Explosion Animation
Author: Vincenzo Mossuto Creation Date: 26/09/2025
Last Reviewer: Sara Altomare/Rossana Mazza
See the Changelog for the full history of updates.
This guide covers the operator object.explosion_animation (UI label: Apply explosion animation).
What it does
- Builds a temporary Armature with one bone per selected mesh.
- Parents each mesh to its bone (per-bone vertex groups).
- Inserts keyframes at frames 10, 60, 110, 140 for explode/implode cycles.
- Offsets each category (frame front, lenses, screws, hinges, temples, etc.) based on the scene sliders.
- Pushes the action to NLA (strip name:
explosion_glasses_an_1).
Prerequisites
- Select only the meshes you want animated.
- Ensure names follow the required rules (see
Naming). - Apply Rotation & Scale (
Ctrl+A) and set correct Origins. - If both Nosepads
NP_DXandNP_SXexist, the script auto-joins them into the Frame Front.
Steps
- In 3D View → Sidebar → Spaarkly 1.0.0 → Explosion animation, adjust the sliders as needed.
- Select your component meshes (FF, LN, TM, TT, WC, SR, HN, RV, LG, SS…).
- Click Apply explosion animation.
- The script:
- Creates bones, parents meshes, and inserts keys at 10/60/110/140.
- Translates bones according to category offsets (e.g.,
Lensesmove behind frame front distance, temples fan out by index and side, etc.). - Copies the “explode” pose at frame 60 to frame 110 to begin the “implode” stage.
- Pushes the action down to NLA and names the track.


Troubleshooting
- “Selected object is not named correctly” → Fix prefixes/suffixes.
- "Decal found, join it with the object it is applied to." → Decals needs to be joined with the surface which it is applied to.
- No animation generated → Ensure you had meshes selected and the operator succeeded.
- Weird offsets → Check object Origins, reset transforms, verify slider values.