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All right let's go ahead and take a look at the hair particle system and the hair particle system can

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be used for many many things including obviously the hair for your character.

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You can use it for fur on animals for your rug for the carpet.

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A sweater has you know lint on it or a little hair particles on it you can use a hair particle for any

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of that kind of stuff that you could think of that would have some kind of hair or fur on it.

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So let's take a look at the different options and settings that we have.

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If we go ahead and x to delete this shift and mash U-V sphere.

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Now going to the particle system or a new particle new and let's change it from emitter to hair.

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All right.

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Awesome.

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Now keep in mind as well.

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If I had zero to go into camera view and this is something keep in mind for the last Torrijos for the

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last tutorial and any other tutorial really if I hit 12 right here you can see it looks like that which

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looks kind of terrible it's looks like a bunch of tiny little cylinders sticking out.

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The reason for that is because we are in the blender renderer which is the old engine of rendering that

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is kind of outdated.

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So always make sure that your are in cycles render if you're going to be rendering things and you can

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see that for the most part the options are pretty much the exact same thing over here now and we have

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a couple of other options like the cycle's hair rendering right here.

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If we have 12 now and cycles render you can see that we get a much softer nicer result.

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So for your emitter as well when you're going to be rendering make sure you're in cycles render.

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For that matter.

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All right.

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I'm going to hit escape to close that off because it's taking too long.

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And now let's take a look at the different options that we have here.

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First of all let's select advance because all the options are most of them are under this tab anyways

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and right here the number amount.

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Can you guess what that does the number amount is obviously the number of hairs in our mesh.

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Hair length is the length of our hair.

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I mean I'm kind of stating the obvious here.

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I know but.

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And then the image is you could choose vertices or faces just like our emitter particle system and the

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distribution whether it's random or jittered or hasn't even distribution or not.

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All right down here we have a hair dynamics which is really cool if we hit all day.

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You can see nothing happens.

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Now hair dynamics what that does is just like before when we had added a physics rigid body to our cubes

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here.

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You can add you can make your hair so that it's dynamic and basically interacts within itself and acts

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like hair basically just like with our cloth simulator.

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So if I knew if I enable this and hit all a you can see that now we have a nice long flowing hair.

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Pretty cool.

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And you can grab the ball and move it around of course.

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This is like the Baywatch sphere over here.

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We got our nice flowing mane of hair.

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All right going to close and stop the animation.

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And here we have all the different options that we had looked at before which pretty much do the same

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kind of result for the hair as they did for the cloth simulator.

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Now we are the velocity which is just like we had seen before.

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Emits it or makes it longer on the normal velocity and we could choose which access it's going in if

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we choose to do so.

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Over here we have random which will basically twist and turn them in a random direction and in a random

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way.

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And the object tangent and rotation don't do anything for now because of the settings that we have although

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tangent does kind of it basically gives a different rotation than its starting rotation where it's just

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protruding protruding straight out of the mesh.

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Over here we have rotation which rotation actually won't do anything right now but we will take a look

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at how we can use this option for something else that is pretty cool.

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Under here we have the physics tab and here again if you press these you're going to think that's not

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really doing much although the Brownian definitely does something.

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But for example the drag you could see it's not doing anything.

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And this does do something but it will be when the hair dynamics is enabled.

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And if you hit Alt A This will be basically the amount of air drag on there which we cannot see.

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While it's just stationary and still over here we have the size.

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So this basically as you can see would be the size when we increase our object here not doing anything.

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But again we will take a look at that how it affects our mesh later and this is the random size which

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we will use with the particle for something else in just a bit or in the next tutorial but we could

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definitely use the Brownian which basically gives our hairs so that they're not completely straight.

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You can see that right here they're just straight boom the Brownian basically curls it up and gives

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it more of a twisted look so it's not just a straight strand So pretty cool with the Brownian now we

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have down here of course we have the die on head etc. like we saw before.

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Down here we have the display.

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No I want to go to the children so the children here are pretty cool.

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And the simple one is actually not the best one to use because simple what it does is it clumps it together

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so simple.

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And I'm actually going to turn the Brownian down to zero so you could see it better.

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The symbol will take one strand and then add the children's strands right next to it so will clump 10

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other particle strands around that one strand which can look good but it looks a little clomped interpolated

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basically interprets it or takes one strand and then another and then fills out the in-between with

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the children.

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So it's much more evenly distributed and between the two strands right here we have the display.

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So the display is set at 10 but render is set at 100.

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So it will actually render out 100 of these so that would look like this which is a lot.

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So I'm going to turn this back down to 10 so that doesn't break my computer and I'm going to turn the

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Brownian back up because I do want some some randomness to it.

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And for it to not look completely straight.

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All right and then we have all the different options here which are basically kind of the same as the

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other ones but this one these ones affect the children

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closing that we have the field weights here of course.

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And for example again these will be in effect when you actually put the head dynamics or dynamics on.

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You can see if I hit gravity nothing happens but if we go ahead and turn on the head dynamics hit all

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of a you can see that right now the hair is falling.

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Once I reset my animation back to the beginning you can see that the hair is falling down.

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However if I turn the gravity off reset it you can see that the hair is no longer falling because there

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is no gravity.

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Pretty self-explanatory.

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So again those would take into effect when you have the hair dynamics on.

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And we have the wind factor and all the other ones for the force the Forsett forcefield that we want

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here we have some forcefield settings.

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Virtex groups here you could determine the density of it the length of it.

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So if you want for example hair to only be on the side of the sphere you would at a vertex group and

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assign these vertices to it and then select that vertex group from here.

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And then there would only be hair sticking out from that vertex group or more density on that vertex

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group.

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Pretty cool.

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And then here we have custom properties textures and the cycle's hair rendering Tabaret here.

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Now what we want to take a look at is how this is rendering so far.

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I'm going to go ahead and go to a file user preferences system and turn on my graphics card rendering

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by selecting my graphics card here and then going to the render tab and selecting sheepy you now going

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back here if ii.

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I'm also going to turn the children down a little bit.

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So under children which is right here I can turn the render down to 20 that zero to go on camera view

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let's I'm actually going to scale that hair down a little bit.

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So the hair length let's bring it in looks a little all over the place.

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And I non-normalized Well all right zoom out a bit and 12 to render.

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See how our hair ball looks like.

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And I'm going to pause it quickly and let this render out.

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All right so that's what it's looking at.

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Pretty interesting except it's kind of gray on gray background.

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So what we can do is hitting F 11 to go back here.

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We can actually add a material to our hair particle system going to the material tab.

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Let's click on new and let's make it while you can make it whatever color you'd like going to make it

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red and then hit 12.

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Once again to render it out.

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All right so that is how our hair ball is looking pretty interesting.

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It looks like a ball of yarn that went crazy.

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In fact I could see this thing with a pair of eyes and a pair of teeth for sure.

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All right.

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Now let's go over here.

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Let's go back to the particle system and down here we have a couple other options.

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If we look at this and it might be hard because it's a little messy so I might have to tone it down

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a little bit.

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Ray your route thickness is basically the thickness of the root of the hair.

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As a name would imply if I turned this down and you might not see it here because it's actually not

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going to affect it it's not going to affect it.

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With the strands here but in the render if I change the root and I'm going to exaggerate it like crazy

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to let's say 70 now let's even go not that much maybe 30.

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If I go back to my render tab and render it out you will see that the root of it is much thicker.

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So it gives a really interesting and cool result now actually because now instead of just being a thin

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tiny piece of hair which looks like you know a piece of string which I guess hair would look like that

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but it looks kind of stiff.

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And and yeah very very sharp here it's more clumped together.

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And of course the root is a lot thicker.

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So you can see we're getting a pretty interesting result.

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In fact it looks I don't know.

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I mean I mean I like abstract artwork I don't know about you but this looks pretty cool to me.

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You can get some pretty cool interesting looks to this.

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And of course if you were to animate it that would be even cooler.

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All right going to escape to close that off and then adding F 11 to go back.

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So that's the route.

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And of course the tip does the same thing for the tip.

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So if I increase this you can see that again and the viewport doesn't do anything.

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But if I go back to here hit F 11 to go back to our render tab and by the way you could render different

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images in different slots and basically the way that you do that is going over here.

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Once again you could choose which slot that you want to render And so you could have different slots

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to compare your pictures are going to get to slot three hit F 12.

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To render that and just show you what it looks like.

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Of course you might have guessed the tape will increase the tip of the of of the particle or the particle

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and the children of it.

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So you could see kind of a difference between these two.

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Here the tape is thinner and here it's thicker.

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And here we just have strands all the way through.

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All right.

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So right here also you could make it close the tip.

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So it will basically even if the tip is increased like here.

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It will tapered off into a closed shape.

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So until like a law pointed tip if I take this off you will see that the tips won't be closed off and

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it will actually be kind of a empty open a cylindrical shape as you can see here.

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It's just a cylinder which is open and it's not closed off.

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So it gives it a very interesting and strange result.

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All right.

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Ladies and gentlemen now that you can whip your hair back and forth.

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Let's read our quote.

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Look at the sun beaming every day.

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It doesn't care if clouds get in the way.

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It just keeps doing its thing and lights up the sky not wasting time trying to figure out why.

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Because it knows what it's here to do.

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And deep down inside.

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So to you.

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All right ladies and gentlemen have an amazing one.

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Take care.

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Ciao.

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All law.

