Multiple rigid bodies as one object thats splitable with seperated mass

Godot Version

4.7 3d

Question

Im making my first game inspired by lumber tycoon however i ran into a problem

context: i used this video as a tutorial for moving and throwing objects https://youtu.be/x9uPQLboBbc

the way it works, the player has a interaction controller node with a script to control rigid bodies with a interaction component node with script, however i need to have trees with lots of parts that can be broken apart piece by piece so that the player can choose if they want to carry small pieces of the tree or slowly drag the whole tree.

my problem is how do i make a blender model have collision for only the parts chopped.

so if for example the whole branch was cut off the tree, now all those parts need to be one object with a rigid body and if it was cut again it needs to be separated into different parts each with there own rigid bodies and every rigid body needs its mass to be additive of all the parts connected to it and every part have its own mass based on how big the part is and the type of wood it is

basically i chose the wrong game for my first ever project but im determined!

note im too new to the forum to upload images but i did break up the tree model into a bunch of different parts and in godot selecting the tree selects the whole model but i can go into the nodes under it to select each part individually

I’ve never done this before, so my idea could be naive, but here’s what I’d try.

Make all the parts separate in Blender, import separately, and then assemble in Godot. You should be able to manually freeze the pieces and unfreeze when whatever condition occurs that makes them break off. You probably need to calculate the chain to unfreeze yourself (that is if a big branch is broken, all the smaller bits after it break too or do something).