<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">

	<per-triangle-shape name="VirtualGround">
		<margin>0.5</margin>
		<penetration>5</penetration>
		<shared>private</shared>
		<tag>Ground</tag>
		<can-collide-with-tag>cloth</can-collide-with-tag>
	</per-triangle-shape>

	<!-- kinematic bones -->	
<bone-default>
	<mass>0</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>
	<linearDamping>0</linearDamping>
	<angularDamping>0</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</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 L Foot [Lft ]"/>
	<bone name="NPC R Foot [Rft ]"/>
	<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="L Breast01"/>
	<bone name="R Breast01"/>
	<bone name="L Breast02"/>
	<bone name="R Breast02"/>
	<bone name="L Breast03"/>
	<bone name="R Breast03"/>
	<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]"/>

	<bone-default>
		<margin-multiplier>0.01</margin-multiplier>
	</bone-default>
	

	<bone name="spear01"/>
	<bone name="spear02"/>


	<!-- moving bones -->	
<bone-default>
	<mass>0.8905</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>0.02</linearDamping>
	<angularDamping>0.02</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
</bone-default>

	<bone name="spear03"/>



<bone-default>
	<mass>0.5</mass>
	<inertia x="1" y="1" z="1"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
	<linearDamping>0.05</linearDamping>
	<angularDamping>0.05</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
</bone-default>

	<bone name="spear04"/>
	<bone name="spear05"/>
	<bone name="spear06"/>
·	<bone name="spear07"/>
	<bone name="spear08"/>



<generic-constraint-default>
	<frameInA>
		<basis x="0" y="0" z="0" w="1"/>
		<origin x="0" y="0" z="0"/>
	</frameInA>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="0" y="0" z="0"/>
		<linearUpperLimit x="0" y="0" z="0"/>
		<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
		<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness x="0.1" y="0.1" z="0.1"/>
		<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="spear02" bodyB ="spear01"></generic-constraint>
	<generic-constraint bodyA="spear03" bodyB ="spear02"></generic-constraint>
	<generic-constraint bodyA="spear04" bodyB ="spear03"></generic-constraint>
	<generic-constraint bodyA="spear05" bodyB ="spear04"></generic-constraint>
	<generic-constraint bodyA="spear06" bodyB ="spear05"></generic-constraint>
	<generic-constraint bodyA="spear07" bodyB ="spear06"></generic-constraint>
	<generic-constraint bodyA="spear08" bodyB ="spear07"></generic-constraint>


</constraint-group>






	<per-vertex-shape name="DG_H_R02">
		<margin>0.1</margin>
		<shared>private</shared>
		<tag>DGR02</tag>
		<can-collide-with-tag>body</can-collide-with-tag>
	</per-vertex-shape>
	<per-vertex-shape name="DG_H_H03">
		<margin>0.01</margin>
		<shared>private</shared>
		<tag>DGH03</tag>
		<can-collide-with-tag>body</can-collide-with-tag>
		<can-collide-with-tag>head</can-collide-with-tag>
	</per-vertex-shape>
	<per-triangle-shape name="VirtualBody">
		<margin>0.5</margin>
		<penetration>0.5</penetration>
		<shared>private</shared>
		<tag>body</tag>
		<can-collide-with-tag>DGH03</can-collide-with-tag>
		<can-collide-with-tag>DGR02</can-collide-with-tag>
	</per-triangle-shape>
	<per-triangle-shape name="VirtualHead">
		<margin>0.5</margin>
		<penetration>0.5</penetration>
		<shared>private</shared>
		<tag>head</tag>
		<can-collide-with-tag>DGH03</can-collide-with-tag>
	</per-triangle-shape>

</system>