COLLADA Presentation and Demo Videos

White Papers: Presentations: Video demonstrations:
  • This movie shows two examples of possible workflows using NVIDIA's FX Composer 2 and common Digital Content Creation (DCC) tools like Maya, connected by the COLLADA interchange format.
    COLLADA and FX Composer 2
  • This movie demonstrates game pipeline interoperability using FX Composer 2, Softimage Maya, and Softimage XSI with COLLADA as the glue between the tools.
    Game interoperability pipeline w/ Softimage
  • This movie illustrates an example of how 3ds Max can be inserted into a COLLADA workflow where FX Composer is used for the illumination and and a second example using HLSL shaders.
    3ds MAX workflow
  • This movie demonstrates how Nima (an open-source plug-in for Maya that integrates the PhysX physics engine from AGEIA and supports COLLADA physics) can simulate a ragdoll directly inside Maya and enable the user to interact with it through the regular Maya manipulators.
    Ragdoll simulation using Nima PhysX plug-in for Maya
  • This movie demonstrates Nima, an open-source plug-in for Maya that integrates the PhysX physics engine from AGEIA. Nima enables the creation and fast simulation of complex physical scenes. The resulting scene can then be exported using COLLADA Physics and loaded in a game engine or in another DCC tool.
    Nima PhysX plug-in for Maya with support for COLLADA Physics
  • This movie demonstrates a more complex scene made from rigid bodies. A car rigid body crashes into a wall of bricks. The scene is played twice, then exported using ColladaMaya. The resulting COLLADA code is then shown briefy
    Exporting rigid body car crash scene to COLLADA
  • This movie demonstrates the support for per-vertex color sets, loading the vertex and fragment shaders for a COLLADA FX pass, selecting a camera and light for that pass through drag-and-drop, changing fragment parameters through the attribute editor.
    Vertex and fragment shaders in COLLADA FX
  • This movie demonstrates how the source of a shader can be modified and reloaded interactively
    Modifying the source of a shader
  • This movie demonstrates assigning two passes of COLLADA FX material, each with one light. Adding one more pass to get a reflective effect.
    Assigning multiple passes to COLLADA FX materials
  • This movie demonstrates visualizing a multi-pass shader, changing the light position, color parameters, exporting and re-importing in COLLADA format
    Multi-pass shader COLLADA export and import
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