<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">	
	
<!-- body -->	
	<bone name="NPC Belly"/>
	<bone name="NPC L Calf [LClf]"/>
	<bone name="NPC R Calf [RClf]"/>
	<bone name="NPC Head [Head]"/>
	<bone name="NPC Pelvis [Pelv]"/>
	<bone name="NPC Spine [Spn0]"/>	
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="NPC L Thigh [LThg]"/>
	<bone name="NPC R Thigh [RThg]"/>
	<bone name="NPC L FrontThigh"/>
	<bone name="NPC R FrontThigh"/>
	<bone name="NPC L RearThigh"/>
	<bone name="NPC R RearThigh"/>
	<bone name="A.L.002"/>
	<bone name="B.L.002"/>
	<bone name="D.L.002"/>
	<bone name="E.L.002"/>
	<bone name="F.L.002"/>
	<bone name="G.L.002"/>
	<bone name="H.L.002"/>
	<bone name="A.R.002"/>
	<bone name="B.R.002"/>
	<bone name="C.R.002"/>
	<bone name="D.R.002"/>
	<bone name="E.R.002"/>
	<bone name="F.R.002"/>
	<bone name="G.R.002"/>
	<bone name="H.R.002"/>
	<bone name="C.L.002"/>
	
	<bone name="NPC L Butt">
		<mass>1.0</mass>
		<inertia x="50" y="50" z="50"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="-1" y="0" z="3"/>
		</centerOfMassTransform>
		<linearDamping>0.6</linearDamping>
		<angularDamping>0.6</angularDamping>
		<gravity-factor>1.0</gravity-factor>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>1.0</restitution>
		<margin-multiplier>1.0</margin-multiplier>
	</bone>
	
	<generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt">
	
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
		<linearUpperLimit x="0.1" y="0.1" z="0.1"/>
		<angularLowerLimit x="-0" y="-0" z="-0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="600" y="600" z="600"/>
		<angularStiffness x="550" y="550" z="550"/>
		<linearDamping x="1" y="1" z="1"/>
		<angularDamping x="1" y="1" z="1"/>
		<linearEquilibrium x="1" y="5" z="-6"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.5" y="0.5" z="0.5"/>
        <angularBounce x="0.5" y="0.5" z="0.5"/>
	</generic-constraint>
	
	<bone name="NPC R Butt">
		<mass>1.0</mass>
		<inertia x="50" y="50" z="50"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="1" y="0" z="3"/>
		</centerOfMassTransform>
		<linearDamping>0.6</linearDamping>
		<angularDamping>0.6</angularDamping>
		<gravity-factor>1.0</gravity-factor>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>1.0</restitution>
		<margin-multiplier>1.0</margin-multiplier>
	</bone>
	
	<generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt">
	
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
		<linearUpperLimit x="0.1" y="0.1" z="0.1"/>
		<angularLowerLimit x="-0" y="-0" z="-0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="600" y="600" z="600"/>
		<angularStiffness x="550" y="550" z="550"/>
		<linearDamping x="1" y="1" z="1"/>
		<angularDamping x="1" y="1" z="1"/>
		<linearEquilibrium x="-1" y="5" z="-6"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.5" y="0.5" z="0.5"/>
        <angularBounce x="0.5" y="0.5" z="0.5"/>
	</generic-constraint>
	
	
<!-- Outfits -->
	<bone-default>
		<mass>0.1</mass>
		<inertia x="0.5" y="0.5" z="0.5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.9</linearDamping>
		<angularDamping>0.9</angularDamping>
		<friction>0.1</friction>
		<restitution>1</restitution>		
	</bone-default>
	
	<bone name="A.L.003"/>
	<bone name="A.L.004"/>
	<bone name="A.L.005"/>
	<bone name="A.L.006"/>
	
	<bone name="B.L.003"/>
	<bone name="B.L.004"/>
	<bone name="B.L.005"/>
	<bone name="B.L.006"/>
	
	<bone name="C.L.003"/>
	<bone name="C.L.004"/>
	<bone name="C.L.005"/>
	<bone name="C.L.006"/>
	
	<bone name="D.L.003"/>
	<bone name="D.L.004"/>
	<bone name="D.L.005"/>
	<bone name="D.L.006"/>
	
	<bone name="E.L.003"/>
	<bone name="E.L.004"/>
	<bone name="E.L.005"/>
	<bone name="E.L.006"/>
	
	<bone name="F.L.003"/>
	<bone name="F.L.004"/>
	<bone name="F.L.005"/>
	<bone name="F.L.006"/>
	
	<bone name="G.L.003"/>
	<bone name="G.L.004"/>
	<bone name="G.L.005"/>
	<bone name="G.L.006"/>
	
	<bone name="H.L.003"/>
	<bone name="H.L.004"/>
	<bone name="H.L.005"/>
	<bone name="H.L.006"/>	
	
	<bone name="A.R.003"/>
	<bone name="A.R.004"/>
	<bone name="A.R.005"/>
	<bone name="A.R.006"/>
	
	<bone name="B.R.003"/>
	<bone name="B.R.004"/>
	<bone name="B.R.005"/>
	<bone name="B.R.006"/>
	
	<bone name="C.R.003"/>
	<bone name="C.R.004"/>
	<bone name="C.R.005"/>
	<bone name="C.R.006"/>
	
	<bone name="D.R.003"/>
	<bone name="D.R.004"/>
	<bone name="D.R.005"/>
	<bone name="D.R.006"/>
	
	<bone name="E.R.003"/>
	<bone name="E.R.004"/>
	<bone name="E.R.005"/>
	<bone name="E.R.006"/>	
	
	<bone name="F.R.003"/>
	<bone name="F.R.004"/>
	<bone name="F.R.005"/>
	<bone name="F.R.006"/>	
	
	<bone name="G.R.003"/>
	<bone name="G.R.004"/>
	<bone name="G.R.005"/>
	<bone name="G.R.006"/>
	
	<bone name="H.R.003"/>
	<bone name="H.R.004"/>
	<bone name="H.R.005"/>
	<bone name="H.R.006"/>
	
	<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="-0.01" y="-0.01" z="-0.01" />
		<linearUpperLimit x="0.01" y="0.01" z="0.01" />
		<angularLowerLimit x="-0.2" y="-0.2" z="-0.2" />
		<angularUpperLimit x="0.2" y="0.2" z="0.2" />
		<linearStiffness x="100" y="100" z="100" />
		<angularStiffness x="100" y="100" z="100" />
		<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="A.L.003" bodyB="A.L.002"/>
		<generic-constraint bodyA="A.L.004" bodyB="A.L.003"/>
		<generic-constraint bodyA="A.L.005" bodyB="A.L.004"/>
		<generic-constraint bodyA="A.L.006" bodyB="A.L.005"/>
		

		<generic-constraint bodyA="B.L.003" bodyB="B.L.002"/>
		<generic-constraint bodyA="B.L.004" bodyB="B.L.003"/>
		<generic-constraint bodyA="B.L.005" bodyB="B.L.004"/>
		<generic-constraint bodyA="B.L.006" bodyB="B.L.005"/>
		

		<generic-constraint bodyA="C.L.003" bodyB="C.L.002"/>
		<generic-constraint bodyA="C.L.004" bodyB="C.L.003"/>
		<generic-constraint bodyA="C.L.005" bodyB="C.L.004"/>
		<generic-constraint bodyA="C.L.006" bodyB="C.L.005"/>
		

		<generic-constraint bodyA="D.L.003" bodyB="D.L.002"/>
		<generic-constraint bodyA="D.L.004" bodyB="D.L.003"/>
		<generic-constraint bodyA="D.L.005" bodyB="D.L.004"/>
		<generic-constraint bodyA="D.L.006" bodyB="D.L.005"/>
		

		<generic-constraint bodyA="E.L.003" bodyB="E.L.002"/>
		<generic-constraint bodyA="E.L.004" bodyB="E.L.003"/>
		<generic-constraint bodyA="E.L.005" bodyB="E.L.004"/>
		<generic-constraint bodyA="E.L.006" bodyB="E.L.005"/>
		

		<generic-constraint bodyA="F.L.003" bodyB="F.L.002"/>
		<generic-constraint bodyA="F.L.004" bodyB="F.L.003"/>
		<generic-constraint bodyA="F.L.005" bodyB="F.L.004"/>
		<generic-constraint bodyA="F.L.006" bodyB="F.L.005"/>
		

		<generic-constraint bodyA="G.L.003" bodyB="G.L.002"/>
		<generic-constraint bodyA="G.L.004" bodyB="G.L.003"/>
		<generic-constraint bodyA="G.L.005" bodyB="G.L.004"/>
		<generic-constraint bodyA="G.L.006" bodyB="G.L.005"/>
		

		<generic-constraint bodyA="H.L.003" bodyB="H.L.002"/>
		<generic-constraint bodyA="H.L.004" bodyB="H.L.003"/>
		<generic-constraint bodyA="H.L.005" bodyB="H.L.004"/>
		<generic-constraint bodyA="H.L.006" bodyB="H.L.005"/>
		
		

		<generic-constraint bodyA="A.R.003" bodyB="A.R.002"/>
		<generic-constraint bodyA="A.R.004" bodyB="A.R.003"/>
		<generic-constraint bodyA="A.R.005" bodyB="A.R.004"/>
		<generic-constraint bodyA="A.R.006" bodyB="A.R.005"/>
		

		<generic-constraint bodyA="B.R.003" bodyB="B.R.002"/>
		<generic-constraint bodyA="B.R.004" bodyB="B.R.003"/>
		<generic-constraint bodyA="B.R.005" bodyB="B.R.004"/>
		<generic-constraint bodyA="B.R.006" bodyB="B.R.005"/>
		

		<generic-constraint bodyA="C.R.003" bodyB="C.R.002"/>
		<generic-constraint bodyA="C.R.004" bodyB="C.R.003"/>
		<generic-constraint bodyA="C.R.005" bodyB="C.R.004"/>
		<generic-constraint bodyA="C.R.006" bodyB="C.R.005"/>
		

		<generic-constraint bodyA="D.R.003" bodyB="D.R.002"/>
		<generic-constraint bodyA="D.R.004" bodyB="D.R.003"/>
		<generic-constraint bodyA="D.R.005" bodyB="D.R.004"/>
		<generic-constraint bodyA="D.R.006" bodyB="D.R.005"/>
		

		<generic-constraint bodyA="E.R.003" bodyB="E.R.002"/>
		<generic-constraint bodyA="E.R.004" bodyB="E.R.003"/>
		<generic-constraint bodyA="E.R.005" bodyB="E.R.004"/>
		<generic-constraint bodyA="E.R.006" bodyB="E.R.005"/>
		

		<generic-constraint bodyA="F.R.003" bodyB="F.R.002"/>
		<generic-constraint bodyA="F.R.004" bodyB="F.R.003"/>
		<generic-constraint bodyA="F.R.005" bodyB="F.R.004"/>
		<generic-constraint bodyA="F.R.006" bodyB="F.R.005"/>
		

		<generic-constraint bodyA="G.R.003" bodyB="G.R.002"/>
		<generic-constraint bodyA="G.R.004" bodyB="G.R.003"/>
		<generic-constraint bodyA="G.R.005" bodyB="G.R.004"/>
		<generic-constraint bodyA="G.R.006" bodyB="G.R.005"/>
		

		<generic-constraint bodyA="H.R.003" bodyB="H.R.002"/>
		<generic-constraint bodyA="H.R.004" bodyB="H.R.003"/>
		<generic-constraint bodyA="H.R.005" bodyB="H.R.004"/>
		<generic-constraint bodyA="H.R.006" bodyB="H.R.005"/>
		

    <per-vertex-shape name="Skirt">		
		<margin>0.8</margin>
		<penetration>0.1</penetration>
		<shared>private</shared>
		<tag>skirt</tag>
		<no-collide-with-tag>skirt</no-collide-with-tag>
		<can-collide-with-tag>body</can-collide-with-tag>
		<can-collide-with-tag>ground</can-collide-with-tag>
		<weight-threshold bone="A.L.003">0.4</weight-threshold>
		<weight-threshold bone="A.L.004">0.4</weight-threshold>
		<weight-threshold bone="A.L.005">0.1</weight-threshold>
		<weight-threshold bone="A.L.006">0.1</weight-threshold>
		<weight-threshold bone="B.L.003">0.4</weight-threshold>
		<weight-threshold bone="B.L.004">0.4</weight-threshold>
		<weight-threshold bone="B.L.005">0.1</weight-threshold>
		<weight-threshold bone="B.L.006">0.1</weight-threshold>
		<weight-threshold bone="C.L.003">0.4</weight-threshold>
		<weight-threshold bone="C.L.004">0.4</weight-threshold>
		<weight-threshold bone="C.L.005">0.1</weight-threshold>
		<weight-threshold bone="C.L.006">0.1</weight-threshold>
		<weight-threshold bone="D.L.003">0.4</weight-threshold>
		<weight-threshold bone="D.L.004">0.4</weight-threshold>
		<weight-threshold bone="D.L.005">0.1</weight-threshold>
		<weight-threshold bone="D.L.006">0.1</weight-threshold>
		<weight-threshold bone="E.L.003">0.1</weight-threshold>
		<weight-threshold bone="E.L.004">0.2</weight-threshold>
		<weight-threshold bone="E.L.005">0.2</weight-threshold>
		<weight-threshold bone="E.L.006">0.2</weight-threshold>
		<weight-threshold bone="F.L.003">0.2</weight-threshold>
		<weight-threshold bone="F.L.004">0.2</weight-threshold>
		<weight-threshold bone="F.L.005">0.2</weight-threshold>
		<weight-threshold bone="F.L.006">0.2</weight-threshold>
		<weight-threshold bone="G.L.003">0.2</weight-threshold>
		<weight-threshold bone="G.L.004">0.2</weight-threshold>
		<weight-threshold bone="G.L.005">0.2</weight-threshold>
		<weight-threshold bone="G.L.006">0.2</weight-threshold>
		<weight-threshold bone="H.L.003">0.2</weight-threshold>
		<weight-threshold bone="H.L.004">0.2</weight-threshold>
		<weight-threshold bone="H.L.005">0.2</weight-threshold>
		<weight-threshold bone="H.L.006">0.2</weight-threshold>
		
		<weight-threshold bone="A.R.003">0.4</weight-threshold>
		<weight-threshold bone="A.R.004">0.4</weight-threshold>
		<weight-threshold bone="A.R.005">0.1</weight-threshold>
		<weight-threshold bone="A.R.006">0.1</weight-threshold>
		<weight-threshold bone="B.R.003">0.4</weight-threshold>
		<weight-threshold bone="B.R.004">0.4</weight-threshold>
		<weight-threshold bone="B.R.005">0.1</weight-threshold>
		<weight-threshold bone="B.R.006">0.1</weight-threshold>
		<weight-threshold bone="C.R.003">0.4</weight-threshold>
		<weight-threshold bone="C.R.004">0.4</weight-threshold>
		<weight-threshold bone="C.R.005">0.1</weight-threshold>
		<weight-threshold bone="C.R.006">0.1</weight-threshold>
		<weight-threshold bone="D.R.003">0.4</weight-threshold>
		<weight-threshold bone="D.R.004">0.4</weight-threshold>
		<weight-threshold bone="D.R.005">0.1</weight-threshold>
		<weight-threshold bone="D.R.006">0.1</weight-threshold>
		<weight-threshold bone="E.R.003">0.1</weight-threshold>
		<weight-threshold bone="E.R.004">0.2</weight-threshold>
		<weight-threshold bone="E.R.005">0.2</weight-threshold>
		<weight-threshold bone="E.R.006">0.2</weight-threshold>
		<weight-threshold bone="F.R.003">0.2</weight-threshold>
		<weight-threshold bone="F.R.004">0.2</weight-threshold>
		<weight-threshold bone="F.R.005">0.2</weight-threshold>
		<weight-threshold bone="F.R.006">0.2</weight-threshold>
		<weight-threshold bone="G.R.003">0.2</weight-threshold>
		<weight-threshold bone="G.R.004">0.2</weight-threshold>
		<weight-threshold bone="G.R.005">0.2</weight-threshold>
		<weight-threshold bone="G.R.006">0.2</weight-threshold>
		<weight-threshold bone="H.R.003">0.2</weight-threshold>
		<weight-threshold bone="H.R.004">0.2</weight-threshold>
		<weight-threshold bone="H.R.005">0.2</weight-threshold>
		<weight-threshold bone="H.R.006">0.2</weight-threshold>
    </per-vertex-shape>

    <per-triangle-shape name="VirtualBody">
		<margin>0.1</margin>
		<penetration>0.1</penetration>
		<shared>private</shared>
		<tag>body</tag>		
		<can-collide-with-tag>skirt</can-collide-with-tag>
		<weight-threshold bone="NPC Spine [Spn0]">0.2</weight-threshold>
		<weight-threshold bone="NPC Spine2 [Spn2]">0.2</weight-threshold>
		<weight-threshold bone="NPC Spine1 [Spn1]">0.2</weight-threshold>
		<weight-threshold bone="NPC Belly">1</weight-threshold>
		<weight-threshold bone="NPC Pelvis [Pelv]">0.2</weight-threshold>
		<weight-threshold bone="NPC L Butt">0.2</weight-threshold>
		<weight-threshold bone="NPC R Butt">0.2</weight-threshold>
		<weight-threshold bone="NPC L Thigh [LThg]">0.2</weight-threshold>
		<weight-threshold bone="NPC R Thigh [RThg]">0.2</weight-threshold>
		<weight-threshold bone="NPC L FrontThigh">0.1</weight-threshold>
		<weight-threshold bone="NPC R FrontThigh">0.1</weight-threshold>
		<weight-threshold bone="NPC L RearThigh">0.1</weight-threshold>
		<weight-threshold bone="NPC R RearThigh">0.1</weight-threshold>
    </per-triangle-shape>
	
	<per-triangle-shape name="VirtualGround">
		<margin>0.2</margin>
		<prenetration>0.1</prenetration>
		<tag>ground</tag>
	</per-triangle-shape>


</system>