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  <extra>L:/GILGAMESH/3D/Proyectos Maya/Gilgamesh_Rey/scenes/Gilgamesh_REY Test_01_042_T03.mb</extra>
  <extra>maya 2014 x64</extra>
  <extra>MARCELO</extra>
  <extra>NCloth Info for GILGAMESH_070_REY:nCloth1_cortaShape:</extra>
  <extra>Passive Colliders:  GILGAMESH_070_REY:cuerpo</extra>
  <extra>Constraints:  GILGAMESH_070_REY:dynamicConstraint1_corta</extra>
  <extra>Notes (GILGAMESH_070_REY:nCloth1_cortaShape): This simulates a soft loose knit sweater material. It is somewhat stretchy but lightweight and damped.  One may yet need to increase the stretch resistance further for high gravity or fast moving objects. If the material seems too springy try increasing the damp value.</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.depthSort=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.isDynamic=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.currentTime=250</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.evaluationTime=250</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.playFromCache=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.thickness=0.1000000015</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.bounce=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.friction=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.damp=2</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.stickiness=0.1000000015</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.collideStrength=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.collisionFlag=3</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.selfCollisionFlag=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.maxSelfCollisionIterations=4</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.maxIterations=10000</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointMass=0.8000000119</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.restLengthScale=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.localForceX=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.localForceY=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.localForceZ=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.localWindX=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.localWindY=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.localWindZ=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.collide=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.selfCollide=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.collisionLayer=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.windShadowDiffusion=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.windShadowDistance=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.airPushDistance=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.airPushVorticity=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pushOut=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pushOutRadius=10</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.crossoverPush=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.trappedCheck=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.forceField=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldMagnitude=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldDistance=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldScale[0].fieldScale_Position=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldScale[0].fieldScale_FloatValue=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldScale[0].fieldScale_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldScale[1].fieldScale_Position=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldScale[1].fieldScale_FloatValue=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.fieldScale[1].fieldScale_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointForceField=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldMagnitude=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.selfAttract=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldDistance=2</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldDropoff[0].pointFieldDropoff_Position=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldDropoff[0].pointFieldDropoff_FloatValue=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldDropoff[0].pointFieldDropoff_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldDropoff[1].pointFieldDropoff_Position=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldDropoff[1].pointFieldDropoff_FloatValue=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pointFieldDropoff[1].pointFieldDropoff_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.localSpaceOutput=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.displayColorR=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.displayColorG=0.8000000119</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.displayColorB=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.stretchResistance=30</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.compressionResistance=5</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.bendResistance=0.5</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.bendAngleDropoff=0.6032999754</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.restitutionTension=1000</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.restitutionAngle=360.00001</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.shearResistance=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.rigidity=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.usePolygonShells=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.deformResistance=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.inputMeshAttract=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.collideLastThreshold=0.200000003</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.inputAttractDamp=0.5</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.inputMotionDrag=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.wrinkleMapScale=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.bendAngleScale=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.sortLinks=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.addCrossLinks=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.stretchDamp=0.1000000015</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.minimalStretch=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.minimalBend=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.minimalShear=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.selfCollideWidthScale=3</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.selfCollisionSoftness=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.selfCrossoverPush=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.selfTrappedCheck=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pressure=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.startPressure=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.incompressibility=5</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pressureDamping=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.pumpRate=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.airTightness=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.sealHoles=1</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.ignoreSolverGravity=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.ignoreSolverWind=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.windSelfShadow=0</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.lift=0.05000000075</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.drag=0.05000000075</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.tangentialDrag=0.400000006</extra>
  <extra>GILGAMESH_070_REY:nCloth1_cortaShape.lifespan=1</extra>
  <extra>GILGAMESH_070_REY:nComponent2.componentType=2</extra>
  <extra>GILGAMESH_070_REY:nComponent2.elements=0</extra>
  <extra>GILGAMESH_070_REY:nComponent2.strength=1</extra>
  <extra>GILGAMESH_070_REY:nComponent2.glueStrength=1</extra>
  <extra>GILGAMESH_070_REY:nComponent2.weight=1</extra>
  <extra>GILGAMESH_070_REY:nComponent2.tangentStrength=0.5</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.visibility=0</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.translateX=0</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.translateY=0</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.translateZ=0</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.rotateX=0</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.rotateY=0</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.rotateZ=0</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.scaleX=1</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.scaleY=1</extra>
  <extra>GILGAMESH_070_REY:dynamicConstraint1_corta.scaleZ=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.visibility=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.translateX=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.translateY=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.translateZ=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.rotateX=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.rotateY=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.rotateZ=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.scaleX=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.scaleY=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.scaleZ=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.currentTime=250</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.startFrame=250</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.frameJumpLimit=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.enable=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.useTransform=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.gravity=150</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.gravityDirectionX=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.gravityDirectionY=-1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.gravityDirectionZ=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.airDensity=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.windSpeed=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.windDirectionX=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.windDirectionY=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.windDirectionZ=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.windNoise=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.collisionLayerRange=4</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.collisionSoftness=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.usePlane=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeOriginX=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeOriginY=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeOriginZ=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeNormalX=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeNormalY=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeNormalZ=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeBounce=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeFriction=0.1000000015</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.planeStickiness=0</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.subSteps=3</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.maxCollisionIterations=10</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.timeScale=1</extra>
  <extra>GILGAMESH_070_REY:nucleus1_Polleras.spaceScale=0.400000006</extra>
  <extra>NCloth Info for GILGAMESH_070_REY:nCloth2_largaShape:</extra>
  <extra>Passive Colliders:  GILGAMESH_070_REY:cuerpo</extra>
  <extra>Constraints:  GILGAMESH_070_REY:dynamicConstraint2_larga</extra>
  <extra>Notes (GILGAMESH_070_REY:nCloth2_largaShape): This simulates a soft loose knit sweater material. It is somewhat stretchy but lightweight and damped.  One may yet need to increase the stretch resistance further for high gravity or fast moving objects. If the material seems too springy try increasing the damp value.</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.depthSort=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.isDynamic=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.currentTime=250</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.evaluationTime=250</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.playFromCache=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.thickness=0.1000000015</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.bounce=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.friction=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.damp=2</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.stickiness=0.1000000015</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.collideStrength=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.collisionFlag=3</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.selfCollisionFlag=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.maxSelfCollisionIterations=4</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.maxIterations=10000</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointMass=0.8000000119</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.restLengthScale=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.localForceX=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.localForceY=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.localForceZ=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.localWindX=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.localWindY=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.localWindZ=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.collide=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.selfCollide=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.collisionLayer=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.windShadowDiffusion=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.windShadowDistance=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.airPushDistance=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.airPushVorticity=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pushOut=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pushOutRadius=0.986956954</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.crossoverPush=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.trappedCheck=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.forceField=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldMagnitude=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldDistance=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldScale[0].fieldScale_Position=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldScale[0].fieldScale_FloatValue=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldScale[0].fieldScale_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldScale[1].fieldScale_Position=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldScale[1].fieldScale_FloatValue=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.fieldScale[1].fieldScale_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointForceField=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldMagnitude=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.selfAttract=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldDistance=2</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldDropoff[0].pointFieldDropoff_Position=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldDropoff[0].pointFieldDropoff_FloatValue=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldDropoff[0].pointFieldDropoff_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldDropoff[1].pointFieldDropoff_Position=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldDropoff[1].pointFieldDropoff_FloatValue=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.pointFieldDropoff[1].pointFieldDropoff_Interp=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.localSpaceOutput=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.displayColorR=1</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.displayColorG=0.8000000119</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.displayColorB=0</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.stretchResistance=30</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.compressionResistance=5</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.bendResistance=0.5</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.bendAngleDropoff=0.6032999754</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.restitutionTension=1000</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.restitutionAngle=360.00001</extra>
  <extra>GILGAMESH_070_REY:nCloth2_largaShape.shearResistance=0</extra>
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