So I came across an issue I knew the answer to, but had not experimented with until now.
I had a gameplay event that would be too time consuming and awkward to animate, but still needed to play out the same way each time so that the player can jump up on the rocks to proceed forward.
Solution:
I did some research into maya (because I have more experience in maya vs houdini) and found the Bullet physics plugin. After turning that on and messing with static and dynamic rigidbodies I was about to bake out this result into an animation which thankfully transferred into unity without the need for a skinned mesh render or bones which are a performance drag in Unity.
Something that i'm sure is just from ignorance in Maya, is that when using the MASH physics system instead of Bullet, to run the sim, baking out the sim to an animation would not carry over with the FBX into Unity. This is why I used Bullet exclusively for this sim so i'm unsure if it's best but it got the best results so it was best for me haha.
Lastly you can see the player gets dragged along with the animation, this is because each of the rocks are still individual mesh objects so I was able to stick a basic sphere collider onto each one which allows player to stand on them to get to the higher platform. I also threw a simple dust particle system that I quickly made onto a few of the rocks and set the emission based on the distance traveled instead of emitting over time.
My next test will be baking a sim in Houdini.