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[SOLVED] SMP Male genital error + BaseShape


Dorabella

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As the title suggests, I have a problem in SMP . The HDTSKinnedMeshesPhysics , says the HDTSkinnedMeshesConfig Male Genitals , has an unexpected ending error. This appears to be a compilation error . The related files were already compiled . No changes were made

 

Below I report the reported error and the MaleGenitals

 

HdtSkinnedMeshesPhysics

 

Spoiler

[Sun Oct  3 02:48:42 2021]ERROR: SKSE\Plugins\hdtSkinnedMeshConfigs\MaleGenitals.xml(134,0):
xml parse error - Unexpected end tag.

 

 

MaleGenitals

 

Spoiler

<?xml version="1.0" encoding="UTF-8"?>
<system>
    <bone name="NPC Genitals01 [Gen01]">
        <mass>0</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</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>
    <bone name="NPC Genitals02 [Gen02]">
        <mass>0</mass>
        <inertia x="3" y="3" z="3"/>
        <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 Genitals03 [Gen03]">
        <mass>0</mass>
        <inertia x="4" y="4" z="4"/>
        <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 Genitals04 [Gen04]">
        <mass>0</mass>
        <inertia x="4" y="4" z="4"/>
        <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 Genitals05 [Gen05]">
        <mass>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</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>
    <bone name="NPC Genitals06 [Gen06]">
        <mass>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</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>
    <bone name="NPC GenitalsBase [GenBase]">
        <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 GenitalsScrotum [GenScrot]">
        <mass>0.1000</mass>
        <inertia x="1" y="1" z="1"/>
        <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 GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1" y="-1" z="-1"/>
        <linearUpperLimit x="1" y="1" z="1"/>
        <angularLowerLimit x="-0.8" y="-0.1" z="0"/>
        <angularUpperLimit x="0.8" y="0.1" z="0"/>
        <linearStiffness x="50" y="50" z="90"/>
        <angularStiffness x="40" y="40" z="40"/>
        <linearDamping x="2" y="2" z="2"/>
        <angularDamping x="3" y="3" z="3"/>
        <linearEquilibrium x="0" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    <per-triangle-shape name="MaleGenitals">
        <margin>0.4</margin>                    
    <penetration>0.4</penetration>
    <shared>public</shared>
    <tag>schlong</tag>
    <no-collide-with-tag>schlong</no-collide-with-tag>
    <no-collide-with-tag>MaleBody</no-collide-with-tag>
    <weight-threshold bone="NPC GenitalsScrotum [GenScrot]">0.5</weight-threshold>
    <weight-threshold bone="NPC GenitalsBase [GenBase]">1.0</weight-threshold>

</system>
 

 

 

 

I also add that the BaseShape file has many compilation errors that are easily solved . Just replace the comma with the point . 

 

At the end of the process, HDTSkinnedMeshesPhysicis, tells me that BaseShape.xml is free of NiGeometry

 

HdtSkinnedMeshesPhysics

 

Spoiler

[Sun Oct  3 11:42:47 2021]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\BaseShape.xml(1441,0):
body_breast is not a NiGeomery or doesn't exist, skipped
[Sun Oct  3 11:42:47 2021]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\BaseShape.xml(1495,0):
body_leg is not a NiGeomery or doesn't exist, skipped
[Sun Oct  3 11:42:47 2021]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\BaseShape.xml(1539,0):
body_arm is not a NiGeomery or doesn't exist, skipped
[Sun Oct  3 11:42:47 2021]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\BaseShape.xml(1577,0):
body_belly is not a NiGeomery or doesn't exist, skipped
[Sun Oct  3 11:42:47 2021]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\BaseShape.xml(1624,0):
body_head is not a NiGeomery or doesn't exist, skipped
 

 

 

BaseShape

 

Spoiler

<?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>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>
  
   <!-- 三段胸骨骼 -->
  <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>5</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>0.55</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.5</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
    </bone>

    <bone name="R Breast01">
        <mass>5</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>0.55</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.5</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
    </bone>

    <bone name="L Breast02">
        <mass>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" />
        </centerOfMassTransform>
        <linearDamping>0.65</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.3</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
    </bone>

    <bone name="R Breast02">
        <mass>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" />
        </centerOfMassTransform>
        <linearDamping>0.65</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.3</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
    </bone>
    
    <bone name="L Breast03">
        <mass>0.2</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>0.7</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.2</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.8</restitution>
    </bone>

    <bone name="R Breast03">
        <mass>0.2</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>0.7</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.2</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.8</restitution>
    </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="-2" y="-0.2" z="-6" />
        <linearUpperLimit x="1" y="0.7" z="3" />
        <angularLowerLimit x="-0.05" y="0" z="-0.05" />
        <angularUpperLimit x="0.05" y="0" z="0.1" />
        <linearStiffness x="900" y="900" z="1200"/>
        <angularStiffness x="900" y="0" z="900"/>
        <linearDamping x="2" y="2" z="20" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-2.5" />
        <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="L Breast02" bodyB="L Breast01">
    <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="-0.2" z="-5" />
        <linearUpperLimit x="1" y="1" z="3" />
        <angularLowerLimit x="-0.5" y="-0.02" z="-0.3" />
        <angularUpperLimit x="0.1" y="0.0" z="0.3" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="1000"/>
        <linearDamping x="0.3" y="2" z="5" />
        <angularDamping x="2" y="2" z="100" />
        <linearEquilibrium x="0" y="0" z="-2.3" />
        <angularEquilibrium 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="-1" y="-0.5" z="-2" />
        <linearUpperLimit x="1" y="1.2" z="2" />
        <angularLowerLimit x="-0.1" y="-0.02" z="-0.05" />
        <angularUpperLimit x="0.1" y="0.02" z="0.05" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.5" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
  
  
  <generic-constraint bodyA="L Breast03" bodyB="L Breast01">
   <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="-0.2" z="-3" />
        <linearUpperLimit x="2" y="2" z="3" />
        <angularLowerLimit x="-0.1" y="-0.05" z="-0.1" />
        <angularUpperLimit x="0.2" y="0.05" z="0.05" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.8" />
        <angularEquilibrium 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" y="-0.2" z="-6" />
        <linearUpperLimit x="2" y="0.7" z="3" />
        <angularLowerLimit x="-0.05" y="0" z="-0.1" />
        <angularUpperLimit x="0.05" y="0" z="0.05" />
        <linearStiffness x="900" y="900" z="1200"/>
        <angularStiffness x="900" y="0" z="900"/>
        <linearDamping x="2" y="2" z="20" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-2.5" />
        <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="R Breast02" bodyB="R Breast01">
    <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
     <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1" y="-0.2" z="-5" />
        <linearUpperLimit x="2" y="1" z="3" />
        <angularLowerLimit x="-0.5" y="-0.02" z="-0.3" />
        <angularUpperLimit x="0.1" y="0.02" z="0.3" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="1000"/>
        <linearDamping x="0.3" y="2" z="5" />
        <angularDamping x="2" y="2" z="100" />
        <linearEquilibrium x="0" y="0" z="-2.3" />
        <angularEquilibrium 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="-1" y="-0.5" z="-2" />
        <linearUpperLimit x="1" y="1.2" z="2" />
        <angularLowerLimit x="-0.1" y="-0.02" z="-0.05" />
        <angularUpperLimit x="0.1" y="0.02" z="0.05" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.5" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
  
  
  <generic-constraint bodyA="R Breast03" bodyB="R Breast01">
    <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="-0.2" z="-3" />
        <linearUpperLimit x="2" y="2" z="3" />
        <angularLowerLimit x="-0.1" y="-0.05" z="-0.05" />
        <angularUpperLimit x="0.2" y="0.05" z="0.1" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.8" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
 

  <!-- 三段胸骨骼 -->
    
    <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="-3" z="-5"/>
        <linearUpperLimit x="0.1" y="2" z="5"/>
        <angularLowerLimit x="0" y="-0.0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="70" y="250" z="90"/>
        <angularStiffness x="3" y="3" z="3"/>
        <linearDamping x="2" y="30" z="0.5"/>
        <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="500" y="500" z="500"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="-1" y="0" z="3"/>
        </centerOfMassTransform>
        <linearDamping>0.7</linearDamping>
        <angularDamping>0.5</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <gravity-factor>1</gravity-factor>
        <restitution>0</restitution>
    </bone>
    
    <bone name="NPC R Butt">
        <mass>1</mass>
        <inertia x="500" y="500" z="500"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="1" y="0" z="3"/>
        </centerOfMassTransform>
        <linearDamping>0.7</linearDamping>
        <angularDamping>0.5</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <gravity-factor>1</gravity-factor>
        <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="0.3" z="9"/>
        <angularLowerLimit x="-0.5" y="-0.1" z="-0.3"/>
        <angularUpperLimit x="0.5" y="0.1" z="0.5"/>
        <linearStiffness x="450" y="450" z="450"/>
        <angularStiffness x="1000" y="1000" z="1000"/>
        <linearDamping x="0.1" y="0.1" z="0.1"/>
        <angularDamping x="10" y="10" z="10"/>
        <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="0.3" z="9"/>
        <angularLowerLimit x="-0.5" y="-0.1" z="-0.5"/>
        <angularUpperLimit x="0.5" y="0.1" z="0.3"/>
        <linearStiffness x="450" y="450" z="450"/>
        <angularStiffness x="1000" y="1000" z="1000"/>
        <linearDamping x="0.1" y="0.1" z="0.1"/>
        <angularDamping x="10" y="10" z="10"/>
        <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="50" y="50" z="50"/>
        <centerOfMassTransform>
            <basis x="2" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="4"/>
        </centerOfMassTransform>
        <linearDamping>0.8</linearDamping>
        <angularDamping>0.4</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="50" y="50" z="50"/>
        <centerOfMassTransform>
            <basis x="2" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="4"/>
        </centerOfMassTransform>
        <linearDamping>0.8</linearDamping>
        <angularDamping>0.4</angularDamping>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>1</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="400" y="400" z="400"/>
        <angularStiffness x="1000" y="100" z="10000"/>
        <linearDamping x="0.3" y="0.3" z="0.3"/>
        <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="400" y="400" z="400"/>
        <angularStiffness x="1000" y="100" z="10000"/>
        <linearDamping x="0.3" y="0.3" z="0.3"/>
        <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>
    
    
    

        <bone name="NPC L RearThigh">
        <mass>1</mass>
        <inertia x="40" y="40" z="40"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.6</linearDamping>
        <angularDamping>0.4</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="40" y="40" z="40"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.6</linearDamping>
        <angularDamping>0.4</angularDamping>
        <friction>0.6</friction>
        <rollingFriction>0</rollingFriction>
        <margin-multiplier>0.2</margin-multiplier>
        <restitution>0.5</restitution>
        </bone>

        <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="-15" y="-6" z="-18"/>
        <linearUpperLimit x="15" y="1.5" z="18"/>
        <angularLowerLimit x="0" y="-0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="400" y="0" z="500"/>
        <angularStiffness x="400" y="700" z="400"/>
        <linearDamping x="0.041" y="0.021" z="0.041"/>
        <angularDamping x="0.3" y="0.3" z="0.3"/>
        <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="-15" y="-6" z="-18"/>
        <linearUpperLimit x="15" y="1.5" z="18"/>
        <angularLowerLimit x="0" y="-0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="400" y="0" z="500"/>
        <angularStiffness x="400" y="700" z="400"/>
        <linearDamping x="0.041" y="0.021" z="0.041"/>
        <angularDamping x="0.3" y="0.3" z="0.3"/>
        <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 Calf [LClf]">
        <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 RearCalf [LrClf]">
        <mass>0.8</mass>
        <inertia x="7" y="7" z="7"/>
        <centerOfMassTransform>
            <basis x="2" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="1"/>
        </centerOfMassTransform>
        <linearDamping>0.5</linearDamping>
        <angularDamping>0.8</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        </bone>

        <bone name="NPC R Calf [RClf]">
        <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 RearCalf [RrClf]">
        <mass>0.8</mass>
        <inertia x="7" y="7" z="7"/>
        <centerOfMassTransform>
            <basis x="2" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="1"/>
        </centerOfMassTransform>
        <linearDamping>0.5</linearDamping>
        <angularDamping>0.8</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        </bone>

        <generic-constraint bodyA="NPC L RearCalf [LrClf]" bodyB="NPC L Calf [LClf]">
        <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="-0.1"/>
        <linearUpperLimit x="3" y="0" z="0.1"/>
        <angularLowerLimit x="-0" y="-0" z="-0.0"/>
        <angularUpperLimit x="0" y="0" z="0.0"/>
        <linearStiffness x="400" y="400" z="400"/>
        <angularStiffness x="1000" y="100" z="10000"/>
        <linearDamping x="1" y="0" z="2"/>
        <angularDamping x="0" y="0" z="1"/>
        <linearEquilibrium x="0" y="0" z="0"/>
        <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 RearCalf [RrClf]" bodyB="NPC R Calf [RClf]">
        <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="-0.1"/>
        <linearUpperLimit x="3" y="0" z="0.1"/>
        <angularLowerLimit x="-0" y="-0" z="-0.0"/>
        <angularUpperLimit x="0" y="0" z="0.0"/>
        <linearStiffness x="400" y="400" z="400"/>
        <angularStiffness x="1000" y="100" z="10000"/>
        <linearDamping x="1" y="0" z="2"/>
        <angularDamping x="0" y="0" z="0"/>
        <linearEquilibrium x="0" y="0" z="1"/>
        <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="Clitoral1">
        <mass>0.01</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>0.1</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
        <gravity-factor>0.5</gravity-factor>
        <margin-multiplier>0.1</margin-multiplier>
    </bone>

    <bone name="Clitoral">
        <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="Clitoral1" bodyB="Clitoral">
        <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="-4" z="-0"/>
        <linearUpperLimit x="0" y="-3" z="0"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="500" y="50" z="200"/>            
        <angularStiffness x="500" y="500" z="500"/>        
        <linearDamping x="999" y="2" z="999"/>
        <angularDamping x="999" y="999" z="999"/>
        <linearEquilibrium x="0" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
    <bone name="VaginaB1">
        <mass>0.01</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>0.1</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.6</friction>
        <gravity-factor>0.5</gravity-factor>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
        <margin-multiplier>0.1</margin-multiplier>
    </bone>

    <bone name="VaginaB">
        <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="VaginaB1" bodyB="VaginaB">
        <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="2.6" z="0"/>
        <linearUpperLimit x="0" y="5" z="0"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="500" y="50" z="200"/>            
        <angularStiffness x="500" y="500" z="500"/>        
        <linearDamping x="999" y="2" z="999"/>
        <angularDamping x="999" y="999" z="999"/>
        <linearEquilibrium x="-0" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
    <bone name="VaginaDeep1">
        <mass>0.01</mass>
        <inertia x="7" y="7" z="7"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.1</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.6</friction>
        <gravity-factor>0.5</gravity-factor>
        <rollingFriction>1</rollingFriction>
        <restitution>0.5</restitution>
        <margin-multiplier>0.2</margin-multiplier>
    </bone>

    <bone name="VaginaDeep">
        <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="VaginaDeep1" bodyB="VaginaDeep">
        <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="-4" z="-3"/>
        <linearUpperLimit x="0" y="18" z="3"/>
        <angularLowerLimit x="0" y="-0.2" z="-0.2"/>
        <angularUpperLimit x="0" y="0.2" z="0.2"/>
        <linearStiffness x="60" y="60" z="60"/>            
        <angularStiffness x="100" y="100" z="100"/>        
        <linearDamping x="2" y="2" z="2"/>
        <angularDamping x="9" y="0.7" z="0.7"/>
        <linearEquilibrium x="0" y="0" z="0"/>
        <angularEquilibrium 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>0.5</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>0.5</gravity-factor>
        <rollingFriction>0</rollingFriction>
        <restitution>01</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="4.2" y="0" z="0"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="50" y="200" z="200"/>            
        <angularStiffness x="500" y="500" z="500"/>        
        <linearDamping x="2" y="999" z="999"/>
        <angularDamping x="999" y="999" z="999"/>
        <linearEquilibrium x="0" 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="-4.2" 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="50" y="200" z="200"/>            
        <angularStiffness x="500" y="500" z="500"/>        
        <linearDamping x="2" y="999" z="999"/>
        <angularDamping x="999" y="999" z="999"/>
        <linearEquilibrium x="0" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
    

    <bone name="NPC LT Anus2">
        <mass>0.01</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>0.5</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
        <gravity-factor>0</gravity-factor>
        <margin-multiplier>0.25</margin-multiplier>
    </bone>

    <bone name="NPC LT Anus1">
        <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 LT Anus2" bodyB="NPC LT Anus1">
        <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="-0.3"/>
        <linearUpperLimit x="10" y="0" z="0.3"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="70" y="500" z="200"/>                
        <angularStiffness x="800" y="800" z="800"/>        
        <linearDamping x="2" y="9999" z="2"/>
        <angularDamping x="9999" y="9999" z="9999"/>
        <linearEquilibrium x="2" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
    <bone name="NPC RT Anus2">
        <mass>0.01</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>0.5</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.8</friction>
        <gravity-factor>0</gravity-factor>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
        <margin-multiplier>0.25</margin-multiplier>
    </bone>

    <bone name="NPC RT Anus1">
        <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 RT Anus2" bodyB="NPC RT Anus1">
        <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="-0.3"/>
        <linearUpperLimit x="-1" y="0" z="0.3"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="70" y="500" z="200"/>                
        <angularStiffness x="800" y="800" z="800"/>            
        <linearDamping x="2" y="9999" z="2"/>
        <angularDamping x="9999" y="9999" z="9999"/>
        <linearEquilibrium x="-1" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
    <bone name="NPC Anus Deep2">
        <mass>0.01</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>0.5</linearDamping>
        <angularDamping>1</angularDamping>
        <gravity-factor>0</gravity-factor>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.5</restitution>
    </bone>

    <bone name="NPC Anus Deep1">
        <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 Anus Deep2" bodyB="NPC Anus Deep1">
        <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="-1" z="-1"/>
        <linearUpperLimit x="0" y="1" z="10"/>
        <angularLowerLimit x="0" y="-0.2" z="0"/>
        <angularUpperLimit x="0" y="0.2" z="0"/>
        <linearStiffness x="70" y="200" z="200"/>                
        <angularStiffness x="800" y="300" z="800"/>            
        <linearDamping x="2" y="2" z="2"/>
        <angularDamping x="9999" y="0.3" z="9999"/>
        <linearEquilibrium x="0" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
    <bone name="NPC LB Anus2">
        <mass>0.01</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>0.5</linearDamping>
        <angularDamping>1</angularDamping>
        <gravity-factor>0</gravity-factor>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
        <margin-multiplier>0.25</margin-multiplier>
        
    </bone>

    <bone name="NPC LB Anus1">
        <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 RB Anus2">
        <mass>0.01</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>0.5</linearDamping>
        <angularDamping>1</angularDamping>
        <gravity-factor>0</gravity-factor>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
        <margin-multiplier>0.25</margin-multiplier>
        
    </bone>

    <bone name="NPC RB Anus1">
        <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 RB Anus2" bodyB="NPC RB Anus1">
        <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="-0.3"/>
        <linearUpperLimit x="0" y="9" z="0.3"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="500" y="80" z="200"/>            
        <angularStiffness x="800" y="800" z="800"/>        
        <linearDamping x="999" y="2" z="2"/>
        <angularDamping x="9999" y="9999" z="9999"/>
        <linearEquilibrium x="0" y="-5" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC LB Anus2" bodyB="NPC LB Anus1">
        <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="-9" z="-0.3"/>
        <linearUpperLimit x="0" y="-0" z="0.3"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="500" y="80" z="200"/>            
        <angularStiffness x="800" y="800" z="800"/>        
        <linearDamping x="999" y="2" z="2"/>
        <angularDamping x="9999" y="9999" z="9999"/>
        <linearEquilibrium x="0" y="5" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
    
    
         <per-triangle-shape name="UUNPVaginaN">
        <margin>0.2</margin>                    
        <penetration>0.2</penetration>
        <shared>public</shared>
        <tag>body</tag>
        <!-- no-collide-with-tag>Genitals</no-collide-with-tag> -->
        <no-collide-with-tag>penis</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>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>
        <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]">1</weight-threshold>
        <weight-threshold bone="NPC Belly">1</weight-threshold>
        <weight-threshold bone="NPC Pelvis [Pelv]">0.869</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 L Pussy02">0.16</weight-threshold>
        <weight-threshold bone="NPC R Pussy02">0.16</weight-threshold>
        <weight-threshold bone="Clitoral1">0.16</weight-threshold>
        <weight-threshold bone="VaginaB1">0.16</weight-threshold>
        <weight-threshold bone="VaginaDeep1">0.1</weight-threshold>        
        <weight-threshold bone="NPC RB Anus2">0.18</weight-threshold>
        <weight-threshold bone="NPC LB Anus2">0.18</weight-threshold>
        <weight-threshold bone="NPC RT Anus2">0.18</weight-threshold>
        <weight-threshold bone="NPC LT Anus2">0.18</weight-threshold>
        <weight-threshold bone="NPC Anus Deep2">0.1</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>
        <weight-threshold bone="NPC L RearCalf [LrClf]">1</weight-threshold>
        <weight-threshold bone="NPC R RearCalf [RrClf]">1</weight-threshold> -->
        </per-triangle-shape>    
        
        <per-triangle-shape name="VirtualGround">
        <margin>0.3</margin>
        <prenetration>0</prenetration>
        <shared>private</shared>
        <tag>VirtualGround</tag>
        </per-triangle-shape>
        
            
        <per-triangle-shape name="body_breast">
        <margin>0.1</margin>                    
        <penetration>0.1</penetration>
        <shared>public</shared>
        <tag>body1</tag>        
        <!-- <no-collide-with-tag>Genitals</no-collide-with-tag> -->
        <!-- <no-collide-with-tag>penis</no-collide-with-tag> -->
        <!-- <no-collide-with-tag>body</no-collide-with-tag>         -->
        <no-collide-with-tag>Lbreast</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>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>MaleBody</no-collide-with-tag>     -->
        <no-collide-with-tag>armscollisionM</no-collide-with-tag>
        <no-collide-with-tag>collisionThigh</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 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">0.12</weight-threshold>
        <weight-threshold bone="NPC R Breast">0.12</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">0.3</weight-threshold>
        <weight-threshold bone="L Breast02">0.42</weight-threshold>
        <weight-threshold bone="L Breast03">0.8</weight-threshold>
        <weight-threshold bone="R Breast01">0.3</weight-threshold>
        <weight-threshold bone="R Breast02">0.42</weight-threshold>
        <weight-threshold bone="R Breast03">0.8</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]">1</weight-threshold>
        <weight-threshold bone="NPC Belly">1</weight-threshold>
        <weight-threshold bone="NPC Pelvis [Pelv]">1</weight-threshold>

        </per-triangle-shape>    
        
        <per-triangle-shape name="body_leg">
        <margin>0.2</margin>                    
        <penetration>0.2</penetration>
        <shared>public</shared>
        <tag>body2</tag>    
        <!-- <no-collide-with-tag>Genitals</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>
        <no-collide-with-bone>Clitoral1</no-collide-with-bone>
        <no-collide-with-bone>VaginaB1</no-collide-with-bone>
        <no-collide-with-bone>NPC RB Anus2</no-collide-with-bone>
        <no-collide-with-bone>NPC LB Anus2</no-collide-with-bone>
        <no-collide-with-bone>NPC RT Anus2</no-collide-with-bone>
        <no-collide-with-bone>NPC LT Anus2</no-collide-with-bone>
        <no-collide-with-bone>NPC Anus Deep2</no-collide-with-bone>
        <no-collide-with-tag>shou</no-collide-with-tag>    
        <no-collide-with-tag>Hands</no-collide-with-tag>    
        <no-collide-with-tag>nanshou</no-collide-with-tag>        
        <no-collide-with-tag>Lbreast</no-collide-with-tag>
        <no-collide-with-tag>body2</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>MaleBody</no-collide-with-tag>     -->
        <no-collide-with-tag>armscollisionM</no-collide-with-tag>
        <no-collide-with-tag>collisionThigh</no-collide-with-tag>        
        <weight-threshold bone="NPC L Thigh [LThg]">0.6</weight-threshold>
        <weight-threshold bone="NPC R Thigh [RThg]">0.6</weight-threshold>
        <weight-threshold bone="NPC L Calf [LClf]">0.6</weight-threshold>
        <weight-threshold bone="NPC R Calf [RClf]">0.6</weight-threshold>        
        <weight-threshold bone="NPC L Pussy02">1</weight-threshold>
        <weight-threshold bone="NPC R Pussy02">1</weight-threshold>
        <weight-threshold bone="Clitoral1">1</weight-threshold>
        <weight-threshold bone="VaginaB1">1</weight-threshold>
        <weight-threshold bone="VaginaDeep1">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>
        <weight-threshold bone="NPC L RearCalf [LrClf]">1</weight-threshold>
        <weight-threshold bone="NPC R RearCalf [RrClf]">1</weight-threshold>
        </per-triangle-shape>
        
        <per-vertex-shape name="body_arm">
        <margin>0.1</margin>                    
        <penetration>0.1</penetration>
        <shared>public</shared>
        <tag>body3</tag>        
        <!-- <no-collide-with-tag>Genitals</no-collide-with-tag> -->
        <!-- <no-collide-with-tag>penis</no-collide-with-tag> -->
        <!-- <no-collide-with-tag>body</no-collide-with-tag>         -->
        <no-collide-with-tag>Lbreast</no-collide-with-tag>
        <no-collide-with-tag>body3</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>MaleBody</no-collide-with-tag>     -->
        <no-collide-with-tag>armscollisionM</no-collide-with-tag>
        <no-collide-with-tag>collisionThigh</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 L Forearm [LLar]">0,2</weight-threshold>
        <weight-threshold bone="NPC R Forearm [RLar]">0,2</weight-threshold>
        <weight-threshold bone="NPC L ForearmTwist1 [LLt1]">0,2</weight-threshold>
        <weight-threshold bone="NPC R ForearmTwist1 [RLt1]">0,2</weight-threshold>
        <weight-threshold bone="NPC L ForearmTwist2 [LLt2]">0,2</weight-threshold>
        <weight-threshold bone="NPC R ForearmTwist2 [RLt2]">0,2</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]">0.2</weight-threshold>
        <weight-threshold bone="NPC R UpperArm [RUar]">0.2</weight-threshold>
        <weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">0.2</weight-threshold>
        <weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">0.2</weight-threshold>
        <weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">0.2</weight-threshold>
        <weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">0.2</weight-threshold>
    
        </per-vertex-shape>    
        
        <per-triangle-shape name="body_belly">
        <margin>0.2</margin>                    
        <penetration>0.2</penetration>
        <shared>public</shared>
        <tag>body4</tag>        
        <!-- <no-collide-with-tag>Genitals</no-collide-with-tag> -->
        <!-- <no-collide-with-tag>penis</no-collide-with-tag> -->
        <no-collide-with-tag>body</no-collide-with-tag>        
        <no-collide-with-tag>Lbreast</no-collide-with-tag>
        <no-collide-with-tag>body3</no-collide-with-tag>
        <no-collide-with-tag>body2</no-collide-with-tag>
        <no-collide-with-tag>body4</no-collide-with-tag>
        <no-collide-with-tag>body1</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>        
        <weight-threshold bone="NPC Belly">0.2</weight-threshold>
        <weight-threshold bone="NPC Pelvis [Pelv]">1</weight-threshold>
        <weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>
        <weight-threshold bone="NPC Spine1 [Spn1]">1</weight-threshold>
        <weight-threshold bone="NPC R Butt">1</weight-threshold>
        <weight-threshold bone="NPC L Butt">1</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 L Pussy02">1</weight-threshold>
        <weight-threshold bone="NPC R Pussy02">1</weight-threshold>
        <weight-threshold bone="Clitoral1">1</weight-threshold>
        <weight-threshold bone="VaginaB1">1</weight-threshold>
        <weight-threshold bone="VaginaDeep1">1</weight-threshold>        
        <weight-threshold bone="NPC RB Anus2">1</weight-threshold>
        <weight-threshold bone="NPC LB Anus2">1</weight-threshold>
        <weight-threshold bone="NPC RT Anus2">1</weight-threshold>
        <weight-threshold bone="NPC LT Anus2">1</weight-threshold>
        <weight-threshold bone="NPC Anus Deep2">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>
        <weight-threshold bone="NPC L RearCalf [LrClf]">1</weight-threshold>
        <weight-threshold bone="NPC R RearCalf [RrClf]">1</weight-threshold>
        </per-triangle-shape>    
        
    <per-triangle-shape name="body_head">
        <margin>0.1</margin>                    
        <penetration>0.02</penetration>
        <shared>public</shared>
        <tag>body7</tag>
        <!-- <no-collide-with-tag>Genitals</no-collide-with-tag> -->
        <!-- <no-collide-with-tag>penis</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>body2</no-collide-with-tag>
        <no-collide-with-tag>body3</no-collide-with-tag>
        <no-collide-with-tag>body4</no-collide-with-tag>        
        <no-collide-with-tag>body5</no-collide-with-tag>
        <no-collide-with-tag>body6</no-collide-with-tag>
        <no-collide-with-tag>body7</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>
    </per-triangle-shape>    
        
</system>
 

 

Below I report the two files for any tests

 

MaleGenitals.xml   BaseShape.xml 

 

I also add that using a standard Skyrim character, it works fine without any type of support (Havok Object) but, if I use a pre-generated Preset, it stops working, or, it doesn't work completely

 

Procedures performed:
Reinstalled XPMSE, launched FNIS, generated MipMap, starting a new game

 

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