Please ready my post again. These objects are NOT physics objects. They collide with physics objects but dont really react like physics objects. (pushes physics objects away) Thats why its possible to have so many objects. Its not somthing i can use to replace real physics objects like clearcut trees. Its just to enhance cinematic style scenes (exploding buildings etc) with the LOOK of thousands of physics objects but without all the calculations. (already calculated and baked into the animation)
Yeah, I'm not really familiar with how animation in a 3D game engine works. I'm just curious if we can't pre-package the destruction of trees into something more regular. There isn't a single asset that should really be tossed around by such small trees as we currently have, even battle armor. The only real problem I can think of is calculating damage from collisions, which I think is overstated against battle armor. If anything, you should only take damage from impacting the trees.
Oh, that does give me a thought, though. If the objects created when the trees are destroyed can't obstruct, it might lead to some odd behavior.
If there are even objects created at all. Goes to show you my knowledge of the subject.