That's not hard. You need a Rigid Body Constraint... well, a lot of them.
Create the Quick Effects > Cell Fracture. (Requires the enabled Cell Fracture add-on that comes with Blender)
Move the created fracture objects into their own new collection (M)
Make them rigid bodies with the menu entry Object > Rigid Body > Add Active
Make one of the objects the active object by selecting it but keep them all selected
Add the Contraints with Object > Rigid Body > Connect. This can take a second or two!
Hide the original model
Select all constraints, and move them to their own collection to keep things organized
Select one constraint to make it the active object and go to the Physics tab to see the settings.
- right-click the collection > Select Objects to select them all
- now press & hold Alt and uncheck
[_] Disable Collision
- press & hold Alt and enable
- set the
Threshold to a low value like
1.000. Confirm it with Alt+Enter so the setting for all selected contraints will be changed.
Add a plane (the ground) and choose Object > Rigid Body > Add Passive
Run the animation. Happy destruction!
The Rotation During The Fall
There are several ways to add rotation to the falling object.
Method 1: Push it or make it jump off the cliff
You just need a little plane (passive rigid body), place it half under the object that you want to destroy, and let the physics do the work:
Method 2: Animate the Initial Rotation
The answer to this question seems to be simple. But there are several pitfalls. Let's do it step by step. The result will look like this:
First, place the Empty at the center of mass. You can use the original mesh for this (menu Object > Set Origin > Origin to Center of Mass (Volume). Then use 3D Cursor (Shift+S)
Now parent all fragments to the Empty and you can do a very short animation for the Empty. In the example, it's rotated by 45° within 6 frames. This will give the fragments momentum.
To make the fragments follow the rotation you need to check the
[X] Animation checkbox. This way it's not controlled by physics but the Empty.
To make this work for all fragments, tick the checkbox for only the first fragment. Keyframe the
[_] at frames 1 and 6. Then select all fragments, make sure the first (keyframed) fragment is the active one (selected last) and link the animation data by menu entry Object > Link/Transfer Data > Link Animation Data (shortcut Ctrl+L).
The Cracks! - Yet Another Problem
Once you added the rotation momentum to the rigid bodies you will notice an ugly issue. There are cracks in the object:
From the distance, this might be not noticeable but in close-ups it is.
[_] Breakable option in the Physics options of the rigid body constraints or increasing the
Threshold value does not help to get rid of this.
For the final animation, I've let fall the original object and swapped its visibility with the hidden rigid body fragments right before it hit the ground.
Just parented the original object to the first fragment and keyframed the visibility for the original mesh and the first fragment. If not done yet, link the animation data of the first fragment to all fragments as described in method 2 above.
(I'm not sure if that is the best approach but it did the trick.)