WO2017215474A1 - 一种动画生成方法和装置 - Google Patents
一种动画生成方法和装置 Download PDFInfo
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- WO2017215474A1 WO2017215474A1 PCT/CN2017/087132 CN2017087132W WO2017215474A1 WO 2017215474 A1 WO2017215474 A1 WO 2017215474A1 CN 2017087132 W CN2017087132 W CN 2017087132W WO 2017215474 A1 WO2017215474 A1 WO 2017215474A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/80—2D [Two Dimensional] animation, e.g. using sprites
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F40/00—Handling natural language data
- G06F40/10—Text processing
- G06F40/12—Use of codes for handling textual entities
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F40/00—Handling natural language data
- G06F40/10—Text processing
- G06F40/12—Use of codes for handling textual entities
- G06F40/14—Tree-structured documents
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/21—Collision detection, intersection
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/44—Morphing
Definitions
- the present application relates to the field of image processing technologies, and in particular, to an animation generating method and apparatus.
- the Canvas element represents an HTML (Hyper Text Markup Language) canvas element.
- the Canvas element itself does not have a drawing function, but it defines an API (Application Programming Interface) that supports scripted client drawing operations. .
- a time axis-based tween technique is often used when generating animations.
- multiple Canvas elements are generated. For each Canvas element, the client draws a corresponding entire canvas when playing the animation, bringing the device to the device. Large performance overhead.
- the present application provides an animation generating method and apparatus to solve the problem that the related art brings a large overhead to a device when generating a complex animation.
- An animation generation method comprising:
- each time axis corresponds to one or more tween, and the number of the time axes is less than the number of the tween;
- An animation is generated for the corresponding tween based on the time axis.
- An animation generating device comprising:
- the quantity acquisition unit acquires the number of tween after receiving the animation generation instruction
- a time axis creation unit that creates one or more time axes when the number of the tween is greater than or equal to 2, wherein each time axis corresponds to one or more tween, the number of the time axes being smaller than the tween quantity;
- the animation generating unit generates an animation for the corresponding tween based on the time axis.
- the present application when generating an animation, creates a time axis with a quantity less than the number of tween, When playing the animation, the user device does not need to draw the same number of canvases as the number of tween, which reduces a lot of unnecessary redrawing work, thereby reducing the performance overhead of the user equipment when playing complex animations.
- FIG. 1 is a schematic flow chart of an animation generating method according to an exemplary embodiment of the present application
- FIG. 2 is a schematic diagram of a key frame time axis shown in an exemplary embodiment of the present application
- FIG. 3 is a schematic flow chart of generating an animation based on a time axis corresponding to a tween according to an exemplary embodiment of the present application
- FIG. 4 is a schematic structural diagram of an animation generating apparatus according to an exemplary embodiment of the present application.
- FIG. 5 is a structural block diagram of an animation generating apparatus according to an exemplary embodiment of the present application.
- first, second, third, etc. may be used to describe various information in this application, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other.
- first information may also be referred to as the second information without departing from the scope of the present application.
- second information may also be referred to as the first information.
- word "if” as used herein may be interpreted as "when” or “when” or “in response to a determination.”
- a tween also known as a tween animation, is a gradual animation created between two keyframes (a starting keyframe and a ending keyframe).
- the animation generation device often creates a corresponding timeline for each tween, depending on the tween set by the producer.
- the user device plays the animation, based on each timeline, a Canvas element is generated, and for each Canvas element, The user equipment will draw the corresponding entire canvas, which will lead to a large number of unnecessary redrawing work and bring a large performance overhead to the user equipment.
- the present application provides an animation generation method, which can effectively reduce the performance overhead of the device when playing an animation.
- FIG. 1 is a schematic flow chart of an animation generating method according to an exemplary embodiment of the present application.
- the animation generating method may be applied to an animation generating device, and the animation generating device may include a smart terminal device such as a smart phone, a tablet computer, a PDA (Personal Digital Assistant), a PC, or the like.
- the animation generating method can be understood as processing logic executed by the client software loaded with the animation generating function in the animation device, including:
- Step 101 After receiving the animation generation instruction, obtain the number of tween.
- the producer when the animation is generated, the producer can insert the selected image into the client as a key frame, and the user can draw the key frame by using the drawing function provided by the client.
- the key frame is equivalent to the original picture in the two-dimensional animation, and refers to the frame in which the key action of the character or the object movement or change is located.
- the producer can perform key frame insertion operations and tween settings based on the key frame time axis provided by the client.
- the scale of the key frame time axis is used to indicate the frame number of the key frame, for example, the scale 1 indicates the key frame with the frame number 1 and the scale 5 indicates the frame number is 5.
- Keyframes, etc. The producer can insert a key frame in the key frame timeline. For example, the producer can insert a key frame of frame number 1 at scale 1 and a key frame of frame number 15 at scale 15. After inserting the key frame, the user can select two key frames for tween.
- the user can select a frame number in the key frame time axis by using a mouse, and key frames on both sides of the frame number. This is the starting keyframe and the ending keyframe of this tween. Based on the starting key frame and the terminating key frame, the client can generate a tween.
- the client can determine that the tween start key frame is a key frame with a frame number of 1, and the end key frame is a key frame with a frame number of 10.
- the producer can set a plurality of tween based on the need. For example, the producer can click on the keyframe timeline twice to set up two tween. Please refer to the tween information shown in Table 1.
- the starting keyframe of a tween has a frame number of 5 and terminates the keyframe.
- the frame number of the frame is 8, the frame number of the start key frame of another tween is 12, and the frame number of the end key frame is 18.
- the animation generation instruction is usually triggered by the user after setting the tween, and the client may acquire the number of tween after receiving the animation generation instruction.
- Step 102 When the number of the tween is greater than or equal to 2, one or more time axes are created, wherein each time axis corresponds to one or more tween, and the number of the time axes is less than the number of the tween .
- step 101 after obtaining the number of the tween, it may be determined whether the number of the tween is greater than or equal to 2, and when the number of the tween is 1, it may be generated by referring to an implementation scheme in the related art. Animation.
- a time axis may be created that is less than the number of tween, wherein each time axis corresponds to one or more tween.
- the number of timelines created can be set by the developer. In one example, when the number of tween is greater than or equal to 2, only one time axis can be created, this time axis corresponding to all tween. In another example, when the number of tween is greater than or equal to 2, a time axis of half the number of tween can be created. For example, assuming that the number of tween is 8, you can create four timelines, each corresponding to two tween. Assuming that the number of tween is 9, you can also create four timelines, three of which correspond to two tween, and the other timeline corresponds to three tween. Of course, you can also create five times.
- the axis where 4 time axes correspond to two tween, and the other time axis corresponds to 1 tween.
- the tween corresponding to each time axis may be randomly determined, or the tween corresponding to each time axis may be determined according to a certain rule, for example, the frame number of the start frame of the tween is from small to large.
- the order of the steps is to assign a time axis to each tween, etc., and the present application does not specifically limit this.
- Step 103 Generate an animation for the corresponding tween based on the time axis.
- an animation can be generated for the corresponding tween based on the time axis.
- the generated animation is essentially a piece of Javascript code that the user device's browser can run to generate an animation for the user to view.
- the number of timelines in the generated Javascript code is also smaller than the number of tween.
- the user device is based on the Javascript code when running the Javascript code. The number of timelines in the code creates a canvas and draws it, thus reducing a lot of unnecessary redrawing.
- the present application when generating an animation, creates a time axis with a quantity smaller than the number of tween, and the user equipment does not need to draw the same number of canvases as the number of tween when playing the animation, thereby reducing a large number of unnecessary weights. Paint work, which in turn reduces the performance overhead of user devices when playing complex animations.
- generating an animation for the corresponding tween based on the time axis may include the following steps:
- Step 301 Determine whether there is an M-level conflicting tween group in the plurality of tween, where M is a natural number, and the initial value is a default count initial value. If so, step 302 can be performed.
- the tween object of each tween may be acquired first, and the number of tween corresponding to each tween object is counted, corresponding to a tween object.
- the number of tween is greater than or equal to 2, that is, if there are two or more tween tween objects in the plurality of tween corresponding to the time axis, the two or more tween can be determined. Whether the tween time of any of the tween and other tween conflicts with each other.
- the tween object of each tween can be obtained first, and then the number of the tween can be counted for each tween object.
- the tween object A has three tweens, and the tween object B corresponds. There are 2 tween.
- the tween time of any one of the three tween and the other tween conflict with each other for the three tween corresponding to the tween target element A.
- the tween 1 and the tween 2 conflict with each other, and whether the tween time of the tween 1 and the tween 4 conflict with each other.
- the tween time may be represented by an interval composed of a frame number of the tween start key frame and a frame number of the end key frame, for example, the tween time of the tween 1 is [5, 8], and the tween 2 The tween time is [6, 11].
- the tween time of the tween 1 and the tween 2 collide with each other, it can be judged whether or not the tween time of the tween 1 and the tween 2 has an intersection.
- the level 1 conflict tween group includes tween 1 and tween 2.
- the tween in the level 1 conflict tween group can be referred to as a level 1 conflict tween.
- the level 1 conflict tween group includes: a level 1 conflict tween tween 1 and a level 1 conflict tween tween 2.
- the tween 3 and the tween 5 it can be determined that the tween time of the tween 3 and the tween 5 do not conflict with each other, and the tween object B can be determined. There is no level 1 conflict tween group in the 2 tween.
- the tween that is not included in the level 1 conflict tween group is a non-conflicting tween, for example, tween 3, tween 4, and tween 5 are non-conflicting tween corresponding to time axis A.
- Step 302 Update the M-level conflict tween of the M-level conflict tween group with the latest tween termination time to the M+1-level conflict tween, and determine whether the M+1-level conflict tween exists.
- the +1 level conflict tween group does not exist in the M+K level conflict tween group in the M+K level conflict tween group.
- the tween end time of the conflict tween group may be The latest M-level conflict tween is updated to the M+1 level conflict tween. This is because, in general, the last frame image that terminates a keyframe tends to best indicate the effect that the producer wants to achieve, so when the tween conflict group appears for the same tween object, the last tween that terminates the keyframe is used. . Specifically, the M-level conflict tween with the largest frame number of the tween termination key frame in the M-level conflict tween group may be updated to the M+1 level conflict tween.
- the level 1 conflict tween with the largest frame number of the tween termination key frame in the level 1 conflict tween group can be updated to level 2 Conflict tween.
- the frame number of the termination key frame of the tween 1 is 8, and the frame number of the termination key frame of the tween 2 is 11, and the tween 2 can be updated to the level 2 conflict tween.
- the time axis A corresponds to a level 2 conflict tween: tween 2, there is no level 2 conflict tween group, and then step 303 can be continued.
- Step 303 Generate an animation for the corresponding non-conflicting tween and the M+K level tween based on the time axis.
- an animation may be generated for the corresponding non-conflicting tween and the M+K level tween based on the time axis. Still taking Table 2 as an example, in this step, based on the time axis A, animation can be generated for the tween 2, the tween 3, the tween 4, and the tween 5.
- the tween object can be selected at the latest for the tween object with the same tween object and the tween time conflict.
- the tween is used to generate animations, which effectively avoids generating conflict animations for the same tween object, improving the user experience.
- the time axis A also corresponds to the tween 6
- the tween object is the component A
- the frame number of the initial key frame is 10, and the key frame is terminated.
- the frame number is 12, and its tween time is [10, 12].
- step 301 for the four tween corresponding to the tween object A: tween 1, tween 2, tween 4, and tween 6, it can be determined that there are two level 1 conflicts in the four tween
- the inter-group, level 1 conflict tween group 1 includes: tween 1 and tween 2
- the level 1 conflict tween group 2 includes: tween 2 and tween 6.
- the tween 2 with the latest tween termination time in the level 1 conflict tween group 1 can be updated to the level 2 conflict tween, and the tween termination time of the level 1 conflict tween group 2 is the latest.
- Tween 6 is updated to a level 2 conflict tween. Then, referring to the implementation method of the foregoing step 301, it can be judged whether there is still a conflicting tween group (which may be referred to as a level 2 conflict tween group) in the tween 2 and the tween 6.
- the tween time of tween 2 is [6, 11], and there is an intersection with the tween time [10, 12] of tween 6, it can be determined that there is a level 2 conflict tween group, which is in the level 2 conflict tween group. Includes: tween 2 and tween 6.
- the tween 6 has the latest tween termination time, and the tween 6 can be updated to a level 3 conflict tween.
- the three-level conflict tween group does not exist among the four tween corresponding to the tween target element A, and the animation can be continuously generated.
- an animation can be generated for the tween 3, the tween 4, the tween 5, and the tween 6, which will not be repeated herein.
- the present application also provides an embodiment of the animation generating apparatus.
- Embodiments of the animation generating apparatus of the present application can be applied to an animation generating apparatus.
- the device embodiment may be implemented by software, or may be implemented by hardware or a combination of hardware and software.
- the processor of the animation generating device is configured to read the corresponding computer program instructions in the non-volatile memory into the memory.
- FIG. 4 a hardware structure diagram of the animation generating device where the animation generating device of the present application is located, except for the processor, the memory, the network interface, and the non-volatile memory shown in FIG.
- the animation generation device where the device is located in the embodiment The device usually includes other hardware according to the actual function of the animation generating device, and details are not described herein again.
- FIG. 5 is a structural block diagram of an animation generating apparatus according to an exemplary embodiment of the present application.
- the animation generating apparatus 400 may be applied to the animation generating apparatus shown in FIG. 4, and includes: a quantity acquiring unit 401, a time axis creating unit 402, and an animation generating unit 403.
- the animation generating unit 403 may further include: a conflict judging subunit 4031, an updating subunit 4032, and an animation generating subunit 4033.
- the quantity obtaining unit 401 acquires the number of tween after receiving the animation generating instruction
- the time axis creation unit 402 creates one or more time axes when the number of the tween is greater than or equal to 2, wherein each time axis corresponds to one or more tween, and the number of the time axes is smaller than The number of tween;
- the animation generating unit 403 generates an animation for the corresponding tween based on the time axis.
- the conflict determination sub-unit 4031 determines, when the time axis corresponds to multiple tween, whether there is an M-level conflict tween group in the plurality of tween, and the M-level conflict in the M-level conflict tween group
- the tween objects of the tween are the same, and the tween times conflict with each other, where M is a natural number and the initial value is the default count initial value;
- the update subunit 4032 updates the M-level conflict tween of the M-level conflict tween group to the M+1-level conflict tween when the M-level conflict tween group exists. And determining whether there is an M+1 level conflict tween group in the M+1 level tween until there is no M+K level conflict tween group in the M+K level conflict tween, wherein K is greater than or equal to 0 Natural number;
- the animation generation sub-unit 4033 generates an animation for the corresponding non-conflicting tween and the M+K level tween based on the time axis.
- the conflict determination sub-unit 4031 acquires a tween object of each tween, and determines that the two or more tweens are the same when there are two or more tween tween objects. Whether the tween time of any of the tween and other tween conflicts with each other, and if any tween and other tween tween time conflict with each other, it is determined that there is at least one M-level conflict in the plurality of tween
- the tween group includes the tween and the other tween in the M-level conflict tween group.
- the conflict determination sub-unit 4031 specifically determines whether there is an intersection between the tween time of the start key frame and the end key frame of the any tween and the other tween, and if there is an intersection, determining The tween time of any one of the tween and the other tween conflicts with each other.
- the update subunit 4032 updates the M-level conflict tween with the largest frame number of the tween end key frame in the M-level conflict tween group to the M+1 level conflict tween.
- the device embodiment since it basically corresponds to the method embodiment, reference may be made to the partial description of the method embodiment.
- the device embodiments described above are merely illustrative, wherein the units described as separate components may or may not be physically separate, and the components displayed as units may or may not be physical units, ie may be located A place, or it can be distributed to multiple network units. Some or all of the modules may be selected according to actual needs to achieve the objectives of the present application. Those of ordinary skill in the art can understand and implement without any creative effort.
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Abstract
Description
起始关键帧的帧序号 | 终止关键帧的帧序号 | |
补间1 | 5 | 8 |
补间2 | 12 | 18 |
Claims (10)
- 一种动画生成方法,其特征在于,所述方法包括:在接收到动画生成指令后,获取补间的数量;当所述补间的数量大于等于2时,创建一个或多个时间轴,其中,每个时间轴对应一个或者多个补间,所述时间轴的数量小于所述补间的数量;基于所述时间轴为对应的补间生成动画。
- 根据权利要求1所述的方法,其特征在于,所述基于所述时间轴为对应的补间生成动画,包括:当所述时间轴对应多个补间时,判断所述多个补间中是否存在M级冲突补间组,所述M级冲突补间组中的M级冲突补间的补间对象均相同,且补间时间相互冲突,其中M为自然数,初始值为缺省的计数初始值;当存在所述M级冲突补间组时,将所述M级冲突补间组中补间结束时间最晚的M级冲突补间更新为M+1级冲突补间,并判断所述M+1级补间中是否存在M+1级冲突补间组,直至M+K级冲突补间中不存在M+K级冲突补间组,其中K为大于等于0的自然数;基于所述时间轴为对应的非冲突补间以及所述M+K级补间生成动画。
- 根据权利要求2所述的方法,其特征在于,所述判断所述多个补间中是否存在M级冲突补间组,包括:获取每个补间的补间对象;当存在两个或两个以上补间的补间对象相同时,判断所述两个或两个以上补间中任一补间与其他补间的补间时间是否相互冲突;如果所述任一补间与其他补间的补间时间相互冲突,则确定所述多个补间中存在至少一个M级冲突补间组,该M级冲突补间组中包括所述任一补间与所述其他补间。
- 根据权利要求3所述的方法,其特征在于,所述判断所述两个或两个以上补间中任一补间与其他补间的补间时间是否相互冲突,包括:判断所述任一补间与所述其他补间的起始关键帧与终止关键帧组成的补间时间是否有交集,如果有交集,则确定所述任一补间与所述其他补间的补间时间相互冲突。
- 根据权利要求2所述的方法,其特征在于,所述将所述M级冲突补间组中补间结束时间最晚的M级冲突补间更新为M+1级冲突补间,包括:将所述M级冲突补间组中补间结束关键帧的帧序号最大的M级冲突补间更新为M+1级冲突补间。
- 一种动画生成装置,其特征在于,所述装置包括:数量获取单元,在接收到动画生成指令后,获取补间的数量;时间轴创建单元,当所述补间的数量大于等于2时,创建一个或多个时间轴,其中,每个时间轴对应一个或者多个补间,所述时间轴的数量小于所述补间的数量;动画生成单元,基于所述时间轴为对应的补间生成动画。
- 根据权利要求6所述的装置,其特征在于,所述动画生成单元包括:冲突判断子单元,当所述时间轴对应多个补间时,判断所述多个补间中是否存在M级冲突补间组,所述M级冲突补间组中的M级冲突补间的补间对象均相同,且补间时间相互冲突,其中M为自然数,初始值为缺省的计数初始值;更新子单元,当存在所述M级冲突补间组时,将所述M级冲突补间组中补间结束时间最晚的M级冲突补间更新为M+1级冲突补间,并判断所述M+1级补间中是否存在M+1级冲突补间组,直至M+K级冲突补间中不存在M+K级冲突补间组,其中K为大于等于0的自然数;动画生成子单元,基于所述时间轴为对应的非冲突补间以及所述M+K级补间生成动画。
- 根据权利要求7所述的装置,其特征在于,所述冲突判断子单元,获取每个补间的补间对象,在存在两个或两个以上补间的补间对象相同时,判断所述两个或两个以上补间中任一补间与其他补间的补间时间是否相互冲突,如果所述任一补间与其他补间的补间时间相互冲突,则确定所述多个补间中存在至少一个M级冲突补间组,该M级冲突补间组中包括所述任一补间与所述其他补间。
- 根据权利要求8所述的装置,其特征在于,所述冲突判断子单元,具体判断所述任一补间与所述其他补间的起始关键帧与终止关键帧组成的补间时间是否有交集,如果有交集,则确定所述任一补间与所述其他补间的补间时间相互冲突。
- 根据权利要求7所述的装置,其特征在于,所述更新子单元,将所述M级冲突补间组中补间结束关键帧的帧序号最大的M级冲突补间更新为M+1级冲突补间。
Priority Applications (9)
Application Number | Priority Date | Filing Date | Title |
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JP2018566281A JP6742643B2 (ja) | 2016-06-17 | 2017-06-05 | アニメーション生成方法及び装置 |
KR1020197001612A KR102151364B1 (ko) | 2016-06-17 | 2017-06-05 | 애니메이션 생성 방법 및 장치 |
SG11201811171RA SG11201811171RA (en) | 2016-06-17 | 2017-06-05 | Animation generation method and apparatus |
ES17812585T ES2883548T3 (es) | 2016-06-17 | 2017-06-05 | Procedimiento y aparato de generación de animación |
PL17812585T PL3474234T3 (pl) | 2016-06-17 | 2017-06-05 | Sposób i aparat do generowania animacji |
EP17812585.2A EP3474234B1 (en) | 2016-06-17 | 2017-06-05 | Animation generation method and apparatus |
MYPI2018002568A MY193891A (en) | 2016-06-17 | 2017-06-05 | Animation generation method and apparatus |
US16/220,293 US10679399B2 (en) | 2016-06-17 | 2018-12-14 | Animation generation method and apparatus |
PH12018502666A PH12018502666A1 (en) | 2016-06-17 | 2018-12-17 | Animation generation method and apparatus |
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CN111753241A (zh) * | 2020-07-01 | 2020-10-09 | 浪潮云信息技术股份公司 | 一种基于canvas绘制多功能时间模板的方法及系统 |
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TW201801045A (zh) | 2018-01-01 |
KR20190020066A (ko) | 2019-02-27 |
KR102151364B1 (ko) | 2020-09-03 |
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EP3474234A4 (en) | 2019-07-03 |
US10679399B2 (en) | 2020-06-09 |
JP6742643B2 (ja) | 2020-08-19 |
JP2019523950A (ja) | 2019-08-29 |
SG11201811171RA (en) | 2019-01-30 |
CN106887030B (zh) | 2020-03-06 |
EP3474234B1 (en) | 2021-05-19 |
TWI684954B (zh) | 2020-02-11 |
PH12018502666A1 (en) | 2019-10-07 |
CN106887030A (zh) | 2017-06-23 |
ES2883548T3 (es) | 2021-12-09 |
US20190122413A1 (en) | 2019-04-25 |
EP3474234A1 (en) | 2019-04-24 |
MY193891A (en) | 2022-10-31 |
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