If it's not, what resource types to include into "preferable subset" to edit? So, the overal question is: what is the most suitable and preferable subset of sims resource types to deal with (in order to change entire 3D model, it's materials, bones, and rigging info)?Īnimation if probably can be modified and injected into packages apart from the model itself, right? Yup, the model is needed when animating the rig, but import/export of animation can be considered as a stand alone process. It's a bad choice if users will need to mess and bind newly created MLOD/MODL files with the rest of package. Second, the model files (MLOD/MODL) are probably a good subset to deal with, but they seem to refer to external resources/files (textures, rigging and skeletal info).
I doubt it would be handy to mess with non-3D related stuff (string tables, scripts, etc.) in my software in order to export it all in a complete ready-to-use.
package files, but messing with entire package as the main import/export resource looks a bit complicated (at the moment, may be it's not). In general, this covers several resources from. The software I'm working on is used to deal with all-in-one scene files that contain models, materials+textures, animations, skeletons and other stuff if needed. At the moment, I've skim through a dozen of tutorials and wiki pages (here and at TSR/TSW wiki) and still have some doubts about starting point. I think making a Sims3 import/export plugin would be nice decision, so I've started to research this area. So, it opens up an ability to edit and animate rigged objects set or soft-skin-weight models. At the moment, a new evaluation of ZModeler software is coming and it supports much wider range of stuff including rigging and animations. I'm the developer of "ZModeler" software that was used for ages as 3D vehicle editor (for GTA, NFS and other titles). ZModeler as a Meshing/Rigging/Animating software (WIP)