 So, it's really, I heard rumors that you can already import characters and make a proxy in the new system, which is called the static overrides. So we're going to try with a character from the Daily Dweefs. The chicken. Because it's reasonably simple. Yeah. Yeah. So it's not a bland character, but it still has. So how is the... So, I just linked the chicken and I'm going to make a static overrides out of the... So I linked the whole group, making a static overrides out of the whole group. Which is like the old proxy. Kind of, yes, because it's... Same system. We could avoid that selection, but it enables optimization for big characters, and I would keep it. So now we have a character, a character, you can see the properties here, I'm switching to pause mode, and I'm modifying a bone, for example, it's slow because it's at the bone build, too. And you can see here, you get the color of the overridden properties. That one has been moved, now if I rotate it, it will apply an override to only this property. As long as I apply the... As soon as I apply the transform the overriding. Wow. And eventually this will work for any property, like if material overrides... Not any properties, but a lot more. Right now I'm adding them case-by-case basis on the utility basis. So the most basic is just to get the old level of proxy that we had. We can already add, for example, another chicken, again as a group, override it, so that's not final workflow, of course, at some point you want to just be able to duplicate the group and the overriding system, but that is not implemented yet, and you can... Wow, so, okay, this is amazing, this is something that you couldn't do in 2.7 is to have two linked characters, the same character linked twice with a different action. Yeah. Wow. And in theory you can save it, in theory you can save it, and you can even give the same transform analysis. Amazing. The status for now. Wow, and this is all thanks to static overrides, but also the dependency graph... Right, some mix of everything. I think static overriding is making better objects locals, while keeping a reference to the linked data. So, yeah, but we have to fight different issues between static overriding itself and the dev graph. The dev graph. Awesome. Wow. This is major news, like being able to link two characters, all right, but also it opens a world of possibilities, being able to... At some point you can change the materials, you can edit the materials, you can change the settings of the node, for example, and so on. How deep does it go? You can change the whole material, or you can also go specific settings in one material. Probably at some point, materials are not implemented yet, but we should be able to easily switch completely the material in the material slot. Yeah. So, I'll send another material to Tableau. Yeah. Or just go inside of the material and edit not properties. And the rest is so linked, except that one property. That's awesome. There's a work on, I don't know, if we have constraint of those bone bones. But in theory, it should be able... Actually, I don't think it will be working because it was crashing recently in property. Oh, there will be a good way to end the video with a crash. I knew, yeah. So, we have constraint on bones. There you go. Beautiful. Work in progress. And we also have basic support of adding new constraint or new modifiers. That's an overview. Amazing. Thank you very much. Very excited about this. Production ready. Yeah. Thank you. Thank you.