Nodes/Avatar Graph/Object Quick Explode
ComfyUI Node

Object Quick Explode

Blow your avatar apart — deliberately, this time

By avatechai·Created 3 years ago·Updated 2 years ago· 264
Object Quick Explode
  • BPY_OBJ
  • BPY_OBJ
style
amount100
frame_duration50
frame_start1
frame_end10
velocity1.00
fadetrue

Object_QuickExplode is the pack's party trick: one node that takes a mesh and blows it up, Blender-style. It maps straight onto Blender's "Quick Explode" operator - the same effect you can trigger from the Object menu - which means it doesn't just delete geometry and scatter it. It builds a real, controllable explosion: a particle system drives the shards and an Explode modifier actually breaks the mesh into pieces so each one can fly off on its own.

When you'd reach for it

Nowhere in the stock eye-blink or lipsync templates, that's for sure. This is for the moments your avatar is a prop or a character you're willing to destroy for the bit - an intro sting where the character shatters before the logo, a transition where the mesh dissolves into particles, a horror setup where the mouth is a little too eager to come off. If your workflow is "make a talking head," skip it. If your workflow is "make a talking head and then blow it up," this is your node.

How it works

The node is a thin auto-generated wrapper around bpy.ops.object.quick_explode. The wrapper makes your BPY_OBJ the active object and runs the operator with the parameters you've chosen; Blender does the heavy lifting of adding the particle system and the Explode modifier. The inputs map one-to-one onto that operator's arguments:

  • style - EXPLODE or BLEND. EXPLODE scatters hard-edged shards; BLEND makes pieces fade out as they fly.
  • amount (INT, default 100, 2–10000) - how many pieces to break into.
  • frame_duration (INT, default 50) - how many frames the explosion itself lasts.
  • frame_start (INT, default 1) / frame_end (INT, default 10) - the window in which the pieces start moving.
  • velocity (FLOAT, default 1) - how forcefully things scatter.
  • fade (BOOLEAN, default true) - whether pieces disappear over time.

The defaults are Blender's own, and they lean conservative. For a satisfying pop on a small avatar you'll usually crank amount well past 100 and bump velocity; the defaults read as "technically exploded, politely."

The one thing to watch

Blender's explosion is driven by a particle simulation, and the pack's headless Blender resets the scene to factory settings every time your graph runs. That means each execution rebuilds the whole setup from scratch - which is fine for a one-shot render, but it means this is a node you use to produce an output, not to iterate live on a preview.

Output: BPY_OBJ (the same object, now sporting an Explode modifier and particle system), plus the usual shared install path:

cd ComfyUI/custom_nodes
git clone https://github.com/avatechai/avatar-graph-comfyui.git
cd avatar-graph-comfyui && python -m pip install -r requirements.txt

Install via ComfyUI Manager (search "Avatar Graph") works too. The pack needs Python 3.10 (bpy==3.6.0 is pinned), downloads the ~2.5GB SAM checkpoint plus mediapipe models on first load, and only shows the live avatar preview when ComfyUI runs with --enable-cors-header.

Object_QuickExplode is a one-trick node, but the trick is a good one. When you need an on-screen explosion that looks like it came from Blender - because it did - this is the node that does it without you touching Blender at all.

Categoryblender

Inputs (8)

NameTypeDefaultDescription
BPY_OBJoptBPY_OBJ
styleoptCOMBO2 options: EXPLODE, BLEND
amountoptINT1002–10000
frame_durationoptINT501–300000
frame_startoptINT11–300000
frame_endoptINT101–300000
velocityoptFLOAT1.000–300000
fadeoptBOOLEANtrue

Outputs (1)

NameTypeDescription
BPY_OBJBPY_OBJ