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Version: 1.0.0

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_DX and NP_SX exist, the script auto-joins them into the Frame Front.

Steps

  1. In 3D View → Sidebar → Spaarkly 1.0.0 → Explosion animation, adjust the sliders as needed.
  2. Select your component meshes (FF, LN, TM, TT, WC, SR, HN, RV, LG, SS…).
  3. Click Apply explosion animation.
  4. The script:
    • Creates bones, parents meshes, and inserts keys at 10/60/110/140.
    • Translates bones according to category offsets (e.g., Lenses move 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.
Explosion animation 1Explosion animation 2

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.