Here's the scoop:
A dynamic object should be centered in the model window 0, 0, 0.
A breakable/explode object ALSO should be "centered" but the individual breakable parts do not need to be.
So my question is this. If I make a breakable/explode object with ONE mesh and ONE explode bone, technically it should just be a dynamic object but as a breakable/explode object I have the option to have the mesh and Explode_ bone and group "off center".
For example I'm making a set of dynamic plastic letters as separate models. Using the plugin to place one model over and over and then replacing each instance with the correct letter by changing the shortcut in the choreography the lowercase letters that are "smaller" than the uppercase letters can be offset on the Y axis using a breakable/explode object. If I use a plain dynamic object each lowercase letter will be centered and have to be shifted down.
So this is either a question or... a tip? I've tested this and it seems to work.
A few oddities:
The attribute for "Breakable/Explode" won't stay on the model when saved. It will stay in the chor settings but not on the model itself. Also a dynamic object bounces differently but... this could have to do wth the where the center of the model is located or it being "lopsided" can't tell.
-vern