<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">

<!-- bones -->
 <!-- static -->
  <!-- body -->
	<bone name="NPC Belly"/>
	<bone name="NPC L Breast"/>
	<bone name="NPC L Breast01"/>
	<bone name="NPC L Butt"/>
	<bone name="NPC L Calf [LClf]"/>
	<bone name="NPC L Clavicle [LClv]"/>
	<bone name="NPC L Foot [Lft ]"/>
	<bone name="NPC L Thigh [LThg]"/>
	<bone name="NPC Pelvis [Pelv]"/>
	<bone name="NPC R Breast"/>
	<bone name="NPC R Breast01"/>
	<bone name="NPC R Butt"/>
	<bone name="NPC R Calf [RClf]"/>
	<bone name="NPC R Clavicle [RClv]"/>
	<bone name="NPC R Foot [Rft ]"/>
	<bone name="NPC R Pussy02"/>
	<bone name="NPC R Thigh [RThg]"/>
	<bone name="NPC Root [Root]"/>
	<bone name="NPC Spine [Spn0]"/>
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="bead00"/>
	
	
 <!-- dynamic -->
 
 
	<bone name="bead01">
	
		<mass>0.1</mass>
    <inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.9</linearDamping>
    <angularDamping>0.9</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>	
	
		<bone-default>
		<mass>0.1</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0.8</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0</friction>
		<restitution>0</restitution>
	</bone-default>	
	
	<bone name="bead02"/>
	<bone name="bead03"/>
	<bone name="bead04"/>
	

<!-- constraints -->
	<generic-constraint-default>
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="0" y="0" z="0"/>
		<linearUpperLimit x="0" y="0" z="0"/>
		<angularLowerLimit x="-0.2" y="-0.3" z="-0.3"/>
		<angularUpperLimit x="0.2" y="0.3" z="0.3"/>
		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness x="50" y="50" z="50"/>
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint-default>
	
	<generic-constraint bodyA="bead01" bodyB="bead00"/>
	<generic-constraint bodyA="bead02" bodyB="bead01"/>
	<generic-constraint bodyA="bead03" bodyB="bead02"/>
	<generic-constraint bodyA="bead04" bodyB="bead03"/>

	
<!-- colliders -->
 <!-- static -->
	<per-triangle-shape name="VirtualBody">
		<margin>0.02</margin>
		<penetration>0.01</penetration>
		<tag>body</tag>
	</per-triangle-shape>
	
	<per-triangle-shape name="VirtualGround">
		<margin>0.5</margin>
		<penetration>0</penetration>
		<tag>ground</tag>
	</per-triangle-shape>
	
	
<!-- dynamic -->
	<per-triangle-shape name="beads">
		<margin>0</margin>
		<penetration>0.1</penetration>
		<tag>beads</tag>
		<can-collide-with-tag>body</can-collide-with-tag>
		<can-collide-with-tag>ground</can-collide-with-tag>
		<no-collide-with-tag>beads</no-collide-with-tag>
		<no-collide-with-tag>handle</no-collide-with-tag>

	</per-triangle-shape>
	
	<per-triangle-shape name="handle">
		<margin>0.2</margin>
		<penetration>0.1</penetration>
		<tag>handle</tag>
		<can-collide-with-tag>body</can-collide-with-tag>
		<can-collide-with-tag>ground</can-collide-with-tag>
		<no-collide-with-tag>beads</no-collide-with-tag>
		<no-collide-with-tag>handle</no-collide-with-tag>
	</per-triangle-shape>



</system>