 We have a group of people from all around the world. Everyone has different ideas of how things should be. I think a lot of those disagreements has often happened in terms of communication. Sometimes it's just a fundamental difference in the opinion of how things could be or should be. I felt so comfortable seeing that we kind of, we spiraled back to the same kind of philosophies, the same ideas. They might look a little bit different than one might expect in certain areas, but ultimately I'm like, wow, it's all just going to happen, you know, and because I think the industry, or the craft of 3D animation and computer graphics is kind of moving in a similar direction based on the tools and technologies that are available. That's the key is in context. You are in animation context. You're thinking about animating, and if you suddenly go like, oh now I'm going to think about documentation, you know, then you're forgetting what you were working on the first place. While you're working, Blender shouldn't change the UI from underneath you and put you in a whole different configuration where you don't know how you got there or how to get back. The thing is when you do loops like that, you're like messing up at which frame you are when you animate, and then in the NLA it doesn't have any sort of logic anymore, and that for me is a huge flaw because when you're animating, knowing at which frame you are, it's kind of important. Temporary control, it would be great if you could add certain constraints and modify the rig just temporarily because maybe those constraints are just for that particular pose or that particular shot, and you don't want to have to go back to the rigors and ask them to put a constraint in and then have that constraint in there for the rest of the production. It's not the most important one, but the one that sticks in my head the most is just literally making the software very responsive and fast. So as you're working with the animation system, you don't have like slow frame rates and things are very responsive. But there is another interpretation that gets to another side of it which is just making sure that the workflows are very fast, that the animators and rigors can work very fast, which obviously ultimately is actually the more important thing. One example might be we've been talking a bit about having actions no longer be tied to specific objects so you could have like multiple objects animation in one action. Right now for layered animation, you don't have a global layer. All of the controls, all the actions live under each object. So wouldn't it be nice if I'm trying to animate two characters passing a ball back and forth if I could interact with that animation at a global scene level and then organize that in a way that makes sense. Having the ability to have a global animation layers system to be recording keyframes and managing that data is part of the redesign of where actions live and it's an important step to making animation faster and less punishing. This year, next year, explore possibilities, make some prototypes, try things out, especially because we want to basically start with the biggest unknown. We have to try things out and see how they work and what doesn't work. No promises as to what that will be but I want it to be usable, I want it to be cool. Thank you very much.