Quote from Deh0lise
You are welcome.
Just for the record, I know from experience that different users have sometimes been confused about the hull generation functions in WW. I do not generally recommend using the Auto Hull checkbox... as that function just tells the QC to use the reference mesh as the collision model. However, I do recommend using the Quick Hull function that will generate a hull from each element of each object in your main model, set the $concave flag if multiple pieces are generated, and automatically apply the correct smoothing groups. Especially for static props or animated mechanical props not using skin, this works really well as long as the model is broken into elements in a way that benefits from this. Otherwise, use the Hull Helper floater to break a copy of the model(s) up into elements that you can then generate hulls from and assign manually to your WWMT helper. The vert limit spinner sets the maximum vertex count of each hull part when generating the hulls.
Hint: When you click the Quick Hull button, the generated hulls are collapsed into a single object if the WWMT setting is currently $staticprop... otherwise they are left as separate objects in case you need to skin the hulls to bones.