OBJ to DAE converter: the materials and the textures kept
Drop an .obj and get a zip with the .dae and its files, converted in Blender on our server. The trip keeps the materials and the textures; nothing the source holds is lost on the way. Free, no account, nothing to install.
How do I convert OBJ to DAE?
Drop the file on this page, wait while the server converts it, and download a zip with the .dae and its files.
- 1Choose an .obj, or a zip of the folder that holds it with its textures. Files up to 50 MB.
- 2The converter opens it in Blender on our server and writes DAE. Most files take under a minute; the page shows the result in 3D when it is done.
- 3Download a zip with the .dae and its files. The upload and the result are deleted 3 days later.
- In:
- .obj (zipped with .mtl and images)
- Out:
- a zip with the .dae and its files
- Keeps:
- the materials and the textures
- Cost:
- free, no account
What survives the trip
An OBJ never travels alone: the materials are in a sibling .mtl and the images beside that. Upload a zip of the folder and the materials come through; upload the .obj alone and the mesh arrives grey.
The result is a zip with the .dae and the images its materials name, where the source has them: Collada 1.4.1, Z-up, one unit to the metre, triangulated. Only base-colour textures are written; normal and roughness maps have no place in the Collada writer. The source has no skeleton, so none is written.
OBJ and DAE do not hold the same things, and the page says so before you upload: the trip keeps the materials and the textures, and nothing the source holds is lost on the way. DAE is what SketchUp, Second Life and OpenSim uploads, and older engines and toolchains, still ask for.
What this conversion cannot do
Measured on real files, not assumed. Everything below is a property of the formats or of the pipeline, and knowing it beforehand is cheaper than discovering it in your 3D tool.
The .mtl and the images have to come along
An .obj carries geometry and texture coordinates and nothing else; the materials live in the .mtl it names, and the images in files the .mtl names. Zip all three together. An .obj on its own converts, but to an untextured mesh.
Shape keys make a very large file
Collada is XML, and every shape key is a complete second copy of its mesh in text. A model with many shape keys produces a .dae ten times the size of the source. If the destination ignores morph targets, as most old Collada importers do, FBX or GLB serves better.
Uploads stop at 50 MB
A larger file is refused before anything is uploaded. Decimate a dense mesh or shrink the textures in your 3D tool first; neither changes the format.
Frequently asked questions
Why is the result grey?
The .obj was uploaded without its .mtl and images, or the .mtl names images that were not in the zip. Put the .obj, the .mtl and the image files in one zip and upload that.
When is Collada still the right target?
When the program on the other end takes little else: SketchUp, Second Life and OpenSim mesh upload, older game engines, some robotics and simulation packages. For anything current, FBX or GLB is the better road.
Is anything uploaded, and for how long?
Yes: the file you drop goes to our server in New York, is converted there, and both the upload and the result are deleted 3 days after the conversion. Nothing is shared with anyone.
Can I look at the OBJ first?
Yes, without uploading anything: the OBJ viewer draws it in your browser. Open the OBJ viewer →
Can this become a VTuber avatar?
Not as it is: an avatar needs a skeleton, skin weights and a face that moves, and an .obj has none of them. Rig and texture the model in Blender first, then convert the rigged file to VRM.
The other format pairs
All 50 are free, all run the same pipeline, and all say what they drop.
OBJ to GLB
OBJ in, GLB out, free: one file.
DAE to GLB
DAE in, GLB out, free: one file.
DAE to FBX
DAE in, FBX out, free: one file.
DAE to OBJ
DAE in, OBJ out, free: zipped with its files.
GLB to DAE
GLB in, DAE out, free: zipped with its files.
FBX to DAE
FBX in, DAE out, free: zipped with its files.
OBJ to STL
OBJ in, STL out, free: one file.
OBJ to PLY
OBJ in, PLY out, free: one file.
OBJ to USDZ
OBJ in, USDZ out, free: one file.
STL to DAE
STL in, DAE out, free: zipped with its files.
PLY to DAE
PLY in, DAE out, free: zipped with its files.
DAE to STL
DAE in, STL out, free: one file.
DAE to PLY
DAE in, PLY out, free: one file.
DAE to USDZ
DAE in, USDZ out, free: one file.
USDZ to DAE
USDZ in, DAE out, free: zipped with its files.
OBJ to 3MF
OBJ in, 3MF out, free: one file.
GLB to OBJ
GLB in, OBJ out, free: zipped with its files.
FBX to OBJ
FBX in, OBJ out, free: zipped with its files.
STL to OBJ
STL in, OBJ out, free: zipped with its files.
PLY to OBJ
PLY in, OBJ out, free: zipped with its files.
USDZ to OBJ
USDZ in, OBJ out, free: zipped with its files.
3MF to OBJ
3MF in, OBJ out, free: zipped with its files.
Only want to look at the file? GLB viewer, FBX viewer and OBJ viewer all run on your own device — nothing is uploaded.
Is your model going into VTubing?
An .obj is a surface without a skeleton, so no converter can make a VRM avatar out of it directly. Rigged and textured in Blender, the same model converts to VRM on the FBX to VRM converter, with the bones mapped onto the VRM humanoid.
Open the VRM converter