.6233, -0.7707, -0.1319, 0.8375)>
      <Vector (-0.0376, 0.1980, -0.9795, 0.5272)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1008, 0.8146, 0.5331)>
    Rotation: <Euler (x=-3.1038, y=0.0428, z=-0.6178), order='XYZ'>
    Matrix:
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      <Vector (-0.5787, -0.8137, 0.0556, 0.8146)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0871, 0.7960, 0.5322)>
    Rotation: <Euler (x=-3.1038, y=0.0428, z=-0.6178), order='XYZ'>
    Matrix:
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      <Vector (-0.5787, -0.8137, 0.0556, 0.7960)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1513, 0.8390, 0.5068)>
    Rotation: <Euler (x=2.4703, y=0.0059, z=-0.7429), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1337, 0.8193, 0.5278)>
    Rotation: <Euler (x=2.9421, y=0.0404, z=-0.6736), order='XYZ'>
    Matrix:
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      <Vector (-0.6233, -0.7711, -0.1301, 0.8193)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1126, 0.7921, 0.5348)>
    Rotation: <Euler (x=-3.1038, y=0.0455, z=-0.6196), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0971, 0.7711, 0.5338)>
    Rotation: <Euler (x=-3.1038, y=0.0455, z=-0.6196), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1705, 0.8228, 0.5056)>
    Rotation: <Euler (x=2.4706, y=0.0070, z=-0.7409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1549, 0.8052, 0.5243)>
    Rotation: <Euler (x=2.9423, y=0.0408, z=-0.6708), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1374, 0.7827, 0.5300)>
    Rotation: <Euler (x=-3.1041, y=0.0441, z=-0.6262), order='XYZ'>
    Matrix:
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      <Vector (-0.5855, -0.8087, 0.0562, 0.7827)>
      <Vector (-0.0441, -0.0374, -0.9983, 0.5300)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1238, 0.7644, 0.5292)>
    Rotation: <Euler (x=-3.1041, y=0.0441, z=-0.6262), order='XYZ'>
    Matrix:
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      <Vector (-0.0441, -0.0374, -0.9983, 0.5292)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1898, 0.8104, 0.5009)>
    Rotation: <Euler (x=2.4610, y=0.0607, z=-0.6852), order='XYZ'>
    Matrix:
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      <Vector (-0.6317, -0.6259, -0.4574, 0.8104)>
      <Vector (-0.0607, 0.6281, -0.7758, 0.5009)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1765, 0.7924, 0.5190)>
    Rotation: <Euler (x=2.9424, y=0.0493, z=-0.6679), order='XYZ'>
    Matrix:
      <Vector (0.7842, -0.5994, -0.1605, 0.1765)>
      <Vector (-0.6186, -0.7756, -0.1254, 0.7924)>
      <Vector (-0.0493, 0.1976, -0.9790, 0.5190)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1631, 0.7752, 0.5234)>
    Rotation: <Euler (x=-3.1048, y=0.0518, z=-0.6408), order='XYZ'>
    Matrix:
      <Vector (0.8005, -0.5990, -0.0195, 0.1631)>
      <Vector (-0.5970, -0.7999, 0.0604, 0.7752)>
      <Vector (-0.0518, -0.0367, -0.9980, 0.5234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1533, 0.7620, 0.5228)>
    Rotation: <Euler (x=-3.1048, y=0.0518, z=-0.6408), order='XYZ'>
    Matrix:
      <Vector (0.8005, -0.5990, -0.0195, 0.1533)>
      <Vector (-0.5970, -0.7999, 0.0604, 0.7620)>
      <Vector (-0.0518, -0.0367, -0.9980, 0.5228)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0247, 1.2019, 0.1434)>
    Rotation: <Euler (x=1.0015, y=-2.1720, z=1.1106), order='XYZ'>
    Matrix:
      <Vector (-0.2512, -0.7914, 0.5572, -0.0247)>
      <Vector (-0.5068, -0.3829, -0.7724, 1.2019)>
      <Vector (0.8246, -0.4764, -0.3049, 0.1434)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1365, 1.1478, 0.0761)>
    Rotation: <Euler (x=-1.2906, y=-1.3630, z=-1.9555), order='XYZ'>
    Matrix:
      <Vector (-0.0774, -0.0966, 0.9923, -0.1365)>
      <Vector (-0.1912, -0.9754, -0.1099, 1.1478)>
      <Vector (0.9785, -0.1983, 0.0571, 0.0761)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1552, 0.9587, 0.0377)>
    Rotation: <Euler (x=1.5299, y=-0.1721, z=1.4953), order='XYZ'>
    Matrix:
      <Vector (0.0744, -0.0537, 0.9958, -0.1552)>
      <Vector (0.9824, -0.1675, -0.0824, 0.9587)>
      <Vector (0.1712, 0.9844, 0.0403, 0.0377)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1693, 0.9149, 0.2953)>
    Rotation: <Euler (x=1.5893, y=-0.4013, z=1.0252), order='XYZ'>
    Matrix:
      <Vector (0.4777, -0.1868, 0.8584, -0.1693)>
      <Vector (0.7869, -0.3435, -0.5127, 0.9149)>
      <Vector (0.3906, 0.9204, -0.0171, 0.2953)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1564, 0.9169, 0.3401)>
    Rotation: <Euler (x=1.9700, y=0.3989, z=1.0360), order='XYZ'>
    Matrix:
      <Vector (0.4696, 0.5168, 0.7158, -0.1564)>
      <Vector (0.7928, 0.1098, -0.5995, 0.9169)>
      <Vector (-0.3884, 0.8490, -0.3582, 0.3401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1365, 0.9220, 0.3713)>
    Rotation: <Euler (x=1.9520, y=-0.0932, z=0.9621), order='XYZ'>
    Matrix:
      <Vector (0.5693, 0.2558, 0.7813, -0.1365)>
      <Vector (0.8169, -0.2836, -0.5023, 0.9220)>
      <Vector (0.0931, 0.9242, -0.3704, 0.3713)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1283, 0.9126, 0.4016)>
    Rotation: <Euler (x=1.8956, y=-0.2475, z=0.9661), order='XYZ'>
    Matrix:
      <Vector (0.5512, 0.1306, 0.8241, -0.1283)>
      <Vector (0.7976, -0.3724, -0.4745, 0.9126)>
      <Vector (0.2450, 0.9188, -0.3094, 0.4016)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1253, 0.9016, 0.4262)>
    Rotation: <Euler (x=1.8956, y=-0.2475, z=0.9661), order='XYZ'>
    Matrix:
      <Vector (0.5512, 0.1306, 0.8241, -0.1253)>
      <Vector (0.7976, -0.3724, -0.4745, 0.9016)>
      <Vector (0.2450, 0.9188, -0.3094, 0.4262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1742, 0.9043, 0.4129)>
    Rotation: <Euler (x=2.0495, y=-0.3453, z=1.0165), order='XYZ'>
    Matrix:
      <Vector (0.4952, 0.2335, 0.8368, -0.1742)>
      <Vector (0.8001, -0.4979, -0.3346, 0.9043)>
      <Vector (0.3385, 0.8352, -0.4334, 0.4129)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1672, 0.8890, 0.4380)>
    Rotation: <Euler (x=2.5379, y=-0.3986, z=0.9690), order='XYZ'>
    Matrix:
      <Vector (0.5217, 0.5539, 0.6488, -0.1672)>
      <Vector (0.7597, -0.6477, -0.0580, 0.8890)>
      <Vector (0.3882, 0.5232, -0.7587, 0.4380)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1508, 0.8698, 0.4535)>
    Rotation: <Euler (x=2.7919, y=-0.4214, z=0.9227), order='XYZ'>
    Matrix:
      <Vector (0.5509, 0.6644, 0.5051, -0.1508)>
      <Vector (0.7275, -0.6789, 0.0995, 0.8698)>
      <Vector (0.4090, 0.3126, -0.8573, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1355, 0.8545, 0.4608)>
    Rotation: <Euler (x=2.7919, y=-0.4214, z=0.9227), order='XYZ'>
    Matrix:
      <Vector (0.5509, 0.6644, 0.5051, -0.1355)>
      <Vector (0.7275, -0.6789, 0.0995, 0.8545)>
      <Vector (0.4090, 0.3126, -0.8573, 0.4608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1857, 0.8851, 0.4077)>
    Rotation: <Euler (x=2.0494, y=-0.3531, z=1.0168), order='XYZ'>
    Matrix:
      <Vector (0.4936, 0.2301, 0.8387, -0.1857)>
      <Vector (0.7979, -0.5033, -0.3315, 0.8851)>
      <Vector (0.3458, 0.8329, -0.4321, 0.4077)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1784, 0.8689, 0.4342)>
    Rotation: <Euler (x=2.5380, y=-0.4045, z=0.9689), order='XYZ'>
    Matrix:
      <Vector (0.5205, 0.5521, 0.6513, -0.1784)>
      <Vector (0.7578, -0.6503, -0.0544, 0.8689)>
      <Vector (0.3935, 0.5218, -0.7569, 0.4342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1595, 0.8465, 0.4521)>
    Rotation: <Euler (x=2.7892, y=-0.4233, z=0.9294), order='XYZ'>
    Matrix:
      <Vector (0.5455, 0.6672, 0.5072, -0.1595)>
      <Vector (0.7305, -0.6752, 0.1024, 0.8465)>
      <Vector (0.4108, 0.3147, -0.8557, 0.4521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1429, 0.8299, 0.4600)>
    Rotation: <Euler (x=2.7892, y=-0.4233, z=0.9294), order='XYZ'>
    Matrix:
      <Vector (0.5455, 0.6672, 0.5072, -0.1429)>
      <Vector (0.7305, -0.6752, 0.1024, 0.8299)>
      <Vector (0.4108, 0.3147, -0.8557, 0.4600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1972, 0.8647, 0.3984)>
    Rotation: <Euler (x=2.0498, y=-0.3481, z=1.0156), order='XYZ'>
    Matrix:
      <Vector (0.4955, 0.2321, 0.8370, -0.1972)>
      <Vector (0.7988, -0.5002, -0.3342, 0.8647)>
      <Vector (0.3411, 0.8342, -0.4333, 0.3984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1908, 0.8505, 0.4218)>
    Rotation: <Euler (x=2.5400, y=-0.4037, z=0.9635), order='XYZ'>
    Matrix:
      <Vector (0.5247, 0.5502, 0.6495, -0.1908)>
      <Vector (0.7552, -0.6530, -0.0570, 0.8505)>
      <Vector (0.3928, 0.5204, -0.7582, 0.4218)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1755, 0.8324, 0.4362)>
    Rotation: <Euler (x=2.7882, y=-0.4179, z=0.9317), order='XYZ'>
    Matrix:
      <Vector (0.5452, 0.6693, 0.5049, -0.1755)>
      <Vector (0.7335, -0.6724, 0.0992, 0.8324)>
      <Vector (0.4059, 0.3163, -0.8575, 0.4362)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1598, 0.8167, 0.4437)>
    Rotation: <Euler (x=2.7882, y=-0.4179, z=0.9317), order='XYZ'>
    Matrix:
      <Vector (0.5452, 0.6693, 0.5049, -0.1598)>
      <Vector (0.7335, -0.6724, 0.0992, 0.8167)>
      <Vector (0.4059, 0.3163, -0.8575, 0.4437)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2085, 0.8502, 0.3831)>
    Rotation: <Euler (x=2.0495, y=-0.3522, z=1.0165), order='XYZ'>
    Matrix:
      <Vector (0.4940, 0.2305, 0.8383, -0.2085)>
      <Vector (0.7981, -0.5028, -0.3321, 0.8502)>
      <Vector (0.3450, 0.8331, -0.4323, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2025, 0.8369, 0.4049)>
    Rotation: <Euler (x=2.5407, y=-0.4087, z=0.9619), order='XYZ'>
    Matrix:
      <Vector (0.5249, 0.5481, 0.6512, -0.2025)>
      <Vector (0.7527, -0.6561, -0.0545, 0.8369)>
      <Vector (0.3974, 0.5188, -0.7569, 0.4049)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1882, 0.8200, 0.4184)>
    Rotation: <Euler (x=2.7832, y=-0.4169, z=0.9440), order='XYZ'>
    Matrix:
      <Vector (0.5363, 0.6752, 0.5065, -0.1882)>
      <Vector (0.7406, -0.6643, 0.1014, 0.8200)>
      <Vector (0.4049, 0.3207, -0.8563, 0.4184)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1782, 0.8101, 0.4231)>
    Rotation: <Euler (x=2.7832, y=-0.4169, z=0.9440), order='XYZ'>
    Matrix:
      <Vector (0.5363, 0.6752, 0.5065, -0.1782)>
      <Vector (0.7406, -0.6643, 0.1014, 0.8101)>
      <Vector (0.4049, 0.3207, -0.8563, 0.4231)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1834, 0.8105, 0.0798)>
    Rotation: <Euler (x=0.7527, y=-0.0137, z=-2.9600), order='XYZ'>
    Matrix:
      <Vector (-0.9835, 0.1410, -0.1136, 0.1834)>
      <Vector (-0.1806, -0.7161, 0.6742, 0.8105)>
      <Vector (0.0137, 0.6836, 0.7298, 0.0798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2420, 0.5130, 0.3638)>
    Rotation: <Euler (x=-0.3283, y=-0.1630, z=-2.9583), order='XYZ'>
    Matrix:
      <Vector (-0.9702, 0.1211, 0.2098, 0.2420)>
      <Vector (-0.1798, -0.9403, -0.2890, 0.5130)>
      <Vector (0.1622, -0.3181, 0.9341, 0.3638)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2938, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8626, y=-0.1656, z=-3.0099), order='XYZ'>
    Matrix:
      <Vector (-0.9778, 0.2095, 0.0065, 0.2938)>
      <Vector (-0.1295, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1648, 0.7491, 0.6416, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3589)>
    Rotation: <Euler (x=-1.5243, y=-2.8756, z=0.0083), order='XYZ'>
    Matrix:
      <Vector (-0.9648, 0.2622, -0.0205, 0.3305)>
      <Vector (-0.0080, 0.0487, 0.9988, 0.0007)>
      <Vector (0.2629, 0.9638, -0.0449, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3502, 0.0044, 0.4315)>
    Rotation: <Euler (x=-1.5243, y=-2.8756, z=0.0083), order='XYZ'>
    Matrix:
      <Vector (-0.9648, 0.2622, -0.0205, 0.3502)>
      <Vector (-0.0080, 0.0487, 0.9988, 0.0044)>
      <Vector (0.2629, 0.9638, -0.0449, 0.4315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0242, 0.8185, 0.0095)>
    Rotation: <Euler (x=0.3998, y=0.6865, z=2.7495), order='XYZ'>
    Matrix:
      <Vector (-0.7148, -0.5800, -0.3908, -0.0242)>
      <Vector (0.2956, -0.7569, 0.5828, 0.8185)>
      <Vector (-0.6338, 0.3011, 0.7125, 0.0095)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2653, 0.5039, 0.1347)>
    Rotation: <Euler (x=-0.5856, y=0.7491, z=2.6843), order='XYZ'>
    Matrix:
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      <Vector (0.3234, -0.9139, -0.2453, 0.5039)>
      <Vector (-0.6810, -0.4048, 0.6103, 0.1347)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7757, y=0.7953, z=2.9393), order='XYZ'>
    Matrix:
      <Vector (-0.6858, -0.6332, -0.3587, -0.2784)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2428, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6223, -0.7815, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7826, 0.6224, -0.0126, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2428, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6223, -0.7815, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7826, 0.6224, -0.0126, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 36
  Bone: mixamorig:Hips
    Location: <Vector (0.0769, 0.8560, 0.0556)>
    Rotation: <Euler (x=0.2182, y=-0.3512, z=-0.0433), order='XYZ'>
    Matrix:
      <Vector (0.9381, -0.0321, -0.3449, 0.0769)>
      <Vector (-0.0407, 0.9786, -0.2018, 0.8560)>
      <Vector (0.3440, 0.2033, 0.9167, 0.0556)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0750, 0.9319, 0.0697)>
    Rotation: <Euler (x=0.2474, y=-0.3674, z=-0.0346), order='XYZ'>
    Matrix:
      <Vector (0.9327, -0.0544, -0.3565, 0.0750)>
      <Vector (-0.0323, 0.9720, -0.2326, 0.9319)>
      <Vector (0.3592, 0.2285, 0.9049, 0.0697)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0701, 1.0196, 0.0903)>
    Rotation: <Euler (x=0.3782, y=-0.3881, z=-0.0202), order='XYZ'>
    Matrix:
      <Vector (0.9254, -0.1209, -0.3591, 0.0701)>
      <Vector (-0.0187, 0.9320, -0.3621, 1.0196)>
      <Vector (0.3784, 0.3418, 0.8602, 0.0903)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0577, 1.1156, 0.1255)>
    Rotation: <Euler (x=0.5105, y=-0.4088, z=-0.0093), order='XYZ'>
    Matrix:
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      <Vector (-0.0086, 0.8743, -0.4853, 1.1156)>
      <Vector (0.3975, 0.4483, 0.8006, 0.1255)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0361, 1.2170, 0.1775)>
    Rotation: <Euler (x=0.4450, y=-0.3384, z=-0.0176), order='XYZ'>
    Matrix:
      <Vector (0.9431, -0.1270, -0.3071, 0.0361)>
      <Vector (-0.0166, 0.9050, -0.4252, 1.2170)>
      <Vector (0.3320, 0.4061, 0.8514, 0.1775)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0188, 1.3048, 0.2311)>
    Rotation: <Euler (x=0.0415, y=-0.0701, z=-0.0183), order='XYZ'>
    Matrix:
      <Vector (0.9974, 0.0154, -0.0707, 0.0188)>
      <Vector (-0.0183, 0.9990, -0.0402, 1.3048)>
      <Vector (0.0700, 0.0413, 0.9967, 0.2311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0202, 1.5432, 0.2724)>
    Rotation: <Euler (x=0.0415, y=-0.0701, z=-0.0183), order='XYZ'>
    Matrix:
      <Vector (0.9974, 0.0154, -0.0707, 0.0202)>
      <Vector (-0.0183, 0.9990, -0.0402, 1.5432)>
      <Vector (0.0700, 0.0413, 0.9967, 0.2724)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1039, 1.2024, 0.1959)>
    Rotation: <Euler (x=-0.1631, y=2.1499, z=-2.0098), order='XYZ'>
    Matrix:
      <Vector (0.2326, 0.9509, -0.2040, 0.1039)>
      <Vector (0.4954, -0.2964, -0.8166, 1.2024)>
      <Vector (-0.8370, 0.0889, -0.5400, 0.1959)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2382, 1.1606, 0.2084)>
    Rotation: <Euler (x=3.1032, y=0.8496, z=0.4448), order='XYZ'>
    Matrix:
      <Vector (0.5960, 0.4559, -0.6610, 0.2382)>
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      <Vector (-0.7510, 0.0253, -0.6598, 0.2084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3265, 0.9884, 0.2133)>
    Rotation: <Euler (x=2.3271, y=0.1339, z=-0.9961), order='XYZ'>
    Matrix:
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      <Vector (-0.8318, -0.4545, -0.3185, 0.9884)>
      <Vector (-0.1335, 0.7209, -0.6801, 0.2133)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1895, 0.8694, 0.4020)>
    Rotation: <Euler (x=2.0123, y=0.0562, z=-0.7264), order='XYZ'>
    Matrix:
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      <Vector (-0.6631, -0.3532, -0.6600, 0.8694)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1538, 0.8666, 0.4356)>
    Rotation: <Euler (x=2.5246, y=-0.6385, z=-1.0986), order='XYZ'>
    Matrix:
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      <Vector (-0.7151, -0.0639, -0.6961, 0.8666)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1184, 0.8656, 0.4525)>
    Rotation: <Euler (x=2.3721, y=-0.2679, z=-0.8165), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0978, 0.8534, 0.4746)>
    Rotation: <Euler (x=2.2959, y=-0.0978, z=-0.7357), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0866, 0.8417, 0.4929)>
    Rotation: <Euler (x=2.2959, y=-0.0978, z=-0.7357), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1352, 0.8534, 0.5080)>
    Rotation: <Euler (x=2.4687, y=0.0076, z=-0.7407), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1201, 0.8363, 0.5262)>
    Rotation: <Euler (x=2.9406, y=0.0422, z=-0.6720), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1023, 0.8133, 0.5321)>
    Rotation: <Euler (x=-3.1050, y=0.0475, z=-0.6162), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0886, 0.7947, 0.5313)>
    Rotation: <Euler (x=-3.1050, y=0.0475, z=-0.6162), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1526, 0.8378, 0.5057)>
    Rotation: <Euler (x=2.4684, y=0.0104, z=-0.7413), order='XYZ'>
    Matrix:
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      <Vector (-0.6752, -0.5811, -0.4544, 0.8378)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1352, 0.8180, 0.5268)>
    Rotation: <Euler (x=2.9406, y=0.0451, z=-0.6720), order='XYZ'>
    Matrix:
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      <Vector (-0.6219, -0.7724, -0.1287, 0.8180)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1141, 0.7908, 0.5338)>
    Rotation: <Euler (x=-3.1051, y=0.0502, z=-0.6180), order='XYZ'>
    Matrix:
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      <Vector (-0.5787, -0.8134, 0.0588, 0.7908)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0986, 0.7698, 0.5328)>
    Rotation: <Euler (x=-3.1051, y=0.0502, z=-0.6180), order='XYZ'>
    Matrix:
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      <Vector (-0.5787, -0.8134, 0.0588, 0.7698)>
      <Vector (-0.0501, -0.0365, -0.9981, 0.5328)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1718, 0.8217, 0.5044)>
    Rotation: <Euler (x=2.4687, y=0.0115, z=-0.7393), order='XYZ'>
    Matrix:
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      <Vector (-0.6737, -0.5827, -0.4545, 0.8217)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1564, 0.8040, 0.5231)>
    Rotation: <Euler (x=2.9407, y=0.0455, z=-0.6692), order='XYZ'>
    Matrix:
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      <Vector (-0.6197, -0.7742, -0.1288, 0.8040)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1389, 0.7815, 0.5289)>
    Rotation: <Euler (x=-3.1054, y=0.0488, z=-0.6246), order='XYZ'>
    Matrix:
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      <Vector (-0.5841, -0.8096, 0.0579, 0.7815)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1253, 0.7631, 0.5281)>
    Rotation: <Euler (x=-3.1054, y=0.0488, z=-0.6246), order='XYZ'>
    Matrix:
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      <Vector (-0.5841, -0.8096, 0.0579, 0.7631)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1911, 0.8093, 0.4996)>
    Rotation: <Euler (x=2.4594, y=0.0653, z=-0.6836), order='XYZ'>
    Matrix:
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      <Vector (-0.6303, -0.6278, -0.4568, 0.8093)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1779, 0.7912, 0.5177)>
    Rotation: <Euler (x=2.9409, y=0.0539, z=-0.6663), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1645, 0.7740, 0.5222)>
    Rotation: <Euler (x=-3.1062, y=0.0565, z=-0.6392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1548, 0.7608, 0.5216)>
    Rotation: <Euler (x=-3.1062, y=0.0565, z=-0.6392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0251, 1.2019, 0.1432)>
    Rotation: <Euler (x=0.9975, y=-2.1746, z=1.1121), order='XYZ'>
    Matrix:
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      <Vector (-0.5091, -0.3799, -0.7723, 1.2019)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1371, 1.1483, 0.0758)>
    Rotation: <Euler (x=-1.3204, y=-1.3681, z=-1.9283), order='XYZ'>
    Matrix:
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      <Vector (-0.1886, -0.9757, -0.1116, 1.1483)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1564, 0.9591, 0.0380)>
    Rotation: <Euler (x=1.5372, y=-0.1703, z=1.4921), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1687, 0.9156, 0.2957)>
    Rotation: <Euler (x=1.5957, y=-0.3959, z=1.0186), order='XYZ'>
    Matrix:
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      <Vector (0.7855, -0.3413, -0.5162, 0.9156)>
      <Vector (0.3856, 0.9224, -0.0230, 0.2957)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1554, 0.9177, 0.3404)>
    Rotation: <Euler (x=1.9765, y=0.4042, z=1.0344), order='XYZ'>
    Matrix:
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      <Vector (0.7903, 0.1089, -0.6030, 0.9177)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1353, 0.9227, 0.3715)>
    Rotation: <Euler (x=1.9575, y=-0.0874, z=0.9575), order='XYZ'>
    Matrix:
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      <Vector (0.8146, -0.2832, -0.5061, 0.9227)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1268, 0.9133, 0.4017)>
    Rotation: <Euler (x=1.9013, y=-0.2417, z=0.9606), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1237, 0.9024, 0.4263)>
    Rotation: <Euler (x=1.9013, y=-0.2417, z=0.9606), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1727, 0.9052, 0.4134)>
    Rotation: <Euler (x=2.0557, y=-0.3398, z=1.0103), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1656, 0.8900, 0.4385)>
    Rotation: <Euler (x=2.5440, y=-0.3929, z=0.9625), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1492, 0.8707, 0.4539)>
    Rotation: <Euler (x=2.7977, y=-0.4153, z=0.9162), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1338, 0.8553, 0.4610)>
    Rotation: <Euler (x=2.7977, y=-0.4153, z=0.9162), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1843, 0.8860, 0.4083)>
    Rotation: <Euler (x=2.0556, y=-0.3476, z=1.0105), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1769, 0.8698, 0.4348)>
    Rotation: <Euler (x=2.5440, y=-0.3987, z=0.9624), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1579, 0.8474, 0.4526)>
    Rotation: <Euler (x=2.7951, y=-0.4173, z=0.9228), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1413, 0.8308, 0.4604)>
    Rotation: <Euler (x=2.7951, y=-0.4173, z=0.9228), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1960, 0.8657, 0.3991)>
    Rotation: <Euler (x=2.0560, y=-0.3426, z=1.0094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1894, 0.8515, 0.4225)>
    Rotation: <Euler (x=2.5461, y=-0.3979, z=0.9571), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1741, 0.8334, 0.4368)>
    Rotation: <Euler (x=2.7941, y=-0.4120, z=0.9252), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1584, 0.8176, 0.4442)>
    Rotation: <Euler (x=2.7941, y=-0.4120, z=0.9252), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2074, 0.8512, 0.3839)>
    Rotation: <Euler (x=2.0557, y=-0.3467, z=1.0102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2013, 0.8380, 0.4057)>
    Rotation: <Euler (x=2.5468, y=-0.4029, z=0.9554), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1870, 0.8210, 0.4192)>
    Rotation: <Euler (x=2.7892, y=-0.4110, z=0.9375), order='XYZ'>
    Matrix:
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      <Vector (0.7390, -0.6666, 0.0980, 0.8210)>
      <Vector (0.3995, 0.3164, -0.8604, 0.4192)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1770, 0.8110, 0.4238)>
    Rotation: <Euler (x=2.7892, y=-0.4110, z=0.9375), order='XYZ'>
    Matrix:
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      <Vector (0.3995, 0.3164, -0.8604, 0.4238)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1831, 0.8107, 0.0793)>
    Rotation: <Euler (x=0.7524, y=-0.0125, z=-2.9597), order='XYZ'>
    Matrix:
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      <Vector (0.0125, 0.6834, 0.7300, 0.0793)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2415, 0.5130, 0.3632)>
    Rotation: <Euler (x=-0.3267, y=-0.1604, z=-2.9578), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2940, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8628, y=-0.1629, z=-3.0093), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0007, 0.3589)>
    Rotation: <Euler (x=-1.5222, y=-2.8782, z=0.0088), order='XYZ'>
    Matrix:
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      <Vector (-0.0085, 0.0508, 0.9987, 0.0007)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3500, 0.0045, 0.4316)>
    Rotation: <Euler (x=-1.5222, y=-2.8782, z=0.0088), order='XYZ'>
    Matrix:
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      <Vector (-0.0085, 0.0508, 0.9987, 0.0045)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0244, 0.8185, 0.0088)>
    Rotation: <Euler (x=0.4013, y=0.6879, z=2.7504), order='XYZ'>
    Matrix:
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      <Vector (0.2945, -0.7565, 0.5840, 0.8185)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2656, 0.5041, 0.1342)>
    Rotation: <Euler (x=-0.5842, y=0.7498, z=2.6859), order='XYZ'>
    Matrix:
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      <Vector (0.3221, -0.9144, -0.2451, 0.5041)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7757, y=0.7954, z=2.9393), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6222, -0.7816, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7827, 0.6223, -0.0126, 0.0990)>
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Frame: 37
  Bone: mixamorig:Hips
    Location: <Vector (0.0760, 0.8561, 0.0545)>
    Rotation: <Euler (x=0.2163, y=-0.3537, z=-0.0427), order='XYZ'>
    Matrix:
      <Vector (0.9372, -0.0325, -0.3471, 0.0760)>
      <Vector (-0.0401, 0.9790, -0.2000, 0.8561)>
      <Vector (0.3464, 0.2014, 0.9162, 0.0545)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0741, 0.9321, 0.0684)>
    Rotation: <Euler (x=0.2471, y=-0.3695, z=-0.0350), order='XYZ'>
    Matrix:
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      <Vector (-0.0327, 0.9721, -0.2321, 0.9321)>
      <Vector (0.3612, 0.2280, 0.9042, 0.0684)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0692, 1.0198, 0.0890)>
    Rotation: <Euler (x=0.3808, y=-0.3894, z=-0.0221), order='XYZ'>
    Matrix:
      <Vector (0.9249, -0.1206, -0.3605, 0.0692)>
      <Vector (-0.0204, 0.9312, -0.3638, 1.0198)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0568, 1.1157, 0.1244)>
    Rotation: <Euler (x=0.5160, y=-0.4091, z=-0.0126), order='XYZ'>
    Matrix:
      <Vector (0.9174, -0.1853, -0.3522, 0.0568)>
      <Vector (-0.0115, 0.8722, -0.4890, 1.1157)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0353, 1.2168, 0.1769)>
    Rotation: <Euler (x=0.4502, y=-0.3386, z=-0.0209), order='XYZ'>
    Matrix:
      <Vector (0.9430, -0.1257, -0.3081, 0.0353)>
      <Vector (-0.0197, 0.9032, -0.4288, 1.2168)>
      <Vector (0.3322, 0.4105, 0.8492, 0.1769)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0181, 1.3044, 0.2309)>
    Rotation: <Euler (x=0.0461, y=-0.0725, z=-0.0180), order='XYZ'>
    Matrix:
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      <Vector (-0.0179, 0.9988, -0.0448, 1.3044)>
      <Vector (0.0724, 0.0460, 0.9963, 0.2309)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0193, 1.5427, 0.2733)>
    Rotation: <Euler (x=0.0461, y=-0.0725, z=-0.0180), order='XYZ'>
    Matrix:
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      <Vector (-0.0179, 0.9988, -0.0448, 1.5427)>
      <Vector (0.0724, 0.0460, 0.9963, 0.2733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1031, 1.2022, 0.1952)>
    Rotation: <Euler (x=-0.1617, y=2.1549, z=-2.0090), order='XYZ'>
    Matrix:
      <Vector (0.2340, 0.9507, -0.2036, 0.1031)>
      <Vector (0.4993, -0.2972, -0.8139, 1.2022)>
      <Vector (-0.8342, 0.0888, -0.5442, 0.1952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2374, 1.1602, 0.2078)>
    Rotation: <Euler (x=3.1092, y=0.8499, z=0.4491), order='XYZ'>
    Matrix:
      <Vector (0.5946, 0.4558, -0.6623, 0.2374)>
      <Vector (0.2865, -0.8898, -0.3551, 1.1602)>
      <Vector (-0.7512, 0.0213, -0.6597, 0.2078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3256, 0.9880, 0.2119)>
    Rotation: <Euler (x=2.3274, y=0.1386, z=-0.9955), order='XYZ'>
    Matrix:
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      <Vector (-0.8310, -0.4578, -0.3160, 0.9880)>
      <Vector (-0.1382, 0.7202, -0.6799, 0.2119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1891, 0.8682, 0.4004)>
    Rotation: <Euler (x=2.0108, y=0.0592, z=-0.7215), order='XYZ'>
    Matrix:
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      <Vector (-0.6594, -0.3552, -0.6626, 0.8682)>
      <Vector (-0.0592, 0.9032, -0.4252, 0.4004)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1536, 0.8651, 0.4341)>
    Rotation: <Euler (x=2.5214, y=-0.6362, z=-1.0918), order='XYZ'>
    Matrix:
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      <Vector (-0.7138, -0.0687, -0.6969, 0.8651)>
      <Vector (0.5941, 0.4675, -0.6546, 0.4341)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1182, 0.8640, 0.4512)>
    Rotation: <Euler (x=2.3702, y=-0.2650, z=-0.8111), order='XYZ'>
    Matrix:
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      <Vector (-0.6997, -0.3614, -0.6162, 0.8640)>
      <Vector (0.2619, 0.6728, -0.6919, 0.4512)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0978, 0.8516, 0.4733)>
    Rotation: <Euler (x=2.2944, y=-0.0947, z=-0.7307), order='XYZ'>
    Matrix:
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      <Vector (-0.6644, -0.4457, -0.5999, 0.8516)>
      <Vector (0.0946, 0.7461, -0.6591, 0.4733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0867, 0.8399, 0.4916)>
    Rotation: <Euler (x=2.2944, y=-0.0947, z=-0.7307), order='XYZ'>
    Matrix:
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      <Vector (-0.6644, -0.4457, -0.5999, 0.8399)>
      <Vector (0.0946, 0.7461, -0.6591, 0.4916)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1353, 0.8518, 0.5065)>
    Rotation: <Euler (x=2.4672, y=0.0106, z=-0.7358), order='XYZ'>
    Matrix:
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      <Vector (-0.6712, -0.5834, -0.4573, 0.8518)>
      <Vector (-0.0106, 0.6244, -0.7810, 0.5065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1203, 0.8345, 0.5248)>
    Rotation: <Euler (x=2.9393, y=0.0454, z=-0.6671), order='XYZ'>
    Matrix:
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      <Vector (-0.6181, -0.7752, -0.1304, 0.8345)>
      <Vector (-0.0454, 0.2007, -0.9786, 0.5248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1026, 0.8115, 0.5308)>
    Rotation: <Euler (x=-3.1062, y=0.0507, z=-0.6113), order='XYZ'>
    Matrix:
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      <Vector (-0.5732, -0.8174, 0.0580, 0.8115)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0890, 0.7928, 0.5300)>
    Rotation: <Euler (x=-3.1062, y=0.0507, z=-0.6113), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1527, 0.8363, 0.5042)>
    Rotation: <Euler (x=2.4668, y=0.0134, z=-0.7364), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1354, 0.8164, 0.5253)>
    Rotation: <Euler (x=2.9392, y=0.0482, z=-0.6672), order='XYZ'>
    Matrix:
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      <Vector (-0.6181, -0.7755, -0.1287, 0.8164)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1145, 0.7891, 0.5323)>
    Rotation: <Euler (x=-3.1063, y=0.0534, z=-0.6131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0992, 0.7680, 0.5314)>
    Rotation: <Euler (x=-3.1063, y=0.0534, z=-0.6131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1720, 0.8202, 0.5028)>
    Rotation: <Euler (x=2.4672, y=0.0145, z=-0.7344), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1567, 0.8025, 0.5215)>
    Rotation: <Euler (x=2.9394, y=0.0486, z=-0.6643), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1393, 0.7799, 0.5274)>
    Rotation: <Euler (x=-3.1066, y=0.0520, z=-0.6198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1258, 0.7614, 0.5266)>
    Rotation: <Euler (x=-3.1066, y=0.0520, z=-0.6198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1913, 0.8080, 0.4979)>
    Rotation: <Euler (x=2.4580, y=0.0685, z=-0.6788), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1783, 0.7898, 0.5161)>
    Rotation: <Euler (x=2.9396, y=0.0571, z=-0.6615), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1650, 0.7725, 0.5206)>
    Rotation: <Euler (x=-3.1074, y=0.0596, z=-0.6344), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1553, 0.7593, 0.5200)>
    Rotation: <Euler (x=-3.1074, y=0.0596, z=-0.6344), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0259, 1.2021, 0.1425)>
    Rotation: <Euler (x=0.9926, y=-2.1793, z=1.1135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1380, 1.1491, 0.0748)>
    Rotation: <Euler (x=-1.3504, y=-1.3725, z=-1.9026), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1584, 0.9598, 0.0376)>
    Rotation: <Euler (x=1.5442, y=-0.1695, z=1.4872), order='XYZ'>
    Matrix:
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      <Vector (0.9822, -0.1658, -0.0879, 0.9598)>
      <Vector (0.1687, 0.9853, 0.0262, 0.0376)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1690, 0.9165, 0.2954)>
    Rotation: <Euler (x=1.6001, y=-0.3913, z=1.0163), order='XYZ'>
    Matrix:
      <Vector (0.4867, -0.1758, 0.8557, -0.1690)>
      <Vector (0.7859, -0.3396, -0.5167, 0.9165)>
      <Vector (0.3814, 0.9240, -0.0271, 0.2954)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1555, 0.9186, 0.3400)>
    Rotation: <Euler (x=1.9810, y=0.4087, z=1.0357), order='XYZ'>
    Matrix:
      <Vector (0.4679, 0.5289, 0.7080, -0.1555)>
      <Vector (0.7894, 0.1101, -0.6040, 0.9186)>
      <Vector (-0.3974, 0.8415, -0.3660, 0.3400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1352, 0.9237, 0.3710)>
    Rotation: <Euler (x=1.9614, y=-0.0827, z=0.9567), order='XYZ'>
    Matrix:
      <Vector (0.5743, 0.2671, 0.7739, -0.1352)>
      <Vector (0.8145, -0.2818, -0.5072, 0.9237)>
      <Vector (0.0826, 0.9215, -0.3794, 0.3710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1265, 0.9143, 0.4012)>
    Rotation: <Euler (x=1.9052, y=-0.2369, z=0.9592), order='XYZ'>
    Matrix:
      <Vector (0.5582, 0.1414, 0.8176, -0.1265)>
      <Vector (0.7958, -0.3700, -0.4793, 0.9143)>
      <Vector (0.2347, 0.9182, -0.3191, 0.4012)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1233, 0.9035, 0.4258)>
    Rotation: <Euler (x=1.9052, y=-0.2369, z=0.9592), order='XYZ'>
    Matrix:
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      <Vector (0.7958, -0.3700, -0.4793, 0.9035)>
      <Vector (0.2347, 0.9182, -0.3191, 0.4258)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1723, 0.9063, 0.4131)>
    Rotation: <Euler (x=2.0600, y=-0.3353, z=1.0084), order='XYZ'>
    Matrix:
      <Vector (0.5035, 0.2427, 0.8292, -0.1723)>
      <Vector (0.7989, -0.4963, -0.3399, 0.9063)>
      <Vector (0.3290, 0.8336, -0.4437, 0.4131)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1651, 0.8911, 0.4382)>
    Rotation: <Euler (x=2.5481, y=-0.3881, z=0.9604), order='XYZ'>
    Matrix:
      <Vector (0.5305, 0.5580, 0.6381, -0.1651)>
      <Vector (0.7585, -0.6486, -0.0635, 0.8911)>
      <Vector (0.3785, 0.5177, -0.7673, 0.4382)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1486, 0.8718, 0.4535)>
    Rotation: <Euler (x=2.8016, y=-0.4104, z=0.9141), order='XYZ'>
    Matrix:
      <Vector (0.5598, 0.6655, 0.4937, -0.1486)>
      <Vector (0.7262, -0.6809, 0.0943, 0.8718)>
      <Vector (0.3990, 0.3058, -0.8645, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1332, 0.8565, 0.4606)>
    Rotation: <Euler (x=2.8016, y=-0.4104, z=0.9141), order='XYZ'>
    Matrix:
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      <Vector (0.7262, -0.6809, 0.0943, 0.8565)>
      <Vector (0.3990, 0.3058, -0.8645, 0.4606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1840, 0.8871, 0.4081)>
    Rotation: <Euler (x=2.0599, y=-0.3431, z=1.0086), order='XYZ'>
    Matrix:
      <Vector (0.5020, 0.2392, 0.8311, -0.1840)>
      <Vector (0.7968, -0.5017, -0.3369, 0.8871)>
      <Vector (0.3364, 0.8313, -0.4425, 0.4081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1765, 0.8710, 0.4346)>
    Rotation: <Euler (x=2.5481, y=-0.3939, z=0.9603), order='XYZ'>
    Matrix:
      <Vector (0.5294, 0.5562, 0.6406, -0.1765)>
      <Vector (0.7566, -0.6511, -0.0599, 0.8710)>
      <Vector (0.3838, 0.5164, -0.7655, 0.4346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1574, 0.8486, 0.4524)>
    Rotation: <Euler (x=2.7990, y=-0.4124, z=0.9207), order='XYZ'>
    Matrix:
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      <Vector (0.7293, -0.6773, 0.0972, 0.8486)>
      <Vector (0.4008, 0.3077, -0.8629, 0.4524)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1408, 0.8320, 0.4600)>
    Rotation: <Euler (x=2.7990, y=-0.4124, z=0.9207), order='XYZ'>
    Matrix:
      <Vector (0.5545, 0.6683, 0.4959, -0.1408)>
      <Vector (0.7293, -0.6773, 0.0972, 0.8320)>
      <Vector (0.4008, 0.3077, -0.8629, 0.4600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1958, 0.8667, 0.3991)>
    Rotation: <Euler (x=2.0603, y=-0.3380, z=1.0074), order='XYZ'>
    Matrix:
      <Vector (0.5038, 0.2412, 0.8294, -0.1958)>
      <Vector (0.7976, -0.4985, -0.3395, 0.8667)>
      <Vector (0.3316, 0.8326, -0.4436, 0.3991)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1891, 0.8526, 0.4224)>
    Rotation: <Euler (x=2.5502, y=-0.3931, z=0.9550), order='XYZ'>
    Matrix:
      <Vector (0.5336, 0.5543, 0.6388, -0.1891)>
      <Vector (0.7540, -0.6539, -0.0625, 0.8526)>
      <Vector (0.3831, 0.5150, -0.7668, 0.4224)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1737, 0.8345, 0.4367)>
    Rotation: <Euler (x=2.7981, y=-0.4071, z=0.9231), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.6704, 0.4935, -0.1737)>
      <Vector (0.7323, -0.6745, 0.0941, 0.8345)>
      <Vector (0.3959, 0.3093, -0.8646, 0.4367)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1579, 0.8188, 0.4440)>
    Rotation: <Euler (x=2.7981, y=-0.4071, z=0.9231), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.6704, 0.4935, -0.1579)>
      <Vector (0.7323, -0.6745, 0.0941, 0.8188)>
      <Vector (0.3959, 0.3093, -0.8646, 0.4440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2073, 0.8522, 0.3839)>
    Rotation: <Euler (x=2.0600, y=-0.3421, z=1.0083), order='XYZ'>
    Matrix:
      <Vector (0.5024, 0.2396, 0.8308, -0.2073)>
      <Vector (0.7969, -0.5011, -0.3374, 0.8522)>
      <Vector (0.3355, 0.8315, -0.4427, 0.3839)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2011, 0.8390, 0.4057)>
    Rotation: <Euler (x=2.5509, y=-0.3981, z=0.9532), order='XYZ'>
    Matrix:
      <Vector (0.5338, 0.5521, 0.6405, -0.2011)>
      <Vector (0.7515, -0.6570, -0.0600, 0.8390)>
      <Vector (0.3877, 0.5134, -0.7656, 0.4057)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1866, 0.8221, 0.4191)>
    Rotation: <Euler (x=2.7932, y=-0.4061, z=0.9354), order='XYZ'>
    Matrix:
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      <Vector (0.7394, -0.6664, 0.0962, 0.8221)>
      <Vector (0.3951, 0.3136, -0.8635, 0.4191)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1766, 0.8121, 0.4237)>
    Rotation: <Euler (x=2.7932, y=-0.4061, z=0.9354), order='XYZ'>
    Matrix:
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      <Vector (0.7394, -0.6664, 0.0962, 0.8121)>
      <Vector (0.3951, 0.3136, -0.8635, 0.4237)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1822, 0.8109, 0.0785)>
    Rotation: <Euler (x=0.7520, y=-0.0123, z=-2.9585), order='XYZ'>
    Matrix:
      <Vector (-0.9832, 0.1412, -0.1156, 0.1822)>
      <Vector (-0.1821, -0.7166, 0.6733, 0.8109)>
      <Vector (0.0123, 0.6831, 0.7302, 0.0785)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2408, 0.5132, 0.3623)>
    Rotation: <Euler (x=-0.3244, y=-0.1574, z=-2.9569), order='XYZ'>
    Matrix:
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      <Vector (-0.1814, -0.9409, -0.2860, 0.5132)>
      <Vector (0.1567, -0.3148, 0.9361, 0.3623)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2943, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8632, y=-0.1597, z=-3.0089), order='XYZ'>
    Matrix:
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      <Vector (-0.1306, -0.6283, 0.7669, 0.1107)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0006, 0.3590)>
    Rotation: <Euler (x=-1.5194, y=-2.8814, z=0.0090), order='XYZ'>
    Matrix:
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      <Vector (-0.0087, 0.0537, 0.9985, 0.0006)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3496, 0.0047, 0.4317)>
    Rotation: <Euler (x=-1.5194, y=-2.8814, z=0.0090), order='XYZ'>
    Matrix:
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      <Vector (-0.0087, 0.0537, 0.9985, 0.0047)>
      <Vector (0.2573, 0.9651, -0.0496, 0.4317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0252, 0.8186, 0.0075)>
    Rotation: <Euler (x=0.4044, y=0.6894, z=2.7531), order='XYZ'>
    Matrix:
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      <Vector (0.2923, -0.7560, 0.5857, 0.8186)>
      <Vector (-0.6361, 0.3036, 0.7094, 0.0075)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2662, 0.5044, 0.1337)>
    Rotation: <Euler (x=-0.5827, y=0.7508, z=2.6884), order='XYZ'>
    Matrix:
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      <Vector (0.3201, -0.9151, -0.2453, 0.5044)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7756, y=0.7957, z=2.9392), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2424, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2424, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 38
  Bone: mixamorig:Hips
    Location: <Vector (0.0745, 0.8563, 0.0529)>
    Rotation: <Euler (x=0.2145, y=-0.3558, z=-0.0423), order='XYZ'>
    Matrix:
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      <Vector (-0.0397, 0.9794, -0.1982, 0.8563)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0726, 0.9323, 0.0667)>
    Rotation: <Euler (x=0.2471, y=-0.3712, z=-0.0364), order='XYZ'>
    Matrix:
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      <Vector (-0.0339, 0.9722, -0.2317, 0.9323)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0678, 1.0200, 0.0873)>
    Rotation: <Euler (x=0.3841, y=-0.3901, z=-0.0251), order='XYZ'>
    Matrix:
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      <Vector (-0.0232, 0.9304, -0.3657, 1.0200)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0555, 1.1159, 0.1230)>
    Rotation: <Euler (x=0.5224, y=-0.4088, z=-0.0172), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0343, 1.2167, 0.1760)>
    Rotation: <Euler (x=0.4566, y=-0.3384, z=-0.0253), order='XYZ'>
    Matrix:
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      <Vector (-0.0239, 0.9010, -0.4333, 1.2167)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0173, 1.3040, 0.2306)>
    Rotation: <Euler (x=0.0514, y=-0.0755, z=-0.0170), order='XYZ'>
    Matrix:
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      <Vector (-0.0170, 0.9986, -0.0500, 1.3040)>
      <Vector (0.0754, 0.0512, 0.9958, 0.2306)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0180, 1.5420, 0.2742)>
    Rotation: <Euler (x=0.0514, y=-0.0755, z=-0.0170), order='XYZ'>
    Matrix:
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      <Vector (-0.0170, 0.9986, -0.0500, 1.5420)>
      <Vector (0.0754, 0.0512, 0.9958, 0.2742)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1020, 1.2018, 0.1943)>
    Rotation: <Euler (x=-0.1617, y=2.1610, z=-2.0096), order='XYZ'>
    Matrix:
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      <Vector (0.5038, -0.2982, -0.8107, 1.2018)>
      <Vector (-0.8309, 0.0896, -0.5492, 0.1943)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2363, 1.1597, 0.2069)>
    Rotation: <Euler (x=3.1160, y=0.8497, z=0.4524), order='XYZ'>
    Matrix:
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      <Vector (0.2886, -0.8907, -0.3513, 1.1597)>
      <Vector (-0.7511, 0.0169, -0.6600, 0.2069)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3242, 0.9873, 0.2102)>
    Rotation: <Euler (x=2.3282, y=0.1436, z=-0.9966), order='XYZ'>
    Matrix:
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      <Vector (-0.8310, -0.4605, -0.3121, 0.9873)>
      <Vector (-0.1431, 0.7191, -0.6800, 0.2102)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1880, 0.8668, 0.3984)>
    Rotation: <Euler (x=2.0105, y=0.0609, z=-0.7153), order='XYZ'>
    Matrix:
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      <Vector (-0.6546, -0.3574, -0.6661, 0.8668)>
      <Vector (-0.0608, 0.9032, -0.4248, 0.3984)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1525, 0.8635, 0.4322)>
    Rotation: <Euler (x=2.5203, y=-0.6347, z=-1.0848), order='XYZ'>
    Matrix:
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      <Vector (-0.7120, -0.0746, -0.6982, 0.8635)>
      <Vector (0.5930, 0.4687, -0.6548, 0.4322)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1172, 0.8621, 0.4493)>
    Rotation: <Euler (x=2.3697, y=-0.2634, z=-0.8047), order='XYZ'>
    Matrix:
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      <Vector (-0.6958, -0.3660, -0.6180, 0.8621)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0968, 0.8496, 0.4714)>
    Rotation: <Euler (x=2.2940, y=-0.0931, z=-0.7244), order='XYZ'>
    Matrix:
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      <Vector (0.0930, 0.7464, -0.6589, 0.4714)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0858, 0.8378, 0.4898)>
    Rotation: <Euler (x=2.2940, y=-0.0931, z=-0.7244), order='XYZ'>
    Matrix:
      <Vector (0.7457, -0.4907, -0.4507, 0.0858)>
      <Vector (-0.6598, -0.4495, -0.6022, 0.8378)>
      <Vector (0.0930, 0.7464, -0.6589, 0.4898)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1344, 0.8500, 0.5046)>
    Rotation: <Euler (x=2.4668, y=0.0122, z=-0.7295), order='XYZ'>
    Matrix:
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      <Vector (-0.6665, -0.5872, -0.4594, 0.8500)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1195, 0.8326, 0.5229)>
    Rotation: <Euler (x=2.9390, y=0.0471, z=-0.6609), order='XYZ'>
    Matrix:
      <Vector (0.7886, -0.5938, -0.1599, 0.1195)>
      <Vector (-0.6131, -0.7791, -0.1306, 0.8326)>
      <Vector (-0.0470, 0.2010, -0.9785, 0.5229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1020, 0.8095, 0.5289)>
    Rotation: <Euler (x=-3.1064, y=0.0524, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8213, -0.5700, -0.0230, 0.1020)>
      <Vector (-0.5680, -0.8209, 0.0587, 0.8095)>
      <Vector (-0.0523, -0.0352, -0.9980, 0.5289)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0885, 0.7907, 0.5281)>
    Rotation: <Euler (x=-3.1064, y=0.0524, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8213, -0.5700, -0.0230, 0.0885)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1519, 0.8346, 0.5023)>
    Rotation: <Euler (x=2.4665, y=0.0151, z=-0.7301), order='XYZ'>
    Matrix:
      <Vector (0.7450, -0.5136, -0.4256, 0.1519)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1348, 0.8145, 0.5234)>
    Rotation: <Euler (x=2.9390, y=0.0499, z=-0.6609), order='XYZ'>
    Matrix:
      <Vector (0.7884, -0.5934, -0.1621, 0.1348)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1140, 0.7871, 0.5304)>
    Rotation: <Euler (x=-3.1064, y=0.0551, z=-0.6069), order='XYZ'>
    Matrix:
      <Vector (0.8202, -0.5715, -0.0251, 0.1140)>
      <Vector (-0.5694, -0.8198, 0.0602, 0.7871)>
      <Vector (-0.0550, -0.0351, -0.9979, 0.5304)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0988, 0.7659, 0.5295)>
    Rotation: <Euler (x=-3.1064, y=0.0551, z=-0.6069), order='XYZ'>
    Matrix:
      <Vector (0.8202, -0.5715, -0.0251, 0.0988)>
      <Vector (-0.5694, -0.8198, 0.0602, 0.7659)>
      <Vector (-0.0550, -0.0351, -0.9979, 0.5295)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1713, 0.8186, 0.5008)>
    Rotation: <Euler (x=2.4668, y=0.0162, z=-0.7281), order='XYZ'>
    Matrix:
      <Vector (0.7463, -0.5121, -0.4252, 0.1713)>
      <Vector (-0.6654, -0.5896, -0.4579, 0.8186)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1561, 0.8008, 0.5195)>
    Rotation: <Euler (x=2.9391, y=0.0503, z=-0.6581), order='XYZ'>
    Matrix:
      <Vector (0.7902, -0.5911, -0.1619, 0.1561)>
      <Vector (-0.6108, -0.7812, -0.1290, 0.8008)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1389, 0.7781, 0.5254)>
    Rotation: <Euler (x=-3.1068, y=0.0537, z=-0.6135), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5769, -0.0238, 0.1389)>
      <Vector (-0.5749, -0.8161, 0.0593, 0.7781)>
      <Vector (-0.0537, -0.0347, -0.9980, 0.5254)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1255, 0.7595, 0.5246)>
    Rotation: <Euler (x=-3.1068, y=0.0537, z=-0.6135), order='XYZ'>
    Matrix:
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      <Vector (-0.5749, -0.8161, 0.0593, 0.7595)>
      <Vector (-0.0537, -0.0347, -0.9980, 0.5246)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1907, 0.8065, 0.4959)>
    Rotation: <Euler (x=2.4577, y=0.0701, z=-0.6726), order='XYZ'>
    Matrix:
      <Vector (0.7803, -0.4483, -0.4361, 0.1907)>
      <Vector (-0.6215, -0.6339, -0.4604, 0.8065)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1778, 0.7883, 0.5141)>
    Rotation: <Euler (x=2.9393, y=0.0588, z=-0.6552), order='XYZ'>
    Matrix:
      <Vector (0.7915, -0.5876, -0.1680, 0.1778)>
      <Vector (-0.6083, -0.7839, -0.1242, 0.7883)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1646, 0.7709, 0.5185)>
    Rotation: <Euler (x=-3.1076, y=0.0613, z=-0.6281), order='XYZ'>
    Matrix:
      <Vector (0.8076, -0.5890, -0.0296, 0.1646)>
      <Vector (-0.5865, -0.8074, 0.0635, 0.7709)>
      <Vector (-0.0613, -0.0339, -0.9975, 0.5185)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1550, 0.7576, 0.5180)>
    Rotation: <Euler (x=-3.1076, y=0.0613, z=-0.6281), order='XYZ'>
    Matrix:
      <Vector (0.8076, -0.5890, -0.0296, 0.1550)>
      <Vector (-0.5865, -0.8074, 0.0635, 0.7576)>
      <Vector (-0.0613, -0.0339, -0.9975, 0.5180)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0270, 1.2023, 0.1415)>
    Rotation: <Euler (x=0.9866, y=-2.1845, z=1.1151), order='XYZ'>
    Matrix:
      <Vector (-0.2534, -0.7954, 0.5506, -0.0270)>
      <Vector (-0.5171, -0.3697, -0.7720, 1.2023)>
      <Vector (0.8175, -0.4803, -0.3176, 0.1415)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1393, 1.1501, 0.0737)>
    Rotation: <Euler (x=-1.3813, y=-1.3755, z=-1.8767), order='XYZ'>
    Matrix:
      <Vector (-0.0584, -0.1105, 0.9922, -0.1393)>
      <Vector (-0.1851, -0.9754, -0.1196, 1.1501)>
      <Vector (0.9810, -0.1906, 0.0366, 0.0737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1608, 0.9609, 0.0367)>
    Rotation: <Euler (x=1.5508, y=-0.1700, z=1.4818), order='XYZ'>
    Matrix:
      <Vector (0.0876, -0.0350, 0.9955, -0.1608)>
      <Vector (0.9817, -0.1667, -0.0923, 0.9609)>
      <Vector (0.1692, 0.9854, 0.0197, 0.0367)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1699, 0.9173, 0.2946)>
    Rotation: <Euler (x=1.6034, y=-0.3883, z=1.0180), order='XYZ'>
    Matrix:
      <Vector (0.4860, -0.1709, 0.8571, -0.1699)>
      <Vector (0.7877, -0.3391, -0.5143, 0.9173)>
      <Vector (0.3786, 0.9251, -0.0302, 0.2946)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1562, 0.9195, 0.3392)>
    Rotation: <Euler (x=1.9844, y=0.4117, z=1.0399), order='XYZ'>
    Matrix:
      <Vector (0.4640, 0.5321, 0.7082, -0.1562)>
      <Vector (0.7903, 0.1125, -0.6023, 0.9195)>
      <Vector (-0.4002, 0.8392, -0.3683, 0.3392)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1358, 0.9247, 0.3700)>
    Rotation: <Euler (x=1.9642, y=-0.0794, z=0.9593), order='XYZ'>
    Matrix:
      <Vector (0.5723, 0.2718, 0.7737, -0.1358)>
      <Vector (0.8162, -0.2801, -0.5053, 0.9247)>
      <Vector (0.0794, 0.9207, -0.3821, 0.3700)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1270, 0.9154, 0.4001)>
    Rotation: <Euler (x=1.9082, y=-0.2337, z=0.9614), order='XYZ'>
    Matrix:
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      <Vector (0.7977, -0.3686, -0.4773, 0.9154)>
      <Vector (0.2316, 0.9180, -0.3220, 0.4001)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1236, 0.9046, 0.4248)>
    Rotation: <Euler (x=1.9082, y=-0.2337, z=0.9614), order='XYZ'>
    Matrix:
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      <Vector (0.7977, -0.3686, -0.4773, 0.9046)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1727, 0.9072, 0.4123)>
    Rotation: <Euler (x=2.0632, y=-0.3322, z=1.0102), order='XYZ'>
    Matrix:
      <Vector (0.5026, 0.2476, 0.8283, -0.1727)>
      <Vector (0.8007, -0.4947, -0.3379, 0.9072)>
      <Vector (0.3261, 0.8330, -0.4469, 0.4123)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1653, 0.8921, 0.4374)>
    Rotation: <Euler (x=2.5512, y=-0.3849, z=0.9622), order='XYZ'>
    Matrix:
      <Vector (0.5299, 0.5620, 0.6351, -0.1653)>
      <Vector (0.7604, -0.6464, -0.0624, 0.8921)>
      <Vector (0.3755, 0.5160, -0.7699, 0.4374)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1487, 0.8728, 0.4527)>
    Rotation: <Euler (x=2.8046, y=-0.4071, z=0.9158), order='XYZ'>
    Matrix:
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      <Vector (0.7283, -0.6787, 0.0949, 0.8728)>
      <Vector (0.3959, 0.3037, -0.8666, 0.4527)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1332, 0.8576, 0.4597)>
    Rotation: <Euler (x=2.8046, y=-0.4071, z=0.9158), order='XYZ'>
    Matrix:
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      <Vector (0.7283, -0.6787, 0.0949, 0.8576)>
      <Vector (0.3959, 0.3037, -0.8666, 0.4597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1844, 0.8880, 0.4074)>
    Rotation: <Euler (x=2.0631, y=-0.3400, z=1.0104), order='XYZ'>
    Matrix:
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      <Vector (0.7986, -0.5001, -0.3349, 0.8880)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1766, 0.8719, 0.4339)>
    Rotation: <Euler (x=2.5512, y=-0.3907, z=0.9620), order='XYZ'>
    Matrix:
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      <Vector (0.7585, -0.6490, -0.0588, 0.8719)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1574, 0.8496, 0.4516)>
    Rotation: <Euler (x=2.8020, y=-0.4091, z=0.9224), order='XYZ'>
    Matrix:
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      <Vector (0.7313, -0.6750, 0.0978, 0.8496)>
      <Vector (0.3978, 0.3056, -0.8651, 0.4516)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1407, 0.8330, 0.4592)>
    Rotation: <Euler (x=2.8020, y=-0.4091, z=0.9224), order='XYZ'>
    Matrix:
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      <Vector (0.7313, -0.6750, 0.0978, 0.8330)>
      <Vector (0.3978, 0.3056, -0.8651, 0.4592)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1961, 0.8676, 0.3984)>
    Rotation: <Euler (x=2.0635, y=-0.3349, z=1.0093), order='XYZ'>
    Matrix:
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      <Vector (0.7994, -0.4970, -0.3376, 0.8676)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1892, 0.8535, 0.4217)>
    Rotation: <Euler (x=2.5532, y=-0.3899, z=0.9567), order='XYZ'>
    Matrix:
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      <Vector (0.7560, -0.6517, -0.0614, 0.8535)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1737, 0.8355, 0.4360)>
    Rotation: <Euler (x=2.8010, y=-0.4037, z=0.9248), order='XYZ'>
    Matrix:
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      <Vector (0.7343, -0.6722, 0.0946, 0.8355)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1579, 0.8198, 0.4432)>
    Rotation: <Euler (x=2.8010, y=-0.4037, z=0.9248), order='XYZ'>
    Matrix:
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      <Vector (0.7343, -0.6722, 0.0946, 0.8198)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2076, 0.8530, 0.3833)>
    Rotation: <Euler (x=2.0632, y=-0.3390, z=1.0101), order='XYZ'>
    Matrix:
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      <Vector (0.7987, -0.4996, -0.3355, 0.8530)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2013, 0.8399, 0.4051)>
    Rotation: <Euler (x=2.5539, y=-0.3949, z=0.9550), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1867, 0.8230, 0.4185)>
    Rotation: <Euler (x=2.7962, y=-0.4028, z=0.9371), order='XYZ'>
    Matrix:
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      <Vector (0.7414, -0.6641, 0.0968, 0.8230)>
      <Vector (0.3920, 0.3115, -0.8656, 0.4185)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1767, 0.8131, 0.4230)>
    Rotation: <Euler (x=2.7962, y=-0.4028, z=0.9371), order='XYZ'>
    Matrix:
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      <Vector (0.7414, -0.6641, 0.0968, 0.8131)>
      <Vector (0.3920, 0.3115, -0.8656, 0.4230)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1806, 0.8111, 0.0772)>
    Rotation: <Euler (x=0.7519, y=-0.0123, z=-2.9568), order='XYZ'>
    Matrix:
      <Vector (-0.9829, 0.1425, -0.1167, 0.1806)>
      <Vector (-0.1838, -0.7164, 0.6731, 0.8111)>
      <Vector (0.0123, 0.6830, 0.7303, 0.0772)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2398, 0.5134, 0.3610)>
    Rotation: <Euler (x=-0.3210, y=-0.1550, z=-2.9552), order='XYZ'>
    Matrix:
      <Vector (-0.9709, 0.1280, 0.2024, 0.2398)>
      <Vector (-0.1831, -0.9415, -0.2829, 0.5134)>
      <Vector (0.1543, -0.3118, 0.9375, 0.3610)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2946, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8636, y=-0.1573, z=-3.0094), order='XYZ'>
    Matrix:
      <Vector (-0.9790, 0.2037, 0.0007, 0.2946)>
      <Vector (-0.1302, -0.6284, 0.7669, 0.1107)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0007, 0.3591)>
    Rotation: <Euler (x=-1.5174, y=-2.8837, z=0.0085), order='XYZ'>
    Matrix:
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      <Vector (-0.0082, 0.0555, 0.9984, 0.0007)>
      <Vector (0.2550, 0.9656, -0.0516, 0.3591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3494, 0.0048, 0.4318)>
    Rotation: <Euler (x=-1.5174, y=-2.8837, z=0.0085), order='XYZ'>
    Matrix:
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      <Vector (-0.0082, 0.0555, 0.9984, 0.0048)>
      <Vector (0.2550, 0.9656, -0.0516, 0.4318)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0266, 0.8187, 0.0058)>
    Rotation: <Euler (x=0.4085, y=0.6899, z=2.7567), order='XYZ'>
    Matrix:
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      <Vector (0.2896, -0.7556, 0.5875, 0.8187)>
      <Vector (-0.6365, 0.3064, 0.7079, 0.0058)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2672, 0.5047, 0.1331)>
    Rotation: <Euler (x=-0.5810, y=0.7516, z=2.6919), order='XYZ'>
    Matrix:
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      <Vector (0.3176, -0.9157, -0.2462, 0.5047)>
      <Vector (-0.6828, -0.4010, 0.6107, 0.1331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7756, y=0.7956, z=2.9392), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7828, 0.6222, -0.0125, 0.0990)>
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Frame: 39
  Bone: mixamorig:Hips
    Location: <Vector (0.0726, 0.8566, 0.0509)>
    Rotation: <Euler (x=0.2136, y=-0.3566, z=-0.0423), order='XYZ'>
    Matrix:
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      <Vector (-0.0396, 0.9795, -0.1974, 0.8566)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0707, 0.9326, 0.0646)>
    Rotation: <Euler (x=0.2480, y=-0.3716, z=-0.0385), order='XYZ'>
    Matrix:
      <Vector (0.9310, -0.0518, -0.3612, 0.0707)>
      <Vector (-0.0359, 0.9721, -0.2317, 0.9326)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0660, 1.0203, 0.0852)>
    Rotation: <Euler (x=0.3876, y=-0.3897, z=-0.0291), order='XYZ'>
    Matrix:
      <Vector (0.9246, -0.1165, -0.3626, 0.0660)>
      <Vector (-0.0270, 0.9296, -0.3675, 1.0203)>
      <Vector (0.3799, 0.3496, 0.8564, 0.0852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0540, 1.1160, 0.1213)>
    Rotation: <Euler (x=0.5285, y=-0.4073, z=-0.0232), order='XYZ'>
    Matrix:
      <Vector (0.9180, -0.1797, -0.3537, 0.0540)>
      <Vector (-0.0213, 0.8679, -0.4962, 1.1160)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0332, 1.2167, 0.1749)>
    Rotation: <Euler (x=0.4628, y=-0.3373, z=-0.0306), order='XYZ'>
    Matrix:
      <Vector (0.9432, -0.1203, -0.3097, 0.0332)>
      <Vector (-0.0289, 0.8989, -0.4372, 1.2167)>
      <Vector (0.3310, 0.4213, 0.8444, 0.1749)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0165, 1.3037, 0.2300)>
    Rotation: <Euler (x=0.0573, y=-0.0773, z=-0.0168), order='XYZ'>
    Matrix:
      <Vector (0.9969, 0.0123, -0.0781, 0.0165)>
      <Vector (-0.0167, 0.9983, -0.0560, 1.3037)>
      <Vector (0.0772, 0.0571, 0.9954, 0.2300)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0170, 1.5414, 0.2750)>
    Rotation: <Euler (x=0.0573, y=-0.0773, z=-0.0168), order='XYZ'>
    Matrix:
      <Vector (0.9969, 0.0123, -0.0781, 0.0170)>
      <Vector (-0.0167, 0.9983, -0.0560, 1.5414)>
      <Vector (0.0772, 0.0571, 0.9954, 0.2750)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1009, 1.2014, 0.1930)>
    Rotation: <Euler (x=-0.1612, y=2.1666, z=-2.0109), order='XYZ'>
    Matrix:
      <Vector (0.2391, 0.9496, -0.2029, 0.1009)>
      <Vector (0.5077, -0.3003, -0.8075, 1.2014)>
      <Vector (-0.8277, 0.0901, -0.5539, 0.1930)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2351, 1.1590, 0.2057)>
    Rotation: <Euler (x=3.1232, y=0.8499, z=0.4548), order='XYZ'>
    Matrix:
      <Vector (0.5930, 0.4516, -0.6667, 0.2351)>
      <Vector (0.2899, -0.8921, -0.3465, 1.1590)>
      <Vector (-0.7512, 0.0121, -0.6599, 0.2057)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3225, 0.9863, 0.2081)>
    Rotation: <Euler (x=2.3286, y=0.1481, z=-0.9998), order='XYZ'>
    Matrix:
      <Vector (0.5346, -0.5203, -0.6660, 0.3225)>
      <Vector (-0.8321, -0.4617, -0.3072, 0.9863)>
      <Vector (-0.1476, 0.7184, -0.6798, 0.2081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1863, 0.8655, 0.3961)>
    Rotation: <Euler (x=2.0110, y=0.0608, z=-0.7094), order='XYZ'>
    Matrix:
      <Vector (0.7574, -0.2358, -0.6089, 0.1863)>
      <Vector (-0.6502, -0.3591, -0.6696, 0.8655)>
      <Vector (-0.0608, 0.9030, -0.4253, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1508, 0.8620, 0.4298)>
    Rotation: <Euler (x=2.5209, y=-0.6346, z=-1.0793), order='XYZ'>
    Matrix:
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      <Vector (-0.7100, -0.0799, -0.6997, 0.8620)>
      <Vector (0.5929, 0.4683, -0.6551, 0.4298)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1155, 0.8604, 0.4469)>
    Rotation: <Euler (x=2.3702, y=-0.2634, z=-0.7990), order='XYZ'>
    Matrix:
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      <Vector (-0.6919, -0.3700, -0.6200, 0.8604)>
      <Vector (0.2603, 0.6731, -0.6922, 0.4469)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0952, 0.8478, 0.4690)>
    Rotation: <Euler (x=2.2945, y=-0.0932, z=-0.7185), order='XYZ'>
    Matrix:
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      <Vector (-0.6554, -0.4526, -0.6046, 0.8478)>
      <Vector (0.0930, 0.7461, -0.6593, 0.4690)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0842, 0.8358, 0.4874)>
    Rotation: <Euler (x=2.2945, y=-0.0932, z=-0.7185), order='XYZ'>
    Matrix:
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      <Vector (-0.6554, -0.4526, -0.6046, 0.8358)>
      <Vector (0.0930, 0.7461, -0.6593, 0.4874)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1327, 0.8484, 0.5023)>
    Rotation: <Euler (x=2.4673, y=0.0122, z=-0.7237), order='XYZ'>
    Matrix:
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      <Vector (-0.6621, -0.5904, -0.4616, 0.8484)>
      <Vector (-0.0122, 0.6243, -0.7811, 0.5023)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1180, 0.8309, 0.5206)>
    Rotation: <Euler (x=2.9395, y=0.0470, z=-0.6550), order='XYZ'>
    Matrix:
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      <Vector (-0.6085, -0.7827, -0.1311, 0.8309)>
      <Vector (-0.0469, 0.2005, -0.9786, 0.5206)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1006, 0.8077, 0.5265)>
    Rotation: <Euler (x=-3.1058, y=0.0522, z=-0.5991), order='XYZ'>
    Matrix:
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      <Vector (-0.5632, -0.8242, 0.0589, 0.8077)>
      <Vector (-0.0522, -0.0357, -0.9980, 0.5265)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0872, 0.7888, 0.5257)>
    Rotation: <Euler (x=-3.1058, y=0.0522, z=-0.5991), order='XYZ'>
    Matrix:
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      <Vector (-0.5632, -0.8242, 0.0589, 0.7888)>
      <Vector (-0.0522, -0.0357, -0.9980, 0.5257)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1504, 0.8330, 0.4999)>
    Rotation: <Euler (x=2.4670, y=0.0150, z=-0.7242), order='XYZ'>
    Matrix:
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      <Vector (-0.0150, 0.6245, -0.7809, 0.4999)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1333, 0.8129, 0.5210)>
    Rotation: <Euler (x=2.9395, y=0.0498, z=-0.6550), order='XYZ'>
    Matrix:
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      <Vector (-0.6084, -0.7830, -0.1295, 0.8129)>
      <Vector (-0.0498, 0.2004, -0.9784, 0.5210)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1127, 0.7854, 0.5280)>
    Rotation: <Euler (x=-3.1059, y=0.0549, z=-0.6010), order='XYZ'>
    Matrix:
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      <Vector (-0.5646, -0.8232, 0.0605, 0.7854)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0977, 0.7641, 0.5271)>
    Rotation: <Euler (x=-3.1059, y=0.0549, z=-0.6010), order='XYZ'>
    Matrix:
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      <Vector (-0.5646, -0.8232, 0.0605, 0.7641)>
      <Vector (-0.0549, -0.0356, -0.9979, 0.5271)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1699, 0.8172, 0.4985)>
    Rotation: <Euler (x=2.4673, y=0.0161, z=-0.7222), order='XYZ'>
    Matrix:
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      <Vector (-0.6610, -0.5928, -0.4601, 0.8172)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1548, 0.7993, 0.5172)>
    Rotation: <Euler (x=2.9397, y=0.0502, z=-0.6522), order='XYZ'>
    Matrix:
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      <Vector (-0.6062, -0.7847, -0.1296, 0.7993)>
      <Vector (-0.0502, 0.2003, -0.9784, 0.5172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1377, 0.7765, 0.5230)>
    Rotation: <Euler (x=-3.1063, y=0.0536, z=-0.6076), order='XYZ'>
    Matrix:
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      <Vector (-0.5701, -0.8194, 0.0595, 0.7765)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1244, 0.7578, 0.5222)>
    Rotation: <Euler (x=-3.1063, y=0.0536, z=-0.6076), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1893, 0.8052, 0.4936)>
    Rotation: <Euler (x=2.4583, y=0.0700, z=-0.6667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1765, 0.7869, 0.5117)>
    Rotation: <Euler (x=2.9398, y=0.0586, z=-0.6493), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1635, 0.7694, 0.5162)>
    Rotation: <Euler (x=-3.1071, y=0.0612, z=-0.6222), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1539, 0.7561, 0.5156)>
    Rotation: <Euler (x=-3.1071, y=0.0612, z=-0.6222), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0281, 1.2026, 0.1404)>
    Rotation: <Euler (x=0.9801, y=-2.1890, z=1.1167), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1408, 1.1512, 0.0724)>
    Rotation: <Euler (x=-1.4089, y=-1.3763, z=-1.8531), order='XYZ'>
    Matrix:
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      <Vector (-0.1856, -0.9749, -0.1231, 1.1512)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1631, 0.9622, 0.0354)>
    Rotation: <Euler (x=1.5562, y=-0.1720, z=1.4774), order='XYZ'>
    Matrix:
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      <Vector (0.9810, -0.1690, -0.0958, 0.9622)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1710, 0.9179, 0.2932)>
    Rotation: <Euler (x=1.6062, y=-0.3871, z=1.0208), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1573, 0.9202, 0.3378)>
    Rotation: <Euler (x=1.9872, y=0.4128, z=1.0450), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1367, 0.9255, 0.3685)>
    Rotation: <Euler (x=1.9667, y=-0.0781, z=0.9630), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1278, 0.9162, 0.3987)>
    Rotation: <Euler (x=1.9107, y=-0.2324, z=0.9647), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1243, 0.9054, 0.4233)>
    Rotation: <Euler (x=1.9107, y=-0.2324, z=0.9647), order='XYZ'>
    Matrix:
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      <Vector (0.2303, 0.9174, -0.3245, 0.4233)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1735, 0.9078, 0.4110)>
    Rotation: <Euler (x=2.0659, y=-0.3310, z=1.0133), order='XYZ'>
    Matrix:
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      <Vector (0.8025, -0.4940, -0.3346, 0.9078)>
      <Vector (0.3250, 0.8322, -0.4493, 0.4110)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1660, 0.8927, 0.4360)>
    Rotation: <Euler (x=2.5539, y=-0.3836, z=0.9651), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1492, 0.8735, 0.4512)>
    Rotation: <Euler (x=2.8072, y=-0.4056, z=0.9187), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1337, 0.8583, 0.4583)>
    Rotation: <Euler (x=2.8072, y=-0.4056, z=0.9187), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1851, 0.8886, 0.4061)>
    Rotation: <Euler (x=2.0658, y=-0.3388, z=1.0134), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1772, 0.8725, 0.4326)>
    Rotation: <Euler (x=2.5539, y=-0.3894, z=0.9649), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1579, 0.8502, 0.4502)>
    Rotation: <Euler (x=2.8047, y=-0.4077, z=0.9253), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1411, 0.8338, 0.4577)>
    Rotation: <Euler (x=2.8047, y=-0.4077, z=0.9253), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1967, 0.8681, 0.3971)>
    Rotation: <Euler (x=2.0662, y=-0.3337, z=1.0123), order='XYZ'>
    Matrix:
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      <Vector (0.8013, -0.4963, -0.3342, 0.8681)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1898, 0.8541, 0.4204)>
    Rotation: <Euler (x=2.5559, y=-0.3885, z=0.9596), order='XYZ'>
    Matrix:
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      <Vector (0.7579, -0.6497, -0.0587, 0.8541)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1742, 0.8361, 0.4346)>
    Rotation: <Euler (x=2.8037, y=-0.4023, z=0.9277), order='XYZ'>
    Matrix:
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      <Vector (0.7363, -0.6697, 0.0968, 0.8361)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1582, 0.8204, 0.4418)>
    Rotation: <Euler (x=2.8037, y=-0.4023, z=0.9277), order='XYZ'>
    Matrix:
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      <Vector (0.3916, 0.3050, -0.8681, 0.4418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2083, 0.8535, 0.3821)>
    Rotation: <Euler (x=2.0659, y=-0.3379, z=1.0131), order='XYZ'>
    Matrix:
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      <Vector (0.8005, -0.4989, -0.3321, 0.8535)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2018, 0.8404, 0.4038)>
    Rotation: <Euler (x=2.5566, y=-0.3935, z=0.9578), order='XYZ'>
    Matrix:
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      <Vector (0.7554, -0.6528, -0.0562, 0.8404)>
      <Vector (0.3835, 0.5100, -0.7700, 0.4038)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1872, 0.8236, 0.4171)>
    Rotation: <Euler (x=2.7989, y=-0.4015, z=0.9400), order='XYZ'>
    Matrix:
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      <Vector (0.3908, 0.3093, -0.8670, 0.4171)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1771, 0.8137, 0.4217)>
    Rotation: <Euler (x=2.7989, y=-0.4015, z=0.9400), order='XYZ'>
    Matrix:
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      <Vector (0.7433, -0.6616, 0.0990, 0.8137)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1787, 0.8114, 0.0753)>
    Rotation: <Euler (x=0.7523, y=-0.0125, z=-2.9550), order='XYZ'>
    Matrix:
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      <Vector (-0.1855, -0.7159, 0.6732, 0.8114)>
      <Vector (0.0125, 0.6833, 0.7301, 0.0753)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2384, 0.5139, 0.3592)>
    Rotation: <Euler (x=-0.3165, y=-0.1541, z=-2.9525), order='XYZ'>
    Matrix:
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      <Vector (-0.1858, -0.9424, -0.2783, 0.5139)>
      <Vector (0.1535, -0.3076, 0.9391, 0.3592)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2948, 0.1108, 0.2276)>
    Rotation: <Euler (x=0.8639, y=-0.1567, z=-3.0109), order='XYZ'>
    Matrix:
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      <Vector (-0.1287, -0.6285, 0.7671, 0.1108)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0008, 0.3591)>
    Rotation: <Euler (x=-1.5174, y=-2.8844, z=0.0069), order='XYZ'>
    Matrix:
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      <Vector (-0.0067, 0.0552, 0.9985, 0.0008)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0049, 0.4319)>
    Rotation: <Euler (x=-1.5174, y=-2.8844, z=0.0069), order='XYZ'>
    Matrix:
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      <Vector (-0.0067, 0.0552, 0.9985, 0.0049)>
      <Vector (0.2544, 0.9657, -0.0517, 0.4319)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0285, 0.8190, 0.0037)>
    Rotation: <Euler (x=0.4130, y=0.6885, z=2.7608), order='XYZ'>
    Matrix:
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      <Vector (0.2870, -0.7556, 0.5889, 0.8190)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2684, 0.5049, 0.1325)>
    Rotation: <Euler (x=-0.5792, y=0.7522, z=2.6961), order='XYZ'>
    Matrix:
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      <Vector (0.3147, -0.9164, -0.2475, 0.5049)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7757, y=0.7951, z=2.9393), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2430, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5506, y=2.2430, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 40
  Bone: mixamorig:Hips
    Location: <Vector (0.0702, 0.8569, 0.0484)>
    Rotation: <Euler (x=0.2138, y=-0.3560, z=-0.0426), order='XYZ'>
    Matrix:
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      <Vector (-0.0399, 0.9795, -0.1975, 0.8569)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0684, 0.9330, 0.0621)>
    Rotation: <Euler (x=0.2494, y=-0.3708, z=-0.0411), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0639, 1.0206, 0.0829)>
    Rotation: <Euler (x=0.3910, y=-0.3882, z=-0.0340), order='XYZ'>
    Matrix:
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      <Vector (-0.0315, 0.9289, -0.3690, 1.0206)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0523, 1.1163, 0.1192)>
    Rotation: <Euler (x=0.5338, y=-0.4048, z=-0.0303), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0321, 1.2168, 0.1735)>
    Rotation: <Euler (x=0.4676, y=-0.3357, z=-0.0363), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0159, 1.3036, 0.2289)>
    Rotation: <Euler (x=0.0638, y=-0.0769, z=-0.0183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0166, 1.5411, 0.2755)>
    Rotation: <Euler (x=0.0638, y=-0.0769, z=-0.0183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0998, 1.2011, 0.1913)>
    Rotation: <Euler (x=-0.1602, y=2.1711, z=-2.0130), order='XYZ'>
    Matrix:
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      <Vector (0.5105, -0.3036, -0.8045, 1.2011)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2338, 1.1582, 0.2040)>
    Rotation: <Euler (x=3.1304, y=0.8509, z=0.4559), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3204, 0.9852, 0.2054)>
    Rotation: <Euler (x=2.3281, y=0.1520, z=-1.0051), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1841, 0.8645, 0.3935)>
    Rotation: <Euler (x=2.0113, y=0.0588, z=-0.7050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1486, 0.8609, 0.4271)>
    Rotation: <Euler (x=2.5222, y=-0.6364, z=-1.0758), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1132, 0.8591, 0.4442)>
    Rotation: <Euler (x=2.3708, y=-0.2654, z=-0.7948), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0929, 0.8464, 0.4662)>
    Rotation: <Euler (x=2.2949, y=-0.0952, z=-0.7142), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0820, 0.8345, 0.4846)>
    Rotation: <Euler (x=2.2949, y=-0.0952, z=-0.7142), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1304, 0.8472, 0.4996)>
    Rotation: <Euler (x=2.4677, y=0.0102, z=-0.7193), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1157, 0.8297, 0.5178)>
    Rotation: <Euler (x=2.9397, y=0.0449, z=-0.6506), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0984, 0.8064, 0.5238)>
    Rotation: <Euler (x=-3.1058, y=0.0502, z=-0.5948), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0851, 0.7875, 0.5229)>
    Rotation: <Euler (x=-3.1058, y=0.0502, z=-0.5948), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1482, 0.8320, 0.4972)>
    Rotation: <Euler (x=2.4674, y=0.0130, z=-0.7199), order='XYZ'>
    Matrix:
      <Vector (0.7518, -0.5089, -0.4192, 0.1482)>
      <Vector (-0.6592, -0.5927, -0.4627, 0.8320)>
      <Vector (-0.0130, 0.6242, -0.7811, 0.4972)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1312, 0.8118, 0.5183)>
    Rotation: <Euler (x=2.9397, y=0.0477, z=-0.6507), order='XYZ'>
    Matrix:
      <Vector (0.7948, -0.5858, -0.1586, 0.1312)>
      <Vector (-0.6050, -0.7853, -0.1312, 0.8118)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1107, 0.7842, 0.5253)>
    Rotation: <Euler (x=-3.1058, y=0.0529, z=-0.5966), order='XYZ'>
    Matrix:
      <Vector (0.8261, -0.5631, -0.0236, 0.1107)>
      <Vector (-0.5611, -0.8256, 0.0593, 0.7842)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0957, 0.7628, 0.5244)>
    Rotation: <Euler (x=-3.1058, y=0.0529, z=-0.5966), order='XYZ'>
    Matrix:
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      <Vector (-0.5611, -0.8256, 0.0593, 0.7628)>
      <Vector (-0.0529, -0.0357, -0.9980, 0.5244)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1677, 0.8162, 0.4958)>
    Rotation: <Euler (x=2.4677, y=0.0141, z=-0.7179), order='XYZ'>
    Matrix:
      <Vector (0.7531, -0.5074, -0.4188, 0.1677)>
      <Vector (-0.6577, -0.5943, -0.4628, 0.8162)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1527, 0.7983, 0.5146)>
    Rotation: <Euler (x=2.9399, y=0.0482, z=-0.6478), order='XYZ'>
    Matrix:
      <Vector (0.7965, -0.5835, -0.1585, 0.1527)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1357, 0.7754, 0.5204)>
    Rotation: <Euler (x=-3.1062, y=0.0515, z=-0.6033), order='XYZ'>
    Matrix:
      <Vector (0.8224, -0.5685, -0.0223, 0.1357)>
      <Vector (-0.5666, -0.8219, 0.0584, 0.7754)>
      <Vector (-0.0515, -0.0354, -0.9980, 0.5204)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1225, 0.7567, 0.5196)>
    Rotation: <Euler (x=-3.1062, y=0.0515, z=-0.6033), order='XYZ'>
    Matrix:
      <Vector (0.8224, -0.5685, -0.0223, 0.1225)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1872, 0.8043, 0.4910)>
    Rotation: <Euler (x=2.4585, y=0.0680, z=-0.6623), order='XYZ'>
    Matrix:
      <Vector (0.7867, -0.4431, -0.4297, 0.1872)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1744, 0.7859, 0.5091)>
    Rotation: <Euler (x=2.9400, y=0.0566, z=-0.6450), order='XYZ'>
    Matrix:
      <Vector (0.7978, -0.5800, -0.1647, 0.1744)>
      <Vector (-0.6002, -0.7897, -0.1266, 0.7859)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1615, 0.7684, 0.5136)>
    Rotation: <Euler (x=-3.1070, y=0.0592, z=-0.6179), order='XYZ'>
    Matrix:
      <Vector (0.8137, -0.5806, -0.0281, 0.1615)>
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      <Vector (-0.0591, -0.0346, -0.9977, 0.5136)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1520, 0.7550, 0.5130)>
    Rotation: <Euler (x=-3.1070, y=0.0592, z=-0.6179), order='XYZ'>
    Matrix:
      <Vector (0.8137, -0.5806, -0.0281, 0.1520)>
      <Vector (-0.5783, -0.8134, 0.0624, 0.7550)>
      <Vector (-0.0591, -0.0346, -0.9977, 0.5130)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0294, 1.2032, 0.1390)>
    Rotation: <Euler (x=0.9743, y=-2.1925, z=1.1177), order='XYZ'>
    Matrix:
      <Vector (-0.2550, -0.7995, 0.5439, -0.0294)>
      <Vector (-0.5237, -0.3587, -0.7727, 1.2032)>
      <Vector (0.8129, -0.4818, -0.3272, 0.1390)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1423, 1.1526, 0.0710)>
    Rotation: <Euler (x=-1.4274, y=-1.3750, z=-1.8368), order='XYZ'>
    Matrix:
      <Vector (-0.0511, -0.1174, 0.9918, -0.1423)>
      <Vector (-0.1877, -0.9742, -0.1250, 1.1526)>
      <Vector (0.9809, -0.1925, 0.0278, 0.0710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1651, 0.9636, 0.0336)>
    Rotation: <Euler (x=1.5595, y=-0.1754, z=1.4750), order='XYZ'>
    Matrix:
      <Vector (0.0942, -0.0279, 0.9952, -0.1651)>
      <Vector (0.9801, -0.1726, -0.0976, 0.9636)>
      <Vector (0.1745, 0.9846, 0.0111, 0.0336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1724, 0.9185, 0.2913)>
    Rotation: <Euler (x=1.6087, y=-0.3880, z=1.0224), order='XYZ'>
    Matrix:
      <Vector (0.4826, -0.1648, 0.8602, -0.1724)>
      <Vector (0.7899, -0.3424, -0.5087, 0.9185)>
      <Vector (0.3784, 0.9250, -0.0350, 0.2913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1585, 0.9207, 0.3358)>
    Rotation: <Euler (x=1.9897, y=0.4118, z=1.0484), order='XYZ'>
    Matrix:
      <Vector (0.4572, 0.5349, 0.7105, -0.1585)>
      <Vector (0.7942, 0.1139, -0.5969, 0.9207)>
      <Vector (-0.4003, 0.8372, -0.3728, 0.3358)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1380, 0.9260, 0.3666)>
    Rotation: <Euler (x=1.9690, y=-0.0789, z=0.9653), order='XYZ'>
    Matrix:
      <Vector (0.5674, 0.2775, 0.7753, -0.1380)>
      <Vector (0.8197, -0.2805, -0.4995, 0.9260)>
      <Vector (0.0789, 0.9189, -0.3866, 0.3666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1290, 0.9166, 0.3967)>
    Rotation: <Euler (x=1.9131, y=-0.2332, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5527, 0.1526, 0.8193, -0.1290)>
      <Vector (0.8007, -0.3699, -0.4713, 0.9166)>
      <Vector (0.2311, 0.9165, -0.3266, 0.3967)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1255, 0.9057, 0.4212)>
    Rotation: <Euler (x=1.9131, y=-0.2332, z=0.9666), order='XYZ'>
    Matrix:
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      <Vector (0.8007, -0.3699, -0.4713, 0.9057)>
      <Vector (0.2311, 0.9165, -0.3266, 0.4212)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1746, 0.9081, 0.4090)>
    Rotation: <Euler (x=2.0683, y=-0.3319, z=1.0150), order='XYZ'>
    Matrix:
      <Vector (0.4988, 0.2543, 0.8286, -0.1746)>
      <Vector (0.8031, -0.4951, -0.3316, 0.9081)>
      <Vector (0.3259, 0.8308, -0.4512, 0.4090)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1671, 0.8930, 0.4340)>
    Rotation: <Euler (x=2.5564, y=-0.3844, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5266, 0.5683, 0.6322, -0.1671)>
      <Vector (0.7629, -0.6440, -0.0565, 0.8930)>
      <Vector (0.3750, 0.5121, -0.7728, 0.4340)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1502, 0.8738, 0.4492)>
    Rotation: <Euler (x=2.8098, y=-0.4064, z=0.9201), order='XYZ'>
    Matrix:
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      <Vector (0.7309, -0.6751, 0.1001, 0.8738)>
      <Vector (0.3953, 0.2992, -0.8685, 0.4492)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1347, 0.8586, 0.4561)>
    Rotation: <Euler (x=2.8098, y=-0.4064, z=0.9201), order='XYZ'>
    Matrix:
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      <Vector (0.7309, -0.6751, 0.1001, 0.8586)>
      <Vector (0.3953, 0.2992, -0.8685, 0.4561)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1862, 0.8888, 0.4041)>
    Rotation: <Euler (x=2.0682, y=-0.3397, z=1.0151), order='XYZ'>
    Matrix:
      <Vector (0.4974, 0.2509, 0.8305, -0.1862)>
      <Vector (0.8010, -0.5005, -0.3286, 0.8888)>
      <Vector (0.3332, 0.8286, -0.4499, 0.4041)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1783, 0.8727, 0.4305)>
    Rotation: <Euler (x=2.5565, y=-0.3902, z=0.9664), order='XYZ'>
    Matrix:
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      <Vector (0.7610, -0.6466, -0.0529, 0.8727)>
      <Vector (0.3804, 0.5108, -0.7710, 0.4305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1588, 0.8505, 0.4480)>
    Rotation: <Euler (x=2.8072, y=-0.4084, z=0.9267), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6714, 0.1030, 0.8505)>
      <Vector (0.3972, 0.3012, -0.8669, 0.4480)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1420, 0.8340, 0.4556)>
    Rotation: <Euler (x=2.8072, y=-0.4084, z=0.9267), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6714, 0.1030, 0.8340)>
      <Vector (0.3972, 0.3012, -0.8669, 0.4556)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1978, 0.8684, 0.3951)>
    Rotation: <Euler (x=2.0686, y=-0.3346, z=1.0140), order='XYZ'>
    Matrix:
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      <Vector (0.8018, -0.4973, -0.3312, 0.8684)>
      <Vector (0.3284, 0.8299, -0.4510, 0.3951)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1908, 0.8543, 0.4184)>
    Rotation: <Euler (x=2.5585, y=-0.3894, z=0.9611), order='XYZ'>
    Matrix:
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      <Vector (0.7585, -0.6493, -0.0555, 0.8543)>
      <Vector (0.3796, 0.5094, -0.7723, 0.4184)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1751, 0.8363, 0.4325)>
    Rotation: <Euler (x=2.8063, y=-0.4031, z=0.9291), order='XYZ'>
    Matrix:
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      <Vector (0.7369, -0.6686, 0.0998, 0.8363)>
      <Vector (0.3922, 0.3027, -0.8686, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1591, 0.8207, 0.4396)>
    Rotation: <Euler (x=2.8063, y=-0.4031, z=0.9291), order='XYZ'>
    Matrix:
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      <Vector (0.7369, -0.6686, 0.0998, 0.8207)>
      <Vector (0.3922, 0.3027, -0.8686, 0.4396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2093, 0.8538, 0.3800)>
    Rotation: <Euler (x=2.0683, y=-0.3388, z=1.0148), order='XYZ'>
    Matrix:
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      <Vector (0.8011, -0.5000, -0.3291, 0.8538)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2028, 0.8406, 0.4018)>
    Rotation: <Euler (x=2.5592, y=-0.3943, z=0.9593), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1881, 0.8238, 0.4150)>
    Rotation: <Euler (x=2.8014, y=-0.4022, z=0.9415), order='XYZ'>
    Matrix:
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      <Vector (0.7439, -0.6605, 0.1020, 0.8238)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1780, 0.8139, 0.4195)>
    Rotation: <Euler (x=2.8014, y=-0.4022, z=0.9415), order='XYZ'>
    Matrix:
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      <Vector (0.7439, -0.6605, 0.1020, 0.8139)>
      <Vector (0.3915, 0.3070, -0.8675, 0.4195)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1763, 0.8117, 0.0728)>
    Rotation: <Euler (x=0.7529, y=-0.0135, z=-2.9533), order='XYZ'>
    Matrix:
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      <Vector (-0.1871, -0.7151, 0.6735, 0.8117)>
      <Vector (0.0135, 0.6837, 0.7296, 0.0728)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2368, 0.5146, 0.3569)>
    Rotation: <Euler (x=-0.3107, y=-0.1546, z=-2.9493), order='XYZ'>
    Matrix:
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      <Vector (-0.1888, -0.9436, -0.2721, 0.5146)>
      <Vector (0.1539, -0.3021, 0.9408, 0.3569)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1109, 0.2276)>
    Rotation: <Euler (x=0.8643, y=-0.1576, z=-3.0134), order='XYZ'>
    Matrix:
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      <Vector (-0.1263, -0.6286, 0.7674, 0.1109)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0009, 0.3592)>
    Rotation: <Euler (x=-1.5193, y=-2.8836, z=0.0046), order='XYZ'>
    Matrix:
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      <Vector (-0.0045, 0.0526, 0.9986, 0.0009)>
      <Vector (0.2551, 0.9656, -0.0497, 0.3592)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0049, 0.4319)>
    Rotation: <Euler (x=-1.5193, y=-2.8836, z=0.0046), order='XYZ'>
    Matrix:
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      <Vector (-0.0045, 0.0526, 0.9986, 0.0049)>
      <Vector (0.2551, 0.9656, -0.0497, 0.4319)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0309, 0.8194, 0.0013)>
    Rotation: <Euler (x=0.4178, y=0.6852, z=2.7656), order='XYZ'>
    Matrix:
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      <Vector (0.2843, -0.7558, 0.5899, 0.8194)>
      <Vector (-0.6329, 0.3142, 0.7076, 0.0013)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2697, 0.5053, 0.1318)>
    Rotation: <Euler (x=-0.5771, y=0.7527, z=2.7007), order='XYZ'>
    Matrix:
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      <Vector (0.3115, -0.9171, -0.2489, 0.5053)>
      <Vector (-0.6836, -0.3982, 0.6116, 0.1318)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7759, y=0.7945, z=2.9395), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2436, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6230, -0.7810, 0.0438, -0.3946)>
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      <Vector (-0.7821, 0.6231, -0.0126, 0.0503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5506, y=2.2436, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 41
  Bone: mixamorig:Hips
    Location: <Vector (0.0675, 0.8574, 0.0455)>
    Rotation: <Euler (x=0.2145, y=-0.3549, z=-0.0429), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0656, 0.9335, 0.0593)>
    Rotation: <Euler (x=0.2509, y=-0.3695, z=-0.0435), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0614, 1.0211, 0.0802)>
    Rotation: <Euler (x=0.3939, y=-0.3862, z=-0.0391), order='XYZ'>
    Matrix:
      <Vector (0.9256, -0.1084, -0.3626, 0.0614)>
      <Vector (-0.0362, 0.9284, -0.3699, 1.0211)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0502, 1.1167, 0.1168)>
    Rotation: <Euler (x=0.5382, y=-0.4020, z=-0.0380), order='XYZ'>
    Matrix:
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      <Vector (-0.0349, 0.8656, -0.4995, 1.1167)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0307, 1.2171, 0.1715)>
    Rotation: <Euler (x=0.4706, y=-0.3340, z=-0.0417), order='XYZ'>
    Matrix:
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      <Vector (0.3278, 0.4284, 0.8420, 0.1715)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0150, 1.3038, 0.2273)>
    Rotation: <Euler (x=0.0700, y=-0.0743, z=-0.0216), order='XYZ'>
    Matrix:
      <Vector (0.9970, 0.0164, -0.0755, 0.0150)>
      <Vector (-0.0216, 0.9974, -0.0684, 1.3038)>
      <Vector (0.0742, 0.0698, 0.9948, 0.2273)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0165, 1.5410, 0.2754)>
    Rotation: <Euler (x=0.0700, y=-0.0743, z=-0.0216), order='XYZ'>
    Matrix:
      <Vector (0.9970, 0.0164, -0.0755, 0.0165)>
      <Vector (-0.0216, 0.9974, -0.0684, 1.5410)>
      <Vector (0.0742, 0.0698, 0.9948, 0.2754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0984, 1.2009, 0.1891)>
    Rotation: <Euler (x=-0.1592, y=2.1746, z=-2.0160), order='XYZ'>
    Matrix:
      <Vector (0.2445, 0.9473, -0.2070, 0.0984)>
      <Vector (0.5124, -0.3075, -0.8018, 1.2009)>
      <Vector (-0.8232, 0.0900, -0.5606, 0.1891)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2322, 1.1575, 0.2018)>
    Rotation: <Euler (x=3.1370, y=0.8525, z=0.4558), order='XYZ'>
    Matrix:
      <Vector (0.5909, 0.4433, -0.6740, 0.2322)>
      <Vector (0.2897, -0.8964, -0.3356, 1.1575)>
      <Vector (-0.7529, 0.0030, -0.6581, 0.2018)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3180, 0.9840, 0.2024)>
    Rotation: <Euler (x=2.3267, y=0.1551, z=-1.0117), order='XYZ'>
    Matrix:
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      <Vector (-0.8375, -0.4591, -0.2961, 0.9840)>
      <Vector (-0.1545, 0.7189, -0.6777, 0.2024)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1814, 0.8638, 0.3906)>
    Rotation: <Euler (x=2.0105, y=0.0554, z=-0.7029), order='XYZ'>
    Matrix:
      <Vector (0.7618, -0.2370, -0.6029, 0.1814)>
      <Vector (-0.6454, -0.3572, -0.6752, 0.8638)>
      <Vector (-0.0554, 0.9035, -0.4250, 0.3906)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1458, 0.8602, 0.4242)>
    Rotation: <Euler (x=2.5229, y=-0.6398, z=-1.0739), order='XYZ'>
    Matrix:
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      <Vector (-0.7052, -0.0839, -0.7040, 0.8602)>
      <Vector (0.5971, 0.4653, -0.6535, 0.4242)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1104, 0.8584, 0.4411)>
    Rotation: <Euler (x=2.3703, y=-0.2688, z=-0.7924), order='XYZ'>
    Matrix:
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      <Vector (-0.6865, -0.3716, -0.6250, 0.8584)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0901, 0.8458, 0.4632)>
    Rotation: <Euler (x=2.2941, y=-0.0986, z=-0.7120), order='XYZ'>
    Matrix:
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      <Vector (-0.6501, -0.4529, -0.6101, 0.8458)>
      <Vector (0.0984, 0.7460, -0.6587, 0.4632)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0792, 0.8339, 0.4816)>
    Rotation: <Euler (x=2.2941, y=-0.0986, z=-0.7120), order='XYZ'>
    Matrix:
      <Vector (0.7534, -0.4883, -0.4404, 0.0792)>
      <Vector (-0.6501, -0.4529, -0.6101, 0.8339)>
      <Vector (0.0984, 0.7460, -0.6587, 0.4816)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1276, 0.8468, 0.4966)>
    Rotation: <Euler (x=2.4669, y=0.0068, z=-0.7171), order='XYZ'>
    Matrix:
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      <Vector (-0.6572, -0.5914, -0.4673, 0.8468)>
      <Vector (-0.0068, 0.6246, -0.7809, 0.4966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1128, 0.8293, 0.5149)>
    Rotation: <Euler (x=2.9388, y=0.0416, z=-0.6485), order='XYZ'>
    Matrix:
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      <Vector (-0.6034, -0.7857, -0.1360, 0.8293)>
      <Vector (-0.0416, 0.2012, -0.9787, 0.5149)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0956, 0.8059, 0.5208)>
    Rotation: <Euler (x=-3.1069, y=0.0469, z=-0.5927), order='XYZ'>
    Matrix:
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      <Vector (-0.5579, -0.8281, 0.0549, 0.8059)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0823, 0.7870, 0.5201)>
    Rotation: <Euler (x=-3.1069, y=0.0469, z=-0.5927), order='XYZ'>
    Matrix:
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      <Vector (-0.5579, -0.8281, 0.0549, 0.7870)>
      <Vector (-0.0469, -0.0346, -0.9983, 0.5201)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1453, 0.8315, 0.4944)>
    Rotation: <Euler (x=2.4666, y=0.0096, z=-0.7177), order='XYZ'>
    Matrix:
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      <Vector (-0.6576, -0.5921, -0.4658, 0.8315)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1283, 0.8114, 0.5155)>
    Rotation: <Euler (x=2.9388, y=0.0444, z=-0.6485), order='XYZ'>
    Matrix:
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      <Vector (-0.6034, -0.7860, -0.1343, 0.8114)>
      <Vector (-0.0444, 0.2012, -0.9785, 0.5155)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1079, 0.7837, 0.5225)>
    Rotation: <Euler (x=-3.1069, y=0.0496, z=-0.5945), order='XYZ'>
    Matrix:
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      <Vector (-0.0496, -0.0346, -0.9982, 0.5225)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0929, 0.7623, 0.5216)>
    Rotation: <Euler (x=-3.1069, y=0.0496, z=-0.5945), order='XYZ'>
    Matrix:
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      <Vector (-0.0496, -0.0346, -0.9982, 0.5216)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1649, 0.8159, 0.4930)>
    Rotation: <Euler (x=2.4669, y=0.0107, z=-0.7157), order='XYZ'>
    Matrix:
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      <Vector (-0.6561, -0.5937, -0.4659, 0.8159)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1498, 0.7979, 0.5118)>
    Rotation: <Euler (x=2.9389, y=0.0448, z=-0.6457), order='XYZ'>
    Matrix:
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      <Vector (-0.6011, -0.7878, -0.1344, 0.7979)>
      <Vector (-0.0448, 0.2011, -0.9785, 0.5118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1329, 0.7750, 0.5176)>
    Rotation: <Euler (x=-3.1073, y=0.0482, z=-0.6011), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1197, 0.7562, 0.5169)>
    Rotation: <Euler (x=-3.1073, y=0.0482, z=-0.6011), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1844, 0.8040, 0.4883)>
    Rotation: <Euler (x=2.4576, y=0.0646, z=-0.6602), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1716, 0.7856, 0.5064)>
    Rotation: <Euler (x=2.9391, y=0.0533, z=-0.6428), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1587, 0.7681, 0.5109)>
    Rotation: <Euler (x=-3.1080, y=0.0558, z=-0.6157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1493, 0.7546, 0.5103)>
    Rotation: <Euler (x=-3.1080, y=0.0558, z=-0.6157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0309, 1.2040, 0.1372)>
    Rotation: <Euler (x=0.9695, y=-2.1951, z=1.1181), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1441, 1.1540, 0.0691)>
    Rotation: <Euler (x=-1.4359, y=-1.3723, z=-1.8287), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1670, 0.9652, 0.0312)>
    Rotation: <Euler (x=1.5607, y=-0.1798, z=1.4745), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1741, 0.9189, 0.2887)>
    Rotation: <Euler (x=1.6108, y=-0.3907, z=1.0222), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1602, 0.9210, 0.3332)>
    Rotation: <Euler (x=1.9918, y=0.4091, z=1.0499), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1397, 0.9261, 0.3639)>
    Rotation: <Euler (x=1.9712, y=-0.0815, z=0.9658), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1307, 0.9167, 0.3940)>
    Rotation: <Euler (x=1.9153, y=-0.2358, z=0.9667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1271, 0.9057, 0.4186)>
    Rotation: <Euler (x=1.9153, y=-0.2358, z=0.9667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1763, 0.9081, 0.4063)>
    Rotation: <Euler (x=2.0704, y=-0.3346, z=1.0149), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1687, 0.8929, 0.4313)>
    Rotation: <Euler (x=2.5587, y=-0.3870, z=0.9664), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1518, 0.8737, 0.4464)>
    Rotation: <Euler (x=2.8123, y=-0.4088, z=0.9198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1363, 0.8585, 0.4533)>
    Rotation: <Euler (x=2.8123, y=-0.4088, z=0.9198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1878, 0.8889, 0.4014)>
    Rotation: <Euler (x=2.0704, y=-0.3424, z=1.0150), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1799, 0.8727, 0.4277)>
    Rotation: <Euler (x=2.5588, y=-0.3928, z=0.9662), order='XYZ'>
    Matrix:
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      <Vector (0.3828, 0.5085, -0.7713, 0.4277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1604, 0.8504, 0.4452)>
    Rotation: <Euler (x=2.8097, y=-0.4109, z=0.9264), order='XYZ'>
    Matrix:
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      <Vector (0.3994, 0.2987, -0.8667, 0.4452)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1436, 0.8339, 0.4527)>
    Rotation: <Euler (x=2.8097, y=-0.4109, z=0.9264), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1994, 0.8684, 0.3923)>
    Rotation: <Euler (x=2.0707, y=-0.3373, z=1.0139), order='XYZ'>
    Matrix:
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      <Vector (0.8011, -0.4999, -0.3292, 0.8684)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1924, 0.8542, 0.4155)>
    Rotation: <Euler (x=2.5608, y=-0.3919, z=0.9609), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1767, 0.8362, 0.4296)>
    Rotation: <Euler (x=2.8087, y=-0.4055, z=0.9288), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1607, 0.8206, 0.4367)>
    Rotation: <Euler (x=2.8087, y=-0.4055, z=0.9288), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2110, 0.8539, 0.3772)>
    Rotation: <Euler (x=2.0705, y=-0.3415, z=1.0147), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2044, 0.8406, 0.3989)>
    Rotation: <Euler (x=2.5615, y=-0.3969, z=0.9591), order='XYZ'>
    Matrix:
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      <Vector (0.7550, -0.6538, -0.0501, 0.8406)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1897, 0.8238, 0.4121)>
    Rotation: <Euler (x=2.8038, y=-0.4047, z=0.9412), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1796, 0.8139, 0.4166)>
    Rotation: <Euler (x=2.8038, y=-0.4047, z=0.9412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1736, 0.8122, 0.0698)>
    Rotation: <Euler (x=0.7534, y=-0.0158, z=-2.9512), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2353, 0.5154, 0.3540)>
    Rotation: <Euler (x=-0.3035, y=-0.1554, z=-2.9467), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1111, 0.2277)>
    Rotation: <Euler (x=0.8646, y=-0.1587, z=-3.0157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0010, 0.3592)>
    Rotation: <Euler (x=-1.5224, y=-2.8826, z=0.0024), order='XYZ'>
    Matrix:
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      <Vector (-0.0023, 0.0490, 0.9988, 0.0010)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3494, 0.0047, 0.4319)>
    Rotation: <Euler (x=-1.5224, y=-2.8826, z=0.0024), order='XYZ'>
    Matrix:
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      <Vector (-0.0023, 0.0490, 0.9988, 0.0047)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0337, 0.8199, -0.0015)>
    Rotation: <Euler (x=0.4232, y=0.6813, z=2.7710), order='XYZ'>
    Matrix:
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      <Vector (0.2813, -0.7562, 0.5908, 0.8199)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2711, 0.5056, 0.1310)>
    Rotation: <Euler (x=-0.5748, y=0.7536, z=2.7059), order='XYZ'>
    Matrix:
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      <Vector (0.3078, -0.9179, -0.2504, 0.5056)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7761, y=0.7940, z=2.9396), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2442, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2442, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 42
  Bone: mixamorig:Hips
    Location: <Vector (0.0644, 0.8581, 0.0424)>
    Rotation: <Euler (x=0.2146, y=-0.3538, z=-0.0427), order='XYZ'>
    Matrix:
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      <Vector (-0.0400, 0.9793, -0.1983, 0.8581)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0625, 0.9341, 0.0562)>
    Rotation: <Euler (x=0.2518, y=-0.3682, z=-0.0451), order='XYZ'>
    Matrix:
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      <Vector (-0.0421, 0.9715, -0.2332, 0.9341)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0584, 1.0217, 0.0771)>
    Rotation: <Euler (x=0.3961, y=-0.3843, z=-0.0435), order='XYZ'>
    Matrix:
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      <Vector (-0.0403, 0.9280, -0.3704, 1.0217)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0476, 1.1173, 0.1140)>
    Rotation: <Euler (x=0.5418, y=-0.3992, z=-0.0451), order='XYZ'>
    Matrix:
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      <Vector (-0.0416, 0.8650, -0.5001, 1.1173)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0289, 1.2176, 0.1691)>
    Rotation: <Euler (x=0.4722, y=-0.3323, z=-0.0465), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0136, 1.3043, 0.2250)>
    Rotation: <Euler (x=0.0754, y=-0.0701, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (-0.0259, 0.9970, -0.0735, 1.3043)>
      <Vector (0.0700, 0.0752, 0.9947, 0.2250)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0163, 1.5412, 0.2744)>
    Rotation: <Euler (x=0.0754, y=-0.0701, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (-0.0259, 0.9970, -0.0735, 1.5412)>
      <Vector (0.0700, 0.0752, 0.9947, 0.2744)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0965, 1.2009, 0.1864)>
    Rotation: <Euler (x=-0.1583, y=2.1773, z=-2.0190), order='XYZ'>
    Matrix:
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      <Vector (0.5137, -0.3112, -0.7995, 1.2009)>
      <Vector (-0.8217, 0.0898, -0.5629, 0.1864)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2301, 1.1570, 0.1991)>
    Rotation: <Euler (x=-3.1408, y=0.8548, z=0.4546), order='XYZ'>
    Matrix:
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      <Vector (0.2883, -0.8987, -0.3306, 1.1570)>
      <Vector (-0.7544, -0.0005, -0.6564, 0.1991)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3150, 0.9831, 0.1990)>
    Rotation: <Euler (x=2.3247, y=0.1573, z=-1.0186), order='XYZ'>
    Matrix:
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      <Vector (-0.1567, 0.7200, -0.6760, 0.1990)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1782, 0.8636, 0.3875)>
    Rotation: <Euler (x=2.0084, y=0.0519, z=-0.7031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1425, 0.8602, 0.4210)>
    Rotation: <Euler (x=2.5220, y=-0.6439, z=-1.0735), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1072, 0.8584, 0.4380)>
    Rotation: <Euler (x=2.3684, y=-0.2725, z=-0.7920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0868, 0.8459, 0.4601)>
    Rotation: <Euler (x=2.2921, y=-0.1021, z=-0.7118), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0759, 0.8340, 0.4785)>
    Rotation: <Euler (x=2.2921, y=-0.1021, z=-0.7118), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1242, 0.8470, 0.4935)>
    Rotation: <Euler (x=2.4649, y=0.0032, z=-0.7172), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1094, 0.8295, 0.5118)>
    Rotation: <Euler (x=2.9365, y=0.0381, z=-0.6486), order='XYZ'>
    Matrix:
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      <Vector (-0.6037, -0.7849, -0.1397, 0.8295)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0922, 0.8062, 0.5179)>
    Rotation: <Euler (x=-3.1094, y=0.0436, z=-0.5929), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0789, 0.7873, 0.5171)>
    Rotation: <Euler (x=-3.1094, y=0.0436, z=-0.5929), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1419, 0.8317, 0.4913)>
    Rotation: <Euler (x=2.4646, y=0.0060, z=-0.7178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1249, 0.8117, 0.5125)>
    Rotation: <Euler (x=2.9365, y=0.0410, z=-0.6487), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1045, 0.7840, 0.5196)>
    Rotation: <Euler (x=-3.1094, y=0.0463, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0895, 0.7627, 0.5188)>
    Rotation: <Euler (x=-3.1094, y=0.0463, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1615, 0.8160, 0.4901)>
    Rotation: <Euler (x=2.4649, y=0.0071, z=-0.7158), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1465, 0.7982, 0.5089)>
    Rotation: <Euler (x=2.9366, y=0.0414, z=-0.6459), order='XYZ'>
    Matrix:
      <Vector (0.7979, -0.5826, -0.1549, 0.1465)>
      <Vector (-0.6014, -0.7869, -0.1382, 0.7982)>
      <Vector (-0.0414, 0.2034, -0.9782, 0.5089)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1295, 0.7753, 0.5148)>
    Rotation: <Euler (x=-3.1097, y=0.0449, z=-0.6013), order='XYZ'>
    Matrix:
      <Vector (0.8238, -0.5666, -0.0190, 0.1295)>
      <Vector (-0.5652, -0.8234, 0.0517, 0.7753)>
      <Vector (-0.0449, -0.0318, -0.9985, 0.5148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1163, 0.7565, 0.5141)>
    Rotation: <Euler (x=-3.1097, y=0.0449, z=-0.6013), order='XYZ'>
    Matrix:
      <Vector (0.8238, -0.5666, -0.0190, 0.1163)>
      <Vector (-0.5652, -0.8234, 0.0517, 0.7565)>
      <Vector (-0.0449, -0.0318, -0.9985, 0.5141)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1810, 0.8041, 0.4854)>
    Rotation: <Euler (x=2.4553, y=0.0612, z=-0.6604), order='XYZ'>
    Matrix:
      <Vector (0.7883, -0.4440, -0.4261, 0.1810)>
      <Vector (-0.6123, -0.6347, -0.4714, 0.8041)>
      <Vector (-0.0612, 0.6325, -0.7722, 0.4854)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1683, 0.7858, 0.5036)>
    Rotation: <Euler (x=2.9368, y=0.0499, z=-0.6430), order='XYZ'>
    Matrix:
      <Vector (0.7993, -0.5790, -0.1610, 0.1683)>
      <Vector (-0.5989, -0.7896, -0.1335, 0.7858)>
      <Vector (-0.0498, 0.2032, -0.9779, 0.5036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1553, 0.7683, 0.5082)>
    Rotation: <Euler (x=-3.1104, y=0.0525, z=-0.6159), order='XYZ'>
    Matrix:
      <Vector (0.8151, -0.5788, -0.0248, 0.1553)>
      <Vector (-0.5769, -0.8149, 0.0557, 0.7683)>
      <Vector (-0.0525, -0.0311, -0.9981, 0.5082)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1459, 0.7549, 0.5076)>
    Rotation: <Euler (x=-3.1104, y=0.0525, z=-0.6159), order='XYZ'>
    Matrix:
      <Vector (0.8151, -0.5788, -0.0248, 0.1459)>
      <Vector (-0.5769, -0.8149, 0.0557, 0.7549)>
      <Vector (-0.0525, -0.0311, -0.9981, 0.5076)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0329, 1.2050, 0.1349)>
    Rotation: <Euler (x=0.9651, y=-2.1970, z=1.1187), order='XYZ'>
    Matrix:
      <Vector (-0.2560, -0.8031, 0.5380, -0.0329)>
      <Vector (-0.5272, -0.3505, -0.7741, 1.2050)>
      <Vector (0.8103, -0.4818, -0.3337, 0.1349)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1464, 1.1555, 0.0668)>
    Rotation: <Euler (x=-1.4403, y=-1.3691, z=-1.8238), order='XYZ'>
    Matrix:
      <Vector (-0.0502, -0.1172, 0.9918, -0.1464)>
      <Vector (-0.1940, -0.9730, -0.1248, 1.1555)>
      <Vector (0.9797, -0.1986, 0.0261, 0.0668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1691, 0.9668, 0.0283)>
    Rotation: <Euler (x=1.5610, y=-0.1844, z=1.4751), order='XYZ'>
    Matrix:
      <Vector (0.0939, -0.0272, 0.9952, -0.1691)>
      <Vector (0.9785, -0.1816, -0.0973, 0.9668)>
      <Vector (0.1834, 0.9830, 0.0096, 0.0283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1762, 0.9193, 0.2855)>
    Rotation: <Euler (x=1.6130, y=-0.3940, z=1.0214), order='XYZ'>
    Matrix:
      <Vector (0.4822, -0.1643, 0.8605, -0.1762)>
      <Vector (0.7875, -0.3491, -0.5079, 0.9193)>
      <Vector (0.3839, 0.9226, -0.0390, 0.2855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1624, 0.9212, 0.3301)>
    Rotation: <Euler (x=1.9939, y=0.4058, z=1.0508), order='XYZ'>
    Matrix:
      <Vector (0.4566, 0.5352, 0.7108, -0.1624)>
      <Vector (0.7973, 0.1083, -0.5937, 0.9212)>
      <Vector (-0.3947, 0.8378, -0.3773, 0.3301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1418, 0.9262, 0.3608)>
    Rotation: <Euler (x=1.9734, y=-0.0846, z=0.9657), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.2780, 0.7755, -0.1418)>
      <Vector (0.8195, -0.2869, -0.4962, 0.9262)>
      <Vector (0.0845, 0.9167, -0.3904, 0.3608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1328, 0.9167, 0.3909)>
    Rotation: <Euler (x=1.9176, y=-0.2389, z=0.9662), order='XYZ'>
    Matrix:
      <Vector (0.5523, 0.1531, 0.8195, -0.1328)>
      <Vector (0.7994, -0.3763, -0.4684, 0.9167)>
      <Vector (0.2366, 0.9138, -0.3302, 0.3909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1293, 0.9056, 0.4154)>
    Rotation: <Euler (x=1.9176, y=-0.2389, z=0.9662), order='XYZ'>
    Matrix:
      <Vector (0.5523, 0.1531, 0.8195, -0.1293)>
      <Vector (0.7994, -0.3763, -0.4684, 0.9056)>
      <Vector (0.2366, 0.9138, -0.3302, 0.4154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1784, 0.9081, 0.4032)>
    Rotation: <Euler (x=2.0726, y=-0.3378, z=1.0142), order='XYZ'>
    Matrix:
      <Vector (0.4984, 0.2549, 0.8286, -0.1784)>
      <Vector (0.8011, -0.5008, -0.3278, 0.9081)>
      <Vector (0.3314, 0.8272, -0.4538, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1709, 0.8927, 0.4281)>
    Rotation: <Euler (x=2.5611, y=-0.3901, z=0.9655), order='XYZ'>
    Matrix:
      <Vector (0.5263, 0.5689, 0.6320, -0.1709)>
      <Vector (0.7606, -0.6473, -0.0506, 0.8927)>
      <Vector (0.3803, 0.5073, -0.7734, 0.4281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1540, 0.8735, 0.4431)>
    Rotation: <Euler (x=2.8148, y=-0.4118, z=0.9188), order='XYZ'>
    Matrix:
      <Vector (0.5560, 0.6749, 0.4852, -0.1540)>
      <Vector (0.7284, -0.6768, 0.1066, 0.8735)>
      <Vector (0.4003, 0.2941, -0.8679, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1384, 0.8583, 0.4499)>
    Rotation: <Euler (x=2.8148, y=-0.4118, z=0.9188), order='XYZ'>
    Matrix:
      <Vector (0.5560, 0.6749, 0.4852, -0.1384)>
      <Vector (0.7284, -0.6768, 0.1066, 0.8583)>
      <Vector (0.4003, 0.2941, -0.8679, 0.4499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1900, 0.8888, 0.3981)>
    Rotation: <Euler (x=2.0725, y=-0.3456, z=1.0143), order='XYZ'>
    Matrix:
      <Vector (0.4970, 0.2515, 0.8305, -0.1900)>
      <Vector (0.7989, -0.5063, -0.3248, 0.8888)>
      <Vector (0.3388, 0.8249, -0.4525, 0.3981)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1820, 0.8725, 0.4244)>
    Rotation: <Euler (x=2.5612, y=-0.3959, z=0.9653), order='XYZ'>
    Matrix:
      <Vector (0.5252, 0.5672, 0.6344, -0.1820)>
      <Vector (0.7586, -0.6499, -0.0470, 0.8725)>
      <Vector (0.3857, 0.5060, -0.7715, 0.4244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1626, 0.8502, 0.4418)>
    Rotation: <Euler (x=2.8122, y=-0.4139, z=0.9254), order='XYZ'>
    Matrix:
      <Vector (0.5507, 0.6777, 0.4873, -0.1626)>
      <Vector (0.7314, -0.6731, 0.1095, 0.8502)>
      <Vector (0.4022, 0.2961, -0.8663, 0.4418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1457, 0.8337, 0.4492)>
    Rotation: <Euler (x=2.8122, y=-0.4139, z=0.9254), order='XYZ'>
    Matrix:
      <Vector (0.5507, 0.6777, 0.4873, -0.1457)>
      <Vector (0.7314, -0.6731, 0.1095, 0.8337)>
      <Vector (0.4022, 0.2961, -0.8663, 0.4492)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2016, 0.8684, 0.3890)>
    Rotation: <Euler (x=2.0729, y=-0.3405, z=1.0132), order='XYZ'>
    Matrix:
      <Vector (0.4987, 0.2535, 0.8289, -0.2016)>
      <Vector (0.7998, -0.5031, -0.3274, 0.8684)>
      <Vector (0.3340, 0.8262, -0.4536, 0.3890)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1946, 0.8541, 0.4121)>
    Rotation: <Euler (x=2.5632, y=-0.3950, z=0.9600), order='XYZ'>
    Matrix:
      <Vector (0.5294, 0.5653, 0.6326, -0.1946)>
      <Vector (0.7561, -0.6526, -0.0496, 0.8541)>
      <Vector (0.3848, 0.5046, -0.7729, 0.4121)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1789, 0.8361, 0.4262)>
    Rotation: <Euler (x=2.8112, y=-0.4086, z=0.9279), order='XYZ'>
    Matrix:
      <Vector (0.5502, 0.6798, 0.4850, -0.1789)>
      <Vector (0.7345, -0.6703, 0.1063, 0.8361)>
      <Vector (0.3973, 0.2977, -0.8681, 0.4262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1628, 0.8204, 0.4332)>
    Rotation: <Euler (x=2.8112, y=-0.4086, z=0.9279), order='XYZ'>
    Matrix:
      <Vector (0.5502, 0.6798, 0.4850, -0.1628)>
      <Vector (0.7345, -0.6703, 0.1063, 0.8204)>
      <Vector (0.3973, 0.2977, -0.8681, 0.4332)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2131, 0.8539, 0.3738)>
    Rotation: <Euler (x=2.0726, y=-0.3447, z=1.0140), order='XYZ'>
    Matrix:
      <Vector (0.4974, 0.2518, 0.8302, -0.2131)>
      <Vector (0.7990, -0.5057, -0.3253, 0.8539)>
      <Vector (0.3379, 0.8251, -0.4527, 0.3738)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2065, 0.8406, 0.3955)>
    Rotation: <Euler (x=2.5639, y=-0.4000, z=0.9582), order='XYZ'>
    Matrix:
      <Vector (0.5296, 0.5631, 0.6344, -0.2065)>
      <Vector (0.7536, -0.6557, -0.0471, 0.8406)>
      <Vector (0.3894, 0.5030, -0.7716, 0.3955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1918, 0.8237, 0.4086)>
    Rotation: <Euler (x=2.8063, y=-0.4078, z=0.9402), order='XYZ'>
    Matrix:
      <Vector (0.5413, 0.6858, 0.4866, -0.1918)>
      <Vector (0.7414, -0.6622, 0.1085, 0.8237)>
      <Vector (0.3966, 0.3021, -0.8669, 0.4086)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1817, 0.8138, 0.4130)>
    Rotation: <Euler (x=2.8063, y=-0.4078, z=0.9402), order='XYZ'>
    Matrix:
      <Vector (0.5413, 0.6858, 0.4866, -0.1817)>
      <Vector (0.7414, -0.6622, 0.1085, 0.8138)>
      <Vector (0.3966, 0.3021, -0.8669, 0.4130)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1705, 0.8128, 0.0665)>
    Rotation: <Euler (x=0.7532, y=-0.0193, z=-2.9484), order='XYZ'>
    Matrix:
      <Vector (-0.9812, 0.1530, -0.1175, 0.1705)>
      <Vector (-0.1920, -0.7134, 0.6739, 0.8128)>
      <Vector (0.0193, 0.6838, 0.7294, 0.0665)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2341, 0.5164, 0.3506)>
    Rotation: <Euler (x=-0.2952, y=-0.1560, z=-2.9449), order='XYZ'>
    Matrix:
      <Vector (-0.9688, 0.1426, 0.2026, 0.2341)>
      <Vector (-0.1930, -0.9471, -0.2562, 0.5164)>
      <Vector (0.1554, -0.2874, 0.9451, 0.3506)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1112, 0.2277)>
    Rotation: <Euler (x=0.8648, y=-0.1590, z=-3.0172), order='XYZ'>
    Matrix:
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      <Vector (-0.1225, -0.6288, 0.7678, 0.1112)>
      <Vector (0.1583, 0.7514, 0.6406, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0011, 0.3592)>
    Rotation: <Euler (x=-1.5236, y=-2.8824, z=0.0011), order='XYZ'>
    Matrix:
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      <Vector (-0.0010, 0.0475, 0.9989, 0.0011)>
      <Vector (0.2563, 0.9655, -0.0456, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3494, 0.0047, 0.4320)>
    Rotation: <Euler (x=-1.5236, y=-2.8824, z=0.0011), order='XYZ'>
    Matrix:
      <Vector (-0.9666, 0.2560, -0.0132, 0.3494)>
      <Vector (-0.0010, 0.0475, 0.9989, 0.0047)>
      <Vector (0.2563, 0.9655, -0.0456, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0369, 0.8205, -0.0046)>
    Rotation: <Euler (x=0.4291, y=0.6775, z=2.7771), order='XYZ'>
    Matrix:
      <Vector (-0.7280, -0.5678, -0.3843, -0.0369)>
      <Vector (0.2777, -0.7567, 0.5919, 0.8205)>
      <Vector (-0.6268, 0.3241, 0.7085, -0.0046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2729, 0.5060, 0.1301)>
    Rotation: <Euler (x=-0.5721, y=0.7547, z=2.7118), order='XYZ'>
    Matrix:
      <Vector (-0.6622, -0.0132, -0.7492, -0.2729)>
      <Vector (0.3035, -0.9188, -0.2521, 0.5060)>
      <Vector (-0.6851, -0.3944, 0.6125, 0.1301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7762, y=0.7934, z=2.9397), order='XYZ'>
    Matrix:
      <Vector (-0.6871, -0.6323, -0.3578, -0.2785)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5505, y=2.2447, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6238, -0.7804, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7814, 0.6239, -0.0126, 0.0503)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0993)>
    Rotation: <Euler (x=-1.5505, y=2.2447, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6238, -0.7804, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7814, 0.6239, -0.0126, 0.0993)>
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Frame: 43
  Bone: mixamorig:Hips
    Location: <Vector (0.0609, 0.8587, 0.0390)>
    Rotation: <Euler (x=0.2139, y=-0.3528, z=-0.0419), order='XYZ'>
    Matrix:
      <Vector (0.9376, -0.0324, -0.3462, 0.0609)>
      <Vector (-0.0393, 0.9794, -0.1979, 0.8587)>
      <Vector (0.3455, 0.1992, 0.9170, 0.0390)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0590, 0.9348, 0.0528)>
    Rotation: <Euler (x=0.2518, y=-0.3670, z=-0.0458), order='XYZ'>
    Matrix:
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      <Vector (-0.0427, 0.9716, -0.2329, 0.9348)>
      <Vector (0.3588, 0.2325, 0.9040, 0.0528)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0549, 1.0224, 0.0738)>
    Rotation: <Euler (x=0.3975, y=-0.3825, z=-0.0467), order='XYZ'>
    Matrix:
      <Vector (0.9267, -0.1013, -0.3618, 0.0549)>
      <Vector (-0.0433, 0.9278, -0.3706, 1.0224)>
      <Vector (0.3733, 0.3591, 0.8554, 0.0738)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0445, 1.1180, 0.1108)>
    Rotation: <Euler (x=0.5446, y=-0.3965, z=-0.0509), order='XYZ'>
    Matrix:
      <Vector (0.9212, -0.1563, -0.3562, 0.0445)>
      <Vector (-0.0469, 0.8644, -0.5006, 1.1180)>
      <Vector (0.3862, 0.4779, 0.7890, 0.1108)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0264, 1.2182, 0.1662)>
    Rotation: <Euler (x=0.4731, y=-0.3303, z=-0.0503), order='XYZ'>
    Matrix:
      <Vector (0.9447, -0.1028, -0.3113, 0.0264)>
      <Vector (-0.0476, 0.8965, -0.4405, 1.2182)>
      <Vector (0.3244, 0.4310, 0.8420, 0.1662)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0115, 1.3049, 0.2222)>
    Rotation: <Euler (x=0.0795, y=-0.0652, z=-0.0303), order='XYZ'>
    Matrix:
      <Vector (0.9974, 0.0250, -0.0673, 0.0115)>
      <Vector (-0.0302, 0.9965, -0.0775, 1.3049)>
      <Vector (0.0651, 0.0793, 0.9947, 0.2222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0154, 1.5416, 0.2725)>
    Rotation: <Euler (x=0.0795, y=-0.0652, z=-0.0303), order='XYZ'>
    Matrix:
      <Vector (0.9974, 0.0250, -0.0673, 0.0154)>
      <Vector (-0.0302, 0.9965, -0.0775, 1.5416)>
      <Vector (0.0651, 0.0793, 0.9947, 0.2725)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0939, 1.2012, 0.1833)>
    Rotation: <Euler (x=-0.1567, y=2.1792, z=-2.0207), order='XYZ'>
    Matrix:
      <Vector (0.2485, 0.9452, -0.2119, 0.0939)>
      <Vector (0.5147, -0.3142, -0.7977, 1.2012)>
      <Vector (-0.8206, 0.0892, -0.5646, 0.1833)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2275, 1.1568, 0.1959)>
    Rotation: <Euler (x=-3.1371, y=0.8575, z=0.4527), order='XYZ'>
    Matrix:
      <Vector (0.5884, 0.4344, -0.6820, 0.2275)>
      <Vector (0.2862, -0.9007, -0.3267, 1.1568)>
      <Vector (-0.7562, -0.0029, -0.6543, 0.1959)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3115, 0.9825, 0.1953)>
    Rotation: <Euler (x=2.3220, y=0.1588, z=-1.0249), order='XYZ'>
    Matrix:
      <Vector (0.5126, -0.5234, -0.6807, 0.3115)>
      <Vector (-0.8439, -0.4531, -0.2872, 0.9825)>
      <Vector (-0.1581, 0.7217, -0.6740, 0.1953)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1745, 0.8639, 0.3842)>
    Rotation: <Euler (x=2.0054, y=0.0494, z=-0.7054), order='XYZ'>
    Matrix:
      <Vector (0.7604, -0.2389, -0.6039, 0.1745)>
      <Vector (-0.6476, -0.3496, -0.6771, 0.8639)>
      <Vector (-0.0494, 0.9059, -0.4206, 0.3842)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1389, 0.8606, 0.4178)>
    Rotation: <Euler (x=2.5196, y=-0.6473, z=-1.0743), order='XYZ'>
    Matrix:
      <Vector (0.3800, -0.8820, -0.2788, 0.1389)>
      <Vector (-0.7014, -0.0783, -0.7085, 0.8606)>
      <Vector (0.6030, 0.4648, -0.6483, 0.4178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1035, 0.8591, 0.4347)>
    Rotation: <Euler (x=2.3655, y=-0.2752, z=-0.7935), order='XYZ'>
    Matrix:
      <Vector (0.6750, -0.6422, -0.3632, 0.1035)>
      <Vector (-0.6859, -0.3649, -0.6296, 0.8591)>
      <Vector (0.2718, 0.6741, -0.6868, 0.4347)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0831, 0.8466, 0.4569)>
    Rotation: <Euler (x=2.2890, y=-0.1046, z=-0.7137), order='XYZ'>
    Matrix:
      <Vector (0.7518, -0.4903, -0.4410, 0.0831)>
      <Vector (-0.6511, -0.4460, -0.6142, 0.8466)>
      <Vector (0.1044, 0.7488, -0.6545, 0.4569)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0722, 0.8349, 0.4753)>
    Rotation: <Euler (x=2.2890, y=-0.1046, z=-0.7137), order='XYZ'>
    Matrix:
      <Vector (0.7518, -0.4903, -0.4410, 0.0722)>
      <Vector (-0.6511, -0.4460, -0.6142, 0.8349)>
      <Vector (0.1044, 0.7488, -0.6545, 0.4753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1205, 0.8478, 0.4903)>
    Rotation: <Euler (x=2.4619, y=0.0007, z=-0.7194), order='XYZ'>
    Matrix:
      <Vector (0.7522, -0.5122, -0.4146, 0.1205)>
      <Vector (-0.6590, -0.5853, -0.4724, 0.8478)>
      <Vector (-0.0007, 0.6285, -0.7778, 0.4903)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1057, 0.8305, 0.5087)>
    Rotation: <Euler (x=2.9334, y=0.0358, z=-0.6510), order='XYZ'>
    Matrix:
      <Vector (0.7950, -0.5870, -0.1532, 0.1057)>
      <Vector (-0.6056, -0.7828, -0.1432, 0.8305)>
      <Vector (-0.0358, 0.2066, -0.9778, 0.5087)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0884, 0.8072, 0.5148)>
    Rotation: <Euler (x=-3.1126, y=0.0415, z=-0.5952), order='XYZ'>
    Matrix:
      <Vector (0.8273, -0.5614, -0.0181, 0.0884)>
      <Vector (-0.5602, -0.8270, 0.0472, 0.8072)>
      <Vector (-0.0415, -0.0289, -0.9987, 0.5148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0751, 0.7883, 0.5142)>
    Rotation: <Euler (x=-3.1126, y=0.0415, z=-0.5952), order='XYZ'>
    Matrix:
      <Vector (0.8273, -0.5614, -0.0181, 0.0751)>
      <Vector (-0.5602, -0.8270, 0.0472, 0.7883)>
      <Vector (-0.0415, -0.0289, -0.9987, 0.5142)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1382, 0.8325, 0.4882)>
    Rotation: <Euler (x=2.4616, y=0.0035, z=-0.7200), order='XYZ'>
    Matrix:
      <Vector (0.7518, -0.5111, -0.4166, 0.1382)>
      <Vector (-0.6594, -0.5860, -0.4709, 0.8325)>
      <Vector (-0.0035, 0.6288, -0.7776, 0.4882)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1212, 0.8125, 0.5094)>
    Rotation: <Euler (x=2.9333, y=0.0387, z=-0.6510), order='XYZ'>
    Matrix:
      <Vector (0.7949, -0.5865, -0.1554, 0.1212)>
      <Vector (-0.6055, -0.7831, -0.1415, 0.8125)>
      <Vector (-0.0387, 0.2066, -0.9777, 0.5094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1007, 0.7850, 0.5167)>
    Rotation: <Euler (x=-3.1127, y=0.0442, z=-0.5970), order='XYZ'>
    Matrix:
      <Vector (0.8262, -0.5630, -0.0202, 0.1007)>
      <Vector (-0.5616, -0.8259, 0.0487, 0.7850)>
      <Vector (-0.0442, -0.0289, -0.9986, 0.5167)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0857, 0.7636, 0.5159)>
    Rotation: <Euler (x=-3.1127, y=0.0442, z=-0.5970), order='XYZ'>
    Matrix:
      <Vector (0.8262, -0.5630, -0.0202, 0.0857)>
      <Vector (-0.5616, -0.8259, 0.0487, 0.7636)>
      <Vector (-0.0442, -0.0289, -0.9986, 0.5159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1578, 0.8168, 0.4870)>
    Rotation: <Euler (x=2.4619, y=0.0046, z=-0.7180), order='XYZ'>
    Matrix:
      <Vector (0.7531, -0.5095, -0.4162, 0.1578)>
      <Vector (-0.6579, -0.5877, -0.4710, 0.8168)>
      <Vector (-0.0046, 0.6285, -0.7778, 0.4870)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1427, 0.7990, 0.5059)>
    Rotation: <Euler (x=2.9335, y=0.0391, z=-0.6482), order='XYZ'>
    Matrix:
      <Vector (0.7966, -0.5843, -0.1552, 0.1427)>
      <Vector (-0.6033, -0.7848, -0.1416, 0.7990)>
      <Vector (-0.0391, 0.2065, -0.9777, 0.5059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1257, 0.7761, 0.5119)>
    Rotation: <Euler (x=-3.1130, y=0.0428, z=-0.6037), order='XYZ'>
    Matrix:
      <Vector (0.8225, -0.5684, -0.0189, 0.1257)>
      <Vector (-0.5671, -0.8222, 0.0478, 0.7761)>
      <Vector (-0.0427, -0.0286, -0.9987, 0.5119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1125, 0.7574, 0.5112)>
    Rotation: <Euler (x=-3.1130, y=0.0428, z=-0.6037), order='XYZ'>
    Matrix:
      <Vector (0.8225, -0.5684, -0.0189, 0.1125)>
      <Vector (-0.5671, -0.8222, 0.0478, 0.7574)>
      <Vector (-0.0427, -0.0286, -0.9987, 0.5112)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1773, 0.8048, 0.4824)>
    Rotation: <Euler (x=2.4522, y=0.0589, z=-0.6628), order='XYZ'>
    Matrix:
      <Vector (0.7869, -0.4453, -0.4272, 0.1773)>
      <Vector (-0.6142, -0.6313, -0.4735, 0.8048)>
      <Vector (-0.0588, 0.6350, -0.7703, 0.4824)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1645, 0.7866, 0.5007)>
    Rotation: <Euler (x=2.9336, y=0.0476, z=-0.6454), order='XYZ'>
    Matrix:
      <Vector (0.7980, -0.5807, -0.1614, 0.1645)>
      <Vector (-0.6008, -0.7876, -0.1370, 0.7866)>
      <Vector (-0.0476, 0.2063, -0.9773, 0.5007)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1515, 0.7691, 0.5052)>
    Rotation: <Euler (x=-3.1137, y=0.0503, z=-0.6183), order='XYZ'>
    Matrix:
      <Vector (0.8138, -0.5806, -0.0248, 0.1515)>
      <Vector (-0.5789, -0.8137, 0.0519, 0.7691)>
      <Vector (-0.0503, -0.0279, -0.9983, 0.5052)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1420, 0.7557, 0.5048)>
    Rotation: <Euler (x=-3.1137, y=0.0503, z=-0.6183), order='XYZ'>
    Matrix:
      <Vector (0.8138, -0.5806, -0.0248, 0.1420)>
      <Vector (-0.5789, -0.8137, 0.0519, 0.7557)>
      <Vector (-0.0503, -0.0279, -0.9983, 0.5048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0356, 1.2060, 0.1321)>
    Rotation: <Euler (x=0.9603, y=-2.1982, z=1.1201), order='XYZ'>
    Matrix:
      <Vector (-0.2557, -0.8050, 0.5354, -0.0356)>
      <Vector (-0.5284, -0.3474, -0.7746, 1.2060)>
      <Vector (0.8096, -0.4810, -0.3365, 0.1321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1493, 1.1569, 0.0641)>
    Rotation: <Euler (x=-1.4487, y=-1.3665, z=-1.8155), order='XYZ'>
    Matrix:
      <Vector (-0.0492, -0.1172, 0.9919, -0.1493)>
      <Vector (-0.1969, -0.9725, -0.1247, 1.1569)>
      <Vector (0.9792, -0.2014, 0.0247, 0.0641)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1720, 0.9683, 0.0251)>
    Rotation: <Euler (x=1.5623, y=-0.1885, z=1.4750), order='XYZ'>
    Matrix:
      <Vector (0.0939, -0.0264, 0.9952, -0.1720)>
      <Vector (0.9778, -0.1857, -0.0972, 0.9683)>
      <Vector (0.1874, 0.9822, 0.0084, 0.0251)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1789, 0.9197, 0.2821)>
    Rotation: <Euler (x=1.6160, y=-0.3965, z=1.0205), order='XYZ'>
    Matrix:
      <Vector (0.4824, -0.1633, 0.8606, -0.1789)>
      <Vector (0.7862, -0.3525, -0.5076, 0.9197)>
      <Vector (0.3862, 0.9215, -0.0417, 0.2821)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1650, 0.9215, 0.3267)>
    Rotation: <Euler (x=1.9968, y=0.4031, z=1.0521), order='XYZ'>
    Matrix:
      <Vector (0.4560, 0.5360, 0.7105, -0.1650)>
      <Vector (0.7989, 0.1054, -0.5922, 0.9215)>
      <Vector (-0.3923, 0.8376, -0.3801, 0.3267)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1444, 0.9264, 0.3574)>
    Rotation: <Euler (x=1.9763, y=-0.0870, z=0.9656), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.2790, 0.7752, -0.1444)>
      <Vector (0.8193, -0.2901, -0.4946, 0.9264)>
      <Vector (0.0869, 0.9154, -0.3930, 0.3574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1354, 0.9167, 0.3874)>
    Rotation: <Euler (x=1.9206, y=-0.2413, z=0.9657), order='XYZ'>
    Matrix:
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      <Vector (0.7986, -0.3796, -0.4670, 0.9167)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1318, 0.9056, 0.4119)>
    Rotation: <Euler (x=1.9206, y=-0.2413, z=0.9657), order='XYZ'>
    Matrix:
      <Vector (0.5523, 0.1542, 0.8192, -0.1318)>
      <Vector (0.7986, -0.3796, -0.4670, 0.9056)>
      <Vector (0.2390, 0.9122, -0.3328, 0.4119)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1810, 0.9081, 0.3997)>
    Rotation: <Euler (x=2.0755, y=-0.3404, z=1.0135), order='XYZ'>
    Matrix:
      <Vector (0.4986, 0.2558, 0.8282, -0.1810)>
      <Vector (0.8000, -0.5038, -0.3260, 0.9081)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1734, 0.8927, 0.4245)>
    Rotation: <Euler (x=2.5642, y=-0.3925, z=0.9645), order='XYZ'>
    Matrix:
      <Vector (0.5265, 0.5696, 0.6312, -0.1734)>
      <Vector (0.7593, -0.6490, -0.0476, 0.8927)>
      <Vector (0.3825, 0.5043, -0.7742, 0.4245)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1565, 0.8734, 0.4395)>
    Rotation: <Euler (x=2.8181, y=-0.4141, z=0.9177), order='XYZ'>
    Matrix:
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      <Vector (0.7271, -0.6777, 0.1098, 0.8734)>
      <Vector (0.4024, 0.2910, -0.8680, 0.4395)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1409, 0.8581, 0.4463)>
    Rotation: <Euler (x=2.8181, y=-0.4141, z=0.9177), order='XYZ'>
    Matrix:
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      <Vector (0.7271, -0.6777, 0.1098, 0.8581)>
      <Vector (0.4024, 0.2910, -0.8680, 0.4463)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1925, 0.8889, 0.3946)>
    Rotation: <Euler (x=2.0755, y=-0.3482, z=1.0135), order='XYZ'>
    Matrix:
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      <Vector (0.7978, -0.5092, -0.3229, 0.8889)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1846, 0.8725, 0.4209)>
    Rotation: <Euler (x=2.5643, y=-0.3983, z=0.9643), order='XYZ'>
    Matrix:
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      <Vector (0.7573, -0.6516, -0.0440, 0.8725)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1651, 0.8501, 0.4381)>
    Rotation: <Euler (x=2.8155, y=-0.4162, z=0.9243), order='XYZ'>
    Matrix:
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      <Vector (0.7301, -0.6740, 0.1127, 0.8501)>
      <Vector (0.4043, 0.2930, -0.8664, 0.4381)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1482, 0.8335, 0.4454)>
    Rotation: <Euler (x=2.8155, y=-0.4162, z=0.9243), order='XYZ'>
    Matrix:
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      <Vector (0.7301, -0.6740, 0.1127, 0.8335)>
      <Vector (0.4043, 0.2930, -0.8664, 0.4454)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2042, 0.8685, 0.3854)>
    Rotation: <Euler (x=2.0759, y=-0.3431, z=1.0124), order='XYZ'>
    Matrix:
      <Vector (0.4989, 0.2544, 0.8285, -0.2042)>
      <Vector (0.7987, -0.5060, -0.3256, 0.8685)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1971, 0.8541, 0.4085)>
    Rotation: <Euler (x=2.5664, y=-0.3974, z=0.9590), order='XYZ'>
    Matrix:
      <Vector (0.5296, 0.5659, 0.6319, -0.1971)>
      <Vector (0.7548, -0.6543, -0.0466, 0.8541)>
      <Vector (0.3870, 0.5016, -0.7737, 0.4085)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1814, 0.8360, 0.4224)>
    Rotation: <Euler (x=2.8145, y=-0.4109, z=0.9268), order='XYZ'>
    Matrix:
      <Vector (0.5504, 0.6802, 0.4841, -0.1814)>
      <Vector (0.7331, -0.6712, 0.1096, 0.8360)>
      <Vector (0.3994, 0.2946, -0.8682, 0.4224)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1654, 0.8204, 0.4294)>
    Rotation: <Euler (x=2.8145, y=-0.4109, z=0.9268), order='XYZ'>
    Matrix:
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      <Vector (0.7331, -0.6712, 0.1096, 0.8204)>
      <Vector (0.3994, 0.2946, -0.8682, 0.4294)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2157, 0.8540, 0.3702)>
    Rotation: <Euler (x=2.0756, y=-0.3472, z=1.0132), order='XYZ'>
    Matrix:
      <Vector (0.4976, 0.2528, 0.8298, -0.2157)>
      <Vector (0.7979, -0.5087, -0.3235, 0.8540)>
      <Vector (0.3403, 0.8230, -0.4548, 0.3702)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2091, 0.8407, 0.3918)>
    Rotation: <Euler (x=2.5671, y=-0.4024, z=0.9571), order='XYZ'>
    Matrix:
      <Vector (0.5299, 0.5637, 0.6336, -0.2091)>
      <Vector (0.7522, -0.6574, -0.0442, 0.8407)>
      <Vector (0.3916, 0.5000, -0.7724, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1944, 0.8237, 0.4048)>
    Rotation: <Euler (x=2.8095, y=-0.4101, z=0.9391), order='XYZ'>
    Matrix:
      <Vector (0.5415, 0.6862, 0.4857, -0.1944)>
      <Vector (0.7401, -0.6631, 0.1117, 0.8237)>
      <Vector (0.3987, 0.2989, -0.8670, 0.4048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1843, 0.8138, 0.4092)>
    Rotation: <Euler (x=2.8095, y=-0.4101, z=0.9391), order='XYZ'>
    Matrix:
      <Vector (0.5415, 0.6862, 0.4857, -0.1843)>
      <Vector (0.7401, -0.6631, 0.1117, 0.8138)>
      <Vector (0.3987, 0.2989, -0.8670, 0.4092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1671, 0.8136, 0.0630)>
    Rotation: <Euler (x=0.7522, y=-0.0226, z=-2.9451), order='XYZ'>
    Matrix:
      <Vector (-0.9805, 0.1577, -0.1172, 0.1671)>
      <Vector (-0.1951, -0.7131, 0.6734, 0.8136)>
      <Vector (0.0226, 0.6831, 0.7300, 0.0630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2326, 0.5173, 0.3469)>
    Rotation: <Euler (x=-0.2859, y=-0.1563, z=-2.9430), order='XYZ'>
    Matrix:
      <Vector (-0.9684, 0.1462, 0.2021, 0.2326)>
      <Vector (-0.1949, -0.9492, -0.2470, 0.5173)>
      <Vector (0.1557, -0.2786, 0.9477, 0.3469)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1112, 0.2277)>
    Rotation: <Euler (x=0.8649, y=-0.1587, z=-3.0175), order='XYZ'>
    Matrix:
      <Vector (-0.9799, 0.1996, 0.0075, 0.2951)>
      <Vector (-0.1222, -0.6288, 0.7679, 0.1112)>
      <Vector (0.1580, 0.7515, 0.6405, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0011, 0.3593)>
    Rotation: <Euler (x=-1.5244, y=-2.8827, z=0.0008), order='XYZ'>
    Matrix:
      <Vector (-0.9667, 0.2557, -0.0127, 0.3301)>
      <Vector (-0.0008, 0.0466, 0.9989, 0.0011)>
      <Vector (0.2560, 0.9656, -0.0448, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0046, 0.4320)>
    Rotation: <Euler (x=-1.5244, y=-2.8827, z=0.0008), order='XYZ'>
    Matrix:
      <Vector (-0.9667, 0.2557, -0.0127, 0.3493)>
      <Vector (-0.0008, 0.0466, 0.9989, 0.0046)>
      <Vector (0.2560, 0.9656, -0.0448, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0404, 0.8211, -0.0078)>
    Rotation: <Euler (x=0.4354, y=0.6742, z=2.7839), order='XYZ'>
    Matrix:
      <Vector (-0.7317, -0.5641, -0.3825, -0.0404)>
      <Vector (0.2735, -0.7571, 0.5933, 0.8211)>
      <Vector (-0.6243, 0.3295, 0.7083, -0.0078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2748, 0.5064, 0.1291)>
    Rotation: <Euler (x=-0.5692, y=0.7558, z=2.7186), order='XYZ'>
    Matrix:
      <Vector (-0.6636, -0.0087, -0.7481, -0.2748)>
      <Vector (0.2987, -0.9198, -0.2543, 0.5064)>
      <Vector (-0.6859, -0.3922, 0.6130, 0.1291)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7764, y=0.7928, z=2.9398), order='XYZ'>
    Matrix:
      <Vector (-0.6877, -0.6320, -0.3574, -0.2786)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7123, 0.4918, 0.5007, -0.0399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2454, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6244, -0.7799, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7809, 0.6245, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0994)>
    Rotation: <Euler (x=-1.5505, y=2.2454, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6244, -0.7799, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7809, 0.6245, -0.0127, 0.0994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 44
  Bone: mixamorig:Hips
    Location: <Vector (0.0571, 0.8595, 0.0355)>
    Rotation: <Euler (x=0.2124, y=-0.3515, z=-0.0407), order='XYZ'>
    Matrix:
      <Vector (0.9381, -0.0328, -0.3449, 0.0571)>
      <Vector (-0.0382, 0.9797, -0.1969, 0.8595)>
      <Vector (0.3443, 0.1979, 0.9178, 0.0355)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0552, 0.9355, 0.0492)>
    Rotation: <Euler (x=0.2511, y=-0.3656, z=-0.0457), order='XYZ'>
    Matrix:
      <Vector (0.9329, -0.0444, -0.3573, 0.0552)>
      <Vector (-0.0427, 0.9717, -0.2323, 0.9355)>
      <Vector (0.3575, 0.2320, 0.9046, 0.0492)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0512, 1.0231, 0.0701)>
    Rotation: <Euler (x=0.3983, y=-0.3806, z=-0.0487), order='XYZ'>
    Matrix:
      <Vector (0.9273, -0.0991, -0.3609, 0.0512)>
      <Vector (-0.0452, 0.9276, -0.3708, 1.0231)>
      <Vector (0.3715, 0.3601, 0.8557, 0.0701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0410, 1.1187, 0.1072)>
    Rotation: <Euler (x=0.5469, y=-0.3939, z=-0.0548), order='XYZ'>
    Matrix:
      <Vector (0.9220, -0.1525, -0.3559, 0.0410)>
      <Vector (-0.0506, 0.8638, -0.5013, 1.1187)>
      <Vector (0.3838, 0.4802, 0.7887, 0.1072)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0233, 1.2189, 0.1628)>
    Rotation: <Euler (x=0.4739, y=-0.3279, z=-0.0533), order='XYZ'>
    Matrix:
      <Vector (0.9454, -0.0993, -0.3105, 0.0233)>
      <Vector (-0.0505, 0.8964, -0.4404, 1.2189)>
      <Vector (0.3221, 0.4320, 0.8424, 0.1628)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0088, 1.3056, 0.2190)>
    Rotation: <Euler (x=0.0825, y=-0.0604, z=-0.0338), order='XYZ'>
    Matrix:
      <Vector (0.9976, 0.0287, -0.0629, 0.0088)>
      <Vector (-0.0338, 0.9962, -0.0803, 1.3056)>
      <Vector (0.0603, 0.0822, 0.9948, 0.2190)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0137, 1.5421, 0.2700)>
    Rotation: <Euler (x=0.0825, y=-0.0604, z=-0.0338), order='XYZ'>
    Matrix:
      <Vector (0.9976, 0.0287, -0.0629, 0.0137)>
      <Vector (-0.0338, 0.9962, -0.0803, 1.5421)>
      <Vector (0.0603, 0.0822, 0.9948, 0.2700)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0908, 1.2016, 0.1798)>
    Rotation: <Euler (x=-0.1536, y=2.1804, z=-2.0201), order='XYZ'>
    Matrix:
      <Vector (0.2487, 0.9446, -0.2141, 0.0908)>
      <Vector (0.5157, -0.3162, -0.7963, 1.2016)>
      <Vector (-0.8199, 0.0876, -0.5658, 0.1798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2243, 1.1570, 0.1921)>
    Rotation: <Euler (x=-3.1347, y=0.8604, z=0.4505), order='XYZ'>
    Matrix:
      <Vector (0.5871, 0.4307, -0.6855, 0.2243)>
      <Vector (0.2839, -0.9025, -0.3238, 1.1570)>
      <Vector (-0.7581, -0.0045, -0.6521, 0.1921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3076, 0.9823, 0.1913)>
    Rotation: <Euler (x=2.3191, y=0.1597, z=-1.0304), order='XYZ'>
    Matrix:
      <Vector (0.5079, -0.5235, -0.6840, 0.3076)>
      <Vector (-0.8466, -0.4500, -0.2843, 0.9823)>
      <Vector (-0.1590, 0.7235, -0.6718, 0.1913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1706, 0.8645, 0.3806)>
    Rotation: <Euler (x=2.0019, y=0.0486, z=-0.7091), order='XYZ'>
    Matrix:
      <Vector (0.7580, -0.2387, -0.6070, 0.1706)>
      <Vector (-0.6504, -0.3459, -0.6763, 0.8645)>
      <Vector (-0.0486, 0.9074, -0.4174, 0.3806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1350, 0.8615, 0.4143)>
    Rotation: <Euler (x=2.5159, y=-0.6493, z=-1.0756), order='XYZ'>
    Matrix:
      <Vector (0.3785, -0.8815, -0.2824, 0.1350)>
      <Vector (-0.7008, -0.0736, -0.7095, 0.8615)>
      <Vector (0.6046, 0.4665, -0.6456, 0.4143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0997, 0.8601, 0.4313)>
    Rotation: <Euler (x=2.3620, y=-0.2764, z=-0.7961), order='XYZ'>
    Matrix:
      <Vector (0.6730, -0.6424, -0.3666, 0.0997)>
      <Vector (-0.6875, -0.3604, -0.6304, 0.8601)>
      <Vector (0.2729, 0.6763, -0.6842, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0793, 0.8478, 0.4535)>
    Rotation: <Euler (x=2.2855, y=-0.1055, z=-0.7169), order='XYZ'>
    Matrix:
      <Vector (0.7496, -0.4906, -0.4442, 0.0793)>
      <Vector (-0.6534, -0.4418, -0.6147, 0.8478)>
      <Vector (0.1053, 0.7511, -0.6518, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0683, 0.8362, 0.4720)>
    Rotation: <Euler (x=2.2855, y=-0.1055, z=-0.7169), order='XYZ'>
    Matrix:
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      <Vector (-0.6534, -0.4418, -0.6147, 0.8362)>
      <Vector (0.1053, 0.7511, -0.6518, 0.4720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1167, 0.8489, 0.4869)>
    Rotation: <Euler (x=2.4585, y=-0.0002, z=-0.7230), order='XYZ'>
    Matrix:
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      <Vector (-0.6616, -0.5815, -0.4734, 0.8489)>
      <Vector (0.0002, 0.6312, -0.7756, 0.4869)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1019, 0.8317, 0.5054)>
    Rotation: <Euler (x=2.9298, y=0.0352, z=-0.6547), order='XYZ'>
    Matrix:
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      <Vector (-0.6085, -0.7800, -0.1458, 0.8317)>
      <Vector (-0.0352, 0.2100, -0.9771, 0.5054)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0845, 0.8086, 0.5116)>
    Rotation: <Euler (x=-3.1162, y=0.0411, z=-0.5989), order='XYZ'>
    Matrix:
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      <Vector (-0.5633, -0.8251, 0.0441, 0.8086)>
      <Vector (-0.0411, -0.0254, -0.9988, 0.5116)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0711, 0.7897, 0.5110)>
    Rotation: <Euler (x=-3.1162, y=0.0411, z=-0.5989), order='XYZ'>
    Matrix:
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      <Vector (-0.5633, -0.8251, 0.0441, 0.7897)>
      <Vector (-0.0411, -0.0254, -0.9988, 0.5110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1344, 0.8336, 0.4848)>
    Rotation: <Euler (x=2.4581, y=0.0026, z=-0.7236), order='XYZ'>
    Matrix:
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      <Vector (-0.6621, -0.5822, -0.4719, 0.8336)>
      <Vector (-0.0026, 0.6315, -0.7754, 0.4848)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1173, 0.8138, 0.5061)>
    Rotation: <Euler (x=2.9298, y=0.0381, z=-0.6547), order='XYZ'>
    Matrix:
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      <Vector (-0.6085, -0.7804, -0.1441, 0.8138)>
      <Vector (-0.0381, 0.2100, -0.9770, 0.5061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0967, 0.7863, 0.5135)>
    Rotation: <Euler (x=-3.1162, y=0.0437, z=-0.6008), order='XYZ'>
    Matrix:
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      <Vector (-0.5647, -0.8240, 0.0456, 0.7863)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0816, 0.7650, 0.5128)>
    Rotation: <Euler (x=-3.1162, y=0.0437, z=-0.6008), order='XYZ'>
    Matrix:
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      <Vector (-0.5647, -0.8240, 0.0456, 0.7650)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1539, 0.8178, 0.4836)>
    Rotation: <Euler (x=2.4584, y=0.0038, z=-0.7216), order='XYZ'>
    Matrix:
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      <Vector (-0.6606, -0.5838, -0.4720, 0.8178)>
      <Vector (-0.0038, 0.6312, -0.7756, 0.4836)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1387, 0.8001, 0.5026)>
    Rotation: <Euler (x=2.9299, y=0.0385, z=-0.6519), order='XYZ'>
    Matrix:
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      <Vector (-0.6062, -0.7821, -0.1442, 0.8001)>
      <Vector (-0.0385, 0.2099, -0.9770, 0.5026)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1217, 0.7773, 0.5087)>
    Rotation: <Euler (x=-3.1165, y=0.0423, z=-0.6074), order='XYZ'>
    Matrix:
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      <Vector (-0.5702, -0.8203, 0.0447, 0.7773)>
      <Vector (-0.0423, -0.0250, -0.9988, 0.5087)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1084, 0.7587, 0.5081)>
    Rotation: <Euler (x=-3.1165, y=0.0423, z=-0.6074), order='XYZ'>
    Matrix:
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      <Vector (-0.5702, -0.8203, 0.0447, 0.7587)>
      <Vector (-0.0423, -0.0250, -0.9988, 0.5081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1733, 0.8057, 0.4790)>
    Rotation: <Euler (x=2.4487, y=0.0582, z=-0.6666), order='XYZ'>
    Matrix:
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      <Vector (-0.6172, -0.6277, -0.4744, 0.8057)>
      <Vector (-0.0582, 0.6377, -0.7681, 0.4790)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1605, 0.7876, 0.4974)>
    Rotation: <Euler (x=2.9301, y=0.0470, z=-0.6491), order='XYZ'>
    Matrix:
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      <Vector (-0.6038, -0.7848, -0.1395, 0.7876)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1474, 0.7702, 0.5020)>
    Rotation: <Euler (x=-3.1172, y=0.0498, z=-0.6221), order='XYZ'>
    Matrix:
      <Vector (0.8117, -0.5835, -0.0262, 0.1474)>
      <Vector (-0.5820, -0.8117, 0.0488, 0.7702)>
      <Vector (-0.0498, -0.0244, -0.9985, 0.5020)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1379, 0.7569, 0.5016)>
    Rotation: <Euler (x=-3.1172, y=0.0498, z=-0.6221), order='XYZ'>
    Matrix:
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      <Vector (-0.5820, -0.8117, 0.0488, 0.7569)>
      <Vector (-0.0498, -0.0244, -0.9985, 0.5016)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0388, 1.2069, 0.1289)>
    Rotation: <Euler (x=0.9548, y=-2.1990, z=1.1224), order='XYZ'>
    Matrix:
      <Vector (-0.2548, -0.8070, 0.5328, -0.0388)>
      <Vector (-0.5296, -0.3446, -0.7751, 1.2069)>
      <Vector (0.8091, -0.4796, -0.3396, 0.1289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1528, 1.1583, 0.0611)>
    Rotation: <Euler (x=-1.4649, y=-1.3648, z=-1.8006), order='XYZ'>
    Matrix:
      <Vector (-0.0466, -0.1189, 0.9918, -0.1528)>
      <Vector (-0.1992, -0.9719, -0.1258, 1.1583)>
      <Vector (0.9789, -0.2034, 0.0216, 0.0611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1758, 0.9698, 0.0217)>
    Rotation: <Euler (x=1.5654, y=-0.1919, z=1.4734), order='XYZ'>
    Matrix:
      <Vector (0.0955, -0.0240, 0.9951, -0.1758)>
      <Vector (0.9770, -0.1893, -0.0983, 0.9698)>
      <Vector (0.1908, 0.9816, 0.0053, 0.0217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1821, 0.9203, 0.2786)>
    Rotation: <Euler (x=1.6208, y=-0.3975, z=1.0174), order='XYZ'>
    Matrix:
      <Vector (0.4846, -0.1607, 0.8599, -0.1821)>
      <Vector (0.7844, -0.3552, -0.5084, 0.9203)>
      <Vector (0.3871, 0.9209, -0.0461, 0.2786)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1681, 0.9219, 0.3231)>
    Rotation: <Euler (x=2.0016, y=0.4020, z=1.0528), order='XYZ'>
    Matrix:
      <Vector (0.4557, 0.5388, 0.7085, -0.1681)>
      <Vector (0.7995, 0.1021, -0.5919, 0.9219)>
      <Vector (-0.3913, 0.8362, -0.3843, 0.3231)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1474, 0.9267, 0.3538)>
    Rotation: <Euler (x=1.9808, y=-0.0878, z=0.9640), order='XYZ'>
    Matrix:
      <Vector (0.5680, 0.2816, 0.7733, -0.1474)>
      <Vector (0.8183, -0.2933, -0.4943, 0.9267)>
      <Vector (0.0877, 0.9136, -0.3971, 0.3538)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1383, 0.9169, 0.3837)>
    Rotation: <Euler (x=1.9252, y=-0.2420, z=0.9634), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.1567, 0.8176, -0.1383)>
      <Vector (0.7972, -0.3826, -0.4669, 0.9169)>
      <Vector (0.2397, 0.9105, -0.3369, 0.3837)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1346, 0.9057, 0.4081)>
    Rotation: <Euler (x=1.9252, y=-0.2420, z=0.9634), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.1567, 0.8176, -0.1346)>
      <Vector (0.7972, -0.3826, -0.4669, 0.9057)>
      <Vector (0.2397, 0.9105, -0.3369, 0.4081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1838, 0.9083, 0.3961)>
    Rotation: <Euler (x=2.0802, y=-0.3413, z=1.0107), order='XYZ'>
    Matrix:
      <Vector (0.5006, 0.2579, 0.8264, -0.1838)>
      <Vector (0.7983, -0.5067, -0.3255, 0.9083)>
      <Vector (0.3347, 0.8227, -0.4595, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1761, 0.8928, 0.4209)>
    Rotation: <Euler (x=2.5690, y=-0.3932, z=0.9615), order='XYZ'>
    Matrix:
      <Vector (0.5286, 0.5704, 0.6286, -0.1761)>
      <Vector (0.7575, -0.6513, -0.0460, 0.8928)>
      <Vector (0.3832, 0.5004, -0.7764, 0.4209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1592, 0.8734, 0.4357)>
    Rotation: <Euler (x=2.8230, y=-0.4146, z=0.9145), order='XYZ'>
    Matrix:
      <Vector (0.5585, 0.6754, 0.4816, -0.1592)>
      <Vector (0.7252, -0.6794, 0.1120, 0.8734)>
      <Vector (0.4028, 0.2867, -0.8692, 0.4357)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1436, 0.8581, 0.4424)>
    Rotation: <Euler (x=2.8230, y=-0.4146, z=0.9145), order='XYZ'>
    Matrix:
      <Vector (0.5585, 0.6754, 0.4816, -0.1436)>
      <Vector (0.7252, -0.6794, 0.1120, 0.8581)>
      <Vector (0.4028, 0.2867, -0.8692, 0.4424)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1954, 0.8891, 0.3910)>
    Rotation: <Euler (x=2.0802, y=-0.3491, z=1.0107), order='XYZ'>
    Matrix:
      <Vector (0.4992, 0.2545, 0.8283, -0.1954)>
      <Vector (0.7961, -0.5121, -0.3225, 0.8891)>
      <Vector (0.3421, 0.8204, -0.4582, 0.3910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1873, 0.8726, 0.4172)>
    Rotation: <Euler (x=2.5691, y=-0.3990, z=0.9612), order='XYZ'>
    Matrix:
      <Vector (0.5276, 0.5687, 0.6311, -0.1873)>
      <Vector (0.7555, -0.6538, -0.0424, 0.8726)>
      <Vector (0.3885, 0.4991, -0.7745, 0.4172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1678, 0.8501, 0.4343)>
    Rotation: <Euler (x=2.8204, y=-0.4168, z=0.9211), order='XYZ'>
    Matrix:
      <Vector (0.5531, 0.6783, 0.4837, -0.1678)>
      <Vector (0.7281, -0.6757, 0.1149, 0.8501)>
      <Vector (0.4048, 0.2887, -0.8676, 0.4343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1510, 0.8335, 0.4415)>
    Rotation: <Euler (x=2.8204, y=-0.4168, z=0.9211), order='XYZ'>
    Matrix:
      <Vector (0.5531, 0.6783, 0.4837, -0.1510)>
      <Vector (0.7281, -0.6757, 0.1149, 0.8335)>
      <Vector (0.4048, 0.2887, -0.8676, 0.4415)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2071, 0.8687, 0.3818)>
    Rotation: <Euler (x=2.0805, y=-0.3440, z=1.0097), order='XYZ'>
    Matrix:
      <Vector (0.5010, 0.2565, 0.8266, -0.2071)>
      <Vector (0.7971, -0.5089, -0.3252, 0.8687)>
      <Vector (0.3373, 0.8217, -0.4594, 0.3818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1999, 0.8543, 0.4048)>
    Rotation: <Euler (x=2.5712, y=-0.3981, z=0.9559), order='XYZ'>
    Matrix:
      <Vector (0.5318, 0.5667, 0.6293, -0.1999)>
      <Vector (0.7530, -0.6565, -0.0450, 0.8543)>
      <Vector (0.3877, 0.4978, -0.7759, 0.4048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1842, 0.8362, 0.4186)>
    Rotation: <Euler (x=2.8193, y=-0.4114, z=0.9236), order='XYZ'>
    Matrix:
      <Vector (0.5526, 0.6804, 0.4814, -0.1842)>
      <Vector (0.7312, -0.6729, 0.1117, 0.8362)>
      <Vector (0.3999, 0.2903, -0.8694, 0.4186)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1682, 0.8204, 0.4255)>
    Rotation: <Euler (x=2.8193, y=-0.4114, z=0.9236), order='XYZ'>
    Matrix:
      <Vector (0.5526, 0.6804, 0.4814, -0.1682)>
      <Vector (0.7312, -0.6729, 0.1117, 0.8204)>
      <Vector (0.3999, 0.2903, -0.8694, 0.4255)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2187, 0.8544, 0.3666)>
    Rotation: <Euler (x=2.0803, y=-0.3482, z=1.0104), order='XYZ'>
    Matrix:
      <Vector (0.4996, 0.2548, 0.8279, -0.2187)>
      <Vector (0.7962, -0.5115, -0.3230, 0.8544)>
      <Vector (0.3412, 0.8206, -0.4585, 0.3666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2120, 0.8409, 0.3881)>
    Rotation: <Euler (x=2.5719, y=-0.4031, z=0.9540), order='XYZ'>
    Matrix:
      <Vector (0.5320, 0.5646, 0.6310, -0.2120)>
      <Vector (0.7504, -0.6596, -0.0425, 0.8409)>
      <Vector (0.3922, 0.4961, -0.7746, 0.3881)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1973, 0.8239, 0.4010)>
    Rotation: <Euler (x=2.8144, y=-0.4107, z=0.9360), order='XYZ'>
    Matrix:
      <Vector (0.5437, 0.6864, 0.4830, -0.1973)>
      <Vector (0.7382, -0.6649, 0.1139, 0.8239)>
      <Vector (0.3993, 0.2947, -0.8682, 0.4010)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1871, 0.8139, 0.4054)>
    Rotation: <Euler (x=2.8144, y=-0.4107, z=0.9360), order='XYZ'>
    Matrix:
      <Vector (0.5437, 0.6864, 0.4830, -0.1871)>
      <Vector (0.7382, -0.6649, 0.1139, 0.8139)>
      <Vector (0.3993, 0.2947, -0.8682, 0.4054)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1634, 0.8144, 0.0594)>
    Rotation: <Euler (x=0.7508, y=-0.0250, z=-2.9417), order='XYZ'>
    Matrix:
      <Vector (-0.9798, 0.1619, -0.1175, 0.1634)>
      <Vector (-0.1985, -0.7132, 0.6723, 0.8144)>
      <Vector (0.0250, 0.6820, 0.7309, 0.0594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2306, 0.5181, 0.3428)>
    Rotation: <Euler (x=-0.2759, y=-0.1559, z=-2.9402), order='XYZ'>
    Matrix:
      <Vector (-0.9679, 0.1510, 0.2009, 0.2306)>
      <Vector (-0.1976, -0.9512, -0.2370, 0.5181)>
      <Vector (0.1553, -0.2691, 0.9505, 0.3428)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1112, 0.2277)>
    Rotation: <Euler (x=0.8650, y=-0.1575, z=-3.0172), order='XYZ'>
    Matrix:
      <Vector (-0.9800, 0.1989, 0.0065, 0.2952)>
      <Vector (-0.1226, -0.6288, 0.7678, 0.1112)>
      <Vector (0.1568, 0.7517, 0.6406, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0011, 0.3593)>
    Rotation: <Euler (x=-1.5260, y=-2.8840, z=0.0013), order='XYZ'>
    Matrix:
      <Vector (-0.9670, 0.2545, -0.0127, 0.3301)>
      <Vector (-0.0012, 0.0451, 0.9990, 0.0011)>
      <Vector (0.2548, 0.9660, -0.0433, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3492, 0.0045, 0.4321)>
    Rotation: <Euler (x=-1.5260, y=-2.8840, z=0.0013), order='XYZ'>
    Matrix:
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      <Vector (-0.0012, 0.0451, 0.9990, 0.0045)>
      <Vector (0.2548, 0.9660, -0.0433, 0.4321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0442, 0.8217, -0.0112)>
    Rotation: <Euler (x=0.4421, y=0.6712, z=2.7910), order='XYZ'>
    Matrix:
      <Vector (-0.7354, -0.5603, -0.3810, -0.0442)>
      <Vector (0.2689, -0.7575, 0.5949, 0.8217)>
      <Vector (-0.6220, 0.3350, 0.7078, -0.0112)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2771, 0.5069, 0.1281)>
    Rotation: <Euler (x=-0.5660, y=0.7569, z=2.7262), order='XYZ'>
    Matrix:
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      <Vector (0.2934, -0.9209, -0.2567, 0.5069)>
      <Vector (-0.6867, -0.3898, 0.6136, 0.1281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7767, y=0.7919, z=2.9400), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0995)>
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Frame: 45
  Bone: mixamorig:Hips
    Location: <Vector (0.0531, 0.8603, 0.0317)>
    Rotation: <Euler (x=0.2108, y=-0.3498, z=-0.0395), order='XYZ'>
    Matrix:
      <Vector (0.9387, -0.0330, -0.3431, 0.0531)>
      <Vector (-0.0371, 0.9799, -0.1958, 0.8603)>
      <Vector (0.3427, 0.1965, 0.9187, 0.0317)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0512, 0.9363, 0.0453)>
    Rotation: <Euler (x=0.2502, y=-0.3637, z=-0.0455), order='XYZ'>
    Matrix:
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      <Vector (-0.0425, 0.9719, -0.2317, 0.9363)>
      <Vector (0.3558, 0.2314, 0.9055, 0.0453)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0472, 1.0240, 0.0662)>
    Rotation: <Euler (x=0.3989, y=-0.3785, z=-0.0498), order='XYZ'>
    Matrix:
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      <Vector (-0.0462, 0.9275, -0.3710, 1.0240)>
      <Vector (0.3695, 0.3609, 0.8563, 0.0662)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0372, 1.1195, 0.1033)>
    Rotation: <Euler (x=0.5489, y=-0.3913, z=-0.0574), order='XYZ'>
    Matrix:
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      <Vector (-0.0530, 0.8631, -0.5022, 1.1195)>
      <Vector (0.3814, 0.4823, 0.7886, 0.1033)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0198, 1.2196, 0.1593)>
    Rotation: <Euler (x=0.4749, y=-0.3251, z=-0.0557), order='XYZ'>
    Matrix:
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      <Vector (-0.0527, 0.8961, -0.4407, 1.2196)>
      <Vector (0.3194, 0.4333, 0.8428, 0.1593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0056, 1.3063, 0.2155)>
    Rotation: <Euler (x=0.0845, y=-0.0561, z=-0.0363), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9960, -0.0823, 1.3063)>
      <Vector (0.0561, 0.0842, 0.9949, 0.2155)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0113, 1.5427, 0.2671)>
    Rotation: <Euler (x=0.0845, y=-0.0561, z=-0.0363), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9960, -0.0823, 1.5427)>
      <Vector (0.0561, 0.0842, 0.9949, 0.2671)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0874, 1.2022, 0.1760)>
    Rotation: <Euler (x=-0.1489, y=2.1810, z=-2.0175), order='XYZ'>
    Matrix:
      <Vector (0.2475, 0.9444, -0.2163, 0.0874)>
      <Vector (0.5168, -0.3175, -0.7950, 1.2022)>
      <Vector (-0.8195, 0.0850, -0.5667, 0.1760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2208, 1.1574, 0.1880)>
    Rotation: <Euler (x=-3.1325, y=0.8632, z=0.4487), order='XYZ'>
    Matrix:
      <Vector (0.5857, 0.4275, -0.6887, 0.2208)>
      <Vector (0.2819, -0.9040, -0.3214, 1.1574)>
      <Vector (-0.7599, -0.0059, -0.6500, 0.1880)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3035, 0.9824, 0.1868)>
    Rotation: <Euler (x=2.3163, y=0.1606, z=-1.0350), order='XYZ'>
    Matrix:
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      <Vector (-0.8488, -0.4474, -0.2818, 0.9824)>
      <Vector (-0.1599, 0.7253, -0.6696, 0.1868)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1665, 0.8653, 0.3767)>
    Rotation: <Euler (x=1.9982, y=0.0494, z=-0.7129), order='XYZ'>
    Matrix:
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      <Vector (-0.6533, -0.3429, -0.6750, 0.8653)>
      <Vector (-0.0494, 0.9090, -0.4140, 0.3767)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1310, 0.8625, 0.4104)>
    Rotation: <Euler (x=2.5111, y=-0.6498, z=-1.0763), order='XYZ'>
    Matrix:
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      <Vector (-0.7008, -0.0694, -0.7100, 0.8625)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0957, 0.8613, 0.4275)>
    Rotation: <Euler (x=2.3580, y=-0.2758, z=-0.7986), order='XYZ'>
    Matrix:
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      <Vector (-0.6893, -0.3566, -0.6307, 0.8613)>
      <Vector (0.2724, 0.6791, -0.6816, 0.4275)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0754, 0.8491, 0.4499)>
    Rotation: <Euler (x=2.2818, y=-0.1046, z=-0.7201), order='XYZ'>
    Matrix:
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      <Vector (0.1045, 0.7536, -0.6490, 0.4499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0644, 0.8375, 0.4684)>
    Rotation: <Euler (x=2.2818, y=-0.1046, z=-0.7201), order='XYZ'>
    Matrix:
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      <Vector (-0.6559, -0.4383, -0.6146, 0.8375)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1129, 0.8502, 0.4831)>
    Rotation: <Euler (x=2.4547, y=0.0006, z=-0.7266), order='XYZ'>
    Matrix:
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      <Vector (-0.6643, -0.5782, -0.4737, 0.8502)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0981, 0.8331, 0.5017)>
    Rotation: <Euler (x=2.9261, y=0.0363, z=-0.6584), order='XYZ'>
    Matrix:
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      <Vector (-0.6115, -0.7774, -0.1474, 0.8331)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0806, 0.8100, 0.5080)>
    Rotation: <Euler (x=-3.1198, y=0.0423, z=-0.6027), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0672, 0.7911, 0.5075)>
    Rotation: <Euler (x=-3.1198, y=0.0423, z=-0.6027), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1305, 0.8348, 0.4810)>
    Rotation: <Euler (x=2.4544, y=0.0034, z=-0.7272), order='XYZ'>
    Matrix:
      <Vector (0.7470, -0.5123, -0.4237, 0.1305)>
      <Vector (-0.6648, -0.5789, -0.4722, 0.8348)>
      <Vector (-0.0034, 0.6344, -0.7730, 0.4810)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1134, 0.8150, 0.5024)>
    Rotation: <Euler (x=2.9261, y=0.0391, z=-0.6585), order='XYZ'>
    Matrix:
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      <Vector (-0.6114, -0.7777, -0.1457, 0.8150)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0927, 0.7877, 0.5099)>
    Rotation: <Euler (x=-3.1199, y=0.0450, z=-0.6045), order='XYZ'>
    Matrix:
      <Vector (0.8219, -0.5690, -0.0247, 0.0927)>
      <Vector (-0.5678, -0.8220, 0.0434, 0.7877)>
      <Vector (-0.0450, -0.0217, -0.9988, 0.5099)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0776, 0.7664, 0.5094)>
    Rotation: <Euler (x=-3.1199, y=0.0450, z=-0.6045), order='XYZ'>
    Matrix:
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      <Vector (-0.5678, -0.8220, 0.0434, 0.7664)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1500, 0.8189, 0.4798)>
    Rotation: <Euler (x=2.4547, y=0.0046, z=-0.7252), order='XYZ'>
    Matrix:
      <Vector (0.7483, -0.5107, -0.4233, 0.1500)>
      <Vector (-0.6633, -0.5805, -0.4722, 0.8189)>
      <Vector (-0.0046, 0.6342, -0.7732, 0.4798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1348, 0.8013, 0.4989)>
    Rotation: <Euler (x=2.9262, y=0.0396, z=-0.6557), order='XYZ'>
    Matrix:
      <Vector (0.7920, -0.5889, -0.1609, 0.1348)>
      <Vector (-0.6092, -0.7795, -0.1458, 0.8013)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1177, 0.7786, 0.5051)>
    Rotation: <Euler (x=-3.1202, y=0.0435, z=-0.6112), order='XYZ'>
    Matrix:
      <Vector (0.8182, -0.5745, -0.0234, 0.1177)>
      <Vector (-0.5733, -0.8183, 0.0425, 0.7786)>
      <Vector (-0.0435, -0.0214, -0.9988, 0.5051)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1043, 0.7600, 0.5046)>
    Rotation: <Euler (x=-3.1202, y=0.0435, z=-0.6112), order='XYZ'>
    Matrix:
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      <Vector (-0.5733, -0.8183, 0.0425, 0.7600)>
      <Vector (-0.0435, -0.0214, -0.9988, 0.5046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1693, 0.8067, 0.4751)>
    Rotation: <Euler (x=2.4449, y=0.0592, z=-0.6704), order='XYZ'>
    Matrix:
      <Vector (0.7822, -0.4468, -0.4342, 0.1693)>
      <Vector (-0.6202, -0.6246, -0.4746, 0.8067)>
      <Vector (-0.0592, 0.6405, -0.7657, 0.4751)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1565, 0.7887, 0.4936)>
    Rotation: <Euler (x=2.9264, y=0.0481, z=-0.6529), order='XYZ'>
    Matrix:
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      <Vector (-0.6068, -0.7822, -0.1411, 0.7887)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1434, 0.7714, 0.4983)>
    Rotation: <Euler (x=-3.1209, y=0.0510, z=-0.6259), order='XYZ'>
    Matrix:
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      <Vector (-0.5850, -0.8097, 0.0466, 0.7714)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1338, 0.7581, 0.4980)>
    Rotation: <Euler (x=-3.1209, y=0.0510, z=-0.6259), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0424, 1.2079, 0.1254)>
    Rotation: <Euler (x=0.9490, y=-2.1996, z=1.1250), order='XYZ'>
    Matrix:
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      <Vector (-0.5307, -0.3420, -0.7755, 1.2079)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1567, 1.1595, 0.0579)>
    Rotation: <Euler (x=-1.4859, y=-1.3640, z=-1.7822), order='XYZ'>
    Matrix:
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      <Vector (-0.2007, -0.9713, -0.1279, 1.1595)>
      <Vector (0.9787, -0.2046, 0.0174, 0.0579)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1803, 0.9712, 0.0182)>
    Rotation: <Euler (x=1.5696, y=-0.1946, z=1.4705), order='XYZ'>
    Matrix:
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      <Vector (0.9762, -0.1923, -0.1004, 0.9712)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1857, 0.9209, 0.2750)>
    Rotation: <Euler (x=1.6278, y=-0.3965, z=1.0087), order='XYZ'>
    Matrix:
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      <Vector (0.7805, -0.3566, -0.5135, 0.9209)>
      <Vector (0.3862, 0.9209, -0.0525, 0.2750)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1713, 0.9223, 0.3194)>
    Rotation: <Euler (x=2.0086, y=0.4027, z=1.0495), order='XYZ'>
    Matrix:
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      <Vector (0.7978, 0.0967, -0.5951, 0.9223)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1504, 0.9269, 0.3500)>
    Rotation: <Euler (x=1.9872, y=-0.0865, z=0.9574), order='XYZ'>
    Matrix:
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      <Vector (0.8146, -0.2974, -0.4979, 0.9269)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1412, 0.9170, 0.3798)>
    Rotation: <Euler (x=1.9318, y=-0.2407, z=0.9558), order='XYZ'>
    Matrix:
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      <Vector (0.7932, -0.3859, -0.4710, 0.9170)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1375, 0.9057, 0.4042)>
    Rotation: <Euler (x=1.9318, y=-0.2407, z=0.9558), order='XYZ'>
    Matrix:
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      <Vector (0.7932, -0.3859, -0.4710, 0.9057)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1867, 0.9086, 0.3925)>
    Rotation: <Euler (x=2.0871, y=-0.3403, z=1.0023), order='XYZ'>
    Matrix:
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      <Vector (0.7944, -0.5104, -0.3293, 0.9086)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1790, 0.8930, 0.4172)>
    Rotation: <Euler (x=2.5760, y=-0.3919, z=0.9528), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1621, 0.8735, 0.4319)>
    Rotation: <Euler (x=2.8299, y=-0.4130, z=0.9057), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1466, 0.8581, 0.4384)>
    Rotation: <Euler (x=2.8299, y=-0.4130, z=0.9057), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1985, 0.8895, 0.3874)>
    Rotation: <Euler (x=2.0871, y=-0.3481, z=1.0023), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1903, 0.8729, 0.4135)>
    Rotation: <Euler (x=2.5761, y=-0.3977, z=0.9524), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1709, 0.8502, 0.4304)>
    Rotation: <Euler (x=2.8273, y=-0.4152, z=0.9123), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1541, 0.8335, 0.4375)>
    Rotation: <Euler (x=2.8273, y=-0.4152, z=0.9123), order='XYZ'>
    Matrix:
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      <Vector (0.7237, -0.6806, 0.1142, 0.8335)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2103, 0.8692, 0.3782)>
    Rotation: <Euler (x=2.0874, y=-0.3430, z=1.0013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2031, 0.8547, 0.4012)>
    Rotation: <Euler (x=2.5781, y=-0.3967, z=0.9471), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1874, 0.8364, 0.4148)>
    Rotation: <Euler (x=2.8263, y=-0.4099, z=0.9148), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1714, 0.8206, 0.4215)>
    Rotation: <Euler (x=2.8263, y=-0.4099, z=0.9148), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2221, 0.8549, 0.3631)>
    Rotation: <Euler (x=2.0872, y=-0.3472, z=1.0020), order='XYZ'>
    Matrix:
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      <Vector (0.3402, 0.8177, -0.4643, 0.3631)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2154, 0.8414, 0.3845)>
    Rotation: <Euler (x=2.5789, y=-0.4017, z=0.9453), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2007, 0.8243, 0.3973)>
    Rotation: <Euler (x=2.8214, y=-0.4093, z=0.9272), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6698, 0.1132, 0.8243)>
      <Vector (0.3979, 0.2888, -0.8708, 0.3973)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1906, 0.8142, 0.4015)>
    Rotation: <Euler (x=2.8214, y=-0.4093, z=0.9272), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6698, 0.1132, 0.8142)>
      <Vector (0.3979, 0.2888, -0.8708, 0.4015)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1594, 0.8153, 0.0555)>
    Rotation: <Euler (x=0.7492, y=-0.0273, z=-2.9383), order='XYZ'>
    Matrix:
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      <Vector (0.0273, 0.6808, 0.7320, 0.0555)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2284, 0.5189, 0.3384)>
    Rotation: <Euler (x=-0.2650, y=-0.1549, z=-2.9370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1111, 0.2277)>
    Rotation: <Euler (x=0.8651, y=-0.1554, z=-3.0164), order='XYZ'>
    Matrix:
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      <Vector (-0.1234, -0.6288, 0.7678, 0.1111)>
      <Vector (0.1548, 0.7520, 0.6407, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0011, 0.3594)>
    Rotation: <Euler (x=-1.5279, y=-2.8860, z=0.0022), order='XYZ'>
    Matrix:
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      <Vector (-0.0022, 0.0435, 0.9991, 0.0011)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3490, 0.0043, 0.4322)>
    Rotation: <Euler (x=-1.5279, y=-2.8860, z=0.0022), order='XYZ'>
    Matrix:
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      <Vector (-0.0022, 0.0435, 0.9991, 0.0043)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0482, 0.8224, -0.0147)>
    Rotation: <Euler (x=0.4489, y=0.6682, z=2.7984), order='XYZ'>
    Matrix:
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      <Vector (0.2642, -0.7579, 0.5965, 0.8224)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2795, 0.5074, 0.1269)>
    Rotation: <Euler (x=-0.5625, y=0.7583, z=2.7344), order='XYZ'>
    Matrix:
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      <Vector (0.2875, -0.9220, -0.2593, 0.5074)>
      <Vector (-0.6877, -0.3872, 0.6142, 0.1269)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7769, y=0.7912, z=2.9401), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2470, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5504, y=2.2470, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7800, 0.6257, -0.0127, 0.0995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 46
  Bone: mixamorig:Hips
    Location: <Vector (0.0490, 0.8611, 0.0278)>
    Rotation: <Euler (x=0.2093, y=-0.3479, z=-0.0385), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9802, -0.1948, 0.8611)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0470, 0.9372, 0.0413)>
    Rotation: <Euler (x=0.2494, y=-0.3618, z=-0.0451), order='XYZ'>
    Matrix:
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      <Vector (-0.0422, 0.9720, -0.2312, 0.9372)>
      <Vector (0.3539, 0.2309, 0.9063, 0.0413)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0431, 1.0248, 0.0621)>
    Rotation: <Euler (x=0.3993, y=-0.3762, z=-0.0503), order='XYZ'>
    Matrix:
      <Vector (0.9289, -0.0963, -0.3577, 0.0431)>
      <Vector (-0.0468, 0.9274, -0.3712, 1.0248)>
      <Vector (0.3674, 0.3616, 0.8569, 0.0621)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0332, 1.1204, 0.0993)>
    Rotation: <Euler (x=0.5504, y=-0.3887, z=-0.0588), order='XYZ'>
    Matrix:
      <Vector (0.9238, -0.1479, -0.3532, 0.0332)>
      <Vector (-0.0543, 0.8625, -0.5032, 1.1204)>
      <Vector (0.3790, 0.4840, 0.7887, 0.0993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0160, 1.2203, 0.1555)>
    Rotation: <Euler (x=0.4757, y=-0.3222, z=-0.0572), order='XYZ'>
    Matrix:
      <Vector (0.9470, -0.0939, -0.3072, 0.0160)>
      <Vector (-0.0543, 0.8958, -0.4411, 1.2203)>
      <Vector (0.3166, 0.4344, 0.8432, 0.1555)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0021, 1.3070, 0.2118)>
    Rotation: <Euler (x=0.0856, y=-0.0527, z=-0.0376), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0329, -0.0557, 0.0021)>
      <Vector (-0.0375, 0.9958, -0.0834, 1.3070)>
      <Vector (0.0527, 0.0854, 0.9950, 0.2118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0083, 1.5433, 0.2637)>
    Rotation: <Euler (x=0.0856, y=-0.0527, z=-0.0376), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0329, -0.0557, 0.0083)>
      <Vector (-0.0375, 0.9958, -0.0834, 1.5433)>
      <Vector (0.0527, 0.0854, 0.9950, 0.2637)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0836, 1.2029, 0.1720)>
    Rotation: <Euler (x=-0.1435, y=2.1811, z=-2.0136), order='XYZ'>
    Matrix:
      <Vector (0.2456, 0.9445, -0.2183, 0.0836)>
      <Vector (0.5179, -0.3182, -0.7941, 1.2029)>
      <Vector (-0.8195, 0.0820, -0.5673, 0.1720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2171, 1.1579, 0.1835)>
    Rotation: <Euler (x=-3.1296, y=0.8656, z=0.4481), order='XYZ'>
    Matrix:
      <Vector (0.5842, 0.4250, -0.6915, 0.2171)>
      <Vector (0.2808, -0.9052, -0.3191, 1.1579)>
      <Vector (-0.7615, -0.0078, -0.6481, 0.1835)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2993, 0.9828, 0.1820)>
    Rotation: <Euler (x=2.3140, y=0.1620, z=-1.0387), order='XYZ'>
    Matrix:
      <Vector (0.5007, -0.5229, -0.6899, 0.2993)>
      <Vector (-0.8505, -0.4457, -0.2795, 0.9828)>
      <Vector (-0.1613, 0.7266, -0.6678, 0.1820)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1624, 0.8661, 0.3722)>
    Rotation: <Euler (x=1.9942, y=0.0514, z=-0.7153), order='XYZ'>
    Matrix:
      <Vector (0.7539, -0.2341, -0.6138, 0.1624)>
      <Vector (-0.6550, -0.3409, -0.6744, 0.8661)>
      <Vector (-0.0514, 0.9105, -0.4103, 0.3722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1271, 0.8634, 0.4061)>
    Rotation: <Euler (x=2.5056, y=-0.6494, z=-1.0751), order='XYZ'>
    Matrix:
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      <Vector (-0.7006, -0.0667, -0.7104, 0.8634)>
      <Vector (0.6047, 0.4731, -0.6407, 0.4061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0918, 0.8623, 0.4234)>
    Rotation: <Euler (x=2.3538, y=-0.2742, z=-0.7996), order='XYZ'>
    Matrix:
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      <Vector (-0.6903, -0.3541, -0.6310, 0.8623)>
      <Vector (0.2708, 0.6823, -0.6790, 0.4234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0715, 0.8502, 0.4458)>
    Rotation: <Euler (x=2.2778, y=-0.1027, z=-0.7219), order='XYZ'>
    Matrix:
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      <Vector (-0.6573, -0.4360, -0.6147, 0.8502)>
      <Vector (0.1025, 0.7563, -0.6461, 0.4458)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0606, 0.8387, 0.4644)>
    Rotation: <Euler (x=2.2778, y=-0.1027, z=-0.7219), order='XYZ'>
    Matrix:
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      <Vector (-0.6573, -0.4360, -0.6147, 0.8387)>
      <Vector (0.1025, 0.7563, -0.6461, 0.4644)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1092, 0.8512, 0.4789)>
    Rotation: <Euler (x=2.4507, y=0.0026, z=-0.7287), order='XYZ'>
    Matrix:
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      <Vector (-0.6659, -0.5760, -0.4741, 0.8512)>
      <Vector (-0.0026, 0.6372, -0.7707, 0.4789)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0944, 0.8342, 0.4976)>
    Rotation: <Euler (x=2.9223, y=0.0385, z=-0.6607), order='XYZ'>
    Matrix:
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      <Vector (-0.6132, -0.7758, -0.1487, 0.8342)>
      <Vector (-0.0385, 0.2174, -0.9753, 0.4976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0770, 0.8112, 0.5040)>
    Rotation: <Euler (x=-3.1235, y=0.0447, z=-0.6050), order='XYZ'>
    Matrix:
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      <Vector (-0.5682, -0.8219, 0.0403, 0.8112)>
      <Vector (-0.0447, -0.0180, -0.9988, 0.5040)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0635, 0.7923, 0.5036)>
    Rotation: <Euler (x=-3.1235, y=0.0447, z=-0.6050), order='XYZ'>
    Matrix:
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      <Vector (-0.5682, -0.8219, 0.0403, 0.7923)>
      <Vector (-0.0447, -0.0180, -0.9988, 0.5036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1268, 0.8358, 0.4768)>
    Rotation: <Euler (x=2.4504, y=0.0054, z=-0.7293), order='XYZ'>
    Matrix:
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      <Vector (-0.6664, -0.5768, -0.4725, 0.8358)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1097, 0.8161, 0.4983)>
    Rotation: <Euler (x=2.9223, y=0.0413, z=-0.6608), order='XYZ'>
    Matrix:
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      <Vector (-0.6132, -0.7761, -0.1470, 0.8161)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0890, 0.7888, 0.5059)>
    Rotation: <Euler (x=-3.1236, y=0.0474, z=-0.6068), order='XYZ'>
    Matrix:
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      <Vector (-0.5696, -0.8208, 0.0418, 0.7888)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0738, 0.7676, 0.5055)>
    Rotation: <Euler (x=-3.1236, y=0.0474, z=-0.6068), order='XYZ'>
    Matrix:
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      <Vector (-0.0474, -0.0180, -0.9987, 0.5055)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1462, 0.8199, 0.4755)>
    Rotation: <Euler (x=2.4507, y=0.0065, z=-0.7274), order='XYZ'>
    Matrix:
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      <Vector (-0.0065, 0.6372, -0.7707, 0.4755)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1311, 0.8023, 0.4947)>
    Rotation: <Euler (x=2.9224, y=0.0418, z=-0.6579), order='XYZ'>
    Matrix:
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      <Vector (-0.6110, -0.7779, -0.1471, 0.8023)>
      <Vector (-0.0418, 0.2173, -0.9752, 0.4947)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1139, 0.7797, 0.5010)>
    Rotation: <Euler (x=-3.1239, y=0.0459, z=-0.6135), order='XYZ'>
    Matrix:
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      <Vector (-0.5751, -0.8171, 0.0409, 0.7797)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1005, 0.7611, 0.5006)>
    Rotation: <Euler (x=-3.1239, y=0.0459, z=-0.6135), order='XYZ'>
    Matrix:
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      <Vector (-0.5751, -0.8171, 0.0409, 0.7611)>
      <Vector (-0.0459, -0.0177, -0.9988, 0.5006)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1655, 0.8077, 0.4708)>
    Rotation: <Euler (x=2.4411, y=0.0614, z=-0.6727), order='XYZ'>
    Matrix:
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      <Vector (-0.6220, -0.6226, -0.4749, 0.8077)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1527, 0.7897, 0.4893)>
    Rotation: <Euler (x=2.9225, y=0.0503, z=-0.6552), order='XYZ'>
    Matrix:
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      <Vector (-0.6086, -0.7806, -0.1424, 0.7897)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1396, 0.7724, 0.4942)>
    Rotation: <Euler (x=-3.1246, y=0.0533, z=-0.6282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1300, 0.7591, 0.4939)>
    Rotation: <Euler (x=-3.1246, y=0.0533, z=-0.6282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0462, 1.2087, 0.1218)>
    Rotation: <Euler (x=0.9442, y=-2.2001, z=1.1274), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1607, 1.1607, 0.0544)>
    Rotation: <Euler (x=-1.5039, y=-1.3640, z=-1.7666), order='XYZ'>
    Matrix:
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      <Vector (-0.2014, -0.9709, -0.1299, 1.1607)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1849, 0.9724, 0.0147)>
    Rotation: <Euler (x=1.5733, y=-0.1966, z=1.4677), order='XYZ'>
    Matrix:
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      <Vector (0.9755, -0.1945, -0.1024, 0.9724)>
      <Vector (0.1953, 0.9807, -0.0024, 0.0147)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1895, 0.9215, 0.2713)>
    Rotation: <Euler (x=1.6364, y=-0.3938, z=0.9920), order='XYZ'>
    Matrix:
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      <Vector (0.3837, 0.9215, -0.0606, 0.2713)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1748, 0.9226, 0.3156)>
    Rotation: <Euler (x=2.0174, y=0.4051, z=1.0396), order='XYZ'>
    Matrix:
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      <Vector (0.7924, 0.0877, -0.6036, 0.9226)>
      <Vector (-0.3941, 0.8289, -0.3970, 0.3156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1536, 0.9269, 0.3461)>
    Rotation: <Euler (x=1.9951, y=-0.0833, z=0.9434), order='XYZ'>
    Matrix:
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      <Vector (0.0832, 0.9082, -0.4102, 0.3461)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1442, 0.9168, 0.3758)>
    Rotation: <Euler (x=1.9398, y=-0.2376, z=0.9406), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1404, 0.9054, 0.4001)>
    Rotation: <Euler (x=1.9398, y=-0.2376, z=0.9406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1897, 0.9090, 0.3889)>
    Rotation: <Euler (x=2.0955, y=-0.3375, z=0.9862), order='XYZ'>
    Matrix:
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      <Vector (0.7869, -0.5155, -0.3393, 0.9090)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1820, 0.8932, 0.4134)>
    Rotation: <Euler (x=2.5844, y=-0.3887, z=0.9362), order='XYZ'>
    Matrix:
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      <Vector (0.7452, -0.6646, -0.0545, 0.8932)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1653, 0.8735, 0.4279)>
    Rotation: <Euler (x=2.8383, y=-0.4094, z=0.8890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1499, 0.8578, 0.4343)>
    Rotation: <Euler (x=2.8383, y=-0.4094, z=0.8890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2018, 0.8900, 0.3838)>
    Rotation: <Euler (x=2.0955, y=-0.3453, z=0.9861), order='XYZ'>
    Matrix:
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      <Vector (0.7846, -0.5208, -0.3363, 0.8900)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1937, 0.8733, 0.4098)>
    Rotation: <Euler (x=2.5845, y=-0.3945, z=0.9358), order='XYZ'>
    Matrix:
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      <Vector (0.7433, -0.6671, -0.0509, 0.8733)>
      <Vector (0.3843, 0.4881, -0.7836, 0.4098)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1744, 0.8503, 0.4265)>
    Rotation: <Euler (x=2.8357, y=-0.4117, z=0.8956), order='XYZ'>
    Matrix:
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      <Vector (0.4001, 0.2760, -0.8739, 0.4265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1577, 0.8334, 0.4334)>
    Rotation: <Euler (x=2.8357, y=-0.4117, z=0.8956), order='XYZ'>
    Matrix:
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      <Vector (0.7154, -0.6901, 0.1096, 0.8334)>
      <Vector (0.4001, 0.2760, -0.8739, 0.4334)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2140, 0.8700, 0.3747)>
    Rotation: <Euler (x=2.0959, y=-0.3402, z=0.9851), order='XYZ'>
    Matrix:
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      <Vector (0.7856, -0.5177, -0.3389, 0.8700)>
      <Vector (0.3336, 0.8157, -0.4725, 0.3747)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2068, 0.8553, 0.3975)>
    Rotation: <Euler (x=2.5866, y=-0.3935, z=0.9305), order='XYZ'>
    Matrix:
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      <Vector (0.7407, -0.6697, -0.0535, 0.8553)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1912, 0.8368, 0.4111)>
    Rotation: <Euler (x=2.8346, y=-0.4064, z=0.8981), order='XYZ'>
    Matrix:
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      <Vector (0.7185, -0.6874, 0.1065, 0.8368)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1754, 0.8207, 0.4176)>
    Rotation: <Euler (x=2.8346, y=-0.4064, z=0.8981), order='XYZ'>
    Matrix:
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      <Vector (0.7185, -0.6874, 0.1065, 0.8207)>
      <Vector (0.3953, 0.2775, -0.8756, 0.4176)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2261, 0.8559, 0.3596)>
    Rotation: <Euler (x=2.0956, y=-0.3444, z=0.9858), order='XYZ'>
    Matrix:
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      <Vector (0.7848, -0.5203, -0.3369, 0.8559)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2194, 0.8422, 0.3809)>
    Rotation: <Euler (x=2.5873, y=-0.3984, z=0.9286), order='XYZ'>
    Matrix:
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      <Vector (0.7381, -0.6728, -0.0511, 0.8422)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2048, 0.8249, 0.3936)>
    Rotation: <Euler (x=2.8298, y=-0.4059, z=0.9105), order='XYZ'>
    Matrix:
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      <Vector (0.7256, -0.6794, 0.1086, 0.8249)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1948, 0.8147, 0.3977)>
    Rotation: <Euler (x=2.8298, y=-0.4059, z=0.9105), order='XYZ'>
    Matrix:
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      <Vector (0.7256, -0.6794, 0.1086, 0.8147)>
      <Vector (0.3948, 0.2819, -0.8745, 0.3977)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1554, 0.8162, 0.0515)>
    Rotation: <Euler (x=0.7474, y=-0.0303, z=-2.9349), order='XYZ'>
    Matrix:
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      <Vector (-0.2051, -0.7137, 0.6698, 0.8162)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2263, 0.5197, 0.3337)>
    Rotation: <Euler (x=-0.2535, y=-0.1532, z=-2.9341), order='XYZ'>
    Matrix:
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      <Vector (-0.2036, -0.9551, -0.2150, 0.5197)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2956, 0.1111, 0.2277)>
    Rotation: <Euler (x=0.8653, y=-0.1526, z=-3.0154), order='XYZ'>
    Matrix:
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      <Vector (-0.1244, -0.6287, 0.7676, 0.1111)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3594)>
    Rotation: <Euler (x=-1.5285, y=-2.8889, z=0.0033), order='XYZ'>
    Matrix:
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      <Vector (-0.0032, 0.0432, 0.9991, 0.0010)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0042, 0.4323)>
    Rotation: <Euler (x=-1.5285, y=-2.8889, z=0.0033), order='XYZ'>
    Matrix:
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      <Vector (-0.0032, 0.0432, 0.9991, 0.0042)>
      <Vector (0.2500, 0.9674, -0.0410, 0.4323)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0524, 0.8231, -0.0184)>
    Rotation: <Euler (x=0.4556, y=0.6651, z=2.8057), order='XYZ'>
    Matrix:
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      <Vector (0.2594, -0.7583, 0.5981, 0.8231)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2820, 0.5079, 0.1255)>
    Rotation: <Euler (x=-0.5586, y=0.7601, z=2.7431), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7770, y=0.7908, z=2.9402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2474, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2474, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 47
  Bone: mixamorig:Hips
    Location: <Vector (0.0448, 0.8618, 0.0239)>
    Rotation: <Euler (x=0.2081, y=-0.3466, z=-0.0378), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0428, 0.9379, 0.0373)>
    Rotation: <Euler (x=0.2485, y=-0.3603, z=-0.0443), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0389, 1.0256, 0.0580)>
    Rotation: <Euler (x=0.3992, y=-0.3745, z=-0.0501), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0290, 1.1211, 0.0953)>
    Rotation: <Euler (x=0.5512, y=-0.3867, z=-0.0591), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0120, 1.2211, 0.1515)>
    Rotation: <Euler (x=0.4758, y=-0.3200, z=-0.0577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0018, 1.3077, 0.2080)>
    Rotation: <Euler (x=0.0857, y=-0.0507, z=-0.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0046, 1.5440, 0.2598)>
    Rotation: <Euler (x=0.0857, y=-0.0507, z=-0.0379), order='XYZ'>
    Matrix:
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      <Vector (-0.0378, 0.9958, -0.0836, 1.5440)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0796, 1.2036, 0.1679)>
    Rotation: <Euler (x=-0.1388, y=2.1807, z=-2.0098), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2130, 1.1586, 0.1791)>
    Rotation: <Euler (x=-3.1262, y=0.8672, z=0.4489), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2950, 0.9833, 0.1772)>
    Rotation: <Euler (x=2.3126, y=0.1638, z=-1.0411), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1583, 0.8668, 0.3676)>
    Rotation: <Euler (x=1.9907, y=0.0538, z=-0.7151), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1230, 0.8641, 0.4016)>
    Rotation: <Euler (x=2.5004, y=-0.6484, z=-1.0716), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0879, 0.8630, 0.4190)>
    Rotation: <Euler (x=2.3499, y=-0.2722, z=-0.7982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0677, 0.8510, 0.4415)>
    Rotation: <Euler (x=2.2742, y=-0.1004, z=-0.7211), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0568, 0.8395, 0.4602)>
    Rotation: <Euler (x=2.2742, y=-0.1004, z=-0.7211), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1055, 0.8520, 0.4745)>
    Rotation: <Euler (x=2.4471, y=0.0049, z=-0.7284), order='XYZ'>
    Matrix:
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      <Vector (-0.6657, -0.5755, -0.4751, 0.8520)>
      <Vector (-0.0049, 0.6400, -0.7684, 0.4745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0908, 0.8350, 0.4932)>
    Rotation: <Euler (x=2.9189, y=0.0410, z=-0.6604), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0734, 0.8120, 0.4998)>
    Rotation: <Euler (x=-3.1268, y=0.0475, z=-0.6048), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0599, 0.7931, 0.4994)>
    Rotation: <Euler (x=-3.1268, y=0.0475, z=-0.6048), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1231, 0.8366, 0.4723)>
    Rotation: <Euler (x=2.4468, y=0.0077, z=-0.7290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1061, 0.8170, 0.4939)>
    Rotation: <Euler (x=2.9189, y=0.0438, z=-0.6605), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0854, 0.7897, 0.5016)>
    Rotation: <Euler (x=-3.1269, y=0.0501, z=-0.6066), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0703, 0.7684, 0.5013)>
    Rotation: <Euler (x=-3.1269, y=0.0501, z=-0.6066), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1425, 0.8207, 0.4710)>
    Rotation: <Euler (x=2.4471, y=0.0088, z=-0.7271), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1274, 0.8032, 0.4902)>
    Rotation: <Euler (x=2.9190, y=0.0443, z=-0.6577), order='XYZ'>
    Matrix:
      <Vector (0.7906, -0.5885, -0.1692, 0.1274)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1103, 0.7805, 0.4966)>
    Rotation: <Euler (x=-3.1272, y=0.0486, z=-0.6133), order='XYZ'>
    Matrix:
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      <Vector (-0.5749, -0.8173, 0.0397, 0.7805)>
      <Vector (-0.0486, -0.0144, -0.9987, 0.4966)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0969, 0.7620, 0.4963)>
    Rotation: <Euler (x=-3.1272, y=0.0486, z=-0.6133), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1618, 0.8085, 0.4662)>
    Rotation: <Euler (x=2.4376, y=0.0638, z=-0.6726), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1490, 0.7906, 0.4848)>
    Rotation: <Euler (x=2.9191, y=0.0528, z=-0.6550), order='XYZ'>
    Matrix:
      <Vector (0.7919, -0.5849, -0.1752, 0.1490)>
      <Vector (-0.6083, -0.7806, -0.1436, 0.7906)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1360, 0.7733, 0.4897)>
    Rotation: <Euler (x=-3.1280, y=0.0559, z=-0.6280), order='XYZ'>
    Matrix:
      <Vector (0.8079, -0.5881, -0.0372, 0.1360)>
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      <Vector (-0.0559, -0.0136, -0.9983, 0.4897)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1264, 0.7599, 0.4895)>
    Rotation: <Euler (x=-3.1280, y=0.0559, z=-0.6280), order='XYZ'>
    Matrix:
      <Vector (0.8079, -0.5881, -0.0372, 0.1264)>
      <Vector (-0.5866, -0.8087, 0.0439, 0.7599)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0504, 1.2094, 0.1180)>
    Rotation: <Euler (x=0.9417, y=-2.2003, z=1.1290), order='XYZ'>
    Matrix:
      <Vector (-0.2517, -0.8114, 0.5276, -0.0504)>
      <Vector (-0.5322, -0.3392, -0.7757, 1.2094)>
      <Vector (0.8083, -0.4760, -0.3465, 0.1180)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1650, 1.1615, 0.0507)>
    Rotation: <Euler (x=-1.5131, y=-1.3647, z=-1.7586), order='XYZ'>
    Matrix:
      <Vector (-0.0382, -0.1258, 0.9913, -0.1650)>
      <Vector (-0.2010, -0.9708, -0.1309, 1.1615)>
      <Vector (0.9788, -0.2043, 0.0118, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1894, 0.9733, 0.0111)>
    Rotation: <Euler (x=1.5752, y=-0.1973, z=1.4663), order='XYZ'>
    Matrix:
      <Vector (0.1023, -0.0160, 0.9946, -0.1894)>
      <Vector (0.9752, -0.1954, -0.1034, 0.9733)>
      <Vector (0.1961, 0.9806, -0.0044, 0.0111)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1936, 0.9221, 0.2677)>
    Rotation: <Euler (x=1.6449, y=-0.3898, z=0.9697), order='XYZ'>
    Matrix:
      <Vector (0.5232, -0.1532, 0.8383, -0.1936)>
      <Vector (0.7628, -0.3544, -0.5408, 0.9221)>
      <Vector (0.3800, 0.9225, -0.0685, 0.2677)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1785, 0.9229, 0.3119)>
    Rotation: <Euler (x=2.0262, y=0.4087, z=1.0240), order='XYZ'>
    Matrix:
      <Vector (0.4771, 0.5613, 0.6763, -0.1785)>
      <Vector (0.7838, 0.0762, -0.6163, 0.9229)>
      <Vector (-0.3975, 0.8241, -0.4036, 0.3119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1569, 0.9268, 0.3421)>
    Rotation: <Euler (x=2.0028, y=-0.0789, z=0.9237), order='XYZ'>
    Matrix:
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      <Vector (0.7954, -0.3095, -0.5212, 0.9268)>
      <Vector (0.0788, 0.9053, -0.4173, 0.3421)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1475, 0.9164, 0.3718)>
    Rotation: <Euler (x=1.9477, y=-0.2331, z=0.9196), order='XYZ'>
    Matrix:
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      <Vector (0.7739, -0.3939, -0.4959, 0.9164)>
      <Vector (0.2310, 0.9047, -0.3581, 0.3718)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1437, 0.9050, 0.3961)>
    Rotation: <Euler (x=1.9477, y=-0.2331, z=0.9196), order='XYZ'>
    Matrix:
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      <Vector (0.7739, -0.3939, -0.4959, 0.9050)>
      <Vector (0.2310, 0.9047, -0.3581, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1931, 0.9095, 0.3852)>
    Rotation: <Euler (x=2.1038, y=-0.3334, z=0.9644), order='XYZ'>
    Matrix:
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      <Vector (0.7764, -0.5212, -0.3542, 0.9095)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1854, 0.8936, 0.4097)>
    Rotation: <Euler (x=2.5926, y=-0.3842, z=0.9140), order='XYZ'>
    Matrix:
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      <Vector (0.7342, -0.6758, -0.0653, 0.8936)>
      <Vector (0.3749, 0.4838, -0.7909, 0.4097)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1690, 0.8735, 0.4240)>
    Rotation: <Euler (x=2.8463, y=-0.4046, z=0.8667), order='XYZ'>
    Matrix:
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      <Vector (0.7007, -0.7066, 0.0987, 0.8735)>
      <Vector (0.3937, 0.2675, -0.8795, 0.4240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1538, 0.8575, 0.4303)>
    Rotation: <Euler (x=2.8463, y=-0.4046, z=0.8667), order='XYZ'>
    Matrix:
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      <Vector (0.7007, -0.7066, 0.0987, 0.8575)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2055, 0.8908, 0.3803)>
    Rotation: <Euler (x=2.1038, y=-0.3412, z=0.9642), order='XYZ'>
    Matrix:
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      <Vector (0.7742, -0.5265, -0.3513, 0.8908)>
      <Vector (0.3346, 0.8116, -0.4789, 0.3803)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1975, 0.8738, 0.4062)>
    Rotation: <Euler (x=2.5928, y=-0.3900, z=0.9136), order='XYZ'>
    Matrix:
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      <Vector (0.7322, -0.6782, -0.0619, 0.8738)>
      <Vector (0.3802, 0.4825, -0.7891, 0.4062)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1785, 0.8505, 0.4227)>
    Rotation: <Euler (x=2.8438, y=-0.4069, z=0.8733), order='XYZ'>
    Matrix:
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      <Vector (0.7039, -0.7031, 0.1015, 0.8505)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1621, 0.8333, 0.4295)>
    Rotation: <Euler (x=2.8438, y=-0.4069, z=0.8733), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2182, 0.8710, 0.3712)>
    Rotation: <Euler (x=2.1042, y=-0.3361, z=0.9633), order='XYZ'>
    Matrix:
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      <Vector (0.7751, -0.5234, -0.3539, 0.8710)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2111, 0.8561, 0.3940)>
    Rotation: <Euler (x=2.5948, y=-0.3890, z=0.9083), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1957, 0.8373, 0.4074)>
    Rotation: <Euler (x=2.8427, y=-0.4016, z=0.8759), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1802, 0.8209, 0.4138)>
    Rotation: <Euler (x=2.8427, y=-0.4016, z=0.8759), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2307, 0.8571, 0.3562)>
    Rotation: <Euler (x=2.1039, y=-0.3403, z=0.9639), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2240, 0.8433, 0.3775)>
    Rotation: <Euler (x=2.5955, y=-0.3939, z=0.9064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2097, 0.8257, 0.3900)>
    Rotation: <Euler (x=2.8379, y=-0.4012, z=0.8882), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1998, 0.8153, 0.3940)>
    Rotation: <Euler (x=2.8379, y=-0.4012, z=0.8882), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1512, 0.8170, 0.0475)>
    Rotation: <Euler (x=0.7454, y=-0.0327, z=-2.9312), order='XYZ'>
    Matrix:
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      <Vector (-0.2087, -0.7140, 0.6683, 0.8170)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2240, 0.5203, 0.3291)>
    Rotation: <Euler (x=-0.2422, y=-0.1512, z=-2.9306), order='XYZ'>
    Matrix:
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      <Vector (0.1506, -0.2371, 0.9597, 0.3291)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2958, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8655, y=-0.1495, z=-3.0144), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0009, 0.3595)>
    Rotation: <Euler (x=-1.5286, y=-2.8920, z=0.0044), order='XYZ'>
    Matrix:
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      <Vector (-0.0042, 0.0432, 0.9991, 0.0009)>
      <Vector (0.2470, 0.9681, -0.0408, 0.3595)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0042, 0.4325)>
    Rotation: <Euler (x=-1.5286, y=-2.8920, z=0.0044), order='XYZ'>
    Matrix:
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      <Vector (-0.0042, 0.0432, 0.9991, 0.0042)>
      <Vector (0.2470, 0.9681, -0.0408, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0567, 0.8237, -0.0221)>
    Rotation: <Euler (x=0.4623, y=0.6626, z=2.8128), order='XYZ'>
    Matrix:
      <Vector (-0.7462, -0.5486, -0.3771, -0.0567)>
      <Vector (0.2545, -0.7585, 0.5999, 0.8237)>
      <Vector (-0.6151, 0.3517, 0.7056, -0.0221)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2847, 0.5085, 0.1241)>
    Rotation: <Euler (x=-0.5545, y=0.7624, z=2.7523), order='XYZ'>
    Matrix:
      <Vector (-0.6691, 0.0138, -0.7431, -0.2847)>
      <Vector (0.2744, -0.9246, -0.2643, 0.5085)>
      <Vector (-0.6907, -0.3808, 0.6148, 0.1241)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7770, y=0.7907, z=2.9403), order='XYZ'>
    Matrix:
      <Vector (-0.6891, -0.6309, -0.3564, -0.2788)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7108, 0.4932, 0.5015, -0.0401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2475, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6260, -0.7786, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7796, 0.6261, -0.0128, 0.0505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2475, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6260, -0.7786, 0.0438, -0.4557)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7796, 0.6261, -0.0128, 0.0996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 48
  Bone: mixamorig:Hips
    Location: <Vector (0.0405, 0.8624, 0.0203)>
    Rotation: <Euler (x=0.2069, y=-0.3468, z=-0.0372), order='XYZ'>
    Matrix:
      <Vector (0.9398, -0.0334, -0.3401, 0.0405)>
      <Vector (-0.0349, 0.9806, -0.1929, 0.8624)>
      <Vector (0.3399, 0.1932, 0.9204, 0.0203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0385, 0.9385, 0.0336)>
    Rotation: <Euler (x=0.2470, y=-0.3602, z=-0.0428), order='XYZ'>
    Matrix:
      <Vector (0.9350, -0.0446, -0.3519, 0.0385)>
      <Vector (-0.0400, 0.9724, -0.2297, 0.9385)>
      <Vector (0.3525, 0.2288, 0.9074, 0.0336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0345, 1.0262, 0.0542)>
    Rotation: <Euler (x=0.3983, y=-0.3740, z=-0.0488), order='XYZ'>
    Matrix:
      <Vector (0.9298, -0.0966, -0.3553, 0.0345)>
      <Vector (-0.0454, 0.9275, -0.3710, 1.0262)>
      <Vector (0.3654, 0.3610, 0.8580, 0.0542)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0245, 1.1218, 0.0914)>
    Rotation: <Euler (x=0.5509, y=-0.3857, z=-0.0581), order='XYZ'>
    Matrix:
      <Vector (0.9250, -0.1471, -0.3503, 0.0245)>
      <Vector (-0.0538, 0.8621, -0.5039, 1.1218)>
      <Vector (0.3762, 0.4850, 0.7895, 0.0914)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0075, 1.2217, 0.1476)>
    Rotation: <Euler (x=0.4747, y=-0.3191, z=-0.0568), order='XYZ'>
    Matrix:
      <Vector (0.9480, -0.0927, -0.3045, 0.0075)>
      <Vector (-0.0539, 0.8961, -0.4405, 1.2217)>
      <Vector (0.3137, 0.4340, 0.8445, 0.1476)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0062, 1.3084, 0.2040)>
    Rotation: <Euler (x=0.0847, y=-0.0504, z=-0.0375), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0331, -0.0534, -0.0062)>
      <Vector (-0.0374, 0.9959, -0.0827, 1.3084)>
      <Vector (0.0504, 0.0845, 0.9951, 0.2040)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0000, 1.5447, 0.2556)>
    Rotation: <Euler (x=0.0847, y=-0.0504, z=-0.0375), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0331, -0.0534, 0.0000)>
      <Vector (-0.0374, 0.9959, -0.0827, 1.5447)>
      <Vector (0.0504, 0.0845, 0.9951, 0.2556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0751, 1.2043, 0.1639)>
    Rotation: <Euler (x=-0.1358, y=2.1797, z=-2.0066), order='XYZ'>
    Matrix:
      <Vector (0.2414, 0.9451, -0.2204, 0.0751)>
      <Vector (0.5185, -0.3176, -0.7939, 1.2043)>
      <Vector (-0.8203, 0.0774, -0.5667, 0.1639)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2087, 1.1594, 0.1749)>
    Rotation: <Euler (x=-3.1235, y=0.8677, z=0.4507), order='XYZ'>
    Matrix:
      <Vector (0.5820, 0.4231, -0.6944, 0.2087)>
      <Vector (0.2817, -0.9060, -0.3159, 1.1594)>
      <Vector (-0.7628, -0.0117, -0.6465, 0.1749)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2905, 0.9841, 0.1726)>
    Rotation: <Euler (x=2.3122, y=0.1653, z=-1.0418), order='XYZ'>
    Matrix:
      <Vector (0.4978, -0.5217, -0.6928, 0.2905)>
      <Vector (-0.8515, -0.4456, -0.2763, 0.9841)>
      <Vector (-0.1646, 0.7275, -0.6661, 0.1726)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1540, 0.8675, 0.3630)>
    Rotation: <Euler (x=1.9885, y=0.0557, z=-0.7125), order='XYZ'>
    Matrix:
      <Vector (0.7556, -0.2267, -0.6146, 0.1540)>
      <Vector (-0.6527, -0.3402, -0.6769, 0.8675)>
      <Vector (-0.0557, 0.9126, -0.4051, 0.3630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1188, 0.8647, 0.3972)>
    Rotation: <Euler (x=2.4970, y=-0.6474, z=-1.0669), order='XYZ'>
    Matrix:
      <Vector (0.3852, -0.8750, -0.2933, 0.1188)>
      <Vector (-0.6985, -0.0687, -0.7123, 0.8647)>
      <Vector (0.6031, 0.4793, -0.6376, 0.3972)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0837, 0.8635, 0.4147)>
    Rotation: <Euler (x=2.3475, y=-0.2704, z=-0.7948), order='XYZ'>
    Matrix:
      <Vector (0.6750, -0.6337, -0.3779, 0.0837)>
      <Vector (-0.6878, -0.3550, -0.6332, 0.8635)>
      <Vector (0.2671, 0.6873, -0.6755, 0.4147)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0636, 0.8514, 0.4373)>
    Rotation: <Euler (x=2.2720, y=-0.0985, z=-0.7182), order='XYZ'>
    Matrix:
      <Vector (0.7493, -0.4811, -0.4550, 0.0636)>
      <Vector (-0.6548, -0.4364, -0.6170, 0.8514)>
      <Vector (0.0983, 0.7603, -0.6420, 0.4373)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0529, 0.8399, 0.4560)>
    Rotation: <Euler (x=2.2720, y=-0.0985, z=-0.7182), order='XYZ'>
    Matrix:
      <Vector (0.7493, -0.4811, -0.4550, 0.0529)>
      <Vector (-0.6548, -0.4364, -0.6170, 0.8399)>
      <Vector (0.0983, 0.7603, -0.6420, 0.4560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1015, 0.8526, 0.4701)>
    Rotation: <Euler (x=2.4450, y=0.0068, z=-0.7257), order='XYZ'>
    Matrix:
      <Vector (0.7480, -0.5058, -0.4297, 0.1015)>
      <Vector (-0.6636, -0.5766, -0.4765, 0.8526)>
      <Vector (-0.0068, 0.6416, -0.7670, 0.4701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0869, 0.8355, 0.4889)>
    Rotation: <Euler (x=2.9168, y=0.0431, z=-0.6578), order='XYZ'>
    Matrix:
      <Vector (0.7906, -0.5884, -0.1695, 0.0869)>
      <Vector (-0.6108, -0.7773, -0.1507, 0.8355)>
      <Vector (-0.0430, 0.2227, -0.9739, 0.4889)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0696, 0.8124, 0.4955)>
    Rotation: <Euler (x=-3.1287, y=0.0496, z=-0.6021), order='XYZ'>
    Matrix:
      <Vector (0.8231, -0.5669, -0.0336, 0.0696)>
      <Vector (-0.5657, -0.8237, 0.0387, 0.8124)>
      <Vector (-0.0496, -0.0128, -0.9987, 0.4955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0561, 0.7936, 0.4952)>
    Rotation: <Euler (x=-3.1287, y=0.0496, z=-0.6021), order='XYZ'>
    Matrix:
      <Vector (0.8231, -0.5669, -0.0336, 0.0561)>
      <Vector (-0.5657, -0.8237, 0.0387, 0.7936)>
      <Vector (-0.0496, -0.0128, -0.9987, 0.4952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1191, 0.8372, 0.4678)>
    Rotation: <Euler (x=2.4447, y=0.0096, z=-0.7263), order='XYZ'>
    Matrix:
      <Vector (0.7476, -0.5047, -0.4318, 0.1191)>
      <Vector (-0.6641, -0.5774, -0.4750, 0.8372)>
      <Vector (-0.0096, 0.6418, -0.7668, 0.4678)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1023, 0.8175, 0.4895)>
    Rotation: <Euler (x=2.9168, y=0.0459, z=-0.6579), order='XYZ'>
    Matrix:
      <Vector (0.7904, -0.5880, -0.1717, 0.1023)>
      <Vector (-0.6108, -0.7776, -0.1490, 0.8175)>
      <Vector (-0.0459, 0.2226, -0.9738, 0.4895)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0817, 0.7902, 0.4973)>
    Rotation: <Euler (x=-3.1288, y=0.0523, z=-0.6040), order='XYZ'>
    Matrix:
      <Vector (0.8219, -0.5685, -0.0357, 0.0817)>
      <Vector (-0.5672, -0.8226, 0.0402, 0.7902)>
      <Vector (-0.0522, -0.0128, -0.9986, 0.4973)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0666, 0.7689, 0.4970)>
    Rotation: <Euler (x=-3.1288, y=0.0523, z=-0.6040), order='XYZ'>
    Matrix:
      <Vector (0.8219, -0.5685, -0.0357, 0.0666)>
      <Vector (-0.5672, -0.8226, 0.0402, 0.7689)>
      <Vector (-0.0522, -0.0128, -0.9986, 0.4970)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1386, 0.8213, 0.4665)>
    Rotation: <Euler (x=2.4450, y=0.0107, z=-0.7244), order='XYZ'>
    Matrix:
      <Vector (0.7489, -0.5031, -0.4314, 0.1386)>
      <Vector (-0.6626, -0.5790, -0.4751, 0.8213)>
      <Vector (-0.0107, 0.6416, -0.7670, 0.4665)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1236, 0.8038, 0.4858)>
    Rotation: <Euler (x=2.9170, y=0.0464, z=-0.6551), order='XYZ'>
    Matrix:
      <Vector (0.7921, -0.5857, -0.1715, 0.1236)>
      <Vector (-0.6086, -0.7794, -0.1491, 0.8038)>
      <Vector (-0.0463, 0.2225, -0.9738, 0.4858)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1066, 0.7811, 0.4922)>
    Rotation: <Euler (x=-3.1291, y=0.0507, z=-0.6106), order='XYZ'>
    Matrix:
      <Vector (0.8182, -0.5739, -0.0344, 0.1066)>
      <Vector (-0.5726, -0.8189, 0.0393, 0.7811)>
      <Vector (-0.0507, -0.0124, -0.9986, 0.4922)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0933, 0.7625, 0.4920)>
    Rotation: <Euler (x=-3.1291, y=0.0507, z=-0.6106), order='XYZ'>
    Matrix:
      <Vector (0.8182, -0.5739, -0.0344, 0.0933)>
      <Vector (-0.5726, -0.8189, 0.0393, 0.7625)>
      <Vector (-0.0507, -0.0124, -0.9986, 0.4920)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1579, 0.8092, 0.4616)>
    Rotation: <Euler (x=2.4356, y=0.0659, z=-0.6700), order='XYZ'>
    Matrix:
      <Vector (0.7821, -0.4391, -0.4422, 0.1579)>
      <Vector (-0.6197, -0.6230, -0.4774, 0.8092)>
      <Vector (-0.0658, 0.6474, -0.7593, 0.4616)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1453, 0.7912, 0.4803)>
    Rotation: <Euler (x=2.9171, y=0.0549, z=-0.6524), order='XYZ'>
    Matrix:
      <Vector (0.7934, -0.5822, -0.1776, 0.1453)>
      <Vector (-0.6062, -0.7821, -0.1444, 0.7912)>
      <Vector (-0.0548, 0.2223, -0.9734, 0.4803)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1323, 0.7739, 0.4852)>
    Rotation: <Euler (x=-3.1299, y=0.0580, z=-0.6254), order='XYZ'>
    Matrix:
      <Vector (0.8094, -0.5859, -0.0402, 0.1323)>
      <Vector (-0.5844, -0.8103, 0.0434, 0.7739)>
      <Vector (-0.0580, -0.0116, -0.9982, 0.4852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1227, 0.7605, 0.4850)>
    Rotation: <Euler (x=-3.1299, y=0.0580, z=-0.6254), order='XYZ'>
    Matrix:
      <Vector (0.8094, -0.5859, -0.0402, 0.1227)>
      <Vector (-0.5844, -0.8103, 0.0434, 0.7605)>
      <Vector (-0.0580, -0.0116, -0.9982, 0.4850)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0549, 1.2100, 0.1141)>
    Rotation: <Euler (x=0.9415, y=-2.2000, z=1.1298), order='XYZ'>
    Matrix:
      <Vector (-0.2512, -0.8113, 0.5280, -0.0549)>
      <Vector (-0.5322, -0.3398, -0.7754, 1.2100)>
      <Vector (0.8085, -0.4758, -0.3464, 0.1141)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1695, 1.1620, 0.0469)>
    Rotation: <Euler (x=-1.5149, y=-1.3660, z=-1.7569), order='XYZ'>
    Matrix:
      <Vector (-0.0376, -0.1260, 0.9913, -0.1695)>
      <Vector (-0.1998, -0.9710, -0.1310, 1.1620)>
      <Vector (0.9791, -0.2030, 0.0114, 0.0469)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1939, 0.9737, 0.0076)>
    Rotation: <Euler (x=1.5757, y=-0.1969, z=1.4661), order='XYZ'>
    Matrix:
      <Vector (0.1025, -0.0156, 0.9946, -0.1939)>
      <Vector (0.9753, -0.1950, -0.1036, 0.9737)>
      <Vector (0.1956, 0.9807, -0.0048, 0.0076)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1980, 0.9227, 0.2642)>
    Rotation: <Euler (x=1.6516, y=-0.3853, z=0.9477), order='XYZ'>
    Matrix:
      <Vector (0.5407, -0.1531, 0.8272, -0.1980)>
      <Vector (0.7526, -0.3513, -0.5570, 0.9227)>
      <Vector (0.3759, 0.9236, -0.0748, 0.2642)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1825, 0.9232, 0.3082)>
    Rotation: <Euler (x=2.0332, y=0.4128, z=1.0074), order='XYZ'>
    Matrix:
      <Vector (0.4892, 0.5689, 0.6611, -0.1825)>
      <Vector (0.7744, 0.0653, -0.6293, 0.9232)>
      <Vector (-0.4012, 0.8198, -0.4086, 0.3082)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1607, 0.9266, 0.3383)>
    Rotation: <Euler (x=2.0087, y=-0.0742, z=0.9038), order='XYZ'>
    Matrix:
      <Vector (0.6169, 0.2917, 0.7310, -0.1607)>
      <Vector (0.7835, -0.3151, -0.5355, 0.9266)>
      <Vector (0.0742, 0.9031, -0.4229, 0.3383)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1513, 0.9161, 0.3679)>
    Rotation: <Euler (x=1.9538, y=-0.2284, z=0.8988), order='XYZ'>
    Matrix:
      <Vector (0.6063, 0.1617, 0.7786, -0.1513)>
      <Vector (0.7623, -0.3970, -0.5112, 0.9161)>
      <Vector (0.2264, 0.9035, -0.3640, 0.3679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1475, 0.9046, 0.3922)>
    Rotation: <Euler (x=1.9538, y=-0.2284, z=0.8988), order='XYZ'>
    Matrix:
      <Vector (0.6063, 0.1617, 0.7786, -0.1475)>
      <Vector (0.7623, -0.3970, -0.5112, 0.9046)>
      <Vector (0.2264, 0.9035, -0.3640, 0.3922)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1968, 0.9100, 0.3817)>
    Rotation: <Euler (x=2.1103, y=-0.3290, z=0.9429), order='XYZ'>
    Matrix:
      <Vector (0.5560, 0.2529, 0.7918, -0.1968)>
      <Vector (0.7658, -0.5261, -0.3697, 0.9100)>
      <Vector (0.3231, 0.8119, -0.4862, 0.3817)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1893, 0.8940, 0.4061)>
    Rotation: <Euler (x=2.5990, y=-0.3795, z=0.8923), order='XYZ'>
    Matrix:
      <Vector (0.5830, 0.5466, 0.6011, -0.1893)>
      <Vector (0.7231, -0.6864, -0.0771, 0.8940)>
      <Vector (0.3705, 0.4796, -0.7954, 0.4061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1731, 0.8735, 0.4203)>
    Rotation: <Euler (x=2.8525, y=-0.3996, z=0.8449), order='XYZ'>
    Matrix:
      <Vector (0.6115, 0.6433, 0.4607, -0.1731)>
      <Vector (0.6890, -0.7192, 0.0897, 0.8735)>
      <Vector (0.3890, 0.2626, -0.8830, 0.4203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1583, 0.8573, 0.4265)>
    Rotation: <Euler (x=2.8525, y=-0.3996, z=0.8449), order='XYZ'>
    Matrix:
      <Vector (0.6115, 0.6433, 0.4607, -0.1583)>
      <Vector (0.6890, -0.7192, 0.0897, 0.8573)>
      <Vector (0.3890, 0.2626, -0.8830, 0.4265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2097, 0.8916, 0.3768)>
    Rotation: <Euler (x=2.1104, y=-0.3368, z=0.9426), order='XYZ'>
    Matrix:
      <Vector (0.5547, 0.2491, 0.7939, -0.2097)>
      <Vector (0.7636, -0.5313, -0.3668, 0.8916)>
      <Vector (0.3305, 0.8097, -0.4849, 0.3768)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2018, 0.8745, 0.4027)>
    Rotation: <Euler (x=2.5992, y=-0.3853, z=0.8918), order='XYZ'>
    Matrix:
      <Vector (0.5820, 0.5447, 0.6039, -0.2018)>
      <Vector (0.7211, -0.6889, -0.0737, 0.8745)>
      <Vector (0.3758, 0.4784, -0.7937, 0.4027)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1831, 0.8508, 0.4191)>
    Rotation: <Euler (x=2.8500, y=-0.4019, z=0.8514), order='XYZ'>
    Matrix:
      <Vector (0.6064, 0.6464, 0.4631, -0.1831)>
      <Vector (0.6923, -0.7157, 0.0924, 0.8508)>
      <Vector (0.3912, 0.2646, -0.8815, 0.4191)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1670, 0.8332, 0.4257)>
    Rotation: <Euler (x=2.8500, y=-0.4019, z=0.8514), order='XYZ'>
    Matrix:
      <Vector (0.6064, 0.6464, 0.4631, -0.1670)>
      <Vector (0.6923, -0.7157, 0.0924, 0.8332)>
      <Vector (0.3912, 0.2646, -0.8815, 0.4257)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2228, 0.8720, 0.3679)>
    Rotation: <Euler (x=2.1107, y=-0.3316, z=0.9418), order='XYZ'>
    Matrix:
      <Vector (0.5563, 0.2513, 0.7921, -0.2228)>
      <Vector (0.7645, -0.5283, -0.3694, 0.8720)>
      <Vector (0.3256, 0.8110, -0.4860, 0.3679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2158, 0.8570, 0.3906)>
    Rotation: <Euler (x=2.6011, y=-0.3842, z=0.8865), order='XYZ'>
    Matrix:
      <Vector (0.5860, 0.5425, 0.6019, -0.2158)>
      <Vector (0.7184, -0.6915, -0.0762, 0.8570)>
      <Vector (0.3748, 0.4770, -0.7950, 0.3906)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2007, 0.8379, 0.4039)>
    Rotation: <Euler (x=2.8490, y=-0.3967, z=0.8541), order='XYZ'>
    Matrix:
      <Vector (0.6059, 0.6487, 0.4605, -0.2007)>
      <Vector (0.6954, -0.7130, 0.0894, 0.8379)>
      <Vector (0.3863, 0.2661, -0.8831, 0.4039)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1855, 0.8213, 0.4101)>
    Rotation: <Euler (x=2.8490, y=-0.3967, z=0.8541), order='XYZ'>
    Matrix:
      <Vector (0.6059, 0.6487, 0.4605, -0.1855)>
      <Vector (0.6954, -0.7130, 0.0894, 0.8213)>
      <Vector (0.3863, 0.2661, -0.8831, 0.4101)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2357, 0.8584, 0.3530)>
    Rotation: <Euler (x=2.1104, y=-0.3358, z=0.9424), order='XYZ'>
    Matrix:
      <Vector (0.5550, 0.2495, 0.7935, -0.2357)>
      <Vector (0.7638, -0.5308, -0.3673, 0.8584)>
      <Vector (0.3296, 0.8100, -0.4851, 0.3530)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2291, 0.8445, 0.3742)>
    Rotation: <Euler (x=2.6019, y=-0.3891, z=0.8845), order='XYZ'>
    Matrix:
      <Vector (0.5863, 0.5401, 0.6038, -0.2291)>
      <Vector (0.7158, -0.6944, -0.0738, 0.8445)>
      <Vector (0.3794, 0.4754, -0.7937, 0.3742)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2150, 0.8266, 0.3866)>
    Rotation: <Euler (x=2.8442, y=-0.3963, z=0.8664), order='XYZ'>
    Matrix:
      <Vector (0.5974, 0.6553, 0.4623, -0.2150)>
      <Vector (0.7029, -0.7054, 0.0915, 0.8266)>
      <Vector (0.3860, 0.2703, -0.8820, 0.3866)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2054, 0.8160, 0.3906)>
    Rotation: <Euler (x=2.8442, y=-0.3963, z=0.8664), order='XYZ'>
    Matrix:
      <Vector (0.5974, 0.6553, 0.4623, -0.2054)>
      <Vector (0.7029, -0.7054, 0.0915, 0.8160)>
      <Vector (0.3860, 0.2703, -0.8820, 0.3906)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1469, 0.8176, 0.0439)>
    Rotation: <Euler (x=0.7434, y=-0.0322, z=-2.9273), order='XYZ'>
    Matrix:
      <Vector (-0.9766, 0.1778, -0.1208, 0.1469)>
      <Vector (-0.2126, -0.7147, 0.6663, 0.8176)>
      <Vector (0.0322, 0.6764, 0.7358, 0.0439)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2208, 0.5207, 0.3250)>
    Rotation: <Euler (x=-0.2320, y=-0.1492, z=-2.9250), order='XYZ'>
    Matrix:
      <Vector (-0.9658, 0.1758, 0.1907, 0.2208)>
      <Vector (-0.2126, -0.9578, -0.1934, 0.5207)>
      <Vector (0.1486, -0.2274, 0.9624, 0.3250)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2960, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8657, y=-0.1467, z=-3.0135), order='XYZ'>
    Matrix:
      <Vector (-0.9812, 0.1932, -0.0033, 0.2960)>
      <Vector (-0.1264, -0.6286, 0.7674, 0.1109)>
      <Vector (0.1461, 0.7534, 0.6412, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0009, 0.3596)>
    Rotation: <Euler (x=-1.5288, y=-2.8948, z=0.0054), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.2439, -0.0156, 0.3299)>
      <Vector (-0.0052, 0.0433, 0.9990, 0.0009)>
      <Vector (0.2443, 0.9688, -0.0407, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0041, 0.4326)>
    Rotation: <Euler (x=-1.5288, y=-2.8948, z=0.0054), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.2439, -0.0156, 0.3482)>
      <Vector (-0.0052, 0.0433, 0.9990, 0.0041)>
      <Vector (0.2443, 0.9688, -0.0407, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0610, 0.8243, -0.0257)>
    Rotation: <Euler (x=0.4692, y=0.6612, z=2.8201), order='XYZ'>
    Matrix:
      <Vector (-0.7488, -0.5453, -0.3768, -0.0610)>
      <Vector (0.2494, -0.7585, 0.6021, 0.8243)>
      <Vector (-0.6141, 0.3569, 0.7039, -0.0257)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2876, 0.5090, 0.1227)>
    Rotation: <Euler (x=-0.5506, y=0.7650, z=2.7617), order='XYZ'>
    Matrix:
      <Vector (-0.6700, 0.0205, -0.7421, -0.2876)>
      <Vector (0.2675, -0.9258, -0.2670, 0.5090)>
      <Vector (-0.6925, -0.3774, 0.6148, 0.1227)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7770, y=0.7909, z=2.9402), order='XYZ'>
    Matrix:
      <Vector (-0.6890, -0.6311, -0.3565, -0.2788)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7110, 0.4930, 0.5014, -0.0401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2473, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6258, -0.7787, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7798, 0.6259, -0.0128, 0.0505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2473, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6258, -0.7787, 0.0438, -0.4557)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7798, 0.6259, -0.0128, 0.0996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 49
  Bone: mixamorig:Hips
    Location: <Vector (0.0362, 0.8629, 0.0170)>
    Rotation: <Euler (x=0.2058, y=-0.3484, z=-0.0368), order='XYZ'>
    Matrix:
      <Vector (0.9393, -0.0337, -0.3415, 0.0362)>
      <Vector (-0.0346, 0.9808, -0.1920, 0.8629)>
      <Vector (0.3414, 0.1921, 0.9201, 0.0170)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0342, 0.9390, 0.0302)>
    Rotation: <Euler (x=0.2454, y=-0.3614, z=-0.0407), order='XYZ'>
    Matrix:
      <Vector (0.9346, -0.0463, -0.3526, 0.0342)>
      <Vector (-0.0381, 0.9727, -0.2288, 0.9390)>
      <Vector (0.3536, 0.2273, 0.9074, 0.0302)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0300, 1.0267, 0.0507)>
    Rotation: <Euler (x=0.3970, y=-0.3747, z=-0.0467), order='XYZ'>
    Matrix:
      <Vector (0.9296, -0.0983, -0.3552, 0.0300)>
      <Vector (-0.0435, 0.9278, -0.3704, 1.0267)>
      <Vector (0.3660, 0.3598, 0.8583, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0199, 1.1223, 0.0878)>
    Rotation: <Euler (x=0.5497, y=-0.3858, z=-0.0558), order='XYZ'>
    Matrix:
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      <Vector (-0.0517, 0.8623, -0.5038, 1.1223)>
      <Vector (0.3763, 0.4841, 0.7900, 0.0878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0026, 1.2223, 0.1439)>
    Rotation: <Euler (x=0.4726, y=-0.3195, z=-0.0547), order='XYZ'>
    Matrix:
      <Vector (0.9480, -0.0941, -0.3041, 0.0026)>
      <Vector (-0.0519, 0.8969, -0.4393, 1.2223)>
      <Vector (0.3141, 0.4322, 0.8453, 0.1439)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0112, 1.3091, 0.2001)>
    Rotation: <Euler (x=0.0834, y=-0.0518, z=-0.0369), order='XYZ'>
    Matrix:
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      <Vector (-0.0369, 0.9960, -0.0813, 1.3091)>
      <Vector (0.0518, 0.0832, 0.9952, 0.2001)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0052, 1.5455, 0.2514)>
    Rotation: <Euler (x=0.0834, y=-0.0518, z=-0.0369), order='XYZ'>
    Matrix:
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      <Vector (-0.0369, 0.9960, -0.0813, 1.5455)>
      <Vector (0.0518, 0.0832, 0.9952, 0.2514)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0703, 1.2050, 0.1602)>
    Rotation: <Euler (x=-0.1342, y=2.1783, z=-2.0039), order='XYZ'>
    Matrix:
      <Vector (0.2395, 0.9456, -0.2201, 0.0703)>
      <Vector (0.5181, -0.3162, -0.7947, 1.2050)>
      <Vector (-0.8211, 0.0763, -0.5657, 0.1602)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2039, 1.1603, 0.1710)>
    Rotation: <Euler (x=-3.1217, y=0.8673, z=0.4531), order='XYZ'>
    Matrix:
      <Vector (0.5816, 0.4241, -0.6942, 0.2039)>
      <Vector (0.2832, -0.9055, -0.3159, 1.1603)>
      <Vector (-0.7626, -0.0129, -0.6468, 0.1710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2860, 0.9851, 0.1685)>
    Rotation: <Euler (x=2.3127, y=0.1662, z=-1.0408), order='XYZ'>
    Matrix:
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      <Vector (-0.8509, -0.4468, -0.2762, 0.9851)>
      <Vector (-0.1655, 0.7270, -0.6664, 0.1685)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1495, 0.8681, 0.3588)>
    Rotation: <Euler (x=1.9887, y=0.0570, z=-0.7086), order='XYZ'>
    Matrix:
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      <Vector (-0.6497, -0.3420, -0.6789, 0.8681)>
      <Vector (-0.0569, 0.9125, -0.4052, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1144, 0.8652, 0.3930)>
    Rotation: <Euler (x=2.4967, y=-0.6461, z=-1.0627), order='XYZ'>
    Matrix:
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      <Vector (-0.6976, -0.0726, -0.7128, 0.8652)>
      <Vector (0.6021, 0.4800, -0.6381, 0.3930)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0793, 0.8639, 0.4105)>
    Rotation: <Euler (x=2.3476, y=-0.2691, z=-0.7909), order='XYZ'>
    Matrix:
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      <Vector (-0.6854, -0.3581, -0.6340, 0.8639)>
      <Vector (0.2659, 0.6875, -0.6758, 0.4105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0593, 0.8516, 0.4331)>
    Rotation: <Euler (x=2.2722, y=-0.0972, z=-0.7143), order='XYZ'>
    Matrix:
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      <Vector (-0.6520, -0.4390, -0.6182, 0.8516)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0486, 0.8401, 0.4518)>
    Rotation: <Euler (x=2.2722, y=-0.0972, z=-0.7143), order='XYZ'>
    Matrix:
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      <Vector (-0.6520, -0.4390, -0.6182, 0.8401)>
      <Vector (0.0970, 0.7603, -0.6422, 0.4518)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0973, 0.8530, 0.4659)>
    Rotation: <Euler (x=2.4451, y=0.0080, z=-0.7218), order='XYZ'>
    Matrix:
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      <Vector (-0.6607, -0.5792, -0.4775, 0.8530)>
      <Vector (-0.0080, 0.6415, -0.7671, 0.4659)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0827, 0.8358, 0.4847)>
    Rotation: <Euler (x=2.9171, y=0.0443, z=-0.6539), order='XYZ'>
    Matrix:
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      <Vector (-0.6077, -0.7798, -0.1504, 0.8358)>
      <Vector (-0.0443, 0.2224, -0.9739, 0.4847)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0655, 0.8127, 0.4913)>
    Rotation: <Euler (x=-3.1284, y=0.0509, z=-0.5982), order='XYZ'>
    Matrix:
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      <Vector (-0.5624, -0.8259, 0.0395, 0.8127)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0521, 0.7937, 0.4910)>
    Rotation: <Euler (x=-3.1284, y=0.0509, z=-0.5982), order='XYZ'>
    Matrix:
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      <Vector (-0.5624, -0.8259, 0.0395, 0.7937)>
      <Vector (-0.0508, -0.0131, -0.9986, 0.4910)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1149, 0.8376, 0.4636)>
    Rotation: <Euler (x=2.4448, y=0.0108, z=-0.7224), order='XYZ'>
    Matrix:
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      <Vector (-0.6611, -0.5800, -0.4760, 0.8376)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0981, 0.8179, 0.4853)>
    Rotation: <Euler (x=2.9171, y=0.0472, z=-0.6540), order='XYZ'>
    Matrix:
      <Vector (0.7928, -0.5848, -0.1719, 0.0981)>
      <Vector (-0.6077, -0.7801, -0.1488, 0.8179)>
      <Vector (-0.0471, 0.2224, -0.9738, 0.4853)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0777, 0.7904, 0.4931)>
    Rotation: <Euler (x=-3.1285, y=0.0535, z=-0.6001), order='XYZ'>
    Matrix:
      <Vector (0.8241, -0.5652, -0.0367, 0.0777)>
      <Vector (-0.5639, -0.8248, 0.0410, 0.7904)>
      <Vector (-0.0535, -0.0131, -0.9985, 0.4931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0626, 0.7691, 0.4928)>
    Rotation: <Euler (x=-3.1285, y=0.0535, z=-0.6001), order='XYZ'>
    Matrix:
      <Vector (0.8241, -0.5652, -0.0367, 0.0626)>
      <Vector (-0.5639, -0.8248, 0.0410, 0.7691)>
      <Vector (-0.0535, -0.0131, -0.9985, 0.4928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1344, 0.8218, 0.4623)>
    Rotation: <Euler (x=2.4451, y=0.0120, z=-0.7204), order='XYZ'>
    Matrix:
      <Vector (0.7515, -0.5003, -0.4302, 0.1344)>
      <Vector (-0.6597, -0.5816, -0.4760, 0.8218)>
      <Vector (-0.0120, 0.6415, -0.7670, 0.4623)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1196, 0.8042, 0.4815)>
    Rotation: <Euler (x=2.9172, y=0.0476, z=-0.6512), order='XYZ'>
    Matrix:
      <Vector (0.7945, -0.5825, -0.1718, 0.1196)>
      <Vector (-0.6054, -0.7819, -0.1489, 0.8042)>
      <Vector (-0.0476, 0.2223, -0.9738, 0.4815)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1026, 0.7815, 0.4880)>
    Rotation: <Euler (x=-3.1289, y=0.0520, z=-0.6067), order='XYZ'>
    Matrix:
      <Vector (0.8204, -0.5707, -0.0354, 0.1026)>
      <Vector (-0.5694, -0.8211, 0.0401, 0.7815)>
      <Vector (-0.0520, -0.0127, -0.9986, 0.4880)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0894, 0.7628, 0.4877)>
    Rotation: <Euler (x=-3.1289, y=0.0520, z=-0.6067), order='XYZ'>
    Matrix:
      <Vector (0.8204, -0.5707, -0.0354, 0.0894)>
      <Vector (-0.5694, -0.8211, 0.0401, 0.7628)>
      <Vector (-0.0520, -0.0127, -0.9986, 0.4877)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1538, 0.8098, 0.4574)>
    Rotation: <Euler (x=2.4358, y=0.0671, z=-0.6661), order='XYZ'>
    Matrix:
      <Vector (0.7845, -0.4361, -0.4409, 0.1538)>
      <Vector (-0.6165, -0.6253, -0.4784, 0.8098)>
      <Vector (-0.0671, 0.6472, -0.7594, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1412, 0.7918, 0.4760)>
    Rotation: <Euler (x=2.9174, y=0.0561, z=-0.6485), order='XYZ'>
    Matrix:
      <Vector (0.7957, -0.5789, -0.1779, 0.1412)>
      <Vector (-0.6030, -0.7846, -0.1442, 0.7918)>
      <Vector (-0.0561, 0.2220, -0.9734, 0.4760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1283, 0.7744, 0.4810)>
    Rotation: <Euler (x=-3.1297, y=0.0593, z=-0.6215), order='XYZ'>
    Matrix:
      <Vector (0.8116, -0.5828, -0.0412, 0.1283)>
      <Vector (-0.5812, -0.8126, 0.0442, 0.7744)>
      <Vector (-0.0593, -0.0119, -0.9982, 0.4810)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1188, 0.7610, 0.4808)>
    Rotation: <Euler (x=-3.1297, y=0.0593, z=-0.6215), order='XYZ'>
    Matrix:
      <Vector (0.8116, -0.5828, -0.0412, 0.1188)>
      <Vector (-0.5812, -0.8126, 0.0442, 0.7610)>
      <Vector (-0.0593, -0.0119, -0.9982, 0.4808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0597, 1.2104, 0.1104)>
    Rotation: <Euler (x=0.9422, y=-2.1992, z=1.1304), order='XYZ'>
    Matrix:
      <Vector (-0.2506, -0.8108, 0.5289, -0.0597)>
      <Vector (-0.5318, -0.3413, -0.7751, 1.2104)>
      <Vector (0.8090, -0.4755, -0.3457, 0.1104)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1743, 1.1622, 0.0432)>
    Rotation: <Euler (x=-1.5170, y=-1.3676, z=-1.7550), order='XYZ'>
    Matrix:
      <Vector (-0.0370, -0.1262, 0.9913, -0.1743)>
      <Vector (-0.1984, -0.9713, -0.1311, 1.1622)>
      <Vector (0.9794, -0.2015, 0.0109, 0.0432)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1987, 0.9739, 0.0042)>
    Rotation: <Euler (x=1.5763, y=-0.1957, z=1.4659), order='XYZ'>
    Matrix:
      <Vector (0.1027, -0.0149, 0.9946, -0.1987)>
      <Vector (0.9755, -0.1939, -0.1036, 0.9739)>
      <Vector (0.1944, 0.9809, -0.0054, 0.0042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2027, 0.9231, 0.2609)>
    Rotation: <Euler (x=1.6560, y=-0.3814, z=0.9324), order='XYZ'>
    Matrix:
      <Vector (0.5531, -0.1527, 0.8190, -0.2027)>
      <Vector (0.7453, -0.3485, -0.5683, 0.9231)>
      <Vector (0.3722, 0.9248, -0.0790, 0.2609)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1869, 0.9235, 0.3048)>
    Rotation: <Euler (x=2.0379, y=0.4165, z=0.9956), order='XYZ'>
    Matrix:
      <Vector (0.4975, 0.5743, 0.6501, -0.1869)>
      <Vector (0.7674, 0.0581, -0.6386, 0.9235)>
      <Vector (-0.4045, 0.8166, -0.4118, 0.3048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1649, 0.9266, 0.3348)>
    Rotation: <Euler (x=2.0126, y=-0.0701, z=0.8899), order='XYZ'>
    Matrix:
      <Vector (0.6280, 0.2924, 0.7212, -0.1649)>
      <Vector (0.7751, -0.3184, -0.5458, 0.9266)>
      <Vector (0.0701, 0.9017, -0.4266, 0.3348)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1554, 0.9160, 0.3643)>
    Rotation: <Euler (x=1.9578, y=-0.2243, z=0.8842), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.1613, 0.7695, -0.1554)>
      <Vector (0.7541, -0.3985, -0.5221, 0.9160)>
      <Vector (0.2224, 0.9029, -0.3679, 0.3643)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1517, 0.9044, 0.3885)>
    Rotation: <Euler (x=1.9578, y=-0.2243, z=0.8842), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.1613, 0.7695, -0.1517)>
      <Vector (0.7541, -0.3985, -0.5221, 0.9044)>
      <Vector (0.2224, 0.9029, -0.3679, 0.3885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2010, 0.9106, 0.3784)>
    Rotation: <Euler (x=2.1146, y=-0.3250, z=0.9278), order='XYZ'>
    Matrix:
      <Vector (0.5682, 0.2502, 0.7839, -0.2010)>
      <Vector (0.7584, -0.5289, -0.3809, 0.9106)>
      <Vector (0.3193, 0.8109, -0.4903, 0.3784)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1936, 0.8944, 0.4027)>
    Rotation: <Euler (x=2.6031, y=-0.3753, z=0.8770), order='XYZ'>
    Matrix:
      <Vector (0.5949, 0.5398, 0.5955, -0.1936)>
      <Vector (0.7153, -0.6935, -0.0859, 0.8944)>
      <Vector (0.3666, 0.4771, -0.7987, 0.4027)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1776, 0.8738, 0.4169)>
    Rotation: <Euler (x=2.8565, y=-0.3953, z=0.8297), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6348, 0.4570, -0.1776)>
      <Vector (0.6808, -0.7277, 0.0827, 0.8738)>
      <Vector (0.3851, 0.2596, -0.8856, 0.4169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1629, 0.8574, 0.4229)>
    Rotation: <Euler (x=2.8565, y=-0.3953, z=0.8297), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6348, 0.4570, -0.1629)>
      <Vector (0.6808, -0.7277, 0.0827, 0.8574)>
      <Vector (0.3851, 0.2596, -0.8856, 0.4229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2141, 0.8923, 0.3736)>
    Rotation: <Euler (x=2.1147, y=-0.3328, z=0.9275), order='XYZ'>
    Matrix:
      <Vector (0.5669, 0.2463, 0.7861, -0.2141)>
      <Vector (0.7562, -0.5341, -0.3780, 0.8923)>
      <Vector (0.3267, 0.8088, -0.4890, 0.3736)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2063, 0.8751, 0.3994)>
    Rotation: <Euler (x=2.6033, y=-0.3811, z=0.8765), order='XYZ'>
    Matrix:
      <Vector (0.5939, 0.5378, 0.5983, -0.2063)>
      <Vector (0.7134, -0.6959, -0.0826, 0.8751)>
      <Vector (0.3720, 0.4759, -0.7970, 0.3994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1879, 0.8512, 0.4157)>
    Rotation: <Euler (x=2.8540, y=-0.3976, z=0.8362), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.6380, 0.4594, -0.1879)>
      <Vector (0.6842, -0.7243, 0.0854, 0.8512)>
      <Vector (0.3872, 0.2615, -0.8841, 0.4157)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1720, 0.8334, 0.4222)>
    Rotation: <Euler (x=2.8540, y=-0.3976, z=0.8362), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.6380, 0.4594, -0.1720)>
      <Vector (0.6842, -0.7243, 0.0854, 0.8334)>
      <Vector (0.3872, 0.2615, -0.8841, 0.4222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2275, 0.8729, 0.3647)>
    Rotation: <Euler (x=2.1149, y=-0.3277, z=0.9267), order='XYZ'>
    Matrix:
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      <Vector (0.7571, -0.5311, -0.3805, 0.8729)>
      <Vector (0.3219, 0.8100, -0.4901, 0.3647)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2206, 0.8578, 0.3874)>
    Rotation: <Euler (x=2.6053, y=-0.3800, z=0.8713), order='XYZ'>
    Matrix:
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      <Vector (0.7106, -0.6985, -0.0850, 0.8578)>
      <Vector (0.3710, 0.4745, -0.7983, 0.3874)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2058, 0.8385, 0.4006)>
    Rotation: <Euler (x=2.8530, y=-0.3924, z=0.8388), order='XYZ'>
    Matrix:
      <Vector (0.6176, 0.6403, 0.4567, -0.2058)>
      <Vector (0.6873, -0.7217, 0.0824, 0.8385)>
      <Vector (0.3824, 0.2630, -0.8858, 0.4006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1907, 0.8216, 0.4068)>
    Rotation: <Euler (x=2.8530, y=-0.3924, z=0.8388), order='XYZ'>
    Matrix:
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      <Vector (0.6873, -0.7217, 0.0824, 0.8216)>
      <Vector (0.3824, 0.2630, -0.8858, 0.4068)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2407, 0.8595, 0.3499)>
    Rotation: <Euler (x=2.1147, y=-0.3319, z=0.9273), order='XYZ'>
    Matrix:
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      <Vector (0.7563, -0.5336, -0.3785, 0.8595)>
      <Vector (0.3258, 0.8090, -0.4893, 0.3499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2342, 0.8454, 0.3711)>
    Rotation: <Euler (x=2.6060, y=-0.3850, z=0.8693), order='XYZ'>
    Matrix:
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      <Vector (0.7080, -0.7014, -0.0827, 0.8454)>
      <Vector (0.3755, 0.4730, -0.7970, 0.3711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2203, 0.8273, 0.3834)>
    Rotation: <Euler (x=2.8483, y=-0.3921, z=0.8511), order='XYZ'>
    Matrix:
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      <Vector (0.6949, -0.7141, 0.0845, 0.8273)>
      <Vector (0.3821, 0.2672, -0.8846, 0.3834)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2108, 0.8166, 0.3874)>
    Rotation: <Euler (x=2.8483, y=-0.3921, z=0.8511), order='XYZ'>
    Matrix:
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      <Vector (0.6949, -0.7141, 0.0845, 0.8166)>
      <Vector (0.3821, 0.2672, -0.8846, 0.3874)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1426, 0.8181, 0.0408)>
    Rotation: <Euler (x=0.7414, y=-0.0279, z=-2.9233), order='XYZ'>
    Matrix:
      <Vector (-0.9759, 0.1781, -0.1262, 0.1426)>
      <Vector (-0.2165, -0.7160, 0.6637, 0.8181)>
      <Vector (0.0279, 0.6750, 0.7373, 0.0408)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2166, 0.5206, 0.3213)>
    Rotation: <Euler (x=-0.2230, y=-0.1476, z=-2.9165), order='XYZ'>
    Matrix:
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      <Vector (-0.2208, -0.9579, -0.1836, 0.5206)>
      <Vector (0.1470, -0.2187, 0.9646, 0.3213)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2962, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8658, y=-0.1446, z=-3.0125), order='XYZ'>
    Matrix:
      <Vector (-0.9813, 0.1923, -0.0055, 0.2962)>
      <Vector (-0.1274, -0.6285, 0.7673, 0.1109)>
      <Vector (0.1441, 0.7537, 0.6413, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3298, 0.0008, 0.3597)>
    Rotation: <Euler (x=-1.5290, y=-2.8969, z=0.0065), order='XYZ'>
    Matrix:
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      <Vector (-0.0063, 0.0434, 0.9990, 0.0008)>
      <Vector (0.2423, 0.9694, -0.0406, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3480, 0.0041, 0.4327)>
    Rotation: <Euler (x=-1.5290, y=-2.8969, z=0.0065), order='XYZ'>
    Matrix:
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      <Vector (-0.0063, 0.0434, 0.9990, 0.0041)>
      <Vector (0.2423, 0.9694, -0.0406, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0652, 0.8247, -0.0291)>
    Rotation: <Euler (x=0.4763, y=0.6606, z=2.8277), order='XYZ'>
    Matrix:
      <Vector (-0.7510, -0.5420, -0.3771, -0.0652)>
      <Vector (0.2438, -0.7584, 0.6045, 0.8247)>
      <Vector (-0.6136, 0.3621, 0.7017, -0.0291)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2905, 0.5095, 0.1214)>
    Rotation: <Euler (x=-0.5473, y=0.7677, z=2.7706), order='XYZ'>
    Matrix:
      <Vector (-0.6706, 0.0272, -0.7414, -0.2905)>
      <Vector (0.2609, -0.9269, -0.2700, 0.5095)>
      <Vector (-0.6945, -0.3744, 0.6144, 0.1214)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7915, z=2.9401), order='XYZ'>
    Matrix:
      <Vector (-0.6886, -0.6313, -0.3568, -0.2788)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7114, 0.4927, 0.5012, -0.0400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2467, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6254, -0.7791, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7801, 0.6255, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5504, y=2.2467, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6254, -0.7791, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7801, 0.6255, -0.0127, 0.0995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 50
  Bone: mixamorig:Hips
    Location: <Vector (0.0318, 0.8633, 0.0138)>
    Rotation: <Euler (x=0.2055, y=-0.3504, z=-0.0369), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0298, 0.9394, 0.0270)>
    Rotation: <Euler (x=0.2443, y=-0.3630, z=-0.0389), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0255, 1.0271, 0.0474)>
    Rotation: <Euler (x=0.3959, y=-0.3757, z=-0.0445), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0151, 1.1228, 0.0843)>
    Rotation: <Euler (x=0.5486, y=-0.3862, z=-0.0530), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0024, 1.2227, 0.1403)>
    Rotation: <Euler (x=0.4705, y=-0.3202, z=-0.0522), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0164, 1.3096, 0.1963)>
    Rotation: <Euler (x=0.0823, y=-0.0536, z=-0.0366), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0105, 1.5461, 0.2474)>
    Rotation: <Euler (x=0.0823, y=-0.0536, z=-0.0366), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0654, 1.2057, 0.1567)>
    Rotation: <Euler (x=-0.1325, y=2.1769, z=-2.0009), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1990, 1.1612, 0.1673)>
    Rotation: <Euler (x=-3.1200, y=0.8668, z=0.4562), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2814, 0.9861, 0.1646)>
    Rotation: <Euler (x=2.3132, y=0.1668, z=-1.0393), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1451, 0.8689, 0.3548)>
    Rotation: <Euler (x=1.9911, y=0.0579, z=-0.7048), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1100, 0.8657, 0.3890)>
    Rotation: <Euler (x=2.4991, y=-0.6443, z=-1.0605), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0749, 0.8642, 0.4065)>
    Rotation: <Euler (x=2.3500, y=-0.2679, z=-0.7879), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0549, 0.8518, 0.4290)>
    Rotation: <Euler (x=2.2746, y=-0.0962, z=-0.7109), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0442, 0.8402, 0.4477)>
    Rotation: <Euler (x=2.2746, y=-0.0962, z=-0.7109), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0928, 0.8532, 0.4618)>
    Rotation: <Euler (x=2.4475, y=0.0090, z=-0.7181), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0783, 0.8360, 0.4806)>
    Rotation: <Euler (x=2.9196, y=0.0452, z=-0.6501), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0611, 0.8127, 0.4871)>
    Rotation: <Euler (x=-3.1259, y=0.0516, z=-0.5944), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0479, 0.7938, 0.4867)>
    Rotation: <Euler (x=-3.1259, y=0.0516, z=-0.5944), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1105, 0.8379, 0.4596)>
    Rotation: <Euler (x=2.4472, y=0.0118, z=-0.7187), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0938, 0.8181, 0.4811)>
    Rotation: <Euler (x=2.9195, y=0.0480, z=-0.6502), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0735, 0.7905, 0.4889)>
    Rotation: <Euler (x=-3.1260, y=0.0542, z=-0.5963), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0585, 0.7692, 0.4885)>
    Rotation: <Euler (x=-3.1260, y=0.0542, z=-0.5963), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1301, 0.8222, 0.4582)>
    Rotation: <Euler (x=2.4475, y=0.0130, z=-0.7167), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1153, 0.8045, 0.4773)>
    Rotation: <Euler (x=2.9197, y=0.0485, z=-0.6474), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0984, 0.7817, 0.4837)>
    Rotation: <Euler (x=-3.1263, y=0.0527, z=-0.6029), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0852, 0.7630, 0.4834)>
    Rotation: <Euler (x=-3.1263, y=0.0527, z=-0.6029), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1495, 0.8103, 0.4533)>
    Rotation: <Euler (x=2.4383, y=0.0680, z=-0.6622), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1370, 0.7921, 0.4718)>
    Rotation: <Euler (x=2.9198, y=0.0570, z=-0.6447), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1241, 0.7747, 0.4767)>
    Rotation: <Euler (x=-3.1271, y=0.0601, z=-0.6176), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1146, 0.7613, 0.4765)>
    Rotation: <Euler (x=-3.1271, y=0.0601, z=-0.6176), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0647, 1.2108, 0.1068)>
    Rotation: <Euler (x=0.9418, y=-2.1982, z=1.1319), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1792, 1.1624, 0.0398)>
    Rotation: <Euler (x=-1.5257, y=-1.3689, z=-1.7472), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2039, 0.9740, 0.0009)>
    Rotation: <Euler (x=1.5781, y=-0.1945, z=1.4648), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2073, 0.9235, 0.2577)>
    Rotation: <Euler (x=1.6587, y=-0.3785, z=0.9261), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1915, 0.9238, 0.3016)>
    Rotation: <Euler (x=2.0409, y=0.4193, z=0.9915), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1693, 0.9268, 0.3315)>
    Rotation: <Euler (x=2.0151, y=-0.0671, z=0.8844), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1598, 0.9162, 0.3610)>
    Rotation: <Euler (x=1.9602, y=-0.2212, z=0.8784), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1560, 0.9046, 0.3852)>
    Rotation: <Euler (x=1.9602, y=-0.2212, z=0.8784), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2053, 0.9110, 0.3752)>
    Rotation: <Euler (x=2.1172, y=-0.3221, z=0.9216), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1979, 0.8948, 0.3996)>
    Rotation: <Euler (x=2.6057, y=-0.3723, z=0.8708), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1820, 0.8741, 0.4137)>
    Rotation: <Euler (x=2.8589, y=-0.3921, z=0.8235), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1673, 0.8576, 0.4197)>
    Rotation: <Euler (x=2.8589, y=-0.3921, z=0.8235), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2185, 0.8928, 0.3705)>
    Rotation: <Euler (x=2.1173, y=-0.3299, z=0.9213), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2107, 0.8756, 0.3963)>
    Rotation: <Euler (x=2.6059, y=-0.3781, z=0.8703), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1924, 0.8516, 0.4125)>
    Rotation: <Euler (x=2.8564, y=-0.3944, z=0.8299), order='XYZ'>
    Matrix:
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      <Vector (0.3843, 0.2597, -0.8859, 0.4125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1765, 0.8337, 0.4190)>
    Rotation: <Euler (x=2.8564, y=-0.3944, z=0.8299), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2321, 0.8734, 0.3617)>
    Rotation: <Euler (x=2.1176, y=-0.3247, z=0.9205), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2252, 0.8584, 0.3844)>
    Rotation: <Euler (x=2.6078, y=-0.3769, z=0.8650), order='XYZ'>
    Matrix:
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      <Vector (0.3681, 0.4731, -0.8004, 0.3844)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2104, 0.8390, 0.3975)>
    Rotation: <Euler (x=2.8554, y=-0.3892, z=0.8326), order='XYZ'>
    Matrix:
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      <Vector (0.6844, -0.7248, 0.0793, 0.8390)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1953, 0.8221, 0.4037)>
    Rotation: <Euler (x=2.8554, y=-0.3892, z=0.8326), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2454, 0.8601, 0.3469)>
    Rotation: <Euler (x=2.1174, y=-0.3289, z=0.9211), order='XYZ'>
    Matrix:
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      <Vector (0.7536, -0.5342, -0.3831, 0.8601)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2389, 0.8460, 0.3681)>
    Rotation: <Euler (x=2.6086, y=-0.3818, z=0.8630), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2250, 0.8279, 0.3804)>
    Rotation: <Euler (x=2.8507, y=-0.3889, z=0.8449), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2155, 0.8171, 0.3843)>
    Rotation: <Euler (x=2.8507, y=-0.3889, z=0.8449), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1382, 0.8185, 0.0379)>
    Rotation: <Euler (x=0.7393, y=-0.0224, z=-2.9194), order='XYZ'>
    Matrix:
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      <Vector (-0.2203, -0.7174, 0.6609, 0.8185)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2119, 0.5204, 0.3178)>
    Rotation: <Euler (x=-0.2143, y=-0.1472, z=-2.9070), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2961, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8657, y=-0.1438, z=-3.0113), order='XYZ'>
    Matrix:
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      <Vector (-0.1286, -0.6285, 0.7671, 0.1108)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3298, 0.0008, 0.3597)>
    Rotation: <Euler (x=-1.5292, y=-2.8976, z=0.0077), order='XYZ'>
    Matrix:
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      <Vector (-0.0074, 0.0435, 0.9990, 0.0008)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3480, 0.0040, 0.4328)>
    Rotation: <Euler (x=-1.5292, y=-2.8976, z=0.0077), order='XYZ'>
    Matrix:
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      <Vector (-0.0074, 0.0435, 0.9990, 0.0040)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0695, 0.8251, -0.0325)>
    Rotation: <Euler (x=0.4834, y=0.6596, z=2.8355), order='XYZ'>
    Matrix:
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      <Vector (0.2381, -0.7584, 0.6067, 0.8251)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2932, 0.5099, 0.1202)>
    Rotation: <Euler (x=-0.5442, y=0.7702, z=2.7791), order='XYZ'>
    Matrix:
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      <Vector (0.2545, -0.9278, -0.2728, 0.5099)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7767, y=0.7919, z=2.9400), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0994)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 51
  Bone: mixamorig:Hips
    Location: <Vector (0.0274, 0.8638, 0.0104)>
    Rotation: <Euler (x=0.2060, y=-0.3515, z=-0.0375), order='XYZ'>
    Matrix:
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      <Vector (-0.0352, 0.9808, -0.1917, 0.8638)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0254, 0.9399, 0.0236)>
    Rotation: <Euler (x=0.2442, y=-0.3638, z=-0.0380), order='XYZ'>
    Matrix:
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      <Vector (-0.0355, 0.9729, -0.2285, 0.9399)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0210, 1.0277, 0.0440)>
    Rotation: <Euler (x=0.3957, y=-0.3761, z=-0.0430), order='XYZ'>
    Matrix:
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      <Vector (-0.0400, 0.9280, -0.3705, 1.0277)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0105, 1.1233, 0.0809)>
    Rotation: <Euler (x=0.5483, y=-0.3863, z=-0.0509), order='XYZ'>
    Matrix:
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      <Vector (-0.0471, 0.8623, -0.5042, 1.1233)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0072, 1.2233, 0.1369)>
    Rotation: <Euler (x=0.4693, y=-0.3204, z=-0.0503), order='XYZ'>
    Matrix:
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      <Vector (-0.0477, 0.8979, -0.4376, 1.2233)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0214, 1.3102, 0.1928)>
    Rotation: <Euler (x=0.0815, y=-0.0542, z=-0.0362), order='XYZ'>
    Matrix:
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      <Vector (-0.0361, 0.9962, -0.0794, 1.3102)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0156, 1.5467, 0.2437)>
    Rotation: <Euler (x=0.0815, y=-0.0542, z=-0.0362), order='XYZ'>
    Matrix:
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      <Vector (-0.0361, 0.9962, -0.0794, 1.5467)>
      <Vector (0.0542, 0.0813, 0.9952, 0.2437)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0606, 1.2063, 0.1533)>
    Rotation: <Euler (x=-0.1304, y=2.1761, z=-1.9977), order='XYZ'>
    Matrix:
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      <Vector (0.5180, -0.3132, -0.7960, 1.2063)>
      <Vector (-0.8223, 0.0740, -0.5642, 0.1533)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1943, 1.1621, 0.1637)>
    Rotation: <Euler (x=-3.1168, y=0.8670, z=0.4603), order='XYZ'>
    Matrix:
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      <Vector (0.2874, -0.9041, -0.3163, 1.1621)>
      <Vector (-0.7624, -0.0161, -0.6469, 0.1637)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2770, 0.9871, 0.1606)>
    Rotation: <Euler (x=2.3130, y=0.1677, z=-1.0389), order='XYZ'>
    Matrix:
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      <Vector (-0.8498, -0.4488, -0.2765, 0.9871)>
      <Vector (-0.1669, 0.7266, -0.6664, 0.1606)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1408, 0.8696, 0.3508)>
    Rotation: <Euler (x=1.9948, y=0.0589, z=-0.7020), order='XYZ'>
    Matrix:
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      <Vector (-0.6446, -0.3488, -0.6803, 0.8696)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1057, 0.8663, 0.3849)>
    Rotation: <Euler (x=2.5030, y=-0.6421, z=-1.0602), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0706, 0.8646, 0.4023)>
    Rotation: <Euler (x=2.3537, y=-0.2667, z=-0.7863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0506, 0.8521, 0.4248)>
    Rotation: <Euler (x=2.2783, y=-0.0952, z=-0.7086), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0399, 0.8404, 0.4434)>
    Rotation: <Euler (x=2.2783, y=-0.0952, z=-0.7086), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0884, 0.8535, 0.4577)>
    Rotation: <Euler (x=2.4512, y=0.0101, z=-0.7155), order='XYZ'>
    Matrix:
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      <Vector (-0.6559, -0.5861, -0.4756, 0.8535)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0740, 0.8361, 0.4764)>
    Rotation: <Euler (x=2.9233, y=0.0459, z=-0.6473), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0568, 0.8128, 0.4828)>
    Rotation: <Euler (x=-3.1222, y=0.0521, z=-0.5916), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0436, 0.7938, 0.4823)>
    Rotation: <Euler (x=-3.1222, y=0.0521, z=-0.5916), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1062, 0.8383, 0.4554)>
    Rotation: <Euler (x=2.4509, y=0.0129, z=-0.7161), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0895, 0.8183, 0.4769)>
    Rotation: <Euler (x=2.9233, y=0.0488, z=-0.6474), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0692, 0.7907, 0.4845)>
    Rotation: <Euler (x=-3.1222, y=0.0548, z=-0.5935), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0543, 0.7693, 0.4840)>
    Rotation: <Euler (x=-3.1222, y=0.0548, z=-0.5935), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1258, 0.8226, 0.4540)>
    Rotation: <Euler (x=2.4512, y=0.0140, z=-0.7141), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1110, 0.8048, 0.4731)>
    Rotation: <Euler (x=2.9234, y=0.0492, z=-0.6446), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0942, 0.7819, 0.4794)>
    Rotation: <Euler (x=-3.1226, y=0.0533, z=-0.6001), order='XYZ'>
    Matrix:
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      <Vector (-0.5639, -0.8246, 0.0458, 0.7819)>
      <Vector (-0.0533, -0.0190, -0.9984, 0.4794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0810, 0.7632, 0.4789)>
    Rotation: <Euler (x=-3.1226, y=0.0533, z=-0.6001), order='XYZ'>
    Matrix:
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      <Vector (-0.0533, -0.0190, -0.9984, 0.4789)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1452, 0.8107, 0.4491)>
    Rotation: <Euler (x=2.4420, y=0.0688, z=-0.6594), order='XYZ'>
    Matrix:
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      <Vector (-0.6112, -0.6318, -0.4767, 0.8107)>
      <Vector (-0.0688, 0.6424, -0.7633, 0.4491)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1327, 0.7925, 0.4676)>
    Rotation: <Euler (x=2.9236, y=0.0577, z=-0.6419), order='XYZ'>
    Matrix:
      <Vector (0.7996, -0.5745, -0.1746, 0.1327)>
      <Vector (-0.5977, -0.7895, -0.1395, 0.7925)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1199, 0.7750, 0.4724)>
    Rotation: <Euler (x=-3.1234, y=0.0607, z=-0.6148), order='XYZ'>
    Matrix:
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      <Vector (-0.5758, -0.8161, 0.0498, 0.7750)>
      <Vector (-0.0607, -0.0181, -0.9980, 0.4724)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1105, 0.7616, 0.4721)>
    Rotation: <Euler (x=-3.1234, y=0.0607, z=-0.6148), order='XYZ'>
    Matrix:
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      <Vector (-0.5758, -0.8161, 0.0498, 0.7616)>
      <Vector (-0.0607, -0.0181, -0.9980, 0.4721)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0694, 1.2111, 0.1034)>
    Rotation: <Euler (x=0.9399, y=-2.1977, z=1.1344), order='XYZ'>
    Matrix:
      <Vector (-0.2480, -0.8110, 0.5299, -0.0694)>
      <Vector (-0.5316, -0.3433, -0.7743, 1.2111)>
      <Vector (0.8099, -0.4737, -0.3460, 0.1034)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1840, 1.1626, 0.0365)>
    Rotation: <Euler (x=-1.5374, y=-1.3698, z=-1.7369), order='XYZ'>
    Matrix:
      <Vector (-0.0330, -0.1290, 0.9911, -0.1840)>
      <Vector (-0.1969, -0.9714, -0.1330, 1.1626)>
      <Vector (0.9799, -0.1995, 0.0067, 0.0365)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2090, 0.9742, -0.0022)>
    Rotation: <Euler (x=1.5806, y=-0.1937, z=1.4631), order='XYZ'>
    Matrix:
      <Vector (0.1055, -0.0110, 0.9944, -0.2090)>
      <Vector (0.9756, -0.1925, -0.1056, 0.9742)>
      <Vector (0.1925, 0.9812, -0.0096, -0.0022)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2119, 0.9239, 0.2546)>
    Rotation: <Euler (x=1.6601, y=-0.3766, z=0.9268), order='XYZ'>
    Matrix:
      <Vector (0.5583, -0.1486, 0.8162, -0.2119)>
      <Vector (0.7436, -0.3465, -0.5718, 0.9239)>
      <Vector (0.3678, 0.9262, -0.0829, 0.2546)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1959, 0.9242, 0.2985)>
    Rotation: <Euler (x=2.0424, y=0.4210, z=0.9933), order='XYZ'>
    Matrix:
      <Vector (0.4982, 0.5794, 0.6450, -0.1959)>
      <Vector (0.7647, 0.0570, -0.6419, 0.9242)>
      <Vector (-0.4087, 0.8131, -0.4146, 0.2985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1737, 0.9273, 0.3283)>
    Rotation: <Euler (x=2.0163, y=-0.0652, z=0.8855), order='XYZ'>
    Matrix:
      <Vector (0.6316, 0.2964, 0.7164, -0.1737)>
      <Vector (0.7726, -0.3182, -0.5494, 0.9273)>
      <Vector (0.0652, 0.9005, -0.4300, 0.3283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1641, 0.9167, 0.3578)>
    Rotation: <Euler (x=1.9614, y=-0.2194, z=0.8793), order='XYZ'>
    Matrix:
      <Vector (0.6224, 0.1650, 0.7651, -0.1641)>
      <Vector (0.7519, -0.3978, -0.5258, 0.9167)>
      <Vector (0.2176, 0.9025, -0.3716, 0.3578)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1603, 0.9051, 0.3820)>
    Rotation: <Euler (x=1.9614, y=-0.2194, z=0.8793), order='XYZ'>
    Matrix:
      <Vector (0.6224, 0.1650, 0.7651, -0.1603)>
      <Vector (0.7519, -0.3978, -0.5258, 0.9051)>
      <Vector (0.2176, 0.9025, -0.3716, 0.3820)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2096, 0.9115, 0.3721)>
    Rotation: <Euler (x=2.1186, y=-0.3202, z=0.9224), order='XYZ'>
    Matrix:
      <Vector (0.5732, 0.2528, 0.7794, -0.2096)>
      <Vector (0.7565, -0.5287, -0.3849, 0.9115)>
      <Vector (0.3148, 0.8103, -0.4943, 0.3721)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2021, 0.8953, 0.3965)>
    Rotation: <Euler (x=2.6070, y=-0.3704, z=0.8715), order='XYZ'>
    Matrix:
      <Vector (0.6000, 0.5398, 0.5904, -0.2021)>
      <Vector (0.7134, -0.6950, -0.0896, 0.8953)>
      <Vector (0.3620, 0.4750, -0.8021, 0.3965)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1861, 0.8747, 0.4106)>
    Rotation: <Euler (x=2.8600, y=-0.3901, z=0.8242), order='XYZ'>
    Matrix:
      <Vector (0.6281, 0.6334, 0.4520, -0.1861)>
      <Vector (0.6789, -0.7299, 0.0795, 0.8747)>
      <Vector (0.3803, 0.2570, -0.8884, 0.4106)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1715, 0.8582, 0.4165)>
    Rotation: <Euler (x=2.8600, y=-0.3901, z=0.8242), order='XYZ'>
    Matrix:
      <Vector (0.6281, 0.6334, 0.4520, -0.1715)>
      <Vector (0.6789, -0.7299, 0.0795, 0.8582)>
      <Vector (0.3803, 0.2570, -0.8884, 0.4165)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2228, 0.8932, 0.3674)>
    Rotation: <Euler (x=2.1187, y=-0.3280, z=0.9221), order='XYZ'>
    Matrix:
      <Vector (0.5719, 0.2489, 0.7816, -0.2228)>
      <Vector (0.7544, -0.5338, -0.3820, 0.8932)>
      <Vector (0.3222, 0.8081, -0.4931, 0.3674)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2150, 0.8761, 0.3932)>
    Rotation: <Euler (x=2.6071, y=-0.3762, z=0.8710), order='XYZ'>
    Matrix:
      <Vector (0.5990, 0.5378, 0.5933, -0.2150)>
      <Vector (0.7115, -0.6974, -0.0862, 0.8761)>
      <Vector (0.3674, 0.4738, -0.8004, 0.3932)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1965, 0.8521, 0.4095)>
    Rotation: <Euler (x=2.8576, y=-0.3925, z=0.8307), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6365, 0.4545, -0.1965)>
      <Vector (0.6822, -0.7265, 0.0822, 0.8521)>
      <Vector (0.3825, 0.2589, -0.8870, 0.4095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1807, 0.8343, 0.4159)>
    Rotation: <Euler (x=2.8576, y=-0.3925, z=0.8307), order='XYZ'>
    Matrix:
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      <Vector (0.6822, -0.7265, 0.0822, 0.8343)>
      <Vector (0.3825, 0.2589, -0.8870, 0.4159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2364, 0.8739, 0.3587)>
    Rotation: <Euler (x=2.1189, y=-0.3229, z=0.9213), order='XYZ'>
    Matrix:
      <Vector (0.5735, 0.2512, 0.7797, -0.2364)>
      <Vector (0.7552, -0.5308, -0.3845, 0.8739)>
      <Vector (0.3173, 0.8094, -0.4942, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2294, 0.8589, 0.3814)>
    Rotation: <Euler (x=2.6090, y=-0.3750, z=0.8658), order='XYZ'>
    Matrix:
      <Vector (0.6030, 0.5356, 0.5912, -0.2294)>
      <Vector (0.7087, -0.6999, -0.0887, 0.8589)>
      <Vector (0.3663, 0.4724, -0.8016, 0.3814)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2145, 0.8395, 0.3945)>
    Rotation: <Euler (x=2.8566, y=-0.3873, z=0.8333), order='XYZ'>
    Matrix:
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      <Vector (0.6854, -0.7239, 0.0792, 0.8395)>
      <Vector (0.3776, 0.2603, -0.8886, 0.3945)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1995, 0.8226, 0.4006)>
    Rotation: <Euler (x=2.8566, y=-0.3873, z=0.8333), order='XYZ'>
    Matrix:
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      <Vector (0.6854, -0.7239, 0.0792, 0.8226)>
      <Vector (0.3776, 0.2603, -0.8886, 0.4006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2497, 0.8605, 0.3440)>
    Rotation: <Euler (x=2.1187, y=-0.3271, z=0.9219), order='XYZ'>
    Matrix:
      <Vector (0.5723, 0.2493, 0.7812, -0.2497)>
      <Vector (0.7545, -0.5333, -0.3825, 0.8605)>
      <Vector (0.3213, 0.8083, -0.4933, 0.3440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2432, 0.8465, 0.3651)>
    Rotation: <Euler (x=2.6098, y=-0.3799, z=0.8638), order='XYZ'>
    Matrix:
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      <Vector (0.7061, -0.7028, -0.0863, 0.8465)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2292, 0.8283, 0.3774)>
    Rotation: <Euler (x=2.8519, y=-0.3870, z=0.8456), order='XYZ'>
    Matrix:
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      <Vector (0.6930, -0.7163, 0.0812, 0.8283)>
      <Vector (0.3774, 0.2645, -0.8875, 0.3774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2197, 0.8176, 0.3813)>
    Rotation: <Euler (x=2.8519, y=-0.3870, z=0.8456), order='XYZ'>
    Matrix:
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      <Vector (0.6930, -0.7163, 0.0812, 0.8176)>
      <Vector (0.3774, 0.2645, -0.8875, 0.3813)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1337, 0.8190, 0.0346)>
    Rotation: <Euler (x=0.7372, y=-0.0189, z=-2.9156), order='XYZ'>
    Matrix:
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      <Vector (-0.2240, -0.7187, 0.6582, 0.8190)>
      <Vector (0.0189, 0.6721, 0.7402, 0.0346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2078, 0.5204, 0.3139)>
    Rotation: <Euler (x=-0.2049, y=-0.1489, z=-2.8988), order='XYZ'>
    Matrix:
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      <Vector (-0.2377, -0.9576, -0.1626, 0.5204)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2959, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8653, y=-0.1448, z=-3.0102), order='XYZ'>
    Matrix:
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      <Vector (-0.1296, -0.6284, 0.7670, 0.1107)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0007, 0.3597)>
    Rotation: <Euler (x=-1.5294, y=-2.8966, z=0.0087), order='XYZ'>
    Matrix:
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      <Vector (-0.0085, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2425, 0.9693, -0.0402, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3481, 0.0040, 0.4327)>
    Rotation: <Euler (x=-1.5294, y=-2.8966, z=0.0087), order='XYZ'>
    Matrix:
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      <Vector (-0.0085, 0.0435, 0.9990, 0.0040)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0738, 0.8257, -0.0360)>
    Rotation: <Euler (x=0.4899, y=0.6574, z=2.8431), order='XYZ'>
    Matrix:
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      <Vector (0.2328, -0.7588, 0.6083, 0.8257)>
      <Vector (-0.6110, 0.3725, 0.6985, -0.0360)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2959, 0.5103, 0.1188)>
    Rotation: <Euler (x=-0.5403, y=0.7723, z=2.7880), order='XYZ'>
    Matrix:
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      <Vector (0.2480, -0.9288, -0.2753, 0.5103)>
      <Vector (-0.6978, -0.3684, 0.6143, 0.1188)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7767, y=0.7920, z=2.9400), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2462, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0994)>
    Rotation: <Euler (x=-1.5505, y=2.2462, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0994)>
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Frame: 52
  Bone: mixamorig:Hips
    Location: <Vector (0.0231, 0.8646, 0.0068)>
    Rotation: <Euler (x=0.2072, y=-0.3512, z=-0.0384), order='XYZ'>
    Matrix:
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      <Vector (-0.0361, 0.9806, -0.1927, 0.8646)>
      <Vector (0.3441, 0.1932, 0.9189, 0.0068)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0211, 0.9407, 0.0201)>
    Rotation: <Euler (x=0.2450, y=-0.3634, z=-0.0380), order='XYZ'>
    Matrix:
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      <Vector (-0.0355, 0.9727, -0.2293, 0.9407)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0167, 1.0284, 0.0406)>
    Rotation: <Euler (x=0.3963, y=-0.3757, z=-0.0425), order='XYZ'>
    Matrix:
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      <Vector (-0.0395, 0.9277, -0.3713, 1.0284)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0062, 1.1240, 0.0776)>
    Rotation: <Euler (x=0.5487, y=-0.3860, z=-0.0499), order='XYZ'>
    Matrix:
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      <Vector (-0.0462, 0.8619, -0.5049, 1.1240)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0116, 1.2239, 0.1336)>
    Rotation: <Euler (x=0.4693, y=-0.3198, z=-0.0494), order='XYZ'>
    Matrix:
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      <Vector (-0.0469, 0.8978, -0.4379, 1.2239)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0259, 1.3108, 0.1895)>
    Rotation: <Euler (x=0.0801, y=-0.0530, z=-0.0347), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0203, 1.5474, 0.2400)>
    Rotation: <Euler (x=0.0801, y=-0.0530, z=-0.0347), order='XYZ'>
    Matrix:
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      <Vector (-0.0347, 0.9963, -0.0781, 1.5474)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0561, 1.2070, 0.1499)>
    Rotation: <Euler (x=-0.1288, y=2.1762, z=-1.9954), order='XYZ'>
    Matrix:
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      <Vector (0.5185, -0.3123, -0.7960, 1.2070)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1900, 1.1629, 0.1603)>
    Rotation: <Euler (x=-3.1110, y=0.8676, z=0.4652), order='XYZ'>
    Matrix:
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      <Vector (0.2901, -0.9038, -0.3148, 1.1629)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2727, 0.9880, 0.1564)>
    Rotation: <Euler (x=2.3124, y=0.1692, z=-1.0404), order='XYZ'>
    Matrix:
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      <Vector (-0.8503, -0.4488, -0.2749, 0.9880)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1366, 0.8705, 0.3467)>
    Rotation: <Euler (x=1.9982, y=0.0598, z=-0.7002), order='XYZ'>
    Matrix:
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      <Vector (-0.6432, -0.3520, -0.6800, 0.8705)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1014, 0.8670, 0.3807)>
    Rotation: <Euler (x=2.5065, y=-0.6401, z=-1.0608), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0663, 0.8652, 0.3981)>
    Rotation: <Euler (x=2.3571, y=-0.2655, z=-0.7856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0463, 0.8527, 0.4205)>
    Rotation: <Euler (x=2.2817, y=-0.0942, z=-0.7074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0356, 0.8408, 0.4390)>
    Rotation: <Euler (x=2.2817, y=-0.0942, z=-0.7074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0841, 0.8540, 0.4534)>
    Rotation: <Euler (x=2.4546, y=0.0110, z=-0.7139), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0696, 0.8365, 0.4720)>
    Rotation: <Euler (x=2.9267, y=0.0467, z=-0.6456), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0525, 0.8132, 0.4783)>
    Rotation: <Euler (x=-3.1187, y=0.0527, z=-0.5899), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0393, 0.7942, 0.4778)>
    Rotation: <Euler (x=-3.1187, y=0.0527, z=-0.5899), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1018, 0.8388, 0.4511)>
    Rotation: <Euler (x=2.4543, y=0.0138, z=-0.7145), order='XYZ'>
    Matrix:
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      <Vector (-0.6551, -0.5897, -0.4723, 0.8388)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0852, 0.8187, 0.4725)>
    Rotation: <Euler (x=2.9267, y=0.0495, z=-0.6457), order='XYZ'>
    Matrix:
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      <Vector (-0.6010, -0.7867, -0.1412, 0.8187)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0649, 0.7911, 0.4800)>
    Rotation: <Euler (x=-3.1187, y=0.0553, z=-0.5917), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0500, 0.7696, 0.4794)>
    Rotation: <Euler (x=-3.1187, y=0.0553, z=-0.5917), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1215, 0.8232, 0.4497)>
    Rotation: <Euler (x=2.4546, y=0.0150, z=-0.7125), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1067, 0.8053, 0.4687)>
    Rotation: <Euler (x=2.9268, y=0.0499, z=-0.6429), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0899, 0.7823, 0.4749)>
    Rotation: <Euler (x=-3.1191, y=0.0539, z=-0.5984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0768, 0.7636, 0.4744)>
    Rotation: <Euler (x=-3.1191, y=0.0539, z=-0.5984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1410, 0.8113, 0.4447)>
    Rotation: <Euler (x=2.4454, y=0.0696, z=-0.6576), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1285, 0.7930, 0.4632)>
    Rotation: <Euler (x=2.9270, y=0.0584, z=-0.6401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1157, 0.7755, 0.4679)>
    Rotation: <Euler (x=-3.1199, y=0.0613, z=-0.6131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1062, 0.7620, 0.4675)>
    Rotation: <Euler (x=-3.1199, y=0.0613, z=-0.6131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0739, 1.2117, 0.1001)>
    Rotation: <Euler (x=0.9383, y=-2.1977, z=1.1367), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1885, 1.1631, 0.0333)>
    Rotation: <Euler (x=-1.5401, y=-1.3705, z=-1.7349), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2137, 0.9747, -0.0053)>
    Rotation: <Euler (x=1.5812, y=-0.1931, z=1.4623), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2164, 0.9245, 0.2515)>
    Rotation: <Euler (x=1.6595, y=-0.3759, z=0.9304), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2004, 0.9249, 0.2954)>
    Rotation: <Euler (x=2.0419, y=0.4217, z=0.9965), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1782, 0.9281, 0.3252)>
    Rotation: <Euler (x=2.0157, y=-0.0645, z=0.8889), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1686, 0.9176, 0.3547)>
    Rotation: <Euler (x=1.9608, y=-0.2187, z=0.8828), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1647, 0.9061, 0.3789)>
    Rotation: <Euler (x=1.9608, y=-0.2187, z=0.8828), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2140, 0.9122, 0.3690)>
    Rotation: <Euler (x=2.1180, y=-0.3195, z=0.9260), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2065, 0.8961, 0.3934)>
    Rotation: <Euler (x=2.6063, y=-0.3697, z=0.8751), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1905, 0.8755, 0.4075)>
    Rotation: <Euler (x=2.8594, y=-0.3895, z=0.8278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1757, 0.8591, 0.4135)>
    Rotation: <Euler (x=2.8594, y=-0.3895, z=0.8278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2272, 0.8939, 0.3644)>
    Rotation: <Euler (x=2.1181, y=-0.3273, z=0.9257), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2193, 0.8768, 0.3902)>
    Rotation: <Euler (x=2.6065, y=-0.3755, z=0.8746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2008, 0.8529, 0.4064)>
    Rotation: <Euler (x=2.8570, y=-0.3918, z=0.8343), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1848, 0.8351, 0.4129)>
    Rotation: <Euler (x=2.8570, y=-0.3918, z=0.8343), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2407, 0.8745, 0.3556)>
    Rotation: <Euler (x=2.1184, y=-0.3222, z=0.9248), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2337, 0.8595, 0.3783)>
    Rotation: <Euler (x=2.6084, y=-0.3744, z=0.8694), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2187, 0.8402, 0.3915)>
    Rotation: <Euler (x=2.8559, y=-0.3866, z=0.8370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2036, 0.8234, 0.3976)>
    Rotation: <Euler (x=2.8559, y=-0.3866, z=0.8370), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2539, 0.8611, 0.3409)>
    Rotation: <Euler (x=2.1182, y=-0.3264, z=0.9254), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2474, 0.8471, 0.3621)>
    Rotation: <Euler (x=2.6092, y=-0.3793, z=0.8674), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2334, 0.8290, 0.3744)>
    Rotation: <Euler (x=2.8513, y=-0.3863, z=0.8492), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2238, 0.8183, 0.3783)>
    Rotation: <Euler (x=2.8513, y=-0.3863, z=0.8492), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1294, 0.8197, 0.0309)>
    Rotation: <Euler (x=0.7347, y=-0.0186, z=-2.9121), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2046, 0.5206, 0.3094)>
    Rotation: <Euler (x=-0.1943, y=-0.1520, z=-2.8932), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8650, y=-0.1469, z=-3.0096), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0007, 0.3596)>
    Rotation: <Euler (x=-1.5295, y=-2.8945, z=0.0093), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0039, 0.4326)>
    Rotation: <Euler (x=-1.5295, y=-2.8945, z=0.0093), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0782, 0.8265, -0.0396)>
    Rotation: <Euler (x=0.4953, y=0.6542, z=2.8501), order='XYZ'>
    Matrix:
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      <Vector (0.2280, -0.7596, 0.6091, 0.8265)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2984, 0.5108, 0.1172)>
    Rotation: <Euler (x=-0.5352, y=0.7742, z=2.7976), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7916, z=2.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 53
  Bone: mixamorig:Hips
    Location: <Vector (0.0190, 0.8655, 0.0032)>
    Rotation: <Euler (x=0.2088, y=-0.3492, z=-0.0389), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0170, 0.9416, 0.0167)>
    Rotation: <Euler (x=0.2463, y=-0.3617, z=-0.0381), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0126, 1.0293, 0.0372)>
    Rotation: <Euler (x=0.3972, y=-0.3748, z=-0.0425), order='XYZ'>
    Matrix:
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      <Vector (-0.0395, 0.9273, -0.3722, 1.0293)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0021, 1.1248, 0.0743)>
    Rotation: <Euler (x=0.5493, y=-0.3859, z=-0.0498), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0158, 1.2247, 0.1304)>
    Rotation: <Euler (x=0.4701, y=-0.3188, z=-0.0493), order='XYZ'>
    Matrix:
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      <Vector (-0.0468, 0.8975, -0.4386, 1.2247)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0300, 1.3116, 0.1864)>
    Rotation: <Euler (x=0.0770, y=-0.0500, z=-0.0314), order='XYZ'>
    Matrix:
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      <Vector (0.0500, 0.0768, 0.9958, 0.1864)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0250, 1.5483, 0.2362)>
    Rotation: <Euler (x=0.0770, y=-0.0500, z=-0.0314), order='XYZ'>
    Matrix:
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      <Vector (-0.0314, 0.9967, -0.0753, 1.5483)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0520, 1.2079, 0.1467)>
    Rotation: <Euler (x=-0.1290, y=2.1767, z=-1.9947), order='XYZ'>
    Matrix:
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      <Vector (0.5191, -0.3115, -0.7959, 1.2079)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1859, 1.1638, 0.1571)>
    Rotation: <Euler (x=-3.1033, y=0.8680, z=0.4709), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2686, 0.9890, 0.1523)>
    Rotation: <Euler (x=2.3120, y=0.1711, z=-1.0435), order='XYZ'>
    Matrix:
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      <Vector (-0.8516, -0.4483, -0.2718, 0.9890)>
      <Vector (-0.1703, 0.7269, -0.6653, 0.1523)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1324, 0.8716, 0.3425)>
    Rotation: <Euler (x=2.0003, y=0.0608, z=-0.6989), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0972, 0.8680, 0.3765)>
    Rotation: <Euler (x=2.5086, y=-0.6385, z=-1.0608), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0620, 0.8661, 0.3939)>
    Rotation: <Euler (x=2.3592, y=-0.2644, z=-0.7849), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0420, 0.8535, 0.4162)>
    Rotation: <Euler (x=2.2838, y=-0.0933, z=-0.7064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0313, 0.8416, 0.4348)>
    Rotation: <Euler (x=2.2838, y=-0.0933, z=-0.7064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0798, 0.8548, 0.4492)>
    Rotation: <Euler (x=2.4567, y=0.0120, z=-0.7126), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0653, 0.8373, 0.4677)>
    Rotation: <Euler (x=2.9289, y=0.0475, z=-0.6443), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0482, 0.8139, 0.4740)>
    Rotation: <Euler (x=-3.1165, y=0.0534, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0350, 0.7949, 0.4734)>
    Rotation: <Euler (x=-3.1165, y=0.0534, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0976, 0.8396, 0.4469)>
    Rotation: <Euler (x=2.4563, y=0.0148, z=-0.7132), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0809, 0.8195, 0.4682)>
    Rotation: <Euler (x=2.9289, y=0.0503, z=-0.6444), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0606, 0.7918, 0.4756)>
    Rotation: <Euler (x=-3.1165, y=0.0560, z=-0.5904), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0458, 0.7703, 0.4750)>
    Rotation: <Euler (x=-3.1165, y=0.0560, z=-0.5904), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1172, 0.8240, 0.4454)>
    Rotation: <Euler (x=2.4567, y=0.0160, z=-0.7113), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1024, 0.8061, 0.4644)>
    Rotation: <Euler (x=2.9290, y=0.0508, z=-0.6416), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0857, 0.7831, 0.4705)>
    Rotation: <Euler (x=-3.1169, y=0.0546, z=-0.5970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0726, 0.7643, 0.4700)>
    Rotation: <Euler (x=-3.1169, y=0.0546, z=-0.5970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1367, 0.8122, 0.4405)>
    Rotation: <Euler (x=2.4476, y=0.0704, z=-0.6562), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1242, 0.7939, 0.4588)>
    Rotation: <Euler (x=2.9292, y=0.0592, z=-0.6388), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1115, 0.7763, 0.4635)>
    Rotation: <Euler (x=-3.1178, y=0.0621, z=-0.6117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1020, 0.7628, 0.4631)>
    Rotation: <Euler (x=-3.1178, y=0.0621, z=-0.6117), order='XYZ'>
    Matrix:
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      <Vector (-0.5732, -0.8176, 0.0551, 0.7628)>
      <Vector (-0.0620, -0.0238, -0.9978, 0.4631)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0780, 1.2125, 0.0969)>
    Rotation: <Euler (x=0.9391, y=-2.1983, z=1.1376), order='XYZ'>
    Matrix:
      <Vector (-0.2465, -0.8102, 0.5318, -0.0780)>
      <Vector (-0.5329, -0.3450, -0.7726, 1.2125)>
      <Vector (0.8095, -0.4738, -0.3467, 0.0969)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1925, 1.1638, 0.0300)>
    Rotation: <Euler (x=-1.5256, y=-1.3714, z=-1.7484), order='XYZ'>
    Matrix:
      <Vector (-0.0350, -0.1285, 0.9911, -0.1925)>
      <Vector (-0.1949, -0.9718, -0.1329, 1.1638)>
      <Vector (0.9802, -0.1978, 0.0090, 0.0300)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2174, 0.9753, -0.0084)>
    Rotation: <Euler (x=1.5783, y=-0.1924, z=1.4637), order='XYZ'>
    Matrix:
      <Vector (0.1050, -0.0130, 0.9944, -0.2174)>
      <Vector (0.9759, -0.1909, -0.1055, 0.9753)>
      <Vector (0.1912, 0.9815, -0.0073, -0.0084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2208, 0.9254, 0.2485)>
    Rotation: <Euler (x=1.6568, y=-0.3762, z=0.9334), order='XYZ'>
    Matrix:
      <Vector (0.5535, -0.1488, 0.8194, -0.2208)>
      <Vector (0.7474, -0.3453, -0.5676, 0.9254)>
      <Vector (0.3674, 0.9266, -0.0799, 0.2485)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2049, 0.9259, 0.2923)>
    Rotation: <Euler (x=2.0391, y=0.4216, z=0.9973), order='XYZ'>
    Matrix:
      <Vector (0.4950, 0.5773, 0.6494, -0.2049)>
      <Vector (0.7665, 0.0619, -0.6393, 0.9259)>
      <Vector (-0.4093, 0.8142, -0.4118, 0.2923)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1828, 0.9292, 0.3222)>
    Rotation: <Euler (x=2.0132, y=-0.0649, z=0.8911), order='XYZ'>
    Matrix:
      <Vector (0.6273, 0.2961, 0.7203, -0.1828)>
      <Vector (0.7761, -0.3147, -0.5465, 0.9292)>
      <Vector (0.0648, 0.9018, -0.4272, 0.3222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1732, 0.9187, 0.3518)>
    Rotation: <Euler (x=1.9583, y=-0.2191, z=0.8854), order='XYZ'>
    Matrix:
      <Vector (0.6179, 0.1652, 0.7687, -0.1732)>
      <Vector (0.7557, -0.3949, -0.5225, 0.9187)>
      <Vector (0.2173, 0.9037, -0.3688, 0.3518)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1694, 0.9072, 0.3760)>
    Rotation: <Euler (x=1.9583, y=-0.2191, z=0.8854), order='XYZ'>
    Matrix:
      <Vector (0.6179, 0.1652, 0.7687, -0.1694)>
      <Vector (0.7557, -0.3949, -0.5225, 0.9072)>
      <Vector (0.2173, 0.9037, -0.3688, 0.3760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2187, 0.9132, 0.3660)>
    Rotation: <Euler (x=2.1153, y=-0.3198, z=0.9288), order='XYZ'>
    Matrix:
      <Vector (0.5684, 0.2539, 0.7826, -0.2187)>
      <Vector (0.7603, -0.5256, -0.3817, 0.9132)>
      <Vector (0.3144, 0.8120, -0.4918, 0.3660)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2112, 0.8972, 0.3904)>
    Rotation: <Euler (x=2.6036, y=-0.3701, z=0.8781), order='XYZ'>
    Matrix:
      <Vector (0.5954, 0.5425, 0.5927, -0.2112)>
      <Vector (0.7174, -0.6910, -0.0882, 0.8972)>
      <Vector (0.3617, 0.4777, -0.8006, 0.3904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1951, 0.8766, 0.4046)>
    Rotation: <Euler (x=2.8567, y=-0.3900, z=0.8309), order='XYZ'>
    Matrix:
      <Vector (0.6236, 0.6367, 0.4536, -0.1951)>
      <Vector (0.6831, -0.7260, 0.0799, 0.8766)>
      <Vector (0.3802, 0.2600, -0.8876, 0.4046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1804, 0.8603, 0.4106)>
    Rotation: <Euler (x=2.8567, y=-0.3900, z=0.8309), order='XYZ'>
    Matrix:
      <Vector (0.6236, 0.6367, 0.4536, -0.1804)>
      <Vector (0.6831, -0.7260, 0.0799, 0.8603)>
      <Vector (0.3802, 0.2600, -0.8876, 0.4106)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2318, 0.8949, 0.3613)>
    Rotation: <Euler (x=2.1154, y=-0.3276, z=0.9285), order='XYZ'>
    Matrix:
      <Vector (0.5672, 0.2500, 0.7847, -0.2318)>
      <Vector (0.7581, -0.5307, -0.3789, 0.8949)>
      <Vector (0.3218, 0.8098, -0.4905, 0.3613)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2239, 0.8778, 0.3872)>
    Rotation: <Euler (x=2.6038, y=-0.3759, z=0.8776), order='XYZ'>
    Matrix:
      <Vector (0.5944, 0.5405, 0.5955, -0.2239)>
      <Vector (0.7155, -0.6934, -0.0848, 0.8778)>
      <Vector (0.3671, 0.4765, -0.7989, 0.3872)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2054, 0.8540, 0.4035)>
    Rotation: <Euler (x=2.8543, y=-0.3923, z=0.8373), order='XYZ'>
    Matrix:
      <Vector (0.6186, 0.6399, 0.4560, -0.2054)>
      <Vector (0.6864, -0.7225, 0.0827, 0.8540)>
      <Vector (0.3823, 0.2619, -0.8861, 0.4035)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1895, 0.8363, 0.4101)>
    Rotation: <Euler (x=2.8543, y=-0.3923, z=0.8373), order='XYZ'>
    Matrix:
      <Vector (0.6186, 0.6399, 0.4560, -0.1895)>
      <Vector (0.6864, -0.7225, 0.0827, 0.8363)>
      <Vector (0.3823, 0.2619, -0.8861, 0.4101)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2453, 0.8755, 0.3526)>
    Rotation: <Euler (x=2.1157, y=-0.3225, z=0.9277), order='XYZ'>
    Matrix:
      <Vector (0.5688, 0.2523, 0.7829, -0.2453)>
      <Vector (0.7590, -0.5277, -0.3814, 0.8755)>
      <Vector (0.3169, 0.8111, -0.4916, 0.3526)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2383, 0.8605, 0.3753)>
    Rotation: <Euler (x=2.6057, y=-0.3748, z=0.8724), order='XYZ'>
    Matrix:
      <Vector (0.5984, 0.5383, 0.5934, -0.2383)>
      <Vector (0.7127, -0.6960, -0.0873, 0.8605)>
      <Vector (0.3661, 0.4752, -0.8001, 0.3753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2233, 0.8413, 0.3885)>
    Rotation: <Euler (x=2.8532, y=-0.3871, z=0.8400), order='XYZ'>
    Matrix:
      <Vector (0.6181, 0.6422, 0.4533, -0.2233)>
      <Vector (0.6895, -0.7199, 0.0797, 0.8413)>
      <Vector (0.3775, 0.2633, -0.8878, 0.3885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2082, 0.8245, 0.3947)>
    Rotation: <Euler (x=2.8532, y=-0.3871, z=0.8400), order='XYZ'>
    Matrix:
      <Vector (0.6181, 0.6422, 0.4533, -0.2082)>
      <Vector (0.6895, -0.7199, 0.0797, 0.8245)>
      <Vector (0.3775, 0.2633, -0.8878, 0.3947)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2584, 0.8620, 0.3379)>
    Rotation: <Euler (x=2.1155, y=-0.3267, z=0.9283), order='XYZ'>
    Matrix:
      <Vector (0.5675, 0.2504, 0.7844, -0.2584)>
      <Vector (0.7583, -0.5302, -0.3794, 0.8620)>
      <Vector (0.3209, 0.8101, -0.4908, 0.3379)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2519, 0.8480, 0.3591)>
    Rotation: <Euler (x=2.6065, y=-0.3797, z=0.8704), order='XYZ'>
    Matrix:
      <Vector (0.5986, 0.5359, 0.5954, -0.2519)>
      <Vector (0.7101, -0.6989, -0.0849, 0.8480)>
      <Vector (0.3706, 0.4736, -0.7989, 0.3591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2379, 0.8300, 0.3714)>
    Rotation: <Euler (x=2.8486, y=-0.3868, z=0.8522), order='XYZ'>
    Matrix:
      <Vector (0.6097, 0.6490, 0.4552, -0.2379)>
      <Vector (0.6971, -0.7123, 0.0817, 0.8300)>
      <Vector (0.3772, 0.2675, -0.8867, 0.3714)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2283, 0.8194, 0.3754)>
    Rotation: <Euler (x=2.8486, y=-0.3868, z=0.8522), order='XYZ'>
    Matrix:
      <Vector (0.6097, 0.6490, 0.4552, -0.2283)>
      <Vector (0.6971, -0.7123, 0.0817, 0.8194)>
      <Vector (0.3772, 0.2675, -0.8867, 0.3754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1253, 0.8206, 0.0271)>
    Rotation: <Euler (x=0.7316, y=-0.0210, z=-2.9088), order='XYZ'>
    Matrix:
      <Vector (-0.9728, 0.1853, -0.1389, 0.1253)>
      <Vector (-0.2306, -0.7208, 0.6536, 0.8206)>
      <Vector (0.0210, 0.6679, 0.7440, 0.0271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2023, 0.5211, 0.3046)>
    Rotation: <Euler (x=-0.1827, y=-0.1553, z=-2.8898), order='XYZ'>
    Matrix:
      <Vector (-0.9568, 0.2178, 0.1926, 0.2023)>
      <Vector (-0.2462, -0.9593, -0.1380, 0.5211)>
      <Vector (0.1547, -0.1795, 0.9715, 0.3046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8647, y=-0.1489, z=-3.0098), order='XYZ'>
    Matrix:
      <Vector (-0.9804, 0.1972, -0.0045, 0.2955)>
      <Vector (-0.1299, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1484, 0.7525, 0.6417, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5295, y=-2.8925, z=0.0091), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.2460, -0.0193, 0.3300)>
      <Vector (-0.0088, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2466, 0.9683, -0.0400, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0040, 0.4325)>
    Rotation: <Euler (x=-1.5295, y=-2.8925, z=0.0091), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.2460, -0.0193, 0.3485)>
      <Vector (-0.0088, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2466, 0.9683, -0.0400, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0824, 0.8276, -0.0430)>
    Rotation: <Euler (x=0.4997, y=0.6505, z=2.8565), order='XYZ'>
    Matrix:
      <Vector (-0.7637, -0.5253, -0.3754, -0.0824)>
      <Vector (0.2238, -0.7607, 0.6093, 0.8276)>
      <Vector (-0.6056, 0.3813, 0.6985, -0.0430)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3007, 0.5114, 0.1154)>
    Rotation: <Euler (x=-0.5297, y=0.7759, z=2.8069), order='XYZ'>
    Matrix:
      <Vector (-0.6742, 0.0508, -0.7368, -0.3007)>
      <Vector (0.2344, -0.9313, -0.2788, 0.5114)>
      <Vector (-0.7004, -0.3607, 0.6159, 0.1154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7769, y=0.7910, z=2.9402), order='XYZ'>
    Matrix:
      <Vector (-0.6889, -0.6311, -0.3565, -0.2788)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2472, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6257, -0.7788, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7798, 0.6258, -0.0127, 0.0505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5504, y=2.2472, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6257, -0.7788, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7798, 0.6258, -0.0127, 0.0995)>
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Frame: 54
  Bone: mixamorig:Hips
    Location: <Vector (0.0152, 0.8666, -0.0000)>
    Rotation: <Euler (x=0.2105, y=-0.3452, z=-0.0385), order='XYZ'>
    Matrix:
      <Vector (0.9403, -0.0330, -0.3387, 0.0152)>
      <Vector (-0.0362, 0.9799, -0.1961, 0.8666)>
      <Vector (0.3384, 0.1967, 0.9202, -0.0000)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0133, 0.9427, 0.0135)>
    Rotation: <Euler (x=0.2475, y=-0.3585, z=-0.0374), order='XYZ'>
    Matrix:
      <Vector (0.9358, -0.0496, -0.3491, 0.0133)>
      <Vector (-0.0350, 0.9721, -0.2320, 0.9427)>
      <Vector (0.3509, 0.2294, 0.9079, 0.0135)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0088, 1.0303, 0.0342)>
    Rotation: <Euler (x=0.3979, y=-0.3734, z=-0.0420), order='XYZ'>
    Matrix:
      <Vector (0.9303, -0.1025, -0.3523, 0.0088)>
      <Vector (-0.0391, 0.9270, -0.3730, 1.0303)>
      <Vector (0.3648, 0.3608, 0.8584, 0.0342)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0018, 1.1258, 0.0714)>
    Rotation: <Euler (x=0.5496, y=-0.3863, z=-0.0497), order='XYZ'>
    Matrix:
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      <Vector (-0.0460, 0.8615, -0.5057, 1.1258)>
      <Vector (0.3768, 0.4838, 0.7899, 0.0714)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0196, 1.2257, 0.1275)>
    Rotation: <Euler (x=0.4708, y=-0.3178, z=-0.0494), order='XYZ'>
    Matrix:
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      <Vector (-0.0469, 0.8971, -0.4393, 1.2257)>
      <Vector (0.3125, 0.4309, 0.8466, 0.1275)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0338, 1.3125, 0.1835)>
    Rotation: <Euler (x=0.0723, y=-0.0459, z=-0.0263), order='XYZ'>
    Matrix:
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      <Vector (-0.0263, 0.9971, -0.0710, 1.3125)>
      <Vector (0.0459, 0.0721, 0.9963, 0.1835)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0298, 1.5495, 0.2322)>
    Rotation: <Euler (x=0.0723, y=-0.0459, z=-0.0263), order='XYZ'>
    Matrix:
      <Vector (0.9986, 0.0229, -0.0476, -0.0298)>
      <Vector (-0.0263, 0.9971, -0.0710, 1.5495)>
      <Vector (0.0459, 0.0721, 0.9963, 0.2322)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0481, 1.2089, 0.1438)>
    Rotation: <Euler (x=-0.1306, y=2.1770, z=-1.9951), order='XYZ'>
    Matrix:
      <Vector (0.2346, 0.9476, -0.2168, 0.0481)>
      <Vector (0.5193, -0.3107, -0.7962, 1.2089)>
      <Vector (-0.8218, 0.0742, -0.5649, 0.1438)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1820, 1.1650, 0.1543)>
    Rotation: <Euler (x=-3.0947, y=0.8675, z=0.4773), order='XYZ'>
    Matrix:
      <Vector (0.5745, 0.4271, -0.6982, 0.1820)>
      <Vector (0.2971, -0.9037, -0.3083, 1.1650)>
      <Vector (-0.7627, -0.0303, -0.6461, 0.1543)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2647, 0.9901, 0.1484)>
    Rotation: <Euler (x=2.3124, y=0.1731, z=-1.0469), order='XYZ'>
    Matrix:
      <Vector (0.4928, -0.5214, -0.6967, 0.2647)>
      <Vector (-0.8530, -0.4479, -0.2681, 0.9901)>
      <Vector (-0.1722, 0.7264, -0.6654, 0.1484)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1282, 0.8729, 0.3386)>
    Rotation: <Euler (x=2.0010, y=0.0624, z=-0.6973), order='XYZ'>
    Matrix:
      <Vector (0.7651, -0.2243, -0.6036, 0.1282)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0930, 0.8691, 0.3726)>
    Rotation: <Euler (x=2.5086, y=-0.6367, z=-1.0593), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0579, 0.8672, 0.3900)>
    Rotation: <Euler (x=2.3598, y=-0.2626, z=-0.7836), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0379, 0.8545, 0.4123)>
    Rotation: <Euler (x=2.2845, y=-0.0916, z=-0.7049), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0273, 0.8425, 0.4308)>
    Rotation: <Euler (x=2.2845, y=-0.0916, z=-0.7049), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0757, 0.8558, 0.4453)>
    Rotation: <Euler (x=2.4573, y=0.0137, z=-0.7111), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0613, 0.8382, 0.4638)>
    Rotation: <Euler (x=2.9296, y=0.0491, z=-0.6428), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0442, 0.8148, 0.4700)>
    Rotation: <Euler (x=-3.1156, y=0.0549, z=-0.5870), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0311, 0.7957, 0.4694)>
    Rotation: <Euler (x=-3.1156, y=0.0549, z=-0.5870), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0935, 0.8406, 0.4429)>
    Rotation: <Euler (x=2.4570, y=0.0165, z=-0.7117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0769, 0.8204, 0.4642)>
    Rotation: <Euler (x=2.9296, y=0.0519, z=-0.6428), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0567, 0.7927, 0.4716)>
    Rotation: <Euler (x=-3.1157, y=0.0576, z=-0.5888), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0419, 0.7712, 0.4709)>
    Rotation: <Euler (x=-3.1157, y=0.0576, z=-0.5888), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1132, 0.8251, 0.4414)>
    Rotation: <Euler (x=2.4573, y=0.0176, z=-0.7097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0985, 0.8071, 0.4603)>
    Rotation: <Euler (x=2.9298, y=0.0524, z=-0.6400), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0817, 0.7841, 0.4664)>
    Rotation: <Euler (x=-3.1161, y=0.0562, z=-0.5955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0687, 0.7652, 0.4659)>
    Rotation: <Euler (x=-3.1161, y=0.0562, z=-0.5955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1327, 0.8133, 0.4364)>
    Rotation: <Euler (x=2.4483, y=0.0721, z=-0.6547), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1203, 0.7949, 0.4548)>
    Rotation: <Euler (x=2.9299, y=0.0609, z=-0.6372), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1075, 0.7773, 0.4594)>
    Rotation: <Euler (x=-3.1170, y=0.0637, z=-0.6102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0981, 0.7638, 0.4590)>
    Rotation: <Euler (x=-3.1170, y=0.0637, z=-0.6102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0819, 1.2135, 0.0940)>
    Rotation: <Euler (x=0.9423, y=-2.1990, z=1.1370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1961, 1.1645, 0.0268)>
    Rotation: <Euler (x=-1.5010, y=-1.3726, z=-1.7707), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2205, 0.9759, -0.0113)>
    Rotation: <Euler (x=1.5734, y=-0.1918, z=1.4663), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2251, 0.9263, 0.2456)>
    Rotation: <Euler (x=1.6536, y=-0.3769, z=0.9342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2093, 0.9268, 0.2895)>
    Rotation: <Euler (x=2.0358, y=0.4211, z=0.9957), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1872, 0.9301, 0.3195)>
    Rotation: <Euler (x=2.0102, y=-0.0657, z=0.8910), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1777, 0.9197, 0.3491)>
    Rotation: <Euler (x=1.9552, y=-0.2199, z=0.8858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1740, 0.9082, 0.3733)>
    Rotation: <Euler (x=1.9552, y=-0.2199, z=0.8858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2233, 0.9143, 0.3631)>
    Rotation: <Euler (x=2.1122, y=-0.3205, z=0.9295), order='XYZ'>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2158, 0.8982, 0.3876)>
    Rotation: <Euler (x=2.6005, y=-0.3709, z=0.8789), order='XYZ'>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1998, 0.8777, 0.4018)>
    Rotation: <Euler (x=2.8536, y=-0.3910, z=0.8318), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1851, 0.8613, 0.4080)>
    Rotation: <Euler (x=2.8536, y=-0.3910, z=0.8318), order='XYZ'>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2364, 0.8959, 0.3585)>
    Rotation: <Euler (x=2.1123, y=-0.3283, z=0.9292), order='XYZ'>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2286, 0.8789, 0.3844)>
    Rotation: <Euler (x=2.6007, y=-0.3767, z=0.8785), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2101, 0.8551, 0.4008)>
    Rotation: <Euler (x=2.8511, y=-0.3933, z=0.8382), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1942, 0.8373, 0.4074)>
    Rotation: <Euler (x=2.8511, y=-0.3933, z=0.8382), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2498, 0.8765, 0.3497)>
    Rotation: <Euler (x=2.1126, y=-0.3232, z=0.9284), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2429, 0.8616, 0.3725)>
    Rotation: <Euler (x=2.6026, y=-0.3756, z=0.8732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2279, 0.8423, 0.3857)>
    Rotation: <Euler (x=2.8501, y=-0.3881, z=0.8409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2128, 0.8255, 0.3920)>
    Rotation: <Euler (x=2.8501, y=-0.3881, z=0.8409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2629, 0.8630, 0.3350)>
    Rotation: <Euler (x=2.1124, y=-0.3274, z=0.9290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2565, 0.8491, 0.3562)>
    Rotation: <Euler (x=2.6033, y=-0.3806, z=0.8712), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2425, 0.8311, 0.3687)>
    Rotation: <Euler (x=2.8455, y=-0.3877, z=0.8531), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2329, 0.8204, 0.3726)>
    Rotation: <Euler (x=2.8455, y=-0.3877, z=0.8531), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1217, 0.8217, 0.0233)>
    Rotation: <Euler (x=0.7279, y=-0.0242, z=-2.9061), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2006, 0.5217, 0.2996)>
    Rotation: <Euler (x=-0.1710, y=-0.1580, z=-2.8875), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8648, y=-0.1502, z=-3.0108), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5293, y=-2.8912, z=0.0080), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0040, 0.4324)>
    Rotation: <Euler (x=-1.5293, y=-2.8912, z=0.0080), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0863, 0.8286, -0.0460)>
    Rotation: <Euler (x=0.5026, y=0.6470, z=2.8617), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3029, 0.5119, 0.1138)>
    Rotation: <Euler (x=-0.5245, y=0.7775, z=2.8158), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2789, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7771, y=0.7906, z=2.9403), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 55
  Bone: mixamorig:Hips
    Location: <Vector (0.0120, 0.8677, -0.0029)>
    Rotation: <Euler (x=0.2122, y=-0.3393, z=-0.0371), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0099, 0.9437, 0.0108)>
    Rotation: <Euler (x=0.2483, y=-0.3540, z=-0.0356), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0054, 1.0313, 0.0316)>
    Rotation: <Euler (x=0.3980, y=-0.3717, z=-0.0404), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0053, 1.1268, 0.0688)>
    Rotation: <Euler (x=0.5492, y=-0.3872, z=-0.0487), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0233, 1.2267, 0.1249)>
    Rotation: <Euler (x=0.4711, y=-0.3169, z=-0.0490), order='XYZ'>
    Matrix:
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      <Vector (-0.0466, 0.8969, -0.4397, 1.2267)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0374, 1.3135, 0.1810)>
    Rotation: <Euler (x=0.0670, y=-0.0416, z=-0.0206), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0345, 1.5508, 0.2284)>
    Rotation: <Euler (x=0.0670, y=-0.0416, z=-0.0206), order='XYZ'>
    Matrix:
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      <Vector (-0.0206, 0.9976, -0.0660, 1.5508)>
      <Vector (0.0416, 0.0669, 0.9969, 0.2284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0445, 1.2099, 0.1413)>
    Rotation: <Euler (x=-0.1324, y=2.1768, z=-1.9952), order='XYZ'>
    Matrix:
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      <Vector (0.5191, -0.3093, -0.7968, 1.2099)>
      <Vector (-0.8219, 0.0752, -0.5646, 0.1413)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1784, 1.1662, 0.1519)>
    Rotation: <Euler (x=-3.0867, y=0.8661, z=0.4838), order='XYZ'>
    Matrix:
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      <Vector (0.3013, -0.9033, -0.3052, 1.1662)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2611, 0.9914, 0.1450)>
    Rotation: <Euler (x=2.3136, y=0.1749, z=-1.0494), order='XYZ'>
    Matrix:
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      <Vector (-0.1740, 0.7253, -0.6661, 0.1450)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1243, 0.8741, 0.3349)>
    Rotation: <Euler (x=2.0011, y=0.0654, z=-0.6953), order='XYZ'>
    Matrix:
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      <Vector (-0.6392, -0.3584, -0.6804, 0.8741)>
      <Vector (-0.0654, 0.9069, -0.4163, 0.3349)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0892, 0.8703, 0.3690)>
    Rotation: <Euler (x=2.5075, y=-0.6338, z=-1.0566), order='XYZ'>
    Matrix:
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      <Vector (-0.7016, -0.0907, -0.7068, 0.8703)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0541, 0.8682, 0.3864)>
    Rotation: <Euler (x=2.3597, y=-0.2596, z=-0.7815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0342, 0.8554, 0.4088)>
    Rotation: <Euler (x=2.2846, y=-0.0886, z=-0.7029), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0237, 0.8434, 0.4273)>
    Rotation: <Euler (x=2.2846, y=-0.0886, z=-0.7029), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0721, 0.8567, 0.4417)>
    Rotation: <Euler (x=2.4574, y=0.0167, z=-0.7091), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0578, 0.8391, 0.4602)>
    Rotation: <Euler (x=2.9299, y=0.0521, z=-0.6407), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0408, 0.8156, 0.4664)>
    Rotation: <Euler (x=-3.1152, y=0.0579, z=-0.5849), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0277, 0.7965, 0.4658)>
    Rotation: <Euler (x=-3.1152, y=0.0579, z=-0.5849), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0899, 0.8416, 0.4392)>
    Rotation: <Euler (x=2.4571, y=0.0195, z=-0.7097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0734, 0.8213, 0.4605)>
    Rotation: <Euler (x=2.9299, y=0.0549, z=-0.6408), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0533, 0.7935, 0.4679)>
    Rotation: <Euler (x=-3.1152, y=0.0606, z=-0.5868), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0385, 0.7720, 0.4672)>
    Rotation: <Euler (x=-3.1152, y=0.0606, z=-0.5868), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1096, 0.8261, 0.4376)>
    Rotation: <Euler (x=2.4574, y=0.0206, z=-0.7077), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0950, 0.8080, 0.4566)>
    Rotation: <Euler (x=2.9301, y=0.0554, z=-0.6380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0783, 0.7850, 0.4627)>
    Rotation: <Euler (x=-3.1156, y=0.0592, z=-0.5934), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0653, 0.7661, 0.4621)>
    Rotation: <Euler (x=-3.1156, y=0.0592, z=-0.5934), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1292, 0.8144, 0.4326)>
    Rotation: <Euler (x=2.4486, y=0.0751, z=-0.6526), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1168, 0.7959, 0.4509)>
    Rotation: <Euler (x=2.9303, y=0.0638, z=-0.6352), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1041, 0.7783, 0.4556)>
    Rotation: <Euler (x=-3.1165, y=0.0667, z=-0.6081), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0948, 0.7648, 0.4552)>
    Rotation: <Euler (x=-3.1165, y=0.0667, z=-0.6081), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0855, 1.2144, 0.0913)>
    Rotation: <Euler (x=0.9456, y=-2.1993, z=1.1359), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1995, 1.1652, 0.0240)>
    Rotation: <Euler (x=-1.4847, y=-1.3738, z=-1.7854), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2236, 0.9766, -0.0139)>
    Rotation: <Euler (x=1.5703, y=-0.1923, z=1.4682), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2288, 0.9268, 0.2430)>
    Rotation: <Euler (x=1.6527, y=-0.3772, z=0.9332), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2131, 0.9274, 0.2870)>
    Rotation: <Euler (x=2.0349, y=0.4208, z=0.9940), order='XYZ'>
    Matrix:
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      <Vector (-0.4085, 0.8162, -0.4085, 0.2870)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1910, 0.9307, 0.3169)>
    Rotation: <Euler (x=2.0094, y=-0.0661, z=0.8897), order='XYZ'>
    Matrix:
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      <Vector (0.7752, -0.3139, -0.5483, 0.9307)>
      <Vector (0.0660, 0.9034, -0.4238, 0.3169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1816, 0.9202, 0.3465)>
    Rotation: <Euler (x=1.9544, y=-0.2203, z=0.8846), order='XYZ'>
    Matrix:
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      <Vector (0.7550, -0.3939, -0.5243, 0.9202)>
      <Vector (0.2185, 0.9049, -0.3653, 0.3465)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1779, 0.9088, 0.3708)>
    Rotation: <Euler (x=1.9544, y=-0.2203, z=0.8846), order='XYZ'>
    Matrix:
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      <Vector (0.7550, -0.3939, -0.5243, 0.9088)>
      <Vector (0.2185, 0.9049, -0.3653, 0.3708)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2272, 0.9149, 0.3606)>
    Rotation: <Euler (x=2.1114, y=-0.3209, z=0.9284), order='XYZ'>
    Matrix:
      <Vector (0.5685, 0.2500, 0.7837, -0.2272)>
      <Vector (0.7598, -0.5248, -0.3837, 0.9149)>
      <Vector (0.3154, 0.8137, -0.4884, 0.3606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2198, 0.8988, 0.3851)>
    Rotation: <Euler (x=2.5996, y=-0.3713, z=0.8779), order='XYZ'>
    Matrix:
      <Vector (0.5952, 0.5396, 0.5954, -0.2198)>
      <Vector (0.7170, -0.6912, -0.0903, 0.8988)>
      <Vector (0.3629, 0.4807, -0.7983, 0.3851)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2038, 0.8783, 0.3993)>
    Rotation: <Euler (x=2.8527, y=-0.3914, z=0.8307), order='XYZ'>
    Matrix:
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      <Vector (0.6826, -0.7266, 0.0779, 0.8783)>
      <Vector (0.3815, 0.2633, -0.8861, 0.3993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1891, 0.8619, 0.4054)>
    Rotation: <Euler (x=2.8527, y=-0.3914, z=0.8307), order='XYZ'>
    Matrix:
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      <Vector (0.6826, -0.7266, 0.0779, 0.8619)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2403, 0.8966, 0.3559)>
    Rotation: <Euler (x=2.1114, y=-0.3287, z=0.9282), order='XYZ'>
    Matrix:
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      <Vector (0.7577, -0.5300, -0.3809, 0.8966)>
      <Vector (0.3228, 0.8115, -0.4871, 0.3559)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2325, 0.8795, 0.3818)>
    Rotation: <Euler (x=2.5998, y=-0.3771, z=0.8774), order='XYZ'>
    Matrix:
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      <Vector (0.7151, -0.6936, -0.0869, 0.8795)>
      <Vector (0.3683, 0.4794, -0.7966, 0.3818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2141, 0.8557, 0.3982)>
    Rotation: <Euler (x=2.8503, y=-0.3937, z=0.8372), order='XYZ'>
    Matrix:
      <Vector (0.6183, 0.6377, 0.4594, -0.2141)>
      <Vector (0.6859, -0.7232, 0.0807, 0.8557)>
      <Vector (0.3836, 0.2652, -0.8846, 0.3982)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1982, 0.8379, 0.4049)>
    Rotation: <Euler (x=2.8503, y=-0.3937, z=0.8372), order='XYZ'>
    Matrix:
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      <Vector (0.6859, -0.7232, 0.0807, 0.8379)>
      <Vector (0.3836, 0.2652, -0.8846, 0.4049)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2537, 0.8771, 0.3471)>
    Rotation: <Euler (x=2.1117, y=-0.3235, z=0.9273), order='XYZ'>
    Matrix:
      <Vector (0.5689, 0.2484, 0.7840, -0.2537)>
      <Vector (0.7585, -0.5270, -0.3834, 0.8771)>
      <Vector (0.3179, 0.8128, -0.4882, 0.3471)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2468, 0.8622, 0.3699)>
    Rotation: <Euler (x=2.6017, y=-0.3760, z=0.8722), order='XYZ'>
    Matrix:
      <Vector (0.5982, 0.5354, 0.5962, -0.2468)>
      <Vector (0.7122, -0.6962, -0.0894, 0.8622)>
      <Vector (0.3672, 0.4781, -0.7978, 0.3699)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2320, 0.8429, 0.3832)>
    Rotation: <Euler (x=2.8493, y=-0.3885, z=0.8398), order='XYZ'>
    Matrix:
      <Vector (0.6178, 0.6401, 0.4567, -0.2320)>
      <Vector (0.6891, -0.7205, 0.0777, 0.8429)>
      <Vector (0.3788, 0.2667, -0.8862, 0.3832)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2169, 0.8261, 0.3895)>
    Rotation: <Euler (x=2.8493, y=-0.3885, z=0.8398), order='XYZ'>
    Matrix:
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      <Vector (0.6891, -0.7205, 0.0777, 0.8261)>
      <Vector (0.3788, 0.2667, -0.8862, 0.3895)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2669, 0.8636, 0.3324)>
    Rotation: <Euler (x=2.1115, y=-0.3277, z=0.9279), order='XYZ'>
    Matrix:
      <Vector (0.5676, 0.2465, 0.7855, -0.2669)>
      <Vector (0.7578, -0.5295, -0.3814, 0.8636)>
      <Vector (0.3219, 0.8117, -0.4873, 0.3324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2604, 0.8497, 0.3537)>
    Rotation: <Euler (x=2.6025, y=-0.3810, z=0.8702), order='XYZ'>
    Matrix:
      <Vector (0.5984, 0.5330, 0.5982, -0.2604)>
      <Vector (0.7097, -0.6991, -0.0870, 0.8497)>
      <Vector (0.3718, 0.4766, -0.7966, 0.3537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2465, 0.8317, 0.3661)>
    Rotation: <Euler (x=2.8446, y=-0.3881, z=0.8521), order='XYZ'>
    Matrix:
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      <Vector (0.6967, -0.7129, 0.0797, 0.8317)>
      <Vector (0.3785, 0.2709, -0.8851, 0.3661)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2370, 0.8210, 0.3701)>
    Rotation: <Euler (x=2.8446, y=-0.3881, z=0.8521), order='XYZ'>
    Matrix:
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      <Vector (0.6967, -0.7129, 0.0797, 0.8210)>
      <Vector (0.3785, 0.2709, -0.8851, 0.3701)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1187, 0.8230, 0.0198)>
    Rotation: <Euler (x=0.7241, y=-0.0256, z=-2.9041), order='XYZ'>
    Matrix:
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      <Vector (-0.2351, -0.7241, 0.6484, 0.8230)>
      <Vector (0.0256, 0.6622, 0.7489, 0.0198)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1987, 0.5221, 0.2949)>
    Rotation: <Euler (x=-0.1597, y=-0.1601, z=-2.8849), order='XYZ'>
    Matrix:
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      <Vector (-0.2506, -0.9614, -0.1139, 0.5221)>
      <Vector (0.1594, -0.1570, 0.9746, 0.2949)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8650, y=-0.1510, z=-3.0121), order='XYZ'>
    Matrix:
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      <Vector (-0.1276, -0.6284, 0.7673, 0.1109)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0008, 0.3595)>
    Rotation: <Euler (x=-1.5289, y=-2.8904, z=0.0067), order='XYZ'>
    Matrix:
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      <Vector (-0.0065, 0.0435, 0.9990, 0.0008)>
      <Vector (0.2486, 0.9678, -0.0405, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0041, 0.4324)>
    Rotation: <Euler (x=-1.5289, y=-2.8904, z=0.0067), order='XYZ'>
    Matrix:
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      <Vector (-0.0065, 0.0435, 0.9990, 0.0041)>
      <Vector (0.2486, 0.9678, -0.0405, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0898, 0.8296, -0.0483)>
    Rotation: <Euler (x=0.5040, y=0.6449, z=2.8652), order='XYZ'>
    Matrix:
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      <Vector (0.2181, -0.7632, 0.6083, 0.8296)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3052, 0.5124, 0.1121)>
    Rotation: <Euler (x=-0.5194, y=0.7795, z=2.8247), order='XYZ'>
    Matrix:
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      <Vector (0.2216, -0.9336, -0.2815, 0.5124)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2789, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7771, y=0.7906, z=2.9403), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 56
  Bone: mixamorig:Hips
    Location: <Vector (0.0091, 0.8686, -0.0053)>
    Rotation: <Euler (x=0.2134, y=-0.3330, z=-0.0351), order='XYZ'>
    Matrix:
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      <Vector (-0.0332, 0.9791, -0.2004, 0.8686)>
      <Vector (0.3268, 0.2002, 0.9236, -0.0053)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0070, 0.9446, 0.0085)>
    Rotation: <Euler (x=0.2486, y=-0.3492, z=-0.0329), order='XYZ'>
    Matrix:
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      <Vector (-0.0309, 0.9715, -0.2350, 0.9446)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0023, 1.0322, 0.0294)>
    Rotation: <Euler (x=0.3976, y=-0.3700, z=-0.0379), order='XYZ'>
    Matrix:
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      <Vector (-0.0353, 0.9266, -0.3743, 1.0322)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0085, 1.1277, 0.0666)>
    Rotation: <Euler (x=0.5482, y=-0.3888, z=-0.0468), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0268, 1.2276, 0.1225)>
    Rotation: <Euler (x=0.4703, y=-0.3168, z=-0.0478), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0410, 1.3144, 0.1785)>
    Rotation: <Euler (x=0.0623, y=-0.0384, z=-0.0161), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0390, 1.5519, 0.2249)>
    Rotation: <Euler (x=0.0623, y=-0.0384, z=-0.0161), order='XYZ'>
    Matrix:
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      <Vector (-0.0161, 0.9980, -0.0616, 1.5519)>
      <Vector (0.0384, 0.0622, 0.9973, 0.2249)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0410, 1.2109, 0.1390)>
    Rotation: <Euler (x=-0.1341, y=2.1760, z=-1.9949), order='XYZ'>
    Matrix:
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      <Vector (0.5185, -0.3076, -0.7978, 1.2109)>
      <Vector (-0.8224, 0.0761, -0.5638, 0.1390)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1750, 1.1675, 0.1498)>
    Rotation: <Euler (x=-3.0809, y=0.8641, z=0.4895), order='XYZ'>
    Matrix:
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      <Vector (0.3053, -0.9027, -0.3033, 1.1675)>
      <Vector (-0.7605, -0.0394, -0.6481, 0.1498)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2579, 0.9928, 0.1421)>
    Rotation: <Euler (x=2.3155, y=0.1758, z=-1.0504), order='XYZ'>
    Matrix:
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      <Vector (-0.8542, -0.4486, -0.2628, 0.9928)>
      <Vector (-0.1749, 0.7240, -0.6673, 0.1421)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1208, 0.8754, 0.3316)>
    Rotation: <Euler (x=2.0023, y=0.0690, z=-0.6928), order='XYZ'>
    Matrix:
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      <Vector (-0.0689, 0.9062, -0.4172, 0.3316)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0857, 0.8713, 0.3658)>
    Rotation: <Euler (x=2.5073, y=-0.6301, z=-1.0541), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0507, 0.8691, 0.3833)>
    Rotation: <Euler (x=2.3605, y=-0.2560, z=-0.7793), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0308, 0.8562, 0.4057)>
    Rotation: <Euler (x=2.2857, y=-0.0851, z=-0.7006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0203, 0.8441, 0.4242)>
    Rotation: <Euler (x=2.2857, y=-0.0851, z=-0.7006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0688, 0.8575, 0.4384)>
    Rotation: <Euler (x=2.4585, y=0.0202, z=-0.7067), order='XYZ'>
    Matrix:
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      <Vector (-0.0202, 0.6311, -0.7755, 0.4384)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0545, 0.8398, 0.4569)>
    Rotation: <Euler (x=2.9313, y=0.0556, z=-0.6383), order='XYZ'>
    Matrix:
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      <Vector (-0.5949, -0.7923, -0.1353, 0.8398)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0376, 0.8163, 0.4631)>
    Rotation: <Euler (x=-3.1136, y=0.0613, z=-0.5824), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0245, 0.7972, 0.4625)>
    Rotation: <Euler (x=-3.1136, y=0.0613, z=-0.5824), order='XYZ'>
    Matrix:
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      <Vector (-0.5490, -0.8339, 0.0570, 0.7972)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0867, 0.8425, 0.4359)>
    Rotation: <Euler (x=2.4582, y=0.0230, z=-0.7073), order='XYZ'>
    Matrix:
      <Vector (0.7599, -0.4928, -0.4238, 0.0867)>
      <Vector (-0.6496, -0.5989, -0.4684, 0.8425)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0702, 0.8221, 0.4572)>
    Rotation: <Euler (x=2.9313, y=0.0584, z=-0.6383), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0502, 0.7942, 0.4645)>
    Rotation: <Euler (x=-3.1137, y=0.0640, z=-0.5843), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0355, 0.7727, 0.4638)>
    Rotation: <Euler (x=-3.1137, y=0.0640, z=-0.5843), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1064, 0.8270, 0.4342)>
    Rotation: <Euler (x=2.4585, y=0.0242, z=-0.7053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0918, 0.8088, 0.4532)>
    Rotation: <Euler (x=2.9314, y=0.0588, z=-0.6355), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0752, 0.7857, 0.4592)>
    Rotation: <Euler (x=-3.1141, y=0.0626, z=-0.5909), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0622, 0.7669, 0.4586)>
    Rotation: <Euler (x=-3.1141, y=0.0626, z=-0.5909), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1259, 0.8153, 0.4291)>
    Rotation: <Euler (x=2.4499, y=0.0785, z=-0.6501), order='XYZ'>
    Matrix:
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      <Vector (-0.6034, -0.6433, -0.4711, 0.8153)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1137, 0.7968, 0.4474)>
    Rotation: <Euler (x=2.9316, y=0.0673, z=-0.6327), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1010, 0.7791, 0.4521)>
    Rotation: <Euler (x=-3.1151, y=0.0701, z=-0.6056), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0917, 0.7656, 0.4516)>
    Rotation: <Euler (x=-3.1151, y=0.0701, z=-0.6056), order='XYZ'>
    Matrix:
      <Vector (0.8201, -0.5706, -0.0425, 0.0917)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0889, 1.2152, 0.0888)>
    Rotation: <Euler (x=0.9477, y=-2.1990, z=1.1347), order='XYZ'>
    Matrix:
      <Vector (-0.2482, -0.8065, 0.5366, -0.0889)>
      <Vector (-0.5327, -0.3490, -0.7710, 1.2152)>
      <Vector (0.8091, -0.4772, -0.3430, 0.0888)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2029, 1.1659, 0.0214)>
    Rotation: <Euler (x=-1.4896, y=-1.3752, z=-1.7812), order='XYZ'>
    Matrix:
      <Vector (-0.0406, -0.1249, 0.9913, -0.2029)>
      <Vector (-0.1901, -0.9731, -0.1304, 1.1659)>
      <Vector (0.9809, -0.1937, 0.0158, 0.0214)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2271, 0.9772, -0.0162)>
    Rotation: <Euler (x=1.5713, y=-0.1939, z=1.4674), order='XYZ'>
    Matrix:
      <Vector (0.1013, -0.0194, 0.9947, -0.2271)>
      <Vector (0.9760, -0.1918, -0.1031, 0.9772)>
      <Vector (0.1927, 0.9813, -0.0005, -0.0162)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2321, 0.9270, 0.2406)>
    Rotation: <Euler (x=1.6555, y=-0.3767, z=0.9314), order='XYZ'>
    Matrix:
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      <Vector (0.7462, -0.3446, -0.5696, 0.9270)>
      <Vector (0.3678, 0.9266, -0.0787, 0.2406)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2163, 0.9275, 0.2845)>
    Rotation: <Euler (x=2.0377, y=0.4212, z=0.9944), order='XYZ'>
    Matrix:
      <Vector (0.4974, 0.5764, 0.6484, -0.2163)>
      <Vector (0.7651, 0.0608, -0.6410, 0.9275)>
      <Vector (-0.4089, 0.8149, -0.4108, 0.2845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1942, 0.9308, 0.3144)>
    Rotation: <Euler (x=2.0120, y=-0.0654, z=0.8888), order='XYZ'>
    Matrix:
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      <Vector (0.7746, -0.3151, -0.5483, 0.9308)>
      <Vector (0.0654, 0.9023, -0.4261, 0.3144)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1847, 0.9203, 0.3440)>
    Rotation: <Euler (x=1.9571, y=-0.2196, z=0.8833), order='XYZ'>
    Matrix:
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      <Vector (0.2178, 0.9041, -0.3677, 0.3440)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1809, 0.9088, 0.3683)>
    Rotation: <Euler (x=1.9571, y=-0.2196, z=0.8833), order='XYZ'>
    Matrix:
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      <Vector (0.7543, -0.3950, -0.5244, 0.9088)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2302, 0.9149, 0.3582)>
    Rotation: <Euler (x=2.1141, y=-0.3203, z=0.9268), order='XYZ'>
    Matrix:
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      <Vector (0.7590, -0.5259, -0.3838, 0.9149)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2228, 0.8989, 0.3826)>
    Rotation: <Euler (x=2.6024, y=-0.3706, z=0.8762), order='XYZ'>
    Matrix:
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      <Vector (0.7161, -0.6922, -0.0899, 0.8989)>
      <Vector (0.3622, 0.4786, -0.7998, 0.3826)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2068, 0.8783, 0.3968)>
    Rotation: <Euler (x=2.8555, y=-0.3906, z=0.8289), order='XYZ'>
    Matrix:
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      <Vector (0.6817, -0.7274, 0.0786, 0.8783)>
      <Vector (0.3807, 0.2610, -0.8871, 0.3968)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1921, 0.8619, 0.4029)>
    Rotation: <Euler (x=2.8555, y=-0.3906, z=0.8289), order='XYZ'>
    Matrix:
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      <Vector (0.6817, -0.7274, 0.0786, 0.8619)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2434, 0.8966, 0.3535)>
    Rotation: <Euler (x=2.1142, y=-0.3281, z=0.9265), order='XYZ'>
    Matrix:
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      <Vector (0.7569, -0.5311, -0.3809, 0.8966)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2355, 0.8795, 0.3794)>
    Rotation: <Euler (x=2.6026, y=-0.3764, z=0.8757), order='XYZ'>
    Matrix:
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      <Vector (0.7142, -0.6946, -0.0865, 0.8795)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2171, 0.8557, 0.3957)>
    Rotation: <Euler (x=2.8530, y=-0.3929, z=0.8354), order='XYZ'>
    Matrix:
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      <Vector (0.6850, -0.7239, 0.0813, 0.8557)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2012, 0.8379, 0.4023)>
    Rotation: <Euler (x=2.8530, y=-0.3929, z=0.8354), order='XYZ'>
    Matrix:
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      <Vector (0.6850, -0.7239, 0.0813, 0.8379)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2568, 0.8772, 0.3448)>
    Rotation: <Euler (x=2.1144, y=-0.3230, z=0.9257), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2499, 0.8623, 0.3675)>
    Rotation: <Euler (x=2.6045, y=-0.3753, z=0.8705), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2350, 0.8430, 0.3807)>
    Rotation: <Euler (x=2.8520, y=-0.3877, z=0.8380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2199, 0.8261, 0.3870)>
    Rotation: <Euler (x=2.8520, y=-0.3877, z=0.8380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2700, 0.8638, 0.3300)>
    Rotation: <Euler (x=2.1142, y=-0.3271, z=0.9263), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2635, 0.8498, 0.3513)>
    Rotation: <Euler (x=2.6052, y=-0.3802, z=0.8684), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2496, 0.8317, 0.3636)>
    Rotation: <Euler (x=2.8474, y=-0.3874, z=0.8503), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2401, 0.8211, 0.3676)>
    Rotation: <Euler (x=2.8474, y=-0.3874, z=0.8503), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1161, 0.8241, 0.0166)>
    Rotation: <Euler (x=0.7204, y=-0.0241, z=-2.9029), order='XYZ'>
    Matrix:
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      <Vector (-0.2364, -0.7265, 0.6453, 0.8241)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1963, 0.5223, 0.2906)>
    Rotation: <Euler (x=-0.1495, y=-0.1619, z=-2.8809), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8655, y=-0.1517, z=-3.0127), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3595)>
    Rotation: <Euler (x=-1.5284, y=-2.8898, z=0.0060), order='XYZ'>
    Matrix:
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      <Vector (-0.0058, 0.0439, 0.9990, 0.0010)>
      <Vector (0.2492, 0.9676, -0.0411, 0.3595)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0043, 0.4324)>
    Rotation: <Euler (x=-1.5284, y=-2.8898, z=0.0060), order='XYZ'>
    Matrix:
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      <Vector (-0.0058, 0.0439, 0.9990, 0.0043)>
      <Vector (0.2492, 0.9676, -0.0411, 0.4324)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0928, 0.8303, -0.0501)>
    Rotation: <Euler (x=0.5046, y=0.6450, z=2.8672), order='XYZ'>
    Matrix:
      <Vector (-0.7692, -0.5170, -0.3756, -0.0928)>
      <Vector (0.2165, -0.7639, 0.6080, 0.8303)>
      <Vector (-0.6012, 0.3863, 0.6995, -0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3077, 0.5129, 0.1104)>
    Rotation: <Euler (x=-0.5146, y=0.7825, z=2.8338), order='XYZ'>
    Matrix:
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      <Vector (0.2148, -0.9347, -0.2831, 0.5129)>
      <Vector (-0.7051, -0.3490, 0.6173, 0.1104)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7916, z=2.9401), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7802, 0.6254, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6253, -0.7792, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7802, 0.6254, -0.0127, 0.0995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 57
  Bone: mixamorig:Hips
    Location: <Vector (0.0065, 0.8693, -0.0074)>
    Rotation: <Euler (x=0.2139, y=-0.3281, z=-0.0331), order='XYZ'>
    Matrix:
      <Vector (0.9461, -0.0361, -0.3218, 0.0065)>
      <Vector (-0.0313, 0.9789, -0.2018, 0.8693)>
      <Vector (0.3223, 0.2010, 0.9251, -0.0074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0042, 0.9453, 0.0065)>
    Rotation: <Euler (x=0.2484, y=-0.3458, z=-0.0301), order='XYZ'>
    Matrix:
      <Vector (0.9404, -0.0541, -0.3358, 0.0042)>
      <Vector (-0.0284, 0.9714, -0.2358, 0.9453)>
      <Vector (0.3390, 0.2313, 0.9119, 0.0065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0006, 1.0329, 0.0273)>
    Rotation: <Euler (x=0.3965, y=-0.3696, z=-0.0350), order='XYZ'>
    Matrix:
      <Vector (0.9319, -0.1072, -0.3465, -0.0006)>
      <Vector (-0.0326, 0.9267, -0.3743, 1.0329)>
      <Vector (0.3612, 0.3602, 0.8601, 0.0273)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0117, 1.1284, 0.0644)>
    Rotation: <Euler (x=0.5466, y=-0.3913, z=-0.0442), order='XYZ'>
    Matrix:
      <Vector (0.9235, -0.1603, -0.3484, -0.0117)>
      <Vector (-0.0408, 0.8622, -0.5049, 1.1284)>
      <Vector (0.3814, 0.4805, 0.7897, 0.0644)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0303, 1.2283, 0.1201)>
    Rotation: <Euler (x=0.4686, y=-0.3181, z=-0.0459), order='XYZ'>
    Matrix:
      <Vector (0.9488, -0.1002, -0.2995, -0.0303)>
      <Vector (-0.0436, 0.8977, -0.4384, 1.2283)>
      <Vector (0.3128, 0.4290, 0.8474, 0.1201)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0447, 1.3152, 0.1760)>
    Rotation: <Euler (x=0.0586, y=-0.0372, z=-0.0138), order='XYZ'>
    Matrix:
      <Vector (0.9992, 0.0116, -0.0380, -0.0447)>
      <Vector (-0.0138, 0.9982, -0.0580, 1.3152)>
      <Vector (0.0372, 0.0585, 0.9976, 0.1760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0431, 1.5529, 0.2215)>
    Rotation: <Euler (x=0.0586, y=-0.0372, z=-0.0138), order='XYZ'>
    Matrix:
      <Vector (0.9992, 0.0116, -0.0380, -0.0431)>
      <Vector (-0.0138, 0.9982, -0.0580, 1.5529)>
      <Vector (0.0372, 0.0585, 0.9976, 0.2215)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0375, 1.2118, 0.1369)>
    Rotation: <Euler (x=-0.1367, y=2.1749, z=-1.9952), order='XYZ'>
    Matrix:
      <Vector (0.2339, 0.9489, -0.2116, 0.0375)>
      <Vector (0.5176, -0.3058, -0.7991, 1.2118)>
      <Vector (-0.8230, 0.0774, -0.5627, 0.1369)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1716, 1.1686, 0.1478)>
    Rotation: <Euler (x=-3.0789, y=0.8615, z=0.4926), order='XYZ'>
    Matrix:
      <Vector (0.5739, 0.4300, -0.6970, 0.1716)>
      <Vector (0.3080, -0.9019, -0.3029, 1.1686)>
      <Vector (-0.7588, -0.0408, -0.6500, 0.1478)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2548, 0.9941, 0.1399)>
    Rotation: <Euler (x=2.3179, y=0.1752, z=-1.0500), order='XYZ'>
    Matrix:
      <Vector (0.4899, -0.5258, -0.6953, 0.2548)>
      <Vector (-0.8542, -0.4490, -0.2623, 0.9941)>
      <Vector (-0.1743, 0.7224, -0.6691, 0.1399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1172, 0.8766, 0.3290)>
    Rotation: <Euler (x=2.0057, y=0.0709, z=-0.6900), order='XYZ'>
    Matrix:
      <Vector (0.7693, -0.2187, -0.6003, 0.1172)>
      <Vector (-0.6350, -0.3658, -0.6804, 0.8766)>
      <Vector (-0.0708, 0.9046, -0.4203, 0.3290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0821, 0.8723, 0.3631)>
    Rotation: <Euler (x=2.5104, y=-0.6271, z=-1.0534), order='XYZ'>
    Matrix:
      <Vector (0.4005, -0.8729, -0.2786, 0.0821)>
      <Vector (-0.7038, -0.0984, -0.7036, 0.8723)>
      <Vector (0.5868, 0.4778, -0.6537, 0.3631)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0471, 0.8699, 0.3806)>
    Rotation: <Euler (x=2.3639, y=-0.2538, z=-0.7777), order='XYZ'>
    Matrix:
      <Vector (0.6897, -0.6255, -0.3648, 0.0471)>
      <Vector (-0.6791, -0.3841, -0.6255, 0.8699)>
      <Vector (0.2511, 0.6791, -0.6897, 0.3806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0272, 0.8569, 0.4029)>
    Rotation: <Euler (x=2.2892, y=-0.0831, z=-0.6984), order='XYZ'>
    Matrix:
      <Vector (0.7632, -0.4711, -0.4422, 0.0272)>
      <Vector (-0.6408, -0.4639, -0.6118, 0.8569)>
      <Vector (0.0830, 0.7503, -0.6559, 0.4029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0168, 0.8447, 0.4213)>
    Rotation: <Euler (x=2.2892, y=-0.0831, z=-0.6984), order='XYZ'>
    Matrix:
      <Vector (0.7632, -0.4711, -0.4422, 0.0168)>
      <Vector (-0.6408, -0.4639, -0.6118, 0.8447)>
      <Vector (0.0830, 0.7503, -0.6559, 0.4213)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0652, 0.8581, 0.4357)>
    Rotation: <Euler (x=2.4619, y=0.0222, z=-0.7041), order='XYZ'>
    Matrix:
      <Vector (0.7620, -0.4929, -0.4200, 0.0652)>
      <Vector (-0.6472, -0.6019, -0.4679, 0.8581)>
      <Vector (-0.0222, 0.6284, -0.7776, 0.4357)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0509, 0.8403, 0.4541)>
    Rotation: <Euler (x=2.9348, y=0.0573, z=-0.6355), order='XYZ'>
    Matrix:
      <Vector (0.8034, -0.5715, -0.1670, 0.0509)>
      <Vector (-0.5926, -0.7946, -0.1319, 0.8403)>
      <Vector (-0.0573, 0.2049, -0.9771, 0.4541)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0341, 0.8167, 0.4602)>
    Rotation: <Euler (x=-3.1100, y=0.0628, z=-0.5797), order='XYZ'>
    Matrix:
      <Vector (0.8350, -0.5492, -0.0352, 0.0341)>
      <Vector (-0.5467, -0.8351, 0.0608, 0.8167)>
      <Vector (-0.0628, -0.0316, -0.9975, 0.4602)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0210, 0.7976, 0.4595)>
    Rotation: <Euler (x=-3.1100, y=0.0628, z=-0.5797), order='XYZ'>
    Matrix:
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      <Vector (-0.5467, -0.8351, 0.0608, 0.7976)>
      <Vector (-0.0628, -0.0316, -0.9975, 0.4595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0831, 0.8432, 0.4331)>
    Rotation: <Euler (x=2.4616, y=0.0250, z=-0.7047), order='XYZ'>
    Matrix:
      <Vector (0.7616, -0.4917, -0.4221, 0.0831)>
      <Vector (-0.6476, -0.6026, -0.4664, 0.8432)>
      <Vector (-0.0250, 0.6286, -0.7773, 0.4331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0667, 0.8227, 0.4543)>
    Rotation: <Euler (x=2.9348, y=0.0601, z=-0.6356), order='XYZ'>
    Matrix:
      <Vector (0.8033, -0.5711, -0.1692, 0.0667)>
      <Vector (-0.5926, -0.7949, -0.1303, 0.8227)>
      <Vector (-0.0601, 0.2049, -0.9769, 0.4543)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0467, 0.7947, 0.4615)>
    Rotation: <Euler (x=-3.1100, y=0.0655, z=-0.5815), order='XYZ'>
    Matrix:
      <Vector (0.8338, -0.5508, -0.0373, 0.0467)>
      <Vector (-0.5481, -0.8341, 0.0623, 0.7947)>
      <Vector (-0.0655, -0.0315, -0.9974, 0.4615)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0320, 0.7731, 0.4607)>
    Rotation: <Euler (x=-3.1100, y=0.0655, z=-0.5815), order='XYZ'>
    Matrix:
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      <Vector (-0.5481, -0.8341, 0.0623, 0.7731)>
      <Vector (-0.0655, -0.0315, -0.9974, 0.4607)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1028, 0.8277, 0.4314)>
    Rotation: <Euler (x=2.4619, y=0.0261, z=-0.7027), order='XYZ'>
    Matrix:
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      <Vector (-0.6460, -0.6042, -0.4665, 0.8277)>
      <Vector (-0.0261, 0.6283, -0.7775, 0.4314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0883, 0.8095, 0.4502)>
    Rotation: <Euler (x=2.9350, y=0.0605, z=-0.6328), order='XYZ'>
    Matrix:
      <Vector (0.8049, -0.5688, -0.1691, 0.0883)>
      <Vector (-0.5903, -0.7966, -0.1304, 0.8095)>
      <Vector (-0.0605, 0.2047, -0.9769, 0.4502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0718, 0.7863, 0.4562)>
    Rotation: <Euler (x=-3.1105, y=0.0641, z=-0.5882), order='XYZ'>
    Matrix:
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      <Vector (-0.5537, -0.8304, 0.0614, 0.7863)>
      <Vector (-0.0641, -0.0310, -0.9975, 0.4562)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0588, 0.7674, 0.4555)>
    Rotation: <Euler (x=-3.1105, y=0.0641, z=-0.5882), order='XYZ'>
    Matrix:
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      <Vector (-0.5537, -0.8304, 0.0614, 0.7674)>
      <Vector (-0.0641, -0.0310, -0.9975, 0.4555)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1224, 0.8162, 0.4262)>
    Rotation: <Euler (x=2.4534, y=0.0803, z=-0.6473), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1102, 0.7975, 0.4445)>
    Rotation: <Euler (x=2.9352, y=0.0690, z=-0.6299), order='XYZ'>
    Matrix:
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      <Vector (-0.5877, -0.7992, -0.1258, 0.7975)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0976, 0.7798, 0.4490)>
    Rotation: <Euler (x=-3.1115, y=0.0717, z=-0.6028), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0883, 0.7662, 0.4485)>
    Rotation: <Euler (x=-3.1115, y=0.0717, z=-0.6028), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0923, 1.2158, 0.0863)>
    Rotation: <Euler (x=0.9487, y=-2.1982, z=1.1332), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2062, 1.1665, 0.0190)>
    Rotation: <Euler (x=-1.5114, y=-1.3764, z=-1.7624), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2311, 0.9778, -0.0184)>
    Rotation: <Euler (x=1.5756, y=-0.1962, z=1.4641), order='XYZ'>
    Matrix:
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      <Vector (0.9752, -0.1943, -0.1056, 0.9778)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2353, 0.9270, 0.2382)>
    Rotation: <Euler (x=1.6604, y=-0.3754, z=0.9302), order='XYZ'>
    Matrix:
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      <Vector (0.7459, -0.3462, -0.5690, 0.9270)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2193, 0.9274, 0.2821)>
    Rotation: <Euler (x=2.0428, y=0.4222, z=0.9970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1970, 0.9306, 0.3119)>
    Rotation: <Euler (x=2.0165, y=-0.0639, z=0.8890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1873, 0.9200, 0.3414)>
    Rotation: <Euler (x=1.9616, y=-0.2181, z=0.8828), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1835, 0.9085, 0.3656)>
    Rotation: <Euler (x=1.9616, y=-0.2181, z=0.8828), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2328, 0.9147, 0.3557)>
    Rotation: <Euler (x=2.1189, y=-0.3190, z=0.9259), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2252, 0.8986, 0.3801)>
    Rotation: <Euler (x=2.6072, y=-0.3691, z=0.8750), order='XYZ'>
    Matrix:
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      <Vector (0.3608, 0.4751, -0.8026, 0.3801)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2092, 0.8780, 0.3942)>
    Rotation: <Euler (x=2.8602, y=-0.3888, z=0.8277), order='XYZ'>
    Matrix:
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      <Vector (0.3791, 0.2570, -0.8890, 0.3942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1944, 0.8616, 0.4002)>
    Rotation: <Euler (x=2.8602, y=-0.3888, z=0.8277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2460, 0.8964, 0.3511)>
    Rotation: <Euler (x=2.1189, y=-0.3268, z=0.9256), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2380, 0.8792, 0.3769)>
    Rotation: <Euler (x=2.6073, y=-0.3749, z=0.8745), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2195, 0.8553, 0.3932)>
    Rotation: <Euler (x=2.8578, y=-0.3912, z=0.8342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2035, 0.8376, 0.3996)>
    Rotation: <Euler (x=2.8578, y=-0.3912, z=0.8342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2595, 0.8770, 0.3424)>
    Rotation: <Euler (x=2.1192, y=-0.3216, z=0.9248), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2524, 0.8620, 0.3651)>
    Rotation: <Euler (x=2.6092, y=-0.3738, z=0.8693), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2375, 0.8427, 0.3782)>
    Rotation: <Euler (x=2.8567, y=-0.3860, z=0.8368), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2223, 0.8258, 0.3843)>
    Rotation: <Euler (x=2.8567, y=-0.3860, z=0.8368), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2727, 0.8635, 0.3277)>
    Rotation: <Euler (x=2.1190, y=-0.3258, z=0.9253), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2661, 0.8495, 0.3489)>
    Rotation: <Euler (x=2.6100, y=-0.3787, z=0.8672), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2521, 0.8315, 0.3612)>
    Rotation: <Euler (x=2.8521, y=-0.3857, z=0.8491), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2426, 0.8208, 0.3650)>
    Rotation: <Euler (x=2.8521, y=-0.3857, z=0.8491), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1136, 0.8251, 0.0139)>
    Rotation: <Euler (x=0.7171, y=-0.0214, z=-2.9016), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1937, 0.5223, 0.2869)>
    Rotation: <Euler (x=-0.1407, y=-0.1634, z=-2.8759), order='XYZ'>
    Matrix:
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      <Vector (-0.2591, -0.9614, -0.0930, 0.5223)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8652, y=-0.1522, z=-3.0143), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0009, 0.3595)>
    Rotation: <Euler (x=-1.5286, y=-2.8893, z=0.0045), order='XYZ'>
    Matrix:
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      <Vector (-0.0043, 0.0433, 0.9991, 0.0009)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0042, 0.4324)>
    Rotation: <Euler (x=-1.5286, y=-2.8893, z=0.0045), order='XYZ'>
    Matrix:
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      <Vector (-0.0044, 0.0433, 0.9991, 0.0042)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0956, 0.8308, -0.0518)>
    Rotation: <Euler (x=0.5058, y=0.6460, z=2.8692), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3101, 0.5133, 0.1090)>
    Rotation: <Euler (x=-0.5110, y=0.7869, z=2.8417), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7760, y=0.7942, z=2.9395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2439, z=-0.0280), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2439, z=-0.0280), order='XYZ'>
    Matrix:
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Frame: 58
  Bone: mixamorig:Hips
    Location: <Vector (0.0038, 0.8697, -0.0093)>
    Rotation: <Euler (x=0.2137, y=-0.3261, z=-0.0316), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0015, 0.9457, 0.0046)>
    Rotation: <Euler (x=0.2476, y=-0.3448, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0035, 1.0333, 0.0254)>
    Rotation: <Euler (x=0.3951, y=-0.3707, z=-0.0325), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0148, 1.1288, 0.0624)>
    Rotation: <Euler (x=0.5447, y=-0.3946, z=-0.0415), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0337, 1.2288, 0.1178)>
    Rotation: <Euler (x=0.4662, y=-0.3210, z=-0.0436), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0485, 1.3159, 0.1735)>
    Rotation: <Euler (x=0.0558, y=-0.0380, z=-0.0137), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0469, 1.5536, 0.2183)>
    Rotation: <Euler (x=0.0558, y=-0.0380, z=-0.0137), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0340, 1.2125, 0.1348)>
    Rotation: <Euler (x=-0.1405, y=2.1739, z=-1.9969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1681, 1.1695, 0.1461)>
    Rotation: <Euler (x=-3.0812, y=0.8584, z=0.4922), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2516, 0.9951, 0.1384)>
    Rotation: <Euler (x=2.3210, y=0.1727, z=-1.0489), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1133, 0.8776, 0.3271)>
    Rotation: <Euler (x=2.0114, y=0.0694, z=-0.6873), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0782, 0.8731, 0.3610)>
    Rotation: <Euler (x=2.5176, y=-0.6265, z=-1.0553), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0430, 0.8706, 0.3783)>
    Rotation: <Euler (x=2.3698, y=-0.2548, z=-0.7769), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0231, 0.8575, 0.4005)>
    Rotation: <Euler (x=2.2948, y=-0.0846, z=-0.6966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0126, 0.8452, 0.4188)>
    Rotation: <Euler (x=2.2948, y=-0.0846, z=-0.6966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0609, 0.8587, 0.4335)>
    Rotation: <Euler (x=2.4676, y=0.0207, z=-0.7017), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0466, 0.8408, 0.4517)>
    Rotation: <Euler (x=2.9404, y=0.0555, z=-0.6329), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0298, 0.8172, 0.4576)>
    Rotation: <Euler (x=-3.1045, y=0.0607, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0168, 0.7980, 0.4568)>
    Rotation: <Euler (x=-3.1045, y=0.0607, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0788, 0.8438, 0.4309)>
    Rotation: <Euler (x=2.4673, y=0.0236, z=-0.7022), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0624, 0.8232, 0.4520)>
    Rotation: <Euler (x=2.9404, y=0.0583, z=-0.6330), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0424, 0.7951, 0.4590)>
    Rotation: <Euler (x=-3.1046, y=0.0634, z=-0.5789), order='XYZ'>
    Matrix:
      <Vector (0.8354, -0.5487, -0.0328, 0.0424)>
      <Vector (-0.5460, -0.8352, 0.0656, 0.7951)>
      <Vector (-0.0633, -0.0369, -0.9973, 0.4590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0278, 0.7735, 0.4580)>
    Rotation: <Euler (x=-3.1046, y=0.0634, z=-0.5789), order='XYZ'>
    Matrix:
      <Vector (0.8354, -0.5487, -0.0328, 0.0278)>
      <Vector (-0.5460, -0.8352, 0.0656, 0.7735)>
      <Vector (-0.0633, -0.0369, -0.9973, 0.4580)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0986, 0.8284, 0.4292)>
    Rotation: <Euler (x=2.4676, y=0.0247, z=-0.7002), order='XYZ'>
    Matrix:
      <Vector (0.7645, -0.4917, -0.4169, 0.0986)>
      <Vector (-0.6442, -0.6074, -0.4648, 0.8284)>
      <Vector (-0.0247, 0.6239, -0.7811, 0.4292)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0841, 0.8100, 0.4479)>
    Rotation: <Euler (x=2.9405, y=0.0587, z=-0.6301), order='XYZ'>
    Matrix:
      <Vector (0.8066, -0.5679, -0.1641, 0.0841)>
      <Vector (-0.5882, -0.7986, -0.1275, 0.8100)>
      <Vector (-0.0587, 0.1993, -0.9782, 0.4479)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0675, 0.7868, 0.4537)>
    Rotation: <Euler (x=-3.1050, y=0.0620, z=-0.5855), order='XYZ'>
    Matrix:
      <Vector (0.8318, -0.5542, -0.0314, 0.0675)>
      <Vector (-0.5516, -0.8316, 0.0647, 0.7868)>
      <Vector (-0.0620, -0.0365, -0.9974, 0.4537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0547, 0.7679, 0.4529)>
    Rotation: <Euler (x=-3.1050, y=0.0620, z=-0.5855), order='XYZ'>
    Matrix:
      <Vector (0.8318, -0.5542, -0.0314, 0.0547)>
      <Vector (-0.5516, -0.8316, 0.0647, 0.7679)>
      <Vector (-0.0620, -0.0365, -0.9974, 0.4529)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1183, 0.8169, 0.4241)>
    Rotation: <Euler (x=2.4590, y=0.0786, z=-0.6446), order='XYZ'>
    Matrix:
      <Vector (0.7969, -0.4267, -0.4277, 0.1183)>
      <Vector (-0.5990, -0.6500, -0.4676, 0.8169)>
      <Vector (-0.0785, 0.6289, -0.7736, 0.4241)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1060, 0.7981, 0.4423)>
    Rotation: <Euler (x=2.9407, y=0.0672, z=-0.6273), order='XYZ'>
    Matrix:
      <Vector (0.8078, -0.5643, -0.1703, 0.1060)>
      <Vector (-0.5856, -0.8012, -0.1229, 0.7981)>
      <Vector (-0.0671, 0.1991, -0.9777, 0.4423)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0934, 0.7804, 0.4467)>
    Rotation: <Euler (x=-3.1060, y=0.0697, z=-0.6001), order='XYZ'>
    Matrix:
      <Vector (0.8233, -0.5664, -0.0373, 0.0934)>
      <Vector (-0.5634, -0.8233, 0.0687, 0.7804)>
      <Vector (-0.0696, -0.0355, -0.9969, 0.4467)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0841, 0.7668, 0.4461)>
    Rotation: <Euler (x=-3.1060, y=0.0697, z=-0.6001), order='XYZ'>
    Matrix:
      <Vector (0.8233, -0.5664, -0.0373, 0.0841)>
      <Vector (-0.5634, -0.8233, 0.0687, 0.7668)>
      <Vector (-0.0696, -0.0355, -0.9969, 0.4461)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0956, 1.2161, 0.0839)>
    Rotation: <Euler (x=0.9501, y=-2.1972, z=1.1314), order='XYZ'>
    Matrix:
      <Vector (-0.2494, -0.8067, 0.5357, -0.0956)>
      <Vector (-0.5305, -0.3489, -0.7725, 1.2161)>
      <Vector (0.8101, -0.4769, -0.3410, 0.0839)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2096, 1.1668, 0.0165)>
    Rotation: <Euler (x=-1.5329, y=-1.3773, z=-1.7442), order='XYZ'>
    Matrix:
      <Vector (-0.0332, -0.1319, 0.9907, -0.2096)>
      <Vector (-0.1894, -0.9725, -0.1358, 1.1668)>
      <Vector (0.9813, -0.1922, 0.0073, 0.0165)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2352, 0.9782, -0.0207)>
    Rotation: <Euler (x=1.5799, y=-0.1976, z=1.4602), order='XYZ'>
    Matrix:
      <Vector (0.1082, -0.0126, 0.9941, -0.2352)>
      <Vector (0.9746, -0.1961, -0.1085, 0.9782)>
      <Vector (0.1963, 0.9805, -0.0089, -0.0207)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2385, 0.9269, 0.2358)>
    Rotation: <Euler (x=1.6641, y=-0.3739, z=0.9304), order='XYZ'>
    Matrix:
      <Vector (0.5562, -0.1426, 0.8187, -0.2385)>
      <Vector (0.7464, -0.3473, -0.5676, 0.9269)>
      <Vector (0.3653, 0.9269, -0.0868, 0.2358)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2223, 0.9273, 0.2796)>
    Rotation: <Euler (x=2.0467, y=0.4235, z=1.0002), order='XYZ'>
    Matrix:
      <Vector (0.4924, 0.5829, 0.6464, -0.2223)>
      <Vector (0.7672, 0.0599, -0.6386, 0.9273)>
      <Vector (-0.4109, 0.8104, -0.4177, 0.2796)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1999, 0.9305, 0.3094)>
    Rotation: <Euler (x=2.0199, y=-0.0623, z=0.8904), order='XYZ'>
    Matrix:
      <Vector (0.6279, 0.3022, 0.7172, -0.1999)>
      <Vector (0.7758, -0.3168, -0.5457, 0.9305)>
      <Vector (0.0623, 0.8991, -0.4333, 0.3094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1901, 0.9200, 0.3388)>
    Rotation: <Euler (x=1.9652, y=-0.2165, z=0.8836), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.1712, 0.7661, -0.1901)>
      <Vector (0.7550, -0.3970, -0.5219, 0.9200)>
      <Vector (0.2148, 0.9017, -0.3752, 0.3388)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1862, 0.9084, 0.3630)>
    Rotation: <Euler (x=1.9652, y=-0.2165, z=0.8836), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.1712, 0.7661, -0.1862)>
      <Vector (0.7550, -0.3970, -0.5219, 0.9084)>
      <Vector (0.2148, 0.9017, -0.3752, 0.3630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2355, 0.9145, 0.3533)>
    Rotation: <Euler (x=2.1225, y=-0.3175, z=0.9263), order='XYZ'>
    Matrix:
      <Vector (0.5708, 0.2593, 0.7791, -0.2355)>
      <Vector (0.7594, -0.5275, -0.3809, 0.9145)>
      <Vector (0.3122, 0.8090, -0.4980, 0.3533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2279, 0.8984, 0.3777)>
    Rotation: <Euler (x=2.6108, y=-0.3674, z=0.8752), order='XYZ'>
    Matrix:
      <Vector (0.5980, 0.5455, 0.5871, -0.2279)>
      <Vector (0.7164, -0.6922, -0.0866, 0.8984)>
      <Vector (0.3592, 0.4724, -0.8049, 0.3777)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2117, 0.8778, 0.3917)>
    Rotation: <Euler (x=2.8638, y=-0.3870, z=0.8279), order='XYZ'>
    Matrix:
      <Vector (0.6264, 0.6383, 0.4475, -0.2117)>
      <Vector (0.6820, -0.7267, 0.0818, 0.8778)>
      <Vector (0.3774, 0.2540, -0.8905, 0.3917)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1969, 0.8614, 0.3976)>
    Rotation: <Euler (x=2.8638, y=-0.3870, z=0.8279), order='XYZ'>
    Matrix:
      <Vector (0.6264, 0.6383, 0.4475, -0.1969)>
      <Vector (0.6820, -0.7267, 0.0818, 0.8614)>
      <Vector (0.3774, 0.2540, -0.8905, 0.3976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2487, 0.8962, 0.3487)>
    Rotation: <Euler (x=2.1226, y=-0.3253, z=0.9259), order='XYZ'>
    Matrix:
      <Vector (0.5696, 0.2554, 0.7813, -0.2487)>
      <Vector (0.7573, -0.5326, -0.3780, 0.8962)>
      <Vector (0.3196, 0.8069, -0.4968, 0.3487)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2406, 0.8790, 0.3745)>
    Rotation: <Euler (x=2.6110, y=-0.3732, z=0.8747), order='XYZ'>
    Matrix:
      <Vector (0.5971, 0.5435, 0.5900, -0.2406)>
      <Vector (0.7145, -0.6947, -0.0832, 0.8790)>
      <Vector (0.3646, 0.4712, -0.8031, 0.3745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2220, 0.8552, 0.3906)>
    Rotation: <Euler (x=2.8614, y=-0.3894, z=0.8343), order='XYZ'>
    Matrix:
      <Vector (0.6214, 0.6414, 0.4499, -0.2220)>
      <Vector (0.6854, -0.7233, 0.0845, 0.8552)>
      <Vector (0.3796, 0.2558, -0.8891, 0.3906)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2060, 0.8374, 0.3970)>
    Rotation: <Euler (x=2.8614, y=-0.3894, z=0.8343), order='XYZ'>
    Matrix:
      <Vector (0.6214, 0.6414, 0.4499, -0.2060)>
      <Vector (0.6854, -0.7233, 0.0845, 0.8374)>
      <Vector (0.3796, 0.2558, -0.8891, 0.3970)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2622, 0.8768, 0.3400)>
    Rotation: <Euler (x=2.1229, y=-0.3201, z=0.9251), order='XYZ'>
    Matrix:
      <Vector (0.5712, 0.2577, 0.7794, -0.2622)>
      <Vector (0.7581, -0.5296, -0.3805, 0.8768)>
      <Vector (0.3147, 0.8082, -0.4978, 0.3400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2551, 0.8618, 0.3627)>
    Rotation: <Euler (x=2.6129, y=-0.3721, z=0.8695), order='XYZ'>
    Matrix:
      <Vector (0.6011, 0.5414, 0.5879, -0.2551)>
      <Vector (0.7117, -0.6972, -0.0856, 0.8618)>
      <Vector (0.3636, 0.4699, -0.8044, 0.3627)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2400, 0.8425, 0.3757)>
    Rotation: <Euler (x=2.8604, y=-0.3842, z=0.8370), order='XYZ'>
    Matrix:
      <Vector (0.6209, 0.6438, 0.4473, -0.2400)>
      <Vector (0.6885, -0.7206, 0.0815, 0.8425)>
      <Vector (0.3748, 0.2573, -0.8907, 0.3757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2248, 0.8256, 0.3818)>
    Rotation: <Euler (x=2.8604, y=-0.3842, z=0.8370), order='XYZ'>
    Matrix:
      <Vector (0.6209, 0.6438, 0.4473, -0.2248)>
      <Vector (0.6885, -0.7206, 0.0815, 0.8256)>
      <Vector (0.3748, 0.2573, -0.8907, 0.3818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2755, 0.8633, 0.3254)>
    Rotation: <Euler (x=2.1227, y=-0.3243, z=0.9257), order='XYZ'>
    Matrix:
      <Vector (0.5699, 0.2558, 0.7809, -0.2755)>
      <Vector (0.7574, -0.5321, -0.3785, 0.8633)>
      <Vector (0.3187, 0.8071, -0.4970, 0.3254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2688, 0.8493, 0.3465)>
    Rotation: <Euler (x=2.6137, y=-0.3770, z=0.8674), order='XYZ'>
    Matrix:
      <Vector (0.6014, 0.5389, 0.5899, -0.2688)>
      <Vector (0.7091, -0.7002, -0.0833, 0.8493)>
      <Vector (0.3681, 0.4684, -0.8032, 0.3465)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2547, 0.8313, 0.3587)>
    Rotation: <Euler (x=2.8558, y=-0.3840, z=0.8493), order='XYZ'>
    Matrix:
      <Vector (0.6124, 0.6506, 0.4491, -0.2547)>
      <Vector (0.6961, -0.7130, 0.0836, 0.8313)>
      <Vector (0.3746, 0.2614, -0.8896, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2451, 0.8206, 0.3626)>
    Rotation: <Euler (x=2.8558, y=-0.3840, z=0.8493), order='XYZ'>
    Matrix:
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      <Vector (0.6961, -0.7130, 0.0836, 0.8206)>
      <Vector (0.3746, 0.2614, -0.8896, 0.3626)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1110, 0.8256, 0.0119)>
    Rotation: <Euler (x=0.7143, y=-0.0202, z=-2.9001), order='XYZ'>
    Matrix:
      <Vector (-0.9708, 0.1935, -0.1419, 0.1110)>
      <Vector (-0.2391, -0.7305, 0.6397, 0.8256)>
      <Vector (0.0202, 0.6549, 0.7554, 0.0119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1915, 0.5221, 0.2840)>
    Rotation: <Euler (x=-0.1338, y=-0.1644, z=-2.8719), order='XYZ'>
    Matrix:
      <Vector (-0.9509, 0.2430, 0.1918, 0.1915)>
      <Vector (-0.2628, -0.9611, -0.0854, 0.5221)>
      <Vector (0.1636, -0.1316, 0.9777, 0.2840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8654, y=-0.1524, z=-3.0133), order='XYZ'>
    Matrix:
      <Vector (-0.9803, 0.1976, 0.0002, 0.2954)>
      <Vector (-0.1265, -0.6282, 0.7677, 0.1110)>
      <Vector (0.1518, 0.7525, 0.6408, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3595)>
    Rotation: <Euler (x=-1.5284, y=-2.8891, z=0.0054), order='XYZ'>
    Matrix:
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      <Vector (-0.0053, 0.0438, 0.9990, 0.0010)>
      <Vector (0.2498, 0.9674, -0.0411, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0043, 0.4323)>
    Rotation: <Euler (x=-1.5284, y=-2.8891, z=0.0054), order='XYZ'>
    Matrix:
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      <Vector (-0.0053, 0.0438, 0.9990, 0.0043)>
      <Vector (0.2498, 0.9674, -0.0411, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0983, 0.8311, -0.0534)>
    Rotation: <Euler (x=0.5080, y=0.6465, z=2.8719), order='XYZ'>
    Matrix:
      <Vector (-0.7694, -0.5152, -0.3777, -0.0983)>
      <Vector (0.2126, -0.7641, 0.6091, 0.8311)>
      <Vector (-0.6024, 0.3883, 0.6974, -0.0534)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3124, 0.5135, 0.1080)>
    Rotation: <Euler (x=-0.5089, y=0.7918, z=2.8478), order='XYZ'>
    Matrix:
      <Vector (-0.6725, 0.0790, -0.7359, -0.3124)>
      <Vector (0.2034, -0.9363, -0.2864, 0.5135)>
      <Vector (-0.7116, -0.3423, 0.6135, 0.1080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7750, y=0.7977, z=2.9388), order='XYZ'>
    Matrix:
      <Vector (-0.6840, -0.6345, -0.3600, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7158, 0.4886, 0.4989, -0.0396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2403, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6204, -0.7831, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7841, 0.6205, -0.0124, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2403, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6204, -0.7831, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7841, 0.6205, -0.0124, 0.0988)>
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Frame: 59
  Bone: mixamorig:Hips
    Location: <Vector (0.0012, 0.8698, -0.0107)>
    Rotation: <Euler (x=0.2129, y=-0.3262, z=-0.0311), order='XYZ'>
    Matrix:
      <Vector (0.9468, -0.0373, -0.3196, 0.0012)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0011, 0.9458, 0.0031)>
    Rotation: <Euler (x=0.2465, y=-0.3455, z=-0.0273), order='XYZ'>
    Matrix:
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      <Vector (-0.0257, 0.9717, -0.2350, 0.9458)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0062, 1.0334, 0.0238)>
    Rotation: <Euler (x=0.3937, y=-0.3728, z=-0.0308), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0177, 1.1290, 0.0606)>
    Rotation: <Euler (x=0.5429, y=-0.3980, z=-0.0392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0370, 1.2291, 0.1158)>
    Rotation: <Euler (x=0.4636, y=-0.3244, z=-0.0412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0520, 1.3162, 0.1712)>
    Rotation: <Euler (x=0.0536, y=-0.0397, z=-0.0148), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0502, 1.5541, 0.2155)>
    Rotation: <Euler (x=0.0536, y=-0.0397, z=-0.0148), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0308, 1.2129, 0.1331)>
    Rotation: <Euler (x=-0.1443, y=2.1731, z=-1.9991), order='XYZ'>
    Matrix:
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      <Vector (0.5154, -0.3032, -0.8015, 1.2129)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1649, 1.1700, 0.1446)>
    Rotation: <Euler (x=-3.0870, y=0.8550, z=0.4888), order='XYZ'>
    Matrix:
      <Vector (0.5794, 0.4325, -0.6908, 0.1649)>
      <Vector (0.3082, -0.9009, -0.3056, 1.1700)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2486, 0.9957, 0.1376)>
    Rotation: <Euler (x=2.3243, y=0.1688, z=-1.0474), order='XYZ'>
    Matrix:
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      <Vector (-0.8538, -0.4481, -0.2650, 0.9957)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1095, 0.8784, 0.3258)>
    Rotation: <Euler (x=2.0173, y=0.0645, z=-0.6854), order='XYZ'>
    Matrix:
      <Vector (0.7725, -0.2283, -0.5925, 0.1095)>
      <Vector (-0.6317, -0.3711, -0.6806, 0.8784)>
      <Vector (-0.0645, 0.9001, -0.4309, 0.3258)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0741, 0.8738, 0.3595)>
    Rotation: <Euler (x=2.5265, y=-0.6289, z=-1.0591), order='XYZ'>
    Matrix:
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      <Vector (-0.7051, -0.1040, -0.7014, 0.8738)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0388, 0.8713, 0.3765)>
    Rotation: <Euler (x=2.3764, y=-0.2591, z=-0.7770), order='XYZ'>
    Matrix:
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      <Vector (-0.6777, -0.3898, -0.6235, 0.8713)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0188, 0.8580, 0.3985)>
    Rotation: <Euler (x=2.3008, y=-0.0894, z=-0.6956), order='XYZ'>
    Matrix:
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      <Vector (-0.6383, -0.4693, -0.6102, 0.8580)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0081, 0.8457, 0.4168)>
    Rotation: <Euler (x=2.3008, y=-0.0894, z=-0.6956), order='XYZ'>
    Matrix:
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      <Vector (-0.6383, -0.4693, -0.6102, 0.8457)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0563, 0.8593, 0.4318)>
    Rotation: <Euler (x=2.4736, y=0.0160, z=-0.7000), order='XYZ'>
    Matrix:
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      <Vector (-0.6442, -0.6068, -0.4657, 0.8593)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0419, 0.8413, 0.4499)>
    Rotation: <Euler (x=2.9460, y=0.0503, z=-0.6311), order='XYZ'>
    Matrix:
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      <Vector (-0.5893, -0.7978, -0.1278, 0.8413)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0250, 0.8176, 0.4557)>
    Rotation: <Euler (x=-3.0992, y=0.0552, z=-0.5752), order='XYZ'>
    Matrix:
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      <Vector (-0.5432, -0.8370, 0.0656, 0.8176)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0121, 0.7984, 0.4547)>
    Rotation: <Euler (x=-3.0992, y=0.0552, z=-0.5752), order='XYZ'>
    Matrix:
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      <Vector (-0.5432, -0.8370, 0.0656, 0.7984)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0743, 0.8444, 0.4294)>
    Rotation: <Euler (x=2.4732, y=0.0188, z=-0.7006), order='XYZ'>
    Matrix:
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      <Vector (-0.6445, -0.6075, -0.4642, 0.8444)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0577, 0.8237, 0.4503)>
    Rotation: <Euler (x=2.9460, y=0.0531, z=-0.6311), order='XYZ'>
    Matrix:
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      <Vector (-0.5892, -0.7981, -0.1262, 0.8237)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0377, 0.7956, 0.4571)>
    Rotation: <Euler (x=-3.0992, y=0.0579, z=-0.5770), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0232, 0.7740, 0.4560)>
    Rotation: <Euler (x=-3.0992, y=0.0579, z=-0.5770), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0941, 0.8290, 0.4278)>
    Rotation: <Euler (x=2.4736, y=0.0199, z=-0.6986), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0794, 0.8106, 0.4464)>
    Rotation: <Euler (x=2.9462, y=0.0535, z=-0.6283), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0629, 0.7873, 0.4520)>
    Rotation: <Euler (x=-3.0996, y=0.0566, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0501, 0.7684, 0.4511)>
    Rotation: <Euler (x=-3.0996, y=0.0566, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1138, 0.8175, 0.4229)>
    Rotation: <Euler (x=2.4647, y=0.0735, z=-0.6426), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1014, 0.7988, 0.4409)>
    Rotation: <Euler (x=2.9464, y=0.0620, z=-0.6254), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0888, 0.7810, 0.4452)>
    Rotation: <Euler (x=-3.1005, y=0.0643, z=-0.5982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0796, 0.7674, 0.4445)>
    Rotation: <Euler (x=-3.1005, y=0.0643, z=-0.5982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0987, 1.2162, 0.0817)>
    Rotation: <Euler (x=0.9524, y=-2.1963, z=1.1297), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2126, 1.1667, 0.0143)>
    Rotation: <Euler (x=-1.5388, y=-1.3779, z=-1.7402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2386, 0.9782, -0.0229)>
    Rotation: <Euler (x=1.5811, y=-0.1972, z=1.4582), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2417, 0.9269, 0.2337)>
    Rotation: <Euler (x=1.6645, y=-0.3727, z=0.9318), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2254, 0.9274, 0.2775)>
    Rotation: <Euler (x=2.0472, y=0.4246, z=1.0019), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2030, 0.9307, 0.3072)>
    Rotation: <Euler (x=2.0203, y=-0.0611, z=0.8919), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1932, 0.9202, 0.3367)>
    Rotation: <Euler (x=1.9655, y=-0.2153, z=0.8851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1892, 0.9086, 0.3609)>
    Rotation: <Euler (x=1.9655, y=-0.2153, z=0.8851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2386, 0.9146, 0.3512)>
    Rotation: <Euler (x=2.1229, y=-0.3163, z=0.9277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2309, 0.8985, 0.3756)>
    Rotation: <Euler (x=2.6112, y=-0.3663, z=0.8767), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2147, 0.8780, 0.3896)>
    Rotation: <Euler (x=2.8641, y=-0.3858, z=0.8293), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1999, 0.8616, 0.3955)>
    Rotation: <Euler (x=2.8641, y=-0.3858, z=0.8293), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2517, 0.8963, 0.3467)>
    Rotation: <Euler (x=2.1230, y=-0.3241, z=0.9273), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2436, 0.8792, 0.3724)>
    Rotation: <Euler (x=2.6113, y=-0.3720, z=0.8761), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2249, 0.8553, 0.3886)>
    Rotation: <Euler (x=2.8617, y=-0.3882, z=0.8358), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2089, 0.8376, 0.3950)>
    Rotation: <Euler (x=2.8617, y=-0.3882, z=0.8358), order='XYZ'>
    Matrix:
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      <Vector (0.6866, -0.7221, 0.0846, 0.8376)>
      <Vector (0.3785, 0.2557, -0.8896, 0.3950)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2652, 0.8768, 0.3380)>
    Rotation: <Euler (x=2.1233, y=-0.3190, z=0.9265), order='XYZ'>
    Matrix:
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      <Vector (0.7592, -0.5286, -0.3797, 0.8768)>
      <Vector (0.3136, 0.8083, -0.4983, 0.3380)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2580, 0.8619, 0.3606)>
    Rotation: <Euler (x=2.6132, y=-0.3709, z=0.8709), order='XYZ'>
    Matrix:
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      <Vector (0.7129, -0.6961, -0.0853, 0.8619)>
      <Vector (0.3625, 0.4698, -0.8049, 0.3606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2429, 0.8426, 0.3737)>
    Rotation: <Euler (x=2.8606, y=-0.3830, z=0.8384), order='XYZ'>
    Matrix:
      <Vector (0.6202, 0.6452, 0.4462, -0.2429)>
      <Vector (0.6897, -0.7195, 0.0816, 0.8426)>
      <Vector (0.3737, 0.2572, -0.8912, 0.3737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2277, 0.8258, 0.3798)>
    Rotation: <Euler (x=2.8606, y=-0.3830, z=0.8384), order='XYZ'>
    Matrix:
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      <Vector (0.3737, 0.2572, -0.8912, 0.3798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2785, 0.8634, 0.3234)>
    Rotation: <Euler (x=2.1231, y=-0.3232, z=0.9271), order='XYZ'>
    Matrix:
      <Vector (0.5691, 0.2574, 0.7810, -0.2785)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2718, 0.8494, 0.3445)>
    Rotation: <Euler (x=2.6140, y=-0.3758, z=0.8689), order='XYZ'>
    Matrix:
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      <Vector (0.7103, -0.6990, -0.0829, 0.8494)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2577, 0.8314, 0.3567)>
    Rotation: <Euler (x=2.8561, y=-0.3828, z=0.8507), order='XYZ'>
    Matrix:
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      <Vector (0.6973, -0.7118, 0.0837, 0.8314)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2480, 0.8207, 0.3606)>
    Rotation: <Euler (x=2.8561, y=-0.3828, z=0.8507), order='XYZ'>
    Matrix:
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      <Vector (0.3735, 0.2613, -0.8901, 0.3606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1084, 0.8258, 0.0105)>
    Rotation: <Euler (x=0.7122, y=-0.0211, z=-2.8983), order='XYZ'>
    Matrix:
      <Vector (-0.9703, 0.1958, -0.1419, 0.1084)>
      <Vector (-0.2409, -0.7313, 0.6381, 0.8258)>
      <Vector (0.0211, 0.6533, 0.7568, 0.0105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1898, 0.5219, 0.2819)>
    Rotation: <Euler (x=-0.1290, y=-0.1646, z=-2.8693), order='XYZ'>
    Matrix:
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      <Vector (-0.2653, -0.9608, -0.0802, 0.5219)>
      <Vector (0.1639, -0.1269, 0.9783, 0.2819)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1109, 0.2276)>
    Rotation: <Euler (x=0.8660, y=-0.1521, z=-3.0106), order='XYZ'>
    Matrix:
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      <Vector (-0.1291, -0.6272, 0.7681, 0.1109)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3595)>
    Rotation: <Euler (x=-1.5278, y=-2.8894, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0078, 0.0450, 0.9990, 0.0010)>
      <Vector (0.2495, 0.9675, -0.0416, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0044, 0.4324)>
    Rotation: <Euler (x=-1.5278, y=-2.8894, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0078, 0.0450, 0.9990, 0.0044)>
      <Vector (0.2495, 0.9675, -0.0416, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1009, 0.8311, -0.0548)>
    Rotation: <Euler (x=0.5108, y=0.6468, z=2.8751), order='XYZ'>
    Matrix:
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      <Vector (0.2102, -0.7639, 0.6101, 0.8311)>
      <Vector (-0.6027, 0.3902, 0.6961, -0.0548)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3145, 0.5136, 0.1073)>
    Rotation: <Euler (x=-0.5078, y=0.7957, z=2.8531), order='XYZ'>
    Matrix:
      <Vector (-0.6709, 0.0845, -0.7367, -0.3145)>
      <Vector (0.1991, -0.9365, -0.2886, 0.5136)>
      <Vector (-0.7143, -0.3403, 0.6115, 0.1073)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7742, y=0.8005, z=2.9382), order='XYZ'>
    Matrix:
      <Vector (-0.6820, -0.6358, -0.3614, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2375, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6182, -0.7848, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5509, y=2.2375, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6182, -0.7848, 0.0439, -0.4564)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7858, 0.6183, -0.0123, 0.0985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 60
  Bone: mixamorig:Hips
    Location: <Vector (-0.0013, 0.8696, -0.0118)>
    Rotation: <Euler (x=0.2120, y=-0.3271, z=-0.0316), order='XYZ'>
    Matrix:
      <Vector (0.9465, -0.0367, -0.3206, -0.0013)>
      <Vector (-0.0299, 0.9793, -0.2004, 0.8696)>
      <Vector (0.3213, 0.1993, 0.9258, -0.0118)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0036, 0.9456, 0.0019)>
    Rotation: <Euler (x=0.2453, y=-0.3467, z=-0.0273), order='XYZ'>
    Matrix:
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      <Vector (-0.0257, 0.9719, -0.2338, 0.9456)>
      <Vector (0.3398, 0.2284, 0.9123, 0.0019)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0086, 1.0333, 0.0225)>
    Rotation: <Euler (x=0.3922, y=-0.3747, z=-0.0299), order='XYZ'>
    Matrix:
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      <Vector (-0.0278, 0.9278, -0.3719, 1.0333)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0202, 1.1289, 0.0592)>
    Rotation: <Euler (x=0.5412, y=-0.4007, z=-0.0374), order='XYZ'>
    Matrix:
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      <Vector (-0.0344, 0.8640, -0.5023, 1.1289)>
      <Vector (0.3901, 0.4743, 0.7892, 0.0592)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0397, 1.2290, 0.1142)>
    Rotation: <Euler (x=0.4608, y=-0.3274, z=-0.0391), order='XYZ'>
    Matrix:
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      <Vector (-0.0370, 0.9006, -0.4331, 1.2290)>
      <Vector (0.3216, 0.4211, 0.8481, 0.1142)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0550, 1.3163, 0.1692)>
    Rotation: <Euler (x=0.0519, y=-0.0411, z=-0.0163), order='XYZ'>
    Matrix:
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      <Vector (-0.0162, 0.9986, -0.0512, 1.3163)>
      <Vector (0.0411, 0.0518, 0.9978, 0.1692)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0530, 1.5543, 0.2131)>
    Rotation: <Euler (x=0.0519, y=-0.0411, z=-0.0163), order='XYZ'>
    Matrix:
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      <Vector (-0.0162, 0.9986, -0.0512, 1.5543)>
      <Vector (0.0411, 0.0518, 0.9978, 0.2131)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0280, 1.2129, 0.1316)>
    Rotation: <Euler (x=-0.1468, y=2.1721, z=-2.0007), order='XYZ'>
    Matrix:
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      <Vector (0.5142, -0.3027, -0.8025, 1.2129)>
      <Vector (-0.8246, 0.0827, -0.5596, 0.1316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1621, 1.1702, 0.1433)>
    Rotation: <Euler (x=-3.0948, y=0.8516, z=0.4834), order='XYZ'>
    Matrix:
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      <Vector (0.3062, -0.9008, -0.3079, 1.1702)>
      <Vector (-0.7523, -0.0308, -0.6581, 0.1433)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2459, 0.9959, 0.1374)>
    Rotation: <Euler (x=2.3276, y=0.1641, z=-1.0458), order='XYZ'>
    Matrix:
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      <Vector (-0.8537, -0.4469, -0.2674, 0.9959)>
      <Vector (-0.1634, 0.7173, -0.6774, 0.1374)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1060, 0.8789, 0.3251)>
    Rotation: <Euler (x=2.0208, y=0.0581, z=-0.6852), order='XYZ'>
    Matrix:
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      <Vector (-0.6318, -0.3699, -0.6812, 0.8789)>
      <Vector (-0.0580, 0.8989, -0.4342, 0.3251)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0703, 0.8743, 0.3585)>
    Rotation: <Euler (x=2.5335, y=-0.6336, z=-1.0632), order='XYZ'>
    Matrix:
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      <Vector (-0.7043, -0.1034, -0.7023, 0.8743)>
      <Vector (0.5920, 0.4604, -0.6615, 0.3585)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0349, 0.8718, 0.3753)>
    Rotation: <Euler (x=2.3806, y=-0.2652, z=-0.7781), order='XYZ'>
    Matrix:
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      <Vector (-0.6774, -0.3889, -0.6244, 0.8718)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0147, 0.8586, 0.3971)>
    Rotation: <Euler (x=2.3044, y=-0.0958, z=-0.6959), order='XYZ'>
    Matrix:
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      <Vector (-0.6381, -0.4683, -0.6111, 0.8586)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0039, 0.8463, 0.4153)>
    Rotation: <Euler (x=2.3044, y=-0.0958, z=-0.6959), order='XYZ'>
    Matrix:
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      <Vector (-0.6381, -0.4683, -0.6111, 0.8463)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0520, 0.8599, 0.4307)>
    Rotation: <Euler (x=2.4772, y=0.0096, z=-0.7000), order='XYZ'>
    Matrix:
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      <Vector (-0.6442, -0.6060, -0.4668, 0.8599)>
      <Vector (-0.0096, 0.6166, -0.7872, 0.4307)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0375, 0.8419, 0.4488)>
    Rotation: <Euler (x=2.9492, y=0.0437, z=-0.6310), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0206, 0.8183, 0.4544)>
    Rotation: <Euler (x=-3.0964, y=0.0484, z=-0.5751), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0077, 0.7991, 0.4534)>
    Rotation: <Euler (x=-3.0964, y=0.0484, z=-0.5751), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0700, 0.8450, 0.4284)>
    Rotation: <Euler (x=2.4769, y=0.0124, z=-0.7005), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0533, 0.8243, 0.4492)>
    Rotation: <Euler (x=2.9492, y=0.0465, z=-0.6310), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0333, 0.7963, 0.4559)>
    Rotation: <Euler (x=-3.0964, y=0.0511, z=-0.5769), order='XYZ'>
    Matrix:
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      <Vector (-0.5447, -0.8361, 0.0657, 0.7963)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0187, 0.7746, 0.4548)>
    Rotation: <Euler (x=-3.0964, y=0.0511, z=-0.5769), order='XYZ'>
    Matrix:
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      <Vector (-0.5447, -0.8361, 0.0657, 0.7746)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0899, 0.8296, 0.4270)>
    Rotation: <Euler (x=2.4772, y=0.0135, z=-0.6985), order='XYZ'>
    Matrix:
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      <Vector (-0.6430, -0.6082, -0.4654, 0.8296)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0751, 0.8112, 0.4455)>
    Rotation: <Euler (x=2.9493, y=0.0469, z=-0.6281), order='XYZ'>
    Matrix:
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      <Vector (-0.5870, -0.7995, -0.1276, 0.8112)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0585, 0.7880, 0.4511)>
    Rotation: <Euler (x=-3.0968, y=0.0498, z=-0.5836), order='XYZ'>
    Matrix:
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      <Vector (-0.5503, -0.8324, 0.0648, 0.7880)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0456, 0.7690, 0.4501)>
    Rotation: <Euler (x=-3.0968, y=0.0498, z=-0.5836), order='XYZ'>
    Matrix:
      <Vector (0.8335, -0.5523, -0.0169, 0.0456)>
      <Vector (-0.5503, -0.8324, 0.0648, 0.7690)>
      <Vector (-0.0498, -0.0447, -0.9978, 0.4501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1096, 0.8181, 0.4222)>
    Rotation: <Euler (x=2.4680, y=0.0669, z=-0.6424), order='XYZ'>
    Matrix:
      <Vector (0.7989, -0.4349, -0.4156, 0.1096)>
      <Vector (-0.5978, -0.6507, -0.4682, 0.8181)>
      <Vector (-0.0668, 0.6224, -0.7798, 0.4222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0971, 0.7994, 0.4402)>
    Rotation: <Euler (x=2.9495, y=0.0553, z=-0.6252), order='XYZ'>
    Matrix:
      <Vector (0.8096, -0.5659, -0.1558, 0.0971)>
      <Vector (-0.5844, -0.8021, -0.1231, 0.7994)>
      <Vector (-0.0553, 0.1906, -0.9801, 0.4402)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0845, 0.7816, 0.4444)>
    Rotation: <Euler (x=-3.0976, y=0.0576, z=-0.5981), order='XYZ'>
    Matrix:
      <Vector (0.8251, -0.5646, -0.0228, 0.0845)>
      <Vector (-0.5621, -0.8242, 0.0688, 0.7816)>
      <Vector (-0.0576, -0.0439, -0.9974, 0.4444)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0752, 0.7680, 0.4437)>
    Rotation: <Euler (x=-3.0976, y=0.0576, z=-0.5981), order='XYZ'>
    Matrix:
      <Vector (0.8251, -0.5646, -0.0228, 0.0752)>
      <Vector (-0.5621, -0.8242, 0.0688, 0.7680)>
      <Vector (-0.0576, -0.0439, -0.9974, 0.4437)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1014, 1.2160, 0.0799)>
    Rotation: <Euler (x=0.9559, y=-2.1953, z=1.1286), order='XYZ'>
    Matrix:
      <Vector (-0.2502, -0.8049, 0.5380, -0.1014)>
      <Vector (-0.5285, -0.3521, -0.7725, 1.2160)>
      <Vector (0.8112, -0.4776, -0.3373, 0.0799)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2151, 1.1662, 0.0124)>
    Rotation: <Euler (x=-1.5255, y=-1.3786, z=-1.7531), order='XYZ'>
    Matrix:
      <Vector (-0.0346, -0.1332, 0.9905, -0.2151)>
      <Vector (-0.1879, -0.9725, -0.1374, 1.1662)>
      <Vector (0.9816, -0.1909, 0.0086, 0.0124)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2409, 0.9776, -0.0246)>
    Rotation: <Euler (x=1.5786, y=-0.1950, z=1.4589), order='XYZ'>
    Matrix:
      <Vector (0.1096, -0.0139, 0.9939, -0.2409)>
      <Vector (0.9749, -0.1934, -0.1102, 0.9776)>
      <Vector (0.1938, 0.9810, -0.0076, -0.0246)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2446, 0.9270, 0.2321)>
    Rotation: <Euler (x=1.6616, y=-0.3720, z=0.9335), order='XYZ'>
    Matrix:
      <Vector (0.5544, -0.1425, 0.8200, -0.2446)>
      <Vector (0.7487, -0.3448, -0.5661, 0.9270)>
      <Vector (0.3635, 0.9278, -0.0845, 0.2321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2284, 0.9276, 0.2759)>
    Rotation: <Euler (x=2.0443, y=0.4256, z=1.0013), order='XYZ'>
    Matrix:
      <Vector (0.4911, 0.5821, 0.6480, -0.2284)>
      <Vector (0.7671, 0.0636, -0.6384, 0.9276)>
      <Vector (-0.4128, 0.8106, -0.4153, 0.2759)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2061, 0.9309, 0.3057)>
    Rotation: <Euler (x=2.0175, y=-0.0605, z=0.8927), order='XYZ'>
    Matrix:
      <Vector (0.6262, 0.3022, 0.7187, -0.2061)>
      <Vector (0.7773, -0.3134, -0.5455, 0.9309)>
      <Vector (0.0604, 0.9002, -0.4312, 0.3057)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1963, 0.9205, 0.3352)>
    Rotation: <Euler (x=1.9626, y=-0.2146, z=0.8863), order='XYZ'>
    Matrix:
      <Vector (0.6178, 0.1714, 0.7675, -0.1963)>
      <Vector (0.7570, -0.3940, -0.5213, 0.9205)>
      <Vector (0.2130, 0.9030, -0.3731, 0.3352)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1923, 0.9090, 0.3594)>
    Rotation: <Euler (x=1.9626, y=-0.2146, z=0.8863), order='XYZ'>
    Matrix:
      <Vector (0.6178, 0.1714, 0.7675, -0.1923)>
      <Vector (0.7570, -0.3940, -0.5213, 0.9090)>
      <Vector (0.2130, 0.9030, -0.3731, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2417, 0.9150, 0.3497)>
    Rotation: <Euler (x=2.1200, y=-0.3156, z=0.9292), order='XYZ'>
    Matrix:
      <Vector (0.5689, 0.2598, 0.7803, -0.2417)>
      <Vector (0.7616, -0.5245, -0.3807, 0.9150)>
      <Vector (0.3104, 0.8108, -0.4962, 0.3497)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2340, 0.8990, 0.3741)>
    Rotation: <Euler (x=2.6082, y=-0.3656, z=0.8783), order='XYZ'>
    Matrix:
      <Vector (0.5962, 0.5467, 0.5879, -0.2340)>
      <Vector (0.7188, -0.6897, -0.0877, 0.8990)>
      <Vector (0.3575, 0.4749, -0.8041, 0.3741)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2179, 0.8784, 0.3881)>
    Rotation: <Euler (x=2.8610, y=-0.3853, z=0.8311), order='XYZ'>
    Matrix:
      <Vector (0.6247, 0.6396, 0.4480, -0.2179)>
      <Vector (0.6845, -0.7246, 0.0801, 0.8784)>
      <Vector (0.3759, 0.2566, -0.8904, 0.3881)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2030, 0.8621, 0.3941)>
    Rotation: <Euler (x=2.8610, y=-0.3853, z=0.8311), order='XYZ'>
    Matrix:
      <Vector (0.6247, 0.6396, 0.4480, -0.2030)>
      <Vector (0.6845, -0.7246, 0.0801, 0.8621)>
      <Vector (0.3759, 0.2566, -0.8904, 0.3941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2548, 0.8966, 0.3451)>
    Rotation: <Euler (x=2.1201, y=-0.3234, z=0.9289), order='XYZ'>
    Matrix:
      <Vector (0.5677, 0.2559, 0.7824, -0.2548)>
      <Vector (0.7594, -0.5297, -0.3778, 0.8966)>
      <Vector (0.3178, 0.8087, -0.4950, 0.3451)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2468, 0.8796, 0.3709)>
    Rotation: <Euler (x=2.6083, y=-0.3714, z=0.8778), order='XYZ'>
    Matrix:
      <Vector (0.5953, 0.5447, 0.5908, -0.2468)>
      <Vector (0.7169, -0.6921, -0.0843, 0.8796)>
      <Vector (0.3629, 0.4737, -0.8024, 0.3709)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2281, 0.8558, 0.3872)>
    Rotation: <Euler (x=2.8586, y=-0.3877, z=0.8375), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.6428, 0.4504, -0.2281)>
      <Vector (0.6878, -0.7211, 0.0829, 0.8558)>
      <Vector (0.3781, 0.2585, -0.8890, 0.3872)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2121, 0.8381, 0.3936)>
    Rotation: <Euler (x=2.8586, y=-0.3877, z=0.8375), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.6428, 0.4504, -0.2121)>
      <Vector (0.6878, -0.7211, 0.0829, 0.8381)>
      <Vector (0.3781, 0.2585, -0.8890, 0.3936)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2683, 0.8772, 0.3365)>
    Rotation: <Euler (x=2.1204, y=-0.3182, z=0.9281), order='XYZ'>
    Matrix:
      <Vector (0.5693, 0.2582, 0.7805, -0.2683)>
      <Vector (0.7603, -0.5266, -0.3803, 0.8772)>
      <Vector (0.3129, 0.8099, -0.4961, 0.3365)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2611, 0.8622, 0.3592)>
    Rotation: <Euler (x=2.6102, y=-0.3703, z=0.8726), order='XYZ'>
    Matrix:
      <Vector (0.5993, 0.5425, 0.5887, -0.2611)>
      <Vector (0.7141, -0.6947, -0.0867, 0.8622)>
      <Vector (0.3619, 0.4724, -0.8037, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2461, 0.8430, 0.3723)>
    Rotation: <Euler (x=2.8576, y=-0.3825, z=0.8402), order='XYZ'>
    Matrix:
      <Vector (0.6191, 0.6451, 0.4478, -0.2461)>
      <Vector (0.6909, -0.7185, 0.0798, 0.8430)>
      <Vector (0.3732, 0.2599, -0.8906, 0.3723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2309, 0.8262, 0.3784)>
    Rotation: <Euler (x=2.8576, y=-0.3825, z=0.8402), order='XYZ'>
    Matrix:
      <Vector (0.6191, 0.6451, 0.4478, -0.2309)>
      <Vector (0.6909, -0.7185, 0.0798, 0.8262)>
      <Vector (0.3732, 0.2599, -0.8906, 0.3784)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2815, 0.8636, 0.3218)>
    Rotation: <Euler (x=2.1202, y=-0.3224, z=0.9286), order='XYZ'>
    Matrix:
      <Vector (0.5681, 0.2563, 0.7821, -0.2815)>
      <Vector (0.7595, -0.5291, -0.3783, 0.8636)>
      <Vector (0.3169, 0.8089, -0.4952, 0.3218)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2749, 0.8497, 0.3430)>
    Rotation: <Euler (x=2.6110, y=-0.3752, z=0.8706), order='XYZ'>
    Matrix:
      <Vector (0.5996, 0.5400, 0.5907, -0.2749)>
      <Vector (0.7115, -0.6976, -0.0844, 0.8497)>
      <Vector (0.3665, 0.4709, -0.8025, 0.3430)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2607, 0.8317, 0.3553)>
    Rotation: <Euler (x=2.8530, y=-0.3822, z=0.8524), order='XYZ'>
    Matrix:
      <Vector (0.6107, 0.6519, 0.4496, -0.2607)>
      <Vector (0.6985, -0.7109, 0.0819, 0.8317)>
      <Vector (0.3730, 0.2640, -0.8895, 0.3553)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2511, 0.8211, 0.3592)>
    Rotation: <Euler (x=2.8530, y=-0.3822, z=0.8524), order='XYZ'>
    Matrix:
      <Vector (0.6107, 0.6519, 0.4496, -0.2511)>
      <Vector (0.6985, -0.7109, 0.0819, 0.8211)>
      <Vector (0.3730, 0.2640, -0.8895, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1059, 0.8255, 0.0095)>
    Rotation: <Euler (x=0.7112, y=-0.0231, z=-2.8964), order='XYZ'>
    Matrix:
      <Vector (-0.9698, 0.1985, -0.1415, 0.1059)>
      <Vector (-0.2427, -0.7312, 0.6375, 0.8255)>
      <Vector (0.0231, 0.6526, 0.7574, 0.0095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1884, 0.5217, 0.2806)>
    Rotation: <Euler (x=-0.1260, y=-0.1640, z=-2.8669), order='XYZ'>
    Matrix:
      <Vector (-0.9496, 0.2493, 0.1900, 0.1884)>
      <Vector (-0.2676, -0.9604, -0.0771, 0.5217)>
      <Vector (0.1632, -0.1240, 0.9788, 0.2806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1108, 0.2276)>
    Rotation: <Euler (x=0.8666, y=-0.1512, z=-3.0087), order='XYZ'>
    Matrix:
      <Vector (-0.9799, 0.1996, -0.0044, 0.2951)>
      <Vector (-0.1310, -0.6265, 0.7683, 0.1108)>
      <Vector (0.1506, 0.7534, 0.6400, 0.2276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0011, 0.3595)>
    Rotation: <Euler (x=-1.5273, y=-2.8904, z=0.0100), order='XYZ'>
    Matrix:
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      <Vector (-0.0097, 0.0459, 0.9989, 0.0011)>
      <Vector (0.2485, 0.9677, -0.0421, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0046, 0.4324)>
    Rotation: <Euler (x=-1.5273, y=-2.8904, z=0.0100), order='XYZ'>
    Matrix:
      <Vector (-0.9686, 0.2479, -0.0208, 0.3487)>
      <Vector (-0.0097, 0.0459, 0.9989, 0.0046)>
      <Vector (0.2485, 0.9677, -0.0421, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1033, 0.8310, -0.0560)>
    Rotation: <Euler (x=0.5136, y=0.6476, z=2.8779), order='XYZ'>
    Matrix:
      <Vector (-0.7700, -0.5132, -0.3791, -0.1033)>
      <Vector (0.2079, -0.7636, 0.6113, 0.8310)>
      <Vector (-0.6032, 0.3919, 0.6946, -0.0560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3166, 0.5136, 0.1069)>
    Rotation: <Euler (x=-0.5071, y=0.7976, z=2.8585), order='XYZ'>
    Matrix:
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      <Vector (0.1951, -0.9364, -0.2916, 0.5136)>
      <Vector (-0.7157, -0.3392, 0.6105, 0.1069)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0393)>
    Rotation: <Euler (x=0.7739, y=0.8014, z=2.9380), order='XYZ'>
    Matrix:
      <Vector (-0.6813, -0.6363, -0.3618, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7183, 0.4862, 0.4976, -0.0393)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6174, -0.7854, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7864, 0.6175, -0.0123, 0.0499)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7864, 0.6175, -0.0123, 0.0984)>
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Frame: 61
  Bone: mixamorig:Hips
    Location: <Vector (-0.0034, 0.8691, -0.0126)>
    Rotation: <Euler (x=0.2110, y=-0.3281, z=-0.0328), order='XYZ'>
    Matrix:
      <Vector (0.9462, -0.0354, -0.3218, -0.0034)>
      <Vector (-0.0310, 0.9795, -0.1990, 0.8691)>
      <Vector (0.3222, 0.1982, 0.9257, -0.0126)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0056, 0.9452, 0.0011)>
    Rotation: <Euler (x=0.2440, y=-0.3479, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (0.9397, -0.0554, -0.3374, -0.0056)>
      <Vector (-0.0261, 0.9723, -0.2323, 0.9452)>
      <Vector (0.3409, 0.2271, 0.9122, 0.0011)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0106, 1.0328, 0.0216)>
    Rotation: <Euler (x=0.3906, y=-0.3763, z=-0.0293), order='XYZ'>
    Matrix:
      <Vector (0.9296, -0.1128, -0.3508, -0.0106)>
      <Vector (-0.0272, 0.9284, -0.3706, 1.0328)>
      <Vector (0.3675, 0.3541, 0.8600, 0.0216)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0222, 1.1285, 0.0581)>
    Rotation: <Euler (x=0.5394, y=-0.4029, z=-0.0358), order='XYZ'>
    Matrix:
      <Vector (0.9193, -0.1706, -0.3546, -0.0222)>
      <Vector (-0.0329, 0.8647, -0.5012, 1.1285)>
      <Vector (0.3921, 0.4724, 0.7893, 0.0581)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0420, 1.2287, 0.1129)>
    Rotation: <Euler (x=0.4579, y=-0.3299, z=-0.0372), order='XYZ'>
    Matrix:
      <Vector (0.9454, -0.1098, -0.3068, -0.0420)>
      <Vector (-0.0352, 0.9017, -0.4310, 1.2287)>
      <Vector (0.3240, 0.4182, 0.8486, 0.1129)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0575, 1.3162, 0.1676)>
    Rotation: <Euler (x=0.0506, y=-0.0422, z=-0.0177), order='XYZ'>
    Matrix:
      <Vector (0.9990, 0.0155, -0.0430, -0.0575)>
      <Vector (-0.0176, 0.9986, -0.0498, 1.3162)>
      <Vector (0.0422, 0.0505, 0.9978, 0.1676)>
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0551, 1.5542, 0.2112)>
    Rotation: <Euler (x=0.0506, y=-0.0422, z=-0.0177), order='XYZ'>
    Matrix:
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      <Vector (-0.0176, 0.9986, -0.0498, 1.5542)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0257, 1.2127, 0.1305)>
    Rotation: <Euler (x=-0.1482, y=2.1708, z=-2.0018), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1599, 1.1700, 0.1423)>
    Rotation: <Euler (x=-3.1035, y=0.8481, z=0.4770), order='XYZ'>
    Matrix:
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      <Vector (0.3036, -0.9008, -0.3103, 1.1700)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2437, 0.9957, 0.1374)>
    Rotation: <Euler (x=2.3309, y=0.1592, z=-1.0441), order='XYZ'>
    Matrix:
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      <Vector (-0.8536, -0.4457, -0.2698, 0.9957)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1029, 0.8790, 0.3247)>
    Rotation: <Euler (x=2.0203, y=0.0518, z=-0.6871), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0671, 0.8747, 0.3579)>
    Rotation: <Euler (x=2.5359, y=-0.6396, z=-1.0665), order='XYZ'>
    Matrix:
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      <Vector (-0.7025, -0.0997, -0.7047, 0.8747)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0316, 0.8723, 0.3746)>
    Rotation: <Euler (x=2.3807, y=-0.2715, z=-0.7800), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0113, 0.8592, 0.3964)>
    Rotation: <Euler (x=2.3040, y=-0.1021, z=-0.6978), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0004, 0.8470, 0.4146)>
    Rotation: <Euler (x=2.3040, y=-0.1021, z=-0.6978), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0484, 0.8606, 0.4301)>
    Rotation: <Euler (x=2.4768, y=0.0033, z=-0.7019), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0338, 0.8428, 0.4482)>
    Rotation: <Euler (x=2.9484, y=0.0374, z=-0.6329), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0168, 0.8191, 0.4539)>
    Rotation: <Euler (x=-3.0976, y=0.0422, z=-0.5770), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0039, 0.8000, 0.4529)>
    Rotation: <Euler (x=-3.0976, y=0.0422, z=-0.5770), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0664, 0.8456, 0.4280)>
    Rotation: <Euler (x=2.4765, y=0.0061, z=-0.7024), order='XYZ'>
    Matrix:
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      <Vector (-0.6461, -0.6030, -0.4680, 0.8456)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0496, 0.8251, 0.4488)>
    Rotation: <Euler (x=2.9484, y=0.0403, z=-0.6329), order='XYZ'>
    Matrix:
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      <Vector (-0.5910, -0.7959, -0.1315, 0.8251)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0295, 0.7971, 0.4556)>
    Rotation: <Euler (x=-3.0976, y=0.0449, z=-0.5788), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0149, 0.7755, 0.4544)>
    Rotation: <Euler (x=-3.0976, y=0.0449, z=-0.5788), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0863, 0.8303, 0.4268)>
    Rotation: <Euler (x=2.4768, y=0.0072, z=-0.7004), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0713, 0.8120, 0.4453)>
    Rotation: <Euler (x=2.9485, y=0.0406, z=-0.6301), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0547, 0.7888, 0.4509)>
    Rotation: <Euler (x=-3.0979, y=0.0436, z=-0.5855), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0418, 0.7699, 0.4499)>
    Rotation: <Euler (x=-3.0979, y=0.0436, z=-0.5855), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1060, 0.8187, 0.4221)>
    Rotation: <Euler (x=2.4672, y=0.0606, z=-0.6444), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0934, 0.8000, 0.4401)>
    Rotation: <Euler (x=2.9486, y=0.0491, z=-0.6271), order='XYZ'>
    Matrix:
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      <Vector (-0.5861, -0.8002, -0.1270, 0.8000)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0807, 0.7823, 0.4443)>
    Rotation: <Euler (x=-3.0986, y=0.0514, z=-0.6000), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0714, 0.7687, 0.4436)>
    Rotation: <Euler (x=-3.0986, y=0.0514, z=-0.6000), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1035, 1.2156, 0.0785)>
    Rotation: <Euler (x=0.9605, y=-2.1944, z=1.1272), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2170, 1.1655, 0.0109)>
    Rotation: <Euler (x=-1.5004, y=-1.3794, z=-1.7765), order='XYZ'>
    Matrix:
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      <Vector (-0.1862, -0.9730, -0.1361, 1.1655)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2424, 0.9768, -0.0259)>
    Rotation: <Euler (x=1.5738, y=-0.1922, z=1.4611), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2471, 0.9270, 0.2309)>
    Rotation: <Euler (x=1.6570, y=-0.3716, z=0.9344), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2311, 0.9277, 0.2748)>
    Rotation: <Euler (x=2.0396, y=0.4262, z=0.9986), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2089, 0.9311, 0.3046)>
    Rotation: <Euler (x=2.0131, y=-0.0603, z=0.8922), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1992, 0.9207, 0.3342)>
    Rotation: <Euler (x=1.9582, y=-0.2145, z=0.8865), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1953, 0.9093, 0.3584)>
    Rotation: <Euler (x=1.9582, y=-0.2145, z=0.8865), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2447, 0.9153, 0.3485)>
    Rotation: <Euler (x=2.1155, y=-0.3152, z=0.9299), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2371, 0.8993, 0.3730)>
    Rotation: <Euler (x=2.6035, y=-0.3655, z=0.8792), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2209, 0.8788, 0.3872)>
    Rotation: <Euler (x=2.8563, y=-0.3854, z=0.8321), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2061, 0.8625, 0.3932)>
    Rotation: <Euler (x=2.8563, y=-0.3854, z=0.8321), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2578, 0.8969, 0.3440)>
    Rotation: <Euler (x=2.1156, y=-0.3230, z=0.9296), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2498, 0.8799, 0.3698)>
    Rotation: <Euler (x=2.6037, y=-0.3713, z=0.8787), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2312, 0.8562, 0.3862)>
    Rotation: <Euler (x=2.8540, y=-0.3878, z=0.8385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2152, 0.8385, 0.3928)>
    Rotation: <Euler (x=2.8540, y=-0.3878, z=0.8385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2712, 0.8774, 0.3353)>
    Rotation: <Euler (x=2.1158, y=-0.3179, z=0.9287), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2641, 0.8626, 0.3581)>
    Rotation: <Euler (x=2.6056, y=-0.3702, z=0.8735), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2491, 0.8434, 0.3713)>
    Rotation: <Euler (x=2.8529, y=-0.3825, z=0.8412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2339, 0.8266, 0.3775)>
    Rotation: <Euler (x=2.8529, y=-0.3825, z=0.8412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2844, 0.8639, 0.3207)>
    Rotation: <Euler (x=2.1156, y=-0.3221, z=0.9293), order='XYZ'>
    Matrix:
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      <Vector (0.7600, -0.5270, -0.3803, 0.8639)>
      <Vector (0.3165, 0.8112, -0.4916, 0.3207)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2778, 0.8500, 0.3420)>
    Rotation: <Euler (x=2.6063, y=-0.3751, z=0.8715), order='XYZ'>
    Matrix:
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      <Vector (0.7121, -0.6967, -0.0871, 0.8500)>
      <Vector (0.3664, 0.4746, -0.8003, 0.3420)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2637, 0.8320, 0.3543)>
    Rotation: <Euler (x=2.8484, y=-0.3822, z=0.8534), order='XYZ'>
    Matrix:
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      <Vector (0.6992, -0.7106, 0.0790, 0.8320)>
      <Vector (0.3730, 0.2682, -0.8882, 0.3543)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2541, 0.8214, 0.3583)>
    Rotation: <Euler (x=2.8484, y=-0.3822, z=0.8534), order='XYZ'>
    Matrix:
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      <Vector (0.6992, -0.7106, 0.0790, 0.8214)>
      <Vector (0.3730, 0.2682, -0.8882, 0.3583)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1037, 0.8249, 0.0089)>
    Rotation: <Euler (x=0.7114, y=-0.0244, z=-2.8951), order='XYZ'>
    Matrix:
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      <Vector (-0.2439, -0.7307, 0.6377, 0.8249)>
      <Vector (0.0244, 0.6527, 0.7572, 0.0089)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1869, 0.5213, 0.2801)>
    Rotation: <Euler (x=-0.1248, y=-0.1628, z=-2.8637), order='XYZ'>
    Matrix:
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      <Vector (-0.2707, -0.9597, -0.0756, 0.5213)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1107, 0.2276)>
    Rotation: <Euler (x=0.8670, y=-0.1500, z=-3.0074), order='XYZ'>
    Matrix:
      <Vector (-0.9799, 0.1994, -0.0062, 0.2951)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0011, 0.3596)>
    Rotation: <Euler (x=-1.5270, y=-2.8917, z=0.0112), order='XYZ'>
    Matrix:
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      <Vector (-0.0109, 0.0465, 0.9989, 0.0011)>
      <Vector (0.2473, 0.9680, -0.0424, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0046, 0.4325)>
    Rotation: <Euler (x=-1.5270, y=-2.8917, z=0.0112), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2466, -0.0220, 0.3486)>
      <Vector (-0.0109, 0.0465, 0.9989, 0.0046)>
      <Vector (0.2473, 0.9680, -0.0424, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1055, 0.8306, -0.0568)>
    Rotation: <Euler (x=0.5162, y=0.6481, z=2.8802), order='XYZ'>
    Matrix:
      <Vector (-0.7702, -0.5126, -0.3796, -0.1055)>
      <Vector (0.2060, -0.7631, 0.6125, 0.8306)>
      <Vector (-0.6036, 0.3935, 0.6934, -0.0568)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3185, 0.5134, 0.1068)>
    Rotation: <Euler (x=-0.5069, y=0.7974, z=2.8632), order='XYZ'>
    Matrix:
      <Vector (-0.6717, 0.0938, -0.7349, -0.3185)>
      <Vector (0.1919, -0.9360, -0.2949, 0.5134)>
      <Vector (-0.7156, -0.3392, 0.6107, 0.1068)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7742, y=0.8004, z=2.9382), order='XYZ'>
    Matrix:
      <Vector (-0.6821, -0.6358, -0.3613, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7176, 0.4869, 0.4979, -0.0394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2376, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6182, -0.7848, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7858, 0.6184, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5509, y=2.2376, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6182, -0.7848, 0.0439, -0.4564)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7858, 0.6184, -0.0123, 0.0985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 62
  Bone: mixamorig:Hips
    Location: <Vector (-0.0051, 0.8685, -0.0129)>
    Rotation: <Euler (x=0.2096, y=-0.3294, z=-0.0341), order='XYZ'>
    Matrix:
      <Vector (0.9457, -0.0339, -0.3233, -0.0051)>
      <Vector (-0.0322, 0.9798, -0.1972, 0.8685)>
      <Vector (0.3234, 0.1969, 0.9255, -0.0129)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0071, 0.9446, 0.0007)>
    Rotation: <Euler (x=0.2424, y=-0.3494, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (0.9392, -0.0547, -0.3390, -0.0071)>
      <Vector (-0.0266, 0.9727, -0.2305, 0.9446)>
      <Vector (0.3423, 0.2255, 0.9121, 0.0007)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0121, 1.0323, 0.0210)>
    Rotation: <Euler (x=0.3887, y=-0.3782, z=-0.0286), order='XYZ'>
    Matrix:
      <Vector (0.9289, -0.1134, -0.3525, -0.0121)>
      <Vector (-0.0266, 0.9290, -0.3691, 1.0323)>
      <Vector (0.3693, 0.3522, 0.8600, 0.0210)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0238, 1.1280, 0.0573)>
    Rotation: <Euler (x=0.5372, y=-0.4055, z=-0.0340), order='XYZ'>
    Matrix:
      <Vector (0.9184, -0.1725, -0.3562, -0.0238)>
      <Vector (-0.0313, 0.8655, -0.4999, 1.1280)>
      <Vector (0.3945, 0.4702, 0.7895, 0.0573)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0438, 1.2283, 0.1118)>
    Rotation: <Euler (x=0.4546, y=-0.3326, z=-0.0353), order='XYZ'>
    Matrix:
      <Vector (0.9446, -0.1116, -0.3087, -0.0438)>
      <Vector (-0.0334, 0.9029, -0.4285, 1.2283)>
      <Vector (0.3265, 0.4151, 0.8492, 0.1118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0595, 1.3159, 0.1663)>
    Rotation: <Euler (x=0.0496, y=-0.0436, z=-0.0189), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0167, -0.0445, -0.0595)>
      <Vector (-0.0189, 0.9986, -0.0487, 1.3159)>
      <Vector (0.0436, 0.0495, 0.9978, 0.1663)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0569, 1.5540, 0.2096)>
    Rotation: <Euler (x=0.0496, y=-0.0436, z=-0.0189), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0167, -0.0445, -0.0569)>
      <Vector (-0.0189, 0.9986, -0.0487, 1.5540)>
      <Vector (0.0436, 0.0495, 0.9978, 0.2096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0239, 1.2124, 0.1296)>
    Rotation: <Euler (x=-0.1507, y=2.1693, z=-2.0037), order='XYZ'>
    Matrix:
      <Vector (0.2363, 0.9495, -0.2063, 0.0239)>
      <Vector (0.5114, -0.3021, -0.8045, 1.2124)>
      <Vector (-0.8262, 0.0846, -0.5570, 0.1296)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1580, 1.1698, 0.1416)>
    Rotation: <Euler (x=-3.1123, y=0.8444, z=0.4702), order='XYZ'>
    Matrix:
      <Vector (0.5921, 0.4333, -0.6795, 0.1580)>
      <Vector (0.3009, -0.9010, -0.3124, 1.1698)>
      <Vector (-0.7476, -0.0195, -0.6639, 0.1416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2419, 0.9954, 0.1378)>
    Rotation: <Euler (x=2.3345, y=0.1546, z=-1.0426), order='XYZ'>
    Matrix:
      <Vector (0.4979, -0.5413, -0.6775, 0.2419)>
      <Vector (-0.8534, -0.4446, -0.2720, 0.9954)>
      <Vector (-0.1539, 0.7137, -0.6833, 0.1378)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1002, 0.8790, 0.3246)>
    Rotation: <Euler (x=2.0163, y=0.0464, z=-0.6906), order='XYZ'>
    Matrix:
      <Vector (0.7701, -0.2422, -0.5902, 0.1002)>
      <Vector (-0.6363, -0.3589, -0.6829, 0.8790)>
      <Vector (-0.0464, 0.9014, -0.4305, 0.3246)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0643, 0.8750, 0.3578)>
    Rotation: <Euler (x=2.5337, y=-0.6461, z=-1.0684), order='XYZ'>
    Matrix:
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      <Vector (-0.6998, -0.0939, -0.7081, 0.8750)>
      <Vector (0.6021, 0.4560, -0.6554, 0.3578)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0288, 0.8728, 0.3744)>
    Rotation: <Euler (x=2.3771, y=-0.2772, z=-0.7823), order='XYZ'>
    Matrix:
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      <Vector (-0.6780, -0.3784, -0.6302, 0.8728)>
      <Vector (0.2737, 0.6657, -0.6942, 0.3744)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0084, 0.8600, 0.3963)>
    Rotation: <Euler (x=2.3000, y=-0.1075, z=-0.7006), order='XYZ'>
    Matrix:
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      <Vector (-0.6409, -0.4578, -0.6161, 0.8600)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0026, 0.8479, 0.4146)>
    Rotation: <Euler (x=2.3000, y=-0.1075, z=-0.7006), order='XYZ'>
    Matrix:
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      <Vector (-0.6409, -0.4578, -0.6161, 0.8479)>
      <Vector (0.1073, 0.7414, -0.6625, 0.4146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0455, 0.8614, 0.4301)>
    Rotation: <Euler (x=2.4729, y=-0.0021, z=-0.7051), order='XYZ'>
    Matrix:
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      <Vector (-0.6481, -0.5967, -0.4732, 0.8614)>
      <Vector (0.0021, 0.6200, -0.7846, 0.4301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0307, 0.8438, 0.4482)>
    Rotation: <Euler (x=2.9441, y=0.0323, z=-0.6363), order='XYZ'>
    Matrix:
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      <Vector (-0.5939, -0.7924, -0.1390, 0.8438)>
      <Vector (-0.0323, 0.1961, -0.9801, 0.4482)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0137, 0.8203, 0.4541)>
    Rotation: <Euler (x=-3.1021, y=0.0373, z=-0.5805), order='XYZ'>
    Matrix:
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      <Vector (-0.5480, -0.8348, 0.0535, 0.8203)>
      <Vector (-0.0373, -0.0394, -0.9985, 0.4541)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0007, 0.8011, 0.4532)>
    Rotation: <Euler (x=-3.1021, y=0.0373, z=-0.5805), order='XYZ'>
    Matrix:
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      <Vector (-0.5480, -0.8348, 0.0535, 0.8011)>
      <Vector (-0.0373, -0.0394, -0.9985, 0.4532)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0634, 0.8464, 0.4281)>
    Rotation: <Euler (x=2.4726, y=0.0007, z=-0.7057), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0464, 0.8261, 0.4490)>
    Rotation: <Euler (x=2.9441, y=0.0351, z=-0.6363), order='XYZ'>
    Matrix:
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      <Vector (-0.5939, -0.7928, -0.1374, 0.8261)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0263, 0.7982, 0.4559)>
    Rotation: <Euler (x=-3.1021, y=0.0400, z=-0.5823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0116, 0.7766, 0.4549)>
    Rotation: <Euler (x=-3.1021, y=0.0400, z=-0.5823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0832, 0.8310, 0.4270)>
    Rotation: <Euler (x=2.4729, y=0.0018, z=-0.7037), order='XYZ'>
    Matrix:
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      <Vector (-0.6470, -0.5990, -0.4718, 0.8310)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0682, 0.8129, 0.4456)>
    Rotation: <Euler (x=2.9442, y=0.0355, z=-0.6335), order='XYZ'>
    Matrix:
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      <Vector (-0.5916, -0.7944, -0.1375, 0.8129)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0514, 0.7897, 0.4513)>
    Rotation: <Euler (x=-3.1024, y=0.0387, z=-0.5889), order='XYZ'>
    Matrix:
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      <Vector (-0.5550, -0.8301, 0.0540, 0.7897)>
      <Vector (-0.0387, -0.0391, -0.9985, 0.4513)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0385, 0.7709, 0.4504)>
    Rotation: <Euler (x=-3.1024, y=0.0387, z=-0.5889), order='XYZ'>
    Matrix:
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      <Vector (-0.0387, -0.0391, -0.9985, 0.4504)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1029, 0.8193, 0.4224)>
    Rotation: <Euler (x=2.4630, y=0.0554, z=-0.6478), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0902, 0.8008, 0.4405)>
    Rotation: <Euler (x=2.9443, y=0.0439, z=-0.6306), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0774, 0.7832, 0.4448)>
    Rotation: <Euler (x=-3.1030, y=0.0464, z=-0.6035), order='XYZ'>
    Matrix:
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      <Vector (-0.5669, -0.8217, 0.0580, 0.7832)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0681, 0.7696, 0.4442)>
    Rotation: <Euler (x=-3.1030, y=0.0464, z=-0.6035), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1052, 1.2150, 0.0773)>
    Rotation: <Euler (x=0.9663, y=-2.1935, z=1.1242), order='XYZ'>
    Matrix:
      <Vector (-0.2519, -0.8013, 0.5427, -0.1052)>
      <Vector (-0.5260, -0.3573, -0.7718, 1.2150)>
      <Vector (0.8123, -0.4799, -0.3315, 0.0773)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2184, 1.1646, 0.0095)>
    Rotation: <Euler (x=-1.4747, y=-1.3803, z=-1.8006), order='XYZ'>
    Matrix:
      <Vector (-0.0431, -0.1292, 0.9907, -0.2184)>
      <Vector (-0.1843, -0.9735, -0.1350, 1.1646)>
      <Vector (0.9819, -0.1885, 0.0182, 0.0095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2435, 0.9758, -0.0271)>
    Rotation: <Euler (x=1.5690, y=-0.1902, z=1.4631), order='XYZ'>
    Matrix:
      <Vector (0.1056, -0.0221, 0.9942, -0.2435)>
      <Vector (0.9763, -0.1878, -0.1078, 0.9758)>
      <Vector (0.1891, 0.9820, 0.0018, -0.0271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2493, 0.9266, 0.2299)>
    Rotation: <Euler (x=1.6527, y=-0.3717, z=0.9343), order='XYZ'>
    Matrix:
      <Vector (0.5538, -0.1493, 0.8191, -0.2493)>
      <Vector (0.7492, -0.3397, -0.5685, 0.9266)>
      <Vector (0.3632, 0.9286, -0.0763, 0.2299)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2334, 0.9274, 0.2738)>
    Rotation: <Euler (x=2.0353, y=0.4264, z=0.9952), order='XYZ'>
    Matrix:
      <Vector (0.4956, 0.5770, 0.6492, -0.2334)>
      <Vector (0.7638, 0.0663, -0.6421, 0.9274)>
      <Vector (-0.4136, 0.8140, -0.4078, 0.2738)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2112, 0.9308, 0.3037)>
    Rotation: <Euler (x=2.0092, y=-0.0606, z=0.8907), order='XYZ'>
    Matrix:
      <Vector (0.6277, 0.2956, 0.7202, -0.2112)>
      <Vector (0.7761, -0.3095, -0.5494, 0.9308)>
      <Vector (0.0605, 0.9038, -0.4237, 0.3037)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2017, 0.9205, 0.3333)>
    Rotation: <Euler (x=1.9542, y=-0.2148, z=0.8857), order='XYZ'>
    Matrix:
      <Vector (0.6182, 0.1646, 0.7686, -0.2017)>
      <Vector (0.7566, -0.3897, -0.5251, 0.9205)>
      <Vector (0.2131, 0.9061, -0.3655, 0.3333)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1979, 0.9092, 0.3576)>
    Rotation: <Euler (x=1.9542, y=-0.2148, z=0.8857), order='XYZ'>
    Matrix:
      <Vector (0.6182, 0.1646, 0.7686, -0.1979)>
      <Vector (0.7566, -0.3897, -0.5251, 0.9092)>
      <Vector (0.2131, 0.9061, -0.3655, 0.3576)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2472, 0.9152, 0.3475)>
    Rotation: <Euler (x=2.1114, y=-0.3153, z=0.9295), order='XYZ'>
    Matrix:
      <Vector (0.5688, 0.2533, 0.7825, -0.2472)>
      <Vector (0.7618, -0.5210, -0.3851, 0.9152)>
      <Vector (0.3101, 0.8151, -0.4892, 0.3475)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2397, 0.8993, 0.3720)>
    Rotation: <Euler (x=2.5993, y=-0.3658, z=0.8791), order='XYZ'>
    Matrix:
      <Vector (0.5957, 0.5419, 0.5929, -0.2397)>
      <Vector (0.7192, -0.6885, -0.0932, 0.8993)>
      <Vector (0.3577, 0.4819, -0.7999, 0.3720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2237, 0.8788, 0.3863)>
    Rotation: <Euler (x=2.8521, y=-0.3859, z=0.8320), order='XYZ'>
    Matrix:
      <Vector (0.6239, 0.6362, 0.4539, -0.2237)>
      <Vector (0.6849, -0.7248, 0.0745, 0.8788)>
      <Vector (0.3764, 0.2644, -0.8879, 0.3863)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2089, 0.8625, 0.3925)>
    Rotation: <Euler (x=2.8521, y=-0.3859, z=0.8320), order='XYZ'>
    Matrix:
      <Vector (0.6239, 0.6362, 0.4539, -0.2089)>
      <Vector (0.6849, -0.7248, 0.0745, 0.8625)>
      <Vector (0.3764, 0.2644, -0.8879, 0.3925)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2603, 0.8968, 0.3430)>
    Rotation: <Euler (x=2.1114, y=-0.3231, z=0.9292), order='XYZ'>
    Matrix:
      <Vector (0.5675, 0.2494, 0.7847, -0.2603)>
      <Vector (0.7597, -0.5261, -0.3822, 0.8968)>
      <Vector (0.3175, 0.8130, -0.4880, 0.3430)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2524, 0.8799, 0.3689)>
    Rotation: <Euler (x=2.5995, y=-0.3716, z=0.8786), order='XYZ'>
    Matrix:
      <Vector (0.5947, 0.5399, 0.5957, -0.2524)>
      <Vector (0.7173, -0.6910, -0.0898, 0.8799)>
      <Vector (0.3631, 0.4807, -0.7982, 0.3689)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2339, 0.8562, 0.3854)>
    Rotation: <Euler (x=2.8497, y=-0.3882, z=0.8385), order='XYZ'>
    Matrix:
      <Vector (0.6189, 0.6393, 0.4564, -0.2339)>
      <Vector (0.6883, -0.7213, 0.0772, 0.8562)>
      <Vector (0.3785, 0.2663, -0.8864, 0.3854)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2180, 0.8385, 0.3921)>
    Rotation: <Euler (x=2.8497, y=-0.3882, z=0.8385), order='XYZ'>
    Matrix:
      <Vector (0.6189, 0.6393, 0.4564, -0.2180)>
      <Vector (0.6883, -0.7213, 0.0772, 0.8385)>
      <Vector (0.3785, 0.2663, -0.8864, 0.3921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2738, 0.8774, 0.3343)>
    Rotation: <Euler (x=2.1117, y=-0.3180, z=0.9284), order='XYZ'>
    Matrix:
      <Vector (0.5691, 0.2517, 0.7828, -0.2738)>
      <Vector (0.7605, -0.5231, -0.3847, 0.8774)>
      <Vector (0.3127, 0.8143, -0.4891, 0.3343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2668, 0.8625, 0.3572)>
    Rotation: <Euler (x=2.6014, y=-0.3705, z=0.8734), order='XYZ'>
    Matrix:
      <Vector (0.5986, 0.5378, 0.5937, -0.2668)>
      <Vector (0.7145, -0.6935, -0.0923, 0.8625)>
      <Vector (0.3621, 0.4794, -0.7994, 0.3572)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2518, 0.8434, 0.3705)>
    Rotation: <Euler (x=2.8487, y=-0.3830, z=0.8411), order='XYZ'>
    Matrix:
      <Vector (0.6184, 0.6417, 0.4537, -0.2518)>
      <Vector (0.6914, -0.7187, 0.0742, 0.8434)>
      <Vector (0.3737, 0.2678, -0.8881, 0.3705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2367, 0.8266, 0.3768)>
    Rotation: <Euler (x=2.8487, y=-0.3830, z=0.8411), order='XYZ'>
    Matrix:
      <Vector (0.6184, 0.6417, 0.4537, -0.2367)>
      <Vector (0.6914, -0.7187, 0.0742, 0.8266)>
      <Vector (0.3737, 0.2678, -0.8881, 0.3768)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2870, 0.8638, 0.3197)>
    Rotation: <Euler (x=2.1115, y=-0.3222, z=0.9290), order='XYZ'>
    Matrix:
      <Vector (0.5679, 0.2498, 0.7843, -0.2870)>
      <Vector (0.7598, -0.5256, -0.3827, 0.8638)>
      <Vector (0.3166, 0.8132, -0.4882, 0.3197)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2804, 0.8500, 0.3410)>
    Rotation: <Euler (x=2.6021, y=-0.3755, z=0.8714), order='XYZ'>
    Matrix:
      <Vector (0.5989, 0.5353, 0.5956, -0.2804)>
      <Vector (0.7119, -0.6965, -0.0899, 0.8500)>
      <Vector (0.3667, 0.4779, -0.7982, 0.3410)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2665, 0.8320, 0.3535)>
    Rotation: <Euler (x=2.8442, y=-0.3826, z=0.8533), order='XYZ'>
    Matrix:
      <Vector (0.6099, 0.6484, 0.4555, -0.2665)>
      <Vector (0.6990, -0.7111, 0.0763, 0.8320)>
      <Vector (0.3734, 0.2719, -0.8870, 0.3535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2569, 0.8214, 0.3575)>
    Rotation: <Euler (x=2.8442, y=-0.3826, z=0.8533), order='XYZ'>
    Matrix:
      <Vector (0.6099, 0.6484, 0.4555, -0.2569)>
      <Vector (0.6990, -0.7111, 0.0763, 0.8214)>
      <Vector (0.3734, 0.2719, -0.8870, 0.3575)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1019, 0.8241, 0.0087)>
    Rotation: <Euler (x=0.7123, y=-0.0246, z=-2.8943), order='XYZ'>
    Matrix:
      <Vector (-0.9693, 0.2009, -0.1420, 0.1019)>
      <Vector (-0.2447, -0.7299, 0.6383, 0.8241)>
      <Vector (0.0246, 0.6534, 0.7566, 0.0087)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1854, 0.5208, 0.2802)>
    Rotation: <Euler (x=-0.1251, y=-0.1619, z=-2.8601), order='XYZ'>
    Matrix:
      <Vector (-0.9481, 0.2563, 0.1883, 0.1854)>
      <Vector (-0.2742, -0.9587, -0.0754, 0.5208)>
      <Vector (0.1612, -0.1231, 0.9792, 0.2802)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1107, 0.2275)>
    Rotation: <Euler (x=0.8673, y=-0.1493, z=-3.0065), order='XYZ'>
    Matrix:
      <Vector (-0.9799, 0.1995, -0.0074, 0.2950)>
      <Vector (-0.1332, -0.6257, 0.7686, 0.1107)>
      <Vector (0.1487, 0.7541, 0.6397, 0.2275)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3596)>
    Rotation: <Euler (x=-1.5268, y=-2.8924, z=0.0121), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.2458, -0.0230, 0.3300)>
      <Vector (-0.0117, 0.0470, 0.9988, 0.0012)>
      <Vector (0.2466, 0.9682, -0.0426, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0047, 0.4325)>
    Rotation: <Euler (x=-1.5268, y=-2.8924, z=0.0121), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.2458, -0.0230, 0.3485)>
      <Vector (-0.0117, 0.0470, 0.9988, 0.0047)>
      <Vector (0.2466, 0.9682, -0.0426, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1072, 0.8301, -0.0572)>
    Rotation: <Euler (x=0.5188, y=0.6480, z=2.8823), order='XYZ'>
    Matrix:
      <Vector (-0.7706, -0.5120, -0.3795, -0.1072)>
      <Vector (0.2044, -0.7626, 0.6137, 0.8301)>
      <Vector (-0.6036, 0.3953, 0.6924, -0.0572)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3200, 0.5131, 0.1071)>
    Rotation: <Euler (x=-0.5078, y=0.7960, z=2.8663), order='XYZ'>
    Matrix:
      <Vector (-0.6733, 0.0969, -0.7330, -0.3200)>
      <Vector (0.1902, -0.9353, -0.2983, 0.5131)>
      <Vector (-0.7145, -0.3402, 0.6113, 0.1071)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7747, y=0.7985, z=2.9386), order='XYZ'>
    Matrix:
      <Vector (-0.6834, -0.6349, -0.3604, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7163, 0.4881, 0.4986, -0.0396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2395, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6197, -0.7836, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7846, 0.6198, -0.0124, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5508, y=2.2395, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6197, -0.7836, 0.0439, -0.4562)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7846, 0.6198, -0.0124, 0.0987)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 63
  Bone: mixamorig:Hips
    Location: <Vector (-0.0063, 0.8678, -0.0128)>
    Rotation: <Euler (x=0.2079, y=-0.3316, z=-0.0352), order='XYZ'>
    Matrix:
      <Vector (0.9450, -0.0327, -0.3256, -0.0063)>
      <Vector (-0.0332, 0.9802, -0.1951, 0.8678)>
      <Vector (0.3255, 0.1952, 0.9252, -0.0128)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0082, 0.9439, 0.0006)>
    Rotation: <Euler (x=0.2404, y=-0.3518, z=-0.0286), order='XYZ'>
    Matrix:
      <Vector (0.9384, -0.0542, -0.3413, -0.0082)>
      <Vector (-0.0268, 0.9732, -0.2284, 0.9439)>
      <Vector (0.3446, 0.2235, 0.9118, 0.0006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0131, 1.0316, 0.0208)>
    Rotation: <Euler (x=0.3863, y=-0.3811, z=-0.0276), order='XYZ'>
    Matrix:
      <Vector (0.9279, -0.1145, -0.3548, -0.0131)>
      <Vector (-0.0256, 0.9298, -0.3671, 1.0316)>
      <Vector (0.3719, 0.3497, 0.8599, 0.0208)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0249, 1.1274, 0.0568)>
    Rotation: <Euler (x=0.5343, y=-0.4090, z=-0.0317), order='XYZ'>
    Matrix:
      <Vector (0.9171, -0.1751, -0.3582, -0.0249)>
      <Vector (-0.0291, 0.8666, -0.4981, 1.1274)>
      <Vector (0.3977, 0.4672, 0.7896, 0.0568)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0452, 1.2279, 0.1110)>
    Rotation: <Euler (x=0.4510, y=-0.3360, z=-0.0333), order='XYZ'>
    Matrix:
      <Vector (0.9436, -0.1136, -0.3111, -0.0452)>
      <Vector (-0.0315, 0.9043, -0.4257, 1.2279)>
      <Vector (0.3297, 0.4114, 0.8497, 0.1110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0612, 1.3156, 0.1651)>
    Rotation: <Euler (x=0.0488, y=-0.0459, z=-0.0201), order='XYZ'>
    Matrix:
      <Vector (0.9987, 0.0178, -0.0468, -0.0612)>
      <Vector (-0.0201, 0.9987, -0.0478, 1.3156)>
      <Vector (0.0459, 0.0487, 0.9978, 0.1651)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0584, 1.5537, 0.2082)>
    Rotation: <Euler (x=0.0488, y=-0.0459, z=-0.0201), order='XYZ'>
    Matrix:
      <Vector (0.9987, 0.0178, -0.0468, -0.0584)>
      <Vector (-0.0201, 0.9987, -0.0478, 1.5537)>
      <Vector (0.0459, 0.0487, 0.9978, 0.2082)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0224, 1.2121, 0.1291)>
    Rotation: <Euler (x=-0.1560, y=2.1678, z=-2.0073), order='XYZ'>
    Matrix:
      <Vector (0.2377, 0.9496, -0.2046, 0.0224)>
      <Vector (0.5094, -0.3012, -0.8061, 1.2121)>
      <Vector (-0.8270, 0.0874, -0.5553, 0.1291)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1565, 1.1696, 0.1414)>
    Rotation: <Euler (x=-3.1203, y=0.8406, z=0.4636), order='XYZ'>
    Matrix:
      <Vector (0.5966, 0.4329, -0.6758, 0.1565)>
      <Vector (0.2983, -0.9013, -0.3140, 1.1696)>
      <Vector (-0.7450, -0.0142, -0.6669, 0.1414)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2403, 0.9951, 0.1386)>
    Rotation: <Euler (x=2.3382, y=0.1503, z=-1.0414), order='XYZ'>
    Matrix:
      <Vector (0.4994, -0.5448, -0.6737, 0.2403)>
      <Vector (-0.8534, -0.4437, -0.2738, 0.9951)>
      <Vector (-0.1498, 0.7116, -0.6864, 0.1386)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.0977, 0.8790, 0.3249)>
    Rotation: <Euler (x=2.0110, y=0.0417, z=-0.6941), order='XYZ'>
    Matrix:
      <Vector (0.7679, -0.2436, -0.5924, 0.0977)>
      <Vector (-0.6392, -0.3516, -0.6840, 0.8790)>
      <Vector (-0.0417, 0.9039, -0.4257, 0.3249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0618, 0.8754, 0.3581)>
    Rotation: <Euler (x=2.5296, y=-0.6525, z=-1.0693), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0263, 0.8734, 0.3747)>
    Rotation: <Euler (x=2.3720, y=-0.2824, z=-0.7842), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0058, 0.8608, 0.3967)>
    Rotation: <Euler (x=2.2947, y=-0.1123, z=-0.7033), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0052, 0.8489, 0.4151)>
    Rotation: <Euler (x=2.2947, y=-0.1123, z=-0.7033), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0429, 0.8624, 0.4305)>
    Rotation: <Euler (x=2.4676, y=-0.0070, z=-0.7084), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0281, 0.8449, 0.4488)>
    Rotation: <Euler (x=2.9385, y=0.0278, z=-0.6398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0110, 0.8215, 0.4548)>
    Rotation: <Euler (x=-3.1080, y=0.0332, z=-0.5840), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0021, 0.8024, 0.4540)>
    Rotation: <Euler (x=-3.1080, y=0.0332, z=-0.5840), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0608, 0.8473, 0.4286)>
    Rotation: <Euler (x=2.4673, y=-0.0041, z=-0.7090), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0438, 0.8272, 0.4497)>
    Rotation: <Euler (x=2.9384, y=0.0307, z=-0.6398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0235, 0.7994, 0.4567)>
    Rotation: <Euler (x=-3.1080, y=0.0359, z=-0.5858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0087, 0.7779, 0.4559)>
    Rotation: <Euler (x=-3.1080, y=0.0359, z=-0.5858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0805, 0.8318, 0.4276)>
    Rotation: <Euler (x=2.4675, y=-0.0030, z=-0.7070), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0654, 0.8138, 0.4463)>
    Rotation: <Euler (x=2.9385, y=0.0311, z=-0.6370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0486, 0.7908, 0.4522)>
    Rotation: <Euler (x=-3.1083, y=0.0345, z=-0.5925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0356, 0.7720, 0.4515)>
    Rotation: <Euler (x=-3.1083, y=0.0345, z=-0.5925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1002, 0.8200, 0.4231)>
    Rotation: <Euler (x=2.4574, y=0.0509, z=-0.6515), order='XYZ'>
    Matrix:
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      <Vector (-0.6056, -0.6357, -0.4787, 0.8200)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0874, 0.8017, 0.4413)>
    Rotation: <Euler (x=2.9387, y=0.0395, z=-0.6341), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0746, 0.7841, 0.4458)>
    Rotation: <Euler (x=-3.1088, y=0.0421, z=-0.6071), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0652, 0.7706, 0.4453)>
    Rotation: <Euler (x=-3.1088, y=0.0421, z=-0.6071), order='XYZ'>
    Matrix:
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      <Vector (-0.5699, -0.8201, 0.0509, 0.7706)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1066, 1.2144, 0.0763)>
    Rotation: <Euler (x=0.9731, y=-2.1925, z=1.1194), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2195, 1.1637, 0.0083)>
    Rotation: <Euler (x=-1.4559, y=-1.3814, z=-1.8190), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2444, 0.9748, -0.0280)>
    Rotation: <Euler (x=1.5655, y=-0.1895, z=1.4638), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2511, 0.9260, 0.2290)>
    Rotation: <Euler (x=1.6500, y=-0.3721, z=0.9337), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2353, 0.9268, 0.2729)>
    Rotation: <Euler (x=2.0324, y=0.4261, z=0.9925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2132, 0.9302, 0.3028)>
    Rotation: <Euler (x=2.0067, y=-0.0611, z=0.8894), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2037, 0.9199, 0.3325)>
    Rotation: <Euler (x=1.9516, y=-0.2153, z=0.8847), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2000, 0.9086, 0.3568)>
    Rotation: <Euler (x=1.9516, y=-0.2153, z=0.8847), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2493, 0.9147, 0.3466)>
    Rotation: <Euler (x=2.1087, y=-0.3158, z=0.9288), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2419, 0.8988, 0.3712)>
    Rotation: <Euler (x=2.5966, y=-0.3664, z=0.8785), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2259, 0.8783, 0.3855)>
    Rotation: <Euler (x=2.8494, y=-0.3866, z=0.8315), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2112, 0.8619, 0.3917)>
    Rotation: <Euler (x=2.8494, y=-0.3866, z=0.8315), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2624, 0.8963, 0.3421)>
    Rotation: <Euler (x=2.1087, y=-0.3236, z=0.9285), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2546, 0.8794, 0.3680)>
    Rotation: <Euler (x=2.5968, y=-0.3722, z=0.8781), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2362, 0.8557, 0.3846)>
    Rotation: <Euler (x=2.8470, y=-0.3889, z=0.8380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2203, 0.8379, 0.3913)>
    Rotation: <Euler (x=2.8470, y=-0.3889, z=0.8380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2759, 0.8769, 0.3334)>
    Rotation: <Euler (x=2.1090, y=-0.3185, z=0.9277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2690, 0.8621, 0.3563)>
    Rotation: <Euler (x=2.5987, y=-0.3711, z=0.8728), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2541, 0.8429, 0.3696)>
    Rotation: <Euler (x=2.8460, y=-0.3837, z=0.8406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2390, 0.8261, 0.3760)>
    Rotation: <Euler (x=2.8460, y=-0.3837, z=0.8406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2891, 0.8633, 0.3187)>
    Rotation: <Euler (x=2.1088, y=-0.3227, z=0.9283), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2826, 0.8495, 0.3401)>
    Rotation: <Euler (x=2.5994, y=-0.3761, z=0.8709), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2687, 0.8315, 0.3526)>
    Rotation: <Euler (x=2.8414, y=-0.3833, z=0.8528), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2591, 0.8209, 0.3566)>
    Rotation: <Euler (x=2.8414, y=-0.3833, z=0.8528), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1006, 0.8232, 0.0091)>
    Rotation: <Euler (x=0.7137, y=-0.0244, z=-2.8935), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1842, 0.5204, 0.2810)>
    Rotation: <Euler (x=-0.1271, y=-0.1619, z=-2.8571), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1107, 0.2275)>
    Rotation: <Euler (x=0.8675, y=-0.1496, z=-3.0056), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3596)>
    Rotation: <Euler (x=-1.5266, y=-2.8921, z=0.0130), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0048, 0.4325)>
    Rotation: <Euler (x=-1.5266, y=-2.8921, z=0.0130), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1083, 0.8295, -0.0573)>
    Rotation: <Euler (x=0.5213, y=0.6479, z=2.8840), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3209, 0.5128, 0.1077)>
    Rotation: <Euler (x=-0.5098, y=0.7942, z=2.8676), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7753, y=0.7968, z=2.9390), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2413, z=-0.0281), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2413, z=-0.0281), order='XYZ'>
    Matrix:
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Frame: 64
  Bone: mixamorig:Hips
    Location: <Vector (-0.0069, 0.8670, -0.0123)>
    Rotation: <Euler (x=0.2059, y=-0.3347, z=-0.0361), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0088, 0.9431, 0.0010)>
    Rotation: <Euler (x=0.2380, y=-0.3550, z=-0.0287), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0136, 1.0309, 0.0210)>
    Rotation: <Euler (x=0.3832, y=-0.3847, z=-0.0261), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0256, 1.1268, 0.0567)>
    Rotation: <Euler (x=0.5305, y=-0.4131, z=-0.0287), order='XYZ'>
    Matrix:
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      <Vector (-0.0263, 0.8680, -0.4958, 1.1268)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0463, 1.2274, 0.1104)>
    Rotation: <Euler (x=0.4465, y=-0.3401, z=-0.0309), order='XYZ'>
    Matrix:
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      <Vector (-0.0291, 0.9060, -0.4223, 1.2274)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0625, 1.3154, 0.1641)>
    Rotation: <Euler (x=0.0481, y=-0.0492, z=-0.0217), order='XYZ'>
    Matrix:
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      <Vector (-0.0217, 0.9987, -0.0470, 1.3154)>
      <Vector (0.0492, 0.0480, 0.9976, 0.1641)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0595, 1.5535, 0.2070)>
    Rotation: <Euler (x=0.0481, y=-0.0492, z=-0.0217), order='XYZ'>
    Matrix:
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      <Vector (-0.0217, 0.9987, -0.0470, 1.5535)>
      <Vector (0.0492, 0.0480, 0.9976, 0.2070)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0213, 1.2118, 0.1288)>
    Rotation: <Euler (x=-0.1642, y=2.1660, z=-2.0129), order='XYZ'>
    Matrix:
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      <Vector (0.5068, -0.2997, -0.8083, 1.2118)>
      <Vector (-0.8280, 0.0917, -0.5532, 0.1288)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1554, 1.1695, 0.1418)>
    Rotation: <Euler (x=-3.1271, y=0.8370, z=0.4577), order='XYZ'>
    Matrix:
      <Vector (0.6008, 0.4322, -0.6725, 0.1554)>
      <Vector (0.2960, -0.9017, -0.3151, 1.1695)>
      <Vector (-0.7426, -0.0097, -0.6696, 0.1418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2391, 0.9950, 0.1399)>
    Rotation: <Euler (x=2.3416, y=0.1467, z=-1.0406), order='XYZ'>
    Matrix:
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      <Vector (-0.8535, -0.4428, -0.2749, 0.9950)>
      <Vector (-0.1462, 0.7096, -0.6892, 0.1399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.0956, 0.8791, 0.3256)>
    Rotation: <Euler (x=2.0067, y=0.0370, z=-0.6968), order='XYZ'>
    Matrix:
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      <Vector (-0.6413, -0.3453, -0.6852, 0.8791)>
      <Vector (-0.0370, 0.9059, -0.4219, 0.3256)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0597, 0.8758, 0.3589)>
    Rotation: <Euler (x=2.5267, y=-0.6584, z=-1.0700), order='XYZ'>
    Matrix:
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      <Vector (-0.6939, -0.0826, -0.7154, 0.8758)>
      <Vector (0.6118, 0.4563, -0.6461, 0.3589)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0241, 0.8740, 0.3755)>
    Rotation: <Euler (x=2.3680, y=-0.2875, z=-0.7856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0036, 0.8616, 0.3975)>
    Rotation: <Euler (x=2.2904, y=-0.1170, z=-0.7053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0074, 0.8498, 0.4159)>
    Rotation: <Euler (x=2.2904, y=-0.1170, z=-0.7053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0407, 0.8633, 0.4313)>
    Rotation: <Euler (x=2.4633, y=-0.0117, z=-0.7109), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0258, 0.8459, 0.4497)>
    Rotation: <Euler (x=2.9339, y=0.0234, z=-0.6424), order='XYZ'>
    Matrix:
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      <Vector (-0.5989, -0.7864, -0.1514, 0.8459)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0086, 0.8226, 0.4558)>
    Rotation: <Euler (x=-3.1128, y=0.0290, z=-0.5866), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0045, 0.8035, 0.4551)>
    Rotation: <Euler (x=-3.1128, y=0.0290, z=-0.5866), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0585, 0.8481, 0.4295)>
    Rotation: <Euler (x=2.4630, y=-0.0089, z=-0.7114), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0414, 0.8282, 0.4507)>
    Rotation: <Euler (x=2.9339, y=0.0262, z=-0.6424), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0211, 0.8005, 0.4579)>
    Rotation: <Euler (x=-3.1128, y=0.0317, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0063, 0.7790, 0.4572)>
    Rotation: <Euler (x=-3.1128, y=0.0317, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0782, 0.8325, 0.4286)>
    Rotation: <Euler (x=2.4633, y=-0.0077, z=-0.7095), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0631, 0.8148, 0.4474)>
    Rotation: <Euler (x=2.9340, y=0.0266, z=-0.6396), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0462, 0.7918, 0.4534)>
    Rotation: <Euler (x=-3.1130, y=0.0303, z=-0.5951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0332, 0.7730, 0.4528)>
    Rotation: <Euler (x=-3.1130, y=0.0303, z=-0.5951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0979, 0.8207, 0.4242)>
    Rotation: <Euler (x=2.4529, y=0.0464, z=-0.6542), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0850, 0.8025, 0.4425)>
    Rotation: <Euler (x=2.9341, y=0.0351, z=-0.6368), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0722, 0.7850, 0.4471)>
    Rotation: <Euler (x=-3.1135, y=0.0378, z=-0.6097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0628, 0.7715, 0.4467)>
    Rotation: <Euler (x=-3.1135, y=0.0378, z=-0.6097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1074, 1.2138, 0.0755)>
    Rotation: <Euler (x=0.9804, y=-2.1909, z=1.1133), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2202, 1.1628, 0.0073)>
    Rotation: <Euler (x=-1.4442, y=-1.3826, z=-1.8316), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2453, 0.9739, -0.0287)>
    Rotation: <Euler (x=1.5635, y=-0.1894, z=1.4631), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2525, 0.9252, 0.2283)>
    Rotation: <Euler (x=1.6481, y=-0.3727, z=0.9341), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2368, 0.9260, 0.2723)>
    Rotation: <Euler (x=2.0305, y=0.4256, z=0.9914), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2147, 0.9294, 0.3022)>
    Rotation: <Euler (x=2.0050, y=-0.0618, z=0.8892), order='XYZ'>
    Matrix:
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      <Vector (0.7751, -0.3085, -0.5514, 0.9294)>
      <Vector (0.0617, 0.9055, -0.4198, 0.3022)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2053, 0.9191, 0.3319)>
    Rotation: <Euler (x=1.9498, y=-0.2160, z=0.8848), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2016, 0.9078, 0.3563)>
    Rotation: <Euler (x=1.9498, y=-0.2160, z=0.8848), order='XYZ'>
    Matrix:
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      <Vector (0.7558, -0.3884, -0.5271, 0.9078)>
      <Vector (0.2143, 0.9074, -0.3614, 0.3563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2509, 0.9139, 0.3460)>
    Rotation: <Euler (x=2.1068, y=-0.3164, z=0.9290), order='XYZ'>
    Matrix:
      <Vector (0.5689, 0.2490, 0.7838, -0.2509)>
      <Vector (0.7613, -0.5200, -0.3873, 0.9139)>
      <Vector (0.3111, 0.8171, -0.4854, 0.3460)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2435, 0.8980, 0.3705)>
    Rotation: <Euler (x=2.5948, y=-0.3671, z=0.8789), order='XYZ'>
    Matrix:
      <Vector (0.5955, 0.5387, 0.5960, -0.2435)>
      <Vector (0.7187, -0.6887, -0.0957, 0.8980)>
      <Vector (0.3589, 0.4853, -0.7973, 0.3705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2276, 0.8775, 0.3849)>
    Rotation: <Euler (x=2.8476, y=-0.3873, z=0.8319), order='XYZ'>
    Matrix:
      <Vector (0.6236, 0.6338, 0.4577, -0.2276)>
      <Vector (0.6844, -0.7255, 0.0721, 0.8775)>
      <Vector (0.3777, 0.2683, -0.8862, 0.3849)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2129, 0.8612, 0.3912)>
    Rotation: <Euler (x=2.8476, y=-0.3873, z=0.8319), order='XYZ'>
    Matrix:
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      <Vector (0.6844, -0.7255, 0.0721, 0.8612)>
      <Vector (0.3777, 0.2683, -0.8862, 0.3912)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2640, 0.8956, 0.3414)>
    Rotation: <Euler (x=2.1069, y=-0.3242, z=0.9288), order='XYZ'>
    Matrix:
      <Vector (0.5676, 0.2451, 0.7860, -0.2640)>
      <Vector (0.7592, -0.5252, -0.3845, 0.8956)>
      <Vector (0.3185, 0.8149, -0.4842, 0.3414)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2563, 0.8787, 0.3674)>
    Rotation: <Euler (x=2.5950, y=-0.3729, z=0.8784), order='XYZ'>
    Matrix:
      <Vector (0.5945, 0.5367, 0.5988, -0.2563)>
      <Vector (0.7168, -0.6911, -0.0923, 0.8787)>
      <Vector (0.3643, 0.4841, -0.7956, 0.3674)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2379, 0.8549, 0.3840)>
    Rotation: <Euler (x=2.8452, y=-0.3896, z=0.8383), order='XYZ'>
    Matrix:
      <Vector (0.6186, 0.6369, 0.4601, -0.2379)>
      <Vector (0.6878, -0.7220, 0.0748, 0.8549)>
      <Vector (0.3799, 0.2702, -0.8847, 0.3840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2220, 0.8372, 0.3907)>
    Rotation: <Euler (x=2.8452, y=-0.3896, z=0.8383), order='XYZ'>
    Matrix:
      <Vector (0.6186, 0.6369, 0.4601, -0.2220)>
      <Vector (0.6878, -0.7220, 0.0748, 0.8372)>
      <Vector (0.3799, 0.2702, -0.8847, 0.3907)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2775, 0.8761, 0.3327)>
    Rotation: <Euler (x=2.1072, y=-0.3190, z=0.9280), order='XYZ'>
    Matrix:
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      <Vector (0.7600, -0.5221, -0.3870, 0.8761)>
      <Vector (0.3136, 0.8162, -0.4852, 0.3327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2706, 0.8613, 0.3556)>
    Rotation: <Euler (x=2.5969, y=-0.3718, z=0.8732), order='XYZ'>
    Matrix:
      <Vector (0.5985, 0.5345, 0.5967, -0.2706)>
      <Vector (0.7140, -0.6937, -0.0948, 0.8613)>
      <Vector (0.3633, 0.4828, -0.7968, 0.3556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2558, 0.8421, 0.3690)>
    Rotation: <Euler (x=2.8442, y=-0.3844, z=0.8409), order='XYZ'>
    Matrix:
      <Vector (0.6181, 0.6393, 0.4574, -0.2558)>
      <Vector (0.6909, -0.7194, 0.0718, 0.8421)>
      <Vector (0.3750, 0.2716, -0.8863, 0.3690)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2407, 0.8253, 0.3754)>
    Rotation: <Euler (x=2.8442, y=-0.3844, z=0.8409), order='XYZ'>
    Matrix:
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      <Vector (0.6909, -0.7194, 0.0718, 0.8253)>
      <Vector (0.3750, 0.2716, -0.8863, 0.3754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2906, 0.8625, 0.3181)>
    Rotation: <Euler (x=2.1070, y=-0.3232, z=0.9286), order='XYZ'>
    Matrix:
      <Vector (0.5680, 0.2455, 0.7856, -0.2906)>
      <Vector (0.7593, -0.5246, -0.3850, 0.8625)>
      <Vector (0.3176, 0.8152, -0.4844, 0.3181)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2842, 0.8487, 0.3394)>
    Rotation: <Euler (x=2.5976, y=-0.3767, z=0.8712), order='XYZ'>
    Matrix:
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      <Vector (0.7115, -0.6966, -0.0924, 0.8487)>
      <Vector (0.3679, 0.4813, -0.7956, 0.3394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2703, 0.8308, 0.3520)>
    Rotation: <Euler (x=2.8396, y=-0.3840, z=0.8532), order='XYZ'>
    Matrix:
      <Vector (0.6097, 0.6460, 0.4592, -0.2703)>
      <Vector (0.6985, -0.7118, 0.0739, 0.8308)>
      <Vector (0.3746, 0.2757, -0.8852, 0.3520)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2608, 0.8201, 0.3560)>
    Rotation: <Euler (x=2.8396, y=-0.3840, z=0.8532), order='XYZ'>
    Matrix:
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      <Vector (0.6985, -0.7118, 0.0739, 0.8201)>
      <Vector (0.3746, 0.2757, -0.8852, 0.3560)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.0999, 0.8223, 0.0101)>
    Rotation: <Euler (x=0.7156, y=-0.0247, z=-2.8925), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2017, -0.1437, 0.0999)>
      <Vector (-0.2464, -0.7274, 0.6404, 0.8223)>
      <Vector (0.0247, 0.6559, 0.7545, 0.0101)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1837, 0.5201, 0.2826)>
    Rotation: <Euler (x=-0.1310, y=-0.1623, z=-2.8554), order='XYZ'>
    Matrix:
      <Vector (-0.9467, 0.2596, 0.1906, 0.1837)>
      <Vector (-0.2785, -0.9571, -0.0801, 0.5201)>
      <Vector (0.1616, -0.1289, 0.9784, 0.2826)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2947, 0.1106, 0.2275)>
    Rotation: <Euler (x=0.8676, y=-0.1506, z=-3.0047), order='XYZ'>
    Matrix:
      <Vector (-0.9794, 0.2016, -0.0080, 0.2947)>
      <Vector (-0.1349, -0.6250, 0.7689, 0.1106)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3595)>
    Rotation: <Euler (x=-1.5264, y=-2.8912, z=0.0138), order='XYZ'>
    Matrix:
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      <Vector (-0.0134, 0.0478, 0.9988, 0.0012)>
      <Vector (0.2478, 0.9679, -0.0430, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0048, 0.4325)>
    Rotation: <Euler (x=-1.5264, y=-2.8912, z=0.0138), order='XYZ'>
    Matrix:
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      <Vector (-0.0134, 0.0478, 0.9988, 0.0048)>
      <Vector (0.2478, 0.9679, -0.0430, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1089, 0.8287, -0.0570)>
    Rotation: <Euler (x=0.5234, y=0.6485, z=2.8852), order='XYZ'>
    Matrix:
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      <Vector (0.2021, -0.7613, 0.6161, 0.8287)>
      <Vector (-0.6040, 0.3983, 0.6903, -0.0570)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3215, 0.5123, 0.1086)>
    Rotation: <Euler (x=-0.5125, y=0.7925, z=2.8673), order='XYZ'>
    Matrix:
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      <Vector (0.1902, -0.9335, -0.3039, 0.5123)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7756, y=0.7954, z=2.9393), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 65
  Bone: mixamorig:Hips
    Location: <Vector (-0.0069, 0.8661, -0.0111)>
    Rotation: <Euler (x=0.2038, y=-0.3385, z=-0.0370), order='XYZ'>
    Matrix:
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      <Vector (-0.0349, 0.9811, -0.1902, 0.8661)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0087, 0.9422, 0.0020)>
    Rotation: <Euler (x=0.2356, y=-0.3588, z=-0.0290), order='XYZ'>
    Matrix:
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      <Vector (-0.0271, 0.9744, -0.2234, 0.9422)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0136, 1.0301, 0.0217)>
    Rotation: <Euler (x=0.3796, y=-0.3886, z=-0.0245), order='XYZ'>
    Matrix:
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      <Vector (-0.0227, 0.9320, -0.3618, 1.0301)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0257, 1.1261, 0.0570)>
    Rotation: <Euler (x=0.5259, y=-0.4174, z=-0.0253), order='XYZ'>
    Matrix:
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      <Vector (-0.0231, 0.8698, -0.4929, 1.1261)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0467, 1.2269, 0.1102)>
    Rotation: <Euler (x=0.4410, y=-0.3446, z=-0.0280), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0633, 1.3151, 0.1633)>
    Rotation: <Euler (x=0.0477, y=-0.0538, z=-0.0244), order='XYZ'>
    Matrix:
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      <Vector (-0.0243, 0.9986, -0.0463, 1.3151)>
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0598, 1.5533, 0.2062)>
    Rotation: <Euler (x=0.0477, y=-0.0538, z=-0.0244), order='XYZ'>
    Matrix:
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      <Vector (-0.0243, 0.9986, -0.0463, 1.5533)>
      <Vector (0.0538, 0.0476, 0.9974, 0.2062)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0208, 1.2115, 0.1290)>
    Rotation: <Euler (x=-0.1742, y=2.1639, z=-2.0197), order='XYZ'>
    Matrix:
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      <Vector (0.5036, -0.2979, -0.8110, 1.2115)>
      <Vector (-0.8292, 0.0969, -0.5505, 0.1290)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1549, 1.1694, 0.1427)>
    Rotation: <Euler (x=-3.1324, y=0.8337, z=0.4527), order='XYZ'>
    Matrix:
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      <Vector (0.2940, -0.9022, -0.3156, 1.1694)>
      <Vector (-0.7404, -0.0062, -0.6721, 0.1427)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2384, 0.9948, 0.1415)>
    Rotation: <Euler (x=2.3447, y=0.1435, z=-1.0406), order='XYZ'>
    Matrix:
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      <Vector (-0.8538, -0.4417, -0.2754, 0.9948)>
      <Vector (-0.1430, 0.7079, -0.6917, 0.1415)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.0941, 0.8792, 0.3268)>
    Rotation: <Euler (x=2.0051, y=0.0320, z=-0.6986), order='XYZ'>
    Matrix:
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      <Vector (-0.6428, -0.3409, -0.6860, 0.8792)>
      <Vector (-0.0320, 0.9067, -0.4206, 0.3268)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0581, 0.8761, 0.3599)>
    Rotation: <Euler (x=2.5272, y=-0.6636, z=-1.0720), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0225, 0.8744, 0.3764)>
    Rotation: <Euler (x=2.3668, y=-0.2926, z=-0.7869), order='XYZ'>
    Matrix:
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      <Vector (-0.6781, -0.3616, -0.6399, 0.8744)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0019, 0.8621, 0.3984)>
    Rotation: <Euler (x=2.2889, y=-0.1220, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0092, 0.8505, 0.4169)>
    Rotation: <Euler (x=2.2889, y=-0.1220, z=-0.7068), order='XYZ'>
    Matrix:
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      <Vector (-0.6446, -0.4408, -0.6247, 0.8505)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0388, 0.8639, 0.4323)>
    Rotation: <Euler (x=2.4618, y=-0.0167, z=-0.7126), order='XYZ'>
    Matrix:
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      <Vector (-0.6537, -0.5816, -0.4841, 0.8639)>
      <Vector (0.0167, 0.6285, -0.7776, 0.4323)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0239, 0.8467, 0.4507)>
    Rotation: <Euler (x=2.9321, y=0.0185, z=-0.6441), order='XYZ'>
    Matrix:
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      <Vector (-0.6004, -0.7845, -0.1554, 0.8467)>
      <Vector (-0.0185, 0.2079, -0.9780, 0.4507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0067, 0.8234, 0.4569)>
    Rotation: <Euler (x=-3.1149, y=0.0243, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5549, -0.8312, 0.0357, 0.8234)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0065, 0.8044, 0.4563)>
    Rotation: <Euler (x=-3.1149, y=0.0243, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5549, -0.8312, 0.0357, 0.8044)>
      <Vector (-0.0242, -0.0267, -0.9993, 0.4563)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0567, 0.8487, 0.4306)>
    Rotation: <Euler (x=2.4615, y=-0.0139, z=-0.7131), order='XYZ'>
    Matrix:
      <Vector (0.7562, -0.5153, -0.4032, 0.0567)>
      <Vector (-0.6541, -0.5824, -0.4827, 0.8487)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0395, 0.8289, 0.4519)>
    Rotation: <Euler (x=2.9321, y=0.0213, z=-0.6442), order='XYZ'>
    Matrix:
      <Vector (0.7994, -0.5839, -0.1416, 0.0395)>
      <Vector (-0.6004, -0.7848, -0.1538, 0.8289)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0191, 0.8013, 0.4592)>
    Rotation: <Euler (x=-3.1149, y=0.0269, z=-0.5902), order='XYZ'>
    Matrix:
      <Vector (0.8305, -0.5570, -0.0075, 0.0191)>
      <Vector (-0.5564, -0.8301, 0.0372, 0.8013)>
      <Vector (-0.0269, -0.0267, -0.9993, 0.4592)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0042, 0.7798, 0.4585)>
    Rotation: <Euler (x=-3.1149, y=0.0269, z=-0.5902), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0764, 0.8331, 0.4299)>
    Rotation: <Euler (x=2.4618, y=-0.0127, z=-0.7112), order='XYZ'>
    Matrix:
      <Vector (0.7575, -0.5137, -0.4028, 0.0764)>
      <Vector (-0.6527, -0.5840, -0.4827, 0.8331)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0611, 0.8154, 0.4488)>
    Rotation: <Euler (x=2.9321, y=0.0218, z=-0.6414), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0442, 0.7926, 0.4548)>
    Rotation: <Euler (x=-3.1151, y=0.0255, z=-0.5969), order='XYZ'>
    Matrix:
      <Vector (0.8268, -0.5624, -0.0062, 0.0442)>
      <Vector (-0.5619, -0.8264, 0.0363, 0.7926)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0311, 0.7738, 0.4542)>
    Rotation: <Euler (x=-3.1151, y=0.0255, z=-0.5969), order='XYZ'>
    Matrix:
      <Vector (0.8268, -0.5624, -0.0062, 0.0311)>
      <Vector (-0.5619, -0.8264, 0.0363, 0.7738)>
      <Vector (-0.0255, -0.0265, -0.9993, 0.4542)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0960, 0.8212, 0.4256)>
    Rotation: <Euler (x=2.4511, y=0.0415, z=-0.6560), order='XYZ'>
    Matrix:
      <Vector (0.7918, -0.4493, -0.4138, 0.0960)>
      <Vector (-0.6094, -0.6271, -0.4852, 0.8212)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0831, 0.8032, 0.4440)>
    Rotation: <Euler (x=2.9322, y=0.0302, z=-0.6386), order='XYZ'>
    Matrix:
      <Vector (0.8026, -0.5780, -0.1476, 0.0831)>
      <Vector (-0.5958, -0.7892, -0.1493, 0.8032)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0702, 0.7857, 0.4486)>
    Rotation: <Euler (x=-3.1155, y=0.0330, z=-0.6115), order='XYZ'>
    Matrix:
      <Vector (0.8183, -0.5746, -0.0120, 0.0702)>
      <Vector (-0.5738, -0.8180, 0.0403, 0.7857)>
      <Vector (-0.0330, -0.0261, -0.9991, 0.4486)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0608, 0.7722, 0.4482)>
    Rotation: <Euler (x=-3.1155, y=0.0330, z=-0.6115), order='XYZ'>
    Matrix:
      <Vector (0.8183, -0.5746, -0.0120, 0.0608)>
      <Vector (-0.5738, -0.8180, 0.0403, 0.7722)>
      <Vector (-0.0330, -0.0261, -0.9991, 0.4482)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1077, 1.2130, 0.0751)>
    Rotation: <Euler (x=0.9879, y=-2.1888, z=1.1065), order='XYZ'>
    Matrix:
      <Vector (-0.2594, -0.7969, 0.5456, -0.1077)>
      <Vector (-0.5181, -0.3620, -0.7750, 1.2130)>
      <Vector (0.8151, -0.4837, -0.3189, 0.0751)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2203, 1.1619, 0.0068)>
    Rotation: <Euler (x=-1.4343, y=-1.3839, z=-1.8434), order='XYZ'>
    Matrix:
      <Vector (-0.0500, -0.1311, 0.9901, -0.2203)>
      <Vector (-0.1789, -0.9741, -0.1380, 1.1619)>
      <Vector (0.9826, -0.1840, 0.0253, 0.0068)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2457, 0.9729, -0.0289)>
    Rotation: <Euler (x=1.5618, y=-0.1887, z=1.4613), order='XYZ'>
    Matrix:
      <Vector (0.1073, -0.0294, 0.9938, -0.2457)>
      <Vector (0.9764, -0.1855, -0.1109, 0.9729)>
      <Vector (0.1876, 0.9822, 0.0088, -0.0289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2534, 0.9244, 0.2282)>
    Rotation: <Euler (x=1.6456, y=-0.3732, z=0.9369), order='XYZ'>
    Matrix:
      <Vector (0.5516, -0.1551, 0.8196, -0.2534)>
      <Vector (0.7503, -0.3372, -0.5687, 0.9244)>
      <Vector (0.3646, 0.9286, -0.0696, 0.2282)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2378, 0.9253, 0.2721)>
    Rotation: <Euler (x=2.0279, y=0.4253, z=0.9921), order='XYZ'>
    Matrix:
      <Vector (0.4982, 0.5719, 0.6517, -0.2378)>
      <Vector (0.7626, 0.0686, -0.6432, 0.9253)>
      <Vector (-0.4126, 0.8174, -0.4020, 0.2721)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2159, 0.9288, 0.3021)>
    Rotation: <Euler (x=2.0026, y=-0.0623, z=0.8912), order='XYZ'>
    Matrix:
      <Vector (0.6273, 0.2900, 0.7228, -0.2159)>
      <Vector (0.7763, -0.3070, -0.5505, 0.9288)>
      <Vector (0.0623, 0.9064, -0.4177, 0.3021)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2065, 0.9186, 0.3318)>
    Rotation: <Euler (x=1.9475, y=-0.2165, z=0.8871), order='XYZ'>
    Matrix:
      <Vector (0.6169, 0.1590, 0.7708, -0.2065)>
      <Vector (0.7572, -0.3872, -0.5261, 0.9186)>
      <Vector (0.2149, 0.9082, -0.3592, 0.3318)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2028, 0.9073, 0.3562)>
    Rotation: <Euler (x=1.9475, y=-0.2165, z=0.8871), order='XYZ'>
    Matrix:
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      <Vector (0.7572, -0.3872, -0.5261, 0.9073)>
      <Vector (0.2149, 0.9082, -0.3592, 0.3562)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2521, 0.9133, 0.3458)>
    Rotation: <Euler (x=2.1044, y=-0.3168, z=0.9316), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.2482, 0.7856, -0.2521)>
      <Vector (0.7627, -0.5187, -0.3864, 0.9133)>
      <Vector (0.3116, 0.8181, -0.4833, 0.3458)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2447, 0.8974, 0.3704)>
    Rotation: <Euler (x=2.5923, y=-0.3676, z=0.8816), order='XYZ'>
    Matrix:
      <Vector (0.5934, 0.5389, 0.5979, -0.2447)>
      <Vector (0.7202, -0.6872, -0.0954, 0.8974)>
      <Vector (0.3594, 0.4872, -0.7959, 0.3704)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2288, 0.8770, 0.3849)>
    Rotation: <Euler (x=2.8452, y=-0.3880, z=0.8346), order='XYZ'>
    Matrix:
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      <Vector (0.6860, -0.7241, 0.0720, 0.8770)>
      <Vector (0.3784, 0.2704, -0.8853, 0.3849)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2141, 0.8607, 0.3911)>
    Rotation: <Euler (x=2.8452, y=-0.3880, z=0.8346), order='XYZ'>
    Matrix:
      <Vector (0.6215, 0.6345, 0.4595, -0.2141)>
      <Vector (0.6860, -0.7241, 0.0720, 0.8607)>
      <Vector (0.3784, 0.2704, -0.8853, 0.3911)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2652, 0.8949, 0.3412)>
    Rotation: <Euler (x=2.1044, y=-0.3246, z=0.9314), order='XYZ'>
    Matrix:
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      <Vector (0.7606, -0.5239, -0.3835, 0.8949)>
      <Vector (0.3190, 0.8160, -0.4821, 0.3412)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2575, 0.8781, 0.3672)>
    Rotation: <Euler (x=2.5925, y=-0.3734, z=0.8812), order='XYZ'>
    Matrix:
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      <Vector (0.7183, -0.6896, -0.0920, 0.8781)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2390, 0.8544, 0.3839)>
    Rotation: <Euler (x=2.8427, y=-0.3903, z=0.8411), order='XYZ'>
    Matrix:
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      <Vector (0.6893, -0.7206, 0.0748, 0.8544)>
      <Vector (0.3805, 0.2723, -0.8838, 0.3839)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2232, 0.8367, 0.3907)>
    Rotation: <Euler (x=2.8427, y=-0.3903, z=0.8411), order='XYZ'>
    Matrix:
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      <Vector (0.6893, -0.7206, 0.0748, 0.8367)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2786, 0.8754, 0.3326)>
    Rotation: <Euler (x=2.1047, y=-0.3195, z=0.9306), order='XYZ'>
    Matrix:
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      <Vector (0.7614, -0.5208, -0.3861, 0.8754)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2717, 0.8607, 0.3555)>
    Rotation: <Euler (x=2.5944, y=-0.3724, z=0.8759), order='XYZ'>
    Matrix:
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      <Vector (0.7155, -0.6922, -0.0945, 0.8607)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2569, 0.8415, 0.3689)>
    Rotation: <Euler (x=2.8417, y=-0.3851, z=0.8437), order='XYZ'>
    Matrix:
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      <Vector (0.6924, -0.7179, 0.0718, 0.8415)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2418, 0.8247, 0.3754)>
    Rotation: <Euler (x=2.8417, y=-0.3851, z=0.8437), order='XYZ'>
    Matrix:
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      <Vector (0.6924, -0.7179, 0.0718, 0.8247)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2917, 0.8618, 0.3179)>
    Rotation: <Euler (x=2.1045, y=-0.3237, z=0.9312), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2853, 0.8480, 0.3393)>
    Rotation: <Euler (x=2.5951, y=-0.3773, z=0.8740), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2714, 0.8301, 0.3518)>
    Rotation: <Euler (x=2.8371, y=-0.3846, z=0.8560), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2618, 0.8195, 0.3559)>
    Rotation: <Euler (x=2.8371, y=-0.3846, z=0.8560), order='XYZ'>
    Matrix:
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      <Vector (0.7000, -0.7103, 0.0738, 0.8195)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.0997, 0.8213, 0.0117)>
    Rotation: <Euler (x=0.7181, y=-0.0253, z=-2.8918), order='XYZ'>
    Matrix:
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      <Vector (-0.2471, -0.7256, 0.6422, 0.8213)>
      <Vector (0.0253, 0.6577, 0.7528, 0.0117)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1837, 0.5198, 0.2850)>
    Rotation: <Euler (x=-0.1367, y=-0.1622, z=-2.8548), order='XYZ'>
    Matrix:
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      <Vector (-0.2791, -0.9564, -0.0854, 0.5198)>
      <Vector (0.1615, -0.1345, 0.9777, 0.2850)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2946, 0.1106, 0.2275)>
    Rotation: <Euler (x=0.8677, y=-0.1513, z=-3.0041), order='XYZ'>
    Matrix:
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      <Vector (-0.1355, -0.6247, 0.7690, 0.1106)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3595)>
    Rotation: <Euler (x=-1.5262, y=-2.8905, z=0.0145), order='XYZ'>
    Matrix:
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      <Vector (-0.0140, 0.0482, 0.9987, 0.0012)>
      <Vector (0.2485, 0.9677, -0.0432, 0.3595)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0049, 0.4324)>
    Rotation: <Euler (x=-1.5262, y=-2.8905, z=0.0145), order='XYZ'>
    Matrix:
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      <Vector (-0.0140, 0.0482, 0.9987, 0.0049)>
      <Vector (0.2485, 0.9677, -0.0432, 0.4324)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1088, 0.8279, -0.0561)>
    Rotation: <Euler (x=0.5249, y=0.6500, z=2.8854), order='XYZ'>
    Matrix:
      <Vector (-0.7701, -0.5127, -0.3796, -0.1088)>
      <Vector (0.2018, -0.7603, 0.6175, 0.8279)>
      <Vector (-0.6052, 0.3989, 0.6889, -0.0561)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3219, 0.5119, 0.1097)>
    Rotation: <Euler (x=-0.5160, y=0.7912, z=2.8656), order='XYZ'>
    Matrix:
      <Vector (-0.6764, 0.1006, -0.7296, -0.3219)>
      <Vector (0.1916, -0.9325, -0.3062, 0.5119)>
      <Vector (-0.7112, -0.3469, 0.6115, 0.1097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7759, y=0.7947, z=2.9394), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2434, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5506, y=2.2434, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7822, 0.6229, -0.0126, 0.0991)>
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Frame: 66
  Bone: mixamorig:Hips
    Location: <Vector (-0.0063, 0.8649, -0.0095)>
    Rotation: <Euler (x=0.2021, y=-0.3425, z=-0.0379), order='XYZ'>
    Matrix:
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      <Vector (-0.0357, 0.9815, -0.1881, 0.8649)>
      <Vector (0.3359, 0.1890, 0.9227, -0.0095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0080, 0.9411, 0.0034)>
    Rotation: <Euler (x=0.2333, y=-0.3628, z=-0.0295), order='XYZ'>
    Matrix:
      <Vector (0.9345, -0.0533, -0.3519, -0.0080)>
      <Vector (-0.0275, 0.9749, -0.2209, 0.9411)>
      <Vector (0.3549, 0.2162, 0.9096, 0.0034)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0128, 1.0290, 0.0229)>
    Rotation: <Euler (x=0.3761, y=-0.3926, z=-0.0232), order='XYZ'>
    Matrix:
      <Vector (0.9237, -0.1190, -0.3643, -0.0128)>
      <Vector (-0.0214, 0.9331, -0.3590, 1.0290)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0251, 1.1251, 0.0579)>
    Rotation: <Euler (x=0.5210, y=-0.4217, z=-0.0220), order='XYZ'>
    Matrix:
      <Vector (0.9122, -0.1846, -0.3659, -0.0251)>
      <Vector (-0.0201, 0.8716, -0.4898, 1.1251)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0465, 1.2262, 0.1105)>
    Rotation: <Euler (x=0.4347, y=-0.3499, z=-0.0249), order='XYZ'>
    Matrix:
      <Vector (0.9391, -0.1218, -0.3213, -0.0465)>
      <Vector (-0.0233, 0.9103, -0.4133, 1.2262)>
      <Vector (0.3428, 0.3956, 0.8520, 0.1105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0635, 1.3147, 0.1630)>
    Rotation: <Euler (x=0.0479, y=-0.0598, z=-0.0284), order='XYZ'>
    Matrix:
      <Vector (0.9978, 0.0255, -0.0610, -0.0635)>
      <Vector (-0.0283, 0.9985, -0.0462, 1.3147)>
      <Vector (0.0598, 0.0478, 0.9971, 0.1630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0593, 1.5528, 0.2059)>
    Rotation: <Euler (x=0.0479, y=-0.0598, z=-0.0284), order='XYZ'>
    Matrix:
      <Vector (0.9978, 0.0255, -0.0610, -0.0593)>
      <Vector (-0.0283, 0.9985, -0.0462, 1.5528)>
      <Vector (0.0598, 0.0478, 0.9971, 0.2059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0209, 1.2109, 0.1297)>
    Rotation: <Euler (x=-0.1848, y=2.1618, z=-2.0272), order='XYZ'>
    Matrix:
      <Vector (0.2455, 0.9496, -0.1948, 0.0209)>
      <Vector (0.5002, -0.2962, -0.8137, 1.2109)>
      <Vector (-0.8304, 0.1024, -0.5477, 0.1297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1551, 1.1691, 0.1441)>
    Rotation: <Euler (x=-3.1362, y=0.8305, z=0.4490), order='XYZ'>
    Matrix:
      <Vector (0.6076, 0.4305, -0.6674, 0.1551)>
      <Vector (0.2928, -0.9026, -0.3156, 1.1691)>
      <Vector (-0.7383, -0.0037, -0.6745, 0.1441)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2384, 0.9944, 0.1434)>
    Rotation: <Euler (x=2.3477, y=0.1406, z=-1.0412), order='XYZ'>
    Matrix:
      <Vector (0.5002, -0.5545, -0.6650, 0.2384)>
      <Vector (-0.8545, -0.4405, -0.2755, 0.9944)>
      <Vector (-0.1402, 0.7060, -0.6942, 0.1434)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.0933, 0.8791, 0.3282)>
    Rotation: <Euler (x=2.0061, y=0.0267, z=-0.6999), order='XYZ'>
    Matrix:
      <Vector (0.7646, -0.2531, -0.5926, 0.0933)>
      <Vector (-0.6439, -0.3382, -0.6863, 0.8791)>
      <Vector (-0.0267, 0.9064, -0.4216, 0.3282)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0570, 0.8761, 0.3612)>
    Rotation: <Euler (x=2.5309, y=-0.6682, z=-1.0757), order='XYZ'>
    Matrix:
      <Vector (0.3730, -0.8897, -0.2634, 0.0570)>
      <Vector (-0.6907, -0.0767, -0.7191, 0.8761)>
      <Vector (0.6195, 0.4501, -0.6431, 0.3612)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0214, 0.8746, 0.3775)>
    Rotation: <Euler (x=2.3684, y=-0.2978, z=-0.7888), order='XYZ'>
    Matrix:
      <Vector (0.6737, -0.6522, -0.3475, 0.0214)>
      <Vector (-0.6782, -0.3590, -0.6412, 0.8746)>
      <Vector (0.2934, 0.6677, -0.6842, 0.3775)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0007, 0.8624, 0.3995)>
    Rotation: <Euler (x=2.2900, y=-0.1273, z=-0.7083), order='XYZ'>
    Matrix:
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      <Vector (-0.6453, -0.4381, -0.6258, 0.8624)>
      <Vector (0.1270, 0.7463, -0.6534, 0.3995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0106, 0.8508, 0.4179)>
    Rotation: <Euler (x=2.2900, y=-0.1273, z=-0.7083), order='XYZ'>
    Matrix:
      <Vector (0.7533, -0.5011, -0.4259, -0.0106)>
      <Vector (-0.6453, -0.4381, -0.6258, 0.8508)>
      <Vector (0.1270, 0.7463, -0.6534, 0.4179)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0375, 0.8642, 0.4336)>
    Rotation: <Euler (x=2.4630, y=-0.0220, z=-0.7139), order='XYZ'>
    Matrix:
      <Vector (0.7556, -0.5202, -0.3981, 0.0375)>
      <Vector (-0.6547, -0.5793, -0.4856, 0.8642)>
      <Vector (0.0220, 0.6276, -0.7782, 0.4336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0224, 0.8471, 0.4520)>
    Rotation: <Euler (x=2.9328, y=0.0131, z=-0.6455), order='XYZ'>
    Matrix:
      <Vector (0.7987, -0.5863, -0.1349, 0.0224)>
      <Vector (-0.6015, -0.7831, -0.1578, 0.8471)>
      <Vector (-0.0131, 0.2072, -0.9782, 0.4520)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0051, 0.8238, 0.4581)>
    Rotation: <Euler (x=-3.1144, y=0.0189, z=-0.5897), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8305, 0.0331, 0.8238)>
      <Vector (-0.0188, -0.0272, -0.9995, 0.4581)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0081, 0.8048, 0.4575)>
    Rotation: <Euler (x=-3.1144, y=0.0189, z=-0.5897), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8305, 0.0331, 0.8048)>
      <Vector (-0.0188, -0.0272, -0.9995, 0.4575)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0553, 0.8490, 0.4320)>
    Rotation: <Euler (x=2.4627, y=-0.0192, z=-0.7145), order='XYZ'>
    Matrix:
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      <Vector (-0.6551, -0.5800, -0.4841, 0.8490)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0380, 0.8292, 0.4532)>
    Rotation: <Euler (x=2.9328, y=0.0160, z=-0.6455), order='XYZ'>
    Matrix:
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      <Vector (-0.6015, -0.7834, -0.1561, 0.8292)>
      <Vector (-0.0160, 0.2072, -0.9782, 0.4532)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0175, 0.8017, 0.4605)>
    Rotation: <Euler (x=-3.1144, y=0.0215, z=-0.5916), order='XYZ'>
    Matrix:
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      <Vector (-0.5575, -0.8294, 0.0346, 0.8017)>
      <Vector (-0.0215, -0.0272, -0.9994, 0.4605)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0026, 0.7802, 0.4598)>
    Rotation: <Euler (x=-3.1144, y=0.0215, z=-0.5916), order='XYZ'>
    Matrix:
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      <Vector (-0.5575, -0.8294, 0.0346, 0.7802)>
      <Vector (-0.0215, -0.0272, -0.9994, 0.4598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0749, 0.8333, 0.4314)>
    Rotation: <Euler (x=2.4629, y=-0.0180, z=-0.7125), order='XYZ'>
    Matrix:
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      <Vector (-0.6536, -0.5816, -0.4842, 0.8333)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0596, 0.8157, 0.4502)>
    Rotation: <Euler (x=2.9329, y=0.0164, z=-0.6427), order='XYZ'>
    Matrix:
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      <Vector (-0.5993, -0.7851, -0.1562, 0.8157)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0426, 0.7929, 0.4563)>
    Rotation: <Euler (x=-3.1146, y=0.0201, z=-0.5982), order='XYZ'>
    Matrix:
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      <Vector (-0.5631, -0.8257, 0.0337, 0.7929)>
      <Vector (-0.0201, -0.0270, -0.9994, 0.4563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0295, 0.7741, 0.4557)>
    Rotation: <Euler (x=-3.1146, y=0.0201, z=-0.5982), order='XYZ'>
    Matrix:
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      <Vector (-0.0201, -0.0270, -0.9994, 0.4557)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0946, 0.8214, 0.4273)>
    Rotation: <Euler (x=2.4520, y=0.0361, z=-0.6573), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0815, 0.8034, 0.4456)>
    Rotation: <Euler (x=2.9330, y=0.0249, z=-0.6399), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0686, 0.7860, 0.4502)>
    Rotation: <Euler (x=-3.1149, y=0.0276, z=-0.6129), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0592, 0.7725, 0.4497)>
    Rotation: <Euler (x=-3.1149, y=0.0276, z=-0.6129), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1074, 1.2120, 0.0753)>
    Rotation: <Euler (x=0.9957, y=-2.1866, z=1.0993), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2198, 1.1607, 0.0068)>
    Rotation: <Euler (x=-1.4216, y=-1.3851, z=-1.8587), order='XYZ'>
    Matrix:
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      <Vector (-0.1770, -0.9741, -0.1407, 1.1607)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2456, 0.9718, -0.0286)>
    Rotation: <Euler (x=1.5596, y=-0.1869, z=1.4589), order='XYZ'>
    Matrix:
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      <Vector (0.9764, -0.1834, -0.1137, 0.9718)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2540, 0.9238, 0.2285)>
    Rotation: <Euler (x=1.6411, y=-0.3735, z=0.9429), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2385, 0.9249, 0.2726)>
    Rotation: <Euler (x=2.0232, y=0.4252, z=0.9947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2167, 0.9286, 0.3026)>
    Rotation: <Euler (x=1.9984, y=-0.0628, z=0.8959), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2074, 0.9184, 0.3324)>
    Rotation: <Euler (x=1.9432, y=-0.2171, z=0.8925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2038, 0.9072, 0.3568)>
    Rotation: <Euler (x=1.9432, y=-0.2171, z=0.8925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2530, 0.9130, 0.3462)>
    Rotation: <Euler (x=2.0999, y=-0.3172, z=0.9375), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2457, 0.8972, 0.3709)>
    Rotation: <Euler (x=2.5878, y=-0.3682, z=0.8876), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2297, 0.8769, 0.3854)>
    Rotation: <Euler (x=2.8407, y=-0.3888, z=0.8408), order='XYZ'>
    Matrix:
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      <Vector (0.6896, -0.7206, 0.0721, 0.8769)>
      <Vector (0.3791, 0.2743, -0.8838, 0.3854)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2149, 0.8606, 0.3918)>
    Rotation: <Euler (x=2.8407, y=-0.3888, z=0.8408), order='XYZ'>
    Matrix:
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      <Vector (0.6896, -0.7206, 0.0721, 0.8606)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2660, 0.8945, 0.3416)>
    Rotation: <Euler (x=2.1000, y=-0.3250, z=0.9373), order='XYZ'>
    Matrix:
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      <Vector (0.7638, -0.5210, -0.3811, 0.8945)>
      <Vector (0.3193, 0.8180, -0.4784, 0.3416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2583, 0.8778, 0.3677)>
    Rotation: <Euler (x=2.5880, y=-0.3740, z=0.8873), order='XYZ'>
    Matrix:
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      <Vector (0.7217, -0.6861, -0.0911, 0.8778)>
      <Vector (0.3654, 0.4894, -0.7918, 0.3677)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2398, 0.8542, 0.3845)>
    Rotation: <Euler (x=2.8382, y=-0.3911, z=0.8473), order='XYZ'>
    Matrix:
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      <Vector (0.6929, -0.7171, 0.0749, 0.8542)>
      <Vector (0.3812, 0.2762, -0.8823, 0.3845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2239, 0.8366, 0.3914)>
    Rotation: <Euler (x=2.8382, y=-0.3911, z=0.8473), order='XYZ'>
    Matrix:
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      <Vector (0.6929, -0.7171, 0.0749, 0.8366)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2793, 0.8750, 0.3329)>
    Rotation: <Euler (x=2.1003, y=-0.3199, z=0.9364), order='XYZ'>
    Matrix:
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      <Vector (0.7646, -0.5179, -0.3836, 0.8750)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2725, 0.8603, 0.3559)>
    Rotation: <Euler (x=2.5899, y=-0.3730, z=0.8820), order='XYZ'>
    Matrix:
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      <Vector (0.7189, -0.6887, -0.0936, 0.8603)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2576, 0.8412, 0.3695)>
    Rotation: <Euler (x=2.8373, y=-0.3858, z=0.8498), order='XYZ'>
    Matrix:
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      <Vector (0.6960, -0.7145, 0.0718, 0.8412)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2424, 0.8245, 0.3760)>
    Rotation: <Euler (x=2.8373, y=-0.3858, z=0.8498), order='XYZ'>
    Matrix:
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      <Vector (0.6960, -0.7145, 0.0718, 0.8245)>
      <Vector (0.3763, 0.2776, -0.8839, 0.3760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2923, 0.8613, 0.3182)>
    Rotation: <Euler (x=2.1001, y=-0.3240, z=0.9370), order='XYZ'>
    Matrix:
      <Vector (0.5613, 0.2441, 0.7908, -0.2923)>
      <Vector (0.7639, -0.5205, -0.3816, 0.8613)>
      <Vector (0.3184, 0.8183, -0.4786, 0.3182)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2859, 0.8476, 0.3397)>
    Rotation: <Euler (x=2.5906, y=-0.3779, z=0.8801), order='XYZ'>
    Matrix:
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      <Vector (0.7164, -0.6917, -0.0912, 0.8476)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2719, 0.8297, 0.3524)>
    Rotation: <Euler (x=2.8326, y=-0.3853, z=0.8621), order='XYZ'>
    Matrix:
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      <Vector (0.7035, -0.7068, 0.0739, 0.8297)>
      <Vector (0.3758, 0.2818, -0.8828, 0.3524)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2624, 0.8192, 0.3565)>
    Rotation: <Euler (x=2.8326, y=-0.3853, z=0.8621), order='XYZ'>
    Matrix:
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      <Vector (0.7035, -0.7068, 0.0739, 0.8192)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1001, 0.8200, 0.0138)>
    Rotation: <Euler (x=0.7213, y=-0.0259, z=-2.8914), order='XYZ'>
    Matrix:
      <Vector (-0.9685, 0.2025, -0.1447, 0.1001)>
      <Vector (-0.2475, -0.7233, 0.6446, 0.8200)>
      <Vector (0.0259, 0.6602, 0.7507, 0.0138)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1843, 0.5195, 0.2881)>
    Rotation: <Euler (x=-0.1440, y=-0.1615, z=-2.8546), order='XYZ'>
    Matrix:
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      <Vector (-0.2794, -0.9557, -0.0926, 0.5195)>
      <Vector (0.1608, -0.1416, 0.9768, 0.2881)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2947, 0.1106, 0.2276)>
    Rotation: <Euler (x=0.8669, y=-0.1515, z=-3.0052), order='XYZ'>
    Matrix:
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      <Vector (-0.1345, -0.6255, 0.7685, 0.1106)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0011, 0.3595)>
    Rotation: <Euler (x=-1.5269, y=-2.8901, z=0.0134), order='XYZ'>
    Matrix:
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      <Vector (-0.0130, 0.0472, 0.9988, 0.0011)>
      <Vector (0.2488, 0.9676, -0.0425, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0047, 0.4324)>
    Rotation: <Euler (x=-1.5269, y=-2.8901, z=0.0134), order='XYZ'>
    Matrix:
      <Vector (-0.9685, 0.2480, -0.0243, 0.3487)>
      <Vector (-0.0130, 0.0472, 0.9988, 0.0047)>
      <Vector (0.2488, 0.9676, -0.0425, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1081, 0.8268, -0.0549)>
    Rotation: <Euler (x=0.5260, y=0.6520, z=2.8844), order='XYZ'>
    Matrix:
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      <Vector (0.2022, -0.7589, 0.6190, 0.8268)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3219, 0.5114, 0.1110)>
    Rotation: <Euler (x=-0.5206, y=0.7904, z=2.8625), order='XYZ'>
    Matrix:
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      <Vector (0.1938, -0.9313, -0.3083, 0.5114)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7758, y=0.7948, z=2.9394), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2433, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2433, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 67
  Bone: mixamorig:Hips
    Location: <Vector (-0.0051, 0.8636, -0.0075)>
    Rotation: <Euler (x=0.2009, y=-0.3466, z=-0.0386), order='XYZ'>
    Matrix:
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      <Vector (-0.0363, 0.9818, -0.1865, 0.8636)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0069, 0.9398, 0.0054)>
    Rotation: <Euler (x=0.2317, y=-0.3669, z=-0.0299), order='XYZ'>
    Matrix:
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      <Vector (-0.0279, 0.9753, -0.2190, 0.9398)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0117, 1.0278, 0.0247)>
    Rotation: <Euler (x=0.3733, y=-0.3970, z=-0.0221), order='XYZ'>
    Matrix:
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      <Vector (-0.0204, 0.9340, -0.3567, 1.0278)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0241, 1.1240, 0.0593)>
    Rotation: <Euler (x=0.5171, y=-0.4266, z=-0.0194), order='XYZ'>
    Matrix:
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      <Vector (-0.0177, 0.8731, -0.4873, 1.1240)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0458, 1.2252, 0.1115)>
    Rotation: <Euler (x=0.4283, y=-0.3560, z=-0.0219), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.9126, -0.4083, 1.2252)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0631, 1.3141, 0.1634)>
    Rotation: <Euler (x=0.0486, y=-0.0669, z=-0.0329), order='XYZ'>
    Matrix:
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      <Vector (-0.0328, 0.9984, -0.0464, 1.3141)>
      <Vector (0.0669, 0.0485, 0.9966, 0.1634)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0582, 1.5521, 0.2064)>
    Rotation: <Euler (x=0.0486, y=-0.0669, z=-0.0329), order='XYZ'>
    Matrix:
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      <Vector (-0.0328, 0.9984, -0.0464, 1.5521)>
      <Vector (0.0669, 0.0485, 0.9966, 0.2064)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0216, 1.2101, 0.1310)>
    Rotation: <Euler (x=-0.1953, y=2.1605, z=-2.0349), order='XYZ'>
    Matrix:
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      <Vector (0.4973, -0.2948, -0.8159, 1.2101)>
      <Vector (-0.8311, 0.1079, -0.5455, 0.1310)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1557, 1.1684, 0.1463)>
    Rotation: <Euler (x=-3.1384, y=0.8267, z=0.4473), order='XYZ'>
    Matrix:
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      <Vector (0.2930, -0.9026, -0.3154, 1.1684)>
      <Vector (-0.7357, -0.0022, -0.6773, 0.1463)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2390, 0.9938, 0.1459)>
    Rotation: <Euler (x=2.3513, y=0.1380, z=-1.0416), order='XYZ'>
    Matrix:
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      <Vector (-0.8550, -0.4396, -0.2752, 0.9938)>
      <Vector (-0.1375, 0.7038, -0.6970, 0.1459)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.0929, 0.8787, 0.3301)>
    Rotation: <Euler (x=2.0081, y=0.0211, z=-0.7006), order='XYZ'>
    Matrix:
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      <Vector (-0.6445, -0.3360, -0.6868, 0.8787)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0565, 0.8758, 0.3628)>
    Rotation: <Euler (x=2.5358, y=-0.6726, z=-1.0795), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0208, 0.8743, 0.3790)>
    Rotation: <Euler (x=2.3709, y=-0.3032, z=-0.7903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (-0.0001, 0.8622, 0.4009)>
    Rotation: <Euler (x=2.2919, y=-0.1329, z=-0.7094), order='XYZ'>
    Matrix:
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      <Vector (-0.6456, -0.4362, -0.6269, 0.8622)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0114, 0.8507, 0.4192)>
    Rotation: <Euler (x=2.2919, y=-0.1329, z=-0.7094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0365, 0.8640, 0.4351)>
    Rotation: <Euler (x=2.4650, y=-0.0276, z=-0.7148), order='XYZ'>
    Matrix:
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      <Vector (-0.6552, -0.5776, -0.4870, 0.8640)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0214, 0.8469, 0.4535)>
    Rotation: <Euler (x=2.9345, y=0.0075, z=-0.6462), order='XYZ'>
    Matrix:
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      <Vector (-0.6022, -0.7822, -0.1598, 0.8469)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0040, 0.8237, 0.4596)>
    Rotation: <Euler (x=-3.1131, y=0.0131, z=-0.5905), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0092, 0.8047, 0.4589)>
    Rotation: <Euler (x=-3.1131, y=0.0131, z=-0.5905), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0543, 0.8488, 0.4337)>
    Rotation: <Euler (x=2.4647, y=-0.0248, z=-0.7153), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0369, 0.8291, 0.4548)>
    Rotation: <Euler (x=2.9344, y=0.0103, z=-0.6463), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0163, 0.8016, 0.4621)>
    Rotation: <Euler (x=-3.1131, y=0.0158, z=-0.5923), order='XYZ'>
    Matrix:
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      <Vector (-0.5582, -0.8291, 0.0324, 0.8016)>
      <Vector (-0.0158, -0.0285, -0.9995, 0.4621)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0015, 0.7802, 0.4613)>
    Rotation: <Euler (x=-3.1131, y=0.0158, z=-0.5923), order='XYZ'>
    Matrix:
      <Vector (0.8295, -0.5584, 0.0028, 0.0015)>
      <Vector (-0.5582, -0.8291, 0.0324, 0.7802)>
      <Vector (-0.0158, -0.0285, -0.9995, 0.4613)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0740, 0.8332, 0.4332)>
    Rotation: <Euler (x=2.4649, y=-0.0236, z=-0.7133), order='XYZ'>
    Matrix:
      <Vector (0.7560, -0.5214, -0.3959, 0.0740)>
      <Vector (-0.6542, -0.5799, -0.4856, 0.8332)>
      <Vector (0.0236, 0.6260, -0.7794, 0.4332)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0585, 0.8156, 0.4520)>
    Rotation: <Euler (x=2.9345, y=0.0107, z=-0.6435), order='XYZ'>
    Matrix:
      <Vector (0.8000, -0.5854, -0.1318, 0.0585)>
      <Vector (-0.5999, -0.7843, -0.1582, 0.8156)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0415, 0.7928, 0.4580)>
    Rotation: <Euler (x=-3.1132, y=0.0144, z=-0.5990), order='XYZ'>
    Matrix:
      <Vector (0.8258, -0.5639, 0.0041, 0.0415)>
      <Vector (-0.5637, -0.8254, 0.0315, 0.7928)>
      <Vector (-0.0144, -0.0284, -0.9995, 0.4580)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0284, 0.7740, 0.4574)>
    Rotation: <Euler (x=-3.1132, y=0.0144, z=-0.5990), order='XYZ'>
    Matrix:
      <Vector (0.8258, -0.5639, 0.0041, 0.0284)>
      <Vector (-0.5637, -0.8254, 0.0315, 0.7740)>
      <Vector (-0.0144, -0.0284, -0.9995, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0936, 0.8212, 0.4292)>
    Rotation: <Euler (x=2.4536, y=0.0305, z=-0.6580), order='XYZ'>
    Matrix:
      <Vector (0.7908, -0.4571, -0.4069, 0.0936)>
      <Vector (-0.6113, -0.6231, -0.4880, 0.8212)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0805, 0.8032, 0.4475)>
    Rotation: <Euler (x=2.9345, y=0.0192, z=-0.6406), order='XYZ'>
    Matrix:
      <Vector (0.8016, -0.5818, -0.1379, 0.0805)>
      <Vector (-0.5976, -0.7870, -0.1536, 0.8032)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0675, 0.7858, 0.4521)>
    Rotation: <Euler (x=-3.1135, y=0.0219, z=-0.6136), order='XYZ'>
    Matrix:
      <Vector (0.8174, -0.5761, -0.0017, 0.0675)>
      <Vector (-0.5757, -0.8169, 0.0356, 0.7858)>
      <Vector (-0.0219, -0.0281, -0.9994, 0.4521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0581, 0.7723, 0.4516)>
    Rotation: <Euler (x=-3.1135, y=0.0219, z=-0.6136), order='XYZ'>
    Matrix:
      <Vector (0.8174, -0.5761, -0.0017, 0.0581)>
      <Vector (-0.5757, -0.8169, 0.0356, 0.7723)>
      <Vector (-0.0219, -0.0281, -0.9994, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1065, 1.2109, 0.0760)>
    Rotation: <Euler (x=1.0038, y=-2.1853, z=1.0917), order='XYZ'>
    Matrix:
      <Vector (-0.2658, -0.7943, 0.5462, -0.1065)>
      <Vector (-0.5117, -0.3640, -0.7783, 1.2109)>
      <Vector (0.8170, -0.4864, -0.3097, 0.0760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2187, 1.1594, 0.0073)>
    Rotation: <Euler (x=-1.4070, y=-1.3858, z=-1.8764), order='XYZ'>
    Matrix:
      <Vector (-0.0553, -0.1363, 0.9891, -0.2187)>
      <Vector (-0.1754, -0.9739, -0.1440, 1.1594)>
      <Vector (0.9829, -0.1815, 0.0300, 0.0073)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2451, 0.9706, -0.0279)>
    Rotation: <Euler (x=1.5571, y=-0.1842, z=1.4560), order='XYZ'>
    Matrix:
      <Vector (0.1126, -0.0346, 0.9930, -0.2451)>
      <Vector (0.9766, -0.1804, -0.1170, 0.9706)>
      <Vector (0.1832, 0.9830, 0.0134, -0.0279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2542, 0.9234, 0.2293)>
    Rotation: <Euler (x=1.6346, y=-0.3737, z=0.9525), order='XYZ'>
    Matrix:
      <Vector (0.5397, -0.1592, 0.8267, -0.2542)>
      <Vector (0.7586, -0.3338, -0.5595, 0.9234)>
      <Vector (0.3650, 0.9291, -0.0593, 0.2293)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2390, 0.9247, 0.2735)>
    Rotation: <Euler (x=2.0166, y=0.4253, z=0.9991), order='XYZ'>
    Matrix:
      <Vector (0.4929, 0.5640, 0.6625, -0.2390)>
      <Vector (0.7660, 0.0798, -0.6378, 0.9247)>
      <Vector (-0.4126, 0.8219, -0.3928, 0.2735)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2173, 0.9286, 0.3036)>
    Rotation: <Euler (x=1.9924, y=-0.0633, z=0.9034), order='XYZ'>
    Matrix:
      <Vector (0.6177, 0.2857, 0.7327, -0.2173)>
      <Vector (0.7839, -0.2986, -0.5444, 0.9286)>
      <Vector (0.0633, 0.9106, -0.4084, 0.3036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2081, 0.9187, 0.3335)>
    Rotation: <Euler (x=1.9370, y=-0.2176, z=0.9010), order='XYZ'>
    Matrix:
      <Vector (0.6062, 0.1556, 0.7799, -0.2081)>
      <Vector (0.7655, -0.3803, -0.5191, 0.9187)>
      <Vector (0.2159, 0.9117, -0.3496, 0.3335)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2045, 0.9076, 0.3579)>
    Rotation: <Euler (x=1.9370, y=-0.2176, z=0.9010), order='XYZ'>
    Matrix:
      <Vector (0.6062, 0.1556, 0.7799, -0.2045)>
      <Vector (0.7655, -0.3803, -0.5191, 0.9076)>
      <Vector (0.2159, 0.9117, -0.3496, 0.3579)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2537, 0.9129, 0.3471)>
    Rotation: <Euler (x=2.0936, y=-0.3174, z=0.9466), order='XYZ'>
    Matrix:
      <Vector (0.5553, 0.2471, 0.7941, -0.2537)>
      <Vector (0.7709, -0.5112, -0.3799, 0.9129)>
      <Vector (0.3121, 0.8232, -0.4743, 0.3471)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2464, 0.8973, 0.3718)>
    Rotation: <Euler (x=2.5814, y=-0.3687, z=0.8971), order='XYZ'>
    Matrix:
      <Vector (0.5819, 0.5426, 0.6058, -0.2464)>
      <Vector (0.7290, -0.6782, -0.0929, 0.8973)>
      <Vector (0.3604, 0.4957, -0.7902, 0.3718)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2303, 0.8771, 0.3865)>
    Rotation: <Euler (x=2.8342, y=-0.3896, z=0.8504), order='XYZ'>
    Matrix:
      <Vector (0.6103, 0.6405, 0.4662, -0.2303)>
      <Vector (0.6952, -0.7151, 0.0724, 0.8771)>
      <Vector (0.3798, 0.2799, -0.8817, 0.3865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2155, 0.8610, 0.3930)>
    Rotation: <Euler (x=2.8342, y=-0.3896, z=0.8504), order='XYZ'>
    Matrix:
      <Vector (0.6103, 0.6405, 0.4662, -0.2155)>
      <Vector (0.6952, -0.7151, 0.0724, 0.8610)>
      <Vector (0.3798, 0.2799, -0.8817, 0.3930)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2666, 0.8944, 0.3425)>
    Rotation: <Euler (x=2.0936, y=-0.3252, z=0.9465), order='XYZ'>
    Matrix:
      <Vector (0.5539, 0.2433, 0.7962, -0.2666)>
      <Vector (0.7688, -0.5165, -0.3770, 0.8944)>
      <Vector (0.3195, 0.8210, -0.4731, 0.3425)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2589, 0.8778, 0.3687)>
    Rotation: <Euler (x=2.5815, y=-0.3745, z=0.8968), order='XYZ'>
    Matrix:
      <Vector (0.5809, 0.5406, 0.6085, -0.2589)>
      <Vector (0.7272, -0.6806, -0.0894, 0.8778)>
      <Vector (0.3658, 0.4945, -0.7885, 0.3687)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2403, 0.8544, 0.3856)>
    Rotation: <Euler (x=2.8317, y=-0.3918, z=0.8569), order='XYZ'>
    Matrix:
      <Vector (0.6052, 0.6436, 0.4686, -0.2403)>
      <Vector (0.6985, -0.7116, 0.0752, 0.8544)>
      <Vector (0.3819, 0.2818, -0.8802, 0.3856)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2243, 0.8369, 0.3927)>
    Rotation: <Euler (x=2.8317, y=-0.3918, z=0.8569), order='XYZ'>
    Matrix:
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      <Vector (0.6985, -0.7116, 0.0752, 0.8369)>
      <Vector (0.3819, 0.2818, -0.8802, 0.3927)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2796, 0.8747, 0.3338)>
    Rotation: <Euler (x=2.0939, y=-0.3201, z=0.9455), order='XYZ'>
    Matrix:
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      <Vector (0.7696, -0.5134, -0.3796, 0.8747)>
      <Vector (0.3146, 0.8223, -0.4742, 0.3338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2728, 0.8601, 0.3568)>
    Rotation: <Euler (x=2.5834, y=-0.3735, z=0.8915), order='XYZ'>
    Matrix:
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      <Vector (0.7244, -0.6832, -0.0919, 0.8601)>
      <Vector (0.3649, 0.4931, -0.7897, 0.3568)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2579, 0.8412, 0.3705)>
    Rotation: <Euler (x=2.8308, y=-0.3865, z=0.8594), order='XYZ'>
    Matrix:
      <Vector (0.6047, 0.6459, 0.4660, -0.2579)>
      <Vector (0.7016, -0.7089, 0.0722, 0.8412)>
      <Vector (0.3770, 0.2833, -0.8818, 0.3705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2427, 0.8247, 0.3772)>
    Rotation: <Euler (x=2.8308, y=-0.3865, z=0.8594), order='XYZ'>
    Matrix:
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      <Vector (0.7016, -0.7089, 0.0722, 0.8247)>
      <Vector (0.3770, 0.2833, -0.8818, 0.3772)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2924, 0.8608, 0.3191)>
    Rotation: <Euler (x=2.0937, y=-0.3243, z=0.9462), order='XYZ'>
    Matrix:
      <Vector (0.5543, 0.2437, 0.7959, -0.2924)>
      <Vector (0.7689, -0.5159, -0.3776, 0.8608)>
      <Vector (0.3186, 0.8212, -0.4733, 0.3191)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2861, 0.8473, 0.3406)>
    Rotation: <Euler (x=2.5841, y=-0.3785, z=0.8896), order='XYZ'>
    Matrix:
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      <Vector (0.7219, -0.6862, -0.0896, 0.8473)>
      <Vector (0.3695, 0.4916, -0.7885, 0.3406)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2721, 0.8296, 0.3534)>
    Rotation: <Euler (x=2.8261, y=-0.3860, z=0.8717), order='XYZ'>
    Matrix:
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      <Vector (0.7091, -0.7012, 0.0743, 0.8296)>
      <Vector (0.3764, 0.2874, -0.8807, 0.3534)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2625, 0.8191, 0.3576)>
    Rotation: <Euler (x=2.8261, y=-0.3860, z=0.8717), order='XYZ'>
    Matrix:
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      <Vector (0.7091, -0.7012, 0.0743, 0.8191)>
      <Vector (0.3764, 0.2874, -0.8807, 0.3576)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1011, 0.8186, 0.0163)>
    Rotation: <Euler (x=0.7251, y=-0.0263, z=-2.8912), order='XYZ'>
    Matrix:
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      <Vector (-0.2477, -0.7208, 0.6474, 0.8186)>
      <Vector (0.0263, 0.6630, 0.7482, 0.0163)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1852, 0.5191, 0.2918)>
    Rotation: <Euler (x=-0.1525, y=-0.1600, z=-2.8549), order='XYZ'>
    Matrix:
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      <Vector (-0.2792, -0.9549, -0.1012, 0.5191)>
      <Vector (0.1594, -0.1500, 0.9758, 0.2918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1106, 0.2276)>
    Rotation: <Euler (x=0.8661, y=-0.1513, z=-3.0065), order='XYZ'>
    Matrix:
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      <Vector (-0.1331, -0.6265, 0.7680, 0.1106)>
      <Vector (0.1508, 0.7531, 0.6404, 0.2276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0010, 0.3595)>
    Rotation: <Euler (x=-1.5278, y=-2.8902, z=0.0121), order='XYZ'>
    Matrix:
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      <Vector (-0.0118, 0.0460, 0.9989, 0.0010)>
      <Vector (0.2487, 0.9677, -0.0416, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0044, 0.4324)>
    Rotation: <Euler (x=-1.5278, y=-2.8902, z=0.0121), order='XYZ'>
    Matrix:
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      <Vector (-0.0118, 0.0460, 0.9989, 0.0044)>
      <Vector (0.2487, 0.9677, -0.0416, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1068, 0.8256, -0.0532)>
    Rotation: <Euler (x=0.5266, y=0.6542, z=2.8824), order='XYZ'>
    Matrix:
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      <Vector (0.2033, -0.7573, 0.6206, 0.8256)>
      <Vector (-0.6085, 0.3989, 0.6860, -0.0532)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3217, 0.5108, 0.1126)>
    Rotation: <Euler (x=-0.5262, y=0.7902, z=2.8579), order='XYZ'>
    Matrix:
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      <Vector (0.1970, -0.9300, -0.3102, 0.5108)>
      <Vector (-0.7105, -0.3535, 0.6085, 0.1126)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7755, y=0.7959, z=2.9392), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7145, 0.4898, 0.4996, -0.0398)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2422, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6218, -0.7819, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7830, 0.6220, -0.0125, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0989)>
    Rotation: <Euler (x=-1.5507, y=2.2422, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6218, -0.7819, 0.0438, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7830, 0.6220, -0.0125, 0.0989)>
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Frame: 68
  Bone: mixamorig:Hips
    Location: <Vector (-0.0035, 0.8623, -0.0051)>
    Rotation: <Euler (x=0.2001, y=-0.3507, z=-0.0385), order='XYZ'>
    Matrix:
      <Vector (0.9384, -0.0305, -0.3441, -0.0035)>
      <Vector (-0.0361, 0.9820, -0.1857, 0.8623)>
      <Vector (0.3436, 0.1867, 0.9204, -0.0051)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0053, 0.9385, 0.0077)>
    Rotation: <Euler (x=0.2306, y=-0.3713, z=-0.0300), order='XYZ'>
    Matrix:
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      <Vector (-0.0280, 0.9756, -0.2179, 0.9385)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0101, 1.0265, 0.0269)>
    Rotation: <Euler (x=0.3716, y=-0.4020, z=-0.0213), order='XYZ'>
    Matrix:
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      <Vector (-0.0196, 0.9346, -0.3552, 1.0265)>
      <Vector (0.3913, 0.3341, 0.8575, 0.0269)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0227, 1.1228, 0.0613)>
    Rotation: <Euler (x=0.5147, y=-0.4322, z=-0.0178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0448, 1.2241, 0.1132)>
    Rotation: <Euler (x=0.4228, y=-0.3629, z=-0.0196), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0625, 1.3132, 0.1644)>
    Rotation: <Euler (x=0.0490, y=-0.0744, z=-0.0365), order='XYZ'>
    Matrix:
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      <Vector (-0.0364, 0.9983, -0.0462, 1.3132)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0571, 1.5512, 0.2075)>
    Rotation: <Euler (x=0.0490, y=-0.0744, z=-0.0365), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0224, 1.2091, 0.1331)>
    Rotation: <Euler (x=-0.2060, y=2.1608, z=-2.0427), order='XYZ'>
    Matrix:
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      <Vector (0.4955, -0.2936, -0.8175, 1.2091)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1565, 1.1676, 0.1492)>
    Rotation: <Euler (x=-3.1394, y=0.8220, z=0.4477), order='XYZ'>
    Matrix:
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      <Vector (0.2947, -0.9021, -0.3151, 1.1676)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2400, 0.9930, 0.1489)>
    Rotation: <Euler (x=2.3559, y=0.1356, z=-1.0411), order='XYZ'>
    Matrix:
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      <Vector (-0.8550, -0.4397, -0.2749, 0.9930)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.0930, 0.8779, 0.3323)>
    Rotation: <Euler (x=2.0085, y=0.0152, z=-0.6997), order='XYZ'>
    Matrix:
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      <Vector (-0.6439, -0.3331, -0.6888, 0.8779)>
      <Vector (-0.0152, 0.9056, -0.4238, 0.3323)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0564, 0.8751, 0.3649)>
    Rotation: <Euler (x=2.5391, y=-0.6780, z=-1.0807), order='XYZ'>
    Matrix:
      <Vector (0.3666, -0.8942, -0.2567, 0.0564)>
      <Vector (-0.6872, -0.0743, -0.7227, 0.8751)>
      <Vector (0.6272, 0.4414, -0.6417, 0.3649)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0206, 0.8737, 0.3809)>
    Rotation: <Euler (x=2.3719, y=-0.3090, z=-0.7897), order='XYZ'>
    Matrix:
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      <Vector (-0.6765, -0.3553, -0.6451, 0.8737)>
      <Vector (0.3041, 0.6630, -0.6841, 0.3809)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (-0.0003, 0.8615, 0.4027)>
    Rotation: <Euler (x=2.2924, y=-0.1388, z=-0.7085), order='XYZ'>
    Matrix:
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      <Vector (-0.6445, -0.4340, -0.6295, 0.8615)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0117, 0.8501, 0.4211)>
    Rotation: <Euler (x=2.2924, y=-0.1388, z=-0.7085), order='XYZ'>
    Matrix:
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      <Vector (-0.6445, -0.4340, -0.6295, 0.8501)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0361, 0.8636, 0.4371)>
    Rotation: <Euler (x=2.4655, y=-0.0334, z=-0.7139), order='XYZ'>
    Matrix:
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      <Vector (-0.6544, -0.5758, -0.4900, 0.8636)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0209, 0.8465, 0.4555)>
    Rotation: <Euler (x=2.9346, y=0.0016, z=-0.6453), order='XYZ'>
    Matrix:
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      <Vector (-0.6015, -0.7820, -0.1633, 0.8465)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0035, 0.8233, 0.4616)>
    Rotation: <Euler (x=-3.1134, y=0.0072, z=-0.5896), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8307, 0.0275, 0.8233)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0096, 0.8043, 0.4609)>
    Rotation: <Euler (x=-3.1134, y=0.0072, z=-0.5896), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8307, 0.0275, 0.8043)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0540, 0.8484, 0.4358)>
    Rotation: <Euler (x=2.4652, y=-0.0306, z=-0.7145), order='XYZ'>
    Matrix:
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      <Vector (-0.6549, -0.5766, -0.4886, 0.8484)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0364, 0.8287, 0.4570)>
    Rotation: <Euler (x=2.9345, y=0.0044, z=-0.6454), order='XYZ'>
    Matrix:
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      <Vector (-0.6015, -0.7823, -0.1616, 0.8287)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0159, 0.8012, 0.4642)>
    Rotation: <Euler (x=-3.1133, y=0.0099, z=-0.5915), order='XYZ'>
    Matrix:
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      <Vector (-0.5575, -0.8296, 0.0290, 0.8012)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0010, 0.7797, 0.4635)>
    Rotation: <Euler (x=-3.1133, y=0.0099, z=-0.5915), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0736, 0.8327, 0.4355)>
    Rotation: <Euler (x=2.4654, y=-0.0295, z=-0.7125), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0581, 0.8152, 0.4543)>
    Rotation: <Euler (x=2.9346, y=0.0048, z=-0.6426), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0410, 0.7924, 0.4603)>
    Rotation: <Euler (x=-3.1134, y=0.0085, z=-0.5981), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0280, 0.7736, 0.4596)>
    Rotation: <Euler (x=-3.1134, y=0.0085, z=-0.5981), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0933, 0.8208, 0.4317)>
    Rotation: <Euler (x=2.4538, y=0.0246, z=-0.6571), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0801, 0.8029, 0.4499)>
    Rotation: <Euler (x=2.9346, y=0.0133, z=-0.6398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0671, 0.7854, 0.4545)>
    Rotation: <Euler (x=-3.1136, y=0.0160, z=-0.6127), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0577, 0.7719, 0.4541)>
    Rotation: <Euler (x=-3.1136, y=0.0160, z=-0.6127), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1053, 1.2096, 0.0773)>
    Rotation: <Euler (x=1.0118, y=-2.1857, z=1.0839), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2173, 1.1582, 0.0082)>
    Rotation: <Euler (x=-1.3943, y=-1.3859, z=-1.8925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2443, 0.9694, -0.0269)>
    Rotation: <Euler (x=1.5549, y=-0.1818, z=1.4529), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2540, 0.9229, 0.2305)>
    Rotation: <Euler (x=1.6271, y=-0.3737, z=0.9645), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2391, 0.9245, 0.2747)>
    Rotation: <Euler (x=2.0089, y=0.4256, z=1.0052), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2176, 0.9288, 0.3050)>
    Rotation: <Euler (x=1.9854, y=-0.0637, z=0.9131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2084, 0.9190, 0.3349)>
    Rotation: <Euler (x=1.9299, y=-0.2179, z=0.9118), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2049, 0.9081, 0.3594)>
    Rotation: <Euler (x=1.9299, y=-0.2179, z=0.9118), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2541, 0.9129, 0.3483)>
    Rotation: <Euler (x=2.0862, y=-0.3175, z=0.9582), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2468, 0.8975, 0.3731)>
    Rotation: <Euler (x=2.5739, y=-0.3691, z=0.9091), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2306, 0.8775, 0.3880)>
    Rotation: <Euler (x=2.8267, y=-0.3903, z=0.8625), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2157, 0.8615, 0.3946)>
    Rotation: <Euler (x=2.8267, y=-0.3903, z=0.8625), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2668, 0.8942, 0.3437)>
    Rotation: <Euler (x=2.0862, y=-0.3253, z=0.9581), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2591, 0.8778, 0.3700)>
    Rotation: <Euler (x=2.5740, y=-0.3749, z=0.9088), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2404, 0.8546, 0.3871)>
    Rotation: <Euler (x=2.8242, y=-0.3925, z=0.8690), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2243, 0.8374, 0.3943)>
    Rotation: <Euler (x=2.8242, y=-0.3925, z=0.8690), order='XYZ'>
    Matrix:
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      <Vector (0.3825, 0.2883, -0.8778, 0.3943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2796, 0.8744, 0.3350)>
    Rotation: <Euler (x=2.0866, y=-0.3201, z=0.9571), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2728, 0.8600, 0.3581)>
    Rotation: <Euler (x=2.5759, y=-0.3740, z=0.9035), order='XYZ'>
    Matrix:
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      <Vector (0.7312, -0.6763, -0.0894, 0.8600)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2577, 0.8413, 0.3720)>
    Rotation: <Euler (x=2.8233, y=-0.3872, z=0.8715), order='XYZ'>
    Matrix:
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      <Vector (0.7087, -0.7018, 0.0730, 0.8413)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2424, 0.8249, 0.3788)>
    Rotation: <Euler (x=2.8233, y=-0.3872, z=0.8715), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2922, 0.8604, 0.3203)>
    Rotation: <Euler (x=2.0863, y=-0.3243, z=0.9578), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2858, 0.8469, 0.3419)>
    Rotation: <Euler (x=2.5766, y=-0.3789, z=0.9017), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2718, 0.8294, 0.3548)>
    Rotation: <Euler (x=2.8186, y=-0.3865, z=0.8838), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2620, 0.8190, 0.3592)>
    Rotation: <Euler (x=2.8186, y=-0.3865, z=0.8838), order='XYZ'>
    Matrix:
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      <Vector (0.7161, -0.6940, 0.0751, 0.8190)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1027, 0.8173, 0.0192)>
    Rotation: <Euler (x=0.7287, y=-0.0262, z=-2.8911), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1865, 0.5188, 0.2958)>
    Rotation: <Euler (x=-0.1619, y=-0.1584, z=-2.8559), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8652, y=-0.1510, z=-3.0079), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0008, 0.3595)>
    Rotation: <Euler (x=-1.5287, y=-2.8904, z=0.0109), order='XYZ'>
    Matrix:
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      <Vector (-0.0106, 0.0448, 0.9989, 0.0008)>
      <Vector (0.2485, 0.9678, -0.0408, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0042, 0.4324)>
    Rotation: <Euler (x=-1.5287, y=-2.8904, z=0.0109), order='XYZ'>
    Matrix:
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      <Vector (-0.0106, 0.0448, 0.9989, 0.0042)>
      <Vector (0.2485, 0.9678, -0.0408, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1050, 0.8242, -0.0512)>
    Rotation: <Euler (x=0.5268, y=0.6567, z=2.8796), order='XYZ'>
    Matrix:
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      <Vector (0.2051, -0.7554, 0.6223, 0.8242)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3212, 0.5102, 0.1143)>
    Rotation: <Euler (x=-0.5326, y=0.7903, z=2.8520), order='XYZ'>
    Matrix:
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      <Vector (0.2009, -0.9286, -0.3118, 0.5102)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7750, y=0.7975, z=2.9388), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2406, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7840, 0.6207, -0.0125, 0.0500)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2406, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7840, 0.6207, -0.0125, 0.0987)>
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Frame: 69
  Bone: mixamorig:Hips
    Location: <Vector (-0.0016, 0.8611, -0.0024)>
    Rotation: <Euler (x=0.1995, y=-0.3550, z=-0.0378), order='XYZ'>
    Matrix:
      <Vector (0.9370, -0.0318, -0.3480, -0.0016)>
      <Vector (-0.0355, 0.9821, -0.1851, 0.8611)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0034, 0.9373, 0.0104)>
    Rotation: <Euler (x=0.2299, y=-0.3759, z=-0.0298), order='XYZ'>
    Matrix:
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      <Vector (-0.0277, 0.9757, -0.2171, 0.9373)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0083, 1.0252, 0.0295)>
    Rotation: <Euler (x=0.3708, y=-0.4074, z=-0.0208), order='XYZ'>
    Matrix:
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      <Vector (-0.0191, 0.9348, -0.3546, 1.0252)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0211, 1.1216, 0.0638)>
    Rotation: <Euler (x=0.5138, y=-0.4385, z=-0.0171), order='XYZ'>
    Matrix:
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      <Vector (-0.0155, 0.8743, -0.4851, 1.1216)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0436, 1.2229, 0.1154)>
    Rotation: <Euler (x=0.4187, y=-0.3699, z=-0.0181), order='XYZ'>
    Matrix:
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      <Vector (-0.0169, 0.9161, -0.4005, 1.2229)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0616, 1.3122, 0.1661)>
    Rotation: <Euler (x=0.0478, y=-0.0810, z=-0.0384), order='XYZ'>
    Matrix:
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      <Vector (-0.0383, 0.9983, -0.0446, 1.3122)>
      <Vector (0.0809, 0.0476, 0.9956, 0.1661)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0560, 1.5503, 0.2089)>
    Rotation: <Euler (x=0.0478, y=-0.0810, z=-0.0384), order='XYZ'>
    Matrix:
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      <Vector (-0.0383, 0.9983, -0.0446, 1.5503)>
      <Vector (0.0809, 0.0476, 0.9956, 0.2089)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0236, 1.2079, 0.1357)>
    Rotation: <Euler (x=-0.2172, y=2.1625, z=-2.0509), order='XYZ'>
    Matrix:
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      <Vector (0.4947, -0.2924, -0.8184, 1.2079)>
      <Vector (-0.8300, 0.1202, -0.5447, 0.1357)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1576, 1.1666, 0.1527)>
    Rotation: <Euler (x=-3.1399, y=0.8163, z=0.4495), order='XYZ'>
    Matrix:
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      <Vector (0.2976, -0.9012, -0.3150, 1.1666)>
      <Vector (-0.7286, -0.0012, -0.6849, 0.1527)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2415, 0.9922, 0.1525)>
    Rotation: <Euler (x=2.3615, y=0.1334, z=-1.0397), order='XYZ'>
    Matrix:
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      <Vector (-0.8546, -0.4407, -0.2748, 0.9922)>
      <Vector (-0.1330, 0.6971, -0.7045, 0.1525)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.0934, 0.8769, 0.3349)>
    Rotation: <Euler (x=2.0061, y=0.0092, z=-0.6965), order='XYZ'>
    Matrix:
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      <Vector (-0.6415, -0.3289, -0.6931, 0.8769)>
      <Vector (-0.0092, 0.9067, -0.4217, 0.3349)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0568, 0.8741, 0.3675)>
    Rotation: <Euler (x=2.5392, y=-0.6844, z=-1.0774), order='XYZ'>
    Matrix:
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      <Vector (-0.6824, -0.0747, -0.7271, 0.8741)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0209, 0.8726, 0.3833)>
    Rotation: <Euler (x=2.3700, y=-0.3152, z=-0.7859), order='XYZ'>
    Matrix:
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      <Vector (-0.6726, -0.3537, -0.6500, 0.8726)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (-0.0000, 0.8606, 0.4052)>
    Rotation: <Euler (x=2.2901, y=-0.1448, z=-0.7050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0115, 0.8492, 0.4235)>
    Rotation: <Euler (x=2.2901, y=-0.1448, z=-0.7050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0363, 0.8629, 0.4397)>
    Rotation: <Euler (x=2.4632, y=-0.0395, z=-0.7106), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0211, 0.8459, 0.4581)>
    Rotation: <Euler (x=2.9319, y=-0.0043, z=-0.6421), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0038, 0.8227, 0.4642)>
    Rotation: <Euler (x=-3.1164, y=0.0015, z=-0.5864), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0094, 0.8036, 0.4636)>
    Rotation: <Euler (x=-3.1164, y=0.0015, z=-0.5864), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0542, 0.8478, 0.4385)>
    Rotation: <Euler (x=2.4629, y=-0.0366, z=-0.7111), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0366, 0.8282, 0.4597)>
    Rotation: <Euler (x=2.9319, y=-0.0015, z=-0.6422), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0161, 0.8007, 0.4670)>
    Rotation: <Euler (x=-3.1163, y=0.0042, z=-0.5882), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0014, 0.7791, 0.4664)>
    Rotation: <Euler (x=-3.1163, y=0.0042, z=-0.5882), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0739, 0.8322, 0.4384)>
    Rotation: <Euler (x=2.4631, y=-0.0355, z=-0.7092), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0584, 0.8147, 0.4572)>
    Rotation: <Euler (x=2.9319, y=-0.0010, z=-0.6393), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0414, 0.7919, 0.4632)>
    Rotation: <Euler (x=-3.1164, y=0.0027, z=-0.5949), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0283, 0.7731, 0.4627)>
    Rotation: <Euler (x=-3.1164, y=0.0027, z=-0.5949), order='XYZ'>
    Matrix:
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      <Vector (-0.0027, -0.0252, -0.9997, 0.4627)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0936, 0.8203, 0.4346)>
    Rotation: <Euler (x=2.4512, y=0.0187, z=-0.6539), order='XYZ'>
    Matrix:
      <Vector (0.7936, -0.4595, -0.3988, 0.0936)>
      <Vector (-0.6082, -0.6192, -0.4967, 0.8203)>
      <Vector (-0.0187, 0.6367, -0.7709, 0.4346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0804, 0.8024, 0.4530)>
    Rotation: <Euler (x=2.9319, y=0.0075, z=-0.6365), order='XYZ'>
    Matrix:
      <Vector (0.8041, -0.5801, -0.1296, 0.0804)>
      <Vector (-0.5944, -0.7875, -0.1631, 0.8024)>
      <Vector (-0.0075, 0.2082, -0.9781, 0.4530)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0674, 0.7850, 0.4576)>
    Rotation: <Euler (x=-3.1165, y=0.0102, z=-0.6095), order='XYZ'>
    Matrix:
      <Vector (0.8199, -0.5725, 0.0060, 0.0674)>
      <Vector (-0.5724, -0.8195, 0.0265, 0.7850)>
      <Vector (-0.0102, -0.0251, -0.9996, 0.4576)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0581, 0.7715, 0.4572)>
    Rotation: <Euler (x=-3.1165, y=0.0102, z=-0.6095), order='XYZ'>
    Matrix:
      <Vector (0.8199, -0.5725, 0.0060, 0.0581)>
      <Vector (-0.5724, -0.8195, 0.0265, 0.7715)>
      <Vector (-0.0102, -0.0251, -0.9996, 0.4572)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1038, 1.2084, 0.0792)>
    Rotation: <Euler (x=1.0195, y=-2.1875, z=1.0766), order='XYZ'>
    Matrix:
      <Vector (-0.2743, -0.7907, 0.5472, -0.1038)>
      <Vector (-0.5091, -0.3633, -0.7802, 1.2084)>
      <Vector (0.8158, -0.4927, -0.3029, 0.0792)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2155, 1.1571, 0.0096)>
    Rotation: <Euler (x=-1.3834, y=-1.3855, z=-1.9062), order='XYZ'>
    Matrix:
      <Vector (-0.0606, -0.1420, 0.9880, -0.2155)>
      <Vector (-0.1739, -0.9732, -0.1505, 1.1571)>
      <Vector (0.9829, -0.1810, 0.0343, 0.0096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2430, 0.9683, -0.0255)>
    Rotation: <Euler (x=1.5528, y=-0.1804, z=1.4501), order='XYZ'>
    Matrix:
      <Vector (0.1184, -0.0394, 0.9922, -0.2430)>
      <Vector (0.9766, -0.1759, -0.1236, 0.9683)>
      <Vector (0.1794, 0.9836, 0.0177, -0.0255)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2534, 0.9223, 0.2319)>
    Rotation: <Euler (x=1.6195, y=-0.3738, z=0.9773), order='XYZ'>
    Matrix:
      <Vector (0.5207, -0.1636, 0.8379, -0.2534)>
      <Vector (0.7718, -0.3296, -0.5439, 0.9223)>
      <Vector (0.3651, 0.9299, -0.0453, 0.2319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2387, 0.9243, 0.2762)>
    Rotation: <Euler (x=2.0012, y=0.4258, z=1.0120), order='XYZ'>
    Matrix:
      <Vector (0.4828, 0.5528, 0.6792, -0.2387)>
      <Vector (0.7722, 0.0971, -0.6279, 0.9243)>
      <Vector (-0.4130, 0.8277, -0.3800, 0.2762)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2175, 0.9289, 0.3065)>
    Rotation: <Euler (x=1.9783, y=-0.0641, z=0.9236), order='XYZ'>
    Matrix:
      <Vector (0.6017, 0.2807, 0.7478, -0.2175)>
      <Vector (0.7961, -0.2859, -0.5333, 0.9289)>
      <Vector (0.0641, 0.9162, -0.3955, 0.3065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2084, 0.9193, 0.3366)>
    Rotation: <Euler (x=1.9227, y=-0.2184, z=0.9234), order='XYZ'>
    Matrix:
      <Vector (0.5888, 0.1522, 0.7938, -0.2084)>
      <Vector (0.7787, -0.3701, -0.5066, 0.9193)>
      <Vector (0.2167, 0.9164, -0.3365, 0.3366)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2049, 0.9085, 0.3611)>
    Rotation: <Euler (x=1.9227, y=-0.2184, z=0.9234), order='XYZ'>
    Matrix:
      <Vector (0.5888, 0.1522, 0.7938, -0.2049)>
      <Vector (0.7787, -0.3701, -0.5066, 0.9085)>
      <Vector (0.2167, 0.9164, -0.3365, 0.3611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2541, 0.9128, 0.3497)>
    Rotation: <Euler (x=2.0788, y=-0.3176, z=0.9705), order='XYZ'>
    Matrix:
      <Vector (0.5366, 0.2473, 0.8068, -0.2541)>
      <Vector (0.7839, -0.4999, -0.3682, 0.9128)>
      <Vector (0.3123, 0.8300, -0.4621, 0.3497)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2468, 0.8975, 0.3747)>
    Rotation: <Euler (x=2.5664, y=-0.3696, z=0.9219), order='XYZ'>
    Matrix:
      <Vector (0.5635, 0.5497, 0.6166, -0.2468)>
      <Vector (0.7429, -0.6637, -0.0873, 0.8975)>
      <Vector (0.3612, 0.5073, -0.7824, 0.3747)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2305, 0.8778, 0.3897)>
    Rotation: <Euler (x=2.8191, y=-0.3911, z=0.8755), order='XYZ'>
    Matrix:
      <Vector (0.5923, 0.6509, 0.4750, -0.2305)>
      <Vector (0.7099, -0.7004, 0.0746, 0.8778)>
      <Vector (0.3812, 0.2930, -0.8768, 0.3897)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2154, 0.8620, 0.3965)>
    Rotation: <Euler (x=2.8191, y=-0.3911, z=0.8755), order='XYZ'>
    Matrix:
      <Vector (0.5923, 0.6509, 0.4750, -0.2154)>
      <Vector (0.7099, -0.7004, 0.0746, 0.8620)>
      <Vector (0.3812, 0.2930, -0.8768, 0.3965)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2665, 0.8940, 0.3451)>
    Rotation: <Euler (x=2.0788, y=-0.3254, z=0.9705), order='XYZ'>
    Matrix:
      <Vector (0.5352, 0.2436, 0.8088, -0.2665)>
      <Vector (0.7819, -0.5052, -0.3652, 0.8940)>
      <Vector (0.3197, 0.8279, -0.4609, 0.3451)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2588, 0.8777, 0.3715)>
    Rotation: <Euler (x=2.5665, y=-0.3754, z=0.9216), order='XYZ'>
    Matrix:
      <Vector (0.5625, 0.5478, 0.6193, -0.2588)>
      <Vector (0.7411, -0.6662, -0.0838, 0.8777)>
      <Vector (0.3666, 0.5061, -0.7807, 0.3715)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2400, 0.8548, 0.3889)>
    Rotation: <Euler (x=2.8167, y=-0.3932, z=0.8820), order='XYZ'>
    Matrix:
      <Vector (0.5871, 0.6539, 0.4773, -0.2400)>
      <Vector (0.7131, -0.6968, 0.0774, 0.8548)>
      <Vector (0.3832, 0.2949, -0.8753, 0.3889)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2237, 0.8377, 0.3962)>
    Rotation: <Euler (x=2.8167, y=-0.3932, z=0.8820), order='XYZ'>
    Matrix:
      <Vector (0.5871, 0.6539, 0.4773, -0.2237)>
      <Vector (0.7131, -0.6968, 0.0774, 0.8377)>
      <Vector (0.3832, 0.2949, -0.8753, 0.3962)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2791, 0.8739, 0.3364)>
    Rotation: <Euler (x=2.0791, y=-0.3203, z=0.9695), order='XYZ'>
    Matrix:
      <Vector (0.5369, 0.2458, 0.8070, -0.2791)>
      <Vector (0.7827, -0.5021, -0.3678, 0.8739)>
      <Vector (0.3148, 0.8291, -0.4620, 0.3364)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2723, 0.8597, 0.3597)>
    Rotation: <Euler (x=2.5684, y=-0.3745, z=0.9163), order='XYZ'>
    Matrix:
      <Vector (0.5665, 0.5458, 0.6174, -0.2723)>
      <Vector (0.7384, -0.6688, -0.0863, 0.8597)>
      <Vector (0.3658, 0.5048, -0.7819, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2571, 0.8412, 0.3737)>
    Rotation: <Euler (x=2.8157, y=-0.3879, z=0.8844), order='XYZ'>
    Matrix:
      <Vector (0.5866, 0.6561, 0.4747, -0.2571)>
      <Vector (0.7161, -0.6940, 0.0743, 0.8412)>
      <Vector (0.3782, 0.2964, -0.8770, 0.3737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2417, 0.8250, 0.3807)>
    Rotation: <Euler (x=2.8157, y=-0.3879, z=0.8844), order='XYZ'>
    Matrix:
      <Vector (0.5866, 0.6561, 0.4747, -0.2417)>
      <Vector (0.7161, -0.6940, 0.0743, 0.8250)>
      <Vector (0.3782, 0.2964, -0.8770, 0.3807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2915, 0.8597, 0.3217)>
    Rotation: <Euler (x=2.0789, y=-0.3244, z=0.9703), order='XYZ'>
    Matrix:
      <Vector (0.5356, 0.2440, 0.8085, -0.2915)>
      <Vector (0.7820, -0.5047, -0.3657, 0.8597)>
      <Vector (0.3188, 0.8281, -0.4611, 0.3217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2851, 0.8465, 0.3434)>
    Rotation: <Euler (x=2.5691, y=-0.3794, z=0.9145), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.5435, 0.6192, -0.2851)>
      <Vector (0.7359, -0.6719, -0.0839, 0.8465)>
      <Vector (0.3704, 0.5032, -0.7807, 0.3434)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2709, 0.8292, 0.3565)>
    Rotation: <Euler (x=2.8111, y=-0.3872, z=0.8967), order='XYZ'>
    Matrix:
      <Vector (0.5780, 0.6625, 0.4765, -0.2709)>
      <Vector (0.7234, -0.6862, 0.0764, 0.8292)>
      <Vector (0.3776, 0.3005, -0.8759, 0.3565)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2611, 0.8189, 0.3609)>
    Rotation: <Euler (x=2.8111, y=-0.3872, z=0.8967), order='XYZ'>
    Matrix:
      <Vector (0.5780, 0.6625, 0.4765, -0.2611)>
      <Vector (0.7234, -0.6862, 0.0764, 0.8189)>
      <Vector (0.3776, 0.3005, -0.8759, 0.3609)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1046, 0.8161, 0.0225)>
    Rotation: <Euler (x=0.7320, y=-0.0249, z=-2.8911), order='XYZ'>
    Matrix:
      <Vector (-0.9685, 0.2005, -0.1477, 0.1046)>
      <Vector (-0.2478, -0.7165, 0.6521, 0.8161)>
      <Vector (0.0249, 0.6681, 0.7436, 0.0225)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1879, 0.5184, 0.3001)>
    Rotation: <Euler (x=-0.1719, y=-0.1567, z=-2.8571), order='XYZ'>
    Matrix:
      <Vector (-0.9480, 0.2509, 0.1956, 0.1879)>
      <Vector (-0.2772, -0.9531, -0.1210, 0.5184)>
      <Vector (0.1561, -0.1689, 0.9732, 0.3001)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8645, y=-0.1507, z=-3.0091), order='XYZ'>
    Matrix:
      <Vector (-0.9800, 0.1990, -0.0039, 0.2952)>
      <Vector (-0.1306, -0.6283, 0.7670, 0.1107)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5295, y=-2.8906, z=0.0098), order='XYZ'>
    Matrix:
      <Vector (-0.9686, 0.2477, -0.0200, 0.3301)>
      <Vector (-0.0095, 0.0437, 0.9990, 0.0007)>
      <Vector (0.2483, 0.9679, -0.0400, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0040, 0.4324)>
    Rotation: <Euler (x=-1.5295, y=-2.8906, z=0.0098), order='XYZ'>
    Matrix:
      <Vector (-0.9686, 0.2477, -0.0200, 0.3487)>
      <Vector (-0.0095, 0.0437, 0.9990, 0.0040)>
      <Vector (0.2483, 0.9679, -0.0400, 0.4324)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1028, 0.8229, -0.0488)>
    Rotation: <Euler (x=0.5264, y=0.6596, z=2.8765), order='XYZ'>
    Matrix:
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      <Vector (0.2071, -0.7537, 0.6237, 0.8229)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3204, 0.5096, 0.1162)>
    Rotation: <Euler (x=-0.5392, y=0.7899, z=2.8453), order='XYZ'>
    Matrix:
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      <Vector (0.2055, -0.9272, -0.3131, 0.5096)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7746, y=0.7989, z=2.9386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6195, -0.7838, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7848, 0.6196, -0.0124, 0.0500)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7848, 0.6196, -0.0124, 0.0986)>
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Frame: 70
  Bone: mixamorig:Hips
    Location: <Vector (0.0007, 0.8599, 0.0007)>
    Rotation: <Euler (x=0.1990, y=-0.3594, z=-0.0374), order='XYZ'>
    Matrix:
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      <Vector (-0.0350, 0.9822, -0.1847, 0.8599)>
      <Vector (0.3517, 0.1851, 0.9176, 0.0007)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0012, 0.9361, 0.0133)>
    Rotation: <Euler (x=0.2295, y=-0.3806, z=-0.0299), order='XYZ'>
    Matrix:
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      <Vector (-0.0277, 0.9759, -0.2165, 0.9361)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0062, 1.0241, 0.0324)>
    Rotation: <Euler (x=0.3704, y=-0.4128, z=-0.0208), order='XYZ'>
    Matrix:
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      <Vector (-0.0191, 0.9350, -0.3541, 1.0241)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0191, 1.1205, 0.0666)>
    Rotation: <Euler (x=0.5135, y=-0.4445, z=-0.0172), order='XYZ'>
    Matrix:
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      <Vector (-0.0155, 0.8745, -0.4848, 1.1205)>
      <Vector (0.4300, 0.4435, 0.7864, 0.0666)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0419, 1.2218, 0.1180)>
    Rotation: <Euler (x=0.4160, y=-0.3761, z=-0.0176), order='XYZ'>
    Matrix:
      <Vector (0.9300, -0.1323, -0.3430, -0.0419)>
      <Vector (-0.0164, 0.9172, -0.3981, 1.2218)>
      <Vector (0.3673, 0.3759, 0.8508, 0.1180)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0602, 1.3113, 0.1684)>
    Rotation: <Euler (x=0.0445, y=-0.0859, z=-0.0388), order='XYZ'>
    Matrix:
      <Vector (0.9956, 0.0349, -0.0874, -0.0602)>
      <Vector (-0.0386, 0.9984, -0.0411, 1.3113)>
      <Vector (0.0858, 0.0443, 0.9953, 0.1684)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0546, 1.5495, 0.2104)>
    Rotation: <Euler (x=0.0445, y=-0.0859, z=-0.0388), order='XYZ'>
    Matrix:
      <Vector (0.9956, 0.0349, -0.0874, -0.0546)>
      <Vector (-0.0386, 0.9984, -0.0411, 1.5495)>
      <Vector (0.0858, 0.0443, 0.9953, 0.2104)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0251, 1.2068, 0.1387)>
    Rotation: <Euler (x=-0.2286, y=2.1650, z=-2.0595), order='XYZ'>
    Matrix:
      <Vector (0.2628, 0.9481, -0.1788, 0.0251)>
      <Vector (0.4943, -0.2915, -0.8190, 1.2068)>
      <Vector (-0.8286, 0.1269, -0.5453, 0.1387)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1591, 1.1657, 0.1567)>
    Rotation: <Euler (x=-3.1407, y=0.8100, z=0.4512), order='XYZ'>
    Matrix:
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      <Vector (0.3006, -0.9002, -0.3150, 1.1657)>
      <Vector (-0.7243, -0.0006, -0.6895, 0.1567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2433, 0.9915, 0.1565)>
    Rotation: <Euler (x=2.3677, y=0.1312, z=-1.0377), order='XYZ'>
    Matrix:
      <Vector (0.5038, -0.5695, -0.6495, 0.2433)>
      <Vector (-0.8539, -0.4422, -0.2746, 0.9915)>
      <Vector (-0.1308, 0.6929, -0.7090, 0.1565)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.0943, 0.8757, 0.3379)>
    Rotation: <Euler (x=2.0018, y=0.0039, z=-0.6917), order='XYZ'>
    Matrix:
      <Vector (0.7701, -0.2637, -0.5808, 0.0943)>
      <Vector (-0.6379, -0.3240, -0.6987, 0.8757)>
      <Vector (-0.0039, 0.9085, -0.4178, 0.3379)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0576, 0.8730, 0.3704)>
    Rotation: <Euler (x=2.5365, y=-0.6909, z=-1.0710), order='XYZ'>
    Matrix:
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      <Vector (-0.6764, -0.0760, -0.7326, 0.8730)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0217, 0.8715, 0.3862)>
    Rotation: <Euler (x=2.3660, y=-0.3208, z=-0.7798), order='XYZ'>
    Matrix:
      <Vector (0.6748, -0.6590, -0.3322, 0.0217)>
      <Vector (-0.6673, -0.3524, -0.6562, 0.8715)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0008, 0.8595, 0.4081)>
    Rotation: <Euler (x=2.2858, y=-0.1501, z=-0.6995), order='XYZ'>
    Matrix:
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      <Vector (-0.6366, -0.4289, -0.6409, 0.8595)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0106, 0.8481, 0.4265)>
    Rotation: <Euler (x=2.2858, y=-0.1501, z=-0.6995), order='XYZ'>
    Matrix:
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      <Vector (-0.6366, -0.4289, -0.6409, 0.8481)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0371, 0.8622, 0.4427)>
    Rotation: <Euler (x=2.4589, y=-0.0448, z=-0.7056), order='XYZ'>
    Matrix:
      <Vector (0.7605, -0.5247, -0.3826, 0.0371)>
      <Vector (-0.6478, -0.5723, -0.5028, 0.8622)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0219, 0.8453, 0.4611)>
    Rotation: <Euler (x=2.9273, y=-0.0093, z=-0.6373), order='XYZ'>
    Matrix:
      <Vector (0.8037, -0.5830, -0.1192, 0.0219)>
      <Vector (-0.5950, -0.7841, -0.1764, 0.8453)>
      <Vector (0.0093, 0.2127, -0.9771, 0.4611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0047, 0.8220, 0.4674)>
    Rotation: <Euler (x=-3.1212, y=-0.0033, z=-0.5816), order='XYZ'>
    Matrix:
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      <Vector (-0.5494, -0.8354, 0.0152, 0.8220)>
      <Vector (0.0033, -0.0204, -0.9998, 0.4674)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0083, 0.8028, 0.4670)>
    Rotation: <Euler (x=-3.1212, y=-0.0033, z=-0.5816), order='XYZ'>
    Matrix:
      <Vector (0.8356, -0.5492, 0.0139, -0.0083)>
      <Vector (-0.5494, -0.8354, 0.0152, 0.8028)>
      <Vector (0.0033, -0.0204, -0.9998, 0.4670)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0550, 0.8471, 0.4416)>
    Rotation: <Euler (x=2.4587, y=-0.0420, z=-0.7062), order='XYZ'>
    Matrix:
      <Vector (0.7602, -0.5236, -0.3847, 0.0550)>
      <Vector (-0.6484, -0.5730, -0.5013, 0.8471)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0376, 0.8276, 0.4629)>
    Rotation: <Euler (x=2.9273, y=-0.0065, z=-0.6374), order='XYZ'>
    Matrix:
      <Vector (0.8037, -0.5826, -0.1215, 0.0376)>
      <Vector (-0.5951, -0.7845, -0.1747, 0.8276)>
      <Vector (0.0065, 0.2127, -0.9771, 0.4629)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0172, 0.8000, 0.4704)>
    Rotation: <Euler (x=-3.1212, y=-0.0006, z=-0.5835), order='XYZ'>
    Matrix:
      <Vector (0.8346, -0.5508, 0.0118, 0.0172)>
      <Vector (-0.5509, -0.8344, 0.0167, 0.8000)>
      <Vector (0.0006, -0.0204, -0.9998, 0.4704)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0025, 0.7784, 0.4699)>
    Rotation: <Euler (x=-3.1212, y=-0.0006, z=-0.5835), order='XYZ'>
    Matrix:
      <Vector (0.8346, -0.5508, 0.0118, 0.0025)>
      <Vector (-0.5509, -0.8344, 0.0167, 0.7784)>
      <Vector (0.0006, -0.0204, -0.9998, 0.4699)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0748, 0.8316, 0.4416)>
    Rotation: <Euler (x=2.4589, y=-0.0408, z=-0.7042), order='XYZ'>
    Matrix:
      <Vector (0.7615, -0.5220, -0.3843, 0.0748)>
      <Vector (-0.6469, -0.5746, -0.5013, 0.8316)>
      <Vector (0.0408, 0.6304, -0.7752, 0.4416)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0593, 0.8142, 0.4605)>
    Rotation: <Euler (x=2.9272, y=-0.0061, z=-0.6345), order='XYZ'>
    Matrix:
      <Vector (0.8053, -0.5803, -0.1213, 0.0593)>
      <Vector (-0.5928, -0.7862, -0.1748, 0.8142)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0424, 0.7914, 0.4667)>
    Rotation: <Euler (x=-3.1212, y=-0.0021, z=-0.5901), order='XYZ'>
    Matrix:
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      <Vector (-0.5564, -0.8307, 0.0158, 0.7914)>
      <Vector (0.0021, -0.0204, -0.9998, 0.4667)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0295, 0.7725, 0.4662)>
    Rotation: <Euler (x=-3.1212, y=-0.0021, z=-0.5901), order='XYZ'>
    Matrix:
      <Vector (0.8309, -0.5563, 0.0131, 0.0295)>
      <Vector (-0.5564, -0.8307, 0.0158, 0.7725)>
      <Vector (0.0021, -0.0204, -0.9998, 0.4662)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0946, 0.8198, 0.4380)>
    Rotation: <Euler (x=2.4466, y=0.0136, z=-0.6492), order='XYZ'>
    Matrix:
      <Vector (0.7965, -0.4574, -0.3955, 0.0946)>
      <Vector (-0.6045, -0.6171, -0.5038, 0.8198)>
      <Vector (-0.0136, 0.6403, -0.7680, 0.4380)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0814, 0.8020, 0.4564)>
    Rotation: <Euler (x=2.9273, y=0.0024, z=-0.6318), order='XYZ'>
    Matrix:
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      <Vector (-0.5906, -0.7888, -0.1702, 0.8020)>
      <Vector (-0.0024, 0.2127, -0.9771, 0.4564)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0686, 0.7845, 0.4611)>
    Rotation: <Euler (x=-3.1212, y=0.0053, z=-0.6048), order='XYZ'>
    Matrix:
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      <Vector (-0.5686, -0.8224, 0.0198, 0.7845)>
      <Vector (-0.0053, -0.0204, -0.9998, 0.4611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0593, 0.7710, 0.4608)>
    Rotation: <Euler (x=-3.1212, y=0.0053, z=-0.6048), order='XYZ'>
    Matrix:
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      <Vector (-0.5686, -0.8224, 0.0198, 0.7710)>
      <Vector (-0.0053, -0.0204, -0.9998, 0.4608)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1019, 1.2073, 0.0814)>
    Rotation: <Euler (x=1.0268, y=-2.1895, z=1.0700), order='XYZ'>
    Matrix:
      <Vector (-0.2785, -0.7886, 0.5482, -0.1019)>
      <Vector (-0.5088, -0.3630, -0.7806, 1.2073)>
      <Vector (0.8146, -0.4963, -0.3002, 0.0814)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2133, 1.1560, 0.0113)>
    Rotation: <Euler (x=-1.3685, y=-1.3845, z=-1.9226), order='XYZ'>
    Matrix:
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      <Vector (-0.1738, -0.9729, -0.1522, 1.1560)>
      <Vector (0.9827, -0.1814, 0.0372, 0.0113)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2410, 0.9674, -0.0239)>
    Rotation: <Euler (x=1.5499, y=-0.1797, z=1.4489), order='XYZ'>
    Matrix:
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      <Vector (0.9766, -0.1748, -0.1253, 0.9674)>
      <Vector (0.1787, 0.9837, 0.0206, -0.0239)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2522, 0.9216, 0.2336)>
    Rotation: <Euler (x=1.6119, y=-0.3744, z=0.9893), order='XYZ'>
    Matrix:
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      <Vector (0.7777, -0.3279, -0.5363, 0.9216)>
      <Vector (0.3657, 0.9299, -0.0382, 0.2336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2378, 0.9238, 0.2779)>
    Rotation: <Euler (x=1.9934, y=0.4253, z=1.0180), order='XYZ'>
    Matrix:
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      <Vector (0.7752, 0.1050, -0.6229, 0.9238)>
      <Vector (-0.4126, 0.8308, -0.3736, 0.2779)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2168, 0.9287, 0.3084)>
    Rotation: <Euler (x=1.9712, y=-0.0652, z=0.9333), order='XYZ'>
    Matrix:
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      <Vector (0.8019, -0.2802, -0.5277, 0.9287)>
      <Vector (0.0651, 0.9189, -0.3890, 0.3084)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2078, 0.9194, 0.3385)>
    Rotation: <Euler (x=1.9154, y=-0.2195, z=0.9342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2044, 0.9087, 0.3632)>
    Rotation: <Euler (x=1.9154, y=-0.2195, z=0.9342), order='XYZ'>
    Matrix:
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      <Vector (0.7848, -0.3656, -0.5004, 0.9087)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2535, 0.9125, 0.3514)>
    Rotation: <Euler (x=2.0713, y=-0.3183, z=0.9821), order='XYZ'>
    Matrix:
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      <Vector (0.7899, -0.4948, -0.3623, 0.9125)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2462, 0.8973, 0.3765)>
    Rotation: <Euler (x=2.5588, y=-0.3707, z=0.9338), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2299, 0.8778, 0.3917)>
    Rotation: <Euler (x=2.8115, y=-0.3925, z=0.8876), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2147, 0.8622, 0.3986)>
    Rotation: <Euler (x=2.8115, y=-0.3925, z=0.8876), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2658, 0.8935, 0.3468)>
    Rotation: <Euler (x=2.0713, y=-0.3261, z=0.9822), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2581, 0.8774, 0.3733)>
    Rotation: <Euler (x=2.5588, y=-0.3765, z=0.9336), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2392, 0.8548, 0.3909)>
    Rotation: <Euler (x=2.8090, y=-0.3946, z=0.8941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2228, 0.8378, 0.3984)>
    Rotation: <Euler (x=2.8090, y=-0.3946, z=0.8941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2781, 0.8734, 0.3381)>
    Rotation: <Euler (x=2.0716, y=-0.3210, z=0.9811), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2713, 0.8593, 0.3614)>
    Rotation: <Euler (x=2.5608, y=-0.3756, z=0.9283), order='XYZ'>
    Matrix:
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      <Vector (0.7448, -0.6621, -0.0833, 0.8593)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2561, 0.8410, 0.3756)>
    Rotation: <Euler (x=2.8081, y=-0.3892, z=0.8965), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2405, 0.8249, 0.3828)>
    Rotation: <Euler (x=2.8081, y=-0.3892, z=0.8965), order='XYZ'>
    Matrix:
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      <Vector (0.3795, 0.3029, -0.8742, 0.3828)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2903, 0.8590, 0.3233)>
    Rotation: <Euler (x=2.0714, y=-0.3252, z=0.9819), order='XYZ'>
    Matrix:
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      <Vector (0.3195, 0.8313, -0.4548, 0.3233)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2839, 0.8458, 0.3451)>
    Rotation: <Euler (x=2.5614, y=-0.3806, z=0.9266), order='XYZ'>
    Matrix:
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      <Vector (0.7424, -0.6651, -0.0808, 0.8458)>
      <Vector (0.3715, 0.5089, -0.7765, 0.3451)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2696, 0.8287, 0.3584)>
    Rotation: <Euler (x=2.8034, y=-0.3884, z=0.9088), order='XYZ'>
    Matrix:
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      <Vector (0.7300, -0.6790, 0.0779, 0.8287)>
      <Vector (0.3787, 0.3070, -0.8731, 0.3584)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2598, 0.8185, 0.3629)>
    Rotation: <Euler (x=2.8034, y=-0.3884, z=0.9088), order='XYZ'>
    Matrix:
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      <Vector (0.7300, -0.6790, 0.0779, 0.8185)>
      <Vector (0.3787, 0.3070, -0.8731, 0.3629)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1067, 0.8150, 0.0260)>
    Rotation: <Euler (x=0.7349, y=-0.0232, z=-2.8916), order='XYZ'>
    Matrix:
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      <Vector (-0.2474, -0.7150, 0.6539, 0.8150)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1893, 0.5179, 0.3045)>
    Rotation: <Euler (x=-0.1825, y=-0.1552, z=-2.8586), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1106, 0.2278)>
    Rotation: <Euler (x=0.8643, y=-0.1507, z=-3.0089), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0006, 0.3595)>
    Rotation: <Euler (x=-1.5297, y=-2.8907, z=0.0100), order='XYZ'>
    Matrix:
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      <Vector (-0.0097, 0.0436, 0.9990, 0.0006)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0039, 0.4324)>
    Rotation: <Euler (x=-1.5297, y=-2.8907, z=0.0100), order='XYZ'>
    Matrix:
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      <Vector (-0.0097, 0.0436, 0.9990, 0.0039)>
      <Vector (0.2483, 0.9679, -0.0398, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1003, 0.8217, -0.0462)>
    Rotation: <Euler (x=0.5253, y=0.6624, z=2.8731), order='XYZ'>
    Matrix:
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      <Vector (0.2092, -0.7524, 0.6247, 0.8217)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3192, 0.5090, 0.1181)>
    Rotation: <Euler (x=-0.5457, y=0.7884, z=2.8378), order='XYZ'>
    Matrix:
      <Vector (-0.6727, 0.0956, -0.7337, -0.3192)>
      <Vector (0.2109, -0.9257, -0.3139, 0.5090)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7745, y=0.7993, z=2.9384), order='XYZ'>
    Matrix:
      <Vector (-0.6828, -0.6353, -0.3608, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5508, y=2.2387, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6191, -0.7841, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7851, 0.6192, -0.0124, 0.0499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2387, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6191, -0.7841, 0.0439, -0.4562)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7851, 0.6192, -0.0124, 0.0985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 71
  Bone: mixamorig:Hips
    Location: <Vector (0.0033, 0.8588, 0.0040)>
    Rotation: <Euler (x=0.1989, y=-0.3638, z=-0.0381), order='XYZ'>
    Matrix:
      <Vector (0.9339, -0.0329, -0.3561, 0.0033)>
      <Vector (-0.0356, 0.9823, -0.1841, 0.8588)>
      <Vector (0.3558, 0.1846, 0.9161, 0.0040)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0014, 0.9350, 0.0166)>
    Rotation: <Euler (x=0.2292, y=-0.3850, z=-0.0309), order='XYZ'>
    Matrix:
      <Vector (0.9264, -0.0552, -0.3726, 0.0014)>
      <Vector (-0.0286, 0.9760, -0.2158, 0.9350)>
      <Vector (0.3755, 0.2106, 0.9026, 0.0166)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0036, 1.0230, 0.0356)>
    Rotation: <Euler (x=0.3698, y=-0.4173, z=-0.0215), order='XYZ'>
    Matrix:
      <Vector (0.9140, -0.1264, -0.3856, -0.0036)>
      <Vector (-0.0196, 0.9353, -0.3532, 1.0230)>
      <Vector (0.4053, 0.3304, 0.8524, 0.0356)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0166, 1.1194, 0.0697)>
    Rotation: <Euler (x=0.5126, y=-0.4492, z=-0.0175), order='XYZ'>
    Matrix:
      <Vector (0.9007, -0.1977, -0.3869, -0.0166)>
      <Vector (-0.0157, 0.8750, -0.4838, 1.1194)>
      <Vector (0.4342, 0.4418, 0.7850, 0.0697)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0395, 1.2208, 0.1209)>
    Rotation: <Euler (x=0.4142, y=-0.3806, z=-0.0176), order='XYZ'>
    Matrix:
      <Vector (0.9283, -0.1334, -0.3471, -0.0395)>
      <Vector (-0.0163, 0.9179, -0.3964, 1.2208)>
      <Vector (0.3715, 0.3736, 0.8500, 0.1209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0580, 1.3104, 0.1711)>
    Rotation: <Euler (x=0.0397, y=-0.0889, z=-0.0386), order='XYZ'>
    Matrix:
      <Vector (0.9953, 0.0351, -0.0902, -0.0580)>
      <Vector (-0.0385, 0.9986, -0.0362, 1.3104)>
      <Vector (0.0888, 0.0395, 0.9953, 0.1711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0524, 1.5488, 0.2119)>
    Rotation: <Euler (x=0.0397, y=-0.0889, z=-0.0386), order='XYZ'>
    Matrix:
      <Vector (0.9953, 0.0351, -0.0902, -0.0524)>
      <Vector (-0.0385, 0.9986, -0.0362, 1.5488)>
      <Vector (0.0888, 0.0395, 0.9953, 0.2119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0274, 1.2058, 0.1420)>
    Rotation: <Euler (x=-0.2393, y=2.1667, z=-2.0680), order='XYZ'>
    Matrix:
      <Vector (0.2677, 0.9474, -0.1752, 0.0274)>
      <Vector (0.4933, -0.2910, -0.8197, 1.2058)>
      <Vector (-0.8276, 0.1330, -0.5453, 0.1420)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1612, 1.1647, 0.1608)>
    Rotation: <Euler (x=3.1410, y=0.8038, z=0.4521), order='XYZ'>
    Matrix:
      <Vector (0.6243, 0.4372, -0.6474, 0.1612)>
      <Vector (0.3032, -0.8993, -0.3150, 1.1647)>
      <Vector (-0.7200, 0.0004, -0.6940, 0.1608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2459, 0.9907, 0.1608)>
    Rotation: <Euler (x=2.3738, y=0.1288, z=-1.0358), order='XYZ'>
    Matrix:
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      <Vector (-0.8531, -0.4435, -0.2746, 0.9907)>
      <Vector (-0.1285, 0.6888, -0.7135, 0.1608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.0958, 0.8746, 0.3411)>
    Rotation: <Euler (x=1.9978, y=0.0005, z=-0.6876), order='XYZ'>
    Matrix:
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      <Vector (-0.6347, -0.3203, -0.7032, 0.8746)>
      <Vector (-0.0005, 0.9102, -0.4142, 0.3411)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0591, 0.8719, 0.3736)>
    Rotation: <Euler (x=2.5333, y=-0.6955, z=-1.0648), order='XYZ'>
    Matrix:
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      <Vector (-0.6715, -0.0774, -0.7369, 0.8719)>
      <Vector (0.6408, 0.4387, -0.6300, 0.3736)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0232, 0.8703, 0.3895)>
    Rotation: <Euler (x=2.3621, y=-0.3246, z=-0.7745), order='XYZ'>
    Matrix:
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      <Vector (-0.6628, -0.3516, -0.6611, 0.8703)>
      <Vector (0.3189, 0.6662, -0.6741, 0.3895)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0023, 0.8583, 0.4114)>
    Rotation: <Euler (x=2.2818, y=-0.1535, z=-0.6948), order='XYZ'>
    Matrix:
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      <Vector (-0.6327, -0.4271, -0.6460, 0.8583)>
      <Vector (0.1529, 0.7488, -0.6449, 0.4114)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0090, 0.8470, 0.4299)>
    Rotation: <Euler (x=2.2818, y=-0.1535, z=-0.6948), order='XYZ'>
    Matrix:
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      <Vector (-0.6327, -0.4271, -0.6460, 0.8470)>
      <Vector (0.1529, 0.7488, -0.6449, 0.4299)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0386, 0.8614, 0.4459)>
    Rotation: <Euler (x=2.4550, y=-0.0483, z=-0.7013), order='XYZ'>
    Matrix:
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      <Vector (-0.6445, -0.5712, -0.5084, 0.8614)>
      <Vector (0.0482, 0.6332, -0.7725, 0.4459)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0235, 0.8444, 0.4645)>
    Rotation: <Euler (x=2.9231, y=-0.0125, z=-0.6331), order='XYZ'>
    Matrix:
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      <Vector (-0.5916, -0.7854, -0.1820, 0.8444)>
      <Vector (0.0125, 0.2167, -0.9761, 0.4645)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0064, 0.8211, 0.4709)>
    Rotation: <Euler (x=-3.1256, y=-0.0062, z=-0.5775), order='XYZ'>
    Matrix:
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      <Vector (-0.5459, -0.8378, 0.0100, 0.8211)>
      <Vector (0.0062, -0.0160, -0.9999, 0.4709)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0065, 0.8019, 0.4706)>
    Rotation: <Euler (x=-3.1256, y=-0.0062, z=-0.5775), order='XYZ'>
    Matrix:
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      <Vector (-0.5459, -0.8378, 0.0100, 0.8019)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0566, 0.8463, 0.4450)>
    Rotation: <Euler (x=2.4547, y=-0.0455, z=-0.7019), order='XYZ'>
    Matrix:
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      <Vector (-0.6450, -0.5718, -0.5069, 0.8463)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0392, 0.8269, 0.4664)>
    Rotation: <Euler (x=2.9231, y=-0.0097, z=-0.6332), order='XYZ'>
    Matrix:
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      <Vector (-0.5917, -0.7857, -0.1803, 0.8269)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0190, 0.7992, 0.4740)>
    Rotation: <Euler (x=-3.1255, y=-0.0036, z=-0.5793), order='XYZ'>
    Matrix:
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      <Vector (-0.5475, -0.8368, 0.0115, 0.7992)>
      <Vector (0.0036, -0.0161, -0.9999, 0.4740)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0044, 0.7776, 0.4736)>
    Rotation: <Euler (x=-3.1255, y=-0.0036, z=-0.5793), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0765, 0.8309, 0.4451)>
    Rotation: <Euler (x=2.4549, y=-0.0443, z=-0.6999), order='XYZ'>
    Matrix:
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      <Vector (-0.6435, -0.5734, -0.5070, 0.8309)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0611, 0.8136, 0.4641)>
    Rotation: <Euler (x=2.9231, y=-0.0092, z=-0.6304), order='XYZ'>
    Matrix:
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      <Vector (-0.5894, -0.7874, -0.1804, 0.8136)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0443, 0.7907, 0.4704)>
    Rotation: <Euler (x=-3.1255, y=-0.0051, z=-0.5859), order='XYZ'>
    Matrix:
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      <Vector (-0.5530, -0.8331, 0.0106, 0.7907)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0314, 0.7717, 0.4700)>
    Rotation: <Euler (x=-3.1255, y=-0.0051, z=-0.5859), order='XYZ'>
    Matrix:
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      <Vector (-0.5530, -0.8331, 0.0106, 0.7717)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0963, 0.8192, 0.4415)>
    Rotation: <Euler (x=2.4425, y=0.0104, z=-0.6452), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0832, 0.8014, 0.4600)>
    Rotation: <Euler (x=2.9231, y=-0.0007, z=-0.6277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0704, 0.7839, 0.4648)>
    Rotation: <Euler (x=-3.1255, y=0.0023, z=-0.6007), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0612, 0.7703, 0.4646)>
    Rotation: <Euler (x=-3.1255, y=0.0023, z=-0.6007), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0994, 1.2063, 0.0841)>
    Rotation: <Euler (x=1.0341, y=-2.1906, z=1.0645), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2105, 1.1549, 0.0136)>
    Rotation: <Euler (x=-1.3428, y=-1.3829, z=-1.9471), order='XYZ'>
    Matrix:
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      <Vector (-0.1737, -0.9731, -0.1515, 1.1549)>
      <Vector (0.9824, -0.1820, 0.0422, 0.0136)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2379, 0.9662, -0.0217)>
    Rotation: <Euler (x=1.5448, y=-0.1789, z=1.4505), order='XYZ'>
    Matrix:
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      <Vector (0.9769, -0.1735, -0.1245, 0.9662)>
      <Vector (0.1780, 0.9837, 0.0256, -0.0217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2502, 0.9208, 0.2357)>
    Rotation: <Euler (x=1.6035, y=-0.3761, z=0.9998), order='XYZ'>
    Matrix:
      <Vector (0.5027, -0.1709, 0.8474, -0.2502)>
      <Vector (0.7826, -0.3265, -0.5301, 0.9208)>
      <Vector (0.3673, 0.9296, -0.0304, 0.2357)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2362, 0.9233, 0.2802)>
    Rotation: <Euler (x=1.9848, y=0.4239, z=1.0219), order='XYZ'>
    Matrix:
      <Vector (0.4756, 0.5396, 0.6947, -0.2362)>
      <Vector (0.7776, 0.1114, -0.6188, 0.9233)>
      <Vector (-0.4113, 0.8345, -0.3666, 0.2802)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2155, 0.9284, 0.3108)>
    Rotation: <Euler (x=1.9635, y=-0.0673, z=0.9412), order='XYZ'>
    Matrix:
      <Vector (0.5875, 0.2728, 0.7619, -0.2155)>
      <Vector (0.8064, -0.2755, -0.5232, 0.9284)>
      <Vector (0.0672, 0.9218, -0.3819, 0.3108)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2067, 0.9192, 0.3410)>
    Rotation: <Euler (x=1.9075, y=-0.2215, z=0.9433), order='XYZ'>
    Matrix:
      <Vector (0.5727, 0.1457, 0.8067, -0.2067)>
      <Vector (0.7897, -0.3618, -0.4954, 0.9192)>
      <Vector (0.2197, 0.9208, -0.3223, 0.3410)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2033, 0.9086, 0.3657)>
    Rotation: <Euler (x=1.9075, y=-0.2215, z=0.9433), order='XYZ'>
    Matrix:
      <Vector (0.5727, 0.1457, 0.8067, -0.2033)>
      <Vector (0.7897, -0.3618, -0.4954, 0.9086)>
      <Vector (0.2197, 0.9208, -0.3223, 0.3657)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2524, 0.9120, 0.3535)>
    Rotation: <Euler (x=2.0631, y=-0.3200, z=0.9921), order='XYZ'>
    Matrix:
      <Vector (0.5192, 0.2441, 0.8191, -0.2524)>
      <Vector (0.7947, -0.4906, -0.3575, 0.9120)>
      <Vector (0.3146, 0.8365, -0.4487, 0.3535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2452, 0.8970, 0.3787)>
    Rotation: <Euler (x=2.5505, y=-0.3727, z=0.9442), order='XYZ'>
    Matrix:
      <Vector (0.5461, 0.5536, 0.6287, -0.2452)>
      <Vector (0.7544, -0.6513, -0.0818, 0.8970)>
      <Vector (0.3641, 0.5190, -0.7733, 0.3787)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2288, 0.8776, 0.3941)>
    Rotation: <Euler (x=2.8033, y=-0.3949, z=0.8981), order='XYZ'>
    Matrix:
      <Vector (0.5751, 0.6583, 0.4857, -0.2288)>
      <Vector (0.7220, -0.6876, 0.0771, 0.8776)>
      <Vector (0.3847, 0.3063, -0.8707, 0.3941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2136, 0.8621, 0.4012)>
    Rotation: <Euler (x=2.8033, y=-0.3949, z=0.8981), order='XYZ'>
    Matrix:
      <Vector (0.5751, 0.6583, 0.4857, -0.2136)>
      <Vector (0.7220, -0.6876, 0.0771, 0.8621)>
      <Vector (0.3847, 0.3063, -0.8707, 0.4012)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2645, 0.8929, 0.3489)>
    Rotation: <Euler (x=2.0631, y=-0.3278, z=0.9922), order='XYZ'>
    Matrix:
      <Vector (0.5177, 0.2405, 0.8210, -0.2645)>
      <Vector (0.7927, -0.4960, -0.3545, 0.8929)>
      <Vector (0.3219, 0.8343, -0.4475, 0.3489)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2569, 0.8770, 0.3755)>
    Rotation: <Euler (x=2.5506, y=-0.3785, z=0.9441), order='XYZ'>
    Matrix:
      <Vector (0.5450, 0.5518, 0.6313, -0.2569)>
      <Vector (0.7526, -0.6538, -0.0783, 0.8770)>
      <Vector (0.3695, 0.5178, -0.7716, 0.3755)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2379, 0.8545, 0.3933)>
    Rotation: <Euler (x=2.8008, y=-0.3969, z=0.9047), order='XYZ'>
    Matrix:
      <Vector (0.5699, 0.6612, 0.4879, -0.2379)>
      <Vector (0.7251, -0.6840, 0.0800, 0.8545)>
      <Vector (0.3866, 0.3082, -0.8692, 0.3933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2215, 0.8377, 0.4010)>
    Rotation: <Euler (x=2.8008, y=-0.3969, z=0.9047), order='XYZ'>
    Matrix:
      <Vector (0.5699, 0.6612, 0.4879, -0.2215)>
      <Vector (0.7251, -0.6840, 0.0800, 0.8377)>
      <Vector (0.3866, 0.3082, -0.8692, 0.4010)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2766, 0.8727, 0.3402)>
    Rotation: <Euler (x=2.0634, y=-0.3227, z=0.9911), order='XYZ'>
    Matrix:
      <Vector (0.5195, 0.2426, 0.8193, -0.2766)>
      <Vector (0.7935, -0.4928, -0.3572, 0.8727)>
      <Vector (0.3171, 0.8356, -0.4485, 0.3402)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2699, 0.8587, 0.3636)>
    Rotation: <Euler (x=2.5525, y=-0.3777, z=0.9388), order='XYZ'>
    Matrix:
      <Vector (0.5491, 0.5498, 0.6294, -0.2699)>
      <Vector (0.7500, -0.6565, -0.0808, 0.8587)>
      <Vector (0.3688, 0.5164, -0.7729, 0.3636)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2546, 0.8405, 0.3779)>
    Rotation: <Euler (x=2.7999, y=-0.3916, z=0.9071), order='XYZ'>
    Matrix:
      <Vector (0.5694, 0.6634, 0.4855, -0.2546)>
      <Vector (0.7281, -0.6812, 0.0768, 0.8405)>
      <Vector (0.3816, 0.3097, -0.8709, 0.3779)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2390, 0.8246, 0.3852)>
    Rotation: <Euler (x=2.7999, y=-0.3916, z=0.9071), order='XYZ'>
    Matrix:
      <Vector (0.5694, 0.6634, 0.4855, -0.2390)>
      <Vector (0.7281, -0.6812, 0.0768, 0.8246)>
      <Vector (0.3816, 0.3097, -0.8709, 0.3852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2885, 0.8582, 0.3253)>
    Rotation: <Euler (x=2.0632, y=-0.3268, z=0.9919), order='XYZ'>
    Matrix:
      <Vector (0.5181, 0.2409, 0.8207, -0.2885)>
      <Vector (0.7928, -0.4954, -0.3551, 0.8582)>
      <Vector (0.3211, 0.8346, -0.4477, 0.3253)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2822, 0.8451, 0.3472)>
    Rotation: <Euler (x=2.5532, y=-0.3827, z=0.9371), order='XYZ'>
    Matrix:
      <Vector (0.5493, 0.5476, 0.6312, -0.2822)>
      <Vector (0.7475, -0.6596, -0.0784, 0.8451)>
      <Vector (0.3734, 0.5149, -0.7716, 0.3472)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2679, 0.8281, 0.3606)>
    Rotation: <Euler (x=2.7952, y=-0.3907, z=0.9193), order='XYZ'>
    Matrix:
      <Vector (0.5607, 0.6696, 0.4872, -0.2679)>
      <Vector (0.7353, -0.6731, 0.0790, 0.8281)>
      <Vector (0.3808, 0.3139, -0.8697, 0.3606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2581, 0.8180, 0.3653)>
    Rotation: <Euler (x=2.7952, y=-0.3907, z=0.9193), order='XYZ'>
    Matrix:
      <Vector (0.5607, 0.6696, 0.4872, -0.2581)>
      <Vector (0.7353, -0.6731, 0.0790, 0.8180)>
      <Vector (0.3808, 0.3139, -0.8697, 0.3653)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1092, 0.8138, 0.0298)>
    Rotation: <Euler (x=0.7380, y=-0.0219, z=-2.8927), order='XYZ'>
    Matrix:
      <Vector (-0.9690, 0.1966, -0.1500, 0.1092)>
      <Vector (-0.2463, -0.7134, 0.6561, 0.8138)>
      <Vector (0.0219, 0.6727, 0.7396, 0.0298)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1909, 0.5174, 0.3093)>
    Rotation: <Euler (x=-0.1939, y=-0.1538, z=-2.8605), order='XYZ'>
    Matrix:
      <Vector (-0.9494, 0.2439, 0.1979, 0.1909)>
      <Vector (-0.2741, -0.9509, -0.1434, 0.5174)>
      <Vector (0.1532, -0.1904, 0.9697, 0.3093)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1106, 0.2278)>
    Rotation: <Euler (x=0.8643, y=-0.1507, z=-3.0086), order='XYZ'>
    Matrix:
      <Vector (-0.9799, 0.1993, -0.0042, 0.2952)>
      <Vector (-0.1311, -0.6283, 0.7668, 0.1106)>
      <Vector (0.1502, 0.7520, 0.6418, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0006, 0.3595)>
    Rotation: <Euler (x=-1.5297, y=-2.8906, z=0.0103), order='XYZ'>
    Matrix:
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      <Vector (-0.0100, 0.0436, 0.9990, 0.0006)>
      <Vector (0.2484, 0.9679, -0.0398, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0039, 0.4324)>
    Rotation: <Euler (x=-1.5297, y=-2.8906, z=0.0103), order='XYZ'>
    Matrix:
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      <Vector (-0.0100, 0.0436, 0.9990, 0.0039)>
      <Vector (0.2484, 0.9679, -0.0398, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0975, 0.8206, -0.0434)>
    Rotation: <Euler (x=0.5233, y=0.6642, z=2.8693), order='XYZ'>
    Matrix:
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      <Vector (0.2118, -0.7514, 0.6249, 0.8206)>
      <Vector (-0.6164, 0.3935, 0.6820, -0.0434)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3176, 0.5083, 0.1202)>
    Rotation: <Euler (x=-0.5521, y=0.7857, z=2.8296), order='XYZ'>
    Matrix:
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      <Vector (0.2170, -0.9242, -0.3143, 0.5083)>
      <Vector (-0.7073, -0.3708, 0.6018, 0.1202)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7746, y=0.7989, z=2.9385), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7848, 0.6196, -0.0124, 0.0985)>
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Frame: 72
  Bone: mixamorig:Hips
    Location: <Vector (0.0063, 0.8577, 0.0076)>
    Rotation: <Euler (x=0.1991, y=-0.3684, z=-0.0396), order='XYZ'>
    Matrix:
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      <Vector (-0.0369, 0.9823, -0.1836, 0.8577)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0044, 0.9339, 0.0202)>
    Rotation: <Euler (x=0.2291, y=-0.3891, z=-0.0325), order='XYZ'>
    Matrix:
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      <Vector (-0.0301, 0.9762, -0.2149, 0.9339)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0005, 1.0219, 0.0391)>
    Rotation: <Euler (x=0.3685, y=-0.4208, z=-0.0221), order='XYZ'>
    Matrix:
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      <Vector (-0.0202, 0.9359, -0.3517, 1.0219)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0135, 1.1183, 0.0730)>
    Rotation: <Euler (x=0.5102, y=-0.4521, z=-0.0170), order='XYZ'>
    Matrix:
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      <Vector (-0.0153, 0.8761, -0.4818, 1.1183)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0366, 1.2199, 0.1240)>
    Rotation: <Euler (x=0.4123, y=-0.3832, z=-0.0171), order='XYZ'>
    Matrix:
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      <Vector (-0.0158, 0.9186, -0.3948, 1.2199)>
      <Vector (0.3739, 0.3716, 0.8498, 0.1240)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0552, 1.3096, 0.1739)>
    Rotation: <Euler (x=0.0342, y=-0.0901, z=-0.0385), order='XYZ'>
    Matrix:
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      <Vector (-0.0384, 0.9988, -0.0307, 1.3096)>
      <Vector (0.0900, 0.0341, 0.9954, 0.1739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0495, 1.5482, 0.2135)>
    Rotation: <Euler (x=0.0342, y=-0.0901, z=-0.0385), order='XYZ'>
    Matrix:
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      <Vector (-0.0384, 0.9988, -0.0307, 1.5482)>
      <Vector (0.0900, 0.0341, 0.9954, 0.2135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0303, 1.2049, 0.1453)>
    Rotation: <Euler (x=-0.2485, y=2.1668, z=-2.0755), order='XYZ'>
    Matrix:
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      <Vector (0.4913, -0.2906, -0.8211, 1.2049)>
      <Vector (-0.8276, 0.1380, -0.5441, 0.1453)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1641, 1.1639, 0.1648)>
    Rotation: <Euler (x=3.1389, y=0.7988, z=0.4526), order='XYZ'>
    Matrix:
      <Vector (0.6273, 0.4391, -0.6432, 0.1641)>
      <Vector (0.3051, -0.8985, -0.3158, 1.1639)>
      <Vector (-0.7165, 0.0019, -0.6976, 0.1648)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2490, 0.9900, 0.1651)>
    Rotation: <Euler (x=2.3786, y=0.1262, z=-1.0338), order='XYZ'>
    Matrix:
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      <Vector (-0.8524, -0.4445, -0.2753, 0.9900)>
      <Vector (-0.1259, 0.6856, -0.7170, 0.1651)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.0981, 0.8737, 0.3446)>
    Rotation: <Euler (x=1.9963, y=-0.0005, z=-0.6859), order='XYZ'>
    Matrix:
      <Vector (0.7739, -0.2618, -0.5767, 0.0981)>
      <Vector (-0.6334, -0.3191, -0.7050, 0.8737)>
      <Vector (0.0005, 0.9108, -0.4127, 0.3446)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0615, 0.8710, 0.3771)>
    Rotation: <Euler (x=2.5319, y=-0.6971, z=-1.0622), order='XYZ'>
    Matrix:
      <Vector (0.3733, -0.8951, -0.2438, 0.0615)>
      <Vector (-0.6697, -0.0782, -0.7385, 0.8710)>
      <Vector (0.6420, 0.4390, -0.6286, 0.3771)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0256, 0.8693, 0.3929)>
    Rotation: <Euler (x=2.3605, y=-0.3258, z=-0.7722), order='XYZ'>
    Matrix:
      <Vector (0.6787, -0.6569, -0.3284, 0.0256)>
      <Vector (-0.6610, -0.3515, -0.6629, 0.8693)>
      <Vector (0.3200, 0.6670, -0.6728, 0.3929)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0047, 0.8574, 0.4149)>
    Rotation: <Euler (x=2.2802, y=-0.1546, z=-0.6928), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0066, 0.8461, 0.4334)>
    Rotation: <Euler (x=2.2802, y=-0.1546, z=-0.6928), order='XYZ'>
    Matrix:
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      <Vector (-0.6311, -0.4266, -0.6479, 0.8461)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0410, 0.8606, 0.4494)>
    Rotation: <Euler (x=2.4535, y=-0.0493, z=-0.6995), order='XYZ'>
    Matrix:
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      <Vector (-0.6430, -0.5709, -0.5105, 0.8606)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0259, 0.8437, 0.4680)>
    Rotation: <Euler (x=2.9215, y=-0.0135, z=-0.6314), order='XYZ'>
    Matrix:
      <Vector (0.8072, -0.5784, -0.1182, 0.0259)>
      <Vector (-0.5902, -0.7860, -0.1840, 0.8437)>
      <Vector (0.0135, 0.2183, -0.9758, 0.4680)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0088, 0.8203, 0.4745)>
    Rotation: <Euler (x=-3.1272, y=-0.0071, z=-0.5757), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0041, 0.8011, 0.4742)>
    Rotation: <Euler (x=-3.1272, y=-0.0071, z=-0.5757), order='XYZ'>
    Matrix:
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      <Vector (-0.5444, -0.8388, 0.0082, 0.8011)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0590, 0.8456, 0.4485)>
    Rotation: <Euler (x=2.4532, y=-0.0465, z=-0.7001), order='XYZ'>
    Matrix:
      <Vector (0.7640, -0.5202, -0.3818, 0.0590)>
      <Vector (-0.6436, -0.5716, -0.5090, 0.8456)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0417, 0.8261, 0.4700)>
    Rotation: <Euler (x=2.9215, y=-0.0107, z=-0.6314), order='XYZ'>
    Matrix:
      <Vector (0.8071, -0.5780, -0.1205, 0.0417)>
      <Vector (-0.5903, -0.7863, -0.1824, 0.8261)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0215, 0.7984, 0.4776)>
    Rotation: <Euler (x=-3.1272, y=-0.0045, z=-0.5776), order='XYZ'>
    Matrix:
      <Vector (0.8378, -0.5459, 0.0116, 0.0215)>
      <Vector (-0.5460, -0.8377, 0.0096, 0.7984)>
      <Vector (0.0045, -0.0144, -0.9999, 0.4776)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0069, 0.7768, 0.4772)>
    Rotation: <Euler (x=-3.1272, y=-0.0045, z=-0.5776), order='XYZ'>
    Matrix:
      <Vector (0.8378, -0.5459, 0.0116, 0.0069)>
      <Vector (-0.5460, -0.8377, 0.0096, 0.7768)>
      <Vector (0.0045, -0.0144, -0.9999, 0.4772)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0789, 0.8302, 0.4486)>
    Rotation: <Euler (x=2.4534, y=-0.0454, z=-0.6981), order='XYZ'>
    Matrix:
      <Vector (0.7653, -0.5185, -0.3814, 0.0789)>
      <Vector (-0.6421, -0.5732, -0.5091, 0.8302)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0635, 0.8128, 0.4676)>
    Rotation: <Euler (x=2.9215, y=-0.0102, z=-0.6286), order='XYZ'>
    Matrix:
      <Vector (0.8088, -0.5756, -0.1203, 0.0635)>
      <Vector (-0.5880, -0.7880, -0.1825, 0.8128)>
      <Vector (0.0102, 0.2183, -0.9758, 0.4676)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0468, 0.7899, 0.4740)>
    Rotation: <Euler (x=-3.1272, y=-0.0060, z=-0.5842), order='XYZ'>
    Matrix:
      <Vector (0.8341, -0.5514, 0.0129, 0.0468)>
      <Vector (-0.5515, -0.8341, 0.0088, 0.7899)>
      <Vector (0.0060, -0.0144, -0.9999, 0.4740)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0340, 0.7709, 0.4737)>
    Rotation: <Euler (x=-3.1272, y=-0.0060, z=-0.5842), order='XYZ'>
    Matrix:
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      <Vector (-0.5515, -0.8341, 0.0088, 0.7709)>
      <Vector (0.0060, -0.0144, -0.9999, 0.4737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.0988, 0.8185, 0.4450)>
    Rotation: <Euler (x=2.4409, y=0.0094, z=-0.6434), order='XYZ'>
    Matrix:
      <Vector (0.8000, -0.4538, -0.3925, 0.0988)>
      <Vector (-0.5999, -0.6152, -0.5115, 0.8185)>
      <Vector (-0.0094, 0.6447, -0.7644, 0.4450)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0857, 0.8007, 0.4636)>
    Rotation: <Euler (x=2.9215, y=-0.0017, z=-0.6259), order='XYZ'>
    Matrix:
      <Vector (0.8104, -0.5720, -0.1266, 0.0857)>
      <Vector (-0.5858, -0.7907, -0.1779, 0.8007)>
      <Vector (0.0017, 0.2184, -0.9759, 0.4636)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0729, 0.7832, 0.4685)>
    Rotation: <Euler (x=-3.1271, y=0.0014, z=-0.5989), order='XYZ'>
    Matrix:
      <Vector (0.8259, -0.5637, 0.0070, 0.0729)>
      <Vector (-0.5638, -0.8258, 0.0127, 0.7832)>
      <Vector (-0.0014, -0.0145, -0.9999, 0.4685)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0637, 0.7696, 0.4682)>
    Rotation: <Euler (x=-3.1271, y=0.0014, z=-0.5989), order='XYZ'>
    Matrix:
      <Vector (0.8259, -0.5637, 0.0070, 0.0637)>
      <Vector (-0.5638, -0.8258, 0.0127, 0.7696)>
      <Vector (-0.0014, -0.0145, -0.9999, 0.4682)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0963, 1.2054, 0.0870)>
    Rotation: <Euler (x=1.0416, y=-2.1898, z=1.0602), order='XYZ'>
    Matrix:
      <Vector (-0.2835, -0.7841, 0.5521, -0.0963)>
      <Vector (-0.5062, -0.3667, -0.7806, 1.2054)>
      <Vector (0.8145, -0.5008, -0.2929, 0.0870)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2071, 1.1536, 0.0163)>
    Rotation: <Euler (x=-1.3061, y=-1.3808, z=-1.9793), order='XYZ'>
    Matrix:
      <Vector (-0.0750, -0.1365, 0.9878, -0.2071)>
      <Vector (-0.1733, -0.9737, -0.1477, 1.1536)>
      <Vector (0.9820, -0.1823, 0.0494, 0.0163)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2335, 0.9647, -0.0191)>
    Rotation: <Euler (x=1.5376, y=-0.1772, z=1.4556), order='XYZ'>
    Matrix:
      <Vector (0.1132, -0.0533, 0.9921, -0.2335)>
      <Vector (0.9778, -0.1712, -0.1207, 0.9647)>
      <Vector (0.1763, 0.9838, 0.0327, -0.0191)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2475, 0.9199, 0.2384)>
    Rotation: <Euler (x=1.5942, y=-0.3785, z=1.0091), order='XYZ'>
    Matrix:
      <Vector (0.4950, -0.1769, 0.8507, -0.2475)>
      <Vector (0.7865, -0.3251, -0.5252, 0.9199)>
      <Vector (0.3695, 0.9290, -0.0217, 0.2384)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2339, 0.9226, 0.2829)>
    Rotation: <Euler (x=1.9752, y=0.4217, z=1.0239), order='XYZ'>
    Matrix:
      <Vector (0.4745, 0.5318, 0.7014, -0.2339)>
      <Vector (0.7793, 0.1167, -0.6157, 0.9226)>
      <Vector (-0.4093, 0.8388, -0.3590, 0.2829)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2134, 0.9279, 0.3137)>
    Rotation: <Euler (x=1.9550, y=-0.0702, z=0.9477), order='XYZ'>
    Matrix:
      <Vector (0.5822, 0.2665, 0.7682, -0.2134)>
      <Vector (0.8101, -0.2715, -0.5197, 0.9279)>
      <Vector (0.0701, 0.9248, -0.3739, 0.3137)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2048, 0.9189, 0.3440)>
    Rotation: <Euler (x=1.8988, y=-0.2244, z=0.9511), order='XYZ'>
    Matrix:
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      <Vector (0.7937, -0.3586, -0.4914, 0.9189)>
      <Vector (0.2225, 0.9229, -0.3141, 0.3440)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2016, 0.9083, 0.3688)>
    Rotation: <Euler (x=1.8988, y=-0.2244, z=0.9511), order='XYZ'>
    Matrix:
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      <Vector (0.7937, -0.3586, -0.4914, 0.9083)>
      <Vector (0.2225, 0.9229, -0.3141, 0.3688)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2506, 0.9114, 0.3562)>
    Rotation: <Euler (x=2.0540, y=-0.3224, z=1.0008), order='XYZ'>
    Matrix:
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      <Vector (0.7985, -0.4870, -0.3539, 0.9114)>
      <Vector (0.3169, 0.8399, -0.4407, 0.3562)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2435, 0.8965, 0.3815)>
    Rotation: <Euler (x=2.5414, y=-0.3756, z=0.9534), order='XYZ'>
    Matrix:
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      <Vector (0.7586, -0.6466, -0.0801, 0.8965)>
      <Vector (0.3668, 0.5254, -0.7677, 0.3815)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2271, 0.8773, 0.3970)>
    Rotation: <Euler (x=2.7942, y=-0.3982, z=0.9075), order='XYZ'>
    Matrix:
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      <Vector (0.7263, -0.6829, 0.0777, 0.8773)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2119, 0.8619, 0.4043)>
    Rotation: <Euler (x=2.7942, y=-0.3982, z=0.9075), order='XYZ'>
    Matrix:
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      <Vector (0.7263, -0.6829, 0.0777, 0.8619)>
      <Vector (0.3877, 0.3138, -0.8667, 0.4043)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2625, 0.8923, 0.3515)>
    Rotation: <Euler (x=2.0539, y=-0.3302, z=1.0010), order='XYZ'>
    Matrix:
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      <Vector (0.7965, -0.4924, -0.3508, 0.8923)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2550, 0.8764, 0.3782)>
    Rotation: <Euler (x=2.5414, y=-0.3814, z=0.9533), order='XYZ'>
    Matrix:
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      <Vector (0.7568, -0.6492, -0.0766, 0.8764)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2361, 0.8541, 0.3962)>
    Rotation: <Euler (x=2.7917, y=-0.4001, z=0.9141), order='XYZ'>
    Matrix:
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      <Vector (0.7295, -0.6793, 0.0806, 0.8541)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2197, 0.8375, 0.4041)>
    Rotation: <Euler (x=2.7917, y=-0.4001, z=0.9141), order='XYZ'>
    Matrix:
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      <Vector (0.7295, -0.6793, 0.0806, 0.8375)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2745, 0.8719, 0.3428)>
    Rotation: <Euler (x=2.0543, y=-0.3252, z=0.9999), order='XYZ'>
    Matrix:
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      <Vector (0.7973, -0.4892, -0.3535, 0.8719)>
      <Vector (0.3195, 0.8390, -0.4406, 0.3428)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2679, 0.8580, 0.3663)>
    Rotation: <Euler (x=2.5434, y=-0.3806, z=0.9480), order='XYZ'>
    Matrix:
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      <Vector (0.7541, -0.6519, -0.0791, 0.8580)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2526, 0.8400, 0.3808)>
    Rotation: <Euler (x=2.7908, y=-0.3948, z=0.9164), order='XYZ'>
    Matrix:
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      <Vector (0.7324, -0.6765, 0.0774, 0.8400)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2369, 0.8242, 0.3883)>
    Rotation: <Euler (x=2.7908, y=-0.3948, z=0.9164), order='XYZ'>
    Matrix:
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      <Vector (0.7324, -0.6765, 0.0774, 0.8242)>
      <Vector (0.3846, 0.3172, -0.8669, 0.3883)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2862, 0.8573, 0.3279)>
    Rotation: <Euler (x=2.0540, y=-0.3293, z=1.0007), order='XYZ'>
    Matrix:
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      <Vector (0.3234, 0.8379, -0.4397, 0.3279)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2800, 0.8444, 0.3498)>
    Rotation: <Euler (x=2.5440, y=-0.3856, z=0.9464), order='XYZ'>
    Matrix:
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      <Vector (0.7517, -0.6550, -0.0767, 0.8444)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2657, 0.8275, 0.3634)>
    Rotation: <Euler (x=2.7861, y=-0.3937, z=0.9287), order='XYZ'>
    Matrix:
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      <Vector (0.7395, -0.6684, 0.0796, 0.8275)>
      <Vector (0.3837, 0.3214, -0.8657, 0.3634)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2558, 0.8175, 0.3681)>
    Rotation: <Euler (x=2.7861, y=-0.3937, z=0.9287), order='XYZ'>
    Matrix:
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      <Vector (0.7395, -0.6684, 0.0796, 0.8175)>
      <Vector (0.3837, 0.3214, -0.8657, 0.3681)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1119, 0.8125, 0.0338)>
    Rotation: <Euler (x=0.7412, y=-0.0209, z=-2.8943), order='XYZ'>
    Matrix:
      <Vector (-0.9694, 0.1943, -0.1503, 0.1119)>
      <Vector (-0.2447, -0.7118, 0.6584, 0.8125)>
      <Vector (0.0209, 0.6750, 0.7375, 0.0338)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1927, 0.5168, 0.3143)>
    Rotation: <Euler (x=-0.2061, y=-0.1523, z=-2.8627), order='XYZ'>
    Matrix:
      <Vector (-0.9502, 0.2396, 0.1991, 0.1927)>
      <Vector (-0.2721, -0.9496, -0.1558, 0.5168)>
      <Vector (0.1517, -0.2022, 0.9675, 0.3143)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1106, 0.2278)>
    Rotation: <Euler (x=0.8642, y=-0.1507, z=-3.0084), order='XYZ'>
    Matrix:
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      <Vector (0.1502, 0.7520, 0.6419, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0006, 0.3595)>
    Rotation: <Euler (x=-1.5298, y=-2.8906, z=0.0105), order='XYZ'>
    Matrix:
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      <Vector (-0.0102, 0.0436, 0.9990, 0.0006)>
      <Vector (0.2484, 0.9678, -0.0397, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0039, 0.4324)>
    Rotation: <Euler (x=-1.5298, y=-2.8906, z=0.0105), order='XYZ'>
    Matrix:
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      <Vector (-0.0102, 0.0436, 0.9990, 0.0039)>
      <Vector (0.2484, 0.9678, -0.0397, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0944, 0.8197, -0.0402)>
    Rotation: <Euler (x=0.5202, y=0.6659, z=2.8647), order='XYZ'>
    Matrix:
      <Vector (-0.7564, -0.5326, -0.3798, -0.0944)>
      <Vector (0.2149, -0.7507, 0.6247, 0.8197)>
      <Vector (-0.6178, 0.3909, 0.6823, -0.0402)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3158, 0.5076, 0.1222)>
    Rotation: <Euler (x=-0.5581, y=0.7823, z=2.8212), order='XYZ'>
    Matrix:
      <Vector (-0.6732, 0.0872, -0.7343, -0.3158)>
      <Vector (0.2234, -0.9226, -0.3144, 0.5076)>
      <Vector (-0.7049, -0.3757, 0.6017, 0.1222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7750, y=0.7977, z=2.9388), order='XYZ'>
    Matrix:
      <Vector (-0.6840, -0.6344, -0.3599, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2404, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2404, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7841, 0.6205, -0.0124, 0.0987)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 73
  Bone: mixamorig:Hips
    Location: <Vector (0.0095, 0.8567, 0.0114)>
    Rotation: <Euler (x=0.1994, y=-0.3738, z=-0.0410), order='XYZ'>
    Matrix:
      <Vector (0.9302, -0.0321, -0.3657, 0.0095)>
      <Vector (-0.0382, 0.9823, -0.1832, 0.8567)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0077, 0.9329, 0.0241)>
    Rotation: <Euler (x=0.2289, y=-0.3937, z=-0.0339), order='XYZ'>
    Matrix:
      <Vector (0.9230, -0.0540, -0.3811, 0.0077)>
      <Vector (-0.0313, 0.9763, -0.2141, 0.9329)>
      <Vector (0.3836, 0.2095, 0.8994, 0.0241)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0028, 1.0210, 0.0429)>
    Rotation: <Euler (x=0.3666, y=-0.4240, z=-0.0220), order='XYZ'>
    Matrix:
      <Vector (0.9112, -0.1269, -0.3918, 0.0028)>
      <Vector (-0.0201, 0.9366, -0.3499, 1.0210)>
      <Vector (0.4114, 0.3267, 0.8509, 0.0429)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0103, 1.1175, 0.0766)>
    Rotation: <Euler (x=0.5064, y=-0.4541, z=-0.0151), order='XYZ'>
    Matrix:
      <Vector (0.8986, -0.1995, -0.3908, -0.0103)>
      <Vector (-0.0135, 0.8776, -0.4792, 1.1175)>
      <Vector (0.4386, 0.4359, 0.7859, 0.0766)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0334, 1.2192, 0.1271)>
    Rotation: <Euler (x=0.4099, y=-0.3849, z=-0.0154), order='XYZ'>
    Matrix:
      <Vector (0.9267, -0.1355, -0.3505, -0.0334)>
      <Vector (-0.0143, 0.9193, -0.3932, 1.2192)>
      <Vector (0.3755, 0.3694, 0.8500, 0.1271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0522, 1.3090, 0.1769)>
    Rotation: <Euler (x=0.0289, y=-0.0905, z=-0.0381), order='XYZ'>
    Matrix:
      <Vector (0.9952, 0.0355, -0.0914, -0.0522)>
      <Vector (-0.0380, 0.9990, -0.0254, 1.3090)>
      <Vector (0.0904, 0.0288, 0.9955, 0.1769)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0466, 1.5478, 0.2152)>
    Rotation: <Euler (x=0.0289, y=-0.0905, z=-0.0381), order='XYZ'>
    Matrix:
      <Vector (0.9952, 0.0355, -0.0914, -0.0466)>
      <Vector (-0.0380, 0.9990, -0.0254, 1.5478)>
      <Vector (0.0904, 0.0288, 0.9955, 0.2152)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0334, 1.2043, 0.1486)>
    Rotation: <Euler (x=-0.2565, y=2.1653, z=-2.0817), order='XYZ'>
    Matrix:
      <Vector (0.2739, 0.9465, -0.1704, 0.0334)>
      <Vector (0.4886, -0.2896, -0.8231, 1.2043)>
      <Vector (-0.8284, 0.1421, -0.5418, 0.1486)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1671, 1.1634, 0.1687)>
    Rotation: <Euler (x=3.1365, y=0.7957, z=0.4537), order='XYZ'>
    Matrix:
      <Vector (0.6290, 0.4415, -0.6399, 0.1671)>
      <Vector (0.3067, -0.8972, -0.3176, 1.1634)>
      <Vector (-0.7144, 0.0035, -0.6998, 0.1687)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2525, 0.9897, 0.1694)>
    Rotation: <Euler (x=2.3815, y=0.1237, z=-1.0314), order='XYZ'>
    Matrix:
      <Vector (0.5097, -0.5782, -0.6371, 0.2525)>
      <Vector (-0.8515, -0.4452, -0.2771, 0.9897)>
      <Vector (-0.1234, 0.6837, -0.7192, 0.1694)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1012, 0.8732, 0.3484)>
    Rotation: <Euler (x=1.9979, y=-0.0004, z=-0.6862), order='XYZ'>
    Matrix:
      <Vector (0.7737, -0.2627, -0.5765, 0.1012)>
      <Vector (-0.6336, -0.3202, -0.7043, 0.8732)>
      <Vector (0.0004, 0.9102, -0.4142, 0.3484)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0645, 0.8705, 0.3808)>
    Rotation: <Euler (x=2.5339, y=-0.6964, z=-1.0637), order='XYZ'>
    Matrix:
      <Vector (0.3726, -0.8955, -0.2434, 0.0645)>
      <Vector (-0.6706, -0.0785, -0.7376, 0.8705)>
      <Vector (0.6415, 0.4380, -0.6298, 0.3808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0286, 0.8688, 0.3966)>
    Rotation: <Euler (x=2.3622, y=-0.3255, z=-0.7730), order='XYZ'>
    Matrix:
      <Vector (0.6782, -0.6577, -0.3279, 0.0286)>
      <Vector (-0.6616, -0.3522, -0.6619, 0.8688)>
      <Vector (0.3198, 0.6659, -0.6740, 0.3966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0077, 0.8569, 0.4186)>
    Rotation: <Euler (x=2.2818, y=-0.1545, z=-0.6934), order='XYZ'>
    Matrix:
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      <Vector (-0.6315, -0.4274, -0.6469, 0.8569)>
      <Vector (0.1539, 0.7487, -0.6448, 0.4186)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0036, 0.8456, 0.4371)>
    Rotation: <Euler (x=2.2818, y=-0.1545, z=-0.6934), order='XYZ'>
    Matrix:
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      <Vector (-0.6315, -0.4274, -0.6469, 0.8456)>
      <Vector (0.1539, 0.7487, -0.6448, 0.4371)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0440, 0.8600, 0.4531)>
    Rotation: <Euler (x=2.4551, y=-0.0492, z=-0.6998), order='XYZ'>
    Matrix:
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      <Vector (-0.6433, -0.5716, -0.5094, 0.8600)>
      <Vector (0.0492, 0.6331, -0.7725, 0.4531)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0289, 0.8431, 0.4717)>
    Rotation: <Euler (x=2.9231, y=-0.0135, z=-0.6316), order='XYZ'>
    Matrix:
      <Vector (0.8070, -0.5788, -0.1173, 0.0289)>
      <Vector (-0.5904, -0.7861, -0.1827, 0.8431)>
      <Vector (0.0135, 0.2167, -0.9761, 0.4717)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0118, 0.8197, 0.4781)>
    Rotation: <Euler (x=-3.1256, y=-0.0072, z=-0.5760), order='XYZ'>
    Matrix:
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      <Vector (-0.5446, -0.8386, 0.0095, 0.8197)>
      <Vector (0.0072, -0.0160, -0.9998, 0.4781)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (-0.0011, 0.8005, 0.4778)>
    Rotation: <Euler (x=-3.1256, y=-0.0072, z=-0.5760), order='XYZ'>
    Matrix:
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      <Vector (-0.5446, -0.8386, 0.0095, 0.8005)>
      <Vector (0.0072, -0.0160, -0.9998, 0.4778)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0620, 0.8450, 0.4522)>
    Rotation: <Euler (x=2.4548, y=-0.0464, z=-0.7004), order='XYZ'>
    Matrix:
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      <Vector (-0.6438, -0.5723, -0.5079, 0.8450)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0446, 0.8255, 0.4736)>
    Rotation: <Euler (x=2.9231, y=-0.0107, z=-0.6317), order='XYZ'>
    Matrix:
      <Vector (0.8070, -0.5784, -0.1196, 0.0446)>
      <Vector (-0.5905, -0.7865, -0.1811, 0.8255)>
      <Vector (0.0107, 0.2167, -0.9762, 0.4736)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0244, 0.7979, 0.4812)>
    Rotation: <Euler (x=-3.1256, y=-0.0045, z=-0.5779), order='XYZ'>
    Matrix:
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      <Vector (-0.5462, -0.8376, 0.0109, 0.7979)>
      <Vector (0.0045, -0.0160, -0.9999, 0.4812)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0098, 0.7762, 0.4808)>
    Rotation: <Euler (x=-3.1256, y=-0.0045, z=-0.5779), order='XYZ'>
    Matrix:
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      <Vector (-0.5462, -0.8376, 0.0109, 0.7762)>
      <Vector (0.0045, -0.0160, -0.9999, 0.4808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0819, 0.8296, 0.4523)>
    Rotation: <Euler (x=2.4550, y=-0.0453, z=-0.6985), order='XYZ'>
    Matrix:
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      <Vector (-0.6424, -0.5738, -0.5080, 0.8296)>
      <Vector (0.0453, 0.6333, -0.7726, 0.4523)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0665, 0.8123, 0.4713)>
    Rotation: <Euler (x=2.9231, y=-0.0102, z=-0.6289), order='XYZ'>
    Matrix:
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      <Vector (-0.5882, -0.7881, -0.1812, 0.8123)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0497, 0.7893, 0.4776)>
    Rotation: <Euler (x=-3.1255, y=-0.0060, z=-0.5845), order='XYZ'>
    Matrix:
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      <Vector (-0.5517, -0.8340, 0.0101, 0.7893)>
      <Vector (0.0060, -0.0161, -0.9999, 0.4776)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0369, 0.7704, 0.4772)>
    Rotation: <Euler (x=-3.1255, y=-0.0060, z=-0.5845), order='XYZ'>
    Matrix:
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      <Vector (-0.5517, -0.8340, 0.0101, 0.7704)>
      <Vector (0.0060, -0.0161, -0.9999, 0.4772)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1017, 0.8179, 0.4487)>
    Rotation: <Euler (x=2.4425, y=0.0094, z=-0.6437), order='XYZ'>
    Matrix:
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      <Vector (-0.6001, -0.6159, -0.5104, 0.8179)>
      <Vector (-0.0094, 0.6435, -0.7654, 0.4487)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0887, 0.8001, 0.4673)>
    Rotation: <Euler (x=2.9231, y=-0.0017, z=-0.6262), order='XYZ'>
    Matrix:
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      <Vector (-0.5861, -0.7908, -0.1766, 0.8001)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0759, 0.7826, 0.4721)>
    Rotation: <Euler (x=-3.1255, y=0.0013, z=-0.5992), order='XYZ'>
    Matrix:
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      <Vector (-0.0013, -0.0161, -0.9999, 0.4721)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0667, 0.7690, 0.4718)>
    Rotation: <Euler (x=-3.1255, y=0.0013, z=-0.5992), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0931, 1.2045, 0.0901)>
    Rotation: <Euler (x=1.0499, y=-2.1877, z=1.0565), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2035, 1.1521, 0.0192)>
    Rotation: <Euler (x=-1.2648, y=-1.3785, z=-2.0134), order='XYZ'>
    Matrix:
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      <Vector (-0.1727, -0.9748, -0.1413, 1.1521)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2284, 0.9630, -0.0161)>
    Rotation: <Euler (x=1.5293, y=-0.1746, z=1.4634), order='XYZ'>
    Matrix:
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      <Vector (0.9791, -0.1681, -0.1143, 0.9630)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2441, 0.9190, 0.2414)>
    Rotation: <Euler (x=1.5845, y=-0.3813, z=1.0180), order='XYZ'>
    Matrix:
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      <Vector (0.3721, 0.9281, -0.0128, 0.2414)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2309, 0.9219, 0.2861)>
    Rotation: <Euler (x=1.9654, y=0.4190, z=1.0252), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2108, 0.9274, 0.3170)>
    Rotation: <Euler (x=1.9462, y=-0.0735, z=0.9536), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2024, 0.9184, 0.3475)>
    Rotation: <Euler (x=1.8898, y=-0.2277, z=0.9585), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1994, 0.9080, 0.3723)>
    Rotation: <Euler (x=1.8898, y=-0.2277, z=0.9585), order='XYZ'>
    Matrix:
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      <Vector (0.7972, -0.3557, -0.4878, 0.9080)>
      <Vector (0.2258, 0.9250, -0.3055, 0.3723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2483, 0.9108, 0.3592)>
    Rotation: <Euler (x=2.0446, y=-0.3253, z=1.0092), order='XYZ'>
    Matrix:
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      <Vector (0.8020, -0.4837, -0.3505, 0.9108)>
      <Vector (0.3196, 0.8432, -0.4323, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2413, 0.8960, 0.3846)>
    Rotation: <Euler (x=2.5319, y=-0.3789, z=0.9623), order='XYZ'>
    Matrix:
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      <Vector (0.7623, -0.6424, -0.0785, 0.8960)>
      <Vector (0.3699, 0.5320, -0.7617, 0.3846)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2250, 0.8769, 0.4004)>
    Rotation: <Euler (x=2.7849, y=-0.4019, z=0.9165), order='XYZ'>
    Matrix:
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      <Vector (0.7303, -0.6787, 0.0783, 0.8769)>
      <Vector (0.3911, 0.3214, -0.8624, 0.4004)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2097, 0.8616, 0.4078)>
    Rotation: <Euler (x=2.7849, y=-0.4019, z=0.9165), order='XYZ'>
    Matrix:
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      <Vector (0.7303, -0.6787, 0.0783, 0.8616)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2600, 0.8916, 0.3545)>
    Rotation: <Euler (x=2.0445, y=-0.3331, z=1.0095), order='XYZ'>
    Matrix:
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      <Vector (0.8000, -0.4892, -0.3474, 0.8916)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2527, 0.8758, 0.3813)>
    Rotation: <Euler (x=2.5319, y=-0.3847, z=0.9622), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2338, 0.8536, 0.3995)>
    Rotation: <Euler (x=2.7823, y=-0.4038, z=0.9231), order='XYZ'>
    Matrix:
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      <Vector (0.7334, -0.6750, 0.0812, 0.8536)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2173, 0.8371, 0.4076)>
    Rotation: <Euler (x=2.7823, y=-0.4038, z=0.9231), order='XYZ'>
    Matrix:
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      <Vector (0.7334, -0.6750, 0.0812, 0.8371)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2718, 0.8711, 0.3457)>
    Rotation: <Euler (x=2.0449, y=-0.3281, z=1.0082), order='XYZ'>
    Matrix:
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      <Vector (0.8008, -0.4860, -0.3501, 0.8711)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2653, 0.8573, 0.3693)>
    Rotation: <Euler (x=2.5339, y=-0.3840, z=0.9569), order='XYZ'>
    Matrix:
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      <Vector (0.7579, -0.6477, -0.0775, 0.8573)>
      <Vector (0.3746, 0.5294, -0.7612, 0.3693)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2501, 0.8394, 0.3840)>
    Rotation: <Euler (x=2.7814, y=-0.3984, z=0.9254), order='XYZ'>
    Matrix:
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      <Vector (0.7363, -0.6721, 0.0780, 0.8394)>
      <Vector (0.3879, 0.3249, -0.8625, 0.3840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2344, 0.8237, 0.3916)>
    Rotation: <Euler (x=2.7814, y=-0.3984, z=0.9254), order='XYZ'>
    Matrix:
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      <Vector (0.7363, -0.6721, 0.0780, 0.8237)>
      <Vector (0.3879, 0.3249, -0.8625, 0.3916)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2833, 0.8564, 0.3307)>
    Rotation: <Euler (x=2.0446, y=-0.3322, z=1.0091), order='XYZ'>
    Matrix:
      <Vector (0.5035, 0.2316, 0.8324, -0.2833)>
      <Vector (0.8001, -0.4886, -0.3480, 0.8564)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2772, 0.8435, 0.3527)>
    Rotation: <Euler (x=2.5345, y=-0.3890, z=0.9553), order='XYZ'>
    Matrix:
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      <Vector (0.7555, -0.6509, -0.0750, 0.8435)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2630, 0.8268, 0.3665)>
    Rotation: <Euler (x=2.7766, y=-0.3973, z=0.9377), order='XYZ'>
    Matrix:
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      <Vector (0.7434, -0.6640, 0.0802, 0.8268)>
      <Vector (0.3869, 0.3291, -0.8614, 0.3665)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2531, 0.8168, 0.3713)>
    Rotation: <Euler (x=2.7766, y=-0.3973, z=0.9377), order='XYZ'>
    Matrix:
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      <Vector (0.7434, -0.6640, 0.0802, 0.8168)>
      <Vector (0.3869, 0.3291, -0.8614, 0.3713)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1150, 0.8114, 0.0383)>
    Rotation: <Euler (x=0.7436, y=-0.0186, z=-2.8960), order='XYZ'>
    Matrix:
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      <Vector (-0.2431, -0.7109, 0.6600, 0.8114)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1944, 0.5161, 0.3195)>
    Rotation: <Euler (x=-0.2185, y=-0.1505, z=-2.8648), order='XYZ'>
    Matrix:
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      <Vector (-0.2702, -0.9479, -0.1685, 0.5161)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1106, 0.2278)>
    Rotation: <Euler (x=0.8642, y=-0.1505, z=-3.0078), order='XYZ'>
    Matrix:
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      <Vector (-0.1319, -0.6283, 0.7667, 0.1106)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0006, 0.3594)>
    Rotation: <Euler (x=-1.5299, y=-2.8908, z=0.0111), order='XYZ'>
    Matrix:
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      <Vector (-0.0108, 0.0437, 0.9990, 0.0006)>
      <Vector (0.2482, 0.9679, -0.0396, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0039, 0.4324)>
    Rotation: <Euler (x=-1.5299, y=-2.8908, z=0.0111), order='XYZ'>
    Matrix:
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      <Vector (-0.0108, 0.0437, 0.9990, 0.0039)>
      <Vector (0.2482, 0.9679, -0.0396, 0.4324)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0910, 0.8188, -0.0369)>
    Rotation: <Euler (x=0.5163, y=0.6691, z=2.8596), order='XYZ'>
    Matrix:
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      <Vector (0.2183, -0.7501, 0.6242, 0.8188)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3138, 0.5071, 0.1240)>
    Rotation: <Euler (x=-0.5631, y=0.7786, z=2.8134), order='XYZ'>
    Matrix:
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      <Vector (0.2295, -0.9213, -0.3139, 0.5071)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7754, y=0.7962, z=2.9391), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2419, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2419, z=-0.0281), order='XYZ'>
    Matrix:
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Frame: 74
  Bone: mixamorig:Hips
    Location: <Vector (0.0130, 0.8560, 0.0155)>
    Rotation: <Euler (x=0.1997, y=-0.3806, z=-0.0417), order='XYZ'>
    Matrix:
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      <Vector (-0.0387, 0.9823, -0.1831, 0.8560)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0111, 0.9322, 0.0281)>
    Rotation: <Euler (x=0.2286, y=-0.3995, z=-0.0343), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0061, 1.0203, 0.0469)>
    Rotation: <Euler (x=0.3646, y=-0.4281, z=-0.0208), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0071, 1.1168, 0.0804)>
    Rotation: <Euler (x=0.5025, y=-0.4567, z=-0.0120), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0305, 1.2187, 0.1305)>
    Rotation: <Euler (x=0.4077, y=-0.3870, z=-0.0129), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0495, 1.3085, 0.1800)>
    Rotation: <Euler (x=0.0242, y=-0.0915, z=-0.0366), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0442, 1.5476, 0.2171)>
    Rotation: <Euler (x=0.0242, y=-0.0915, z=-0.0366), order='XYZ'>
    Matrix:
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      <Vector (-0.0365, 0.9991, -0.0209, 1.5476)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0363, 1.2040, 0.1522)>
    Rotation: <Euler (x=-0.2649, y=2.1640, z=-2.0871), order='XYZ'>
    Matrix:
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      <Vector (0.4861, -0.2877, -0.8252, 1.2040)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1700, 1.1633, 0.1729)>
    Rotation: <Euler (x=3.1345, y=0.7941, z=0.4556), order='XYZ'>
    Matrix:
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      <Vector (-0.7133, 0.0050, -0.7009, 0.1729)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2560, 0.9900, 0.1738)>
    Rotation: <Euler (x=2.3829, y=0.1217, z=-1.0283), order='XYZ'>
    Matrix:
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      <Vector (-0.1214, 0.6829, -0.7204, 0.1738)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1046, 0.8732, 0.3526)>
    Rotation: <Euler (x=2.0018, y=-0.0013, z=-0.6863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0678, 0.8704, 0.3849)>
    Rotation: <Euler (x=2.5391, y=-0.6958, z=-1.0672), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0319, 0.8687, 0.4006)>
    Rotation: <Euler (x=2.3665, y=-0.3261, z=-0.7745), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0109, 0.8567, 0.4224)>
    Rotation: <Euler (x=2.2858, y=-0.1554, z=-0.6941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (-0.0005, 0.8454, 0.4409)>
    Rotation: <Euler (x=2.2858, y=-0.1554, z=-0.6941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0470, 0.8597, 0.4571)>
    Rotation: <Euler (x=2.4590, y=-0.0501, z=-0.7002), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0319, 0.8428, 0.4756)>
    Rotation: <Euler (x=2.9270, y=-0.0146, z=-0.6318), order='XYZ'>
    Matrix:
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      <Vector (-0.5906, -0.7866, -0.1803, 0.8428)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0148, 0.8194, 0.4819)>
    Rotation: <Euler (x=-3.1218, y=-0.0085, z=-0.5762), order='XYZ'>
    Matrix:
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      <Vector (-0.5448, -0.8385, 0.0120, 0.8194)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0019, 0.8002, 0.4814)>
    Rotation: <Euler (x=-3.1218, y=-0.0085, z=-0.5762), order='XYZ'>
    Matrix:
      <Vector (0.8385, -0.5446, 0.0179, 0.0019)>
      <Vector (-0.5448, -0.8385, 0.0120, 0.8002)>
      <Vector (0.0085, -0.0198, -0.9998, 0.4814)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0651, 0.8447, 0.4562)>
    Rotation: <Euler (x=2.4588, y=-0.0473, z=-0.7008), order='XYZ'>
    Matrix:
      <Vector (0.7635, -0.5230, -0.3789, 0.0651)>
      <Vector (-0.6441, -0.5738, -0.5059, 0.8447)>
      <Vector (0.0472, 0.6303, -0.7749, 0.4562)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0476, 0.8252, 0.4775)>
    Rotation: <Euler (x=2.9270, y=-0.0118, z=-0.6319), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5792, -0.1165, 0.0476)>
      <Vector (-0.5907, -0.7869, -0.1786, 0.8252)>
      <Vector (0.0118, 0.2129, -0.9770, 0.4775)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0274, 0.7975, 0.4850)>
    Rotation: <Euler (x=-3.1217, y=-0.0059, z=-0.5780), order='XYZ'>
    Matrix:
      <Vector (0.8375, -0.5462, 0.0157, 0.0274)>
      <Vector (-0.5464, -0.8374, 0.0134, 0.7975)>
      <Vector (0.0059, -0.0199, -0.9998, 0.4850)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0128, 0.7759, 0.4845)>
    Rotation: <Euler (x=-3.1217, y=-0.0059, z=-0.5780), order='XYZ'>
    Matrix:
      <Vector (0.8375, -0.5462, 0.0157, 0.0128)>
      <Vector (-0.5464, -0.8374, 0.0134, 0.7759)>
      <Vector (0.0059, -0.0199, -0.9998, 0.4845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0850, 0.8294, 0.4563)>
    Rotation: <Euler (x=2.4589, y=-0.0461, z=-0.6988), order='XYZ'>
    Matrix:
      <Vector (0.7648, -0.5214, -0.3784, 0.0850)>
      <Vector (-0.6426, -0.5753, -0.5060, 0.8294)>
      <Vector (0.0461, 0.6302, -0.7751, 0.4563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0695, 0.8119, 0.4752)>
    Rotation: <Euler (x=2.9270, y=-0.0113, z=-0.6291), order='XYZ'>
    Matrix:
      <Vector (0.8085, -0.5769, -0.1164, 0.0695)>
      <Vector (-0.5884, -0.7886, -0.1787, 0.8119)>
      <Vector (0.0113, 0.2130, -0.9770, 0.4752)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0527, 0.7890, 0.4814)>
    Rotation: <Euler (x=-3.1217, y=-0.0073, z=-0.5846), order='XYZ'>
    Matrix:
      <Vector (0.8339, -0.5517, 0.0171, 0.0527)>
      <Vector (-0.5519, -0.8338, 0.0125, 0.7890)>
      <Vector (0.0073, -0.0199, -0.9998, 0.4814)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0399, 0.7700, 0.4810)>
    Rotation: <Euler (x=-3.1217, y=-0.0073, z=-0.5846), order='XYZ'>
    Matrix:
      <Vector (0.8339, -0.5517, 0.0171, 0.0399)>
      <Vector (-0.5519, -0.8338, 0.0125, 0.7700)>
      <Vector (0.0073, -0.0199, -0.9998, 0.4810)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1048, 0.8176, 0.4528)>
    Rotation: <Euler (x=2.4464, y=0.0083, z=-0.6438), order='XYZ'>
    Matrix:
      <Vector (0.7998, -0.4567, -0.3896, 0.1048)>
      <Vector (-0.6002, -0.6174, -0.5084, 0.8176)>
      <Vector (-0.0083, 0.6405, -0.7679, 0.4528)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0917, 0.7998, 0.4713)>
    Rotation: <Euler (x=2.9270, y=-0.0028, z=-0.6263), order='XYZ'>
    Matrix:
      <Vector (0.8102, -0.5732, -0.1226, 0.0917)>
      <Vector (-0.5862, -0.7912, -0.1742, 0.7998)>
      <Vector (0.0028, 0.2130, -0.9771, 0.4713)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0789, 0.7823, 0.4760)>
    Rotation: <Euler (x=-3.1216, y=0.0001, z=-0.5993), order='XYZ'>
    Matrix:
      <Vector (0.8257, -0.5640, 0.0112, 0.0789)>
      <Vector (-0.5641, -0.8255, 0.0165, 0.7823)>
      <Vector (-0.0001, -0.0199, -0.9998, 0.4760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0697, 0.7687, 0.4757)>
    Rotation: <Euler (x=-3.1216, y=0.0001, z=-0.5993), order='XYZ'>
    Matrix:
      <Vector (0.8257, -0.5640, 0.0112, 0.0697)>
      <Vector (-0.5641, -0.8255, 0.0165, 0.7687)>
      <Vector (-0.0001, -0.0199, -0.9998, 0.4757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0901, 1.2038, 0.0934)>
    Rotation: <Euler (x=1.0592, y=-2.1860, z=1.0525), order='XYZ'>
    Matrix:
      <Vector (-0.2859, -0.7780, 0.5594, -0.0901)>
      <Vector (-0.5013, -0.3761, -0.7792, 1.2038)>
      <Vector (0.8166, -0.5033, -0.2825, 0.0934)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2000, 1.1507, 0.0223)>
    Rotation: <Euler (x=-1.2269, y=-1.3760, z=-2.0433), order='XYZ'>
    Matrix:
      <Vector (-0.0881, -0.1201, 0.9888, -0.2000)>
      <Vector (-0.1723, -0.9759, -0.1339, 1.1507)>
      <Vector (0.9811, -0.1822, 0.0652, 0.0223)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2233, 0.9614, -0.0131)>
    Rotation: <Euler (x=1.5216, y=-0.1723, z=1.4720), order='XYZ'>
    Matrix:
      <Vector (0.0972, -0.0658, 0.9931, -0.2233)>
      <Vector (0.9804, -0.1655, -0.1069, 0.9614)>
      <Vector (0.1714, 0.9840, 0.0485, -0.0131)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2405, 0.9181, 0.2444)>
    Rotation: <Euler (x=1.5755, y=-0.3845, z=1.0268), order='XYZ'>
    Matrix:
      <Vector (0.4797, -0.1900, 0.8566, -0.2405)>
      <Vector (0.7932, -0.3234, -0.5160, 0.9181)>
      <Vector (0.3751, 0.9270, -0.0044, 0.2444)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2277, 0.9211, 0.2892)>
    Rotation: <Euler (x=1.9563, y=0.4158, z=1.0270), order='XYZ'>
    Matrix:
      <Vector (0.4733, 0.5154, 0.7144, -0.2277)>
      <Vector (0.7828, 0.1257, -0.6094, 0.9211)>
      <Vector (-0.4039, 0.8477, -0.3439, 0.2892)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2079, 0.9268, 0.3204)>
    Rotation: <Euler (x=1.9381, y=-0.0773, z=0.9597), order='XYZ'>
    Matrix:
      <Vector (0.5720, 0.2528, 0.7803, -0.2079)>
      <Vector (0.8166, -0.2650, -0.5128, 0.9268)>
      <Vector (0.0772, 0.9305, -0.3580, 0.3204)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1997, 0.9179, 0.3509)>
    Rotation: <Euler (x=1.8815, y=-0.2314, z=0.9659), order='XYZ'>
    Matrix:
      <Vector (0.5535, 0.1272, 0.8230, -0.1997)>
      <Vector (0.8006, -0.3535, -0.4838, 0.9179)>
      <Vector (0.2294, 0.9268, -0.2975, 0.3509)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1968, 0.9075, 0.3757)>
    Rotation: <Euler (x=1.8815, y=-0.2314, z=0.9659), order='XYZ'>
    Matrix:
      <Vector (0.5535, 0.1272, 0.8230, -0.1968)>
      <Vector (0.8006, -0.3535, -0.4838, 0.9075)>
      <Vector (0.2294, 0.9268, -0.2975, 0.3757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2457, 0.9100, 0.3622)>
    Rotation: <Euler (x=2.0358, y=-0.3286, z=1.0175), order='XYZ'>
    Matrix:
      <Vector (0.4974, 0.2299, 0.8365, -0.2457)>
      <Vector (0.8053, -0.4811, -0.3466, 0.9100)>
      <Vector (0.3227, 0.8460, -0.4245, 0.3622)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2388, 0.8953, 0.3877)>
    Rotation: <Euler (x=2.5231, y=-0.3825, z=0.9710), order='XYZ'>
    Matrix:
      <Vector (0.5237, 0.5504, 0.6503, -0.2388)>
      <Vector (0.7658, -0.6386, -0.0762, 0.8953)>
      <Vector (0.3733, 0.5379, -0.7559, 0.3877)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2225, 0.8763, 0.4036)>
    Rotation: <Euler (x=2.7762, y=-0.4059, z=0.9254), order='XYZ'>
    Matrix:
      <Vector (0.5526, 0.6612, 0.5073, -0.2225)>
      <Vector (0.7339, -0.6745, 0.0797, 0.8763)>
      <Vector (0.3948, 0.3283, -0.8581, 0.4036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2073, 0.8611, 0.4112)>
    Rotation: <Euler (x=2.7762, y=-0.4059, z=0.9254), order='XYZ'>
    Matrix:
      <Vector (0.5526, 0.6612, 0.5073, -0.2073)>
      <Vector (0.7339, -0.6745, 0.0797, 0.8611)>
      <Vector (0.3948, 0.3283, -0.8581, 0.4112)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2573, 0.8907, 0.3574)>
    Rotation: <Euler (x=2.0357, y=-0.3364, z=1.0178), order='XYZ'>
    Matrix:
      <Vector (0.4958, 0.2265, 0.8384, -0.2573)>
      <Vector (0.8033, -0.4865, -0.3435, 0.8907)>
      <Vector (0.3301, 0.8438, -0.4232, 0.3574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2501, 0.8751, 0.3843)>
    Rotation: <Euler (x=2.5231, y=-0.3884, z=0.9710), order='XYZ'>
    Matrix:
      <Vector (0.5224, 0.5486, 0.6527, -0.2501)>
      <Vector (0.7640, -0.6411, -0.0726, 0.8751)>
      <Vector (0.3787, 0.5366, -0.7541, 0.3843)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2313, 0.8530, 0.4027)>
    Rotation: <Euler (x=2.7736, y=-0.4078, z=0.9321), order='XYZ'>
    Matrix:
      <Vector (0.5473, 0.6641, 0.5094, -0.2313)>
      <Vector (0.7370, -0.6708, 0.0826, 0.8530)>
      <Vector (0.3966, 0.3303, -0.8566, 0.4027)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2148, 0.8366, 0.4110)>
    Rotation: <Euler (x=2.7736, y=-0.4078, z=0.9321), order='XYZ'>
    Matrix:
      <Vector (0.5473, 0.6641, 0.5094, -0.2148)>
      <Vector (0.7370, -0.6708, 0.0826, 0.8366)>
      <Vector (0.3966, 0.3303, -0.8566, 0.4110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2688, 0.8702, 0.3485)>
    Rotation: <Euler (x=2.0361, y=-0.3313, z=1.0166), order='XYZ'>
    Matrix:
      <Vector (0.4977, 0.2285, 0.8367, -0.2688)>
      <Vector (0.8041, -0.4833, -0.3462, 0.8702)>
      <Vector (0.3253, 0.8451, -0.4243, 0.3485)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2625, 0.8565, 0.3722)>
    Rotation: <Euler (x=2.5251, y=-0.3876, z=0.9657), order='XYZ'>
    Matrix:
      <Vector (0.5266, 0.5467, 0.6509, -0.2625)>
      <Vector (0.7614, -0.6439, -0.0752, 0.8565)>
      <Vector (0.3780, 0.5352, -0.7554, 0.3722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2473, 0.8387, 0.3871)>
    Rotation: <Euler (x=2.7727, y=-0.4023, z=0.9343), order='XYZ'>
    Matrix:
      <Vector (0.5469, 0.6661, 0.5071, -0.2473)>
      <Vector (0.7400, -0.6680, 0.0794, 0.8387)>
      <Vector (0.3916, 0.3318, -0.8582, 0.3871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2316, 0.8231, 0.3949)>
    Rotation: <Euler (x=2.7727, y=-0.4023, z=0.9343), order='XYZ'>
    Matrix:
      <Vector (0.5469, 0.6661, 0.5071, -0.2316)>
      <Vector (0.7400, -0.6680, 0.0794, 0.8231)>
      <Vector (0.3916, 0.3318, -0.8582, 0.3949)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2801, 0.8554, 0.3335)>
    Rotation: <Euler (x=2.0358, y=-0.3355, z=1.0175), order='XYZ'>
    Matrix:
      <Vector (0.4962, 0.2269, 0.8380, -0.2801)>
      <Vector (0.8034, -0.4860, -0.3441, 0.8554)>
      <Vector (0.3292, 0.8440, -0.4234, 0.3335)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2742, 0.8426, 0.3556)>
    Rotation: <Euler (x=2.5258, y=-0.3927, z=0.9641), order='XYZ'>
    Matrix:
      <Vector (0.5268, 0.5446, 0.6526, -0.2742)>
      <Vector (0.7590, -0.6470, -0.0727, 0.8426)>
      <Vector (0.3827, 0.5337, -0.7542, 0.3556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2600, 0.8260, 0.3695)>
    Rotation: <Euler (x=2.7679, y=-0.4011, z=0.9465), order='XYZ'>
    Matrix:
      <Vector (0.5381, 0.6721, 0.5087, -0.2600)>
      <Vector (0.7470, -0.6598, 0.0816, 0.8260)>
      <Vector (0.3905, 0.3361, -0.8571, 0.3695)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2501, 0.8161, 0.3745)>
    Rotation: <Euler (x=2.7679, y=-0.4011, z=0.9465), order='XYZ'>
    Matrix:
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      <Vector (0.7470, -0.6598, 0.0816, 0.8161)>
      <Vector (0.3905, 0.3361, -0.8571, 0.3745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1182, 0.8107, 0.0430)>
    Rotation: <Euler (x=0.7448, y=-0.0146, z=-2.8972), order='XYZ'>
    Matrix:
      <Vector (-0.9702, 0.1875, -0.1536, 0.1182)>
      <Vector (-0.2419, -0.7110, 0.6603, 0.8107)>
      <Vector (0.0146, 0.6777, 0.7352, 0.0430)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1961, 0.5153, 0.3246)>
    Rotation: <Euler (x=-0.2309, y=-0.1488, z=-2.8670), order='XYZ'>
    Matrix:
      <Vector (-0.9519, 0.2313, 0.2009, 0.1961)>
      <Vector (-0.2682, -0.9462, -0.1811, 0.5153)>
      <Vector (0.1482, -0.2263, 0.9627, 0.3246)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1105, 0.2278)>
    Rotation: <Euler (x=0.8640, y=-0.1502, z=-3.0068), order='XYZ'>
    Matrix:
      <Vector (-0.9798, 0.2000, -0.0059, 0.2951)>
      <Vector (-0.1329, -0.6282, 0.7666, 0.1105)>
      <Vector (0.1496, 0.7519, 0.6421, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0005, 0.3595)>
    Rotation: <Euler (x=-1.5300, y=-2.8911, z=0.0121), order='XYZ'>
    Matrix:
      <Vector (-0.9687, 0.2472, -0.0222, 0.3301)>
      <Vector (-0.0117, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2479, 0.9680, -0.0395, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0038, 0.4324)>
    Rotation: <Euler (x=-1.5300, y=-2.8911, z=0.0121), order='XYZ'>
    Matrix:
      <Vector (-0.9687, 0.2472, -0.0222, 0.3487)>
      <Vector (-0.0117, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2479, 0.9680, -0.0395, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0872, 0.8182, -0.0335)>
    Rotation: <Euler (x=0.5117, y=0.6740, z=2.8545), order='XYZ'>
    Matrix:
      <Vector (-0.7493, -0.5400, -0.3832, -0.0872)>
      <Vector (0.2212, -0.7497, 0.6237, 0.8182)>
      <Vector (-0.6241, 0.3826, 0.6812, -0.0335)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3116, 0.5066, 0.1255)>
    Rotation: <Euler (x=-0.5670, y=0.7751, z=2.8060), order='XYZ'>
    Matrix:
      <Vector (-0.6745, 0.0771, -0.7343, -0.3116)>
      <Vector (0.2353, -0.9202, -0.3128, 0.5066)>
      <Vector (-0.6998, -0.3837, 0.6025, 0.1255)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7759, y=0.7947, z=2.9394), order='XYZ'>
    Matrix:
      <Vector (-0.6863, -0.6329, -0.3584, -0.2784)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7136, 0.4906, 0.5000, -0.0399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5506, y=2.2435, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6228, -0.7811, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7822, 0.6229, -0.0126, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2435, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6228, -0.7811, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7822, 0.6229, -0.0126, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 75
  Bone: mixamorig:Hips
    Location: <Vector (0.0166, 0.8556, 0.0197)>
    Rotation: <Euler (x=0.1997, y=-0.3877, z=-0.0418), order='XYZ'>
    Matrix:
      <Vector (0.9250, -0.0340, -0.3785, 0.0166)>
      <Vector (-0.0387, 0.9824, -0.1827, 0.8556)>
      <Vector (0.3781, 0.1837, 0.9074, 0.0197)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0147, 0.9318, 0.0323)>
    Rotation: <Euler (x=0.2283, y=-0.4061, z=-0.0342), order='XYZ'>
    Matrix:
      <Vector (0.9181, -0.0560, -0.3923, 0.0147)>
      <Vector (-0.0314, 0.9765, -0.2130, 0.9318)>
      <Vector (0.3950, 0.2079, 0.8949, 0.0323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0096, 1.0199, 0.0510)>
    Rotation: <Euler (x=0.3633, y=-0.4334, z=-0.0193), order='XYZ'>
    Matrix:
      <Vector (0.9074, -0.1311, -0.3993, 0.0096)>
      <Vector (-0.0176, 0.9375, -0.3477, 1.0199)>
      <Vector (0.4199, 0.3225, 0.8483, 0.0510)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0039, 1.1165, 0.0842)>
    Rotation: <Euler (x=0.5001, y=-0.4609, z=-0.0089), order='XYZ'>
    Matrix:
      <Vector (0.8956, -0.2054, -0.3945, -0.0039)>
      <Vector (-0.0080, 0.8794, -0.4760, 1.1165)>
      <Vector (0.4447, 0.4295, 0.7860, 0.0842)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0277, 1.2184, 0.1340)>
    Rotation: <Euler (x=0.4065, y=-0.3904, z=-0.0106), order='XYZ'>
    Matrix:
      <Vector (0.9247, -0.1407, -0.3537, -0.0277)>
      <Vector (-0.0098, 0.9201, -0.3917, 1.2184)>
      <Vector (0.3805, 0.3656, 0.8494, 0.1340)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0471, 1.3082, 0.1834)>
    Rotation: <Euler (x=0.0204, y=-0.0935, z=-0.0339), order='XYZ'>
    Matrix:
      <Vector (0.9951, 0.0320, -0.0940, -0.0471)>
      <Vector (-0.0337, 0.9993, -0.0173, 1.3082)>
      <Vector (0.0933, 0.0203, 0.9954, 0.1834)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0423, 1.5475, 0.2196)>
    Rotation: <Euler (x=0.0204, y=-0.0935, z=-0.0339), order='XYZ'>
    Matrix:
      <Vector (0.9951, 0.0320, -0.0940, -0.0423)>
      <Vector (-0.0337, 0.9993, -0.0173, 1.5475)>
      <Vector (0.0933, 0.0203, 0.9954, 0.2196)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0390, 1.2038, 0.1560)>
    Rotation: <Euler (x=-0.2740, y=2.1644, z=-2.0925), order='XYZ'>
    Matrix:
      <Vector (0.2788, 0.9464, -0.1631, 0.0390)>
      <Vector (0.4849, -0.2853, -0.8267, 1.2038)>
      <Vector (-0.8290, 0.1514, -0.5384, 0.1560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1727, 1.1635, 0.1774)>
    Rotation: <Euler (x=3.1330, y=0.7932, z=0.4574), order='XYZ'>
    Matrix:
      <Vector (0.6294, 0.4471, -0.6356, 0.1727)>
      <Vector (0.3098, -0.8945, -0.3224, 1.1635)>
      <Vector (-0.7126, 0.0060, -0.7015, 0.1774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2592, 0.9904, 0.1786)>
    Rotation: <Euler (x=2.3838, y=0.1207, z=-1.0252), order='XYZ'>
    Matrix:
      <Vector (0.5151, -0.5779, -0.6330, 0.2592)>
      <Vector (-0.8486, -0.4477, -0.2819, 0.9904)>
      <Vector (-0.1204, 0.6823, -0.7210, 0.1786)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1080, 0.8733, 0.3572)>
    Rotation: <Euler (x=2.0061, y=-0.0042, z=-0.6844), order='XYZ'>
    Matrix:
      <Vector (0.7748, -0.2696, -0.5719, 0.1080)>
      <Vector (-0.6322, -0.3243, -0.7036, 0.8733)>
      <Vector (0.0042, 0.9067, -0.4217, 0.3572)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0710, 0.8703, 0.3893)>
    Rotation: <Euler (x=2.5457, y=-0.6969, z=-1.0695), order='XYZ'>
    Matrix:
      <Vector (0.3685, -0.8989, -0.2370, 0.0710)>
      <Vector (-0.6725, -0.0818, -0.7356, 0.8703)>
      <Vector (0.6418, 0.4304, -0.6347, 0.3893)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0350, 0.8686, 0.4049)>
    Rotation: <Euler (x=2.3712, y=-0.3286, z=-0.7742), order='XYZ'>
    Matrix:
      <Vector (0.6767, -0.6624, -0.3213, 0.0350)>
      <Vector (-0.6617, -0.3560, -0.6598, 0.8686)>
      <Vector (0.3227, 0.6591, -0.6793, 0.4049)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0140, 0.8564, 0.4266)>
    Rotation: <Euler (x=2.2902, y=-0.1583, z=-0.6929), order='XYZ'>
    Matrix:
      <Vector (0.7598, -0.5121, -0.4006, 0.0140)>
      <Vector (-0.6308, -0.4312, -0.6451, 0.8564)>
      <Vector (0.1576, 0.7428, -0.6507, 0.4266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0025, 0.8451, 0.4449)>
    Rotation: <Euler (x=2.2902, y=-0.1583, z=-0.6929), order='XYZ'>
    Matrix:
      <Vector (0.7598, -0.5121, -0.4006, 0.0025)>
      <Vector (-0.6308, -0.4312, -0.6451, 0.8451)>
      <Vector (0.1576, 0.7428, -0.6507, 0.4449)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0499, 0.8595, 0.4614)>
    Rotation: <Euler (x=2.4634, y=-0.0529, z=-0.6985), order='XYZ'>
    Matrix:
      <Vector (0.7647, -0.5262, -0.3719, 0.0499)>
      <Vector (-0.6422, -0.5750, -0.5070, 0.8595)>
      <Vector (0.0529, 0.6265, -0.7776, 0.4614)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0347, 0.8425, 0.4798)>
    Rotation: <Euler (x=2.9311, y=-0.0177, z=-0.6300), order='XYZ'>
    Matrix:
      <Vector (0.8079, -0.5792, -0.1091, 0.0347)>
      <Vector (-0.5891, -0.7880, -0.1790, 0.8425)>
      <Vector (0.0177, 0.2089, -0.9778, 0.4798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0176, 0.8191, 0.4860)>
    Rotation: <Euler (x=-3.1179, y=-0.0119, z=-0.5743), order='XYZ'>
    Matrix:
      <Vector (0.8395, -0.5429, 0.0229, 0.0176)>
      <Vector (-0.5432, -0.8395, 0.0135, 0.8191)>
      <Vector (0.0119, -0.0237, -0.9996, 0.4860)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0047, 0.7999, 0.4855)>
    Rotation: <Euler (x=-3.1179, y=-0.0119, z=-0.5743), order='XYZ'>
    Matrix:
      <Vector (0.8395, -0.5429, 0.0229, 0.0047)>
      <Vector (-0.5432, -0.8395, 0.0135, 0.7999)>
      <Vector (0.0119, -0.0237, -0.9996, 0.4855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0680, 0.8446, 0.4606)>
    Rotation: <Euler (x=2.4631, y=-0.0501, z=-0.6991), order='XYZ'>
    Matrix:
      <Vector (0.7645, -0.5251, -0.3740, 0.0680)>
      <Vector (-0.6427, -0.5757, -0.5055, 0.8446)>
      <Vector (0.0501, 0.6268, -0.7775, 0.4606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0505, 0.8250, 0.4818)>
    Rotation: <Euler (x=2.9311, y=-0.0149, z=-0.6301), order='XYZ'>
    Matrix:
      <Vector (0.8079, -0.5787, -0.1113, 0.0505)>
      <Vector (-0.5892, -0.7883, -0.1774, 0.8250)>
      <Vector (0.0149, 0.2089, -0.9778, 0.4818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0302, 0.7972, 0.4891)>
    Rotation: <Euler (x=-3.1178, y=-0.0092, z=-0.5762), order='XYZ'>
    Matrix:
      <Vector (0.8385, -0.5445, 0.0207, 0.0302)>
      <Vector (-0.5448, -0.8384, 0.0149, 0.7972)>
      <Vector (0.0092, -0.0238, -0.9997, 0.4891)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0157, 0.7755, 0.4885)>
    Rotation: <Euler (x=-3.1178, y=-0.0092, z=-0.5762), order='XYZ'>
    Matrix:
      <Vector (0.8385, -0.5445, 0.0207, 0.0157)>
      <Vector (-0.5448, -0.8384, 0.0149, 0.7755)>
      <Vector (0.0092, -0.0238, -0.9997, 0.4885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0879, 0.8292, 0.4608)>
    Rotation: <Euler (x=2.4633, y=-0.0490, z=-0.6971), order='XYZ'>
    Matrix:
      <Vector (0.7658, -0.5234, -0.3736, 0.0879)>
      <Vector (-0.6412, -0.5772, -0.5056, 0.8292)>
      <Vector (0.0490, 0.6267, -0.7777, 0.4608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0724, 0.8117, 0.4796)>
    Rotation: <Euler (x=2.9311, y=-0.0145, z=-0.6273), order='XYZ'>
    Matrix:
      <Vector (0.8095, -0.5764, -0.1112, 0.0724)>
      <Vector (-0.5869, -0.7900, -0.1775, 0.8117)>
      <Vector (0.0145, 0.2089, -0.9778, 0.4796)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0556, 0.7888, 0.4857)>
    Rotation: <Euler (x=-3.1177, y=-0.0107, z=-0.5828), order='XYZ'>
    Matrix:
      <Vector (0.8349, -0.5500, 0.0220, 0.0556)>
      <Vector (-0.5503, -0.8348, 0.0140, 0.7888)>
      <Vector (0.0107, -0.0238, -0.9997, 0.4857)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0428, 0.7698, 0.4851)>
    Rotation: <Euler (x=-3.1177, y=-0.0107, z=-0.5828), order='XYZ'>
    Matrix:
      <Vector (0.8349, -0.5500, 0.0220, 0.0428)>
      <Vector (-0.5503, -0.8348, 0.0140, 0.7698)>
      <Vector (0.0107, -0.0238, -0.9997, 0.4851)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1078, 0.8175, 0.4574)>
    Rotation: <Euler (x=2.4506, y=0.0052, z=-0.6419), order='XYZ'>
    Matrix:
      <Vector (0.8010, -0.4587, -0.3848, 0.1078)>
      <Vector (-0.5987, -0.6192, -0.5080, 0.8175)>
      <Vector (-0.0052, 0.6373, -0.7706, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0946, 0.7997, 0.4757)>
    Rotation: <Euler (x=2.9311, y=-0.0060, z=-0.6245), order='XYZ'>
    Matrix:
      <Vector (0.8113, -0.5728, -0.1174, 0.0946)>
      <Vector (-0.5847, -0.7926, -0.1730, 0.7997)>
      <Vector (0.0060, 0.2090, -0.9779, 0.4757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0818, 0.7821, 0.4804)>
    Rotation: <Euler (x=-3.1176, y=-0.0032, z=-0.5975), order='XYZ'>
    Matrix:
      <Vector (0.8268, -0.5623, 0.0161, 0.0818)>
      <Vector (-0.5625, -0.8266, 0.0180, 0.7821)>
      <Vector (0.0032, -0.0240, -0.9997, 0.4804)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0726, 0.7685, 0.4800)>
    Rotation: <Euler (x=-3.1176, y=-0.0032, z=-0.5975), order='XYZ'>
    Matrix:
      <Vector (0.8268, -0.5623, 0.0161, 0.0726)>
      <Vector (-0.5625, -0.8266, 0.0180, 0.7685)>
      <Vector (0.0032, -0.0240, -0.9997, 0.4800)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0871, 1.2033, 0.0967)>
    Rotation: <Euler (x=1.0688, y=-2.1863, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (-0.2884, -0.7744, 0.5632, -0.0871)>
      <Vector (-0.5002, -0.3797, -0.7782, 1.2033)>
      <Vector (0.8165, -0.5062, -0.2778, 0.0967)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1965, 1.1496, 0.0252)>
    Rotation: <Euler (x=-1.1974, y=-1.3735, z=-2.0662), order='XYZ'>
    Matrix:
      <Vector (-0.0932, -0.1131, 0.9892, -0.1965)>
      <Vector (-0.1725, -0.9767, -0.1279, 1.1496)>
      <Vector (0.9806, -0.1825, 0.0715, 0.0252)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2184, 0.9602, -0.0102)>
    Rotation: <Euler (x=1.5152, y=-0.1715, z=1.4791), order='XYZ'>
    Matrix:
      <Vector (0.0902, -0.0709, 0.9934, -0.2184)>
      <Vector (0.9812, -0.1646, -0.1009, 0.9602)>
      <Vector (0.1706, 0.9838, 0.0547, -0.0102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2370, 0.9172, 0.2472)>
    Rotation: <Euler (x=1.5682, y=-0.3881, z=1.0351), order='XYZ'>
    Matrix:
      <Vector (0.4725, -0.1954, 0.8594, -0.2370)>
      <Vector (0.7960, -0.3241, -0.5113, 0.9172)>
      <Vector (0.3784, 0.9256, 0.0024, 0.2472)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2245, 0.9203, 0.2921)>
    Rotation: <Euler (x=1.9488, y=0.4122, z=1.0295), order='XYZ'>
    Matrix:
      <Vector (0.4721, 0.5082, 0.7203, -0.2245)>
      <Vector (0.7852, 0.1289, -0.6056, 0.9203)>
      <Vector (-0.4006, 0.8516, -0.3382, 0.2921)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2050, 0.9261, 0.3234)>
    Rotation: <Euler (x=1.9315, y=-0.0813, z=0.9657), order='XYZ'>
    Matrix:
      <Vector (0.5669, 0.2471, 0.7858, -0.2050)>
      <Vector (0.8198, -0.2633, -0.5086, 0.9261)>
      <Vector (0.0812, 0.9325, -0.3518, 0.3234)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1970, 0.9172, 0.3540)>
    Rotation: <Euler (x=1.8747, y=-0.2354, z=0.9729), order='XYZ'>
    Matrix:
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      <Vector (0.8037, -0.3524, -0.4794, 0.9172)>
      <Vector (0.2333, 0.9279, -0.2910, 0.3540)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1943, 0.9069, 0.3788)>
    Rotation: <Euler (x=1.8747, y=-0.2354, z=0.9729), order='XYZ'>
    Matrix:
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      <Vector (0.2333, 0.9279, -0.2910, 0.3788)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2430, 0.9091, 0.3650)>
    Rotation: <Euler (x=2.0286, y=-0.3323, z=1.0253), order='XYZ'>
    Matrix:
      <Vector (0.4905, 0.2261, 0.8416, -0.2430)>
      <Vector (0.8081, -0.4795, -0.3422, 0.9091)>
      <Vector (0.3262, 0.8479, -0.4178, 0.3650)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2363, 0.8944, 0.3905)>
    Rotation: <Euler (x=2.5160, y=-0.3865, z=0.9792), order='XYZ'>
    Matrix:
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      <Vector (0.7688, -0.6353, -0.0729, 0.8944)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2200, 0.8755, 0.4066)>
    Rotation: <Euler (x=2.7692, y=-0.4102, z=0.9337), order='XYZ'>
    Matrix:
      <Vector (0.5455, 0.6624, 0.5134, -0.2200)>
      <Vector (0.7371, -0.6707, 0.0821, 0.8755)>
      <Vector (0.3988, 0.3337, -0.8542, 0.4066)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2047, 0.8604, 0.4143)>
    Rotation: <Euler (x=2.7692, y=-0.4102, z=0.9337), order='XYZ'>
    Matrix:
      <Vector (0.5455, 0.6624, 0.5134, -0.2047)>
      <Vector (0.7371, -0.6707, 0.0821, 0.8604)>
      <Vector (0.3988, 0.3337, -0.8542, 0.4143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2544, 0.8898, 0.3601)>
    Rotation: <Euler (x=2.0285, y=-0.3401, z=1.0257), order='XYZ'>
    Matrix:
      <Vector (0.4888, 0.2227, 0.8435, -0.2544)>
      <Vector (0.8061, -0.4850, -0.3391, 0.8898)>
      <Vector (0.3335, 0.8457, -0.4166, 0.3601)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2474, 0.8742, 0.3871)>
    Rotation: <Euler (x=2.5160, y=-0.3923, z=0.9792), order='XYZ'>
    Matrix:
      <Vector (0.5153, 0.5480, 0.6589, -0.2474)>
      <Vector (0.7670, -0.6379, -0.0693, 0.8742)>
      <Vector (0.3823, 0.5411, -0.7490, 0.3871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2286, 0.8522, 0.4056)>
    Rotation: <Euler (x=2.7666, y=-0.4120, z=0.9404), order='XYZ'>
    Matrix:
      <Vector (0.5402, 0.6652, 0.5155, -0.2286)>
      <Vector (0.7402, -0.6670, 0.0850, 0.8522)>
      <Vector (0.4004, 0.3357, -0.8526, 0.4056)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2121, 0.8359, 0.4140)>
    Rotation: <Euler (x=2.7666, y=-0.4120, z=0.9404), order='XYZ'>
    Matrix:
      <Vector (0.5402, 0.6652, 0.5155, -0.2121)>
      <Vector (0.7402, -0.6670, 0.0850, 0.8359)>
      <Vector (0.4004, 0.3357, -0.8526, 0.4140)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2658, 0.8692, 0.3511)>
    Rotation: <Euler (x=2.0289, y=-0.3350, z=1.0244), order='XYZ'>
    Matrix:
      <Vector (0.4907, 0.2247, 0.8419, -0.2658)>
      <Vector (0.8069, -0.4817, -0.3418, 0.8692)>
      <Vector (0.3288, 0.8470, -0.4177, 0.3511)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2596, 0.8555, 0.3749)>
    Rotation: <Euler (x=2.5180, y=-0.3917, z=0.9739), order='XYZ'>
    Matrix:
      <Vector (0.5195, 0.5461, 0.6571, -0.2596)>
      <Vector (0.7645, -0.6407, -0.0719, 0.8555)>
      <Vector (0.3817, 0.5397, -0.7503, 0.3749)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2444, 0.8378, 0.3899)>
    Rotation: <Euler (x=2.7657, y=-0.4066, z=0.9425), order='XYZ'>
    Matrix:
      <Vector (0.5398, 0.6672, 0.5132, -0.2444)>
      <Vector (0.7431, -0.6642, 0.0818, 0.8378)>
      <Vector (0.3954, 0.3372, -0.8543, 0.3899)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2287, 0.8223, 0.3978)>
    Rotation: <Euler (x=2.7657, y=-0.4066, z=0.9425), order='XYZ'>
    Matrix:
      <Vector (0.5398, 0.6672, 0.5132, -0.2287)>
      <Vector (0.7431, -0.6642, 0.0818, 0.8223)>
      <Vector (0.3954, 0.3372, -0.8543, 0.3978)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2769, 0.8543, 0.3360)>
    Rotation: <Euler (x=2.0286, y=-0.3391, z=1.0254), order='XYZ'>
    Matrix:
      <Vector (0.4892, 0.2230, 0.8432, -0.2769)>
      <Vector (0.8062, -0.4844, -0.3396, 0.8543)>
      <Vector (0.3327, 0.8459, -0.4168, 0.3360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2711, 0.8416, 0.3582)>
    Rotation: <Euler (x=2.5186, y=-0.3967, z=0.9723), order='XYZ'>
    Matrix:
      <Vector (0.5196, 0.5440, 0.6588, -0.2711)>
      <Vector (0.7620, -0.6438, -0.0694, 0.8416)>
      <Vector (0.3864, 0.5381, -0.7491, 0.3582)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2569, 0.8250, 0.3722)>
    Rotation: <Euler (x=2.7608, y=-0.4053, z=0.9548), order='XYZ'>
    Matrix:
      <Vector (0.5310, 0.6731, 0.5148, -0.2569)>
      <Vector (0.7501, -0.6560, 0.0840, 0.8250)>
      <Vector (0.3943, 0.3415, -0.8532, 0.3722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2470, 0.8151, 0.3772)>
    Rotation: <Euler (x=2.7608, y=-0.4053, z=0.9548), order='XYZ'>
    Matrix:
      <Vector (0.5310, 0.6731, 0.5148, -0.2470)>
      <Vector (0.7501, -0.6560, 0.0840, 0.8151)>
      <Vector (0.3943, 0.3415, -0.8532, 0.3772)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1217, 0.8103, 0.0480)>
    Rotation: <Euler (x=0.7448, y=-0.0105, z=-2.8985), order='XYZ'>
    Matrix:
      <Vector (-0.9705, 0.1839, -0.1557, 0.1217)>
      <Vector (-0.2407, -0.7119, 0.6597, 0.8103)>
      <Vector (0.0105, 0.6778, 0.7352, 0.0480)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1981, 0.5145, 0.3296)>
    Rotation: <Euler (x=-0.2429, y=-0.1471, z=-2.8699), order='XYZ'>
    Matrix:
      <Vector (-0.9529, 0.2265, 0.2016, 0.1981)>
      <Vector (-0.2654, -0.9445, -0.1935, 0.5145)>
      <Vector (0.1466, -0.2379, 0.9602, 0.3296)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8639, y=-0.1498, z=-3.0056), order='XYZ'>
    Matrix:
      <Vector (-0.9797, 0.2005, -0.0071, 0.2950)>
      <Vector (-0.1341, -0.6281, 0.7665, 0.1104)>
      <Vector (0.1492, 0.7518, 0.6422, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0004, 0.3595)>
    Rotation: <Euler (x=-1.5303, y=-2.8915, z=0.0134), order='XYZ'>
    Matrix:
      <Vector (-0.9688, 0.2468, -0.0234, 0.3301)>
      <Vector (-0.0130, 0.0438, 0.9990, 0.0004)>
      <Vector (0.2475, 0.9681, -0.0393, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0037, 0.4324)>
    Rotation: <Euler (x=-1.5303, y=-2.8915, z=0.0134), order='XYZ'>
    Matrix:
      <Vector (-0.9688, 0.2468, -0.0234, 0.3487)>
      <Vector (-0.0130, 0.0438, 0.9990, 0.0037)>
      <Vector (0.2475, 0.9681, -0.0393, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0831, 0.8178, -0.0301)>
    Rotation: <Euler (x=0.5065, y=0.6791, z=2.8494), order='XYZ'>
    Matrix:
      <Vector (-0.7452, -0.5437, -0.3862, -0.0831)>
      <Vector (0.2242, -0.7496, 0.6228, 0.8178)>
      <Vector (-0.6281, 0.3775, 0.6804, -0.0301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3091, 0.5062, 0.1268)>
    Rotation: <Euler (x=-0.5707, y=0.7720, z=2.7977), order='XYZ'>
    Matrix:
      <Vector (-0.6745, 0.0711, -0.7348, -0.3091)>
      <Vector (0.2416, -0.9193, -0.3107, 0.5062)>
      <Vector (-0.6976, -0.3871, 0.6029, 0.1268)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7762, y=0.7936, z=2.9396), order='XYZ'>
    Matrix:
      <Vector (-0.6870, -0.6324, -0.3579, -0.2785)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7129, 0.4913, 0.5004, -0.0400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5505, y=2.2445, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6237, -0.7805, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7815, 0.6238, -0.0126, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5505, y=2.2445, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6237, -0.7805, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7815, 0.6238, -0.0126, 0.0991)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 76
  Bone: mixamorig:Hips
    Location: <Vector (0.0206, 0.8553, 0.0240)>
    Rotation: <Euler (x=0.1987, y=-0.3927, z=-0.0420), order='XYZ'>
    Matrix:
      <Vector (0.9231, -0.0343, -0.3831, 0.0206)>
      <Vector (-0.0388, 0.9826, -0.1815, 0.8553)>
      <Vector (0.3827, 0.1824, 0.9057, 0.0240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0187, 0.9315, 0.0364)>
    Rotation: <Euler (x=0.2274, y=-0.4109, z=-0.0341), order='XYZ'>
    Matrix:
      <Vector (0.9162, -0.0568, -0.3967, 0.0187)>
      <Vector (-0.0313, 0.9768, -0.2121, 0.9315)>
      <Vector (0.3995, 0.2067, 0.8931, 0.0364)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0136, 1.0196, 0.0551)>
    Rotation: <Euler (x=0.3627, y=-0.4381, z=-0.0184), order='XYZ'>
    Matrix:
      <Vector (0.9054, -0.1333, -0.4031, 0.0136)>
      <Vector (-0.0167, 0.9376, -0.3474, 1.0196)>
      <Vector (0.4242, 0.3213, 0.8466, 0.0551)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0002, 1.1162, 0.0882)>
    Rotation: <Euler (x=0.4998, y=-0.4655, z=-0.0071), order='XYZ'>
    Matrix:
      <Vector (0.8936, -0.2089, -0.3974, -0.0002)>
      <Vector (-0.0064, 0.8792, -0.4764, 1.1162)>
      <Vector (0.4489, 0.4282, 0.7843, 0.0882)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0244, 1.2181, 0.1378)>
    Rotation: <Euler (x=0.4068, y=-0.3940, z=-0.0095), order='XYZ'>
    Matrix:
      <Vector (0.9233, -0.1431, -0.3563, -0.0244)>
      <Vector (-0.0088, 0.9198, -0.3923, 1.2181)>
      <Vector (0.3839, 0.3653, 0.8480, 0.1378)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0440, 1.3079, 0.1871)>
    Rotation: <Euler (x=0.0173, y=-0.0956, z=-0.0304), order='XYZ'>
    Matrix:
      <Vector (0.9950, 0.0288, -0.0959, -0.0440)>
      <Vector (-0.0303, 0.9994, -0.0144, 1.3079)>
      <Vector (0.0955, 0.0172, 0.9953, 0.1871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0402, 1.5473, 0.2226)>
    Rotation: <Euler (x=0.0173, y=-0.0956, z=-0.0304), order='XYZ'>
    Matrix:
      <Vector (0.9950, 0.0288, -0.0959, -0.0402)>
      <Vector (-0.0303, 0.9994, -0.0144, 1.5473)>
      <Vector (0.0955, 0.0172, 0.9953, 0.2226)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0422, 1.2037, 0.1602)>
    Rotation: <Euler (x=-0.2827, y=2.1666, z=-2.0977), order='XYZ'>
    Matrix:
      <Vector (0.2822, 0.9462, -0.1586, 0.0422)>
      <Vector (0.4850, -0.2833, -0.8273, 1.2037)>
      <Vector (-0.8277, 0.1565, -0.5389, 0.1602)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1759, 1.1637, 0.1823)>
    Rotation: <Euler (x=3.1317, y=0.7925, z=0.4571), order='XYZ'>
    Matrix:
      <Vector (0.6300, 0.4477, -0.6346, 0.1759)>
      <Vector (0.3099, -0.8942, -0.3232, 1.1637)>
      <Vector (-0.7121, 0.0069, -0.7020, 0.1823)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2625, 0.9906, 0.1836)>
    Rotation: <Euler (x=2.3845, y=0.1209, z=-1.0233), order='XYZ'>
    Matrix:
      <Vector (0.5167, -0.5775, -0.6321, 0.2625)>
      <Vector (-0.8476, -0.4490, -0.2827, 0.9906)>
      <Vector (-0.1206, 0.6818, -0.7215, 0.1836)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1114, 0.8731, 0.3621)>
    Rotation: <Euler (x=2.0086, y=-0.0079, z=-0.6805), order='XYZ'>
    Matrix:
      <Vector (0.7772, -0.2723, -0.5672, 0.1114)>
      <Vector (-0.6292, -0.3250, -0.7061, 0.8731)>
      <Vector (0.0079, 0.9057, -0.4240, 0.3621)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0743, 0.8700, 0.3941)>
    Rotation: <Euler (x=2.5505, y=-0.6993, z=-1.0687), order='XYZ'>
    Matrix:
      <Vector (0.3683, -0.9005, -0.2312, 0.0743)>
      <Vector (-0.6708, -0.0852, -0.7367, 0.8700)>
      <Vector (0.6437, 0.4265, -0.6354, 0.3941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0382, 0.8681, 0.4094)>
    Rotation: <Euler (x=2.3742, y=-0.3320, z=-0.7712), order='XYZ'>
    Matrix:
      <Vector (0.6779, -0.6639, -0.3157, 0.0382)>
      <Vector (-0.6589, -0.3584, -0.6613, 0.8681)>
      <Vector (0.3260, 0.6563, -0.6804, 0.4094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0171, 0.8559, 0.4311)>
    Rotation: <Euler (x=2.2928, y=-0.1619, z=-0.6894), order='XYZ'>
    Matrix:
      <Vector (0.7616, -0.5137, -0.3952, 0.0171)>
      <Vector (-0.6277, -0.4330, -0.6469, 0.8559)>
      <Vector (0.1612, 0.7407, -0.6522, 0.4311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0056, 0.8445, 0.4494)>
    Rotation: <Euler (x=2.2928, y=-0.1619, z=-0.6894), order='XYZ'>
    Matrix:
      <Vector (0.7616, -0.5137, -0.3952, 0.0056)>
      <Vector (-0.6277, -0.4330, -0.6469, 0.8445)>
      <Vector (0.1612, 0.7407, -0.6522, 0.4494)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0529, 0.8591, 0.4661)>
    Rotation: <Euler (x=2.4659, y=-0.0565, z=-0.6947), order='XYZ'>
    Matrix:
      <Vector (0.7670, -0.5267, -0.3665, 0.0529)>
      <Vector (-0.6391, -0.5768, -0.5087, 0.8591)>
      <Vector (0.0565, 0.6244, -0.7790, 0.4661)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0377, 0.8421, 0.4844)>
    Rotation: <Euler (x=2.9334, y=-0.0215, z=-0.6261), order='XYZ'>
    Matrix:
      <Vector (0.8101, -0.5770, -0.1040, 0.0377)>
      <Vector (-0.5859, -0.7902, -0.1798, 0.8421)>
      <Vector (0.0215, 0.2066, -0.9782, 0.4844)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0207, 0.8186, 0.4905)>
    Rotation: <Euler (x=-3.1158, y=-0.0158, z=-0.5704), order='XYZ'>
    Matrix:
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      <Vector (-0.5399, -0.8416, 0.0132, 0.8186)>
      <Vector (0.0158, -0.0258, -0.9995, 0.4905)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0079, 0.7993, 0.4899)>
    Rotation: <Euler (x=-3.1158, y=-0.0158, z=-0.5704), order='XYZ'>
    Matrix:
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      <Vector (-0.5399, -0.8416, 0.0132, 0.7993)>
      <Vector (0.0158, -0.0258, -0.9995, 0.4899)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0711, 0.8443, 0.4654)>
    Rotation: <Euler (x=2.4657, y=-0.0537, z=-0.6953), order='XYZ'>
    Matrix:
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      <Vector (-0.6397, -0.5775, -0.5073, 0.8443)>
      <Vector (0.0537, 0.6247, -0.7790, 0.4654)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0535, 0.8246, 0.4865)>
    Rotation: <Euler (x=2.9334, y=-0.0187, z=-0.6262), order='XYZ'>
    Matrix:
      <Vector (0.8101, -0.5765, -0.1063, 0.0535)>
      <Vector (-0.5859, -0.7905, -0.1782, 0.8246)>
      <Vector (0.0187, 0.2066, -0.9782, 0.4865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0333, 0.7968, 0.4937)>
    Rotation: <Euler (x=-3.1157, y=-0.0131, z=-0.5722), order='XYZ'>
    Matrix:
      <Vector (0.8406, -0.5410, 0.0250, 0.0333)>
      <Vector (-0.5415, -0.8406, 0.0147, 0.7968)>
      <Vector (0.0131, -0.0259, -0.9996, 0.4937)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0189, 0.7750, 0.4930)>
    Rotation: <Euler (x=-3.1157, y=-0.0131, z=-0.5722), order='XYZ'>
    Matrix:
      <Vector (0.8406, -0.5410, 0.0250, 0.0189)>
      <Vector (-0.5415, -0.8406, 0.0147, 0.7750)>
      <Vector (0.0131, -0.0259, -0.9996, 0.4930)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0910, 0.8290, 0.4656)>
    Rotation: <Euler (x=2.4658, y=-0.0526, z=-0.6933), order='XYZ'>
    Matrix:
      <Vector (0.7681, -0.5239, -0.3682, 0.0910)>
      <Vector (-0.6382, -0.5791, -0.5073, 0.8290)>
      <Vector (0.0526, 0.6246, -0.7792, 0.4656)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0755, 0.8115, 0.4844)>
    Rotation: <Euler (x=2.9334, y=-0.0183, z=-0.6233), order='XYZ'>
    Matrix:
      <Vector (0.8118, -0.5742, -0.1062, 0.0755)>
      <Vector (-0.5837, -0.7922, -0.1783, 0.8115)>
      <Vector (0.0183, 0.2067, -0.9782, 0.4844)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0588, 0.7884, 0.4904)>
    Rotation: <Euler (x=-3.1156, y=-0.0145, z=-0.5789), order='XYZ'>
    Matrix:
      <Vector (0.8370, -0.5466, 0.0264, 0.0588)>
      <Vector (-0.5470, -0.8370, 0.0138, 0.7884)>
      <Vector (0.0145, -0.0260, -0.9996, 0.4904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0461, 0.7694, 0.4898)>
    Rotation: <Euler (x=-3.1156, y=-0.0145, z=-0.5789), order='XYZ'>
    Matrix:
      <Vector (0.8370, -0.5466, 0.0264, 0.0461)>
      <Vector (-0.5470, -0.8370, 0.0138, 0.7694)>
      <Vector (0.0145, -0.0260, -0.9996, 0.4898)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1110, 0.8174, 0.4623)>
    Rotation: <Euler (x=2.4529, y=0.0015, z=-0.6379), order='XYZ'>
    Matrix:
      <Vector (0.8033, -0.4590, -0.3794, 0.1110)>
      <Vector (-0.5955, -0.6208, -0.5098, 0.8174)>
      <Vector (-0.0015, 0.6355, -0.7721, 0.4623)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0978, 0.7995, 0.4806)>
    Rotation: <Euler (x=2.9333, y=-0.0098, z=-0.6205), order='XYZ'>
    Matrix:
      <Vector (0.8135, -0.5706, -0.1124, 0.0978)>
      <Vector (-0.5814, -0.7948, -0.1738, 0.7995)>
      <Vector (0.0098, 0.2067, -0.9783, 0.4806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0850, 0.7819, 0.4852)>
    Rotation: <Euler (x=-3.1155, y=-0.0070, z=-0.5935), order='XYZ'>
    Matrix:
      <Vector (0.8290, -0.5589, 0.0205, 0.0850)>
      <Vector (-0.5593, -0.8288, 0.0177, 0.7819)>
      <Vector (0.0070, -0.0261, -0.9996, 0.4852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0759, 0.7682, 0.4847)>
    Rotation: <Euler (x=-3.1155, y=-0.0070, z=-0.5935), order='XYZ'>
    Matrix:
      <Vector (0.8290, -0.5589, 0.0205, 0.0759)>
      <Vector (-0.5593, -0.8288, 0.0177, 0.7682)>
      <Vector (0.0070, -0.0261, -0.9996, 0.4847)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0836, 1.2029, 0.1002)>
    Rotation: <Euler (x=1.0766, y=-2.1885, z=1.0430), order='XYZ'>
    Matrix:
      <Vector (-0.2917, -0.7712, 0.5658, -0.0836)>
      <Vector (-0.5004, -0.3811, -0.7774, 1.2029)>
      <Vector (0.8152, -0.5099, -0.2747, 0.1002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1925, 1.1491, 0.0282)>
    Rotation: <Euler (x=-1.1769, y=-1.3712, z=-2.0833), order='XYZ'>
    Matrix:
      <Vector (-0.0972, -0.1093, 0.9892, -0.1925)>
      <Vector (-0.1728, -0.9770, -0.1249, 1.1491)>
      <Vector (0.9801, -0.1831, 0.0761, 0.0282)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2137, 0.9596, -0.0073)>
    Rotation: <Euler (x=1.5105, y=-0.1724, z=1.4829), order='XYZ'>
    Matrix:
      <Vector (0.0865, -0.0750, 0.9934, -0.2137)>
      <Vector (0.9814, -0.1653, -0.0979, 0.9596)>
      <Vector (0.1715, 0.9834, 0.0594, -0.0073)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2334, 0.9163, 0.2500)>
    Rotation: <Euler (x=1.5628, y=-0.3917, z=1.0425), order='XYZ'>
    Matrix:
      <Vector (0.4659, -0.1993, 0.8621, -0.2334)>
      <Vector (0.7982, -0.3256, -0.5067, 0.9163)>
      <Vector (0.3817, 0.9242, 0.0074, 0.2500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2212, 0.9195, 0.2950)>
    Rotation: <Euler (x=1.9434, y=0.4085, z=1.0326), order='XYZ'>
    Matrix:
      <Vector (0.4704, 0.5023, 0.7256, -0.2212)>
      <Vector (0.7880, 0.1311, -0.6016, 0.9195)>
      <Vector (-0.3973, 0.8547, -0.3341, 0.2950)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2019, 0.9253, 0.3264)>
    Rotation: <Euler (x=1.9268, y=-0.0853, z=0.9714), order='XYZ'>
    Matrix:
      <Vector (0.5621, 0.2428, 0.7907, -0.2019)>
      <Vector (0.8227, -0.2625, -0.5042, 0.9253)>
      <Vector (0.0852, 0.9339, -0.3473, 0.3264)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1940, 0.9166, 0.3570)>
    Rotation: <Euler (x=1.8698, y=-0.2393, z=0.9794), order='XYZ'>
    Matrix:
      <Vector (0.5416, 0.1182, 0.8323, -0.1940)>
      <Vector (0.8065, -0.3523, -0.4748, 0.9166)>
      <Vector (0.2371, 0.9284, -0.2862, 0.3570)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1914, 0.9062, 0.3819)>
    Rotation: <Euler (x=1.8698, y=-0.2393, z=0.9794), order='XYZ'>
    Matrix:
      <Vector (0.5416, 0.1182, 0.8323, -0.1914)>
      <Vector (0.8065, -0.3523, -0.4748, 0.9062)>
      <Vector (0.2371, 0.9284, -0.2862, 0.3819)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2401, 0.9082, 0.3677)>
    Rotation: <Euler (x=2.0234, y=-0.3359, z=1.0323), order='XYZ'>
    Matrix:
      <Vector (0.4842, 0.2234, 0.8460, -0.2401)>
      <Vector (0.8105, -0.4788, -0.3374, 0.9082)>
      <Vector (0.3296, 0.8490, -0.4129, 0.3677)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2334, 0.8935, 0.3933)>
    Rotation: <Euler (x=2.5109, y=-0.3904, z=0.9864), order='XYZ'>
    Matrix:
      <Vector (0.5102, 0.5498, 0.6614, -0.2334)>
      <Vector (0.7713, -0.6327, -0.0690, 0.8935)>
      <Vector (0.3805, 0.5454, -0.7468, 0.3933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2171, 0.8747, 0.4095)>
    Rotation: <Euler (x=2.7642, y=-0.4143, z=0.9410), order='XYZ'>
    Matrix:
      <Vector (0.5392, 0.6639, 0.5182, -0.2171)>
      <Vector (0.7398, -0.6674, 0.0853, 0.8747)>
      <Vector (0.4025, 0.3373, -0.8510, 0.4095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2018, 0.8597, 0.4173)>
    Rotation: <Euler (x=2.7642, y=-0.4143, z=0.9410), order='XYZ'>
    Matrix:
      <Vector (0.5392, 0.6639, 0.5182, -0.2018)>
      <Vector (0.7398, -0.6674, 0.0853, 0.8597)>
      <Vector (0.4025, 0.3373, -0.8510, 0.4173)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2514, 0.8888, 0.3628)>
    Rotation: <Euler (x=2.0233, y=-0.3437, z=1.0328), order='XYZ'>
    Matrix:
      <Vector (0.4825, 0.2201, 0.8478, -0.2514)>
      <Vector (0.8085, -0.4843, -0.3344, 0.8888)>
      <Vector (0.3370, 0.8468, -0.4116, 0.3628)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2444, 0.8732, 0.3898)>
    Rotation: <Euler (x=2.5108, y=-0.3962, z=0.9865), order='XYZ'>
    Matrix:
      <Vector (0.5089, 0.5481, 0.6638, -0.2444)>
      <Vector (0.7695, -0.6353, -0.0654, 0.8732)>
      <Vector (0.3859, 0.5441, -0.7450, 0.3898)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2256, 0.8513, 0.4084)>
    Rotation: <Euler (x=2.7615, y=-0.4160, z=0.9477), order='XYZ'>
    Matrix:
      <Vector (0.5338, 0.6666, 0.5203, -0.2256)>
      <Vector (0.7428, -0.6637, 0.0883, 0.8513)>
      <Vector (0.4041, 0.3393, -0.8494, 0.4084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2090, 0.8351, 0.4169)>
    Rotation: <Euler (x=2.7615, y=-0.4160, z=0.9477), order='XYZ'>
    Matrix:
      <Vector (0.5338, 0.6666, 0.5203, -0.2090)>
      <Vector (0.7428, -0.6637, 0.0883, 0.8351)>
      <Vector (0.4041, 0.3393, -0.8494, 0.4169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2626, 0.8681, 0.3537)>
    Rotation: <Euler (x=2.0237, y=-0.3387, z=1.0314), order='XYZ'>
    Matrix:
      <Vector (0.4844, 0.2220, 0.8462, -0.2626)>
      <Vector (0.8093, -0.4811, -0.3371, 0.8681)>
      <Vector (0.3322, 0.8481, -0.4127, 0.3537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2564, 0.8545, 0.3775)>
    Rotation: <Euler (x=2.5129, y=-0.3956, z=0.9812), order='XYZ'>
    Matrix:
      <Vector (0.5131, 0.5462, 0.6621, -0.2564)>
      <Vector (0.7670, -0.6381, -0.0680, 0.8545)>
      <Vector (0.3853, 0.5427, -0.7463, 0.3775)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2413, 0.8368, 0.3926)>
    Rotation: <Euler (x=2.7606, y=-0.4106, z=0.9498), order='XYZ'>
    Matrix:
      <Vector (0.5335, 0.6687, 0.5180, -0.2413)>
      <Vector (0.7457, -0.6608, 0.0850, 0.8368)>
      <Vector (0.3992, 0.3409, -0.8512, 0.3926)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2255, 0.8214, 0.4006)>
    Rotation: <Euler (x=2.7606, y=-0.4106, z=0.9498), order='XYZ'>
    Matrix:
      <Vector (0.5335, 0.6687, 0.5180, -0.2255)>
      <Vector (0.7457, -0.6608, 0.0850, 0.8214)>
      <Vector (0.3992, 0.3409, -0.8512, 0.4006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2735, 0.8532, 0.3385)>
    Rotation: <Euler (x=2.0234, y=-0.3428, z=1.0324), order='XYZ'>
    Matrix:
      <Vector (0.4829, 0.2204, 0.8475, -0.2735)>
      <Vector (0.8086, -0.4837, -0.3349, 0.8532)>
      <Vector (0.3361, 0.8470, -0.4118, 0.3385)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2678, 0.8405, 0.3607)>
    Rotation: <Euler (x=2.5135, y=-0.4006, z=0.9796), order='XYZ'>
    Matrix:
      <Vector (0.5132, 0.5441, 0.6637, -0.2678)>
      <Vector (0.7646, -0.6412, -0.0655, 0.8405)>
      <Vector (0.3900, 0.5411, -0.7451, 0.3607)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2536, 0.8240, 0.3748)>
    Rotation: <Euler (x=2.7557, y=-0.4092, z=0.9621), order='XYZ'>
    Matrix:
      <Vector (0.5246, 0.6745, 0.5196, -0.2536)>
      <Vector (0.7527, -0.6526, 0.0873, 0.8240)>
      <Vector (0.3979, 0.3453, -0.8500, 0.3748)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2436, 0.8142, 0.3799)>
    Rotation: <Euler (x=2.7557, y=-0.4092, z=0.9621), order='XYZ'>
    Matrix:
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      <Vector (0.7527, -0.6526, 0.0873, 0.8142)>
      <Vector (0.3979, 0.3453, -0.8500, 0.3799)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1255, 0.8099, 0.0528)>
    Rotation: <Euler (x=0.7446, y=-0.0074, z=-2.9009), order='XYZ'>
    Matrix:
      <Vector (-0.9712, 0.1801, -0.1562, 0.1255)>
      <Vector (-0.2383, -0.7130, 0.6594, 0.8099)>
      <Vector (0.0074, 0.6776, 0.7354, 0.0528)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2004, 0.5137, 0.3344)>
    Rotation: <Euler (x=-0.2545, y=-0.1454, z=-2.8737), order='XYZ'>
    Matrix:
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      <Vector (-0.2619, -0.9429, -0.2056, 0.5137)>
      <Vector (0.1449, -0.2491, 0.9576, 0.3344)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1103, 0.2278)>
    Rotation: <Euler (x=0.8636, y=-0.1491, z=-3.0038), order='XYZ'>
    Matrix:
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      <Vector (-0.1358, -0.6280, 0.7663, 0.1103)>
      <Vector (0.1486, 0.7518, 0.6425, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0003, 0.3595)>
    Rotation: <Euler (x=-1.5306, y=-2.8921, z=0.0152), order='XYZ'>
    Matrix:
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      <Vector (-0.0147, 0.0440, 0.9989, 0.0003)>
      <Vector (0.2469, 0.9683, -0.0390, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0037, 0.4324)>
    Rotation: <Euler (x=-1.5306, y=-2.8921, z=0.0152), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2461, -0.0251, 0.3487)>
      <Vector (-0.0147, 0.0440, 0.9989, 0.0037)>
      <Vector (0.2469, 0.9683, -0.0390, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0789, 0.8175, -0.0262)>
    Rotation: <Euler (x=0.5000, y=0.6831, z=2.8434), order='XYZ'>
    Matrix:
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      <Vector (0.2279, -0.7499, 0.6210, 0.8175)>
      <Vector (-0.6312, 0.3719, 0.6807, -0.0262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3063, 0.5058, 0.1283)>
    Rotation: <Euler (x=-0.5750, y=0.7697, z=2.7881), order='XYZ'>
    Matrix:
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      <Vector (0.2486, -0.9183, -0.3081, 0.5058)>
      <Vector (-0.6959, -0.3906, 0.6026, 0.1283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7762, y=0.7936, z=2.9397), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5505, y=2.2446, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7815, 0.6238, -0.0126, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5505, y=2.2446, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7815, 0.6238, -0.0126, 0.0991)>
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Frame: 77
  Bone: mixamorig:Hips
    Location: <Vector (0.0251, 0.8550, 0.0284)>
    Rotation: <Euler (x=0.1962, y=-0.3931, z=-0.0428), order='XYZ'>
    Matrix:
      <Vector (0.9229, -0.0327, -0.3837, 0.0251)>
      <Vector (-0.0395, 0.9831, -0.1787, 0.8550)>
      <Vector (0.3830, 0.1801, 0.9060, 0.0284)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0232, 0.9312, 0.0407)>
    Rotation: <Euler (x=0.2256, y=-0.4119, z=-0.0345), order='XYZ'>
    Matrix:
      <Vector (0.9158, -0.0559, -0.3977, 0.0232)>
      <Vector (-0.0316, 0.9772, -0.2101, 0.9312)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0182, 1.0193, 0.0592)>
    Rotation: <Euler (x=0.3622, y=-0.4403, z=-0.0184), order='XYZ'>
    Matrix:
      <Vector (0.9045, -0.1338, -0.4050, 0.0182)>
      <Vector (-0.0166, 0.9377, -0.3470, 1.0193)>
      <Vector (0.4262, 0.3206, 0.8459, 0.0592)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0044, 1.1160, 0.0922)>
    Rotation: <Euler (x=0.5007, y=-0.4690, z=-0.0069), order='XYZ'>
    Matrix:
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      <Vector (-0.0061, 0.8787, -0.4773, 1.1160)>
      <Vector (0.4520, 0.4282, 0.7825, 0.0922)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0201, 1.2178, 0.1418)>
    Rotation: <Euler (x=0.4082, y=-0.3964, z=-0.0098), order='XYZ'>
    Matrix:
      <Vector (0.9224, -0.1442, -0.3583, -0.0201)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0399, 1.3076, 0.1912)>
    Rotation: <Euler (x=0.0146, y=-0.0965, z=-0.0269), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0368, 1.5470, 0.2261)>
    Rotation: <Euler (x=0.0146, y=-0.0965, z=-0.0269), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0465, 1.2034, 0.1644)>
    Rotation: <Euler (x=-0.2890, y=2.1694, z=-2.1016), order='XYZ'>
    Matrix:
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      <Vector (0.4859, -0.2822, -0.8272, 1.2034)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1801, 1.1635, 0.1871)>
    Rotation: <Euler (x=3.1294, y=0.7922, z=0.4534), order='XYZ'>
    Matrix:
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      <Vector (0.3076, -0.8951, -0.3227, 1.1635)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2664, 0.9903, 0.1887)>
    Rotation: <Euler (x=2.3848, y=0.1213, z=-1.0232), order='XYZ'>
    Matrix:
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      <Vector (-0.8475, -0.4495, -0.2824, 0.9903)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1152, 0.8727, 0.3671)>
    Rotation: <Euler (x=2.0087, y=-0.0095, z=-0.6762), order='XYZ'>
    Matrix:
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      <Vector (-0.6258, -0.3253, -0.7089, 0.8727)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0781, 0.8695, 0.3991)>
    Rotation: <Euler (x=2.5514, y=-0.7008, z=-1.0650), order='XYZ'>
    Matrix:
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      <Vector (-0.6686, -0.0886, -0.7383, 0.8695)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0420, 0.8674, 0.4144)>
    Rotation: <Euler (x=2.3745, y=-0.3336, z=-0.7670), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0210, 0.8552, 0.4360)>
    Rotation: <Euler (x=2.2929, y=-0.1635, z=-0.6851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0094, 0.8437, 0.4543)>
    Rotation: <Euler (x=2.2929, y=-0.1635, z=-0.6851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0567, 0.8586, 0.4711)>
    Rotation: <Euler (x=2.4660, y=-0.0582, z=-0.6905), order='XYZ'>
    Matrix:
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      <Vector (-0.6358, -0.5785, -0.5110, 0.8586)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0415, 0.8415, 0.4894)>
    Rotation: <Euler (x=2.9334, y=-0.0231, z=-0.6219), order='XYZ'>
    Matrix:
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      <Vector (-0.5824, -0.7925, -0.1812, 0.8415)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0246, 0.8180, 0.4955)>
    Rotation: <Euler (x=-3.1159, y=-0.0174, z=-0.5661), order='XYZ'>
    Matrix:
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      <Vector (-0.5363, -0.8439, 0.0124, 0.8180)>
      <Vector (0.0174, -0.0257, -0.9995, 0.4955)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0118, 0.7986, 0.4949)>
    Rotation: <Euler (x=-3.1159, y=-0.0174, z=-0.5661), order='XYZ'>
    Matrix:
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      <Vector (-0.5363, -0.8439, 0.0124, 0.7986)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0749, 0.8438, 0.4704)>
    Rotation: <Euler (x=2.4658, y=-0.0553, z=-0.6910), order='XYZ'>
    Matrix:
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      <Vector (-0.6363, -0.5792, -0.5096, 0.8438)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0574, 0.8241, 0.4915)>
    Rotation: <Euler (x=2.9334, y=-0.0203, z=-0.6219), order='XYZ'>
    Matrix:
      <Vector (0.8126, -0.5734, -0.1043, 0.0574)>
      <Vector (-0.5825, -0.7928, -0.1796, 0.8241)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0373, 0.7962, 0.4987)>
    Rotation: <Euler (x=-3.1158, y=-0.0147, z=-0.5680), order='XYZ'>
    Matrix:
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      <Vector (-0.5379, -0.8429, 0.0138, 0.7962)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0230, 0.7744, 0.4980)>
    Rotation: <Euler (x=-3.1158, y=-0.0147, z=-0.5680), order='XYZ'>
    Matrix:
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      <Vector (-0.5379, -0.8429, 0.0138, 0.7744)>
      <Vector (0.0147, -0.0258, -0.9996, 0.4980)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0949, 0.8286, 0.4707)>
    Rotation: <Euler (x=2.4659, y=-0.0542, z=-0.6890), order='XYZ'>
    Matrix:
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      <Vector (-0.6349, -0.5807, -0.5096, 0.8286)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0794, 0.8110, 0.4894)>
    Rotation: <Euler (x=2.9334, y=-0.0199, z=-0.6191), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0628, 0.7879, 0.4954)>
    Rotation: <Euler (x=-3.1157, y=-0.0162, z=-0.5746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0502, 0.7688, 0.4948)>
    Rotation: <Euler (x=-3.1157, y=-0.0162, z=-0.5746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1149, 0.8171, 0.4674)>
    Rotation: <Euler (x=2.4530, y=-0.0001, z=-0.6337), order='XYZ'>
    Matrix:
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      <Vector (-0.5921, -0.6222, -0.5122, 0.8171)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1018, 0.7991, 0.4857)>
    Rotation: <Euler (x=2.9333, y=-0.0114, z=-0.6163), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0891, 0.7815, 0.4903)>
    Rotation: <Euler (x=-3.1155, y=-0.0087, z=-0.5893), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0800, 0.7678, 0.4898)>
    Rotation: <Euler (x=-3.1155, y=-0.0087, z=-0.5893), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0791, 1.2026, 0.1040)>
    Rotation: <Euler (x=1.0812, y=-2.1912, z=1.0395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1878, 1.1488, 0.0315)>
    Rotation: <Euler (x=-1.1620, y=-1.3697, z=-2.0980), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2089, 0.9593, -0.0040)>
    Rotation: <Euler (x=1.5071, y=-0.1738, z=1.4834), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2294, 0.9158, 0.2532)>
    Rotation: <Euler (x=1.5589, y=-0.3945, z=1.0496), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2175, 0.9189, 0.2983)>
    Rotation: <Euler (x=1.9395, y=0.4057, z=1.0367), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1983, 0.9249, 0.3297)>
    Rotation: <Euler (x=1.9234, y=-0.0884, z=0.9773), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1906, 0.9162, 0.3604)>
    Rotation: <Euler (x=1.8663, y=-0.2424, z=0.9858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1880, 0.9058, 0.3853)>
    Rotation: <Euler (x=1.8663, y=-0.2424, z=0.9858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2366, 0.9075, 0.3709)>
    Rotation: <Euler (x=2.0196, y=-0.3388, z=1.0392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2300, 0.8929, 0.3965)>
    Rotation: <Euler (x=2.5071, y=-0.3934, z=0.9935), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2137, 0.8741, 0.4127)>
    Rotation: <Euler (x=2.7606, y=-0.4174, z=0.9480), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1983, 0.8592, 0.4206)>
    Rotation: <Euler (x=2.7606, y=-0.4174, z=0.9480), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2478, 0.8881, 0.3659)>
    Rotation: <Euler (x=2.0194, y=-0.3466, z=1.0397), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2409, 0.8725, 0.3929)>
    Rotation: <Euler (x=2.5071, y=-0.3992, z=0.9936), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2220, 0.8507, 0.4116)>
    Rotation: <Euler (x=2.7579, y=-0.4192, z=0.9548), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2054, 0.8345, 0.4202)>
    Rotation: <Euler (x=2.7579, y=-0.4192, z=0.9548), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2589, 0.8673, 0.3567)>
    Rotation: <Euler (x=2.0199, y=-0.3415, z=1.0383), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2527, 0.8537, 0.3805)>
    Rotation: <Euler (x=2.5092, y=-0.3986, z=0.9882), order='XYZ'>
    Matrix:
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      <Vector (0.7696, -0.6354, -0.0638, 0.8537)>
      <Vector (0.3881, 0.5448, -0.7434, 0.3805)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2375, 0.8361, 0.3957)>
    Rotation: <Euler (x=2.7570, y=-0.4138, z=0.9569), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2217, 0.8208, 0.4038)>
    Rotation: <Euler (x=2.7570, y=-0.4138, z=0.9569), order='XYZ'>
    Matrix:
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      <Vector (0.4021, 0.3435, -0.8487, 0.4038)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2696, 0.8524, 0.3415)>
    Rotation: <Euler (x=2.0195, y=-0.3457, z=1.0393), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2639, 0.8397, 0.3637)>
    Rotation: <Euler (x=2.5098, y=-0.4037, z=0.9867), order='XYZ'>
    Matrix:
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      <Vector (0.7672, -0.6385, -0.0613, 0.8397)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2497, 0.8232, 0.3779)>
    Rotation: <Euler (x=2.7520, y=-0.4124, z=0.9692), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2397, 0.8135, 0.3830)>
    Rotation: <Euler (x=2.7520, y=-0.4124, z=0.9692), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1299, 0.8095, 0.0574)>
    Rotation: <Euler (x=0.7449, y=-0.0048, z=-2.9057), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2026, 0.5128, 0.3390)>
    Rotation: <Euler (x=-0.2657, y=-0.1435, z=-2.8774), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1102, 0.2279)>
    Rotation: <Euler (x=0.8634, y=-0.1480, z=-3.0017), order='XYZ'>
    Matrix:
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      <Vector (-0.1379, -0.6279, 0.7660, 0.1102)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0002, 0.3595)>
    Rotation: <Euler (x=-1.5309, y=-2.8932, z=0.0173), order='XYZ'>
    Matrix:
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      <Vector (-0.0168, 0.0441, 0.9989, 0.0002)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0036, 0.4325)>
    Rotation: <Euler (x=-1.5309, y=-2.8932, z=0.0173), order='XYZ'>
    Matrix:
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      <Vector (-0.0168, 0.0441, 0.9989, 0.0036)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0746, 0.8172, -0.0217)>
    Rotation: <Euler (x=0.4915, y=0.6867, z=2.8354), order='XYZ'>
    Matrix:
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      <Vector (0.2331, -0.7505, 0.6185, 0.8172)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3036, 0.5053, 0.1300)>
    Rotation: <Euler (x=-0.5800, y=0.7680, z=2.7781), order='XYZ'>
    Matrix:
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      <Vector (0.2558, -0.9172, -0.3056, 0.5053)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7760, y=0.7944, z=2.9395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5506, y=2.2437, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2437, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7820, 0.6231, -0.0126, 0.0990)>
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Frame: 78
  Bone: mixamorig:Hips
    Location: <Vector (0.0299, 0.8546, 0.0329)>
    Rotation: <Euler (x=0.1925, y=-0.3892, z=-0.0437), order='XYZ'>
    Matrix:
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      <Vector (-0.0404, 0.9838, -0.1748, 0.8546)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0283, 0.9309, 0.0450)>
    Rotation: <Euler (x=0.2230, y=-0.4092, z=-0.0352), order='XYZ'>
    Matrix:
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      <Vector (-0.0323, 0.9777, -0.2074, 0.9309)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0234, 1.0190, 0.0633)>
    Rotation: <Euler (x=0.3615, y=-0.4398, z=-0.0189), order='XYZ'>
    Matrix:
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      <Vector (-0.0171, 0.9380, -0.3461, 1.0190)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0097, 1.1157, 0.0962)>
    Rotation: <Euler (x=0.5021, y=-0.4708, z=-0.0076), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0148, 1.2175, 0.1460)>
    Rotation: <Euler (x=0.4105, y=-0.3972, z=-0.0109), order='XYZ'>
    Matrix:
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      <Vector (-0.0101, 0.9186, -0.3951, 1.2175)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0346, 1.3071, 0.1955)>
    Rotation: <Euler (x=0.0126, y=-0.0959, z=-0.0239), order='XYZ'>
    Matrix:
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      <Vector (-0.0238, 0.9997, -0.0103, 1.3071)>
      <Vector (0.0958, 0.0125, 0.9953, 0.1955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0322, 1.5467, 0.2299)>
    Rotation: <Euler (x=0.0126, y=-0.0959, z=-0.0239), order='XYZ'>
    Matrix:
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      <Vector (-0.0238, 0.9997, -0.0103, 1.5467)>
      <Vector (0.0958, 0.0125, 0.9953, 0.2299)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0517, 1.2030, 0.1686)>
    Rotation: <Euler (x=-0.2927, y=2.1718, z=-2.1043), order='XYZ'>
    Matrix:
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      <Vector (0.4869, -0.2820, -0.8267, 1.2030)>
      <Vector (-0.8248, 0.1631, -0.5414, 0.1686)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1853, 1.1632, 0.1917)>
    Rotation: <Euler (x=3.1252, y=0.7918, z=0.4466), order='XYZ'>
    Matrix:
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      <Vector (0.3035, -0.8968, -0.3221, 1.1632)>
      <Vector (-0.7116, 0.0115, -0.7025, 0.1917)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2709, 0.9897, 0.1939)>
    Rotation: <Euler (x=2.3851, y=0.1208, z=-1.0243), order='XYZ'>
    Matrix:
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      <Vector (-0.8481, -0.4486, -0.2818, 0.9897)>
      <Vector (-0.1205, 0.6813, -0.7220, 0.1939)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1195, 0.8722, 0.3722)>
    Rotation: <Euler (x=2.0082, y=-0.0075, z=-0.6741), order='XYZ'>
    Matrix:
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      <Vector (-0.6242, -0.3267, -0.7097, 0.8722)>
      <Vector (0.0075, 0.9058, -0.4236, 0.3722)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0825, 0.8690, 0.4042)>
    Rotation: <Euler (x=2.5498, y=-0.6991, z=-1.0618), order='XYZ'>
    Matrix:
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      <Vector (-0.6684, -0.0909, -0.7382, 0.8690)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0464, 0.8668, 0.4196)>
    Rotation: <Euler (x=2.3737, y=-0.3316, z=-0.7647), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0254, 0.8545, 0.4413)>
    Rotation: <Euler (x=2.2923, y=-0.1615, z=-0.6829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0140, 0.8430, 0.4596)>
    Rotation: <Euler (x=2.2923, y=-0.1615, z=-0.6829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0612, 0.8579, 0.4763)>
    Rotation: <Euler (x=2.4655, y=-0.0561, z=-0.6883), order='XYZ'>
    Matrix:
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      <Vector (-0.6342, -0.5801, -0.5111, 0.8579)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0461, 0.8408, 0.4946)>
    Rotation: <Euler (x=2.9330, y=-0.0211, z=-0.6197), order='XYZ'>
    Matrix:
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      <Vector (-0.5807, -0.7939, -0.1805, 0.8408)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0292, 0.8172, 0.5007)>
    Rotation: <Euler (x=-3.1161, y=-0.0153, z=-0.5640), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0165, 0.7978, 0.5001)>
    Rotation: <Euler (x=-3.1161, y=-0.0153, z=-0.5640), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0794, 0.8432, 0.4755)>
    Rotation: <Euler (x=2.4652, y=-0.0533, z=-0.6889), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0620, 0.8234, 0.4966)>
    Rotation: <Euler (x=2.9330, y=-0.0182, z=-0.6198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0420, 0.7955, 0.5039)>
    Rotation: <Euler (x=-3.1161, y=-0.0127, z=-0.5658), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0278, 0.7736, 0.5032)>
    Rotation: <Euler (x=-3.1161, y=-0.0127, z=-0.5658), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0995, 0.8280, 0.4758)>
    Rotation: <Euler (x=2.4654, y=-0.0522, z=-0.6869), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0841, 0.8104, 0.4945)>
    Rotation: <Euler (x=2.9330, y=-0.0178, z=-0.6170), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0675, 0.7873, 0.5006)>
    Rotation: <Euler (x=-3.1160, y=-0.0141, z=-0.5725), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0549, 0.7681, 0.5000)>
    Rotation: <Euler (x=-3.1160, y=-0.0141, z=-0.5725), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1195, 0.8165, 0.4724)>
    Rotation: <Euler (x=2.4525, y=0.0019, z=-0.6315), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1064, 0.7986, 0.4907)>
    Rotation: <Euler (x=2.9329, y=-0.0093, z=-0.6142), order='XYZ'>
    Matrix:
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      <Vector (-0.5762, -0.7984, -0.1746, 0.7986)>
      <Vector (0.0093, 0.2071, -0.9783, 0.4907)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0938, 0.7809, 0.4953)>
    Rotation: <Euler (x=-3.1158, y=-0.0066, z=-0.5871), order='XYZ'>
    Matrix:
      <Vector (0.8325, -0.5536, 0.0197, 0.0938)>
      <Vector (-0.5540, -0.8324, 0.0178, 0.7809)>
      <Vector (0.0066, -0.0257, -0.9996, 0.4953)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0848, 0.7672, 0.4949)>
    Rotation: <Euler (x=-3.1158, y=-0.0066, z=-0.5871), order='XYZ'>
    Matrix:
      <Vector (0.8325, -0.5536, 0.0197, 0.0848)>
      <Vector (-0.5540, -0.8324, 0.0178, 0.7672)>
      <Vector (0.0066, -0.0257, -0.9996, 0.4949)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0738, 1.2023, 0.1080)>
    Rotation: <Euler (x=1.0832, y=-2.1933, z=1.0376), order='XYZ'>
    Matrix:
      <Vector (-0.2964, -0.7683, 0.5673, -0.0738)>
      <Vector (-0.5021, -0.3799, -0.7769, 1.2023)>
      <Vector (0.8124, -0.5151, -0.2732, 0.1080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1823, 1.1486, 0.0352)>
    Rotation: <Euler (x=-1.1472, y=-1.3689, z=-2.1146), order='XYZ'>
    Matrix:
      <Vector (-0.1037, -0.1103, 0.9885, -0.1823)>
      <Vector (-0.1716, -0.9770, -0.1270, 1.1486)>
      <Vector (0.9797, -0.1828, 0.0824, 0.0352)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2037, 0.9592, -0.0002)>
    Rotation: <Euler (x=1.5040, y=-0.1745, z=1.4820), order='XYZ'>
    Matrix:
      <Vector (0.0873, -0.0818, 0.9928, -0.2037)>
      <Vector (0.9809, -0.1666, -0.1000, 0.9592)>
      <Vector (0.1736, 0.9826, 0.0657, -0.0002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2251, 0.9156, 0.2569)>
    Rotation: <Euler (x=1.5549, y=-0.3965, z=1.0578), order='XYZ'>
    Matrix:
      <Vector (0.4527, -0.2033, 0.8681, -0.2251)>
      <Vector (0.8037, -0.3286, -0.4961, 0.9156)>
      <Vector (0.3862, 0.9223, 0.0146, 0.2569)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2134, 0.9188, 0.3020)>
    Rotation: <Euler (x=1.9356, y=0.4036, z=1.0418), order='XYZ'>
    Matrix:
      <Vector (0.4641, 0.4931, 0.7358, -0.2134)>
      <Vector (0.7939, 0.1367, -0.5924, 0.9188)>
      <Vector (-0.3928, 0.8591, -0.3281, 0.3020)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1944, 0.9249, 0.3336)>
    Rotation: <Euler (x=1.9199, y=-0.0906, z=0.9843), order='XYZ'>
    Matrix:
      <Vector (0.5511, 0.2378, 0.7998, -0.1944)>
      <Vector (0.8295, -0.2601, -0.4943, 0.9249)>
      <Vector (0.0905, 0.9358, -0.3406, 0.3336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1867, 0.9162, 0.3643)>
    Rotation: <Euler (x=1.8626, y=-0.2446, z=0.9934), order='XYZ'>
    Matrix:
      <Vector (0.5296, 0.1145, 0.8405, -0.1867)>
      <Vector (0.8129, -0.3514, -0.4644, 0.9162)>
      <Vector (0.2422, 0.9292, -0.2792, 0.3643)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1842, 0.9058, 0.3892)>
    Rotation: <Euler (x=1.8626, y=-0.2446, z=0.9934), order='XYZ'>
    Matrix:
      <Vector (0.5296, 0.1145, 0.8405, -0.1842)>
      <Vector (0.8129, -0.3514, -0.4644, 0.9058)>
      <Vector (0.2422, 0.9292, -0.2792, 0.3892)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2327, 0.9073, 0.3746)>
    Rotation: <Euler (x=2.0158, y=-0.3408, z=1.0471), order='XYZ'>
    Matrix:
      <Vector (0.4713, 0.2219, 0.8536, -0.2327)>
      <Vector (0.8162, -0.4765, -0.3268, 0.9073)>
      <Vector (0.3342, 0.8507, -0.4057, 0.3746)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2262, 0.8927, 0.4002)>
    Rotation: <Euler (x=2.5033, y=-0.3956, z=1.0016), order='XYZ'>
    Matrix:
      <Vector (0.4973, 0.5528, 0.6687, -0.2262)>
      <Vector (0.7773, -0.6262, -0.0604, 0.8927)>
      <Vector (0.3854, 0.5498, -0.7411, 0.4002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2098, 0.8740, 0.4165)>
    Rotation: <Euler (x=2.7568, y=-0.4198, z=0.9562), order='XYZ'>
    Matrix:
      <Vector (0.5265, 0.6691, 0.5245, -0.2098)>
      <Vector (0.7461, -0.6594, 0.0922, 0.8740)>
      <Vector (0.4076, 0.3428, -0.8464, 0.4165)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1943, 0.8592, 0.4244)>
    Rotation: <Euler (x=2.7568, y=-0.4198, z=0.9562), order='XYZ'>
    Matrix:
      <Vector (0.5265, 0.6691, 0.5245, -0.1943)>
      <Vector (0.7461, -0.6594, 0.0922, 0.8592)>
      <Vector (0.4076, 0.3428, -0.8464, 0.4244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2438, 0.8877, 0.3695)>
    Rotation: <Euler (x=2.0156, y=-0.3486, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (0.4695, 0.2187, 0.8554, -0.2438)>
      <Vector (0.8142, -0.4821, -0.3237, 0.8877)>
      <Vector (0.3416, 0.8484, -0.4044, 0.3695)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2369, 0.8722, 0.3966)>
    Rotation: <Euler (x=2.5032, y=-0.4014, z=1.0018), order='XYZ'>
    Matrix:
      <Vector (0.4960, 0.5511, 0.6710, -0.2369)>
      <Vector (0.7755, -0.6288, -0.0567, 0.8722)>
      <Vector (0.3907, 0.5485, -0.7392, 0.3966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2179, 0.8506, 0.4154)>
    Rotation: <Euler (x=2.7541, y=-0.4215, z=0.9630), order='XYZ'>
    Matrix:
      <Vector (0.5211, 0.6718, 0.5265, -0.2179)>
      <Vector (0.7491, -0.6556, 0.0952, 0.8506)>
      <Vector (0.4091, 0.3448, -0.8448, 0.4154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2013, 0.8345, 0.4240)>
    Rotation: <Euler (x=2.7541, y=-0.4215, z=0.9630), order='XYZ'>
    Matrix:
      <Vector (0.5211, 0.6718, 0.5265, -0.2013)>
      <Vector (0.7491, -0.6556, 0.0952, 0.8345)>
      <Vector (0.4091, 0.3448, -0.8448, 0.4240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2547, 0.8669, 0.3603)>
    Rotation: <Euler (x=2.0160, y=-0.3436, z=1.0463), order='XYZ'>
    Matrix:
      <Vector (0.4715, 0.2205, 0.8538, -0.2547)>
      <Vector (0.8150, -0.4788, -0.3264, 0.8669)>
      <Vector (0.3368, 0.8498, -0.4055, 0.3603)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2485, 0.8533, 0.3842)>
    Rotation: <Euler (x=2.5053, y=-0.4008, z=0.9964), order='XYZ'>
    Matrix:
      <Vector (0.5003, 0.5493, 0.6693, -0.2485)>
      <Vector (0.7730, -0.6316, -0.0594, 0.8533)>
      <Vector (0.3902, 0.5471, -0.7406, 0.3842)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2333, 0.8359, 0.3993)>
    Rotation: <Euler (x=2.7532, y=-0.4161, z=0.9651), order='XYZ'>
    Matrix:
      <Vector (0.5208, 0.6737, 0.5243, -0.2333)>
      <Vector (0.7520, -0.6528, 0.0919, 0.8359)>
      <Vector (0.4042, 0.3464, -0.8466, 0.3993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2174, 0.8206, 0.4075)>
    Rotation: <Euler (x=2.7532, y=-0.4161, z=0.9651), order='XYZ'>
    Matrix:
      <Vector (0.5208, 0.6737, 0.5243, -0.2174)>
      <Vector (0.7520, -0.6528, 0.0919, 0.8206)>
      <Vector (0.4042, 0.3464, -0.8466, 0.4075)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2653, 0.8519, 0.3450)>
    Rotation: <Euler (x=2.0157, y=-0.3477, z=1.0473), order='XYZ'>
    Matrix:
      <Vector (0.4700, 0.2190, 0.8551, -0.2653)>
      <Vector (0.8143, -0.4815, -0.3242, 0.8519)>
      <Vector (0.3407, 0.8487, -0.4046, 0.3450)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2595, 0.8392, 0.3673)>
    Rotation: <Euler (x=2.5059, y=-0.4059, z=0.9949), order='XYZ'>
    Matrix:
      <Vector (0.5003, 0.5472, 0.6710, -0.2595)>
      <Vector (0.7706, -0.6348, -0.0569, 0.8392)>
      <Vector (0.3948, 0.5455, -0.7393, 0.3673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2453, 0.8229, 0.3815)>
    Rotation: <Euler (x=2.7482, y=-0.4146, z=0.9774), order='XYZ'>
    Matrix:
      <Vector (0.5118, 0.6794, 0.5258, -0.2453)>
      <Vector (0.7588, -0.6445, 0.0942, 0.8229)>
      <Vector (0.4028, 0.3508, -0.8454, 0.3815)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2352, 0.8132, 0.3867)>
    Rotation: <Euler (x=2.7482, y=-0.4146, z=0.9774), order='XYZ'>
    Matrix:
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      <Vector (0.7588, -0.6445, 0.0942, 0.8132)>
      <Vector (0.4028, 0.3508, -0.8454, 0.3867)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1347, 0.8089, 0.0616)>
    Rotation: <Euler (x=0.7459, y=-0.0022, z=-2.9125), order='XYZ'>
    Matrix:
      <Vector (-0.9739, 0.1683, -0.1526, 0.1347)>
      <Vector (-0.2271, -0.7150, 0.6612, 0.8089)>
      <Vector (0.0022, 0.6786, 0.7345, 0.0616)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2046, 0.5119, 0.3436)>
    Rotation: <Euler (x=-0.2767, y=-0.1416, z=-2.8808), order='XYZ'>
    Matrix:
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      <Vector (-0.2552, -0.9394, -0.2290, 0.5119)>
      <Vector (0.1411, -0.2705, 0.9523, 0.3436)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2948, 0.1100, 0.2279)>
    Rotation: <Euler (x=0.8632, y=-0.1469, z=-2.9997), order='XYZ'>
    Matrix:
      <Vector (-0.9793, 0.2020, -0.0133, 0.2948)>
      <Vector (-0.1399, -0.6277, 0.7657, 0.1100)>
      <Vector (0.1463, 0.7517, 0.6430, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0001, 0.3595)>
    Rotation: <Euler (x=-1.5313, y=-2.8943, z=0.0194), order='XYZ'>
    Matrix:
      <Vector (-0.9694, 0.2438, -0.0291, 0.3302)>
      <Vector (-0.0188, 0.0442, 0.9988, 0.0001)>
      <Vector (0.2448, 0.9688, -0.0383, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0034, 0.4325)>
    Rotation: <Euler (x=-1.5313, y=-2.8943, z=0.0194), order='XYZ'>
    Matrix:
      <Vector (-0.9694, 0.2438, -0.0291, 0.3485)>
      <Vector (-0.0188, 0.0442, 0.9988, 0.0034)>
      <Vector (0.2448, 0.9688, -0.0383, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0700, 0.8169, -0.0167)>
    Rotation: <Euler (x=0.4811, y=0.6906, z=2.8254), order='XYZ'>
    Matrix:
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      <Vector (0.2397, -0.7509, 0.6154, 0.8169)>
      <Vector (-0.6370, 0.3567, 0.6834, -0.0167)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3010, 0.5048, 0.1316)>
    Rotation: <Euler (x=-0.5850, y=0.7665, z=2.7684), order='XYZ'>
    Matrix:
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      <Vector (0.2626, -0.9160, -0.3034, 0.5048)>
      <Vector (-0.6936, -0.3978, 0.6005, 0.1316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7757, y=0.7954, z=2.9393), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7827, 0.6223, -0.0126, 0.0501)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0989)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7827, 0.6223, -0.0126, 0.0989)>
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Frame: 79
  Bone: mixamorig:Hips
    Location: <Vector (0.0350, 0.8541, 0.0374)>
    Rotation: <Euler (x=0.1889, y=-0.3844, z=-0.0446), order='XYZ'>
    Matrix:
      <Vector (0.9261, -0.0265, -0.3763, 0.0350)>
      <Vector (-0.0414, 0.9844, -0.1712, 0.8541)>
      <Vector (0.3750, 0.1741, 0.9105, 0.0374)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0336, 0.9304, 0.0492)>
    Rotation: <Euler (x=0.2207, y=-0.4055, z=-0.0360), order='XYZ'>
    Matrix:
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      <Vector (-0.0331, 0.9782, -0.2049, 0.9304)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0290, 1.0186, 0.0674)>
    Rotation: <Euler (x=0.3610, y=-0.4387, z=-0.0196), order='XYZ'>
    Matrix:
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      <Vector (-0.0178, 0.9383, -0.3453, 1.0186)>
      <Vector (0.4247, 0.3197, 0.8470, 0.0674)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0154, 1.1153, 0.1003)>
    Rotation: <Euler (x=0.5035, y=-0.4721, z=-0.0085), order='XYZ'>
    Matrix:
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      <Vector (-0.0076, 0.8777, -0.4791, 1.1153)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0092, 1.2171, 0.1501)>
    Rotation: <Euler (x=0.4134, y=-0.3976, z=-0.0123), order='XYZ'>
    Matrix:
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      <Vector (-0.0113, 0.9176, -0.3974, 1.2171)>
      <Vector (0.3873, 0.3704, 0.8443, 0.1501)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0290, 1.3066, 0.1999)>
    Rotation: <Euler (x=0.0123, y=-0.0954, z=-0.0214), order='XYZ'>
    Matrix:
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      <Vector (-0.0213, 0.9997, -0.0103, 1.3066)>
      <Vector (0.0953, 0.0123, 0.9954, 0.1999)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0271, 1.5461, 0.2342)>
    Rotation: <Euler (x=0.0123, y=-0.0954, z=-0.0214), order='XYZ'>
    Matrix:
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      <Vector (-0.0213, 0.9997, -0.0103, 1.5461)>
      <Vector (0.0953, 0.0123, 0.9954, 0.2342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0573, 1.2026, 0.1728)>
    Rotation: <Euler (x=-0.2952, y=2.1741, z=-2.1066), order='XYZ'>
    Matrix:
      <Vector (0.2897, 0.9450, -0.1520, 0.0573)>
      <Vector (0.4879, -0.2824, -0.8260, 1.2026)>
      <Vector (-0.8234, 0.1651, -0.5428, 0.1728)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1908, 1.1627, 0.1962)>
    Rotation: <Euler (x=3.1192, y=0.7904, z=0.4386), order='XYZ'>
    Matrix:
      <Vector (0.6370, 0.4390, -0.6337, 0.1908)>
      <Vector (0.2988, -0.8984, -0.3220, 1.1627)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2758, 0.9888, 0.1992)>
    Rotation: <Euler (x=2.3863, y=0.1188, z=-1.0254), order='XYZ'>
    Matrix:
      <Vector (0.5151, -0.5803, -0.6308, 0.2758)>
      <Vector (-0.8489, -0.4471, -0.2819, 0.9888)>
      <Vector (-0.1185, 0.6807, -0.7229, 0.1992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1239, 0.8718, 0.3774)>
    Rotation: <Euler (x=2.0101, y=-0.0030, z=-0.6757), order='XYZ'>
    Matrix:
      <Vector (0.7803, -0.2681, -0.5650, 0.1239)>
      <Vector (-0.6254, -0.3301, -0.7070, 0.8718)>
      <Vector (0.0030, 0.9050, -0.4253, 0.3774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0869, 0.8684, 0.4095)>
    Rotation: <Euler (x=2.5499, y=-0.6943, z=-1.0635), order='XYZ'>
    Matrix:
      <Vector (0.3734, -0.8988, -0.2295, 0.0869)>
      <Vector (-0.6717, -0.0913, -0.7352, 0.8684)>
      <Vector (0.6398, 0.4287, -0.6379, 0.4095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0509, 0.8663, 0.4249)>
    Rotation: <Euler (x=2.3753, y=-0.3270, z=-0.7667), order='XYZ'>
    Matrix:
      <Vector (0.6820, -0.6603, -0.3144, 0.0509)>
      <Vector (-0.6570, -0.3644, -0.6600, 0.8663)>
      <Vector (0.3213, 0.6567, -0.6823, 0.4249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0299, 0.8539, 0.4466)>
    Rotation: <Euler (x=2.2942, y=-0.1570, z=-0.6848), order='XYZ'>
    Matrix:
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      <Vector (-0.6247, -0.4386, -0.6460, 0.8539)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0185, 0.8423, 0.4649)>
    Rotation: <Euler (x=2.2942, y=-0.1570, z=-0.6848), order='XYZ'>
    Matrix:
      <Vector (0.7650, -0.5095, -0.3939, 0.0185)>
      <Vector (-0.6247, -0.4386, -0.6460, 0.8423)>
      <Vector (0.1564, 0.7403, -0.6538, 0.4649)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0658, 0.8571, 0.4815)>
    Rotation: <Euler (x=2.4674, y=-0.0517, z=-0.6899), order='XYZ'>
    Matrix:
      <Vector (0.7703, -0.5221, -0.3662, 0.0658)>
      <Vector (-0.6356, -0.5820, -0.5072, 0.8571)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0507, 0.8399, 0.4998)>
    Rotation: <Euler (x=2.9352, y=-0.0168, z=-0.6213), order='XYZ'>
    Matrix:
      <Vector (0.8130, -0.5725, -0.1060, 0.0507)>
      <Vector (-0.5820, -0.7939, -0.1762, 0.8399)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0338, 0.8163, 0.5059)>
    Rotation: <Euler (x=-3.1137, y=-0.0111, z=-0.5656), order='XYZ'>
    Matrix:
      <Vector (0.8442, -0.5354, 0.0243, 0.0338)>
      <Vector (-0.5359, -0.8441, 0.0175, 0.8163)>
      <Vector (0.0111, -0.0278, -0.9996, 0.5059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0211, 0.7970, 0.5052)>
    Rotation: <Euler (x=-3.1137, y=-0.0111, z=-0.5656), order='XYZ'>
    Matrix:
      <Vector (0.8442, -0.5354, 0.0243, 0.0211)>
      <Vector (-0.5359, -0.8441, 0.0175, 0.7970)>
      <Vector (0.0111, -0.0278, -0.9996, 0.5052)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0840, 0.8423, 0.4806)>
    Rotation: <Euler (x=2.4671, y=-0.0489, z=-0.6905), order='XYZ'>
    Matrix:
      <Vector (0.7700, -0.5210, -0.3684, 0.0840)>
      <Vector (-0.6362, -0.5827, -0.5058, 0.8423)>
      <Vector (0.0488, 0.6238, -0.7801, 0.4806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0666, 0.8225, 0.5017)>
    Rotation: <Euler (x=2.9352, y=-0.0139, z=-0.6214), order='XYZ'>
    Matrix:
      <Vector (0.8130, -0.5721, -0.1082, 0.0666)>
      <Vector (-0.5821, -0.7942, -0.1746, 0.8225)>
      <Vector (0.0139, 0.2049, -0.9787, 0.5017)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0466, 0.7946, 0.5089)>
    Rotation: <Euler (x=-3.1137, y=-0.0085, z=-0.5674), order='XYZ'>
    Matrix:
      <Vector (0.8433, -0.5370, 0.0221, 0.0466)>
      <Vector (-0.5374, -0.8431, 0.0190, 0.7946)>
      <Vector (0.0085, -0.0279, -0.9996, 0.5089)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0323, 0.7727, 0.5082)>
    Rotation: <Euler (x=-3.1137, y=-0.0085, z=-0.5674), order='XYZ'>
    Matrix:
      <Vector (0.8433, -0.5370, 0.0221, 0.0323)>
      <Vector (-0.5374, -0.8431, 0.0190, 0.7727)>
      <Vector (0.0085, -0.0279, -0.9996, 0.5082)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1040, 0.8272, 0.4808)>
    Rotation: <Euler (x=2.4673, y=-0.0477, z=-0.6885), order='XYZ'>
    Matrix:
      <Vector (0.7713, -0.5193, -0.3679, 0.1040)>
      <Vector (-0.6347, -0.5843, -0.5058, 0.8272)>
      <Vector (0.0477, 0.6237, -0.7802, 0.4808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0886, 0.8095, 0.4995)>
    Rotation: <Euler (x=2.9351, y=-0.0135, z=-0.6185), order='XYZ'>
    Matrix:
      <Vector (0.8147, -0.5698, -0.1081, 0.0886)>
      <Vector (-0.5798, -0.7958, -0.1747, 0.8095)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0720, 0.7863, 0.5055)>
    Rotation: <Euler (x=-3.1136, y=-0.0099, z=-0.5740), order='XYZ'>
    Matrix:
      <Vector (0.8397, -0.5426, 0.0235, 0.0720)>
      <Vector (-0.5430, -0.8395, 0.0181, 0.7863)>
      <Vector (0.0099, -0.0279, -0.9996, 0.5055)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0594, 0.7672, 0.5048)>
    Rotation: <Euler (x=-3.1136, y=-0.0099, z=-0.5740), order='XYZ'>
    Matrix:
      <Vector (0.8397, -0.5426, 0.0235, 0.0594)>
      <Vector (-0.5430, -0.8395, 0.0181, 0.7672)>
      <Vector (0.0099, -0.0279, -0.9996, 0.5048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1240, 0.8157, 0.4773)>
    Rotation: <Euler (x=2.4546, y=0.0063, z=-0.6331), order='XYZ'>
    Matrix:
      <Vector (0.8062, -0.4542, -0.3791, 0.1240)>
      <Vector (-0.5916, -0.6257, -0.5084, 0.8157)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1110, 0.7976, 0.4956)>
    Rotation: <Euler (x=2.9351, y=-0.0050, z=-0.6157), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5661, -0.1144, 0.1110)>
      <Vector (-0.5775, -0.7984, -0.1702, 0.7976)>
      <Vector (0.0050, 0.2050, -0.9787, 0.4956)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0983, 0.7799, 0.5002)>
    Rotation: <Euler (x=-3.1135, y=-0.0023, z=-0.5887), order='XYZ'>
    Matrix:
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      <Vector (-0.5553, -0.8314, 0.0220, 0.7799)>
      <Vector (0.0023, -0.0280, -0.9996, 0.5002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0892, 0.7662, 0.4997)>
    Rotation: <Euler (x=-3.1135, y=-0.0023, z=-0.5887), order='XYZ'>
    Matrix:
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      <Vector (-0.5553, -0.8314, 0.0220, 0.7662)>
      <Vector (0.0023, -0.0280, -0.9996, 0.4997)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0681, 1.2019, 0.1121)>
    Rotation: <Euler (x=1.0844, y=-2.1951, z=1.0363), order='XYZ'>
    Matrix:
      <Vector (-0.2978, -0.7676, 0.5676, -0.0681)>
      <Vector (-0.5030, -0.3792, -0.7767, 1.2019)>
      <Vector (0.8114, -0.5168, -0.2732, 0.1121)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1765, 1.1484, 0.0391)>
    Rotation: <Euler (x=-1.1282, y=-1.3678, z=-2.1354), order='XYZ'>
    Matrix:
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      <Vector (-0.1703, -0.9769, -0.1292, 1.1484)>
      <Vector (0.9795, -0.1822, 0.0863, 0.0391)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1982, 0.9589, 0.0038)>
    Rotation: <Euler (x=1.5000, y=-0.1743, z=1.4804), order='XYZ'>
    Matrix:
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      <Vector (0.9808, -0.1659, -0.1022, 0.9589)>
      <Vector (0.1734, 0.9824, 0.0696, 0.0038)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2207, 0.9155, 0.2608)>
    Rotation: <Euler (x=1.5496, y=-0.3983, z=1.0674), order='XYZ'>
    Matrix:
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      <Vector (0.8074, -0.3295, -0.4895, 0.9155)>
      <Vector (0.3879, 0.9215, 0.0195, 0.2608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2093, 0.9189, 0.3060)>
    Rotation: <Euler (x=1.9303, y=0.4017, z=1.0473), order='XYZ'>
    Matrix:
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      <Vector (0.7971, 0.1411, -0.5871, 0.9189)>
      <Vector (-0.3910, 0.8616, -0.3238, 0.3060)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1905, 0.9251, 0.3376)>
    Rotation: <Euler (x=1.9151, y=-0.0928, z=0.9923), order='XYZ'>
    Matrix:
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      <Vector (0.8337, -0.2576, -0.4884, 0.9251)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1829, 0.9165, 0.3683)>
    Rotation: <Euler (x=1.8577, y=-0.2468, z=1.0022), order='XYZ'>
    Matrix:
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      <Vector (0.8171, -0.3498, -0.4582, 0.9165)>
      <Vector (0.2443, 0.9301, -0.2744, 0.3683)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1804, 0.9062, 0.3933)>
    Rotation: <Euler (x=1.8577, y=-0.2468, z=1.0022), order='XYZ'>
    Matrix:
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      <Vector (0.8171, -0.3498, -0.4582, 0.9062)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2289, 0.9072, 0.3784)>
    Rotation: <Euler (x=2.0106, y=-0.3427, z=1.0564), order='XYZ'>
    Matrix:
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      <Vector (0.8200, -0.4742, -0.3206, 0.9072)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2224, 0.8927, 0.4041)>
    Rotation: <Euler (x=2.4981, y=-0.3977, z=1.0112), order='XYZ'>
    Matrix:
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      <Vector (0.7813, -0.6216, -0.0559, 0.8927)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2059, 0.8742, 0.4205)>
    Rotation: <Euler (x=2.7517, y=-0.4221, z=0.9659), order='XYZ'>
    Matrix:
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      <Vector (0.7504, -0.6541, 0.0956, 0.8742)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1904, 0.8595, 0.4285)>
    Rotation: <Euler (x=2.7517, y=-0.4221, z=0.9659), order='XYZ'>
    Matrix:
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      <Vector (0.7504, -0.6541, 0.0956, 0.8595)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2398, 0.8876, 0.3733)>
    Rotation: <Euler (x=2.0104, y=-0.3505, z=1.0570), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2329, 0.8721, 0.4004)>
    Rotation: <Euler (x=2.4980, y=-0.4036, z=1.0114), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2139, 0.8507, 0.4194)>
    Rotation: <Euler (x=2.7489, y=-0.4239, z=0.9727), order='XYZ'>
    Matrix:
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      <Vector (0.7533, -0.6503, 0.0986, 0.8507)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1971, 0.8347, 0.4280)>
    Rotation: <Euler (x=2.7489, y=-0.4239, z=0.9727), order='XYZ'>
    Matrix:
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      <Vector (0.7533, -0.6503, 0.0986, 0.8347)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2505, 0.8667, 0.3641)>
    Rotation: <Euler (x=2.0109, y=-0.3455, z=1.0556), order='XYZ'>
    Matrix:
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      <Vector (0.8188, -0.4765, -0.3202, 0.8667)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2444, 0.8532, 0.3880)>
    Rotation: <Euler (x=2.5001, y=-0.4030, z=1.0060), order='XYZ'>
    Matrix:
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      <Vector (0.7770, -0.6271, -0.0549, 0.8532)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2291, 0.8359, 0.4032)>
    Rotation: <Euler (x=2.7481, y=-0.4184, z=0.9748), order='XYZ'>
    Matrix:
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      <Vector (0.7562, -0.6474, 0.0953, 0.8359)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2131, 0.8207, 0.4115)>
    Rotation: <Euler (x=2.7481, y=-0.4184, z=0.9748), order='XYZ'>
    Matrix:
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      <Vector (0.7562, -0.6474, 0.0953, 0.8207)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2609, 0.8516, 0.3488)>
    Rotation: <Euler (x=2.0105, y=-0.3496, z=1.0567), order='XYZ'>
    Matrix:
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      <Vector (0.8181, -0.4792, -0.3180, 0.8516)>
      <Vector (0.3425, 0.8501, -0.3999, 0.3488)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2552, 0.8390, 0.3710)>
    Rotation: <Euler (x=2.5007, y=-0.4081, z=1.0045), order='XYZ'>
    Matrix:
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      <Vector (0.7746, -0.6303, -0.0523, 0.8390)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2409, 0.8228, 0.3853)>
    Rotation: <Euler (x=2.7431, y=-0.4169, z=0.9871), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2308, 0.8132, 0.3906)>
    Rotation: <Euler (x=2.7431, y=-0.4169, z=0.9871), order='XYZ'>
    Matrix:
      <Vector (0.5039, 0.6824, 0.5295, -0.2308)>
      <Vector (0.7630, -0.6390, 0.0975, 0.8132)>
      <Vector (0.4049, 0.3548, -0.8427, 0.3906)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1398, 0.8083, 0.0657)>
    Rotation: <Euler (x=0.7472, y=-0.0001, z=-2.9196), order='XYZ'>
    Matrix:
      <Vector (-0.9755, 0.1616, -0.1496, 0.1398)>
      <Vector (-0.2202, -0.7156, 0.6629, 0.8083)>
      <Vector (0.0001, 0.6796, 0.7336, 0.0657)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2069, 0.5110, 0.3481)>
    Rotation: <Euler (x=-0.2878, y=-0.1402, z=-2.8847), order='XYZ'>
    Matrix:
      <Vector (-0.9577, 0.2052, 0.2017, 0.2069)>
      <Vector (-0.2516, -0.9375, -0.2405, 0.5110)>
      <Vector (0.1398, -0.2810, 0.9495, 0.3481)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2947, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8631, y=-0.1462, z=-2.9983), order='XYZ'>
    Matrix:
      <Vector (-0.9792, 0.2024, -0.0147, 0.2947)>
      <Vector (-0.1413, -0.6276, 0.7656, 0.1099)>
      <Vector (0.1457, 0.7517, 0.6432, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0000, 0.3595)>
    Rotation: <Euler (x=-1.5304, y=-2.8949, z=0.0208), order='XYZ'>
    Matrix:
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      <Vector (-0.0201, 0.0454, 0.9988, 0.0000)>
      <Vector (0.2442, 0.9689, -0.0392, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0035, 0.4325)>
    Rotation: <Euler (x=-1.5304, y=-2.8949, z=0.0208), order='XYZ'>
    Matrix:
      <Vector (-0.9695, 0.2431, -0.0306, 0.3485)>
      <Vector (-0.0201, 0.0454, 0.9988, 0.0035)>
      <Vector (0.2442, 0.9689, -0.0392, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0653, 0.8164, -0.0116)>
    Rotation: <Euler (x=0.4704, y=0.6939, z=2.8150), order='XYZ'>
    Matrix:
      <Vector (-0.7281, -0.5605, -0.3945, -0.0653)>
      <Vector (0.2467, -0.7512, 0.6122, 0.8164)>
      <Vector (-0.6395, 0.3485, 0.6853, -0.0116)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2983, 0.5042, 0.1332)>
    Rotation: <Euler (x=-0.5900, y=0.7644, z=2.7584), order='XYZ'>
    Matrix:
      <Vector (-0.6694, 0.0464, -0.7414, -0.2983)>
      <Vector (0.2699, -0.9147, -0.3009, 0.5042)>
      <Vector (-0.6921, -0.4016, 0.5998, 0.1332)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7755, y=0.7960, z=2.9392), order='XYZ'>
    Matrix:
      <Vector (-0.6853, -0.6336, -0.3591, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2421, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6218, -0.7820, 0.0439, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7830, 0.6219, -0.0125, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2421, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6218, -0.7820, 0.0439, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7830, 0.6219, -0.0125, 0.0988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 80
  Bone: mixamorig:Hips
    Location: <Vector (0.0400, 0.8535, 0.0416)>
    Rotation: <Euler (x=0.1871, y=-0.3820, z=-0.0455), order='XYZ'>
    Matrix:
      <Vector (0.9270, -0.0246, -0.3743, 0.0400)>
      <Vector (-0.0422, 0.9847, -0.1692, 0.8535)>
      <Vector (0.3728, 0.1726, 0.9117, 0.0416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0387, 0.9299, 0.0534)>
    Rotation: <Euler (x=0.2199, y=-0.4040, z=-0.0372), order='XYZ'>
    Matrix:
      <Vector (0.9189, -0.0494, -0.3914, 0.0387)>
      <Vector (-0.0342, 0.9784, -0.2037, 0.9299)>
      <Vector (0.3931, 0.2005, 0.8974, 0.0534)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0343, 1.0181, 0.0715)>
    Rotation: <Euler (x=0.3613, y=-0.4388, z=-0.0205), order='XYZ'>
    Matrix:
      <Vector (0.9051, -0.1310, -0.4046, 0.0343)>
      <Vector (-0.0185, 0.9383, -0.3453, 1.0181)>
      <Vector (0.4249, 0.3200, 0.8468, 0.0715)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0208, 1.1148, 0.1044)>
    Rotation: <Euler (x=0.5050, y=-0.4740, z=-0.0094), order='XYZ'>
    Matrix:
      <Vector (0.8897, -0.2126, -0.4040, 0.0208)>
      <Vector (-0.0084, 0.8772, -0.4800, 1.1148)>
      <Vector (0.4564, 0.4305, 0.7787, 0.1044)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0039, 1.2165, 0.1543)>
    Rotation: <Euler (x=0.4171, y=-0.3988, z=-0.0137), order='XYZ'>
    Matrix:
      <Vector (0.9214, -0.1448, -0.3605, -0.0039)>
      <Vector (-0.0126, 0.9163, -0.4003, 1.2165)>
      <Vector (0.3883, 0.3733, 0.8425, 0.1543)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0238, 1.3058, 0.2044)>
    Rotation: <Euler (x=0.0145, y=-0.0962, z=-0.0197), order='XYZ'>
    Matrix:
      <Vector (0.9952, 0.0183, -0.0963, -0.0238)>
      <Vector (-0.0196, 0.9997, -0.0126, 1.3058)>
      <Vector (0.0960, 0.0145, 0.9953, 0.2044)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0224, 1.5453, 0.2392)>
    Rotation: <Euler (x=0.0145, y=-0.0962, z=-0.0197), order='XYZ'>
    Matrix:
      <Vector (0.9952, 0.0183, -0.0963, -0.0224)>
      <Vector (-0.0196, 0.9997, -0.0126, 1.5453)>
      <Vector (0.0960, 0.0145, 0.9953, 0.2392)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0626, 1.2020, 0.1772)>
    Rotation: <Euler (x=-0.2980, y=2.1769, z=-2.1094), order='XYZ'>
    Matrix:
      <Vector (0.2922, 0.9444, -0.1509, 0.0626)>
      <Vector (0.4890, -0.2831, -0.8250, 1.2020)>
      <Vector (-0.8219, 0.1673, -0.5446, 0.1772)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1960, 1.1620, 0.2008)>
    Rotation: <Euler (x=3.1126, y=0.7875, z=0.4317), order='XYZ'>
    Matrix:
      <Vector (0.6409, 0.4369, -0.6312, 0.1960)>
      <Vector (0.2952, -0.8993, -0.3227, 1.1620)>
      <Vector (-0.7086, 0.0204, -0.7053, 0.2008)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2805, 0.9879, 0.2048)>
    Rotation: <Euler (x=2.3887, y=0.1157, z=-1.0254), order='XYZ'>
    Matrix:
      <Vector (0.5153, -0.5829, -0.6282, 0.2805)>
      <Vector (-0.8492, -0.4460, -0.2827, 0.9879)>
      <Vector (-0.1154, 0.6791, -0.7249, 0.2048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1279, 0.8712, 0.3825)>
    Rotation: <Euler (x=2.0158, y=0.0007, z=-0.6807), order='XYZ'>
    Matrix:
      <Vector (0.7771, -0.2704, -0.5683, 0.1279)>
      <Vector (-0.6294, -0.3349, -0.7013, 0.8712)>
      <Vector (-0.0007, 0.9026, -0.4304, 0.3825)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0909, 0.8678, 0.4146)>
    Rotation: <Euler (x=2.5549, y=-0.6887, z=-1.0717), order='XYZ'>
    Matrix:
      <Vector (0.3696, -0.8996, -0.2328, 0.0909)>
      <Vector (-0.6779, -0.0897, -0.7297, 0.8678)>
      <Vector (0.6355, 0.4275, -0.6430, 0.4146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0549, 0.8657, 0.4300)>
    Rotation: <Euler (x=2.3809, y=-0.3228, z=-0.7736), order='XYZ'>
    Matrix:
      <Vector (0.6785, -0.6626, -0.3173, 0.0549)>
      <Vector (-0.6626, -0.3654, -0.6538, 0.8657)>
      <Vector (0.3172, 0.6538, -0.6870, 0.4300)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0339, 0.8533, 0.4515)>
    Rotation: <Euler (x=2.2999, y=-0.1532, z=-0.6907), order='XYZ'>
    Matrix:
      <Vector (0.7618, -0.5122, -0.3967, 0.0339)>
      <Vector (-0.6296, -0.4410, -0.6396, 0.8533)>
      <Vector (0.1526, 0.7370, -0.6584, 0.4515)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0224, 0.8417, 0.4697)>
    Rotation: <Euler (x=2.2999, y=-0.1532, z=-0.6907), order='XYZ'>
    Matrix:
      <Vector (0.7618, -0.5122, -0.3967, 0.0224)>
      <Vector (-0.6296, -0.4410, -0.6396, 0.8417)>
      <Vector (0.1526, 0.7370, -0.6584, 0.4697)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0697, 0.8561, 0.4865)>
    Rotation: <Euler (x=2.4730, y=-0.0479, z=-0.6953), order='XYZ'>
    Matrix:
      <Vector (0.7670, -0.5254, -0.3683, 0.0697)>
      <Vector (-0.6399, -0.5835, -0.5001, 0.8561)>
      <Vector (0.0478, 0.6192, -0.7838, 0.4865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0545, 0.8388, 0.5046)>
    Rotation: <Euler (x=2.9410, y=-0.0133, z=-0.6264), order='XYZ'>
    Matrix:
      <Vector (0.8100, -0.5767, -0.1062, 0.0545)>
      <Vector (-0.5862, -0.7923, -0.1691, 0.8388)>
      <Vector (0.0133, 0.1992, -0.9799, 0.5046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0375, 0.8153, 0.5105)>
    Rotation: <Euler (x=-3.1077, y=-0.0080, z=-0.5707), order='XYZ'>
    Matrix:
      <Vector (0.8415, -0.5397, 0.0251, 0.0375)>
      <Vector (-0.5402, -0.8412, 0.0242, 0.8153)>
      <Vector (0.0080, -0.0339, -0.9994, 0.5105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0247, 0.7960, 0.5098)>
    Rotation: <Euler (x=-3.1077, y=-0.0080, z=-0.5707), order='XYZ'>
    Matrix:
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      <Vector (-0.5402, -0.8412, 0.0242, 0.7960)>
      <Vector (0.0080, -0.0339, -0.9994, 0.5098)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0878, 0.8412, 0.4855)>
    Rotation: <Euler (x=2.4727, y=-0.0450, z=-0.6958), order='XYZ'>
    Matrix:
      <Vector (0.7668, -0.5243, -0.3704, 0.0878)>
      <Vector (-0.6404, -0.5842, -0.4986, 0.8412)>
      <Vector (0.0450, 0.6195, -0.7837, 0.4855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0703, 0.8214, 0.5065)>
    Rotation: <Euler (x=2.9410, y=-0.0105, z=-0.6265), order='XYZ'>
    Matrix:
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      <Vector (-0.5863, -0.7926, -0.1674, 0.8214)>
      <Vector (0.0105, 0.1992, -0.9799, 0.5065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0502, 0.7935, 0.5135)>
    Rotation: <Euler (x=-3.1077, y=-0.0054, z=-0.5725), order='XYZ'>
    Matrix:
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      <Vector (-0.5417, -0.8402, 0.0256, 0.7935)>
      <Vector (0.0054, -0.0339, -0.9994, 0.5135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0358, 0.7717, 0.5126)>
    Rotation: <Euler (x=-3.1077, y=-0.0054, z=-0.5725), order='XYZ'>
    Matrix:
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      <Vector (-0.5417, -0.8402, 0.0256, 0.7717)>
      <Vector (0.0054, -0.0339, -0.9994, 0.5126)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1078, 0.8260, 0.4856)>
    Rotation: <Euler (x=2.4729, y=-0.0439, z=-0.6938), order='XYZ'>
    Matrix:
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      <Vector (-0.6389, -0.5858, -0.4987, 0.8260)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0923, 0.8082, 0.5042)>
    Rotation: <Euler (x=2.9410, y=-0.0101, z=-0.6237), order='XYZ'>
    Matrix:
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      <Vector (-0.5840, -0.7943, -0.1675, 0.8082)>
      <Vector (0.0101, 0.1992, -0.9799, 0.5042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0756, 0.7851, 0.5100)>
    Rotation: <Euler (x=-3.1076, y=-0.0067, z=-0.5791), order='XYZ'>
    Matrix:
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      <Vector (-0.5473, -0.8366, 0.0247, 0.7851)>
      <Vector (0.0067, -0.0339, -0.9994, 0.5100)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0629, 0.7661, 0.5092)>
    Rotation: <Euler (x=-3.1076, y=-0.0067, z=-0.5791), order='XYZ'>
    Matrix:
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      <Vector (-0.5473, -0.8366, 0.0247, 0.7661)>
      <Vector (0.0067, -0.0339, -0.9994, 0.5092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1277, 0.8144, 0.4821)>
    Rotation: <Euler (x=2.4605, y=0.0098, z=-0.6381), order='XYZ'>
    Matrix:
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      <Vector (-0.5956, -0.6277, -0.5013, 0.8144)>
      <Vector (-0.0098, 0.6296, -0.7768, 0.4821)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1146, 0.7963, 0.5002)>
    Rotation: <Euler (x=2.9410, y=-0.0017, z=-0.6208), order='XYZ'>
    Matrix:
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      <Vector (-0.5817, -0.7969, -0.1630, 0.7963)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1018, 0.7786, 0.5047)>
    Rotation: <Euler (x=-3.1076, y=0.0009, z=-0.5937), order='XYZ'>
    Matrix:
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      <Vector (-0.5595, -0.8284, 0.0287, 0.7786)>
      <Vector (-0.0009, -0.0340, -0.9994, 0.5047)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0927, 0.7650, 0.5041)>
    Rotation: <Euler (x=-3.1076, y=0.0009, z=-0.5937), order='XYZ'>
    Matrix:
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      <Vector (-0.5595, -0.8284, 0.0287, 0.7650)>
      <Vector (-0.0009, -0.0340, -0.9994, 0.5041)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0627, 1.2014, 0.1162)>
    Rotation: <Euler (x=1.0863, y=-2.1972, z=1.0351), order='XYZ'>
    Matrix:
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      <Vector (-0.5041, -0.3787, -0.7762, 1.2014)>
      <Vector (0.8102, -0.5187, -0.2730, 0.1162)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1710, 1.1479, 0.0429)>
    Rotation: <Euler (x=-1.1071, y=-1.3654, z=-2.1576), order='XYZ'>
    Matrix:
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      <Vector (-0.1698, -0.9768, -0.1306, 1.1479)>
      <Vector (0.9790, -0.1824, 0.0912, 0.0429)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1928, 0.9585, 0.0075)>
    Rotation: <Euler (x=1.4951, y=-0.1739, z=1.4798), order='XYZ'>
    Matrix:
      <Vector (0.0895, -0.0910, 0.9918, -0.1928)>
      <Vector (0.9808, -0.1649, -0.1036, 0.9585)>
      <Vector (0.1730, 0.9821, 0.0745, 0.0075)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2166, 0.9154, 0.2645)>
    Rotation: <Euler (x=1.5432, y=-0.4008, z=1.0766), order='XYZ'>
    Matrix:
      <Vector (0.4367, -0.2093, 0.8749, -0.2166)>
      <Vector (0.8106, -0.3303, -0.4836, 0.9154)>
      <Vector (0.3902, 0.9204, 0.0254, 0.2645)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2055, 0.9188, 0.3097)>
    Rotation: <Euler (x=1.9239, y=0.3991, z=1.0515), order='XYZ'>
    Matrix:
      <Vector (0.4572, 0.4812, 0.7479, -0.2055)>
      <Vector (0.8000, 0.1449, -0.5823, 0.9188)>
      <Vector (-0.3886, 0.8646, -0.3187, 0.3097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1870, 0.9252, 0.3415)>
    Rotation: <Euler (x=1.9094, y=-0.0957, z=0.9996), order='XYZ'>
    Matrix:
      <Vector (0.5382, 0.2307, 0.8107, -0.1870)>
      <Vector (0.8374, -0.2554, -0.4832, 0.9252)>
      <Vector (0.0956, 0.9389, -0.3306, 0.3415)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1795, 0.9167, 0.3723)>
    Rotation: <Euler (x=1.8518, y=-0.2496, z=1.0103), order='XYZ'>
    Matrix:
      <Vector (0.5151, 0.1087, 0.8502, -0.1795)>
      <Vector (0.8208, -0.3485, -0.4527, 0.9167)>
      <Vector (0.2471, 0.9310, -0.2687, 0.3723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1771, 0.9064, 0.3972)>
    Rotation: <Euler (x=1.8518, y=-0.2496, z=1.0103), order='XYZ'>
    Matrix:
      <Vector (0.5151, 0.1087, 0.8502, -0.1771)>
      <Vector (0.8208, -0.3485, -0.4527, 0.9064)>
      <Vector (0.2471, 0.9310, -0.2687, 0.3972)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2255, 0.9071, 0.3821)>
    Rotation: <Euler (x=2.0043, y=-0.3453, z=1.0653), order='XYZ'>
    Matrix:
      <Vector (0.4557, 0.2188, 0.8628, -0.2255)>
      <Vector (0.8233, -0.4722, -0.3151, 0.9071)>
      <Vector (0.3384, 0.8539, -0.3953, 0.3821)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2190, 0.8926, 0.4078)>
    Rotation: <Euler (x=2.4918, y=-0.4005, z=1.0204), order='XYZ'>
    Matrix:
      <Vector (0.4817, 0.5552, 0.6780, -0.2190)>
      <Vector (0.7848, -0.6175, -0.0518, 0.8926)>
      <Vector (0.3899, 0.5571, -0.7332, 0.4078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2025, 0.8743, 0.4243)>
    Rotation: <Euler (x=2.7455, y=-0.4252, z=0.9752), order='XYZ'>
    Matrix:
      <Vector (0.5111, 0.6744, 0.5329, -0.2025)>
      <Vector (0.7541, -0.6493, 0.0986, 0.8743)>
      <Vector (0.4125, 0.3515, -0.8404, 0.4243)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1870, 0.8597, 0.4324)>
    Rotation: <Euler (x=2.7455, y=-0.4252, z=0.9752), order='XYZ'>
    Matrix:
      <Vector (0.5111, 0.6744, 0.5329, -0.1870)>
      <Vector (0.7541, -0.6493, 0.0986, 0.8597)>
      <Vector (0.4125, 0.3515, -0.8404, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2362, 0.8874, 0.3769)>
    Rotation: <Euler (x=2.0041, y=-0.3530, z=1.0659), order='XYZ'>
    Matrix:
      <Vector (0.4539, 0.2157, 0.8646, -0.2362)>
      <Vector (0.8212, -0.4777, -0.3120, 0.8874)>
      <Vector (0.3458, 0.8516, -0.3940, 0.3769)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2294, 0.8720, 0.4040)>
    Rotation: <Euler (x=2.4918, y=-0.4063, z=1.0206), order='XYZ'>
    Matrix:
      <Vector (0.4803, 0.5536, 0.6803, -0.2294)>
      <Vector (0.7830, -0.6202, -0.0481, 0.8720)>
      <Vector (0.3953, 0.5558, -0.7314, 0.4040)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2104, 0.8507, 0.4231)>
    Rotation: <Euler (x=2.7427, y=-0.4269, z=0.9820), order='XYZ'>
    Matrix:
      <Vector (0.5055, 0.6770, 0.5348, -0.2104)>
      <Vector (0.7570, -0.6455, 0.1016, 0.8507)>
      <Vector (0.4140, 0.3535, -0.8388, 0.4231)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1935, 0.8349, 0.4319)>
    Rotation: <Euler (x=2.7427, y=-0.4269, z=0.9820), order='XYZ'>
    Matrix:
      <Vector (0.5055, 0.6770, 0.5348, -0.1935)>
      <Vector (0.7570, -0.6455, 0.1016, 0.8349)>
      <Vector (0.4140, 0.3535, -0.8388, 0.4319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2467, 0.8664, 0.3676)>
    Rotation: <Euler (x=2.0046, y=-0.3480, z=1.0645), order='XYZ'>
    Matrix:
      <Vector (0.4559, 0.2175, 0.8630, -0.2467)>
      <Vector (0.8221, -0.4745, -0.3147, 0.8664)>
      <Vector (0.3410, 0.8530, -0.3951, 0.3676)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2406, 0.8530, 0.3915)>
    Rotation: <Euler (x=2.4939, y=-0.4058, z=1.0152), order='XYZ'>
    Matrix:
      <Vector (0.4846, 0.5519, 0.6786, -0.2406)>
      <Vector (0.7806, -0.6230, -0.0508, 0.8530)>
      <Vector (0.3948, 0.5544, -0.7327, 0.3915)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2253, 0.8358, 0.4069)>
    Rotation: <Euler (x=2.7419, y=-0.4214, z=0.9840), order='XYZ'>
    Matrix:
      <Vector (0.5053, 0.6789, 0.5327, -0.2253)>
      <Vector (0.7599, -0.6426, 0.0983, 0.8358)>
      <Vector (0.4090, 0.3551, -0.8406, 0.4069)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2093, 0.8207, 0.4153)>
    Rotation: <Euler (x=2.7419, y=-0.4214, z=0.9840), order='XYZ'>
    Matrix:
      <Vector (0.5053, 0.6789, 0.5327, -0.2093)>
      <Vector (0.7599, -0.6426, 0.0983, 0.8207)>
      <Vector (0.4090, 0.3551, -0.8406, 0.4153)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2569, 0.8512, 0.3522)>
    Rotation: <Euler (x=2.0042, y=-0.3521, z=1.0655), order='XYZ'>
    Matrix:
      <Vector (0.4543, 0.2160, 0.8643, -0.2569)>
      <Vector (0.8214, -0.4772, -0.3125, 0.8512)>
      <Vector (0.3449, 0.8518, -0.3942, 0.3522)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2512, 0.8387, 0.3745)>
    Rotation: <Euler (x=2.4945, y=-0.4109, z=1.0137), order='XYZ'>
    Matrix:
      <Vector (0.4847, 0.5499, 0.6802, -0.2512)>
      <Vector (0.7782, -0.6262, -0.0483, 0.8387)>
      <Vector (0.3994, 0.5527, -0.7314, 0.3745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2369, 0.8226, 0.3890)>
    Rotation: <Euler (x=2.7368, y=-0.4198, z=0.9963), order='XYZ'>
    Matrix:
      <Vector (0.4962, 0.6844, 0.5342, -0.2369)>
      <Vector (0.7666, -0.6342, 0.1005, 0.8226)>
      <Vector (0.4076, 0.3596, -0.8394, 0.3890)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2268, 0.8130, 0.3943)>
    Rotation: <Euler (x=2.7368, y=-0.4198, z=0.9963), order='XYZ'>
    Matrix:
      <Vector (0.4962, 0.6844, 0.5342, -0.2268)>
      <Vector (0.7666, -0.6342, 0.1005, 0.8130)>
      <Vector (0.4076, 0.3596, -0.8394, 0.3943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1448, 0.8076, 0.0698)>
    Rotation: <Euler (x=0.7485, y=0.0010, z=-2.9257), order='XYZ'>
    Matrix:
      <Vector (-0.9768, 0.1562, -0.1465, 0.1448)>
      <Vector (-0.2142, -0.7158, 0.6646, 0.8076)>
      <Vector (-0.0010, 0.6806, 0.7327, 0.0698)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2097, 0.5102, 0.3526)>
    Rotation: <Euler (x=-0.2988, y=-0.1402, z=-2.8896), order='XYZ'>
    Matrix:
      <Vector (-0.9589, 0.1985, 0.2028, 0.2097)>
      <Vector (-0.2469, -0.9357, -0.2518, 0.5102)>
      <Vector (0.1398, -0.2915, 0.9463, 0.3526)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2946, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8629, y=-0.1470, z=-2.9980), order='XYZ'>
    Matrix:
      <Vector (-0.9790, 0.2032, -0.0144, 0.2946)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1465, 0.7515, 0.6432, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0000, 0.3595)>
    Rotation: <Euler (x=-1.5289, y=-2.8941, z=0.0209), order='XYZ'>
    Matrix:
      <Vector (-0.9693, 0.2439, -0.0311, 0.3302)>
      <Vector (-0.0203, 0.0470, 0.9987, 0.0000)>
      <Vector (0.2450, 0.9687, -0.0406, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0036, 0.4324)>
    Rotation: <Euler (x=-1.5289, y=-2.8941, z=0.0209), order='XYZ'>
    Matrix:
      <Vector (-0.9693, 0.2439, -0.0311, 0.3486)>
      <Vector (-0.0203, 0.0470, 0.9987, 0.0036)>
      <Vector (0.2450, 0.9687, -0.0406, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0605, 0.8160, -0.0070)>
    Rotation: <Euler (x=0.4611, y=0.6953, z=2.8058), order='XYZ'>
    Matrix:
      <Vector (-0.7250, -0.5642, -0.3950, -0.0605)>
      <Vector (0.2531, -0.7516, 0.6091, 0.8160)>
      <Vector (-0.6406, 0.3417, 0.6877, -0.0070)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2950, 0.5036, 0.1350)>
    Rotation: <Euler (x=-0.5950, y=0.7617, z=2.7471), order='XYZ'>
    Matrix:
      <Vector (-0.6681, 0.0388, -0.7431, -0.2950)>
      <Vector (0.2781, -0.9132, -0.2977, 0.5036)>
      <Vector (-0.6902, -0.4056, 0.5993, 0.1350)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7754, y=0.7962, z=2.9391), order='XYZ'>
    Matrix:
      <Vector (-0.6851, -0.6337, -0.3592, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2419, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6216, -0.7821, 0.0439, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7832, 0.6217, -0.0125, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2419, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6216, -0.7821, 0.0439, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7832, 0.6217, -0.0125, 0.0988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 81
  Bone: mixamorig:Hips
    Location: <Vector (0.0445, 0.8531, 0.0456)>
    Rotation: <Euler (x=0.1873, y=-0.3827, z=-0.0464), order='XYZ'>
    Matrix:
      <Vector (0.9266, -0.0240, -0.3752, 0.0445)>
      <Vector (-0.0430, 0.9847, -0.1690, 0.8531)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0433, 0.9295, 0.0573)>
    Rotation: <Euler (x=0.2208, y=-0.4050, z=-0.0385), order='XYZ'>
    Matrix:
      <Vector (0.9184, -0.0487, -0.3926, 0.0433)>
      <Vector (-0.0354, 0.9783, -0.2041, 0.9295)>
      <Vector (0.3940, 0.2013, 0.8968, 0.0573)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0390, 1.0177, 0.0755)>
    Rotation: <Euler (x=0.3626, y=-0.4404, z=-0.0215), order='XYZ'>
    Matrix:
      <Vector (0.9044, -0.1311, -0.4061, 0.0390)>
      <Vector (-0.0194, 0.9380, -0.3460, 1.0177)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0255, 1.1143, 0.1085)>
    Rotation: <Euler (x=0.5066, y=-0.4762, z=-0.0101), order='XYZ'>
    Matrix:
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      <Vector (-0.0090, 0.8766, -0.4812, 1.1143)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0007, 1.2159, 0.1585)>
    Rotation: <Euler (x=0.4212, y=-0.4004, z=-0.0150), order='XYZ'>
    Matrix:
      <Vector (0.9208, -0.1457, -0.3618, 0.0007)>
      <Vector (-0.0138, 0.9149, -0.4035, 1.2159)>
      <Vector (0.3898, 0.3765, 0.8404, 0.1585)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0193, 1.3051, 0.2089)>
    Rotation: <Euler (x=0.0193, y=-0.0979, z=-0.0189), order='XYZ'>
    Matrix:
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      <Vector (-0.0188, 0.9997, -0.0175, 1.3051)>
      <Vector (0.0978, 0.0192, 0.9950, 0.2089)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0183, 1.5444, 0.2448)>
    Rotation: <Euler (x=0.0193, y=-0.0979, z=-0.0189), order='XYZ'>
    Matrix:
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      <Vector (-0.0188, 0.9997, -0.0175, 1.5444)>
      <Vector (0.0978, 0.0192, 0.9950, 0.2448)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0671, 1.2014, 0.1815)>
    Rotation: <Euler (x=-0.3006, y=2.1799, z=-2.1120), order='XYZ'>
    Matrix:
      <Vector (0.2947, 0.9438, -0.1498, 0.0671)>
      <Vector (0.4904, -0.2839, -0.8240, 1.2014)>
      <Vector (-0.8202, 0.1694, -0.5465, 0.1815)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2004, 1.1613, 0.2054)>
    Rotation: <Euler (x=3.1068, y=0.7838, z=0.4271), order='XYZ'>
    Matrix:
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      <Vector (0.2934, -0.8994, -0.3240, 1.1613)>
      <Vector (-0.7060, 0.0247, -0.7078, 0.2054)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2849, 0.9872, 0.2102)>
    Rotation: <Euler (x=2.3921, y=0.1126, z=-1.0239), order='XYZ'>
    Matrix:
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      <Vector (-0.8488, -0.4460, -0.2840, 0.9872)>
      <Vector (-0.1123, 0.6769, -0.7274, 0.2102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1316, 0.8705, 0.3874)>
    Rotation: <Euler (x=2.0234, y=0.0011, z=-0.6875), order='XYZ'>
    Matrix:
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      <Vector (-0.6346, -0.3386, -0.6947, 0.8705)>
      <Vector (-0.0011, 0.8993, -0.4373, 0.3874)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0944, 0.8671, 0.4192)>
    Rotation: <Euler (x=2.5638, y=-0.6853, z=-1.0841), order='XYZ'>
    Matrix:
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      <Vector (-0.6843, -0.0862, -0.7241, 0.8671)>
      <Vector (0.6329, 0.4229, -0.6485, 0.4192)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0583, 0.8652, 0.4345)>
    Rotation: <Euler (x=2.3889, y=-0.3217, z=-0.7829), order='XYZ'>
    Matrix:
      <Vector (0.6725, -0.6680, -0.3186, 0.0583)>
      <Vector (-0.6692, -0.3649, -0.6473, 0.8652)>
      <Vector (0.3161, 0.6486, -0.6924, 0.4345)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0371, 0.8528, 0.4558)>
    Rotation: <Euler (x=2.3076, y=-0.1527, z=-0.6987), order='XYZ'>
    Matrix:
      <Vector (0.7568, -0.5185, -0.3981, 0.0371)>
      <Vector (-0.6357, -0.4421, -0.6328, 0.8528)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0254, 0.8411, 0.4739)>
    Rotation: <Euler (x=2.3076, y=-0.1527, z=-0.6987), order='XYZ'>
    Matrix:
      <Vector (0.7568, -0.5185, -0.3981, 0.0254)>
      <Vector (-0.6357, -0.4421, -0.6328, 0.8411)>
      <Vector (0.1521, 0.7320, -0.6641, 0.4739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0728, 0.8552, 0.4910)>
    Rotation: <Euler (x=2.4806, y=-0.0473, z=-0.7024), order='XYZ'>
    Matrix:
      <Vector (0.7624, -0.5322, -0.3681, 0.0728)>
      <Vector (-0.6454, -0.5838, -0.4927, 0.8552)>
      <Vector (0.0473, 0.6132, -0.7885, 0.4910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0574, 0.8379, 0.5090)>
    Rotation: <Euler (x=2.9487, y=-0.0133, z=-0.6334), order='XYZ'>
    Matrix:
      <Vector (0.8060, -0.5829, -0.1029, 0.0574)>
      <Vector (-0.5918, -0.7896, -0.1623, 0.8379)>
      <Vector (0.0133, 0.1917, -0.9814, 0.5090)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0402, 0.8144, 0.5147)>
    Rotation: <Euler (x=-3.1001, y=-0.0084, z=-0.5775), order='XYZ'>
    Matrix:
      <Vector (0.8378, -0.5452, 0.0297, 0.0402)>
      <Vector (-0.5460, -0.8373, 0.0302, 0.8144)>
      <Vector (0.0084, -0.0415, -0.9991, 0.5147)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0273, 0.7952, 0.5137)>
    Rotation: <Euler (x=-3.1001, y=-0.0084, z=-0.5775), order='XYZ'>
    Matrix:
      <Vector (0.8378, -0.5452, 0.0297, 0.0273)>
      <Vector (-0.5460, -0.8373, 0.0302, 0.7952)>
      <Vector (0.0084, -0.0415, -0.9991, 0.5137)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0908, 0.8402, 0.4901)>
    Rotation: <Euler (x=2.4803, y=-0.0445, z=-0.7030), order='XYZ'>
    Matrix:
      <Vector (0.7622, -0.5310, -0.3702, 0.0908)>
      <Vector (-0.6458, -0.5845, -0.4912, 0.8402)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0731, 0.8203, 0.5108)>
    Rotation: <Euler (x=2.9487, y=-0.0105, z=-0.6334), order='XYZ'>
    Matrix:
      <Vector (0.8060, -0.5825, -0.1052, 0.0731)>
      <Vector (-0.5918, -0.7899, -0.1606, 0.8203)>
      <Vector (0.0105, 0.1917, -0.9814, 0.5108)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0527, 0.7925, 0.5175)>
    Rotation: <Euler (x=-3.1000, y=-0.0057, z=-0.5794), order='XYZ'>
    Matrix:
      <Vector (0.8368, -0.5468, 0.0276, 0.0527)>
      <Vector (-0.5475, -0.8362, 0.0316, 0.7925)>
      <Vector (0.0057, -0.0416, -0.9991, 0.5175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0382, 0.7708, 0.5164)>
    Rotation: <Euler (x=-3.1000, y=-0.0057, z=-0.5794), order='XYZ'>
    Matrix:
      <Vector (0.8368, -0.5468, 0.0276, 0.0382)>
      <Vector (-0.5475, -0.8362, 0.0316, 0.7708)>
      <Vector (0.0057, -0.0416, -0.9991, 0.5164)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1107, 0.8247, 0.4901)>
    Rotation: <Euler (x=2.4805, y=-0.0434, z=-0.7010), order='XYZ'>
    Matrix:
      <Vector (0.7635, -0.5294, -0.3698, 0.1107)>
      <Vector (-0.6443, -0.5861, -0.4913, 0.8247)>
      <Vector (0.0434, 0.6134, -0.7886, 0.4901)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0950, 0.8070, 0.5085)>
    Rotation: <Euler (x=2.9487, y=-0.0101, z=-0.6305), order='XYZ'>
    Matrix:
      <Vector (0.8077, -0.5802, -0.1050, 0.0950)>
      <Vector (-0.5895, -0.7916, -0.1607, 0.8070)>
      <Vector (0.0101, 0.1917, -0.9814, 0.5085)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0781, 0.7840, 0.5141)>
    Rotation: <Euler (x=-3.1000, y=-0.0071, z=-0.5860), order='XYZ'>
    Matrix:
      <Vector (0.8331, -0.5523, 0.0289, 0.0781)>
      <Vector (-0.5530, -0.8326, 0.0307, 0.7840)>
      <Vector (0.0071, -0.0416, -0.9991, 0.5141)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0653, 0.7650, 0.5131)>
    Rotation: <Euler (x=-3.1000, y=-0.0071, z=-0.5860), order='XYZ'>
    Matrix:
      <Vector (0.8331, -0.5523, 0.0289, 0.0653)>
      <Vector (-0.5530, -0.8326, 0.0307, 0.7650)>
      <Vector (0.0071, -0.0416, -0.9991, 0.5131)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1306, 0.8131, 0.4866)>
    Rotation: <Euler (x=2.4681, y=0.0099, z=-0.6448), order='XYZ'>
    Matrix:
      <Vector (0.7992, -0.4649, -0.3810, 0.1306)>
      <Vector (-0.6010, -0.6284, -0.4938, 0.8131)>
      <Vector (-0.0099, 0.6237, -0.7816, 0.4866)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1172, 0.7949, 0.5046)>
    Rotation: <Euler (x=2.9486, y=-0.0017, z=-0.6276), order='XYZ'>
    Matrix:
      <Vector (0.8094, -0.5766, -0.1113, 0.1172)>
      <Vector (-0.5872, -0.7942, -0.1562, 0.7949)>
      <Vector (0.0017, 0.1917, -0.9814, 0.5046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1043, 0.7773, 0.5088)>
    Rotation: <Euler (x=-3.0999, y=0.0007, z=-0.6005), order='XYZ'>
    Matrix:
      <Vector (0.8250, -0.5646, 0.0230, 0.1043)>
      <Vector (-0.5651, -0.8243, 0.0347, 0.7773)>
      <Vector (-0.0007, -0.0416, -0.9991, 0.5088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0951, 0.7638, 0.5081)>
    Rotation: <Euler (x=-3.0999, y=0.0007, z=-0.6005), order='XYZ'>
    Matrix:
      <Vector (0.8250, -0.5646, 0.0230, 0.0951)>
      <Vector (-0.5651, -0.8243, 0.0347, 0.7638)>
      <Vector (-0.0007, -0.0416, -0.9991, 0.5081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0581, 1.2009, 0.1202)>
    Rotation: <Euler (x=1.0881, y=-2.1993, z=1.0342), order='XYZ'>
    Matrix:
      <Vector (-0.3006, -0.7652, 0.5693, -0.0581)>
      <Vector (-0.5053, -0.3785, -0.7755, 1.2009)>
      <Vector (0.8089, -0.5208, -0.2729, 0.1202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1662, 1.1475, 0.0466)>
    Rotation: <Euler (x=-1.0905, y=-1.3619, z=-2.1739), order='XYZ'>
    Matrix:
      <Vector (-0.1176, -0.1116, 0.9868, -0.1662)>
      <Vector (-0.1708, -0.9766, -0.1308, 1.1475)>
      <Vector (0.9783, -0.1839, 0.0958, 0.0466)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1878, 0.9581, 0.0110)>
    Rotation: <Euler (x=1.4904, y=-0.1738, z=1.4804), order='XYZ'>
    Matrix:
      <Vector (0.0889, -0.0956, 0.9914, -0.1878)>
      <Vector (0.9809, -0.1644, -0.1038, 0.9581)>
      <Vector (0.1730, 0.9817, 0.0791, 0.0110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2128, 0.9150, 0.2679)>
    Rotation: <Euler (x=1.5376, y=-0.4036, z=1.0826), order='XYZ'>
    Matrix:
      <Vector (0.4313, -0.2135, 0.8766, -0.2128)>
      <Vector (0.8122, -0.3311, -0.4803, 0.9150)>
      <Vector (0.3928, 0.9191, 0.0306, 0.2679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2020, 0.9185, 0.3132)>
    Rotation: <Euler (x=1.9184, y=0.3961, z=1.0532), order='XYZ'>
    Matrix:
      <Vector (0.4565, 0.4755, 0.7520, -0.2020)>
      <Vector (0.8017, 0.1467, -0.5794, 0.9185)>
      <Vector (-0.3858, 0.8674, -0.3143, 0.3132)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1836, 0.9250, 0.3451)>
    Rotation: <Euler (x=1.9044, y=-0.0990, z=1.0039), order='XYZ'>
    Matrix:
      <Vector (0.5344, 0.2261, 0.8144, -0.1836)>
      <Vector (0.8394, -0.2546, -0.4802, 0.9250)>
      <Vector (0.0988, 0.9402, -0.3259, 0.3451)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1763, 0.9165, 0.3759)>
    Rotation: <Euler (x=1.8467, y=-0.2528, z=1.0154), order='XYZ'>
    Matrix:
      <Vector (0.5105, 0.1045, 0.8535, -0.1763)>
      <Vector (0.8227, -0.3481, -0.4495, 0.9165)>
      <Vector (0.2501, 0.9316, -0.2637, 0.3759)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1740, 0.9062, 0.4008)>
    Rotation: <Euler (x=1.8467, y=-0.2528, z=1.0154), order='XYZ'>
    Matrix:
      <Vector (0.5105, 0.1045, 0.8535, -0.1740)>
      <Vector (0.8227, -0.3481, -0.4495, 0.9062)>
      <Vector (0.2501, 0.9316, -0.2637, 0.4008)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2223, 0.9067, 0.3854)>
    Rotation: <Euler (x=1.9989, y=-0.3482, z=1.0709), order='XYZ'>
    Matrix:
      <Vector (0.4506, 0.2155, 0.8663, -0.2223)>
      <Vector (0.8250, -0.4714, -0.3118, 0.9067)>
      <Vector (0.3412, 0.8552, -0.3902, 0.3854)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2160, 0.8923, 0.4111)>
    Rotation: <Euler (x=2.4864, y=-0.4037, z=1.0263), order='XYZ'>
    Matrix:
      <Vector (0.4764, 0.5543, 0.6825, -0.2160)>
      <Vector (0.7866, -0.6155, -0.0492, 0.8923)>
      <Vector (0.3928, 0.5603, -0.7292, 0.4111)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1995, 0.8740, 0.4277)>
    Rotation: <Euler (x=2.7402, y=-0.4285, z=0.9812), order='XYZ'>
    Matrix:
      <Vector (0.5058, 0.6748, 0.5375, -0.1995)>
      <Vector (0.7560, -0.6468, 0.1006, 0.8740)>
      <Vector (0.4155, 0.3554, -0.8373, 0.4277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1840, 0.8594, 0.4360)>
    Rotation: <Euler (x=2.7402, y=-0.4285, z=0.9812), order='XYZ'>
    Matrix:
      <Vector (0.5058, 0.6748, 0.5375, -0.1840)>
      <Vector (0.7560, -0.6468, 0.1006, 0.8594)>
      <Vector (0.4155, 0.3554, -0.8373, 0.4360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2329, 0.8870, 0.3802)>
    Rotation: <Euler (x=1.9986, y=-0.3559, z=1.0716), order='XYZ'>
    Matrix:
      <Vector (0.4487, 0.2125, 0.8680, -0.2329)>
      <Vector (0.8229, -0.4770, -0.3087, 0.8870)>
      <Vector (0.3485, 0.8528, -0.3889, 0.3802)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2262, 0.8716, 0.4074)>
    Rotation: <Euler (x=2.4863, y=-0.4095, z=1.0265), order='XYZ'>
    Matrix:
      <Vector (0.4750, 0.5527, 0.6848, -0.2262)>
      <Vector (0.7848, -0.6181, -0.0455, 0.8716)>
      <Vector (0.3981, 0.5590, -0.7273, 0.4074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2073, 0.8504, 0.4265)>
    Rotation: <Euler (x=2.7374, y=-0.4302, z=0.9880), order='XYZ'>
    Matrix:
      <Vector (0.5002, 0.6773, 0.5394, -0.2073)>
      <Vector (0.7588, -0.6430, 0.1037, 0.8504)>
      <Vector (0.4170, 0.3575, -0.8356, 0.4265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1904, 0.8346, 0.4354)>
    Rotation: <Euler (x=2.7374, y=-0.4302, z=0.9880), order='XYZ'>
    Matrix:
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      <Vector (0.7588, -0.6430, 0.1037, 0.8346)>
      <Vector (0.4170, 0.3575, -0.8356, 0.4354)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2433, 0.8660, 0.3708)>
    Rotation: <Euler (x=1.9991, y=-0.3509, z=1.0701), order='XYZ'>
    Matrix:
      <Vector (0.4508, 0.2143, 0.8665, -0.2433)>
      <Vector (0.8238, -0.4737, -0.3114, 0.8660)>
      <Vector (0.3438, 0.8542, -0.3900, 0.3708)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2374, 0.8526, 0.3948)>
    Rotation: <Euler (x=2.4884, y=-0.4090, z=1.0211), order='XYZ'>
    Matrix:
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      <Vector (0.7824, -0.6210, -0.0482, 0.8526)>
      <Vector (0.3976, 0.5576, -0.7287, 0.3948)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2221, 0.8354, 0.4103)>
    Rotation: <Euler (x=2.7365, y=-0.4247, z=0.9900), order='XYZ'>
    Matrix:
      <Vector (0.5000, 0.6793, 0.5373, -0.2221)>
      <Vector (0.7617, -0.6401, 0.1003, 0.8354)>
      <Vector (0.4120, 0.3591, -0.8374, 0.4103)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2061, 0.8204, 0.4187)>
    Rotation: <Euler (x=2.7365, y=-0.4247, z=0.9900), order='XYZ'>
    Matrix:
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      <Vector (0.7617, -0.6401, 0.1003, 0.8204)>
      <Vector (0.4120, 0.3591, -0.8374, 0.4187)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2534, 0.8508, 0.3554)>
    Rotation: <Euler (x=1.9987, y=-0.3550, z=1.0712), order='XYZ'>
    Matrix:
      <Vector (0.4492, 0.2128, 0.8677, -0.2534)>
      <Vector (0.8230, -0.4764, -0.3092, 0.8508)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2478, 0.8382, 0.3777)>
    Rotation: <Euler (x=2.4890, y=-0.4140, z=1.0197), order='XYZ'>
    Matrix:
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      <Vector (0.7800, -0.6242, -0.0456, 0.8382)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2335, 0.8221, 0.3922)>
    Rotation: <Euler (x=2.7314, y=-0.4231, z=1.0023), order='XYZ'>
    Matrix:
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      <Vector (0.7684, -0.6317, 0.1026, 0.8221)>
      <Vector (0.4106, 0.3636, -0.8362, 0.3922)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2234, 0.8127, 0.3976)>
    Rotation: <Euler (x=2.7314, y=-0.4231, z=1.0023), order='XYZ'>
    Matrix:
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      <Vector (0.7684, -0.6317, 0.1026, 0.8127)>
      <Vector (0.4106, 0.3636, -0.8362, 0.3976)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1493, 0.8071, 0.0738)>
    Rotation: <Euler (x=0.7493, y=0.0019, z=-2.9302), order='XYZ'>
    Matrix:
      <Vector (-0.9777, 0.1523, -0.1443, 0.1493)>
      <Vector (-0.2098, -0.7161, 0.6657, 0.8071)>
      <Vector (-0.0019, 0.6811, 0.7322, 0.0738)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2126, 0.5096, 0.3568)>
    Rotation: <Euler (x=-0.3095, y=-0.1423, z=-2.8944), order='XYZ'>
    Matrix:
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      <Vector (-0.2422, -0.9341, -0.2623, 0.5096)>
      <Vector (0.1418, -0.3015, 0.9429, 0.3568)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2944, 0.1100, 0.2279)>
    Rotation: <Euler (x=0.8626, y=-0.1499, z=-2.9987), order='XYZ'>
    Matrix:
      <Vector (-0.9787, 0.2049, -0.0120, 0.2944)>
      <Vector (-0.1408, -0.6277, 0.7656, 0.1100)>
      <Vector (0.1494, 0.7510, 0.6432, 0.2279)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0001, 0.3594)>
    Rotation: <Euler (x=-1.5276, y=-2.8911, z=0.0201), order='XYZ'>
    Matrix:
      <Vector (-0.9686, 0.2467, -0.0308, 0.3303)>
      <Vector (-0.0195, 0.0481, 0.9987, 0.0001)>
      <Vector (0.2479, 0.9679, -0.0418, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3489, 0.0037, 0.4323)>
    Rotation: <Euler (x=-1.5276, y=-2.8911, z=0.0201), order='XYZ'>
    Matrix:
      <Vector (-0.9686, 0.2467, -0.0308, 0.3489)>
      <Vector (-0.0195, 0.0481, 0.9987, 0.0037)>
      <Vector (0.2479, 0.9679, -0.0418, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0559, 0.8156, -0.0032)>
    Rotation: <Euler (x=0.4534, y=0.6957, z=2.7985), order='XYZ'>
    Matrix:
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      <Vector (0.2583, -0.7521, 0.6063, 0.8156)>
      <Vector (-0.6409, 0.3362, 0.6901, -0.0032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2915, 0.5030, 0.1366)>
    Rotation: <Euler (x=-0.5994, y=0.7593, z=2.7356), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7753, y=0.7967, z=2.9390), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2414, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2414, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 82
  Bone: mixamorig:Hips
    Location: <Vector (0.0483, 0.8529, 0.0492)>
    Rotation: <Euler (x=0.1891, y=-0.3850, z=-0.0472), order='XYZ'>
    Matrix:
      <Vector (0.9258, -0.0242, -0.3773, 0.0483)>
      <Vector (-0.0437, 0.9844, -0.1704, 0.8529)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0471, 0.9293, 0.0610)>
    Rotation: <Euler (x=0.2229, y=-0.4070, z=-0.0398), order='XYZ'>
    Matrix:
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      <Vector (-0.0366, 0.9780, -0.2055, 0.9293)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0427, 1.0174, 0.0793)>
    Rotation: <Euler (x=0.3643, y=-0.4420, z=-0.0223), order='XYZ'>
    Matrix:
      <Vector (0.9037, -0.1315, -0.4075, 0.0427)>
      <Vector (-0.0201, 0.9376, -0.3473, 1.0174)>
      <Vector (0.4277, 0.3220, 0.8446, 0.0793)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0292, 1.1141, 0.1125)>
    Rotation: <Euler (x=0.5079, y=-0.4774, z=-0.0104), order='XYZ'>
    Matrix:
      <Vector (0.8882, -0.2144, -0.4065, 0.0292)>
      <Vector (-0.0092, 0.8760, -0.4822, 1.1141)>
      <Vector (0.4594, 0.4320, 0.7761, 0.1125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0043, 1.2156, 0.1626)>
    Rotation: <Euler (x=0.4249, y=-0.4013, z=-0.0160), order='XYZ'>
    Matrix:
      <Vector (0.9205, -0.1465, -0.3624, 0.0043)>
      <Vector (-0.0147, 0.9135, -0.4065, 1.2156)>
      <Vector (0.3906, 0.3795, 0.8387, 0.1626)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0157, 1.3046, 0.2132)>
    Rotation: <Euler (x=0.0260, y=-0.0995, z=-0.0193), order='XYZ'>
    Matrix:
      <Vector (0.9949, 0.0167, -0.0998, -0.0157)>
      <Vector (-0.0192, 0.9995, -0.0241, 1.3046)>
      <Vector (0.0994, 0.0259, 0.9947, 0.2132)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0149, 1.5436, 0.2508)>
    Rotation: <Euler (x=0.0260, y=-0.0995, z=-0.0193), order='XYZ'>
    Matrix:
      <Vector (0.9949, 0.0167, -0.0998, -0.0149)>
      <Vector (-0.0192, 0.9995, -0.0241, 1.5436)>
      <Vector (0.0994, 0.0259, 0.9947, 0.2508)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0707, 1.2010, 0.1856)>
    Rotation: <Euler (x=-0.3019, y=2.1821, z=-2.1133), order='XYZ'>
    Matrix:
      <Vector (0.2963, 0.9434, -0.1490, 0.0707)>
      <Vector (0.4915, -0.2844, -0.8231, 1.2010)>
      <Vector (-0.8189, 0.1707, -0.5480, 0.1856)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2040, 1.1608, 0.2097)>
    Rotation: <Euler (x=3.1018, y=0.7800, z=0.4247), order='XYZ'>
    Matrix:
      <Vector (0.6478, 0.4372, -0.6239, 0.2040)>
      <Vector (0.2929, -0.8989, -0.3258, 1.1608)>
      <Vector (-0.7032, 0.0283, -0.7104, 0.2097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2886, 0.9869, 0.2152)>
    Rotation: <Euler (x=2.3956, y=0.1099, z=-1.0211), order='XYZ'>
    Matrix:
      <Vector (0.5193, -0.5873, -0.6208, 0.2886)>
      <Vector (-0.8476, -0.4471, -0.2859, 0.9869)>
      <Vector (-0.1097, 0.6746, -0.7300, 0.2152)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1348, 0.8699, 0.3918)>
    Rotation: <Euler (x=2.0297, y=-0.0023, z=-0.6935), order='XYZ'>
    Matrix:
      <Vector (0.7690, -0.2848, -0.5723, 0.1348)>
      <Vector (-0.6393, -0.3393, -0.6901, 0.8699)>
      <Vector (0.0023, 0.8965, -0.4430, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0974, 0.8667, 0.4234)>
    Rotation: <Euler (x=2.5730, y=-0.6860, z=-1.0960), order='XYZ'>
    Matrix:
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      <Vector (-0.6882, -0.0819, -0.7209, 0.8667)>
      <Vector (0.6335, 0.4166, -0.6520, 0.4234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0612, 0.8649, 0.4384)>
    Rotation: <Euler (x=2.3959, y=-0.3244, z=-0.7911), order='XYZ'>
    Matrix:
      <Vector (0.6664, -0.6745, -0.3179, 0.0612)>
      <Vector (-0.6740, -0.3627, -0.6435, 0.8649)>
      <Vector (0.3188, 0.6431, -0.6963, 0.4384)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0398, 0.8526, 0.4596)>
    Rotation: <Euler (x=2.3141, y=-0.1560, z=-0.7057), order='XYZ'>
    Matrix:
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      <Vector (-0.6407, -0.4409, -0.6286, 0.8526)>
      <Vector (0.1554, 0.7273, -0.6685, 0.4596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0279, 0.8409, 0.4775)>
    Rotation: <Euler (x=2.3141, y=-0.1560, z=-0.7057), order='XYZ'>
    Matrix:
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      <Vector (-0.6407, -0.4409, -0.6286, 0.8409)>
      <Vector (0.1554, 0.7273, -0.6685, 0.4775)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0752, 0.8546, 0.4950)>
    Rotation: <Euler (x=2.4870, y=-0.0506, z=-0.7088), order='XYZ'>
    Matrix:
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      <Vector (-0.6501, -0.5822, -0.4883, 0.8546)>
      <Vector (0.0506, 0.6081, -0.7923, 0.4950)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0596, 0.8374, 0.5128)>
    Rotation: <Euler (x=2.9548, y=-0.0171, z=-0.6395), order='XYZ'>
    Matrix:
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      <Vector (-0.5967, -0.7866, -0.1590, 0.8374)>
      <Vector (0.0171, 0.1857, -0.9825, 0.5128)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0423, 0.8140, 0.5183)>
    Rotation: <Euler (x=-3.0942, y=-0.0125, z=-0.5836), order='XYZ'>
    Matrix:
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      <Vector (-0.5510, -0.8339, 0.0327, 0.8140)>
      <Vector (0.0125, -0.0474, -0.9988, 0.5183)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0292, 0.7949, 0.5172)>
    Rotation: <Euler (x=-3.0942, y=-0.0125, z=-0.5836), order='XYZ'>
    Matrix:
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      <Vector (-0.5510, -0.8339, 0.0327, 0.7949)>
      <Vector (0.0125, -0.0474, -0.9988, 0.5172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0932, 0.8395, 0.4941)>
    Rotation: <Euler (x=2.4867, y=-0.0478, z=-0.7093), order='XYZ'>
    Matrix:
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      <Vector (-0.6505, -0.5829, -0.4869, 0.8395)>
      <Vector (0.0478, 0.6084, -0.7922, 0.4941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0752, 0.8197, 0.5146)>
    Rotation: <Euler (x=2.9548, y=-0.0142, z=-0.6395), order='XYZ'>
    Matrix:
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      <Vector (-0.5967, -0.7869, -0.1574, 0.8197)>
      <Vector (0.0142, 0.1857, -0.9825, 0.5146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0546, 0.7920, 0.5212)>
    Rotation: <Euler (x=-3.0941, y=-0.0098, z=-0.5854), order='XYZ'>
    Matrix:
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      <Vector (-0.5525, -0.8328, 0.0342, 0.7920)>
      <Vector (0.0098, -0.0475, -0.9988, 0.5212)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0400, 0.7705, 0.5199)>
    Rotation: <Euler (x=-3.0941, y=-0.0098, z=-0.5854), order='XYZ'>
    Matrix:
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      <Vector (-0.5525, -0.8328, 0.0342, 0.7705)>
      <Vector (0.0098, -0.0475, -0.9988, 0.5199)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1130, 0.8240, 0.4942)>
    Rotation: <Euler (x=2.4869, y=-0.0467, z=-0.7073), order='XYZ'>
    Matrix:
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      <Vector (-0.6490, -0.5845, -0.4869, 0.8240)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0970, 0.8063, 0.5125)>
    Rotation: <Euler (x=2.9548, y=-0.0139, z=-0.6366), order='XYZ'>
    Matrix:
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      <Vector (-0.5944, -0.7886, -0.1574, 0.8063)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0800, 0.7834, 0.5179)>
    Rotation: <Euler (x=-3.0940, y=-0.0111, z=-0.5921), order='XYZ'>
    Matrix:
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      <Vector (-0.5580, -0.8291, 0.0333, 0.7834)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0670, 0.7645, 0.5168)>
    Rotation: <Euler (x=-3.0940, y=-0.0111, z=-0.5921), order='XYZ'>
    Matrix:
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      <Vector (-0.5580, -0.8291, 0.0333, 0.7645)>
      <Vector (0.0111, -0.0475, -0.9988, 0.5168)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1328, 0.8122, 0.4908)>
    Rotation: <Euler (x=2.4743, y=0.0062, z=-0.6508), order='XYZ'>
    Matrix:
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      <Vector (-0.6058, -0.6273, -0.4894, 0.8122)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1192, 0.7941, 0.5087)>
    Rotation: <Euler (x=2.9548, y=-0.0054, z=-0.6336), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1062, 0.7766, 0.5128)>
    Rotation: <Euler (x=-3.0939, y=-0.0033, z=-0.6065), order='XYZ'>
    Matrix:
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      <Vector (0.0033, -0.0476, -0.9989, 0.5128)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0969, 0.7631, 0.5120)>
    Rotation: <Euler (x=-3.0939, y=-0.0033, z=-0.6065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0544, 1.2006, 0.1242)>
    Rotation: <Euler (x=1.0888, y=-2.2006, z=1.0346), order='XYZ'>
    Matrix:
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      <Vector (-0.5064, -0.3788, -0.7747, 1.2006)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1624, 1.1471, 0.0505)>
    Rotation: <Euler (x=-1.0833, y=-1.3583, z=-2.1796), order='XYZ'>
    Matrix:
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      <Vector (-0.1730, -0.9764, -0.1296, 1.1471)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1836, 0.9578, 0.0143)>
    Rotation: <Euler (x=1.4873, y=-0.1742, z=1.4822), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2093, 0.9147, 0.2711)>
    Rotation: <Euler (x=1.5345, y=-0.4061, z=1.0840), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1987, 0.9181, 0.3165)>
    Rotation: <Euler (x=1.9154, y=0.3935, z=1.0523), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1805, 0.9246, 0.3484)>
    Rotation: <Euler (x=1.9018, y=-0.1016, z=1.0044), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1733, 0.9160, 0.3792)>
    Rotation: <Euler (x=1.8439, y=-0.2555, z=1.0163), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1711, 0.9057, 0.4042)>
    Rotation: <Euler (x=1.8439, y=-0.2555, z=1.0163), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2193, 0.9063, 0.3886)>
    Rotation: <Euler (x=1.9959, y=-0.3507, z=1.0722), order='XYZ'>
    Matrix:
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      <Vector (0.3435, 0.8556, -0.3873, 0.3886)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2130, 0.8918, 0.4143)>
    Rotation: <Euler (x=2.4835, y=-0.4063, z=1.0276), order='XYZ'>
    Matrix:
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      <Vector (0.7864, -0.6158, -0.0484, 0.8918)>
      <Vector (0.3952, 0.5618, -0.7267, 0.4143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1966, 0.8735, 0.4310)>
    Rotation: <Euler (x=2.7373, y=-0.4313, z=0.9826), order='XYZ'>
    Matrix:
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      <Vector (0.7557, -0.6470, 0.1015, 0.8735)>
      <Vector (0.4180, 0.3573, -0.8352, 0.4310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1811, 0.8589, 0.4393)>
    Rotation: <Euler (x=2.7373, y=-0.4313, z=0.9826), order='XYZ'>
    Matrix:
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      <Vector (0.7557, -0.6470, 0.1015, 0.8589)>
      <Vector (0.4180, 0.3573, -0.8352, 0.4393)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2299, 0.8865, 0.3833)>
    Rotation: <Euler (x=1.9956, y=-0.3584, z=1.0729), order='XYZ'>
    Matrix:
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      <Vector (0.8227, -0.4777, -0.3081, 0.8865)>
      <Vector (0.3508, 0.8532, -0.3860, 0.3833)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2233, 0.8711, 0.4105)>
    Rotation: <Euler (x=2.4834, y=-0.4121, z=1.0279), order='XYZ'>
    Matrix:
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      <Vector (0.7845, -0.6185, -0.0447, 0.8711)>
      <Vector (0.4005, 0.5605, -0.7249, 0.4105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2044, 0.8499, 0.4297)>
    Rotation: <Euler (x=2.7345, y=-0.4329, z=0.9894), order='XYZ'>
    Matrix:
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      <Vector (0.7586, -0.6431, 0.1045, 0.8499)>
      <Vector (0.4195, 0.3594, -0.8336, 0.4297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1876, 0.8341, 0.4387)>
    Rotation: <Euler (x=2.7345, y=-0.4329, z=0.9894), order='XYZ'>
    Matrix:
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      <Vector (0.7586, -0.6431, 0.1045, 0.8341)>
      <Vector (0.4195, 0.3594, -0.8336, 0.4387)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2402, 0.8655, 0.3739)>
    Rotation: <Euler (x=1.9962, y=-0.3534, z=1.0714), order='XYZ'>
    Matrix:
      <Vector (0.4493, 0.2113, 0.8680, -0.2402)>
      <Vector (0.8236, -0.4744, -0.3109, 0.8655)>
      <Vector (0.3461, 0.8546, -0.3871, 0.3739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2343, 0.8521, 0.3979)>
    Rotation: <Euler (x=2.4855, y=-0.4116, z=1.0225), order='XYZ'>
    Matrix:
      <Vector (0.4777, 0.5490, 0.6858, -0.2343)>
      <Vector (0.7821, -0.6213, -0.0474, 0.8521)>
      <Vector (0.4001, 0.5591, -0.7262, 0.3979)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2191, 0.8349, 0.4134)>
    Rotation: <Euler (x=2.7337, y=-0.4274, z=0.9914), order='XYZ'>
    Matrix:
      <Vector (0.4983, 0.6781, 0.5403, -0.2191)>
      <Vector (0.7615, -0.6402, 0.1012, 0.8349)>
      <Vector (0.4145, 0.3610, -0.8354, 0.4134)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2031, 0.8199, 0.4219)>
    Rotation: <Euler (x=2.7337, y=-0.4274, z=0.9914), order='XYZ'>
    Matrix:
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      <Vector (0.7615, -0.6402, 0.1012, 0.8199)>
      <Vector (0.4145, 0.3610, -0.8354, 0.4219)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2502, 0.8503, 0.3584)>
    Rotation: <Euler (x=1.9958, y=-0.3575, z=1.0725), order='XYZ'>
    Matrix:
      <Vector (0.4477, 0.2098, 0.8692, -0.2502)>
      <Vector (0.8228, -0.4771, -0.3087, 0.8503)>
      <Vector (0.3500, 0.8534, -0.3862, 0.3584)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2447, 0.8377, 0.3808)>
    Rotation: <Euler (x=2.4861, y=-0.4167, z=1.0211), order='XYZ'>
    Matrix:
      <Vector (0.4777, 0.5471, 0.6874, -0.2447)>
      <Vector (0.7797, -0.6245, -0.0448, 0.8377)>
      <Vector (0.4047, 0.5574, -0.7249, 0.3808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2304, 0.8217, 0.3953)>
    Rotation: <Euler (x=2.7286, y=-0.4258, z=1.0037), order='XYZ'>
    Matrix:
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      <Vector (0.7682, -0.6318, 0.1035, 0.8217)>
      <Vector (0.4130, 0.3656, -0.8341, 0.3953)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2203, 0.8122, 0.4007)>
    Rotation: <Euler (x=2.7286, y=-0.4258, z=1.0037), order='XYZ'>
    Matrix:
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      <Vector (0.7682, -0.6318, 0.1035, 0.8122)>
      <Vector (0.4130, 0.3656, -0.8341, 0.4007)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1530, 0.8069, 0.0776)>
    Rotation: <Euler (x=0.7491, y=0.0035, z=-2.9331), order='XYZ'>
    Matrix:
      <Vector (-0.9784, 0.1492, -0.1435, 0.1530)>
      <Vector (-0.2069, -0.7169, 0.6657, 0.8069)>
      <Vector (-0.0035, 0.6810, 0.7323, 0.0776)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2150, 0.5090, 0.3606)>
    Rotation: <Euler (x=-0.3189, y=-0.1462, z=-2.8981), order='XYZ'>
    Matrix:
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      <Vector (-0.2386, -0.9326, -0.2710, 0.5090)>
      <Vector (0.1457, -0.3102, 0.9394, 0.3606)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2940, 0.1101, 0.2278)>
    Rotation: <Euler (x=0.8622, y=-0.1547, z=-3.0001), order='XYZ'>
    Matrix:
      <Vector (-0.9782, 0.2076, -0.0078, 0.2940)>
      <Vector (-0.1394, -0.6278, 0.7658, 0.1101)>
      <Vector (0.1541, 0.7502, 0.6430, 0.2278)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0001, 0.3592)>
    Rotation: <Euler (x=-1.5261, y=-2.8863, z=0.0185), order='XYZ'>
    Matrix:
      <Vector (-0.9674, 0.2514, -0.0298, 0.3304)>
      <Vector (-0.0179, 0.0493, 0.9986, 0.0001)>
      <Vector (0.2525, 0.9666, -0.0432, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0039, 0.4320)>
    Rotation: <Euler (x=-1.5261, y=-2.8863, z=0.0185), order='XYZ'>
    Matrix:
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      <Vector (-0.0179, 0.0493, 0.9986, 0.0039)>
      <Vector (0.2525, 0.9666, -0.0432, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0520, 0.8155, 0.0001)>
    Rotation: <Euler (x=0.4464, y=0.6966, z=2.7927), order='XYZ'>
    Matrix:
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      <Vector (0.2622, -0.7529, 0.6036, 0.8155)>
      <Vector (-0.6416, 0.3312, 0.6918, 0.0001)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2883, 0.5026, 0.1378)>
    Rotation: <Euler (x=-0.6028, y=0.7576, z=2.7258), order='XYZ'>
    Matrix:
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      <Vector (0.2934, -0.9109, -0.2900, 0.5026)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7751, y=0.7974, z=2.9389), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2407, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2407, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7839, 0.6208, -0.0125, 0.0987)>
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Frame: 83
  Bone: mixamorig:Hips
    Location: <Vector (0.0511, 0.8531, 0.0524)>
    Rotation: <Euler (x=0.1915, y=-0.3869, z=-0.0478), order='XYZ'>
    Matrix:
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      <Vector (-0.0443, 0.9840, -0.1724, 0.8531)>
      <Vector (0.3773, 0.1762, 0.9091, 0.0524)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0499, 0.9294, 0.0644)>
    Rotation: <Euler (x=0.2252, y=-0.4085, z=-0.0407), order='XYZ'>
    Matrix:
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      <Vector (-0.0374, 0.9776, -0.2073, 0.9294)>
      <Vector (0.3973, 0.2049, 0.8945, 0.0644)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0455, 1.0176, 0.0829)>
    Rotation: <Euler (x=0.3657, y=-0.4426, z=-0.0226), order='XYZ'>
    Matrix:
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      <Vector (-0.0204, 0.9371, -0.3485, 1.0176)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0319, 1.1141, 0.1162)>
    Rotation: <Euler (x=0.5085, y=-0.4772, z=-0.0100), order='XYZ'>
    Matrix:
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      <Vector (-0.0089, 0.8757, -0.4829, 1.1141)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0070, 1.2156, 0.1663)>
    Rotation: <Euler (x=0.4278, y=-0.4009, z=-0.0164), order='XYZ'>
    Matrix:
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      <Vector (-0.0151, 0.9124, -0.4090, 1.2156)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0131, 1.3045, 0.2172)>
    Rotation: <Euler (x=0.0336, y=-0.1003, z=-0.0205), order='XYZ'>
    Matrix:
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      <Vector (-0.0204, 0.9993, -0.0315, 1.3045)>
      <Vector (0.1001, 0.0334, 0.9944, 0.2172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0122, 1.5432, 0.2566)>
    Rotation: <Euler (x=0.0336, y=-0.1003, z=-0.0205), order='XYZ'>
    Matrix:
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      <Vector (-0.0204, 0.9993, -0.0315, 1.5432)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0733, 1.2011, 0.1893)>
    Rotation: <Euler (x=-0.3017, y=2.1830, z=-2.1129), order='XYZ'>
    Matrix:
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      <Vector (0.4923, -0.2843, -0.8227, 1.2011)>
      <Vector (-0.8184, 0.1707, -0.5487, 0.1893)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2066, 1.1609, 0.2135)>
    Rotation: <Euler (x=3.0969, y=0.7763, z=0.4233), order='XYZ'>
    Matrix:
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      <Vector (0.2931, -0.8980, -0.3282, 1.1609)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2915, 0.9871, 0.2196)>
    Rotation: <Euler (x=2.3989, y=0.1074, z=-1.0172), order='XYZ'>
    Matrix:
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      <Vector (-0.8457, -0.4490, -0.2884, 0.9871)>
      <Vector (-0.1072, 0.6724, -0.7324, 0.2196)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1375, 0.8696, 0.3956)>
    Rotation: <Euler (x=2.0325, y=-0.0082, z=-0.6967), order='XYZ'>
    Matrix:
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      <Vector (-0.6416, -0.3370, -0.6890, 0.8696)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0999, 0.8666, 0.4270)>
    Rotation: <Euler (x=2.5794, y=-0.6903, z=-1.1031), order='XYZ'>
    Matrix:
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      <Vector (-0.6883, -0.0784, -0.7212, 0.8666)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0636, 0.8650, 0.4417)>
    Rotation: <Euler (x=2.3995, y=-0.3300, z=-0.7954), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0420, 0.8527, 0.4628)>
    Rotation: <Euler (x=2.3170, y=-0.1619, z=-0.7093), order='XYZ'>
    Matrix:
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      <Vector (-0.6428, -0.4381, -0.6285, 0.8527)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0299, 0.8412, 0.4807)>
    Rotation: <Euler (x=2.3170, y=-0.1619, z=-0.7093), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0772, 0.8548, 0.4984)>
    Rotation: <Euler (x=2.4899, y=-0.0565, z=-0.7120), order='XYZ'>
    Matrix:
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      <Vector (-0.6523, -0.5795, -0.4885, 0.8548)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0614, 0.8376, 0.5162)>
    Rotation: <Euler (x=2.9573, y=-0.0231, z=-0.6426), order='XYZ'>
    Matrix:
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      <Vector (-0.5991, -0.7844, -0.1603, 0.8376)>
      <Vector (0.0231, 0.1832, -0.9828, 0.5162)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0439, 0.8143, 0.5216)>
    Rotation: <Euler (x=-3.0920, y=-0.0187, z=-0.5868), order='XYZ'>
    Matrix:
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      <Vector (-0.5536, -0.8322, 0.0309, 0.8143)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0309, 0.7952, 0.5205)>
    Rotation: <Euler (x=-3.0920, y=-0.0187, z=-0.5868), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0951, 0.8396, 0.4977)>
    Rotation: <Euler (x=2.4896, y=-0.0536, z=-0.7125), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0770, 0.8198, 0.5182)>
    Rotation: <Euler (x=2.9573, y=-0.0203, z=-0.6426), order='XYZ'>
    Matrix:
      <Vector (0.8004, -0.5921, -0.0939, 0.0770)>
      <Vector (-0.5992, -0.7847, -0.1586, 0.8198)>
      <Vector (0.0203, 0.1832, -0.9829, 0.5182)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0562, 0.7922, 0.5246)>
    Rotation: <Euler (x=-3.0919, y=-0.0160, z=-0.5886), order='XYZ'>
    Matrix:
      <Vector (0.8316, -0.5538, 0.0408, 0.0562)>
      <Vector (-0.5551, -0.8312, 0.0324, 0.7922)>
      <Vector (0.0160, -0.0496, -0.9986, 0.5246)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0415, 0.7707, 0.5233)>
    Rotation: <Euler (x=-3.0919, y=-0.0160, z=-0.5886), order='XYZ'>
    Matrix:
      <Vector (0.8316, -0.5538, 0.0408, 0.0415)>
      <Vector (-0.5551, -0.8312, 0.0324, 0.7707)>
      <Vector (0.0160, -0.0496, -0.9986, 0.5233)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1148, 0.8240, 0.4980)>
    Rotation: <Euler (x=2.4898, y=-0.0525, z=-0.7105), order='XYZ'>
    Matrix:
      <Vector (0.7570, -0.5427, -0.3640, 0.1148)>
      <Vector (-0.6513, -0.5818, -0.4871, 0.8240)>
      <Vector (0.0525, 0.6058, -0.7939, 0.4980)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0987, 0.8064, 0.5162)>
    Rotation: <Euler (x=2.9573, y=-0.0199, z=-0.6398), order='XYZ'>
    Matrix:
      <Vector (0.8021, -0.5898, -0.0937, 0.0987)>
      <Vector (-0.5969, -0.7865, -0.1587, 0.8064)>
      <Vector (0.0199, 0.1833, -0.9829, 0.5162)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0816, 0.7835, 0.5215)>
    Rotation: <Euler (x=-3.0918, y=-0.0172, z=-0.5952), order='XYZ'>
    Matrix:
      <Vector (0.8279, -0.5593, 0.0421, 0.0816)>
      <Vector (-0.5606, -0.8275, 0.0315, 0.7835)>
      <Vector (0.0172, -0.0497, -0.9986, 0.5215)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0686, 0.7647, 0.5204)>
    Rotation: <Euler (x=-3.0918, y=-0.0172, z=-0.5952), order='XYZ'>
    Matrix:
      <Vector (0.8279, -0.5593, 0.0421, 0.0686)>
      <Vector (-0.5606, -0.8275, 0.0315, 0.7647)>
      <Vector (0.0172, -0.0497, -0.9986, 0.5204)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1347, 0.8121, 0.4947)>
    Rotation: <Euler (x=2.4768, y=0.0002, z=-0.6539), order='XYZ'>
    Matrix:
      <Vector (0.7937, -0.4787, -0.3753, 0.1347)>
      <Vector (-0.6083, -0.6248, -0.4895, 0.8121)>
      <Vector (-0.0002, 0.6169, -0.7871, 0.4947)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1209, 0.7941, 0.5125)>
    Rotation: <Euler (x=2.9572, y=-0.0115, z=-0.6368), order='XYZ'>
    Matrix:
      <Vector (0.8040, -0.5862, -0.0999, 0.1209)>
      <Vector (-0.5946, -0.7891, -0.1541, 0.7941)>
      <Vector (0.0115, 0.1833, -0.9830, 0.5125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1078, 0.7766, 0.5166)>
    Rotation: <Euler (x=-3.0916, y=-0.0094, z=-0.6097), order='XYZ'>
    Matrix:
      <Vector (0.8198, -0.5715, 0.0363, 0.1078)>
      <Vector (-0.5726, -0.8191, 0.0356, 0.7766)>
      <Vector (0.0094, -0.0499, -0.9987, 0.5166)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0985, 0.7631, 0.5158)>
    Rotation: <Euler (x=-3.0916, y=-0.0094, z=-0.6097), order='XYZ'>
    Matrix:
      <Vector (0.8198, -0.5715, 0.0363, 0.0985)>
      <Vector (-0.5726, -0.8191, 0.0356, 0.7631)>
      <Vector (0.0094, -0.0499, -0.9987, 0.5158)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0517, 1.2006, 0.1279)>
    Rotation: <Euler (x=1.0884, y=-2.2009, z=1.0362), order='XYZ'>
    Matrix:
      <Vector (-0.3002, -0.7638, 0.5714, -0.0517)>
      <Vector (-0.5070, -0.3796, -0.7738, 1.2006)>
      <Vector (0.8079, -0.5220, -0.2733, 0.1279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1597, 1.1470, 0.0542)>
    Rotation: <Euler (x=-1.0848, y=-1.3550, z=-2.1756), order='XYZ'>
    Matrix:
      <Vector (-0.1218, -0.1069, 0.9868, -0.1597)>
      <Vector (-0.1762, -0.9761, -0.1274, 1.1470)>
      <Vector (0.9768, -0.1894, 0.1000, 0.0542)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1804, 0.9577, 0.0175)>
    Rotation: <Euler (x=1.4860, y=-0.1749, z=1.4847), order='XYZ'>
    Matrix:
      <Vector (0.0847, -0.0993, 0.9915, -0.1804)>
      <Vector (0.9811, -0.1654, -0.1003, 0.9577)>
      <Vector (0.1740, 0.9812, 0.0834, 0.0175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2064, 0.9144, 0.2742)>
    Rotation: <Euler (x=1.5341, y=-0.4078, z=1.0825), order='XYZ'>
    Matrix:
      <Vector (0.4306, -0.2184, 0.8757, -0.2064)>
      <Vector (0.8107, -0.3328, -0.4817, 0.9144)>
      <Vector (0.3966, 0.9174, 0.0337, 0.2742)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1957, 0.9178, 0.3196)>
    Rotation: <Euler (x=1.9151, y=0.3918, z=1.0504), order='XYZ'>
    Matrix:
      <Vector (0.4595, 0.4715, 0.7526, -0.1957)>
      <Vector (0.8019, 0.1441, -0.5799, 0.9178)>
      <Vector (-0.3818, 0.8700, -0.3119, 0.3196)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1775, 0.9242, 0.3515)>
    Rotation: <Euler (x=1.9015, y=-0.1034, z=1.0027), order='XYZ'>
    Matrix:
      <Vector (0.5352, 0.2212, 0.8153, -0.1775)>
      <Vector (0.8384, -0.2570, -0.4806, 0.9242)>
      <Vector (0.1032, 0.9408, -0.3230, 0.3515)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1704, 0.9156, 0.3824)>
    Rotation: <Euler (x=1.8436, y=-0.2572, z=1.0147), order='XYZ'>
    Matrix:
      <Vector (0.5105, 0.0995, 0.8541, -0.1704)>
      <Vector (0.8214, -0.3503, -0.4502, 0.9156)>
      <Vector (0.2544, 0.9313, -0.2606, 0.3824)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1682, 0.9053, 0.4073)>
    Rotation: <Euler (x=1.8436, y=-0.2572, z=1.0147), order='XYZ'>
    Matrix:
      <Vector (0.5105, 0.0995, 0.8541, -0.1682)>
      <Vector (0.8214, -0.3503, -0.4502, 0.9053)>
      <Vector (0.2544, 0.9313, -0.2606, 0.4073)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2165, 0.9059, 0.3917)>
    Rotation: <Euler (x=1.9955, y=-0.3524, z=1.0706), order='XYZ'>
    Matrix:
      <Vector (0.4501, 0.2107, 0.8677, -0.2165)>
      <Vector (0.8236, -0.4736, -0.3122, 0.9059)>
      <Vector (0.3452, 0.8552, -0.3867, 0.3917)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2102, 0.8914, 0.4174)>
    Rotation: <Euler (x=2.4832, y=-0.4080, z=1.0261), order='XYZ'>
    Matrix:
      <Vector (0.4757, 0.5507, 0.6860, -0.2102)>
      <Vector (0.7850, -0.6175, -0.0486, 0.8914)>
      <Vector (0.3968, 0.5616, -0.7260, 0.4174)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1939, 0.8730, 0.4340)>
    Rotation: <Euler (x=2.7371, y=-0.4330, z=0.9810), order='XYZ'>
    Matrix:
      <Vector (0.5049, 0.6721, 0.5416, -0.1939)>
      <Vector (0.7543, -0.6486, 0.1017, 0.8730)>
      <Vector (0.4196, 0.3572, -0.8344, 0.4340)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1784, 0.8584, 0.4423)>
    Rotation: <Euler (x=2.7371, y=-0.4330, z=0.9810), order='XYZ'>
    Matrix:
      <Vector (0.5049, 0.6721, 0.5416, -0.1784)>
      <Vector (0.7543, -0.6486, 0.1017, 0.8584)>
      <Vector (0.4196, 0.3572, -0.8344, 0.4423)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2271, 0.8862, 0.3863)>
    Rotation: <Euler (x=1.9952, y=-0.3602, z=1.0713), order='XYZ'>
    Matrix:
      <Vector (0.4483, 0.2076, 0.8694, -0.2271)>
      <Vector (0.8215, -0.4792, -0.3091, 0.8862)>
      <Vector (0.3524, 0.8528, -0.3854, 0.3863)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2205, 0.8707, 0.4135)>
    Rotation: <Euler (x=2.4831, y=-0.4138, z=1.0263), order='XYZ'>
    Matrix:
      <Vector (0.4742, 0.5491, 0.6882, -0.2205)>
      <Vector (0.7832, -0.6202, -0.0449, 0.8707)>
      <Vector (0.4021, 0.5603, -0.7241, 0.4135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2017, 0.8494, 0.4327)>
    Rotation: <Euler (x=2.7343, y=-0.4347, z=0.9878), order='XYZ'>
    Matrix:
      <Vector (0.4993, 0.6747, 0.5436, -0.2017)>
      <Vector (0.7572, -0.6448, 0.1047, 0.8494)>
      <Vector (0.4211, 0.3593, -0.8328, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1849, 0.8336, 0.4417)>
    Rotation: <Euler (x=2.7343, y=-0.4347, z=0.9878), order='XYZ'>
    Matrix:
      <Vector (0.4993, 0.6747, 0.5436, -0.1849)>
      <Vector (0.7572, -0.6448, 0.1047, 0.8336)>
      <Vector (0.4211, 0.3593, -0.8328, 0.4417)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2374, 0.8652, 0.3769)>
    Rotation: <Euler (x=1.9958, y=-0.3552, z=1.0698), order='XYZ'>
    Matrix:
      <Vector (0.4503, 0.2095, 0.8679, -0.2374)>
      <Vector (0.8224, -0.4759, -0.3118, 0.8652)>
      <Vector (0.3477, 0.8542, -0.3866, 0.3769)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2316, 0.8517, 0.4008)>
    Rotation: <Euler (x=2.4852, y=-0.4133, z=1.0209), order='XYZ'>
    Matrix:
      <Vector (0.4786, 0.5473, 0.6866, -0.2316)>
      <Vector (0.7808, -0.6230, -0.0476, 0.8517)>
      <Vector (0.4017, 0.5589, -0.7255, 0.4008)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2164, 0.8345, 0.4164)>
    Rotation: <Euler (x=2.7334, y=-0.4292, z=0.9898), order='XYZ'>
    Matrix:
      <Vector (0.4991, 0.6766, 0.5414, -0.2164)>
      <Vector (0.7601, -0.6418, 0.1014, 0.8345)>
      <Vector (0.4161, 0.3609, -0.8346, 0.4164)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2005, 0.8195, 0.4249)>
    Rotation: <Euler (x=2.7334, y=-0.4292, z=0.9898), order='XYZ'>
    Matrix:
      <Vector (0.4991, 0.6766, 0.5414, -0.2005)>
      <Vector (0.7601, -0.6418, 0.1014, 0.8195)>
      <Vector (0.4161, 0.3609, -0.8346, 0.4249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2474, 0.8500, 0.3614)>
    Rotation: <Euler (x=1.9954, y=-0.3593, z=1.0709), order='XYZ'>
    Matrix:
      <Vector (0.4487, 0.2080, 0.8691, -0.2474)>
      <Vector (0.8216, -0.4786, -0.3097, 0.8500)>
      <Vector (0.3516, 0.8530, -0.3856, 0.3614)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2420, 0.8374, 0.3837)>
    Rotation: <Euler (x=2.4858, y=-0.4184, z=1.0195), order='XYZ'>
    Matrix:
      <Vector (0.4786, 0.5454, 0.6881, -0.2420)>
      <Vector (0.7784, -0.6262, -0.0451, 0.8374)>
      <Vector (0.4063, 0.5572, -0.7242, 0.3837)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2278, 0.8213, 0.3982)>
    Rotation: <Euler (x=2.7283, y=-0.4275, z=1.0021), order='XYZ'>
    Matrix:
      <Vector (0.4900, 0.6820, 0.5429, -0.2278)>
      <Vector (0.7668, -0.6335, 0.1036, 0.8213)>
      <Vector (0.4146, 0.3655, -0.8334, 0.3982)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2177, 0.8118, 0.4036)>
    Rotation: <Euler (x=2.7283, y=-0.4275, z=1.0021), order='XYZ'>
    Matrix:
      <Vector (0.4900, 0.6820, 0.5429, -0.2177)>
      <Vector (0.7668, -0.6335, 0.1036, 0.8118)>
      <Vector (0.4146, 0.3655, -0.8334, 0.4036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1558, 0.8070, 0.0809)>
    Rotation: <Euler (x=0.7477, y=0.0056, z=-2.9350), order='XYZ'>
    Matrix:
      <Vector (-0.9787, 0.1467, -0.1435, 0.1558)>
      <Vector (-0.2051, -0.7184, 0.6647, 0.8070)>
      <Vector (-0.0056, 0.6800, 0.7332, 0.0809)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2167, 0.5085, 0.3635)>
    Rotation: <Euler (x=-0.3264, y=-0.1504, z=-2.9003), order='XYZ'>
    Matrix:
      <Vector (-0.9601, 0.1797, 0.2144, 0.2167)>
      <Vector (-0.2363, -0.9312, -0.2775, 0.5085)>
      <Vector (0.1498, -0.3171, 0.9365, 0.3635)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1102, 0.2278)>
    Rotation: <Euler (x=0.8618, y=-0.1596, z=-3.0015), order='XYZ'>
    Matrix:
      <Vector (-0.9776, 0.2104, -0.0035, 0.2936)>
      <Vector (-0.1379, -0.6279, 0.7660, 0.1102)>
      <Vector (0.1589, 0.7493, 0.6428, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0002, 0.3590)>
    Rotation: <Euler (x=-1.5243, y=-2.8813, z=0.0169), order='XYZ'>
    Matrix:
      <Vector (-0.9662, 0.2562, -0.0288, 0.3305)>
      <Vector (-0.0163, 0.0508, 0.9986, 0.0002)>
      <Vector (0.2573, 0.9653, -0.0449, 0.3590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3498, 0.0041, 0.4318)>
    Rotation: <Euler (x=-1.5243, y=-2.8813, z=0.0169), order='XYZ'>
    Matrix:
      <Vector (-0.9662, 0.2562, -0.0288, 0.3498)>
      <Vector (-0.0163, 0.0508, 0.9986, 0.0041)>
      <Vector (0.2573, 0.9653, -0.0449, 0.4318)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0490, 0.8158, 0.0031)>
    Rotation: <Euler (x=0.4396, y=0.6979, z=2.7882), order='XYZ'>
    Matrix:
      <Vector (-0.7189, -0.5698, -0.3983, -0.0490)>
      <Vector (0.2652, -0.7544, 0.6005, 0.8158)>
      <Vector (-0.6426, 0.3261, 0.6934, 0.0031)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2859, 0.5023, 0.1386)>
    Rotation: <Euler (x=-0.6048, y=0.7557, z=2.7185), order='XYZ'>
    Matrix:
      <Vector (-0.6636, 0.0178, -0.7479, -0.2859)>
      <Vector (0.2988, -0.9102, -0.2869, 0.5023)>
      <Vector (-0.6858, -0.4138, 0.5987, 0.1386)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7751, y=0.7974, z=2.9389), order='XYZ'>
    Matrix:
      <Vector (-0.6843, -0.6343, -0.3598, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7155, 0.4889, 0.4991, -0.0398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2407, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6207, -0.7828, 0.0439, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7839, 0.6208, -0.0125, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5507, y=2.2407, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6207, -0.7828, 0.0439, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7839, 0.6208, -0.0125, 0.0986)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 84
  Bone: mixamorig:Hips
    Location: <Vector (0.0532, 0.8536, 0.0553)>
    Rotation: <Euler (x=0.1940, y=-0.3881, z=-0.0480), order='XYZ'>
    Matrix:
      <Vector (0.9246, -0.0257, -0.3801, 0.0532)>
      <Vector (-0.0444, 0.9836, -0.1747, 0.8536)>
      <Vector (0.3784, 0.1784, 0.9083, 0.0553)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0518, 0.9299, 0.0675)>
    Rotation: <Euler (x=0.2274, y=-0.4092, z=-0.0411), order='XYZ'>
    Matrix:
      <Vector (0.9166, -0.0496, -0.3966, 0.0518)>
      <Vector (-0.0377, 0.9771, -0.2093, 0.9299)>
      <Vector (0.3979, 0.2068, 0.8938, 0.0675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0474, 1.0180, 0.0862)>
    Rotation: <Euler (x=0.3669, y=-0.4424, z=-0.0224), order='XYZ'>
    Matrix:
      <Vector (0.9035, -0.1326, -0.4076, 0.0474)>
      <Vector (-0.0203, 0.9367, -0.3496, 1.0180)>
      <Vector (0.4281, 0.3242, 0.8436, 0.0862)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0337, 1.1145, 0.1196)>
    Rotation: <Euler (x=0.5085, y=-0.4762, z=-0.0091), order='XYZ'>
    Matrix:
      <Vector (0.8887, -0.2152, -0.4048, 0.0337)>
      <Vector (-0.0081, 0.8755, -0.4832, 1.1145)>
      <Vector (0.4584, 0.4327, 0.7763, 0.1196)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0088, 1.2160, 0.1697)>
    Rotation: <Euler (x=0.4299, y=-0.3998, z=-0.0163), order='XYZ'>
    Matrix:
      <Vector (0.9210, -0.1473, -0.3606, 0.0088)>
      <Vector (-0.0151, 0.9115, -0.4110, 1.2160)>
      <Vector (0.3892, 0.3839, 0.8373, 0.1697)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0114, 1.3047, 0.2208)>
    Rotation: <Euler (x=0.0409, y=-0.1005, z=-0.0222), order='XYZ'>
    Matrix:
      <Vector (0.9947, 0.0181, -0.1011, -0.0114)>
      <Vector (-0.0221, 0.9990, -0.0387, 1.3047)>
      <Vector (0.1003, 0.0407, 0.9941, 0.2208)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0102, 1.5432, 0.2619)>
    Rotation: <Euler (x=0.0409, y=-0.1005, z=-0.0222), order='XYZ'>
    Matrix:
      <Vector (0.9947, 0.0181, -0.1011, -0.0102)>
      <Vector (-0.0221, 0.9990, -0.0387, 1.5432)>
      <Vector (0.1003, 0.0407, 0.9941, 0.2619)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0752, 1.2015, 0.1927)>
    Rotation: <Euler (x=-0.3006, y=2.1830, z=-2.1115), order='XYZ'>
    Matrix:
      <Vector (0.2958, 0.9436, -0.1485, 0.0752)>
      <Vector (0.4927, -0.2839, -0.8226, 1.2015)>
      <Vector (-0.8184, 0.1702, -0.5489, 0.1927)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2085, 1.1614, 0.2167)>
    Rotation: <Euler (x=3.0918, y=0.7728, z=0.4221), order='XYZ'>
    Matrix:
      <Vector (0.6531, 0.4409, -0.6157, 0.2085)>
      <Vector (0.2933, -0.8969, -0.3310, 1.1614)>
      <Vector (-0.6982, 0.0356, -0.7151, 0.2167)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2938, 0.9879, 0.2236)>
    Rotation: <Euler (x=2.4019, y=0.1049, z=-1.0128), order='XYZ'>
    Matrix:
      <Vector (0.5266, -0.5893, -0.6127, 0.2938)>
      <Vector (-0.8437, -0.4510, -0.2913, 0.9879)>
      <Vector (-0.1047, 0.6703, -0.7346, 0.2236)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1395, 0.8698, 0.3990)>
    Rotation: <Euler (x=2.0319, y=-0.0141, z=-0.6964), order='XYZ'>
    Matrix:
      <Vector (0.7671, -0.2951, -0.5696, 0.1395)>
      <Vector (-0.6414, -0.3332, -0.6911, 0.8698)>
      <Vector (0.0141, 0.8955, -0.4449, 0.3990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1018, 0.8669, 0.4303)>
    Rotation: <Euler (x=2.5817, y=-0.6960, z=-1.1044), order='XYZ'>
    Matrix:
      <Vector (0.3451, -0.9099, -0.2301, 0.1018)>
      <Vector (-0.6854, -0.0769, -0.7241, 0.8669)>
      <Vector (0.6412, 0.4076, -0.6502, 0.4303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0654, 0.8653, 0.4449)>
    Rotation: <Euler (x=2.3994, y=-0.3360, z=-0.7951), order='XYZ'>
    Matrix:
      <Vector (0.6610, -0.6822, -0.3124, 0.0654)>
      <Vector (-0.6740, -0.3569, -0.6468, 0.8653)>
      <Vector (0.3297, 0.6381, -0.6958, 0.4449)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0437, 0.8532, 0.4659)>
    Rotation: <Euler (x=2.3165, y=-0.1679, z=-0.7089), order='XYZ'>
    Matrix:
      <Vector (0.7484, -0.5349, -0.3922, 0.0437)>
      <Vector (-0.6419, -0.4351, -0.6314, 0.8532)>
      <Vector (0.1671, 0.7243, -0.6689, 0.4659)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0316, 0.8417, 0.4838)>
    Rotation: <Euler (x=2.3165, y=-0.1679, z=-0.7089), order='XYZ'>
    Matrix:
      <Vector (0.7484, -0.5349, -0.3922, 0.0316)>
      <Vector (-0.6419, -0.4351, -0.6314, 0.8417)>
      <Vector (0.1671, 0.7243, -0.6689, 0.4838)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0788, 0.8554, 0.5017)>
    Rotation: <Euler (x=2.4894, y=-0.0624, z=-0.7118), order='XYZ'>
    Matrix:
      <Vector (0.7557, -0.5478, -0.3589, 0.0788)>
      <Vector (-0.6519, -0.5770, -0.4920, 0.8554)>
      <Vector (0.0624, 0.6058, -0.7932, 0.5017)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0630, 0.8383, 0.5195)>
    Rotation: <Euler (x=2.9564, y=-0.0290, z=-0.6424), order='XYZ'>
    Matrix:
      <Vector (0.8003, -0.5931, -0.0875, 0.0630)>
      <Vector (-0.5988, -0.7838, -0.1645, 0.8383)>
      <Vector (0.0290, 0.1841, -0.9825, 0.5195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0455, 0.8150, 0.5249)>
    Rotation: <Euler (x=-3.0933, y=-0.0246, z=-0.5865), order='XYZ'>
    Matrix:
      <Vector (0.8326, -0.5518, 0.0472, 0.0455)>
      <Vector (-0.5533, -0.8326, 0.0266, 0.8150)>
      <Vector (0.0246, -0.0483, -0.9985, 0.5249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0324, 0.7959, 0.5238)>
    Rotation: <Euler (x=-3.0933, y=-0.0246, z=-0.5865), order='XYZ'>
    Matrix:
      <Vector (0.8326, -0.5518, 0.0472, 0.0324)>
      <Vector (-0.5533, -0.8326, 0.0266, 0.7959)>
      <Vector (0.0246, -0.0483, -0.9985, 0.5238)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0968, 0.8402, 0.5011)>
    Rotation: <Euler (x=2.4891, y=-0.0596, z=-0.7122), order='XYZ'>
    Matrix:
      <Vector (0.7555, -0.5467, -0.3610, 0.0968)>
      <Vector (-0.6524, -0.5778, -0.4905, 0.8402)>
      <Vector (0.0596, 0.6061, -0.7932, 0.5011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0785, 0.8205, 0.5216)>
    Rotation: <Euler (x=2.9564, y=-0.0262, z=-0.6423), order='XYZ'>
    Matrix:
      <Vector (0.8004, -0.5927, -0.0897, 0.0785)>
      <Vector (-0.5989, -0.7841, -0.1629, 0.8205)>
      <Vector (0.0262, 0.1841, -0.9826, 0.5216)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0578, 0.7930, 0.5280)>
    Rotation: <Euler (x=-3.0932, y=-0.0218, z=-0.5883), order='XYZ'>
    Matrix:
      <Vector (0.8317, -0.5534, 0.0450, 0.0578)>
      <Vector (-0.5548, -0.8315, 0.0281, 0.7930)>
      <Vector (0.0218, -0.0484, -0.9986, 0.5280)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0430, 0.7714, 0.5268)>
    Rotation: <Euler (x=-3.0932, y=-0.0218, z=-0.5883), order='XYZ'>
    Matrix:
      <Vector (0.8317, -0.5534, 0.0450, 0.0430)>
      <Vector (-0.5548, -0.8315, 0.0281, 0.7714)>
      <Vector (0.0218, -0.0484, -0.9986, 0.5268)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1165, 0.8246, 0.5015)>
    Rotation: <Euler (x=2.4893, y=-0.0585, z=-0.7102), order='XYZ'>
    Matrix:
      <Vector (0.7569, -0.5451, -0.3606, 0.1165)>
      <Vector (-0.6509, -0.5794, -0.4906, 0.8246)>
      <Vector (0.0585, 0.6060, -0.7933, 0.5015)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1003, 0.8071, 0.5197)>
    Rotation: <Euler (x=2.9563, y=-0.0258, z=-0.6395), order='XYZ'>
    Matrix:
      <Vector (0.8021, -0.5904, -0.0896, 0.1003)>
      <Vector (-0.5966, -0.7858, -0.1630, 0.8071)>
      <Vector (0.0258, 0.1842, -0.9826, 0.5197)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0831, 0.7842, 0.5251)>
    Rotation: <Euler (x=-3.0931, y=-0.0231, z=-0.5949), order='XYZ'>
    Matrix:
      <Vector (0.8280, -0.5589, 0.0463, 0.0831)>
      <Vector (-0.5603, -0.8278, 0.0272, 0.7842)>
      <Vector (0.0231, -0.0485, -0.9986, 0.5251)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0701, 0.7654, 0.5240)>
    Rotation: <Euler (x=-3.0931, y=-0.0231, z=-0.5949), order='XYZ'>
    Matrix:
      <Vector (0.8280, -0.5589, 0.0463, 0.0701)>
      <Vector (-0.5603, -0.8278, 0.0272, 0.7654)>
      <Vector (0.0231, -0.0485, -0.9986, 0.5240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1363, 0.8127, 0.4984)>
    Rotation: <Euler (x=2.4760, y=-0.0057, z=-0.6536), order='XYZ'>
    Matrix:
      <Vector (0.7939, -0.4811, -0.3719, 0.1363)>
      <Vector (-0.6081, -0.6223, -0.4930, 0.8127)>
      <Vector (0.0057, 0.6175, -0.7865, 0.4984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1225, 0.7948, 0.5162)>
    Rotation: <Euler (x=2.9562, y=-0.0174, z=-0.6365), order='XYZ'>
    Matrix:
      <Vector (0.8041, -0.5868, -0.0958, 0.1225)>
      <Vector (-0.5943, -0.7885, -0.1584, 0.7948)>
      <Vector (0.0174, 0.1843, -0.9827, 0.5162)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1094, 0.7773, 0.5203)>
    Rotation: <Euler (x=-3.0928, y=-0.0153, z=-0.6094), order='XYZ'>
    Matrix:
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      <Vector (-0.5723, -0.8194, 0.0313, 0.7773)>
      <Vector (0.0153, -0.0488, -0.9987, 0.5203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1000, 0.7638, 0.5195)>
    Rotation: <Euler (x=-3.0928, y=-0.0153, z=-0.6094), order='XYZ'>
    Matrix:
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      <Vector (-0.5723, -0.8194, 0.0313, 0.7638)>
      <Vector (0.0153, -0.0488, -0.9987, 0.5195)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0500, 1.2010, 0.1314)>
    Rotation: <Euler (x=1.0879, y=-2.2006, z=1.0379), order='XYZ'>
    Matrix:
      <Vector (-0.2992, -0.7636, 0.5722, -0.0500)>
      <Vector (-0.5073, -0.3805, -0.7732, 1.2010)>
      <Vector (0.8081, -0.5216, -0.2735, 0.1314)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1579, 1.1472, 0.0577)>
    Rotation: <Euler (x=-1.0908, y=-1.3520, z=-2.1668), order='XYZ'>
    Matrix:
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      <Vector (-0.1797, -0.9758, -0.1249, 1.1472)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1780, 0.9580, 0.0203)>
    Rotation: <Euler (x=1.4858, y=-0.1755, z=1.4874), order='XYZ'>
    Matrix:
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      <Vector (0.9812, -0.1663, -0.0978, 0.9580)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2040, 0.9145, 0.2771)>
    Rotation: <Euler (x=1.5350, y=-0.4091, z=1.0806), order='XYZ'>
    Matrix:
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      <Vector (0.8095, -0.3338, -0.4830, 0.9145)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1933, 0.9178, 0.3224)>
    Rotation: <Euler (x=1.9160, y=0.3906, z=1.0493), order='XYZ'>
    Matrix:
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      <Vector (0.8018, 0.1421, -0.5805, 0.9178)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1751, 0.9241, 0.3544)>
    Rotation: <Euler (x=1.9024, y=-0.1045, z=1.0011), order='XYZ'>
    Matrix:
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      <Vector (0.8375, -0.2587, -0.4814, 0.9241)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1680, 0.9154, 0.3852)>
    Rotation: <Euler (x=1.8446, y=-0.2584, z=1.0129), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1658, 0.9050, 0.4101)>
    Rotation: <Euler (x=1.8446, y=-0.2584, z=1.0129), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2141, 0.9057, 0.3945)>
    Rotation: <Euler (x=1.9964, y=-0.3536, z=1.0688), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2078, 0.8912, 0.4202)>
    Rotation: <Euler (x=2.4841, y=-0.4092, z=1.0242), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1915, 0.8728, 0.4368)>
    Rotation: <Euler (x=2.7381, y=-0.4342, z=0.9790), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1760, 0.8582, 0.4451)>
    Rotation: <Euler (x=2.7381, y=-0.4342, z=0.9790), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2247, 0.8861, 0.3891)>
    Rotation: <Euler (x=1.9961, y=-0.3614, z=1.0695), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2181, 0.8706, 0.4163)>
    Rotation: <Euler (x=2.4840, y=-0.4150, z=1.0244), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1993, 0.8492, 0.4355)>
    Rotation: <Euler (x=2.7353, y=-0.4358, z=0.9859), order='XYZ'>
    Matrix:
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      <Vector (0.7558, -0.6463, 0.1051, 0.8492)>
      <Vector (0.4221, 0.3583, -0.8327, 0.4355)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1826, 0.8334, 0.4444)>
    Rotation: <Euler (x=2.7353, y=-0.4358, z=0.9859), order='XYZ'>
    Matrix:
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      <Vector (0.7558, -0.6463, 0.1051, 0.8334)>
      <Vector (0.4221, 0.3583, -0.8327, 0.4444)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2351, 0.8651, 0.3797)>
    Rotation: <Euler (x=1.9967, y=-0.3564, z=1.0680), order='XYZ'>
    Matrix:
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      <Vector (0.8212, -0.4775, -0.3126, 0.8651)>
      <Vector (0.3489, 0.8535, -0.3872, 0.3797)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2293, 0.8516, 0.4036)>
    Rotation: <Euler (x=2.4862, y=-0.4145, z=1.0190), order='XYZ'>
    Matrix:
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      <Vector (0.7795, -0.6246, -0.0476, 0.8516)>
      <Vector (0.4027, 0.5579, -0.7257, 0.4036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2141, 0.8343, 0.4191)>
    Rotation: <Euler (x=2.7344, y=-0.4303, z=0.9879), order='XYZ'>
    Matrix:
      <Vector (0.5003, 0.6757, 0.5415, -0.2141)>
      <Vector (0.7587, -0.6434, 0.1018, 0.8343)>
      <Vector (0.4171, 0.3599, -0.8345, 0.4191)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1982, 0.8193, 0.4276)>
    Rotation: <Euler (x=2.7344, y=-0.4303, z=0.9879), order='XYZ'>
    Matrix:
      <Vector (0.5003, 0.6757, 0.5415, -0.1982)>
      <Vector (0.7587, -0.6434, 0.1018, 0.8193)>
      <Vector (0.4171, 0.3599, -0.8345, 0.4276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2451, 0.8500, 0.3641)>
    Rotation: <Euler (x=1.9963, y=-0.3605, z=1.0691), order='XYZ'>
    Matrix:
      <Vector (0.4500, 0.2074, 0.8686, -0.2451)>
      <Vector (0.8204, -0.4802, -0.3104, 0.8500)>
      <Vector (0.3527, 0.8523, -0.3862, 0.3641)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2397, 0.8373, 0.3865)>
    Rotation: <Euler (x=2.4868, y=-0.4196, z=1.0176), order='XYZ'>
    Matrix:
      <Vector (0.4798, 0.5445, 0.6879, -0.2397)>
      <Vector (0.7771, -0.6278, -0.0450, 0.8373)>
      <Vector (0.4074, 0.5562, -0.7244, 0.3865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2255, 0.8212, 0.4010)>
    Rotation: <Euler (x=2.7293, y=-0.4287, z=1.0002), order='XYZ'>
    Matrix:
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      <Vector (0.7654, -0.6350, 0.1041, 0.8212)>
      <Vector (0.4156, 0.3645, -0.8333, 0.4010)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2154, 0.8117, 0.4063)>
    Rotation: <Euler (x=2.7293, y=-0.4287, z=1.0002), order='XYZ'>
    Matrix:
      <Vector (0.4912, 0.6811, 0.5429, -0.2154)>
      <Vector (0.7654, -0.6350, 0.1041, 0.8117)>
      <Vector (0.4156, 0.3645, -0.8333, 0.4063)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1578, 0.8075, 0.0839)>
    Rotation: <Euler (x=0.7452, y=0.0073, z=-2.9363), order='XYZ'>
    Matrix:
      <Vector (-0.9790, 0.1450, -0.1435, 0.1578)>
      <Vector (-0.2039, -0.7205, 0.6628, 0.8075)>
      <Vector (-0.0073, 0.6781, 0.7349, 0.0839)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2181, 0.5082, 0.3656)>
    Rotation: <Euler (x=-0.3321, y=-0.1537, z=-2.9019), order='XYZ'>
    Matrix:
      <Vector (-0.9600, 0.1759, 0.2180, 0.2181)>
      <Vector (-0.2346, -0.9302, -0.2824, 0.5082)>
      <Vector (0.1531, -0.3222, 0.9342, 0.3656)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2934, 0.1103, 0.2278)>
    Rotation: <Euler (x=0.8615, y=-0.1636, z=-3.0028), order='XYZ'>
    Matrix:
      <Vector (-0.9772, 0.2125, 0.0001, 0.2934)>
      <Vector (-0.1365, -0.6280, 0.7662, 0.1103)>
      <Vector (0.1628, 0.7487, 0.6426, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0003, 0.3589)>
    Rotation: <Euler (x=-1.5224, y=-2.8774, z=0.0153), order='XYZ'>
    Matrix:
      <Vector (-0.9652, 0.2601, -0.0279, 0.3305)>
      <Vector (-0.0148, 0.0524, 0.9985, 0.0003)>
      <Vector (0.2612, 0.9642, -0.0467, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3501, 0.0043, 0.4315)>
    Rotation: <Euler (x=-1.5224, y=-2.8774, z=0.0153), order='XYZ'>
    Matrix:
      <Vector (-0.9652, 0.2601, -0.0279, 0.3501)>
      <Vector (-0.0148, 0.0524, 0.9985, 0.0043)>
      <Vector (0.2612, 0.9642, -0.0467, 0.4315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0469, 0.8163, 0.0058)>
    Rotation: <Euler (x=0.4328, y=0.6982, z=2.7847), order='XYZ'>
    Matrix:
      <Vector (-0.7177, -0.5697, -0.4003, -0.0469)>
      <Vector (0.2676, -0.7564, 0.5968, 0.8163)>
      <Vector (-0.6428, 0.3212, 0.6954, 0.0058)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2837, 0.5020, 0.1393)>
    Rotation: <Euler (x=-0.6063, y=0.7533, z=2.7127), order='XYZ'>
    Matrix:
      <Vector (-0.6634, 0.0127, -0.7482, -0.2837)>
      <Vector (0.3034, -0.9094, -0.2844, 0.5020)>
      <Vector (-0.6840, -0.4157, 0.5995, 0.1393)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7753, y=0.7965, z=2.9391), order='XYZ'>
    Matrix:
      <Vector (-0.6849, -0.6338, -0.3593, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7149, 0.4894, 0.4994, -0.0399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2416, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6214, -0.7823, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7833, 0.6215, -0.0125, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2416, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6214, -0.7823, 0.0439, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7833, 0.6215, -0.0125, 0.0987)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 85
  Bone: mixamorig:Hips
    Location: <Vector (0.0547, 0.8543, 0.0581)>
    Rotation: <Euler (x=0.1966, y=-0.3889, z=-0.0480), order='XYZ'>
    Matrix:
      <Vector (0.9243, -0.0269, -0.3808, 0.0547)>
      <Vector (-0.0444, 0.9832, -0.1772, 0.8543)>
      <Vector (0.3792, 0.1807, 0.9075, 0.0581)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0533, 0.9306, 0.0705)>
    Rotation: <Euler (x=0.2294, y=-0.4097, z=-0.0411), order='XYZ'>
    Matrix:
      <Vector (0.9164, -0.0505, -0.3970, 0.0533)>
      <Vector (-0.0377, 0.9767, -0.2113, 0.9306)>
      <Vector (0.3984, 0.2086, 0.8932, 0.0705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0488, 1.0186, 0.0893)>
    Rotation: <Euler (x=0.3678, y=-0.4421, z=-0.0221), order='XYZ'>
    Matrix:
      <Vector (0.9036, -0.1332, -0.4071, 0.0488)>
      <Vector (-0.0199, 0.9363, -0.3507, 1.0186)>
      <Vector (0.4278, 0.3250, 0.8434, 0.0893)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0350, 1.1151, 0.1228)>
    Rotation: <Euler (x=0.5083, y=-0.4751, z=-0.0082), order='XYZ'>
    Matrix:
      <Vector (0.8892, -0.2154, -0.4036, 0.0350)>
      <Vector (-0.0073, 0.8754, -0.4834, 1.1151)>
      <Vector (0.4574, 0.4328, 0.7768, 0.1228)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0101, 1.2166, 0.1729)>
    Rotation: <Euler (x=0.4314, y=-0.3985, z=-0.0163), order='XYZ'>
    Matrix:
      <Vector (0.9215, -0.1475, -0.3593, 0.0101)>
      <Vector (-0.0150, 0.9109, -0.4123, 1.2166)>
      <Vector (0.3881, 0.3853, 0.8372, 0.1729)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0101, 1.3052, 0.2242)>
    Rotation: <Euler (x=0.0467, y=-0.1003, z=-0.0239), order='XYZ'>
    Matrix:
      <Vector (0.9947, 0.0192, -0.1012, -0.0101)>
      <Vector (-0.0238, 0.9987, -0.0443, 1.3052)>
      <Vector (0.1002, 0.0465, 0.9939, 0.2242)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0087, 1.5434, 0.2666)>
    Rotation: <Euler (x=0.0467, y=-0.1003, z=-0.0239), order='XYZ'>
    Matrix:
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      <Vector (-0.0238, 0.9987, -0.0443, 1.5434)>
      <Vector (0.1002, 0.0465, 0.9939, 0.2666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0765, 1.2022, 0.1958)>
    Rotation: <Euler (x=-0.2993, y=2.1825, z=-2.1099), order='XYZ'>
    Matrix:
      <Vector (0.2948, 0.9440, -0.1485, 0.0765)>
      <Vector (0.4928, -0.2833, -0.8227, 1.2022)>
      <Vector (-0.8187, 0.1693, -0.5487, 0.1958)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2099, 1.1621, 0.2197)>
    Rotation: <Euler (x=3.0871, y=0.7703, z=0.4212), order='XYZ'>
    Matrix:
      <Vector (0.6550, 0.4429, -0.6123, 0.2099)>
      <Vector (0.2935, -0.8957, -0.3340, 1.1621)>
      <Vector (-0.6963, 0.0391, -0.7166, 0.2197)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2956, 0.9888, 0.2273)>
    Rotation: <Euler (x=2.4041, y=0.1025, z=-1.0087), order='XYZ'>
    Matrix:
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      <Vector (-0.8417, -0.4527, -0.2943, 0.9888)>
      <Vector (-0.1023, 0.6689, -0.7363, 0.2273)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1413, 0.8703, 0.4024)>
    Rotation: <Euler (x=2.0292, y=-0.0180, z=-0.6941), order='XYZ'>
    Matrix:
      <Vector (0.7685, -0.2955, -0.5675, 0.1413)>
      <Vector (-0.6396, -0.3298, -0.6944, 0.8703)>
      <Vector (0.0180, 0.8966, -0.4424, 0.4024)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1035, 0.8674, 0.4336)>
    Rotation: <Euler (x=2.5804, y=-0.7007, z=-1.1013), order='XYZ'>
    Matrix:
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      <Vector (-0.6817, -0.0771, -0.7276, 0.8674)>
      <Vector (0.6448, 0.4068, -0.6472, 0.4336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0671, 0.8659, 0.4481)>
    Rotation: <Euler (x=2.3969, y=-0.3402, z=-0.7920), order='XYZ'>
    Matrix:
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      <Vector (-0.6710, -0.3556, -0.6507, 0.8659)>
      <Vector (0.3337, 0.6389, -0.6932, 0.4481)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0454, 0.8538, 0.4692)>
    Rotation: <Euler (x=2.3137, y=-0.1718, z=-0.7062), order='XYZ'>
    Matrix:
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      <Vector (-0.6394, -0.4330, -0.6354, 0.8538)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0333, 0.8423, 0.4872)>
    Rotation: <Euler (x=2.3137, y=-0.1718, z=-0.7062), order='XYZ'>
    Matrix:
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      <Vector (-0.6394, -0.4330, -0.6354, 0.8423)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0804, 0.8562, 0.5050)>
    Rotation: <Euler (x=2.4867, y=-0.0664, z=-0.7093), order='XYZ'>
    Matrix:
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      <Vector (-0.6499, -0.5755, -0.4965, 0.8562)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0646, 0.8391, 0.5228)>
    Rotation: <Euler (x=2.9534, y=-0.0328, z=-0.6400), order='XYZ'>
    Matrix:
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      <Vector (-0.5969, -0.7843, -0.1692, 0.8391)>
      <Vector (0.0328, 0.1869, -0.9818, 0.5228)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0472, 0.8159, 0.5284)>
    Rotation: <Euler (x=-3.0964, y=-0.0281, z=-0.5841), order='XYZ'>
    Matrix:
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      <Vector (-0.5513, -0.8340, 0.0222, 0.8159)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0341, 0.7967, 0.5273)>
    Rotation: <Euler (x=-3.0964, y=-0.0281, z=-0.5841), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0984, 0.8411, 0.5045)>
    Rotation: <Euler (x=2.4864, y=-0.0636, z=-0.7098), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0802, 0.8214, 0.5250)>
    Rotation: <Euler (x=2.9534, y=-0.0299, z=-0.6400), order='XYZ'>
    Matrix:
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      <Vector (-0.5969, -0.7846, -0.1676, 0.8214)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0595, 0.7938, 0.5316)>
    Rotation: <Euler (x=-3.0963, y=-0.0254, z=-0.5859), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0448, 0.7723, 0.5304)>
    Rotation: <Euler (x=-3.0963, y=-0.0254, z=-0.5859), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1182, 0.8255, 0.5050)>
    Rotation: <Euler (x=2.4866, y=-0.0625, z=-0.7078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1020, 0.8080, 0.5233)>
    Rotation: <Euler (x=2.9533, y=-0.0296, z=-0.6371), order='XYZ'>
    Matrix:
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      <Vector (-0.5946, -0.7863, -0.1677, 0.8080)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0848, 0.7852, 0.5287)>
    Rotation: <Euler (x=-3.0962, y=-0.0267, z=-0.5926), order='XYZ'>
    Matrix:
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      <Vector (-0.5583, -0.8293, 0.0228, 0.7852)>
      <Vector (0.0267, -0.0454, -0.9986, 0.5287)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0719, 0.7663, 0.5277)>
    Rotation: <Euler (x=-3.0962, y=-0.0267, z=-0.5926), order='XYZ'>
    Matrix:
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      <Vector (0.0267, -0.0454, -0.9986, 0.5277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1380, 0.8137, 0.5020)>
    Rotation: <Euler (x=2.4731, y=-0.0095, z=-0.6513), order='XYZ'>
    Matrix:
      <Vector (0.7953, -0.4804, -0.3698, 0.1380)>
      <Vector (-0.6062, -0.6205, -0.4975, 0.8137)>
      <Vector (0.0095, 0.6198, -0.7847, 0.5020)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1242, 0.7958, 0.5198)>
    Rotation: <Euler (x=2.9533, y=-0.0211, z=-0.6342), order='XYZ'>
    Matrix:
      <Vector (0.8054, -0.5852, -0.0942, 0.1242)>
      <Vector (-0.5924, -0.7890, -0.1631, 0.7958)>
      <Vector (0.0211, 0.1872, -0.9821, 0.5198)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1111, 0.7783, 0.5240)>
    Rotation: <Euler (x=-3.0958, y=-0.0189, z=-0.6071), order='XYZ'>
    Matrix:
      <Vector (0.8212, -0.5692, 0.0416, 0.1111)>
      <Vector (-0.5704, -0.8210, 0.0268, 0.7783)>
      <Vector (0.0189, -0.0457, -0.9988, 0.5240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1018, 0.7648, 0.5233)>
    Rotation: <Euler (x=-3.0958, y=-0.0189, z=-0.6071), order='XYZ'>
    Matrix:
      <Vector (0.8212, -0.5692, 0.0416, 0.1018)>
      <Vector (-0.5704, -0.8210, 0.0268, 0.7648)>
      <Vector (0.0189, -0.0457, -0.9988, 0.5233)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0487, 1.2015, 0.1347)>
    Rotation: <Euler (x=1.0874, y=-2.2002, z=1.0390), order='XYZ'>
    Matrix:
      <Vector (-0.2985, -0.7636, 0.5726, -0.0487)>
      <Vector (-0.5074, -0.3811, -0.7728, 1.2015)>
      <Vector (0.8084, -0.5212, -0.2736, 0.1347)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1566, 1.1476, 0.0610)>
    Rotation: <Euler (x=-1.0987, y=-1.3494, z=-2.1570), order='XYZ'>
    Matrix:
      <Vector (-0.1215, -0.1018, 0.9874, -0.1566)>
      <Vector (-0.1829, -0.9754, -0.1231, 1.1476)>
      <Vector (0.9756, -0.1956, 0.0999, 0.0610)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1763, 0.9585, 0.0231)>
    Rotation: <Euler (x=1.4861, y=-0.1760, z=1.4894), order='XYZ'>
    Matrix:
      <Vector (0.0801, -0.0985, 0.9919, -0.1763)>
      <Vector (0.9813, -0.1670, -0.0958, 0.9585)>
      <Vector (0.1751, 0.9810, 0.0833, 0.0231)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2021, 0.9148, 0.2798)>
    Rotation: <Euler (x=1.5362, y=-0.4101, z=1.0798), order='XYZ'>
    Matrix:
      <Vector (0.4324, -0.2184, 0.8749, -0.2021)>
      <Vector (0.8088, -0.3351, -0.4834, 0.9148)>
      <Vector (0.3987, 0.9165, 0.0317, 0.2798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1914, 0.9180, 0.3251)>
    Rotation: <Euler (x=1.9172, y=0.3896, z=1.0494), order='XYZ'>
    Matrix:
      <Vector (0.4607, 0.4724, 0.7514, -0.1914)>
      <Vector (0.8021, 0.1407, -0.5803, 0.9180)>
      <Vector (-0.3799, 0.8701, -0.3141, 0.3251)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1732, 0.9243, 0.3571)>
    Rotation: <Euler (x=1.9036, y=-0.1055, z=1.0006), order='XYZ'>
    Matrix:
      <Vector (0.5368, 0.2214, 0.8142, -0.1732)>
      <Vector (0.8371, -0.2601, -0.4812, 0.9243)>
      <Vector (0.1053, 0.9399, -0.3249, 0.3571)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1661, 0.9156, 0.3879)>
    Rotation: <Euler (x=1.8458, y=-0.2593, z=1.0123), order='XYZ'>
    Matrix:
      <Vector (0.5122, 0.0995, 0.8531, -0.1661)>
      <Vector (0.8197, -0.3532, -0.4509, 0.9156)>
      <Vector (0.2564, 0.9302, -0.2625, 0.3879)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1639, 0.9051, 0.4128)>
    Rotation: <Euler (x=1.8458, y=-0.2593, z=1.0123), order='XYZ'>
    Matrix:
      <Vector (0.5122, 0.0995, 0.8531, -0.1639)>
      <Vector (0.8197, -0.3532, -0.4509, 0.9051)>
      <Vector (0.2564, 0.9302, -0.2625, 0.4128)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2121, 0.9059, 0.3972)>
    Rotation: <Euler (x=1.9976, y=-0.3546, z=1.0680), order='XYZ'>
    Matrix:
      <Vector (0.4519, 0.2104, 0.8669, -0.2121)>
      <Vector (0.8217, -0.4764, -0.3127, 0.9059)>
      <Vector (0.3472, 0.8537, -0.3882, 0.3972)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2059, 0.8913, 0.4229)>
    Rotation: <Euler (x=2.4854, y=-0.4101, z=1.0233), order='XYZ'>
    Matrix:
      <Vector (0.4773, 0.5499, 0.6854, -0.2059)>
      <Vector (0.7830, -0.6201, -0.0478, 0.8913)>
      <Vector (0.3987, 0.5595, -0.7266, 0.4229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1896, 0.8729, 0.4395)>
    Rotation: <Euler (x=2.7395, y=-0.4351, z=0.9781), order='XYZ'>
    Matrix:
      <Vector (0.5065, 0.6712, 0.5413, -0.1896)>
      <Vector (0.7522, -0.6508, 0.1031, 0.8729)>
      <Vector (0.4215, 0.3549, -0.8345, 0.4395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1741, 0.8582, 0.4477)>
    Rotation: <Euler (x=2.7395, y=-0.4351, z=0.9781), order='XYZ'>
    Matrix:
      <Vector (0.5065, 0.6712, 0.5413, -0.1741)>
      <Vector (0.7522, -0.6508, 0.1031, 0.8582)>
      <Vector (0.4215, 0.3549, -0.8345, 0.4477)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2228, 0.8862, 0.3918)>
    Rotation: <Euler (x=1.9973, y=-0.3624, z=1.0687), order='XYZ'>
    Matrix:
      <Vector (0.4500, 0.2073, 0.8686, -0.2228)>
      <Vector (0.8197, -0.4820, -0.3096, 0.8862)>
      <Vector (0.3545, 0.8513, -0.3869, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2162, 0.8707, 0.4190)>
    Rotation: <Euler (x=2.4853, y=-0.4160, z=1.0236), order='XYZ'>
    Matrix:
      <Vector (0.4759, 0.5483, 0.6876, -0.2162)>
      <Vector (0.7812, -0.6228, -0.0441, 0.8707)>
      <Vector (0.4041, 0.5581, -0.7247, 0.4190)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1974, 0.8493, 0.4381)>
    Rotation: <Euler (x=2.7366, y=-0.4367, z=0.9850), order='XYZ'>
    Matrix:
      <Vector (0.5010, 0.6737, 0.5432, -0.1974)>
      <Vector (0.7551, -0.6470, 0.1061, 0.8493)>
      <Vector (0.4229, 0.3570, -0.8329, 0.4381)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1807, 0.8334, 0.4470)>
    Rotation: <Euler (x=2.7366, y=-0.4367, z=0.9850), order='XYZ'>
    Matrix:
      <Vector (0.5010, 0.6737, 0.5432, -0.1807)>
      <Vector (0.7551, -0.6470, 0.1061, 0.8334)>
      <Vector (0.4229, 0.3570, -0.8329, 0.4470)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2332, 0.8653, 0.3824)>
    Rotation: <Euler (x=1.9979, y=-0.3574, z=1.0672), order='XYZ'>
    Matrix:
      <Vector (0.4521, 0.2092, 0.8671, -0.2332)>
      <Vector (0.8205, -0.4787, -0.3123, 0.8653)>
      <Vector (0.3498, 0.8527, -0.3880, 0.3824)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2274, 0.8517, 0.4063)>
    Rotation: <Euler (x=2.4875, y=-0.4154, z=1.0182), order='XYZ'>
    Matrix:
      <Vector (0.4803, 0.5466, 0.6860, -0.2274)>
      <Vector (0.7788, -0.6256, -0.0468, 0.8517)>
      <Vector (0.4036, 0.5567, -0.7261, 0.4063)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2122, 0.8344, 0.4217)>
    Rotation: <Euler (x=2.7358, y=-0.4312, z=0.9870), order='XYZ'>
    Matrix:
      <Vector (0.5008, 0.6757, 0.5411, -0.2122)>
      <Vector (0.7580, -0.6441, 0.1028, 0.8344)>
      <Vector (0.4180, 0.3586, -0.8347, 0.4217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1963, 0.8194, 0.4302)>
    Rotation: <Euler (x=2.7358, y=-0.4312, z=0.9870), order='XYZ'>
    Matrix:
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      <Vector (0.7580, -0.6441, 0.1028, 0.8194)>
      <Vector (0.4180, 0.3586, -0.8347, 0.4302)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2432, 0.8502, 0.3668)>
    Rotation: <Euler (x=1.9975, y=-0.3615, z=1.0684), order='XYZ'>
    Matrix:
      <Vector (0.4504, 0.2077, 0.8683, -0.2432)>
      <Vector (0.8198, -0.4814, -0.3101, 0.8502)>
      <Vector (0.3536, 0.8515, -0.3871, 0.3668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2378, 0.8375, 0.3891)>
    Rotation: <Euler (x=2.4881, y=-0.4205, z=1.0168), order='XYZ'>
    Matrix:
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      <Vector (0.7763, -0.6288, -0.0442, 0.8375)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2236, 0.8213, 0.4036)>
    Rotation: <Euler (x=2.7306, y=-0.4296, z=0.9994), order='XYZ'>
    Matrix:
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      <Vector (0.7647, -0.6358, 0.1051, 0.8213)>
      <Vector (0.4165, 0.3632, -0.8334, 0.4036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2135, 0.8118, 0.4089)>
    Rotation: <Euler (x=2.7306, y=-0.4296, z=0.9994), order='XYZ'>
    Matrix:
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      <Vector (0.7647, -0.6358, 0.1051, 0.8118)>
      <Vector (0.4165, 0.3632, -0.8334, 0.4089)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1594, 0.8083, 0.0867)>
    Rotation: <Euler (x=0.7420, y=0.0078, z=-2.9371), order='XYZ'>
    Matrix:
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      <Vector (-0.2030, -0.7229, 0.6605, 0.8083)>
      <Vector (-0.0078, 0.6757, 0.7371, 0.0867)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2195, 0.5079, 0.3674)>
    Rotation: <Euler (x=-0.3368, y=-0.1561, z=-2.9039), order='XYZ'>
    Matrix:
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      <Vector (-0.2326, -0.9294, -0.2866, 0.5079)>
      <Vector (0.1555, -0.3264, 0.9324, 0.3674)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2932, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8614, y=-0.1664, z=-3.0043), order='XYZ'>
    Matrix:
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      <Vector (-0.1350, -0.6281, 0.7664, 0.1104)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0004, 0.3588)>
    Rotation: <Euler (x=-1.5208, y=-2.8745, z=0.0137), order='XYZ'>
    Matrix:
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      <Vector (-0.0132, 0.0536, 0.9985, 0.0004)>
      <Vector (0.2640, 0.9633, -0.0482, 0.3588)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0044, 0.4314)>
    Rotation: <Euler (x=-1.5208, y=-2.8745, z=0.0137), order='XYZ'>
    Matrix:
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      <Vector (-0.0132, 0.0536, 0.9985, 0.0044)>
      <Vector (0.2640, 0.9633, -0.0482, 0.4314)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0453, 0.8171, 0.0084)>
    Rotation: <Euler (x=0.4260, y=0.6970, z=2.7821), order='XYZ'>
    Matrix:
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      <Vector (0.2698, -0.7591, 0.5925, 0.8171)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2816, 0.5016, 0.1401)>
    Rotation: <Euler (x=-0.6077, y=0.7502, z=2.7071), order='XYZ'>
    Matrix:
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      <Vector (0.3079, -0.9086, -0.2823, 0.5016)>
      <Vector (-0.6818, -0.4177, 0.6006, 0.1401)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7758, y=0.7950, z=2.9394), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5506, y=2.2431, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7824, 0.6227, -0.0126, 0.0500)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0989)>
    Rotation: <Euler (x=-1.5506, y=2.2431, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7824, 0.6227, -0.0126, 0.0989)>
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Frame: 86
  Bone: mixamorig:Hips
    Location: <Vector (0.0561, 0.8551, 0.0607)>
    Rotation: <Euler (x=0.1993, y=-0.3900, z=-0.0478), order='XYZ'>
    Matrix:
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      <Vector (-0.0442, 0.9827, -0.1800, 0.8551)>
      <Vector (0.3802, 0.1831, 0.9066, 0.0607)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0546, 0.9313, 0.0733)>
    Rotation: <Euler (x=0.2316, y=-0.4104, z=-0.0410), order='XYZ'>
    Matrix:
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      <Vector (-0.0376, 0.9762, -0.2134, 0.9313)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0500, 1.0193, 0.0923)>
    Rotation: <Euler (x=0.3688, y=-0.4418, z=-0.0218), order='XYZ'>
    Matrix:
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      <Vector (-0.0197, 0.9359, -0.3517, 1.0193)>
      <Vector (0.4275, 0.3259, 0.8432, 0.0923)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0362, 1.1158, 0.1258)>
    Rotation: <Euler (x=0.5080, y=-0.4738, z=-0.0076), order='XYZ'>
    Matrix:
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      <Vector (-0.0068, 0.8754, -0.4834, 1.1158)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0112, 1.2173, 0.1760)>
    Rotation: <Euler (x=0.4321, y=-0.3971, z=-0.0164), order='XYZ'>
    Matrix:
      <Vector (0.9221, -0.1471, -0.3580, 0.0112)>
      <Vector (-0.0151, 0.9106, -0.4130, 1.2173)>
      <Vector (0.3868, 0.3862, 0.8374, 0.1760)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0088, 1.3058, 0.2273)>
    Rotation: <Euler (x=0.0503, y=-0.0997, z=-0.0252), order='XYZ'>
    Matrix:
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      <Vector (-0.0250, 0.9985, -0.0478, 1.3058)>
      <Vector (0.0996, 0.0500, 0.9938, 0.2273)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0072, 1.5439, 0.2707)>
    Rotation: <Euler (x=0.0503, y=-0.0997, z=-0.0252), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0777, 1.2029, 0.1988)>
    Rotation: <Euler (x=-0.2976, y=2.1817, z=-2.1082), order='XYZ'>
    Matrix:
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      <Vector (0.4928, -0.2830, -0.8228, 1.2029)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2111, 1.1629, 0.2226)>
    Rotation: <Euler (x=3.0838, y=0.7698, z=0.4211), order='XYZ'>
    Matrix:
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      <Vector (0.2935, -0.8947, -0.3367, 1.1629)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2972, 0.9897, 0.2306)>
    Rotation: <Euler (x=2.4042, y=0.1010, z=-1.0055), order='XYZ'>
    Matrix:
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      <Vector (-0.8401, -0.4538, -0.2971, 0.9897)>
      <Vector (-0.1008, 0.6689, -0.7365, 0.2306)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1431, 0.8710, 0.4057)>
    Rotation: <Euler (x=2.0255, y=-0.0189, z=-0.6916), order='XYZ'>
    Matrix:
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      <Vector (-0.6377, -0.3275, -0.6972, 0.8710)>
      <Vector (0.0189, 0.8982, -0.4392, 0.4057)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1054, 0.8681, 0.4369)>
    Rotation: <Euler (x=2.5765, y=-0.7030, z=-1.0963), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0690, 0.8665, 0.4516)>
    Rotation: <Euler (x=2.3932, y=-0.3414, z=-0.7883), order='XYZ'>
    Matrix:
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      <Vector (-0.6683, -0.3550, -0.6537, 0.8665)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0474, 0.8544, 0.4727)>
    Rotation: <Euler (x=2.3100, y=-0.1727, z=-0.7031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0353, 0.8430, 0.4907)>
    Rotation: <Euler (x=2.3100, y=-0.1727, z=-0.7031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0825, 0.8571, 0.5085)>
    Rotation: <Euler (x=2.4830, y=-0.0673, z=-0.7066), order='XYZ'>
    Matrix:
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      <Vector (-0.6478, -0.5748, -0.5000, 0.8571)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0667, 0.8400, 0.5264)>
    Rotation: <Euler (x=2.9497, y=-0.0335, z=-0.6374), order='XYZ'>
    Matrix:
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      <Vector (-0.5948, -0.7851, -0.1728, 0.8400)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0493, 0.8167, 0.5320)>
    Rotation: <Euler (x=-3.1002, y=-0.0286, z=-0.5816), order='XYZ'>
    Matrix:
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      <Vector (-0.5491, -0.8355, 0.0189, 0.8167)>
      <Vector (0.0286, -0.0414, -0.9987, 0.5320)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0363, 0.7976, 0.5310)>
    Rotation: <Euler (x=-3.1002, y=-0.0286, z=-0.5816), order='XYZ'>
    Matrix:
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      <Vector (-0.5491, -0.8355, 0.0189, 0.7976)>
      <Vector (0.0286, -0.0414, -0.9987, 0.5310)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1005, 0.8420, 0.5080)>
    Rotation: <Euler (x=2.4828, y=-0.0645, z=-0.7072), order='XYZ'>
    Matrix:
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      <Vector (-0.6483, -0.5755, -0.4985, 0.8420)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0823, 0.8224, 0.5286)>
    Rotation: <Euler (x=2.9497, y=-0.0306, z=-0.6375), order='XYZ'>
    Matrix:
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      <Vector (-0.5949, -0.7854, -0.1711, 0.8224)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0617, 0.7948, 0.5353)>
    Rotation: <Euler (x=-3.1001, y=-0.0259, z=-0.5834), order='XYZ'>
    Matrix:
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      <Vector (-0.5507, -0.8345, 0.0204, 0.7948)>
      <Vector (0.0259, -0.0415, -0.9988, 0.5353)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0471, 0.7732, 0.5342)>
    Rotation: <Euler (x=-3.1001, y=-0.0259, z=-0.5834), order='XYZ'>
    Matrix:
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      <Vector (-0.5507, -0.8345, 0.0204, 0.7732)>
      <Vector (0.0259, -0.0415, -0.9988, 0.5342)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1202, 0.8265, 0.5085)>
    Rotation: <Euler (x=2.4829, y=-0.0634, z=-0.7052), order='XYZ'>
    Matrix:
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      <Vector (-0.6468, -0.5771, -0.4986, 0.8265)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1042, 0.8090, 0.5269)>
    Rotation: <Euler (x=2.9496, y=-0.0302, z=-0.6346), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0871, 0.7861, 0.5324)>
    Rotation: <Euler (x=-3.0999, y=-0.0272, z=-0.5901), order='XYZ'>
    Matrix:
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      <Vector (0.0272, -0.0417, -0.9988, 0.5324)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0742, 0.7672, 0.5315)>
    Rotation: <Euler (x=-3.0999, y=-0.0272, z=-0.5901), order='XYZ'>
    Matrix:
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      <Vector (-0.5562, -0.8308, 0.0195, 0.7672)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1401, 0.8147, 0.5055)>
    Rotation: <Euler (x=2.4694, y=-0.0102, z=-0.6489), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1264, 0.7968, 0.5234)>
    Rotation: <Euler (x=2.9496, y=-0.0218, z=-0.6317), order='XYZ'>
    Matrix:
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      <Vector (-0.5904, -0.7897, -0.1667, 0.7968)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1134, 0.7793, 0.5277)>
    Rotation: <Euler (x=-3.0996, y=-0.0195, z=-0.6046), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1041, 0.7658, 0.5270)>
    Rotation: <Euler (x=-3.0996, y=-0.0195, z=-0.6046), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0476, 1.2021, 0.1378)>
    Rotation: <Euler (x=1.0863, y=-2.1997, z=1.0398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1555, 1.1483, 0.0643)>
    Rotation: <Euler (x=-1.1087, y=-1.3476, z=-2.1462), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1751, 0.9592, 0.0259)>
    Rotation: <Euler (x=1.4873, y=-0.1765, z=1.4900), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2006, 0.9153, 0.2826)>
    Rotation: <Euler (x=1.5377, y=-0.4108, z=1.0795), order='XYZ'>
    Matrix:
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      <Vector (0.8084, -0.3363, -0.4831, 0.9153)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1898, 0.9185, 0.3279)>
    Rotation: <Euler (x=1.9188, y=0.3889, z=1.0503), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1716, 0.9247, 0.3599)>
    Rotation: <Euler (x=1.9051, y=-0.1061, z=1.0008), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1644, 0.9160, 0.3907)>
    Rotation: <Euler (x=1.8473, y=-0.2600, z=1.0122), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1622, 0.9055, 0.4156)>
    Rotation: <Euler (x=1.8473, y=-0.2600, z=1.0122), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2105, 0.9063, 0.4000)>
    Rotation: <Euler (x=1.9991, y=-0.3553, z=1.0678), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2042, 0.8917, 0.4257)>
    Rotation: <Euler (x=2.4870, y=-0.4108, z=1.0230), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1879, 0.8732, 0.4422)>
    Rotation: <Euler (x=2.7411, y=-0.4357, z=0.9777), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1724, 0.8586, 0.4504)>
    Rotation: <Euler (x=2.7411, y=-0.4357, z=0.9777), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2211, 0.8866, 0.3946)>
    Rotation: <Euler (x=1.9989, y=-0.3631, z=1.0685), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2145, 0.8711, 0.4217)>
    Rotation: <Euler (x=2.4869, y=-0.4166, z=1.0232), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1957, 0.8496, 0.4408)>
    Rotation: <Euler (x=2.7383, y=-0.4373, z=0.9846), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1790, 0.8338, 0.4497)>
    Rotation: <Euler (x=2.7383, y=-0.4373, z=0.9846), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2315, 0.8657, 0.3851)>
    Rotation: <Euler (x=1.9994, y=-0.3581, z=1.0670), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2257, 0.8521, 0.4090)>
    Rotation: <Euler (x=2.4891, y=-0.4161, z=1.0178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2105, 0.8348, 0.4244)>
    Rotation: <Euler (x=2.7374, y=-0.4318, z=0.9866), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1946, 0.8198, 0.4328)>
    Rotation: <Euler (x=2.7374, y=-0.4318, z=0.9866), order='XYZ'>
    Matrix:
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      <Vector (0.4185, 0.3572, -0.8350, 0.4328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2416, 0.8506, 0.3695)>
    Rotation: <Euler (x=1.9990, y=-0.3622, z=1.0681), order='XYZ'>
    Matrix:
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      <Vector (0.8194, -0.4825, -0.3094, 0.8506)>
      <Vector (0.3543, 0.8507, -0.3883, 0.3695)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2361, 0.8379, 0.3918)>
    Rotation: <Euler (x=2.4897, y=-0.4212, z=1.0164), order='XYZ'>
    Matrix:
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      <Vector (0.7759, -0.6294, -0.0430, 0.8379)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2219, 0.8217, 0.4063)>
    Rotation: <Euler (x=2.7322, y=-0.4302, z=0.9990), order='XYZ'>
    Matrix:
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      <Vector (0.7643, -0.6360, 0.1063, 0.8217)>
      <Vector (0.4171, 0.3618, -0.8338, 0.4063)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2118, 0.8122, 0.4116)>
    Rotation: <Euler (x=2.7322, y=-0.4302, z=0.9990), order='XYZ'>
    Matrix:
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      <Vector (0.7643, -0.6360, 0.1063, 0.8122)>
      <Vector (0.4171, 0.3618, -0.8338, 0.4116)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1609, 0.8091, 0.0893)>
    Rotation: <Euler (x=0.7384, y=0.0073, z=-2.9378), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2210, 0.5078, 0.3690)>
    Rotation: <Euler (x=-0.3408, y=-0.1580, z=-2.9064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2931, 0.1105, 0.2278)>
    Rotation: <Euler (x=0.8614, y=-0.1686, z=-3.0059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0005, 0.3587)>
    Rotation: <Euler (x=-1.5198, y=-2.8723, z=0.0120), order='XYZ'>
    Matrix:
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      <Vector (-0.0115, 0.0542, 0.9985, 0.0005)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3506, 0.0046, 0.4313)>
    Rotation: <Euler (x=-1.5198, y=-2.8723, z=0.0120), order='XYZ'>
    Matrix:
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      <Vector (-0.0115, 0.0542, 0.9985, 0.0046)>
      <Vector (0.2660, 0.9627, -0.0492, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0438, 0.8178, 0.0108)>
    Rotation: <Euler (x=0.4196, y=0.6951, z=2.7801), order='XYZ'>
    Matrix:
      <Vector (-0.7184, -0.5670, -0.4030, -0.0438)>
      <Vector (0.2716, -0.7619, 0.5879, 0.8178)>
      <Vector (-0.6404, 0.3129, 0.7014, 0.0108)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2794, 0.5012, 0.1409)>
    Rotation: <Euler (x=-0.6092, y=0.7470, z=2.7013), order='XYZ'>
    Matrix:
      <Vector (-0.6637, 0.0021, -0.7480, -0.2794)>
      <Vector (0.3127, -0.9076, -0.2801, 0.5012)>
      <Vector (-0.6795, -0.4198, 0.6017, 0.1409)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7762, y=0.7934, z=2.9397), order='XYZ'>
    Matrix:
      <Vector (-0.6872, -0.6323, -0.3578, -0.2785)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5505, y=2.2447, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6238, -0.7803, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5505, y=2.2447, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6238, -0.7803, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7814, 0.6239, -0.0126, 0.0991)>
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Frame: 87
  Bone: mixamorig:Hips
    Location: <Vector (0.0574, 0.8559, 0.0630)>
    Rotation: <Euler (x=0.2022, y=-0.3911, z=-0.0476), order='XYZ'>
    Matrix:
      <Vector (0.9234, -0.0299, -0.3826, 0.0574)>
      <Vector (-0.0440, 0.9822, -0.1828, 0.8559)>
      <Vector (0.3812, 0.1856, 0.9056, 0.0630)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0558, 0.9321, 0.0757)>
    Rotation: <Euler (x=0.2338, y=-0.4109, z=-0.0408), order='XYZ'>
    Matrix:
      <Vector (0.9160, -0.0528, -0.3977, 0.0558)>
      <Vector (-0.0374, 0.9758, -0.2156, 0.9321)>
      <Vector (0.3995, 0.2124, 0.8918, 0.0757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0510, 1.0201, 0.0948)>
    Rotation: <Euler (x=0.3697, y=-0.4411, z=-0.0217), order='XYZ'>
    Matrix:
      <Vector (0.9041, -0.1341, -0.4059, 0.0510)>
      <Vector (-0.0196, 0.9355, -0.3527, 1.0201)>
      <Vector (0.4270, 0.3268, 0.8432, 0.0948)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0372, 1.1165, 0.1285)>
    Rotation: <Euler (x=0.5076, y=-0.4720, z=-0.0074), order='XYZ'>
    Matrix:
      <Vector (0.8906, -0.2146, -0.4009, 0.0372)>
      <Vector (-0.0065, 0.8755, -0.4831, 1.1165)>
      <Vector (0.4546, 0.4329, 0.7784, 0.1285)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0123, 1.2180, 0.1787)>
    Rotation: <Euler (x=0.4322, y=-0.3951, z=-0.0166), order='XYZ'>
    Matrix:
      <Vector (0.9228, -0.1462, -0.3564, 0.0123)>
      <Vector (-0.0153, 0.9106, -0.4130, 1.2180)>
      <Vector (0.3849, 0.3866, 0.8381, 0.1787)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0076, 1.3066, 0.2301)>
    Rotation: <Euler (x=0.0518, y=-0.0982, z=-0.0259), order='XYZ'>
    Matrix:
      <Vector (0.9948, 0.0208, -0.0992, -0.0076)>
      <Vector (-0.0258, 0.9985, -0.0492, 1.3066)>
      <Vector (0.0981, 0.0515, 0.9938, 0.2301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0058, 1.5446, 0.2737)>
    Rotation: <Euler (x=0.0518, y=-0.0982, z=-0.0259), order='XYZ'>
    Matrix:
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      <Vector (-0.0258, 0.9985, -0.0492, 1.5446)>
      <Vector (0.0981, 0.0515, 0.9938, 0.2737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0789, 1.2036, 0.2014)>
    Rotation: <Euler (x=-0.2950, y=2.1805, z=-2.1060), order='XYZ'>
    Matrix:
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      <Vector (0.4925, -0.2830, -0.8230, 1.2036)>
      <Vector (-0.8198, 0.1665, -0.5479, 0.2014)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2123, 1.1637, 0.2249)>
    Rotation: <Euler (x=3.0824, y=0.7718, z=0.4221), order='XYZ'>
    Matrix:
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      <Vector (0.2936, -0.8937, -0.3392, 1.1637)>
      <Vector (-0.6975, 0.0424, -0.7154, 0.2249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2987, 0.9907, 0.2331)>
    Rotation: <Euler (x=2.4021, y=0.1007, z=-1.0033), order='XYZ'>
    Matrix:
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      <Vector (-0.8389, -0.4543, -0.2996, 0.9907)>
      <Vector (-0.1006, 0.6705, -0.7351, 0.2331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1452, 0.8718, 0.4086)>
    Rotation: <Euler (x=2.0214, y=-0.0172, z=-0.6901), order='XYZ'>
    Matrix:
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      <Vector (-0.6365, -0.3260, -0.6990, 0.8718)>
      <Vector (0.0172, 0.9001, -0.4354, 0.4086)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1076, 0.8690, 0.4400)>
    Rotation: <Euler (x=2.5706, y=-0.7030, z=-1.0911), order='XYZ'>
    Matrix:
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      <Vector (-0.6768, -0.0783, -0.7320, 0.8690)>
      <Vector (0.6465, 0.4123, -0.6419, 0.4400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0713, 0.8673, 0.4548)>
    Rotation: <Euler (x=2.3886, y=-0.3401, z=-0.7854), order='XYZ'>
    Matrix:
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      <Vector (-0.6666, -0.3547, -0.6556, 0.8673)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0498, 0.8553, 0.4761)>
    Rotation: <Euler (x=2.3058, y=-0.1711, z=-0.7010), order='XYZ'>
    Matrix:
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      <Vector (-0.6355, -0.4310, -0.6405, 0.8553)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0378, 0.8439, 0.4941)>
    Rotation: <Euler (x=2.3058, y=-0.1711, z=-0.7010), order='XYZ'>
    Matrix:
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      <Vector (-0.6355, -0.4310, -0.6405, 0.8439)>
      <Vector (0.1702, 0.7310, -0.6608, 0.4941)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0850, 0.8580, 0.5116)>
    Rotation: <Euler (x=2.4789, y=-0.0657, z=-0.7049), order='XYZ'>
    Matrix:
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      <Vector (-0.6466, -0.5743, -0.5022, 0.8580)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0694, 0.8410, 0.5296)>
    Rotation: <Euler (x=2.9457, y=-0.0315, z=-0.6359), order='XYZ'>
    Matrix:
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      <Vector (-0.5936, -0.7855, -0.1750, 0.8410)>
      <Vector (0.0315, 0.1946, -0.9804, 0.5296)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0520, 0.8177, 0.5354)>
    Rotation: <Euler (x=-3.1041, y=-0.0265, z=-0.5801), order='XYZ'>
    Matrix:
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      <Vector (-0.5479, -0.8364, 0.0169, 0.8177)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0390, 0.7985, 0.5345)>
    Rotation: <Euler (x=-3.1041, y=-0.0265, z=-0.5801), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1030, 0.8429, 0.5111)>
    Rotation: <Euler (x=2.4786, y=-0.0629, z=-0.7054), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0850, 0.8234, 0.5319)>
    Rotation: <Euler (x=2.9457, y=-0.0287, z=-0.6359), order='XYZ'>
    Matrix:
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      <Vector (-0.5936, -0.7858, -0.1733, 0.8234)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0644, 0.7957, 0.5387)>
    Rotation: <Euler (x=-3.1040, y=-0.0238, z=-0.5819), order='XYZ'>
    Matrix:
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      <Vector (-0.5494, -0.8353, 0.0184, 0.7957)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0498, 0.7741, 0.5377)>
    Rotation: <Euler (x=-3.1040, y=-0.0238, z=-0.5819), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1228, 0.8275, 0.5116)>
    Rotation: <Euler (x=2.4788, y=-0.0618, z=-0.7034), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1068, 0.8100, 0.5301)>
    Rotation: <Euler (x=2.9456, y=-0.0283, z=-0.6331), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0898, 0.7871, 0.5357)>
    Rotation: <Euler (x=-3.1038, y=-0.0251, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0770, 0.7682, 0.5349)>
    Rotation: <Euler (x=-3.1038, y=-0.0251, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1427, 0.8157, 0.5085)>
    Rotation: <Euler (x=2.4653, y=-0.0084, z=-0.6474), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1291, 0.7979, 0.5266)>
    Rotation: <Euler (x=2.9455, y=-0.0199, z=-0.6301), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1161, 0.7803, 0.5309)>
    Rotation: <Euler (x=-3.1035, y=-0.0174, z=-0.6031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1068, 0.7668, 0.5303)>
    Rotation: <Euler (x=-3.1035, y=-0.0174, z=-0.6031), order='XYZ'>
    Matrix:
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      <Vector (0.0174, -0.0380, -0.9991, 0.5303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0465, 1.2029, 0.1406)>
    Rotation: <Euler (x=1.0838, y=-2.1987, z=1.0410), order='XYZ'>
    Matrix:
      <Vector (-0.2969, -0.7652, 0.5712, -0.0465)>
      <Vector (-0.5069, -0.3807, -0.7734, 1.2029)>
      <Vector (0.8093, -0.5192, -0.2749, 0.1406)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1547, 1.1491, 0.0673)>
    Rotation: <Euler (x=-1.1220, y=-1.3470, z=-2.1333), order='XYZ'>
    Matrix:
      <Vector (-0.1184, -0.1015, 0.9878, -0.1547)>
      <Vector (-0.1878, -0.9745, -0.1227, 1.1491)>
      <Vector (0.9751, -0.2000, 0.0963, 0.0673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1743, 0.9601, 0.0285)>
    Rotation: <Euler (x=1.4897, y=-0.1769, z=1.4893), order='XYZ'>
    Matrix:
      <Vector (0.0801, -0.0950, 0.9922, -0.1743)>
      <Vector (0.9811, -0.1682, -0.0953, 0.9601)>
      <Vector (0.1760, 0.9812, 0.0798, 0.0285)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1992, 0.9161, 0.2853)>
    Rotation: <Euler (x=1.5401, y=-0.4111, z=1.0786), order='XYZ'>
    Matrix:
      <Vector (0.4332, -0.2158, 0.8751, -0.1992)>
      <Vector (0.8078, -0.3375, -0.4832, 0.9161)>
      <Vector (0.3996, 0.9162, 0.0281, 0.2853)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1884, 0.9192, 0.3306)>
    Rotation: <Euler (x=1.9211, y=0.3887, z=1.0512), order='XYZ'>
    Matrix:
      <Vector (0.4595, 0.4747, 0.7507, -0.1884)>
      <Vector (0.8033, 0.1385, -0.5793, 0.9192)>
      <Vector (-0.3790, 0.8692, -0.3176, 0.3306)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1701, 0.9254, 0.3625)>
    Rotation: <Euler (x=1.9073, y=-0.1062, z=1.0005), order='XYZ'>
    Matrix:
      <Vector (0.5368, 0.2239, 0.8134, -0.1701)>
      <Vector (0.8370, -0.2625, -0.4801, 0.9254)>
      <Vector (0.1060, 0.9386, -0.3284, 0.3625)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1629, 0.9166, 0.3933)>
    Rotation: <Euler (x=1.8496, y=-0.2601, z=1.0116), order='XYZ'>
    Matrix:
      <Vector (0.5127, 0.1021, 0.8525, -0.1629)>
      <Vector (0.8192, -0.3556, -0.4500, 0.9166)>
      <Vector (0.2572, 0.9290, -0.2659, 0.3933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1607, 0.9061, 0.4182)>
    Rotation: <Euler (x=1.8496, y=-0.2601, z=1.0116), order='XYZ'>
    Matrix:
      <Vector (0.5127, 0.1021, 0.8525, -0.1607)>
      <Vector (0.8192, -0.3556, -0.4500, 0.9061)>
      <Vector (0.2572, 0.9290, -0.2659, 0.4182)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2089, 0.9069, 0.4027)>
    Rotation: <Euler (x=2.0014, y=-0.3556, z=1.0670), order='XYZ'>
    Matrix:
      <Vector (0.4526, 0.2128, 0.8660, -0.2089)>
      <Vector (0.8210, -0.4786, -0.3114, 0.9069)>
      <Vector (0.3482, 0.8518, -0.3913, 0.4027)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2026, 0.8922, 0.4283)>
    Rotation: <Euler (x=2.4894, y=-0.4110, z=1.0220), order='XYZ'>
    Matrix:
      <Vector (0.4782, 0.5516, 0.6835, -0.2026)>
      <Vector (0.7821, -0.6215, -0.0457, 0.8922)>
      <Vector (0.3995, 0.5564, -0.7286, 0.4283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1863, 0.8737, 0.4448)>
    Rotation: <Euler (x=2.7435, y=-0.4358, z=0.9767), order='XYZ'>
    Matrix:
      <Vector (0.5074, 0.6723, 0.5390, -0.1863)>
      <Vector (0.7512, -0.6516, 0.1054, 0.8737)>
      <Vector (0.4221, 0.3514, -0.8357, 0.4448)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1708, 0.8591, 0.4530)>
    Rotation: <Euler (x=2.7435, y=-0.4358, z=0.9767), order='XYZ'>
    Matrix:
      <Vector (0.5074, 0.6723, 0.5390, -0.1708)>
      <Vector (0.7512, -0.6516, 0.1054, 0.8591)>
      <Vector (0.4221, 0.3514, -0.8357, 0.4530)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2196, 0.8872, 0.3973)>
    Rotation: <Euler (x=2.0012, y=-0.3634, z=1.0676), order='XYZ'>
    Matrix:
      <Vector (0.4507, 0.2097, 0.8677, -0.2196)>
      <Vector (0.8188, -0.4842, -0.3083, 0.8872)>
      <Vector (0.3554, 0.8495, -0.3900, 0.3973)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2130, 0.8716, 0.4243)>
    Rotation: <Euler (x=2.4893, y=-0.4168, z=1.0223), order='XYZ'>
    Matrix:
      <Vector (0.4768, 0.5500, 0.6857, -0.2130)>
      <Vector (0.7802, -0.6241, -0.0420, 0.8716)>
      <Vector (0.4049, 0.5550, -0.7267, 0.4243)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1941, 0.8502, 0.4434)>
    Rotation: <Euler (x=2.7407, y=-0.4374, z=0.9835), order='XYZ'>
    Matrix:
      <Vector (0.5019, 0.6749, 0.5410, -0.1941)>
      <Vector (0.7541, -0.6478, 0.1084, 0.8502)>
      <Vector (0.4236, 0.3535, -0.8340, 0.4434)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1773, 0.8343, 0.4522)>
    Rotation: <Euler (x=2.7407, y=-0.4374, z=0.9835), order='XYZ'>
    Matrix:
      <Vector (0.5019, 0.6749, 0.5410, -0.1773)>
      <Vector (0.7541, -0.6478, 0.1084, 0.8343)>
      <Vector (0.4236, 0.3535, -0.8340, 0.4522)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2300, 0.8663, 0.3878)>
    Rotation: <Euler (x=2.0017, y=-0.3584, z=1.0662), order='XYZ'>
    Matrix:
      <Vector (0.4528, 0.2116, 0.8662, -0.2300)>
      <Vector (0.8197, -0.4809, -0.3110, 0.8663)>
      <Vector (0.3508, 0.8509, -0.3912, 0.3878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2241, 0.8527, 0.4116)>
    Rotation: <Euler (x=2.4915, y=-0.4163, z=1.0168), order='XYZ'>
    Matrix:
      <Vector (0.4811, 0.5482, 0.6841, -0.2241)>
      <Vector (0.7778, -0.6269, -0.0447, 0.8527)>
      <Vector (0.4044, 0.5536, -0.7280, 0.4116)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2089, 0.8354, 0.4270)>
    Rotation: <Euler (x=2.7398, y=-0.4319, z=0.9856), order='XYZ'>
    Matrix:
      <Vector (0.5017, 0.6768, 0.5388, -0.2089)>
      <Vector (0.7570, -0.6449, 0.1052, 0.8354)>
      <Vector (0.4186, 0.3551, -0.8358, 0.4270)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1930, 0.8203, 0.4354)>
    Rotation: <Euler (x=2.7398, y=-0.4319, z=0.9856), order='XYZ'>
    Matrix:
      <Vector (0.5017, 0.6768, 0.5388, -0.1930)>
      <Vector (0.7570, -0.6449, 0.1052, 0.8203)>
      <Vector (0.4186, 0.3551, -0.8358, 0.4354)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2401, 0.8512, 0.3722)>
    Rotation: <Euler (x=2.0013, y=-0.3625, z=1.0673), order='XYZ'>
    Matrix:
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      <Vector (0.8190, -0.4836, -0.3089, 0.8512)>
      <Vector (0.3546, 0.8497, -0.3902, 0.3722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2346, 0.8385, 0.3944)>
    Rotation: <Euler (x=2.4921, y=-0.4214, z=1.0154), order='XYZ'>
    Matrix:
      <Vector (0.4811, 0.5463, 0.6856, -0.2346)>
      <Vector (0.7754, -0.6301, -0.0421, 0.8385)>
      <Vector (0.4090, 0.5519, -0.7267, 0.3944)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2203, 0.8223, 0.4088)>
    Rotation: <Euler (x=2.7346, y=-0.4303, z=0.9980), order='XYZ'>
    Matrix:
      <Vector (0.4926, 0.6822, 0.5403, -0.2203)>
      <Vector (0.7637, -0.6365, 0.1074, 0.8223)>
      <Vector (0.4172, 0.3597, -0.8346, 0.4088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2103, 0.8127, 0.4141)>
    Rotation: <Euler (x=2.7346, y=-0.4303, z=0.9980), order='XYZ'>
    Matrix:
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      <Vector (0.7637, -0.6365, 0.1074, 0.8127)>
      <Vector (0.4172, 0.3597, -0.8346, 0.4141)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1622, 0.8100, 0.0915)>
    Rotation: <Euler (x=0.7349, y=0.0065, z=-2.9384), order='XYZ'>
    Matrix:
      <Vector (-0.9794, 0.1455, -0.1401, 0.1622)>
      <Vector (-0.2018, -0.7275, 0.6557, 0.8100)>
      <Vector (-0.0065, 0.6705, 0.7419, 0.0915)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2226, 0.5078, 0.3701)>
    Rotation: <Euler (x=-0.3439, y=-0.1592, z=-2.9091), order='XYZ'>
    Matrix:
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      <Vector (-0.2275, -0.9284, -0.2937, 0.5078)>
      <Vector (0.1585, -0.3329, 0.9296, 0.3701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2931, 0.1106, 0.2277)>
    Rotation: <Euler (x=0.8616, y=-0.1700, z=-3.0076), order='XYZ'>
    Matrix:
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      <Vector (-0.1316, -0.6283, 0.7668, 0.1106)>
      <Vector (0.1691, 0.7479, 0.6419, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0006, 0.3587)>
    Rotation: <Euler (x=-1.5189, y=-2.8710, z=0.0101), order='XYZ'>
    Matrix:
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      <Vector (-0.0097, 0.0546, 0.9985, 0.0006)>
      <Vector (0.2673, 0.9623, -0.0500, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3507, 0.0047, 0.4312)>
    Rotation: <Euler (x=-1.5189, y=-2.8710, z=0.0101), order='XYZ'>
    Matrix:
      <Vector (-0.9636, 0.2664, -0.0239, 0.3507)>
      <Vector (-0.0097, 0.0546, 0.9985, 0.0047)>
      <Vector (0.2673, 0.9623, -0.0500, 0.4312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0424, 0.8187, 0.0128)>
    Rotation: <Euler (x=0.4143, y=0.6931, z=2.7793), order='XYZ'>
    Matrix:
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      <Vector (0.2727, -0.7648, 0.5837, 0.8187)>
      <Vector (-0.6390, 0.3097, 0.7042, 0.0128)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2772, 0.5008, 0.1415)>
    Rotation: <Euler (x=-0.6103, y=0.7446, z=2.6954), order='XYZ'>
    Matrix:
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      <Vector (0.3174, -0.9068, -0.2774, 0.5008)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0402)>
    Rotation: <Euler (x=0.7765, y=0.7924, z=2.9399), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5505, y=2.2458, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5505, y=2.2458, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7807, 0.6248, -0.0127, 0.0991)>
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Frame: 88
  Bone: mixamorig:Hips
    Location: <Vector (0.0584, 0.8569, 0.0642)>
    Rotation: <Euler (x=0.2051, y=-0.3922, z=-0.0473), order='XYZ'>
    Matrix:
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      <Vector (-0.0437, 0.9816, -0.1858, 0.8569)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0567, 0.9331, 0.0771)>
    Rotation: <Euler (x=0.2361, y=-0.4113, z=-0.0405), order='XYZ'>
    Matrix:
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      <Vector (-0.0371, 0.9753, -0.2179, 0.9331)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0518, 1.0210, 0.0965)>
    Rotation: <Euler (x=0.3706, y=-0.4400, z=-0.0215), order='XYZ'>
    Matrix:
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      <Vector (-0.0195, 0.9352, -0.3535, 1.0210)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0380, 1.1174, 0.1302)>
    Rotation: <Euler (x=0.5070, y=-0.4694, z=-0.0071), order='XYZ'>
    Matrix:
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      <Vector (-0.0064, 0.8758, -0.4827, 1.1174)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0133, 1.2189, 0.1804)>
    Rotation: <Euler (x=0.4316, y=-0.3923, z=-0.0167), order='XYZ'>
    Matrix:
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      <Vector (-0.0155, 0.9108, -0.4125, 1.2189)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0065, 1.3075, 0.2318)>
    Rotation: <Euler (x=0.0518, y=-0.0957, z=-0.0262), order='XYZ'>
    Matrix:
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      <Vector (-0.0260, 0.9984, -0.0493, 1.3075)>
      <Vector (0.0956, 0.0516, 0.9941, 0.2318)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0045, 1.5455, 0.2755)>
    Rotation: <Euler (x=0.0518, y=-0.0957, z=-0.0262), order='XYZ'>
    Matrix:
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      <Vector (-0.0260, 0.9984, -0.0493, 1.5455)>
      <Vector (0.0956, 0.0516, 0.9941, 0.2755)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0798, 1.2045, 0.2029)>
    Rotation: <Euler (x=-0.2916, y=2.1787, z=-2.1032), order='XYZ'>
    Matrix:
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      <Vector (0.4921, -0.2829, -0.8233, 1.2045)>
      <Vector (-0.8208, 0.1642, -0.5471, 0.2029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2133, 1.1645, 0.2261)>
    Rotation: <Euler (x=3.0824, y=0.7758, z=0.4241), order='XYZ'>
    Matrix:
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      <Vector (0.2938, -0.8928, -0.3416, 1.1645)>
      <Vector (-0.7003, 0.0422, -0.7126, 0.2261)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3001, 0.9918, 0.2343)>
    Rotation: <Euler (x=2.3982, y=0.1014, z=-1.0016), order='XYZ'>
    Matrix:
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      <Vector (-0.8380, -0.4545, -0.3020, 0.9918)>
      <Vector (-0.1013, 0.6733, -0.7324, 0.2343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1475, 0.8728, 0.4105)>
    Rotation: <Euler (x=2.0167, y=-0.0138, z=-0.6894), order='XYZ'>
    Matrix:
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      <Vector (-0.6360, -0.3248, -0.6999, 0.8728)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1101, 0.8700, 0.4422)>
    Rotation: <Euler (x=2.5633, y=-0.7017, z=-1.0858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0738, 0.8684, 0.4572)>
    Rotation: <Euler (x=2.3834, y=-0.3372, z=-0.7831), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0525, 0.8563, 0.4786)>
    Rotation: <Euler (x=2.3010, y=-0.1678, z=-0.6996), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0406, 0.8449, 0.4967)>
    Rotation: <Euler (x=2.3010, y=-0.1678, z=-0.6996), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0879, 0.8591, 0.5139)>
    Rotation: <Euler (x=2.4741, y=-0.0624, z=-0.7040), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0724, 0.8421, 0.5321)>
    Rotation: <Euler (x=2.9412, y=-0.0279, z=-0.6352), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0551, 0.8188, 0.5379)>
    Rotation: <Euler (x=-3.1084, y=-0.0226, z=-0.5794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0421, 0.7996, 0.5372)>
    Rotation: <Euler (x=-3.1084, y=-0.0226, z=-0.5794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1059, 0.8441, 0.5133)>
    Rotation: <Euler (x=2.4739, y=-0.0596, z=-0.7046), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0880, 0.8245, 0.5342)>
    Rotation: <Euler (x=2.9412, y=-0.0251, z=-0.6352), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0675, 0.7969, 0.5412)>
    Rotation: <Euler (x=-3.1083, y=-0.0199, z=-0.5812), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0529, 0.7753, 0.5403)>
    Rotation: <Euler (x=-3.1083, y=-0.0199, z=-0.5812), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1257, 0.8286, 0.5138)>
    Rotation: <Euler (x=2.4740, y=-0.0584, z=-0.7026), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1099, 0.8112, 0.5323)>
    Rotation: <Euler (x=2.9411, y=-0.0247, z=-0.6324), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0929, 0.7883, 0.5381)>
    Rotation: <Euler (x=-3.1082, y=-0.0213, z=-0.5879), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0800, 0.7694, 0.5373)>
    Rotation: <Euler (x=-3.1082, y=-0.0213, z=-0.5879), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1456, 0.8168, 0.5106)>
    Rotation: <Euler (x=2.4608, y=-0.0048, z=-0.6468), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1321, 0.7990, 0.5287)>
    Rotation: <Euler (x=2.9411, y=-0.0162, z=-0.6295), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1191, 0.7815, 0.5331)>
    Rotation: <Euler (x=-3.1079, y=-0.0137, z=-0.6024), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1099, 0.7679, 0.5326)>
    Rotation: <Euler (x=-3.1079, y=-0.0137, z=-0.6024), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0457, 1.2037, 0.1425)>
    Rotation: <Euler (x=1.0799, y=-2.1971, z=1.0432), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1541, 1.1500, 0.0695)>
    Rotation: <Euler (x=-1.1391, y=-1.3472, z=-2.1173), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1740, 0.9611, 0.0304)>
    Rotation: <Euler (x=1.4933, y=-0.1773, z=1.4880), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1980, 0.9169, 0.2872)>
    Rotation: <Euler (x=1.5435, y=-0.4109, z=1.0766), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1871, 0.9200, 0.3325)>
    Rotation: <Euler (x=1.9245, y=0.3890, z=1.0518), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1687, 0.9261, 0.3644)>
    Rotation: <Euler (x=1.9104, y=-0.1058, z=0.9995), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1614, 0.9173, 0.3952)>
    Rotation: <Euler (x=1.8528, y=-0.2597, z=1.0101), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1591, 0.9068, 0.4200)>
    Rotation: <Euler (x=1.8528, y=-0.2597, z=1.0101), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2074, 0.9076, 0.4047)>
    Rotation: <Euler (x=2.0047, y=-0.3554, z=1.0652), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2011, 0.8929, 0.4303)>
    Rotation: <Euler (x=2.4928, y=-0.4106, z=1.0200), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1847, 0.8744, 0.4467)>
    Rotation: <Euler (x=2.7469, y=-0.4352, z=0.9746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1692, 0.8597, 0.4548)>
    Rotation: <Euler (x=2.7469, y=-0.4352, z=0.9746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2181, 0.8879, 0.3993)>
    Rotation: <Euler (x=2.0045, y=-0.3631, z=1.0658), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2114, 0.8723, 0.4263)>
    Rotation: <Euler (x=2.4927, y=-0.4164, z=1.0202), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1925, 0.8508, 0.4453)>
    Rotation: <Euler (x=2.7441, y=-0.4369, z=0.9815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1757, 0.8349, 0.4540)>
    Rotation: <Euler (x=2.7441, y=-0.4369, z=0.9815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2286, 0.8671, 0.3898)>
    Rotation: <Euler (x=2.0050, y=-0.3581, z=1.0644), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2226, 0.8534, 0.4136)>
    Rotation: <Euler (x=2.4948, y=-0.4159, z=1.0148), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2074, 0.8360, 0.4289)>
    Rotation: <Euler (x=2.7432, y=-0.4314, z=0.9835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1914, 0.8209, 0.4372)>
    Rotation: <Euler (x=2.7432, y=-0.4314, z=0.9835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2387, 0.8520, 0.3742)>
    Rotation: <Euler (x=2.0046, y=-0.3622, z=1.0655), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2332, 0.8392, 0.3964)>
    Rotation: <Euler (x=2.4955, y=-0.4209, z=1.0134), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2189, 0.8230, 0.4108)>
    Rotation: <Euler (x=2.7380, y=-0.4299, z=0.9959), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2088, 0.8134, 0.4160)>
    Rotation: <Euler (x=2.7380, y=-0.4299, z=0.9959), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1632, 0.8111, 0.0928)>
    Rotation: <Euler (x=0.7319, y=0.0062, z=-2.9388), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2238, 0.5080, 0.3704)>
    Rotation: <Euler (x=-0.3448, y=-0.1597, z=-2.9114), order='XYZ'>
    Matrix:
      <Vector (-0.9612, 0.1624, 0.2229, 0.2238)>
      <Vector (-0.2252, -0.9286, -0.2949, 0.5080)>
      <Vector (0.1591, -0.3337, 0.9292, 0.3704)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2932, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8619, y=-0.1706, z=-3.0098), order='XYZ'>
    Matrix:
      <Vector (-0.9769, 0.2133, 0.0098, 0.2932)>
      <Vector (-0.1295, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1698, 0.7481, 0.6415, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0007, 0.3587)>
    Rotation: <Euler (x=-1.5174, y=-2.8703, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9634, 0.2672, -0.0221, 0.3306)>
      <Vector (-0.0075, 0.0555, 0.9984, 0.0007)>
      <Vector (0.2680, 0.9621, -0.0514, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3507, 0.0049, 0.4311)>
    Rotation: <Euler (x=-1.5174, y=-2.8703, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9634, 0.2672, -0.0221, 0.3507)>
      <Vector (-0.0076, 0.0555, 0.9984, 0.0049)>
      <Vector (0.2680, 0.9621, -0.0514, 0.4311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0412, 0.8196, 0.0138)>
    Rotation: <Euler (x=0.4109, y=0.6915, z=2.7800), order='XYZ'>
    Matrix:
      <Vector (-0.7205, -0.5626, -0.4055, -0.0412)>
      <Vector (0.2725, -0.7674, 0.5804, 0.8196)>
      <Vector (-0.6377, 0.3077, 0.7062, 0.0138)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2751, 0.5007, 0.1417)>
    Rotation: <Euler (x=-0.6105, y=0.7433, z=2.6901), order='XYZ'>
    Matrix:
      <Vector (-0.6625, -0.0083, -0.7490, -0.2751)>
      <Vector (0.3212, -0.9065, -0.2740, 0.5007)>
      <Vector (-0.6767, -0.4221, 0.6032, 0.1417)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7766, y=0.7921, z=2.9400), order='XYZ'>
    Matrix:
      <Vector (-0.6881, -0.6317, -0.3571, -0.2787)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7119, 0.4922, 0.5010, -0.0403)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5505, y=2.2460, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6248, -0.7795, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7806, 0.6250, -0.0127, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5505, y=2.2460, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6248, -0.7795, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7806, 0.6250, -0.0127, 0.0992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 89
  Bone: mixamorig:Hips
    Location: <Vector (0.0592, 0.8579, 0.0642)>
    Rotation: <Euler (x=0.2082, y=-0.3930, z=-0.0469), order='XYZ'>
    Matrix:
      <Vector (0.9228, -0.0332, -0.3839, 0.0592)>
      <Vector (-0.0433, 0.9810, -0.1889, 0.8579)>
      <Vector (0.3829, 0.1909, 0.9038, 0.0642)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0573, 0.9340, 0.0774)>
    Rotation: <Euler (x=0.2383, y=-0.4113, z=-0.0401), order='XYZ'>
    Matrix:
      <Vector (0.9159, -0.0553, -0.3976, 0.0573)>
      <Vector (-0.0367, 0.9747, -0.2203, 0.9340)>
      <Vector (0.3998, 0.2163, 0.8907, 0.0774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0523, 1.0219, 0.0969)>
    Rotation: <Euler (x=0.3713, y=-0.4383, z=-0.0213), order='XYZ'>
    Matrix:
      <Vector (0.9053, -0.1341, -0.4032, 0.0523)>
      <Vector (-0.0193, 0.9349, -0.3543, 1.0219)>
      <Vector (0.4244, 0.3285, 0.8438, 0.0969)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0385, 1.1183, 0.1307)>
    Rotation: <Euler (x=0.5060, y=-0.4660, z=-0.0068), order='XYZ'>
    Matrix:
      <Vector (0.8934, -0.2118, -0.3963, 0.0385)>
      <Vector (-0.0061, 0.8762, -0.4820, 1.1183)>
      <Vector (0.4493, 0.4330, 0.7814, 0.1307)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0139, 1.2198, 0.1809)>
    Rotation: <Euler (x=0.4304, y=-0.3887, z=-0.0168), order='XYZ'>
    Matrix:
      <Vector (0.9253, -0.1429, -0.3514, 0.0139)>
      <Vector (-0.0155, 0.9113, -0.4114, 1.2198)>
      <Vector (0.3790, 0.3861, 0.8410, 0.1809)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0056, 1.3085, 0.2323)>
    Rotation: <Euler (x=0.0509, y=-0.0922, z=-0.0261), order='XYZ'>
    Matrix:
      <Vector (0.9954, 0.0214, -0.0933, -0.0056)>
      <Vector (-0.0260, 0.9985, -0.0485, 1.3085)>
      <Vector (0.0921, 0.0507, 0.9945, 0.2323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0034, 1.5465, 0.2758)>
    Rotation: <Euler (x=0.0509, y=-0.0922, z=-0.0261), order='XYZ'>
    Matrix:
      <Vector (0.9954, 0.0214, -0.0933, -0.0034)>
      <Vector (-0.0260, 0.9985, -0.0485, 1.5465)>
      <Vector (0.0921, 0.0507, 0.9945, 0.2758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0806, 1.2055, 0.2032)>
    Rotation: <Euler (x=-0.2874, y=2.1763, z=-2.0998), order='XYZ'>
    Matrix:
      <Vector (0.2872, 0.9455, -0.1533, 0.0806)>
      <Vector (0.4913, -0.2828, -0.8238, 1.2055)>
      <Vector (-0.8222, 0.1613, -0.5458, 0.2032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2141, 1.1655, 0.2260)>
    Rotation: <Euler (x=3.0832, y=0.7813, z=0.4268), order='XYZ'>
    Matrix:
      <Vector (0.6463, 0.4506, -0.6158, 0.2141)>
      <Vector (0.2939, -0.8917, -0.3441, 1.1655)>
      <Vector (-0.7042, 0.0414, -0.7088, 0.2260)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3014, 0.9929, 0.2340)>
    Rotation: <Euler (x=2.3928, y=0.1027, z=-1.0001), order='XYZ'>
    Matrix:
      <Vector (0.5374, -0.5787, -0.6134, 0.3014)>
      <Vector (-0.8371, -0.4545, -0.3046, 0.9929)>
      <Vector (-0.1025, 0.6771, -0.7287, 0.2340)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1499, 0.8740, 0.4113)>
    Rotation: <Euler (x=2.0112, y=-0.0093, z=-0.6893), order='XYZ'>
    Matrix:
      <Vector (0.7717, -0.2776, -0.5722, 0.1499)>
      <Vector (-0.6360, -0.3236, -0.7006, 0.8740)>
      <Vector (0.0093, 0.9045, -0.4263, 0.4113)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1127, 0.8712, 0.4431)>
    Rotation: <Euler (x=2.5543, y=-0.6997, z=-1.0799), order='XYZ'>
    Matrix:
      <Vector (0.3606, -0.9024, -0.2360, 0.1127)>
      <Vector (-0.6747, -0.0777, -0.7340, 0.8712)>
      <Vector (0.6440, 0.4239, -0.6369, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0765, 0.8696, 0.4584)>
    Rotation: <Euler (x=2.3771, y=-0.3332, z=-0.7809), order='XYZ'>
    Matrix:
      <Vector (0.6712, -0.6688, -0.3196, 0.0765)>
      <Vector (-0.6652, -0.3533, -0.6578, 0.8696)>
      <Vector (0.3271, 0.6541, -0.6820, 0.4584)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0553, 0.8576, 0.4800)>
    Rotation: <Euler (x=2.2954, y=-0.1633, z=-0.6986), order='XYZ'>
    Matrix:
      <Vector (0.7556, -0.5195, -0.3990, 0.0553)>
      <Vector (-0.6346, -0.4293, -0.6427, 0.8576)>
      <Vector (0.1626, 0.7388, -0.6540, 0.4800)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0436, 0.8463, 0.4982)>
    Rotation: <Euler (x=2.2954, y=-0.1633, z=-0.6986), order='XYZ'>
    Matrix:
      <Vector (0.7556, -0.5195, -0.3990, 0.0436)>
      <Vector (-0.6346, -0.4293, -0.6427, 0.8463)>
      <Vector (0.1626, 0.7388, -0.6540, 0.4982)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0910, 0.8605, 0.5151)>
    Rotation: <Euler (x=2.4685, y=-0.0579, z=-0.7036), order='XYZ'>
    Matrix:
      <Vector (0.7612, -0.5334, -0.3688, 0.0910)>
      <Vector (-0.6459, -0.5729, -0.5046, 0.8605)>
      <Vector (0.0579, 0.6223, -0.7806, 0.5151)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0756, 0.8435, 0.5333)>
    Rotation: <Euler (x=2.9359, y=-0.0231, z=-0.6349), order='XYZ'>
    Matrix:
      <Vector (0.8049, -0.5844, -0.1029, 0.0756)>
      <Vector (-0.5930, -0.7853, -0.1778, 0.8435)>
      <Vector (0.0231, 0.2042, -0.9787, 0.5333)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0583, 0.8202, 0.5394)>
    Rotation: <Euler (x=-3.1133, y=-0.0175, z=-0.5792), order='XYZ'>
    Matrix:
      <Vector (0.8368, -0.5467, 0.0301, 0.0583)>
      <Vector (-0.5473, -0.8368, 0.0141, 0.8202)>
      <Vector (0.0175, -0.0282, -0.9994, 0.5394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0454, 0.8010, 0.5387)>
    Rotation: <Euler (x=-3.1133, y=-0.0175, z=-0.5792), order='XYZ'>
    Matrix:
      <Vector (0.8368, -0.5467, 0.0301, 0.0454)>
      <Vector (-0.5473, -0.8368, 0.0141, 0.8010)>
      <Vector (0.0175, -0.0282, -0.9994, 0.5387)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1090, 0.8454, 0.5144)>
    Rotation: <Euler (x=2.4683, y=-0.0551, z=-0.7042), order='XYZ'>
    Matrix:
      <Vector (0.7610, -0.5323, -0.3709, 0.1090)>
      <Vector (-0.6464, -0.5736, -0.5032, 0.8454)>
      <Vector (0.0551, 0.6226, -0.7806, 0.5144)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0912, 0.8259, 0.5354)>
    Rotation: <Euler (x=2.9359, y=-0.0203, z=-0.6350), order='XYZ'>
    Matrix:
      <Vector (0.8049, -0.5840, -0.1052, 0.0912)>
      <Vector (-0.5931, -0.7857, -0.1762, 0.8259)>
      <Vector (0.0203, 0.2042, -0.9787, 0.5354)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0708, 0.7983, 0.5426)>
    Rotation: <Euler (x=-3.1133, y=-0.0148, z=-0.5810), order='XYZ'>
    Matrix:
      <Vector (0.8358, -0.5483, 0.0279, 0.0708)>
      <Vector (-0.5488, -0.8358, 0.0155, 0.7983)>
      <Vector (0.0148, -0.0283, -0.9995, 0.5426)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0562, 0.7766, 0.5418)>
    Rotation: <Euler (x=-3.1133, y=-0.0148, z=-0.5810), order='XYZ'>
    Matrix:
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      <Vector (-0.5488, -0.8358, 0.0155, 0.7766)>
      <Vector (0.0148, -0.0283, -0.9995, 0.5418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1288, 0.8300, 0.5147)>
    Rotation: <Euler (x=2.4684, y=-0.0540, z=-0.7022), order='XYZ'>
    Matrix:
      <Vector (0.7623, -0.5307, -0.3705, 0.1288)>
      <Vector (-0.6450, -0.5752, -0.5032, 0.8300)>
      <Vector (0.0540, 0.6225, -0.7807, 0.5147)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1131, 0.8126, 0.5334)>
    Rotation: <Euler (x=2.9359, y=-0.0198, z=-0.6322), order='XYZ'>
    Matrix:
      <Vector (0.8066, -0.5817, -0.1050, 0.1131)>
      <Vector (-0.5908, -0.7873, -0.1763, 0.8126)>
      <Vector (0.0198, 0.2042, -0.9787, 0.5334)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0962, 0.7897, 0.5393)>
    Rotation: <Euler (x=-3.1132, y=-0.0162, z=-0.5877), order='XYZ'>
    Matrix:
      <Vector (0.8321, -0.5538, 0.0292, 0.0962)>
      <Vector (-0.5544, -0.8322, 0.0146, 0.7897)>
      <Vector (0.0162, -0.0284, -0.9995, 0.5393)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0833, 0.7707, 0.5387)>
    Rotation: <Euler (x=-3.1132, y=-0.0162, z=-0.5877), order='XYZ'>
    Matrix:
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      <Vector (-0.5544, -0.8322, 0.0146, 0.7707)>
      <Vector (0.0162, -0.0284, -0.9995, 0.5387)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1487, 0.8182, 0.5114)>
    Rotation: <Euler (x=2.4555, y=-0.0000, z=-0.6467), order='XYZ'>
    Matrix:
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      <Vector (-0.6025, -0.6175, -0.5056, 0.8182)>
      <Vector (0.0000, 0.6335, -0.7737, 0.5114)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1353, 0.8004, 0.5296)>
    Rotation: <Euler (x=2.9358, y=-0.0114, z=-0.6293), order='XYZ'>
    Matrix:
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      <Vector (-0.5886, -0.7900, -0.1717, 0.8004)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1224, 0.7829, 0.5342)>
    Rotation: <Euler (x=-3.1130, y=-0.0087, z=-0.6023), order='XYZ'>
    Matrix:
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      <Vector (-0.5665, -0.8238, 0.0186, 0.7829)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1131, 0.7693, 0.5337)>
    Rotation: <Euler (x=-3.1130, y=-0.0087, z=-0.6023), order='XYZ'>
    Matrix:
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      <Vector (-0.5665, -0.8238, 0.0186, 0.7693)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0452, 1.2046, 0.1432)>
    Rotation: <Euler (x=1.0748, y=-2.1947, z=1.0462), order='XYZ'>
    Matrix:
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      <Vector (-0.5056, -0.3794, -0.7749, 1.2046)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1539, 1.1510, 0.0706)>
    Rotation: <Euler (x=-1.1598, y=-1.3481, z=-2.0981), order='XYZ'>
    Matrix:
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      <Vector (-0.1909, -0.9737, -0.1246, 1.1510)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1742, 0.9622, 0.0314)>
    Rotation: <Euler (x=1.4979, y=-0.1775, z=1.4861), order='XYZ'>
    Matrix:
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      <Vector (0.9808, -0.1694, -0.0971, 0.9622)>
      <Vector (0.1766, 0.9817, 0.0717, 0.0314)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1971, 0.9179, 0.2883)>
    Rotation: <Euler (x=1.5478, y=-0.4101, z=1.0737), order='XYZ'>
    Matrix:
      <Vector (0.4373, -0.2103, 0.8744, -0.1971)>
      <Vector (0.8061, -0.3394, -0.4848, 0.9179)>
      <Vector (0.3987, 0.9168, 0.0211, 0.2883)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1860, 0.9209, 0.3335)>
    Rotation: <Euler (x=1.9287, y=0.3899, z=1.0523), order='XYZ'>
    Matrix:
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      <Vector (0.8034, 0.1356, -0.5798, 0.9209)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1675, 0.9270, 0.3654)>
    Rotation: <Euler (x=1.9143, y=-0.1047, z=0.9980), order='XYZ'>
    Matrix:
      <Vector (0.5390, 0.2297, 0.8104, -0.1675)>
      <Vector (0.8358, -0.2652, -0.4807, 0.9270)>
      <Vector (0.1045, 0.9364, -0.3349, 0.3654)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1601, 0.9181, 0.3960)>
    Rotation: <Euler (x=1.8568, y=-0.2587, z=1.0080), order='XYZ'>
    Matrix:
      <Vector (0.5158, 0.1077, 0.8499, -0.1601)>
      <Vector (0.8176, -0.3581, -0.4509, 0.9181)>
      <Vector (0.2558, 0.9275, -0.2727, 0.3960)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1577, 0.9075, 0.4209)>
    Rotation: <Euler (x=1.8568, y=-0.2587, z=1.0080), order='XYZ'>
    Matrix:
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      <Vector (0.8176, -0.3581, -0.4509, 0.9075)>
      <Vector (0.2558, 0.9275, -0.2727, 0.4209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2060, 0.9084, 0.4057)>
    Rotation: <Euler (x=2.0089, y=-0.3545, z=1.0626), order='XYZ'>
    Matrix:
      <Vector (0.4564, 0.2177, 0.8628, -0.2060)>
      <Vector (0.8193, -0.4811, -0.3120, 0.9084)>
      <Vector (0.3472, 0.8492, -0.3979, 0.4057)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1996, 0.8937, 0.4313)>
    Rotation: <Euler (x=2.4970, y=-0.4096, z=1.0172), order='XYZ'>
    Matrix:
      <Vector (0.4822, 0.5542, 0.6785, -0.1996)>
      <Vector (0.7803, -0.6238, -0.0451, 0.8937)>
      <Vector (0.3982, 0.5512, -0.7332, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1832, 0.8751, 0.4476)>
    Rotation: <Euler (x=2.7511, y=-0.4340, z=0.9717), order='XYZ'>
    Matrix:
      <Vector (0.5116, 0.6734, 0.5336, -0.1832)>
      <Vector (0.7493, -0.6536, 0.1065, 0.8751)>
      <Vector (0.4205, 0.3453, -0.8390, 0.4476)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1676, 0.8605, 0.4556)>
    Rotation: <Euler (x=2.7511, y=-0.4340, z=0.9717), order='XYZ'>
    Matrix:
      <Vector (0.5116, 0.6734, 0.5336, -0.1676)>
      <Vector (0.7493, -0.6536, 0.1065, 0.8605)>
      <Vector (0.4205, 0.3453, -0.8390, 0.4556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2168, 0.8888, 0.4003)>
    Rotation: <Euler (x=2.0087, y=-0.3623, z=1.0632), order='XYZ'>
    Matrix:
      <Vector (0.4545, 0.2145, 0.8645, -0.2168)>
      <Vector (0.8172, -0.4866, -0.3089, 0.8888)>
      <Vector (0.3544, 0.8468, -0.3965, 0.4003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2100, 0.8731, 0.4273)>
    Rotation: <Euler (x=2.4969, y=-0.4154, z=1.0174), order='XYZ'>
    Matrix:
      <Vector (0.4809, 0.5525, 0.6808, -0.2100)>
      <Vector (0.7784, -0.6264, -0.0414, 0.8731)>
      <Vector (0.4036, 0.5498, -0.7313, 0.4273)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1910, 0.8516, 0.4462)>
    Rotation: <Euler (x=2.7483, y=-0.4357, z=0.9785), order='XYZ'>
    Matrix:
      <Vector (0.5061, 0.6760, 0.5356, -0.1910)>
      <Vector (0.7522, -0.6498, 0.1095, 0.8516)>
      <Vector (0.4221, 0.3474, -0.8374, 0.4462)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1742, 0.8357, 0.4549)>
    Rotation: <Euler (x=2.7483, y=-0.4357, z=0.9785), order='XYZ'>
    Matrix:
      <Vector (0.5061, 0.6760, 0.5356, -0.1742)>
      <Vector (0.7522, -0.6498, 0.1095, 0.8357)>
      <Vector (0.4221, 0.3474, -0.8374, 0.4549)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2273, 0.8680, 0.3909)>
    Rotation: <Euler (x=2.0092, y=-0.3573, z=1.0618), order='XYZ'>
    Matrix:
      <Vector (0.4566, 0.2164, 0.8630, -0.2273)>
      <Vector (0.8181, -0.4834, -0.3116, 0.8680)>
      <Vector (0.3497, 0.8482, -0.3977, 0.3909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2213, 0.8543, 0.4146)>
    Rotation: <Euler (x=2.4991, y=-0.4148, z=1.0120), order='XYZ'>
    Matrix:
      <Vector (0.4852, 0.5508, 0.6791, -0.2213)>
      <Vector (0.7760, -0.6292, -0.0441, 0.8543)>
      <Vector (0.4030, 0.5484, -0.7327, 0.4146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2060, 0.8369, 0.4298)>
    Rotation: <Euler (x=2.7474, y=-0.4303, z=0.9806), order='XYZ'>
    Matrix:
      <Vector (0.5058, 0.6780, 0.5334, -0.2060)>
      <Vector (0.7551, -0.6469, 0.1063, 0.8369)>
      <Vector (0.4171, 0.3490, -0.8392, 0.4298)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1900, 0.8217, 0.4381)>
    Rotation: <Euler (x=2.7474, y=-0.4303, z=0.9806), order='XYZ'>
    Matrix:
      <Vector (0.5058, 0.6780, 0.5334, -0.1900)>
      <Vector (0.7551, -0.6469, 0.1063, 0.8217)>
      <Vector (0.4171, 0.3490, -0.8392, 0.4381)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2375, 0.8529, 0.3753)>
    Rotation: <Euler (x=2.0088, y=-0.3614, z=1.0628), order='XYZ'>
    Matrix:
      <Vector (0.4550, 0.2149, 0.8642, -0.2375)>
      <Vector (0.8173, -0.4861, -0.3094, 0.8529)>
      <Vector (0.3536, 0.8471, -0.3968, 0.3753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2319, 0.8401, 0.3975)>
    Rotation: <Euler (x=2.4997, y=-0.4199, z=1.0105), order='XYZ'>
    Matrix:
      <Vector (0.4852, 0.5488, 0.6807, -0.2319)>
      <Vector (0.7735, -0.6324, -0.0415, 0.8401)>
      <Vector (0.4077, 0.5467, -0.7314, 0.3975)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2176, 0.8238, 0.4117)>
    Rotation: <Euler (x=2.7423, y=-0.4288, z=0.9930), order='XYZ'>
    Matrix:
      <Vector (0.4967, 0.6835, 0.5349, -0.2176)>
      <Vector (0.7618, -0.6386, 0.1085, 0.8238)>
      <Vector (0.4157, 0.3536, -0.8379, 0.4117)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2075, 0.8143, 0.4169)>
    Rotation: <Euler (x=2.7423, y=-0.4288, z=0.9930), order='XYZ'>
    Matrix:
      <Vector (0.4967, 0.6835, 0.5349, -0.2075)>
      <Vector (0.7618, -0.6386, 0.1085, 0.8143)>
      <Vector (0.4157, 0.3536, -0.8379, 0.4169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1640, 0.8122, 0.0928)>
    Rotation: <Euler (x=0.7294, y=0.0070, z=-2.9386), order='XYZ'>
    Matrix:
      <Vector (-0.9794, 0.1457, -0.1395, 0.1640)>
      <Vector (-0.2016, -0.7312, 0.6517, 0.8122)>
      <Vector (-0.0070, 0.6664, 0.7456, 0.0928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2245, 0.5084, 0.3696)>
    Rotation: <Euler (x=-0.3427, y=-0.1581, z=-2.9141), order='XYZ'>
    Matrix:
      <Vector (-0.9621, 0.1609, 0.2202, 0.2245)>
      <Vector (-0.2227, -0.9295, -0.2940, 0.5084)>
      <Vector (0.1574, -0.3319, 0.9301, 0.3696)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2934, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8621, y=-0.1695, z=-3.0098), order='XYZ'>
    Matrix:
      <Vector (-0.9771, 0.2125, 0.0090, 0.2934)>
      <Vector (-0.1296, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1687, 0.7483, 0.6416, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0007, 0.3587)>
    Rotation: <Euler (x=-1.5167, y=-2.8715, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9637, 0.2660, -0.0222, 0.3306)>
      <Vector (-0.0075, 0.0561, 0.9984, 0.0007)>
      <Vector (0.2668, 0.9623, -0.0521, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3506, 0.0049, 0.4312)>
    Rotation: <Euler (x=-1.5167, y=-2.8715, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9637, 0.2660, -0.0222, 0.3506)>
      <Vector (-0.0075, 0.0561, 0.9984, 0.0049)>
      <Vector (0.2668, 0.9623, -0.0521, 0.4312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0404, 0.8206, 0.0136)>
    Rotation: <Euler (x=0.4095, y=0.6887, z=2.7817), order='XYZ'>
    Matrix:
      <Vector (-0.7226, -0.5599, -0.4054, -0.0404)>
      <Vector (0.2719, -0.7694, 0.5780, 0.8206)>
      <Vector (-0.6355, 0.3074, 0.7082, 0.0136)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2731, 0.5009, 0.1414)>
    Rotation: <Euler (x=-0.6097, y=0.7444, z=2.6858), order='XYZ'>
    Matrix:
      <Vector (-0.6604, -0.0125, -0.7508, -0.2731)>
      <Vector (0.3238, -0.9069, -0.2697, 0.5009)>
      <Vector (-0.6775, -0.4212, 0.6030, 0.1414)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0402)>
    Rotation: <Euler (x=0.7762, y=0.7937, z=2.9396), order='XYZ'>
    Matrix:
      <Vector (-0.6870, -0.6324, -0.3579, -0.2785)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7129, 0.4912, 0.5004, -0.0402)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5506, y=2.2445, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6236, -0.7805, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7815, 0.6237, -0.0126, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2445, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6236, -0.7805, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7815, 0.6237, -0.0126, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 90
  Bone: mixamorig:Hips
    Location: <Vector (0.0596, 0.8590, 0.0633)>
    Rotation: <Euler (x=0.2112, y=-0.3936, z=-0.0464), order='XYZ'>
    Matrix:
      <Vector (0.9225, -0.0350, -0.3843, 0.0596)>
      <Vector (-0.0428, 0.9805, -0.1920, 0.8590)>
      <Vector (0.3835, 0.1936, 0.9030, 0.0633)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0576, 0.9351, 0.0767)>
    Rotation: <Euler (x=0.2404, y=-0.4110, z=-0.0395), order='XYZ'>
    Matrix:
      <Vector (0.9160, -0.0567, -0.3972, 0.0576)>
      <Vector (-0.0362, 0.9742, -0.2226, 0.9351)>
      <Vector (0.3995, 0.2183, 0.8904, 0.0767)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0525, 1.0229, 0.0963)>
    Rotation: <Euler (x=0.3717, y=-0.4362, z=-0.0210), order='XYZ'>
    Matrix:
      <Vector (0.9062, -0.1338, -0.4012, 0.0525)>
      <Vector (-0.0190, 0.9347, -0.3548, 1.0229)>
      <Vector (0.4225, 0.3292, 0.8445, 0.0963)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0387, 1.1193, 0.1303)>
    Rotation: <Euler (x=0.5046, y=-0.4618, z=-0.0065), order='XYZ'>
    Matrix:
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      <Vector (-0.0058, 0.8768, -0.4809, 1.1193)>
      <Vector (0.4456, 0.4328, 0.7837, 0.1303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0144, 1.2209, 0.1804)>
    Rotation: <Euler (x=0.4286, y=-0.3844, z=-0.0168), order='XYZ'>
    Matrix:
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      <Vector (-0.0156, 0.9120, -0.4098, 1.2209)>
      <Vector (0.3750, 0.3853, 0.8432, 0.1804)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0049, 1.3097, 0.2317)>
    Rotation: <Euler (x=0.0491, y=-0.0880, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (-0.0259, 0.9986, -0.0468, 1.3097)>
      <Vector (0.0878, 0.0489, 0.9949, 0.2317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0025, 1.5478, 0.2748)>
    Rotation: <Euler (x=0.0491, y=-0.0880, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (-0.0259, 0.9986, -0.0468, 1.5478)>
      <Vector (0.0878, 0.0489, 0.9949, 0.2748)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0811, 1.2065, 0.2025)>
    Rotation: <Euler (x=-0.2825, y=2.1731, z=-2.0959), order='XYZ'>
    Matrix:
      <Vector (0.2840, 0.9461, -0.1555, 0.0811)>
      <Vector (0.4902, -0.2827, -0.8245, 1.2065)>
      <Vector (-0.8240, 0.1579, -0.5441, 0.2025)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2148, 1.1666, 0.2248)>
    Rotation: <Euler (x=3.0844, y=0.7882, z=0.4298), order='XYZ'>
    Matrix:
      <Vector (0.6410, 0.4529, -0.6197, 0.2148)>
      <Vector (0.2938, -0.8907, -0.3469, 1.1666)>
      <Vector (-0.7091, 0.0403, -0.7040, 0.2248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3024, 0.9942, 0.2326)>
    Rotation: <Euler (x=2.3861, y=0.1043, z=-0.9988), order='XYZ'>
    Matrix:
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      <Vector (-0.8363, -0.4540, -0.3074, 0.9942)>
      <Vector (-0.1041, 0.6819, -0.7240, 0.2326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1524, 0.8754, 0.4111)>
    Rotation: <Euler (x=2.0046, y=-0.0037, z=-0.6895), order='XYZ'>
    Matrix:
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      <Vector (-0.6361, -0.3222, -0.7011, 0.8754)>
      <Vector (0.0037, 0.9074, -0.4203, 0.4111)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1154, 0.8727, 0.4433)>
    Rotation: <Euler (x=2.5436, y=-0.6969, z=-1.0732), order='XYZ'>
    Matrix:
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      <Vector (-0.6738, -0.0769, -0.7349, 0.8727)>
      <Vector (0.6419, 0.4317, -0.6337, 0.4433)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0794, 0.8711, 0.4588)>
    Rotation: <Euler (x=2.3696, y=-0.3282, z=-0.7787), order='XYZ'>
    Matrix:
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      <Vector (-0.6649, -0.3521, -0.6587, 0.8711)>
      <Vector (0.3223, 0.6603, -0.6783, 0.4588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0584, 0.8591, 0.4806)>
    Rotation: <Euler (x=2.2887, y=-0.1577, z=-0.6977), order='XYZ'>
    Matrix:
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      <Vector (-0.6345, -0.4281, -0.6436, 0.8591)>
      <Vector (0.1571, 0.7439, -0.6496, 0.4806)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0468, 0.8478, 0.4990)>
    Rotation: <Euler (x=2.2887, y=-0.1577, z=-0.6977), order='XYZ'>
    Matrix:
      <Vector (0.7568, -0.5133, -0.4048, 0.0468)>
      <Vector (-0.6345, -0.4281, -0.6436, 0.8478)>
      <Vector (0.1571, 0.7439, -0.6496, 0.4990)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0944, 0.8620, 0.5154)>
    Rotation: <Euler (x=2.4619, y=-0.0524, z=-0.7035), order='XYZ'>
    Matrix:
      <Vector (0.7615, -0.5282, -0.3756, 0.0944)>
      <Vector (-0.6460, -0.5718, -0.5057, 0.8620)>
      <Vector (0.0524, 0.6277, -0.7767, 0.5154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0791, 0.8451, 0.5338)>
    Rotation: <Euler (x=2.9297, y=-0.0171, z=-0.6351), order='XYZ'>
    Matrix:
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      <Vector (-0.5931, -0.7849, -0.1793, 0.8451)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0619, 0.8218, 0.5401)>
    Rotation: <Euler (x=-3.1193, y=-0.0112, z=-0.5794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0489, 0.8026, 0.5395)>
    Rotation: <Euler (x=-3.1193, y=-0.0112, z=-0.5794), order='XYZ'>
    Matrix:
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      <Vector (-0.5474, -0.8367, 0.0126, 0.8026)>
      <Vector (0.0112, -0.0223, -0.9997, 0.5395)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1124, 0.8470, 0.5146)>
    Rotation: <Euler (x=2.4616, y=-0.0496, z=-0.7041), order='XYZ'>
    Matrix:
      <Vector (0.7613, -0.5271, -0.3777, 0.1124)>
      <Vector (-0.6465, -0.5725, -0.5042, 0.8470)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0948, 0.8275, 0.5358)>
    Rotation: <Euler (x=2.9296, y=-0.0143, z=-0.6351), order='XYZ'>
    Matrix:
      <Vector (0.8049, -0.5824, -0.1136, 0.0948)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0744, 0.7999, 0.5432)>
    Rotation: <Euler (x=-3.1192, y=-0.0085, z=-0.5812), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0598, 0.7783, 0.5426)>
    Rotation: <Euler (x=-3.1192, y=-0.0085, z=-0.5812), order='XYZ'>
    Matrix:
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      <Vector (-0.5490, -0.8357, 0.0140, 0.7783)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1322, 0.8315, 0.5147)>
    Rotation: <Euler (x=2.4618, y=-0.0484, z=-0.7021), order='XYZ'>
    Matrix:
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      <Vector (-0.6451, -0.5741, -0.5043, 0.8315)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1166, 0.8142, 0.5336)>
    Rotation: <Euler (x=2.9296, y=-0.0138, z=-0.6323), order='XYZ'>
    Matrix:
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      <Vector (-0.5909, -0.7869, -0.1777, 0.8142)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0997, 0.7913, 0.5397)>
    Rotation: <Euler (x=-3.1192, y=-0.0100, z=-0.5878), order='XYZ'>
    Matrix:
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      <Vector (-0.5545, -0.8321, 0.0131, 0.7913)>
      <Vector (0.0100, -0.0224, -0.9997, 0.5397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0868, 0.7724, 0.5392)>
    Rotation: <Euler (x=-3.1192, y=-0.0100, z=-0.5878), order='XYZ'>
    Matrix:
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      <Vector (-0.5545, -0.8321, 0.0131, 0.7724)>
      <Vector (0.0100, -0.0224, -0.9997, 0.5392)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1520, 0.8198, 0.5113)>
    Rotation: <Euler (x=2.4491, y=0.0059, z=-0.6469), order='XYZ'>
    Matrix:
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      <Vector (-0.6027, -0.6164, -0.5067, 0.8198)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1388, 0.8020, 0.5297)>
    Rotation: <Euler (x=2.9296, y=-0.0053, z=-0.6295), order='XYZ'>
    Matrix:
      <Vector (0.8083, -0.5765, -0.1197, 0.1388)>
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      <Vector (0.0053, 0.2104, -0.9776, 0.5297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1259, 0.7845, 0.5343)>
    Rotation: <Euler (x=-3.1191, y=-0.0025, z=-0.6025), order='XYZ'>
    Matrix:
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      <Vector (-0.5667, -0.8237, 0.0171, 0.7845)>
      <Vector (0.0025, -0.0225, -0.9997, 0.5343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1166, 0.7709, 0.5340)>
    Rotation: <Euler (x=-3.1191, y=-0.0025, z=-0.6025), order='XYZ'>
    Matrix:
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      <Vector (-0.5667, -0.8237, 0.0171, 0.7709)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0449, 1.2057, 0.1430)>
    Rotation: <Euler (x=1.0687, y=-2.1915, z=1.0496), order='XYZ'>
    Matrix:
      <Vector (-0.2896, -0.7724, 0.5652, -0.0449)>
      <Vector (-0.5044, -0.3787, -0.7760, 1.2057)>
      <Vector (0.8135, -0.5098, -0.2799, 0.1430)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1540, 1.1522, 0.0710)>
    Rotation: <Euler (x=-1.1839, y=-1.3496, z=-2.0759), order='XYZ'>
    Matrix:
      <Vector (-0.1062, -0.1071, 0.9886, -0.1540)>
      <Vector (-0.1920, -0.9733, -0.1260, 1.1522)>
      <Vector (0.9756, -0.2032, 0.0828, 0.0710)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1748, 0.9634, 0.0316)>
    Rotation: <Euler (x=1.5035, y=-0.1775, z=1.4837), order='XYZ'>
    Matrix:
      <Vector (0.0856, -0.0824, 0.9929, -0.1748)>
      <Vector (0.9806, -0.1696, -0.0986, 0.9634)>
      <Vector (0.1766, 0.9821, 0.0662, 0.0316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1963, 0.9190, 0.2886)>
    Rotation: <Euler (x=1.5528, y=-0.4088, z=1.0702), order='XYZ'>
    Matrix:
      <Vector (0.4404, -0.2065, 0.8737, -0.1963)>
      <Vector (0.8050, -0.3400, -0.4861, 0.9190)>
      <Vector (0.3975, 0.9175, 0.0165, 0.2886)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1850, 0.9220, 0.3338)>
    Rotation: <Euler (x=1.9337, y=0.3913, z=1.0527), order='XYZ'>
    Matrix:
      <Vector (0.4578, 0.4850, 0.7451, -0.1850)>
      <Vector (0.8031, 0.1340, -0.5806, 0.9220)>
      <Vector (-0.3814, 0.8642, -0.3282, 0.3338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1663, 0.9280, 0.3655)>
    Rotation: <Euler (x=1.9188, y=-0.1030, z=0.9960), order='XYZ'>
    Matrix:
      <Vector (0.5407, 0.2337, 0.8081, -0.1663)>
      <Vector (0.8349, -0.2665, -0.4816, 0.9280)>
      <Vector (0.1028, 0.9351, -0.3393, 0.3655)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1588, 0.9191, 0.3962)>
    Rotation: <Euler (x=1.8615, y=-0.2570, z=1.0053), order='XYZ'>
    Matrix:
      <Vector (0.5182, 0.1115, 0.8479, -0.1588)>
      <Vector (0.8166, -0.3592, -0.4519, 0.9191)>
      <Vector (0.2542, 0.9266, -0.2772, 0.3962)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1563, 0.9085, 0.4210)>
    Rotation: <Euler (x=1.8615, y=-0.2570, z=1.0053), order='XYZ'>
    Matrix:
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      <Vector (0.8166, -0.3592, -0.4519, 0.9085)>
      <Vector (0.2542, 0.9266, -0.2772, 0.4210)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2047, 0.9095, 0.4061)>
    Rotation: <Euler (x=2.0138, y=-0.3531, z=1.0594), order='XYZ'>
    Matrix:
      <Vector (0.4592, 0.2209, 0.8604, -0.2047)>
      <Vector (0.8183, -0.4823, -0.3129, 0.9095)>
      <Vector (0.3458, 0.8477, -0.4022, 0.4061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1982, 0.8947, 0.4315)>
    Rotation: <Euler (x=2.5019, y=-0.4080, z=1.0138), order='XYZ'>
    Matrix:
      <Vector (0.4853, 0.5558, 0.6750, -0.1982)>
      <Vector (0.7792, -0.6252, -0.0454, 0.8947)>
      <Vector (0.3967, 0.5479, -0.7365, 0.4315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1817, 0.8761, 0.4478)>
    Rotation: <Euler (x=2.7561, y=-0.4322, z=0.9682), order='XYZ'>
    Matrix:
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      <Vector (0.7481, -0.6550, 0.1066, 0.8761)>
      <Vector (0.4189, 0.3415, -0.8414, 0.4478)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1661, 0.8614, 0.4557)>
    Rotation: <Euler (x=2.7561, y=-0.4322, z=0.9682), order='XYZ'>
    Matrix:
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      <Vector (0.7481, -0.6550, 0.1066, 0.8614)>
      <Vector (0.4189, 0.3415, -0.8414, 0.4557)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2155, 0.8899, 0.4007)>
    Rotation: <Euler (x=2.0136, y=-0.3609, z=1.0599), order='XYZ'>
    Matrix:
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      <Vector (0.8161, -0.4878, -0.3098, 0.8899)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2086, 0.8742, 0.4276)>
    Rotation: <Euler (x=2.5019, y=-0.4138, z=1.0139), order='XYZ'>
    Matrix:
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      <Vector (0.7773, -0.6278, -0.0417, 0.8742)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1896, 0.8526, 0.4464)>
    Rotation: <Euler (x=2.7533, y=-0.4339, z=0.9750), order='XYZ'>
    Matrix:
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      <Vector (0.7510, -0.6512, 0.1096, 0.8526)>
      <Vector (0.4204, 0.3436, -0.8398, 0.4464)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1728, 0.8366, 0.4550)>
    Rotation: <Euler (x=2.7533, y=-0.4339, z=0.9750), order='XYZ'>
    Matrix:
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      <Vector (0.7510, -0.6512, 0.1096, 0.8366)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2261, 0.8690, 0.3912)>
    Rotation: <Euler (x=2.0141, y=-0.3559, z=1.0586), order='XYZ'>
    Matrix:
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      <Vector (0.8170, -0.4846, -0.3125, 0.8690)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2200, 0.8553, 0.4150)>
    Rotation: <Euler (x=2.5040, y=-0.4132, z=1.0085), order='XYZ'>
    Matrix:
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      <Vector (0.7748, -0.6306, -0.0444, 0.8553)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2046, 0.8379, 0.4301)>
    Rotation: <Euler (x=2.7523, y=-0.4285, z=0.9771), order='XYZ'>
    Matrix:
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      <Vector (0.7539, -0.6483, 0.1063, 0.8379)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1887, 0.8227, 0.4382)>
    Rotation: <Euler (x=2.7523, y=-0.4285, z=0.9771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2364, 0.8540, 0.3757)>
    Rotation: <Euler (x=2.0138, y=-0.3600, z=1.0596), order='XYZ'>
    Matrix:
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      <Vector (0.8163, -0.4873, -0.3103, 0.8540)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2307, 0.8412, 0.3979)>
    Rotation: <Euler (x=2.5047, y=-0.4183, z=1.0070), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2163, 0.8249, 0.4120)>
    Rotation: <Euler (x=2.7472, y=-0.4270, z=0.9895), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2062, 0.8153, 0.4172)>
    Rotation: <Euler (x=2.7472, y=-0.4270, z=0.9895), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1645, 0.8134, 0.0918)>
    Rotation: <Euler (x=0.7270, y=0.0094, z=-2.9378), order='XYZ'>
    Matrix:
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      <Vector (-0.2024, -0.7330, 0.6494, 0.8134)>
      <Vector (-0.0094, 0.6646, 0.7472, 0.0918)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2248, 0.5088, 0.3679)>
    Rotation: <Euler (x=-0.3381, y=-0.1542, z=-2.9170), order='XYZ'>
    Matrix:
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      <Vector (-0.2200, -0.9310, -0.2911, 0.5088)>
      <Vector (0.1536, -0.3278, 0.9322, 0.3679)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2934, 0.1105, 0.2277)>
    Rotation: <Euler (x=0.8619, y=-0.1665, z=-3.0069), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0005, 0.3588)>
    Rotation: <Euler (x=-1.5179, y=-2.8744, z=0.0108), order='XYZ'>
    Matrix:
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      <Vector (-0.0104, 0.0557, 0.9984, 0.0005)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0047, 0.4313)>
    Rotation: <Euler (x=-1.5179, y=-2.8744, z=0.0108), order='XYZ'>
    Matrix:
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      <Vector (-0.0104, 0.0557, 0.9984, 0.0047)>
      <Vector (0.2641, 0.9632, -0.0510, 0.4313)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0398, 0.8217, 0.0126)>
    Rotation: <Euler (x=0.4088, y=0.6859, z=2.7826), order='XYZ'>
    Matrix:
      <Vector (-0.7246, -0.5581, -0.4045, -0.0398)>
      <Vector (0.2719, -0.7707, 0.5763, 0.8217)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2718, 0.5014, 0.1404)>
    Rotation: <Euler (x=-0.6071, y=0.7477, z=2.6838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7753, y=0.7966, z=2.9390), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5507, y=2.2414, z=-0.0281), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2414, z=-0.0281), order='XYZ'>
    Matrix:
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Frame: 91
  Bone: mixamorig:Hips
    Location: <Vector (0.0600, 0.8601, 0.0620)>
    Rotation: <Euler (x=0.2142, y=-0.3942, z=-0.0458), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0578, 0.9362, 0.0756)>
    Rotation: <Euler (x=0.2425, y=-0.4106, z=-0.0390), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0526, 1.0240, 0.0954)>
    Rotation: <Euler (x=0.3718, y=-0.4336, z=-0.0207), order='XYZ'>
    Matrix:
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      <Vector (-0.0188, 0.9346, -0.3552, 1.0240)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0388, 1.1203, 0.1294)>
    Rotation: <Euler (x=0.5028, y=-0.4572, z=-0.0062), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0148, 1.2220, 0.1795)>
    Rotation: <Euler (x=0.4262, y=-0.3795, z=-0.0168), order='XYZ'>
    Matrix:
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      <Vector (-0.0156, 0.9130, -0.4077, 1.2220)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0041, 1.3109, 0.2307)>
    Rotation: <Euler (x=0.0463, y=-0.0830, z=-0.0258), order='XYZ'>
    Matrix:
      <Vector (0.9962, 0.0219, -0.0840, -0.0041)>
      <Vector (-0.0257, 0.9987, -0.0442, 1.3109)>
      <Vector (0.0830, 0.0462, 0.9955, 0.2307)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0015, 1.5491, 0.2732)>
    Rotation: <Euler (x=0.0463, y=-0.0830, z=-0.0258), order='XYZ'>
    Matrix:
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      <Vector (-0.0257, 0.9987, -0.0442, 1.5491)>
      <Vector (0.0830, 0.0462, 0.9955, 0.2732)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0817, 1.2077, 0.2013)>
    Rotation: <Euler (x=-0.2770, y=2.1693, z=-2.0917), order='XYZ'>
    Matrix:
      <Vector (0.2804, 0.9467, -0.1583, 0.0817)>
      <Vector (0.4887, -0.2827, -0.8254, 1.2077)>
      <Vector (-0.8262, 0.1541, -0.5420, 0.2013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2154, 1.1677, 0.2230)>
    Rotation: <Euler (x=3.0861, y=0.7964, z=0.4332), order='XYZ'>
    Matrix:
      <Vector (0.6347, 0.4551, -0.6245, 0.2154)>
      <Vector (0.2935, -0.8896, -0.3499, 1.1677)>
      <Vector (-0.7148, 0.0388, -0.6982, 0.2230)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3035, 0.9956, 0.2305)>
    Rotation: <Euler (x=2.3781, y=0.1062, z=-0.9979), order='XYZ'>
    Matrix:
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      <Vector (-0.8356, -0.4532, -0.3104, 0.9956)>
      <Vector (-0.1060, 0.6876, -0.7183, 0.2305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1550, 0.8769, 0.4105)>
    Rotation: <Euler (x=1.9972, y=0.0029, z=-0.6901), order='XYZ'>
    Matrix:
      <Vector (0.7712, -0.2612, -0.5806, 0.1550)>
      <Vector (-0.6366, -0.3206, -0.7014, 0.8769)>
      <Vector (-0.0029, 0.9105, -0.4136, 0.4105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1184, 0.8743, 0.4431)>
    Rotation: <Euler (x=2.5314, y=-0.6935, z=-1.0660), order='XYZ'>
    Matrix:
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      <Vector (-0.6731, -0.0757, -0.7357, 0.8743)>
      <Vector (0.6393, 0.4407, -0.6302, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0825, 0.8728, 0.4590)>
    Rotation: <Euler (x=2.3612, y=-0.3222, z=-0.7766), order='XYZ'>
    Matrix:
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      <Vector (-0.6648, -0.3507, -0.6596, 0.8728)>
      <Vector (0.3167, 0.6674, -0.6740, 0.4590)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0617, 0.8608, 0.4810)>
    Rotation: <Euler (x=2.2811, y=-0.1511, z=-0.6972), order='XYZ'>
    Matrix:
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      <Vector (-0.6347, -0.4266, -0.6443, 0.8608)>
      <Vector (0.1506, 0.7495, -0.6446, 0.4810)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0503, 0.8496, 0.4995)>
    Rotation: <Euler (x=2.2811, y=-0.1511, z=-0.6972), order='XYZ'>
    Matrix:
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      <Vector (-0.6347, -0.4266, -0.6443, 0.8496)>
      <Vector (0.1506, 0.7495, -0.6446, 0.4995)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0980, 0.8638, 0.5154)>
    Rotation: <Euler (x=2.4543, y=-0.0459, z=-0.7037), order='XYZ'>
    Matrix:
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      <Vector (-0.6464, -0.5705, -0.5066, 0.8638)>
      <Vector (0.0458, 0.6338, -0.7722, 0.5154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0829, 0.8469, 0.5340)>
    Rotation: <Euler (x=2.9226, y=-0.0101, z=-0.6356), order='XYZ'>
    Matrix:
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      <Vector (-0.5936, -0.7842, -0.1807, 0.8469)>
      <Vector (0.0101, 0.2173, -0.9761, 0.5340)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0658, 0.8236, 0.5405)>
    Rotation: <Euler (x=-3.1260, y=-0.0038, z=-0.5799), order='XYZ'>
    Matrix:
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      <Vector (-0.5479, -0.8364, 0.0110, 0.8236)>
      <Vector (0.0038, -0.0156, -0.9999, 0.5405)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0528, 0.8044, 0.5401)>
    Rotation: <Euler (x=-3.1260, y=-0.0038, z=-0.5799), order='XYZ'>
    Matrix:
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      <Vector (-0.5479, -0.8364, 0.0110, 0.8044)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1160, 0.8487, 0.5144)>
    Rotation: <Euler (x=2.4540, y=-0.0431, z=-0.7043), order='XYZ'>
    Matrix:
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      <Vector (-0.6469, -0.5712, -0.5052, 0.8487)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0986, 0.8293, 0.5359)>
    Rotation: <Euler (x=2.9226, y=-0.0072, z=-0.6357), order='XYZ'>
    Matrix:
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      <Vector (-0.5937, -0.7845, -0.1790, 0.8293)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0783, 0.8017, 0.5435)>
    Rotation: <Euler (x=-3.1259, y=-0.0011, z=-0.5818), order='XYZ'>
    Matrix:
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      <Vector (-0.5495, -0.8354, 0.0125, 0.8017)>
      <Vector (0.0011, -0.0157, -0.9999, 0.5435)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0637, 0.7801, 0.5431)>
    Rotation: <Euler (x=-3.1259, y=-0.0011, z=-0.5818), order='XYZ'>
    Matrix:
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      <Vector (-0.5495, -0.8354, 0.0125, 0.7801)>
      <Vector (0.0011, -0.0157, -0.9999, 0.5431)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1358, 0.8333, 0.5144)>
    Rotation: <Euler (x=2.4542, y=-0.0419, z=-0.7024), order='XYZ'>
    Matrix:
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      <Vector (-0.6455, -0.5728, -0.5052, 0.8333)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1204, 0.8159, 0.5335)>
    Rotation: <Euler (x=2.9226, y=-0.0068, z=-0.6328), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1036, 0.7930, 0.5398)>
    Rotation: <Euler (x=-3.1259, y=-0.0026, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5550, -0.8317, 0.0116, 0.7930)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0907, 0.7741, 0.5394)>
    Rotation: <Euler (x=-3.1259, y=-0.0026, z=-0.5884), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1556, 0.8214, 0.5108)>
    Rotation: <Euler (x=2.4420, y=0.0128, z=-0.6476), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1425, 0.8037, 0.5294)>
    Rotation: <Euler (x=2.9226, y=0.0017, z=-0.6301), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1297, 0.7862, 0.5342)>
    Rotation: <Euler (x=-3.1259, y=0.0048, z=-0.6031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1204, 0.7727, 0.5339)>
    Rotation: <Euler (x=-3.1259, y=0.0048, z=-0.6031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0446, 1.2068, 0.1424)>
    Rotation: <Euler (x=1.0618, y=-2.1878, z=1.0533), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1542, 1.1534, 0.0710)>
    Rotation: <Euler (x=-1.2109, y=-1.3516, z=-2.0514), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1756, 0.9647, 0.0315)>
    Rotation: <Euler (x=1.5098, y=-0.1772, z=1.4808), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1956, 0.9203, 0.2887)>
    Rotation: <Euler (x=1.5584, y=-0.4069, z=1.0662), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1840, 0.9232, 0.3338)>
    Rotation: <Euler (x=1.9392, y=0.3932, z=1.0530), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1652, 0.9291, 0.3655)>
    Rotation: <Euler (x=1.9238, y=-0.1008, z=0.9937), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1575, 0.9202, 0.3961)>
    Rotation: <Euler (x=1.8666, y=-0.2548, z=1.0022), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1549, 0.9096, 0.4208)>
    Rotation: <Euler (x=1.8666, y=-0.2548, z=1.0022), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2034, 0.9106, 0.4062)>
    Rotation: <Euler (x=2.0193, y=-0.3512, z=1.0557), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1968, 0.8958, 0.4316)>
    Rotation: <Euler (x=2.5074, y=-0.4059, z=1.0098), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1802, 0.8772, 0.4478)>
    Rotation: <Euler (x=2.7615, y=-0.4299, z=0.9641), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1647, 0.8624, 0.4556)>
    Rotation: <Euler (x=2.7615, y=-0.4299, z=0.9641), order='XYZ'>
    Matrix:
      <Vector (0.5183, 0.6747, 0.5255, -0.1647)>
      <Vector (0.7468, -0.6565, 0.1064, 0.8624)>
      <Vector (0.4167, 0.3373, -0.8441, 0.4556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2143, 0.8911, 0.4009)>
    Rotation: <Euler (x=2.0191, y=-0.3590, z=1.0562), order='XYZ'>
    Matrix:
      <Vector (0.4608, 0.2215, 0.8594, -0.2143)>
      <Vector (0.8150, -0.4889, -0.3110, 0.8911)>
      <Vector (0.3513, 0.8437, -0.4058, 0.4009)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2073, 0.8753, 0.4278)>
    Rotation: <Euler (x=2.5073, y=-0.4117, z=1.0099), order='XYZ'>
    Matrix:
      <Vector (0.4875, 0.5560, 0.6732, -0.2073)>
      <Vector (0.7760, -0.6293, -0.0423, 0.8753)>
      <Vector (0.4001, 0.5431, -0.7382, 0.4278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1882, 0.8537, 0.4464)>
    Rotation: <Euler (x=2.7587, y=-0.4316, z=0.9709), order='XYZ'>
    Matrix:
      <Vector (0.5128, 0.6774, 0.5275, -0.1882)>
      <Vector (0.7497, -0.6527, 0.1094, 0.8537)>
      <Vector (0.4183, 0.3394, -0.8425, 0.4464)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1713, 0.8377, 0.4549)>
    Rotation: <Euler (x=2.7587, y=-0.4316, z=0.9709), order='XYZ'>
    Matrix:
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      <Vector (0.7497, -0.6527, 0.1094, 0.8377)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2249, 0.8702, 0.3915)>
    Rotation: <Euler (x=2.0196, y=-0.3540, z=1.0549), order='XYZ'>
    Matrix:
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      <Vector (0.8159, -0.4857, -0.3137, 0.8702)>
      <Vector (0.3466, 0.8451, -0.4070, 0.3915)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2187, 0.8565, 0.4151)>
    Rotation: <Euler (x=2.5095, y=-0.4110, z=1.0045), order='XYZ'>
    Matrix:
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      <Vector (0.7736, -0.6321, -0.0449, 0.8565)>
      <Vector (0.3996, 0.5416, -0.7396, 0.4151)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2033, 0.8390, 0.4302)>
    Rotation: <Euler (x=2.7577, y=-0.4262, z=0.9730), order='XYZ'>
    Matrix:
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      <Vector (0.7527, -0.6498, 0.1061, 0.8390)>
      <Vector (0.4134, 0.3410, -0.8443, 0.4302)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1874, 0.8238, 0.4382)>
    Rotation: <Euler (x=2.7577, y=-0.4262, z=0.9730), order='XYZ'>
    Matrix:
      <Vector (0.5125, 0.6793, 0.5253, -0.1874)>
      <Vector (0.7527, -0.6498, 0.1061, 0.8238)>
      <Vector (0.4134, 0.3410, -0.8443, 0.4382)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2354, 0.8553, 0.3760)>
    Rotation: <Euler (x=2.0192, y=-0.3581, z=1.0559), order='XYZ'>
    Matrix:
      <Vector (0.4612, 0.2218, 0.8591, -0.2354)>
      <Vector (0.8151, -0.4884, -0.3115, 0.8553)>
      <Vector (0.3505, 0.8440, -0.4060, 0.3760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2296, 0.8424, 0.3981)>
    Rotation: <Euler (x=2.5101, y=-0.4161, z=1.0030), order='XYZ'>
    Matrix:
      <Vector (0.4919, 0.5522, 0.6732, -0.2296)>
      <Vector (0.7712, -0.6352, -0.0424, 0.8424)>
      <Vector (0.4042, 0.5400, -0.7383, 0.3981)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2152, 0.8261, 0.4122)>
    Rotation: <Euler (x=2.7526, y=-0.4248, z=0.9854), order='XYZ'>
    Matrix:
      <Vector (0.5034, 0.6849, 0.5268, -0.2152)>
      <Vector (0.7594, -0.6415, 0.1083, 0.8261)>
      <Vector (0.4121, 0.3455, -0.8431, 0.4122)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2050, 0.8165, 0.4172)>
    Rotation: <Euler (x=2.7526, y=-0.4248, z=0.9854), order='XYZ'>
    Matrix:
      <Vector (0.5034, 0.6849, 0.5268, -0.2050)>
      <Vector (0.7594, -0.6415, 0.1083, 0.8165)>
      <Vector (0.4121, 0.3455, -0.8431, 0.4172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1649, 0.8146, 0.0905)>
    Rotation: <Euler (x=0.7247, y=0.0124, z=-2.9368), order='XYZ'>
    Matrix:
      <Vector (-0.9790, 0.1442, -0.1439, 0.1649)>
      <Vector (-0.2034, -0.7347, 0.6472, 0.8146)>
      <Vector (-0.0124, 0.6629, 0.7486, 0.0905)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2248, 0.5093, 0.3659)>
    Rotation: <Euler (x=-0.3327, y=-0.1503, z=-2.9196), order='XYZ'>
    Matrix:
      <Vector (-0.9645, 0.1604, 0.2100, 0.2248)>
      <Vector (-0.2177, -0.9327, -0.2874, 0.5093)>
      <Vector (0.1497, -0.3229, 0.9345, 0.3659)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2935, 0.1103, 0.2278)>
    Rotation: <Euler (x=0.8617, y=-0.1633, z=-3.0037), order='XYZ'>
    Matrix:
      <Vector (-0.9773, 0.2117, 0.0005, 0.2935)>
      <Vector (-0.1356, -0.6280, 0.7663, 0.1103)>
      <Vector (0.1626, 0.7488, 0.6425, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0004, 0.3589)>
    Rotation: <Euler (x=-1.5195, y=-2.8776, z=0.0142), order='XYZ'>
    Matrix:
      <Vector (-0.9653, 0.2598, -0.0276, 0.3305)>
      <Vector (-0.0137, 0.0550, 0.9984, 0.0004)>
      <Vector (0.2609, 0.9641, -0.0495, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3501, 0.0045, 0.4315)>
    Rotation: <Euler (x=-1.5195, y=-2.8776, z=0.0142), order='XYZ'>
    Matrix:
      <Vector (-0.9653, 0.2598, -0.0276, 0.3501)>
      <Vector (-0.0137, 0.0550, 0.9984, 0.0045)>
      <Vector (0.2609, 0.9641, -0.0495, 0.4315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0394, 0.8228, 0.0111)>
    Rotation: <Euler (x=0.4080, y=0.6842, z=2.7827), order='XYZ'>
    Matrix:
      <Vector (-0.7255, -0.5572, -0.4039, -0.0394)>
      <Vector (0.2722, -0.7714, 0.5753, 0.8228)>
      <Vector (-0.6321, 0.3074, 0.7113, 0.0111)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2710, 0.5022, 0.1389)>
    Rotation: <Euler (x=-0.6028, y=0.7517, z=2.6843), order='XYZ'>
    Matrix:
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      <Vector (0.3225, -0.9100, -0.2604, 0.5022)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7745, y=0.7994, z=2.9384), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0498)>
    Rotation: <Euler (x=-1.5508, y=2.2386, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7852, 0.6191, -0.0124, 0.0498)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5508, y=2.2386, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7852, 0.6191, -0.0124, 0.0984)>
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Frame: 92
  Bone: mixamorig:Hips
    Location: <Vector (0.0602, 0.8613, 0.0607)>
    Rotation: <Euler (x=0.2173, y=-0.3947, z=-0.0452), order='XYZ'>
    Matrix:
      <Vector (0.9222, -0.0386, -0.3848, 0.0602)>
      <Vector (-0.0417, 0.9792, -0.1983, 0.8613)>
      <Vector (0.3845, 0.1990, 0.9014, 0.0607)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0579, 0.9373, 0.0744)>
    Rotation: <Euler (x=0.2445, y=-0.4101, z=-0.0384), order='XYZ'>
    Matrix:
      <Vector (0.9164, -0.0592, -0.3958, 0.0579)>
      <Vector (-0.0352, 0.9732, -0.2271, 0.9373)>
      <Vector (0.3987, 0.2220, 0.8898, 0.0744)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0526, 1.0250, 0.0945)>
    Rotation: <Euler (x=0.3720, y=-0.4310, z=-0.0205), order='XYZ'>
    Matrix:
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      <Vector (-0.0186, 0.9345, -0.3555, 1.0250)>
      <Vector (0.4178, 0.3303, 0.8464, 0.0945)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0389, 1.1213, 0.1285)>
    Rotation: <Euler (x=0.5010, y=-0.4523, z=-0.0060), order='XYZ'>
    Matrix:
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      <Vector (-0.0054, 0.8784, -0.4779, 1.1213)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0152, 1.2231, 0.1786)>
    Rotation: <Euler (x=0.4236, y=-0.3745, z=-0.0169), order='XYZ'>
    Matrix:
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      <Vector (-0.0157, 0.9140, -0.4054, 1.2231)>
      <Vector (0.3658, 0.3826, 0.8484, 0.1786)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0034, 1.3122, 0.2297)>
    Rotation: <Euler (x=0.0431, y=-0.0780, z=-0.0255), order='XYZ'>
    Matrix:
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      <Vector (-0.0254, 0.9988, -0.0411, 1.3122)>
      <Vector (0.0779, 0.0430, 0.9960, 0.2297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0006, 1.5505, 0.2714)>
    Rotation: <Euler (x=0.0431, y=-0.0780, z=-0.0255), order='XYZ'>
    Matrix:
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      <Vector (-0.0254, 0.9988, -0.0411, 1.5505)>
      <Vector (0.0779, 0.0430, 0.9960, 0.2714)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0821, 1.2088, 0.2000)>
    Rotation: <Euler (x=-0.2710, y=2.1655, z=-2.0872), order='XYZ'>
    Matrix:
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      <Vector (0.4872, -0.2829, -0.8262, 1.2088)>
      <Vector (-0.8283, 0.1500, -0.5398, 0.2000)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2160, 1.1688, 0.2212)>
    Rotation: <Euler (x=3.0884, y=0.8052, z=0.4368), order='XYZ'>
    Matrix:
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      <Vector (0.2931, -0.8886, -0.3527, 1.1688)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3044, 0.9969, 0.2283)>
    Rotation: <Euler (x=2.3694, y=0.1085, z=-0.9974), order='XYZ'>
    Matrix:
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      <Vector (-0.8351, -0.4521, -0.3133, 0.9969)>
      <Vector (-0.1083, 0.6936, -0.7122, 0.2283)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1577, 0.8785, 0.4099)>
    Rotation: <Euler (x=1.9896, y=0.0101, z=-0.6911), order='XYZ'>
    Matrix:
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      <Vector (-0.0101, 0.9135, -0.4066, 0.4099)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1214, 0.8760, 0.4428)>
    Rotation: <Euler (x=2.5188, y=-0.6896, z=-1.0589), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0857, 0.8745, 0.4591)>
    Rotation: <Euler (x=2.3525, y=-0.3157, z=-0.7748), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0651, 0.8626, 0.4813)>
    Rotation: <Euler (x=2.2733, y=-0.1440, z=-0.6969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0539, 0.8513, 0.5000)>
    Rotation: <Euler (x=2.2733, y=-0.1440, z=-0.6969), order='XYZ'>
    Matrix:
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      <Vector (-0.6352, -0.4252, -0.6447, 0.8513)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1018, 0.8655, 0.5154)>
    Rotation: <Euler (x=2.4466, y=-0.0388, z=-0.7043), order='XYZ'>
    Matrix:
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      <Vector (-0.6470, -0.5692, -0.5073, 0.8655)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0868, 0.8487, 0.5342)>
    Rotation: <Euler (x=2.9154, y=-0.0025, z=-0.6364), order='XYZ'>
    Matrix:
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      <Vector (-0.5943, -0.7834, -0.1818, 0.8487)>
      <Vector (0.0025, 0.2243, -0.9745, 0.5342)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0697, 0.8254, 0.5408)>
    Rotation: <Euler (x=-3.1327, y=0.0042, z=-0.5808), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0567, 0.8062, 0.5406)>
    Rotation: <Euler (x=-3.1327, y=0.0042, z=-0.5808), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1197, 0.8504, 0.5142)>
    Rotation: <Euler (x=2.4463, y=-0.0360, z=-0.7049), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1025, 0.8310, 0.5359)>
    Rotation: <Euler (x=2.9154, y=0.0003, z=-0.6365), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0823, 0.8035, 0.5437)>
    Rotation: <Euler (x=-3.1327, y=0.0069, z=-0.5827), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0676, 0.7819, 0.5435)>
    Rotation: <Euler (x=-3.1327, y=0.0069, z=-0.5827), order='XYZ'>
    Matrix:
      <Vector (0.8350, -0.5503, -0.0008, 0.0676)>
      <Vector (-0.5503, -0.8349, 0.0112, 0.7819)>
      <Vector (-0.0069, -0.0089, -0.9999, 0.5435)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1395, 0.8350, 0.5140)>
    Rotation: <Euler (x=2.4465, y=-0.0348, z=-0.7030), order='XYZ'>
    Matrix:
      <Vector (0.7625, -0.5135, -0.3936, 0.1395)>
      <Vector (-0.6461, -0.5715, -0.5059, 0.8350)>
      <Vector (0.0348, 0.6400, -0.7675, 0.5140)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1243, 0.8177, 0.5333)>
    Rotation: <Euler (x=2.9154, y=0.0008, z=-0.6337), order='XYZ'>
    Matrix:
      <Vector (0.8058, -0.5769, -0.1335, 0.1243)>
      <Vector (-0.5922, -0.7854, -0.1803, 0.8177)>
      <Vector (-0.0008, 0.2243, -0.9745, 0.5333)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1075, 0.7948, 0.5398)>
    Rotation: <Euler (x=-3.1328, y=0.0053, z=-0.5893), order='XYZ'>
    Matrix:
      <Vector (0.8313, -0.5558, 0.0005, 0.1075)>
      <Vector (-0.5558, -0.8313, 0.0103, 0.7948)>
      <Vector (-0.0053, -0.0088, -0.9999, 0.5398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0946, 0.7759, 0.5396)>
    Rotation: <Euler (x=-3.1328, y=0.0053, z=-0.5893), order='XYZ'>
    Matrix:
      <Vector (0.8313, -0.5558, 0.0005, 0.0946)>
      <Vector (-0.5558, -0.8313, 0.0103, 0.7759)>
      <Vector (-0.0053, -0.0088, -0.9999, 0.5396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1593, 0.8231, 0.5102)>
    Rotation: <Euler (x=2.4347, y=0.0203, z=-0.6486), order='XYZ'>
    Matrix:
      <Vector (0.7967, -0.4488, -0.4047, 0.1593)>
      <Vector (-0.6040, -0.6139, -0.5083, 0.8231)>
      <Vector (-0.0203, 0.6494, -0.7602, 0.5102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1464, 0.8054, 0.5289)>
    Rotation: <Euler (x=2.9154, y=0.0093, z=-0.6311), order='XYZ'>
    Matrix:
      <Vector (0.8074, -0.5733, -0.1397, 0.1464)>
      <Vector (-0.5900, -0.7881, -0.1757, 0.8054)>
      <Vector (-0.0093, 0.2243, -0.9745, 0.5289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1336, 0.7880, 0.5339)>
    Rotation: <Euler (x=-3.1329, y=0.0126, z=-0.6041), order='XYZ'>
    Matrix:
      <Vector (0.8230, -0.5681, -0.0054, 0.1336)>
      <Vector (-0.5680, -0.8229, 0.0143, 0.7880)>
      <Vector (-0.0126, -0.0087, -0.9999, 0.5339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1243, 0.7744, 0.5338)>
    Rotation: <Euler (x=-3.1329, y=0.0126, z=-0.6041), order='XYZ'>
    Matrix:
      <Vector (0.8230, -0.5681, -0.0054, 0.1243)>
      <Vector (-0.5680, -0.8229, 0.0143, 0.7744)>
      <Vector (-0.0126, -0.0087, -0.9999, 0.5338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0444, 1.2079, 0.1417)>
    Rotation: <Euler (x=1.0544, y=-2.1840, z=1.0573), order='XYZ'>
    Matrix:
      <Vector (-0.2827, -0.7794, 0.5591, -0.0444)>
      <Vector (-0.5013, -0.3769, -0.7789, 1.2079)>
      <Vector (0.8178, -0.5005, -0.2841, 0.1417)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1545, 1.1546, 0.0710)>
    Rotation: <Euler (x=-1.2391, y=-1.3537, z=-2.0260), order='XYZ'>
    Matrix:
      <Vector (-0.0947, -0.1134, 0.9890, -0.1545)>
      <Vector (-0.1935, -0.9724, -0.1300, 1.1546)>
      <Vector (0.9765, -0.2037, 0.0701, 0.0710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1765, 0.9660, 0.0315)>
    Rotation: <Euler (x=1.5164, y=-0.1769, z=1.4775), order='XYZ'>
    Matrix:
      <Vector (0.0917, -0.0705, 0.9933, -0.1765)>
      <Vector (0.9801, -0.1698, -0.1026, 0.9660)>
      <Vector (0.1759, 0.9829, 0.0536, 0.0315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1950, 0.9216, 0.2888)>
    Rotation: <Euler (x=1.5641, y=-0.4049, z=1.0620), order='XYZ'>
    Matrix:
      <Vector (0.4477, -0.1978, 0.8720, -0.1950)>
      <Vector (0.8027, -0.3408, -0.4894, 0.9216)>
      <Vector (0.3940, 0.9191, 0.0062, 0.2888)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1832, 0.9244, 0.3338)>
    Rotation: <Euler (x=1.9449, y=0.3953, z=1.0532), order='XYZ'>
    Matrix:
      <Vector (0.4566, 0.4949, 0.7393, -0.1832)>
      <Vector (0.8020, 0.1307, -0.5828, 0.9244)>
      <Vector (-0.3850, 0.8591, -0.3372, 0.3338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1641, 0.9303, 0.3654)>
    Rotation: <Euler (x=1.9289, y=-0.0984, z=0.9913), order='XYZ'>
    Matrix:
      <Vector (0.5450, 0.2429, 0.8025, -0.1641)>
      <Vector (0.8327, -0.2690, -0.4841, 0.9303)>
      <Vector (0.0983, 0.9320, -0.3488, 0.3654)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1563, 0.9213, 0.3960)>
    Rotation: <Euler (x=1.8719, y=-0.2525, z=0.9989), order='XYZ'>
    Matrix:
      <Vector (0.5241, 0.1202, 0.8432, -0.1563)>
      <Vector (0.8142, -0.3611, -0.4546, 0.9213)>
      <Vector (0.2498, 0.9247, -0.2872, 0.3960)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1536, 0.9107, 0.4207)>
    Rotation: <Euler (x=1.8719, y=-0.2525, z=0.9989), order='XYZ'>
    Matrix:
      <Vector (0.5241, 0.1202, 0.8432, -0.1536)>
      <Vector (0.8142, -0.3611, -0.4546, 0.9107)>
      <Vector (0.2498, 0.9247, -0.2872, 0.4207)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2022, 0.9119, 0.4063)>
    Rotation: <Euler (x=2.0248, y=-0.3492, z=1.0519), order='XYZ'>
    Matrix:
      <Vector (0.4660, 0.2284, 0.8548, -0.2022)>
      <Vector (0.8159, -0.4845, -0.3154, 0.9119)>
      <Vector (0.3421, 0.8444, -0.4121, 0.4063)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1954, 0.8970, 0.4317)>
    Rotation: <Euler (x=2.5130, y=-0.4036, z=1.0057), order='XYZ'>
    Matrix:
      <Vector (0.4925, 0.5594, 0.6667, -0.1954)>
      <Vector (0.7767, -0.6282, -0.0467, 0.8970)>
      <Vector (0.3927, 0.5408, -0.7439, 0.4317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1788, 0.8783, 0.4478)>
    Rotation: <Euler (x=2.7670, y=-0.4274, z=0.9599), order='XYZ'>
    Matrix:
      <Vector (0.5220, 0.6753, 0.5210, -0.1788)>
      <Vector (0.7454, -0.6581, 0.1060, 0.8783)>
      <Vector (0.4145, 0.3330, -0.8470, 0.4478)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1632, 0.8635, 0.4555)>
    Rotation: <Euler (x=2.7670, y=-0.4274, z=0.9599), order='XYZ'>
    Matrix:
      <Vector (0.5220, 0.6753, 0.5210, -0.1632)>
      <Vector (0.7454, -0.6581, 0.1060, 0.8635)>
      <Vector (0.4145, 0.3330, -0.8470, 0.4555)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2131, 0.8923, 0.4011)>
    Rotation: <Euler (x=2.0247, y=-0.3570, z=1.0523), order='XYZ'>
    Matrix:
      <Vector (0.4643, 0.2252, 0.8566, -0.2131)>
      <Vector (0.8138, -0.4901, -0.3123, 0.8923)>
      <Vector (0.3494, 0.8421, -0.4108, 0.4011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2060, 0.8765, 0.4279)>
    Rotation: <Euler (x=2.5129, y=-0.4094, z=1.0057), order='XYZ'>
    Matrix:
      <Vector (0.4912, 0.5577, 0.6690, -0.2060)>
      <Vector (0.7748, -0.6308, -0.0430, 0.8765)>
      <Vector (0.3981, 0.5395, -0.7420, 0.4279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1868, 0.8548, 0.4464)>
    Rotation: <Euler (x=2.7642, y=-0.4292, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5166, 0.6780, 0.5230, -0.1868)>
      <Vector (0.7483, -0.6543, 0.1090, 0.8548)>
      <Vector (0.4161, 0.3351, -0.8453, 0.4464)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1700, 0.8388, 0.4548)>
    Rotation: <Euler (x=2.7642, y=-0.4292, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5166, 0.6780, 0.5230, -0.1700)>
      <Vector (0.7483, -0.6543, 0.1090, 0.8388)>
      <Vector (0.4161, 0.3351, -0.8453, 0.4548)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2239, 0.8715, 0.3917)>
    Rotation: <Euler (x=2.0251, y=-0.3519, z=1.0510), order='XYZ'>
    Matrix:
      <Vector (0.4663, 0.2270, 0.8550, -0.2239)>
      <Vector (0.8147, -0.4868, -0.3150, 0.8715)>
      <Vector (0.3447, 0.8435, -0.4120, 0.3917)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2175, 0.8577, 0.4153)>
    Rotation: <Euler (x=2.5151, y=-0.4087, z=1.0003), order='XYZ'>
    Matrix:
      <Vector (0.4955, 0.5560, 0.6674, -0.2175)>
      <Vector (0.7723, -0.6336, -0.0456, 0.8577)>
      <Vector (0.3975, 0.5380, -0.7433, 0.4153)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2021, 0.8402, 0.4303)>
    Rotation: <Euler (x=2.7633, y=-0.4237, z=0.9688), order='XYZ'>
    Matrix:
      <Vector (0.5162, 0.6799, 0.5208, -0.2021)>
      <Vector (0.7513, -0.6514, 0.1058, 0.8402)>
      <Vector (0.4111, 0.3367, -0.8471, 0.4303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1861, 0.8250, 0.4382)>
    Rotation: <Euler (x=2.7633, y=-0.4237, z=0.9688), order='XYZ'>
    Matrix:
      <Vector (0.5162, 0.6799, 0.5208, -0.1861)>
      <Vector (0.7513, -0.6514, 0.1058, 0.8250)>
      <Vector (0.4111, 0.3367, -0.8471, 0.4382)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2344, 0.8566, 0.3763)>
    Rotation: <Euler (x=2.0248, y=-0.3561, z=1.0520), order='XYZ'>
    Matrix:
      <Vector (0.4647, 0.2255, 0.8562, -0.2344)>
      <Vector (0.8139, -0.4895, -0.3129, 0.8566)>
      <Vector (0.3486, 0.8423, -0.4110, 0.3763)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2285, 0.8437, 0.3983)>
    Rotation: <Euler (x=2.5157, y=-0.4138, z=0.9988), order='XYZ'>
    Matrix:
      <Vector (0.4956, 0.5539, 0.6690, -0.2285)>
      <Vector (0.7699, -0.6368, -0.0431, 0.8437)>
      <Vector (0.4021, 0.5364, -0.7420, 0.3983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2140, 0.8273, 0.4123)>
    Rotation: <Euler (x=2.7582, y=-0.4224, z=0.9812), order='XYZ'>
    Matrix:
      <Vector (0.5072, 0.6855, 0.5223, -0.2140)>
      <Vector (0.7581, -0.6431, 0.1080, 0.8273)>
      <Vector (0.4099, 0.3412, -0.8459, 0.4123)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2039, 0.8177, 0.4173)>
    Rotation: <Euler (x=2.7582, y=-0.4224, z=0.9812), order='XYZ'>
    Matrix:
      <Vector (0.5072, 0.6855, 0.5223, -0.2039)>
      <Vector (0.7581, -0.6431, 0.1080, 0.8177)>
      <Vector (0.4099, 0.3412, -0.8459, 0.4173)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1652, 0.8158, 0.0891)>
    Rotation: <Euler (x=0.7226, y=0.0121, z=-2.9353), order='XYZ'>
    Matrix:
      <Vector (-0.9787, 0.1458, -0.1443, 0.1652)>
      <Vector (-0.2048, -0.7358, 0.6455, 0.8158)>
      <Vector (-0.0121, 0.6613, 0.7500, 0.0891)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2258, 0.5101, 0.3638)>
    Rotation: <Euler (x=-0.3273, y=-0.1477, z=-2.9251), order='XYZ'>
    Matrix:
      <Vector (-0.9660, 0.1572, 0.2052, 0.2258)>
      <Vector (-0.2124, -0.9350, -0.2840, 0.5101)>
      <Vector (0.1472, -0.3180, 0.9366, 0.3638)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2930, 0.1101, 0.2278)>
    Rotation: <Euler (x=0.8609, y=-0.1647, z=-3.0008), order='XYZ'>
    Matrix:
      <Vector (-0.9767, 0.2146, -0.0007, 0.2930)>
      <Vector (-0.1385, -0.6278, 0.7659, 0.1101)>
      <Vector (0.1639, 0.7482, 0.6429, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0002, 0.3588)>
    Rotation: <Euler (x=-1.5184, y=-2.8761, z=0.0171), order='XYZ'>
    Matrix:
      <Vector (-0.9648, 0.2611, -0.0308, 0.3306)>
      <Vector (-0.0165, 0.0568, 0.9982, 0.0002)>
      <Vector (0.2624, 0.9636, -0.0505, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3503, 0.0045, 0.4314)>
    Rotation: <Euler (x=-1.5184, y=-2.8761, z=0.0171), order='XYZ'>
    Matrix:
      <Vector (-0.9648, 0.2611, -0.0308, 0.3503)>
      <Vector (-0.0165, 0.0568, 0.9982, 0.0045)>
      <Vector (0.2624, 0.9636, -0.0505, 0.4314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0390, 0.8239, 0.0096)>
    Rotation: <Euler (x=0.4075, y=0.6817, z=2.7834), order='XYZ'>
    Matrix:
      <Vector (-0.7272, -0.5557, -0.4029, -0.0390)>
      <Vector (0.2722, -0.7723, 0.5739, 0.8239)>
      <Vector (-0.6301, 0.3077, 0.7129, 0.0096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2700, 0.5029, 0.1375)>
    Rotation: <Euler (x=-0.5988, y=0.7548, z=2.6843), order='XYZ'>
    Matrix:
      <Vector (-0.6536, -0.0182, -0.7566, -0.2700)>
      <Vector (0.3216, -0.9117, -0.2559, 0.5029)>
      <Vector (-0.6851, -0.4106, 0.6017, 0.1375)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2778, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7739, y=0.8014, z=2.9380), order='XYZ'>
    Matrix:
      <Vector (-0.6813, -0.6363, -0.3618, -0.2778)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7183, 0.4862, 0.4976, -0.0395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0498)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6174, -0.7854, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7864, 0.6175, -0.0123, 0.0498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0982)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6174, -0.7854, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7864, 0.6175, -0.0123, 0.0982)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 93
  Bone: mixamorig:Hips
    Location: <Vector (0.0604, 0.8624, 0.0593)>
    Rotation: <Euler (x=0.2203, y=-0.3950, z=-0.0447), order='XYZ'>
    Matrix:
      <Vector (0.9221, -0.0404, -0.3849, 0.0604)>
      <Vector (-0.0412, 0.9786, -0.2015, 0.8624)>
      <Vector (0.3848, 0.2017, 0.9007, 0.0593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0580, 0.9384, 0.0733)>
    Rotation: <Euler (x=0.2466, y=-0.4095, z=-0.0377), order='XYZ'>
    Matrix:
      <Vector (0.9167, -0.0605, -0.3950, 0.0580)>
      <Vector (-0.0346, 0.9727, -0.2294, 0.9384)>
      <Vector (0.3981, 0.2239, 0.8896, 0.0733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0525, 1.0261, 0.0935)>
    Rotation: <Euler (x=0.3724, y=-0.4284, z=-0.0203), order='XYZ'>
    Matrix:
      <Vector (0.9095, -0.1322, -0.3942, 0.0525)>
      <Vector (-0.0184, 0.9343, -0.3559, 1.0261)>
      <Vector (0.4154, 0.3310, 0.8473, 0.0935)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0389, 1.1223, 0.1276)>
    Rotation: <Euler (x=0.4995, y=-0.4476, z=-0.0059), order='XYZ'>
    Matrix:
      <Vector (0.9015, -0.2021, -0.3828, 0.0389)>
      <Vector (-0.0054, 0.8790, -0.4767, 1.1223)>
      <Vector (0.4328, 0.4318, 0.7913, 0.1276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0155, 1.2243, 0.1777)>
    Rotation: <Euler (x=0.4213, y=-0.3697, z=-0.0170), order='XYZ'>
    Matrix:
      <Vector (0.9323, -0.1322, -0.3366, 0.0155)>
      <Vector (-0.0158, 0.9149, -0.4033, 1.2243)>
      <Vector (0.3613, 0.3813, 0.8509, 0.1777)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0028, 1.3134, 0.2287)>
    Rotation: <Euler (x=0.0399, y=-0.0732, z=-0.0250), order='XYZ'>
    Matrix:
      <Vector (0.9970, 0.0221, -0.0740, -0.0028)>
      <Vector (-0.0250, 0.9990, -0.0381, 1.3134)>
      <Vector (0.0731, 0.0398, 0.9965, 0.2287)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0002, 1.5519, 0.2696)>
    Rotation: <Euler (x=0.0399, y=-0.0732, z=-0.0250), order='XYZ'>
    Matrix:
      <Vector (0.9970, 0.0221, -0.0740, 0.0002)>
      <Vector (-0.0250, 0.9990, -0.0381, 1.5519)>
      <Vector (0.0731, 0.0398, 0.9965, 0.2696)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0825, 1.2099, 0.1988)>
    Rotation: <Euler (x=-0.2648, y=2.1619, z=-2.0824), order='XYZ'>
    Matrix:
      <Vector (0.2729, 0.9479, -0.1641, 0.0825)>
      <Vector (0.4859, -0.2830, -0.8269, 1.2099)>
      <Vector (-0.8303, 0.1459, -0.5379, 0.1988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2164, 1.1699, 0.2194)>
    Rotation: <Euler (x=3.0913, y=0.8140, z=0.4407), order='XYZ'>
    Matrix:
      <Vector (0.6210, 0.4591, -0.6353, 0.2164)>
      <Vector (0.2929, -0.8877, -0.3552, 1.1699)>
      <Vector (-0.7270, 0.0345, -0.6858, 0.2194)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3052, 0.9981, 0.2261)>
    Rotation: <Euler (x=2.3610, y=0.1112, z=-0.9971), order='XYZ'>
    Matrix:
      <Vector (0.5394, -0.5544, -0.6338, 0.3052)>
      <Vector (-0.8347, -0.4512, -0.3157, 0.9981)>
      <Vector (-0.1109, 0.6994, -0.7061, 0.2261)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1601, 0.8800, 0.4091)>
    Rotation: <Euler (x=1.9824, y=0.0173, z=-0.6921), order='XYZ'>
    Matrix:
      <Vector (0.7698, -0.2431, -0.5902, 0.1601)>
      <Vector (-0.6381, -0.3182, -0.7012, 0.8800)>
      <Vector (-0.0173, 0.9163, -0.4000, 0.4091)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1242, 0.8775, 0.4425)>
    Rotation: <Euler (x=2.5068, y=-0.6854, z=-1.0523), order='XYZ'>
    Matrix:
      <Vector (0.3836, -0.8854, -0.2625, 0.1242)>
      <Vector (-0.6724, -0.0730, -0.7366, 0.8775)>
      <Vector (0.6330, 0.4591, -0.6234, 0.4425)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0887, 0.8761, 0.4591)>
    Rotation: <Euler (x=2.3444, y=-0.3091, z=-0.7733), order='XYZ'>
    Matrix:
      <Vector (0.6817, -0.6438, -0.3476, 0.0887)>
      <Vector (-0.6654, -0.3480, -0.6604, 0.8761)>
      <Vector (0.3042, 0.6815, -0.6656, 0.4591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0683, 0.8642, 0.4816)>
    Rotation: <Euler (x=2.2661, y=-0.1368, z=-0.6969), order='XYZ'>
    Matrix:
      <Vector (0.7597, -0.4915, -0.4259, 0.0683)>
      <Vector (-0.6359, -0.4240, -0.6449, 0.8642)>
      <Vector (0.1364, 0.7607, -0.6346, 0.4816)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0573, 0.8530, 0.5003)>
    Rotation: <Euler (x=2.2661, y=-0.1368, z=-0.6969), order='XYZ'>
    Matrix:
      <Vector (0.7597, -0.4915, -0.4259, 0.0573)>
      <Vector (-0.6359, -0.4240, -0.6449, 0.8530)>
      <Vector (0.1364, 0.7607, -0.6346, 0.5003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1053, 0.8672, 0.5153)>
    Rotation: <Euler (x=2.4394, y=-0.0317, z=-0.7050), order='XYZ'>
    Matrix:
      <Vector (0.7612, -0.5103, -0.4002, 0.1053)>
      <Vector (-0.6477, -0.5681, -0.5076, 0.8672)>
      <Vector (0.0317, 0.6456, -0.7630, 0.5153)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0906, 0.8503, 0.5342)>
    Rotation: <Euler (x=2.9086, y=0.0051, z=-0.6374), order='XYZ'>
    Matrix:
      <Vector (0.8036, -0.5781, -0.1414, 0.0906)>
      <Vector (-0.5951, -0.7826, -0.1826, 0.8503)>
      <Vector (-0.0051, 0.2308, -0.9730, 0.5342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0735, 0.8271, 0.5410)>
    Rotation: <Euler (x=-3.1390, y=0.0122, z=-0.5819), order='XYZ'>
    Matrix:
      <Vector (0.8354, -0.5496, -0.0088, 0.0735)>
      <Vector (-0.5495, -0.8354, 0.0088, 0.8271)>
      <Vector (-0.0122, -0.0026, -0.9999, 0.5410)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0605, 0.8080, 0.5410)>
    Rotation: <Euler (x=-3.1390, y=0.0122, z=-0.5819), order='XYZ'>
    Matrix:
      <Vector (0.8354, -0.5496, -0.0088, 0.0605)>
      <Vector (-0.5495, -0.8354, 0.0088, 0.8080)>
      <Vector (-0.0122, -0.0026, -0.9999, 0.5410)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1233, 0.8521, 0.5139)>
    Rotation: <Euler (x=2.4391, y=-0.0289, z=-0.7057), order='XYZ'>
    Matrix:
      <Vector (0.7609, -0.5092, -0.4023, 0.1233)>
      <Vector (-0.6483, -0.5688, -0.5061, 0.8521)>
      <Vector (0.0289, 0.6459, -0.7629, 0.5139)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1063, 0.8327, 0.5357)>
    Rotation: <Euler (x=2.9086, y=0.0079, z=-0.6376), order='XYZ'>
    Matrix:
      <Vector (0.8035, -0.5777, -0.1436, 0.1063)>
      <Vector (-0.5952, -0.7829, -0.1809, 0.8327)>
      <Vector (-0.0079, 0.2308, -0.9730, 0.5357)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0861, 0.8052, 0.5438)>
    Rotation: <Euler (x=-3.1390, y=0.0148, z=-0.5838), order='XYZ'>
    Matrix:
      <Vector (0.8343, -0.5512, -0.0109, 0.0861)>
      <Vector (-0.5511, -0.8344, 0.0103, 0.8052)>
      <Vector (-0.0148, -0.0026, -0.9999, 0.5438)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0714, 0.7836, 0.5438)>
    Rotation: <Euler (x=-3.1390, y=0.0148, z=-0.5838), order='XYZ'>
    Matrix:
      <Vector (0.8343, -0.5512, -0.0109, 0.0714)>
      <Vector (-0.5511, -0.8344, 0.0103, 0.7836)>
      <Vector (-0.0148, -0.0026, -0.9999, 0.5438)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1430, 0.8366, 0.5135)>
    Rotation: <Euler (x=2.4393, y=-0.0277, z=-0.7037), order='XYZ'>
    Matrix:
      <Vector (0.7621, -0.5076, -0.4019, 0.1430)>
      <Vector (-0.6468, -0.5704, -0.5062, 0.8366)>
      <Vector (0.0277, 0.6457, -0.7631, 0.5135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1280, 0.8193, 0.5329)>
    Rotation: <Euler (x=2.9087, y=0.0084, z=-0.6347), order='XYZ'>
    Matrix:
      <Vector (0.8052, -0.5754, -0.1435, 0.1280)>
      <Vector (-0.5929, -0.7846, -0.1810, 0.8193)>
      <Vector (-0.0084, 0.2308, -0.9730, 0.5329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1112, 0.7965, 0.5396)>
    Rotation: <Euler (x=-3.1391, y=0.0132, z=-0.5904), order='XYZ'>
    Matrix:
      <Vector (0.8307, -0.5567, -0.0096, 0.1112)>
      <Vector (-0.5566, -0.8307, 0.0094, 0.7965)>
      <Vector (-0.0132, -0.0025, -0.9999, 0.5396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0983, 0.7776, 0.5396)>
    Rotation: <Euler (x=-3.1391, y=0.0132, z=-0.5904), order='XYZ'>
    Matrix:
      <Vector (0.8307, -0.5567, -0.0096, 0.0983)>
      <Vector (-0.5566, -0.8307, 0.0094, 0.7776)>
      <Vector (-0.0132, -0.0025, -0.9999, 0.5396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1627, 0.8247, 0.5095)>
    Rotation: <Euler (x=2.4278, y=0.0278, z=-0.6498), order='XYZ'>
    Matrix:
      <Vector (0.7959, -0.4428, -0.4128, 0.1627)>
      <Vector (-0.6048, -0.6129, -0.5085, 0.8247)>
      <Vector (-0.0278, 0.6544, -0.7556, 0.5095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1500, 0.8071, 0.5284)>
    Rotation: <Euler (x=2.9087, y=0.0170, z=-0.6321), order='XYZ'>
    Matrix:
      <Vector (0.8066, -0.5718, -0.1497, 0.1500)>
      <Vector (-0.5908, -0.7873, -0.1764, 0.8071)>
      <Vector (-0.0170, 0.2308, -0.9729, 0.5284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1372, 0.7896, 0.5335)>
    Rotation: <Euler (x=-3.1394, y=0.0204, z=-0.6052), order='XYZ'>
    Matrix:
      <Vector (0.8222, -0.5689, -0.0155, 0.1372)>
      <Vector (-0.5688, -0.8224, 0.0134, 0.7896)>
      <Vector (-0.0204, -0.0022, -0.9998, 0.5335)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1279, 0.7760, 0.5335)>
    Rotation: <Euler (x=-3.1394, y=0.0204, z=-0.6052), order='XYZ'>
    Matrix:
      <Vector (0.8222, -0.5689, -0.0155, 0.1279)>
      <Vector (-0.5688, -0.8224, 0.0134, 0.7760)>
      <Vector (-0.0204, -0.0022, -0.9998, 0.5335)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0444, 1.2090, 0.1411)>
    Rotation: <Euler (x=1.0470, y=-2.1805, z=1.0615), order='XYZ'>
    Matrix:
      <Vector (-0.2792, -0.7828, 0.5561, -0.0444)>
      <Vector (-0.5000, -0.3759, -0.7802, 1.2090)>
      <Vector (0.8198, -0.4959, -0.2864, 0.1411)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1550, 1.1558, 0.0711)>
    Rotation: <Euler (x=-1.2668, y=-1.3556, z=-2.0011), order='XYZ'>
    Matrix:
      <Vector (-0.0891, -0.1167, 0.9892, -0.1550)>
      <Vector (-0.1941, -0.9720, -0.1322, 1.1558)>
      <Vector (0.9769, -0.2038, 0.0639, 0.0711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1776, 0.9673, 0.0316)>
    Rotation: <Euler (x=1.5227, y=-0.1767, z=1.4742), order='XYZ'>
    Matrix:
      <Vector (0.0949, -0.0648, 0.9934, -0.1776)>
      <Vector (0.9799, -0.1701, -0.1047, 0.9673)>
      <Vector (0.1757, 0.9833, 0.0473, 0.0316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1945, 0.9228, 0.2889)>
    Rotation: <Euler (x=1.5696, y=-0.4031, z=1.0579), order='XYZ'>
    Matrix:
      <Vector (0.4513, -0.1935, 0.8711, -0.1945)>
      <Vector (0.8015, -0.3412, -0.4911, 0.9228)>
      <Vector (0.3923, 0.9198, 0.0011, 0.2889)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1825, 0.9256, 0.3339)>
    Rotation: <Euler (x=1.9504, y=0.3971, z=1.0534), order='XYZ'>
    Matrix:
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      <Vector (0.8015, 0.1290, -0.5839, 0.9256)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1632, 0.9314, 0.3654)>
    Rotation: <Euler (x=1.9339, y=-0.0962, z=0.9889), order='XYZ'>
    Matrix:
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      <Vector (0.8316, -0.2703, -0.4852, 0.9314)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1553, 0.9224, 0.3959)>
    Rotation: <Euler (x=1.8770, y=-0.2504, z=0.9957), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1524, 0.9117, 0.4206)>
    Rotation: <Euler (x=1.8770, y=-0.2504, z=0.9957), order='XYZ'>
    Matrix:
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      <Vector (0.8130, -0.3622, -0.4559, 0.9117)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2011, 0.9130, 0.4065)>
    Rotation: <Euler (x=2.0302, y=-0.3473, z=1.0481), order='XYZ'>
    Matrix:
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      <Vector (0.8148, -0.4857, -0.3166, 0.9130)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1942, 0.8981, 0.4318)>
    Rotation: <Euler (x=2.5184, y=-0.4015, z=1.0017), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1776, 0.8794, 0.4477)>
    Rotation: <Euler (x=2.7723, y=-0.4250, z=0.9558), order='XYZ'>
    Matrix:
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      <Vector (0.7441, -0.6596, 0.1058, 0.8794)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1620, 0.8646, 0.4554)>
    Rotation: <Euler (x=2.7723, y=-0.4250, z=0.9558), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2121, 0.8935, 0.4012)>
    Rotation: <Euler (x=2.0301, y=-0.3551, z=1.0485), order='XYZ'>
    Matrix:
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      <Vector (0.8126, -0.4912, -0.3136, 0.8935)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2048, 0.8777, 0.4280)>
    Rotation: <Euler (x=2.5184, y=-0.4073, z=1.0017), order='XYZ'>
    Matrix:
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      <Vector (0.7735, -0.6323, -0.0436, 0.8777)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1856, 0.8559, 0.4464)>
    Rotation: <Euler (x=2.7696, y=-0.4268, z=0.9625), order='XYZ'>
    Matrix:
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      <Vector (0.7470, -0.6559, 0.1088, 0.8559)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1688, 0.8398, 0.4547)>
    Rotation: <Euler (x=2.7696, y=-0.4268, z=0.9625), order='XYZ'>
    Matrix:
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      <Vector (0.7470, -0.6559, 0.1088, 0.8398)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2229, 0.8727, 0.3919)>
    Rotation: <Euler (x=2.0305, y=-0.3500, z=1.0473), order='XYZ'>
    Matrix:
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      <Vector (0.8135, -0.4880, -0.3163, 0.8727)>
      <Vector (0.3429, 0.8418, -0.4168, 0.3919)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2165, 0.8589, 0.4155)>
    Rotation: <Euler (x=2.5205, y=-0.4066, z=0.9963), order='XYZ'>
    Matrix:
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      <Vector (0.7710, -0.6351, -0.0462, 0.8589)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2010, 0.8413, 0.4303)>
    Rotation: <Euler (x=2.7687, y=-0.4214, z=0.9647), order='XYZ'>
    Matrix:
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      <Vector (0.7500, -0.6530, 0.1055, 0.8413)>
      <Vector (0.4091, 0.3325, -0.8498, 0.4303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1850, 0.8261, 0.4382)>
    Rotation: <Euler (x=2.7687, y=-0.4214, z=0.9647), order='XYZ'>
    Matrix:
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      <Vector (0.7500, -0.6530, 0.1055, 0.8261)>
      <Vector (0.4091, 0.3325, -0.8498, 0.4382)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2336, 0.8578, 0.3765)>
    Rotation: <Euler (x=2.0302, y=-0.3542, z=1.0482), order='XYZ'>
    Matrix:
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      <Vector (0.8128, -0.4907, -0.3141, 0.8578)>
      <Vector (0.3468, 0.8407, -0.4159, 0.3765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2276, 0.8449, 0.3985)>
    Rotation: <Euler (x=2.5211, y=-0.4116, z=0.9947), order='XYZ'>
    Matrix:
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      <Vector (0.7686, -0.6383, -0.0437, 0.8449)>
      <Vector (0.4001, 0.5328, -0.7456, 0.3985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2131, 0.8285, 0.4124)>
    Rotation: <Euler (x=2.7636, y=-0.4202, z=0.9771), order='XYZ'>
    Matrix:
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      <Vector (0.7568, -0.6447, 0.1078, 0.8285)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2030, 0.8188, 0.4174)>
    Rotation: <Euler (x=2.7636, y=-0.4202, z=0.9771), order='XYZ'>
    Matrix:
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      <Vector (0.7568, -0.6447, 0.1078, 0.8188)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1655, 0.8171, 0.0876)>
    Rotation: <Euler (x=0.7203, y=0.0109, z=-2.9331), order='XYZ'>
    Matrix:
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      <Vector (-0.2070, -0.7368, 0.6436, 0.8171)>
      <Vector (-0.0109, 0.6596, 0.7516, 0.0876)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2272, 0.5109, 0.3617)>
    Rotation: <Euler (x=-0.3219, y=-0.1460, z=-2.9312), order='XYZ'>
    Matrix:
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      <Vector (-0.2066, -0.9373, -0.2805, 0.5109)>
      <Vector (0.1455, -0.3130, 0.9386, 0.3617)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2927, 0.1099, 0.2278)>
    Rotation: <Euler (x=0.8602, y=-0.1658, z=-2.9979), order='XYZ'>
    Matrix:
      <Vector (-0.9761, 0.2172, -0.0020, 0.2927)>
      <Vector (-0.1412, -0.6277, 0.7656, 0.1099)>
      <Vector (0.1651, 0.7476, 0.6433, 0.2278)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3307, 0.0000, 0.3587)>
    Rotation: <Euler (x=-1.5154, y=-2.8748, z=0.0197), order='XYZ'>
    Matrix:
      <Vector (-0.9644, 0.2621, -0.0342, 0.3307)>
      <Vector (-0.0190, 0.0605, 0.9980, 0.0000)>
      <Vector (0.2636, 0.9631, -0.0534, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0046, 0.4313)>
    Rotation: <Euler (x=-1.5154, y=-2.8748, z=0.0197), order='XYZ'>
    Matrix:
      <Vector (-0.9644, 0.2621, -0.0342, 0.3504)>
      <Vector (-0.0190, 0.0605, 0.9980, 0.0046)>
      <Vector (0.2636, 0.9631, -0.0534, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0388, 0.8250, 0.0081)>
    Rotation: <Euler (x=0.4072, y=0.6791, z=2.7848), order='XYZ'>
    Matrix:
      <Vector (-0.7292, -0.5538, -0.4021, -0.0388)>
      <Vector (0.2718, -0.7735, 0.5725, 0.8250)>
      <Vector (-0.6281, 0.3082, 0.7145, 0.0081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2689, 0.5035, 0.1362)>
    Rotation: <Euler (x=-0.5948, y=0.7569, z=2.6844), order='XYZ'>
    Matrix:
      <Vector (-0.6523, -0.0204, -0.7577, -0.2689)>
      <Vector (0.3209, -0.9131, -0.2517, 0.5035)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2777, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7736, y=0.8025, z=2.9378), order='XYZ'>
    Matrix:
      <Vector (-0.6805, -0.6368, -0.3624, -0.2777)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0497)>
    Rotation: <Euler (x=-1.5510, y=2.2354, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6165, -0.7861, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7871, 0.6167, -0.0122, 0.0497)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0981)>
    Rotation: <Euler (x=-1.5510, y=2.2354, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6165, -0.7861, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7871, 0.6167, -0.0122, 0.0981)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 94
  Bone: mixamorig:Hips
    Location: <Vector (0.0604, 0.8635, 0.0580)>
    Rotation: <Euler (x=0.2233, y=-0.3952, z=-0.0442), order='XYZ'>
    Matrix:
      <Vector (0.9220, -0.0421, -0.3848, 0.0604)>
      <Vector (-0.0408, 0.9780, -0.2046, 0.8635)>
      <Vector (0.3850, 0.2044, 0.9000, 0.0580)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0578, 0.9394, 0.0722)>
    Rotation: <Euler (x=0.2487, y=-0.4087, z=-0.0371), order='XYZ'>
    Matrix:
      <Vector (0.9170, -0.0618, -0.3941, 0.0578)>
      <Vector (-0.0341, 0.9722, -0.2317, 0.9394)>
      <Vector (0.3975, 0.2259, 0.8894, 0.0722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0523, 1.0271, 0.0925)>
    Rotation: <Euler (x=0.3730, y=-0.4258, z=-0.0201), order='XYZ'>
    Matrix:
      <Vector (0.9105, -0.1318, -0.3919, 0.0523)>
      <Vector (-0.0183, 0.9341, -0.3566, 1.0271)>
      <Vector (0.4130, 0.3318, 0.8481, 0.0925)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0387, 1.1233, 0.1267)>
    Rotation: <Euler (x=0.4984, y=-0.4431, z=-0.0059), order='XYZ'>
    Matrix:
      <Vector (0.9034, -0.1997, -0.3794, 0.0387)>
      <Vector (-0.0054, 0.8796, -0.4758, 1.1233)>
      <Vector (0.4287, 0.4318, 0.7935, 0.1267)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0155, 1.2253, 0.1768)>
    Rotation: <Euler (x=0.4193, y=-0.3651, z=-0.0170), order='XYZ'>
    Matrix:
      <Vector (0.9340, -0.1298, -0.3330, 0.0155)>
      <Vector (-0.0159, 0.9157, -0.4015, 1.2253)>
      <Vector (0.3570, 0.3803, 0.8532, 0.1768)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0024, 1.3145, 0.2277)>
    Rotation: <Euler (x=0.0368, y=-0.0686, z=-0.0245), order='XYZ'>
    Matrix:
      <Vector (0.9973, 0.0219, -0.0694, -0.0024)>
      <Vector (-0.0244, 0.9991, -0.0351, 1.3145)>
      <Vector (0.0686, 0.0367, 0.9970, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0007, 1.5531, 0.2679)>
    Rotation: <Euler (x=0.0368, y=-0.0686, z=-0.0245), order='XYZ'>
    Matrix:
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      <Vector (-0.0244, 0.9991, -0.0351, 1.5531)>
      <Vector (0.0686, 0.0367, 0.9970, 0.2679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0827, 1.2109, 0.1976)>
    Rotation: <Euler (x=-0.2583, y=2.1587, z=-2.0774), order='XYZ'>
    Matrix:
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      <Vector (0.4850, -0.2833, -0.8274, 1.2109)>
      <Vector (-0.8321, 0.1417, -0.5362, 0.1976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2167, 1.1709, 0.2177)>
    Rotation: <Euler (x=3.0948, y=0.8225, z=0.4448), order='XYZ'>
    Matrix:
      <Vector (0.6142, 0.4607, -0.6407, 0.2167)>
      <Vector (0.2928, -0.8870, -0.3572, 1.1709)>
      <Vector (-0.7328, 0.0318, -0.6797, 0.2177)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3058, 0.9992, 0.2238)>
    Rotation: <Euler (x=2.3528, y=0.1141, z=-0.9970), order='XYZ'>
    Matrix:
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      <Vector (-0.8344, -0.4503, -0.3177, 0.9992)>
      <Vector (-0.1138, 0.7049, -0.7001, 0.2238)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1624, 0.8814, 0.4083)>
    Rotation: <Euler (x=1.9758, y=0.0245, z=-0.6933), order='XYZ'>
    Matrix:
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      <Vector (-0.6389, -0.3174, -0.7008, 0.8814)>
      <Vector (-0.0245, 0.9188, -0.3939, 0.4083)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1268, 0.8789, 0.4420)>
    Rotation: <Euler (x=2.4956, y=-0.6810, z=-1.0462), order='XYZ'>
    Matrix:
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      <Vector (-0.6725, -0.0719, -0.7366, 0.8789)>
      <Vector (0.6296, 0.4677, -0.6204, 0.4420)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0914, 0.8775, 0.4590)>
    Rotation: <Euler (x=2.3369, y=-0.3025, z=-0.7720), order='XYZ'>
    Matrix:
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      <Vector (-0.6659, -0.3470, -0.6604, 0.8775)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0712, 0.8657, 0.4816)>
    Rotation: <Euler (x=2.2594, y=-0.1297, z=-0.6970), order='XYZ'>
    Matrix:
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      <Vector (-0.6365, -0.4231, -0.6448, 0.8657)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0604, 0.8545, 0.5005)>
    Rotation: <Euler (x=2.2594, y=-0.1297, z=-0.6970), order='XYZ'>
    Matrix:
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      <Vector (-0.6365, -0.4231, -0.6448, 0.8545)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1086, 0.8686, 0.5150)>
    Rotation: <Euler (x=2.4326, y=-0.0246, z=-0.7058), order='XYZ'>
    Matrix:
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      <Vector (-0.6485, -0.5673, -0.5076, 0.8686)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0940, 0.8518, 0.5340)>
    Rotation: <Euler (x=2.9024, y=0.0126, z=-0.6385), order='XYZ'>
    Matrix:
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      <Vector (-0.5959, -0.7819, -0.1829, 0.8518)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0770, 0.8286, 0.5410)>
    Rotation: <Euler (x=3.1384, y=0.0200, z=-0.5829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0639, 0.8095, 0.5411)>
    Rotation: <Euler (x=3.1384, y=0.0200, z=-0.5829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1265, 0.8535, 0.5135)>
    Rotation: <Euler (x=2.4324, y=-0.0218, z=-0.7065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1097, 0.8342, 0.5354)>
    Rotation: <Euler (x=2.9024, y=0.0154, z=-0.6386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0895, 0.8067, 0.5438)>
    Rotation: <Euler (x=3.1384, y=0.0226, z=-0.5849), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0748, 0.7851, 0.5438)>
    Rotation: <Euler (x=3.1384, y=0.0226, z=-0.5849), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1463, 0.8380, 0.5129)>
    Rotation: <Euler (x=2.4326, y=-0.0206, z=-0.7045), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1314, 0.8208, 0.5324)>
    Rotation: <Euler (x=2.9025, y=0.0159, z=-0.6358), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1147, 0.7980, 0.5393)>
    Rotation: <Euler (x=3.1382, y=0.0210, z=-0.5914), order='XYZ'>
    Matrix:
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      <Vector (-0.5574, -0.8302, 0.0089, 0.7980)>
      <Vector (-0.0210, 0.0034, -0.9998, 0.5393)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1017, 0.7791, 0.5394)>
    Rotation: <Euler (x=3.1382, y=0.0210, z=-0.5914), order='XYZ'>
    Matrix:
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      <Vector (-0.0210, 0.0034, -0.9998, 0.5394)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1659, 0.8261, 0.5087)>
    Rotation: <Euler (x=2.4215, y=0.0352, z=-0.6510), order='XYZ'>
    Matrix:
      <Vector (0.7950, -0.4371, -0.4207, 0.1659)>
      <Vector (-0.6056, -0.6121, -0.5085, 0.8261)>
      <Vector (-0.0352, 0.6590, -0.7513, 0.5087)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1533, 0.8085, 0.5277)>
    Rotation: <Euler (x=2.9025, y=0.0245, z=-0.6332), order='XYZ'>
    Matrix:
      <Vector (0.8059, -0.5703, -0.1593, 0.1533)>
      <Vector (-0.5916, -0.7866, -0.1768, 0.8085)>
      <Vector (-0.0245, 0.2367, -0.9713, 0.5277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1406, 0.7910, 0.5329)>
    Rotation: <Euler (x=3.1378, y=0.0281, z=-0.6063), order='XYZ'>
    Matrix:
      <Vector (0.8214, -0.5697, -0.0252, 0.1406)>
      <Vector (-0.5696, -0.8218, 0.0129, 0.7910)>
      <Vector (-0.0281, 0.0037, -0.9996, 0.5329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1313, 0.7775, 0.5330)>
    Rotation: <Euler (x=3.1378, y=0.0281, z=-0.6063), order='XYZ'>
    Matrix:
      <Vector (0.8214, -0.5697, -0.0252, 0.1313)>
      <Vector (-0.5696, -0.8218, 0.0129, 0.7775)>
      <Vector (-0.0281, 0.0037, -0.9996, 0.5330)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0444, 1.2100, 0.1405)>
    Rotation: <Euler (x=1.0396, y=-2.1774, z=1.0659), order='XYZ'>
    Matrix:
      <Vector (-0.2758, -0.7860, 0.5533, -0.0444)>
      <Vector (-0.4989, -0.3749, -0.7813, 1.2100)>
      <Vector (0.8216, -0.4915, -0.2888, 0.1405)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1555, 1.1570, 0.0711)>
    Rotation: <Euler (x=-1.2935, y=-1.3571, z=-1.9769), order='XYZ'>
    Matrix:
      <Vector (-0.0838, -0.1198, 0.9893, -0.1555)>
      <Vector (-0.1948, -0.9716, -0.1342, 1.1570)>
      <Vector (0.9773, -0.2039, 0.0580, 0.0711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1787, 0.9686, 0.0315)>
    Rotation: <Euler (x=1.5287, y=-0.1766, z=1.4712), order='XYZ'>
    Matrix:
      <Vector (0.0979, -0.0593, 0.9934, -0.1787)>
      <Vector (0.9796, -0.1705, -0.1067, 0.9686)>
      <Vector (0.1757, 0.9836, 0.0414, 0.0315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1943, 0.9240, 0.2889)>
    Rotation: <Euler (x=1.5750, y=-0.4015, z=1.0541), order='XYZ'>
    Matrix:
      <Vector (0.4547, -0.1894, 0.8702, -0.1943)>
      <Vector (0.8003, -0.3418, -0.4926, 0.9240)>
      <Vector (0.3908, 0.9205, -0.0038, 0.2889)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1820, 0.9266, 0.3339)>
    Rotation: <Euler (x=1.9557, y=0.3988, z=1.0537), order='XYZ'>
    Matrix:
      <Vector (0.4555, 0.5043, 0.7336, -0.1820)>
      <Vector (0.8011, 0.1273, -0.5849, 0.9266)>
      <Vector (-0.3883, 0.8541, -0.3460, 0.3339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1626, 0.9324, 0.3653)>
    Rotation: <Euler (x=1.9387, y=-0.0943, z=0.9867), order='XYZ'>
    Matrix:
      <Vector (0.5490, 0.2516, 0.7970, -0.1626)>
      <Vector (0.8305, -0.2716, -0.4863, 0.9324)>
      <Vector (0.0941, 0.9289, -0.3581, 0.3653)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1544, 0.9233, 0.3957)>
    Rotation: <Euler (x=1.8820, y=-0.2484, z=0.9928), order='XYZ'>
    Matrix:
      <Vector (0.5296, 0.1285, 0.8385, -0.1544)>
      <Vector (0.8118, -0.3633, -0.4571, 0.9233)>
      <Vector (0.2459, 0.9228, -0.2968, 0.3957)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1515, 0.9126, 0.4204)>
    Rotation: <Euler (x=1.8820, y=-0.2484, z=0.9928), order='XYZ'>
    Matrix:
      <Vector (0.5296, 0.1285, 0.8385, -0.1515)>
      <Vector (0.8118, -0.3633, -0.4571, 0.9126)>
      <Vector (0.2459, 0.9228, -0.2968, 0.4204)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2002, 0.9140, 0.4066)>
    Rotation: <Euler (x=2.0354, y=-0.3456, z=1.0446), order='XYZ'>
    Matrix:
      <Vector (0.4725, 0.2354, 0.8493, -0.2002)>
      <Vector (0.8136, -0.4869, -0.3177, 0.9140)>
      <Vector (0.3388, 0.8411, -0.4216, 0.4066)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1933, 0.8991, 0.4319)>
    Rotation: <Euler (x=2.5236, y=-0.3995, z=0.9979), order='XYZ'>
    Matrix:
      <Vector (0.4994, 0.5627, 0.6588, -0.1933)>
      <Vector (0.7741, -0.6312, -0.0477, 0.8991)>
      <Vector (0.3890, 0.5338, -0.7508, 0.4319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1766, 0.8803, 0.4477)>
    Rotation: <Euler (x=2.7775, y=-0.4229, z=0.9519), order='XYZ'>
    Matrix:
      <Vector (0.5290, 0.6763, 0.5125, -0.1766)>
      <Vector (0.7428, -0.6612, 0.1057, 0.8803)>
      <Vector (0.4104, 0.3247, -0.8521, 0.4477)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1610, 0.8655, 0.4552)>
    Rotation: <Euler (x=2.7775, y=-0.4229, z=0.9519), order='XYZ'>
    Matrix:
      <Vector (0.5290, 0.6763, 0.5125, -0.1610)>
      <Vector (0.7428, -0.6612, 0.1057, 0.8655)>
      <Vector (0.4104, 0.3247, -0.8521, 0.4552)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2113, 0.8945, 0.4014)>
    Rotation: <Euler (x=2.0353, y=-0.3534, z=1.0450), order='XYZ'>
    Matrix:
      <Vector (0.4709, 0.2321, 0.8511, -0.2113)>
      <Vector (0.8115, -0.4925, -0.3147, 0.8945)>
      <Vector (0.3461, 0.8388, -0.4203, 0.4014)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2039, 0.8787, 0.4281)>
    Rotation: <Euler (x=2.5236, y=-0.4054, z=0.9979), order='XYZ'>
    Matrix:
      <Vector (0.4982, 0.5610, 0.6611, -0.2039)>
      <Vector (0.7722, -0.6338, -0.0440, 0.8787)>
      <Vector (0.3944, 0.5325, -0.7490, 0.4281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1847, 0.8569, 0.4464)>
    Rotation: <Euler (x=2.7748, y=-0.4247, z=0.9586), order='XYZ'>
    Matrix:
      <Vector (0.5236, 0.6790, 0.5146, -0.1847)>
      <Vector (0.7457, -0.6574, 0.1087, 0.8569)>
      <Vector (0.4121, 0.3268, -0.8505, 0.4464)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1678, 0.8408, 0.4545)>
    Rotation: <Euler (x=2.7748, y=-0.4247, z=0.9586), order='XYZ'>
    Matrix:
      <Vector (0.5236, 0.6790, 0.5146, -0.1678)>
      <Vector (0.7457, -0.6574, 0.1087, 0.8408)>
      <Vector (0.4121, 0.3268, -0.8505, 0.4545)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2222, 0.8738, 0.3921)>
    Rotation: <Euler (x=2.0357, y=-0.3483, z=1.0437), order='XYZ'>
    Matrix:
      <Vector (0.4728, 0.2340, 0.8495, -0.2222)>
      <Vector (0.8124, -0.4892, -0.3173, 0.8738)>
      <Vector (0.3413, 0.8402, -0.4214, 0.3921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2157, 0.8599, 0.4156)>
    Rotation: <Euler (x=2.5257, y=-0.4047, z=0.9925), order='XYZ'>
    Matrix:
      <Vector (0.5025, 0.5592, 0.6594, -0.2157)>
      <Vector (0.7698, -0.6366, -0.0467, 0.8599)>
      <Vector (0.3937, 0.5310, -0.7503, 0.4156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2002, 0.8423, 0.4304)>
    Rotation: <Euler (x=2.7738, y=-0.4193, z=0.9608), order='XYZ'>
    Matrix:
      <Vector (0.5232, 0.6810, 0.5123, -0.2002)>
      <Vector (0.7487, -0.6545, 0.1055, 0.8423)>
      <Vector (0.4071, 0.3284, -0.8523, 0.4304)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1842, 0.8271, 0.4381)>
    Rotation: <Euler (x=2.7738, y=-0.4193, z=0.9608), order='XYZ'>
    Matrix:
      <Vector (0.5232, 0.6810, 0.5123, -0.1842)>
      <Vector (0.7487, -0.6545, 0.1055, 0.8271)>
      <Vector (0.4071, 0.3284, -0.8523, 0.4381)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2330, 0.8589, 0.3767)>
    Rotation: <Euler (x=2.0354, y=-0.3525, z=1.0447), order='XYZ'>
    Matrix:
      <Vector (0.4713, 0.2325, 0.8508, -0.2330)>
      <Vector (0.8116, -0.4919, -0.3152, 0.8589)>
      <Vector (0.3452, 0.8390, -0.4205, 0.3767)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2269, 0.8460, 0.3987)>
    Rotation: <Euler (x=2.5263, y=-0.4097, z=0.9909), order='XYZ'>
    Matrix:
      <Vector (0.5026, 0.5572, 0.6610, -0.2269)>
      <Vector (0.7673, -0.6398, -0.0441, 0.8460)>
      <Vector (0.3983, 0.5294, -0.7490, 0.3987)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2124, 0.8295, 0.4125)>
    Rotation: <Euler (x=2.7688, y=-0.4181, z=0.9732), order='XYZ'>
    Matrix:
      <Vector (0.5142, 0.6867, 0.5139, -0.2124)>
      <Vector (0.7555, -0.6463, 0.1077, 0.8295)>
      <Vector (0.4060, 0.3328, -0.8511, 0.4125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2022, 0.8198, 0.4174)>
    Rotation: <Euler (x=2.7688, y=-0.4181, z=0.9732), order='XYZ'>
    Matrix:
      <Vector (0.5142, 0.6867, 0.5139, -0.2022)>
      <Vector (0.7555, -0.6463, 0.1077, 0.8198)>
      <Vector (0.4060, 0.3328, -0.8511, 0.4174)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1655, 0.8182, 0.0862)>
    Rotation: <Euler (x=0.7195, y=0.0105, z=-2.9309), order='XYZ'>
    Matrix:
      <Vector (-0.9778, 0.1506, -0.1455, 0.1655)>
      <Vector (-0.2092, -0.7369, 0.6428, 0.8182)>
      <Vector (-0.0105, 0.6590, 0.7521, 0.0862)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2281, 0.5120, 0.3600)>
    Rotation: <Euler (x=-0.3170, y=-0.1464, z=-2.9345), order='XYZ'>
    Matrix:
      <Vector (-0.9682, 0.1509, 0.1997, 0.2281)>
      <Vector (-0.2034, -0.9392, -0.2766, 0.5120)>
      <Vector (0.1459, -0.3084, 0.9400, 0.3600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2926, 0.1103, 0.2280)>
    Rotation: <Euler (x=0.8575, y=-0.1660, z=-2.9977), order='XYZ'>
    Matrix:
      <Vector (-0.9761, 0.2175, -0.0015, 0.2926)>
      <Vector (-0.1414, -0.6296, 0.7639, 0.1103)>
      <Vector (0.1652, 0.7458, 0.6453, 0.2280)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3307, 0.0000, 0.3586)>
    Rotation: <Euler (x=-1.5147, y=-2.8742, z=0.0200), order='XYZ'>
    Matrix:
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      <Vector (-0.0193, 0.0613, 0.9979, 0.0000)>
      <Vector (0.2642, 0.9630, -0.0540, 0.3586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3505, 0.0046, 0.4312)>
    Rotation: <Euler (x=-1.5147, y=-2.8742, z=0.0200), order='XYZ'>
    Matrix:
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      <Vector (-0.0193, 0.0613, 0.9979, 0.0046)>
      <Vector (0.2642, 0.9630, -0.0540, 0.4312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0387, 0.8261, 0.0066)>
    Rotation: <Euler (x=0.4072, y=0.6781, z=2.7867), order='XYZ'>
    Matrix:
      <Vector (-0.7303, -0.5520, -0.4025, -0.0387)>
      <Vector (0.2706, -0.7747, 0.5715, 0.8261)>
      <Vector (-0.6273, 0.3084, 0.7151, 0.0066)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2681, 0.5041, 0.1348)>
    Rotation: <Euler (x=-0.5898, y=0.7574, z=2.6861), order='XYZ'>
    Matrix:
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      <Vector (0.3197, -0.9144, -0.2483, 0.5041)>
      <Vector (-0.6870, -0.4042, 0.6039, 0.1348)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2778, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7738, y=0.8018, z=2.9379), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0498)>
    Rotation: <Euler (x=-1.5509, y=2.2362, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7867, 0.6172, -0.0123, 0.0498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0982)>
    Rotation: <Euler (x=-1.5509, y=2.2362, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6171, -0.7856, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7867, 0.6172, -0.0123, 0.0982)>
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Frame: 95
  Bone: mixamorig:Hips
    Location: <Vector (0.0602, 0.8646, 0.0566)>
    Rotation: <Euler (x=0.2262, y=-0.3950, z=-0.0437), order='XYZ'>
    Matrix:
      <Vector (0.9221, -0.0437, -0.3844, 0.0602)>
      <Vector (-0.0403, 0.9774, -0.2077, 0.8646)>
      <Vector (0.3848, 0.2070, 0.8995, 0.0566)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0575, 0.9404, 0.0710)>
    Rotation: <Euler (x=0.2508, y=-0.4077, z=-0.0365), order='XYZ'>
    Matrix:
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      <Vector (-0.0335, 0.9717, -0.2340, 0.9404)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0518, 1.0280, 0.0916)>
    Rotation: <Euler (x=0.3736, y=-0.4230, z=-0.0200), order='XYZ'>
    Matrix:
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      <Vector (-0.0182, 0.9338, -0.3573, 1.0280)>
      <Vector (0.4105, 0.3328, 0.8490, 0.0916)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0383, 1.1243, 0.1259)>
    Rotation: <Euler (x=0.4975, y=-0.4385, z=-0.0061), order='XYZ'>
    Matrix:
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      <Vector (-0.0055, 0.8800, -0.4750, 1.1243)>
      <Vector (0.4246, 0.4321, 0.7956, 0.1259)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0154, 1.2263, 0.1760)>
    Rotation: <Euler (x=0.4174, y=-0.3605, z=-0.0172), order='XYZ'>
    Matrix:
      <Vector (0.9356, -0.1273, -0.3294, 0.0154)>
      <Vector (-0.0160, 0.9165, -0.3998, 1.2263)>
      <Vector (0.3527, 0.3793, 0.8554, 0.1760)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0022, 1.3156, 0.2268)>
    Rotation: <Euler (x=0.0338, y=-0.0642, z=-0.0239), order='XYZ'>
    Matrix:
      <Vector (0.9977, 0.0217, -0.0649, -0.0022)>
      <Vector (-0.0239, 0.9992, -0.0323, 1.3156)>
      <Vector (0.0642, 0.0338, 0.9974, 0.2268)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0010, 1.5544, 0.2663)>
    Rotation: <Euler (x=0.0338, y=-0.0642, z=-0.0239), order='XYZ'>
    Matrix:
      <Vector (0.9977, 0.0217, -0.0649, 0.0010)>
      <Vector (-0.0239, 0.9992, -0.0323, 1.5544)>
      <Vector (0.0642, 0.0338, 0.9974, 0.2663)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0826, 1.2119, 0.1965)>
    Rotation: <Euler (x=-0.2512, y=2.1556, z=-2.0720), order='XYZ'>
    Matrix:
      <Vector (0.2653, 0.9491, -0.1701, 0.0826)>
      <Vector (0.4842, -0.2836, -0.8277, 1.2119)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2167, 1.1718, 0.2159)>
    Rotation: <Euler (x=3.0989, y=0.8311, z=0.4490), order='XYZ'>
    Matrix:
      <Vector (0.6073, 0.4621, -0.6463, 0.2167)>
      <Vector (0.2926, -0.8864, -0.3588, 1.1718)>
      <Vector (-0.7386, 0.0288, -0.6735, 0.2159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3061, 1.0003, 0.2215)>
    Rotation: <Euler (x=2.3445, y=0.1173, z=-0.9973), order='XYZ'>
    Matrix:
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      <Vector (-0.8342, -0.4495, -0.3194, 1.0003)>
      <Vector (-0.1170, 0.7104, -0.6940, 0.2215)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1644, 0.8826, 0.4074)>
    Rotation: <Euler (x=1.9693, y=0.0316, z=-0.6945), order='XYZ'>
    Matrix:
      <Vector (0.7680, -0.2260, -0.5993, 0.1644)>
      <Vector (-0.6397, -0.3168, -0.7003, 0.8826)>
      <Vector (-0.0316, 0.9212, -0.3879, 0.4074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1291, 0.8802, 0.4415)>
    Rotation: <Euler (x=2.4847, y=-0.6765, z=-1.0404), order='XYZ'>
    Matrix:
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      <Vector (-0.6726, -0.0708, -0.7366, 0.8802)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0939, 0.8789, 0.4588)>
    Rotation: <Euler (x=2.3296, y=-0.2959, z=-0.7709), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0739, 0.8671, 0.4816)>
    Rotation: <Euler (x=2.2529, y=-0.1226, z=-0.6972), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0632, 0.8559, 0.5006)>
    Rotation: <Euler (x=2.2529, y=-0.1226, z=-0.6972), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1116, 0.8700, 0.5146)>
    Rotation: <Euler (x=2.4261, y=-0.0176, z=-0.7067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0972, 0.8532, 0.5338)>
    Rotation: <Euler (x=2.8964, y=0.0201, z=-0.6396), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0802, 0.8300, 0.5410)>
    Rotation: <Euler (x=3.1327, y=0.0278, z=-0.5841), order='XYZ'>
    Matrix:
      <Vector (0.8339, -0.5512, -0.0281, 0.0802)>
      <Vector (-0.5512, -0.8343, 0.0079, 0.8300)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0671, 0.8109, 0.5412)>
    Rotation: <Euler (x=3.1327, y=0.0278, z=-0.5841), order='XYZ'>
    Matrix:
      <Vector (0.8339, -0.5512, -0.0281, 0.0671)>
      <Vector (-0.5512, -0.8343, 0.0079, 0.8109)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1295, 0.8549, 0.5129)>
    Rotation: <Euler (x=2.4258, y=-0.0148, z=-0.7074), order='XYZ'>
    Matrix:
      <Vector (0.7600, -0.4977, -0.4180, 0.1295)>
      <Vector (-0.6498, -0.5672, -0.5060, 0.8549)>
      <Vector (0.0148, 0.6561, -0.7545, 0.5129)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1129, 0.8356, 0.5351)>
    Rotation: <Euler (x=2.8964, y=0.0229, z=-0.6398), order='XYZ'>
    Matrix:
      <Vector (0.8020, -0.5747, -0.1628, 0.1129)>
      <Vector (-0.5969, -0.7816, -0.1815, 0.8356)>
      <Vector (-0.0229, 0.2427, -0.9698, 0.5351)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0928, 0.8081, 0.5436)>
    Rotation: <Euler (x=3.1327, y=0.0304, z=-0.5861), order='XYZ'>
    Matrix:
      <Vector (0.8327, -0.5528, -0.0302, 0.0928)>
      <Vector (-0.5528, -0.8332, 0.0094, 0.8081)>
      <Vector (-0.0304, 0.0089, -0.9995, 0.5436)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0780, 0.7865, 0.5439)>
    Rotation: <Euler (x=3.1327, y=0.0304, z=-0.5861), order='XYZ'>
    Matrix:
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      <Vector (-0.5528, -0.8332, 0.0094, 0.7865)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1492, 0.8393, 0.5122)>
    Rotation: <Euler (x=2.4261, y=-0.0136, z=-0.7055), order='XYZ'>
    Matrix:
      <Vector (0.7612, -0.4962, -0.4176, 0.1492)>
      <Vector (-0.6483, -0.5688, -0.5061, 0.8393)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1345, 0.8221, 0.5319)>
    Rotation: <Euler (x=2.8964, y=0.0234, z=-0.6370), order='XYZ'>
    Matrix:
      <Vector (0.8037, -0.5724, -0.1626, 0.1345)>
      <Vector (-0.5946, -0.7832, -0.1816, 0.8221)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1178, 0.7993, 0.5389)>
    Rotation: <Euler (x=3.1325, y=0.0287, z=-0.5926), order='XYZ'>
    Matrix:
      <Vector (0.8291, -0.5583, -0.0289, 0.1178)>
      <Vector (-0.5583, -0.8296, 0.0085, 0.7993)>
      <Vector (-0.0287, 0.0091, -0.9995, 0.5389)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1049, 0.7805, 0.5391)>
    Rotation: <Euler (x=3.1325, y=0.0287, z=-0.5926), order='XYZ'>
    Matrix:
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      <Vector (-0.5583, -0.8296, 0.0085, 0.7805)>
      <Vector (-0.0287, 0.0091, -0.9995, 0.5391)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1688, 0.8274, 0.5078)>
    Rotation: <Euler (x=2.4154, y=0.0426, z=-0.6523), order='XYZ'>
    Matrix:
      <Vector (0.7940, -0.4313, -0.4284, 0.1688)>
      <Vector (-0.6064, -0.6114, -0.5084, 0.8274)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1564, 0.8098, 0.5269)>
    Rotation: <Euler (x=2.8965, y=0.0320, z=-0.6345), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1437, 0.7924, 0.5323)>
    Rotation: <Euler (x=3.1320, y=0.0357, z=-0.6075), order='XYZ'>
    Matrix:
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      <Vector (-0.5705, -0.8212, 0.0125, 0.7924)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1344, 0.7789, 0.5325)>
    Rotation: <Euler (x=3.1320, y=0.0357, z=-0.6075), order='XYZ'>
    Matrix:
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      <Vector (-0.0357, 0.0096, -0.9993, 0.5325)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0447, 1.2110, 0.1400)>
    Rotation: <Euler (x=1.0320, y=-2.1745, z=1.0705), order='XYZ'>
    Matrix:
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      <Vector (-0.4981, -0.3739, -0.7824, 1.2110)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1562, 1.1582, 0.0712)>
    Rotation: <Euler (x=-1.3200, y=-1.3586, z=-1.9530), order='XYZ'>
    Matrix:
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      <Vector (-0.1954, -0.9712, -0.1362, 1.1582)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1801, 0.9698, 0.0316)>
    Rotation: <Euler (x=1.5346, y=-0.1766, z=1.4681), order='XYZ'>
    Matrix:
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      <Vector (0.9793, -0.1709, -0.1087, 0.9698)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1942, 0.9251, 0.2891)>
    Rotation: <Euler (x=1.5802, y=-0.3998, z=1.0503), order='XYZ'>
    Matrix:
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      <Vector (0.7991, -0.3424, -0.4941, 0.9251)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1817, 0.9277, 0.3340)>
    Rotation: <Euler (x=1.9609, y=0.4004, z=1.0540), order='XYZ'>
    Matrix:
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      <Vector (0.8007, 0.1255, -0.5858, 0.9277)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1621, 0.9334, 0.3653)>
    Rotation: <Euler (x=1.9434, y=-0.0923, z=0.9845), order='XYZ'>
    Matrix:
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      <Vector (0.8295, -0.2730, -0.4873, 0.9334)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1538, 0.9243, 0.3957)>
    Rotation: <Euler (x=1.8868, y=-0.2465, z=0.9898), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1508, 0.9135, 0.4204)>
    Rotation: <Euler (x=1.8868, y=-0.2465, z=0.9898), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1996, 0.9150, 0.4067)>
    Rotation: <Euler (x=2.0405, y=-0.3439, z=1.0411), order='XYZ'>
    Matrix:
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      <Vector (0.8124, -0.4882, -0.3188, 0.9150)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1925, 0.9001, 0.4320)>
    Rotation: <Euler (x=2.5287, y=-0.3976, z=0.9941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1758, 0.8813, 0.4477)>
    Rotation: <Euler (x=2.7826, y=-0.4208, z=0.9481), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1602, 0.8664, 0.4551)>
    Rotation: <Euler (x=2.7826, y=-0.4208, z=0.9481), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2107, 0.8956, 0.4015)>
    Rotation: <Euler (x=2.0404, y=-0.3517, z=1.0415), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2033, 0.8797, 0.4282)>
    Rotation: <Euler (x=2.5287, y=-0.4035, z=0.9941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1840, 0.8578, 0.4464)>
    Rotation: <Euler (x=2.7799, y=-0.4227, z=0.9548), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1671, 0.8417, 0.4544)>
    Rotation: <Euler (x=2.7799, y=-0.4227, z=0.9548), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2217, 0.8749, 0.3923)>
    Rotation: <Euler (x=2.0408, y=-0.3467, z=1.0402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2151, 0.8610, 0.4158)>
    Rotation: <Euler (x=2.5308, y=-0.4027, z=0.9887), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1996, 0.8433, 0.4304)>
    Rotation: <Euler (x=2.7789, y=-0.4172, z=0.9570), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1835, 0.8280, 0.4381)>
    Rotation: <Euler (x=2.7789, y=-0.4172, z=0.9570), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2326, 0.8600, 0.3770)>
    Rotation: <Euler (x=2.0405, y=-0.3508, z=1.0412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2264, 0.8471, 0.3989)>
    Rotation: <Euler (x=2.5315, y=-0.4078, z=0.9871), order='XYZ'>
    Matrix:
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      <Vector (0.3966, 0.5260, -0.7524, 0.3989)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2119, 0.8305, 0.4126)>
    Rotation: <Euler (x=2.7739, y=-0.4161, z=0.9694), order='XYZ'>
    Matrix:
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      <Vector (0.7542, -0.6478, 0.1076, 0.8305)>
      <Vector (0.4042, 0.3288, -0.8535, 0.4126)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2017, 0.8208, 0.4175)>
    Rotation: <Euler (x=2.7739, y=-0.4161, z=0.9694), order='XYZ'>
    Matrix:
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      <Vector (0.4042, 0.3288, -0.8535, 0.4175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1654, 0.8194, 0.0847)>
    Rotation: <Euler (x=0.7179, y=0.0113, z=-2.9300), order='XYZ'>
    Matrix:
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      <Vector (-0.0113, 0.6578, 0.7531, 0.0847)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2281, 0.5128, 0.3580)>
    Rotation: <Euler (x=-0.3122, y=-0.1493, z=-2.9347), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2926, 0.1104, 0.2281)>
    Rotation: <Euler (x=0.8567, y=-0.1666, z=-2.9977), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3307, 0.0000, 0.3586)>
    Rotation: <Euler (x=-1.5147, y=-2.8735, z=0.0200), order='XYZ'>
    Matrix:
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      <Vector (-0.0193, 0.0614, 0.9979, 0.0000)>
      <Vector (0.2649, 0.9628, -0.0541, 0.3586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3506, 0.0046, 0.4311)>
    Rotation: <Euler (x=-1.5147, y=-2.8735, z=0.0200), order='XYZ'>
    Matrix:
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      <Vector (-0.0193, 0.0614, 0.9979, 0.0046)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0389, 0.8271, 0.0052)>
    Rotation: <Euler (x=0.4071, y=0.6786, z=2.7887), order='XYZ'>
    Matrix:
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      <Vector (0.2691, -0.7758, 0.5708, 0.8271)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2677, 0.5047, 0.1333)>
    Rotation: <Euler (x=-0.5843, y=0.7569, z=2.6894), order='XYZ'>
    Matrix:
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      <Vector (0.3176, -0.9158, -0.2459, 0.5047)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2779, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7743, y=0.8000, z=2.9383), order='XYZ'>
    Matrix:
      <Vector (-0.6824, -0.6356, -0.3611, -0.2779)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5508, y=2.2380, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5508, y=2.2380, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6186, -0.7845, 0.0439, -0.4562)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7855, 0.6187, -0.0123, 0.0984)>
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Frame: 96
  Bone: mixamorig:Hips
    Location: <Vector (0.0598, 0.8656, 0.0556)>
    Rotation: <Euler (x=0.2289, y=-0.3944, z=-0.0431), order='XYZ'>
    Matrix:
      <Vector (0.9224, -0.0451, -0.3837, 0.0598)>
      <Vector (-0.0398, 0.9768, -0.2106, 0.8656)>
      <Vector (0.3843, 0.2095, 0.8991, 0.0556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0569, 0.9414, 0.0702)>
    Rotation: <Euler (x=0.2527, y=-0.4064, z=-0.0359), order='XYZ'>
    Matrix:
      <Vector (0.9180, -0.0640, -0.3915, 0.0569)>
      <Vector (-0.0330, 0.9712, -0.2362, 0.9414)>
      <Vector (0.3953, 0.2297, 0.8894, 0.0702)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0512, 1.0290, 0.0909)>
    Rotation: <Euler (x=0.3742, y=-0.4200, z=-0.0199), order='XYZ'>
    Matrix:
      <Vector (0.9129, -0.1305, -0.3867, 0.0512)>
      <Vector (-0.0182, 0.9336, -0.3579, 1.0290)>
      <Vector (0.4077, 0.3338, 0.8499, 0.0909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0377, 1.1252, 0.1253)>
    Rotation: <Euler (x=0.4967, y=-0.4337, z=-0.0063), order='XYZ'>
    Matrix:
      <Vector (0.9074, -0.1947, -0.3725, 0.0377)>
      <Vector (-0.0058, 0.8804, -0.4742, 1.1252)>
      <Vector (0.4203, 0.4324, 0.7977, 0.1253)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0152, 1.2272, 0.1754)>
    Rotation: <Euler (x=0.4156, y=-0.3559, z=-0.0173), order='XYZ'>
    Matrix:
      <Vector (0.9372, -0.1248, -0.3257, 0.0152)>
      <Vector (-0.0162, 0.9172, -0.3982, 1.2272)>
      <Vector (0.3484, 0.3785, 0.8576, 0.1754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0022, 1.3167, 0.2262)>
    Rotation: <Euler (x=0.0308, y=-0.0600, z=-0.0235), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0216, -0.0606, -0.0022)>
      <Vector (-0.0234, 0.9993, -0.0294, 1.3167)>
      <Vector (0.0599, 0.0308, 0.9977, 0.2262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0011, 1.5555, 0.2650)>
    Rotation: <Euler (x=0.0308, y=-0.0600, z=-0.0235), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0216, -0.0606, 0.0011)>
      <Vector (-0.0234, 0.9993, -0.0294, 1.5555)>
      <Vector (0.0599, 0.0308, 0.9977, 0.2650)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0824, 1.2128, 0.1957)>
    Rotation: <Euler (x=-0.2434, y=2.1525, z=-2.0662), order='XYZ'>
    Matrix:
      <Vector (0.2612, 0.9496, -0.1735, 0.0824)>
      <Vector (0.4834, -0.2843, -0.8280, 1.2128)>
      <Vector (-0.8355, 0.1324, -0.5333, 0.1957)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2166, 1.1727, 0.2144)>
    Rotation: <Euler (x=3.1032, y=0.8399, z=0.4531), order='XYZ'>
    Matrix:
      <Vector (0.6002, 0.4632, -0.6521, 0.2166)>
      <Vector (0.2922, -0.8859, -0.3602, 1.1727)>
      <Vector (-0.7446, 0.0256, -0.6671, 0.2144)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3062, 1.0012, 0.2193)>
    Rotation: <Euler (x=2.3360, y=0.1207, z=-0.9979), order='XYZ'>
    Matrix:
      <Vector (0.5381, -0.5350, -0.6513, 0.3062)>
      <Vector (-0.8342, -0.4484, -0.3208, 1.0012)>
      <Vector (-0.1204, 0.7160, -0.6876, 0.2193)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1662, 0.8838, 0.4067)>
    Rotation: <Euler (x=1.9628, y=0.0387, z=-0.6958), order='XYZ'>
    Matrix:
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      <Vector (-0.6405, -0.3161, -0.6998, 0.8838)>
      <Vector (-0.0387, 0.9235, -0.3818, 0.4067)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1312, 0.8815, 0.4411)>
    Rotation: <Euler (x=2.4738, y=-0.6721, z=-1.0347), order='XYZ'>
    Matrix:
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      <Vector (-0.6727, -0.0696, -0.7366, 0.8815)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0962, 0.8802, 0.4588)>
    Rotation: <Euler (x=2.3223, y=-0.2894, z=-0.7699), order='XYZ'>
    Matrix:
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      <Vector (-0.6671, -0.3450, -0.6602, 0.8802)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0764, 0.8684, 0.4818)>
    Rotation: <Euler (x=2.2463, y=-0.1156, z=-0.6975), order='XYZ'>
    Matrix:
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      <Vector (-0.6381, -0.4214, -0.6444, 0.8684)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0659, 0.8573, 0.5009)>
    Rotation: <Euler (x=2.2463, y=-0.1156, z=-0.6975), order='XYZ'>
    Matrix:
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      <Vector (-0.6381, -0.4214, -0.6444, 0.8573)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1144, 0.8713, 0.5144)>
    Rotation: <Euler (x=2.4195, y=-0.0106, z=-0.7077), order='XYZ'>
    Matrix:
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      <Vector (-0.6501, -0.5656, -0.5074, 0.8713)>
      <Vector (0.0106, 0.6609, -0.7504, 0.5144)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1002, 0.8546, 0.5338)>
    Rotation: <Euler (x=2.8902, y=0.0275, z=-0.6408), order='XYZ'>
    Matrix:
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      <Vector (-0.5976, -0.7805, -0.1835, 0.8546)>
      <Vector (-0.0275, 0.2486, -0.9682, 0.5338)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0832, 0.8314, 0.5411)>
    Rotation: <Euler (x=3.1270, y=0.0355, z=-0.5854), order='XYZ'>
    Matrix:
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      <Vector (-0.5522, -0.8337, 0.0075, 0.8314)>
      <Vector (-0.0355, 0.0146, -0.9993, 0.5411)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0702, 0.8123, 0.5415)>
    Rotation: <Euler (x=3.1270, y=0.0355, z=-0.5854), order='XYZ'>
    Matrix:
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      <Vector (-0.5522, -0.8337, 0.0075, 0.8123)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1323, 0.8562, 0.5126)>
    Rotation: <Euler (x=2.4192, y=-0.0078, z=-0.7084), order='XYZ'>
    Matrix:
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      <Vector (-0.6506, -0.5664, -0.5059, 0.8562)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1158, 0.8369, 0.5349)>
    Rotation: <Euler (x=2.8902, y=0.0303, z=-0.6410), order='XYZ'>
    Matrix:
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      <Vector (-0.5977, -0.7808, -0.1818, 0.8369)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0958, 0.8094, 0.5436)>
    Rotation: <Euler (x=3.1270, y=0.0381, z=-0.5873), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0811, 0.7879, 0.5440)>
    Rotation: <Euler (x=3.1270, y=0.0381, z=-0.5873), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1520, 0.8406, 0.5116)>
    Rotation: <Euler (x=2.4195, y=-0.0066, z=-0.7065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1374, 0.8234, 0.5315)>
    Rotation: <Euler (x=2.8903, y=0.0308, z=-0.6382), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1208, 0.8007, 0.5387)>
    Rotation: <Euler (x=3.1267, y=0.0364, z=-0.5939), order='XYZ'>
    Matrix:
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      <Vector (-0.5592, -0.8290, 0.0081, 0.8007)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1078, 0.7818, 0.5390)>
    Rotation: <Euler (x=3.1267, y=0.0364, z=-0.5939), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1715, 0.8287, 0.5071)>
    Rotation: <Euler (x=2.4092, y=0.0500, z=-0.6536), order='XYZ'>
    Matrix:
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      <Vector (-0.6073, -0.6106, -0.5083, 0.8287)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1593, 0.8111, 0.5263)>
    Rotation: <Euler (x=2.8904, y=0.0394, z=-0.6358), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1466, 0.7937, 0.5318)>
    Rotation: <Euler (x=3.1261, y=0.0433, z=-0.6089), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1372, 0.7802, 0.5321)>
    Rotation: <Euler (x=3.1261, y=0.0433, z=-0.6089), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0452, 1.2120, 0.1398)>
    Rotation: <Euler (x=1.0241, y=-2.1715, z=1.0754), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1571, 1.1593, 0.0715)>
    Rotation: <Euler (x=-1.3463, y=-1.3600, z=-1.9293), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1816, 0.9710, 0.0320)>
    Rotation: <Euler (x=1.5404, y=-0.1765, z=1.4650), order='XYZ'>
    Matrix:
      <Vector (0.1039, -0.0488, 0.9934, -0.1816)>
      <Vector (0.9790, -0.1713, -0.1108, 0.9710)>
      <Vector (0.1756, 0.9840, 0.0299, 0.0320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1944, 0.9262, 0.2895)>
    Rotation: <Euler (x=1.5853, y=-0.3981, z=1.0466), order='XYZ'>
    Matrix:
      <Vector (0.4614, -0.1815, 0.8684, -0.1944)>
      <Vector (0.7980, -0.3429, -0.4956, 0.9262)>
      <Vector (0.3877, 0.9217, -0.0134, 0.2895)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1816, 0.9287, 0.3343)>
    Rotation: <Euler (x=1.9660, y=0.4021, z=1.0543), order='XYZ'>
    Matrix:
      <Vector (0.4545, 0.5132, 0.7281, -0.1816)>
      <Vector (0.8002, 0.1239, -0.5868, 0.9287)>
      <Vector (-0.3913, 0.8493, -0.3543, 0.3343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1619, 0.9344, 0.3655)>
    Rotation: <Euler (x=1.9481, y=-0.0903, z=0.9823), order='XYZ'>
    Matrix:
      <Vector (0.5528, 0.2599, 0.7917, -0.1619)>
      <Vector (0.8284, -0.2742, -0.4884, 0.9344)>
      <Vector (0.0902, 0.9259, -0.3669, 0.3655)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1535, 0.9252, 0.3959)>
    Rotation: <Euler (x=1.8916, y=-0.2445, z=0.9869), order='XYZ'>
    Matrix:
      <Vector (0.5349, 0.1364, 0.8339, -0.1535)>
      <Vector (0.8095, -0.3655, -0.4594, 0.9252)>
      <Vector (0.2421, 0.9208, -0.3059, 0.3959)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1503, 0.9145, 0.4205)>
    Rotation: <Euler (x=1.8916, y=-0.2445, z=0.9869), order='XYZ'>
    Matrix:
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      <Vector (0.8095, -0.3655, -0.4594, 0.9145)>
      <Vector (0.2421, 0.9208, -0.3059, 0.4205)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1992, 0.9161, 0.4071)>
    Rotation: <Euler (x=2.0455, y=-0.3422, z=1.0377), order='XYZ'>
    Matrix:
      <Vector (0.4787, 0.2420, 0.8440, -0.1992)>
      <Vector (0.8113, -0.4893, -0.3199, 0.9161)>
      <Vector (0.3356, 0.8379, -0.4306, 0.4071)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1920, 0.9011, 0.4323)>
    Rotation: <Euler (x=2.5337, y=-0.3957, z=0.9904), order='XYZ'>
    Matrix:
      <Vector (0.5060, 0.5658, 0.6511, -0.1920)>
      <Vector (0.7717, -0.6342, -0.0486, 0.9011)>
      <Vector (0.3854, 0.5270, -0.7574, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1753, 0.8822, 0.4480)>
    Rotation: <Euler (x=2.7875, y=-0.4186, z=0.9443), order='XYZ'>
    Matrix:
      <Vector (0.5357, 0.6772, 0.5044, -0.1753)>
      <Vector (0.7401, -0.6641, 0.1056, 0.8822)>
      <Vector (0.4065, 0.3168, -0.8570, 0.4480)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1596, 0.8673, 0.4553)>
    Rotation: <Euler (x=2.7875, y=-0.4186, z=0.9443), order='XYZ'>
    Matrix:
      <Vector (0.5357, 0.6772, 0.5044, -0.1596)>
      <Vector (0.7401, -0.6641, 0.1056, 0.8673)>
      <Vector (0.4065, 0.3168, -0.8570, 0.4553)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2104, 0.8966, 0.4020)>
    Rotation: <Euler (x=2.0454, y=-0.3500, z=1.0380), order='XYZ'>
    Matrix:
      <Vector (0.4772, 0.2387, 0.8458, -0.2104)>
      <Vector (0.8092, -0.4948, -0.3168, 0.8966)>
      <Vector (0.3429, 0.8356, -0.4293, 0.4020)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2028, 0.8807, 0.4286)>
    Rotation: <Euler (x=2.5337, y=-0.4015, z=0.9904), order='XYZ'>
    Matrix:
      <Vector (0.5048, 0.5641, 0.6535, -0.2028)>
      <Vector (0.7697, -0.6368, -0.0449, 0.8807)>
      <Vector (0.3908, 0.5257, -0.7556, 0.4286)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1834, 0.8588, 0.4467)>
    Rotation: <Euler (x=2.7848, y=-0.4205, z=0.9510), order='XYZ'>
    Matrix:
      <Vector (0.5303, 0.6799, 0.5065, -0.1834)>
      <Vector (0.7431, -0.6604, 0.1085, 0.8588)>
      <Vector (0.4082, 0.3188, -0.8554, 0.4467)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1665, 0.8426, 0.4546)>
    Rotation: <Euler (x=2.7848, y=-0.4205, z=0.9510), order='XYZ'>
    Matrix:
      <Vector (0.5303, 0.6799, 0.5065, -0.1665)>
      <Vector (0.7431, -0.6604, 0.1085, 0.8426)>
      <Vector (0.4082, 0.3188, -0.8554, 0.4546)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2215, 0.8759, 0.3928)>
    Rotation: <Euler (x=2.0458, y=-0.3449, z=1.0368), order='XYZ'>
    Matrix:
      <Vector (0.4790, 0.2406, 0.8442, -0.2215)>
      <Vector (0.8101, -0.4916, -0.3195, 0.8759)>
      <Vector (0.3381, 0.8369, -0.4304, 0.3928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2148, 0.8620, 0.4162)>
    Rotation: <Euler (x=2.5358, y=-0.4007, z=0.9850), order='XYZ'>
    Matrix:
      <Vector (0.5090, 0.5622, 0.6518, -0.2148)>
      <Vector (0.7673, -0.6396, -0.0476, 0.8620)>
      <Vector (0.3901, 0.5243, -0.7569, 0.4162)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1992, 0.8443, 0.4308)>
    Rotation: <Euler (x=2.7839, y=-0.4151, z=0.9533), order='XYZ'>
    Matrix:
      <Vector (0.5298, 0.6819, 0.5042, -0.1992)>
      <Vector (0.7461, -0.6575, 0.1053, 0.8443)>
      <Vector (0.4033, 0.3204, -0.8571, 0.4308)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1831, 0.8290, 0.4384)>
    Rotation: <Euler (x=2.7839, y=-0.4151, z=0.9533), order='XYZ'>
    Matrix:
      <Vector (0.5298, 0.6819, 0.5042, -0.1831)>
      <Vector (0.7461, -0.6575, 0.1053, 0.8290)>
      <Vector (0.4033, 0.3204, -0.8571, 0.4384)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2324, 0.8611, 0.3775)>
    Rotation: <Euler (x=2.0455, y=-0.3491, z=1.0377), order='XYZ'>
    Matrix:
      <Vector (0.4776, 0.2391, 0.8454, -0.2324)>
      <Vector (0.8093, -0.4943, -0.3174, 0.8611)>
      <Vector (0.3420, 0.8358, -0.4295, 0.3775)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2262, 0.8481, 0.3994)>
    Rotation: <Euler (x=2.5365, y=-0.4058, z=0.9834), order='XYZ'>
    Matrix:
      <Vector (0.5092, 0.5601, 0.6534, -0.2262)>
      <Vector (0.7648, -0.6427, -0.0450, 0.8481)>
      <Vector (0.3947, 0.5227, -0.7557, 0.3994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2115, 0.8316, 0.4130)>
    Rotation: <Euler (x=2.7789, y=-0.4140, z=0.9656), order='XYZ'>
    Matrix:
      <Vector (0.5208, 0.6877, 0.5058, -0.2115)>
      <Vector (0.7529, -0.6493, 0.1075, 0.8316)>
      <Vector (0.4023, 0.3248, -0.8560, 0.4130)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2014, 0.8218, 0.4178)>
    Rotation: <Euler (x=2.7789, y=-0.4140, z=0.9656), order='XYZ'>
    Matrix:
      <Vector (0.5208, 0.6877, 0.5058, -0.2014)>
      <Vector (0.7529, -0.6493, 0.1075, 0.8218)>
      <Vector (0.4023, 0.3248, -0.8560, 0.4178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1650, 0.8205, 0.0835)>
    Rotation: <Euler (x=0.7149, y=0.0121, z=-2.9296), order='XYZ'>
    Matrix:
      <Vector (-0.9776, 0.1511, -0.1469, 0.1650)>
      <Vector (-0.2104, -0.7399, 0.6390, 0.8205)>
      <Vector (-0.0121, 0.6555, 0.7551, 0.0835)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2278, 0.5131, 0.3559)>
    Rotation: <Euler (x=-0.3079, y=-0.1533, z=-2.9335), order='XYZ'>
    Matrix:
      <Vector (-0.9670, 0.1516, 0.2050, 0.2278)>
      <Vector (-0.2042, -0.9420, -0.2665, 0.5131)>
      <Vector (0.1527, -0.2995, 0.9418, 0.3559)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2927, 0.1102, 0.2277)>
    Rotation: <Euler (x=0.8602, y=-0.1683, z=-3.0009), order='XYZ'>
    Matrix:
      <Vector (-0.9761, 0.2172, 0.0019, 0.2927)>
      <Vector (-0.1383, -0.6280, 0.7658, 0.1102)>
      <Vector (0.1675, 0.7473, 0.6430, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3307, 0.0002, 0.3586)>
    Rotation: <Euler (x=-1.5120, y=-2.8723, z=0.0165), order='XYZ'>
    Matrix:
      <Vector (-0.9638, 0.2646, -0.0321, 0.3307)>
      <Vector (-0.0159, 0.0631, 0.9979, 0.0002)>
      <Vector (0.2661, 0.9623, -0.0566, 0.3586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3506, 0.0050, 0.4311)>
    Rotation: <Euler (x=-1.5120, y=-2.8723, z=0.0165), order='XYZ'>
    Matrix:
      <Vector (-0.9638, 0.2646, -0.0321, 0.3506)>
      <Vector (-0.0159, 0.0631, 0.9979, 0.0050)>
      <Vector (0.2661, 0.9623, -0.0566, 0.4311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0393, 0.8281, 0.0041)>
    Rotation: <Euler (x=0.4064, y=0.6787, z=2.7901), order='XYZ'>
    Matrix:
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      <Vector (0.2680, -0.7770, 0.5697, 0.8281)>
      <Vector (-0.6277, 0.3077, 0.7150, 0.0041)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2675, 0.5052, 0.1319)>
    Rotation: <Euler (x=-0.5794, y=0.7566, z=2.6928), order='XYZ'>
    Matrix:
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      <Vector (0.3155, -0.9170, -0.2441, 0.5052)>
      <Vector (-0.6865, -0.3982, 0.6085, 0.1319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7747, y=0.7985, z=2.9386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5508, y=2.2395, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7846, 0.6199, -0.0124, 0.0499)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2395, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 97
  Bone: mixamorig:Hips
    Location: <Vector (0.0593, 0.8665, 0.0548)>
    Rotation: <Euler (x=0.2316, y=-0.3936, z=-0.0426), order='XYZ'>
    Matrix:
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      <Vector (-0.0394, 0.9762, -0.2134, 0.8665)>
      <Vector (0.3835, 0.2119, 0.8989, 0.0548)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0564, 0.9423, 0.0696)>
    Rotation: <Euler (x=0.2546, y=-0.4048, z=-0.0352), order='XYZ'>
    Matrix:
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      <Vector (-0.0324, 0.9707, -0.2383, 0.9423)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0505, 1.0299, 0.0905)>
    Rotation: <Euler (x=0.3749, y=-0.4169, z=-0.0199), order='XYZ'>
    Matrix:
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      <Vector (-0.0182, 0.9333, -0.3586, 1.0299)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0371, 1.1260, 0.1250)>
    Rotation: <Euler (x=0.4961, y=-0.4290, z=-0.0067), order='XYZ'>
    Matrix:
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      <Vector (-0.0061, 0.8807, -0.4736, 1.1260)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0149, 1.2281, 0.1752)>
    Rotation: <Euler (x=0.4139, y=-0.3513, z=-0.0176), order='XYZ'>
    Matrix:
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      <Vector (-0.0165, 0.9178, -0.3966, 1.2281)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0022, 1.3177, 0.2259)>
    Rotation: <Euler (x=0.0279, y=-0.0561, z=-0.0231), order='XYZ'>
    Matrix:
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      <Vector (-0.0231, 0.9994, -0.0266, 1.3177)>
      <Vector (0.0561, 0.0279, 0.9980, 0.2259)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0012, 1.5566, 0.2640)>
    Rotation: <Euler (x=0.0279, y=-0.0561, z=-0.0231), order='XYZ'>
    Matrix:
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      <Vector (-0.0231, 0.9994, -0.0266, 1.5566)>
      <Vector (0.0561, 0.0279, 0.9980, 0.2640)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0822, 1.2137, 0.1951)>
    Rotation: <Euler (x=-0.2349, y=2.1495, z=-2.0601), order='XYZ'>
    Matrix:
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      <Vector (0.4828, -0.2851, -0.8280, 1.2137)>
      <Vector (-0.8372, 0.1273, -0.5319, 0.1951)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2164, 1.1734, 0.2131)>
    Rotation: <Euler (x=3.1077, y=0.8487, z=0.4570), order='XYZ'>
    Matrix:
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      <Vector (0.2917, -0.8856, -0.3614, 1.1734)>
      <Vector (-0.7504, 0.0224, -0.6606, 0.2131)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3062, 1.0020, 0.2174)>
    Rotation: <Euler (x=2.3274, y=0.1242, z=-0.9989), order='XYZ'>
    Matrix:
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      <Vector (-0.8344, -0.4473, -0.3220, 1.0020)>
      <Vector (-0.1239, 0.7215, -0.6812, 0.2174)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1679, 0.8849, 0.4063)>
    Rotation: <Euler (x=1.9563, y=0.0454, z=-0.6970), order='XYZ'>
    Matrix:
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      <Vector (-0.6413, -0.3153, -0.6995, 0.8849)>
      <Vector (-0.0454, 0.9256, -0.3757, 0.4063)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1332, 0.8827, 0.4410)>
    Rotation: <Euler (x=2.4631, y=-0.6678, z=-1.0290), order='XYZ'>
    Matrix:
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      <Vector (-0.6727, -0.0684, -0.7367, 0.8827)>
      <Vector (0.6193, 0.4928, -0.6113, 0.4410)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0984, 0.8814, 0.4590)>
    Rotation: <Euler (x=2.3150, y=-0.2831, z=-0.7688), order='XYZ'>
    Matrix:
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      <Vector (-0.6676, -0.3440, -0.6603, 0.8814)>
      <Vector (0.2793, 0.7063, -0.6504, 0.4590)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0788, 0.8697, 0.4822)>
    Rotation: <Euler (x=2.2397, y=-0.1088, z=-0.6978), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0685, 0.8586, 0.5014)>
    Rotation: <Euler (x=2.2397, y=-0.1088, z=-0.6978), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1171, 0.8725, 0.5144)>
    Rotation: <Euler (x=2.4129, y=-0.0039, z=-0.7087), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1030, 0.8558, 0.5339)>
    Rotation: <Euler (x=2.8841, y=0.0346, z=-0.6420), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0861, 0.8327, 0.5415)>
    Rotation: <Euler (x=3.1213, y=0.0430, z=-0.5866), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0730, 0.8136, 0.5420)>
    Rotation: <Euler (x=3.1213, y=0.0430, z=-0.5866), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1349, 0.8574, 0.5124)>
    Rotation: <Euler (x=2.4126, y=-0.0011, z=-0.7094), order='XYZ'>
    Matrix:
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      <Vector (-0.6514, -0.5655, -0.5060, 0.8574)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1187, 0.8381, 0.5349)>
    Rotation: <Euler (x=2.8841, y=0.0374, z=-0.6422), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0987, 0.8107, 0.5439)>
    Rotation: <Euler (x=3.1213, y=0.0455, z=-0.5886), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0839, 0.7891, 0.5444)>
    Rotation: <Euler (x=3.1213, y=0.0455, z=-0.5886), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1546, 0.8418, 0.5113)>
    Rotation: <Euler (x=2.4129, y=0.0001, z=-0.7075), order='XYZ'>
    Matrix:
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      <Vector (-0.6499, -0.5671, -0.5060, 0.8418)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1402, 0.8246, 0.5313)>
    Rotation: <Euler (x=2.8842, y=0.0380, z=-0.6394), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1237, 0.8019, 0.5387)>
    Rotation: <Euler (x=3.1210, y=0.0438, z=-0.5951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1107, 0.7830, 0.5392)>
    Rotation: <Euler (x=3.1210, y=0.0438, z=-0.5951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1741, 0.8298, 0.5066)>
    Rotation: <Euler (x=2.4029, y=0.0570, z=-0.6549), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1620, 0.8123, 0.5260)>
    Rotation: <Euler (x=2.8843, y=0.0466, z=-0.6370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1494, 0.7949, 0.5316)>
    Rotation: <Euler (x=3.1203, y=0.0506, z=-0.6101), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1400, 0.7814, 0.5320)>
    Rotation: <Euler (x=3.1203, y=0.0506, z=-0.6101), order='XYZ'>
    Matrix:
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      <Vector (-0.0506, 0.0213, -0.9985, 0.5320)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0457, 1.2129, 0.1398)>
    Rotation: <Euler (x=1.0163, y=-2.1688, z=1.0804), order='XYZ'>
    Matrix:
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      <Vector (-0.4966, -0.3718, -0.7843, 1.2129)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1580, 1.1603, 0.0722)>
    Rotation: <Euler (x=-1.3715, y=-1.3613, z=-1.9069), order='XYZ'>
    Matrix:
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      <Vector (-0.1963, -0.9704, -0.1404, 1.1603)>
      <Vector (0.9781, -0.2038, 0.0412, 0.0722)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1831, 0.9722, 0.0326)>
    Rotation: <Euler (x=1.5459, y=-0.1763, z=1.4619), order='XYZ'>
    Matrix:
      <Vector (0.1070, -0.0438, 0.9933, -0.1831)>
      <Vector (0.9787, -0.1716, -0.1130, 0.9722)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1946, 0.9272, 0.2902)>
    Rotation: <Euler (x=1.5901, y=-0.3964, z=1.0430), order='XYZ'>
    Matrix:
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      <Vector (0.7969, -0.3433, -0.4971, 0.9272)>
      <Vector (0.3861, 0.9223, -0.0178, 0.2902)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1816, 0.9297, 0.3350)>
    Rotation: <Euler (x=1.9709, y=0.4037, z=1.0545), order='XYZ'>
    Matrix:
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      <Vector (0.7997, 0.1224, -0.5877, 0.9297)>
      <Vector (-0.3929, 0.8470, -0.3582, 0.3350)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1617, 0.9353, 0.3661)>
    Rotation: <Euler (x=1.9524, y=-0.0883, z=0.9803), order='XYZ'>
    Matrix:
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      <Vector (0.8274, -0.2754, -0.4895, 0.9353)>
      <Vector (0.0882, 0.9245, -0.3709, 0.3661)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1532, 0.9261, 0.3964)>
    Rotation: <Euler (x=1.8960, y=-0.2426, z=0.9842), order='XYZ'>
    Matrix:
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      <Vector (0.8084, -0.3664, -0.4606, 0.9261)>
      <Vector (0.2402, 0.9198, -0.3102, 0.3964)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1500, 0.9153, 0.4210)>
    Rotation: <Euler (x=1.8960, y=-0.2426, z=0.9842), order='XYZ'>
    Matrix:
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      <Vector (0.8084, -0.3664, -0.4606, 0.9153)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1989, 0.9170, 0.4079)>
    Rotation: <Euler (x=2.0502, y=-0.3405, z=1.0345), order='XYZ'>
    Matrix:
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      <Vector (0.8103, -0.4904, -0.3210, 0.9170)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1916, 0.9020, 0.4330)>
    Rotation: <Euler (x=2.5384, y=-0.3937, z=0.9870), order='XYZ'>
    Matrix:
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      <Vector (0.7705, -0.6355, -0.0491, 0.9020)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1748, 0.8831, 0.4485)>
    Rotation: <Euler (x=2.7921, y=-0.4164, z=0.9408), order='XYZ'>
    Matrix:
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      <Vector (0.7389, -0.6655, 0.1054, 0.8831)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1592, 0.8681, 0.4558)>
    Rotation: <Euler (x=2.7921, y=-0.4164, z=0.9408), order='XYZ'>
    Matrix:
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      <Vector (0.7389, -0.6655, 0.1054, 0.8681)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2101, 0.8976, 0.4028)>
    Rotation: <Euler (x=2.0501, y=-0.3483, z=1.0347), order='XYZ'>
    Matrix:
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      <Vector (0.8081, -0.4959, -0.3179, 0.8976)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2025, 0.8816, 0.4294)>
    Rotation: <Euler (x=2.5384, y=-0.3996, z=0.9869), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1831, 0.8597, 0.4473)>
    Rotation: <Euler (x=2.7895, y=-0.4184, z=0.9474), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1662, 0.8435, 0.4552)>
    Rotation: <Euler (x=2.7895, y=-0.4184, z=0.9474), order='XYZ'>
    Matrix:
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      <Vector (0.7419, -0.6617, 0.1083, 0.8435)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2213, 0.8770, 0.3936)>
    Rotation: <Euler (x=2.0505, y=-0.3432, z=1.0335), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2145, 0.8630, 0.4170)>
    Rotation: <Euler (x=2.5405, y=-0.3988, z=0.9816), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1989, 0.8453, 0.4315)>
    Rotation: <Euler (x=2.7885, y=-0.4130, z=0.9497), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1828, 0.8299, 0.4389)>
    Rotation: <Euler (x=2.7885, y=-0.4130, z=0.9497), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2323, 0.8622, 0.3784)>
    Rotation: <Euler (x=2.0502, y=-0.3473, z=1.0344), order='XYZ'>
    Matrix:
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      <Vector (0.8082, -0.4953, -0.3185, 0.8622)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2260, 0.8492, 0.4002)>
    Rotation: <Euler (x=2.5412, y=-0.4038, z=0.9799), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2114, 0.8326, 0.4138)>
    Rotation: <Euler (x=2.7836, y=-0.4120, z=0.9621), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2012, 0.8228, 0.4185)>
    Rotation: <Euler (x=2.7836, y=-0.4120, z=0.9621), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1646, 0.8216, 0.0826)>
    Rotation: <Euler (x=0.7132, y=0.0126, z=-2.9294), order='XYZ'>
    Matrix:
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      <Vector (-0.2105, -0.7410, 0.6376, 0.8216)>
      <Vector (-0.0126, 0.6542, 0.7562, 0.0826)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2275, 0.5137, 0.3544)>
    Rotation: <Euler (x=-0.3046, y=-0.1576, z=-2.9315), order='XYZ'>
    Matrix:
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      <Vector (0.1569, -0.2962, 0.9421, 0.3544)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2929, 0.1104, 0.2277)>
    Rotation: <Euler (x=0.8610, y=-0.1696, z=-3.0047), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3307, 0.0004, 0.3586)>
    Rotation: <Euler (x=-1.5130, y=-2.8711, z=0.0127), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3507, 0.0050, 0.4310)>
    Rotation: <Euler (x=-1.5130, y=-2.8711, z=0.0127), order='XYZ'>
    Matrix:
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      <Vector (-0.0122, 0.0612, 0.9981, 0.0050)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0397, 0.8291, 0.0033)>
    Rotation: <Euler (x=0.4053, y=0.6784, z=2.7911), order='XYZ'>
    Matrix:
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      <Vector (0.2674, -0.7781, 0.5683, 0.8291)>
      <Vector (-0.6275, 0.3070, 0.7155, 0.0033)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2675, 0.5057, 0.1309)>
    Rotation: <Euler (x=-0.5757, y=0.7569, z=2.6955), order='XYZ'>
    Matrix:
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      <Vector (0.3137, -0.9180, -0.2426, 0.5057)>
      <Vector (-0.6866, -0.3958, 0.6098, 0.1309)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7750, y=0.7978, z=2.9388), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2403, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5507, y=2.2403, z=-0.0282), order='XYZ'>
    Matrix:
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Frame: 98
  Bone: mixamorig:Hips
    Location: <Vector (0.0588, 0.8674, 0.0542)>
    Rotation: <Euler (x=0.2341, y=-0.3926, z=-0.0422), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0557, 0.9432, 0.0692)>
    Rotation: <Euler (x=0.2564, y=-0.4032, z=-0.0346), order='XYZ'>
    Matrix:
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      <Vector (-0.0319, 0.9702, -0.2403, 0.9432)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0498, 1.0307, 0.0902)>
    Rotation: <Euler (x=0.3757, y=-0.4138, z=-0.0199), order='XYZ'>
    Matrix:
      <Vector (0.9154, -0.1290, -0.3813, 0.0498)>
      <Vector (-0.0183, 0.9330, -0.3594, 1.0307)>
      <Vector (0.4021, 0.3359, 0.8517, 0.0902)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0365, 1.1268, 0.1248)>
    Rotation: <Euler (x=0.4958, y=-0.4245, z=-0.0073), order='XYZ'>
    Matrix:
      <Vector (0.9112, -0.1895, -0.3657, 0.0365)>
      <Vector (-0.0067, 0.8810, -0.4731, 1.1268)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0145, 1.2289, 0.1751)>
    Rotation: <Euler (x=0.4126, y=-0.3471, z=-0.0179), order='XYZ'>
    Matrix:
      <Vector (0.9402, -0.1200, -0.3188, 0.0145)>
      <Vector (-0.0168, 0.9184, -0.3953, 1.2289)>
      <Vector (0.3402, 0.3770, 0.8615, 0.1751)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0022, 1.3186, 0.2258)>
    Rotation: <Euler (x=0.0253, y=-0.0528, z=-0.0229), order='XYZ'>
    Matrix:
      <Vector (0.9983, 0.0215, -0.0533, -0.0022)>
      <Vector (-0.0228, 0.9994, -0.0241, 1.3186)>
      <Vector (0.0528, 0.0252, 0.9983, 0.2258)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0013, 1.5576, 0.2633)>
    Rotation: <Euler (x=0.0253, y=-0.0528, z=-0.0229), order='XYZ'>
    Matrix:
      <Vector (0.9983, 0.0215, -0.0533, 0.0013)>
      <Vector (-0.0228, 0.9994, -0.0241, 1.5576)>
      <Vector (0.0528, 0.0252, 0.9983, 0.2633)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0820, 1.2144, 0.1947)>
    Rotation: <Euler (x=-0.2261, y=2.1468, z=-2.0538), order='XYZ'>
    Matrix:
      <Vector (0.2530, 0.9504, -0.1810, 0.0820)>
      <Vector (0.4824, -0.2861, -0.8279, 1.2144)>
      <Vector (-0.8386, 0.1221, -0.5308, 0.1947)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2163, 1.1740, 0.2120)>
    Rotation: <Euler (x=3.1123, y=0.8573, z=0.4607), order='XYZ'>
    Matrix:
      <Vector (0.5863, 0.4642, -0.6639, 0.2163)>
      <Vector (0.2910, -0.8855, -0.3622, 1.1740)>
      <Vector (-0.7561, 0.0192, -0.6542, 0.2120)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3061, 1.0026, 0.2157)>
    Rotation: <Euler (x=2.3192, y=0.1278, z=-1.0001), order='XYZ'>
    Matrix:
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      <Vector (-0.8347, -0.4462, -0.3229, 1.0026)>
      <Vector (-0.1274, 0.7268, -0.6749, 0.2157)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1694, 0.8859, 0.4059)>
    Rotation: <Euler (x=1.9501, y=0.0518, z=-0.6981), order='XYZ'>
    Matrix:
      <Vector (0.7650, -0.2011, -0.6118, 0.1694)>
      <Vector (-0.6419, -0.3145, -0.6993, 0.8859)>
      <Vector (-0.0518, 0.9277, -0.3697, 0.4059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1351, 0.8836, 0.4409)>
    Rotation: <Euler (x=2.4530, y=-0.6638, z=-1.0235), order='XYZ'>
    Matrix:
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      <Vector (-0.6726, -0.0674, -0.7369, 0.8836)>
      <Vector (0.6161, 0.5005, -0.6082, 0.4409)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1004, 0.8824, 0.4592)>
    Rotation: <Euler (x=2.3080, y=-0.2772, z=-0.7677), order='XYZ'>
    Matrix:
      <Vector (0.6921, -0.6126, -0.3818, 0.1004)>
      <Vector (-0.6680, -0.3430, -0.6604, 0.8824)>
      <Vector (0.2736, 0.7121, -0.6466, 0.4592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0810, 0.8707, 0.4826)>
    Rotation: <Euler (x=2.2334, y=-0.1024, z=-0.6979), order='XYZ'>
    Matrix:
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      <Vector (-0.6392, -0.4196, -0.6445, 0.8707)>
      <Vector (0.1022, 0.7842, -0.6120, 0.4826)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0708, 0.8596, 0.5019)>
    Rotation: <Euler (x=2.2334, y=-0.1024, z=-0.6979), order='XYZ'>
    Matrix:
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      <Vector (-0.6392, -0.4196, -0.6445, 0.8596)>
      <Vector (0.1022, 0.7842, -0.6120, 0.5019)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1196, 0.8736, 0.5145)>
    Rotation: <Euler (x=2.4066, y=0.0024, z=-0.7094), order='XYZ'>
    Matrix:
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      <Vector (-0.6514, -0.5639, -0.5076, 0.8736)>
      <Vector (-0.0024, 0.6706, -0.7418, 0.5145)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1057, 0.8569, 0.5342)>
    Rotation: <Euler (x=2.8782, y=0.0413, z=-0.6430), order='XYZ'>
    Matrix:
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      <Vector (-0.5991, -0.7792, -0.1844, 0.8569)>
      <Vector (-0.0413, 0.2601, -0.9647, 0.5342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0889, 0.8338, 0.5419)>
    Rotation: <Euler (x=3.1158, y=0.0500, z=-0.5876), order='XYZ'>
    Matrix:
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      <Vector (-0.5537, -0.8327, 0.0062, 0.8338)>
      <Vector (-0.0500, 0.0258, -0.9984, 0.5419)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0758, 0.8147, 0.5425)>
    Rotation: <Euler (x=3.1158, y=0.0500, z=-0.5876), order='XYZ'>
    Matrix:
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      <Vector (-0.5537, -0.8327, 0.0062, 0.8147)>
      <Vector (-0.0500, 0.0258, -0.9984, 0.5425)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1374, 0.8584, 0.5124)>
    Rotation: <Euler (x=2.4063, y=0.0052, z=-0.7102), order='XYZ'>
    Matrix:
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      <Vector (-0.6519, -0.5646, -0.5061, 0.8584)>
      <Vector (-0.0052, 0.6708, -0.7416, 0.5124)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1214, 0.8392, 0.5350)>
    Rotation: <Euler (x=2.8782, y=0.0441, z=-0.6432), order='XYZ'>
    Matrix:
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      <Vector (-0.5992, -0.7795, -0.1828, 0.8392)>
      <Vector (-0.0441, 0.2601, -0.9646, 0.5350)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1014, 0.8117, 0.5441)>
    Rotation: <Euler (x=3.1157, y=0.0526, z=-0.5896), order='XYZ'>
    Matrix:
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      <Vector (-0.5553, -0.8316, 0.0077, 0.8117)>
      <Vector (-0.0526, 0.0258, -0.9983, 0.5441)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0866, 0.7902, 0.5448)>
    Rotation: <Euler (x=3.1157, y=0.0526, z=-0.5896), order='XYZ'>
    Matrix:
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      <Vector (-0.5553, -0.8316, 0.0077, 0.7902)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1571, 0.8428, 0.5111)>
    Rotation: <Euler (x=2.4066, y=0.0065, z=-0.7083), order='XYZ'>
    Matrix:
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      <Vector (-0.6505, -0.5662, -0.5062, 0.8428)>
      <Vector (-0.0065, 0.6706, -0.7418, 0.5111)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1428, 0.8257, 0.5312)>
    Rotation: <Euler (x=2.8783, y=0.0447, z=-0.6404), order='XYZ'>
    Matrix:
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      <Vector (-0.5969, -0.7812, -0.1829, 0.8257)>
      <Vector (-0.0447, 0.2600, -0.9646, 0.5312)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1263, 0.8029, 0.5388)>
    Rotation: <Euler (x=3.1154, y=0.0508, z=-0.5962), order='XYZ'>
    Matrix:
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      <Vector (-0.5607, -0.8280, 0.0068, 0.8029)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1133, 0.7841, 0.5394)>
    Rotation: <Euler (x=3.1154, y=0.0508, z=-0.5962), order='XYZ'>
    Matrix:
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      <Vector (-0.0508, 0.0262, -0.9984, 0.5394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1765, 0.8308, 0.5062)>
    Rotation: <Euler (x=2.3969, y=0.0636, z=-0.6561), order='XYZ'>
    Matrix:
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      <Vector (-0.6088, -0.6090, -0.5085, 0.8308)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1646, 0.8133, 0.5257)>
    Rotation: <Euler (x=2.8785, y=0.0533, z=-0.6381), order='XYZ'>
    Matrix:
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      <Vector (-0.5948, -0.7839, -0.1783, 0.8133)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1520, 0.7959, 0.5315)>
    Rotation: <Euler (x=3.1146, y=0.0575, z=-0.6112), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1426, 0.7824, 0.5319)>
    Rotation: <Euler (x=3.1146, y=0.0575, z=-0.6112), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0461, 1.2137, 0.1400)>
    Rotation: <Euler (x=1.0087, y=-2.1665, z=1.0852), order='XYZ'>
    Matrix:
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      <Vector (-0.4962, -0.3707, -0.7851, 1.2137)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1589, 1.1613, 0.0729)>
    Rotation: <Euler (x=-1.3949, y=-1.3623, z=-1.8862), order='XYZ'>
    Matrix:
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      <Vector (-0.1967, -0.9700, -0.1426, 1.1613)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1846, 0.9732, 0.0334)>
    Rotation: <Euler (x=1.5509, y=-0.1762, z=1.4589), order='XYZ'>
    Matrix:
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      <Vector (0.9784, -0.1719, -0.1151, 0.9732)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1949, 0.9282, 0.2910)>
    Rotation: <Euler (x=1.5945, y=-0.3949, z=1.0398), order='XYZ'>
    Matrix:
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      <Vector (0.3847, 0.9228, -0.0219, 0.2910)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1817, 0.9307, 0.3357)>
    Rotation: <Euler (x=1.9753, y=0.4052, z=1.0547), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1617, 0.9362, 0.3668)>
    Rotation: <Euler (x=1.9563, y=-0.0866, z=0.9784), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1531, 0.9270, 0.3970)>
    Rotation: <Euler (x=1.9001, y=-0.2408, z=0.9816), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1497, 0.9162, 0.4216)>
    Rotation: <Euler (x=1.9001, y=-0.2408, z=0.9816), order='XYZ'>
    Matrix:
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      <Vector (0.2385, 0.9190, -0.3140, 0.4216)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1987, 0.9179, 0.4087)>
    Rotation: <Euler (x=2.0545, y=-0.3389, z=1.0315), order='XYZ'>
    Matrix:
      <Vector (0.4843, 0.2479, 0.8390, -0.1987)>
      <Vector (0.8093, -0.4914, -0.3220, 0.9179)>
      <Vector (0.3324, 0.8349, -0.4386, 0.4087)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1914, 0.9029, 0.4338)>
    Rotation: <Euler (x=2.5427, y=-0.3920, z=0.9838), order='XYZ'>
    Matrix:
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      <Vector (0.7694, -0.6368, -0.0495, 0.9029)>
      <Vector (0.3820, 0.5210, -0.7633, 0.4338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1745, 0.8840, 0.4492)>
    Rotation: <Euler (x=2.7964, y=-0.4145, z=0.9375), order='XYZ'>
    Matrix:
      <Vector (0.5417, 0.6779, 0.4971, -0.1745)>
      <Vector (0.7378, -0.6668, 0.1052, 0.8840)>
      <Vector (0.4027, 0.3097, -0.8613, 0.4492)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1589, 0.8690, 0.4564)>
    Rotation: <Euler (x=2.7964, y=-0.4145, z=0.9375), order='XYZ'>
    Matrix:
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      <Vector (0.7378, -0.6668, 0.1052, 0.8690)>
      <Vector (0.4027, 0.3097, -0.8613, 0.4564)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2100, 0.8985, 0.4036)>
    Rotation: <Euler (x=2.0544, y=-0.3467, z=1.0317), order='XYZ'>
    Matrix:
      <Vector (0.4828, 0.2446, 0.8409, -0.2100)>
      <Vector (0.8071, -0.4968, -0.3189, 0.8985)>
      <Vector (0.3398, 0.8327, -0.4373, 0.4036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2023, 0.8825, 0.4302)>
    Rotation: <Euler (x=2.5427, y=-0.3978, z=0.9837), order='XYZ'>
    Matrix:
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      <Vector (0.7675, -0.6394, -0.0459, 0.8825)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1828, 0.8605, 0.4480)>
    Rotation: <Euler (x=2.7937, y=-0.4165, z=0.9441), order='XYZ'>
    Matrix:
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      <Vector (0.7408, -0.6630, 0.1081, 0.8605)>
      <Vector (0.4045, 0.3118, -0.8597, 0.4480)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1659, 0.8443, 0.4558)>
    Rotation: <Euler (x=2.7937, y=-0.4165, z=0.9441), order='XYZ'>
    Matrix:
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      <Vector (0.7408, -0.6630, 0.1081, 0.8443)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2212, 0.8779, 0.3945)>
    Rotation: <Euler (x=2.0548, y=-0.3416, z=1.0305), order='XYZ'>
    Matrix:
      <Vector (0.4846, 0.2465, 0.8393, -0.2212)>
      <Vector (0.8080, -0.4936, -0.3216, 0.8779)>
      <Vector (0.3350, 0.8340, -0.4384, 0.3945)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2144, 0.8639, 0.4178)>
    Rotation: <Euler (x=2.5448, y=-0.3970, z=0.9783), order='XYZ'>
    Matrix:
      <Vector (0.5150, 0.5648, 0.6448, -0.2144)>
      <Vector (0.7650, -0.6421, -0.0485, 0.8639)>
      <Vector (0.3866, 0.5183, -0.7628, 0.4178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1987, 0.8462, 0.4322)>
    Rotation: <Euler (x=2.7928, y=-0.4111, z=0.9465), order='XYZ'>
    Matrix:
      <Vector (0.5359, 0.6826, 0.4968, -0.1987)>
      <Vector (0.7438, -0.6602, 0.1049, 0.8462)>
      <Vector (0.3996, 0.3133, -0.8615, 0.4322)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1826, 0.8308, 0.4396)>
    Rotation: <Euler (x=2.7928, y=-0.4111, z=0.9465), order='XYZ'>
    Matrix:
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      <Vector (0.7438, -0.6602, 0.1049, 0.8308)>
      <Vector (0.3996, 0.3133, -0.8615, 0.4396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2324, 0.8632, 0.3793)>
    Rotation: <Euler (x=2.0545, y=-0.3457, z=1.0314), order='XYZ'>
    Matrix:
      <Vector (0.4832, 0.2449, 0.8405, -0.2324)>
      <Vector (0.8072, -0.4963, -0.3195, 0.8632)>
      <Vector (0.3389, 0.8329, -0.4375, 0.3793)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2260, 0.8501, 0.4011)>
    Rotation: <Euler (x=2.5455, y=-0.4020, z=0.9766), order='XYZ'>
    Matrix:
      <Vector (0.5152, 0.5627, 0.6465, -0.2260)>
      <Vector (0.7626, -0.6453, -0.0460, 0.8501)>
      <Vector (0.3913, 0.5167, -0.7615, 0.4011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2113, 0.8335, 0.4146)>
    Rotation: <Euler (x=2.7878, y=-0.4101, z=0.9588), order='XYZ'>
    Matrix:
      <Vector (0.5269, 0.6885, 0.4984, -0.2113)>
      <Vector (0.7506, -0.6520, 0.1071, 0.8335)>
      <Vector (0.3987, 0.3177, -0.8603, 0.4146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2011, 0.8237, 0.4192)>
    Rotation: <Euler (x=2.7878, y=-0.4101, z=0.9588), order='XYZ'>
    Matrix:
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      <Vector (0.7506, -0.6520, 0.1071, 0.8237)>
      <Vector (0.3987, 0.3177, -0.8603, 0.4192)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1642, 0.8226, 0.0817)>
    Rotation: <Euler (x=0.7116, y=0.0133, z=-2.9295), order='XYZ'>
    Matrix:
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      <Vector (-0.2105, -0.7422, 0.6363, 0.8226)>
      <Vector (-0.0133, 0.6530, 0.7572, 0.0817)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2269, 0.5142, 0.3530)>
    Rotation: <Euler (x=-0.3016, y=-0.1621, z=-2.9291), order='XYZ'>
    Matrix:
      <Vector (-0.9647, 0.1545, 0.2133, 0.2269)>
      <Vector (-0.2081, -0.9435, -0.2579, 0.5142)>
      <Vector (0.1614, -0.2931, 0.9423, 0.3530)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2930, 0.1106, 0.2276)>
    Rotation: <Euler (x=0.8615, y=-0.1707, z=-3.0076), order='XYZ'>
    Matrix:
      <Vector (-0.9766, 0.2148, 0.0083, 0.2930)>
      <Vector (-0.1317, -0.6283, 0.7668, 0.1106)>
      <Vector (0.1699, 0.7478, 0.6419, 0.2276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0006, 0.3586)>
    Rotation: <Euler (x=-1.5142, y=-2.8701, z=0.0098), order='XYZ'>
    Matrix:
      <Vector (-0.9633, 0.2671, -0.0250, 0.3306)>
      <Vector (-0.0095, 0.0592, 0.9982, 0.0006)>
      <Vector (0.2681, 0.9618, -0.0545, 0.3586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3508, 0.0050, 0.4310)>
    Rotation: <Euler (x=-1.5142, y=-2.8701, z=0.0098), order='XYZ'>
    Matrix:
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      <Vector (-0.0095, 0.0592, 0.9982, 0.0050)>
      <Vector (0.2681, 0.9618, -0.0545, 0.4310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0402, 0.8299, 0.0027)>
    Rotation: <Euler (x=0.4042, y=0.6782, z=2.7919), order='XYZ'>
    Matrix:
      <Vector (-0.7316, -0.5468, -0.4072, -0.0402)>
      <Vector (0.2668, -0.7792, 0.5671, 0.8299)>
      <Vector (-0.6274, 0.3062, 0.7159, 0.0027)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2675, 0.5061, 0.1299)>
    Rotation: <Euler (x=-0.5726, y=0.7578, z=2.6978), order='XYZ'>
    Matrix:
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      <Vector (0.3119, -0.9190, -0.2413, 0.5061)>
      <Vector (-0.6873, -0.3936, 0.6105, 0.1299)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7749, y=0.7979, z=2.9388), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2402, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5507, y=2.2402, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7842, 0.6204, -0.0124, 0.0986)>
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Frame: 99
  Bone: mixamorig:Hips
    Location: <Vector (0.0581, 0.8682, 0.0533)>
    Rotation: <Euler (x=0.2366, y=-0.3913, z=-0.0420), order='XYZ'>
    Matrix:
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      <Vector (-0.0388, 0.9750, -0.2186, 0.8682)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0550, 0.9439, 0.0685)>
    Rotation: <Euler (x=0.2582, y=-0.4013, z=-0.0343), order='XYZ'>
    Matrix:
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      <Vector (-0.0316, 0.9697, -0.2423, 0.9439)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0490, 1.0314, 0.0897)>
    Rotation: <Euler (x=0.3766, y=-0.4107, z=-0.0203), order='XYZ'>
    Matrix:
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      <Vector (-0.0186, 0.9327, -0.3602, 1.0314)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0359, 1.1275, 0.1244)>
    Rotation: <Euler (x=0.4958, y=-0.4200, z=-0.0082), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0142, 1.2296, 0.1748)>
    Rotation: <Euler (x=0.4115, y=-0.3431, z=-0.0185), order='XYZ'>
    Matrix:
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      <Vector (-0.0174, 0.9189, -0.3942, 1.2296)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0022, 1.3193, 0.2255)>
    Rotation: <Euler (x=0.0231, y=-0.0498, z=-0.0229), order='XYZ'>
    Matrix:
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      <Vector (-0.0229, 0.9995, -0.0219, 1.3193)>
      <Vector (0.0498, 0.0230, 0.9985, 0.2255)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0014, 1.5584, 0.2625)>
    Rotation: <Euler (x=0.0231, y=-0.0498, z=-0.0229), order='XYZ'>
    Matrix:
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      <Vector (-0.0229, 0.9995, -0.0219, 1.5584)>
      <Vector (0.0498, 0.0230, 0.9985, 0.2625)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0817, 1.2150, 0.1941)>
    Rotation: <Euler (x=-0.2169, y=2.1443, z=-2.0475), order='XYZ'>
    Matrix:
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      <Vector (0.4821, -0.2875, -0.8276, 1.2150)>
      <Vector (-0.8400, 0.1168, -0.5299, 0.1941)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2160, 1.1744, 0.2106)>
    Rotation: <Euler (x=3.1171, y=0.8656, z=0.4641), order='XYZ'>
    Matrix:
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      <Vector (0.2902, -0.8856, -0.3627, 1.1744)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3059, 1.0030, 0.2137)>
    Rotation: <Euler (x=2.3112, y=0.1314, z=-1.0017), order='XYZ'>
    Matrix:
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      <Vector (-0.8351, -0.4450, -0.3233, 1.0030)>
      <Vector (-0.1310, 0.7318, -0.6688, 0.2137)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1708, 0.8866, 0.4052)>
    Rotation: <Euler (x=1.9440, y=0.0580, z=-0.6993), order='XYZ'>
    Matrix:
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      <Vector (-0.0580, 0.9296, -0.3640, 0.4052)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1367, 0.8844, 0.4405)>
    Rotation: <Euler (x=2.4433, y=-0.6599, z=-1.0184), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1022, 0.8832, 0.4591)>
    Rotation: <Euler (x=2.3014, y=-0.2714, z=-0.7667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0830, 0.8716, 0.4827)>
    Rotation: <Euler (x=2.2274, y=-0.0962, z=-0.6981), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0730, 0.8605, 0.5021)>
    Rotation: <Euler (x=2.2274, y=-0.0962, z=-0.6981), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1219, 0.8744, 0.5143)>
    Rotation: <Euler (x=2.4005, y=0.0085, z=-0.7103), order='XYZ'>
    Matrix:
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      <Vector (-0.0085, 0.6751, -0.7377, 0.5143)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1081, 0.8577, 0.5341)>
    Rotation: <Euler (x=2.8726, y=0.0478, z=-0.6441), order='XYZ'>
    Matrix:
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      <Vector (-0.5998, -0.7785, -0.1849, 0.8577)>
      <Vector (-0.0478, 0.2655, -0.9629, 0.5341)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0913, 0.8346, 0.5419)>
    Rotation: <Euler (x=3.1105, y=0.0568, z=-0.5887), order='XYZ'>
    Matrix:
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      <Vector (-0.5544, -0.8322, 0.0056, 0.8346)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0782, 0.8155, 0.5427)>
    Rotation: <Euler (x=3.1105, y=0.0568, z=-0.5887), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1396, 0.8592, 0.5120)>
    Rotation: <Euler (x=2.4002, y=0.0113, z=-0.7110), order='XYZ'>
    Matrix:
      <Vector (0.7576, -0.4755, -0.4470, 0.1396)>
      <Vector (-0.6526, -0.5638, -0.5062, 0.8592)>
      <Vector (-0.0113, 0.6753, -0.7375, 0.5120)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1238, 0.8400, 0.5348)>
    Rotation: <Euler (x=2.8725, y=0.0506, z=-0.6443), order='XYZ'>
    Matrix:
      <Vector (0.7985, -0.5683, -0.1987, 0.1238)>
      <Vector (-0.5999, -0.7788, -0.1832, 0.8400)>
      <Vector (-0.0506, 0.2655, -0.9628, 0.5348)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1039, 0.8126, 0.5441)>
    Rotation: <Euler (x=3.1104, y=0.0594, z=-0.5907), order='XYZ'>
    Matrix:
      <Vector (0.8291, -0.5551, -0.0666, 0.1039)>
      <Vector (-0.5560, -0.8312, 0.0071, 0.8126)>
      <Vector (-0.0593, 0.0311, -0.9978, 0.5441)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0891, 0.7911, 0.5450)>
    Rotation: <Euler (x=3.1104, y=0.0594, z=-0.5907), order='XYZ'>
    Matrix:
      <Vector (0.8291, -0.5551, -0.0666, 0.0891)>
      <Vector (-0.5560, -0.8312, 0.0071, 0.7911)>
      <Vector (-0.0593, 0.0311, -0.9978, 0.5450)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1593, 0.8436, 0.5106)>
    Rotation: <Euler (x=2.4005, y=0.0126, z=-0.7091), order='XYZ'>
    Matrix:
      <Vector (0.7589, -0.4740, -0.4466, 0.1593)>
      <Vector (-0.6511, -0.5654, -0.5063, 0.8436)>
      <Vector (-0.0126, 0.6750, -0.7377, 0.5106)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1452, 0.8265, 0.5308)>
    Rotation: <Euler (x=2.8727, y=0.0512, z=-0.6415), order='XYZ'>
    Matrix:
      <Vector (0.8001, -0.5660, -0.1985, 0.1452)>
      <Vector (-0.5976, -0.7805, -0.1833, 0.8265)>
      <Vector (-0.0512, 0.2653, -0.9628, 0.5308)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1287, 0.8038, 0.5386)>
    Rotation: <Euler (x=3.1100, y=0.0576, z=-0.5973), order='XYZ'>
    Matrix:
      <Vector (0.8255, -0.5606, -0.0653, 0.1287)>
      <Vector (-0.5614, -0.8275, 0.0062, 0.8038)>
      <Vector (-0.0575, 0.0315, -0.9978, 0.5386)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1157, 0.7849, 0.5393)>
    Rotation: <Euler (x=3.1100, y=0.0576, z=-0.5973), order='XYZ'>
    Matrix:
      <Vector (0.8255, -0.5606, -0.0653, 0.1157)>
      <Vector (-0.5614, -0.8275, 0.0062, 0.7849)>
      <Vector (-0.0575, 0.0315, -0.9978, 0.5393)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1786, 0.8316, 0.5055)>
    Rotation: <Euler (x=2.3912, y=0.0700, z=-0.6573), order='XYZ'>
    Matrix:
      <Vector (0.7897, -0.4091, -0.4572, 0.1786)>
      <Vector (-0.6095, -0.6082, -0.5086, 0.8316)>
      <Vector (-0.0700, 0.6803, -0.7296, 0.5055)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1669, 0.8141, 0.5251)>
    Rotation: <Euler (x=2.8728, y=0.0599, z=-0.6392), order='XYZ'>
    Matrix:
      <Vector (0.8011, -0.5624, -0.2047, 0.1669)>
      <Vector (-0.5955, -0.7832, -0.1787, 0.8141)>
      <Vector (-0.0598, 0.2651, -0.9624, 0.5251)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1543, 0.7967, 0.5310)>
    Rotation: <Euler (x=3.1091, y=0.0642, z=-0.6123), order='XYZ'>
    Matrix:
      <Vector (0.8166, -0.5728, -0.0711, 0.1543)>
      <Vector (-0.5736, -0.8191, 0.0103, 0.7967)>
      <Vector (-0.0642, 0.0324, -0.9974, 0.5310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1449, 0.7832, 0.5315)>
    Rotation: <Euler (x=3.1091, y=0.0642, z=-0.6123), order='XYZ'>
    Matrix:
      <Vector (0.8166, -0.5728, -0.0711, 0.1449)>
      <Vector (-0.5736, -0.8191, 0.0103, 0.7832)>
      <Vector (-0.0642, 0.0324, -0.9974, 0.5315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0467, 1.2144, 0.1400)>
    Rotation: <Euler (x=1.0010, y=-2.1644, z=1.0900), order='XYZ'>
    Matrix:
      <Vector (-0.2587, -0.8011, 0.5397, -0.0467)>
      <Vector (-0.4959, -0.3693, -0.7859, 1.2144)>
      <Vector (0.8289, -0.4710, -0.3017, 0.1400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1598, 1.1623, 0.0734)>
    Rotation: <Euler (x=-1.4173, y=-1.3631, z=-1.8665), order='XYZ'>
    Matrix:
      <Vector (-0.0601, -0.1356, 0.9889, -0.1598)>
      <Vector (-0.1972, -0.9696, -0.1449, 1.1623)>
      <Vector (0.9785, -0.2037, 0.0315, 0.0734)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1861, 0.9742, 0.0339)>
    Rotation: <Euler (x=1.5557, y=-0.1761, z=1.4557), order='XYZ'>
    Matrix:
      <Vector (0.1131, -0.0351, 0.9930, -0.1861)>
      <Vector (0.9780, -0.1723, -0.1174, 0.9742)>
      <Vector (0.1752, 0.9844, 0.0149, 0.0339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1953, 0.9291, 0.2916)>
    Rotation: <Euler (x=1.5987, y=-0.3935, z=1.0364), order='XYZ'>
    Matrix:
      <Vector (0.4704, -0.1712, 0.8657, -0.1953)>
      <Vector (0.7948, -0.3441, -0.4999, 0.9291)>
      <Vector (0.3834, 0.9232, -0.0258, 0.2916)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1820, 0.9315, 0.3362)>
    Rotation: <Euler (x=1.9796, y=0.4066, z=1.0547), order='XYZ'>
    Matrix:
      <Vector (0.4533, 0.5248, 0.7205, -0.1820)>
      <Vector (0.7988, 0.1194, -0.5896, 0.9315)>
      <Vector (-0.3955, 0.8428, -0.3651, 0.3362)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1618, 0.9370, 0.3672)>
    Rotation: <Euler (x=1.9602, y=-0.0849, z=0.9763), order='XYZ'>
    Matrix:
      <Vector (0.5581, 0.2705, 0.7845, -0.1618)>
      <Vector (0.8255, -0.2776, -0.4915, 0.9370)>
      <Vector (0.0848, 0.9218, -0.3782, 0.3672)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1531, 0.9277, 0.3974)>
    Rotation: <Euler (x=1.9040, y=-0.2392, z=0.9790), order='XYZ'>
    Matrix:
      <Vector (0.5420, 0.1466, 0.8275, -0.1531)>
      <Vector (0.8063, -0.3683, -0.4629, 0.9277)>
      <Vector (0.2369, 0.9181, -0.3178, 0.3974)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1497, 0.9169, 0.4220)>
    Rotation: <Euler (x=1.9040, y=-0.2392, z=0.9790), order='XYZ'>
    Matrix:
      <Vector (0.5420, 0.1466, 0.8275, -0.1497)>
      <Vector (0.8063, -0.3683, -0.4629, 0.9169)>
      <Vector (0.2369, 0.9181, -0.3178, 0.4220)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1987, 0.9188, 0.4092)>
    Rotation: <Euler (x=2.0586, y=-0.3375, z=1.0284), order='XYZ'>
    Matrix:
      <Vector (0.4871, 0.2505, 0.8367, -0.1987)>
      <Vector (0.8082, -0.4924, -0.3231, 0.9188)>
      <Vector (0.3311, 0.8335, -0.4423, 0.4092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1913, 0.9037, 0.4343)>
    Rotation: <Euler (x=2.5468, y=-0.3904, z=0.9805), order='XYZ'>
    Matrix:
      <Vector (0.5148, 0.5694, 0.6409, -0.1913)>
      <Vector (0.7683, -0.6382, -0.0501, 0.9037)>
      <Vector (0.3805, 0.5182, -0.7660, 0.4343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1744, 0.8847, 0.4497)>
    Rotation: <Euler (x=2.8005, y=-0.4127, z=0.9341), order='XYZ'>
    Matrix:
      <Vector (0.5446, 0.6780, 0.4937, -0.1744)>
      <Vector (0.7366, -0.6682, 0.1050, 0.8847)>
      <Vector (0.4011, 0.3065, -0.8633, 0.4497)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1587, 0.8697, 0.4568)>
    Rotation: <Euler (x=2.8005, y=-0.4127, z=0.9341), order='XYZ'>
    Matrix:
      <Vector (0.5446, 0.6780, 0.4937, -0.1587)>
      <Vector (0.7366, -0.6682, 0.1050, 0.8697)>
      <Vector (0.4011, 0.3065, -0.8633, 0.4568)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2100, 0.8994, 0.4042)>
    Rotation: <Euler (x=2.0585, y=-0.3453, z=1.0286), order='XYZ'>
    Matrix:
      <Vector (0.4856, 0.2471, 0.8385, -0.2100)>
      <Vector (0.8060, -0.4979, -0.3200, 0.8994)>
      <Vector (0.3384, 0.8313, -0.4410, 0.4042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2022, 0.8833, 0.4307)>
    Rotation: <Euler (x=2.5469, y=-0.3962, z=0.9803), order='XYZ'>
    Matrix:
      <Vector (0.5136, 0.5677, 0.6434, -0.2022)>
      <Vector (0.7663, -0.6408, -0.0464, 0.8833)>
      <Vector (0.3859, 0.5169, -0.7641, 0.4307)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1827, 0.8613, 0.4485)>
    Rotation: <Euler (x=2.7978, y=-0.4147, z=0.9408), order='XYZ'>
    Matrix:
      <Vector (0.5392, 0.6807, 0.4958, -0.1827)>
      <Vector (0.7395, -0.6644, 0.1080, 0.8613)>
      <Vector (0.4029, 0.3085, -0.8617, 0.4485)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1658, 0.8450, 0.4562)>
    Rotation: <Euler (x=2.7978, y=-0.4147, z=0.9408), order='XYZ'>
    Matrix:
      <Vector (0.5392, 0.6807, 0.4958, -0.1658)>
      <Vector (0.7395, -0.6644, 0.1080, 0.8450)>
      <Vector (0.4029, 0.3085, -0.8617, 0.4562)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2213, 0.8788, 0.3951)>
    Rotation: <Euler (x=2.0589, y=-0.3402, z=1.0274), order='XYZ'>
    Matrix:
      <Vector (0.4874, 0.2491, 0.8369, -0.2213)>
      <Vector (0.8069, -0.4947, -0.3227, 0.8788)>
      <Vector (0.3336, 0.8326, -0.4421, 0.3951)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2144, 0.8648, 0.4184)>
    Rotation: <Euler (x=2.5489, y=-0.3953, z=0.9750), order='XYZ'>
    Matrix:
      <Vector (0.5179, 0.5658, 0.6416, -0.2144)>
      <Vector (0.7639, -0.6435, -0.0490, 0.8648)>
      <Vector (0.3851, 0.5155, -0.7655, 0.4184)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1987, 0.8470, 0.4327)>
    Rotation: <Euler (x=2.7969, y=-0.4093, z=0.9431), order='XYZ'>
    Matrix:
      <Vector (0.5388, 0.6828, 0.4935, -0.1987)>
      <Vector (0.7425, -0.6616, 0.1047, 0.8470)>
      <Vector (0.3980, 0.3100, -0.8634, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1826, 0.8315, 0.4400)>
    Rotation: <Euler (x=2.7969, y=-0.4093, z=0.9431), order='XYZ'>
    Matrix:
      <Vector (0.5388, 0.6828, 0.4935, -0.1826)>
      <Vector (0.7425, -0.6616, 0.1047, 0.8315)>
      <Vector (0.3980, 0.3100, -0.8634, 0.4400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2325, 0.8641, 0.3799)>
    Rotation: <Euler (x=2.0586, y=-0.3443, z=1.0283), order='XYZ'>
    Matrix:
      <Vector (0.4860, 0.2475, 0.8382, -0.2325)>
      <Vector (0.8061, -0.4974, -0.3206, 0.8641)>
      <Vector (0.3376, 0.8315, -0.4412, 0.3799)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2261, 0.8510, 0.4017)>
    Rotation: <Euler (x=2.5496, y=-0.4004, z=0.9733), order='XYZ'>
    Matrix:
      <Vector (0.5181, 0.5637, 0.6433, -0.2261)>
      <Vector (0.7614, -0.6467, -0.0465, 0.8510)>
      <Vector (0.3897, 0.5139, -0.7642, 0.4017)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2114, 0.8343, 0.4151)>
    Rotation: <Euler (x=2.7920, y=-0.4084, z=0.9555), order='XYZ'>
    Matrix:
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      <Vector (0.7494, -0.6534, 0.1069, 0.8343)>
      <Vector (0.3971, 0.3144, -0.8622, 0.4151)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2012, 0.8245, 0.4197)>
    Rotation: <Euler (x=2.7920, y=-0.4084, z=0.9555), order='XYZ'>
    Matrix:
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      <Vector (0.7494, -0.6534, 0.1069, 0.8245)>
      <Vector (0.3971, 0.3144, -0.8622, 0.4197)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1637, 0.8234, 0.0807)>
    Rotation: <Euler (x=0.7104, y=0.0144, z=-2.9295), order='XYZ'>
    Matrix:
      <Vector (-0.9775, 0.1504, -0.1480, 0.1637)>
      <Vector (-0.2105, -0.7431, 0.6352, 0.8234)>
      <Vector (-0.0144, 0.6520, 0.7580, 0.0807)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2262, 0.5146, 0.3516)>
    Rotation: <Euler (x=-0.2982, y=-0.1659, z=-2.9265), order='XYZ'>
    Matrix:
      <Vector (-0.9635, 0.1566, 0.2169, 0.2262)>
      <Vector (-0.2105, -0.9442, -0.2533, 0.5146)>
      <Vector (0.1651, -0.2897, 0.9427, 0.3516)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2932, 0.1107, 0.2276)>
    Rotation: <Euler (x=0.8618, y=-0.1712, z=-3.0095), order='XYZ'>
    Matrix:
      <Vector (-0.9768, 0.2140, 0.0100, 0.2932)>
      <Vector (-0.1298, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1704, 0.7479, 0.6416, 0.2276)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0007, 0.3586)>
    Rotation: <Euler (x=-1.5154, y=-2.8697, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.0575, 0.9983, 0.0007)>
      <Vector (0.2686, 0.9618, -0.0533, 0.3586)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3508, 0.0050, 0.4310)>
    Rotation: <Euler (x=-1.5154, y=-2.8697, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.0575, 0.9983, 0.0050)>
      <Vector (0.2686, 0.9618, -0.0533, 0.4310)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0409, 0.8307, 0.0018)>
    Rotation: <Euler (x=0.4038, y=0.6777, z=2.7930), order='XYZ'>
    Matrix:
      <Vector (-0.7322, -0.5456, -0.4077, -0.0409)>
      <Vector (0.2661, -0.7801, 0.5662, 0.8307)>
      <Vector (-0.6270, 0.3061, 0.7164, 0.0018)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2677, 0.5065, 0.1291)>
    Rotation: <Euler (x=-0.5698, y=0.7590, z=2.7001), order='XYZ'>
    Matrix:
      <Vector (-0.6560, -0.0241, -0.7544, -0.2677)>
      <Vector (0.3100, -0.9199, -0.2402, 0.5065)>
      <Vector (-0.6882, -0.3914, 0.6109, 0.1291)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7748, y=0.7983, z=2.9387), order='XYZ'>
    Matrix:
      <Vector (-0.6836, -0.6348, -0.3603, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7162, 0.4882, 0.4987, -0.0397)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2397, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6199, -0.7834, 0.0439, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7845, 0.6200, -0.0124, 0.0500)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2397, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 100
  Bone: mixamorig:Hips
    Location: <Vector (0.0571, 0.8688, 0.0520)>
    Rotation: <Euler (x=0.2388, y=-0.3893, z=-0.0421), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0540, 0.9445, 0.0674)>
    Rotation: <Euler (x=0.2599, y=-0.3988, z=-0.0342), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0480, 1.0319, 0.0887)>
    Rotation: <Euler (x=0.3775, y=-0.4070, z=-0.0209), order='XYZ'>
    Matrix:
      <Vector (0.9181, -0.1264, -0.3756, 0.0480)>
      <Vector (-0.0192, 0.9324, -0.3608, 1.0319)>
      <Vector (0.3959, 0.3385, 0.8536, 0.0887)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0350, 1.1279, 0.1236)>
    Rotation: <Euler (x=0.4959, y=-0.4151, z=-0.0094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0137, 1.2301, 0.1741)>
    Rotation: <Euler (x=0.4107, y=-0.3387, z=-0.0194), order='XYZ'>
    Matrix:
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      <Vector (-0.0183, 0.9193, -0.3932, 1.2301)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0024, 1.3198, 0.2248)>
    Rotation: <Euler (x=0.0213, y=-0.0468, z=-0.0235), order='XYZ'>
    Matrix:
      <Vector (0.9986, 0.0225, -0.0472, -0.0024)>
      <Vector (-0.0234, 0.9995, -0.0202, 1.3198)>
      <Vector (0.0467, 0.0212, 0.9987, 0.2248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0015, 1.5590, 0.2613)>
    Rotation: <Euler (x=0.0213, y=-0.0468, z=-0.0235), order='XYZ'>
    Matrix:
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      <Vector (-0.0234, 0.9995, -0.0202, 1.5590)>
      <Vector (0.0467, 0.0212, 0.9987, 0.2613)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0813, 1.2155, 0.1931)>
    Rotation: <Euler (x=-0.2063, y=2.1417, z=-2.0405), order='XYZ'>
    Matrix:
      <Vector (0.2446, 0.9508, -0.1901, 0.0813)>
      <Vector (0.4819, -0.2893, -0.8271, 1.2155)>
      <Vector (-0.8414, 0.1107, -0.5290, 0.1931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2156, 1.1746, 0.2087)>
    Rotation: <Euler (x=3.1220, y=0.8740, z=0.4671), order='XYZ'>
    Matrix:
      <Vector (0.5730, 0.4636, -0.6758, 0.2156)>
      <Vector (0.2890, -0.8860, -0.3627, 1.1746)>
      <Vector (-0.7669, 0.0125, -0.6416, 0.2087)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3053, 1.0031, 0.2111)>
    Rotation: <Euler (x=2.3031, y=0.1352, z=-1.0038), order='XYZ'>
    Matrix:
      <Vector (0.5322, -0.5101, -0.6757, 0.3053)>
      <Vector (-0.8358, -0.4436, -0.3234, 1.0031)>
      <Vector (-0.1348, 0.7369, -0.6624, 0.2111)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1718, 0.8870, 0.4040)>
    Rotation: <Euler (x=1.9380, y=0.0638, z=-0.7007), order='XYZ'>
    Matrix:
      <Vector (0.7628, -0.1860, -0.6193, 0.1718)>
      <Vector (-0.6435, -0.3127, -0.6987, 0.8870)>
      <Vector (-0.0637, 0.9315, -0.3582, 0.4040)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1381, 0.8849, 0.4396)>
    Rotation: <Euler (x=2.4337, y=-0.6563, z=-1.0136), order='XYZ'>
    Matrix:
      <Vector (0.4189, -0.8546, -0.3068, 0.1381)>
      <Vector (-0.6725, -0.0650, -0.7373, 0.8849)>
      <Vector (0.6102, 0.5151, -0.6019, 0.4396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1037, 0.8838, 0.4585)>
    Rotation: <Euler (x=2.2947, y=-0.2661, z=-0.7660), order='XYZ'>
    Matrix:
      <Vector (0.6953, -0.6011, -0.3939, 0.1037)>
      <Vector (-0.6689, -0.3407, -0.6607, 0.8838)>
      <Vector (0.2630, 0.7229, -0.6390, 0.4585)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0847, 0.8722, 0.4822)>
    Rotation: <Euler (x=2.2213, y=-0.0905, z=-0.6986), order='XYZ'>
    Matrix:
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      <Vector (-0.6405, -0.4175, -0.6445, 0.8722)>
      <Vector (0.0903, 0.7925, -0.6031, 0.4822)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0748, 0.8611, 0.5017)>
    Rotation: <Euler (x=2.2213, y=-0.0905, z=-0.6986), order='XYZ'>
    Matrix:
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      <Vector (-0.6405, -0.4175, -0.6445, 0.8611)>
      <Vector (0.0903, 0.7925, -0.6031, 0.5017)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1238, 0.8750, 0.5135)>
    Rotation: <Euler (x=2.3944, y=0.0142, z=-0.7114), order='XYZ'>
    Matrix:
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      <Vector (-0.6529, -0.5619, -0.5079, 0.8750)>
      <Vector (-0.0142, 0.6795, -0.7335, 0.5135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1102, 0.8584, 0.5334)>
    Rotation: <Euler (x=2.8668, y=0.0539, z=-0.6455), order='XYZ'>
    Matrix:
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      <Vector (-0.6007, -0.7777, -0.1856, 0.8584)>
      <Vector (-0.0539, 0.2709, -0.9611, 0.5334)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0934, 0.8353, 0.5414)>
    Rotation: <Euler (x=3.1051, y=0.0632, z=-0.5901), order='XYZ'>
    Matrix:
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      <Vector (-0.5554, -0.8316, 0.0048, 0.8353)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0803, 0.8162, 0.5423)>
    Rotation: <Euler (x=3.1051, y=0.0632, z=-0.5901), order='XYZ'>
    Matrix:
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      <Vector (-0.5554, -0.8316, 0.0048, 0.8162)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1415, 0.8598, 0.5111)>
    Rotation: <Euler (x=2.3941, y=0.0170, z=-0.7122), order='XYZ'>
    Matrix:
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      <Vector (-0.6534, -0.5627, -0.5064, 0.8598)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1258, 0.8406, 0.5340)>
    Rotation: <Euler (x=2.8668, y=0.0567, z=-0.6457), order='XYZ'>
    Matrix:
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      <Vector (-0.6008, -0.7780, -0.1839, 0.8406)>
      <Vector (-0.0567, 0.2709, -0.9609, 0.5340)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1060, 0.8132, 0.5435)>
    Rotation: <Euler (x=3.1050, y=0.0657, z=-0.5921), order='XYZ'>
    Matrix:
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      <Vector (-0.5569, -0.8305, 0.0063, 0.8132)>
      <Vector (-0.0657, 0.0365, -0.9972, 0.5435)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0912, 0.7918, 0.5445)>
    Rotation: <Euler (x=3.1050, y=0.0657, z=-0.5921), order='XYZ'>
    Matrix:
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      <Vector (-0.0657, 0.0365, -0.9972, 0.5445)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1611, 0.8441, 0.5095)>
    Rotation: <Euler (x=2.3944, y=0.0183, z=-0.7103), order='XYZ'>
    Matrix:
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      <Vector (-0.6520, -0.5643, -0.5065, 0.8441)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1472, 0.8271, 0.5299)>
    Rotation: <Euler (x=2.8670, y=0.0573, z=-0.6429), order='XYZ'>
    Matrix:
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      <Vector (-0.0573, 0.2707, -0.9609, 0.5299)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1308, 0.8044, 0.5377)>
    Rotation: <Euler (x=3.1046, y=0.0639, z=-0.5987), order='XYZ'>
    Matrix:
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      <Vector (-0.5624, -0.8268, 0.0054, 0.8044)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1178, 0.7856, 0.5386)>
    Rotation: <Euler (x=3.1046, y=0.0639, z=-0.5987), order='XYZ'>
    Matrix:
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      <Vector (-0.5624, -0.8268, 0.0054, 0.7856)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1805, 0.8321, 0.5043)>
    Rotation: <Euler (x=2.3854, y=0.0761, z=-0.6588), order='XYZ'>
    Matrix:
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      <Vector (-0.6104, -0.6071, -0.5088, 0.8321)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1688, 0.8146, 0.5240)>
    Rotation: <Euler (x=2.8671, y=0.0660, z=-0.6407), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1563, 0.7973, 0.5300)>
    Rotation: <Euler (x=3.1036, y=0.0705, z=-0.6138), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1469, 0.7838, 0.5306)>
    Rotation: <Euler (x=3.1036, y=0.0705, z=-0.6138), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0474, 1.2150, 0.1395)>
    Rotation: <Euler (x=0.9930, y=-2.1623, z=1.0950), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1610, 1.1630, 0.0736)>
    Rotation: <Euler (x=-1.4395, y=-1.3639, z=-1.8471), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1879, 0.9751, 0.0341)>
    Rotation: <Euler (x=1.5604, y=-0.1759, z=1.4526), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1960, 0.9299, 0.2917)>
    Rotation: <Euler (x=1.6030, y=-0.3920, z=1.0329), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1824, 0.9323, 0.3363)>
    Rotation: <Euler (x=1.9839, y=0.4080, z=1.0544), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1621, 0.9377, 0.3672)>
    Rotation: <Euler (x=1.9640, y=-0.0832, z=0.9741), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1533, 0.9284, 0.3974)>
    Rotation: <Euler (x=1.9080, y=-0.2374, z=0.9761), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1498, 0.9175, 0.4219)>
    Rotation: <Euler (x=1.9080, y=-0.2374, z=0.9761), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1989, 0.9195, 0.4094)>
    Rotation: <Euler (x=2.0628, y=-0.3359, z=1.0251), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1914, 0.9044, 0.4344)>
    Rotation: <Euler (x=2.5510, y=-0.3886, z=0.9770), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1745, 0.8853, 0.4497)>
    Rotation: <Euler (x=2.8046, y=-0.4108, z=0.9305), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1588, 0.8703, 0.4567)>
    Rotation: <Euler (x=2.8046, y=-0.4108, z=0.9305), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2103, 0.9001, 0.4044)>
    Rotation: <Euler (x=2.0627, y=-0.3437, z=1.0252), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2024, 0.8841, 0.4309)>
    Rotation: <Euler (x=2.5510, y=-0.3944, z=0.9768), order='XYZ'>
    Matrix:
      <Vector (0.5167, 0.5686, 0.6401, -0.2024)>
      <Vector (0.7651, -0.6422, -0.0471, 0.8841)>
      <Vector (0.3843, 0.5141, -0.7668, 0.4309)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1828, 0.8620, 0.4485)>
    Rotation: <Euler (x=2.8019, y=-0.4128, z=0.9372), order='XYZ'>
    Matrix:
      <Vector (0.5423, 0.6807, 0.4925, -0.1828)>
      <Vector (0.7382, -0.6660, 0.1076, 0.8620)>
      <Vector (0.4012, 0.3052, -0.8637, 0.4485)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1659, 0.8456, 0.4561)>
    Rotation: <Euler (x=2.8019, y=-0.4128, z=0.9372), order='XYZ'>
    Matrix:
      <Vector (0.5423, 0.6807, 0.4925, -0.1659)>
      <Vector (0.7382, -0.6660, 0.1076, 0.8456)>
      <Vector (0.4012, 0.3052, -0.8637, 0.4561)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2217, 0.8796, 0.3953)>
    Rotation: <Euler (x=2.0631, y=-0.3386, z=1.0241), order='XYZ'>
    Matrix:
      <Vector (0.4903, 0.2516, 0.8344, -0.2217)>
      <Vector (0.8057, -0.4958, -0.3240, 0.8796)>
      <Vector (0.3322, 0.8312, -0.4458, 0.3953)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2147, 0.8655, 0.4186)>
    Rotation: <Euler (x=2.5531, y=-0.3936, z=0.9715), order='XYZ'>
    Matrix:
      <Vector (0.5210, 0.5667, 0.6383, -0.2147)>
      <Vector (0.7626, -0.6450, -0.0497, 0.8655)>
      <Vector (0.3835, 0.5127, -0.7682, 0.4186)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1989, 0.8477, 0.4328)>
    Rotation: <Euler (x=2.8010, y=-0.4075, z=0.9395), order='XYZ'>
    Matrix:
      <Vector (0.5418, 0.6828, 0.4901, -0.1989)>
      <Vector (0.7412, -0.6631, 0.1044, 0.8477)>
      <Vector (0.3963, 0.3067, -0.8654, 0.4328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1829, 0.8322, 0.4401)>
    Rotation: <Euler (x=2.8010, y=-0.4075, z=0.9395), order='XYZ'>
    Matrix:
      <Vector (0.5418, 0.6828, 0.4901, -0.1829)>
      <Vector (0.7412, -0.6631, 0.1044, 0.8322)>
      <Vector (0.3963, 0.3067, -0.8654, 0.4401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2330, 0.8649, 0.3802)>
    Rotation: <Euler (x=2.0628, y=-0.3428, z=1.0249), order='XYZ'>
    Matrix:
      <Vector (0.4890, 0.2499, 0.8357, -0.2330)>
      <Vector (0.8050, -0.4984, -0.3219, 0.8649)>
      <Vector (0.3361, 0.8301, -0.4449, 0.3802)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2264, 0.8518, 0.4019)>
    Rotation: <Euler (x=2.5538, y=-0.3986, z=0.9697), order='XYZ'>
    Matrix:
      <Vector (0.5212, 0.5646, 0.6400, -0.2264)>
      <Vector (0.7601, -0.6481, -0.0472, 0.8518)>
      <Vector (0.3881, 0.5111, -0.7669, 0.4019)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2117, 0.8351, 0.4153)>
    Rotation: <Euler (x=2.7961, y=-0.4066, z=0.9519), order='XYZ'>
    Matrix:
      <Vector (0.5329, 0.6887, 0.4917, -0.2117)>
      <Vector (0.7481, -0.6550, 0.1066, 0.8351)>
      <Vector (0.3955, 0.3111, -0.8642, 0.4153)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2015, 0.8253, 0.4198)>
    Rotation: <Euler (x=2.7961, y=-0.4066, z=0.9519), order='XYZ'>
    Matrix:
      <Vector (0.5329, 0.6887, 0.4917, -0.2015)>
      <Vector (0.7481, -0.6550, 0.1066, 0.8253)>
      <Vector (0.3955, 0.3111, -0.8642, 0.4198)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1627, 0.8240, 0.0791)>
    Rotation: <Euler (x=0.7098, y=0.0149, z=-2.9294), order='XYZ'>
    Matrix:
      <Vector (-0.9775, 0.1502, -0.1483, 0.1627)>
      <Vector (-0.2106, -0.7435, 0.6347, 0.8240)>
      <Vector (-0.0149, 0.6516, 0.7584, 0.0791)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2252, 0.5151, 0.3498)>
    Rotation: <Euler (x=-0.2939, y=-0.1679, z=-2.9241), order='XYZ'>
    Matrix:
      <Vector (-0.9627, 0.1592, 0.2187, 0.2252)>
      <Vector (-0.2127, -0.9450, -0.2483, 0.5151)>
      <Vector (0.1671, -0.2856, 0.9437, 0.3498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2933, 0.1108, 0.2276)>
    Rotation: <Euler (x=0.8620, y=-0.1712, z=-3.0106), order='XYZ'>
    Matrix:
      <Vector (-0.9770, 0.2132, 0.0108, 0.2933)>
      <Vector (-0.1287, -0.6285, 0.7671, 0.1108)>
      <Vector (0.1703, 0.7481, 0.6414, 0.2276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0008, 0.3586)>
    Rotation: <Euler (x=-1.5168, y=-2.8698, z=0.0069), order='XYZ'>
    Matrix:
      <Vector (-0.9633, 0.2677, -0.0214, 0.3306)>
      <Vector (-0.0067, 0.0558, 0.9984, 0.0008)>
      <Vector (0.2685, 0.9619, -0.0520, 0.3586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3508, 0.0050, 0.4311)>
    Rotation: <Euler (x=-1.5168, y=-2.8698, z=0.0069), order='XYZ'>
    Matrix:
      <Vector (-0.9633, 0.2677, -0.0214, 0.3508)>
      <Vector (-0.0067, 0.0558, 0.9984, 0.0050)>
      <Vector (0.2685, 0.9619, -0.0520, 0.4311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0420, 0.8313, 0.0007)>
    Rotation: <Euler (x=0.4047, y=0.6755, z=2.7949), order='XYZ'>
    Matrix:
      <Vector (-0.7340, -0.5439, -0.4067, -0.0420)>
      <Vector (0.2652, -0.7809, 0.5656, 0.8313)>
      <Vector (-0.6253, 0.3073, 0.7174, 0.0007)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2680, 0.5068, 0.1284)>
    Rotation: <Euler (x=-0.5676, y=0.7598, z=2.7026), order='XYZ'>
    Matrix:
      <Vector (-0.6562, -0.0232, -0.7542, -0.2680)>
      <Vector (0.3081, -0.9206, -0.2398, 0.5068)>
      <Vector (-0.6888, -0.3898, 0.6113, 0.1284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7748, y=0.7984, z=2.9386), order='XYZ'>
    Matrix:
      <Vector (-0.6835, -0.6348, -0.3603, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7162, 0.4882, 0.4987, -0.0397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2397, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6198, -0.7835, 0.0439, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7845, 0.6200, -0.0124, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2397, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6198, -0.7835, 0.0439, -0.4561)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7845, 0.6200, -0.0124, 0.0986)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 101
  Bone: mixamorig:Hips
    Location: <Vector (0.0556, 0.8692, 0.0502)>
    Rotation: <Euler (x=0.2402, y=-0.3856, z=-0.0418), order='XYZ'>
    Matrix:
      <Vector (0.9258, -0.0488, -0.3750, 0.0556)>
      <Vector (-0.0387, 0.9742, -0.2224, 0.8692)>
      <Vector (0.3761, 0.2204, 0.9000, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0524, 0.9448, 0.0657)>
    Rotation: <Euler (x=0.2607, y=-0.3948, z=-0.0338), order='XYZ'>
    Matrix:
      <Vector (0.9225, -0.0664, -0.3802, 0.0524)>
      <Vector (-0.0312, 0.9690, -0.2451, 0.9448)>
      <Vector (0.3847, 0.2380, 0.8919, 0.0657)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0465, 1.0322, 0.0871)>
    Rotation: <Euler (x=0.3779, y=-0.4022, z=-0.0213), order='XYZ'>
    Matrix:
      <Vector (0.9200, -0.1246, -0.3716, 0.0465)>
      <Vector (-0.0196, 0.9323, -0.3611, 1.0322)>
      <Vector (0.3915, 0.3395, 0.8553, 0.0871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0336, 1.1283, 0.1221)>
    Rotation: <Euler (x=0.4958, y=-0.4094, z=-0.0105), order='XYZ'>
    Matrix:
      <Vector (0.9173, -0.1801, -0.3551, 0.0336)>
      <Vector (-0.0097, 0.8815, -0.4720, 1.1283)>
      <Vector (0.3981, 0.4364, 0.8069, 0.1221)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0127, 1.2305, 0.1727)>
    Rotation: <Euler (x=0.4099, y=-0.3337, z=-0.0201), order='XYZ'>
    Matrix:
      <Vector (0.9446, -0.1121, -0.3084, 0.0127)>
      <Vector (-0.0190, 0.9196, -0.3924, 1.2305)>
      <Vector (0.3276, 0.3765, 0.8666, 0.1727)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0030, 1.3203, 0.2234)>
    Rotation: <Euler (x=0.0198, y=-0.0438, z=-0.0243), order='XYZ'>
    Matrix:
      <Vector (0.9987, 0.0234, -0.0442, -0.0030)>
      <Vector (-0.0242, 0.9995, -0.0187, 1.3203)>
      <Vector (0.0437, 0.0197, 0.9988, 0.2234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0012, 1.5595, 0.2596)>
    Rotation: <Euler (x=0.0198, y=-0.0438, z=-0.0243), order='XYZ'>
    Matrix:
      <Vector (0.9987, 0.0234, -0.0442, 0.0012)>
      <Vector (-0.0242, 0.9995, -0.0187, 1.5595)>
      <Vector (0.0437, 0.0197, 0.9988, 0.2596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0804, 1.2157, 0.1913)>
    Rotation: <Euler (x=-0.1933, y=2.1386, z=-2.0318), order='XYZ'>
    Matrix:
      <Vector (0.2392, 0.9510, -0.1961, 0.0804)>
      <Vector (0.4816, -0.2916, -0.8264, 1.2157)>
      <Vector (-0.8431, 0.1033, -0.5278, 0.1913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2148, 1.1745, 0.2059)>
    Rotation: <Euler (x=3.1267, y=0.8830, z=0.4692), order='XYZ'>
    Matrix:
      <Vector (0.5662, 0.4624, -0.6824, 0.2148)>
      <Vector (0.2870, -0.8866, -0.3626, 1.1745)>
      <Vector (-0.7727, 0.0094, -0.6347, 0.2059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3043, 1.0030, 0.2078)>
    Rotation: <Euler (x=2.2943, y=0.1391, z=-1.0065), order='XYZ'>
    Matrix:
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      <Vector (-0.8368, -0.4419, -0.3233, 1.0030)>
      <Vector (-0.1387, 0.7423, -0.6556, 0.2078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1724, 0.8873, 0.4020)>
    Rotation: <Euler (x=1.9315, y=0.0685, z=-0.7019), order='XYZ'>
    Matrix:
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      <Vector (-0.6442, -0.3108, -0.6989, 0.8873)>
      <Vector (-0.0685, 0.9335, -0.3521, 0.4020)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1389, 0.8853, 0.4379)>
    Rotation: <Euler (x=2.4241, y=-0.6537, z=-1.0086), order='XYZ'>
    Matrix:
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      <Vector (-0.6716, -0.0634, -0.7382, 0.8853)>
      <Vector (0.6081, 0.5219, -0.5981, 0.4379)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1047, 0.8842, 0.4570)>
    Rotation: <Euler (x=2.2877, y=-0.2618, z=-0.7650), order='XYZ'>
    Matrix:
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      <Vector (-0.6689, -0.3389, -0.6616, 0.8842)>
      <Vector (0.2588, 0.7282, -0.6347, 0.4570)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0859, 0.8727, 0.4810)>
    Rotation: <Euler (x=2.2148, y=-0.0857, z=-0.6988), order='XYZ'>
    Matrix:
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      <Vector (-0.6410, -0.4156, -0.6453, 0.8727)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0762, 0.8617, 0.5005)>
    Rotation: <Euler (x=2.2148, y=-0.0857, z=-0.6988), order='XYZ'>
    Matrix:
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      <Vector (-0.6410, -0.4156, -0.6453, 0.8617)>
      <Vector (0.0856, 0.7967, -0.5982, 0.5005)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1252, 0.8755, 0.5119)>
    Rotation: <Euler (x=2.3879, y=0.0189, z=-0.7123), order='XYZ'>
    Matrix:
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      <Vector (-0.6535, -0.5603, -0.5090, 0.8755)>
      <Vector (-0.0189, 0.6842, -0.7290, 0.5119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1118, 0.8589, 0.5319)>
    Rotation: <Euler (x=2.8606, y=0.0590, z=-0.6466), order='XYZ'>
    Matrix:
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      <Vector (-0.6014, -0.7767, -0.1872, 0.8589)>
      <Vector (-0.0590, 0.2768, -0.9591, 0.5319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0951, 0.8359, 0.5401)>
    Rotation: <Euler (x=3.0992, y=0.0686, z=-0.5913), order='XYZ'>
    Matrix:
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      <Vector (-0.5561, -0.8311, 0.0030, 0.8359)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0819, 0.8168, 0.5411)>
    Rotation: <Euler (x=3.0992, y=0.0686, z=-0.5913), order='XYZ'>
    Matrix:
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      <Vector (-0.5561, -0.8311, 0.0030, 0.8168)>
      <Vector (-0.0686, 0.0423, -0.9967, 0.5411)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1429, 0.8603, 0.5094)>
    Rotation: <Euler (x=2.3875, y=0.0217, z=-0.7131), order='XYZ'>
    Matrix:
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      <Vector (-0.6540, -0.5610, -0.5075, 0.8603)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1274, 0.8412, 0.5325)>
    Rotation: <Euler (x=2.8606, y=0.0618, z=-0.6468), order='XYZ'>
    Matrix:
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      <Vector (-0.6015, -0.7770, -0.1855, 0.8412)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1076, 0.8138, 0.5422)>
    Rotation: <Euler (x=3.0991, y=0.0712, z=-0.5933), order='XYZ'>
    Matrix:
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      <Vector (-0.5577, -0.8300, 0.0045, 0.8138)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0928, 0.7924, 0.5433)>
    Rotation: <Euler (x=3.0991, y=0.0712, z=-0.5933), order='XYZ'>
    Matrix:
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      <Vector (-0.5577, -0.8300, 0.0045, 0.7924)>
      <Vector (-0.0711, 0.0424, -0.9966, 0.5433)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1625, 0.8446, 0.5077)>
    Rotation: <Euler (x=2.3879, y=0.0230, z=-0.7112), order='XYZ'>
    Matrix:
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      <Vector (-0.6526, -0.5626, -0.5075, 0.8446)>
      <Vector (-0.0229, 0.6842, -0.7289, 0.5077)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1488, 0.8276, 0.5282)>
    Rotation: <Euler (x=2.8608, y=0.0624, z=-0.6441), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1324, 0.8049, 0.5362)>
    Rotation: <Euler (x=3.0986, y=0.0693, z=-0.5998), order='XYZ'>
    Matrix:
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      <Vector (-0.0692, 0.0429, -0.9967, 0.5362)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1193, 0.7862, 0.5372)>
    Rotation: <Euler (x=3.0986, y=0.0693, z=-0.5998), order='XYZ'>
    Matrix:
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      <Vector (-0.5632, -0.8263, 0.0036, 0.7862)>
      <Vector (-0.0692, 0.0429, -0.9967, 0.5372)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1818, 0.8326, 0.5023)>
    Rotation: <Euler (x=2.3791, y=0.0811, z=-0.6601), order='XYZ'>
    Matrix:
      <Vector (0.7874, -0.3992, -0.4698, 0.1818)>
      <Vector (-0.6112, -0.6055, -0.5098, 0.8326)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1703, 0.8151, 0.5222)>
    Rotation: <Euler (x=2.8609, y=0.0711, z=-0.6419), order='XYZ'>
    Matrix:
      <Vector (0.7990, -0.5595, -0.2205, 0.1703)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1578, 0.7978, 0.5283)>
    Rotation: <Euler (x=3.0975, y=0.0758, z=-0.6150), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1484, 0.7843, 0.5290)>
    Rotation: <Euler (x=3.0975, y=0.0758, z=-0.6150), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0485, 1.2154, 0.1386)>
    Rotation: <Euler (x=0.9843, y=-2.1598, z=1.1011), order='XYZ'>
    Matrix:
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      <Vector (-0.4954, -0.3670, -0.7873, 1.2154)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1625, 1.1636, 0.0732)>
    Rotation: <Euler (x=-1.4606, y=-1.3650, z=-1.8283), order='XYZ'>
    Matrix:
      <Vector (-0.0520, -0.1415, 0.9886, -0.1625)>
      <Vector (-0.1976, -0.9689, -0.1490, 1.1636)>
      <Vector (0.9789, -0.2031, 0.0225, 0.0732)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1900, 0.9757, 0.0338)>
    Rotation: <Euler (x=1.5649, y=-0.1750, z=1.4500), order='XYZ'>
    Matrix:
      <Vector (0.1187, -0.0268, 0.9926, -0.1900)>
      <Vector (0.9775, -0.1722, -0.1216, 0.9757)>
      <Vector (0.1742, 0.9847, 0.0058, 0.0338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1970, 0.9306, 0.2915)>
    Rotation: <Euler (x=1.6069, y=-0.3899, z=1.0298), order='XYZ'>
    Matrix:
      <Vector (0.4763, -0.1647, 0.8637, -0.1970)>
      <Vector (0.7929, -0.3442, -0.5029, 0.9306)>
      <Vector (0.3801, 0.9243, -0.0334, 0.2915)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1833, 0.9329, 0.3360)>
    Rotation: <Euler (x=1.9879, y=0.4099, z=1.0545), order='XYZ'>
    Matrix:
      <Vector (0.4528, 0.5322, 0.7154, -0.1833)>
      <Vector (0.7976, 0.1169, -0.5918, 0.9329)>
      <Vector (-0.3986, 0.8385, -0.3716, 0.3360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1628, 0.9383, 0.3668)>
    Rotation: <Euler (x=1.9676, y=-0.0809, z=0.9722), order='XYZ'>
    Matrix:
      <Vector (0.5616, 0.2772, 0.7796, -0.1628)>
      <Vector (0.8234, -0.2793, -0.4939, 0.9383)>
      <Vector (0.0808, 0.9193, -0.3852, 0.3668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1539, 0.9290, 0.3970)>
    Rotation: <Euler (x=1.9116, y=-0.2352, z=0.9737), order='XYZ'>
    Matrix:
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      <Vector (0.8042, -0.3696, -0.4655, 0.9290)>
      <Vector (0.2330, 0.9165, -0.3250, 0.3970)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1503, 0.9181, 0.4215)>
    Rotation: <Euler (x=1.9116, y=-0.2352, z=0.9737), order='XYZ'>
    Matrix:
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      <Vector (0.8042, -0.3696, -0.4655, 0.9181)>
      <Vector (0.2330, 0.9165, -0.3250, 0.4215)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1994, 0.9202, 0.4092)>
    Rotation: <Euler (x=2.0666, y=-0.3339, z=1.0223), order='XYZ'>
    Matrix:
      <Vector (0.4926, 0.2557, 0.8318, -0.1994)>
      <Vector (0.8062, -0.4940, -0.3256, 0.9202)>
      <Vector (0.3277, 0.8310, -0.4495, 0.4092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1918, 0.9051, 0.4342)>
    Rotation: <Euler (x=2.5548, y=-0.3864, z=0.9740), order='XYZ'>
    Matrix:
      <Vector (0.5206, 0.5715, 0.6344, -0.1918)>
      <Vector (0.7661, -0.6406, -0.0516, 0.9051)>
      <Vector (0.3769, 0.5129, -0.7713, 0.4342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1749, 0.8860, 0.4494)>
    Rotation: <Euler (x=2.8083, y=-0.4084, z=0.9275), order='XYZ'>
    Matrix:
      <Vector (0.5505, 0.6782, 0.4869, -0.1749)>
      <Vector (0.7343, -0.6708, 0.1040, 0.8860)>
      <Vector (0.3971, 0.3003, -0.8672, 0.4494)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1592, 0.8709, 0.4564)>
    Rotation: <Euler (x=2.8083, y=-0.4084, z=0.9275), order='XYZ'>
    Matrix:
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      <Vector (0.7343, -0.6708, 0.1040, 0.8709)>
      <Vector (0.3971, 0.3003, -0.8672, 0.4564)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2108, 0.9008, 0.4042)>
    Rotation: <Euler (x=2.0665, y=-0.3416, z=1.0224), order='XYZ'>
    Matrix:
      <Vector (0.4912, 0.2523, 0.8337, -0.2108)>
      <Vector (0.8040, -0.4995, -0.3226, 0.9008)>
      <Vector (0.3350, 0.8288, -0.4482, 0.4042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2029, 0.8848, 0.4307)>
    Rotation: <Euler (x=2.5548, y=-0.3922, z=0.9738), order='XYZ'>
    Matrix:
      <Vector (0.5195, 0.5697, 0.6368, -0.2029)>
      <Vector (0.7642, -0.6432, -0.0480, 0.8848)>
      <Vector (0.3822, 0.5116, -0.7695, 0.4307)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1833, 0.8626, 0.4482)>
    Rotation: <Euler (x=2.8057, y=-0.4105, z=0.9341), order='XYZ'>
    Matrix:
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      <Vector (0.7373, -0.6671, 0.1070, 0.8626)>
      <Vector (0.3990, 0.3022, -0.8657, 0.4482)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1664, 0.8463, 0.4558)>
    Rotation: <Euler (x=2.8057, y=-0.4105, z=0.9341), order='XYZ'>
    Matrix:
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      <Vector (0.7373, -0.6671, 0.1070, 0.8463)>
      <Vector (0.3990, 0.3022, -0.8657, 0.4558)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2223, 0.8803, 0.3952)>
    Rotation: <Euler (x=2.0669, y=-0.3366, z=1.0213), order='XYZ'>
    Matrix:
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      <Vector (0.8049, -0.4963, -0.3252, 0.8803)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2152, 0.8662, 0.4185)>
    Rotation: <Euler (x=2.5569, y=-0.3913, z=0.9685), order='XYZ'>
    Matrix:
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      <Vector (0.7617, -0.6459, -0.0506, 0.8662)>
      <Vector (0.3814, 0.5102, -0.7708, 0.4185)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1995, 0.8484, 0.4326)>
    Rotation: <Euler (x=2.8047, y=-0.4051, z=0.9365), order='XYZ'>
    Matrix:
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      <Vector (0.7403, -0.6642, 0.1037, 0.8484)>
      <Vector (0.3941, 0.3038, -0.8674, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1834, 0.8329, 0.4398)>
    Rotation: <Euler (x=2.8047, y=-0.4051, z=0.9365), order='XYZ'>
    Matrix:
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      <Vector (0.7403, -0.6642, 0.1037, 0.8329)>
      <Vector (0.3941, 0.3038, -0.8674, 0.4398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2337, 0.8656, 0.3801)>
    Rotation: <Euler (x=2.0666, y=-0.3407, z=1.0221), order='XYZ'>
    Matrix:
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      <Vector (0.8042, -0.4989, -0.3231, 0.8656)>
      <Vector (0.3342, 0.8290, -0.4484, 0.3801)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2271, 0.8525, 0.4018)>
    Rotation: <Euler (x=2.5576, y=-0.3963, z=0.9667), order='XYZ'>
    Matrix:
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      <Vector (0.7592, -0.6490, -0.0481, 0.8525)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2123, 0.8358, 0.4151)>
    Rotation: <Euler (x=2.7999, y=-0.4043, z=0.9488), order='XYZ'>
    Matrix:
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      <Vector (0.7472, -0.6561, 0.1059, 0.8358)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2022, 0.8260, 0.4196)>
    Rotation: <Euler (x=2.7999, y=-0.4043, z=0.9488), order='XYZ'>
    Matrix:
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      <Vector (0.7472, -0.6561, 0.1059, 0.8260)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1613, 0.8244, 0.0768)>
    Rotation: <Euler (x=0.7098, y=0.0137, z=-2.9293), order='XYZ'>
    Matrix:
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      <Vector (-0.2107, -0.7433, 0.6349, 0.8244)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2241, 0.5156, 0.3476)>
    Rotation: <Euler (x=-0.2883, y=-0.1676, z=-2.9227), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2934, 0.1108, 0.2276)>
    Rotation: <Euler (x=0.8622, y=-0.1707, z=-3.0113), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3306, 0.0008, 0.3587)>
    Rotation: <Euler (x=-1.5185, y=-2.8703, z=0.0064), order='XYZ'>
    Matrix:
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      <Vector (-0.0062, 0.0540, 0.9985, 0.0008)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3507, 0.0049, 0.4311)>
    Rotation: <Euler (x=-1.5185, y=-2.8703, z=0.0064), order='XYZ'>
    Matrix:
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      <Vector (-0.0062, 0.0540, 0.9985, 0.0049)>
      <Vector (0.2680, 0.9621, -0.0504, 0.4311)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0437, 0.8317, -0.0008)>
    Rotation: <Euler (x=0.4070, y=0.6712, z=2.7975), order='XYZ'>
    Matrix:
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      <Vector (0.2642, -0.7814, 0.5653, 0.8317)>
      <Vector (-0.6219, 0.3100, 0.7191, -0.0008)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2688, 0.5069, 0.1280)>
    Rotation: <Euler (x=-0.5664, y=0.7600, z=2.7053), order='XYZ'>
    Matrix:
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      <Vector (0.3063, -0.9210, -0.2407, 0.5069)>
      <Vector (-0.6889, -0.3890, 0.6117, 0.1280)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7749, y=0.7979, z=2.9387), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2401, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2401, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7842, 0.6203, -0.0124, 0.0987)>
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Frame: 102
  Bone: mixamorig:Hips
    Location: <Vector (0.0535, 0.8695, 0.0480)>
    Rotation: <Euler (x=0.2403, y=-0.3794, z=-0.0405), order='XYZ'>
    Matrix:
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      <Vector (-0.0377, 0.9740, -0.2232, 0.8695)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0504, 0.9451, 0.0635)>
    Rotation: <Euler (x=0.2605, y=-0.3887, z=-0.0324), order='XYZ'>
    Matrix:
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      <Vector (-0.0300, 0.9689, -0.2456, 0.9451)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0444, 1.0325, 0.0850)>
    Rotation: <Euler (x=0.3779, y=-0.3959, z=-0.0209), order='XYZ'>
    Matrix:
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      <Vector (-0.0193, 0.9322, -0.3614, 1.0325)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0318, 1.1285, 0.1201)>
    Rotation: <Euler (x=0.4960, y=-0.4029, z=-0.0112), order='XYZ'>
    Matrix:
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      <Vector (-0.0103, 0.8815, -0.4720, 1.1285)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0113, 1.2307, 0.1708)>
    Rotation: <Euler (x=0.4092, y=-0.3284, z=-0.0201), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0042, 1.3206, 0.2216)>
    Rotation: <Euler (x=0.0184, y=-0.0415, z=-0.0247), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0002, 1.5598, 0.2575)>
    Rotation: <Euler (x=0.0184, y=-0.0415, z=-0.0247), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0791, 1.2160, 0.1890)>
    Rotation: <Euler (x=-0.1771, y=2.1351, z=-2.0204), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2135, 1.1745, 0.2023)>
    Rotation: <Euler (x=3.1311, y=0.8926, z=0.4705), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3026, 1.0027, 0.2036)>
    Rotation: <Euler (x=2.2849, y=0.1432, z=-1.0095), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1725, 0.8876, 0.3993)>
    Rotation: <Euler (x=1.9243, y=0.0722, z=-0.7013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1393, 0.8856, 0.4354)>
    Rotation: <Euler (x=2.4141, y=-0.6523, z=-1.0013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1052, 0.8846, 0.4549)>
    Rotation: <Euler (x=2.2800, y=-0.2585, z=-0.7618), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0866, 0.8731, 0.4789)>
    Rotation: <Euler (x=2.2076, y=-0.0820, z=-0.6971), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0770, 0.8621, 0.4986)>
    Rotation: <Euler (x=2.2076, y=-0.0820, z=-0.6971), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1262, 0.8761, 0.5096)>
    Rotation: <Euler (x=2.3806, y=0.0225, z=-0.7113), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1129, 0.8595, 0.5298)>
    Rotation: <Euler (x=2.8536, y=0.0631, z=-0.6458), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0963, 0.8365, 0.5382)>
    Rotation: <Euler (x=3.0924, y=0.0731, z=-0.5906), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0832, 0.8174, 0.5393)>
    Rotation: <Euler (x=3.0924, y=0.0731, z=-0.5906), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1439, 0.8608, 0.5070)>
    Rotation: <Euler (x=2.3803, y=0.0253, z=-0.7121), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1286, 0.8418, 0.5302)>
    Rotation: <Euler (x=2.8536, y=0.0659, z=-0.6461), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1089, 0.8145, 0.5402)>
    Rotation: <Euler (x=3.0923, y=0.0756, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0941, 0.7930, 0.5415)>
    Rotation: <Euler (x=3.0923, y=0.0756, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1635, 0.8452, 0.5052)>
    Rotation: <Euler (x=2.3807, y=0.0266, z=-0.7102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1499, 0.8282, 0.5258)>
    Rotation: <Euler (x=2.8538, y=0.0666, z=-0.6433), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1336, 0.8056, 0.5341)>
    Rotation: <Euler (x=3.0918, y=0.0737, z=-0.5992), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1206, 0.7868, 0.5352)>
    Rotation: <Euler (x=3.0918, y=0.0737, z=-0.5992), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1827, 0.8332, 0.4997)>
    Rotation: <Euler (x=2.3720, y=0.0851, z=-0.6595), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1714, 0.8158, 0.5197)>
    Rotation: <Euler (x=2.8540, y=0.0752, z=-0.6412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1590, 0.7984, 0.5260)>
    Rotation: <Euler (x=3.0906, y=0.0801, z=-0.6144), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1496, 0.7850, 0.5268)>
    Rotation: <Euler (x=3.0906, y=0.0801, z=-0.6144), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0502, 1.2157, 0.1371)>
    Rotation: <Euler (x=0.9747, y=-2.1573, z=1.1090), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1646, 1.1639, 0.0724)>
    Rotation: <Euler (x=-1.4801, y=-1.3668, z=-1.8105), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1924, 0.9760, 0.0332)>
    Rotation: <Euler (x=1.5691, y=-0.1734, z=1.4480), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1984, 0.9313, 0.2910)>
    Rotation: <Euler (x=1.6102, y=-0.3870, z=1.0286), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1845, 0.9336, 0.3355)>
    Rotation: <Euler (x=1.9913, y=0.4128, z=1.0558), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1639, 0.9390, 0.3662)>
    Rotation: <Euler (x=1.9704, y=-0.0779, z=0.9720), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1548, 0.9297, 0.3963)>
    Rotation: <Euler (x=1.9145, y=-0.2321, z=0.9731), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1512, 0.9189, 0.4209)>
    Rotation: <Euler (x=1.9145, y=-0.2321, z=0.9731), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2003, 0.9209, 0.4087)>
    Rotation: <Euler (x=2.0697, y=-0.3309, z=1.0213), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1926, 0.9058, 0.4337)>
    Rotation: <Euler (x=2.5578, y=-0.3833, z=0.9729), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1757, 0.8868, 0.4488)>
    Rotation: <Euler (x=2.8112, y=-0.4052, z=0.9264), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1600, 0.8717, 0.4558)>
    Rotation: <Euler (x=2.8112, y=-0.4052, z=0.9264), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2118, 0.9016, 0.4038)>
    Rotation: <Euler (x=2.0697, y=-0.3387, z=1.0214), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2037, 0.8855, 0.4302)>
    Rotation: <Euler (x=2.5579, y=-0.3891, z=0.9726), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1841, 0.8634, 0.4477)>
    Rotation: <Euler (x=2.8086, y=-0.4073, z=0.9330), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1671, 0.8471, 0.4552)>
    Rotation: <Euler (x=2.8086, y=-0.4073, z=0.9330), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2233, 0.8810, 0.3949)>
    Rotation: <Euler (x=2.0701, y=-0.3336, z=1.0203), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2161, 0.8670, 0.4181)>
    Rotation: <Euler (x=2.5599, y=-0.3883, z=0.9673), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2003, 0.8491, 0.4322)>
    Rotation: <Euler (x=2.8077, y=-0.4019, z=0.9354), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1842, 0.8336, 0.4393)>
    Rotation: <Euler (x=2.8077, y=-0.4019, z=0.9354), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2347, 0.8664, 0.3798)>
    Rotation: <Euler (x=2.0698, y=-0.3378, z=1.0211), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2281, 0.8532, 0.4015)>
    Rotation: <Euler (x=2.5606, y=-0.3932, z=0.9656), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2132, 0.8365, 0.4148)>
    Rotation: <Euler (x=2.8028, y=-0.4011, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2030, 0.8267, 0.4193)>
    Rotation: <Euler (x=2.8028, y=-0.4011, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1595, 0.8249, 0.0739)>
    Rotation: <Euler (x=0.7100, y=0.0109, z=-2.9290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2231, 0.5162, 0.3447)>
    Rotation: <Euler (x=-0.2812, y=-0.1673, z=-2.9217), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2935, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8623, y=-0.1699, z=-3.0114), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0008, 0.3587)>
    Rotation: <Euler (x=-1.5204, y=-2.8711, z=0.0064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3506, 0.0047, 0.4312)>
    Rotation: <Euler (x=-1.5204, y=-2.8711, z=0.0064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0460, 0.8319, -0.0025)>
    Rotation: <Euler (x=0.4102, y=0.6664, z=2.8003), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2701, 0.5070, 0.1278)>
    Rotation: <Euler (x=-0.5659, y=0.7601, z=2.7088), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7751, y=0.7974, z=2.9389), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2407, z=-0.0281), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2407, z=-0.0281), order='XYZ'>
    Matrix:
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Frame: 103
  Bone: mixamorig:Hips
    Location: <Vector (0.0512, 0.8698, 0.0454)>
    Rotation: <Euler (x=0.2391, y=-0.3709, z=-0.0382), order='XYZ'>
    Matrix:
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      <Vector (-0.0356, 0.9741, -0.2233, 0.8698)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0481, 0.9454, 0.0609)>
    Rotation: <Euler (x=0.2595, y=-0.3806, z=-0.0299), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0421, 1.0328, 0.0824)>
    Rotation: <Euler (x=0.3781, y=-0.3885, z=-0.0199), order='XYZ'>
    Matrix:
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      <Vector (-0.0184, 0.9320, -0.3621, 1.0328)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0296, 1.1288, 0.1176)>
    Rotation: <Euler (x=0.4975, y=-0.3959, z=-0.0115), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0095, 1.2309, 0.1686)>
    Rotation: <Euler (x=0.4095, y=-0.3230, z=-0.0196), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0058, 1.3207, 0.2195)>
    Rotation: <Euler (x=0.0176, y=-0.0405, z=-0.0244), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0014, 1.5600, 0.2552)>
    Rotation: <Euler (x=0.0176, y=-0.0405, z=-0.0244), order='XYZ'>
    Matrix:
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      <Vector (-0.0244, 0.9996, -0.0166, 1.5600)>
      <Vector (0.0405, 0.0176, 0.9990, 0.2552)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0774, 1.2161, 0.1863)>
    Rotation: <Euler (x=-0.1581, y=2.1325, z=-2.0060), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2119, 1.1744, 0.1981)>
    Rotation: <Euler (x=3.1364, y=0.9020, z=0.4724), order='XYZ'>
    Matrix:
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      <Vector (0.2821, -0.8886, -0.3616, 1.1744)>
      <Vector (-0.7846, 0.0032, -0.6200, 0.1981)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3006, 1.0024, 0.1988)>
    Rotation: <Euler (x=2.2758, y=0.1480, z=-1.0126), order='XYZ'>
    Matrix:
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      <Vector (-0.1474, 0.7533, -0.6410, 0.1988)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1723, 0.8877, 0.3959)>
    Rotation: <Euler (x=1.9165, y=0.0768, z=-0.6972), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1394, 0.8857, 0.4323)>
    Rotation: <Euler (x=2.4031, y=-0.6501, z=-0.9900), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1055, 0.8845, 0.4520)>
    Rotation: <Euler (x=2.2718, y=-0.2543, z=-0.7551), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0871, 0.8730, 0.4763)>
    Rotation: <Euler (x=2.1999, y=-0.0773, z=-0.6918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0778, 0.8621, 0.4961)>
    Rotation: <Euler (x=2.1999, y=-0.0773, z=-0.6918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1270, 0.8763, 0.5066)>
    Rotation: <Euler (x=2.3729, y=0.0271, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1139, 0.8597, 0.5269)>
    Rotation: <Euler (x=2.8462, y=0.0681, z=-0.6417), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0975, 0.8366, 0.5355)>
    Rotation: <Euler (x=3.0853, y=0.0786, z=-0.5865), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0845, 0.8175, 0.5369)>
    Rotation: <Euler (x=3.0853, y=0.0786, z=-0.5865), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1447, 0.8611, 0.5039)>
    Rotation: <Euler (x=2.3726, y=0.0298, z=-0.7077), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1297, 0.8421, 0.5273)>
    Rotation: <Euler (x=2.8462, y=0.0710, z=-0.6420), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1102, 0.8147, 0.5375)>
    Rotation: <Euler (x=3.0851, y=0.0811, z=-0.5886), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0955, 0.7931, 0.5390)>
    Rotation: <Euler (x=3.0851, y=0.0811, z=-0.5886), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1643, 0.8456, 0.5020)>
    Rotation: <Euler (x=2.3729, y=0.0312, z=-0.7058), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1510, 0.8286, 0.5228)>
    Rotation: <Euler (x=2.8464, y=0.0716, z=-0.6392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1349, 0.8059, 0.5312)>
    Rotation: <Euler (x=3.0846, y=0.0791, z=-0.5951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1220, 0.7870, 0.5326)>
    Rotation: <Euler (x=3.0846, y=0.0791, z=-0.5951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1836, 0.8336, 0.4964)>
    Rotation: <Euler (x=2.3645, y=0.0900, z=-0.6555), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1725, 0.8162, 0.5165)>
    Rotation: <Euler (x=2.8465, y=0.0803, z=-0.6371), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1602, 0.7989, 0.5229)>
    Rotation: <Euler (x=3.0834, y=0.0854, z=-0.6103), order='XYZ'>
    Matrix:
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      <Vector (-0.0853, 0.0580, -0.9947, 0.5229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1509, 0.7853, 0.5239)>
    Rotation: <Euler (x=3.0834, y=0.0854, z=-0.6103), order='XYZ'>
    Matrix:
      <Vector (0.8165, -0.5681, -0.1031, 0.1509)>
      <Vector (-0.5711, -0.8209, 0.0011, 0.7853)>
      <Vector (-0.0853, 0.0580, -0.9947, 0.5239)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0523, 1.2160, 0.1353)>
    Rotation: <Euler (x=0.9637, y=-2.1557, z=1.1190), order='XYZ'>
    Matrix:
      <Vector (-0.2411, -0.8122, 0.5312, -0.0523)>
      <Vector (-0.4968, -0.3670, -0.7865, 1.2160)>
      <Vector (0.8337, -0.4535, -0.3150, 0.1353)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1670, 1.1641, 0.0712)>
    Rotation: <Euler (x=-1.5008, y=-1.3691, z=-1.7914), order='XYZ'>
    Matrix:
      <Vector (-0.0438, -0.1456, 0.9884, -0.1670)>
      <Vector (-0.1954, -0.9690, -0.1514, 1.1641)>
      <Vector (0.9797, -0.1998, 0.0140, 0.0712)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1952, 0.9762, 0.0324)>
    Rotation: <Euler (x=1.5736, y=-0.1715, z=1.4460), order='XYZ'>
    Matrix:
      <Vector (0.1226, -0.0184, 0.9923, -0.1952)>
      <Vector (0.9777, -0.1697, -0.1240, 0.9762)>
      <Vector (0.1706, 0.9853, -0.0028, 0.0324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2001, 0.9318, 0.2903)>
    Rotation: <Euler (x=1.6133, y=-0.3833, z=1.0293), order='XYZ'>
    Matrix:
      <Vector (0.4780, -0.1562, 0.8644, -0.2001)>
      <Vector (0.7948, -0.3421, -0.5013, 0.9318)>
      <Vector (0.3740, 0.9266, -0.0394, 0.2903)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1860, 0.9343, 0.3347)>
    Rotation: <Euler (x=1.9946, y=0.4164, z=1.0591), order='XYZ'>
    Matrix:
      <Vector (0.4478, 0.5391, 0.7133, -0.1860)>
      <Vector (0.7974, 0.1201, -0.5914, 0.9343)>
      <Vector (-0.4045, 0.8337, -0.3761, 0.3347)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1653, 0.9398, 0.3653)>
    Rotation: <Euler (x=1.9731, y=-0.0740, z=0.9737), order='XYZ'>
    Matrix:
      <Vector (0.5607, 0.2856, 0.7772, -0.1653)>
      <Vector (0.8247, -0.2764, -0.4934, 0.9398)>
      <Vector (0.0739, 0.9176, -0.3905, 0.3653)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1560, 0.9305, 0.3954)>
    Rotation: <Euler (x=1.9173, y=-0.2283, z=0.9743), order='XYZ'>
    Matrix:
      <Vector (0.5472, 0.1614, 0.8213, -0.1560)>
      <Vector (0.8059, -0.3669, -0.4648, 0.9305)>
      <Vector (0.2263, 0.9162, -0.3308, 0.3954)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1522, 0.9197, 0.4200)>
    Rotation: <Euler (x=1.9173, y=-0.2283, z=0.9743), order='XYZ'>
    Matrix:
      <Vector (0.5472, 0.1614, 0.8213, -0.1522)>
      <Vector (0.8059, -0.3669, -0.4648, 0.9197)>
      <Vector (0.2263, 0.9162, -0.3308, 0.4200)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2015, 0.9217, 0.4080)>
    Rotation: <Euler (x=2.0728, y=-0.3272, z=1.0222), order='XYZ'>
    Matrix:
      <Vector (0.4938, 0.2637, 0.8286, -0.2015)>
      <Vector (0.8080, -0.4913, -0.3252, 0.9217)>
      <Vector (0.3214, 0.8301, -0.4557, 0.4080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1936, 0.9066, 0.4330)>
    Rotation: <Euler (x=2.5608, y=-0.3795, z=0.9737), order='XYZ'>
    Matrix:
      <Vector (0.5223, 0.5770, 0.6279, -0.1936)>
      <Vector (0.7681, -0.6382, -0.0525, 0.9066)>
      <Vector (0.3704, 0.5097, -0.7765, 0.4330)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1765, 0.8876, 0.4481)>
    Rotation: <Euler (x=2.8140, y=-0.4012, z=0.9272), order='XYZ'>
    Matrix:
      <Vector (0.5524, 0.6820, 0.4793, -0.1765)>
      <Vector (0.7364, -0.6687, 0.1027, 0.8876)>
      <Vector (0.3905, 0.2962, -0.8716, 0.4481)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1608, 0.8726, 0.4550)>
    Rotation: <Euler (x=2.8140, y=-0.4012, z=0.9272), order='XYZ'>
    Matrix:
      <Vector (0.5524, 0.6820, 0.4793, -0.1608)>
      <Vector (0.7364, -0.6687, 0.1027, 0.8726)>
      <Vector (0.3905, 0.2962, -0.8716, 0.4550)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2129, 0.9023, 0.4032)>
    Rotation: <Euler (x=2.0728, y=-0.3350, z=1.0222), order='XYZ'>
    Matrix:
      <Vector (0.4925, 0.2603, 0.8305, -0.2129)>
      <Vector (0.8058, -0.4968, -0.3222, 0.9023)>
      <Vector (0.3288, 0.8279, -0.4544, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2047, 0.8863, 0.4296)>
    Rotation: <Euler (x=2.5608, y=-0.3853, z=0.9734), order='XYZ'>
    Matrix:
      <Vector (0.5212, 0.5753, 0.6304, -0.2047)>
      <Vector (0.7662, -0.6407, -0.0488, 0.8863)>
      <Vector (0.3758, 0.5084, -0.7748, 0.4296)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1849, 0.8642, 0.4471)>
    Rotation: <Euler (x=2.8114, y=-0.4033, z=0.9338), order='XYZ'>
    Matrix:
      <Vector (0.5471, 0.6848, 0.4814, -0.1849)>
      <Vector (0.7394, -0.6650, 0.1056, 0.8642)>
      <Vector (0.3925, 0.2982, -0.8701, 0.4471)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1679, 0.8479, 0.4545)>
    Rotation: <Euler (x=2.8114, y=-0.4033, z=0.9338), order='XYZ'>
    Matrix:
      <Vector (0.5471, 0.6848, 0.4814, -0.1679)>
      <Vector (0.7394, -0.6650, 0.1056, 0.8479)>
      <Vector (0.3925, 0.2982, -0.8701, 0.4545)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2244, 0.8817, 0.3943)>
    Rotation: <Euler (x=2.0731, y=-0.3299, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (0.4942, 0.2623, 0.8288, -0.2244)>
      <Vector (0.8067, -0.4936, -0.3248, 0.8817)>
      <Vector (0.3239, 0.8292, -0.4555, 0.3943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2171, 0.8677, 0.4176)>
    Rotation: <Euler (x=2.5628, y=-0.3844, z=0.9681), order='XYZ'>
    Matrix:
      <Vector (0.5255, 0.5734, 0.6286, -0.2171)>
      <Vector (0.7637, -0.6435, -0.0514, 0.8677)>
      <Vector (0.3750, 0.5071, -0.7760, 0.4176)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2012, 0.8499, 0.4317)>
    Rotation: <Euler (x=2.8105, y=-0.3980, z=0.9362), order='XYZ'>
    Matrix:
      <Vector (0.5465, 0.6869, 0.4791, -0.2012)>
      <Vector (0.7424, -0.6621, 0.1024, 0.8499)>
      <Vector (0.3875, 0.2997, -0.8718, 0.4317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1850, 0.8344, 0.4387)>
    Rotation: <Euler (x=2.8105, y=-0.3980, z=0.9362), order='XYZ'>
    Matrix:
      <Vector (0.5465, 0.6869, 0.4791, -0.1850)>
      <Vector (0.7424, -0.6621, 0.1024, 0.8344)>
      <Vector (0.3875, 0.2997, -0.8718, 0.4387)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2359, 0.8670, 0.3794)>
    Rotation: <Euler (x=2.0729, y=-0.3341, z=1.0219), order='XYZ'>
    Matrix:
      <Vector (0.4929, 0.2606, 0.8302, -0.2359)>
      <Vector (0.8060, -0.4963, -0.3227, 0.8670)>
      <Vector (0.3279, 0.8281, -0.4546, 0.3794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2291, 0.8539, 0.4011)>
    Rotation: <Euler (x=2.5635, y=-0.3894, z=0.9663), order='XYZ'>
    Matrix:
      <Vector (0.5258, 0.5712, 0.6303, -0.2291)>
      <Vector (0.7612, -0.6466, -0.0489, 0.8539)>
      <Vector (0.3796, 0.5055, -0.7748, 0.4011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2142, 0.8373, 0.4143)>
    Rotation: <Euler (x=2.8057, y=-0.3972, z=0.9485), order='XYZ'>
    Matrix:
      <Vector (0.5375, 0.6928, 0.4807, -0.2142)>
      <Vector (0.7493, -0.6539, 0.1046, 0.8373)>
      <Vector (0.3868, 0.3040, -0.8706, 0.4143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2040, 0.8275, 0.4188)>
    Rotation: <Euler (x=2.8057, y=-0.3972, z=0.9485), order='XYZ'>
    Matrix:
      <Vector (0.5375, 0.6928, 0.4807, -0.2040)>
      <Vector (0.7493, -0.6539, 0.1046, 0.8275)>
      <Vector (0.3868, 0.3040, -0.8706, 0.4188)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1575, 0.8254, 0.0705)>
    Rotation: <Euler (x=0.7103, y=0.0081, z=-2.9287), order='XYZ'>
    Matrix:
      <Vector (-0.9774, 0.1550, -0.1437, 0.1575)>
      <Vector (-0.2112, -0.7422, 0.6360, 0.8254)>
      <Vector (-0.0081, 0.6520, 0.7582, 0.0705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2219, 0.5170, 0.3414)>
    Rotation: <Euler (x=-0.2728, y=-0.1673, z=-2.9206), order='XYZ'>
    Matrix:
      <Vector (-0.9621, 0.1674, 0.2155, 0.2219)>
      <Vector (-0.2162, -0.9494, -0.2278, 0.5170)>
      <Vector (0.1665, -0.2657, 0.9496, 0.3414)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2935, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8624, y=-0.1692, z=-3.0114), order='XYZ'>
    Matrix:
      <Vector (-0.9774, 0.2112, 0.0101, 0.2935)>
      <Vector (-0.1279, -0.6285, 0.7672, 0.1108)>
      <Vector (0.1684, 0.7486, 0.6413, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0008, 0.3588)>
    Rotation: <Euler (x=-1.5224, y=-2.8719, z=0.0065), order='XYZ'>
    Matrix:
      <Vector (-0.9638, 0.2658, -0.0194, 0.3305)>
      <Vector (-0.0063, 0.0501, 0.9987, 0.0008)>
      <Vector (0.2664, 0.9627, -0.0466, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3505, 0.0046, 0.4313)>
    Rotation: <Euler (x=-1.5224, y=-2.8719, z=0.0066), order='XYZ'>
    Matrix:
      <Vector (-0.9638, 0.2658, -0.0194, 0.3505)>
      <Vector (-0.0063, 0.0501, 0.9987, 0.0046)>
      <Vector (0.2664, 0.9627, -0.0466, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0486, 0.8320, -0.0042)>
    Rotation: <Euler (x=0.4135, y=0.6629, z=2.8026), order='XYZ'>
    Matrix:
      <Vector (-0.7433, -0.5378, -0.3978, -0.0486)>
      <Vector (0.2621, -0.7813, 0.5664, 0.8320)>
      <Vector (-0.6154, 0.3167, 0.7217, -0.0042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2721, 0.5072, 0.1275)>
    Rotation: <Euler (x=-0.5652, y=0.7609, z=2.7141), order='XYZ'>
    Matrix:
      <Vector (-0.6590, -0.0140, -0.7520, -0.2721)>
      <Vector (0.3002, -0.9216, -0.2459, 0.5072)>
      <Vector (-0.6896, -0.3879, 0.6116, 0.1275)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7752, y=0.7970, z=2.9389), order='XYZ'>
    Matrix:
      <Vector (-0.6845, -0.6341, -0.3596, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7153, 0.4891, 0.4992, -0.0397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2411, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6209, -0.7826, 0.0439, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7837, 0.6211, -0.0125, 0.0501)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2411, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6209, -0.7826, 0.0439, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7837, 0.6211, -0.0125, 0.0988)>
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Frame: 104
  Bone: mixamorig:Hips
    Location: <Vector (0.0488, 0.8700, 0.0425)>
    Rotation: <Euler (x=0.2375, y=-0.3616, z=-0.0356), order='XYZ'>
    Matrix:
      <Vector (0.9348, -0.0486, -0.3520, 0.0488)>
      <Vector (-0.0333, 0.9743, -0.2229, 0.8700)>
      <Vector (0.3537, 0.2200, 0.9091, 0.0425)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0456, 0.9457, 0.0579)>
    Rotation: <Euler (x=0.2586, y=-0.3719, z=-0.0275), order='XYZ'>
    Matrix:
      <Vector (0.9313, -0.0663, -0.3582, 0.0456)>
      <Vector (-0.0256, 0.9689, -0.2460, 0.9457)>
      <Vector (0.3634, 0.2383, 0.9007, 0.0579)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0397, 1.0331, 0.0794)>
    Rotation: <Euler (x=0.3797, y=-0.3808, z=-0.0192), order='XYZ'>
    Matrix:
      <Vector (0.9282, -0.1199, -0.3522, 0.0397)>
      <Vector (-0.0178, 0.9312, -0.3640, 1.0331)>
      <Vector (0.3716, 0.3441, 0.8622, 0.0794)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0273, 1.1290, 0.1148)>
    Rotation: <Euler (x=0.5016, y=-0.3890, z=-0.0127), order='XYZ'>
    Matrix:
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      <Vector (-0.0117, 0.8791, -0.4766, 1.1290)>
      <Vector (0.3793, 0.4449, 0.8113, 0.1148)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0075, 1.2309, 0.1664)>
    Rotation: <Euler (x=0.4115, y=-0.3178, z=-0.0198), order='XYZ'>
    Matrix:
      <Vector (0.9497, -0.1068, -0.2942, 0.0075)>
      <Vector (-0.0188, 0.9188, -0.3943, 1.2309)>
      <Vector (0.3125, 0.3800, 0.8706, 0.1664)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0076, 1.3206, 0.2175)>
    Rotation: <Euler (x=0.0182, y=-0.0404, z=-0.0237), order='XYZ'>
    Matrix:
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      <Vector (-0.0237, 0.9996, -0.0172, 1.3206)>
      <Vector (0.0404, 0.0181, 0.9990, 0.2175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0034, 1.5599, 0.2533)>
    Rotation: <Euler (x=0.0182, y=-0.0404, z=-0.0237), order='XYZ'>
    Matrix:
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      <Vector (-0.0237, 0.9996, -0.0172, 1.5599)>
      <Vector (0.0404, 0.0181, 0.9990, 0.2533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0755, 1.2161, 0.1835)>
    Rotation: <Euler (x=-0.1380, y=2.1322, z=-1.9898), order='XYZ'>
    Matrix:
      <Vector (0.2166, 0.9522, -0.2155, 0.0755)>
      <Vector (0.4863, -0.2966, -0.8219, 1.2161)>
      <Vector (-0.8465, 0.0732, -0.5273, 0.1835)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2100, 1.1742, 0.1939)>
    Rotation: <Euler (x=-3.1380, y=0.9106, z=0.4771), order='XYZ'>
    Matrix:
      <Vector (0.5448, 0.4567, -0.7033, 0.2100)>
      <Vector (0.2816, -0.8896, -0.3595, 1.1742)>
      <Vector (-0.7899, -0.0022, -0.6133, 0.1939)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2984, 1.0020, 0.1935)>
    Rotation: <Euler (x=2.2676, y=0.1543, z=-1.0157), order='XYZ'>
    Matrix:
      <Vector (0.5207, -0.4833, -0.7037, 0.2984)>
      <Vector (-0.8398, -0.4384, -0.3203, 1.0020)>
      <Vector (-0.1537, 0.7578, -0.6342, 0.1935)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1719, 0.8873, 0.3918)>
    Rotation: <Euler (x=1.9091, y=0.0857, z=-0.6900), order='XYZ'>
    Matrix:
      <Vector (0.7684, -0.1490, -0.6223, 0.1719)>
      <Vector (-0.6342, -0.3074, -0.7095, 0.8873)>
      <Vector (-0.0856, 0.9399, -0.3307, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1395, 0.8850, 0.4286)>
    Rotation: <Euler (x=2.3911, y=-0.6438, z=-0.9749), order='XYZ'>
    Matrix:
      <Vector (0.4489, -0.8350, -0.3181, 0.1395)>
      <Vector (-0.6620, -0.0716, -0.7461, 0.8850)>
      <Vector (0.6002, 0.5455, -0.5850, 0.4286)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1058, 0.8836, 0.4487)>
    Rotation: <Euler (x=2.2637, y=-0.2459, z=-0.7452), order='XYZ'>
    Matrix:
      <Vector (0.7128, -0.5708, -0.4075, 0.1058)>
      <Vector (-0.6577, -0.3424, -0.6709, 0.8836)>
      <Vector (0.2435, 0.7463, -0.6195, 0.4487)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0878, 0.8720, 0.4732)>
    Rotation: <Euler (x=2.1926, y=-0.0684, z=-0.6834), order='XYZ'>
    Matrix:
      <Vector (0.7736, -0.4109, -0.4824, 0.0878)>
      <Vector (-0.6300, -0.4166, -0.6554, 0.8720)>
      <Vector (0.0684, 0.8110, -0.5811, 0.4732)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0788, 0.8610, 0.4931)>
    Rotation: <Euler (x=2.1926, y=-0.0684, z=-0.6834), order='XYZ'>
    Matrix:
      <Vector (0.7736, -0.4109, -0.4824, 0.0788)>
      <Vector (-0.6300, -0.4166, -0.6554, 0.8610)>
      <Vector (0.0684, 0.8110, -0.5811, 0.4931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1280, 0.8756, 0.5030)>
    Rotation: <Euler (x=2.3654, y=0.0359, z=-0.6993), order='XYZ'>
    Matrix:
      <Vector (0.7648, -0.4401, -0.4705, 0.1280)>
      <Vector (-0.6432, -0.5623, -0.5197, 0.8756)>
      <Vector (-0.0358, 0.7001, -0.7131, 0.5030)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1153, 0.8589, 0.5235)>
    Rotation: <Euler (x=2.8393, y=0.0774, z=-0.6344), order='XYZ'>
    Matrix:
      <Vector (0.8030, -0.5472, -0.2359, 0.1153)>
      <Vector (-0.5909, -0.7826, -0.1961, 0.8589)>
      <Vector (-0.0773, 0.2969, -0.9518, 0.5235)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0991, 0.8357, 0.5323)>
    Rotation: <Euler (x=3.0789, y=0.0882, z=-0.5792), order='XYZ'>
    Matrix:
      <Vector (0.8337, -0.5417, -0.1079, 0.0991)>
      <Vector (-0.5452, -0.8383, -0.0044, 0.8357)>
      <Vector (-0.0881, 0.0625, -0.9942, 0.5323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0863, 0.8165, 0.5338)>
    Rotation: <Euler (x=3.0789, y=0.0882, z=-0.5792), order='XYZ'>
    Matrix:
      <Vector (0.8337, -0.5417, -0.1079, 0.0863)>
      <Vector (-0.5452, -0.8383, -0.0044, 0.8165)>
      <Vector (-0.0880, 0.0625, -0.9942, 0.5338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1458, 0.8605, 0.5001)>
    Rotation: <Euler (x=2.3651, y=0.0386, z=-0.7001), order='XYZ'>
    Matrix:
      <Vector (0.7642, -0.4389, -0.4726, 0.1458)>
      <Vector (-0.6438, -0.5630, -0.5182, 0.8605)>
      <Vector (-0.0386, 0.7003, -0.7128, 0.5001)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1312, 0.8414, 0.5237)>
    Rotation: <Euler (x=2.8392, y=0.0802, z=-0.6347), order='XYZ'>
    Matrix:
      <Vector (0.8027, -0.5468, -0.2381, 0.1312)>
      <Vector (-0.5910, -0.7829, -0.1945, 0.8414)>
      <Vector (-0.0801, 0.2968, -0.9516, 0.5237)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1120, 0.8138, 0.5341)>
    Rotation: <Euler (x=3.0787, y=0.0907, z=-0.5813), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5433, -0.1100, 0.1120)>
      <Vector (-0.5468, -0.8372, -0.0029, 0.8138)>
      <Vector (-0.0905, 0.0626, -0.9939, 0.5341)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0976, 0.7922, 0.5358)>
    Rotation: <Euler (x=3.0787, y=0.0907, z=-0.5813), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5433, -0.1100, 0.0976)>
      <Vector (-0.5468, -0.8372, -0.0029, 0.7922)>
      <Vector (-0.0905, 0.0626, -0.9939, 0.5358)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1655, 0.8452, 0.4979)>
    Rotation: <Euler (x=2.3654, y=0.0399, z=-0.6982), order='XYZ'>
    Matrix:
      <Vector (0.7654, -0.4373, -0.4722, 0.1655)>
      <Vector (-0.6424, -0.5646, -0.5183, 0.8452)>
      <Vector (-0.0399, 0.7000, -0.7130, 0.4979)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1526, 0.8281, 0.5189)>
    Rotation: <Euler (x=2.8395, y=0.0809, z=-0.6319), order='XYZ'>
    Matrix:
      <Vector (0.8043, -0.5445, -0.2380, 0.1526)>
      <Vector (-0.5887, -0.7846, -0.1946, 0.8281)>
      <Vector (-0.0808, 0.2966, -0.9516, 0.5189)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1367, 0.8052, 0.5275)>
    Rotation: <Euler (x=3.0781, y=0.0887, z=-0.5878), order='XYZ'>
    Matrix:
      <Vector (0.8289, -0.5487, -0.1087, 0.1367)>
      <Vector (-0.5523, -0.8336, -0.0038, 0.8052)>
      <Vector (-0.0885, 0.0632, -0.9941, 0.5275)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1240, 0.7863, 0.5290)>
    Rotation: <Euler (x=3.0781, y=0.0887, z=-0.5878), order='XYZ'>
    Matrix:
      <Vector (0.8289, -0.5487, -0.1087, 0.1240)>
      <Vector (-0.5523, -0.8336, -0.0038, 0.7863)>
      <Vector (-0.0885, 0.0632, -0.9941, 0.5290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1848, 0.8333, 0.4921)>
    Rotation: <Euler (x=2.3574, y=0.0992, z=-0.6483), order='XYZ'>
    Matrix:
      <Vector (0.7932, -0.3718, -0.4823, 0.1848)>
      <Vector (-0.6009, -0.6065, -0.5206, 0.8333)>
      <Vector (-0.0990, 0.7028, -0.7045, 0.4921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1741, 0.8159, 0.5124)>
    Rotation: <Euler (x=2.8396, y=0.0896, z=-0.6299), order='XYZ'>
    Matrix:
      <Vector (0.8049, -0.5409, -0.2442, 0.1741)>
      <Vector (-0.5867, -0.7872, -0.1900, 0.8159)>
      <Vector (-0.0895, 0.2962, -0.9509, 0.5124)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1620, 0.7984, 0.5190)>
    Rotation: <Euler (x=3.0767, y=0.0948, z=-0.6031), order='XYZ'>
    Matrix:
      <Vector (0.8199, -0.5610, -0.1146, 0.1620)>
      <Vector (-0.5647, -0.8253, 0.0002, 0.7984)>
      <Vector (-0.0947, 0.0645, -0.9934, 0.5190)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1528, 0.7848, 0.5200)>
    Rotation: <Euler (x=3.0767, y=0.0948, z=-0.6031), order='XYZ'>
    Matrix:
      <Vector (0.8199, -0.5610, -0.1146, 0.1528)>
      <Vector (-0.5647, -0.8253, 0.0002, 0.7848)>
      <Vector (-0.0947, 0.0645, -0.9934, 0.5200)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0545, 1.2161, 0.1334)>
    Rotation: <Euler (x=0.9507, y=-2.1565, z=1.1307), order='XYZ'>
    Matrix:
      <Vector (-0.2355, -0.8147, 0.5299, -0.0545)>
      <Vector (-0.5001, -0.3659, -0.7848, 1.2161)>
      <Vector (0.8333, -0.4499, -0.3213, 0.1334)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1696, 1.1644, 0.0698)>
    Rotation: <Euler (x=-1.5288, y=-1.3713, z=-1.7659), order='XYZ'>
    Matrix:
      <Vector (-0.0384, -0.1487, 0.9881, -0.1696)>
      <Vector (-0.1944, -0.9689, -0.1533, 1.1644)>
      <Vector (0.9802, -0.1980, 0.0083, 0.0698)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1984, 0.9765, 0.0315)>
    Rotation: <Euler (x=1.5794, y=-0.1705, z=1.4431), order='XYZ'>
    Matrix:
      <Vector (0.1255, -0.0131, 0.9920, -0.1984)>
      <Vector (0.9775, -0.1694, -0.1259, 0.9765)>
      <Vector (0.1696, 0.9855, -0.0085, 0.0315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2018, 0.9322, 0.2893)>
    Rotation: <Euler (x=1.6182, y=-0.3794, z=1.0298), order='XYZ'>
    Matrix:
      <Vector (0.4783, -0.1499, 0.8653, -0.2018)>
      <Vector (0.7963, -0.3416, -0.4993, 0.9322)>
      <Vector (0.3704, 0.9278, -0.0441, 0.2893)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1875, 0.9347, 0.3337)>
    Rotation: <Euler (x=1.9997, y=0.4202, z=1.0635), order='XYZ'>
    Matrix:
      <Vector (0.4436, 0.5437, 0.7125, -0.1875)>
      <Vector (0.7980, 0.1222, -0.5901, 0.9347)>
      <Vector (-0.4079, 0.8303, -0.3797, 0.3337)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1666, 0.9403, 0.3642)>
    Rotation: <Euler (x=1.9775, y=-0.0698, z=0.9757), order='XYZ'>
    Matrix:
      <Vector (0.5592, 0.2916, 0.7761, -0.1666)>
      <Vector (0.8261, -0.2748, -0.4920, 0.9403)>
      <Vector (0.0698, 0.9162, -0.3946, 0.3642)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1572, 0.9311, 0.3942)>
    Rotation: <Euler (x=1.9218, y=-0.2241, z=0.9757), order='XYZ'>
    Matrix:
      <Vector (0.5466, 0.1677, 0.8204, -0.1572)>
      <Vector (0.8074, -0.3656, -0.4632, 0.9311)>
      <Vector (0.2222, 0.9156, -0.3352, 0.3942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1532, 0.9203, 0.4187)>
    Rotation: <Euler (x=1.9218, y=-0.2241, z=0.9757), order='XYZ'>
    Matrix:
      <Vector (0.5466, 0.1677, 0.8204, -0.1532)>
      <Vector (0.8074, -0.3656, -0.4632, 0.9203)>
      <Vector (0.2222, 0.9156, -0.3352, 0.4187)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2025, 0.9221, 0.4071)>
    Rotation: <Euler (x=2.0776, y=-0.3233, z=1.0230), order='XYZ'>
    Matrix:
      <Vector (0.4938, 0.2697, 0.8267, -0.2025)>
      <Vector (0.8095, -0.4899, -0.3237, 0.9221)>
      <Vector (0.3177, 0.8290, -0.4603, 0.4071)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1945, 0.9071, 0.4320)>
    Rotation: <Euler (x=2.5654, y=-0.3753, z=0.9743), order='XYZ'>
    Matrix:
      <Vector (0.5227, 0.5816, 0.6234, -0.1945)>
      <Vector (0.7697, -0.6363, -0.0518, 0.9071)>
      <Vector (0.3666, 0.5069, -0.7802, 0.4320)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1773, 0.8882, 0.4471)>
    Rotation: <Euler (x=2.8185, y=-0.3969, z=0.9278), order='XYZ'>
    Matrix:
      <Vector (0.5530, 0.6853, 0.4739, -0.1773)>
      <Vector (0.7381, -0.6668, 0.1029, 0.8882)>
      <Vector (0.3865, 0.2929, -0.8745, 0.4471)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1614, 0.8732, 0.4539)>
    Rotation: <Euler (x=2.8185, y=-0.3969, z=0.9278), order='XYZ'>
    Matrix:
      <Vector (0.5530, 0.6853, 0.4739, -0.1614)>
      <Vector (0.7381, -0.6668, 0.1029, 0.8732)>
      <Vector (0.3865, 0.2929, -0.8745, 0.4539)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2139, 0.9027, 0.4024)>
    Rotation: <Euler (x=2.0776, y=-0.3311, z=1.0230), order='XYZ'>
    Matrix:
      <Vector (0.4925, 0.2663, 0.8285, -0.2139)>
      <Vector (0.8073, -0.4954, -0.3207, 0.9027)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2055, 0.8868, 0.4288)>
    Rotation: <Euler (x=2.5655, y=-0.3811, z=0.9740), order='XYZ'>
    Matrix:
      <Vector (0.5217, 0.5798, 0.6259, -0.2055)>
      <Vector (0.7678, -0.6389, -0.0481, 0.8868)>
      <Vector (0.3720, 0.5057, -0.7784, 0.4288)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1856, 0.8648, 0.4461)>
    Rotation: <Euler (x=2.8160, y=-0.3990, z=0.9344), order='XYZ'>
    Matrix:
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      <Vector (0.7410, -0.6631, 0.1059, 0.8648)>
      <Vector (0.3885, 0.2948, -0.8730, 0.4461)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1685, 0.8485, 0.4535)>
    Rotation: <Euler (x=2.8160, y=-0.3990, z=0.9344), order='XYZ'>
    Matrix:
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      <Vector (0.7410, -0.6631, 0.1059, 0.8485)>
      <Vector (0.3885, 0.2948, -0.8730, 0.4535)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2254, 0.8821, 0.3936)>
    Rotation: <Euler (x=2.0779, y=-0.3259, z=1.0220), order='XYZ'>
    Matrix:
      <Vector (0.4942, 0.2683, 0.8269, -0.2254)>
      <Vector (0.8082, -0.4922, -0.3233, 0.8821)>
      <Vector (0.3202, 0.8281, -0.4601, 0.3936)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2180, 0.8681, 0.4168)>
    Rotation: <Euler (x=2.5675, y=-0.3802, z=0.9688), order='XYZ'>
    Matrix:
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      <Vector (0.7653, -0.6416, -0.0507, 0.8681)>
      <Vector (0.3711, 0.5043, -0.7797, 0.4168)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2019, 0.8504, 0.4308)>
    Rotation: <Euler (x=2.8150, y=-0.3937, z=0.9368), order='XYZ'>
    Matrix:
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      <Vector (0.7440, -0.6602, 0.1026, 0.8504)>
      <Vector (0.3836, 0.2963, -0.8747, 0.4308)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1857, 0.8350, 0.4378)>
    Rotation: <Euler (x=2.8150, y=-0.3937, z=0.9368), order='XYZ'>
    Matrix:
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      <Vector (0.7440, -0.6602, 0.1026, 0.8350)>
      <Vector (0.3836, 0.2963, -0.8747, 0.4378)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2370, 0.8673, 0.3787)>
    Rotation: <Euler (x=2.0777, y=-0.3301, z=1.0227), order='XYZ'>
    Matrix:
      <Vector (0.4929, 0.2667, 0.8282, -0.2370)>
      <Vector (0.8075, -0.4948, -0.3212, 0.8673)>
      <Vector (0.3242, 0.8271, -0.4592, 0.3787)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2300, 0.8543, 0.4004)>
    Rotation: <Euler (x=2.5682, y=-0.3852, z=0.9669), order='XYZ'>
    Matrix:
      <Vector (0.5262, 0.5757, 0.6258, -0.2300)>
      <Vector (0.7628, -0.6448, -0.0482, 0.8543)>
      <Vector (0.3757, 0.5028, -0.7785, 0.4004)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2150, 0.8377, 0.4135)>
    Rotation: <Euler (x=2.8103, y=-0.3929, z=0.9491), order='XYZ'>
    Matrix:
      <Vector (0.5381, 0.6961, 0.4753, -0.2150)>
      <Vector (0.7509, -0.6520, 0.1049, 0.8377)>
      <Vector (0.3829, 0.3005, -0.8736, 0.4135)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2047, 0.8279, 0.4179)>
    Rotation: <Euler (x=2.8103, y=-0.3929, z=0.9491), order='XYZ'>
    Matrix:
      <Vector (0.5381, 0.6961, 0.4753, -0.2047)>
      <Vector (0.7509, -0.6520, 0.1049, 0.8279)>
      <Vector (0.3829, 0.3005, -0.8736, 0.4179)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1554, 0.8259, 0.0666)>
    Rotation: <Euler (x=0.7107, y=0.0060, z=-2.9285), order='XYZ'>
    Matrix:
      <Vector (-0.9774, 0.1564, -0.1425, 0.1554)>
      <Vector (-0.2115, -0.7416, 0.6367, 0.8259)>
      <Vector (-0.0060, 0.6524, 0.7579, 0.0666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2204, 0.5178, 0.3376)>
    Rotation: <Euler (x=-0.2636, y=-0.1677, z=-2.9186), order='XYZ'>
    Matrix:
      <Vector (-0.9616, 0.1711, 0.2148, 0.2204)>
      <Vector (-0.2181, -0.9512, -0.2185, 0.5178)>
      <Vector (0.1669, -0.2569, 0.9519, 0.3376)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8625, y=-0.1689, z=-3.0118), order='XYZ'>
    Matrix:
      <Vector (-0.9775, 0.2108, 0.0101, 0.2936)>
      <Vector (-0.1276, -0.6285, 0.7673, 0.1109)>
      <Vector (0.1681, 0.7487, 0.6413, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0008, 0.3588)>
    Rotation: <Euler (x=-1.5244, y=-2.8723, z=0.0063), order='XYZ'>
    Matrix:
      <Vector (-0.9639, 0.2655, -0.0187, 0.3305)>
      <Vector (-0.0061, 0.0480, 0.9988, 0.0008)>
      <Vector (0.2661, 0.9629, -0.0447, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3505, 0.0044, 0.4313)>
    Rotation: <Euler (x=-1.5244, y=-2.8723, z=0.0063), order='XYZ'>
    Matrix:
      <Vector (-0.9639, 0.2655, -0.0187, 0.3505)>
      <Vector (-0.0061, 0.0480, 0.9988, 0.0044)>
      <Vector (0.2661, 0.9629, -0.0447, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0515, 0.8320, -0.0061)>
    Rotation: <Euler (x=0.4171, y=0.6605, z=2.8046), order='XYZ'>
    Matrix:
      <Vector (-0.7453, -0.5368, -0.3954, -0.0515)>
      <Vector (0.2611, -0.7807, 0.5678, 0.8320)>
      <Vector (-0.6135, 0.3199, 0.7220, -0.0061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2746, 0.5075, 0.1268)>
    Rotation: <Euler (x=-0.5635, y=0.7621, z=2.7211), order='XYZ'>
    Matrix:
      <Vector (-0.6604, -0.0084, -0.7509, -0.2746)>
      <Vector (0.2953, -0.9223, -0.2494, 0.5075)>
      <Vector (-0.6905, -0.3864, 0.6115, 0.1268)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7753, y=0.7966, z=2.9390), order='XYZ'>
    Matrix:
      <Vector (-0.6848, -0.6339, -0.3594, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7150, 0.4893, 0.4993, -0.0398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2414, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6212, -0.7824, 0.0439, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7834, 0.6214, -0.0125, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2414, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6212, -0.7824, 0.0439, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7834, 0.6214, -0.0125, 0.0988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 105
  Bone: mixamorig:Hips
    Location: <Vector (0.0460, 0.8703, 0.0392)>
    Rotation: <Euler (x=0.2356, y=-0.3537, z=-0.0337), order='XYZ'>
    Matrix:
      <Vector (0.9376, -0.0480, -0.3444, 0.0460)>
      <Vector (-0.0316, 0.9745, -0.2219, 0.8703)>
      <Vector (0.3463, 0.2190, 0.9122, 0.0392)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0429, 0.9460, 0.0545)>
    Rotation: <Euler (x=0.2582, y=-0.3645, z=-0.0262), order='XYZ'>
    Matrix:
      <Vector (0.9340, -0.0657, -0.3512, 0.0429)>
      <Vector (-0.0245, 0.9689, -0.2462, 0.9460)>
      <Vector (0.3565, 0.2386, 0.9033, 0.0545)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0370, 1.0333, 0.0760)>
    Rotation: <Euler (x=0.3828, y=-0.3740, z=-0.0197), order='XYZ'>
    Matrix:
      <Vector (0.9307, -0.1182, -0.3462, 0.0370)>
      <Vector (-0.0183, 0.9301, -0.3668, 1.0333)>
      <Vector (0.3653, 0.3477, 0.8635, 0.0760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0248, 1.1292, 0.1118)>
    Rotation: <Euler (x=0.5083, y=-0.3827, z=-0.0152), order='XYZ'>
    Matrix:
      <Vector (0.9276, -0.1684, -0.3336, 0.0248)>
      <Vector (-0.0141, 0.8762, -0.4817, 1.1292)>
      <Vector (0.3734, 0.4515, 0.8104, 0.1118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0053, 1.2308, 0.1642)>
    Rotation: <Euler (x=0.4155, y=-0.3127, z=-0.0215), order='XYZ'>
    Matrix:
      <Vector (0.9513, -0.1045, -0.2901, 0.0053)>
      <Vector (-0.0205, 0.9174, -0.3975, 1.2308)>
      <Vector (0.3077, 0.3841, 0.8705, 0.1642)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0095, 1.3202, 0.2157)>
    Rotation: <Euler (x=0.0204, y=-0.0403, z=-0.0233), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0224, -0.0407, -0.0095)>
      <Vector (-0.0232, 0.9995, -0.0194, 1.3202)>
      <Vector (0.0403, 0.0203, 0.9990, 0.2157)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0054, 1.5594, 0.2521)>
    Rotation: <Euler (x=0.0204, y=-0.0403, z=-0.0233), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0224, -0.0407, -0.0054)>
      <Vector (-0.0232, 0.9995, -0.0194, 1.5594)>
      <Vector (0.0403, 0.0203, 0.9990, 0.2521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0735, 1.2158, 0.1808)>
    Rotation: <Euler (x=-0.1190, y=2.1346, z=-1.9742), order='XYZ'>
    Matrix:
      <Vector (0.2098, 0.9526, -0.2202, 0.0735)>
      <Vector (0.4915, -0.2975, -0.8185, 1.2158)>
      <Vector (-0.8452, 0.0635, -0.5306, 0.1808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2080, 1.1738, 0.1898)>
    Rotation: <Euler (x=-3.1252, y=0.9179, z=0.4857), order='XYZ'>
    Matrix:
      <Vector (0.5372, 0.4553, -0.7100, 0.2080)>
      <Vector (0.2836, -0.8903, -0.3563, 1.1738)>
      <Vector (-0.7943, -0.0100, -0.6074, 0.1898)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2961, 1.0015, 0.1878)>
    Rotation: <Euler (x=2.2608, y=0.1622, z=-1.0187), order='XYZ'>
    Matrix:
      <Vector (0.5176, -0.4766, -0.7106, 0.2961)>
      <Vector (-0.8402, -0.4399, -0.3170, 1.0015)>
      <Vector (-0.1615, 0.7611, -0.6282, 0.1878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1714, 0.8864, 0.3871)>
    Rotation: <Euler (x=1.9030, y=0.1001, z=-0.6819), order='XYZ'>
    Matrix:
      <Vector (0.7725, -0.1323, -0.6211, 0.1714)>
      <Vector (-0.6271, -0.3127, -0.7134, 0.8864)>
      <Vector (-0.0999, 0.9406, -0.3245, 0.3871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1395, 0.8837, 0.4243)>
    Rotation: <Euler (x=2.3789, y=-0.6316, z=-0.9590), order='XYZ'>
    Matrix:
      <Vector (0.4635, -0.8261, -0.3204, 0.1395)>
      <Vector (-0.6607, -0.0813, -0.7462, 0.8837)>
      <Vector (0.5905, 0.5576, -0.5835, 0.4243)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1062, 0.8819, 0.4449)>
    Rotation: <Euler (x=2.2567, y=-0.2319, z=-0.7350), order='XYZ'>
    Matrix:
      <Vector (0.7220, -0.5566, -0.4109, 0.1062)>
      <Vector (-0.6526, -0.3506, -0.6717, 0.8819)>
      <Vector (0.2298, 0.7532, -0.6164, 0.4449)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0886, 0.8700, 0.4696)>
    Rotation: <Euler (x=2.1866, y=-0.0540, z=-0.6744), order='XYZ'>
    Matrix:
      <Vector (0.7799, -0.3951, -0.4854, 0.0886)>
      <Vector (-0.6236, -0.4236, -0.6570, 0.8700)>
      <Vector (0.0540, 0.8151, -0.5768, 0.4696)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0800, 0.8588, 0.4896)>
    Rotation: <Euler (x=2.1866, y=-0.0540, z=-0.6744), order='XYZ'>
    Matrix:
      <Vector (0.7799, -0.3951, -0.4854, 0.0800)>
      <Vector (-0.6236, -0.4236, -0.6570, 0.8588)>
      <Vector (0.0540, 0.8151, -0.5768, 0.4896)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1292, 0.8738, 0.4988)>
    Rotation: <Euler (x=2.3592, y=0.0502, z=-0.6909), order='XYZ'>
    Matrix:
      <Vector (0.7697, -0.4247, -0.4766, 0.1292)>
      <Vector (-0.6364, -0.5691, -0.5206, 0.8738)>
      <Vector (-0.0502, 0.7041, -0.7084, 0.4988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1170, 0.8569, 0.5194)>
    Rotation: <Euler (x=2.8340, y=0.0921, z=-0.6262), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5360, -0.2484, 0.1170)>
      <Vector (-0.5836, -0.7886, -0.1940, 0.8569)>
      <Vector (-0.0919, 0.3015, -0.9490, 0.5194)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1012, 0.8335, 0.5284)>
    Rotation: <Euler (x=3.0744, y=0.1031, z=-0.5710), order='XYZ'>
    Matrix:
      <Vector (0.8369, -0.5334, -0.1227, 0.1012)>
      <Vector (-0.5376, -0.8432, -0.0010, 0.8335)>
      <Vector (-0.1029, 0.0668, -0.9924, 0.5284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0885, 0.8142, 0.5300)>
    Rotation: <Euler (x=3.0744, y=0.1031, z=-0.5710), order='XYZ'>
    Matrix:
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      <Vector (-0.5376, -0.8432, -0.0010, 0.8142)>
      <Vector (-0.1029, 0.0668, -0.9924, 0.5300)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1471, 0.8589, 0.4956)>
    Rotation: <Euler (x=2.3589, y=0.0529, z=-0.6918), order='XYZ'>
    Matrix:
      <Vector (0.7691, -0.4235, -0.4787, 0.1471)>
      <Vector (-0.6370, -0.5698, -0.5192, 0.8589)>
      <Vector (-0.0529, 0.7042, -0.7080, 0.4956)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1330, 0.8395, 0.5193)>
    Rotation: <Euler (x=2.8340, y=0.0949, z=-0.6265), order='XYZ'>
    Matrix:
      <Vector (0.8064, -0.5356, -0.2507, 0.1330)>
      <Vector (-0.5837, -0.7889, -0.1923, 0.8395)>
      <Vector (-0.0947, 0.3014, -0.9488, 0.5193)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1143, 0.8118, 0.5299)>
    Rotation: <Euler (x=3.0742, y=0.1056, z=-0.5731), order='XYZ'>
    Matrix:
      <Vector (0.8355, -0.5350, -0.1249, 0.1143)>
      <Vector (-0.5392, -0.8422, 0.0005, 0.8118)>
      <Vector (-0.1054, 0.0669, -0.9922, 0.5299)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.1000, 0.7900, 0.5317)>
    Rotation: <Euler (x=3.0742, y=0.1056, z=-0.5731), order='XYZ'>
    Matrix:
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      <Vector (-0.5392, -0.8422, 0.0005, 0.7900)>
      <Vector (-0.1054, 0.0669, -0.9922, 0.5317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1669, 0.8437, 0.4931)>
    Rotation: <Euler (x=2.3593, y=0.0543, z=-0.6899), order='XYZ'>
    Matrix:
      <Vector (0.7702, -0.4219, -0.4783, 0.1669)>
      <Vector (-0.6355, -0.5714, -0.5192, 0.8437)>
      <Vector (-0.0542, 0.7039, -0.7082, 0.4931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1545, 0.8264, 0.5142)>
    Rotation: <Euler (x=2.8342, y=0.0956, z=-0.6237), order='XYZ'>
    Matrix:
      <Vector (0.8080, -0.5333, -0.2505, 0.1545)>
      <Vector (-0.5814, -0.7905, -0.1924, 0.8264)>
      <Vector (-0.0954, 0.3012, -0.9488, 0.5142)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1389, 0.8034, 0.5229)>
    Rotation: <Euler (x=3.0735, y=0.1036, z=-0.5796), order='XYZ'>
    Matrix:
      <Vector (0.8322, -0.5405, -0.1235, 0.1389)>
      <Vector (-0.5447, -0.8386, -0.0004, 0.8034)>
      <Vector (-0.1034, 0.0676, -0.9923, 0.5229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1264, 0.7844, 0.5245)>
    Rotation: <Euler (x=3.0735, y=0.1036, z=-0.5796), order='XYZ'>
    Matrix:
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      <Vector (-0.5447, -0.8386, -0.0004, 0.7844)>
      <Vector (-0.1034, 0.0676, -0.9923, 0.5245)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1862, 0.8321, 0.4869)>
    Rotation: <Euler (x=2.3520, y=0.1138, z=-0.6403), order='XYZ'>
    Matrix:
      <Vector (0.7967, -0.3560, -0.4883, 0.1862)>
      <Vector (-0.5936, -0.6128, -0.5217, 0.8321)>
      <Vector (-0.1135, 0.7055, -0.6996, 0.4869)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1760, 0.8144, 0.5073)>
    Rotation: <Euler (x=2.8344, y=0.1043, z=-0.6218), order='XYZ'>
    Matrix:
      <Vector (0.8084, -0.5296, -0.2568, 0.1760)>
      <Vector (-0.5793, -0.7932, -0.1880, 0.8144)>
      <Vector (-0.1041, 0.3007, -0.9480, 0.5073)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1642, 0.7969, 0.5139)>
    Rotation: <Euler (x=3.0719, y=0.1097, z=-0.5950), order='XYZ'>
    Matrix:
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      <Vector (-0.5571, -0.8304, 0.0035, 0.7969)>
      <Vector (-0.1094, 0.0692, -0.9916, 0.5139)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1551, 0.7832, 0.5151)>
    Rotation: <Euler (x=3.0719, y=0.1097, z=-0.5950), order='XYZ'>
    Matrix:
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      <Vector (-0.5571, -0.8304, 0.0035, 0.7832)>
      <Vector (-0.1094, 0.0692, -0.9916, 0.5151)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0569, 1.2161, 0.1315)>
    Rotation: <Euler (x=0.9366, y=-2.1598, z=1.1423), order='XYZ'>
    Matrix:
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      <Vector (-0.5053, -0.3631, -0.7828, 1.2161)>
      <Vector (0.8315, -0.4475, -0.3292, 0.1315)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1723, 1.1648, 0.0682)>
    Rotation: <Euler (x=-1.5660, y=-1.3729, z=-1.7321), order='XYZ'>
    Matrix:
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      <Vector (-0.1941, -0.9685, -0.1560, 1.1648)>
      <Vector (0.9805, -0.1966, 0.0009, 0.0682)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2019, 0.9770, 0.0301)>
    Rotation: <Euler (x=1.5869, y=-0.1709, z=1.4391), order='XYZ'>
    Matrix:
      <Vector (0.1294, -0.0064, 0.9916, -0.2019)>
      <Vector (0.9769, -0.1707, -0.1286, 0.9770)>
      <Vector (0.1701, 0.9853, -0.0159, 0.0301)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2036, 0.9323, 0.2880)>
    Rotation: <Euler (x=1.6260, y=-0.3760, z=1.0276), order='XYZ'>
    Matrix:
      <Vector (0.4807, -0.1423, 0.8652, -0.2036)>
      <Vector (0.7963, -0.3424, -0.4987, 0.9323)>
      <Vector (0.3672, 0.9287, -0.0513, 0.2880)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1889, 0.9348, 0.3322)>
    Rotation: <Euler (x=2.0078, y=0.4233, z=1.0675), order='XYZ'>
    Matrix:
      <Vector (0.4398, 0.5502, 0.7098, -0.1889)>
      <Vector (0.7987, 0.1219, -0.5893, 0.9348)>
      <Vector (-0.4108, 0.8261, -0.3858, 0.3322)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1678, 0.9404, 0.3625)>
    Rotation: <Euler (x=1.9845, y=-0.0660, z=0.9759), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1581, 0.9312, 0.3924)>
    Rotation: <Euler (x=1.9290, y=-0.2203, z=0.9747), order='XYZ'>
    Matrix:
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      <Vector (0.8076, -0.3662, -0.4624, 0.9312)>
      <Vector (0.2185, 0.9139, -0.3421, 0.3924)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1540, 0.9204, 0.4170)>
    Rotation: <Euler (x=1.9290, y=-0.2203, z=0.9747), order='XYZ'>
    Matrix:
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      <Vector (0.8076, -0.3662, -0.4624, 0.9204)>
      <Vector (0.2185, 0.9139, -0.3421, 0.4170)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2034, 0.9222, 0.4057)>
    Rotation: <Euler (x=2.0852, y=-0.3198, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (0.4958, 0.2766, 0.8232, -0.2034)>
      <Vector (0.8095, -0.4904, -0.3228, 0.9222)>
      <Vector (0.3144, 0.8264, -0.4671, 0.4057)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1951, 0.9072, 0.4306)>
    Rotation: <Euler (x=2.5730, y=-0.3715, z=0.9722), order='XYZ'>
    Matrix:
      <Vector (0.5251, 0.5860, 0.6172, -0.1951)>
      <Vector (0.7698, -0.6363, -0.0507, 0.9072)>
      <Vector (0.3630, 0.5017, -0.7852, 0.4306)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1778, 0.8883, 0.4454)>
    Rotation: <Euler (x=2.8259, y=-0.3927, z=0.9256), order='XYZ'>
    Matrix:
      <Vector (0.5556, 0.6880, 0.4669, -0.1778)>
      <Vector (0.7381, -0.6666, 0.1039, 0.8883)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1619, 0.8733, 0.4521)>
    Rotation: <Euler (x=2.8259, y=-0.3927, z=0.9256), order='XYZ'>
    Matrix:
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      <Vector (0.3827, 0.2869, -0.8782, 0.4521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2148, 0.9028, 0.4011)>
    Rotation: <Euler (x=2.0852, y=-0.3276, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (0.4946, 0.2732, 0.8251, -0.2148)>
      <Vector (0.8074, -0.4959, -0.3198, 0.9028)>
      <Vector (0.3218, 0.8243, -0.4658, 0.4011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2061, 0.8868, 0.4274)>
    Rotation: <Euler (x=2.5731, y=-0.3773, z=0.9719), order='XYZ'>
    Matrix:
      <Vector (0.5241, 0.5842, 0.6197, -0.2061)>
      <Vector (0.7679, -0.6389, -0.0471, 0.8868)>
      <Vector (0.3684, 0.5005, -0.7834, 0.4274)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1861, 0.8648, 0.4445)>
    Rotation: <Euler (x=2.8234, y=-0.3949, z=0.9321), order='XYZ'>
    Matrix:
      <Vector (0.5503, 0.6908, 0.4690, -0.1861)>
      <Vector (0.7411, -0.6628, 0.1069, 0.8648)>
      <Vector (0.3847, 0.2888, -0.8767, 0.4445)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1689, 0.8486, 0.4517)>
    Rotation: <Euler (x=2.8234, y=-0.3949, z=0.9321), order='XYZ'>
    Matrix:
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      <Vector (0.7411, -0.6628, 0.1069, 0.8486)>
      <Vector (0.3847, 0.2888, -0.8767, 0.4517)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2264, 0.8822, 0.3923)>
    Rotation: <Euler (x=2.0855, y=-0.3225, z=1.0202), order='XYZ'>
    Matrix:
      <Vector (0.4962, 0.2752, 0.8234, -0.2264)>
      <Vector (0.8083, -0.4926, -0.3224, 0.8822)>
      <Vector (0.3169, 0.8256, -0.4669, 0.3923)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2187, 0.8682, 0.4155)>
    Rotation: <Euler (x=2.5750, y=-0.3763, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5283, 0.5823, 0.6179, -0.2187)>
      <Vector (0.7654, -0.6417, -0.0497, 0.8682)>
      <Vector (0.3675, 0.4992, -0.7847, 0.4155)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2025, 0.8505, 0.4293)>
    Rotation: <Euler (x=2.8224, y=-0.3896, z=0.9346), order='XYZ'>
    Matrix:
      <Vector (0.5496, 0.6929, 0.4666, -0.2025)>
      <Vector (0.7441, -0.6600, 0.1036, 0.8505)>
      <Vector (0.3798, 0.2903, -0.8784, 0.4293)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1862, 0.8350, 0.4362)>
    Rotation: <Euler (x=2.8224, y=-0.3896, z=0.9346), order='XYZ'>
    Matrix:
      <Vector (0.5496, 0.6929, 0.4666, -0.1862)>
      <Vector (0.7441, -0.6600, 0.1036, 0.8350)>
      <Vector (0.3798, 0.2903, -0.8784, 0.4362)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2380, 0.8674, 0.3776)>
    Rotation: <Euler (x=2.0853, y=-0.3266, z=1.0209), order='XYZ'>
    Matrix:
      <Vector (0.4949, 0.2736, 0.8247, -0.2380)>
      <Vector (0.8075, -0.4953, -0.3203, 0.8674)>
      <Vector (0.3209, 0.8245, -0.4661, 0.3776)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2309, 0.8544, 0.3992)>
    Rotation: <Euler (x=2.5757, y=-0.3813, z=0.9648), order='XYZ'>
    Matrix:
      <Vector (0.5287, 0.5801, 0.6196, -0.2309)>
      <Vector (0.7629, -0.6448, -0.0472, 0.8544)>
      <Vector (0.3721, 0.4977, -0.7835, 0.3992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2157, 0.8378, 0.4121)>
    Rotation: <Euler (x=2.8178, y=-0.3889, z=0.9469), order='XYZ'>
    Matrix:
      <Vector (0.5406, 0.6989, 0.4683, -0.2157)>
      <Vector (0.7510, -0.6518, 0.1059, 0.8378)>
      <Vector (0.3792, 0.2944, -0.8772, 0.4121)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2054, 0.8280, 0.4165)>
    Rotation: <Euler (x=2.8178, y=-0.3889, z=0.9469), order='XYZ'>
    Matrix:
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      <Vector (0.7510, -0.6518, 0.1059, 0.8280)>
      <Vector (0.3792, 0.2944, -0.8772, 0.4165)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1529, 0.8263, 0.0625)>
    Rotation: <Euler (x=0.7113, y=0.0038, z=-2.9278), order='XYZ'>
    Matrix:
      <Vector (-0.9772, 0.1583, -0.1413, 0.1529)>
      <Vector (-0.2122, -0.7408, 0.6374, 0.8263)>
      <Vector (-0.0038, 0.6528, 0.7575, 0.0625)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2186, 0.5185, 0.3337)>
    Rotation: <Euler (x=-0.2541, y=-0.1687, z=-2.9161), order='XYZ'>
    Matrix:
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      <Vector (-0.2205, -0.9528, -0.2086, 0.5185)>
      <Vector (0.1679, -0.2478, 0.9542, 0.3337)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8627, y=-0.1691, z=-3.0126), order='XYZ'>
    Matrix:
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      <Vector (-0.1268, -0.6286, 0.7674, 0.1109)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0009, 0.3588)>
    Rotation: <Euler (x=-1.5265, y=-2.8721, z=0.0056), order='XYZ'>
    Matrix:
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      <Vector (-0.0054, 0.0458, 0.9989, 0.0009)>
      <Vector (0.2662, 0.9630, -0.0427, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3505, 0.0043, 0.4314)>
    Rotation: <Euler (x=-1.5265, y=-2.8721, z=0.0056), order='XYZ'>
    Matrix:
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      <Vector (-0.0054, 0.0458, 0.9989, 0.0043)>
      <Vector (0.2662, 0.9630, -0.0427, 0.4314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0546, 0.8320, -0.0086)>
    Rotation: <Euler (x=0.4215, y=0.6577, z=2.8075), order='XYZ'>
    Matrix:
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      <Vector (0.2595, -0.7800, 0.5694, 0.8320)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2771, 0.5079, 0.1260)>
    Rotation: <Euler (x=-0.5612, y=0.7632, z=2.7288), order='XYZ'>
    Matrix:
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      <Vector (0.2899, -0.9231, -0.2527, 0.5079)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7755, y=0.7960, z=2.9392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2421, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0989)>
    Rotation: <Euler (x=-1.5507, y=2.2421, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 106
  Bone: mixamorig:Hips
    Location: <Vector (0.0427, 0.8706, 0.0356)>
    Rotation: <Euler (x=0.2329, y=-0.3493, z=-0.0323), order='XYZ'>
    Matrix:
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      <Vector (-0.0304, 0.9750, -0.2199, 0.8706)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0396, 0.9463, 0.0508)>
    Rotation: <Euler (x=0.2574, y=-0.3601, z=-0.0257), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0338, 1.0337, 0.0723)>
    Rotation: <Euler (x=0.3860, y=-0.3694, z=-0.0210), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0218, 1.1294, 0.1084)>
    Rotation: <Euler (x=0.5154, y=-0.3777, z=-0.0183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0026, 1.2307, 0.1615)>
    Rotation: <Euler (x=0.4201, y=-0.3084, z=-0.0242), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0118, 1.3199, 0.2136)>
    Rotation: <Euler (x=0.0234, y=-0.0396, z=-0.0233), order='XYZ'>
    Matrix:
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      <Vector (0.0396, 0.0233, 0.9989, 0.2136)>
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0077, 1.5590, 0.2506)>
    Rotation: <Euler (x=0.0234, y=-0.0396, z=-0.0233), order='XYZ'>
    Matrix:
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      <Vector (-0.0233, 0.9995, -0.0224, 1.5590)>
      <Vector (0.0396, 0.0233, 0.9989, 0.2506)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0708, 1.2156, 0.1778)>
    Rotation: <Euler (x=-0.1043, y=2.1383, z=-1.9620), order='XYZ'>
    Matrix:
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      <Vector (0.4969, -0.2981, -0.8150, 1.2156)>
      <Vector (-0.8432, 0.0560, -0.5346, 0.1778)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2054, 1.1735, 0.1857)>
    Rotation: <Euler (x=-3.1112, y=0.9240, z=0.4964), order='XYZ'>
    Matrix:
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      <Vector (0.2870, -0.8904, -0.3532, 1.1735)>
      <Vector (-0.7980, -0.0183, -0.6024, 0.1857)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2934, 1.0012, 0.1821)>
    Rotation: <Euler (x=2.2551, y=0.1701, z=-1.0209), order='XYZ'>
    Matrix:
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      <Vector (-0.8403, -0.4422, -0.3137, 1.0012)>
      <Vector (-0.1693, 0.7637, -0.6230, 0.1821)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1703, 0.8854, 0.3820)>
    Rotation: <Euler (x=1.8989, y=0.1170, z=-0.6757), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1391, 0.8823, 0.4197)>
    Rotation: <Euler (x=2.3683, y=-0.6165, z=-0.9462), order='XYZ'>
    Matrix:
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      <Vector (-0.6619, -0.0909, -0.7441, 0.8823)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1060, 0.8801, 0.4408)>
    Rotation: <Euler (x=2.2515, y=-0.2152, z=-0.7271), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0890, 0.8679, 0.4657)>
    Rotation: <Euler (x=2.1826, y=-0.0370, z=-0.6676), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0807, 0.8565, 0.4857)>
    Rotation: <Euler (x=2.1826, y=-0.0370, z=-0.6676), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1300, 0.8717, 0.4943)>
    Rotation: <Euler (x=2.3549, y=0.0671, z=-0.6845), order='XYZ'>
    Matrix:
      <Vector (0.7730, -0.4097, -0.4843, 0.1300)>
      <Vector (-0.6308, -0.5771, -0.5186, 0.8717)>
      <Vector (-0.0670, 0.7064, -0.7046, 0.4943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1182, 0.8547, 0.5150)>
    Rotation: <Euler (x=2.8308, y=0.1092, z=-0.6198), order='XYZ'>
    Matrix:
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      <Vector (-0.5774, -0.7943, -0.1887, 0.8547)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1027, 0.8311, 0.5240)>
    Rotation: <Euler (x=3.0721, y=0.1204, z=-0.5646), order='XYZ'>
    Matrix:
      <Vector (0.8387, -0.5267, -0.1384, 0.1027)>
      <Vector (-0.5312, -0.8472, 0.0055, 0.8311)>
      <Vector (-0.1201, 0.0689, -0.9904, 0.5240)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0902, 0.8116, 0.5256)>
    Rotation: <Euler (x=3.0721, y=0.1204, z=-0.5646), order='XYZ'>
    Matrix:
      <Vector (0.8387, -0.5267, -0.1384, 0.0902)>
      <Vector (-0.5312, -0.8472, 0.0055, 0.8116)>
      <Vector (-0.1201, 0.0689, -0.9904, 0.5256)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1479, 0.8570, 0.4907)>
    Rotation: <Euler (x=2.3545, y=0.0698, z=-0.6853), order='XYZ'>
    Matrix:
      <Vector (0.7723, -0.4086, -0.4864, 0.1479)>
      <Vector (-0.6314, -0.5778, -0.5172, 0.8570)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1343, 0.8374, 0.5145)>
    Rotation: <Euler (x=2.8307, y=0.1120, z=-0.6202), order='XYZ'>
    Matrix:
      <Vector (0.8087, -0.5255, -0.2644, 0.1343)>
      <Vector (-0.5775, -0.7946, -0.1871, 0.8374)>
      <Vector (-0.1118, 0.3040, -0.9461, 0.5145)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1160, 0.8094, 0.5252)>
    Rotation: <Euler (x=3.0719, y=0.1229, z=-0.5667), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.1019, 0.7875, 0.5270)>
    Rotation: <Euler (x=3.0719, y=0.1229, z=-0.5667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1678, 0.8420, 0.4878)>
    Rotation: <Euler (x=2.3550, y=0.0712, z=-0.6835), order='XYZ'>
    Matrix:
      <Vector (0.7734, -0.4070, -0.4860, 0.1678)>
      <Vector (-0.6299, -0.5794, -0.5172, 0.8420)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1558, 0.8244, 0.5089)>
    Rotation: <Euler (x=2.8311, y=0.1127, z=-0.6174), order='XYZ'>
    Matrix:
      <Vector (0.8102, -0.5232, -0.2642, 0.1558)>
      <Vector (-0.5752, -0.7963, -0.1872, 0.8244)>
      <Vector (-0.1125, 0.3036, -0.9461, 0.5089)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1406, 0.8013, 0.5178)>
    Rotation: <Euler (x=3.0711, y=0.1208, z=-0.5732), order='XYZ'>
    Matrix:
      <Vector (0.8340, -0.5338, -0.1392, 0.1406)>
      <Vector (-0.5384, -0.8427, 0.0061, 0.8013)>
      <Vector (-0.1206, 0.0699, -0.9902, 0.5178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1282, 0.7821, 0.5194)>
    Rotation: <Euler (x=3.0711, y=0.1208, z=-0.5732), order='XYZ'>
    Matrix:
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      <Vector (-0.5384, -0.8427, 0.0061, 0.7821)>
      <Vector (-0.1206, 0.0699, -0.9902, 0.5194)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1871, 0.8305, 0.4812)>
    Rotation: <Euler (x=2.3485, y=0.1309, z=-0.6340), order='XYZ'>
    Matrix:
      <Vector (0.7988, -0.3407, -0.4959, 0.1871)>
      <Vector (-0.5873, -0.6204, -0.5198, 0.8305)>
      <Vector (-0.1305, 0.7064, -0.6956, 0.4812)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1773, 0.8126, 0.5016)>
    Rotation: <Euler (x=2.8313, y=0.1214, z=-0.6154), order='XYZ'>
    Matrix:
      <Vector (0.8105, -0.5195, -0.2705, 0.1773)>
      <Vector (-0.5731, -0.7989, -0.1827, 0.8126)>
      <Vector (-0.1211, 0.3031, -0.9452, 0.5016)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1657, 0.7949, 0.5083)>
    Rotation: <Euler (x=3.0692, y=0.1269, z=-0.5886), order='XYZ'>
    Matrix:
      <Vector (0.8250, -0.5461, -0.1451, 0.1657)>
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      <Vector (-0.1265, 0.0717, -0.9894, 0.5083)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1568, 0.7812, 0.5095)>
    Rotation: <Euler (x=3.0692, y=0.1269, z=-0.5886), order='XYZ'>
    Matrix:
      <Vector (0.8250, -0.5461, -0.1451, 0.1568)>
      <Vector (-0.5507, -0.8346, 0.0099, 0.7812)>
      <Vector (-0.1265, 0.0717, -0.9894, 0.5095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0597, 1.2163, 0.1291)>
    Rotation: <Euler (x=0.9247, y=-2.1642, z=1.1515), order='XYZ'>
    Matrix:
      <Vector (-0.2277, -0.8194, 0.5260, -0.0597)>
      <Vector (-0.5107, -0.3594, -0.7810, 1.2163)>
      <Vector (0.8291, -0.4464, -0.3367, 0.1291)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1755, 1.1655, 0.0660)>
    Rotation: <Euler (x=-1.6045, y=-1.3743, z=-1.6962), order='XYZ'>
    Matrix:
      <Vector (-0.0244, -0.1560, 0.9875, -0.1755)>
      <Vector (-0.1937, -0.9683, -0.1578, 1.1655)>
      <Vector (0.9808, -0.1951, -0.0066, 0.0660)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2058, 0.9777, 0.0281)>
    Rotation: <Euler (x=1.5945, y=-0.1720, z=1.4359), order='XYZ'>
    Matrix:
      <Vector (0.1325, 0.0005, 0.9912, -0.2058)>
      <Vector (0.9763, -0.1727, -0.1304, 0.9777)>
      <Vector (0.1711, 0.9850, -0.0234, 0.0281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2056, 0.9325, 0.2859)>
    Rotation: <Euler (x=1.6352, y=-0.3733, z=1.0222), order='XYZ'>
    Matrix:
      <Vector (0.4855, -0.1348, 0.8638, -0.2056)>
      <Vector (0.7945, -0.3441, -0.5003, 0.9325)>
      <Vector (0.3647, 0.9292, -0.0600, 0.2859)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1905, 0.9349, 0.3300)>
    Rotation: <Euler (x=2.0173, y=0.4256, z=1.0694), order='XYZ'>
    Matrix:
      <Vector (0.4378, 0.5577, 0.7052, -0.1905)>
      <Vector (0.7987, 0.1190, -0.5899, 0.9349)>
      <Vector (-0.4129, 0.8215, -0.3933, 0.3300)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1692, 0.9403, 0.3601)>
    Rotation: <Euler (x=1.9930, y=-0.0629, z=0.9734), order='XYZ'>
    Matrix:
      <Vector (0.5614, 0.3065, 0.7687, -0.1692)>
      <Vector (0.8252, -0.2779, -0.4918, 0.9403)>
      <Vector (0.0629, 0.9104, -0.4089, 0.3601)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1592, 0.9310, 0.3900)>
    Rotation: <Euler (x=1.9376, y=-0.2172, z=0.9709), order='XYZ'>
    Matrix:
      <Vector (0.5513, 0.1825, 0.8141, -0.1592)>
      <Vector (0.8060, -0.3685, -0.4632, 0.9310)>
      <Vector (0.2155, 0.9116, -0.3502, 0.3900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1549, 0.9202, 0.4144)>
    Rotation: <Euler (x=1.9376, y=-0.2172, z=0.9709), order='XYZ'>
    Matrix:
      <Vector (0.5513, 0.1825, 0.8141, -0.1549)>
      <Vector (0.8060, -0.3685, -0.4632, 0.9202)>
      <Vector (0.2155, 0.9116, -0.3502, 0.4144)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2044, 0.9221, 0.4036)>
    Rotation: <Euler (x=2.0942, y=-0.3170, z=1.0164), order='XYZ'>
    Matrix:
      <Vector (0.5002, 0.2829, 0.8184, -0.2044)>
      <Vector (0.8079, -0.4927, -0.3234, 0.9221)>
      <Vector (0.3117, 0.8230, -0.4749, 0.4036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1960, 0.9070, 0.4284)>
    Rotation: <Euler (x=2.5820, y=-0.3683, z=0.9669), order='XYZ'>
    Matrix:
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      <Vector (0.7679, -0.6385, -0.0503, 0.9070)>
      <Vector (0.3600, 0.4952, -0.7906, 0.4284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1785, 0.8880, 0.4431)>
    Rotation: <Euler (x=2.8348, y=-0.3892, z=0.9202), order='XYZ'>
    Matrix:
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      <Vector (0.7362, -0.6686, 0.1049, 0.8880)>
      <Vector (0.3794, 0.2794, -0.8820, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1626, 0.8730, 0.4496)>
    Rotation: <Euler (x=2.8348, y=-0.3892, z=0.9202), order='XYZ'>
    Matrix:
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      <Vector (0.7362, -0.6686, 0.1049, 0.8730)>
      <Vector (0.3794, 0.2794, -0.8820, 0.4496)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2159, 0.9027, 0.3990)>
    Rotation: <Euler (x=2.0942, y=-0.3248, z=1.0163), order='XYZ'>
    Matrix:
      <Vector (0.4990, 0.2794, 0.8203, -0.2159)>
      <Vector (0.8057, -0.4982, -0.3204, 0.9027)>
      <Vector (0.3191, 0.8208, -0.4737, 0.3990)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2070, 0.8867, 0.4252)>
    Rotation: <Euler (x=2.5821, y=-0.3741, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5288, 0.5873, 0.6127, -0.2070)>
      <Vector (0.7660, -0.6411, -0.0466, 0.8867)>
      <Vector (0.3654, 0.4940, -0.7889, 0.4252)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1869, 0.8646, 0.4422)>
    Rotation: <Euler (x=2.8324, y=-0.3914, z=0.9267), order='XYZ'>
    Matrix:
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      <Vector (0.7392, -0.6648, 0.1078, 0.8646)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1697, 0.8483, 0.4492)>
    Rotation: <Euler (x=2.8324, y=-0.3914, z=0.9267), order='XYZ'>
    Matrix:
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      <Vector (0.7392, -0.6648, 0.1078, 0.8483)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2276, 0.8821, 0.3904)>
    Rotation: <Euler (x=2.0945, y=-0.3197, z=1.0154), order='XYZ'>
    Matrix:
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      <Vector (0.8066, -0.4950, -0.3231, 0.8821)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2197, 0.8681, 0.4134)>
    Rotation: <Euler (x=2.5840, y=-0.3731, z=0.9613), order='XYZ'>
    Matrix:
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      <Vector (0.7635, -0.6439, -0.0493, 0.8681)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2035, 0.8503, 0.4271)>
    Rotation: <Euler (x=2.8314, y=-0.3861, z=0.9292), order='XYZ'>
    Matrix:
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      <Vector (0.7422, -0.6620, 0.1046, 0.8503)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1871, 0.8348, 0.4338)>
    Rotation: <Euler (x=2.8314, y=-0.3861, z=0.9292), order='XYZ'>
    Matrix:
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      <Vector (0.7422, -0.6620, 0.1046, 0.8348)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2394, 0.8674, 0.3757)>
    Rotation: <Euler (x=2.0943, y=-0.3239, z=1.0160), order='XYZ'>
    Matrix:
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      <Vector (0.8058, -0.4976, -0.3209, 0.8674)>
      <Vector (0.3182, 0.8210, -0.4739, 0.3757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2321, 0.8543, 0.3972)>
    Rotation: <Euler (x=2.5847, y=-0.3781, z=0.9594), order='XYZ'>
    Matrix:
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      <Vector (0.7610, -0.6470, -0.0468, 0.8543)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2169, 0.8377, 0.4100)>
    Rotation: <Euler (x=2.8268, y=-0.3855, z=0.9415), order='XYZ'>
    Matrix:
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      <Vector (0.7491, -0.6538, 0.1068, 0.8377)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2065, 0.8279, 0.4142)>
    Rotation: <Euler (x=2.8268, y=-0.3855, z=0.9415), order='XYZ'>
    Matrix:
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      <Vector (0.7491, -0.6538, 0.1068, 0.8279)>
      <Vector (0.3761, 0.2869, -0.8811, 0.4142)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1497, 0.8267, 0.0586)>
    Rotation: <Euler (x=0.7113, y=0.0007, z=-2.9259), order='XYZ'>
    Matrix:
      <Vector (-0.9768, 0.1617, -0.1402, 0.1497)>
      <Vector (-0.2141, -0.7400, 0.6376, 0.8267)>
      <Vector (-0.0007, 0.6528, 0.7575, 0.0586)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2169, 0.5192, 0.3298)>
    Rotation: <Euler (x=-0.2445, y=-0.1692, z=-2.9136), order='XYZ'>
    Matrix:
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      <Vector (-0.2228, -0.9544, -0.1989, 0.5192)>
      <Vector (0.1684, -0.2386, 0.9564, 0.3298)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2937, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8629, y=-0.1689, z=-3.0134), order='XYZ'>
    Matrix:
      <Vector (-0.9777, 0.2098, 0.0113, 0.2937)>
      <Vector (-0.1260, -0.6286, 0.7674, 0.1110)>
      <Vector (0.1681, 0.7489, 0.6410, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0009, 0.3589)>
    Rotation: <Euler (x=-1.5284, y=-2.8723, z=0.0050), order='XYZ'>
    Matrix:
      <Vector (-0.9640, 0.2656, -0.0163, 0.3305)>
      <Vector (-0.0048, 0.0437, 0.9990, 0.0009)>
      <Vector (0.2660, 0.9631, -0.0408, 0.3589)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3505, 0.0042, 0.4314)>
    Rotation: <Euler (x=-1.5284, y=-2.8723, z=0.0050), order='XYZ'>
    Matrix:
      <Vector (-0.9640, 0.2656, -0.0163, 0.3505)>
      <Vector (-0.0048, 0.0437, 0.9990, 0.0042)>
      <Vector (0.2660, 0.9631, -0.0408, 0.4314)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0581, 0.8322, -0.0116)>
    Rotation: <Euler (x=0.4274, y=0.6553, z=2.8123), order='XYZ'>
    Matrix:
      <Vector (-0.7502, -0.5334, -0.3907, -0.0581)>
      <Vector (0.2564, -0.7794, 0.5716, 0.8322)>
      <Vector (-0.6094, 0.3287, 0.7215, -0.0116)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2797, 0.5082, 0.1250)>
    Rotation: <Euler (x=-0.5583, y=0.7642, z=2.7370), order='XYZ'>
    Matrix:
      <Vector (-0.6636, 0.0032, -0.7480, -0.2797)>
      <Vector (0.2842, -0.9240, -0.2560, 0.5082)>
      <Vector (-0.6920, -0.3824, 0.6123, 0.1250)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7758, y=0.7950, z=2.9394), order='XYZ'>
    Matrix:
      <Vector (-0.6860, -0.6331, -0.3586, -0.2784)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2431, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6225, -0.7814, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7824, 0.6227, -0.0126, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2431, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6225, -0.7814, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7824, 0.6227, -0.0126, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 107
  Bone: mixamorig:Hips
    Location: <Vector (0.0387, 0.8710, 0.0321)>
    Rotation: <Euler (x=0.2284, y=-0.3492, z=-0.0304), order='XYZ'>
    Matrix:
      <Vector (0.9392, -0.0478, -0.3400, 0.0387)>
      <Vector (-0.0285, 0.9759, -0.2162, 0.8710)>
      <Vector (0.3422, 0.2128, 0.9152, 0.0321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0356, 0.9468, 0.0469)>
    Rotation: <Euler (x=0.2550, y=-0.3595, z=-0.0247), order='XYZ'>
    Matrix:
      <Vector (0.9358, -0.0648, -0.3466, 0.0356)>
      <Vector (-0.0231, 0.9696, -0.2437, 0.9468)>
      <Vector (0.3518, 0.2361, 0.9058, 0.0469)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0298, 1.0342, 0.0682)>
    Rotation: <Euler (x=0.3873, y=-0.3678, z=-0.0216), order='XYZ'>
    Matrix:
      <Vector (0.9329, -0.1158, -0.3410, 0.0298)>
      <Vector (-0.0201, 0.9287, -0.3704, 1.0342)>
      <Vector (0.3595, 0.3524, 0.8640, 0.0682)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0179, 1.1299, 0.1045)>
    Rotation: <Euler (x=0.5203, y=-0.3748, z=-0.0203), order='XYZ'>
    Matrix:
      <Vector (0.9304, -0.1643, -0.3277, 0.0179)>
      <Vector (-0.0189, 0.8712, -0.4906, 1.1299)>
      <Vector (0.3661, 0.4626, 0.8074, 0.1045)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0012, 1.2309, 0.1581)>
    Rotation: <Euler (x=0.4232, y=-0.3057, z=-0.0262), order='XYZ'>
    Matrix:
      <Vector (0.9533, -0.0996, -0.2851, -0.0012)>
      <Vector (-0.0250, 0.9147, -0.4034, 1.2309)>
      <Vector (0.3009, 0.3917, 0.8695, 0.1581)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0154, 1.3201, 0.2105)>
    Rotation: <Euler (x=0.0258, y=-0.0388, z=-0.0236), order='XYZ'>
    Matrix:
      <Vector (0.9990, 0.0226, -0.0394, -0.0154)>
      <Vector (-0.0236, 0.9994, -0.0249, 1.3201)>
      <Vector (0.0388, 0.0258, 0.9989, 0.2105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0112, 1.5591, 0.2481)>
    Rotation: <Euler (x=0.0258, y=-0.0388, z=-0.0236), order='XYZ'>
    Matrix:
      <Vector (0.9990, 0.0226, -0.0394, -0.0112)>
      <Vector (-0.0236, 0.9994, -0.0249, 1.5591)>
      <Vector (0.0388, 0.0258, 0.9989, 0.2481)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0671, 1.2158, 0.1741)>
    Rotation: <Euler (x=-0.0961, y=2.1413, z=-1.9549), order='XYZ'>
    Matrix:
      <Vector (0.2024, 0.9531, -0.2250, 0.0671)>
      <Vector (0.5007, -0.2981, -0.8127, 1.2158)>
      <Vector (-0.8416, 0.0518, -0.5375, 0.1741)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2018, 1.1737, 0.1814)>
    Rotation: <Euler (x=-3.1005, y=0.9288, z=0.5059), order='XYZ'>
    Matrix:
      <Vector (0.5238, 0.4554, -0.7199, 0.2018)>
      <Vector (0.2902, -0.8899, -0.3518, 1.1737)>
      <Vector (-0.8009, -0.0246, -0.5983, 0.1814)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2899, 1.0014, 0.1766)>
    Rotation: <Euler (x=2.2504, y=0.1758, z=-1.0215), order='XYZ'>
    Matrix:
      <Vector (0.5140, -0.4650, -0.7208, 0.2899)>
      <Vector (-0.8398, -0.4441, -0.3123, 1.0014)>
      <Vector (-0.1749, 0.7658, -0.6188, 0.1766)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1682, 0.8852, 0.3771)>
    Rotation: <Euler (x=1.8961, y=0.1312, z=-0.6726), order='XYZ'>
    Matrix:
      <Vector (0.7755, -0.1022, -0.6230, 0.1682)>
      <Vector (-0.6177, -0.3272, -0.7151, 0.8852)>
      <Vector (-0.1308, 0.9394, -0.3169, 0.3771)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1374, 0.8816, 0.4152)>
    Rotation: <Euler (x=2.3605, y=-0.6035, z=-0.9383), order='XYZ'>
    Matrix:
      <Vector (0.4867, -0.8090, -0.3296, 0.1374)>
      <Vector (-0.6641, -0.0976, -0.7413, 0.8816)>
      <Vector (0.5675, 0.5797, -0.5847, 0.4152)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1047, 0.8792, 0.4367)>
    Rotation: <Euler (x=2.2480, y=-0.2012, z=-0.7230), order='XYZ'>
    Matrix:
      <Vector (0.7347, -0.5313, -0.4217, 0.1047)>
      <Vector (-0.6483, -0.3668, -0.6672, 0.8792)>
      <Vector (0.1998, 0.7636, -0.6140, 0.4367)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0880, 0.8668, 0.4617)>
    Rotation: <Euler (x=2.1800, y=-0.0228, z=-0.6641), order='XYZ'>
    Matrix:
      <Vector (0.7873, -0.3674, -0.4952, 0.0880)>
      <Vector (-0.6162, -0.4391, -0.6539, 0.8668)>
      <Vector (0.0228, 0.8199, -0.5720, 0.4617)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0800, 0.8552, 0.4818)>
    Rotation: <Euler (x=2.1800, y=-0.0228, z=-0.6641), order='XYZ'>
    Matrix:
      <Vector (0.7873, -0.3674, -0.4952, 0.0800)>
      <Vector (-0.6162, -0.4391, -0.6539, 0.8552)>
      <Vector (0.0228, 0.8199, -0.5720, 0.4818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1293, 0.8706, 0.4898)>
    Rotation: <Euler (x=2.3521, y=0.0812, z=-0.6812), order='XYZ'>
    Matrix:
      <Vector (0.7742, -0.3987, -0.4915, 0.1293)>
      <Vector (-0.6277, -0.5833, -0.5156, 0.8706)>
      <Vector (-0.0811, 0.7077, -0.7019, 0.4898)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1179, 0.8533, 0.5105)>
    Rotation: <Euler (x=2.8288, y=0.1235, z=-0.6166), order='XYZ'>
    Matrix:
      <Vector (0.8096, -0.5193, -0.2735, 0.1179)>
      <Vector (-0.5739, -0.7982, -0.1832, 0.8533)>
      <Vector (-0.1232, 0.3053, -0.9442, 0.5105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1025, 0.8296, 0.5196)>
    Rotation: <Euler (x=3.0710, y=0.1348, z=-0.5613), order='XYZ'>
    Matrix:
      <Vector (0.8389, -0.5229, -0.1510, 0.1025)>
      <Vector (-0.5274, -0.8495, 0.0116, 0.8296)>
      <Vector (-0.1344, 0.0699, -0.9885, 0.5196)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0901, 0.8102, 0.5212)>
    Rotation: <Euler (x=3.0710, y=0.1348, z=-0.5613), order='XYZ'>
    Matrix:
      <Vector (0.8389, -0.5229, -0.1510, 0.0901)>
      <Vector (-0.5274, -0.8495, 0.0116, 0.8102)>
      <Vector (-0.1344, 0.0699, -0.9885, 0.5212)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1473, 0.8560, 0.4859)>
    Rotation: <Euler (x=2.3517, y=0.0840, z=-0.6821), order='XYZ'>
    Matrix:
      <Vector (0.7735, -0.3975, -0.4936, 0.1473)>
      <Vector (-0.6282, -0.5840, -0.5141, 0.8560)>
      <Vector (-0.0839, 0.7078, -0.7014, 0.4859)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1341, 0.8361, 0.5097)>
    Rotation: <Euler (x=2.8288, y=0.1263, z=-0.6169), order='XYZ'>
    Matrix:
      <Vector (0.8091, -0.5189, -0.2758, 0.1341)>
      <Vector (-0.5739, -0.7985, -0.1816, 0.8361)>
      <Vector (-0.1260, 0.3053, -0.9439, 0.5097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1159, 0.8080, 0.5204)>
    Rotation: <Euler (x=3.0708, y=0.1373, z=-0.5634), order='XYZ'>
    Matrix:
      <Vector (0.8375, -0.5245, -0.1532, 0.1159)>
      <Vector (-0.5290, -0.8485, 0.0131, 0.8080)>
      <Vector (-0.1369, 0.0701, -0.9881, 0.5204)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.1019, 0.7861, 0.5223)>
    Rotation: <Euler (x=3.0708, y=0.1373, z=-0.5634), order='XYZ'>
    Matrix:
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      <Vector (-0.5290, -0.8485, 0.0131, 0.7861)>
      <Vector (-0.1369, 0.0701, -0.9881, 0.5223)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1672, 0.8410, 0.4826)>
    Rotation: <Euler (x=2.3521, y=0.0853, z=-0.6803), order='XYZ'>
    Matrix:
      <Vector (0.7746, -0.3959, -0.4932, 0.1672)>
      <Vector (-0.6267, -0.5855, -0.5142, 0.8410)>
      <Vector (-0.0852, 0.7074, -0.7017, 0.4826)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1555, 0.8233, 0.5038)>
    Rotation: <Euler (x=2.8291, y=0.1270, z=-0.6142), order='XYZ'>
    Matrix:
      <Vector (0.8107, -0.5165, -0.2757, 0.1555)>
      <Vector (-0.5716, -0.8001, -0.1817, 0.8233)>
      <Vector (-0.1267, 0.3049, -0.9439, 0.5038)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1405, 0.8000, 0.5126)>
    Rotation: <Euler (x=3.0699, y=0.1352, z=-0.5699), order='XYZ'>
    Matrix:
      <Vector (0.8343, -0.5300, -0.1519, 0.1405)>
      <Vector (-0.5346, -0.8450, 0.0122, 0.8000)>
      <Vector (-0.1348, 0.0710, -0.9883, 0.5126)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1281, 0.7808, 0.5143)>
    Rotation: <Euler (x=3.0699, y=0.1352, z=-0.5699), order='XYZ'>
    Matrix:
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      <Vector (-0.5346, -0.8450, 0.0122, 0.7808)>
      <Vector (-0.1348, 0.0710, -0.9883, 0.5143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1864, 0.8297, 0.4757)>
    Rotation: <Euler (x=2.3463, y=0.1452, z=-0.6309), order='XYZ'>
    Matrix:
      <Vector (0.7990, -0.3296, -0.5030, 0.1864)>
      <Vector (-0.5837, -0.6263, -0.5169, 0.8297)>
      <Vector (-0.1446, 0.7065, -0.6927, 0.4757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1769, 0.8116, 0.4961)>
    Rotation: <Euler (x=2.8294, y=0.1358, z=-0.6122), order='XYZ'>
    Matrix:
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      <Vector (-0.5694, -0.8027, -0.1773, 0.8116)>
      <Vector (-0.1353, 0.3043, -0.9429, 0.4961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1655, 0.7938, 0.5028)>
    Rotation: <Euler (x=3.0677, y=0.1412, z=-0.5854), order='XYZ'>
    Matrix:
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      <Vector (-0.5470, -0.8370, 0.0161, 0.7938)>
      <Vector (-0.1408, 0.0731, -0.9873, 0.5028)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1566, 0.7800, 0.5040)>
    Rotation: <Euler (x=3.0677, y=0.1412, z=-0.5854), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0636, 1.2167, 0.1258)>
    Rotation: <Euler (x=0.9179, y=-2.1676, z=1.1567), order='XYZ'>
    Matrix:
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      <Vector (-0.5145, -0.3571, -0.7796, 1.2167)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1795, 1.1662, 0.0627)>
    Rotation: <Euler (x=-1.6328, y=-1.3764, z=-1.6676), order='XYZ'>
    Matrix:
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      <Vector (-0.1923, -0.9687, -0.1571, 1.1662)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2098, 0.9784, 0.0253)>
    Rotation: <Euler (x=1.6000, y=-0.1724, z=1.4356), order='XYZ'>
    Matrix:
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      <Vector (0.9762, -0.1738, -0.1297, 0.9784)>
      <Vector (0.1715, 0.9848, -0.0288, 0.0253)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2083, 0.9329, 0.2830)>
    Rotation: <Euler (x=1.6430, y=-0.3711, z=1.0155), order='XYZ'>
    Matrix:
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      <Vector (0.7919, -0.3454, -0.5036, 0.9329)>
      <Vector (0.3626, 0.9295, -0.0673, 0.2830)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1929, 0.9351, 0.3270)>
    Rotation: <Euler (x=2.0254, y=0.4275, z=1.0688), order='XYZ'>
    Matrix:
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      <Vector (0.7977, 0.1153, -0.5919, 0.9351)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1713, 0.9405, 0.3570)>
    Rotation: <Euler (x=2.0001, y=-0.0603, z=0.9690), order='XYZ'>
    Matrix:
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      <Vector (0.8228, -0.2808, -0.4940, 0.9405)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1612, 0.9311, 0.3867)>
    Rotation: <Euler (x=1.9449, y=-0.2146, z=0.9654), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1567, 0.9202, 0.4111)>
    Rotation: <Euler (x=1.9449, y=-0.2146, z=0.9654), order='XYZ'>
    Matrix:
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      <Vector (0.2129, 0.9095, -0.3571, 0.4111)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2062, 0.9223, 0.4007)>
    Rotation: <Euler (x=2.1018, y=-0.3147, z=1.0101), order='XYZ'>
    Matrix:
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      <Vector (0.8053, -0.4954, -0.3257, 0.9223)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1977, 0.9071, 0.4254)>
    Rotation: <Euler (x=2.5896, y=-0.3657, z=0.9603), order='XYZ'>
    Matrix:
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      <Vector (0.7652, -0.6418, -0.0511, 0.9071)>
      <Vector (0.3576, 0.4897, -0.7952, 0.4254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1802, 0.8880, 0.4399)>
    Rotation: <Euler (x=2.8424, y=-0.3862, z=0.9134), order='XYZ'>
    Matrix:
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      <Vector (0.7333, -0.6718, 0.1048, 0.8880)>
      <Vector (0.3767, 0.2731, -0.8852, 0.4399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1643, 0.8729, 0.4462)>
    Rotation: <Euler (x=2.8424, y=-0.3862, z=0.9134), order='XYZ'>
    Matrix:
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      <Vector (0.7333, -0.6718, 0.1048, 0.8729)>
      <Vector (0.3767, 0.2731, -0.8852, 0.4462)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2179, 0.9030, 0.3962)>
    Rotation: <Euler (x=2.1019, y=-0.3225, z=1.0100), order='XYZ'>
    Matrix:
      <Vector (0.5045, 0.2835, 0.8156, -0.2179)>
      <Vector (0.8031, -0.5008, -0.3227, 0.9030)>
      <Vector (0.3170, 0.8178, -0.4803, 0.3962)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2089, 0.8868, 0.4222)>
    Rotation: <Euler (x=2.5898, y=-0.3715, z=0.9599), order='XYZ'>
    Matrix:
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      <Vector (0.7632, -0.6444, -0.0475, 0.8868)>
      <Vector (0.3630, 0.4885, -0.7935, 0.4222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1887, 0.8647, 0.4390)>
    Rotation: <Euler (x=2.8399, y=-0.3885, z=0.9199), order='XYZ'>
    Matrix:
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      <Vector (0.3788, 0.2750, -0.8837, 0.4390)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1715, 0.8483, 0.4459)>
    Rotation: <Euler (x=2.8399, y=-0.3885, z=0.9199), order='XYZ'>
    Matrix:
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      <Vector (0.7363, -0.6681, 0.1077, 0.8483)>
      <Vector (0.3788, 0.2750, -0.8837, 0.4459)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2297, 0.8824, 0.3875)>
    Rotation: <Euler (x=2.1022, y=-0.3174, z=1.0091), order='XYZ'>
    Matrix:
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      <Vector (0.8041, -0.4976, -0.3254, 0.8824)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2217, 0.8683, 0.4105)>
    Rotation: <Euler (x=2.5917, y=-0.3704, z=0.9546), order='XYZ'>
    Matrix:
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      <Vector (0.7607, -0.6471, -0.0501, 0.8683)>
      <Vector (0.3620, 0.4872, -0.7947, 0.4105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2054, 0.8504, 0.4240)>
    Rotation: <Euler (x=2.8390, y=-0.3832, z=0.9225), order='XYZ'>
    Matrix:
      <Vector (0.5601, 0.6936, 0.4531, -0.2054)>
      <Vector (0.7393, -0.6652, 0.1045, 0.8504)>
      <Vector (0.3739, 0.2764, -0.8853, 0.4240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1891, 0.8349, 0.4305)>
    Rotation: <Euler (x=2.8390, y=-0.3832, z=0.9225), order='XYZ'>
    Matrix:
      <Vector (0.5601, 0.6936, 0.4531, -0.1891)>
      <Vector (0.7393, -0.6652, 0.1045, 0.8349)>
      <Vector (0.3739, 0.2764, -0.8853, 0.4305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2417, 0.8678, 0.3729)>
    Rotation: <Euler (x=2.1020, y=-0.3216, z=1.0097), order='XYZ'>
    Matrix:
      <Vector (0.5048, 0.2838, 0.8152, -0.2417)>
      <Vector (0.8033, -0.5003, -0.3232, 0.8678)>
      <Vector (0.3161, 0.8180, -0.4806, 0.3729)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2342, 0.8546, 0.3943)>
    Rotation: <Euler (x=2.5924, y=-0.3754, z=0.9527), order='XYZ'>
    Matrix:
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      <Vector (0.7582, -0.6502, -0.0476, 0.8546)>
      <Vector (0.3666, 0.4857, -0.7935, 0.3943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2190, 0.8379, 0.4070)>
    Rotation: <Euler (x=2.8344, y=-0.3827, z=0.9347), order='XYZ'>
    Matrix:
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      <Vector (0.7462, -0.6571, 0.1067, 0.8379)>
      <Vector (0.3734, 0.2805, -0.8842, 0.4070)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2087, 0.8281, 0.4111)>
    Rotation: <Euler (x=2.8344, y=-0.3827, z=0.9347), order='XYZ'>
    Matrix:
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      <Vector (0.7462, -0.6571, 0.1067, 0.8281)>
      <Vector (0.3734, 0.2805, -0.8842, 0.4111)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1457, 0.8273, 0.0552)>
    Rotation: <Euler (x=0.7096, y=-0.0032, z=-2.9221), order='XYZ'>
    Matrix:
      <Vector (-0.9760, 0.1672, -0.1395, 0.1457)>
      <Vector (-0.2177, -0.7400, 0.6364, 0.8273)>
      <Vector (0.0032, 0.6515, 0.7586, 0.0552)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2152, 0.5198, 0.3259)>
    Rotation: <Euler (x=-0.2348, y=-0.1685, z=-2.9114), order='XYZ'>
    Matrix:
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      <Vector (-0.2250, -0.9558, -0.1893, 0.5198)>
      <Vector (0.1677, -0.2294, 0.9588, 0.3259)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2939, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8631, y=-0.1673, z=-3.0134), order='XYZ'>
    Matrix:
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      <Vector (-0.1260, -0.6286, 0.7674, 0.1110)>
      <Vector (0.1665, 0.7492, 0.6410, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0009, 0.3589)>
    Rotation: <Euler (x=-1.5288, y=-2.8740, z=0.0050), order='XYZ'>
    Matrix:
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      <Vector (-0.0049, 0.0433, 0.9991, 0.0009)>
      <Vector (0.2644, 0.9636, -0.0405, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3503, 0.0042, 0.4315)>
    Rotation: <Euler (x=-1.5288, y=-2.8740, z=0.0050), order='XYZ'>
    Matrix:
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      <Vector (-0.0049, 0.0433, 0.9991, 0.0042)>
      <Vector (0.2644, 0.9636, -0.0405, 0.4315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0620, 0.8324, -0.0149)>
    Rotation: <Euler (x=0.4350, y=0.6551, z=2.8195), order='XYZ'>
    Matrix:
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      <Vector (0.2511, -0.7790, 0.5746, 0.8324)>
      <Vector (-0.6092, 0.3341, 0.7192, -0.0149)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2826, 0.5086, 0.1239)>
    Rotation: <Euler (x=-0.5551, y=0.7654, z=2.7460), order='XYZ'>
    Matrix:
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      <Vector (0.2779, -0.9249, -0.2595, 0.5086)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7760, y=0.7941, z=2.9396), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2440, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5506, y=2.2440, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 108
  Bone: mixamorig:Hips
    Location: <Vector (0.0342, 0.8717, 0.0287)>
    Rotation: <Euler (x=0.2222, y=-0.3521, z=-0.0272), order='XYZ'>
    Matrix:
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      <Vector (-0.0255, 0.9771, -0.2112, 0.8717)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0310, 0.9476, 0.0430)>
    Rotation: <Euler (x=0.2507, y=-0.3616, z=-0.0224), order='XYZ'>
    Matrix:
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      <Vector (-0.0210, 0.9705, -0.2403, 0.9476)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0250, 1.0351, 0.0640)>
    Rotation: <Euler (x=0.3863, y=-0.3683, z=-0.0207), order='XYZ'>
    Matrix:
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      <Vector (-0.0193, 0.9289, -0.3698, 1.0351)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0130, 1.1308, 0.1002)>
    Rotation: <Euler (x=0.5225, y=-0.3736, z=-0.0207), order='XYZ'>
    Matrix:
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      <Vector (-0.0193, 0.8701, -0.4924, 1.1308)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0060, 1.2317, 0.1540)>
    Rotation: <Euler (x=0.4246, y=-0.3044, z=-0.0267), order='XYZ'>
    Matrix:
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      <Vector (-0.0255, 0.9142, -0.4045, 1.2317)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0201, 1.3208, 0.2065)>
    Rotation: <Euler (x=0.0272, y=-0.0382, z=-0.0241), order='XYZ'>
    Matrix:
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      <Vector (0.0382, 0.0272, 0.9989, 0.2065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0158, 1.5597, 0.2445)>
    Rotation: <Euler (x=0.0272, y=-0.0382, z=-0.0241), order='XYZ'>
    Matrix:
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      <Vector (-0.0240, 0.9994, -0.0263, 1.5597)>
      <Vector (0.0382, 0.0272, 0.9989, 0.2445)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0623, 1.2165, 0.1699)>
    Rotation: <Euler (x=-0.0933, y=2.1428, z=-1.9518), order='XYZ'>
    Matrix:
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      <Vector (0.5025, -0.2975, -0.8118, 1.2165)>
      <Vector (-0.8408, 0.0504, -0.5390, 0.1699)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1970, 1.1745, 0.1770)>
    Rotation: <Euler (x=-3.0946, y=0.9327, z=0.5126), order='XYZ'>
    Matrix:
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      <Vector (0.2921, -0.8890, -0.3525, 1.1745)>
      <Vector (-0.8033, -0.0280, -0.5950, 0.1770)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2854, 1.0025, 0.1716)>
    Rotation: <Euler (x=2.2465, y=0.1792, z=-1.0205), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1649, 0.8858, 0.3725)>
    Rotation: <Euler (x=1.8941, y=0.1399, z=-0.6723), order='XYZ'>
    Matrix:
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      <Vector (-0.1394, 0.9389, -0.3146, 0.3725)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1345, 0.8821, 0.4108)>
    Rotation: <Euler (x=2.3554, y=-0.5957, z=-0.9348), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1019, 0.8796, 0.4326)>
    Rotation: <Euler (x=2.2455, y=-0.1926, z=-0.7219), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0854, 0.8671, 0.4577)>
    Rotation: <Euler (x=2.1780, y=-0.0141, z=-0.6634), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0776, 0.8554, 0.4778)>
    Rotation: <Euler (x=2.1780, y=-0.0141, z=-0.6634), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1270, 0.8708, 0.4855)>
    Rotation: <Euler (x=2.3500, y=0.0899, z=-0.6808), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1157, 0.8534, 0.5063)>
    Rotation: <Euler (x=2.8273, y=0.1323, z=-0.6162), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1005, 0.8297, 0.5153)>
    Rotation: <Euler (x=3.0700, y=0.1437, z=-0.5608), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0881, 0.8102, 0.5170)>
    Rotation: <Euler (x=3.0700, y=0.1437, z=-0.5608), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1449, 0.8562, 0.4814)>
    Rotation: <Euler (x=2.3496, y=0.0926, z=-0.6817), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1319, 0.8362, 0.5053)>
    Rotation: <Euler (x=2.8272, y=0.1351, z=-0.6166), order='XYZ'>
    Matrix:
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      <Vector (-0.1347, 0.3064, -0.9423, 0.5053)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1139, 0.8081, 0.5160)>
    Rotation: <Euler (x=3.0697, y=0.1461, z=-0.5629), order='XYZ'>
    Matrix:
      <Vector (0.8367, -0.5235, -0.1612, 0.1139)>
      <Vector (-0.5280, -0.8491, 0.0168, 0.8081)>
      <Vector (-0.1456, 0.0711, -0.9868, 0.5160)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0999, 0.7861, 0.5179)>
    Rotation: <Euler (x=3.0697, y=0.1461, z=-0.5629), order='XYZ'>
    Matrix:
      <Vector (0.8367, -0.5235, -0.1612, 0.0999)>
      <Vector (-0.5280, -0.8491, 0.0168, 0.7861)>
      <Vector (-0.1456, 0.0711, -0.9868, 0.5179)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1648, 0.8413, 0.4778)>
    Rotation: <Euler (x=2.3500, y=0.0940, z=-0.6799), order='XYZ'>
    Matrix:
      <Vector (0.7742, -0.3899, -0.4986, 0.1648)>
      <Vector (-0.6259, -0.5885, -0.5118, 0.8413)>
      <Vector (-0.0938, 0.7083, -0.6996, 0.4778)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1533, 0.8235, 0.4991)>
    Rotation: <Euler (x=2.8276, y=0.1358, z=-0.6138), order='XYZ'>
    Matrix:
      <Vector (0.8100, -0.5136, -0.2832, 0.1533)>
      <Vector (-0.5707, -0.8016, -0.1783, 0.8235)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1383, 0.8001, 0.5080)>
    Rotation: <Euler (x=3.0687, y=0.1441, z=-0.5695), order='XYZ'>
    Matrix:
      <Vector (0.8335, -0.5290, -0.1598, 0.1383)>
      <Vector (-0.5336, -0.8456, 0.0159, 0.8001)>
      <Vector (-0.1436, 0.0720, -0.9870, 0.5080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1260, 0.7809, 0.5097)>
    Rotation: <Euler (x=3.0687, y=0.1441, z=-0.5695), order='XYZ'>
    Matrix:
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      <Vector (-0.5336, -0.8456, 0.0159, 0.7809)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1840, 0.8300, 0.4708)>
    Rotation: <Euler (x=2.3447, y=0.1539, z=-0.6305), order='XYZ'>
    Matrix:
      <Vector (0.7982, -0.3235, -0.5082, 0.1840)>
      <Vector (-0.5826, -0.6292, -0.5145, 0.8300)>
      <Vector (-0.1533, 0.7068, -0.6906, 0.4708)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1747, 0.8118, 0.4912)>
    Rotation: <Euler (x=2.8279, y=0.1446, z=-0.6119), order='XYZ'>
    Matrix:
      <Vector (0.8100, -0.5100, -0.2894, 0.1747)>
      <Vector (-0.5684, -0.8042, -0.1739, 0.8118)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1633, 0.7940, 0.4980)>
    Rotation: <Euler (x=3.0665, y=0.1501, z=-0.5850), order='XYZ'>
    Matrix:
      <Vector (0.8244, -0.5412, -0.1657, 0.1633)>
      <Vector (-0.5460, -0.8376, 0.0197, 0.7940)>
      <Vector (-0.1495, 0.0742, -0.9860, 0.4980)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1544, 0.7802, 0.4992)>
    Rotation: <Euler (x=3.0665, y=0.1501, z=-0.5850), order='XYZ'>
    Matrix:
      <Vector (0.8244, -0.5412, -0.1657, 0.1544)>
      <Vector (-0.5460, -0.8376, 0.0197, 0.7802)>
      <Vector (-0.1495, 0.0742, -0.9860, 0.4992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0684, 1.2175, 0.1217)>
    Rotation: <Euler (x=0.9161, y=-2.1693, z=1.1591), order='XYZ'>
    Matrix:
      <Vector (-0.2255, -0.8203, 0.5256, -0.0684)>
      <Vector (-0.5163, -0.3569, -0.7785, 1.2175)>
      <Vector (0.8262, -0.4469, -0.3430, 0.1217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1843, 1.1671, 0.0586)>
    Rotation: <Euler (x=-1.6472, y=-1.3792, z=-1.6499), order='XYZ'>
    Matrix:
      <Vector (-0.0151, -0.1535, 0.9880, -0.1843)>
      <Vector (-0.1898, -0.9697, -0.1536, 1.1671)>
      <Vector (0.9817, -0.1899, -0.0145, 0.0586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2141, 0.9790, 0.0217)>
    Rotation: <Euler (x=1.6026, y=-0.1716, z=1.4387), order='XYZ'>
    Matrix:
      <Vector (0.1298, 0.0091, 0.9915, -0.2141)>
      <Vector (0.9767, -0.1734, -0.1263, 0.9790)>
      <Vector (0.1708, 0.9848, -0.0314, 0.0217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2117, 0.9337, 0.2795)>
    Rotation: <Euler (x=1.6482, y=-0.3690, z=1.0087), order='XYZ'>
    Matrix:
      <Vector (0.4971, -0.1263, 0.8585, -0.2117)>
      <Vector (0.7892, -0.3455, -0.5078, 0.9337)>
      <Vector (0.3607, 0.9299, -0.0721, 0.2795)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1961, 0.9358, 0.3234)>
    Rotation: <Euler (x=2.0307, y=0.4293, z=1.0661), order='XYZ'>
    Matrix:
      <Vector (0.4397, 0.5689, 0.6950, -0.1961)>
      <Vector (0.7959, 0.1118, -0.5950, 0.9358)>
      <Vector (-0.4162, 0.8148, -0.4036, 0.3234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1743, 0.9410, 0.3533)>
    Rotation: <Euler (x=2.0048, y=-0.0581, z=0.9638), order='XYZ'>
    Matrix:
      <Vector (0.5694, 0.3154, 0.7591, -0.1743)>
      <Vector (0.8200, -0.2831, -0.4975, 0.9410)>
      <Vector (0.0580, 0.9058, -0.4198, 0.3533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1641, 0.9315, 0.3830)>
    Rotation: <Euler (x=1.9497, y=-0.2123, z=0.9594), order='XYZ'>
    Matrix:
      <Vector (0.5611, 0.1905, 0.8055, -0.1641)>
      <Vector (0.8005, -0.3726, -0.4694, 0.9315)>
      <Vector (0.2107, 0.9082, -0.3616, 0.3830)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1595, 0.9206, 0.4073)>
    Rotation: <Euler (x=1.9497, y=-0.2123, z=0.9594), order='XYZ'>
    Matrix:
      <Vector (0.5611, 0.1905, 0.8055, -0.1595)>
      <Vector (0.8005, -0.3726, -0.4694, 0.9206)>
      <Vector (0.2107, 0.9082, -0.3616, 0.4073)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2091, 0.9229, 0.3971)>
    Rotation: <Euler (x=2.1069, y=-0.3127, z=1.0037), order='XYZ'>
    Matrix:
      <Vector (0.5112, 0.2887, 0.8095, -0.2091)>
      <Vector (0.8025, -0.4974, -0.3293, 0.9229)>
      <Vector (0.3076, 0.8180, -0.4860, 0.3971)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2005, 0.9077, 0.4217)>
    Rotation: <Euler (x=2.5946, y=-0.3634, z=0.9536), order='XYZ'>
    Matrix:
      <Vector (0.5410, 0.5895, 0.5998, -0.2005)>
      <Vector (0.7622, -0.6451, -0.0535, 0.9077)>
      <Vector (0.3554, 0.4861, -0.7983, 0.4217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1830, 0.8885, 0.4361)>
    Rotation: <Euler (x=2.8473, y=-0.3837, z=0.9066), order='XYZ'>
    Matrix:
      <Vector (0.5716, 0.6866, 0.4492, -0.1830)>
      <Vector (0.7302, -0.6754, 0.1033, 0.8885)>
      <Vector (0.3743, 0.2690, -0.8874, 0.4361)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1672, 0.8733, 0.4424)>
    Rotation: <Euler (x=2.8473, y=-0.3837, z=0.9066), order='XYZ'>
    Matrix:
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      <Vector (0.7302, -0.6754, 0.1033, 0.8733)>
      <Vector (0.3743, 0.2690, -0.8874, 0.4424)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2208, 0.9037, 0.3926)>
    Rotation: <Euler (x=2.1069, y=-0.3205, z=1.0034), order='XYZ'>
    Matrix:
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      <Vector (0.8004, -0.5029, -0.3263, 0.9037)>
      <Vector (0.3150, 0.8159, -0.4848, 0.3926)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2118, 0.8875, 0.4187)>
    Rotation: <Euler (x=2.5948, y=-0.3692, z=0.9531), order='XYZ'>
    Matrix:
      <Vector (0.5401, 0.5877, 0.6024, -0.2118)>
      <Vector (0.7603, -0.6477, -0.0499, 0.8875)>
      <Vector (0.3608, 0.4849, -0.7966, 0.4187)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1916, 0.8652, 0.4353)>
    Rotation: <Euler (x=2.8449, y=-0.3860, z=0.9131), order='XYZ'>
    Matrix:
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      <Vector (0.7332, -0.6717, 0.1062, 0.8652)>
      <Vector (0.3765, 0.2709, -0.8860, 0.4353)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1745, 0.8487, 0.4421)>
    Rotation: <Euler (x=2.8449, y=-0.3860, z=0.9131), order='XYZ'>
    Matrix:
      <Vector (0.5663, 0.6895, 0.4515, -0.1745)>
      <Vector (0.7332, -0.6717, 0.1062, 0.8487)>
      <Vector (0.3765, 0.2709, -0.8860, 0.4421)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2328, 0.8832, 0.3841)>
    Rotation: <Euler (x=2.1072, y=-0.3153, z=1.0026), order='XYZ'>
    Matrix:
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      <Vector (0.8013, -0.4997, -0.3290, 0.8832)>
      <Vector (0.3101, 0.8172, -0.4858, 0.3841)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2248, 0.8691, 0.4070)>
    Rotation: <Euler (x=2.5966, y=-0.3681, z=0.9479), order='XYZ'>
    Matrix:
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      <Vector (0.7578, -0.6504, -0.0525, 0.8691)>
      <Vector (0.3599, 0.4836, -0.7979, 0.4070)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2085, 0.8511, 0.4204)>
    Rotation: <Euler (x=2.8439, y=-0.3807, z=0.9157), order='XYZ'>
    Matrix:
      <Vector (0.5656, 0.6917, 0.4490, -0.2085)>
      <Vector (0.7362, -0.6689, 0.1030, 0.8511)>
      <Vector (0.3716, 0.2723, -0.8876, 0.4204)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1923, 0.8354, 0.4268)>
    Rotation: <Euler (x=2.8439, y=-0.3807, z=0.9157), order='XYZ'>
    Matrix:
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      <Vector (0.7362, -0.6689, 0.1030, 0.8354)>
      <Vector (0.3716, 0.2723, -0.8876, 0.4268)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2449, 0.8687, 0.3695)>
    Rotation: <Euler (x=2.1070, y=-0.3195, z=1.0032), order='XYZ'>
    Matrix:
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      <Vector (0.8005, -0.5023, -0.3269, 0.8687)>
      <Vector (0.3141, 0.8162, -0.4850, 0.3695)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2375, 0.8554, 0.3908)>
    Rotation: <Euler (x=2.5974, y=-0.3730, z=0.9459), order='XYZ'>
    Matrix:
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      <Vector (0.7553, -0.6535, -0.0500, 0.8554)>
      <Vector (0.3644, 0.4821, -0.7967, 0.3908)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2222, 0.8386, 0.4034)>
    Rotation: <Euler (x=2.8393, y=-0.3803, z=0.9279), order='XYZ'>
    Matrix:
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      <Vector (0.7432, -0.6608, 0.1052, 0.8386)>
      <Vector (0.3712, 0.2764, -0.8865, 0.4034)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2119, 0.8287, 0.4075)>
    Rotation: <Euler (x=2.8393, y=-0.3803, z=0.9279), order='XYZ'>
    Matrix:
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      <Vector (0.7432, -0.6608, 0.1052, 0.8287)>
      <Vector (0.3712, 0.2764, -0.8865, 0.4075)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1412, 0.8282, 0.0523)>
    Rotation: <Euler (x=0.7057, y=-0.0081, z=-2.9169), order='XYZ'>
    Matrix:
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      <Vector (-0.2228, -0.7409, 0.6336, 0.8282)>
      <Vector (0.0081, 0.6485, 0.7611, 0.0523)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2137, 0.5204, 0.3218)>
    Rotation: <Euler (x=-0.2248, y=-0.1667, z=-2.9098), order='XYZ'>
    Matrix:
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      <Vector (-0.2265, -0.9573, -0.1798, 0.5204)>
      <Vector (0.1659, -0.2198, 0.9613, 0.3218)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2941, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8633, y=-0.1644, z=-3.0127), order='XYZ'>
    Matrix:
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      <Vector (-0.1268, -0.6286, 0.7674, 0.1109)>
      <Vector (0.1637, 0.7497, 0.6412, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0009, 0.3590)>
    Rotation: <Euler (x=-1.5290, y=-2.8769, z=0.0059), order='XYZ'>
    Matrix:
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      <Vector (-0.0057, 0.0433, 0.9990, 0.0009)>
      <Vector (0.2616, 0.9643, -0.0403, 0.3590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3500, 0.0041, 0.4317)>
    Rotation: <Euler (x=-1.5290, y=-2.8769, z=0.0059), order='XYZ'>
    Matrix:
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      <Vector (-0.0057, 0.0433, 0.9990, 0.0041)>
      <Vector (0.2616, 0.9643, -0.0403, 0.4317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0664, 0.8327, -0.0184)>
    Rotation: <Euler (x=0.4435, y=0.6566, z=2.8288), order='XYZ'>
    Matrix:
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      <Vector (0.2437, -0.7788, 0.5780, 0.8327)>
      <Vector (-0.6105, 0.3399, 0.7154, -0.0184)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2855, 0.5090, 0.1229)>
    Rotation: <Euler (x=-0.5521, y=0.7670, z=2.7551), order='XYZ'>
    Matrix:
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      <Vector (0.2714, -0.9258, -0.2631, 0.5090)>
      <Vector (-0.6940, -0.3776, 0.6130, 0.1229)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7762, y=0.7936, z=2.9397), order='XYZ'>
    Matrix:
      <Vector (-0.6871, -0.6324, -0.3578, -0.2785)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7129, 0.4913, 0.5004, -0.0400)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5505, y=2.2446, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6237, -0.7804, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7815, 0.6238, -0.0126, 0.0503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5505, y=2.2446, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6237, -0.7804, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7815, 0.6238, -0.0126, 0.0992)>
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Frame: 109
  Bone: mixamorig:Hips
    Location: <Vector (0.0294, 0.8726, 0.0253)>
    Rotation: <Euler (x=0.2158, y=-0.3551, z=-0.0235), order='XYZ'>
    Matrix:
      <Vector (0.9374, -0.0515, -0.3445, 0.0294)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0260, 0.9486, 0.0392)>
    Rotation: <Euler (x=0.2460, y=-0.3638, z=-0.0194), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0199, 1.0362, 0.0597)>
    Rotation: <Euler (x=0.3845, y=-0.3689, z=-0.0190), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0078, 1.1320, 0.0958)>
    Rotation: <Euler (x=0.5236, y=-0.3725, z=-0.0202), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0113, 1.2328, 0.1498)>
    Rotation: <Euler (x=0.4253, y=-0.3033, z=-0.0263), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0254, 1.3218, 0.2023)>
    Rotation: <Euler (x=0.0284, y=-0.0371, z=-0.0249), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0208, 1.5607, 0.2406)>
    Rotation: <Euler (x=0.0284, y=-0.0371, z=-0.0249), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0571, 1.2176, 0.1655)>
    Rotation: <Euler (x=-0.0921, y=2.1435, z=-1.9496), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1918, 1.1757, 0.1726)>
    Rotation: <Euler (x=-3.0908, y=0.9363, z=0.5175), order='XYZ'>
    Matrix:
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      <Vector (0.2932, -0.8882, -0.3538, 1.1757)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2806, 1.0039, 0.1667)>
    Rotation: <Euler (x=2.2430, y=0.1819, z=-1.0190), order='XYZ'>
    Matrix:
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      <Vector (-0.8375, -0.4470, -0.3142, 1.0039)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1612, 0.8869, 0.3681)>
    Rotation: <Euler (x=1.8924, y=0.1448, z=-0.6740), order='XYZ'>
    Matrix:
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      <Vector (-0.6176, -0.3325, -0.7128, 0.8869)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1309, 0.8831, 0.4066)>
    Rotation: <Euler (x=2.3520, y=-0.5913, z=-0.9344), order='XYZ'>
    Matrix:
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      <Vector (-0.6677, -0.1001, -0.7377, 0.8831)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0985, 0.8806, 0.4285)>
    Rotation: <Euler (x=2.2436, y=-0.1877, z=-0.7230), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0821, 0.8681, 0.4537)>
    Rotation: <Euler (x=2.1764, y=-0.0091, z=-0.6649), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0744, 0.8564, 0.4738)>
    Rotation: <Euler (x=2.1764, y=-0.0091, z=-0.6649), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1238, 0.8717, 0.4813)>
    Rotation: <Euler (x=2.3483, y=0.0949, z=-0.6825), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1126, 0.8543, 0.5020)>
    Rotation: <Euler (x=2.8259, y=0.1374, z=-0.6179), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0973, 0.8306, 0.5111)>
    Rotation: <Euler (x=3.0689, y=0.1488, z=-0.5625), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0849, 0.8111, 0.5129)>
    Rotation: <Euler (x=3.0689, y=0.1488, z=-0.5625), order='XYZ'>
    Matrix:
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      <Vector (-0.5274, -0.8494, 0.0174, 0.8111)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1417, 0.8571, 0.4770)>
    Rotation: <Euler (x=2.3479, y=0.0976, z=-0.6834), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1287, 0.8371, 0.5009)>
    Rotation: <Euler (x=2.8259, y=0.1402, z=-0.6183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1107, 0.8089, 0.5117)>
    Rotation: <Euler (x=3.0686, y=0.1513, z=-0.5646), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0967, 0.7870, 0.5136)>
    Rotation: <Euler (x=3.0686, y=0.1513, z=-0.5646), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1615, 0.8421, 0.4734)>
    Rotation: <Euler (x=2.3483, y=0.0990, z=-0.6816), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1501, 0.8243, 0.4946)>
    Rotation: <Euler (x=2.8263, y=0.1409, z=-0.6155), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1351, 0.8010, 0.5036)>
    Rotation: <Euler (x=3.0676, y=0.1492, z=-0.5712), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1228, 0.7817, 0.5053)>
    Rotation: <Euler (x=3.0676, y=0.1492, z=-0.5712), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1806, 0.8308, 0.4662)>
    Rotation: <Euler (x=2.3432, y=0.1590, z=-0.6323), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1714, 0.8126, 0.4866)>
    Rotation: <Euler (x=2.8266, y=0.1496, z=-0.6136), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1600, 0.7948, 0.4934)>
    Rotation: <Euler (x=3.0653, y=0.1552, z=-0.5867), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1512, 0.7810, 0.4946)>
    Rotation: <Euler (x=3.0653, y=0.1552, z=-0.5867), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0737, 1.2185, 0.1175)>
    Rotation: <Euler (x=0.9154, y=-2.1700, z=1.1613), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1895, 1.1680, 0.0543)>
    Rotation: <Euler (x=-1.6554, y=-1.3815, z=-1.6373), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2185, 0.9797, 0.0180)>
    Rotation: <Euler (x=1.6040, y=-0.1705, z=1.4431), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2155, 0.9346, 0.2757)>
    Rotation: <Euler (x=1.6522, y=-0.3668, z=1.0012), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1996, 0.9366, 0.3196)>
    Rotation: <Euler (x=2.0350, y=0.4312, z=1.0618), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1777, 0.9416, 0.3494)>
    Rotation: <Euler (x=2.0085, y=-0.0557, z=0.9575), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1674, 0.9321, 0.3790)>
    Rotation: <Euler (x=1.9534, y=-0.2099, z=0.9526), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1628, 0.9211, 0.4033)>
    Rotation: <Euler (x=1.9534, y=-0.2099, z=0.9526), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2124, 0.9238, 0.3934)>
    Rotation: <Euler (x=2.1108, y=-0.3105, z=0.9963), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2038, 0.9085, 0.4179)>
    Rotation: <Euler (x=2.5985, y=-0.3610, z=0.9461), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1864, 0.8892, 0.4323)>
    Rotation: <Euler (x=2.8511, y=-0.3811, z=0.8991), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1706, 0.8739, 0.4385)>
    Rotation: <Euler (x=2.8511, y=-0.3811, z=0.8991), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2243, 0.9046, 0.3889)>
    Rotation: <Euler (x=2.1109, y=-0.3183, z=0.9961), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2152, 0.8884, 0.4149)>
    Rotation: <Euler (x=2.5987, y=-0.3668, z=0.9456), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1951, 0.8660, 0.4315)>
    Rotation: <Euler (x=2.8487, y=-0.3834, z=0.9055), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1781, 0.8494, 0.4381)>
    Rotation: <Euler (x=2.8487, y=-0.3834, z=0.9055), order='XYZ'>
    Matrix:
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      <Vector (0.7296, -0.6759, 0.1036, 0.8494)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2364, 0.8842, 0.3804)>
    Rotation: <Euler (x=2.1111, y=-0.3131, z=0.9952), order='XYZ'>
    Matrix:
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      <Vector (0.7981, -0.5016, -0.3338, 0.8842)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2284, 0.8700, 0.4033)>
    Rotation: <Euler (x=2.6005, y=-0.3657, z=0.9404), order='XYZ'>
    Matrix:
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      <Vector (0.7544, -0.6541, -0.0560, 0.8700)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2122, 0.8519, 0.4166)>
    Rotation: <Euler (x=2.8477, y=-0.3782, z=0.9082), order='XYZ'>
    Matrix:
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      <Vector (0.7327, -0.6731, 0.1004, 0.8519)>
      <Vector (0.3692, 0.2692, -0.8895, 0.4166)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1960, 0.8362, 0.4230)>
    Rotation: <Euler (x=2.8477, y=-0.3782, z=0.9082), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2487, 0.8698, 0.3658)>
    Rotation: <Euler (x=2.1109, y=-0.3173, z=0.9958), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2412, 0.8565, 0.3872)>
    Rotation: <Euler (x=2.6013, y=-0.3706, z=0.9384), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2261, 0.8396, 0.3997)>
    Rotation: <Euler (x=2.8432, y=-0.3778, z=0.9204), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2158, 0.8296, 0.4037)>
    Rotation: <Euler (x=2.8432, y=-0.3778, z=0.9204), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1364, 0.8295, 0.0495)>
    Rotation: <Euler (x=0.7006, y=-0.0137, z=-2.9113), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2125, 0.5210, 0.3173)>
    Rotation: <Euler (x=-0.2139, y=-0.1649, z=-2.9089), order='XYZ'>
    Matrix:
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      <Vector (0.1642, -0.2094, 0.9639, 0.3173)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2944, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8635, y=-0.1613, z=-3.0117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0008, 0.3591)>
    Rotation: <Euler (x=-1.5292, y=-2.8800, z=0.0070), order='XYZ'>
    Matrix:
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      <Vector (-0.0067, 0.0434, 0.9990, 0.0008)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3497, 0.0041, 0.4318)>
    Rotation: <Euler (x=-1.5292, y=-2.8800, z=0.0070), order='XYZ'>
    Matrix:
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      <Vector (-0.0067, 0.0434, 0.9990, 0.0041)>
      <Vector (0.2587, 0.9651, -0.0402, 0.4318)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0710, 0.8332, -0.0218)>
    Rotation: <Euler (x=0.4519, y=0.6578, z=2.8388), order='XYZ'>
    Matrix:
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      <Vector (0.2360, -0.7791, 0.5808, 0.8332)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2884, 0.5094, 0.1218)>
    Rotation: <Euler (x=-0.5495, y=0.7691, z=2.7637), order='XYZ'>
    Matrix:
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      <Vector (0.2651, -0.9266, -0.2665, 0.5094)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7762, y=0.7936, z=2.9396), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5505, y=2.2445, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5505, y=2.2445, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 110
  Bone: mixamorig:Hips
    Location: <Vector (0.0248, 0.8735, 0.0218)>
    Rotation: <Euler (x=0.2109, y=-0.3554, z=-0.0205), order='XYZ'>
    Matrix:
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      <Vector (-0.0192, 0.9791, -0.2023, 0.8735)>
      <Vector (0.3480, 0.1963, 0.9167, 0.0218)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0214, 0.9495, 0.0353)>
    Rotation: <Euler (x=0.2425, y=-0.3636, z=-0.0169), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0152, 1.0372, 0.0556)>
    Rotation: <Euler (x=0.3834, y=-0.3676, z=-0.0177), order='XYZ'>
    Matrix:
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      <Vector (-0.0165, 0.9296, -0.3681, 1.0372)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0030, 1.1330, 0.0916)>
    Rotation: <Euler (x=0.5248, y=-0.3700, z=-0.0199), order='XYZ'>
    Matrix:
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      <Vector (-0.0185, 0.8688, -0.4947, 1.1330)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0160, 1.2337, 0.1457)>
    Rotation: <Euler (x=0.4266, y=-0.3008, z=-0.0261), order='XYZ'>
    Matrix:
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      <Vector (-0.0249, 0.9133, -0.4066, 1.2337)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0300, 1.3226, 0.1984)>
    Rotation: <Euler (x=0.0296, y=-0.0343, z=-0.0260), order='XYZ'>
    Matrix:
      <Vector (0.9991, 0.0250, -0.0350, -0.0300)>
      <Vector (-0.0260, 0.9993, -0.0287, 1.3226)>
      <Vector (0.0343, 0.0296, 0.9990, 0.1984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0252, 1.5615, 0.2370)>
    Rotation: <Euler (x=0.0296, y=-0.0343, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (-0.0260, 0.9993, -0.0287, 1.5615)>
      <Vector (0.0343, 0.0296, 0.9990, 0.2370)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0524, 1.2186, 0.1613)>
    Rotation: <Euler (x=-0.0880, y=2.1440, z=-1.9454), order='XYZ'>
    Matrix:
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      <Vector (0.5047, -0.2958, -0.8110, 1.2186)>
      <Vector (-0.8402, 0.0476, -0.5402, 0.1613)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1872, 1.1768, 0.1680)>
    Rotation: <Euler (x=-3.0863, y=0.9399, z=0.5218), order='XYZ'>
    Matrix:
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      <Vector (0.2940, -0.8879, -0.3539, 1.1768)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2760, 1.0050, 0.1617)>
    Rotation: <Euler (x=2.2395, y=0.1851, z=-1.0187), order='XYZ'>
    Matrix:
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      <Vector (-0.8369, -0.4481, -0.3144, 1.0050)>
      <Vector (-0.1840, 0.7712, -0.6094, 0.1617)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1576, 0.8877, 0.3635)>
    Rotation: <Euler (x=1.8914, y=0.1496, z=-0.6773), order='XYZ'>
    Matrix:
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      <Vector (-0.1490, 0.9384, -0.3116, 0.3635)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1275, 0.8840, 0.4021)>
    Rotation: <Euler (x=2.3493, y=-0.5869, z=-0.9361), order='XYZ'>
    Matrix:
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      <Vector (-0.6705, -0.0989, -0.7353, 0.8840)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0951, 0.8816, 0.4242)>
    Rotation: <Euler (x=2.2423, y=-0.1830, z=-0.7260), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0788, 0.8690, 0.4494)>
    Rotation: <Euler (x=2.1755, y=-0.0044, z=-0.6681), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0712, 0.8573, 0.4695)>
    Rotation: <Euler (x=2.1755, y=-0.0044, z=-0.6681), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1207, 0.8724, 0.4768)>
    Rotation: <Euler (x=2.3472, y=0.0996, z=-0.6858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1095, 0.8550, 0.4976)>
    Rotation: <Euler (x=2.8252, y=0.1422, z=-0.6212), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0942, 0.8313, 0.5067)>
    Rotation: <Euler (x=3.0684, y=0.1536, z=-0.5658), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0818, 0.8119, 0.5084)>
    Rotation: <Euler (x=3.0684, y=0.1536, z=-0.5658), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1385, 0.8578, 0.4724)>
    Rotation: <Euler (x=2.3468, y=0.1023, z=-0.6867), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1256, 0.8377, 0.4964)>
    Rotation: <Euler (x=2.8251, y=0.1450, z=-0.6216), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1075, 0.8097, 0.5072)>
    Rotation: <Euler (x=3.0681, y=0.1561, z=-0.5679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0935, 0.7877, 0.5091)>
    Rotation: <Euler (x=3.0681, y=0.1561, z=-0.5679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1583, 0.8427, 0.4687)>
    Rotation: <Euler (x=2.3473, y=0.1037, z=-0.6848), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1469, 0.8249, 0.4899)>
    Rotation: <Euler (x=2.8255, y=0.1457, z=-0.6188), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1319, 0.8016, 0.4989)>
    Rotation: <Euler (x=3.0671, y=0.1540, z=-0.5744), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1195, 0.7824, 0.5006)>
    Rotation: <Euler (x=3.0671, y=0.1540, z=-0.5744), order='XYZ'>
    Matrix:
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      <Vector (-0.5369, -0.8434, 0.0206, 0.7824)>
      <Vector (-0.1534, 0.0736, -0.9854, 0.5006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1773, 0.8314, 0.4614)>
    Rotation: <Euler (x=2.3424, y=0.1637, z=-0.6356), order='XYZ'>
    Matrix:
      <Vector (0.7940, -0.3199, -0.5170, 0.1773)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1681, 0.8132, 0.4818)>
    Rotation: <Euler (x=2.8258, y=0.1544, z=-0.6169), order='XYZ'>
    Matrix:
      <Vector (0.8060, -0.5109, -0.2989, 0.1681)>
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      <Vector (-0.1538, 0.3069, -0.9392, 0.4818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1567, 0.7954, 0.4886)>
    Rotation: <Euler (x=3.0646, y=0.1600, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.1593, 0.0759, -0.9843, 0.4886)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1478, 0.7816, 0.4898)>
    Rotation: <Euler (x=3.0646, y=0.1600, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.1593, 0.0759, -0.9843, 0.4898)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0786, 1.2195, 0.1136)>
    Rotation: <Euler (x=0.9118, y=-2.1703, z=1.1658), order='XYZ'>
    Matrix:
      <Vector (-0.2223, -0.8200, 0.5274, -0.0786)>
      <Vector (-0.5186, -0.3586, -0.7762, 1.2195)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1944, 1.1688, 0.0505)>
    Rotation: <Euler (x=-1.6671, y=-1.3820, z=-1.6225), order='XYZ'>
    Matrix:
      <Vector (-0.0097, -0.1465, 0.9892, -0.1944)>
      <Vector (-0.1874, -0.9714, -0.1457, 1.1688)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2228, 0.9804, 0.0143)>
    Rotation: <Euler (x=1.6062, y=-0.1698, z=1.4460), order='XYZ'>
    Matrix:
      <Vector (0.1227, 0.0141, 0.9923, -0.2228)>
      <Vector (0.9780, -0.1719, -0.1185, 0.9804)>
      <Vector (0.1690, 0.9850, -0.0349, 0.0143)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2191, 0.9354, 0.2721)>
    Rotation: <Euler (x=1.6570, y=-0.3641, z=0.9918), order='XYZ'>
    Matrix:
      <Vector (0.5113, -0.1220, 0.8507, -0.2191)>
      <Vector (0.7822, -0.3440, -0.5195, 0.9354)>
      <Vector (0.3561, 0.9310, -0.0804, 0.2721)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2030, 0.9373, 0.3159)>
    Rotation: <Euler (x=2.0401, y=0.4337, z=1.0563), order='XYZ'>
    Matrix:
      <Vector (0.4465, 0.5782, 0.6829, -0.2030)>
      <Vector (0.7899, 0.1037, -0.6043, 0.9373)>
      <Vector (-0.4203, 0.8093, -0.4104, 0.3159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1809, 0.9422, 0.3455)>
    Rotation: <Euler (x=2.0129, y=-0.0528, z=0.9497), order='XYZ'>
    Matrix:
      <Vector (0.5812, 0.3202, 0.7482, -0.1809)>
      <Vector (0.8121, -0.2877, -0.5077, 0.9422)>
      <Vector (0.0527, 0.9026, -0.4272, 0.3455)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1705, 0.9326, 0.3751)>
    Rotation: <Euler (x=1.9579, y=-0.2069, z=0.9440), order='XYZ'>
    Matrix:
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      <Vector (0.7927, -0.3755, -0.4803, 0.9326)>
      <Vector (0.2055, 0.9063, -0.3694, 0.3751)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1658, 0.9216, 0.3994)>
    Rotation: <Euler (x=1.9579, y=-0.2069, z=0.9440), order='XYZ'>
    Matrix:
      <Vector (0.5740, 0.1941, 0.7955, -0.1658)>
      <Vector (0.7927, -0.3755, -0.4803, 0.9216)>
      <Vector (0.2055, 0.9063, -0.3694, 0.3994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2155, 0.9246, 0.3897)>
    Rotation: <Euler (x=2.1155, y=-0.3077, z=0.9873), order='XYZ'>
    Matrix:
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      <Vector (0.7954, -0.5016, -0.3402, 0.9246)>
      <Vector (0.3029, 0.8151, -0.4938, 0.3897)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2069, 0.9093, 0.4142)>
    Rotation: <Euler (x=2.6031, y=-0.3580, z=0.9368), order='XYZ'>
    Matrix:
      <Vector (0.5548, 0.5853, 0.5913, -0.2069)>
      <Vector (0.7546, -0.6533, -0.0614, 0.9093)>
      <Vector (0.3504, 0.4803, -0.8041, 0.4142)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1895, 0.8899, 0.4285)>
    Rotation: <Euler (x=2.8556, y=-0.3779, z=0.8898), order='XYZ'>
    Matrix:
      <Vector (0.5851, 0.6799, 0.4421, -0.1895)>
      <Vector (0.7222, -0.6848, 0.0974, 0.8899)>
      <Vector (0.3690, 0.2622, -0.8917, 0.4285)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1738, 0.8744, 0.4346)>
    Rotation: <Euler (x=2.8556, y=-0.3779, z=0.8898), order='XYZ'>
    Matrix:
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      <Vector (0.7222, -0.6848, 0.0974, 0.8744)>
      <Vector (0.3690, 0.2622, -0.8917, 0.4346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2275, 0.9055, 0.3853)>
    Rotation: <Euler (x=2.1156, y=-0.3155, z=0.9870), order='XYZ'>
    Matrix:
      <Vector (0.5240, 0.2861, 0.8022, -0.2275)>
      <Vector (0.7932, -0.5070, -0.3372, 0.9055)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2185, 0.8892, 0.4113)>
    Rotation: <Euler (x=2.6033, y=-0.3638, z=0.9364), order='XYZ'>
    Matrix:
      <Vector (0.5539, 0.5834, 0.5940, -0.2185)>
      <Vector (0.7527, -0.6558, -0.0578, 0.8892)>
      <Vector (0.3558, 0.4791, -0.8024, 0.4113)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1985, 0.8667, 0.4277)>
    Rotation: <Euler (x=2.8532, y=-0.3802, z=0.8963), order='XYZ'>
    Matrix:
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      <Vector (0.7252, -0.6812, 0.1003, 0.8667)>
      <Vector (0.3712, 0.2641, -0.8902, 0.4277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1815, 0.8500, 0.4343)>
    Rotation: <Euler (x=2.8532, y=-0.3802, z=0.8963), order='XYZ'>
    Matrix:
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      <Vector (0.7252, -0.6812, 0.1003, 0.8500)>
      <Vector (0.3712, 0.2641, -0.8902, 0.4343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2399, 0.8852, 0.3769)>
    Rotation: <Euler (x=2.1158, y=-0.3103, z=0.9862), order='XYZ'>
    Matrix:
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      <Vector (0.7941, -0.5039, -0.3399, 0.8852)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2319, 0.8710, 0.3997)>
    Rotation: <Euler (x=2.6051, y=-0.3627, z=0.9312), order='XYZ'>
    Matrix:
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      <Vector (0.7501, -0.6585, -0.0604, 0.8710)>
      <Vector (0.3548, 0.4778, -0.8036, 0.3997)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2157, 0.8528, 0.4130)>
    Rotation: <Euler (x=2.8522, y=-0.3750, z=0.8989), order='XYZ'>
    Matrix:
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      <Vector (0.7283, -0.6784, 0.0971, 0.8528)>
      <Vector (0.3663, 0.2655, -0.8918, 0.4130)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1996, 0.8369, 0.4192)>
    Rotation: <Euler (x=2.8522, y=-0.3750, z=0.8989), order='XYZ'>
    Matrix:
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      <Vector (0.7283, -0.6784, 0.0971, 0.8369)>
      <Vector (0.3663, 0.2655, -0.8918, 0.4192)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2523, 0.8709, 0.3624)>
    Rotation: <Euler (x=2.1156, y=-0.3145, z=0.9868), order='XYZ'>
    Matrix:
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      <Vector (0.7933, -0.5065, -0.3378, 0.8709)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2449, 0.8575, 0.3837)>
    Rotation: <Euler (x=2.6059, y=-0.3676, z=0.9292), order='XYZ'>
    Matrix:
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      <Vector (0.7476, -0.6616, -0.0580, 0.8575)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2297, 0.8405, 0.3961)>
    Rotation: <Euler (x=2.8477, y=-0.3747, z=0.9111), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2195, 0.8304, 0.4001)>
    Rotation: <Euler (x=2.8477, y=-0.3747, z=0.9111), order='XYZ'>
    Matrix:
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      <Vector (0.7354, -0.6704, 0.0993, 0.8304)>
      <Vector (0.3660, 0.2695, -0.8907, 0.4001)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1319, 0.8306, 0.0462)>
    Rotation: <Euler (x=0.6960, y=-0.0190, z=-2.9066), order='XYZ'>
    Matrix:
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      <Vector (-0.2328, -0.7435, 0.6269, 0.8306)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2110, 0.5217, 0.3126)>
    Rotation: <Euler (x=-0.2023, y=-0.1638, z=-2.9077), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2945, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8636, y=-0.1588, z=-3.0107), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0007, 0.3592)>
    Rotation: <Euler (x=-1.5294, y=-2.8825, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.0435, 0.9990, 0.0007)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3495, 0.0040, 0.4319)>
    Rotation: <Euler (x=-1.5294, y=-2.8825, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.0435, 0.9990, 0.0040)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0755, 0.8337, -0.0252)>
    Rotation: <Euler (x=0.4592, y=0.6569, z=2.8475), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2912, 0.5098, 0.1207)>
    Rotation: <Euler (x=-0.5465, y=0.7714, z=2.7721), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7761, y=0.7940, z=2.9396), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2442, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2442, z=-0.0280), order='XYZ'>
    Matrix:
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Frame: 111
  Bone: mixamorig:Hips
    Location: <Vector (0.0208, 0.8743, 0.0179)>
    Rotation: <Euler (x=0.2087, y=-0.3521, z=-0.0192), order='XYZ'>
    Matrix:
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      <Vector (-0.0181, 0.9795, -0.2006, 0.8743)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0173, 0.9503, 0.0313)>
    Rotation: <Euler (x=0.2410, y=-0.3602, z=-0.0156), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0111, 1.0380, 0.0514)>
    Rotation: <Euler (x=0.3833, y=-0.3640, z=-0.0169), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0010, 1.1337, 0.0874)>
    Rotation: <Euler (x=0.5261, y=-0.3661, z=-0.0198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0199, 1.2344, 0.1418)>
    Rotation: <Euler (x=0.4285, y=-0.2963, z=-0.0265), order='XYZ'>
    Matrix:
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      <Vector (-0.0253, 0.9125, -0.4084, 1.2344)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0337, 1.3232, 0.1947)>
    Rotation: <Euler (x=0.0298, y=-0.0294, z=-0.0262), order='XYZ'>
    Matrix:
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      <Vector (-0.0262, 0.9992, -0.0291, 1.3232)>
      <Vector (0.0294, 0.0298, 0.9991, 0.1947)>
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0286, 1.5620, 0.2334)>
    Rotation: <Euler (x=0.0298, y=-0.0294, z=-0.0262), order='XYZ'>
    Matrix:
      <Vector (0.9992, 0.0253, -0.0302, -0.0286)>
      <Vector (-0.0262, 0.9992, -0.0291, 1.5620)>
      <Vector (0.0294, 0.0298, 0.9991, 0.2334)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0486, 1.2193, 0.1571)>
    Rotation: <Euler (x=-0.0797, y=2.1437, z=-1.9381), order='XYZ'>
    Matrix:
      <Vector (0.1947, 0.9543, -0.2265, 0.0486)>
      <Vector (0.5059, -0.2956, -0.8103, 1.2193)>
      <Vector (-0.8403, 0.0431, -0.5404, 0.1571)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1834, 1.1776, 0.1632)>
    Rotation: <Euler (x=-3.0813, y=0.9431, z=0.5250), order='XYZ'>
    Matrix:
      <Vector (0.5082, 0.4581, -0.7293, 0.1834)>
      <Vector (0.2943, -0.8882, -0.3528, 1.1776)>
      <Vector (-0.8094, -0.0354, -0.5862, 0.1632)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2721, 1.0057, 0.1563)>
    Rotation: <Euler (x=2.2362, y=0.1874, z=-1.0206), order='XYZ'>
    Matrix:
      <Vector (0.5137, -0.4496, -0.7307, 0.2721)>
      <Vector (-0.8375, -0.4477, -0.3132, 1.0057)>
      <Vector (-0.1863, 0.7729, -0.6066, 0.1563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1544, 0.8885, 0.3586)>
    Rotation: <Euler (x=1.8916, y=0.1558, z=-0.6816), order='XYZ'>
    Matrix:
      <Vector (0.7672, -0.0844, -0.6359, 0.1544)>
      <Vector (-0.6224, -0.3377, -0.7061, 0.8885)>
      <Vector (-0.1552, 0.9375, -0.3116, 0.3586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1244, 0.8847, 0.3973)>
    Rotation: <Euler (x=2.3477, y=-0.5809, z=-0.9395), order='XYZ'>
    Matrix:
      <Vector (0.4934, -0.7969, -0.3486, 0.1244)>
      <Vector (-0.6748, -0.0979, -0.7314, 0.8847)>
      <Vector (0.5488, 0.5961, -0.5861, 0.3973)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0921, 0.8823, 0.4195)>
    Rotation: <Euler (x=2.2422, y=-0.1768, z=-0.7302), order='XYZ'>
    Matrix:
      <Vector (0.7334, -0.5176, -0.4407, 0.0921)>
      <Vector (-0.6567, -0.3716, -0.6563, 0.8823)>
      <Vector (0.1759, 0.7707, -0.6124, 0.4195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0759, 0.8697, 0.4447)>
    Rotation: <Euler (x=2.1758, y=0.0018, z=-0.6724), order='XYZ'>
    Matrix:
      <Vector (0.7823, -0.3531, -0.5131, 0.0759)>
      <Vector (-0.6229, -0.4459, -0.6428, 0.8697)>
      <Vector (-0.0018, 0.8225, -0.5687, 0.4447)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0683, 0.8580, 0.4648)>
    Rotation: <Euler (x=2.1758, y=0.0018, z=-0.6724), order='XYZ'>
    Matrix:
      <Vector (0.7823, -0.3531, -0.5131, 0.0683)>
      <Vector (-0.6229, -0.4459, -0.6428, 0.8580)>
      <Vector (-0.0018, 0.8225, -0.5687, 0.4648)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1179, 0.8729, 0.4720)>
    Rotation: <Euler (x=2.3474, y=0.1058, z=-0.6900), order='XYZ'>
    Matrix:
      <Vector (0.7669, -0.3880, -0.5111, 0.1179)>
      <Vector (-0.6330, -0.5885, -0.5030, 0.8729)>
      <Vector (-0.1056, 0.7093, -0.6969, 0.4720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1067, 0.8554, 0.4927)>
    Rotation: <Euler (x=2.8258, y=0.1483, z=-0.6254), order='XYZ'>
    Matrix:
      <Vector (0.8018, -0.5192, -0.2957, 0.1067)>
      <Vector (-0.5790, -0.7975, -0.1696, 0.8554)>
      <Vector (-0.1478, 0.3072, -0.9401, 0.4927)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0914, 0.8318, 0.5018)>
    Rotation: <Euler (x=3.0693, y=0.1598, z=-0.5699), order='XYZ'>
    Matrix:
      <Vector (0.8312, -0.5285, -0.1725, 0.0914)>
      <Vector (-0.5327, -0.8460, 0.0248, 0.8318)>
      <Vector (-0.1591, 0.0713, -0.9847, 0.5018)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0789, 0.8124, 0.5035)>
    Rotation: <Euler (x=3.0693, y=0.1598, z=-0.5699), order='XYZ'>
    Matrix:
      <Vector (0.8312, -0.5285, -0.1725, 0.0789)>
      <Vector (-0.5327, -0.8460, 0.0248, 0.8124)>
      <Vector (-0.1591, 0.0713, -0.9847, 0.5035)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1356, 0.8581, 0.4675)>
    Rotation: <Euler (x=2.3470, y=0.1085, z=-0.6909), order='XYZ'>
    Matrix:
      <Vector (0.7661, -0.3869, -0.5132, 0.1356)>
      <Vector (-0.6335, -0.5892, -0.5016, 0.8581)>
      <Vector (-0.1083, 0.7094, -0.6965, 0.4675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1228, 0.8381, 0.4914)>
    Rotation: <Euler (x=2.8257, y=0.1511, z=-0.6257), order='XYZ'>
    Matrix:
      <Vector (0.8013, -0.5188, -0.2980, 0.1228)>
      <Vector (-0.5790, -0.7978, -0.1680, 0.8381)>
      <Vector (-0.1506, 0.3071, -0.9397, 0.4914)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1046, 0.8100, 0.5021)>
    Rotation: <Euler (x=3.0690, y=0.1622, z=-0.5720), order='XYZ'>
    Matrix:
      <Vector (0.8298, -0.5301, -0.1747, 0.1046)>
      <Vector (-0.5342, -0.8449, 0.0263, 0.8100)>
      <Vector (-0.1615, 0.0715, -0.9843, 0.5021)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0905, 0.7882, 0.5041)>
    Rotation: <Euler (x=3.0690, y=0.1622, z=-0.5720), order='XYZ'>
    Matrix:
      <Vector (0.8298, -0.5301, -0.1747, 0.0905)>
      <Vector (-0.5342, -0.8449, 0.0263, 0.7882)>
      <Vector (-0.1615, 0.0715, -0.9843, 0.5041)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1553, 0.8430, 0.4635)>
    Rotation: <Euler (x=2.3475, y=0.1099, z=-0.6891), order='XYZ'>
    Matrix:
      <Vector (0.7672, -0.3853, -0.5128, 0.1553)>
      <Vector (-0.6320, -0.5907, -0.5016, 0.8430)>
      <Vector (-0.1097, 0.7089, -0.6967, 0.4635)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1439, 0.8252, 0.4848)>
    Rotation: <Euler (x=2.8261, y=0.1519, z=-0.6229), order='XYZ'>
    Matrix:
      <Vector (0.8028, -0.5165, -0.2978, 0.1439)>
      <Vector (-0.5767, -0.7995, -0.1681, 0.8252)>
      <Vector (-0.1513, 0.3067, -0.9397, 0.4848)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1289, 0.8019, 0.4937)>
    Rotation: <Euler (x=3.0680, y=0.1602, z=-0.5786), order='XYZ'>
    Matrix:
      <Vector (0.8265, -0.5355, -0.1734, 0.1289)>
      <Vector (-0.5398, -0.8414, 0.0254, 0.8019)>
      <Vector (-0.1595, 0.0726, -0.9845, 0.4937)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1165, 0.7828, 0.4954)>
    Rotation: <Euler (x=3.0680, y=0.1602, z=-0.5786), order='XYZ'>
    Matrix:
      <Vector (0.8265, -0.5355, -0.1734, 0.1165)>
      <Vector (-0.5398, -0.8414, 0.0254, 0.7828)>
      <Vector (-0.1595, 0.0726, -0.9845, 0.4954)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1743, 0.8316, 0.4561)>
    Rotation: <Euler (x=2.3429, y=0.1699, z=-0.6398), order='XYZ'>
    Matrix:
      <Vector (0.7907, -0.3193, -0.5224, 0.1743)>
      <Vector (-0.5884, -0.6320, -0.5043, 0.8316)>
      <Vector (-0.1691, 0.7061, -0.6876, 0.4561)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1651, 0.8134, 0.4765)>
    Rotation: <Euler (x=2.8265, y=0.1606, z=-0.6210), order='XYZ'>
    Matrix:
      <Vector (0.8028, -0.5129, -0.3040, 0.1651)>
      <Vector (-0.5744, -0.8021, -0.1636, 0.8134)>
      <Vector (-0.1599, 0.3060, -0.9385, 0.4765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1536, 0.7956, 0.4833)>
    Rotation: <Euler (x=3.0654, y=0.1662, z=-0.5941), order='XYZ'>
    Matrix:
      <Vector (0.8173, -0.5477, -0.1792, 0.1536)>
      <Vector (-0.5520, -0.8333, 0.0293, 0.7956)>
      <Vector (-0.1654, 0.0750, -0.9834, 0.4833)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1447, 0.7819, 0.4845)>
    Rotation: <Euler (x=3.0654, y=0.1662, z=-0.5941), order='XYZ'>
    Matrix:
      <Vector (0.8173, -0.5477, -0.1792, 0.1447)>
      <Vector (-0.5520, -0.8333, 0.0293, 0.7819)>
      <Vector (-0.1654, 0.0750, -0.9834, 0.4845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0825, 1.2202, 0.1099)>
    Rotation: <Euler (x=0.9046, y=-2.1700, z=1.1724), order='XYZ'>
    Matrix:
      <Vector (-0.2188, -0.8214, 0.5266, -0.0825)>
      <Vector (-0.5198, -0.3587, -0.7754, 1.2202)>
      <Vector (0.8258, -0.4434, -0.3485, 0.1099)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1986, 1.1695, 0.0472)>
    Rotation: <Euler (x=-1.6840, y=-1.3807, z=-1.6056), order='XYZ'>
    Matrix:
      <Vector (-0.0066, -0.1469, 0.9891, -0.1986)>
      <Vector (-0.1888, -0.9712, -0.1454, 1.1695)>
      <Vector (0.9820, -0.1877, -0.0213, 0.0472)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2270, 0.9812, 0.0108)>
    Rotation: <Euler (x=1.6096, y=-0.1693, z=1.4458), order='XYZ'>
    Matrix:
      <Vector (0.1229, 0.0175, 0.9923, -0.2270)>
      <Vector (0.9780, -0.1719, -0.1181, 0.9812)>
      <Vector (0.1685, 0.9850, -0.0382, 0.0108)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2225, 0.9362, 0.2686)>
    Rotation: <Euler (x=1.6624, y=-0.3605, z=0.9818), order='XYZ'>
    Matrix:
      <Vector (0.5198, -0.1191, 0.8459, -0.2225)>
      <Vector (0.7780, -0.3429, -0.5264, 0.9362)>
      <Vector (0.3528, 0.9318, -0.0856, 0.2686)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2061, 0.9379, 0.3123)>
    Rotation: <Euler (x=2.0459, y=0.4369, z=1.0506), order='XYZ'>
    Matrix:
      <Vector (0.4503, 0.5840, 0.6754, -0.2061)>
      <Vector (0.7862, 0.0991, -0.6100, 0.9379)>
      <Vector (-0.4232, 0.8057, -0.4145, 0.3123)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1837, 0.9426, 0.3418)>
    Rotation: <Euler (x=2.0177, y=-0.0490, z=0.9412), order='XYZ'>
    Matrix:
      <Vector (0.5881, 0.3233, 0.7414, -0.1837)>
      <Vector (0.8073, -0.2902, -0.5138, 0.9426)>
      <Vector (0.0490, 0.9007, -0.4317, 0.3418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1732, 0.9329, 0.3713)>
    Rotation: <Euler (x=1.9628, y=-0.2032, z=0.9349), order='XYZ'>
    Matrix:
      <Vector (0.5817, 0.1966, 0.7893, -0.1732)>
      <Vector (0.7880, -0.3769, -0.4869, 0.9329)>
      <Vector (0.2018, 0.9051, -0.3742, 0.3713)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1685, 0.9219, 0.3956)>
    Rotation: <Euler (x=1.9628, y=-0.2032, z=0.9349), order='XYZ'>
    Matrix:
      <Vector (0.5817, 0.1966, 0.7893, -0.1685)>
      <Vector (0.7880, -0.3769, -0.4869, 0.9219)>
      <Vector (0.2018, 0.9051, -0.3742, 0.3956)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2182, 0.9254, 0.3862)>
    Rotation: <Euler (x=2.1207, y=-0.3041, z=0.9776), order='XYZ'>
    Matrix:
      <Vector (0.5334, 0.2906, 0.7944, -0.2182)>
      <Vector (0.7911, -0.5038, -0.3468, 0.9254)>
      <Vector (0.2995, 0.8134, -0.4986, 0.3862)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2096, 0.9099, 0.4107)>
    Rotation: <Euler (x=2.6083, y=-0.3542, z=0.9269), order='XYZ'>
    Matrix:
      <Vector (0.5631, 0.5828, 0.5859, -0.2096)>
      <Vector (0.7501, -0.6580, -0.0664, 0.9099)>
      <Vector (0.3468, 0.4769, -0.8077, 0.4107)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1923, 0.8904, 0.4248)>
    Rotation: <Euler (x=2.8605, y=-0.3739, z=0.8799), order='XYZ'>
    Matrix:
      <Vector (0.5932, 0.6759, 0.4374, -0.1923)>
      <Vector (0.7174, -0.6903, 0.0937, 0.8904)>
      <Vector (0.3652, 0.2582, -0.8944, 0.4248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1767, 0.8748, 0.4308)>
    Rotation: <Euler (x=2.8605, y=-0.3739, z=0.8799), order='XYZ'>
    Matrix:
      <Vector (0.5932, 0.6759, 0.4374, -0.1767)>
      <Vector (0.7174, -0.6903, 0.0937, 0.8748)>
      <Vector (0.3652, 0.2582, -0.8944, 0.4308)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2305, 0.9063, 0.3819)>
    Rotation: <Euler (x=2.1208, y=-0.3119, z=0.9772), order='XYZ'>
    Matrix:
      <Vector (0.5323, 0.2870, 0.7964, -0.2305)>
      <Vector (0.7890, -0.5092, -0.3439, 0.9063)>
      <Vector (0.3069, 0.8114, -0.4975, 0.3819)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2214, 0.8900, 0.4078)>
    Rotation: <Euler (x=2.6084, y=-0.3600, z=0.9264), order='XYZ'>
    Matrix:
      <Vector (0.5622, 0.5809, 0.5886, -0.2214)>
      <Vector (0.7482, -0.6605, -0.0628, 0.8900)>
      <Vector (0.3522, 0.4757, -0.8060, 0.4078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2014, 0.8672, 0.4241)>
    Rotation: <Euler (x=2.8582, y=-0.3762, z=0.8863), order='XYZ'>
    Matrix:
      <Vector (0.5881, 0.6789, 0.4397, -0.2014)>
      <Vector (0.7205, -0.6867, 0.0965, 0.8672)>
      <Vector (0.3674, 0.2600, -0.8930, 0.4241)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1845, 0.8504, 0.4306)>
    Rotation: <Euler (x=2.8582, y=-0.3762, z=0.8863), order='XYZ'>
    Matrix:
      <Vector (0.5881, 0.6789, 0.4397, -0.1845)>
      <Vector (0.7205, -0.6867, 0.0965, 0.8504)>
      <Vector (0.3674, 0.2600, -0.8930, 0.4306)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2430, 0.8862, 0.3735)>
    Rotation: <Euler (x=2.1211, y=-0.3068, z=0.9765), order='XYZ'>
    Matrix:
      <Vector (0.5338, 0.2891, 0.7946, -0.2430)>
      <Vector (0.7898, -0.5061, -0.3465, 0.8862)>
      <Vector (0.3020, 0.8126, -0.4985, 0.3735)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2350, 0.8718, 0.3963)>
    Rotation: <Euler (x=2.6103, y=-0.3588, z=0.9212), order='XYZ'>
    Matrix:
      <Vector (0.5663, 0.5789, 0.5866, -0.2350)>
      <Vector (0.7456, -0.6632, -0.0654, 0.8718)>
      <Vector (0.3512, 0.4744, -0.8072, 0.3963)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2189, 0.8535, 0.4095)>
    Rotation: <Euler (x=2.8572, y=-0.3710, z=0.8889), order='XYZ'>
    Matrix:
      <Vector (0.5874, 0.6811, 0.4371, -0.2189)>
      <Vector (0.7236, -0.6839, 0.0934, 0.8535)>
      <Vector (0.3626, 0.2615, -0.8945, 0.4095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2028, 0.8375, 0.4156)>
    Rotation: <Euler (x=2.8572, y=-0.3710, z=0.8889), order='XYZ'>
    Matrix:
      <Vector (0.5874, 0.6811, 0.4371, -0.2028)>
      <Vector (0.7236, -0.6839, 0.0934, 0.8375)>
      <Vector (0.3626, 0.2615, -0.8945, 0.4156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2557, 0.8719, 0.3591)>
    Rotation: <Euler (x=2.1209, y=-0.3110, z=0.9770), order='XYZ'>
    Matrix:
      <Vector (0.5327, 0.2873, 0.7961, -0.2557)>
      <Vector (0.7891, -0.5087, -0.3444, 0.8719)>
      <Vector (0.3060, 0.8116, -0.4977, 0.3591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2482, 0.8585, 0.3804)>
    Rotation: <Euler (x=2.6110, y=-0.3637, z=0.9192), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.5766, 0.5885, -0.2482)>
      <Vector (0.7431, -0.6662, -0.0629, 0.8585)>
      <Vector (0.3558, 0.4729, -0.8061, 0.3804)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2331, 0.8413, 0.3927)>
    Rotation: <Euler (x=2.8528, y=-0.3708, z=0.9011), order='XYZ'>
    Matrix:
      <Vector (0.5786, 0.6875, 0.4389, -0.2331)>
      <Vector (0.7307, -0.6759, 0.0955, 0.8413)>
      <Vector (0.3623, 0.2654, -0.8935, 0.3927)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2230, 0.8312, 0.3966)>
    Rotation: <Euler (x=2.8528, y=-0.3708, z=0.9011), order='XYZ'>
    Matrix:
      <Vector (0.5786, 0.6875, 0.4389, -0.2230)>
      <Vector (0.7307, -0.6759, 0.0955, 0.8312)>
      <Vector (0.3623, 0.2654, -0.8935, 0.3966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1279, 0.8314, 0.0420)>
    Rotation: <Euler (x=0.6931, y=-0.0230, z=-2.9036), order='XYZ'>
    Matrix:
      <Vector (-0.9716, 0.1957, -0.1334, 0.1279)>
      <Vector (-0.2357, -0.7441, 0.6251, 0.8314)>
      <Vector (0.0230, 0.6387, 0.7691, 0.0420)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2092, 0.5222, 0.3074)>
    Rotation: <Euler (x=-0.1899, y=-0.1634, z=-2.9056), order='XYZ'>
    Matrix:
      <Vector (-0.9593, 0.1998, 0.1995, 0.2092)>
      <Vector (-0.2307, -0.9620, -0.1461, 0.5222)>
      <Vector (0.1627, -0.1862, 0.9689, 0.3074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2946, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8637, y=-0.1569, z=-3.0098), order='XYZ'>
    Matrix:
      <Vector (-0.9792, 0.2031, 0.0007, 0.2946)>
      <Vector (-0.1298, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1563, 0.7509, 0.6417, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0007, 0.3593)>
    Rotation: <Euler (x=-1.5295, y=-2.8844, z=0.0090), order='XYZ'>
    Matrix:
      <Vector (-0.9671, 0.2538, -0.0194, 0.3302)>
      <Vector (-0.0087, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2544, 0.9663, -0.0399, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0040, 0.4320)>
    Rotation: <Euler (x=-1.5295, y=-2.8844, z=0.0090), order='XYZ'>
    Matrix:
      <Vector (-0.9671, 0.2538, -0.0194, 0.3493)>
      <Vector (-0.0087, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2544, 0.9663, -0.0399, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0797, 0.8343, -0.0287)>
    Rotation: <Euler (x=0.4653, y=0.6538, z=2.8543), order='XYZ'>
    Matrix:
      <Vector (-0.7613, -0.5149, -0.3941, -0.0797)>
      <Vector (0.2249, -0.7798, 0.5843, 0.8343)>
      <Vector (-0.6082, 0.3561, 0.7094, -0.0287)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2937, 0.5102, 0.1194)>
    Rotation: <Euler (x=-0.5425, y=0.7733, z=2.7809), order='XYZ'>
    Matrix:
      <Vector (-0.6695, 0.0352, -0.7419, -0.2937)>
      <Vector (0.2525, -0.9286, -0.2720, 0.5102)>
      <Vector (-0.6985, -0.3695, 0.6128, 0.1194)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7761, y=0.7938, z=2.9396), order='XYZ'>
    Matrix:
      <Vector (-0.6869, -0.6325, -0.3580, -0.2786)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7130, 0.4911, 0.5003, -0.0399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2443, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6235, -0.7806, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7816, 0.6236, -0.0126, 0.0503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2443, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6235, -0.7806, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7816, 0.6236, -0.0126, 0.0992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 112
  Bone: mixamorig:Hips
    Location: <Vector (0.0172, 0.8748, 0.0137)>
    Rotation: <Euler (x=0.2090, y=-0.3466, z=-0.0195), order='XYZ'>
    Matrix:
      <Vector (0.9404, -0.0514, -0.3363, 0.0172)>
      <Vector (-0.0183, 0.9794, -0.2010, 0.8748)>
      <Vector (0.3397, 0.1951, 0.9201, 0.0137)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0138, 0.9508, 0.0271)>
    Rotation: <Euler (x=0.2412, y=-0.3549, z=-0.0153), order='XYZ'>
    Matrix:
      <Vector (0.9376, -0.0681, -0.3411, 0.0138)>
      <Vector (-0.0144, 0.9722, -0.2336, 0.9508)>
      <Vector (0.3475, 0.2240, 0.9105, 0.0271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0077, 1.0385, 0.0473)>
    Rotation: <Euler (x=0.3836, y=-0.3594, z=-0.0164), order='XYZ'>
    Matrix:
      <Vector (0.9360, -0.1164, -0.3323, 0.0077)>
      <Vector (-0.0154, 0.9294, -0.3688, 1.0385)>
      <Vector (0.3517, 0.3503, 0.8681, 0.0473)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0043, 1.1342, 0.0834)>
    Rotation: <Euler (x=0.5266, y=-0.3622, z=-0.0191), order='XYZ'>
    Matrix:
      <Vector (0.9350, -0.1615, -0.3158, -0.0043)>
      <Vector (-0.0179, 0.8678, -0.4966, 1.1342)>
      <Vector (0.3543, 0.4700, 0.8085, 0.0834)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0231, 1.2348, 0.1379)>
    Rotation: <Euler (x=0.4304, y=-0.2911, z=-0.0270), order='XYZ'>
    Matrix:
      <Vector (0.9576, -0.0952, -0.2720, -0.0231)>
      <Vector (-0.0259, 0.9117, -0.4100, 1.2348)>
      <Vector (0.2870, 0.3996, 0.8706, 0.1379)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0366, 1.3236, 0.1910)>
    Rotation: <Euler (x=0.0280, y=-0.0239, z=-0.0243), order='XYZ'>
    Matrix:
      <Vector (0.9994, 0.0236, -0.0246, -0.0366)>
      <Vector (-0.0243, 0.9993, -0.0274, 1.3236)>
      <Vector (0.0239, 0.0280, 0.9993, 0.1910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0317, 1.5625, 0.2292)>
    Rotation: <Euler (x=0.0280, y=-0.0239, z=-0.0243), order='XYZ'>
    Matrix:
      <Vector (0.9994, 0.0236, -0.0246, -0.0317)>
      <Vector (-0.0243, 0.9993, -0.0274, 1.5625)>
      <Vector (0.0239, 0.0280, 0.9993, 0.2292)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0455, 1.2198, 0.1529)>
    Rotation: <Euler (x=-0.0691, y=2.1423, z=-1.9294), order='XYZ'>
    Matrix:
      <Vector (0.1898, 0.9545, -0.2298, 0.0455)>
      <Vector (0.5065, -0.2957, -0.8099, 1.2198)>
      <Vector (-0.8411, 0.0373, -0.5396, 0.1529)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1803, 1.1780, 0.1581)>
    Rotation: <Euler (x=-3.0780, y=0.9452, z=0.5260), order='XYZ'>
    Matrix:
      <Vector (0.5064, 0.4565, -0.7315, 0.1803)>
      <Vector (0.2940, -0.8890, -0.3512, 1.1780)>
      <Vector (-0.8106, -0.0372, -0.5844, 0.1581)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2687, 1.0060, 0.1509)>
    Rotation: <Euler (x=2.2339, y=0.1871, z=-1.0246), order='XYZ'>
    Matrix:
      <Vector (0.5104, -0.4499, -0.7329, 0.2687)>
      <Vector (-0.8396, -0.4450, -0.3115, 1.0060)>
      <Vector (-0.1860, 0.7743, -0.6048, 0.1509)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1509, 0.8895, 0.3536)>
    Rotation: <Euler (x=1.8940, y=0.1629, z=-0.6858), order='XYZ'>
    Matrix:
      <Vector (0.7637, -0.0821, -0.6403, 0.1509)>
      <Vector (-0.6249, -0.3432, -0.7012, 0.8895)>
      <Vector (-0.1622, 0.9357, -0.3134, 0.3536)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1211, 0.8857, 0.3924)>
    Rotation: <Euler (x=2.3483, y=-0.5734, z=-0.9443), order='XYZ'>
    Matrix:
      <Vector (0.4925, -0.7949, -0.3543, 0.1211)>
      <Vector (-0.6805, -0.0980, -0.7261, 0.8857)>
      <Vector (0.5425, 0.5987, -0.5893, 0.3924)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0889, 0.8833, 0.4147)>
    Rotation: <Euler (x=2.2443, y=-0.1696, z=-0.7352), order='XYZ'>
    Matrix:
      <Vector (0.7311, -0.5162, -0.4462, 0.0889)>
      <Vector (-0.6611, -0.3741, -0.6504, 0.8833)>
      <Vector (0.1688, 0.7704, -0.6148, 0.4147)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0727, 0.8706, 0.4399)>
    Rotation: <Euler (x=2.1782, y=0.0089, z=-0.6769), order='XYZ'>
    Matrix:
      <Vector (0.7795, -0.3518, -0.5183, 0.0727)>
      <Vector (-0.6264, -0.4495, -0.6369, 0.8706)>
      <Vector (-0.0089, 0.8211, -0.5707, 0.4399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0651, 0.8588, 0.4600)>
    Rotation: <Euler (x=2.1782, y=0.0089, z=-0.6769), order='XYZ'>
    Matrix:
      <Vector (0.7795, -0.3518, -0.5183, 0.0651)>
      <Vector (-0.6264, -0.4495, -0.6369, 0.8588)>
      <Vector (-0.0089, 0.8211, -0.5707, 0.4600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1148, 0.8733, 0.4670)>
    Rotation: <Euler (x=2.3497, y=0.1129, z=-0.6943), order='XYZ'>
    Matrix:
      <Vector (0.7636, -0.3879, -0.5162, 0.1148)>
      <Vector (-0.6358, -0.5912, -0.4962, 0.8733)>
      <Vector (-0.1127, 0.7071, -0.6980, 0.4670)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1037, 0.8559, 0.4877)>
    Rotation: <Euler (x=2.8286, y=0.1553, z=-0.6295), order='XYZ'>
    Matrix:
      <Vector (0.7986, -0.5216, -0.3003, 0.1037)>
      <Vector (-0.5817, -0.7971, -0.1623, 0.8559)>
      <Vector (-0.1547, 0.3042, -0.9400, 0.4877)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0883, 0.8322, 0.4967)>
    Rotation: <Euler (x=3.0725, y=0.1666, z=-0.5739), order='XYZ'>
    Matrix:
      <Vector (0.8282, -0.5320, -0.1764, 0.0883)>
      <Vector (-0.5354, -0.8440, 0.0318, 0.8322)>
      <Vector (-0.1658, 0.0681, -0.9838, 0.4967)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0756, 0.8128, 0.4984)>
    Rotation: <Euler (x=3.0725, y=0.1666, z=-0.5739), order='XYZ'>
    Matrix:
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      <Vector (-0.5354, -0.8440, 0.0318, 0.8128)>
      <Vector (-0.1658, 0.0681, -0.9838, 0.4984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1325, 0.8586, 0.4623)>
    Rotation: <Euler (x=2.3493, y=0.1157, z=-0.6952), order='XYZ'>
    Matrix:
      <Vector (0.7628, -0.3867, -0.5183, 0.1325)>
      <Vector (-0.6363, -0.5919, -0.4948, 0.8586)>
      <Vector (-0.1154, 0.7072, -0.6975, 0.4623)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1196, 0.8384, 0.4862)>
    Rotation: <Euler (x=2.8285, y=0.1581, z=-0.6299), order='XYZ'>
    Matrix:
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      <Vector (-0.5817, -0.7974, -0.1607, 0.8384)>
      <Vector (-0.1575, 0.3042, -0.9395, 0.4862)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1014, 0.8104, 0.4968)>
    Rotation: <Euler (x=3.0722, y=0.1691, z=-0.5760), order='XYZ'>
    Matrix:
      <Vector (0.8267, -0.5336, -0.1785, 0.1014)>
      <Vector (-0.5369, -0.8430, 0.0333, 0.8104)>
      <Vector (-0.1683, 0.0683, -0.9834, 0.4968)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0872, 0.7886, 0.4987)>
    Rotation: <Euler (x=3.0722, y=0.1691, z=-0.5760), order='XYZ'>
    Matrix:
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      <Vector (-0.5369, -0.8430, 0.0333, 0.7886)>
      <Vector (-0.1683, 0.0683, -0.9834, 0.4987)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1521, 0.8434, 0.4583)>
    Rotation: <Euler (x=2.3498, y=0.1170, z=-0.6934), order='XYZ'>
    Matrix:
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      <Vector (-0.6348, -0.5934, -0.4949, 0.8434)>
      <Vector (-0.1168, 0.7067, -0.6978, 0.4583)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1407, 0.8255, 0.4794)>
    Rotation: <Euler (x=2.8290, y=0.1588, z=-0.6271), order='XYZ'>
    Matrix:
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      <Vector (-0.5794, -0.7990, -0.1607, 0.8255)>
      <Vector (-0.1582, 0.3037, -0.9395, 0.4794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1256, 0.8022, 0.4883)>
    Rotation: <Euler (x=3.0711, y=0.1670, z=-0.5826), order='XYZ'>
    Matrix:
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      <Vector (-0.5425, -0.8394, 0.0324, 0.8022)>
      <Vector (-0.1662, 0.0695, -0.9836, 0.4883)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1131, 0.7831, 0.4899)>
    Rotation: <Euler (x=3.0711, y=0.1670, z=-0.5826), order='XYZ'>
    Matrix:
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      <Vector (-0.5425, -0.8394, 0.0324, 0.7831)>
      <Vector (-0.1662, 0.0695, -0.9836, 0.4899)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1710, 0.8320, 0.4507)>
    Rotation: <Euler (x=2.3456, y=0.1769, z=-0.6439), order='XYZ'>
    Matrix:
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      <Vector (-0.5909, -0.6350, -0.4976, 0.8320)>
      <Vector (-0.1760, 0.7034, -0.6886, 0.4507)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1618, 0.8137, 0.4710)>
    Rotation: <Euler (x=2.8293, y=0.1676, z=-0.6251), order='XYZ'>
    Matrix:
      <Vector (0.7995, -0.5153, -0.3085, 0.1618)>
      <Vector (-0.5770, -0.8016, -0.1563, 0.8137)>
      <Vector (-0.1668, 0.3030, -0.9383, 0.4710)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1503, 0.7959, 0.4777)>
    Rotation: <Euler (x=3.0685, y=0.1730, z=-0.5981), order='XYZ'>
    Matrix:
      <Vector (0.8140, -0.5512, -0.1830, 0.1503)>
      <Vector (-0.5547, -0.8313, 0.0363, 0.7959)>
      <Vector (-0.1722, 0.0720, -0.9824, 0.4777)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1413, 0.7822, 0.4789)>
    Rotation: <Euler (x=3.0685, y=0.1730, z=-0.5981), order='XYZ'>
    Matrix:
      <Vector (0.8140, -0.5512, -0.1830, 0.1413)>
      <Vector (-0.5547, -0.8313, 0.0363, 0.7822)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0858, 1.2206, 0.1062)>
    Rotation: <Euler (x=0.8969, y=-2.1688, z=1.1790), order='XYZ'>
    Matrix:
      <Vector (-0.2150, -0.8233, 0.5253, -0.0858)>
      <Vector (-0.5203, -0.3586, -0.7750, 1.2206)>
      <Vector (0.8265, -0.4399, -0.3513, 0.1062)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2021, 1.1699, 0.0440)>
    Rotation: <Euler (x=-1.7003, y=-1.3784, z=-1.5922), order='XYZ'>
    Matrix:
      <Vector (-0.0041, -0.1499, 0.9887, -0.2021)>
      <Vector (-0.1911, -0.9704, -0.1479, 1.1699)>
      <Vector (0.9816, -0.1896, -0.0247, 0.0440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2312, 0.9817, 0.0073)>
    Rotation: <Euler (x=1.6130, y=-0.1688, z=1.4428), order='XYZ'>
    Matrix:
      <Vector (0.1258, 0.0204, 0.9918, -0.2312)>
      <Vector (0.9777, -0.1718, -0.1205, 0.9817)>
      <Vector (0.1680, 0.9849, -0.0416, 0.0073)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2259, 0.9368, 0.2650)>
    Rotation: <Euler (x=1.6667, y=-0.3568, z=0.9733), order='XYZ'>
    Matrix:
      <Vector (0.5271, -0.1164, 0.8418, -0.2259)>
      <Vector (0.7747, -0.3413, -0.5323, 0.9368)>
      <Vector (0.3493, 0.9327, -0.0897, 0.2650)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2092, 0.9385, 0.3086)>
    Rotation: <Euler (x=2.0507, y=0.4404, z=1.0457), order='XYZ'>
    Matrix:
      <Vector (0.4535, 0.5890, 0.6689, -0.2092)>
      <Vector (0.7827, 0.0957, -0.6150, 0.9385)>
      <Vector (-0.4263, 0.8024, -0.4176, 0.3086)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1866, 0.9430, 0.3380)>
    Rotation: <Euler (x=2.0216, y=-0.0451, z=0.9341), order='XYZ'>
    Matrix:
      <Vector (0.5939, 0.3262, 0.7354, -0.1866)>
      <Vector (0.8033, -0.2917, -0.5193, 0.9430)>
      <Vector (0.0451, 0.8992, -0.4353, 0.3380)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1761, 0.9333, 0.3675)>
    Rotation: <Euler (x=1.9668, y=-0.1993, z=0.9272), order='XYZ'>
    Matrix:
      <Vector (0.5882, 0.1989, 0.7838, -0.1761)>
      <Vector (0.7841, -0.3775, -0.4926, 0.9333)>
      <Vector (0.1979, 0.9044, -0.3781, 0.3675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1713, 0.9222, 0.3918)>
    Rotation: <Euler (x=1.9668, y=-0.1993, z=0.9272), order='XYZ'>
    Matrix:
      <Vector (0.5882, 0.1989, 0.7838, -0.1713)>
      <Vector (0.7841, -0.3775, -0.4926, 0.9222)>
      <Vector (0.1979, 0.9044, -0.3781, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2210, 0.9260, 0.3826)>
    Rotation: <Euler (x=2.1249, y=-0.3004, z=0.9694), order='XYZ'>
    Matrix:
      <Vector (0.5405, 0.2915, 0.7892, -0.2210)>
      <Vector (0.7876, -0.5052, -0.3527, 0.9260)>
      <Vector (0.2959, 0.8123, -0.5027, 0.3826)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2124, 0.9106, 0.4071)>
    Rotation: <Euler (x=2.6123, y=-0.3502, z=0.9186), order='XYZ'>
    Matrix:
      <Vector (0.5701, 0.5809, 0.5810, -0.2124)>
      <Vector (0.7465, -0.6616, -0.0711, 0.9106)>
      <Vector (0.3431, 0.4742, -0.8108, 0.4071)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1952, 0.8909, 0.4211)>
    Rotation: <Euler (x=2.8644, y=-0.3698, z=0.8715), order='XYZ'>
    Matrix:
      <Vector (0.6002, 0.6724, 0.4331, -0.1952)>
      <Vector (0.7136, -0.6948, 0.0899, 0.8909)>
      <Vector (0.3614, 0.2551, -0.8968, 0.4211)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1796, 0.8752, 0.4271)>
    Rotation: <Euler (x=2.8644, y=-0.3698, z=0.8715), order='XYZ'>
    Matrix:
      <Vector (0.6002, 0.6724, 0.4331, -0.1796)>
      <Vector (0.7136, -0.6948, 0.0899, 0.8752)>
      <Vector (0.3614, 0.2551, -0.8968, 0.4271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2334, 0.9071, 0.3784)>
    Rotation: <Euler (x=2.1250, y=-0.3082, z=0.9690), order='XYZ'>
    Matrix:
      <Vector (0.5394, 0.2878, 0.7913, -0.2334)>
      <Vector (0.7855, -0.5105, -0.3498, 0.9071)>
      <Vector (0.3033, 0.8102, -0.5015, 0.3784)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2243, 0.8907, 0.4042)>
    Rotation: <Euler (x=2.6125, y=-0.3560, z=0.9180), order='XYZ'>
    Matrix:
      <Vector (0.5693, 0.5789, 0.5837, -0.2243)>
      <Vector (0.7446, -0.6641, -0.0676, 0.8907)>
      <Vector (0.3485, 0.4731, -0.8091, 0.4042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2044, 0.8678, 0.4205)>
    Rotation: <Euler (x=2.8622, y=-0.3722, z=0.8779), order='XYZ'>
    Matrix:
      <Vector (0.5951, 0.6755, 0.4355, -0.2044)>
      <Vector (0.7167, -0.6912, 0.0927, 0.8678)>
      <Vector (0.3636, 0.2569, -0.8954, 0.4205)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1876, 0.8509, 0.4269)>
    Rotation: <Euler (x=2.8622, y=-0.3722, z=0.8779), order='XYZ'>
    Matrix:
      <Vector (0.5951, 0.6755, 0.4355, -0.1876)>
      <Vector (0.7167, -0.6912, 0.0927, 0.8509)>
      <Vector (0.3636, 0.2569, -0.8954, 0.4269)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2462, 0.8870, 0.3701)>
    Rotation: <Euler (x=2.1253, y=-0.3030, z=0.9683), order='XYZ'>
    Matrix:
      <Vector (0.5409, 0.2900, 0.7895, -0.2462)>
      <Vector (0.7864, -0.5074, -0.3524, 0.8870)>
      <Vector (0.2984, 0.8114, -0.5025, 0.3701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2381, 0.8726, 0.3928)>
    Rotation: <Euler (x=2.6143, y=-0.3549, z=0.9128), order='XYZ'>
    Matrix:
      <Vector (0.5734, 0.5769, 0.5818, -0.2381)>
      <Vector (0.7419, -0.6668, -0.0701, 0.8726)>
      <Vector (0.3475, 0.4718, -0.8103, 0.3928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2221, 0.8542, 0.4059)>
    Rotation: <Euler (x=2.8612, y=-0.3669, z=0.8806), order='XYZ'>
    Matrix:
      <Vector (0.5943, 0.6778, 0.4329, -0.2221)>
      <Vector (0.7198, -0.6884, 0.0896, 0.8542)>
      <Vector (0.3588, 0.2583, -0.8970, 0.4059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2061, 0.8381, 0.4120)>
    Rotation: <Euler (x=2.8612, y=-0.3669, z=0.8806), order='XYZ'>
    Matrix:
      <Vector (0.5943, 0.6778, 0.4329, -0.2061)>
      <Vector (0.7198, -0.6884, 0.0896, 0.8381)>
      <Vector (0.3588, 0.2583, -0.8970, 0.4120)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2590, 0.8728, 0.3558)>
    Rotation: <Euler (x=2.1251, y=-0.3072, z=0.9688), order='XYZ'>
    Matrix:
      <Vector (0.5398, 0.2882, 0.7909, -0.2590)>
      <Vector (0.7856, -0.5100, -0.3503, 0.8728)>
      <Vector (0.3024, 0.8105, -0.5017, 0.3558)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2515, 0.8594, 0.3770)>
    Rotation: <Euler (x=2.6151, y=-0.3598, z=0.9108), order='XYZ'>
    Matrix:
      <Vector (0.5739, 0.5745, 0.5836, -0.2515)>
      <Vector (0.7394, -0.6698, -0.0677, 0.8594)>
      <Vector (0.3521, 0.4704, -0.8092, 0.3770)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2365, 0.8421, 0.3893)>
    Rotation: <Euler (x=2.8568, y=-0.3667, z=0.8927), order='XYZ'>
    Matrix:
      <Vector (0.5856, 0.6842, 0.4347, -0.2365)>
      <Vector (0.7270, -0.6805, 0.0918, 0.8421)>
      <Vector (0.3586, 0.2623, -0.8959, 0.3893)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2264, 0.8319, 0.3931)>
    Rotation: <Euler (x=2.8568, y=-0.3667, z=0.8927), order='XYZ'>
    Matrix:
      <Vector (0.5856, 0.6842, 0.4347, -0.2264)>
      <Vector (0.7270, -0.6805, 0.0918, 0.8319)>
      <Vector (0.3586, 0.2623, -0.8959, 0.3931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1244, 0.8319, 0.0372)>
    Rotation: <Euler (x=0.6917, y=-0.0254, z=-2.9018), order='XYZ'>
    Matrix:
      <Vector (-0.9711, 0.1986, -0.1325, 0.1244)>
      <Vector (-0.2374, -0.7443, 0.6242, 0.8319)>
      <Vector (0.0254, 0.6376, 0.7699, 0.0372)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2070, 0.5227, 0.3021)>
    Rotation: <Euler (x=-0.1771, y=-0.1632, z=-2.9025), order='XYZ'>
    Matrix:
      <Vector (-0.9587, 0.2053, 0.1971, 0.2070)>
      <Vector (-0.2336, -0.9631, -0.1333, 0.5227)>
      <Vector (0.1624, -0.1738, 0.9713, 0.3021)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2948, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8638, y=-0.1551, z=-3.0090), order='XYZ'>
    Matrix:
      <Vector (-0.9793, 0.2023, -0.0010, 0.2948)>
      <Vector (-0.1306, -0.6283, 0.7669, 0.1107)>
      <Vector (0.1545, 0.7512, 0.6418, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0006, 0.3593)>
    Rotation: <Euler (x=-1.5297, y=-2.8862, z=0.0097), order='XYZ'>
    Matrix:
      <Vector (-0.9675, 0.2520, -0.0201, 0.3302)>
      <Vector (-0.0094, 0.0436, 0.9990, 0.0006)>
      <Vector (0.2526, 0.9667, -0.0398, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3492, 0.0039, 0.4321)>
    Rotation: <Euler (x=-1.5297, y=-2.8862, z=0.0097), order='XYZ'>
    Matrix:
      <Vector (-0.9675, 0.2520, -0.0201, 0.3492)>
      <Vector (-0.0094, 0.0436, 0.9990, 0.0039)>
      <Vector (0.2526, 0.9667, -0.0398, 0.4321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0836, 0.8349, -0.0324)>
    Rotation: <Euler (x=0.4705, y=0.6493, z=2.8596), order='XYZ'>
    Matrix:
      <Vector (-0.7650, -0.5113, -0.3915, -0.0836)>
      <Vector (0.2217, -0.7798, 0.5854, 0.8349)>
      <Vector (-0.6046, 0.3611, 0.7100, -0.0324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2961, 0.5107, 0.1177)>
    Rotation: <Euler (x=-0.5373, y=0.7745, z=2.7903), order='XYZ'>
    Matrix:
      <Vector (-0.6711, 0.0404, -0.7402, -0.2961)>
      <Vector (0.2459, -0.9298, -0.2738, 0.5107)>
      <Vector (-0.6994, -0.3658, 0.6141, 0.1177)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7764, y=0.7928, z=2.9398), order='XYZ'>
    Matrix:
      <Vector (-0.6876, -0.6320, -0.3574, -0.2787)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7123, 0.4918, 0.5007, -0.0400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5505, y=2.2454, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6243, -0.7799, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7810, 0.6244, -0.0127, 0.0503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0993)>
    Rotation: <Euler (x=-1.5505, y=2.2454, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6243, -0.7799, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7810, 0.6244, -0.0127, 0.0993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 113
  Bone: mixamorig:Hips
    Location: <Vector (0.0139, 0.8752, 0.0094)>
    Rotation: <Euler (x=0.2109, y=-0.3412, z=-0.0207), order='XYZ'>
    Matrix:
      <Vector (0.9422, -0.0498, -0.3314, 0.0139)>
      <Vector (-0.0195, 0.9791, -0.2026, 0.8752)>
      <Vector (0.3346, 0.1973, 0.9215, 0.0094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0106, 0.9512, 0.0230)>
    Rotation: <Euler (x=0.2424, y=-0.3501, z=-0.0158), order='XYZ'>
    Matrix:
      <Vector (0.9392, -0.0670, -0.3367, 0.0106)>
      <Vector (-0.0148, 0.9719, -0.2347, 0.9512)>
      <Vector (0.3430, 0.2255, 0.9119, 0.0230)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0046, 1.0389, 0.0433)>
    Rotation: <Euler (x=0.3839, y=-0.3558, z=-0.0158), order='XYZ'>
    Matrix:
      <Vector (0.9373, -0.1158, -0.3288, 0.0046)>
      <Vector (-0.0148, 0.9292, -0.3693, 1.0389)>
      <Vector (0.3483, 0.3510, 0.8692, 0.0433)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0074, 1.1346, 0.0795)>
    Rotation: <Euler (x=0.5259, y=-0.3598, z=-0.0175), order='XYZ'>
    Matrix:
      <Vector (0.9358, -0.1616, -0.3133, -0.0074)>
      <Vector (-0.0164, 0.8678, -0.4966, 1.1346)>
      <Vector (0.3521, 0.4699, 0.8095, 0.0795)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0261, 1.2352, 0.1339)>
    Rotation: <Euler (x=0.4318, y=-0.2870, z=-0.0273), order='XYZ'>
    Matrix:
      <Vector (0.9588, -0.0936, -0.2684, -0.0261)>
      <Vector (-0.0262, 0.9111, -0.4113, 1.2352)>
      <Vector (0.2830, 0.4014, 0.8711, 0.1339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0394, 1.3239, 0.1873)>
    Rotation: <Euler (x=0.0245, y=-0.0194, z=-0.0201), order='XYZ'>
    Matrix:
      <Vector (0.9996, 0.0196, -0.0199, -0.0394)>
      <Vector (-0.0200, 0.9995, -0.0241, 1.3239)>
      <Vector (0.0194, 0.0245, 0.9995, 0.1873)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0354, 1.5629, 0.2247)>
    Rotation: <Euler (x=0.0245, y=-0.0194, z=-0.0201), order='XYZ'>
    Matrix:
      <Vector (0.9996, 0.0196, -0.0199, -0.0354)>
      <Vector (-0.0200, 0.9995, -0.0241, 1.5629)>
      <Vector (0.0194, 0.0245, 0.9995, 0.2247)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0425, 1.2203, 0.1488)>
    Rotation: <Euler (x=-0.0594, y=2.1401, z=-1.9214), order='XYZ'>
    Matrix:
      <Vector (0.1851, 0.9547, -0.2331, 0.0425)>
      <Vector (0.5063, -0.2959, -0.8100, 1.2203)>
      <Vector (-0.8423, 0.0320, -0.5381, 0.1488)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1774, 1.1785, 0.1533)>
    Rotation: <Euler (x=-3.0771, y=0.9453, z=0.5249), order='XYZ'>
    Matrix:
      <Vector (0.5067, 0.4549, -0.7324, 0.1774)>
      <Vector (0.2934, -0.8898, -0.3496, 1.1785)>
      <Vector (-0.8107, -0.0378, -0.5843, 0.1533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2654, 1.0063, 0.1460)>
    Rotation: <Euler (x=2.2335, y=0.1839, z=-1.0294), order='XYZ'>
    Matrix:
      <Vector (0.5067, -0.4529, -0.7336, 0.2654)>
      <Vector (-0.8425, -0.4406, -0.3099, 1.0063)>
      <Vector (-0.1829, 0.7751, -0.6048, 0.1460)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1468, 0.8910, 0.3489)>
    Rotation: <Euler (x=1.8989, y=0.1694, z=-0.6891), order='XYZ'>
    Matrix:
      <Vector (0.7608, -0.0817, -0.6439, 0.1468)>
      <Vector (-0.6267, -0.3502, -0.6961, 0.8910)>
      <Vector (-0.1686, 0.9331, -0.3176, 0.3489)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1171, 0.8870, 0.3877)>
    Rotation: <Euler (x=2.3517, y=-0.5659, z=-0.9503), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0849, 0.8845, 0.4101)>
    Rotation: <Euler (x=2.2488, y=-0.1629, z=-0.7400), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0687, 0.8717, 0.4352)>
    Rotation: <Euler (x=2.1830, y=0.0154, z=-0.6810), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0611, 0.8597, 0.4552)>
    Rotation: <Euler (x=2.1830, y=0.0154, z=-0.6810), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1109, 0.8741, 0.4622)>
    Rotation: <Euler (x=2.3544, y=0.1195, z=-0.6979), order='XYZ'>
    Matrix:
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      <Vector (-0.6380, -0.5951, -0.4886, 0.8741)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0997, 0.8565, 0.4828)>
    Rotation: <Euler (x=2.8337, y=0.1615, z=-0.6328), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0842, 0.8328, 0.4917)>
    Rotation: <Euler (x=3.0780, y=0.1725, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0715, 0.8135, 0.4932)>
    Rotation: <Euler (x=3.0780, y=0.1725, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1285, 0.8593, 0.4574)>
    Rotation: <Euler (x=2.3540, y=0.1222, z=-0.6988), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1156, 0.8390, 0.4811)>
    Rotation: <Euler (x=2.8337, y=0.1644, z=-0.6332), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0973, 0.8109, 0.4916)>
    Rotation: <Euler (x=3.0777, y=0.1750, z=-0.5792), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0829, 0.7892, 0.4933)>
    Rotation: <Euler (x=3.0777, y=0.1750, z=-0.5792), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1480, 0.8441, 0.4531)>
    Rotation: <Euler (x=2.3545, y=0.1236, z=-0.6969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1366, 0.8260, 0.4742)>
    Rotation: <Euler (x=2.8341, y=0.1651, z=-0.6304), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1214, 0.8027, 0.4829)>
    Rotation: <Euler (x=3.0766, y=0.1730, z=-0.5858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1088, 0.7837, 0.4844)>
    Rotation: <Euler (x=3.0766, y=0.1730, z=-0.5858), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1668, 0.8326, 0.4455)>
    Rotation: <Euler (x=2.3507, y=0.1833, z=-0.6471), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1576, 0.8142, 0.4656)>
    Rotation: <Euler (x=2.8345, y=0.1738, z=-0.6284), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1460, 0.7964, 0.4722)>
    Rotation: <Euler (x=3.0739, y=0.1791, z=-0.6013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1370, 0.7827, 0.4733)>
    Rotation: <Euler (x=3.0739, y=0.1791, z=-0.6013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0889, 1.2209, 0.1024)>
    Rotation: <Euler (x=0.8917, y=-2.1672, z=1.1836), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2054, 1.1701, 0.0407)>
    Rotation: <Euler (x=-1.7106, y=-1.3760, z=-1.5857), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2353, 0.9822, 0.0035)>
    Rotation: <Euler (x=1.6153, y=-0.1686, z=1.4388), order='XYZ'>
    Matrix:
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      <Vector (0.9773, -0.1720, -0.1241, 0.9822)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2295, 0.9372, 0.2612)>
    Rotation: <Euler (x=1.6691, y=-0.3540, z=0.9678), order='XYZ'>
    Matrix:
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      <Vector (0.7726, -0.3398, -0.5364, 0.9372)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2127, 0.9388, 0.3048)>
    Rotation: <Euler (x=2.0534, y=0.4430, z=1.0422), order='XYZ'>
    Matrix:
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      <Vector (0.7801, 0.0938, -0.6185, 0.9388)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1900, 0.9433, 0.3341)>
    Rotation: <Euler (x=2.0238, y=-0.0422, z=0.9293), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1794, 0.9335, 0.3635)>
    Rotation: <Euler (x=1.9690, y=-0.1963, z=0.9220), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1746, 0.9225, 0.3878)>
    Rotation: <Euler (x=1.9690, y=-0.1963, z=0.9220), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2243, 0.9265, 0.3788)>
    Rotation: <Euler (x=2.1274, y=-0.2975, z=0.9640), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2156, 0.9110, 0.4033)>
    Rotation: <Euler (x=2.6146, y=-0.3473, z=0.9130), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1985, 0.8913, 0.4173)>
    Rotation: <Euler (x=2.8666, y=-0.3667, z=0.8660), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1830, 0.8756, 0.4232)>
    Rotation: <Euler (x=2.8666, y=-0.3667, z=0.8660), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2368, 0.9076, 0.3747)>
    Rotation: <Euler (x=2.1274, y=-0.3053, z=0.9636), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2277, 0.8912, 0.4005)>
    Rotation: <Euler (x=2.6148, y=-0.3531, z=0.9125), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2079, 0.8683, 0.4167)>
    Rotation: <Euler (x=2.8644, y=-0.3691, z=0.8724), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1911, 0.8513, 0.4231)>
    Rotation: <Euler (x=2.8644, y=-0.3691, z=0.8724), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2496, 0.8876, 0.3664)>
    Rotation: <Euler (x=2.1277, y=-0.3002, z=0.9628), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2416, 0.8732, 0.3892)>
    Rotation: <Euler (x=2.6166, y=-0.3519, z=0.9073), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2256, 0.8547, 0.4022)>
    Rotation: <Euler (x=2.8634, y=-0.3639, z=0.8751), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2097, 0.8385, 0.4083)>
    Rotation: <Euler (x=2.8634, y=-0.3639, z=0.8751), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2626, 0.8734, 0.3522)>
    Rotation: <Euler (x=2.1275, y=-0.3044, z=0.9633), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2551, 0.8600, 0.3734)>
    Rotation: <Euler (x=2.6173, y=-0.3568, z=0.9053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2401, 0.8427, 0.3856)>
    Rotation: <Euler (x=2.8590, y=-0.3637, z=0.8872), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2300, 0.8324, 0.3895)>
    Rotation: <Euler (x=2.8590, y=-0.3637, z=0.8872), order='XYZ'>
    Matrix:
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      <Vector (0.7246, -0.6834, 0.0888, 0.8324)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1212, 0.8323, 0.0322)>
    Rotation: <Euler (x=0.6909, y=-0.0265, z=-2.9006), order='XYZ'>
    Matrix:
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      <Vector (-0.2386, -0.7444, 0.6237, 0.8323)>
      <Vector (0.0265, 0.6370, 0.7704, 0.0322)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2045, 0.5230, 0.2969)>
    Rotation: <Euler (x=-0.1645, y=-0.1626, z=-2.8988), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1106, 0.2278)>
    Rotation: <Euler (x=0.8640, y=-0.1531, z=-3.0086), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0006, 0.3594)>
    Rotation: <Euler (x=-1.5297, y=-2.8882, z=0.0102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3490, 0.0039, 0.4322)>
    Rotation: <Euler (x=-1.5297, y=-2.8882, z=0.0102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0871, 0.8354, -0.0362)>
    Rotation: <Euler (x=0.4752, y=0.6448, z=2.8640), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2984, 0.5114, 0.1158)>
    Rotation: <Euler (x=-0.5307, y=0.7751, z=2.8005), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7770, y=0.7910, z=2.9402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5504, y=2.2472, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5504, y=2.2472, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 114
  Bone: mixamorig:Hips
    Location: <Vector (0.0107, 0.8756, 0.0053)>
    Rotation: <Euler (x=0.2131, y=-0.3375, z=-0.0223), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0076, 0.9516, 0.0191)>
    Rotation: <Euler (x=0.2437, y=-0.3471, z=-0.0166), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0016, 1.0392, 0.0396)>
    Rotation: <Euler (x=0.3839, y=-0.3539, z=-0.0151), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0103, 1.1349, 0.0758)>
    Rotation: <Euler (x=0.5248, y=-0.3594, z=-0.0154), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0292, 1.2356, 0.1301)>
    Rotation: <Euler (x=0.4327, y=-0.2847, z=-0.0272), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0424, 1.3242, 0.1836)>
    Rotation: <Euler (x=0.0211, y=-0.0172, z=-0.0148), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0395, 1.5634, 0.2201)>
    Rotation: <Euler (x=0.0211, y=-0.0172, z=-0.0148), order='XYZ'>
    Matrix:
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      <Vector (-0.0148, 0.9997, -0.0209, 1.5634)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0394, 1.2208, 0.1449)>
    Rotation: <Euler (x=-0.0528, y=2.1379, z=-1.9158), order='XYZ'>
    Matrix:
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      <Vector (0.5056, -0.2959, -0.8105, 1.2208)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1743, 1.1790, 0.1490)>
    Rotation: <Euler (x=-3.0774, y=0.9436, z=0.5229), order='XYZ'>
    Matrix:
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      <Vector (0.2931, -0.8905, -0.3479, 1.1790)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2620, 1.0067, 0.1417)>
    Rotation: <Euler (x=2.2348, y=0.1796, z=-1.0340), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1423, 0.8925, 0.3445)>
    Rotation: <Euler (x=1.9051, y=0.1738, z=-0.6915), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1125, 0.8883, 0.3833)>
    Rotation: <Euler (x=2.3574, y=-0.5600, z=-0.9569), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0803, 0.8858, 0.4056)>
    Rotation: <Euler (x=2.2547, y=-0.1581, z=-0.7445), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0640, 0.8729, 0.4306)>
    Rotation: <Euler (x=2.1892, y=0.0197, z=-0.6844), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0564, 0.8608, 0.4505)>
    Rotation: <Euler (x=2.1892, y=0.0197, z=-0.6844), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1062, 0.8749, 0.4577)>
    Rotation: <Euler (x=2.3606, y=0.1239, z=-0.7007), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0949, 0.8572, 0.4781)>
    Rotation: <Euler (x=2.8402, y=0.1656, z=-0.6353), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0794, 0.8335, 0.4868)>
    Rotation: <Euler (x=3.0847, y=0.1762, z=-0.5795), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0666, 0.8142, 0.4882)>
    Rotation: <Euler (x=3.0847, y=0.1762, z=-0.5795), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1237, 0.8601, 0.4528)>
    Rotation: <Euler (x=2.3602, y=0.1267, z=-0.7015), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1107, 0.8397, 0.4763)>
    Rotation: <Euler (x=2.8401, y=0.1684, z=-0.6356), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0923, 0.8116, 0.4866)>
    Rotation: <Euler (x=3.0844, y=0.1787, z=-0.5816), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0779, 0.7899, 0.4881)>
    Rotation: <Euler (x=3.0844, y=0.1787, z=-0.5816), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1432, 0.8448, 0.4484)>
    Rotation: <Euler (x=2.3607, y=0.1280, z=-0.6997), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1317, 0.8266, 0.4693)>
    Rotation: <Euler (x=2.8406, y=0.1691, z=-0.6328), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1165, 0.8034, 0.4778)>
    Rotation: <Euler (x=3.0832, y=0.1767, z=-0.5881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1038, 0.7843, 0.4792)>
    Rotation: <Euler (x=3.0832, y=0.1767, z=-0.5881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1620, 0.8334, 0.4407)>
    Rotation: <Euler (x=2.3571, y=0.1874, z=-0.6494), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1527, 0.8148, 0.4606)>
    Rotation: <Euler (x=2.8410, y=0.1778, z=-0.6307), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1411, 0.7970, 0.4671)>
    Rotation: <Euler (x=3.0805, y=0.1830, z=-0.6036), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1320, 0.7834, 0.4681)>
    Rotation: <Euler (x=3.0805, y=0.1830, z=-0.6036), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0920, 1.2211, 0.0986)>
    Rotation: <Euler (x=0.8897, y=-2.1659, z=1.1854), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2086, 1.1703, 0.0371)>
    Rotation: <Euler (x=-1.7156, y=-1.3743, z=-1.5842), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2391, 0.9825, -0.0004)>
    Rotation: <Euler (x=1.6165, y=-0.1692, z=1.4353), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2332, 0.9373, 0.2573)>
    Rotation: <Euler (x=1.6705, y=-0.3524, z=0.9640), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2163, 0.9389, 0.3008)>
    Rotation: <Euler (x=2.0549, y=0.4444, z=1.0395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1936, 0.9433, 0.3301)>
    Rotation: <Euler (x=2.0250, y=-0.0407, z=0.9259), order='XYZ'>
    Matrix:
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      <Vector (0.0406, 0.8979, -0.4384, 0.3301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1829, 0.9335, 0.3595)>
    Rotation: <Euler (x=1.9702, y=-0.1947, z=0.9184), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1781, 0.9225, 0.3838)>
    Rotation: <Euler (x=1.9702, y=-0.1947, z=0.9184), order='XYZ'>
    Matrix:
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      <Vector (0.1935, 0.9039, -0.3815, 0.3838)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2278, 0.9266, 0.3749)>
    Rotation: <Euler (x=2.1287, y=-0.2960, z=0.9603), order='XYZ'>
    Matrix:
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      <Vector (0.7837, -0.5063, -0.3599, 0.9266)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2192, 0.9112, 0.3993)>
    Rotation: <Euler (x=2.6159, y=-0.3457, z=0.9093), order='XYZ'>
    Matrix:
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      <Vector (0.7424, -0.6655, -0.0770, 0.9112)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2021, 0.8914, 0.4133)>
    Rotation: <Euler (x=2.8678, y=-0.3651, z=0.8623), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1866, 0.8756, 0.4192)>
    Rotation: <Euler (x=2.8678, y=-0.3651, z=0.8623), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2404, 0.9078, 0.3708)>
    Rotation: <Euler (x=2.1288, y=-0.3038, z=0.9599), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2313, 0.8914, 0.3966)>
    Rotation: <Euler (x=2.6161, y=-0.3515, z=0.9087), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2115, 0.8684, 0.4128)>
    Rotation: <Euler (x=2.8655, y=-0.3675, z=0.8686), order='XYZ'>
    Matrix:
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      <Vector (0.7125, -0.6962, 0.0879, 0.8684)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1948, 0.8513, 0.4191)>
    Rotation: <Euler (x=2.8655, y=-0.3675, z=0.8686), order='XYZ'>
    Matrix:
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      <Vector (0.7125, -0.6962, 0.0879, 0.8513)>
      <Vector (0.3593, 0.2544, -0.8979, 0.4191)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2533, 0.8878, 0.3626)>
    Rotation: <Euler (x=2.1290, y=-0.2987, z=0.9591), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2453, 0.8734, 0.3853)>
    Rotation: <Euler (x=2.6178, y=-0.3503, z=0.9036), order='XYZ'>
    Matrix:
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      <Vector (0.7378, -0.6707, -0.0760, 0.8734)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2293, 0.8549, 0.3984)>
    Rotation: <Euler (x=2.8645, y=-0.3623, z=0.8713), order='XYZ'>
    Matrix:
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      <Vector (0.7155, -0.6934, 0.0847, 0.8549)>
      <Vector (0.3544, 0.2558, -0.8994, 0.3984)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2135, 0.8387, 0.4044)>
    Rotation: <Euler (x=2.8645, y=-0.3623, z=0.8713), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2664, 0.8737, 0.3484)>
    Rotation: <Euler (x=2.1288, y=-0.3029, z=0.9596), order='XYZ'>
    Matrix:
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      <Vector (0.7817, -0.5111, -0.3574, 0.8737)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2588, 0.8602, 0.3696)>
    Rotation: <Euler (x=2.6186, y=-0.3552, z=0.9015), order='XYZ'>
    Matrix:
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      <Vector (0.7353, -0.6737, -0.0736, 0.8602)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2439, 0.8429, 0.3818)>
    Rotation: <Euler (x=2.8602, y=-0.3621, z=0.8835), order='XYZ'>
    Matrix:
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      <Vector (0.7228, -0.6856, 0.0869, 0.8429)>
      <Vector (0.3542, 0.2597, -0.8984, 0.3818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2339, 0.8326, 0.3856)>
    Rotation: <Euler (x=2.8602, y=-0.3621, z=0.8835), order='XYZ'>
    Matrix:
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      <Vector (0.7228, -0.6856, 0.0869, 0.8326)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1181, 0.8325, 0.0277)>
    Rotation: <Euler (x=0.6900, y=-0.0278, z=-2.8992), order='XYZ'>
    Matrix:
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      <Vector (-0.2400, -0.7444, 0.6231, 0.8325)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2022, 0.5232, 0.2921)>
    Rotation: <Euler (x=-0.1529, y=-0.1620, z=-2.8951), order='XYZ'>
    Matrix:
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      <Vector (-0.2408, -0.9644, -0.1088, 0.5232)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1106, 0.2278)>
    Rotation: <Euler (x=0.8642, y=-0.1512, z=-3.0087), order='XYZ'>
    Matrix:
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      <Vector (-0.1310, -0.6283, 0.7669, 0.1106)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0006, 0.3594)>
    Rotation: <Euler (x=-1.5297, y=-2.8902, z=0.0102), order='XYZ'>
    Matrix:
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      <Vector (-0.0099, 0.0436, 0.9990, 0.0006)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0039, 0.4323)>
    Rotation: <Euler (x=-1.5297, y=-2.8902, z=0.0102), order='XYZ'>
    Matrix:
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      <Vector (-0.0099, 0.0436, 0.9990, 0.0039)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0905, 0.8360, -0.0400)>
    Rotation: <Euler (x=0.4795, y=0.6418, z=2.8679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3007, 0.5120, 0.1136)>
    Rotation: <Euler (x=-0.5235, y=0.7758, z=2.8114), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2790, 0.1099, -0.0402)>
    Rotation: <Euler (x=0.7775, y=0.7891, z=2.9406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5503, y=2.2491, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0997)>
    Rotation: <Euler (x=-1.5503, y=2.2491, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 115
  Bone: mixamorig:Hips
    Location: <Vector (0.0077, 0.8759, 0.0017)>
    Rotation: <Euler (x=0.2141, y=-0.3354, z=-0.0240), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0047, 0.9518, 0.0155)>
    Rotation: <Euler (x=0.2442, y=-0.3455, z=-0.0176), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0011, 1.0394, 0.0360)>
    Rotation: <Euler (x=0.3834, y=-0.3535, z=-0.0144), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0131, 1.1352, 0.0722)>
    Rotation: <Euler (x=0.5234, y=-0.3603, z=-0.0133), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0322, 1.2358, 0.1264)>
    Rotation: <Euler (x=0.4331, y=-0.2842, z=-0.0267), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0455, 1.3244, 0.1799)>
    Rotation: <Euler (x=0.0191, y=-0.0172, z=-0.0105), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0436, 1.5637, 0.2160)>
    Rotation: <Euler (x=0.0191, y=-0.0172, z=-0.0105), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0364, 1.2212, 0.1413)>
    Rotation: <Euler (x=-0.0500, y=2.1363, z=-1.9131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1713, 1.1794, 0.1451)>
    Rotation: <Euler (x=-3.0777, y=0.9412, z=0.5205), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2587, 1.0069, 0.1379)>
    Rotation: <Euler (x=2.2370, y=0.1764, z=-1.0381), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1377, 0.8937, 0.3404)>
    Rotation: <Euler (x=1.9108, y=0.1751, z=-0.6936), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1078, 0.8894, 0.3791)>
    Rotation: <Euler (x=2.3634, y=-0.5574, z=-0.9632), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0756, 0.8868, 0.4013)>
    Rotation: <Euler (x=2.2604, y=-0.1566, z=-0.7485), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0592, 0.8738, 0.4263)>
    Rotation: <Euler (x=2.1948, y=0.0209, z=-0.6874), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0515, 0.8617, 0.4461)>
    Rotation: <Euler (x=2.1948, y=0.0209, z=-0.6874), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1013, 0.8756, 0.4535)>
    Rotation: <Euler (x=2.3663, y=0.1252, z=-0.7031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0899, 0.8578, 0.4738)>
    Rotation: <Euler (x=2.8460, y=0.1665, z=-0.6374), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0743, 0.8341, 0.4823)>
    Rotation: <Euler (x=3.0906, y=0.1768, z=-0.5815), order='XYZ'>
    Matrix:
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      <Vector (-0.5407, -0.8395, 0.0539, 0.8341)>
      <Vector (-0.1759, 0.0502, -0.9831, 0.4823)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0615, 0.8148, 0.4835)>
    Rotation: <Euler (x=3.0906, y=0.1768, z=-0.5815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1188, 0.8607, 0.4485)>
    Rotation: <Euler (x=2.3659, y=0.1280, z=-0.7039), order='XYZ'>
    Matrix:
      <Vector (0.7561, -0.3939, -0.5227, 0.1188)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1057, 0.8402, 0.4719)>
    Rotation: <Euler (x=2.8459, y=0.1693, z=-0.6377), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0872, 0.8122, 0.4820)>
    Rotation: <Euler (x=3.0902, y=0.1793, z=-0.5836), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0727, 0.7905, 0.4833)>
    Rotation: <Euler (x=3.0902, y=0.1793, z=-0.5836), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1383, 0.8454, 0.4441)>
    Rotation: <Euler (x=2.3664, y=0.1293, z=-0.7020), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1267, 0.8272, 0.4649)>
    Rotation: <Euler (x=2.8464, y=0.1700, z=-0.6349), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1113, 0.8039, 0.4733)>
    Rotation: <Euler (x=3.0891, y=0.1774, z=-0.5902), order='XYZ'>
    Matrix:
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      <Vector (-0.1765, 0.0517, -0.9830, 0.4733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0986, 0.7849, 0.4745)>
    Rotation: <Euler (x=3.0891, y=0.1774, z=-0.5902), order='XYZ'>
    Matrix:
      <Vector (0.8178, -0.5481, -0.1756, 0.0986)>
      <Vector (-0.5478, -0.8348, 0.0544, 0.7849)>
      <Vector (-0.1765, 0.0517, -0.9830, 0.4745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1570, 0.8339, 0.4363)>
    Rotation: <Euler (x=2.3629, y=0.1884, z=-0.6514), order='XYZ'>
    Matrix:
      <Vector (0.7812, -0.3270, -0.5319, 0.1570)>
      <Vector (-0.5956, -0.6458, -0.4777, 0.8339)>
      <Vector (-0.1873, 0.6899, -0.6993, 0.4363)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1476, 0.8153, 0.4562)>
    Rotation: <Euler (x=2.8468, y=0.1787, z=-0.6328), order='XYZ'>
    Matrix:
      <Vector (0.7935, -0.5243, -0.3090, 0.1476)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1359, 0.7975, 0.4626)>
    Rotation: <Euler (x=3.0863, y=0.1837, z=-0.6057), order='XYZ'>
    Matrix:
      <Vector (0.8083, -0.5601, -0.1814, 0.1359)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1268, 0.7839, 0.4635)>
    Rotation: <Euler (x=3.0863, y=0.1837, z=-0.6057), order='XYZ'>
    Matrix:
      <Vector (0.8083, -0.5601, -0.1814, 0.1268)>
      <Vector (-0.5597, -0.8266, 0.0584, 0.7839)>
      <Vector (-0.1827, 0.0543, -0.9817, 0.4635)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0950, 1.2212, 0.0949)>
    Rotation: <Euler (x=0.8900, y=-2.1649, z=1.1853), order='XYZ'>
    Matrix:
      <Vector (-0.2105, -0.8254, 0.5239, -0.0950)>
      <Vector (-0.5187, -0.3600, -0.7755, 1.2212)>
      <Vector (0.8287, -0.4350, -0.3523, 0.0949)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2116, 1.1703, 0.0335)>
    Rotation: <Euler (x=-1.7183, y=-1.3738, z=-1.5841), order='XYZ'>
    Matrix:
      <Vector (-0.0026, -0.1599, 0.9871, -0.2116)>
      <Vector (-0.1957, -0.9680, -0.1573, 1.1703)>
      <Vector (0.9807, -0.1936, -0.0288, 0.0335)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2426, 0.9826, -0.0041)>
    Rotation: <Euler (x=1.6171, y=-0.1707, z=1.4325), order='XYZ'>
    Matrix:
      <Vector (0.1358, 0.0224, 0.9905, -0.2426)>
      <Vector (0.9761, -0.1744, -0.1299, 0.9826)>
      <Vector (0.1698, 0.9844, -0.0456, -0.0041)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2367, 0.9370, 0.2535)>
    Rotation: <Euler (x=1.6718, y=-0.3517, z=0.9598), order='XYZ'>
    Matrix:
      <Vector (0.5385, -0.1140, 0.8349, -0.2367)>
      <Vector (0.7690, -0.3385, -0.5423, 0.9370)>
      <Vector (0.3445, 0.9340, -0.0946, 0.2535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2197, 0.9385, 0.2970)>
    Rotation: <Euler (x=2.0563, y=0.4451, z=1.0364), order='XYZ'>
    Matrix:
      <Vector (0.4597, 0.5956, 0.6588, -0.2197)>
      <Vector (0.7767, 0.0900, -0.6234, 0.9385)>
      <Vector (-0.4305, 0.7983, -0.4212, 0.2970)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1969, 0.9429, 0.3262)>
    Rotation: <Euler (x=2.0262, y=-0.0398, z=0.9222), order='XYZ'>
    Matrix:
      <Vector (0.6036, 0.3289, 0.7263, -0.1969)>
      <Vector (0.7963, -0.2942, -0.5285, 0.9429)>
      <Vector (0.0398, 0.8974, -0.4395, 0.3262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1863, 0.9330, 0.3557)>
    Rotation: <Euler (x=1.9714, y=-0.1939, z=0.9145), order='XYZ'>
    Matrix:
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      <Vector (0.7774, -0.3785, -0.5023, 0.9330)>
      <Vector (0.1927, 0.9036, -0.3826, 0.3557)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1815, 0.9220, 0.3799)>
    Rotation: <Euler (x=1.9714, y=-0.1939, z=0.9145), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2312, 0.9263, 0.3711)>
    Rotation: <Euler (x=2.1299, y=-0.2953, z=0.9562), order='XYZ'>
    Matrix:
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      <Vector (0.7817, -0.5074, -0.3627, 0.9263)>
      <Vector (0.2910, 0.8110, -0.5075, 0.3711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2226, 0.9108, 0.3955)>
    Rotation: <Euler (x=2.6171, y=-0.3449, z=0.9052), order='XYZ'>
    Matrix:
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      <Vector (0.7402, -0.6677, -0.0791, 0.9108)>
      <Vector (0.3381, 0.4713, -0.8146, 0.3955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2055, 0.8910, 0.4095)>
    Rotation: <Euler (x=2.8690, y=-0.3642, z=0.8582), order='XYZ'>
    Matrix:
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      <Vector (0.7070, -0.7022, 0.0835, 0.8910)>
      <Vector (0.3562, 0.2516, -0.8999, 0.4095)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1901, 0.8751, 0.4153)>
    Rotation: <Euler (x=2.8690, y=-0.3642, z=0.8582), order='XYZ'>
    Matrix:
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      <Vector (0.7070, -0.7022, 0.0835, 0.8751)>
      <Vector (0.3562, 0.2516, -0.8999, 0.4153)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2438, 0.9076, 0.3670)>
    Rotation: <Euler (x=2.1300, y=-0.3030, z=0.9558), order='XYZ'>
    Matrix:
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      <Vector (0.7796, -0.5127, -0.3598, 0.9076)>
      <Vector (0.2984, 0.8090, -0.5063, 0.3670)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2347, 0.8911, 0.3928)>
    Rotation: <Euler (x=2.6173, y=-0.3506, z=0.9046), order='XYZ'>
    Matrix:
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      <Vector (0.7384, -0.6702, -0.0756, 0.8911)>
      <Vector (0.3435, 0.4701, -0.8130, 0.3928)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2150, 0.8680, 0.4089)>
    Rotation: <Euler (x=2.8667, y=-0.3666, z=0.8645), order='XYZ'>
    Matrix:
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      <Vector (0.7102, -0.6987, 0.0863, 0.8680)>
      <Vector (0.3585, 0.2534, -0.8985, 0.4089)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1984, 0.8509, 0.4153)>
    Rotation: <Euler (x=2.8667, y=-0.3666, z=0.8645), order='XYZ'>
    Matrix:
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      <Vector (0.7102, -0.6987, 0.0863, 0.8509)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2569, 0.8876, 0.3588)>
    Rotation: <Euler (x=2.1302, y=-0.2979, z=0.9551), order='XYZ'>
    Matrix:
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      <Vector (0.7804, -0.5096, -0.3623, 0.8876)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2488, 0.8732, 0.3815)>
    Rotation: <Euler (x=2.6191, y=-0.3495, z=0.8995), order='XYZ'>
    Matrix:
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      <Vector (0.7357, -0.6728, -0.0781, 0.8732)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2329, 0.8545, 0.3946)>
    Rotation: <Euler (x=2.8658, y=-0.3614, z=0.8672), order='XYZ'>
    Matrix:
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      <Vector (0.7133, -0.6959, 0.0832, 0.8545)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2171, 0.8383, 0.4006)>
    Rotation: <Euler (x=2.8658, y=-0.3614, z=0.8672), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2700, 0.8735, 0.3446)>
    Rotation: <Euler (x=2.1301, y=-0.3021, z=0.9556), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2625, 0.8600, 0.3658)>
    Rotation: <Euler (x=2.6198, y=-0.3544, z=0.8974), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2476, 0.8426, 0.3780)>
    Rotation: <Euler (x=2.8615, y=-0.3612, z=0.8794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2376, 0.8323, 0.3818)>
    Rotation: <Euler (x=2.8615, y=-0.3612, z=0.8794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1151, 0.8326, 0.0238)>
    Rotation: <Euler (x=0.6894, y=-0.0300, z=-2.8976), order='XYZ'>
    Matrix:
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      <Vector (-0.2415, -0.7441, 0.6228, 0.8326)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2003, 0.5234, 0.2880)>
    Rotation: <Euler (x=-0.1430, y=-0.1621, z=-2.8921), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8644, y=-0.1502, z=-3.0090), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0006, 0.3595)>
    Rotation: <Euler (x=-1.5296, y=-2.8912, z=0.0099), order='XYZ'>
    Matrix:
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      <Vector (-0.0096, 0.0436, 0.9990, 0.0006)>
      <Vector (0.2478, 0.9680, -0.0399, 0.3595)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0039, 0.4324)>
    Rotation: <Euler (x=-1.5296, y=-2.8912, z=0.0099), order='XYZ'>
    Matrix:
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      <Vector (-0.0096, 0.0436, 0.9990, 0.0039)>
      <Vector (0.2478, 0.9680, -0.0399, 0.4324)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0937, 0.8364, -0.0434)>
    Rotation: <Euler (x=0.4836, y=0.6410, z=2.8714), order='XYZ'>
    Matrix:
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      <Vector (0.2140, -0.7790, 0.5894, 0.8364)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3033, 0.5127, 0.1115)>
    Rotation: <Euler (x=-0.5164, y=0.7772, z=2.8226), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7778, y=0.7880, z=2.9408), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2503, z=-0.0278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.0999)>
    Rotation: <Euler (x=-1.5503, y=2.2503, z=-0.0278), order='XYZ'>
    Matrix:
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Frame: 116
  Bone: mixamorig:Hips
    Location: <Vector (0.0051, 0.8757, -0.0015)>
    Rotation: <Euler (x=0.2135, y=-0.3340, z=-0.0254), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0022, 0.9517, 0.0123)>
    Rotation: <Euler (x=0.2435, y=-0.3446, z=-0.0184), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0036, 1.0393, 0.0328)>
    Rotation: <Euler (x=0.3824, y=-0.3535, z=-0.0137), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0156, 1.1351, 0.0688)>
    Rotation: <Euler (x=0.5222, y=-0.3614, z=-0.0114), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0349, 1.2358, 0.1229)>
    Rotation: <Euler (x=0.4327, y=-0.2848, z=-0.0256), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0482, 1.3244, 0.1764)>
    Rotation: <Euler (x=0.0187, y=-0.0187, z=-0.0077), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.9998, -0.0185, 1.3244)>
      <Vector (0.0187, 0.0187, 0.9997, 0.1764)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0471, 1.5637, 0.2124)>
    Rotation: <Euler (x=0.0187, y=-0.0187, z=-0.0077), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.9998, -0.0185, 1.5637)>
      <Vector (0.0187, 0.0187, 0.9997, 0.2124)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0338, 1.2213, 0.1379)>
    Rotation: <Euler (x=-0.0506, y=2.1353, z=-1.9125), order='XYZ'>
    Matrix:
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      <Vector (0.5041, -0.2944, -0.8120, 1.2213)>
      <Vector (-0.8449, 0.0271, -0.5343, 0.1379)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1687, 1.1797, 0.1417)>
    Rotation: <Euler (x=-3.0775, y=0.9387, z=0.5179), order='XYZ'>
    Matrix:
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      <Vector (0.2925, -0.8926, -0.3430, 1.1797)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2557, 1.0070, 0.1344)>
    Rotation: <Euler (x=2.2393, y=0.1752, z=-1.0414), order='XYZ'>
    Matrix:
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      <Vector (-0.8499, -0.4311, -0.3030, 1.0070)>
      <Vector (-0.1744, 0.7727, -0.6104, 0.1344)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1337, 0.8941, 0.3367)>
    Rotation: <Euler (x=1.9149, y=0.1730, z=-0.6959), order='XYZ'>
    Matrix:
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      <Vector (-0.6315, -0.3628, -0.6853, 0.8941)>
      <Vector (-0.1721, 0.9273, -0.3323, 0.3367)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1037, 0.8898, 0.3752)>
    Rotation: <Euler (x=2.3686, y=-0.5583, z=-0.9689), order='XYZ'>
    Matrix:
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      <Vector (-0.6991, -0.1005, -0.7079, 0.8898)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0713, 0.8874, 0.3973)>
    Rotation: <Euler (x=2.2646, y=-0.1584, z=-0.7520), order='XYZ'>
    Matrix:
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      <Vector (-0.6746, -0.3841, -0.6304, 0.8874)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0548, 0.8743, 0.4222)>
    Rotation: <Euler (x=2.1988, y=0.0189, z=-0.6902), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0469, 0.8622, 0.4419)>
    Rotation: <Euler (x=2.1988, y=0.0189, z=-0.6902), order='XYZ'>
    Matrix:
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      <Vector (-0.6366, -0.4628, -0.6169, 0.8622)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0968, 0.8759, 0.4495)>
    Rotation: <Euler (x=2.3703, y=0.1232, z=-0.7055), order='XYZ'>
    Matrix:
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      <Vector (-0.6435, -0.6014, -0.4735, 0.8759)>
      <Vector (-0.1229, 0.6917, -0.7116, 0.4495)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0853, 0.8581, 0.4698)>
    Rotation: <Euler (x=2.8500, y=0.1642, z=-0.6397), order='XYZ'>
    Matrix:
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      <Vector (-0.5889, -0.7965, -0.1372, 0.8581)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0695, 0.8345, 0.4781)>
    Rotation: <Euler (x=3.0944, y=0.1743, z=-0.5838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0566, 0.8153, 0.4793)>
    Rotation: <Euler (x=3.0944, y=0.1743, z=-0.5838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1143, 0.8610, 0.4446)>
    Rotation: <Euler (x=2.3699, y=0.1260, z=-0.7063), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1010, 0.8405, 0.4679)>
    Rotation: <Euler (x=2.8499, y=0.1670, z=-0.6400), order='XYZ'>
    Matrix:
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      <Vector (-0.5889, -0.7968, -0.1356, 0.8405)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0823, 0.8125, 0.4778)>
    Rotation: <Euler (x=3.0941, y=0.1768, z=-0.5859), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0678, 0.7908, 0.4791)>
    Rotation: <Euler (x=3.0941, y=0.1768, z=-0.5859), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1337, 0.8457, 0.4403)>
    Rotation: <Euler (x=2.3705, y=0.1273, z=-0.7045), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1220, 0.8274, 0.4610)>
    Rotation: <Euler (x=2.8504, y=0.1677, z=-0.6372), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1065, 0.8042, 0.4692)>
    Rotation: <Euler (x=3.0929, y=0.1749, z=-0.5925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0937, 0.7852, 0.4704)>
    Rotation: <Euler (x=3.0929, y=0.1749, z=-0.5925), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1525, 0.8342, 0.4326)>
    Rotation: <Euler (x=2.3669, y=0.1862, z=-0.6536), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1429, 0.8155, 0.4524)>
    Rotation: <Euler (x=2.8507, y=0.1764, z=-0.6350), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1311, 0.7978, 0.4586)>
    Rotation: <Euler (x=3.0902, y=0.1813, z=-0.6079), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1219, 0.7842, 0.4595)>
    Rotation: <Euler (x=3.0902, y=0.1813, z=-0.6079), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0976, 1.2210, 0.0914)>
    Rotation: <Euler (x=0.8913, y=-2.1642, z=1.1844), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2141, 1.1701, 0.0299)>
    Rotation: <Euler (x=-1.7189, y=-1.3748, z=-1.5853), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2455, 0.9824, -0.0074)>
    Rotation: <Euler (x=1.6170, y=-0.1724, z=1.4306), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2398, 0.9363, 0.2501)>
    Rotation: <Euler (x=1.6731, y=-0.3510, z=0.9543), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2227, 0.9378, 0.2935)>
    Rotation: <Euler (x=2.0578, y=0.4457, z=1.0319), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1998, 0.9420, 0.3227)>
    Rotation: <Euler (x=2.0274, y=-0.0391, z=0.9170), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1892, 0.9321, 0.3521)>
    Rotation: <Euler (x=1.9726, y=-0.1932, z=0.9092), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1844, 0.9210, 0.3764)>
    Rotation: <Euler (x=1.9726, y=-0.1932, z=0.9092), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2341, 0.9256, 0.3677)>
    Rotation: <Euler (x=2.1312, y=-0.2945, z=0.9507), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2255, 0.9101, 0.3920)>
    Rotation: <Euler (x=2.6184, y=-0.3441, z=0.8996), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2086, 0.8901, 0.4060)>
    Rotation: <Euler (x=2.8702, y=-0.3633, z=0.8526), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1932, 0.8742, 0.4118)>
    Rotation: <Euler (x=2.8702, y=-0.3633, z=0.8526), order='XYZ'>
    Matrix:
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      <Vector (0.7038, -0.7057, 0.0814, 0.8742)>
      <Vector (0.3554, 0.2506, -0.9005, 0.4118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2469, 0.9069, 0.3636)>
    Rotation: <Euler (x=2.1313, y=-0.3023, z=0.9503), order='XYZ'>
    Matrix:
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      <Vector (0.7767, -0.5143, -0.3637, 0.9069)>
      <Vector (0.2977, 0.8086, -0.5075, 0.3636)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2378, 0.8904, 0.3894)>
    Rotation: <Euler (x=2.6186, y=-0.3499, z=0.8991), order='XYZ'>
    Matrix:
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      <Vector (0.7353, -0.6732, -0.0784, 0.8904)>
      <Vector (0.3428, 0.4692, -0.8138, 0.3894)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2182, 0.8672, 0.4055)>
    Rotation: <Euler (x=2.8680, y=-0.3658, z=0.8589), order='XYZ'>
    Matrix:
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      <Vector (0.7071, -0.7021, 0.0842, 0.8672)>
      <Vector (0.3577, 0.2523, -0.8991, 0.4055)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2017, 0.8500, 0.4118)>
    Rotation: <Euler (x=2.8680, y=-0.3658, z=0.8589), order='XYZ'>
    Matrix:
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      <Vector (0.7071, -0.7021, 0.0842, 0.8500)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2600, 0.8870, 0.3554)>
    Rotation: <Euler (x=2.1315, y=-0.2972, z=0.9496), order='XYZ'>
    Matrix:
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      <Vector (0.7775, -0.5112, -0.3663, 0.8870)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2520, 0.8725, 0.3781)>
    Rotation: <Euler (x=2.6203, y=-0.3487, z=0.8939), order='XYZ'>
    Matrix:
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      <Vector (0.7326, -0.6758, -0.0809, 0.8725)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2362, 0.8539, 0.3911)>
    Rotation: <Euler (x=2.8670, y=-0.3606, z=0.8616), order='XYZ'>
    Matrix:
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      <Vector (0.7101, -0.6994, 0.0811, 0.8539)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2205, 0.8375, 0.3971)>
    Rotation: <Euler (x=2.8670, y=-0.3606, z=0.8616), order='XYZ'>
    Matrix:
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      <Vector (0.7101, -0.6994, 0.0811, 0.8375)>
      <Vector (0.3528, 0.2537, -0.9006, 0.3971)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2732, 0.8730, 0.3412)>
    Rotation: <Euler (x=2.1314, y=-0.3014, z=0.9501), order='XYZ'>
    Matrix:
      <Vector (0.5554, 0.2863, 0.7807, -0.2732)>
      <Vector (0.7768, -0.5137, -0.3642, 0.8730)>
      <Vector (0.2968, 0.8088, -0.5077, 0.3412)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2657, 0.8595, 0.3624)>
    Rotation: <Euler (x=2.6211, y=-0.3536, z=0.8918), order='XYZ'>
    Matrix:
      <Vector (0.5891, 0.5670, 0.5757, -0.2657)>
      <Vector (0.7301, -0.6788, -0.0785, 0.8595)>
      <Vector (0.3462, 0.4666, -0.8139, 0.3624)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2509, 0.8420, 0.3746)>
    Rotation: <Euler (x=2.8627, y=-0.3604, z=0.8738), order='XYZ'>
    Matrix:
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      <Vector (0.7175, -0.6916, 0.0833, 0.8420)>
      <Vector (0.3527, 0.2576, -0.8996, 0.3746)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2410, 0.8317, 0.3783)>
    Rotation: <Euler (x=2.8627, y=-0.3604, z=0.8738), order='XYZ'>
    Matrix:
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      <Vector (0.7175, -0.6916, 0.0833, 0.8317)>
      <Vector (0.3527, 0.2576, -0.8996, 0.3783)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1124, 0.8323, 0.0205)>
    Rotation: <Euler (x=0.6898, y=-0.0328, z=-2.8961), order='XYZ'>
    Matrix:
      <Vector (-0.9695, 0.2077, -0.1301, 0.1124)>
      <Vector (-0.2429, -0.7432, 0.6234, 0.8323)>
      <Vector (0.0328, 0.6360, 0.7710, 0.0205)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1987, 0.5235, 0.2847)>
    Rotation: <Euler (x=-0.1353, y=-0.1634, z=-2.8897), order='XYZ'>
    Matrix:
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      <Vector (-0.2459, -0.9651, -0.0905, 0.5235)>
      <Vector (0.1627, -0.1331, 0.9777, 0.2847)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8645, y=-0.1506, z=-3.0095), order='XYZ'>
    Matrix:
      <Vector (-0.9801, 0.1987, -0.0037, 0.2953)>
      <Vector (-0.1303, -0.6284, 0.7669, 0.1107)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5295, y=-2.8908, z=0.0094), order='XYZ'>
    Matrix:
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      <Vector (-0.0091, 0.0436, 0.9990, 0.0007)>
      <Vector (0.2482, 0.9679, -0.0399, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0039, 0.4324)>
    Rotation: <Euler (x=-1.5295, y=-2.8908, z=0.0094), order='XYZ'>
    Matrix:
      <Vector (-0.9687, 0.2476, -0.0196, 0.3487)>
      <Vector (-0.0091, 0.0436, 0.9990, 0.0039)>
      <Vector (0.2482, 0.9679, -0.0399, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0964, 0.8365, -0.0465)>
    Rotation: <Euler (x=0.4881, y=0.6420, z=2.8745), order='XYZ'>
    Matrix:
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      <Vector (0.2114, -0.7778, 0.5919, 0.8365)>
      <Vector (-0.5988, 0.3756, 0.7074, -0.0465)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3059, 0.5132, 0.1096)>
    Rotation: <Euler (x=-0.5108, y=0.7793, z=2.8327), order='XYZ'>
    Matrix:
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      <Vector (0.2162, -0.9355, -0.2794, 0.5132)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7779, y=0.7878, z=2.9408), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2504, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.0999)>
    Rotation: <Euler (x=-1.5503, y=2.2504, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 117
  Bone: mixamorig:Hips
    Location: <Vector (0.0029, 0.8753, -0.0043)>
    Rotation: <Euler (x=0.2118, y=-0.3329, z=-0.0264), order='XYZ'>
    Matrix:
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      <Vector (-0.0249, 0.9791, -0.2017, 0.8753)>
      <Vector (0.3267, 0.1987, 0.9240, -0.0043)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0001, 0.9513, 0.0094)>
    Rotation: <Euler (x=0.2420, y=-0.3438, z=-0.0187), order='XYZ'>
    Matrix:
      <Vector (0.9413, -0.0626, -0.3317, 0.0001)>
      <Vector (-0.0176, 0.9722, -0.2335, 0.9513)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0055, 1.0389, 0.0297)>
    Rotation: <Euler (x=0.3812, y=-0.3535, z=-0.0131), order='XYZ'>
    Matrix:
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      <Vector (-0.0122, 0.9298, -0.3678, 1.0389)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0175, 1.1347, 0.0657)>
    Rotation: <Euler (x=0.5213, y=-0.3624, z=-0.0098), order='XYZ'>
    Matrix:
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      <Vector (-0.0091, 0.8688, -0.4950, 1.1347)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0370, 1.2355, 0.1197)>
    Rotation: <Euler (x=0.4320, y=-0.2859, z=-0.0242), order='XYZ'>
    Matrix:
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      <Vector (-0.0232, 0.9107, -0.4123, 1.2355)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0505, 1.3241, 0.1731)>
    Rotation: <Euler (x=0.0189, y=-0.0208, z=-0.0059), order='XYZ'>
    Matrix:
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      <Vector (-0.0059, 0.9998, -0.0188, 1.3241)>
      <Vector (0.0208, 0.0189, 0.9996, 0.1731)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0499, 1.5633, 0.2091)>
    Rotation: <Euler (x=0.0189, y=-0.0208, z=-0.0059), order='XYZ'>
    Matrix:
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      <Vector (-0.0059, 0.9998, -0.0188, 1.5633)>
      <Vector (0.0208, 0.0189, 0.9996, 0.2091)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0316, 1.2210, 0.1348)>
    Rotation: <Euler (x=-0.0535, y=2.1348, z=-1.9134), order='XYZ'>
    Matrix:
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      <Vector (0.5035, -0.2929, -0.8128, 1.2210)>
      <Vector (-0.8451, 0.0286, -0.5338, 0.1348)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1667, 1.1797, 0.1388)>
    Rotation: <Euler (x=-3.0772, y=0.9362, z=0.5149), order='XYZ'>
    Matrix:
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      <Vector (0.2920, -0.8940, -0.3398, 1.1797)>
      <Vector (-0.8053, -0.0381, -0.5917, 0.1388)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2530, 1.0066, 0.1314)>
    Rotation: <Euler (x=2.2420, y=0.1757, z=-1.0439), order='XYZ'>
    Matrix:
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      <Vector (-0.8511, -0.4310, -0.2998, 1.0066)>
      <Vector (-0.1748, 0.7710, -0.6123, 0.1314)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1304, 0.8938, 0.3332)>
    Rotation: <Euler (x=1.9179, y=0.1685, z=-0.6982), order='XYZ'>
    Matrix:
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      <Vector (-0.6337, -0.3619, -0.6837, 0.8938)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1001, 0.8896, 0.3716)>
    Rotation: <Euler (x=2.3734, y=-0.5618, z=-0.9742), order='XYZ'>
    Matrix:
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      <Vector (-0.7001, -0.0978, -0.7073, 0.8896)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0676, 0.8873, 0.3935)>
    Rotation: <Euler (x=2.2678, y=-0.1627, z=-0.7554), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0509, 0.8743, 0.4183)>
    Rotation: <Euler (x=2.2017, y=0.0144, z=-0.6930), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0429, 0.8622, 0.4380)>
    Rotation: <Euler (x=2.2017, y=0.0144, z=-0.6930), order='XYZ'>
    Matrix:
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      <Vector (-0.6388, -0.4612, -0.6158, 0.8622)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0928, 0.8758, 0.4459)>
    Rotation: <Euler (x=2.3733, y=0.1188, z=-0.7080), order='XYZ'>
    Matrix:
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      <Vector (-0.6457, -0.5998, -0.4725, 0.8758)>
      <Vector (-0.1185, 0.6900, -0.7140, 0.4459)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0811, 0.8581, 0.4661)>
    Rotation: <Euler (x=2.8526, y=0.1596, z=-0.6421), order='XYZ'>
    Matrix:
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      <Vector (-0.5913, -0.7948, -0.1370, 0.8581)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0652, 0.8345, 0.4744)>
    Rotation: <Euler (x=3.0968, y=0.1695, z=-0.5862), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0523, 0.8153, 0.4755)>
    Rotation: <Euler (x=3.0968, y=0.1695, z=-0.5862), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1102, 0.8608, 0.4411)>
    Rotation: <Euler (x=2.3729, y=0.1215, z=-0.7088), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0968, 0.8404, 0.4643)>
    Rotation: <Euler (x=2.8526, y=0.1624, z=-0.6424), order='XYZ'>
    Matrix:
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      <Vector (-0.5912, -0.7951, -0.1353, 0.8404)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0780, 0.8124, 0.4742)>
    Rotation: <Euler (x=3.0965, y=0.1721, z=-0.5883), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0634, 0.7908, 0.4754)>
    Rotation: <Euler (x=3.0965, y=0.1721, z=-0.5883), order='XYZ'>
    Matrix:
      <Vector (0.8196, -0.5479, -0.1673, 0.0634)>
      <Vector (-0.5467, -0.8353, 0.0574, 0.7908)>
      <Vector (-0.1712, 0.0444, -0.9842, 0.4754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1296, 0.8455, 0.4369)>
    Rotation: <Euler (x=2.3734, y=0.1228, z=-0.7069), order='XYZ'>
    Matrix:
      <Vector (0.7546, -0.4024, -0.5183, 0.1296)>
      <Vector (-0.6446, -0.6021, -0.4711, 0.8455)>
      <Vector (-0.1225, 0.6896, -0.7138, 0.4369)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1177, 0.8272, 0.4575)>
    Rotation: <Euler (x=2.8530, y=0.1631, z=-0.6396), order='XYZ'>
    Matrix:
      <Vector (0.7917, -0.5351, -0.2947, 0.1177)>
      <Vector (-0.5889, -0.7968, -0.1354, 0.8272)>
      <Vector (-0.1623, 0.2808, -0.9459, 0.4575)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1022, 0.8041, 0.4657)>
    Rotation: <Euler (x=3.0954, y=0.1702, z=-0.5949), order='XYZ'>
    Matrix:
      <Vector (0.8163, -0.5533, -0.1660, 0.1022)>
      <Vector (-0.5523, -0.8317, 0.0565, 0.8041)>
      <Vector (-0.1693, 0.0455, -0.9845, 0.4657)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0893, 0.7851, 0.4668)>
    Rotation: <Euler (x=3.0954, y=0.1702, z=-0.5949), order='XYZ'>
    Matrix:
      <Vector (0.8163, -0.5533, -0.1660, 0.0893)>
      <Vector (-0.5523, -0.8317, 0.0565, 0.7851)>
      <Vector (-0.1693, 0.0455, -0.9845, 0.4668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1484, 0.8339, 0.4293)>
    Rotation: <Euler (x=2.3697, y=0.1816, z=-0.6559), order='XYZ'>
    Matrix:
      <Vector (0.7795, -0.3372, -0.5279, 0.1484)>
      <Vector (-0.5999, -0.6447, -0.4738, 0.8339)>
      <Vector (-0.1806, 0.6860, -0.7048, 0.4293)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1387, 0.8153, 0.4490)>
    Rotation: <Euler (x=2.8534, y=0.1717, z=-0.6374), order='XYZ'>
    Matrix:
      <Vector (0.7918, -0.5315, -0.3008, 0.1387)>
      <Vector (-0.5864, -0.7994, -0.1309, 0.8153)>
      <Vector (-0.1709, 0.2800, -0.9447, 0.4490)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1268, 0.7976, 0.4552)>
    Rotation: <Euler (x=3.0927, y=0.1766, z=-0.6103), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5654, -0.1718, 0.1268)>
      <Vector (-0.5642, -0.8234, 0.0605, 0.7976)>
      <Vector (-0.1757, 0.0481, -0.9833, 0.4552)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1176, 0.7840, 0.4560)>
    Rotation: <Euler (x=3.0927, y=0.1766, z=-0.6103), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5654, -0.1718, 0.1176)>
      <Vector (-0.5642, -0.8234, 0.0605, 0.7840)>
      <Vector (-0.1757, 0.0481, -0.9833, 0.4560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0996, 1.2206, 0.0881)>
    Rotation: <Euler (x=0.8932, y=-2.1638, z=1.1835), order='XYZ'>
    Matrix:
      <Vector (-0.2111, -0.8245, 0.5250, -0.0996)>
      <Vector (-0.5174, -0.3614, -0.7757, 1.2206)>
      <Vector (0.8293, -0.4354, -0.3504, 0.0881)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2161, 1.1695, 0.0266)>
    Rotation: <Euler (x=-1.7129, y=-1.3769, z=-1.5926), order='XYZ'>
    Matrix:
      <Vector (-0.0042, -0.1628, 0.9867, -0.2161)>
      <Vector (-0.1926, -0.9681, -0.1605, 1.1695)>
      <Vector (0.9813, -0.1907, -0.0273, 0.0266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2477, 0.9818, -0.0104)>
    Rotation: <Euler (x=1.6155, y=-0.1738, z=1.4293), order='XYZ'>
    Matrix:
      <Vector (0.1389, 0.0199, 0.9901, -0.2477)>
      <Vector (0.9751, -0.1773, -0.1332, 0.9818)>
      <Vector (0.1729, 0.9840, -0.0440, -0.0104)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2425, 0.9354, 0.2471)>
    Rotation: <Euler (x=1.6734, y=-0.3503, z=0.9479), order='XYZ'>
    Matrix:
      <Vector (0.5479, -0.1160, 0.8284, -0.2425)>
      <Vector (0.7629, -0.3370, -0.5518, 0.9354)>
      <Vector (0.3432, 0.9343, -0.0962, 0.2471)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2254, 0.9368, 0.2905)>
    Rotation: <Euler (x=2.0581, y=0.4464, z=1.0258), order='XYZ'>
    Matrix:
      <Vector (0.4676, 0.5982, 0.6508, -0.2254)>
      <Vector (0.7714, 0.0834, -0.6309, 0.9368)>
      <Vector (-0.4317, 0.7970, -0.4224, 0.2905)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2025, 0.9408, 0.3197)>
    Rotation: <Euler (x=2.0277, y=-0.0384, z=0.9108), order='XYZ'>
    Matrix:
      <Vector (0.6127, 0.3274, 0.7194, -0.2025)>
      <Vector (0.7894, -0.2977, -0.5369, 0.9408)>
      <Vector (0.0384, 0.8968, -0.4408, 0.3197)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1919, 0.9309, 0.3491)>
    Rotation: <Euler (x=1.9729, y=-0.1925, z=0.9029), order='XYZ'>
    Matrix:
      <Vector (0.6079, 0.1982, 0.7689, -0.1919)>
      <Vector (0.7706, -0.3806, -0.5112, 0.9309)>
      <Vector (0.1913, 0.9033, -0.3841, 0.3491)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1872, 0.9198, 0.3733)>
    Rotation: <Euler (x=1.9729, y=-0.1925, z=0.9029), order='XYZ'>
    Matrix:
      <Vector (0.6079, 0.1982, 0.7689, -0.1872)>
      <Vector (0.7706, -0.3806, -0.5112, 0.9198)>
      <Vector (0.1913, 0.9033, -0.3841, 0.3733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2369, 0.9247, 0.3646)>
    Rotation: <Euler (x=2.1315, y=-0.2938, z=0.9444), order='XYZ'>
    Matrix:
      <Vector (0.5611, 0.2870, 0.7764, -0.2369)>
      <Vector (0.7754, -0.5105, -0.3717, 0.9247)>
      <Vector (0.2896, 0.8106, -0.5090, 0.3646)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2283, 0.9091, 0.3890)>
    Rotation: <Euler (x=2.6186, y=-0.3434, z=0.8933), order='XYZ'>
    Matrix:
      <Vector (0.5902, 0.5696, 0.5720, -0.2283)>
      <Vector (0.7337, -0.6741, -0.0858, 0.9091)>
      <Vector (0.3367, 0.4703, -0.8158, 0.3890)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2115, 0.8891, 0.4030)>
    Rotation: <Euler (x=2.8704, y=-0.3626, z=0.8463), order='XYZ'>
    Matrix:
      <Vector (0.6197, 0.6585, 0.4271, -0.2115)>
      <Vector (0.7001, -0.7097, 0.0784, 0.8891)>
      <Vector (0.3547, 0.2504, -0.9008, 0.4030)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1962, 0.8731, 0.4088)>
    Rotation: <Euler (x=2.8704, y=-0.3626, z=0.8463), order='XYZ'>
    Matrix:
      <Vector (0.6197, 0.6585, 0.4271, -0.1962)>
      <Vector (0.7001, -0.7097, 0.0784, 0.8731)>
      <Vector (0.3547, 0.2504, -0.9008, 0.4088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2497, 0.9061, 0.3606)>
    Rotation: <Euler (x=2.1316, y=-0.3016, z=0.9440), order='XYZ'>
    Matrix:
      <Vector (0.5601, 0.2832, 0.7785, -0.2497)>
      <Vector (0.7733, -0.5157, -0.3688, 0.9061)>
      <Vector (0.2971, 0.8086, -0.5079, 0.3606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2408, 0.8895, 0.3864)>
    Rotation: <Euler (x=2.6188, y=-0.3492, z=0.8928), order='XYZ'>
    Matrix:
      <Vector (0.5894, 0.5676, 0.5748, -0.2408)>
      <Vector (0.7318, -0.6765, -0.0823, 0.8895)>
      <Vector (0.3421, 0.4691, -0.8142, 0.3864)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2213, 0.8662, 0.4025)>
    Rotation: <Euler (x=2.8682, y=-0.3651, z=0.8526), order='XYZ'>
    Matrix:
      <Vector (0.6146, 0.6616, 0.4295, -0.2213)>
      <Vector (0.7034, -0.7061, 0.0812, 0.8662)>
      <Vector (0.3570, 0.2522, -0.8994, 0.4025)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2048, 0.8489, 0.4087)>
    Rotation: <Euler (x=2.8682, y=-0.3651, z=0.8526), order='XYZ'>
    Matrix:
      <Vector (0.6146, 0.6616, 0.4295, -0.2048)>
      <Vector (0.7034, -0.7061, 0.0812, 0.8489)>
      <Vector (0.3570, 0.2522, -0.8994, 0.4087)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2630, 0.8863, 0.3524)>
    Rotation: <Euler (x=2.1318, y=-0.2965, z=0.9432), order='XYZ'>
    Matrix:
      <Vector (0.5615, 0.2854, 0.7767, -0.2630)>
      <Vector (0.7742, -0.5126, -0.3713, 0.8863)>
      <Vector (0.2922, 0.8098, -0.5089, 0.3524)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2551, 0.8717, 0.3751)>
    Rotation: <Euler (x=2.6206, y=-0.3480, z=0.8876), order='XYZ'>
    Matrix:
      <Vector (0.5934, 0.5655, 0.5727, -0.2551)>
      <Vector (0.7291, -0.6792, -0.0848, 0.8717)>
      <Vector (0.3410, 0.4679, -0.8153, 0.3751)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2393, 0.8530, 0.3881)>
    Rotation: <Euler (x=2.8672, y=-0.3599, z=0.8553), order='XYZ'>
    Matrix:
      <Vector (0.6139, 0.6640, 0.4269, -0.2393)>
      <Vector (0.7064, -0.7034, 0.0781, 0.8530)>
      <Vector (0.3522, 0.2536, -0.9009, 0.3881)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2237, 0.8365, 0.3941)>
    Rotation: <Euler (x=2.8672, y=-0.3599, z=0.8553), order='XYZ'>
    Matrix:
      <Vector (0.6139, 0.6640, 0.4269, -0.2237)>
      <Vector (0.7064, -0.7034, 0.0781, 0.8365)>
      <Vector (0.3522, 0.2536, -0.9009, 0.3941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2763, 0.8723, 0.3382)>
    Rotation: <Euler (x=2.1317, y=-0.3007, z=0.9438), order='XYZ'>
    Matrix:
      <Vector (0.5604, 0.2836, 0.7781, -0.2763)>
      <Vector (0.7734, -0.5152, -0.3693, 0.8723)>
      <Vector (0.2962, 0.8088, -0.5081, 0.3382)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2689, 0.8588, 0.3594)>
    Rotation: <Euler (x=2.6213, y=-0.3529, z=0.8855), order='XYZ'>
    Matrix:
      <Vector (0.5939, 0.5631, 0.5747, -0.2689)>
      <Vector (0.7265, -0.6822, -0.0824, 0.8588)>
      <Vector (0.3456, 0.4665, -0.8142, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2542, 0.8412, 0.3716)>
    Rotation: <Euler (x=2.8630, y=-0.3597, z=0.8675), order='XYZ'>
    Matrix:
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      <Vector (0.7139, -0.6957, 0.0802, 0.8412)>
      <Vector (0.3520, 0.2574, -0.8999, 0.3716)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2443, 0.8308, 0.3754)>
    Rotation: <Euler (x=2.8630, y=-0.3597, z=0.8675), order='XYZ'>
    Matrix:
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      <Vector (0.7139, -0.6957, 0.0802, 0.8308)>
      <Vector (0.3520, 0.2574, -0.8999, 0.3754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1102, 0.8317, 0.0176)>
    Rotation: <Euler (x=0.6914, y=-0.0352, z=-2.8949), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.2099, -0.1294, 0.1102)>
      <Vector (-0.2441, -0.7415, 0.6249, 0.8317)>
      <Vector (0.0352, 0.6372, 0.7699, 0.0176)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1974, 0.5236, 0.2824)>
    Rotation: <Euler (x=-0.1298, y=-0.1655, z=-2.8876), order='XYZ'>
    Matrix:
      <Vector (-0.9547, 0.2285, 0.1906, 0.1974)>
      <Vector (-0.2478, -0.9651, -0.0842, 0.5236)>
      <Vector (0.1647, -0.1276, 0.9780, 0.2824)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8643, y=-0.1520, z=-3.0099), order='XYZ'>
    Matrix:
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      <Vector (-0.1298, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1515, 0.7519, 0.6417, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0007, 0.3594)>
    Rotation: <Euler (x=-1.5295, y=-2.8893, z=0.0090), order='XYZ'>
    Matrix:
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      <Vector (-0.0087, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2496, 0.9675, -0.0400, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0040, 0.4323)>
    Rotation: <Euler (x=-1.5295, y=-2.8893, z=0.0090), order='XYZ'>
    Matrix:
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      <Vector (-0.0087, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2496, 0.9675, -0.0400, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0987, 0.8361, -0.0491)>
    Rotation: <Euler (x=0.4931, y=0.6432, z=2.8772), order='XYZ'>
    Matrix:
      <Vector (-0.7724, -0.5042, -0.3863, -0.0987)>
      <Vector (0.2091, -0.7761, 0.5950, 0.8361)>
      <Vector (-0.5998, 0.3788, 0.7049, -0.0491)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3083, 0.5135, 0.1084)>
    Rotation: <Euler (x=-0.5070, y=0.7813, z=2.8409), order='XYZ'>
    Matrix:
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      <Vector (0.2103, -0.9362, -0.2815, 0.5135)>
      <Vector (-0.7042, -0.3447, 0.6207, 0.1084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7778, y=0.7882, z=2.9408), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7091, 0.4948, 0.5024, -0.0403)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2501, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6280, -0.7770, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7780, 0.6281, -0.0129, 0.0506)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.0998)>
    Rotation: <Euler (x=-1.5503, y=2.2501, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6280, -0.7770, 0.0437, -0.4556)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7780, 0.6281, -0.0129, 0.0998)>
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Frame: 118
  Bone: mixamorig:Hips
    Location: <Vector (0.0012, 0.8745, -0.0067)>
    Rotation: <Euler (x=0.2101, y=-0.3321, z=-0.0272), order='XYZ'>
    Matrix:
      <Vector (0.9450, -0.0414, -0.3244, 0.0012)>
      <Vector (-0.0257, 0.9795, -0.1999, 0.8745)>
      <Vector (0.3260, 0.1972, 0.9246, -0.0067)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0014, 0.9506, 0.0069)>
    Rotation: <Euler (x=0.2405, y=-0.3434, z=-0.0190), order='XYZ'>
    Matrix:
      <Vector (0.9415, -0.0617, -0.3314, -0.0014)>
      <Vector (-0.0179, 0.9726, -0.2320, 0.9506)>
      <Vector (0.3367, 0.2243, 0.9145, 0.0069)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0070, 1.0382, 0.0271)>
    Rotation: <Euler (x=0.3802, y=-0.3539, z=-0.0126), order='XYZ'>
    Matrix:
      <Vector (0.9380, -0.1169, -0.3264, -0.0070)>
      <Vector (-0.0118, 0.9301, -0.3670, 1.0382)>
      <Vector (0.3465, 0.3481, 0.8711, 0.0271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0190, 1.1341, 0.0630)>
    Rotation: <Euler (x=0.5208, y=-0.3636, z=-0.0087), order='XYZ'>
    Matrix:
      <Vector (0.9346, -0.1694, -0.3128, -0.0190)>
      <Vector (-0.0081, 0.8689, -0.4949, 1.1341)>
      <Vector (0.3556, 0.4650, 0.8107, 0.0630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0387, 1.2348, 0.1169)>
    Rotation: <Euler (x=0.4314, y=-0.2874, z=-0.0229), order='XYZ'>
    Matrix:
      <Vector (0.9587, -0.0977, -0.2670, -0.0387)>
      <Vector (-0.0220, 0.9109, -0.4121, 1.2348)>
      <Vector (0.2834, 0.4010, 0.8711, 0.1169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0524, 1.3234, 0.1702)>
    Rotation: <Euler (x=0.0187, y=-0.0228, z=-0.0043), order='XYZ'>
    Matrix:
      <Vector (0.9997, 0.0039, -0.0229, -0.0524)>
      <Vector (-0.0043, 0.9998, -0.0186, 1.3234)>
      <Vector (0.0228, 0.0186, 0.9996, 0.1702)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0522, 1.5627, 0.2061)>
    Rotation: <Euler (x=0.0187, y=-0.0228, z=-0.0043), order='XYZ'>
    Matrix:
      <Vector (0.9997, 0.0039, -0.0229, -0.0522)>
      <Vector (-0.0043, 0.9998, -0.0186, 1.5627)>
      <Vector (0.0228, 0.0186, 0.9996, 0.2061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0300, 1.2205, 0.1320)>
    Rotation: <Euler (x=-0.0585, y=2.1351, z=-1.9158), order='XYZ'>
    Matrix:
      <Vector (0.1809, 0.9562, -0.2303, 0.0300)>
      <Vector (0.5033, -0.2912, -0.8136, 1.2205)>
      <Vector (-0.8450, 0.0312, -0.5339, 0.1320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1650, 1.1793, 0.1364)>
    Rotation: <Euler (x=-3.0766, y=0.9330, z=0.5119), order='XYZ'>
    Matrix:
      <Vector (0.5191, 0.4433, -0.7307, 0.1650)>
      <Vector (0.2917, -0.8955, -0.3361, 1.1793)>
      <Vector (-0.8034, -0.0387, -0.5942, 0.1364)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2508, 1.0060, 0.1290)>
    Rotation: <Euler (x=2.2453, y=0.1770, z=-1.0461), order='XYZ'>
    Matrix:
      <Vector (0.4931, -0.4716, -0.7311, 0.2508)>
      <Vector (-0.8519, -0.4319, -0.2961, 1.0060)>
      <Vector (-0.1761, 0.7688, -0.6147, 0.1290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1274, 0.8930, 0.3302)>
    Rotation: <Euler (x=1.9212, y=0.1628, z=-0.7004), order='XYZ'>
    Matrix:
      <Vector (0.7545, -0.1048, -0.6479, 0.1274)>
      <Vector (-0.6360, -0.3606, -0.6823, 0.8930)>
      <Vector (-0.1621, 0.9268, -0.3388, 0.3302)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0969, 0.8889, 0.3684)>
    Rotation: <Euler (x=2.3790, y=-0.5663, z=-0.9800), order='XYZ'>
    Matrix:
      <Vector (0.4701, -0.8069, -0.3576, 0.0969)>
      <Vector (-0.7008, -0.0950, -0.7070, 0.8889)>
      <Vector (0.5365, 0.5830, -0.6102, 0.3684)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0642, 0.8867, 0.3901)>
    Rotation: <Euler (x=2.2715, y=-0.1682, z=-0.7587), order='XYZ'>
    Matrix:
      <Vector (0.7155, -0.5364, -0.4476, 0.0642)>
      <Vector (-0.6783, -0.3798, -0.6290, 0.8867)>
      <Vector (0.1674, 0.7536, -0.6356, 0.3901)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0473, 0.8738, 0.4148)>
    Rotation: <Euler (x=2.2050, y=0.0087, z=-0.6957), order='XYZ'>
    Matrix:
      <Vector (0.7676, -0.3744, -0.5202, 0.0473)>
      <Vector (-0.6409, -0.4593, -0.6150, 0.8738)>
      <Vector (-0.0087, 0.8055, -0.5925, 0.4148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0392, 0.8617, 0.4344)>
    Rotation: <Euler (x=2.2050, y=0.0087, z=-0.6957), order='XYZ'>
    Matrix:
      <Vector (0.7676, -0.3744, -0.5202, 0.0392)>
      <Vector (-0.6409, -0.4593, -0.6150, 0.8617)>
      <Vector (-0.0087, 0.8055, -0.5925, 0.4344)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0890, 0.8752, 0.4426)>
    Rotation: <Euler (x=2.3767, y=0.1131, z=-0.7103), order='XYZ'>
    Matrix:
      <Vector (0.7533, -0.4112, -0.5133, 0.0890)>
      <Vector (-0.6479, -0.5980, -0.4719, 0.8752)>
      <Vector (-0.1129, 0.6880, -0.7169, 0.4426)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0772, 0.8575, 0.4628)>
    Rotation: <Euler (x=2.8557, y=0.1538, z=-0.6444), order='XYZ'>
    Matrix:
      <Vector (0.7901, -0.5418, -0.2869, 0.0772)>
      <Vector (-0.5936, -0.7930, -0.1372, 0.8575)>
      <Vector (-0.1531, 0.2787, -0.9481, 0.4628)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0612, 0.8339, 0.4710)>
    Rotation: <Euler (x=3.0995, y=0.1635, z=-0.5885), order='XYZ'>
    Matrix:
      <Vector (0.8207, -0.5489, -0.1586, 0.0612)>
      <Vector (-0.5477, -0.8348, 0.0553, 0.8339)>
      <Vector (-0.1628, 0.0415, -0.9858, 0.4710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0482, 0.8148, 0.4720)>
    Rotation: <Euler (x=3.0995, y=0.1635, z=-0.5885), order='XYZ'>
    Matrix:
      <Vector (0.8207, -0.5489, -0.1586, 0.0482)>
      <Vector (-0.5477, -0.8348, 0.0553, 0.8148)>
      <Vector (-0.1628, 0.0415, -0.9858, 0.4720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1065, 0.8602, 0.4379)>
    Rotation: <Euler (x=2.3763, y=0.1159, z=-0.7111), order='XYZ'>
    Matrix:
      <Vector (0.7525, -0.4100, -0.5153, 0.1065)>
      <Vector (-0.6483, -0.5987, -0.4704, 0.8602)>
      <Vector (-0.1156, 0.6881, -0.7164, 0.4379)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0928, 0.8398, 0.4611)>
    Rotation: <Euler (x=2.8556, y=0.1566, z=-0.6446), order='XYZ'>
    Matrix:
      <Vector (0.7895, -0.5414, -0.2891, 0.0928)>
      <Vector (-0.5936, -0.7933, -0.1356, 0.8398)>
      <Vector (-0.1559, 0.2786, -0.9477, 0.4611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0739, 0.8119, 0.4709)>
    Rotation: <Euler (x=3.0992, y=0.1661, z=-0.5906), order='XYZ'>
    Matrix:
      <Vector (0.8192, -0.5505, -0.1608, 0.0739)>
      <Vector (-0.5492, -0.8338, 0.0568, 0.8119)>
      <Vector (-0.1653, 0.0418, -0.9854, 0.4709)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0592, 0.7903, 0.4720)>
    Rotation: <Euler (x=3.0992, y=0.1661, z=-0.5906), order='XYZ'>
    Matrix:
      <Vector (0.8192, -0.5505, -0.1608, 0.0592)>
      <Vector (-0.5492, -0.8338, 0.0568, 0.7903)>
      <Vector (-0.1653, 0.0418, -0.9854, 0.4720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1259, 0.8447, 0.4339)>
    Rotation: <Euler (x=2.3768, y=0.1172, z=-0.7093), order='XYZ'>
    Matrix:
      <Vector (0.7536, -0.4085, -0.5149, 0.1259)>
      <Vector (-0.6468, -0.6003, -0.4705, 0.8447)>
      <Vector (-0.1169, 0.6876, -0.7166, 0.4339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1138, 0.8266, 0.4545)>
    Rotation: <Euler (x=2.8561, y=0.1572, z=-0.6418), order='XYZ'>
    Matrix:
      <Vector (0.7911, -0.5391, -0.2890, 0.1138)>
      <Vector (-0.5913, -0.7950, -0.1357, 0.8266)>
      <Vector (-0.1566, 0.2782, -0.9477, 0.4545)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0981, 0.8034, 0.4626)>
    Rotation: <Euler (x=3.0981, y=0.1642, z=-0.5972), order='XYZ'>
    Matrix:
      <Vector (0.8158, -0.5559, -0.1595, 0.0981)>
      <Vector (-0.5547, -0.8301, 0.0559, 0.8034)>
      <Vector (-0.1634, 0.0429, -0.9856, 0.4626)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0852, 0.7846, 0.4636)>
    Rotation: <Euler (x=3.0981, y=0.1642, z=-0.5972), order='XYZ'>
    Matrix:
      <Vector (0.8158, -0.5559, -0.1595, 0.0852)>
      <Vector (-0.5547, -0.8301, 0.0559, 0.7846)>
      <Vector (-0.1634, 0.0429, -0.9856, 0.4636)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1447, 0.8331, 0.4264)>
    Rotation: <Euler (x=2.3728, y=0.1758, z=-0.6581), order='XYZ'>
    Matrix:
      <Vector (0.7790, -0.3434, -0.5247, 0.1447)>
      <Vector (-0.6022, -0.6430, -0.4732, 0.8331)>
      <Vector (-0.1749, 0.6845, -0.7077, 0.4264)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1348, 0.8146, 0.4461)>
    Rotation: <Euler (x=2.8564, y=0.1659, z=-0.6396), order='XYZ'>
    Matrix:
      <Vector (0.7913, -0.5355, -0.2950, 0.1348)>
      <Vector (-0.5887, -0.7976, -0.1311, 0.8146)>
      <Vector (-0.1651, 0.2774, -0.9464, 0.4461)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1228, 0.7969, 0.4523)>
    Rotation: <Euler (x=3.0956, y=0.1706, z=-0.6125), order='XYZ'>
    Matrix:
      <Vector (0.8063, -0.5679, -0.1652, 0.1228)>
      <Vector (-0.5666, -0.8218, 0.0599, 0.7969)>
      <Vector (-0.1698, 0.0453, -0.9844, 0.4523)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1136, 0.7833, 0.4530)>
    Rotation: <Euler (x=3.0956, y=0.1706, z=-0.6125), order='XYZ'>
    Matrix:
      <Vector (0.8063, -0.5679, -0.1652, 0.1136)>
      <Vector (-0.5666, -0.8218, 0.0599, 0.7833)>
      <Vector (-0.1698, 0.0453, -0.9844, 0.4530)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1013, 1.2199, 0.0852)>
    Rotation: <Euler (x=0.8960, y=-2.1638, z=1.1821), order='XYZ'>
    Matrix:
      <Vector (-0.2118, -0.8236, 0.5262, -0.1013)>
      <Vector (-0.5172, -0.3624, -0.7754, 1.2199)>
      <Vector (0.8292, -0.4364, -0.3492, 0.0852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2176, 1.1687, 0.0235)>
    Rotation: <Euler (x=-1.6954, y=-1.3793, z=-1.6110), order='XYZ'>
    Matrix:
      <Vector (-0.0077, -0.1633, 0.9865, -0.2176)>
      <Vector (-0.1902, -0.9683, -0.1618, 1.1687)>
      <Vector (0.9817, -0.1889, -0.0237, 0.0235)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2493, 0.9809, -0.0131)>
    Rotation: <Euler (x=1.6118, y=-0.1746, z=1.4286), order='XYZ'>
    Matrix:
      <Vector (0.1396, 0.0160, 0.9901, -0.2493)>
      <Vector (0.9749, -0.1776, -0.1345, 0.9809)>
      <Vector (0.1737, 0.9840, -0.0404, -0.0131)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2451, 0.9344, 0.2444)>
    Rotation: <Euler (x=1.6714, y=-0.3503, z=0.9428), order='XYZ'>
    Matrix:
      <Vector (0.5518, -0.1193, 0.8254, -0.2451)>
      <Vector (0.7601, -0.3353, -0.5567, 0.9344)>
      <Vector (0.3431, 0.9345, -0.0943, 0.2444)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2281, 0.9357, 0.2879)>
    Rotation: <Euler (x=2.0561, y=0.4465, z=1.0191), order='XYZ'>
    Matrix:
      <Vector (0.4727, 0.5974, 0.6478, -0.2281)>
      <Vector (0.7681, 0.0809, -0.6352, 0.9357)>
      <Vector (-0.4319, 0.7978, -0.4207, 0.2879)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2052, 0.9397, 0.3171)>
    Rotation: <Euler (x=2.0258, y=-0.0384, z=0.9051), order='XYZ'>
    Matrix:
      <Vector (0.6172, 0.3243, 0.7169, -0.2052)>
      <Vector (0.7859, -0.2986, -0.5415, 0.9397)>
      <Vector (0.0384, 0.8976, -0.4391, 0.3171)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1947, 0.9297, 0.3465)>
    Rotation: <Euler (x=1.9709, y=-0.1925, z=0.8975), order='XYZ'>
    Matrix:
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      <Vector (0.7673, -0.3807, -0.5161, 0.9297)>
      <Vector (0.1913, 0.9040, -0.3823, 0.3465)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1901, 0.9186, 0.3708)>
    Rotation: <Euler (x=1.9709, y=-0.1925, z=0.8975), order='XYZ'>
    Matrix:
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      <Vector (0.7673, -0.3807, -0.5161, 0.9186)>
      <Vector (0.1913, 0.9040, -0.3823, 0.3708)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2397, 0.9238, 0.3620)>
    Rotation: <Euler (x=2.1295, y=-0.2938, z=0.9392), order='XYZ'>
    Matrix:
      <Vector (0.5652, 0.2828, 0.7750, -0.2397)>
      <Vector (0.7725, -0.5112, -0.3768, 0.9238)>
      <Vector (0.2896, 0.8116, -0.5074, 0.3620)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2313, 0.9082, 0.3864)>
    Rotation: <Euler (x=2.6166, y=-0.3435, z=0.8882), order='XYZ'>
    Matrix:
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      <Vector (0.7306, -0.6768, -0.0900, 0.9082)>
      <Vector (0.3367, 0.4719, -0.8148, 0.3864)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2146, 0.8881, 0.4004)>
    Rotation: <Euler (x=2.8684, y=-0.3628, z=0.8412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1995, 0.8720, 0.4063)>
    Rotation: <Euler (x=2.8684, y=-0.3628, z=0.8412), order='XYZ'>
    Matrix:
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      <Vector (0.3549, 0.2522, -0.9002, 0.4063)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2527, 0.9053, 0.3579)>
    Rotation: <Euler (x=2.1296, y=-0.3016, z=0.9388), order='XYZ'>
    Matrix:
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      <Vector (0.7704, -0.5164, -0.3738, 0.9053)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2438, 0.8886, 0.3837)>
    Rotation: <Euler (x=2.6168, y=-0.3492, z=0.8876), order='XYZ'>
    Matrix:
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      <Vector (0.3422, 0.4708, -0.8132, 0.3837)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2245, 0.8653, 0.3999)>
    Rotation: <Euler (x=2.8662, y=-0.3652, z=0.8475), order='XYZ'>
    Matrix:
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      <Vector (0.7002, -0.7097, 0.0777, 0.8653)>
      <Vector (0.3572, 0.2540, -0.8988, 0.3999)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2082, 0.8479, 0.4062)>
    Rotation: <Euler (x=2.8662, y=-0.3652, z=0.8475), order='XYZ'>
    Matrix:
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      <Vector (0.7002, -0.7097, 0.0777, 0.8479)>
      <Vector (0.3572, 0.2540, -0.8988, 0.4062)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2660, 0.8855, 0.3498)>
    Rotation: <Euler (x=2.1299, y=-0.2965, z=0.9380), order='XYZ'>
    Matrix:
      <Vector (0.5656, 0.2812, 0.7753, -0.2660)>
      <Vector (0.7712, -0.5134, -0.3764, 0.8855)>
      <Vector (0.2921, 0.8108, -0.5072, 0.3498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2582, 0.8710, 0.3725)>
    Rotation: <Euler (x=2.6186, y=-0.3481, z=0.8825), order='XYZ'>
    Matrix:
      <Vector (0.5971, 0.5608, 0.5735, -0.2582)>
      <Vector (0.7260, -0.6819, -0.0891, 0.8710)>
      <Vector (0.3411, 0.4695, -0.8144, 0.3725)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2427, 0.8521, 0.3855)>
    Rotation: <Euler (x=2.8652, y=-0.3600, z=0.8502), order='XYZ'>
    Matrix:
      <Vector (0.6175, 0.6595, 0.4287, -0.2427)>
      <Vector (0.7033, -0.7070, 0.0746, 0.8521)>
      <Vector (0.3523, 0.2554, -0.9004, 0.3855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2271, 0.8356, 0.3916)>
    Rotation: <Euler (x=2.8652, y=-0.3600, z=0.8502), order='XYZ'>
    Matrix:
      <Vector (0.6175, 0.6595, 0.4287, -0.2271)>
      <Vector (0.7033, -0.7070, 0.0746, 0.8356)>
      <Vector (0.3523, 0.2554, -0.9004, 0.3916)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2794, 0.8716, 0.3356)>
    Rotation: <Euler (x=2.1297, y=-0.3007, z=0.9385), order='XYZ'>
    Matrix:
      <Vector (0.5645, 0.2794, 0.7768, -0.2794)>
      <Vector (0.7705, -0.5159, -0.3744, 0.8716)>
      <Vector (0.2962, 0.8098, -0.5065, 0.3356)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2721, 0.8581, 0.3568)>
    Rotation: <Euler (x=2.6193, y=-0.3530, z=0.8804), order='XYZ'>
    Matrix:
      <Vector (0.5976, 0.5584, 0.5754, -0.2721)>
      <Vector (0.7235, -0.6849, -0.0867, 0.8581)>
      <Vector (0.3457, 0.4681, -0.8132, 0.3568)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2575, 0.8404, 0.3690)>
    Rotation: <Euler (x=2.8609, y=-0.3599, z=0.8624), order='XYZ'>
    Matrix:
      <Vector (0.6090, 0.6662, 0.4305, -0.2575)>
      <Vector (0.7108, -0.6992, 0.0767, 0.8404)>
      <Vector (0.3521, 0.2592, -0.8993, 0.3690)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2477, 0.8300, 0.3728)>
    Rotation: <Euler (x=2.8609, y=-0.3599, z=0.8624), order='XYZ'>
    Matrix:
      <Vector (0.6090, 0.6662, 0.4305, -0.2477)>
      <Vector (0.7108, -0.6992, 0.0767, 0.8300)>
      <Vector (0.3521, 0.2592, -0.8993, 0.3728)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1085, 0.8308, 0.0152)>
    Rotation: <Euler (x=0.6939, y=-0.0371, z=-2.8939), order='XYZ'>
    Matrix:
      <Vector (-0.9688, 0.2114, -0.1292, 0.1085)>
      <Vector (-0.2450, -0.7395, 0.6270, 0.8308)>
      <Vector (0.0371, 0.6391, 0.7682, 0.0152)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1963, 0.5236, 0.2807)>
    Rotation: <Euler (x=-0.1259, y=-0.1672, z=-2.8858), order='XYZ'>
    Matrix:
      <Vector (-0.9540, 0.2308, 0.1915, 0.1963)>
      <Vector (-0.2495, -0.9651, -0.0797, 0.5236)>
      <Vector (0.1664, -0.1238, 0.9782, 0.2807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8643, y=-0.1533, z=-3.0103), order='XYZ'>
    Matrix:
      <Vector (-0.9798, 0.2002, -0.0012, 0.2951)>
      <Vector (-0.1294, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1527, 0.7517, 0.6416, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0007, 0.3594)>
    Rotation: <Euler (x=-1.5294, y=-2.8880, z=0.0085), order='XYZ'>
    Matrix:
      <Vector (-0.9680, 0.2503, -0.0189, 0.3301)>
      <Vector (-0.0082, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2509, 0.9672, -0.0401, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3490, 0.0040, 0.4323)>
    Rotation: <Euler (x=-1.5294, y=-2.8880, z=0.0085), order='XYZ'>
    Matrix:
      <Vector (-0.9680, 0.2503, -0.0189, 0.3490)>
      <Vector (-0.0082, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2509, 0.9672, -0.0401, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1005, 0.8354, -0.0513)>
    Rotation: <Euler (x=0.4983, y=0.6437, z=2.8795), order='XYZ'>
    Matrix:
      <Vector (-0.7726, -0.5046, -0.3853, -0.1005)>
      <Vector (0.2073, -0.7741, 0.5982, 0.8354)>
      <Vector (-0.6001, 0.3823, 0.7026, -0.0513)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3102, 0.5137, 0.1076)>
    Rotation: <Euler (x=-0.5047, y=0.7827, z=2.8471), order='XYZ'>
    Matrix:
      <Vector (-0.6785, 0.0722, -0.7310, -0.3102)>
      <Vector (0.2058, -0.9366, -0.2836, 0.5137)>
      <Vector (-0.7052, -0.3429, 0.6206, 0.1076)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7777, y=0.7883, z=2.9408), order='XYZ'>
    Matrix:
      <Vector (-0.6909, -0.6297, -0.3551, -0.2791)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7091, 0.4947, 0.5024, -0.0403)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2500, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6279, -0.7771, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7781, 0.6280, -0.0129, 0.0506)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0998)>
    Rotation: <Euler (x=-1.5503, y=2.2500, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6279, -0.7771, 0.0438, -0.4557)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7781, 0.6280, -0.0129, 0.0998)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 119
  Bone: mixamorig:Hips
    Location: <Vector (-0.0001, 0.8737, -0.0088)>
    Rotation: <Euler (x=0.2094, y=-0.3322, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (0.9450, -0.0404, -0.3247, -0.0001)>
      <Vector (-0.0264, 0.9797, -0.1988, 0.8737)>
      <Vector (0.3261, 0.1965, 0.9247, -0.0088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0026, 0.9498, 0.0048)>
    Rotation: <Euler (x=0.2399, y=-0.3437, z=-0.0195), order='XYZ'>
    Matrix:
      <Vector (0.9413, -0.0611, -0.3319, -0.0026)>
      <Vector (-0.0184, 0.9728, -0.2311, 0.9498)>
      <Vector (0.3370, 0.2237, 0.9146, 0.0048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0081, 1.0375, 0.0249)>
    Rotation: <Euler (x=0.3797, y=-0.3549, z=-0.0126), order='XYZ'>
    Matrix:
      <Vector (0.9376, -0.1171, -0.3274, -0.0081)>
      <Vector (-0.0118, 0.9303, -0.3666, 1.0375)>
      <Vector (0.3475, 0.3475, 0.8709, 0.0249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0202, 1.1333, 0.0607)>
    Rotation: <Euler (x=0.5206, y=-0.3655, z=-0.0083), order='XYZ'>
    Matrix:
      <Vector (0.9339, -0.1706, -0.3141, -0.0202)>
      <Vector (-0.0077, 0.8690, -0.4948, 1.1333)>
      <Vector (0.3574, 0.4645, 0.8102, 0.0607)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0400, 1.2341, 0.1146)>
    Rotation: <Euler (x=0.4312, y=-0.2893, z=-0.0223), order='XYZ'>
    Matrix:
      <Vector (0.9582, -0.0990, -0.2684, -0.0400)>
      <Vector (-0.0213, 0.9109, -0.4121, 1.2341)>
      <Vector (0.2853, 0.4006, 0.8707, 0.1146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0539, 1.3227, 0.1679)>
    Rotation: <Euler (x=0.0172, y=-0.0247, z=-0.0023), order='XYZ'>
    Matrix:
      <Vector (0.9997, 0.0019, -0.0247, -0.0539)>
      <Vector (-0.0023, 0.9999, -0.0172, 1.3227)>
      <Vector (0.0247, 0.0172, 0.9995, 0.1679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0542, 1.5620, 0.2035)>
    Rotation: <Euler (x=0.0172, y=-0.0247, z=-0.0023), order='XYZ'>
    Matrix:
      <Vector (0.9997, 0.0019, -0.0247, -0.0542)>
      <Vector (-0.0023, 0.9998, -0.0172, 1.5620)>
      <Vector (0.0247, 0.0172, 0.9995, 0.2035)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0286, 1.2197, 0.1299)>
    Rotation: <Euler (x=-0.0661, y=2.1361, z=-1.9207), order='XYZ'>
    Matrix:
      <Vector (0.1836, 0.9565, -0.2268, 0.0286)>
      <Vector (0.5032, -0.2897, -0.8142, 1.2197)>
      <Vector (-0.8444, 0.0354, -0.5345, 0.1299)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1638, 1.1788, 0.1349)>
    Rotation: <Euler (x=-3.0749, y=0.9289, z=0.5099), order='XYZ'>
    Matrix:
      <Vector (0.5226, 0.4404, -0.7300, 0.1638)>
      <Vector (0.2922, -0.8969, -0.3319, 1.1788)>
      <Vector (-0.8009, -0.0399, -0.5974, 0.1349)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2490, 1.0052, 0.1272)>
    Rotation: <Euler (x=2.2496, y=0.1788, z=-1.0480), order='XYZ'>
    Matrix:
      <Vector (0.4913, -0.4748, -0.7302, 0.2490)>
      <Vector (-0.8526, -0.4334, -0.2919, 1.0052)>
      <Vector (-0.1779, 0.7659, -0.6178, 0.1272)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1247, 0.8918, 0.3277)>
    Rotation: <Euler (x=1.9261, y=0.1568, z=-0.7021), order='XYZ'>
    Matrix:
      <Vector (0.7541, -0.1129, -0.6469, 0.1247)>
      <Vector (-0.6379, -0.3602, -0.6807, 0.8918)>
      <Vector (-0.1561, 0.9260, -0.3436, 0.3277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0939, 0.8878, 0.3656)>
    Rotation: <Euler (x=2.3865, y=-0.5708, z=-0.9865), order='XYZ'>
    Matrix:
      <Vector (0.4642, -0.8117, -0.3546, 0.0939)>
      <Vector (-0.7019, -0.0928, -0.7062, 0.8878)>
      <Vector (0.5403, 0.5767, -0.6128, 0.3656)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0611, 0.8857, 0.3871)>
    Rotation: <Euler (x=2.2767, y=-0.1740, z=-0.7621), order='XYZ'>
    Matrix:
      <Vector (0.7124, -0.5432, -0.4442, 0.0611)>
      <Vector (-0.6800, -0.3783, -0.6280, 0.8857)>
      <Vector (0.1731, 0.7495, -0.6389, 0.3871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0439, 0.8728, 0.4116)>
    Rotation: <Euler (x=2.2098, y=0.0026, z=-0.6982), order='XYZ'>
    Matrix:
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      <Vector (-0.6428, -0.4582, -0.6139, 0.8728)>
      <Vector (-0.0026, 0.8027, -0.5964, 0.4116)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0356, 0.8608, 0.4312)>
    Rotation: <Euler (x=2.2098, y=0.0026, z=-0.6982), order='XYZ'>
    Matrix:
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      <Vector (-0.6428, -0.4582, -0.6139, 0.8608)>
      <Vector (-0.0026, 0.8027, -0.5964, 0.4312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0854, 0.8741, 0.4398)>
    Rotation: <Euler (x=2.3817, y=0.1071, z=-0.7123), order='XYZ'>
    Matrix:
      <Vector (0.7525, -0.4180, -0.5089, 0.0854)>
      <Vector (-0.6498, -0.5968, -0.4708, 0.8741)>
      <Vector (-0.1069, 0.6849, -0.7207, 0.4398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0734, 0.8565, 0.4598)>
    Rotation: <Euler (x=2.8602, y=0.1474, z=-0.6462), order='XYZ'>
    Matrix:
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      <Vector (-0.5956, -0.7916, -0.1367, 0.8565)>
      <Vector (-0.1469, 0.2747, -0.9503, 0.4598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0573, 0.8330, 0.4680)>
    Rotation: <Euler (x=3.1037, y=0.1569, z=-0.5903), order='XYZ'>
    Matrix:
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      <Vector (-0.5498, -0.8335, 0.0555, 0.8330)>
      <Vector (-0.1563, 0.0374, -0.9870, 0.4680)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0442, 0.8139, 0.4689)>
    Rotation: <Euler (x=3.1037, y=0.1569, z=-0.5903), order='XYZ'>
    Matrix:
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      <Vector (-0.5498, -0.8335, 0.0555, 0.8139)>
      <Vector (-0.1563, 0.0374, -0.9870, 0.4689)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1029, 0.8591, 0.4352)>
    Rotation: <Euler (x=2.3813, y=0.1099, z=-0.7131), order='XYZ'>
    Matrix:
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      <Vector (-0.6502, -0.5975, -0.4693, 0.8591)>
      <Vector (-0.1096, 0.6850, -0.7202, 0.4352)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0890, 0.8387, 0.4583)>
    Rotation: <Euler (x=2.8602, y=0.1502, z=-0.6464), order='XYZ'>
    Matrix:
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      <Vector (-0.5956, -0.7919, -0.1351, 0.8387)>
      <Vector (-0.1497, 0.2746, -0.9498, 0.4583)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0699, 0.8109, 0.4679)>
    Rotation: <Euler (x=3.1034, y=0.1595, z=-0.5924), order='XYZ'>
    Matrix:
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      <Vector (-0.5512, -0.8324, 0.0570, 0.8109)>
      <Vector (-0.1588, 0.0377, -0.9866, 0.4679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0552, 0.7893, 0.4690)>
    Rotation: <Euler (x=3.1034, y=0.1595, z=-0.5924), order='XYZ'>
    Matrix:
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      <Vector (-0.5512, -0.8324, 0.0570, 0.7893)>
      <Vector (-0.1588, 0.0377, -0.9866, 0.4690)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1223, 0.8436, 0.4313)>
    Rotation: <Euler (x=2.3817, y=0.1112, z=-0.7112), order='XYZ'>
    Matrix:
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      <Vector (-0.6487, -0.5991, -0.4693, 0.8436)>
      <Vector (-0.1109, 0.6846, -0.7205, 0.4313)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1100, 0.8255, 0.4518)>
    Rotation: <Euler (x=2.8606, y=0.1509, z=-0.6436), order='XYZ'>
    Matrix:
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      <Vector (-0.5933, -0.7936, -0.1352, 0.8255)>
      <Vector (-0.1503, 0.2742, -0.9499, 0.4518)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0942, 0.8024, 0.4598)>
    Rotation: <Euler (x=3.1024, y=0.1576, z=-0.5990), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8288, 0.0561, 0.8024)>
      <Vector (-0.1570, 0.0387, -0.9868, 0.4598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0812, 0.7835, 0.4607)>
    Rotation: <Euler (x=3.1024, y=0.1576, z=-0.5990), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8288, 0.0561, 0.7835)>
      <Vector (-0.1570, 0.0387, -0.9868, 0.4607)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1411, 0.8319, 0.4240)>
    Rotation: <Euler (x=2.3775, y=0.1695, z=-0.6598), order='XYZ'>
    Matrix:
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      <Vector (-0.6042, -0.6420, -0.4720, 0.8319)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1310, 0.8134, 0.4436)>
    Rotation: <Euler (x=2.8610, y=0.1595, z=-0.6414), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1190, 0.7957, 0.4497)>
    Rotation: <Euler (x=3.0999, y=0.1642, z=-0.6143), order='XYZ'>
    Matrix:
      <Vector (0.8062, -0.5703, -0.1574, 0.1190)>
      <Vector (-0.5686, -0.8204, 0.0601, 0.7957)>
      <Vector (-0.1634, 0.0411, -0.9857, 0.4497)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1096, 0.7822, 0.4504)>
    Rotation: <Euler (x=3.0999, y=0.1642, z=-0.6143), order='XYZ'>
    Matrix:
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      <Vector (-0.5686, -0.8204, 0.0601, 0.7822)>
      <Vector (-0.1634, 0.0411, -0.9857, 0.4504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1025, 1.2191, 0.0828)>
    Rotation: <Euler (x=0.9002, y=-2.1645, z=1.1794), order='XYZ'>
    Matrix:
      <Vector (-0.2134, -0.8222, 0.5277, -0.1025)>
      <Vector (-0.5171, -0.3632, -0.7750, 1.2191)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2187, 1.1678, 0.0209)>
    Rotation: <Euler (x=-1.6669, y=-1.3809, z=-1.6402), order='XYZ'>
    Matrix:
      <Vector (-0.0131, -0.1635, 0.9865, -0.2187)>
      <Vector (-0.1883, -0.9685, -0.1630, 1.1678)>
      <Vector (0.9820, -0.1879, -0.0181, 0.0209)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2504, 0.9800, -0.0156)>
    Rotation: <Euler (x=1.6062, y=-0.1748, z=1.4284), order='XYZ'>
    Matrix:
      <Vector (0.1398, 0.0104, 0.9901, -0.2504)>
      <Vector (0.9748, -0.1771, -0.1358, 0.9800)>
      <Vector (0.1739, 0.9841, -0.0349, -0.0156)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2476, 0.9336, 0.2420)>
    Rotation: <Euler (x=1.6667, y=-0.3513, z=0.9407), order='XYZ'>
    Matrix:
      <Vector (0.5533, -0.1244, 0.8237, -0.2476)>
      <Vector (0.7586, -0.3332, -0.5599, 0.9336)>
      <Vector (0.3441, 0.9346, -0.0899, 0.2420)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2308, 0.9349, 0.2855)>
    Rotation: <Euler (x=2.0512, y=0.4458, z=1.0133), order='XYZ'>
    Matrix:
      <Vector (0.4774, 0.5945, 0.6471, -0.2308)>
      <Vector (0.7656, 0.0800, -0.6383, 0.9349)>
      <Vector (-0.4312, 0.8001, -0.4169, 0.2855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2080, 0.9389, 0.3148)>
    Rotation: <Euler (x=2.0214, y=-0.0396, z=0.9015), order='XYZ'>
    Matrix:
      <Vector (0.6200, 0.3195, 0.7167, -0.2080)>
      <Vector (0.7836, -0.2982, -0.5450, 0.9389)>
      <Vector (0.0396, 0.8995, -0.4352, 0.3148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1977, 0.9290, 0.3443)>
    Rotation: <Euler (x=1.9665, y=-0.1938, z=0.8946), order='XYZ'>
    Matrix:
      <Vector (0.6142, 0.1895, 0.7661, -0.1977)>
      <Vector (0.7653, -0.3798, -0.5196, 0.9290)>
      <Vector (0.1925, 0.9054, -0.3783, 0.3443)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1932, 0.9179, 0.3686)>
    Rotation: <Euler (x=1.9665, y=-0.1938, z=0.8946), order='XYZ'>
    Matrix:
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      <Vector (0.7653, -0.3798, -0.5196, 0.9179)>
      <Vector (0.1925, 0.9054, -0.3783, 0.3686)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2428, 0.9232, 0.3596)>
    Rotation: <Euler (x=2.1250, y=-0.2949, z=0.9367), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.2776, 0.7757, -0.2428)>
      <Vector (0.7709, -0.5108, -0.3805, 0.9232)>
      <Vector (0.2906, 0.8136, -0.5035, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2346, 0.9076, 0.3841)>
    Rotation: <Euler (x=2.6121, y=-0.3447, z=0.8860), order='XYZ'>
    Matrix:
      <Vector (0.5953, 0.5605, 0.5757, -0.2346)>
      <Vector (0.7290, -0.6781, -0.0936, 0.9076)>
      <Vector (0.3379, 0.4754, -0.8123, 0.3841)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2180, 0.8874, 0.3982)>
    Rotation: <Euler (x=2.8639, y=-0.3643, z=0.8391), order='XYZ'>
    Matrix:
      <Vector (0.6243, 0.6503, 0.4329, -0.2180)>
      <Vector (0.6952, -0.7152, 0.0717, 0.8874)>
      <Vector (0.3563, 0.2562, -0.8986, 0.3982)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2029, 0.8713, 0.4041)>
    Rotation: <Euler (x=2.8639, y=-0.3643, z=0.8391), order='XYZ'>
    Matrix:
      <Vector (0.6243, 0.6503, 0.4329, -0.2029)>
      <Vector (0.6952, -0.7152, 0.0717, 0.8713)>
      <Vector (0.3563, 0.2562, -0.8986, 0.4041)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2558, 0.9047, 0.3555)>
    Rotation: <Euler (x=2.1251, y=-0.3027, z=0.9364), order='XYZ'>
    Matrix:
      <Vector (0.5658, 0.2737, 0.7778, -0.2558)>
      <Vector (0.7688, -0.5161, -0.3776, 0.9047)>
      <Vector (0.2981, 0.8116, -0.5024, 0.3555)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2471, 0.8881, 0.3814)>
    Rotation: <Euler (x=2.6123, y=-0.3505, z=0.8855), order='XYZ'>
    Matrix:
      <Vector (0.5944, 0.5585, 0.5785, -0.2471)>
      <Vector (0.7271, -0.6806, -0.0901, 0.8881)>
      <Vector (0.3434, 0.4743, -0.8107, 0.3814)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2280, 0.8647, 0.3977)>
    Rotation: <Euler (x=2.8617, y=-0.3667, z=0.8454), order='XYZ'>
    Matrix:
      <Vector (0.6193, 0.6534, 0.4353, -0.2280)>
      <Vector (0.6985, -0.7117, 0.0745, 0.8647)>
      <Vector (0.3585, 0.2579, -0.8972, 0.3977)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2117, 0.8472, 0.4041)>
    Rotation: <Euler (x=2.8617, y=-0.3667, z=0.8454), order='XYZ'>
    Matrix:
      <Vector (0.6193, 0.6534, 0.4353, -0.2117)>
      <Vector (0.6985, -0.7117, 0.0745, 0.8472)>
      <Vector (0.3585, 0.2579, -0.8972, 0.4041)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2692, 0.8850, 0.3474)>
    Rotation: <Euler (x=2.1253, y=-0.2975, z=0.9356), order='XYZ'>
    Matrix:
      <Vector (0.5673, 0.2760, 0.7759, -0.2692)>
      <Vector (0.7696, -0.5130, -0.3802, 0.8850)>
      <Vector (0.2931, 0.8128, -0.5034, 0.3474)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2616, 0.8705, 0.3701)>
    Rotation: <Euler (x=2.6140, y=-0.3494, z=0.8803), order='XYZ'>
    Matrix:
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      <Vector (0.7244, -0.6832, -0.0926, 0.8705)>
      <Vector (0.3423, 0.4730, -0.8118, 0.3701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2461, 0.8516, 0.3833)>
    Rotation: <Euler (x=2.8607, y=-0.3614, z=0.8481), order='XYZ'>
    Matrix:
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      <Vector (0.7016, -0.7090, 0.0715, 0.8516)>
      <Vector (0.3536, 0.2593, -0.8987, 0.3833)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2306, 0.8350, 0.3894)>
    Rotation: <Euler (x=2.8607, y=-0.3614, z=0.8481), order='XYZ'>
    Matrix:
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      <Vector (0.7016, -0.7090, 0.0715, 0.8350)>
      <Vector (0.3536, 0.2593, -0.8987, 0.3894)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2826, 0.8711, 0.3331)>
    Rotation: <Euler (x=2.1251, y=-0.3017, z=0.9361), order='XYZ'>
    Matrix:
      <Vector (0.5661, 0.2741, 0.7774, -0.2826)>
      <Vector (0.7689, -0.5156, -0.3781, 0.8711)>
      <Vector (0.2972, 0.8118, -0.5026, 0.3331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2754, 0.8576, 0.3544)>
    Rotation: <Euler (x=2.6147, y=-0.3543, z=0.8783), order='XYZ'>
    Matrix:
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      <Vector (0.7218, -0.6861, -0.0903, 0.8576)>
      <Vector (0.3469, 0.4716, -0.8107, 0.3544)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2609, 0.8399, 0.3667)>
    Rotation: <Euler (x=2.8564, y=-0.3612, z=0.8602), order='XYZ'>
    Matrix:
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      <Vector (0.7091, -0.7013, 0.0736, 0.8399)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2512, 0.8294, 0.3706)>
    Rotation: <Euler (x=2.8564, y=-0.3612, z=0.8602), order='XYZ'>
    Matrix:
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      <Vector (0.7091, -0.7013, 0.0736, 0.8294)>
      <Vector (0.3534, 0.2632, -0.8977, 0.3706)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1071, 0.8299, 0.0132)>
    Rotation: <Euler (x=0.6966, y=-0.0382, z=-2.8930), order='XYZ'>
    Matrix:
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      <Vector (-0.2459, -0.7374, 0.6291, 0.8299)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1954, 0.5235, 0.2796)>
    Rotation: <Euler (x=-0.1231, y=-0.1677, z=-2.8841), order='XYZ'>
    Matrix:
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      <Vector (-0.2511, -0.9649, -0.0766, 0.5235)>
      <Vector (0.1669, -0.1211, 0.9785, 0.2796)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8643, y=-0.1535, z=-3.0108), order='XYZ'>
    Matrix:
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      <Vector (-0.1289, -0.6284, 0.7671, 0.1108)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0007, 0.3594)>
    Rotation: <Euler (x=-1.5293, y=-2.8878, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0078, 0.0435, 0.9990, 0.0007)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3490, 0.0040, 0.4322)>
    Rotation: <Euler (x=-1.5293, y=-2.8878, z=0.0080), order='XYZ'>
    Matrix:
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      <Vector (-0.0078, 0.0435, 0.9990, 0.0040)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1018, 0.8347, -0.0534)>
    Rotation: <Euler (x=0.5033, y=0.6433, z=2.8816), order='XYZ'>
    Matrix:
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      <Vector (0.2057, -0.7722, 0.6012, 0.8347)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3116, 0.5137, 0.1070)>
    Rotation: <Euler (x=-0.5031, y=0.7831, z=2.8516), order='XYZ'>
    Matrix:
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      <Vector (0.2027, -0.9368, -0.2853, 0.5137)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7779, y=0.7878, z=2.9408), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2505, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7778, 0.6284, -0.0129, 0.0506)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.0999)>
    Rotation: <Euler (x=-1.5503, y=2.2505, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7778, 0.6284, -0.0129, 0.0999)>
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Frame: 120
  Bone: mixamorig:Hips
    Location: <Vector (-0.0011, 0.8730, -0.0104)>
    Rotation: <Euler (x=0.2097, y=-0.3332, z=-0.0289), order='XYZ'>
    Matrix:
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      <Vector (-0.0273, 0.9797, -0.1988, 0.8730)>
      <Vector (0.3271, 0.1967, 0.9243, -0.0104)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0036, 0.9491, 0.0031)>
    Rotation: <Euler (x=0.2400, y=-0.3451, z=-0.0203), order='XYZ'>
    Matrix:
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      <Vector (-0.0191, 0.9728, -0.2310, 0.9491)>
      <Vector (0.3383, 0.2237, 0.9141, 0.0031)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0091, 1.0368, 0.0233)>
    Rotation: <Euler (x=0.3798, y=-0.3571, z=-0.0131), order='XYZ'>
    Matrix:
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      <Vector (-0.0122, 0.9304, -0.3664, 1.0368)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0212, 1.1326, 0.0591)>
    Rotation: <Euler (x=0.5206, y=-0.3685, z=-0.0086), order='XYZ'>
    Matrix:
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      <Vector (-0.0080, 0.8690, -0.4947, 1.1326)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0411, 1.2334, 0.1129)>
    Rotation: <Euler (x=0.4313, y=-0.2921, z=-0.0224), order='XYZ'>
    Matrix:
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      <Vector (-0.0215, 0.9109, -0.4121, 1.2334)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0551, 1.3220, 0.1661)>
    Rotation: <Euler (x=0.0148, y=-0.0267, z=-0.0002), order='XYZ'>
    Matrix:
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      <Vector (-0.0002, 0.9999, -0.0148, 1.3220)>
      <Vector (0.0267, 0.0148, 0.9995, 0.1661)>
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0560, 1.5614, 0.2011)>
    Rotation: <Euler (x=0.0148, y=-0.0267, z=-0.0002), order='XYZ'>
    Matrix:
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      <Vector (-0.0002, 0.9999, -0.0148, 1.5614)>
      <Vector (0.0267, 0.0148, 0.9995, 0.2011)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0275, 1.2190, 0.1284)>
    Rotation: <Euler (x=-0.0775, y=2.1379, z=-1.9288), order='XYZ'>
    Matrix:
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      <Vector (0.5032, -0.2882, -0.8147, 1.2190)>
      <Vector (-0.8434, 0.0416, -0.5356, 0.1284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1626, 1.1783, 0.1343)>
    Rotation: <Euler (x=-3.0711, y=0.9240, z=0.5102), order='XYZ'>
    Matrix:
      <Vector (0.5259, 0.4381, -0.7290, 0.1626)>
      <Vector (0.2943, -0.8979, -0.3273, 1.1783)>
      <Vector (-0.7980, -0.0424, -0.6012, 0.1343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2474, 1.0045, 0.1260)>
    Rotation: <Euler (x=2.2546, y=0.1812, z=-1.0497), order='XYZ'>
    Matrix:
      <Vector (0.4897, -0.4783, -0.7290, 0.2474)>
      <Vector (-0.8531, -0.4357, -0.2872, 1.0045)>
      <Vector (-0.1802, 0.7625, -0.6214, 0.1260)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1222, 0.8905, 0.3256)>
    Rotation: <Euler (x=1.9324, y=0.1503, z=-0.7030), order='XYZ'>
    Matrix:
      <Vector (0.7543, -0.1218, -0.6451, 0.1222)>
      <Vector (-0.6392, -0.3605, -0.6794, 0.8905)>
      <Vector (-0.1497, 0.9248, -0.3498, 0.3256)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0910, 0.8866, 0.3633)>
    Rotation: <Euler (x=2.3958, y=-0.5752, z=-0.9933), order='XYZ'>
    Matrix:
      <Vector (0.4580, -0.8170, -0.3504, 0.0910)>
      <Vector (-0.7030, -0.0917, -0.7053, 0.8866)>
      <Vector (0.5440, 0.5694, -0.6163, 0.3633)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0580, 0.8844, 0.3845)>
    Rotation: <Euler (x=2.2834, y=-0.1800, z=-0.7651), order='XYZ'>
    Matrix:
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      <Vector (-0.6814, -0.3777, -0.6269, 0.8844)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0407, 0.8716, 0.4088)>
    Rotation: <Euler (x=2.2160, y=-0.0039, z=-0.7000), order='XYZ'>
    Matrix:
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      <Vector (-0.6442, -0.4579, -0.6126, 0.8716)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0321, 0.8596, 0.4284)>
    Rotation: <Euler (x=2.2160, y=-0.0039, z=-0.7000), order='XYZ'>
    Matrix:
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      <Vector (-0.6442, -0.4579, -0.6126, 0.8596)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0819, 0.8728, 0.4374)>
    Rotation: <Euler (x=2.3879, y=0.1007, z=-0.7134), order='XYZ'>
    Matrix:
      <Vector (0.7523, -0.4252, -0.5033, 0.0819)>
      <Vector (-0.6511, -0.5964, -0.4694, 0.8728)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0696, 0.8552, 0.4573)>
    Rotation: <Euler (x=2.8661, y=0.1406, z=-0.6472), order='XYZ'>
    Matrix:
      <Vector (0.7899, -0.5498, -0.2716, 0.0696)>
      <Vector (-0.5970, -0.7907, -0.1357, 0.8552)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0534, 0.8317, 0.4653)>
    Rotation: <Euler (x=3.1092, y=0.1498, z=-0.5913), order='XYZ'>
    Matrix:
      <Vector (0.8209, -0.5531, -0.1419, 0.0534)>
      <Vector (-0.5512, -0.8325, 0.0563, 0.8317)>
      <Vector (-0.1493, 0.0320, -0.9883, 0.4653)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0403, 0.8126, 0.4661)>
    Rotation: <Euler (x=3.1092, y=0.1498, z=-0.5913), order='XYZ'>
    Matrix:
      <Vector (0.8209, -0.5531, -0.1419, 0.0403)>
      <Vector (-0.5512, -0.8325, 0.0563, 0.8126)>
      <Vector (-0.1493, 0.0320, -0.9883, 0.4661)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0993, 0.8578, 0.4330)>
    Rotation: <Euler (x=2.3876, y=0.1035, z=-0.7142), order='XYZ'>
    Matrix:
      <Vector (0.7516, -0.4240, -0.5053, 0.0993)>
      <Vector (-0.6515, -0.5971, -0.4680, 0.8578)>
      <Vector (-0.1033, 0.6809, -0.7250, 0.4330)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0852, 0.8374, 0.4559)>
    Rotation: <Euler (x=2.8661, y=0.1434, z=-0.6474), order='XYZ'>
    Matrix:
      <Vector (0.7895, -0.5493, -0.2738, 0.0852)>
      <Vector (-0.5969, -0.7910, -0.1340, 0.8374)>
      <Vector (-0.1430, 0.2693, -0.9524, 0.4559)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0660, 0.8096, 0.4654)>
    Rotation: <Euler (x=3.1090, y=0.1524, z=-0.5933), order='XYZ'>
    Matrix:
      <Vector (0.8195, -0.5547, -0.1440, 0.0660)>
      <Vector (-0.5526, -0.8314, 0.0578, 0.8096)>
      <Vector (-0.1518, 0.0323, -0.9879, 0.4654)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0512, 0.7881, 0.4663)>
    Rotation: <Euler (x=3.1090, y=0.1524, z=-0.5933), order='XYZ'>
    Matrix:
      <Vector (0.8195, -0.5547, -0.1440, 0.0512)>
      <Vector (-0.5526, -0.8314, 0.0578, 0.7881)>
      <Vector (-0.1518, 0.0323, -0.9879, 0.4663)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1187, 0.8422, 0.4292)>
    Rotation: <Euler (x=2.3880, y=0.1048, z=-0.7123), order='XYZ'>
    Matrix:
      <Vector (0.7527, -0.4225, -0.5049, 0.1187)>
      <Vector (-0.6500, -0.5987, -0.4680, 0.8422)>
      <Vector (-0.1046, 0.6805, -0.7253, 0.4292)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1062, 0.8241, 0.4496)>
    Rotation: <Euler (x=2.8665, y=0.1441, z=-0.6446), order='XYZ'>
    Matrix:
      <Vector (0.7911, -0.5471, -0.2737, 0.1062)>
      <Vector (-0.5946, -0.7927, -0.1341, 0.8241)>
      <Vector (-0.1436, 0.2689, -0.9524, 0.4496)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0903, 0.8011, 0.4574)>
    Rotation: <Euler (x=3.1079, y=0.1506, z=-0.5999), order='XYZ'>
    Matrix:
      <Vector (0.8160, -0.5601, -0.1427, 0.0903)>
      <Vector (-0.5582, -0.8277, 0.0569, 0.8011)>
      <Vector (-0.1500, 0.0333, -0.9881, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0773, 0.7822, 0.4582)>
    Rotation: <Euler (x=3.1079, y=0.1506, z=-0.5999), order='XYZ'>
    Matrix:
      <Vector (0.8160, -0.5601, -0.1427, 0.0773)>
      <Vector (-0.5582, -0.8277, 0.0569, 0.7822)>
      <Vector (-0.1500, 0.0333, -0.9881, 0.4582)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1376, 0.8305, 0.4221)>
    Rotation: <Euler (x=2.3835, y=0.1628, z=-0.6606), order='XYZ'>
    Matrix:
      <Vector (0.7792, -0.3576, -0.5148, 0.1376)>
      <Vector (-0.6055, -0.6417, -0.4707, 0.8305)>
      <Vector (-0.1621, 0.6785, -0.7165, 0.4221)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1273, 0.8120, 0.4416)>
    Rotation: <Euler (x=2.8668, y=0.1527, z=-0.6423), order='XYZ'>
    Matrix:
      <Vector (0.7914, -0.5435, -0.2798, 0.1273)>
      <Vector (-0.5921, -0.7954, -0.1296, 0.8120)>
      <Vector (-0.1521, 0.2682, -0.9513, 0.4416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1152, 0.7944, 0.4476)>
    Rotation: <Euler (x=3.1056, y=0.1572, z=-0.6152), order='XYZ'>
    Matrix:
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      <Vector (-0.5700, -0.8194, 0.0609, 0.7944)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1058, 0.7809, 0.4482)>
    Rotation: <Euler (x=3.1056, y=0.1572, z=-0.6152), order='XYZ'>
    Matrix:
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      <Vector (-0.5700, -0.8194, 0.0609, 0.7809)>
      <Vector (-0.1565, 0.0355, -0.9870, 0.4482)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1035, 1.2184, 0.0809)>
    Rotation: <Euler (x=0.9062, y=-2.1657, z=1.1749), order='XYZ'>
    Matrix:
      <Vector (-0.2161, -0.8205, 0.5293, -0.1035)>
      <Vector (-0.5171, -0.3636, -0.7749, 1.2184)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2194, 1.1670, 0.0186)>
    Rotation: <Euler (x=-1.6348, y=-1.3813, z=-1.6727), order='XYZ'>
    Matrix:
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      <Vector (-0.1874, -0.9685, -0.1640, 1.1670)>
      <Vector (0.9821, -0.1880, -0.0120, 0.0186)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2511, 0.9792, -0.0179)>
    Rotation: <Euler (x=1.6000, y=-0.1748, z=1.4285), order='XYZ'>
    Matrix:
      <Vector (0.1397, 0.0043, 0.9902, -0.2511)>
      <Vector (0.9748, -0.1762, -0.1368, 0.9792)>
      <Vector (0.1739, 0.9843, -0.0288, -0.0179)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2500, 0.9331, 0.2397)>
    Rotation: <Euler (x=1.6607, y=-0.3532, z=0.9420), order='XYZ'>
    Matrix:
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      <Vector (0.7588, -0.3314, -0.5607, 0.9331)>
      <Vector (0.3459, 0.9345, -0.0842, 0.2397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2334, 0.9345, 0.2833)>
    Rotation: <Euler (x=2.0447, y=0.4444, z=1.0097), order='XYZ'>
    Matrix:
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      <Vector (0.7645, 0.0810, -0.6396, 0.9345)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2108, 0.9385, 0.3128)>
    Rotation: <Euler (x=2.0159, y=-0.0417, z=0.9009), order='XYZ'>
    Matrix:
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      <Vector (0.7832, -0.2968, -0.5463, 0.9385)>
      <Vector (0.0417, 0.9018, -0.4301, 0.3128)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2006, 0.9286, 0.3423)>
    Rotation: <Euler (x=1.9609, y=-0.1959, z=0.8949), order='XYZ'>
    Matrix:
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      <Vector (0.7652, -0.3783, -0.5209, 0.9286)>
      <Vector (0.1947, 0.9072, -0.3730, 0.3423)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1963, 0.9176, 0.3667)>
    Rotation: <Euler (x=1.9609, y=-0.1959, z=0.8949), order='XYZ'>
    Matrix:
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      <Vector (0.7652, -0.3783, -0.5209, 0.9176)>
      <Vector (0.1947, 0.9072, -0.3730, 0.3667)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2458, 0.9229, 0.3574)>
    Rotation: <Euler (x=2.1191, y=-0.2968, z=0.9377), order='XYZ'>
    Matrix:
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      <Vector (0.7709, -0.5096, -0.3820, 0.9229)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2377, 0.9074, 0.3819)>
    Rotation: <Euler (x=2.6062, y=-0.3469, z=0.8872), order='XYZ'>
    Matrix:
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      <Vector (0.7291, -0.6777, -0.0955, 0.9074)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2212, 0.8872, 0.3962)>
    Rotation: <Euler (x=2.8581, y=-0.3667, z=0.8404), order='XYZ'>
    Matrix:
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      <Vector (0.6954, -0.7153, 0.0698, 0.8872)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2062, 0.8711, 0.4022)>
    Rotation: <Euler (x=2.8581, y=-0.3667, z=0.8404), order='XYZ'>
    Matrix:
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      <Vector (0.6954, -0.7153, 0.0698, 0.8711)>
      <Vector (0.3586, 0.2611, -0.8962, 0.4022)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2588, 0.9044, 0.3533)>
    Rotation: <Euler (x=2.1191, y=-0.3046, z=0.9374), order='XYZ'>
    Matrix:
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      <Vector (0.7689, -0.5148, -0.3791, 0.9044)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2503, 0.8878, 0.3792)>
    Rotation: <Euler (x=2.6063, y=-0.3527, z=0.8867), order='XYZ'>
    Matrix:
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      <Vector (0.7273, -0.6801, -0.0921, 0.8878)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2313, 0.8645, 0.3956)>
    Rotation: <Euler (x=2.8558, y=-0.3691, z=0.8468), order='XYZ'>
    Matrix:
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      <Vector (0.6987, -0.7117, 0.0726, 0.8645)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2150, 0.8470, 0.4022)>
    Rotation: <Euler (x=2.8558, y=-0.3691, z=0.8468), order='XYZ'>
    Matrix:
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      <Vector (0.6987, -0.7117, 0.0726, 0.8470)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2722, 0.8847, 0.3450)>
    Rotation: <Euler (x=2.1194, y=-0.2994, z=0.9366), order='XYZ'>
    Matrix:
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      <Vector (0.7697, -0.5118, -0.3817, 0.8847)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2647, 0.8702, 0.3679)>
    Rotation: <Euler (x=2.6081, y=-0.3516, z=0.8815), order='XYZ'>
    Matrix:
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      <Vector (0.7245, -0.6827, -0.0946, 0.8702)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2493, 0.8513, 0.3812)>
    Rotation: <Euler (x=2.8548, y=-0.3639, z=0.8494), order='XYZ'>
    Matrix:
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      <Vector (0.7017, -0.7091, 0.0695, 0.8513)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2339, 0.8347, 0.3874)>
    Rotation: <Euler (x=2.8548, y=-0.3639, z=0.8494), order='XYZ'>
    Matrix:
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      <Vector (0.7017, -0.7091, 0.0695, 0.8347)>
      <Vector (0.3559, 0.2643, -0.8964, 0.3874)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2855, 0.8708, 0.3308)>
    Rotation: <Euler (x=2.1192, y=-0.3036, z=0.9371), order='XYZ'>
    Matrix:
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      <Vector (0.7690, -0.5143, -0.3797, 0.8708)>
      <Vector (0.2990, 0.8143, -0.4975, 0.3308)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2784, 0.8573, 0.3521)>
    Rotation: <Euler (x=2.6088, y=-0.3565, z=0.8795), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2641, 0.8396, 0.3645)>
    Rotation: <Euler (x=2.8505, y=-0.3636, z=0.8615), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2543, 0.8291, 0.3685)>
    Rotation: <Euler (x=2.8505, y=-0.3636, z=0.8615), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1061, 0.8291, 0.0116)>
    Rotation: <Euler (x=0.6988, y=-0.0384, z=-2.8920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1946, 0.5234, 0.2787)>
    Rotation: <Euler (x=-0.1211, y=-0.1669, z=-2.8822), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8645, y=-0.1525, z=-3.0110), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0007, 0.3594)>
    Rotation: <Euler (x=-1.5293, y=-2.8888, z=0.0079), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3489, 0.0040, 0.4323)>
    Rotation: <Euler (x=-1.5293, y=-2.8888, z=0.0079), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1028, 0.8341, -0.0551)>
    Rotation: <Euler (x=0.5077, y=0.6427, z=2.8835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3126, 0.5138, 0.1066)>
    Rotation: <Euler (x=-0.5017, y=0.7828, z=2.8550), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2792, 0.1099, -0.0404)>
    Rotation: <Euler (x=0.7781, y=0.7869, z=2.9410), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5502, y=2.2514, z=-0.0278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.1000)>
    Rotation: <Euler (x=-1.5502, y=2.2514, z=-0.0278), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 121
  Bone: mixamorig:Hips
    Location: <Vector (-0.0019, 0.8725, -0.0117)>
    Rotation: <Euler (x=0.2107, y=-0.3352, z=-0.0297), order='XYZ'>
    Matrix:
      <Vector (0.9439, -0.0397, -0.3277, -0.0019)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0044, 0.9485, 0.0019)>
    Rotation: <Euler (x=0.2408, y=-0.3474, z=-0.0211), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0099, 1.0362, 0.0221)>
    Rotation: <Euler (x=0.3802, y=-0.3604, z=-0.0137), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0220, 1.1321, 0.0579)>
    Rotation: <Euler (x=0.5207, y=-0.3728, z=-0.0092), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0421, 1.2328, 0.1116)>
    Rotation: <Euler (x=0.4314, y=-0.2960, z=-0.0230), order='XYZ'>
    Matrix:
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      <Vector (-0.0220, 0.9109, -0.4119, 1.2328)>
      <Vector (0.2917, 0.4000, 0.8689, 0.1116)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0563, 1.3214, 0.1648)>
    Rotation: <Euler (x=0.0122, y=-0.0291, z=0.0014), order='XYZ'>
    Matrix:
      <Vector (0.9996, -0.0017, -0.0291, -0.0563)>
      <Vector (0.0014, 0.9999, -0.0122, 1.3214)>
      <Vector (0.0291, 0.0122, 0.9995, 0.1648)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0576, 1.5610, 0.1992)>
    Rotation: <Euler (x=0.0122, y=-0.0291, z=0.0014), order='XYZ'>
    Matrix:
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      <Vector (0.0014, 0.9999, -0.0122, 1.5610)>
      <Vector (0.0291, 0.0122, 0.9995, 0.1992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0264, 1.2184, 0.1274)>
    Rotation: <Euler (x=-0.0923, y=2.1407, z=-1.9397), order='XYZ'>
    Matrix:
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      <Vector (0.5032, -0.2867, -0.8152, 1.2184)>
      <Vector (-0.8420, 0.0498, -0.5372, 0.1274)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1615, 1.1779, 0.1345)>
    Rotation: <Euler (x=-3.0651, y=0.9186, z=0.5134), order='XYZ'>
    Matrix:
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      <Vector (0.2981, -0.8984, -0.3226, 1.1779)>
      <Vector (-0.7947, -0.0464, -0.6052, 0.1345)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2461, 1.0041, 0.1255)>
    Rotation: <Euler (x=2.2600, y=0.1842, z=-1.0508), order='XYZ'>
    Matrix:
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      <Vector (-0.8531, -0.4387, -0.2824, 1.0041)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1200, 0.8892, 0.3241)>
    Rotation: <Euler (x=1.9388, y=0.1432, z=-0.7028), order='XYZ'>
    Matrix:
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      <Vector (-0.6397, -0.3606, -0.6788, 0.8892)>
      <Vector (-0.1427, 0.9235, -0.3561, 0.3241)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0885, 0.8853, 0.3614)>
    Rotation: <Euler (x=2.4055, y=-0.5802, z=-0.9994), order='XYZ'>
    Matrix:
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      <Vector (-0.7035, -0.0912, -0.7048, 0.8853)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0553, 0.8832, 0.3823)>
    Rotation: <Euler (x=2.2903, y=-0.1868, z=-0.7672), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0377, 0.8704, 0.4065)>
    Rotation: <Euler (x=2.2223, y=-0.0110, z=-0.7008), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0289, 0.8584, 0.4259)>
    Rotation: <Euler (x=2.2223, y=-0.0110, z=-0.7008), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0786, 0.8716, 0.4354)>
    Rotation: <Euler (x=2.3944, y=0.0937, z=-0.7136), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0662, 0.8539, 0.4552)>
    Rotation: <Euler (x=2.8721, y=0.1332, z=-0.6471), order='XYZ'>
    Matrix:
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      <Vector (-0.5975, -0.7904, -0.1353, 0.8539)>
      <Vector (-0.1328, 0.2639, -0.9554, 0.4552)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0498, 0.8305, 0.4630)>
    Rotation: <Euler (x=3.1148, y=0.1420, z=-0.5913), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0367, 0.8114, 0.4637)>
    Rotation: <Euler (x=3.1148, y=0.1420, z=-0.5913), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0961, 0.8565, 0.4312)>
    Rotation: <Euler (x=2.3940, y=0.0964, z=-0.7143), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0817, 0.8362, 0.4540)>
    Rotation: <Euler (x=2.8721, y=0.1360, z=-0.6473), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0624, 0.8084, 0.4632)>
    Rotation: <Euler (x=3.1146, y=0.1446, z=-0.5933), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0476, 0.7869, 0.4640)>
    Rotation: <Euler (x=3.1146, y=0.1446, z=-0.5933), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1155, 0.8409, 0.4276)>
    Rotation: <Euler (x=2.3945, y=0.0977, z=-0.7124), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1028, 0.8228, 0.4479)>
    Rotation: <Euler (x=2.8725, y=0.1366, z=-0.6445), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0868, 0.7998, 0.4555)>
    Rotation: <Euler (x=3.1136, y=0.1428, z=-0.5999), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0738, 0.7810, 0.4562)>
    Rotation: <Euler (x=3.1136, y=0.1428, z=-0.5999), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1344, 0.8292, 0.4206)>
    Rotation: <Euler (x=2.3896, y=0.1554, z=-0.6604), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1240, 0.8107, 0.4401)>
    Rotation: <Euler (x=2.8728, y=0.1452, z=-0.6422), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1117, 0.7931, 0.4459)>
    Rotation: <Euler (x=3.1114, y=0.1495, z=-0.6151), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1024, 0.7796, 0.4464)>
    Rotation: <Euler (x=3.1114, y=0.1495, z=-0.6151), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1044, 1.2179, 0.0794)>
    Rotation: <Euler (x=0.9136, y=-2.1676, z=1.1684), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2201, 1.1666, 0.0165)>
    Rotation: <Euler (x=-1.6085, y=-1.3806, z=-1.6990), order='XYZ'>
    Matrix:
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      <Vector (-0.1875, -0.9684, -0.1645, 1.1666)>
      <Vector (0.9820, -0.1889, -0.0071, 0.0165)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2516, 0.9788, -0.0201)>
    Rotation: <Euler (x=1.5950, y=-0.1749, z=1.4288), order='XYZ'>
    Matrix:
      <Vector (0.1394, -0.0006, 0.9902, -0.2516)>
      <Vector (0.9748, -0.1757, -0.1373, 0.9788)>
      <Vector (0.1740, 0.9844, -0.0239, -0.0201)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2518, 0.9328, 0.2375)>
    Rotation: <Euler (x=1.6553, y=-0.3555, z=0.9459), order='XYZ'>
    Matrix:
      <Vector (0.5485, -0.1344, 0.8253, -0.2518)>
      <Vector (0.7603, -0.3306, -0.5591, 0.9328)>
      <Vector (0.3480, 0.9341, -0.0791, 0.2375)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2355, 0.9343, 0.2812)>
    Rotation: <Euler (x=2.0390, y=0.4424, z=1.0093), order='XYZ'>
    Matrix:
      <Vector (0.4812, 0.5854, 0.6525, -0.2355)>
      <Vector (0.7650, 0.0831, -0.6387, 0.9343)>
      <Vector (-0.4281, 0.8065, -0.4078, 0.2812)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2130, 0.9383, 0.3108)>
    Rotation: <Euler (x=2.0109, y=-0.0442, z=0.9032), order='XYZ'>
    Matrix:
      <Vector (0.6185, 0.3098, 0.7221, -0.2130)>
      <Vector (0.7845, -0.2952, -0.5453, 0.9383)>
      <Vector (0.0442, 0.9038, -0.4256, 0.3108)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2030, 0.9285, 0.3404)>
    Rotation: <Euler (x=1.9558, y=-0.1984, z=0.8979), order='XYZ'>
    Matrix:
      <Vector (0.6110, 0.1798, 0.7709, -0.2030)>
      <Vector (0.7667, -0.3770, -0.5197, 0.9285)>
      <Vector (0.1971, 0.9086, -0.3682, 0.3404)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1987, 0.9175, 0.3648)>
    Rotation: <Euler (x=1.9558, y=-0.1984, z=0.8979), order='XYZ'>
    Matrix:
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      <Vector (0.7667, -0.3770, -0.5197, 0.9175)>
      <Vector (0.1971, 0.9086, -0.3682, 0.3648)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2483, 0.9228, 0.3552)>
    Rotation: <Euler (x=2.1138, y=-0.2991, z=0.9412), order='XYZ'>
    Matrix:
      <Vector (0.5626, 0.2691, 0.7817, -0.2483)>
      <Vector (0.7724, -0.5081, -0.3810, 0.9228)>
      <Vector (0.2947, 0.8181, -0.4938, 0.3552)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2403, 0.9072, 0.3798)>
    Rotation: <Euler (x=2.6009, y=-0.3495, z=0.8910), order='XYZ'>
    Matrix:
      <Vector (0.5906, 0.5560, 0.5848, -0.2403)>
      <Vector (0.7307, -0.6760, -0.0952, 0.9072)>
      <Vector (0.3424, 0.4836, -0.8055, 0.3798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2238, 0.8871, 0.3942)>
    Rotation: <Euler (x=2.8529, y=-0.3695, z=0.8442), order='XYZ'>
    Matrix:
      <Vector (0.6195, 0.6482, 0.4428, -0.2238)>
      <Vector (0.6970, -0.7137, 0.0697, 0.8871)>
      <Vector (0.3612, 0.2654, -0.8939, 0.3942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2088, 0.8710, 0.4003)>
    Rotation: <Euler (x=2.8529, y=-0.3695, z=0.8442), order='XYZ'>
    Matrix:
      <Vector (0.6195, 0.6482, 0.4428, -0.2088)>
      <Vector (0.6970, -0.7137, 0.0697, 0.8710)>
      <Vector (0.3612, 0.2654, -0.8939, 0.4003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2612, 0.9042, 0.3510)>
    Rotation: <Euler (x=2.1139, y=-0.3069, z=0.9410), order='XYZ'>
    Matrix:
      <Vector (0.5615, 0.2653, 0.7838, -0.2612)>
      <Vector (0.7704, -0.5134, -0.3781, 0.9042)>
      <Vector (0.3021, 0.8161, -0.4926, 0.3510)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2528, 0.8877, 0.3771)>
    Rotation: <Euler (x=2.6011, y=-0.3553, z=0.8905), order='XYZ'>
    Matrix:
      <Vector (0.5897, 0.5540, 0.5876, -0.2528)>
      <Vector (0.7289, -0.6785, -0.0918, 0.8877)>
      <Vector (0.3479, 0.4824, -0.8039, 0.3771)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2338, 0.8643, 0.3936)>
    Rotation: <Euler (x=2.8507, y=-0.3718, z=0.8506), order='XYZ'>
    Matrix:
      <Vector (0.6144, 0.6514, 0.4452, -0.2338)>
      <Vector (0.7003, -0.7101, 0.0725, 0.8643)>
      <Vector (0.3633, 0.2672, -0.8925, 0.3936)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2176, 0.8469, 0.4003)>
    Rotation: <Euler (x=2.8507, y=-0.3718, z=0.8506), order='XYZ'>
    Matrix:
      <Vector (0.6144, 0.6514, 0.4452, -0.2176)>
      <Vector (0.7003, -0.7101, 0.0725, 0.8469)>
      <Vector (0.3633, 0.2672, -0.8925, 0.4003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2745, 0.8844, 0.3428)>
    Rotation: <Euler (x=2.1141, y=-0.3018, z=0.9401), order='XYZ'>
    Matrix:
      <Vector (0.5630, 0.2675, 0.7819, -0.2745)>
      <Vector (0.7711, -0.5103, -0.3807, 0.8844)>
      <Vector (0.2972, 0.8173, -0.4936, 0.3428)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2671, 0.8700, 0.3657)>
    Rotation: <Euler (x=2.6029, y=-0.3542, z=0.8854), order='XYZ'>
    Matrix:
      <Vector (0.5937, 0.5519, 0.5856, -0.2671)>
      <Vector (0.7261, -0.6811, -0.0943, 0.8700)>
      <Vector (0.3468, 0.4812, -0.8051, 0.3657)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2517, 0.8512, 0.3790)>
    Rotation: <Euler (x=2.8497, y=-0.3666, z=0.8532), order='XYZ'>
    Matrix:
      <Vector (0.6138, 0.6537, 0.4425, -0.2517)>
      <Vector (0.7034, -0.7074, 0.0694, 0.8512)>
      <Vector (0.3584, 0.2687, -0.8941, 0.3790)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2363, 0.8346, 0.3854)>
    Rotation: <Euler (x=2.8497, y=-0.3666, z=0.8532), order='XYZ'>
    Matrix:
      <Vector (0.6138, 0.6537, 0.4425, -0.2363)>
      <Vector (0.7034, -0.7074, 0.0694, 0.8346)>
      <Vector (0.3584, 0.2687, -0.8941, 0.3854)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2877, 0.8705, 0.3284)>
    Rotation: <Euler (x=2.1139, y=-0.3060, z=0.9407), order='XYZ'>
    Matrix:
      <Vector (0.5618, 0.2657, 0.7834, -0.2877)>
      <Vector (0.7705, -0.5129, -0.3786, 0.8705)>
      <Vector (0.3012, 0.8163, -0.4928, 0.3284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2807, 0.8571, 0.3498)>
    Rotation: <Euler (x=2.6036, y=-0.3591, z=0.8834), order='XYZ'>
    Matrix:
      <Vector (0.5941, 0.5494, 0.5875, -0.2807)>
      <Vector (0.7236, -0.6841, -0.0919, 0.8571)>
      <Vector (0.3514, 0.4797, -0.8040, 0.3498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2664, 0.8394, 0.3623)>
    Rotation: <Euler (x=2.8453, y=-0.3663, z=0.8654), order='XYZ'>
    Matrix:
      <Vector (0.6053, 0.6604, 0.4444, -0.2664)>
      <Vector (0.7109, -0.6997, 0.0715, 0.8394)>
      <Vector (0.3581, 0.2726, -0.8930, 0.3623)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2566, 0.8289, 0.3663)>
    Rotation: <Euler (x=2.8453, y=-0.3663, z=0.8654), order='XYZ'>
    Matrix:
      <Vector (0.6053, 0.6604, 0.4444, -0.2566)>
      <Vector (0.7109, -0.6997, 0.0715, 0.8289)>
      <Vector (0.3581, 0.2726, -0.8930, 0.3663)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1052, 0.8285, 0.0105)>
    Rotation: <Euler (x=0.7002, y=-0.0377, z=-2.8908), order='XYZ'>
    Matrix:
      <Vector (-0.9680, 0.2133, -0.1320, 0.1052)>
      <Vector (-0.2480, -0.7347, 0.6314, 0.8285)>
      <Vector (0.0377, 0.6439, 0.7642, 0.0105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1938, 0.5232, 0.2781)>
    Rotation: <Euler (x=-0.1195, y=-0.1656, z=-2.8807), order='XYZ'>
    Matrix:
      <Vector (-0.9529, 0.2371, 0.1889, 0.1938)>
      <Vector (-0.2544, -0.9643, -0.0729, 0.5232)>
      <Vector (0.1649, -0.1176, 0.9793, 0.2781)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8645, y=-0.1511, z=-3.0100), order='XYZ'>
    Matrix:
      <Vector (-0.9801, 0.1987, -0.0030, 0.2953)>
      <Vector (-0.1297, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1505, 0.7521, 0.6416, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5295, y=-2.8903, z=0.0089), order='XYZ'>
    Matrix:
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      <Vector (-0.0086, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2487, 0.9678, -0.0400, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0040, 0.4324)>
    Rotation: <Euler (x=-1.5295, y=-2.8903, z=0.0089), order='XYZ'>
    Matrix:
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      <Vector (-0.0086, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2487, 0.9678, -0.0400, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1035, 0.8336, -0.0566)>
    Rotation: <Euler (x=0.5114, y=0.6423, z=2.8854), order='XYZ'>
    Matrix:
      <Vector (-0.7746, -0.5046, -0.3813, -0.1035)>
      <Vector (0.2029, -0.7693, 0.6058, 0.8336)>
      <Vector (-0.5990, 0.3919, 0.6983, -0.0566)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3132, 0.5139, 0.1062)>
    Rotation: <Euler (x=-0.5003, y=0.7824, z=2.8576), order='XYZ'>
    Matrix:
      <Vector (-0.6808, 0.0788, -0.7282, -0.3132)>
      <Vector (0.1987, -0.9370, -0.2872, 0.5139)>
      <Vector (-0.7050, -0.3402, 0.6223, 0.1062)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2793, 0.1099, -0.0404)>
    Rotation: <Euler (x=0.7784, y=0.7859, z=2.9412), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2524, z=-0.0277), order='XYZ'>
    Matrix:
      <Vector (-0.6298, -0.7756, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7766, 0.6299, -0.0130, 0.0507)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4555, 0.0032, 0.1001)>
    Rotation: <Euler (x=-1.5502, y=2.2524, z=-0.0277), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7766, 0.6299, -0.0130, 0.1001)>
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Frame: 122
  Bone: mixamorig:Hips
    Location: <Vector (-0.0024, 0.8721, -0.0126)>
    Rotation: <Euler (x=0.2117, y=-0.3379, z=-0.0303), order='XYZ'>
    Matrix:
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      <Vector (-0.0286, 0.9793, -0.2002, 0.8721)>
      <Vector (0.3315, 0.1982, 0.9224, -0.0126)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0049, 0.9481, 0.0010)>
    Rotation: <Euler (x=0.2416, y=-0.3506, z=-0.0217), order='XYZ'>
    Matrix:
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      <Vector (-0.0204, 0.9725, -0.2319, 0.9481)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0104, 1.0358, 0.0213)>
    Rotation: <Euler (x=0.3807, y=-0.3647, z=-0.0143), order='XYZ'>
    Matrix:
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      <Vector (-0.0134, 0.9302, -0.3668, 1.0358)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0227, 1.1317, 0.0571)>
    Rotation: <Euler (x=0.5210, y=-0.3783, z=-0.0099), order='XYZ'>
    Matrix:
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      <Vector (-0.0092, 0.8691, -0.4946, 1.1317)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0430, 1.2324, 0.1107)>
    Rotation: <Euler (x=0.4312, y=-0.3010, z=-0.0234), order='XYZ'>
    Matrix:
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      <Vector (-0.0224, 0.9111, -0.4115, 1.2324)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0574, 1.3211, 0.1638)>
    Rotation: <Euler (x=0.0099, y=-0.0318, z=0.0016), order='XYZ'>
    Matrix:
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      <Vector (0.0016, 0.9999, -0.0100, 1.3211)>
      <Vector (0.0318, 0.0099, 0.9994, 0.1638)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0589, 1.5607, 0.1976)>
    Rotation: <Euler (x=0.0099, y=-0.0318, z=0.0016), order='XYZ'>
    Matrix:
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      <Vector (0.0016, 0.9999, -0.0100, 1.5607)>
      <Vector (0.0318, 0.0099, 0.9994, 0.1976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0254, 1.2180, 0.1269)>
    Rotation: <Euler (x=-0.1091, y=2.1439, z=-1.9520), order='XYZ'>
    Matrix:
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      <Vector (0.5033, -0.2849, -0.8158, 1.2180)>
      <Vector (-0.8402, 0.0590, -0.5390, 0.1269)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1606, 1.1777, 0.1352)>
    Rotation: <Euler (x=-3.0584, y=0.9130, z=0.5184), order='XYZ'>
    Matrix:
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      <Vector (0.3029, -0.8982, -0.3185, 1.1777)>
      <Vector (-0.7914, -0.0508, -0.6092, 0.1352)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2450, 1.0039, 0.1254)>
    Rotation: <Euler (x=2.2656, y=0.1872, z=-1.0511), order='XYZ'>
    Matrix:
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      <Vector (-0.8528, -0.4420, -0.2781, 1.0039)>
      <Vector (-0.1861, 0.7548, -0.6290, 0.1254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1182, 0.8882, 0.3229)>
    Rotation: <Euler (x=1.9443, y=0.1352, z=-0.7017), order='XYZ'>
    Matrix:
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      <Vector (-0.6396, -0.3597, -0.6794, 0.8882)>
      <Vector (-0.1348, 0.9226, -0.3615, 0.3229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0863, 0.8843, 0.3600)>
    Rotation: <Euler (x=2.4145, y=-0.5862, z=-1.0040), order='XYZ'>
    Matrix:
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      <Vector (-0.7028, -0.0909, -0.7056, 0.8843)>
      <Vector (0.5532, 0.5537, -0.6223, 0.3600)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0529, 0.8822, 0.3805)>
    Rotation: <Euler (x=2.2963, y=-0.1943, z=-0.7679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0351, 0.8694, 0.4046)>
    Rotation: <Euler (x=2.2277, y=-0.0190, z=-0.7006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0262, 0.8574, 0.4240)>
    Rotation: <Euler (x=2.2277, y=-0.0190, z=-0.7006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0757, 0.8706, 0.4339)>
    Rotation: <Euler (x=2.3999, y=0.0858, z=-0.7127), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0631, 0.8530, 0.4536)>
    Rotation: <Euler (x=2.8771, y=0.1249, z=-0.6461), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0467, 0.8296, 0.4613)>
    Rotation: <Euler (x=3.1193, y=0.1335, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0336, 0.8105, 0.4619)>
    Rotation: <Euler (x=3.1193, y=0.1335, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0933, 0.8556, 0.4299)>
    Rotation: <Euler (x=2.3995, y=0.0885, z=-0.7135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0787, 0.8353, 0.4526)>
    Rotation: <Euler (x=2.8770, y=0.1277, z=-0.6463), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0593, 0.8074, 0.4616)>
    Rotation: <Euler (x=3.1191, y=0.1361, z=-0.5923), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0445, 0.7859, 0.4623)>
    Rotation: <Euler (x=3.1191, y=0.1361, z=-0.5923), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1127, 0.8400, 0.4265)>
    Rotation: <Euler (x=2.4000, y=0.0898, z=-0.7116), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0998, 0.8219, 0.4467)>
    Rotation: <Euler (x=2.8774, y=0.1283, z=-0.6435), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0838, 0.7989, 0.4542)>
    Rotation: <Euler (x=3.1182, y=0.1344, z=-0.5989), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0707, 0.7801, 0.4548)>
    Rotation: <Euler (x=3.1182, y=0.1344, z=-0.5989), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1317, 0.8283, 0.4197)>
    Rotation: <Euler (x=2.3947, y=0.1472, z=-0.6593), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1211, 0.8098, 0.4391)>
    Rotation: <Euler (x=2.8777, y=0.1369, z=-0.6412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1088, 0.7922, 0.4448)>
    Rotation: <Euler (x=3.1161, y=0.1411, z=-0.6140), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0994, 0.7787, 0.4452)>
    Rotation: <Euler (x=3.1161, y=0.1411, z=-0.6140), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1051, 1.2175, 0.0781)>
    Rotation: <Euler (x=0.9224, y=-2.1700, z=1.1600), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2205, 1.1664, 0.0146)>
    Rotation: <Euler (x=-1.5921, y=-1.3793, z=-1.7151), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2520, 0.9786, -0.0223)>
    Rotation: <Euler (x=1.5919, y=-0.1757, z=1.4293), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2529, 0.9325, 0.2353)>
    Rotation: <Euler (x=1.6520, y=-0.3579, z=0.9509), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2368, 0.9341, 0.2791)>
    Rotation: <Euler (x=2.0354, y=0.4402, z=1.0116), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2144, 0.9382, 0.3087)>
    Rotation: <Euler (x=2.0079, y=-0.0468, z=0.9072), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2045, 0.9284, 0.3384)>
    Rotation: <Euler (x=1.9528, y=-0.2010, z=0.9023), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2003, 0.9174, 0.3628)>
    Rotation: <Euler (x=1.9528, y=-0.2010, z=0.9023), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2498, 0.9225, 0.3530)>
    Rotation: <Euler (x=2.1106, y=-0.3015, z=0.9461), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2419, 0.9070, 0.3777)>
    Rotation: <Euler (x=2.5978, y=-0.3521, z=0.8960), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2254, 0.8870, 0.3921)>
    Rotation: <Euler (x=2.8499, y=-0.3723, z=0.8492), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2103, 0.8709, 0.3983)>
    Rotation: <Euler (x=2.8499, y=-0.3723, z=0.8492), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2627, 0.9039, 0.3488)>
    Rotation: <Euler (x=2.1106, y=-0.3093, z=0.9458), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2543, 0.8874, 0.3748)>
    Rotation: <Euler (x=2.5979, y=-0.3579, z=0.8955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2353, 0.8642, 0.3915)>
    Rotation: <Euler (x=2.8476, y=-0.3746, z=0.8556), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2190, 0.8468, 0.3982)>
    Rotation: <Euler (x=2.8476, y=-0.3746, z=0.8556), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2758, 0.8841, 0.3405)>
    Rotation: <Euler (x=2.1109, y=-0.3042, z=0.9450), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2684, 0.8697, 0.3634)>
    Rotation: <Euler (x=2.5997, y=-0.3568, z=0.8903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2531, 0.8509, 0.3768)>
    Rotation: <Euler (x=2.8466, y=-0.3693, z=0.8582), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2377, 0.8344, 0.3832)>
    Rotation: <Euler (x=2.8466, y=-0.3693, z=0.8582), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2889, 0.8702, 0.3261)>
    Rotation: <Euler (x=2.1107, y=-0.3084, z=0.9456), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2820, 0.8567, 0.3475)>
    Rotation: <Euler (x=2.6005, y=-0.3617, z=0.8883), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2676, 0.8391, 0.3601)>
    Rotation: <Euler (x=2.8422, y=-0.3689, z=0.8704), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2579, 0.8287, 0.3641)>
    Rotation: <Euler (x=2.8422, y=-0.3689, z=0.8704), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1046, 0.8281, 0.0099)>
    Rotation: <Euler (x=0.7010, y=-0.0363, z=-2.8897), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1932, 0.5231, 0.2777)>
    Rotation: <Euler (x=-0.1185, y=-0.1645, z=-2.8797), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1106, 0.2278)>
    Rotation: <Euler (x=0.8650, y=-0.1499, z=-3.0078), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5291, y=-2.8915, z=0.0111), order='XYZ'>
    Matrix:
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      <Vector (-0.0107, 0.0444, 0.9990, 0.0007)>
      <Vector (0.2475, 0.9681, -0.0404, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0041, 0.4324)>
    Rotation: <Euler (x=-1.5291, y=-2.8915, z=0.0111), order='XYZ'>
    Matrix:
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      <Vector (-0.0107, 0.0444, 0.9990, 0.0041)>
      <Vector (0.2475, 0.9681, -0.0404, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1039, 0.8333, -0.0579)>
    Rotation: <Euler (x=0.5143, y=0.6425, z=2.8871), order='XYZ'>
    Matrix:
      <Vector (-0.7748, -0.5045, -0.3810, -0.1039)>
      <Vector (0.2016, -0.7684, 0.6074, 0.8333)>
      <Vector (-0.5992, 0.3939, 0.6970, -0.0579)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3136, 0.5140, 0.1058)>
    Rotation: <Euler (x=-0.4988, y=0.7822, z=2.8596), order='XYZ'>
    Matrix:
      <Vector (-0.6813, 0.0795, -0.7276, -0.3136)>
      <Vector (0.1974, -0.9373, -0.2872, 0.5140)>
      <Vector (-0.7049, -0.3393, 0.6229, 0.1058)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2793, 0.1099, -0.0405)>
    Rotation: <Euler (x=0.7786, y=0.7853, z=2.9414), order='XYZ'>
    Matrix:
      <Vector (-0.6931, -0.6282, -0.3536, -0.2793)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2531, z=-0.0277), order='XYZ'>
    Matrix:
      <Vector (-0.6303, -0.7751, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7762, 0.6304, -0.0130, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4555, 0.0032, 0.1002)>
    Rotation: <Euler (x=-1.5502, y=2.2531, z=-0.0277), order='XYZ'>
    Matrix:
      <Vector (-0.6303, -0.7751, 0.0437, -0.4555)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7762, 0.6304, -0.0130, 0.1002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 123
  Bone: mixamorig:Hips
    Location: <Vector (-0.0025, 0.8719, -0.0133)>
    Rotation: <Euler (x=0.2121, y=-0.3412, z=-0.0309), order='XYZ'>
    Matrix:
      <Vector (0.9419, -0.0402, -0.3335, -0.0025)>
      <Vector (-0.0291, 0.9793, -0.2003, 0.8719)>
      <Vector (0.3346, 0.1984, 0.9212, -0.0133)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0050, 0.9480, 0.0004)>
    Rotation: <Euler (x=0.2418, y=-0.3544, z=-0.0223), order='XYZ'>
    Matrix:
      <Vector (0.9376, -0.0614, -0.3422, -0.0050)>
      <Vector (-0.0209, 0.9725, -0.2319, 0.9480)>
      <Vector (0.3470, 0.2245, 0.9106, 0.0004)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0105, 1.0357, 0.0207)>
    Rotation: <Euler (x=0.3808, y=-0.3697, z=-0.0148), order='XYZ'>
    Matrix:
      <Vector (0.9323, -0.1205, -0.3409, -0.0105)>
      <Vector (-0.0138, 0.9303, -0.3666, 1.0357)>
      <Vector (0.3613, 0.3466, 0.8656, 0.0207)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0229, 1.1315, 0.0564)>
    Rotation: <Euler (x=0.5210, y=-0.3844, z=-0.0104), order='XYZ'>
    Matrix:
      <Vector (0.9270, -0.1776, -0.3304, -0.0229)>
      <Vector (-0.0097, 0.8692, -0.4943, 1.1315)>
      <Vector (0.3750, 0.4614, 0.8040, 0.0564)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0435, 1.2323, 0.1099)>
    Rotation: <Euler (x=0.4304, y=-0.3069, z=-0.0234), order='XYZ'>
    Matrix:
      <Vector (0.9530, -0.1047, -0.2843, -0.0435)>
      <Vector (-0.0223, 0.9115, -0.4107, 1.2323)>
      <Vector (0.3021, 0.3977, 0.8663, 0.1099)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0582, 1.3210, 0.1628)>
    Rotation: <Euler (x=0.0081, y=-0.0346, z=0.0001), order='XYZ'>
    Matrix:
      <Vector (0.9994, -0.0004, -0.0346, -0.0582)>
      <Vector (0.0001, 1.0000, -0.0081, 1.3210)>
      <Vector (0.0346, 0.0081, 0.9994, 0.1628)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0594, 1.5606, 0.1962)>
    Rotation: <Euler (x=0.0081, y=-0.0346, z=0.0001), order='XYZ'>
    Matrix:
      <Vector (0.9994, -0.0004, -0.0346, -0.0594)>
      <Vector (0.0001, 1.0000, -0.0081, 1.5606)>
      <Vector (0.0346, 0.0081, 0.9994, 0.1962)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0248, 1.2178, 0.1265)>
    Rotation: <Euler (x=-0.1249, y=2.1468, z=-1.9639), order='XYZ'>
    Matrix:
      <Vector (0.2087, 0.9565, -0.2037, 0.0248)>
      <Vector (0.5031, -0.2836, -0.8164, 1.2178)>
      <Vector (-0.8387, 0.0679, -0.5404, 0.1265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1599, 1.1777, 0.1361)>
    Rotation: <Euler (x=-3.0541, y=0.9077, z=0.5219), order='XYZ'>
    Matrix:
      <Vector (0.5336, 0.4370, -0.7241, 0.1599)>
      <Vector (0.3069, -0.8979, -0.3156, 1.1777)>
      <Vector (-0.7881, -0.0538, -0.6132, 0.1361)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2445, 1.0040, 0.1256)>
    Rotation: <Euler (x=2.2709, y=0.1887, z=-1.0507), order='XYZ'>
    Matrix:
      <Vector (0.4881, -0.4878, -0.7237, 0.2445)>
      <Vector (-0.8524, -0.4447, -0.2751, 1.0040)>
      <Vector (-0.1876, 0.7512, -0.6329, 0.1256)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1168, 0.8876, 0.3223)>
    Rotation: <Euler (x=1.9484, y=0.1266, z=-0.7001), order='XYZ'>
    Matrix:
      <Vector (0.7587, -0.1478, -0.6345, 0.1168)>
      <Vector (-0.6391, -0.3576, -0.6809, 0.8876)>
      <Vector (-0.1263, 0.9221, -0.3657, 0.3223)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0845, 0.8837, 0.3591)>
    Rotation: <Euler (x=2.4223, y=-0.5933, z=-1.0073), order='XYZ'>
    Matrix:
      <Vector (0.4429, -0.8327, -0.3324, 0.0845)>
      <Vector (-0.7009, -0.0904, -0.7075, 0.8837)>
      <Vector (0.5591, 0.5463, -0.6237, 0.3591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0510, 0.8817, 0.3793)>
    Rotation: <Euler (x=2.3011, y=-0.2027, z=-0.7678), order='XYZ'>
    Matrix:
      <Vector (0.7047, -0.5712, -0.4209, 0.0510)>
      <Vector (-0.6804, -0.3757, -0.6292, 0.8817)>
      <Vector (0.2013, 0.7298, -0.6534, 0.3793)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0329, 0.8689, 0.4032)>
    Rotation: <Euler (x=2.2318, y=-0.0276, z=-0.6996), order='XYZ'>
    Matrix:
      <Vector (0.7648, -0.4120, -0.4953, 0.0329)>
      <Vector (-0.6437, -0.4557, -0.6149, 0.8689)>
      <Vector (0.0276, 0.7891, -0.6137, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0239, 0.8569, 0.4225)>
    Rotation: <Euler (x=2.2318, y=-0.0276, z=-0.6996), order='XYZ'>
    Matrix:
      <Vector (0.7648, -0.4120, -0.4953, 0.0239)>
      <Vector (-0.6437, -0.4557, -0.6149, 0.8569)>
      <Vector (0.0276, 0.7891, -0.6137, 0.4225)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0733, 0.8703, 0.4329)>
    Rotation: <Euler (x=2.4041, y=0.0772, z=-0.7113), order='XYZ'>
    Matrix:
      <Vector (0.7552, -0.4439, -0.4822, 0.0733)>
      <Vector (-0.6509, -0.5945, -0.4721, 0.8703)>
      <Vector (-0.0771, 0.6704, -0.7379, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0605, 0.8527, 0.4525)>
    Rotation: <Euler (x=2.8807, y=0.1161, z=-0.6446), order='XYZ'>
    Matrix:
      <Vector (0.7939, -0.5567, -0.2444, 0.0605)>
      <Vector (-0.5969, -0.7902, -0.1389, 0.8527)>
      <Vector (-0.1158, 0.2562, -0.9597, 0.4525)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0441, 0.8292, 0.4601)>
    Rotation: <Euler (x=3.1224, y=0.1245, z=-0.5888), order='XYZ'>
    Matrix:
      <Vector (0.8251, -0.5533, -0.1139, 0.0441)>
      <Vector (-0.5511, -0.8328, 0.0530, 0.8292)>
      <Vector (-0.1242, 0.0190, -0.9921, 0.4601)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0310, 0.8101, 0.4606)>
    Rotation: <Euler (x=3.1224, y=0.1245, z=-0.5888), order='XYZ'>
    Matrix:
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      <Vector (-0.5511, -0.8328, 0.0530, 0.8101)>
      <Vector (-0.1242, 0.0190, -0.9921, 0.4606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0909, 0.8552, 0.4290)>
    Rotation: <Euler (x=2.4037, y=0.0799, z=-0.7121), order='XYZ'>
    Matrix:
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      <Vector (-0.6513, -0.5952, -0.4706, 0.8552)>
      <Vector (-0.0799, 0.6706, -0.7375, 0.4290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0761, 0.8349, 0.4516)>
    Rotation: <Euler (x=2.8807, y=0.1189, z=-0.6448), order='XYZ'>
    Matrix:
      <Vector (0.7936, -0.5563, -0.2466, 0.0761)>
      <Vector (-0.5968, -0.7905, -0.1373, 0.8349)>
      <Vector (-0.1186, 0.2561, -0.9593, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0567, 0.8071, 0.4606)>
    Rotation: <Euler (x=3.1222, y=0.1271, z=-0.5908), order='XYZ'>
    Matrix:
      <Vector (0.8238, -0.5549, -0.1160, 0.0567)>
      <Vector (-0.5526, -0.8317, 0.0545, 0.8071)>
      <Vector (-0.1267, 0.0192, -0.9917, 0.4606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0419, 0.7856, 0.4612)>
    Rotation: <Euler (x=3.1222, y=0.1271, z=-0.5908), order='XYZ'>
    Matrix:
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      <Vector (-0.5526, -0.8317, 0.0545, 0.7856)>
      <Vector (-0.1267, 0.0192, -0.9917, 0.4612)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1104, 0.8396, 0.4259)>
    Rotation: <Euler (x=2.4042, y=0.0812, z=-0.7102), order='XYZ'>
    Matrix:
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      <Vector (-0.6498, -0.5968, -0.4707, 0.8396)>
      <Vector (-0.0811, 0.6702, -0.7378, 0.4259)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0973, 0.8216, 0.4460)>
    Rotation: <Euler (x=2.8810, y=0.1195, z=-0.6420), order='XYZ'>
    Matrix:
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      <Vector (-0.5945, -0.7922, -0.1374, 0.8216)>
      <Vector (-0.1192, 0.2558, -0.9594, 0.4460)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0812, 0.7985, 0.4534)>
    Rotation: <Euler (x=3.1214, y=0.1254, z=-0.5974), order='XYZ'>
    Matrix:
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      <Vector (-0.5581, -0.8280, 0.0536, 0.7985)>
      <Vector (-0.1250, 0.0201, -0.9919, 0.4534)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0682, 0.7797, 0.4539)>
    Rotation: <Euler (x=3.1214, y=0.1254, z=-0.5974), order='XYZ'>
    Matrix:
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      <Vector (-0.5581, -0.8280, 0.0536, 0.7797)>
      <Vector (-0.1250, 0.0201, -0.9919, 0.4539)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1295, 0.8279, 0.4193)>
    Rotation: <Euler (x=2.3984, y=0.1384, z=-0.6577), order='XYZ'>
    Matrix:
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      <Vector (-0.6055, -0.6398, -0.4733, 0.8279)>
      <Vector (-0.1380, 0.6701, -0.7293, 0.4193)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1187, 0.8095, 0.4386)>
    Rotation: <Euler (x=2.8813, y=0.1281, z=-0.6396), order='XYZ'>
    Matrix:
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      <Vector (-0.5920, -0.7949, -0.1328, 0.8095)>
      <Vector (-0.1277, 0.2552, -0.9584, 0.4386)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1064, 0.7918, 0.4443)>
    Rotation: <Euler (x=3.1194, y=0.1322, z=-0.6125), order='XYZ'>
    Matrix:
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      <Vector (-0.5699, -0.8197, 0.0576, 0.7918)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0970, 0.7783, 0.4446)>
    Rotation: <Euler (x=3.1194, y=0.1322, z=-0.6125), order='XYZ'>
    Matrix:
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      <Vector (-0.5699, -0.8197, 0.0576, 0.7783)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1055, 1.2174, 0.0769)>
    Rotation: <Euler (x=0.9324, y=-2.1726, z=1.1503), order='XYZ'>
    Matrix:
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      <Vector (-0.5168, -0.3611, -0.7762, 1.2174)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2205, 1.1664, 0.0127)>
    Rotation: <Euler (x=-1.5809, y=-1.3781, z=-1.7256), order='XYZ'>
    Matrix:
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      <Vector (-0.1892, -0.9681, -0.1640, 1.1664)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2518, 0.9787, -0.0245)>
    Rotation: <Euler (x=1.5897, y=-0.1769, z=1.4302), order='XYZ'>
    Matrix:
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      <Vector (0.9747, -0.1768, -0.1368, 0.9787)>
      <Vector (0.1760, 0.9842, -0.0186, -0.0245)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2533, 0.9324, 0.2331)>
    Rotation: <Euler (x=1.6504, y=-0.3605, z=0.9560), order='XYZ'>
    Matrix:
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      <Vector (0.7644, -0.3331, -0.5521, 0.9324)>
      <Vector (0.3528, 0.9327, -0.0744, 0.2331)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2373, 0.9339, 0.2769)>
    Rotation: <Euler (x=2.0336, y=0.4376, z=1.0154), order='XYZ'>
    Matrix:
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      <Vector (0.7696, 0.0868, -0.6326, 0.9339)>
      <Vector (-0.4238, 0.8105, -0.4044, 0.2769)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2151, 0.9382, 0.3066)>
    Rotation: <Euler (x=2.0065, y=-0.0495, z=0.9118), order='XYZ'>
    Matrix:
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      <Vector (0.7896, -0.2939, -0.5386, 0.9382)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2051, 0.9283, 0.3363)>
    Rotation: <Euler (x=1.9514, y=-0.2037, z=0.9072), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2010, 0.9173, 0.3607)>
    Rotation: <Euler (x=1.9514, y=-0.2037, z=0.9072), order='XYZ'>
    Matrix:
      <Vector (0.6032, 0.1769, 0.7777, -0.2010)>
      <Vector (0.7715, -0.3768, -0.5127, 0.9173)>
      <Vector (0.2023, 0.9092, -0.3638, 0.3607)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2505, 0.9222, 0.3508)>
    Rotation: <Euler (x=2.1090, y=-0.3042, z=0.9511), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.2679, 0.7881, -0.2505)>
      <Vector (0.7767, -0.5071, -0.3737, 0.9222)>
      <Vector (0.2995, 0.8192, -0.4891, 0.3508)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2425, 0.9067, 0.3755)>
    Rotation: <Euler (x=2.5963, y=-0.3548, z=0.9010), order='XYZ'>
    Matrix:
      <Vector (0.5821, 0.5584, 0.5910, -0.2425)>
      <Vector (0.7351, -0.6720, -0.0891, 0.9067)>
      <Vector (0.3474, 0.4863, -0.8017, 0.3755)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2260, 0.8867, 0.3899)>
    Rotation: <Euler (x=2.8486, y=-0.3750, z=0.8542), order='XYZ'>
    Matrix:
      <Vector (0.6112, 0.6524, 0.4482, -0.2260)>
      <Vector (0.7016, -0.7086, 0.0747, 0.8867)>
      <Vector (0.3663, 0.2688, -0.8908, 0.3899)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2109, 0.8708, 0.3961)>
    Rotation: <Euler (x=2.8486, y=-0.3750, z=0.8542), order='XYZ'>
    Matrix:
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      <Vector (0.7016, -0.7086, 0.0747, 0.8708)>
      <Vector (0.3663, 0.2688, -0.8908, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2632, 0.9035, 0.3465)>
    Rotation: <Euler (x=2.1090, y=-0.3120, z=0.9508), order='XYZ'>
    Matrix:
      <Vector (0.5530, 0.2641, 0.7902, -0.2632)>
      <Vector (0.7746, -0.5123, -0.3708, 0.9035)>
      <Vector (0.3070, 0.8172, -0.4879, 0.3465)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2549, 0.8871, 0.3726)>
    Rotation: <Euler (x=2.5965, y=-0.3606, z=0.9006), order='XYZ'>
    Matrix:
      <Vector (0.5812, 0.5565, 0.5938, -0.2549)>
      <Vector (0.7333, -0.6745, -0.0856, 0.8871)>
      <Vector (0.3528, 0.4852, -0.8001, 0.3726)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2358, 0.8639, 0.3892)>
    Rotation: <Euler (x=2.8462, y=-0.3773, z=0.8607), order='XYZ'>
    Matrix:
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      <Vector (0.7049, -0.7050, 0.0775, 0.8639)>
      <Vector (0.3684, 0.2706, -0.8894, 0.3892)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2195, 0.8466, 0.3960)>
    Rotation: <Euler (x=2.8462, y=-0.3773, z=0.8607), order='XYZ'>
    Matrix:
      <Vector (0.6061, 0.6555, 0.4505, -0.2195)>
      <Vector (0.7049, -0.7050, 0.0775, 0.8466)>
      <Vector (0.3684, 0.2706, -0.8894, 0.3960)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2763, 0.8837, 0.3381)>
    Rotation: <Euler (x=2.1093, y=-0.3069, z=0.9500), order='XYZ'>
    Matrix:
      <Vector (0.5545, 0.2663, 0.7884, -0.2763)>
      <Vector (0.7754, -0.5093, -0.3734, 0.8837)>
      <Vector (0.3021, 0.8184, -0.4889, 0.3381)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2689, 0.8693, 0.3611)>
    Rotation: <Euler (x=2.5983, y=-0.3595, z=0.8954), order='XYZ'>
    Matrix:
      <Vector (0.5853, 0.5544, 0.5918, -0.2689)>
      <Vector (0.7305, -0.6772, -0.0882, 0.8693)>
      <Vector (0.3518, 0.4839, -0.8013, 0.3611)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2535, 0.8505, 0.3745)>
    Rotation: <Euler (x=2.8453, y=-0.3721, z=0.8632), order='XYZ'>
    Matrix:
      <Vector (0.6055, 0.6578, 0.4479, -0.2535)>
      <Vector (0.7080, -0.7023, 0.0744, 0.8505)>
      <Vector (0.3636, 0.2720, -0.8910, 0.3745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2380, 0.8341, 0.3809)>
    Rotation: <Euler (x=2.8453, y=-0.3721, z=0.8632), order='XYZ'>
    Matrix:
      <Vector (0.6055, 0.6578, 0.4479, -0.2380)>
      <Vector (0.7080, -0.7023, 0.0744, 0.8341)>
      <Vector (0.3636, 0.2720, -0.8910, 0.3809)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2893, 0.8697, 0.3237)>
    Rotation: <Euler (x=2.1091, y=-0.3110, z=0.9506), order='XYZ'>
    Matrix:
      <Vector (0.5533, 0.2645, 0.7899, -0.2893)>
      <Vector (0.7747, -0.5118, -0.3713, 0.8697)>
      <Vector (0.3061, 0.8174, -0.4881, 0.3237)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2824, 0.8562, 0.3451)>
    Rotation: <Euler (x=2.5990, y=-0.3645, z=0.8934), order='XYZ'>
    Matrix:
      <Vector (0.5856, 0.5520, 0.5937, -0.2824)>
      <Vector (0.7280, -0.6802, -0.0858, 0.8562)>
      <Vector (0.3564, 0.4824, -0.8001, 0.3451)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2679, 0.8387, 0.3577)>
    Rotation: <Euler (x=2.8408, y=-0.3717, z=0.8754), order='XYZ'>
    Matrix:
      <Vector (0.5969, 0.6644, 0.4497, -0.2679)>
      <Vector (0.7154, -0.6945, 0.0766, 0.8387)>
      <Vector (0.3632, 0.2760, -0.8899, 0.3577)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2581, 0.8283, 0.3618)>
    Rotation: <Euler (x=2.8408, y=-0.3717, z=0.8754), order='XYZ'>
    Matrix:
      <Vector (0.5969, 0.6644, 0.4497, -0.2581)>
      <Vector (0.7154, -0.6945, 0.0766, 0.8283)>
      <Vector (0.3632, 0.2760, -0.8899, 0.3618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1045, 0.8279, 0.0096)>
    Rotation: <Euler (x=0.7015, y=-0.0343, z=-2.8889), order='XYZ'>
    Matrix:
      <Vector (-0.9677, 0.2124, -0.1359, 0.1045)>
      <Vector (-0.2498, -0.7341, 0.6314, 0.8279)>
      <Vector (0.0343, 0.6450, 0.7634, 0.0096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1927, 0.5229, 0.2776)>
    Rotation: <Euler (x=-0.1184, y=-0.1637, z=-2.8790), order='XYZ'>
    Matrix:
      <Vector (-0.9528, 0.2391, 0.1869, 0.1927)>
      <Vector (-0.2561, -0.9640, -0.0721, 0.5229)>
      <Vector (0.1630, -0.1166, 0.9797, 0.2776)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1105, 0.2277)>
    Rotation: <Euler (x=0.8656, y=-0.1490, z=-3.0054), order='XYZ'>
    Matrix:
      <Vector (-0.9798, 0.2000, -0.0081, 0.2950)>
      <Vector (-0.1343, -0.6268, 0.7675, 0.1105)>
      <Vector (0.1485, 0.7531, 0.6410, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0008, 0.3596)>
    Rotation: <Euler (x=-1.5286, y=-2.8925, z=0.0134), order='XYZ'>
    Matrix:
      <Vector (-0.9690, 0.2458, -0.0238, 0.3300)>
      <Vector (-0.0130, 0.0455, 0.9989, 0.0008)>
      <Vector (0.2466, 0.9683, -0.0409, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0042, 0.4325)>
    Rotation: <Euler (x=-1.5286, y=-2.8925, z=0.0134), order='XYZ'>
    Matrix:
      <Vector (-0.9690, 0.2458, -0.0238, 0.3486)>
      <Vector (-0.0130, 0.0455, 0.9989, 0.0042)>
      <Vector (0.2466, 0.9683, -0.0409, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1039, 0.8332, -0.0589)>
    Rotation: <Euler (x=0.5163, y=0.6436, z=2.8883), order='XYZ'>
    Matrix:
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      <Vector (0.2004, -0.7676, 0.6087, 0.8332)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3136, 0.5142, 0.1053)>
    Rotation: <Euler (x=-0.4969, y=0.7823, z=2.8611), order='XYZ'>
    Matrix:
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      <Vector (0.1964, -0.9377, -0.2865, 0.5142)>
      <Vector (-0.7049, -0.3381, 0.6235, 0.1053)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2793, 0.1099, -0.0405)>
    Rotation: <Euler (x=0.7787, y=0.7849, z=2.9414), order='XYZ'>
    Matrix:
      <Vector (-0.6933, -0.6280, -0.3534, -0.2793)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2534, z=-0.0277), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7759, 0.6307, -0.0130, 0.0507)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4554, 0.0032, 0.1002)>
    Rotation: <Euler (x=-1.5502, y=2.2534, z=-0.0277), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7759, 0.6307, -0.0130, 0.1002)>
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Frame: 124
  Bone: mixamorig:Hips
    Location: <Vector (-0.0021, 0.8719, -0.0136)>
    Rotation: <Euler (x=0.2117, y=-0.3452, z=-0.0318), order='XYZ'>
    Matrix:
      <Vector (0.9405, -0.0399, -0.3374, -0.0021)>
      <Vector (-0.0300, 0.9795, -0.1994, 0.8719)>
      <Vector (0.3384, 0.1977, 0.9200, -0.0136)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0046, 0.9479, 0.0001)>
    Rotation: <Euler (x=0.2412, y=-0.3587, z=-0.0231), order='XYZ'>
    Matrix:
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      <Vector (-0.0217, 0.9727, -0.2309, 0.9479)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0101, 1.0356, 0.0202)>
    Rotation: <Euler (x=0.3801, y=-0.3748, z=-0.0154), order='XYZ'>
    Matrix:
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      <Vector (-0.0143, 0.9306, -0.3657, 1.0356)>
      <Vector (0.3661, 0.3452, 0.8642, 0.0202)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0226, 1.1315, 0.0558)>
    Rotation: <Euler (x=0.5202, y=-0.3903, z=-0.0107), order='XYZ'>
    Matrix:
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      <Vector (-0.0099, 0.8697, -0.4935, 1.1315)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0435, 1.2323, 0.1091)>
    Rotation: <Euler (x=0.4287, y=-0.3130, z=-0.0228), order='XYZ'>
    Matrix:
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      <Vector (-0.0217, 0.9122, -0.4092, 1.2323)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0585, 1.3211, 0.1618)>
    Rotation: <Euler (x=0.0063, y=-0.0371, z=-0.0026), order='XYZ'>
    Matrix:
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      <Vector (-0.0026, 1.0000, -0.0062, 1.3211)>
      <Vector (0.0371, 0.0063, 0.9993, 0.1618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0591, 1.5608, 0.1948)>
    Rotation: <Euler (x=0.0063, y=-0.0371, z=-0.0026), order='XYZ'>
    Matrix:
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      <Vector (-0.0026, 1.0000, -0.0062, 1.5608)>
      <Vector (0.0371, 0.0063, 0.9993, 0.1948)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0247, 1.2178, 0.1261)>
    Rotation: <Euler (x=-0.1373, y=2.1485, z=-1.9741), order='XYZ'>
    Matrix:
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      <Vector (0.5023, -0.2833, -0.8170, 1.2178)>
      <Vector (-0.8377, 0.0748, -0.5410, 0.1261)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1598, 1.1778, 0.1367)>
    Rotation: <Euler (x=-3.0552, y=0.9027, z=0.5212), order='XYZ'>
    Matrix:
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      <Vector (0.3085, -0.8977, -0.3145, 1.1778)>
      <Vector (-0.7850, -0.0535, -0.6172, 0.1367)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2444, 1.0041, 0.1263)>
    Rotation: <Euler (x=2.2759, y=0.1875, z=-1.0502), order='XYZ'>
    Matrix:
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      <Vector (-0.8523, -0.4456, -0.2739, 1.0041)>
      <Vector (-0.1864, 0.7482, -0.6368, 0.1263)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1157, 0.8875, 0.3221)>
    Rotation: <Euler (x=1.9520, y=0.1176, z=-0.6984), order='XYZ'>
    Matrix:
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      <Vector (-0.6386, -0.3549, -0.6828, 0.8875)>
      <Vector (-0.1174, 0.9218, -0.3694, 0.3221)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0831, 0.8837, 0.3587)>
    Rotation: <Euler (x=2.4297, y=-0.6007, z=-1.0102), order='XYZ'>
    Matrix:
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      <Vector (-0.6987, -0.0898, -0.7098, 0.8837)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0494, 0.8816, 0.3786)>
    Rotation: <Euler (x=2.3053, y=-0.2114, z=-0.7675), order='XYZ'>
    Matrix:
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      <Vector (-0.6789, -0.3742, -0.6317, 0.8816)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0311, 0.8689, 0.4024)>
    Rotation: <Euler (x=2.2354, y=-0.0366, z=-0.6985), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0219, 0.8570, 0.4216)>
    Rotation: <Euler (x=2.2354, y=-0.0366, z=-0.6985), order='XYZ'>
    Matrix:
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      <Vector (-0.6426, -0.4538, -0.6174, 0.8570)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0713, 0.8704, 0.4324)>
    Rotation: <Euler (x=2.4078, y=0.0682, z=-0.7099), order='XYZ'>
    Matrix:
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      <Vector (-0.6502, -0.5930, -0.4750, 0.8704)>
      <Vector (-0.0682, 0.6682, -0.7409, 0.4324)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0583, 0.8529, 0.4520)>
    Rotation: <Euler (x=2.8838, y=0.1069, z=-0.6431), order='XYZ'>
    Matrix:
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      <Vector (-0.5962, -0.7901, -0.1422, 0.8529)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0418, 0.8294, 0.4595)>
    Rotation: <Euler (x=3.1250, y=0.1152, z=-0.5873), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0287, 0.8103, 0.4599)>
    Rotation: <Euler (x=3.1250, y=0.1152, z=-0.5873), order='XYZ'>
    Matrix:
      <Vector (0.8269, -0.5525, -0.1049, 0.0287)>
      <Vector (-0.5505, -0.8334, 0.0499, 0.8103)>
      <Vector (-0.1149, 0.0165, -0.9932, 0.4599)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0889, 0.8553, 0.4288)>
    Rotation: <Euler (x=2.4074, y=0.0710, z=-0.7106), order='XYZ'>
    Matrix:
      <Vector (0.7561, -0.4482, -0.4769, 0.0889)>
      <Vector (-0.6506, -0.5937, -0.4735, 0.8553)>
      <Vector (-0.0710, 0.6683, -0.7405, 0.4288)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0740, 0.8351, 0.4513)>
    Rotation: <Euler (x=2.8838, y=0.1097, z=-0.6433), order='XYZ'>
    Matrix:
      <Vector (0.7953, -0.5576, -0.2377, 0.0740)>
      <Vector (-0.5962, -0.7904, -0.1405, 0.8351)>
      <Vector (-0.1095, 0.2535, -0.9611, 0.4513)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0545, 0.8073, 0.4602)>
    Rotation: <Euler (x=3.1248, y=0.1178, z=-0.5893), order='XYZ'>
    Matrix:
      <Vector (0.8256, -0.5541, -0.1070, 0.0545)>
      <Vector (-0.5519, -0.8323, 0.0514, 0.8073)>
      <Vector (-0.1175, 0.0167, -0.9929, 0.4602)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0397, 0.7858, 0.4607)>
    Rotation: <Euler (x=3.1248, y=0.1178, z=-0.5893), order='XYZ'>
    Matrix:
      <Vector (0.8256, -0.5541, -0.1070, 0.0397)>
      <Vector (-0.5519, -0.8323, 0.0514, 0.7858)>
      <Vector (-0.1175, 0.0167, -0.9929, 0.4607)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1084, 0.8398, 0.4259)>
    Rotation: <Euler (x=2.4078, y=0.0723, z=-0.7087), order='XYZ'>
    Matrix:
      <Vector (0.7572, -0.4466, -0.4765, 0.1084)>
      <Vector (-0.6491, -0.5953, -0.4735, 0.8398)>
      <Vector (-0.0722, 0.6679, -0.7407, 0.4259)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0952, 0.8218, 0.4459)>
    Rotation: <Euler (x=2.8841, y=0.1103, z=-0.6404), order='XYZ'>
    Matrix:
      <Vector (0.7970, -0.5554, -0.2375, 0.0952)>
      <Vector (-0.5939, -0.7921, -0.1406, 0.8218)>
      <Vector (-0.1101, 0.2531, -0.9611, 0.4459)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0791, 0.7988, 0.4532)>
    Rotation: <Euler (x=3.1240, y=0.1161, z=-0.5959), order='XYZ'>
    Matrix:
      <Vector (0.8221, -0.5595, -0.1057, 0.0791)>
      <Vector (-0.5575, -0.8287, 0.0505, 0.7988)>
      <Vector (-0.1158, 0.0174, -0.9931, 0.4532)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0661, 0.7799, 0.4537)>
    Rotation: <Euler (x=3.1240, y=0.1161, z=-0.5959), order='XYZ'>
    Matrix:
      <Vector (0.8221, -0.5595, -0.1057, 0.0661)>
      <Vector (-0.5575, -0.8287, 0.0505, 0.7799)>
      <Vector (-0.1158, 0.0174, -0.9931, 0.4537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1276, 0.8281, 0.4195)>
    Rotation: <Euler (x=2.4017, y=0.1293, z=-0.6561), order='XYZ'>
    Matrix:
      <Vector (0.7858, -0.3816, -0.4868, 0.1276)>
      <Vector (-0.6049, -0.6382, -0.4762, 0.8281)>
      <Vector (-0.1289, 0.6686, -0.7323, 0.4195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1166, 0.8097, 0.4387)>
    Rotation: <Euler (x=2.8844, y=0.1189, z=-0.6380), order='XYZ'>
    Matrix:
      <Vector (0.7976, -0.5518, -0.2437, 0.1166)>
      <Vector (-0.5914, -0.7948, -0.1360, 0.8097)>
      <Vector (-0.1186, 0.2526, -0.9603, 0.4387)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1043, 0.7921, 0.4444)>
    Rotation: <Euler (x=3.1222, y=0.1229, z=-0.6110), order='XYZ'>
    Matrix:
      <Vector (0.8129, -0.5716, -0.1115, 0.1043)>
      <Vector (-0.5693, -0.8203, 0.0545, 0.7921)>
      <Vector (-0.1226, 0.0192, -0.9923, 0.4444)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0949, 0.7786, 0.4447)>
    Rotation: <Euler (x=3.1222, y=0.1229, z=-0.6110), order='XYZ'>
    Matrix:
      <Vector (0.8129, -0.5716, -0.1115, 0.0949)>
      <Vector (-0.5693, -0.8203, 0.0545, 0.7786)>
      <Vector (-0.1226, 0.0192, -0.9923, 0.4447)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1052, 1.2175, 0.0758)>
    Rotation: <Euler (x=0.9434, y=-2.1747, z=1.1400), order='XYZ'>
    Matrix:
      <Vector (-0.2371, -0.8117, 0.5338, -0.1052)>
      <Vector (-0.5160, -0.3604, -0.7771, 1.2175)>
      <Vector (0.8231, -0.4597, -0.3334, 0.0758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2199, 1.1666, 0.0108)>
    Rotation: <Euler (x=-1.5652, y=-1.3772, z=-1.7398), order='XYZ'>
    Matrix:
      <Vector (-0.0324, -0.1596, 0.9867, -0.2199)>
      <Vector (-0.1896, -0.9683, -0.1628, 1.1666)>
      <Vector (0.9813, -0.1924, 0.0011, 0.0108)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2509, 0.9788, -0.0265)>
    Rotation: <Euler (x=1.5866, y=-0.1779, z=1.4319), order='XYZ'>
    Matrix:
      <Vector (0.1362, -0.0088, 0.9906, -0.2509)>
      <Vector (0.9747, -0.1775, -0.1356, 0.9788)>
      <Vector (0.1770, 0.9841, -0.0156, -0.0265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2532, 0.9324, 0.2310)>
    Rotation: <Euler (x=1.6487, y=-0.3637, z=0.9610), order='XYZ'>
    Matrix:
      <Vector (0.5352, -0.1393, 0.8331, -0.2532)>
      <Vector (0.7662, -0.3353, -0.5483, 0.9324)>
      <Vector (0.3557, 0.9318, -0.0727, 0.2310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2373, 0.9339, 0.2749)>
    Rotation: <Euler (x=2.0316, y=0.4346, z=1.0190), order='XYZ'>
    Matrix:
      <Vector (0.4755, 0.5764, 0.6646, -0.2373)>
      <Vector (0.7724, 0.0880, -0.6290, 0.9339)>
      <Vector (-0.4210, 0.8124, -0.4034, 0.2749)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2151, 0.9382, 0.3047)>
    Rotation: <Euler (x=2.0051, y=-0.0527, z=0.9163), order='XYZ'>
    Matrix:
      <Vector (0.6079, 0.3047, 0.7332, -0.2151)>
      <Vector (0.7923, -0.2941, -0.5347, 0.9382)>
      <Vector (0.0527, 0.9059, -0.4202, 0.3047)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2053, 0.9284, 0.3344)>
    Rotation: <Euler (x=1.9499, y=-0.2069, z=0.9119), order='XYZ'>
    Matrix:
      <Vector (0.5992, 0.1758, 0.7811, -0.2053)>
      <Vector (0.7738, -0.3775, -0.5086, 0.9284)>
      <Vector (0.2054, 0.9092, -0.3622, 0.3344)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2012, 0.9173, 0.3588)>
    Rotation: <Euler (x=1.9499, y=-0.2069, z=0.9119), order='XYZ'>
    Matrix:
      <Vector (0.5992, 0.1758, 0.7811, -0.2012)>
      <Vector (0.7738, -0.3775, -0.5086, 0.9173)>
      <Vector (0.2054, 0.9092, -0.3622, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2506, 0.9220, 0.3487)>
    Rotation: <Euler (x=2.1073, y=-0.3073, z=0.9560), order='XYZ'>
    Matrix:
      <Vector (0.5498, 0.2676, 0.7913, -0.2506)>
      <Vector (0.7786, -0.5072, -0.3694, 0.9220)>
      <Vector (0.3025, 0.8192, -0.4872, 0.3487)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2427, 0.9065, 0.3734)>
    Rotation: <Euler (x=2.5948, y=-0.3580, z=0.9060), order='XYZ'>
    Matrix:
      <Vector (0.5778, 0.5599, 0.5939, -0.2427)>
      <Vector (0.7371, -0.6704, -0.0852, 0.9065)>
      <Vector (0.3504, 0.4870, -0.8001, 0.3734)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2261, 0.8866, 0.3878)>
    Rotation: <Euler (x=2.8472, y=-0.3783, z=0.8592), order='XYZ'>
    Matrix:
      <Vector (0.6069, 0.6547, 0.4506, -0.2261)>
      <Vector (0.7037, -0.7061, 0.0782, 0.8866)>
      <Vector (0.3694, 0.2696, -0.8893, 0.3878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2110, 0.8707, 0.3941)>
    Rotation: <Euler (x=2.8472, y=-0.3783, z=0.8592), order='XYZ'>
    Matrix:
      <Vector (0.6069, 0.6547, 0.4506, -0.2110)>
      <Vector (0.7037, -0.7061, 0.0782, 0.8707)>
      <Vector (0.3694, 0.2696, -0.8893, 0.3941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2633, 0.9033, 0.3444)>
    Rotation: <Euler (x=2.1074, y=-0.3151, z=0.9558), order='XYZ'>
    Matrix:
      <Vector (0.5486, 0.2639, 0.7934, -0.2633)>
      <Vector (0.7765, -0.5125, -0.3665, 0.9033)>
      <Vector (0.3099, 0.8171, -0.4860, 0.3444)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2549, 0.8868, 0.3704)>
    Rotation: <Euler (x=2.5950, y=-0.3638, z=0.9055), order='XYZ'>
    Matrix:
      <Vector (0.5769, 0.5580, 0.5966, -0.2549)>
      <Vector (0.7353, -0.6728, -0.0817, 0.8868)>
      <Vector (0.3558, 0.4858, -0.7984, 0.3704)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2358, 0.8637, 0.3871)>
    Rotation: <Euler (x=2.8449, y=-0.3806, z=0.8656), order='XYZ'>
    Matrix:
      <Vector (0.6018, 0.6578, 0.4529, -0.2358)>
      <Vector (0.7070, -0.7026, 0.0810, 0.8637)>
      <Vector (0.3715, 0.2715, -0.8879, 0.3871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2194, 0.8464, 0.3939)>
    Rotation: <Euler (x=2.8449, y=-0.3806, z=0.8656), order='XYZ'>
    Matrix:
      <Vector (0.6018, 0.6578, 0.4529, -0.2194)>
      <Vector (0.7070, -0.7026, 0.0810, 0.8464)>
      <Vector (0.3715, 0.2715, -0.8879, 0.3939)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2762, 0.8834, 0.3359)>
    Rotation: <Euler (x=2.1077, y=-0.3100, z=0.9549), order='XYZ'>
    Matrix:
      <Vector (0.5501, 0.2661, 0.7916, -0.2762)>
      <Vector (0.7774, -0.5094, -0.3690, 0.8834)>
      <Vector (0.3051, 0.8184, -0.4871, 0.3359)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2689, 0.8690, 0.3589)>
    Rotation: <Euler (x=2.5968, y=-0.3628, z=0.9003), order='XYZ'>
    Matrix:
      <Vector (0.5809, 0.5559, 0.5946, -0.2689)>
      <Vector (0.7325, -0.6755, -0.0842, 0.8690)>
      <Vector (0.3549, 0.4845, -0.7996, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2534, 0.8503, 0.3723)>
    Rotation: <Euler (x=2.8439, y=-0.3753, z=0.8682), order='XYZ'>
    Matrix:
      <Vector (0.6012, 0.6601, 0.4503, -0.2534)>
      <Vector (0.7100, -0.6998, 0.0779, 0.8503)>
      <Vector (0.3666, 0.2729, -0.8895, 0.3723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2379, 0.8339, 0.3788)>
    Rotation: <Euler (x=2.8439, y=-0.3753, z=0.8682), order='XYZ'>
    Matrix:
      <Vector (0.6012, 0.6601, 0.4503, -0.2379)>
      <Vector (0.7100, -0.6998, 0.0779, 0.8339)>
      <Vector (0.3666, 0.2729, -0.8895, 0.3788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2891, 0.8694, 0.3214)>
    Rotation: <Euler (x=2.1075, y=-0.3142, z=0.9555), order='XYZ'>
    Matrix:
      <Vector (0.5489, 0.2642, 0.7930, -0.2891)>
      <Vector (0.7767, -0.5120, -0.3670, 0.8694)>
      <Vector (0.3090, 0.8173, -0.4863, 0.3214)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2822, 0.8559, 0.3428)>
    Rotation: <Euler (x=2.5975, y=-0.3677, z=0.8984), order='XYZ'>
    Matrix:
      <Vector (0.5812, 0.5535, 0.5965, -0.2822)>
      <Vector (0.7300, -0.6785, -0.0818, 0.8559)>
      <Vector (0.3594, 0.4830, -0.7984, 0.3428)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2678, 0.8384, 0.3554)>
    Rotation: <Euler (x=2.8394, y=-0.3749, z=0.8804), order='XYZ'>
    Matrix:
      <Vector (0.5926, 0.6666, 0.4521, -0.2678)>
      <Vector (0.7174, -0.6920, 0.0800, 0.8384)>
      <Vector (0.3662, 0.2769, -0.8884, 0.3554)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2579, 0.8281, 0.3595)>
    Rotation: <Euler (x=2.8394, y=-0.3749, z=0.8804), order='XYZ'>
    Matrix:
      <Vector (0.5926, 0.6666, 0.4521, -0.2579)>
      <Vector (0.7174, -0.6920, 0.0800, 0.8281)>
      <Vector (0.3662, 0.2769, -0.8884, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1047, 0.8277, 0.0097)>
    Rotation: <Euler (x=0.7020, y=-0.0318, z=-2.8887), order='XYZ'>
    Matrix:
      <Vector (-0.9677, 0.2109, -0.1381, 0.1047)>
      <Vector (-0.2501, -0.7341, 0.6313, 0.8277)>
      <Vector (0.0318, 0.6454, 0.7632, 0.0097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1923, 0.5227, 0.2779)>
    Rotation: <Euler (x=-0.1192, y=-0.1627, z=-2.8782), order='XYZ'>
    Matrix:
      <Vector (-0.9528, 0.2399, 0.1863, 0.1923)>
      <Vector (-0.2569, -0.9637, -0.0730, 0.5227)>
      <Vector (0.1620, -0.1174, 0.9798, 0.2779)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1105, 0.2277)>
    Rotation: <Euler (x=0.8660, y=-0.1482, z=-3.0039), order='XYZ'>
    Matrix:
      <Vector (-0.9797, 0.2003, -0.0098, 0.2950)>
      <Vector (-0.1357, -0.6263, 0.7677, 0.1105)>
      <Vector (0.1476, 0.7534, 0.6408, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0008, 0.3596)>
    Rotation: <Euler (x=-1.5283, y=-2.8933, z=0.0149), order='XYZ'>
    Matrix:
      <Vector (-0.9692, 0.2448, -0.0253, 0.3300)>
      <Vector (-0.0144, 0.0461, 0.9988, 0.0008)>
      <Vector (0.2457, 0.9685, -0.0412, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0043, 0.4325)>
    Rotation: <Euler (x=-1.5283, y=-2.8933, z=0.0149), order='XYZ'>
    Matrix:
      <Vector (-0.9692, 0.2448, -0.0253, 0.3485)>
      <Vector (-0.0144, 0.0461, 0.9988, 0.0043)>
      <Vector (0.2457, 0.9685, -0.0412, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1033, 0.8332, -0.0596)>
    Rotation: <Euler (x=0.5175, y=0.6457, z=2.8890), order='XYZ'>
    Matrix:
      <Vector (-0.7733, -0.5054, -0.3828, -0.1033)>
      <Vector (0.1996, -0.7671, 0.6097, 0.8332)>
      <Vector (-0.6018, 0.3951, 0.6941, -0.0596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3134, 0.5144, 0.1047)>
    Rotation: <Euler (x=-0.4948, y=0.7826, z=2.8620), order='XYZ'>
    Matrix:
      <Vector (-0.6815, 0.0790, -0.7275, -0.3134)>
      <Vector (0.1956, -0.9383, -0.2852, 0.5144)>
      <Vector (-0.7052, -0.3367, 0.6240, 0.1047)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2793, 0.1099, -0.0405)>
    Rotation: <Euler (x=0.7787, y=0.7850, z=2.9414), order='XYZ'>
    Matrix:
      <Vector (-0.6933, -0.6280, -0.3534, -0.2793)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7068, 0.4968, 0.5036, -0.0405)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2533, z=-0.0277), order='XYZ'>
    Matrix:
      <Vector (-0.6305, -0.7749, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7760, 0.6306, -0.0130, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4554, 0.0032, 0.1002)>
    Rotation: <Euler (x=-1.5502, y=2.2533, z=-0.0277), order='XYZ'>
    Matrix:
      <Vector (-0.6305, -0.7749, 0.0437, -0.4554)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7760, 0.6306, -0.0130, 0.1002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 125
  Bone: mixamorig:Hips
    Location: <Vector (-0.0013, 0.8718, -0.0136)>
    Rotation: <Euler (x=0.2108, y=-0.3497, z=-0.0333), order='XYZ'>
    Matrix:
      <Vector (0.9390, -0.0391, -0.3418, -0.0013)>
      <Vector (-0.0313, 0.9797, -0.1979, 0.8718)>
      <Vector (0.3426, 0.1965, 0.9187, -0.0136)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (-0.0037, 0.9478, 0.0000)>
    Rotation: <Euler (x=0.2400, y=-0.3633, z=-0.0243), order='XYZ'>
    Matrix:
      <Vector (0.9344, -0.0609, -0.3509, -0.0037)>
      <Vector (-0.0227, 0.9731, -0.2293, 0.9478)>
      <Vector (0.3554, 0.2222, 0.9079, 0.0000)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0092, 1.0356, 0.0200)>
    Rotation: <Euler (x=0.3786, y=-0.3798, z=-0.0159), order='XYZ'>
    Matrix:
      <Vector (0.9286, -0.1223, -0.3503, -0.0092)>
      <Vector (-0.0147, 0.9312, -0.3641, 1.0356)>
      <Vector (0.3707, 0.3433, 0.8630, 0.0200)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0218, 1.1315, 0.0554)>
    Rotation: <Euler (x=0.5185, y=-0.3957, z=-0.0106), order='XYZ'>
    Matrix:
      <Vector (0.9227, -0.1818, -0.3400, -0.0218)>
      <Vector (-0.0098, 0.8705, -0.4920, 1.1315)>
      <Vector (0.3854, 0.4573, 0.8014, 0.0554)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0428, 1.2325, 0.1084)>
    Rotation: <Euler (x=0.4263, y=-0.3187, z=-0.0216), order='XYZ'>
    Matrix:
      <Vector (0.9494, -0.1099, -0.2942, -0.0428)>
      <Vector (-0.0205, 0.9131, -0.4073, 1.2325)>
      <Vector (0.3134, 0.3927, 0.8646, 0.1084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0582, 1.3214, 0.1608)>
    Rotation: <Euler (x=0.0045, y=-0.0394, z=-0.0057), order='XYZ'>
    Matrix:
      <Vector (0.9992, 0.0055, -0.0394, -0.0582)>
      <Vector (-0.0057, 1.0000, -0.0043, 1.3214)>
      <Vector (0.0394, 0.0045, 0.9992, 0.1608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0581, 1.5611, 0.1933)>
    Rotation: <Euler (x=0.0045, y=-0.0394, z=-0.0057), order='XYZ'>
    Matrix:
      <Vector (0.9992, 0.0055, -0.0394, -0.0581)>
      <Vector (-0.0057, 1.0000, -0.0043, 1.5611)>
      <Vector (0.0394, 0.0045, 0.9992, 0.1933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0252, 1.2179, 0.1258)>
    Rotation: <Euler (x=-0.1457, y=2.1488, z=-1.9821), order='XYZ'>
    Matrix:
      <Vector (0.2184, 0.9555, -0.1982, 0.0252)>
      <Vector (0.5008, -0.2840, -0.8176, 1.2179)>
      <Vector (-0.8376, 0.0793, -0.5405, 0.1258)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1602, 1.1778, 0.1370)>
    Rotation: <Euler (x=-3.0625, y=0.8981, z=0.5151), order='XYZ'>
    Matrix:
      <Vector (0.5423, 0.4373, -0.7175, 0.1602)>
      <Vector (0.3069, -0.8980, -0.3153, 1.1778)>
      <Vector (-0.7821, -0.0492, -0.6212, 0.1370)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2448, 1.0040, 0.1275)>
    Rotation: <Euler (x=2.2806, y=0.1832, z=-1.0495), order='XYZ'>
    Matrix:
      <Vector (0.4897, -0.4963, -0.7169, 0.2448)>
      <Vector (-0.8527, -0.4444, -0.2748, 1.0040)>
      <Vector (-0.1822, 0.7458, -0.6408, 0.1275)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1149, 0.8877, 0.3227)>
    Rotation: <Euler (x=1.9562, y=0.1087, z=-0.6967), order='XYZ'>
    Matrix:
      <Vector (0.7624, -0.1641, -0.6259, 0.1149)>
      <Vector (-0.6379, -0.3528, -0.6845, 0.8877)>
      <Vector (-0.1085, 0.9212, -0.3737, 0.3227)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0820, 0.8840, 0.3589)>
    Rotation: <Euler (x=2.4379, y=-0.6079, z=-1.0137), order='XYZ'>
    Matrix:
      <Vector (0.4340, -0.8425, -0.3190, 0.0820)>
      <Vector (-0.6967, -0.0895, -0.7117, 0.8840)>
      <Vector (0.5711, 0.5312, -0.6258, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0481, 0.8820, 0.3785)>
    Rotation: <Euler (x=2.3102, y=-0.2200, z=-0.7673), order='XYZ'>
    Matrix:
      <Vector (0.7024, -0.5839, -0.4071, 0.0481)>
      <Vector (-0.6775, -0.3731, -0.6339, 0.8820)>
      <Vector (0.2182, 0.7211, -0.6576, 0.3785)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0296, 0.8693, 0.4022)>
    Rotation: <Euler (x=2.2395, y=-0.0455, z=-0.6975), order='XYZ'>
    Matrix:
      <Vector (0.7657, -0.4256, -0.4823, 0.0296)>
      <Vector (-0.6416, -0.4523, -0.6195, 0.8693)>
      <Vector (0.0455, 0.7838, -0.6194, 0.4022)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0202, 0.8574, 0.4214)>
    Rotation: <Euler (x=2.2395, y=-0.0455, z=-0.6975), order='XYZ'>
    Matrix:
      <Vector (0.7657, -0.4256, -0.4823, 0.0202)>
      <Vector (-0.6416, -0.4523, -0.6195, 0.8574)>
      <Vector (0.0455, 0.7838, -0.6194, 0.4214)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0695, 0.8709, 0.4326)>
    Rotation: <Euler (x=2.4120, y=0.0594, z=-0.7084), order='XYZ'>
    Matrix:
      <Vector (0.7581, -0.4550, -0.4672, 0.0695)>
      <Vector (-0.6495, -0.5919, -0.4774, 0.8709)>
      <Vector (-0.0594, 0.6654, -0.7442, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0563, 0.8534, 0.4521)>
    Rotation: <Euler (x=2.8875, y=0.0978, z=-0.6415), order='XYZ'>
    Matrix:
      <Vector (0.7974, -0.5595, -0.2261, 0.0563)>
      <Vector (-0.5955, -0.7902, -0.1449, 0.8534)>
      <Vector (-0.0976, 0.2502, -0.9633, 0.4521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0398, 0.8299, 0.4595)>
    Rotation: <Euler (x=3.1282, y=0.1059, z=-0.5858), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5516, -0.0955, 0.0398)>
      <Vector (-0.5497, -0.8340, 0.0472, 0.8299)>
      <Vector (-0.1057, 0.0133, -0.9943, 0.4595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0268, 0.8108, 0.4598)>
    Rotation: <Euler (x=3.1282, y=0.1059, z=-0.5858), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5516, -0.0955, 0.0268)>
      <Vector (-0.5497, -0.8340, 0.0472, 0.8108)>
      <Vector (-0.1057, 0.0133, -0.9943, 0.4598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0871, 0.8558, 0.4292)>
    Rotation: <Euler (x=2.4117, y=0.0622, z=-0.7091), order='XYZ'>
    Matrix:
      <Vector (0.7575, -0.4538, -0.4693, 0.0871)>
      <Vector (-0.6499, -0.5926, -0.4759, 0.8558)>
      <Vector (-0.0621, 0.6655, -0.7438, 0.4292)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0720, 0.8357, 0.4516)>
    Rotation: <Euler (x=2.8875, y=0.1006, z=-0.6417), order='XYZ'>
    Matrix:
      <Vector (0.7971, -0.5591, -0.2284, 0.0720)>
      <Vector (-0.5955, -0.7905, -0.1432, 0.8357)>
      <Vector (-0.1004, 0.2501, -0.9630, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0525, 0.8079, 0.4604)>
    Rotation: <Euler (x=3.1280, y=0.1085, z=-0.5877), order='XYZ'>
    Matrix:
      <Vector (0.8273, -0.5532, -0.0976, 0.0525)>
      <Vector (-0.5512, -0.8329, 0.0487, 0.8079)>
      <Vector (-0.1083, 0.0135, -0.9940, 0.4604)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0377, 0.7863, 0.4608)>
    Rotation: <Euler (x=3.1280, y=0.1085, z=-0.5877), order='XYZ'>
    Matrix:
      <Vector (0.8273, -0.5532, -0.0976, 0.0377)>
      <Vector (-0.5512, -0.8329, 0.0487, 0.7863)>
      <Vector (-0.1083, 0.0135, -0.9940, 0.4608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1067, 0.8403, 0.4265)>
    Rotation: <Euler (x=2.4121, y=0.0634, z=-0.7072), order='XYZ'>
    Matrix:
      <Vector (0.7587, -0.4522, -0.4689, 0.1067)>
      <Vector (-0.6484, -0.5942, -0.4760, 0.8403)>
      <Vector (-0.0634, 0.6652, -0.7440, 0.4265)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0934, 0.8224, 0.4464)>
    Rotation: <Euler (x=2.8877, y=0.1012, z=-0.6388), order='XYZ'>
    Matrix:
      <Vector (0.7987, -0.5568, -0.2282, 0.0934)>
      <Vector (-0.5932, -0.7922, -0.1433, 0.8224)>
      <Vector (-0.1010, 0.2498, -0.9630, 0.4464)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0771, 0.7993, 0.4537)>
    Rotation: <Euler (x=3.1273, y=0.1068, z=-0.5943), order='XYZ'>
    Matrix:
      <Vector (0.8238, -0.5586, -0.0963, 0.0771)>
      <Vector (-0.5568, -0.8293, 0.0478, 0.7993)>
      <Vector (-0.1066, 0.0142, -0.9942, 0.4537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0642, 0.7805, 0.4540)>
    Rotation: <Euler (x=3.1273, y=0.1068, z=-0.5943), order='XYZ'>
    Matrix:
      <Vector (0.8238, -0.5586, -0.0963, 0.0642)>
      <Vector (-0.5568, -0.8293, 0.0478, 0.7805)>
      <Vector (-0.1066, 0.0142, -0.9942, 0.4540)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1260, 0.8286, 0.4203)>
    Rotation: <Euler (x=2.4055, y=0.1202, z=-0.6544), order='XYZ'>
    Matrix:
      <Vector (0.7877, -0.3872, -0.4792, 0.1260)>
      <Vector (-0.6043, -0.6370, -0.4786, 0.8286)>
      <Vector (-0.1199, 0.6666, -0.7357, 0.4203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1148, 0.8103, 0.4395)>
    Rotation: <Euler (x=2.8880, y=0.1098, z=-0.6364), order='XYZ'>
    Matrix:
      <Vector (0.7994, -0.5532, -0.2344, 0.1148)>
      <Vector (-0.5907, -0.7948, -0.1387, 0.8103)>
      <Vector (-0.1095, 0.2494, -0.9622, 0.4395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1025, 0.7926, 0.4451)>
    Rotation: <Euler (x=3.1256, y=0.1137, z=-0.6094), order='XYZ'>
    Matrix:
      <Vector (0.8147, -0.5708, -0.1021, 0.1025)>
      <Vector (-0.5686, -0.8209, 0.0518, 0.7926)>
      <Vector (-0.1134, 0.0158, -0.9934, 0.4451)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0931, 0.7791, 0.4453)>
    Rotation: <Euler (x=3.1256, y=0.1137, z=-0.6094), order='XYZ'>
    Matrix:
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      <Vector (-0.5686, -0.8209, 0.0518, 0.7791)>
      <Vector (-0.1134, 0.0158, -0.9934, 0.4453)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1044, 1.2176, 0.0748)>
    Rotation: <Euler (x=0.9549, y=-2.1758, z=1.1303), order='XYZ'>
    Matrix:
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      <Vector (-0.5145, -0.3609, -0.7779, 1.2176)>
      <Vector (0.8225, -0.4643, -0.3286, 0.0748)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2187, 1.1666, 0.0092)>
    Rotation: <Euler (x=-1.5376, y=-1.3765, z=-1.7649), order='XYZ'>
    Matrix:
      <Vector (-0.0372, -0.1565, 0.9870, -0.2187)>
      <Vector (-0.1895, -0.9686, -0.1608, 1.1666)>
      <Vector (0.9812, -0.1930, 0.0064, 0.0092)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2491, 0.9788, -0.0282)>
    Rotation: <Euler (x=1.5812, y=-0.1783, z=1.4350), order='XYZ'>
    Matrix:
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      <Vector (0.9751, -0.1771, -0.1335, 0.9788)>
      <Vector (0.1774, 0.9841, -0.0102, -0.0282)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2526, 0.9324, 0.2293)>
    Rotation: <Euler (x=1.6451, y=-0.3674, z=0.9663), order='XYZ'>
    Matrix:
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      <Vector (0.7679, -0.3369, -0.5448, 0.9324)>
      <Vector (0.3592, 0.9307, -0.0692, 0.2293)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2370, 0.9340, 0.2732)>
    Rotation: <Euler (x=2.0277, y=0.4310, z=1.0213), order='XYZ'>
    Matrix:
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      <Vector (0.7748, 0.0894, -0.6259, 0.9340)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2150, 0.9383, 0.3031)>
    Rotation: <Euler (x=2.0019, y=-0.0566, z=0.9205), order='XYZ'>
    Matrix:
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      <Vector (0.7946, -0.2939, -0.5312, 0.9383)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2053, 0.9285, 0.3329)>
    Rotation: <Euler (x=1.9467, y=-0.2108, z=0.9166), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2012, 0.9174, 0.3573)>
    Rotation: <Euler (x=1.9467, y=-0.2108, z=0.9166), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2506, 0.9219, 0.3470)>
    Rotation: <Euler (x=2.1038, y=-0.3111, z=0.9611), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2428, 0.9064, 0.3717)>
    Rotation: <Euler (x=2.5914, y=-0.3619, z=0.9112), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2262, 0.8865, 0.3862)>
    Rotation: <Euler (x=2.8440, y=-0.3824, z=0.8644), order='XYZ'>
    Matrix:
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      <Vector (0.7057, -0.7038, 0.0810, 0.8865)>
      <Vector (0.3731, 0.2721, -0.8870, 0.3862)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2110, 0.8707, 0.3925)>
    Rotation: <Euler (x=2.8440, y=-0.3824, z=0.8644), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2632, 0.9032, 0.3425)>
    Rotation: <Euler (x=2.1038, y=-0.3189, z=0.9609), order='XYZ'>
    Matrix:
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      <Vector (0.3135, 0.8178, -0.4825, 0.3425)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2549, 0.8867, 0.3686)>
    Rotation: <Euler (x=2.5916, y=-0.3677, z=0.9108), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2358, 0.8636, 0.3854)>
    Rotation: <Euler (x=2.8416, y=-0.3846, z=0.8708), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2194, 0.8464, 0.3922)>
    Rotation: <Euler (x=2.8416, y=-0.3846, z=0.8708), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2760, 0.8832, 0.3340)>
    Rotation: <Euler (x=2.1041, y=-0.3138, z=0.9600), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2687, 0.8688, 0.3570)>
    Rotation: <Euler (x=2.5934, y=-0.3667, z=0.9056), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2533, 0.8502, 0.3705)>
    Rotation: <Euler (x=2.8406, y=-0.3794, z=0.8734), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2377, 0.8339, 0.3770)>
    Rotation: <Euler (x=2.8406, y=-0.3794, z=0.8734), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2888, 0.8692, 0.3194)>
    Rotation: <Euler (x=2.1039, y=-0.3179, z=0.9607), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2819, 0.8557, 0.3409)>
    Rotation: <Euler (x=2.5942, y=-0.3716, z=0.9036), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2675, 0.8383, 0.3535)>
    Rotation: <Euler (x=2.8361, y=-0.3789, z=0.8856), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2576, 0.8279, 0.3576)>
    Rotation: <Euler (x=2.8361, y=-0.3789, z=0.8856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1053, 0.8275, 0.0102)>
    Rotation: <Euler (x=0.7030, y=-0.0286, z=-2.8890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1920, 0.5225, 0.2788)>
    Rotation: <Euler (x=-0.1213, y=-0.1615, z=-2.8769), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1104, 0.2277)>
    Rotation: <Euler (x=0.8660, y=-0.1472, z=-3.0036), order='XYZ'>
    Matrix:
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      <Vector (-0.1361, -0.6263, 0.7676, 0.1104)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0008, 0.3596)>
    Rotation: <Euler (x=-1.5284, y=-2.8943, z=0.0152), order='XYZ'>
    Matrix:
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      <Vector (-0.0148, 0.0461, 0.9988, 0.0008)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0043, 0.4326)>
    Rotation: <Euler (x=-1.5284, y=-2.8943, z=0.0152), order='XYZ'>
    Matrix:
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      <Vector (-0.0148, 0.0461, 0.9988, 0.0043)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1024, 0.8333, -0.0600)>
    Rotation: <Euler (x=0.5180, y=0.6484, z=2.8892), order='XYZ'>
    Matrix:
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      <Vector (0.1991, -0.7666, 0.6105, 0.8333)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3129, 0.5147, 0.1041)>
    Rotation: <Euler (x=-0.4927, y=0.7830, z=2.8623), order='XYZ'>
    Matrix:
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      <Vector (0.1954, -0.9389, -0.2834, 0.5147)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2793, 0.1099, -0.0405)>
    Rotation: <Euler (x=0.7786, y=0.7852, z=2.9414), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2531, z=-0.0277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4555, 0.0032, 0.1002)>
    Rotation: <Euler (x=-1.5502, y=2.2531, z=-0.0277), order='XYZ'>
    Matrix:
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Frame: 126
  Bone: mixamorig:Hips
    Location: <Vector (-0.0000, 0.8715, -0.0132)>
    Rotation: <Euler (x=0.2099, y=-0.3544, z=-0.0351), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0024, 0.9476, 0.0003)>
    Rotation: <Euler (x=0.2388, y=-0.3681, z=-0.0255), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0078, 1.0354, 0.0202)>
    Rotation: <Euler (x=0.3768, y=-0.3845, z=-0.0161), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0205, 1.1314, 0.0554)>
    Rotation: <Euler (x=0.5161, y=-0.4006, z=-0.0099), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0418, 1.2324, 0.1080)>
    Rotation: <Euler (x=0.4236, y=-0.3242, z=-0.0199), order='XYZ'>
    Matrix:
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      <Vector (-0.0189, 0.9140, -0.4052, 1.2324)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0575, 1.3215, 0.1601)>
    Rotation: <Euler (x=0.0026, y=-0.0419, z=-0.0079), order='XYZ'>
    Matrix:
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      <Vector (-0.0079, 1.0000, -0.0023, 1.3215)>
      <Vector (0.0419, 0.0026, 0.9991, 0.1601)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0569, 1.5613, 0.1922)>
    Rotation: <Euler (x=0.0026, y=-0.0419, z=-0.0079), order='XYZ'>
    Matrix:
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      <Vector (-0.0079, 1.0000, -0.0023, 1.5613)>
      <Vector (0.0419, 0.0026, 0.9991, 0.1922)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0262, 1.2180, 0.1258)>
    Rotation: <Euler (x=-0.1518, y=2.1481, z=-1.9887), order='XYZ'>
    Matrix:
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      <Vector (0.4988, -0.2854, -0.8184, 1.2180)>
      <Vector (-0.8380, 0.0825, -0.5395, 0.1258)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1611, 1.1776, 0.1374)>
    Rotation: <Euler (x=-3.0747, y=0.8936, z=0.5051), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2457, 1.0038, 0.1293)>
    Rotation: <Euler (x=2.2851, y=0.1765, z=-1.0483), order='XYZ'>
    Matrix:
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      <Vector (-0.1756, 0.7438, -0.6449, 0.1293)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1145, 0.8881, 0.3240)>
    Rotation: <Euler (x=1.9614, y=0.1001, z=-0.6949), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0812, 0.8844, 0.3599)>
    Rotation: <Euler (x=2.4472, y=-0.6144, z=-1.0178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0471, 0.8824, 0.3792)>
    Rotation: <Euler (x=2.3162, y=-0.2282, z=-0.7674), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0284, 0.8697, 0.4027)>
    Rotation: <Euler (x=2.2448, y=-0.0541, z=-0.6965), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0188, 0.8578, 0.4218)>
    Rotation: <Euler (x=2.2448, y=-0.0541, z=-0.6965), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0679, 0.8714, 0.4335)>
    Rotation: <Euler (x=2.4174, y=0.0509, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0546, 0.8539, 0.4529)>
    Rotation: <Euler (x=2.8922, y=0.0889, z=-0.6398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0381, 0.8304, 0.4601)>
    Rotation: <Euler (x=3.1324, y=0.0968, z=-0.5841), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0250, 0.8113, 0.4604)>
    Rotation: <Euler (x=3.1324, y=0.0968, z=-0.5841), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0857, 0.8564, 0.4302)>
    Rotation: <Euler (x=2.4170, y=0.0536, z=-0.7075), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0703, 0.8362, 0.4526)>
    Rotation: <Euler (x=2.8922, y=0.0917, z=-0.6399), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0507, 0.8084, 0.4612)>
    Rotation: <Euler (x=3.1323, y=0.0994, z=-0.5860), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0360, 0.7868, 0.4615)>
    Rotation: <Euler (x=3.1323, y=0.0994, z=-0.5860), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1053, 0.8409, 0.4278)>
    Rotation: <Euler (x=2.4174, y=0.0549, z=-0.7056), order='XYZ'>
    Matrix:
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      <Vector (-0.6475, -0.5938, -0.4777, 0.8409)>
      <Vector (-0.0548, 0.6615, -0.7479, 0.4278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0917, 0.8229, 0.4476)>
    Rotation: <Euler (x=2.8925, y=0.0923, z=-0.6371), order='XYZ'>
    Matrix:
      <Vector (0.8004, -0.5583, -0.2185, 0.0917)>
      <Vector (-0.5924, -0.7925, -0.1450, 0.8229)>
      <Vector (-0.0922, 0.2455, -0.9650, 0.4476)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0755, 0.7999, 0.4547)>
    Rotation: <Euler (x=3.1316, y=0.0977, z=-0.5926), order='XYZ'>
    Matrix:
      <Vector (0.8255, -0.5577, -0.0865, 0.0755)>
      <Vector (-0.5559, -0.8300, 0.0462, 0.7999)>
      <Vector (-0.0976, 0.0099, -0.9952, 0.4547)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0625, 0.7810, 0.4550)>
    Rotation: <Euler (x=3.1316, y=0.0977, z=-0.5926), order='XYZ'>
    Matrix:
      <Vector (0.8255, -0.5577, -0.0865, 0.0625)>
      <Vector (-0.5559, -0.8300, 0.0462, 0.7810)>
      <Vector (-0.0976, 0.0099, -0.9952, 0.4550)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1246, 0.8292, 0.4218)>
    Rotation: <Euler (x=2.4104, y=0.1114, z=-0.6526), order='XYZ'>
    Matrix:
      <Vector (0.7896, -0.3930, -0.4713, 0.1246)>
      <Vector (-0.6035, -0.6365, -0.4803, 0.8292)>
      <Vector (-0.1112, 0.6636, -0.7397, 0.4218)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1133, 0.8108, 0.4409)>
    Rotation: <Euler (x=2.8927, y=0.1009, z=-0.6347), order='XYZ'>
    Matrix:
      <Vector (0.8012, -0.5547, -0.2246, 0.1133)>
      <Vector (-0.5899, -0.7952, -0.1405, 0.8108)>
      <Vector (-0.1007, 0.2450, -0.9643, 0.4409)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1009, 0.7932, 0.4464)>
    Rotation: <Euler (x=3.1301, y=0.1047, z=-0.6076), order='XYZ'>
    Matrix:
      <Vector (0.8165, -0.5699, -0.0923, 0.1009)>
      <Vector (-0.5678, -0.8216, 0.0502, 0.7932)>
      <Vector (-0.1045, 0.0114, -0.9945, 0.4464)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0916, 0.7797, 0.4466)>
    Rotation: <Euler (x=3.1301, y=0.1047, z=-0.6076), order='XYZ'>
    Matrix:
      <Vector (0.8165, -0.5699, -0.0923, 0.0916)>
      <Vector (-0.5678, -0.8216, 0.0502, 0.7797)>
      <Vector (-0.1045, 0.0114, -0.9945, 0.4466)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1032, 1.2175, 0.0741)>
    Rotation: <Euler (x=0.9664, y=-2.1761, z=1.1217), order='XYZ'>
    Matrix:
      <Vector (-0.2470, -0.8057, 0.5384, -0.1032)>
      <Vector (-0.5126, -0.3628, -0.7782, 1.2175)>
      <Vector (0.8223, -0.4682, -0.3233, 0.0741)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2170, 1.1663, 0.0080)>
    Rotation: <Euler (x=-1.4985, y=-1.3756, z=-1.8001), order='XYZ'>
    Matrix:
      <Vector (-0.0441, -0.1520, 0.9874, -0.2170)>
      <Vector (-0.1889, -0.9693, -0.1577, 1.1663)>
      <Vector (0.9810, -0.1935, 0.0140, 0.0080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2465, 0.9783, -0.0296)>
    Rotation: <Euler (x=1.5735, y=-0.1779, z=1.4395), order='XYZ'>
    Matrix:
      <Vector (0.1288, -0.0205, 0.9915, -0.2465)>
      <Vector (0.9758, -0.1758, -0.1304, 0.9783)>
      <Vector (0.1769, 0.9842, -0.0026, -0.0296)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2519, 0.9323, 0.2280)>
    Rotation: <Euler (x=1.6389, y=-0.3716, z=0.9723), order='XYZ'>
    Matrix:
      <Vector (0.5249, -0.1478, 0.8382, -0.2519)>
      <Vector (0.7698, -0.3377, -0.5416, 0.9323)>
      <Vector (0.3631, 0.9296, -0.0634, 0.2280)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2365, 0.9339, 0.2721)>
    Rotation: <Euler (x=2.0212, y=0.4272, z=1.0224), order='XYZ'>
    Matrix:
      <Vector (0.4745, 0.5659, 0.6743, -0.2365)>
      <Vector (0.7767, 0.0914, -0.6232, 0.9339)>
      <Vector (-0.4143, 0.8194, -0.3962, 0.2721)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2148, 0.9383, 0.3021)>
    Rotation: <Euler (x=1.9963, y=-0.0610, z=0.9246), order='XYZ'>
    Matrix:
      <Vector (0.6010, 0.2961, 0.7423, -0.2148)>
      <Vector (0.7969, -0.2929, -0.5284, 0.9383)>
      <Vector (0.0610, 0.9091, -0.4120, 0.3021)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2052, 0.9285, 0.3319)>
    Rotation: <Euler (x=1.9410, y=-0.2153, z=0.9216), order='XYZ'>
    Matrix:
      <Vector (0.5906, 0.1678, 0.7893, -0.2052)>
      <Vector (0.7782, -0.3774, -0.5020, 0.9285)>
      <Vector (0.2136, 0.9107, -0.3535, 0.3319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2013, 0.9175, 0.3563)>
    Rotation: <Euler (x=1.9410, y=-0.2153, z=0.9216), order='XYZ'>
    Matrix:
      <Vector (0.5906, 0.1678, 0.7893, -0.2013)>
      <Vector (0.7782, -0.3774, -0.5020, 0.9175)>
      <Vector (0.2136, 0.9107, -0.3535, 0.3563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2507, 0.9218, 0.3457)>
    Rotation: <Euler (x=2.0978, y=-0.3153, z=0.9667), order='XYZ'>
    Matrix:
      <Vector (0.5400, 0.2617, 0.7999, -0.2507)>
      <Vector (0.7825, -0.5063, -0.3626, 0.9218)>
      <Vector (0.3101, 0.8217, -0.4782, 0.3457)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2429, 0.9063, 0.3704)>
    Rotation: <Euler (x=2.5856, y=-0.3664, z=0.9171), order='XYZ'>
    Matrix:
      <Vector (0.5678, 0.5592, 0.6040, -0.2429)>
      <Vector (0.7411, -0.6667, -0.0794, 0.9063)>
      <Vector (0.3583, 0.4928, -0.7930, 0.3704)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2263, 0.8865, 0.3850)>
    Rotation: <Euler (x=2.8383, y=-0.3871, z=0.8703), order='XYZ'>
    Matrix:
      <Vector (0.5969, 0.6569, 0.4606, -0.2263)>
      <Vector (0.7079, -0.7014, 0.0829, 0.8865)>
      <Vector (0.3775, 0.2765, -0.8837, 0.3850)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2111, 0.8707, 0.3915)>
    Rotation: <Euler (x=2.8383, y=-0.3871, z=0.8703), order='XYZ'>
    Matrix:
      <Vector (0.5969, 0.6569, 0.4606, -0.2111)>
      <Vector (0.7079, -0.7014, 0.0829, 0.8707)>
      <Vector (0.3775, 0.2765, -0.8837, 0.3915)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2631, 0.9030, 0.3412)>
    Rotation: <Euler (x=2.0979, y=-0.3231, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5387, 0.2580, 0.8020, -0.2631)>
      <Vector (0.7804, -0.5116, -0.3596, 0.9030)>
      <Vector (0.3175, 0.8196, -0.4770, 0.3412)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2550, 0.8865, 0.3673)>
    Rotation: <Euler (x=2.5857, y=-0.3722, z=0.9167), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.5573, 0.6067, -0.2550)>
      <Vector (0.7392, -0.6691, -0.0759, 0.8865)>
      <Vector (0.3637, 0.4916, -0.7913, 0.3673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2358, 0.8635, 0.3842)>
    Rotation: <Euler (x=2.8359, y=-0.3893, z=0.8768), order='XYZ'>
    Matrix:
      <Vector (0.5918, 0.6600, 0.4629, -0.2358)>
      <Vector (0.7111, -0.6978, 0.0858, 0.8635)>
      <Vector (0.3796, 0.2784, -0.8823, 0.3842)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2194, 0.8464, 0.3911)>
    Rotation: <Euler (x=2.8359, y=-0.3893, z=0.8768), order='XYZ'>
    Matrix:
      <Vector (0.5918, 0.6600, 0.4629, -0.2194)>
      <Vector (0.7111, -0.6978, 0.0858, 0.8464)>
      <Vector (0.3796, 0.2784, -0.8823, 0.3911)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2758, 0.8830, 0.3326)>
    Rotation: <Euler (x=2.0982, y=-0.3180, z=0.9657), order='XYZ'>
    Matrix:
      <Vector (0.5404, 0.2602, 0.8002, -0.2758)>
      <Vector (0.7812, -0.5085, -0.3622, 0.8830)>
      <Vector (0.3126, 0.8208, -0.4780, 0.3326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2686, 0.8686, 0.3556)>
    Rotation: <Euler (x=2.5876, y=-0.3712, z=0.9114), order='XYZ'>
    Matrix:
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      <Vector (0.7366, -0.6718, -0.0785, 0.8686)>
      <Vector (0.3627, 0.4902, -0.7925, 0.3556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2532, 0.8500, 0.3692)>
    Rotation: <Euler (x=2.8349, y=-0.3841, z=0.8793), order='XYZ'>
    Matrix:
      <Vector (0.5912, 0.6622, 0.4603, -0.2532)>
      <Vector (0.7142, -0.6951, 0.0826, 0.8500)>
      <Vector (0.3747, 0.2799, -0.8839, 0.3692)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2376, 0.8338, 0.3758)>
    Rotation: <Euler (x=2.8349, y=-0.3841, z=0.8793), order='XYZ'>
    Matrix:
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      <Vector (0.7142, -0.6951, 0.0826, 0.8338)>
      <Vector (0.3747, 0.2799, -0.8839, 0.3758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2884, 0.8689, 0.3179)>
    Rotation: <Euler (x=2.0979, y=-0.3222, z=0.9663), order='XYZ'>
    Matrix:
      <Vector (0.5391, 0.2584, 0.8016, -0.2884)>
      <Vector (0.7805, -0.5110, -0.3601, 0.8689)>
      <Vector (0.3166, 0.8198, -0.4772, 0.3179)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2816, 0.8555, 0.3394)>
    Rotation: <Euler (x=2.5883, y=-0.3761, z=0.9095), order='XYZ'>
    Matrix:
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      <Vector (0.7340, -0.6748, -0.0760, 0.8555)>
      <Vector (0.3673, 0.4887, -0.7913, 0.3394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2672, 0.8381, 0.3521)>
    Rotation: <Euler (x=2.8303, y=-0.3836, z=0.8916), order='XYZ'>
    Matrix:
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      <Vector (0.7215, -0.6872, 0.0848, 0.8381)>
      <Vector (0.3742, 0.2840, -0.8828, 0.3521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2573, 0.8278, 0.3563)>
    Rotation: <Euler (x=2.8303, y=-0.3836, z=0.8916), order='XYZ'>
    Matrix:
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      <Vector (0.7215, -0.6872, 0.0848, 0.8278)>
      <Vector (0.3742, 0.2840, -0.8828, 0.3563)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1064, 0.8270, 0.0112)>
    Rotation: <Euler (x=0.7048, y=-0.0248, z=-2.8897), order='XYZ'>
    Matrix:
      <Vector (-0.9681, 0.2055, -0.1432, 0.1064)>
      <Vector (-0.2492, -0.7337, 0.6321, 0.8270)>
      <Vector (0.0248, 0.6477, 0.7615, 0.0112)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1917, 0.5222, 0.2803)>
    Rotation: <Euler (x=-0.1248, y=-0.1600, z=-2.8754), order='XYZ'>
    Matrix:
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      <Vector (-0.2597, -0.9625, -0.0785, 0.5222)>
      <Vector (0.1594, -0.1229, 0.9795, 0.2803)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1104, 0.2277)>
    Rotation: <Euler (x=0.8657, y=-0.1462, z=-3.0041), order='XYZ'>
    Matrix:
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      <Vector (-0.1356, -0.6268, 0.7673, 0.1104)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0007, 0.3596)>
    Rotation: <Euler (x=-1.5289, y=-2.8953, z=0.0147), order='XYZ'>
    Matrix:
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      <Vector (-0.0143, 0.0455, 0.9989, 0.0007)>
      <Vector (0.2438, 0.9690, -0.0407, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0041, 0.4326)>
    Rotation: <Euler (x=-1.5289, y=-2.8953, z=0.0147), order='XYZ'>
    Matrix:
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      <Vector (-0.0143, 0.0455, 0.9989, 0.0041)>
      <Vector (0.2438, 0.9690, -0.0407, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1010, 0.8332, -0.0600)>
    Rotation: <Euler (x=0.5182, y=0.6517, z=2.8886), order='XYZ'>
    Matrix:
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      <Vector (0.1990, -0.7659, 0.6114, 0.8332)>
      <Vector (-0.6065, 0.3938, 0.6907, -0.0600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3123, 0.5149, 0.1037)>
    Rotation: <Euler (x=-0.4914, y=0.7834, z=2.8617), order='XYZ'>
    Matrix:
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      <Vector (0.1957, -0.9394, -0.2816, 0.5149)>
      <Vector (-0.7057, -0.3343, 0.6247, 0.1037)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2793, 0.1099, -0.0405)>
    Rotation: <Euler (x=0.7785, y=0.7856, z=2.9413), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2527, z=-0.0277), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7764, 0.6302, -0.0130, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4555, 0.0032, 0.1001)>
    Rotation: <Euler (x=-1.5502, y=2.2527, z=-0.0277), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7764, 0.6302, -0.0130, 0.1001)>
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Frame: 127
  Bone: mixamorig:Hips
    Location: <Vector (0.0016, 0.8710, -0.0124)>
    Rotation: <Euler (x=0.2093, y=-0.3593, z=-0.0367), order='XYZ'>
    Matrix:
      <Vector (0.9355, -0.0371, -0.3513, 0.0016)>
      <Vector (-0.0343, 0.9802, -0.1950, 0.8710)>
      <Vector (0.3516, 0.1945, 0.9157, -0.0124)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0006, 0.9471, 0.0010)>
    Rotation: <Euler (x=0.2377, y=-0.3729, z=-0.0263), order='XYZ'>
    Matrix:
      <Vector (0.9309, -0.0602, -0.3602, -0.0006)>
      <Vector (-0.0245, 0.9738, -0.2261, 0.9471)>
      <Vector (0.3644, 0.2193, 0.9051, 0.0010)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0061, 1.0349, 0.0208)>
    Rotation: <Euler (x=0.3749, y=-0.3896, z=-0.0159), order='XYZ'>
    Matrix:
      <Vector (0.9249, -0.1243, -0.3592, -0.0061)>
      <Vector (-0.0147, 0.9326, -0.3606, 1.0349)>
      <Vector (0.3799, 0.3388, 0.8608, 0.0208)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0189, 1.1310, 0.0557)>
    Rotation: <Euler (x=0.5135, y=-0.4060, z=-0.0086), order='XYZ'>
    Matrix:
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      <Vector (-0.0079, 0.8727, -0.4882, 1.1310)>
      <Vector (0.3950, 0.4513, 0.8002, 0.0557)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0405, 1.2321, 0.1080)>
    Rotation: <Euler (x=0.4210, y=-0.3299, z=-0.0179), order='XYZ'>
    Matrix:
      <Vector (0.9459, -0.1161, -0.3029, -0.0405)>
      <Vector (-0.0169, 0.9149, -0.4033, 1.2321)>
      <Vector (0.3240, 0.3866, 0.8635, 0.1080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0566, 1.3213, 0.1598)>
    Rotation: <Euler (x=0.0007, y=-0.0453, z=-0.0088), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0087, -0.0453, -0.0566)>
      <Vector (-0.0088, 1.0000, -0.0003, 1.3213)>
      <Vector (0.0453, 0.0007, 0.9990, 0.1598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0559, 1.5612, 0.1914)>
    Rotation: <Euler (x=0.0007, y=-0.0453, z=-0.0088), order='XYZ'>
    Matrix:
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      <Vector (-0.0088, 1.0000, -0.0003, 1.5612)>
      <Vector (0.0453, 0.0007, 0.9990, 0.1914)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0274, 1.2177, 0.1262)>
    Rotation: <Euler (x=-0.1585, y=2.1475, z=-1.9957), order='XYZ'>
    Matrix:
      <Vector (0.2248, 0.9542, -0.1974, 0.0274)>
      <Vector (0.4968, -0.2865, -0.8192, 1.2177)>
      <Vector (-0.8382, 0.0861, -0.5385, 0.1262)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1622, 1.1773, 0.1384)>
    Rotation: <Euler (x=-3.0890, y=0.8890, z=0.4944), order='XYZ'>
    Matrix:
      <Vector (0.5547, 0.4379, -0.7074, 0.1622)>
      <Vector (0.2991, -0.8984, -0.3216, 1.1773)>
      <Vector (-0.7764, -0.0331, -0.6293, 0.1384)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2469, 1.0034, 0.1319)>
    Rotation: <Euler (x=2.2898, y=0.1685, z=-1.0461), order='XYZ'>
    Matrix:
      <Vector (0.4939, -0.5068, -0.7066, 0.2469)>
      <Vector (-0.8532, -0.4392, -0.2813, 1.0034)>
      <Vector (-0.1677, 0.7418, -0.6493, 0.1319)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1143, 0.8885, 0.3261)>
    Rotation: <Euler (x=1.9671, y=0.0919, z=-0.6932), order='XYZ'>
    Matrix:
      <Vector (0.7660, -0.1816, -0.6167, 0.1143)>
      <Vector (-0.6363, -0.3510, -0.6870, 0.8885)>
      <Vector (-0.0917, 0.9186, -0.3844, 0.3261)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0807, 0.8847, 0.3617)>
    Rotation: <Euler (x=2.4571, y=-0.6204, z=-1.0223), order='XYZ'>
    Matrix:
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      <Vector (-0.6943, -0.0903, -0.7140, 0.8847)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0463, 0.8827, 0.3806)>
    Rotation: <Euler (x=2.3226, y=-0.2360, z=-0.7677), order='XYZ'>
    Matrix:
      <Vector (0.6996, -0.5972, -0.3924, 0.0463)>
      <Vector (-0.6752, -0.3728, -0.6365, 0.8827)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0275, 0.8700, 0.4039)>
    Rotation: <Euler (x=2.2505, y=-0.0624, z=-0.6956), order='XYZ'>
    Matrix:
      <Vector (0.7662, -0.4400, -0.4684, 0.0275)>
      <Vector (-0.6396, -0.4515, -0.6222, 0.8700)>
      <Vector (0.0623, 0.7763, -0.6273, 0.4039)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0177, 0.8581, 0.4230)>
    Rotation: <Euler (x=2.2505, y=-0.0624, z=-0.6956), order='XYZ'>
    Matrix:
      <Vector (0.7662, -0.4400, -0.4684, 0.0177)>
      <Vector (-0.6396, -0.4515, -0.6222, 0.8581)>
      <Vector (0.0623, 0.7763, -0.6273, 0.4230)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0667, 0.8718, 0.4351)>
    Rotation: <Euler (x=2.4232, y=0.0427, z=-0.7054), order='XYZ'>
    Matrix:
      <Vector (0.7607, -0.4667, -0.4512, 0.0667)>
      <Vector (-0.6477, -0.5914, -0.4803, 0.8718)>
      <Vector (-0.0426, 0.6576, -0.7522, 0.4351)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0532, 0.8543, 0.4544)>
    Rotation: <Euler (x=2.8975, y=0.0804, z=-0.6381), order='XYZ'>
    Matrix:
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      <Vector (-0.5938, -0.7910, -0.1477, 0.8543)>
      <Vector (-0.0803, 0.2409, -0.9672, 0.4544)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0366, 0.8308, 0.4615)>
    Rotation: <Euler (x=3.1372, y=0.0879, z=-0.5824), order='XYZ'>
    Matrix:
      <Vector (0.8319, -0.5497, -0.0757, 0.0366)>
      <Vector (-0.5479, -0.8353, 0.0446, 0.8308)>
      <Vector (-0.0878, 0.0044, -0.9961, 0.4615)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0236, 0.8116, 0.4617)>
    Rotation: <Euler (x=3.1372, y=0.0879, z=-0.5824), order='XYZ'>
    Matrix:
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      <Vector (-0.5479, -0.8353, 0.0446, 0.8116)>
      <Vector (-0.0878, 0.0044, -0.9961, 0.4617)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0845, 0.8568, 0.4321)>
    Rotation: <Euler (x=2.4228, y=0.0454, z=-0.7060), order='XYZ'>
    Matrix:
      <Vector (0.7602, -0.4656, -0.4532, 0.0845)>
      <Vector (-0.6482, -0.5921, -0.4789, 0.8568)>
      <Vector (-0.0454, 0.6578, -0.7518, 0.4321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0690, 0.8366, 0.4543)>
    Rotation: <Euler (x=2.8975, y=0.0832, z=-0.6383), order='XYZ'>
    Matrix:
      <Vector (0.8003, -0.5620, -0.2088, 0.0690)>
      <Vector (-0.5938, -0.7913, -0.1461, 0.8366)>
      <Vector (-0.0831, 0.2409, -0.9670, 0.4543)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0493, 0.8088, 0.4627)>
    Rotation: <Euler (x=3.1371, y=0.0905, z=-0.5844), order='XYZ'>
    Matrix:
      <Vector (0.8306, -0.5513, -0.0779, 0.0493)>
      <Vector (-0.5494, -0.8343, 0.0461, 0.8088)>
      <Vector (-0.0904, 0.0045, -0.9959, 0.4627)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0346, 0.7872, 0.4629)>
    Rotation: <Euler (x=3.1371, y=0.0905, z=-0.5844), order='XYZ'>
    Matrix:
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      <Vector (-0.5494, -0.8343, 0.0461, 0.7872)>
      <Vector (-0.0904, 0.0045, -0.9959, 0.4629)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1042, 0.8413, 0.4298)>
    Rotation: <Euler (x=2.4232, y=0.0467, z=-0.7041), order='XYZ'>
    Matrix:
      <Vector (0.7614, -0.4640, -0.4528, 0.1042)>
      <Vector (-0.6467, -0.5937, -0.4789, 0.8413)>
      <Vector (-0.0466, 0.6575, -0.7520, 0.4298)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0904, 0.8233, 0.4495)>
    Rotation: <Euler (x=2.8977, y=0.0837, z=-0.6355), order='XYZ'>
    Matrix:
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      <Vector (-0.5915, -0.7930, -0.1462, 0.8233)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0741, 0.8003, 0.4565)>
    Rotation: <Euler (x=3.1365, y=0.0889, z=-0.5910), order='XYZ'>
    Matrix:
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      <Vector (-0.5550, -0.8306, 0.0452, 0.8003)>
      <Vector (-0.0888, 0.0051, -0.9960, 0.4565)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0612, 0.7814, 0.4567)>
    Rotation: <Euler (x=3.1365, y=0.0889, z=-0.5910), order='XYZ'>
    Matrix:
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      <Vector (-0.5550, -0.8306, 0.0452, 0.7814)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1235, 0.8296, 0.4241)>
    Rotation: <Euler (x=2.4157, y=0.1029, z=-0.6508), order='XYZ'>
    Matrix:
      <Vector (0.7914, -0.3989, -0.4633, 0.1235)>
      <Vector (-0.6026, -0.6364, -0.4816, 0.8296)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1120, 0.8113, 0.4431)>
    Rotation: <Euler (x=2.8979, y=0.0923, z=-0.6330), order='XYZ'>
    Matrix:
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      <Vector (-0.5890, -0.7956, -0.1416, 0.8113)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0996, 0.7936, 0.4484)>
    Rotation: <Euler (x=3.1351, y=0.0959, z=-0.6059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0903, 0.7801, 0.4485)>
    Rotation: <Euler (x=3.1351, y=0.0959, z=-0.6059), order='XYZ'>
    Matrix:
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      <Vector (-0.5669, -0.8223, 0.0492, 0.7801)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1017, 1.2171, 0.0738)>
    Rotation: <Euler (x=0.9781, y=-2.1763, z=1.1138), order='XYZ'>
    Matrix:
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      <Vector (-0.5107, -0.3655, -0.7782, 1.2171)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2151, 1.1655, 0.0071)>
    Rotation: <Euler (x=-1.4560, y=-1.3745, z=-1.8381), order='XYZ'>
    Matrix:
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      <Vector (-0.1881, -0.9700, -0.1541, 1.1655)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2436, 0.9774, -0.0304)>
    Rotation: <Euler (x=1.5650, y=-0.1770, z=1.4446), order='XYZ'>
    Matrix:
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      <Vector (0.9765, -0.1740, -0.1268, 0.9774)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2509, 0.9319, 0.2272)>
    Rotation: <Euler (x=1.6312, y=-0.3758, z=0.9794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2359, 0.9336, 0.2713)>
    Rotation: <Euler (x=2.0130, y=0.4233, z=1.0233), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2144, 0.9381, 0.3016)>
    Rotation: <Euler (x=1.9893, y=-0.0656, z=0.9293), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2050, 0.9283, 0.3315)>
    Rotation: <Euler (x=1.9338, y=-0.2198, z=0.9274), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2013, 0.9173, 0.3559)>
    Rotation: <Euler (x=1.9338, y=-0.2198, z=0.9274), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2506, 0.9214, 0.3449)>
    Rotation: <Euler (x=2.0902, y=-0.3195, z=0.9734), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2430, 0.9060, 0.3697)>
    Rotation: <Euler (x=2.5781, y=-0.3710, z=0.9240), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2264, 0.8862, 0.3844)>
    Rotation: <Euler (x=2.8310, y=-0.3920, z=0.8773), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2112, 0.8705, 0.3910)>
    Rotation: <Euler (x=2.8310, y=-0.3920, z=0.8773), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2629, 0.9026, 0.3402)>
    Rotation: <Euler (x=2.0902, y=-0.3273, z=0.9733), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2549, 0.8862, 0.3665)>
    Rotation: <Euler (x=2.5782, y=-0.3768, z=0.9237), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2358, 0.8632, 0.3835)>
    Rotation: <Euler (x=2.8285, y=-0.3942, z=0.8838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2194, 0.8462, 0.3906)>
    Rotation: <Euler (x=2.8285, y=-0.3942, z=0.8838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2755, 0.8825, 0.3315)>
    Rotation: <Euler (x=2.0906, y=-0.3222, z=0.9723), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2684, 0.8682, 0.3546)>
    Rotation: <Euler (x=2.5801, y=-0.3758, z=0.9184), order='XYZ'>
    Matrix:
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      <Vector (0.3670, 0.4953, -0.7874, 0.3546)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2530, 0.8497, 0.3684)>
    Rotation: <Euler (x=2.8275, y=-0.3889, z=0.8864), order='XYZ'>
    Matrix:
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      <Vector (0.7169, -0.6921, 0.0841, 0.8497)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2374, 0.8335, 0.3751)>
    Rotation: <Euler (x=2.8275, y=-0.3889, z=0.8864), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2879, 0.8684, 0.3168)>
    Rotation: <Euler (x=2.0903, y=-0.3264, z=0.9730), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2812, 0.8550, 0.3383)>
    Rotation: <Euler (x=2.5808, y=-0.3808, z=0.9166), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2668, 0.8376, 0.3512)>
    Rotation: <Euler (x=2.8229, y=-0.3883, z=0.8986), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2569, 0.8274, 0.3554)>
    Rotation: <Euler (x=2.8229, y=-0.3883, z=0.8986), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1078, 0.8263, 0.0125)>
    Rotation: <Euler (x=0.7075, y=-0.0208, z=-2.8902), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1918, 0.5219, 0.2825)>
    Rotation: <Euler (x=-0.1299, y=-0.1586, z=-2.8741), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8649, y=-0.1453, z=-3.0055), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3597)>
    Rotation: <Euler (x=-1.5297, y=-2.8960, z=0.0135), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0039, 0.4327)>
    Rotation: <Euler (x=-1.5297, y=-2.8960, z=0.0135), order='XYZ'>
    Matrix:
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      <Vector (0.2431, 0.9692, -0.0398, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0992, 0.8328, -0.0597)>
    Rotation: <Euler (x=0.5184, y=0.6553, z=2.8873), order='XYZ'>
    Matrix:
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      <Vector (0.1994, -0.7647, 0.6127, 0.8328)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3115, 0.5150, 0.1036)>
    Rotation: <Euler (x=-0.4912, y=0.7840, z=2.8599), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2792, 0.1099, -0.0404)>
    Rotation: <Euler (x=0.7783, y=0.7864, z=2.9411), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0507)>
    Rotation: <Euler (x=-1.5502, y=2.2518, z=-0.0278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4555, 0.0032, 0.1000)>
    Rotation: <Euler (x=-1.5502, y=2.2518, z=-0.0278), order='XYZ'>
    Matrix:
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Frame: 128
  Bone: mixamorig:Hips
    Location: <Vector (0.0036, 0.8703, -0.0112)>
    Rotation: <Euler (x=0.2088, y=-0.3644, z=-0.0379), order='XYZ'>
    Matrix:
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      <Vector (-0.0354, 0.9804, -0.1939, 0.8703)>
      <Vector (0.3563, 0.1937, 0.9141, -0.0112)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0014, 0.9464, 0.0022)>
    Rotation: <Euler (x=0.2369, y=-0.3783, z=-0.0267), order='XYZ'>
    Matrix:
      <Vector (0.9290, -0.0607, -0.3651, 0.0014)>
      <Vector (-0.0249, 0.9740, -0.2250, 0.9464)>
      <Vector (0.3693, 0.2181, 0.9033, 0.0022)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0041, 1.0342, 0.0218)>
    Rotation: <Euler (x=0.3734, y=-0.3957, z=-0.0152), order='XYZ'>
    Matrix:
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      <Vector (-0.0140, 0.9331, -0.3593, 1.0342)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0171, 1.1304, 0.0565)>
    Rotation: <Euler (x=0.5112, y=-0.4130, z=-0.0070), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0392, 1.2316, 0.1085)>
    Rotation: <Euler (x=0.4188, y=-0.3366, z=-0.0161), order='XYZ'>
    Matrix:
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      <Vector (-0.0152, 0.9156, -0.4018, 1.2316)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0557, 1.3209, 0.1599)>
    Rotation: <Euler (x=-0.0014, y=-0.0497, z=-0.0083), order='XYZ'>
    Matrix:
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      <Vector (-0.0083, 1.0000, 0.0018, 1.3209)>
      <Vector (0.0496, -0.0014, 0.9988, 0.1599)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0553, 1.5608, 0.1910)>
    Rotation: <Euler (x=-0.0014, y=-0.0497, z=-0.0083), order='XYZ'>
    Matrix:
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      <Vector (-0.0083, 1.0000, 0.0018, 1.5608)>
      <Vector (0.0496, -0.0014, 0.9988, 0.1910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0286, 1.2173, 0.1271)>
    Rotation: <Euler (x=-0.1687, y=2.1482, z=-2.0047), order='XYZ'>
    Matrix:
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      <Vector (0.4953, -0.2868, -0.8200, 1.2173)>
      <Vector (-0.8379, 0.0917, -0.5381, 0.1271)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1633, 1.1768, 0.1401)>
    Rotation: <Euler (x=-3.1023, y=0.8838, z=0.4858), order='XYZ'>
    Matrix:
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      <Vector (0.2961, -0.8978, -0.3260, 1.1768)>
      <Vector (-0.7732, -0.0249, -0.6337, 0.1401)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2484, 1.0030, 0.1353)>
    Rotation: <Euler (x=2.2947, y=0.1605, z=-1.0431), order='XYZ'>
    Matrix:
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      <Vector (-0.8529, -0.4369, -0.2858, 1.0030)>
      <Vector (-0.1598, 0.7396, -0.6538, 0.1353)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1144, 0.8887, 0.3288)>
    Rotation: <Euler (x=1.9723, y=0.0838, z=-0.6922), order='XYZ'>
    Matrix:
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      <Vector (-0.0837, 0.9172, -0.3894, 0.3288)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0804, 0.8850, 0.3641)>
    Rotation: <Euler (x=2.4663, y=-0.6263, z=-1.0271), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0459, 0.8829, 0.3827)>
    Rotation: <Euler (x=2.3286, y=-0.2437, z=-0.7685), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0268, 0.8702, 0.4058)>
    Rotation: <Euler (x=2.2557, y=-0.0704, z=-0.6954), order='XYZ'>
    Matrix:
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      <Vector (-0.6391, -0.4508, -0.6232, 0.8702)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0169, 0.8584, 0.4248)>
    Rotation: <Euler (x=2.2557, y=-0.0704, z=-0.6954), order='XYZ'>
    Matrix:
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      <Vector (-0.6391, -0.4508, -0.6232, 0.8584)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0658, 0.8721, 0.4374)>
    Rotation: <Euler (x=2.4284, y=0.0347, z=-0.7046), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0521, 0.8546, 0.4566)>
    Rotation: <Euler (x=2.9022, y=0.0720, z=-0.6372), order='XYZ'>
    Matrix:
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      <Vector (-0.5934, -0.7910, -0.1490, 0.8546)>
      <Vector (-0.0720, 0.2365, -0.9690, 0.4566)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0355, 0.8311, 0.4636)>
    Rotation: <Euler (x=3.1415, y=0.0793, z=-0.5815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0225, 0.8120, 0.4636)>
    Rotation: <Euler (x=3.1415, y=0.0793, z=-0.5815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0836, 0.8571, 0.4345)>
    Rotation: <Euler (x=2.4281, y=0.0375, z=-0.7053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0679, 0.8369, 0.4566)>
    Rotation: <Euler (x=2.9022, y=0.0749, z=-0.6374), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0481, 0.8091, 0.4649)>
    Rotation: <Euler (x=3.1413, y=0.0820, z=-0.5835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0335, 0.7875, 0.4649)>
    Rotation: <Euler (x=3.1413, y=0.0820, z=-0.5835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1033, 0.8416, 0.4325)>
    Rotation: <Euler (x=2.4285, y=0.0387, z=-0.7033), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0894, 0.8237, 0.4521)>
    Rotation: <Euler (x=2.9024, y=0.0754, z=-0.6346), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0730, 0.8006, 0.4589)>
    Rotation: <Euler (x=3.1408, y=0.0804, z=-0.5901), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0601, 0.7817, 0.4590)>
    Rotation: <Euler (x=3.1408, y=0.0804, z=-0.5901), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1227, 0.8299, 0.4269)>
    Rotation: <Euler (x=2.4206, y=0.0947, z=-0.6498), order='XYZ'>
    Matrix:
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      <Vector (-0.0945, 0.6572, -0.7478, 0.4269)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1111, 0.8116, 0.4459)>
    Rotation: <Euler (x=2.9026, y=0.0839, z=-0.6320), order='XYZ'>
    Matrix:
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      <Vector (-0.0838, 0.2359, -0.9682, 0.4459)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0986, 0.7940, 0.4511)>
    Rotation: <Euler (x=3.1396, y=0.0875, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8194, -0.5686, -0.0730, 0.0986)>
      <Vector (-0.5666, -0.8226, 0.0480, 0.7940)>
      <Vector (-0.0874, 0.0020, -0.9962, 0.4511)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0893, 0.7804, 0.4511)>
    Rotation: <Euler (x=3.1396, y=0.0875, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8194, -0.5686, -0.0730, 0.0893)>
      <Vector (-0.5666, -0.8226, 0.0480, 0.7804)>
      <Vector (-0.0874, 0.0020, -0.9962, 0.4511)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1002, 1.2165, 0.0739)>
    Rotation: <Euler (x=0.9904, y=-2.1772, z=1.1052), order='XYZ'>
    Matrix:
      <Vector (-0.2559, -0.7985, 0.5449, -0.1002)>
      <Vector (-0.5093, -0.3678, -0.7781, 1.2165)>
      <Vector (0.8217, -0.4766, -0.3125, 0.0739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2130, 1.1645, 0.0065)>
    Rotation: <Euler (x=-1.4187, y=-1.3736, z=-1.8716), order='XYZ'>
    Matrix:
      <Vector (-0.0581, -0.1425, 0.9881, -0.2130)>
      <Vector (-0.1872, -0.9707, -0.1510, 1.1645)>
      <Vector (0.9806, -0.1937, 0.0297, 0.0065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2406, 0.9763, -0.0310)>
    Rotation: <Euler (x=1.5576, y=-0.1765, z=1.4490), order='XYZ'>
    Matrix:
      <Vector (0.1196, -0.0344, 0.9922, -0.2406)>
      <Vector (0.9772, -0.1726, -0.1237, 0.9763)>
      <Vector (0.1755, 0.9844, 0.0130, -0.0310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2496, 0.9311, 0.2266)>
    Rotation: <Euler (x=1.6229, y=-0.3797, z=0.9884), order='XYZ'>
    Matrix:
      <Vector (0.5109, -0.1601, 0.8446, -0.2496)>
      <Vector (0.7757, -0.3378, -0.5332, 0.9311)>
      <Vector (0.3706, 0.9275, -0.0484, 0.2266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2350, 0.9329, 0.2709)>
    Rotation: <Euler (x=2.0044, y=0.4197, z=1.0257), order='XYZ'>
    Matrix:
      <Vector (0.4735, 0.5510, 0.6872, -0.2350)>
      <Vector (0.7809, 0.0983, -0.6169, 0.9329)>
      <Vector (-0.4075, 0.8287, -0.3837, 0.2709)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2138, 0.9376, 0.3013)>
    Rotation: <Euler (x=1.9818, y=-0.0699, z=0.9357), order='XYZ'>
    Matrix:
      <Vector (0.5918, 0.2837, 0.7545, -0.2138)>
      <Vector (0.8031, -0.2886, -0.5214, 0.9376)>
      <Vector (0.0698, 0.9145, -0.3986, 0.3013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2047, 0.9280, 0.3313)>
    Rotation: <Euler (x=1.9262, y=-0.2242, z=0.9350), order='XYZ'>
    Matrix:
      <Vector (0.5790, 0.1562, 0.8002, -0.2047)>
      <Vector (0.7845, -0.3743, -0.4945, 0.9280)>
      <Vector (0.2223, 0.9140, -0.3393, 0.3313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2011, 0.9170, 0.3558)>
    Rotation: <Euler (x=1.9262, y=-0.2242, z=0.9350), order='XYZ'>
    Matrix:
      <Vector (0.5790, 0.1562, 0.8002, -0.2011)>
      <Vector (0.7845, -0.3743, -0.4945, 0.9170)>
      <Vector (0.2223, 0.9140, -0.3393, 0.3558)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2503, 0.9208, 0.3443)>
    Rotation: <Euler (x=2.0822, y=-0.3235, z=0.9818), order='XYZ'>
    Matrix:
      <Vector (0.5267, 0.2529, 0.8116, -0.2503)>
      <Vector (0.7884, -0.5024, -0.3551, 0.9208)>
      <Vector (0.3179, 0.8268, -0.4640, 0.3443)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2428, 0.9054, 0.3692)>
    Rotation: <Euler (x=2.5701, y=-0.3753, z=0.9328), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.5576, 0.6181, -0.2428)>
      <Vector (0.7474, -0.6602, -0.0744, 0.9054)>
      <Vector (0.3666, 0.5032, -0.7825, 0.3692)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2263, 0.8858, 0.3841)>
    Rotation: <Euler (x=2.8232, y=-0.3967, z=0.8862), order='XYZ'>
    Matrix:
      <Vector (0.5832, 0.6593, 0.4746, -0.2263)>
      <Vector (0.7145, -0.6942, 0.0863, 0.8858)>
      <Vector (0.3864, 0.2888, -0.8760, 0.3841)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2110, 0.8702, 0.3908)>
    Rotation: <Euler (x=2.8232, y=-0.3967, z=0.8862), order='XYZ'>
    Matrix:
      <Vector (0.5832, 0.6593, 0.4746, -0.2110)>
      <Vector (0.7145, -0.6942, 0.0863, 0.8702)>
      <Vector (0.3864, 0.2888, -0.8760, 0.3908)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2625, 0.9018, 0.3396)>
    Rotation: <Euler (x=2.0822, y=-0.3313, z=0.9818), order='XYZ'>
    Matrix:
      <Vector (0.5253, 0.2493, 0.8136, -0.2625)>
      <Vector (0.7863, -0.5077, -0.3521, 0.9018)>
      <Vector (0.3253, 0.8247, -0.4628, 0.3396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2546, 0.8855, 0.3659)>
    Rotation: <Euler (x=2.5702, y=-0.3811, z=0.9326), order='XYZ'>
    Matrix:
      <Vector (0.5530, 0.5557, 0.6208, -0.2546)>
      <Vector (0.7455, -0.6627, -0.0709, 0.8855)>
      <Vector (0.3720, 0.5020, -0.7808, 0.3659)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2355, 0.8627, 0.3831)>
    Rotation: <Euler (x=2.8207, y=-0.3988, z=0.8928), order='XYZ'>
    Matrix:
      <Vector (0.5780, 0.6622, 0.4768, -0.2355)>
      <Vector (0.7177, -0.6906, 0.0892, 0.8627)>
      <Vector (0.3883, 0.2907, -0.8745, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2191, 0.8458, 0.3904)>
    Rotation: <Euler (x=2.8207, y=-0.3988, z=0.8928), order='XYZ'>
    Matrix:
      <Vector (0.5780, 0.6622, 0.4768, -0.2191)>
      <Vector (0.7177, -0.6906, 0.0892, 0.8458)>
      <Vector (0.3883, 0.2907, -0.8745, 0.3904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2748, 0.8817, 0.3308)>
    Rotation: <Euler (x=2.0825, y=-0.3262, z=0.9808), order='XYZ'>
    Matrix:
      <Vector (0.5270, 0.2514, 0.8118, -0.2748)>
      <Vector (0.7871, -0.5046, -0.3547, 0.8817)>
      <Vector (0.3204, 0.8259, -0.4639, 0.3308)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2679, 0.8674, 0.3539)>
    Rotation: <Euler (x=2.5721, y=-0.3802, z=0.9273), order='XYZ'>
    Matrix:
      <Vector (0.5572, 0.5537, 0.6189, -0.2679)>
      <Vector (0.7429, -0.6654, -0.0735, 0.8674)>
      <Vector (0.3711, 0.5007, -0.7821, 0.3539)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2525, 0.8490, 0.3678)>
    Rotation: <Euler (x=2.8197, y=-0.3935, z=0.8953), order='XYZ'>
    Matrix:
      <Vector (0.5775, 0.6644, 0.4743, -0.2525)>
      <Vector (0.7207, -0.6879, 0.0860, 0.8490)>
      <Vector (0.3834, 0.2922, -0.8761, 0.3678)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2368, 0.8330, 0.3747)>
    Rotation: <Euler (x=2.8197, y=-0.3935, z=0.8953), order='XYZ'>
    Matrix:
      <Vector (0.5775, 0.6644, 0.4743, -0.2368)>
      <Vector (0.7207, -0.6879, 0.0860, 0.8330)>
      <Vector (0.3834, 0.2922, -0.8761, 0.3747)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2870, 0.8675, 0.3159)>
    Rotation: <Euler (x=2.0823, y=-0.3304, z=0.9815), order='XYZ'>
    Matrix:
      <Vector (0.5257, 0.2497, 0.8132, -0.2870)>
      <Vector (0.7864, -0.5072, -0.3526, 0.8675)>
      <Vector (0.3244, 0.8249, -0.4630, 0.3159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2805, 0.8541, 0.3375)>
    Rotation: <Euler (x=2.5729, y=-0.3852, z=0.9255), order='XYZ'>
    Matrix:
      <Vector (0.5574, 0.5514, 0.6207, -0.2805)>
      <Vector (0.7404, -0.6684, -0.0710, 0.8541)>
      <Vector (0.3757, 0.4991, -0.7808, 0.3375)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2661, 0.8369, 0.3505)>
    Rotation: <Euler (x=2.8150, y=-0.3928, z=0.9075), order='XYZ'>
    Matrix:
      <Vector (0.5688, 0.6707, 0.4760, -0.2661)>
      <Vector (0.7280, -0.6799, 0.0882, 0.8369)>
      <Vector (0.3828, 0.2964, -0.8750, 0.3505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2562, 0.8267, 0.3549)>
    Rotation: <Euler (x=2.8150, y=-0.3928, z=0.9075), order='XYZ'>
    Matrix:
      <Vector (0.5688, 0.6707, 0.4760, -0.2562)>
      <Vector (0.7280, -0.6799, 0.0882, 0.8267)>
      <Vector (0.3828, 0.2964, -0.8750, 0.3549)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1096, 0.8255, 0.0143)>
    Rotation: <Euler (x=0.7107, y=-0.0165, z=-2.8908), order='XYZ'>
    Matrix:
      <Vector (-0.9686, 0.1986, -0.1498, 0.1096)>
      <Vector (-0.2481, -0.7315, 0.6351, 0.8255)>
      <Vector (0.0165, 0.6523, 0.7578, 0.0143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1921, 0.5215, 0.2853)>
    Rotation: <Euler (x=-0.1364, y=-0.1574, z=-2.8735), order='XYZ'>
    Matrix:
      <Vector (-0.9524, 0.2418, 0.1858, 0.1921)>
      <Vector (-0.2616, -0.9610, -0.0900, 0.5215)>
      <Vector (0.1568, -0.1343, 0.9785, 0.2853)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8646, y=-0.1450, z=-3.0060), order='XYZ'>
    Matrix:
      <Vector (-0.9804, 0.1967, -0.0099, 0.2955)>
      <Vector (-0.1338, -0.6281, 0.7665, 0.1104)>
      <Vector (0.1445, 0.7528, 0.6421, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3596)>
    Rotation: <Euler (x=-1.5301, y=-2.8963, z=0.0130), order='XYZ'>
    Matrix:
      <Vector (-0.9700, 0.2421, -0.0229, 0.3300)>
      <Vector (-0.0126, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2428, 0.9693, -0.0394, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0038, 0.4327)>
    Rotation: <Euler (x=-1.5301, y=-2.8963, z=0.0130), order='XYZ'>
    Matrix:
      <Vector (-0.9700, 0.2421, -0.0229, 0.3482)>
      <Vector (-0.0126, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2428, 0.9693, -0.0394, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0970, 0.8322, -0.0590)>
    Rotation: <Euler (x=0.5186, y=0.6593, z=2.8855), order='XYZ'>
    Matrix:
      <Vector (-0.7646, -0.5137, -0.3891, -0.0970)>
      <Vector (0.2002, -0.7633, 0.6143, 0.8322)>
      <Vector (-0.6126, 0.3918, 0.6865, -0.0590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3106, 0.5150, 0.1039)>
    Rotation: <Euler (x=-0.4922, y=0.7846, z=2.8569), order='XYZ'>
    Matrix:
      <Vector (-0.6792, 0.0729, -0.7303, -0.3106)>
      <Vector (0.1988, -0.9396, -0.2787, 0.5150)>
      <Vector (-0.7065, -0.3345, 0.6237, 0.1039)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2791, 0.1099, -0.0403)>
    Rotation: <Euler (x=0.7779, y=0.7877, z=2.9409), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0506)>
    Rotation: <Euler (x=-1.5503, y=2.2506, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6284, -0.7767, 0.0437, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7777, 0.6285, -0.0129, 0.0506)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4556, 0.0032, 0.0999)>
    Rotation: <Euler (x=-1.5503, y=2.2506, z=-0.0278), order='XYZ'>
    Matrix:
      <Vector (-0.6284, -0.7767, 0.0437, -0.4556)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7777, 0.6285, -0.0129, 0.0999)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 129
  Bone: mixamorig:Hips
    Location: <Vector (0.0059, 0.8695, -0.0097)>
    Rotation: <Euler (x=0.2084, y=-0.3697, z=-0.0389), order='XYZ'>
    Matrix:
      <Vector (0.9317, -0.0367, -0.3613, 0.0059)>
      <Vector (-0.0363, 0.9805, -0.1930, 0.8695)>
      <Vector (0.3613, 0.1929, 0.9123, -0.0097)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0037, 0.9456, 0.0036)>
    Rotation: <Euler (x=0.2363, y=-0.3842, z=-0.0271), order='XYZ'>
    Matrix:
      <Vector (0.9268, -0.0614, -0.3706, 0.0037)>
      <Vector (-0.0251, 0.9742, -0.2242, 0.9456)>
      <Vector (0.3748, 0.2171, 0.9013, 0.0036)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0019, 1.0335, 0.0232)>
    Rotation: <Euler (x=0.3723, y=-0.4030, z=-0.0146), order='XYZ'>
    Matrix:
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      <Vector (-0.0134, 0.9335, -0.3584, 1.0335)>
      <Vector (0.3922, 0.3346, 0.8569, 0.0232)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0152, 1.1297, 0.0577)>
    Rotation: <Euler (x=0.5097, y=-0.4217, z=-0.0056), order='XYZ'>
    Matrix:
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      <Vector (-0.0051, 0.8740, -0.4860, 1.1297)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0378, 1.2310, 0.1093)>
    Rotation: <Euler (x=0.4173, y=-0.3444, z=-0.0151), order='XYZ'>
    Matrix:
      <Vector (0.9412, -0.1231, -0.3148, -0.0378)>
      <Vector (-0.0142, 0.9161, -0.4006, 1.2310)>
      <Vector (0.3377, 0.3815, 0.8605, 0.1093)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0548, 1.3203, 0.1604)>
    Rotation: <Euler (x=-0.0040, y=-0.0546, z=-0.0071), order='XYZ'>
    Matrix:
      <Vector (0.9985, 0.0073, -0.0546, -0.0548)>
      <Vector (-0.0071, 1.0000, 0.0044, 1.3203)>
      <Vector (0.0546, -0.0040, 0.9985, 0.1604)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0547, 1.5603, 0.1909)>
    Rotation: <Euler (x=-0.0040, y=-0.0546, z=-0.0071), order='XYZ'>
    Matrix:
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      <Vector (-0.0071, 1.0000, 0.0044, 1.5603)>
      <Vector (0.0546, -0.0040, 0.9985, 0.1909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0299, 1.2167, 0.1286)>
    Rotation: <Euler (x=-0.1828, y=2.1505, z=-2.0164), order='XYZ'>
    Matrix:
      <Vector (0.2361, 0.9529, -0.1906, 0.0299)>
      <Vector (0.4943, -0.2866, -0.8207, 1.2167)>
      <Vector (-0.8366, 0.0996, -0.5387, 0.1286)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1645, 1.1762, 0.1426)>
    Rotation: <Euler (x=-3.1126, y=0.8782, z=0.4805), order='XYZ'>
    Matrix:
      <Vector (0.5662, 0.4423, -0.6956, 0.1645)>
      <Vector (0.2951, -0.8967, -0.3299, 1.1762)>
      <Vector (-0.7696, -0.0185, -0.6382, 0.1426)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2501, 1.0027, 0.1390)>
    Rotation: <Euler (x=2.3000, y=0.1531, z=-1.0400), order='XYZ'>
    Matrix:
      <Vector (0.5003, -0.5171, -0.6945, 0.2501)>
      <Vector (-0.8523, -0.4354, -0.2898, 1.0027)>
      <Vector (-0.1526, 0.7369, -0.6585, 0.1390)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1147, 0.8888, 0.3319)>
    Rotation: <Euler (x=1.9766, y=0.0759, z=-0.6926), order='XYZ'>
    Matrix:
      <Vector (0.7673, -0.1984, -0.6098, 0.1147)>
      <Vector (-0.6367, -0.3483, -0.6879, 0.8888)>
      <Vector (-0.0759, 0.9161, -0.3936, 0.3319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0805, 0.8851, 0.3669)>
    Rotation: <Euler (x=2.4745, y=-0.6324, z=-1.0327), order='XYZ'>
    Matrix:
      <Vector (0.4134, -0.8620, -0.2933, 0.0805)>
      <Vector (-0.6927, -0.0886, -0.7158, 0.8851)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0458, 0.8831, 0.3852)>
    Rotation: <Euler (x=2.3336, y=-0.2512, z=-0.7706), order='XYZ'>
    Matrix:
      <Vector (0.6950, -0.6102, -0.3803, 0.0458)>
      <Vector (-0.6747, -0.3706, -0.6383, 0.8831)>
      <Vector (0.2485, 0.7002, -0.6692, 0.3852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0265, 0.8705, 0.4082)>
    Rotation: <Euler (x=2.2600, y=-0.0782, z=-0.6965), order='XYZ'>
    Matrix:
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      <Vector (-0.6396, -0.4491, -0.6239, 0.8705)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0164, 0.8587, 0.4271)>
    Rotation: <Euler (x=2.2600, y=-0.0782, z=-0.6965), order='XYZ'>
    Matrix:
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      <Vector (-0.6396, -0.4491, -0.6239, 0.8587)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0651, 0.8724, 0.4401)>
    Rotation: <Euler (x=2.4328, y=0.0269, z=-0.7053), order='XYZ'>
    Matrix:
      <Vector (0.7612, -0.4788, -0.4375, 0.0651)>
      <Vector (-0.6480, -0.5894, -0.4824, 0.8724)>
      <Vector (-0.0269, 0.6507, -0.7589, 0.4401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0513, 0.8550, 0.4592)>
    Rotation: <Euler (x=2.9060, y=0.0639, z=-0.6378), order='XYZ'>
    Matrix:
      <Vector (0.8018, -0.5670, -0.1889, 0.0513)>
      <Vector (-0.5942, -0.7901, -0.1505, 0.8550)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0346, 0.8315, 0.4661)>
    Rotation: <Euler (x=-3.1384, y=0.0711, z=-0.5821), order='XYZ'>
    Matrix:
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      <Vector (-0.5484, -0.8352, 0.0417, 0.8315)>
      <Vector (-0.0710, -0.0032, -0.9975, 0.4661)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0215, 0.8124, 0.4660)>
    Rotation: <Euler (x=-3.1384, y=0.0711, z=-0.5821), order='XYZ'>
    Matrix:
      <Vector (0.8332, -0.5499, -0.0575, 0.0215)>
      <Vector (-0.5484, -0.8352, 0.0417, 0.8124)>
      <Vector (-0.0710, -0.0032, -0.9975, 0.4660)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0830, 0.8574, 0.4374)>
    Rotation: <Euler (x=2.4325, y=0.0296, z=-0.7059), order='XYZ'>
    Matrix:
      <Vector (0.7607, -0.4777, -0.4396, 0.0830)>
      <Vector (-0.6484, -0.5901, -0.4810, 0.8574)>
      <Vector (-0.0296, 0.6509, -0.7586, 0.4374)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0670, 0.8373, 0.4594)>
    Rotation: <Euler (x=2.9060, y=0.0668, z=-0.6379), order='XYZ'>
    Matrix:
      <Vector (0.8016, -0.5665, -0.1911, 0.0670)>
      <Vector (-0.5942, -0.7904, -0.1489, 0.8373)>
      <Vector (-0.0667, 0.2329, -0.9702, 0.4594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0472, 0.8095, 0.4675)>
    Rotation: <Euler (x=-3.1385, y=0.0737, z=-0.5840), order='XYZ'>
    Matrix:
      <Vector (0.8320, -0.5515, -0.0597, 0.0472)>
      <Vector (-0.5499, -0.8341, 0.0432, 0.8095)>
      <Vector (-0.0736, -0.0031, -0.9973, 0.4675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0325, 0.7879, 0.4675)>
    Rotation: <Euler (x=-3.1385, y=0.0737, z=-0.5840), order='XYZ'>
    Matrix:
      <Vector (0.8320, -0.5515, -0.0597, 0.0325)>
      <Vector (-0.5499, -0.8341, 0.0432, 0.7879)>
      <Vector (-0.0736, -0.0031, -0.9973, 0.4675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1027, 0.8419, 0.4355)>
    Rotation: <Euler (x=2.4328, y=0.0308, z=-0.7040), order='XYZ'>
    Matrix:
      <Vector (0.7619, -0.4761, -0.4392, 0.1027)>
      <Vector (-0.6469, -0.5917, -0.4810, 0.8419)>
      <Vector (-0.0308, 0.6506, -0.7588, 0.4355)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0886, 0.8240, 0.4551)>
    Rotation: <Euler (x=2.9062, y=0.0673, z=-0.6351), order='XYZ'>
    Matrix:
      <Vector (0.8032, -0.5643, -0.1910, 0.0886)>
      <Vector (-0.5919, -0.7921, -0.1490, 0.8240)>
      <Vector (-0.0672, 0.2327, -0.9702, 0.4551)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0722, 0.8010, 0.4618)>
    Rotation: <Euler (x=-3.1390, y=0.0721, z=-0.5906), order='XYZ'>
    Matrix:
      <Vector (0.8285, -0.5570, -0.0584, 0.0722)>
      <Vector (-0.5554, -0.8305, 0.0423, 0.8010)>
      <Vector (-0.0720, -0.0026, -0.9974, 0.4618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0592, 0.7821, 0.4618)>
    Rotation: <Euler (x=-3.1390, y=0.0721, z=-0.5906), order='XYZ'>
    Matrix:
      <Vector (0.8285, -0.5570, -0.0584, 0.0592)>
      <Vector (-0.5554, -0.8305, 0.0423, 0.7821)>
      <Vector (-0.0720, -0.0026, -0.9974, 0.4618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1222, 0.8302, 0.4302)>
    Rotation: <Euler (x=2.4245, y=0.0866, z=-0.6502), order='XYZ'>
    Matrix:
      <Vector (0.7930, -0.4110, -0.4497, 0.1222)>
      <Vector (-0.6031, -0.6343, -0.4836, 0.8302)>
      <Vector (-0.0865, 0.6547, -0.7509, 0.4302)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1103, 0.8119, 0.4491)>
    Rotation: <Euler (x=2.9064, y=0.0758, z=-0.6325), order='XYZ'>
    Matrix:
      <Vector (0.8042, -0.5606, -0.1972, 0.1103)>
      <Vector (-0.5895, -0.7948, -0.1444, 0.8119)>
      <Vector (-0.0757, 0.2324, -0.9697, 0.4491)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0978, 0.7943, 0.4542)>
    Rotation: <Euler (x=-3.1401, y=0.0793, z=-0.6055), order='XYZ'>
    Matrix:
      <Vector (0.8197, -0.5692, -0.0642, 0.0978)>
      <Vector (-0.5673, -0.8222, 0.0463, 0.7943)>
      <Vector (-0.0792, -0.0015, -0.9969, 0.4542)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0885, 0.7807, 0.4542)>
    Rotation: <Euler (x=-3.1401, y=0.0793, z=-0.6055), order='XYZ'>
    Matrix:
      <Vector (0.8197, -0.5692, -0.0642, 0.0885)>
      <Vector (-0.5673, -0.8222, 0.0463, 0.7807)>
      <Vector (-0.0792, -0.0015, -0.9969, 0.4542)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0984, 1.2157, 0.0742)>
    Rotation: <Euler (x=1.0034, y=-2.1795, z=1.0950), order='XYZ'>
    Matrix:
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      <Vector (-0.5083, -0.3688, -0.7782, 1.2157)>
      <Vector (0.8204, -0.4822, -0.3073, 0.0742)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2107, 1.1636, 0.0061)>
    Rotation: <Euler (x=-1.3896, y=-1.3730, z=-1.8984), order='XYZ'>
    Matrix:
      <Vector (-0.0632, -0.1397, 0.9882, -0.2107)>
      <Vector (-0.1860, -0.9711, -0.1492, 1.1636)>
      <Vector (0.9805, -0.1933, 0.0354, 0.0061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2378, 0.9753, -0.0314)>
    Rotation: <Euler (x=1.5518, y=-0.1765, z=1.4518), order='XYZ'>
    Matrix:
      <Vector (0.1169, -0.0397, 0.9924, -0.2378)>
      <Vector (0.9775, -0.1720, -0.1220, 0.9753)>
      <Vector (0.1756, 0.9843, 0.0187, -0.0314)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2482, 0.9303, 0.2262)>
    Rotation: <Euler (x=1.6146, y=-0.3835, z=1.0004), order='XYZ'>
    Matrix:
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      <Vector (0.7805, -0.3383, -0.5257, 0.9303)>
      <Vector (0.3741, 0.9265, -0.0406, 0.2262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2340, 0.9323, 0.2706)>
    Rotation: <Euler (x=1.9959, y=0.4162, z=1.0311), order='XYZ'>
    Matrix:
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      <Vector (0.7846, 0.1041, -0.6112, 0.9323)>
      <Vector (-0.4043, 0.8332, -0.3772, 0.2706)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2131, 0.9372, 0.3012)>
    Rotation: <Euler (x=1.9743, y=-0.0741, z=0.9452), order='XYZ'>
    Matrix:
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      <Vector (0.8084, -0.2851, -0.5150, 0.9372)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2041, 0.9276, 0.3312)>
    Rotation: <Euler (x=1.9185, y=-0.2283, z=0.9456), order='XYZ'>
    Matrix:
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      <Vector (0.7898, -0.3720, -0.4877, 0.9276)>
      <Vector (0.2264, 0.9157, -0.3319, 0.3312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2006, 0.9167, 0.3558)>
    Rotation: <Euler (x=1.9185, y=-0.2283, z=0.9456), order='XYZ'>
    Matrix:
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      <Vector (0.7898, -0.3720, -0.4877, 0.9167)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2498, 0.9201, 0.3439)>
    Rotation: <Euler (x=2.0741, y=-0.3273, z=0.9933), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2424, 0.9048, 0.3688)>
    Rotation: <Euler (x=2.5621, y=-0.3795, z=0.9447), order='XYZ'>
    Matrix:
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      <Vector (0.7527, -0.6547, -0.0697, 0.9048)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2258, 0.8853, 0.3839)>
    Rotation: <Euler (x=2.8153, y=-0.4012, z=0.8982), order='XYZ'>
    Matrix:
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      <Vector (0.7201, -0.6881, 0.0897, 0.8853)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2105, 0.8698, 0.3908)>
    Rotation: <Euler (x=2.8153, y=-0.4012, z=0.8982), order='XYZ'>
    Matrix:
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      <Vector (0.7201, -0.6881, 0.0897, 0.8698)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2618, 0.9010, 0.3391)>
    Rotation: <Euler (x=2.0740, y=-0.3351, z=0.9933), order='XYZ'>
    Matrix:
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      <Vector (0.7912, -0.5047, -0.3453, 0.9010)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2540, 0.8848, 0.3655)>
    Rotation: <Euler (x=2.5621, y=-0.3853, z=0.9445), order='XYZ'>
    Matrix:
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      <Vector (0.7508, -0.6572, -0.0661, 0.8848)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2348, 0.8622, 0.3829)>
    Rotation: <Euler (x=2.8127, y=-0.4033, z=0.9048), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2183, 0.8454, 0.3903)>
    Rotation: <Euler (x=2.8127, y=-0.4033, z=0.9048), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2739, 0.8808, 0.3302)>
    Rotation: <Euler (x=2.0744, y=-0.3300, z=0.9923), order='XYZ'>
    Matrix:
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      <Vector (0.7921, -0.5015, -0.3479, 0.8808)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2669, 0.8666, 0.3534)>
    Rotation: <Euler (x=2.5641, y=-0.3845, z=0.9392), order='XYZ'>
    Matrix:
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      <Vector (0.7482, -0.6599, -0.0687, 0.8666)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2515, 0.8483, 0.3675)>
    Rotation: <Euler (x=2.8118, y=-0.3980, z=0.9072), order='XYZ'>
    Matrix:
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      <Vector (0.7262, -0.6816, 0.0894, 0.8483)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2358, 0.8324, 0.3745)>
    Rotation: <Euler (x=2.8118, y=-0.3980, z=0.9072), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2858, 0.8664, 0.3152)>
    Rotation: <Euler (x=2.0741, y=-0.3342, z=0.9931), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2793, 0.8531, 0.3369)>
    Rotation: <Euler (x=2.5648, y=-0.3894, z=0.9374), order='XYZ'>
    Matrix:
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      <Vector (0.7457, -0.6630, -0.0663, 0.8531)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2649, 0.8361, 0.3501)>
    Rotation: <Euler (x=2.8070, y=-0.3972, z=0.9195), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2549, 0.8260, 0.3545)>
    Rotation: <Euler (x=2.8070, y=-0.3972, z=0.9195), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1117, 0.8246, 0.0164)>
    Rotation: <Euler (x=0.7141, y=-0.0123, z=-2.8916), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1926, 0.5212, 0.2885)>
    Rotation: <Euler (x=-0.1440, y=-0.1569, z=-2.8735), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8645, y=-0.1454, z=-3.0059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3596)>
    Rotation: <Euler (x=-1.5301, y=-2.8959, z=0.0131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0038, 0.4326)>
    Rotation: <Euler (x=-1.5301, y=-2.8959, z=0.0131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0946, 0.8315, -0.0580)>
    Rotation: <Euler (x=0.5186, y=0.6632, z=2.8834), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3093, 0.5149, 0.1044)>
    Rotation: <Euler (x=-0.4940, y=0.7849, z=2.8527), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2790, 0.1099, -0.0402)>
    Rotation: <Euler (x=0.7776, y=0.7889, z=2.9406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5503, y=2.2494, z=-0.0278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0998)>
    Rotation: <Euler (x=-1.5503, y=2.2494, z=-0.0278), order='XYZ'>
    Matrix:
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Frame: 130
  Bone: mixamorig:Hips
    Location: <Vector (0.0084, 0.8688, -0.0079)>
    Rotation: <Euler (x=0.2081, y=-0.3753, z=-0.0398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0062, 0.9449, 0.0054)>
    Rotation: <Euler (x=0.2360, y=-0.3905, z=-0.0276), order='XYZ'>
    Matrix:
      <Vector (0.9244, -0.0621, -0.3764, 0.0062)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0006, 1.0328, 0.0248)>
    Rotation: <Euler (x=0.3717, y=-0.4108, z=-0.0145), order='XYZ'>
    Matrix:
      <Vector (0.9167, -0.1315, -0.3773, 0.0006)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0130, 1.1290, 0.0592)>
    Rotation: <Euler (x=0.5089, y=-0.4311, z=-0.0049), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0361, 1.2304, 0.1105)>
    Rotation: <Euler (x=0.4164, y=-0.3525, z=-0.0150), order='XYZ'>
    Matrix:
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      <Vector (-0.0141, 0.9165, -0.3997, 1.2304)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0535, 1.3197, 0.1614)>
    Rotation: <Euler (x=-0.0070, y=-0.0592, z=-0.0056), order='XYZ'>
    Matrix:
      <Vector (0.9982, 0.0061, -0.0592, -0.0535)>
      <Vector (-0.0056, 1.0000, 0.0073, 1.3197)>
      <Vector (0.0592, -0.0070, 0.9982, 0.1614)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0539, 1.5599, 0.1912)>
    Rotation: <Euler (x=-0.0070, y=-0.0592, z=-0.0056), order='XYZ'>
    Matrix:
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      <Vector (-0.0056, 1.0000, 0.0073, 1.5599)>
      <Vector (0.0592, -0.0070, 0.9982, 0.1912)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0314, 1.2161, 0.1304)>
    Rotation: <Euler (x=-0.1988, y=2.1538, z=-2.0294), order='XYZ'>
    Matrix:
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      <Vector (0.4937, -0.2862, -0.8212, 1.2161)>
      <Vector (-0.8348, 0.1087, -0.5397, 0.1304)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1659, 1.1757, 0.1458)>
    Rotation: <Euler (x=-3.1197, y=0.8724, z=0.4779), order='XYZ'>
    Matrix:
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      <Vector (0.2957, -0.8955, -0.3327, 1.1757)>
      <Vector (-0.7659, -0.0141, -0.6428, 0.1458)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2520, 1.0024, 0.1430)>
    Rotation: <Euler (x=2.3056, y=0.1471, z=-1.0374), order='XYZ'>
    Matrix:
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      <Vector (-0.8518, -0.4345, -0.2926, 1.0024)>
      <Vector (-0.1466, 0.7340, -0.6632, 0.1430)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1153, 0.8887, 0.3351)>
    Rotation: <Euler (x=1.9801, y=0.0684, z=-0.6945), order='XYZ'>
    Matrix:
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      <Vector (-0.6385, -0.3459, -0.6875, 0.8887)>
      <Vector (-0.0683, 0.9152, -0.3971, 0.3351)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0808, 0.8852, 0.3698)>
    Rotation: <Euler (x=2.4818, y=-0.6383, z=-1.0392), order='XYZ'>
    Matrix:
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      <Vector (-0.6923, -0.0857, -0.7165, 0.8852)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0459, 0.8833, 0.3878)>
    Rotation: <Euler (x=2.3378, y=-0.2584, z=-0.7738), order='XYZ'>
    Matrix:
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      <Vector (-0.6756, -0.3678, -0.6389, 0.8833)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0264, 0.8708, 0.4107)>
    Rotation: <Euler (x=2.2636, y=-0.0858, z=-0.6989), order='XYZ'>
    Matrix:
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      <Vector (-0.6410, -0.4465, -0.6243, 0.8708)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0162, 0.8591, 0.4296)>
    Rotation: <Euler (x=2.2636, y=-0.0858, z=-0.6989), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0648, 0.8727, 0.4430)>
    Rotation: <Euler (x=2.4364, y=0.0193, z=-0.7073), order='XYZ'>
    Matrix:
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      <Vector (-0.6497, -0.5870, -0.4831, 0.8727)>
      <Vector (-0.0193, 0.6480, -0.7614, 0.4430)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0508, 0.8553, 0.4619)>
    Rotation: <Euler (x=2.9092, y=0.0562, z=-0.6397), order='XYZ'>
    Matrix:
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      <Vector (-0.5960, -0.7884, -0.1522, 0.8553)>
      <Vector (-0.0561, 0.2300, -0.9716, 0.4619)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0340, 0.8319, 0.4687)>
    Rotation: <Euler (x=-3.1357, y=0.0631, z=-0.5840), order='XYZ'>
    Matrix:
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      <Vector (-0.5503, -0.8340, 0.0397, 0.8319)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0209, 0.8128, 0.4686)>
    Rotation: <Euler (x=-3.1357, y=0.0631, z=-0.5840), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0826, 0.8576, 0.4404)>
    Rotation: <Euler (x=2.4361, y=0.0221, z=-0.7080), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0665, 0.8376, 0.4623)>
    Rotation: <Euler (x=2.9091, y=0.0590, z=-0.6398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0466, 0.8099, 0.4704)>
    Rotation: <Euler (x=-3.1358, y=0.0658, z=-0.5859), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0318, 0.7883, 0.4702)>
    Rotation: <Euler (x=-3.1358, y=0.0658, z=-0.5859), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1023, 0.8421, 0.4388)>
    Rotation: <Euler (x=2.4364, y=0.0233, z=-0.7060), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0880, 0.8243, 0.4582)>
    Rotation: <Euler (x=2.9093, y=0.0595, z=-0.6370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0715, 0.8013, 0.4649)>
    Rotation: <Euler (x=-3.1362, y=0.0642, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0585, 0.7824, 0.4648)>
    Rotation: <Euler (x=-3.1362, y=0.0642, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1218, 0.8303, 0.4336)>
    Rotation: <Euler (x=2.4277, y=0.0789, z=-0.6521), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1098, 0.8121, 0.4524)>
    Rotation: <Euler (x=2.9095, y=0.0680, z=-0.6344), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0972, 0.7945, 0.4575)>
    Rotation: <Euler (x=-3.1372, y=0.0714, z=-0.6074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0879, 0.7810, 0.4574)>
    Rotation: <Euler (x=-3.1372, y=0.0714, z=-0.6074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0964, 1.2151, 0.0748)>
    Rotation: <Euler (x=1.0166, y=-2.1828, z=1.0838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2081, 1.1630, 0.0058)>
    Rotation: <Euler (x=-1.3640, y=-1.3727, z=-1.9229), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2349, 0.9746, -0.0316)>
    Rotation: <Euler (x=1.5467, y=-0.1769, z=1.4534), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2466, 0.9296, 0.2260)>
    Rotation: <Euler (x=1.6054, y=-0.3875, z=1.0165), order='XYZ'>
    Matrix:
      <Vector (0.4873, -0.1693, 0.8567, -0.2466)>
      <Vector (0.7872, -0.3394, -0.5149, 0.9296)>
      <Vector (0.3779, 0.9253, -0.0321, 0.2260)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2328, 0.9318, 0.2705)>
    Rotation: <Euler (x=1.9865, y=0.4124, z=1.0401), order='XYZ'>
    Matrix:
      <Vector (0.4637, 0.5339, 0.7071, -0.2328)>
      <Vector (0.7901, 0.1119, -0.6026, 0.9318)>
      <Vector (-0.4008, 0.8381, -0.3699, 0.2705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2123, 0.9370, 0.3013)>
    Rotation: <Euler (x=1.9660, y=-0.0786, z=0.9585), order='XYZ'>
    Matrix:
      <Vector (0.5730, 0.2734, 0.7726, -0.2123)>
      <Vector (0.8158, -0.2806, -0.5057, 0.9370)>
      <Vector (0.0785, 0.9201, -0.3838, 0.3013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2035, 0.9276, 0.3315)>
    Rotation: <Euler (x=1.9100, y=-0.2329, z=0.9603), order='XYZ'>
    Matrix:
      <Vector (0.5578, 0.1479, 0.8167, -0.2035)>
      <Vector (0.7972, -0.3691, -0.4777, 0.9276)>
      <Vector (0.2308, 0.9176, -0.3238, 0.3315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.2001, 0.9168, 0.3561)>
    Rotation: <Euler (x=1.9100, y=-0.2329, z=0.9603), order='XYZ'>
    Matrix:
      <Vector (0.5578, 0.1479, 0.8167, -0.2001)>
      <Vector (0.7972, -0.3691, -0.4777, 0.9168)>
      <Vector (0.2308, 0.9176, -0.3238, 0.3561)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2492, 0.9195, 0.3437)>
    Rotation: <Euler (x=2.0651, y=-0.3314, z=1.0089), order='XYZ'>
    Matrix:
      <Vector (0.5038, 0.2489, 0.8272, -0.2492)>
      <Vector (0.8002, -0.4952, -0.3383, 0.9195)>
      <Vector (0.3254, 0.8324, -0.4486, 0.3437)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2418, 0.9043, 0.3687)>
    Rotation: <Euler (x=2.5531, y=-0.3840, z=0.9608), order='XYZ'>
    Matrix:
      <Vector (0.5312, 0.5626, 0.6335, -0.2418)>
      <Vector (0.7599, -0.6470, -0.0626, 0.9043)>
      <Vector (0.3747, 0.5146, -0.7712, 0.3687)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2251, 0.8851, 0.3840)>
    Rotation: <Euler (x=2.8065, y=-0.4061, z=0.9144), order='XYZ'>
    Matrix:
      <Vector (0.5606, 0.6688, 0.4882, -0.2251)>
      <Vector (0.7277, -0.6793, 0.0949, 0.8851)>
      <Vector (0.3951, 0.3021, -0.8676, 0.3840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2096, 0.8698, 0.3910)>
    Rotation: <Euler (x=2.8065, y=-0.4061, z=0.9144), order='XYZ'>
    Matrix:
      <Vector (0.5606, 0.6688, 0.4882, -0.2096)>
      <Vector (0.7277, -0.6793, 0.0949, 0.8698)>
      <Vector (0.3951, 0.3021, -0.8676, 0.3910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2609, 0.9003, 0.3388)>
    Rotation: <Euler (x=2.0651, y=-0.3392, z=1.0090), order='XYZ'>
    Matrix:
      <Vector (0.5023, 0.2454, 0.8291, -0.2609)>
      <Vector (0.7981, -0.5006, -0.3353, 0.9003)>
      <Vector (0.3328, 0.8302, -0.4473, 0.3388)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2531, 0.8842, 0.3653)>
    Rotation: <Euler (x=2.5532, y=-0.3899, z=0.9606), order='XYZ'>
    Matrix:
      <Vector (0.5301, 0.5608, 0.6360, -0.2531)>
      <Vector (0.7580, -0.6496, -0.0590, 0.8842)>
      <Vector (0.3801, 0.5134, -0.7694, 0.3653)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2338, 0.8618, 0.3829)>
    Rotation: <Euler (x=2.8039, y=-0.4082, z=0.9210), order='XYZ'>
    Matrix:
      <Vector (0.5553, 0.6717, 0.4904, -0.2338)>
      <Vector (0.7308, -0.6756, 0.0978, 0.8618)>
      <Vector (0.3969, 0.3041, -0.8660, 0.3829)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2171, 0.8453, 0.3905)>
    Rotation: <Euler (x=2.8039, y=-0.4082, z=0.9210), order='XYZ'>
    Matrix:
      <Vector (0.5553, 0.6717, 0.4904, -0.2171)>
      <Vector (0.7308, -0.6756, 0.0978, 0.8453)>
      <Vector (0.3969, 0.3041, -0.8660, 0.3905)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2726, 0.8799, 0.3298)>
    Rotation: <Euler (x=2.0654, y=-0.3341, z=1.0079), order='XYZ'>
    Matrix:
      <Vector (0.5041, 0.2475, 0.8274, -0.2726)>
      <Vector (0.7990, -0.4974, -0.3380, 0.8799)>
      <Vector (0.3280, 0.8315, -0.4485, 0.3298)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2657, 0.8658, 0.3531)>
    Rotation: <Euler (x=2.5552, y=-0.3890, z=0.9553), order='XYZ'>
    Matrix:
      <Vector (0.5343, 0.5589, 0.6342, -0.2657)>
      <Vector (0.7555, -0.6523, -0.0616, 0.8658)>
      <Vector (0.3793, 0.5120, -0.7707, 0.3531)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2502, 0.8478, 0.3673)>
    Rotation: <Euler (x=2.8030, y=-0.4028, z=0.9234), order='XYZ'>
    Matrix:
      <Vector (0.5549, 0.6738, 0.4880, -0.2502)>
      <Vector (0.7338, -0.6728, 0.0946, 0.8478)>
      <Vector (0.3920, 0.3056, -0.8677, 0.3673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2343, 0.8320, 0.3746)>
    Rotation: <Euler (x=2.8030, y=-0.4028, z=0.9234), order='XYZ'>
    Matrix:
      <Vector (0.5549, 0.6738, 0.4880, -0.2343)>
      <Vector (0.7338, -0.6728, 0.0946, 0.8320)>
      <Vector (0.3920, 0.3056, -0.8677, 0.3746)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2842, 0.8653, 0.3148)>
    Rotation: <Euler (x=2.0652, y=-0.3383, z=1.0088), order='XYZ'>
    Matrix:
      <Vector (0.5027, 0.2458, 0.8288, -0.2842)>
      <Vector (0.7982, -0.5001, -0.3359, 0.8653)>
      <Vector (0.3319, 0.8304, -0.4476, 0.3148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2778, 0.8522, 0.3365)>
    Rotation: <Euler (x=2.5559, y=-0.3940, z=0.9535), order='XYZ'>
    Matrix:
      <Vector (0.5345, 0.5567, 0.6359, -0.2778)>
      <Vector (0.7530, -0.6554, -0.0591, 0.8522)>
      <Vector (0.3839, 0.5104, -0.7695, 0.3365)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2633, 0.8353, 0.3498)>
    Rotation: <Euler (x=2.7981, y=-0.4019, z=0.9357), order='XYZ'>
    Matrix:
      <Vector (0.5460, 0.6798, 0.4896, -0.2633)>
      <Vector (0.7408, -0.6647, 0.0968, 0.8353)>
      <Vector (0.3912, 0.3099, -0.8666, 0.3498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2532, 0.8254, 0.3544)>
    Rotation: <Euler (x=2.7981, y=-0.4019, z=0.9357), order='XYZ'>
    Matrix:
      <Vector (0.5460, 0.6798, 0.4896, -0.2532)>
      <Vector (0.7408, -0.6647, 0.0968, 0.8254)>
      <Vector (0.3912, 0.3099, -0.8666, 0.3544)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1140, 0.8238, 0.0188)>
    Rotation: <Euler (x=0.7173, y=-0.0083, z=-2.8925), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.1910, -0.1560, 0.1140)>
      <Vector (-0.2465, -0.7290, 0.6386, 0.8238)>
      <Vector (0.0083, 0.6573, 0.7536, 0.0188)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1934, 0.5209, 0.2919)>
    Rotation: <Euler (x=-0.1522, y=-0.1568, z=-2.8740), order='XYZ'>
    Matrix:
      <Vector (-0.9526, 0.2385, 0.1889, 0.1934)>
      <Vector (-0.2612, -0.9595, -0.1054, 0.5209)>
      <Vector (0.1561, -0.1497, 0.9763, 0.2919)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8644, y=-0.1463, z=-3.0059), order='XYZ'>
    Matrix:
      <Vector (-0.9802, 0.1977, -0.0091, 0.2954)>
      <Vector (-0.1338, -0.6281, 0.7665, 0.1104)>
      <Vector (0.1458, 0.7526, 0.6422, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3596)>
    Rotation: <Euler (x=-1.5302, y=-2.8950, z=0.0131), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.2434, -0.0230, 0.3300)>
      <Vector (-0.0127, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2441, 0.9689, -0.0394, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0038, 0.4326)>
    Rotation: <Euler (x=-1.5302, y=-2.8950, z=0.0131), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.2434, -0.0230, 0.3484)>
      <Vector (-0.0127, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2441, 0.9689, -0.0394, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0918, 0.8309, -0.0567)>
    Rotation: <Euler (x=0.5180, y=0.6668, z=2.8810), order='XYZ'>
    Matrix:
      <Vector (-0.7593, -0.5198, -0.3916, -0.0918)>
      <Vector (0.2025, -0.7605, 0.6169, 0.8309)>
      <Vector (-0.6185, 0.3891, 0.6827, -0.0567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3079, 0.5148, 0.1050)>
    Rotation: <Euler (x=-0.4961, y=0.7850, z=2.8475), order='XYZ'>
    Matrix:
      <Vector (-0.6770, 0.0671, -0.7329, -0.3079)>
      <Vector (0.2050, -0.9392, -0.2754, 0.5148)>
      <Vector (-0.7068, -0.3367, 0.6221, 0.1050)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2789, 0.1099, -0.0402)>
    Rotation: <Euler (x=0.7772, y=0.7900, z=2.9404), order='XYZ'>
    Matrix:
      <Vector (-0.6897, -0.6306, -0.3560, -0.2789)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7103, 0.4936, 0.5017, -0.0402)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2482, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6265, -0.7782, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7792, 0.6267, -0.0128, 0.0505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2482, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6265, -0.7782, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7792, 0.6267, -0.0128, 0.0996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 131
  Bone: mixamorig:Hips
    Location: <Vector (0.0111, 0.8682, -0.0058)>
    Rotation: <Euler (x=0.2079, y=-0.3808, z=-0.0406), order='XYZ'>
    Matrix:
      <Vector (0.9276, -0.0370, -0.3718, 0.0111)>
      <Vector (-0.0376, 0.9808, -0.1915, 0.8682)>
      <Vector (0.3717, 0.1916, 0.9084, -0.0058)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0089, 0.9443, 0.0074)>
    Rotation: <Euler (x=0.2357, y=-0.3965, z=-0.0284), order='XYZ'>
    Matrix:
      <Vector (0.9220, -0.0625, -0.3820, 0.0089)>
      <Vector (-0.0262, 0.9745, -0.2227, 0.9443)>
      <Vector (0.3862, 0.2154, 0.8969, 0.0074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0033, 1.0321, 0.0268)>
    Rotation: <Euler (x=0.3711, y=-0.4180, z=-0.0147), order='XYZ'>
    Matrix:
      <Vector (0.9138, -0.1335, -0.3836, 0.0033)>
      <Vector (-0.0134, 0.9340, -0.3570, 1.0321)>
      <Vector (0.4060, 0.3314, 0.8517, 0.0268)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0105, 1.1284, 0.0609)>
    Rotation: <Euler (x=0.5080, y=-0.4395, z=-0.0047), order='XYZ'>
    Matrix:
      <Vector (0.9049, -0.2029, -0.3740, -0.0105)>
      <Vector (-0.0042, 0.8747, -0.4847, 1.1284)>
      <Vector (0.4255, 0.4402, 0.7907, 0.0609)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0340, 1.2298, 0.1120)>
    Rotation: <Euler (x=0.4155, y=-0.3597, z=-0.0152), order='XYZ'>
    Matrix:
      <Vector (0.9359, -0.1281, -0.3282, -0.0340)>
      <Vector (-0.0143, 0.9170, -0.3987, 1.2298)>
      <Vector (0.3520, 0.3778, 0.8563, 0.1120)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0517, 1.3192, 0.1627)>
    Rotation: <Euler (x=-0.0104, y=-0.0628, z=-0.0040), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0047, -0.0628, -0.0517)>
      <Vector (-0.0040, 0.9999, 0.0107, 1.3192)>
      <Vector (0.0628, -0.0104, 0.9980, 0.1627)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0526, 1.5594, 0.1916)>
    Rotation: <Euler (x=-0.0104, y=-0.0628, z=-0.0040), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0047, -0.0628, -0.0526)>
      <Vector (-0.0040, 0.9999, 0.0107, 1.5594)>
      <Vector (0.0628, -0.0104, 0.9980, 0.1916)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0333, 1.2156, 0.1325)>
    Rotation: <Euler (x=-0.2141, y=2.1569, z=-2.0418), order='XYZ'>
    Matrix:
      <Vector (0.2510, 0.9511, -0.1801, 0.0333)>
      <Vector (0.4929, -0.2857, -0.8218, 1.2156)>
      <Vector (-0.8331, 0.1175, -0.5405, 0.1325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1676, 1.1752, 0.1491)>
    Rotation: <Euler (x=-3.1249, y=0.8665, z=0.4762), order='XYZ'>
    Matrix:
      <Vector (0.5754, 0.4471, -0.6848, 0.1676)>
      <Vector (0.2968, -0.8944, -0.3345, 1.1752)>
      <Vector (-0.7621, -0.0108, -0.6474, 0.1491)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2542, 1.0021, 0.1470)>
    Rotation: <Euler (x=2.3112, y=0.1423, z=-1.0354), order='XYZ'>
    Matrix:
      <Vector (0.5050, -0.5268, -0.6837, 0.2542)>
      <Vector (-0.8514, -0.4342, -0.2943, 1.0021)>
      <Vector (-0.1418, 0.7307, -0.6678, 0.1470)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1163, 0.8885, 0.3382)>
    Rotation: <Euler (x=1.9832, y=0.0611, z=-0.6970), order='XYZ'>
    Matrix:
      <Vector (0.7654, -0.2144, -0.6068, 0.1163)>
      <Vector (-0.6407, -0.3432, -0.6868, 0.8885)>
      <Vector (-0.0611, 0.9145, -0.4001, 0.3382)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0815, 0.8852, 0.3727)>
    Rotation: <Euler (x=2.4885, y=-0.6441, z=-1.0458), order='XYZ'>
    Matrix:
      <Vector (0.4008, -0.8701, -0.2868, 0.0815)>
      <Vector (-0.6920, -0.0823, -0.7172, 0.8852)>
      <Vector (0.6005, 0.4859, -0.6351, 0.3727)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0465, 0.8834, 0.3904)>
    Rotation: <Euler (x=2.3416, y=-0.2654, z=-0.7774), order='XYZ'>
    Matrix:
      <Vector (0.6878, -0.6228, -0.3729, 0.0465)>
      <Vector (-0.6768, -0.3646, -0.6395, 0.8834)>
      <Vector (0.2623, 0.6922, -0.6723, 0.3904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0268, 0.8710, 0.4132)>
    Rotation: <Euler (x=2.2667, y=-0.0931, z=-0.7018), order='XYZ'>
    Matrix:
      <Vector (0.7604, -0.4683, -0.4500, 0.0268)>
      <Vector (-0.6428, -0.4435, -0.6246, 0.8710)>
      <Vector (0.0929, 0.7642, -0.6383, 0.4132)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0163, 0.8593, 0.4320)>
    Rotation: <Euler (x=2.2667, y=-0.0931, z=-0.7018), order='XYZ'>
    Matrix:
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      <Vector (-0.6428, -0.4435, -0.6246, 0.8593)>
      <Vector (0.0929, 0.7642, -0.6383, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0649, 0.8728, 0.4457)>
    Rotation: <Euler (x=2.4396, y=0.0121, z=-0.7099), order='XYZ'>
    Matrix:
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      <Vector (-0.6517, -0.5842, -0.4837, 0.8728)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0507, 0.8555, 0.4646)>
    Rotation: <Euler (x=2.9118, y=0.0488, z=-0.6422), order='XYZ'>
    Matrix:
      <Vector (0.7998, -0.5743, -0.1744, 0.0507)>
      <Vector (-0.5982, -0.7864, -0.1540, 0.8555)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0338, 0.8322, 0.4714)>
    Rotation: <Euler (x=-3.1334, y=0.0556, z=-0.5865), order='XYZ'>
    Matrix:
      <Vector (0.8316, -0.5538, -0.0417, 0.0338)>
      <Vector (-0.5526, -0.8326, 0.0375, 0.8322)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0206, 0.8131, 0.4712)>
    Rotation: <Euler (x=-3.1334, y=0.0556, z=-0.5865), order='XYZ'>
    Matrix:
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      <Vector (-0.5526, -0.8326, 0.0375, 0.8131)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0827, 0.8577, 0.4434)>
    Rotation: <Euler (x=2.4393, y=0.0149, z=-0.7105), order='XYZ'>
    Matrix:
      <Vector (0.7579, -0.4906, -0.4300, 0.0827)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0664, 0.8378, 0.4652)>
    Rotation: <Euler (x=2.9118, y=0.0516, z=-0.6423), order='XYZ'>
    Matrix:
      <Vector (0.7996, -0.5739, -0.1767, 0.0664)>
      <Vector (-0.5983, -0.7867, -0.1523, 0.8378)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0463, 0.8101, 0.4731)>
    Rotation: <Euler (x=-3.1335, y=0.0582, z=-0.5884), order='XYZ'>
    Matrix:
      <Vector (0.8304, -0.5554, -0.0439, 0.0463)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0315, 0.7886, 0.4729)>
    Rotation: <Euler (x=-3.1335, y=0.0582, z=-0.5884), order='XYZ'>
    Matrix:
      <Vector (0.8304, -0.5554, -0.0439, 0.0315)>
      <Vector (-0.5541, -0.8315, 0.0390, 0.7886)>
      <Vector (-0.0582, -0.0081, -0.9983, 0.4729)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1024, 0.8421, 0.4419)>
    Rotation: <Euler (x=2.4396, y=0.0161, z=-0.7086), order='XYZ'>
    Matrix:
      <Vector (0.7592, -0.4890, -0.4296, 0.1024)>
      <Vector (-0.6507, -0.5865, -0.4823, 0.8421)>
      <Vector (-0.0161, 0.6457, -0.7634, 0.4419)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0879, 0.8244, 0.4612)>
    Rotation: <Euler (x=2.9120, y=0.0521, z=-0.6395), order='XYZ'>
    Matrix:
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      <Vector (-0.5960, -0.7884, -0.1524, 0.8244)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0713, 0.8014, 0.4679)>
    Rotation: <Euler (x=-3.1339, y=0.0567, z=-0.5950), order='XYZ'>
    Matrix:
      <Vector (0.8268, -0.5609, -0.0426, 0.0713)>
      <Vector (-0.5596, -0.8279, 0.0381, 0.8014)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0582, 0.7826, 0.4677)>
    Rotation: <Euler (x=-3.1339, y=0.0567, z=-0.5950), order='XYZ'>
    Matrix:
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      <Vector (-0.5596, -0.8279, 0.0381, 0.7826)>
      <Vector (-0.0566, -0.0077, -0.9984, 0.4677)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1219, 0.8303, 0.4369)>
    Rotation: <Euler (x=2.4305, y=0.0715, z=-0.6545), order='XYZ'>
    Matrix:
      <Vector (0.7913, -0.4242, -0.4403, 0.1219)>
      <Vector (-0.6072, -0.6295, -0.4848, 0.8303)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1097, 0.8122, 0.4556)>
    Rotation: <Euler (x=2.9121, y=0.0606, z=-0.6369), order='XYZ'>
    Matrix:
      <Vector (0.8025, -0.5680, -0.1827, 0.1097)>
      <Vector (-0.5936, -0.7911, -0.1478, 0.8122)>
      <Vector (-0.0606, 0.2270, -0.9720, 0.4556)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0970, 0.7946, 0.4607)>
    Rotation: <Euler (x=-3.1348, y=0.0639, z=-0.6098), order='XYZ'>
    Matrix:
      <Vector (0.8181, -0.5731, -0.0484, 0.0970)>
      <Vector (-0.5716, -0.8195, 0.0422, 0.7946)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0876, 0.7811, 0.4606)>
    Rotation: <Euler (x=-3.1348, y=0.0639, z=-0.6098), order='XYZ'>
    Matrix:
      <Vector (0.8181, -0.5731, -0.0484, 0.0876)>
      <Vector (-0.5716, -0.8195, 0.0422, 0.7811)>
      <Vector (-0.0639, -0.0068, -0.9979, 0.4606)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0940, 1.2145, 0.0758)>
    Rotation: <Euler (x=1.0294, y=-2.1859, z=1.0729), order='XYZ'>
    Matrix:
      <Vector (-0.2756, -0.7871, 0.5519, -0.0940)>
      <Vector (-0.5070, -0.3688, -0.7791, 1.2145)>
      <Vector (0.8167, -0.4945, -0.2974, 0.0758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2052, 1.1624, 0.0060)>
    Rotation: <Euler (x=-1.3333, y=-1.3721, z=-1.9522), order='XYZ'>
    Matrix:
      <Vector (-0.0735, -0.1363, 0.9879, -0.2052)>
      <Vector (-0.1832, -0.9719, -0.1477, 1.1624)>
      <Vector (0.9803, -0.1918, 0.0464, 0.0060)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2316, 0.9739, -0.0312)>
    Rotation: <Euler (x=1.5405, y=-0.1768, z=1.4553), order='XYZ'>
    Matrix:
      <Vector (0.1135, -0.0503, 0.9923, -0.2316)>
      <Vector (0.9779, -0.1711, -0.1205, 0.9739)>
      <Vector (0.1758, 0.9840, 0.0298, -0.0312)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2448, 0.9291, 0.2263)>
    Rotation: <Euler (x=1.5940, y=-0.3919, z=1.0371), order='XYZ'>
    Matrix:
      <Vector (0.4702, -0.1743, 0.8652, -0.2448)>
      <Vector (0.7956, -0.3405, -0.5010, 0.9291)>
      <Vector (0.3820, 0.9239, -0.0214, 0.2263)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2316, 0.9316, 0.2710)>
    Rotation: <Euler (x=1.9748, y=0.4082, z=1.0516), order='XYZ'>
    Matrix:
      <Vector (0.4554, 0.5224, 0.7209, -0.2316)>
      <Vector (0.7969, 0.1218, -0.5917, 0.9316)>
      <Vector (-0.3970, 0.8439, -0.3608, 0.2710)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2115, 0.9372, 0.3020)>
    Rotation: <Euler (x=1.9557, y=-0.0836, z=0.9755), order='XYZ'>
    Matrix:
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      <Vector (0.8251, -0.2746, -0.4938, 0.9372)>
      <Vector (0.0835, 0.9236, -0.3741, 0.3020)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2029, 0.9280, 0.3322)>
    Rotation: <Euler (x=1.8994, y=-0.2378, z=0.9789), order='XYZ'>
    Matrix:
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      <Vector (0.8065, -0.3651, -0.4650, 0.9280)>
      <Vector (0.2356, 0.9198, -0.3136, 0.3322)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1995, 0.9173, 0.3569)>
    Rotation: <Euler (x=1.8994, y=-0.2378, z=0.9789), order='XYZ'>
    Matrix:
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      <Vector (0.8065, -0.3651, -0.4650, 0.9173)>
      <Vector (0.2356, 0.9198, -0.3136, 0.3569)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2485, 0.9192, 0.3440)>
    Rotation: <Euler (x=2.0539, y=-0.3359, z=1.0287), order='XYZ'>
    Matrix:
      <Vector (0.4871, 0.2474, 0.8376, -0.2485)>
      <Vector (0.8088, -0.4897, -0.3257, 0.9192)>
      <Vector (0.3296, 0.8360, -0.4386, 0.3440)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2412, 0.9042, 0.3691)>
    Rotation: <Euler (x=2.5420, y=-0.3890, z=0.9811), order='XYZ'>
    Matrix:
      <Vector (0.5145, 0.5671, 0.6431, -0.2412)>
      <Vector (0.7690, -0.6370, -0.0536, 0.9042)>
      <Vector (0.3793, 0.5222, -0.7639, 0.3691)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2244, 0.8852, 0.3846)>
    Rotation: <Euler (x=2.7955, y=-0.4116, z=0.9349), order='XYZ'>
    Matrix:
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      <Vector (0.7374, -0.6679, 0.1013, 0.8852)>
      <Vector (0.4001, 0.3109, -0.8622, 0.3846)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2088, 0.8702, 0.3918)>
    Rotation: <Euler (x=2.7955, y=-0.4116, z=0.9349), order='XYZ'>
    Matrix:
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      <Vector (0.7374, -0.6679, 0.1013, 0.8702)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2599, 0.8998, 0.3390)>
    Rotation: <Euler (x=2.0538, y=-0.3437, z=1.0290), order='XYZ'>
    Matrix:
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      <Vector (0.8067, -0.4952, -0.3226, 0.8998)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2521, 0.8838, 0.3656)>
    Rotation: <Euler (x=2.5420, y=-0.3948, z=0.9810), order='XYZ'>
    Matrix:
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      <Vector (0.7671, -0.6396, -0.0499, 0.8838)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2327, 0.8618, 0.3834)>
    Rotation: <Euler (x=2.7929, y=-0.4136, z=0.9416), order='XYZ'>
    Matrix:
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      <Vector (0.7403, -0.6641, 0.1043, 0.8618)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2159, 0.8455, 0.3912)>
    Rotation: <Euler (x=2.7929, y=-0.4136, z=0.9416), order='XYZ'>
    Matrix:
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      <Vector (0.7403, -0.6641, 0.1043, 0.8455)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2712, 0.8792, 0.3299)>
    Rotation: <Euler (x=2.0542, y=-0.3386, z=1.0278), order='XYZ'>
    Matrix:
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      <Vector (0.8075, -0.4920, -0.3253, 0.8792)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2643, 0.8652, 0.3533)>
    Rotation: <Euler (x=2.5440, y=-0.3940, z=0.9757), order='XYZ'>
    Matrix:
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      <Vector (0.7646, -0.6423, -0.0526, 0.8652)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2487, 0.8475, 0.3677)>
    Rotation: <Euler (x=2.7919, y=-0.4082, z=0.9439), order='XYZ'>
    Matrix:
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      <Vector (0.7433, -0.6613, 0.1010, 0.8475)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2327, 0.8320, 0.3751)>
    Rotation: <Euler (x=2.7919, y=-0.4082, z=0.9439), order='XYZ'>
    Matrix:
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      <Vector (0.7433, -0.6613, 0.1010, 0.8320)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2824, 0.8644, 0.3147)>
    Rotation: <Euler (x=2.0539, y=-0.3428, z=1.0287), order='XYZ'>
    Matrix:
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      <Vector (0.8068, -0.4947, -0.3232, 0.8644)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2760, 0.8514, 0.3366)>
    Rotation: <Euler (x=2.5447, y=-0.3991, z=0.9740), order='XYZ'>
    Matrix:
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      <Vector (0.7621, -0.6455, -0.0501, 0.8514)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2613, 0.8348, 0.3501)>
    Rotation: <Euler (x=2.7870, y=-0.4072, z=0.9562), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2512, 0.8250, 0.3548)>
    Rotation: <Euler (x=2.7870, y=-0.4072, z=0.9562), order='XYZ'>
    Matrix:
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      <Vector (0.7502, -0.6531, 0.1032, 0.8250)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1166, 0.8231, 0.0214)>
    Rotation: <Euler (x=0.7203, y=-0.0048, z=-2.8936), order='XYZ'>
    Matrix:
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      <Vector (-0.2454, -0.7279, 0.6403, 0.8231)>
      <Vector (0.0048, 0.6596, 0.7516, 0.0214)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1945, 0.5206, 0.2955)>
    Rotation: <Euler (x=-0.1609, y=-0.1568, z=-2.8753), order='XYZ'>
    Matrix:
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      <Vector (-0.2599, -0.9589, -0.1140, 0.5206)>
      <Vector (0.1562, -0.1582, 0.9750, 0.2955)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8643, y=-0.1474, z=-3.0060), order='XYZ'>
    Matrix:
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      <Vector (-0.1337, -0.6281, 0.7665, 0.1104)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0005, 0.3595)>
    Rotation: <Euler (x=-1.5302, y=-2.8939, z=0.0130), order='XYZ'>
    Matrix:
      <Vector (-0.9694, 0.2444, -0.0229, 0.3300)>
      <Vector (-0.0126, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2452, 0.9687, -0.0394, 0.3595)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0038, 0.4325)>
    Rotation: <Euler (x=-1.5302, y=-2.8939, z=0.0130), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0888, 0.8303, -0.0552)>
    Rotation: <Euler (x=0.5169, y=0.6703, z=2.8780), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3061, 0.5147, 0.1058)>
    Rotation: <Euler (x=-0.4987, y=0.7854, z=2.8414), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7916, z=2.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 132
  Bone: mixamorig:Hips
    Location: <Vector (0.0141, 0.8675, -0.0035)>
    Rotation: <Euler (x=0.2076, y=-0.3862, z=-0.0409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0119, 0.9436, 0.0097)>
    Rotation: <Euler (x=0.2352, y=-0.4020, z=-0.0290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0062, 1.0315, 0.0290)>
    Rotation: <Euler (x=0.3698, y=-0.4240, z=-0.0147), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0077, 1.1278, 0.0630)>
    Rotation: <Euler (x=0.5060, y=-0.4459, z=-0.0041), order='XYZ'>
    Matrix:
      <Vector (0.9022, -0.2055, -0.3792, -0.0077)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0315, 1.2293, 0.1137)>
    Rotation: <Euler (x=0.4139, y=-0.3652, z=-0.0149), order='XYZ'>
    Matrix:
      <Vector (0.9339, -0.1300, -0.3330, -0.0315)>
      <Vector (-0.0140, 0.9176, -0.3973, 1.2293)>
      <Vector (0.3572, 0.3757, 0.8552, 0.1137)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0495, 1.3188, 0.1641)>
    Rotation: <Euler (x=-0.0143, y=-0.0655, z=-0.0019), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0029, -0.0654, -0.0495)>
      <Vector (-0.0019, 0.9999, 0.0144, 1.3188)>
      <Vector (0.0654, -0.0143, 0.9978, 0.1641)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0508, 1.5591, 0.1922)>
    Rotation: <Euler (x=-0.0143, y=-0.0655, z=-0.0019), order='XYZ'>
    Matrix:
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      <Vector (-0.0019, 0.9999, 0.0144, 1.5591)>
      <Vector (0.0654, -0.0143, 0.9978, 0.1922)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0356, 1.2151, 0.1346)>
    Rotation: <Euler (x=-0.2273, y=2.1583, z=-2.0525), order='XYZ'>
    Matrix:
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      <Vector (0.4912, -0.2852, -0.8230, 1.2151)>
      <Vector (-0.8323, 0.1249, -0.5400, 0.1346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1699, 1.1748, 0.1523)>
    Rotation: <Euler (x=-3.1303, y=0.8605, z=0.4738), order='XYZ'>
    Matrix:
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      <Vector (0.2975, -0.8937, -0.3359, 1.1748)>
      <Vector (-0.7582, -0.0074, -0.6520, 0.1523)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2567, 1.0018, 0.1508)>
    Rotation: <Euler (x=2.3170, y=0.1382, z=-1.0332), order='XYZ'>
    Matrix:
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      <Vector (-0.8507, -0.4345, -0.2957, 1.0018)>
      <Vector (-0.1377, 0.7273, -0.6724, 0.1508)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1176, 0.8881, 0.3412)>
    Rotation: <Euler (x=1.9857, y=0.0540, z=-0.6988), order='XYZ'>
    Matrix:
      <Vector (0.7645, -0.2215, -0.6054, 0.1176)>
      <Vector (-0.6424, -0.3404, -0.6866, 0.8881)>
      <Vector (-0.0540, 0.9138, -0.4025, 0.3412)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0826, 0.8850, 0.3754)>
    Rotation: <Euler (x=2.4945, y=-0.6499, z=-1.0515), order='XYZ'>
    Matrix:
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      <Vector (-0.6912, -0.0793, -0.7183, 0.8850)>
      <Vector (0.6051, 0.4800, -0.6352, 0.3754)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0475, 0.8833, 0.3929)>
    Rotation: <Euler (x=2.3448, y=-0.2723, z=-0.7802), order='XYZ'>
    Matrix:
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      <Vector (-0.6775, -0.3615, -0.6405, 0.8833)>
      <Vector (0.2689, 0.6888, -0.6732, 0.3929)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0276, 0.8710, 0.4156)>
    Rotation: <Euler (x=2.2692, y=-0.1001, z=-0.7041), order='XYZ'>
    Matrix:
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      <Vector (-0.6441, -0.4406, -0.6253, 0.8710)>
      <Vector (0.1000, 0.7620, -0.6398, 0.4156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0170, 0.8594, 0.4343)>
    Rotation: <Euler (x=2.2692, y=-0.1001, z=-0.7041), order='XYZ'>
    Matrix:
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      <Vector (-0.6441, -0.4406, -0.6253, 0.8594)>
      <Vector (0.1000, 0.7620, -0.6398, 0.4343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0655, 0.8729, 0.4483)>
    Rotation: <Euler (x=2.4422, y=0.0050, z=-0.7119), order='XYZ'>
    Matrix:
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      <Vector (-0.6532, -0.5815, -0.4849, 0.8729)>
      <Vector (-0.0050, 0.6437, -0.7652, 0.4483)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0511, 0.8556, 0.4672)>
    Rotation: <Euler (x=2.9140, y=0.0415, z=-0.6441), order='XYZ'>
    Matrix:
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      <Vector (-0.6000, -0.7846, -0.1562, 0.8556)>
      <Vector (-0.0415, 0.2255, -0.9734, 0.4672)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0341, 0.8323, 0.4739)>
    Rotation: <Euler (x=-3.1317, y=0.0483, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5544, -0.8315, 0.0350, 0.8323)>
      <Vector (-0.0482, -0.0099, -0.9988, 0.4739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0209, 0.8133, 0.4737)>
    Rotation: <Euler (x=-3.1317, y=0.0483, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5544, -0.8315, 0.0350, 0.8133)>
      <Vector (-0.0482, -0.0099, -0.9988, 0.4737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0833, 0.8577, 0.4461)>
    Rotation: <Euler (x=2.4419, y=0.0078, z=-0.7125), order='XYZ'>
    Matrix:
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      <Vector (-0.6537, -0.5822, -0.4834, 0.8577)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0667, 0.8379, 0.4679)>
    Rotation: <Euler (x=2.9139, y=0.0444, z=-0.6442), order='XYZ'>
    Matrix:
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      <Vector (-0.6000, -0.7850, -0.1545, 0.8379)>
      <Vector (-0.0444, 0.2255, -0.9732, 0.4679)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0465, 0.8102, 0.4758)>
    Rotation: <Euler (x=-3.1317, y=0.0509, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0317, 0.7888, 0.4756)>
    Rotation: <Euler (x=-3.1317, y=0.0509, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1029, 0.8421, 0.4448)>
    Rotation: <Euler (x=2.4422, y=0.0090, z=-0.7106), order='XYZ'>
    Matrix:
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      <Vector (-0.6522, -0.5838, -0.4835, 0.8421)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0883, 0.8244, 0.4642)>
    Rotation: <Euler (x=2.9141, y=0.0448, z=-0.6414), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0715, 0.8015, 0.4707)>
    Rotation: <Euler (x=-3.1321, y=0.0494, z=-0.5969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0585, 0.7827, 0.4705)>
    Rotation: <Euler (x=-3.1321, y=0.0494, z=-0.5969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1224, 0.8302, 0.4400)>
    Rotation: <Euler (x=2.4327, y=0.0643, z=-0.6564), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1101, 0.8121, 0.4587)>
    Rotation: <Euler (x=2.9142, y=0.0534, z=-0.6387), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0973, 0.7946, 0.4637)>
    Rotation: <Euler (x=-3.1329, y=0.0566, z=-0.6117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0879, 0.7811, 0.4636)>
    Rotation: <Euler (x=-3.1329, y=0.0566, z=-0.6117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0913, 1.2139, 0.0772)>
    Rotation: <Euler (x=1.0416, y=-2.1873, z=1.0637), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2020, 1.1616, 0.0066)>
    Rotation: <Euler (x=-1.2918, y=-1.3709, z=-1.9905), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2277, 0.9729, -0.0304)>
    Rotation: <Euler (x=1.5322, y=-0.1751, z=1.4591), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2428, 0.9288, 0.2271)>
    Rotation: <Euler (x=1.5796, y=-0.3962, z=1.0603), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2302, 0.9317, 0.2720)>
    Rotation: <Euler (x=1.9603, y=0.4041, z=1.0635), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2107, 0.9377, 0.3032)>
    Rotation: <Euler (x=1.9426, y=-0.0887, z=0.9943), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2023, 0.9287, 0.3336)>
    Rotation: <Euler (x=1.8860, y=-0.2429, z=0.9998), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1991, 0.9181, 0.3584)>
    Rotation: <Euler (x=1.8860, y=-0.2429, z=0.9998), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2479, 0.9191, 0.3448)>
    Rotation: <Euler (x=2.0399, y=-0.3403, z=1.0511), order='XYZ'>
    Matrix:
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      <Vector (0.8182, -0.4829, -0.3120, 0.9191)>
      <Vector (0.3338, 0.8408, -0.4261, 0.3448)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2407, 0.9043, 0.3701)>
    Rotation: <Euler (x=2.5279, y=-0.3940, z=1.0042), order='XYZ'>
    Matrix:
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      <Vector (0.7791, -0.6254, -0.0443, 0.9043)>
      <Vector (0.3839, 0.5318, -0.7549, 0.3701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2238, 0.8857, 0.3858)>
    Rotation: <Euler (x=2.7815, y=-0.4172, z=0.9582), order='XYZ'>
    Matrix:
      <Vector (0.5257, 0.6836, 0.5063, -0.2238)>
      <Vector (0.7480, -0.6549, 0.1077, 0.8857)>
      <Vector (0.4052, 0.3221, -0.8556, 0.3858)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2080, 0.8710, 0.3933)>
    Rotation: <Euler (x=2.7815, y=-0.4172, z=0.9582), order='XYZ'>
    Matrix:
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      <Vector (0.7480, -0.6549, 0.1077, 0.8710)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2589, 0.8995, 0.3397)>
    Rotation: <Euler (x=2.0397, y=-0.3481, z=1.0514), order='XYZ'>
    Matrix:
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      <Vector (0.8161, -0.4885, -0.3089, 0.8995)>
      <Vector (0.3411, 0.8385, -0.4248, 0.3397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2512, 0.8838, 0.3665)>
    Rotation: <Euler (x=2.5279, y=-0.3999, z=1.0042), order='XYZ'>
    Matrix:
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      <Vector (0.7772, -0.6280, -0.0406, 0.8838)>
      <Vector (0.3893, 0.5305, -0.7530, 0.3665)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2317, 0.8622, 0.3847)>
    Rotation: <Euler (x=2.7788, y=-0.4191, z=0.9649), order='XYZ'>
    Matrix:
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      <Vector (0.4069, 0.3241, -0.8540, 0.3847)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2146, 0.8462, 0.3927)>
    Rotation: <Euler (x=2.7788, y=-0.4191, z=0.9649), order='XYZ'>
    Matrix:
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      <Vector (0.4069, 0.3241, -0.8540, 0.3927)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2697, 0.8787, 0.3305)>
    Rotation: <Euler (x=2.0402, y=-0.3430, z=1.0502), order='XYZ'>
    Matrix:
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      <Vector (0.8170, -0.4852, -0.3116, 0.8787)>
      <Vector (0.3363, 0.8399, -0.4260, 0.3305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2629, 0.8649, 0.3541)>
    Rotation: <Euler (x=2.5299, y=-0.3991, z=0.9988), order='XYZ'>
    Matrix:
      <Vector (0.4987, 0.5676, 0.6550, -0.2629)>
      <Vector (0.7748, -0.6308, -0.0433, 0.8649)>
      <Vector (0.3886, 0.5291, -0.7543, 0.3541)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2472, 0.8475, 0.3688)>
    Rotation: <Euler (x=2.7779, y=-0.4137, z=0.9672), order='XYZ'>
    Matrix:
      <Vector (0.5197, 0.6883, 0.5061, -0.2472)>
      <Vector (0.7538, -0.6482, 0.1074, 0.8475)>
      <Vector (0.4020, 0.3257, -0.8558, 0.3688)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2310, 0.8323, 0.3765)>
    Rotation: <Euler (x=2.7779, y=-0.4137, z=0.9672), order='XYZ'>
    Matrix:
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      <Vector (0.7538, -0.6482, 0.1074, 0.8323)>
      <Vector (0.4020, 0.3257, -0.8558, 0.3765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2804, 0.8637, 0.3153)>
    Rotation: <Euler (x=2.0398, y=-0.3472, z=1.0511), order='XYZ'>
    Matrix:
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      <Vector (0.8162, -0.4879, -0.3095, 0.8637)>
      <Vector (0.3402, 0.8388, -0.4251, 0.3153)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2741, 0.8508, 0.3373)>
    Rotation: <Euler (x=2.5306, y=-0.4042, z=0.9972), order='XYZ'>
    Matrix:
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      <Vector (0.7723, -0.6340, -0.0408, 0.8508)>
      <Vector (0.3932, 0.5275, -0.7531, 0.3373)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2593, 0.8345, 0.3510)>
    Rotation: <Euler (x=2.7730, y=-0.4125, z=0.9795), order='XYZ'>
    Matrix:
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      <Vector (0.7606, -0.6399, 0.1096, 0.8345)>
      <Vector (0.4009, 0.3301, -0.8546, 0.3510)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2491, 0.8249, 0.3559)>
    Rotation: <Euler (x=2.7730, y=-0.4125, z=0.9795), order='XYZ'>
    Matrix:
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      <Vector (0.7606, -0.6399, 0.1096, 0.8249)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1194, 0.8223, 0.0244)>
    Rotation: <Euler (x=0.7231, y=-0.0013, z=-2.8948), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.1840, -0.1607, 0.1194)>
      <Vector (-0.2443, -0.7268, 0.6419, 0.8223)>
      <Vector (0.0013, 0.6617, 0.7498, 0.0244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1959, 0.5203, 0.2993)>
    Rotation: <Euler (x=-0.1701, y=-0.1564, z=-2.8771), order='XYZ'>
    Matrix:
      <Vector (-0.9534, 0.2322, 0.1925, 0.1959)>
      <Vector (-0.2583, -0.9582, -0.1232, 0.5203)>
      <Vector (0.1558, -0.1672, 0.9735, 0.2993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8641, y=-0.1482, z=-3.0058), order='XYZ'>
    Matrix:
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      <Vector (-0.1339, -0.6281, 0.7665, 0.1104)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0005, 0.3595)>
    Rotation: <Euler (x=-1.5302, y=-2.8931, z=0.0132), order='XYZ'>
    Matrix:
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      <Vector (-0.0128, 0.0438, 0.9990, 0.0005)>
      <Vector (0.2459, 0.9685, -0.0393, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0038, 0.4325)>
    Rotation: <Euler (x=-1.5302, y=-2.8931, z=0.0132), order='XYZ'>
    Matrix:
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      <Vector (-0.0128, 0.0438, 0.9990, 0.0038)>
      <Vector (0.2459, 0.9685, -0.0393, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0856, 0.8296, -0.0533)>
    Rotation: <Euler (x=0.5152, y=0.6738, z=2.8744), order='XYZ'>
    Matrix:
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      <Vector (0.2063, -0.7581, 0.6186, 0.8296)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3043, 0.5145, 0.1067)>
    Rotation: <Euler (x=-0.5022, y=0.7867, z=2.8341), order='XYZ'>
    Matrix:
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      <Vector (0.2137, -0.9386, -0.2710, 0.5145)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7760, y=0.7942, z=2.9395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2439, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2439, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 133
  Bone: mixamorig:Hips
    Location: <Vector (0.0173, 0.8668, -0.0008)>
    Rotation: <Euler (x=0.2073, y=-0.3916, z=-0.0409), order='XYZ'>
    Matrix:
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      <Vector (-0.0378, 0.9810, -0.1904, 0.8668)>
      <Vector (0.3817, 0.1902, 0.9045, -0.0008)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0150, 0.9429, 0.0123)>
    Rotation: <Euler (x=0.2343, y=-0.4071, z=-0.0291), order='XYZ'>
    Matrix:
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      <Vector (-0.0267, 0.9749, -0.2209, 0.9429)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0093, 1.0308, 0.0316)>
    Rotation: <Euler (x=0.3675, y=-0.4287, z=-0.0140), order='XYZ'>
    Matrix:
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      <Vector (-0.0127, 0.9352, -0.3539, 1.0308)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0047, 1.1272, 0.0652)>
    Rotation: <Euler (x=0.5023, y=-0.4504, z=-0.0026), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0288, 1.2288, 0.1155)>
    Rotation: <Euler (x=0.4113, y=-0.3693, z=-0.0135), order='XYZ'>
    Matrix:
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      <Vector (-0.0126, 0.9185, -0.3953, 1.2288)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0470, 1.3185, 0.1656)>
    Rotation: <Euler (x=-0.0188, y=-0.0679, z=0.0007), order='XYZ'>
    Matrix:
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      <Vector (0.0679, -0.0187, 0.9975, 0.1656)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0490, 1.5589, 0.1926)>
    Rotation: <Euler (x=-0.0188, y=-0.0679, z=0.0007), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0382, 1.2147, 0.1368)>
    Rotation: <Euler (x=-0.2390, y=2.1578, z=-2.0618), order='XYZ'>
    Matrix:
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      <Vector (0.4884, -0.2842, -0.8250, 1.2147)>
      <Vector (-0.8326, 0.1311, -0.5381, 0.1368)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1724, 1.1746, 0.1553)>
    Rotation: <Euler (x=-3.1372, y=0.8539, z=0.4701), order='XYZ'>
    Matrix:
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      <Vector (-0.7538, -0.0029, -0.6570, 0.1553)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2595, 1.0017, 0.1547)>
    Rotation: <Euler (x=2.3235, y=0.1340, z=-1.0300), order='XYZ'>
    Matrix:
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      <Vector (-0.8496, -0.4356, -0.2974, 1.0017)>
      <Vector (-0.1336, 0.7233, -0.6775, 0.1547)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1193, 0.8877, 0.3441)>
    Rotation: <Euler (x=1.9878, y=0.0469, z=-0.6997), order='XYZ'>
    Matrix:
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      <Vector (-0.0469, 0.9133, -0.4046, 0.3441)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0840, 0.8848, 0.3780)>
    Rotation: <Euler (x=2.5001, y=-0.6558, z=-1.0559), order='XYZ'>
    Matrix:
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      <Vector (-0.6898, -0.0770, -0.7199, 0.8848)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0487, 0.8832, 0.3953)>
    Rotation: <Euler (x=2.3476, y=-0.2792, z=-0.7820), order='XYZ'>
    Matrix:
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      <Vector (-0.6774, -0.3589, -0.6421, 0.8832)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0287, 0.8710, 0.4179)>
    Rotation: <Euler (x=2.2714, y=-0.1072, z=-0.7053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0179, 0.8594, 0.4366)>
    Rotation: <Euler (x=2.2714, y=-0.1072, z=-0.7053), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0664, 0.8729, 0.4509)>
    Rotation: <Euler (x=2.4444, y=-0.0020, z=-0.7129), order='XYZ'>
    Matrix:
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      <Vector (-0.6540, -0.5791, -0.4867, 0.8729)>
      <Vector (0.0020, 0.6421, -0.7666, 0.4509)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0519, 0.8557, 0.4697)>
    Rotation: <Euler (x=2.9157, y=0.0344, z=-0.6450), order='XYZ'>
    Matrix:
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      <Vector (-0.6009, -0.7834, -0.1589, 0.8557)>
      <Vector (-0.0344, 0.2239, -0.9740, 0.4697)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0347, 0.8325, 0.4763)>
    Rotation: <Euler (x=-3.1304, y=0.0410, z=-0.5894), order='XYZ'>
    Matrix:
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      <Vector (-0.5554, -0.8310, 0.0321, 0.8325)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0216, 0.8134, 0.4761)>
    Rotation: <Euler (x=-3.1304, y=0.0410, z=-0.5894), order='XYZ'>
    Matrix:
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      <Vector (-0.5554, -0.8310, 0.0321, 0.8134)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0842, 0.8577, 0.4489)>
    Rotation: <Euler (x=2.4441, y=0.0008, z=-0.7135), order='XYZ'>
    Matrix:
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      <Vector (-0.6545, -0.5798, -0.4852, 0.8577)>
      <Vector (-0.0008, 0.6423, -0.7665, 0.4489)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0674, 0.8379, 0.4705)>
    Rotation: <Euler (x=2.9157, y=0.0372, z=-0.6452), order='XYZ'>
    Matrix:
      <Vector (0.7985, -0.5794, -0.1636, 0.0674)>
      <Vector (-0.6009, -0.7837, -0.1572, 0.8379)>
      <Vector (-0.0372, 0.2239, -0.9739, 0.4705)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0472, 0.8104, 0.4784)>
    Rotation: <Euler (x=-3.1304, y=0.0436, z=-0.5913), order='XYZ'>
    Matrix:
      <Vector (0.8294, -0.5578, -0.0300, 0.0472)>
      <Vector (-0.5569, -0.8299, 0.0336, 0.8104)>
      <Vector (-0.0436, -0.0112, -0.9990, 0.4784)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0323, 0.7889, 0.4781)>
    Rotation: <Euler (x=-3.1304, y=0.0436, z=-0.5913), order='XYZ'>
    Matrix:
      <Vector (0.8294, -0.5578, -0.0300, 0.0323)>
      <Vector (-0.5569, -0.8299, 0.0336, 0.7889)>
      <Vector (-0.0436, -0.0112, -0.9990, 0.4781)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1038, 0.8420, 0.4477)>
    Rotation: <Euler (x=2.4444, y=0.0020, z=-0.7116), order='XYZ'>
    Matrix:
      <Vector (0.7573, -0.4997, -0.4204, 0.1038)>
      <Vector (-0.6530, -0.5814, -0.4853, 0.8420)>
      <Vector (-0.0020, 0.6421, -0.7666, 0.4477)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0890, 0.8244, 0.4670)>
    Rotation: <Euler (x=2.9158, y=0.0377, z=-0.6423), order='XYZ'>
    Matrix:
      <Vector (0.8001, -0.5771, -0.1635, 0.0890)>
      <Vector (-0.5986, -0.7854, -0.1573, 0.8244)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0722, 0.8016, 0.4735)>
    Rotation: <Euler (x=-3.1307, y=0.0421, z=-0.5979), order='XYZ'>
    Matrix:
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      <Vector (-0.5624, -0.8262, 0.0327, 0.8016)>
      <Vector (-0.0421, -0.0109, -0.9991, 0.4735)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0591, 0.7828, 0.4733)>
    Rotation: <Euler (x=-3.1307, y=0.0421, z=-0.5979), order='XYZ'>
    Matrix:
      <Vector (0.8258, -0.5632, -0.0287, 0.0591)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1233, 0.8301, 0.4431)>
    Rotation: <Euler (x=2.4345, y=0.0572, z=-0.6573), order='XYZ'>
    Matrix:
      <Vector (0.7904, -0.4351, -0.4313, 0.1233)>
      <Vector (-0.6100, -0.6246, -0.4877, 0.8301)>
      <Vector (-0.0571, 0.6485, -0.7590, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1108, 0.8121, 0.4618)>
    Rotation: <Euler (x=2.9159, y=0.0462, z=-0.6397), order='XYZ'>
    Matrix:
      <Vector (0.8014, -0.5735, -0.1697, 0.1108)>
      <Vector (-0.5963, -0.7881, -0.1527, 0.8121)>
      <Vector (-0.0462, 0.2235, -0.9736, 0.4618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0980, 0.7947, 0.4667)>
    Rotation: <Euler (x=-3.1314, y=0.0494, z=-0.6127), order='XYZ'>
    Matrix:
      <Vector (0.8171, -0.5754, -0.0345, 0.0980)>
      <Vector (-0.5743, -0.8178, 0.0367, 0.7947)>
      <Vector (-0.0494, -0.0102, -0.9987, 0.4667)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0886, 0.7812, 0.4666)>
    Rotation: <Euler (x=-3.1314, y=0.0494, z=-0.6127), order='XYZ'>
    Matrix:
      <Vector (0.8171, -0.5754, -0.0345, 0.0886)>
      <Vector (-0.5743, -0.8178, 0.0367, 0.7812)>
      <Vector (-0.0494, -0.0102, -0.9987, 0.4666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0884, 1.2134, 0.0787)>
    Rotation: <Euler (x=1.0536, y=-2.1867, z=1.0561), order='XYZ'>
    Matrix:
      <Vector (-0.2844, -0.7796, 0.5579, -0.0884)>
      <Vector (-0.5029, -0.3742, -0.7792, 1.2134)>
      <Vector (0.8162, -0.5021, -0.2857, 0.0787)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1986, 1.1605, 0.0078)>
    Rotation: <Euler (x=-1.2409, y=-1.3687, z=-2.0358), order='XYZ'>
    Matrix:
      <Vector (-0.0900, -0.1261, 0.9879, -0.1986)>
      <Vector (-0.1794, -0.9737, -0.1406, 1.1605)>
      <Vector (0.9796, -0.1899, 0.0650, 0.0078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2230, 0.9717, -0.0290)>
    Rotation: <Euler (x=1.5218, y=-0.1719, z=1.4653), order='XYZ'>
    Matrix:
      <Vector (0.1037, -0.0667, 0.9924, -0.2230)>
      <Vector (0.9798, -0.1647, -0.1135, 0.9717)>
      <Vector (0.1710, 0.9841, 0.0483, -0.0290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2405, 0.9286, 0.2285)>
    Rotation: <Euler (x=1.5631, y=-0.3998, z=1.0832), order='XYZ'>
    Matrix:
      <Vector (0.4316, -0.1892, 0.8820, -0.2405)>
      <Vector (0.8138, -0.3402, -0.4712, 0.9286)>
      <Vector (0.3892, 0.9211, 0.0071, 0.2285)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2287, 0.9319, 0.2735)>
    Rotation: <Euler (x=1.9438, y=0.4004, z=1.0736), order='XYZ'>
    Matrix:
      <Vector (0.4393, 0.4934, 0.7507, -0.2287)>
      <Vector (0.8094, 0.1452, -0.5690, 0.9319)>
      <Vector (-0.3898, 0.8576, -0.3356, 0.2735)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2097, 0.9383, 0.3051)>
    Rotation: <Euler (x=1.9277, y=-0.0933, z=1.0122), order='XYZ'>
    Matrix:
      <Vector (0.5277, 0.2499, 0.8118, -0.2097)>
      <Vector (0.8443, -0.2592, -0.4690, 0.9383)>
      <Vector (0.0932, 0.9329, -0.3478, 0.3051)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2016, 0.9296, 0.3356)>
    Rotation: <Euler (x=1.8706, y=-0.2474, z=1.0200), order='XYZ'>
    Matrix:
      <Vector (0.5074, 0.1292, 0.8520, -0.2016)>
      <Vector (0.8262, -0.3539, -0.4384, 0.9296)>
      <Vector (0.2449, 0.9263, -0.2863, 0.3356)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1986, 0.9192, 0.3604)>
    Rotation: <Euler (x=1.8706, y=-0.2474, z=1.0200), order='XYZ'>
    Matrix:
      <Vector (0.5074, 0.1292, 0.8520, -0.1986)>
      <Vector (0.8262, -0.3539, -0.4384, 0.9192)>
      <Vector (0.2449, 0.9263, -0.2863, 0.3604)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2473, 0.9193, 0.3461)>
    Rotation: <Euler (x=2.0238, y=-0.3440, z=1.0730), order='XYZ'>
    Matrix:
      <Vector (0.4495, 0.2397, 0.8605, -0.2473)>
      <Vector (0.8272, -0.4754, -0.2996, 0.9193)>
      <Vector (0.3373, 0.8465, -0.4120, 0.3461)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2401, 0.9047, 0.3716)>
    Rotation: <Euler (x=2.5116, y=-0.3985, z=1.0270), order='XYZ'>
    Matrix:
      <Vector (0.4769, 0.5732, 0.6663, -0.2401)>
      <Vector (0.7887, -0.6137, -0.0365, 0.9047)>
      <Vector (0.3880, 0.5430, -0.7448, 0.3716)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2232, 0.8865, 0.3877)>
    Rotation: <Euler (x=2.7654, y=-0.4223, z=0.9813), order='XYZ'>
    Matrix:
      <Vector (0.5071, 0.6894, 0.5173, -0.2232)>
      <Vector (0.7582, -0.6422, 0.1126, 0.8865)>
      <Vector (0.4099, 0.3351, -0.8484, 0.3877)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2073, 0.8720, 0.3955)>
    Rotation: <Euler (x=2.7654, y=-0.4223, z=0.9813), order='XYZ'>
    Matrix:
      <Vector (0.5071, 0.6894, 0.5173, -0.2073)>
      <Vector (0.7582, -0.6422, 0.1126, 0.8720)>
      <Vector (0.4099, 0.3351, -0.8484, 0.3955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2578, 0.8995, 0.3410)>
    Rotation: <Euler (x=2.0236, y=-0.3518, z=1.0735), order='XYZ'>
    Matrix:
      <Vector (0.4479, 0.2367, 0.8622, -0.2578)>
      <Vector (0.8250, -0.4811, -0.2965, 0.8995)>
      <Vector (0.3446, 0.8441, -0.4107, 0.3410)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2503, 0.8840, 0.3679)>
    Rotation: <Euler (x=2.5116, y=-0.4043, z=1.0270), order='XYZ'>
    Matrix:
      <Vector (0.4757, 0.5716, 0.6686, -0.2503)>
      <Vector (0.7868, -0.6164, -0.0328, 0.8840)>
      <Vector (0.3934, 0.5416, -0.7429, 0.3679)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2307, 0.8628, 0.3865)>
    Rotation: <Euler (x=2.7627, y=-0.4241, z=0.9881), order='XYZ'>
    Matrix:
      <Vector (0.5016, 0.6920, 0.5193, -0.2307)>
      <Vector (0.7610, -0.6384, 0.1156, 0.8628)>
      <Vector (0.4115, 0.3372, -0.8468, 0.3865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2135, 0.8471, 0.3949)>
    Rotation: <Euler (x=2.7627, y=-0.4241, z=0.9881), order='XYZ'>
    Matrix:
      <Vector (0.5016, 0.6920, 0.5193, -0.2135)>
      <Vector (0.7610, -0.6384, 0.1156, 0.8471)>
      <Vector (0.4115, 0.3372, -0.8468, 0.3949)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2681, 0.8784, 0.3317)>
    Rotation: <Euler (x=2.0241, y=-0.3468, z=1.0721), order='XYZ'>
    Matrix:
      <Vector (0.4498, 0.2385, 0.8607, -0.2681)>
      <Vector (0.8259, -0.4778, -0.2992, 0.8784)>
      <Vector (0.3399, 0.8455, -0.4119, 0.3317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2615, 0.8649, 0.3554)>
    Rotation: <Euler (x=2.5137, y=-0.4036, z=1.0217), order='XYZ'>
    Matrix:
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      <Vector (0.7844, -0.6192, -0.0355, 0.8649)>
      <Vector (0.3928, 0.5402, -0.7442, 0.3554)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2457, 0.8478, 0.3704)>
    Rotation: <Euler (x=2.7617, y=-0.4186, z=0.9902), order='XYZ'>
    Matrix:
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      <Vector (0.7639, -0.6355, 0.1123, 0.8478)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2293, 0.8329, 0.3784)>
    Rotation: <Euler (x=2.7617, y=-0.4186, z=0.9902), order='XYZ'>
    Matrix:
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      <Vector (0.7639, -0.6355, 0.1123, 0.8329)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2784, 0.8632, 0.3164)>
    Rotation: <Euler (x=2.0237, y=-0.3509, z=1.0731), order='XYZ'>
    Matrix:
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      <Vector (0.8252, -0.4805, -0.2971, 0.8632)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2722, 0.8506, 0.3385)>
    Rotation: <Euler (x=2.5143, y=-0.4087, z=1.0201), order='XYZ'>
    Matrix:
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      <Vector (0.7820, -0.6224, -0.0329, 0.8506)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2574, 0.8345, 0.3525)>
    Rotation: <Euler (x=2.7567, y=-0.4173, z=1.0025), order='XYZ'>
    Matrix:
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      <Vector (0.7705, -0.6270, 0.1146, 0.8345)>
      <Vector (0.4053, 0.3432, -0.8473, 0.3525)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2470, 0.8251, 0.3576)>
    Rotation: <Euler (x=2.7567, y=-0.4173, z=1.0025), order='XYZ'>
    Matrix:
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      <Vector (0.7705, -0.6270, 0.1146, 0.8251)>
      <Vector (0.4053, 0.3432, -0.8473, 0.3576)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1224, 0.8216, 0.0277)>
    Rotation: <Euler (x=0.7255, y=0.0026, z=-2.8962), order='XYZ'>
    Matrix:
      <Vector (-0.9700, 0.1801, -0.1631, 0.1224)>
      <Vector (-0.2430, -0.7262, 0.6432, 0.8216)>
      <Vector (-0.0026, 0.6635, 0.7482, 0.0277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1973, 0.5199, 0.3034)>
    Rotation: <Euler (x=-0.1797, y=-0.1552, z=-2.8788), order='XYZ'>
    Matrix:
      <Vector (-0.9541, 0.2289, 0.1933, 0.1973)>
      <Vector (-0.2566, -0.9573, -0.1331, 0.5199)>
      <Vector (0.1546, -0.1766, 0.9721, 0.3034)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8641, y=-0.1481, z=-3.0055), order='XYZ'>
    Matrix:
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      <Vector (-0.1342, -0.6281, 0.7665, 0.1104)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0004, 0.3595)>
    Rotation: <Euler (x=-1.5303, y=-2.8932, z=0.0135), order='XYZ'>
    Matrix:
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      <Vector (-0.0131, 0.0438, 0.9990, 0.0004)>
      <Vector (0.2458, 0.9685, -0.0393, 0.3595)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0037, 0.4325)>
    Rotation: <Euler (x=-1.5303, y=-2.8932, z=0.0135), order='XYZ'>
    Matrix:
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      <Vector (-0.0131, 0.0438, 0.9990, 0.0037)>
      <Vector (0.2458, 0.9685, -0.0393, 0.4325)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0821, 0.8289, -0.0512)>
    Rotation: <Euler (x=0.5131, y=0.6777, z=2.8704), order='XYZ'>
    Matrix:
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      <Vector (0.2087, -0.7569, 0.6193, 0.8289)>
      <Vector (-0.6270, 0.3824, 0.6787, -0.0512)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3024, 0.5143, 0.1078)>
    Rotation: <Euler (x=-0.5064, y=0.7887, z=2.8261), order='XYZ'>
    Matrix:
      <Vector (-0.6700, 0.0557, -0.7403, -0.3024)>
      <Vector (0.2187, -0.9381, -0.2686, 0.5143)>
      <Vector (-0.7094, -0.3418, 0.6163, 0.1078)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7750, y=0.7977, z=2.9388), order='XYZ'>
    Matrix:
      <Vector (-0.6841, -0.6344, -0.3599, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7157, 0.4887, 0.4989, -0.0396)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2404, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6204, -0.7830, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7841, 0.6205, -0.0125, 0.0501)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2404, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 134
  Bone: mixamorig:Hips
    Location: <Vector (0.0206, 0.8662, 0.0022)>
    Rotation: <Euler (x=0.2075, y=-0.3972, z=-0.0411), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0182, 0.9424, 0.0153)>
    Rotation: <Euler (x=0.2336, y=-0.4123, z=-0.0291), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0124, 1.0303, 0.0344)>
    Rotation: <Euler (x=0.3648, y=-0.4331, z=-0.0129), order='XYZ'>
    Matrix:
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      <Vector (-0.0117, 0.9361, -0.3516, 1.0303)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0018, 1.1267, 0.0678)>
    Rotation: <Euler (x=0.4974, y=-0.4540, z=-0.0003), order='XYZ'>
    Matrix:
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      <Vector (-0.0002, 0.8789, -0.4770, 1.1267)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0260, 1.2286, 0.1175)>
    Rotation: <Euler (x=0.4080, y=-0.3730, z=-0.0113), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0445, 1.3184, 0.1673)>
    Rotation: <Euler (x=-0.0237, y=-0.0711, z=0.0037), order='XYZ'>
    Matrix:
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      <Vector (0.0037, 0.9997, 0.0234, 1.3184)>
      <Vector (0.0711, -0.0236, 0.9972, 0.1673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0472, 1.5590, 0.1931)>
    Rotation: <Euler (x=-0.0237, y=-0.0711, z=0.0037), order='XYZ'>
    Matrix:
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      <Vector (0.0037, 0.9997, 0.0234, 1.5590)>
      <Vector (0.0711, -0.0236, 0.9972, 0.1931)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0410, 1.2146, 0.1391)>
    Rotation: <Euler (x=-0.2503, y=2.1561, z=-2.0707), order='XYZ'>
    Matrix:
      <Vector (0.2648, 0.9493, -0.1697, 0.0410)>
      <Vector (0.4848, -0.2831, -0.8275, 1.2146)>
      <Vector (-0.8336, 0.1369, -0.5352, 0.1391)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1751, 1.1746, 0.1584)>
    Rotation: <Euler (x=3.1380, y=0.8462, z=0.4659), order='XYZ'>
    Matrix:
      <Vector (0.5922, 0.4516, -0.6673, 0.1751)>
      <Vector (0.2978, -0.8922, -0.3396, 1.1746)>
      <Vector (-0.7488, 0.0024, -0.6628, 0.1584)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2625, 1.0020, 0.1589)>
    Rotation: <Euler (x=2.3309, y=0.1298, z=-1.0258), order='XYZ'>
    Matrix:
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      <Vector (-0.8479, -0.4374, -0.2995, 1.0020)>
      <Vector (-0.1294, 0.7186, -0.6832, 0.1589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1210, 0.8875, 0.3470)>
    Rotation: <Euler (x=1.9903, y=0.0400, z=-0.7002), order='XYZ'>
    Matrix:
      <Vector (0.7641, -0.2345, -0.6010, 0.1210)>
      <Vector (-0.6439, -0.3350, -0.6879, 0.8875)>
      <Vector (-0.0400, 0.9126, -0.4069, 0.3470)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0854, 0.8846, 0.3807)>
    Rotation: <Euler (x=2.5060, y=-0.6614, z=-1.0601), order='XYZ'>
    Matrix:
      <Vector (0.3857, -0.8803, -0.2763, 0.0854)>
      <Vector (-0.6884, -0.0752, -0.7214, 0.8846)>
      <Vector (0.6142, 0.4685, -0.6350, 0.3807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0501, 0.8831, 0.3978)>
    Rotation: <Euler (x=2.3507, y=-0.2858, z=-0.7834), order='XYZ'>
    Matrix:
      <Vector (0.6797, -0.6383, -0.3613, 0.0501)>
      <Vector (-0.6771, -0.3567, -0.6437, 0.8831)>
      <Vector (0.2820, 0.6822, -0.6747, 0.3978)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0299, 0.8709, 0.4202)>
    Rotation: <Euler (x=2.2739, y=-0.1141, z=-0.7062), order='XYZ'>
    Matrix:
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      <Vector (-0.6447, -0.4356, -0.6282, 0.8709)>
      <Vector (0.1138, 0.7579, -0.6424, 0.4202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0190, 0.8594, 0.4389)>
    Rotation: <Euler (x=2.2739, y=-0.1141, z=-0.7062), order='XYZ'>
    Matrix:
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      <Vector (-0.6447, -0.4356, -0.6282, 0.8594)>
      <Vector (0.1138, 0.7579, -0.6424, 0.4389)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0673, 0.8729, 0.4535)>
    Rotation: <Euler (x=2.4469, y=-0.0089, z=-0.7135), order='XYZ'>
    Matrix:
      <Vector (0.7561, -0.5071, -0.4138, 0.0673)>
      <Vector (-0.6544, -0.5772, -0.4885, 0.8729)>
      <Vector (0.0089, 0.6401, -0.7682, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0527, 0.8558, 0.4722)>
    Rotation: <Euler (x=2.9177, y=0.0274, z=-0.6456), order='XYZ'>
    Matrix:
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      <Vector (-0.6014, -0.7825, -0.1613, 0.8558)>
      <Vector (-0.0274, 0.2219, -0.9747, 0.4722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0355, 0.8326, 0.4788)>
    Rotation: <Euler (x=-3.1287, y=0.0339, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8307, 0.0295, 0.8326)>
      <Vector (-0.0339, -0.0129, -0.9993, 0.4788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0223, 0.8135, 0.4785)>
    Rotation: <Euler (x=-3.1287, y=0.0339, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8307, 0.0295, 0.8135)>
      <Vector (-0.0339, -0.0129, -0.9993, 0.4785)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0851, 0.8577, 0.4516)>
    Rotation: <Euler (x=2.4466, y=-0.0061, z=-0.7141), order='XYZ'>
    Matrix:
      <Vector (0.7557, -0.5060, -0.4159, 0.0851)>
      <Vector (-0.6549, -0.5779, -0.4870, 0.8577)>
      <Vector (0.0061, 0.6404, -0.7680, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0682, 0.8380, 0.4732)>
    Rotation: <Euler (x=2.9177, y=0.0302, z=-0.6457), order='XYZ'>
    Matrix:
      <Vector (0.7983, -0.5814, -0.1571, 0.0682)>
      <Vector (-0.6015, -0.7828, -0.1596, 0.8380)>
      <Vector (-0.0302, 0.2219, -0.9746, 0.4732)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0479, 0.8105, 0.4810)>
    Rotation: <Euler (x=-3.1288, y=0.0365, z=-0.5918), order='XYZ'>
    Matrix:
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      <Vector (-0.5575, -0.8296, 0.0310, 0.8105)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0330, 0.7890, 0.4807)>
    Rotation: <Euler (x=-3.1288, y=0.0365, z=-0.5918), order='XYZ'>
    Matrix:
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      <Vector (-0.0365, -0.0128, -0.9993, 0.4807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1048, 0.8420, 0.4507)>
    Rotation: <Euler (x=2.4469, y=-0.0049, z=-0.7121), order='XYZ'>
    Matrix:
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      <Vector (-0.6534, -0.5795, -0.4870, 0.8420)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0898, 0.8245, 0.4699)>
    Rotation: <Euler (x=2.9178, y=0.0306, z=-0.6429), order='XYZ'>
    Matrix:
      <Vector (0.8000, -0.5791, -0.1570, 0.0898)>
      <Vector (-0.5992, -0.7845, -0.1597, 0.8245)>
      <Vector (-0.0306, 0.2218, -0.9746, 0.4699)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0730, 0.8017, 0.4763)>
    Rotation: <Euler (x=-3.1290, y=0.0350, z=-0.5984), order='XYZ'>
    Matrix:
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      <Vector (-0.5630, -0.8259, 0.0301, 0.8017)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0599, 0.7829, 0.4761)>
    Rotation: <Euler (x=-3.1290, y=0.0350, z=-0.5984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1243, 0.8301, 0.4462)>
    Rotation: <Euler (x=2.4366, y=0.0502, z=-0.6577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1117, 0.8122, 0.4648)>
    Rotation: <Euler (x=2.9179, y=0.0392, z=-0.6402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0988, 0.7947, 0.4697)>
    Rotation: <Euler (x=-3.1296, y=0.0423, z=-0.6132), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0894, 0.7812, 0.4695)>
    Rotation: <Euler (x=-3.1296, y=0.0423, z=-0.6132), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0855, 1.2130, 0.0806)>
    Rotation: <Euler (x=1.0656, y=-2.1847, z=1.0495), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1951, 1.1594, 0.0094)>
    Rotation: <Euler (x=-1.1884, y=-1.3651, z=-2.0812), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2180, 0.9704, -0.0274)>
    Rotation: <Euler (x=1.5105, y=-0.1679, z=1.4732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2380, 0.9285, 0.2302)>
    Rotation: <Euler (x=1.5467, y=-0.4025, z=1.1023), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2268, 0.9321, 0.2754)>
    Rotation: <Euler (x=1.9274, y=0.3975, z=1.0800), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2084, 0.9389, 0.3071)>
    Rotation: <Euler (x=1.9127, y=-0.0972, z=1.0263), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2007, 0.9305, 0.3379)>
    Rotation: <Euler (x=1.8552, y=-0.2511, z=1.0366), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1979, 0.9202, 0.3628)>
    Rotation: <Euler (x=1.8552, y=-0.2511, z=1.0366), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2464, 0.9196, 0.3477)>
    Rotation: <Euler (x=2.0077, y=-0.3469, z=1.0912), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2394, 0.9053, 0.3734)>
    Rotation: <Euler (x=2.4954, y=-0.4020, z=1.0460), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2225, 0.8873, 0.3898)>
    Rotation: <Euler (x=2.7492, y=-0.4265, z=1.0007), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2065, 0.8731, 0.3979)>
    Rotation: <Euler (x=2.7492, y=-0.4265, z=1.0007), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2565, 0.8996, 0.3425)>
    Rotation: <Euler (x=2.0075, y=-0.3547, z=1.0918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2492, 0.8844, 0.3696)>
    Rotation: <Euler (x=2.4953, y=-0.4079, z=1.0462), order='XYZ'>
    Matrix:
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      <Vector (0.3966, 0.5528, -0.7329, 0.3696)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2296, 0.8635, 0.3886)>
    Rotation: <Euler (x=2.7464, y=-0.4282, z=1.0075), order='XYZ'>
    Matrix:
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      <Vector (0.4153, 0.3502, -0.8396, 0.3886)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2124, 0.8481, 0.3973)>
    Rotation: <Euler (x=2.7464, y=-0.4282, z=1.0075), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2665, 0.8784, 0.3332)>
    Rotation: <Euler (x=2.0080, y=-0.3497, z=1.0904), order='XYZ'>
    Matrix:
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      <Vector (0.8331, -0.4709, -0.2901, 0.8784)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2600, 0.8651, 0.3571)>
    Rotation: <Euler (x=2.4975, y=-0.4073, z=1.0408), order='XYZ'>
    Matrix:
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      <Vector (0.7922, -0.6095, -0.0303, 0.8651)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2442, 0.8482, 0.3724)>
    Rotation: <Euler (x=2.7455, y=-0.4228, z=1.0096), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2278, 0.8336, 0.3807)>
    Rotation: <Euler (x=2.7455, y=-0.4228, z=1.0096), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2763, 0.8630, 0.3178)>
    Rotation: <Euler (x=2.0076, y=-0.3538, z=1.0914), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2703, 0.8505, 0.3401)>
    Rotation: <Euler (x=2.4981, y=-0.4124, z=1.0394), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2555, 0.8348, 0.3544)>
    Rotation: <Euler (x=2.7405, y=-0.4212, z=1.0219), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2451, 0.8255, 0.3596)>
    Rotation: <Euler (x=2.7405, y=-0.4212, z=1.0219), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1255, 0.8211, 0.0312)>
    Rotation: <Euler (x=0.7271, y=0.0068, z=-2.8975), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1987, 0.5194, 0.3074)>
    Rotation: <Euler (x=-0.1894, y=-0.1528, z=-2.8807), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8641, y=-0.1468, z=-3.0047), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0004, 0.3596)>
    Rotation: <Euler (x=-1.5304, y=-2.8945, z=0.0143), order='XYZ'>
    Matrix:
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      <Vector (-0.0139, 0.0439, 0.9989, 0.0004)>
      <Vector (0.2446, 0.9688, -0.0392, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3484, 0.0037, 0.4325)>
    Rotation: <Euler (x=-1.5304, y=-2.8945, z=0.0143), order='XYZ'>
    Matrix:
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      <Vector (-0.0139, 0.0439, 0.9989, 0.0037)>
      <Vector (0.2446, 0.9688, -0.0392, 0.4325)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0786, 0.8284, -0.0488)>
    Rotation: <Euler (x=0.5101, y=0.6818, z=2.8663), order='XYZ'>
    Matrix:
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      <Vector (0.2111, -0.7561, 0.6194, 0.8284)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3003, 0.5141, 0.1088)>
    Rotation: <Euler (x=-0.5103, y=0.7900, z=2.8179), order='XYZ'>
    Matrix:
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      <Vector (0.2239, -0.9376, -0.2659, 0.5141)>
      <Vector (-0.7103, -0.3438, 0.6142, 0.1088)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8006, z=2.9382), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 135
  Bone: mixamorig:Hips
    Location: <Vector (0.0238, 0.8659, 0.0054)>
    Rotation: <Euler (x=0.2091, y=-0.4031, z=-0.0421), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0214, 0.9420, 0.0186)>
    Rotation: <Euler (x=0.2338, y=-0.4176, z=-0.0296), order='XYZ'>
    Matrix:
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      <Vector (-0.0271, 0.9751, -0.2199, 0.9420)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0155, 1.0300, 0.0377)>
    Rotation: <Euler (x=0.3623, y=-0.4374, z=-0.0122), order='XYZ'>
    Matrix:
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      <Vector (-0.0110, 0.9368, -0.3496, 1.0300)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0012, 1.1265, 0.0707)>
    Rotation: <Euler (x=0.4923, y=-0.4576, z=0.0019), order='XYZ'>
    Matrix:
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      <Vector (0.0017, 0.8809, -0.4734, 1.1265)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0231, 1.2286, 0.1199)>
    Rotation: <Euler (x=0.4049, y=-0.3768, z=-0.0091), order='XYZ'>
    Matrix:
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      <Vector (-0.0085, 0.9204, -0.3909, 1.2286)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0419, 1.3185, 0.1694)>
    Rotation: <Euler (x=-0.0286, y=-0.0751, z=0.0063), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0453, 1.5592, 0.1940)>
    Rotation: <Euler (x=-0.0286, y=-0.0751, z=0.0063), order='XYZ'>
    Matrix:
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      <Vector (0.0063, 0.9996, 0.0281, 1.5592)>
      <Vector (0.0751, -0.0285, 0.9968, 0.1940)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0437, 1.2147, 0.1418)>
    Rotation: <Euler (x=-0.2616, y=2.1543, z=-2.0799), order='XYZ'>
    Matrix:
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      <Vector (0.4811, -0.2823, -0.8300, 1.2147)>
      <Vector (-0.8345, 0.1425, -0.5322, 0.1418)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1778, 1.1748, 0.1619)>
    Rotation: <Euler (x=3.1309, y=0.8377, z=0.4627), order='XYZ'>
    Matrix:
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      <Vector (0.2987, -0.8912, -0.3413, 1.1748)>
      <Vector (-0.7431, 0.0072, -0.6692, 0.1619)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2655, 1.0023, 0.1633)>
    Rotation: <Euler (x=2.3392, y=0.1257, z=-1.0212), order='XYZ'>
    Matrix:
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      <Vector (-0.8460, -0.4399, -0.3013, 1.0023)>
      <Vector (-0.1254, 0.7133, -0.6895, 0.1633)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1227, 0.8872, 0.3500)>
    Rotation: <Euler (x=1.9937, y=0.0339, z=-0.7010), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0870, 0.8844, 0.3835)>
    Rotation: <Euler (x=2.5129, y=-0.6659, z=-1.0652), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0515, 0.8829, 0.4003)>
    Rotation: <Euler (x=2.3548, y=-0.2917, z=-0.7856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0311, 0.8708, 0.4226)>
    Rotation: <Euler (x=2.2774, y=-0.1202, z=-0.7075), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0201, 0.8594, 0.4412)>
    Rotation: <Euler (x=2.2774, y=-0.1202, z=-0.7075), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0683, 0.8728, 0.4562)>
    Rotation: <Euler (x=2.4505, y=-0.0150, z=-0.7144), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0536, 0.8558, 0.4749)>
    Rotation: <Euler (x=2.9209, y=0.0210, z=-0.6464), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0363, 0.8325, 0.4813)>
    Rotation: <Euler (x=-3.1259, y=0.0274, z=-0.5907), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0231, 0.8135, 0.4810)>
    Rotation: <Euler (x=-3.1259, y=0.0274, z=-0.5907), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0861, 0.8576, 0.4545)>
    Rotation: <Euler (x=2.4502, y=-0.0121, z=-0.7151), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0691, 0.8379, 0.4760)>
    Rotation: <Euler (x=2.9208, y=0.0239, z=-0.6465), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0487, 0.8104, 0.4837)>
    Rotation: <Euler (x=-3.1260, y=0.0300, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0338, 0.7890, 0.4833)>
    Rotation: <Euler (x=-3.1260, y=0.0300, z=-0.5926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1058, 0.8419, 0.4537)>
    Rotation: <Euler (x=2.4504, y=-0.0110, z=-0.7131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0907, 0.8244, 0.4728)>
    Rotation: <Euler (x=2.9209, y=0.0243, z=-0.6437), order='XYZ'>
    Matrix:
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      <Vector (-0.0243, 0.2188, -0.9755, 0.4728)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0737, 0.8016, 0.4792)>
    Rotation: <Euler (x=-3.1262, y=0.0286, z=-0.5992), order='XYZ'>
    Matrix:
      <Vector (0.8254, -0.5643, -0.0149, 0.0737)>
      <Vector (-0.5638, -0.8254, 0.0288, 0.8016)>
      <Vector (-0.0285, -0.0154, -0.9995, 0.4792)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0606, 0.7828, 0.4788)>
    Rotation: <Euler (x=-3.1262, y=0.0286, z=-0.5992), order='XYZ'>
    Matrix:
      <Vector (0.8254, -0.5643, -0.0149, 0.0606)>
      <Vector (-0.5638, -0.8254, 0.0288, 0.7828)>
      <Vector (-0.0285, -0.0154, -0.9995, 0.4788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1253, 0.8299, 0.4493)>
    Rotation: <Euler (x=2.4399, y=0.0439, z=-0.6585), order='XYZ'>
    Matrix:
      <Vector (0.7901, -0.4450, -0.4215, 0.1253)>
      <Vector (-0.6114, -0.6214, -0.4901, 0.8299)>
      <Vector (-0.0439, 0.6449, -0.7630, 0.4493)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1125, 0.8120, 0.4679)>
    Rotation: <Euler (x=2.9210, y=0.0328, z=-0.6410), order='XYZ'>
    Matrix:
      <Vector (0.8011, -0.5777, -0.1565, 0.1125)>
      <Vector (-0.5977, -0.7864, -0.1562, 0.8120)>
      <Vector (-0.0328, 0.2187, -0.9752, 0.4679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0996, 0.7946, 0.4728)>
    Rotation: <Euler (x=-3.1266, y=0.0359, z=-0.6140), order='XYZ'>
    Matrix:
      <Vector (0.8168, -0.5765, -0.0207, 0.0996)>
      <Vector (-0.5757, -0.8170, 0.0329, 0.7946)>
      <Vector (-0.0359, -0.0149, -0.9992, 0.4728)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0902, 0.7811, 0.4725)>
    Rotation: <Euler (x=-3.1266, y=0.0359, z=-0.6140), order='XYZ'>
    Matrix:
      <Vector (0.8168, -0.5765, -0.0207, 0.0902)>
      <Vector (-0.5757, -0.8170, 0.0329, 0.7811)>
      <Vector (-0.0359, -0.0149, -0.9992, 0.4725)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0825, 1.2128, 0.0829)>
    Rotation: <Euler (x=1.0772, y=-2.1823, z=1.0431), order='XYZ'>
    Matrix:
      <Vector (-0.2891, -0.7725, 0.5654, -0.0825)>
      <Vector (-0.4960, -0.3844, -0.7786, 1.2128)>
      <Vector (0.8188, -0.5055, -0.2720, 0.0829)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1917, 1.1585, 0.0115)>
    Rotation: <Euler (x=-1.1434, y=-1.3602, z=-2.1188), order='XYZ'>
    Matrix:
      <Vector (-0.1089, -0.1098, 0.9880, -0.1917)>
      <Vector (-0.1784, -0.9756, -0.1281, 1.1585)>
      <Vector (0.9779, -0.1902, 0.0866, 0.0115)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2130, 0.9693, -0.0254)>
    Rotation: <Euler (x=1.5001, y=-0.1642, z=1.4811), order='XYZ'>
    Matrix:
      <Vector (0.0884, -0.0850, 0.9924, -0.2130)>
      <Vector (0.9826, -0.1561, -0.1009, 0.9693)>
      <Vector (0.1635, 0.9841, 0.0697, -0.0254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2352, 0.9285, 0.2321)>
    Rotation: <Euler (x=1.5323, y=-0.4046, z=1.1157), order='XYZ'>
    Matrix:
      <Vector (0.4041, -0.2074, 0.8909, -0.2352)>
      <Vector (0.8257, -0.3364, -0.4528, 0.9285)>
      <Vector (0.3936, 0.9186, 0.0354, 0.2321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2247, 0.9324, 0.2774)>
    Rotation: <Euler (x=1.9132, y=0.3950, z=1.0822), order='XYZ'>
    Matrix:
      <Vector (0.4332, 0.4666, 0.7711, -0.2247)>
      <Vector (0.8150, 0.1625, -0.5562, 0.9324)>
      <Vector (-0.3848, 0.8694, -0.3099, 0.2774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2067, 0.9394, 0.3094)>
    Rotation: <Euler (x=1.8997, y=-0.1003, z=1.0354), order='XYZ'>
    Matrix:
      <Vector (0.5076, 0.2294, 0.8305, -0.2067)>
      <Vector (0.8557, -0.2463, -0.4551, 0.9394)>
      <Vector (0.1001, 0.9417, -0.3213, 0.3094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1993, 0.9312, 0.3402)>
    Rotation: <Euler (x=1.8418, y=-0.2541, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (0.4836, 0.1109, 0.8683, -0.1993)>
      <Vector (0.8384, -0.3435, -0.4231, 0.9312)>
      <Vector (0.2513, 0.9326, -0.2591, 0.3402)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1968, 0.9210, 0.3652)>
    Rotation: <Euler (x=1.8418, y=-0.2541, z=1.0477), order='XYZ'>
    Matrix:
      <Vector (0.4836, 0.1109, 0.8683, -0.1968)>
      <Vector (0.8384, -0.3435, -0.4231, 0.9210)>
      <Vector (0.2513, 0.9326, -0.2591, 0.3652)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2450, 0.9200, 0.3496)>
    Rotation: <Euler (x=1.9938, y=-0.3492, z=1.1037), order='XYZ'>
    Matrix:
      <Vector (0.4231, 0.2260, 0.8774, -0.2450)>
      <Vector (0.8390, -0.4634, -0.2852, 0.9200)>
      <Vector (0.3421, 0.8569, -0.3857, 0.3496)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2383, 0.9058, 0.3753)>
    Rotation: <Euler (x=2.4812, y=-0.4049, z=1.0593), order='XYZ'>
    Matrix:
      <Vector (0.4499, 0.5704, 0.6872, -0.2383)>
      <Vector (0.8015, -0.5972, -0.0290, 0.9058)>
      <Vector (0.3939, 0.5638, -0.7259, 0.3753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2214, 0.8880, 0.3921)>
    Rotation: <Euler (x=2.7350, y=-0.4300, z=1.0144), order='XYZ'>
    Matrix:
      <Vector (0.4801, 0.6928, 0.5380, -0.2214)>
      <Vector (0.7719, -0.6251, 0.1162, 0.8880)>
      <Vector (0.4168, 0.3595, -0.8349, 0.3921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2054, 0.8740, 0.4004)>
    Rotation: <Euler (x=2.7350, y=-0.4300, z=1.0144), order='XYZ'>
    Matrix:
      <Vector (0.4801, 0.6928, 0.5380, -0.2054)>
      <Vector (0.7719, -0.6251, 0.1162, 0.8740)>
      <Vector (0.4168, 0.3595, -0.8349, 0.4004)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2550, 0.8999, 0.3443)>
    Rotation: <Euler (x=1.9935, y=-0.3569, z=1.1044), order='XYZ'>
    Matrix:
      <Vector (0.4213, 0.2231, 0.8790, -0.2550)>
      <Vector (0.8369, -0.4691, -0.2821, 0.8999)>
      <Vector (0.3494, 0.8545, -0.3844, 0.3443)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2479, 0.8848, 0.3716)>
    Rotation: <Euler (x=2.4811, y=-0.4107, z=1.0596), order='XYZ'>
    Matrix:
      <Vector (0.4485, 0.5689, 0.6893, -0.2479)>
      <Vector (0.7996, -0.5999, -0.0252, 0.8848)>
      <Vector (0.3992, 0.5625, -0.7240, 0.3716)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2284, 0.8642, 0.3909)>
    Rotation: <Euler (x=2.7322, y=-0.4316, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (0.4745, 0.6953, 0.5399, -0.2284)>
      <Vector (0.7745, -0.6212, 0.1193, 0.8642)>
      <Vector (0.4183, 0.3616, -0.8332, 0.3909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2111, 0.8490, 0.3999)>
    Rotation: <Euler (x=2.7322, y=-0.4316, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (0.4745, 0.6953, 0.5399, -0.2111)>
      <Vector (0.7745, -0.6212, 0.1193, 0.8490)>
      <Vector (0.4183, 0.3616, -0.8332, 0.3999)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2646, 0.8786, 0.3350)>
    Rotation: <Euler (x=1.9940, y=-0.3519, z=1.1029), order='XYZ'>
    Matrix:
      <Vector (0.4234, 0.2248, 0.8776, -0.2646)>
      <Vector (0.8378, -0.4657, -0.2848, 0.8786)>
      <Vector (0.3447, 0.8559, -0.3855, 0.3350)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2584, 0.8654, 0.3590)>
    Rotation: <Euler (x=2.4833, y=-0.4102, z=1.0542), order='XYZ'>
    Matrix:
      <Vector (0.4529, 0.5673, 0.6878, -0.2584)>
      <Vector (0.7974, -0.6028, -0.0279, 0.8654)>
      <Vector (0.3988, 0.5610, -0.7254, 0.3590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2426, 0.8487, 0.3745)>
    Rotation: <Euler (x=2.7313, y=-0.4261, z=1.0232), order='XYZ'>
    Matrix:
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      <Vector (0.7774, -0.6182, 0.1159, 0.8487)>
      <Vector (0.4133, 0.3632, -0.8350, 0.3745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2262, 0.8343, 0.3831)>
    Rotation: <Euler (x=2.7313, y=-0.4261, z=1.0232), order='XYZ'>
    Matrix:
      <Vector (0.4741, 0.6971, 0.5378, -0.2262)>
      <Vector (0.7774, -0.6182, 0.1159, 0.8343)>
      <Vector (0.4133, 0.3632, -0.8350, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2741, 0.8631, 0.3195)>
    Rotation: <Euler (x=1.9936, y=-0.3560, z=1.1041), order='XYZ'>
    Matrix:
      <Vector (0.4218, 0.2234, 0.8787, -0.2741)>
      <Vector (0.8370, -0.4685, -0.2826, 0.8631)>
      <Vector (0.3485, 0.8548, -0.3846, 0.3195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2683, 0.8507, 0.3419)>
    Rotation: <Euler (x=2.4838, y=-0.4153, z=1.0528), order='XYZ'>
    Matrix:
      <Vector (0.4530, 0.5654, 0.6892, -0.2683)>
      <Vector (0.7950, -0.6061, -0.0253, 0.8507)>
      <Vector (0.4034, 0.5594, -0.7241, 0.3419)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2536, 0.8351, 0.3565)>
    Rotation: <Euler (x=2.7262, y=-0.4244, z=1.0355), order='XYZ'>
    Matrix:
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      <Vector (0.7838, -0.6096, 0.1182, 0.8351)>
      <Vector (0.4118, 0.3677, -0.8338, 0.3565)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2432, 0.8260, 0.3619)>
    Rotation: <Euler (x=2.7262, y=-0.4244, z=1.0355), order='XYZ'>
    Matrix:
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      <Vector (0.7838, -0.6096, 0.1182, 0.8260)>
      <Vector (0.4118, 0.3677, -0.8338, 0.3619)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1286, 0.8207, 0.0350)>
    Rotation: <Euler (x=0.7279, y=0.0105, z=-2.8989), order='XYZ'>
    Matrix:
      <Vector (-0.9706, 0.1727, -0.1675, 0.1286)>
      <Vector (-0.2403, -0.7264, 0.6439, 0.8207)>
      <Vector (-0.0105, 0.6653, 0.7465, 0.0350)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2003, 0.5189, 0.3114)>
    Rotation: <Euler (x=-0.1989, y=-0.1495, z=-2.8831), order='XYZ'>
    Matrix:
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      <Vector (-0.2528, -0.9552, -0.1537, 0.5189)>
      <Vector (0.1489, -0.1954, 0.9694, 0.3114)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1103, 0.2278)>
    Rotation: <Euler (x=0.8642, y=-0.1444, z=-3.0034), order='XYZ'>
    Matrix:
      <Vector (-0.9802, 0.1978, -0.0123, 0.2954)>
      <Vector (-0.1363, -0.6280, 0.7662, 0.1103)>
      <Vector (0.1439, 0.7527, 0.6425, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0003, 0.3596)>
    Rotation: <Euler (x=-1.5306, y=-2.8969, z=0.0157), order='XYZ'>
    Matrix:
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      <Vector (-0.0152, 0.0440, 0.9989, 0.0003)>
      <Vector (0.2422, 0.9694, -0.0390, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0036, 0.4327)>
    Rotation: <Euler (x=-1.5306, y=-2.8969, z=0.0157), order='XYZ'>
    Matrix:
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      <Vector (-0.0152, 0.0440, 0.9989, 0.0036)>
      <Vector (0.2422, 0.9694, -0.0390, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0750, 0.8282, -0.0462)>
    Rotation: <Euler (x=0.5059, y=0.6857, z=2.8619), order='XYZ'>
    Matrix:
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      <Vector (0.2137, -0.7560, 0.6187, 0.8282)>
      <Vector (-0.6332, 0.3751, 0.6770, -0.0462)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2980, 0.5139, 0.1097)>
    Rotation: <Euler (x=-0.5132, y=0.7899, z=2.8102), order='XYZ'>
    Matrix:
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      <Vector (0.2290, -0.9372, -0.2630, 0.5139)>
      <Vector (-0.7103, -0.3456, 0.6132, 0.1097)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0393)>
    Rotation: <Euler (x=0.7737, y=0.8020, z=2.9379), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7868, 0.6171, -0.0123, 0.0499)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0983)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7868, 0.6171, -0.0123, 0.0983)>
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Frame: 136
  Bone: mixamorig:Hips
    Location: <Vector (0.0271, 0.8657, 0.0088)>
    Rotation: <Euler (x=0.2119, y=-0.4085, z=-0.0439), order='XYZ'>
    Matrix:
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      <Vector (-0.0402, 0.9803, -0.1931, 0.8657)>
      <Vector (0.3973, 0.1930, 0.8972, 0.0088)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0247, 0.9418, 0.0221)>
    Rotation: <Euler (x=0.2352, y=-0.4225, z=-0.0310), order='XYZ'>
    Matrix:
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      <Vector (-0.0282, 0.9750, -0.2206, 0.9418)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0188, 1.0297, 0.0413)>
    Rotation: <Euler (x=0.3608, y=-0.4414, z=-0.0123), order='XYZ'>
    Matrix:
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      <Vector (-0.0111, 0.9374, -0.3481, 1.0297)>
      <Vector (0.4272, 0.3192, 0.8459, 0.0413)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0044, 1.1263, 0.0741)>
    Rotation: <Euler (x=0.4877, y=-0.4607, z=0.0032), order='XYZ'>
    Matrix:
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      <Vector (0.0028, 0.8827, -0.4699, 1.1263)>
      <Vector (0.4446, 0.4198, 0.7913, 0.0741)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0201, 1.2286, 0.1228)>
    Rotation: <Euler (x=0.4025, y=-0.3804, z=-0.0076), order='XYZ'>
    Matrix:
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      <Vector (-0.0071, 0.9212, -0.3891, 1.2286)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0391, 1.3186, 0.1720)>
    Rotation: <Euler (x=-0.0328, y=-0.0791, z=0.0077), order='XYZ'>
    Matrix:
      <Vector (0.9968, -0.0052, -0.0793, -0.0391)>
      <Vector (0.0077, 0.9995, 0.0322, 1.3186)>
      <Vector (0.0791, -0.0327, 0.9963, 0.1720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0428, 1.5594, 0.1956)>
    Rotation: <Euler (x=-0.0328, y=-0.0791, z=0.0077), order='XYZ'>
    Matrix:
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      <Vector (0.0077, 0.9995, 0.0322, 1.5594)>
      <Vector (0.0791, -0.0327, 0.9963, 0.1956)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0467, 1.2148, 0.1450)>
    Rotation: <Euler (x=-0.2721, y=2.1529, z=-2.0891), order='XYZ'>
    Matrix:
      <Vector (0.2724, 0.9479, -0.1651, 0.0467)>
      <Vector (0.4776, -0.2821, -0.8321, 1.2148)>
      <Vector (-0.8353, 0.1478, -0.5295, 0.1450)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1807, 1.1749, 0.1659)>
    Rotation: <Euler (x=3.1260, y=0.8296, z=0.4613), order='XYZ'>
    Matrix:
      <Vector (0.6046, 0.4554, -0.6535, 0.1807)>
      <Vector (0.3005, -0.8902, -0.3423, 1.1749)>
      <Vector (-0.7376, 0.0105, -0.6751, 0.1659)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2688, 1.0026, 0.1679)>
    Rotation: <Euler (x=2.3471, y=0.1226, z=-1.0172), order='XYZ'>
    Matrix:
      <Vector (0.5218, -0.5501, -0.6520, 0.2688)>
      <Vector (-0.8443, -0.4426, -0.3022, 1.0026)>
      <Vector (-0.1223, 0.7082, -0.6954, 0.1679)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1248, 0.8868, 0.3532)>
    Rotation: <Euler (x=1.9980, y=0.0290, z=-0.7020), order='XYZ'>
    Matrix:
      <Vector (0.7632, -0.2475, -0.5969, 0.1248)>
      <Vector (-0.6455, -0.3334, -0.6871, 0.8868)>
      <Vector (-0.0290, 0.9097, -0.4142, 0.3532)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0888, 0.8840, 0.3865)>
    Rotation: <Euler (x=2.5202, y=-0.6690, z=-1.0710), order='XYZ'>
    Matrix:
      <Vector (0.3760, -0.8867, -0.2692, 0.0888)>
      <Vector (-0.6885, -0.0728, -0.7216, 0.8840)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0532, 0.8826, 0.4031)>
    Rotation: <Euler (x=2.3597, y=-0.2962, z=-0.7881), order='XYZ'>
    Matrix:
      <Vector (0.6744, -0.6482, -0.3535, 0.0532)>
      <Vector (-0.6782, -0.3546, -0.6437, 0.8826)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0327, 0.8705, 0.4252)>
    Rotation: <Euler (x=2.2818, y=-0.1251, z=-0.7092), order='XYZ'>
    Matrix:
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      <Vector (-0.6462, -0.4337, -0.6280, 0.8705)>
      <Vector (0.1248, 0.7518, -0.6475, 0.4252)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0215, 0.8591, 0.4438)>
    Rotation: <Euler (x=2.2818, y=-0.1251, z=-0.7092), order='XYZ'>
    Matrix:
      <Vector (0.7529, -0.4967, -0.4317, 0.0215)>
      <Vector (-0.6462, -0.4337, -0.6280, 0.8591)>
      <Vector (0.1248, 0.7518, -0.6475, 0.4438)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0697, 0.8724, 0.4590)>
    Rotation: <Euler (x=2.4548, y=-0.0198, z=-0.7157), order='XYZ'>
    Matrix:
      <Vector (0.7545, -0.5169, -0.4044, 0.0697)>
      <Vector (-0.6560, -0.5753, -0.4885, 0.8724)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0548, 0.8554, 0.4776)>
    Rotation: <Euler (x=2.9249, y=0.0159, z=-0.6475), order='XYZ'>
    Matrix:
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      <Vector (-0.6031, -0.7810, -0.1621, 0.8554)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0375, 0.8322, 0.4840)>
    Rotation: <Euler (x=-3.1222, y=0.0220, z=-0.5918), order='XYZ'>
    Matrix:
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      <Vector (-0.5577, -0.8295, 0.0284, 0.8322)>
      <Vector (-0.0220, -0.0194, -0.9996, 0.4840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0242, 0.8132, 0.4835)>
    Rotation: <Euler (x=-3.1222, y=0.0220, z=-0.5918), order='XYZ'>
    Matrix:
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      <Vector (-0.5577, -0.8295, 0.0284, 0.8132)>
      <Vector (-0.0220, -0.0194, -0.9996, 0.4835)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0875, 0.8572, 0.4574)>
    Rotation: <Euler (x=2.4545, y=-0.0170, z=-0.7163), order='XYZ'>
    Matrix:
      <Vector (0.7541, -0.5158, -0.4065, 0.0875)>
      <Vector (-0.6565, -0.5760, -0.4870, 0.8572)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0703, 0.8376, 0.4788)>
    Rotation: <Euler (x=2.9249, y=0.0187, z=-0.6476), order='XYZ'>
    Matrix:
      <Vector (0.7974, -0.5859, -0.1443, 0.0703)>
      <Vector (-0.6032, -0.7813, -0.1605, 0.8376)>
      <Vector (-0.0187, 0.2150, -0.9764, 0.4788)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0498, 0.8101, 0.4864)>
    Rotation: <Euler (x=-3.1222, y=0.0247, z=-0.5937), order='XYZ'>
    Matrix:
      <Vector (0.8286, -0.5597, -0.0096, 0.0498)>
      <Vector (-0.5593, -0.8285, 0.0299, 0.8101)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0349, 0.7887, 0.4859)>
    Rotation: <Euler (x=-3.1222, y=0.0247, z=-0.5937), order='XYZ'>
    Matrix:
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      <Vector (-0.5593, -0.8285, 0.0299, 0.7887)>
      <Vector (-0.0247, -0.0194, -0.9995, 0.4859)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1071, 0.8415, 0.4568)>
    Rotation: <Euler (x=2.4548, y=-0.0159, z=-0.7143), order='XYZ'>
    Matrix:
      <Vector (0.7554, -0.5142, -0.4061, 0.1071)>
      <Vector (-0.6550, -0.5777, -0.4871, 0.8415)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0919, 0.8240, 0.4758)>
    Rotation: <Euler (x=2.9249, y=0.0191, z=-0.6448), order='XYZ'>
    Matrix:
      <Vector (0.7991, -0.5837, -0.1441, 0.0919)>
      <Vector (-0.6009, -0.7830, -0.1606, 0.8240)>
      <Vector (-0.0191, 0.2149, -0.9764, 0.4758)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0749, 0.8012, 0.4820)>
    Rotation: <Euler (x=-3.1224, y=0.0232, z=-0.6003), order='XYZ'>
    Matrix:
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      <Vector (-0.5647, -0.8248, 0.0290, 0.8012)>
      <Vector (-0.0232, -0.0192, -0.9995, 0.4820)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0617, 0.7825, 0.4816)>
    Rotation: <Euler (x=-3.1224, y=0.0232, z=-0.6003), order='XYZ'>
    Matrix:
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      <Vector (-0.5647, -0.8248, 0.0290, 0.7825)>
      <Vector (-0.0232, -0.0192, -0.9995, 0.4816)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1267, 0.8295, 0.4525)>
    Rotation: <Euler (x=2.4440, y=0.0388, z=-0.6595), order='XYZ'>
    Matrix:
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      <Vector (-0.6123, -0.6209, -0.4895, 0.8295)>
      <Vector (-0.0388, 0.6419, -0.7658, 0.4525)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1137, 0.8116, 0.4710)>
    Rotation: <Euler (x=2.9250, y=0.0276, z=-0.6420), order='XYZ'>
    Matrix:
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      <Vector (-0.5986, -0.7857, -0.1559, 0.8116)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1008, 0.7942, 0.4758)>
    Rotation: <Euler (x=-3.1228, y=0.0306, z=-0.6150), order='XYZ'>
    Matrix:
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      <Vector (-0.5767, -0.8163, 0.0330, 0.7942)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0914, 0.7808, 0.4755)>
    Rotation: <Euler (x=-3.1228, y=0.0306, z=-0.6150), order='XYZ'>
    Matrix:
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      <Vector (-0.5767, -0.8163, 0.0330, 0.7808)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0793, 1.2127, 0.0857)>
    Rotation: <Euler (x=1.0872, y=-2.1801, z=1.0370), order='XYZ'>
    Matrix:
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      <Vector (-0.4927, -0.3884, -0.7788, 1.2127)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1881, 1.1579, 0.0141)>
    Rotation: <Euler (x=-1.1107, y=-1.3548, z=-2.1451), order='XYZ'>
    Matrix:
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      <Vector (-0.1800, -0.9760, -0.1226, 1.1579)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2080, 0.9686, -0.0232)>
    Rotation: <Euler (x=1.4914, y=-0.1615, z=1.4878), order='XYZ'>
    Matrix:
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      <Vector (0.9836, -0.1532, -0.0954, 0.9686)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2321, 0.9285, 0.2343)>
    Rotation: <Euler (x=1.5211, y=-0.4061, z=1.1234), order='XYZ'>
    Matrix:
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      <Vector (0.8282, -0.3342, -0.4498, 0.9285)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2221, 0.9326, 0.2797)>
    Rotation: <Euler (x=1.9021, y=0.3931, z=1.0812), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2045, 0.9398, 0.3118)>
    Rotation: <Euler (x=1.8894, y=-0.1026, z=1.0396), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1973, 0.9317, 0.3428)>
    Rotation: <Euler (x=1.8312, y=-0.2563, z=1.0536), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1950, 0.9216, 0.3678)>
    Rotation: <Euler (x=1.8312, y=-0.2563, z=1.0536), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2431, 0.9204, 0.3517)>
    Rotation: <Euler (x=1.9828, y=-0.3508, z=1.1107), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2366, 0.9063, 0.3776)>
    Rotation: <Euler (x=2.4701, y=-0.4070, z=1.0670), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2198, 0.8886, 0.3945)>
    Rotation: <Euler (x=2.7238, y=-0.4325, z=1.0223), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2039, 0.8747, 0.4031)>
    Rotation: <Euler (x=2.7238, y=-0.4325, z=1.0223), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2529, 0.9003, 0.3464)>
    Rotation: <Euler (x=1.9825, y=-0.3586, z=1.1115), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2461, 0.8853, 0.3738)>
    Rotation: <Euler (x=2.4699, y=-0.4128, z=1.0673), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2267, 0.8647, 0.3933)>
    Rotation: <Euler (x=2.7210, y=-0.4341, z=1.0291), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2095, 0.8496, 0.4026)>
    Rotation: <Euler (x=2.7210, y=-0.4341, z=1.0291), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2624, 0.8789, 0.3370)>
    Rotation: <Euler (x=1.9830, y=-0.3536, z=1.1100), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2564, 0.8658, 0.3611)>
    Rotation: <Euler (x=2.4721, y=-0.4123, z=1.0619), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2407, 0.8492, 0.3769)>
    Rotation: <Euler (x=2.7202, y=-0.4285, z=1.0310), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2244, 0.8348, 0.3857)>
    Rotation: <Euler (x=2.7202, y=-0.4285, z=1.0310), order='XYZ'>
    Matrix:
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      <Vector (0.7803, -0.6148, 0.1150, 0.8348)>
      <Vector (0.4155, 0.3721, -0.8300, 0.3857)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2717, 0.8632, 0.3215)>
    Rotation: <Euler (x=1.9826, y=-0.3577, z=1.1111), order='XYZ'>
    Matrix:
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      <Vector (0.8395, -0.4651, -0.2810, 0.8632)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2661, 0.8510, 0.3440)>
    Rotation: <Euler (x=2.4726, y=-0.4175, z=1.0606), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2514, 0.8355, 0.3588)>
    Rotation: <Euler (x=2.7150, y=-0.4267, z=1.0434), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2411, 0.8264, 0.3643)>
    Rotation: <Euler (x=2.7150, y=-0.4267, z=1.0434), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1317, 0.8204, 0.0388)>
    Rotation: <Euler (x=0.7282, y=0.0134, z=-2.9003), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2022, 0.5184, 0.3153)>
    Rotation: <Euler (x=-0.2082, y=-0.1457, z=-2.8861), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1102, 0.2279)>
    Rotation: <Euler (x=0.8643, y=-0.1414, z=-3.0017), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0002, 0.3597)>
    Rotation: <Euler (x=-1.5308, y=-2.8999, z=0.0175), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3479, 0.0035, 0.4328)>
    Rotation: <Euler (x=-1.5308, y=-2.8999, z=0.0175), order='XYZ'>
    Matrix:
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      <Vector (-0.0170, 0.0441, 0.9989, 0.0035)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0715, 0.8282, -0.0435)>
    Rotation: <Euler (x=0.5005, y=0.6889, z=2.8571), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2955, 0.5138, 0.1105)>
    Rotation: <Euler (x=-0.5154, y=0.7884, z=2.8029), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0393)>
    Rotation: <Euler (x=0.7737, y=0.8020, z=2.9379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0983)>
    Rotation: <Euler (x=-1.5509, y=2.2360, z=-0.0283), order='XYZ'>
    Matrix:
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Frame: 137
  Bone: mixamorig:Hips
    Location: <Vector (0.0305, 0.8655, 0.0122)>
    Rotation: <Euler (x=0.2153, y=-0.4132, z=-0.0457), order='XYZ'>
    Matrix:
      <Vector (0.9149, -0.0410, -0.4016, 0.0305)>
      <Vector (-0.0419, 0.9798, -0.1955, 0.8655)>
      <Vector (0.4015, 0.1957, 0.8947, 0.0122)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0280, 0.9415, 0.0257)>
    Rotation: <Euler (x=0.2373, y=-0.4267, z=-0.0328), order='XYZ'>
    Matrix:
      <Vector (0.9099, -0.0653, -0.4098, 0.0280)>
      <Vector (-0.0299, 0.9747, -0.2217, 0.9415)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0221, 1.0294, 0.0450)>
    Rotation: <Euler (x=0.3600, y=-0.4446, z=-0.0132), order='XYZ'>
    Matrix:
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      <Vector (-0.0119, 0.9378, -0.3469, 1.0294)>
      <Vector (0.4301, 0.3180, 0.8449, 0.0450)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0078, 1.1260, 0.0778)>
    Rotation: <Euler (x=0.4840, y=-0.4630, z=0.0036), order='XYZ'>
    Matrix:
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      <Vector (0.0032, 0.8844, -0.4667, 1.1260)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0167, 1.2286, 0.1260)>
    Rotation: <Euler (x=0.4007, y=-0.3833, z=-0.0067), order='XYZ'>
    Matrix:
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      <Vector (-0.0062, 0.9218, -0.3877, 1.2286)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0358, 1.3186, 0.1751)>
    Rotation: <Euler (x=-0.0359, y=-0.0821, z=0.0075), order='XYZ'>
    Matrix:
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      <Vector (0.0075, 0.9993, 0.0353, 1.3186)>
      <Vector (0.0820, -0.0358, 0.9960, 0.1751)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0395, 1.5595, 0.1978)>
    Rotation: <Euler (x=-0.0359, y=-0.0821, z=0.0075), order='XYZ'>
    Matrix:
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      <Vector (0.0075, 0.9993, 0.0353, 1.5595)>
      <Vector (0.0820, -0.0358, 0.9960, 0.1978)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0501, 1.2147, 0.1484)>
    Rotation: <Euler (x=-0.2809, y=2.1517, z=-2.0972), order='XYZ'>
    Matrix:
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      <Vector (0.4745, -0.2824, -0.8337, 1.2147)>
      <Vector (-0.8359, 0.1522, -0.5273, 0.1484)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1839, 1.1748, 0.1699)>
    Rotation: <Euler (x=3.1233, y=0.8232, z=0.4612), order='XYZ'>
    Matrix:
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      <Vector (0.3026, -0.8894, -0.3427, 1.1748)>
      <Vector (-0.7334, 0.0124, -0.6797, 0.1699)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2723, 1.0027, 0.1723)>
    Rotation: <Euler (x=2.3533, y=0.1206, z=-1.0142), order='XYZ'>
    Matrix:
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      <Vector (-0.8429, -0.4449, -0.3026, 1.0027)>
      <Vector (-0.1203, 0.7040, -0.6999, 0.1723)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1274, 0.8862, 0.3566)>
    Rotation: <Euler (x=2.0018, y=0.0251, z=-0.7022), order='XYZ'>
    Matrix:
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      <Vector (-0.6457, -0.3337, -0.6868, 0.8862)>
      <Vector (-0.0251, 0.9082, -0.4177, 0.3566)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0913, 0.8834, 0.3896)>
    Rotation: <Euler (x=2.5266, y=-0.6712, z=-1.0752), order='XYZ'>
    Matrix:
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      <Vector (0.6220, 0.4518, -0.6396, 0.3896)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0556, 0.8820, 0.4060)>
    Rotation: <Euler (x=2.3641, y=-0.2998, z=-0.7897), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0349, 0.8699, 0.4281)>
    Rotation: <Euler (x=2.2856, y=-0.1290, z=-0.7100), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0237, 0.8585, 0.4465)>
    Rotation: <Euler (x=2.2856, y=-0.1290, z=-0.7100), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0718, 0.8718, 0.4621)>
    Rotation: <Euler (x=2.4587, y=-0.0237, z=-0.7161), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0567, 0.8548, 0.4806)>
    Rotation: <Euler (x=2.9285, y=0.0118, z=-0.6477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0394, 0.8316, 0.4868)>
    Rotation: <Euler (x=-3.1189, y=0.0177, z=-0.5920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0262, 0.8126, 0.4863)>
    Rotation: <Euler (x=-3.1189, y=0.0177, z=-0.5920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0896, 0.8566, 0.4605)>
    Rotation: <Euler (x=2.4584, y=-0.0209, z=-0.7166), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0722, 0.8370, 0.4819)>
    Rotation: <Euler (x=2.9285, y=0.0146, z=-0.6478), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0517, 0.8095, 0.4893)>
    Rotation: <Euler (x=-3.1189, y=0.0204, z=-0.5939), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0368, 0.7881, 0.4887)>
    Rotation: <Euler (x=-3.1189, y=0.0204, z=-0.5939), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1092, 0.8409, 0.4600)>
    Rotation: <Euler (x=2.4586, y=-0.0197, z=-0.7147), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0938, 0.8234, 0.4789)>
    Rotation: <Euler (x=2.9285, y=0.0150, z=-0.6450), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0768, 0.8006, 0.4851)>
    Rotation: <Euler (x=-3.1190, y=0.0189, z=-0.6005), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0637, 0.7819, 0.4846)>
    Rotation: <Euler (x=-3.1190, y=0.0189, z=-0.6005), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1288, 0.8289, 0.4559)>
    Rotation: <Euler (x=2.4476, y=0.0347, z=-0.6597), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1157, 0.8110, 0.4743)>
    Rotation: <Euler (x=2.9286, y=0.0235, z=-0.6422), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1027, 0.7936, 0.4790)>
    Rotation: <Euler (x=-3.1193, y=0.0264, z=-0.6152), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0933, 0.7801, 0.4786)>
    Rotation: <Euler (x=-3.1193, y=0.0264, z=-0.6152), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5774, -0.0087, 0.0933)>
      <Vector (-0.5769, -0.8161, 0.0334, 0.7801)>
      <Vector (-0.0264, -0.0222, -0.9994, 0.4786)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0759, 1.2126, 0.0888)>
    Rotation: <Euler (x=1.0949, y=-2.1781, z=1.0317), order='XYZ'>
    Matrix:
      <Vector (-0.2929, -0.7679, 0.5697, -0.0759)>
      <Vector (-0.4897, -0.3913, -0.7792, 1.2126)>
      <Vector (0.8212, -0.5073, -0.2614, 0.0888)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1843, 1.1573, 0.0172)>
    Rotation: <Euler (x=-1.0888, y=-1.3496, z=-2.1620), order='XYZ'>
    Matrix:
      <Vector (-0.1223, -0.0969, 0.9878, -0.1843)>
      <Vector (-0.1821, -0.9761, -0.1183, 1.1573)>
      <Vector (0.9756, -0.1944, 0.1017, 0.0172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2031, 0.9680, -0.0205)>
    Rotation: <Euler (x=1.4849, y=-0.1595, z=1.4930), order='XYZ'>
    Matrix:
      <Vector (0.0767, -0.0979, 0.9922, -0.2031)>
      <Vector (0.9843, -0.1511, -0.0910, 0.9680)>
      <Vector (0.1588, 0.9837, 0.0847, -0.0205)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2287, 0.9285, 0.2369)>
    Rotation: <Euler (x=1.5125, y=-0.4071, z=1.1273), order='XYZ'>
    Matrix:
      <Vector (0.3940, -0.2223, 0.8918, -0.2287)>
      <Vector (0.8294, -0.3320, -0.4492, 0.9285)>
      <Vector (0.3960, 0.9167, 0.0535, 0.2369)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2190, 0.9327, 0.2824)>
    Rotation: <Euler (x=1.8936, y=0.3917, z=1.0784), order='XYZ'>
    Matrix:
      <Vector (0.4369, 0.4507, 0.7785, -0.2190)>
      <Vector (0.8145, 0.1691, -0.5550, 0.9327)>
      <Vector (-0.3818, 0.8765, -0.2932, 0.2824)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2017, 0.9400, 0.3146)>
    Rotation: <Euler (x=1.8816, y=-0.1043, z=1.0410), order='XYZ'>
    Matrix:
      <Vector (0.5026, 0.2138, 0.8377, -0.2017)>
      <Vector (0.8582, -0.2401, -0.4537, 0.9400)>
      <Vector (0.1041, 0.9469, -0.3041, 0.3146)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1948, 0.9320, 0.3456)>
    Rotation: <Euler (x=1.8231, y=-0.2579, z=1.0561), order='XYZ'>
    Matrix:
      <Vector (0.4760, 0.0958, 0.8742, -0.1948)>
      <Vector (0.8417, -0.3378, -0.4212, 0.9320)>
      <Vector (0.2550, 0.9363, -0.2414, 0.3456)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1927, 0.9219, 0.3707)>
    Rotation: <Euler (x=1.8231, y=-0.2579, z=1.0561), order='XYZ'>
    Matrix:
      <Vector (0.4760, 0.0958, 0.8742, -0.1927)>
      <Vector (0.8417, -0.3378, -0.4212, 0.9219)>
      <Vector (0.2550, 0.9363, -0.2414, 0.3707)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2406, 0.9206, 0.3542)>
    Rotation: <Euler (x=1.9744, y=-0.3519, z=1.1141), order='XYZ'>
    Matrix:
      <Vector (0.4139, 0.2127, 0.8851, -0.2406)>
      <Vector (0.8425, -0.4577, -0.2841, 0.9206)>
      <Vector (0.3447, 0.8633, -0.3686, 0.3542)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2343, 0.9066, 0.3802)>
    Rotation: <Euler (x=2.4615, y=-0.4084, z=1.0709), order='XYZ'>
    Matrix:
      <Vector (0.4399, 0.5627, 0.6999, -0.2343)>
      <Vector (0.8054, -0.5919, -0.0304, 0.9066)>
      <Vector (0.3972, 0.5771, -0.7136, 0.3802)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2176, 0.8890, 0.3973)>
    Rotation: <Euler (x=2.7153, y=-0.4343, z=1.0264), order='XYZ'>
    Matrix:
      <Vector (0.4698, 0.6887, 0.5522, -0.2176)>
      <Vector (0.7760, -0.6204, 0.1136, 0.8890)>
      <Vector (0.4208, 0.3751, -0.8260, 0.3973)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2017, 0.8751, 0.4060)>
    Rotation: <Euler (x=2.7153, y=-0.4343, z=1.0264), order='XYZ'>
    Matrix:
      <Vector (0.4698, 0.6887, 0.5522, -0.2017)>
      <Vector (0.7760, -0.6204, 0.1136, 0.8751)>
      <Vector (0.4208, 0.3751, -0.8260, 0.4060)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2504, 0.9005, 0.3489)>
    Rotation: <Euler (x=1.9740, y=-0.3597, z=1.1150), order='XYZ'>
    Matrix:
      <Vector (0.4120, 0.2098, 0.8867, -0.2504)>
      <Vector (0.8405, -0.4634, -0.2809, 0.9005)>
      <Vector (0.3520, 0.8609, -0.3673, 0.3489)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2437, 0.8856, 0.3763)>
    Rotation: <Euler (x=2.4614, y=-0.4142, z=1.0713), order='XYZ'>
    Matrix:
      <Vector (0.4385, 0.5612, 0.7020, -0.2437)>
      <Vector (0.8036, -0.5946, -0.0266, 0.8856)>
      <Vector (0.4025, 0.5758, -0.7117, 0.3763)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2245, 0.8651, 0.3961)>
    Rotation: <Euler (x=2.7124, y=-0.4358, z=1.0332), order='XYZ'>
    Matrix:
      <Vector (0.4642, 0.6911, 0.5540, -0.2245)>
      <Vector (0.7787, -0.6165, 0.1166, 0.8651)>
      <Vector (0.4221, 0.3772, -0.8243, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2073, 0.8500, 0.4055)>
    Rotation: <Euler (x=2.7124, y=-0.4358, z=1.0332), order='XYZ'>
    Matrix:
      <Vector (0.4642, 0.6911, 0.5540, -0.2073)>
      <Vector (0.7787, -0.6165, 0.1166, 0.8500)>
      <Vector (0.4221, 0.3772, -0.8243, 0.4055)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2598, 0.8791, 0.3395)>
    Rotation: <Euler (x=1.9746, y=-0.3547, z=1.1134), order='XYZ'>
    Matrix:
      <Vector (0.4141, 0.2115, 0.8853, -0.2598)>
      <Vector (0.8414, -0.4601, -0.2837, 0.8791)>
      <Vector (0.3473, 0.8623, -0.3685, 0.3395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2539, 0.8661, 0.3637)>
    Rotation: <Euler (x=2.4635, y=-0.4138, z=1.0659), order='XYZ'>
    Matrix:
      <Vector (0.4429, 0.5596, 0.7005, -0.2539)>
      <Vector (0.8013, -0.5975, -0.0294, 0.8661)>
      <Vector (0.4021, 0.5743, -0.7131, 0.3637)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2384, 0.8495, 0.3796)>
    Rotation: <Euler (x=2.7116, y=-0.4303, z=1.0351), order='XYZ'>
    Matrix:
      <Vector (0.4639, 0.6929, 0.5520, -0.2384)>
      <Vector (0.7815, -0.6135, 0.1133, 0.8495)>
      <Vector (0.4171, 0.3789, -0.8261, 0.3796)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2221, 0.8352, 0.3885)>
    Rotation: <Euler (x=2.7116, y=-0.4303, z=1.0351), order='XYZ'>
    Matrix:
      <Vector (0.4639, 0.6929, 0.5520, -0.2221)>
      <Vector (0.7815, -0.6135, 0.1133, 0.8352)>
      <Vector (0.4171, 0.3789, -0.8261, 0.3885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2690, 0.8634, 0.3239)>
    Rotation: <Euler (x=1.9742, y=-0.3588, z=1.1146), order='XYZ'>
    Matrix:
      <Vector (0.4125, 0.2101, 0.8864, -0.2690)>
      <Vector (0.8406, -0.4628, -0.2814, 0.8634)>
      <Vector (0.3511, 0.8612, -0.3675, 0.3239)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2635, 0.8512, 0.3465)>
    Rotation: <Euler (x=2.4641, y=-0.4189, z=1.0646), order='XYZ'>
    Matrix:
      <Vector (0.4429, 0.5578, 0.7019, -0.2635)>
      <Vector (0.7990, -0.6008, -0.0267, 0.8512)>
      <Vector (0.4068, 0.5726, -0.7118, 0.3465)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2489, 0.8358, 0.3614)>
    Rotation: <Euler (x=2.7065, y=-0.4284, z=1.0474), order='XYZ'>
    Matrix:
      <Vector (0.4546, 0.6979, 0.5534, -0.2489)>
      <Vector (0.7879, -0.6049, 0.1156, 0.8358)>
      <Vector (0.4154, 0.3834, -0.8249, 0.3614)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2386, 0.8267, 0.3671)>
    Rotation: <Euler (x=2.7065, y=-0.4284, z=1.0474), order='XYZ'>
    Matrix:
      <Vector (0.4546, 0.6979, 0.5534, -0.2386)>
      <Vector (0.7879, -0.6049, 0.1156, 0.8267)>
      <Vector (0.4154, 0.3834, -0.8249, 0.3671)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1349, 0.8200, 0.0426)>
    Rotation: <Euler (x=0.7287, y=0.0163, z=-2.9019), order='XYZ'>
    Matrix:
      <Vector (-0.9713, 0.1666, -0.1699, 0.1349)>
      <Vector (-0.2374, -0.7273, 0.6440, 0.8200)>
      <Vector (-0.0163, 0.6658, 0.7460, 0.0426)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2041, 0.5178, 0.3193)>
    Rotation: <Euler (x=-0.2175, y=-0.1423, z=-2.8894), order='XYZ'>
    Matrix:
      <Vector (-0.9586, 0.2140, 0.1880, 0.2041)>
      <Vector (-0.2470, -0.9532, -0.1744, 0.5178)>
      <Vector (0.1418, -0.2136, 0.9666, 0.3193)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1100, 0.2279)>
    Rotation: <Euler (x=0.8644, y=-0.1387, z=-3.0000), order='XYZ'>
    Matrix:
      <Vector (-0.9805, 0.1957, -0.0185, 0.2957)>
      <Vector (-0.1398, -0.6278, 0.7658, 0.1100)>
      <Vector (0.1383, 0.7534, 0.6429, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0001, 0.3598)>
    Rotation: <Euler (x=-1.5311, y=-2.9026, z=0.0193), order='XYZ'>
    Matrix:
      <Vector (-0.9714, 0.2358, -0.0286, 0.3299)>
      <Vector (-0.0187, 0.0442, 0.9988, 0.0001)>
      <Vector (0.2368, 0.9708, -0.0386, 0.3598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3477, 0.0035, 0.4329)>
    Rotation: <Euler (x=-1.5311, y=-2.9026, z=0.0193), order='XYZ'>
    Matrix:
      <Vector (-0.9714, 0.2358, -0.0286, 0.3477)>
      <Vector (-0.0187, 0.0442, 0.9988, 0.0035)>
      <Vector (0.2368, 0.9708, -0.0386, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0679, 0.8281, -0.0406)>
    Rotation: <Euler (x=0.4946, y=0.6915, z=2.8517), order='XYZ'>
    Matrix:
      <Vector (-0.7381, -0.5417, -0.4022, -0.0679)>
      <Vector (0.2202, -0.7569, 0.6153, 0.8281)>
      <Vector (-0.6377, 0.3657, 0.6779, -0.0406)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2930, 0.5135, 0.1114)>
    Rotation: <Euler (x=-0.5176, y=0.7863, z=2.7956), order='XYZ'>
    Matrix:
      <Vector (-0.6646, 0.0347, -0.7464, -0.2930)>
      <Vector (0.2396, -0.9363, -0.2569, 0.5135)>
      <Vector (-0.7077, -0.3495, 0.6140, 0.1114)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0393)>
    Rotation: <Euler (x=0.7739, y=0.8014, z=2.9380), order='XYZ'>
    Matrix:
      <Vector (-0.6813, -0.6363, -0.3618, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7183, 0.4863, 0.4976, -0.0393)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6174, -0.7854, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2366, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6174, -0.7854, 0.0439, -0.4565)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 138
  Bone: mixamorig:Hips
    Location: <Vector (0.0340, 0.8650, 0.0156)>
    Rotation: <Euler (x=0.2181, y=-0.4173, z=-0.0469), order='XYZ'>
    Matrix:
      <Vector (0.9132, -0.0419, -0.4054, 0.0340)>
      <Vector (-0.0428, 0.9793, -0.1976, 0.8650)>
      <Vector (0.4053, 0.1978, 0.8925, 0.0156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0315, 0.9411, 0.0293)>
    Rotation: <Euler (x=0.2391, y=-0.4302, z=-0.0345), order='XYZ'>
    Matrix:
      <Vector (0.9083, -0.0652, -0.4131, 0.0315)>
      <Vector (-0.0313, 0.9744, -0.2227, 0.9411)>
      <Vector (0.4171, 0.2153, 0.8830, 0.0293)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0256, 1.0289, 0.0487)>
    Rotation: <Euler (x=0.3595, y=-0.4471, z=-0.0140), order='XYZ'>
    Matrix:
      <Vector (0.9016, -0.1390, -0.4096, 0.0256)>
      <Vector (-0.0126, 0.9381, -0.3461, 1.0289)>
      <Vector (0.4323, 0.3172, 0.8441, 0.0487)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0113, 1.1256, 0.0814)>
    Rotation: <Euler (x=0.4810, y=-0.4645, z=0.0037), order='XYZ'>
    Matrix:
      <Vector (0.8941, -0.2105, -0.3954, 0.0113)>
      <Vector (0.0033, 0.8858, -0.4641, 1.1256)>
      <Vector (0.4480, 0.4137, 0.7926, 0.0814)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0131, 1.2283, 0.1293)>
    Rotation: <Euler (x=0.3990, y=-0.3854, z=-0.0060), order='XYZ'>
    Matrix:
      <Vector (0.9266, -0.1406, -0.3487, -0.0131)>
      <Vector (-0.0055, 0.9223, -0.3865, 1.2283)>
      <Vector (0.3759, 0.3600, 0.8538, 0.1293)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0324, 1.3184, 0.1782)>
    Rotation: <Euler (x=-0.0376, y=-0.0838, z=0.0059), order='XYZ'>
    Matrix:
      <Vector (0.9965, -0.0027, -0.0839, -0.0324)>
      <Vector (0.0058, 0.9993, 0.0371, 1.3184)>
      <Vector (0.0837, -0.0375, 0.9958, 0.1782)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0357, 1.5593, 0.2006)>
    Rotation: <Euler (x=-0.0376, y=-0.0838, z=0.0059), order='XYZ'>
    Matrix:
      <Vector (0.9965, -0.0027, -0.0839, -0.0357)>
      <Vector (0.0058, 0.9993, 0.0371, 1.5593)>
      <Vector (0.0837, -0.0375, 0.9958, 0.2006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0536, 1.2143, 0.1519)>
    Rotation: <Euler (x=-0.2881, y=2.1509, z=-2.1038), order='XYZ'>
    Matrix:
      <Vector (0.2785, 0.9465, -0.1628, 0.0536)>
      <Vector (0.4720, -0.2826, -0.8351, 1.2143)>
      <Vector (-0.8364, 0.1557, -0.5255, 0.1519)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1873, 1.1744, 0.1739)>
    Rotation: <Euler (x=3.1212, y=0.8189, z=0.4611), order='XYZ'>
    Matrix:
      <Vector (0.6117, 0.4582, -0.6449, 0.1873)>
      <Vector (0.3039, -0.8888, -0.3432, 1.1744)>
      <Vector (-0.7304, 0.0139, -0.6829, 0.1739)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2760, 1.0024, 0.1765)>
    Rotation: <Euler (x=2.3576, y=0.1194, z=-1.0116), order='XYZ'>
    Matrix:
      <Vector (0.5267, -0.5556, -0.6433, 0.2760)>
      <Vector (-0.8417, -0.4469, -0.3031, 1.0024)>
      <Vector (-0.1191, 0.7011, -0.7030, 0.1765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1305, 0.8855, 0.3601)>
    Rotation: <Euler (x=2.0040, y=0.0212, z=-0.7003), order='XYZ'>
    Matrix:
      <Vector (0.7645, -0.2558, -0.5917, 0.1305)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0942, 0.8826, 0.3929)>
    Rotation: <Euler (x=2.5310, y=-0.6740, z=-1.0761), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0585, 0.8812, 0.4092)>
    Rotation: <Euler (x=2.3667, y=-0.3034, z=-0.7886), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0377, 0.8691, 0.4312)>
    Rotation: <Euler (x=2.2879, y=-0.1328, z=-0.7084), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0264, 0.8576, 0.4496)>
    Rotation: <Euler (x=2.2879, y=-0.1328, z=-0.7084), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0744, 0.8711, 0.4653)>
    Rotation: <Euler (x=2.4609, y=-0.0275, z=-0.7143), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0594, 0.8540, 0.4837)>
    Rotation: <Euler (x=2.9304, y=0.0078, z=-0.6459), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0420, 0.8308, 0.4900)>
    Rotation: <Euler (x=-3.1171, y=0.0137, z=-0.5902), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0288, 0.8118, 0.4894)>
    Rotation: <Euler (x=-3.1171, y=0.0137, z=-0.5902), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0923, 0.8559, 0.4639)>
    Rotation: <Euler (x=2.4606, y=-0.0247, z=-0.7149), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0749, 0.8362, 0.4851)>
    Rotation: <Euler (x=2.9304, y=0.0106, z=-0.6460), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0543, 0.8087, 0.4925)>
    Rotation: <Euler (x=-3.1171, y=0.0163, z=-0.5920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0395, 0.7873, 0.4919)>
    Rotation: <Euler (x=-3.1171, y=0.0163, z=-0.5920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1119, 0.8402, 0.4634)>
    Rotation: <Euler (x=2.4609, y=-0.0235, z=-0.7129), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0965, 0.8227, 0.4823)>
    Rotation: <Euler (x=2.9305, y=0.0111, z=-0.6431), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0795, 0.7999, 0.4884)>
    Rotation: <Euler (x=-3.1172, y=0.0149, z=-0.5987), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0664, 0.7811, 0.4878)>
    Rotation: <Euler (x=-3.1172, y=0.0149, z=-0.5987), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1316, 0.8283, 0.4594)>
    Rotation: <Euler (x=2.4496, y=0.0308, z=-0.6578), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1185, 0.8103, 0.4778)>
    Rotation: <Euler (x=2.9305, y=0.0196, z=-0.6403), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1055, 0.7929, 0.4824)>
    Rotation: <Euler (x=-3.1175, y=0.0224, z=-0.6133), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0961, 0.7794, 0.4820)>
    Rotation: <Euler (x=-3.1175, y=0.0224, z=-0.6133), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0723, 1.2123, 0.0921)>
    Rotation: <Euler (x=1.1009, y=-2.1765, z=1.0275), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1806, 1.1567, 0.0204)>
    Rotation: <Euler (x=-1.0722, y=-1.3452, z=-2.1746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1985, 0.9674, -0.0177)>
    Rotation: <Euler (x=1.4795, y=-0.1578, z=1.4972), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2253, 0.9283, 0.2396)>
    Rotation: <Euler (x=1.5053, y=-0.4081, z=1.1300), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2158, 0.9326, 0.2852)>
    Rotation: <Euler (x=1.8865, y=0.3904, z=1.0756), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1987, 0.9400, 0.3175)>
    Rotation: <Euler (x=1.8751, y=-0.1058, z=1.0415), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1920, 0.9320, 0.3486)>
    Rotation: <Euler (x=1.8164, y=-0.2593, z=1.0577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1900, 0.9220, 0.3737)>
    Rotation: <Euler (x=1.8164, y=-0.2593, z=1.0577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2379, 0.9207, 0.3569)>
    Rotation: <Euler (x=1.9674, y=-0.3529, z=1.1164), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2317, 0.9067, 0.3829)>
    Rotation: <Euler (x=2.4545, y=-0.4097, z=1.0736), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2151, 0.8891, 0.4002)>
    Rotation: <Euler (x=2.7082, y=-0.4359, z=1.0292), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1993, 0.8752, 0.4090)>
    Rotation: <Euler (x=2.7082, y=-0.4359, z=1.0292), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2476, 0.9005, 0.3515)>
    Rotation: <Euler (x=1.9670, y=-0.3607, z=1.1173), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2411, 0.8857, 0.3791)>
    Rotation: <Euler (x=2.4543, y=-0.4155, z=1.0740), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2220, 0.8653, 0.3990)>
    Rotation: <Euler (x=2.7053, y=-0.4374, z=1.0361), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2049, 0.8502, 0.4085)>
    Rotation: <Euler (x=2.7053, y=-0.4374, z=1.0361), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2570, 0.8791, 0.3421)>
    Rotation: <Euler (x=1.9676, y=-0.3557, z=1.1157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2512, 0.8661, 0.3664)>
    Rotation: <Euler (x=2.4565, y=-0.4152, z=1.0686), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2358, 0.8496, 0.3824)>
    Rotation: <Euler (x=2.7045, y=-0.4318, z=1.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2196, 0.8353, 0.3915)>
    Rotation: <Euler (x=2.7045, y=-0.4318, z=1.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2660, 0.8634, 0.3266)>
    Rotation: <Euler (x=1.9672, y=-0.3598, z=1.1169), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2607, 0.8513, 0.3492)>
    Rotation: <Euler (x=2.4570, y=-0.4203, z=1.0673), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2463, 0.8358, 0.3642)>
    Rotation: <Euler (x=2.6994, y=-0.4298, z=1.0502), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2360, 0.8268, 0.3700)>
    Rotation: <Euler (x=2.6994, y=-0.4298, z=1.0502), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1383, 0.8195, 0.0464)>
    Rotation: <Euler (x=0.7296, y=0.0197, z=-2.9037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2060, 0.5172, 0.3233)>
    Rotation: <Euler (x=-0.2271, y=-0.1398, z=-2.8926), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8644, y=-0.1369, z=-2.9985), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5313, y=-2.9044, z=0.0208), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3475, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5313, y=-2.9044, z=0.0208), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0641, 0.8278, -0.0377)>
    Rotation: <Euler (x=0.4891, y=0.6944, z=2.8459), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2906, 0.5132, 0.1123)>
    Rotation: <Euler (x=-0.5202, y=0.7843, z=2.7881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7740, y=0.8010, z=2.9381), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2370, z=-0.0283), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2370, z=-0.0283), order='XYZ'>
    Matrix:
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Frame: 139
  Bone: mixamorig:Hips
    Location: <Vector (0.0377, 0.8645, 0.0190)>
    Rotation: <Euler (x=0.2196, y=-0.4211, z=-0.0471), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0351, 0.9405, 0.0327)>
    Rotation: <Euler (x=0.2403, y=-0.4336, z=-0.0356), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0292, 1.0283, 0.0522)>
    Rotation: <Euler (x=0.3592, y=-0.4496, z=-0.0145), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0148, 1.1250, 0.0848)>
    Rotation: <Euler (x=0.4792, y=-0.4661, z=0.0039), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0096, 1.2277, 0.1326)>
    Rotation: <Euler (x=0.3980, y=-0.3876, z=-0.0050), order='XYZ'>
    Matrix:
      <Vector (0.9258, -0.1419, -0.3504, -0.0096)>
      <Vector (-0.0047, 0.9226, -0.3858, 1.2277)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0290, 1.3179, 0.1813)>
    Rotation: <Euler (x=-0.0377, y=-0.0853, z=0.0035), order='XYZ'>
    Matrix:
      <Vector (0.9964, -0.0003, -0.0852, -0.0290)>
      <Vector (0.0035, 0.9993, 0.0374, 1.3179)>
      <Vector (0.0852, -0.0376, 0.9957, 0.1813)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0318, 1.5589, 0.2036)>
    Rotation: <Euler (x=-0.0377, y=-0.0853, z=0.0035), order='XYZ'>
    Matrix:
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      <Vector (0.0035, 0.9993, 0.0374, 1.5589)>
      <Vector (0.0852, -0.0376, 0.9957, 0.2036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0570, 1.2138, 0.1552)>
    Rotation: <Euler (x=-0.2943, y=2.1509, z=-2.1091), order='XYZ'>
    Matrix:
      <Vector (0.2810, 0.9460, -0.1614, 0.0570)>
      <Vector (0.4706, -0.2824, -0.8360, 1.2138)>
      <Vector (-0.8364, 0.1590, -0.5245, 0.1552)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1907, 1.1739, 0.1777)>
    Rotation: <Euler (x=3.1179, y=0.8155, z=0.4595), order='XYZ'>
    Matrix:
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      <Vector (0.3040, -0.8884, -0.3440, 1.1739)>
      <Vector (-0.7281, 0.0162, -0.6853, 0.1777)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2795, 1.0020, 0.1808)>
    Rotation: <Euler (x=2.3608, y=0.1182, z=-1.0091), order='XYZ'>
    Matrix:
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      <Vector (-0.8404, -0.4486, -0.3040, 1.0020)>
      <Vector (-0.1179, 0.6989, -0.7054, 0.1808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1337, 0.8846, 0.3638)>
    Rotation: <Euler (x=2.0050, y=0.0165, z=-0.6964), order='XYZ'>
    Matrix:
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      <Vector (-0.6414, -0.3323, -0.6915, 0.8846)>
      <Vector (-0.0165, 0.9071, -0.4206, 0.3638)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0972, 0.8817, 0.3965)>
    Rotation: <Euler (x=2.5343, y=-0.6781, z=-1.0742), order='XYZ'>
    Matrix:
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      <Vector (-0.6847, -0.0765, -0.7248, 0.8817)>
      <Vector (0.6273, 0.4444, -0.6395, 0.3965)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0615, 0.8802, 0.4126)>
    Rotation: <Euler (x=2.3681, y=-0.3080, z=-0.7851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0407, 0.8681, 0.4345)>
    Rotation: <Euler (x=2.2888, y=-0.1375, z=-0.7047), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0293, 0.8566, 0.4529)>
    Rotation: <Euler (x=2.2888, y=-0.1375, z=-0.7047), order='XYZ'>
    Matrix:
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      <Vector (-0.6417, -0.4344, -0.6321, 0.8566)>
      <Vector (0.1371, 0.7460, -0.6517, 0.4529)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0772, 0.8703, 0.4688)>
    Rotation: <Euler (x=2.4619, y=-0.0322, z=-0.7104), order='XYZ'>
    Matrix:
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      <Vector (-0.6518, -0.5764, -0.4928, 0.8703)>
      <Vector (0.0322, 0.6282, -0.7774, 0.4688)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0621, 0.8532, 0.4872)>
    Rotation: <Euler (x=2.9311, y=0.0031, z=-0.6420), order='XYZ'>
    Matrix:
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      <Vector (-0.5988, -0.7836, -0.1656, 0.8532)>
      <Vector (-0.0031, 0.2089, -0.9779, 0.4872)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0448, 0.8299, 0.4934)>
    Rotation: <Euler (x=-3.1167, y=0.0089, z=-0.5863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0317, 0.8108, 0.4928)>
    Rotation: <Euler (x=-3.1167, y=0.0089, z=-0.5863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0951, 0.8551, 0.4675)>
    Rotation: <Euler (x=2.4616, y=-0.0294, z=-0.7110), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0777, 0.8355, 0.4887)>
    Rotation: <Euler (x=2.9311, y=0.0059, z=-0.6420), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0572, 0.8079, 0.4960)>
    Rotation: <Euler (x=-3.1167, y=0.0115, z=-0.5881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0425, 0.7864, 0.4954)>
    Rotation: <Euler (x=-3.1167, y=0.0115, z=-0.5881), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1148, 0.8395, 0.4671)>
    Rotation: <Euler (x=2.4619, y=-0.0282, z=-0.7090), order='XYZ'>
    Matrix:
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      <Vector (-0.6508, -0.5788, -0.4914, 0.8395)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0994, 0.8220, 0.4860)>
    Rotation: <Euler (x=2.9311, y=0.0063, z=-0.6392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0824, 0.7991, 0.4921)>
    Rotation: <Euler (x=-3.1168, y=0.0101, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0694, 0.7803, 0.4915)>
    Rotation: <Euler (x=-3.1168, y=0.0101, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1345, 0.8276, 0.4632)>
    Rotation: <Euler (x=2.4503, y=0.0260, z=-0.6538), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1214, 0.8097, 0.4816)>
    Rotation: <Euler (x=2.9312, y=0.0148, z=-0.6364), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1085, 0.7922, 0.4862)>
    Rotation: <Euler (x=-3.1170, y=0.0176, z=-0.6094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0991, 0.7787, 0.4858)>
    Rotation: <Euler (x=-3.1170, y=0.0176, z=-0.6094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0687, 1.2117, 0.0952)>
    Rotation: <Euler (x=1.1063, y=-2.1759, z=1.0241), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1768, 1.1559, 0.0234)>
    Rotation: <Euler (x=-1.0551, y=-1.3410, z=-2.1883), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1939, 0.9666, -0.0150)>
    Rotation: <Euler (x=1.4741, y=-0.1568, z=1.5007), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2220, 0.9278, 0.2422)>
    Rotation: <Euler (x=1.4985, y=-0.4100, z=1.1330), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2129, 0.9321, 0.2878)>
    Rotation: <Euler (x=1.8800, y=0.3882, z=1.0735), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1959, 0.9396, 0.3202)>
    Rotation: <Euler (x=1.8690, y=-0.1083, z=1.0425), order='XYZ'>
    Matrix:
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      <Vector (0.8586, -0.2374, -0.4544, 0.9396)>
      <Vector (0.1081, 0.9503, -0.2921, 0.3202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1894, 0.9316, 0.3514)>
    Rotation: <Euler (x=1.8102, y=-0.2617, z=1.0596), order='XYZ'>
    Matrix:
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      <Vector (0.2587, 0.9384, -0.2290, 0.3514)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1876, 0.9216, 0.3765)>
    Rotation: <Euler (x=1.8102, y=-0.2617, z=1.0596), order='XYZ'>
    Matrix:
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      <Vector (0.8425, -0.3352, -0.4217, 0.9216)>
      <Vector (0.2587, 0.9384, -0.2290, 0.3765)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2353, 0.9203, 0.3594)>
    Rotation: <Euler (x=1.9608, y=-0.3550, z=1.1190), order='XYZ'>
    Matrix:
      <Vector (0.4094, 0.2017, 0.8898, -0.2353)>
      <Vector (0.8436, -0.4552, -0.2849, 0.9203)>
      <Vector (0.3476, 0.8673, -0.3565, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2293, 0.9063, 0.3855)>
    Rotation: <Euler (x=2.4478, y=-0.4120, z=1.0765), order='XYZ'>
    Matrix:
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      <Vector (0.8067, -0.5901, -0.0323, 0.9063)>
      <Vector (0.4005, 0.5859, -0.7045, 0.3855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2129, 0.8888, 0.4029)>
    Rotation: <Euler (x=2.7016, y=-0.4385, z=1.0323), order='XYZ'>
    Matrix:
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      <Vector (0.7773, -0.6192, 0.1113, 0.8888)>
      <Vector (0.4245, 0.3857, -0.8192, 0.4029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1971, 0.8749, 0.4118)>
    Rotation: <Euler (x=2.7016, y=-0.4385, z=1.0323), order='XYZ'>
    Matrix:
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      <Vector (0.4245, 0.3857, -0.8192, 0.4118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2450, 0.9001, 0.3540)>
    Rotation: <Euler (x=1.9604, y=-0.3627, z=1.1200), order='XYZ'>
    Matrix:
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      <Vector (0.3548, 0.8649, -0.3551, 0.3540)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2388, 0.8853, 0.3816)>
    Rotation: <Euler (x=2.4476, y=-0.4178, z=1.0770), order='XYZ'>
    Matrix:
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      <Vector (0.8048, -0.5929, -0.0285, 0.8853)>
      <Vector (0.4058, 0.5846, -0.7026, 0.3816)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2197, 0.8649, 0.4017)>
    Rotation: <Euler (x=2.6987, y=-0.4399, z=1.0393), order='XYZ'>
    Matrix:
      <Vector (0.4586, 0.6863, 0.5644, -0.2197)>
      <Vector (0.7800, -0.6153, 0.1144, 0.8649)>
      <Vector (0.4258, 0.3878, -0.8175, 0.4017)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2027, 0.8498, 0.4113)>
    Rotation: <Euler (x=2.6987, y=-0.4399, z=1.0393), order='XYZ'>
    Matrix:
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      <Vector (0.7800, -0.6153, 0.1144, 0.8498)>
      <Vector (0.4258, 0.3878, -0.8175, 0.4113)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2543, 0.8787, 0.3446)>
    Rotation: <Euler (x=1.9610, y=-0.3577, z=1.1183), order='XYZ'>
    Matrix:
      <Vector (0.4095, 0.2005, 0.8900, -0.2543)>
      <Vector (0.8424, -0.4576, -0.2845, 0.8787)>
      <Vector (0.3502, 0.8663, -0.3563, 0.3446)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2488, 0.8657, 0.3689)>
    Rotation: <Euler (x=2.4498, y=-0.4175, z=1.0716), order='XYZ'>
    Matrix:
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      <Vector (0.8026, -0.5958, -0.0313, 0.8657)>
      <Vector (0.4055, 0.5831, -0.7040, 0.3689)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2334, 0.8493, 0.3851)>
    Rotation: <Euler (x=2.6979, y=-0.4343, z=1.0410), order='XYZ'>
    Matrix:
      <Vector (0.4584, 0.6881, 0.5625, -0.2334)>
      <Vector (0.7828, -0.6123, 0.1110, 0.8493)>
      <Vector (0.4208, 0.3894, -0.8193, 0.3851)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2172, 0.8350, 0.3942)>
    Rotation: <Euler (x=2.6979, y=-0.4343, z=1.0410), order='XYZ'>
    Matrix:
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      <Vector (0.7828, -0.6123, 0.1110, 0.8350)>
      <Vector (0.4208, 0.3894, -0.8193, 0.3942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2633, 0.8630, 0.3290)>
    Rotation: <Euler (x=1.9606, y=-0.3618, z=1.1196), order='XYZ'>
    Matrix:
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      <Vector (0.8417, -0.4603, -0.2823, 0.8630)>
      <Vector (0.3540, 0.8651, -0.3554, 0.3290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2581, 0.8509, 0.3516)>
    Rotation: <Euler (x=2.4503, y=-0.4226, z=1.0704), order='XYZ'>
    Matrix:
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      <Vector (0.8002, -0.5991, -0.0286, 0.8509)>
      <Vector (0.4101, 0.5814, -0.7026, 0.3516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2437, 0.8354, 0.3668)>
    Rotation: <Euler (x=2.6927, y=-0.4322, z=1.0533), order='XYZ'>
    Matrix:
      <Vector (0.4492, 0.6931, 0.5638, -0.2437)>
      <Vector (0.7892, -0.6036, 0.1133, 0.8354)>
      <Vector (0.4189, 0.3940, -0.8181, 0.3668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2335, 0.8264, 0.3726)>
    Rotation: <Euler (x=2.6927, y=-0.4322, z=1.0533), order='XYZ'>
    Matrix:
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      <Vector (0.7892, -0.6036, 0.1133, 0.8264)>
      <Vector (0.4189, 0.3940, -0.8181, 0.3726)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1418, 0.8189, 0.0501)>
    Rotation: <Euler (x=0.7309, y=0.0226, z=-2.9056), order='XYZ'>
    Matrix:
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      <Vector (-0.2338, -0.7275, 0.6451, 0.8189)>
      <Vector (-0.0226, 0.6673, 0.7444, 0.0501)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2081, 0.5166, 0.3274)>
    Rotation: <Euler (x=-0.2370, y=-0.1384, z=-2.8959), order='XYZ'>
    Matrix:
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      <Vector (-0.2409, -0.9507, -0.1951, 0.5166)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2958, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8645, y=-0.1363, z=-2.9983), order='XYZ'>
    Matrix:
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      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0000, 0.3599)>
    Rotation: <Euler (x=-1.5314, y=-2.9049, z=0.0210), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2345, 0.9714, -0.0383, 0.3599)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3475, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5314, y=-2.9049, z=0.0210), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2345, 0.9714, -0.0383, 0.4330)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0603, 0.8272, -0.0348)>
    Rotation: <Euler (x=0.4841, y=0.6978, z=2.8400), order='XYZ'>
    Matrix:
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      <Vector (0.2276, -0.7563, 0.6133, 0.8272)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2882, 0.5129, 0.1134)>
    Rotation: <Euler (x=-0.5235, y=0.7826, z=2.7802), order='XYZ'>
    Matrix:
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      <Vector (0.2507, -0.9348, -0.2517, 0.5129)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7740, y=0.8011, z=2.9381), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2369, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2369, z=-0.0283), order='XYZ'>
    Matrix:
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Frame: 140
  Bone: mixamorig:Hips
    Location: <Vector (0.0414, 0.8638, 0.0224)>
    Rotation: <Euler (x=0.2195, y=-0.4241, z=-0.0471), order='XYZ'>
    Matrix:
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      <Vector (-0.0429, 0.9791, -0.1986, 0.8638)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0387, 0.9398, 0.0361)>
    Rotation: <Euler (x=0.2405, y=-0.4364, z=-0.0364), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0328, 1.0277, 0.0556)>
    Rotation: <Euler (x=0.3590, y=-0.4522, z=-0.0147), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0184, 1.1243, 0.0882)>
    Rotation: <Euler (x=0.4787, y=-0.4685, z=0.0043), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0061, 1.2271, 0.1358)>
    Rotation: <Euler (x=0.3982, y=-0.3903, z=-0.0043), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0257, 1.3173, 0.1845)>
    Rotation: <Euler (x=-0.0368, y=-0.0871, z=0.0013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0280, 1.5582, 0.2070)>
    Rotation: <Euler (x=-0.0368, y=-0.0871, z=0.0013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0605, 1.2132, 0.1586)>
    Rotation: <Euler (x=-0.2997, y=2.1522, z=-2.1134), order='XYZ'>
    Matrix:
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      <Vector (0.4703, -0.2821, -0.8362, 1.2132)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1941, 1.1734, 0.1815)>
    Rotation: <Euler (x=3.1127, y=0.8122, z=0.4554), order='XYZ'>
    Matrix:
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      <Vector (0.3026, -0.8885, -0.3450, 1.1734)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2828, 1.0014, 0.1853)>
    Rotation: <Euler (x=2.3640, y=0.1165, z=-1.0067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1366, 0.8837, 0.3677)>
    Rotation: <Euler (x=2.0058, y=0.0108, z=-0.6920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1000, 0.8808, 0.4003)>
    Rotation: <Euler (x=2.5381, y=-0.6830, z=-1.0722), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0641, 0.8791, 0.4162)>
    Rotation: <Euler (x=2.3696, y=-0.3136, z=-0.7812), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0433, 0.8669, 0.4381)>
    Rotation: <Euler (x=2.2898, y=-0.1432, z=-0.7004), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0319, 0.8555, 0.4565)>
    Rotation: <Euler (x=2.2898, y=-0.1432, z=-0.7004), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0796, 0.8694, 0.4725)>
    Rotation: <Euler (x=2.4629, y=-0.0379, z=-0.7060), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0645, 0.8523, 0.4909)>
    Rotation: <Euler (x=2.9317, y=-0.0027, z=-0.6376), order='XYZ'>
    Matrix:
      <Vector (0.8035, -0.5826, -0.1219, 0.0645)>
      <Vector (-0.5952, -0.7856, -0.1690, 0.8523)>
      <Vector (0.0027, 0.2084, -0.9780, 0.4909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0473, 0.8290, 0.4971)>
    Rotation: <Euler (x=-3.1165, y=0.0031, z=-0.5819), order='XYZ'>
    Matrix:
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      <Vector (-0.5496, -0.8351, 0.0227, 0.8290)>
      <Vector (-0.0031, -0.0251, -0.9997, 0.4971)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0343, 0.8099, 0.4965)>
    Rotation: <Euler (x=-3.1165, y=0.0031, z=-0.5819), order='XYZ'>
    Matrix:
      <Vector (0.8354, -0.5495, 0.0112, 0.0343)>
      <Vector (-0.5496, -0.8351, 0.0227, 0.8099)>
      <Vector (-0.0031, -0.0251, -0.9997, 0.4965)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0976, 0.8543, 0.4714)>
    Rotation: <Euler (x=2.4626, y=-0.0351, z=-0.7066), order='XYZ'>
    Matrix:
      <Vector (0.7601, -0.5220, -0.3870, 0.0976)>
      <Vector (-0.6488, -0.5776, -0.4954, 0.8543)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0802, 0.8347, 0.4926)>
    Rotation: <Euler (x=2.9317, y=0.0001, z=-0.6376), order='XYZ'>
    Matrix:
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      <Vector (-0.5953, -0.7859, -0.1674, 0.8347)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0598, 0.8070, 0.4999)>
    Rotation: <Euler (x=-3.1164, y=0.0058, z=-0.5837), order='XYZ'>
    Matrix:
      <Vector (0.8344, -0.5511, 0.0091, 0.0598)>
      <Vector (-0.5511, -0.8341, 0.0242, 0.8070)>
      <Vector (-0.0058, -0.0252, -0.9997, 0.4999)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0451, 0.7854, 0.4992)>
    Rotation: <Euler (x=-3.1164, y=0.0058, z=-0.5837), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1174, 0.8388, 0.4712)>
    Rotation: <Euler (x=2.4628, y=-0.0339, z=-0.7046), order='XYZ'>
    Matrix:
      <Vector (0.7614, -0.5204, -0.3866, 0.1174)>
      <Vector (-0.6474, -0.5792, -0.4954, 0.8388)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1019, 0.8213, 0.4900)>
    Rotation: <Euler (x=2.9317, y=0.0006, z=-0.6348), order='XYZ'>
    Matrix:
      <Vector (0.8052, -0.5799, -0.1240, 0.1019)>
      <Vector (-0.5930, -0.7876, -0.1675, 0.8213)>
      <Vector (-0.0006, 0.2084, -0.9780, 0.4900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0851, 0.7984, 0.4961)>
    Rotation: <Euler (x=-3.1165, y=0.0043, z=-0.5903), order='XYZ'>
    Matrix:
      <Vector (0.8308, -0.5565, 0.0104, 0.0851)>
      <Vector (-0.5566, -0.8304, 0.0233, 0.7984)>
      <Vector (-0.0043, -0.0251, -0.9997, 0.4961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0721, 0.7795, 0.4955)>
    Rotation: <Euler (x=-3.1165, y=0.0043, z=-0.5903), order='XYZ'>
    Matrix:
      <Vector (0.8308, -0.5565, 0.0104, 0.0721)>
      <Vector (-0.5566, -0.8304, 0.0233, 0.7795)>
      <Vector (-0.0043, -0.0251, -0.9997, 0.4955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1372, 0.8270, 0.4674)>
    Rotation: <Euler (x=2.4510, y=0.0203, z=-0.6494), order='XYZ'>
    Matrix:
      <Vector (0.7963, -0.4558, -0.3977, 0.1372)>
      <Vector (-0.6046, -0.6218, -0.4979, 0.8270)>
      <Vector (-0.0203, 0.6369, -0.7707, 0.4674)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1240, 0.8091, 0.4857)>
    Rotation: <Euler (x=2.9317, y=0.0090, z=-0.6320), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5763, -0.1302, 0.1240)>
      <Vector (-0.5907, -0.7903, -0.1629, 0.8091)>
      <Vector (-0.0090, 0.2083, -0.9780, 0.4857)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1112, 0.7916, 0.4904)>
    Rotation: <Euler (x=-3.1166, y=0.0118, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8225, -0.5688, 0.0045, 0.1112)>
      <Vector (-0.5687, -0.8221, 0.0273, 0.7916)>
      <Vector (-0.0118, -0.0250, -0.9996, 0.4904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1019, 0.7780, 0.4899)>
    Rotation: <Euler (x=-3.1166, y=0.0118, z=-0.6050), order='XYZ'>
    Matrix:
      <Vector (0.8225, -0.5688, 0.0045, 0.1019)>
      <Vector (-0.5687, -0.8221, 0.0273, 0.7780)>
      <Vector (-0.0118, -0.0250, -0.9996, 0.4899)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0651, 1.2111, 0.0983)>
    Rotation: <Euler (x=1.1113, y=-2.1768, z=1.0212), order='XYZ'>
    Matrix:
      <Vector (-0.2975, -0.7630, 0.5739, -0.0651)>
      <Vector (-0.4857, -0.3965, -0.7790, 1.2111)>
      <Vector (0.8219, -0.5105, -0.2526, 0.0983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1729, 1.1551, 0.0262)>
    Rotation: <Euler (x=-1.0344, y=-1.3365, z=-2.2065), order='XYZ'>
    Matrix:
      <Vector (-0.1378, -0.0852, 0.9868, -0.1729)>
      <Vector (-0.1868, -0.9762, -0.1103, 1.1551)>
      <Vector (0.9727, -0.1995, 0.1186, 0.0262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1894, 0.9658, -0.0125)>
    Rotation: <Euler (x=1.4677, y=-0.1567, z=1.5035), order='XYZ'>
    Matrix:
      <Vector (0.0664, -0.1131, 0.9914, -0.1894)>
      <Vector (0.9855, -0.1480, -0.0829, 0.9658)>
      <Vector (0.1561, 0.9825, 0.1017, -0.0125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2190, 0.9270, 0.2446)>
    Rotation: <Euler (x=1.4919, y=-0.4136, z=1.1365), order='XYZ'>
    Matrix:
      <Vector (0.3853, -0.2400, 0.8910, -0.2190)>
      <Vector (0.8307, -0.3303, -0.4482, 0.9270)>
      <Vector (0.4019, 0.9129, 0.0721, 0.2446)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2102, 0.9313, 0.2903)>
    Rotation: <Euler (x=1.8737, y=0.3842, z=1.0719), order='XYZ'>
    Matrix:
      <Vector (0.4435, 0.4331, 0.7847, -0.2102)>
      <Vector (0.8141, 0.1715, -0.5548, 0.9313)>
      <Vector (-0.3748, 0.8849, -0.2765, 0.2903)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1935, 0.9388, 0.3228)>
    Rotation: <Euler (x=1.8633, y=-0.1124, z=1.0440), order='XYZ'>
    Matrix:
      <Vector (0.4996, 0.1952, 0.8440, -0.1935)>
      <Vector (0.8590, -0.2378, -0.4535, 0.9388)>
      <Vector (0.1122, 0.9515, -0.2865, 0.3228)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1872, 0.9308, 0.3540)>
    Rotation: <Euler (x=1.8042, y=-0.2657, z=1.0621), order='XYZ'>
    Matrix:
      <Vector (0.4700, 0.0776, 0.8793, -0.1872)>
      <Vector (0.8427, -0.3357, -0.4208, 0.9308)>
      <Vector (0.2626, 0.9388, -0.2231, 0.3540)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1856, 0.9208, 0.3791)>
    Rotation: <Euler (x=1.8042, y=-0.2657, z=1.0621), order='XYZ'>
    Matrix:
      <Vector (0.4700, 0.0776, 0.8793, -0.1856)>
      <Vector (0.8427, -0.3357, -0.4208, 0.9208)>
      <Vector (0.2626, 0.9388, -0.2231, 0.3791)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2332, 0.9194, 0.3617)>
    Rotation: <Euler (x=1.9544, y=-0.3586, z=1.1221), order='XYZ'>
    Matrix:
      <Vector (0.4062, 0.1960, 0.8925, -0.2332)>
      <Vector (0.8437, -0.4556, -0.2839, 0.9194)>
      <Vector (0.3510, 0.8683, -0.3504, 0.3617)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2274, 0.9055, 0.3878)>
    Rotation: <Euler (x=2.4414, y=-0.4159, z=1.0800), order='XYZ'>
    Matrix:
      <Vector (0.4312, 0.5517, 0.7139, -0.2274)>
      <Vector (0.8068, -0.5901, -0.0312, 0.9055)>
      <Vector (0.4040, 0.5894, -0.6995, 0.3878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2110, 0.8879, 0.4053)>
    Rotation: <Euler (x=2.6953, y=-0.4426, z=1.0359), order='XYZ'>
    Matrix:
      <Vector (0.4606, 0.6818, 0.5683, -0.2110)>
      <Vector (0.7774, -0.6189, 0.1124, 0.8879)>
      <Vector (0.4283, 0.3900, -0.8151, 0.4053)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1953, 0.8740, 0.4143)>
    Rotation: <Euler (x=2.6953, y=-0.4426, z=1.0359), order='XYZ'>
    Matrix:
      <Vector (0.4606, 0.6818, 0.5683, -0.1953)>
      <Vector (0.7774, -0.6189, 0.1124, 0.8740)>
      <Vector (0.4283, 0.3900, -0.8151, 0.4143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2429, 0.8993, 0.3562)>
    Rotation: <Euler (x=1.9540, y=-0.3664, z=1.1231), order='XYZ'>
    Matrix:
      <Vector (0.4041, 0.1932, 0.8941, -0.2429)>
      <Vector (0.8416, -0.4613, -0.2807, 0.8993)>
      <Vector (0.3582, 0.8659, -0.3491, 0.3562)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2368, 0.8844, 0.3838)>
    Rotation: <Euler (x=2.4412, y=-0.4217, z=1.0805), order='XYZ'>
    Matrix:
      <Vector (0.4296, 0.5503, 0.7160, -0.2368)>
      <Vector (0.8049, -0.5928, -0.0274, 0.8844)>
      <Vector (0.4093, 0.5881, -0.6976, 0.3838)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2179, 0.8640, 0.4040)>
    Rotation: <Euler (x=2.6924, y=-0.4440, z=1.0428), order='XYZ'>
    Matrix:
      <Vector (0.4550, 0.6841, 0.5701, -0.2179)>
      <Vector (0.7801, -0.6149, 0.1154, 0.8640)>
      <Vector (0.4295, 0.3922, -0.8135, 0.4040)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2009, 0.8490, 0.4138)>
    Rotation: <Euler (x=2.6924, y=-0.4440, z=1.0428), order='XYZ'>
    Matrix:
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      <Vector (0.7801, -0.6149, 0.1154, 0.8490)>
      <Vector (0.4295, 0.3922, -0.8135, 0.4138)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2521, 0.8778, 0.3467)>
    Rotation: <Euler (x=1.9546, y=-0.3614, z=1.1214), order='XYZ'>
    Matrix:
      <Vector (0.4063, 0.1948, 0.8927, -0.2521)>
      <Vector (0.8425, -0.4580, -0.2835, 0.8778)>
      <Vector (0.3536, 0.8673, -0.3503, 0.3467)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2467, 0.8649, 0.3710)>
    Rotation: <Euler (x=2.4434, y=-0.4214, z=1.0750), order='XYZ'>
    Matrix:
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      <Vector (0.8027, -0.5957, -0.0302, 0.8649)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2314, 0.8484, 0.3873)>
    Rotation: <Euler (x=2.6916, y=-0.4384, z=1.0446), order='XYZ'>
    Matrix:
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      <Vector (0.7829, -0.6119, 0.1120, 0.8484)>
      <Vector (0.4245, 0.3938, -0.8153, 0.3873)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2153, 0.8341, 0.3966)>
    Rotation: <Euler (x=2.6916, y=-0.4384, z=1.0446), order='XYZ'>
    Matrix:
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      <Vector (0.7829, -0.6119, 0.1120, 0.8341)>
      <Vector (0.4245, 0.3938, -0.8153, 0.3966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2609, 0.8621, 0.3310)>
    Rotation: <Euler (x=1.9541, y=-0.3655, z=1.1227), order='XYZ'>
    Matrix:
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      <Vector (0.8418, -0.4608, -0.2813, 0.8621)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2559, 0.8500, 0.3537)>
    Rotation: <Euler (x=2.4439, y=-0.4266, z=1.0739), order='XYZ'>
    Matrix:
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      <Vector (0.8003, -0.5990, -0.0275, 0.8500)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2416, 0.8346, 0.3689)>
    Rotation: <Euler (x=2.6864, y=-0.4363, z=1.0569), order='XYZ'>
    Matrix:
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      <Vector (0.7893, -0.6033, 0.1144, 0.8346)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2314, 0.8255, 0.3748)>
    Rotation: <Euler (x=2.6864, y=-0.4363, z=1.0569), order='XYZ'>
    Matrix:
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      <Vector (0.7893, -0.6033, 0.1144, 0.8255)>
      <Vector (0.4226, 0.3985, -0.8140, 0.3748)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1454, 0.8182, 0.0538)>
    Rotation: <Euler (x=0.7322, y=0.0237, z=-2.9081), order='XYZ'>
    Matrix:
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      <Vector (-0.2313, -0.7272, 0.6463, 0.8182)>
      <Vector (-0.0237, 0.6684, 0.7435, 0.0538)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2105, 0.5161, 0.3315)>
    Rotation: <Euler (x=-0.2471, y=-0.1381, z=-2.9002), order='XYZ'>
    Matrix:
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      <Vector (-0.2368, -0.9496, -0.2055, 0.5161)>
      <Vector (0.1376, -0.2422, 0.9604, 0.3315)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8644, y=-0.1368, z=-2.9983), order='XYZ'>
    Matrix:
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      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1363, 0.7536, 0.6430, 0.2279)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9045, z=0.0210), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2349, 0.9713, -0.0383, 0.3598)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3476, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5314, y=-2.9045, z=0.0210), order='XYZ'>
    Matrix:
      <Vector (-0.9718, 0.2339, -0.0303, 0.3476)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2349, 0.9713, -0.0383, 0.4330)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0564, 0.8266, -0.0316)>
    Rotation: <Euler (x=0.4790, y=0.7009, z=2.8341), order='XYZ'>
    Matrix:
      <Vector (-0.7284, -0.5519, -0.4059, -0.0564)>
      <Vector (0.2313, -0.7558, 0.6125, 0.8266)>
      <Vector (-0.6449, 0.3523, 0.6782, -0.0316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2858, 0.5124, 0.1148)>
    Rotation: <Euler (x=-0.5274, y=0.7810, z=2.7717), order='XYZ'>
    Matrix:
      <Vector (-0.6622, 0.0180, -0.7491, -0.2858)>
      <Vector (0.2568, -0.9337, -0.2494, 0.5124)>
      <Vector (-0.7040, -0.3575, 0.6137, 0.1148)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7739, y=0.8013, z=2.9380), order='XYZ'>
    Matrix:
      <Vector (-0.6814, -0.6363, -0.3618, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7183, 0.4863, 0.4976, -0.0394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2367, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6175, -0.7854, 0.0439, -0.3949)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4565, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2367, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6175, -0.7854, 0.0439, -0.4565)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7864, 0.6176, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 141
  Bone: mixamorig:Hips
    Location: <Vector (0.0452, 0.8632, 0.0259)>
    Rotation: <Euler (x=0.2175, y=-0.4241, z=-0.0474), order='XYZ'>
    Matrix:
      <Vector (0.9104, -0.0424, -0.4116, 0.0452)>
      <Vector (-0.0432, 0.9796, -0.1965, 0.8632)>
      <Vector (0.4115, 0.1966, 0.8899, 0.0259)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0427, 0.9392, 0.0396)>
    Rotation: <Euler (x=0.2393, y=-0.4370, z=-0.0372), order='XYZ'>
    Matrix:
      <Vector (0.9054, -0.0641, -0.4196, 0.0427)>
      <Vector (-0.0337, 0.9746, -0.2216, 0.9392)>
      <Vector (0.4232, 0.2147, 0.8802, 0.0396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0369, 1.0271, 0.0589)>
    Rotation: <Euler (x=0.3586, y=-0.4535, z=-0.0150), order='XYZ'>
    Matrix:
      <Vector (0.8988, -0.1397, -0.4155, 0.0369)>
      <Vector (-0.0135, 0.9386, -0.3447, 1.0271)>
      <Vector (0.4381, 0.3155, 0.8417, 0.0589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0225, 1.1238, 0.0914)>
    Rotation: <Euler (x=0.4791, y=-0.4708, z=0.0043), order='XYZ'>
    Matrix:
      <Vector (0.8912, -0.2129, -0.4005, 0.0225)>
      <Vector (0.0038, 0.8865, -0.4627, 1.1238)>
      <Vector (0.4536, 0.4108, 0.7909, 0.0914)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0022, 1.2266, 0.1391)>
    Rotation: <Euler (x=0.3997, y=-0.3925, z=-0.0043), order='XYZ'>
    Matrix:
      <Vector (0.9239, -0.1449, -0.3540, -0.0022)>
      <Vector (-0.0039, 0.9218, -0.3876, 1.2266)>
      <Vector (0.3825, 0.3596, 0.8511, 0.1391)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0220, 1.3166, 0.1878)>
    Rotation: <Euler (x=-0.0358, y=-0.0887, z=0.0001), order='XYZ'>
    Matrix:
      <Vector (0.9961, 0.0031, -0.0886, -0.0220)>
      <Vector (0.0001, 0.9994, 0.0357, 1.3166)>
      <Vector (0.0886, -0.0356, 0.9954, 0.1878)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0241, 1.5575, 0.2106)>
    Rotation: <Euler (x=-0.0358, y=-0.0887, z=0.0001), order='XYZ'>
    Matrix:
      <Vector (0.9961, 0.0031, -0.0886, -0.0241)>
      <Vector (0.0001, 0.9994, 0.0357, 1.5575)>
      <Vector (0.0886, -0.0356, 0.9954, 0.2106)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0643, 1.2127, 0.1620)>
    Rotation: <Euler (x=-0.3033, y=2.1541, z=-2.1165), order='XYZ'>
    Matrix:
      <Vector (0.2858, 0.9451, -0.1581, 0.0643)>
      <Vector (0.4708, -0.2822, -0.8359, 1.2127)>
      <Vector (-0.8347, 0.1645, -0.5256, 0.1620)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1979, 1.1728, 0.1852)>
    Rotation: <Euler (x=3.1060, y=0.8091, z=0.4485), order='XYZ'>
    Matrix:
      <Vector (0.6219, 0.4565, -0.6363, 0.1979)>
      <Vector (0.2992, -0.8894, -0.3456, 1.1728)>
      <Vector (-0.7237, 0.0245, -0.6897, 0.1852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2862, 1.0007, 0.1900)>
    Rotation: <Euler (x=2.3667, y=0.1144, z=-1.0056), order='XYZ'>
    Matrix:
      <Vector (0.5321, -0.5606, -0.6345, 0.2862)>
      <Vector (-0.8390, -0.4501, -0.3058, 1.0007)>
      <Vector (-0.1142, 0.6951, -0.7098, 0.1900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1395, 0.8829, 0.3719)>
    Rotation: <Euler (x=2.0074, y=0.0052, z=-0.6892), order='XYZ'>
    Matrix:
      <Vector (0.7717, -0.2653, -0.5780, 0.1395)>
      <Vector (-0.6359, -0.3294, -0.6979, 0.8829)>
      <Vector (-0.0052, 0.9062, -0.4229, 0.3719)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1027, 0.8799, 0.4043)>
    Rotation: <Euler (x=2.5426, y=-0.6876, z=-1.0724), order='XYZ'>
    Matrix:
      <Vector (0.3694, -0.8965, -0.2446, 0.1027)>
      <Vector (-0.6787, -0.0805, -0.7299, 0.8799)>
      <Vector (0.6347, 0.4357, -0.6382, 0.4043)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0668, 0.8782, 0.4200)>
    Rotation: <Euler (x=2.3717, y=-0.3191, z=-0.7791), order='XYZ'>
    Matrix:
      <Vector (0.6756, -0.6599, -0.3288, 0.0668)>
      <Vector (-0.6672, -0.3575, -0.6535, 0.8782)>
      <Vector (0.3137, 0.6609, -0.6818, 0.4200)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0458, 0.8660, 0.4418)>
    Rotation: <Euler (x=2.2914, y=-0.1488, z=-0.6979), order='XYZ'>
    Matrix:
      <Vector (0.7577, -0.5094, -0.4079, 0.0458)>
      <Vector (-0.6355, -0.4340, -0.6386, 0.8660)>
      <Vector (0.1482, 0.7431, -0.6526, 0.4418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0344, 0.8546, 0.4602)>
    Rotation: <Euler (x=2.2914, y=-0.1488, z=-0.6979), order='XYZ'>
    Matrix:
      <Vector (0.7577, -0.5094, -0.4079, 0.0344)>
      <Vector (-0.6355, -0.4340, -0.6386, 0.8546)>
      <Vector (0.1482, 0.7431, -0.6526, 0.4602)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0820, 0.8687, 0.4765)>
    Rotation: <Euler (x=2.4645, y=-0.0434, z=-0.7034), order='XYZ'>
    Matrix:
      <Vector (0.7619, -0.5249, -0.3794, 0.0820)>
      <Vector (-0.6462, -0.5768, -0.4997, 0.8687)>
      <Vector (0.0434, 0.6259, -0.7787, 0.4765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0668, 0.8516, 0.4948)>
    Rotation: <Euler (x=2.9329, y=-0.0084, z=-0.6349), order='XYZ'>
    Matrix:
      <Vector (0.8051, -0.5816, -0.1163, 0.0668)>
      <Vector (-0.5930, -0.7867, -0.1716, 0.8516)>
      <Vector (0.0084, 0.2071, -0.9783, 0.4948)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0497, 0.8282, 0.5009)>
    Rotation: <Euler (x=-3.1155, y=-0.0026, z=-0.5791), order='XYZ'>
    Matrix:
      <Vector (0.8369, -0.5471, 0.0165, 0.0497)>
      <Vector (-0.5473, -0.8367, 0.0204, 0.8282)>
      <Vector (0.0026, -0.0261, -0.9997, 0.5009)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0367, 0.8091, 0.5003)>
    Rotation: <Euler (x=-3.1155, y=-0.0026, z=-0.5791), order='XYZ'>
    Matrix:
      <Vector (0.8369, -0.5471, 0.0165, 0.0367)>
      <Vector (-0.5473, -0.8367, 0.0204, 0.8091)>
      <Vector (0.0026, -0.0261, -0.9997, 0.5003)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1000, 0.8536, 0.4754)>
    Rotation: <Euler (x=2.4643, y=-0.0406, z=-0.7039), order='XYZ'>
    Matrix:
      <Vector (0.7617, -0.5237, -0.3815, 0.1000)>
      <Vector (-0.6467, -0.5775, -0.4982, 0.8536)>
      <Vector (0.0406, 0.6262, -0.7786, 0.4754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0825, 0.8340, 0.4966)>
    Rotation: <Euler (x=2.9329, y=-0.0055, z=-0.6349), order='XYZ'>
    Matrix:
      <Vector (0.8051, -0.5812, -0.1185, 0.0825)>
      <Vector (-0.5931, -0.7870, -0.1700, 0.8340)>
      <Vector (0.0055, 0.2071, -0.9783, 0.4966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0622, 0.8063, 0.5038)>
    Rotation: <Euler (x=-3.1155, y=0.0001, z=-0.5810), order='XYZ'>
    Matrix:
      <Vector (0.8359, -0.5487, 0.0143, 0.0622)>
      <Vector (-0.5488, -0.8356, 0.0219, 0.8063)>
      <Vector (-0.0001, -0.0261, -0.9997, 0.5038)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0476, 0.7847, 0.5031)>
    Rotation: <Euler (x=-3.1155, y=0.0001, z=-0.5810), order='XYZ'>
    Matrix:
      <Vector (0.8359, -0.5487, 0.0143, 0.0476)>
      <Vector (-0.5488, -0.8356, 0.0219, 0.7847)>
      <Vector (-0.0001, -0.0261, -0.9997, 0.5031)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1199, 0.8382, 0.4753)>
    Rotation: <Euler (x=2.4645, y=-0.0395, z=-0.7020), order='XYZ'>
    Matrix:
      <Vector (0.7630, -0.5221, -0.3811, 0.1199)>
      <Vector (-0.6452, -0.5791, -0.4983, 0.8382)>
      <Vector (0.0395, 0.6261, -0.7788, 0.4753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1044, 0.8207, 0.4941)>
    Rotation: <Euler (x=2.9329, y=-0.0051, z=-0.6321), order='XYZ'>
    Matrix:
      <Vector (0.8068, -0.5789, -0.1184, 0.1044)>
      <Vector (-0.5908, -0.7887, -0.1701, 0.8207)>
      <Vector (0.0051, 0.2072, -0.9783, 0.4941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0875, 0.7977, 0.5002)>
    Rotation: <Euler (x=-3.1155, y=-0.0014, z=-0.5876), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5542, 0.0156, 0.0875)>
      <Vector (-0.5544, -0.8320, 0.0210, 0.7977)>
      <Vector (0.0014, -0.0261, -0.9997, 0.5002)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0746, 0.7788, 0.4996)>
    Rotation: <Euler (x=-3.1155, y=-0.0014, z=-0.5876), order='XYZ'>
    Matrix:
      <Vector (0.8323, -0.5542, 0.0156, 0.0746)>
      <Vector (-0.5544, -0.8320, 0.0210, 0.7788)>
      <Vector (0.0014, -0.0261, -0.9997, 0.4996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1397, 0.8264, 0.4717)>
    Rotation: <Euler (x=2.4523, y=0.0147, z=-0.6467), order='XYZ'>
    Matrix:
      <Vector (0.7980, -0.4575, -0.3922, 0.1397)>
      <Vector (-0.6025, -0.6215, -0.5008, 0.8264)>
      <Vector (-0.0147, 0.6359, -0.7716, 0.4717)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1265, 0.8085, 0.4900)>
    Rotation: <Euler (x=2.9329, y=0.0034, z=-0.6293), order='XYZ'>
    Matrix:
      <Vector (0.8084, -0.5752, -0.1246, 0.1265)>
      <Vector (-0.5886, -0.7913, -0.1655, 0.8085)>
      <Vector (-0.0034, 0.2071, -0.9783, 0.4900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1137, 0.7910, 0.4946)>
    Rotation: <Euler (x=-3.1155, y=0.0061, z=-0.6022), order='XYZ'>
    Matrix:
      <Vector (0.8240, -0.5664, 0.0097, 0.1137)>
      <Vector (-0.5665, -0.8237, 0.0250, 0.7910)>
      <Vector (-0.0061, -0.0261, -0.9996, 0.4946)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1044, 0.7774, 0.4942)>
    Rotation: <Euler (x=-3.1155, y=0.0061, z=-0.6022), order='XYZ'>
    Matrix:
      <Vector (0.8240, -0.5664, 0.0097, 0.1044)>
      <Vector (-0.5665, -0.8237, 0.0250, 0.7774)>
      <Vector (-0.0061, -0.0261, -0.9996, 0.4942)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0611, 1.2105, 0.1014)>
    Rotation: <Euler (x=1.1152, y=-2.1782, z=1.0194), order='XYZ'>
    Matrix:
      <Vector (-0.2990, -0.7611, 0.5756, -0.0611)>
      <Vector (-0.4862, -0.3975, -0.7782, 1.2105)>
      <Vector (0.8211, -0.5125, -0.2511, 0.1014)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1687, 1.1544, 0.0290)>
    Rotation: <Euler (x=-1.0103, y=-1.3324, z=-2.2292), order='XYZ'>
    Matrix:
      <Vector (-0.1445, -0.0831, 0.9860, -0.1687)>
      <Vector (-0.1868, -0.9763, -0.1097, 1.1544)>
      <Vector (0.9717, -0.2000, 0.1255, 0.0290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1848, 0.9650, -0.0097)>
    Rotation: <Euler (x=1.4606, y=-0.1575, z=1.5053), order='XYZ'>
    Matrix:
      <Vector (0.0646, -0.1199, 0.9907, -0.1848)>
      <Vector (0.9855, -0.1483, -0.0822, 0.9650)>
      <Vector (0.1568, 0.9816, 0.1086, -0.0097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2162, 0.9262, 0.2471)>
    Rotation: <Euler (x=1.4860, y=-0.4180, z=1.1399), order='XYZ'>
    Matrix:
      <Vector (0.3818, -0.2459, 0.8910, -0.2162)>
      <Vector (0.8303, -0.3321, -0.4475, 0.9262)>
      <Vector (0.4060, 0.9106, 0.0774, 0.2471)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2077, 0.9304, 0.2928)>
    Rotation: <Euler (x=1.8682, y=0.3794, z=1.0709), order='XYZ'>
    Matrix:
      <Vector (0.4453, 0.4269, 0.7871, -0.2077)>
      <Vector (0.8152, 0.1703, -0.5536, 0.9304)>
      <Vector (-0.3704, 0.8881, -0.2722, 0.2928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1912, 0.9378, 0.3255)>
    Rotation: <Euler (x=1.8583, y=-0.1174, z=1.0455), order='XYZ'>
    Matrix:
      <Vector (0.4980, 0.1890, 0.8463, -0.1912)>
      <Vector (0.8592, -0.2394, -0.4522, 0.9378)>
      <Vector (0.1171, 0.9524, -0.2816, 0.3255)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1851, 0.9298, 0.3567)>
    Rotation: <Euler (x=1.7989, y=-0.2705, z=1.0644), order='XYZ'>
    Matrix:
      <Vector (0.4674, 0.0715, 0.8812, -0.1851)>
      <Vector (0.8427, -0.3373, -0.4196, 0.9298)>
      <Vector (0.2672, 0.9387, -0.2179, 0.3567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1836, 0.9198, 0.3819)>
    Rotation: <Euler (x=1.7989, y=-0.2705, z=1.0644), order='XYZ'>
    Matrix:
      <Vector (0.4674, 0.0715, 0.8812, -0.1836)>
      <Vector (0.8427, -0.3373, -0.4196, 0.9198)>
      <Vector (0.2672, 0.9387, -0.2179, 0.3819)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2311, 0.9184, 0.3641)>
    Rotation: <Euler (x=1.9487, y=-0.3632, z=1.1251), order='XYZ'>
    Matrix:
      <Vector (0.4030, 0.1905, 0.8951, -0.2311)>
      <Vector (0.8434, -0.4570, -0.2825, 0.9184)>
      <Vector (0.3552, 0.8688, -0.3449, 0.3641)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2255, 0.9044, 0.3902)>
    Rotation: <Euler (x=2.4358, y=-0.4207, z=1.0832), order='XYZ'>
    Matrix:
      <Vector (0.4277, 0.5483, 0.7187, -0.2255)>
      <Vector (0.8064, -0.5906, -0.0293, 0.9044)>
      <Vector (0.4084, 0.5921, -0.6947, 0.3902)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2092, 0.8868, 0.4078)>
    Rotation: <Euler (x=2.6898, y=-0.4476, z=1.0392), order='XYZ'>
    Matrix:
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      <Vector (0.4328, 0.3935, -0.8111, 0.4078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1936, 0.8729, 0.4169)>
    Rotation: <Euler (x=2.6898, y=-0.4476, z=1.0392), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2407, 0.8982, 0.3585)>
    Rotation: <Euler (x=1.9483, y=-0.3709, z=1.1261), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2348, 0.8833, 0.3862)>
    Rotation: <Euler (x=2.4356, y=-0.4265, z=1.0838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2160, 0.8629, 0.4064)>
    Rotation: <Euler (x=2.6869, y=-0.4489, z=1.0461), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1991, 0.8479, 0.4163)>
    Rotation: <Euler (x=2.6869, y=-0.4489, z=1.0461), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2498, 0.8768, 0.3489)>
    Rotation: <Euler (x=1.9489, y=-0.3660, z=1.1244), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2446, 0.8638, 0.3732)>
    Rotation: <Euler (x=2.4378, y=-0.4262, z=1.0783), order='XYZ'>
    Matrix:
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      <Vector (0.8023, -0.5962, -0.0282, 0.8638)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2294, 0.8473, 0.3896)>
    Rotation: <Euler (x=2.6861, y=-0.4434, z=1.0479), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2134, 0.8330, 0.3990)>
    Rotation: <Euler (x=2.6861, y=-0.4434, z=1.0479), order='XYZ'>
    Matrix:
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      <Vector (0.7826, -0.6120, 0.1141, 0.8330)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2586, 0.8611, 0.3331)>
    Rotation: <Euler (x=1.9484, y=-0.3700, z=1.1257), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2537, 0.8489, 0.3558)>
    Rotation: <Euler (x=2.4383, y=-0.4314, z=1.0772), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2395, 0.8335, 0.3711)>
    Rotation: <Euler (x=2.6808, y=-0.4412, z=1.0602), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2293, 0.8245, 0.3771)>
    Rotation: <Euler (x=2.6808, y=-0.4412, z=1.0602), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1492, 0.8176, 0.0575)>
    Rotation: <Euler (x=0.7337, y=0.0226, z=-2.9122), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2133, 0.5156, 0.3356)>
    Rotation: <Euler (x=-0.2571, y=-0.1381, z=-2.9051), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2956, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8643, y=-0.1376, z=-2.9982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9036, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3476, 0.0034, 0.4330)>
    Rotation: <Euler (x=-1.5314, y=-2.9036, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0526, 0.8260, -0.0280)>
    Rotation: <Euler (x=0.4726, y=0.7028, z=2.8273), order='XYZ'>
    Matrix:
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      <Vector (0.2359, -0.7558, 0.6109, 0.8260)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2833, 0.5118, 0.1164)>
    Rotation: <Euler (x=-0.5323, y=0.7786, z=2.7625), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7740, y=0.8012, z=2.9381), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0499)>
    Rotation: <Euler (x=-1.5509, y=2.2368, z=-0.0283), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2368, z=-0.0283), order='XYZ'>
    Matrix:
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Frame: 142
  Bone: mixamorig:Hips
    Location: <Vector (0.0492, 0.8626, 0.0298)>
    Rotation: <Euler (x=0.2136, y=-0.4197, z=-0.0482), order='XYZ'>
    Matrix:
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      <Vector (-0.0440, 0.9803, -0.1926, 0.8626)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0469, 0.9387, 0.0432)>
    Rotation: <Euler (x=0.2365, y=-0.4335, z=-0.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0414, 1.0266, 0.0624)>
    Rotation: <Euler (x=0.3574, y=-0.4521, z=-0.0155), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0271, 1.1234, 0.0948)>
    Rotation: <Euler (x=0.4796, y=-0.4715, z=0.0037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0025, 1.2261, 0.1425)>
    Rotation: <Euler (x=0.4020, y=-0.3930, z=-0.0050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0174, 1.3161, 0.1914)>
    Rotation: <Euler (x=-0.0356, y=-0.0891, z=-0.0001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0194, 1.5570, 0.2142)>
    Rotation: <Euler (x=-0.0356, y=-0.0891, z=-0.0001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0690, 1.2122, 0.1654)>
    Rotation: <Euler (x=-0.3037, y=2.1551, z=-2.1178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2024, 1.1722, 0.1888)>
    Rotation: <Euler (x=3.0991, y=0.8074, z=0.4398), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2901, 0.9998, 0.1944)>
    Rotation: <Euler (x=2.3680, y=0.1121, z=-1.0064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1429, 0.8823, 0.3762)>
    Rotation: <Euler (x=2.0093, y=0.0014, z=-0.6894), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1060, 0.8794, 0.4084)>
    Rotation: <Euler (x=2.5467, y=-0.6904, z=-1.0752), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0700, 0.8777, 0.4240)>
    Rotation: <Euler (x=2.3740, y=-0.3227, z=-0.7801), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0489, 0.8655, 0.4457)>
    Rotation: <Euler (x=2.2933, y=-0.1526, z=-0.6984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0374, 0.8541, 0.4640)>
    Rotation: <Euler (x=2.2933, y=-0.1526, z=-0.6984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0850, 0.8682, 0.4805)>
    Rotation: <Euler (x=2.4664, y=-0.0472, z=-0.7037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0697, 0.8512, 0.4988)>
    Rotation: <Euler (x=2.9346, y=-0.0123, z=-0.6351), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0525, 0.8278, 0.5049)>
    Rotation: <Euler (x=-3.1141, y=-0.0066, z=-0.5794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0396, 0.8086, 0.5042)>
    Rotation: <Euler (x=-3.1141, y=-0.0066, z=-0.5794), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1030, 0.8532, 0.4795)>
    Rotation: <Euler (x=2.4662, y=-0.0444, z=-0.7042), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0854, 0.8335, 0.5006)>
    Rotation: <Euler (x=2.9346, y=-0.0094, z=-0.6351), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0650, 0.8059, 0.5078)>
    Rotation: <Euler (x=-3.1140, y=-0.0039, z=-0.5812), order='XYZ'>
    Matrix:
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      <Vector (-0.5490, -0.8356, 0.0209, 0.8059)>
      <Vector (0.0039, -0.0276, -0.9996, 0.5078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0504, 0.7842, 0.5071)>
    Rotation: <Euler (x=-3.1140, y=-0.0039, z=-0.5812), order='XYZ'>
    Matrix:
      <Vector (0.8358, -0.5487, 0.0184, 0.0504)>
      <Vector (-0.5490, -0.8356, 0.0209, 0.7842)>
      <Vector (0.0039, -0.0276, -0.9996, 0.5071)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1228, 0.8377, 0.4796)>
    Rotation: <Euler (x=2.4664, y=-0.0433, z=-0.7023), order='XYZ'>
    Matrix:
      <Vector (0.7627, -0.5248, -0.3780, 0.1228)>
      <Vector (-0.6453, -0.5784, -0.4990, 0.8377)>
      <Vector (0.0433, 0.6245, -0.7798, 0.4796)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1072, 0.8202, 0.4983)>
    Rotation: <Euler (x=2.9346, y=-0.0090, z=-0.6323), order='XYZ'>
    Matrix:
      <Vector (0.8066, -0.5799, -0.1144, 0.1072)>
      <Vector (-0.5910, -0.7883, -0.1710, 0.8202)>
      <Vector (0.0090, 0.2056, -0.9786, 0.4983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0904, 0.7973, 0.5043)>
    Rotation: <Euler (x=-3.1140, y=-0.0053, z=-0.5878), order='XYZ'>
    Matrix:
      <Vector (0.8321, -0.5542, 0.0197, 0.0904)>
      <Vector (-0.5545, -0.8319, 0.0200, 0.7973)>
      <Vector (0.0053, -0.0276, -0.9996, 0.5043)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0775, 0.7784, 0.5036)>
    Rotation: <Euler (x=-3.1140, y=-0.0053, z=-0.5878), order='XYZ'>
    Matrix:
      <Vector (0.8321, -0.5542, 0.0197, 0.0775)>
      <Vector (-0.5545, -0.8319, 0.0200, 0.7784)>
      <Vector (0.0053, -0.0276, -0.9996, 0.5036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1426, 0.8260, 0.4760)>
    Rotation: <Euler (x=2.4540, y=0.0108, z=-0.6469), order='XYZ'>
    Matrix:
      <Vector (0.7979, -0.4603, -0.3892, 0.1426)>
      <Vector (-0.6026, -0.6208, -0.5014, 0.8260)>
      <Vector (-0.0108, 0.6346, -0.7727, 0.4760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1294, 0.8081, 0.4943)>
    Rotation: <Euler (x=2.9346, y=-0.0005, z=-0.6295), order='XYZ'>
    Matrix:
      <Vector (0.8083, -0.5762, -0.1206, 0.1294)>
      <Vector (-0.5887, -0.7910, -0.1665, 0.8081)>
      <Vector (0.0005, 0.2056, -0.9786, 0.4943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1165, 0.7905, 0.4988)>
    Rotation: <Euler (x=-3.1140, y=0.0022, z=-0.6025), order='XYZ'>
    Matrix:
      <Vector (0.8239, -0.5665, 0.0138, 0.1165)>
      <Vector (-0.5667, -0.8236, 0.0240, 0.7905)>
      <Vector (-0.0022, -0.0276, -0.9996, 0.4988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1073, 0.7770, 0.4984)>
    Rotation: <Euler (x=-3.1140, y=0.0022, z=-0.6025), order='XYZ'>
    Matrix:
      <Vector (0.8239, -0.5665, 0.0138, 0.1073)>
      <Vector (-0.5667, -0.8236, 0.0240, 0.7770)>
      <Vector (-0.0022, -0.0276, -0.9996, 0.4984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0565, 1.2101, 0.1048)>
    Rotation: <Euler (x=1.1165, y=-2.1787, z=1.0196), order='XYZ'>
    Matrix:
      <Vector (-0.2991, -0.7601, 0.5768, -0.0565)>
      <Vector (-0.4865, -0.3985, -0.7775, 1.2101)>
      <Vector (0.8209, -0.5132, -0.2506, 0.1048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1639, 1.1538, 0.0323)>
    Rotation: <Euler (x=-0.9854, y=-1.3295, z=-2.2540), order='XYZ'>
    Matrix:
      <Vector (-0.1508, -0.0824, 0.9851, -0.1639)>
      <Vector (-0.1853, -0.9765, -0.1100, 1.1538)>
      <Vector (0.9710, -0.1991, 0.1320, 0.0323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1798, 0.9644, -0.0063)>
    Rotation: <Euler (x=1.4540, y=-0.1581, z=1.5060), order='XYZ'>
    Matrix:
      <Vector (0.0639, -0.1264, 0.9899, -0.1798)>
      <Vector (0.9855, -0.1485, -0.0826, 0.9644)>
      <Vector (0.1574, 0.9808, 0.1151, -0.0063)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2129, 0.9256, 0.2503)>
    Rotation: <Euler (x=1.4815, y=-0.4217, z=1.1425), order='XYZ'>
    Matrix:
      <Vector (0.3789, -0.2504, 0.8909, -0.2129)>
      <Vector (0.8300, -0.3339, -0.4468, 0.9256)>
      <Vector (0.4093, 0.9087, 0.0814, 0.2503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2047, 0.9297, 0.2961)>
    Rotation: <Euler (x=1.8640, y=0.3754, z=1.0702), order='XYZ'>
    Matrix:
      <Vector (0.4465, 0.4221, 0.7890, -0.2047)>
      <Vector (0.8162, 0.1692, -0.5525, 0.9297)>
      <Vector (-0.3667, 0.8906, -0.2689, 0.2961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1884, 0.9371, 0.3289)>
    Rotation: <Euler (x=1.8545, y=-0.1214, z=1.0468), order='XYZ'>
    Matrix:
      <Vector (0.4966, 0.1842, 0.8482, -0.1884)>
      <Vector (0.8595, -0.2408, -0.4510, 0.9371)>
      <Vector (0.1212, 0.9529, -0.2779, 0.3289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1824, 0.9290, 0.3601)>
    Rotation: <Euler (x=1.7950, y=-0.2745, z=1.0663), order='XYZ'>
    Matrix:
      <Vector (0.4652, 0.0668, 0.8827, -0.1824)>
      <Vector (0.8426, -0.3388, -0.4185, 0.9290)>
      <Vector (0.2711, 0.9385, -0.2140, 0.3601)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1811, 0.9189, 0.3852)>
    Rotation: <Euler (x=1.7950, y=-0.2745, z=1.0663), order='XYZ'>
    Matrix:
      <Vector (0.4652, 0.0668, 0.8827, -0.1811)>
      <Vector (0.8426, -0.3388, -0.4185, 0.9189)>
      <Vector (0.2711, 0.9385, -0.2140, 0.3852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2285, 0.9176, 0.3672)>
    Rotation: <Euler (x=1.9443, y=-0.3669, z=1.1275), order='XYZ'>
    Matrix:
      <Vector (0.4004, 0.1863, 0.8972, -0.2285)>
      <Vector (0.8432, -0.4583, -0.2811, 0.9176)>
      <Vector (0.3588, 0.8691, -0.3406, 0.3672)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2230, 0.9035, 0.3934)>
    Rotation: <Euler (x=2.4315, y=-0.4246, z=1.0858), order='XYZ'>
    Matrix:
      <Vector (0.4248, 0.5457, 0.7224, -0.2230)>
      <Vector (0.8061, -0.5911, -0.0275, 0.9035)>
      <Vector (0.4120, 0.5940, -0.6910, 0.3934)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2068, 0.8859, 0.4110)>
    Rotation: <Euler (x=2.6857, y=-0.4517, z=1.0418), order='XYZ'>
    Matrix:
      <Vector (0.4540, 0.6782, 0.5779, -0.2068)>
      <Vector (0.7767, -0.6190, 0.1162, 0.8859)>
      <Vector (0.4365, 0.3961, -0.8078, 0.4110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1912, 0.8720, 0.4202)>
    Rotation: <Euler (x=2.6857, y=-0.4517, z=1.0418), order='XYZ'>
    Matrix:
      <Vector (0.4540, 0.6782, 0.5779, -0.1912)>
      <Vector (0.7767, -0.6190, 0.1162, 0.8720)>
      <Vector (0.4365, 0.3961, -0.8078, 0.4202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2380, 0.8974, 0.3616)>
    Rotation: <Euler (x=1.9439, y=-0.3747, z=1.1286), order='XYZ'>
    Matrix:
      <Vector (0.3982, 0.1836, 0.8987, -0.2380)>
      <Vector (0.8411, -0.4640, -0.2779, 0.8974)>
      <Vector (0.3660, 0.8666, -0.3392, 0.3616)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2322, 0.8825, 0.3892)>
    Rotation: <Euler (x=2.4313, y=-0.4304, z=1.0864), order='XYZ'>
    Matrix:
      <Vector (0.4232, 0.5442, 0.7244, -0.2322)>
      <Vector (0.8042, -0.5938, -0.0237, 0.8825)>
      <Vector (0.4172, 0.5926, -0.6890, 0.3892)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2136, 0.8620, 0.4095)>
    Rotation: <Euler (x=2.6827, y=-0.4530, z=1.0488), order='XYZ'>
    Matrix:
      <Vector (0.4483, 0.6805, 0.5796, -0.2136)>
      <Vector (0.7794, -0.6151, 0.1193, 0.8620)>
      <Vector (0.4377, 0.3983, -0.8061, 0.4095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1967, 0.8470, 0.4195)>
    Rotation: <Euler (x=2.6827, y=-0.4530, z=1.0488), order='XYZ'>
    Matrix:
      <Vector (0.4483, 0.6805, 0.5796, -0.1967)>
      <Vector (0.7794, -0.6151, 0.1193, 0.8470)>
      <Vector (0.4377, 0.3983, -0.8061, 0.4195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2471, 0.8760, 0.3519)>
    Rotation: <Euler (x=1.9445, y=-0.3697, z=1.1268), order='XYZ'>
    Matrix:
      <Vector (0.4005, 0.1852, 0.8974, -0.2471)>
      <Vector (0.8420, -0.4606, -0.2807, 0.8760)>
      <Vector (0.3614, 0.8681, -0.3404, 0.3519)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2419, 0.8629, 0.3762)>
    Rotation: <Euler (x=2.4335, y=-0.4302, z=1.0809), order='XYZ'>
    Matrix:
      <Vector (0.4276, 0.5427, 0.7229, -0.2419)>
      <Vector (0.8020, -0.5967, -0.0265, 0.8629)>
      <Vector (0.4170, 0.5911, -0.6904, 0.3762)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2269, 0.8464, 0.3926)>
    Rotation: <Euler (x=2.6819, y=-0.4474, z=1.0505), order='XYZ'>
    Matrix:
      <Vector (0.4482, 0.6822, 0.5777, -0.2269)>
      <Vector (0.7823, -0.6121, 0.1159, 0.8464)>
      <Vector (0.4327, 0.4000, -0.8080, 0.3926)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2108, 0.8321, 0.4020)>
    Rotation: <Euler (x=2.6819, y=-0.4474, z=1.0505), order='XYZ'>
    Matrix:
      <Vector (0.4482, 0.6822, 0.5777, -0.2108)>
      <Vector (0.7823, -0.6121, 0.1159, 0.8321)>
      <Vector (0.4327, 0.4000, -0.8080, 0.4020)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2557, 0.8603, 0.3360)>
    Rotation: <Euler (x=1.9440, y=-0.3738, z=1.1282), order='XYZ'>
    Matrix:
      <Vector (0.3987, 0.1839, 0.8984, -0.2557)>
      <Vector (0.8412, -0.4634, -0.2785, 0.8603)>
      <Vector (0.3651, 0.8669, -0.3395, 0.3360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2509, 0.8481, 0.3587)>
    Rotation: <Euler (x=2.4340, y=-0.4353, z=1.0798), order='XYZ'>
    Matrix:
      <Vector (0.4275, 0.5409, 0.7243, -0.2509)>
      <Vector (0.7996, -0.6000, -0.0238, 0.8481)>
      <Vector (0.4217, 0.5894, -0.6891, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2368, 0.8327, 0.3741)>
    Rotation: <Euler (x=2.6766, y=-0.4452, z=1.0629), order='XYZ'>
    Matrix:
      <Vector (0.4390, 0.6871, 0.5790, -0.2368)>
      <Vector (0.7886, -0.6035, 0.1182, 0.8327)>
      <Vector (0.4306, 0.4047, -0.8067, 0.3741)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2266, 0.8236, 0.3800)>
    Rotation: <Euler (x=2.6766, y=-0.4452, z=1.0629), order='XYZ'>
    Matrix:
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      <Vector (0.7886, -0.6035, 0.1182, 0.8236)>
      <Vector (0.4306, 0.4047, -0.8067, 0.3800)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1533, 0.8168, 0.0610)>
    Rotation: <Euler (x=0.7354, y=0.0206, z=-2.9186), order='XYZ'>
    Matrix:
      <Vector (-0.9750, 0.1506, -0.1633, 0.1533)>
      <Vector (-0.2211, -0.7263, 0.6509, 0.8168)>
      <Vector (-0.0206, 0.6707, 0.7414, 0.0610)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2158, 0.5151, 0.3397)>
    Rotation: <Euler (x=-0.2670, y=-0.1380, z=-2.9097), order='XYZ'>
    Matrix:
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      <Vector (-0.2276, -0.9471, -0.2263, 0.5151)>
      <Vector (0.1376, -0.2614, 0.9554, 0.3397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2956, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8642, y=-0.1382, z=-2.9982), order='XYZ'>
    Matrix:
      <Vector (-0.9803, 0.1965, -0.0201, 0.2956)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1378, 0.7533, 0.6431, 0.2279)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9030, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2363, 0.9709, -0.0383, 0.3598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3477, 0.0034, 0.4329)>
    Rotation: <Euler (x=-1.5314, y=-2.9030, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9715, 0.2353, -0.0303, 0.3477)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2363, 0.9709, -0.0383, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0489, 0.8254, -0.0235)>
    Rotation: <Euler (x=0.4640, y=0.7041, z=2.8189), order='XYZ'>
    Matrix:
      <Vector (-0.7228, -0.5584, -0.4071, -0.0489)>
      <Vector (0.2417, -0.7562, 0.6080, 0.8254)>
      <Vector (-0.6474, 0.3411, 0.6816, -0.0235)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2810, 0.5111, 0.1182)>
    Rotation: <Euler (x=-0.5378, y=0.7756, z=2.7533), order='XYZ'>
    Matrix:
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      <Vector (0.2703, -0.9307, -0.2464, 0.5111)>
      <Vector (-0.7002, -0.3657, 0.6132, 0.1182)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8006, z=2.9382), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7178, 0.4868, 0.4979, -0.0394)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6181, -0.7849, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7859, 0.6182, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2374, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6181, -0.7849, 0.0439, -0.4564)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7859, 0.6182, -0.0123, 0.0984)>
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Frame: 143
  Bone: mixamorig:Hips
    Location: <Vector (0.0534, 0.8620, 0.0339)>
    Rotation: <Euler (x=0.2091, y=-0.4115, z=-0.0490), order='XYZ'>
    Matrix:
      <Vector (0.9154, -0.0350, -0.4010, 0.0534)>
      <Vector (-0.0449, 0.9811, -0.1882, 0.8620)>
      <Vector (0.4000, 0.1903, 0.8966, 0.0339)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0514, 0.9381, 0.0470)>
    Rotation: <Euler (x=0.2331, y=-0.4267, z=-0.0383), order='XYZ'>
    Matrix:
      <Vector (0.9097, -0.0582, -0.4113, 0.0514)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0462, 1.0261, 0.0660)>
    Rotation: <Euler (x=0.3557, y=-0.4481, z=-0.0160), order='XYZ'>
    Matrix:
      <Vector (0.9011, -0.1358, -0.4117, 0.0462)>
      <Vector (-0.0144, 0.9397, -0.3417, 1.0261)>
      <Vector (0.4333, 0.3138, 0.8449, 0.0660)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0322, 1.1230, 0.0983)>
    Rotation: <Euler (x=0.4796, y=-0.4703, z=0.0029), order='XYZ'>
    Matrix:
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      <Vector (0.0026, 0.8866, -0.4626, 1.1230)>
      <Vector (0.4532, 0.4113, 0.7908, 0.0983)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0076, 1.2257, 0.1460)>
    Rotation: <Euler (x=0.4044, y=-0.3915, z=-0.0062), order='XYZ'>
    Matrix:
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      <Vector (-0.0057, 0.9202, -0.3913, 1.2257)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0121, 1.3156, 0.1952)>
    Rotation: <Euler (x=-0.0359, y=-0.0877, z=0.0004), order='XYZ'>
    Matrix:
      <Vector (0.9962, 0.0027, -0.0876, -0.0121)>
      <Vector (0.0004, 0.9994, 0.0359, 1.3156)>
      <Vector (0.0876, -0.0358, 0.9955, 0.1952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0142, 1.5565, 0.2180)>
    Rotation: <Euler (x=-0.0359, y=-0.0877, z=0.0004), order='XYZ'>
    Matrix:
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      <Vector (0.0004, 0.9994, 0.0359, 1.5565)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0742, 1.2118, 0.1689)>
    Rotation: <Euler (x=-0.3012, y=2.1548, z=-2.1173), order='XYZ'>
    Matrix:
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      <Vector (0.4710, -0.2848, -0.8349, 1.2118)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2076, 1.1715, 0.1920)>
    Rotation: <Euler (x=3.0933, y=0.8072, z=0.4313), order='XYZ'>
    Matrix:
      <Vector (0.6282, 0.4493, -0.6352, 0.2076)>
      <Vector (0.2891, -0.8928, -0.3455, 1.1715)>
      <Vector (-0.7223, 0.0334, -0.6907, 0.1920)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2945, 0.9987, 0.1985)>
    Rotation: <Euler (x=2.3678, y=0.1099, z=-1.0088), order='XYZ'>
    Matrix:
      <Vector (0.5297, -0.5644, -0.6332, 0.2945)>
      <Vector (-0.8411, -0.4460, -0.3060, 0.9987)>
      <Vector (-0.1097, 0.6946, -0.7109, 0.1985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1468, 0.8820, 0.3803)>
    Rotation: <Euler (x=2.0110, y=0.0002, z=-0.6922), order='XYZ'>
    Matrix:
      <Vector (0.7699, -0.2718, -0.5775, 0.1468)>
      <Vector (-0.6382, -0.3282, -0.6964, 0.8820)>
      <Vector (-0.0002, 0.9047, -0.4261, 0.3803)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1099, 0.8792, 0.4125)>
    Rotation: <Euler (x=2.5493, y=-0.6909, z=-1.0796), order='XYZ'>
    Matrix:
      <Vector (0.3635, -0.8994, -0.2429, 0.1099)>
      <Vector (-0.6795, -0.0777, -0.7295, 0.8792)>
      <Vector (0.6372, 0.4302, -0.6394, 0.4125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0738, 0.8776, 0.4280)>
    Rotation: <Euler (x=2.3759, y=-0.3237, z=-0.7834), order='XYZ'>
    Matrix:
      <Vector (0.6717, -0.6649, -0.3266, 0.0738)>
      <Vector (-0.6690, -0.3552, -0.6528, 0.8776)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0527, 0.8655, 0.4496)>
    Rotation: <Euler (x=2.2951, y=-0.1537, z=-0.7014), order='XYZ'>
    Matrix:
      <Vector (0.7549, -0.5152, -0.4058, 0.0527)>
      <Vector (-0.6377, -0.4322, -0.6376, 0.8655)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0411, 0.8541, 0.4679)>
    Rotation: <Euler (x=2.2951, y=-0.1537, z=-0.7014), order='XYZ'>
    Matrix:
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      <Vector (-0.6377, -0.4322, -0.6376, 0.8541)>
      <Vector (0.1531, 0.7402, -0.6548, 0.4679)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0887, 0.8680, 0.4845)>
    Rotation: <Euler (x=2.4682, y=-0.0484, z=-0.7065), order='XYZ'>
    Matrix:
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      <Vector (-0.6484, -0.5750, -0.4989, 0.8680)>
      <Vector (0.0484, 0.6229, -0.7808, 0.4845)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0734, 0.8510, 0.5028)>
    Rotation: <Euler (x=2.9362, y=-0.0135, z=-0.6378), order='XYZ'>
    Matrix:
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      <Vector (-0.5954, -0.7849, -0.1717, 0.8510)>
      <Vector (0.0135, 0.2039, -0.9789, 0.5028)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0561, 0.8277, 0.5088)>
    Rotation: <Euler (x=-3.1125, y=-0.0080, z=-0.5821), order='XYZ'>
    Matrix:
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      <Vector (-0.5497, -0.8351, 0.0199, 0.8277)>
      <Vector (0.0080, -0.0290, -0.9995, 0.5088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0431, 0.8085, 0.5081)>
    Rotation: <Euler (x=-3.1125, y=-0.0080, z=-0.5821), order='XYZ'>
    Matrix:
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      <Vector (-0.5497, -0.8351, 0.0199, 0.8085)>
      <Vector (0.0080, -0.0290, -0.9995, 0.5081)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1067, 0.8529, 0.4836)>
    Rotation: <Euler (x=2.4679, y=-0.0456, z=-0.7070), order='XYZ'>
    Matrix:
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      <Vector (-0.6489, -0.5757, -0.4975, 0.8529)>
      <Vector (0.0455, 0.6232, -0.7807, 0.4836)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0890, 0.8333, 0.5046)>
    Rotation: <Euler (x=2.9362, y=-0.0107, z=-0.6379), order='XYZ'>
    Matrix:
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      <Vector (-0.5955, -0.7852, -0.1701, 0.8333)>
      <Vector (0.0107, 0.2039, -0.9789, 0.5046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0685, 0.8057, 0.5118)>
    Rotation: <Euler (x=-3.1125, y=-0.0053, z=-0.5839), order='XYZ'>
    Matrix:
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      <Vector (-0.5513, -0.8340, 0.0214, 0.8057)>
      <Vector (0.0053, -0.0291, -0.9996, 0.5118)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0539, 0.7841, 0.5110)>
    Rotation: <Euler (x=-3.1125, y=-0.0053, z=-0.5839), order='XYZ'>
    Matrix:
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      <Vector (-0.5513, -0.8340, 0.0214, 0.7841)>
      <Vector (0.0053, -0.0291, -0.9996, 0.5110)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1264, 0.8374, 0.4836)>
    Rotation: <Euler (x=2.4681, y=-0.0444, z=-0.7050), order='XYZ'>
    Matrix:
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      <Vector (-0.6474, -0.5773, -0.4975, 0.8374)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1108, 0.8200, 0.5023)>
    Rotation: <Euler (x=2.9362, y=-0.0103, z=-0.6350), order='XYZ'>
    Matrix:
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      <Vector (-0.5932, -0.7869, -0.1702, 0.8200)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0938, 0.7971, 0.5083)>
    Rotation: <Euler (x=-3.1125, y=-0.0067, z=-0.5906), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8304, 0.0205, 0.7971)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0809, 0.7782, 0.5076)>
    Rotation: <Euler (x=-3.1125, y=-0.0067, z=-0.5906), order='XYZ'>
    Matrix:
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      <Vector (-0.5568, -0.8304, 0.0205, 0.7782)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1462, 0.8256, 0.4801)>
    Rotation: <Euler (x=2.4556, y=0.0095, z=-0.6496), order='XYZ'>
    Matrix:
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      <Vector (-0.6048, -0.6199, -0.5000, 0.8256)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1329, 0.8077, 0.4984)>
    Rotation: <Euler (x=2.9362, y=-0.0018, z=-0.6322), order='XYZ'>
    Matrix:
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      <Vector (-0.5909, -0.7895, -0.1656, 0.8077)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1200, 0.7902, 0.5029)>
    Rotation: <Euler (x=-3.1124, y=0.0009, z=-0.6052), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1107, 0.7767, 0.5024)>
    Rotation: <Euler (x=-3.1124, y=0.0009, z=-0.6052), order='XYZ'>
    Matrix:
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      <Vector (-0.5689, -0.8220, 0.0245, 0.7767)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0513, 1.2098, 0.1084)>
    Rotation: <Euler (x=1.1154, y=-2.1777, z=1.0217), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1587, 1.1533, 0.0361)>
    Rotation: <Euler (x=-0.9626, y=-1.3283, z=-2.2771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1747, 0.9639, -0.0022)>
    Rotation: <Euler (x=1.4487, y=-0.1579, z=1.5061), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2092, 0.9252, 0.2544)>
    Rotation: <Euler (x=1.4785, y=-0.4237, z=1.1444), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2011, 0.9293, 0.3001)>
    Rotation: <Euler (x=1.8613, y=0.3733, z=1.0698), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1849, 0.9366, 0.3330)>
    Rotation: <Euler (x=1.8520, y=-0.1237, z=1.0477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1790, 0.9285, 0.3642)>
    Rotation: <Euler (x=1.7923, y=-0.2767, z=1.0677), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1778, 0.9184, 0.3893)>
    Rotation: <Euler (x=1.7923, y=-0.2767, z=1.0677), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2251, 0.9170, 0.3712)>
    Rotation: <Euler (x=1.9414, y=-0.3689, z=1.1291), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2197, 0.9030, 0.3973)>
    Rotation: <Euler (x=2.4286, y=-0.4267, z=1.0876), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2036, 0.8854, 0.4150)>
    Rotation: <Euler (x=2.6829, y=-0.4539, z=1.0437), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1879, 0.8715, 0.4242)>
    Rotation: <Euler (x=2.6829, y=-0.4539, z=1.0437), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2346, 0.8969, 0.3655)>
    Rotation: <Euler (x=1.9410, y=-0.3766, z=1.1303), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2289, 0.8819, 0.3931)>
    Rotation: <Euler (x=2.4284, y=-0.4325, z=1.0882), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2103, 0.8615, 0.4135)>
    Rotation: <Euler (x=2.6799, y=-0.4552, z=1.0506), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1934, 0.8464, 0.4235)>
    Rotation: <Euler (x=2.6799, y=-0.4552, z=1.0506), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2436, 0.8755, 0.3557)>
    Rotation: <Euler (x=1.9416, y=-0.3717, z=1.1285), order='XYZ'>
    Matrix:
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      <Vector (0.8420, -0.4611, -0.2800, 0.8755)>
      <Vector (0.3632, 0.8684, -0.3376, 0.3557)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2386, 0.8624, 0.3801)>
    Rotation: <Euler (x=2.4307, y=-0.4323, z=1.0827), order='XYZ'>
    Matrix:
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      <Vector (0.8020, -0.5968, -0.0256, 0.8624)>
      <Vector (0.4189, 0.5925, -0.6881, 0.3801)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2236, 0.8459, 0.3965)>
    Rotation: <Euler (x=2.6791, y=-0.4496, z=1.0523), order='XYZ'>
    Matrix:
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      <Vector (0.7823, -0.6119, 0.1167, 0.8459)>
      <Vector (0.4346, 0.4018, -0.8060, 0.3965)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2075, 0.8316, 0.4060)>
    Rotation: <Euler (x=2.6791, y=-0.4496, z=1.0523), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2522, 0.8598, 0.3398)>
    Rotation: <Euler (x=1.9411, y=-0.3758, z=1.1298), order='XYZ'>
    Matrix:
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      <Vector (0.8413, -0.4638, -0.2778, 0.8598)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2475, 0.8476, 0.3625)>
    Rotation: <Euler (x=2.4311, y=-0.4374, z=1.0816), order='XYZ'>
    Matrix:
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      <Vector (0.7996, -0.6001, -0.0230, 0.8476)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2334, 0.8321, 0.3779)>
    Rotation: <Euler (x=2.6737, y=-0.4474, z=1.0647), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2233, 0.8231, 0.3839)>
    Rotation: <Euler (x=2.6737, y=-0.4474, z=1.0647), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1576, 0.8161, 0.0644)>
    Rotation: <Euler (x=0.7371, y=0.0194, z=-2.9263), order='XYZ'>
    Matrix:
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      <Vector (-0.0194, 0.6720, 0.7403, 0.0644)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2180, 0.5144, 0.3436)>
    Rotation: <Euler (x=-0.2767, y=-0.1377, z=-2.9133), order='XYZ'>
    Matrix:
      <Vector (-0.9648, 0.1812, 0.1904, 0.2180)>
      <Vector (-0.2242, -0.9455, -0.2362, 0.5144)>
      <Vector (0.1372, -0.2706, 0.9529, 0.3436)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8641, y=-0.1386, z=-2.9982), order='XYZ'>
    Matrix:
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      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3598)>
    Rotation: <Euler (x=-1.5314, y=-2.9026, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2367, 0.9708, -0.0383, 0.3598)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3477, 0.0034, 0.4329)>
    Rotation: <Euler (x=-1.5314, y=-2.9026, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2367, 0.9708, -0.0383, 0.4329)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0453, 0.8249, -0.0185)>
    Rotation: <Euler (x=0.4535, y=0.7057, z=2.8088), order='XYZ'>
    Matrix:
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      <Vector (0.2486, -0.7568, 0.6045, 0.8249)>
      <Vector (-0.6486, 0.3335, 0.6842, -0.0185)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2789, 0.5104, 0.1201)>
    Rotation: <Euler (x=-0.5433, y=0.7727, z=2.7447), order='XYZ'>
    Matrix:
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      <Vector (0.2768, -0.9290, -0.2458, 0.5104)>
      <Vector (-0.6981, -0.3702, 0.6129, 0.1201)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7743, y=0.8001, z=2.9383), order='XYZ'>
    Matrix:
      <Vector (-0.6823, -0.6356, -0.3612, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2379, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7856, 0.6186, -0.0123, 0.0500)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2379, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7856, 0.6186, -0.0123, 0.0985)>
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Frame: 144
  Bone: mixamorig:Hips
    Location: <Vector (0.0575, 0.8614, 0.0380)>
    Rotation: <Euler (x=0.2061, y=-0.4029, z=-0.0495), order='XYZ'>
    Matrix:
      <Vector (0.9188, -0.0317, -0.3934, 0.0575)>
      <Vector (-0.0456, 0.9816, -0.1854, 0.8614)>
      <Vector (0.3920, 0.1883, 0.9005, 0.0380)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0558, 0.9376, 0.0509)>
    Rotation: <Euler (x=0.2308, y=-0.4195, z=-0.0385), order='XYZ'>
    Matrix:
      <Vector (0.9126, -0.0557, -0.4050, 0.0558)>
      <Vector (-0.0351, 0.9763, -0.2134, 0.9376)>
      <Vector (0.4073, 0.2089, 0.8891, 0.0509)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0508, 1.0256, 0.0698)>
    Rotation: <Euler (x=0.3545, y=-0.4437, z=-0.0162), order='XYZ'>
    Matrix:
      <Vector (0.9030, -0.1338, -0.4082, 0.0508)>
      <Vector (-0.0146, 0.9401, -0.3406, 1.0256)>
      <Vector (0.4293, 0.3135, 0.8470, 0.0698)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0370, 1.1225, 0.1021)>
    Rotation: <Euler (x=0.4797, y=-0.4688, z=0.0024), order='XYZ'>
    Matrix:
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      <Vector (0.0021, 0.8867, -0.4624, 1.1225)>
      <Vector (0.4518, 0.4117, 0.7914, 0.1021)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0126, 1.2253, 0.1498)>
    Rotation: <Euler (x=0.4070, y=-0.3895, z=-0.0073), order='XYZ'>
    Matrix:
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      <Vector (-0.0068, 0.9194, -0.3933, 1.2253)>
      <Vector (0.3797, 0.3662, 0.8495, 0.1498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0071, 1.3150, 0.1992)>
    Rotation: <Euler (x=-0.0352, y=-0.0860, z=0.0010), order='XYZ'>
    Matrix:
      <Vector (0.9963, 0.0020, -0.0859, -0.0071)>
      <Vector (0.0010, 0.9994, 0.0351, 1.3150)>
      <Vector (0.0859, -0.0351, 0.9957, 0.1992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0093, 1.5559, 0.2222)>
    Rotation: <Euler (x=-0.0352, y=-0.0860, z=0.0010), order='XYZ'>
    Matrix:
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      <Vector (0.0010, 0.9994, 0.0351, 1.5559)>
      <Vector (0.0859, -0.0351, 0.9957, 0.2222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0791, 1.2112, 0.1726)>
    Rotation: <Euler (x=-0.2977, y=2.1541, z=-2.1158), order='XYZ'>
    Matrix:
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      <Vector (0.4710, -0.2862, -0.8344, 1.2112)>
      <Vector (-0.8346, 0.1616, -0.5266, 0.1726)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2125, 1.1708, 0.1954)>
    Rotation: <Euler (x=3.0892, y=0.8071, z=0.4252), order='XYZ'>
    Matrix:
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      <Vector (0.2853, -0.8941, -0.3452, 1.1708)>
      <Vector (-0.7223, 0.0362, -0.6906, 0.1954)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2989, 0.9978, 0.2024)>
    Rotation: <Euler (x=2.3675, y=0.1080, z=-1.0112), order='XYZ'>
    Matrix:
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      <Vector (-0.8425, -0.4434, -0.3058, 0.9978)>
      <Vector (-0.1078, 0.6950, -0.7109, 0.2024)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1508, 0.8817, 0.3843)>
    Rotation: <Euler (x=2.0126, y=0.0011, z=-0.6957), order='XYZ'>
    Matrix:
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      <Vector (-0.6409, -0.3289, -0.6936, 0.8817)>
      <Vector (-0.0011, 0.9040, -0.4276, 0.3843)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1138, 0.8789, 0.4165)>
    Rotation: <Euler (x=2.5509, y=-0.6895, z=-1.0841), order='XYZ'>
    Matrix:
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      <Vector (-0.6820, -0.0753, -0.7275, 0.8789)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0778, 0.8774, 0.4320)>
    Rotation: <Euler (x=2.3776, y=-0.3227, z=-0.7875), order='XYZ'>
    Matrix:
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      <Vector (-0.6720, -0.3541, -0.6504, 0.8774)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0566, 0.8654, 0.4536)>
    Rotation: <Euler (x=2.2967, y=-0.1529, z=-0.7052), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0450, 0.8540, 0.4718)>
    Rotation: <Euler (x=2.2967, y=-0.1529, z=-0.7052), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0926, 0.8678, 0.4885)>
    Rotation: <Euler (x=2.4698, y=-0.0475, z=-0.7101), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0772, 0.8507, 0.5067)>
    Rotation: <Euler (x=2.9379, y=-0.0128, z=-0.6414), order='XYZ'>
    Matrix:
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      <Vector (-0.5982, -0.7832, -0.1696, 0.8507)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0598, 0.8275, 0.5127)>
    Rotation: <Euler (x=-3.1108, y=-0.0073, z=-0.5856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0467, 0.8084, 0.5120)>
    Rotation: <Euler (x=-3.1108, y=-0.0073, z=-0.5856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1105, 0.8526, 0.4875)>
    Rotation: <Euler (x=2.4695, y=-0.0447, z=-0.7106), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0927, 0.8330, 0.5085)>
    Rotation: <Euler (x=2.9379, y=-0.0099, z=-0.6414), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0722, 0.8055, 0.5156)>
    Rotation: <Euler (x=-3.1107, y=-0.0046, z=-0.5875), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0574, 0.7839, 0.5148)>
    Rotation: <Euler (x=-3.1107, y=-0.0046, z=-0.5875), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1302, 0.8370, 0.4876)>
    Rotation: <Euler (x=2.4697, y=-0.0436, z=-0.7087), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1145, 0.8196, 0.5062)>
    Rotation: <Euler (x=2.9379, y=-0.0095, z=-0.6386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0974, 0.7967, 0.5121)>
    Rotation: <Euler (x=-3.1107, y=-0.0060, z=-0.5941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0844, 0.7779, 0.5114)>
    Rotation: <Euler (x=-3.1107, y=-0.0060, z=-0.5941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1500, 0.8251, 0.4840)>
    Rotation: <Euler (x=2.4573, y=0.0103, z=-0.6531), order='XYZ'>
    Matrix:
      <Vector (0.7942, -0.4657, -0.3904, 0.1500)>
      <Vector (-0.6076, -0.6194, -0.4972, 0.8251)>
      <Vector (-0.0103, 0.6321, -0.7748, 0.4840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1366, 0.8073, 0.5022)>
    Rotation: <Euler (x=2.9379, y=-0.0011, z=-0.6357), order='XYZ'>
    Matrix:
      <Vector (0.8046, -0.5817, -0.1193, 0.1366)>
      <Vector (-0.5938, -0.7879, -0.1634, 0.8073)>
      <Vector (0.0011, 0.2023, -0.9793, 0.5022)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1236, 0.7898, 0.5067)>
    Rotation: <Euler (x=-3.1107, y=0.0016, z=-0.6087), order='XYZ'>
    Matrix:
      <Vector (0.8204, -0.5716, 0.0164, 0.1236)>
      <Vector (-0.5718, -0.8200, 0.0262, 0.7898)>
      <Vector (-0.0016, -0.0309, -0.9995, 0.5067)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1142, 0.7763, 0.5062)>
    Rotation: <Euler (x=-3.1107, y=0.0016, z=-0.6087), order='XYZ'>
    Matrix:
      <Vector (0.8204, -0.5716, 0.0164, 0.1142)>
      <Vector (-0.5718, -0.8200, 0.0262, 0.7763)>
      <Vector (-0.0016, -0.0309, -0.9995, 0.5062)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0465, 1.2093, 0.1123)>
    Rotation: <Euler (x=1.1135, y=-2.1765, z=1.0245), order='XYZ'>
    Matrix:
      <Vector (-0.2958, -0.7605, 0.5781, -0.0465)>
      <Vector (-0.4865, -0.4009, -0.7763, 1.2093)>
      <Vector (0.8221, -0.5109, -0.2514, 0.1123)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1539, 1.1527, 0.0401)>
    Rotation: <Euler (x=-0.9457, y=-1.3277, z=-2.2941), order='XYZ'>
    Matrix:
      <Vector (-0.1593, -0.0823, 0.9838, -0.1539)>
      <Vector (-0.1804, -0.9773, -0.1109, 1.1527)>
      <Vector (0.9706, -0.1952, 0.1408, 0.0401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1699, 0.9632, 0.0023)>
    Rotation: <Euler (x=1.4450, y=-0.1575, z=1.5062), order='XYZ'>
    Matrix:
      <Vector (0.0637, -0.1353, 0.9888, -0.1699)>
      <Vector (0.9856, -0.1472, -0.0836, 0.9632)>
      <Vector (0.1568, 0.9798, 0.1239, 0.0023)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2053, 0.9247, 0.2587)>
    Rotation: <Euler (x=1.4769, y=-0.4244, z=1.1443), order='XYZ'>
    Matrix:
      <Vector (0.3770, -0.2549, 0.8905, -0.2053)>
      <Vector (0.8297, -0.3344, -0.4470, 0.9247)>
      <Vector (0.4117, 0.9073, 0.0854, 0.2587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1972, 0.9288, 0.3045)>
    Rotation: <Euler (x=1.8598, y=0.3725, z=1.0685), order='XYZ'>
    Matrix:
      <Vector (0.4484, 0.4177, 0.7902, -0.1972)>
      <Vector (0.8164, 0.1686, -0.5524, 0.9288)>
      <Vector (-0.3639, 0.8928, -0.2654, 0.3045)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1811, 0.9361, 0.3373)>
    Rotation: <Euler (x=1.8506, y=-0.1245, z=1.0472), order='XYZ'>
    Matrix:
      <Vector (0.4961, 0.1795, 0.8495, -0.1811)>
      <Vector (0.8593, -0.2414, -0.4509, 0.9361)>
      <Vector (0.1242, 0.9537, -0.2740, 0.3373)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1753, 0.9280, 0.3686)>
    Rotation: <Euler (x=1.7908, y=-0.2775, z=1.0673), order='XYZ'>
    Matrix:
      <Vector (0.4640, 0.0622, 0.8836, -0.1753)>
      <Vector (0.8424, -0.3395, -0.4185, 0.9280)>
      <Vector (0.2739, 0.9386, -0.2099, 0.3686)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1741, 0.9179, 0.3937)>
    Rotation: <Euler (x=1.7908, y=-0.2775, z=1.0673), order='XYZ'>
    Matrix:
      <Vector (0.4640, 0.0622, 0.8836, -0.1741)>
      <Vector (0.8424, -0.3395, -0.4185, 0.9179)>
      <Vector (0.2739, 0.9386, -0.2099, 0.3937)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2214, 0.9166, 0.3755)>
    Rotation: <Euler (x=1.9399, y=-0.3696, z=1.1289), order='XYZ'>
    Matrix:
      <Vector (0.3987, 0.1820, 0.8988, -0.2214)>
      <Vector (0.8429, -0.4588, -0.2810, 0.9166)>
      <Vector (0.3613, 0.8697, -0.3364, 0.3755)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2160, 0.9025, 0.4016)>
    Rotation: <Euler (x=2.4271, y=-0.4275, z=1.0875), order='XYZ'>
    Matrix:
      <Vector (0.4229, 0.5427, 0.7257, -0.2160)>
      <Vector (0.8058, -0.5916, -0.0272, 0.9025)>
      <Vector (0.4146, 0.5963, -0.6874, 0.4016)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1999, 0.8849, 0.4193)>
    Rotation: <Euler (x=2.6814, y=-0.4548, z=1.0436), order='XYZ'>
    Matrix:
      <Vector (0.4520, 0.6762, 0.5818, -0.1999)>
      <Vector (0.7764, -0.6194, 0.1167, 0.8849)>
      <Vector (0.4392, 0.3990, -0.8049, 0.4193)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1843, 0.8710, 0.4285)>
    Rotation: <Euler (x=2.6814, y=-0.4548, z=1.0436), order='XYZ'>
    Matrix:
      <Vector (0.4520, 0.6762, 0.5818, -0.1843)>
      <Vector (0.7764, -0.6194, 0.1167, 0.8710)>
      <Vector (0.4392, 0.3990, -0.8049, 0.4285)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2309, 0.8964, 0.3697)>
    Rotation: <Euler (x=1.9394, y=-0.3774, z=1.1301), order='XYZ'>
    Matrix:
      <Vector (0.3965, 0.1793, 0.9003, -0.2309)>
      <Vector (0.8408, -0.4646, -0.2778, 0.8964)>
      <Vector (0.3685, 0.8672, -0.3350, 0.3697)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2253, 0.8815, 0.3974)>
    Rotation: <Euler (x=2.4268, y=-0.4333, z=1.0881), order='XYZ'>
    Matrix:
      <Vector (0.4212, 0.5413, 0.7277, -0.2253)>
      <Vector (0.8039, -0.5943, -0.0233, 0.8815)>
      <Vector (0.4198, 0.5949, -0.6855, 0.3974)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2067, 0.8610, 0.4178)>
    Rotation: <Euler (x=2.6783, y=-0.4560, z=1.0506), order='XYZ'>
    Matrix:
      <Vector (0.4463, 0.6785, 0.5836, -0.2067)>
      <Vector (0.7791, -0.6154, 0.1197, 0.8610)>
      <Vector (0.4404, 0.4012, -0.8032, 0.4178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1898, 0.8459, 0.4278)>
    Rotation: <Euler (x=2.6783, y=-0.4560, z=1.0506), order='XYZ'>
    Matrix:
      <Vector (0.4463, 0.6785, 0.5836, -0.1898)>
      <Vector (0.7791, -0.6154, 0.1197, 0.8459)>
      <Vector (0.4404, 0.4012, -0.8032, 0.4278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2399, 0.8750, 0.3600)>
    Rotation: <Euler (x=1.9401, y=-0.3724, z=1.1283), order='XYZ'>
    Matrix:
      <Vector (0.3988, 0.1809, 0.8990, -0.2399)>
      <Vector (0.8417, -0.4612, -0.2806, 0.8750)>
      <Vector (0.3639, 0.8686, -0.3362, 0.3600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2349, 0.8619, 0.3843)>
    Rotation: <Euler (x=2.4291, y=-0.4330, z=1.0827), order='XYZ'>
    Matrix:
      <Vector (0.4257, 0.5397, 0.7263, -0.2349)>
      <Vector (0.8017, -0.5972, -0.0261, 0.8619)>
      <Vector (0.4196, 0.5934, -0.6869, 0.3843)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2199, 0.8454, 0.4008)>
    Rotation: <Euler (x=2.6776, y=-0.4504, z=1.0523), order='XYZ'>
    Matrix:
      <Vector (0.4462, 0.6802, 0.5817, -0.2199)>
      <Vector (0.7819, -0.6124, 0.1164, 0.8454)>
      <Vector (0.4354, 0.4029, -0.8051, 0.4008)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2039, 0.8311, 0.4103)>
    Rotation: <Euler (x=2.6776, y=-0.4504, z=1.0523), order='XYZ'>
    Matrix:
      <Vector (0.4462, 0.6802, 0.5817, -0.2039)>
      <Vector (0.7819, -0.6124, 0.1164, 0.8311)>
      <Vector (0.4354, 0.4029, -0.8051, 0.4103)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2485, 0.8593, 0.3441)>
    Rotation: <Euler (x=1.9396, y=-0.3765, z=1.1297), order='XYZ'>
    Matrix:
      <Vector (0.3970, 0.1796, 0.9001, -0.2485)>
      <Vector (0.8410, -0.4640, -0.2784, 0.8593)>
      <Vector (0.3676, 0.8674, -0.3352, 0.3441)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2438, 0.8471, 0.3668)>
    Rotation: <Euler (x=2.4296, y=-0.4382, z=1.0816), order='XYZ'>
    Matrix:
      <Vector (0.4255, 0.5380, 0.7277, -0.2438)>
      <Vector (0.7993, -0.6005, -0.0235, 0.8471)>
      <Vector (0.4243, 0.5916, -0.6855, 0.3668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2298, 0.8317, 0.3822)>
    Rotation: <Euler (x=2.6722, y=-0.4482, z=1.0646), order='XYZ'>
    Matrix:
      <Vector (0.4369, 0.6850, 0.5830, -0.2298)>
      <Vector (0.7882, -0.6038, 0.1187, 0.8317)>
      <Vector (0.4333, 0.4077, -0.8038, 0.3822)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2196, 0.8226, 0.3882)>
    Rotation: <Euler (x=2.6722, y=-0.4482, z=1.0646), order='XYZ'>
    Matrix:
      <Vector (0.4369, 0.6850, 0.5830, -0.2196)>
      <Vector (0.7882, -0.6038, 0.1187, 0.8226)>
      <Vector (0.4333, 0.4077, -0.8038, 0.3882)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1619, 0.8154, 0.0676)>
    Rotation: <Euler (x=0.7387, y=0.0192, z=-2.9337), order='XYZ'>
    Matrix:
      <Vector (-0.9783, 0.1399, -0.1529, 0.1619)>
      <Vector (-0.2064, -0.7261, 0.6559, 0.8154)>
      <Vector (-0.0192, 0.6732, 0.7392, 0.0676)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2200, 0.5137, 0.3474)>
    Rotation: <Euler (x=-0.2858, y=-0.1378, z=-2.9166), order='XYZ'>
    Matrix:
      <Vector (-0.9656, 0.1763, 0.1914, 0.2200)>
      <Vector (-0.2210, -0.9439, -0.2455, 0.5137)>
      <Vector (0.1373, -0.2793, 0.9503, 0.3474)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8640, y=-0.1393, z=-2.9982), order='XYZ'>
    Matrix:
      <Vector (-0.9802, 0.1973, -0.0194, 0.2955)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
      <Vector (0.1388, 0.7531, 0.6431, 0.2279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0000, 0.3597)>
    Rotation: <Euler (x=-1.5314, y=-2.9019, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9712, 0.2363, -0.0304, 0.3300)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0000)>
      <Vector (0.2374, 0.9707, -0.0382, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3478, 0.0034, 0.4329)>
    Rotation: <Euler (x=-1.5314, y=-2.9019, z=0.0211), order='XYZ'>
    Matrix:
      <Vector (-0.9712, 0.2363, -0.0304, 0.3478)>
      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
      <Vector (0.2374, 0.9707, -0.0382, 0.4329)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0417, 0.8244, -0.0135)>
    Rotation: <Euler (x=0.4430, y=0.7067, z=2.7987), order='XYZ'>
    Matrix:
      <Vector (-0.7163, -0.5659, -0.4084, -0.0417)>
      <Vector (0.2557, -0.7573, 0.6009, 0.8244)>
      <Vector (-0.6493, 0.3260, 0.6871, -0.0135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2769, 0.5096, 0.1220)>
    Rotation: <Euler (x=-0.5489, y=0.7699, z=2.7360), order='XYZ'>
    Matrix:
      <Vector (-0.6597, -0.0029, -0.7515, -0.2769)>
      <Vector (0.2833, -0.9272, -0.2451, 0.5096)>
      <Vector (-0.6961, -0.3746, 0.6125, 0.1220)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7744, y=0.7998, z=2.9383), order='XYZ'>
    Matrix:
      <Vector (-0.6825, -0.6355, -0.3610, -0.2781)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7172, 0.4873, 0.4981, -0.0395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2382, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6187, -0.7844, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7854, 0.6188, -0.0124, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2382, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6187, -0.7844, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7854, 0.6188, -0.0124, 0.0985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 145
  Bone: mixamorig:Hips
    Location: <Vector (0.0613, 0.8608, 0.0416)>
    Rotation: <Euler (x=0.2059, y=-0.3966, z=-0.0495), order='XYZ'>
    Matrix:
      <Vector (0.9213, -0.0304, -0.3878, 0.0613)>
      <Vector (-0.0456, 0.9816, -0.1854, 0.8608)>
      <Vector (0.3863, 0.1885, 0.9029, 0.0416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0597, 0.9370, 0.0546)>
    Rotation: <Euler (x=0.2310, y=-0.4144, z=-0.0383), order='XYZ'>
    Matrix:
      <Vector (0.9147, -0.0549, -0.4004, 0.0597)>
      <Vector (-0.0350, 0.9763, -0.2137, 0.9370)>
      <Vector (0.4026, 0.2095, 0.8911, 0.0546)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0547, 1.0250, 0.0735)>
    Rotation: <Euler (x=0.3550, y=-0.4409, z=-0.0159), order='XYZ'>
    Matrix:
      <Vector (0.9043, -0.1334, -0.4056, 0.0547)>
      <Vector (-0.0144, 0.9399, -0.3412, 1.0250)>
      <Vector (0.4267, 0.3144, 0.8480, 0.0735)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0410, 1.1218, 0.1059)>
    Rotation: <Euler (x=0.4806, y=-0.4681, z=0.0024), order='XYZ'>
    Matrix:
      <Vector (0.8924, -0.2107, -0.3990, 0.0410)>
      <Vector (0.0021, 0.8862, -0.4633, 1.1218)>
      <Vector (0.4512, 0.4126, 0.7913, 0.1059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0166, 1.2246, 0.1537)>
    Rotation: <Euler (x=0.4100, y=-0.3883, z=-0.0080), order='XYZ'>
    Matrix:
      <Vector (0.9255, -0.1436, -0.3504, 0.0166)>
      <Vector (-0.0074, 0.9183, -0.3958, 1.2246)>
      <Vector (0.3786, 0.3689, 0.8488, 0.1537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0031, 1.3142, 0.2034)>
    Rotation: <Euler (x=-0.0320, y=-0.0851, z=0.0013), order='XYZ'>
    Matrix:
      <Vector (0.9964, 0.0014, -0.0850, -0.0031)>
      <Vector (0.0013, 0.9995, 0.0319, 1.3142)>
      <Vector (0.0850, -0.0319, 0.9959, 0.2034)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0054, 1.5550, 0.2271)>
    Rotation: <Euler (x=-0.0320, y=-0.0851, z=0.0013), order='XYZ'>
    Matrix:
      <Vector (0.9964, 0.0014, -0.0850, -0.0054)>
      <Vector (0.0013, 0.9995, 0.0319, 1.5550)>
      <Vector (0.0850, -0.0319, 0.9959, 0.2271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0831, 1.2106, 0.1765)>
    Rotation: <Euler (x=-0.2947, y=2.1544, z=-2.1136), order='XYZ'>
    Matrix:
      <Vector (0.2846, 0.9446, -0.1637, 0.0831)>
      <Vector (0.4719, -0.2867, -0.8338, 1.2106)>
      <Vector (-0.8345, 0.1601, -0.5273, 0.1765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2166, 1.1701, 0.1991)>
    Rotation: <Euler (x=3.0867, y=0.8060, z=0.4222), order='XYZ'>
    Matrix:
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      <Vector (0.2837, -0.8946, -0.3452, 1.1701)>
      <Vector (-0.7215, 0.0380, -0.6914, 0.1991)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3027, 0.9969, 0.2064)>
    Rotation: <Euler (x=2.3685, y=0.1064, z=-1.0120), order='XYZ'>
    Matrix:
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      <Vector (-0.8431, -0.4423, -0.3058, 0.9969)>
      <Vector (-0.1062, 0.6944, -0.7117, 0.2064)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1542, 0.8812, 0.3882)>
    Rotation: <Euler (x=2.0143, y=0.0027, z=-0.6982), order='XYZ'>
    Matrix:
      <Vector (0.7660, -0.2739, -0.5815, 0.1542)>
      <Vector (-0.6428, -0.3303, -0.6912, 0.8812)>
      <Vector (-0.0027, 0.9033, -0.4291, 0.3882)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1172, 0.8784, 0.4203)>
    Rotation: <Euler (x=2.5520, y=-0.6873, z=-1.0873), order='XYZ'>
    Matrix:
      <Vector (0.3593, -0.8999, -0.2471, 0.1172)>
      <Vector (-0.6843, -0.0740, -0.7254, 0.8784)>
      <Vector (0.6345, 0.4297, -0.6425, 0.4203)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0812, 0.8770, 0.4358)>
    Rotation: <Euler (x=2.3791, y=-0.3209, z=-0.7904), order='XYZ'>
    Matrix:
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      <Vector (0.3154, 0.6554, -0.6862, 0.4358)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0600, 0.8649, 0.4574)>
    Rotation: <Euler (x=2.2984, y=-0.1512, z=-0.7079), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0483, 0.8535, 0.4756)>
    Rotation: <Euler (x=2.2984, y=-0.1512, z=-0.7079), order='XYZ'>
    Matrix:
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      <Vector (-0.6428, -0.4321, -0.6325, 0.8535)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0959, 0.8671, 0.4923)>
    Rotation: <Euler (x=2.4714, y=-0.0458, z=-0.7126), order='XYZ'>
    Matrix:
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      <Vector (-0.6531, -0.5744, -0.4934, 0.8671)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0805, 0.8501, 0.5105)>
    Rotation: <Euler (x=2.9396, y=-0.0112, z=-0.6439), order='XYZ'>
    Matrix:
      <Vector (0.7997, -0.5899, -0.1116, 0.0805)>
      <Vector (-0.6003, -0.7822, -0.1670, 0.8501)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0631, 0.8269, 0.5164)>
    Rotation: <Euler (x=-3.1090, y=-0.0058, z=-0.5881), order='XYZ'>
    Matrix:
      <Vector (0.8320, -0.5543, 0.0229, 0.0631)>
      <Vector (-0.5548, -0.8316, 0.0239, 0.8269)>
      <Vector (0.0058, -0.0326, -0.9995, 0.5164)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0500, 0.8078, 0.5157)>
    Rotation: <Euler (x=-3.1090, y=-0.0058, z=-0.5881), order='XYZ'>
    Matrix:
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      <Vector (-0.5548, -0.8316, 0.0239, 0.8078)>
      <Vector (0.0058, -0.0326, -0.9995, 0.5157)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1138, 0.8519, 0.4913)>
    Rotation: <Euler (x=2.4711, y=-0.0430, z=-0.7132), order='XYZ'>
    Matrix:
      <Vector (0.7556, -0.5328, -0.3810, 0.1138)>
      <Vector (-0.6536, -0.5751, -0.4919, 0.8519)>
      <Vector (0.0430, 0.6208, -0.7828, 0.4913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0960, 0.8323, 0.5123)>
    Rotation: <Euler (x=2.9396, y=-0.0084, z=-0.6439), order='XYZ'>
    Matrix:
      <Vector (0.7997, -0.5895, -0.1139, 0.0960)>
      <Vector (-0.6003, -0.7825, -0.1653, 0.8323)>
      <Vector (0.0084, 0.2006, -0.9796, 0.5123)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0754, 0.8048, 0.5193)>
    Rotation: <Euler (x=-3.1089, y=-0.0032, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5563, -0.8306, 0.0254, 0.8048)>
      <Vector (0.0032, -0.0327, -0.9995, 0.5193)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0606, 0.7833, 0.5185)>
    Rotation: <Euler (x=-3.1089, y=-0.0032, z=-0.5899), order='XYZ'>
    Matrix:
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      <Vector (-0.5563, -0.8306, 0.0254, 0.7833)>
      <Vector (0.0032, -0.0327, -0.9995, 0.5185)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1335, 0.8363, 0.4913)>
    Rotation: <Euler (x=2.4713, y=-0.0419, z=-0.7112), order='XYZ'>
    Matrix:
      <Vector (0.7569, -0.5312, -0.3806, 0.1335)>
      <Vector (-0.6522, -0.5767, -0.4920, 0.8363)>
      <Vector (0.0419, 0.6206, -0.7830, 0.4913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1178, 0.8188, 0.5099)>
    Rotation: <Euler (x=2.9396, y=-0.0080, z=-0.6411), order='XYZ'>
    Matrix:
      <Vector (0.8014, -0.5872, -0.1137, 0.1178)>
      <Vector (-0.5981, -0.7842, -0.1654, 0.8188)>
      <Vector (0.0080, 0.2006, -0.9796, 0.5099)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1007, 0.7960, 0.5158)>
    Rotation: <Euler (x=-3.1089, y=-0.0045, z=-0.5966), order='XYZ'>
    Matrix:
      <Vector (0.8272, -0.5614, 0.0221, 0.1007)>
      <Vector (-0.5618, -0.8269, 0.0245, 0.7960)>
      <Vector (0.0045, -0.0327, -0.9995, 0.5158)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0876, 0.7772, 0.5150)>
    Rotation: <Euler (x=-3.1089, y=-0.0045, z=-0.5966), order='XYZ'>
    Matrix:
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      <Vector (-0.5618, -0.8269, 0.0245, 0.7772)>
      <Vector (0.0045, -0.0327, -0.9995, 0.5150)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1533, 0.8244, 0.4877)>
    Rotation: <Euler (x=2.4590, y=0.0119, z=-0.6555), order='XYZ'>
    Matrix:
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      <Vector (-0.6095, -0.6197, -0.4944, 0.8244)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1398, 0.8065, 0.5059)>
    Rotation: <Euler (x=2.9396, y=0.0005, z=-0.6382), order='XYZ'>
    Matrix:
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      <Vector (-0.5958, -0.7869, -0.1608, 0.8065)>
      <Vector (-0.0005, 0.2006, -0.9797, 0.5059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1268, 0.7891, 0.5104)>
    Rotation: <Euler (x=-3.1089, y=0.0031, z=-0.6112), order='XYZ'>
    Matrix:
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      <Vector (-0.5738, -0.8185, 0.0285, 0.7891)>
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1174, 0.7756, 0.5098)>
    Rotation: <Euler (x=-3.1089, y=0.0031, z=-0.6112), order='XYZ'>
    Matrix:
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      <Vector (-0.5738, -0.8185, 0.0285, 0.7756)>
      <Vector (-0.0031, -0.0327, -0.9995, 0.5098)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0425, 1.2086, 0.1162)>
    Rotation: <Euler (x=1.1118, y=-2.1766, z=1.0273), order='XYZ'>
    Matrix:
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      <Vector (-0.4874, -0.4016, -0.7753, 1.2086)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1499, 1.1519, 0.0441)>
    Rotation: <Euler (x=-0.9391, y=-1.3270, z=-2.3001), order='XYZ'>
    Matrix:
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      <Vector (-0.1800, -0.9774, -0.1105, 1.1519)>
      <Vector (0.9704, -0.1948, 0.1426, 0.0441)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1657, 0.9624, 0.0063)>
    Rotation: <Euler (x=1.4432, y=-0.1578, z=1.5070), order='XYZ'>
    Matrix:
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      <Vector (0.9856, -0.1474, -0.0832, 0.9624)>
      <Vector (0.1571, 0.9796, 0.1257, 0.0063)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2016, 0.9238, 0.2627)>
    Rotation: <Euler (x=1.4776, y=-0.4249, z=1.1398), order='XYZ'>
    Matrix:
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      <Vector (0.8277, -0.3341, -0.4508, 0.9238)>
      <Vector (0.4123, 0.9071, 0.0847, 0.2627)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1935, 0.9278, 0.3085)>
    Rotation: <Euler (x=1.8605, y=0.3720, z=1.0645), order='XYZ'>
    Matrix:
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      <Vector (0.8147, 0.1661, -0.5555, 0.9278)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1773, 0.9351, 0.3413)>
    Rotation: <Euler (x=1.8513, y=-0.1250, z=1.0428), order='XYZ'>
    Matrix:
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      <Vector (0.8571, -0.2429, -0.4543, 0.9351)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1716, 0.9269, 0.3726)>
    Rotation: <Euler (x=1.7916, y=-0.2780, z=1.0629), order='XYZ'>
    Matrix:
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      <Vector (0.8402, -0.3405, -0.4221, 0.9269)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1704, 0.9168, 0.3977)>
    Rotation: <Euler (x=1.7916, y=-0.2780, z=1.0629), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2177, 0.9157, 0.3795)>
    Rotation: <Euler (x=1.9406, y=-0.3702, z=1.1244), order='XYZ'>
    Matrix:
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      <Vector (0.8409, -0.4603, -0.2846, 0.9157)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2124, 0.9015, 0.4056)>
    Rotation: <Euler (x=2.4279, y=-0.4280, z=1.0829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1963, 0.8839, 0.4233)>
    Rotation: <Euler (x=2.6822, y=-0.4553, z=1.0390), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1808, 0.8699, 0.4325)>
    Rotation: <Euler (x=2.6822, y=-0.4553, z=1.0390), order='XYZ'>
    Matrix:
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      <Vector (0.7741, -0.6225, 0.1148, 0.8699)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2273, 0.8956, 0.3737)>
    Rotation: <Euler (x=1.9401, y=-0.3779, z=1.1256), order='XYZ'>
    Matrix:
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      <Vector (0.8388, -0.4660, -0.2814, 0.8956)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2217, 0.8805, 0.4014)>
    Rotation: <Euler (x=2.4276, y=-0.4338, z=1.0836), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2032, 0.8600, 0.4218)>
    Rotation: <Euler (x=2.6791, y=-0.4565, z=1.0460), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1864, 0.8449, 0.4317)>
    Rotation: <Euler (x=2.6791, y=-0.4565, z=1.0460), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2364, 0.8742, 0.3639)>
    Rotation: <Euler (x=1.9408, y=-0.3730, z=1.1238), order='XYZ'>
    Matrix:
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      <Vector (0.8397, -0.4627, -0.2842, 0.8742)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2314, 0.8611, 0.3883)>
    Rotation: <Euler (x=2.4299, y=-0.4336, z=1.0781), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2165, 0.8445, 0.4047)>
    Rotation: <Euler (x=2.6784, y=-0.4509, z=1.0477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2006, 0.8301, 0.4142)>
    Rotation: <Euler (x=2.6784, y=-0.4509, z=1.0477), order='XYZ'>
    Matrix:
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      <Vector (0.7797, -0.6156, 0.1145, 0.8301)>
      <Vector (0.4358, 0.4022, -0.8052, 0.4142)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2450, 0.8586, 0.3480)>
    Rotation: <Euler (x=1.9403, y=-0.3770, z=1.1252), order='XYZ'>
    Matrix:
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      <Vector (0.8390, -0.4654, -0.2820, 0.8586)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2404, 0.8463, 0.3707)>
    Rotation: <Euler (x=2.4304, y=-0.4387, z=1.0770), order='XYZ'>
    Matrix:
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      <Vector (0.7971, -0.6032, -0.0260, 0.8463)>
      <Vector (0.4248, 0.5909, -0.6858, 0.3707)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2264, 0.8308, 0.3861)>
    Rotation: <Euler (x=2.6730, y=-0.4487, z=1.0600), order='XYZ'>
    Matrix:
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      <Vector (0.4338, 0.4069, -0.8039, 0.3861)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2163, 0.8217, 0.3921)>
    Rotation: <Euler (x=2.6730, y=-0.4487, z=1.0600), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1659, 0.8148, 0.0706)>
    Rotation: <Euler (x=0.7400, y=0.0188, z=-2.9392), order='XYZ'>
    Matrix:
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      <Vector (-0.0188, 0.6742, 0.7383, 0.0706)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2224, 0.5131, 0.3508)>
    Rotation: <Euler (x=-0.2943, y=-0.1392, z=-2.9208), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2953, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8638, y=-0.1410, z=-2.9982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0000, 0.3597)>
    Rotation: <Euler (x=-1.5314, y=-2.9002, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3480, 0.0034, 0.4328)>
    Rotation: <Euler (x=-1.5314, y=-2.9002, z=0.0211), order='XYZ'>
    Matrix:
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      <Vector (-0.0205, 0.0444, 0.9988, 0.0034)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0382, 0.8238, -0.0092)>
    Rotation: <Euler (x=0.4345, y=0.7053, z=2.7904), order='XYZ'>
    Matrix:
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      <Vector (0.2619, -0.7579, 0.5975, 0.8238)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2744, 0.5088, 0.1240)>
    Rotation: <Euler (x=-0.5549, y=0.7673, z=2.7260), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7743, y=0.7999, z=2.9383), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7855, 0.6187, -0.0123, 0.0985)>
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Frame: 146
  Bone: mixamorig:Hips
    Location: <Vector (0.0646, 0.8602, 0.0448)>
    Rotation: <Euler (x=0.2077, y=-0.3925, z=-0.0490), order='XYZ'>
    Matrix:
      <Vector (0.9228, -0.0308, -0.3839, 0.0646)>
      <Vector (-0.0453, 0.9812, -0.1877, 0.8602)>
      <Vector (0.3825, 0.1906, 0.9041, 0.0448)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0629, 0.9363, 0.0579)>
    Rotation: <Euler (x=0.2331, y=-0.4111, z=-0.0378), order='XYZ'>
    Matrix:
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      <Vector (-0.0347, 0.9757, -0.2162, 0.9363)>
      <Vector (0.3996, 0.2118, 0.8919, 0.0579)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0579, 1.0243, 0.0770)>
    Rotation: <Euler (x=0.3573, y=-0.4389, z=-0.0154), order='XYZ'>
    Matrix:
      <Vector (0.9051, -0.1342, -0.4035, 0.0579)>
      <Vector (-0.0139, 0.9390, -0.3436, 1.0243)>
      <Vector (0.4250, 0.3166, 0.8480, 0.0770)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0441, 1.1210, 0.1096)>
    Rotation: <Euler (x=0.4830, y=-0.4676, z=0.0029), order='XYZ'>
    Matrix:
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      <Vector (0.0026, 0.8850, -0.4656, 1.1210)>
      <Vector (0.4507, 0.4146, 0.7905, 0.1096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0195, 1.2236, 0.1577)>
    Rotation: <Euler (x=0.4134, y=-0.3874, z=-0.0082), order='XYZ'>
    Matrix:
      <Vector (0.9259, -0.1442, -0.3492, 0.0195)>
      <Vector (-0.0076, 0.9170, -0.3989, 1.2236)>
      <Vector (0.3778, 0.3719, 0.8479, 0.1577)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0001, 1.3131, 0.2077)>
    Rotation: <Euler (x=-0.0261, y=-0.0850, z=0.0012), order='XYZ'>
    Matrix:
      <Vector (0.9964, 0.0010, -0.0849, -0.0001)>
      <Vector (0.0012, 0.9997, 0.0260, 1.3131)>
      <Vector (0.0849, -0.0260, 0.9961, 0.2077)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0025, 1.5537, 0.2328)>
    Rotation: <Euler (x=-0.0261, y=-0.0850, z=0.0012), order='XYZ'>
    Matrix:
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      <Vector (0.0012, 0.9997, 0.0260, 1.5537)>
      <Vector (0.0849, -0.0260, 0.9961, 0.2328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0862, 1.2097, 0.1804)>
    Rotation: <Euler (x=-0.2910, y=2.1560, z=-2.1094), order='XYZ'>
    Matrix:
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      <Vector (0.4742, -0.2861, -0.8327, 1.2097)>
      <Vector (-0.8336, 0.1585, -0.5291, 0.1804)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2197, 1.1693, 0.2028)>
    Rotation: <Euler (x=3.0853, y=0.8044, z=0.4217), order='XYZ'>
    Matrix:
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      <Vector (0.2839, -0.8944, -0.3457, 1.1693)>
      <Vector (-0.7204, 0.0390, -0.6925, 0.2028)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3059, 0.9962, 0.2103)>
    Rotation: <Euler (x=2.3700, y=0.1057, z=-1.0107), order='XYZ'>
    Matrix:
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      <Vector (-0.8425, -0.4431, -0.3063, 0.9962)>
      <Vector (-0.1055, 0.6934, -0.7128, 0.2103)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1572, 0.8802, 0.3918)>
    Rotation: <Euler (x=2.0148, y=0.0046, z=-0.6985), order='XYZ'>
    Matrix:
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      <Vector (-0.6431, -0.3317, -0.6903, 0.8802)>
      <Vector (-0.0046, 0.9030, -0.4296, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1202, 0.8774, 0.4240)>
    Rotation: <Euler (x=2.5518, y=-0.6854, z=-1.0875), order='XYZ'>
    Matrix:
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      <Vector (-0.6855, -0.0745, -0.7242, 0.8774)>
      <Vector (0.6330, 0.4306, -0.6434, 0.4240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0842, 0.8760, 0.4395)>
    Rotation: <Euler (x=2.3795, y=-0.3190, z=-0.7909), order='XYZ'>
    Matrix:
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      <Vector (-0.6751, -0.3548, -0.6468, 0.8760)>
      <Vector (0.3136, 0.6556, -0.6869, 0.4395)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0631, 0.8639, 0.4611)>
    Rotation: <Euler (x=2.2989, y=-0.1493, z=-0.7083), order='XYZ'>
    Matrix:
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      <Vector (-0.6433, -0.4332, -0.6313, 0.8639)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0514, 0.8524, 0.4793)>
    Rotation: <Euler (x=2.2989, y=-0.1493, z=-0.7083), order='XYZ'>
    Matrix:
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      <Vector (-0.6433, -0.4332, -0.6313, 0.8524)>
      <Vector (0.1487, 0.7381, -0.6581, 0.4793)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0991, 0.8660, 0.4960)>
    Rotation: <Euler (x=2.4720, y=-0.0439, z=-0.7130), order='XYZ'>
    Matrix:
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      <Vector (-0.6535, -0.5752, -0.4920, 0.8660)>
      <Vector (0.0439, 0.6201, -0.7833, 0.4960)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0836, 0.8490, 0.5141)>
    Rotation: <Euler (x=2.9403, y=-0.0093, z=-0.6442), order='XYZ'>
    Matrix:
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      <Vector (-0.6005, -0.7823, -0.1654, 0.8490)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0662, 0.8257, 0.5201)>
    Rotation: <Euler (x=-3.1082, y=-0.0040, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5551, -0.8314, 0.0255, 0.8257)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0531, 0.8067, 0.5193)>
    Rotation: <Euler (x=-3.1082, y=-0.0040, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5551, -0.8314, 0.0255, 0.8067)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1169, 0.8508, 0.4949)>
    Rotation: <Euler (x=2.4717, y=-0.0411, z=-0.7135), order='XYZ'>
    Matrix:
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      <Vector (-0.6540, -0.5760, -0.4905, 0.8508)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0992, 0.8312, 0.5159)>
    Rotation: <Euler (x=2.9403, y=-0.0065, z=-0.6442), order='XYZ'>
    Matrix:
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      <Vector (-0.6006, -0.7826, -0.1637, 0.8312)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0785, 0.8037, 0.5229)>
    Rotation: <Euler (x=-3.1082, y=-0.0013, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0637, 0.7822, 0.5220)>
    Rotation: <Euler (x=-3.1082, y=-0.0013, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1366, 0.8352, 0.4949)>
    Rotation: <Euler (x=2.4719, y=-0.0400, z=-0.7115), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1209, 0.8177, 0.5135)>
    Rotation: <Euler (x=2.9403, y=-0.0061, z=-0.6414), order='XYZ'>
    Matrix:
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      <Vector (-0.5983, -0.7843, -0.1638, 0.8177)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1038, 0.7949, 0.5193)>
    Rotation: <Euler (x=-3.1082, y=-0.0027, z=-0.5969), order='XYZ'>
    Matrix:
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      <Vector (-0.5621, -0.8267, 0.0261, 0.7949)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0907, 0.7761, 0.5186)>
    Rotation: <Euler (x=-3.1082, y=-0.0027, z=-0.5969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1563, 0.8233, 0.4913)>
    Rotation: <Euler (x=2.4597, y=0.0138, z=-0.6558), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1429, 0.8054, 0.5094)>
    Rotation: <Euler (x=2.9403, y=0.0024, z=-0.6386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1299, 0.7879, 0.5139)>
    Rotation: <Euler (x=-3.1082, y=0.0049, z=-0.6115), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1205, 0.7744, 0.5133)>
    Rotation: <Euler (x=-3.1082, y=0.0049, z=-0.6115), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0395, 1.2077, 0.1202)>
    Rotation: <Euler (x=1.1083, y=-2.1780, z=1.0315), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1469, 1.1510, 0.0481)>
    Rotation: <Euler (x=-0.9476, y=-1.3264, z=-2.2909), order='XYZ'>
    Matrix:
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      <Vector (0.9703, -0.1965, 0.1412, 0.0481)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1626, 0.9615, 0.0100)>
    Rotation: <Euler (x=1.4445, y=-0.1596, z=1.5078), order='XYZ'>
    Matrix:
      <Vector (0.0622, -0.1356, 0.9888, -0.1626)>
      <Vector (0.9853, -0.1494, -0.0825, 0.9615)>
      <Vector (0.1589, 0.9794, 0.1244, 0.0100)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1981, 0.9224, 0.2663)>
    Rotation: <Euler (x=1.4827, y=-0.4258, z=1.1277), order='XYZ'>
    Matrix:
      <Vector (0.3904, -0.2559, 0.8844, -0.1981)>
      <Vector (0.8228, -0.3340, -0.4599, 0.9224)>
      <Vector (0.4130, 0.9072, 0.0801, 0.2663)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1898, 0.9262, 0.3120)>
    Rotation: <Euler (x=1.8655, y=0.3714, z=1.0564), order='XYZ'>
    Matrix:
      <Vector (0.4585, 0.4238, 0.7812, -0.1898)>
      <Vector (0.8112, 0.1594, -0.5626, 0.9262)>
      <Vector (-0.3630, 0.8916, -0.2707, 0.3120)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1734, 0.9332, 0.3449)>
    Rotation: <Euler (x=1.8560, y=-0.1254, z=1.0323), order='XYZ'>
    Matrix:
      <Vector (0.5088, 0.1800, 0.8418, -0.1734)>
      <Vector (0.8517, -0.2473, -0.4619, 0.9332)>
      <Vector (0.1251, 0.9521, -0.2791, 0.3449)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1676, 0.9249, 0.3761)>
    Rotation: <Euler (x=1.7964, y=-0.2785, z=1.0516), order='XYZ'>
    Matrix:
      <Vector (0.4771, 0.0613, 0.8767, -0.1676)>
      <Vector (0.8348, -0.3436, -0.4302, 0.9249)>
      <Vector (0.2749, 0.9371, -0.2151, 0.3761)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1665, 0.9147, 0.4011)>
    Rotation: <Euler (x=1.7964, y=-0.2785, z=1.0516), order='XYZ'>
    Matrix:
      <Vector (0.4771, 0.0613, 0.8767, -0.1665)>
      <Vector (0.8348, -0.3436, -0.4302, 0.9147)>
      <Vector (0.2749, 0.9371, -0.2151, 0.4011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2138, 0.9141, 0.3831)>
    Rotation: <Euler (x=1.9455, y=-0.3710, z=1.1127), order='XYZ'>
    Matrix:
      <Vector (0.4122, 0.1791, 0.8933, -0.2138)>
      <Vector (0.8359, -0.4645, -0.2925, 0.9141)>
      <Vector (0.3625, 0.8673, -0.3411, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2086, 0.8999, 0.4092)>
    Rotation: <Euler (x=2.4330, y=-0.4286, z=1.0709), order='XYZ'>
    Matrix:
      <Vector (0.4360, 0.5367, 0.7224, -0.2086)>
      <Vector (0.7982, -0.6013, -0.0350, 0.8999)>
      <Vector (0.4156, 0.5919, -0.6906, 0.4092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1926, 0.8820, 0.4267)>
    Rotation: <Euler (x=2.6874, y=-0.4556, z=1.0268), order='XYZ'>
    Matrix:
      <Vector (0.4648, 0.6689, 0.5801, -0.1926)>
      <Vector (0.7683, -0.6303, 0.1112, 0.8820)>
      <Vector (0.4400, 0.3940, -0.8069, 0.4267)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1772, 0.8678, 0.4359)>
    Rotation: <Euler (x=2.6874, y=-0.4556, z=1.0268), order='XYZ'>
    Matrix:
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      <Vector (0.7683, -0.6303, 0.1112, 0.8678)>
      <Vector (0.4400, 0.3940, -0.8069, 0.4359)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2237, 0.8941, 0.3773)>
    Rotation: <Euler (x=1.9451, y=-0.3787, z=1.1138), order='XYZ'>
    Matrix:
      <Vector (0.4100, 0.1763, 0.8949, -0.2237)>
      <Vector (0.8338, -0.4701, -0.2894, 0.8941)>
      <Vector (0.3697, 0.8648, -0.3397, 0.3773)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2181, 0.8790, 0.4049)>
    Rotation: <Euler (x=2.4327, y=-0.4344, z=1.0715), order='XYZ'>
    Matrix:
      <Vector (0.4344, 0.5352, 0.7245, -0.2181)>
      <Vector (0.7964, -0.6040, -0.0312, 0.8790)>
      <Vector (0.4209, 0.5905, -0.6886, 0.4049)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1998, 0.8582, 0.4252)>
    Rotation: <Euler (x=2.6843, y=-0.4570, z=1.0338), order='XYZ'>
    Matrix:
      <Vector (0.4591, 0.6713, 0.5819, -0.1998)>
      <Vector (0.7711, -0.6264, 0.1143, 0.8582)>
      <Vector (0.4412, 0.3962, -0.8052, 0.4252)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1831, 0.8428, 0.4351)>
    Rotation: <Euler (x=2.6843, y=-0.4570, z=1.0338), order='XYZ'>
    Matrix:
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      <Vector (0.7711, -0.6264, 0.1143, 0.8428)>
      <Vector (0.4412, 0.3962, -0.8052, 0.4351)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2330, 0.8728, 0.3675)>
    Rotation: <Euler (x=1.9458, y=-0.3738, z=1.1120), order='XYZ'>
    Matrix:
      <Vector (0.4123, 0.1779, 0.8935, -0.2330)>
      <Vector (0.8347, -0.4668, -0.2922, 0.8728)>
      <Vector (0.3651, 0.8663, -0.3410, 0.3675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2281, 0.8596, 0.3918)>
    Rotation: <Euler (x=2.4350, y=-0.4341, z=1.0660), order='XYZ'>
    Matrix:
      <Vector (0.4388, 0.5336, 0.7230, -0.2281)>
      <Vector (0.7941, -0.6069, -0.0340, 0.8596)>
      <Vector (0.4206, 0.5890, -0.6900, 0.3918)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2133, 0.8428, 0.4082)>
    Rotation: <Euler (x=2.6835, y=-0.4514, z=1.0355), order='XYZ'>
    Matrix:
      <Vector (0.4590, 0.6730, 0.5799, -0.2133)>
      <Vector (0.7740, -0.6234, 0.1109, 0.8428)>
      <Vector (0.4362, 0.3979, -0.8071, 0.4082)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1974, 0.8283, 0.4175)>
    Rotation: <Euler (x=2.6835, y=-0.4514, z=1.0355), order='XYZ'>
    Matrix:
      <Vector (0.4590, 0.6730, 0.5799, -0.1974)>
      <Vector (0.7740, -0.6234, 0.1109, 0.8283)>
      <Vector (0.4362, 0.3979, -0.8071, 0.4175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2419, 0.8573, 0.3516)>
    Rotation: <Euler (x=1.9453, y=-0.3778, z=1.1134), order='XYZ'>
    Matrix:
      <Vector (0.4105, 0.1766, 0.8946, -0.2419)>
      <Vector (0.8339, -0.4696, -0.2900, 0.8573)>
      <Vector (0.3689, 0.8651, -0.3400, 0.3516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2373, 0.8450, 0.3743)>
    Rotation: <Euler (x=2.4355, y=-0.4393, z=1.0649), order='XYZ'>
    Matrix:
      <Vector (0.4386, 0.5318, 0.7244, -0.2373)>
      <Vector (0.7917, -0.6101, -0.0314, 0.8450)>
      <Vector (0.4253, 0.5873, -0.6887, 0.3743)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2234, 0.8293, 0.3896)>
    Rotation: <Euler (x=2.6782, y=-0.4492, z=1.0478), order='XYZ'>
    Matrix:
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      <Vector (0.7804, -0.6149, 0.1132, 0.8293)>
      <Vector (0.4342, 0.4027, -0.8058, 0.3896)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2134, 0.8201, 0.3955)>
    Rotation: <Euler (x=2.6782, y=-0.4492, z=1.0478), order='XYZ'>
    Matrix:
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      <Vector (0.7804, -0.6149, 0.1132, 0.8201)>
      <Vector (0.4342, 0.4027, -0.8058, 0.3955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1694, 0.8142, 0.0733)>
    Rotation: <Euler (x=0.7411, y=0.0170, z=-2.9427), order='XYZ'>
    Matrix:
      <Vector (-0.9801, 0.1345, -0.1457, 0.1694)>
      <Vector (-0.1976, -0.7255, 0.6593, 0.8142)>
      <Vector (-0.0170, 0.6750, 0.7376, 0.0733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2253, 0.5128, 0.3537)>
    Rotation: <Euler (x=-0.3018, y=-0.1422, z=-2.9262), order='XYZ'>
    Matrix:
      <Vector (-0.9670, 0.1629, 0.1957, 0.2253)>
      <Vector (-0.2116, -0.9417, -0.2615, 0.5128)>
      <Vector (0.1417, -0.2943, 0.9452, 0.3537)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8633, y=-0.1442, z=-2.9981), order='XYZ'>
    Matrix:
      <Vector (-0.9795, 0.2010, -0.0163, 0.2950)>
      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0000, 0.3595)>
    Rotation: <Euler (x=-1.5293, y=-2.8969, z=0.0209), order='XYZ'>
    Matrix:
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      <Vector (-0.0203, 0.0465, 0.9987, 0.0000)>
      <Vector (0.2422, 0.9694, -0.0402, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0035, 0.4326)>
    Rotation: <Euler (x=-1.5293, y=-2.8969, z=0.0209), order='XYZ'>
    Matrix:
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      <Vector (-0.0203, 0.0465, 0.9987, 0.0035)>
      <Vector (0.2422, 0.9694, -0.0402, 0.4326)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0350, 0.8231, -0.0057)>
    Rotation: <Euler (x=0.4284, y=0.7016, z=2.7844), order='XYZ'>
    Matrix:
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      <Vector (0.2671, -0.7585, 0.5945, 0.8231)>
      <Vector (-0.6454, 0.3173, 0.6948, -0.0057)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2716, 0.5079, 0.1262)>
    Rotation: <Euler (x=-0.5613, y=0.7646, z=2.7150), order='XYZ'>
    Matrix:
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      <Vector (0.2986, -0.9232, -0.2421, 0.5079)>
      <Vector (-0.6923, -0.3841, 0.6109, 0.1262)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7742, y=0.8003, z=2.9382), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2377, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5509, y=2.2377, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 147
  Bone: mixamorig:Hips
    Location: <Vector (0.0674, 0.8595, 0.0475)>
    Rotation: <Euler (x=0.2098, y=-0.3880, z=-0.0484), order='XYZ'>
    Matrix:
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      <Vector (-0.0447, 0.9807, -0.1901, 0.8595)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0657, 0.9356, 0.0607)>
    Rotation: <Euler (x=0.2358, y=-0.4070, z=-0.0374), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0606, 1.0236, 0.0801)>
    Rotation: <Euler (x=0.3606, y=-0.4354, z=-0.0150), order='XYZ'>
    Matrix:
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      <Vector (-0.0136, 0.9378, -0.3469, 1.0236)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0467, 1.1202, 0.1131)>
    Rotation: <Euler (x=0.4871, y=-0.4647, z=0.0031), order='XYZ'>
    Matrix:
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      <Vector (0.0028, 0.8830, -0.4693, 1.1202)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0221, 1.2226, 0.1616)>
    Rotation: <Euler (x=0.4173, y=-0.3846, z=-0.0083), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.9154, -0.4024, 1.2226)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0024, 1.3118, 0.2119)>
    Rotation: <Euler (x=-0.0186, y=-0.0842, z=0.0008), order='XYZ'>
    Matrix:
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      <Vector (0.0007, 0.9998, 0.0185, 1.3118)>
      <Vector (0.0841, -0.0185, 0.9963, 0.2119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0000, 1.5522, 0.2389)>
    Rotation: <Euler (x=-0.0186, y=-0.0842, z=0.0008), order='XYZ'>
    Matrix:
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      <Vector (0.0007, 0.9998, 0.0185, 1.5522)>
      <Vector (0.0841, -0.0185, 0.9963, 0.2389)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0888, 1.2087, 0.1840)>
    Rotation: <Euler (x=-0.2837, y=2.1579, z=-2.1013), order='XYZ'>
    Matrix:
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      <Vector (0.4778, -0.2847, -0.8310, 1.2087)>
      <Vector (-0.8325, 0.1551, -0.5318, 0.1840)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2224, 1.1684, 0.2059)>
    Rotation: <Euler (x=3.0842, y=0.8042, z=0.4219), order='XYZ'>
    Matrix:
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      <Vector (0.2840, -0.8939, -0.3468, 1.1684)>
      <Vector (-0.7203, 0.0398, -0.6925, 0.2059)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3088, 0.9955, 0.2136)>
    Rotation: <Euler (x=2.3701, y=0.1066, z=-1.0081), order='XYZ'>
    Matrix:
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      <Vector (-0.8410, -0.4452, -0.3074, 0.9955)>
      <Vector (-0.1064, 0.6933, -0.7128, 0.2136)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1605, 0.8789, 0.3951)>
    Rotation: <Euler (x=2.0127, y=0.0073, z=-0.6967), order='XYZ'>
    Matrix:
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      <Vector (-0.6416, -0.3322, -0.6913, 0.8789)>
      <Vector (-0.0073, 0.9039, -0.4276, 0.3951)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1237, 0.8761, 0.4274)>
    Rotation: <Euler (x=2.5479, y=-0.6837, z=-1.0832), order='XYZ'>
    Matrix:
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      <Vector (-0.6849, -0.0762, -0.7247, 0.8761)>
      <Vector (0.6317, 0.4337, -0.6426, 0.4274)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0877, 0.8745, 0.4430)>
    Rotation: <Euler (x=2.3770, y=-0.3165, z=-0.7883), order='XYZ'>
    Matrix:
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      <Vector (-0.6739, -0.3561, -0.6474, 0.8745)>
      <Vector (0.3113, 0.6578, -0.6858, 0.4430)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0666, 0.8624, 0.4647)>
    Rotation: <Euler (x=2.2967, y=-0.1467, z=-0.7061), order='XYZ'>
    Matrix:
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      <Vector (-0.6419, -0.4342, -0.6320, 0.8624)>
      <Vector (0.1461, 0.7398, -0.6567, 0.4647)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0551, 0.8509, 0.4830)>
    Rotation: <Euler (x=2.2967, y=-0.1467, z=-0.7061), order='XYZ'>
    Matrix:
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      <Vector (-0.6419, -0.4342, -0.6320, 0.8509)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1027, 0.8646, 0.4994)>
    Rotation: <Euler (x=2.4698, y=-0.0413, z=-0.7110), order='XYZ'>
    Matrix:
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      <Vector (-0.6521, -0.5763, -0.4927, 0.8646)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0874, 0.8475, 0.5177)>
    Rotation: <Euler (x=2.9383, y=-0.0066, z=-0.6423), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0701, 0.8243, 0.5236)>
    Rotation: <Euler (x=-3.1101, y=-0.0011, z=-0.5866), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0569, 0.8052, 0.5229)>
    Rotation: <Euler (x=-3.1101, y=-0.0011, z=-0.5866), order='XYZ'>
    Matrix:
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      <Vector (-0.5535, -0.8324, 0.0256, 0.8052)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1206, 0.8494, 0.4983)>
    Rotation: <Euler (x=2.4695, y=-0.0385, z=-0.7116), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1030, 0.8298, 0.5193)>
    Rotation: <Euler (x=2.9383, y=-0.0038, z=-0.6424), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0824, 0.8022, 0.5264)>
    Rotation: <Euler (x=-3.1100, y=0.0015, z=-0.5884), order='XYZ'>
    Matrix:
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      <Vector (-0.5551, -0.8314, 0.0271, 0.8022)>
      <Vector (-0.0015, -0.0316, -0.9995, 0.5264)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0676, 0.7807, 0.5256)>
    Rotation: <Euler (x=-3.1100, y=0.0015, z=-0.5884), order='XYZ'>
    Matrix:
      <Vector (0.8318, -0.5548, 0.0163, 0.0676)>
      <Vector (-0.5551, -0.8314, 0.0271, 0.7807)>
      <Vector (-0.0015, -0.0316, -0.9995, 0.5256)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1403, 0.8339, 0.4982)>
    Rotation: <Euler (x=2.4697, y=-0.0374, z=-0.7096), order='XYZ'>
    Matrix:
      <Vector (0.7581, -0.5276, -0.3834, 0.1403)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1247, 0.8163, 0.5169)>
    Rotation: <Euler (x=2.9383, y=-0.0033, z=-0.6396), order='XYZ'>
    Matrix:
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      <Vector (-0.5968, -0.7854, -0.1639, 0.8163)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1077, 0.7935, 0.5228)>
    Rotation: <Euler (x=-3.1100, y=0.0001, z=-0.5951), order='XYZ'>
    Matrix:
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      <Vector (-0.5606, -0.8277, 0.0262, 0.7935)>
      <Vector (-0.0001, -0.0316, -0.9995, 0.5228)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0946, 0.7747, 0.5220)>
    Rotation: <Euler (x=-3.1100, y=0.0001, z=-0.5951), order='XYZ'>
    Matrix:
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      <Vector (-0.5606, -0.8277, 0.0262, 0.7747)>
      <Vector (-0.0001, -0.0316, -0.9995, 0.5220)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1601, 0.8220, 0.4945)>
    Rotation: <Euler (x=2.4577, y=0.0165, z=-0.6540), order='XYZ'>
    Matrix:
      <Vector (0.7935, -0.4633, -0.3945, 0.1601)>
      <Vector (-0.6083, -0.6215, -0.4937, 0.8220)>
      <Vector (-0.0165, 0.6318, -0.7750, 0.4945)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1468, 0.8040, 0.5127)>
    Rotation: <Euler (x=2.9383, y=0.0051, z=-0.6367), order='XYZ'>
    Matrix:
      <Vector (0.8040, -0.5815, -0.1241, 0.1468)>
      <Vector (-0.5945, -0.7881, -0.1593, 0.8040)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1338, 0.7866, 0.5172)>
    Rotation: <Euler (x=-3.1101, y=0.0077, z=-0.6097), order='XYZ'>
    Matrix:
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      <Vector (-0.5726, -0.8193, 0.0303, 0.7866)>
      <Vector (-0.0077, -0.0315, -0.9995, 0.5172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1244, 0.7731, 0.5167)>
    Rotation: <Euler (x=-3.1101, y=0.0077, z=-0.6097), order='XYZ'>
    Matrix:
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      <Vector (-0.5726, -0.8193, 0.0303, 0.7731)>
      <Vector (-0.0077, -0.0315, -0.9995, 0.5167)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0371, 1.2066, 0.1242)>
    Rotation: <Euler (x=1.0996, y=-2.1796, z=1.0396), order='XYZ'>
    Matrix:
      <Vector (-0.2897, -0.7616, 0.5797, -0.0371)>
      <Vector (-0.4931, -0.4003, -0.7724, 1.2066)>
      <Vector (0.8203, -0.5096, -0.2596, 0.1242)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1447, 1.1501, 0.0522)>
    Rotation: <Euler (x=-0.9735, y=-1.3274, z=-2.2650), order='XYZ'>
    Matrix:
      <Vector (-0.1542, -0.0812, 0.9847, -0.1447)>
      <Vector (-0.1852, -0.9766, -0.1095, 1.1501)>
      <Vector (0.9705, -0.1993, 0.1355, 0.0522)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1604, 0.9607, 0.0136)>
    Rotation: <Euler (x=1.4502, y=-0.1630, z=1.5076), order='XYZ'>
    Matrix:
      <Vector (0.0623, -0.1303, 0.9895, -0.1604)>
      <Vector (0.9848, -0.1532, -0.0821, 0.9607)>
      <Vector (0.1623, 0.9796, 0.1187, 0.0136)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1945, 0.9206, 0.2699)>
    Rotation: <Euler (x=1.4937, y=-0.4262, z=1.1078), order='XYZ'>
    Matrix:
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      <Vector (0.8147, -0.3344, -0.4738, 0.9206)>
      <Vector (0.4134, 0.9078, 0.0701, 0.2699)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1858, 0.9241, 0.3156)>
    Rotation: <Euler (x=1.8763, y=0.3717, z=1.0449), order='XYZ'>
    Matrix:
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      <Vector (0.8058, 0.1486, -0.5732, 0.9241)>
      <Vector (-0.3632, 0.8886, -0.2802, 0.3156)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1690, 0.9307, 0.3483)>
    Rotation: <Euler (x=1.8661, y=-0.1249, z=1.0157), order='XYZ'>
    Matrix:
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      <Vector (0.8432, -0.2546, -0.4734, 0.9307)>
      <Vector (0.1245, 0.9493, -0.2888, 0.3483)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1630, 0.9221, 0.3794)>
    Rotation: <Euler (x=1.8068, y=-0.2782, z=1.0334), order='XYZ'>
    Matrix:
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      <Vector (0.8260, -0.3491, -0.4426, 0.9221)>
      <Vector (0.2746, 0.9349, -0.2249, 0.3794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1618, 0.9118, 0.4045)>
    Rotation: <Euler (x=1.8068, y=-0.2782, z=1.0334), order='XYZ'>
    Matrix:
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      <Vector (0.8260, -0.3491, -0.4426, 0.9118)>
      <Vector (0.2746, 0.9349, -0.2249, 0.4045)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2094, 0.9120, 0.3868)>
    Rotation: <Euler (x=1.9563, y=-0.3712, z=1.0934), order='XYZ'>
    Matrix:
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      <Vector (0.8277, -0.4713, -0.3046, 0.9120)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2040, 0.8976, 0.4128)>
    Rotation: <Euler (x=2.4440, y=-0.4285, z=1.0509), order='XYZ'>
    Matrix:
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      <Vector (0.7894, -0.6123, -0.0428, 0.8976)>
      <Vector (0.4155, 0.5843, -0.6971, 0.4128)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1883, 0.8793, 0.4301)>
    Rotation: <Euler (x=2.6985, y=-0.4551, z=1.0065), order='XYZ'>
    Matrix:
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      <Vector (0.7590, -0.6424, 0.1062, 0.8793)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1730, 0.8649, 0.4391)>
    Rotation: <Euler (x=2.6985, y=-0.4551, z=1.0065), order='XYZ'>
    Matrix:
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      <Vector (0.7590, -0.6424, 0.1062, 0.8649)>
      <Vector (0.4395, 0.3851, -0.8115, 0.4391)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2196, 0.8922, 0.3811)>
    Rotation: <Euler (x=1.9559, y=-0.3790, z=1.0945), order='XYZ'>
    Matrix:
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      <Vector (0.8256, -0.4770, -0.3014, 0.8922)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2140, 0.8768, 0.4085)>
    Rotation: <Euler (x=2.4438, y=-0.4343, z=1.0514), order='XYZ'>
    Matrix:
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      <Vector (0.7876, -0.6150, -0.0390, 0.8768)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1957, 0.8557, 0.4285)>
    Rotation: <Euler (x=2.6955, y=-0.4564, z=1.0135), order='XYZ'>
    Matrix:
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      <Vector (0.7618, -0.6385, 0.1092, 0.8557)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1792, 0.8400, 0.4382)>
    Rotation: <Euler (x=2.6955, y=-0.4564, z=1.0135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2293, 0.8711, 0.3713)>
    Rotation: <Euler (x=1.9565, y=-0.3740, z=1.0927), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2244, 0.8577, 0.3954)>
    Rotation: <Euler (x=2.4461, y=-0.4339, z=1.0460), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2097, 0.8406, 0.4116)>
    Rotation: <Euler (x=2.6947, y=-0.4509, z=1.0152), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1940, 0.8258, 0.4207)>
    Rotation: <Euler (x=2.6947, y=-0.4509, z=1.0152), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2385, 0.8559, 0.3553)>
    Rotation: <Euler (x=1.9561, y=-0.3781, z=1.0941), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2339, 0.8433, 0.3779)>
    Rotation: <Euler (x=2.4466, y=-0.4391, z=1.0448), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2201, 0.8273, 0.3930)>
    Rotation: <Euler (x=2.6893, y=-0.4488, z=1.0276), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2102, 0.8179, 0.3988)>
    Rotation: <Euler (x=2.6893, y=-0.4488, z=1.0276), order='XYZ'>
    Matrix:
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      <Vector (0.7713, -0.6272, 0.1082, 0.8179)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1723, 0.8136, 0.0754)>
    Rotation: <Euler (x=0.7423, y=0.0137, z=-2.9456), order='XYZ'>
    Matrix:
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      <Vector (-0.1947, -0.7246, 0.6610, 0.8136)>
      <Vector (-0.0137, 0.6759, 0.7369, 0.0754)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2282, 0.5126, 0.3562)>
    Rotation: <Euler (x=-0.3082, y=-0.1468, z=-2.9320), order='XYZ'>
    Matrix:
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      <Vector (0.1463, -0.3001, 0.9426, 0.3562)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2945, 0.1099, 0.2279)>
    Rotation: <Euler (x=0.8626, y=-0.1488, z=-2.9980), order='XYZ'>
    Matrix:
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      <Vector (-0.1415, -0.6276, 0.7655, 0.1099)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0000, 0.3594)>
    Rotation: <Euler (x=-1.5276, y=-2.8923, z=0.0208), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2456, -0.0315, 0.3303)>
      <Vector (-0.0202, 0.0483, 0.9986, 0.0000)>
      <Vector (0.2468, 0.9682, -0.0418, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0037, 0.4323)>
    Rotation: <Euler (x=-1.5276, y=-2.8923, z=0.0208), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2456, -0.0315, 0.3488)>
      <Vector (-0.0202, 0.0483, 0.9986, 0.0037)>
      <Vector (0.2468, 0.9682, -0.0418, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0324, 0.8224, -0.0027)>
    Rotation: <Euler (x=0.4236, y=0.6966, z=2.7796), order='XYZ'>
    Matrix:
      <Vector (-0.7173, -0.5695, -0.4015, -0.0324)>
      <Vector (0.2716, -0.7591, 0.5915, 0.8224)>
      <Vector (-0.6416, 0.3153, 0.6992, -0.0027)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2691, 0.5069, 0.1283)>
    Rotation: <Euler (x=-0.5679, y=0.7620, z=2.7044), order='XYZ'>
    Matrix:
      <Vector (-0.6554, -0.0205, -0.7550, -0.2691)>
      <Vector (0.3063, -0.9209, -0.2409, 0.5069)>
      <Vector (-0.6904, -0.3892, 0.6099, 0.1283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8007, z=2.9382), order='XYZ'>
    Matrix:
      <Vector (-0.6819, -0.6359, -0.3615, -0.2780)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7178, 0.4867, 0.4978, -0.0394)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2373, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6180, -0.7849, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7860, 0.6182, -0.0123, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2373, z=-0.0283), order='XYZ'>
    Matrix:
      <Vector (-0.6180, -0.7849, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7860, 0.6182, -0.0123, 0.0984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 148
  Bone: mixamorig:Hips
    Location: <Vector (0.0697, 0.8589, 0.0497)>
    Rotation: <Euler (x=0.2101, y=-0.3809, z=-0.0478), order='XYZ'>
    Matrix:
      <Vector (0.9273, -0.0308, -0.3731, 0.0697)>
      <Vector (-0.0443, 0.9806, -0.1909, 0.8589)>
      <Vector (0.3718, 0.1936, 0.9079, 0.0497)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0680, 0.9350, 0.0631)>
    Rotation: <Euler (x=0.2373, y=-0.4000, z=-0.0371), order='XYZ'>
    Matrix:
      <Vector (0.9204, -0.0554, -0.3870, 0.0680)>
      <Vector (-0.0342, 0.9747, -0.2209, 0.9350)>
      <Vector (0.3895, 0.2166, 0.8952, 0.0631)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0630, 1.0229, 0.0826)>
    Rotation: <Euler (x=0.3641, y=-0.4285, z=-0.0152), order='XYZ'>
    Matrix:
      <Vector (0.9095, -0.1337, -0.3936, 0.0630)>
      <Vector (-0.0139, 0.9366, -0.3502, 1.0229)>
      <Vector (0.4155, 0.3239, 0.8500, 0.0826)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0492, 1.1194, 0.1160)>
    Rotation: <Euler (x=0.4925, y=-0.4577, z=0.0023), order='XYZ'>
    Matrix:
      <Vector (0.8971, -0.2110, -0.3883, 0.0492)>
      <Vector (0.0021, 0.8807, -0.4737, 1.1194)>
      <Vector (0.4419, 0.4242, 0.7905, 0.1160)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0248, 1.2215, 0.1652)>
    Rotation: <Euler (x=0.4218, y=-0.3785, z=-0.0088), order='XYZ'>
    Matrix:
      <Vector (0.9292, -0.1432, -0.3407, 0.0248)>
      <Vector (-0.0082, 0.9137, -0.4064, 1.2215)>
      <Vector (0.3695, 0.3804, 0.8478, 0.1652)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0053, 1.3104, 0.2160)>
    Rotation: <Euler (x=-0.0106, y=-0.0823, z=-0.0000), order='XYZ'>
    Matrix:
      <Vector (0.9966, 0.0009, -0.0822, 0.0053)>
      <Vector (-0.0000, 0.9999, 0.0106, 1.3104)>
      <Vector (0.0822, -0.0106, 0.9966, 0.2160)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0029, 1.5507, 0.2449)>
    Rotation: <Euler (x=-0.0106, y=-0.0823, z=-0.0000), order='XYZ'>
    Matrix:
      <Vector (0.9966, 0.0009, -0.0822, 0.0029)>
      <Vector (-0.0000, 0.9999, 0.0106, 1.5507)>
      <Vector (0.0822, -0.0106, 0.9966, 0.2449)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0916, 1.2076, 0.1871)>
    Rotation: <Euler (x=-0.2717, y=2.1596, z=-2.0892), order='XYZ'>
    Matrix:
      <Vector (0.2752, 0.9473, -0.1638, 0.0916)>
      <Vector (0.4824, -0.2834, -0.8288, 1.2076)>
      <Vector (-0.8316, 0.1490, -0.5350, 0.1871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2255, 1.1675, 0.2081)>
    Rotation: <Euler (x=3.0834, y=0.8069, z=0.4213), order='XYZ'>
    Matrix:
      <Vector (0.6312, 0.4465, -0.6341, 0.2255)>
      <Vector (0.2829, -0.8939, -0.3479, 1.1675)>
      <Vector (-0.7222, 0.0402, -0.6905, 0.2081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3119, 0.9945, 0.2159)>
    Rotation: <Euler (x=2.3675, y=0.1093, z=-1.0055), order='XYZ'>
    Matrix:
      <Vector (0.5325, -0.5629, -0.6321, 0.3119)>
      <Vector (-0.8394, -0.4475, -0.3086, 0.9945)>
      <Vector (-0.1091, 0.6949, -0.7108, 0.2159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1645, 0.8774, 0.3978)>
    Rotation: <Euler (x=2.0076, y=0.0112, z=-0.6938), order='XYZ'>
    Matrix:
      <Vector (0.7688, -0.2627, -0.5831, 0.1645)>
      <Vector (-0.6394, -0.3318, -0.6936, 0.8774)>
      <Vector (-0.0112, 0.9060, -0.4231, 0.3978)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1279, 0.8745, 0.4303)>
    Rotation: <Euler (x=2.5400, y=-0.6820, z=-1.0753), order='XYZ'>
    Matrix:
      <Vector (0.3691, -0.8949, -0.2508, 0.1279)>
      <Vector (-0.6830, -0.0782, -0.7263, 0.8745)>
      <Vector (0.6303, 0.4393, -0.6400, 0.4303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0921, 0.8729, 0.4462)>
    Rotation: <Euler (x=2.3714, y=-0.3131, z=-0.7836), order='XYZ'>
    Matrix:
      <Vector (0.6739, -0.6585, -0.3349, 0.0921)>
      <Vector (-0.6715, -0.3571, -0.6493, 0.8729)>
      <Vector (0.3080, 0.6624, -0.6829, 0.4462)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0712, 0.8607, 0.4680)>
    Rotation: <Euler (x=2.2916, y=-0.1428, z=-0.7025), order='XYZ'>
    Matrix:
      <Vector (0.7555, -0.5080, -0.4137, 0.0712)>
      <Vector (-0.6395, -0.4346, -0.6341, 0.8607)>
      <Vector (0.1423, 0.7436, -0.6533, 0.4680)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0597, 0.8493, 0.4864)>
    Rotation: <Euler (x=2.2916, y=-0.1428, z=-0.7025), order='XYZ'>
    Matrix:
      <Vector (0.7555, -0.5080, -0.4137, 0.0597)>
      <Vector (-0.6395, -0.4346, -0.6341, 0.8493)>
      <Vector (0.1423, 0.7436, -0.6533, 0.4864)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1075, 0.8631, 0.5025)>
    Rotation: <Euler (x=2.4647, y=-0.0375, z=-0.7079), order='XYZ'>
    Matrix:
      <Vector (0.7592, -0.5247, -0.3851, 0.1075)>
      <Vector (-0.6498, -0.5769, -0.4949, 0.8631)>
      <Vector (0.0375, 0.6259, -0.7790, 0.5025)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0923, 0.8460, 0.5209)>
    Rotation: <Euler (x=2.9335, y=-0.0024, z=-0.6394), order='XYZ'>
    Matrix:
      <Vector (0.8024, -0.5842, -0.1214, 0.0923)>
      <Vector (-0.5967, -0.7848, -0.1672, 0.8460)>
      <Vector (0.0024, 0.2066, -0.9784, 0.5209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0751, 0.8227, 0.5270)>
    Rotation: <Euler (x=-3.1146, y=0.0033, z=-0.5837), order='XYZ'>
    Matrix:
      <Vector (0.8344, -0.5510, 0.0121, 0.0751)>
      <Vector (-0.5511, -0.8341, 0.0243, 0.8227)>
      <Vector (-0.0033, -0.0270, -0.9996, 0.5270)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0620, 0.8036, 0.5264)>
    Rotation: <Euler (x=-3.1146, y=0.0033, z=-0.5837), order='XYZ'>
    Matrix:
      <Vector (0.8344, -0.5510, 0.0121, 0.0620)>
      <Vector (-0.5511, -0.8341, 0.0243, 0.8036)>
      <Vector (-0.0033, -0.0270, -0.9996, 0.5264)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1254, 0.8480, 0.5013)>
    Rotation: <Euler (x=2.4644, y=-0.0347, z=-0.7085), order='XYZ'>
    Matrix:
      <Vector (0.7589, -0.5236, -0.3872, 0.1254)>
      <Vector (-0.6503, -0.5776, -0.4934, 0.8480)>
      <Vector (0.0347, 0.6262, -0.7789, 0.5013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1079, 0.8283, 0.5225)>
    Rotation: <Euler (x=2.9335, y=0.0004, z=-0.6395), order='XYZ'>
    Matrix:
      <Vector (0.8024, -0.5838, -0.1236, 0.1079)>
      <Vector (-0.5968, -0.7852, -0.1655, 0.8283)>
      <Vector (-0.0004, 0.2066, -0.9784, 0.5225)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0875, 0.8007, 0.5297)>
    Rotation: <Euler (x=-3.1146, y=0.0060, z=-0.5855), order='XYZ'>
    Matrix:
      <Vector (0.8334, -0.5526, 0.0099, 0.0875)>
      <Vector (-0.5526, -0.8330, 0.0258, 0.8007)>
      <Vector (-0.0060, -0.0270, -0.9996, 0.5297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0728, 0.7791, 0.5290)>
    Rotation: <Euler (x=-3.1146, y=0.0060, z=-0.5855), order='XYZ'>
    Matrix:
      <Vector (0.8334, -0.5526, 0.0099, 0.0728)>
      <Vector (-0.5526, -0.8330, 0.0258, 0.7791)>
      <Vector (-0.0060, -0.0270, -0.9996, 0.5290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1452, 0.8324, 0.5011)>
    Rotation: <Euler (x=2.4646, y=-0.0335, z=-0.7065), order='XYZ'>
    Matrix:
      <Vector (0.7602, -0.5220, -0.3868, 0.1452)>
      <Vector (-0.6488, -0.5793, -0.4934, 0.8324)>
      <Vector (0.0335, 0.6261, -0.7790, 0.5011)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1297, 0.8149, 0.5199)>
    Rotation: <Euler (x=2.9335, y=0.0008, z=-0.6366), order='XYZ'>
    Matrix:
      <Vector (0.8041, -0.5815, -0.1235, 0.1297)>
      <Vector (-0.5945, -0.7868, -0.1656, 0.8149)>
      <Vector (-0.0008, 0.2066, -0.9784, 0.5199)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1128, 0.7920, 0.5259)>
    Rotation: <Euler (x=-3.1147, y=0.0045, z=-0.5922), order='XYZ'>
    Matrix:
      <Vector (0.8297, -0.5581, 0.0113, 0.1128)>
      <Vector (-0.5582, -0.8294, 0.0249, 0.7920)>
      <Vector (-0.0045, -0.0269, -0.9996, 0.5259)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0998, 0.7731, 0.5253)>
    Rotation: <Euler (x=-3.1147, y=0.0045, z=-0.5922), order='XYZ'>
    Matrix:
      <Vector (0.8297, -0.5581, 0.0113, 0.0998)>
      <Vector (-0.5582, -0.8294, 0.0249, 0.7731)>
      <Vector (-0.0045, -0.0269, -0.9996, 0.5253)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1649, 0.8206, 0.4974)>
    Rotation: <Euler (x=2.4528, y=0.0206, z=-0.6512), order='XYZ'>
    Matrix:
      <Vector (0.7952, -0.4575, -0.3979, 0.1649)>
      <Vector (-0.6060, -0.6220, -0.4959, 0.8206)>
      <Vector (-0.0206, 0.6355, -0.7718, 0.4974)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1518, 0.8027, 0.5157)>
    Rotation: <Euler (x=2.9335, y=0.0093, z=-0.6338), order='XYZ'>
    Matrix:
      <Vector (0.8057, -0.5779, -0.1297, 0.1518)>
      <Vector (-0.5922, -0.7895, -0.1610, 0.8027)>
      <Vector (-0.0093, 0.2066, -0.9784, 0.5157)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1389, 0.7852, 0.5203)>
    Rotation: <Euler (x=-3.1148, y=0.0121, z=-0.6068), order='XYZ'>
    Matrix:
      <Vector (0.8214, -0.5703, 0.0054, 0.1389)>
      <Vector (-0.5702, -0.8210, 0.0289, 0.7852)>
      <Vector (-0.0121, -0.0268, -0.9996, 0.5203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1295, 0.7716, 0.5198)>
    Rotation: <Euler (x=-3.1148, y=0.0121, z=-0.6068), order='XYZ'>
    Matrix:
      <Vector (0.8214, -0.5703, 0.0054, 0.1295)>
      <Vector (-0.5702, -0.8210, 0.0289, 0.7716)>
      <Vector (-0.0121, -0.0268, -0.9996, 0.5198)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0346, 1.2056, 0.1282)>
    Rotation: <Euler (x=1.0838, y=-2.1804, z=1.0529), order='XYZ'>
    Matrix:
      <Vector (-0.2834, -0.7653, 0.5779, -0.0346)>
      <Vector (-0.4974, -0.3978, -0.7709, 1.2056)>
      <Vector (0.8199, -0.5059, -0.2679, 0.1282)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1427, 1.1494, 0.0567)>
    Rotation: <Euler (x=-1.0145, y=-1.3307, z=-2.2256), order='XYZ'>
    Matrix:
      <Vector (-0.1448, -0.0836, 0.9859, -0.1427)>
      <Vector (-0.1886, -0.9758, -0.1104, 1.1494)>
      <Vector (0.9713, -0.2019, 0.1256, 0.0567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1589, 0.9602, 0.0175)>
    Rotation: <Euler (x=1.4602, y=-0.1674, z=1.5057), order='XYZ'>
    Matrix:
      <Vector (0.0641, -0.1209, 0.9906, -0.1589)>
      <Vector (0.9839, -0.1581, -0.0830, 0.9602)>
      <Vector (0.1666, 0.9800, 0.1089, 0.0175)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1906, 0.9188, 0.2740)>
    Rotation: <Euler (x=1.5097, y=-0.4252, z=1.0840), order='XYZ'>
    Matrix:
      <Vector (0.4261, -0.2466, 0.8704, -0.1906)>
      <Vector (0.8051, -0.3354, -0.4892, 0.9188)>
      <Vector (0.4125, 0.9092, 0.0556, 0.2740)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1812, 0.9219, 0.3196)>
    Rotation: <Euler (x=1.8918, y=0.3735, z=1.0334), order='XYZ'>
    Matrix:
      <Vector (0.4766, 0.4483, 0.7562, -0.1812)>
      <Vector (0.7998, 0.1359, -0.5847, 0.9219)>
      <Vector (-0.3649, 0.8835, -0.2938, 0.3196)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1639, 0.9280, 0.3521)>
    Rotation: <Euler (x=1.8806, y=-0.1226, z=0.9967), order='XYZ'>
    Matrix:
      <Vector (0.5390, 0.1927, 0.8199, -0.1639)>
      <Vector (0.8334, -0.2634, -0.4859, 0.9280)>
      <Vector (0.1223, 0.9452, -0.3026, 0.3521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1577, 0.9192, 0.3831)>
    Rotation: <Euler (x=1.8218, y=-0.2761, z=1.0121), order='XYZ'>
    Matrix:
      <Vector (0.5100, 0.0706, 0.8572, -0.1577)>
      <Vector (0.8158, -0.3556, -0.4561, 0.9192)>
      <Vector (0.2726, 0.9320, -0.2390, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1563, 0.9087, 0.4080)>
    Rotation: <Euler (x=1.8218, y=-0.2761, z=1.0121), order='XYZ'>
    Matrix:
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      <Vector (0.2726, 0.9320, -0.2390, 0.4080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2040, 0.9098, 0.3910)>
    Rotation: <Euler (x=1.9719, y=-0.3701, z=1.0706), order='XYZ'>
    Matrix:
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      <Vector (0.8181, -0.4794, -0.3177, 0.9098)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1986, 0.8951, 0.4169)>
    Rotation: <Euler (x=2.4599, y=-0.4267, z=1.0271), order='XYZ'>
    Matrix:
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      <Vector (0.7791, -0.6248, -0.0509, 0.8951)>
      <Vector (0.4138, 0.5736, -0.7069, 0.4169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1829, 0.8765, 0.4339)>
    Rotation: <Euler (x=2.7145, y=-0.4526, z=0.9823), order='XYZ'>
    Matrix:
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      <Vector (0.7480, -0.6559, 0.1011, 0.8765)>
      <Vector (0.4373, 0.3725, -0.8185, 0.4339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1678, 0.8618, 0.4425)>
    Rotation: <Euler (x=2.7145, y=-0.4526, z=0.9823), order='XYZ'>
    Matrix:
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      <Vector (0.7480, -0.6559, 0.1011, 0.8618)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2147, 0.8902, 0.3853)>
    Rotation: <Euler (x=1.9715, y=-0.3778, z=1.0715), order='XYZ'>
    Matrix:
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      <Vector (0.8160, -0.4850, -0.3146, 0.8902)>
      <Vector (0.3689, 0.8558, -0.3626, 0.3853)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2090, 0.8746, 0.4126)>
    Rotation: <Euler (x=2.4597, y=-0.4325, z=1.0275), order='XYZ'>
    Matrix:
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      <Vector (0.7772, -0.6274, -0.0472, 0.8746)>
      <Vector (0.4191, 0.5722, -0.7049, 0.4126)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1909, 0.8530, 0.4322)>
    Rotation: <Euler (x=2.7115, y=-0.4541, z=0.9892), order='XYZ'>
    Matrix:
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      <Vector (0.7509, -0.6521, 0.1041, 0.8530)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1745, 0.8370, 0.4416)>
    Rotation: <Euler (x=2.7115, y=-0.4541, z=0.9892), order='XYZ'>
    Matrix:
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      <Vector (0.4386, 0.3747, -0.8168, 0.4416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2249, 0.8694, 0.3755)>
    Rotation: <Euler (x=1.9721, y=-0.3729, z=1.0698), order='XYZ'>
    Matrix:
      <Vector (0.4473, 0.1816, 0.8758, -0.2249)>
      <Vector (0.8169, -0.4817, -0.3173, 0.8694)>
      <Vector (0.3643, 0.8573, -0.3638, 0.3755)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2199, 0.8557, 0.3995)>
    Rotation: <Euler (x=2.4620, y=-0.4321, z=1.0221), order='XYZ'>
    Matrix:
      <Vector (0.4737, 0.5264, 0.7061, -0.2199)>
      <Vector (0.7748, -0.6302, -0.0499, 0.8557)>
      <Vector (0.4188, 0.5707, -0.7063, 0.3995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2053, 0.8383, 0.4154)>
    Rotation: <Euler (x=2.7107, y=-0.4486, z=0.9911), order='XYZ'>
    Matrix:
      <Vector (0.4936, 0.6609, 0.5653, -0.2053)>
      <Vector (0.7539, -0.6492, 0.1008, 0.8383)>
      <Vector (0.4337, 0.3764, -0.8187, 0.4154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1897, 0.8231, 0.4242)>
    Rotation: <Euler (x=2.7107, y=-0.4486, z=0.9911), order='XYZ'>
    Matrix:
      <Vector (0.4936, 0.6609, 0.5653, -0.1897)>
      <Vector (0.7539, -0.6492, 0.1008, 0.8231)>
      <Vector (0.4337, 0.3764, -0.8187, 0.4242)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2346, 0.8543, 0.3596)>
    Rotation: <Euler (x=1.9717, y=-0.3769, z=1.0711), order='XYZ'>
    Matrix:
      <Vector (0.4455, 0.1801, 0.8770, -0.2346)>
      <Vector (0.8161, -0.4844, -0.3151, 0.8543)>
      <Vector (0.3681, 0.8561, -0.3628, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2299, 0.8416, 0.3820)>
    Rotation: <Euler (x=2.4625, y=-0.4372, z=1.0208), order='XYZ'>
    Matrix:
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      <Vector (0.7723, -0.6334, -0.0474, 0.8416)>
      <Vector (0.4234, 0.5690, -0.7050, 0.3820)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2162, 0.8253, 0.3969)>
    Rotation: <Euler (x=2.7053, y=-0.4466, z=1.0035), order='XYZ'>
    Matrix:
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      <Vector (0.7606, -0.6409, 0.1031, 0.8253)>
      <Vector (0.4319, 0.3811, -0.8174, 0.3969)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2064, 0.8157, 0.4025)>
    Rotation: <Euler (x=2.7053, y=-0.4466, z=1.0035), order='XYZ'>
    Matrix:
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      <Vector (0.7606, -0.6409, 0.1031, 0.8157)>
      <Vector (0.4319, 0.3811, -0.8174, 0.4025)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1748, 0.8131, 0.0769)>
    Rotation: <Euler (x=0.7441, y=0.0085, z=-2.9486), order='XYZ'>
    Matrix:
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      <Vector (-0.1918, -0.7232, 0.6635, 0.8131)>
      <Vector (-0.0085, 0.6773, 0.7357, 0.0769)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2311, 0.5126, 0.3583)>
    Rotation: <Euler (x=-0.3138, y=-0.1519, z=-2.9373), order='XYZ'>
    Matrix:
      <Vector (-0.9679, 0.1473, 0.2035, 0.2311)>
      <Vector (-0.2006, -0.9409, -0.2730, 0.5126)>
      <Vector (0.1513, -0.3051, 0.9402, 0.3583)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2941, 0.1101, 0.2278)>
    Rotation: <Euler (x=0.8623, y=-0.1541, z=-3.0005), order='XYZ'>
    Matrix:
      <Vector (-0.9783, 0.2069, -0.0080, 0.2941)>
      <Vector (-0.1390, -0.6278, 0.7659, 0.1101)>
      <Vector (0.1534, 0.7504, 0.6430, 0.2278)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0002, 0.3592)>
    Rotation: <Euler (x=-1.5268, y=-2.8870, z=0.0182), order='XYZ'>
    Matrix:
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      <Vector (-0.0176, 0.0485, 0.9987, 0.0002)>
      <Vector (0.2519, 0.9668, -0.0425, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3492, 0.0038, 0.4320)>
    Rotation: <Euler (x=-1.5268, y=-2.8870, z=0.0182), order='XYZ'>
    Matrix:
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      <Vector (-0.0176, 0.0485, 0.9987, 0.0038)>
      <Vector (0.2519, 0.9668, -0.0425, 0.4320)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0305, 0.8217, 0.0003)>
    Rotation: <Euler (x=0.4189, y=0.6914, z=2.7749), order='XYZ'>
    Matrix:
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      <Vector (0.2762, -0.7598, 0.5885, 0.8217)>
      <Vector (-0.6376, 0.3134, 0.7038, 0.0003)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2672, 0.5059, 0.1305)>
    Rotation: <Euler (x=-0.5745, y=0.7591, z=2.6954), order='XYZ'>
    Matrix:
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      <Vector (0.3131, -0.9187, -0.2409, 0.5059)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7741, y=0.8005, z=2.9382), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5509, y=2.2375, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0984)>
    Rotation: <Euler (x=-1.5509, y=2.2375, z=-0.0283), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 149
  Bone: mixamorig:Hips
    Location: <Vector (0.0715, 0.8582, 0.0517)>
    Rotation: <Euler (x=0.2086, y=-0.3723, z=-0.0474), order='XYZ'>
    Matrix:
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      <Vector (-0.0441, 0.9808, -0.1900, 0.8582)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0700, 0.9343, 0.0650)>
    Rotation: <Euler (x=0.2376, y=-0.3912, z=-0.0374), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0651, 1.0222, 0.0846)>
    Rotation: <Euler (x=0.3672, y=-0.4190, z=-0.0165), order='XYZ'>
    Matrix:
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      <Vector (-0.0151, 0.9356, -0.3527, 1.0222)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0517, 1.1186, 0.1184)>
    Rotation: <Euler (x=0.4985, y=-0.4475, z=-0.0001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0277, 1.2204, 0.1683)>
    Rotation: <Euler (x=0.4268, y=-0.3702, z=-0.0102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0086, 1.3092, 0.2198)>
    Rotation: <Euler (x=-0.0030, y=-0.0802, z=-0.0014), order='XYZ'>
    Matrix:
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      <Vector (0.0801, -0.0030, 0.9968, 0.2198)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0065, 1.5492, 0.2505)>
    Rotation: <Euler (x=-0.0030, y=-0.0802, z=-0.0014), order='XYZ'>
    Matrix:
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      <Vector (0.0801, -0.0030, 0.9968, 0.2505)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0948, 1.2064, 0.1895)>
    Rotation: <Euler (x=-0.2567, y=2.1609, z=-2.0754), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2288, 1.1665, 0.2095)>
    Rotation: <Euler (x=3.0829, y=0.8119, z=0.4195), order='XYZ'>
    Matrix:
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      <Vector (0.2803, -0.8944, -0.3486, 1.1665)>
      <Vector (-0.7256, 0.0404, -0.6869, 0.2095)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3150, 0.9934, 0.2173)>
    Rotation: <Euler (x=2.3627, y=0.1133, z=-1.0038), order='XYZ'>
    Matrix:
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      <Vector (-0.1130, 0.6980, -0.7071, 0.2173)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1691, 0.8758, 0.4000)>
    Rotation: <Euler (x=2.0020, y=0.0160, z=-0.6920), order='XYZ'>
    Matrix:
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      <Vector (-0.6380, -0.3311, -0.6952, 0.8758)>
      <Vector (-0.0160, 0.9084, -0.4179, 0.4000)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1327, 0.8728, 0.4328)>
    Rotation: <Euler (x=2.5309, y=-0.6796, z=-1.0677), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0969, 0.8712, 0.4489)>
    Rotation: <Euler (x=2.3650, y=-0.3088, z=-0.7798), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0762, 0.8590, 0.4709)>
    Rotation: <Euler (x=2.2858, y=-0.1380, z=-0.6998), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0650, 0.8476, 0.4893)>
    Rotation: <Euler (x=2.2858, y=-0.1380, z=-0.6998), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1128, 0.8615, 0.5051)>
    Rotation: <Euler (x=2.4589, y=-0.0327, z=-0.7059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0978, 0.8444, 0.5236)>
    Rotation: <Euler (x=2.9281, y=0.0027, z=-0.6375), order='XYZ'>
    Matrix:
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      <Vector (-0.5952, -0.7857, -0.1687, 0.8444)>
      <Vector (-0.0027, 0.2119, -0.9773, 0.5236)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0807, 0.8211, 0.5299)>
    Rotation: <Euler (x=-3.1197, y=0.0087, z=-0.5818), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0676, 0.8019, 0.5294)>
    Rotation: <Euler (x=-3.1197, y=0.0087, z=-0.5818), order='XYZ'>
    Matrix:
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      <Vector (-0.0087, -0.0219, -0.9997, 0.5294)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1308, 0.8464, 0.5038)>
    Rotation: <Euler (x=2.4587, y=-0.0299, z=-0.7064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1135, 0.8267, 0.5251)>
    Rotation: <Euler (x=2.9281, y=0.0056, z=-0.6376), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0932, 0.7991, 0.5326)>
    Rotation: <Euler (x=-3.1197, y=0.0114, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0785, 0.7775, 0.5320)>
    Rotation: <Euler (x=-3.1197, y=0.0114, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1506, 0.8309, 0.5035)>
    Rotation: <Euler (x=2.4589, y=-0.0287, z=-0.7045), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1352, 0.8134, 0.5224)>
    Rotation: <Euler (x=2.9281, y=0.0060, z=-0.6348), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1184, 0.7904, 0.5286)>
    Rotation: <Euler (x=-3.1198, y=0.0099, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1055, 0.7716, 0.5281)>
    Rotation: <Euler (x=-3.1198, y=0.0099, z=-0.5903), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1703, 0.8191, 0.4996)>
    Rotation: <Euler (x=2.4473, y=0.0257, z=-0.6495), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1573, 0.8012, 0.5180)>
    Rotation: <Euler (x=2.9282, y=0.0145, z=-0.6320), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1445, 0.7836, 0.5227)>
    Rotation: <Euler (x=-3.1200, y=0.0174, z=-0.6050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1352, 0.7701, 0.5224)>
    Rotation: <Euler (x=-3.1200, y=0.0174, z=-0.6050), order='XYZ'>
    Matrix:
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      <Vector (-0.0174, -0.0216, -0.9996, 0.5224)>
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0320, 1.2048, 0.1318)>
    Rotation: <Euler (x=1.0633, y=-2.1803, z=1.0688), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1409, 1.1491, 0.0612)>
    Rotation: <Euler (x=-1.0633, y=-1.3356, z=-2.1800), order='XYZ'>
    Matrix:
      <Vector (-0.1334, -0.0878, 0.9872, -0.1409)>
      <Vector (-0.1911, -0.9751, -0.1125, 1.1491)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1580, 0.9600, 0.0217)>
    Rotation: <Euler (x=1.4725, y=-0.1718, z=1.5021), order='XYZ'>
    Matrix:
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      <Vector (0.9830, -0.1630, -0.0851, 0.9600)>
      <Vector (0.1710, 0.9805, 0.0967, 0.0217)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1866, 0.9173, 0.2783)>
    Rotation: <Euler (x=1.5269, y=-0.4229, z=1.0631), order='XYZ'>
    Matrix:
      <Vector (0.4434, -0.2377, 0.8643, -0.1866)>
      <Vector (0.7969, -0.3370, -0.5015, 0.9173)>
      <Vector (0.4104, 0.9110, 0.0400, 0.2783)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1765, 0.9200, 0.3238)>
    Rotation: <Euler (x=1.9086, y=0.3765, z=1.0257), order='XYZ'>
    Matrix:
      <Vector (0.4822, 0.4632, 0.7436, -0.1765)>
      <Vector (0.7952, 0.1248, -0.5934, 0.9200)>
      <Vector (-0.3677, 0.8774, -0.3082, 0.3238)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1586, 0.9257, 0.3560)>
    Rotation: <Euler (x=1.8962, y=-0.1189, z=0.9809), order='XYZ'>
    Matrix:
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      <Vector (0.8251, -0.2713, -0.4955, 0.9257)>
      <Vector (0.1187, 0.9408, -0.3174, 0.3560)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1521, 0.9166, 0.3869)>
    Rotation: <Euler (x=1.8380, y=-0.2727, z=0.9938), order='XYZ'>
    Matrix:
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      <Vector (0.8072, -0.3617, -0.4665, 0.9166)>
      <Vector (0.2693, 0.9289, -0.2542, 0.3869)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1505, 0.9060, 0.4117)>
    Rotation: <Euler (x=1.8380, y=-0.2727, z=0.9938), order='XYZ'>
    Matrix:
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      <Vector (0.8072, -0.3617, -0.4665, 0.9060)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1985, 0.9078, 0.3955)>
    Rotation: <Euler (x=1.9887, y=-0.3675, z=1.0506), order='XYZ'>
    Matrix:
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      <Vector (0.8098, -0.4867, -0.3277, 0.9078)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1929, 0.8929, 0.4211)>
    Rotation: <Euler (x=2.4770, y=-0.4234, z=1.0062), order='XYZ'>
    Matrix:
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      <Vector (0.7702, -0.6353, -0.0567, 0.8929)>
      <Vector (0.4109, 0.5623, -0.7176, 0.4211)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1772, 0.8740, 0.4378)>
    Rotation: <Euler (x=2.7316, y=-0.4487, z=0.9610), order='XYZ'>
    Matrix:
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      <Vector (0.7386, -0.6670, 0.0979, 0.8740)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1621, 0.8590, 0.4461)>
    Rotation: <Euler (x=2.7316, y=-0.4487, z=0.9610), order='XYZ'>
    Matrix:
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      <Vector (0.7386, -0.6670, 0.0979, 0.8590)>
      <Vector (0.4338, 0.3591, -0.8263, 0.4461)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2094, 0.8884, 0.3898)>
    Rotation: <Euler (x=1.9884, y=-0.3753, z=1.0514), order='XYZ'>
    Matrix:
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      <Vector (0.8077, -0.4922, -0.3246, 0.8884)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2036, 0.8726, 0.4169)>
    Rotation: <Euler (x=2.4768, y=-0.4293, z=1.0065), order='XYZ'>
    Matrix:
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      <Vector (0.7683, -0.6379, -0.0531, 0.8726)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1855, 0.8506, 0.4361)>
    Rotation: <Euler (x=2.7287, y=-0.4503, z=0.9679), order='XYZ'>
    Matrix:
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      <Vector (0.7416, -0.6632, 0.1008, 0.8506)>
      <Vector (0.4352, 0.3613, -0.8247, 0.4361)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1692, 0.8344, 0.4452)>
    Rotation: <Euler (x=2.7287, y=-0.4503, z=0.9679), order='XYZ'>
    Matrix:
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      <Vector (0.7416, -0.6632, 0.1008, 0.8344)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2201, 0.8678, 0.3800)>
    Rotation: <Euler (x=1.9890, y=-0.3703, z=1.0499), order='XYZ'>
    Matrix:
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      <Vector (0.8086, -0.4890, -0.3273, 0.8678)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2149, 0.8539, 0.4039)>
    Rotation: <Euler (x=2.4791, y=-0.4288, z=1.0011), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2003, 0.8362, 0.4194)>
    Rotation: <Euler (x=2.7278, y=-0.4448, z=0.9698), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1848, 0.8208, 0.4280)>
    Rotation: <Euler (x=2.7278, y=-0.4448, z=0.9698), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2302, 0.8530, 0.3642)>
    Rotation: <Euler (x=1.9886, y=-0.3744, z=1.0510), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2254, 0.8400, 0.3865)>
    Rotation: <Euler (x=2.4797, y=-0.4339, z=0.9997), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2117, 0.8234, 0.4010)>
    Rotation: <Euler (x=2.7224, y=-0.4430, z=0.9823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2019, 0.8137, 0.4064)>
    Rotation: <Euler (x=2.7224, y=-0.4430, z=0.9823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1769, 0.8124, 0.0780)>
    Rotation: <Euler (x=0.7463, y=0.0014, z=-2.9518), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2341, 0.5127, 0.3601)>
    Rotation: <Euler (x=-0.3184, y=-0.1566, z=-2.9424), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2940, 0.1104, 0.2278)>
    Rotation: <Euler (x=0.8624, y=-0.1591, z=-3.0044), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0004, 0.3591)>
    Rotation: <Euler (x=-1.5259, y=-2.8820, z=0.0141), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3497, 0.0040, 0.4318)>
    Rotation: <Euler (x=-1.5259, y=-2.8820, z=0.0141), order='XYZ'>
    Matrix:
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      <Vector (-0.0136, 0.0485, 0.9987, 0.0040)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0291, 0.8211, 0.0031)>
    Rotation: <Euler (x=0.4143, y=0.6865, z=2.7703), order='XYZ'>
    Matrix:
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      <Vector (0.2806, -0.7604, 0.5857, 0.8211)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2660, 0.5050, 0.1325)>
    Rotation: <Euler (x=-0.5805, y=0.7560, z=2.6883), order='XYZ'>
    Matrix:
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      <Vector (0.3186, -0.9165, -0.2418, 0.5050)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2780, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7743, y=0.7999, z=2.9383), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0985)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 150
  Bone: mixamorig:Hips
    Location: <Vector (0.0730, 0.8576, 0.0532)>
    Rotation: <Euler (x=0.2068, y=-0.3646, z=-0.0473), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0715, 0.9337, 0.0664)>
    Rotation: <Euler (x=0.2375, y=-0.3830, z=-0.0380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0670, 1.0216, 0.0861)>
    Rotation: <Euler (x=0.3699, y=-0.4096, z=-0.0186), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0539, 1.1179, 0.1203)>
    Rotation: <Euler (x=0.5039, y=-0.4368, z=-0.0035), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0306, 1.2195, 0.1710)>
    Rotation: <Euler (x=0.4320, y=-0.3620, z=-0.0122), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0120, 1.3080, 0.2230)>
    Rotation: <Euler (x=0.0043, y=-0.0794, z=-0.0037), order='XYZ'>
    Matrix:
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      <Vector (-0.0037, 1.0000, -0.0040, 1.3080)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0103, 1.5478, 0.2554)>
    Rotation: <Euler (x=0.0043, y=-0.0794, z=-0.0037), order='XYZ'>
    Matrix:
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      <Vector (-0.0037, 1.0000, -0.0040, 1.5478)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0979, 1.2053, 0.1913)>
    Rotation: <Euler (x=-0.2418, y=2.1619, z=-2.0631), order='XYZ'>
    Matrix:
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      <Vector (0.4911, -0.2838, -0.8236, 1.2053)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2321, 1.1653, 0.2102)>
    Rotation: <Euler (x=3.0828, y=0.8177, z=0.4174), order='XYZ'>
    Matrix:
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      <Vector (0.2773, -0.8952, -0.3490, 1.1653)>
      <Vector (-0.7296, 0.0402, -0.6827, 0.2102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3180, 0.9920, 0.2180)>
    Rotation: <Euler (x=2.3572, y=0.1171, z=-1.0032), order='XYZ'>
    Matrix:
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      <Vector (-0.8374, -0.4501, -0.3100, 0.9920)>
      <Vector (-0.1169, 0.7016, -0.7029, 0.2180)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1734, 0.8742, 0.4016)>
    Rotation: <Euler (x=1.9991, y=0.0210, z=-0.6935), order='XYZ'>
    Matrix:
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      <Vector (-0.6391, -0.3316, -0.6940, 0.8742)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1372, 0.8713, 0.4346)>
    Rotation: <Euler (x=2.5251, y=-0.6760, z=-1.0655), order='XYZ'>
    Matrix:
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      <Vector (-0.6826, -0.0785, -0.7266, 0.8713)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1015, 0.8697, 0.4510)>
    Rotation: <Euler (x=2.3615, y=-0.3040, z=-0.7801), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0809, 0.8575, 0.4730)>
    Rotation: <Euler (x=2.2829, y=-0.1330, z=-0.7008), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0698, 0.8460, 0.4915)>
    Rotation: <Euler (x=2.2829, y=-0.1330, z=-0.7008), order='XYZ'>
    Matrix:
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      <Vector (-0.6391, -0.4347, -0.6345, 0.8460)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1177, 0.8599, 0.5071)>
    Rotation: <Euler (x=2.4560, y=-0.0278, z=-0.7072), order='XYZ'>
    Matrix:
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      <Vector (-0.6494, -0.5770, -0.4953, 0.8599)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1028, 0.8428, 0.5256)>
    Rotation: <Euler (x=2.9255, y=0.0079, z=-0.6390), order='XYZ'>
    Matrix:
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      <Vector (-0.5963, -0.7851, -0.1675, 0.8428)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0856, 0.8195, 0.5320)>
    Rotation: <Euler (x=-3.1221, y=0.0140, z=-0.5833), order='XYZ'>
    Matrix:
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      <Vector (-0.5507, -0.8343, 0.0240, 0.8195)>
      <Vector (-0.0140, -0.0195, -0.9997, 0.5320)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0726, 0.8004, 0.5315)>
    Rotation: <Euler (x=-3.1221, y=0.0140, z=-0.5833), order='XYZ'>
    Matrix:
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      <Vector (-0.5507, -0.8343, 0.0240, 0.8004)>
      <Vector (-0.0140, -0.0195, -0.9997, 0.5315)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1356, 0.8448, 0.5056)>
    Rotation: <Euler (x=2.4557, y=-0.0249, z=-0.7078), order='XYZ'>
    Matrix:
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      <Vector (-0.6499, -0.5777, -0.4938, 0.8448)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1184, 0.8251, 0.5270)>
    Rotation: <Euler (x=2.9255, y=0.0107, z=-0.6390), order='XYZ'>
    Matrix:
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      <Vector (-0.5964, -0.7854, -0.1659, 0.8251)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0981, 0.7975, 0.5346)>
    Rotation: <Euler (x=-3.1221, y=0.0167, z=-0.5851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0834, 0.7759, 0.5341)>
    Rotation: <Euler (x=-3.1221, y=0.0167, z=-0.5851), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1554, 0.8292, 0.5052)>
    Rotation: <Euler (x=2.4559, y=-0.0238, z=-0.7058), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1402, 0.8117, 0.5242)>
    Rotation: <Euler (x=2.9255, y=0.0112, z=-0.6362), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1233, 0.7888, 0.5304)>
    Rotation: <Euler (x=-3.1222, y=0.0152, z=-0.5918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1104, 0.7699, 0.5300)>
    Rotation: <Euler (x=-3.1222, y=0.0152, z=-0.5918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1751, 0.8174, 0.5011)>
    Rotation: <Euler (x=2.4446, y=0.0308, z=-0.6509), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1622, 0.7995, 0.5196)>
    Rotation: <Euler (x=2.9256, y=0.0197, z=-0.6335), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1493, 0.7820, 0.5244)>
    Rotation: <Euler (x=-3.1224, y=0.0226, z=-0.6065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1400, 0.7684, 0.5241)>
    Rotation: <Euler (x=-3.1224, y=0.0226, z=-0.6065), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0295, 1.2041, 0.1350)>
    Rotation: <Euler (x=1.0433, y=-2.1798, z=1.0833), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1393, 1.1490, 0.0652)>
    Rotation: <Euler (x=-1.1109, y=-1.3406, z=-2.1360), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1572, 0.9600, 0.0256)>
    Rotation: <Euler (x=1.4847, y=-0.1754, z=1.4979), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1830, 0.9162, 0.2823)>
    Rotation: <Euler (x=1.5417, y=-0.4202, z=1.0500), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1722, 0.9187, 0.3277)>
    Rotation: <Euler (x=1.9230, y=0.3797, z=1.0240), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1539, 0.9241, 0.3597)>
    Rotation: <Euler (x=1.9095, y=-0.1152, z=0.9724), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1470, 0.9148, 0.3904)>
    Rotation: <Euler (x=1.8518, y=-0.2691, z=0.9831), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1451, 0.9041, 0.4152)>
    Rotation: <Euler (x=1.8518, y=-0.2691, z=0.9831), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1933, 0.9063, 0.3996)>
    Rotation: <Euler (x=2.0032, y=-0.3647, z=1.0385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1875, 0.8913, 0.4251)>
    Rotation: <Euler (x=2.4916, y=-0.4200, z=0.9933), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1717, 0.8722, 0.4415)>
    Rotation: <Euler (x=2.7462, y=-0.4446, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1567, 0.8570, 0.4496)>
    Rotation: <Euler (x=2.7462, y=-0.4446, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2045, 0.8870, 0.3940)>
    Rotation: <Euler (x=2.0029, y=-0.3724, z=1.0391), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1984, 0.8710, 0.4209)>
    Rotation: <Euler (x=2.4915, y=-0.4258, z=0.9935), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1802, 0.8489, 0.4399)>
    Rotation: <Euler (x=2.7433, y=-0.4463, z=0.9545), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1639, 0.8325, 0.4486)>
    Rotation: <Euler (x=2.7433, y=-0.4463, z=0.9545), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2155, 0.8665, 0.3843)>
    Rotation: <Euler (x=2.0034, y=-0.3674, z=1.0377), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2100, 0.8525, 0.4080)>
    Rotation: <Euler (x=2.4937, y=-0.4252, z=0.9880), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1954, 0.8346, 0.4233)>
    Rotation: <Euler (x=2.7424, y=-0.4408, z=0.9566), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1799, 0.8190, 0.4316)>
    Rotation: <Euler (x=2.7424, y=-0.4408, z=0.9566), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2259, 0.8518, 0.3685)>
    Rotation: <Euler (x=2.0030, y=-0.3715, z=1.0388), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2209, 0.8388, 0.3907)>
    Rotation: <Euler (x=2.4944, y=-0.4303, z=0.9866), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2071, 0.8220, 0.4050)>
    Rotation: <Euler (x=2.7371, y=-0.4393, z=0.9690), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1973, 0.8122, 0.4102)>
    Rotation: <Euler (x=2.7371, y=-0.4393, z=0.9690), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1785, 0.8117, 0.0788)>
    Rotation: <Euler (x=0.7484, y=-0.0067, z=-2.9547), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2370, 0.5129, 0.3615)>
    Rotation: <Euler (x=-0.3223, y=-0.1606, z=-2.9478), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2938, 0.1106, 0.2277)>
    Rotation: <Euler (x=0.8625, y=-0.1632, z=-3.0078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0006, 0.3589)>
    Rotation: <Euler (x=-1.5249, y=-2.8779, z=0.0105), order='XYZ'>
    Matrix:
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      <Vector (-0.0101, 0.0486, 0.9988, 0.0006)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3500, 0.0042, 0.4316)>
    Rotation: <Euler (x=-1.5249, y=-2.8779, z=0.0105), order='XYZ'>
    Matrix:
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      <Vector (-0.0101, 0.0486, 0.9988, 0.0042)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0280, 0.8204, 0.0055)>
    Rotation: <Euler (x=0.4104, y=0.6830, z=2.7660), order='XYZ'>
    Matrix:
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      <Vector (0.2846, -0.7607, 0.5834, 0.8204)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2652, 0.5043, 0.1341)>
    Rotation: <Euler (x=-0.5851, y=0.7532, z=2.6835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2781, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7746, y=0.7989, z=2.9385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2392, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 151
  Bone: mixamorig:Hips
    Location: <Vector (0.0742, 0.8570, 0.0544)>
    Rotation: <Euler (x=0.2067, y=-0.3594, z=-0.0472), order='XYZ'>
    Matrix:
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      <Vector (-0.0442, 0.9810, -0.1888, 0.8570)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0728, 0.9331, 0.0676)>
    Rotation: <Euler (x=0.2382, y=-0.3772, z=-0.0386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0684, 1.0210, 0.0874)>
    Rotation: <Euler (x=0.3720, y=-0.4021, z=-0.0206), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0557, 1.1172, 0.1219)>
    Rotation: <Euler (x=0.5073, y=-0.4276, z=-0.0067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0330, 1.2187, 0.1731)>
    Rotation: <Euler (x=0.4364, y=-0.3554, z=-0.0141), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0148, 1.3070, 0.2256)>
    Rotation: <Euler (x=0.0115, y=-0.0797, z=-0.0067), order='XYZ'>
    Matrix:
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      <Vector (0.0796, 0.0115, 0.9968, 0.2256)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0136, 1.5465, 0.2598)>
    Rotation: <Euler (x=0.0115, y=-0.0797, z=-0.0067), order='XYZ'>
    Matrix:
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      <Vector (-0.0067, 0.9999, -0.0110, 1.5465)>
      <Vector (0.0796, 0.0115, 0.9968, 0.2598)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1005, 1.2044, 0.1928)>
    Rotation: <Euler (x=-0.2277, y=2.1615, z=-2.0531), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2347, 1.1640, 0.2106)>
    Rotation: <Euler (x=3.0833, y=0.8235, z=0.4169), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3205, 0.9907, 0.2183)>
    Rotation: <Euler (x=2.3516, y=0.1201, z=-1.0031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1771, 0.8729, 0.4028)>
    Rotation: <Euler (x=2.0008, y=0.0260, z=-0.6992), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1410, 0.8700, 0.4359)>
    Rotation: <Euler (x=2.5249, y=-0.6707, z=-1.0711), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1054, 0.8685, 0.4524)>
    Rotation: <Euler (x=2.3629, y=-0.2989, z=-0.7863), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0848, 0.8564, 0.4745)>
    Rotation: <Euler (x=2.2846, y=-0.1280, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0736, 0.8449, 0.4930)>
    Rotation: <Euler (x=2.2846, y=-0.1280, z=-0.7068), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1217, 0.8584, 0.5084)>
    Rotation: <Euler (x=2.4576, y=-0.0227, z=-0.7130), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1067, 0.8413, 0.5269)>
    Rotation: <Euler (x=2.9275, y=0.0128, z=-0.6447), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0894, 0.8181, 0.5332)>
    Rotation: <Euler (x=-3.1198, y=0.0188, z=-0.5890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0763, 0.7990, 0.5327)>
    Rotation: <Euler (x=-3.1198, y=0.0188, z=-0.5890), order='XYZ'>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1395, 0.8432, 0.5069)>
    Rotation: <Euler (x=2.4573, y=-0.0199, z=-0.7136), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1222, 0.8235, 0.5282)>
    Rotation: <Euler (x=2.9274, y=0.0156, z=-0.6448), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1018, 0.7960, 0.5357)>
    Rotation: <Euler (x=-3.1198, y=0.0214, z=-0.5909), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0870, 0.7745, 0.5351)>
    Rotation: <Euler (x=-3.1198, y=0.0214, z=-0.5909), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1592, 0.8275, 0.5063)>
    Rotation: <Euler (x=2.4576, y=-0.0188, z=-0.7116), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1439, 0.8100, 0.5252)>
    Rotation: <Euler (x=2.9275, y=0.0160, z=-0.6420), order='XYZ'>
    Matrix:
      <Vector (0.8008, -0.5824, -0.1398, 0.1439)>
      <Vector (-0.5987, -0.7847, -0.1608, 0.8100)>
      <Vector (-0.0160, 0.2124, -0.9770, 0.5252)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1269, 0.7872, 0.5314)>
    Rotation: <Euler (x=-3.1200, y=0.0200, z=-0.5975), order='XYZ'>
    Matrix:
      <Vector (0.8266, -0.5628, -0.0043, 0.1269)>
      <Vector (-0.5625, -0.8263, 0.0291, 0.7872)>
      <Vector (-0.0200, -0.0216, -0.9996, 0.5314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1139, 0.7684, 0.5309)>
    Rotation: <Euler (x=-3.1200, y=0.0200, z=-0.5975), order='XYZ'>
    Matrix:
      <Vector (0.8266, -0.5628, -0.0043, 0.1139)>
      <Vector (-0.5625, -0.8263, 0.0291, 0.7684)>
      <Vector (-0.0200, -0.0216, -0.9996, 0.5309)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1788, 0.8156, 0.5021)>
    Rotation: <Euler (x=2.4466, y=0.0357, z=-0.6567), order='XYZ'>
    Matrix:
      <Vector (0.7915, -0.4508, -0.4127, 0.1788)>
      <Vector (-0.6101, -0.6223, -0.4905, 0.8156)>
      <Vector (-0.0357, 0.6400, -0.7676, 0.5021)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1658, 0.7977, 0.5206)>
    Rotation: <Euler (x=2.9276, y=0.0245, z=-0.6392), order='XYZ'>
    Matrix:
      <Vector (0.8023, -0.5788, -0.1459, 0.1658)>
      <Vector (-0.5964, -0.7874, -0.1562, 0.7977)>
      <Vector (-0.0245, 0.2123, -0.9769, 0.5206)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1529, 0.7802, 0.5253)>
    Rotation: <Euler (x=-3.1203, y=0.0274, z=-0.6122), order='XYZ'>
    Matrix:
      <Vector (0.8181, -0.5750, -0.0102, 0.1529)>
      <Vector (-0.5745, -0.8179, 0.0332, 0.7802)>
      <Vector (-0.0274, -0.0213, -0.9994, 0.5253)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1435, 0.7667, 0.5249)>
    Rotation: <Euler (x=-3.1203, y=0.0274, z=-0.6122), order='XYZ'>
    Matrix:
      <Vector (0.8181, -0.5750, -0.0102, 0.1435)>
      <Vector (-0.5745, -0.8179, 0.0332, 0.7667)>
      <Vector (-0.0274, -0.0213, -0.9994, 0.5249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0275, 1.2035, 0.1377)>
    Rotation: <Euler (x=1.0278, y=-2.1789, z=1.0936), order='XYZ'>
    Matrix:
      <Vector (-0.2624, -0.7817, 0.5657, -0.0275)>
      <Vector (-0.5075, -0.3869, -0.7700, 1.2035)>
      <Vector (0.8208, -0.4891, -0.2952, 0.1377)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1379, 1.1489, 0.0686)>
    Rotation: <Euler (x=-1.1525, y=-1.3451, z=-2.0968), order='XYZ'>
    Matrix:
      <Vector (-0.1123, -0.0958, 0.9890, -0.1379)>
      <Vector (-0.1935, -0.9742, -0.1163, 1.1489)>
      <Vector (0.9746, -0.2045, 0.0909, 0.0686)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1565, 0.9600, 0.0289)>
    Rotation: <Euler (x=1.4952, y=-0.1775, z=1.4950), order='XYZ'>
    Matrix:
      <Vector (0.0746, -0.0887, 0.9933, -0.1565)>
      <Vector (0.9815, -0.1698, -0.0888, 0.9600)>
      <Vector (0.1765, 0.9815, 0.0744, 0.0289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1797, 0.9155, 0.2858)>
    Rotation: <Euler (x=1.5530, y=-0.4178, z=1.0450), order='XYZ'>
    Matrix:
      <Vector (0.4588, -0.2190, 0.8611, -0.1797)>
      <Vector (0.7905, -0.3419, -0.5081, 0.9155)>
      <Vector (0.4057, 0.9139, 0.0163, 0.2858)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1685, 0.9178, 0.3311)>
    Rotation: <Euler (x=1.9340, y=0.3823, z=1.0276), order='XYZ'>
    Matrix:
      <Vector (0.4796, 0.4844, 0.7317, -0.1685)>
      <Vector (0.7943, 0.1149, -0.5966, 0.9178)>
      <Vector (-0.3731, 0.8673, -0.3296, 0.3311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1498, 0.9231, 0.3630)>
    Rotation: <Euler (x=1.9197, y=-0.1119, z=0.9708), order='XYZ'>
    Matrix:
      <Vector (0.5611, 0.2228, 0.7972, -0.1498)>
      <Vector (0.8202, -0.2797, -0.4991, 0.9231)>
      <Vector (0.1117, 0.9339, -0.3397, 0.3630)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1427, 0.9137, 0.3935)>
    Rotation: <Euler (x=1.8622, y=-0.2660, z=0.9799), order='XYZ'>
    Matrix:
      <Vector (0.5375, 0.0983, 0.8375, -0.1427)>
      <Vector (0.8012, -0.3691, -0.4709, 0.9137)>
      <Vector (0.2628, 0.9242, -0.2772, 0.3935)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1406, 0.9029, 0.4183)>
    Rotation: <Euler (x=1.8622, y=-0.2660, z=0.9799), order='XYZ'>
    Matrix:
      <Vector (0.5375, 0.0983, 0.8375, -0.1406)>
      <Vector (0.8012, -0.3691, -0.4709, 0.9029)>
      <Vector (0.2628, 0.9242, -0.2772, 0.4183)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1889, 0.9052, 0.4032)>
    Rotation: <Euler (x=2.0141, y=-0.3621, z=1.0341), order='XYZ'>
    Matrix:
      <Vector (0.4781, 0.2050, 0.8540, -0.1889)>
      <Vector (0.8037, -0.4943, -0.3313, 0.9052)>
      <Vector (0.3543, 0.8448, -0.4011, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1828, 0.8901, 0.4286)>
    Rotation: <Euler (x=2.5027, y=-0.4170, z=0.9883), order='XYZ'>
    Matrix:
      <Vector (0.5030, 0.5375, 0.6768, -0.1828)>
      <Vector (0.7635, -0.6433, -0.0566, 0.8901)>
      <Vector (0.4050, 0.5453, -0.7340, 0.4286)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1669, 0.8710, 0.4447)>
    Rotation: <Euler (x=2.7572, y=-0.4411, z=0.9425), order='XYZ'>
    Matrix:
      <Vector (0.5315, 0.6559, 0.5360, -0.1669)>
      <Vector (0.7316, -0.6744, 0.0998, 0.8710)>
      <Vector (0.4270, 0.3391, -0.8383, 0.4447)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1518, 0.8558, 0.4526)>
    Rotation: <Euler (x=2.7572, y=-0.4411, z=0.9425), order='XYZ'>
    Matrix:
      <Vector (0.5315, 0.6559, 0.5360, -0.1518)>
      <Vector (0.7316, -0.6744, 0.0998, 0.8558)>
      <Vector (0.4270, 0.3391, -0.8383, 0.4526)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2001, 0.8860, 0.3976)>
    Rotation: <Euler (x=2.0139, y=-0.3699, z=1.0347), order='XYZ'>
    Matrix:
      <Vector (0.4763, 0.2017, 0.8558, -0.2001)>
      <Vector (0.8015, -0.4998, -0.3282, 0.8860)>
      <Vector (0.3615, 0.8423, -0.3997, 0.3976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1938, 0.8699, 0.4245)>
    Rotation: <Euler (x=2.5026, y=-0.4228, z=0.9884), order='XYZ'>
    Matrix:
      <Vector (0.5016, 0.5358, 0.6792, -0.1938)>
      <Vector (0.7616, -0.6458, -0.0530, 0.8699)>
      <Vector (0.4103, 0.5439, -0.7320, 0.4245)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1754, 0.8477, 0.4431)>
    Rotation: <Euler (x=2.7544, y=-0.4429, z=0.9493), order='XYZ'>
    Matrix:
      <Vector (0.5261, 0.6586, 0.5381, -0.1754)>
      <Vector (0.7346, -0.6707, 0.1027, 0.8477)>
      <Vector (0.4285, 0.3412, -0.8366, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1590, 0.8312, 0.4516)>
    Rotation: <Euler (x=2.7544, y=-0.4429, z=0.9493), order='XYZ'>
    Matrix:
      <Vector (0.5261, 0.6586, 0.5381, -0.1590)>
      <Vector (0.7346, -0.6707, 0.1027, 0.8312)>
      <Vector (0.4285, 0.3412, -0.8366, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2112, 0.8655, 0.3879)>
    Rotation: <Euler (x=2.0144, y=-0.3649, z=1.0333), order='XYZ'>
    Matrix:
      <Vector (0.4783, 0.2037, 0.8543, -0.2112)>
      <Vector (0.8024, -0.4966, -0.3309, 0.8655)>
      <Vector (0.3568, 0.8438, -0.4009, 0.3879)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2055, 0.8514, 0.4116)>
    Rotation: <Euler (x=2.5048, y=-0.4222, z=0.9830), order='XYZ'>
    Matrix:
      <Vector (0.5058, 0.5340, 0.6775, -0.2055)>
      <Vector (0.7591, -0.6486, -0.0556, 0.8514)>
      <Vector (0.4097, 0.5424, -0.7334, 0.4116)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1907, 0.8335, 0.4267)>
    Rotation: <Euler (x=2.7534, y=-0.4374, z=0.9514), order='XYZ'>
    Matrix:
      <Vector (0.5259, 0.6606, 0.5358, -0.1907)>
      <Vector (0.7376, -0.6679, 0.0995, 0.8335)>
      <Vector (0.4236, 0.3429, -0.8385, 0.4267)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1752, 0.8179, 0.4347)>
    Rotation: <Euler (x=2.7534, y=-0.4374, z=0.9514), order='XYZ'>
    Matrix:
      <Vector (0.5259, 0.6606, 0.5358, -0.1752)>
      <Vector (0.7376, -0.6679, 0.0995, 0.8179)>
      <Vector (0.4236, 0.3429, -0.8385, 0.4347)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2218, 0.8509, 0.3723)>
    Rotation: <Euler (x=2.0140, y=-0.3690, z=1.0343), order='XYZ'>
    Matrix:
      <Vector (0.4767, 0.2021, 0.8555, -0.2218)>
      <Vector (0.8017, -0.4992, -0.3288, 0.8509)>
      <Vector (0.3607, 0.8426, -0.4000, 0.3723)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2165, 0.8377, 0.3943)>
    Rotation: <Euler (x=2.5054, y=-0.4272, z=0.9815), order='XYZ'>
    Matrix:
      <Vector (0.5058, 0.5319, 0.6791, -0.2165)>
      <Vector (0.7566, -0.6517, -0.0531, 0.8377)>
      <Vector (0.4144, 0.5407, -0.7321, 0.3943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2027, 0.8209, 0.4084)>
    Rotation: <Euler (x=2.7482, y=-0.4360, z=0.9639), order='XYZ'>
    Matrix:
      <Vector (0.5170, 0.6663, 0.5374, -0.2027)>
      <Vector (0.7446, -0.6598, 0.1017, 0.8209)>
      <Vector (0.4223, 0.3475, -0.8372, 0.4084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1928, 0.8111, 0.4135)>
    Rotation: <Euler (x=2.7482, y=-0.4360, z=0.9639), order='XYZ'>
    Matrix:
      <Vector (0.5170, 0.6663, 0.5374, -0.1928)>
      <Vector (0.7446, -0.6598, 0.1017, 0.8111)>
      <Vector (0.4223, 0.3475, -0.8372, 0.4135)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1799, 0.8111, 0.0794)>
    Rotation: <Euler (x=0.7501, y=-0.0139, z=-2.9567), order='XYZ'>
    Matrix:
      <Vector (-0.9829, 0.1439, -0.1153, 0.1799)>
      <Vector (-0.1839, -0.7174, 0.6719, 0.8111)>
      <Vector (0.0139, 0.6816, 0.7316, 0.0794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2396, 0.5130, 0.3626)>
    Rotation: <Euler (x=-0.3254, y=-0.1635, z=-2.9531), order='XYZ'>
    Matrix:
      <Vector (-0.9692, 0.1264, 0.2114, 0.2396)>
      <Vector (-0.1848, -0.9405, -0.2851, 0.5130)>
      <Vector (0.1628, -0.3154, 0.9349, 0.3626)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2937, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8625, y=-0.1661, z=-3.0097), order='XYZ'>
    Matrix:
      <Vector (-0.9777, 0.2100, 0.0067, 0.2937)>
      <Vector (-0.1297, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1653, 0.7490, 0.6416, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5240, y=-2.8750, z=0.0085), order='XYZ'>
    Matrix:
      <Vector (-0.9647, 0.2627, -0.0208, 0.3305)>
      <Vector (-0.0082, 0.0490, 0.9988, 0.0007)>
      <Vector (0.2634, 0.9636, -0.0451, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3503, 0.0044, 0.4314)>
    Rotation: <Euler (x=-1.5240, y=-2.8750, z=0.0085), order='XYZ'>
    Matrix:
      <Vector (-0.9647, 0.2627, -0.0208, 0.3503)>
      <Vector (-0.0082, 0.0490, 0.9988, 0.0044)>
      <Vector (0.2634, 0.9636, -0.0451, 0.4314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0271, 0.8198, 0.0072)>
    Rotation: <Euler (x=0.4073, y=0.6812, z=2.7620), order='XYZ'>
    Matrix:
      <Vector (-0.7215, -0.5719, -0.3903, -0.0271)>
      <Vector (0.2878, -0.7604, 0.5822, 0.8198)>
      <Vector (-0.6297, 0.3077, 0.7133, 0.0072)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2648, 0.5038, 0.1351)>
    Rotation: <Euler (x=-0.5879, y=0.7511, z=2.6807), order='XYZ'>
    Matrix:
      <Vector (-0.6547, -0.0310, -0.7553, -0.2648)>
      <Vector (0.3251, -0.9136, -0.2442, 0.5038)>
      <Vector (-0.6825, -0.4054, 0.6082, 0.1351)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7749, y=0.7979, z=2.9387), order='XYZ'>
    Matrix:
      <Vector (-0.6839, -0.6346, -0.3601, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7159, 0.4885, 0.4988, -0.0397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5507, y=2.2401, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6202, -0.7832, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7842, 0.6203, -0.0124, 0.0500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0987)>
    Rotation: <Euler (x=-1.5507, y=2.2401, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6202, -0.7832, 0.0439, -0.4561)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7842, 0.6203, -0.0124, 0.0987)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 152
  Bone: mixamorig:Hips
    Location: <Vector (0.0752, 0.8565, 0.0553)>
    Rotation: <Euler (x=0.2091, y=-0.3560, z=-0.0467), order='XYZ'>
    Matrix:
      <Vector (0.9363, -0.0266, -0.3502, 0.0752)>
      <Vector (-0.0438, 0.9805, -0.1915, 0.8565)>
      <Vector (0.3485, 0.1946, 0.9169, 0.0553)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0738, 0.9325, 0.0688)>
    Rotation: <Euler (x=0.2403, y=-0.3732, z=-0.0386), order='XYZ'>
    Matrix:
      <Vector (0.9305, -0.0493, -0.3630, 0.0738)>
      <Vector (-0.0359, 0.9739, -0.2242, 0.9325)>
      <Vector (0.3646, 0.2217, 0.9044, 0.0688)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0694, 1.0204, 0.0887)>
    Rotation: <Euler (x=0.3736, y=-0.3966, z=-0.0215), order='XYZ'>
    Matrix:
      <Vector (0.9222, -0.1209, -0.3674, 0.0694)>
      <Vector (-0.0199, 0.9338, -0.3571, 1.0204)>
      <Vector (0.3863, 0.3366, 0.8588, 0.0887)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0569, 1.1166, 0.1234)>
    Rotation: <Euler (x=0.5083, y=-0.4205, z=-0.0085), order='XYZ'>
    Matrix:
      <Vector (0.9129, -0.1913, -0.3607, 0.0569)>
      <Vector (-0.0077, 0.8752, -0.4837, 1.1166)>
      <Vector (0.4082, 0.4443, 0.7975, 0.1234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0347, 1.2180, 0.1749)>
    Rotation: <Euler (x=0.4392, y=-0.3500, z=-0.0153), order='XYZ'>
    Matrix:
      <Vector (0.9393, -0.1320, -0.3168, 0.0347)>
      <Vector (-0.0143, 0.9072, -0.4204, 1.2180)>
      <Vector (0.3429, 0.3994, 0.8502, 0.1749)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0168, 1.3062, 0.2278)>
    Rotation: <Euler (x=0.0187, y=-0.0793, z=-0.0099), order='XYZ'>
    Matrix:
      <Vector (0.9968, 0.0084, -0.0794, 0.0168)>
      <Vector (-0.0099, 0.9998, -0.0179, 1.3062)>
      <Vector (0.0792, 0.0186, 0.9967, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0163, 1.5455, 0.2637)>
    Rotation: <Euler (x=0.0187, y=-0.0793, z=-0.0099), order='XYZ'>
    Matrix:
      <Vector (0.9968, 0.0084, -0.0794, 0.0163)>
      <Vector (-0.0099, 0.9998, -0.0179, 1.5455)>
      <Vector (0.0792, 0.0186, 0.9967, 0.2637)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1023, 1.2036, 0.1941)>
    Rotation: <Euler (x=-0.2131, y=2.1589, z=-2.0435), order='XYZ'>
    Matrix:
      <Vector (0.2526, 0.9503, -0.1820, 0.1023)>
      <Vector (0.4939, -0.2884, -0.8203, 1.2036)>
      <Vector (-0.8320, 0.1173, -0.5422, 0.1941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2366, 1.1628, 0.2107)>
    Rotation: <Euler (x=3.0851, y=0.8297, z=0.4195), order='XYZ'>
    Matrix:
      <Vector (0.6166, 0.4447, -0.6497, 0.2366)>
      <Vector (0.2750, -0.8949, -0.3515, 1.1628)>
      <Vector (-0.7377, 0.0381, -0.6741, 0.2107)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3226, 0.9897, 0.2181)>
    Rotation: <Euler (x=2.3456, y=0.1221, z=-1.0027), order='XYZ'>
    Matrix:
      <Vector (0.5340, -0.5428, -0.6482, 0.3226)>
      <Vector (-0.8366, -0.4498, -0.3126, 0.9897)>
      <Vector (-0.1218, 0.7093, -0.6944, 0.2181)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1805, 0.8719, 0.4037)>
    Rotation: <Euler (x=2.0059, y=0.0317, z=-0.7082), order='XYZ'>
    Matrix:
      <Vector (0.7591, -0.2524, -0.6000, 0.1805)>
      <Vector (-0.6502, -0.3388, -0.6800, 0.8719)>
      <Vector (-0.0317, 0.9064, -0.4213, 0.4037)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1444, 0.8692, 0.4368)>
    Rotation: <Euler (x=2.5283, y=-0.6636, z=-1.0824), order='XYZ'>
    Matrix:
      <Vector (0.3696, -0.8885, -0.2719, 0.1444)>
      <Vector (-0.6957, -0.0706, -0.7149, 0.8692)>
      <Vector (0.6160, 0.4534, -0.6442, 0.4368)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1088, 0.8679, 0.4533)>
    Rotation: <Euler (x=2.3677, y=-0.2929, z=-0.7969), order='XYZ'>
    Matrix:
      <Vector (0.6692, -0.6525, -0.3556, 0.1088)>
      <Vector (-0.6848, -0.3556, -0.6362, 0.8679)>
      <Vector (0.2887, 0.6692, -0.6847, 0.4533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0881, 0.8557, 0.4753)>
    Rotation: <Euler (x=2.2897, y=-0.1223, z=-0.7167), order='XYZ'>
    Matrix:
      <Vector (0.7484, -0.5018, -0.4337, 0.0881)>
      <Vector (-0.6520, -0.4362, -0.6202, 0.8557)>
      <Vector (0.1220, 0.7469, -0.6536, 0.4753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0768, 0.8442, 0.4937)>
    Rotation: <Euler (x=2.2897, y=-0.1223, z=-0.7167), order='XYZ'>
    Matrix:
      <Vector (0.7484, -0.5018, -0.4337, 0.0768)>
      <Vector (-0.6520, -0.4362, -0.6202, 0.8442)>
      <Vector (0.1220, 0.7469, -0.6536, 0.4937)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1250, 0.8572, 0.5092)>
    Rotation: <Euler (x=2.4627, y=-0.0170, z=-0.7223), order='XYZ'>
    Matrix:
      <Vector (0.7502, -0.5225, -0.4052, 0.1250)>
      <Vector (-0.6610, -0.5769, -0.4799, 0.8572)>
      <Vector (0.0170, 0.6279, -0.7781, 0.5092)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1099, 0.8401, 0.5276)>
    Rotation: <Euler (x=2.9329, y=0.0181, z=-0.6538), order='XYZ'>
    Matrix:
      <Vector (0.7936, -0.5921, -0.1401, 0.1099)>
      <Vector (-0.6081, -0.7788, -0.1537, 0.8401)>
      <Vector (-0.0181, 0.2071, -0.9781, 0.5276)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0925, 0.8170, 0.5338)>
    Rotation: <Euler (x=-3.1141, y=0.0238, z=-0.5981), order='XYZ'>
    Matrix:
      <Vector (0.8262, -0.5634, -0.0042, 0.0925)>
      <Vector (-0.5629, -0.8257, 0.0361, 0.8170)>
      <Vector (-0.0238, -0.0275, -0.9993, 0.5338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0791, 0.7980, 0.5331)>
    Rotation: <Euler (x=-3.1141, y=0.0238, z=-0.5981), order='XYZ'>
    Matrix:
      <Vector (0.8262, -0.5634, -0.0042, 0.0791)>
      <Vector (-0.5629, -0.8257, 0.0361, 0.7980)>
      <Vector (-0.0238, -0.0275, -0.9993, 0.5331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1427, 0.8418, 0.5076)>
    Rotation: <Euler (x=2.4624, y=-0.0142, z=-0.7229), order='XYZ'>
    Matrix:
      <Vector (0.7498, -0.5214, -0.4073, 0.1427)>
      <Vector (-0.6615, -0.5776, -0.4784, 0.8418)>
      <Vector (0.0142, 0.6281, -0.7780, 0.5076)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1253, 0.8221, 0.5288)>
    Rotation: <Euler (x=2.9329, y=0.0210, z=-0.6539), order='XYZ'>
    Matrix:
      <Vector (0.7935, -0.5916, -0.1423, 0.1253)>
      <Vector (-0.6081, -0.7791, -0.1520, 0.8221)>
      <Vector (-0.0210, 0.2071, -0.9781, 0.5288)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1046, 0.7947, 0.5360)>
    Rotation: <Euler (x=-3.1141, y=0.0265, z=-0.5999), order='XYZ'>
    Matrix:
      <Vector (0.8251, -0.5650, -0.0063, 0.1046)>
      <Vector (-0.5644, -0.8246, 0.0377, 0.7947)>
      <Vector (-0.0265, -0.0275, -0.9993, 0.5360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0896, 0.7734, 0.5353)>
    Rotation: <Euler (x=-3.1141, y=0.0265, z=-0.5999), order='XYZ'>
    Matrix:
      <Vector (0.8251, -0.5650, -0.0063, 0.0896)>
      <Vector (-0.5644, -0.8246, 0.0377, 0.7734)>
      <Vector (-0.0265, -0.0275, -0.9993, 0.5353)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1623, 0.8260, 0.5068)>
    Rotation: <Euler (x=2.4626, y=-0.0131, z=-0.7209), order='XYZ'>
    Matrix:
      <Vector (0.7512, -0.5198, -0.4069, 0.1623)>
      <Vector (-0.6600, -0.5792, -0.4785, 0.8260)>
      <Vector (0.0131, 0.6279, -0.7782, 0.5068)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1468, 0.8085, 0.5257)>
    Rotation: <Euler (x=2.9330, y=0.0214, z=-0.6511), order='XYZ'>
    Matrix:
      <Vector (0.7953, -0.5894, -0.1422, 0.1468)>
      <Vector (-0.6059, -0.7809, -0.1521, 0.8085)>
      <Vector (-0.0214, 0.2071, -0.9781, 0.5257)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1297, 0.7857, 0.5317)>
    Rotation: <Euler (x=-3.1143, y=0.0251, z=-0.6066), order='XYZ'>
    Matrix:
      <Vector (0.8213, -0.5704, -0.0050, 0.1297)>
      <Vector (-0.5699, -0.8209, 0.0367, 0.7857)>
      <Vector (-0.0251, -0.0273, -0.9993, 0.5317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1164, 0.7671, 0.5311)>
    Rotation: <Euler (x=-3.1143, y=0.0251, z=-0.6066), order='XYZ'>
    Matrix:
      <Vector (0.8213, -0.5704, -0.0050, 0.1164)>
      <Vector (-0.5699, -0.8209, 0.0367, 0.7671)>
      <Vector (-0.0251, -0.0273, -0.9993, 0.5311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1818, 0.8139, 0.5026)>
    Rotation: <Euler (x=2.4520, y=0.0411, z=-0.6656), order='XYZ'>
    Matrix:
      <Vector (0.7859, -0.4559, -0.4179, 0.1818)>
      <Vector (-0.6170, -0.6229, -0.4808, 0.8139)>
      <Vector (-0.0411, 0.6357, -0.7708, 0.5026)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1686, 0.7960, 0.5209)>
    Rotation: <Euler (x=2.9330, y=0.0299, z=-0.6483), order='XYZ'>
    Matrix:
      <Vector (0.7968, -0.5858, -0.1483, 0.1686)>
      <Vector (-0.6035, -0.7836, -0.1474, 0.7960)>
      <Vector (-0.0299, 0.2069, -0.9779, 0.5209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1556, 0.7786, 0.5255)>
    Rotation: <Euler (x=-3.1147, y=0.0326, z=-0.6212), order='XYZ'>
    Matrix:
      <Vector (0.8127, -0.5825, -0.0108, 0.1556)>
      <Vector (-0.5817, -0.8124, 0.0408, 0.7786)>
      <Vector (-0.0326, -0.0269, -0.9991, 0.5255)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1460, 0.7652, 0.5251)>
    Rotation: <Euler (x=-3.1147, y=0.0326, z=-0.6212), order='XYZ'>
    Matrix:
      <Vector (0.8127, -0.5825, -0.0108, 0.1460)>
      <Vector (-0.5817, -0.8124, 0.0408, 0.7652)>
      <Vector (-0.0326, -0.0269, -0.9991, 0.5251)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0260, 1.2030, 0.1399)>
    Rotation: <Euler (x=1.0175, y=-2.1770, z=1.1001), order='XYZ'>
    Matrix:
      <Vector (-0.2584, -0.7854, 0.5624, -0.0260)>
      <Vector (-0.5078, -0.3848, -0.7707, 1.2030)>
      <Vector (0.8218, -0.4847, -0.2994, 0.1399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1370, 1.1486, 0.0714)>
    Rotation: <Euler (x=-1.1892, y=-1.3492, z=-2.0601), order='XYZ'>
    Matrix:
      <Vector (-0.1033, -0.0969, 0.9899, -0.1370)>
      <Vector (-0.1940, -0.9742, -0.1156, 1.1486)>
      <Vector (0.9755, -0.2040, 0.0819, 0.0714)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1558, 0.9597, 0.0319)>
    Rotation: <Euler (x=1.5044, y=-0.1778, z=1.4942), order='XYZ'>
    Matrix:
      <Vector (0.0754, -0.0797, 0.9940, -0.1558)>
      <Vector (0.9813, -0.1709, -0.0881, 0.9597)>
      <Vector (0.1768, 0.9821, 0.0653, 0.0319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1767, 0.9150, 0.2889)>
    Rotation: <Euler (x=1.5622, y=-0.4152, z=1.0435), order='XYZ'>
    Matrix:
      <Vector (0.4604, -0.2104, 0.8624, -0.1767)>
      <Vector (0.7907, -0.3442, -0.5062, 0.9150)>
      <Vector (0.4034, 0.9150, 0.0079, 0.2889)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1651, 0.9172, 0.3340)>
    Rotation: <Euler (x=1.9431, y=0.3850, z=1.0333), order='XYZ'>
    Matrix:
      <Vector (0.4745, 0.4915, 0.7302, -0.1651)>
      <Vector (0.7961, 0.1142, -0.5943, 0.9172)>
      <Vector (-0.3755, 0.8633, -0.3371, 0.3340)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1461, 0.9225, 0.3658)>
    Rotation: <Euler (x=1.9279, y=-0.1088, z=0.9721), order='XYZ'>
    Matrix:
      <Vector (0.5602, 0.2315, 0.7954, -0.1461)>
      <Vector (0.8212, -0.2810, -0.4966, 0.9225)>
      <Vector (0.1086, 0.9314, -0.3475, 0.3658)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1387, 0.9131, 0.3963)>
    Rotation: <Euler (x=1.8708, y=-0.2629, z=0.9799), order='XYZ'>
    Matrix:
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      <Vector (0.8019, -0.3708, -0.4684, 0.9131)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1363, 0.9022, 0.4210)>
    Rotation: <Euler (x=1.8708, y=-0.2629, z=0.9799), order='XYZ'>
    Matrix:
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      <Vector (0.2599, 0.9225, -0.2853, 0.4210)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1848, 0.9044, 0.4063)>
    Rotation: <Euler (x=2.0231, y=-0.3595, z=1.0332), order='XYZ'>
    Matrix:
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      <Vector (0.8040, -0.4956, -0.3285, 0.9044)>
      <Vector (0.3518, 0.8420, -0.4091, 0.4063)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1785, 0.8893, 0.4316)>
    Rotation: <Euler (x=2.5117, y=-0.4139, z=0.9869), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1624, 0.8701, 0.4476)>
    Rotation: <Euler (x=2.7662, y=-0.4377, z=0.9409), order='XYZ'>
    Matrix:
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      <Vector (0.7319, -0.6736, 0.1027, 0.8701)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1471, 0.8550, 0.4553)>
    Rotation: <Euler (x=2.7662, y=-0.4377, z=0.9409), order='XYZ'>
    Matrix:
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      <Vector (0.7319, -0.6736, 0.1027, 0.8550)>
      <Vector (0.4239, 0.3321, -0.8426, 0.4553)>
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1961, 0.8851, 0.4008)>
    Rotation: <Euler (x=2.0229, y=-0.3673, z=1.0337), order='XYZ'>
    Matrix:
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      <Vector (0.8019, -0.5010, -0.3255, 0.8851)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1894, 0.8690, 0.4276)>
    Rotation: <Euler (x=2.5116, y=-0.4197, z=0.9870), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1708, 0.8468, 0.4460)>
    Rotation: <Euler (x=2.7634, y=-0.4395, z=0.9477), order='XYZ'>
    Matrix:
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      <Vector (0.4255, 0.3342, -0.8410, 0.4460)>
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1543, 0.8304, 0.4544)>
    Rotation: <Euler (x=2.7634, y=-0.4395, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2071, 0.8647, 0.3912)>
    Rotation: <Euler (x=2.0234, y=-0.3622, z=1.0323), order='XYZ'>
    Matrix:
      <Vector (0.4795, 0.2120, 0.8515, -0.2071)>
      <Vector (0.8028, -0.4978, -0.3281, 0.8647)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2013, 0.8505, 0.4148)>
    Rotation: <Euler (x=2.5138, y=-0.4191, z=0.9816), order='XYZ'>
    Matrix:
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      <Vector (0.7594, -0.6485, -0.0526, 0.8505)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1863, 0.8326, 0.4297)>
    Rotation: <Euler (x=2.7624, y=-0.4341, z=0.9499), order='XYZ'>
    Matrix:
      <Vector (0.5278, 0.6650, 0.5284, -0.1863)>
      <Vector (0.7379, -0.6671, 0.1025, 0.8326)>
      <Vector (0.4206, 0.3358, -0.8428, 0.4297)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1706, 0.8170, 0.4376)>
    Rotation: <Euler (x=2.7624, y=-0.4341, z=0.9499), order='XYZ'>
    Matrix:
      <Vector (0.5278, 0.6650, 0.5284, -0.1706)>
      <Vector (0.7379, -0.6671, 0.1025, 0.8170)>
      <Vector (0.4206, 0.3358, -0.8428, 0.4376)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2179, 0.8500, 0.3756)>
    Rotation: <Euler (x=2.0230, y=-0.3663, z=1.0334), order='XYZ'>
    Matrix:
      <Vector (0.4780, 0.2104, 0.8528, -0.2179)>
      <Vector (0.8020, -0.5005, -0.3260, 0.8500)>
      <Vector (0.3582, 0.8398, -0.4080, 0.3756)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2124, 0.8369, 0.3976)>
    Rotation: <Euler (x=2.5145, y=-0.4242, z=0.9800), order='XYZ'>
    Matrix:
      <Vector (0.5076, 0.5380, 0.6730, -0.2124)>
      <Vector (0.7569, -0.6516, -0.0501, 0.8369)>
      <Vector (0.4116, 0.5348, -0.7380, 0.3976)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1983, 0.8201, 0.4115)>
    Rotation: <Euler (x=2.7572, y=-0.4328, z=0.9623), order='XYZ'>
    Matrix:
      <Vector (0.5189, 0.6707, 0.5299, -0.1983)>
      <Vector (0.7449, -0.6589, 0.1046, 0.8201)>
      <Vector (0.4194, 0.3404, -0.8416, 0.4115)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1884, 0.8102, 0.4165)>
    Rotation: <Euler (x=2.7572, y=-0.4328, z=0.9623), order='XYZ'>
    Matrix:
      <Vector (0.5189, 0.6707, 0.5299, -0.1884)>
      <Vector (0.7449, -0.6589, 0.1046, 0.8102)>
      <Vector (0.4194, 0.3404, -0.8416, 0.4165)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1811, 0.8107, 0.0799)>
    Rotation: <Euler (x=0.7513, y=-0.0180, z=-2.9579), order='XYZ'>
    Matrix:
      <Vector (-0.9830, 0.1456, -0.1117, 0.1811)>
      <Vector (-0.1826, -0.7163, 0.6735, 0.8107)>
      <Vector (0.0180, 0.6824, 0.7307, 0.0799)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2416, 0.5131, 0.3634)>
    Rotation: <Euler (x=-0.3275, y=-0.1652, z=-2.9571), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.1217, 0.2121, 0.2416)>
      <Vector (-0.1809, -0.9405, -0.2877, 0.5131)>
      <Vector (0.1644, -0.3173, 0.9340, 0.3634)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8624, y=-0.1676, z=-3.0103), order='XYZ'>
    Matrix:
      <Vector (-0.9775, 0.2107, 0.0082, 0.2936)>
      <Vector (-0.1291, -0.6284, 0.7671, 0.1108)>
      <Vector (0.1668, 0.7488, 0.6415, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5236, y=-2.8736, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9643, 0.2642, -0.0203, 0.3305)>
      <Vector (-0.0075, 0.0492, 0.9988, 0.0007)>
      <Vector (0.2648, 0.9632, -0.0455, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0044, 0.4314)>
    Rotation: <Euler (x=-1.5236, y=-2.8736, z=0.0078), order='XYZ'>
    Matrix:
      <Vector (-0.9643, 0.2642, -0.0203, 0.3504)>
      <Vector (-0.0075, 0.0492, 0.9988, 0.0044)>
      <Vector (0.2648, 0.9632, -0.0455, 0.4314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0261, 0.8193, 0.0084)>
    Rotation: <Euler (x=0.4047, y=0.6814, z=2.7580), order='XYZ'>
    Matrix:
      <Vector (-0.7203, -0.5740, -0.3896, -0.0261)>
      <Vector (0.2907, -0.7596, 0.5818, 0.8193)>
      <Vector (-0.6299, 0.3058, 0.7139, 0.0084)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2647, 0.5036, 0.1355)>
    Rotation: <Euler (x=-0.5889, y=0.7499, z=2.6800), order='XYZ'>
    Matrix:
      <Vector (-0.6552, -0.0314, -0.7548, -0.2647)>
      <Vector (0.3259, -0.9131, -0.2449, 0.5036)>
      <Vector (-0.6816, -0.4064, 0.6085, 0.1355)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7752, y=0.7971, z=2.9389), order='XYZ'>
    Matrix:
      <Vector (-0.6845, -0.6342, -0.3596, -0.2782)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7153, 0.4890, 0.4991, -0.0397)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2410, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6209, -0.7827, 0.0439, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7837, 0.6210, -0.0125, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2410, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6209, -0.7827, 0.0439, -0.4561)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7837, 0.6210, -0.0125, 0.0988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 153
  Bone: mixamorig:Hips
    Location: <Vector (0.0762, 0.8561, 0.0560)>
    Rotation: <Euler (x=0.2132, y=-0.3531, z=-0.0458), order='XYZ'>
    Matrix:
      <Vector (0.9373, -0.0283, -0.3473, 0.0762)>
      <Vector (-0.0430, 0.9797, -0.1959, 0.8561)>
      <Vector (0.3458, 0.1986, 0.9170, 0.0560)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0746, 0.9321, 0.0697)>
    Rotation: <Euler (x=0.2433, y=-0.3699, z=-0.0376), order='XYZ'>
    Matrix:
      <Vector (0.9317, -0.0505, -0.3597, 0.0746)>
      <Vector (-0.0351, 0.9731, -0.2275, 0.9321)>
      <Vector (0.3615, 0.2246, 0.9049, 0.0697)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0700, 1.0198, 0.0900)>
    Rotation: <Euler (x=0.3747, y=-0.3923, z=-0.0212), order='XYZ'>
    Matrix:
      <Vector (0.9238, -0.1201, -0.3634, 0.0700)>
      <Vector (-0.0196, 0.9334, -0.3583, 1.0198)>
      <Vector (0.3823, 0.3382, 0.8599, 0.0900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0577, 1.1160, 0.1248)>
    Rotation: <Euler (x=0.5075, y=-0.4150, z=-0.0085), order='XYZ'>
    Matrix:
      <Vector (0.9151, -0.1885, -0.3565, 0.0577)>
      <Vector (-0.0078, 0.8756, -0.4829, 1.1160)>
      <Vector (0.4032, 0.4447, 0.7998, 0.1248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0358, 1.2175, 0.1764)>
    Rotation: <Euler (x=0.4404, y=-0.3453, z=-0.0154), order='XYZ'>
    Matrix:
      <Vector (0.9409, -0.1303, -0.3127, 0.0358)>
      <Vector (-0.0145, 0.9067, -0.4215, 1.2175)>
      <Vector (0.3384, 0.4012, 0.8512, 0.1764)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0181, 1.3056, 0.2294)>
    Rotation: <Euler (x=0.0255, y=-0.0768, z=-0.0129), order='XYZ'>
    Matrix:
      <Vector (0.9970, 0.0110, -0.0770, 0.0181)>
      <Vector (-0.0129, 0.9996, -0.0245, 1.3056)>
      <Vector (0.0767, 0.0254, 0.9967, 0.2294)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0183, 1.5447, 0.2670)>
    Rotation: <Euler (x=0.0255, y=-0.0768, z=-0.0129), order='XYZ'>
    Matrix:
      <Vector (0.9970, 0.0110, -0.0770, 0.0183)>
      <Vector (-0.0129, 0.9996, -0.0245, 1.5447)>
      <Vector (0.0767, 0.0254, 0.9967, 0.2670)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1035, 1.2031, 0.1952)>
    Rotation: <Euler (x=-0.1968, y=2.1543, z=-2.0328), order='XYZ'>
    Matrix:
      <Vector (0.2456, 0.9506, -0.1898, 0.1035)>
      <Vector (0.4932, -0.2911, -0.8198, 1.2031)>
      <Vector (-0.8345, 0.1077, -0.5403, 0.1952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2378, 1.1619, 0.2105)>
    Rotation: <Euler (x=3.0884, y=0.8365, z=0.4252), order='XYZ'>
    Matrix:
      <Vector (0.6104, 0.4479, -0.6533, 0.2378)>
      <Vector (0.2764, -0.8934, -0.3542, 1.1619)>
      <Vector (-0.7423, 0.0356, -0.6691, 0.2105)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3245, 0.9890, 0.2174)>
    Rotation: <Euler (x=2.3390, y=0.1240, z=-1.0014), order='XYZ'>
    Matrix:
      <Vector (0.5349, -0.5373, -0.6520, 0.3245)>
      <Vector (-0.8358, -0.4495, -0.3153, 0.9890)>
      <Vector (-0.1237, 0.7136, -0.6895, 0.2174)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1838, 0.8714, 0.4041)>
    Rotation: <Euler (x=2.0113, y=0.0384, z=-0.7178), order='XYZ'>
    Matrix:
      <Vector (0.7527, -0.2543, -0.6073, 0.1838)>
      <Vector (-0.6573, -0.3440, -0.6706, 0.8714)>
      <Vector (-0.0384, 0.9039, -0.4261, 0.4041)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1477, 0.8687, 0.4373)>
    Rotation: <Euler (x=2.5316, y=-0.6554, z=-1.0942), order='XYZ'>
    Matrix:
      <Vector (0.3637, -0.8885, -0.2799, 0.1477)>
      <Vector (-0.7045, -0.0658, -0.7067, 0.8687)>
      <Vector (0.6094, 0.4542, -0.6498, 0.4373)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1121, 0.8676, 0.4538)>
    Rotation: <Euler (x=2.3727, y=-0.2857, z=-0.8081), order='XYZ'>
    Matrix:
      <Vector (0.6629, -0.6550, -0.3628, 0.1121)>
      <Vector (-0.6937, -0.3548, -0.6268, 0.8676)>
      <Vector (0.2818, 0.6672, -0.6895, 0.4538)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0913, 0.8555, 0.4757)>
    Rotation: <Euler (x=2.2951, y=-0.1156, z=-0.7271), order='XYZ'>
    Matrix:
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      <Vector (-0.6602, -0.4376, -0.6104, 0.8555)>
      <Vector (0.1153, 0.7440, -0.6582, 0.4757)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0800, 0.8439, 0.4941)>
    Rotation: <Euler (x=2.2951, y=-0.1156, z=-0.7271), order='XYZ'>
    Matrix:
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      <Vector (-0.6602, -0.4376, -0.6104, 0.8439)>
      <Vector (0.1153, 0.7440, -0.6582, 0.4941)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1283, 0.8562, 0.5096)>
    Rotation: <Euler (x=2.4680, y=-0.0102, z=-0.7321), order='XYZ'>
    Matrix:
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      <Vector (-0.6684, -0.5770, -0.4693, 0.8562)>
      <Vector (0.0102, 0.6238, -0.7815, 0.5096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1131, 0.8392, 0.5279)>
    Rotation: <Euler (x=2.9387, y=0.0246, z=-0.6635), order='XYZ'>
    Matrix:
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      <Vector (-0.6157, -0.7747, -0.1440, 0.8392)>
      <Vector (-0.0246, 0.2015, -0.9792, 0.5279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0954, 0.8162, 0.5339)>
    Rotation: <Euler (x=-3.1080, y=0.0299, z=-0.6077), order='XYZ'>
    Matrix:
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      <Vector (-0.5707, -0.8199, 0.0447, 0.8162)>
      <Vector (-0.0299, -0.0336, -0.9990, 0.5339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0819, 0.7974, 0.5331)>
    Rotation: <Euler (x=-3.1080, y=0.0299, z=-0.6077), order='XYZ'>
    Matrix:
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      <Vector (-0.5707, -0.8199, 0.0447, 0.7974)>
      <Vector (-0.0299, -0.0336, -0.9990, 0.5331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1459, 0.8407, 0.5078)>
    Rotation: <Euler (x=2.4677, y=-0.0074, z=-0.7327), order='XYZ'>
    Matrix:
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      <Vector (-0.6689, -0.5778, -0.4678, 0.8407)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1283, 0.8211, 0.5288)>
    Rotation: <Euler (x=2.9386, y=0.0274, z=-0.6635), order='XYZ'>
    Matrix:
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      <Vector (-0.6157, -0.7751, -0.1423, 0.8211)>
      <Vector (-0.0274, 0.2015, -0.9791, 0.5288)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1074, 0.7938, 0.5359)>
    Rotation: <Euler (x=-3.1080, y=0.0326, z=-0.6095), order='XYZ'>
    Matrix:
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      <Vector (-0.5722, -0.8188, 0.0462, 0.7938)>
      <Vector (-0.0326, -0.0336, -0.9989, 0.5359)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0921, 0.7726, 0.5351)>
    Rotation: <Euler (x=-3.1080, y=0.0326, z=-0.6095), order='XYZ'>
    Matrix:
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      <Vector (-0.5722, -0.8188, 0.0462, 0.7726)>
      <Vector (-0.0326, -0.0336, -0.9989, 0.5351)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1653, 0.8247, 0.5069)>
    Rotation: <Euler (x=2.4679, y=-0.0063, z=-0.7307), order='XYZ'>
    Matrix:
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      <Vector (-0.6674, -0.5794, -0.4678, 0.8247)>
      <Vector (0.0063, 0.6238, -0.7815, 0.5069)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1497, 0.8072, 0.5256)>
    Rotation: <Euler (x=2.9387, y=0.0278, z=-0.6607), order='XYZ'>
    Matrix:
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      <Vector (-0.6134, -0.7768, -0.1424, 0.8072)>
      <Vector (-0.0278, 0.2014, -0.9791, 0.5256)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1323, 0.7846, 0.5315)>
    Rotation: <Euler (x=-3.1082, y=0.0312, z=-0.6162), order='XYZ'>
    Matrix:
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      <Vector (-0.5776, -0.8150, 0.0453, 0.7846)>
      <Vector (-0.0312, -0.0333, -0.9990, 0.5315)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1189, 0.7661, 0.5307)>
    Rotation: <Euler (x=-3.1082, y=0.0312, z=-0.6162), order='XYZ'>
    Matrix:
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      <Vector (-0.5776, -0.8150, 0.0453, 0.7661)>
      <Vector (-0.0312, -0.0333, -0.9990, 0.5307)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1846, 0.8125, 0.5025)>
    Rotation: <Euler (x=2.4576, y=0.0476, z=-0.6752), order='XYZ'>
    Matrix:
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      <Vector (-0.6243, -0.6238, -0.4702, 0.8125)>
      <Vector (-0.0476, 0.6312, -0.7742, 0.5025)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1714, 0.7945, 0.5207)>
    Rotation: <Euler (x=2.9388, y=0.0363, z=-0.6578), order='XYZ'>
    Matrix:
      <Vector (0.7908, -0.5931, -0.1512, 0.1714)>
      <Vector (-0.6110, -0.7796, -0.1376, 0.7945)>
      <Vector (-0.0363, 0.2012, -0.9789, 0.5207)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1581, 0.7773, 0.5252)>
    Rotation: <Euler (x=-3.1087, y=0.0388, z=-0.6308), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1485, 0.7640, 0.5246)>
    Rotation: <Euler (x=-3.1087, y=0.0388, z=-0.6308), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0252, 1.2025, 0.1417)>
    Rotation: <Euler (x=1.0107, y=-2.1744, z=1.1046), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1365, 1.1482, 0.0738)>
    Rotation: <Euler (x=-1.2244, y=-1.3533, z=-2.0234), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1552, 0.9592, 0.0344)>
    Rotation: <Euler (x=1.5132, y=-0.1766, z=1.4950), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1737, 0.9146, 0.2916)>
    Rotation: <Euler (x=1.5714, y=-0.4117, z=1.0405), order='XYZ'>
    Matrix:
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      <Vector (0.4002, 0.9164, -0.0005, 0.2916)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1617, 0.9168, 0.3367)>
    Rotation: <Euler (x=1.9521, y=0.3885, z=1.0373), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1425, 0.9220, 0.3683)>
    Rotation: <Euler (x=1.9361, y=-0.1047, z=0.9719), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1347, 0.9126, 0.3987)>
    Rotation: <Euler (x=1.8792, y=-0.2588, z=0.9784), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1322, 0.9017, 0.4234)>
    Rotation: <Euler (x=1.8792, y=-0.2588, z=0.9784), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1808, 0.9039, 0.4091)>
    Rotation: <Euler (x=2.0320, y=-0.3559, z=1.0307), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1742, 0.8887, 0.4344)>
    Rotation: <Euler (x=2.5206, y=-0.4100, z=0.9840), order='XYZ'>
    Matrix:
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      <Vector (0.3986, 0.5336, -0.7459, 0.4344)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1579, 0.8696, 0.4502)>
    Rotation: <Euler (x=2.7750, y=-0.4334, z=0.9378), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1426, 0.8544, 0.4577)>
    Rotation: <Euler (x=2.7750, y=-0.4334, z=0.9378), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1920, 0.8846, 0.4037)>
    Rotation: <Euler (x=2.0319, y=-0.3637, z=1.0311), order='XYZ'>
    Matrix:
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      <Vector (0.8018, -0.5019, -0.3244, 0.8846)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1851, 0.8685, 0.4304)>
    Rotation: <Euler (x=2.5206, y=-0.4158, z=0.9840), order='XYZ'>
    Matrix:
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      <Vector (0.7618, -0.6460, -0.0486, 0.8685)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1664, 0.8462, 0.4486)>
    Rotation: <Euler (x=2.7722, y=-0.4352, z=0.9446), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1498, 0.8298, 0.4568)>
    Rotation: <Euler (x=2.7722, y=-0.4352, z=0.9446), order='XYZ'>
    Matrix:
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      <Vector (0.7347, -0.6699, 0.1070, 0.8298)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2032, 0.8641, 0.3942)>
    Rotation: <Euler (x=2.0323, y=-0.3586, z=1.0298), order='XYZ'>
    Matrix:
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      <Vector (0.8027, -0.4987, -0.3271, 0.8641)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1971, 0.8500, 0.4177)>
    Rotation: <Euler (x=2.5228, y=-0.4151, z=0.9786), order='XYZ'>
    Matrix:
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      <Vector (0.7593, -0.6488, -0.0512, 0.8500)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1820, 0.8321, 0.4324)>
    Rotation: <Euler (x=2.7713, y=-0.4298, z=0.9468), order='XYZ'>
    Matrix:
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      <Vector (0.7377, -0.6670, 0.1038, 0.8321)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1662, 0.8165, 0.4402)>
    Rotation: <Euler (x=2.7713, y=-0.4298, z=0.9468), order='XYZ'>
    Matrix:
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      <Vector (0.7377, -0.6670, 0.1038, 0.8165)>
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2141, 0.8495, 0.3786)>
    Rotation: <Euler (x=2.0320, y=-0.3628, z=1.0308), order='XYZ'>
    Matrix:
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      <Vector (0.8019, -0.5014, -0.3250, 0.8495)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2084, 0.8363, 0.4005)>
    Rotation: <Euler (x=2.5235, y=-0.4201, z=0.9770), order='XYZ'>
    Matrix:
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      <Vector (0.7568, -0.6519, -0.0487, 0.8363)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1942, 0.8195, 0.4143)>
    Rotation: <Euler (x=2.7661, y=-0.4286, z=0.9593), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1842, 0.8097, 0.4193)>
    Rotation: <Euler (x=2.7661, y=-0.4286, z=0.9593), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1822, 0.8105, 0.0801)>
    Rotation: <Euler (x=0.7521, y=-0.0181, z=-2.9588), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2424, 0.5130, 0.3639)>
    Rotation: <Euler (x=-0.3287, y=-0.1655, z=-2.9589), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8624, y=-0.1679, z=-3.0104), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5240, y=-2.8732, z=0.0078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0044, 0.4313)>
    Rotation: <Euler (x=-1.5240, y=-2.8732, z=0.0078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0252, 0.8188, 0.0092)>
    Rotation: <Euler (x=0.4022, y=0.6831, z=2.7539), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2649, 0.5036, 0.1354)>
    Rotation: <Euler (x=-0.5883, y=0.7493, z=2.6811), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7754, y=0.7963, z=2.9391), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2418, z=-0.0281), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0989)>
    Rotation: <Euler (x=-1.5507, y=2.2418, z=-0.0281), order='XYZ'>
    Matrix:
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Frame: 154
  Bone: mixamorig:Hips
    Location: <Vector (0.0769, 0.8559, 0.0564)>
    Rotation: <Euler (x=0.2170, y=-0.3507, z=-0.0448), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0751, 0.9319, 0.0704)>
    Rotation: <Euler (x=0.2458, y=-0.3673, z=-0.0362), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0704, 1.0195, 0.0909)>
    Rotation: <Euler (x=0.3755, y=-0.3891, z=-0.0202), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0580, 1.1157, 0.1258)>
    Rotation: <Euler (x=0.5065, y=-0.4110, z=-0.0078), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0364, 1.2172, 0.1774)>
    Rotation: <Euler (x=0.4409, y=-0.3413, z=-0.0153), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0188, 1.3052, 0.2305)>
    Rotation: <Euler (x=0.0316, y=-0.0729, z=-0.0156), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0197, 1.5441, 0.2695)>
    Rotation: <Euler (x=0.0316, y=-0.0729, z=-0.0156), order='XYZ'>
    Matrix:
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      <Vector (-0.0155, 0.9994, -0.0305, 1.5441)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1041, 1.2028, 0.1960)>
    Rotation: <Euler (x=-0.1809, y=2.1498, z=-2.0221), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2385, 1.1613, 0.2099)>
    Rotation: <Euler (x=3.0928, y=0.8429, z=0.4324), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3259, 0.9888, 0.2161)>
    Rotation: <Euler (x=2.3329, y=0.1265, z=-0.9996), order='XYZ'>
    Matrix:
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      <Vector (-0.1262, 0.7176, -0.6849, 0.2161)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1868, 0.8710, 0.4040)>
    Rotation: <Euler (x=2.0142, y=0.0455, z=-0.7250), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1508, 0.8683, 0.4372)>
    Rotation: <Euler (x=2.5317, y=-0.6477, z=-1.1016), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1152, 0.8673, 0.4539)>
    Rotation: <Euler (x=2.3750, y=-0.2783, z=-0.8161), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0944, 0.8552, 0.4758)>
    Rotation: <Euler (x=2.2979, y=-0.1085, z=-0.7347), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0830, 0.8436, 0.4941)>
    Rotation: <Euler (x=2.2979, y=-0.1085, z=-0.7347), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1315, 0.8555, 0.5095)>
    Rotation: <Euler (x=2.4708, y=-0.0031, z=-0.7395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1162, 0.8384, 0.5277)>
    Rotation: <Euler (x=2.9419, y=0.0315, z=-0.6707), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0984, 0.8155, 0.5336)>
    Rotation: <Euler (x=-3.1043, y=0.0366, z=-0.6149), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0847, 0.7968, 0.5328)>
    Rotation: <Euler (x=-3.1043, y=0.0366, z=-0.6149), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1489, 0.8399, 0.5075)>
    Rotation: <Euler (x=2.4705, y=-0.0003, z=-0.7400), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1313, 0.8202, 0.5285)>
    Rotation: <Euler (x=2.9419, y=0.0343, z=-0.6707), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1102, 0.7930, 0.5355)>
    Rotation: <Euler (x=-3.1043, y=0.0393, z=-0.6167), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0948, 0.7720, 0.5345)>
    Rotation: <Euler (x=-3.1043, y=0.0393, z=-0.6167), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1682, 0.8238, 0.5065)>
    Rotation: <Euler (x=2.4708, y=0.0009, z=-0.7380), order='XYZ'>
    Matrix:
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      <Vector (-0.6728, -0.5798, -0.4594, 0.8238)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1526, 0.8062, 0.5251)>
    Rotation: <Euler (x=2.9420, y=0.0347, z=-0.6679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1350, 0.7837, 0.5309)>
    Rotation: <Euler (x=-3.1046, y=0.0380, z=-0.6234), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1215, 0.7653, 0.5300)>
    Rotation: <Euler (x=-3.1046, y=0.0380, z=-0.6234), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1875, 0.8114, 0.5019)>
    Rotation: <Euler (x=2.4608, y=0.0546, z=-0.6823), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1741, 0.7934, 0.5200)>
    Rotation: <Euler (x=2.9422, y=0.0432, z=-0.6650), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1608, 0.7762, 0.5244)>
    Rotation: <Euler (x=-3.1052, y=0.0456, z=-0.6379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1510, 0.7630, 0.5238)>
    Rotation: <Euler (x=-3.1052, y=0.0456, z=-0.6379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0247, 1.2021, 0.1430)>
    Rotation: <Euler (x=1.0057, y=-2.1722, z=1.1081), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1363, 1.1478, 0.0754)>
    Rotation: <Euler (x=-1.2586, y=-1.3579, z=-1.9874), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1549, 0.9588, 0.0365)>
    Rotation: <Euler (x=1.5218, y=-0.1744, z=1.4960), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1711, 0.9145, 0.2939)>
    Rotation: <Euler (x=1.5809, y=-0.4069, z=1.0337), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1586, 0.9166, 0.3388)>
    Rotation: <Euler (x=1.9615, y=0.3933, z=1.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1391, 0.9218, 0.3702)>
    Rotation: <Euler (x=1.9445, y=-0.0993, z=0.9681), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1310, 0.9124, 0.4006)>
    Rotation: <Euler (x=1.8879, y=-0.2535, z=0.9732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1283, 0.9014, 0.4252)>
    Rotation: <Euler (x=1.8879, y=-0.2535, z=0.9732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1770, 0.9038, 0.4114)>
    Rotation: <Euler (x=2.0412, y=-0.3510, z=1.0246), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1702, 0.8886, 0.4366)>
    Rotation: <Euler (x=2.5298, y=-0.4047, z=0.9774), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1539, 0.8694, 0.4522)>
    Rotation: <Euler (x=2.7840, y=-0.4277, z=0.9311), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1385, 0.8542, 0.4596)>
    Rotation: <Euler (x=2.7840, y=-0.4277, z=0.9311), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1884, 0.8845, 0.4061)>
    Rotation: <Euler (x=2.0411, y=-0.3588, z=1.0249), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1813, 0.8684, 0.4327)>
    Rotation: <Euler (x=2.5298, y=-0.4105, z=0.9773), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1624, 0.8461, 0.4508)>
    Rotation: <Euler (x=2.7813, y=-0.4296, z=0.9379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1458, 0.8296, 0.4588)>
    Rotation: <Euler (x=2.7813, y=-0.4296, z=0.9379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1997, 0.8641, 0.3967)>
    Rotation: <Euler (x=2.0416, y=-0.3537, z=1.0236), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1934, 0.8499, 0.4201)>
    Rotation: <Euler (x=2.5319, y=-0.4097, z=0.9720), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1782, 0.8320, 0.4347)>
    Rotation: <Euler (x=2.7803, y=-0.4242, z=0.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1624, 0.8163, 0.4423)>
    Rotation: <Euler (x=2.7803, y=-0.4242, z=0.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2108, 0.8495, 0.3812)>
    Rotation: <Euler (x=2.0412, y=-0.3579, z=1.0246), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2049, 0.8363, 0.4031)>
    Rotation: <Euler (x=2.5326, y=-0.4148, z=0.9703), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1906, 0.8195, 0.4168)>
    Rotation: <Euler (x=2.7752, y=-0.4231, z=0.9525), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1806, 0.8096, 0.4216)>
    Rotation: <Euler (x=2.7752, y=-0.4231, z=0.9525), order='XYZ'>
    Matrix:
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      <Vector (0.7430, -0.6610, 0.1047, 0.8096)>
      <Vector (0.4106, 0.3267, -0.8513, 0.4216)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1830, 0.8104, 0.0800)>
    Rotation: <Euler (x=0.7526, y=-0.0159, z=-2.9596), order='XYZ'>
    Matrix:
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      <Vector (0.0159, 0.6835, 0.7298, 0.0800)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2423, 0.5130, 0.3640)>
    Rotation: <Euler (x=-0.3289, y=-0.1647, z=-2.9589), order='XYZ'>
    Matrix:
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      <Vector (-0.1793, -0.9403, -0.2895, 0.5130)>
      <Vector (0.1639, -0.3187, 0.9336, 0.3640)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2936, 0.1108, 0.2277)>
    Rotation: <Euler (x=0.8624, y=-0.1672, z=-3.0102), order='XYZ'>
    Matrix:
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      <Vector (-0.1291, -0.6284, 0.7671, 0.1108)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3588)>
    Rotation: <Euler (x=-1.5245, y=-2.8739, z=0.0079), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.0483, 0.9988, 0.0007)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3504, 0.0044, 0.4314)>
    Rotation: <Euler (x=-1.5245, y=-2.8739, z=0.0079), order='XYZ'>
    Matrix:
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      <Vector (-0.0077, 0.0483, 0.9988, 0.0044)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0245, 0.8186, 0.0096)>
    Rotation: <Euler (x=0.4003, y=0.6850, z=2.7507), order='XYZ'>
    Matrix:
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      <Vector (0.2951, -0.7575, 0.5823, 0.8186)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2651, 0.5037, 0.1351)>
    Rotation: <Euler (x=-0.5870, y=0.7490, z=2.6828), order='XYZ'>
    Matrix:
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      <Vector (0.3244, -0.9135, -0.2455, 0.5037)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7756, y=0.7956, z=2.9392), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6221, -0.7817, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7828, 0.6222, -0.0125, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6221, -0.7817, 0.0438, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7828, 0.6222, -0.0125, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 155
  Bone: mixamorig:Hips
    Location: <Vector (0.0772, 0.8559, 0.0563)>
    Rotation: <Euler (x=0.2188, y=-0.3499, z=-0.0440), order='XYZ'>
    Matrix:
      <Vector (0.9385, -0.0314, -0.3438, 0.0772)>
      <Vector (-0.0413, 0.9785, -0.2021, 0.8559)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0753, 0.9318, 0.0704)>
    Rotation: <Euler (x=0.2472, y=-0.3664, z=-0.0350), order='XYZ'>
    Matrix:
      <Vector (0.9331, -0.0537, -0.3557, 0.0753)>
      <Vector (-0.0327, 0.9721, -0.2324, 0.9318)>
      <Vector (0.3582, 0.2284, 0.9053, 0.0704)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0705, 1.0195, 0.0910)>
    Rotation: <Euler (x=0.3765, y=-0.3876, z=-0.0197), order='XYZ'>
    Matrix:
      <Vector (0.9256, -0.1207, -0.3587, 0.0705)>
      <Vector (-0.0182, 0.9325, -0.3607, 1.0195)>
      <Vector (0.3780, 0.3404, 0.8610, 0.0910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0581, 1.1155, 0.1261)>
    Rotation: <Euler (x=0.5072, y=-0.4090, z=-0.0078), order='XYZ'>
    Matrix:
      <Vector (0.9175, -0.1863, -0.3514, 0.0581)>
      <Vector (-0.0072, 0.8756, -0.4830, 1.1155)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0365, 1.2170, 0.1777)>
    Rotation: <Euler (x=0.4420, y=-0.3390, z=-0.0157), order='XYZ'>
    Matrix:
      <Vector (0.9430, -0.1280, -0.3072, 0.0365)>
      <Vector (-0.0148, 0.9060, -0.4230, 1.2170)>
      <Vector (0.3325, 0.4034, 0.8525, 0.1777)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0191, 1.3050, 0.2310)>
    Rotation: <Euler (x=0.0368, y=-0.0701, z=-0.0175), order='XYZ'>
    Matrix:
      <Vector (0.9974, 0.0149, -0.0707, 0.0191)>
      <Vector (-0.0174, 0.9992, -0.0356, 1.3050)>
      <Vector (0.0701, 0.0367, 0.9969, 0.2310)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0204, 1.5436, 0.2712)>
    Rotation: <Euler (x=0.0368, y=-0.0701, z=-0.0175), order='XYZ'>
    Matrix:
      <Vector (0.9974, 0.0149, -0.0707, 0.0204)>
      <Vector (-0.0174, 0.9992, -0.0356, 1.5436)>
      <Vector (0.0701, 0.0367, 0.9969, 0.2712)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1043, 1.2026, 0.1962)>
    Rotation: <Euler (x=-0.1691, y=2.1480, z=-2.0139), order='XYZ'>
    Matrix:
      <Vector (0.2339, 0.9510, -0.2022, 0.1043)>
      <Vector (0.4930, -0.2952, -0.8184, 1.2026)>
      <Vector (-0.8380, 0.0918, -0.5379, 0.1962)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2386, 1.1609, 0.2091)>
    Rotation: <Euler (x=3.0978, y=0.8475, z=0.4392), order='XYZ'>
    Matrix:
      <Vector (0.5990, 0.4545, -0.6592, 0.2386)>
      <Vector (0.2814, -0.8903, -0.3581, 1.1609)>
      <Vector (-0.7496, 0.0290, -0.6612, 0.2091)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3266, 0.9886, 0.2147)>
    Rotation: <Euler (x=2.3287, y=0.1298, z=-0.9976), order='XYZ'>
    Matrix:
      <Vector (0.5377, -0.5266, -0.6584, 0.3266)>
      <Vector (-0.8331, -0.4518, -0.3191, 0.9886)>
      <Vector (-0.1294, 0.7202, -0.6816, 0.2147)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1888, 0.8704, 0.4032)>
    Rotation: <Euler (x=2.0141, y=0.0516, z=-0.7279), order='XYZ'>
    Matrix:
      <Vector (0.7456, -0.2506, -0.6175, 0.1888)>
      <Vector (-0.6644, -0.3512, -0.6597, 0.8704)>
      <Vector (-0.0516, 0.9021, -0.4284, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1529, 0.8677, 0.4366)>
    Rotation: <Euler (x=2.5287, y=-0.6420, z=-1.1027), order='XYZ'>
    Matrix:
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      <Vector (-0.7147, -0.0617, -0.6967, 0.8677)>
      <Vector (0.5988, 0.4607, -0.6551, 0.4366)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1174, 0.8668, 0.4534)>
    Rotation: <Euler (x=2.3743, y=-0.2722, z=-0.8188), order='XYZ'>
    Matrix:
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      <Vector (-0.7034, -0.3554, -0.6156, 0.8668)>
      <Vector (0.2689, 0.6686, -0.6933, 0.4534)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0967, 0.8546, 0.4754)>
    Rotation: <Euler (x=2.2977, y=-0.1023, z=-0.7376), order='XYZ'>
    Matrix:
      <Vector (0.7362, -0.5034, -0.4523, 0.0967)>
      <Vector (-0.6690, -0.4406, -0.5987, 0.8546)>
      <Vector (0.1021, 0.7433, -0.6611, 0.4754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0854, 0.8430, 0.4937)>
    Rotation: <Euler (x=2.2977, y=-0.1023, z=-0.7376), order='XYZ'>
    Matrix:
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      <Vector (-0.6690, -0.4406, -0.5987, 0.8430)>
      <Vector (0.1021, 0.7433, -0.6611, 0.4937)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1340, 0.8547, 0.5090)>
    Rotation: <Euler (x=2.4706, y=0.0031, z=-0.7424), order='XYZ'>
    Matrix:
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      <Vector (-0.6760, -0.5784, -0.4566, 0.8547)>
      <Vector (-0.0031, 0.6218, -0.7832, 0.5090)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1187, 0.8375, 0.5272)>
    Rotation: <Euler (x=2.9421, y=0.0376, z=-0.6736), order='XYZ'>
    Matrix:
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      <Vector (-0.6233, -0.7707, -0.1319, 0.8375)>
      <Vector (-0.0376, 0.1980, -0.9795, 0.5272)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1008, 0.8146, 0.5331)>
    Rotation: <Euler (x=-3.1038, y=0.0428, z=-0.6178), order='XYZ'>
    Matrix:
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      <Vector (-0.5787, -0.8137, 0.0556, 0.8146)>
      <Vector (-0.0428, -0.0378, -0.9984, 0.5331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0871, 0.7960, 0.5322)>
    Rotation: <Euler (x=-3.1038, y=0.0428, z=-0.6178), order='XYZ'>
    Matrix:
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      <Vector (-0.5787, -0.8137, 0.0556, 0.7960)>
      <Vector (-0.0428, -0.0378, -0.9984, 0.5322)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1513, 0.8390, 0.5068)>
    Rotation: <Euler (x=2.4703, y=0.0059, z=-0.7429), order='XYZ'>
    Matrix:
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      <Vector (-0.6764, -0.5791, -0.4550, 0.8390)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1337, 0.8193, 0.5278)>
    Rotation: <Euler (x=2.9421, y=0.0404, z=-0.6736), order='XYZ'>
    Matrix:
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      <Vector (-0.6233, -0.7711, -0.1301, 0.8193)>
      <Vector (-0.0404, 0.1980, -0.9794, 0.5278)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1126, 0.7921, 0.5348)>
    Rotation: <Euler (x=-3.1038, y=0.0455, z=-0.6196), order='XYZ'>
    Matrix:
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      <Vector (-0.5801, -0.8125, 0.0571, 0.7921)>
      <Vector (-0.0454, -0.0377, -0.9983, 0.5348)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0971, 0.7711, 0.5338)>
    Rotation: <Euler (x=-3.1038, y=0.0455, z=-0.6196), order='XYZ'>
    Matrix:
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      <Vector (-0.0454, -0.0377, -0.9983, 0.5338)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1705, 0.8228, 0.5056)>
    Rotation: <Euler (x=2.4706, y=0.0070, z=-0.7409), order='XYZ'>
    Matrix:
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      <Vector (-0.6750, -0.5808, -0.4551, 0.8228)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1549, 0.8052, 0.5243)>
    Rotation: <Euler (x=2.9423, y=0.0408, z=-0.6708), order='XYZ'>
    Matrix:
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      <Vector (-0.6211, -0.7728, -0.1302, 0.8052)>
      <Vector (-0.0408, 0.1979, -0.9794, 0.5243)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1374, 0.7827, 0.5300)>
    Rotation: <Euler (x=-3.1041, y=0.0441, z=-0.6262), order='XYZ'>
    Matrix:
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      <Vector (-0.5855, -0.8087, 0.0562, 0.7827)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1238, 0.7644, 0.5292)>
    Rotation: <Euler (x=-3.1041, y=0.0441, z=-0.6262), order='XYZ'>
    Matrix:
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      <Vector (-0.0441, -0.0374, -0.9983, 0.5292)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1898, 0.8104, 0.5009)>
    Rotation: <Euler (x=2.4610, y=0.0607, z=-0.6852), order='XYZ'>
    Matrix:
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      <Vector (-0.6317, -0.6259, -0.4574, 0.8104)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1765, 0.7924, 0.5190)>
    Rotation: <Euler (x=2.9424, y=0.0493, z=-0.6679), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1631, 0.7752, 0.5234)>
    Rotation: <Euler (x=-3.1048, y=0.0518, z=-0.6408), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1533, 0.7620, 0.5228)>
    Rotation: <Euler (x=-3.1048, y=0.0518, z=-0.6408), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0247, 1.2019, 0.1434)>
    Rotation: <Euler (x=1.0015, y=-2.1720, z=1.1106), order='XYZ'>
    Matrix:
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      <Vector (-0.5068, -0.3829, -0.7724, 1.2019)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1365, 1.1478, 0.0761)>
    Rotation: <Euler (x=-1.2906, y=-1.3630, z=-1.9555), order='XYZ'>
    Matrix:
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      <Vector (-0.1912, -0.9754, -0.1099, 1.1478)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1552, 0.9587, 0.0377)>
    Rotation: <Euler (x=1.5299, y=-0.1721, z=1.4953), order='XYZ'>
    Matrix:
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      <Vector (0.1712, 0.9844, 0.0403, 0.0377)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1693, 0.9149, 0.2953)>
    Rotation: <Euler (x=1.5893, y=-0.4013, z=1.0252), order='XYZ'>
    Matrix:
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      <Vector (0.3906, 0.9204, -0.0171, 0.2953)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1564, 0.9169, 0.3401)>
    Rotation: <Euler (x=1.9700, y=0.3989, z=1.0360), order='XYZ'>
    Matrix:
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      <Vector (0.7928, 0.1098, -0.5995, 0.9169)>
      <Vector (-0.3884, 0.8490, -0.3582, 0.3401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1365, 0.9220, 0.3713)>
    Rotation: <Euler (x=1.9520, y=-0.0932, z=0.9621), order='XYZ'>
    Matrix:
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      <Vector (0.8169, -0.2836, -0.5023, 0.9220)>
      <Vector (0.0931, 0.9242, -0.3704, 0.3713)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1283, 0.9126, 0.4016)>
    Rotation: <Euler (x=1.8956, y=-0.2475, z=0.9661), order='XYZ'>
    Matrix:
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      <Vector (0.7976, -0.3724, -0.4745, 0.9126)>
      <Vector (0.2450, 0.9188, -0.3094, 0.4016)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1253, 0.9016, 0.4262)>
    Rotation: <Euler (x=1.8956, y=-0.2475, z=0.9661), order='XYZ'>
    Matrix:
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      <Vector (0.7976, -0.3724, -0.4745, 0.9016)>
      <Vector (0.2450, 0.9188, -0.3094, 0.4262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1742, 0.9043, 0.4129)>
    Rotation: <Euler (x=2.0495, y=-0.3453, z=1.0165), order='XYZ'>
    Matrix:
      <Vector (0.4952, 0.2335, 0.8368, -0.1742)>
      <Vector (0.8001, -0.4979, -0.3346, 0.9043)>
      <Vector (0.3385, 0.8352, -0.4334, 0.4129)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1672, 0.8890, 0.4380)>
    Rotation: <Euler (x=2.5379, y=-0.3986, z=0.9690), order='XYZ'>
    Matrix:
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      <Vector (0.7597, -0.6477, -0.0580, 0.8890)>
      <Vector (0.3882, 0.5232, -0.7587, 0.4380)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1508, 0.8698, 0.4535)>
    Rotation: <Euler (x=2.7919, y=-0.4214, z=0.9227), order='XYZ'>
    Matrix:
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      <Vector (0.7275, -0.6789, 0.0995, 0.8698)>
      <Vector (0.4090, 0.3126, -0.8573, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1355, 0.8545, 0.4608)>
    Rotation: <Euler (x=2.7919, y=-0.4214, z=0.9227), order='XYZ'>
    Matrix:
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      <Vector (0.4090, 0.3126, -0.8573, 0.4608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1857, 0.8851, 0.4077)>
    Rotation: <Euler (x=2.0494, y=-0.3531, z=1.0168), order='XYZ'>
    Matrix:
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      <Vector (0.7979, -0.5033, -0.3315, 0.8851)>
      <Vector (0.3458, 0.8329, -0.4321, 0.4077)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1784, 0.8689, 0.4342)>
    Rotation: <Euler (x=2.5380, y=-0.4045, z=0.9689), order='XYZ'>
    Matrix:
      <Vector (0.5205, 0.5521, 0.6513, -0.1784)>
      <Vector (0.7578, -0.6503, -0.0544, 0.8689)>
      <Vector (0.3935, 0.5218, -0.7569, 0.4342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1595, 0.8465, 0.4521)>
    Rotation: <Euler (x=2.7892, y=-0.4233, z=0.9294), order='XYZ'>
    Matrix:
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      <Vector (0.7305, -0.6752, 0.1024, 0.8465)>
      <Vector (0.4108, 0.3147, -0.8557, 0.4521)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1429, 0.8299, 0.4600)>
    Rotation: <Euler (x=2.7892, y=-0.4233, z=0.9294), order='XYZ'>
    Matrix:
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      <Vector (0.7305, -0.6752, 0.1024, 0.8299)>
      <Vector (0.4108, 0.3147, -0.8557, 0.4600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1972, 0.8647, 0.3984)>
    Rotation: <Euler (x=2.0498, y=-0.3481, z=1.0156), order='XYZ'>
    Matrix:
      <Vector (0.4955, 0.2321, 0.8370, -0.1972)>
      <Vector (0.7988, -0.5002, -0.3342, 0.8647)>
      <Vector (0.3411, 0.8342, -0.4333, 0.3984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1908, 0.8505, 0.4218)>
    Rotation: <Euler (x=2.5401, y=-0.4037, z=0.9635), order='XYZ'>
    Matrix:
      <Vector (0.5247, 0.5502, 0.6495, -0.1908)>
      <Vector (0.7552, -0.6530, -0.0570, 0.8505)>
      <Vector (0.3928, 0.5204, -0.7582, 0.4218)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1755, 0.8324, 0.4362)>
    Rotation: <Euler (x=2.7882, y=-0.4179, z=0.9317), order='XYZ'>
    Matrix:
      <Vector (0.5452, 0.6693, 0.5049, -0.1755)>
      <Vector (0.7335, -0.6724, 0.0992, 0.8324)>
      <Vector (0.4059, 0.3163, -0.8575, 0.4362)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1598, 0.8167, 0.4437)>
    Rotation: <Euler (x=2.7882, y=-0.4179, z=0.9317), order='XYZ'>
    Matrix:
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      <Vector (0.7335, -0.6724, 0.0992, 0.8167)>
      <Vector (0.4059, 0.3163, -0.8575, 0.4437)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2085, 0.8502, 0.3831)>
    Rotation: <Euler (x=2.0495, y=-0.3522, z=1.0165), order='XYZ'>
    Matrix:
      <Vector (0.4940, 0.2305, 0.8383, -0.2085)>
      <Vector (0.7981, -0.5028, -0.3321, 0.8502)>
      <Vector (0.3450, 0.8331, -0.4323, 0.3831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2025, 0.8369, 0.4049)>
    Rotation: <Euler (x=2.5407, y=-0.4087, z=0.9619), order='XYZ'>
    Matrix:
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      <Vector (0.7527, -0.6561, -0.0545, 0.8369)>
      <Vector (0.3974, 0.5188, -0.7569, 0.4049)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1882, 0.8200, 0.4184)>
    Rotation: <Euler (x=2.7832, y=-0.4169, z=0.9440), order='XYZ'>
    Matrix:
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      <Vector (0.7406, -0.6643, 0.1014, 0.8200)>
      <Vector (0.4049, 0.3207, -0.8563, 0.4184)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1782, 0.8101, 0.4231)>
    Rotation: <Euler (x=2.7832, y=-0.4169, z=0.9440), order='XYZ'>
    Matrix:
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      <Vector (0.7406, -0.6643, 0.1014, 0.8101)>
      <Vector (0.4049, 0.3207, -0.8563, 0.4231)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1834, 0.8105, 0.0798)>
    Rotation: <Euler (x=0.7527, y=-0.0137, z=-2.9600), order='XYZ'>
    Matrix:
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      <Vector (-0.1806, -0.7161, 0.6742, 0.8105)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2420, 0.5130, 0.3638)>
    Rotation: <Euler (x=-0.3283, y=-0.1630, z=-2.9583), order='XYZ'>
    Matrix:
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      <Vector (-0.1798, -0.9403, -0.2890, 0.5130)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2938, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8626, y=-0.1656, z=-3.0099), order='XYZ'>
    Matrix:
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      <Vector (-0.1295, -0.6284, 0.7670, 0.1107)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3305, 0.0007, 0.3589)>
    Rotation: <Euler (x=-1.5243, y=-2.8756, z=0.0083), order='XYZ'>
    Matrix:
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      <Vector (-0.0080, 0.0487, 0.9988, 0.0007)>
      <Vector (0.2629, 0.9638, -0.0449, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3502, 0.0044, 0.4315)>
    Rotation: <Euler (x=-1.5243, y=-2.8756, z=0.0083), order='XYZ'>
    Matrix:
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      <Vector (-0.0080, 0.0487, 0.9988, 0.0044)>
      <Vector (0.2629, 0.9638, -0.0449, 0.4315)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0242, 0.8185, 0.0095)>
    Rotation: <Euler (x=0.3998, y=0.6865, z=2.7495), order='XYZ'>
    Matrix:
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      <Vector (0.2956, -0.7569, 0.5829, 0.8185)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2653, 0.5039, 0.1347)>
    Rotation: <Euler (x=-0.5856, y=0.7491, z=2.6843), order='XYZ'>
    Matrix:
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      <Vector (0.3234, -0.9139, -0.2453, 0.5039)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7757, y=0.7953, z=2.9393), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2428, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2428, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7826, 0.6224, -0.0126, 0.0990)>
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Frame: 156
  Bone: mixamorig:Hips
    Location: <Vector (0.0769, 0.8560, 0.0556)>
    Rotation: <Euler (x=0.2182, y=-0.3512, z=-0.0433), order='XYZ'>
    Matrix:
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      <Vector (-0.0407, 0.9786, -0.2018, 0.8560)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0750, 0.9319, 0.0697)>
    Rotation: <Euler (x=0.2474, y=-0.3674, z=-0.0346), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0701, 1.0196, 0.0903)>
    Rotation: <Euler (x=0.3782, y=-0.3881, z=-0.0202), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0577, 1.1156, 0.1255)>
    Rotation: <Euler (x=0.5105, y=-0.4088, z=-0.0093), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0361, 1.2170, 0.1775)>
    Rotation: <Euler (x=0.4450, y=-0.3384, z=-0.0176), order='XYZ'>
    Matrix:
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      <Vector (-0.0166, 0.9050, -0.4252, 1.2170)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0188, 1.3048, 0.2311)>
    Rotation: <Euler (x=0.0415, y=-0.0701, z=-0.0183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0202, 1.5432, 0.2724)>
    Rotation: <Euler (x=0.0415, y=-0.0701, z=-0.0183), order='XYZ'>
    Matrix:
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      <Vector (-0.0183, 0.9990, -0.0402, 1.5432)>
      <Vector (0.0700, 0.0413, 0.9967, 0.2724)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1039, 1.2024, 0.1959)>
    Rotation: <Euler (x=-0.1631, y=2.1499, z=-2.0098), order='XYZ'>
    Matrix:
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      <Vector (0.4954, -0.2964, -0.8166, 1.2024)>
      <Vector (-0.8370, 0.0889, -0.5400, 0.1959)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2382, 1.1606, 0.2084)>
    Rotation: <Euler (x=3.1032, y=0.8496, z=0.4448), order='XYZ'>
    Matrix:
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      <Vector (-0.7510, 0.0253, -0.6598, 0.2084)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3265, 0.9884, 0.2133)>
    Rotation: <Euler (x=2.3271, y=0.1339, z=-0.9961), order='XYZ'>
    Matrix:
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      <Vector (-0.8318, -0.4545, -0.3185, 0.9884)>
      <Vector (-0.1335, 0.7209, -0.6801, 0.2133)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1895, 0.8694, 0.4020)>
    Rotation: <Euler (x=2.0123, y=0.0562, z=-0.7264), order='XYZ'>
    Matrix:
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      <Vector (-0.0561, 0.9027, -0.4267, 0.4020)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1538, 0.8666, 0.4356)>
    Rotation: <Euler (x=2.5246, y=-0.6385, z=-1.0986), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1184, 0.8656, 0.4525)>
    Rotation: <Euler (x=2.3721, y=-0.2679, z=-0.8165), order='XYZ'>
    Matrix:
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      <Vector (-0.7028, -0.3576, -0.6150, 0.8656)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0978, 0.8534, 0.4746)>
    Rotation: <Euler (x=2.2959, y=-0.0978, z=-0.7357), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0866, 0.8417, 0.4929)>
    Rotation: <Euler (x=2.2959, y=-0.0978, z=-0.7357), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1352, 0.8534, 0.5080)>
    Rotation: <Euler (x=2.4687, y=0.0076, z=-0.7407), order='XYZ'>
    Matrix:
      <Vector (0.7380, -0.5243, -0.4249, 0.1352)>
      <Vector (-0.6748, -0.5803, -0.4559, 0.8534)>
      <Vector (-0.0076, 0.6232, -0.7820, 0.5080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1201, 0.8363, 0.5262)>
    Rotation: <Euler (x=2.9406, y=0.0422, z=-0.6720), order='XYZ'>
    Matrix:
      <Vector (0.7819, -0.6034, -0.1567, 0.1201)>
      <Vector (-0.6220, -0.7721, -0.1305, 0.8363)>
      <Vector (-0.0422, 0.1994, -0.9790, 0.5262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1023, 0.8133, 0.5321)>
    Rotation: <Euler (x=-3.1050, y=0.0475, z=-0.6162), order='XYZ'>
    Matrix:
      <Vector (0.8152, -0.5789, -0.0176, 0.1023)>
      <Vector (-0.5773, -0.8146, 0.0572, 0.8133)>
      <Vector (-0.0475, -0.0365, -0.9982, 0.5321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0886, 0.7947, 0.5313)>
    Rotation: <Euler (x=-3.1050, y=0.0475, z=-0.6162), order='XYZ'>
    Matrix:
      <Vector (0.8152, -0.5789, -0.0176, 0.0886)>
      <Vector (-0.5773, -0.8146, 0.0572, 0.7947)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1526, 0.8378, 0.5057)>
    Rotation: <Euler (x=2.4684, y=0.0104, z=-0.7413), order='XYZ'>
    Matrix:
      <Vector (0.7376, -0.5232, -0.4270, 0.1526)>
      <Vector (-0.6752, -0.5811, -0.4544, 0.8378)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1352, 0.8180, 0.5268)>
    Rotation: <Euler (x=2.9406, y=0.0451, z=-0.6720), order='XYZ'>
    Matrix:
      <Vector (0.7818, -0.6030, -0.1588, 0.1352)>
      <Vector (-0.6219, -0.7724, -0.1287, 0.8180)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1141, 0.7908, 0.5338)>
    Rotation: <Euler (x=-3.1051, y=0.0502, z=-0.6180), order='XYZ'>
    Matrix:
      <Vector (0.8140, -0.5805, -0.0197, 0.1141)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0986, 0.7698, 0.5328)>
    Rotation: <Euler (x=-3.1051, y=0.0502, z=-0.6180), order='XYZ'>
    Matrix:
      <Vector (0.8140, -0.5805, -0.0197, 0.0986)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1718, 0.8217, 0.5044)>
    Rotation: <Euler (x=2.4687, y=0.0115, z=-0.7393), order='XYZ'>
    Matrix:
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      <Vector (-0.6737, -0.5827, -0.4545, 0.8217)>
      <Vector (-0.0115, 0.6232, -0.7820, 0.5044)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1564, 0.8040, 0.5231)>
    Rotation: <Euler (x=2.9407, y=0.0455, z=-0.6692), order='XYZ'>
    Matrix:
      <Vector (0.7835, -0.6008, -0.1587, 0.1564)>
      <Vector (-0.6197, -0.7742, -0.1288, 0.8040)>
      <Vector (-0.0455, 0.1993, -0.9789, 0.5231)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1389, 0.7815, 0.5289)>
    Rotation: <Euler (x=-3.1054, y=0.0488, z=-0.6246), order='XYZ'>
    Matrix:
      <Vector (0.8102, -0.5859, -0.0184, 0.1389)>
      <Vector (-0.5841, -0.8096, 0.0579, 0.7815)>
      <Vector (-0.0488, -0.0361, -0.9982, 0.5289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1253, 0.7631, 0.5281)>
    Rotation: <Euler (x=-3.1054, y=0.0488, z=-0.6246), order='XYZ'>
    Matrix:
      <Vector (0.8102, -0.5859, -0.0184, 0.1253)>
      <Vector (-0.5841, -0.8096, 0.0579, 0.7631)>
      <Vector (-0.0488, -0.0361, -0.9982, 0.5281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1911, 0.8093, 0.4996)>
    Rotation: <Euler (x=2.4594, y=0.0653, z=-0.6836), order='XYZ'>
    Matrix:
      <Vector (0.7736, -0.4583, -0.4375, 0.1911)>
      <Vector (-0.6303, -0.6278, -0.4568, 0.8093)>
      <Vector (-0.0653, 0.6291, -0.7745, 0.4996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1779, 0.7912, 0.5177)>
    Rotation: <Euler (x=2.9409, y=0.0539, z=-0.6663), order='XYZ'>
    Matrix:
      <Vector (0.7850, -0.5972, -0.1647, 0.1779)>
      <Vector (-0.6172, -0.7770, -0.1240, 0.7912)>
      <Vector (-0.0539, 0.1991, -0.9785, 0.5177)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1645, 0.7740, 0.5222)>
    Rotation: <Euler (x=-3.1062, y=0.0565, z=-0.6392), order='XYZ'>
    Matrix:
      <Vector (0.8013, -0.5978, -0.0241, 0.1645)>
      <Vector (-0.5956, -0.8009, 0.0621, 0.7740)>
      <Vector (-0.0564, -0.0354, -0.9978, 0.5222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1548, 0.7608, 0.5216)>
    Rotation: <Euler (x=-3.1062, y=0.0565, z=-0.6392), order='XYZ'>
    Matrix:
      <Vector (0.8013, -0.5978, -0.0241, 0.1548)>
      <Vector (-0.5956, -0.8009, 0.0621, 0.7608)>
      <Vector (-0.0564, -0.0354, -0.9978, 0.5216)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0251, 1.2019, 0.1432)>
    Rotation: <Euler (x=0.9975, y=-2.1746, z=1.1121), order='XYZ'>
    Matrix:
      <Vector (-0.2514, -0.7925, 0.5556, -0.0251)>
      <Vector (-0.5091, -0.3799, -0.7723, 1.2019)>
      <Vector (0.8232, -0.4770, -0.3080, 0.1432)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1371, 1.1483, 0.0758)>
    Rotation: <Euler (x=-1.3204, y=-1.3681, z=-1.9283), order='XYZ'>
    Matrix:
      <Vector (-0.0704, -0.0999, 0.9925, -0.1371)>
      <Vector (-0.1886, -0.9757, -0.1116, 1.1483)>
      <Vector (0.9795, -0.1950, 0.0499, 0.0758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1564, 0.9591, 0.0380)>
    Rotation: <Euler (x=1.5372, y=-0.1703, z=1.4921), order='XYZ'>
    Matrix:
      <Vector (0.0774, -0.0468, 0.9959, -0.1564)>
      <Vector (0.9825, -0.1662, -0.0842, 0.9591)>
      <Vector (0.1695, 0.9850, 0.0331, 0.0380)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1687, 0.9156, 0.2957)>
    Rotation: <Euler (x=1.5957, y=-0.3959, z=1.0186), order='XYZ'>
    Matrix:
      <Vector (0.4840, -0.1810, 0.8561, -0.1687)>
      <Vector (0.7855, -0.3413, -0.5162, 0.9156)>
      <Vector (0.3856, 0.9224, -0.0230, 0.2957)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1554, 0.9177, 0.3404)>
    Rotation: <Euler (x=1.9765, y=0.4042, z=1.0344), order='XYZ'>
    Matrix:
      <Vector (0.4698, 0.5239, 0.7105, -0.1554)>
      <Vector (0.7903, 0.1089, -0.6030, 0.9177)>
      <Vector (-0.3933, 0.8448, -0.3629, 0.3404)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1353, 0.9227, 0.3715)>
    Rotation: <Euler (x=1.9575, y=-0.0874, z=0.9575), order='XYZ'>
    Matrix:
      <Vector (0.5734, 0.2619, 0.7763, -0.1353)>
      <Vector (0.8146, -0.2832, -0.5061, 0.9227)>
      <Vector (0.0873, 0.9226, -0.3757, 0.3715)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1268, 0.9133, 0.4017)>
    Rotation: <Euler (x=1.9013, y=-0.2417, z=0.9606), order='XYZ'>
    Matrix:
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      <Vector (0.7957, -0.3715, -0.4783, 0.9133)>
      <Vector (0.2393, 0.9184, -0.3151, 0.4017)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1237, 0.9024, 0.4263)>
    Rotation: <Euler (x=1.9013, y=-0.2417, z=0.9606), order='XYZ'>
    Matrix:
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      <Vector (0.7957, -0.3715, -0.4783, 0.9024)>
      <Vector (0.2393, 0.9184, -0.3151, 0.4263)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1727, 0.9052, 0.4134)>
    Rotation: <Euler (x=2.0557, y=-0.3398, z=1.0103), order='XYZ'>
    Matrix:
      <Vector (0.5012, 0.2380, 0.8320, -0.1727)>
      <Vector (0.7986, -0.4976, -0.3387, 0.9052)>
      <Vector (0.3333, 0.8341, -0.4395, 0.4134)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1656, 0.8900, 0.4385)>
    Rotation: <Euler (x=2.5440, y=-0.3929, z=0.9625), order='XYZ'>
    Matrix:
      <Vector (0.5279, 0.5553, 0.6426, -0.1656)>
      <Vector (0.7581, -0.6492, -0.0618, 0.8900)>
      <Vector (0.3828, 0.5198, -0.7637, 0.4385)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1492, 0.8707, 0.4539)>
    Rotation: <Euler (x=2.7977, y=-0.4153, z=0.9162), order='XYZ'>
    Matrix:
      <Vector (0.5571, 0.6640, 0.4987, -0.1492)>
      <Vector (0.7258, -0.6811, 0.0961, 0.8707)>
      <Vector (0.4035, 0.3085, -0.8614, 0.4539)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1338, 0.8553, 0.4610)>
    Rotation: <Euler (x=2.7977, y=-0.4153, z=0.9162), order='XYZ'>
    Matrix:
      <Vector (0.5571, 0.6640, 0.4987, -0.1338)>
      <Vector (0.7258, -0.6811, 0.0961, 0.8553)>
      <Vector (0.4035, 0.3085, -0.8614, 0.4610)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1843, 0.8860, 0.4083)>
    Rotation: <Euler (x=2.0556, y=-0.3476, z=1.0105), order='XYZ'>
    Matrix:
      <Vector (0.4996, 0.2346, 0.8339, -0.1843)>
      <Vector (0.7964, -0.5030, -0.3357, 0.8860)>
      <Vector (0.3407, 0.8318, -0.4382, 0.4083)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1769, 0.8698, 0.4348)>
    Rotation: <Euler (x=2.5440, y=-0.3987, z=0.9624), order='XYZ'>
    Matrix:
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      <Vector (0.7562, -0.6517, -0.0582, 0.8698)>
      <Vector (0.3882, 0.5185, -0.7619, 0.4348)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1579, 0.8474, 0.4526)>
    Rotation: <Euler (x=2.7951, y=-0.4173, z=0.9228), order='XYZ'>
    Matrix:
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      <Vector (0.7289, -0.6774, 0.0990, 0.8474)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1413, 0.8308, 0.4604)>
    Rotation: <Euler (x=2.7951, y=-0.4173, z=0.9228), order='XYZ'>
    Matrix:
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      <Vector (0.7289, -0.6774, 0.0990, 0.8308)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1960, 0.8657, 0.3991)>
    Rotation: <Euler (x=2.0560, y=-0.3426, z=1.0094), order='XYZ'>
    Matrix:
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      <Vector (0.7973, -0.4998, -0.3383, 0.8657)>
      <Vector (0.3359, 0.8332, -0.4393, 0.3991)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1894, 0.8515, 0.4225)>
    Rotation: <Euler (x=2.5461, y=-0.3979, z=0.9571), order='XYZ'>
    Matrix:
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      <Vector (0.7536, -0.6545, -0.0608, 0.8515)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1741, 0.8334, 0.4368)>
    Rotation: <Euler (x=2.7941, y=-0.4120, z=0.9252), order='XYZ'>
    Matrix:
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      <Vector (0.7319, -0.6746, 0.0958, 0.8334)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1584, 0.8176, 0.4442)>
    Rotation: <Euler (x=2.7941, y=-0.4120, z=0.9252), order='XYZ'>
    Matrix:
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      <Vector (0.7319, -0.6746, 0.0958, 0.8176)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2074, 0.8512, 0.3839)>
    Rotation: <Euler (x=2.0557, y=-0.3467, z=1.0102), order='XYZ'>
    Matrix:
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      <Vector (0.7966, -0.5024, -0.3362, 0.8512)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2013, 0.8380, 0.4057)>
    Rotation: <Euler (x=2.5468, y=-0.4029, z=0.9554), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1870, 0.8210, 0.4192)>
    Rotation: <Euler (x=2.7892, y=-0.4110, z=0.9375), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1770, 0.8110, 0.4238)>
    Rotation: <Euler (x=2.7892, y=-0.4110, z=0.9375), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1831, 0.8107, 0.0793)>
    Rotation: <Euler (x=0.7524, y=-0.0125, z=-2.9597), order='XYZ'>
    Matrix:
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      <Vector (-0.1809, -0.7164, 0.6738, 0.8107)>
      <Vector (0.0125, 0.6834, 0.7300, 0.0793)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2415, 0.5130, 0.3632)>
    Rotation: <Euler (x=-0.3267, y=-0.1604, z=-2.9578), order='XYZ'>
    Matrix:
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      <Vector (-0.1805, -0.9405, -0.2879, 0.5130)>
      <Vector (0.1597, -0.3168, 0.9349, 0.3632)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2940, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8628, y=-0.1629, z=-3.0093), order='XYZ'>
    Matrix:
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      <Vector (-0.1301, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1621, 0.7496, 0.6417, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3304, 0.0007, 0.3589)>
    Rotation: <Euler (x=-1.5222, y=-2.8782, z=0.0088), order='XYZ'>
    Matrix:
      <Vector (-0.9655, 0.2596, -0.0214, 0.3304)>
      <Vector (-0.0085, 0.0508, 0.9987, 0.0007)>
      <Vector (0.2603, 0.9644, -0.0469, 0.3589)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3500, 0.0045, 0.4316)>
    Rotation: <Euler (x=-1.5222, y=-2.8782, z=0.0088), order='XYZ'>
    Matrix:
      <Vector (-0.9655, 0.2596, -0.0214, 0.3500)>
      <Vector (-0.0085, 0.0508, 0.9987, 0.0045)>
      <Vector (0.2603, 0.9644, -0.0469, 0.4316)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0244, 0.8185, 0.0088)>
    Rotation: <Euler (x=0.4013, y=0.6879, z=2.7504), order='XYZ'>
    Matrix:
      <Vector (-0.7142, -0.5803, -0.3914, -0.0244)>
      <Vector (0.2945, -0.7565, 0.5840, 0.8185)>
      <Vector (-0.6349, 0.3018, 0.7112, 0.0088)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2656, 0.5041, 0.1342)>
    Rotation: <Euler (x=-0.5842, y=0.7498, z=2.6859), order='XYZ'>
    Matrix:
      <Vector (-0.6572, -0.0296, -0.7532, -0.2656)>
      <Vector (0.3221, -0.9144, -0.2451, 0.5041)>
      <Vector (-0.6815, -0.4036, 0.6105, 0.1342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7757, y=0.7954, z=2.9393), order='XYZ'>
    Matrix:
      <Vector (-0.6857, -0.6333, -0.3588, -0.2784)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7142, 0.4901, 0.4998, -0.0398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6222, -0.7816, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7827, 0.6223, -0.0126, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2427, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6222, -0.7816, 0.0438, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7827, 0.6223, -0.0126, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 157
  Bone: mixamorig:Hips
    Location: <Vector (0.0760, 0.8561, 0.0545)>
    Rotation: <Euler (x=0.2163, y=-0.3537, z=-0.0427), order='XYZ'>
    Matrix:
      <Vector (0.9372, -0.0325, -0.3471, 0.0760)>
      <Vector (-0.0401, 0.9790, -0.2000, 0.8561)>
      <Vector (0.3464, 0.2014, 0.9162, 0.0545)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0741, 0.9321, 0.0684)>
    Rotation: <Euler (x=0.2471, y=-0.3695, z=-0.0350), order='XYZ'>
    Matrix:
      <Vector (0.9319, -0.0543, -0.3586, 0.0741)>
      <Vector (-0.0327, 0.9721, -0.2321, 0.9321)>
      <Vector (0.3612, 0.2280, 0.9042, 0.0684)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0692, 1.0198, 0.0890)>
    Rotation: <Euler (x=0.3808, y=-0.3894, z=-0.0221), order='XYZ'>
    Matrix:
      <Vector (0.9249, -0.1206, -0.3605, 0.0692)>
      <Vector (-0.0204, 0.9312, -0.3638, 1.0198)>
      <Vector (0.3796, 0.3439, 0.8589, 0.0890)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0568, 1.1157, 0.1244)>
    Rotation: <Euler (x=0.5160, y=-0.4091, z=-0.0126), order='XYZ'>
    Matrix:
      <Vector (0.9174, -0.1853, -0.3522, 0.0568)>
      <Vector (-0.0115, 0.8722, -0.4890, 1.1157)>
      <Vector (0.3978, 0.4526, 0.7980, 0.1244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0353, 1.2168, 0.1769)>
    Rotation: <Euler (x=0.4502, y=-0.3386, z=-0.0209), order='XYZ'>
    Matrix:
      <Vector (0.9430, -0.1257, -0.3081, 0.0353)>
      <Vector (-0.0197, 0.9032, -0.4288, 1.2168)>
      <Vector (0.3322, 0.4105, 0.8492, 0.1769)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0181, 1.3044, 0.2309)>
    Rotation: <Euler (x=0.0461, y=-0.0725, z=-0.0180), order='XYZ'>
    Matrix:
      <Vector (0.9972, 0.0146, -0.0731, 0.0181)>
      <Vector (-0.0179, 0.9988, -0.0448, 1.3044)>
      <Vector (0.0724, 0.0460, 0.9963, 0.2309)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0193, 1.5427, 0.2733)>
    Rotation: <Euler (x=0.0461, y=-0.0725, z=-0.0180), order='XYZ'>
    Matrix:
      <Vector (0.9972, 0.0146, -0.0731, 0.0193)>
      <Vector (-0.0179, 0.9988, -0.0448, 1.5427)>
      <Vector (0.0724, 0.0460, 0.9963, 0.2733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1031, 1.2022, 0.1952)>
    Rotation: <Euler (x=-0.1617, y=2.1549, z=-2.0090), order='XYZ'>
    Matrix:
      <Vector (0.2340, 0.9507, -0.2036, 0.1031)>
      <Vector (0.4993, -0.2972, -0.8139, 1.2022)>
      <Vector (-0.8342, 0.0888, -0.5442, 0.1952)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2374, 1.1602, 0.2078)>
    Rotation: <Euler (x=3.1092, y=0.8499, z=0.4491), order='XYZ'>
    Matrix:
      <Vector (0.5946, 0.4558, -0.6623, 0.2374)>
      <Vector (0.2865, -0.8898, -0.3551, 1.1602)>
      <Vector (-0.7512, 0.0213, -0.6597, 0.2078)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3256, 0.9880, 0.2119)>
    Rotation: <Euler (x=2.3274, y=0.1386, z=-0.9955), order='XYZ'>
    Matrix:
      <Vector (0.5388, -0.5213, -0.6617, 0.3256)>
      <Vector (-0.8310, -0.4578, -0.3160, 0.9880)>
      <Vector (-0.1382, 0.7202, -0.6799, 0.2119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1891, 0.8682, 0.4004)>
    Rotation: <Euler (x=2.0108, y=0.0592, z=-0.7215), order='XYZ'>
    Matrix:
      <Vector (0.7495, -0.2411, -0.6165, 0.1891)>
      <Vector (-0.6594, -0.3552, -0.6626, 0.8682)>
      <Vector (-0.0592, 0.9032, -0.4252, 0.4004)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1536, 0.8651, 0.4341)>
    Rotation: <Euler (x=2.5214, y=-0.6362, z=-1.0918), order='XYZ'>
    Matrix:
      <Vector (0.3708, -0.8813, -0.2929, 0.1536)>
      <Vector (-0.7138, -0.0687, -0.6969, 0.8651)>
      <Vector (0.5941, 0.4675, -0.6546, 0.4341)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1182, 0.8640, 0.4512)>
    Rotation: <Euler (x=2.3702, y=-0.2650, z=-0.8111), order='XYZ'>
    Matrix:
      <Vector (0.6647, -0.6455, -0.3762, 0.1182)>
      <Vector (-0.6997, -0.3614, -0.6162, 0.8640)>
      <Vector (0.2619, 0.6728, -0.6919, 0.4512)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0978, 0.8516, 0.4733)>
    Rotation: <Euler (x=2.2944, y=-0.0947, z=-0.7307), order='XYZ'>
    Matrix:
      <Vector (0.7414, -0.4946, -0.4535, 0.0978)>
      <Vector (-0.6644, -0.4457, -0.5999, 0.8516)>
      <Vector (0.0946, 0.7461, -0.6591, 0.4733)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0867, 0.8399, 0.4916)>
    Rotation: <Euler (x=2.2944, y=-0.0947, z=-0.7307), order='XYZ'>
    Matrix:
      <Vector (0.7414, -0.4946, -0.4535, 0.0867)>
      <Vector (-0.6644, -0.4457, -0.5999, 0.8399)>
      <Vector (0.0946, 0.7461, -0.6591, 0.4916)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1353, 0.8518, 0.5065)>
    Rotation: <Euler (x=2.4672, y=0.0106, z=-0.7358), order='XYZ'>
    Matrix:
      <Vector (0.7412, -0.5193, -0.4253, 0.1353)>
      <Vector (-0.6712, -0.5834, -0.4573, 0.8518)>
      <Vector (-0.0106, 0.6244, -0.7810, 0.5065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1203, 0.8345, 0.5248)>
    Rotation: <Euler (x=2.9393, y=0.0454, z=-0.6671), order='XYZ'>
    Matrix:
      <Vector (0.7848, -0.5990, -0.1592, 0.1203)>
      <Vector (-0.6181, -0.7752, -0.1304, 0.8345)>
      <Vector (-0.0454, 0.2007, -0.9786, 0.5248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1026, 0.8115, 0.5308)>
    Rotation: <Euler (x=-3.1062, y=0.0507, z=-0.6113), order='XYZ'>
    Matrix:
      <Vector (0.8178, -0.5750, -0.0212, 0.1026)>
      <Vector (-0.5732, -0.8174, 0.0580, 0.8115)>
      <Vector (-0.0507, -0.0353, -0.9981, 0.5308)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0890, 0.7928, 0.5300)>
    Rotation: <Euler (x=-3.1062, y=0.0507, z=-0.6113), order='XYZ'>
    Matrix:
      <Vector (0.8178, -0.5750, -0.0212, 0.0890)>
      <Vector (-0.5732, -0.8174, 0.0580, 0.7928)>
      <Vector (-0.0507, -0.0353, -0.9981, 0.5300)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1527, 0.8363, 0.5042)>
    Rotation: <Euler (x=2.4668, y=0.0134, z=-0.7364), order='XYZ'>
    Matrix:
      <Vector (0.7408, -0.5182, -0.4273, 0.1527)>
      <Vector (-0.6715, -0.5842, -0.4558, 0.8363)>
      <Vector (-0.0134, 0.6246, -0.7808, 0.5042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1354, 0.8164, 0.5253)>
    Rotation: <Euler (x=2.9392, y=0.0482, z=-0.6672), order='XYZ'>
    Matrix:
      <Vector (0.7847, -0.5985, -0.1614, 0.1354)>
      <Vector (-0.6181, -0.7755, -0.1287, 0.8164)>
      <Vector (-0.0482, 0.2007, -0.9785, 0.5253)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1145, 0.7891, 0.5323)>
    Rotation: <Euler (x=-3.1063, y=0.0534, z=-0.6131), order='XYZ'>
    Matrix:
      <Vector (0.8167, -0.5766, -0.0233, 0.1145)>
      <Vector (-0.5746, -0.8163, 0.0596, 0.7891)>
      <Vector (-0.0533, -0.0353, -0.9980, 0.5323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0992, 0.7680, 0.5314)>
    Rotation: <Euler (x=-3.1063, y=0.0534, z=-0.6131), order='XYZ'>
    Matrix:
      <Vector (0.8167, -0.5766, -0.0233, 0.0992)>
      <Vector (-0.5746, -0.8163, 0.0596, 0.7680)>
      <Vector (-0.0533, -0.0353, -0.9980, 0.5314)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1720, 0.8202, 0.5028)>
    Rotation: <Euler (x=2.4672, y=0.0145, z=-0.7344), order='XYZ'>
    Matrix:
      <Vector (0.7422, -0.5167, -0.4269, 0.1720)>
      <Vector (-0.6701, -0.5858, -0.4559, 0.8202)>
      <Vector (-0.0145, 0.6244, -0.7810, 0.5028)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1567, 0.8025, 0.5215)>
    Rotation: <Euler (x=2.9394, y=0.0486, z=-0.6643), order='XYZ'>
    Matrix:
      <Vector (0.7864, -0.5963, -0.1613, 0.1567)>
      <Vector (-0.6158, -0.7773, -0.1288, 0.8025)>
      <Vector (-0.0486, 0.2006, -0.9785, 0.5215)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1393, 0.7799, 0.5274)>
    Rotation: <Euler (x=-3.1066, y=0.0520, z=-0.6198), order='XYZ'>
    Matrix:
      <Vector (0.8129, -0.5820, -0.0220, 0.1393)>
      <Vector (-0.5801, -0.8124, 0.0586, 0.7799)>
      <Vector (-0.0520, -0.0349, -0.9980, 0.5274)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1258, 0.7614, 0.5266)>
    Rotation: <Euler (x=-3.1066, y=0.0520, z=-0.6198), order='XYZ'>
    Matrix:
      <Vector (0.8129, -0.5820, -0.0220, 0.1258)>
      <Vector (-0.5801, -0.8124, 0.0586, 0.7614)>
      <Vector (-0.0520, -0.0349, -0.9980, 0.5266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1913, 0.8080, 0.4979)>
    Rotation: <Euler (x=2.4580, y=0.0685, z=-0.6788), order='XYZ'>
    Matrix:
      <Vector (0.7765, -0.4532, -0.4378, 0.1913)>
      <Vector (-0.6264, -0.6306, -0.4583, 0.8080)>
      <Vector (-0.0684, 0.6301, -0.7735, 0.4979)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1783, 0.7898, 0.5161)>
    Rotation: <Euler (x=2.9396, y=0.0571, z=-0.6615), order='XYZ'>
    Matrix:
      <Vector (0.7878, -0.5928, -0.1674, 0.1783)>
      <Vector (-0.6133, -0.7801, -0.1240, 0.7898)>
      <Vector (-0.0570, 0.2003, -0.9781, 0.5161)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1650, 0.7725, 0.5206)>
    Rotation: <Euler (x=-3.1074, y=0.0596, z=-0.6344), order='XYZ'>
    Matrix:
      <Vector (0.8040, -0.5940, -0.0277, 0.1650)>
      <Vector (-0.5916, -0.8038, 0.0628, 0.7725)>
      <Vector (-0.0596, -0.0341, -0.9976, 0.5206)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1553, 0.7593, 0.5200)>
    Rotation: <Euler (x=-3.1074, y=0.0596, z=-0.6344), order='XYZ'>
    Matrix:
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      <Vector (-0.5916, -0.8038, 0.0628, 0.7593)>
      <Vector (-0.0596, -0.0341, -0.9976, 0.5200)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0259, 1.2021, 0.1425)>
    Rotation: <Euler (x=0.9926, y=-2.1793, z=1.1135), order='XYZ'>
    Matrix:
      <Vector (-0.2524, -0.7937, 0.5534, -0.0259)>
      <Vector (-0.5129, -0.3753, -0.7721, 1.2021)>
      <Vector (0.8205, -0.4787, -0.3124, 0.1425)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1380, 1.1491, 0.0748)>
    Rotation: <Euler (x=-1.3504, y=-1.3725, z=-1.9026), order='XYZ'>
    Matrix:
      <Vector (-0.0642, -0.1050, 0.9924, -0.1380)>
      <Vector (-0.1862, -0.9757, -0.1153, 1.1491)>
      <Vector (0.9804, -0.1922, 0.0431, 0.0748)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1584, 0.9598, 0.0376)>
    Rotation: <Euler (x=1.5442, y=-0.1695, z=1.4872), order='XYZ'>
    Matrix:
      <Vector (0.0823, -0.0406, 0.9958, -0.1584)>
      <Vector (0.9822, -0.1658, -0.0879, 0.9598)>
      <Vector (0.1687, 0.9853, 0.0262, 0.0376)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1690, 0.9165, 0.2954)>
    Rotation: <Euler (x=1.6001, y=-0.3913, z=1.0163), order='XYZ'>
    Matrix:
      <Vector (0.4867, -0.1758, 0.8557, -0.1690)>
      <Vector (0.7859, -0.3396, -0.5167, 0.9165)>
      <Vector (0.3814, 0.9240, -0.0271, 0.2954)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1555, 0.9186, 0.3400)>
    Rotation: <Euler (x=1.9810, y=0.4087, z=1.0357), order='XYZ'>
    Matrix:
      <Vector (0.4679, 0.5289, 0.7080, -0.1555)>
      <Vector (0.7894, 0.1101, -0.6040, 0.9186)>
      <Vector (-0.3974, 0.8415, -0.3660, 0.3400)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1352, 0.9237, 0.3710)>
    Rotation: <Euler (x=1.9614, y=-0.0827, z=0.9567), order='XYZ'>
    Matrix:
      <Vector (0.5743, 0.2671, 0.7739, -0.1352)>
      <Vector (0.8145, -0.2818, -0.5072, 0.9237)>
      <Vector (0.0826, 0.9215, -0.3794, 0.3710)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1265, 0.9143, 0.4012)>
    Rotation: <Euler (x=1.9052, y=-0.2369, z=0.9592), order='XYZ'>
    Matrix:
      <Vector (0.5582, 0.1414, 0.8176, -0.1265)>
      <Vector (0.7958, -0.3700, -0.4793, 0.9143)>
      <Vector (0.2347, 0.9182, -0.3191, 0.4012)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1233, 0.9035, 0.4258)>
    Rotation: <Euler (x=1.9052, y=-0.2369, z=0.9592), order='XYZ'>
    Matrix:
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      <Vector (0.7958, -0.3700, -0.4793, 0.9035)>
      <Vector (0.2347, 0.9182, -0.3191, 0.4258)>
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1723, 0.9063, 0.4131)>
    Rotation: <Euler (x=2.0600, y=-0.3353, z=1.0084), order='XYZ'>
    Matrix:
      <Vector (0.5035, 0.2427, 0.8292, -0.1723)>
      <Vector (0.7989, -0.4963, -0.3399, 0.9063)>
      <Vector (0.3290, 0.8336, -0.4437, 0.4131)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1651, 0.8911, 0.4382)>
    Rotation: <Euler (x=2.5481, y=-0.3881, z=0.9604), order='XYZ'>
    Matrix:
      <Vector (0.5305, 0.5580, 0.6381, -0.1651)>
      <Vector (0.7585, -0.6486, -0.0635, 0.8911)>
      <Vector (0.3785, 0.5177, -0.7673, 0.4382)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1486, 0.8718, 0.4535)>
    Rotation: <Euler (x=2.8016, y=-0.4104, z=0.9141), order='XYZ'>
    Matrix:
      <Vector (0.5598, 0.6655, 0.4937, -0.1486)>
      <Vector (0.7262, -0.6809, 0.0943, 0.8718)>
      <Vector (0.3990, 0.3058, -0.8645, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1332, 0.8565, 0.4606)>
    Rotation: <Euler (x=2.8016, y=-0.4104, z=0.9141), order='XYZ'>
    Matrix:
      <Vector (0.5598, 0.6655, 0.4937, -0.1332)>
      <Vector (0.7262, -0.6809, 0.0943, 0.8565)>
      <Vector (0.3990, 0.3058, -0.8645, 0.4606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1840, 0.8871, 0.4081)>
    Rotation: <Euler (x=2.0599, y=-0.3431, z=1.0086), order='XYZ'>
    Matrix:
      <Vector (0.5020, 0.2392, 0.8311, -0.1840)>
      <Vector (0.7968, -0.5017, -0.3369, 0.8871)>
      <Vector (0.3364, 0.8313, -0.4425, 0.4081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1765, 0.8710, 0.4346)>
    Rotation: <Euler (x=2.5481, y=-0.3939, z=0.9603), order='XYZ'>
    Matrix:
      <Vector (0.5294, 0.5562, 0.6406, -0.1765)>
      <Vector (0.7566, -0.6511, -0.0599, 0.8710)>
      <Vector (0.3838, 0.5164, -0.7655, 0.4346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1574, 0.8486, 0.4524)>
    Rotation: <Euler (x=2.7990, y=-0.4124, z=0.9207), order='XYZ'>
    Matrix:
      <Vector (0.5545, 0.6683, 0.4959, -0.1574)>
      <Vector (0.7293, -0.6773, 0.0972, 0.8486)>
      <Vector (0.4008, 0.3077, -0.8629, 0.4524)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1408, 0.8320, 0.4600)>
    Rotation: <Euler (x=2.7990, y=-0.4124, z=0.9207), order='XYZ'>
    Matrix:
      <Vector (0.5545, 0.6683, 0.4959, -0.1408)>
      <Vector (0.7293, -0.6773, 0.0972, 0.8320)>
      <Vector (0.4008, 0.3077, -0.8629, 0.4600)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1958, 0.8667, 0.3991)>
    Rotation: <Euler (x=2.0603, y=-0.3380, z=1.0074), order='XYZ'>
    Matrix:
      <Vector (0.5038, 0.2412, 0.8294, -0.1958)>
      <Vector (0.7976, -0.4985, -0.3395, 0.8667)>
      <Vector (0.3316, 0.8326, -0.4436, 0.3991)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1891, 0.8526, 0.4224)>
    Rotation: <Euler (x=2.5502, y=-0.3931, z=0.9550), order='XYZ'>
    Matrix:
      <Vector (0.5336, 0.5543, 0.6388, -0.1891)>
      <Vector (0.7540, -0.6539, -0.0625, 0.8526)>
      <Vector (0.3831, 0.5150, -0.7668, 0.4224)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1737, 0.8345, 0.4367)>
    Rotation: <Euler (x=2.7981, y=-0.4071, z=0.9231), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.6704, 0.4935, -0.1737)>
      <Vector (0.7323, -0.6745, 0.0941, 0.8345)>
      <Vector (0.3959, 0.3093, -0.8646, 0.4367)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1579, 0.8188, 0.4440)>
    Rotation: <Euler (x=2.7981, y=-0.4071, z=0.9231), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.6704, 0.4935, -0.1579)>
      <Vector (0.7323, -0.6745, 0.0941, 0.8188)>
      <Vector (0.3959, 0.3093, -0.8646, 0.4440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2073, 0.8522, 0.3839)>
    Rotation: <Euler (x=2.0600, y=-0.3421, z=1.0083), order='XYZ'>
    Matrix:
      <Vector (0.5024, 0.2396, 0.8308, -0.2073)>
      <Vector (0.7969, -0.5011, -0.3374, 0.8522)>
      <Vector (0.3355, 0.8315, -0.4427, 0.3839)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2011, 0.8390, 0.4057)>
    Rotation: <Euler (x=2.5509, y=-0.3981, z=0.9532), order='XYZ'>
    Matrix:
      <Vector (0.5338, 0.5521, 0.6405, -0.2011)>
      <Vector (0.7515, -0.6570, -0.0600, 0.8390)>
      <Vector (0.3877, 0.5134, -0.7656, 0.4057)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1866, 0.8221, 0.4191)>
    Rotation: <Euler (x=2.7932, y=-0.4061, z=0.9354), order='XYZ'>
    Matrix:
      <Vector (0.5452, 0.6764, 0.4952, -0.1866)>
      <Vector (0.7394, -0.6664, 0.0962, 0.8221)>
      <Vector (0.3951, 0.3136, -0.8635, 0.4191)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1766, 0.8121, 0.4237)>
    Rotation: <Euler (x=2.7932, y=-0.4061, z=0.9354), order='XYZ'>
    Matrix:
      <Vector (0.5452, 0.6764, 0.4952, -0.1766)>
      <Vector (0.7394, -0.6664, 0.0962, 0.8121)>
      <Vector (0.3951, 0.3136, -0.8635, 0.4237)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1822, 0.8109, 0.0785)>
    Rotation: <Euler (x=0.7520, y=-0.0123, z=-2.9585), order='XYZ'>
    Matrix:
      <Vector (-0.9832, 0.1412, -0.1156, 0.1822)>
      <Vector (-0.1821, -0.7166, 0.6733, 0.8109)>
      <Vector (0.0123, 0.6831, 0.7302, 0.0785)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2408, 0.5132, 0.3623)>
    Rotation: <Euler (x=-0.3244, y=-0.1574, z=-2.9569), order='XYZ'>
    Matrix:
      <Vector (-0.9709, 0.1250, 0.2046, 0.2408)>
      <Vector (-0.1814, -0.9409, -0.2860, 0.5132)>
      <Vector (0.1567, -0.3148, 0.9361, 0.3623)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2943, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8632, y=-0.1597, z=-3.0089), order='XYZ'>
    Matrix:
      <Vector (-0.9786, 0.2058, 0.0020, 0.2943)>
      <Vector (-0.1306, -0.6283, 0.7669, 0.1107)>
      <Vector (0.1590, 0.7502, 0.6418, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0006, 0.3590)>
    Rotation: <Euler (x=-1.5194, y=-2.8814, z=0.0090), order='XYZ'>
    Matrix:
      <Vector (-0.9663, 0.2565, -0.0222, 0.3303)>
      <Vector (-0.0087, 0.0537, 0.9985, 0.0006)>
      <Vector (0.2573, 0.9651, -0.0496, 0.3590)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3496, 0.0047, 0.4317)>
    Rotation: <Euler (x=-1.5194, y=-2.8814, z=0.0090), order='XYZ'>
    Matrix:
      <Vector (-0.9663, 0.2565, -0.0222, 0.3496)>
      <Vector (-0.0087, 0.0537, 0.9985, 0.0047)>
      <Vector (0.2573, 0.9651, -0.0496, 0.4317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0252, 0.8186, 0.0075)>
    Rotation: <Euler (x=0.4044, y=0.6894, z=2.7531), order='XYZ'>
    Matrix:
      <Vector (-0.7141, -0.5799, -0.3921, -0.0252)>
      <Vector (0.2923, -0.7560, 0.5857, 0.8186)>
      <Vector (-0.6361, 0.3036, 0.7094, 0.0075)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2662, 0.5044, 0.1337)>
    Rotation: <Euler (x=-0.5827, y=0.7508, z=2.6884), order='XYZ'>
    Matrix:
      <Vector (-0.6574, -0.0281, -0.7530, -0.2662)>
      <Vector (0.3201, -0.9151, -0.2453, 0.5044)>
      <Vector (-0.6822, -0.4023, 0.6105, 0.1337)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7756, y=0.7957, z=2.9392), order='XYZ'>
    Matrix:
      <Vector (-0.6855, -0.6335, -0.3589, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7144, 0.4899, 0.4997, -0.0398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2424, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6220, -0.7818, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7828, 0.6221, -0.0125, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2424, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6220, -0.7818, 0.0438, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7828, 0.6221, -0.0125, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 158
  Bone: mixamorig:Hips
    Location: <Vector (0.0745, 0.8563, 0.0529)>
    Rotation: <Euler (x=0.2145, y=-0.3558, z=-0.0423), order='XYZ'>
    Matrix:
      <Vector (0.9365, -0.0327, -0.3491, 0.0745)>
      <Vector (-0.0397, 0.9794, -0.1982, 0.8563)>
      <Vector (0.3484, 0.1995, 0.9159, 0.0529)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0726, 0.9323, 0.0667)>
    Rotation: <Euler (x=0.2471, y=-0.3712, z=-0.0364), order='XYZ'>
    Matrix:
      <Vector (0.9313, -0.0534, -0.3604, 0.0726)>
      <Vector (-0.0339, 0.9722, -0.2317, 0.9323)>
      <Vector (0.3628, 0.2279, 0.9036, 0.0667)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0678, 1.0200, 0.0873)>
    Rotation: <Euler (x=0.3841, y=-0.3901, z=-0.0251), order='XYZ'>
    Matrix:
      <Vector (0.9246, -0.1192, -0.3619, 0.0678)>
      <Vector (-0.0232, 0.9304, -0.3657, 1.0200)>
      <Vector (0.3803, 0.3465, 0.8575, 0.0873)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0555, 1.1159, 0.1230)>
    Rotation: <Euler (x=0.5224, y=-0.4088, z=-0.0172), order='XYZ'>
    Matrix:
      <Vector (0.9175, -0.1834, -0.3530, 0.0555)>
      <Vector (-0.0158, 0.8699, -0.4929, 1.1159)>
      <Vector (0.3975, 0.4578, 0.7952, 0.1230)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0343, 1.2167, 0.1760)>
    Rotation: <Euler (x=0.4566, y=-0.3384, z=-0.0253), order='XYZ'>
    Matrix:
      <Vector (0.9430, -0.1236, -0.3091, 0.0343)>
      <Vector (-0.0239, 0.9010, -0.4333, 1.2167)>
      <Vector (0.3320, 0.4159, 0.8466, 0.1760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0173, 1.3040, 0.2306)>
    Rotation: <Euler (x=0.0514, y=-0.0755, z=-0.0170), order='XYZ'>
    Matrix:
      <Vector (0.9970, 0.0131, -0.0762, 0.0173)>
      <Vector (-0.0170, 0.9986, -0.0500, 1.3040)>
      <Vector (0.0754, 0.0512, 0.9958, 0.2306)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0180, 1.5420, 0.2742)>
    Rotation: <Euler (x=0.0514, y=-0.0755, z=-0.0170), order='XYZ'>
    Matrix:
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      <Vector (-0.0170, 0.9986, -0.0500, 1.5420)>
      <Vector (0.0754, 0.0512, 0.9958, 0.2742)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1020, 1.2018, 0.1943)>
    Rotation: <Euler (x=-0.1617, y=2.1610, z=-2.0096), order='XYZ'>
    Matrix:
      <Vector (0.2364, 0.9503, -0.2027, 0.1020)>
      <Vector (0.5038, -0.2982, -0.8107, 1.2018)>
      <Vector (-0.8309, 0.0896, -0.5492, 0.1943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2363, 1.1597, 0.2069)>
    Rotation: <Euler (x=3.1160, y=0.8497, z=0.4524), order='XYZ'>
    Matrix:
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      <Vector (0.2886, -0.8907, -0.3513, 1.1597)>
      <Vector (-0.7511, 0.0169, -0.6600, 0.2069)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3242, 0.9873, 0.2102)>
    Rotation: <Euler (x=2.3282, y=0.1436, z=-0.9966), order='XYZ'>
    Matrix:
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      <Vector (-0.8310, -0.4605, -0.3121, 0.9873)>
      <Vector (-0.1431, 0.7191, -0.6800, 0.2102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1880, 0.8668, 0.3984)>
    Rotation: <Euler (x=2.0105, y=0.0609, z=-0.7153), order='XYZ'>
    Matrix:
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      <Vector (-0.6546, -0.3574, -0.6661, 0.8668)>
      <Vector (-0.0608, 0.9032, -0.4248, 0.3984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1525, 0.8635, 0.4322)>
    Rotation: <Euler (x=2.5203, y=-0.6347, z=-1.0848), order='XYZ'>
    Matrix:
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      <Vector (-0.7120, -0.0746, -0.6982, 0.8635)>
      <Vector (0.5930, 0.4687, -0.6548, 0.4322)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1172, 0.8621, 0.4493)>
    Rotation: <Euler (x=2.3697, y=-0.2634, z=-0.8047), order='XYZ'>
    Matrix:
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      <Vector (-0.6958, -0.3660, -0.6180, 0.8621)>
      <Vector (0.2603, 0.6735, -0.6919, 0.4493)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0968, 0.8496, 0.4714)>
    Rotation: <Euler (x=2.2940, y=-0.0931, z=-0.7244), order='XYZ'>
    Matrix:
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      <Vector (-0.6598, -0.4495, -0.6022, 0.8496)>
      <Vector (0.0930, 0.7464, -0.6589, 0.4714)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0858, 0.8378, 0.4898)>
    Rotation: <Euler (x=2.2940, y=-0.0931, z=-0.7244), order='XYZ'>
    Matrix:
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      <Vector (-0.6598, -0.4495, -0.6022, 0.8378)>
      <Vector (0.0930, 0.7464, -0.6589, 0.4898)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1344, 0.8500, 0.5046)>
    Rotation: <Euler (x=2.4668, y=0.0123, z=-0.7295), order='XYZ'>
    Matrix:
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      <Vector (-0.6665, -0.5872, -0.4594, 0.8500)>
      <Vector (-0.0122, 0.6247, -0.7808, 0.5046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1195, 0.8326, 0.5229)>
    Rotation: <Euler (x=2.9390, y=0.0471, z=-0.6609), order='XYZ'>
    Matrix:
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      <Vector (-0.6131, -0.7791, -0.1306, 0.8326)>
      <Vector (-0.0470, 0.2010, -0.9785, 0.5229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1020, 0.8095, 0.5289)>
    Rotation: <Euler (x=-3.1064, y=0.0524, z=-0.6050), order='XYZ'>
    Matrix:
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      <Vector (-0.5680, -0.8209, 0.0587, 0.8095)>
      <Vector (-0.0523, -0.0352, -0.9980, 0.5289)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0885, 0.7907, 0.5281)>
    Rotation: <Euler (x=-3.1064, y=0.0524, z=-0.6050), order='XYZ'>
    Matrix:
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      <Vector (-0.5680, -0.8209, 0.0587, 0.7907)>
      <Vector (-0.0523, -0.0352, -0.9980, 0.5281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1519, 0.8346, 0.5023)>
    Rotation: <Euler (x=2.4665, y=0.0151, z=-0.7301), order='XYZ'>
    Matrix:
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      <Vector (-0.6669, -0.5879, -0.4578, 0.8346)>
      <Vector (-0.0151, 0.6249, -0.7806, 0.5023)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1348, 0.8145, 0.5234)>
    Rotation: <Euler (x=2.9390, y=0.0499, z=-0.6609), order='XYZ'>
    Matrix:
      <Vector (0.7884, -0.5934, -0.1621, 0.1348)>
      <Vector (-0.6131, -0.7794, -0.1289, 0.8145)>
      <Vector (-0.0499, 0.2010, -0.9783, 0.5234)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1140, 0.7871, 0.5304)>
    Rotation: <Euler (x=-3.1064, y=0.0551, z=-0.6069), order='XYZ'>
    Matrix:
      <Vector (0.8202, -0.5715, -0.0251, 0.1140)>
      <Vector (-0.5694, -0.8198, 0.0602, 0.7871)>
      <Vector (-0.0550, -0.0351, -0.9979, 0.5304)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0988, 0.7659, 0.5295)>
    Rotation: <Euler (x=-3.1064, y=0.0551, z=-0.6069), order='XYZ'>
    Matrix:
      <Vector (0.8202, -0.5715, -0.0251, 0.0988)>
      <Vector (-0.5694, -0.8198, 0.0602, 0.7659)>
      <Vector (-0.0550, -0.0351, -0.9979, 0.5295)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1713, 0.8186, 0.5008)>
    Rotation: <Euler (x=2.4668, y=0.0162, z=-0.7281), order='XYZ'>
    Matrix:
      <Vector (0.7463, -0.5121, -0.4252, 0.1713)>
      <Vector (-0.6654, -0.5896, -0.4579, 0.8186)>
      <Vector (-0.0162, 0.6247, -0.7807, 0.5008)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1561, 0.8008, 0.5195)>
    Rotation: <Euler (x=2.9391, y=0.0503, z=-0.6581), order='XYZ'>
    Matrix:
      <Vector (0.7902, -0.5911, -0.1619, 0.1561)>
      <Vector (-0.6108, -0.7812, -0.1290, 0.8008)>
      <Vector (-0.0503, 0.2008, -0.9783, 0.5195)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1389, 0.7781, 0.5254)>
    Rotation: <Euler (x=-3.1068, y=0.0537, z=-0.6135), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5769, -0.0238, 0.1389)>
      <Vector (-0.5749, -0.8161, 0.0593, 0.7781)>
      <Vector (-0.0537, -0.0347, -0.9980, 0.5254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1255, 0.7595, 0.5246)>
    Rotation: <Euler (x=-3.1068, y=0.0537, z=-0.6135), order='XYZ'>
    Matrix:
      <Vector (0.8164, -0.5769, -0.0238, 0.1255)>
      <Vector (-0.5749, -0.8161, 0.0593, 0.7595)>
      <Vector (-0.0537, -0.0347, -0.9980, 0.5246)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1907, 0.8065, 0.4959)>
    Rotation: <Euler (x=2.4577, y=0.0701, z=-0.6726), order='XYZ'>
    Matrix:
      <Vector (0.7803, -0.4483, -0.4361, 0.1907)>
      <Vector (-0.6215, -0.6339, -0.4604, 0.8065)>
      <Vector (-0.0701, 0.6302, -0.7732, 0.4959)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1778, 0.7883, 0.5141)>
    Rotation: <Euler (x=2.9393, y=0.0588, z=-0.6552), order='XYZ'>
    Matrix:
      <Vector (0.7915, -0.5876, -0.1680, 0.1778)>
      <Vector (-0.6083, -0.7839, -0.1242, 0.7883)>
      <Vector (-0.0587, 0.2006, -0.9779, 0.5141)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1646, 0.7709, 0.5185)>
    Rotation: <Euler (x=-3.1076, y=0.0613, z=-0.6281), order='XYZ'>
    Matrix:
      <Vector (0.8076, -0.5890, -0.0296, 0.1646)>
      <Vector (-0.5865, -0.8074, 0.0635, 0.7709)>
      <Vector (-0.0613, -0.0339, -0.9975, 0.5185)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1550, 0.7576, 0.5180)>
    Rotation: <Euler (x=-3.1076, y=0.0613, z=-0.6281), order='XYZ'>
    Matrix:
      <Vector (0.8076, -0.5890, -0.0296, 0.1550)>
      <Vector (-0.5865, -0.8074, 0.0635, 0.7576)>
      <Vector (-0.0613, -0.0339, -0.9975, 0.5180)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0270, 1.2023, 0.1415)>
    Rotation: <Euler (x=0.9866, y=-2.1845, z=1.1151), order='XYZ'>
    Matrix:
      <Vector (-0.2534, -0.7954, 0.5506, -0.0270)>
      <Vector (-0.5171, -0.3697, -0.7720, 1.2023)>
      <Vector (0.8175, -0.4804, -0.3176, 0.1415)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1393, 1.1501, 0.0737)>
    Rotation: <Euler (x=-1.3813, y=-1.3755, z=-1.8767), order='XYZ'>
    Matrix:
      <Vector (-0.0584, -0.1105, 0.9922, -0.1393)>
      <Vector (-0.1851, -0.9754, -0.1196, 1.1501)>
      <Vector (0.9810, -0.1906, 0.0366, 0.0737)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1608, 0.9609, 0.0367)>
    Rotation: <Euler (x=1.5508, y=-0.1700, z=1.4818), order='XYZ'>
    Matrix:
      <Vector (0.0876, -0.0350, 0.9955, -0.1608)>
      <Vector (0.9817, -0.1667, -0.0923, 0.9609)>
      <Vector (0.1692, 0.9854, 0.0197, 0.0367)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1699, 0.9173, 0.2946)>
    Rotation: <Euler (x=1.6034, y=-0.3883, z=1.0180), order='XYZ'>
    Matrix:
      <Vector (0.4860, -0.1709, 0.8571, -0.1699)>
      <Vector (0.7877, -0.3391, -0.5143, 0.9173)>
      <Vector (0.3786, 0.9251, -0.0302, 0.2946)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1562, 0.9195, 0.3392)>
    Rotation: <Euler (x=1.9844, y=0.4117, z=1.0399), order='XYZ'>
    Matrix:
      <Vector (0.4640, 0.5321, 0.7082, -0.1562)>
      <Vector (0.7903, 0.1125, -0.6023, 0.9195)>
      <Vector (-0.4002, 0.8392, -0.3683, 0.3392)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1358, 0.9247, 0.3700)>
    Rotation: <Euler (x=1.9642, y=-0.0794, z=0.9593), order='XYZ'>
    Matrix:
      <Vector (0.5723, 0.2718, 0.7737, -0.1358)>
      <Vector (0.8162, -0.2801, -0.5053, 0.9247)>
      <Vector (0.0794, 0.9207, -0.3821, 0.3700)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1270, 0.9154, 0.4001)>
    Rotation: <Euler (x=1.9082, y=-0.2337, z=0.9614), order='XYZ'>
    Matrix:
      <Vector (0.5568, 0.1463, 0.8176, -0.1270)>
      <Vector (0.7977, -0.3686, -0.4773, 0.9154)>
      <Vector (0.2316, 0.9180, -0.3220, 0.4001)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1236, 0.9046, 0.4248)>
    Rotation: <Euler (x=1.9082, y=-0.2337, z=0.9614), order='XYZ'>
    Matrix:
      <Vector (0.5568, 0.1463, 0.8176, -0.1236)>
      <Vector (0.7977, -0.3686, -0.4773, 0.9046)>
      <Vector (0.2316, 0.9180, -0.3220, 0.4248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1727, 0.9072, 0.4123)>
    Rotation: <Euler (x=2.0632, y=-0.3322, z=1.0102), order='XYZ'>
    Matrix:
      <Vector (0.5026, 0.2476, 0.8283, -0.1727)>
      <Vector (0.8007, -0.4947, -0.3379, 0.9072)>
      <Vector (0.3261, 0.8330, -0.4469, 0.4123)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1653, 0.8921, 0.4374)>
    Rotation: <Euler (x=2.5512, y=-0.3849, z=0.9622), order='XYZ'>
    Matrix:
      <Vector (0.5299, 0.5620, 0.6351, -0.1653)>
      <Vector (0.7604, -0.6464, -0.0624, 0.8921)>
      <Vector (0.3755, 0.5160, -0.7699, 0.4374)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1487, 0.8728, 0.4527)>
    Rotation: <Euler (x=2.8046, y=-0.4071, z=0.9158), order='XYZ'>
    Matrix:
      <Vector (0.5594, 0.6687, 0.4898, -0.1487)>
      <Vector (0.7283, -0.6787, 0.0949, 0.8728)>
      <Vector (0.3959, 0.3037, -0.8666, 0.4527)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1332, 0.8576, 0.4597)>
    Rotation: <Euler (x=2.8046, y=-0.4071, z=0.9158), order='XYZ'>
    Matrix:
      <Vector (0.5594, 0.6687, 0.4898, -0.1332)>
      <Vector (0.7283, -0.6787, 0.0949, 0.8576)>
      <Vector (0.3959, 0.3037, -0.8666, 0.4597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1844, 0.8880, 0.4074)>
    Rotation: <Euler (x=2.0631, y=-0.3400, z=1.0104), order='XYZ'>
    Matrix:
      <Vector (0.5011, 0.2441, 0.8302, -0.1844)>
      <Vector (0.7986, -0.5001, -0.3349, 0.8880)>
      <Vector (0.3335, 0.8308, -0.4456, 0.4074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1766, 0.8719, 0.4339)>
    Rotation: <Euler (x=2.5512, y=-0.3907, z=0.9620), order='XYZ'>
    Matrix:
      <Vector (0.5288, 0.5602, 0.6376, -0.1766)>
      <Vector (0.7585, -0.6490, -0.0588, 0.8719)>
      <Vector (0.3808, 0.5147, -0.7681, 0.4339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1574, 0.8496, 0.4516)>
    Rotation: <Euler (x=2.8020, y=-0.4091, z=0.9224), order='XYZ'>
    Matrix:
      <Vector (0.5540, 0.6715, 0.4920, -0.1574)>
      <Vector (0.7313, -0.6750, 0.0978, 0.8496)>
      <Vector (0.3978, 0.3056, -0.8651, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1407, 0.8330, 0.4592)>
    Rotation: <Euler (x=2.8020, y=-0.4091, z=0.9224), order='XYZ'>
    Matrix:
      <Vector (0.5540, 0.6715, 0.4920, -0.1407)>
      <Vector (0.7313, -0.6750, 0.0978, 0.8330)>
      <Vector (0.3978, 0.3056, -0.8651, 0.4592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1961, 0.8676, 0.3984)>
    Rotation: <Euler (x=2.0635, y=-0.3349, z=1.0093), order='XYZ'>
    Matrix:
      <Vector (0.5029, 0.2462, 0.8286, -0.1961)>
      <Vector (0.7994, -0.4970, -0.3376, 0.8676)>
      <Vector (0.3287, 0.8321, -0.4467, 0.3984)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1892, 0.8535, 0.4217)>
    Rotation: <Euler (x=2.5532, y=-0.3899, z=0.9567), order='XYZ'>
    Matrix:
      <Vector (0.5330, 0.5583, 0.6358, -0.1892)>
      <Vector (0.7560, -0.6517, -0.0614, 0.8535)>
      <Vector (0.3801, 0.5133, -0.7694, 0.4217)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1737, 0.8355, 0.4360)>
    Rotation: <Euler (x=2.8010, y=-0.4037, z=0.9248), order='XYZ'>
    Matrix:
      <Vector (0.5536, 0.6737, 0.4896, -0.1737)>
      <Vector (0.7343, -0.6722, 0.0946, 0.8355)>
      <Vector (0.3928, 0.3072, -0.8668, 0.4360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1579, 0.8198, 0.4432)>
    Rotation: <Euler (x=2.8010, y=-0.4037, z=0.9248), order='XYZ'>
    Matrix:
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      <Vector (0.7343, -0.6722, 0.0946, 0.8198)>
      <Vector (0.3928, 0.3072, -0.8668, 0.4432)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2076, 0.8530, 0.3833)>
    Rotation: <Euler (x=2.0632, y=-0.3390, z=1.0101), order='XYZ'>
    Matrix:
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      <Vector (0.7987, -0.4996, -0.3355, 0.8530)>
      <Vector (0.3326, 0.8310, -0.4458, 0.3833)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2013, 0.8399, 0.4051)>
    Rotation: <Euler (x=2.5539, y=-0.3949, z=0.9550), order='XYZ'>
    Matrix:
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      <Vector (0.7535, -0.6548, -0.0589, 0.8399)>
      <Vector (0.3847, 0.5118, -0.7682, 0.4051)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1867, 0.8230, 0.4185)>
    Rotation: <Euler (x=2.7962, y=-0.4028, z=0.9371), order='XYZ'>
    Matrix:
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      <Vector (0.7414, -0.6641, 0.0968, 0.8230)>
      <Vector (0.3920, 0.3115, -0.8656, 0.4185)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1767, 0.8131, 0.4230)>
    Rotation: <Euler (x=2.7962, y=-0.4028, z=0.9371), order='XYZ'>
    Matrix:
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      <Vector (0.7414, -0.6641, 0.0968, 0.8131)>
      <Vector (0.3920, 0.3115, -0.8656, 0.4230)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1806, 0.8111, 0.0772)>
    Rotation: <Euler (x=0.7519, y=-0.0123, z=-2.9568), order='XYZ'>
    Matrix:
      <Vector (-0.9829, 0.1425, -0.1167, 0.1806)>
      <Vector (-0.1838, -0.7164, 0.6731, 0.8111)>
      <Vector (0.0123, 0.6830, 0.7303, 0.0772)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2398, 0.5134, 0.3610)>
    Rotation: <Euler (x=-0.3210, y=-0.1550, z=-2.9552), order='XYZ'>
    Matrix:
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      <Vector (-0.1831, -0.9415, -0.2829, 0.5134)>
      <Vector (0.1543, -0.3118, 0.9375, 0.3610)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2946, 0.1107, 0.2277)>
    Rotation: <Euler (x=0.8636, y=-0.1573, z=-3.0094), order='XYZ'>
    Matrix:
      <Vector (-0.9790, 0.2037, 0.0007, 0.2946)>
      <Vector (-0.1302, -0.6284, 0.7669, 0.1107)>
      <Vector (0.1567, 0.7508, 0.6417, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3303, 0.0007, 0.3591)>
    Rotation: <Euler (x=-1.5174, y=-2.8837, z=0.0085), order='XYZ'>
    Matrix:
      <Vector (-0.9669, 0.2542, -0.0221, 0.3303)>
      <Vector (-0.0082, 0.0555, 0.9984, 0.0007)>
      <Vector (0.2550, 0.9656, -0.0516, 0.3591)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3494, 0.0048, 0.4318)>
    Rotation: <Euler (x=-1.5174, y=-2.8837, z=0.0085), order='XYZ'>
    Matrix:
      <Vector (-0.9669, 0.2542, -0.0221, 0.3494)>
      <Vector (-0.0082, 0.0555, 0.9984, 0.0048)>
      <Vector (0.2550, 0.9656, -0.0516, 0.4318)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0266, 0.8187, 0.0058)>
    Rotation: <Euler (x=0.4085, y=0.6899, z=2.7567), order='XYZ'>
    Matrix:
      <Vector (-0.7149, -0.5789, -0.3922, -0.0266)>
      <Vector (0.2896, -0.7556, 0.5875, 0.8187)>
      <Vector (-0.6365, 0.3064, 0.7079, 0.0058)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2672, 0.5047, 0.1331)>
    Rotation: <Euler (x=-0.5810, y=0.7516, z=2.6919), order='XYZ'>
    Matrix:
      <Vector (-0.6580, -0.0258, -0.7526, -0.2672)>
      <Vector (0.3176, -0.9157, -0.2462, 0.5047)>
      <Vector (-0.6828, -0.4010, 0.6107, 0.1331)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7756, y=0.7956, z=2.9392), order='XYZ'>
    Matrix:
      <Vector (-0.6856, -0.6334, -0.3589, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7143, 0.4900, 0.4997, -0.0398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6221, -0.7817, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7828, 0.6222, -0.0125, 0.0502)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5506, y=2.2425, z=-0.0281), order='XYZ'>
    Matrix:
      <Vector (-0.6221, -0.7817, 0.0438, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7828, 0.6222, -0.0125, 0.0990)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 159
  Bone: mixamorig:Hips
    Location: <Vector (0.0726, 0.8566, 0.0509)>
    Rotation: <Euler (x=0.2136, y=-0.3566, z=-0.0423), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0707, 0.9326, 0.0646)>
    Rotation: <Euler (x=0.2480, y=-0.3716, z=-0.0385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0660, 1.0203, 0.0852)>
    Rotation: <Euler (x=0.3876, y=-0.3897, z=-0.0291), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0540, 1.1160, 0.1213)>
    Rotation: <Euler (x=0.5285, y=-0.4073, z=-0.0232), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0332, 1.2167, 0.1749)>
    Rotation: <Euler (x=0.4628, y=-0.3373, z=-0.0306), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0165, 1.3037, 0.2300)>
    Rotation: <Euler (x=0.0573, y=-0.0773, z=-0.0168), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0170, 1.5414, 0.2750)>
    Rotation: <Euler (x=0.0573, y=-0.0773, z=-0.0168), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.1009, 1.2014, 0.1930)>
    Rotation: <Euler (x=-0.1612, y=2.1666, z=-2.0109), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2351, 1.1590, 0.2057)>
    Rotation: <Euler (x=3.1232, y=0.8499, z=0.4548), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3225, 0.9863, 0.2081)>
    Rotation: <Euler (x=2.3286, y=0.1481, z=-0.9998), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1863, 0.8655, 0.3961)>
    Rotation: <Euler (x=2.0110, y=0.0608, z=-0.7094), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1508, 0.8620, 0.4298)>
    Rotation: <Euler (x=2.5209, y=-0.6346, z=-1.0793), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1155, 0.8604, 0.4469)>
    Rotation: <Euler (x=2.3702, y=-0.2634, z=-0.7990), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0952, 0.8478, 0.4690)>
    Rotation: <Euler (x=2.2945, y=-0.0932, z=-0.7185), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0842, 0.8358, 0.4874)>
    Rotation: <Euler (x=2.2945, y=-0.0932, z=-0.7185), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1327, 0.8484, 0.5023)>
    Rotation: <Euler (x=2.4673, y=0.0122, z=-0.7237), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1180, 0.8309, 0.5206)>
    Rotation: <Euler (x=2.9395, y=0.0470, z=-0.6550), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.1006, 0.8077, 0.5265)>
    Rotation: <Euler (x=-3.1058, y=0.0522, z=-0.5991), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0872, 0.7888, 0.5257)>
    Rotation: <Euler (x=-3.1058, y=0.0522, z=-0.5991), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1504, 0.8330, 0.4999)>
    Rotation: <Euler (x=2.4670, y=0.0150, z=-0.7242), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1333, 0.8129, 0.5210)>
    Rotation: <Euler (x=2.9395, y=0.0498, z=-0.6550), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1127, 0.7854, 0.5280)>
    Rotation: <Euler (x=-3.1059, y=0.0549, z=-0.6010), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0977, 0.7641, 0.5271)>
    Rotation: <Euler (x=-3.1059, y=0.0549, z=-0.6010), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1699, 0.8172, 0.4985)>
    Rotation: <Euler (x=2.4673, y=0.0161, z=-0.7222), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1548, 0.7993, 0.5172)>
    Rotation: <Euler (x=2.9397, y=0.0502, z=-0.6522), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1377, 0.7765, 0.5230)>
    Rotation: <Euler (x=-3.1063, y=0.0536, z=-0.6076), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1244, 0.7578, 0.5222)>
    Rotation: <Euler (x=-3.1063, y=0.0536, z=-0.6076), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1893, 0.8052, 0.4936)>
    Rotation: <Euler (x=2.4583, y=0.0700, z=-0.6667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1765, 0.7869, 0.5117)>
    Rotation: <Euler (x=2.9398, y=0.0586, z=-0.6493), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1635, 0.7694, 0.5162)>
    Rotation: <Euler (x=-3.1071, y=0.0612, z=-0.6222), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1539, 0.7561, 0.5156)>
    Rotation: <Euler (x=-3.1071, y=0.0612, z=-0.6222), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0281, 1.2026, 0.1404)>
    Rotation: <Euler (x=0.9801, y=-2.1890, z=1.1167), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1408, 1.1512, 0.0724)>
    Rotation: <Euler (x=-1.4089, y=-1.3763, z=-1.8531), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1631, 0.9622, 0.0354)>
    Rotation: <Euler (x=1.5562, y=-0.1720, z=1.4774), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1710, 0.9179, 0.2932)>
    Rotation: <Euler (x=1.6062, y=-0.3871, z=1.0208), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1573, 0.9202, 0.3378)>
    Rotation: <Euler (x=1.9872, y=0.4128, z=1.0450), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1367, 0.9255, 0.3685)>
    Rotation: <Euler (x=1.9667, y=-0.0781, z=0.9630), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1278, 0.9162, 0.3987)>
    Rotation: <Euler (x=1.9107, y=-0.2324, z=0.9647), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1243, 0.9054, 0.4233)>
    Rotation: <Euler (x=1.9107, y=-0.2324, z=0.9647), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1735, 0.9078, 0.4110)>
    Rotation: <Euler (x=2.0659, y=-0.3310, z=1.0133), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1660, 0.8927, 0.4360)>
    Rotation: <Euler (x=2.5539, y=-0.3836, z=0.9651), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1492, 0.8735, 0.4512)>
    Rotation: <Euler (x=2.8072, y=-0.4056, z=0.9187), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1337, 0.8583, 0.4583)>
    Rotation: <Euler (x=2.8072, y=-0.4056, z=0.9187), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1851, 0.8886, 0.4061)>
    Rotation: <Euler (x=2.0658, y=-0.3388, z=1.0134), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1772, 0.8725, 0.4326)>
    Rotation: <Euler (x=2.5539, y=-0.3894, z=0.9649), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1579, 0.8502, 0.4502)>
    Rotation: <Euler (x=2.8047, y=-0.4077, z=0.9253), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1411, 0.8338, 0.4577)>
    Rotation: <Euler (x=2.8047, y=-0.4077, z=0.9253), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1967, 0.8681, 0.3971)>
    Rotation: <Euler (x=2.0662, y=-0.3337, z=1.0123), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1898, 0.8541, 0.4204)>
    Rotation: <Euler (x=2.5559, y=-0.3885, z=0.9596), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1742, 0.8361, 0.4346)>
    Rotation: <Euler (x=2.8037, y=-0.4023, z=0.9277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1582, 0.8204, 0.4418)>
    Rotation: <Euler (x=2.8037, y=-0.4023, z=0.9277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2083, 0.8535, 0.3821)>
    Rotation: <Euler (x=2.0659, y=-0.3379, z=1.0131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2018, 0.8404, 0.4038)>
    Rotation: <Euler (x=2.5566, y=-0.3935, z=0.9578), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1872, 0.8236, 0.4171)>
    Rotation: <Euler (x=2.7989, y=-0.4015, z=0.9400), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1771, 0.8137, 0.4217)>
    Rotation: <Euler (x=2.7989, y=-0.4015, z=0.9400), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1787, 0.8114, 0.0753)>
    Rotation: <Euler (x=0.7523, y=-0.0125, z=-2.9550), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2384, 0.5139, 0.3592)>
    Rotation: <Euler (x=-0.3165, y=-0.1541, z=-2.9525), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2948, 0.1108, 0.2276)>
    Rotation: <Euler (x=0.8639, y=-0.1567, z=-3.0109), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0007, 0.3591)>
    Rotation: <Euler (x=-1.5174, y=-2.8844, z=0.0069), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0049, 0.4319)>
    Rotation: <Euler (x=-1.5174, y=-2.8844, z=0.0069), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0285, 0.8190, 0.0037)>
    Rotation: <Euler (x=0.4130, y=0.6885, z=2.7608), order='XYZ'>
    Matrix:
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      <Vector (0.2870, -0.7556, 0.5889, 0.8190)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2684, 0.5049, 0.1325)>
    Rotation: <Euler (x=-0.5792, y=0.7522, z=2.6961), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7757, y=0.7951, z=2.9393), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5506, y=2.2430, z=-0.0281), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5506, y=2.2430, z=-0.0281), order='XYZ'>
    Matrix:
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Frame: 160
  Bone: mixamorig:Hips
    Location: <Vector (0.0702, 0.8569, 0.0484)>
    Rotation: <Euler (x=0.2138, y=-0.3560, z=-0.0426), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0684, 0.9330, 0.0621)>
    Rotation: <Euler (x=0.2494, y=-0.3708, z=-0.0411), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0639, 1.0206, 0.0829)>
    Rotation: <Euler (x=0.3910, y=-0.3882, z=-0.0340), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0523, 1.1163, 0.1192)>
    Rotation: <Euler (x=0.5338, y=-0.4048, z=-0.0303), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0321, 1.2168, 0.1735)>
    Rotation: <Euler (x=0.4676, y=-0.3357, z=-0.0363), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0159, 1.3036, 0.2289)>
    Rotation: <Euler (x=0.0638, y=-0.0769, z=-0.0183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0166, 1.5411, 0.2755)>
    Rotation: <Euler (x=0.0638, y=-0.0769, z=-0.0183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0998, 1.2011, 0.1913)>
    Rotation: <Euler (x=-0.1602, y=2.1711, z=-2.0130), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2338, 1.1582, 0.2040)>
    Rotation: <Euler (x=3.1304, y=0.8509, z=0.4559), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3204, 0.9852, 0.2054)>
    Rotation: <Euler (x=2.3281, y=0.1520, z=-1.0051), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1841, 0.8645, 0.3935)>
    Rotation: <Euler (x=2.0113, y=0.0588, z=-0.7050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1486, 0.8609, 0.4271)>
    Rotation: <Euler (x=2.5222, y=-0.6364, z=-1.0758), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1132, 0.8591, 0.4442)>
    Rotation: <Euler (x=2.3708, y=-0.2654, z=-0.7948), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0929, 0.8464, 0.4662)>
    Rotation: <Euler (x=2.2949, y=-0.0952, z=-0.7142), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0820, 0.8345, 0.4846)>
    Rotation: <Euler (x=2.2949, y=-0.0952, z=-0.7142), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1304, 0.8472, 0.4996)>
    Rotation: <Euler (x=2.4677, y=0.0102, z=-0.7193), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1157, 0.8297, 0.5178)>
    Rotation: <Euler (x=2.9397, y=0.0449, z=-0.6506), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0984, 0.8064, 0.5238)>
    Rotation: <Euler (x=-3.1058, y=0.0502, z=-0.5948), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0851, 0.7875, 0.5229)>
    Rotation: <Euler (x=-3.1058, y=0.0502, z=-0.5948), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1482, 0.8320, 0.4972)>
    Rotation: <Euler (x=2.4674, y=0.0130, z=-0.7199), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1312, 0.8118, 0.5183)>
    Rotation: <Euler (x=2.9397, y=0.0477, z=-0.6507), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1107, 0.7842, 0.5253)>
    Rotation: <Euler (x=-3.1058, y=0.0529, z=-0.5966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0957, 0.7628, 0.5244)>
    Rotation: <Euler (x=-3.1058, y=0.0529, z=-0.5966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1677, 0.8162, 0.4958)>
    Rotation: <Euler (x=2.4677, y=0.0141, z=-0.7179), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1527, 0.7983, 0.5146)>
    Rotation: <Euler (x=2.9399, y=0.0482, z=-0.6478), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1357, 0.7754, 0.5204)>
    Rotation: <Euler (x=-3.1062, y=0.0515, z=-0.6033), order='XYZ'>
    Matrix:
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      <Vector (-0.5666, -0.8219, 0.0584, 0.7754)>
      <Vector (-0.0515, -0.0354, -0.9980, 0.5204)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1225, 0.7567, 0.5196)>
    Rotation: <Euler (x=-3.1062, y=0.0515, z=-0.6033), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1872, 0.8043, 0.4910)>
    Rotation: <Euler (x=2.4585, y=0.0680, z=-0.6623), order='XYZ'>
    Matrix:
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      <Vector (-0.6135, -0.6380, -0.4653, 0.8043)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1744, 0.7859, 0.5091)>
    Rotation: <Euler (x=2.9400, y=0.0566, z=-0.6450), order='XYZ'>
    Matrix:
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      <Vector (-0.6002, -0.7897, -0.1266, 0.7859)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1615, 0.7684, 0.5136)>
    Rotation: <Euler (x=-3.1070, y=0.0592, z=-0.6179), order='XYZ'>
    Matrix:
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      <Vector (-0.5783, -0.8134, 0.0624, 0.7684)>
      <Vector (-0.0591, -0.0346, -0.9977, 0.5136)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1520, 0.7550, 0.5130)>
    Rotation: <Euler (x=-3.1070, y=0.0592, z=-0.6179), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0294, 1.2032, 0.1390)>
    Rotation: <Euler (x=0.9743, y=-2.1925, z=1.1177), order='XYZ'>
    Matrix:
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      <Vector (-0.5237, -0.3587, -0.7727, 1.2032)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1423, 1.1526, 0.0710)>
    Rotation: <Euler (x=-1.4274, y=-1.3750, z=-1.8368), order='XYZ'>
    Matrix:
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      <Vector (-0.1877, -0.9742, -0.1250, 1.1526)>
      <Vector (0.9809, -0.1925, 0.0278, 0.0710)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1651, 0.9636, 0.0336)>
    Rotation: <Euler (x=1.5595, y=-0.1754, z=1.4750), order='XYZ'>
    Matrix:
      <Vector (0.0942, -0.0279, 0.9952, -0.1651)>
      <Vector (0.9801, -0.1726, -0.0976, 0.9636)>
      <Vector (0.1745, 0.9846, 0.0111, 0.0336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1724, 0.9185, 0.2913)>
    Rotation: <Euler (x=1.6087, y=-0.3880, z=1.0224), order='XYZ'>
    Matrix:
      <Vector (0.4826, -0.1648, 0.8602, -0.1724)>
      <Vector (0.7899, -0.3424, -0.5087, 0.9185)>
      <Vector (0.3784, 0.9250, -0.0350, 0.2913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1585, 0.9207, 0.3358)>
    Rotation: <Euler (x=1.9897, y=0.4118, z=1.0484), order='XYZ'>
    Matrix:
      <Vector (0.4572, 0.5349, 0.7105, -0.1585)>
      <Vector (0.7942, 0.1139, -0.5969, 0.9207)>
      <Vector (-0.4003, 0.8372, -0.3728, 0.3358)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1380, 0.9260, 0.3666)>
    Rotation: <Euler (x=1.9690, y=-0.0789, z=0.9653), order='XYZ'>
    Matrix:
      <Vector (0.5674, 0.2775, 0.7753, -0.1380)>
      <Vector (0.8197, -0.2805, -0.4995, 0.9260)>
      <Vector (0.0789, 0.9189, -0.3866, 0.3666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1290, 0.9166, 0.3967)>
    Rotation: <Euler (x=1.9131, y=-0.2332, z=0.9666), order='XYZ'>
    Matrix:
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      <Vector (0.8007, -0.3699, -0.4713, 0.9166)>
      <Vector (0.2311, 0.9165, -0.3266, 0.3967)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1255, 0.9057, 0.4212)>
    Rotation: <Euler (x=1.9131, y=-0.2332, z=0.9666), order='XYZ'>
    Matrix:
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      <Vector (0.8007, -0.3699, -0.4713, 0.9057)>
      <Vector (0.2311, 0.9165, -0.3266, 0.4212)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1746, 0.9081, 0.4090)>
    Rotation: <Euler (x=2.0683, y=-0.3319, z=1.0150), order='XYZ'>
    Matrix:
      <Vector (0.4988, 0.2543, 0.8286, -0.1746)>
      <Vector (0.8031, -0.4951, -0.3316, 0.9081)>
      <Vector (0.3259, 0.8308, -0.4512, 0.4090)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1671, 0.8930, 0.4340)>
    Rotation: <Euler (x=2.5564, y=-0.3844, z=0.9666), order='XYZ'>
    Matrix:
      <Vector (0.5266, 0.5683, 0.6322, -0.1671)>
      <Vector (0.7629, -0.6440, -0.0565, 0.8930)>
      <Vector (0.3750, 0.5121, -0.7728, 0.4340)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1502, 0.8738, 0.4492)>
    Rotation: <Euler (x=2.8098, y=-0.4064, z=0.9201), order='XYZ'>
    Matrix:
      <Vector (0.5564, 0.6743, 0.4855, -0.1502)>
      <Vector (0.7309, -0.6751, 0.1001, 0.8738)>
      <Vector (0.3953, 0.2992, -0.8685, 0.4492)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1347, 0.8586, 0.4561)>
    Rotation: <Euler (x=2.8098, y=-0.4064, z=0.9201), order='XYZ'>
    Matrix:
      <Vector (0.5564, 0.6743, 0.4855, -0.1347)>
      <Vector (0.7309, -0.6751, 0.1001, 0.8586)>
      <Vector (0.3953, 0.2992, -0.8685, 0.4561)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1862, 0.8888, 0.4041)>
    Rotation: <Euler (x=2.0682, y=-0.3397, z=1.0151), order='XYZ'>
    Matrix:
      <Vector (0.4974, 0.2509, 0.8305, -0.1862)>
      <Vector (0.8010, -0.5005, -0.3286, 0.8888)>
      <Vector (0.3332, 0.8286, -0.4499, 0.4041)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1783, 0.8727, 0.4305)>
    Rotation: <Euler (x=2.5565, y=-0.3902, z=0.9664), order='XYZ'>
    Matrix:
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      <Vector (0.7610, -0.6466, -0.0529, 0.8727)>
      <Vector (0.3804, 0.5108, -0.7710, 0.4305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1588, 0.8505, 0.4480)>
    Rotation: <Euler (x=2.8072, y=-0.4084, z=0.9267), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6714, 0.1030, 0.8505)>
      <Vector (0.3972, 0.3012, -0.8669, 0.4480)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1420, 0.8340, 0.4556)>
    Rotation: <Euler (x=2.8072, y=-0.4084, z=0.9267), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6714, 0.1030, 0.8340)>
      <Vector (0.3972, 0.3012, -0.8669, 0.4556)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1978, 0.8684, 0.3951)>
    Rotation: <Euler (x=2.0686, y=-0.3346, z=1.0140), order='XYZ'>
    Matrix:
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      <Vector (0.8018, -0.4973, -0.3312, 0.8684)>
      <Vector (0.3284, 0.8299, -0.4510, 0.3951)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1908, 0.8543, 0.4184)>
    Rotation: <Euler (x=2.5585, y=-0.3894, z=0.9611), order='XYZ'>
    Matrix:
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      <Vector (0.7585, -0.6493, -0.0555, 0.8543)>
      <Vector (0.3796, 0.5094, -0.7723, 0.4184)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1751, 0.8363, 0.4325)>
    Rotation: <Euler (x=2.8063, y=-0.4031, z=0.9291), order='XYZ'>
    Matrix:
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      <Vector (0.7369, -0.6686, 0.0998, 0.8363)>
      <Vector (0.3922, 0.3027, -0.8686, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1591, 0.8207, 0.4396)>
    Rotation: <Euler (x=2.8063, y=-0.4031, z=0.9291), order='XYZ'>
    Matrix:
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      <Vector (0.7369, -0.6686, 0.0998, 0.8207)>
      <Vector (0.3922, 0.3027, -0.8686, 0.4396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2093, 0.8538, 0.3800)>
    Rotation: <Euler (x=2.0683, y=-0.3388, z=1.0148), order='XYZ'>
    Matrix:
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      <Vector (0.8011, -0.5000, -0.3291, 0.8538)>
      <Vector (0.3324, 0.8288, -0.4501, 0.3800)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2028, 0.8406, 0.4018)>
    Rotation: <Euler (x=2.5592, y=-0.3943, z=0.9593), order='XYZ'>
    Matrix:
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      <Vector (0.7560, -0.6525, -0.0531, 0.8406)>
      <Vector (0.3842, 0.5078, -0.7710, 0.4018)>
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1881, 0.8238, 0.4150)>
    Rotation: <Euler (x=2.8014, y=-0.4022, z=0.9415), order='XYZ'>
    Matrix:
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      <Vector (0.7439, -0.6605, 0.1020, 0.8238)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1780, 0.8139, 0.4195)>
    Rotation: <Euler (x=2.8014, y=-0.4022, z=0.9415), order='XYZ'>
    Matrix:
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      <Vector (0.7439, -0.6605, 0.1020, 0.8139)>
      <Vector (0.3915, 0.3070, -0.8675, 0.4195)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1763, 0.8117, 0.0728)>
    Rotation: <Euler (x=0.7529, y=-0.0135, z=-2.9533), order='XYZ'>
    Matrix:
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      <Vector (-0.1871, -0.7151, 0.6735, 0.8117)>
      <Vector (0.0135, 0.6837, 0.7296, 0.0728)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2368, 0.5146, 0.3569)>
    Rotation: <Euler (x=-0.3107, y=-0.1546, z=-2.9493), order='XYZ'>
    Matrix:
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      <Vector (-0.1888, -0.9436, -0.2721, 0.5146)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1109, 0.2276)>
    Rotation: <Euler (x=0.8643, y=-0.1576, z=-3.0134), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3302, 0.0009, 0.3592)>
    Rotation: <Euler (x=-1.5193, y=-2.8836, z=0.0046), order='XYZ'>
    Matrix:
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      <Vector (-0.0045, 0.0526, 0.9986, 0.0009)>
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0049, 0.4319)>
    Rotation: <Euler (x=-1.5193, y=-2.8836, z=0.0046), order='XYZ'>
    Matrix:
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      <Vector (-0.0045, 0.0526, 0.9986, 0.0049)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0309, 0.8194, 0.0013)>
    Rotation: <Euler (x=0.4178, y=0.6852, z=2.7656), order='XYZ'>
    Matrix:
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      <Vector (0.2843, -0.7558, 0.5899, 0.8194)>
      <Vector (-0.6329, 0.3142, 0.7076, 0.0013)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2697, 0.5053, 0.1318)>
    Rotation: <Euler (x=-0.5771, y=0.7527, z=2.7007), order='XYZ'>
    Matrix:
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      <Vector (0.3115, -0.9171, -0.2489, 0.5053)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2784, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7759, y=0.7945, z=2.9395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2436, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5506, y=2.2436, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7821, 0.6231, -0.0126, 0.0991)>
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Frame: 161
  Bone: mixamorig:Hips
    Location: <Vector (0.0675, 0.8574, 0.0455)>
    Rotation: <Euler (x=0.2145, y=-0.3549, z=-0.0429), order='XYZ'>
    Matrix:
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      <Vector (-0.0402, 0.9794, -0.1981, 0.8574)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0656, 0.9335, 0.0593)>
    Rotation: <Euler (x=0.2509, y=-0.3695, z=-0.0435), order='XYZ'>
    Matrix:
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      <Vector (-0.0406, 0.9717, -0.2329, 0.9335)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0614, 1.0211, 0.0802)>
    Rotation: <Euler (x=0.3939, y=-0.3862, z=-0.0391), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9284, -0.3699, 1.0211)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0502, 1.1167, 0.1168)>
    Rotation: <Euler (x=0.5382, y=-0.4020, z=-0.0380), order='XYZ'>
    Matrix:
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      <Vector (-0.0349, 0.8656, -0.4995, 1.1167)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0307, 1.2171, 0.1715)>
    Rotation: <Euler (x=0.4706, y=-0.3340, z=-0.0417), order='XYZ'>
    Matrix:
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      <Vector (-0.0394, 0.8967, -0.4409, 1.2171)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0150, 1.3038, 0.2273)>
    Rotation: <Euler (x=0.0700, y=-0.0743, z=-0.0216), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0165, 1.5410, 0.2754)>
    Rotation: <Euler (x=0.0700, y=-0.0743, z=-0.0216), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0984, 1.2009, 0.1891)>
    Rotation: <Euler (x=-0.1592, y=2.1746, z=-2.0160), order='XYZ'>
    Matrix:
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      <Vector (0.5124, -0.3075, -0.8018, 1.2009)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2322, 1.1575, 0.2018)>
    Rotation: <Euler (x=3.1370, y=0.8525, z=0.4558), order='XYZ'>
    Matrix:
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      <Vector (0.2897, -0.8964, -0.3356, 1.1575)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3180, 0.9840, 0.2024)>
    Rotation: <Euler (x=2.3267, y=0.1551, z=-1.0117), order='XYZ'>
    Matrix:
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      <Vector (-0.8376, -0.4591, -0.2961, 0.9840)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1814, 0.8638, 0.3906)>
    Rotation: <Euler (x=2.0105, y=0.0554, z=-0.7029), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1458, 0.8602, 0.4242)>
    Rotation: <Euler (x=2.5229, y=-0.6398, z=-1.0739), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1104, 0.8584, 0.4411)>
    Rotation: <Euler (x=2.3703, y=-0.2688, z=-0.7924), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0901, 0.8458, 0.4632)>
    Rotation: <Euler (x=2.2941, y=-0.0986, z=-0.7120), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0792, 0.8339, 0.4816)>
    Rotation: <Euler (x=2.2941, y=-0.0986, z=-0.7120), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1276, 0.8468, 0.4966)>
    Rotation: <Euler (x=2.4669, y=0.0068, z=-0.7171), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1128, 0.8293, 0.5149)>
    Rotation: <Euler (x=2.9388, y=0.0416, z=-0.6485), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0956, 0.8059, 0.5208)>
    Rotation: <Euler (x=-3.1069, y=0.0469, z=-0.5927), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0823, 0.7870, 0.5201)>
    Rotation: <Euler (x=-3.1069, y=0.0469, z=-0.5927), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1453, 0.8315, 0.4944)>
    Rotation: <Euler (x=2.4666, y=0.0096, z=-0.7177), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1283, 0.8114, 0.5155)>
    Rotation: <Euler (x=2.9388, y=0.0444, z=-0.6485), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1079, 0.7837, 0.5225)>
    Rotation: <Euler (x=-3.1069, y=0.0496, z=-0.5945), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0929, 0.7623, 0.5216)>
    Rotation: <Euler (x=-3.1069, y=0.0496, z=-0.5945), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1649, 0.8158, 0.4930)>
    Rotation: <Euler (x=2.4669, y=0.0107, z=-0.7157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1498, 0.7979, 0.5118)>
    Rotation: <Euler (x=2.9389, y=0.0448, z=-0.6457), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1329, 0.7750, 0.5176)>
    Rotation: <Euler (x=-3.1073, y=0.0482, z=-0.6011), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1197, 0.7562, 0.5169)>
    Rotation: <Euler (x=-3.1073, y=0.0482, z=-0.6011), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1844, 0.8040, 0.4883)>
    Rotation: <Euler (x=2.4576, y=0.0646, z=-0.6602), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1716, 0.7856, 0.5064)>
    Rotation: <Euler (x=2.9391, y=0.0533, z=-0.6428), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1587, 0.7681, 0.5109)>
    Rotation: <Euler (x=-3.1080, y=0.0558, z=-0.6157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1493, 0.7546, 0.5103)>
    Rotation: <Euler (x=-3.1080, y=0.0558, z=-0.6157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0309, 1.2040, 0.1372)>
    Rotation: <Euler (x=0.9695, y=-2.1951, z=1.1181), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1441, 1.1540, 0.0691)>
    Rotation: <Euler (x=-1.4359, y=-1.3723, z=-1.8287), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1670, 0.9652, 0.0312)>
    Rotation: <Euler (x=1.5607, y=-0.1798, z=1.4745), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1741, 0.9189, 0.2887)>
    Rotation: <Euler (x=1.6108, y=-0.3907, z=1.0222), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1602, 0.9210, 0.3332)>
    Rotation: <Euler (x=1.9918, y=0.4091, z=1.0499), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1397, 0.9261, 0.3639)>
    Rotation: <Euler (x=1.9712, y=-0.0815, z=0.9658), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1307, 0.9167, 0.3940)>
    Rotation: <Euler (x=1.9153, y=-0.2358, z=0.9667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1271, 0.9057, 0.4186)>
    Rotation: <Euler (x=1.9153, y=-0.2358, z=0.9667), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1763, 0.9081, 0.4063)>
    Rotation: <Euler (x=2.0704, y=-0.3346, z=1.0149), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1687, 0.8929, 0.4313)>
    Rotation: <Euler (x=2.5587, y=-0.3870, z=0.9664), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1518, 0.8737, 0.4464)>
    Rotation: <Euler (x=2.8123, y=-0.4088, z=0.9198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1363, 0.8585, 0.4533)>
    Rotation: <Euler (x=2.8123, y=-0.4088, z=0.9198), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1878, 0.8889, 0.4014)>
    Rotation: <Euler (x=2.0704, y=-0.3424, z=1.0150), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1799, 0.8727, 0.4277)>
    Rotation: <Euler (x=2.5588, y=-0.3928, z=0.9662), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1604, 0.8504, 0.4452)>
    Rotation: <Euler (x=2.8097, y=-0.4109, z=0.9264), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1436, 0.8339, 0.4527)>
    Rotation: <Euler (x=2.8097, y=-0.4109, z=0.9264), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.1994, 0.8684, 0.3923)>
    Rotation: <Euler (x=2.0707, y=-0.3373, z=1.0139), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1924, 0.8542, 0.4155)>
    Rotation: <Euler (x=2.5608, y=-0.3919, z=0.9609), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1767, 0.8362, 0.4296)>
    Rotation: <Euler (x=2.8087, y=-0.4055, z=0.9288), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1607, 0.8206, 0.4367)>
    Rotation: <Euler (x=2.8087, y=-0.4055, z=0.9288), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2110, 0.8539, 0.3772)>
    Rotation: <Euler (x=2.0705, y=-0.3415, z=1.0147), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2044, 0.8406, 0.3989)>
    Rotation: <Euler (x=2.5615, y=-0.3969, z=0.9591), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1897, 0.8238, 0.4121)>
    Rotation: <Euler (x=2.8038, y=-0.4047, z=0.9412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1796, 0.8139, 0.4166)>
    Rotation: <Euler (x=2.8038, y=-0.4047, z=0.9412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1736, 0.8122, 0.0698)>
    Rotation: <Euler (x=0.7534, y=-0.0158, z=-2.9512), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2353, 0.5154, 0.3540)>
    Rotation: <Euler (x=-0.3035, y=-0.1554, z=-2.9467), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1111, 0.2277)>
    Rotation: <Euler (x=0.8646, y=-0.1587, z=-3.0157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0010, 0.3592)>
    Rotation: <Euler (x=-1.5224, y=-2.8826, z=0.0024), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3494, 0.0047, 0.4319)>
    Rotation: <Euler (x=-1.5224, y=-2.8826, z=0.0024), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0337, 0.8199, -0.0015)>
    Rotation: <Euler (x=0.4232, y=0.6813, z=2.7710), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2711, 0.5056, 0.1310)>
    Rotation: <Euler (x=-0.5748, y=0.7536, z=2.7059), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7761, y=0.7940, z=2.9396), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2442, z=-0.0280), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2442, z=-0.0280), order='XYZ'>
    Matrix:
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Frame: 162
  Bone: mixamorig:Hips
    Location: <Vector (0.0644, 0.8581, 0.0424)>
    Rotation: <Euler (x=0.2146, y=-0.3538, z=-0.0427), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0625, 0.9341, 0.0562)>
    Rotation: <Euler (x=0.2518, y=-0.3682, z=-0.0451), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0584, 1.0217, 0.0771)>
    Rotation: <Euler (x=0.3961, y=-0.3843, z=-0.0435), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0476, 1.1173, 0.1140)>
    Rotation: <Euler (x=0.5418, y=-0.3992, z=-0.0451), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0289, 1.2176, 0.1691)>
    Rotation: <Euler (x=0.4722, y=-0.3323, z=-0.0465), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (0.0136, 1.3043, 0.2250)>
    Rotation: <Euler (x=0.0754, y=-0.0701, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0163, 1.5412, 0.2744)>
    Rotation: <Euler (x=0.0754, y=-0.0701, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (-0.0259, 0.9970, -0.0735, 1.5412)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0965, 1.2009, 0.1864)>
    Rotation: <Euler (x=-0.1583, y=2.1773, z=-2.0190), order='XYZ'>
    Matrix:
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      <Vector (0.5137, -0.3112, -0.7995, 1.2009)>
      <Vector (-0.8217, 0.0898, -0.5629, 0.1864)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2301, 1.1570, 0.1991)>
    Rotation: <Euler (x=-3.1408, y=0.8548, z=0.4546), order='XYZ'>
    Matrix:
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      <Vector (0.2883, -0.8987, -0.3306, 1.1570)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3150, 0.9831, 0.1990)>
    Rotation: <Euler (x=2.3247, y=0.1573, z=-1.0186), order='XYZ'>
    Matrix:
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      <Vector (-0.1567, 0.7200, -0.6760, 0.1990)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1782, 0.8636, 0.3875)>
    Rotation: <Euler (x=2.0084, y=0.0519, z=-0.7031), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1425, 0.8602, 0.4210)>
    Rotation: <Euler (x=2.5220, y=-0.6439, z=-1.0735), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1072, 0.8584, 0.4380)>
    Rotation: <Euler (x=2.3684, y=-0.2725, z=-0.7920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0868, 0.8459, 0.4601)>
    Rotation: <Euler (x=2.2921, y=-0.1021, z=-0.7118), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0759, 0.8340, 0.4785)>
    Rotation: <Euler (x=2.2921, y=-0.1021, z=-0.7118), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1242, 0.8470, 0.4935)>
    Rotation: <Euler (x=2.4649, y=0.0032, z=-0.7172), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1094, 0.8295, 0.5118)>
    Rotation: <Euler (x=2.9365, y=0.0381, z=-0.6486), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0922, 0.8062, 0.5179)>
    Rotation: <Euler (x=-3.1094, y=0.0436, z=-0.5929), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0789, 0.7873, 0.5171)>
    Rotation: <Euler (x=-3.1094, y=0.0436, z=-0.5929), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1419, 0.8317, 0.4913)>
    Rotation: <Euler (x=2.4646, y=0.0060, z=-0.7178), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1249, 0.8117, 0.5125)>
    Rotation: <Euler (x=2.9365, y=0.0410, z=-0.6487), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1045, 0.7840, 0.5196)>
    Rotation: <Euler (x=-3.1094, y=0.0463, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0895, 0.7627, 0.5188)>
    Rotation: <Euler (x=-3.1094, y=0.0463, z=-0.5947), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1615, 0.8160, 0.4901)>
    Rotation: <Euler (x=2.4649, y=0.0071, z=-0.7158), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1465, 0.7982, 0.5089)>
    Rotation: <Euler (x=2.9366, y=0.0414, z=-0.6459), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1295, 0.7753, 0.5148)>
    Rotation: <Euler (x=-3.1097, y=0.0449, z=-0.6013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1163, 0.7565, 0.5141)>
    Rotation: <Euler (x=-3.1097, y=0.0449, z=-0.6013), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1810, 0.8041, 0.4854)>
    Rotation: <Euler (x=2.4553, y=0.0612, z=-0.6604), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1683, 0.7858, 0.5036)>
    Rotation: <Euler (x=2.9368, y=0.0499, z=-0.6430), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1553, 0.7683, 0.5082)>
    Rotation: <Euler (x=-3.1104, y=0.0525, z=-0.6159), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1459, 0.7549, 0.5076)>
    Rotation: <Euler (x=-3.1104, y=0.0525, z=-0.6159), order='XYZ'>
    Matrix:
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      <Vector (-0.0525, -0.0311, -0.9981, 0.5076)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0329, 1.2050, 0.1349)>
    Rotation: <Euler (x=0.9651, y=-2.1970, z=1.1187), order='XYZ'>
    Matrix:
      <Vector (-0.2560, -0.8031, 0.5380, -0.0329)>
      <Vector (-0.5272, -0.3505, -0.7741, 1.2050)>
      <Vector (0.8103, -0.4818, -0.3337, 0.1349)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1464, 1.1555, 0.0668)>
    Rotation: <Euler (x=-1.4403, y=-1.3691, z=-1.8238), order='XYZ'>
    Matrix:
      <Vector (-0.0502, -0.1172, 0.9918, -0.1464)>
      <Vector (-0.1940, -0.9730, -0.1248, 1.1555)>
      <Vector (0.9797, -0.1986, 0.0261, 0.0668)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1691, 0.9668, 0.0283)>
    Rotation: <Euler (x=1.5610, y=-0.1844, z=1.4751), order='XYZ'>
    Matrix:
      <Vector (0.0939, -0.0272, 0.9952, -0.1691)>
      <Vector (0.9785, -0.1816, -0.0973, 0.9668)>
      <Vector (0.1834, 0.9830, 0.0096, 0.0283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1762, 0.9193, 0.2855)>
    Rotation: <Euler (x=1.6130, y=-0.3940, z=1.0214), order='XYZ'>
    Matrix:
      <Vector (0.4822, -0.1643, 0.8605, -0.1762)>
      <Vector (0.7875, -0.3491, -0.5079, 0.9193)>
      <Vector (0.3839, 0.9226, -0.0390, 0.2855)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1624, 0.9212, 0.3301)>
    Rotation: <Euler (x=1.9939, y=0.4058, z=1.0508), order='XYZ'>
    Matrix:
      <Vector (0.4566, 0.5352, 0.7108, -0.1624)>
      <Vector (0.7973, 0.1083, -0.5937, 0.9212)>
      <Vector (-0.3947, 0.8378, -0.3773, 0.3301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1418, 0.9262, 0.3608)>
    Rotation: <Euler (x=1.9734, y=-0.0846, z=0.9657), order='XYZ'>
    Matrix:
      <Vector (0.5668, 0.2780, 0.7755, -0.1418)>
      <Vector (0.8195, -0.2869, -0.4962, 0.9262)>
      <Vector (0.0845, 0.9167, -0.3904, 0.3608)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1328, 0.9167, 0.3909)>
    Rotation: <Euler (x=1.9176, y=-0.2389, z=0.9662), order='XYZ'>
    Matrix:
      <Vector (0.5523, 0.1531, 0.8195, -0.1328)>
      <Vector (0.7994, -0.3763, -0.4684, 0.9167)>
      <Vector (0.2366, 0.9138, -0.3302, 0.3909)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1293, 0.9056, 0.4154)>
    Rotation: <Euler (x=1.9176, y=-0.2389, z=0.9662), order='XYZ'>
    Matrix:
      <Vector (0.5523, 0.1531, 0.8195, -0.1293)>
      <Vector (0.7994, -0.3763, -0.4684, 0.9056)>
      <Vector (0.2366, 0.9138, -0.3302, 0.4154)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1784, 0.9081, 0.4032)>
    Rotation: <Euler (x=2.0726, y=-0.3378, z=1.0142), order='XYZ'>
    Matrix:
      <Vector (0.4984, 0.2549, 0.8286, -0.1784)>
      <Vector (0.8011, -0.5008, -0.3278, 0.9081)>
      <Vector (0.3314, 0.8272, -0.4538, 0.4032)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1709, 0.8927, 0.4281)>
    Rotation: <Euler (x=2.5611, y=-0.3901, z=0.9655), order='XYZ'>
    Matrix:
      <Vector (0.5263, 0.5689, 0.6320, -0.1709)>
      <Vector (0.7606, -0.6473, -0.0506, 0.8927)>
      <Vector (0.3803, 0.5073, -0.7734, 0.4281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1540, 0.8735, 0.4431)>
    Rotation: <Euler (x=2.8148, y=-0.4118, z=0.9188), order='XYZ'>
    Matrix:
      <Vector (0.5560, 0.6749, 0.4852, -0.1540)>
      <Vector (0.7284, -0.6768, 0.1066, 0.8735)>
      <Vector (0.4003, 0.2941, -0.8679, 0.4431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1384, 0.8583, 0.4499)>
    Rotation: <Euler (x=2.8148, y=-0.4118, z=0.9188), order='XYZ'>
    Matrix:
      <Vector (0.5560, 0.6749, 0.4852, -0.1384)>
      <Vector (0.7284, -0.6768, 0.1066, 0.8583)>
      <Vector (0.4003, 0.2941, -0.8679, 0.4499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1900, 0.8888, 0.3981)>
    Rotation: <Euler (x=2.0725, y=-0.3456, z=1.0143), order='XYZ'>
    Matrix:
      <Vector (0.4970, 0.2515, 0.8305, -0.1900)>
      <Vector (0.7989, -0.5063, -0.3248, 0.8888)>
      <Vector (0.3388, 0.8249, -0.4525, 0.3981)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1820, 0.8725, 0.4244)>
    Rotation: <Euler (x=2.5612, y=-0.3959, z=0.9653), order='XYZ'>
    Matrix:
      <Vector (0.5252, 0.5672, 0.6344, -0.1820)>
      <Vector (0.7586, -0.6499, -0.0470, 0.8725)>
      <Vector (0.3857, 0.5060, -0.7715, 0.4244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1626, 0.8502, 0.4418)>
    Rotation: <Euler (x=2.8122, y=-0.4139, z=0.9254), order='XYZ'>
    Matrix:
      <Vector (0.5507, 0.6777, 0.4873, -0.1626)>
      <Vector (0.7314, -0.6731, 0.1095, 0.8502)>
      <Vector (0.4022, 0.2961, -0.8663, 0.4418)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1457, 0.8337, 0.4492)>
    Rotation: <Euler (x=2.8122, y=-0.4139, z=0.9254), order='XYZ'>
    Matrix:
      <Vector (0.5507, 0.6777, 0.4873, -0.1457)>
      <Vector (0.7314, -0.6731, 0.1095, 0.8337)>
      <Vector (0.4022, 0.2961, -0.8663, 0.4492)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2016, 0.8684, 0.3890)>
    Rotation: <Euler (x=2.0729, y=-0.3405, z=1.0132), order='XYZ'>
    Matrix:
      <Vector (0.4987, 0.2535, 0.8289, -0.2016)>
      <Vector (0.7998, -0.5031, -0.3274, 0.8684)>
      <Vector (0.3340, 0.8262, -0.4536, 0.3890)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1946, 0.8541, 0.4121)>
    Rotation: <Euler (x=2.5632, y=-0.3950, z=0.9600), order='XYZ'>
    Matrix:
      <Vector (0.5294, 0.5653, 0.6326, -0.1946)>
      <Vector (0.7561, -0.6526, -0.0496, 0.8541)>
      <Vector (0.3848, 0.5046, -0.7729, 0.4121)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1789, 0.8361, 0.4262)>
    Rotation: <Euler (x=2.8112, y=-0.4086, z=0.9279), order='XYZ'>
    Matrix:
      <Vector (0.5502, 0.6798, 0.4850, -0.1789)>
      <Vector (0.7345, -0.6703, 0.1063, 0.8361)>
      <Vector (0.3973, 0.2977, -0.8681, 0.4262)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1628, 0.8204, 0.4332)>
    Rotation: <Euler (x=2.8112, y=-0.4086, z=0.9279), order='XYZ'>
    Matrix:
      <Vector (0.5502, 0.6798, 0.4850, -0.1628)>
      <Vector (0.7345, -0.6703, 0.1063, 0.8204)>
      <Vector (0.3973, 0.2977, -0.8681, 0.4332)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2131, 0.8539, 0.3738)>
    Rotation: <Euler (x=2.0726, y=-0.3447, z=1.0140), order='XYZ'>
    Matrix:
      <Vector (0.4974, 0.2518, 0.8302, -0.2131)>
      <Vector (0.7990, -0.5057, -0.3253, 0.8539)>
      <Vector (0.3379, 0.8251, -0.4527, 0.3738)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2065, 0.8406, 0.3955)>
    Rotation: <Euler (x=2.5639, y=-0.4000, z=0.9582), order='XYZ'>
    Matrix:
      <Vector (0.5296, 0.5631, 0.6344, -0.2065)>
      <Vector (0.7536, -0.6557, -0.0471, 0.8406)>
      <Vector (0.3894, 0.5030, -0.7716, 0.3955)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1918, 0.8237, 0.4086)>
    Rotation: <Euler (x=2.8063, y=-0.4078, z=0.9402), order='XYZ'>
    Matrix:
      <Vector (0.5413, 0.6858, 0.4866, -0.1918)>
      <Vector (0.7414, -0.6622, 0.1085, 0.8237)>
      <Vector (0.3966, 0.3021, -0.8669, 0.4086)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1817, 0.8138, 0.4130)>
    Rotation: <Euler (x=2.8063, y=-0.4078, z=0.9402), order='XYZ'>
    Matrix:
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      <Vector (0.7414, -0.6622, 0.1085, 0.8138)>
      <Vector (0.3966, 0.3021, -0.8669, 0.4130)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1705, 0.8128, 0.0665)>
    Rotation: <Euler (x=0.7532, y=-0.0193, z=-2.9484), order='XYZ'>
    Matrix:
      <Vector (-0.9812, 0.1530, -0.1175, 0.1705)>
      <Vector (-0.1920, -0.7134, 0.6739, 0.8128)>
      <Vector (0.0193, 0.6838, 0.7294, 0.0665)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2341, 0.5164, 0.3506)>
    Rotation: <Euler (x=-0.2952, y=-0.1560, z=-2.9449), order='XYZ'>
    Matrix:
      <Vector (-0.9688, 0.1426, 0.2026, 0.2341)>
      <Vector (-0.1930, -0.9471, -0.2562, 0.5164)>
      <Vector (0.1554, -0.2874, 0.9451, 0.3506)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1112, 0.2277)>
    Rotation: <Euler (x=0.8648, y=-0.1590, z=-3.0172), order='XYZ'>
    Matrix:
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      <Vector (-0.1225, -0.6288, 0.7678, 0.1112)>
      <Vector (0.1583, 0.7514, 0.6406, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0011, 0.3592)>
    Rotation: <Euler (x=-1.5236, y=-2.8824, z=0.0011), order='XYZ'>
    Matrix:
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      <Vector (-0.0010, 0.0475, 0.9989, 0.0011)>
      <Vector (0.2563, 0.9655, -0.0456, 0.3592)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3494, 0.0047, 0.4320)>
    Rotation: <Euler (x=-1.5236, y=-2.8824, z=0.0011), order='XYZ'>
    Matrix:
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      <Vector (-0.0010, 0.0475, 0.9989, 0.0047)>
      <Vector (0.2563, 0.9655, -0.0456, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0369, 0.8205, -0.0046)>
    Rotation: <Euler (x=0.4291, y=0.6775, z=2.7771), order='XYZ'>
    Matrix:
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      <Vector (0.2777, -0.7567, 0.5919, 0.8205)>
      <Vector (-0.6268, 0.3241, 0.7085, -0.0046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2729, 0.5060, 0.1301)>
    Rotation: <Euler (x=-0.5721, y=0.7547, z=2.7118), order='XYZ'>
    Matrix:
      <Vector (-0.6622, -0.0132, -0.7492, -0.2729)>
      <Vector (0.3035, -0.9189, -0.2521, 0.5060)>
      <Vector (-0.6851, -0.3944, 0.6125, 0.1301)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7762, y=0.7934, z=2.9397), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5505, y=2.2447, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7814, 0.6239, -0.0126, 0.0503)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0993)>
    Rotation: <Euler (x=-1.5505, y=2.2447, z=-0.0280), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7814, 0.6239, -0.0126, 0.0993)>
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Frame: 163
  Bone: mixamorig:Hips
    Location: <Vector (0.0609, 0.8587, 0.0390)>
    Rotation: <Euler (x=0.2139, y=-0.3528, z=-0.0419), order='XYZ'>
    Matrix:
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      <Vector (-0.0393, 0.9794, -0.1979, 0.8587)>
      <Vector (0.3455, 0.1992, 0.9170, 0.0390)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0590, 0.9348, 0.0528)>
    Rotation: <Euler (x=0.2518, y=-0.3670, z=-0.0458), order='XYZ'>
    Matrix:
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      <Vector (-0.0427, 0.9716, -0.2329, 0.9348)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0549, 1.0224, 0.0738)>
    Rotation: <Euler (x=0.3975, y=-0.3825, z=-0.0467), order='XYZ'>
    Matrix:
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      <Vector (-0.0433, 0.9278, -0.3706, 1.0224)>
      <Vector (0.3733, 0.3591, 0.8554, 0.0738)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0445, 1.1180, 0.1108)>
    Rotation: <Euler (x=0.5446, y=-0.3965, z=-0.0509), order='XYZ'>
    Matrix:
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      <Vector (-0.0469, 0.8644, -0.5006, 1.1180)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0264, 1.2182, 0.1662)>
    Rotation: <Euler (x=0.4731, y=-0.3303, z=-0.0503), order='XYZ'>
    Matrix:
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      <Vector (-0.0476, 0.8965, -0.4405, 1.2182)>
      <Vector (0.3244, 0.4310, 0.8420, 0.1662)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0115, 1.3049, 0.2222)>
    Rotation: <Euler (x=0.0795, y=-0.0652, z=-0.0303), order='XYZ'>
    Matrix:
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      <Vector (-0.0302, 0.9965, -0.0775, 1.3049)>
      <Vector (0.0651, 0.0793, 0.9947, 0.2222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0154, 1.5416, 0.2725)>
    Rotation: <Euler (x=0.0795, y=-0.0652, z=-0.0303), order='XYZ'>
    Matrix:
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      <Vector (-0.0302, 0.9965, -0.0775, 1.5416)>
      <Vector (0.0651, 0.0793, 0.9947, 0.2725)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0939, 1.2012, 0.1833)>
    Rotation: <Euler (x=-0.1567, y=2.1792, z=-2.0207), order='XYZ'>
    Matrix:
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      <Vector (0.5147, -0.3142, -0.7977, 1.2012)>
      <Vector (-0.8206, 0.0892, -0.5646, 0.1833)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2275, 1.1568, 0.1959)>
    Rotation: <Euler (x=-3.1371, y=0.8575, z=0.4527), order='XYZ'>
    Matrix:
      <Vector (0.5884, 0.4344, -0.6820, 0.2275)>
      <Vector (0.2862, -0.9007, -0.3267, 1.1568)>
      <Vector (-0.7562, -0.0029, -0.6543, 0.1959)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3115, 0.9825, 0.1953)>
    Rotation: <Euler (x=2.3220, y=0.1588, z=-1.0249), order='XYZ'>
    Matrix:
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      <Vector (-0.8439, -0.4531, -0.2872, 0.9825)>
      <Vector (-0.1581, 0.7217, -0.6740, 0.1953)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1745, 0.8639, 0.3842)>
    Rotation: <Euler (x=2.0054, y=0.0494, z=-0.7054), order='XYZ'>
    Matrix:
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      <Vector (-0.6476, -0.3496, -0.6771, 0.8639)>
      <Vector (-0.0494, 0.9059, -0.4206, 0.3842)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1389, 0.8606, 0.4178)>
    Rotation: <Euler (x=2.5196, y=-0.6473, z=-1.0743), order='XYZ'>
    Matrix:
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      <Vector (-0.7014, -0.0783, -0.7085, 0.8606)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.1035, 0.8591, 0.4347)>
    Rotation: <Euler (x=2.3655, y=-0.2753, z=-0.7935), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0831, 0.8466, 0.4569)>
    Rotation: <Euler (x=2.2890, y=-0.1046, z=-0.7137), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0722, 0.8349, 0.4753)>
    Rotation: <Euler (x=2.2890, y=-0.1046, z=-0.7137), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1205, 0.8478, 0.4903)>
    Rotation: <Euler (x=2.4619, y=0.0007, z=-0.7194), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1057, 0.8305, 0.5087)>
    Rotation: <Euler (x=2.9334, y=0.0358, z=-0.6510), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0884, 0.8072, 0.5148)>
    Rotation: <Euler (x=-3.1126, y=0.0415, z=-0.5952), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0751, 0.7883, 0.5142)>
    Rotation: <Euler (x=-3.1126, y=0.0415, z=-0.5952), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1382, 0.8325, 0.4882)>
    Rotation: <Euler (x=2.4616, y=0.0035, z=-0.7200), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1212, 0.8125, 0.5094)>
    Rotation: <Euler (x=2.9333, y=0.0387, z=-0.6510), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.1007, 0.7850, 0.5167)>
    Rotation: <Euler (x=-3.1127, y=0.0442, z=-0.5970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0857, 0.7636, 0.5159)>
    Rotation: <Euler (x=-3.1127, y=0.0442, z=-0.5970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1578, 0.8168, 0.4870)>
    Rotation: <Euler (x=2.4619, y=0.0046, z=-0.7180), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1427, 0.7990, 0.5059)>
    Rotation: <Euler (x=2.9335, y=0.0391, z=-0.6482), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1257, 0.7761, 0.5119)>
    Rotation: <Euler (x=-3.1130, y=0.0428, z=-0.6037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1125, 0.7574, 0.5112)>
    Rotation: <Euler (x=-3.1130, y=0.0428, z=-0.6037), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1773, 0.8048, 0.4824)>
    Rotation: <Euler (x=2.4522, y=0.0589, z=-0.6628), order='XYZ'>
    Matrix:
      <Vector (0.7869, -0.4453, -0.4272, 0.1773)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1645, 0.7866, 0.5007)>
    Rotation: <Euler (x=2.9336, y=0.0476, z=-0.6454), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1515, 0.7691, 0.5052)>
    Rotation: <Euler (x=-3.1137, y=0.0503, z=-0.6183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1420, 0.7557, 0.5048)>
    Rotation: <Euler (x=-3.1137, y=0.0503, z=-0.6183), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0356, 1.2060, 0.1321)>
    Rotation: <Euler (x=0.9603, y=-2.1982, z=1.1201), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1493, 1.1569, 0.0641)>
    Rotation: <Euler (x=-1.4487, y=-1.3665, z=-1.8155), order='XYZ'>
    Matrix:
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      <Vector (-0.1969, -0.9725, -0.1247, 1.1569)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1720, 0.9683, 0.0251)>
    Rotation: <Euler (x=1.5623, y=-0.1885, z=1.4750), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1789, 0.9197, 0.2821)>
    Rotation: <Euler (x=1.6160, y=-0.3965, z=1.0205), order='XYZ'>
    Matrix:
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      <Vector (0.7862, -0.3525, -0.5076, 0.9197)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1650, 0.9215, 0.3267)>
    Rotation: <Euler (x=1.9968, y=0.4031, z=1.0521), order='XYZ'>
    Matrix:
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      <Vector (0.7989, 0.1054, -0.5922, 0.9215)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1444, 0.9264, 0.3574)>
    Rotation: <Euler (x=1.9763, y=-0.0870, z=0.9656), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1354, 0.9167, 0.3874)>
    Rotation: <Euler (x=1.9206, y=-0.2413, z=0.9657), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1318, 0.9056, 0.4119)>
    Rotation: <Euler (x=1.9206, y=-0.2413, z=0.9657), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1810, 0.9081, 0.3997)>
    Rotation: <Euler (x=2.0755, y=-0.3404, z=1.0135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1734, 0.8927, 0.4245)>
    Rotation: <Euler (x=2.5642, y=-0.3925, z=0.9645), order='XYZ'>
    Matrix:
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      <Vector (0.7593, -0.6490, -0.0476, 0.8927)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1565, 0.8734, 0.4395)>
    Rotation: <Euler (x=2.8181, y=-0.4141, z=0.9177), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1409, 0.8581, 0.4463)>
    Rotation: <Euler (x=2.8181, y=-0.4141, z=0.9177), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1925, 0.8889, 0.3946)>
    Rotation: <Euler (x=2.0755, y=-0.3482, z=1.0135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1846, 0.8725, 0.4209)>
    Rotation: <Euler (x=2.5643, y=-0.3983, z=0.9643), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1651, 0.8501, 0.4381)>
    Rotation: <Euler (x=2.8155, y=-0.4162, z=0.9243), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1482, 0.8335, 0.4454)>
    Rotation: <Euler (x=2.8155, y=-0.4162, z=0.9243), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2042, 0.8685, 0.3854)>
    Rotation: <Euler (x=2.0759, y=-0.3431, z=1.0124), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1971, 0.8541, 0.4085)>
    Rotation: <Euler (x=2.5664, y=-0.3974, z=0.9590), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1814, 0.8360, 0.4224)>
    Rotation: <Euler (x=2.8145, y=-0.4109, z=0.9268), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1654, 0.8204, 0.4294)>
    Rotation: <Euler (x=2.8145, y=-0.4109, z=0.9268), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2157, 0.8540, 0.3702)>
    Rotation: <Euler (x=2.0756, y=-0.3472, z=1.0132), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2091, 0.8407, 0.3918)>
    Rotation: <Euler (x=2.5671, y=-0.4024, z=0.9571), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1944, 0.8237, 0.4048)>
    Rotation: <Euler (x=2.8095, y=-0.4102, z=0.9391), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1843, 0.8138, 0.4092)>
    Rotation: <Euler (x=2.8095, y=-0.4102, z=0.9391), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1671, 0.8136, 0.0630)>
    Rotation: <Euler (x=0.7522, y=-0.0226, z=-2.9451), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2326, 0.5173, 0.3469)>
    Rotation: <Euler (x=-0.2859, y=-0.1563, z=-2.9430), order='XYZ'>
    Matrix:
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      <Vector (-0.1949, -0.9492, -0.2470, 0.5173)>
      <Vector (0.1557, -0.2786, 0.9477, 0.3469)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2951, 0.1112, 0.2277)>
    Rotation: <Euler (x=0.8649, y=-0.1587, z=-3.0175), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0011, 0.3593)>
    Rotation: <Euler (x=-1.5244, y=-2.8827, z=0.0008), order='XYZ'>
    Matrix:
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      <Vector (-0.0008, 0.0466, 0.9989, 0.0011)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3493, 0.0046, 0.4320)>
    Rotation: <Euler (x=-1.5244, y=-2.8827, z=0.0008), order='XYZ'>
    Matrix:
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      <Vector (-0.0008, 0.0466, 0.9989, 0.0046)>
      <Vector (0.2560, 0.9656, -0.0448, 0.4320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0404, 0.8211, -0.0078)>
    Rotation: <Euler (x=0.4354, y=0.6742, z=2.7839), order='XYZ'>
    Matrix:
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      <Vector (0.2735, -0.7571, 0.5933, 0.8211)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2748, 0.5064, 0.1291)>
    Rotation: <Euler (x=-0.5692, y=0.7558, z=2.7186), order='XYZ'>
    Matrix:
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      <Vector (0.2987, -0.9198, -0.2543, 0.5064)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0399)>
    Rotation: <Euler (x=0.7764, y=0.7928, z=2.9398), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2454, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6244, -0.7799, 0.0438, -0.3946)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0994)>
    Rotation: <Euler (x=-1.5505, y=2.2454, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6244, -0.7799, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7809, 0.6245, -0.0127, 0.0994)>
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Frame: 164
  Bone: mixamorig:Hips
    Location: <Vector (0.0571, 0.8595, 0.0355)>
    Rotation: <Euler (x=0.2124, y=-0.3515, z=-0.0407), order='XYZ'>
    Matrix:
      <Vector (0.9381, -0.0328, -0.3449, 0.0571)>
      <Vector (-0.0382, 0.9797, -0.1969, 0.8595)>
      <Vector (0.3443, 0.1979, 0.9178, 0.0355)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0552, 0.9355, 0.0492)>
    Rotation: <Euler (x=0.2511, y=-0.3656, z=-0.0457), order='XYZ'>
    Matrix:
      <Vector (0.9329, -0.0444, -0.3573, 0.0552)>
      <Vector (-0.0427, 0.9717, -0.2323, 0.9355)>
      <Vector (0.3575, 0.2320, 0.9046, 0.0492)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0512, 1.0231, 0.0701)>
    Rotation: <Euler (x=0.3983, y=-0.3806, z=-0.0487), order='XYZ'>
    Matrix:
      <Vector (0.9273, -0.0991, -0.3609, 0.0512)>
      <Vector (-0.0452, 0.9276, -0.3708, 1.0231)>
      <Vector (0.3715, 0.3601, 0.8557, 0.0701)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0410, 1.1187, 0.1072)>
    Rotation: <Euler (x=0.5469, y=-0.3939, z=-0.0548), order='XYZ'>
    Matrix:
      <Vector (0.9220, -0.1525, -0.3559, 0.0410)>
      <Vector (-0.0506, 0.8638, -0.5013, 1.1187)>
      <Vector (0.3838, 0.4802, 0.7887, 0.1072)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (0.0233, 1.2189, 0.1628)>
    Rotation: <Euler (x=0.4739, y=-0.3279, z=-0.0533), order='XYZ'>
    Matrix:
      <Vector (0.9454, -0.0993, -0.3105, 0.0233)>
      <Vector (-0.0505, 0.8964, -0.4404, 1.2189)>
      <Vector (0.3221, 0.4320, 0.8424, 0.1628)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0088, 1.3056, 0.2190)>
    Rotation: <Euler (x=0.0825, y=-0.0604, z=-0.0338), order='XYZ'>
    Matrix:
      <Vector (0.9976, 0.0287, -0.0629, 0.0088)>
      <Vector (-0.0338, 0.9962, -0.0803, 1.3056)>
      <Vector (0.0603, 0.0822, 0.9948, 0.2190)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0137, 1.5421, 0.2700)>
    Rotation: <Euler (x=0.0825, y=-0.0604, z=-0.0338), order='XYZ'>
    Matrix:
      <Vector (0.9976, 0.0287, -0.0629, 0.0137)>
      <Vector (-0.0338, 0.9962, -0.0803, 1.5421)>
      <Vector (0.0603, 0.0822, 0.9948, 0.2700)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0908, 1.2016, 0.1798)>
    Rotation: <Euler (x=-0.1536, y=2.1804, z=-2.0201), order='XYZ'>
    Matrix:
      <Vector (0.2487, 0.9446, -0.2141, 0.0908)>
      <Vector (0.5157, -0.3162, -0.7963, 1.2016)>
      <Vector (-0.8199, 0.0876, -0.5658, 0.1798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2243, 1.1570, 0.1921)>
    Rotation: <Euler (x=-3.1347, y=0.8604, z=0.4505), order='XYZ'>
    Matrix:
      <Vector (0.5871, 0.4307, -0.6855, 0.2243)>
      <Vector (0.2839, -0.9025, -0.3238, 1.1570)>
      <Vector (-0.7581, -0.0045, -0.6521, 0.1921)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3076, 0.9823, 0.1913)>
    Rotation: <Euler (x=2.3191, y=0.1597, z=-1.0304), order='XYZ'>
    Matrix:
      <Vector (0.5080, -0.5235, -0.6840, 0.3076)>
      <Vector (-0.8466, -0.4500, -0.2843, 0.9823)>
      <Vector (-0.1590, 0.7235, -0.6718, 0.1913)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1706, 0.8645, 0.3806)>
    Rotation: <Euler (x=2.0019, y=0.0486, z=-0.7091), order='XYZ'>
    Matrix:
      <Vector (0.7580, -0.2387, -0.6070, 0.1706)>
      <Vector (-0.6504, -0.3459, -0.6763, 0.8645)>
      <Vector (-0.0486, 0.9074, -0.4174, 0.3806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1350, 0.8615, 0.4143)>
    Rotation: <Euler (x=2.5159, y=-0.6493, z=-1.0756), order='XYZ'>
    Matrix:
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      <Vector (-0.7008, -0.0736, -0.7095, 0.8615)>
      <Vector (0.6046, 0.4665, -0.6456, 0.4143)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0997, 0.8601, 0.4313)>
    Rotation: <Euler (x=2.3620, y=-0.2764, z=-0.7961), order='XYZ'>
    Matrix:
      <Vector (0.6730, -0.6424, -0.3666, 0.0997)>
      <Vector (-0.6875, -0.3604, -0.6304, 0.8601)>
      <Vector (0.2729, 0.6763, -0.6842, 0.4313)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0793, 0.8478, 0.4535)>
    Rotation: <Euler (x=2.2856, y=-0.1055, z=-0.7169), order='XYZ'>
    Matrix:
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      <Vector (-0.6534, -0.4418, -0.6147, 0.8478)>
      <Vector (0.1053, 0.7511, -0.6518, 0.4535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0683, 0.8362, 0.4720)>
    Rotation: <Euler (x=2.2856, y=-0.1055, z=-0.7169), order='XYZ'>
    Matrix:
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      <Vector (-0.6534, -0.4418, -0.6147, 0.8362)>
      <Vector (0.1053, 0.7511, -0.6518, 0.4720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1167, 0.8489, 0.4869)>
    Rotation: <Euler (x=2.4585, y=-0.0002, z=-0.7230), order='XYZ'>
    Matrix:
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      <Vector (-0.6616, -0.5815, -0.4734, 0.8489)>
      <Vector (0.0002, 0.6312, -0.7756, 0.4869)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.1019, 0.8317, 0.5054)>
    Rotation: <Euler (x=2.9298, y=0.0352, z=-0.6547), order='XYZ'>
    Matrix:
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      <Vector (-0.6085, -0.7800, -0.1458, 0.8317)>
      <Vector (-0.0352, 0.2100, -0.9771, 0.5054)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0845, 0.8086, 0.5116)>
    Rotation: <Euler (x=-3.1162, y=0.0411, z=-0.5989), order='XYZ'>
    Matrix:
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      <Vector (-0.5633, -0.8251, 0.0441, 0.8086)>
      <Vector (-0.0411, -0.0254, -0.9988, 0.5116)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0711, 0.7897, 0.5110)>
    Rotation: <Euler (x=-3.1162, y=0.0411, z=-0.5989), order='XYZ'>
    Matrix:
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      <Vector (-0.5633, -0.8251, 0.0441, 0.7897)>
      <Vector (-0.0411, -0.0254, -0.9988, 0.5110)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1344, 0.8336, 0.4848)>
    Rotation: <Euler (x=2.4582, y=0.0026, z=-0.7236), order='XYZ'>
    Matrix:
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      <Vector (-0.6621, -0.5822, -0.4719, 0.8336)>
      <Vector (-0.0026, 0.6315, -0.7754, 0.4848)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1173, 0.8138, 0.5061)>
    Rotation: <Euler (x=2.9298, y=0.0381, z=-0.6547), order='XYZ'>
    Matrix:
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      <Vector (-0.6085, -0.7804, -0.1441, 0.8138)>
      <Vector (-0.0381, 0.2100, -0.9770, 0.5061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0967, 0.7863, 0.5135)>
    Rotation: <Euler (x=-3.1162, y=0.0437, z=-0.6008), order='XYZ'>
    Matrix:
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      <Vector (-0.5647, -0.8240, 0.0456, 0.7863)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0816, 0.7650, 0.5128)>
    Rotation: <Euler (x=-3.1162, y=0.0437, z=-0.6008), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1539, 0.8178, 0.4836)>
    Rotation: <Euler (x=2.4584, y=0.0038, z=-0.7216), order='XYZ'>
    Matrix:
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      <Vector (-0.6606, -0.5838, -0.4720, 0.8178)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1387, 0.8001, 0.5026)>
    Rotation: <Euler (x=2.9299, y=0.0385, z=-0.6519), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1217, 0.7773, 0.5087)>
    Rotation: <Euler (x=-3.1165, y=0.0423, z=-0.6074), order='XYZ'>
    Matrix:
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      <Vector (-0.5702, -0.8203, 0.0447, 0.7773)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1084, 0.7587, 0.5081)>
    Rotation: <Euler (x=-3.1165, y=0.0423, z=-0.6074), order='XYZ'>
    Matrix:
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      <Vector (-0.0423, -0.0250, -0.9988, 0.5081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1733, 0.8057, 0.4790)>
    Rotation: <Euler (x=2.4487, y=0.0582, z=-0.6666), order='XYZ'>
    Matrix:
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      <Vector (-0.6172, -0.6277, -0.4744, 0.8057)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1605, 0.7876, 0.4974)>
    Rotation: <Euler (x=2.9301, y=0.0470, z=-0.6491), order='XYZ'>
    Matrix:
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      <Vector (-0.6038, -0.7848, -0.1395, 0.7876)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1474, 0.7702, 0.5020)>
    Rotation: <Euler (x=-3.1172, y=0.0498, z=-0.6221), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1379, 0.7569, 0.5016)>
    Rotation: <Euler (x=-3.1172, y=0.0498, z=-0.6221), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0388, 1.2069, 0.1289)>
    Rotation: <Euler (x=0.9548, y=-2.1990, z=1.1224), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1528, 1.1583, 0.0611)>
    Rotation: <Euler (x=-1.4649, y=-1.3648, z=-1.8006), order='XYZ'>
    Matrix:
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      <Vector (-0.1992, -0.9719, -0.1258, 1.1583)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1758, 0.9698, 0.0217)>
    Rotation: <Euler (x=1.5654, y=-0.1919, z=1.4734), order='XYZ'>
    Matrix:
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      <Vector (0.9770, -0.1893, -0.0983, 0.9698)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1821, 0.9203, 0.2786)>
    Rotation: <Euler (x=1.6208, y=-0.3975, z=1.0174), order='XYZ'>
    Matrix:
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      <Vector (0.7844, -0.3552, -0.5084, 0.9203)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1681, 0.9219, 0.3231)>
    Rotation: <Euler (x=2.0016, y=0.4020, z=1.0528), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1474, 0.9267, 0.3538)>
    Rotation: <Euler (x=1.9808, y=-0.0878, z=0.9640), order='XYZ'>
    Matrix:
      <Vector (0.5680, 0.2816, 0.7733, -0.1474)>
      <Vector (0.8183, -0.2933, -0.4943, 0.9267)>
      <Vector (0.0877, 0.9136, -0.3971, 0.3538)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1383, 0.9169, 0.3837)>
    Rotation: <Euler (x=1.9252, y=-0.2420, z=0.9634), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.1567, 0.8176, -0.1383)>
      <Vector (0.7972, -0.3826, -0.4669, 0.9169)>
      <Vector (0.2397, 0.9105, -0.3369, 0.3837)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1346, 0.9057, 0.4081)>
    Rotation: <Euler (x=1.9252, y=-0.2420, z=0.9634), order='XYZ'>
    Matrix:
      <Vector (0.5541, 0.1567, 0.8176, -0.1346)>
      <Vector (0.7972, -0.3826, -0.4669, 0.9057)>
      <Vector (0.2397, 0.9105, -0.3369, 0.4081)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1838, 0.9083, 0.3961)>
    Rotation: <Euler (x=2.0802, y=-0.3413, z=1.0107), order='XYZ'>
    Matrix:
      <Vector (0.5006, 0.2579, 0.8264, -0.1838)>
      <Vector (0.7983, -0.5067, -0.3255, 0.9083)>
      <Vector (0.3347, 0.8227, -0.4595, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1761, 0.8928, 0.4209)>
    Rotation: <Euler (x=2.5690, y=-0.3932, z=0.9615), order='XYZ'>
    Matrix:
      <Vector (0.5286, 0.5704, 0.6286, -0.1761)>
      <Vector (0.7575, -0.6513, -0.0460, 0.8928)>
      <Vector (0.3832, 0.5004, -0.7764, 0.4209)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1592, 0.8734, 0.4357)>
    Rotation: <Euler (x=2.8230, y=-0.4146, z=0.9145), order='XYZ'>
    Matrix:
      <Vector (0.5585, 0.6754, 0.4816, -0.1592)>
      <Vector (0.7252, -0.6794, 0.1120, 0.8734)>
      <Vector (0.4028, 0.2867, -0.8692, 0.4357)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1436, 0.8581, 0.4424)>
    Rotation: <Euler (x=2.8230, y=-0.4146, z=0.9145), order='XYZ'>
    Matrix:
      <Vector (0.5585, 0.6754, 0.4816, -0.1436)>
      <Vector (0.7252, -0.6794, 0.1120, 0.8581)>
      <Vector (0.4028, 0.2867, -0.8692, 0.4424)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1954, 0.8891, 0.3910)>
    Rotation: <Euler (x=2.0802, y=-0.3491, z=1.0107), order='XYZ'>
    Matrix:
      <Vector (0.4992, 0.2545, 0.8283, -0.1954)>
      <Vector (0.7961, -0.5121, -0.3225, 0.8891)>
      <Vector (0.3421, 0.8204, -0.4582, 0.3910)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1873, 0.8726, 0.4172)>
    Rotation: <Euler (x=2.5691, y=-0.3990, z=0.9612), order='XYZ'>
    Matrix:
      <Vector (0.5276, 0.5687, 0.6311, -0.1873)>
      <Vector (0.7555, -0.6538, -0.0424, 0.8726)>
      <Vector (0.3885, 0.4991, -0.7745, 0.4172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1678, 0.8501, 0.4343)>
    Rotation: <Euler (x=2.8204, y=-0.4168, z=0.9211), order='XYZ'>
    Matrix:
      <Vector (0.5531, 0.6783, 0.4837, -0.1678)>
      <Vector (0.7281, -0.6757, 0.1149, 0.8501)>
      <Vector (0.4048, 0.2887, -0.8676, 0.4343)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1510, 0.8335, 0.4415)>
    Rotation: <Euler (x=2.8204, y=-0.4168, z=0.9211), order='XYZ'>
    Matrix:
      <Vector (0.5531, 0.6783, 0.4837, -0.1510)>
      <Vector (0.7281, -0.6757, 0.1149, 0.8335)>
      <Vector (0.4048, 0.2887, -0.8676, 0.4415)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2071, 0.8687, 0.3818)>
    Rotation: <Euler (x=2.0805, y=-0.3440, z=1.0097), order='XYZ'>
    Matrix:
      <Vector (0.5010, 0.2565, 0.8266, -0.2071)>
      <Vector (0.7971, -0.5089, -0.3252, 0.8687)>
      <Vector (0.3373, 0.8217, -0.4594, 0.3818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.1999, 0.8543, 0.4048)>
    Rotation: <Euler (x=2.5712, y=-0.3981, z=0.9559), order='XYZ'>
    Matrix:
      <Vector (0.5318, 0.5667, 0.6293, -0.1999)>
      <Vector (0.7530, -0.6565, -0.0450, 0.8543)>
      <Vector (0.3877, 0.4978, -0.7759, 0.4048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1842, 0.8362, 0.4186)>
    Rotation: <Euler (x=2.8193, y=-0.4114, z=0.9236), order='XYZ'>
    Matrix:
      <Vector (0.5526, 0.6804, 0.4814, -0.1842)>
      <Vector (0.7312, -0.6729, 0.1117, 0.8362)>
      <Vector (0.3999, 0.2903, -0.8694, 0.4186)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1682, 0.8204, 0.4255)>
    Rotation: <Euler (x=2.8193, y=-0.4114, z=0.9236), order='XYZ'>
    Matrix:
      <Vector (0.5526, 0.6804, 0.4814, -0.1682)>
      <Vector (0.7312, -0.6729, 0.1117, 0.8204)>
      <Vector (0.3999, 0.2903, -0.8694, 0.4255)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2187, 0.8544, 0.3666)>
    Rotation: <Euler (x=2.0803, y=-0.3482, z=1.0104), order='XYZ'>
    Matrix:
      <Vector (0.4996, 0.2548, 0.8279, -0.2187)>
      <Vector (0.7962, -0.5115, -0.3230, 0.8544)>
      <Vector (0.3412, 0.8206, -0.4585, 0.3666)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2120, 0.8409, 0.3881)>
    Rotation: <Euler (x=2.5719, y=-0.4031, z=0.9540), order='XYZ'>
    Matrix:
      <Vector (0.5320, 0.5646, 0.6310, -0.2120)>
      <Vector (0.7504, -0.6596, -0.0425, 0.8409)>
      <Vector (0.3922, 0.4961, -0.7746, 0.3881)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.1973, 0.8239, 0.4010)>
    Rotation: <Euler (x=2.8144, y=-0.4107, z=0.9360), order='XYZ'>
    Matrix:
      <Vector (0.5437, 0.6864, 0.4830, -0.1973)>
      <Vector (0.7382, -0.6649, 0.1139, 0.8239)>
      <Vector (0.3993, 0.2947, -0.8682, 0.4010)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1871, 0.8139, 0.4054)>
    Rotation: <Euler (x=2.8144, y=-0.4107, z=0.9360), order='XYZ'>
    Matrix:
      <Vector (0.5437, 0.6864, 0.4830, -0.1871)>
      <Vector (0.7382, -0.6649, 0.1139, 0.8139)>
      <Vector (0.3993, 0.2947, -0.8682, 0.4054)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1634, 0.8144, 0.0594)>
    Rotation: <Euler (x=0.7508, y=-0.0250, z=-2.9417), order='XYZ'>
    Matrix:
      <Vector (-0.9798, 0.1619, -0.1175, 0.1634)>
      <Vector (-0.1985, -0.7132, 0.6723, 0.8144)>
      <Vector (0.0250, 0.6820, 0.7309, 0.0594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2306, 0.5181, 0.3428)>
    Rotation: <Euler (x=-0.2759, y=-0.1559, z=-2.9402), order='XYZ'>
    Matrix:
      <Vector (-0.9679, 0.1510, 0.2009, 0.2306)>
      <Vector (-0.1976, -0.9512, -0.2370, 0.5181)>
      <Vector (0.1553, -0.2691, 0.9505, 0.3428)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1112, 0.2277)>
    Rotation: <Euler (x=0.8650, y=-0.1575, z=-3.0172), order='XYZ'>
    Matrix:
      <Vector (-0.9800, 0.1989, 0.0065, 0.2952)>
      <Vector (-0.1226, -0.6288, 0.7678, 0.1112)>
      <Vector (0.1568, 0.7517, 0.6406, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3301, 0.0011, 0.3593)>
    Rotation: <Euler (x=-1.5260, y=-2.8840, z=0.0013), order='XYZ'>
    Matrix:
      <Vector (-0.9670, 0.2545, -0.0127, 0.3301)>
      <Vector (-0.0012, 0.0451, 0.9990, 0.0011)>
      <Vector (0.2548, 0.9660, -0.0433, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3492, 0.0045, 0.4321)>
    Rotation: <Euler (x=-1.5260, y=-2.8840, z=0.0013), order='XYZ'>
    Matrix:
      <Vector (-0.9670, 0.2545, -0.0127, 0.3492)>
      <Vector (-0.0012, 0.0451, 0.9990, 0.0045)>
      <Vector (0.2548, 0.9660, -0.0433, 0.4321)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0442, 0.8217, -0.0112)>
    Rotation: <Euler (x=0.4421, y=0.6712, z=2.7910), order='XYZ'>
    Matrix:
      <Vector (-0.7354, -0.5603, -0.3810, -0.0442)>
      <Vector (0.2689, -0.7575, 0.5949, 0.8217)>
      <Vector (-0.6220, 0.3350, 0.7078, -0.0112)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2771, 0.5069, 0.1281)>
    Rotation: <Euler (x=-0.5660, y=0.7569, z=2.7262), order='XYZ'>
    Matrix:
      <Vector (-0.6651, -0.0037, -0.7467, -0.2771)>
      <Vector (0.2934, -0.9209, -0.2567, 0.5069)>
      <Vector (-0.6867, -0.3898, 0.6136, 0.1281)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7767, y=0.7919, z=2.9400), order='XYZ'>
    Matrix:
      <Vector (-0.6883, -0.6316, -0.3570, -0.2787)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7117, 0.4924, 0.5010, -0.0400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6250, -0.7794, 0.0438, -0.3946)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6250, -0.7794, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0995)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 165
  Bone: mixamorig:Hips
    Location: <Vector (0.0531, 0.8603, 0.0317)>
    Rotation: <Euler (x=0.2108, y=-0.3498, z=-0.0395), order='XYZ'>
    Matrix:
      <Vector (0.9387, -0.0330, -0.3431, 0.0531)>
      <Vector (-0.0371, 0.9799, -0.1958, 0.8603)>
      <Vector (0.3427, 0.1965, 0.9187, 0.0317)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0512, 0.9363, 0.0453)>
    Rotation: <Euler (x=0.2502, y=-0.3637, z=-0.0455), order='XYZ'>
    Matrix:
      <Vector (0.9336, -0.0440, -0.3556, 0.0512)>
      <Vector (-0.0425, 0.9719, -0.2317, 0.9363)>
      <Vector (0.3558, 0.2314, 0.9055, 0.0453)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0472, 1.0240, 0.0662)>
    Rotation: <Euler (x=0.3989, y=-0.3785, z=-0.0498), order='XYZ'>
    Matrix:
      <Vector (0.9281, -0.0975, -0.3594, 0.0472)>
      <Vector (-0.0462, 0.9275, -0.3710, 1.0240)>
      <Vector (0.3695, 0.3609, 0.8563, 0.0662)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0372, 1.1195, 0.1033)>
    Rotation: <Euler (x=0.5489, y=-0.3913, z=-0.0574), order='XYZ'>
    Matrix:
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      <Vector (-0.0530, 0.8631, -0.5022, 1.1195)>
      <Vector (0.3814, 0.4823, 0.7886, 0.1033)>
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  Bone: mixamorig:Neck
    Location: <Vector (0.0198, 1.2196, 0.1593)>
    Rotation: <Euler (x=0.4749, y=-0.3251, z=-0.0557), order='XYZ'>
    Matrix:
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      <Vector (-0.0527, 0.8961, -0.4407, 1.2196)>
      <Vector (0.3194, 0.4333, 0.8428, 0.1593)>
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  Bone: mixamorig:Head
    Location: <Vector (0.0056, 1.3063, 0.2155)>
    Rotation: <Euler (x=0.0845, y=-0.0561, z=-0.0363), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9960, -0.0823, 1.3063)>
      <Vector (0.0561, 0.0842, 0.9949, 0.2155)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0113, 1.5427, 0.2671)>
    Rotation: <Euler (x=0.0845, y=-0.0561, z=-0.0363), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9960, -0.0823, 1.5427)>
      <Vector (0.0561, 0.0842, 0.9949, 0.2671)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0874, 1.2022, 0.1760)>
    Rotation: <Euler (x=-0.1489, y=2.1810, z=-2.0175), order='XYZ'>
    Matrix:
      <Vector (0.2475, 0.9444, -0.2163, 0.0874)>
      <Vector (0.5168, -0.3175, -0.7950, 1.2022)>
      <Vector (-0.8195, 0.0850, -0.5667, 0.1760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2208, 1.1574, 0.1880)>
    Rotation: <Euler (x=-3.1325, y=0.8632, z=0.4487), order='XYZ'>
    Matrix:
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      <Vector (0.2820, -0.9040, -0.3214, 1.1574)>
      <Vector (-0.7599, -0.0059, -0.6500, 0.1880)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.3035, 0.9824, 0.1868)>
    Rotation: <Euler (x=2.3163, y=0.1606, z=-1.0350), order='XYZ'>
    Matrix:
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      <Vector (-0.8488, -0.4474, -0.2818, 0.9824)>
      <Vector (-0.1599, 0.7253, -0.6697, 0.1868)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1665, 0.8653, 0.3767)>
    Rotation: <Euler (x=1.9982, y=0.0494, z=-0.7129), order='XYZ'>
    Matrix:
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      <Vector (-0.6533, -0.3429, -0.6750, 0.8653)>
      <Vector (-0.0494, 0.9090, -0.4140, 0.3767)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1310, 0.8625, 0.4104)>
    Rotation: <Euler (x=2.5111, y=-0.6498, z=-1.0763), order='XYZ'>
    Matrix:
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      <Vector (-0.7008, -0.0694, -0.7100, 0.8625)>
      <Vector (0.6051, 0.4694, -0.6431, 0.4104)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0957, 0.8613, 0.4275)>
    Rotation: <Euler (x=2.3580, y=-0.2758, z=-0.7986), order='XYZ'>
    Matrix:
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      <Vector (-0.6893, -0.3566, -0.6307, 0.8613)>
      <Vector (0.2724, 0.6791, -0.6816, 0.4275)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0754, 0.8491, 0.4499)>
    Rotation: <Euler (x=2.2818, y=-0.1046, z=-0.7201), order='XYZ'>
    Matrix:
      <Vector (0.7476, -0.4899, -0.4485, 0.0754)>
      <Vector (-0.6559, -0.4383, -0.6146, 0.8491)>
      <Vector (0.1045, 0.7536, -0.6490, 0.4499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0644, 0.8375, 0.4684)>
    Rotation: <Euler (x=2.2818, y=-0.1046, z=-0.7201), order='XYZ'>
    Matrix:
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      <Vector (-0.6559, -0.4383, -0.6146, 0.8375)>
      <Vector (0.1045, 0.7536, -0.6490, 0.4684)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1129, 0.8502, 0.4831)>
    Rotation: <Euler (x=2.4547, y=0.0006, z=-0.7266), order='XYZ'>
    Matrix:
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      <Vector (-0.6643, -0.5782, -0.4737, 0.8502)>
      <Vector (-0.0006, 0.6342, -0.7732, 0.4831)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0981, 0.8331, 0.5017)>
    Rotation: <Euler (x=2.9261, y=0.0363, z=-0.6584), order='XYZ'>
    Matrix:
      <Vector (0.7905, -0.5916, -0.1589, 0.0981)>
      <Vector (-0.6115, -0.7774, -0.1474, 0.8331)>
      <Vector (-0.0363, 0.2137, -0.9762, 0.5017)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0806, 0.8100, 0.5080)>
    Rotation: <Euler (x=-3.1198, y=0.0423, z=-0.6027), order='XYZ'>
    Matrix:
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      <Vector (-0.5663, -0.8231, 0.0419, 0.8100)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0672, 0.7911, 0.5075)>
    Rotation: <Euler (x=-3.1198, y=0.0423, z=-0.6027), order='XYZ'>
    Matrix:
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      <Vector (-0.5663, -0.8231, 0.0419, 0.7911)>
      <Vector (-0.0423, -0.0217, -0.9989, 0.5075)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1305, 0.8348, 0.4810)>
    Rotation: <Euler (x=2.4544, y=0.0034, z=-0.7272), order='XYZ'>
    Matrix:
      <Vector (0.7470, -0.5123, -0.4237, 0.1305)>
      <Vector (-0.6648, -0.5789, -0.4722, 0.8348)>
      <Vector (-0.0034, 0.6344, -0.7730, 0.4810)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1134, 0.8150, 0.5024)>
    Rotation: <Euler (x=2.9261, y=0.0391, z=-0.6585), order='XYZ'>
    Matrix:
      <Vector (0.7903, -0.5911, -0.1611, 0.1134)>
      <Vector (-0.6114, -0.7777, -0.1457, 0.8150)>
      <Vector (-0.0391, 0.2137, -0.9761, 0.5024)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0927, 0.7877, 0.5099)>
    Rotation: <Euler (x=-3.1199, y=0.0450, z=-0.6045), order='XYZ'>
    Matrix:
      <Vector (0.8219, -0.5690, -0.0247, 0.0927)>
      <Vector (-0.5678, -0.8220, 0.0434, 0.7877)>
      <Vector (-0.0450, -0.0217, -0.9988, 0.5099)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0776, 0.7664, 0.5094)>
    Rotation: <Euler (x=-3.1199, y=0.0450, z=-0.6045), order='XYZ'>
    Matrix:
      <Vector (0.8219, -0.5690, -0.0247, 0.0776)>
      <Vector (-0.5678, -0.8220, 0.0434, 0.7664)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1500, 0.8189, 0.4798)>
    Rotation: <Euler (x=2.4547, y=0.0046, z=-0.7252), order='XYZ'>
    Matrix:
      <Vector (0.7483, -0.5107, -0.4233, 0.1500)>
      <Vector (-0.6633, -0.5805, -0.4722, 0.8189)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1348, 0.8013, 0.4989)>
    Rotation: <Euler (x=2.9262, y=0.0396, z=-0.6557), order='XYZ'>
    Matrix:
      <Vector (0.7920, -0.5889, -0.1609, 0.1348)>
      <Vector (-0.6092, -0.7795, -0.1458, 0.8013)>
      <Vector (-0.0395, 0.2135, -0.9761, 0.4989)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1177, 0.7786, 0.5051)>
    Rotation: <Euler (x=-3.1202, y=0.0435, z=-0.6112), order='XYZ'>
    Matrix:
      <Vector (0.8182, -0.5745, -0.0234, 0.1177)>
      <Vector (-0.5733, -0.8183, 0.0425, 0.7786)>
      <Vector (-0.0435, -0.0214, -0.9988, 0.5051)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1043, 0.7600, 0.5046)>
    Rotation: <Euler (x=-3.1202, y=0.0435, z=-0.6112), order='XYZ'>
    Matrix:
      <Vector (0.8182, -0.5745, -0.0234, 0.1043)>
      <Vector (-0.5733, -0.8183, 0.0425, 0.7600)>
      <Vector (-0.0435, -0.0214, -0.9988, 0.5046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1693, 0.8067, 0.4751)>
    Rotation: <Euler (x=2.4449, y=0.0592, z=-0.6704), order='XYZ'>
    Matrix:
      <Vector (0.7822, -0.4468, -0.4342, 0.1693)>
      <Vector (-0.6202, -0.6246, -0.4746, 0.8067)>
      <Vector (-0.0592, 0.6405, -0.7657, 0.4751)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1565, 0.7887, 0.4936)>
    Rotation: <Euler (x=2.9264, y=0.0481, z=-0.6529), order='XYZ'>
    Matrix:
      <Vector (0.7934, -0.5853, -0.1670, 0.1565)>
      <Vector (-0.6068, -0.7822, -0.1411, 0.7887)>
      <Vector (-0.0480, 0.2133, -0.9758, 0.4936)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1434, 0.7714, 0.4983)>
    Rotation: <Euler (x=-3.1209, y=0.0510, z=-0.6259), order='XYZ'>
    Matrix:
      <Vector (0.8094, -0.5865, -0.0292, 0.1434)>
      <Vector (-0.5850, -0.8097, 0.0466, 0.7714)>
      <Vector (-0.0509, -0.0207, -0.9985, 0.4983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1338, 0.7581, 0.4980)>
    Rotation: <Euler (x=-3.1209, y=0.0510, z=-0.6259), order='XYZ'>
    Matrix:
      <Vector (0.8094, -0.5865, -0.0292, 0.1338)>
      <Vector (-0.5850, -0.8097, 0.0466, 0.7581)>
      <Vector (-0.0509, -0.0207, -0.9985, 0.4980)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0424, 1.2079, 0.1254)>
    Rotation: <Euler (x=0.9490, y=-2.1996, z=1.1250), order='XYZ'>
    Matrix:
      <Vector (-0.2536, -0.8090, 0.5303, -0.0424)>
      <Vector (-0.5307, -0.3420, -0.7755, 1.2079)>
      <Vector (0.8087, -0.4781, -0.3426, 0.1254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1567, 1.1595, 0.0579)>
    Rotation: <Euler (x=-1.4859, y=-1.3640, z=-1.7822), order='XYZ'>
    Matrix:
      <Vector (-0.0431, -0.1217, 0.9916, -0.1567)>
      <Vector (-0.2007, -0.9713, -0.1279, 1.1595)>
      <Vector (0.9787, -0.2046, 0.0174, 0.0579)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1803, 0.9712, 0.0182)>
    Rotation: <Euler (x=1.5696, y=-0.1946, z=1.4705), order='XYZ'>
    Matrix:
      <Vector (0.0983, -0.0206, 0.9949, -0.1803)>
      <Vector (0.9762, -0.1923, -0.1004, 0.9712)>
      <Vector (0.1934, 0.9811, 0.0012, 0.0182)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1857, 0.9209, 0.2750)>
    Rotation: <Euler (x=1.6278, y=-0.3965, z=1.0087), order='XYZ'>
    Matrix:
      <Vector (0.4916, -0.1573, 0.8565, -0.1857)>
      <Vector (0.7805, -0.3566, -0.5135, 0.9209)>
      <Vector (0.3862, 0.9209, -0.0525, 0.2750)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1713, 0.9223, 0.3194)>
    Rotation: <Euler (x=2.0086, y=0.4027, z=1.0495), order='XYZ'>
    Matrix:
      <Vector (0.4582, 0.5444, 0.7026, -0.1713)>
      <Vector (0.7978, 0.0967, -0.5951, 0.9223)>
      <Vector (-0.3919, 0.8332, -0.3901, 0.3194)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1504, 0.9269, 0.3500)>
    Rotation: <Euler (x=1.9872, y=-0.0865, z=0.9574), order='XYZ'>
    Matrix:
      <Vector (0.5735, 0.2853, 0.7679, -0.1504)>
      <Vector (0.8146, -0.2974, -0.4979, 0.9269)>
      <Vector (0.0864, 0.9111, -0.4030, 0.3500)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1412, 0.9170, 0.3798)>
    Rotation: <Euler (x=1.9318, y=-0.2407, z=0.9558), order='XYZ'>
    Matrix:
      <Vector (0.5603, 0.1598, 0.8127, -0.1412)>
      <Vector (0.7932, -0.3859, -0.4710, 0.9170)>
      <Vector (0.2384, 0.9086, -0.3430, 0.3798)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1375, 0.9057, 0.4042)>
    Rotation: <Euler (x=1.9318, y=-0.2407, z=0.9558), order='XYZ'>
    Matrix:
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      <Vector (0.7932, -0.3859, -0.4710, 0.9057)>
      <Vector (0.2384, 0.9086, -0.3430, 0.4042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1867, 0.9086, 0.3925)>
    Rotation: <Euler (x=2.0871, y=-0.3403, z=1.0023), order='XYZ'>
    Matrix:
      <Vector (0.5075, 0.2598, 0.8216, -0.1867)>
      <Vector (0.7944, -0.5104, -0.3293, 0.9086)>
      <Vector (0.3338, 0.8198, -0.4653, 0.3925)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1790, 0.8930, 0.4172)>
    Rotation: <Euler (x=2.5760, y=-0.3919, z=0.9528), order='XYZ'>
    Matrix:
      <Vector (0.5355, 0.5695, 0.6236, -0.1790)>
      <Vector (0.7532, -0.6560, -0.0477, 0.8930)>
      <Vector (0.3819, 0.4953, -0.7802, 0.4172)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1621, 0.8735, 0.4319)>
    Rotation: <Euler (x=2.8299, y=-0.4130, z=0.9057), order='XYZ'>
    Matrix:
      <Vector (0.5653, 0.6730, 0.4770, -0.1621)>
      <Vector (0.7207, -0.6842, 0.1113, 0.8735)>
      <Vector (0.4013, 0.2809, -0.8718, 0.4319)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1466, 0.8581, 0.4384)>
    Rotation: <Euler (x=2.8299, y=-0.4130, z=0.9057), order='XYZ'>
    Matrix:
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      <Vector (0.7207, -0.6842, 0.1113, 0.8581)>
      <Vector (0.4013, 0.2809, -0.8718, 0.4384)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.1985, 0.8895, 0.3874)>
    Rotation: <Euler (x=2.0871, y=-0.3481, z=1.0023), order='XYZ'>
    Matrix:
      <Vector (0.5061, 0.2563, 0.8235, -0.1985)>
      <Vector (0.7922, -0.5158, -0.3263, 0.8895)>
      <Vector (0.3411, 0.8175, -0.4640, 0.3874)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1903, 0.8729, 0.4135)>
    Rotation: <Euler (x=2.5761, y=-0.3977, z=0.9524), order='XYZ'>
    Matrix:
      <Vector (0.5345, 0.5677, 0.6262, -0.1903)>
      <Vector (0.7512, -0.6586, -0.0442, 0.8729)>
      <Vector (0.3873, 0.4940, -0.7784, 0.4135)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1709, 0.8502, 0.4304)>
    Rotation: <Euler (x=2.8273, y=-0.4152, z=0.9123), order='XYZ'>
    Matrix:
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      <Vector (0.7237, -0.6806, 0.1142, 0.8502)>
      <Vector (0.4033, 0.2829, -0.8702, 0.4304)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1541, 0.8335, 0.4375)>
    Rotation: <Euler (x=2.8273, y=-0.4152, z=0.9123), order='XYZ'>
    Matrix:
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      <Vector (0.7237, -0.6806, 0.1142, 0.8335)>
      <Vector (0.4033, 0.2829, -0.8702, 0.4375)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2103, 0.8692, 0.3782)>
    Rotation: <Euler (x=2.0874, y=-0.3430, z=1.0013), order='XYZ'>
    Matrix:
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      <Vector (0.7931, -0.5126, -0.3289, 0.8692)>
      <Vector (0.3363, 0.8188, -0.4652, 0.3782)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2031, 0.8547, 0.4012)>
    Rotation: <Euler (x=2.5781, y=-0.3967, z=0.9471), order='XYZ'>
    Matrix:
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      <Vector (0.7487, -0.6613, -0.0468, 0.8547)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1874, 0.8364, 0.4148)>
    Rotation: <Euler (x=2.8263, y=-0.4099, z=0.9148), order='XYZ'>
    Matrix:
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      <Vector (0.7268, -0.6778, 0.1111, 0.8364)>
      <Vector (0.3985, 0.2844, -0.8720, 0.4148)>
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1714, 0.8206, 0.4216)>
    Rotation: <Euler (x=2.8263, y=-0.4099, z=0.9148), order='XYZ'>
    Matrix:
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      <Vector (0.7268, -0.6778, 0.1111, 0.8206)>
      <Vector (0.3985, 0.2844, -0.8720, 0.4216)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2221, 0.8549, 0.3631)>
    Rotation: <Euler (x=2.0872, y=-0.3472, z=1.0020), order='XYZ'>
    Matrix:
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      <Vector (0.7923, -0.5152, -0.3269, 0.8549)>
      <Vector (0.3402, 0.8177, -0.4643, 0.3631)>
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2154, 0.8414, 0.3845)>
    Rotation: <Euler (x=2.5789, y=-0.4017, z=0.9453), order='XYZ'>
    Matrix:
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      <Vector (0.7461, -0.6643, -0.0443, 0.8414)>
      <Vector (0.3910, 0.4910, -0.7785, 0.3845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2007, 0.8243, 0.3973)>
    Rotation: <Euler (x=2.8214, y=-0.4093, z=0.9272), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6698, 0.1132, 0.8243)>
      <Vector (0.3979, 0.2888, -0.8708, 0.3973)>
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1906, 0.8142, 0.4015)>
    Rotation: <Euler (x=2.8214, y=-0.4093, z=0.9272), order='XYZ'>
    Matrix:
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      <Vector (0.7339, -0.6698, 0.1132, 0.8142)>
      <Vector (0.3979, 0.2888, -0.8708, 0.4015)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1594, 0.8153, 0.0555)>
    Rotation: <Euler (x=0.7492, y=-0.0273, z=-2.9383), order='XYZ'>
    Matrix:
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      <Vector (-0.2018, -0.7134, 0.6711, 0.8153)>
      <Vector (0.0273, 0.6808, 0.7320, 0.0555)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2284, 0.5189, 0.3384)>
    Rotation: <Euler (x=-0.2650, y=-0.1549, z=-2.9370), order='XYZ'>
    Matrix:
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      <Vector (-0.2007, -0.9532, -0.2262, 0.5189)>
      <Vector (0.1543, -0.2588, 0.9535, 0.3384)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1111, 0.2277)>
    Rotation: <Euler (x=0.8651, y=-0.1554, z=-3.0164), order='XYZ'>
    Matrix:
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      <Vector (-0.1234, -0.6288, 0.7678, 0.1111)>
      <Vector (0.1548, 0.7520, 0.6407, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0011, 0.3594)>
    Rotation: <Euler (x=-1.5279, y=-2.8860, z=0.0022), order='XYZ'>
    Matrix:
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      <Vector (-0.0022, 0.0435, 0.9991, 0.0011)>
      <Vector (0.2528, 0.9666, -0.0415, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3490, 0.0043, 0.4322)>
    Rotation: <Euler (x=-1.5279, y=-2.8860, z=0.0022), order='XYZ'>
    Matrix:
      <Vector (-0.9675, 0.2525, -0.0131, 0.3490)>
      <Vector (-0.0022, 0.0435, 0.9991, 0.0043)>
      <Vector (0.2528, 0.9666, -0.0415, 0.4322)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0482, 0.8224, -0.0147)>
    Rotation: <Euler (x=0.4489, y=0.6682, z=2.7984), order='XYZ'>
    Matrix:
      <Vector (-0.7392, -0.5564, -0.3796, -0.0482)>
      <Vector (0.2642, -0.7579, 0.5965, 0.8224)>
      <Vector (-0.6196, 0.3406, 0.7072, -0.0147)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2795, 0.5074, 0.1269)>
    Rotation: <Euler (x=-0.5625, y=0.7583, z=2.7344), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7769, y=0.7912, z=2.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2470, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5504, y=2.2470, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 166
  Bone: mixamorig:Hips
    Location: <Vector (0.0490, 0.8611, 0.0278)>
    Rotation: <Euler (x=0.2093, y=-0.3479, z=-0.0385), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9802, -0.1948, 0.8611)>
      <Vector (0.3409, 0.1954, 0.9196, 0.0278)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0470, 0.9372, 0.0413)>
    Rotation: <Euler (x=0.2494, y=-0.3618, z=-0.0451), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0431, 1.0248, 0.0621)>
    Rotation: <Euler (x=0.3993, y=-0.3762, z=-0.0503), order='XYZ'>
    Matrix:
      <Vector (0.9289, -0.0963, -0.3577, 0.0431)>
      <Vector (-0.0468, 0.9274, -0.3712, 1.0248)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0332, 1.1204, 0.0993)>
    Rotation: <Euler (x=0.5504, y=-0.3887, z=-0.0588), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0160, 1.2203, 0.1555)>
    Rotation: <Euler (x=0.4757, y=-0.3222, z=-0.0572), order='XYZ'>
    Matrix:
      <Vector (0.9470, -0.0939, -0.3072, 0.0160)>
      <Vector (-0.0543, 0.8958, -0.4411, 1.2203)>
      <Vector (0.3166, 0.4344, 0.8432, 0.1555)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (0.0021, 1.3070, 0.2118)>
    Rotation: <Euler (x=0.0856, y=-0.0527, z=-0.0376), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0329, -0.0557, 0.0021)>
      <Vector (-0.0375, 0.9958, -0.0834, 1.3070)>
      <Vector (0.0527, 0.0854, 0.9950, 0.2118)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0083, 1.5433, 0.2637)>
    Rotation: <Euler (x=0.0856, y=-0.0527, z=-0.0376), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0329, -0.0557, 0.0083)>
      <Vector (-0.0375, 0.9958, -0.0834, 1.5433)>
      <Vector (0.0527, 0.0854, 0.9950, 0.2637)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0836, 1.2029, 0.1720)>
    Rotation: <Euler (x=-0.1435, y=2.1811, z=-2.0136), order='XYZ'>
    Matrix:
      <Vector (0.2456, 0.9445, -0.2183, 0.0836)>
      <Vector (0.5179, -0.3182, -0.7941, 1.2029)>
      <Vector (-0.8195, 0.0820, -0.5673, 0.1720)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.2171, 1.1579, 0.1835)>
    Rotation: <Euler (x=-3.1296, y=0.8656, z=0.4481), order='XYZ'>
    Matrix:
      <Vector (0.5842, 0.4250, -0.6915, 0.2171)>
      <Vector (0.2808, -0.9052, -0.3191, 1.1579)>
      <Vector (-0.7615, -0.0078, -0.6481, 0.1835)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2993, 0.9828, 0.1820)>
    Rotation: <Euler (x=2.3140, y=0.1620, z=-1.0387), order='XYZ'>
    Matrix:
      <Vector (0.5007, -0.5229, -0.6899, 0.2993)>
      <Vector (-0.8505, -0.4457, -0.2795, 0.9828)>
      <Vector (-0.1613, 0.7266, -0.6678, 0.1820)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1624, 0.8661, 0.3722)>
    Rotation: <Euler (x=1.9942, y=0.0514, z=-0.7153), order='XYZ'>
    Matrix:
      <Vector (0.7539, -0.2341, -0.6138, 0.1624)>
      <Vector (-0.6550, -0.3409, -0.6744, 0.8661)>
      <Vector (-0.0514, 0.9105, -0.4103, 0.3722)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1271, 0.8634, 0.4061)>
    Rotation: <Euler (x=2.5056, y=-0.6494, z=-1.0751), order='XYZ'>
    Matrix:
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      <Vector (-0.7006, -0.0667, -0.7104, 0.8634)>
      <Vector (0.6047, 0.4731, -0.6407, 0.4061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0918, 0.8623, 0.4234)>
    Rotation: <Euler (x=2.3538, y=-0.2742, z=-0.7996), order='XYZ'>
    Matrix:
      <Vector (0.6710, -0.6396, -0.3751, 0.0918)>
      <Vector (-0.6903, -0.3541, -0.6310, 0.8623)>
      <Vector (0.2708, 0.6823, -0.6790, 0.4234)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0715, 0.8502, 0.4458)>
    Rotation: <Euler (x=2.2778, y=-0.1027, z=-0.7219), order='XYZ'>
    Matrix:
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      <Vector (-0.6573, -0.4360, -0.6147, 0.8502)>
      <Vector (0.1025, 0.7563, -0.6461, 0.4458)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0606, 0.8387, 0.4644)>
    Rotation: <Euler (x=2.2778, y=-0.1027, z=-0.7219), order='XYZ'>
    Matrix:
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      <Vector (-0.6573, -0.4360, -0.6147, 0.8387)>
      <Vector (0.1025, 0.7563, -0.6461, 0.4644)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1092, 0.8512, 0.4789)>
    Rotation: <Euler (x=2.4507, y=0.0026, z=-0.7287), order='XYZ'>
    Matrix:
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      <Vector (-0.6659, -0.5760, -0.4741, 0.8512)>
      <Vector (-0.0026, 0.6372, -0.7707, 0.4789)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0944, 0.8342, 0.4976)>
    Rotation: <Euler (x=2.9223, y=0.0385, z=-0.6607), order='XYZ'>
    Matrix:
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      <Vector (-0.6132, -0.7758, -0.1487, 0.8342)>
      <Vector (-0.0385, 0.2174, -0.9753, 0.4976)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0770, 0.8112, 0.5040)>
    Rotation: <Euler (x=-3.1235, y=0.0447, z=-0.6050), order='XYZ'>
    Matrix:
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      <Vector (-0.5682, -0.8219, 0.0403, 0.8112)>
      <Vector (-0.0447, -0.0180, -0.9988, 0.5040)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0635, 0.7923, 0.5036)>
    Rotation: <Euler (x=-3.1235, y=0.0447, z=-0.6050), order='XYZ'>
    Matrix:
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      <Vector (-0.5682, -0.8219, 0.0403, 0.7923)>
      <Vector (-0.0447, -0.0180, -0.9988, 0.5036)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1268, 0.8358, 0.4768)>
    Rotation: <Euler (x=2.4504, y=0.0054, z=-0.7293), order='XYZ'>
    Matrix:
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      <Vector (-0.6664, -0.5768, -0.4725, 0.8358)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1097, 0.8161, 0.4983)>
    Rotation: <Euler (x=2.9223, y=0.0413, z=-0.6608), order='XYZ'>
    Matrix:
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      <Vector (-0.6132, -0.7761, -0.1470, 0.8161)>
      <Vector (-0.0413, 0.2174, -0.9752, 0.4983)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0890, 0.7888, 0.5059)>
    Rotation: <Euler (x=-3.1236, y=0.0474, z=-0.6068), order='XYZ'>
    Matrix:
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      <Vector (-0.5696, -0.8208, 0.0418, 0.7888)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0738, 0.7676, 0.5055)>
    Rotation: <Euler (x=-3.1236, y=0.0474, z=-0.6068), order='XYZ'>
    Matrix:
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      <Vector (-0.0474, -0.0180, -0.9987, 0.5055)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1462, 0.8199, 0.4755)>
    Rotation: <Euler (x=2.4507, y=0.0065, z=-0.7274), order='XYZ'>
    Matrix:
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      <Vector (-0.0065, 0.6372, -0.7707, 0.4755)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1311, 0.8023, 0.4947)>
    Rotation: <Euler (x=2.9224, y=0.0418, z=-0.6579), order='XYZ'>
    Matrix:
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      <Vector (-0.6110, -0.7779, -0.1471, 0.8023)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1139, 0.7797, 0.5010)>
    Rotation: <Euler (x=-3.1239, y=0.0459, z=-0.6135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.1005, 0.7611, 0.5006)>
    Rotation: <Euler (x=-3.1239, y=0.0459, z=-0.6135), order='XYZ'>
    Matrix:
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      <Vector (-0.5751, -0.8171, 0.0409, 0.7611)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1655, 0.8077, 0.4708)>
    Rotation: <Euler (x=2.4411, y=0.0614, z=-0.6727), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1527, 0.7897, 0.4893)>
    Rotation: <Euler (x=2.9225, y=0.0503, z=-0.6552), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1396, 0.7724, 0.4942)>
    Rotation: <Euler (x=-3.1246, y=0.0533, z=-0.6282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1300, 0.7591, 0.4939)>
    Rotation: <Euler (x=-3.1246, y=0.0533, z=-0.6282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0462, 1.2087, 0.1218)>
    Rotation: <Euler (x=0.9442, y=-2.2001, z=1.1274), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1607, 1.1607, 0.0544)>
    Rotation: <Euler (x=-1.5039, y=-1.3640, z=-1.7666), order='XYZ'>
    Matrix:
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      <Vector (-0.2014, -0.9709, -0.1299, 1.1607)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1849, 0.9724, 0.0147)>
    Rotation: <Euler (x=1.5733, y=-0.1966, z=1.4677), order='XYZ'>
    Matrix:
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      <Vector (0.9755, -0.1945, -0.1024, 0.9724)>
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1895, 0.9215, 0.2713)>
    Rotation: <Euler (x=1.6364, y=-0.3938, z=0.9920), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1748, 0.9226, 0.3156)>
    Rotation: <Euler (x=2.0174, y=0.4051, z=1.0396), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1536, 0.9269, 0.3461)>
    Rotation: <Euler (x=1.9951, y=-0.0833, z=0.9434), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1442, 0.9168, 0.3758)>
    Rotation: <Euler (x=1.9398, y=-0.2376, z=0.9406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1404, 0.9054, 0.4001)>
    Rotation: <Euler (x=1.9398, y=-0.2376, z=0.9406), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1897, 0.9090, 0.3889)>
    Rotation: <Euler (x=2.0955, y=-0.3375, z=0.9862), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1820, 0.8932, 0.4134)>
    Rotation: <Euler (x=2.5844, y=-0.3887, z=0.9362), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1653, 0.8735, 0.4279)>
    Rotation: <Euler (x=2.8383, y=-0.4094, z=0.8890), order='XYZ'>
    Matrix:
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      <Vector (0.3981, 0.2740, -0.8755, 0.4279)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1499, 0.8578, 0.4343)>
    Rotation: <Euler (x=2.8383, y=-0.4094, z=0.8890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2018, 0.8900, 0.3838)>
    Rotation: <Euler (x=2.0955, y=-0.3453, z=0.9861), order='XYZ'>
    Matrix:
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      <Vector (0.7846, -0.5208, -0.3363, 0.8900)>
      <Vector (0.3385, 0.8144, -0.4714, 0.3838)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1937, 0.8733, 0.4098)>
    Rotation: <Euler (x=2.5845, y=-0.3945, z=0.9358), order='XYZ'>
    Matrix:
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      <Vector (0.7433, -0.6671, -0.0509, 0.8733)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1744, 0.8503, 0.4265)>
    Rotation: <Euler (x=2.8357, y=-0.4117, z=0.8956), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1577, 0.8334, 0.4334)>
    Rotation: <Euler (x=2.8357, y=-0.4117, z=0.8956), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2140, 0.8700, 0.3747)>
    Rotation: <Euler (x=2.0959, y=-0.3402, z=0.9851), order='XYZ'>
    Matrix:
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      <Vector (0.7856, -0.5177, -0.3389, 0.8700)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2068, 0.8553, 0.3975)>
    Rotation: <Euler (x=2.5866, y=-0.3935, z=0.9306), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1912, 0.8368, 0.4111)>
    Rotation: <Euler (x=2.8346, y=-0.4064, z=0.8981), order='XYZ'>
    Matrix:
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      <Vector (0.7185, -0.6874, 0.1065, 0.8368)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1754, 0.8207, 0.4176)>
    Rotation: <Euler (x=2.8346, y=-0.4064, z=0.8981), order='XYZ'>
    Matrix:
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      <Vector (0.3953, 0.2775, -0.8756, 0.4176)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2261, 0.8559, 0.3596)>
    Rotation: <Euler (x=2.0956, y=-0.3444, z=0.9858), order='XYZ'>
    Matrix:
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      <Vector (0.7848, -0.5203, -0.3369, 0.8559)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2194, 0.8422, 0.3809)>
    Rotation: <Euler (x=2.5873, y=-0.3984, z=0.9286), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2048, 0.8249, 0.3936)>
    Rotation: <Euler (x=2.8298, y=-0.4059, z=0.9105), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1948, 0.8147, 0.3977)>
    Rotation: <Euler (x=2.8298, y=-0.4059, z=0.9105), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1554, 0.8162, 0.0515)>
    Rotation: <Euler (x=0.7474, y=-0.0303, z=-2.9349), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2263, 0.5197, 0.3337)>
    Rotation: <Euler (x=-0.2535, y=-0.1532, z=-2.9341), order='XYZ'>
    Matrix:
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      <Vector (-0.2036, -0.9551, -0.2150, 0.5197)>
      <Vector (0.1526, -0.2479, 0.9567, 0.3337)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2956, 0.1111, 0.2277)>
    Rotation: <Euler (x=0.8653, y=-0.1526, z=-3.0154), order='XYZ'>
    Matrix:
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      <Vector (-0.1244, -0.6287, 0.7676, 0.1111)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3594)>
    Rotation: <Euler (x=-1.5285, y=-2.8889, z=0.0033), order='XYZ'>
    Matrix:
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      <Vector (-0.0032, 0.0432, 0.9991, 0.0010)>
      <Vector (0.2500, 0.9674, -0.0410, 0.3594)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0042, 0.4323)>
    Rotation: <Euler (x=-1.5285, y=-2.8889, z=0.0033), order='XYZ'>
    Matrix:
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      <Vector (-0.0032, 0.0432, 0.9991, 0.0042)>
      <Vector (0.2500, 0.9674, -0.0410, 0.4323)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0524, 0.8231, -0.0184)>
    Rotation: <Euler (x=0.4556, y=0.6651, z=2.8057), order='XYZ'>
    Matrix:
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      <Vector (0.2594, -0.7583, 0.5981, 0.8231)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2820, 0.5079, 0.1255)>
    Rotation: <Euler (x=-0.5586, y=0.7601, z=2.7431), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7770, y=0.7908, z=2.9402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2474, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2474, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 167
  Bone: mixamorig:Hips
    Location: <Vector (0.0448, 0.8618, 0.0239)>
    Rotation: <Euler (x=0.2081, y=-0.3466, z=-0.0378), order='XYZ'>
    Matrix:
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      <Vector (-0.0355, 0.9804, -0.1939, 0.8618)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0428, 0.9379, 0.0373)>
    Rotation: <Euler (x=0.2485, y=-0.3603, z=-0.0443), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0389, 1.0256, 0.0580)>
    Rotation: <Euler (x=0.3992, y=-0.3745, z=-0.0501), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0290, 1.1211, 0.0953)>
    Rotation: <Euler (x=0.5512, y=-0.3867, z=-0.0591), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0120, 1.2211, 0.1515)>
    Rotation: <Euler (x=0.4758, y=-0.3200, z=-0.0577), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0018, 1.3077, 0.2080)>
    Rotation: <Euler (x=0.0857, y=-0.0507, z=-0.0379), order='XYZ'>
    Matrix:
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      <Vector (0.0506, 0.0855, 0.9951, 0.2080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0046, 1.5440, 0.2598)>
    Rotation: <Euler (x=0.0857, y=-0.0507, z=-0.0379), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0796, 1.2036, 0.1679)>
    Rotation: <Euler (x=-0.1388, y=2.1807, z=-2.0098), order='XYZ'>
    Matrix:
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      <Vector (0.5185, -0.3183, -0.7936, 1.2036)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2130, 1.1586, 0.1791)>
    Rotation: <Euler (x=-3.1262, y=0.8672, z=0.4489), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2950, 0.9833, 0.1772)>
    Rotation: <Euler (x=2.3126, y=0.1638, z=-1.0411), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1583, 0.8668, 0.3676)>
    Rotation: <Euler (x=1.9907, y=0.0538, z=-0.7151), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1230, 0.8641, 0.4016)>
    Rotation: <Euler (x=2.5004, y=-0.6484, z=-1.0716), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0879, 0.8630, 0.4190)>
    Rotation: <Euler (x=2.3499, y=-0.2722, z=-0.7982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0677, 0.8510, 0.4415)>
    Rotation: <Euler (x=2.2742, y=-0.1004, z=-0.7211), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0568, 0.8395, 0.4602)>
    Rotation: <Euler (x=2.2742, y=-0.1004, z=-0.7211), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1055, 0.8520, 0.4745)>
    Rotation: <Euler (x=2.4471, y=0.0049, z=-0.7284), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0908, 0.8350, 0.4932)>
    Rotation: <Euler (x=2.9189, y=0.0410, z=-0.6604), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0734, 0.8120, 0.4998)>
    Rotation: <Euler (x=-3.1268, y=0.0475, z=-0.6047), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0599, 0.7931, 0.4994)>
    Rotation: <Euler (x=-3.1268, y=0.0475, z=-0.6047), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1231, 0.8366, 0.4723)>
    Rotation: <Euler (x=2.4468, y=0.0077, z=-0.7290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1061, 0.8170, 0.4939)>
    Rotation: <Euler (x=2.9189, y=0.0438, z=-0.6605), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0854, 0.7897, 0.5016)>
    Rotation: <Euler (x=-3.1269, y=0.0501, z=-0.6066), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0703, 0.7684, 0.5013)>
    Rotation: <Euler (x=-3.1269, y=0.0501, z=-0.6066), order='XYZ'>
    Matrix:
      <Vector (0.8205, -0.5706, -0.0328, 0.0703)>
      <Vector (-0.5694, -0.8211, 0.0406, 0.7684)>
      <Vector (-0.0501, -0.0147, -0.9986, 0.5013)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1425, 0.8207, 0.4710)>
    Rotation: <Euler (x=2.4471, y=0.0088, z=-0.7271), order='XYZ'>
    Matrix:
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      <Vector (-0.6647, -0.5778, -0.4736, 0.8207)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1274, 0.8032, 0.4902)>
    Rotation: <Euler (x=2.9190, y=0.0443, z=-0.6577), order='XYZ'>
    Matrix:
      <Vector (0.7906, -0.5885, -0.1692, 0.1274)>
      <Vector (-0.6107, -0.7778, -0.1483, 0.8032)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1103, 0.7805, 0.4966)>
    Rotation: <Euler (x=-3.1272, y=0.0486, z=-0.6132), order='XYZ'>
    Matrix:
      <Vector (0.8168, -0.5760, -0.0315, 0.1103)>
      <Vector (-0.5748, -0.8173, 0.0397, 0.7805)>
      <Vector (-0.0486, -0.0144, -0.9987, 0.4966)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0969, 0.7620, 0.4963)>
    Rotation: <Euler (x=-3.1272, y=0.0486, z=-0.6132), order='XYZ'>
    Matrix:
      <Vector (0.8168, -0.5760, -0.0315, 0.0969)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1618, 0.8085, 0.4662)>
    Rotation: <Euler (x=2.4376, y=0.0638, z=-0.6726), order='XYZ'>
    Matrix:
      <Vector (0.7806, -0.4426, -0.4413, 0.1618)>
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      <Vector (-0.0638, 0.6459, -0.7607, 0.4662)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1490, 0.7906, 0.4848)>
    Rotation: <Euler (x=2.9191, y=0.0528, z=-0.6550), order='XYZ'>
    Matrix:
      <Vector (0.7919, -0.5849, -0.1752, 0.1490)>
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      <Vector (-0.0528, 0.2203, -0.9740, 0.4848)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1360, 0.7733, 0.4897)>
    Rotation: <Euler (x=-3.1280, y=0.0559, z=-0.6280), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1264, 0.7599, 0.4895)>
    Rotation: <Euler (x=-3.1280, y=0.0559, z=-0.6280), order='XYZ'>
    Matrix:
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      <Vector (-0.0559, -0.0136, -0.9983, 0.4895)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0504, 1.2094, 0.1180)>
    Rotation: <Euler (x=0.9417, y=-2.2003, z=1.1290), order='XYZ'>
    Matrix:
      <Vector (-0.2517, -0.8114, 0.5276, -0.0504)>
      <Vector (-0.5322, -0.3392, -0.7757, 1.2094)>
      <Vector (0.8083, -0.4760, -0.3465, 0.1180)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1650, 1.1615, 0.0507)>
    Rotation: <Euler (x=-1.5131, y=-1.3647, z=-1.7586), order='XYZ'>
    Matrix:
      <Vector (-0.0382, -0.1258, 0.9913, -0.1650)>
      <Vector (-0.2010, -0.9708, -0.1309, 1.1615)>
      <Vector (0.9788, -0.2043, 0.0118, 0.0507)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1894, 0.9733, 0.0111)>
    Rotation: <Euler (x=1.5752, y=-0.1973, z=1.4663), order='XYZ'>
    Matrix:
      <Vector (0.1023, -0.0160, 0.9946, -0.1894)>
      <Vector (0.9752, -0.1954, -0.1034, 0.9733)>
      <Vector (0.1961, 0.9806, -0.0044, 0.0111)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.1936, 0.9221, 0.2677)>
    Rotation: <Euler (x=1.6449, y=-0.3898, z=0.9697), order='XYZ'>
    Matrix:
      <Vector (0.5232, -0.1532, 0.8383, -0.1936)>
      <Vector (0.7628, -0.3544, -0.5408, 0.9221)>
      <Vector (0.3800, 0.9225, -0.0685, 0.2677)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1785, 0.9229, 0.3119)>
    Rotation: <Euler (x=2.0262, y=0.4087, z=1.0240), order='XYZ'>
    Matrix:
      <Vector (0.4771, 0.5613, 0.6763, -0.1785)>
      <Vector (0.7838, 0.0762, -0.6163, 0.9229)>
      <Vector (-0.3975, 0.8241, -0.4036, 0.3119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1569, 0.9268, 0.3421)>
    Rotation: <Euler (x=2.0028, y=-0.0789, z=0.9237), order='XYZ'>
    Matrix:
      <Vector (0.6010, 0.2909, 0.7445, -0.1569)>
      <Vector (0.7954, -0.3095, -0.5212, 0.9268)>
      <Vector (0.0788, 0.9053, -0.4173, 0.3421)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1475, 0.9164, 0.3718)>
    Rotation: <Euler (x=1.9477, y=-0.2331, z=0.9196), order='XYZ'>
    Matrix:
      <Vector (0.5897, 0.1625, 0.7911, -0.1475)>
      <Vector (0.7739, -0.3939, -0.4959, 0.9164)>
      <Vector (0.2310, 0.9047, -0.3581, 0.3718)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1437, 0.9050, 0.3961)>
    Rotation: <Euler (x=1.9477, y=-0.2331, z=0.9196), order='XYZ'>
    Matrix:
      <Vector (0.5897, 0.1625, 0.7911, -0.1437)>
      <Vector (0.7739, -0.3939, -0.4959, 0.9050)>
      <Vector (0.2310, 0.9047, -0.3581, 0.3961)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1931, 0.9095, 0.3852)>
    Rotation: <Euler (x=2.1038, y=-0.3334, z=0.9644), order='XYZ'>
    Matrix:
      <Vector (0.5385, 0.2569, 0.8025, -0.1931)>
      <Vector (0.7764, -0.5212, -0.3542, 0.9095)>
      <Vector (0.3273, 0.8138, -0.4801, 0.3852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1854, 0.8936, 0.4097)>
    Rotation: <Euler (x=2.5926, y=-0.3842, z=0.9140), order='XYZ'>
    Matrix:
      <Vector (0.5660, 0.5562, 0.6085, -0.1854)>
      <Vector (0.7342, -0.6758, -0.0653, 0.8936)>
      <Vector (0.3749, 0.4838, -0.7909, 0.4097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1690, 0.8735, 0.4240)>
    Rotation: <Euler (x=2.8463, y=-0.4046, z=0.8667), order='XYZ'>
    Matrix:
      <Vector (0.5950, 0.6551, 0.4656, -0.1690)>
      <Vector (0.7007, -0.7066, 0.0987, 0.8735)>
      <Vector (0.3937, 0.2675, -0.8795, 0.4240)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1538, 0.8575, 0.4303)>
    Rotation: <Euler (x=2.8463, y=-0.4046, z=0.8667), order='XYZ'>
    Matrix:
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      <Vector (0.7007, -0.7066, 0.0987, 0.8575)>
      <Vector (0.3937, 0.2675, -0.8795, 0.4303)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2055, 0.8908, 0.3803)>
    Rotation: <Euler (x=2.1038, y=-0.3412, z=0.9642), order='XYZ'>
    Matrix:
      <Vector (0.5372, 0.2532, 0.8045, -0.2055)>
      <Vector (0.7742, -0.5265, -0.3513, 0.8908)>
      <Vector (0.3346, 0.8116, -0.4789, 0.3803)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.1975, 0.8738, 0.4062)>
    Rotation: <Euler (x=2.5928, y=-0.3900, z=0.9136), order='XYZ'>
    Matrix:
      <Vector (0.5650, 0.5543, 0.6112, -0.1975)>
      <Vector (0.7322, -0.6782, -0.0619, 0.8738)>
      <Vector (0.3802, 0.4825, -0.7891, 0.4062)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1785, 0.8505, 0.4227)>
    Rotation: <Euler (x=2.8438, y=-0.4069, z=0.8733), order='XYZ'>
    Matrix:
      <Vector (0.5899, 0.6581, 0.4679, -0.1785)>
      <Vector (0.7039, -0.7031, 0.1015, 0.8505)>
      <Vector (0.3958, 0.2695, -0.8779, 0.4227)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1621, 0.8333, 0.4295)>
    Rotation: <Euler (x=2.8438, y=-0.4069, z=0.8733), order='XYZ'>
    Matrix:
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      <Vector (0.7039, -0.7031, 0.1015, 0.8333)>
      <Vector (0.3958, 0.2695, -0.8779, 0.4295)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2182, 0.8710, 0.3712)>
    Rotation: <Euler (x=2.1042, y=-0.3361, z=0.9633), order='XYZ'>
    Matrix:
      <Vector (0.5389, 0.2553, 0.8027, -0.2182)>
      <Vector (0.7751, -0.5234, -0.3539, 0.8710)>
      <Vector (0.3298, 0.8129, -0.4800, 0.3712)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2111, 0.8561, 0.3940)>
    Rotation: <Euler (x=2.5948, y=-0.3890, z=0.9083), order='XYZ'>
    Matrix:
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      <Vector (0.7296, -0.6809, -0.0644, 0.8561)>
      <Vector (0.3793, 0.4811, -0.7904, 0.3940)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.1957, 0.8373, 0.4074)>
    Rotation: <Euler (x=2.8427, y=-0.4016, z=0.8759), order='XYZ'>
    Matrix:
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      <Vector (0.7070, -0.7003, 0.0984, 0.8373)>
      <Vector (0.3909, 0.2710, -0.8796, 0.4074)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1802, 0.8209, 0.4138)>
    Rotation: <Euler (x=2.8427, y=-0.4016, z=0.8759), order='XYZ'>
    Matrix:
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      <Vector (0.7070, -0.7003, 0.0984, 0.8209)>
      <Vector (0.3909, 0.2710, -0.8796, 0.4138)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2307, 0.8571, 0.3562)>
    Rotation: <Euler (x=2.1039, y=-0.3403, z=0.9639), order='XYZ'>
    Matrix:
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      <Vector (0.7743, -0.5260, -0.3518, 0.8571)>
      <Vector (0.3338, 0.8118, -0.4791, 0.3562)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2240, 0.8433, 0.3775)>
    Rotation: <Euler (x=2.5955, y=-0.3939, z=0.9064), order='XYZ'>
    Matrix:
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      <Vector (0.7270, -0.6839, -0.0620, 0.8433)>
      <Vector (0.3838, 0.4795, -0.7891, 0.3775)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2097, 0.8257, 0.3900)>
    Rotation: <Euler (x=2.8379, y=-0.4012, z=0.8882), order='XYZ'>
    Matrix:
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      <Vector (0.7143, -0.6926, 0.1005, 0.8257)>
      <Vector (0.3905, 0.2753, -0.8785, 0.3900)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.1998, 0.8153, 0.3940)>
    Rotation: <Euler (x=2.8379, y=-0.4012, z=0.8882), order='XYZ'>
    Matrix:
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      <Vector (0.7143, -0.6926, 0.1005, 0.8153)>
      <Vector (0.3905, 0.2753, -0.8785, 0.3940)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1512, 0.8170, 0.0475)>
    Rotation: <Euler (x=0.7454, y=-0.0327, z=-2.9312), order='XYZ'>
    Matrix:
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      <Vector (-0.2087, -0.7140, 0.6683, 0.8170)>
      <Vector (0.0327, 0.6779, 0.7344, 0.0475)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2240, 0.5203, 0.3291)>
    Rotation: <Euler (x=-0.2422, y=-0.1512, z=-2.9306), order='XYZ'>
    Matrix:
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      <Vector (-0.2070, -0.9569, -0.2039, 0.5203)>
      <Vector (0.1506, -0.2371, 0.9597, 0.3291)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2958, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8655, y=-0.1495, z=-3.0144), order='XYZ'>
    Matrix:
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      <Vector (-0.1254, -0.6286, 0.7675, 0.1110)>
      <Vector (0.1489, 0.7529, 0.6410, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0009, 0.3595)>
    Rotation: <Euler (x=-1.5286, y=-2.8920, z=0.0044), order='XYZ'>
    Matrix:
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      <Vector (-0.0042, 0.0432, 0.9991, 0.0009)>
      <Vector (0.2470, 0.9681, -0.0408, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0042, 0.4325)>
    Rotation: <Euler (x=-1.5286, y=-2.8920, z=0.0044), order='XYZ'>
    Matrix:
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      <Vector (-0.0042, 0.0432, 0.9991, 0.0042)>
      <Vector (0.2470, 0.9681, -0.0408, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0567, 0.8237, -0.0221)>
    Rotation: <Euler (x=0.4623, y=0.6626, z=2.8128), order='XYZ'>
    Matrix:
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      <Vector (0.2545, -0.7585, 0.5999, 0.8237)>
      <Vector (-0.6151, 0.3517, 0.7056, -0.0221)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2847, 0.5085, 0.1241)>
    Rotation: <Euler (x=-0.5545, y=0.7624, z=2.7523), order='XYZ'>
    Matrix:
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      <Vector (0.2744, -0.9246, -0.2643, 0.5085)>
      <Vector (-0.6907, -0.3807, 0.6148, 0.1241)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7770, y=0.7907, z=2.9403), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3946, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2475, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7796, 0.6261, -0.0128, 0.0505)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2475, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6260, -0.7786, 0.0438, -0.4557)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7796, 0.6261, -0.0128, 0.0996)>
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Frame: 168
  Bone: mixamorig:Hips
    Location: <Vector (0.0405, 0.8624, 0.0203)>
    Rotation: <Euler (x=0.2069, y=-0.3468, z=-0.0372), order='XYZ'>
    Matrix:
      <Vector (0.9398, -0.0334, -0.3401, 0.0405)>
      <Vector (-0.0349, 0.9806, -0.1929, 0.8624)>
      <Vector (0.3399, 0.1932, 0.9204, 0.0203)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0385, 0.9385, 0.0336)>
    Rotation: <Euler (x=0.2470, y=-0.3602, z=-0.0428), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0345, 1.0262, 0.0542)>
    Rotation: <Euler (x=0.3983, y=-0.3740, z=-0.0488), order='XYZ'>
    Matrix:
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      <Vector (-0.0454, 0.9275, -0.3710, 1.0262)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0245, 1.1218, 0.0914)>
    Rotation: <Euler (x=0.5509, y=-0.3857, z=-0.0581), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0075, 1.2217, 0.1476)>
    Rotation: <Euler (x=0.4747, y=-0.3191, z=-0.0568), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0062, 1.3084, 0.2040)>
    Rotation: <Euler (x=0.0847, y=-0.0504, z=-0.0375), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (0.0000, 1.5447, 0.2556)>
    Rotation: <Euler (x=0.0847, y=-0.0504, z=-0.0375), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0751, 1.2043, 0.1639)>
    Rotation: <Euler (x=-0.1358, y=2.1797, z=-2.0066), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2087, 1.1594, 0.1749)>
    Rotation: <Euler (x=-3.1235, y=0.8677, z=0.4507), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2905, 0.9841, 0.1726)>
    Rotation: <Euler (x=2.3122, y=0.1654, z=-1.0418), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1540, 0.8675, 0.3630)>
    Rotation: <Euler (x=1.9885, y=0.0557, z=-0.7125), order='XYZ'>
    Matrix:
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      <Vector (-0.6527, -0.3402, -0.6769, 0.8675)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1188, 0.8647, 0.3972)>
    Rotation: <Euler (x=2.4970, y=-0.6474, z=-1.0669), order='XYZ'>
    Matrix:
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      <Vector (-0.6985, -0.0687, -0.7123, 0.8647)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0837, 0.8635, 0.4147)>
    Rotation: <Euler (x=2.3475, y=-0.2704, z=-0.7948), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0636, 0.8514, 0.4373)>
    Rotation: <Euler (x=2.2720, y=-0.0985, z=-0.7182), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0529, 0.8399, 0.4560)>
    Rotation: <Euler (x=2.2720, y=-0.0985, z=-0.7182), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.1015, 0.8526, 0.4701)>
    Rotation: <Euler (x=2.4450, y=0.0068, z=-0.7257), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0869, 0.8355, 0.4889)>
    Rotation: <Euler (x=2.9168, y=0.0431, z=-0.6578), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0696, 0.8124, 0.4955)>
    Rotation: <Euler (x=-3.1287, y=0.0496, z=-0.6021), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0561, 0.7936, 0.4952)>
    Rotation: <Euler (x=-3.1287, y=0.0496, z=-0.6021), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1191, 0.8372, 0.4678)>
    Rotation: <Euler (x=2.4447, y=0.0096, z=-0.7263), order='XYZ'>
    Matrix:
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      <Vector (-0.6641, -0.5774, -0.4750, 0.8372)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.1023, 0.8175, 0.4895)>
    Rotation: <Euler (x=2.9168, y=0.0459, z=-0.6579), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0817, 0.7902, 0.4973)>
    Rotation: <Euler (x=-3.1288, y=0.0523, z=-0.6040), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0666, 0.7689, 0.4970)>
    Rotation: <Euler (x=-3.1288, y=0.0523, z=-0.6040), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1386, 0.8213, 0.4665)>
    Rotation: <Euler (x=2.4450, y=0.0107, z=-0.7244), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1236, 0.8038, 0.4858)>
    Rotation: <Euler (x=2.9170, y=0.0464, z=-0.6551), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1066, 0.7811, 0.4922)>
    Rotation: <Euler (x=-3.1291, y=0.0507, z=-0.6106), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0933, 0.7625, 0.4920)>
    Rotation: <Euler (x=-3.1291, y=0.0507, z=-0.6106), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1579, 0.8092, 0.4616)>
    Rotation: <Euler (x=2.4356, y=0.0659, z=-0.6700), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1453, 0.7912, 0.4803)>
    Rotation: <Euler (x=2.9171, y=0.0549, z=-0.6524), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1323, 0.7739, 0.4852)>
    Rotation: <Euler (x=-3.1299, y=0.0580, z=-0.6254), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1227, 0.7605, 0.4850)>
    Rotation: <Euler (x=-3.1299, y=0.0580, z=-0.6254), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0549, 1.2100, 0.1141)>
    Rotation: <Euler (x=0.9415, y=-2.2000, z=1.1298), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1695, 1.1620, 0.0469)>
    Rotation: <Euler (x=-1.5149, y=-1.3660, z=-1.7569), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1939, 0.9737, 0.0076)>
    Rotation: <Euler (x=1.5757, y=-0.1969, z=1.4661), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.1980, 0.9227, 0.2642)>
    Rotation: <Euler (x=1.6516, y=-0.3853, z=0.9477), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1825, 0.9232, 0.3082)>
    Rotation: <Euler (x=2.0332, y=0.4128, z=1.0074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1607, 0.9266, 0.3383)>
    Rotation: <Euler (x=2.0087, y=-0.0742, z=0.9038), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1513, 0.9161, 0.3679)>
    Rotation: <Euler (x=1.9538, y=-0.2284, z=0.8988), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1475, 0.9046, 0.3922)>
    Rotation: <Euler (x=1.9538, y=-0.2284, z=0.8988), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.1968, 0.9100, 0.3817)>
    Rotation: <Euler (x=2.1103, y=-0.3290, z=0.9429), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1893, 0.8940, 0.4061)>
    Rotation: <Euler (x=2.5990, y=-0.3795, z=0.8923), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1732, 0.8735, 0.4203)>
    Rotation: <Euler (x=2.8525, y=-0.3996, z=0.8449), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1583, 0.8573, 0.4265)>
    Rotation: <Euler (x=2.8525, y=-0.3996, z=0.8449), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2097, 0.8916, 0.3768)>
    Rotation: <Euler (x=2.1104, y=-0.3368, z=0.9426), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2018, 0.8745, 0.4027)>
    Rotation: <Euler (x=2.5992, y=-0.3853, z=0.8918), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1831, 0.8508, 0.4191)>
    Rotation: <Euler (x=2.8500, y=-0.4019, z=0.8514), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1670, 0.8332, 0.4257)>
    Rotation: <Euler (x=2.8500, y=-0.4019, z=0.8514), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2228, 0.8720, 0.3679)>
    Rotation: <Euler (x=2.1107, y=-0.3316, z=0.9418), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2158, 0.8570, 0.3906)>
    Rotation: <Euler (x=2.6011, y=-0.3842, z=0.8865), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2007, 0.8379, 0.4039)>
    Rotation: <Euler (x=2.8490, y=-0.3967, z=0.8541), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1855, 0.8213, 0.4101)>
    Rotation: <Euler (x=2.8490, y=-0.3967, z=0.8541), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2357, 0.8584, 0.3530)>
    Rotation: <Euler (x=2.1104, y=-0.3358, z=0.9424), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2291, 0.8445, 0.3742)>
    Rotation: <Euler (x=2.6019, y=-0.3891, z=0.8845), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2150, 0.8266, 0.3866)>
    Rotation: <Euler (x=2.8442, y=-0.3963, z=0.8664), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2054, 0.8160, 0.3906)>
    Rotation: <Euler (x=2.8442, y=-0.3963, z=0.8664), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1469, 0.8176, 0.0439)>
    Rotation: <Euler (x=0.7434, y=-0.0322, z=-2.9273), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2208, 0.5207, 0.3250)>
    Rotation: <Euler (x=-0.2320, y=-0.1492, z=-2.9250), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2960, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8657, y=-0.1467, z=-3.0135), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0009, 0.3596)>
    Rotation: <Euler (x=-1.5288, y=-2.8948, z=0.0054), order='XYZ'>
    Matrix:
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      <Vector (-0.0052, 0.0433, 0.9990, 0.0009)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3482, 0.0041, 0.4326)>
    Rotation: <Euler (x=-1.5288, y=-2.8948, z=0.0054), order='XYZ'>
    Matrix:
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      <Vector (-0.0052, 0.0433, 0.9990, 0.0041)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0610, 0.8243, -0.0257)>
    Rotation: <Euler (x=0.4692, y=0.6612, z=2.8201), order='XYZ'>
    Matrix:
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      <Vector (0.2494, -0.7585, 0.6021, 0.8243)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2876, 0.5090, 0.1227)>
    Rotation: <Euler (x=-0.5506, y=0.7650, z=2.7617), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7770, y=0.7909, z=2.9402), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2473, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4557, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2473, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 169
  Bone: mixamorig:Hips
    Location: <Vector (0.0362, 0.8629, 0.0170)>
    Rotation: <Euler (x=0.2058, y=-0.3484, z=-0.0368), order='XYZ'>
    Matrix:
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      <Vector (-0.0346, 0.9808, -0.1920, 0.8629)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0342, 0.9390, 0.0302)>
    Rotation: <Euler (x=0.2454, y=-0.3614, z=-0.0407), order='XYZ'>
    Matrix:
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      <Vector (-0.0381, 0.9727, -0.2288, 0.9390)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0300, 1.0267, 0.0507)>
    Rotation: <Euler (x=0.3970, y=-0.3747, z=-0.0467), order='XYZ'>
    Matrix:
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      <Vector (-0.0435, 0.9278, -0.3704, 1.0267)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0199, 1.1223, 0.0878)>
    Rotation: <Euler (x=0.5497, y=-0.3858, z=-0.0558), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (0.0026, 1.2223, 0.1439)>
    Rotation: <Euler (x=0.4726, y=-0.3195, z=-0.0547), order='XYZ'>
    Matrix:
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      <Vector (-0.0519, 0.8969, -0.4393, 1.2223)>
      <Vector (0.3141, 0.4322, 0.8453, 0.1439)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0112, 1.3091, 0.2001)>
    Rotation: <Euler (x=0.0834, y=-0.0518, z=-0.0369), order='XYZ'>
    Matrix:
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      <Vector (-0.0369, 0.9960, -0.0813, 1.3091)>
      <Vector (0.0518, 0.0832, 0.9952, 0.2001)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0052, 1.5455, 0.2514)>
    Rotation: <Euler (x=0.0834, y=-0.0518, z=-0.0369), order='XYZ'>
    Matrix:
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      <Vector (-0.0369, 0.9960, -0.0813, 1.5455)>
      <Vector (0.0518, 0.0832, 0.9952, 0.2514)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0703, 1.2050, 0.1602)>
    Rotation: <Euler (x=-0.1342, y=2.1783, z=-2.0039), order='XYZ'>
    Matrix:
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      <Vector (0.5181, -0.3162, -0.7947, 1.2050)>
      <Vector (-0.8211, 0.0763, -0.5657, 0.1602)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.2039, 1.1603, 0.1710)>
    Rotation: <Euler (x=-3.1217, y=0.8673, z=0.4531), order='XYZ'>
    Matrix:
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      <Vector (0.2832, -0.9055, -0.3159, 1.1603)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2860, 0.9851, 0.1685)>
    Rotation: <Euler (x=2.3127, y=0.1662, z=-1.0408), order='XYZ'>
    Matrix:
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      <Vector (-0.1655, 0.7270, -0.6664, 0.1685)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1495, 0.8681, 0.3588)>
    Rotation: <Euler (x=1.9887, y=0.0570, z=-0.7086), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1144, 0.8652, 0.3930)>
    Rotation: <Euler (x=2.4967, y=-0.6461, z=-1.0627), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0793, 0.8639, 0.4105)>
    Rotation: <Euler (x=2.3476, y=-0.2691, z=-0.7909), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0593, 0.8516, 0.4331)>
    Rotation: <Euler (x=2.2722, y=-0.0972, z=-0.7143), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0486, 0.8401, 0.4518)>
    Rotation: <Euler (x=2.2722, y=-0.0972, z=-0.7143), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0973, 0.8530, 0.4659)>
    Rotation: <Euler (x=2.4451, y=0.0080, z=-0.7218), order='XYZ'>
    Matrix:
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      <Vector (-0.0080, 0.6415, -0.7671, 0.4659)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0827, 0.8358, 0.4847)>
    Rotation: <Euler (x=2.9171, y=0.0443, z=-0.6539), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0655, 0.8127, 0.4913)>
    Rotation: <Euler (x=-3.1284, y=0.0509, z=-0.5982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0521, 0.7937, 0.4910)>
    Rotation: <Euler (x=-3.1284, y=0.0509, z=-0.5982), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1149, 0.8376, 0.4636)>
    Rotation: <Euler (x=2.4448, y=0.0108, z=-0.7224), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0981, 0.8179, 0.4853)>
    Rotation: <Euler (x=2.9171, y=0.0472, z=-0.6540), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0777, 0.7904, 0.4931)>
    Rotation: <Euler (x=-3.1285, y=0.0535, z=-0.6001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0626, 0.7691, 0.4928)>
    Rotation: <Euler (x=-3.1285, y=0.0535, z=-0.6001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1344, 0.8218, 0.4623)>
    Rotation: <Euler (x=2.4451, y=0.0120, z=-0.7204), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1196, 0.8042, 0.4815)>
    Rotation: <Euler (x=2.9172, y=0.0476, z=-0.6512), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.1026, 0.7815, 0.4880)>
    Rotation: <Euler (x=-3.1289, y=0.0520, z=-0.6067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0894, 0.7628, 0.4877)>
    Rotation: <Euler (x=-3.1289, y=0.0520, z=-0.6067), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1538, 0.8098, 0.4574)>
    Rotation: <Euler (x=2.4358, y=0.0671, z=-0.6661), order='XYZ'>
    Matrix:
      <Vector (0.7845, -0.4361, -0.4409, 0.1538)>
      <Vector (-0.6165, -0.6253, -0.4784, 0.8098)>
      <Vector (-0.0671, 0.6472, -0.7594, 0.4574)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1412, 0.7918, 0.4760)>
    Rotation: <Euler (x=2.9174, y=0.0561, z=-0.6485), order='XYZ'>
    Matrix:
      <Vector (0.7957, -0.5789, -0.1779, 0.1412)>
      <Vector (-0.6030, -0.7846, -0.1442, 0.7918)>
      <Vector (-0.0561, 0.2220, -0.9734, 0.4760)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1283, 0.7744, 0.4810)>
    Rotation: <Euler (x=-3.1297, y=0.0593, z=-0.6215), order='XYZ'>
    Matrix:
      <Vector (0.8116, -0.5828, -0.0412, 0.1283)>
      <Vector (-0.5812, -0.8126, 0.0442, 0.7744)>
      <Vector (-0.0593, -0.0119, -0.9982, 0.4810)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1188, 0.7610, 0.4808)>
    Rotation: <Euler (x=-3.1297, y=0.0593, z=-0.6215), order='XYZ'>
    Matrix:
      <Vector (0.8116, -0.5828, -0.0412, 0.1188)>
      <Vector (-0.5812, -0.8126, 0.0442, 0.7610)>
      <Vector (-0.0593, -0.0119, -0.9982, 0.4808)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0597, 1.2104, 0.1104)>
    Rotation: <Euler (x=0.9422, y=-2.1992, z=1.1304), order='XYZ'>
    Matrix:
      <Vector (-0.2506, -0.8108, 0.5289, -0.0597)>
      <Vector (-0.5318, -0.3413, -0.7751, 1.2104)>
      <Vector (0.8090, -0.4755, -0.3457, 0.1104)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1743, 1.1622, 0.0432)>
    Rotation: <Euler (x=-1.5170, y=-1.3676, z=-1.7550), order='XYZ'>
    Matrix:
      <Vector (-0.0370, -0.1262, 0.9913, -0.1743)>
      <Vector (-0.1984, -0.9713, -0.1311, 1.1622)>
      <Vector (0.9794, -0.2015, 0.0109, 0.0432)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.1987, 0.9739, 0.0042)>
    Rotation: <Euler (x=1.5763, y=-0.1957, z=1.4659), order='XYZ'>
    Matrix:
      <Vector (0.1027, -0.0149, 0.9946, -0.1987)>
      <Vector (0.9755, -0.1939, -0.1036, 0.9739)>
      <Vector (0.1944, 0.9809, -0.0054, 0.0042)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2027, 0.9231, 0.2609)>
    Rotation: <Euler (x=1.6560, y=-0.3814, z=0.9324), order='XYZ'>
    Matrix:
      <Vector (0.5531, -0.1527, 0.8190, -0.2027)>
      <Vector (0.7453, -0.3485, -0.5683, 0.9231)>
      <Vector (0.3722, 0.9248, -0.0790, 0.2609)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1869, 0.9235, 0.3048)>
    Rotation: <Euler (x=2.0379, y=0.4165, z=0.9956), order='XYZ'>
    Matrix:
      <Vector (0.4975, 0.5743, 0.6501, -0.1869)>
      <Vector (0.7674, 0.0581, -0.6386, 0.9235)>
      <Vector (-0.4045, 0.8166, -0.4118, 0.3048)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1649, 0.9266, 0.3348)>
    Rotation: <Euler (x=2.0126, y=-0.0701, z=0.8899), order='XYZ'>
    Matrix:
      <Vector (0.6280, 0.2924, 0.7212, -0.1649)>
      <Vector (0.7751, -0.3184, -0.5458, 0.9266)>
      <Vector (0.0701, 0.9017, -0.4266, 0.3348)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1554, 0.9160, 0.3643)>
    Rotation: <Euler (x=1.9578, y=-0.2243, z=0.8842), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.1613, 0.7695, -0.1554)>
      <Vector (0.7541, -0.3985, -0.5221, 0.9160)>
      <Vector (0.2224, 0.9029, -0.3679, 0.3643)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1517, 0.9044, 0.3885)>
    Rotation: <Euler (x=1.9578, y=-0.2243, z=0.8842), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.1613, 0.7695, -0.1517)>
      <Vector (0.7541, -0.3985, -0.5221, 0.9044)>
      <Vector (0.2224, 0.9029, -0.3679, 0.3885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2010, 0.9106, 0.3784)>
    Rotation: <Euler (x=2.1146, y=-0.3250, z=0.9278), order='XYZ'>
    Matrix:
      <Vector (0.5682, 0.2502, 0.7839, -0.2010)>
      <Vector (0.7584, -0.5289, -0.3809, 0.9106)>
      <Vector (0.3193, 0.8109, -0.4903, 0.3784)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1936, 0.8944, 0.4027)>
    Rotation: <Euler (x=2.6031, y=-0.3753, z=0.8770), order='XYZ'>
    Matrix:
      <Vector (0.5949, 0.5398, 0.5955, -0.1936)>
      <Vector (0.7153, -0.6935, -0.0859, 0.8944)>
      <Vector (0.3666, 0.4771, -0.7987, 0.4027)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1776, 0.8738, 0.4169)>
    Rotation: <Euler (x=2.8565, y=-0.3953, z=0.8297), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6348, 0.4570, -0.1776)>
      <Vector (0.6808, -0.7277, 0.0827, 0.8738)>
      <Vector (0.3851, 0.2596, -0.8856, 0.4169)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1629, 0.8574, 0.4229)>
    Rotation: <Euler (x=2.8565, y=-0.3953, z=0.8297), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6348, 0.4570, -0.1629)>
      <Vector (0.6808, -0.7277, 0.0827, 0.8574)>
      <Vector (0.3851, 0.2596, -0.8856, 0.4229)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2141, 0.8923, 0.3736)>
    Rotation: <Euler (x=2.1147, y=-0.3328, z=0.9275), order='XYZ'>
    Matrix:
      <Vector (0.5669, 0.2463, 0.7861, -0.2141)>
      <Vector (0.7562, -0.5341, -0.3780, 0.8923)>
      <Vector (0.3267, 0.8088, -0.4890, 0.3736)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2063, 0.8751, 0.3994)>
    Rotation: <Euler (x=2.6033, y=-0.3811, z=0.8765), order='XYZ'>
    Matrix:
      <Vector (0.5939, 0.5378, 0.5983, -0.2063)>
      <Vector (0.7134, -0.6959, -0.0826, 0.8751)>
      <Vector (0.3720, 0.4759, -0.7970, 0.3994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1879, 0.8512, 0.4157)>
    Rotation: <Euler (x=2.8540, y=-0.3976, z=0.8362), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.6380, 0.4594, -0.1879)>
      <Vector (0.6842, -0.7243, 0.0854, 0.8512)>
      <Vector (0.3872, 0.2615, -0.8841, 0.4157)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1720, 0.8334, 0.4222)>
    Rotation: <Euler (x=2.8540, y=-0.3976, z=0.8362), order='XYZ'>
    Matrix:
      <Vector (0.6180, 0.6380, 0.4594, -0.1720)>
      <Vector (0.6842, -0.7243, 0.0854, 0.8334)>
      <Vector (0.3872, 0.2615, -0.8841, 0.4222)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2275, 0.8729, 0.3647)>
    Rotation: <Euler (x=2.1149, y=-0.3277, z=0.9267), order='XYZ'>
    Matrix:
      <Vector (0.5685, 0.2486, 0.7842, -0.2275)>
      <Vector (0.7571, -0.5311, -0.3805, 0.8729)>
      <Vector (0.3219, 0.8100, -0.4901, 0.3647)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2206, 0.8578, 0.3874)>
    Rotation: <Euler (x=2.6053, y=-0.3800, z=0.8713), order='XYZ'>
    Matrix:
      <Vector (0.5979, 0.5357, 0.5963, -0.2206)>
      <Vector (0.7106, -0.6985, -0.0850, 0.8578)>
      <Vector (0.3710, 0.4745, -0.7983, 0.3874)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2058, 0.8385, 0.4006)>
    Rotation: <Euler (x=2.8530, y=-0.3924, z=0.8388), order='XYZ'>
    Matrix:
      <Vector (0.6176, 0.6403, 0.4567, -0.2058)>
      <Vector (0.6873, -0.7217, 0.0824, 0.8385)>
      <Vector (0.3824, 0.2630, -0.8858, 0.4006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1907, 0.8216, 0.4068)>
    Rotation: <Euler (x=2.8530, y=-0.3924, z=0.8388), order='XYZ'>
    Matrix:
      <Vector (0.6176, 0.6403, 0.4567, -0.1907)>
      <Vector (0.6873, -0.7217, 0.0824, 0.8216)>
      <Vector (0.3824, 0.2630, -0.8858, 0.4068)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2407, 0.8595, 0.3499)>
    Rotation: <Euler (x=2.1147, y=-0.3319, z=0.9273), order='XYZ'>
    Matrix:
      <Vector (0.5673, 0.2467, 0.7857, -0.2407)>
      <Vector (0.7563, -0.5336, -0.3785, 0.8595)>
      <Vector (0.3258, 0.8090, -0.4893, 0.3499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2342, 0.8454, 0.3711)>
    Rotation: <Euler (x=2.6060, y=-0.3850, z=0.8693), order='XYZ'>
    Matrix:
      <Vector (0.5981, 0.5332, 0.5982, -0.2342)>
      <Vector (0.7080, -0.7014, -0.0827, 0.8454)>
      <Vector (0.3755, 0.4730, -0.7970, 0.3711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2203, 0.8273, 0.3834)>
    Rotation: <Euler (x=2.8483, y=-0.3921, z=0.8511), order='XYZ'>
    Matrix:
      <Vector (0.6091, 0.6471, 0.4585, -0.2203)>
      <Vector (0.6949, -0.7141, 0.0845, 0.8273)>
      <Vector (0.3821, 0.2672, -0.8846, 0.3834)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2108, 0.8166, 0.3874)>
    Rotation: <Euler (x=2.8483, y=-0.3921, z=0.8511), order='XYZ'>
    Matrix:
      <Vector (0.6091, 0.6471, 0.4585, -0.2108)>
      <Vector (0.6949, -0.7141, 0.0845, 0.8166)>
      <Vector (0.3821, 0.2672, -0.8846, 0.3874)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1426, 0.8181, 0.0408)>
    Rotation: <Euler (x=0.7414, y=-0.0279, z=-2.9233), order='XYZ'>
    Matrix:
      <Vector (-0.9759, 0.1781, -0.1262, 0.1426)>
      <Vector (-0.2165, -0.7160, 0.6637, 0.8181)>
      <Vector (0.0279, 0.6750, 0.7373, 0.0408)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2166, 0.5206, 0.3213)>
    Rotation: <Euler (x=-0.2230, y=-0.1475, z=-2.9165), order='XYZ'>
    Matrix:
      <Vector (-0.9642, 0.1860, 0.1891, 0.2166)>
      <Vector (-0.2208, -0.9579, -0.1836, 0.5206)>
      <Vector (0.1470, -0.2187, 0.9646, 0.3213)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2962, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8658, y=-0.1446, z=-3.0125), order='XYZ'>
    Matrix:
      <Vector (-0.9813, 0.1923, -0.0055, 0.2962)>
      <Vector (-0.1274, -0.6285, 0.7673, 0.1109)>
      <Vector (0.1441, 0.7537, 0.6413, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3298, 0.0008, 0.3597)>
    Rotation: <Euler (x=-1.5290, y=-2.8969, z=0.0064), order='XYZ'>
    Matrix:
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      <Vector (-0.0063, 0.0434, 0.9990, 0.0008)>
      <Vector (0.2423, 0.9694, -0.0406, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3480, 0.0041, 0.4327)>
    Rotation: <Euler (x=-1.5290, y=-2.8969, z=0.0064), order='XYZ'>
    Matrix:
      <Vector (-0.9702, 0.2418, -0.0166, 0.3480)>
      <Vector (-0.0063, 0.0434, 0.9990, 0.0041)>
      <Vector (0.2423, 0.9694, -0.0406, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0652, 0.8247, -0.0291)>
    Rotation: <Euler (x=0.4763, y=0.6606, z=2.8277), order='XYZ'>
    Matrix:
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      <Vector (0.2438, -0.7584, 0.6045, 0.8247)>
      <Vector (-0.6136, 0.3621, 0.7017, -0.0291)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2905, 0.5095, 0.1214)>
    Rotation: <Euler (x=-0.5473, y=0.7677, z=2.7706), order='XYZ'>
    Matrix:
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      <Vector (0.2609, -0.9269, -0.2700, 0.5095)>
      <Vector (-0.6945, -0.3744, 0.6144, 0.1214)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7915, z=2.9401), order='XYZ'>
    Matrix:
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      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2467, z=-0.0279), order='XYZ'>
    Matrix:
      <Vector (-0.6254, -0.7791, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7801, 0.6255, -0.0127, 0.0504)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2467, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7801, 0.6255, -0.0127, 0.0995)>
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Frame: 170
  Bone: mixamorig:Hips
    Location: <Vector (0.0318, 0.8633, 0.0138)>
    Rotation: <Euler (x=0.2055, y=-0.3504, z=-0.0369), order='XYZ'>
    Matrix:
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      <Vector (-0.0346, 0.9809, -0.1915, 0.8633)>
      <Vector (0.3433, 0.1916, 0.9195, 0.0138)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0298, 0.9394, 0.0270)>
    Rotation: <Euler (x=0.2443, y=-0.3630, z=-0.0389), order='XYZ'>
    Matrix:
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      <Vector (-0.0364, 0.9729, -0.2283, 0.9394)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0255, 1.0271, 0.0474)>
    Rotation: <Euler (x=0.3959, y=-0.3757, z=-0.0445), order='XYZ'>
    Matrix:
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      <Vector (-0.0414, 0.9280, -0.3702, 1.0271)>
      <Vector (0.3669, 0.3587, 0.8583, 0.0474)>
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0151, 1.1228, 0.0843)>
    Rotation: <Euler (x=0.5486, y=-0.3862, z=-0.0530), order='XYZ'>
    Matrix:
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      <Vector (-0.0491, 0.8624, -0.5038, 1.1228)>
      <Vector (0.3767, 0.4831, 0.7904, 0.0843)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0024, 1.2227, 0.1403)>
    Rotation: <Euler (x=0.4705, y=-0.3202, z=-0.0522), order='XYZ'>
    Matrix:
      <Vector (0.9479, -0.0960, -0.3039, -0.0024)>
      <Vector (-0.0495, 0.8976, -0.4381, 1.2227)>
      <Vector (0.3148, 0.4303, 0.8460, 0.1403)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0164, 1.3096, 0.1963)>
    Rotation: <Euler (x=0.0823, y=-0.0536, z=-0.0366), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0321, -0.0563, -0.0164)>
      <Vector (-0.0365, 0.9961, -0.0802, 1.3096)>
      <Vector (0.0535, 0.0821, 0.9952, 0.1963)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0105, 1.5461, 0.2474)>
    Rotation: <Euler (x=0.0823, y=-0.0536, z=-0.0366), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0321, -0.0563, -0.0105)>
      <Vector (-0.0365, 0.9961, -0.0802, 1.5461)>
      <Vector (0.0535, 0.0821, 0.9952, 0.2474)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0654, 1.2057, 0.1567)>
    Rotation: <Euler (x=-0.1325, y=2.1769, z=-2.0009), order='XYZ'>
    Matrix:
      <Vector (0.2375, 0.9462, -0.2196, 0.0654)>
      <Vector (0.5178, -0.3146, -0.7956, 1.2057)>
      <Vector (-0.8219, 0.0753, -0.5647, 0.1567)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1990, 1.1612, 0.1673)>
    Rotation: <Euler (x=-3.1200, y=0.8668, z=0.4562), order='XYZ'>
    Matrix:
      <Vector (0.5811, 0.4257, -0.6936, 0.1990)>
      <Vector (0.2852, -0.9048, -0.3164, 1.1612)>
      <Vector (-0.7623, -0.0139, -0.6471, 0.1673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2814, 0.9861, 0.1646)>
    Rotation: <Euler (x=2.3132, y=0.1668, z=-1.0393), order='XYZ'>
    Matrix:
      <Vector (0.4998, -0.5208, -0.6921, 0.2814)>
      <Vector (-0.8501, -0.4481, -0.2767, 0.9861)>
      <Vector (-0.1660, 0.7266, -0.6666, 0.1646)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1451, 0.8689, 0.3548)>
    Rotation: <Euler (x=1.9911, y=0.0579, z=-0.7048), order='XYZ'>
    Matrix:
      <Vector (0.7605, -0.2241, -0.6094, 0.1451)>
      <Vector (-0.6468, -0.3451, -0.6802, 0.8689)>
      <Vector (-0.0579, 0.9114, -0.4074, 0.3548)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1100, 0.8657, 0.3890)>
    Rotation: <Euler (x=2.4991, y=-0.6443, z=-1.0605), order='XYZ'>
    Matrix:
      <Vector (0.3905, -0.8744, -0.2879, 0.1100)>
      <Vector (-0.6976, -0.0770, -0.7123, 0.8657)>
      <Vector (0.6007, 0.4790, -0.6401, 0.3890)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0749, 0.8642, 0.4065)>
    Rotation: <Euler (x=2.3500, y=-0.2680, z=-0.7879), order='XYZ'>
    Matrix:
      <Vector (0.6802, -0.6310, -0.3731, 0.0749)>
      <Vector (-0.6836, -0.3622, -0.6337, 0.8642)>
      <Vector (0.2648, 0.6861, -0.6777, 0.4065)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0549, 0.8518, 0.4290)>
    Rotation: <Euler (x=2.2746, y=-0.0962, z=-0.7109), order='XYZ'>
    Matrix:
      <Vector (0.7543, -0.4777, -0.4503, 0.0549)>
      <Vector (-0.6495, -0.4426, -0.6183, 0.8518)>
      <Vector (0.0960, 0.7588, -0.6442, 0.4290)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0442, 0.8402, 0.4477)>
    Rotation: <Euler (x=2.2746, y=-0.0962, z=-0.7109), order='XYZ'>
    Matrix:
      <Vector (0.7543, -0.4777, -0.4503, 0.0442)>
      <Vector (-0.6495, -0.4426, -0.6183, 0.8402)>
      <Vector (0.0960, 0.7588, -0.6442, 0.4477)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0928, 0.8532, 0.4618)>
    Rotation: <Euler (x=2.4475, y=0.0090, z=-0.7181), order='XYZ'>
    Matrix:
      <Vector (0.7530, -0.5014, -0.4261, 0.0928)>
      <Vector (-0.6579, -0.5827, -0.4771, 0.8532)>
      <Vector (-0.0090, 0.6396, -0.7686, 0.4618)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0783, 0.8360, 0.4806)>
    Rotation: <Euler (x=2.9196, y=0.0452, z=-0.6501), order='XYZ'>
    Matrix:
      <Vector (0.7952, -0.5825, -0.1683, 0.0783)>
      <Vector (-0.6046, -0.7825, -0.1486, 0.8360)>
      <Vector (-0.0451, 0.2200, -0.9745, 0.4806)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0611, 0.8127, 0.4871)>
    Rotation: <Euler (x=-3.1259, y=0.0516, z=-0.5944), order='XYZ'>
    Matrix:
      <Vector (0.8274, -0.5606, -0.0339, 0.0611)>
      <Vector (-0.5593, -0.8279, 0.0419, 0.8127)>
      <Vector (-0.0515, -0.0157, -0.9985, 0.4871)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0479, 0.7938, 0.4867)>
    Rotation: <Euler (x=-3.1259, y=0.0516, z=-0.5944), order='XYZ'>
    Matrix:
      <Vector (0.8274, -0.5606, -0.0339, 0.0479)>
      <Vector (-0.5593, -0.8279, 0.0419, 0.7938)>
      <Vector (-0.0515, -0.0157, -0.9985, 0.4867)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1105, 0.8379, 0.4596)>
    Rotation: <Euler (x=2.4472, y=0.0118, z=-0.7187), order='XYZ'>
    Matrix:
      <Vector (0.7526, -0.5003, -0.4282, 0.1105)>
      <Vector (-0.6584, -0.5834, -0.4756, 0.8379)>
      <Vector (-0.0118, 0.6398, -0.7684, 0.4596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0938, 0.8181, 0.4811)>
    Rotation: <Euler (x=2.9196, y=0.0480, z=-0.6502), order='XYZ'>
    Matrix:
      <Vector (0.7951, -0.5821, -0.1706, 0.0938)>
      <Vector (-0.6046, -0.7828, -0.1470, 0.8181)>
      <Vector (-0.0480, 0.2200, -0.9743, 0.4811)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0735, 0.7905, 0.4889)>
    Rotation: <Euler (x=-3.1260, y=0.0542, z=-0.5963), order='XYZ'>
    Matrix:
      <Vector (0.8262, -0.5622, -0.0360, 0.0735)>
      <Vector (-0.5607, -0.8269, 0.0434, 0.7905)>
      <Vector (-0.0542, -0.0156, -0.9984, 0.4889)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0585, 0.7692, 0.4885)>
    Rotation: <Euler (x=-3.1260, y=0.0542, z=-0.5963), order='XYZ'>
    Matrix:
      <Vector (0.8262, -0.5622, -0.0360, 0.0585)>
      <Vector (-0.5607, -0.8269, 0.0434, 0.7692)>
      <Vector (-0.0542, -0.0156, -0.9984, 0.4885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1301, 0.8222, 0.4582)>
    Rotation: <Euler (x=2.4475, y=0.0130, z=-0.7167), order='XYZ'>
    Matrix:
      <Vector (0.7539, -0.4987, -0.4277, 0.1301)>
      <Vector (-0.6569, -0.5850, -0.4757, 0.8222)>
      <Vector (-0.0130, 0.6396, -0.7686, 0.4582)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1153, 0.8045, 0.4773)>
    Rotation: <Euler (x=2.9197, y=0.0484, z=-0.6474), order='XYZ'>
    Matrix:
      <Vector (0.7967, -0.5798, -0.1704, 0.1153)>
      <Vector (-0.6024, -0.7845, -0.1471, 0.8045)>
      <Vector (-0.0484, 0.2198, -0.9743, 0.4773)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0984, 0.7817, 0.4837)>
    Rotation: <Euler (x=-3.1263, y=0.0527, z=-0.6029), order='XYZ'>
    Matrix:
      <Vector (0.8226, -0.5676, -0.0347, 0.0984)>
      <Vector (-0.5662, -0.8232, 0.0425, 0.7817)>
      <Vector (-0.0527, -0.0152, -0.9985, 0.4837)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0852, 0.7630, 0.4834)>
    Rotation: <Euler (x=-3.1263, y=0.0527, z=-0.6029), order='XYZ'>
    Matrix:
      <Vector (0.8226, -0.5676, -0.0347, 0.0852)>
      <Vector (-0.5662, -0.8232, 0.0425, 0.7630)>
      <Vector (-0.0527, -0.0152, -0.9985, 0.4834)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1495, 0.8103, 0.4533)>
    Rotation: <Euler (x=2.4383, y=0.0680, z=-0.6622), order='XYZ'>
    Matrix:
      <Vector (0.7868, -0.4343, -0.4385, 0.1495)>
      <Vector (-0.6135, -0.6285, -0.4782, 0.8103)>
      <Vector (-0.0679, 0.6453, -0.7609, 0.4533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1370, 0.7921, 0.4718)>
    Rotation: <Euler (x=2.9198, y=0.0570, z=-0.6447), order='XYZ'>
    Matrix:
      <Vector (0.7980, -0.5762, -0.1766, 0.1370)>
      <Vector (-0.6000, -0.7873, -0.1424, 0.7921)>
      <Vector (-0.0569, 0.2196, -0.9739, 0.4718)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1241, 0.7747, 0.4767)>
    Rotation: <Euler (x=-3.1271, y=0.0601, z=-0.6176), order='XYZ'>
    Matrix:
      <Vector (0.8138, -0.5798, -0.0406, 0.1241)>
      <Vector (-0.5781, -0.8147, 0.0465, 0.7747)>
      <Vector (-0.0600, -0.0144, -0.9981, 0.4767)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1146, 0.7613, 0.4765)>
    Rotation: <Euler (x=-3.1271, y=0.0601, z=-0.6176), order='XYZ'>
    Matrix:
      <Vector (0.8138, -0.5798, -0.0406, 0.1146)>
      <Vector (-0.5781, -0.8147, 0.0465, 0.7613)>
      <Vector (-0.0600, -0.0144, -0.9981, 0.4765)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0647, 1.2108, 0.1068)>
    Rotation: <Euler (x=0.9418, y=-2.1982, z=1.1319), order='XYZ'>
    Matrix:
      <Vector (-0.2495, -0.8107, 0.5296, -0.0647)>
      <Vector (-0.5314, -0.3426, -0.7747, 1.2108)>
      <Vector (0.8095, -0.4747, -0.3454, 0.1068)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.1792, 1.1624, 0.0398)>
    Rotation: <Euler (x=-1.5257, y=-1.3689, z=-1.7472), order='XYZ'>
    Matrix:
      <Vector (-0.0352, -0.1274, 0.9912, -0.1792)>
      <Vector (-0.1974, -0.9714, -0.1318, 1.1624)>
      <Vector (0.9797, -0.2003, 0.0090, 0.0398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2039, 0.9740, 0.0009)>
    Rotation: <Euler (x=1.5781, y=-0.1945, z=1.4648), order='XYZ'>
    Matrix:
      <Vector (0.1038, -0.0132, 0.9945, -0.2039)>
      <Vector (0.9756, -0.1930, -0.1044, 0.9740)>
      <Vector (0.1933, 0.9811, -0.0072, 0.0009)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2073, 0.9235, 0.2577)>
    Rotation: <Euler (x=1.6587, y=-0.3785, z=0.9261), order='XYZ'>
    Matrix:
      <Vector (0.5585, -0.1510, 0.8157, -0.2073)>
      <Vector (0.7427, -0.3469, -0.5727, 0.9235)>
      <Vector (0.3695, 0.9256, -0.0816, 0.2577)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1915, 0.9238, 0.3016)>
    Rotation: <Euler (x=2.0409, y=0.4193, z=0.9915), order='XYZ'>
    Matrix:
      <Vector (0.5000, 0.5777, 0.6451, -0.1915)>
      <Vector (0.7644, 0.0557, -0.6424, 0.9238)>
      <Vector (-0.4071, 0.8143, -0.4137, 0.3016)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1693, 0.9268, 0.3315)>
    Rotation: <Euler (x=2.0151, y=-0.0671, z=0.8844), order='XYZ'>
    Matrix:
      <Vector (0.6324, 0.2941, 0.7167, -0.1693)>
      <Vector (0.7718, -0.3192, -0.5500, 0.9268)>
      <Vector (0.0670, 0.9009, -0.4288, 0.3315)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1598, 0.9162, 0.3610)>
    Rotation: <Euler (x=1.9602, y=-0.2212, z=0.8784), order='XYZ'>
    Matrix:
      <Vector (0.6228, 0.1626, 0.7653, -0.1598)>
      <Vector (0.7510, -0.3986, -0.5265, 0.9162)>
      <Vector (0.2194, 0.9026, -0.3704, 0.3610)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1560, 0.9046, 0.3852)>
    Rotation: <Euler (x=1.9602, y=-0.2212, z=0.8784), order='XYZ'>
    Matrix:
      <Vector (0.6228, 0.1626, 0.7653, -0.1560)>
      <Vector (0.7510, -0.3986, -0.5265, 0.9046)>
      <Vector (0.2194, 0.9026, -0.3704, 0.3852)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2053, 0.9110, 0.3752)>
    Rotation: <Euler (x=2.1172, y=-0.3221, z=0.9216), order='XYZ'>
    Matrix:
      <Vector (0.5734, 0.2505, 0.7800, -0.2053)>
      <Vector (0.7556, -0.5296, -0.3855, 0.9110)>
      <Vector (0.3165, 0.8104, -0.4929, 0.3752)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.1979, 0.8948, 0.3996)>
    Rotation: <Euler (x=2.6057, y=-0.3723, z=0.8708), order='XYZ'>
    Matrix:
      <Vector (0.6001, 0.5380, 0.5920, -0.1979)>
      <Vector (0.7124, -0.6960, -0.0898, 0.8948)>
      <Vector (0.3637, 0.4756, -0.8009, 0.3996)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1819, 0.8741, 0.4137)>
    Rotation: <Euler (x=2.8589, y=-0.3921, z=0.8235), order='XYZ'>
    Matrix:
      <Vector (0.6281, 0.6319, 0.4540, -0.1819)>
      <Vector (0.6778, -0.7309, 0.0795, 0.8741)>
      <Vector (0.3821, 0.2578, -0.8874, 0.4137)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1673, 0.8576, 0.4197)>
    Rotation: <Euler (x=2.8589, y=-0.3921, z=0.8235), order='XYZ'>
    Matrix:
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      <Vector (0.6778, -0.7309, 0.0795, 0.8576)>
      <Vector (0.3821, 0.2578, -0.8874, 0.4197)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2185, 0.8928, 0.3705)>
    Rotation: <Euler (x=2.1173, y=-0.3299, z=0.9213), order='XYZ'>
    Matrix:
      <Vector (0.5722, 0.2465, 0.7822, -0.2185)>
      <Vector (0.7535, -0.5347, -0.3826, 0.8928)>
      <Vector (0.3239, 0.8083, -0.4917, 0.3705)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2107, 0.8756, 0.3963)>
    Rotation: <Euler (x=2.6059, y=-0.3781, z=0.8703), order='XYZ'>
    Matrix:
      <Vector (0.5991, 0.5359, 0.5949, -0.2107)>
      <Vector (0.7105, -0.6984, -0.0864, 0.8756)>
      <Vector (0.3691, 0.4744, -0.7992, 0.3963)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1924, 0.8516, 0.4125)>
    Rotation: <Euler (x=2.8564, y=-0.3944, z=0.8299), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6351, 0.4565, -0.1924)>
      <Vector (0.6812, -0.7275, 0.0822, 0.8516)>
      <Vector (0.3843, 0.2597, -0.8859, 0.4125)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1765, 0.8337, 0.4190)>
    Rotation: <Euler (x=2.8564, y=-0.3944, z=0.8299), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6351, 0.4565, -0.1765)>
      <Vector (0.6812, -0.7275, 0.0822, 0.8337)>
      <Vector (0.3843, 0.2597, -0.8859, 0.4190)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2321, 0.8734, 0.3617)>
    Rotation: <Euler (x=2.1176, y=-0.3247, z=0.9205), order='XYZ'>
    Matrix:
      <Vector (0.5738, 0.2488, 0.7803, -0.2321)>
      <Vector (0.7543, -0.5317, -0.3851, 0.8734)>
      <Vector (0.3190, 0.8096, -0.4928, 0.3617)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2252, 0.8584, 0.3844)>
    Rotation: <Euler (x=2.6078, y=-0.3769, z=0.8650), order='XYZ'>
    Matrix:
      <Vector (0.6031, 0.5338, 0.5928, -0.2252)>
      <Vector (0.7077, -0.7009, -0.0888, 0.8584)>
      <Vector (0.3681, 0.4731, -0.8004, 0.3844)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2104, 0.8390, 0.3975)>
    Rotation: <Euler (x=2.8554, y=-0.3892, z=0.8326), order='XYZ'>
    Matrix:
      <Vector (0.6226, 0.6375, 0.4538, -0.2104)>
      <Vector (0.6844, -0.7248, 0.0793, 0.8390)>
      <Vector (0.3794, 0.2612, -0.8876, 0.3975)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1953, 0.8221, 0.4037)>
    Rotation: <Euler (x=2.8554, y=-0.3892, z=0.8326), order='XYZ'>
    Matrix:
      <Vector (0.6226, 0.6375, 0.4538, -0.1953)>
      <Vector (0.6844, -0.7248, 0.0793, 0.8221)>
      <Vector (0.3794, 0.2612, -0.8876, 0.4037)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2454, 0.8601, 0.3469)>
    Rotation: <Euler (x=2.1174, y=-0.3289, z=0.9211), order='XYZ'>
    Matrix:
      <Vector (0.5725, 0.2469, 0.7818, -0.2454)>
      <Vector (0.7536, -0.5342, -0.3831, 0.8601)>
      <Vector (0.3230, 0.8085, -0.4919, 0.3469)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2389, 0.8460, 0.3681)>
    Rotation: <Euler (x=2.6086, y=-0.3818, z=0.8630), order='XYZ'>
    Matrix:
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      <Vector (0.7051, -0.7038, -0.0865, 0.8460)>
      <Vector (0.3726, 0.4716, -0.7992, 0.3681)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2250, 0.8279, 0.3804)>
    Rotation: <Euler (x=2.8507, y=-0.3889, z=0.8449), order='XYZ'>
    Matrix:
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      <Vector (0.6920, -0.7173, 0.0813, 0.8279)>
      <Vector (0.3792, 0.2654, -0.8865, 0.3804)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2155, 0.8171, 0.3843)>
    Rotation: <Euler (x=2.8507, y=-0.3889, z=0.8449), order='XYZ'>
    Matrix:
      <Vector (0.6143, 0.6443, 0.4556, -0.2155)>
      <Vector (0.6920, -0.7173, 0.0813, 0.8171)>
      <Vector (0.3792, 0.2654, -0.8865, 0.3843)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1382, 0.8185, 0.0379)>
    Rotation: <Euler (x=0.7393, y=-0.0224, z=-2.9194), order='XYZ'>
    Matrix:
      <Vector (-0.9752, 0.1776, -0.1324, 0.1382)>
      <Vector (-0.2203, -0.7174, 0.6609, 0.8185)>
      <Vector (0.0224, 0.6736, 0.7388, 0.0379)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2119, 0.5204, 0.3178)>
    Rotation: <Euler (x=-0.2143, y=-0.1472, z=-2.9070), order='XYZ'>
    Matrix:
      <Vector (-0.9621, 0.1968, 0.1888, 0.2119)>
      <Vector (-0.2300, -0.9576, -0.1736, 0.5204)>
      <Vector (0.1467, -0.2104, 0.9665, 0.3178)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2961, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8657, y=-0.1438, z=-3.0113), order='XYZ'>
    Matrix:
      <Vector (-0.9813, 0.1924, -0.0068, 0.2961)>
      <Vector (-0.1286, -0.6285, 0.7671, 0.1108)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3298, 0.0008, 0.3597)>
    Rotation: <Euler (x=-1.5292, y=-2.8976, z=0.0077), order='XYZ'>
    Matrix:
      <Vector (-0.9704, 0.2410, -0.0177, 0.3298)>
      <Vector (-0.0074, 0.0435, 0.9990, 0.0008)>
      <Vector (0.2416, 0.9695, -0.0404, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3480, 0.0040, 0.4328)>
    Rotation: <Euler (x=-1.5292, y=-2.8976, z=0.0077), order='XYZ'>
    Matrix:
      <Vector (-0.9704, 0.2410, -0.0177, 0.3480)>
      <Vector (-0.0074, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2416, 0.9695, -0.0404, 0.4328)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0695, 0.8251, -0.0325)>
    Rotation: <Euler (x=0.4834, y=0.6596, z=2.8355), order='XYZ'>
    Matrix:
      <Vector (-0.7535, -0.5384, -0.3773, -0.0695)>
      <Vector (0.2381, -0.7584, 0.6067, 0.8251)>
      <Vector (-0.6128, 0.3673, 0.6997, -0.0325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2932, 0.5099, 0.1202)>
    Rotation: <Euler (x=-0.5442, y=0.7702, z=2.7791), order='XYZ'>
    Matrix:
      <Vector (-0.6711, 0.0337, -0.7406, -0.2932)>
      <Vector (0.2545, -0.9278, -0.2728, 0.5099)>
      <Vector (-0.6963, -0.3716, 0.6141, 0.1202)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7767, y=0.7919, z=2.9400), order='XYZ'>
    Matrix:
      <Vector (-0.6882, -0.6316, -0.3570, -0.2787)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7117, 0.4924, 0.5010, -0.0400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6250, -0.7794, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0994)>
    Rotation: <Euler (x=-1.5505, y=2.2463, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6250, -0.7794, 0.0438, -0.4558)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 171
  Bone: mixamorig:Hips
    Location: <Vector (0.0274, 0.8638, 0.0104)>
    Rotation: <Euler (x=0.2060, y=-0.3515, z=-0.0375), order='XYZ'>
    Matrix:
      <Vector (0.9382, -0.0337, -0.3445, 0.0274)>
      <Vector (-0.0352, 0.9808, -0.1917, 0.8638)>
      <Vector (0.3444, 0.1920, 0.9190, 0.0104)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0254, 0.9399, 0.0236)>
    Rotation: <Euler (x=0.2442, y=-0.3638, z=-0.0380), order='XYZ'>
    Matrix:
      <Vector (0.9339, -0.0491, -0.3542, 0.0254)>
      <Vector (-0.0355, 0.9729, -0.2285, 0.9399)>
      <Vector (0.3558, 0.2260, 0.9068, 0.0236)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0210, 1.0277, 0.0440)>
    Rotation: <Euler (x=0.3957, y=-0.3761, z=-0.0430), order='XYZ'>
    Matrix:
      <Vector (0.9292, -0.1017, -0.3552, 0.0210)>
      <Vector (-0.0400, 0.9280, -0.3705, 1.0277)>
      <Vector (0.3673, 0.3585, 0.8583, 0.0440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0105, 1.1233, 0.0809)>
    Rotation: <Euler (x=0.5483, y=-0.3863, z=-0.0509), order='XYZ'>
    Matrix:
      <Vector (0.9251, -0.1527, -0.3476, 0.0105)>
      <Vector (-0.0471, 0.8623, -0.5042, 1.1233)>
      <Vector (0.3768, 0.4828, 0.7905, 0.0809)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0072, 1.2233, 0.1369)>
    Rotation: <Euler (x=0.4694, y=-0.3204, z=-0.0503), order='XYZ'>
    Matrix:
      <Vector (0.9479, -0.0974, -0.3033, -0.0072)>
      <Vector (-0.0477, 0.8979, -0.4376, 1.2233)>
      <Vector (0.3150, 0.4293, 0.8465, 0.1369)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0214, 1.3102, 0.1928)>
    Rotation: <Euler (x=0.0815, y=-0.0542, z=-0.0362), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0316, -0.0569, -0.0214)>
      <Vector (-0.0361, 0.9962, -0.0794, 1.3102)>
      <Vector (0.0542, 0.0813, 0.9952, 0.1928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0156, 1.5467, 0.2437)>
    Rotation: <Euler (x=0.0815, y=-0.0542, z=-0.0362), order='XYZ'>
    Matrix:
      <Vector (0.9979, 0.0316, -0.0569, -0.0156)>
      <Vector (-0.0361, 0.9962, -0.0794, 1.5467)>
      <Vector (0.0542, 0.0813, 0.9952, 0.2437)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0606, 1.2063, 0.1533)>
    Rotation: <Euler (x=-0.1304, y=2.1762, z=-1.9977), order='XYZ'>
    Matrix:
      <Vector (0.2356, 0.9468, -0.2192, 0.0606)>
      <Vector (0.5180, -0.3132, -0.7960, 1.2063)>
      <Vector (-0.8223, 0.0740, -0.5642, 0.1533)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1943, 1.1621, 0.1637)>
    Rotation: <Euler (x=-3.1168, y=0.8670, z=0.4603), order='XYZ'>
    Matrix:
      <Vector (0.5798, 0.4271, -0.6939, 0.1943)>
      <Vector (0.2874, -0.9041, -0.3163, 1.1621)>
      <Vector (-0.7624, -0.0161, -0.6469, 0.1637)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2770, 0.9871, 0.1606)>
    Rotation: <Euler (x=2.3130, y=0.1677, z=-1.0389), order='XYZ'>
    Matrix:
      <Vector (0.5000, -0.5202, -0.6924, 0.2770)>
      <Vector (-0.8498, -0.4488, -0.2765, 0.9871)>
      <Vector (-0.1669, 0.7266, -0.6664, 0.1606)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1408, 0.8696, 0.3508)>
    Rotation: <Euler (x=1.9948, y=0.0589, z=-0.7020), order='XYZ'>
    Matrix:
      <Vector (0.7623, -0.2247, -0.6070, 0.1408)>
      <Vector (-0.6446, -0.3488, -0.6803, 0.8696)>
      <Vector (-0.0589, 0.9099, -0.4107, 0.3508)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1057, 0.8663, 0.3849)>
    Rotation: <Euler (x=2.5030, y=-0.6422, z=-1.0602), order='XYZ'>
    Matrix:
      <Vector (0.3913, -0.8750, -0.2851, 0.1057)>
      <Vector (-0.6987, -0.0809, -0.7108, 0.8663)>
      <Vector (0.5989, 0.4773, -0.6430, 0.3849)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0706, 0.8646, 0.4023)>
    Rotation: <Euler (x=2.3537, y=-0.2667, z=-0.7863), order='XYZ'>
    Matrix:
      <Vector (0.6815, -0.6312, -0.3703, 0.0706)>
      <Vector (-0.6827, -0.3661, -0.6324, 0.8646)>
      <Vector (0.2635, 0.6838, -0.6804, 0.4023)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0506, 0.8521, 0.4248)>
    Rotation: <Euler (x=2.2783, y=-0.0952, z=-0.7086), order='XYZ'>
    Matrix:
      <Vector (0.7558, -0.4778, -0.4477, 0.0506)>
      <Vector (-0.6478, -0.4465, -0.6172, 0.8521)>
      <Vector (0.0950, 0.7565, -0.6470, 0.4248)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0399, 0.8404, 0.4434)>
    Rotation: <Euler (x=2.2783, y=-0.0952, z=-0.7086), order='XYZ'>
    Matrix:
      <Vector (0.7558, -0.4778, -0.4477, 0.0399)>
      <Vector (-0.6478, -0.4465, -0.6172, 0.8404)>
      <Vector (0.0950, 0.7565, -0.6470, 0.4434)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0884, 0.8535, 0.4577)>
    Rotation: <Euler (x=2.4512, y=0.0101, z=-0.7155), order='XYZ'>
    Matrix:
      <Vector (0.7548, -0.5009, -0.4236, 0.0884)>
      <Vector (-0.6559, -0.5861, -0.4756, 0.8535)>
      <Vector (-0.0101, 0.6368, -0.7709, 0.4577)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0739, 0.8361, 0.4764)>
    Rotation: <Euler (x=2.9233, y=0.0459, z=-0.6473), order='XYZ'>
    Matrix:
      <Vector (0.7968, -0.5808, -0.1664, 0.0739)>
      <Vector (-0.6024, -0.7847, -0.1457, 0.8361)>
      <Vector (-0.0459, 0.2164, -0.9752, 0.4764)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0568, 0.8128, 0.4828)>
    Rotation: <Euler (x=-3.1221, y=0.0521, z=-0.5916), order='XYZ'>
    Matrix:
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      <Vector (-0.5569, -0.8293, 0.0452, 0.8128)>
      <Vector (-0.0521, -0.0194, -0.9985, 0.4828)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0436, 0.7938, 0.4823)>
    Rotation: <Euler (x=-3.1221, y=0.0521, z=-0.5916), order='XYZ'>
    Matrix:
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      <Vector (-0.5569, -0.8293, 0.0452, 0.7938)>
      <Vector (-0.0521, -0.0194, -0.9985, 0.4823)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1062, 0.8383, 0.4554)>
    Rotation: <Euler (x=2.4509, y=0.0129, z=-0.7161), order='XYZ'>
    Matrix:
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      <Vector (-0.6564, -0.5869, -0.4741, 0.8383)>
      <Vector (-0.0129, 0.6370, -0.7707, 0.4554)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0895, 0.8183, 0.4769)>
    Rotation: <Euler (x=2.9233, y=0.0488, z=-0.6474), order='XYZ'>
    Matrix:
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      <Vector (-0.6024, -0.7851, -0.1441, 0.8183)>
      <Vector (-0.0487, 0.2163, -0.9751, 0.4769)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0692, 0.7907, 0.4845)>
    Rotation: <Euler (x=-3.1222, y=0.0548, z=-0.5935), order='XYZ'>
    Matrix:
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      <Vector (-0.5584, -0.8283, 0.0467, 0.7907)>
      <Vector (-0.0548, -0.0194, -0.9983, 0.4845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0543, 0.7693, 0.4840)>
    Rotation: <Euler (x=-3.1222, y=0.0548, z=-0.5935), order='XYZ'>
    Matrix:
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      <Vector (-0.5584, -0.8283, 0.0467, 0.7693)>
      <Vector (-0.0548, -0.0194, -0.9983, 0.4840)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1258, 0.8226, 0.4540)>
    Rotation: <Euler (x=2.4512, y=0.0140, z=-0.7141), order='XYZ'>
    Matrix:
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      <Vector (-0.6549, -0.5885, -0.4742, 0.8226)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1110, 0.8048, 0.4731)>
    Rotation: <Euler (x=2.9234, y=0.0492, z=-0.6446), order='XYZ'>
    Matrix:
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      <Vector (-0.6002, -0.7868, -0.1442, 0.8048)>
      <Vector (-0.0492, 0.2162, -0.9751, 0.4731)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0942, 0.7819, 0.4794)>
    Rotation: <Euler (x=-3.1226, y=0.0533, z=-0.6001), order='XYZ'>
    Matrix:
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      <Vector (-0.5639, -0.8246, 0.0458, 0.7819)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0810, 0.7632, 0.4789)>
    Rotation: <Euler (x=-3.1226, y=0.0533, z=-0.6001), order='XYZ'>
    Matrix:
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      <Vector (-0.5639, -0.8246, 0.0458, 0.7632)>
      <Vector (-0.0533, -0.0190, -0.9984, 0.4789)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1452, 0.8107, 0.4491)>
    Rotation: <Euler (x=2.4420, y=0.0688, z=-0.6594), order='XYZ'>
    Matrix:
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      <Vector (-0.6112, -0.6318, -0.4767, 0.8107)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1327, 0.7925, 0.4676)>
    Rotation: <Euler (x=2.9236, y=0.0577, z=-0.6419), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1199, 0.7750, 0.4724)>
    Rotation: <Euler (x=-3.1234, y=0.0607, z=-0.6148), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1105, 0.7616, 0.4721)>
    Rotation: <Euler (x=-3.1234, y=0.0607, z=-0.6148), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0694, 1.2111, 0.1034)>
    Rotation: <Euler (x=0.9399, y=-2.1977, z=1.1344), order='XYZ'>
    Matrix:
      <Vector (-0.2480, -0.8110, 0.5299, -0.0694)>
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1840, 1.1626, 0.0365)>
    Rotation: <Euler (x=-1.5374, y=-1.3698, z=-1.7369), order='XYZ'>
    Matrix:
      <Vector (-0.0330, -0.1290, 0.9911, -0.1840)>
      <Vector (-0.1969, -0.9714, -0.1330, 1.1626)>
      <Vector (0.9799, -0.1995, 0.0067, 0.0365)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2090, 0.9742, -0.0022)>
    Rotation: <Euler (x=1.5806, y=-0.1937, z=1.4631), order='XYZ'>
    Matrix:
      <Vector (0.1055, -0.0110, 0.9944, -0.2090)>
      <Vector (0.9756, -0.1925, -0.1056, 0.9742)>
      <Vector (0.1925, 0.9812, -0.0096, -0.0022)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2119, 0.9239, 0.2546)>
    Rotation: <Euler (x=1.6601, y=-0.3766, z=0.9268), order='XYZ'>
    Matrix:
      <Vector (0.5583, -0.1486, 0.8162, -0.2119)>
      <Vector (0.7436, -0.3465, -0.5718, 0.9239)>
      <Vector (0.3678, 0.9262, -0.0829, 0.2546)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.1959, 0.9242, 0.2985)>
    Rotation: <Euler (x=2.0424, y=0.4210, z=0.9933), order='XYZ'>
    Matrix:
      <Vector (0.4982, 0.5794, 0.6450, -0.1959)>
      <Vector (0.7647, 0.0570, -0.6419, 0.9242)>
      <Vector (-0.4087, 0.8131, -0.4146, 0.2985)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1737, 0.9273, 0.3283)>
    Rotation: <Euler (x=2.0163, y=-0.0652, z=0.8855), order='XYZ'>
    Matrix:
      <Vector (0.6316, 0.2964, 0.7164, -0.1737)>
      <Vector (0.7726, -0.3182, -0.5494, 0.9273)>
      <Vector (0.0652, 0.9005, -0.4300, 0.3283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1641, 0.9167, 0.3578)>
    Rotation: <Euler (x=1.9614, y=-0.2194, z=0.8793), order='XYZ'>
    Matrix:
      <Vector (0.6224, 0.1650, 0.7651, -0.1641)>
      <Vector (0.7519, -0.3978, -0.5258, 0.9167)>
      <Vector (0.2176, 0.9025, -0.3716, 0.3578)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1603, 0.9051, 0.3820)>
    Rotation: <Euler (x=1.9614, y=-0.2194, z=0.8793), order='XYZ'>
    Matrix:
      <Vector (0.6224, 0.1650, 0.7651, -0.1603)>
      <Vector (0.7519, -0.3978, -0.5258, 0.9051)>
      <Vector (0.2176, 0.9025, -0.3716, 0.3820)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2096, 0.9115, 0.3721)>
    Rotation: <Euler (x=2.1186, y=-0.3202, z=0.9224), order='XYZ'>
    Matrix:
      <Vector (0.5732, 0.2528, 0.7794, -0.2096)>
      <Vector (0.7565, -0.5287, -0.3849, 0.9115)>
      <Vector (0.3148, 0.8103, -0.4943, 0.3721)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2021, 0.8953, 0.3965)>
    Rotation: <Euler (x=2.6070, y=-0.3704, z=0.8715), order='XYZ'>
    Matrix:
      <Vector (0.6000, 0.5398, 0.5904, -0.2021)>
      <Vector (0.7134, -0.6950, -0.0896, 0.8953)>
      <Vector (0.3620, 0.4750, -0.8021, 0.3965)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1861, 0.8747, 0.4106)>
    Rotation: <Euler (x=2.8600, y=-0.3901, z=0.8242), order='XYZ'>
    Matrix:
      <Vector (0.6281, 0.6334, 0.4520, -0.1861)>
      <Vector (0.6789, -0.7299, 0.0795, 0.8747)>
      <Vector (0.3803, 0.2570, -0.8884, 0.4106)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1715, 0.8582, 0.4165)>
    Rotation: <Euler (x=2.8600, y=-0.3901, z=0.8242), order='XYZ'>
    Matrix:
      <Vector (0.6281, 0.6334, 0.4520, -0.1715)>
      <Vector (0.6789, -0.7299, 0.0795, 0.8582)>
      <Vector (0.3803, 0.2570, -0.8884, 0.4165)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2228, 0.8932, 0.3674)>
    Rotation: <Euler (x=2.1187, y=-0.3280, z=0.9221), order='XYZ'>
    Matrix:
      <Vector (0.5719, 0.2489, 0.7816, -0.2228)>
      <Vector (0.7544, -0.5338, -0.3820, 0.8932)>
      <Vector (0.3222, 0.8081, -0.4931, 0.3674)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2150, 0.8761, 0.3932)>
    Rotation: <Euler (x=2.6071, y=-0.3762, z=0.8710), order='XYZ'>
    Matrix:
      <Vector (0.5990, 0.5378, 0.5933, -0.2150)>
      <Vector (0.7115, -0.6974, -0.0862, 0.8761)>
      <Vector (0.3674, 0.4738, -0.8004, 0.3932)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.1965, 0.8521, 0.4095)>
    Rotation: <Euler (x=2.8576, y=-0.3925, z=0.8307), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6365, 0.4545, -0.1965)>
      <Vector (0.6822, -0.7265, 0.0822, 0.8521)>
      <Vector (0.3825, 0.2589, -0.8870, 0.4095)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1807, 0.8343, 0.4159)>
    Rotation: <Euler (x=2.8576, y=-0.3925, z=0.8307), order='XYZ'>
    Matrix:
      <Vector (0.6231, 0.6365, 0.4545, -0.1807)>
      <Vector (0.6822, -0.7265, 0.0822, 0.8343)>
      <Vector (0.3825, 0.2589, -0.8870, 0.4159)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2364, 0.8739, 0.3587)>
    Rotation: <Euler (x=2.1189, y=-0.3229, z=0.9213), order='XYZ'>
    Matrix:
      <Vector (0.5735, 0.2512, 0.7797, -0.2364)>
      <Vector (0.7552, -0.5308, -0.3845, 0.8739)>
      <Vector (0.3173, 0.8094, -0.4942, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2294, 0.8589, 0.3814)>
    Rotation: <Euler (x=2.6090, y=-0.3750, z=0.8658), order='XYZ'>
    Matrix:
      <Vector (0.6030, 0.5356, 0.5912, -0.2294)>
      <Vector (0.7087, -0.6999, -0.0887, 0.8589)>
      <Vector (0.3663, 0.4724, -0.8016, 0.3814)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2145, 0.8395, 0.3945)>
    Rotation: <Euler (x=2.8566, y=-0.3873, z=0.8333), order='XYZ'>
    Matrix:
      <Vector (0.6226, 0.6389, 0.4518, -0.2145)>
      <Vector (0.6854, -0.7239, 0.0792, 0.8395)>
      <Vector (0.3776, 0.2603, -0.8886, 0.3945)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.1995, 0.8226, 0.4006)>
    Rotation: <Euler (x=2.8566, y=-0.3873, z=0.8333), order='XYZ'>
    Matrix:
      <Vector (0.6226, 0.6389, 0.4518, -0.1995)>
      <Vector (0.6854, -0.7239, 0.0792, 0.8226)>
      <Vector (0.3776, 0.2603, -0.8886, 0.4006)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2497, 0.8605, 0.3440)>
    Rotation: <Euler (x=2.1187, y=-0.3271, z=0.9219), order='XYZ'>
    Matrix:
      <Vector (0.5723, 0.2493, 0.7812, -0.2497)>
      <Vector (0.7545, -0.5333, -0.3825, 0.8605)>
      <Vector (0.3213, 0.8083, -0.4933, 0.3440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2432, 0.8465, 0.3651)>
    Rotation: <Euler (x=2.6098, y=-0.3799, z=0.8638), order='XYZ'>
    Matrix:
      <Vector (0.6032, 0.5331, 0.5932, -0.2432)>
      <Vector (0.7061, -0.7028, -0.0863, 0.8465)>
      <Vector (0.3709, 0.4709, -0.8004, 0.3651)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2292, 0.8283, 0.3774)>
    Rotation: <Euler (x=2.8519, y=-0.3870, z=0.8456), order='XYZ'>
    Matrix:
      <Vector (0.6142, 0.6457, 0.4536, -0.2292)>
      <Vector (0.6930, -0.7163, 0.0812, 0.8283)>
      <Vector (0.3774, 0.2645, -0.8875, 0.3774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2197, 0.8176, 0.3813)>
    Rotation: <Euler (x=2.8519, y=-0.3870, z=0.8456), order='XYZ'>
    Matrix:
      <Vector (0.6142, 0.6457, 0.4536, -0.2197)>
      <Vector (0.6930, -0.7163, 0.0812, 0.8176)>
      <Vector (0.3774, 0.2645, -0.8875, 0.3813)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1337, 0.8190, 0.0346)>
    Rotation: <Euler (x=0.7372, y=-0.0189, z=-2.9156), order='XYZ'>
    Matrix:
      <Vector (-0.9744, 0.1782, -0.1370, 0.1337)>
      <Vector (-0.2240, -0.7187, 0.6582, 0.8190)>
      <Vector (0.0189, 0.6721, 0.7402, 0.0346)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2078, 0.5204, 0.3139)>
    Rotation: <Euler (x=-0.2049, y=-0.1489, z=-2.8988), order='XYZ'>
    Matrix:
      <Vector (-0.9599, 0.2061, 0.1899, 0.2078)>
      <Vector (-0.2377, -0.9576, -0.1626, 0.5204)>
      <Vector (0.1483, -0.2012, 0.9682, 0.3139)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2959, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8653, y=-0.1448, z=-3.0102), order='XYZ'>
    Matrix:
      <Vector (-0.9810, 0.1938, -0.0070, 0.2959)>
      <Vector (-0.1296, -0.6284, 0.7670, 0.1107)>
      <Vector (0.1443, 0.7534, 0.6416, 0.2278)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0007, 0.3597)>
    Rotation: <Euler (x=-1.5294, y=-2.8966, z=0.0087), order='XYZ'>
    Matrix:
      <Vector (-0.9701, 0.2420, -0.0188, 0.3299)>
      <Vector (-0.0085, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2425, 0.9693, -0.0402, 0.3597)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3481, 0.0040, 0.4327)>
    Rotation: <Euler (x=-1.5294, y=-2.8966, z=0.0087), order='XYZ'>
    Matrix:
      <Vector (-0.9701, 0.2420, -0.0188, 0.3481)>
      <Vector (-0.0085, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2425, 0.9693, -0.0402, 0.4327)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0738, 0.8257, -0.0360)>
    Rotation: <Euler (x=0.4899, y=0.6574, z=2.8431), order='XYZ'>
    Matrix:
      <Vector (-0.7566, -0.5343, -0.3770, -0.0738)>
      <Vector (0.2328, -0.7588, 0.6083, 0.8257)>
      <Vector (-0.6110, 0.3725, 0.6985, -0.0360)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2959, 0.5103, 0.1188)>
    Rotation: <Euler (x=-0.5403, y=0.7723, z=2.7880), order='XYZ'>
    Matrix:
      <Vector (-0.6720, 0.0398, -0.7395, -0.2959)>
      <Vector (0.2480, -0.9288, -0.2753, 0.5103)>
      <Vector (-0.6978, -0.3684, 0.6143, 0.1188)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2787, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7767, y=0.7920, z=2.9400), order='XYZ'>
    Matrix:
      <Vector (-0.6882, -0.6316, -0.3570, -0.2787)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7117, 0.4924, 0.5010, -0.0400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2462, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6250, -0.7794, 0.0438, -0.3947)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0504)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4559, 0.0032, 0.0994)>
    Rotation: <Euler (x=-1.5505, y=2.2462, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6250, -0.7794, 0.0438, -0.4559)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7804, 0.6251, -0.0127, 0.0994)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 172
  Bone: mixamorig:Hips
    Location: <Vector (0.0231, 0.8646, 0.0068)>
    Rotation: <Euler (x=0.2072, y=-0.3512, z=-0.0384), order='XYZ'>
    Matrix:
      <Vector (0.9383, -0.0332, -0.3443, 0.0231)>
      <Vector (-0.0361, 0.9806, -0.1927, 0.8646)>
      <Vector (0.3441, 0.1932, 0.9189, 0.0068)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine
    Location: <Vector (0.0211, 0.9407, 0.0201)>
    Rotation: <Euler (x=0.2450, y=-0.3634, z=-0.0380), order='XYZ'>
    Matrix:
      <Vector (0.9340, -0.0493, -0.3538, 0.0211)>
      <Vector (-0.0355, 0.9727, -0.2293, 0.9407)>
      <Vector (0.3554, 0.2268, 0.9068, 0.0201)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (0.0167, 1.0284, 0.0406)>
    Rotation: <Euler (x=0.3963, y=-0.3757, z=-0.0425), order='XYZ'>
    Matrix:
      <Vector (0.9294, -0.1023, -0.3546, 0.0167)>
      <Vector (-0.0395, 0.9277, -0.3713, 1.0284)>
      <Vector (0.3669, 0.3591, 0.8582, 0.0406)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (0.0062, 1.1240, 0.0776)>
    Rotation: <Euler (x=0.5487, y=-0.3860, z=-0.0499), order='XYZ'>
    Matrix:
      <Vector (0.9253, -0.1536, -0.3469, 0.0062)>
      <Vector (-0.0462, 0.8620, -0.5049, 1.1240)>
      <Vector (0.3765, 0.4832, 0.7904, 0.0776)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Neck
    Location: <Vector (-0.0116, 1.2239, 0.1336)>
    Rotation: <Euler (x=0.4693, y=-0.3198, z=-0.0494), order='XYZ'>
    Matrix:
      <Vector (0.9481, -0.0980, -0.3024, -0.0116)>
      <Vector (-0.0469, 0.8978, -0.4379, 1.2239)>
      <Vector (0.3144, 0.4294, 0.8466, 0.1336)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0259, 1.3108, 0.1895)>
    Rotation: <Euler (x=0.0801, y=-0.0530, z=-0.0347), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0304, -0.0555, -0.0259)>
      <Vector (-0.0347, 0.9963, -0.0781, 1.3108)>
      <Vector (0.0529, 0.0799, 0.9954, 0.1895)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0203, 1.5474, 0.2400)>
    Rotation: <Euler (x=0.0801, y=-0.0530, z=-0.0347), order='XYZ'>
    Matrix:
      <Vector (0.9980, 0.0304, -0.0555, -0.0203)>
      <Vector (-0.0347, 0.9963, -0.0781, 1.5474)>
      <Vector (0.0529, 0.0799, 0.9954, 0.2400)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0561, 1.2070, 0.1499)>
    Rotation: <Euler (x=-0.1288, y=2.1762, z=-1.9954), order='XYZ'>
    Matrix:
      <Vector (0.2344, 0.9472, -0.2189, 0.0561)>
      <Vector (0.5185, -0.3123, -0.7960, 1.2070)>
      <Vector (-0.8223, 0.0731, -0.5644, 0.1499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1899, 1.1629, 0.1603)>
    Rotation: <Euler (x=-3.1110, y=0.8676, z=0.4653), order='XYZ'>
    Matrix:
      <Vector (0.5779, 0.4276, -0.6951, 0.1899)>
      <Vector (0.2901, -0.9038, -0.3148, 1.1629)>
      <Vector (-0.7628, -0.0198, -0.6463, 0.1603)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2727, 0.9880, 0.1564)>
    Rotation: <Euler (x=2.3124, y=0.1692, z=-1.0404), order='XYZ'>
    Matrix:
      <Vector (0.4986, -0.5198, -0.6937, 0.2727)>
      <Vector (-0.8503, -0.4488, -0.2749, 0.9880)>
      <Vector (-0.1684, 0.7269, -0.6658, 0.1564)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1366, 0.8705, 0.3467)>
    Rotation: <Euler (x=1.9982, y=0.0598, z=-0.7002), order='XYZ'>
    Matrix:
      <Vector (0.7633, -0.2255, -0.6054, 0.1366)>
      <Vector (-0.6432, -0.3520, -0.6800, 0.8705)>
      <Vector (-0.0598, 0.9084, -0.4138, 0.3467)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.1014, 0.8670, 0.3807)>
    Rotation: <Euler (x=2.5065, y=-0.6401, z=-1.0608), order='XYZ'>
    Matrix:
      <Vector (0.3915, -0.8756, -0.2830, 0.1014)>
      <Vector (-0.7000, -0.0838, -0.7092, 0.8670)>
      <Vector (0.5973, 0.4758, -0.6457, 0.3807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0663, 0.8652, 0.3981)>
    Rotation: <Euler (x=2.3571, y=-0.2655, z=-0.7856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0463, 0.8527, 0.4205)>
    Rotation: <Euler (x=2.2817, y=-0.0942, z=-0.7074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0356, 0.8408, 0.4390)>
    Rotation: <Euler (x=2.2817, y=-0.0942, z=-0.7074), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0841, 0.8540, 0.4534)>
    Rotation: <Euler (x=2.4546, y=0.0110, z=-0.7139), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0696, 0.8365, 0.4720)>
    Rotation: <Euler (x=2.9267, y=0.0467, z=-0.6456), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0525, 0.8132, 0.4783)>
    Rotation: <Euler (x=-3.1187, y=0.0527, z=-0.5899), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0393, 0.7942, 0.4778)>
    Rotation: <Euler (x=-3.1187, y=0.0527, z=-0.5899), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.1018, 0.8388, 0.4511)>
    Rotation: <Euler (x=2.4543, y=0.0138, z=-0.7145), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0852, 0.8187, 0.4725)>
    Rotation: <Euler (x=2.9267, y=0.0495, z=-0.6457), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0649, 0.7911, 0.4800)>
    Rotation: <Euler (x=-3.1187, y=0.0553, z=-0.5917), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0500, 0.7696, 0.4794)>
    Rotation: <Euler (x=-3.1187, y=0.0553, z=-0.5917), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1215, 0.8232, 0.4497)>
    Rotation: <Euler (x=2.4546, y=0.0150, z=-0.7125), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1067, 0.8053, 0.4687)>
    Rotation: <Euler (x=2.9268, y=0.0499, z=-0.6429), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0899, 0.7823, 0.4749)>
    Rotation: <Euler (x=-3.1191, y=0.0539, z=-0.5984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0768, 0.7636, 0.4744)>
    Rotation: <Euler (x=-3.1191, y=0.0539, z=-0.5984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1410, 0.8113, 0.4447)>
    Rotation: <Euler (x=2.4454, y=0.0696, z=-0.6576), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1285, 0.7930, 0.4632)>
    Rotation: <Euler (x=2.9270, y=0.0584, z=-0.6401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1157, 0.7755, 0.4679)>
    Rotation: <Euler (x=-3.1199, y=0.0613, z=-0.6131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1062, 0.7620, 0.4675)>
    Rotation: <Euler (x=-3.1199, y=0.0613, z=-0.6131), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0739, 1.2117, 0.1001)>
    Rotation: <Euler (x=0.9383, y=-2.1977, z=1.1367), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1885, 1.1631, 0.0333)>
    Rotation: <Euler (x=-1.5401, y=-1.3705, z=-1.7349), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2137, 0.9747, -0.0053)>
    Rotation: <Euler (x=1.5812, y=-0.1931, z=1.4623), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2164, 0.9245, 0.2515)>
    Rotation: <Euler (x=1.6595, y=-0.3759, z=0.9304), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2004, 0.9249, 0.2954)>
    Rotation: <Euler (x=2.0419, y=0.4217, z=0.9965), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1782, 0.9281, 0.3252)>
    Rotation: <Euler (x=2.0157, y=-0.0645, z=0.8889), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1686, 0.9176, 0.3547)>
    Rotation: <Euler (x=1.9609, y=-0.2187, z=0.8828), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1647, 0.9061, 0.3789)>
    Rotation: <Euler (x=1.9609, y=-0.2187, z=0.8828), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2140, 0.9122, 0.3690)>
    Rotation: <Euler (x=2.1180, y=-0.3195, z=0.9260), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2065, 0.8961, 0.3934)>
    Rotation: <Euler (x=2.6063, y=-0.3697, z=0.8751), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1905, 0.8755, 0.4075)>
    Rotation: <Euler (x=2.8594, y=-0.3895, z=0.8278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1757, 0.8591, 0.4135)>
    Rotation: <Euler (x=2.8594, y=-0.3895, z=0.8278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2272, 0.8939, 0.3644)>
    Rotation: <Euler (x=2.1181, y=-0.3273, z=0.9257), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2193, 0.8768, 0.3902)>
    Rotation: <Euler (x=2.6065, y=-0.3755, z=0.8746), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2008, 0.8529, 0.4064)>
    Rotation: <Euler (x=2.8570, y=-0.3918, z=0.8343), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1849, 0.8351, 0.4129)>
    Rotation: <Euler (x=2.8570, y=-0.3918, z=0.8343), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2407, 0.8745, 0.3556)>
    Rotation: <Euler (x=2.1184, y=-0.3222, z=0.9249), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2337, 0.8595, 0.3783)>
    Rotation: <Euler (x=2.6084, y=-0.3744, z=0.8694), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2187, 0.8402, 0.3915)>
    Rotation: <Euler (x=2.8559, y=-0.3866, z=0.8370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2036, 0.8234, 0.3976)>
    Rotation: <Euler (x=2.8559, y=-0.3866, z=0.8370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2539, 0.8611, 0.3409)>
    Rotation: <Euler (x=2.1182, y=-0.3264, z=0.9254), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2474, 0.8471, 0.3621)>
    Rotation: <Euler (x=2.6092, y=-0.3793, z=0.8674), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2334, 0.8290, 0.3744)>
    Rotation: <Euler (x=2.8513, y=-0.3863, z=0.8492), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2238, 0.8183, 0.3783)>
    Rotation: <Euler (x=2.8513, y=-0.3863, z=0.8492), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1294, 0.8197, 0.0309)>
    Rotation: <Euler (x=0.7347, y=-0.0186, z=-2.9120), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2046, 0.5206, 0.3094)>
    Rotation: <Euler (x=-0.1943, y=-0.1520, z=-2.8932), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2957, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8650, y=-0.1469, z=-3.0096), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3299, 0.0007, 0.3596)>
    Rotation: <Euler (x=-1.5295, y=-2.8945, z=0.0093), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3483, 0.0039, 0.4326)>
    Rotation: <Euler (x=-1.5295, y=-2.8945, z=0.0093), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0782, 0.8265, -0.0396)>
    Rotation: <Euler (x=0.4954, y=0.6542, z=2.8501), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.2984, 0.5108, 0.1172)>
    Rotation: <Euler (x=-0.5352, y=0.7742, z=2.7976), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7916, z=2.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 173
  Bone: mixamorig:Hips
    Location: <Vector (0.0190, 0.8655, 0.0032)>
    Rotation: <Euler (x=0.2088, y=-0.3492, z=-0.0389), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0170, 0.9416, 0.0167)>
    Rotation: <Euler (x=0.2463, y=-0.3616, z=-0.0381), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0126, 1.0293, 0.0372)>
    Rotation: <Euler (x=0.3972, y=-0.3748, z=-0.0425), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (0.0020, 1.1248, 0.0743)>
    Rotation: <Euler (x=0.5493, y=-0.3859, z=-0.0498), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0158, 1.2247, 0.1304)>
    Rotation: <Euler (x=0.4701, y=-0.3188, z=-0.0493), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0300, 1.3116, 0.1864)>
    Rotation: <Euler (x=0.0770, y=-0.0500, z=-0.0314), order='XYZ'>
    Matrix:
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      <Vector (-0.0314, 0.9967, -0.0753, 1.3116)>
      <Vector (0.0500, 0.0768, 0.9958, 0.1864)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0251, 1.5483, 0.2362)>
    Rotation: <Euler (x=0.0770, y=-0.0500, z=-0.0314), order='XYZ'>
    Matrix:
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      <Vector (-0.0314, 0.9967, -0.0753, 1.5483)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0520, 1.2079, 0.1467)>
    Rotation: <Euler (x=-0.1290, y=2.1767, z=-1.9947), order='XYZ'>
    Matrix:
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      <Vector (0.5191, -0.3115, -0.7959, 1.2079)>
      <Vector (-0.8220, 0.0732, -0.5647, 0.1467)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1858, 1.1638, 0.1571)>
    Rotation: <Euler (x=-3.1033, y=0.8680, z=0.4710), order='XYZ'>
    Matrix:
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      <Vector (0.2933, -0.9037, -0.3118, 1.1638)>
      <Vector (-0.7630, -0.0248, -0.6459, 0.1571)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2686, 0.9890, 0.1523)>
    Rotation: <Euler (x=2.3120, y=0.1711, z=-1.0435), order='XYZ'>
    Matrix:
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      <Vector (-0.8516, -0.4483, -0.2718, 0.9890)>
      <Vector (-0.1703, 0.7269, -0.6653, 0.1523)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1324, 0.8716, 0.3425)>
    Rotation: <Euler (x=2.0003, y=0.0608, z=-0.6989), order='XYZ'>
    Matrix:
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      <Vector (-0.6422, -0.3543, -0.6798, 0.8716)>
      <Vector (-0.0608, 0.9075, -0.4156, 0.3425)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0972, 0.8680, 0.3765)>
    Rotation: <Euler (x=2.5086, y=-0.6385, z=-1.0608), order='XYZ'>
    Matrix:
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      <Vector (-0.7008, -0.0859, -0.7081, 0.8680)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0620, 0.8661, 0.3939)>
    Rotation: <Euler (x=2.3592, y=-0.2643, z=-0.7849), order='XYZ'>
    Matrix:
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      <Vector (-0.6822, -0.3716, -0.6297, 0.8661)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0420, 0.8535, 0.4162)>
    Rotation: <Euler (x=2.2838, y=-0.0933, z=-0.7064), order='XYZ'>
    Matrix:
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      <Vector (-0.6463, -0.4519, -0.6149, 0.8535)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0313, 0.8416, 0.4348)>
    Rotation: <Euler (x=2.2838, y=-0.0933, z=-0.7064), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0798, 0.8548, 0.4492)>
    Rotation: <Euler (x=2.4566, y=0.0120, z=-0.7126), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0653, 0.8373, 0.4677)>
    Rotation: <Euler (x=2.9289, y=0.0475, z=-0.6443), order='XYZ'>
    Matrix:
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      <Vector (-0.6000, -0.7875, -0.1409, 0.8373)>
      <Vector (-0.0475, 0.2109, -0.9764, 0.4677)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0482, 0.8139, 0.4740)>
    Rotation: <Euler (x=-3.1165, y=0.0534, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0350, 0.7949, 0.4734)>
    Rotation: <Euler (x=-3.1165, y=0.0534, z=-0.5885), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0976, 0.8396, 0.4469)>
    Rotation: <Euler (x=2.4563, y=0.0148, z=-0.7132), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0809, 0.8195, 0.4682)>
    Rotation: <Euler (x=2.9288, y=0.0503, z=-0.6444), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0607, 0.7918, 0.4756)>
    Rotation: <Euler (x=-3.1165, y=0.0561, z=-0.5904), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0458, 0.7703, 0.4750)>
    Rotation: <Euler (x=-3.1165, y=0.0561, z=-0.5904), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1172, 0.8240, 0.4454)>
    Rotation: <Euler (x=2.4566, y=0.0160, z=-0.7113), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.1024, 0.8061, 0.4644)>
    Rotation: <Euler (x=2.9290, y=0.0508, z=-0.6416), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0857, 0.7831, 0.4705)>
    Rotation: <Euler (x=-3.1169, y=0.0546, z=-0.5970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0726, 0.7643, 0.4700)>
    Rotation: <Euler (x=-3.1169, y=0.0546, z=-0.5970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1367, 0.8122, 0.4405)>
    Rotation: <Euler (x=2.4476, y=0.0705, z=-0.6562), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1242, 0.7938, 0.4588)>
    Rotation: <Euler (x=2.9292, y=0.0593, z=-0.6388), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1115, 0.7763, 0.4635)>
    Rotation: <Euler (x=-3.1178, y=0.0621, z=-0.6117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.1020, 0.7628, 0.4631)>
    Rotation: <Euler (x=-3.1178, y=0.0621, z=-0.6117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0780, 1.2125, 0.0969)>
    Rotation: <Euler (x=0.9391, y=-2.1983, z=1.1376), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1925, 1.1638, 0.0300)>
    Rotation: <Euler (x=-1.5257, y=-1.3714, z=-1.7483), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2174, 0.9753, -0.0084)>
    Rotation: <Euler (x=1.5783, y=-0.1924, z=1.4636), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2208, 0.9254, 0.2485)>
    Rotation: <Euler (x=1.6568, y=-0.3762, z=0.9334), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2050, 0.9259, 0.2923)>
    Rotation: <Euler (x=2.0391, y=0.4216, z=0.9973), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1828, 0.9292, 0.3222)>
    Rotation: <Euler (x=2.0132, y=-0.0649, z=0.8911), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1732, 0.9187, 0.3518)>
    Rotation: <Euler (x=1.9583, y=-0.2190, z=0.8854), order='XYZ'>
    Matrix:
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      <Vector (0.2173, 0.9037, -0.3688, 0.3518)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1694, 0.9072, 0.3760)>
    Rotation: <Euler (x=1.9583, y=-0.2190, z=0.8854), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2187, 0.9132, 0.3660)>
    Rotation: <Euler (x=2.1154, y=-0.3198, z=0.9288), order='XYZ'>
    Matrix:
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      <Vector (0.7603, -0.5256, -0.3817, 0.9132)>
      <Vector (0.3144, 0.8120, -0.4918, 0.3660)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2112, 0.8972, 0.3904)>
    Rotation: <Euler (x=2.6036, y=-0.3701, z=0.8781), order='XYZ'>
    Matrix:
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      <Vector (0.7174, -0.6910, -0.0882, 0.8972)>
      <Vector (0.3617, 0.4777, -0.8006, 0.3904)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1951, 0.8766, 0.4046)>
    Rotation: <Euler (x=2.8567, y=-0.3900, z=0.8309), order='XYZ'>
    Matrix:
      <Vector (0.6236, 0.6367, 0.4536, -0.1951)>
      <Vector (0.6831, -0.7260, 0.0799, 0.8766)>
      <Vector (0.3802, 0.2600, -0.8876, 0.4046)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1804, 0.8603, 0.4106)>
    Rotation: <Euler (x=2.8567, y=-0.3900, z=0.8309), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2318, 0.8949, 0.3613)>
    Rotation: <Euler (x=2.1154, y=-0.3276, z=0.9285), order='XYZ'>
    Matrix:
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      <Vector (0.7581, -0.5307, -0.3789, 0.8949)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2239, 0.8778, 0.3872)>
    Rotation: <Euler (x=2.6038, y=-0.3759, z=0.8776), order='XYZ'>
    Matrix:
      <Vector (0.5944, 0.5405, 0.5955, -0.2239)>
      <Vector (0.7155, -0.6934, -0.0848, 0.8778)>
      <Vector (0.3671, 0.4765, -0.7989, 0.3872)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2054, 0.8540, 0.4035)>
    Rotation: <Euler (x=2.8543, y=-0.3923, z=0.8373), order='XYZ'>
    Matrix:
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      <Vector (0.3823, 0.2618, -0.8861, 0.4035)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1895, 0.8363, 0.4101)>
    Rotation: <Euler (x=2.8543, y=-0.3923, z=0.8373), order='XYZ'>
    Matrix:
      <Vector (0.6186, 0.6399, 0.4560, -0.1895)>
      <Vector (0.6864, -0.7225, 0.0827, 0.8363)>
      <Vector (0.3823, 0.2618, -0.8861, 0.4101)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2453, 0.8755, 0.3526)>
    Rotation: <Euler (x=2.1157, y=-0.3225, z=0.9277), order='XYZ'>
    Matrix:
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      <Vector (0.7590, -0.5277, -0.3814, 0.8755)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2383, 0.8605, 0.3753)>
    Rotation: <Euler (x=2.6057, y=-0.3748, z=0.8724), order='XYZ'>
    Matrix:
      <Vector (0.5984, 0.5383, 0.5934, -0.2383)>
      <Vector (0.7127, -0.6960, -0.0873, 0.8605)>
      <Vector (0.3661, 0.4751, -0.8001, 0.3753)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2233, 0.8413, 0.3885)>
    Rotation: <Euler (x=2.8532, y=-0.3871, z=0.8400), order='XYZ'>
    Matrix:
      <Vector (0.6181, 0.6422, 0.4533, -0.2233)>
      <Vector (0.6895, -0.7199, 0.0797, 0.8413)>
      <Vector (0.3775, 0.2633, -0.8878, 0.3885)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2082, 0.8245, 0.3947)>
    Rotation: <Euler (x=2.8532, y=-0.3871, z=0.8400), order='XYZ'>
    Matrix:
      <Vector (0.6181, 0.6422, 0.4533, -0.2082)>
      <Vector (0.6895, -0.7199, 0.0797, 0.8245)>
      <Vector (0.3775, 0.2633, -0.8878, 0.3947)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2584, 0.8620, 0.3379)>
    Rotation: <Euler (x=2.1155, y=-0.3266, z=0.9283), order='XYZ'>
    Matrix:
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      <Vector (0.7583, -0.5302, -0.3794, 0.8620)>
      <Vector (0.3209, 0.8101, -0.4908, 0.3379)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2519, 0.8480, 0.3591)>
    Rotation: <Euler (x=2.6065, y=-0.3797, z=0.8704), order='XYZ'>
    Matrix:
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      <Vector (0.7101, -0.6989, -0.0849, 0.8480)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2379, 0.8300, 0.3714)>
    Rotation: <Euler (x=2.8486, y=-0.3868, z=0.8522), order='XYZ'>
    Matrix:
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      <Vector (0.6971, -0.7123, 0.0817, 0.8300)>
      <Vector (0.3772, 0.2675, -0.8867, 0.3714)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2283, 0.8194, 0.3754)>
    Rotation: <Euler (x=2.8486, y=-0.3868, z=0.8522), order='XYZ'>
    Matrix:
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      <Vector (0.6971, -0.7123, 0.0817, 0.8194)>
      <Vector (0.3772, 0.2675, -0.8867, 0.3754)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1253, 0.8206, 0.0271)>
    Rotation: <Euler (x=0.7316, y=-0.0210, z=-2.9088), order='XYZ'>
    Matrix:
      <Vector (-0.9728, 0.1853, -0.1389, 0.1253)>
      <Vector (-0.2306, -0.7208, 0.6536, 0.8206)>
      <Vector (0.0210, 0.6679, 0.7440, 0.0271)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2023, 0.5211, 0.3046)>
    Rotation: <Euler (x=-0.1827, y=-0.1553, z=-2.8898), order='XYZ'>
    Matrix:
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      <Vector (-0.2462, -0.9593, -0.1380, 0.5211)>
      <Vector (0.1547, -0.1795, 0.9715, 0.3046)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1107, 0.2278)>
    Rotation: <Euler (x=0.8647, y=-0.1489, z=-3.0098), order='XYZ'>
    Matrix:
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      <Vector (-0.1299, -0.6284, 0.7670, 0.1107)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5295, y=-2.8925, z=0.0091), order='XYZ'>
    Matrix:
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      <Vector (-0.0088, 0.0435, 0.9990, 0.0007)>
      <Vector (0.2466, 0.9683, -0.0400, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0040, 0.4325)>
    Rotation: <Euler (x=-1.5295, y=-2.8925, z=0.0091), order='XYZ'>
    Matrix:
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      <Vector (-0.0088, 0.0435, 0.9990, 0.0040)>
      <Vector (0.2466, 0.9683, -0.0400, 0.4325)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0824, 0.8276, -0.0430)>
    Rotation: <Euler (x=0.4997, y=0.6505, z=2.8565), order='XYZ'>
    Matrix:
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      <Vector (0.2238, -0.7607, 0.6093, 0.8276)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3007, 0.5114, 0.1154)>
    Rotation: <Euler (x=-0.5298, y=0.7759, z=2.8069), order='XYZ'>
    Matrix:
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      <Vector (0.2344, -0.9313, -0.2788, 0.5114)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7769, y=0.7910, z=2.9402), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2472, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5504, y=2.2472, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 174
  Bone: mixamorig:Hips
    Location: <Vector (0.0152, 0.8666, -0.0000)>
    Rotation: <Euler (x=0.2105, y=-0.3452, z=-0.0385), order='XYZ'>
    Matrix:
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      <Vector (-0.0362, 0.9799, -0.1961, 0.8666)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0133, 0.9427, 0.0135)>
    Rotation: <Euler (x=0.2475, y=-0.3585, z=-0.0374), order='XYZ'>
    Matrix:
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      <Vector (-0.0350, 0.9721, -0.2320, 0.9427)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0088, 1.0303, 0.0342)>
    Rotation: <Euler (x=0.3979, y=-0.3734, z=-0.0420), order='XYZ'>
    Matrix:
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      <Vector (-0.0391, 0.9270, -0.3730, 1.0303)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0018, 1.1258, 0.0714)>
    Rotation: <Euler (x=0.5496, y=-0.3863, z=-0.0497), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0196, 1.2257, 0.1275)>
    Rotation: <Euler (x=0.4708, y=-0.3178, z=-0.0494), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0338, 1.3125, 0.1835)>
    Rotation: <Euler (x=0.0723, y=-0.0459, z=-0.0263), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0298, 1.5495, 0.2322)>
    Rotation: <Euler (x=0.0723, y=-0.0459, z=-0.0263), order='XYZ'>
    Matrix:
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      <Vector (-0.0263, 0.9971, -0.0710, 1.5495)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0482, 1.2089, 0.1438)>
    Rotation: <Euler (x=-0.1306, y=2.1770, z=-1.9951), order='XYZ'>
    Matrix:
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      <Vector (0.5193, -0.3107, -0.7962, 1.2089)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1820, 1.1650, 0.1543)>
    Rotation: <Euler (x=-3.0947, y=0.8675, z=0.4773), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2647, 0.9901, 0.1485)>
    Rotation: <Euler (x=2.3124, y=0.1731, z=-1.0469), order='XYZ'>
    Matrix:
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      <Vector (-0.8530, -0.4479, -0.2681, 0.9901)>
      <Vector (-0.1722, 0.7264, -0.6654, 0.1485)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1282, 0.8729, 0.3386)>
    Rotation: <Euler (x=2.0010, y=0.0624, z=-0.6973), order='XYZ'>
    Matrix:
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      <Vector (-0.0624, 0.9071, -0.4162, 0.3386)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0930, 0.8691, 0.3726)>
    Rotation: <Euler (x=2.5086, y=-0.6367, z=-1.0593), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0579, 0.8672, 0.3900)>
    Rotation: <Euler (x=2.3598, y=-0.2626, z=-0.7836), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0379, 0.8545, 0.4123)>
    Rotation: <Euler (x=2.2845, y=-0.0916, z=-0.7049), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0273, 0.8425, 0.4308)>
    Rotation: <Euler (x=2.2845, y=-0.0916, z=-0.7049), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0757, 0.8558, 0.4453)>
    Rotation: <Euler (x=2.4573, y=0.0137, z=-0.7111), order='XYZ'>
    Matrix:
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      <Vector (-0.6526, -0.5927, -0.4720, 0.8558)>
      <Vector (-0.0137, 0.6321, -0.7748, 0.4453)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0613, 0.8382, 0.4638)>
    Rotation: <Euler (x=2.9296, y=0.0491, z=-0.6428), order='XYZ'>
    Matrix:
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      <Vector (-0.5987, -0.7887, -0.1396, 0.8382)>
      <Vector (-0.0491, 0.2101, -0.9764, 0.4638)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0442, 0.8148, 0.4700)>
    Rotation: <Euler (x=-3.1156, y=0.0549, z=-0.5870), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0311, 0.7957, 0.4694)>
    Rotation: <Euler (x=-3.1156, y=0.0549, z=-0.5870), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0935, 0.8406, 0.4429)>
    Rotation: <Euler (x=2.4570, y=0.0165, z=-0.7117), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0769, 0.8204, 0.4642)>
    Rotation: <Euler (x=2.9296, y=0.0519, z=-0.6428), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0567, 0.7927, 0.4716)>
    Rotation: <Euler (x=-3.1157, y=0.0576, z=-0.5888), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0419, 0.7712, 0.4709)>
    Rotation: <Euler (x=-3.1157, y=0.0576, z=-0.5888), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1132, 0.8251, 0.4414)>
    Rotation: <Euler (x=2.4573, y=0.0176, z=-0.7097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0985, 0.8071, 0.4603)>
    Rotation: <Euler (x=2.9298, y=0.0524, z=-0.6400), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0817, 0.7840, 0.4664)>
    Rotation: <Euler (x=-3.1161, y=0.0562, z=-0.5955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0687, 0.7652, 0.4659)>
    Rotation: <Euler (x=-3.1161, y=0.0562, z=-0.5955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1327, 0.8133, 0.4364)>
    Rotation: <Euler (x=2.4483, y=0.0721, z=-0.6547), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1203, 0.7949, 0.4548)>
    Rotation: <Euler (x=2.9299, y=0.0609, z=-0.6372), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1075, 0.7773, 0.4594)>
    Rotation: <Euler (x=-3.1169, y=0.0637, z=-0.6102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0981, 0.7638, 0.4590)>
    Rotation: <Euler (x=-3.1169, y=0.0637, z=-0.6102), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0819, 1.2135, 0.0940)>
    Rotation: <Euler (x=0.9423, y=-2.1990, z=1.1370), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1961, 1.1645, 0.0268)>
    Rotation: <Euler (x=-1.5010, y=-1.3726, z=-1.7708), order='XYZ'>
    Matrix:
      <Vector (-0.0391, -0.1259, 0.9913, -0.1961)>
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      <Vector (0.9804, -0.1964, 0.0137, 0.0268)>
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2205, 0.9759, -0.0113)>
    Rotation: <Euler (x=1.5734, y=-0.1918, z=1.4663), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2250, 0.9263, 0.2456)>
    Rotation: <Euler (x=1.6536, y=-0.3769, z=0.9342), order='XYZ'>
    Matrix:
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      <Vector (0.7477, -0.3441, -0.5679, 0.9263)>
      <Vector (0.3680, 0.9266, -0.0769, 0.2456)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2093, 0.9268, 0.2895)>
    Rotation: <Euler (x=2.0358, y=0.4211, z=0.9957), order='XYZ'>
    Matrix:
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      <Vector (0.7658, 0.0627, -0.6400, 0.9268)>
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1872, 0.9301, 0.3195)>
    Rotation: <Euler (x=2.0102, y=-0.0657, z=0.8910), order='XYZ'>
    Matrix:
      <Vector (0.6273, 0.2935, 0.7214, -0.1872)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1777, 0.9197, 0.3491)>
    Rotation: <Euler (x=1.9552, y=-0.2199, z=0.8857), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1740, 0.9082, 0.3733)>
    Rotation: <Euler (x=1.9552, y=-0.2199, z=0.8857), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2233, 0.9143, 0.3632)>
    Rotation: <Euler (x=2.1122, y=-0.3205, z=0.9295), order='XYZ'>
    Matrix:
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      <Vector (0.7605, -0.5247, -0.3826, 0.9143)>
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2158, 0.8982, 0.3876)>
    Rotation: <Euler (x=2.6005, y=-0.3709, z=0.8789), order='XYZ'>
    Matrix:
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      <Vector (0.7177, -0.6906, -0.0894, 0.8982)>
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.1998, 0.8777, 0.4018)>
    Rotation: <Euler (x=2.8535, y=-0.3910, z=0.8318), order='XYZ'>
    Matrix:
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      <Vector (0.6833, -0.7258, 0.0787, 0.8777)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1851, 0.8613, 0.4080)>
    Rotation: <Euler (x=2.8535, y=-0.3910, z=0.8318), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2364, 0.8959, 0.3585)>
    Rotation: <Euler (x=2.1123, y=-0.3283, z=0.9292), order='XYZ'>
    Matrix:
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      <Vector (0.7584, -0.5298, -0.3797, 0.8959)>
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2285, 0.8789, 0.3844)>
    Rotation: <Euler (x=2.6006, y=-0.3767, z=0.8785), order='XYZ'>
    Matrix:
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      <Vector (0.7158, -0.6930, -0.0860, 0.8789)>
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2101, 0.8551, 0.4008)>
    Rotation: <Euler (x=2.8511, y=-0.3933, z=0.8382), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1942, 0.8373, 0.4074)>
    Rotation: <Euler (x=2.8511, y=-0.3933, z=0.8382), order='XYZ'>
    Matrix:
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      <Vector (0.6867, -0.7224, 0.0814, 0.8373)>
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2498, 0.8765, 0.3497)>
    Rotation: <Euler (x=2.1125, y=-0.3232, z=0.9284), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2429, 0.8616, 0.3725)>
    Rotation: <Euler (x=2.6026, y=-0.3757, z=0.8732), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2279, 0.8423, 0.3858)>
    Rotation: <Euler (x=2.8501, y=-0.3881, z=0.8409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2128, 0.8255, 0.3920)>
    Rotation: <Euler (x=2.8501, y=-0.3881, z=0.8409), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2629, 0.8630, 0.3350)>
    Rotation: <Euler (x=2.1123, y=-0.3274, z=0.9290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2565, 0.8491, 0.3562)>
    Rotation: <Euler (x=2.6033, y=-0.3806, z=0.8712), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2425, 0.8311, 0.3687)>
    Rotation: <Euler (x=2.8454, y=-0.3877, z=0.8531), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2329, 0.8204, 0.3726)>
    Rotation: <Euler (x=2.8454, y=-0.3877, z=0.8531), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1217, 0.8217, 0.0233)>
    Rotation: <Euler (x=0.7279, y=-0.0242, z=-2.9061), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.2006, 0.5217, 0.2997)>
    Rotation: <Euler (x=-0.1710, y=-0.1580, z=-2.8875), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1108, 0.2278)>
    Rotation: <Euler (x=0.8648, y=-0.1502, z=-3.0108), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0007, 0.3595)>
    Rotation: <Euler (x=-1.5293, y=-2.8912, z=0.0080), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0040, 0.4324)>
    Rotation: <Euler (x=-1.5293, y=-2.8912, z=0.0080), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0863, 0.8286, -0.0460)>
    Rotation: <Euler (x=0.5026, y=0.6470, z=2.8617), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3029, 0.5119, 0.1138)>
    Rotation: <Euler (x=-0.5245, y=0.7775, z=2.8157), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2789, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7771, y=0.7906, z=2.9403), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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Frame: 175
  Bone: mixamorig:Hips
    Location: <Vector (0.0120, 0.8677, -0.0029)>
    Rotation: <Euler (x=0.2122, y=-0.3394, z=-0.0371), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0100, 0.9437, 0.0109)>
    Rotation: <Euler (x=0.2483, y=-0.3540, z=-0.0356), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0054, 1.0313, 0.0316)>
    Rotation: <Euler (x=0.3980, y=-0.3717, z=-0.0404), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0052, 1.1268, 0.0688)>
    Rotation: <Euler (x=0.5493, y=-0.3873, z=-0.0487), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0233, 1.2267, 0.1249)>
    Rotation: <Euler (x=0.4711, y=-0.3169, z=-0.0490), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0374, 1.3135, 0.1810)>
    Rotation: <Euler (x=0.0670, y=-0.0417, z=-0.0206), order='XYZ'>
    Matrix:
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      <Vector (-0.0206, 0.9976, -0.0661, 1.3135)>
      <Vector (0.0417, 0.0669, 0.9969, 0.1810)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0345, 1.5508, 0.2284)>
    Rotation: <Euler (x=0.0670, y=-0.0417, z=-0.0206), order='XYZ'>
    Matrix:
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      <Vector (-0.0206, 0.9976, -0.0661, 1.5508)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0445, 1.2099, 0.1413)>
    Rotation: <Euler (x=-0.1325, y=2.1769, z=-1.9953), order='XYZ'>
    Matrix:
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      <Vector (0.5191, -0.3093, -0.7968, 1.2099)>
      <Vector (-0.8219, 0.0752, -0.5646, 0.1413)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1784, 1.1662, 0.1519)>
    Rotation: <Euler (x=-3.0867, y=0.8660, z=0.4838), order='XYZ'>
    Matrix:
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      <Vector (0.3013, -0.9033, -0.3052, 1.1662)>
      <Vector (-0.7618, -0.0355, -0.6469, 0.1519)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2612, 0.9914, 0.1451)>
    Rotation: <Euler (x=2.3137, y=0.1748, z=-1.0493), order='XYZ'>
    Matrix:
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      <Vector (-0.8539, -0.4480, -0.2649, 0.9914)>
      <Vector (-0.1739, 0.7253, -0.6661, 0.1451)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1244, 0.8741, 0.3349)>
    Rotation: <Euler (x=2.0012, y=0.0653, z=-0.6953), order='XYZ'>
    Matrix:
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      <Vector (-0.6392, -0.3584, -0.6804, 0.8741)>
      <Vector (-0.0653, 0.9069, -0.4163, 0.3349)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0893, 0.8703, 0.3690)>
    Rotation: <Euler (x=2.5076, y=-0.6339, z=-1.0567), order='XYZ'>
    Matrix:
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      <Vector (-0.7016, -0.0907, -0.7068, 0.8703)>
      <Vector (0.5923, 0.4773, -0.6491, 0.3690)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0541, 0.8682, 0.3864)>
    Rotation: <Euler (x=2.3597, y=-0.2597, z=-0.7815), order='XYZ'>
    Matrix:
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      <Vector (-0.6807, -0.3762, -0.6285, 0.8682)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0342, 0.8554, 0.4088)>
    Rotation: <Euler (x=2.2846, y=-0.0887, z=-0.7029), order='XYZ'>
    Matrix:
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      <Vector (-0.6439, -0.4563, -0.6142, 0.8554)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0237, 0.8434, 0.4273)>
    Rotation: <Euler (x=2.2846, y=-0.0887, z=-0.7029), order='XYZ'>
    Matrix:
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      <Vector (-0.6439, -0.4563, -0.6142, 0.8434)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0721, 0.8567, 0.4417)>
    Rotation: <Euler (x=2.4574, y=0.0166, z=-0.7091), order='XYZ'>
    Matrix:
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      <Vector (-0.6511, -0.5950, -0.4713, 0.8567)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0578, 0.8391, 0.4602)>
    Rotation: <Euler (x=2.9300, y=0.0520, z=-0.6407), order='XYZ'>
    Matrix:
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      <Vector (-0.5970, -0.7903, -0.1380, 0.8391)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0408, 0.8156, 0.4664)>
    Rotation: <Euler (x=-3.1151, y=0.0578, z=-0.5849), order='XYZ'>
    Matrix:
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      <Vector (-0.5512, -0.8326, 0.0540, 0.8156)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0277, 0.7966, 0.4658)>
    Rotation: <Euler (x=-3.1151, y=0.0578, z=-0.5849), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0899, 0.8416, 0.4392)>
    Rotation: <Euler (x=2.4571, y=0.0194, z=-0.7097), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0734, 0.8214, 0.4605)>
    Rotation: <Euler (x=2.9300, y=0.0548, z=-0.6408), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0533, 0.7935, 0.4679)>
    Rotation: <Euler (x=-3.1152, y=0.0605, z=-0.5868), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0385, 0.7720, 0.4672)>
    Rotation: <Euler (x=-3.1152, y=0.0605, z=-0.5868), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1096, 0.8261, 0.4376)>
    Rotation: <Euler (x=2.4575, y=0.0205, z=-0.7077), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0950, 0.8080, 0.4566)>
    Rotation: <Euler (x=2.9301, y=0.0553, z=-0.6380), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0783, 0.7850, 0.4627)>
    Rotation: <Euler (x=-3.1156, y=0.0591, z=-0.5934), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0653, 0.7661, 0.4621)>
    Rotation: <Euler (x=-3.1156, y=0.0591, z=-0.5934), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1292, 0.8144, 0.4326)>
    Rotation: <Euler (x=2.4486, y=0.0750, z=-0.6526), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1168, 0.7959, 0.4510)>
    Rotation: <Euler (x=2.9303, y=0.0638, z=-0.6352), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1041, 0.7783, 0.4556)>
    Rotation: <Euler (x=-3.1165, y=0.0666, z=-0.6081), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0948, 0.7648, 0.4552)>
    Rotation: <Euler (x=-3.1165, y=0.0666, z=-0.6081), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0855, 1.2144, 0.0913)>
    Rotation: <Euler (x=0.9457, y=-2.1993, z=1.1358), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.1995, 1.1652, 0.0240)>
    Rotation: <Euler (x=-1.4844, y=-1.3738, z=-1.7857), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2235, 0.9766, -0.0139)>
    Rotation: <Euler (x=1.5702, y=-0.1923, z=1.4683), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2288, 0.9268, 0.2430)>
    Rotation: <Euler (x=1.6527, y=-0.3772, z=0.9332), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2131, 0.9274, 0.2870)>
    Rotation: <Euler (x=2.0348, y=0.4208, z=0.9939), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1910, 0.9307, 0.3169)>
    Rotation: <Euler (x=2.0094, y=-0.0661, z=0.8897), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1816, 0.9202, 0.3465)>
    Rotation: <Euler (x=1.9544, y=-0.2203, z=0.8846), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1779, 0.9088, 0.3708)>
    Rotation: <Euler (x=1.9544, y=-0.2203, z=0.8846), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2271, 0.9149, 0.3606)>
    Rotation: <Euler (x=2.1113, y=-0.3209, z=0.9284), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2197, 0.8988, 0.3851)>
    Rotation: <Euler (x=2.5996, y=-0.3714, z=0.8779), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2038, 0.8783, 0.3993)>
    Rotation: <Euler (x=2.8527, y=-0.3914, z=0.8307), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1891, 0.8619, 0.4054)>
    Rotation: <Euler (x=2.8527, y=-0.3914, z=0.8307), order='XYZ'>
    Matrix:
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      <Vector (0.6826, -0.7266, 0.0779, 0.8619)>
      <Vector (0.3815, 0.2633, -0.8861, 0.4054)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2403, 0.8966, 0.3559)>
    Rotation: <Euler (x=2.1114, y=-0.3287, z=0.9282), order='XYZ'>
    Matrix:
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      <Vector (0.3228, 0.8115, -0.4871, 0.3559)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2325, 0.8795, 0.3818)>
    Rotation: <Euler (x=2.5998, y=-0.3772, z=0.8774), order='XYZ'>
    Matrix:
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      <Vector (0.3683, 0.4794, -0.7966, 0.3818)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2140, 0.8557, 0.3982)>
    Rotation: <Euler (x=2.8503, y=-0.3938, z=0.8372), order='XYZ'>
    Matrix:
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      <Vector (0.6859, -0.7232, 0.0807, 0.8557)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.1982, 0.8379, 0.4049)>
    Rotation: <Euler (x=2.8503, y=-0.3938, z=0.8372), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2537, 0.8771, 0.3471)>
    Rotation: <Euler (x=2.1117, y=-0.3235, z=0.9273), order='XYZ'>
    Matrix:
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      <Vector (0.7585, -0.5270, -0.3834, 0.8771)>
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2468, 0.8622, 0.3699)>
    Rotation: <Euler (x=2.6017, y=-0.3761, z=0.8722), order='XYZ'>
    Matrix:
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      <Vector (0.7122, -0.6962, -0.0894, 0.8622)>
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2319, 0.8429, 0.3832)>
    Rotation: <Euler (x=2.8492, y=-0.3885, z=0.8398), order='XYZ'>
    Matrix:
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      <Vector (0.6890, -0.7205, 0.0777, 0.8429)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2169, 0.8261, 0.3895)>
    Rotation: <Euler (x=2.8492, y=-0.3885, z=0.8398), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2668, 0.8636, 0.3324)>
    Rotation: <Euler (x=2.1115, y=-0.3277, z=0.9279), order='XYZ'>
    Matrix:
      <Vector (0.5676, 0.2465, 0.7855, -0.2668)>
      <Vector (0.7578, -0.5295, -0.3814, 0.8636)>
      <Vector (0.3219, 0.8117, -0.4873, 0.3324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2604, 0.8497, 0.3537)>
    Rotation: <Euler (x=2.6025, y=-0.3810, z=0.8702), order='XYZ'>
    Matrix:
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      <Vector (0.7097, -0.6992, -0.0870, 0.8497)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2465, 0.8317, 0.3661)>
    Rotation: <Euler (x=2.8446, y=-0.3882, z=0.8521), order='XYZ'>
    Matrix:
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      <Vector (0.6967, -0.7129, 0.0797, 0.8317)>
      <Vector (0.3785, 0.2709, -0.8851, 0.3661)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2369, 0.8210, 0.3701)>
    Rotation: <Euler (x=2.8446, y=-0.3882, z=0.8521), order='XYZ'>
    Matrix:
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      <Vector (0.6967, -0.7129, 0.0797, 0.8210)>
      <Vector (0.3785, 0.2709, -0.8851, 0.3701)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1187, 0.8230, 0.0198)>
    Rotation: <Euler (x=0.7241, y=-0.0256, z=-2.9042), order='XYZ'>
    Matrix:
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      <Vector (-0.2351, -0.7241, 0.6484, 0.8230)>
      <Vector (0.0256, 0.6622, 0.7489, 0.0198)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1987, 0.5221, 0.2949)>
    Rotation: <Euler (x=-0.1598, y=-0.1601, z=-2.8849), order='XYZ'>
    Matrix:
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      <Vector (-0.2506, -0.9614, -0.1139, 0.5221)>
      <Vector (0.1594, -0.1570, 0.9746, 0.2949)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8650, y=-0.1510, z=-3.0121), order='XYZ'>
    Matrix:
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      <Vector (-0.1276, -0.6284, 0.7673, 0.1109)>
      <Vector (0.1505, 0.7524, 0.6413, 0.2277)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0008, 0.3595)>
    Rotation: <Euler (x=-1.5289, y=-2.8904, z=0.0067), order='XYZ'>
    Matrix:
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      <Vector (-0.0065, 0.0435, 0.9990, 0.0008)>
      <Vector (0.2486, 0.9678, -0.0405, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0041, 0.4324)>
    Rotation: <Euler (x=-1.5289, y=-2.8904, z=0.0067), order='XYZ'>
    Matrix:
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      <Vector (-0.0065, 0.0435, 0.9990, 0.0041)>
      <Vector (0.2486, 0.9678, -0.0405, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0897, 0.8296, -0.0483)>
    Rotation: <Euler (x=0.5039, y=0.6450, z=2.8651), order='XYZ'>
    Matrix:
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      <Vector (0.2181, -0.7632, 0.6082, 0.8296)>
      <Vector (-0.6012, 0.3859, 0.6998, -0.0483)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3051, 0.5124, 0.1121)>
    Rotation: <Euler (x=-0.5194, y=0.7795, z=2.8247), order='XYZ'>
    Matrix:
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      <Vector (0.2217, -0.9336, -0.2814, 0.5124)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2789, 0.1099, -0.0401)>
    Rotation: <Euler (x=0.7771, y=0.7906, z=2.9403), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0505)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0996)>
    Rotation: <Euler (x=-1.5504, y=2.2476, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7796, 0.6262, -0.0128, 0.0996)>
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Frame: 176
  Bone: mixamorig:Hips
    Location: <Vector (0.0091, 0.8686, -0.0053)>
    Rotation: <Euler (x=0.2134, y=-0.3330, z=-0.0351), order='XYZ'>
    Matrix:
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      <Vector (-0.0331, 0.9791, -0.2005, 0.8686)>
      <Vector (0.3269, 0.2002, 0.9236, -0.0053)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0070, 0.9446, 0.0085)>
    Rotation: <Euler (x=0.2486, y=-0.3492, z=-0.0328), order='XYZ'>
    Matrix:
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      <Vector (-0.0308, 0.9715, -0.2351, 0.9446)>
      <Vector (0.3422, 0.2312, 0.9107, 0.0085)>
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  Bone: mixamorig:Spine1
    Location: <Vector (0.0023, 1.0322, 0.0294)>
    Rotation: <Euler (x=0.3976, y=-0.3701, z=-0.0378), order='XYZ'>
    Matrix:
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      <Vector (-0.0353, 0.9266, -0.3743, 1.0322)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0086, 1.1277, 0.0666)>
    Rotation: <Euler (x=0.5482, y=-0.3888, z=-0.0468), order='XYZ'>
    Matrix:
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      <Vector (-0.0432, 0.8618, -0.5055, 1.1277)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0268, 1.2276, 0.1225)>
    Rotation: <Euler (x=0.4703, y=-0.3168, z=-0.0478), order='XYZ'>
    Matrix:
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      <Vector (-0.0454, 0.8971, -0.4394, 1.2276)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0411, 1.3144, 0.1785)>
    Rotation: <Euler (x=0.0623, y=-0.0384, z=-0.0161), order='XYZ'>
    Matrix:
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      <Vector (-0.0161, 0.9980, -0.0616, 1.3144)>
      <Vector (0.0384, 0.0622, 0.9973, 0.1785)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0390, 1.5519, 0.2249)>
    Rotation: <Euler (x=0.0623, y=-0.0384, z=-0.0161), order='XYZ'>
    Matrix:
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      <Vector (-0.0161, 0.9980, -0.0616, 1.5519)>
      <Vector (0.0384, 0.0622, 0.9973, 0.2249)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0410, 1.2110, 0.1390)>
    Rotation: <Euler (x=-0.1342, y=2.1760, z=-1.9949), order='XYZ'>
    Matrix:
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      <Vector (0.5185, -0.3076, -0.7978, 1.2110)>
      <Vector (-0.8224, 0.0761, -0.5638, 0.1390)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1750, 1.1675, 0.1498)>
    Rotation: <Euler (x=-3.0809, y=0.8640, z=0.4895), order='XYZ'>
    Matrix:
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      <Vector (0.3053, -0.9027, -0.3033, 1.1675)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2579, 0.9928, 0.1421)>
    Rotation: <Euler (x=2.3155, y=0.1758, z=-1.0503), order='XYZ'>
    Matrix:
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      <Vector (-0.8542, -0.4486, -0.2628, 0.9928)>
      <Vector (-0.1749, 0.7239, -0.6673, 0.1421)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1207, 0.8754, 0.3316)>
    Rotation: <Euler (x=2.0023, y=0.0689, z=-0.6928), order='XYZ'>
    Matrix:
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      <Vector (-0.6372, -0.3618, -0.6806, 0.8754)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0857, 0.8713, 0.3658)>
    Rotation: <Euler (x=2.5073, y=-0.6302, z=-1.0541), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0506, 0.8691, 0.3833)>
    Rotation: <Euler (x=2.3606, y=-0.2561, z=-0.7793), order='XYZ'>
    Matrix:
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      <Vector (-0.6799, -0.3799, -0.6272, 0.8691)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0308, 0.8562, 0.4056)>
    Rotation: <Euler (x=2.2858, y=-0.0851, z=-0.7006), order='XYZ'>
    Matrix:
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      <Vector (-0.6423, -0.4598, -0.6132, 0.8562)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0203, 0.8441, 0.4241)>
    Rotation: <Euler (x=2.2858, y=-0.0851, z=-0.7006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0688, 0.8575, 0.4384)>
    Rotation: <Euler (x=2.4585, y=0.0202, z=-0.7066), order='XYZ'>
    Matrix:
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      <Vector (-0.6492, -0.5982, -0.4699, 0.8575)>
      <Vector (-0.0202, 0.6310, -0.7755, 0.4384)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0545, 0.8398, 0.4569)>
    Rotation: <Euler (x=2.9313, y=0.0555, z=-0.6382), order='XYZ'>
    Matrix:
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      <Vector (-0.5949, -0.7924, -0.1353, 0.8398)>
      <Vector (-0.0555, 0.2084, -0.9765, 0.4569)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0376, 0.8163, 0.4631)>
    Rotation: <Euler (x=-3.1136, y=0.0612, z=-0.5824), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0245, 0.7972, 0.4625)>
    Rotation: <Euler (x=-3.1136, y=0.0612, z=-0.5824), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0866, 0.8425, 0.4359)>
    Rotation: <Euler (x=2.4582, y=0.0230, z=-0.7072), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0702, 0.8221, 0.4572)>
    Rotation: <Euler (x=2.9313, y=0.0583, z=-0.6383), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0501, 0.7942, 0.4645)>
    Rotation: <Euler (x=-3.1137, y=0.0639, z=-0.5843), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0354, 0.7727, 0.4638)>
    Rotation: <Euler (x=-3.1137, y=0.0639, z=-0.5843), order='XYZ'>
    Matrix:
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      <Vector (-0.5505, -0.8328, 0.0585, 0.7727)>
      <Vector (-0.0639, -0.0279, -0.9976, 0.4638)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1064, 0.8270, 0.4342)>
    Rotation: <Euler (x=2.4585, y=0.0241, z=-0.7053), order='XYZ'>
    Matrix:
      <Vector (0.7612, -0.4912, -0.4234, 0.1064)>
      <Vector (-0.6480, -0.6005, -0.4685, 0.8270)>
      <Vector (-0.0241, 0.6310, -0.7754, 0.4342)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0918, 0.8088, 0.4532)>
    Rotation: <Euler (x=2.9315, y=0.0588, z=-0.6355), order='XYZ'>
    Matrix:
      <Vector (0.8034, -0.5706, -0.1700, 0.0918)>
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      <Vector (-0.0587, 0.2082, -0.9763, 0.4532)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0752, 0.7857, 0.4592)>
    Rotation: <Euler (x=-3.1141, y=0.0625, z=-0.5909), order='XYZ'>
    Matrix:
      <Vector (0.8288, -0.5583, -0.0365, 0.0752)>
      <Vector (-0.5560, -0.8292, 0.0576, 0.7857)>
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0622, 0.7669, 0.4586)>
    Rotation: <Euler (x=-3.1141, y=0.0625, z=-0.5909), order='XYZ'>
    Matrix:
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      <Vector (-0.5560, -0.8292, 0.0576, 0.7669)>
      <Vector (-0.0625, -0.0274, -0.9977, 0.4586)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1259, 0.8153, 0.4291)>
    Rotation: <Euler (x=2.4499, y=0.0785, z=-0.6501), order='XYZ'>
    Matrix:
      <Vector (0.7936, -0.4264, -0.4341, 0.1259)>
      <Vector (-0.6034, -0.6433, -0.4712, 0.8153)>
      <Vector (-0.0784, 0.6359, -0.7678, 0.4291)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1136, 0.7968, 0.4474)>
    Rotation: <Euler (x=2.9317, y=0.0673, z=-0.6327), order='XYZ'>
    Matrix:
      <Vector (0.8046, -0.5670, -0.1762, 0.1136)>
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.1010, 0.7791, 0.4521)>
    Rotation: <Euler (x=-3.1151, y=0.0700, z=-0.6056), order='XYZ'>
    Matrix:
      <Vector (0.8202, -0.5706, -0.0424, 0.1010)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0916, 0.7656, 0.4516)>
    Rotation: <Euler (x=-3.1151, y=0.0700, z=-0.6056), order='XYZ'>
    Matrix:
      <Vector (0.8202, -0.5706, -0.0424, 0.0916)>
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      <Vector (-0.0700, -0.0265, -0.9972, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0889, 1.2152, 0.0888)>
    Rotation: <Euler (x=0.9477, y=-2.1990, z=1.1347), order='XYZ'>
    Matrix:
      <Vector (-0.2482, -0.8065, 0.5366, -0.0889)>
      <Vector (-0.5327, -0.3490, -0.7710, 1.2152)>
      <Vector (0.8091, -0.4772, -0.3429, 0.0888)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2029, 1.1659, 0.0214)>
    Rotation: <Euler (x=-1.4895, y=-1.3752, z=-1.7812), order='XYZ'>
    Matrix:
      <Vector (-0.0406, -0.1248, 0.9913, -0.2029)>
      <Vector (-0.1901, -0.9731, -0.1303, 1.1659)>
      <Vector (0.9809, -0.1937, 0.0158, 0.0214)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2271, 0.9772, -0.0162)>
    Rotation: <Euler (x=1.5713, y=-0.1940, z=1.4675), order='XYZ'>
    Matrix:
      <Vector (0.1012, -0.0194, 0.9947, -0.2271)>
      <Vector (0.9760, -0.1918, -0.1030, 0.9772)>
      <Vector (0.1928, 0.9812, -0.0005, -0.0162)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2322, 0.9270, 0.2406)>
    Rotation: <Euler (x=1.6555, y=-0.3767, z=0.9314), order='XYZ'>
    Matrix:
      <Vector (0.5548, -0.1508, 0.8182, -0.2322)>
      <Vector (0.7462, -0.3446, -0.5696, 0.9270)>
      <Vector (0.3678, 0.9266, -0.0787, 0.2406)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2163, 0.9275, 0.2845)>
    Rotation: <Euler (x=2.0377, y=0.4212, z=0.9944), order='XYZ'>
    Matrix:
      <Vector (0.4974, 0.5764, 0.6484, -0.2163)>
      <Vector (0.7652, 0.0608, -0.6410, 0.9275)>
      <Vector (-0.4089, 0.8149, -0.4108, 0.2845)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1942, 0.9307, 0.3144)>
    Rotation: <Euler (x=2.0120, y=-0.0654, z=0.8888), order='XYZ'>
    Matrix:
      <Vector (0.6290, 0.2942, 0.7196, -0.1942)>
      <Vector (0.7746, -0.3151, -0.5483, 0.9307)>
      <Vector (0.0654, 0.9023, -0.4261, 0.3144)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1847, 0.9202, 0.3440)>
    Rotation: <Euler (x=1.9571, y=-0.2196, z=0.8833), order='XYZ'>
    Matrix:
      <Vector (0.6194, 0.1631, 0.7680, -0.1847)>
      <Vector (0.7543, -0.3950, -0.5244, 0.9202)>
      <Vector (0.2179, 0.9041, -0.3677, 0.3440)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1809, 0.9088, 0.3682)>
    Rotation: <Euler (x=1.9571, y=-0.2196, z=0.8833), order='XYZ'>
    Matrix:
      <Vector (0.6194, 0.1631, 0.7680, -0.1809)>
      <Vector (0.7543, -0.3950, -0.5244, 0.9088)>
      <Vector (0.2179, 0.9041, -0.3677, 0.3682)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2302, 0.9149, 0.3582)>
    Rotation: <Euler (x=2.1141, y=-0.3203, z=0.9268), order='XYZ'>
    Matrix:
      <Vector (0.5698, 0.2516, 0.7823, -0.2302)>
      <Vector (0.7590, -0.5259, -0.3838, 0.9149)>
      <Vector (0.3149, 0.8125, -0.4907, 0.3582)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2228, 0.8988, 0.3826)>
    Rotation: <Euler (x=2.6024, y=-0.3707, z=0.8762), order='XYZ'>
    Matrix:
      <Vector (0.5966, 0.5402, 0.5934, -0.2228)>
      <Vector (0.7161, -0.6922, -0.0898, 0.8988)>
      <Vector (0.3622, 0.4786, -0.7998, 0.3826)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2068, 0.8783, 0.3968)>
    Rotation: <Euler (x=2.8555, y=-0.3906, z=0.8290), order='XYZ'>
    Matrix:
      <Vector (0.6248, 0.6346, 0.4549, -0.2068)>
      <Vector (0.6817, -0.7274, 0.0786, 0.8783)>
      <Vector (0.3808, 0.2610, -0.8871, 0.3968)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1921, 0.8619, 0.4029)>
    Rotation: <Euler (x=2.8555, y=-0.3906, z=0.8290), order='XYZ'>
    Matrix:
      <Vector (0.6248, 0.6346, 0.4549, -0.1921)>
      <Vector (0.6817, -0.7274, 0.0786, 0.8619)>
      <Vector (0.3808, 0.2610, -0.8871, 0.4029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2434, 0.8966, 0.3535)>
    Rotation: <Euler (x=2.1142, y=-0.3281, z=0.9265), order='XYZ'>
    Matrix:
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      <Vector (0.7569, -0.5311, -0.3809, 0.8966)>
      <Vector (0.3223, 0.8103, -0.4894, 0.3535)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2355, 0.8795, 0.3793)>
    Rotation: <Euler (x=2.6026, y=-0.3765, z=0.8757), order='XYZ'>
    Matrix:
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      <Vector (0.7142, -0.6946, -0.0865, 0.8795)>
      <Vector (0.3676, 0.4774, -0.7981, 0.3793)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2171, 0.8557, 0.3957)>
    Rotation: <Euler (x=2.8530, y=-0.3929, z=0.8354), order='XYZ'>
    Matrix:
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      <Vector (0.6851, -0.7239, 0.0813, 0.8557)>
      <Vector (0.3829, 0.2629, -0.8856, 0.3957)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2012, 0.8379, 0.4023)>
    Rotation: <Euler (x=2.8530, y=-0.3929, z=0.8354), order='XYZ'>
    Matrix:
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      <Vector (0.6851, -0.7239, 0.0813, 0.8379)>
      <Vector (0.3829, 0.2629, -0.8856, 0.4023)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2568, 0.8772, 0.3447)>
    Rotation: <Euler (x=2.1144, y=-0.3230, z=0.9257), order='XYZ'>
    Matrix:
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      <Vector (0.7577, -0.5281, -0.3834, 0.8772)>
      <Vector (0.3174, 0.8116, -0.4905, 0.3447)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2499, 0.8623, 0.3675)>
    Rotation: <Euler (x=2.6045, y=-0.3754, z=0.8705), order='XYZ'>
    Matrix:
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      <Vector (0.7114, -0.6972, -0.0889, 0.8623)>
      <Vector (0.3666, 0.4760, -0.7994, 0.3675)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2350, 0.8430, 0.3807)>
    Rotation: <Euler (x=2.8520, y=-0.3877, z=0.8381), order='XYZ'>
    Matrix:
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      <Vector (0.6882, -0.7213, 0.0783, 0.8430)>
      <Vector (0.3781, 0.2644, -0.8872, 0.3807)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2199, 0.8261, 0.3869)>
    Rotation: <Euler (x=2.8520, y=-0.3877, z=0.8381), order='XYZ'>
    Matrix:
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      <Vector (0.6882, -0.7213, 0.0783, 0.8261)>
      <Vector (0.3781, 0.2644, -0.8872, 0.3869)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2700, 0.8637, 0.3300)>
    Rotation: <Euler (x=2.1142, y=-0.3272, z=0.9263), order='XYZ'>
    Matrix:
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      <Vector (0.7570, -0.5306, -0.3814, 0.8637)>
      <Vector (0.3214, 0.8105, -0.4897, 0.3300)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2636, 0.8498, 0.3512)>
    Rotation: <Euler (x=2.6052, y=-0.3803, z=0.8685), order='XYZ'>
    Matrix:
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      <Vector (0.7088, -0.7001, -0.0866, 0.8498)>
      <Vector (0.3712, 0.4745, -0.7982, 0.3512)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2496, 0.8317, 0.3636)>
    Rotation: <Euler (x=2.8474, y=-0.3874, z=0.8503), order='XYZ'>
    Matrix:
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      <Vector (0.6958, -0.7137, 0.0804, 0.8317)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2401, 0.8211, 0.3676)>
    Rotation: <Euler (x=2.8474, y=-0.3874, z=0.8503), order='XYZ'>
    Matrix:
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      <Vector (0.6958, -0.7137, 0.0804, 0.8211)>
      <Vector (0.3778, 0.2685, -0.8861, 0.3676)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1161, 0.8242, 0.0166)>
    Rotation: <Euler (x=0.7204, y=-0.0241, z=-2.9029), order='XYZ'>
    Matrix:
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      <Vector (-0.2364, -0.7265, 0.6452, 0.8242)>
      <Vector (0.0241, 0.6595, 0.7513, 0.0166)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1963, 0.5223, 0.2906)>
    Rotation: <Euler (x=-0.1495, y=-0.1619, z=-2.8809), order='XYZ'>
    Matrix:
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      <Vector (-0.2544, -0.9616, -0.1028, 0.5223)>
      <Vector (0.1612, -0.1470, 0.9759, 0.2906)>
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1109, 0.2277)>
    Rotation: <Euler (x=0.8655, y=-0.1517, z=-3.0127), order='XYZ'>
    Matrix:
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      <Vector (-0.1270, -0.6281, 0.7677, 0.1109)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3595)>
    Rotation: <Euler (x=-1.5284, y=-2.8898, z=0.0060), order='XYZ'>
    Matrix:
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      <Vector (-0.0058, 0.0439, 0.9990, 0.0010)>
      <Vector (0.2492, 0.9676, -0.0411, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0043, 0.4324)>
    Rotation: <Euler (x=-1.5284, y=-2.8898, z=0.0060), order='XYZ'>
    Matrix:
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      <Vector (-0.0058, 0.0439, 0.9990, 0.0043)>
      <Vector (0.2492, 0.9676, -0.0411, 0.4324)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0928, 0.8303, -0.0501)>
    Rotation: <Euler (x=0.5046, y=0.6450, z=2.8673), order='XYZ'>
    Matrix:
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      <Vector (0.2165, -0.7639, 0.6080, 0.8303)>
      <Vector (-0.6012, 0.3864, 0.6995, -0.0501)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3077, 0.5129, 0.1104)>
    Rotation: <Euler (x=-0.5145, y=0.7825, z=2.8338), order='XYZ'>
    Matrix:
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      <Vector (0.2148, -0.9347, -0.2831, 0.5129)>
      <Vector (-0.7051, -0.3490, 0.6173, 0.1104)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2788, 0.1099, -0.0400)>
    Rotation: <Euler (x=0.7768, y=0.7916, z=2.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3947, -0.0001, 0.0504)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7802, 0.6254, -0.0127, 0.0504)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4558, 0.0032, 0.0995)>
    Rotation: <Euler (x=-1.5505, y=2.2466, z=-0.0279), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7802, 0.6254, -0.0127, 0.0995)>
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Frame: 177
  Bone: mixamorig:Hips
    Location: <Vector (0.0064, 0.8693, -0.0075)>
    Rotation: <Euler (x=0.2139, y=-0.3281, z=-0.0331), order='XYZ'>
    Matrix:
      <Vector (0.9461, -0.0361, -0.3217, 0.0064)>
      <Vector (-0.0313, 0.9789, -0.2018, 0.8693)>
      <Vector (0.3222, 0.2010, 0.9251, -0.0075)>
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  Bone: mixamorig:Spine
    Location: <Vector (0.0041, 0.9453, 0.0064)>
    Rotation: <Euler (x=0.2483, y=-0.3457, z=-0.0301), order='XYZ'>
    Matrix:
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      <Vector (-0.0284, 0.9714, -0.2358, 0.9453)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0007, 1.0329, 0.0273)>
    Rotation: <Euler (x=0.3965, y=-0.3695, z=-0.0350), order='XYZ'>
    Matrix:
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      <Vector (-0.0326, 0.9267, -0.3743, 1.0329)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0118, 1.1284, 0.0644)>
    Rotation: <Euler (x=0.5465, y=-0.3912, z=-0.0441), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0303, 1.2283, 0.1201)>
    Rotation: <Euler (x=0.4686, y=-0.3180, z=-0.0459), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0448, 1.3152, 0.1760)>
    Rotation: <Euler (x=0.0585, y=-0.0371, z=-0.0138), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0432, 1.5529, 0.2214)>
    Rotation: <Euler (x=0.0585, y=-0.0371, z=-0.0138), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0374, 1.2118, 0.1368)>
    Rotation: <Euler (x=-0.1365, y=2.1748, z=-1.9951), order='XYZ'>
    Matrix:
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      <Vector (0.5176, -0.3058, -0.7991, 1.2118)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1715, 1.1686, 0.1477)>
    Rotation: <Euler (x=-3.0787, y=0.8617, z=0.4927), order='XYZ'>
    Matrix:
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      <Vector (0.3080, -0.9019, -0.3029, 1.1686)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2547, 0.9941, 0.1398)>
    Rotation: <Euler (x=2.3177, y=0.1753, z=-1.0501), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1171, 0.8766, 0.3289)>
    Rotation: <Euler (x=2.0056, y=0.0711, z=-0.6900), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0821, 0.8723, 0.3630)>
    Rotation: <Euler (x=2.5102, y=-0.6269, z=-1.0533), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0470, 0.8699, 0.3805)>
    Rotation: <Euler (x=2.3638, y=-0.2536, z=-0.7776), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0272, 0.8569, 0.4028)>
    Rotation: <Euler (x=2.2891, y=-0.0829, z=-0.6984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0167, 0.8447, 0.4213)>
    Rotation: <Euler (x=2.2891, y=-0.0829, z=-0.6984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0651, 0.8581, 0.4357)>
    Rotation: <Euler (x=2.4618, y=0.0224, z=-0.7041), order='XYZ'>
    Matrix:
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      <Vector (-0.6472, -0.6019, -0.4679, 0.8581)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0509, 0.8403, 0.4541)>
    Rotation: <Euler (x=2.9347, y=0.0575, z=-0.6355), order='XYZ'>
    Matrix:
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      <Vector (-0.5926, -0.7946, -0.1319, 0.8403)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0341, 0.8167, 0.4601)>
    Rotation: <Euler (x=-3.1101, y=0.0630, z=-0.5797), order='XYZ'>
    Matrix:
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      <Vector (-0.5467, -0.8351, 0.0609, 0.8167)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0210, 0.7976, 0.4594)>
    Rotation: <Euler (x=-3.1101, y=0.0630, z=-0.5797), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0830, 0.8432, 0.4331)>
    Rotation: <Euler (x=2.4615, y=0.0252, z=-0.7046), order='XYZ'>
    Matrix:
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      <Vector (-0.6476, -0.6026, -0.4664, 0.8432)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0666, 0.8227, 0.4543)>
    Rotation: <Euler (x=2.9347, y=0.0603, z=-0.6356), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0467, 0.7947, 0.4615)>
    Rotation: <Euler (x=-3.1101, y=0.0657, z=-0.5815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0320, 0.7731, 0.4607)>
    Rotation: <Euler (x=-3.1101, y=0.0657, z=-0.5815), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.1028, 0.8277, 0.4313)>
    Rotation: <Euler (x=2.4618, y=0.0263, z=-0.7027), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0883, 0.8095, 0.4502)>
    Rotation: <Euler (x=2.9349, y=0.0608, z=-0.6328), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0717, 0.7863, 0.4561)>
    Rotation: <Euler (x=-3.1106, y=0.0643, z=-0.5882), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0588, 0.7674, 0.4555)>
    Rotation: <Euler (x=-3.1106, y=0.0643, z=-0.5882), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1224, 0.8161, 0.4262)>
    Rotation: <Euler (x=2.4533, y=0.0805, z=-0.6473), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1102, 0.7975, 0.4444)>
    Rotation: <Euler (x=2.9351, y=0.0692, z=-0.6299), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0976, 0.7798, 0.4490)>
    Rotation: <Euler (x=-3.1116, y=0.0719, z=-0.6028), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0883, 0.7662, 0.4485)>
    Rotation: <Euler (x=-3.1116, y=0.0719, z=-0.6028), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0924, 1.2158, 0.0863)>
    Rotation: <Euler (x=0.9485, y=-2.1981, z=1.1333), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2063, 1.1665, 0.0189)>
    Rotation: <Euler (x=-1.5121, y=-1.3764, z=-1.7617), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2312, 0.9778, -0.0185)>
    Rotation: <Euler (x=1.5758, y=-0.1961, z=1.4639), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2354, 0.9270, 0.2382)>
    Rotation: <Euler (x=1.6605, y=-0.3753, z=0.9302), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2193, 0.9274, 0.2821)>
    Rotation: <Euler (x=2.0429, y=0.4223, z=0.9971), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1971, 0.9306, 0.3119)>
    Rotation: <Euler (x=2.0166, y=-0.0638, z=0.8891), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1874, 0.9200, 0.3414)>
    Rotation: <Euler (x=1.9617, y=-0.2180, z=0.8829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1835, 0.9085, 0.3656)>
    Rotation: <Euler (x=1.9617, y=-0.2180, z=0.8829), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2329, 0.9147, 0.3557)>
    Rotation: <Euler (x=2.1189, y=-0.3189, z=0.9259), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2253, 0.8986, 0.3801)>
    Rotation: <Euler (x=2.6072, y=-0.3690, z=0.8750), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2092, 0.8780, 0.3942)>
    Rotation: <Euler (x=2.8603, y=-0.3887, z=0.8277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1945, 0.8616, 0.4002)>
    Rotation: <Euler (x=2.8603, y=-0.3887, z=0.8277), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2460, 0.8964, 0.3511)>
    Rotation: <Euler (x=2.1190, y=-0.3267, z=0.9256), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2381, 0.8793, 0.3769)>
    Rotation: <Euler (x=2.6074, y=-0.3748, z=0.8745), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2195, 0.8554, 0.3931)>
    Rotation: <Euler (x=2.8579, y=-0.3911, z=0.8342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2036, 0.8376, 0.3996)>
    Rotation: <Euler (x=2.8579, y=-0.3911, z=0.8342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2595, 0.8770, 0.3424)>
    Rotation: <Euler (x=2.1193, y=-0.3215, z=0.9248), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2525, 0.8620, 0.3651)>
    Rotation: <Euler (x=2.6093, y=-0.3737, z=0.8693), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2375, 0.8427, 0.3782)>
    Rotation: <Euler (x=2.8568, y=-0.3859, z=0.8368), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2224, 0.8258, 0.3843)>
    Rotation: <Euler (x=2.8568, y=-0.3859, z=0.8368), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2728, 0.8635, 0.3277)>
    Rotation: <Euler (x=2.1191, y=-0.3257, z=0.9253), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2662, 0.8495, 0.3489)>
    Rotation: <Euler (x=2.6101, y=-0.3786, z=0.8673), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2522, 0.8315, 0.3611)>
    Rotation: <Euler (x=2.8522, y=-0.3856, z=0.8491), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2426, 0.8208, 0.3650)>
    Rotation: <Euler (x=2.8522, y=-0.3856, z=0.8491), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1135, 0.8250, 0.0139)>
    Rotation: <Euler (x=0.7171, y=-0.0214, z=-2.9014), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1937, 0.5222, 0.2869)>
    Rotation: <Euler (x=-0.1406, y=-0.1634, z=-2.8758), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2955, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8652, y=-0.1521, z=-3.0142), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0009, 0.3595)>
    Rotation: <Euler (x=-1.5286, y=-2.8893, z=0.0045), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0042, 0.4324)>
    Rotation: <Euler (x=-1.5286, y=-2.8893, z=0.0045), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0957, 0.8308, -0.0518)>
    Rotation: <Euler (x=0.5059, y=0.6460, z=2.8694), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3102, 0.5133, 0.1090)>
    Rotation: <Euler (x=-0.5111, y=0.7873, z=2.8417), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7759, y=0.7946, z=2.9395), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2436, z=-0.0280), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4561, 0.0032, 0.0991)>
    Rotation: <Euler (x=-1.5506, y=2.2436, z=-0.0280), order='XYZ'>
    Matrix:
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Frame: 178
  Bone: mixamorig:Hips
    Location: <Vector (0.0038, 0.8697, -0.0092)>
    Rotation: <Euler (x=0.2137, y=-0.3260, z=-0.0317), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (0.0015, 0.9457, 0.0047)>
    Rotation: <Euler (x=0.2476, y=-0.3447, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0035, 1.0333, 0.0255)>
    Rotation: <Euler (x=0.3951, y=-0.3707, z=-0.0326), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0147, 1.1288, 0.0624)>
    Rotation: <Euler (x=0.5447, y=-0.3945, z=-0.0415), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0337, 1.2288, 0.1179)>
    Rotation: <Euler (x=0.4662, y=-0.3209, z=-0.0437), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Head
    Location: <Vector (-0.0484, 1.3158, 0.1735)>
    Rotation: <Euler (x=0.0556, y=-0.0379, z=-0.0138), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0468, 1.5536, 0.2183)>
    Rotation: <Euler (x=0.0556, y=-0.0379, z=-0.0138), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0341, 1.2125, 0.1349)>
    Rotation: <Euler (x=-0.1403, y=2.1739, z=-1.9969), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1682, 1.1695, 0.1461)>
    Rotation: <Euler (x=-3.0809, y=0.8587, z=0.4923), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2517, 0.9951, 0.1384)>
    Rotation: <Euler (x=2.3207, y=0.1728, z=-1.0491), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1134, 0.8776, 0.3271)>
    Rotation: <Euler (x=2.0113, y=0.0696, z=-0.6874), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0783, 0.8731, 0.3610)>
    Rotation: <Euler (x=2.5173, y=-0.6263, z=-1.0552), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0431, 0.8706, 0.3783)>
    Rotation: <Euler (x=2.3697, y=-0.2546, z=-0.7769), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0232, 0.8575, 0.4005)>
    Rotation: <Euler (x=2.2947, y=-0.0843, z=-0.6966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0127, 0.8452, 0.4188)>
    Rotation: <Euler (x=2.2947, y=-0.0843, z=-0.6966), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0610, 0.8587, 0.4335)>
    Rotation: <Euler (x=2.4675, y=0.0210, z=-0.7017), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0467, 0.8408, 0.4518)>
    Rotation: <Euler (x=2.9403, y=0.0558, z=-0.6330), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0299, 0.8171, 0.4577)>
    Rotation: <Euler (x=-3.1046, y=0.0610, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0169, 0.7980, 0.4568)>
    Rotation: <Euler (x=-3.1046, y=0.0610, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0790, 0.8438, 0.4309)>
    Rotation: <Euler (x=2.4671, y=0.0238, z=-0.7023), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0625, 0.8231, 0.4520)>
    Rotation: <Euler (x=2.9403, y=0.0586, z=-0.6330), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0426, 0.7951, 0.4590)>
    Rotation: <Euler (x=-3.1047, y=0.0637, z=-0.5789), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0279, 0.7735, 0.4581)>
    Rotation: <Euler (x=-3.1047, y=0.0637, z=-0.5789), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0988, 0.8284, 0.4292)>
    Rotation: <Euler (x=2.4675, y=0.0250, z=-0.7003), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0842, 0.8100, 0.4480)>
    Rotation: <Euler (x=2.9404, y=0.0590, z=-0.6302), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0677, 0.7868, 0.4538)>
    Rotation: <Euler (x=-3.1051, y=0.0623, z=-0.5856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0548, 0.7679, 0.4530)>
    Rotation: <Euler (x=-3.1051, y=0.0623, z=-0.5856), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1184, 0.8169, 0.4242)>
    Rotation: <Euler (x=2.4589, y=0.0788, z=-0.6447), order='XYZ'>
    Matrix:
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      <Vector (-0.5991, -0.6500, -0.4675, 0.8169)>
      <Vector (-0.0788, 0.6289, -0.7735, 0.4242)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1061, 0.7981, 0.4423)>
    Rotation: <Euler (x=2.9406, y=0.0674, z=-0.6273), order='XYZ'>
    Matrix:
      <Vector (0.8078, -0.5643, -0.1706, 0.1061)>
      <Vector (-0.5856, -0.8012, -0.1228, 0.7981)>
      <Vector (-0.0674, 0.1991, -0.9776, 0.4423)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0935, 0.7804, 0.4467)>
    Rotation: <Euler (x=-3.1061, y=0.0700, z=-0.6002), order='XYZ'>
    Matrix:
      <Vector (0.8232, -0.5665, -0.0376, 0.0935)>
      <Vector (-0.5634, -0.8233, 0.0688, 0.7804)>
      <Vector (-0.0699, -0.0354, -0.9969, 0.4467)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0843, 0.7668, 0.4461)>
    Rotation: <Euler (x=-3.1061, y=0.0700, z=-0.6002), order='XYZ'>
    Matrix:
      <Vector (0.8232, -0.5665, -0.0376, 0.0843)>
      <Vector (-0.5634, -0.8233, 0.0688, 0.7668)>
      <Vector (-0.0699, -0.0354, -0.9969, 0.4461)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0956, 1.2161, 0.0839)>
    Rotation: <Euler (x=0.9499, y=-2.1971, z=1.1314), order='XYZ'>
    Matrix:
      <Vector (-0.2493, -0.8068, 0.5356, -0.0956)>
      <Vector (-0.5305, -0.3489, -0.7726, 1.2161)>
      <Vector (0.8102, -0.4768, -0.3410, 0.0839)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2095, 1.1668, 0.0166)>
    Rotation: <Euler (x=-1.5335, y=-1.3773, z=-1.7438), order='XYZ'>
    Matrix:
      <Vector (-0.0331, -0.1321, 0.9907, -0.2095)>
      <Vector (-0.1894, -0.9724, -0.1360, 1.1668)>
      <Vector (0.9813, -0.1922, 0.0072, 0.0166)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2352, 0.9782, -0.0207)>
    Rotation: <Euler (x=1.5800, y=-0.1975, z=1.4600), order='XYZ'>
    Matrix:
      <Vector (0.1084, -0.0125, 0.9940, -0.2352)>
      <Vector (0.9745, -0.1960, -0.1087, 0.9782)>
      <Vector (0.1962, 0.9805, -0.0090, -0.0207)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2384, 0.9269, 0.2359)>
    Rotation: <Euler (x=1.6642, y=-0.3738, z=0.9304), order='XYZ'>
    Matrix:
      <Vector (0.5563, -0.1425, 0.8187, -0.2384)>
      <Vector (0.7465, -0.3472, -0.5676, 0.9269)>
      <Vector (0.3652, 0.9269, -0.0868, 0.2359)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2223, 0.9273, 0.2797)>
    Rotation: <Euler (x=2.0468, y=0.4235, z=1.0002), order='XYZ'>
    Matrix:
      <Vector (0.4924, 0.5829, 0.6463, -0.2223)>
      <Vector (0.7672, 0.0599, -0.6386, 0.9273)>
      <Vector (-0.4110, 0.8103, -0.4177, 0.2797)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.1999, 0.9305, 0.3094)>
    Rotation: <Euler (x=2.0199, y=-0.0622, z=0.8903), order='XYZ'>
    Matrix:
      <Vector (0.6279, 0.3022, 0.7172, -0.1999)>
      <Vector (0.7758, -0.3167, -0.5457, 0.9305)>
      <Vector (0.0622, 0.8991, -0.4334, 0.3094)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1901, 0.9200, 0.3389)>
    Rotation: <Euler (x=1.9652, y=-0.2164, z=0.8836), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.1713, 0.7660, -0.1901)>
      <Vector (0.7550, -0.3970, -0.5219, 0.9200)>
      <Vector (0.2147, 0.9017, -0.3753, 0.3389)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1861, 0.9084, 0.3631)>
    Rotation: <Euler (x=1.9652, y=-0.2164, z=0.8836), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.1713, 0.7660, -0.1861)>
      <Vector (0.7550, -0.3970, -0.5219, 0.9084)>
      <Vector (0.2147, 0.9017, -0.3753, 0.3631)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2355, 0.9145, 0.3534)>
    Rotation: <Euler (x=2.1226, y=-0.3174, z=0.9262), order='XYZ'>
    Matrix:
      <Vector (0.5708, 0.2593, 0.7790, -0.2355)>
      <Vector (0.7594, -0.5274, -0.3809, 0.9145)>
      <Vector (0.3121, 0.8091, -0.4980, 0.3534)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2278, 0.8984, 0.3777)>
    Rotation: <Euler (x=2.6108, y=-0.3674, z=0.8752), order='XYZ'>
    Matrix:
      <Vector (0.5981, 0.5456, 0.5871, -0.2278)>
      <Vector (0.7165, -0.6922, -0.0866, 0.8984)>
      <Vector (0.3591, 0.4724, -0.8049, 0.3777)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2117, 0.8778, 0.3917)>
    Rotation: <Euler (x=2.8638, y=-0.3869, z=0.8279), order='XYZ'>
    Matrix:
      <Vector (0.6264, 0.6383, 0.4474, -0.2117)>
      <Vector (0.6820, -0.7267, 0.0818, 0.8778)>
      <Vector (0.3774, 0.2540, -0.8906, 0.3917)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1969, 0.8614, 0.3977)>
    Rotation: <Euler (x=2.8638, y=-0.3869, z=0.8279), order='XYZ'>
    Matrix:
      <Vector (0.6264, 0.6383, 0.4474, -0.1969)>
      <Vector (0.6820, -0.7267, 0.0818, 0.8614)>
      <Vector (0.3774, 0.2540, -0.8906, 0.3977)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2487, 0.8962, 0.3488)>
    Rotation: <Euler (x=2.1226, y=-0.3252, z=0.9259), order='XYZ'>
    Matrix:
      <Vector (0.5696, 0.2554, 0.7812, -0.2487)>
      <Vector (0.7573, -0.5326, -0.3780, 0.8962)>
      <Vector (0.3195, 0.8069, -0.4968, 0.3488)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2406, 0.8791, 0.3745)>
    Rotation: <Euler (x=2.6110, y=-0.3731, z=0.8747), order='XYZ'>
    Matrix:
      <Vector (0.5971, 0.5435, 0.5899, -0.2406)>
      <Vector (0.7145, -0.6946, -0.0832, 0.8791)>
      <Vector (0.3645, 0.4712, -0.8032, 0.3745)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2219, 0.8552, 0.3907)>
    Rotation: <Euler (x=2.8614, y=-0.3893, z=0.8343), order='XYZ'>
    Matrix:
      <Vector (0.6214, 0.6414, 0.4499, -0.2219)>
      <Vector (0.6854, -0.7233, 0.0845, 0.8552)>
      <Vector (0.3796, 0.2558, -0.8891, 0.3907)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2060, 0.8374, 0.3971)>
    Rotation: <Euler (x=2.8614, y=-0.3893, z=0.8343), order='XYZ'>
    Matrix:
      <Vector (0.6214, 0.6414, 0.4499, -0.2060)>
      <Vector (0.6854, -0.7233, 0.0845, 0.8374)>
      <Vector (0.3796, 0.2558, -0.8891, 0.3971)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2622, 0.8768, 0.3401)>
    Rotation: <Euler (x=2.1229, y=-0.3201, z=0.9251), order='XYZ'>
    Matrix:
      <Vector (0.5712, 0.2577, 0.7793, -0.2622)>
      <Vector (0.7581, -0.5296, -0.3805, 0.8768)>
      <Vector (0.3146, 0.8082, -0.4979, 0.3401)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2550, 0.8618, 0.3627)>
    Rotation: <Euler (x=2.6129, y=-0.3720, z=0.8695), order='XYZ'>
    Matrix:
      <Vector (0.6011, 0.5414, 0.5879, -0.2550)>
      <Vector (0.7117, -0.6972, -0.0857, 0.8618)>
      <Vector (0.3635, 0.4699, -0.8044, 0.3627)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2400, 0.8425, 0.3758)>
    Rotation: <Euler (x=2.8604, y=-0.3841, z=0.8370), order='XYZ'>
    Matrix:
      <Vector (0.6209, 0.6438, 0.4472, -0.2400)>
      <Vector (0.6885, -0.7206, 0.0815, 0.8425)>
      <Vector (0.3747, 0.2573, -0.8907, 0.3758)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2248, 0.8257, 0.3819)>
    Rotation: <Euler (x=2.8604, y=-0.3841, z=0.8370), order='XYZ'>
    Matrix:
      <Vector (0.6209, 0.6438, 0.4472, -0.2248)>
      <Vector (0.6885, -0.7206, 0.0815, 0.8257)>
      <Vector (0.3747, 0.2573, -0.8907, 0.3819)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2755, 0.8633, 0.3254)>
    Rotation: <Euler (x=2.1227, y=-0.3243, z=0.9257), order='XYZ'>
    Matrix:
      <Vector (0.5700, 0.2558, 0.7808, -0.2755)>
      <Vector (0.7574, -0.5321, -0.3785, 0.8633)>
      <Vector (0.3186, 0.8071, -0.4970, 0.3254)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2688, 0.8493, 0.3466)>
    Rotation: <Euler (x=2.6137, y=-0.3769, z=0.8674), order='XYZ'>
    Matrix:
      <Vector (0.6014, 0.5389, 0.5898, -0.2688)>
      <Vector (0.7091, -0.7001, -0.0833, 0.8493)>
      <Vector (0.3680, 0.4684, -0.8032, 0.3466)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2547, 0.8313, 0.3588)>
    Rotation: <Euler (x=2.8558, y=-0.3839, z=0.8492), order='XYZ'>
    Matrix:
      <Vector (0.6125, 0.6506, 0.4490, -0.2547)>
      <Vector (0.6961, -0.7130, 0.0835, 0.8313)>
      <Vector (0.3745, 0.2614, -0.8896, 0.3588)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2451, 0.8206, 0.3626)>
    Rotation: <Euler (x=2.8558, y=-0.3839, z=0.8492), order='XYZ'>
    Matrix:
      <Vector (0.6125, 0.6506, 0.4490, -0.2451)>
      <Vector (0.6961, -0.7130, 0.0835, 0.8206)>
      <Vector (0.3745, 0.2614, -0.8896, 0.3626)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1111, 0.8256, 0.0119)>
    Rotation: <Euler (x=0.7144, y=-0.0205, z=-2.9001), order='XYZ'>
    Matrix:
      <Vector (-0.9708, 0.1937, -0.1416, 0.1111)>
      <Vector (-0.2391, -0.7304, 0.6398, 0.8256)>
      <Vector (0.0205, 0.6550, 0.7554, 0.0119)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1916, 0.5221, 0.2841)>
    Rotation: <Euler (x=-0.1339, y=-0.1643, z=-2.8721), order='XYZ'>
    Matrix:
      <Vector (-0.9509, 0.2428, 0.1918, 0.1916)>
      <Vector (-0.2626, -0.9611, -0.0856, 0.5221)>
      <Vector (0.1636, -0.1317, 0.9777, 0.2841)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2954, 0.1110, 0.2277)>
    Rotation: <Euler (x=0.8654, y=-0.1523, z=-3.0133), order='XYZ'>
    Matrix:
      <Vector (-0.9803, 0.1975, 0.0002, 0.2954)>
      <Vector (-0.1264, -0.6282, 0.7677, 0.1110)>
      <Vector (0.1517, 0.7525, 0.6408, 0.2277)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3595)>
    Rotation: <Euler (x=-1.5284, y=-2.8892, z=0.0054), order='XYZ'>
    Matrix:
      <Vector (-0.9683, 0.2493, -0.0160, 0.3300)>
      <Vector (-0.0052, 0.0438, 0.9990, 0.0010)>
      <Vector (0.2498, 0.9674, -0.0411, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0043, 0.4323)>
    Rotation: <Euler (x=-1.5284, y=-2.8892, z=0.0054), order='XYZ'>
    Matrix:
      <Vector (-0.9683, 0.2493, -0.0160, 0.3488)>
      <Vector (-0.0052, 0.0438, 0.9990, 0.0043)>
      <Vector (0.2498, 0.9674, -0.0411, 0.4323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.0983, 0.8311, -0.0534)>
    Rotation: <Euler (x=0.5080, y=0.6463, z=2.8719), order='XYZ'>
    Matrix:
      <Vector (-0.7695, -0.5151, -0.3776, -0.0983)>
      <Vector (0.2127, -0.7641, 0.6090, 0.8311)>
      <Vector (-0.6022, 0.3883, 0.6975, -0.0534)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3124, 0.5135, 0.1080)>
    Rotation: <Euler (x=-0.5091, y=0.7916, z=2.8477), order='XYZ'>
    Matrix:
      <Vector (-0.6726, 0.0789, -0.7358, -0.3124)>
      <Vector (0.2036, -0.9362, -0.2865, 0.5135)>
      <Vector (-0.7115, -0.3425, 0.6136, 0.1080)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7750, y=0.7976, z=2.9388), order='XYZ'>
    Matrix:
      <Vector (-0.6841, -0.6344, -0.3599, -0.2783)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7157, 0.4887, 0.4990, -0.0396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2405, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6205, -0.7830, 0.0439, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7840, 0.6206, -0.0125, 0.0501)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2405, z=-0.0282), order='XYZ'>
    Matrix:
      <Vector (-0.6205, -0.7830, 0.0439, -0.4563)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7840, 0.6206, -0.0125, 0.0988)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
Frame: 179
  Bone: mixamorig:Hips
    Location: <Vector (0.0019, 0.8699, -0.0105)>
    Rotation: <Euler (x=0.2131, y=-0.3266, z=-0.0312), order='XYZ'>
    Matrix:
      <Vector (0.9467, -0.0374, -0.3200, 0.0019)>
      <Vector (-0.0295, 0.9790, -0.2016, 0.8699)>
      <Vector (0.3209, 0.2003, 0.9257, -0.0105)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0004, 0.9459, 0.0034)>
    Rotation: <Euler (x=0.2466, y=-0.3460, z=-0.0273), order='XYZ'>
    Matrix:
      <Vector (0.9404, -0.0563, -0.3354, -0.0004)>
      <Vector (-0.0256, 0.9716, -0.2351, 0.9459)>
      <Vector (0.3391, 0.2297, 0.9123, 0.0034)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0055, 1.0335, 0.0241)>
    Rotation: <Euler (x=0.3938, y=-0.3733, z=-0.0309), order='XYZ'>
    Matrix:
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      <Vector (-0.0287, 0.9273, -0.3732, 1.0335)>
      <Vector (0.3646, 0.3573, 0.8599, 0.0241)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0170, 1.1291, 0.0609)>
    Rotation: <Euler (x=0.5431, y=-0.3986, z=-0.0392), order='XYZ'>
    Matrix:
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      <Vector (-0.0361, 0.8633, -0.5033, 1.1291)>
      <Vector (0.3881, 0.4763, 0.7890, 0.0609)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0363, 1.2291, 0.1161)>
    Rotation: <Euler (x=0.4638, y=-0.3250, z=-0.0412), order='XYZ'>
    Matrix:
      <Vector (0.9468, -0.1059, -0.3038, -0.0363)>
      <Vector (-0.0391, 0.8995, -0.4352, 1.2291)>
      <Vector (0.3193, 0.4239, 0.8475, 0.1161)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0514, 1.3163, 0.1715)>
    Rotation: <Euler (x=0.0539, y=-0.0402, z=-0.0148), order='XYZ'>
    Matrix:
      <Vector (0.9991, 0.0126, -0.0409, -0.0514)>
      <Vector (-0.0148, 0.9985, -0.0532, 1.3163)>
      <Vector (0.0402, 0.0538, 0.9977, 0.1715)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0497, 1.5541, 0.2158)>
    Rotation: <Euler (x=0.0539, y=-0.0402, z=-0.0148), order='XYZ'>
    Matrix:
      <Vector (0.9991, 0.0126, -0.0409, -0.0497)>
      <Vector (-0.0148, 0.9985, -0.0532, 1.5541)>
      <Vector (0.0402, 0.0538, 0.9977, 0.2158)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0314, 1.2129, 0.1334)>
    Rotation: <Euler (x=-0.1451, y=2.1735, z=-1.9997), order='XYZ'>
    Matrix:
      <Vector (0.2357, 0.9494, -0.2076, 0.0314)>
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      <Vector (-0.8238, 0.0819, -0.5609, 0.1334)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1655, 1.1701, 0.1450)>
    Rotation: <Euler (x=-3.0871, y=0.8545, z=0.4888), order='XYZ'>
    Matrix:
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      <Vector (0.3083, -0.9009, -0.3055, 1.1701)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2492, 0.9958, 0.1381)>
    Rotation: <Euler (x=2.3248, y=0.1687, z=-1.0473), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1101, 0.8785, 0.3261)>
    Rotation: <Euler (x=2.0174, y=0.0644, z=-0.6855), order='XYZ'>
    Matrix:
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      <Vector (-0.6317, -0.3710, -0.6806, 0.8785)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0746, 0.8739, 0.3598)>
    Rotation: <Euler (x=2.5267, y=-0.6290, z=-1.0593), order='XYZ'>
    Matrix:
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      <Vector (-0.7051, -0.1039, -0.7014, 0.8739)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0394, 0.8713, 0.3768)>
    Rotation: <Euler (x=2.3765, y=-0.2593, z=-0.7771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0193, 0.8581, 0.3988)>
    Rotation: <Euler (x=2.3009, y=-0.0896, z=-0.6956), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0086, 0.8458, 0.4171)>
    Rotation: <Euler (x=2.3009, y=-0.0896, z=-0.6956), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0568, 0.8593, 0.4321)>
    Rotation: <Euler (x=2.4736, y=0.0158, z=-0.7001), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0424, 0.8414, 0.4503)>
    Rotation: <Euler (x=2.9461, y=0.0501, z=-0.6312), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0256, 0.8177, 0.4560)>
    Rotation: <Euler (x=-3.0991, y=0.0551, z=-0.5753), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0126, 0.7985, 0.4550)>
    Rotation: <Euler (x=-3.0991, y=0.0551, z=-0.5753), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0748, 0.8444, 0.4297)>
    Rotation: <Euler (x=2.4733, y=0.0186, z=-0.7006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0582, 0.8237, 0.4506)>
    Rotation: <Euler (x=2.9461, y=0.0530, z=-0.6312), order='XYZ'>
    Matrix:
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      <Vector (-0.5893, -0.7980, -0.1262, 0.8237)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0383, 0.7957, 0.4574)>
    Rotation: <Euler (x=-3.0992, y=0.0578, z=-0.5771), order='XYZ'>
    Matrix:
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      <Vector (-0.5447, -0.8360, 0.0670, 0.7957)>
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0237, 0.7740, 0.4563)>
    Rotation: <Euler (x=-3.0992, y=0.0578, z=-0.5771), order='XYZ'>
    Matrix:
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      <Vector (-0.5447, -0.8360, 0.0670, 0.7740)>
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0947, 0.8291, 0.4281)>
    Rotation: <Euler (x=2.4737, y=0.0198, z=-0.6987), order='XYZ'>
    Matrix:
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      <Vector (-0.6431, -0.6090, -0.4643, 0.8291)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0800, 0.8106, 0.4467)>
    Rotation: <Euler (x=2.9462, y=0.0534, z=-0.6284), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0634, 0.7874, 0.4524)>
    Rotation: <Euler (x=-3.0996, y=0.0564, z=-0.5838), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0506, 0.7685, 0.4514)>
    Rotation: <Euler (x=-3.0996, y=0.0564, z=-0.5838), order='XYZ'>
    Matrix:
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      <Vector (-0.5503, -0.8323, 0.0661, 0.7685)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1143, 0.8176, 0.4232)>
    Rotation: <Euler (x=2.4648, y=0.0733, z=-0.6427), order='XYZ'>
    Matrix:
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      <Vector (-0.5978, -0.6515, -0.4671, 0.8176)>
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1020, 0.7988, 0.4412)>
    Rotation: <Euler (x=2.9464, y=0.0618, z=-0.6254), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0894, 0.7810, 0.4455)>
    Rotation: <Euler (x=-3.1004, y=0.0642, z=-0.5983), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0801, 0.7674, 0.4448)>
    Rotation: <Euler (x=-3.1004, y=0.0642, z=-0.5983), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0981, 1.2162, 0.0819)>
    Rotation: <Euler (x=0.9533, y=-2.1966, z=1.1293), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2119, 1.1668, 0.0145)>
    Rotation: <Euler (x=-1.5354, y=-1.3777, z=-1.7433), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2378, 0.9782, -0.0227)>
    Rotation: <Euler (x=1.5804, y=-0.1973, z=1.4586), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2410, 0.9270, 0.2339)>
    Rotation: <Euler (x=1.6641, y=-0.3732, z=0.9319), order='XYZ'>
    Matrix:
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      <Vector (0.7475, -0.3469, -0.5664, 0.9270)>
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2248, 0.9274, 0.2777)>
    Rotation: <Euler (x=2.0467, y=0.4242, z=1.0017), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2025, 0.9307, 0.3074)>
    Rotation: <Euler (x=2.0199, y=-0.0616, z=0.8919), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1927, 0.9202, 0.3368)>
    Rotation: <Euler (x=1.9651, y=-0.2157, z=0.8852), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1886, 0.9087, 0.3610)>
    Rotation: <Euler (x=1.9651, y=-0.2157, z=0.8852), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2381, 0.9147, 0.3514)>
    Rotation: <Euler (x=2.1225, y=-0.3168, z=0.9278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2303, 0.8986, 0.3757)>
    Rotation: <Euler (x=2.6107, y=-0.3667, z=0.8768), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2141, 0.8780, 0.3897)>
    Rotation: <Euler (x=2.8637, y=-0.3863, z=0.8294), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.1993, 0.8616, 0.3957)>
    Rotation: <Euler (x=2.8637, y=-0.3863, z=0.8294), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2512, 0.8963, 0.3468)>
    Rotation: <Euler (x=2.1226, y=-0.3245, z=0.9274), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2431, 0.8792, 0.3725)>
    Rotation: <Euler (x=2.6109, y=-0.3725, z=0.8762), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2244, 0.8554, 0.3887)>
    Rotation: <Euler (x=2.8613, y=-0.3887, z=0.8359), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2084, 0.8376, 0.3951)>
    Rotation: <Euler (x=2.8613, y=-0.3887, z=0.8359), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2646, 0.8769, 0.3381)>
    Rotation: <Euler (x=2.1229, y=-0.3194, z=0.9267), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2575, 0.8619, 0.3608)>
    Rotation: <Euler (x=2.6128, y=-0.3713, z=0.8710), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2424, 0.8426, 0.3738)>
    Rotation: <Euler (x=2.8602, y=-0.3834, z=0.8386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2272, 0.8258, 0.3799)>
    Rotation: <Euler (x=2.8602, y=-0.3834, z=0.8386), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2779, 0.8634, 0.3235)>
    Rotation: <Euler (x=2.1227, y=-0.3236, z=0.9272), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2712, 0.8494, 0.3446)>
    Rotation: <Euler (x=2.6136, y=-0.3762, z=0.8690), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2571, 0.8314, 0.3568)>
    Rotation: <Euler (x=2.8557, y=-0.3832, z=0.8508), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2475, 0.8207, 0.3607)>
    Rotation: <Euler (x=2.8557, y=-0.3832, z=0.8508), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1091, 0.8258, 0.0108)>
    Rotation: <Euler (x=0.7124, y=-0.0212, z=-2.8990), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1903, 0.5220, 0.2823)>
    Rotation: <Euler (x=-0.1298, y=-0.1646, z=-2.8703), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2952, 0.1109, 0.2276)>
    Rotation: <Euler (x=0.8659, y=-0.1522, z=-3.0109), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0010, 0.3595)>
    Rotation: <Euler (x=-1.5278, y=-2.8894, z=0.0077), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3488, 0.0044, 0.4324)>
    Rotation: <Euler (x=-1.5278, y=-2.8894, z=0.0077), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1002, 0.8312, -0.0546)>
    Rotation: <Euler (x=0.5101, y=0.6461, z=2.8744), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3138, 0.5136, 0.1074)>
    Rotation: <Euler (x=-0.5078, y=0.7945, z=2.8516), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7744, y=0.7995, z=2.9384), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2385, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2385, z=-0.0282), order='XYZ'>
    Matrix:
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Frame: 180
  Bone: mixamorig:Hips
    Location: <Vector (0.0007, 0.8701, -0.0112)>
    Rotation: <Euler (x=0.2125, y=-0.3285, z=-0.0312), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0017, 0.9461, 0.0025)>
    Rotation: <Euler (x=0.2458, y=-0.3482, z=-0.0268), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0068, 1.0337, 0.0232)>
    Rotation: <Euler (x=0.3928, y=-0.3763, z=-0.0294), order='XYZ'>
    Matrix:
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      <Vector (-0.0273, 0.9276, -0.3726, 1.0337)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0185, 1.1293, 0.0599)>
    Rotation: <Euler (x=0.5418, y=-0.4025, z=-0.0369), order='XYZ'>
    Matrix:
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      <Vector (-0.0340, 0.8637, -0.5029, 1.1293)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0382, 1.2294, 0.1149)>
    Rotation: <Euler (x=0.4615, y=-0.3292, z=-0.0385), order='XYZ'>
    Matrix:
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      <Vector (-0.0364, 0.9003, -0.4338, 1.2294)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0537, 1.3166, 0.1700)>
    Rotation: <Euler (x=0.0527, y=-0.0427, z=-0.0157), order='XYZ'>
    Matrix:
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      <Vector (-0.0157, 0.9985, -0.0520, 1.3166)>
      <Vector (0.0427, 0.0527, 0.9977, 0.1700)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0519, 1.5545, 0.2140)>
    Rotation: <Euler (x=0.0527, y=-0.0427, z=-0.0157), order='XYZ'>
    Matrix:
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      <Vector (-0.0157, 0.9985, -0.0520, 1.5545)>
      <Vector (0.0427, 0.0527, 0.9977, 0.2140)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0295, 1.2133, 0.1324)>
    Rotation: <Euler (x=-0.1502, y=2.1735, z=-2.0025), order='XYZ'>
    Matrix:
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      <Vector (0.5148, -0.3018, -0.8024, 1.2133)>
      <Vector (-0.8238, 0.0848, -0.5605, 0.1324)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1636, 1.1707, 0.1444)>
    Rotation: <Euler (x=-3.0897, y=0.8527, z=0.4877), order='XYZ'>
    Matrix:
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      <Vector (0.3083, -0.9005, -0.3066, 1.1707)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2475, 0.9964, 0.1378)>
    Rotation: <Euler (x=2.3266, y=0.1669, z=-1.0461), order='XYZ'>
    Matrix:
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      <Vector (-0.8534, -0.4482, -0.2660, 0.9964)>
      <Vector (-0.1661, 0.7176, -0.6763, 0.1378)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1080, 0.8791, 0.3256)>
    Rotation: <Euler (x=2.0187, y=0.0627, z=-0.6852), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0725, 0.8745, 0.3592)>
    Rotation: <Euler (x=2.5290, y=-0.6301, z=-1.0604), order='XYZ'>
    Matrix:
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      <Vector (-0.7050, -0.1041, -0.7015, 0.8745)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0372, 0.8719, 0.3762)>
    Rotation: <Euler (x=2.3780, y=-0.2608, z=-0.7773), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0171, 0.8587, 0.3981)>
    Rotation: <Euler (x=2.3022, y=-0.0912, z=-0.6955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0064, 0.8464, 0.4163)>
    Rotation: <Euler (x=2.3022, y=-0.0912, z=-0.6955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0545, 0.8600, 0.4315)>
    Rotation: <Euler (x=2.4750, y=0.0142, z=-0.6999), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0401, 0.8420, 0.4496)>
    Rotation: <Euler (x=2.9473, y=0.0484, z=-0.6309), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0232, 0.8183, 0.4553)>
    Rotation: <Euler (x=-3.0980, y=0.0533, z=-0.5750), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0103, 0.7991, 0.4543)>
    Rotation: <Euler (x=-3.0980, y=0.0533, z=-0.5750), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0725, 0.8451, 0.4291)>
    Rotation: <Euler (x=2.4747, y=0.0170, z=-0.7004), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0559, 0.8244, 0.4500)>
    Rotation: <Euler (x=2.9473, y=0.0513, z=-0.6309), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0359, 0.7963, 0.4567)>
    Rotation: <Euler (x=-3.0981, y=0.0560, z=-0.5768), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0213, 0.7747, 0.4556)>
    Rotation: <Euler (x=-3.0981, y=0.0560, z=-0.5768), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0924, 0.8297, 0.4276)>
    Rotation: <Euler (x=2.4750, y=0.0181, z=-0.6984), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0776, 0.8113, 0.4461)>
    Rotation: <Euler (x=2.9474, y=0.0516, z=-0.6281), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0611, 0.7880, 0.4517)>
    Rotation: <Euler (x=-3.0984, y=0.0547, z=-0.5835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0482, 0.7691, 0.4508)>
    Rotation: <Euler (x=-3.0984, y=0.0547, z=-0.5835), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1121, 0.8182, 0.4227)>
    Rotation: <Euler (x=2.4660, y=0.0716, z=-0.6424), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0996, 0.7995, 0.4406)>
    Rotation: <Euler (x=2.9476, y=0.0601, z=-0.6252), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0870, 0.7817, 0.4449)>
    Rotation: <Euler (x=-3.0993, y=0.0624, z=-0.5980), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0778, 0.7681, 0.4442)>
    Rotation: <Euler (x=-3.0993, y=0.0624, z=-0.5980), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.0998, 1.2163, 0.0805)>
    Rotation: <Euler (x=0.9584, y=-2.1966, z=1.1275), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2134, 1.1665, 0.0128)>
    Rotation: <Euler (x=-1.5166, y=-1.3779, z=-1.7608), order='XYZ'>
    Matrix:
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      <Vector (-0.1883, -0.9726, -0.1363, 1.1665)>
      <Vector (0.9815, -0.1914, 0.0104, 0.0128)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2389, 0.9779, -0.0244)>
    Rotation: <Euler (x=1.5768, y=-0.1958, z=1.4603), order='XYZ'>
    Matrix:
      <Vector (0.1082, -0.0155, 0.9940, -0.2389)>
      <Vector (0.9749, -0.1940, -0.1091, 0.9779)>
      <Vector (0.1945, 0.9809, -0.0059, -0.0244)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2430, 0.9271, 0.2323)>
    Rotation: <Euler (x=1.6605, y=-0.3734, z=0.9343), order='XYZ'>
    Matrix:
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      <Vector (0.7488, -0.3454, -0.5657, 0.9271)>
      <Vector (0.3647, 0.9274, -0.0834, 0.2323)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2269, 0.9277, 0.2761)>
    Rotation: <Euler (x=2.0431, y=0.4242, z=1.0013), order='XYZ'>
    Matrix:
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      <Vector (0.7675, 0.0634, -0.6379, 0.9277)>
      <Vector (-0.4116, 0.8116, -0.4146, 0.2761)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2046, 0.9310, 0.3059)>
    Rotation: <Euler (x=2.0165, y=-0.0619, z=0.8932), order='XYZ'>
    Matrix:
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      <Vector (0.7776, -0.3138, -0.5449, 0.9310)>
      <Vector (0.0619, 0.9006, -0.4303, 0.3059)>
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1949, 0.9206, 0.3354)>
    Rotation: <Euler (x=1.9617, y=-0.2161, z=0.8870), order='XYZ'>
    Matrix:
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      <Vector (0.7572, -0.3944, -0.5208, 0.9206)>
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1909, 0.9091, 0.3597)>
    Rotation: <Euler (x=1.9617, y=-0.2161, z=0.8870), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2403, 0.9150, 0.3499)>
    Rotation: <Euler (x=2.1190, y=-0.3170, z=0.9300), order='XYZ'>
    Matrix:
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      <Vector (0.7617, -0.5248, -0.3800, 0.9150)>
      <Vector (0.3117, 0.8110, -0.4952, 0.3499)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2326, 0.8990, 0.3742)>
    Rotation: <Euler (x=2.6072, y=-0.3671, z=0.8792), order='XYZ'>
    Matrix:
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      <Vector (0.7189, -0.6897, -0.0870, 0.8990)>
      <Vector (0.3589, 0.4754, -0.8032, 0.3742)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2165, 0.8785, 0.3883)>
    Rotation: <Euler (x=2.8601, y=-0.3868, z=0.8319), order='XYZ'>
    Matrix:
      <Vector (0.6237, 0.6395, 0.4494, -0.2165)>
      <Vector (0.6846, -0.7244, 0.0808, 0.8785)>
      <Vector (0.3772, 0.2573, -0.8897, 0.3883)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2017, 0.8622, 0.3943)>
    Rotation: <Euler (x=2.8601, y=-0.3868, z=0.8319), order='XYZ'>
    Matrix:
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      <Vector (0.6846, -0.7244, 0.0808, 0.8622)>
      <Vector (0.3772, 0.2573, -0.8897, 0.3943)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2534, 0.8967, 0.3453)>
    Rotation: <Euler (x=2.1191, y=-0.3248, z=0.9297), order='XYZ'>
    Matrix:
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      <Vector (0.7595, -0.5300, -0.3771, 0.8967)>
      <Vector (0.3191, 0.8088, -0.4940, 0.3453)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2453, 0.8796, 0.3711)>
    Rotation: <Euler (x=2.6074, y=-0.3729, z=0.8786), order='XYZ'>
    Matrix:
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      <Vector (0.7170, -0.6921, -0.0836, 0.8796)>
      <Vector (0.3643, 0.4742, -0.8015, 0.3711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2267, 0.8558, 0.3873)>
    Rotation: <Euler (x=2.8577, y=-0.3892, z=0.8383), order='XYZ'>
    Matrix:
      <Vector (0.6187, 0.6427, 0.4518, -0.2267)>
      <Vector (0.6879, -0.7210, 0.0835, 0.8558)>
      <Vector (0.3794, 0.2591, -0.8882, 0.3873)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2107, 0.8381, 0.3938)>
    Rotation: <Euler (x=2.8577, y=-0.3892, z=0.8383), order='XYZ'>
    Matrix:
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      <Vector (0.6879, -0.7210, 0.0835, 0.8381)>
      <Vector (0.3794, 0.2591, -0.8882, 0.3938)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2668, 0.8772, 0.3366)>
    Rotation: <Euler (x=2.1193, y=-0.3196, z=0.9289), order='XYZ'>
    Matrix:
      <Vector (0.5684, 0.2571, 0.7815, -0.2668)>
      <Vector (0.7604, -0.5269, -0.3797, 0.8772)>
      <Vector (0.3142, 0.8101, -0.4950, 0.3366)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2597, 0.8623, 0.3593)>
    Rotation: <Euler (x=2.6093, y=-0.3718, z=0.8734), order='XYZ'>
    Matrix:
      <Vector (0.5983, 0.5421, 0.5901, -0.2597)>
      <Vector (0.7142, -0.6947, -0.0860, 0.8623)>
      <Vector (0.3632, 0.4729, -0.8028, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2446, 0.8431, 0.3724)>
    Rotation: <Euler (x=2.8567, y=-0.3840, z=0.8410), order='XYZ'>
    Matrix:
      <Vector (0.6182, 0.6451, 0.4492, -0.2446)>
      <Vector (0.6911, -0.7183, 0.0805, 0.8431)>
      <Vector (0.3746, 0.2606, -0.8898, 0.3724)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2294, 0.8263, 0.3786)>
    Rotation: <Euler (x=2.8567, y=-0.3840, z=0.8410), order='XYZ'>
    Matrix:
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      <Vector (0.6911, -0.7183, 0.0805, 0.8263)>
      <Vector (0.3746, 0.2606, -0.8898, 0.3786)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2800, 0.8637, 0.3219)>
    Rotation: <Euler (x=2.1191, y=-0.3238, z=0.9294), order='XYZ'>
    Matrix:
      <Vector (0.5672, 0.2552, 0.7830, -0.2800)>
      <Vector (0.7596, -0.5294, -0.3777, 0.8637)>
      <Vector (0.3182, 0.8090, -0.4942, 0.3219)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2734, 0.8498, 0.3431)>
    Rotation: <Euler (x=2.6100, y=-0.3767, z=0.8714), order='XYZ'>
    Matrix:
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      <Vector (0.7116, -0.6976, -0.0837, 0.8498)>
      <Vector (0.3678, 0.4714, -0.8016, 0.3431)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2593, 0.8318, 0.3554)>
    Rotation: <Euler (x=2.8521, y=-0.3837, z=0.8533), order='XYZ'>
    Matrix:
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      <Vector (0.6986, -0.7107, 0.0826, 0.8318)>
      <Vector (0.3744, 0.2647, -0.8887, 0.3554)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2497, 0.8211, 0.3593)>
    Rotation: <Euler (x=2.8521, y=-0.3837, z=0.8533), order='XYZ'>
    Matrix:
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      <Vector (0.6986, -0.7107, 0.0826, 0.8211)>
      <Vector (0.3744, 0.2647, -0.8887, 0.3593)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1079, 0.8260, 0.0102)>
    Rotation: <Euler (x=0.7110, y=-0.0225, z=-2.8980), order='XYZ'>
    Matrix:
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      <Vector (-0.2412, -0.7318, 0.6374, 0.8260)>
      <Vector (0.0225, 0.6524, 0.7575, 0.0102)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1897, 0.5219, 0.2813)>
    Rotation: <Euler (x=-0.1276, y=-0.1643, z=-2.8699), order='XYZ'>
    Matrix:
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      <Vector (-0.2647, -0.9611, -0.0790, 0.5219)>
      <Vector (0.1636, -0.1255, 0.9785, 0.2813)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2950, 0.1108, 0.2276)>
    Rotation: <Euler (x=0.8665, y=-0.1517, z=-3.0089), order='XYZ'>
    Matrix:
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      <Vector (-0.1308, -0.6266, 0.7683, 0.1108)>
      <Vector (0.1511, 0.7533, 0.6401, 0.2276)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0011, 0.3595)>
    Rotation: <Euler (x=-1.5274, y=-2.8899, z=0.0097), order='XYZ'>
    Matrix:
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      <Vector (-0.0094, 0.0458, 0.9989, 0.0011)>
      <Vector (0.2490, 0.9676, -0.0420, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0045, 0.4324)>
    Rotation: <Euler (x=-1.5274, y=-2.8899, z=0.0097), order='XYZ'>
    Matrix:
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      <Vector (-0.0094, 0.0458, 0.9989, 0.0045)>
      <Vector (0.2490, 0.9676, -0.0420, 0.4324)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1013, 0.8314, -0.0556)>
    Rotation: <Euler (x=0.5118, y=0.6459, z=2.8765), order='XYZ'>
    Matrix:
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      <Vector (0.2092, -0.7642, 0.6101, 0.8314)>
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3145, 0.5138, 0.1070)>
    Rotation: <Euler (x=-0.5065, y=0.7955, z=2.8539), order='XYZ'>
    Matrix:
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      <Vector (0.1986, -0.9368, -0.2880, 0.5138)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0394)>
    Rotation: <Euler (x=0.7743, y=0.7999, z=2.9383), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0500)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2381, z=-0.0282), order='XYZ'>
    Matrix:
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Frame: 181
  Bone: mixamorig:Hips
    Location: <Vector (-0.0001, 0.8703, -0.0118)>
    Rotation: <Euler (x=0.2121, y=-0.3308, z=-0.0314), order='XYZ'>
    Matrix:
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      <Vector (-0.0297, 0.9792, -0.2005, 0.8703)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0024, 0.9463, 0.0019)>
    Rotation: <Euler (x=0.2451, y=-0.3504, z=-0.0263), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0076, 1.0339, 0.0225)>
    Rotation: <Euler (x=0.3916, y=-0.3785, z=-0.0278), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0195, 1.1295, 0.0590)>
    Rotation: <Euler (x=0.5402, y=-0.4049, z=-0.0342), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0396, 1.2297, 0.1138)>
    Rotation: <Euler (x=0.4587, y=-0.3318, z=-0.0358), order='XYZ'>
    Matrix:
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      <Vector (-0.0338, 0.9012, -0.4320, 1.2297)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0553, 1.3170, 0.1686)>
    Rotation: <Euler (x=0.0507, y=-0.0445, z=-0.0156), order='XYZ'>
    Matrix:
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  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0536, 1.5550, 0.2122)>
    Rotation: <Euler (x=0.0507, y=-0.0445, z=-0.0156), order='XYZ'>
    Matrix:
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      <Vector (-0.0156, 0.9986, -0.0500, 1.5550)>
      <Vector (0.0444, 0.0506, 0.9977, 0.2122)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0281, 1.2138, 0.1316)>
    Rotation: <Euler (x=-0.1537, y=2.1727, z=-2.0035), order='XYZ'>
    Matrix:
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      <Vector (0.5140, -0.2998, -0.8037, 1.2138)>
      <Vector (-0.8243, 0.0867, -0.5595, 0.1316)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1623, 1.1714, 0.1438)>
    Rotation: <Euler (x=-3.0893, y=0.8536, z=0.4889), order='XYZ'>
    Matrix:
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      <Vector (0.3087, -0.9001, -0.3074, 1.1714)>
      <Vector (-0.7536, -0.0343, -0.6564, 0.1438)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2464, 0.9972, 0.1372)>
    Rotation: <Euler (x=2.3257, y=0.1670, z=-1.0454), order='XYZ'>
    Matrix:
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      <Vector (-0.8531, -0.4484, -0.2668, 0.9972)>
      <Vector (-0.1662, 0.7182, -0.6757, 0.1372)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1071, 0.8799, 0.3252)>
    Rotation: <Euler (x=2.0165, y=0.0643, z=-0.6855), order='XYZ'>
    Matrix:
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      <Vector (-0.0643, 0.9005, -0.4302, 0.3252)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0717, 0.8753, 0.3588)>
    Rotation: <Euler (x=2.5257, y=-0.6293, z=-1.0585), order='XYZ'>
    Matrix:
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      <Vector (-0.7046, -0.1037, -0.7019, 0.8753)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0364, 0.8727, 0.3759)>
    Rotation: <Euler (x=2.3755, y=-0.2594, z=-0.7768), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0164, 0.8595, 0.3979)>
    Rotation: <Euler (x=2.3000, y=-0.0896, z=-0.6955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0057, 0.8472, 0.4162)>
    Rotation: <Euler (x=2.3000, y=-0.0896, z=-0.6955), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0539, 0.8608, 0.4312)>
    Rotation: <Euler (x=2.4727, y=0.0158, z=-0.7000), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0395, 0.8429, 0.4493)>
    Rotation: <Euler (x=2.9452, y=0.0502, z=-0.6311), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0227, 0.8192, 0.4551)>
    Rotation: <Euler (x=-3.1000, y=0.0552, z=-0.5753), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0098, 0.8000, 0.4542)>
    Rotation: <Euler (x=-3.1000, y=0.0552, z=-0.5753), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0719, 0.8459, 0.4287)>
    Rotation: <Euler (x=2.4724, y=0.0186, z=-0.7006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0553, 0.8253, 0.4497)>
    Rotation: <Euler (x=2.9452, y=0.0530, z=-0.6312), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0354, 0.7972, 0.4565)>
    Rotation: <Euler (x=-3.1001, y=0.0579, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0208, 0.7756, 0.4554)>
    Rotation: <Euler (x=-3.1001, y=0.0579, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0918, 0.8306, 0.4272)>
    Rotation: <Euler (x=2.4727, y=0.0197, z=-0.6986), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0771, 0.8122, 0.4458)>
    Rotation: <Euler (x=2.9453, y=0.0534, z=-0.6283), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0605, 0.7889, 0.4515)>
    Rotation: <Euler (x=-3.1005, y=0.0565, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0477, 0.7700, 0.4505)>
    Rotation: <Euler (x=-3.1005, y=0.0565, z=-0.5837), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1114, 0.8191, 0.4222)>
    Rotation: <Euler (x=2.4639, y=0.0733, z=-0.6427), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.0991, 0.8003, 0.4403)>
    Rotation: <Euler (x=2.9455, y=0.0619, z=-0.6254), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0865, 0.7825, 0.4446)>
    Rotation: <Euler (x=-3.1014, y=0.0642, z=-0.5983), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0772, 0.7689, 0.4439)>
    Rotation: <Euler (x=-3.1014, y=0.0642, z=-0.5983), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1010, 1.2164, 0.0793)>
    Rotation: <Euler (x=0.9626, y=-2.1959, z=1.1268), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2143, 1.1662, 0.0115)>
    Rotation: <Euler (x=-1.4938, y=-1.3779, z=-1.7821), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2395, 0.9775, -0.0256)>
    Rotation: <Euler (x=1.5724, y=-0.1934, z=1.4622), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2446, 0.9275, 0.2312)>
    Rotation: <Euler (x=1.6558, y=-0.3736, z=0.9371), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2287, 0.9282, 0.2751)>
    Rotation: <Euler (x=2.0383, y=0.4243, z=1.0004), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2065, 0.9316, 0.3049)>
    Rotation: <Euler (x=2.0122, y=-0.0623, z=0.8945), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1968, 0.9212, 0.3345)>
    Rotation: <Euler (x=1.9572, y=-0.2165, z=0.8890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1930, 0.9098, 0.3588)>
    Rotation: <Euler (x=1.9572, y=-0.2165, z=0.8890), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2423, 0.9157, 0.3488)>
    Rotation: <Euler (x=2.1144, y=-0.3172, z=0.9325), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2347, 0.8997, 0.3732)>
    Rotation: <Euler (x=2.6025, y=-0.3676, z=0.8819), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2186, 0.8792, 0.3874)>
    Rotation: <Euler (x=2.8554, y=-0.3875, z=0.8347), order='XYZ'>
    Matrix:
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      <Vector (0.6862, -0.7231, 0.0792, 0.8792)>
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2038, 0.8629, 0.3935)>
    Rotation: <Euler (x=2.8554, y=-0.3875, z=0.8347), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2554, 0.8973, 0.3442)>
    Rotation: <Euler (x=2.1145, y=-0.3250, z=0.9322), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2474, 0.8803, 0.3700)>
    Rotation: <Euler (x=2.6027, y=-0.3733, z=0.8814), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2287, 0.8566, 0.3864)>
    Rotation: <Euler (x=2.8530, y=-0.3898, z=0.8412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2128, 0.8389, 0.3930)>
    Rotation: <Euler (x=2.8530, y=-0.3898, z=0.8412), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2687, 0.8778, 0.3355)>
    Rotation: <Euler (x=2.1147, y=-0.3199, z=0.9314), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2617, 0.8629, 0.3583)>
    Rotation: <Euler (x=2.6046, y=-0.3723, z=0.8762), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2466, 0.8437, 0.3715)>
    Rotation: <Euler (x=2.8520, y=-0.3846, z=0.8438), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2314, 0.8270, 0.3777)>
    Rotation: <Euler (x=2.8520, y=-0.3846, z=0.8438), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2819, 0.8642, 0.3208)>
    Rotation: <Euler (x=2.1145, y=-0.3241, z=0.9320), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2753, 0.8503, 0.3421)>
    Rotation: <Euler (x=2.6053, y=-0.3772, z=0.8742), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2612, 0.8324, 0.3545)>
    Rotation: <Euler (x=2.8474, y=-0.3843, z=0.8561), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2516, 0.8218, 0.3584)>
    Rotation: <Euler (x=2.8474, y=-0.3843, z=0.8561), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1071, 0.8261, 0.0099)>
    Rotation: <Euler (x=0.7099, y=-0.0236, z=-2.8970), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1896, 0.5219, 0.2806)>
    Rotation: <Euler (x=-0.1260, y=-0.1639, z=-2.8702), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2949, 0.1107, 0.2276)>
    Rotation: <Euler (x=0.8669, y=-0.1511, z=-3.0071), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0011, 0.3595)>
    Rotation: <Euler (x=-1.5270, y=-2.8906, z=0.0115), order='XYZ'>
    Matrix:
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      <Vector (-0.0111, 0.0466, 0.9988, 0.0011)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3487, 0.0046, 0.4324)>
    Rotation: <Euler (x=-1.5270, y=-2.8906, z=0.0115), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1020, 0.8316, -0.0564)>
    Rotation: <Euler (x=0.5130, y=0.6458, z=2.8784), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3147, 0.5139, 0.1065)>
    Rotation: <Euler (x=-0.5050, y=0.7953, z=2.8557), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2782, 0.1099, -0.0395)>
    Rotation: <Euler (x=0.7746, y=0.7992, z=2.9385), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3949, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5508, y=2.2389, z=-0.0282), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4564, 0.0032, 0.0986)>
    Rotation: <Euler (x=-1.5508, y=2.2389, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
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Frame: 182
  Bone: mixamorig:Hips
    Location: <Vector (-0.0006, 0.8705, -0.0123)>
    Rotation: <Euler (x=0.2118, y=-0.3331, z=-0.0317), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0029, 0.9465, 0.0014)>
    Rotation: <Euler (x=0.2443, y=-0.3522, z=-0.0259), order='XYZ'>
    Matrix:
      <Vector (0.9383, -0.0583, -0.3409, -0.0029)>
      <Vector (-0.0243, 0.9721, -0.2331, 0.9465)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0082, 1.0341, 0.0219)>
    Rotation: <Euler (x=0.3899, y=-0.3793, z=-0.0260), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine2
    Location: <Vector (-0.0202, 1.1298, 0.0583)>
    Rotation: <Euler (x=0.5376, y=-0.4048, z=-0.0308), order='XYZ'>
    Matrix:
      <Vector (0.9187, -0.1751, -0.3539, -0.0202)>
      <Vector (-0.0283, 0.8648, -0.5014, 1.1298)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0405, 1.2300, 0.1128)>
    Rotation: <Euler (x=0.4545, y=-0.3313, z=-0.0333), order='XYZ'>
    Matrix:
      <Vector (0.9451, -0.1128, -0.3067, -0.0405)>
      <Vector (-0.0315, 0.9027, -0.4291, 1.2300)>
      <Vector (0.3253, 0.4152, 0.8496, 0.1128)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0563, 1.3176, 0.1673)>
    Rotation: <Euler (x=0.0459, y=-0.0448, z=-0.0144), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0123, -0.0454, -0.0563)>
      <Vector (-0.0144, 0.9989, -0.0452, 1.3176)>
      <Vector (0.0448, 0.0458, 0.9979, 0.1673)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0548, 1.5558, 0.2097)>
    Rotation: <Euler (x=0.0459, y=-0.0448, z=-0.0144), order='XYZ'>
    Matrix:
      <Vector (0.9989, 0.0123, -0.0454, -0.0548)>
      <Vector (-0.0144, 0.9989, -0.0452, 1.5558)>
      <Vector (0.0448, 0.0458, 0.9979, 0.2097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0272, 1.2144, 0.1306)>
    Rotation: <Euler (x=-0.1541, y=2.1701, z=-2.0015), order='XYZ'>
    Matrix:
      <Vector (0.2355, 0.9508, -0.2012, 0.0272)>
      <Vector (0.5125, -0.2974, -0.8055, 1.2144)>
      <Vector (-0.8258, 0.0866, -0.5573, 0.1306)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1615, 1.1724, 0.1428)>
    Rotation: <Euler (x=-3.0866, y=0.8581, z=0.4920), order='XYZ'>
    Matrix:
      <Vector (0.5763, 0.4351, -0.6918, 0.1615)>
      <Vector (0.3089, -0.8997, -0.3085, 1.1724)>
      <Vector (-0.7566, -0.0359, -0.6529, 0.1428)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2457, 0.9983, 0.1359)>
    Rotation: <Euler (x=2.3211, y=0.1687, z=-1.0454), order='XYZ'>
    Matrix:
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      <Vector (-0.8528, -0.4482, -0.2679, 0.9983)>
      <Vector (-0.1679, 0.7211, -0.6722, 0.1359)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1075, 0.8809, 0.3246)>
    Rotation: <Euler (x=2.0101, y=0.0691, z=-0.6863), order='XYZ'>
    Matrix:
      <Vector (0.7718, -0.2211, -0.5962, 0.1075)>
      <Vector (-0.6321, -0.3686, -0.6816, 0.8809)>
      <Vector (-0.0691, 0.9029, -0.4243, 0.3246)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0723, 0.8764, 0.3586)>
    Rotation: <Euler (x=2.5162, y=-0.6272, z=-1.0534), order='XYZ'>
    Matrix:
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      <Vector (-0.7037, -0.1025, -0.7031, 0.8764)>
      <Vector (0.5869, 0.4740, -0.6564, 0.3586)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0372, 0.8739, 0.3759)>
    Rotation: <Euler (x=2.3686, y=-0.2552, z=-0.7754), order='XYZ'>
    Matrix:
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      <Vector (-0.6773, -0.3878, -0.6252, 0.8739)>
      <Vector (0.2524, 0.6757, -0.6926, 0.3759)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0173, 0.8608, 0.3981)>
    Rotation: <Euler (x=2.2936, y=-0.0849, z=-0.6953), order='XYZ'>
    Matrix:
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      <Vector (-0.6383, -0.4672, -0.6118, 0.8608)>
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0068, 0.8485, 0.4165)>
    Rotation: <Euler (x=2.2936, y=-0.0849, z=-0.6953), order='XYZ'>
    Matrix:
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      <Vector (-0.6383, -0.4672, -0.6118, 0.8485)>
      <Vector (0.0848, 0.7473, -0.6591, 0.4165)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0551, 0.8621, 0.4311)>
    Rotation: <Euler (x=2.4663, y=0.0205, z=-0.7005), order='XYZ'>
    Matrix:
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      <Vector (-0.6445, -0.6050, -0.4676, 0.8621)>
      <Vector (-0.0205, 0.6250, -0.7804, 0.4311)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0408, 0.8442, 0.4494)>
    Rotation: <Euler (x=2.9391, y=0.0553, z=-0.6318), order='XYZ'>
    Matrix:
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      <Vector (-0.5897, -0.7970, -0.1303, 0.8442)>
      <Vector (-0.0553, 0.2008, -0.9781, 0.4494)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0240, 0.8205, 0.4553)>
    Rotation: <Euler (x=-3.1058, y=0.0606, z=-0.5760), order='XYZ'>
    Matrix:
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      <Vector (-0.5436, -0.8369, 0.0629, 0.8205)>
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0111, 0.8013, 0.4545)>
    Rotation: <Euler (x=-3.1058, y=0.0606, z=-0.5760), order='XYZ'>
    Matrix:
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      <Vector (-0.5436, -0.8369, 0.0629, 0.8013)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0730, 0.8472, 0.4285)>
    Rotation: <Euler (x=2.4660, y=0.0233, z=-0.7011), order='XYZ'>
    Matrix:
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      <Vector (-0.6449, -0.6057, -0.4662, 0.8472)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0566, 0.8266, 0.4496)>
    Rotation: <Euler (x=2.9391, y=0.0581, z=-0.6319), order='XYZ'>
    Matrix:
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      <Vector (-0.5897, -0.7973, -0.1287, 0.8266)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0367, 0.7985, 0.4567)>
    Rotation: <Euler (x=-3.1059, y=0.0633, z=-0.5778), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0221, 0.7769, 0.4558)>
    Rotation: <Euler (x=-3.1059, y=0.0633, z=-0.5778), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0929, 0.8318, 0.4269)>
    Rotation: <Euler (x=2.4663, y=0.0244, z=-0.6991), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0783, 0.8135, 0.4456)>
    Rotation: <Euler (x=2.9393, y=0.0585, z=-0.6290), order='XYZ'>
    Matrix:
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      <Vector (-0.0585, 0.2006, -0.9779, 0.4456)>
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0618, 0.7902, 0.4514)>
    Rotation: <Euler (x=-3.1063, y=0.0619, z=-0.5844), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0490, 0.7713, 0.4507)>
    Rotation: <Euler (x=-3.1063, y=0.0619, z=-0.5844), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1125, 0.8203, 0.4218)>
    Rotation: <Euler (x=2.4577, y=0.0784, z=-0.6435), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1003, 0.8016, 0.4399)>
    Rotation: <Euler (x=2.9394, y=0.0670, z=-0.6262), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0877, 0.7838, 0.4444)>
    Rotation: <Euler (x=-3.1073, y=0.0695, z=-0.5991), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0785, 0.7702, 0.4438)>
    Rotation: <Euler (x=-3.1073, y=0.0695, z=-0.5991), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1020, 1.2166, 0.0783)>
    Rotation: <Euler (x=0.9634, y=-2.1937, z=1.1275), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2152, 1.1660, 0.0107)>
    Rotation: <Euler (x=-1.4857, y=-1.3779, z=-1.7919), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2407, 0.9774, -0.0264)>
    Rotation: <Euler (x=1.5709, y=-0.1907, z=1.4607), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2461, 0.9281, 0.2306)>
    Rotation: <Euler (x=1.6523, y=-0.3728, z=0.9401), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2303, 0.9289, 0.2745)>
    Rotation: <Euler (x=2.0348, y=0.4252, z=1.0006), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2082, 0.9325, 0.3044)>
    Rotation: <Euler (x=2.0089, y=-0.0617, z=0.8964), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.1986, 0.9222, 0.3340)>
    Rotation: <Euler (x=1.9539, y=-0.2159, z=0.8914), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1948, 0.9108, 0.3583)>
    Rotation: <Euler (x=1.9539, y=-0.2159, z=0.8914), order='XYZ'>
    Matrix:
      <Vector (0.6137, 0.1659, 0.7719, -0.1948)>
      <Vector (0.7599, -0.3894, -0.5205, 0.9108)>
      <Vector (0.2142, 0.9060, -0.3651, 0.3583)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2441, 0.9166, 0.3482)>
    Rotation: <Euler (x=2.1110, y=-0.3165, z=0.9353), order='XYZ'>
    Matrix:
      <Vector (0.5641, 0.2554, 0.7852, -0.2441)>
      <Vector (0.7648, -0.5201, -0.3803, 0.9166)>
      <Vector (0.3112, 0.8150, -0.4887, 0.3482)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2366, 0.9007, 0.3727)>
    Rotation: <Euler (x=2.5990, y=-0.3670, z=0.8849), order='XYZ'>
    Matrix:
      <Vector (0.5912, 0.5453, 0.5942, -0.2366)>
      <Vector (0.7223, -0.6858, -0.0893, 0.9007)>
      <Vector (0.3588, 0.4820, -0.7994, 0.3727)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2204, 0.8803, 0.3870)>
    Rotation: <Euler (x=2.8519, y=-0.3871, z=0.8378), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.6400, 0.4544, -0.2204)>
      <Vector (0.6882, -0.7214, 0.0777, 0.8803)>
      <Vector (0.3775, 0.2646, -0.8874, 0.3870)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2056, 0.8640, 0.3932)>
    Rotation: <Euler (x=2.8519, y=-0.3871, z=0.8378), order='XYZ'>
    Matrix:
      <Vector (0.6196, 0.6400, 0.4544, -0.2056)>
      <Vector (0.6882, -0.7214, 0.0777, 0.8640)>
      <Vector (0.3775, 0.2646, -0.8874, 0.3932)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2571, 0.8982, 0.3436)>
    Rotation: <Euler (x=2.1110, y=-0.3243, z=0.9350), order='XYZ'>
    Matrix:
      <Vector (0.5629, 0.2516, 0.7873, -0.2571)>
      <Vector (0.7627, -0.5253, -0.3774, 0.8982)>
      <Vector (0.3186, 0.8129, -0.4875, 0.3436)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2492, 0.8813, 0.3695)>
    Rotation: <Euler (x=2.5992, y=-0.3728, z=0.8844), order='XYZ'>
    Matrix:
      <Vector (0.5902, 0.5433, 0.5970, -0.2492)>
      <Vector (0.7204, -0.6882, -0.0859, 0.8813)>
      <Vector (0.3642, 0.4808, -0.7976, 0.3695)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2305, 0.8576, 0.3860)>
    Rotation: <Euler (x=2.8495, y=-0.3894, z=0.8442), order='XYZ'>
    Matrix:
      <Vector (0.6146, 0.6432, 0.4568, -0.2305)>
      <Vector (0.6915, -0.7179, 0.0804, 0.8576)>
      <Vector (0.3796, 0.2664, -0.8859, 0.3860)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2145, 0.8400, 0.3927)>
    Rotation: <Euler (x=2.8495, y=-0.3894, z=0.8442), order='XYZ'>
    Matrix:
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      <Vector (0.6915, -0.7179, 0.0804, 0.8400)>
      <Vector (0.3796, 0.2664, -0.8859, 0.3927)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2705, 0.8786, 0.3350)>
    Rotation: <Euler (x=2.1113, y=-0.3191, z=0.9342), order='XYZ'>
    Matrix:
      <Vector (0.5645, 0.2538, 0.7855, -0.2705)>
      <Vector (0.7635, -0.5222, -0.3799, 0.8786)>
      <Vector (0.3137, 0.8142, -0.4886, 0.3350)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2634, 0.8638, 0.3578)>
    Rotation: <Euler (x=2.6011, y=-0.3717, z=0.8792), order='XYZ'>
    Matrix:
      <Vector (0.5942, 0.5412, 0.5950, -0.2634)>
      <Vector (0.7176, -0.6908, -0.0884, 0.8638)>
      <Vector (0.3632, 0.4795, -0.7989, 0.3578)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2484, 0.8447, 0.3711)>
    Rotation: <Euler (x=2.8484, y=-0.3841, z=0.8469), order='XYZ'>
    Matrix:
      <Vector (0.6141, 0.6455, 0.4541, -0.2484)>
      <Vector (0.6946, -0.7152, 0.0774, 0.8447)>
      <Vector (0.3748, 0.2679, -0.8876, 0.3711)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2332, 0.8280, 0.3774)>
    Rotation: <Euler (x=2.8484, y=-0.3841, z=0.8469), order='XYZ'>
    Matrix:
      <Vector (0.6141, 0.6455, 0.4541, -0.2332)>
      <Vector (0.6946, -0.7152, 0.0774, 0.8280)>
      <Vector (0.3748, 0.2679, -0.8876, 0.3774)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2835, 0.8650, 0.3203)>
    Rotation: <Euler (x=2.1111, y=-0.3233, z=0.9348), order='XYZ'>
    Matrix:
      <Vector (0.5632, 0.2520, 0.7869, -0.2835)>
      <Vector (0.7628, -0.5247, -0.3779, 0.8650)>
      <Vector (0.3177, 0.8131, -0.4877, 0.3203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2770, 0.8512, 0.3416)>
    Rotation: <Euler (x=2.6018, y=-0.3766, z=0.8772), order='XYZ'>
    Matrix:
      <Vector (0.5945, 0.5388, 0.5969, -0.2770)>
      <Vector (0.7151, -0.6938, -0.0860, 0.8512)>
      <Vector (0.3678, 0.4779, -0.7977, 0.3416)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2629, 0.8333, 0.3540)>
    Rotation: <Euler (x=2.8438, y=-0.3838, z=0.8591), order='XYZ'>
    Matrix:
      <Vector (0.6056, 0.6522, 0.4559, -0.2629)>
      <Vector (0.7022, -0.7076, 0.0795, 0.8333)>
      <Vector (0.3744, 0.2720, -0.8865, 0.3540)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2533, 0.8227, 0.3581)>
    Rotation: <Euler (x=2.8438, y=-0.3838, z=0.8591), order='XYZ'>
    Matrix:
      <Vector (0.6056, 0.6522, 0.4559, -0.2533)>
      <Vector (0.7022, -0.7076, 0.0795, 0.8227)>
      <Vector (0.3744, 0.2720, -0.8865, 0.3581)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1065, 0.8263, 0.0097)>
    Rotation: <Euler (x=0.7087, y=-0.0246, z=-2.8961), order='XYZ'>
    Matrix:
      <Vector (-0.9697, 0.2000, -0.1401, 0.1065)>
      <Vector (-0.2430, -0.7325, 0.6359, 0.8263)>
      <Vector (0.0246, 0.6507, 0.7590, 0.0097)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1896, 0.5220, 0.2800)>
    Rotation: <Euler (x=-0.1247, y=-0.1633, z=-2.8708), order='XYZ'>
    Matrix:
      <Vector (-0.9507, 0.2460, 0.1888, 0.1896)>
      <Vector (-0.2640, -0.9615, -0.0767, 0.5220)>
      <Vector (0.1626, -0.1227, 0.9790, 0.2800)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2948, 0.1107, 0.2275)>
    Rotation: <Euler (x=0.8674, y=-0.1505, z=-3.0054), order='XYZ'>
    Matrix:
      <Vector (-0.9796, 0.2011, -0.0074, 0.2948)>
      <Vector (-0.1342, -0.6253, 0.7687, 0.1107)>
      <Vector (0.1499, 0.7540, 0.6395, 0.2275)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3595)>
    Rotation: <Euler (x=-1.5266, y=-2.8912, z=0.0131), order='XYZ'>
    Matrix:
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      <Vector (-0.0127, 0.0474, 0.9988, 0.0012)>
      <Vector (0.2478, 0.9679, -0.0428, 0.3595)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3486, 0.0047, 0.4325)>
    Rotation: <Euler (x=-1.5266, y=-2.8912, z=0.0131), order='XYZ'>
    Matrix:
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      <Vector (-0.0127, 0.0474, 0.9988, 0.0047)>
      <Vector (0.2478, 0.9679, -0.0428, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1024, 0.8318, -0.0571)>
    Rotation: <Euler (x=0.5139, y=0.6458, z=2.8801), order='XYZ'>
    Matrix:
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      <Vector (0.2065, -0.7647, 0.6104, 0.8318)>
      <Vector (-0.6018, 0.3926, 0.6955, -0.0571)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3148, 0.5140, 0.1061)>
    Rotation: <Euler (x=-0.5033, y=0.7945, z=2.8572), order='XYZ'>
    Matrix:
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      <Vector (0.1966, -0.9374, -0.2876, 0.5140)>
      <Vector (-0.7135, -0.3379, 0.6138, 0.1061)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2783, 0.1099, -0.0396)>
    Rotation: <Euler (x=0.7750, y=0.7978, z=2.9388), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0501)>
    Rotation: <Euler (x=-1.5507, y=2.2402, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
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  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4563, 0.0032, 0.0988)>
    Rotation: <Euler (x=-1.5507, y=2.2402, z=-0.0282), order='XYZ'>
    Matrix:
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      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7842, 0.6204, -0.0124, 0.0988)>
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Frame: 183
  Bone: mixamorig:Hips
    Location: <Vector (-0.0009, 0.8707, -0.0127)>
    Rotation: <Euler (x=0.2114, y=-0.3357, z=-0.0321), order='XYZ'>
    Matrix:
      <Vector (0.9437, -0.0377, -0.3287, -0.0009)>
      <Vector (-0.0303, 0.9794, -0.1994, 0.8707)>
      <Vector (0.3294, 0.1982, 0.9232, -0.0127)>
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0033, 0.9467, 0.0010)>
    Rotation: <Euler (x=0.2434, y=-0.3537, z=-0.0256), order='XYZ'>
    Matrix:
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      <Vector (-0.0240, 0.9724, -0.2323, 0.9467)>
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  Bone: mixamorig:Spine1
    Location: <Vector (-0.0086, 1.0344, 0.0214)>
    Rotation: <Euler (x=0.3876, y=-0.3787, z=-0.0240), order='XYZ'>
    Matrix:
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      <Vector (-0.0223, 0.9289, -0.3697, 1.0344)>
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0207, 1.1301, 0.0575)>
    Rotation: <Euler (x=0.5338, y=-0.4023, z=-0.0269), order='XYZ'>
    Matrix:
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      <Vector (-0.0247, 0.8659, -0.4996, 1.1301)>
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0411, 1.2305, 0.1118)>
    Rotation: <Euler (x=0.4490, y=-0.3280, z=-0.0314), order='XYZ'>
    Matrix:
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      <Vector (-0.0297, 0.9048, -0.4248, 1.2305)>
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  Bone: mixamorig:Head
    Location: <Vector (-0.0567, 1.3183, 0.1659)>
    Rotation: <Euler (x=0.0381, y=-0.0440, z=-0.0123), order='XYZ'>
    Matrix:
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      <Vector (-0.0123, 0.9992, -0.0375, 1.3183)>
      <Vector (0.0440, 0.0381, 0.9983, 0.1659)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0556, 1.5569, 0.2065)>
    Rotation: <Euler (x=0.0381, y=-0.0440, z=-0.0123), order='XYZ'>
    Matrix:
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      <Vector (-0.0123, 0.9992, -0.0375, 1.5569)>
      <Vector (0.0440, 0.0381, 0.9983, 0.2065)>
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  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0267, 1.2150, 0.1295)>
    Rotation: <Euler (x=-0.1515, y=2.1656, z=-1.9969), order='XYZ'>
    Matrix:
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      <Vector (0.5102, -0.2947, -0.8079, 1.2150)>
      <Vector (-0.8283, 0.0846, -0.5539, 0.1295)>
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  Bone: mixamorig:LeftArm
    Location: <Vector (0.1612, 1.1734, 0.1414)>
    Rotation: <Euler (x=-3.0826, y=0.8657, z=0.4962), order='XYZ'>
    Matrix:
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      <Vector (0.3085, -0.8993, -0.3101, 1.1734)>
      <Vector (-0.7616, -0.0382, -0.6469, 0.1414)>
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  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2455, 0.9994, 0.1340)>
    Rotation: <Euler (x=2.3134, y=0.1712, z=-1.0459), order='XYZ'>
    Matrix:
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      <Vector (-0.8527, -0.4475, -0.2695, 0.9994)>
      <Vector (-0.1704, 0.7260, -0.6663, 0.1340)>
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  Bone: mixamorig:LeftHand
    Location: <Vector (0.1088, 0.8823, 0.3240)>
    Rotation: <Euler (x=2.0004, y=0.0760, z=-0.6875), order='XYZ'>
    Matrix:
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      <Vector (-0.6328, -0.3657, -0.6825, 0.8823)>
      <Vector (-0.0759, 0.9065, -0.4153, 0.3240)>
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  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0740, 0.8779, 0.3584)>
    Rotation: <Euler (x=2.5021, y=-0.6242, z=-1.0457), order='XYZ'>
    Matrix:
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      <Vector (-0.7021, -0.1005, -0.7049, 0.8779)>
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  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0391, 0.8754, 0.3761)>
    Rotation: <Euler (x=2.3580, y=-0.2492, z=-0.7733), order='XYZ'>
    Matrix:
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      <Vector (-0.6769, -0.3854, -0.6271, 0.8754)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0195, 0.8624, 0.3986)>
    Rotation: <Euler (x=2.2838, y=-0.0780, z=-0.6951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0092, 0.8502, 0.4171)>
    Rotation: <Euler (x=2.2838, y=-0.0780, z=-0.6951), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0577, 0.8638, 0.4311)>
    Rotation: <Euler (x=2.4566, y=0.0272, z=-0.7013), order='XYZ'>
    Matrix:
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      <Vector (-0.6450, -0.6028, -0.4698, 0.8638)>
      <Vector (-0.0272, 0.6324, -0.7741, 0.4311)>
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  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0436, 0.8459, 0.4497)>
    Rotation: <Euler (x=2.9298, y=0.0627, z=-0.6329), order='XYZ'>
    Matrix:
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      <Vector (-0.5904, -0.7961, -0.1332, 0.8459)>
      <Vector (-0.0627, 0.2098, -0.9757, 0.4497)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0269, 0.8223, 0.4559)>
    Rotation: <Euler (x=-3.1147, y=0.0685, z=-0.5771), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0139, 0.8031, 0.4553)>
    Rotation: <Euler (x=-3.1147, y=0.0685, z=-0.5771), order='XYZ'>
    Matrix:
      <Vector (0.8361, -0.5470, -0.0426, 0.0139)>
      <Vector (-0.5443, -0.8367, 0.0599, 0.8031)>
      <Vector (-0.0684, -0.0269, -0.9973, 0.4553)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0756, 0.8488, 0.4284)>
    Rotation: <Euler (x=2.4563, y=0.0300, z=-0.7019), order='XYZ'>
    Matrix:
      <Vector (0.7633, -0.4854, -0.4264, 0.0756)>
      <Vector (-0.6454, -0.6035, -0.4683, 0.8488)>
      <Vector (-0.0300, 0.6326, -0.7739, 0.4284)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0594, 0.8283, 0.4498)>
    Rotation: <Euler (x=2.9298, y=0.0655, z=-0.6330), order='XYZ'>
    Matrix:
      <Vector (0.8045, -0.5673, -0.1760, 0.0594)>
      <Vector (-0.5903, -0.7964, -0.1316, 0.8283)>
      <Vector (-0.0655, 0.2097, -0.9756, 0.4498)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0396, 0.8003, 0.4571)>
    Rotation: <Euler (x=-3.1147, y=0.0712, z=-0.5790), order='XYZ'>
    Matrix:
      <Vector (0.8349, -0.5486, -0.0448, 0.0396)>
      <Vector (-0.5458, -0.8357, 0.0614, 0.8003)>
      <Vector (-0.0711, -0.0268, -0.9971, 0.4571)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0249, 0.7787, 0.4564)>
    Rotation: <Euler (x=-3.1147, y=0.0712, z=-0.5790), order='XYZ'>
    Matrix:
      <Vector (0.8349, -0.5486, -0.0448, 0.0249)>
      <Vector (-0.5458, -0.8357, 0.0614, 0.7787)>
      <Vector (-0.0711, -0.0268, -0.9971, 0.4564)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0954, 0.8335, 0.4266)>
    Rotation: <Euler (x=2.4566, y=0.0312, z=-0.6999), order='XYZ'>
    Matrix:
      <Vector (0.7645, -0.4838, -0.4260, 0.0954)>
      <Vector (-0.6439, -0.6051, -0.4684, 0.8335)>
      <Vector (-0.0312, 0.6324, -0.7740, 0.4266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0810, 0.8152, 0.4455)>
    Rotation: <Euler (x=2.9300, y=0.0660, z=-0.6302), order='XYZ'>
    Matrix:
      <Vector (0.8062, -0.5650, -0.1758, 0.0810)>
      <Vector (-0.5880, -0.7981, -0.1317, 0.8152)>
      <Vector (-0.0659, 0.2095, -0.9756, 0.4455)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0646, 0.7919, 0.4516)>
    Rotation: <Euler (x=-3.1152, y=0.0698, z=-0.5856), order='XYZ'>
    Matrix:
      <Vector (0.8313, -0.5540, -0.0435, 0.0646)>
      <Vector (-0.5514, -0.8321, 0.0605, 0.7919)>
      <Vector (-0.0697, -0.0263, -0.9972, 0.4516)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0517, 0.7730, 0.4511)>
    Rotation: <Euler (x=-3.1152, y=0.0698, z=-0.5856), order='XYZ'>
    Matrix:
      <Vector (0.8313, -0.5540, -0.0435, 0.0517)>
      <Vector (-0.5514, -0.8321, 0.0605, 0.7730)>
      <Vector (-0.0697, -0.0263, -0.9972, 0.4511)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1150, 0.8219, 0.4213)>
    Rotation: <Euler (x=2.4484, y=0.0857, z=-0.6449), order='XYZ'>
    Matrix:
      <Vector (0.7962, -0.4187, -0.4367, 0.1150)>
      <Vector (-0.5989, -0.6476, -0.4711, 0.8219)>
      <Vector (-0.0856, 0.6367, -0.7664, 0.4213)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1029, 0.8033, 0.4396)>
    Rotation: <Euler (x=2.9302, y=0.0744, z=-0.6274), order='XYZ'>
    Matrix:
      <Vector (0.8073, -0.5613, -0.1820, 0.1029)>
      <Vector (-0.5854, -0.8007, -0.1272, 0.8033)>
      <Vector (-0.0744, 0.2092, -0.9750, 0.4396)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0904, 0.7855, 0.4443)>
    Rotation: <Euler (x=-3.1163, y=0.0773, z=-0.6003), order='XYZ'>
    Matrix:
      <Vector (0.8227, -0.5663, -0.0494, 0.0904)>
      <Vector (-0.5632, -0.8238, 0.0645, 0.7855)>
      <Vector (-0.0772, -0.0252, -0.9967, 0.4443)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0811, 0.7719, 0.4439)>
    Rotation: <Euler (x=-3.1163, y=0.0773, z=-0.6003), order='XYZ'>
    Matrix:
      <Vector (0.8227, -0.5663, -0.0494, 0.0811)>
      <Vector (-0.5632, -0.8238, 0.0645, 0.7719)>
      <Vector (-0.0772, -0.0252, -0.9967, 0.4439)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1026, 1.2167, 0.0775)>
    Rotation: <Euler (x=0.9601, y=-2.1897, z=1.1295), order='XYZ'>
    Matrix:
      <Vector (-0.2478, -0.8035, 0.5413, -0.1026)>
      <Vector (-0.5246, -0.3584, -0.7722, 1.2167)>
      <Vector (0.8145, -0.4753, -0.3327, 0.0775)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightArm
    Location: <Vector (-0.2161, 1.1661, 0.0104)>
    Rotation: <Euler (x=-1.4959, y=-1.3781, z=-1.7873), order='XYZ'>
    Matrix:
      <Vector (-0.0411, -0.1371, 0.9897, -0.2161)>
      <Vector (-0.1870, -0.9720, -0.1424, 1.1661)>
      <Vector (0.9815, -0.1909, 0.0143, 0.0104)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2427, 0.9776, -0.0266)>
    Rotation: <Euler (x=1.5729, y=-0.1877, z=1.4549), order='XYZ'>
    Matrix:
      <Vector (0.1136, -0.0194, 0.9933, -0.2427)>
      <Vector (0.9759, -0.1856, -0.1152, 0.9776)>
      <Vector (0.1866, 0.9824, -0.0021, -0.0266)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHand
    Location: <Vector (-0.2478, 0.9291, 0.2305)>
    Rotation: <Euler (x=1.6504, y=-0.3708, z=0.9433), order='XYZ'>
    Matrix:
      <Vector (0.5472, -0.1477, 0.8239, -0.2478)>
      <Vector (0.7545, -0.3391, -0.5619, 0.9291)>
      <Vector (0.3624, 0.9291, -0.0741, 0.2305)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2320, 0.9300, 0.2744)>
    Rotation: <Euler (x=2.0329, y=0.4274, z=1.0024), order='XYZ'>
    Matrix:
      <Vector (0.4899, 0.5755, 0.6549, -0.2320)>
      <Vector (0.7670, 0.0727, -0.6375, 0.9300)>
      <Vector (-0.4145, 0.8146, -0.4058, 0.2744)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2099, 0.9337, 0.3043)>
    Rotation: <Euler (x=2.0070, y=-0.0598, z=0.8991), order='XYZ'>
    Matrix:
      <Vector (0.6212, 0.2970, 0.7252, -0.2099)>
      <Vector (0.7814, -0.3053, -0.5443, 0.9337)>
      <Vector (0.0597, 0.9047, -0.4217, 0.3043)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2003, 0.9235, 0.3339)>
    Rotation: <Euler (x=1.9519, y=-0.2140, z=0.8944), order='XYZ'>
    Matrix:
      <Vector (0.6117, 0.1667, 0.7733, -0.2003)>
      <Vector (0.7620, -0.3866, -0.5195, 0.9235)>
      <Vector (0.2124, 0.9071, -0.3635, 0.3339)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1964, 0.9123, 0.3582)>
    Rotation: <Euler (x=1.9519, y=-0.2140, z=0.8944), order='XYZ'>
    Matrix:
      <Vector (0.6117, 0.1667, 0.7733, -0.1964)>
      <Vector (0.7620, -0.3866, -0.5195, 0.9123)>
      <Vector (0.2124, 0.9071, -0.3635, 0.3582)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2457, 0.9179, 0.3481)>
    Rotation: <Euler (x=2.1091, y=-0.3145, z=0.9384), order='XYZ'>
    Matrix:
      <Vector (0.5621, 0.2565, 0.7863, -0.2457)>
      <Vector (0.7670, -0.5172, -0.3796, 0.9179)>
      <Vector (0.3093, 0.8165, -0.4875, 0.3481)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2381, 0.9020, 0.3727)>
    Rotation: <Euler (x=2.5970, y=-0.3651, z=0.8881), order='XYZ'>
    Matrix:
      <Vector (0.5893, 0.5469, 0.5946, -0.2381)>
      <Vector (0.7248, -0.6831, -0.0899, 0.9020)>
      <Vector (0.3570, 0.4840, -0.7990, 0.3727)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2219, 0.8817, 0.3870)>
    Rotation: <Euler (x=2.8497, y=-0.3853, z=0.8411), order='XYZ'>
    Matrix:
      <Vector (0.6178, 0.6418, 0.4544, -0.2219)>
      <Vector (0.6908, -0.7190, 0.0764, 0.8817)>
      <Vector (0.3758, 0.2667, -0.8875, 0.3870)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2071, 0.8655, 0.3932)>
    Rotation: <Euler (x=2.8497, y=-0.3853, z=0.8411), order='XYZ'>
    Matrix:
      <Vector (0.6178, 0.6418, 0.4544, -0.2071)>
      <Vector (0.6908, -0.7190, 0.0764, 0.8655)>
      <Vector (0.3758, 0.2667, -0.8875, 0.3932)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2587, 0.8994, 0.3436)>
    Rotation: <Euler (x=2.1091, y=-0.3223, z=0.9381), order='XYZ'>
    Matrix:
      <Vector (0.5609, 0.2527, 0.7884, -0.2587)>
      <Vector (0.7649, -0.5225, -0.3767, 0.8994)>
      <Vector (0.3167, 0.8144, -0.4863, 0.3436)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2507, 0.8826, 0.3695)>
    Rotation: <Euler (x=2.5971, y=-0.3709, z=0.8877), order='XYZ'>
    Matrix:
      <Vector (0.5883, 0.5450, 0.5974, -0.2507)>
      <Vector (0.7229, -0.6855, -0.0865, 0.8826)>
      <Vector (0.3624, 0.4827, -0.7973, 0.3695)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2320, 0.8590, 0.3861)>
    Rotation: <Euler (x=2.8473, y=-0.3876, z=0.8476), order='XYZ'>
    Matrix:
      <Vector (0.6127, 0.6449, 0.4568, -0.2320)>
      <Vector (0.6941, -0.7155, 0.0792, 0.8590)>
      <Vector (0.3779, 0.2685, -0.8860, 0.3861)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2160, 0.8415, 0.3928)>
    Rotation: <Euler (x=2.8473, y=-0.3876, z=0.8476), order='XYZ'>
    Matrix:
      <Vector (0.6127, 0.6449, 0.4568, -0.2160)>
      <Vector (0.6941, -0.7155, 0.0792, 0.8415)>
      <Vector (0.3779, 0.2685, -0.8860, 0.3928)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2720, 0.8798, 0.3350)>
    Rotation: <Euler (x=2.1094, y=-0.3171, z=0.9373), order='XYZ'>
    Matrix:
      <Vector (0.5625, 0.2549, 0.7865, -0.2720)>
      <Vector (0.7658, -0.5194, -0.3792, 0.8798)>
      <Vector (0.3118, 0.8156, -0.4874, 0.3350)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2649, 0.8651, 0.3578)>
    Rotation: <Euler (x=2.5990, y=-0.3698, z=0.8824), order='XYZ'>
    Matrix:
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      <Vector (0.7201, -0.6882, -0.0890, 0.8651)>
      <Vector (0.3614, 0.4814, -0.7985, 0.3578)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2498, 0.8460, 0.3712)>
    Rotation: <Euler (x=2.8463, y=-0.3823, z=0.8502), order='XYZ'>
    Matrix:
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      <Vector (0.6972, -0.7129, 0.0762, 0.8460)>
      <Vector (0.3731, 0.2700, -0.8877, 0.3712)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2346, 0.8294, 0.3776)>
    Rotation: <Euler (x=2.8463, y=-0.3823, z=0.8502), order='XYZ'>
    Matrix:
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      <Vector (0.6972, -0.7129, 0.0762, 0.8294)>
      <Vector (0.3731, 0.2700, -0.8877, 0.3776)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2850, 0.8661, 0.3203)>
    Rotation: <Euler (x=2.1092, y=-0.3213, z=0.9379), order='XYZ'>
    Matrix:
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      <Vector (0.7650, -0.5219, -0.3772, 0.8661)>
      <Vector (0.3158, 0.8146, -0.4865, 0.3203)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2784, 0.8523, 0.3417)>
    Rotation: <Euler (x=2.5997, y=-0.3747, z=0.8805), order='XYZ'>
    Matrix:
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      <Vector (0.7175, -0.6911, -0.0866, 0.8523)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2643, 0.8345, 0.3542)>
    Rotation: <Euler (x=2.8418, y=-0.3819, z=0.8624), order='XYZ'>
    Matrix:
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      <Vector (0.7047, -0.7052, 0.0783, 0.8345)>
      <Vector (0.3727, 0.2741, -0.8865, 0.3542)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2547, 0.8240, 0.3582)>
    Rotation: <Euler (x=2.8418, y=-0.3819, z=0.8624), order='XYZ'>
    Matrix:
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      <Vector (0.7047, -0.7052, 0.0783, 0.8240)>
      <Vector (0.3727, 0.2741, -0.8865, 0.3582)>
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  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1060, 0.8265, 0.0096)>
    Rotation: <Euler (x=0.7077, y=-0.0254, z=-2.8952), order='XYZ'>
    Matrix:
      <Vector (-0.9695, 0.2014, -0.1398, 0.1060)>
      <Vector (-0.2438, -0.7329, 0.6352, 0.8265)>
      <Vector (0.0254, 0.6499, 0.7596, 0.0096)>
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  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1897, 0.5220, 0.2796)>
    Rotation: <Euler (x=-0.1237, y=-0.1628, z=-2.8716), order='XYZ'>
    Matrix:
      <Vector (-0.9510, 0.2454, 0.1879, 0.1897)>
      <Vector (-0.2632, -0.9617, -0.0760, 0.5220)>
      <Vector (0.1621, -0.1218, 0.9792, 0.2796)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2947, 0.1106, 0.2275)>
    Rotation: <Euler (x=0.8678, y=-0.1498, z=-3.0039), order='XYZ'>
    Matrix:
      <Vector (-0.9794, 0.2016, -0.0091, 0.2947)>
      <Vector (-0.1358, -0.6248, 0.7689, 0.1106)>
      <Vector (0.1493, 0.7543, 0.6393, 0.2275)>
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  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3596)>
    Rotation: <Euler (x=-1.5263, y=-2.8919, z=0.0147), order='XYZ'>
    Matrix:
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      <Vector (-0.0142, 0.0481, 0.9987, 0.0012)>
      <Vector (0.2471, 0.9680, -0.0431, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0048, 0.4325)>
    Rotation: <Euler (x=-1.5263, y=-2.8919, z=0.0147), order='XYZ'>
    Matrix:
      <Vector (-0.9689, 0.2462, -0.0257, 0.3485)>
      <Vector (-0.0142, 0.0481, 0.9987, 0.0048)>
      <Vector (0.2471, 0.9680, -0.0431, 0.4325)>
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  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1026, 0.8321, -0.0577)>
    Rotation: <Euler (x=0.5148, y=0.6458, z=2.8817), order='XYZ'>
    Matrix:
      <Vector (-0.7718, -0.5101, -0.3797, -0.1026)>
      <Vector (0.2052, -0.7650, 0.6104, 0.8321)>
      <Vector (-0.6019, 0.3932, 0.6951, -0.0577)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3146, 0.5141, 0.1057)>
    Rotation: <Euler (x=-0.5015, y=0.7932, z=2.8584), order='XYZ'>
    Matrix:
      <Vector (-0.6737, 0.0839, -0.7343, -0.3146)>
      <Vector (0.1960, -0.9377, -0.2870, 0.5141)>
      <Vector (-0.7126, -0.3373, 0.6152, 0.1057)>
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  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2785, 0.1099, -0.0397)>
    Rotation: <Euler (x=0.7755, y=0.7961, z=2.9391), order='XYZ'>
    Matrix:
      <Vector (-0.6852, -0.6337, -0.3591, -0.2785)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7147, 0.4897, 0.4995, -0.0397)>
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  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0502)>
    Rotation: <Euler (x=-1.5507, y=2.2420, z=-0.0281), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4562, 0.0032, 0.0990)>
    Rotation: <Euler (x=-1.5507, y=2.2420, z=-0.0281), order='XYZ'>
    Matrix:
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Frame: 184
  Bone: mixamorig:Hips
    Location: <Vector (-0.0011, 0.8709, -0.0130)>
    Rotation: <Euler (x=0.2111, y=-0.3386, z=-0.0326), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine
    Location: <Vector (-0.0034, 0.9469, 0.0007)>
    Rotation: <Euler (x=0.2424, y=-0.3552, z=-0.0255), order='XYZ'>
    Matrix:
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      <Vector (-0.0239, 0.9726, -0.2313, 0.9469)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Spine1
    Location: <Vector (-0.0087, 1.0346, 0.0209)>
    Rotation: <Euler (x=0.3851, y=-0.3775, z=-0.0221), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Spine2
    Location: <Vector (-0.0209, 1.1304, 0.0569)>
    Rotation: <Euler (x=0.5294, y=-0.3986, z=-0.0228), order='XYZ'>
    Matrix:
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  Bone: mixamorig:Neck
    Location: <Vector (-0.0413, 1.2310, 0.1109)>
    Rotation: <Euler (x=0.4429, y=-0.3233, z=-0.0298), order='XYZ'>
    Matrix:
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      <Vector (-0.0283, 0.9072, -0.4198, 1.2310)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:Head
    Location: <Vector (-0.0567, 1.3191, 0.1645)>
    Rotation: <Euler (x=0.0286, y=-0.0426, z=-0.0098), order='XYZ'>
    Matrix:
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      <Vector (-0.0098, 0.9996, -0.0282, 1.3191)>
      <Vector (0.0425, 0.0286, 0.9987, 0.1645)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:HeadTop_End
    Location: <Vector (-0.0559, 1.5580, 0.2029)>
    Rotation: <Euler (x=0.0286, y=-0.0426, z=-0.0098), order='XYZ'>
    Matrix:
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      <Vector (-0.0098, 0.9996, -0.0282, 1.5580)>
      <Vector (0.0425, 0.0286, 0.9987, 0.2029)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftShoulder
    Location: <Vector (0.0266, 1.2157, 0.1283)>
    Rotation: <Euler (x=-0.1473, y=2.1602, z=-1.9910), order='XYZ'>
    Matrix:
      <Vector (0.2268, 0.9529, -0.2014, 0.0266)>
      <Vector (0.5075, -0.2921, -0.8106, 1.2157)>
      <Vector (-0.8313, 0.0816, -0.5498, 0.1283)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftArm
    Location: <Vector (0.1612, 1.1745, 0.1399)>
    Rotation: <Euler (x=-3.0780, y=0.8749, z=0.5007), order='XYZ'>
    Matrix:
      <Vector (0.5624, 0.4362, -0.7024, 0.1612)>
      <Vector (0.3077, -0.8989, -0.3119, 1.1745)>
      <Vector (-0.7675, -0.0408, -0.6398, 0.1399)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftForeArm
    Location: <Vector (0.2456, 1.0005, 0.1320)>
    Rotation: <Euler (x=2.3041, y=0.1741, z=-1.0469), order='XYZ'>
    Matrix:
      <Vector (0.4927, -0.5152, -0.7013, 0.2456)>
      <Vector (-0.8528, -0.4463, -0.2713, 1.0005)>
      <Vector (-0.1732, 0.7317, -0.6592, 0.1320)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHand
    Location: <Vector (0.1108, 0.8837, 0.3235)>
    Rotation: <Euler (x=1.9892, y=0.0838, z=-0.6891), order='XYZ'>
    Matrix:
      <Vector (0.7691, -0.1993, -0.6073, 0.1108)>
      <Vector (-0.6337, -0.3622, -0.6836, 0.8837)>
      <Vector (-0.0837, 0.9105, -0.4049, 0.3235)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb1
    Location: <Vector (0.0765, 0.8795, 0.3583)>
    Rotation: <Euler (x=2.4858, y=-0.6207, z=-1.0369), order='XYZ'>
    Matrix:
      <Vector (0.4140, -0.8628, -0.2903, 0.0765)>
      <Vector (-0.7002, -0.0980, -0.7071, 0.8795)>
      <Vector (0.5816, 0.4960, -0.6447, 0.3583)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb2
    Location: <Vector (0.0418, 0.8771, 0.3765)>
    Rotation: <Euler (x=2.3458, y=-0.2423, z=-0.7711), order='XYZ'>
    Matrix:
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      <Vector (-0.6765, -0.3823, -0.6294, 0.8771)>
      <Vector (0.2400, 0.6935, -0.6793, 0.3765)>
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  Bone: mixamorig:LeftHandThumb3
    Location: <Vector (0.0224, 0.8641, 0.3993)>
    Rotation: <Euler (x=2.2725, y=-0.0703, z=-0.6949), order='XYZ'>
    Matrix:
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      <Vector (-0.6388, -0.4615, -0.6157, 0.8641)>
      <Vector (0.0703, 0.7618, -0.6439, 0.3993)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandThumb4
    Location: <Vector (0.0124, 0.8520, 0.4180)>
    Rotation: <Euler (x=2.2725, y=-0.0703, z=-0.6949), order='XYZ'>
    Matrix:
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      <Vector (-0.6388, -0.4615, -0.6157, 0.8520)>
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  Bone: mixamorig:LeftHandIndex1
    Location: <Vector (0.0610, 0.8656, 0.4313)>
    Rotation: <Euler (x=2.4452, y=0.0349, z=-0.7024), order='XYZ'>
    Matrix:
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      <Vector (-0.6456, -0.6000, -0.4723, 0.8656)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex2
    Location: <Vector (0.0472, 0.8479, 0.4501)>
    Rotation: <Euler (x=2.9190, y=0.0711, z=-0.6344), order='XYZ'>
    Matrix:
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      <Vector (-0.5912, -0.7949, -0.1367, 0.8479)>
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  Bone: mixamorig:LeftHandIndex3
    Location: <Vector (0.0305, 0.8243, 0.4566)>
    Rotation: <Euler (x=-3.1250, y=0.0775, z=-0.5786), order='XYZ'>
    Matrix:
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      <Vector (-0.5452, -0.8364, 0.0562, 0.8243)>
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandIndex4
    Location: <Vector (0.0175, 0.8051, 0.4563)>
    Rotation: <Euler (x=-3.1250, y=0.0775, z=-0.5786), order='XYZ'>
    Matrix:
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      <Vector (-0.5452, -0.8364, 0.0562, 0.8051)>
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  Bone: mixamorig:LeftHandMiddle1
    Location: <Vector (0.0789, 0.8507, 0.4284)>
    Rotation: <Euler (x=2.4449, y=0.0377, z=-0.7030), order='XYZ'>
    Matrix:
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      <Vector (-0.6461, -0.6008, -0.4709, 0.8507)>
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  Bone: mixamorig:LeftHandMiddle2
    Location: <Vector (0.0630, 0.8302, 0.4501)>
    Rotation: <Euler (x=2.9190, y=0.0739, z=-0.6345), order='XYZ'>
    Matrix:
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      <Vector (-0.5911, -0.7952, -0.1351, 0.8302)>
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  Bone: mixamorig:LeftHandMiddle3
    Location: <Vector (0.0432, 0.8023, 0.4578)>
    Rotation: <Euler (x=-3.1251, y=0.0801, z=-0.5805), order='XYZ'>
    Matrix:
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      <Vector (-0.5466, -0.8354, 0.0577, 0.8023)>
      <Vector (-0.0800, -0.0164, -0.9967, 0.4578)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftHandMiddle4
    Location: <Vector (0.0286, 0.7807, 0.4574)>
    Rotation: <Euler (x=-3.1251, y=0.0801, z=-0.5805), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing1
    Location: <Vector (0.0987, 0.8353, 0.4264)>
    Rotation: <Euler (x=2.4453, y=0.0388, z=-0.7011), order='XYZ'>
    Matrix:
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      <Vector (-0.6445, -0.6023, -0.4709, 0.8353)>
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  Bone: mixamorig:LeftHandRing2
    Location: <Vector (0.0846, 0.8171, 0.4456)>
    Rotation: <Euler (x=2.9192, y=0.0744, z=-0.6317), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing3
    Location: <Vector (0.0682, 0.7939, 0.4520)>
    Rotation: <Euler (x=-3.1256, y=0.0786, z=-0.5871), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandRing4
    Location: <Vector (0.0553, 0.7750, 0.4517)>
    Rotation: <Euler (x=-3.1256, y=0.0786, z=-0.5871), order='XYZ'>
    Matrix:
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      <Vector (-0.0786, -0.0159, -0.9968, 0.4517)>
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  Bone: mixamorig:LeftHandPinky1
    Location: <Vector (0.1182, 0.8237, 0.4209)>
    Rotation: <Euler (x=2.4374, y=0.0939, z=-0.6466), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky2
    Location: <Vector (0.1064, 0.8051, 0.4395)>
    Rotation: <Euler (x=2.9194, y=0.0829, z=-0.6290), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky3
    Location: <Vector (0.0939, 0.7874, 0.4444)>
    Rotation: <Euler (x=-3.1268, y=0.0860, z=-0.6019), order='XYZ'>
    Matrix:
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  Bone: mixamorig:LeftHandPinky4
    Location: <Vector (0.0846, 0.7738, 0.4441)>
    Rotation: <Euler (x=-3.1268, y=0.0860, z=-0.6019), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightShoulder
    Location: <Vector (-0.1029, 1.2169, 0.0769)>
    Rotation: <Euler (x=0.9548, y=-2.1849, z=1.1321), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightArm
    Location: <Vector (-0.2168, 1.1663, 0.0105)>
    Rotation: <Euler (x=-1.5156, y=-1.3784, z=-1.7754), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightForeArm
    Location: <Vector (-0.2450, 0.9780, -0.0266)>
    Rotation: <Euler (x=1.5769, y=-0.1843, z=1.4468), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHand
    Location: <Vector (-0.2493, 0.9302, 0.2307)>
    Rotation: <Euler (x=1.6492, y=-0.3681, z=0.9468), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb1
    Location: <Vector (-0.2335, 0.9314, 0.2746)>
    Rotation: <Euler (x=2.0319, y=0.4301, z=1.0050), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb2
    Location: <Vector (-0.2114, 0.9352, 0.3044)>
    Rotation: <Euler (x=2.0058, y=-0.0571, z=0.9022), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb3
    Location: <Vector (-0.2017, 0.9251, 0.3341)>
    Rotation: <Euler (x=1.9507, y=-0.2113, z=0.8977), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandThumb4
    Location: <Vector (-0.1978, 0.9140, 0.3585)>
    Rotation: <Euler (x=1.9507, y=-0.2113, z=0.8977), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex1
    Location: <Vector (-0.2472, 0.9194, 0.3483)>
    Rotation: <Euler (x=2.1079, y=-0.3118, z=0.9418), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex2
    Location: <Vector (-0.2395, 0.9037, 0.3729)>
    Rotation: <Euler (x=2.5956, y=-0.3624, z=0.8916), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex3
    Location: <Vector (-0.2232, 0.8834, 0.3873)>
    Rotation: <Euler (x=2.8482, y=-0.3827, z=0.8447), order='XYZ'>
    Matrix:
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  Bone: mixamorig:RightHandIndex4
    Location: <Vector (-0.2083, 0.8673, 0.3936)>
    Rotation: <Euler (x=2.8482, y=-0.3827, z=0.8447), order='XYZ'>
    Matrix:
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      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle1
    Location: <Vector (-0.2601, 0.9009, 0.3439)>
    Rotation: <Euler (x=2.1080, y=-0.3196, z=0.9416), order='XYZ'>
    Matrix:
      <Vector (0.5587, 0.2548, 0.7892, -0.2601)>
      <Vector (0.7675, -0.5194, -0.3757, 0.9009)>
      <Vector (0.3142, 0.8157, -0.4858, 0.3439)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle2
    Location: <Vector (-0.2520, 0.8841, 0.3699)>
    Rotation: <Euler (x=2.5958, y=-0.3682, z=0.8912), order='XYZ'>
    Matrix:
      <Vector (0.5864, 0.5474, 0.5971, -0.2520)>
      <Vector (0.7257, -0.6825, -0.0869, 0.8841)>
      <Vector (0.3600, 0.4843, -0.7974, 0.3699)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle3
    Location: <Vector (-0.2333, 0.8607, 0.3865)>
    Rotation: <Euler (x=2.8459, y=-0.3850, z=0.8512), order='XYZ'>
    Matrix:
      <Vector (0.6109, 0.6473, 0.4559, -0.2333)>
      <Vector (0.6970, -0.7128, 0.0781, 0.8607)>
      <Vector (0.3755, 0.2701, -0.8866, 0.3865)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandMiddle4
    Location: <Vector (-0.2171, 0.8432, 0.3933)>
    Rotation: <Euler (x=2.8459, y=-0.3850, z=0.8512), order='XYZ'>
    Matrix:
      <Vector (0.6109, 0.6473, 0.4559, -0.2171)>
      <Vector (0.6970, -0.7128, 0.0781, 0.8432)>
      <Vector (0.3755, 0.2701, -0.8866, 0.3933)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing1
    Location: <Vector (-0.2733, 0.8812, 0.3353)>
    Rotation: <Euler (x=2.1082, y=-0.3144, z=0.9407), order='XYZ'>
    Matrix:
      <Vector (0.5603, 0.2571, 0.7874, -0.2733)>
      <Vector (0.7684, -0.5163, -0.3782, 0.8812)>
      <Vector (0.3093, 0.8169, -0.4868, 0.3353)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing2
    Location: <Vector (-0.2662, 0.8666, 0.3582)>
    Rotation: <Euler (x=2.5977, y=-0.3672, z=0.8860), order='XYZ'>
    Matrix:
      <Vector (0.5904, 0.5453, 0.5951, -0.2662)>
      <Vector (0.7229, -0.6851, -0.0894, 0.8666)>
      <Vector (0.3590, 0.4830, -0.7987, 0.3582)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing3
    Location: <Vector (-0.2510, 0.8476, 0.3716)>
    Rotation: <Euler (x=2.8449, y=-0.3797, z=0.8538), order='XYZ'>
    Matrix:
      <Vector (0.6103, 0.6496, 0.4533, -0.2510)>
      <Vector (0.7001, -0.7101, 0.0750, 0.8476)>
      <Vector (0.3707, 0.2716, -0.8882, 0.3716)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandRing4
    Location: <Vector (-0.2357, 0.8310, 0.3780)>
    Rotation: <Euler (x=2.8449, y=-0.3797, z=0.8538), order='XYZ'>
    Matrix:
      <Vector (0.6103, 0.6496, 0.4533, -0.2357)>
      <Vector (0.7001, -0.7101, 0.0750, 0.8310)>
      <Vector (0.3707, 0.2716, -0.8882, 0.3780)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky1
    Location: <Vector (-0.2863, 0.8674, 0.3207)>
    Rotation: <Euler (x=2.1080, y=-0.3186, z=0.9413), order='XYZ'>
    Matrix:
      <Vector (0.5591, 0.2552, 0.7888, -0.2863)>
      <Vector (0.7676, -0.5188, -0.3762, 0.8674)>
      <Vector (0.3133, 0.8159, -0.4860, 0.3207)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky2
    Location: <Vector (-0.2797, 0.8537, 0.3421)>
    Rotation: <Euler (x=2.5984, y=-0.3721, z=0.8840), order='XYZ'>
    Matrix:
      <Vector (0.5907, 0.5428, 0.5970, -0.2797)>
      <Vector (0.7204, -0.6881, -0.0871, 0.8537)>
      <Vector (0.3636, 0.4815, -0.7975, 0.3421)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky3
    Location: <Vector (-0.2655, 0.8360, 0.3547)>
    Rotation: <Euler (x=2.8403, y=-0.3793, z=0.8660), order='XYZ'>
    Matrix:
      <Vector (0.6018, 0.6563, 0.4551, -0.2655)>
      <Vector (0.7076, -0.7024, 0.0771, 0.8360)>
      <Vector (0.3703, 0.2756, -0.8871, 0.3547)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightHandPinky4
    Location: <Vector (-0.2558, 0.8255, 0.3587)>
    Rotation: <Euler (x=2.8403, y=-0.3793, z=0.8660), order='XYZ'>
    Matrix:
      <Vector (0.6018, 0.6563, 0.4551, -0.2558)>
      <Vector (0.7076, -0.7024, 0.0771, 0.8255)>
      <Vector (0.3703, 0.2756, -0.8871, 0.3587)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftUpLeg
    Location: <Vector (0.1058, 0.8267, 0.0096)>
    Rotation: <Euler (x=0.7069, y=-0.0262, z=-2.8944), order='XYZ'>
    Matrix:
      <Vector (-0.9693, 0.2026, -0.1396, 0.1058)>
      <Vector (-0.2446, -0.7331, 0.6346, 0.8267)>
      <Vector (0.0262, 0.6493, 0.7601, 0.0096)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftLeg
    Location: <Vector (0.1900, 0.5221, 0.2794)>
    Rotation: <Euler (x=-0.1233, y=-0.1621, z=-2.8725), order='XYZ'>
    Matrix:
      <Vector (-0.9514, 0.2447, 0.1871, 0.1900)>
      <Vector (-0.2623, -0.9620, -0.0760, 0.5221)>
      <Vector (0.1614, -0.1213, 0.9794, 0.2794)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftFoot
    Location: <Vector (0.2946, 0.1105, 0.2275)>
    Rotation: <Euler (x=0.8682, y=-0.1491, z=-3.0024), order='XYZ'>
    Matrix:
      <Vector (-0.9793, 0.2020, -0.0108, 0.2946)>
      <Vector (-0.1372, -0.6242, 0.7691, 0.1105)>
      <Vector (0.1486, 0.7547, 0.6390, 0.2275)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToeBase
    Location: <Vector (0.3300, 0.0012, 0.3596)>
    Rotation: <Euler (x=-1.5260, y=-2.8927, z=0.0161), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.2454, -0.0272, 0.3300)>
      <Vector (-0.0156, 0.0488, 0.9987, 0.0012)>
      <Vector (0.2464, 0.9682, -0.0434, 0.3596)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:LeftToe_End
    Location: <Vector (0.3485, 0.0049, 0.4325)>
    Rotation: <Euler (x=-1.5260, y=-2.8927, z=0.0161), order='XYZ'>
    Matrix:
      <Vector (-0.9691, 0.2454, -0.0272, 0.3485)>
      <Vector (-0.0156, 0.0488, 0.9987, 0.0049)>
      <Vector (0.2464, 0.9682, -0.0434, 0.4325)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightUpLeg
    Location: <Vector (-0.1027, 0.8323, -0.0583)>
    Rotation: <Euler (x=0.5155, y=0.6460, z=2.8832), order='XYZ'>
    Matrix:
      <Vector (-0.7720, -0.5093, -0.3804, -0.1027)>
      <Vector (0.2041, -0.7653, 0.6105, 0.8323)>
      <Vector (-0.6020, 0.3936, 0.6947, -0.0583)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightLeg
    Location: <Vector (-0.3144, 0.5143, 0.1053)>
    Rotation: <Euler (x=-0.4997, y=0.7915, z=2.8593), order='XYZ'>
    Matrix:
      <Vector (-0.6750, 0.0829, -0.7332, -0.3144)>
      <Vector (0.1957, -0.9379, -0.2863, 0.5143)>
      <Vector (-0.7114, -0.3367, 0.6169, 0.1053)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightFoot
    Location: <Vector (-0.2786, 0.1099, -0.0398)>
    Rotation: <Euler (x=0.7760, y=0.7942, z=2.9395), order='XYZ'>
    Matrix:
      <Vector (-0.6866, -0.6327, -0.3581, -0.2786)>
      <Vector (0.1407, -0.5989, 0.7884, 0.1099)>
      <Vector (-0.7133, 0.4909, 0.5002, -0.0398)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToeBase
    Location: <Vector (-0.3948, -0.0001, 0.0503)>
    Rotation: <Euler (x=-1.5506, y=2.2440, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6232, -0.7808, 0.0438, -0.3948)>
      <Vector (0.0175, 0.0421, 0.9990, -0.0001)>
      <Vector (-0.7819, 0.6233, -0.0126, 0.0503)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
  Bone: mixamorig:RightToe_End
    Location: <Vector (-0.4560, 0.0032, 0.0992)>
    Rotation: <Euler (x=-1.5506, y=2.2440, z=-0.0280), order='XYZ'>
    Matrix:
      <Vector (-0.6232, -0.7808, 0.0438, -0.4560)>
      <Vector (0.0175, 0.0421, 0.9990, 0.0032)>
      <Vector (-0.7819, 0.6233, -0.0126, 0.0992)>
      <Vector (0.0000, 0.0000, 0.0000, 1.0000)>
