cryptonat Posted February 6, 2020 Posted February 6, 2020 The breast on my character move stupidly. I'm not quite sure how to fix it the right way. List of current mods: Spoiler # Automatically generated by Vortex Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Special Edition Patch.esp SMIM-SE-Merged-All.esp ELFX - Exteriors.esp EnhancedLightsandFX.esp Immersive Sounds - Compendium.esp S3DTrees NextGenerationForests.esp ELFX - Weathers.esp dD - Enhanced Blood Main.esp SkyUI_SE.esp QuickLight.esp IcePenguinWorldMap.esp UIExtensions.esp AddItemMenuSE.esp RichMerchantsSkyrim_x10.esp UnreadBooksGlow.esp BarenziahQuestMarkers.esp RaceMenu.esp XPMSE.esp RaceMenuPlugin.esp Golden Rings Of Craft.esp BlinkSpell.esp HD Lods SSE.esp Enhanced Vanilla Trees SSE.esp FNIS.esp CBBE.esp RaceMenuMorphsCBBE.esp SkyTEST-RealisticAnimals&Predators.esp XB1PS4.esp 3PCO.esp Alternate Start - Live Another Life.esp Alternate Start -- New Beginnings.esp Immersive Citizens - AI Overhaul.esp Relationship Dialogue Overhaul.esp ELFXEnhancer.esp Immersive Citizens - ELFXEnhancer patch.esp Bashed Patch, 0.esp This is my CBBE.XML file: Spoiler <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> <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>1</mass> <inertia x="0.4" y="0.4" z="0.4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.85</angularDamping> <gravity-factor>1.1</gravity-factor> <friction>0.4</friction> <rollingFriction>0</rollingFriction> <restitution>0.1</restitution> </bone> <bone name="NPC R Breast"> <mass>1</mass> <inertia x="0.4" y="0.4" z="0.4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.85</angularDamping> <gravity-factor>1.1</gravity-factor> <friction>0.4</friction> <rollingFriction>0</rollingFriction> <restitution>0.1</restitution> </bone> <bone name="NPC L Breast01"> <mass>0.9</mass> <inertia x="0.6" y="0.6" z="0.6"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.5</angularDamping> <gravity-factor>1.1</gravity-factor> <friction>0.4</friction> <rollingFriction>0</rollingFriction> <restitution>0.1</restitution> </bone> <bone name="NPC R Breast01"> <mass>0.9</mass> <inertia x="0.6" y="0.6" z="0.6"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.5</angularDamping> <gravity-factor>1.1</gravity-factor> <friction>0.4</friction> <rollingFriction>0</rollingFriction> <restitution>0.1</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="-2" z="-8" /> <linearUpperLimit x="7" y="3" z="8" /> <angularLowerLimit x="-0.1" y="-0.4" z="-0.6" /> <angularUpperLimit x="0.1" y="0.4" z="0.6" /> <linearStiffness x="300" y="300" z="300"/> <angularStiffness x="300" y="300" z="300"/> <linearDamping x="1" y="1" z="1" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="-0.2" z="-5" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </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="-7" y="-2" z="-8" /> <linearUpperLimit x="5" y="3" z="8" /> <angularLowerLimit x="-0.1" y="-0.4" z="-0.6" /> <angularUpperLimit x="0.1" y="0.4" z="0.6" /> <linearStiffness x="300" y="300" z="300"/> <angularStiffness x="300" y="300" z="300"/> <linearDamping x="1" y="1" z="1" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="-0.2" z="-5" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC L Breast01" 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="-4" y="-2" z="-9" /> <linearUpperLimit x="6" y="3" z="10" /> <angularLowerLimit x="-0.1" y="-0.3" z="-0.4" /> <angularUpperLimit x="0.1" y="0.3" z="0.4" /> <linearStiffness x="300" y="300" z="300"/> <angularStiffness x="300" y="300" z="300"/> <linearDamping x="1" y="1" z="1" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="-0.2" z="-5"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Breast01" 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="-6" y="-2" z="-9" /> <linearUpperLimit x="4" y="3" z="10" /> <angularLowerLimit x="-0.1" y="-0.3" z="-0.4" /> <angularUpperLimit x="0.1" y="0.3" z="0.4" /> <linearStiffness x="300" y="300" z="300"/> <angularStiffness x="300" y="300" z="300"/> <linearDamping x="1" y="1" z="1" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="-0.2" z="-5" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <bone name="L Breast00"> <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="R Breast00"> <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="L Breast01"> <mass>0.8</mass> <inertia x="4" y="4" z="4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="2.5"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</angularDamping> <gravity-factor>1</gravity-factor> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> <margin-multiplier>1</margin-multiplier> </bone> <bone name="R Breast01"> <mass>0.8</mass> <inertia x="4" y="4" z="4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="2.5"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</angularDamping> <gravity-factor>1</gravity-factor> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> <margin-multiplier>1</margin-multiplier> </bone> <bone name="L Breast02"> <mass>0.6</mass> <inertia x="4" y="4" z="4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="2.5"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</angularDamping> <gravity-factor>1</gravity-factor> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> <margin-multiplier>1</margin-multiplier> </bone> <bone name="R Breast02"> <mass>0.6</mass> <inertia x="4" y="4" z="4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="2.5"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</angularDamping> <gravity-factor>1</gravity-factor> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> <margin-multiplier>1</margin-multiplier> </bone> <bone name="L Breast03"> <mass>0.1</mass> <inertia x="2" y="2" z="2"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0.4"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</angularDamping> <gravity-factor>1</gravity-factor> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> <margin-multiplier>1</margin-multiplier> </bone> <bone name="R Breast03"> <mass>0.1</mass> <inertia x="2" y="2" z="2"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0.4"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</angularDamping> <gravity-factor>1</gravity-factor> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> <margin-multiplier>1</margin-multiplier> </bone> <generic-constraint bodyA="L Breast01" bodyB="L Breast00"> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-1.0" y="-0.1" z="-5" /> <linearUpperLimit x="1.0" y="0.1" z="3" /> <angularLowerLimit x="-0.01" y="-0.02" z="-0.01" /> <angularUpperLimit x="0.01" y="0.02" z="0.01" /> <linearStiffness x="800" y="1600" z="1600"/> <angularStiffness x="400" y="400" z="400"/> <linearDamping x="8" y="12" z="8" /> <angularDamping x="4" y="4" z="4" /> <linearEquilibrium x="0" y="0" z="-3" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="L Breast02" bodyB="L Breast00"> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-2" y="-0.1" z="-5" /> <linearUpperLimit x="1" y="0.1" z="2" /> <angularLowerLimit x="-0.05" y="-0.05" z="-0.01" /> <angularUpperLimit x="0.05" y="0.05" z="0.01" /> <linearStiffness x="1200" y="2400" z="1600"/> <angularStiffness x="400" y="400" z="400"/> <linearDamping x="8" y="12" z="8" /> <angularDamping x="4" y="4" z="4" /> <linearEquilibrium x="0" y="0" z="-3" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="L Breast03" bodyB="L Breast02"> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.2" y="-0.2" z="-0.3" /> <linearUpperLimit x="0.2" y="0.5" z="0.3" /> <angularLowerLimit x="0" y="0" z="0" /> <angularUpperLimit x="0" y="0" z="0" /> <linearStiffness x="200" y="200" z="200"/> <angularStiffness x="100" y="100" z="100"/> <linearDamping x="2" y="2" z="2" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="0" z="-3" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="R Breast01" bodyB="R Breast00"> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-1.0" y="-0.1" z="-5" /> <linearUpperLimit x="1.0" y="0.1" z="3" /> <angularLowerLimit x="-0.03" y="-0.025" z="-0.01" /> <angularUpperLimit x="0.03" y="0.025" z="0.01" /> <linearStiffness x="800" y="1600" z="1600"/> <angularStiffness x="90" y="90" z="90"/> <linearDamping x="8" y="12" z="8" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="0" z="-3" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="R Breast02" bodyB="R Breast00"> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-2" y="-0.1" z="-5" /> <linearUpperLimit x="1" y="0.1" z="2" /> <angularLowerLimit x="-0.05" y="-0.05" z="-0.01" /> <angularUpperLimit x="0.05" y="0.05" z="0.01" /> <linearStiffness x="1200" y="2400" z="1600"/> <angularStiffness x="100" y="100" z="100"/> <linearDamping x="8" y="12" z="8" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="0" z="-3" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="R Breast03" bodyB="R Breast02"> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.2" y="-0.2" z="-0.3" /> <linearUpperLimit x="0.2" y="0.5" z="0.3" /> <angularLowerLimit x="0" y="0" z="0" /> <angularUpperLimit x="0" y="0" z="0" /> <linearStiffness x="200" y="200" z="200"/> <angularStiffness x="9" y="9" z="9"/> <linearDamping x="2" y="2" z="2" /> <angularDamping x="1" y="1" z="1" /> <linearEquilibrium x="0" y="0" z="-3" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <bone name="Belly"> <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>1</linearDamping> <angularDamping>1</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC Belly"> <mass>1</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="-1"/> </centerOfMassTransform> <linearDamping>0.7</linearDamping> <angularDamping>0.6</angularDamping> <friction>0.6</friction> <rollingFriction>0</rollingFriction> <restitution>0.2</restitution> </bone> <generic-constraint bodyA="NPC Belly" bodyB="Belly"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.1" y="-2" z="-3"/> <linearUpperLimit x="0.1" y="2" z="3"/> <angularLowerLimit x="0" y="-0.02" z="0"/> <angularUpperLimit x="0" y="0.02" z="0"/> <linearStiffness x="70" y="250" z="40"/> <angularStiffness x="3" y="3" z="3"/> <linearDamping x="2" y="30" z="2"/> <angularDamping x="2" y="2" z="2"/> <linearEquilibrium x="0" y="2.7" z="2"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </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>1</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="-1" y="0" z="3"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC R Butt"> <mass>1</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="1" y="0" z="3"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.9</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="-1" z="-9"/> <linearUpperLimit x="4" y="2" z="9"/> <angularLowerLimit x="-0.15" y="-0.1" z="-0.05"/> <angularUpperLimit x="0.15" y="0.1" z="0.05"/> <linearStiffness x="350" y="350" z="350"/> <angularStiffness x="10" y="10" z="10"/> <linearDamping x="6" y="6" z="6"/> <angularDamping x="3" y="3" z="3"/> <linearEquilibrium x="0" y="0" z="-4"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="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="-1" z="-9"/> <linearUpperLimit x="4" y="2" z="9"/> <angularLowerLimit x="-0.15" y="-0.1" z="-0.05"/> <angularUpperLimit x="0.15" y="0.1" z="0.05"/> <linearStiffness x="350" y="350" z="350"/> <angularStiffness x="10" y="10" z="10"/> <linearDamping x="6" y="6" z="6"/> <angularDamping x="3" y="3" z="3"/> <linearEquilibrium x="0" y="0" z="-4"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <bone name="NPC L Thigh [LThg]"> <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> <bone name="NPC L FrontThigh"> <mass>0.9</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="2" y="0" z="0" w="1"/> <origin x="0" y="0" z="4"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>1</angularDamping> <friction>0.8</friction> <rollingFriction>0</rollingFriction> <restitution>1</restitution> </bone> <bone name="NPC R Thigh [RThg]"> <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> <bone name="NPC R FrontThigh"> <mass>0.9</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="2" y="0" z="0" w="1"/> <origin x="0" y="0" z="4"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>1</angularDamping> <friction>0.8</friction> <rollingFriction>0</rollingFriction> <restitution>1</restitution> </bone> <bone name="NPC L RearThigh"> <mass>1</mass> <inertia x="4" y="4" z="4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="4"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>1</angularDamping> <friction>0.6</friction> <rollingFriction>0</rollingFriction> <margin-multiplier>0.2</margin-multiplier> <restitution>0.5</restitution> </bone> <bone name="NPC R RearThigh"> <mass>1</mass> <inertia x="4" y="4" z="4"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="4"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>1</angularDamping> <friction>0.6</friction> <rollingFriction>0</rollingFriction> <margin-multiplier>0.2</margin-multiplier> <restitution>0.5</restitution> </bone> <generic-constraint bodyA="NPC L FrontThigh" bodyB="NPC L Thigh [LThg]"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-3" y="0" z="-7"/> <linearUpperLimit x="3" y="0" z="7"/> <angularLowerLimit x="-0" y="-0" z="-0.0"/> <angularUpperLimit x="0" y="0" z="0.0"/> <linearStiffness x="800" y="800" z="800"/> <angularStiffness x="1000" y="100" z="10000"/> <linearDamping x="10" y="10" z="10"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="0" y="-1" z="-1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="1.2" y="1.2" z="1.2"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R FrontThigh" bodyB="NPC R Thigh [RThg]"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-3" y="0" z="-7"/> <linearUpperLimit x="3" y="0" z="7"/> <angularLowerLimit x="-0" y="-0" z="-0.0"/> <angularUpperLimit x="0" y="0" z="0.0"/> <linearStiffness x="800" y="800" z="800"/> <angularStiffness x="1000" y="100" z="10000"/> <linearDamping x="10" y="10" z="10"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="0" y="-1" z="-1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="1.2" y="1.2" z="1.2"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC L RearThigh" bodyB="NPC L Thigh [LThg]"> <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="0" z="-8"/> <linearUpperLimit x="4" y="0" z="8"/> <angularLowerLimit x="-0" y="-0" z="-0.0"/> <angularUpperLimit x="0" y="0" z="0.0"/> <linearStiffness x="1600" y="0" z="1200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="10" y="10" z="10"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="0.1" y="0.1" z="0.1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="1" y="1" z="1"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R RearThigh" bodyB="NPC R Thigh [RThg]"> <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="0" z="-8"/> <linearUpperLimit x="4" y="0" z="8"/> <angularLowerLimit x="-0" y="-0" z="-0.0"/> <angularUpperLimit x="0" y="0" z="0.0"/> <linearStiffness x="1600" y="0" z="1200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="10" y="10" z="10"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="0.1" y="0.1" z="0.1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="1" y="1" z="1"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint> <bone name="NPC L Pussy02"> <mass>0.03</mass> <inertia x="2" y="2" z="2"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.01</linearDamping> <angularDamping>1</angularDamping> <friction>0.6</friction> <gravity-factor>0</gravity-factor> <rollingFriction>0</rollingFriction> <restitution>0.1</restitution> <margin-multiplier>0.1</margin-multiplier> </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>0.1</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC R Pussy02"> <mass>0.03</mass> <inertia x="2" y="2" z="2"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.01</linearDamping> <angularDamping>1</angularDamping> <friction>0.6</friction> <gravity-factor>0</gravity-factor> <rollingFriction>0</rollingFriction> <restitution>0.1</restitution> <margin-multiplier>0.1</margin-multiplier> </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="3" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="1" y="3" z="0"/> <linearStiffness x="500" y="200" z="200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="10" y="20" z="999"/> <angularDamping x="999" y="999" z="999"/> <linearEquilibrium x="-2" 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="-3" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-1" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="500" y="200" z="200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="10" y="20" z="999"/> <angularDamping x="999" y="999" z="999"/> <linearEquilibrium x="2" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <per-triangle-shape name="CBBE"> <margin>0.1</margin> <penetration>0</penetration> <shared>public</shared> <tag>body</tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>hands</no-collide-with-tag> <no-collide-with-tag>feet</no-collide-with-tag> <no-collide-with-tag>arms</no-collide-with-tag> <no-collide-with-tag>legs</no-collide-with-tag> <no-collide-with-tag>Belly</no-collide-with-tag> <no-collide-with-tag>armscoll</no-collide-with-tag> <no-collide-with-tag>armscollisionM</no-collide-with-tag> <no-collide-with-tag>collisionThigh</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>MaleHands</no-collide-with-tag> <no-collide-with-tag>MaleFeet</no-collide-with-tag> <no-collide-with-tag>VirtualBreasts</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualVagina</no-collide-with-tag> <no-collide-with-tag>VirtualHands</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-bone>NPC L Pussy02</no-collide-with-bone> <no-collide-with-bone>NPC R Pussy02</no-collide-with-bone> <weight-threshold bone="NPC L Clavicle [LClv]">1</weight-threshold> <weight-threshold bone="NPC R Clavicle [RClv]">1</weight-threshold> <weight-threshold bone="NPC L Forearm [LLar]">1</weight-threshold> <weight-threshold bone="NPC R Forearm [RLar]">1</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 ]">1</weight-threshold> <weight-threshold bone="NPC R Foot [Rft ]">1</weight-threshold> <weight-threshold bone="NPC L UpperArm [LUar]">1</weight-threshold> <weight-threshold bone="NPC R UpperArm [RUar]">1</weight-threshold> <weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">1</weight-threshold> <weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">1</weight-threshold> <weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">1</weight-threshold> <weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">1</weight-threshold> <weight-threshold bone="NPC L Breast">1</weight-threshold> <weight-threshold bone="NPC R Breast">1</weight-threshold> <weight-threshold bone="NPC L Breast01">1</weight-threshold> <weight-threshold bone="NPC R Breast01">1</weight-threshold> <weight-threshold bone="L Breast01">1</weight-threshold> <weight-threshold bone="L Breast02">1</weight-threshold> <weight-threshold bone="L Breast03">1</weight-threshold> <weight-threshold bone="R Breast01">1</weight-threshold> <weight-threshold bone="R Breast02">1</weight-threshold> <weight-threshold bone="R Breast03">1</weight-threshold> <weight-threshold bone="NPC Spine [Spn0]">1</weight-threshold> <weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold> <weight-threshold bone="NPC Spine1 [Spn1]">0.3</weight-threshold> <weight-threshold bone="NPC Belly">0.3</weight-threshold> <weight-threshold bone="NPC Pelvis [Pelv]">0.1</weight-threshold> <weight-threshold bone="NPC R Butt">0.04</weight-threshold> <weight-threshold bone="NPC L Butt">0.04</weight-threshold> <weight-threshold bone="NPC L Thigh [LThg]">1</weight-threshold> <weight-threshold bone="NPC R Thigh [RThg]">1</weight-threshold> <weight-threshold bone="NPC L Calf [LClf]">1</weight-threshold> <weight-threshold bone="NPC R Calf [RClf]">1</weight-threshold> <weight-threshold bone="NPC R FrontThigh">1</weight-threshold> <weight-threshold bone="NPC L FrontThigh">1</weight-threshold> <weight-threshold bone="NPC R RearThigh">1</weight-threshold> <weight-threshold bone="NPC L RearThigh">1</weight-threshold> </per-triangle-shape> <per-triangle-shape name="VirtualGround"> <margin>0.2</margin> <penetration>0.75</penetration> <shared>internal</shared> <tag>VirtualGround</tag> <no-collide-with-tag>head</no-collide-with-tag> <no-collide-with-tag>feet</no-collide-with-tag> <no-collide-with-tag>hands</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-tag>VirtualVagina</no-collide-with-tag> <no-collide-with-tag>VirtualHands</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualBreasts"> <margin>0.02</margin> <penetration>0.01</penetration> <shared>public</shared> <tag>VirtualBreasts</tag> <no-collide-with-tag>body</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>Belly</no-collide-with-tag> <no-collide-with-tag>VirtualBreasts</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-tag>VirtualVagina</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualArms"> <margin>0.02</margin> <penetration>0.01</penetration> <shared>public</shared> <tag>VirtualArms</tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>head</no-collide-with-tag> <no-collide-with-tag>feet</no-collide-with-tag> <no-collide-with-tag>hands</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>Belly</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-tag>VirtualVagina</no-collide-with-tag> <no-collide-with-tag>VirtualHands</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualLegs"> <margin>0.001</margin> <penetration>0.0001</penetration> <shared>public</shared> <tag>VirtualLegs</tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>head</no-collide-with-tag> <no-collide-with-tag>feet</no-collide-with-tag> <no-collide-with-tag>hands</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>Belly</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-tag>VirtualVagina</no-collide-with-tag> <no-collide-with-tag>VirtualHands</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualHead"> <margin>0.1</margin> <penetration>0.02</penetration> <shared>public</shared> <tag>VirtualHead</tag> <no-collide-with-tag>butt</no-collide-with-tag> <no-collide-with-tag>Lbreast</no-collide-with-tag> <no-collide-with-tag>MaleBody</no-collide-with-tag> <no-collide-with-tag>Rbreast</no-collide-with-tag> <no-collide-with-tag>Belly</no-collide-with-tag> <no-collide-with-tag>armscoll</no-collide-with-tag> <no-collide-with-tag>armscollisionM</no-collide-with-tag> <no-collide-with-tag>collisionThigh</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualBreasts</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-tag>VirtualVagina</no-collide-with-tag> <no-collide-with-tag>VirtualHands</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualButt"> <margin>3</margin> <penetration>0.1</penetration> <shared>public</shared> <tag>VirtualButt</tag> <no-collide-with-tag>arms</no-collide-with-tag> <no-collide-with-tag>legs</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>belly</no-collide-with-tag> <no-collide-with-tag>butt</no-collide-with-tag> <no-collide-with-tag>pussy</no-collide-with-tag> <no-collide-with-tag>MaleBody</no-collide-with-tag> <no-collide-with-tag>MaleFeet</no-collide-with-tag> <no-collide-with-tag>shlong</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualBreasts</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualVagina"> <margin>0.1</margin> <penetration>0.1</penetration> <shared>public</shared> <tag>VirtualVagina</tag> <no-collide-with-tag>arms</no-collide-with-tag> <no-collide-with-tag>legs</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>body1</no-collide-with-tag> <no-collide-with-tag>belly</no-collide-with-tag> <no-collide-with-tag>butt</no-collide-with-tag> <no-collide-with-tag>pussy</no-collide-with-tag> <no-collide-with-tag>MaleBody</no-collide-with-tag> <no-collide-with-tag>MaleHands</no-collide-with-tag> <no-collide-with-tag>MaleFeet</no-collide-with-tag> <no-collide-with-tag>shlong</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualButt</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualBreasts</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualHands"> <margin>0.03</margin> <penetration>0.01</penetration> <shared>public</shared> <tag>VirtualHands</tag> <no-collide-with-tag>arms</no-collide-with-tag> <no-collide-with-tag>legs</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>body1</no-collide-with-tag> <no-collide-with-tag>belly</no-collide-with-tag> <no-collide-with-tag>butt</no-collide-with-tag> <no-collide-with-tag>pussy</no-collide-with-tag> <no-collide-with-tag>MaleBody</no-collide-with-tag> <no-collide-with-tag>MaleHands</no-collide-with-tag> <no-collide-with-tag>MaleFeet</no-collide-with-tag> <no-collide-with-tag>shlong</no-collide-with-tag> <no-collide-with-tag>VirtualArms</no-collide-with-tag> <no-collide-with-tag>VirtualLegs</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> <no-collide-with-tag>VirtualHead</no-collide-with-tag> <no-collide-with-tag>VirtualHands</no-collide-with-tag> <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 Hand [LHnd]">0.8</weight-threshold> <weight-threshold bone="NPC R Hand [RHnd]">0.8</weight-threshold> <weight-threshold bone="NPC R Finger00 [RF00]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger01 [RF01]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger02 [RF02]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger10 [RF10]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger11 [RF11]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger12 [RF12]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger20 [RF20]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger21 [RF21]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger22 [RF22]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger30 [RF30]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger31 [RF31]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger32 [RF32]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger40 [RF40]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger41 [RF41]">0.7</weight-threshold> <weight-threshold bone="NPC R Finger42 [RF42]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger00 [LF00]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger01 [LF01]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger02 [LF02]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger10 [LF10]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger11 [LF11]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger12 [LF12]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger20 [LF20]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger21 [LF21]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger22 [LF22]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger30 [LF30]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger31 [LF31]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger32 [LF32]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger40 [LF40]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger41 [LF41]">0.7</weight-threshold> <weight-threshold bone="NPC L Finger42 [LF42]">0.7</weight-threshold> <weight-threshold bone="NPC R UpperArm [RUar]">0.7</weight-threshold> <weight-threshold bone="NPC L UpperArm [LUar]">0.7</weight-threshold> </per-triangle-shape> </system> Here is a video of the issue. See how they collapse and generally just don't behave like the real thing?: So far, I've made sure I've properly generated the FNIS files. Applied CBBE with CBBE SMP. Used Body Slide to build all the meshes. Sure, I'm listing stuff not completely related, but a good troubleshooting 'ticket' should include enough information plus a little extra, just in case. Any suggestions to make them stop clipping weirdly and perform more realistically and less like jello?
Seijin8 Posted February 6, 2020 Posted February 6, 2020 Welcome to the community. Learn to use spoilers. Load order has little if anything to do with breast physics.
cryptonat Posted February 7, 2020 Author Posted February 7, 2020 I was able to fix it myself. However, I could not identify the exact cause. I removed Vortex and used MO2 instead. Exact same setup as I had in Vortex. Installed in the same ordered, organized in the same order, configured exactly the same. However when running MO2, it works fine. Probably an overwrite issue. (No thanks to Seijin8 for his snarky, unhelpful comment.)
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