<?xml version="1.0" encoding="utf-8"?>
<system>
	<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>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</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>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	<bone name="NPC L Breast">
		<mass>6.500000</mass>
		<inertia x="0.7" y="0.7" z="0.7"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="-2"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	<bone name="NPC R Breast">
		<mass>6.500000</mass>
		<inertia x="0.7" y="0.7" z="0.7"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="-2"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</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="-5" y="-8" z="-20"/>
		<linearUpperLimit x="5" y="8" z="20"/>
		<angularLowerLimit x="-0" y="-0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="800" y="800" z="800"/>
		<angularStiffness x="1096" y="1096" z="1096"/>
		<linearDamping x="16" y="16" z="16"/>
		<angularDamping x="14" y="14" z="14"/>
		<linearEquilibrium x="0" y="0" z="-3"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.6" y="0.2" z="0.6"/>
		<angularBounce x="0.6" y="0.6" z="0.6"/>
	</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="-5" y="-8" z="-20"/>
		<linearUpperLimit x="5" y="8" z="20"/>
		<angularLowerLimit x="-0" y="-0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="800" y="800" z="800"/>
		<angularStiffness x="1096" y="1096" z="1096"/>
		<linearDamping x="16" y="16" z="16"/>
		<angularDamping x="14" y="14" z="14"/>
		<linearEquilibrium x="0" y="0" z="-3"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.6" y="0.2" z="0.6"/>
		<angularBounce x="0.6" y="0.6" z="0.6"/>
	</generic-constraint>
	<bone name="NPC L PreButt">
		<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>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	<bone name="NPC R PreButt">
		<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>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	<bone name="NPC L Butt">
		<mass>6.000000</mass>
		<inertia x="0.3" y="0.3" z="0.3"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="-2"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	<bone name="NPC R Butt">
		<mass>6.000000</mass>
		<inertia x="0.3" y="0.3" z="0.3"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="-2"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	<generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-4" y="-7" z="-12"/>
		<linearUpperLimit x="5" y="7" z="9"/>
		<angularLowerLimit x="0.0" y="0.0" z="-0.2"/>
		<angularUpperLimit x="0.0" y="0.0" z="0.2"/>
		<linearStiffness x="700" y="700" z="700"/>
		<angularStiffness x="1096" y="1096" z="1096"/>
		<linearDamping x="15" y="15" z="15"/>
		<angularDamping x="15" y="15" z="15"/>
		<linearEquilibrium x="0" y="0" z="-3"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="1.0" y="1.0" z="1.0"/>
		<angularBounce x="1.0" y="1.0" z="1.0"/>
	</generic-constraint>
	<generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-4" y="-7" z="-12"/>
		<linearUpperLimit x="5" y="7" z="9"/>
		<angularLowerLimit x="0.0" y="0.0" z="-0.2"/>
		<angularUpperLimit x="0.0" y="0.0" z="0.2"/>
		<linearStiffness x="700" y="700" z="700"/>
		<angularStiffness x="1096" y="1096" z="1096"/>
		<linearDamping x="15" y="15" z="15"/>
		<angularDamping x="15" y="15" z="15"/>
		<linearEquilibrium x="0" y="0" z="-3"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="1.0" y="1.0" z="1.0"/>
		<angularBounce x="1.0" y="1.0" z="1.0"/>
	</generic-constraint>
	<bone name="NPC L Pussy02">
		<mass>0.10000</mass>
		<inertia x="10" y="10" z="10"/>
		<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>
	<bone name="NPC L Pussy01">
		<mass>0.00000</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>
	<bone name="NPC R Pussy02">
		<mass>0.10000</mass>
		<inertia x="10" y="10" z="10"/>
		<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>
	<bone name="NPC R Pussy01">
		<mass>0.00000</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>
	<generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01">
		<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="10" y="0" z="0"/>
		<angularLowerLimit x="0" y="0" z="0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="50" y="50" z="50"/>
		<angularStiffness x="10" y="10" z="10"/>
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="-5" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	<generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-10" y="0" z="0"/>
		<linearUpperLimit x="0" y="0" z="0"/>
		<angularLowerLimit x="0" y="0" z="0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="10" y="10" z="10"/>
		<angularStiffness x="10" y="10" z="10"/>
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="5" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	<per-triangle-shape name="CBBE">
		<margin>0.0</margin>
		<prenetration>0.2</prenetration>
		<tag>body</tag>
		<no-collide-with-tag>body</no-collide-with-tag>
		<no-collide-with-tag>Labia</no-collide-with-tag>
		<no-collide-with-tag>Genitals</no-collide-with-tag>
		<no-collide-with-tag>MaleBody</no-collide-with-tag>
		<no-collide-with-tag>Lbreast</no-collide-with-tag>
		<no-collide-with-tag>Rbreast</no-collide-with-tag>
		<no-collide-with-tag>Belly</no-collide-with-tag>
	</per-triangle-shape>
	<per-triangle-shape name="Labia">
		<shared>public</shared>
		<margin>0.0</margin>
		<prenetration>0.05</prenetration>
		<tag>Labia</tag>
		<no-collide-with-tag>Labia</no-collide-with-tag>
		<no-collide-with-tag>body</no-collide-with-tag>
		<no-collide-with-tag>Belly</no-collide-with-tag>
	</per-triangle-shape>
</system>
