Thanks for that bil, thats what i thought.
I've come up with a rough solution in the meantime, took a hell long time to come to since i'm new and basically try every route lol
Ok, I can't make a tree, then export all the limbs individual cos DP just flings em apart (the damn dynamic shapes are waaaaaay too big compared to the .x object!!! and i don't know bout you guys but dynamic mesh don't work for me, even if i save it out it falls through me static terrain). And trying to position them all seperately so none of the DP shapes touch is a nightmare to imagine so i didn't bother with that one.
I tried a whole heap of approaches and in the end i found the simplest and best way to get the results i want is to simply load in all the branches and trunks separately with their xyz set to world location so they all line up and look like a tree when loaded. Then save out a branch as a separate object with it centered in the world xyz - this is basically your hero branch, its the one you see falling, getting blown off .ect So make it look nice and position it on the world xyz in your 3d editor so it will look nice when its sitting on the ground in-game.
Now you make a little sphere and dynamic sphere it (cos that works fricken beautifully in DP) and use sparky's collision ( <-- i want your babies sparky) and ray cast into your many branches you have (so you aim up into the tree and fire) and whatever branch you hit, you position your little sphere there (invis of course) and delete the branch the ray hits, then in a main loop constantly position your hero branch at the location of the sphere and presto!
Works a friggen treat!!! But i have to set up DP materials cos it bounces like a ball at the moment lol.