Usually games use a vertex shader for wind animations, with vertex color to control the weights for various animation effects. Some use a combination of skinning (bones) for larger motions of the trunk and large branches, combined with noise in a vertex shader for leaves. What engine are you trying to import the tree into?…
I've been recreating low poly trees from WoW in SpedTree, and I assumed that SpeedTree would use bones for the wind animations. But it actually only uses vertex animations for the wind. The engine only uses bones for animation, so I need a way to create wind animations with them. The tree is made up of 4 different frond…
The important thing is that the reason why they use vertex animation and not bones is because it would be bad for performance to have that many bones on a single mesh.
Some neat diagrams and explanations of how they did the tree animation in Horizon Zero Dawn at Guerrilla Games. https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/gilbert_sanders_between_tech_and.pdf