This tutorial shows how to create convex collision meshes for a model. Collision meshes are a good way to get an accurate collision shape for unusual shapes that are difficult to approximate with normal collision primitives. It is simple, easy and accurate, but the trade off is that meshes are generally not as stable or fast as the standard primitives.
We start off by loading the model we want to use. Here I have used razor.mesh that comes with Ogre and can be found in Scythes /examples/meshes directory.

Simply select the model and press " Model -> self-hull "

The model now has a convex bounding hull. This is good enough for most cases, but if you want it to be ultra-accurate, then there is a way using convex subdivisions..

Delete the old hull, tick the box "Convex subdivisions", and press "Model -> self-hull" again, with the model selected.

This creates a more complicated combination of convex hulls, and makes for very accurate collision.

