COLLADA™ 模块已被实现为用于导出和导入 .dae 文件的一个灵活的工具。 设计目标是提供一组参数，这些参数可以从/向各种工具导出/导入 Collada 文件。 但请注意，Collada 模块仍在开发中。 因此，你的特定应用场景可能尚不受支持。

There are two operator presets (see top of the Sidebar) for Second Life (SL) users:

• Second Life Static -- 适用于导出静态网格物体。

• Second Life Rigged -- 适用于导出SL默认角色。

Note

Second Life用户特别说明：

• 请使用操作项预设。 所有其它导出设置将不适用于Second Life。

• 角色定位需要使角色看向X轴正向.

• 必须在导出前应用缩放和旋转！

### Main¶

Hint

You can select only an armature, then using this option, all rigged meshes attached to the armature will also be exported.

Hint

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.

Todo.

### Geometry¶

#### 导出数据选项¶

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.

All active modifiers will be applied in a non-destructive way. That is, the modifiers will be applied to copies of the meshes.

Resolution

Controls whether to apply the 3D Viewport resolution or the render resolution for modifiers that provide a preview mode and a render mode.

Transform

Collada支持两种类型的转换矩阵规范。 可以是<Matrix>，也可以是一组变换分解(用于移动，旋转和缩放)。 需要注意的是，导出器不会严格遵循此选项设置，而是将其作为提示尽可能使用该选项。 之所以如此，是因为某些导出的数据类型具有关于如何导出转换矩阵的特定规则。 这部分功能还在开发过程中，将来可能会提供一种不那么模糊的方法。

### Armature¶

#### 骨骼选项¶

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.

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.

### Extra¶

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.

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 -- 一个由16个浮点数组成的数组，表示骨骼的原始重置姿势矩阵。

• bind_mat -- 一个由16个浮点数组成的数组，表示骨骼的原始绑定姿势矩阵。

### 骨骼选项¶

Fix Leaf Bones

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.

• rest_mat -- 一个由16个浮点数组成的数组，表示骨骼的原始重置姿势矩阵。

• bind_mat -- 一个由16个浮点数组成的数组，表示骨骼的原始绑定姿势矩阵。

## 技术细节¶

### 网格¶

#### 导入¶

• Tris (未经测试)

• Polylist

• Polygons

• N-gons

• Tri-fans (未经测试)

• Lines

### 光¶

#### 导入¶

Blender 尽最大努力从 .dae文件导入灯光。 如果检测到 Blender 的灯光配置文件，将使用配置文件中的值，确保完整导入Blender导出的 .dae文件。 在Blender 2.57中添加了 <extra> 支持。

### 动画¶

#### 导出 & 导入¶

• Support for object (mesh, camera, light) transform animations. Only Euler rotations, which is the default option for Objects, can be exported. For armature bone animations, Euler and quaternion rotation types are supported.

• 支持导入和导出以下参数的动画：

• 相机

• 材质效果

• 非皮肤控制骨骼动画。

• 皮肤变形骨骼的骨架动画。

• 物体模式中的骨架动画。

• 完全固定的骨架动画(指Rigify插件)。 导出固定的骨架动画：

• 选择烘焙动作 (打开 Search 并输入 "烘焙动作"。)

• 如果您只选择了变形骨骼，请选中 Only Selected 。 这将给出更小的dae。 否则取消选中 Only Selected

• 检查 清除约束

• 烘焙操作。

• Demonstration video

Note

• 物体和数据块名称约束为21个字符(字节)。

• UV层名称约束为32个字符(字节)。

• 只有网格上的骨架动画，单个皮肤控制器。

• 尚不支持修改器。