Installation guide - Mesa setup - Project setup - Ressources Structure - Manually install Mesa shelf - Mesa_config help - Environnement variables - Issues and common errors - Uninstall MESAHow to update - update from 2.0.1 to 2.1 - Update from 1.1 to 2.0.1 - Update from 1.0.1 to 1.1Export Guide - Preparing the scene - Shading - Layering - Collision and Ragdoll model - Cleaning the scene - Export the assetsTutorials - Maya Settings for Source Engine - Import SMD mesh and skeleton - MESA install video - MESA export videoSource Engine - HitBoxes and HitGroups - Create a Source Engine Mod - Decompile the Models and animations - Extract Content from VPK files - StudioMDL common ErrorsDota Items Creation Guide - Workspace for Dota 2 Collision and Ragdoll model Create your physic model, and as you did it for the reference model, you have to do a right click on the Layer Physics and then click Membership. On the left column, select the physics layer On the right column, select the physics group node and the shape node that contains the geometry. Select the object model in the view port, and do a right click on the viewport, choose then assign an existent material, to the physic model, and choose the same shader that the reference model already use. If the shape node is not included, the geometry will not be exported correctly in SMD Physic format. Textures maps on the collision model The physic model require a shader material too or it will not work in game, here i just duplicated my cube and so the same shader is automatically applied.