今回は[SE-Alpha] 9204 BO MD2007 by Team TALをCBBE 3BBB化します。
今回のポイント
- Skyrim LE用の防具です。
- おそらくUNPB体型の防具です。
- BodySlide非対応防具です。BodySlideのプロジェクトがありません。
- Weightスライダー非対応です。
- リファレンスをSE 3BBB Fantasyに差し替えます。
- HDT-SMPでヒラヒラさせます。
Skyrim SEに対応させる
- SSE NIF Optimizerでメッシュを変換します。(必須、とりあえずやっておく)
- CKでespを開いてそのまま保存します。(任意、気休め程度)
- SMCO64でテクスチャを最適化します。(任意、この装備のテクスチャは変更なしでした)
ここで動作確認をしておきましょう。
BodySlideに対応させる
今回はテンプレートを使っての体型変換はしませんでした。おそらくConvert: UNPB to CBBEでいいと思いますが、Shapeが身体から遠い位置にあると変形が中途半端になるようで、結局は調整が必要になります。ですので最初からTransform toolなどを使って変形させました。
Outfit Studioを起動してNew ProjectでCBBE 3BBB Fantasyのプロジェクトを新規作成し、OutfitにはBO MD2007のメッシュを指定します。weightスライダー非対応なのでメッシュは1つずつしかありません。
頑張って変形させます。スライダー設定を適用します。
weightをコピーする時は、Breast 1~3とClavicleだけにした方がいいと思います。何も考えずに全shapeに全weightをコピーすると、スカートのヒラヒラに必要なWeigtが壊れてしまうからです。
必要ならUniboob Referenceで胸を調整します。スライダー設定は全部適用して大丈夫です。weightはやはりBreast 1~3とClavicleだけにします。ですのでCBBE 3BBB Fantasyからのweightコピーはしなくてもいいです。
それから、太ももとふくらはぎのweightはプロジェクトから削除した方がいいです。ブーツが金属製なので揺れるのはおかしいのと、調整が面倒だからです。
そのままプロジェクトを保存すれば、weightスライダー対応になります。きちんと名前を付けましょう。
胴はこれでいいです。あとは下着もやっておきます。手と足はやらなくても問題ありませんでした。
espファイルを調整する
SSEEdit(CKでも可)でespファイルを開き、Armor Addonのメッシュファイルの指定をBO_MD2007_Armor.nifからBO_MD2007_Armor_1.nifに変更します。BO_MD2007_Inner.nifもBO_MD2007_Inner_1.nifにします。
手、足、頭は今回は変換しなかったのでそのままです。
HDT-SMPのヒラヒラに対応させる
変換する前のオリジナルのBO_MD2007_Armor.nifをNifScopeで開きます。
HDT-SMPの設定ファイルのありかをここで指定しています。これを右クリックしてBlock、Copyです。
変換した後のShapeDataにあるBO MD2007 Armor.nifをNifScopeで開きます。パスはOutfit Studioでプロジェクトを保存する時に付けたものになっています。私の場合は以下の通りでした。
BodySlide\ShapeData\BO MD2007\BO MD2007 Armor.nif
0 NiNodeを右クリックしてBlock、Pasteです。違うところをクリックするとおかしな位置にペーストされてしまいます。
そのまま変換した後の方のnifファイルを保存します。変換する前のnifファイルの方も保存するかどうか聞いてきますが、保存はしません。コピーしただけなのに保存しようとするのですよね。
なぜこの作業が必要なのかと言うと、Outfit Studioで新規にnifファイルを作ったので、この設定がないからです。変換前はヒラヒラするのに変換したらヒラヒラしなくなったという場合は、まずこれを確認しましょう。
とりあえずここまででゲーム内で装備して確認します。揺れてヒラヒラするはずです。
HDT-SMPの調整を行う
この装備のHDT-SMPに関する設定は、CBBE 3BBBではなくCBBEである程度揺れるように、スカートだけでなく胸やお尻の設定もあります。
これがCBBE 3BBBだと邪魔になってしまいます。特に胸がCBBE 3BBBのコリジョン装備と干渉するらしく、震えてしまいます。そこで、干渉しないように設定を変更します。
BOMD2007.xml (xml)
<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">
<bone name="R Breast01"/>
<bone name="L Breast01"/>
<bone name="R Breast02"/>
<bone name="L Breast02"/>
<bone name="R Breast03"/>
<bone name="L Breast03"/>
<bone name="NPC L Breast"/>
<bone name="NPC R Breast"/>
<bone name="NPC L Breast01"/>
<bone name="NPC R Breast01"/>
<bone name="NPC L Clavicle [LClv]"/>
<bone name="NPC R Clavicle [RClv]"/>
<bone name="NPC L Forearm [LLar]"/>
<bone name="NPC R Forearm [RLar]"/>
<bone name="NPC L ForearmTwist1 [LLt1]"/>
<bone name="NPC R ForearmTwist1 [RLt1]"/>
<bone name="NPC L ForearmTwist2 [LLt2]"/>
<bone name="NPC R ForearmTwist2 [RLt2]"/>
<bone name="NPC L UpperArm [LUar]"/>
<bone name="NPC R UpperArm [RUar]"/>
<bone name="NPC L UpperarmTwist1 [LUt1]"/>
<bone name="NPC R UpperarmTwist1 [RUt1]"/>
<bone name="NPC L UpperarmTwist2 [LUt2]"/>
<bone name="NPC R UpperarmTwist2 [RUt2]"/>
<bone name="NPC L Thigh [LThg]"/>
<bone name="NPC R Thigh [RThg]"/>
<bone name="NPC L Calf [LClf]"/>
<bone name="NPC R Calf [RClf]"/>
<bone name="NPC R RearCalf [RrClf]"/>
<bone name="NPC L RearCalf [LrClf]"/>
<bone name="NPC L FrontThigh"/>
<bone name="NPC R FrontThigh"/>
<bone name="NPC L RearThigh"/>
<bone name="NPC R RearThigh"/>
<bone name="NPC L Butt"/>
<bone name="NPC R Butt"/>
<bone name="NPC L Pussy02"/>
<bone name="NPC R Pussy02"/>
<bone name="NPC L Hand [LHnd]"/>
<bone name="NPC R Hand [RHnd]"/>
<bone name="NPC RT Anus2"/>
<bone name="NPC LT Anus2"/>
<bone name="NPC LB Anus2"/>
<bone name="NPC RB Anus2"/>
<bone name="NPC Head [Head]"/>
<bone name="NPC Pelvis [Pelv]"/>
<bone name="NPC Spine [Spn0]"/>
<bone name="NPC Spine2 [Spn2]"/>
<bone name="NPC Spine1 [Spn1]"/>
<bone name="NPC Belly"/>
<bone name="Clitoral1"/>
<bone name="VaginaDeep1"/>
<!-- ground -->
<per-triangle-shape name="VirtualGround">
<margin>1</margin>
<prenetration>1</prenetration>
<tag>ground</tag>
</per-triangle-shape>
<!--
<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>0.5</mass>
<inertia x="5" y="5" z="5"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="2" z="0"/>
</centerOfMassTransform>
<friction>0</friction>
<rollingFriction>0.5</rollingFriction>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<restitution>1</restitution>
</bone>
<bone name="NPC R Breast">
<mass>0.5</mass>
<inertia x="5" y="5" z="5"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="2" z="0"/>
</centerOfMassTransform>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<restitution>1</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="-3"/>
<linearUpperLimit x="2" y="0" z="12"/>
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</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="-2" y="-5" z="-3" />
<linearUpperLimit x="5" y="0" z="12" />
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</generic-constraint>
<generic-constraint bodyA="L Breast 01" 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="-3"/>
<linearUpperLimit x="2" y="0" z="12"/>
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</generic-constraint>
<generic-constraint bodyA="R Breast 01" 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="-2" y="-5" z="-3" />
<linearUpperLimit x="5" y="0" z="12" />
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</generic-constraint>
<bone name="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 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>0.700000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<bone name="NPC R Butt">
<mass>0.700000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</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="-5" y="-5" z="-5"/>
<linearUpperLimit x="5" y="5" z="5"/>
<angularLowerLimit x="-0.3" y="0" z="-0.3"/>
<angularUpperLimit x="0.3" y="0" z="0.3"/>
<linearStiffness x="2000" y="2000" z="2000"/>
<angularStiffness x="2000" y="2000" z="2000"/>
<linearDamping x="0.99" y="0.99" z="0.99"/>
<angularDamping x="0.99" y="0.99" z="0.99"/>
<linearEquilibrium x="0" y="0" z="-1"/>
<angularEquilibrium x="0" y="0" z="0"/>
<linearBounce x="0.7" y="0.7" z="0.7"/>
<angularBounce x="0.7" y="0.7" z="0.7"/>
</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="-5" y="-5" z="-5"/>
<linearUpperLimit x="5" y="5" z="5"/>
<angularLowerLimit x="-0.3" y="0" z="-0.3"/>
<angularUpperLimit x="0.3" y="0" z="0.3"/>
<linearStiffness x="2000" y="2000" z="2000"/>
<angularStiffness x="2000" y="2000" z="2000"/>
<linearDamping x="0.99" y="0.99" z="0.99"/>
<angularDamping x="0.99" y="0.99" z="0.99"/>
<linearEquilibrium x="0" y="0" z="-1"/>
<angularEquilibrium x="0" y="0" z="0"/>
<linearBounce x="0.7" y="0.7" z="0.7"/>
<angularBounce x="0.7" y="0.7" z="0.7"/>
</generic-constraint>
-->
<!-- body -->
<!--
<bone name="NPC Pelvis [Pelv]"/>
<bone name="NPC L Calf [LClf]"/>
<bone name="NPC L Thigh [LThg]"/>
<bone name="NPC R Calf [RClf]"/>
<bone name="NPC R Thigh [RThg]"/>
<bone name="NPC R UpperarmTwist2 [RUt2]"/>
<bone name="NPC L UpperarmTwist2 [LUt2]"/>
<bone name="NPC R UpperarmTwist1 [RUt1]"/>
<bone name="NPC L UpperarmTwist1 [LUt1]"/>
<bone name="NPC R UpperArm [RUar]"/>
<bone name="NPC L UpperArm [LUar]"/>
<bone name="NPC Spine [Spn0]"/>
<bone name="NPC Spine1 [Spn1]"/>
<bone name="NPC Spine2 [Spn2]"/>
<bone name="NPC L Foot [Lft ]"/>
<bone name="NPC R Foot [Rft ]"/>
<bone name="NPC L Toe0 [LToe]"/>
<bone name="NPC R Toe0 [RToe]"/>
<bone name="NPC Head [Head]"/>
<bone name="NPC L Forearm [LLar]"/>
<bone name="NPC R Forearm [RLar]"/>
<bone name="NPC L ForearmTwist1 [LLt1]"/>
<bone name="NPC R ForearmTwist1 [RLt1]"/>
<bone name="NPC L ForearmTwist2 [LLt2]"/>
<bone name="NPC R ForearmTwist2 [RLt2]"/>
<bone name="NPC L Hand [LHnd]"/>
<bone name="NPC R Hand [RHnd]"/>
<bone name="NPC L Clavicle [LClv]"/>
<bone name="NPC R Clavicle [RClv]"/>
-->
<!-- Armor -->
<bone name="BOMD2007 B A 0"/>
<bone name="BOMD2007 B B 0"/>
<bone name="BOMD2007 B C 0"/>
<bone name="BOMD2007 B D 0"/>
<bone name="BOMD2007 B E 0"/>
<bone name="BOMD2007 B F 0"/>
<bone name="BOMD2007 B G 0"/>
<bone name="BOMD2007 B H 0"/>
<bone name="BOMD2007 F A 0"/>
<bone name="BOMD2007 F B 0"/>
<bone name="BOMD2007 F C 0"/>
<bone name="BOMD2007 F D 0"/>
<bone name="BOMD2007 F E 0"/>
<bone name="BOMD2007 F F 0"/>
<bone name="BOMD2007 F G 0"/>
<bone name="BOMD2007 F H 0"/>
<bone-default>
<mass>0.5</mass>
<inertia x="2" y="2" z="2" />
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</centerOfMassTransform>
<linearDamping>0.8</linearDamping>
<angularDamping>0.85</angularDamping>
<friction>0.2</friction>
<restitution>0.5</restitution>
<margin-multiplier>2</margin-multiplier>
</bone-default>
<bone name="BOMD2007 B A 1"/>
<bone name="BOMD2007 B B 1"/>
<bone name="BOMD2007 B C 1"/>
<bone name="BOMD2007 B D 1"/>
<bone name="BOMD2007 B E 1"/>
<bone name="BOMD2007 B F 1"/>
<bone name="BOMD2007 B G 1"/>
<bone name="BOMD2007 B H 1"/>
<bone-default>
<linearDamping>0.8</linearDamping>
<angularDamping>0.8</angularDamping>
</bone-default>
<bone name="BOMD2007 B B 2"/>
<bone name="BOMD2007 B C 2"/>
<bone name="BOMD2007 B D 2"/>
<bone name="BOMD2007 B E 2"/>
<bone name="BOMD2007 B F 2"/>
<bone name="BOMD2007 B G 2"/>
<bone-default>
<linearDamping>0.75</linearDamping>
<angularDamping>0.75</angularDamping>
</bone-default>
<bone name="BOMD2007 B B 3"/>
<bone name="BOMD2007 B C 3"/>
<bone name="BOMD2007 B D 3"/>
<bone name="BOMD2007 B E 3"/>
<bone name="BOMD2007 B F 3"/>
<bone name="BOMD2007 B G 3"/>
<bone-default>
<linearDamping>0.7</linearDamping>
<angularDamping>0.7</angularDamping>
</bone-default>
<bone name="BOMD2007 B B 4"/>
<bone name="BOMD2007 B C 4"/>
<bone name="BOMD2007 B D 4"/>
<bone name="BOMD2007 B E 4"/>
<bone name="BOMD2007 B F 4"/>
<bone name="BOMD2007 B G 4"/>
<bone-default>
<margin-multiplier>1</margin-multiplier>
<linearDamping>0.85</linearDamping>
<angularDamping>0.85</angularDamping>
</bone-default>
<bone name="BOMD2007 F A 1"/>
<bone name="BOMD2007 F B 1"/>
<bone name="BOMD2007 F C 1"/>
<bone name="BOMD2007 F D 1"/>
<bone name="BOMD2007 F E 1"/>
<bone name="BOMD2007 F F 1"/>
<bone name="BOMD2007 F G 1"/>
<bone name="BOMD2007 F H 1"/>
<bone-default>
<linearDamping>0.8</linearDamping>
<angularDamping>0.8</angularDamping>
</bone-default>
<bone name="BOMD2007 F B 2"/>
<bone name="BOMD2007 F C 2"/>
<bone name="BOMD2007 F D 2"/>
<bone name="BOMD2007 F E 2"/>
<bone name="BOMD2007 F F 2"/>
<bone name="BOMD2007 F G 2"/>
<bone-default>
<linearDamping>0.75</linearDamping>
<angularDamping>0.75</angularDamping>
</bone-default>
<bone name="BOMD2007 F B 3"/>
<bone name="BOMD2007 F C 3"/>
<bone name="BOMD2007 F D 3"/>
<bone name="BOMD2007 F E 3"/>
<bone name="BOMD2007 F F 3"/>
<bone name="BOMD2007 F G 3"/>
<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="-1" z="0" />
<linearUpperLimit x="0" y="1" z="0" />
<angularLowerLimit x="-0.1" y="-0.5" z="-0.3" />
<angularUpperLimit x="0.1" y="0.5" z="0.2" />
<linearStiffness x="0.7" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.75" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
<linearEquilibrium x="0" y="0" z="0" />
<angularEquilibrium x="0" y="0" z="0" />
</generic-constraint-default>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B B 1" bodyB="BOMD2007 B B 0"/>
<generic-constraint bodyA="BOMD2007 B B 2" bodyB="BOMD2007 B B 1"/>
<generic-constraint bodyA="BOMD2007 B B 3" bodyB="BOMD2007 B B 2"/>
<generic-constraint bodyA="BOMD2007 B B 4" bodyB="BOMD2007 B B 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B C 1" bodyB="BOMD2007 B C 0"/>
<generic-constraint bodyA="BOMD2007 B C 2" bodyB="BOMD2007 B C 1"/>
<generic-constraint bodyA="BOMD2007 B C 3" bodyB="BOMD2007 B C 2"/>
<generic-constraint bodyA="BOMD2007 B C 4" bodyB="BOMD2007 B C 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B D 1" bodyB="BOMD2007 B D 0"/>
<generic-constraint bodyA="BOMD2007 B D 2" bodyB="BOMD2007 B D 1"/>
<generic-constraint bodyA="BOMD2007 B D 3" bodyB="BOMD2007 B D 2"/>
<generic-constraint bodyA="BOMD2007 B D 4" bodyB="BOMD2007 B D 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B E 1" bodyB="BOMD2007 B E 0"/>
<generic-constraint bodyA="BOMD2007 B E 2" bodyB="BOMD2007 B E 1"/>
<generic-constraint bodyA="BOMD2007 B E 3" bodyB="BOMD2007 B E 2"/>
<generic-constraint bodyA="BOMD2007 B E 4" bodyB="BOMD2007 B E 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B F 1" bodyB="BOMD2007 B F 0"/>
<generic-constraint bodyA="BOMD2007 B F 2" bodyB="BOMD2007 B F 1"/>
<generic-constraint bodyA="BOMD2007 B F 3" bodyB="BOMD2007 B F 2"/>
<generic-constraint bodyA="BOMD2007 B F 4" bodyB="BOMD2007 B F 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B G 1" bodyB="BOMD2007 B G 0"/>
<generic-constraint bodyA="BOMD2007 B G 2" bodyB="BOMD2007 B G 1"/>
<generic-constraint bodyA="BOMD2007 B G 3" bodyB="BOMD2007 B G 2"/>
<generic-constraint bodyA="BOMD2007 B G 4" bodyB="BOMD2007 B G 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F B 1" bodyB="BOMD2007 F B 0"/>
<generic-constraint bodyA="BOMD2007 F B 2" bodyB="BOMD2007 F B 1"/>
<generic-constraint bodyA="BOMD2007 F B 3" bodyB="BOMD2007 F B 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F C 1" bodyB="BOMD2007 F C 0"/>
<generic-constraint bodyA="BOMD2007 F C 2" bodyB="BOMD2007 F C 1"/>
<generic-constraint bodyA="BOMD2007 F C 3" bodyB="BOMD2007 F C 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F D 1" bodyB="BOMD2007 F D 0"/>
<generic-constraint bodyA="BOMD2007 F D 2" bodyB="BOMD2007 F D 1"/>
<generic-constraint bodyA="BOMD2007 F D 3" bodyB="BOMD2007 F D 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F E 1" bodyB="BOMD2007 F E 0"/>
<generic-constraint bodyA="BOMD2007 F E 2" bodyB="BOMD2007 F E 1"/>
<generic-constraint bodyA="BOMD2007 F E 3" bodyB="BOMD2007 F E 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F F 1" bodyB="BOMD2007 F F 0"/>
<generic-constraint bodyA="BOMD2007 F F 2" bodyB="BOMD2007 F F 1"/>
<generic-constraint bodyA="BOMD2007 F F 3" bodyB="BOMD2007 F F 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F G 1" bodyB="BOMD2007 F G 0"/>
<generic-constraint bodyA="BOMD2007 F G 2" bodyB="BOMD2007 F G 1"/>
<generic-constraint bodyA="BOMD2007 F G 3" bodyB="BOMD2007 F G 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B A 1" bodyB="BOMD2007 B A 0"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B H 1" bodyB="BOMD2007 B H 0"/>
</constraint-group>
<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="-0.1" y="-0.1" z="-0.1" />
<angularUpperLimit x="0.1" y="0.1" z="0.1" />
<linearStiffness x="0.7" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.75" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
<linearEquilibrium x="0" y="0" z="0" />
<angularEquilibrium x="0" y="0" z="0" />
</generic-constraint-default>
<generic-constraint bodyA="BOMD2007 F A 1" bodyB="BOMD2007 F A 0"/>
<generic-constraint bodyA="BOMD2007 F H 1" bodyB="BOMD2007 F H 0"/>
<generic-constraint-default>
<frameInLerp>
<translationLerp>0.5</translationLerp>
<rotationLerp>0.5</rotationLerp>
</frameInLerp>
<linearLowerLimit x="0" y="-1" z="0" />
<linearUpperLimit x="0" y="1" z="0" />
<angularLowerLimit x="-0.5" y="-1" z="-0.3"/>
<angularUpperLimit x="0.5" y="1" z="0.2"/>
<linearStiffness x="1" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.85" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
</generic-constraint-default>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B A 1" bodyB="BOMD2007 B B 1"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B B 1" bodyB="BOMD2007 B C 1"/>
<generic-constraint bodyA="BOMD2007 B B 2" bodyB="BOMD2007 B C 2"/>
<generic-constraint bodyA="BOMD2007 B B 3" bodyB="BOMD2007 B C 3"/>
<generic-constraint bodyA="BOMD2007 B B 4" bodyB="BOMD2007 B C 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B C 1" bodyB="BOMD2007 B D 1"/>
<generic-constraint bodyA="BOMD2007 B C 2" bodyB="BOMD2007 B D 2"/>
<generic-constraint bodyA="BOMD2007 B C 3" bodyB="BOMD2007 B D 3"/>
<generic-constraint bodyA="BOMD2007 B C 4" bodyB="BOMD2007 B D 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B D 1" bodyB="BOMD2007 B E 1"/>
<generic-constraint bodyA="BOMD2007 B D 2" bodyB="BOMD2007 B E 2"/>
<generic-constraint bodyA="BOMD2007 B D 3" bodyB="BOMD2007 B E 3"/>
<generic-constraint bodyA="BOMD2007 B D 4" bodyB="BOMD2007 B E 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B E 1" bodyB="BOMD2007 B F 1"/>
<generic-constraint bodyA="BOMD2007 B E 2" bodyB="BOMD2007 B F 2"/>
<generic-constraint bodyA="BOMD2007 B E 3" bodyB="BOMD2007 B F 3"/>
<generic-constraint bodyA="BOMD2007 B E 4" bodyB="BOMD2007 B F 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B F 1" bodyB="BOMD2007 B G 1"/>
<generic-constraint bodyA="BOMD2007 B F 2" bodyB="BOMD2007 B G 2"/>
<generic-constraint bodyA="BOMD2007 B F 3" bodyB="BOMD2007 B G 3"/>
<generic-constraint bodyA="BOMD2007 B F 4" bodyB="BOMD2007 B G 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B G 1" bodyB="BOMD2007 B H 1"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F B 1" bodyB="BOMD2007 F C 1"/>
<generic-constraint bodyA="BOMD2007 F B 2" bodyB="BOMD2007 F C 2"/>
<generic-constraint bodyA="BOMD2007 F B 3" bodyB="BOMD2007 F C 3"/>
<generic-constraint bodyA="BOMD2007 F B 4" bodyB="BOMD2007 F C 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F C 1" bodyB="BOMD2007 F D 1"/>
<generic-constraint bodyA="BOMD2007 F C 2" bodyB="BOMD2007 F D 2"/>
<generic-constraint bodyA="BOMD2007 F C 3" bodyB="BOMD2007 F D 3"/>
<generic-constraint bodyA="BOMD2007 F C 4" bodyB="BOMD2007 F D 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F D 1" bodyB="BOMD2007 F E 1"/>
<generic-constraint bodyA="BOMD2007 F D 2" bodyB="BOMD2007 F E 2"/>
<generic-constraint bodyA="BOMD2007 F D 3" bodyB="BOMD2007 F E 3"/>
<generic-constraint bodyA="BOMD2007 F D 4" bodyB="BOMD2007 F E 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F E 1" bodyB="BOMD2007 F F 1"/>
<generic-constraint bodyA="BOMD2007 F E 2" bodyB="BOMD2007 F F 2"/>
<generic-constraint bodyA="BOMD2007 F E 3" bodyB="BOMD2007 F F 3"/>
<generic-constraint bodyA="BOMD2007 F E 4" bodyB="BOMD2007 F F 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F F 1" bodyB="BOMD2007 F G 1"/>
<generic-constraint bodyA="BOMD2007 F F 2" bodyB="BOMD2007 F G 2"/>
<generic-constraint bodyA="BOMD2007 F F 3" bodyB="BOMD2007 F G 3"/>
<generic-constraint bodyA="BOMD2007 F F 4" bodyB="BOMD2007 F G 4"/>
</constraint-group>
<generic-constraint-default>
<frameInLerp>
<translationLerp>0.5</translationLerp>
<rotationLerp>0.5</rotationLerp>
</frameInLerp>
<linearLowerLimit x="0" y="0" z="0" />
<linearUpperLimit x="0" y="0" z="0" />
<angularLowerLimit x="-0.5" y="-0.5" z="-0.1"/>
<angularUpperLimit x="0.5" y="0.5" z="0.1"/>
<linearStiffness x="1" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.85" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
</generic-constraint-default>
<generic-constraint bodyA="BOMD2007 F A 1" bodyB="BOMD2007 F B 1"/>
<generic-constraint bodyA="BOMD2007 F G 1" bodyB="BOMD2007 F H 1"/>
<!--
<per-triangle-shape name="00BOMD2007ArmorBody">
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<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
-->
<!--
<per-triangle-shape name="00BOMD2007Inner">
<margin>0.1</margin>
<prenetration>0.1</prenetration>
<shared>private</shared>
<tag>Body</tag>
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</per-triangle-shape>
-->
<per-vertex-shape name="00BOMD2007Armor">
<margin>1.5</margin>
<shared>internal</shared>
<tag>Skirt</tag>
<no-collide-with-tag>Skirt</no-collide-with-tag>
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<no-collide-with-tag>3BCA_A</no-collide-with-tag>
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<no-collide-with-tag>3BCA_L</no-collide-with-tag>
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<no-collide-with-tag>VirtualArms</no-collide-with-tag>
<no-collide-with-tag>VirtualLegs</no-collide-with-tag>
<no-collide-with-tag>VirtualHead</no-collide-with-tag>
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<no-collide-with-tag>VirtualVagina</no-collide-with-tag>
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<no-collide-with-tag>m8</no-collide-with-tag>
<no-collide-with-tag>m9</no-collide-with-tag>
<no-collide-with-tag>vbd</no-collide-with-tag>
<no-collide-with-tag>skirt</no-collide-with-tag>
<no-collide-with-tag>cloth</no-collide-with-tag>
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<no-collide-with-tag>body9</no-collide-with-tag>
<no-collide-with-tag>vbody</no-collide-with-tag>
<no-collide-with-tag>Vbody</no-collide-with-tag>
<no-collide-with-tag>VBody</no-collide-with-tag>
<no-collide-with-tag>VBD</no-collide-with-tag>
<no-collide-with-tag>VB</no-collide-with-tag>
<no-collide-with-tag>vb</no-collide-with-tag>
<no-collide-with-tag>BD</no-collide-with-tag>
<no-collide-with-tag>HD</no-collide-with-tag>
<weight-threshold bone="BOMD2007 B A 1">0.5</weight-threshold>
<weight-threshold bone="BOMD2007 B H 1">0.5</weight-threshold>
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<weight-threshold bone="BOMD2007 B G 1">0.1</weight-threshold>
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<weight-threshold bone="BOMD2007 F G 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F G 3">0.1</weight-threshold>
</per-vertex-shape>
<!--
<per-triangle-shape name="Breasts_Collision">
<margin>0.1</margin>
<prenetration>0.1</prenetration>
<shared>public</shared>
<tag>body1</tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
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<no-collide-with-tag>belly</no-collide-with-tag>
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<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
-->
<per-triangle-shape name="Butt_Collisions">
<margin>0.1</margin>
<prenetration>0.5</prenetration>
<shared>public</shared>
<tag>butt</tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>belly</no-collide-with-tag>
<no-collide-with-tag>butt</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
</system>
CBBE 3BBBのコリジョン装備で使っている3BBB-Amazing.xmlを参考にしながら、衝突を除外するno-collide-with-tagを追加していきます。
揺れはCBBE 3BBB側で設定したいので、身体の揺れに関してはすべて削除しました。
衝突判定を持たせたのは、スカートの00BOMD2007Armorとお尻のコリジョンのButt_Collisionsだけです。marginを調節して丁度いい位置を探りましょう。小さいとすぐお尻にめり込み、大きいとスニーク中に浮きすぎるので、色々試した結果1.5にしました。
コリジョンを追加する
前が太ももに食い込むのはコリジョン判定がないからで、オリジナルもそうなっています。
しばらくフォロワーに着せていたのですが、気になったので対策してみました。
面倒だったので、VirtualGroundのShapeを複製して変形させて太ももに持ってきました。要は身体にめり込まなければいいので、これで十分です。
WeightはPelvisあたりを適当に塗れば大丈夫です。単純な長方形なので頂点数が少なすぎるので、Weightを塗ってもきちんと変形しません。
真面目にやりたいなら、Simple SkirtのCollisionを持ってくればいいと思います。
HDT-SMPの設定ファイルはこちらです。
BOMD2007_2.xml (xml)
<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">
<bone name="R Breast01"/>
<bone name="L Breast01"/>
<bone name="R Breast02"/>
<bone name="L Breast02"/>
<bone name="R Breast03"/>
<bone name="L Breast03"/>
<bone name="NPC L Breast"/>
<bone name="NPC R Breast"/>
<bone name="NPC L Breast01"/>
<bone name="NPC R Breast01"/>
<bone name="NPC L Clavicle [LClv]"/>
<bone name="NPC R Clavicle [RClv]"/>
<bone name="NPC L Forearm [LLar]"/>
<bone name="NPC R Forearm [RLar]"/>
<bone name="NPC L ForearmTwist1 [LLt1]"/>
<bone name="NPC R ForearmTwist1 [RLt1]"/>
<bone name="NPC L ForearmTwist2 [LLt2]"/>
<bone name="NPC R ForearmTwist2 [RLt2]"/>
<bone name="NPC L UpperArm [LUar]"/>
<bone name="NPC R UpperArm [RUar]"/>
<bone name="NPC L UpperarmTwist1 [LUt1]"/>
<bone name="NPC R UpperarmTwist1 [RUt1]"/>
<bone name="NPC L UpperarmTwist2 [LUt2]"/>
<bone name="NPC R UpperarmTwist2 [RUt2]"/>
<bone name="NPC L Thigh [LThg]"/>
<bone name="NPC R Thigh [RThg]"/>
<bone name="NPC L Calf [LClf]"/>
<bone name="NPC R Calf [RClf]"/>
<bone name="NPC R RearCalf [RrClf]"/>
<bone name="NPC L RearCalf [LrClf]"/>
<bone name="NPC L FrontThigh"/>
<bone name="NPC R FrontThigh"/>
<bone name="NPC L RearThigh"/>
<bone name="NPC R RearThigh"/>
<bone name="NPC L Butt"/>
<bone name="NPC R Butt"/>
<bone name="NPC L Pussy02"/>
<bone name="NPC R Pussy02"/>
<bone name="NPC L Hand [LHnd]"/>
<bone name="NPC R Hand [RHnd]"/>
<bone name="NPC RT Anus2"/>
<bone name="NPC LT Anus2"/>
<bone name="NPC LB Anus2"/>
<bone name="NPC RB Anus2"/>
<bone name="NPC Head [Head]"/>
<bone name="NPC Pelvis [Pelv]"/>
<bone name="NPC Spine [Spn0]"/>
<bone name="NPC Spine2 [Spn2]"/>
<bone name="NPC Spine1 [Spn1]"/>
<bone name="NPC Belly"/>
<bone name="Clitoral1"/>
<bone name="VaginaDeep1"/>
<!-- ground -->
<per-triangle-shape name="VirtualGround">
<margin>1</margin>
<prenetration>1</prenetration>
<tag>ground</tag>
</per-triangle-shape>
<!--
<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>0.5</mass>
<inertia x="5" y="5" z="5"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="2" z="0"/>
</centerOfMassTransform>
<friction>0</friction>
<rollingFriction>0.5</rollingFriction>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<restitution>1</restitution>
</bone>
<bone name="NPC R Breast">
<mass>0.5</mass>
<inertia x="5" y="5" z="5"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="2" z="0"/>
</centerOfMassTransform>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<restitution>1</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="-3"/>
<linearUpperLimit x="2" y="0" z="12"/>
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</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="-2" y="-5" z="-3" />
<linearUpperLimit x="5" y="0" z="12" />
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</generic-constraint>
<generic-constraint bodyA="L Breast 01" 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="-3"/>
<linearUpperLimit x="2" y="0" z="12"/>
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</generic-constraint>
<generic-constraint bodyA="R Breast 01" 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="-2" y="-5" z="-3" />
<linearUpperLimit x="5" y="0" z="12" />
<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/>
<angularUpperLimit x="0.1" y="0.1" z="0.1"/>
<linearStiffness x="200" y="200" z="200"/>
<angularStiffness x="200" y="200" z="200"/>
<linearDamping x="0.9" y="0.9" z="0.9"/>
<angularDamping x="0.9" y="0.9" z="0.9"/>
<linearEquilibrium x="1" y="-1" z="-3"/>
<angularEquilibrium x="-1" y="-1" z="0"/>
<linearBounce x="1.2" y="1.2" z="1.2"/>
<angularBounce x="1.2" y="1.2" z="1.2"/>
</generic-constraint>
<bone name="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 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>0.700000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<bone name="NPC R Butt">
<mass>0.700000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0.99</linearDamping>
<angularDamping>0.99</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</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="-5" y="-5" z="-5"/>
<linearUpperLimit x="5" y="5" z="5"/>
<angularLowerLimit x="-0.3" y="0" z="-0.3"/>
<angularUpperLimit x="0.3" y="0" z="0.3"/>
<linearStiffness x="2000" y="2000" z="2000"/>
<angularStiffness x="2000" y="2000" z="2000"/>
<linearDamping x="0.99" y="0.99" z="0.99"/>
<angularDamping x="0.99" y="0.99" z="0.99"/>
<linearEquilibrium x="0" y="0" z="-1"/>
<angularEquilibrium x="0" y="0" z="0"/>
<linearBounce x="0.7" y="0.7" z="0.7"/>
<angularBounce x="0.7" y="0.7" z="0.7"/>
</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="-5" y="-5" z="-5"/>
<linearUpperLimit x="5" y="5" z="5"/>
<angularLowerLimit x="-0.3" y="0" z="-0.3"/>
<angularUpperLimit x="0.3" y="0" z="0.3"/>
<linearStiffness x="2000" y="2000" z="2000"/>
<angularStiffness x="2000" y="2000" z="2000"/>
<linearDamping x="0.99" y="0.99" z="0.99"/>
<angularDamping x="0.99" y="0.99" z="0.99"/>
<linearEquilibrium x="0" y="0" z="-1"/>
<angularEquilibrium x="0" y="0" z="0"/>
<linearBounce x="0.7" y="0.7" z="0.7"/>
<angularBounce x="0.7" y="0.7" z="0.7"/>
</generic-constraint>
-->
<!-- body -->
<!--
<bone name="NPC Pelvis [Pelv]"/>
<bone name="NPC L Calf [LClf]"/>
<bone name="NPC L Thigh [LThg]"/>
<bone name="NPC R Calf [RClf]"/>
<bone name="NPC R Thigh [RThg]"/>
<bone name="NPC R UpperarmTwist2 [RUt2]"/>
<bone name="NPC L UpperarmTwist2 [LUt2]"/>
<bone name="NPC R UpperarmTwist1 [RUt1]"/>
<bone name="NPC L UpperarmTwist1 [LUt1]"/>
<bone name="NPC R UpperArm [RUar]"/>
<bone name="NPC L UpperArm [LUar]"/>
<bone name="NPC Spine [Spn0]"/>
<bone name="NPC Spine1 [Spn1]"/>
<bone name="NPC Spine2 [Spn2]"/>
<bone name="NPC L Foot [Lft ]"/>
<bone name="NPC R Foot [Rft ]"/>
<bone name="NPC L Toe0 [LToe]"/>
<bone name="NPC R Toe0 [RToe]"/>
<bone name="NPC Head [Head]"/>
<bone name="NPC L Forearm [LLar]"/>
<bone name="NPC R Forearm [RLar]"/>
<bone name="NPC L ForearmTwist1 [LLt1]"/>
<bone name="NPC R ForearmTwist1 [RLt1]"/>
<bone name="NPC L ForearmTwist2 [LLt2]"/>
<bone name="NPC R ForearmTwist2 [RLt2]"/>
<bone name="NPC L Hand [LHnd]"/>
<bone name="NPC R Hand [RHnd]"/>
<bone name="NPC L Clavicle [LClv]"/>
<bone name="NPC R Clavicle [RClv]"/>
-->
<!-- Armor -->
<bone name="BOMD2007 B A 0"/>
<bone name="BOMD2007 B B 0"/>
<bone name="BOMD2007 B C 0"/>
<bone name="BOMD2007 B D 0"/>
<bone name="BOMD2007 B E 0"/>
<bone name="BOMD2007 B F 0"/>
<bone name="BOMD2007 B G 0"/>
<bone name="BOMD2007 B H 0"/>
<bone name="BOMD2007 F A 0"/>
<bone name="BOMD2007 F B 0"/>
<bone name="BOMD2007 F C 0"/>
<bone name="BOMD2007 F D 0"/>
<bone name="BOMD2007 F E 0"/>
<bone name="BOMD2007 F F 0"/>
<bone name="BOMD2007 F G 0"/>
<bone name="BOMD2007 F H 0"/>
<bone-default>
<mass>0.5</mass>
<inertia x="2" y="2" z="2" />
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</centerOfMassTransform>
<linearDamping>0.8</linearDamping>
<angularDamping>0.85</angularDamping>
<friction>0.2</friction>
<restitution>0.5</restitution>
<margin-multiplier>2</margin-multiplier>
</bone-default>
<bone name="BOMD2007 B A 1"/>
<bone name="BOMD2007 B B 1"/>
<bone name="BOMD2007 B C 1"/>
<bone name="BOMD2007 B D 1"/>
<bone name="BOMD2007 B E 1"/>
<bone name="BOMD2007 B F 1"/>
<bone name="BOMD2007 B G 1"/>
<bone name="BOMD2007 B H 1"/>
<bone-default>
<linearDamping>0.8</linearDamping>
<angularDamping>0.8</angularDamping>
</bone-default>
<bone name="BOMD2007 B B 2"/>
<bone name="BOMD2007 B C 2"/>
<bone name="BOMD2007 B D 2"/>
<bone name="BOMD2007 B E 2"/>
<bone name="BOMD2007 B F 2"/>
<bone name="BOMD2007 B G 2"/>
<bone-default>
<linearDamping>0.75</linearDamping>
<angularDamping>0.75</angularDamping>
</bone-default>
<bone name="BOMD2007 B B 3"/>
<bone name="BOMD2007 B C 3"/>
<bone name="BOMD2007 B D 3"/>
<bone name="BOMD2007 B E 3"/>
<bone name="BOMD2007 B F 3"/>
<bone name="BOMD2007 B G 3"/>
<bone-default>
<linearDamping>0.7</linearDamping>
<angularDamping>0.7</angularDamping>
</bone-default>
<bone name="BOMD2007 B B 4"/>
<bone name="BOMD2007 B C 4"/>
<bone name="BOMD2007 B D 4"/>
<bone name="BOMD2007 B E 4"/>
<bone name="BOMD2007 B F 4"/>
<bone name="BOMD2007 B G 4"/>
<bone-default>
<margin-multiplier>1</margin-multiplier>
<linearDamping>0.85</linearDamping>
<angularDamping>0.85</angularDamping>
</bone-default>
<bone name="BOMD2007 F A 1"/>
<bone name="BOMD2007 F B 1"/>
<bone name="BOMD2007 F C 1"/>
<bone name="BOMD2007 F D 1"/>
<bone name="BOMD2007 F E 1"/>
<bone name="BOMD2007 F F 1"/>
<bone name="BOMD2007 F G 1"/>
<bone name="BOMD2007 F H 1"/>
<bone-default>
<linearDamping>0.8</linearDamping>
<angularDamping>0.8</angularDamping>
</bone-default>
<bone name="BOMD2007 F B 2"/>
<bone name="BOMD2007 F C 2"/>
<bone name="BOMD2007 F D 2"/>
<bone name="BOMD2007 F E 2"/>
<bone name="BOMD2007 F F 2"/>
<bone name="BOMD2007 F G 2"/>
<bone-default>
<linearDamping>0.75</linearDamping>
<angularDamping>0.75</angularDamping>
</bone-default>
<bone name="BOMD2007 F B 3"/>
<bone name="BOMD2007 F C 3"/>
<bone name="BOMD2007 F D 3"/>
<bone name="BOMD2007 F E 3"/>
<bone name="BOMD2007 F F 3"/>
<bone name="BOMD2007 F G 3"/>
<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="-1" z="0" />
<linearUpperLimit x="0" y="1" z="0" />
<angularLowerLimit x="-0.1" y="-0.5" z="-0.3" />
<angularUpperLimit x="0.1" y="0.5" z="0.2" />
<linearStiffness x="0.7" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.75" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
<linearEquilibrium x="0" y="0" z="0" />
<angularEquilibrium x="0" y="0" z="0" />
</generic-constraint-default>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B B 1" bodyB="BOMD2007 B B 0"/>
<generic-constraint bodyA="BOMD2007 B B 2" bodyB="BOMD2007 B B 1"/>
<generic-constraint bodyA="BOMD2007 B B 3" bodyB="BOMD2007 B B 2"/>
<generic-constraint bodyA="BOMD2007 B B 4" bodyB="BOMD2007 B B 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B C 1" bodyB="BOMD2007 B C 0"/>
<generic-constraint bodyA="BOMD2007 B C 2" bodyB="BOMD2007 B C 1"/>
<generic-constraint bodyA="BOMD2007 B C 3" bodyB="BOMD2007 B C 2"/>
<generic-constraint bodyA="BOMD2007 B C 4" bodyB="BOMD2007 B C 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B D 1" bodyB="BOMD2007 B D 0"/>
<generic-constraint bodyA="BOMD2007 B D 2" bodyB="BOMD2007 B D 1"/>
<generic-constraint bodyA="BOMD2007 B D 3" bodyB="BOMD2007 B D 2"/>
<generic-constraint bodyA="BOMD2007 B D 4" bodyB="BOMD2007 B D 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B E 1" bodyB="BOMD2007 B E 0"/>
<generic-constraint bodyA="BOMD2007 B E 2" bodyB="BOMD2007 B E 1"/>
<generic-constraint bodyA="BOMD2007 B E 3" bodyB="BOMD2007 B E 2"/>
<generic-constraint bodyA="BOMD2007 B E 4" bodyB="BOMD2007 B E 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B F 1" bodyB="BOMD2007 B F 0"/>
<generic-constraint bodyA="BOMD2007 B F 2" bodyB="BOMD2007 B F 1"/>
<generic-constraint bodyA="BOMD2007 B F 3" bodyB="BOMD2007 B F 2"/>
<generic-constraint bodyA="BOMD2007 B F 4" bodyB="BOMD2007 B F 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B G 1" bodyB="BOMD2007 B G 0"/>
<generic-constraint bodyA="BOMD2007 B G 2" bodyB="BOMD2007 B G 1"/>
<generic-constraint bodyA="BOMD2007 B G 3" bodyB="BOMD2007 B G 2"/>
<generic-constraint bodyA="BOMD2007 B G 4" bodyB="BOMD2007 B G 3"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F B 1" bodyB="BOMD2007 F B 0"/>
<generic-constraint bodyA="BOMD2007 F B 2" bodyB="BOMD2007 F B 1"/>
<generic-constraint bodyA="BOMD2007 F B 3" bodyB="BOMD2007 F B 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F C 1" bodyB="BOMD2007 F C 0"/>
<generic-constraint bodyA="BOMD2007 F C 2" bodyB="BOMD2007 F C 1"/>
<generic-constraint bodyA="BOMD2007 F C 3" bodyB="BOMD2007 F C 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F D 1" bodyB="BOMD2007 F D 0"/>
<generic-constraint bodyA="BOMD2007 F D 2" bodyB="BOMD2007 F D 1"/>
<generic-constraint bodyA="BOMD2007 F D 3" bodyB="BOMD2007 F D 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F E 1" bodyB="BOMD2007 F E 0"/>
<generic-constraint bodyA="BOMD2007 F E 2" bodyB="BOMD2007 F E 1"/>
<generic-constraint bodyA="BOMD2007 F E 3" bodyB="BOMD2007 F E 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F F 1" bodyB="BOMD2007 F F 0"/>
<generic-constraint bodyA="BOMD2007 F F 2" bodyB="BOMD2007 F F 1"/>
<generic-constraint bodyA="BOMD2007 F F 3" bodyB="BOMD2007 F F 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F G 1" bodyB="BOMD2007 F G 0"/>
<generic-constraint bodyA="BOMD2007 F G 2" bodyB="BOMD2007 F G 1"/>
<generic-constraint bodyA="BOMD2007 F G 3" bodyB="BOMD2007 F G 2"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B A 1" bodyB="BOMD2007 B A 0"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B H 1" bodyB="BOMD2007 B H 0"/>
</constraint-group>
<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="-0.1" y="-0.1" z="-0.1" />
<angularUpperLimit x="0.1" y="0.1" z="0.1" />
<linearStiffness x="0.7" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.75" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
<linearEquilibrium x="0" y="0" z="0" />
<angularEquilibrium x="0" y="0" z="0" />
</generic-constraint-default>
<generic-constraint bodyA="BOMD2007 F A 1" bodyB="BOMD2007 F A 0"/>
<generic-constraint bodyA="BOMD2007 F H 1" bodyB="BOMD2007 F H 0"/>
<generic-constraint-default>
<frameInLerp>
<translationLerp>0.5</translationLerp>
<rotationLerp>0.5</rotationLerp>
</frameInLerp>
<linearLowerLimit x="0" y="-1" z="0" />
<linearUpperLimit x="0" y="1" z="0" />
<angularLowerLimit x="-0.5" y="-1" z="-0.3"/>
<angularUpperLimit x="0.5" y="1" z="0.2"/>
<linearStiffness x="1" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.85" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
</generic-constraint-default>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B A 1" bodyB="BOMD2007 B B 1"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B B 1" bodyB="BOMD2007 B C 1"/>
<generic-constraint bodyA="BOMD2007 B B 2" bodyB="BOMD2007 B C 2"/>
<generic-constraint bodyA="BOMD2007 B B 3" bodyB="BOMD2007 B C 3"/>
<generic-constraint bodyA="BOMD2007 B B 4" bodyB="BOMD2007 B C 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B C 1" bodyB="BOMD2007 B D 1"/>
<generic-constraint bodyA="BOMD2007 B C 2" bodyB="BOMD2007 B D 2"/>
<generic-constraint bodyA="BOMD2007 B C 3" bodyB="BOMD2007 B D 3"/>
<generic-constraint bodyA="BOMD2007 B C 4" bodyB="BOMD2007 B D 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B D 1" bodyB="BOMD2007 B E 1"/>
<generic-constraint bodyA="BOMD2007 B D 2" bodyB="BOMD2007 B E 2"/>
<generic-constraint bodyA="BOMD2007 B D 3" bodyB="BOMD2007 B E 3"/>
<generic-constraint bodyA="BOMD2007 B D 4" bodyB="BOMD2007 B E 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B E 1" bodyB="BOMD2007 B F 1"/>
<generic-constraint bodyA="BOMD2007 B E 2" bodyB="BOMD2007 B F 2"/>
<generic-constraint bodyA="BOMD2007 B E 3" bodyB="BOMD2007 B F 3"/>
<generic-constraint bodyA="BOMD2007 B E 4" bodyB="BOMD2007 B F 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B F 1" bodyB="BOMD2007 B G 1"/>
<generic-constraint bodyA="BOMD2007 B F 2" bodyB="BOMD2007 B G 2"/>
<generic-constraint bodyA="BOMD2007 B F 3" bodyB="BOMD2007 B G 3"/>
<generic-constraint bodyA="BOMD2007 B F 4" bodyB="BOMD2007 B G 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 B G 1" bodyB="BOMD2007 B H 1"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F B 1" bodyB="BOMD2007 F C 1"/>
<generic-constraint bodyA="BOMD2007 F B 2" bodyB="BOMD2007 F C 2"/>
<generic-constraint bodyA="BOMD2007 F B 3" bodyB="BOMD2007 F C 3"/>
<generic-constraint bodyA="BOMD2007 F B 4" bodyB="BOMD2007 F C 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F C 1" bodyB="BOMD2007 F D 1"/>
<generic-constraint bodyA="BOMD2007 F C 2" bodyB="BOMD2007 F D 2"/>
<generic-constraint bodyA="BOMD2007 F C 3" bodyB="BOMD2007 F D 3"/>
<generic-constraint bodyA="BOMD2007 F C 4" bodyB="BOMD2007 F D 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F D 1" bodyB="BOMD2007 F E 1"/>
<generic-constraint bodyA="BOMD2007 F D 2" bodyB="BOMD2007 F E 2"/>
<generic-constraint bodyA="BOMD2007 F D 3" bodyB="BOMD2007 F E 3"/>
<generic-constraint bodyA="BOMD2007 F D 4" bodyB="BOMD2007 F E 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F E 1" bodyB="BOMD2007 F F 1"/>
<generic-constraint bodyA="BOMD2007 F E 2" bodyB="BOMD2007 F F 2"/>
<generic-constraint bodyA="BOMD2007 F E 3" bodyB="BOMD2007 F F 3"/>
<generic-constraint bodyA="BOMD2007 F E 4" bodyB="BOMD2007 F F 4"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="BOMD2007 F F 1" bodyB="BOMD2007 F G 1"/>
<generic-constraint bodyA="BOMD2007 F F 2" bodyB="BOMD2007 F G 2"/>
<generic-constraint bodyA="BOMD2007 F F 3" bodyB="BOMD2007 F G 3"/>
<generic-constraint bodyA="BOMD2007 F F 4" bodyB="BOMD2007 F G 4"/>
</constraint-group>
<generic-constraint-default>
<frameInLerp>
<translationLerp>0.5</translationLerp>
<rotationLerp>0.5</rotationLerp>
</frameInLerp>
<linearLowerLimit x="0" y="0" z="0" />
<linearUpperLimit x="0" y="0" z="0" />
<angularLowerLimit x="-0.5" y="-0.5" z="-0.1"/>
<angularUpperLimit x="0.5" y="0.5" z="0.1"/>
<linearStiffness x="1" y="0.9" z="0.8" />
<angularStiffness x="0.9" y="0.8" z="0.7" />
<linearDamping x="0.85" y="0.85" z="0.8" />
<angularDamping x="0.85" y="0.8" z="0.75" />
</generic-constraint-default>
<generic-constraint bodyA="BOMD2007 F A 1" bodyB="BOMD2007 F B 1"/>
<generic-constraint bodyA="BOMD2007 F G 1" bodyB="BOMD2007 F H 1"/>
<!--
<per-triangle-shape name="00BOMD2007ArmorBody">
<margin>0.1</margin>
<prenetration>0.1</prenetration>
<shared>private</shared>
<tag>Body</tag>
<no-collide-with-tag>Body</no-collide-with-tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>belly</no-collide-with-tag>
<no-collide-with-tag>butt</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
<per-triangle-shape name="00BOMD2007ArmorBody">
<margin>0.1</margin>
<prenetration>0.1</prenetration>
<shared>private</shared>
<tag>Body</tag>
<no-collide-with-tag>Body</no-collide-with-tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>belly</no-collide-with-tag>
<no-collide-with-tag>butt</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
-->
<!--
<per-triangle-shape name="00BOMD2007Inner">
<margin>0.1</margin>
<prenetration>0.1</prenetration>
<shared>private</shared>
<tag>Body</tag>
<no-collide-with-tag>Body</no-collide-with-tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>belly</no-collide-with-tag>
<no-collide-with-tag>butt</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
-->
<per-vertex-shape name="00BOMD2007Armor">
<margin>1.5</margin>
<shared>internal</shared>
<tag>Skirt</tag>
<no-collide-with-tag>Skirt</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>Labia</no-collide-with-tag>
<no-collide-with-tag>Lbreast</no-collide-with-tag>
<no-collide-with-tag>Rbreast</no-collide-with-tag>
<no-collide-with-tag>Belly</no-collide-with-tag>
<no-collide-with-tag>3BCA_Br</no-collide-with-tag>
<no-collide-with-tag>3BCA_B</no-collide-with-tag>
<no-collide-with-tag>3BCA_V</no-collide-with-tag>
<no-collide-with-tag>3BCA_A</no-collide-with-tag>
<no-collide-with-tag>3BCA_C</no-collide-with-tag>
<no-collide-with-tag>3BCA_L</no-collide-with-tag>
<no-collide-with-tag>VirtualBreasts</no-collide-with-tag>
<no-collide-with-tag>VirtualArms</no-collide-with-tag>
<no-collide-with-tag>VirtualLegs</no-collide-with-tag>
<no-collide-with-tag>VirtualHead</no-collide-with-tag>
<no-collide-with-tag>VirtualButt</no-collide-with-tag>
<no-collide-with-tag>VirtualVagina</no-collide-with-tag>
<no-collide-with-tag>VirtualHands</no-collide-with-tag>
<no-collide-with-tag>aa1</no-collide-with-tag>
<no-collide-with-tag>aa2</no-collide-with-tag>
<no-collide-with-tag>aa3</no-collide-with-tag>
<no-collide-with-tag>aa4</no-collide-with-tag>
<no-collide-with-tag>aa5</no-collide-with-tag>
<no-collide-with-tag>bb1</no-collide-with-tag>
<no-collide-with-tag>bb2</no-collide-with-tag>
<no-collide-with-tag>bb3</no-collide-with-tag>
<no-collide-with-tag>bb4</no-collide-with-tag>
<no-collide-with-tag>bb5</no-collide-with-tag>
<no-collide-with-tag>e1</no-collide-with-tag>
<no-collide-with-tag>e2</no-collide-with-tag>
<no-collide-with-tag>e3</no-collide-with-tag>
<no-collide-with-tag>e4</no-collide-with-tag>
<no-collide-with-tag>e5</no-collide-with-tag>
<no-collide-with-tag>e6</no-collide-with-tag>
<no-collide-with-tag>e7</no-collide-with-tag>
<no-collide-with-tag>e8</no-collide-with-tag>
<no-collide-with-tag>e9</no-collide-with-tag>
<no-collide-with-tag>h1</no-collide-with-tag>
<no-collide-with-tag>h2</no-collide-with-tag>
<no-collide-with-tag>h3</no-collide-with-tag>
<no-collide-with-tag>h4</no-collide-with-tag>
<no-collide-with-tag>h5</no-collide-with-tag>
<no-collide-with-tag>h6</no-collide-with-tag>
<no-collide-with-tag>h7</no-collide-with-tag>
<no-collide-with-tag>h8</no-collide-with-tag>
<no-collide-with-tag>h9</no-collide-with-tag>
<no-collide-with-tag>m1</no-collide-with-tag>
<no-collide-with-tag>m2</no-collide-with-tag>
<no-collide-with-tag>m3</no-collide-with-tag>
<no-collide-with-tag>m4</no-collide-with-tag>
<no-collide-with-tag>m5</no-collide-with-tag>
<no-collide-with-tag>m6</no-collide-with-tag>
<no-collide-with-tag>m7</no-collide-with-tag>
<no-collide-with-tag>m8</no-collide-with-tag>
<no-collide-with-tag>m9</no-collide-with-tag>
<no-collide-with-tag>vbd</no-collide-with-tag>
<no-collide-with-tag>skirt</no-collide-with-tag>
<no-collide-with-tag>cloth</no-collide-with-tag>
<no-collide-with-tag>dress</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>body2</no-collide-with-tag>
<no-collide-with-tag>body3</no-collide-with-tag>
<no-collide-with-tag>body4</no-collide-with-tag>
<no-collide-with-tag>body5</no-collide-with-tag>
<no-collide-with-tag>body6</no-collide-with-tag>
<no-collide-with-tag>body7</no-collide-with-tag>
<no-collide-with-tag>body8</no-collide-with-tag>
<no-collide-with-tag>body9</no-collide-with-tag>
<no-collide-with-tag>vbody</no-collide-with-tag>
<no-collide-with-tag>Vbody</no-collide-with-tag>
<no-collide-with-tag>VBody</no-collide-with-tag>
<no-collide-with-tag>VBD</no-collide-with-tag>
<no-collide-with-tag>VB</no-collide-with-tag>
<no-collide-with-tag>vb</no-collide-with-tag>
<no-collide-with-tag>BD</no-collide-with-tag>
<no-collide-with-tag>HD</no-collide-with-tag>
<weight-threshold bone="BOMD2007 B A 1">0.5</weight-threshold>
<weight-threshold bone="BOMD2007 B H 1">0.5</weight-threshold>
<weight-threshold bone="BOMD2007 F A 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F H 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B B 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B H 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B B 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B H 4">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B C 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B C 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B C 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B C 4">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B D 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B D 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B D 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B D 4">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B E 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B E 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B E 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B E 4">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B F 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B F 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B F 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B F 4">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B G 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B G 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B G 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 B G 4">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F B 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F H 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F B 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F C 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F C 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F C 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F D 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F D 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F D 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F E 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F E 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F E 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F F 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F F 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F F 3">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F G 1">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F G 2">0.1</weight-threshold>
<weight-threshold bone="BOMD2007 F G 3">0.1</weight-threshold>
</per-vertex-shape>
<!--
<per-triangle-shape name="Breasts_Collision">
<margin>0.1</margin>
<prenetration>0.1</prenetration>
<shared>public</shared>
<tag>body1</tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>belly</no-collide-with-tag>
<no-collide-with-tag>butt</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
-->
<per-triangle-shape name="Butt_Collisions">
<margin>0.1</margin>
<prenetration>0.5</prenetration>
<shared>public</shared>
<tag>butt</tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>belly</no-collide-with-tag>
<no-collide-with-tag>butt</no-collide-with-tag>
<no-collide-with-tag>front</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
<per-triangle-shape name="Front_Collisions">
<margin>0.1</margin>
<prenetration>0.5</prenetration>
<shared>public</shared>
<tag>front</tag>
<no-collide-with-tag>arms</no-collide-with-tag>
<no-collide-with-tag>legs</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>body1</no-collide-with-tag>
<no-collide-with-tag>belly</no-collide-with-tag>
<no-collide-with-tag>butt</no-collide-with-tag>
<no-collide-with-tag>front</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>MaleHands</no-collide-with-tag>
<no-collide-with-tag>MaleFeet</no-collide-with-tag>
</per-triangle-shape>
</system>