Hi Guillaume,
The splines we are exporting are tailored for our needs. Unfortunately, we found the COLLADA specification to be deficient in defining the splines. We do support NURBS splines as well as the simpler Bezier splines.
What in particular did you find to be deficient? The COLLADA 1.4 spec seems to offer a lot more capability than ColladaMax supports now. For example, the spec, Max, and Blender all support different handle types per CV, different interpolation types per segment, but I can't translate any of this information through the ColladaMax importer and the format that it accepts. The COLLADA 1.4 spec seems to support NURBS too, and there is an example at the bottom of the 1.4 release notes showing B-splines.
Perhaps did you make the decision not to support the standard spec based on an older version of the spec?
It's unfortunate that you chose to diverge from the standard. Even if you like to keep your tailored method as an option for your own usage, it would be very, very useful if the importer/exporter did at least understand and convert standard data. There are very few standard formats for translating 3D bezier splines - OBJ is patchy and few apps support it, I've read that FBX is supposed to support splines, but neither Max nor Maya will export beziers, and I was so happy to see it supported in an open format like COLLADA. Unfortunately, it makes it very difficult to get behind COLLADA and push the format as an open standard for this purpose, when the biggest I/O plugins don't actually follow the spec.
Anyway, I understand you're free to work on whatever you like, and I'm thankful that I at least have this option now. It would be very nice if you could support the spec in future, and that we could have a truly standardised format for 3D interchange.
cheers,
Matt