1 · Parse the XML scene
Collada is XML: libraries of effects, geometries and nodes. The loader reads geometry and node transforms, not shaders.
2 · Flatten the nodes
Every mesh is baked into world space. Multiple geometries end up in one FBX scene.
3 · Write the FBX
The mesh is written with a single default material. No rig, no animation, no texture references.
Where the limits are
| 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 |
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.
Checking the result yourself
- Note the triangle count and bounding box the page shows.
- Open the result in the program you will actually use and read its statistics.
- Compare the dimensions with the source; a silent unit change shows up here first.
- Look at the model from both sides: flipped normals are visible immediately.