b胴体 -1;//0
b腰 b胴体;
b首 0;//2
b頭 b首;//3
b頭2 b頭;

bモモ b腰,LR;
bモモ2 bモモ,LR;
b足 bモモ2,LR;
b足首 b足,LR;
b爪先 b足首,LR;
b鎖骨0 b胴体,LR;
b鎖骨 b胴体,LR;
b上腕 b鎖骨,LR;
b上腕2 b上腕,LR;
b下腕 b上腕2,LR;
b下腕2 b下腕,LR;
b手首 b下腕2,LR;
b胸0 b胴体,LR;

//1移動速度 2基準点対位置減衰 3重心移動速度減衰 4重力影響 5可動限界
//b胸1 b胸0,LR,TYPE,4,0.03,0.98,0.999,0.004,0.40;
//+ GravityR_0,0.75;
//b胸1 b胸0,LR,TYPE,4,0.03,0.98,0.999,0.002,0.40;
//+ GravityR_0,0.50;
//b胸1 b胸0,LR,TYPE,4,0.03,0.98,0.999,0.004,0.40;//A6_02
//+ GravityR_0,0.75;//A6_02
b胸1 b胸0,LR,TYPE,4,0.03,0.98,0.999,0.00133,0.40;////A6_05
+ GravityR_0,0.25;//A6_05



//+ BoneType_Pow2MoveFB,true,-1;//ボーン先端に仮想重心をﾌｨｰﾄﾞﾊﾞｯｸ
+ Limit_Pow2Move,2;//仮想重心を制限対象に加える
+ Limit_Pow2Move_ReA_wp,2,0.5;//制限オーバーした場合の振る舞い。位置
//複数の判定にヒットする事を考慮し100%にしない
+ Limit_Pow2Move_ReA_p2,4,0.7;//限界を超えた時の挙動。慣性
//接触時にブルブルしない安定重視。指向性無視
+ Limit_HitCheck,true,;//このボーンを可動制限。ﾎﾞｰﾝ名省略=ALL


//b胸2 b胸1,LR,TYPE,4,0.04,0.94,0.999,0.001,0.20;
//b胸2 b胸1,LR,TYPE,4,0.03,0.94,0.999,0.001,0.40;
//+ GravityR_0,1.0;
//b胸2 b胸1,LR,TYPE,4,0.03,0.94,0.999,0.001,0.40;//A6_02
//+ GravityR_0,1.0;//A6_02
b胸2 b胸1,LR,TYPE,4,0.03,0.94,0.999,0.0005,0.40;//
+ GravityR_0,0.5;

//b胸3 b胸2,LR,TYPE,4,0.04,0.92,0.900,0.001,0.30;
//b胸3 b胸2,LR,TYPE,4,0.03,0.92,0.900,0.000,0.40;//A6_02
//+ GravityR_0,1.0;//A6_02
b胸3 b胸2,LR,TYPE,4,0.03,0.92,0.900,0.000,0.40;//


b指A1 b手首,LR;//25
b指A2 b指A1,LR;//26
b指A3 b指A2,LR;//27
b指B1 b手首,LR;//28
b指B2 b指B1,LR;//29
b指B3 b指B2,LR;//30
b指C1 b手首,LR;//31
b指C2 b指C1,LR;//32
b指C3 b指C2,LR;//33
b指D1 b手首,LR;//34
b指D2 b指D1,LR;//35
b指D3 b指D2,LR;//36
b指E1 b手首,LR;//37
b指E2 b指E1,LR;//38
b指E3 b指E2,LR;//39
b腹ボ b腰;
b局部 b腰,LR;
bﾓｻﾞｲｸ b腰;


b判定_上腕 b上腕,LR;
+ Limit_HitCheck_BOX,2,12;//PAR1 0=OFF 1=ﾛｰｶﾙ(全体で処理しない。受動的) 2=全体
b判定_下腕 b下腕,LR;
+ Limit_HitCheck_BOX,2,12;//PAR2 0=壁 1=逆壁 11=球 12=円柱

b判定_モモ bモモ,LR;
+ Limit_HitCheck_BOX,2,12;


!GM1!b胴体 -1;
b判定_!GM1!b胴体 !GM1!b胴体;
+ Limit_HitCheck_BOX,2,12;

+ WeightBoneANL,PickTYPE,1;//所属ボーンの取得方式
//ウェイト解析。所属ボーンの取得方式。精度の問題の対策。全体
//ウェイト解析精度に問題が有る場合、正面から検索する
//ウェイトボーンの解析と、ボーンウェイトの解析は別物である点に留意