You may well have noticed there are only four moving civilians available as stock models, and three look identical. That seems a little sparse to populate an entire planet, especially since they're all male.
Therefore this is a library of animated human models to put in your creations.
There are just under 300 models in total in here which are based on about 65 different model meshes with variations in colour and action. You should be able to populate a largeish airport without too much saminess.
These will show up under 'ahq' in the SDK object list followed by a short description of the model and action.
Most are simply standing or sitting with a short loop of movement or action such as talking, waving, stretching.
The sim quickly reduces frame rate as you get further away making the action jerky with more complex animations such as walking so there aren't very many of those.
These are all stock animations created by Mixamo, an online animation site, so they're limited in number and variety.
If a model comes in a version with a different colour it will have 'C1' or 'C2' etc after the name so you can use it in the same scene as the original and not be too obvious.
In the SDK object list search -
'guy' for a male.
'gal' for a female.
'boy' for a... boy.
'girl' for one of those. There aren't many kids. I can't stand them.
'business' for some smart people.
'beach' for some gorgeous flesh.
'Fireman', 'airline' and 'security' will turn up some airport firemen, security guards and airline pilots. 'Old' will find some hot elderly people if that's your kink.
The most common actions to search for are - 'sit' or 'stand' obviously plus 'idle' 'talk' 'walk' 'phone' and 'wave' with a few others sprinkled in.
Some of the models are very good. Some are awful. Some are downright disturbing. I didn't make any of them. I scooped them up from various sources.
There are way, way too many white people, but since 90% of human 3d models seem to be Japanese schoolgirls I did my best.
Most but not all models have LODs, but obviously the animation is the main strain on computers. Interestingly when you hit a certain number of visible moving models all of the animations stop in unison at once. I can't be bothered to count that number but it's a bit over 200 animated models.
You'll probably get bored of looking at these rapidly but it's obviously an infinite subject. I'd call this more of a start than a final product as there's lots to refine and more and better organised categories are definitely required.
Model credits - blendtek, thunder, mohsenmousavi2313, Udara Sampath, mike alger, rusty greinder, tural 3d
V 1. 2
There are two items in this download so you will need to click again for the community folder content. There's a main package and a separate section for developers in a zip file.
This time around I have done -
Further cleaning of mistakes in existing models - removing transparent eyes, bad AI intentions etc. The relevant animation start points are now also randomised so two people with the same animation should no longer move in eerie unison.
Adds some skydivers, soldiers, offshore people wearing survival suits, winter people wearing ski gear or thick coats and some hikers.
Adds moving animals. A pretty weird selection but they get the job done. The usual domestic stuff and some others too. They will show up as 'ahqa' in the object list.
Adds about 50-60 walking simobjects, animals and humans. You can place these in worldscripts to make them follow predetermined routes.
Adds one worldscript per walking model ready to place in your own project. Open up the worldscript bit in the scenery object list and they'll be there. You can place them like any other scenery object and off they'll walk.
They're all short looped paths so not very interesting. And it became so goddamn boring trying make varied loops and getting the speed right that most of them are probably nonsensical. There are some running people and animals, but not many. The animation doesn't work too well when they're fast.
Updated the tutorial about how to add humans in MSFS as the original method is toast half the time now.
Added another tutorial about how to create worldscripts yourself.
Added the all model XMLs and this mod's worldscripts for those people who like scraping these things for their own clever stuff and to reference the required speeds per model for their own worldscripts.