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Metropolismania 2 was certainly one of those weird diamonds in the rough. A bit simplistic, but I could kinda overlook that because the way the citizens behaved in your city definitely made them feel more human, much more so than the ones in Skylines. CO should definitely take a few pages out of Natsume's book. And I do hope they make a Metropolismania 5 in the same style of 2, but with a little more depth.
i have E mailed natsume about how great their product is but they have not released any more metropolis mania games.
Metropolismania 2 is actually the inspiration for this series. However, I am in the process of redesigning them.
That wouldn't work. The game would just lengthen the arm bones again. You could try scaling the arm joints from ModTools, but the animations would be very awkward.
On Maya, at least, deleting type history would delete any nodes that modifies your model. Usually if these nodes are exported with the model, it could mess up the model in the game. I'm not sure what would be the equivalent of that in Blender.
Did you delete type history/delete any unnecessary nodes before skinning?
You can export default citizens using the scene explorer in ModTools.
As for skinning, I'm not too familiar with Blender. My advice is to make sure that the model is a single mesh, then skin it to an appropriate skeleton. I'll see if I can provide a ready to import model.
I'm trying to learn how to make my own citizens in blender. I'm fine with modelling and texturing but applying skeletons is new to me, a ready to import model would be really helpful to understand how it works as the default templates are a bit confusing without any model attached.
Glad you like it! ^_^
Now, would rather the more anime-styled citizens from before, or this semi-anime-style?