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Filename extension | .dae |
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Internet media type | model/vnd.collada+xml |
Uniform Type Identifier (UTI) | org.khronos.collada.digital-asset-exchange[1] |
Developed by | Sony Computer Entertainment, Khronos Group |
Initial release | October 2004; 20 years ago (2004-10) |
Latest release | 1.5.0 August 2008; 16 years ago (2008-08) |
Type of format | 3D computer graphics |
Extended from | XML |
Standard | ISO/PAS 17506:2012 |
Website | khronos |
COLLADA (for 'collaborative design activity') is an interchangefile format for interactive3D applications. It is managed by the nonprofit technology consortium, theKhronos Group, and has been adopted byISO as a publicly available specification, ISO/PAS 17506.[2]
COLLADA defines anopen standardXML schema for exchangingdigital assets among various graphicssoftware 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.
Originally created atSony Computer Entertainment by Rémi Arnaud and Mark C. Barnes,[3] it has since become the property of theKhronos 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.[4] The COLLADA DOM uses theSCEA Shared Source License 1.0.
Several graphics companies collaborated withSony 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 includedAlias Systems Corporation,Criterion Software,Autodesk, Inc., andAvid Technology. Dozens[quantify] of commercial game studios andgame engines have adopted the standard.
In March 2011, Khronos released[5] the COLLADA Conformance Test Suite (CTS). The suite allows applications that import and export COLLADA to test against a large suite of examples, ensuring that they conform properly to the specification. In July 2012, the CTS software was released onGitHub,[6] allowing for community contributions.
ISO/PAS 17506:2012Industrial automation systems and integration -- COLLADA digital asset schema specification for 3D visualization of industrial data was published in July 2012.[7]
COLLADA was originally intended as an intermediate format for transporting data from onedigital content creation (DCC) tool to another application. Applications exist to support the usage of several DCCs, including:
Originally intended as an interchange format, many game engines now support COLLADA,[citation needed] including:
Some games and 3D applications have started to support COLLADA:
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 includeBullet Physics Library,Open Dynamics Engine,PAL and NVIDIA'sPhysX. 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.
ThePhysics Abstraction Layer provides support for COLLADA Physics to multiple physics engines that do not natively provide COLLADA support includingJigLib,OpenTissue,Tokamak physics engine and True Axis.PAL also provides support for COLLADA to physics engines that also feature a native interface.