<?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="R00"/>
    <bone name="L00"/>


	<bone-default>
		<mass>1.50</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>1.3</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="R10"/>

	<bone-default>
		<mass>1.50</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>1.0</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="L10"/>

	<bone-default>
		<mass>1.50</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>1.0</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="R11"/>

	<bone-default>
		<mass>1.50</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>1.0</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="L11"/>


	<bone-default>
		<mass>1.00</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>1.3</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="R20"/>

	<bone-default>
		<mass>1.00</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>1.3</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="L20"/>

	<bone-default>
		<mass>1.00</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>1.3</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="R30"/>

	<bone-default>
		<mass>1.00</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>1.3</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="L30"/>
	

	<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="-0.5" y="0" z="-0.5" />
		<angularUpperLimit x="0.5" y="0.2" z="0.5" />
		<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="R10" bodyB="R00"/>
		<generic-constraint bodyA="R11" bodyB="R10"/>
		<generic-constraint bodyA="R20" bodyB="R00"/>
		<generic-constraint bodyA="R30" bodyB="R00"/>
		<generic-constraint bodyA="L10" bodyB="L00"/>
		<generic-constraint bodyA="L11" bodyB="L10"/>
		<generic-constraint bodyA="L20" bodyB="L00"/>
		<generic-constraint bodyA="L30" bodyB="L00"/>


		
	<per-triangle-shape name="Fbody">
		<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="Himo"> 
		<margin>20</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>Himo</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 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 Pelvis [Pelv]">1</weight-threshold>
		
	    <weight-threshold bone="R10">0.5</weight-threshold>		
	    <weight-threshold bone="R11">0.3</weight-threshold>	
	    <weight-threshold bone="R20">0.5</weight-threshold>	
	    <weight-threshold bone="R30">0.3</weight-threshold>	
	    <weight-threshold bone="L10">0.5</weight-threshold>	
	    <weight-threshold bone="L11">0.3</weight-threshold>	
	    <weight-threshold bone="L20">0.5</weight-threshold>	
	    <weight-threshold bone="L30">0.5</weight-threshold>	    
		</per-vertex-shape>	
	
	
</system>
		