# Living Things The different living things available in the simulation are configured as SimObjects. These include humans (marshallers, tarmac workers, etc...), flying animals and ground animals. In general these fall into three categories: - **Humans** - Humans can be added to world as crew around airports, or as pilots for aircraft - **Animals** - Any ground animal would fall under this category, for example elephants, crabs, pigs, etc... - **Flying Animals** - Any animal that can fly would be placed in this category, like seagulls, bats, sparrows, etc... {{< callout context="note" title="NOTE" icon="outline/bulb" >}} Any animal that goes in water, for example a whale, should be considered a [Boat SimObject](boats/), and not a living thing SimObject. You can see an example of the CFG file for this here: [Boats Config Examples](../../cfg-files/aircraft-sim/sim-cfg-examples/). {{< /callout >}}   These SimObjects are defined through a `sim.cfg` file and will also have [model](../../models/models/), [texture](../../textures/textures/) and (although not always) an [animation](../../models/animation-xml-properties/) file associated with them. It may also have `ai.cfg`, `camara.cfg`, and `navigation_graph.cfg` files (although these are not required). The general configuration for a SimObject of this type would look something like this: {{< image-center src="images/5_Content_Config/SimObj/livingthing_example.png" alt="An Example Of A Typical Living Thing SimObject" >}} Here you can see that a single SimObject is being used to create 4 variations of an animal (in this case a Giraffe) and that each variation has it's own texture and model, but uses the same single animation. If you want to examine a complete example of this kind of SimObject, see the [BearsSampleProject.](../../../samples-tutorials/samples/simobjects-other/bearssampleproject/) Note that the files and folders for the object(s) being created need to be contained within a specific hierarchy of folders that follow this scheme for human characters and for animals/flying animals: ``` codeblock SimObjects/Humans/[FILES AND FOLDERS] SimObjects/Animals/[FILES AND FOLDERS] ```   The pages linked below outline the general requirements for the main configuration file used by all creature/human SimObjects:   - [sim.cfg](../../cfg-files/sim.cfg/) - [sim.cfg Examples](../../cfg-files/aircraft-sim/sim-cfg-examples/)   Moreover, the model folder contains an `*.xml` file referencing {{< glossterm >}}lod{{< /glossterm >}}s and model behaviors - as described in the corresponding section here: `` - and may also contain animation data (explained here: [Model Animation Definitions](../../models/animation-xml-properties/)). Living things have a single `*.cfg` file in their root folder, which is the file `sim.cfg`. {{< callout context="note" title="NOTE" icon="outline/bulb" >}} Any animal that goes in water, for example a whale, should be considered a [Boat SimObject](boats/), and not a living thing SimObject. You can see an example of the CFG file for this here: [Boats Config Examples](../../cfg-files/aircraft-sim/sim-cfg-examples/). {{< /callout >}}