Dorabella Posted October 3, 2021 Posted October 3, 2021 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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