Around there are some videos in which the explode modifier is actually used so ridiculous. The cause is probably that this modifier (like many things in Blender) is not as intuitive to use.
For example we want to blow up a ceramic tile. add a plane press space and write “quick explode” ( the great simplication added in 2:57). what we get the tile turns on itself and falls down. if i use a modifier called explode I expect fire and brimstone, but … nothing happens. Indeed, the modifier may be called “splitter” as it does to separate the existing faces (without creating new ones) and associate them to a particle system (not setted by the modifier). These limits, however, may turn into an advantage, because they give us more control.
We start from the fact that the modifier is influenced by the distribution of faces and a totally controllable particle System. carry on, subdivide the plane and try to change the speed in the particle system. see what happens … goes better already. it’s still all too regular no resemblance to an explosion but…
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( scene 1) If we divide the plane in a non-regular (small faces in the center and big faces on the periphery) and in the same way we regulate the speed and distribution of particles here is that it begins to be interesting. You can also use the same particle system to generate smoke, for example.
In scene 2 I used physics keyed for particle, so I decided where to go the blocks.
In scene 3 I used a texture for the time and the physics of fluids
In scene 4 have been very careful to split suzanne in realistic way (by adding faces inside to generate more small pieces).
but these are just some quick examples, the possibilities are endless (and I can not think what you will do if and when the particle nodes are ready).
Fernando Luceri
P.S. Of course all this is achieved without using the game engine (look forward to the rigid body physics engine can be used in the standard mode without having to go through the game engine!)

You might wanna look into the fracture tools a bit
Nice effects! I’ve got to try that! Thanks for sharing!
hi dewd, you’re right, but my intent is to have a tool without having to enter the game engine (the fracture tools needed this)
I run to write it in
thanks
you’re welcome Brian L., thanks