Cities: Skylines

Cities: Skylines

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Citizen Asset Editor Tutorial
By stockjr97 and 1 collaborators
How to make your own citizen assets.
   
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Introduction
I've spent hours trying to figure out how to create custom citizen assets. Now that I've created and uploaded my first citizen model, I'm going to teach you how.

http://steamproxy.com/sharedfiles/filedetails/?id=1030492531

Note: I am working on Maya 2016
Step 1: Skeleton Template
Open the skeleton template file that corresponds to the citizen you want to make. You can find the templates at this location: C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Files\Templates\Citizens. This is the educated female skeleton. The main skeleton is for the citizen. The joint off to the side is for the prop (bag).
Step 2: Create Your Model
Create (or import) the model you want to use.

If you're creating an LOD (a lower poly version of your model when zoomed out), it's best to put it in a middle of a walking cycle so that it doesn't look weird when it's sliding across the street.

(Once you're finished with the LOD, export it (yourmodel_LOD.fbx), go back to your main model and move on to the next steps).
Step 3: Alignment
Line up the limbs with the skeleton. Make sure to delete all construction history afterwards.
Step 4: Skinning
Bind the model to the skeleton.
Step 5: Skin Weights
Paint the skin weights accordingly.





If you need help on skin weight painting, watch this tutorial:
https://www.youtube.com/watch?v=lA5gVcLEZWk
Step 6: Scaling and Pivot Location
THIS IS IMPORTANT. Select the root joint (which is the pelvis/hip joint) and scale it down to 0.1. (Note: When you select the model, the pivot point should be at the origin (0,0,0) of the scene.
Unnecessary and could lead to issues. Skip this step.
Step 7: Export
Export all to the import folder as an FBX (C:\Users\[USERNAME]\AppData\Local\Colossal Order\Cities_Skylines\Addons\Import). Include the texture files and LOD model, as well.
Step 8: Asset Editor
Run the game and go the the citizen asset editor. Make sure you have ModTools activated in the Content Manager.
Step 9: Select the Citizen Asset
Select the citizen of the skeleton that you used.
Step 10: Select Your Model
Select your imported model. If the model takes up most of the viewport, you've done everything correctly.
Step 11: Property Adjustment and Testing
Adjust the properties to your liking and test the animations for any errors (warping, etc.).
Step 12: Making the LOD Work
For your LOD to show in the main game, you must have ModTools activated. Press F7 and paste this code[pastebin.com] in the text box and click run. (Credit goes to BloodyPenguin for providing this code. Thank you!)

Note: If you're having trouble applying the script and getting an error message, try disabling and unsubscribing from ModTools, and delete the config .xml from the game's installation path. Then resubscribe and enable the mod. You should be able to apply the script then.


LOD Bug fixed after tomorrow's update! No need for this step!
Step 13: Save
Save the asset. (Note: Don't worry about the preview image. You can't take a snapshot in the editor)
Step 14: Final Test
Test the asset.
End
And you're done! Feel free to upload your asset after you're done. I hope this guide was helpful to you.
59 Comments
JamesOfJames 23 May @ 9:22am 
Answered my own question - In the Asset Editor, load the default citizen you want to work from, Control+E -> Show Edited Prefab. Toward the bottom of those top level options/settings, you should find one named "UnityEngine.SkinnedMeshRenderer m_skinRenderer". Click the + to expand that setting, and you'll find "UnityEngine.Transform[] bones" as the first line within. Click that +, and you'll get a list of the bone names the game is expecting for a rigged mesh using that template.
JamesOfJames 23 May @ 8:27am 
Gravedigging this guide a bit, but how do you tell what to name the bones of the tools that various other industry workers use? You mention farmers & their pitchforks, but how did you figure out those bones names? Is it it ModTools somewhere?
BloodyPenguin  [author] 24 Jan, 2022 @ 12:47pm 
A good news for all citizen modders! According to the Airports free update's release notes, the LOD bug is finally fixed there and no ModTools workaround will be needed any longer!
https://steamproxy.com/steamstore/news/app/255710/view/3112550823869993907
Bloodshed216 16 Jan, 2022 @ 11:31am 
So I was able to figure out the problem with this.
When importing, set primary bone axis in armature to X and secondary axis to Y. Also do the same with this when exporting.
Bloodshed216 15 Jan, 2022 @ 10:39pm 
I've just moved over to blender and keep running into the issue of the citizen rig importing with the bones facing wrong directions. I've activated setting to fix this on import but that breaks the rig in game, thus making the citizen distorted. Is there an in depth guide on how to create citizens though blender?
m4gic 26 Jul, 2021 @ 2:47pm 
Also, I do not understand "delete non deformer construction history" or how to do that in Blender.
m4gic 26 Jul, 2021 @ 2:43pm 
OK...I have made the LOD and exported it and made the model and skeleton mesh bonded and assigned the bone groups. I exported that as an fbx to the import folder with the d and c (+lods) textures, but when I select it for import the Continue button never highlights; and no model shows in the preview area. Any idea what I am doing wrong?
Colonel 16 Apr, 2021 @ 5:34pm 
Thank you :wnheart:
stockjr97  [author] 26 Dec, 2020 @ 3:29am 
Weapon? That'll be the pitchfork.
Ryancat 26 Dec, 2020 @ 3:15am 
But there is a weapon in the farmer skeleton...