How does Entity.PhysicsFromMesh work exactly?

I’m currently trying to setup the physics on a SENT using PhysicsFromMesh but I don’t have any clue about how this function actually works. I’ve looked at garry’s example mesh maker but that didn’t help a lot either.

This is the code I’m using right now:
[lua]
function ENT:Initialize()
self.Entity:SetModel(“models/dav0r/balloon/balloon.mdl”)
self.Entity:PhysicsInitBox(Vector(-16, -16, -16), Vector( 16, 16, 16))

self.Entity:GetPhysicsObject():SetMass(100)
self.Entity:GetPhysicsObject():Wake()
self.Entity:GetPhysicsObject():EnableGravity( false )

self.Entity:SetColor(math.random(0, 10) * 25.5, math.random(0, 10) * 25.5, math.random(0, 10) * 25.5, 200)

local MeshTable = {}
table.insert(MeshTable, MeshQuad(Vector(0, 0, 0), Vector(0, 0, 10), Vector(0, 10, 10), Vector(0, 0, 10), 0.1, 32))

self.Entity:PhysicsFromMesh(MeshTable)

end
[/lua]

However this crashes GMod as soon as the SENT Initializes. :frown:

Does anyone know how to properly setup a Physics Mesh for a scripted entity?

Anyone?