<?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="Steammist L1"/>
	<bone name="Steammist R1"/>
	<bone name="Steammist Back L1"/>
	<bone name="Steammist Back ML1"/>
	<bone name="Steammist Back MR1"/>
	<bone name="Steammist Back R1"/>
	<bone name="NPC Head [Head]"/>
	<bone name="NPC Neck [Neck]"/>
	<bone name="NPC L Hand [LHnd]"/>
	<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 Foot [Lft ]"/>
	<bone name="NPC L Calf [LClf]"/>
	<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 Hand [RHnd]"/>
	<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 Foot [Rft ]"/>
	<bone name="NPC R Calf [RClf]"/>
	<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>0.8</linearDamping>
		<angularDamping>0.8</angularDamping>
		<friction>0</friction>
		<restitution>0</restitution>
	</bone-default>
	<bone name="Steammist L2"/>
	<bone name="Steammist L3"/>
	<bone name="Steammist L4"/>
	<bone name="Steammist L5"/>
	<bone name="Steammist L6"/>
	<bone name="Steammist R2"/>
	<bone name="Steammist R3"/>
	<bone name="Steammist R4"/>
	<bone name="Steammist R5"/>
	<bone name="Steammist R6"/>
	<bone name="Steammist Back L2"/>
	<bone name="Steammist Back L3"/>
	<bone name="Steammist Back L4"/>
	<bone name="Steammist Back L5"/>
	<bone name="Steammist Back L6"/>
	<bone name="Steammist Back L7"/>
	<bone name="Steammist Back L8"/>
	<bone name="Steammist Back ML2"/>
	<bone name="Steammist Back ML3"/>
	<bone name="Steammist Back ML4"/>
	<bone name="Steammist Back ML5"/>
	<bone name="Steammist Back ML6"/>
	<bone name="Steammist Back ML7"/>
	<bone name="Steammist Back ML8"/>
	<bone name="Steammist Back MR2"/>
	<bone name="Steammist Back MR3"/>
	<bone name="Steammist Back MR4"/>
	<bone name="Steammist Back MR5"/>
	<bone name="Steammist Back MR6"/>
	<bone name="Steammist Back MR7"/>
	<bone name="Steammist Back MR8"/>
	<bone name="Steammist Back R2"/>
	<bone name="Steammist Back R3"/>
	<bone name="Steammist Back R4"/>
	<bone name="Steammist Back R5"/>
	<bone name="Steammist Back R6"/>
	<bone name="Steammist Back R7"/>
	<bone name="Steammist Back R8"/>
	<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="-0.2" 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>
	<constraint-group>
		<generic-constraint bodyA="Steammist L1" bodyB="Steammist L2"></generic-constraint>
		<generic-constraint bodyA="Steammist L2" bodyB="Steammist L3"></generic-constraint>
		<generic-constraint bodyA="Steammist L3" bodyB="Steammist L4"></generic-constraint>
		<generic-constraint bodyA="Steammist L4" bodyB="Steammist L5"></generic-constraint>
		<generic-constraint bodyA="Steammist L5" bodyB="Steammist L6"></generic-constraint>
		<generic-constraint bodyA="Steammist R1" bodyB="Steammist R2"></generic-constraint>
		<generic-constraint bodyA="Steammist R2" bodyB="Steammist R3"></generic-constraint>
		<generic-constraint bodyA="Steammist R3" bodyB="Steammist R4"></generic-constraint>
		<generic-constraint bodyA="Steammist R4" bodyB="Steammist R5"></generic-constraint>
		<generic-constraint bodyA="Steammist R5" bodyB="Steammist R6"></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="-0.2" z="-0.05"/>
		<angularUpperLimit x="0.1" y="0.2" z="0.05"/>
		<linearStiffness x="0" y="0" z="0"/>
		<angularStiffness x="1" y="1" z="1"/>
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="3.0" y="3.0" z="3.0"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint-default>
	<constraint-group>
		<generic-constraint bodyA="Steammist Back L2" bodyB="Steammist Back L1"></generic-constraint>
		<generic-constraint bodyA="Steammist Back L3" bodyB="Steammist Back L2"></generic-constraint>
		<generic-constraint bodyA="Steammist Back L4" bodyB="Steammist Back L3"></generic-constraint>
		<generic-constraint bodyA="Steammist Back L5" bodyB="Steammist Back L4"></generic-constraint>
		<generic-constraint bodyA="Steammist Back L6" bodyB="Steammist Back L5"></generic-constraint>
		<generic-constraint bodyA="Steammist Back L7" bodyB="Steammist Back L6"></generic-constraint>
		<generic-constraint bodyA="Steammist Back L8" bodyB="Steammist Back L7"></generic-constraint>
		<generic-constraint bodyA="Steammist Back ML2" bodyB="Steammist Back ML1"></generic-constraint>
		<generic-constraint bodyA="Steammist Back ML3" bodyB="Steammist Back ML2"></generic-constraint>
		<generic-constraint bodyA="Steammist Back ML4" bodyB="Steammist Back ML3"></generic-constraint>
		<generic-constraint bodyA="Steammist Back ML5" bodyB="Steammist Back ML4"></generic-constraint>
		<generic-constraint bodyA="Steammist Back ML6" bodyB="Steammist Back ML5"></generic-constraint>
		<generic-constraint bodyA="Steammist Back ML7" bodyB="Steammist Back ML6"></generic-constraint>
		<generic-constraint bodyA="Steammist Back ML8" bodyB="Steammist Back ML7"></generic-constraint>
		<generic-constraint bodyA="Steammist Back MR2" bodyB="Steammist Back MR1"></generic-constraint>
		<generic-constraint bodyA="Steammist Back MR3" bodyB="Steammist Back MR2"></generic-constraint>
		<generic-constraint bodyA="Steammist Back MR4" bodyB="Steammist Back MR3"></generic-constraint>
		<generic-constraint bodyA="Steammist Back MR5" bodyB="Steammist Back MR4"></generic-constraint>
		<generic-constraint bodyA="Steammist Back MR6" bodyB="Steammist Back MR5"></generic-constraint>
		<generic-constraint bodyA="Steammist Back MR7" bodyB="Steammist Back MR6"></generic-constraint>
		<generic-constraint bodyA="Steammist Back MR8" bodyB="Steammist Back MR7"></generic-constraint>
		<generic-constraint bodyA="Steammist Back R2" bodyB="Steammist Back R1"></generic-constraint>
		<generic-constraint bodyA="Steammist Back R3" bodyB="Steammist Back R2"></generic-constraint>
		<generic-constraint bodyA="Steammist Back R4" bodyB="Steammist Back R3"></generic-constraint>
		<generic-constraint bodyA="Steammist Back R5" bodyB="Steammist Back R4"></generic-constraint>
		<generic-constraint bodyA="Steammist Back R6" bodyB="Steammist Back R5"></generic-constraint>
		<generic-constraint bodyA="Steammist Back R7" bodyB="Steammist Back R6"></generic-constraint>
		<generic-constraint bodyA="Steammist Back R8" bodyB="Steammist Back R7"></generic-constraint>
	</constraint-group>
	<per-vertex-shape name="Beautiful Night3">
		<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="Beautiful Night3_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="Beautiful Night3F">
		<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="Beautiful Night3F_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_4">
		<margin>0.5</margin>
		<penetration>0.01</penetration>
		<shared>private</shared>
		<tag>VirtualHairCollision</tag>
		<can-collide-with-tag>hair</can-collide-with-tag>
	</per-triangle-shape>
</system>