Collada was an interchange file format for 3D application that started around 2004 and largely died around 2016. I actually worked in a group with Remi Arnaud when it was being used for a project at Intel.
It was a sound idea. With lots of 3d packages and engines out there, getting files from one tool or engine to another was never easy. Since every authoring tool and game uses different structures for storing mesh, material, animation data, etc – the Collada format tried to define a open-standard format to store these relationships in an XML style text file. This allowed maximum flexibility to define relationships; but had the unfortunate side effect of generating sometimes gigantic files that were extremely slow to load.
While it was an extremely flexible format for exchanging data between packages or game engines, once you got there, it was dramatically faster to use a native binary format. Trying to load or save a XML based file format to load a block of content often took 10-100x longer than a binary version. The speed alone meant that it wasn’t practical for any realtime purposes.
Additionally, supporting the entire Collada spec would mean supporting every kind of data relationship – even if the tool or game didn’t need it. It meant that loaders often only implemented the desired features – which meant that you were almost back to where you started from. Custom loaders and savers with limited features. Except Collada files were gigantic and slow to load/save. A real problem when your primary costs are the speed of your content development.
Collada’s practical use was therefore primarily in one or two time transfers between tools. As time went on, and tools and engines consolidated on a few efficient binary formats, formats such as Collada became less and less useful. By the early 2010’s, development and work on it largely died. The last loaders were apparently updated in 2018 and the github site that hosts the binary versions is kind of broken.
At any rate, if you do need to load an old Collada file (.dae, etc) then you’ll need a copy of 3D Studio Max or Maya, and a plugin loader. You can download one of the last collada loaders here.
Install the plugin (make sure Maya is closed) and then start your tool (Maya in my case).
Ensure the Collada plugin is loaded. Go to the Windows-> Settings/Preferences -> Plug-in Manager in Maya and ensure the fbxmaya, FBX, or ColladaMaya pluings are loaded and/or set to auto load:
When you want to import a Collada file, go to File->Import and select the fbx/collada file you want to load and it should load it up.
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