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Assistance in making movement realistic


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The breast on my character move stupidly. I'm not quite sure how to fix it the right way. List of current mods:

 

Spoiler

# Automatically generated by Vortex
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Special Edition Patch.esp
SMIM-SE-Merged-All.esp
ELFX - Exteriors.esp
EnhancedLightsandFX.esp
Immersive Sounds - Compendium.esp
S3DTrees NextGenerationForests.esp
ELFX - Weathers.esp
dD - Enhanced Blood Main.esp
SkyUI_SE.esp
QuickLight.esp
IcePenguinWorldMap.esp
UIExtensions.esp
AddItemMenuSE.esp
RichMerchantsSkyrim_x10.esp
UnreadBooksGlow.esp
BarenziahQuestMarkers.esp
RaceMenu.esp
XPMSE.esp
RaceMenuPlugin.esp
Golden Rings Of Craft.esp
BlinkSpell.esp
HD Lods SSE.esp
Enhanced Vanilla Trees SSE.esp
FNIS.esp
CBBE.esp
RaceMenuMorphsCBBE.esp
SkyTEST-RealisticAnimals&Predators.esp
XB1PS4.esp
3PCO.esp
Alternate Start - Live Another Life.esp
Alternate Start -- New Beginnings.esp
Immersive Citizens - AI Overhaul.esp
Relationship Dialogue Overhaul.esp
ELFXEnhancer.esp
Immersive Citizens - ELFXEnhancer patch.esp
Bashed Patch, 0.esp


This is my CBBE.XML file:

 

Spoiler

<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">

    <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</mass>
        <inertia x="0.4" y="0.4" z="0.4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.85</angularDamping>
        <gravity-factor>1.1</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
    </bone>

    <bone name="NPC R Breast">
        <mass>1</mass>
        <inertia x="0.4" y="0.4" z="0.4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.85</angularDamping>
        <gravity-factor>1.1</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
    </bone>

    <bone name="NPC L Breast01">
        <mass>0.9</mass>
        <inertia x="0.6" y="0.6" z="0.6"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.5</angularDamping>
        <gravity-factor>1.1</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
    </bone>

    <bone name="NPC R Breast01">
        <mass>0.9</mass>
        <inertia x="0.6" y="0.6" z="0.6"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.5</angularDamping>
        <gravity-factor>1.1</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</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="-2" z="-8" />
        <linearUpperLimit x="7" y="3" z="8" />
        <angularLowerLimit x="-0.1" y="-0.4" z="-0.6" />
        <angularUpperLimit x="0.1" y="0.4" z="0.6" />
        <linearStiffness x="300" y="300" z="300"/>
        <angularStiffness x="300" y="300" z="300"/>
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="-0.2" z="-5" />
        <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="-7" y="-2" z="-8" />
        <linearUpperLimit x="5" y="3" z="8" />
        <angularLowerLimit x="-0.1" y="-0.4" z="-0.6" />
        <angularUpperLimit x="0.1" y="0.4" z="0.6" />
        <linearStiffness x="300" y="300" z="300"/>
        <angularStiffness x="300" y="300" z="300"/>
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="-0.2" z="-5" />
        <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 L Breast01" 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="-4" y="-2" z="-9" />
        <linearUpperLimit x="6" y="3" z="10" />
        <angularLowerLimit x="-0.1" y="-0.3" z="-0.4" />
        <angularUpperLimit x="0.1" y="0.3" z="0.4" />
        <linearStiffness x="300" y="300" z="300"/>
        <angularStiffness x="300" y="300" z="300"/>
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="-0.2" z="-5"/>
        <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 Breast01" 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="-6" y="-2" z="-9" />
        <linearUpperLimit x="4" y="3" z="10" />
        <angularLowerLimit x="-0.1" y="-0.3" z="-0.4" />
        <angularUpperLimit x="0.1" y="0.3" z="0.4" />
        <linearStiffness x="300" y="300" z="300"/>
        <angularStiffness x="300" y="300" z="300"/>
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="-0.2" z="-5" />
        <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="L Breast00">
        <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="R Breast00">
        <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="L Breast01">
        <mass>0.8</mass>
        <inertia x="4" y="4" z="4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="2.5"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</angularDamping>
        <gravity-factor>1</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        <margin-multiplier>1</margin-multiplier>
    </bone>

    <bone name="R Breast01">
        <mass>0.8</mass>
        <inertia x="4" y="4" z="4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="2.5"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</angularDamping>
        <gravity-factor>1</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        <margin-multiplier>1</margin-multiplier>
    </bone>

    <bone name="L Breast02">
        <mass>0.6</mass>
        <inertia x="4" y="4" z="4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="2.5"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</angularDamping>
        <gravity-factor>1</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        <margin-multiplier>1</margin-multiplier>
    </bone>

    <bone name="R Breast02">
        <mass>0.6</mass>
        <inertia x="4" y="4" z="4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="2.5"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</angularDamping>
        <gravity-factor>1</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        <margin-multiplier>1</margin-multiplier>
    </bone>

    <bone name="L Breast03">
        <mass>0.1</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0.4"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</angularDamping>
        <gravity-factor>1</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        <margin-multiplier>1</margin-multiplier>
    </bone>

    <bone name="R Breast03">
        <mass>0.1</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0.4"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</angularDamping>
        <gravity-factor>1</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        <margin-multiplier>1</margin-multiplier>
    </bone>

    <generic-constraint bodyA="L Breast01" bodyB="L Breast00">
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1.0" y="-0.1" z="-5" />
        <linearUpperLimit x="1.0" y="0.1" z="3" />
        <angularLowerLimit x="-0.01" y="-0.02" z="-0.01" />
        <angularUpperLimit x="0.01" y="0.02" z="0.01" />
        <linearStiffness x="800" y="1600" z="1600"/>
        <angularStiffness x="400" y="400" z="400"/>
        <linearDamping x="8" y="12" z="8" />
        <angularDamping x="4" y="4" z="4" />
        <linearEquilibrium x="0" y="0" z="-3" />
        <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="L Breast02" bodyB="L Breast00">
        <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="-0.1" z="-5" />
        <linearUpperLimit x="1" y="0.1" z="2" />
        <angularLowerLimit x="-0.05" y="-0.05" z="-0.01" />
        <angularUpperLimit x="0.05" y="0.05" z="0.01" />
        <linearStiffness x="1200" y="2400" z="1600"/>
        <angularStiffness x="400" y="400" z="400"/>
        <linearDamping x="8" y="12" z="8" />
        <angularDamping x="4" y="4" z="4" />
        <linearEquilibrium x="0" y="0" z="-3" />
        <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="L Breast03" bodyB="L Breast02">
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-0.2" y="-0.2" z="-0.3" />
        <linearUpperLimit x="0.2" y="0.5" z="0.3" />
        <angularLowerLimit x="0" y="0" z="0" />
        <angularUpperLimit x="0" y="0" z="0" />
        <linearStiffness x="200" y="200" z="200"/>
        <angularStiffness x="100" y="100" z="100"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="0" z="-3" />
        <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="R Breast01" bodyB="R Breast00">
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1.0" y="-0.1" z="-5" />
        <linearUpperLimit x="1.0" y="0.1" z="3" />
        <angularLowerLimit x="-0.03" y="-0.025" z="-0.01" />
        <angularUpperLimit x="0.03" y="0.025" z="0.01" />
        <linearStiffness x="800" y="1600" z="1600"/>
        <angularStiffness x="90" y="90" z="90"/>
        <linearDamping x="8" y="12" z="8" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="0" z="-3" />
        <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="R Breast02" bodyB="R Breast00">
        <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="-0.1" z="-5" />
        <linearUpperLimit x="1" y="0.1" z="2" />
        <angularLowerLimit x="-0.05" y="-0.05" z="-0.01" />
        <angularUpperLimit x="0.05" y="0.05" z="0.01" />
        <linearStiffness x="1200" y="2400" z="1600"/>
        <angularStiffness x="100" y="100" z="100"/>
        <linearDamping x="8" y="12" z="8" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="0" z="-3" />
        <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="R Breast03" bodyB="R Breast02">
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-0.2" y="-0.2" z="-0.3" />
        <linearUpperLimit x="0.2" y="0.5" z="0.3" />
        <angularLowerLimit x="0" y="0" z="0" />
        <angularUpperLimit x="0" y="0" z="0" />
        <linearStiffness x="200" y="200" z="200"/>
        <angularStiffness x="9" y="9" z="9"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="1" y="1" z="1" />
        <linearEquilibrium x="0" y="0" z="-3" />
        <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="Belly">
        <mass>0</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>1</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC Belly">
        <mass>1</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-1"/>
        </centerOfMassTransform>
        <linearDamping>0.7</linearDamping>
        <angularDamping>0.6</angularDamping>
        <friction>0.6</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
    </bone>

    <generic-constraint bodyA="NPC Belly" bodyB="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="-2" z="-3"/>
        <linearUpperLimit x="0.1" y="2" z="3"/>
        <angularLowerLimit x="0" y="-0.02" z="0"/>
        <angularUpperLimit x="0" y="0.02" z="0"/>
        <linearStiffness x="70" y="250" z="40"/>
        <angularStiffness x="3" y="3" z="3"/>
        <linearDamping x="2" y="30" z="2"/>
        <angularDamping x="2" y="2" z="2"/>
        <linearEquilibrium x="0" y="2.7" z="2"/>
        <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 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</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="-1" y="0" z="3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Butt">
        <mass>1</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="1" y="0" z="3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>0.9</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="-4" y="-1" z="-9"/>
        <linearUpperLimit x="4" y="2" z="9"/>
        <angularLowerLimit x="-0.15" y="-0.1" z="-0.05"/>
        <angularUpperLimit x="0.15" y="0.1" z="0.05"/>
        <linearStiffness x="350" y="350" z="350"/>
        <angularStiffness x="10" y="10" z="10"/>
        <linearDamping x="6" y="6" z="6"/>
        <angularDamping x="3" y="3" z="3"/>
        <linearEquilibrium x="0" y="0" z="-4"/>
        <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 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="-4" y="-1" z="-9"/>
        <linearUpperLimit x="4" y="2" z="9"/>
        <angularLowerLimit x="-0.15" y="-0.1" z="-0.05"/>
        <angularUpperLimit x="0.15" y="0.1" z="0.05"/>
        <linearStiffness x="350" y="350" z="350"/>
        <angularStiffness x="10" y="10" z="10"/>
        <linearDamping x="6" y="6" z="6"/>
        <angularDamping x="3" y="3" z="3"/>
        <linearEquilibrium x="0" y="0" z="-4"/>
        <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 Thigh [LThg]">
        <mass>0</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 FrontThigh">
        <mass>0.9</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="2" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="4"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>1</restitution>
    </bone>

    <bone name="NPC R Thigh [RThg]">
        <mass>0</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 FrontThigh">
        <mass>0.9</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="2" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="4"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.8</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>1</restitution>
    </bone>

    <bone name="NPC L RearThigh">
        <mass>1</mass>
        <inertia x="4" y="4" z="4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="4"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.6</friction>
        <rollingFriction>0</rollingFriction>
        <margin-multiplier>0.2</margin-multiplier>
        <restitution>0.5</restitution>
    </bone>

    <bone name="NPC R RearThigh">
        <mass>1</mass>
        <inertia x="4" y="4" z="4"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="4"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.6</friction>
        <rollingFriction>0</rollingFriction>
        <margin-multiplier>0.2</margin-multiplier>
        <restitution>0.5</restitution>
    </bone>

    <generic-constraint bodyA="NPC L FrontThigh" bodyB="NPC L Thigh [LThg]">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-3" y="0" z="-7"/>
        <linearUpperLimit x="3" y="0" z="7"/>
        <angularLowerLimit x="-0" y="-0" z="-0.0"/>
        <angularUpperLimit x="0" y="0" z="0.0"/>
        <linearStiffness x="800" y="800" z="800"/>
        <angularStiffness x="1000" y="100" z="10000"/>
        <linearDamping x="10" y="10" z="10"/>
        <angularDamping x="0" y="0" z="0"/>
        <linearEquilibrium x="0" y="-1" z="-1"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="1.2" y="1.2" z="1.2"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R FrontThigh" bodyB="NPC R Thigh [RThg]">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-3" y="0" z="-7"/>
        <linearUpperLimit x="3" y="0" z="7"/>
        <angularLowerLimit x="-0" y="-0" z="-0.0"/>
        <angularUpperLimit x="0" y="0" z="0.0"/>
        <linearStiffness x="800" y="800" z="800"/>
        <angularStiffness x="1000" y="100" z="10000"/>
        <linearDamping x="10" y="10" z="10"/>
        <angularDamping x="0" y="0" z="0"/>
        <linearEquilibrium x="0" y="-1" z="-1"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="1.2" y="1.2" z="1.2"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC L RearThigh" bodyB="NPC L Thigh [LThg]">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-4" y="0" z="-8"/>
        <linearUpperLimit x="4" y="0" z="8"/>
        <angularLowerLimit x="-0" y="-0" z="-0.0"/>
        <angularUpperLimit x="0" y="0" z="0.0"/>
        <linearStiffness x="1600" y="0" z="1200"/>
        <angularStiffness x="0" y="0" z="0"/>
        <linearDamping x="10" y="10" z="10"/>
        <angularDamping x="0" y="0" z="0"/>
        <linearEquilibrium x="0.1" y="0.1" z="0.1"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="1" y="1" z="1"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R RearThigh" bodyB="NPC R Thigh [RThg]">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-4" y="0" z="-8"/>
        <linearUpperLimit x="4" y="0" z="8"/>
        <angularLowerLimit x="-0" y="-0" z="-0.0"/>
        <angularUpperLimit x="0" y="0" z="0.0"/>
        <linearStiffness x="1600" y="0" z="1200"/>
        <angularStiffness x="0" y="0" z="0"/>
        <linearDamping x="10" y="10" z="10"/>
        <angularDamping x="0" y="0" z="0"/>
        <linearEquilibrium x="0.1" y="0.1" z="0.1"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="1" y="1" z="1"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <bone name="NPC L Pussy02">
        <mass>0.03</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>0.01</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.6</friction>
        <gravity-factor>0</gravity-factor>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
        <margin-multiplier>0.1</margin-multiplier>
    </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>0.1</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Pussy02">
        <mass>0.03</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>0.01</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0.6</friction>
        <gravity-factor>0</gravity-factor>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
        <margin-multiplier>0.1</margin-multiplier>
    </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" y="0" z="0"/>
        <linearUpperLimit x="3" y="0" z="0"/>
        <angularLowerLimit x="0" y="0" z="0"/>
        <angularUpperLimit x="1" y="3" z="0"/>
        <linearStiffness x="500" y="200" z="200"/>
        <angularStiffness x="0" y="0" z="0"/>
        <linearDamping x="10" y="20" z="999"/>
        <angularDamping x="999" y="999" z="999"/>
        <linearEquilibrium x="-2" 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="-3" y="0" z="0"/>
        <linearUpperLimit x="0" y="0" z="0"/>
        <angularLowerLimit x="-1" y="0" z="0"/>
        <angularUpperLimit x="0" y="0" z="0"/>
        <linearStiffness x="500" y="200" z="200"/>
        <angularStiffness x="0" y="0" z="0"/>
        <linearDamping x="10" y="20" z="999"/>
        <angularDamping x="999" y="999" z="999"/>
        <linearEquilibrium x="2" y="0" z="0"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>

    <per-triangle-shape name="CBBE">
        <margin>0.1</margin>
        <penetration>0</penetration>
        <shared>public</shared>
        <tag>body</tag>
        <no-collide-with-tag>body</no-collide-with-tag>
        <no-collide-with-tag>hands</no-collide-with-tag>
        <no-collide-with-tag>feet</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>Belly</no-collide-with-tag>
        <no-collide-with-tag>armscoll</no-collide-with-tag>
        <no-collide-with-tag>armscollisionM</no-collide-with-tag>
        <no-collide-with-tag>collisionThigh</no-collide-with-tag>
        <no-collide-with-tag>Genitals</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>
        <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>VirtualGround</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>VirtualHead</no-collide-with-tag>
        <no-collide-with-bone>NPC L Pussy02</no-collide-with-bone>
        <no-collide-with-bone>NPC R Pussy02</no-collide-with-bone>
        <weight-threshold bone="NPC L Clavicle [LClv]">1</weight-threshold>
        <weight-threshold bone="NPC R Clavicle [RClv]">1</weight-threshold>
        <weight-threshold bone="NPC L Forearm [LLar]">1</weight-threshold>
        <weight-threshold bone="NPC R Forearm [RLar]">1</weight-threshold>
        <weight-threshold bone="NPC L ForearmTwist1 [LLt1]">1</weight-threshold>
        <weight-threshold bone="NPC R ForearmTwist1 [RLt1]">1</weight-threshold>
        <weight-threshold bone="NPC L ForearmTwist2 [LLt2]">1</weight-threshold>
        <weight-threshold bone="NPC R ForearmTwist2 [RLt2]">1</weight-threshold>
        <weight-threshold bone="NPC L Hand [LHnd]">1</weight-threshold>
        <weight-threshold bone="NPC R Hand [RHnd]">1</weight-threshold>
        <weight-threshold bone="NPC L Foot [Lft ]">1</weight-threshold>
        <weight-threshold bone="NPC R Foot [Rft ]">1</weight-threshold>
        <weight-threshold bone="NPC L UpperArm [LUar]">1</weight-threshold>
        <weight-threshold bone="NPC R UpperArm [RUar]">1</weight-threshold>
        <weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">1</weight-threshold>
        <weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">1</weight-threshold>
        <weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">1</weight-threshold>
        <weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">1</weight-threshold>
        <weight-threshold bone="NPC L Breast">1</weight-threshold>
        <weight-threshold bone="NPC R Breast">1</weight-threshold>
        <weight-threshold bone="NPC L Breast01">1</weight-threshold>
        <weight-threshold bone="NPC R Breast01">1</weight-threshold>
        <weight-threshold bone="L Breast01">1</weight-threshold>
        <weight-threshold bone="L Breast02">1</weight-threshold>
        <weight-threshold bone="L Breast03">1</weight-threshold>
        <weight-threshold bone="R Breast01">1</weight-threshold>
        <weight-threshold bone="R Breast02">1</weight-threshold>
        <weight-threshold bone="R Breast03">1</weight-threshold>
        <weight-threshold bone="NPC Spine [Spn0]">1</weight-threshold>
        <weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>
        <weight-threshold bone="NPC Spine1 [Spn1]">0.3</weight-threshold>
        <weight-threshold bone="NPC Belly">0.3</weight-threshold>
        <weight-threshold bone="NPC Pelvis [Pelv]">0.1</weight-threshold>
        <weight-threshold bone="NPC R Butt">0.04</weight-threshold>
        <weight-threshold bone="NPC L Butt">0.04</weight-threshold>
        <weight-threshold bone="NPC L Thigh [LThg]">1</weight-threshold>
        <weight-threshold bone="NPC R Thigh [RThg]">1</weight-threshold>
        <weight-threshold bone="NPC L Calf [LClf]">1</weight-threshold>
        <weight-threshold bone="NPC R Calf [RClf]">1</weight-threshold>
        <weight-threshold bone="NPC R FrontThigh">1</weight-threshold>
        <weight-threshold bone="NPC L FrontThigh">1</weight-threshold>
        <weight-threshold bone="NPC R RearThigh">1</weight-threshold>
        <weight-threshold bone="NPC L RearThigh">1</weight-threshold>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualGround">
        <margin>0.2</margin>
        <penetration>0.75</penetration>
        <shared>internal</shared>
        <tag>VirtualGround</tag>
        <no-collide-with-tag>head</no-collide-with-tag>
        <no-collide-with-tag>feet</no-collide-with-tag>
        <no-collide-with-tag>hands</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>VirtualGround</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</no-collide-with-tag>
        <no-collide-with-tag>VirtualHead</no-collide-with-tag>
        <no-collide-with-tag>VirtualVagina</no-collide-with-tag>
        <no-collide-with-tag>VirtualHands</no-collide-with-tag>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualBreasts">
        <margin>0.02</margin>
        <penetration>0.01</penetration>
        <shared>public</shared>
        <tag>VirtualBreasts</tag>
        <no-collide-with-tag>body</no-collide-with-tag>
        <no-collide-with-tag>Genitals</no-collide-with-tag>
        <no-collide-with-tag>MaleBody</no-collide-with-tag>
        <no-collide-with-tag>Belly</no-collide-with-tag>
        <no-collide-with-tag>VirtualBreasts</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</no-collide-with-tag>
        <no-collide-with-tag>VirtualHead</no-collide-with-tag>
        <no-collide-with-tag>VirtualVagina</no-collide-with-tag>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualArms">
        <margin>0.02</margin>
        <penetration>0.01</penetration>
        <shared>public</shared>
        <tag>VirtualArms</tag>
        <no-collide-with-tag>body</no-collide-with-tag>
        <no-collide-with-tag>head</no-collide-with-tag>
        <no-collide-with-tag>feet</no-collide-with-tag>
        <no-collide-with-tag>hands</no-collide-with-tag>
        <no-collide-with-tag>Genitals</no-collide-with-tag>
        <no-collide-with-tag>MaleBody</no-collide-with-tag>
        <no-collide-with-tag>Belly</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>VirtualGround</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</no-collide-with-tag>
        <no-collide-with-tag>VirtualHead</no-collide-with-tag>
        <no-collide-with-tag>VirtualVagina</no-collide-with-tag>
        <no-collide-with-tag>VirtualHands</no-collide-with-tag>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualLegs">
        <margin>0.001</margin>
        <penetration>0.0001</penetration>
        <shared>public</shared>
        <tag>VirtualLegs</tag>
        <no-collide-with-tag>body</no-collide-with-tag>
        <no-collide-with-tag>head</no-collide-with-tag>
        <no-collide-with-tag>feet</no-collide-with-tag>
        <no-collide-with-tag>hands</no-collide-with-tag>
        <no-collide-with-tag>Genitals</no-collide-with-tag>
        <no-collide-with-tag>MaleBody</no-collide-with-tag>
        <no-collide-with-tag>Belly</no-collide-with-tag>
        <no-collide-with-tag>VirtualLegs</no-collide-with-tag>
        <no-collide-with-tag>VirtualArms</no-collide-with-tag>
        <no-collide-with-tag>VirtualGround</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</no-collide-with-tag>
        <no-collide-with-tag>VirtualHead</no-collide-with-tag>
        <no-collide-with-tag>VirtualVagina</no-collide-with-tag>
        <no-collide-with-tag>VirtualHands</no-collide-with-tag>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualHead">
        <margin>0.1</margin>
        <penetration>0.02</penetration>
        <shared>public</shared>
        <tag>VirtualHead</tag>
        <no-collide-with-tag>butt</no-collide-with-tag>
        <no-collide-with-tag>Lbreast</no-collide-with-tag>
        <no-collide-with-tag>MaleBody</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>armscoll</no-collide-with-tag>
        <no-collide-with-tag>armscollisionM</no-collide-with-tag>
        <no-collide-with-tag>collisionThigh</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</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>VirtualBreasts</no-collide-with-tag>
        <no-collide-with-tag>VirtualGround</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</no-collide-with-tag>
        <no-collide-with-tag>VirtualHead</no-collide-with-tag>
        <no-collide-with-tag>VirtualVagina</no-collide-with-tag>
        <no-collide-with-tag>VirtualHands</no-collide-with-tag>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualButt">
        <margin>3</margin>
        <penetration>0.1</penetration>
        <shared>public</shared>
        <tag>VirtualButt</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>belly</no-collide-with-tag>
        <no-collide-with-tag>butt</no-collide-with-tag>
        <no-collide-with-tag>pussy</no-collide-with-tag>
        <no-collide-with-tag>MaleBody</no-collide-with-tag>
        <no-collide-with-tag>MaleFeet</no-collide-with-tag>
        <no-collide-with-tag>shlong</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</no-collide-with-tag>
        <no-collide-with-tag>VirtualHead</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>VirtualBreasts</no-collide-with-tag>
        <no-collide-with-tag>VirtualGround</no-collide-with-tag>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualVagina">
        <margin>0.1</margin>
        <penetration>0.1</penetration>
        <shared>public</shared>
        <tag>VirtualVagina</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>pussy</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>
        <no-collide-with-tag>shlong</no-collide-with-tag>
        <no-collide-with-tag>VirtualArms</no-collide-with-tag>
        <no-collide-with-tag>VirtualButt</no-collide-with-tag>
        <no-collide-with-tag>VirtualLegs</no-collide-with-tag>
        <no-collide-with-tag>VirtualBreasts</no-collide-with-tag>
        <no-collide-with-tag>VirtualGround</no-collide-with-tag>
    </per-triangle-shape>

    <per-triangle-shape name="VirtualHands">
        <margin>0.03</margin>
        <penetration>0.01</penetration>
        <shared>public</shared>
        <tag>VirtualHands</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>pussy</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>
        <no-collide-with-tag>shlong</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>VirtualGround</no-collide-with-tag>
        <no-collide-with-tag>VirtualHead</no-collide-with-tag>
        <no-collide-with-tag>VirtualHands</no-collide-with-tag>
        <weight-threshold bone="NPC L ForearmTwist1 [LLt1]">0.4</weight-threshold>
        <weight-threshold bone="NPC R ForearmTwist1 [RLt1]">0.4</weight-threshold>
        <weight-threshold bone="NPC L Hand [LHnd]">0.8</weight-threshold>
        <weight-threshold bone="NPC R Hand [RHnd]">0.8</weight-threshold>
        <weight-threshold bone="NPC R Finger00 [RF00]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger01 [RF01]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger02 [RF02]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger10 [RF10]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger11 [RF11]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger12 [RF12]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger20 [RF20]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger21 [RF21]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger22 [RF22]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger30 [RF30]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger31 [RF31]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger32 [RF32]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger40 [RF40]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger41 [RF41]">0.7</weight-threshold>
        <weight-threshold bone="NPC R Finger42 [RF42]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger00 [LF00]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger01 [LF01]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger02 [LF02]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger10 [LF10]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger11 [LF11]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger12 [LF12]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger20 [LF20]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger21 [LF21]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger22 [LF22]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger30 [LF30]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger31 [LF31]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger32 [LF32]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger40 [LF40]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger41 [LF41]">0.7</weight-threshold>
        <weight-threshold bone="NPC L Finger42 [LF42]">0.7</weight-threshold>
        <weight-threshold bone="NPC R UpperArm [RUar]">0.7</weight-threshold>
        <weight-threshold bone="NPC L UpperArm [LUar]">0.7</weight-threshold>
    </per-triangle-shape>
</system>

 

Here is a video of the issue. See how they collapse and generally just don't behave like the real thing?:

 

 

 

 

So far, I've made sure I've properly generated the FNIS files. Applied CBBE with CBBE SMP. Used Body Slide to build all the meshes.

 

Sure, I'm listing stuff not completely related, but a good troubleshooting 'ticket' should include enough information plus a little extra, just in case.

 

 

Any suggestions to make them stop clipping weirdly and perform more realistically and less like jello?

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I was able to fix it myself. However, I could not identify the exact cause.

 

I removed Vortex and used MO2 instead. Exact same setup as I had in Vortex. Installed in the same ordered, organized in the same order, configured exactly the same. However when running MO2, it works fine.

 

Probably an overwrite issue.

 

 

(No thanks to Seijin8 for his snarky, unhelpful comment.)

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