Ah, well if it helps, I just found out today that they use other files for rigging the models, the RIGB files. I'm not sure if your ripper can read/process those ones. 0x4-0x8 are bytes, everything else is a dword. All the character rigging files are in file 8096 for PS3 XL, but I'm not sure about Xbox sorry.
The 0x70 vertexes control cloth though right? I know chrrox said they did, and I before I reversed those properly I would get errors in the cloth. Fortunately it's easy for me to whip up an example by just breaking my script again:
http://i.imgur.com/cRATzso.jpg - A rip in his cloak, maybe a bit hard to see but it's easy to see in-game.
http://i.imgur.com/rMG70Wn.jpg - The 2 front thingies that hang down are just mashed together in his middle.
This is from only breaking a couple values. Reversing 12 bytes at 0x40 - 0x4c of the vertex as dwords instead of keeping them as bytes. So the cloth isn't entirely corrupted, most of the vertex is fine, but yeah, those 12 bytes make that happen if reversed that way.
I'm really bad at modelling and such so I can't really debug *how* it's computed, because I have no idea what I'm looking for really, but the 0x70 vertexes are what you want I guess.
EDIT: Actually maybe not, at least not entirely. Just to see what would happen I didn't reverse the 0x70 vertex at all, and the output is exactly the same as the screenshots up there.