The Complete COLLADA to DGN Conversion Guide.

August 01, 2025

General Information

This guide is part of the RapidPipeline 3D Formats Knowledge Database. It shows how to convert COLLADA to DGN, if you'd like to know more about the formats, please check out the following links:

Converting and Optimizing COLLADA Files to DGN

There are various ways to convert between COLLADA and DGN. With RapidPipeline, you can easily convert and and optimize COLLADA files, at scale. It supports DGN, as well as many other file formats (examples: FBX, glTF, OBJ, PLY, STL, USD, USDZ, VRM), at high quality.

Below you can find a video explaining how to convert your files:

What are COLLADA and DGN files commonly used for?

The COLLADA file is a format mostly used for 3D asset exchange for digital content creation.
The DGN file is a format mostly used for CAD and infrastructure design data.

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Comparison of Features Supported by COLLADA and DGN

FeatureSupported by COLLADASupported by DGN
Morph TargetsYesNo
Rigid AnimationsYesPartial0
Skinned AnimationsYesNo
AnimationsYesPartial1
Free-Form SurfacesPartial2Yes
Geometry CompressionNoNo
Quad MeshesYesYes
Basic 3D GeometryYesYes
PBR MaterialsPartial3Partial4
Transparent MaterialsYesYes
Vertex ColorsYesYes
MaterialsYesYes
Scene CompositionYesYes
Hierarchical Scene GraphYesYes
Scene NodesYesYes
Standardized FormatYesPartial5
Embedded TexturesNoPartial6
Multiple UV ChannelsYesPartial7
Normal MappingYesPartial8
Procedural TexturesPartial9No
Texture CompressionNoNo
Texture TransformsYesYes
TexturingYesYes

0 - Basic animation for construction sequencing
1 - Simple animation support for design sequences
2 - Limited NURBS support, primarily polygonal
3 - Basic PBR support through material extensions
4 - Limited PBR support in newer versions
5 - Open specification with some proprietary extensions
6 - Textures can be referenced or embedded
7 - Limited multi-texturing capabilities
8 - Basic normal mapping for visualization
9 - Basic procedural material definitions

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Limitations of COLLADA Files to DGN Conversion Workflow

The following limitations should be taken into account when converting COLLADA files to DGN format:

COLLADA Feature (not supported by DGN)Limitation Details
Multiple UV Channels

Multiple UV Channels Support:

COLLADA: Full support | DGN: Partial support

Multiple UV Channels illustratedlack of support for Multiple UV Channels illustrated

DGN Notes:

Limited multi-texturing capabilities

Impact:

Multiple UV channels allow the optimized and sophisticated use of various 3D modeling features at once. For example, one can use one set of UVs and 2D texture data to model a tiling texture or procedural material, and another UV set to leverage a global lightmap or occlusion map of the 3D model. In this example, a combination of tiled texture (UV channel 1) and baked ambient occlusion map (UV channel 2) is used. Without support for this feature, one needs to either give up the tiling property (e.g., by using a tool like RapidPipline to bake a single texture atlas), or give up the ambient occlusion map, as only one UV channel will be usable.

Procedural Textures

Procedural Textures Support:

COLLADA: Partial support | DGN: No support

Procedural Textures illustratedlack of support for Procedural Textures illustrated

COLLADA Notes:

Basic procedural material definitions

Impact:

Procedural texture allow the modeling of surface details through mathematical functions, along with artistic control over various parameters. Typically, they are used for patterns like wood grain or other semi-regular structures. Since they are not using any pixels as source data, procedural textures have, in principle, infinite resolution and are very lightweight to describe. In this example, a procedural texture is used to model the look of a wooden material. Without support for this feature, in this case, the wooden parts won't show any visible details.

Normal Mapping

Normal Mapping Support:

COLLADA: Full support | DGN: Partial support

Normal Mapping illustratedlack of support for Normal Mapping illustrated

DGN Notes:

Basic normal mapping for visualization

Impact:

Normal maps are used to model shading differences that are arising from small geometric details on a surface, such as fabric structures, visible gaps between bricks forming a wall, or rough rock surfaces. In this example, a normal map is used to model a fabric structure. Without support for this feature, the rendered fabric will look smoother than it actually is in the real world, as the fabric structure won't be visible.

Animations

Animations Support:

COLLADA: Full support | DGN: Partial support

Animations illustratedlack of support for Animations illustrated

DGN Notes:

Simple animation support for design sequences

Impact:

Animations are an important part of many interactive 3D assets, for example in real-time rendering (including games, XR training, assembly instructions, product demos, and other use cases). There are various kinds of animations that can be used on 3D models. In this example model, a rigid animation is used to make the gears spin. Without support for this feature, in this example, the gears won't move.

Skinned Animations

Skinned Animations Support:

COLLADA: Full support | DGN: No support

Skinned Animations illustratedlack of support for Skinned Animations illustrated

Impact:

Skinned animations are commonly used for 3D character models in interactive applications, such as games or virtual worlds. They make it possible to easily animate the 3D model using a helper structure based on virtual bones, composing a virtual skeleton for animation control. In this example, a skinned animation is used to pose a 3D character. Without support for skinned animations, the 3D model will remain in its default pose, such as the default T-pose.

Morph Targets

Morph Targets Support:

COLLADA: Full support | DGN: No support

Morph Targets illustratedlack of support for Morph Targets illustrated

Impact:

Morph Targets, or "Blend Shapes", are commonly used to animate facial expressions and soft surfaces, for example cloth under a cloth simulation. They model various states of the animations with different vertex positions. In contrast to skinned animations, morph targets do not use any virtual bones, but work solely on the vertex data. In this example, a facial animation is achieved through morph targets. Without suport for this feature, in this example, the face will not show the animation.

Rigid Animations

Rigid Animations Support:

COLLADA: Full support | DGN: Partial support

Rigid Animations illustratedlack of support for Rigid Animations illustrated

DGN Notes:

Basic animation for construction sequencing

Impact:

Rigid Animations are typically used to animate mechanical parts. In this example, the door of this 3D model of a microwave can be interactively opened or closed, using a rigid animation that gradually changes the 3D transformation of the door. Without support for this feature, in this example, the door will just stay in place and won't move.

Standardized Format

Standardized Format Support:

COLLADA: Full support | DGN: Partial support

Standardized Format illustratedlack of support for Standardized Format illustrated

DGN Notes:

Open specification with some proprietary extensions

Impact:

Standardization plays a huge role in 3D model formats. With a format being standardized, every application will have a clear way of how to load or store data using this format. This makes it easier to re-use the 3D model across different applications, but also to make sure it will still be accessible and usable after a couple of years.

What's the best way to get COLLADA files into my 3D applications, and are there alternatives to using DGN?

Doing 3D conversion right, especially at scale, can be tricky, as 3D data is in general a rather complex (yet very powerful!) medium. This also applies to COLLADA and DGN files - the conversion guide above provides a rough first idea about that. Once you know what you would like to do, tools like RapidPipeline can help you perform the necessary steps, and to even automate the process for thousands or even millions of files.

Especially when introducing pipelines and workflows at scale in an enterprise context, it is usually good to rely on dedicated tools and expertise, making sure you do not introduce any steps into your 3D workflow that are detrimental to the final output's quality, or that take your team too much time (and money).

If you're interested to hire dedicated expertise from the best in the field to help your company reach your goals fast and reliably, please do not hestitate to contact DGG. Being the creators of RapidPipeline, and ambassadors for open 3D standards for more than a decade, we have been building some of the world's most advanced 3D pipelines, having processed many millions of 3D assets.

Therefore, our expertise will help you to reach your goals faster, at scale, and with the least possible friction, since we are focused on maximum interoperability.

To get started with 3D data conversion and optimization today, sign up for a free account!

If you have any questions, feel free to chat with our human team.

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3D Knowledge Team

3D Technical Artists

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