The COLLADA 1.4 data digital asset schema is the first cross-platform standard shader and effects definition written in XML and includes core features such as mesh geometry, skinning, morphing, animation and data validation. This new version of the digital asset schema will enable content creation pipelines that can automatically condition and scale 3D geometry and texture assets for real-time playback on a wide diversity of platforms including hand-held devices.
COLLADA FX is the industry's first cross-platform standard for defining visual effects that targets both high-end systems such as gaming consoles as well as embedded and hand-held systems. Effects may be authored to support many different profiles which may include the use of the OpenGL Shading Language, NVIDIA's Cg shading language, or OpenGL ES 1.1 state setting and texture combiners.
COLLADA Physics is the industry's first open standard data definition for physics effects including rigid body dynamics, rag dolls, constraints and collision volumes enabling data interchange between AGEIA (Novodex), Havok, Meqon, ODE and other game physics middle-ware.
Khronos and members of the COLLADA working group are developing open source example code for COLLADA and will release a COLLADA conformance test suite during 2006. There are already COLLADA 1.4 exporters for leading tools such as 3DStudio, Maya, Blender, SOFTIMAGE, and Lightwave.
New members Emdigo, Feeling Software and Softimage have joined Khronos in order to develop the COLLADA standard and integrate it with other Khronos APIs.
SOFTIMAGE|XSIv 5.1 adds COLLADA 1.4 import and export as well as support for shaders using COLLADA FX
SOFTIMAGE|XSI v.5.1 now includes COLLADA 1.4 support. COLLADA 1.4 is a standards-based interchange medium that enables 3D authoring applications to freely exchange digital assets - enabling multiple software packages to be combined into extremely powerful pipelines. The new v5.1 also supports COLLADA FX for real-time shader support
xNormal is a .NET v2.0 application that creates normal/ambient occlusion maps (DOT3 bump mapping textures) from a very high polygon model and fits it into a low polygon model. It supports import of COLLADA 1.4 data.
COLLADA defines an XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information, enabling interactive 3D industry content tools to be combined into extremely powerful tool chains. The specification is now available in Japanese (think PlayStation 3!).
Game Developers Conference (March 20-24) to feature OpenGL ES and COLLADA tutorials, demos, and sessions
The Game Developers Conference (GDC), March 20-24, 2006 is the official trade event "by game developers for developers" of computer, console, mobile, arcade, online games, and location based entertainment. This year there will be a number of session and tutorials on OpenGL ES, Shader development and COLLADA. The sessions are designed to help mobile game developers look ahead at how they may need to modify their game development and design considerations. They introduce them them to OpenGL ES, OpenGL ES 2.0 shaders, hardware accelerated JSR-184, and using COLLADA in a mobile 3D toolchain, including PS3.
COLLADA 1.4 DOM released as open source, enabling developers to easily add COLLADA import / export to their applications
The COLLADA DOM is a comprehensive framework for the development of COLLADA applications and provides a C++ programming interface to load, query, and translate COLLADA instance data. The DOM loads COLLADA data into a runtime database consisting of structures that mirror those defined in the COLLADA schema. These runtime structures are auto-generated from the current schema, eliminating inconsistency and error. Developers can directly use the data structures loaded into the COLLADA runtime database within their application so they can easily add import and export capabilities for COLLADA v1.4.0 or COLLADA v1.3.1 documents. This release contains the COLLADA DOM for 1.3.1 and 1.4.0, full documentation, sample code (simple conditioners), and sample data. It is released under an open source license
COLLADA defines an open source XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information, enabling interactive 3D industry content tools to be combined into extremely powerful tool chains. The v1.4 releases adds significant new core features, COLLADA FX, COLLADA Physics, and high level effects definition for the OpenGL Shading Language (GLSL) and OpenGL ES 1.1.
- Core Feature Additions: Mesh geometry, Skinning, Morphing, Animation, Assets, and Data validation
- COLLADA FX: Next generation lighting, shading and texturing, using high level effects and shaders, supports all shader models (1.x, 2.0, 3.0) under CG and GLSL profiles (including OpenGL ES 1.x profile).
- COLLADA Physics: Rigid Body Dynamics, Rag Dolls, Contraints, Collision Volumes, Data interchange between Ageia (Novodex), Havok, Meqon, ODE and other game physics middleware
COLLADA FX is the first high level effects definition for the OpenGL Shading Language and the profile for OpenGL ES 1.1 enables the creation of GLSL shaders and effects that utilize the OpenGL ES 1.1 fixed-function pipeline.
The COLLADA v1.4 draft specification, schema and DOM are available for limited public review. If you are interested in evaluating this new version and contributing feedback, apply now to take part in the reviewer program. If you application is approved, you will receive a IP/non-disclosure agreement which you simply need to sign and return. You will then be able to download the COLLADA 1.4 beta and give feedback on the reviewers email list.
Alias FBX SDK to support COLLADA enabling 3D developers to easily share content and assets across multiple authoring applications and platforms
Designed for animators working on state-of-the-art feature films, games, television series and commercials, FBX allows most 3D data types to flow effortlessly between different software applications. The Alias FBX SDK is the free, easy-to-use C++ software development toolkit that provides FBX conversion utilities to any 3D software application. The FBX SDK will soon support the COLLADA XML-based digital asset schema. COLLADA was recently adopted as an open-standard initiative by Khronos and is used by game content developers - including those developing art assets for the PLAYSTATION 3 and wireless handheld devices. More than 2,500 content developers will gain support for the COLLADA schema and file exchange with this update to the FBX SDK. Leading 3D products that already support FBX and consequently will support COLLADA include Maya, Softimage, Discreet (inferno, flame, flint) Eovia (Cararra, Amapi, Hexagon) , Cinema 4D, Lightwave 3D, QuickTime, and more.