Collada
The COLLADA™ module has been implemented as a flexible tool for exporting and importing .dae files. A design goal is to provide a set of parameters which should make it possible to export/import Collada files from/to a variety of tools. But please be aware that the Collada module is still a work in progress. So it may be possible that your particular usage scenario is not yet supported.
Collada Exporter
There are two operator presets (see top of the Sidebar) for Second Life (SL) users:
Second Life Static – is good for exporting static meshes.
Second Life Rigged – is good for exporting the SL default character.
Special Notes for Second Life users:
Please use the Operator presets. All other export settings will not work for Second Life.
The character orientation needs to be such that the character looks towards positive X.
Scale and Rotation must be applied before the export!
When Selection Only is enabled, then only the selected objects will be exported. Otherwise the entire scene is exported with all visible and all invisible objects.
When this option is enabled then all children of the selected objects will also be exported regardless of their selection state.
You can select only an armature, then using this option, all rigged meshes attached to the armature will also be exported.
When this option is enabled, then all armatures related to the selected objects will also be exported regardless of their selection state.
You can select only the objects, then in the exporter enable this option to export the armature data also.
Includes the application of shape keys by exporting meshes with the current shape key configuration baked in.
Global Orientation
Texture Options
When your mesh contains multiple UV layers, then Blender exports all layers by default. This option allows you to only export the active (selected) UV layer.
When you export images either material based image textures, then the exporter creates absolute file references in the export file.
But if the Copy option is enabled, the exporter will create copies of the images instead and place the copies besides the export file. In that case the file references are made relative.
Geometry
Export Data Options
The mesh can be triangulated on-the-fly. The triangulation is based on the same function which is used in the Triangulate Faces tool for triangulating the current selection of faces. For full control over the triangulation you can do this manually before exporting. However, this option allows to apply the triangulation only on the exported data; the mesh itself is not affected.
Export objects using the evaluated mesh, meaning the resulting mesh after all Modifiers have been calculated.
Controls whether to apply the 3D Viewport resolution or the render resolution for modifiers that provide a preview mode and a render mode.
Collada supports two types of transformation matrix specifications. Either as <Matrix> or as a set of transformation decompositions (for move, rotate and scale). Note that the exporter will not strictly follow this option setting, but will rather take it as a hint to use the option if ever possible. This is so because some of the exported data types have specific rules about how the transformation matrix has to be exported. This is ongoing development and a less ambiguous method may be provided in the future.
Armature
Armature Options
When this option is enabled, then the exporter strips all non-deforming bones from the exported armatures. This option is useful when your armatures contain control bones which are not actually part of the character skeleton. For example you can export the Avastar rig with this option enabled. The resulting exported rig is compatible with Second Life. But please note the restrictions further below.
Export to SL/OpenSim
When this option is enabled, some issues with bone orientation are calculated differently and is designed to be used to export to Second Life or OpenSim.
This is only relevant for rigged meshes, for static meshes it just does nothing at all.
Animation
Extra
Collada Options
In Blender you can reuse the same mesh for multiple objects. This is named “object instantiation”. When you enable this option, then Blender will propagate object instantiation to the Collada file.
Use Blender Profile
Collada can be extended with tool specific data (profiles). Blender has its own (unofficial) profile that allows to export rig information into the Collada file. Later It can be used to reconstruct the rig when it should ever be necessary to import a dae file back into Blender.
Sort by Object Name
The export order of data is bound to internal object order and it can not be influenced in a reliable way. This option ensures that the Geometry nodes and the Object nodes are both exported in alphabetical order.
When a rig is imported to Blender, the rig’s bind pose will be used as Blender’s rest pose. So all Matrix information of the original rest pose is lost. But in some cases you may want to preserve the original rig information. This option checks each bone for having two arrays:
rest_mat – an array of 16 floats which represent the bone’s original rest-pose matrix.
bind_mat – an array of 16 floats which represent the bone’s original bind-pose matrix.
If the arrays are present, then those arrays will be used instead of the current rest pose/bind pose. Those two arrays are either created by a previous Collada import (see Collada Importer below), or they can be created manually, or by an add-on (script based).
Collada Importer

The Collada importer is mostly driven by the imported data. There is one option for controlling the import units:
Import Data Options
Use the mesh normals defined in the collada file, if they are defined, otherwise Blender will recompute them during the import process.
If not enabled the imported data will be rescaled according to the currently used unit system. If this option is enabled, then Blender will adjust itself to the unit system as provided by the Collada file.
Armature Options
Collada only records “joints” which is mostly similar to Blender’s bone heads. But when you import a Collada file then the bone head/tail are not defined. This does not matter for connected bones where the bone parent only has one child. In that case the parent bone’s end location is adjusted to the child’s joint position. But especially for unconnected bones and for bones with more than one child a problem arises.
When the Fix Leaf Bones option is enabled then Blender tries to guess where the bone head/tail of unconnected bones would best be placed. If the option is disabled, then the bone head/tail are placed at an offset along the Y axis. That is why bones often point towards the Y axis.
Find Bone Chains
When a bone has multiple children, then it is not defined which (if any) of the children should be connected to the bone. When the Find Bone Chains option is enabled, then Blender determines the longest bone chain (of children) for each bone. All bones along this chain will then be auto connected.
If the option is disabled, then children will only be connected to parents, if the parent has only one child. But see the Auto Connect option below.
When this option is enabled, then children will automatically be connected to their parents, if the parent has only one child.
When this option is enabled, then the importer creates two custom properties for each bone:
rest_mat – an array of 16 floats which represent the bone’s original rest-pose matrix.
bind_mat – an array of 16 floats which represent the bone’s original bind-pose matrix.
Those two arrays can later be used when you want to export the rig again and be sure the original rest pose/bind pose combination must be used.
Преобразуйте файлы трехмерной сетки / модели DAE в формат BLEND
Наш бесплатный и быстрый инструмент преобразует большинство файлов трехмерных сеток или DAE (COLLADA — Collaborative Design Activity) моделей в стандартный двоичный файл BLEND (Blender), который затем можно редактировать в наиболее популярных пакетах для редактирования трехмерных изображений, таких как Blender или напечатаны на 3D-принтере без дальнейшей обработки.
Чтобы преобразовать файл DAE, нажмите кнопку «Загрузить» выше и выберите файл для преобразования. После выбора файл будет преобразован в файл BLEND и вскоре после этого будет готов к загрузке. Дополнительные сведения о процессе преобразования DAE в BLEND см. в разделе сведений о преобразовании ниже.
Как конвертировать (преобразовать) ваш DAE в BLEND?
Вот 2 простых шага по преобразованию вашего DAE в BLEND.
Загрузите DAE
Нажмите кнопку «Загрузить DAE файл» и выберите DAE для загрузки. Максимальный размер файла — 50 МБ.
Загрузите ваш BLEND
После завершения нажмите на ссылку для загрузки, чтобы получить файл BLEND.
Часто задаваемые вопросы
Как я могу преобразовать мой DAE файл в BLEND?
Сначала нажмите кнопку «Загрузить . », выберите файл DAE для загрузки. Выберите любые параметры конфигурации. Когда конвертация DAE в BLEND завершится, вы сможете сразу же скачать файл BLEND.
Сколько времени нужно, чтобы преобразовать мои DAE в BLEND?
Мы стремимся обрабатывать все преобразования DAE в BLEND как можно быстрее. Обычно это занимает около 5 секунд, но может быть больше для больших и сложных файлов, поэтому проявите терпение.
Насколько точно преобразование DAE в BLEND?
Мы стремимся создавать максимально точные конверсии с помощью наших инструментов. Наши инструменты постоянно развиваются, и каждую неделю добавляются новые функции.
Безопасно ли конвертировать мои DAE в BLEND на ImageToStl.com?
Да, конечно! Мы не храним файл DAE, который вы нам отправляете. Полученный файл BLEND после создания удаляется через 15 минут после загрузки, и срок действия ссылки для скачивания истекает по истечении этого времени.
Могу ли я преобразовать DAE в BLEND в Linux, Android, iOS или Mac OS?
Да! Наш инструмент от DAE до BLEND будет работать в любой системе с современным веб-браузером. Для работы с нашими инструментами конвертации не требуется специального программного обеспечения.
Информация о формате файла для DAE до BLEND
| Расширение | DAE |
| ФИО | COLLADA — Collaborative Design Activity |
| Тип | 3D модель |
| Тип пантомимы | text/xml |
| Формат | Text |
| Открыть с | Blender, MeshLab |
Описание
Формат DAE (также известный как COLLADA) – это формат файла 3D, используемый для описания 3D-моделей, сеток и 3D-миров с помощью простой текстовой структуры. Этот формат был представлен в 2004 году компанией Sony Computer Entertainment, и в настоящее время им управляет Khronos Group.
Файлы DAE представляют собой файлы в текстовом/Xml-формате, содержащие 3D-геометрическую информацию, используемую для описания 3D-объектов и сеток, таких как вершины, грани, анимация, материалы, элементы камеры/освещения и другие связанные метаданные. Этот формат широко используется и поддерживается такими приложениями, как Blender и MeshLab, которые могут читать и записывать в этот формат.
DAE Примечания
Если ваш файл DAE содержит текстуры (которые являются отдельными файлами), они будут проигнорированы. Если материал содержит информацию о цвете, она будет по возможности переведена.
Поддерживаемые функции
- Геометрия сетки
- Цвета материала сетки
Неподдерживаемые функции
- Текстуры
- Анимации
| Расширение | BLEND |
| ФИО | Blender |
| Тип | 3D модель |
| Тип пантомимы | application/octet-stream |
| Формат | Binary |
Описание
Тип файла BLEND – это собственный формат файла 3D-графики приложения для 3D-моделирования Blender. Первоначально выпущенный в 1994 году, Blender с годами вырос и стал одним из самых популярных доступных 3D-приложений.
Файлы BLEND хранят 3D-контент, такой как 3D-геометрия, вершины, грани, нормали, анимация, материалы и многое другое. Blender является бесплатным продуктом с открытым исходным кодом и содержит множество функций, которые вы ожидаете от высококлассного приложения для редактирования 3D, и доступен для большинства современных операционных систем.
Как открыть dae в blender

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Collada
The COLLADA™ module has been implemented as a flexible tool for exporting and importing .dae files. A design goal is to provide a set of parameters which should make it possible to export/import Collada files from/to a variety of tools. But please be aware that the Collada module is still a work in progress. So it may be possible that your particular usage scenario is not yet supported.
Collada Exporter

There are two operator presets (see top of the Sidebar) for Second Life (SL) users:
Second Life Static – is good for exporting static meshes.
Second Life Rigged – is good for exporting the SL default character.
Special Notes for Second Life users:
Please use the Operator presets. All other export settings will not work for Second Life.
The character orientation needs to be such that the character looks towards positive X.
Scale and Rotation must be applied before the export!
When Selection Only is enabled, then only the selected objects will be exported. Otherwise the entire scene is exported with all visible and all invisible objects.
When this option is enabled then all children of the selected objects will also be exported regardless of their selection state.
You can select only an armature, then using this option, all rigged meshes attached to the armature will also be exported.
When this option is enabled, then all armatures related to the selected objects will also be exported regardless of their selection state.
You can select only the objects, then in the exporter enable this option to export the armature data also.
Includes the application of shape keys by exporting meshes with the current shape key configuration baked in.
Global Orientation
Texture Options
When your mesh contains multiple UV layers, then Blender exports all layers by default. This option allows you to only export the active (selected) UV layer.
When you export images either material based image textures, then the exporter creates absolute file references in the export file.
But if the Copy option is enabled, the exporter will create copies of the images instead and place the copies besides the export file. In that case the file references are made relative.
Geometry
Export Data Options
The mesh can be triangulated on-the-fly. The triangulation is based on the same function which is used in the Triangulate Faces tool for triangulating the current selection of faces. For full control over the triangulation you can do this manually before exporting. However, this option allows to apply the triangulation only on the exported data; the mesh itself is not affected.
Export objects using the evaluated mesh, meaning the resulting mesh after all Modifiers have been calculated.
Controls whether to apply the 3D Viewport resolution or the render resolution for modifiers that provide a preview mode and a render mode.
Collada supports two types of transformation matrix specifications. Either as <Matrix> or as a set of transformation decompositions (for move, rotate and scale). Note that the exporter will not strictly follow this option setting, but will rather take it as a hint to use the option if ever possible. This is so because some of the exported data types have specific rules about how the transformation matrix has to be exported. This is ongoing development and a less ambiguous method may be provided in the future.
Armature
Armature Options
When this option is enabled, then the exporter strips all non-deforming bones from the exported armatures. This option is useful when your armatures contain control bones which are not actually part of the character skeleton. For example you can export the Avastar rig with this option enabled. The resulting exported rig is compatible with Second Life. But please note the restrictions further below.
Export to SL/OpenSim
When this option is enabled, some issues with bone orientation are calculated differently and is designed to be used to export to Second Life or OpenSim.
This is only relevant for rigged meshes, for static meshes it just does nothing at all.
Animation
Extra
Collada Options
In Blender you can reuse the same mesh for multiple objects. This is named “object instantiation”. When you enable this option, then Blender will propagate object instantiation to the Collada file.
Use Blender Profile
Collada can be extended with tool specific data (profiles). Blender has its own (unofficial) profile that allows to export rig information into the Collada file. Later It can be used to reconstruct the rig when it should ever be necessary to import a dae file back into Blender.
Sort by Object Name
The export order of data is bound to internal object order and it can not be influenced in a reliable way. This option ensures that the Geometry nodes and the Object nodes are both exported in alphabetical order.
When a rig is imported to Blender, the rig’s bind pose will be used as Blender’s rest pose. So all Matrix information of the original rest pose is lost. But in some cases you may want to preserve the original rig information. This option checks each bone for having two arrays:
rest_mat – an array of 16 floats which represent the bone’s original rest-pose matrix.
bind_mat – an array of 16 floats which represent the bone’s original bind-pose matrix.
If the arrays are present, then those arrays will be used instead of the current rest pose/bind pose. Those two arrays are either created by a previous Collada import (see Collada Importer below), or they can be created manually, or by an add-on (script based).
Collada Importer

The Collada importer is mostly driven by the imported data. There is one option for controlling the import units:
Import Data Options
If not enabled the imported data will be rescaled according to the currently used unit system. If this option is enabled, then Blender will adjust itself to the unit system as provided by the Collada file.
Armature Options
Collada only records “joints” which is mostly similar to Blender’s bone heads. But when you import a Collada file then the bone head/tail are not defined. This does not matter for connected bones where the bone parent only has one child. In that case the parent bone’s end location is adjusted to the child’s joint position. But especially for unconnected bones and for bones with more than one child a problem arises.
When the Fix Leaf Bones option is enabled then Blender tries to guess where the bone head/tail of unconnected bones would best be placed. If the option is disabled, then the bone head/tail are placed at an offset along the Y axis. That is why bones often point towards the Y axis.
Find Bone Chains
When a bone has multiple children, then it is not defined which (if any) of the children should be connected to the bone. When the Find Bone Chains option is enabled, then Blender determines the longest bone chain (of children) for each bone. All bones along this chain will then be auto connected.
If the option is disabled, then children will only be connected to parents, if the parent has only one child. But see the Auto Connect option below.
When this option is enabled, then children will automatically be connected to their parents, if the parent has only one child.
When this option is enabled, then the importer creates two custom properties for each bone:
rest_mat – an array of 16 floats which represent the bone’s original rest-pose matrix.
bind_mat – an array of 16 floats which represent the bone’s original bind-pose matrix.
Those two arrays can later be used when you want to export the rig again and be sure the original rest pose/bind pose combination must be used.
Importing and Exporting Collada(.dae) in Blender
When importing and exporting models in Blender there are many formats to choose from, sometimes the format that you’ll need to use is DAE also known as collada. Whether you’re looking to import or export, here is how to do it.
To Import a .dae file
- first navigate to file > import > dae
- select the dae file you’d like to import
- select import
To Export a .dae file
- Navigate to file > export > dae
- select export
In the rest of this article, we will go over what a DAE file is as well as the many options Blender has during importing and exporting.
What is a Collada, .dae file?
Collada uses the .dae file extension and is a file format for storing and transferring 3D models between different software.
DAE files can be used to store a wide variety of information, from a single 3D model to a whole scene. The format can be imported and exported from many 3D Modeling Applications and Game Engines. It is a very common file format.
The format is also commonly used by Sketchup when importing and exporting, you can find more information about how to import and export from Blender to Sketchup here:
How to import a Collada(.dae) file into Blender?
Blender comes with a fairly well featured DAE importer. To start we’ll go over how to import files below and then we’ll go into more detail about what the available options do.
- To import a DAE file into blender first navigate to File > Import > Collada (.dae)
- Navigate to the DAE File you’d like to import and select it
- Configure the settings if necessary
- Select import COLLADA
Next let’s go over the options available when importing our DAE files.
We’ll start from the top with Import Units. Depending on which software exported our DAE file it may have a different unit scale than Blender, this option will import the DAE with that Unit scale instead of Blenders, if you’re having issues with your objects scale try this option.
Fix Leaf Bones will fix the rotation of leaf bones, to give a quick summary of what a leaf bone is they are usually extra bones added on the end of your armatures so that they import properly into other programs.
Find Bone Chains will connect any bones that would have been connected before they were exported.
Auto Connect will connect bones that have exactly one child bone.
The Keep Bind Info option keeps Bind Poses as custom bone properties, this will keep your bind poses if you plan on exporting your model as a DAE again.
How to export a Collada(.dae) file from Blender?
Blender also comes with a well featured DAE exporter, the process for exporting our scene is fairly simple.
To Export a DAE file follow these steps:
- navigate to file > export > Collada (.dae)
- Configure the settings if necessary
- select export COLLADA
While the default settings work in many cases there are some things we may want to change about how it exports, for example we may want to only export one model from your scene instead of the whole scene or apply modifiers when our model is exported.
The DAE Exporter comes with 5 sections, each section contains a set of options related to the group. For example the Anim section will contain options relating to how animations are exported.
Main Section
The first option in the Main Section is Selection Only and must be enabled to access the next 3 options. With Selection Only enabled the exporter will only export the objects selected in the scene.
- Include Children Enabled the exporter will include all children of the selected objects.
- Include Armatures enabled the exporter will include any armatures that are connected to the selected objects, with
- Include Shape Keys enabled the exporter will include all the shape keys attached to the selected objects.
Applying our Global Orientation this will apply the rotation of the exported objects, this will essentially zero out your rotation without actually changing the way your model is rotated.
The Axis options will decide how your model is orientated on export, this is used to align models when the program you’re exporting to has a different axis orientation then Blender.
For example some programs will interpret Blenders up axis as their forward axis which will cause your model to import on its side. These options allows you to switch that around, if you have issues with model orientation on import make sure to check the up and forwards axis on the program you’re importing to.
Geom Section
Triangulate will turn all quads and n-gons into triangles on export.
Depending on what software you’re going to import these models into, this is necessary as some 3D software doesn’t support quads or n-gons. Though you may want to disable this if you’re taking the 3D model to another 3D software and still want to work on it.
Next, Apply Modifiers will allow you to apply any modifiers on your objects. It also includes an option for which resolution you want these exported at since, for example, subdivision surface modifiers have a viewport and render resolution.
Transform allows us to decide what set of text will represent our objects, position, rotation, and scale.
Matrix will show these values in a single group while decomposed will export these values into separate lists, so one list for position, one list for rotations, and one list for scales. This can be handy if you want to manually change the DAE files afterwards as it makes it easier to read.
Arm Section
Deform bones will export only the bones that our model has weights for, so no IK, Pole targets, or bones used for rig control.
For example, this would be useful if we export the model to a game engine which we either won’t need an IK rig in or has a custom solution for IK Rigging.
Export to SL/OpenSim is a compatibility option for SL and Open Sim.
Anim Section
The Anim section of Blender’s DAE Exporter is used to specify how animations are exported with DAE.
The first option is whether or not to Include Animations.
Next is Key Type. Sample will sample your animation by taking a screenshot at every frame, or the sample rate, and then interpolate between those samples. Curves will use the models keyframes and curves for the animation.
If you selected curves as your key type will also have the option to keep smooth curves, this will keep curve handles but may not be compatible with some software.
Sampling Rate will decide how many keyframes the exported animation uses, if you set this to two, the animation will be simplified by skipping every other keyframe. This shouldn’t affect the speed of the animation, at the cost of accuracy.
Keep Keyframes will sample our exported animations using each keyframe in our animations. This should help with keeping manual changes.
All Keyed Curves will sample our model’s animations using curves. These can be found in the graph editor and are used to define how an animation interpolates or blends between keyframes.
This option only supports one handle on curves though, so if you are doing more complex work with the graph editor and see some strange results in your export, you might want to enable Keep Smooth curves as well.
Include all Actions will include all unassigned actions with your export, this option is useful when our models have more than one animation. For example, a character that likely has many different animations.
Transform is how the animations position, rotation, and scale are represented in the DAE file. Matrix will combine all three into one set of values while decomposed will represent each as a different set of values. Similar to what we find in the geom section.
Extra Section
Here, Use Object Instances will allow any instanced objects to be exported as separate objects which will allow them to be included in the export.
Use Blender Profile will include Blender Specific information about parts of your model such as materials, shaders, bones, this can be handy if you want to later import the DAE back into Blender.
Sort by Object will sort the exported objects by their name, this is helpful if you plan on manually editing or looking through the DAE file later.
Keep Bind Info will store Bind Poses as custom bone data for future exports of the DAE file.
Limit Precision will limit the precision of the exported DAE’s data to 6 bits, this will most likely make aspects of your DAE such as positions, rotations, and scales less accurate.
Some things to keep in mind when exporting DAE Files
The collada format should work fairly well out of the box but keep in mind that the material exporting abilities are somewhat limited.
From my experience Blender doesn’t always export all linked textures with the DAE file so you may need to manually look for any textures that didn’t get included with the export. This is especially evident with PBR materials as usually only the Diffuse texture will be included.
If your DAE file has issues with materials not loading properly you can always open the file with a text editor and see if the material is actually referencing your texture.
Another thing that may be an issue is mesh names, this might apply to exporting models in general but make sure that your objects all have unique names, specifically the mesh data blocks.
If you don’t do this and accidentally include multiple models with the same mesh data block names it can cause strange issues in the applications you are importing the DAE files into.
DAE file structure
I mentioned in the beginning that DAE files are XML based, this means that we can edit the files in any standard text editor.
Our DAE File can contain a wide variety of information about what we’ve exported, here is a sample of some of the things a DAE file can contain
- Lights
- Cameras
- Meshes
- Materials
- Scale
- Units
As well as that, the files are structured and written in a way that allows us to change certain values fairly easily.
Final thoughts
The DAE format is a great tool for 3D artists, while it may be one of the older formats available to us it is compatible with a wide range of tools and programs making it surprisingly useful in a lot of cases. Being in an XML format it is also easier to understand how the file format works.