I remember dealing with this in the past and discovered a work around (back in 2010) using the Autodesk FBX converter, but was surprised to find it doesn't work anymore. So I compared a Collada export from T3D 1.2 to the current version. Mud-H was on the right track with the spacing. It just needs to be separated line by line. T3D 1.2 <source id="t3d1cube-Position">
<float_array id="t3d1cube-Position-array" count="24">
0.5000 -0.5000 0.5000
-0.5000 -0.5000 0.5000
-0.5000 0.5000 0.5000
0.5000 0.5000 0.5000
-0.5000 -0.5000 -0.5000
0.5000 -0.5000 -0.5000
0.5000 0.5000 -0.5000
-0.5000 0.5000 -0.5000
</float_array> T3D 3.8 <source id="t3d3cube_orig-Position">
<float_array id="t3d3cube_orig-Position-array" count="24">0.5000 -0.5000 0.5000-0.5000 -0.5000 0.5000-0.5000 0.5000 0.50000.5000 0.5000 0.5000-0.5000 -0.5000 -0.50000.5000 -0.5000 -0.50000.5000 0.5000 -0.5000-0.5000 0.5000 -0.5000
</float_array> Once the coordinates are separated line by line (there are 4 sections that this needs to be done), the file can be converted to FBX, then the FBX to OBJ using the latest Autodesk FBX Converter (which can be downloaded for free). Finally, the OBJ can be imported into Blender (no textures though). Obviously, editing the file line by line is way too tedious a process, so I started to delve into the source files. At some point there were changes made in these two files (which deal with collada export information): colladaUtils.cpp and colladaUtils.h Using WinMerge to compare the files, the differences were mostly converting 'int' to 'S32' and a 'double' to 'F64' It would be great if a programmer could shed some light on why this would affect the line output to be one long line (with out the carriage returns). Hopefully, we can get it to function like it did in T3D 1.2 and use the converter to get our Sketch Tool creations in Blender.