Resources for the Mobile Developer Community
COLLADA Implementations, Tutorials and Sample Code
Commercial and Open Source Implementations
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Utilities & Projects
COLLADALoader
This project is about an open source application to load and visualize COLLADA files in real time using OpenGL.
COLLADA Conditioners
A COLLADA conditioner is a module component in COLLADA Refinery. Each conditioner can take a COLLADA document, perform a specific operation on the document, and pass the resulting document to the next conditioner. A series of conditioners is a pipeline that improves the state of COLLADA documents.
COLLADA Refinery
COLLADA Refinery is a GUI-based application for creating content pipelines for 3D assets using modular components called conditioners.
COLLADA DOM
The COLLADA Document Object Model (DOM) is an application programming interface (API) that provides a C++ object representation of a COLLADA XML instance document.
Tutorials, Technical Whitepapers and How to Guides
3D Rose Shader Network & Collada Dae
This work includes concepts of Setting up Shader networks, Displacement maps, and Exporting Collada Maya FBX .DAE’s from Maya 2009.
Developing Web Applications with COLLADA and X3D (Japanese)
このホワイトペーパーは、COLLADAとX3Dの間の類似点および相違点、開発を特徴づけた設計目標、および2つ の規格が実際のアプリケーションにおいてどのような方法および場所で使用されているかについて、開発者の理解 を支援することを目的としています。多くの実装者は、2つのテクノロジーのどちらか一方を選択するよりはむしろ、 Webおよびエンタプライズ・アプリケーションを開発するための強力なツール・セットとしてCOLLADAとX3Dを一緒 に使用できることに気付くはずです。
Developing Web Applications with COLLADA and X3D
This whitepaper is intended to assist developers in understanding the similarities and differences between COLLADA and X3D, the design goals that informed their development, and how and where the two standards are used in practical applications. Rather than making a decision between the two technologies, many implementers will find that COLLADA and X3D can be used together as a powerful tool set for developing their Web and enterprise applications.
Skeletal bone animation and skinning with COLLADA models in XNA
This comprehensive XNA tutorial explains how to do skeletal bone animation and skinning using COLLADA models, which allow for complex animations exported as XML that DirectX .X files can't handle.
COLLADA Getting Started Guide
A basic summary of resources and steps for getting started using COLLADA as a digital content creator or as a software developers. The guide the steps to take if you want to use COLLADA to import/export data from tools or if you want to implement COLLADA in your application.
Presentations & Videos
Paris GDC It just works
This presentation was delivered on the 24/07/08 at GDC Paris. The presentation discussed how a reference game engine has been developed with the foresight to take advantage of an industry standard content description language which can help game developers to better define and reuse their art and game behavior content. The goal of the presentation was to give a better understanding of how to help you identify areas in your own pipeline that can be instantly improved and then some direction on where you could improve your pipeline towards the ultimate goal of "it just works!"
Multi-pass shader COLLADA export and import
This movie demonstrates visualizing a multi-pass shader, changing the light position, color parameters, exporting and re-importing in COLLADA format.
Assigning multiple passes to COLLADA FX materials
This movie demonstrates assigning two passes of COLLADA FX material, each with one light. Adding one more pass to get a reflective effect.
Modifying the source of a shader
This movie demonstrates how the source of a shader can be modified and reloaded interactively.
Vertex and fragment shaders in COLLADA FX
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.
Exporting rigid body car crash scene to COLLADA
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.
Nima PhysX plug-in for Maya with support for COLLADA Physics
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.
Ragdoll simulation using Nima PhysX plug-in for Maya
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.
3ds MAX workflow
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.
Game interoperability pipeline w/ Softimage
This movie demonstrates game pipeline interoperability using FX Composer 2, Softimage Maya, and Softimage XSI with COLLADA as the glue between the tools.
COLLADA and FX Composer 2
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 Presentations - GDC 2007
COLLADA Presentations from the Game Developers conference in 2007
Example Code
COLLADA Conditioners
A COLLADA conditioner is a module component in COLLADA Refinery. Each conditioner can take a COLLADA document, perform a specific operation on the document, and pass the resulting document to the next conditioner. A series of conditioners is a pipeline that improves the state of COLLADA documents.
Developer Resources
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