Editing Rich Appearance Format (RAF)

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=RAF contents=
=RAF contents=
It must comply with these max restrictions :
 
It must comply with these restrictions :
  -Textures size max: 15 mb ( 15728640 Bytes ) ( on [[RSX]] local memory at run time )
  -Textures size max: 15 mb ( 15728640 Bytes ) ( on [[RSX]] local memory at run time )
  -Geometry & script size max: 1 mb ( 1048576 Bytes ) ( on main memory at run time )
  -Geometry & script size max: 1 mb ( 1048576 Bytes ) ( on main memory at run time )  
  -Actor size max: 1.25mb ( 1310720 Bytes ) ( in the intermediate buffer )
  -Actor size max: 1.25mb ( 1310720 Bytes ) ( in the intermediate buffer )  
   
  -Actor number max: 128
  -Cameras: 1 (perspective or orthographic)
  -Cameras: 1
  -Lights: 2 (ambient and/or point)
  -Lights: 2 (ambient + point)
  -Scripts: 1
  -Scripts: 1
  -Models: 64 (with 8 animations each model)
  -Actors: 128
  -Models: 64 per actor ?
  -Animations: 8 per model
  -Materials: 1 per actor ?
  -Textures: 4 per material ?


==RAF Scene (.XML)==
==RAF Scene (.XML)==
A RAF animation consists in an "scene" (think in it like a theatre performance), viewed from a "camera" (think in it as the frame of your TV), is visible because there are "lights" (lights are mandatory otherway the scene will be completly in darkness), and is performed using an "script" file (think in it like the theatre director)
{{Boxcode|content=<syntaxhighlight lang="xml">
 
The most important element of a scene are the "actors" that are composed by a "model" (for an human the model is his body surface, or parts of his body) and a "material" (for an human the material of his body is flesh, or clothes for some of his body parts)
 
The "model" is associated with an "animation" (otherway it will not move) and the "material" is associated with a "texture" (for an human the texture is his skin, think in the textures as stickers you place over the model surface)
 
So an "actor" is composed by one or several "model" (associated with an "animation"), and a "material" (associated with a "texture")
 
The camera and lights are a bit special, there are different 2 ways to integrate them in the scene because are not visible (is imposible to see the camera because you are looking at the scene from inside of the camera) and lights are just light rays (the emitter is not visible, only the rays)... For this reason camera and lights can be completly defined in the scene.xml (so no need to create 3D object for them)... but they also admits to be defined as 3D objects (for this method is needed to create 3D objects for them, this allows for more complex lights animations or cinematic effects like camera travellings)
 
{{Boxcode|code=<syntaxhighlight lang="xml">
<?xml version='1.0' encoding="UTF-8"?>
<?xml version='1.0' encoding="UTF-8"?>


<raf angle_unit="radian/degree">
<raf>
 
<!-- model -->
<model id="model" file="model.dae" vertex_color="disable/enable" >
<model id="id_model" file="model.dae" vertex_color="" >
<animation id="animation" file="animation.dae" start="1" end="100" sampling_rate="1" />
<animation id="animation" file="animation.dae" start="1" end="100" sampling_rate="1" />
</model>
</model>


<material id="material" effect="pure_texture/pure_texture_alpha_0_depth_1/pure_texture_alpha_1_depth_0/pure_texture_alpha_0_depth_0/basic_lighting/basic_lighting_alpha_0/basic_lighting_edge_lit/basic_lighting_edge_lit_alpha_0/basic_lighting_alpha_add" >
<!-- material -->
<texture file="texture.jpg/texture.dds" type="color_map/normal_map/specular_map/tangent_normal_map" />
<material id="id_material" effect="pure_texture" >
<texture file="texture.jpg" type="color_map" />
</material>
</material>


<actor id="actor" model="model" material="material" position="x,y,z" rotation="x,y,z" scale="x,y,z" color="r,g,b,a" uv_scale="u,v" uv_offset="u,v" anim_weight="anim0, anim1, anim2, anim3" anim_speed="anim0, anim1, anim2, anim3" anim_time="anim0, anim1, anim2, anim3" />
<!-- actor -->
<actor id="name" model="id_model" material="id_material" position="x,y,z" rotation="x,y,z" scale="x,y,z" color="r,g,b,a" uv_scale="u,v" uv_offset="u,v" anim_weight="anim0, anim1, anim2, anim3" anim_speed="anim0, anim1, anim2, anim3" anim_time="anim0, anim1, anim2, anim3" />


<camera id="camera" file="camera.dae" type="perspective/orthographic" yfov="1" ymag="1" znear="1" zfar="1" position="x,y,z" direction="x,y,z" up="x,y,z" />
<!-- camera -->
<camera id="name" file="camera.dae" type="perspective / orthographic" yfov="1" ymag="1" znear="1" zfar="1" position="x,y,z" direction="x,y,z" up="x,y,z" />


<light id="light" file="light.dae" type="ambient/point" color="r,g,b" position="x,y,z" direction="x,y,z" attenuation="1,1,1" />
<!-- light -->
<light id="name" file="light.dae" type="ambient / point" color="r,g,b" position="x,y,z" direction="x,y,z" attenuation="1,1,1" />


<!-- script -->
<script file="script.js" />
<script file="script.js" />
</raf>


</raf>
</syntaxhighlight>}}
</syntaxhighlight>}}
*Notes
*Notes
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**Time is in seconds
**Time is in seconds
**A vector (in code) is composed by a group of datas, the number or the type of this datas can be different:
**A vector (in code) is composed by a group of datas, the number or the type of this datas can be different:
***For 3D space "x, y, z" are the values of the axis that defines a point, rotation, scale, a direction etc...
***For 3D space <x, y, z> are the values of the axis that defines a point, rotation, scale, a direction etc...
***For colors "r, g, b, a" are red, green, blue channels, and alpha for transparency
***For colors <r, g, b, a> are red, green, blue channels, and alpha for transparency
***For textures "u, v" represents displacement in the x and y axis when the texture is applyed over a 2D surface
***For textures <u, v> represents displacement in the x and y axis when the texture is applyed over a 2D surface


{| class="wikitable"
{| class="wikitable"
|+ <raf>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Root Element: <raf>
|-
! Attribute  
! Description
|-
|-
| angle_unit  ||  Unit of angles in the scene file (radian/degree)
| angle_unit  ||  Unit of angles in the scene file (radian/degree)
|-
|}
|}


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===Model===
===Model===
{| class="wikitable"
{| class="wikitable"
|+ <model>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <model>
|-
! Attribute  
! Description
|-
|-
| id  || String accessed as the model attribute of the <actor> element
| id  || String accessed as the model attribute of the <actor> element
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| vertex_color || Usage (or lack) of color regarding each vertex
| vertex_color || Usage (or lack) of color regarding each vertex
*enable/disable
*enable/disable
|-
|}
|}


====Animation====
====Animation====
{| class="wikitable"
{| class="wikitable"
|+ <animation>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|lightblue|white}} Sub Element: <animation>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
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|-
|-
| sampling_rate || Sampling rate
| sampling_rate || Sampling rate
|-
|}
|}


===Material===
===Material===
{| class="wikitable"
{| class="wikitable"
|+ <material>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <material>
|-
! Attribute  
! Description
|-
|-
| id  || String accessed as the material attribute of the <actor> element
| id  || String accessed as the material attribute of the <actor> element
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* basic_lighting_edge_lit_alpha_0 : Remove alpha from basic_lighting_edge_lit
* basic_lighting_edge_lit_alpha_0 : Remove alpha from basic_lighting_edge_lit
* basic_lighting_alpha_add : Derive blending of basic_lighting by addition calculation
* basic_lighting_alpha_add : Derive blending of basic_lighting by addition calculation
* sce01 : internal/reserved ? (used in coldboot.raf compiled with raf tools v1.00)
|-
|}
|}


====Texture====
====Texture====
{| class="wikitable"
{| class="wikitable"
|+ <texture>
! colspan="2" {{cellcolors|lightblue|white}} Sub Element: <texture>
! Attribute !! Description
|-
! Attribute  
! Description
|-
|-
| file || Path to the texture file
| file || Path to the texture file
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*specular_map : Specular strength (G)
*specular_map : Specular strength (G)
*tangent_normal_map : Normal in tangent space, valid only for models with TEXTANGENT (RGB)
*tangent_normal_map : Normal in tangent space, valid only for models with TEXTANGENT (RGB)
|-
|}
|}


===Actor===
===Actor===
{| class="wikitable"
{| class="wikitable"
|+ <actor>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <actor>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
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| position || Vector to the initial position (x, y, z)
| position || Vector to the initial position (x, y, z)
|-
|-
| rotation || Vector to the initial rotation angle (x, y, z)
| rotation || Vector to the initial rotation angle (x-axis, y-axis, z-axis)
|-
|-
| scale || Vector to the initial scale (x, y, z)
| scale || Vector to the initial scale (x, y, z)
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|-
|-
| anim_time || Vector to the animation's initial time (anim0, anim1, anim2, anim3)
| anim_time || Vector to the animation's initial time (anim0, anim1, anim2, anim3)
|-{{cellcolors|lightgrey}}
|-
| zsort || String indicating the z sort type (unspecified/back to front/front to back) <!-- mandatory in raf format v1.02... not mandatory/inexistant in raf format v1.00 -->
| zsort || String indicating the z sort type (unspecified/back to front/front to back)
|-
|}
|}
*'''zsort''' was not supported in raf tools v1 (the version used to build [[coldboot.raf]]), it was implemented in later versions of the raf tools, because this reason the "actors" in coldboot.raf doesnt uses zsort, see [[Coldboot.raf#Scene]]


===Camera===
===Camera===
{| class="wikitable"
{| class="wikitable"
|+ <camera>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <camera>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
|-{{cellcolors|lightgrey}}
|-
| file || Path to the camera's .dae file exported by the DCC tool (if .dae is used)
| file || Path to the camera's .dae file exported by the DCC tool (if .dae is used)
|-
|-
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|-
|-
| up || Vector to the initial up direction (x, y, z)
| up || Vector to the initial up direction (x, y, z)
|-
|}
|}


===Light===
===Light===
{| class="wikitable"
{| class="wikitable"
|+ <light>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <light>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
|-{{cellcolors|lightgrey}}
|-
| file || Path to the light's .dae file exported by the DCC tool (if .dae is used)
| file || Path to the light's .dae file exported by the DCC tool (if .dae is used)
|-
|-
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|-
|-
| attenuation || Vector to the initial attenuation (zero-order, first-order, second-order)
| attenuation || Vector to the initial attenuation (zero-order, first-order, second-order)
|-
|}
|}


===Script===
===Script===
{| class="wikitable"
{| class="wikitable"
|+ <script>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <script>
|-
! Attribute  
! Description
|-
|-
|-
| file || Path to the script file
| file || Path to the script file
|-
|}
|}


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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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=Links=
=Links=
*RAF pages in other wiki/s
*RAF pages in other wiki/s
**https://web.archive.org/web/20141027141848/http://dudu.clx.free.fr/wiki/index.php?title=PS3RAF
**http://dudu.clx.free.fr/wiki/index.php?title=PS3RAF
**http://ps3.duduclx.fr/index.php?title=Th%C3%A8mes_dynamiques_PS3
**http://ps3.duduclx.fr/index.php?title=Th%C3%A8mes_dynamiques_PS3
**https://web.archive.org/web/20141119010210/http://dudu.clx.free.fr/wiki/index.php?title=PS3Them
**http://dudu.clx.free.fr/wiki/index.php?title=PS3Them
*Interesting info about Animations/3D support in themes https://web.archive.org/web/20141119010206/http://www.ps3hax.net/showthread.php?t=28426
*Interesting info about Animations/3D support in themes http://www.ps3hax.net/showthread.php?t=28426
*See also: [[Qt Resource Container (QRC)]]
*See also: [[Qt Resource Container (QRC)]]


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