<?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>
	
	<!-- body -->
	<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 L Foot [Lft ]"/>
	<bone name="NPC R Foot [Rft ]"/>
	<bone name="NPC Spine [Spn0]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Pelvis [Pelv]"/>
	<bone name="NPC L Clavicle [LClv]"/>
	<bone name="NPC R Clavicle [RClv]"/>
	<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 Hand [LHnd]"/>
	<bone name="NPC R Hand [RHnd]"/>

	<bone name="AcR0"/>
	<bone name="AcL0"/>
	<bone name="BrR0"/>
	<bone name="BrL0"/>
	<bone name="FrS0"/>
	<bone name="SA0"/>
	<bone name="SB0"/>
	<bone name="SC0"/>
	<bone name="SD0"/>
  <bone name="SE0"/>
  <bone name="SF0"/>
	
	
	<!-- Acce b -->
	<bone-default>
		<mass>5.0</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>0.1</linearDamping>
		<angularDamping>0.1</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>5</margin-multiplier>
	</bone-default>
	
	<bone name="AcR1"/>
	<bone name="AcL1"/>

	<!-- Brest -->
	<bone-default>
		<mass>0.15</mass>
		<inertia x="8" y="8" z="8" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.3</linearDamping>
		<angularDamping>0.3</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.95</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>

	<bone-default>
		<margin-multiplier>0.5</margin-multiplier>
	</bone-default>
	
	<bone name="BrR1"/>
	<bone name="BrL1"/>


  <!-- Skirt Front -->
	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="FrSa1"/>
	<bone name="FrSb1"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="FrSa2"/>
	<bone name="FrSb2"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="FrSa3"/>
	<bone name="FrSb3"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="FrSa4"/>
	<bone name="FrSb4"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="FrSa5"/>
	<bone name="FrSb5"/>

  <!-- Skirt -->
	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="SA1"/>
	<bone name="SB1"/>
	<bone name="SC1"/>
	<bone name="SD1"/>
	<bone name="SE1"/>
	<bone name="SF1"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>

	<bone name="SA2"/>
	<bone name="SB2"/>
	<bone name="SC2"/>
	<bone name="SD2"/>
	<bone name="SE2"/>
	<bone name="SF2"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="SA3"/>
	<bone name="SB3"/>
	<bone name="SC3"/>
	<bone name="SD3"/>
	<bone name="SE3"/>
	<bone name="SF3"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="SA4"/>
	<bone name="SB4"/>
	<bone name="SC4"/>
	<bone name="SD4"/>
	<bone name="SE4"/>
	<bone name="SF4"/>

	<bone-default>
		<mass>0.7</mass>
		<inertia x="25" y="25" z="25" />
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1" />
			<origin x="0" y="0" z="0" />
		</centerOfMassTransform>
		<linearDamping>0.4</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0.1</friction>
		<!-- <gravity-factor>0.94</gravity-factor> -->
		<restitution>0.5</restitution>
	</bone-default>
	<bone-default>
		<margin-multiplier>10</margin-multiplier>
	</bone-default>
	
	<bone name="SA5"/>
	<bone name="SB5"/>
	<bone name="SC5"/>
	<bone name="SD5"/>
	<bone name="SE5"/>
	<bone name="SF5"/>
	

	<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="1.1" y="1.1" z="1.1" />

		<angularLowerLimit x="-0.16" y="-0.16" z="-0.24" />
		<angularUpperLimit x="1.08" y="1.08" z="1.08" />

		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness x="0" y="0" z="0"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint-default>
	
		<!-- Acce b -->
		<generic-constraint bodyA="AcR1" bodyB="AcR0"/>

	<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="1.1" y="1.1" z="1.1" />

		<angularLowerLimit x="-0.18" y="-0.16" z="-0.24" />
		<angularUpperLimit x="1.08" y="1.10" z="1.08" />

		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness 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="AcL1" bodyB="AcL0"/>


	<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="0.05" y="0.05" z="0.05" />

		<angularLowerLimit x="-0.04" y="-0.04" z="-0.08" />
		<angularUpperLimit x="0.08" y="0.08" z="0.08" />

		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness x="0" y="0" z="0"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint-default>

	    <!-- Brest -->
		<generic-constraint bodyA="BrR1" bodyB="BrR0"/>
		<generic-constraint bodyA="BrL1" bodyB="BrL0"/>

	  <!-- Skirt Front -->
		<generic-constraint bodyA="FrSa1" bodyB="FrS0"/>
		<generic-constraint bodyA="FrSa2" bodyB="FrSa1"/>
		<generic-constraint bodyA="FrSa3" bodyB="FrSa2"/>
		<generic-constraint bodyA="FrSa4" bodyB="FrSa3"/>
		<generic-constraint bodyA="FrSa5" bodyB="FrSa4"/>

		<generic-constraint bodyA="FrSb1" bodyB="FrS0"/>
		<generic-constraint bodyA="FrSb2" bodyB="FrSb1"/>
		<generic-constraint bodyA="FrSb3" bodyB="FrSb2"/>
		<generic-constraint bodyA="FrSb4" bodyB="FrSb3"/>
		<generic-constraint bodyA="FrSb5" bodyB="FrSb4"/>

	  <!-- Skirt -->
		<generic-constraint bodyA="SA1" bodyB="SA0"/>
		<generic-constraint bodyA="SA2" bodyB="SA1"/>
		<generic-constraint bodyA="SA3" bodyB="SA2"/>
		<generic-constraint bodyA="SA4" bodyB="SA3"/>
		<generic-constraint bodyA="SA5" bodyB="SA4"/>

		<generic-constraint bodyA="SB1" bodyB="SB0"/>
		<generic-constraint bodyA="SB2" bodyB="SB1"/>
		<generic-constraint bodyA="SB3" bodyB="SB2"/>
		<generic-constraint bodyA="SB4" bodyB="SB3"/>
		<generic-constraint bodyA="SB5" bodyB="SB4"/>

		<generic-constraint bodyA="SC1" bodyB="SC0"/>
		<generic-constraint bodyA="SC2" bodyB="SC1"/>
		<generic-constraint bodyA="SC3" bodyB="SC2"/>
		<generic-constraint bodyA="SC4" bodyB="SC3"/>
		<generic-constraint bodyA="SC5" bodyB="SC4"/>

		<generic-constraint bodyA="SD1" bodyB="SD0"/>
		<generic-constraint bodyA="SD2" bodyB="SD1"/>
		<generic-constraint bodyA="SD3" bodyB="SD2"/>
		<generic-constraint bodyA="SD4" bodyB="SD3"/>
		<generic-constraint bodyA="SD5" bodyB="SD4"/>

		<generic-constraint bodyA="SE1" bodyB="SE0"/>
		<generic-constraint bodyA="SE2" bodyB="SE1"/>
		<generic-constraint bodyA="SE3" bodyB="SE2"/>
		<generic-constraint bodyA="SE4" bodyB="SE3"/>
		<generic-constraint bodyA="SE5" bodyB="SE4"/>

		<generic-constraint bodyA="SF1" bodyB="SF0"/>
		<generic-constraint bodyA="SF2" bodyB="SF1"/>
		<generic-constraint bodyA="SF3" bodyB="SF2"/>
		<generic-constraint bodyA="SF4" bodyB="SF3"/>
		<generic-constraint bodyA="SF5" bodyB="SF4"/>
		
		
	<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="0.1" y="0.1" z="0.1" />

		<angularLowerLimit x="-0.04" y="-0.04" z="-0.08" />
		<angularUpperLimit x="0.08" y="0.08" z="0.08" />

		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness 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="S11" bodyB="S21"/>
        <generic-constraint bodyA="S12" bodyB="S22"/>
        <generic-constraint bodyA="S13" bodyB="S23"/>
        <generic-constraint bodyA="S14" bodyB="S24"/>
        <generic-constraint bodyA="S15" bodyB="S25"/>
 
		
	<per-triangle-shape name="">                                                                                                                                                        
		<margin>0.2</margin>
		<priority>100</priority>
		<prenetration>1</prenetration>
		<shared>private</shared>
		<tag>body</tag>
		<can-collide-with-tag>cloak</can-collide-with-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]">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]">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 Hand [LHnd]">1</weight-threshold>
		<weight-threshold bone="NPC R Hand [RHnd]">1</weight-threshold>
		<weight-threshold bone="NPC L Foot [Lft ]">0.3</weight-threshold>
		<weight-threshold bone="NPC R Foot [Rft ]">0.3</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 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 Pelvis [Pelv]">0.3</weight-threshold>
		<weight-threshold bone="NPC L Thigh [LThg]">0.3</weight-threshold>
		<weight-threshold bone="NPC R Thigh [RThg]">0.3</weight-threshold>
		<weight-threshold bone="NPC L Calf [LClf]">0.3</weight-threshold>
		<weight-threshold bone="NPC R Calf [RClf]">0.3</weight-threshold>
	</per-triangle-shape>
	
	<per-vertex-shape name="">		
		<margin>0.2</margin>
		<priority>1</priority>		
		<shared>private</shared>
		<tag>cloak</tag>
		<can-collide-with-tag>body</can-collide-with-tag>
		<can-collide-with-tag>ground</can-collide-with-tag>
		<no-collide-with-tag>cloakmat</no-collide-with-tag>

		<weight-threshold bone="NPC Pelvis [Pelv]">1</weight-threshold>
		<weight-threshold bone="NPC Spine [Spn0]">1</weight-threshold>
		<weight-threshold bone="NPC Spine1 [Spn1]">1</weight-threshold>
		
	    <weight-threshold bone="S11">0.5</weight-threshold>		
	    <weight-threshold bone="S12">0.3</weight-threshold>	
	    <weight-threshold bone="S13">0.5</weight-threshold>	
	    <weight-threshold bone="S14">0.3</weight-threshold>	
	    <weight-threshold bone="S15">0.5</weight-threshold>	
		
	    <weight-threshold bone="S21">0.5</weight-threshold>		
	    <weight-threshold bone="S22">0.3</weight-threshold>	
	    <weight-threshold bone="S23">0.5</weight-threshold>	
	    <weight-threshold bone="S24">0.3</weight-threshold>	
	    <weight-threshold bone="S25">0.5</weight-threshold>	

		</per-vertex-shape>	
	
	
</system>
		