Editing Rich Appearance Format (RAF)

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Dae files are geometric 3D objects, generated by collada plugin from one of the collada supported 3D tools (blender, maya, 3dmax, etc...)
Dae files are geometric 3D objects, generated by collada plugin from one of the collada supported 3D tools (blender, maya, 3dmax, etc...)


The raf scene.xml takes .dae files as inputs, this files are converted to .edge and .skel (both seems raw geometric vertex info) and .anim (probably containing raw geometric vertex info + time keyframes)
The raf scene.xml takes .dae files as inputs, this files are converted to .edge and .skel (both seems raw geometric vertex info)


Dae files are xml based, and contains references to the libraries that were used by the 3D tool that build the object, this info is a collada standard and most of it is ignored when converted to .skel and .edge... in other words, most of the .dae info is lost when the .dae file is stored inside the .raf file (though is supposed to have some relationship with the graphic libraries availables in ps3 firmware)
Dae files are xml based, and contains references to the libraries that were used by the 3D tool that build the object, this info is a collada standard and most of it is ignored when converted to .skel and .edge... in other words, most of the .dae info is lost when the .dae file is stored inside the .raf file (though is supposed to have some relationship with the graphic libraries availables in ps3 firmware)
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