Local tool · nothing uploaded

COLLADA to FBX for old assets that still matter.

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.

.dae → .fbxRest poseNo upload
converter local
ready 1 file
Input DAE .dae
Output FBX .fbx
read in this tab

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.

01

How it works

01 / 03

Parse the XML scene

Collada is XML: libraries of effects, geometries and nodes. The loader reads geometry and node transforms, not shaders.

02 / 03

Flatten the nodes

Every mesh is baked into world space. Multiple geometries end up in one FBX scene.

03 / 03

Write the FBX

The mesh is written with a single default material. No rig, no animation, no texture references.

02

What it does with your file

The columns are the promise, the behaviour and the reason. Nothing here happens on a server.

DAE → FBX data handling
DataBehaviourWhy
GeometryKeptTriangulated, world transforms applied
MaterialsReplacedOne neutral material
AnimationDroppedRest pose only
UnitsUnchangedCollada unit declaration ignored
TexturesDroppedNo image references
Check the scale first

Collada files are often authored in metres. If the FBX imports 1000 times too large, the unit mismatch is the cause, not the converter.

03

Questions people ask

Are the original materials kept?

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.

Is animation exported?

No. The rest pose is written.

Does it convert units?

Numbers are copied unchanged. Collada declares a unit; that declaration is not applied automatically, so check the scale after import.

Can I convert several DAE files at once?

One file per run. Batch conversion would need a queue.