Kay, I am hazarding a guess that you are of a non-english nationality and having trouble with the language. Thats OK, you doin fine and I get the idea about your question. I just hope you can understand my reply well enough. Anyhow, heres my advice:
There are lots of different ways to produce the effect of bullet holes. If you want it to be like T2 where the holes close up, then this makes it a little trickier. Lets start with the bullet holes, and then go onto the explosion.
The bullet holes can be seperate geometry (animated with the character) that you simply animate the visibity on at the frame you want the hole to appear. You can animate the shape a little, close the hole up fully in post (composite in combustion/shake/whatever). You will need 3 sets of rendered images. One will be the animated character, one will be the background, and the third will be the bullet holes. Obviously you may have other layers such as shadow passes. Now all you need to do is layer the bullet hole over the character and animate a mask that will therefore make the hole look as if it has closed up, when in fact all you've done is paint it out. The shape animation will make this effect look that little bit better. For the hole to go all the way through the character, you need to mask out the character where the hole is so that the background layer shows through. Et Voila.
Now, for the explosion part.....well, this really is a very complex thing to do to the level that was done for T2 where the character splits nearly in half. If you are using nurbs patches, you will need to use blendshapes to create the effect. Just be careful and keep the U and V isoparms for each patch the same, and the same number of patches, with corresponding names. The shape to blend will be the group node.
If you are using Polygons, thsi can be a bit funny. You can use blendshapes, but if you are using rRenderman, you can use a boolean shader to make it look as though there is a huge part of the model missing replacing it with a texture and displacement, etc.
You can use turbulence on a softbody, but its slow and not particularly convincing. Artisan is probably the best way to go about making your different blendshapes for this effect. You can also get some interesting results with displacement maps for directly deforming the geometry. Also, you can animate boolean functions...i.e. chopping one object away with another (second object invisible of course)...but only if you are using polygons.
There is no practical way that I know of for doing the effect with dynamics. I would say that you should bare in mind that you can create convincing effects just by using clever camera cuts...i.e. have two models that animate a bit, and appear to be as one...i.e. one explode and look like something else, just by cutting to another camera view with the correct timing.
Hope this gives you some ideas.