Example 2. Your application is a content-editing tool targeting 3D Web publishing. In this case
you would implement only the X3D format. Typical applications include Flux Studio,
WireFusion, and SwirlX3D.
Example 3. Your application is a run-time application that can take advantage of the X3D run-
time model. You use X3D directly, and use an X3D player as your application engine. Typical
players include Flux Player, FreeWrl, and Xj3D. These applications can also directly load
COLLADA content, if it makes sense to display content on the Web without any run-time
interactivity, or use the COLLADA asset as an embedded object within a larger application (an
X3D object type known as an “Inline”).
Example 4. Your application is a run-time application that requires its own specific run-time. In
this case, use COLLADA in your toolchain, and create a COLLADA -> “Your Format”
converter at the end of the toolchain. Typical applications include video games.
Example 5. Your application is a run-time application that does not need to support X3D run-
time specifics, but needs to be able to accept content from a variety of sources. In this case,
directly load COLLADA in your application; you do not provide an off-line converter. Typical
applications include Google Earth.
COLLADA and X3D – An Ongoing Collaboration
COLLADA and X3D are industry standards with broad support that leverage thousands of man-
hours of expertise and experience in a range of fields including Computer-Aided Design, Visual
Simulation, Animation, Virtual Reality, the Web and the Internet. This whitepaper was prepared
by two of the thought leaders in these technologies, as part of an ongoing effort to ensure that
COLLADA and X3D not only interoperate, but provide significant long-term value to content
and application developers world wide.
The COLLADA effort is focused on the quality and the completeness of support from the DCC
tools, as well as on increasing the number of tools accepting this standard. The X3D
development community can now take advantage of all this technology, and save considerable
effort by focusing on good quality COLLADA-to-X3D converters such as CX2 from Pinecoast
Software and DAE2X3D from Media Machines.
The COLLADA toolchain is used in more and more domains, and its feature set is growing
accordingly. To improve this content pipeline, it will be advantageous to avoid any cosmetic
conversion between COLLADA and X3D for any data that is mainly identical. To that end, the
COLLADA and X3D teams have begun to identify areas where entire parts of one standard
might be adopted for use directly within the other. For instance, because COLLADA has already
added Physics to its specification, and several tools are already capable of providing such content
(Maya, Max, AGEIA, Bullet), the X3D and COLLADA groups are now collaborating so that
physics specifications are almost identical. Ideally, in the future, since both COLLADA and X3D
are based upon XML, X3D might be able to directly accept COLLADA content without any
conversion.