True, but I'm giving you two options.
The reason for the editor is the specific features the models have, like materials, shaders and such. Basically, I'm saying that if you don't have a 3D program you can still make meshes just the same. If you insist on using an external program you still can. I'm not limiting your options in that sense. BrawlBox is more or less the interface with your final product. If you import a complex model and say a vertex group is a little off, you won't have to re-import the group because it will be a quick change in the editor.
So, the rebuilder is half way done. The new interface may have to wait though, because I would rather release the rebuilder when it's functional. This will allow you to add/remove bones and textures in a model, as well as re-link the resources like polygons, materials, shaders. and geometry.
I may decide to go exclusively with the Collada file format, because it's the only one that's widely used and supports vertex weights/skinning as well as bones. If I build a codec for 3ds or obj, the weights won't copy over and will only be usable for 'replacing' existing geometry. We COULD export just the vertices in obj format and re-insert them separate from the polygons, but it seems kind of dirty. Any thoughts?