An .XOF file is not tied to one universal specification, most notably as a DirectX-family 3D model format or as an OthBase XML file; the 3D version may include meshes, materials, texture references, and sometimes animation, showing headers like "xof …," while the OthBase version is plain XML holding Othello move lists and metadata, making a quick text-editor look—XML versus xof header/binary—the fastest identification method.

When people say "XOF is a 3D graphics file," they mean it stores the core ingredients of a 3D model—not a flat image—because in the older RenderMorphics/Microsoft/DirectX ecosystem, XOF acted as a container for meshes, normals, UVs, materials, frames, and sometimes animation, saved in either readable text with keywords like Mesh/Material or as binary, and modern workflows usually import/convert it to FBX/OBJ/GLTF, with the quickest identification method being to open it and check for an "xof …" header or 3D-style sections rather than XML from unrelated software.
If you have any kind of inquiries concerning where and ways to make use of
best XOF file viewer, you can contact us at our own web-site. To quickly tell what kind of .
XOF file you have, note the context it came from and then open it as plain text: 3D asset origins hint at the DirectX-style model format, while Othello databases indicate XML; readable structured XML marks the OthBase type, whereas an "xof" header, 3D-centric labels, or mostly unreadable binary (often still starting with "xof") mark the 3D family, letting you sort it out before searching for any special importer or converter.
When we say "XOF is a 3D graphics file," we mean the format is used to carry rendering data instead of a static image, and within legacy DirectX systems it resembled the X-file format by including mesh geometry, surface normals for shading, UVs for texture layout, and material settings like color, reflective qualities, transparency, and associated texture filenames.
Depending on how it was generated, it might also store node structures that define part relationships and sometimes animation data, and it can be written as plain text—readable with visible keywords—or as binary, which appears scrambled even though it encodes the same underlying 3D content.