Note: This is actually a conversion of an old add-on released for Blender 2.64 back in 2014 by Phymec. You can find the original thread here
Since convex decomposition is incredibly useful for making collision meshes for games, I thought I would spend a few hours getting this old add-on working with 2.80. It takes any old mesh as an input, passes it to an external application for processing, then reimports the resulting convex collision hull suitable meshes back into Blender. Although most game engines support some form of convex decomposition, it’s nice to have full control in Blender, and in any case, the results I’ve seen in UE4 leave a lot to be desired, so it’s best to manually create collision meshes for all but the simplest shapes
The updated add-on can be found on my Github page
As with the original add-on, you will need to get a copy of the testVHACD executable from the V-HACD github page, or by clicking one of these direct links: Win | OSX (Requires OpenCL), Win | OSX (No OpenCL required). Set its location in the add-on preferences in Preferences>Add-ons>V-HACD and it should all work.
Although I removed a few features to do with physics from the original add-on, mostly due to the removal of the game engine from Blender 2.80, I added a little tool to help with naming generated hulls, so that you can easily use it to name a bunch of generated colliders to work with game engines like UE4 (which uses a UCX_<mesh_name>_# format for colliders) or whatever.
I hope this is useful to some of you guys that might have (like me) missed the original add-on and been a little frustrated with the apparent lack of good convex hull generation in Blender. I’ve wasted plenty of time splitting meshes into chunks by hand, but thanks to the work of Khaled Mammou, Phymec and to a lesser extend, myself, it’s now quite easy to get good results in Blender 2.80.