piranha1: So, how do you think I should go about building a rogue/shadowdancer 1/ranger?
Looking at the requirements, I'd be able to get Tumble 5 with second level of rogue, and ranger has both Hide and Move Silently as class skills. So something like that: Rogue two levels (or up to four I guess, to get better skills), ranger the levels necessary to get Hide and Move Silently to 10 and 8 respectively (so Ranger level up to 5/character level 7 I think, if I'd have enough skill points), then one level of Shadow Dancer, and the rest (until 20) of a Ranger?
Depends on what you want out of the character.
Ranger gets you BAB, Hitpoints and more/better bonuses against favoured enemies.
Rogue gets you sneak attack damage, skillpoints and Rogue Bonus Feats. (Which incidentally are useful but not amazing.)
The only certainty is that your first level should be rogue (1st level gives quadruple skillpoints, you want 4*8 skillpoints.) and the second Ranger.
Beyond that? Up to you.
Rogue 4/Shadowdancer 1/Ranger 15 gets you 4 favoured enemies, improved two weapon fighting, a lot of hitpoints, and 18 BAB, but only 2D6 Sneak Attack and 122 skillpoints. (+ INT bonus, which should be 69 skillpoints at level 20 if you're human.) It works, but this little sneak attack damage makes it a bit redundant to go for Shadowdancer. For a character like this I'd drop Shadowdancer altogether and just play as a ranger with rogue skills.
Your original idea of Rogue 10/Shadowdancer 1/Ranger 9 gets you only 2 favoured enemies, less hitpoints, and 16 BAB, but still gives you improved two weapon fighting, as well as a rogue bonus feat, 5D6 sneak attack damage, and 24 extra skillpoints. And as soon as you hit epic levels you can take a Ranger level, get a 3rd favoured enemy and pick Bane of Enemies. Pretty good balance, really.
So I'd actually stick to your original plan. Or maybe stick to 8 rogue levels for slightly better BAB, but giving up the rogue bonus feat for the time being.
One thing to keep in mind, though, is that you can save up skillpoints and invest them whenever you take a rogue level. This means it's a good idea to space out the rogue levels a bit. If you take your last (pre-epic) Rogue level at level 17, for example, you can raise Tumble and UMD to 20, which gives you +4 armour class. This also lets you keep lock and trap disarming skills relevant, if you choose to take those. (They're not terribly important in most modules.)
piranha1: Also about UMD, quoting the Wiki: "A UMD score of 25 or higher allows full usage of the standard holy avenger item." - so UMD 25-30 should let me wear anything I might fancy, except for some crazy expensive things?
Yes, but you'll only reach those values by the very end of Hordes of the Underdark or other epic-level campaigns, so what that basically means is "put as many skillpoints in it as you can if you really want to be able to use everything."
Which should be fine on a rogue build, since they have a lot of skillpoints. Bards can compensate a bit because they usually have high CHA.
piranha1: Also do you think I should (eventually, not at the start) put some points in Strength to get it to 13 (or 14 for +2 modifier), for Feats like Cleave and Imp. Cleave?
Your choice is between STR based and DEX based with weapon finesse. Both are viable. DEX based will get you higher armour class, particularly at very high levels, and good accuracy with a bow. STR based will let you deal more damage, particularly against critical-hit (and therefore sneak attack) immune enemies, of which there are many and which only become more common as you go up in levels. (Undead, Elementals, Dragons, Constructs, etc, etc.)
STR based also lets you use bigger weapons, in your main hand at least. Which not only lets you do more damage, but also lets you use all magic weapons you find. For example, if you have high UMD and find a Holy Avenger, you can use that if you're a STR build. A DEX build wouldn't hit much with it. Or you could even equip a two-handed greatsword when fighting some foe with hefty damage reduction. Oh, and STR based saves you a feat since you don't need Weapon Finesse.
Either variant works. I'm partial to the STR based one, because I like doing more damage and being more flexible RE weapons, but that's really just a personal preference.
Whichever you choose, it's a good idea to start with both stats at least at 14. The STR build still needs DEX for his bow and to boost AC, (since you won't have better than studded leather armour, or maybe a chain shirt if you don't care about dual wielding) not to mention you need 13 anyway to get the Dodge feat for Shadowdancer, and the DEX build still wants the extra damage and carrying capacity. Your 30 stat points easily lets you raise STR, DEX, CON and INT to 14, which would leave you 6 points to distribute between WIS (for ranger spells, though they kinda suck) and CHA. (For RP purposes, mostly. Although it does help UMD.) Or you could leave on or both of those stats at 8 and sink more in your favoured stats.
Power Attack/Cleave/Great Cleave aren't particularly useful, though. Normal cleave is buggy when you have 4 or more attacks per round. (Which a dual wielder always has.) Great Cleave means you're spending a lot of feats for marginal benefits. And in the end: you're a Shadowdancer. You hit and RUN. You don't need to hack your way through 100 goblins in 2 rounds.
Stuff like Weapon Finesse (if DEX based), Blind Fight, Knockdown, Weapon Focus, Improved Critical, etc. is more important. Not to mention you need feats for Shadowdancer.