Parse the XML scene
Collada is XML: libraries of effects, geometries and nodes. The loader reads geometry and node transforms, not shaders.
Local tool · nothing uploaded
DAE was the interchange format of the 2010s. This page turns one into an FBX of the rest-pose mesh, with node transforms applied and no materials invented.
Coordinates are multiplied to millimetres. Leave as they are to keep the source numbers.
Drop a .dae file here
or browse files · read locally, nothing uploaded
Very large models are held in memory while they convert. Close other tabs first.
Collada is XML: libraries of effects, geometries and nodes. The loader reads geometry and node transforms, not shaders.
Every mesh is baked into world space. Multiple geometries end up in one FBX scene.
The mesh is written with a single default material. No rig, no animation, no texture references.
The columns are the promise, the behaviour and the reason. Nothing here happens on a server.
| Data | Behaviour | Why |
|---|---|---|
| Geometry | Kept | Triangulated, world transforms applied |
| Materials | Replaced | One neutral material |
| Animation | Dropped | Rest pose only |
| Units | Unchanged | Collada unit declaration ignored |
| Textures | Dropped | No image references |
Collada files are often authored in metres. If the FBX imports 1000 times too large, the unit mismatch is the cause, not the converter.
No. One neutral material is written so the mesh is visible in the target tool. Collada shader graphs do not map cleanly onto FBX materials.
No. The rest pose is written.
Numbers are copied unchanged. Collada declares a unit; that declaration is not applied automatically, so check the scale after import.
One file per run. Batch conversion would need a queue.