<?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>4</margin>
		<prenetration>1</prenetration>
		<tag>ground</tag>
	</per-triangle-shape>
	
	<bone name="NPC Neck [Neck]"/>
	<bone name="NPC Head [Head]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="NPC Pelvis [Pelv]"/>
  
	<per-triangle-shape name="bd">
		<margin>0.1</margin>
		<prenetration>0.1</prenetration>
		<shared>private</shared>
		<tag>bd</tag>
		<can-collide-with-tag>haircap</can-collide-with-tag>
		<can-collide-with-tag>hairback</can-collide-with-tag>
 	 	<weight-threshold bone="NPC L Clavicle [LClv]">0.4</weight-threshold>
		<weight-threshold bone="NPC R Clavicle [RClv]">0.4</weight-threshold>
		<weight-threshold bone="NPC L Forearm [LLar]">0.4</weight-threshold>
		<weight-threshold bone="NPC R Forearm [RLar]">0.4</weight-threshold>
		<weight-threshold bone="NPC L ForearmTwist1 [LLt1]">0.4</weight-threshold>
		<weight-threshold bone="NPC R ForearmTwist1 [RLt1]">0.4</weight-threshold>
		<weight-threshold bone="NPC L ForearmTwist2 [LLt2]">0.4</weight-threshold>
		<weight-threshold bone="NPC R ForearmTwist2 [RLt2]">0.4</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]">0.4</weight-threshold>
		<weight-threshold bone="NPC R UpperArm [RUar]">0.4</weight-threshold>
		<weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">0.4</weight-threshold>
		<weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">0.4</weight-threshold>
		<weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">0.4</weight-threshold>
		<weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">0.4</weight-threshold>
		<weight-threshold bone="NPC L Breast">0.4</weight-threshold>
		<weight-threshold bone="NPC R Breast">0.4</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]">0.4</weight-threshold>
		<weight-threshold bone="NPC Spine2 [Spn2]">0.4</weight-threshold>
		<weight-threshold bone="NPC Spine1 [Spn1]">0.4</weight-threshold>
		<weight-threshold bone="NPC Belly">1</weight-threshold>
		<weight-threshold bone="NPC Pelvis [Pelv]">0.4</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]">0.4</weight-threshold>
		<weight-threshold bone="NPC R Thigh [RThg]">0.4</weight-threshold>
		<weight-threshold bone="NPC L Calf [LClf]">0.4</weight-threshold>
		<weight-threshold bone="NPC R Calf [RClf]">0.4</weight-threshold>
		 
	</per-triangle-shape>
	
	<per-triangle-shape name="head">
		<margin>0.1</margin>
		<prenetration>0.1</prenetration>
		<shared>private</shared>
		<tag>hd</tag>
		<can-collide-with-tag>haircap</can-collide-with-tag>
		<can-collide-with-tag>hairback</can-collide-with-tag>
	 	<weight-threshold bone="NPC Spine2 [Spn2]">0.6</weight-threshold>
		<weight-threshold bone="NPC Head [Head]">0.6</weight-threshold>
			
	</per-triangle-shape>
 
			<!-- HAir -->	

	<bone-default>
		<margin-multiplier>0.9</margin-multiplier>
	</bone-default>

	<bone name="MhairCAP L1  1"/>
	<bone name="MhairCAP L2  1"/>
	<bone name="MhairCAP L3  1"/>
	<bone name="MhairCAP R1  1"/>
	<bone name="MhairCAP R2  1"/>
	<bone name="MhairCAP R3  1"/>
  
	<bone name="HBone L1-1 1"/>
	<bone name="HBone R1-1 1"/>
	<bone name="HBone L2-1 1"/>
	<bone name="HBone R2-1 1"/>
	<bone name="HBone L1-2 1"/>
	<bone name="HBone R1-2 1"/>
	<bone name="HBone L2-2 1"/>
	<bone name="HBone R2-2 1"/>
	<bone name="HBone R2-3 1"/>
	<bone name="HBone L2-3 1"/>
	<bone name="HBone R1-3 1"/>
	<bone name="HBone L1-3 1"/>
	<bone name="HBone R1-4 1"/>
	<bone name="HBone L1-4 1"/>
	<bone name="HBone R2-4 1"/>
	<bone name="HBone L2-4 1"/>
	<bone name="HBone B1 1"/>

	<!-- CAPHairbones -->  
	
	<bone-default>
			<mass>50</mass>
		<inertia x="200" y="200" z="200"/>
		<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</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.4</restitution>
	</bone-default>
		
	<bone-default>
		<margin-multiplier>0.9</margin-multiplier>
	</bone-default>
	
	<bone name="MhairCAP L1  2"/>
	<bone name="MhairCAP L1  3"/>
	<bone name="MhairCAP L1  4"/>
	<bone name="MhairCAP L2  2"/>
	<bone name="MhairCAP L2  3"/>
	<bone name="MhairCAP L2  4"/>
	<bone name="MhairCAP L3  2"/>
	<bone name="MhairCAP L3  3"/>
	<bone name="MhairCAP L3  4"/>
	
	<bone name="MhairCAP R1  2"/>
	<bone name="MhairCAP R1  3"/>
	<bone name="MhairCAP R1  4"/>
	<bone name="MhairCAP R2  2"/>
	<bone name="MhairCAP R2  3"/>
	<bone name="MhairCAP R2  4"/>
	<bone name="MhairCAP R3  2"/>
	<bone name="MhairCAP R3  3"/>
	<bone name="MhairCAP R3  4"/>

	<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" y="-0.1" z="-0.1"/>
		<angularUpperLimit x="0" y="0.1" z="0.1"/>
		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness x="0" y="0" z="0"/>
		<linearDamping x="0" y="1" z="1"/>
		<angularDamping x="0" y="1" z="1"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
  </generic-constraint-default>
  
	<generic-constraint bodyA="MhairCAP L1  2" bodyB="MhairCAP L1  1"/>
	<generic-constraint bodyA="MhairCAP L1  3" bodyB="MhairCAP L1  2"/>
	<generic-constraint bodyA="MhairCAP L1  4" bodyB="MhairCAP L1  3"/>
	<generic-constraint bodyA="MhairCAP L2  2" bodyB="MhairCAP L2  1"/>
	<generic-constraint bodyA="MhairCAP L2  3" bodyB="MhairCAP L2  2"/>
	<generic-constraint bodyA="MhairCAP L2  4" bodyB="MhairCAP L2  3"/>
	<generic-constraint bodyA="MhairCAP L3  2" bodyB="MhairCAP L3  1"/>
	<generic-constraint bodyA="MhairCAP L3  3" bodyB="MhairCAP L3  2"/>
	<generic-constraint bodyA="MhairCAP L3  4" bodyB="MhairCAP L3  3"/>
	
	<generic-constraint bodyA="MhairCAP R1  2" bodyB="MhairCAP R1  1"/>
	<generic-constraint bodyA="MhairCAP R1  3" bodyB="MhairCAP R1  2"/>
	<generic-constraint bodyA="MhairCAP R1  4" bodyB="MhairCAP R1  3"/>
	<generic-constraint bodyA="MhairCAP R2  2" bodyB="MhairCAP R2  1"/>
	<generic-constraint bodyA="MhairCAP R2  3" bodyB="MhairCAP R2  2"/>
	<generic-constraint bodyA="MhairCAP R2  4" bodyB="MhairCAP R2  3"/>
	<generic-constraint bodyA="MhairCAP R3  2" bodyB="MhairCAP R3  1"/>
	<generic-constraint bodyA="MhairCAP R3  3" bodyB="MhairCAP R3  2"/>
	<generic-constraint bodyA="MhairCAP R3  4" bodyB="MhairCAP R3  3"/>
	
	
	<bone-default>
			<mass>50</mass>
		<inertia x="200" y="200" z="200"/>
		<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</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.4</restitution>
	</bone-default>
		
	<bone-default>
		<margin-multiplier>0.9</margin-multiplier>
	</bone-default>
		
	<bone name="HBone L1-1 2"/>
	<bone name="HBone L1-1 3"/>
	<bone name="HBone L1-1 4"/>
	<bone name="HBone L1-1 5"/>
	
	<bone name="HBone L1-2 2"/>
	<bone name="HBone L1-2 3"/>
	<bone name="HBone L1-2 4"/>
	<bone name="HBone L1-2 5"/>
	<bone name="HBone L1-2 6"/>
	
	<bone name="HBone L2-1 2"/>
	<bone name="HBone L2-1 3"/>
	<bone name="HBone L2-1 4"/>
	<bone name="HBone L2-1 5"/>
	<bone name="HBone L2-1 6"/>
		
	<bone name="HBone L2-2 2"/>
	<bone name="HBone L2-2 3"/>
	<bone name="HBone L2-2 4"/>
	<bone name="HBone L2-2 5"/>
	<bone name="HBone L2-2 6"/>
	
	<bone name="HBone R1-1 2"/>
	<bone name="HBone R1-1 3"/>
	<bone name="HBone R1-1 4"/>
	<bone name="HBone R1-1 5"/>
	
	<bone name="HBone R1-2 2"/>
	<bone name="HBone R1-2 3"/>
	<bone name="HBone R1-2 4"/>
	<bone name="HBone R1-2 5"/>
	<bone name="HBone R1-2 6"/>
	
	<bone name="HBone R2-1 2"/>
	<bone name="HBone R2-1 3"/>
	<bone name="HBone R2-1 4"/>
	<bone name="HBone R2-1 5"/>
	<bone name="HBone R2-1 6"/>
		
	<bone name="HBone R2-2 2"/>
	<bone name="HBone R2-2 3"/>
	<bone name="HBone R2-2 4"/>
	<bone name="HBone R2-2 5"/>
	<bone name="HBone R2-2 6"/>

		<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" y="-0.1" z="-0.1"/>
		<angularUpperLimit x="0" y="0.1" z="0.1"/>
		<linearStiffness x="0" y="1" z="1"/>
		<angularStiffness x="0" y="1" z="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>
  
	<generic-constraint bodyA="HBone L1-1 2" bodyB="HBone L1-1 1"/>
	<generic-constraint bodyA="HBone L1-1 3" bodyB="HBone L1-1 2"/>
	<generic-constraint bodyA="HBone L1-1 4" bodyB="HBone L1-1 3"/>
	<generic-constraint bodyA="HBone L1-1 5" bodyB="HBone L1-1 4"/>
	
	<generic-constraint bodyA="HBone L2-1 2" bodyB="HBone L2-1 1"/>
	<generic-constraint bodyA="HBone L2-1 3" bodyB="HBone L2-1 2"/>
	<generic-constraint bodyA="HBone L2-1 4" bodyB="HBone L2-1 3"/>
	<generic-constraint bodyA="HBone L2-1 5" bodyB="HBone L2-1 4"/>
	<generic-constraint bodyA="HBone L2-1 6" bodyB="HBone L2-1 5"/>	
	
	<generic-constraint bodyA="HBone L1-2 2" bodyB="HBone L1-2 1"/>
	<generic-constraint bodyA="HBone L1-2 3" bodyB="HBone L1-2 2"/>
	<generic-constraint bodyA="HBone L1-2 4" bodyB="HBone L1-2 3"/>
	<generic-constraint bodyA="HBone L1-2 5" bodyB="HBone L1-2 4"/>
	<generic-constraint bodyA="HBone L1-2 6" bodyB="HBone L1-2 5"/>

	<generic-constraint bodyA="HBone L2-2 2" bodyB="HBone L2-2 1"/>
	<generic-constraint bodyA="HBone L2-2 3" bodyB="HBone L2-2 2"/>
	<generic-constraint bodyA="HBone L2-2 4" bodyB="HBone L2-2 3"/>
	<generic-constraint bodyA="HBone L2-2 5" bodyB="HBone L2-2 4"/>
	<generic-constraint bodyA="HBone L2-2 6" bodyB="HBone L2-2 5"/>	
	
	<generic-constraint bodyA="HBone R1-1 2" bodyB="HBone R1-1 1"/>
	<generic-constraint bodyA="HBone R1-1 3" bodyB="HBone R1-1 2"/>
	<generic-constraint bodyA="HBone R1-1 4" bodyB="HBone R1-1 3"/>
	<generic-constraint bodyA="HBone R1-1 5" bodyB="HBone R1-1 4"/>
	
	<generic-constraint bodyA="HBone R2-1 2" bodyB="HBone R2-1 1"/>
	<generic-constraint bodyA="HBone R2-1 3" bodyB="HBone R2-1 2"/>
	<generic-constraint bodyA="HBone R2-1 4" bodyB="HBone R2-1 3"/>
	<generic-constraint bodyA="HBone R2-1 5" bodyB="HBone R2-1 4"/>
	<generic-constraint bodyA="HBone R2-1 6" bodyB="HBone R2-1 5"/>	
	
	<generic-constraint bodyA="HBone R1-2 2" bodyB="HBone R1-2 1"/>
	<generic-constraint bodyA="HBone R1-2 3" bodyB="HBone R1-2 2"/>
	<generic-constraint bodyA="HBone R1-2 4" bodyB="HBone R1-2 3"/>
	<generic-constraint bodyA="HBone R1-2 5" bodyB="HBone R1-2 4"/>
	<generic-constraint bodyA="HBone R1-2 6" bodyB="HBone R1-2 5"/>

	<generic-constraint bodyA="HBone R2-2 2" bodyB="HBone R2-2 1"/>
	<generic-constraint bodyA="HBone R2-2 3" bodyB="HBone R2-2 2"/>
	<generic-constraint bodyA="HBone R2-2 4" bodyB="HBone R2-2 3"/>
	<generic-constraint bodyA="HBone R2-2 5" bodyB="HBone R2-2 4"/>
	<generic-constraint bodyA="HBone R2-2 6" bodyB="HBone R2-2 5"/>	
	
	<!-- BACKHairbones  --> 	
	
	<bone-default>
			<mass>50</mass>
		<inertia x="200" y="200" z="200"/>
		<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</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.3</restitution>
	</bone-default>
	
	<bone-default>
		<margin-multiplier>0.9</margin-multiplier>
	</bone-default>
	
	<bone name="HBone L1-3 2"/>
	<bone name="HBone L1-3 3"/>
	<bone name="HBone L1-3 4"/>
	<bone name="HBone L1-3 5"/>
	<bone name="HBone L1-3 6"/>
	
	<bone name="HBone L1-4 2"/>
	<bone name="HBone L1-4 3"/>
	<bone name="HBone L1-4 4"/>
	<bone name="HBone L1-4 5"/>
	<bone name="HBone L1-4 6"/>

	<bone name="HBone L2-3 2"/>
	<bone name="HBone L2-3 3"/>
	<bone name="HBone L2-3 4"/>
	<bone name="HBone L2-3 5"/>
	<bone name="HBone L2-3 6"/>
	
	<bone name="HBone L2-4 2"/>
	<bone name="HBone L2-4 3"/>
	<bone name="HBone L2-4 4"/>
	<bone name="HBone L2-4 5"/>
	<bone name="HBone L2-4 6"/>
	<bone name="HBone L2-4 7"/>
	<bone name="HBone L2-4 8"/>
	
	<bone name="HBone B1 2"/>
	<bone name="HBone B1 3"/>
	<bone name="HBone B1 4"/>
	<bone name="HBone B1 5"/>
	<bone name="HBone B1 6"/>
	<bone name="HBone B1 7"/>
	<bone name="HBone B1 8"/>

	<bone name="HBone R1-3 2"/>
	<bone name="HBone R1-3 3"/>
	<bone name="HBone R1-3 4"/>
	<bone name="HBone R1-3 5"/>
	<bone name="HBone R1-3 6"/>
	
	<bone name="HBone R1-4 2"/>
	<bone name="HBone R1-4 3"/>
	<bone name="HBone R1-4 4"/>
	<bone name="HBone R1-4 5"/>
	<bone name="HBone R1-4 6"/>

	<bone name="HBone R2-3 2"/>
	<bone name="HBone R2-3 3"/>
	<bone name="HBone R2-3 4"/>
	<bone name="HBone R2-3 5"/>
	<bone name="HBone R2-3 6"/>
	
	<bone name="HBone R2-4 2"/>
	<bone name="HBone R2-4 3"/>
	<bone name="HBone R2-4 4"/>
	<bone name="HBone R2-4 5"/>
	<bone name="HBone R2-4 6"/>
	<bone name="HBone R2-4 7"/>
	<bone name="HBone R2-4 8"/>

	
	<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" y="-0.1" z="-0.1"/>
		<angularUpperLimit x="0" y="0.1" z="0.1"/>
		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness x="0" y="0" z="0"/>
		<linearDamping x="0" y="1" z="1"/>
		<angularDamping x="0" y="1" z="1"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
  </generic-constraint-default>
  
	<generic-constraint bodyA="HBone L1-3 2" bodyB="HBone L1-3 1"/>
	<generic-constraint bodyA="HBone L1-3 3" bodyB="HBone L1-3 2"/>
	<generic-constraint bodyA="HBone L1-3 4" bodyB="HBone L1-3 3"/>
	<generic-constraint bodyA="HBone L1-3 5" bodyB="HBone L1-3 4"/>
	<generic-constraint bodyA="HBone L1-3 6" bodyB="HBone L1-3 5"/>
	
	<generic-constraint bodyA="HBone L1-4 2" bodyB="HBone L1-4 1"/>
	<generic-constraint bodyA="HBone L1-4 3" bodyB="HBone L1-4 2"/>
	<generic-constraint bodyA="HBone L1-4 4" bodyB="HBone L1-4 3"/>
	<generic-constraint bodyA="HBone L1-4 5" bodyB="HBone L1-4 4"/>
	<generic-constraint bodyA="HBone L1-4 6" bodyB="HBone L1-4 5"/>
	
	<generic-constraint bodyA="HBone L2-3 2" bodyB="HBone L2-3 1"/>
	<generic-constraint bodyA="HBone L2-3 3" bodyB="HBone L2-3 2"/>
	<generic-constraint bodyA="HBone L2-3 4" bodyB="HBone L2-3 3"/>
	<generic-constraint bodyA="HBone L2-3 5" bodyB="HBone L2-3 4"/>
	<generic-constraint bodyA="HBone L2-3 6" bodyB="HBone L2-3 5"/>
	
	<generic-constraint bodyA="HBone L2-4 2" bodyB="HBone L2-4 1"/>
	<generic-constraint bodyA="HBone L2-4 3" bodyB="HBone L2-4 2"/>
	<generic-constraint bodyA="HBone L2-4 4" bodyB="HBone L2-4 3"/>
	<generic-constraint bodyA="HBone L2-4 5" bodyB="HBone L2-4 4"/>
	<generic-constraint bodyA="HBone L2-4 6" bodyB="HBone L2-4 5"/>
	<generic-constraint bodyA="HBone L2-4 7" bodyB="HBone L2-4 6"/>
	<generic-constraint bodyA="HBone L2-4 8" bodyB="HBone L2-4 7"/>

	<generic-constraint bodyA="HBone R1-3 2" bodyB="HBone R1-3 1"/>
	<generic-constraint bodyA="HBone R1-3 3" bodyB="HBone R1-3 2"/>
	<generic-constraint bodyA="HBone R1-3 4" bodyB="HBone R1-3 3"/>
	<generic-constraint bodyA="HBone R1-3 5" bodyB="HBone R1-3 4"/>
	<generic-constraint bodyA="HBone R1-3 6" bodyB="HBone R1-3 5"/>
	
	<generic-constraint bodyA="HBone R1-4 2" bodyB="HBone R1-4 1"/>
	<generic-constraint bodyA="HBone R1-4 3" bodyB="HBone R1-4 2"/>
	<generic-constraint bodyA="HBone R1-4 4" bodyB="HBone R1-4 3"/>
	<generic-constraint bodyA="HBone R1-4 5" bodyB="HBone R1-4 4"/>
	<generic-constraint bodyA="HBone R1-4 6" bodyB="HBone R1-4 5"/>
	
	<generic-constraint bodyA="HBone R2-3 2" bodyB="HBone R2-3 1"/>
	<generic-constraint bodyA="HBone R2-3 3" bodyB="HBone R2-3 2"/>
	<generic-constraint bodyA="HBone R2-3 4" bodyB="HBone R2-3 3"/>
	<generic-constraint bodyA="HBone R2-3 5" bodyB="HBone R2-3 4"/>
	<generic-constraint bodyA="HBone R2-3 6" bodyB="HBone R2-3 5"/>
	
	<generic-constraint bodyA="HBone R2-4 2" bodyB="HBone R2-4 1"/>
	<generic-constraint bodyA="HBone R2-4 3" bodyB="HBone R2-4 2"/>
	<generic-constraint bodyA="HBone R2-4 4" bodyB="HBone R2-4 3"/>
	<generic-constraint bodyA="HBone R2-4 5" bodyB="HBone R2-4 4"/>
	<generic-constraint bodyA="HBone R2-4 6" bodyB="HBone R2-4 5"/>
	<generic-constraint bodyA="HBone R2-4 7" bodyB="HBone R2-4 6"/>
	<generic-constraint bodyA="HBone R2-4 8" bodyB="HBone R2-4 7"/>
	
	<generic-constraint bodyA="HBone B1 2" bodyB="HBone B1 1"/>
	<generic-constraint bodyA="HBone B1 3" bodyB="HBone B1 2"/>
	<generic-constraint bodyA="HBone B1 4" bodyB="HBone B1 3"/>
	<generic-constraint bodyA="HBone B1 5" bodyB="HBone B1 4"/>
	<generic-constraint bodyA="HBone B1 6" bodyB="HBone B1 5"/>
	<generic-constraint bodyA="HBone B1 7" bodyB="HBone B1 6"/>
	<generic-constraint bodyA="HBone B1 8" bodyB="HBone B1 7"/>
	
	
  
	<per-vertex-shape name="MeridaHairCAPHDT">
	<margin>1</margin>
	<tag>haircap</tag>
	<shared>public</shared>
		<no-collide-with-tag>hairback</no-collide-with-tag>
		<no-collide-with-tag>haircap</no-collide-with-tag>
		<can-collide-with-tag>hd</can-collide-with-tag>
		<can-collide-with-tag>bd</can-collide-with-tag> 
		<can-collide-with-tag>ground</can-collide-with-tag>
		
	<weight-threshold bone="NPC Head [Head]">1</weight-threshold>
	
	<weight-threshold bone="MhairCAP L1  2">1</weight-threshold>
	<weight-threshold bone="MhairCAP L1  3">0.9</weight-threshold>
	<weight-threshold bone="MhairCAP L1  4">0.1</weight-threshold>
	
	<weight-threshold bone="MhairCAP L2  2">1</weight-threshold>
	<weight-threshold bone="MhairCAP L2  3">0.9</weight-threshold>
	<weight-threshold bone="MhairCAP L2  4">0.1</weight-threshold>
	
	<weight-threshold bone="MhairCAP L3  2">1</weight-threshold>
	<weight-threshold bone="MhairCAP L3  3">0.9</weight-threshold>
	<weight-threshold bone="MhairCAP L3  4">0.1</weight-threshold>
	
	<weight-threshold bone="MhairCAP R1  2">1</weight-threshold>
	<weight-threshold bone="MhairCAP L1  3">0.9</weight-threshold>
	<weight-threshold bone="MhairCAP L1  4">0.1</weight-threshold>
	
	<weight-threshold bone="MhairCAP R2  2">1</weight-threshold>
	<weight-threshold bone="MhairCAP L2  3">0.9</weight-threshold>
	<weight-threshold bone="MhairCAP L2  4">0.1</weight-threshold>
	
	<weight-threshold bone="MhairCAP R3  2">1</weight-threshold>
	<weight-threshold bone="MhairCAP L3  3">0.9</weight-threshold>
	<weight-threshold bone="MhairCAP L3  4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L1-1 2">1</weight-threshold>
	<weight-threshold bone="HBone L1-1 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L1-1 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L2-1 2">1</weight-threshold>
	<weight-threshold bone="HBone L2-1 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L2-1 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L1-2 2">1</weight-threshold>
	<weight-threshold bone="HBone L1-2 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L1-2 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L2-2 2">1</weight-threshold>
	<weight-threshold bone="HBone L2-2 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L2-2 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R1-1 2">1</weight-threshold>
	<weight-threshold bone="HBone R1-1 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R1-1 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R2-1 2">1</weight-threshold>
	<weight-threshold bone="HBone R2-1 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R2-1 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R1-2 2">1</weight-threshold>
	<weight-threshold bone="HBone R1-2 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R1-2 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R2-2 2">1</weight-threshold>
	<weight-threshold bone="HBone R2-2 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R2-2 4">0.1</weight-threshold>
	</per-vertex-shape>
	
	<per-vertex-shape name="MeridaHair">
	<margin>1</margin>
	<tag>hairback</tag>
	<shared>public</shared>
	 	<no-collide-with-tag>hairback</no-collide-with-tag>
		<no-collide-with-tag>haircap</no-collide-with-tag>
		<can-collide-with-tag>hd</can-collide-with-tag>
		<can-collide-with-tag>bd</can-collide-with-tag>
		<can-collide-with-tag>ground</can-collide-with-tag>
	
	<weight-threshold bone="NPC Head [Head]">1</weight-threshold>
	
	<weight-threshold bone="HBone B1 1 2">1</weight-threshold>
	<weight-threshold bone="HBone B1 1 3">0.9</weight-threshold>
	<weight-threshold bone="HBone B1 1 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R1-3 2">1</weight-threshold>
	<weight-threshold bone="HBone R1-3 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R1-3 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R1-4 2">1</weight-threshold>
	<weight-threshold bone="HBone R1-4 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R1-4 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R2-3 2">1</weight-threshold>
	<weight-threshold bone="HBone R2-3 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R2-3 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone R2-4 2">1</weight-threshold>
	<weight-threshold bone="HBone R2-4 3">0.9</weight-threshold>
	<weight-threshold bone="HBone R2-4 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L1-3 2">1</weight-threshold>
	<weight-threshold bone="HBone L1-3 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L1-3 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L1-4 2">1</weight-threshold>
	<weight-threshold bone="HBone L1-4 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L1-4 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L2-3 2">1</weight-threshold>
	<weight-threshold bone="HBone L2-3 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L2-3 4">0.1</weight-threshold>
	
	<weight-threshold bone="HBone L2-4 2">1</weight-threshold>
	<weight-threshold bone="HBone L2-4 3">0.9</weight-threshold>
	<weight-threshold bone="HBone L2-4 4">0.1</weight-threshold>
	</per-vertex-shape>
	

</system>