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 Home / 3D Theory & Graphics / COLLADA - how is it coming along? Account Manager
Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

March 03, 2005, 10:59 AM

Does anyone know how the COLLADA ( project is coming along? It seems like a good initiative but what I want to know is how Discreet, Alias and SoftImage are progressing with their exporters and importers and if they seriously are considering to use COLLADA as their native format. Does anyone have any insider info?

Brief from the COLLADA site:
COLLADA is a COLLAborative Design Activity for establishing an interchange file format for interactive 3D applications. Solutions already exist to transport data from one Digital Content Creation (DCC) tool to another with various a degrees of success. Only a few are exposing the intermediate format that is used for this purpose though. Until now, never the major DCC companies such as Alias, Discreet and Softimage have collaborated in such design.


March 20, 2005, 07:49 AM

Sony Computer Entertainment Inc. is holding a COLLADA sponsored session at Game Developrt Conference 2005 in San Francisco. COLLADA: An Open Interchange Format for the Interactive 3D Industry Speakers: ... Remi Arnaud (Graphics Architect, Sony Computer Entertainment America) ... Mark Barnes (COLLADA Project Lead, Sony Computer Entertainment America) Time/Date: Thursday (March 10, 2005) 12:00pm -1:00pm Track: Programming Format: Sponsored Session Experience Level: All - Open to All Levels COLLADA allows artists working in XSI, Max, Maya to share data easily because it enables the import and export of files. COLLADA also makes writing tools for games easier because instead of having to write exporters for all the tools that are used, one can simply write a COLLADA tool. This reduces development and maintenance costs and reduces dependency on a particular brand of tool. In the COLLADA sponsored session we will cover 3 areas of the project: * Quality of tools for import and export. We are working on conformance test suites so measure the robustness of plug-ins from our DCC partners like Softimage. We'll demonstrate COLLADA content running on the PSP exported from Maya. * Ease of use with the upcoming COLLADA API. The new API is written in C++ and provides an asset centric interface to a COLLADA database. The API is designed to be a COLLADA reference implementation that is easy to integrate with applications and run on multiple platforms. * Future glimpse of COLLADA 2.0 features. We are designing new features for COLLADA with various partners that include: - Physics with Novodex/Ageia supporting rigid body dynamics. - Shader Effects with NVIDIA, Softimage, 3Dlabs, and ATI to enhance COLLADA's existing capabilities with programmable materials and shaders. Please join SCEI at GDC 2005 to learn more about COLLADA!


Slides from presentations,



PSP Tool Chain:

COLLADA Physics:

FX Composer 2.0:


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