I think I’m going about this slightly wrong - somehow I don’t think the dynamic geometry *can* be translated before simulation - once dynamic, always dynamic.
I’m thinking I’m going to have to use some kind of constrains system to bind hidden shattered pieces together, then release them at a specified frame. As for how to do this…
OR
Mimic the built-in shatter script, somehow parent the shards to the unshattered geometry, setup a channel to control shatter visibility, then use self-collisions since the new shatter script creates slight distances between objects…?