I'm looking to rig an asset that requires that it be "sliced" or "cut" during gameplay. An example would be a plant that you could cut at various points on the stem.
The bones are being animated proceedurally by the game, with a "stem" image undergoing mesh deformation to align it to the bones. On cut, the two halfs of the skeleton will be moved seperately under unity physics. I'm looking to split the stem image at the cut point (we can do this manually by adding "cut" versions of the stem image representing each cut point and swapping them in on cut).
Does anyone have any advice on how to approach rigging for such a requirement?