Hello
# Final Fantasy VII 3D Model Editor
Download
**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.
---
# 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**
# Final Fantasy VII 3D Model Editor
Download
**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.
---
# 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**