Anark Gameface is a bundle of Anark Studio, an advanced 3D authoring platform, and Anark Format SDK, designed to export your UI data directly into your game engine. The new v3.7 ncludes an enhanced workflow for game artists and performance upgrades for game engineers for more efficient UI authoring. It also includes support for the COLLADA file format, which allows for the direct data transfer of animation created in 3ds Max and Maya. Support for COLLADA will continue to grow with future releases.
Remo 3D is an OpenGL API-based 3D modeler and real-time visulization tool using the OpenFlight format. The new v1.2 adds performance enhancements as well as import and export of COLLADA 1.4.1 files.
3D Nature's Visual Nature Studio and Scene Express are the first fully GIS-enabled landscape authoring tools to offer support for directly generating textured COLLADA (.dae) models geospatial data in any projection. This latest update improves the VNS Google Earth exporter to support long-awaited new features only available in Google Earth 4 software, such as textured 3D objects (buildings, bridges, vehicles, etc) and properly-sized vegetation. COLLADA support also now permits the simplified representation of custom terrain within Google Earth 4, by exporting the terrain model as a basic textured 3D model.
Games 2006 is the first major event related to the videogames industry to take place in Portugal. Tuesday 26th September 06 - 02:30 P.M.- 03:30 P.M. Rémi Arnaud (COLLADA's co-creator and advisor of PixelBox Academy) will give a conference talk about COLLADA and graphics programming for Playstation 3. Wednesday 27th September 06 - 04:30 P.M.- 06:00 P.M. there will be a round table: 'What’s the next step for computer graphics technology?' with invited speakers: Bruno Patatas (PixelBox Academy), Randi Rost (Intel Inc.) and Rémi Arnaud (SCEA).
This article gives a brief argument for using COLLADA as an open and non-proprietary standard for 3D data exchange. It then addresses a wide list of FAQ questions regarding the uses of COLLADA, how data is organized, a description of COLLADA physics, and most importantly, that COLLADA is free, with no royalties or license fees for use.
COLLADA Physics Viewer 0.7 adds support for compound shapes - available for Windows, Intel Mac OS X and Linux
The new release of the Bullet Collision Detection and Physics Library includes an updated version of the COLLADA 1.4.1 Physics Viewer. This new v.7 supports COLLADA import/export of compound shapes (more then one collision shape), import/export of generic D6 constraints (no limits/motors) and
The COLLADA open standard XML-based digital asset exchange schema for interactive 3D applications is gaining rapid industry acceptance. COLLADA 1.4 is now supported by the industry's leading 3D authoring tools including 3ds Max, Blender, DAZ|Studio, Feeling Viewer, FX Composer, Google Earth, Houdini, Maya, Sketchup, and XSI as well as Khronos' COLLADA Test Framework, COLLADA DOM/FX/RT/Refinery COLLADA 1.4 includes core features such as mesh geometry, skinning, morphing, animation and data validation as well as COLLADA FX for defining visual effects and COLLADA Physics for physics effects including rigid body dynamics, rag dolls, constraints and collision volumes.
The new ImageModeler and VTour export photo-realistic 3D models (polygons and texture maps) to Google Earth using the Collada file format (available from version 1.4 in Google Earth). This exported file can be simply dragged and dropped to its exact location in Google Earth, then exported as a KML file that you can share with anyone on the planet.
Penumbra is an OpenGL-based adventure horror game, free from classic first person shooter elements, with an emphasis on puzzle solving and exploring. Users can create mods for new items, weapons, characters, enemies, models, modes, textures, levels, storyline, etc.. The mods use COLLADA so they can be created on any 3D editor that supports COLLADA export. Penumbra is available for download as a technology preview.
Full details have been posted for the Tech Talks and BOF presentations at SIGGRAPH 2006. Example topics include: OpenGL ES 1.1+ Techniques and Beyond; OpenGL ES debugging and profiling techniques using gDEBugger ES; Moving from OpenGL ES 1.1 to ES 2.0; OpenVG Training Course; An understanding of COLLADA features, capabilities, and applications; Multi-platform Shaders in COLLADA; "OpenGL 3.0" status; ARB Status & Khronos Transition Plans; OpenKODE: An Open Mobile Media Development Environment and more.