<?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>10</prenetration>
		<tag>ground</tag>
	</per-triangle-shape>
	
	<!-- body -->
	<bone-default>
		<margin-multiplier>1.9</margin-multiplier>
		<!-- <restitution>0.3</restitution> -->
	</bone-default>
	
	<!-- ry definition -->
	<!-- <bone name="NPC L PreBreast">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
	</bone>

	<bone name="NPC R PreBreast">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
	</bone>

	<bone name="NPC L Breast">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="2" z="0"/>
		</centerOfMassTransform>
	</bone>

	<bone name="NPC R Breast">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="2" z="0"/>
		</centerOfMassTransform>
	</bone>

	<bone name="NPC L Breast01">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="-1" z="0"/>
		</centerOfMassTransform>
	</bone>

	<bone name="NPC R Breast01">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="-1" z="0"/>
		</centerOfMassTransform>
	</bone>

	<generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-1" y="-2" z="-6"/>
		<linearUpperLimit x="1" y="2" z="2"/>
		<angularLowerLimit x="0" y="-0.1" z="-0.4"/>
		<angularUpperLimit x="0" y="0.1" z="0.4"/>
		<linearStiffness x="304.617432" y="304.617432" z="304.617432"/>
		<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
		<linearDamping x="3.046174" y="3.046174" z="3.046174"/>
		<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
		<linearEquilibrium x="0" y="0" z="-2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>

	<generic-constraint bodyA="NPC R Breast" bodyB="NPC R PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-1" y="-2" z="-6"/>
		<linearUpperLimit x="1" y="2" z="2"/>
		<angularLowerLimit x="0" y="-0.1" z="-0.4"/>
		<angularUpperLimit x="0" y="0.1" z="0.4"/>
		<linearStiffness x="304.617432" y="304.617432" z="304.617432"/>
		<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
		<linearDamping x="3.046174" y="3.046174" z="3.046174"/>
		<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
		<linearEquilibrium x="0" y="0" z="-2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>

	<generic-constraint bodyA="NPC L Breast01" bodyB="NPC L PreBreast">
		<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="-1" z="-5"/>
		<linearUpperLimit x="0" y="1" z="1"/>
		<angularLowerLimit x="0" y="0" z="-0.2"/>
		<angularUpperLimit x="0" y="0" z="0.2"/>
		<linearStiffness x="304.617432" y="304.617432" z="304.617432"/>
		<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
		<linearDamping x="3.046174" y="3.046174" z="3.046174"/>
		<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
		<linearEquilibrium x="0" y="0" z="-2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>

	<generic-constraint bodyA="NPC R Breast01" bodyB="NPC R PreBreast">
		<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="-1" z="-5"/>
		<linearUpperLimit x="0" y="1" z="1"/>
		<angularLowerLimit x="0" y="0" z="-0.2"/>
		<angularUpperLimit x="0" y="0" z="0.2"/>
		<linearStiffness x="304.617432" y="304.617432" z="304.617432"/>
		<angularStiffness x="1096.62" y="1096.62" z="1096.62"/>
		<linearDamping x="3.046174" y="3.046174" z="3.046174"/>
		<angularDamping x="10.9662" y="10.9662" z="10.9662"/>
		<linearEquilibrium x="0" y="0" z="-2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint> -->
	
	
	<!-- <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 Spine [Spn0]"/> -->
	<!-- <bone name="NPC Spine2 [Spn2]"/> -->
	<!-- <bone name="NPC Spine1 [Spn1]"/> -->
	<!-- <bone name="NPC Pelvis [Pelv]"/> -->
	<!-- <bone name="NPC L Butt"/> -->
	<!-- <bone name="NPC R Butt"/> -->
	<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-default>
		<margin-multiplier>0.1</margin-multiplier>
		<!-- <restitution>0.3</restitution> -->
	</bone-default>
	
	<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 Spine [Spn0]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Pelvis [Pelv]"/>
	<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="BodyFemaleNocturnal">
		<margin>1</margin>
		<priority>0</priority>
		<prenetration>1</prenetration>
		<tag>body</tag>
		<no-collide-with-tag>body</no-collide-with-tag>
		<no-collide-with-tag>ground</no-collide-with-tag>
		<weight-threshold bone="NPC L Clavicle [LClv]">1</weight-threshold>
		<weight-threshold bone="NPC R Clavicle [RClv]">1</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]">1</weight-threshold>
		<weight-threshold bone="NPC R UpperArm [RUar]">1</weight-threshold>
		<weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">1</weight-threshold>
		<weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">1</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">1</weight-threshold>
		<weight-threshold bone="NPC R Breast">1</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]">0.1</weight-threshold>
		<weight-threshold bone="NPC Spine2 [Spn2]">0.1</weight-threshold>
		<weight-threshold bone="NPC Spine1 [Spn1]">0.1</weight-threshold>
		<weight-threshold bone="NPC Belly">1</weight-threshold>
		<weight-threshold bone="NPC Pelvis [Pelv]">0.1</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]">0.1</weight-threshold>
		<weight-threshold bone="NPC R Thigh [RThg]">0.1</weight-threshold>
		<weight-threshold bone="NPC L Calf [LClf]">0.1</weight-threshold>
		<weight-threshold bone="NPC R Calf [RClf]">0.1</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>
	
	<!-- cloth -->
	<bone-default>
		<margin-multiplier>0.01</margin-multiplier>
	</bone-default>
	
	<bone name="F1 1"/>
	<bone name="F2 1"/>
	<bone name="F3 1"/>
	<bone name="B1 1"/>
	<bone name="B2 1"/>
	<bone name="B3 1"/>
	<bone name="X1 1"/>
	<bone name="X2 1"/>
	<bone name="X3 1"/>
	<bone name="X4 1"/>
	
  
	
	<bone-default>
		<mass>0.1</mass>
		<inertia x="3.5" y="3.5" z="3.5" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.98</linearDamping>
		<angularDamping>0.5</angularDamping>
		<friction>0.1</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.6</margin-multiplier>
	</bone-default>
	
	<bone name="F1 2"/>
	<bone name="F2 2"/>
	<bone name="F3 2"/>
	<bone name="B1 2"/>
	<bone name="B2 2"/>
	<bone name="B3 2"/>
		
	
	<bone-default>
		<margin-multiplier>0.7</margin-multiplier>
	</bone-default>
	
	<bone name="F1 3"/>
	<bone name="F2 3"/>
	<bone name="F3 3"/>
	<bone name="B1 3"/>
	<bone name="B2 3"/>
	<bone name="B3 3"/>
	
	
	<bone-default>
		<margin-multiplier>0.8</margin-multiplier>
	</bone-default>
	
    <bone name="F1 4"/>
	<bone name="F2 4"/>
	<bone name="F3 4"/>
	<bone name="B1 4"/>
	<bone name="B2 4"/>
	<bone name="B3 4"/>
	
	
	<bone-default>
		<margin-multiplier>1.0</margin-multiplier>
	</bone-default>
	
    <bone name="F1 5"/>
	<bone name="F2 5"/>
	<bone name="F3 5"/>
	<bone name="B1 5"/>
	<bone name="B2 5"/>
	<bone name="B3 5"/>
	
	<bone-default>
		<margin-multiplier>1.1</margin-multiplier>
	</bone-default>
	
    <bone name="F1 6"/>
	<bone name="F2 6"/>
	<bone name="F3 6"/>
	<bone name="B1 6"/>
	<bone name="B2 6"/>
	<bone name="B3 6"/>
	
	<bone-default>
		<margin-multiplier>1.3</margin-multiplier>
	</bone-default>
	
    <bone name="F1 7"/>
	<bone name="F2 7"/>
	<bone name="F3 7"/>
	<bone name="B1 7"/>
	<bone name="B2 7"/>
	<bone name="B3 7"/>
	
	<bone-default>
		<margin-multiplier>1.5</margin-multiplier>
	</bone-default>
	
    <bone name="F1 8"/>
	<bone name="F2 8"/>
	<bone name="F3 8"/>
	<bone name="B1 8"/>
	<bone name="B2 8"/>
	<bone name="B3 8"/>
	
	<bone-default>
		<margin-multiplier>2</margin-multiplier>
	</bone-default>
	
    <bone name="F1 9"/>
	<bone name="F2 9"/>
	<bone name="F3 9"/>
	<bone name="B1 9"/>
	<bone name="B2 9"/>
	<bone name="B3 9"/>
	
    <bone-default>
		<mass>0.12</mass>
		<inertia x="3" y="3" z="3" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.98</linearDamping>
		<angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<restitution>1</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.2</margin-multiplier>
	</bone-default>
	
    <bone name="X1 2"/>
	<bone name="X2 2"/>
	<bone name="X3 2"/>
	<bone name="X4 2"/>
	
	<bone-default>
		<margin-multiplier>0.3</margin-multiplier>
	</bone-default>
	
    <bone name="X1 3"/>
	<bone name="X2 3"/>
	<bone name="X3 3"/>
	<bone name="X4 3"/>
	
	<bone-default>
		<margin-multiplier>0.4</margin-multiplier>
	</bone-default>
	
    <bone name="X1 4"/>
	<bone name="X2 4"/>
	<bone name="X3 4"/>
	<bone name="X4 4"/>
	
	<bone-default>
		<margin-multiplier>0.6</margin-multiplier>
	</bone-default>
	
	<bone name="X3 5"/>
	<bone name="X1 5"/>
	
	<bone-default>
		<margin-multiplier>2.3</margin-multiplier>
	</bone-default>
	
    <bone name="F2 10"/>
	<bone name="F2 11"/>
	<bone name="F2 12"/>
	<bone name="F2 13"/>
	<bone name="B2 10"/>
	<bone name="B2 11"/>
	<bone name="B2 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" z="0" />
		<angularUpperLimit x="0.0" y="0.4" 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="1" y="1" z="1" />
	</generic-constraint-default>
	
	<constraint-group>
		<generic-constraint bodyA="F1 2" bodyB="F1 1"/>
		<generic-constraint bodyA="F1 3" bodyB="F1 2"/>
		<generic-constraint bodyA="F1 4" bodyB="F1 3"/>
		
		
		
	</constraint-group>
	
	<constraint-group>
		<generic-constraint bodyA="F2 2" bodyB="F2 1"/>
		<generic-constraint bodyA="F2 3" bodyB="F2 2"/>
		<generic-constraint bodyA="F2 4" bodyB="F2 3"/>
		
		
		
	</constraint-group>
	
	<constraint-group>
		<generic-constraint bodyA="F3 2" bodyB="F3 1"/>
		<generic-constraint bodyA="F3 3" bodyB="F3 2"/>
		<generic-constraint bodyA="F3 4" bodyB="F3 3"/>
		
		
		
	</constraint-group>
	
	
	<constraint-group>
		<generic-constraint bodyA="B1 2" bodyB="B1 1"/>
		<generic-constraint bodyA="B1 3" bodyB="B1 2"/>
		<generic-constraint bodyA="B1 4" bodyB="B1 3"/>
		
		
		
	</constraint-group>
	
	<constraint-group>
		<generic-constraint bodyA="B2 2" bodyB="B2 1"/>
		<generic-constraint bodyA="B2 3" bodyB="B2 2"/>
		<generic-constraint bodyA="B2 4" bodyB="B2 3"/>
		
		
		
	</constraint-group>
	
	<constraint-group>
		<generic-constraint bodyA="B3 2" bodyB="B3 1"/>
		<generic-constraint bodyA="B3 3" bodyB="B3 2"/>
		<generic-constraint bodyA="B3 4" bodyB="B3 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="-0.1" y="-0.2" z="0" />
		<angularUpperLimit x="0.0" y="0.4" 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="1" y="1" z="1" />
	</generic-constraint-default>
	
	<constraint-group>
		<generic-constraint bodyA="X1 2" bodyB="X1 1"/>
		<generic-constraint bodyA="X1 3" bodyB="X1 2"/>
		
			
	</constraint-group>
	
	<constraint-group>
		<generic-constraint bodyA="X2 2" bodyB="X2 1"/>
		
				
	</constraint-group>
	
	<constraint-group>
		<generic-constraint bodyA="X3 2" bodyB="X3 1"/>
		<generic-constraint bodyA="X3 3" bodyB="X3 2"/>
		
		
		
	</constraint-group>
	
	<constraint-group>
		<generic-constraint bodyA="X4 2" bodyB="X4 1"/>
		
		
			
	</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="-0.2" y="-0.6" z="0" />
		<angularUpperLimit x="0.0" y="0.6" 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="1" y="1" z="1" />
	</generic-constraint-default>
	
	<constraint-group>
		
		<generic-constraint bodyA="F1 5" bodyB="F1 4"/>
		<generic-constraint bodyA="F1 6" bodyB="F1 5"/>
		<generic-constraint bodyA="F1 7" bodyB="F1 6"/>
		<generic-constraint bodyA="F1 8" bodyB="F1 7"/>
		<generic-constraint bodyA="F1 9" bodyB="F1 8"/>
		
		
	</constraint-group>
	
	<constraint-group>
		
		<generic-constraint bodyA="F2 5" bodyB="F2 4"/>
		<generic-constraint bodyA="F2 6" bodyB="F2 5"/>
		<generic-constraint bodyA="F2 7" bodyB="F2 6"/>
		<generic-constraint bodyA="F2 8" bodyB="F2 7"/>
		<generic-constraint bodyA="F2 9" bodyB="F2 8"/>
		<generic-constraint bodyA="F2 10" bodyB="F2 9"/>
		<generic-constraint bodyA="F2 11" bodyB="F2 10"/>
		<generic-constraint bodyA="F2 12" bodyB="F2 11"/>
		<generic-constraint bodyA="F2 13" bodyB="F2 12"/>
		
		
	</constraint-group>
	
	<constraint-group>
		
		<generic-constraint bodyA="F3 5" bodyB="F3 4"/>
		<generic-constraint bodyA="F3 6" bodyB="F3 5"/>
		<generic-constraint bodyA="F3 7" bodyB="F3 6"/>
		<generic-constraint bodyA="F3 8" bodyB="F3 7"/>
		<generic-constraint bodyA="F3 9" bodyB="F3 8"/>
		
		
	</constraint-group>
	
	
	<constraint-group>
		
		<generic-constraint bodyA="B1 5" bodyB="B1 4"/>
		<generic-constraint bodyA="B1 6" bodyB="B1 5"/>
		<generic-constraint bodyA="B1 7" bodyB="B1 6"/>
		<generic-constraint bodyA="B1 8" bodyB="B1 7"/>
		<generic-constraint bodyA="B1 9" bodyB="B1 8"/>
		
		
	</constraint-group>
	
	<constraint-group>
		
		<generic-constraint bodyA="B2 5" bodyB="B2 4"/>
		<generic-constraint bodyA="B2 6" bodyB="B2 5"/>
		<generic-constraint bodyA="B2 7" bodyB="B2 6"/>
		<generic-constraint bodyA="B2 8" bodyB="B2 7"/>
		<generic-constraint bodyA="B2 9" bodyB="B2 8"/>
		<generic-constraint bodyA="B2 10" bodyB="B2 9"/>
		<generic-constraint bodyA="B2 11" bodyB="B2 10"/>
		<generic-constraint bodyA="B2 12" bodyB="B2 11"/>
		
		
	</constraint-group>
	
	<constraint-group>
		
		<generic-constraint bodyA="B3 5" bodyB="B3 4"/>
		<generic-constraint bodyA="B3 6" bodyB="B3 5"/>
		<generic-constraint bodyA="B3 7" bodyB="B3 6"/>
		<generic-constraint bodyA="B3 8" bodyB="B3 7"/>
		<generic-constraint bodyA="B3 9" bodyB="B3 8"/>
		
		
	</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="-0.1" y="-0.6" z="0" />
		<angularUpperLimit x="0.0" y="0.6" 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="1" y="1" z="1" />
	</generic-constraint-default>
	
	<constraint-group>
		
		<generic-constraint bodyA="X1 4" bodyB="X1 3"/>
		<generic-constraint bodyA="X1 5" bodyB="X1 4"/>
	</constraint-group>		
	
	<constraint-group>
		
		<generic-constraint bodyA="X2 3" bodyB="X2 2"/>
		<generic-constraint bodyA="X2 4" bodyB="X2 3"/>
		
		
	</constraint-group>
	
	<constraint-group>
		
		<generic-constraint bodyA="X3 4" bodyB="X3 3"/>
		<generic-constraint bodyA="X3 5" bodyB="X3 4"/>
		
		
	</constraint-group>
	
	<constraint-group>
		
		<generic-constraint bodyA="X4 3" bodyB="X4 2"/>
		<generic-constraint bodyA="X4 4" bodyB="X4 3"/>
		
		
		
	</constraint-group>
	
	<generic-constraint-default>
    <frameInLerp>
			<translationLerp>0.5</translationLerp>
			<rotationLerp>0.5</rotationLerp>
    </frameInLerp>
	<linearLowerLimit x="-3" y="-3" z="-3"/>
    <linearUpperLimit x="3" y="3" 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="F2 2" bodyB="F1 2"/>
  <generic-constraint bodyA="F2 3" bodyB="F1 3"/>
  <generic-constraint bodyA="F2 4" bodyB="F1 4"/>
  <generic-constraint bodyA="F2 5" bodyB="F1 5"/>
  <generic-constraint bodyA="F2 6" bodyB="F1 6"/>
  <generic-constraint bodyA="F2 7" bodyB="F1 7"/>
  <generic-constraint bodyA="F2 8" bodyB="F1 8"/>
  <generic-constraint bodyA="F2 9" bodyB="F1 9"/>
  
  
  <generic-constraint bodyA="F3 2" bodyB="F2 2"/>
  <generic-constraint bodyA="F3 3" bodyB="F2 3"/>
  <generic-constraint bodyA="F3 4" bodyB="F2 4"/>
  <generic-constraint bodyA="F3 5" bodyB="F2 5"/>
  <generic-constraint bodyA="F3 6" bodyB="F2 6"/>
  <generic-constraint bodyA="F3 7" bodyB="F2 7"/>
  <generic-constraint bodyA="F3 8" bodyB="F2 8"/>
  <generic-constraint bodyA="F3 9" bodyB="F2 9"/>
  
    
  <generic-constraint bodyA="B2 2" bodyB="B1 2"/>
  <generic-constraint bodyA="B2 3" bodyB="B1 3"/>
  <generic-constraint bodyA="B2 4" bodyB="B1 4"/>
  <generic-constraint bodyA="B2 5" bodyB="B1 5"/>
  <generic-constraint bodyA="B2 6" bodyB="B1 6"/>
  <generic-constraint bodyA="B2 7" bodyB="B1 7"/>
  <generic-constraint bodyA="B2 8" bodyB="B1 8"/>
  <generic-constraint bodyA="B2 9" bodyB="B1 9"/>
	
	
  <generic-constraint bodyA="B3 2" bodyB="B2 2"/>
  <generic-constraint bodyA="B3 3" bodyB="B2 3"/>
  <generic-constraint bodyA="B3 4" bodyB="B2 4"/>
  <generic-constraint bodyA="B3 5" bodyB="B2 5"/>
  <generic-constraint bodyA="B3 6" bodyB="B2 6"/>
  <generic-constraint bodyA="B3 7" bodyB="B2 7"/>
  <generic-constraint bodyA="B3 8" bodyB="B2 8"/>
  <generic-constraint bodyA="B3 9" bodyB="B2 9"/>
  
  
  <!-- <generic-constraint bodyA="X2 2" bodyB="X1 2"/> -->
  <!-- <generic-constraint bodyA="X2 3" bodyB="X1 3"/> -->
  <!-- <generic-constraint bodyA="X2 4" bodyB="X1 4"/> -->
 
  
  <!-- <generic-constraint bodyA="X4 2" bodyB="X3 2"/> -->
  <!-- <generic-constraint bodyA="X4 3" bodyB="X3 3"/> -->
  <!-- <generic-constraint bodyA="X4 4" bodyB="X3 4"/> -->
  
  
   
	
	<!-- <stiffspring-constraint-default>
		<minDistanceFactor>1.0</minDistanceFactor>
		<maxDistanceFactor>1.0</maxDistanceFactor>
		<stiffness>100</stiffness>
		<damping>50</damping>
	</stiffspring-constraint-default>
	
	<constraint-group>
		<generic-constraint bodyA="laosijiAPGressBMBone002" bodyB="cOJzZClotheBRBone2"/>
	</constraint-group> -->
	
	<per-vertex-shape name="NocturnalClothes">
		<margin>1</margin>
		<priority>1</priority>
		<tag>shirt</tag>
		<no-collide-with-tag>hands</no-collide-with-tag>
		<no-collide-with-tag>shirt</no-collide-with-tag>
		<!-- <no-collide-with-tag>dress</no-collide-with-tag> -->
		<!-- <no-collide-with-tag>body</no-collide-with-tag> -->
		<no-collide-with-bone>NPC L Forearm [LLar]</no-collide-with-bone>
		<no-collide-with-bone>NPC R Forearm [RLar]</no-collide-with-bone>
		<no-collide-with-bone>NPC L ForearmTwist1 [LLt1]</no-collide-with-bone>
		<no-collide-with-bone>NPC R ForearmTwist1 [RLt1]</no-collide-with-bone>
		<no-collide-with-bone>NPC L ForearmTwist2 [LLt2]</no-collide-with-bone>
		<no-collide-with-bone>NPC R ForearmTwist2 [RLt2]</no-collide-with-bone>
		<no-collide-with-bone>NPC L Hand [LHnd]</no-collide-with-bone>
		<no-collide-with-bone>NPC R Hand [RHnd]</no-collide-with-bone>
		
		<weight-threshold bone="NPC L Clavicle [LClv]">1</weight-threshold>
		<weight-threshold bone="NPC R Clavicle [RClv]">1</weight-threshold>
		<weight-threshold bone="NPC L Forearm [LLar]">1</weight-threshold>
		<weight-threshold bone="NPC R Forearm [RLar]">1</weight-threshold>
		<weight-threshold bone="NPC L ForearmTwist1 [LLt1]">1</weight-threshold>
		<weight-threshold bone="NPC R ForearmTwist1 [RLt1]">1</weight-threshold>
		<weight-threshold bone="NPC L ForearmTwist2 [LLt2]">1</weight-threshold>
		<weight-threshold bone="NPC R ForearmTwist2 [RLt2]">1</weight-threshold>
		<weight-threshold bone="NPC L UpperArm [LUar]">1</weight-threshold>
		<weight-threshold bone="NPC R UpperArm [RUar]">1</weight-threshold>
		<weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">1</weight-threshold>
		<weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">1</weight-threshold>
		<weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">1</weight-threshold>
		<weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">1</weight-threshold>
		<weight-threshold bone="NPC L Breast">1</weight-threshold>
		<weight-threshold bone="NPC R Breast">1</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]">1</weight-threshold>
		<weight-threshold bone="NPC Spine1 [Spn1]">1</weight-threshold>
		<weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>
		<weight-threshold bone="NPC Belly">1</weight-threshold>
		<weight-threshold bone="NPC Pelvis [Pelv]">1</weight-threshold>
		<weight-threshold bone="NPC L 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 R Calf [RClf]">1</weight-threshold>
		<weight-threshold bone="NPC L Calf [LClf]">1</weight-threshold>
		
				
		</per-vertex-shape>
		
	
		
	
	
</system>