How was the body.ini file derived? Is it a custom config derived by hand to link in to the back end of a custom engine? If I sound like I am bullshitting right now I am, but I'm trying to learn.

For starters, what does every line here from body.ini mean exactly? What is happening with regards to filemaker interacting with body.ma and body.ini? It seems like it is overriding the ma and doing custom things that are obfuscated, like the breast dynamics, which I assume are being whipped up on the fly in game because there is nothing in the ma file that I can find to suggest otherwise, but I am still just learning to navigate that one billion dollar Maya UI (seriously they paid that much to design it and it makes me want to die).
I have commented some of this with my assumptions. Please clarify and correct. If there are additional parameters for joints please reveal ALL of them.
joint "butt_left" //this is creating a joint? not sure what level of abstraction is going on here since the ma file has already done this.
{
link
{
translate = true; //this means it can move?
kd = 20.0; //kinetic damper? what does this effect?
Fc = 0.0; //force collision? what does this effect?
Cc = 0.0; //some other collision? what does this effect?
trans_Ks = (1600.0, 1600.0, 0); //kinetic spring translation? how does this work?
trans_Ls = (0.926, -0.65, 0); //actual shape translation? The Z coordinate appears locked in game. I can't get the ass to stop being flat as a board no matter what I do.
}
physics
{
coll = JOINTSPANK_OBJ; //collider object?
density = 200.0; //what does this effect?
mat_type = SKIN;
elem[0]
{
mesh = "buttLeftShape";
shape_type = BOX;
}
}
//interact {} //is this commented out?? What does it do either way?
render {}
}