If you ever tried to use a volumebreak on a geometry with deformation (animated character for example) you will see that volumebreak doesn’t retain deformated geometry information. Instead you can use fragment node, this node can read deform geometry, but straight of the box has not the same visible break as vb, so here is a workflow to combine vb with fragment node.
First, load your deformed geometry, I use lowpoly girl with biped and mocap animation, you can use a simple cylinder and bend modifier animated on it. Clone it, and prefrag this clone with any tool, I use rayfire but use any tool you like it to prefrag. I use probolean assigning ID5 to frag sides. Don’t create a lot of fragments since can be high cpu intensive, we will fragment it again procedurally inside tp.
Now we need to reasign motion to this frags, to do this we will use skinwrap modifier. Select one frag, convert to editable poly and attach all other fragments to it, now we only have one mesh. Add a skinwrap modifier and use the original object animated to deform it.
We have animated geometry and its prefragged, perfect! Also notice there is an omnilight on scene, I will use to activate the girl fragmentation.
Is time to go to Thinking Particles. Sistem is very simple, add a o2p operator, add our already fragged geometry, check instance, and track object to particle, send this particle to a group (in my case “ini” group).
Add another dynamic set, since now we only have one geometry, we want to detach this frags based on a distance parameter. Send “ini” particle to a fragment node.
Important parameters on fragment node is to specify your light as breaking activator, this will detach our frags from the main body. On fragment group select on what group you want to send your particles, select “count” and 1. On fragment shape make sure thickness is set to zero, and “exclude closed fragments” checked, so now fragment node only will detach elements from the main shape. Also you can define here different ID’s for apply diferent materials.
Now our frags are reading the motion of our object, we can add a volumebreak node on the detached frags to increase destruction details.
And this is all! you only need to add a deflector object, gravity on your detached particles, and a sc operator.