In case you exploded as meshes, and if you would want to move a bunch of faces 
all together along the same vector or reassemble,
Use Merge instead of constantly loop over your faces array. 
If the faces are to be set back together at origin and you would want to 
optimize, use then Weld right after the Merge.

Fabrice

On Sep 17, 2010, at 4:25 PM, Revalis wrote:

> lol, wow.. yeah... of course there's a built in function to do it. :P
> ...going to go re-invent some wheels now!
> 
> 
> Thanks Fabrice. :P
> 
> 
> 
> On Sep 17, 8:59 am, Fabrice3D <[email protected]> wrote:
>> var explode:Explode = new Explode();
>> explode.apply(myPlane);
>> 
>> done! :)
>> 
>> pass true to constructor and each face is a unique mesh on itself
>> 
>> Fabrice
>> 
>> On Sep 17, 2010, at 3:21 PM, Revalis wrote:
>> 
>> 
>> 
>>> Hey guys, trying to build a function that will, in effect, shatter a
>>> primitive plane. To test, I have segmented the plane into a 5x5 grid,
>>> but I can't seem to be able to actually 'break' each face into a
>>> separate entity.
>> 
>>> When I use the .offset() command on the faces, I just end up with a
>>> deformed piece of mesh, as opposed to seeing each triangle shifted
>>> away from the base (which makes sense, considering each vertex is
>>> shared).
>> 
>>> I've also tried to loop through each face on the plane to .clone()
>>> each one to a new Mesh... But this doesn't seem to produce any visible
>>> result.
>> 
>>> Any ideas?- Hide quoted text -
>> 
>> - Show quoted text -

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