BND

Bindings (known as skins in The Sims 1) specify a mesh and the bone to which it is applied. They may optionally specify a texture to apply to the mesh.

Bindings follow the following format:
 * Version - A 4-byte unsigned integer specifying the version number of this binding file; should be equal to 1
 * Bone - A Pascal string specifying the bone to which the mesh applies
 * Body meshes attach to the PELVIS bone
 * Head meshes attach to the HEAD bone
 * Hand meshes attach to the L_HAND and R_HAND bones
 * Accessory meshes may attach to any bone


 * Mesh/Data type - A 4-byte unsigned integer specifying the type of the data to follow; should be 8 for Asset if the mesh is specified and 0 if not
 * If the mesh is specified:
 * Mesh/Body type - A 4-byte unsigned integer specifying the type of data that follows; should be 0xA96F6D42 for cAssetKey
 * Mesh/File ID - A 4-byte unsigned integer specifying the File ID of the mesh
 * Mesh/Type ID - A 4-byte unsigned integer specifying the type of this asset; should be 9 for Mesh


 * Texture/Data type - A 4-byte unsigned integer specifying the type of the data to follow; should be 8 for Asset if a texture is specified and 0 if not
 * If a texture is specified:
 * Texture/Body type - A 4-byte unsigned integer specifying the type of data that follows; should be 0xA96F6D42 for cAssetKey
 * Texture/File ID - A 4-byte unsigned integer specifying the File ID of the texture
 * Texture/Type ID - A 4-byte unsigned integer specifying the type of this asset; should be 20 for JPG