(In this response I’m going to presume that you’re using Blender 2.7, and the appropriate version of YABEE to that version of Blender. If you’re using a newer version of Blender, then I’ll leave the question to another, as I’m not familiar with either the newer Blender or the version of YABEE that goes with it.)
That’s not necessarily true; both approaches can work.
However, for complex objects like terrain it can indeed be easier to build custom collision-geometry in Blender and export it with your model.
In short, as with many Panda tags, this is handled in Blender by applying “Game Properties” to your model. Specifically, collision geometry is indicated via the “Collide” tag.
To do this:
- Model your collision geometry in Blender, and select it.
- Open the “Logic Editor” view, and open the “Properties” panel if it isn’t already open.
- In that panel, click on the button labelled “Add Game Property”. This results in a set of fields appearing below the button, which specify the game property in question.
- The first field is the name of the property, and likely starts off with the value “prop”. Change this to “Collide”.
- The second field is the type of the property. If it isn’t already “String”, change it to that.
- The third field is the value of the property. For standard, solid collision geometry, give it the value “polyset descend”.
- Now export–you should have collision geometry!
To explain the value given to the tag, if I recall correctly:
- The value “polyset” indicates that we’re creating polygonal collision geometry.
- We could instead indicate that we’re defining a sphere, or some other shape.
- The value “descend” indicates that this should apply to any objects parented below the current one. (I think; I’m not sure that I have that quite right.)
There are other elements that we could add, too. For example, we could add “intangible” if we want the collision geometry to be non-physical.
For more information, see here.
There are two ways:
- Specify your animations as pairs of start- and end- frames on your animation timeline, or
- Specify your animations as actions in Blender’s “Action Editor”.
If you use the first approach, make sure that you do not have “All actions as animations” checked. Then, use the “plus”-sign just below that check-button to add animation entries to the box beside said “plus”-sign. For each entry, fill in the relevant data in the fields that appear below the box.
If you use the second approach, make sure that you do have “All actions as animations” checked. In this case, no more should be required; all “actions” specified in the “Action Editor” should be exported.