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I agree with Alex, but more to the point, I don't think you'll find a silver bullet approach to make collision approximation models. You will need to let your editor pick from a list of optional methods or generate one from scratch. After a tree model and material have been made, creating another cylinder and sphere mesh for collisions should be negligible ...


From my experience, the subdivision is made manually: you produce a 3d model for the graphics, and you compose another one made out of boxes, spheres, capsules and cylinders for your physics engine because it is generally what it understands well. So yeah, basically, you have to make these yourself. Unless you need very basic physics simulation, I would ...

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