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Created December 25, 2018 17:00
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hdtDkinnrdMrdhConfigs - UUNP
<?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>1.80000</mass>
<inertia x="24" y="24" z="3"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0.4</linearDamping>
<angularDamping>0.4</angularDamping>
<friction>0.4</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<bone name="NPC R Breast">
<mass>1.80000</mass>
<inertia x="24" y="24" z="3"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0.4</linearDamping>
<angularDamping>0.4</angularDamping>
<friction>0.4</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-5" y="-5" z="-5"/>
<linearUpperLimit x="20" y="20" z="20"/>
<angularLowerLimit x="0" y="0" z="0"/>
<angularUpperLimit x="0.5" y="0.5" z="0.5"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="300" y="300" z="300"/>
<linearDamping x="2" y="2" z="2"/>
<angularDamping x="2" y="2" z="2"/>
<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 Breast" bodyB="NPC R PreBreast">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-5" y="-5" z="-5"/>
<linearUpperLimit x="20" y="20" z="20"/>
<angularLowerLimit x="0" y="0" z="0"/>
<angularUpperLimit x="0.5" y="0.5" z="0.5"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="300" y="300" z="300"/>
<linearDamping x="2" y="2" z="2"/>
<angularDamping x="2" y="2" z="2"/>
<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>
<bone name="NPC L Pussy02">
<mass>0.10000</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 L Pussy01">
<mass>0.00000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<bone name="NPC R Pussy02">
<mass>0.10000</mass>
<inertia x="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 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="-0.05" y="-0.2" z="-0.5"/>
<linearUpperLimit x="10.0" y="1" z="2"/>
<angularLowerLimit x="0" y="0" z="-0.1"/>
<angularUpperLimit x="0" y="0" z="0.1"/>
<linearStiffness x="20" y="100" z="170"/>
<angularStiffness x="0" y="0" z="200"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="5" y="5" z="5"/>
<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="-0.05" y="-0.2" z="-0.5"/>
<linearUpperLimit x="10.0" y="1" z="2"/>
<angularLowerLimit x="0" y="0" z="-0.1"/>
<angularUpperLimit x="0" y="0" z="0.1"/>
<linearStiffness x="20" y="100" z="170"/>
<angularStiffness x="0" y="0" z="200"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="5" y="5" z="5"/>
<linearEquilibrium x="0" y="0" z="0"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
<bone name="HDT Belly">
<mass>0.00000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0.0" 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 Belly">
<mass>1.0</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<generic-constraint bodyA="NPC Belly" bodyB="HDT 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="4" z="-6"/>
<linearUpperLimit x="0.1" y="12" z="6"/>
<angularLowerLimit x="0" y="-0.01" z="-0.1"/>
<angularUpperLimit x="0" y="0.01" z="0.1"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="400" y="400" z="400"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="10" y="10" z="10"/>
<linearEquilibrium x="0" y="0" z="0"/>
<angularEquilibrium 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>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0.4</restitution>
</bone>
<bone name="NPC R Butt">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0.4</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="-0.5" y="-2" z="-8"/>
<linearUpperLimit x="0.5" y="2.0" z="8"/>
<angularLowerLimit x="-0.1" y="-0.1" z="-0.5"/>
<angularUpperLimit x="0.1" y="0.1" z="0.5"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="600" y="600" z="600"/>
<linearDamping x="1" y="1" z="1"/>
<angularDamping x="0" y="0" z="2"/>
<linearEquilibrium x="0" y="0" z="2"/>
<angularEquilibrium x="0" y="0" z="0"/>
<linearBounce x="0.3" y="0.6" z="0.6"/>
<angularBounce x="0.4" y="0.4" z="0.4"/>
</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="-0.5" y="-2" z="-8"/>
<linearUpperLimit x="0.5" y="2.0" z="8"/>
<angularLowerLimit x="-0.1" y="-0.1" z="-0.5"/>
<angularUpperLimit x="0.1" y="0.1" z="0.5"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="600" y="600" z="600"/>
<linearDamping x="1" y="1" z="1"/>
<angularDamping x="0" y="0" z="2"/>
<linearEquilibrium x="0" y="0" z="2"/>
<angularEquilibrium x="0" y="0" z="0"/>
<linearBounce x="0.3" y="0.6" z="0.6"/>
<angularBounce x="0.4" y="0.4" z="0.4"/>
</generic-constraint>
<per-vertex-shape name="UUNP">
<margin>0.05</margin>
<tag>body</tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>ground</no-collide-with-tag>
<weight-threshold bone="NPC L Butt">0.1</weight-threshold>
<weight-threshold bone="NPC R Butt">0.1</weight-threshold>
<weight-threshold bone="NPC L Breast">0.1</weight-threshold>
<weight-threshold bone="NPC R Breast">0.1</weight-threshold>
<weight-threshold bone="NPC Belly">0.1</weight-threshold>
<weight-threshold bone="NPC L Pussy02">0.05</weight-threshold>
<weight-threshold bone="NPC R Pussy02">0.05</weight-threshold>
</per-vertex-shape>
</system>
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