USDZ to DAE converter: the skeleton and the skin weights kept
Drop a .usdz and get a zip with the .dae and its files, converted in Blender on our server. The trip keeps the skeleton and the skin weights, the shape keys and the materials and the textures; vertex colours cannot come along. Free, no account, nothing to install.
How do I convert USDZ 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 a .usdz. 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:
- .usdz, .usd, .usda, .usdc
- Out:
- a zip with the .dae and its files
- Keeps:
- the skeleton and the skin weights, the shape keys and the materials and the textures
- Cost:
- free, no account
- Vertex colours cannot be carried into DAE.
- The skeleton is written, the motion curves are not.
What survives the trip
A .usdz is a self-contained USD package and is the form that always works; .usd, .usda and .usdc are taken too, zipped with their folder. Every path inside is checked before the file is opened: only relative paths that stay inside the upload are followed. Meshes, UsdPreviewSurface materials, skeletons and blend shapes are read; cameras and lights are not.
The result is a zip with the .dae and the images its materials name: Collada 1.4.1, Z-up, one unit to the metre, triangulated, with the skeleton, the skin weights and the shape keys written. Only base-colour textures are written; normal and roughness maps have no place in the Collada writer.
USDZ and DAE do not hold the same things, and the page says so before you upload: the trip keeps the skeleton and the skin weights, the shape keys and the materials and the textures, and vertex colours cannot come along. 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.
A USD that reaches outside its folder is refused
USD assembles scenes out of other files. An absolute path of any operating system, a web or file:// address, a path that climbs out of the folder, a layer referenced but not uploaded, or value clips get the whole conversion refused. Package the scene as a .usdz, or zip the folder.
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.
Animation is not carried
The skeleton is written, the motion curves are not: reading a long clip costs more memory than the converter has, so the importer is asked to skip it. A file that arrives with a walk cycle leaves with the same rig in its bind pose. A motion you want on an avatar is the FBX to VRMA converter's job.
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
Are .usd, .usda and .usdc accepted, or only .usdz?
Yes, all four, as input. A loose layer with files beside it should be zipped with its folder; a .usdz goes in as it is.
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 USDZ first?
Yes, without uploading anything: the USDZ viewer draws it in your browser. Open the USDZ viewer →
I need a VTubing avatar, not a plain model
Then DAE is a stop on the way: VSeeFace, Warudo and VNyan load .vrm. The FBX to VRM converter takes the same rigged file, maps its skeleton onto the VRM humanoid and carries the materials over. FBX to VRM converter →
The other format pairs
All 50 are free, all run the same pipeline, and all say what they drop.
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.
USDZ to GLB
USDZ in, GLB out, free: one file.
USDZ to FBX
USDZ in, FBX out, free: one file.
USDZ to OBJ
USDZ 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 DAE
OBJ in, DAE out, free: zipped with its files.
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 STL
USDZ in, STL out, free: one file.
USDZ to PLY
USDZ in, PLY out, free: one file.
GLB to USDZ
GLB in, USDZ out, free: one file.
FBX to USDZ
FBX in, USDZ out, free: one file.
OBJ to USDZ
OBJ in, USDZ out, free: one file.
STL to USDZ
STL in, USDZ out, free: one file.
PLY to USDZ
PLY in, USDZ out, free: one file.
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?
Converting because the model is going into VTubing? DAE is not the format those apps read. The same rigged file becomes a VRM with its humanoid bones mapped and its materials converted, in one step on the FBX to VRM converter.
Open the VRM converter