Here is how I would do it.
Obviously you have n animated character walking.
Then
- Birth object (pick a character)
- voronoi fracture (let's say 25)
- scale (90%)
- object bind (lock to surface)
- spawn (per second - 0,1 or lower)
- mesh
- display
--------------------------------------------------spawn leads to next event
- PhysX shape
- PhysX collision (uncheck "geometry collision - check ground collision)
- mesh
- display
------------------------------------------------- PhysX collision leads to next event
- Voronoi fracture (let's say 50)
- mesh
- display
You will probably want to lower gravity settings in your Tyflow icon (under PhysX settings) ,to something like 0,2 or 0,1
---------------------------
This is all from my head, so hopefully I didn't make a mistake.
Obviously you have n animated character walking.

Then
- Birth object (pick a character)
- voronoi fracture (let's say 25)
- scale (90%)
- object bind (lock to surface)
- spawn (per second - 0,1 or lower)
- mesh
- display
--------------------------------------------------spawn leads to next event
- PhysX shape
- PhysX collision (uncheck "geometry collision - check ground collision)
- mesh
- display
------------------------------------------------- PhysX collision leads to next event
- Voronoi fracture (let's say 50)
- mesh
- display
You will probably want to lower gravity settings in your Tyflow icon (under PhysX settings) ,to something like 0,2 or 0,1
---------------------------
This is all from my head, so hopefully I didn't make a mistake.
