Convert FBX to DAE - Free Online Converter
Drop a .fbx file below and download it as .dae (COLLADA) in seconds. The conversion runs entirely in your browser - no upload, no signup, no watermark. Frees game assets from Autodesk's format for COLLADA-only tools.
Updated July 2026
Done in seconds
Your FBX converts to DAE locally in your browser - no upload queue, no waiting.
Private by design
Your file never leaves your device. Nothing is uploaded, nothing is stored.
Free, no strings
No signup, no watermark, no file limit - convert as many files as you need.
How to convert fbx to dae
Drop your FBX file
Drag the .fbx file into the converter above or click to browse. No account and no upload - the file stays on your device.
Conversion runs in your browser
The model is parsed and rewritten locally, in seconds for typical files. Geometry is carried over 1:1 - no remeshing, no quality loss.
Download the DAE
The .dae download starts from the same spot. Convert as many files as you like - there is no limit or watermark.
FBX and DAE, explained
What is FBX?
FBX is Autodesk's proprietary scene format and the long-standing standard for moving rigged, animated characters between DCC tools and game engines. Skeletons, skinning, blend shapes, and animation clips all travel inside one file.
Because the format is closed, no official browser tooling exists - this fleet writes FBX through assimp's open-source FBX writer running as WebAssembly, right in your browser. Static geometry with UVs is the reliable path; rigs and animation clips need a DCC-tool export.
- Developed by
- Autodesk (proprietary) (2006 (Autodesk era))
- Structure
- Proprietary binary scene container
- Used by
- Unity, Unreal Engine, Maya, 3ds Max, MotionBuilder
What is DAE?
COLLADA (.dae) is an XML-based interchange format that predates glTF. It can carry full scenes with materials, rigs, and animations, and remains common in SketchUp exports, older asset marketplaces, and legacy game pipelines.
As an XML format, .dae files are verbose and slow to parse, and tool support has been fading in favor of glTF/GLB and FBX. It survives on two ecosystems: SketchUp imports COLLADA natively (most other mesh formats need Pro or plugins), and Second Life accepts mesh uploads only as .dae - so files move both ways, legacy assets out and fresh conversions in.
- Developed by
- Khronos Group (originally Sony) (2004)
- Structure
- XML scene description
- Used by
- SketchUp, older game pipelines, Second Life, legacy asset stores
What survives the fbx to dae conversion
Format conversion is honest work: some data has nowhere to go in the target format. Here is exactly what carries over.
Mesh geometry
All meshes carry over exactly, with FBX scene transforms baked in; rigged characters export in rest pose.
UV coordinates & normals
Vertex attributes survive for correct texturing downstream.
Scene assembly
Parts stay positioned as the FBX scene arranged them.
Materials & textures
FBX textures are usually external files not present in the single file you drop, and COLLADA references textures externally anyway - reassign in the target tool.
Rig, skinning & animations
This is a static conversion. For animated COLLADA, route through Blender's FBX import + DAE export.
When should you convert FBX to DAE?
Convert to DAE when a game asset must reach a COLLADA-only destination: Second Life uploads, SketchUp scenes, or older pipelines that read DAE but not FBX.
Keep the FBX for engines and DCC tools - it is the richer format there. The DAE is the compatibility copy.
And if what you actually need is a new model rather than a new file format: 3D AI Studio's main tool can generate 3D models from photos with AI - with exports to every format on this page.
FBX to DAE - frequently asked questions
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