<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">
	<!-- ground -->
	<per-triangle-shape name="VirtualGround">
		<margin>1</margin>
		<prenetration>4</prenetration>
		<tag>ground</tag>
	</per-triangle-shape>
	
	<bone-default>
		<margin-multiplier>0.4</margin-multiplier>
		<restitution>0.3</restitution>
	</bone-default>
	<bone name="NPC L Thigh [LThg]"/>
	<bone name="NPC R Thigh [RThg]"/>
	<bone name="NPC L Calf [LClf]"/>
	<bone name="NPC R Calf [RClf]"/>
	<bone name="NPC Spine [Spn0]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Pelvis [Pelv]"/>
	
	
	
	<bone name="NPC Head [Head]"/>
	<bone name="NPC L Clavicle [LClv]"/>
	<bone name="NPC R Clavicle [RClv]"/>
	<bone name="NPC L Breast"/>
	<bone name="NPC R Breast"/>
	<bone name="NPC L Breast01"/>
	<bone name="NPC R Breast01"/>
	<bone name="NPC L Forearm [LLar]"/>
	<bone name="NPC R Forearm [RLar]"/>
	<bone name="NPC L ForearmTwist1 [LLt1]"/>
	<bone name="NPC R ForearmTwist1 [RLt1]"/>
	<bone name="NPC L ForearmTwist2 [LLt2]"/>
	<bone name="NPC R ForearmTwist2 [RLt2]"/>
	<bone name="NPC L UpperArm [LUar]"/>
	<bone name="NPC R UpperArm [RUar]"/>
	<bone name="NPC L UpperarmTwist1 [LUt1]"/>
	<bone name="NPC R UpperarmTwist1 [RUt1]"/>
	<bone name="NPC L UpperarmTwist2 [LUt2]"/>
	<bone name="NPC R UpperarmTwist2 [RUt2]"/>
	<bone name="NPC L Butt"/>
	<bone name="NPC R Butt"/>
	<bone name="NPC L Pussy02"/>
	<bone name="NPC R Pussy02"/>
	<bone name="NPC Belly"/>
	<bone name="NPC L Hand [LHnd]"/>
	<bone name="NPC R Hand [RHnd]"/>
	
	
	<per-triangle-shape name="unbp">
		<margin>1</margin>
		<priority>0</priority>
		<prenetration>1</prenetration>
		<shared>private</shared>
		<tag>h1</tag>
		<can-collide-with-tag>h3</can-collide-with-tag>
		<can-collide-with-tag>h4</can-collide-with-tag>
		<no-collide-with-tag>ground</no-collide-with-tag>
		<weight-threshold bone="NPC L Clavicle [LClv]">0.3</weight-threshold>
		<weight-threshold bone="NPC R Clavicle [RClv]">0.3</weight-threshold>
		<weight-threshold bone="NPC L Forearm [LLar]">0.3</weight-threshold>
		<weight-threshold bone="NPC R Forearm [RLar]">0.3</weight-threshold>
		<weight-threshold bone="NPC L ForearmTwist1 [LLt1]">0.3</weight-threshold>
		<weight-threshold bone="NPC R ForearmTwist1 [RLt1]">0.3</weight-threshold>
		<weight-threshold bone="NPC L ForearmTwist2 [LLt2]">0.3</weight-threshold>
		<weight-threshold bone="NPC R ForearmTwist2 [RLt2]">0.3</weight-threshold>
		<weight-threshold bone="NPC L Hand [LHnd]">1</weight-threshold>
		<weight-threshold bone="NPC R Hand [RHnd]">1</weight-threshold>
		<weight-threshold bone="NPC L Foot [Lft ]">1</weight-threshold>
		<weight-threshold bone="NPC R Foot [Rft ]">1</weight-threshold>
		<weight-threshold bone="NPC L UpperArm [LUar]">0.3</weight-threshold>
		<weight-threshold bone="NPC R UpperArm [RUar]">0.3</weight-threshold>
		<weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">0.3</weight-threshold>
		<weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">0.3</weight-threshold>
		<weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">0.3</weight-threshold>
		<weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">0.3</weight-threshold>
		<weight-threshold bone="NPC L Breast">0.3</weight-threshold>
		<weight-threshold bone="NPC R Breast">0.3</weight-threshold>
		<weight-threshold bone="NPC L Breast01">1</weight-threshold>
		<weight-threshold bone="NPC R Breast01">1</weight-threshold>
		<weight-threshold bone="NPC Spine [Spn0]">0.3</weight-threshold>
		<weight-threshold bone="NPC Spine2 [Spn2]">0.3</weight-threshold>
		<weight-threshold bone="NPC Spine1 [Spn1]">0.3</weight-threshold>
		<weight-threshold bone="NPC Belly">1</weight-threshold>
		<weight-threshold bone="NPC Pelvis [Pelv]">1</weight-threshold>
		<weight-threshold bone="NPC L Pussy02">1</weight-threshold>
		<weight-threshold bone="NPC R Pussy02">1</weight-threshold>
		<weight-threshold bone="NPC R Butt">1</weight-threshold>
		<weight-threshold bone="NPC R Butt">1</weight-threshold>
		<weight-threshold bone="NPC L Thigh [LThg]">1</weight-threshold>
		<weight-threshold bone="NPC R Thigh [RThg]">1</weight-threshold>
		<weight-threshold bone="NPC L Calf [LClf]">1</weight-threshold>
		<weight-threshold bone="NPC R Calf [RClf]">1</weight-threshold>
		<!-- <weight-threshold bone="NPC L FrontThigh">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC R FrontThigh">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC L RearCalf [LrClf]">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC R RearCalf [RrClf]">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC L RearThigh">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC R RearThigh">1</weight-threshold> -->
	</per-triangle-shape>
	
	<per-triangle-shape name="head">
		<margin>0.7</margin>
		<priority>0</priority>
		<prenetration>0.4</prenetration>
		<shared>private</shared>
		<tag>h2</tag>
		<can-collide-with-tag>h3</can-collide-with-tag>
		<can-collide-with-tag>h4</can-collide-with-tag>
		<no-collide-with-tag>ground</no-collide-with-tag>
		<!-- <weight-threshold bone="NPC L FrontThigh">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC R FrontThigh">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC L RearCalf [LrClf]">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC R RearCalf [RrClf]">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC L RearThigh">1</weight-threshold> -->
		<!-- <weight-threshold bone="NPC R RearThigh">1</weight-threshold> -->
	</per-triangle-shape>
	

	<!-- cloth -->
	<bone-default>
		<margin-multiplier>0.01</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 1"/>
	<bone name="ma2 1"/>
	<bone name="ma3 1"/>
	<bone name="ma4 1"/>
	<bone name="ma5 1"/>
	<bone name="ma6 1"/>
	
     <bone-default>
		<mass>0.1</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.98</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.5</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 2"/>
	<bone name="ma2 2"/>
	<bone name="ma3 2"/>
	
	<bone-default>
		<mass>0.09</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	
	<bone-default>
		<margin-multiplier>0.6</margin-multiplier>
	</bone-default>
	
	
	
	<bone name="ma1 3"/>
	<bone name="ma2 3"/>
	<bone name="ma3 3"/>
	
    <bone-default>
		<mass>0.08</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	            
				
	<bone-default>
		<margin-multiplier>0.7</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 4"/>
	<bone name="ma2 4"/>
	<bone name="ma3 4"/>
	
	<bone-default>
		<mass>0.078</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.8</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 5"/>
	<bone name="ma2 5"/>
	<bone name="ma3 5"/>
<bone-default>
		<mass>0.075</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.9</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 6"/>
	<bone name="ma2 6"/>
	<bone name="ma3 6"/>
	
<bone-default>
		<mass>0.072</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>	
	
	<bone-default>
		<margin-multiplier>1</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 7"/>
	<bone name="ma2 7"/>
	<bone name="ma3 7"/>
	
	<bone-default>
		<mass>0.070</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>1.2</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 8"/>
	<bone name="ma2 8"/>
	<bone name="ma3 8"/>
	
 <bone-default>
		<mass>0.069</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>1.3</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 9"/>
	<bone name="ma2 9"/>
	<bone name="ma3 9"/>
	
<bone-default>
		<mass>0.068</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>1.5</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 10"/>
	<bone name="ma2 10"/>
	<bone name="ma3 10"/>
	
<bone-default>
		<mass>0.066</mass>
		<inertia x="5" y="5" z="5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.99</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.2</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>1.7</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 11"/>
	<bone name="ma2 11"/>
	<bone name="ma3 11"/>

	
	<bone-default>
		<margin-multiplier>1.9</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma1 12"/>
	<bone name="ma2 12"/>
	<bone name="ma3 12"/>

	
	
	
	<generic-constraint-default>
		<frameInB>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="0" y="0" z="0" />
		<linearUpperLimit x="0" y="0" z="0" />
		<angularLowerLimit x="-0.1" y="-0.2" z="-0.4" />
		<angularUpperLimit x="0.1" y="0.5" z="0.4" />
		<linearStiffness x="0" y="0" z="0" />
		<angularStiffness x="0" y="0" z="0" />
		<linearDamping x="0" y="0" z="0" />
		<angularDamping x="0" y="0" z="0" />
		<linearEquilibrium x="0" y="0" z="0" />
		<angularEquilibrium x="0" y="0" z="0" />
	</generic-constraint-default>

		<generic-constraint bodyA="ma1 2" bodyB="ma1 1"/>
		<generic-constraint bodyA="ma1 3" bodyB="ma1 2"/>
		<generic-constraint bodyA="ma1 4" bodyB="ma1 3"/>
		<generic-constraint bodyA="ma1 5" bodyB="ma1 4"/>
		<generic-constraint bodyA="ma1 6" bodyB="ma1 5"/>
        <generic-constraint bodyA="ma1 7" bodyB="ma1 6"/>
		<generic-constraint bodyA="ma1 8" bodyB="ma1 7"/>
		<generic-constraint bodyA="ma1 9" bodyB="ma1 8"/>
		<generic-constraint bodyA="ma1 10" bodyB="ma1 9"/>
		<generic-constraint bodyA="ma1 11" bodyB="ma1 10"/>
        <generic-constraint bodyA="ma1 12" bodyB="ma1 11"/>
	
		<generic-constraint bodyA="ma2 2" bodyB="ma2 1"/>
		<generic-constraint bodyA="ma2 3" bodyB="ma2 2"/>
		<generic-constraint bodyA="ma2 4" bodyB="ma2 3"/>
		<generic-constraint bodyA="ma2 5" bodyB="ma2 4"/>
		<generic-constraint bodyA="ma2 6" bodyB="ma2 5"/>
        <generic-constraint bodyA="ma2 7" bodyB="ma2 6"/>
		<generic-constraint bodyA="ma2 8" bodyB="ma2 7"/>
		<generic-constraint bodyA="ma2 9" bodyB="ma2 8"/>
		<generic-constraint bodyA="ma2 10" bodyB="ma2 9"/>
		<generic-constraint bodyA="ma2 11" bodyB="ma2 10"/>
        <generic-constraint bodyA="ma2 12" bodyB="ma2 11"/>
	
		<generic-constraint bodyA="ma3 2" bodyB="ma3 1"/>
		<generic-constraint bodyA="ma3 3" bodyB="ma3 2"/>
		<generic-constraint bodyA="ma3 4" bodyB="ma3 3"/>
		<generic-constraint bodyA="ma3 5" bodyB="ma3 4"/>
		<generic-constraint bodyA="ma3 6" bodyB="ma3 5"/>
        <generic-constraint bodyA="ma3 7" bodyB="ma3 6"/>
		<generic-constraint bodyA="ma3 8" bodyB="ma3 7"/>
		<generic-constraint bodyA="ma3 9" bodyB="ma3 8"/>
		<generic-constraint bodyA="ma3 10" bodyB="ma3 9"/>
		<generic-constraint bodyA="ma3 11" bodyB="ma3 10"/>
        <generic-constraint bodyA="ma3 12" bodyB="ma3 11"/>
   

    <bone-default>
		<mass>0.1</mass>
		<inertia x="0.6" y="0.6" z="0.6"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.95</linearDamping>
		<angularDamping>0.6</angularDamping>
		<friction>0.1</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.5</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma5 2"/>
	<bone name="ma4 2"/>
	
	
	<bone-default>
		<mass>0.094</mass>
		<inertia x="0.6" y="0.6" z="0.6"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.95</linearDamping>
		<angularDamping>0.6</angularDamping>
		<friction>0.1</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.8</margin-multiplier>
	</bone-default>
	
	
	
	<bone name="ma5 3"/>
	<bone name="ma4 3"/>
	
<bone-default>
		<mass>0.092</mass>
		<inertia x="0.6" y="0.6" z="0.6"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.95</linearDamping>
		<angularDamping>0.6</angularDamping>
		<friction>0.1</friction>
		<restitution>1</restitution>
	</bone-default>
	            
				
	<bone-default>
		<margin-multiplier>0.9</margin-multiplier>
	</bone-default>
	
	
	<bone name="ma5 4"/>
	<bone name="ma4 4"/>
	
	
	<generic-constraint-default>
		<frameInB>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="0" y="0" z="0" />
		<linearUpperLimit x="0" y="0" z="0" />
		<angularLowerLimit x="-0.05" y="-0.01" z="-0.25" />
		<angularUpperLimit x="0.05" y="0.1" z="0.02" />
		<linearStiffness x="0" y="0" z="0" />
		<angularStiffness x="0" y="0" z="0" />
		<linearDamping x="0" y="0" z="0" />
		<angularDamping x="0" y="0" z="0" />
		<linearEquilibrium x="0" y="0" z="0" />
		<angularEquilibrium x="0" y="0" z="0" />
	</generic-constraint-default>
	
		
	<constraint-group>
		<generic-constraint bodyA="ma5 2" bodyB="ma5 1"/>
		<generic-constraint bodyA="ma5 3" bodyB="ma5 2"/>
		<generic-constraint bodyA="ma5 4" bodyB="ma5 3"/>

	</constraint-group>
	
	<generic-constraint-default>
		<frameInB>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="0" y="0" z="0" />
		<linearUpperLimit x="0" y="0" z="0" />
		<angularLowerLimit x="-0.05" y="-0.01" z="-0.02" />
		<angularUpperLimit x="0.05" y="0.1" z="0.25" />
		<linearStiffness x="0" y="0" z="0" />
		<angularStiffness x="0" y="0" z="0" />
		<linearDamping x="0" y="0" z="0" />
		<angularDamping x="0" y="0" z="0" />
		<linearEquilibrium x="0" y="0" z="0" />
		<angularEquilibrium x="0" y="0" z="0" />
	</generic-constraint-default>
	
	<constraint-group>
		<generic-constraint bodyA="ma4 2" bodyB="ma4 1"/>
		<generic-constraint bodyA="ma4 3" bodyB="ma4 2"/>
		<generic-constraint bodyA="ma4 4" bodyB="ma4 3"/>

	</constraint-group>	
		

	
	<bone-default>
		<mass>0.12</mass>
		<inertia x="0.6" y="0.6" z="0.6"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.8</linearDamping>
		<angularDamping>0.85</angularDamping>
		<friction>0</friction>
		<restitution>1</restitution>
	</bone-default>
	
	
	
	<bone-default>
		<margin-multiplier>1</margin-multiplier>
	</bone-default>
	

	<bone name="ma6 2"/>
	
	<bone-default>
		<mass>0.11</mass>
		<inertia x="0.6" y="0.6" z="0.6" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.8</linearDamping>
		<angularDamping>0.85</angularDamping>
		<friction>0</friction>
		<restitution>1</restitution>
	</bone-default>
	
	
	<bone-default>
		<margin-multiplier>0.7</margin-multiplier>
	</bone-default>
	

	<bone name="ma6 3"/>
	
<bone-default>
		<mass>0.11</mass>
		<inertia x="0.6" y="0.6" z="0.6" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.8</linearDamping>
		<angularDamping>0.85</angularDamping>
		<friction>0</friction>
		<restitution>1</restitution>
	</bone-default>
	            
				
	<bone-default>
		<margin-multiplier>0.7</margin-multiplier>
	</bone-default>

	<bone name="ma6 4"/>
	
	
	

	
	<generic-constraint-default>
		<frameInB>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="0" y="0" z="0" />
		<linearUpperLimit x="0" y="0" z="0" />
		<angularLowerLimit x="-0.02" y="0.05" z="-0.3" />
		<angularUpperLimit x="0.02" y="0.5" z="0.3" />
		<linearStiffness x="0" y="0" z="0" />
		<angularStiffness x="0" y="0" z="0" />
		<linearDamping x="0" y="0" z="0" />
		<angularDamping x="0" y="0" z="0" />
		<linearEquilibrium x="0" y="0" z="0" />
		<angularEquilibrium x="0" y="0" z="0" />
	</generic-constraint-default>
	


		<generic-constraint bodyA="ma6 2" bodyB="ma6 1"/>
		<generic-constraint bodyA="ma6 3" bodyB="ma6 1"/>
		<generic-constraint bodyA="ma6 4" bodyB="ma6 3"/>
		<generic-constraint bodyA="ma6 5" bodyB="ma6 4"/>

	
	
	
	

		
	 <generic-constraint-default>
    <frameInLerp>
			<translationLerp>0</translationLerp>
			<rotationLerp>0</rotationLerp>
    </frameInLerp>
	<linearLowerLimit x="-1" y="-1" z="-3"/>
    <linearUpperLimit x="5" y="5" z="3"/>
    <angularLowerLimit x="-10" y="-10" z="-10"/>
    <angularUpperLimit x="10" y="10" z="10"/>
	<linearStiffness x="0" y="0" z="0"/>
    <angularStiffness x="0" y="0" z="0"/>
  </generic-constraint-default>
  
        <generic-constraint bodyA="ma2 2" bodyB="ma1 2"/>
		<generic-constraint bodyA="ma2 3" bodyB="ma1 3"/>
		<generic-constraint bodyA="ma2 4" bodyB="ma1 4"/>
		<generic-constraint bodyA="ma2 5" bodyB="ma1 5"/>
		<generic-constraint bodyA="ma2 6" bodyB="ma1 6"/>
		<!-- <generic-constraint bodyA="ma2 7" bodyB="ma1 7"/> -->
	    <!-- <generic-constraint bodyA="ma2 8" bodyB="ma1 8"/> -->
		<!-- <generic-constraint bodyA="ma2 9" bodyB="ma1 9"/> -->
	    <!-- <generic-constraint bodyA="ma2 10" bodyB="ma1 10"/> -->
		<!-- <generic-constraint bodyA="ma2 11" bodyB="ma1 11"/> -->
		<!-- <generic-constraint bodyA="ma2 12" bodyB="ma1 12"/> -->
		
	    <generic-constraint bodyA="ma3 2" bodyB="ma2 2"/>
		<generic-constraint bodyA="ma3 3" bodyB="ma2 3"/>
		<generic-constraint bodyA="ma3 4" bodyB="ma2 4"/>
		<generic-constraint bodyA="ma3 5" bodyB="ma2 5"/>
		<generic-constraint bodyA="ma3 6" bodyB="ma2 6"/>
		<!-- <generic-constraint bodyA="ma3 7" bodyB="ma2 7"/> -->
	    <!-- <generic-constraint bodyA="ma3 8" bodyB="ma2 8"/> -->
		<!-- <generic-constraint bodyA="ma3 9" bodyB="ma2 9"/> -->
	    <!-- <generic-constraint bodyA="ma3 10" bodyB="ma2 10"/> -->
		<!-- <generic-constraint bodyA="ma3 11" bodyB="ma2 11"/> -->
		<!-- <generic-constraint bodyA="ma3 12" bodyB="ma2 12"/> -->
		
		
		<per-vertex-shape name="Model001_4__headJewel_jewel_1_0_0:5">
		<margin>0.5</margin>
		<priority>1</priority>
		<shared>private</shared>
		<tag>h4</tag>
		<can-collide-with-tag>h1</can-collide-with-tag>
		<can-collide-with-tag>h2</can-collide-with-tag>
		<can-collide-with-tag>ground</can-collide-with-tag>
		<!-- <no-collide-with-tag>Clothes1</no-collide-with-tag> -->
		<!-- <no-collide-with-tag>dress</no-collide-with-tag> -->
		<!-- <no-collide-with-tag>body</no-collide-with-tag> -->
		<weight-threshold bone="NPC Head [Head]">1</weight-threshold>
		<weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>
		<weight-threshold bone="ma1 2">1</weight-threshold>		
		<weight-threshold bone="ma1 3">1</weight-threshold>
        <weight-threshold bone="ma1 4">0.5</weight-threshold>
		<weight-threshold bone="ma1 5">0.5</weight-threshold>
        <weight-threshold bone="ma1 6">0.5</weight-threshold>
		<weight-threshold bone="ma1 7">0.5</weight-threshold>
        <weight-threshold bone="ma1 8">0.5</weight-threshold>
		<weight-threshold bone="ma1 9">0.5</weight-threshold>
        <weight-threshold bone="ma1 10">0.5</weight-threshold>

	    <weight-threshold bone="ma2 2">1</weight-threshold>		
		<weight-threshold bone="ma2 3">1</weight-threshold>
        <weight-threshold bone="ma2 4">0.5</weight-threshold>
		<weight-threshold bone="ma2 5">0.5</weight-threshold>
        <weight-threshold bone="ma2 6">0.5</weight-threshold>
		<weight-threshold bone="ma2 7">0.5</weight-threshold>
        <weight-threshold bone="ma2 8">0.5</weight-threshold>
		<weight-threshold bone="ma2 9">0.5</weight-threshold>
        <weight-threshold bone="ma2 10">0.5</weight-threshold>
		
		<weight-threshold bone="ma3 2">1</weight-threshold>		
		<weight-threshold bone="ma3 3">1</weight-threshold>
        <weight-threshold bone="ma3 4">0.5</weight-threshold>
		<weight-threshold bone="ma3 5">0.5</weight-threshold>
        <weight-threshold bone="ma3 6">0.5</weight-threshold>
		<weight-threshold bone="ma3 7">0.5</weight-threshold>
        <weight-threshold bone="ma3 8">0.5</weight-threshold>
		<weight-threshold bone="ma3 9">0.5</weight-threshold>
        <weight-threshold bone="ma3 10">0.5</weight-threshold>
		
	
		</per-vertex-shape>
		
		
		<per-vertex-shape name="Model001_4__headJewel_jewel_1_0_0:2">
		<margin>0.5</margin>
		<priority>1</priority>
		<shared>private</shared>
		<tag>h3</tag>
		<can-collide-with-tag>h1</can-collide-with-tag>
		<can-collide-with-tag>h2</can-collide-with-tag>
		<can-collide-with-tag>ground</can-collide-with-tag>
		<!-- <no-collide-with-tag>Clothes1</no-collide-with-tag> -->
		<!-- <no-collide-with-tag>dress</no-collide-with-tag> -->
		<!-- <no-collide-with-tag>body</no-collide-with-tag> -->
		<weight-threshold bone="NPC Head [Head]">1</weight-threshold>
		<weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>
		<weight-threshold bone="ma4 2">0.5</weight-threshold>		
		<weight-threshold bone="ma4 3">0.5</weight-threshold>
        <weight-threshold bone="ma4 4">0.5</weight-threshold>
		<weight-threshold bone="ma4 5">0.5</weight-threshold>
        <weight-threshold bone="ma4 6">0.5</weight-threshold>
		<weight-threshold bone="ma4 7">0.5</weight-threshold>
        <weight-threshold bone="ma4 8">0.5</weight-threshold>
		<weight-threshold bone="ma4 9">0.5</weight-threshold>
        <weight-threshold bone="ma4 10">0.5</weight-threshold>

	    <weight-threshold bone="ma5 2">0.5</weight-threshold>		
		<weight-threshold bone="ma5 3">0.5</weight-threshold>
        <weight-threshold bone="ma5 4">0.5</weight-threshold>
		<weight-threshold bone="ma5 5">0.5</weight-threshold>
        <weight-threshold bone="ma5 6">0.5</weight-threshold>
		<weight-threshold bone="ma5 7">0.5</weight-threshold>
        <weight-threshold bone="ma5 8">0.5</weight-threshold>
		<weight-threshold bone="ma5 9">0.5</weight-threshold>
        <weight-threshold bone="ma5 10">0.5</weight-threshold>
		
		
	
		</per-vertex-shape>
		
		
	
	
</system>