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

  <bone name="NPC Spine [Spn0]"/>
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="NPC Neck [Neck]"/>
	<bone name="NPC Head [Head]"/>
	<bone name="NPC R Clavicle [RClv]"/>
	<bone name="NPC R UpperArm [LUar]"/>
	<bone name="NPC R Forearm [LLar]"/>
	<bone name="NPC R Hand [LHnd]"/>
	<bone name="NPC R ForearmTwist1 [LLt1]"/>
	<bone name="NPC R ForearmTwist2 [LLt2]"/>
	<bone name="NPC R UpperarmTwist1 [LUt1]"/>
	<bone name="NPC R UpperarmTwist2 [LUt2]"/>
	<bone name="NPC L Clavicle [LClv]"/>
	<bone name="NPC L UpperArm [LUar]"/>
	<bone name="NPC L Forearm [LLar]"/>
	<bone name="NPC L Hand [LHnd]"/>
	<bone name="NPC L ForearmTwist1 [LLt1]"/>
	<bone name="NPC L ForearmTwist2 [LLt2]"/>
	<bone name="NPC L UpperarmTwist1 [LUt1]"/>
	<bone name="NPC L UpperarmTwist2 [LUt2]"/>
	<bone name="Bone001"/>
	<bone name="Bone001(mirrored)001"/>
	
	<bone-default>
    <mass>3</mass>
    <inertia x="20" y="20" z="20"/>
    <centerOfMassTransform>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </centerOfMassTransform>
    <linearDamping>0.8</linearDamping>
    <angularDamping>0.8</angularDamping>
    <friction>0</friction>
    <rollingFriction>0</rollingFriction>
    <restitution>0</restitution>
  </bone-default>
  
  <bone name="Bone002"/>
	<bone name="Bone002(mirrored)001"/>
	
	<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" y="-0.2" z="-0.5"/>
    <angularUpperLimit x="0" y="0.5" z="0.5"/>
    <linearStiffness x="0" y="0" z="0"/>
    <angularStiffness x="0" y="0" z="0"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
  </generic-constraint-default>
  
  <generic-constraint bodyA="Bone002" bodyB="Bone001"/>
  <generic-constraint bodyA="Bone002(mirrored)001" bodyB="Bone001(mirrored)001"/>
</system>