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December 25, 2018 17:00
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hdtDkinnrdMrdhConfigs - UUNP
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<?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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