Guide · archive rescue

Your DAE files aren’t dead. They’re just speaking the wrong decade.

Collada lost the format war but won the archive problem: a decade of exports still sits in DAE. Converting to FBX brings that geometry back into every modern tool — with the vendor quirks filtered out on the way.

converter local
ready 1 file
Input DAE .dae
Output FBX .fbx
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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.

Why DAE files misbehave everywhere

Collada was designed with good intentions and an escape hatch: profile_* extensions let each vendor bolt on custom data. The result was files that are valid XML and only partially portable — the writing tool reads them perfectly, everyone else reads the common core and stumbles on the extensions. FBX has extensions too, but its core is what every reader implements, so post-conversion behaviour is uniform.

What a rescue keeps and drops

Collada → FBX
ContentsResultNote
Mesh geometryKeptThe reason the file is worth rescuing.
Scene graphFlattenedDAE node trees collapse into one world-space mesh.
Unit declaration (meter)AppliedCollada states units; the FBX inherits corrected scale.
Effect/profile_techniquesDroppedVendor-specific material extensions have no FBX equivalent.
Controller/skin dataDroppedRigged Collada converts as its bind-pose mesh.

Questions people ask

Isn’t Collada dead? Why do I still have DAE files?

The format faded from new development but not from archives: SketchUp-era exports, older asset stores, game modding scenes, CAD hand-offs and a decade of university projects shipped DAE. Files outlive formats. Rescuing them into FBX puts them back into circulation.

The DAE opens in one tool and not another. Which is broken?

Neither, technically. Collada allowed vendor-specific extensions, so files that use them are only fully understood by the tool that wrote them. FBX is stricter, which is the point of moving: after conversion, the file behaves identically everywhere that reads FBX.

Will my textures come through?

Only if they live in standard material channels — and even then, plan to re-link them. Collada’s material system includes vendor extensions that do not translate. The geometry, UVs and unit scale are the reliable cargo; treat materials as a rebuild task.

The model has a rig. Does the FBX keep it?

No. Skinned Collada converts as its bind-pose mesh — the character in its neutral stance, without bones. If the rig matters, use a DCC tool that imports both formats and transfer the skeleton there; that is a modelling task, not a file conversion.

Why is the converted file smaller than the DAE?

Collada is verbose XML: every number is a text tag. FBX writes binary structures. Same geometry, far fewer bytes describing it — typically a 60–80 percent reduction before you count the dropped material extensions.

Related on this site: the DAE reading pipeline and where Collada sits among 3D formats.