I want the pieces to fall away from the center of the original mesh and I am having troubles calculating which direction they should be travelling in.
Before reading the rest of the posts, i was about to say "Ohhh, so you want to calculate a direction away from a mesh eh? Sounds a bit like a Normal to me!!! LOL" but then I continued to read....
So, for example, if you had a sphere made of tri's which is centred on 0,0,0 coords.
You calculate each triangles face normal, then move each triangle using its own face normal vector.
I think he wants all the triangles to explode from the center of the MESH rather then the direction of its normal. Consider if you had a polygon facing inwards, twords the model center, if it exploded twords its normal direction, it would go to the center of the mesh and not away from the center as he is talking about.
How about this:
Calculate the center of the mesh (using max and Min values for vertex axis positions), lets put this center at, oooo, say 1,2,3. Now take each poly and replace it with a particle (as you described), calculate the vector between it and the model center (normalize it giving us a value between 0-1 for each axis), then on each change in position simply multiply the vector by the needed change, and there you have the desired travel, add that to the current position and whammo...
Orr am I way off base here?