COLLADA

Source: Wikipedia, the free encyclopedia.
COLLADA
Filename extension
.dae
Internet media type
model/vnd.collada+xml
Sony Computer Entertainment,
Khronos Group
Initial releaseOctober 2004; 19 years ago (2004-10)
Latest release
1.5.0
August 2008; 15 years ago (2008-08)
Type of format3D computer graphics
Extended fromXML
StandardISO/PAS 17506:2012
Websitekhronos.org/collada

COLLADA (for 'collaborative design activity') is an interchange

3D applications. It is managed by the nonprofit technology consortium, the Khronos Group, and has been adopted by ISO as a publicly available specification, ISO/PAS 17506.[2]

COLLADA defines an

software applications that might otherwise store their assets in incompatible file formats. COLLADA documents that describe digital assets are XML files, usually identified with a .dae (digital asset exchange) filename extension
.

History

Originally created at

Sony Computer Entertainment by Rémi Arnaud and Mark C. Barnes,[3] it has since become the property of the Khronos Group, a member-funded industry consortium, which now shares the copyright with Sony. The COLLADA schema and specification are freely available from the Khronos Group.[4] The COLLADA DOM uses the SCEA Shared Source License 1.0
.

Several graphics companies collaborated with

game engines
have adopted the standard.

In March 2011, Khronos released[5] the COLLADA Conformance Test Suite (CTS). The suite allows applications that import and export COLLADA to test against a large suite of examples, ensuring that they conform properly to the specification. In July 2012, the CTS software was released on GitHub,[6] allowing for community contributions.

ISO/PAS 17506:2012 Industrial automation systems and integration -- COLLADA digital asset schema specification for 3D visualization of industrial data was published in July 2012.[7]

Software tools

COLLADA was originally intended as an intermediate format for transporting data from one

digital content creation
(DCC) tool to another application. Applications exist to support the usage of several DCCs, including:

Game engines

Originally intended as an interchange format, many game engines now support COLLADA,[citation needed] including:

Applications

Some games and 3D applications have started to support COLLADA:

Physics

As of version 1.4, physics support was added to the COLLADA standard. The goal is to allow content creators to define various physical attributes in visual scenes. For example, one can define surface material properties such as friction. Furthermore, content creators can define the physical attributes for the objects in the scene. This is done by defining the rigid bodies that should be linked to the visual representations. More features include support for ragdolls, collision volumes, physical constraints between physical objects, and global physical properties such as gravitation.

Physics middleware products that support this standard include Bullet Physics Library, Open Dynamics Engine, PAL and NVIDIA's PhysX. These products support by reading the abstract found in the COLLADA file and transferring it into a form that the middleware can support and represent in a physical simulation. This also enables different middleware and tools to exchange physics data in a standardized manner.

The

Tokamak physics engine and True Axis. PAL
also provides support for COLLADA to physics engines that also feature a native interface.

Versions

See also

References

  1. ^ "dump of qlmanage -m plugins". Bug 35361 - [feature request: macOS] Support Apple Quick Look plugin. The Document Foundation.
  2. ^ "ISO/PAS 17506:2012 Industrial automation systems and integration -- COLLADA digital asset schema specification for 3D visualization of industrial data". Retrieved March 30, 2013.
  3. ^ "COLLADA Sailing the Gulf of 3D Digital Content Creation". December 2006. Archived from the original on 2010-09-19. Retrieved 2006-06-27.
  4. ^ "COLLADA FAQ". August 2011.
  5. ^ Khronos Group Releases Free COLLADA Conformance Test Suite
  6. ^ OpenCOLLADA and COLLADA CTS now on GitHub
  7. ^ "COLLADA becomes ISO standard, what does industry think?". March 29, 2013. Archived from the original on September 28, 2018.
  8. ^ "DAE (.dae)—Wolfram Language Documentation".
  9. ^ "Collada — Blender Manual".
  10. ^ "Mesh - OpenSimulator".
  11. ^ "Mesh - Second Life Wiki".
  12. ^ "Tower Unite Workshop Manual".
  13. ^ "Khronos Releases Collada 1.5 Specification". 2008-08-07. Retrieved 2008-10-13.

External links