The explode modifier works together with a particle system to split a mesh into pieces and have the pieces follow particles. The particle system that will be used must be position before the explode modifier in the stack.

  • Vertex Group: defines which parts of the mesh explode.
    • Clean vertex group edges.
  • Refresh: recalculate faces assigned to particles.
  • Split Edges: split edges for nicer shrapnel.
  • Unborn, Alive, Dead: settings to show or hide unborn, alive or dead particle pieces.

An example .blend file is available.

Example of the explode modifier.