DAE to GLB

Convert COLLADA DAE files to a single GLB with textures and animation inside. Free, in your browser, no upload.

DAE to GLB: moving COLLADA files to glTF

DAE is COLLADA, an XML interchange format from the mid-2000s. Khronos, the group behind COLLADA, later created glTF as its successor for delivering 3D to apps and the web. COLLADA is still everywhere in older pipelines: SketchUp exports it, Google Earth and 3D Warehouse used it, Second Life and OpenSimulator take it for mesh uploads, and plenty of robotics and simulation models ship as .dae.

Converting DAE to GLB gets those models into the format modern viewers, game engines and web libraries actually load. The converter reads the DAE in your browser, previews it, and writes a single GLB with the textures packed inside. Nothing is uploaded.

What the GLB keeps

COLLADA and glTF cover similar ground, so most of a DAE file comes through.

Meshes and scene hierarchy
Kept, with each node's transform.
Textures
Kept and embedded in the GLB, provided you drop the image files together with the .dae. A DAE only references its images by path; it never contains them.
Materials
Converted to glTF's metallic-roughness PBR. COLLADA's Phong, Blinn and Lambert shading have no exact match, so specular highlights and shininess are approximated.
Animation
Kept. The clips are written to the GLB. The converter's preview doesn't play them; open the file in the DAE Viewer to watch them.
Up axis
Handled. COLLADA files declare Y_UP or Z_UP in their header (SketchUp and many CAD exports are Z-up). Z-up files are turned upright when read, so the GLB, which is always Y-up, comes out standing.
Cameras, lights, physics, kinematics
Not written. The GLB holds the model itself.

How to convert DAE to GLB

1. Find the .dae and its texture images. SketchUp, for example, puts the textures in a folder with the same name as the model. Select the .dae and all the images and drop them onto the converter together.

2. Check the preview. Textures should be visible, and the info panel counts any animations.

3. Convert and download the .glb. One file, textures inside, ready for three.js, Babylon.js, <model-viewer> or a game engine.

To inspect a COLLADA file without converting it, open the DAE Viewer.

Problems people hit with DAE files

COLLADA's flexibility is also its weakness: every exporter wrote it a little differently.

Textures missing
The images weren't dropped with the .dae, or the DAE refers to them by an absolute path from the original computer. Drop the image files with the model; they're matched by file name.
Faces disappear from some angles
Common with SketchUp models, where faces are often reversed (the blue-gray back side facing out). SketchUp shows both sides; glTF viewers usually hide back faces. Fix it in SketchUp with Reverse Faces or Orient Faces, then export again.
Model is far too big or small
COLLADA declares a unit, and the converter applies it, so the GLB comes out in meters. If the exporting app wrote the wrong unit, the size will be off in the target. Correct the scale in the source app or in your scene.
Model sits far from the origin
SketchUp and CAD models are often placed at geographic or site coordinates. The GLB keeps that offset. Move the model to the origin in the source app before exporting.
Colors look washed out or too shiny
That's the Phong-to-PBR approximation. Adjust roughness and metalness in the target engine.

Why GLB rather than staying with DAE

A DAE is verbose XML, often several times larger than the same model in GLB, and it needs its textures kept beside it in the right folders. It's slow to parse and support for it is thinning: newer tools and web libraries put glTF first. GLB is binary, self-contained, and loads quickly. Keep the DAE as an archive if you like, but ship the GLB.

Coming from a game engine instead? See FBX to GLB.

Frequently asked questions

How do I convert DAE to GLB?

Drop the .dae file and its texture images onto the converter together, check the preview, then convert and download the GLB. It all runs in your browser.

Why are my textures missing after DAE to GLB?

A DAE doesn't contain its images; it points to them. Select the texture files along with the .dae when you drop them in, and they'll be embedded in the GLB.

Does the GLB keep animations from the DAE?

Yes. COLLADA animations are read and written to the GLB. To watch them before converting, open the file in the DAE Viewer.

Can I convert SketchUp models this way?

Yes. Export a COLLADA (.dae) file from SketchUp, then drop it and its texture folder's images onto the converter. Fix reversed faces in SketchUp first, or they may be invisible from one side in the GLB.

Is my file uploaded?

No. The DAE and its textures are read in your browser and the GLB is created there. Nothing goes to a server.

Which COLLADA files are supported?

COLLADA (.dae) files as written by SketchUp, Blender, 3ds Max, Maya and most other programs. If one fails, re-exporting it with default settings usually helps.

Related tools