Final Fantasy VII 3D Model Editor

Shadow501

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# Final Fantasy VII 3D Model Editor

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**Created by Shadow501**

Final Fantasy VII 3D Model Editor is an advanced Windows editing tool designed for modifying models and related assets from the original PlayStation version of **Final Fantasy VII**.

The editor brings together 3D model editing, animations, bones, polygons, colors, palettes, textures, FIELD assets, world-map files, scripts, audio, and PlayStation BIN/CUE rebuilding in one application.

The project is actively being improved, and additional compatibility, scanning accuracy, and editing features are planned for future versions.

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# Main Features

* Open compressed and decompressed **Final Fantasy VII .BCX field models**
* Open and edit **FF7 battle .LZS models**
* Preserve important battle-LZS archive sections while editing model geometry
* Display FF7 models directly inside the built-in model viewer
* Browse individual models or complete LZS folders
* Live model preview
* Mouse rotation
* Pan
* Zoom
* Reset camera
* Wireframe / polygon grid display
* Skeleton display
* Direct model selection
* Edit model geometry without requiring an external 3D viewer

---

# Bone Editing

The editor contains extensive tools for working with FF7 skeletal models.

* Select Bones directly from the model
* Select Bones from the model tree
* Copy Bones
* Paste Bones
* Remove Bones
* Export individual Bones
* Import individual Bones
* Export all Bones
* Import complete Bone/model packages
* Resize Bones manually
* Uniform Bone scaling
* Independent X / Y / Z Bone scaling
* Preserve Bone center and location while resizing
* Automatically fit imported BCX Bones to destination geometry
* Preserve destination Bone bind-pose position
* Undo Bone modifications
* Redo Bone modifications

---

# Elastic Bone Editing

Bones can also be manipulated interactively inside the model preview.

* Enable **Elastic Bone** editing mode
* Drag Bones directly with the mouse
* Attached Parts follow the selected Bone
* Child Bones follow the edited Bone hierarchy
* Adjustable Bone elasticity
* Undo Elastic Bone changes
* Redo Elastic Bone changes

This allows model proportions and poses to be modified visually instead of editing coordinates manually.

---

# Part Editing

The editor supports individual FF7 model Parts such as:

* Head
* Face
* Hair
* Chest
* Arms
* Hands
* Legs
* Feet
* Other character mesh sections

Available Part functions include:

* Select Part
* Copy Part
* Paste Part
* Export Part
* Import Part
* Undo Part changes
* Replace compatible Part geometry
* Preserve the rest of the model when editing only one Part

---

# Polygon / Mesh Editing

Model geometry can be edited directly.

* Display FF7 polygon packet types
* Edit triangles
* Edit quads
* Preserve model topology when required
* Work with individual model Parts
* Import compatible edited geometry
* Modify body and hair shapes
* Undo geometry modifications
* Redo geometry modifications

---

# Mesh Stretch Editor

The built-in **Mesh Stretch** mode allows local geometry editing directly inside the 3D preview.

Available brush sizes include:

* Single
* Small
* Medium
* Large
* X-Large

Mesh Stretch can be used to:

* Pull geometry
* Shrink areas
* Expand areas
* Change body proportions
* Modify hair
* Adjust individual local mesh regions

This provides a fast visual method for editing FF7 models without manually entering vertex coordinates.

---

# Model Resize Tools

The editor contains several methods for resizing models.

* Extend complete model by percentage
* Shrink complete model by percentage
* Custom model scaling
* Safe BCX resizing
* Resize individual Bones
* Preserve model structure
* Undo model-size changes

The safe resize system is designed to preserve Bones, Parts, meshes, and geometry wherever possible.

---

# Animation Editor

The editor includes built-in support for FF7 skeletal animations.

* Detect BCX animations
* Browse available animations
* Play selected animation
* Pause animation
* Loop animation
* View current animation frame
* Select animations individually
* Copy animations
* Paste animations
* Delete animations safely
* Import animation data
* Export animation data

---

# Create New Animations

New animation data can also be created.

Supported creation options include:

* Neutral animations
* Duplicated animations
* Reversed animations
* Ping-pong animations

The editor can also append a **completely new animation slot** to a BCX model.

For example:

**Animations (3) → Animations (4)**

or

**Animations (4) → Animations (5)**

Animation table data is relocated when required.

---

# FF7ANIM Support

Animations can be exported and imported using the custom:

**.ff7anim**

format.

This allows animations to be:

* Backed up
* Shared
* Modified
* Reinserted into models
* Added as new animation slots

---

# OBJ Export / Import

Wavefront OBJ support is included for external 3D editing.

* Export complete FF7 models to **.OBJ**
* Export selected Parts to OBJ
* Import edited OBJ geometry
* Import compatible vertex positions
* Edit BCX geometry externally
* Edit compatible battle-LZS geometry
* Preserve required FF7 model topology during safe imports

OBJ files can be edited with compatible 3D applications and imported back into the editor.

---

# Standalone OBJ Editor

The program also includes a standalone Wavefront OBJ editor.

You can:

* Open your own OBJ file
* Display OBJ geometry
* Browse OBJ groups
* Edit vertices
* Edit vertex colors
* Transform selected groups
* Transform the complete OBJ
* Resize geometry
* Center geometry
* Save OBJ
* Save OBJ As
* Undo OBJ modifications

This functionality can be used independently from FF7 BCX/LZS files.

---

# Color Editor

The editor contains an advanced built-in model color editor.

Supported color modes:

* RGB
* HSL
* HSV

Colors can be edited for:

* Entire model
* Selected Part
* Selected Bone

Other color functions include:

* Select model colors
* Copy Color
* Paste Color
* Live color preview
* Highlight polygons affected by the selected color
* Undo color changes
* Redo color changes

---

# Palette Editing

FF7 model palettes can be saved and replaced.

* Save all model palette colors
* Replace all model palette colors
* Save only selected Bone palette colors
* Save only selected Part palette colors
* Replace selected palette colors
* Preserve unrelated model colors
* Undo palette modifications
* Roll back incompatible changes

Custom palette packages use:

**.ff7pal**

---

# PNG Model Editing

The editor can export selected model geometry to PNG for graphical editing.

Supported functionality includes:

* Export selected Part/Bone PNG
* Import edited PNG
* Four-view model PNG output
* Display actual model areas instead of simple palette blocks
* Head editing
* Face editing
* Chest editing
* Limb editing
* Other Part/Bone editing

The editor uses a verified mapping sidecar:

**.ff7pngmap**

This maps PNG information back to the corresponding model data.

---

# Complete Bone / Model Packages

Complete Bone and attached Part data can be exported using:

**.ff7bones**

The package can contain complete model-related data for transfer between compatible models.

Functions include:

* Export every Bone
* Export attached Parts
* Import complete model packages
* Rebuild model tables when Bone/Part counts differ
* Preserve destination model hierarchy where required

---

# BCX to Battle-LZS Conversion

The editor contains specialized tools for transferring BCX geometry into FF7 battle models.

Supported operations include:

* Convert selected BCX Bones to battle-LZS geometry
* Transfer vertices
* Transfer triangles
* Transfer quads
* Transfer model colors
* Preserve destination Bone hierarchy
* Preserve destination Bone placement
* Auto-fit source Bone size
* Rebuild visible battle-model geometry
* Preserve non-model battle sections where possible

This can be used for creating customized battle-model geometry from field-model parts.

---

# Rebuild BCX Like Reference

A BCX model can be rebuilt based on another compatible reference BCX.

The editor can attempt to match:

* Part layout
* Animation layout
* Model structure
* Raw size
* Packed size

This is useful when an edited model must remain structurally compatible with another FF7 model.

---

# Global Undo / Redo

The editor contains global model history support.

**Ctrl + Z — Undo**

**Ctrl + Y — Redo**

Undo/Redo can cover operations such as:

* Bone edits
* Bone posing
* Part replacement
* Mesh editing
* Mesh stretching
* Model scaling
* Color editing
* Palette editing
* Geometry changes

---

# FIELD Folder Support

Final Fantasy VII FIELD files can be browsed directly.

The tool can:

* Open complete FF7 FIELD folders
* Browse FIELD assets
* Open individual FIELD `.DAT` files
* Display supported detected content
* Import compatible edited data
* Export supported data
* Repack FIELD files

---

# DAT Scanner

The editor includes a scanner for Final Fantasy VII **.DAT** files.

The scanner attempts to automatically identify and process supported data and assets inside FIELD DAT files.

Current functionality includes:

* Scan `.DAT` files
* Detect supported FF7 data
* Browse detected assets
* Open individual FIELD DAT files
* Work with supported detected content
* Import/export supported assets
* Repack compatible DAT data

### Current DAT Scanner Status

**The DAT scanner is still under development.**

Some `.DAT` files currently have issues and may not scan or detect all data correctly.

Possible current issues include:

* Some assets may not be detected
* Some data structures may be detected incorrectly
* Certain DAT files may show incomplete results
* Some unusual FIELD DAT layouts may not yet be supported
* Automatic scanning may occasionally identify incorrect offsets
* Compatibility may differ between different FIELD files

These issues are known and do not mean development has stopped.

### Future DAT Scanner Updates

Future versions will continue to **tune up and improve the DAT scanner**.

Planned improvements include:

* Better scanning accuracy
* Better automatic offset detection
* Improved asset detection
* Improved compatibility with more FF7 DAT files
* Fewer false detections
* Better validation of detected data
* Improved stability
* Faster scanning
* Better handling of unusual DAT structures
* More supported asset types

**Note:** If a DAT file does not scan correctly in the current version, support may be improved in a future update.

---

# FIELD.TDB Texture Support

The editor includes dedicated support for:

**FIELD.TDB**

Available functions include:

* Open FIELD.TDB
* Detect texture information
* Extract textures
* Export textures to PNG
* Import edited PNG textures
* Replace textures
* Repack FIELD.TDB

---

# LZS Folder Browser

The editor can browse complete directories containing FF7 LZS files.

* Open a single LZS
* Open an LZS folder
* Recursively browse folders
* Preview compatible LZS content
* View models directly
* Identify LZS files containing TIM texture/effect images

---

# TIM Texture / Effect Detection

Some FF7 LZS files contain TIM graphics instead of 3D model data.

The editor can recognize these files and display information such as:

* Texture width
* Texture height
* Bits per pixel
* Palette count
* VRAM position

This helps distinguish model LZS archives from graphical/effect LZS files.

---

# World Map Editor

FF7 world-map terrain is supported through:

**WM0.MAP**

Available functionality includes:

* Open world-map MAP files
* Decompress world-map terrain
* Browse terrain blocks
* Browse terrain meshes
* Display terrain geometry
* Export selected terrain block to OBJ
* Export complete terrain to OBJ
* Import compatible edited terrain geometry
* Undo terrain mesh changes
* Repack world-map data



More features and fixes will be added as development continues.


**Created by Shadow501**
 
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