Hum... So the problem is that the FBXConverter does not output standard compliant Collada? What about using Ogre or CrystalSpace exporter for blender... i think the CS is not ready (they are developing their own parser instead of colladadom or fcollada), and the Ogre one is also not 100% afaik.
Sorry if i am mistaken. I have to take a closer look at the code, but my understanding was that the geom and anim files did not support all of the Collada 1.4 features. Also i am not a big fan of having separate files for separate descriptions/objects anim and geom files (though it is standard practice), unless you can reuse them. While writing this I was thinking more along the lines of an m3g file format... but i must admit that i have not delve deeply into that part of the code.
OT: Can i apply an anim file independently from the geom? how does it extrapolate for missing bones? Also, is the physics part of the Collada 1.4 format supported in horde3D? I think it would be interesting to use something like
http://www.physicseditor.com/features.shtml or at least reuse the code in our own editor, but instead of having to use the .phd format use the Collada physics format... So instead of having to add a phis file format, we should be able to have a compiled collada format. I hope i am making some kind of sense...
Anyway, i leave this for you guys to discuss, i am not at the tooling or framework development level. I am sure that people that are developing game framework (like slide) around horde will have a much clearer vision of the problem.