Filename extension | .dae |
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Developed by | Sony Computer Entertainment, Khronos Group |
Initial release | October 2004 |
Latest release | 1.5.0 / August 2008 |
Type of format | 3D computer graphics |
Extended from | XML |
Website | collada.org |
COLLADA is a COLLAborative Design Activity for establishing an interchange file format for interactive 3D applications. COLLADA is managed by the nonprofit technology consortium, the Khronos Group.
COLLADA defines an open standard XML schema for exchanging digital assets among various graphics 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.
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Originally created at Sony Computer Entertainment by Rémi Arnaud and Mark C. Barnes,[1] 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[2]. The COLLADA DOM uses the SCEA Shared Source License.
Several graphics companies collaborated with Sony from COLLADA's beginnings to create a tool that would be useful to the widest possible audience, and COLLADA continues to evolve through the efforts of Khronos contributors. Early collaborators included Alias Systems Corporation, Criterion Software, Autodesk, Inc., and Avid Technology. Dozens of commercial game studios and game engines have adopted the standard.
Members of the developer team:
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:
Although originally intended as an interchange format, many game engines now support COLLADA natively, including:
Some games and 3D applications have started to support COLLADA:
There are several libraries available to read and write COLLADA files under programmatic control:
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 Physics Abstraction Layer provides support for COLLADA Physics to multiple physics engines that do not natively provide COLLADA support including JigLib, OpenTissue, Tokamak physics engine and True Axis. PAL also provides support for COLLADA to physics engines that also feature a native interface.
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