<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">
	<per-triangle-shape name="VirtualGround">
		<margin>0.2</margin>
		<penetration>0.75</penetration>
		<shared>private</shared>
		<tag>VirtualGroundHair</tag>
		<can-collide-with-tag>hair</can-collide-with-tag>
	</per-triangle-shape>
    <bone name="Sparklers L1"/>
    <bone name="Sparklers R1"/>
    <bone name="Sparklers Back 1"/>
	<bone name="NPC Head [Head]"/>
	<bone name="NPC Neck [Neck]"/>
	<bone name="NPC L Clavicle [LClv]"/>
	<bone name="NPC L Forearm [LLar]"/>
	<bone name="NPC L ForearmTwist1 [LLt1]"/>
	<bone name="NPC L ForearmTwist2 [LLt2]"/>
	<bone name="NPC L Thigh [LThg]"/>
	<bone name="NPC L UpperArm [LUar]"/>
	<bone name="NPC L UpperarmTwist1 [LUt1]"/>
	<bone name="NPC L UpperarmTwist2 [LUt2]"/>
	<bone name="NPC Pelvis [Pelv]"/>
	<bone name="NPC R Clavicle [RClv]"/>
	<bone name="NPC R Forearm [RLar]"/>
	<bone name="NPC R ForearmTwist1 [RLt1]"/>
	<bone name="NPC R ForearmTwist2 [RLt2]"/>
	<bone name="NPC R Thigh [RThg]"/>
	<bone name="NPC R UpperArm [RUar]"/>
	<bone name="NPC R UpperarmTwist1 [RUt1]"/>
	<bone name="NPC R UpperarmTwist2 [RUt2]"/>
	<bone name="NPC Spine [Spn0]"/>
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Spine2 [Spn2]"/>
    <bone-default>
        <mass>0.2</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>0.6</linearDamping>
        <angularDamping>0.6</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone-default>
    <bone name="Sparklers Back 2"/>
    <bone name="Sparklers Back 3"/>
    <bone name="Sparklers Back 4"/>
    <bone name="Sparklers Back 5"/>
    <bone name="Sparklers Back 6"/>
    <bone-default>
        <mass>0.2</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>0.6</linearDamping>
        <angularDamping>0.6</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone-default>
    <bone name="Sparklers L2"/>
    <bone name="Sparklers L3"/>
    <bone name="Sparklers L4"/>
    <bone name="Sparklers L5"/>
    <bone name="Sparklers R2"/>
    <bone name="Sparklers R3"/>
    <bone name="Sparklers R4"/>
    <bone name="Sparklers R5"/>
    <generic-constraint-default>
        <frameInA>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInA>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="0" z="0"/>
        <linearUpperLimit x="0" y="0" z="0"/>
        <angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
        <angularUpperLimit x="0.2" y="0.1" z="0.1"/>
        <linearStiffness x="0" y="0" z="0"/>
        <angularStiffness x="40" y="40" z="40"/>
        <linearDamping x="0" y="0" z="0"/>
        <angularDamping x="1" y="1" z="1"/>
        <linearEquilibrium x="0" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint-default>
    <constraint-group>
        <generic-constraint bodyA="Sparklers Back 1" bodyB="Sparklers Back 2"></generic-constraint>
        <generic-constraint bodyA="Sparklers Back 2" bodyB="Sparklers Back 3"></generic-constraint>
        <generic-constraint bodyA="Sparklers Back 3" bodyB="Sparklers Back 4"></generic-constraint>
        <generic-constraint bodyA="Sparklers Back 4" bodyB="Sparklers Back 5"></generic-constraint>
        <generic-constraint bodyA="Sparklers Back 5" bodyB="Sparklers Back 6"></generic-constraint>
    </constraint-group>
    <generic-constraint-default>
        <frameInA>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInA>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="0" z="0"/>
        <linearUpperLimit x="0" y="0" z="0"/>
        <angularLowerLimit x="-0.3" y="-0.1" z="-0.3"/>
        <angularUpperLimit x="0.3" y="0.1" z="0.3"/>
        <linearStiffness x="0" y="0" z="0"/>
        <angularStiffness x="30" y="30" z="30"/>
        <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>
    <constraint-group>
        <generic-constraint bodyA="Sparklers L1" bodyB="Sparklers L2"></generic-constraint>
        <generic-constraint bodyA="Sparklers L2" bodyB="Sparklers L3"></generic-constraint>
        <generic-constraint bodyA="Sparklers L3" bodyB="Sparklers L4"></generic-constraint>
        <generic-constraint bodyA="Sparklers L4" bodyB="Sparklers L5"></generic-constraint>
        <generic-constraint bodyA="Sparklers R1" bodyB="Sparklers R2"></generic-constraint>
        <generic-constraint bodyA="Sparklers R2" bodyB="Sparklers R3"></generic-constraint>
        <generic-constraint bodyA="Sparklers R3" bodyB="Sparklers R4"></generic-constraint>
        <generic-constraint bodyA="Sparklers R4" bodyB="Sparklers R5"></generic-constraint>
    </constraint-group>
	<per-vertex-shape name="HGMix01-3">
		<margin>0</margin>
		<shared>private</shared>
		<tag>hair</tag>
		<can-collide-with-tag>VirtualHeadHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHairCollision</can-collide-with-tag>
		<can-collide-with-tag>VirtualGroundHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHands</can-collide-with-tag>
	</per-vertex-shape>
	<per-vertex-shape name="HGMix01-3_HL">
		<margin>0</margin>
		<shared>private</shared>
		<tag>hair</tag>
		<can-collide-with-tag>VirtualHeadHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHairCollision</can-collide-with-tag>
		<can-collide-with-tag>VirtualGroundHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHands</can-collide-with-tag>
	</per-vertex-shape>
		<per-vertex-shape name="HGMix01-3F">
		<margin>0</margin>
		<shared>private</shared>
		<tag>hair</tag>
		<can-collide-with-tag>VirtualHeadHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHairCollision</can-collide-with-tag>
		<can-collide-with-tag>VirtualGroundHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHands</can-collide-with-tag>
	</per-vertex-shape>
		<per-vertex-shape name="HGMix01-3F_HL">
		<margin>0</margin>
		<shared>private</shared>
		<tag>hair</tag>
		<can-collide-with-tag>VirtualHeadHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHairCollision</can-collide-with-tag>
		<can-collide-with-tag>VirtualGroundHair</can-collide-with-tag>
		<can-collide-with-tag>VirtualHands</can-collide-with-tag>
	</per-vertex-shape>
    <per-triangle-shape name="VirtualHead">
        <margin>0.02</margin>
        <penetration>0.01</penetration>
        <shared>private</shared>
        <tag>VirtualHeadHair</tag>
		<can-collide-with-tag>hair</can-collide-with-tag>
    </per-triangle-shape>
	<per-triangle-shape name="VirtualHairCollision_2">
		<margin>0.2</margin>
        <penetration>0.01</penetration>
        <shared>private</shared>
        <tag>VirtualHairCollision</tag>
		<can-collide-with-tag>hair</can-collide-with-tag>
    </per-triangle-shape>
</system>