Hi penchukandrew,
Following up on some other ideas, I think I found my personal favorite today (well – tonight).
The idea is pretty simple, the set up is based on proxy-shapes. Check out the Mesh Deformer for more details.
https://help.maxon.net/us/index.html#OCAMESHDEFORMER-ID_OBJECTPROPERTIES
Since those are based on polygon models, the Hinge is easily implemented and ready to go.
With this, a working object with lit and joint is given.
This provides the cage for the Mesh Deformer. It can easily carry either the Fracture Object or the Voronoi Fracture object. But for the time it is directed by the Mesh Deformer, it can’t have an active Dynamic Tag.
I created a switch with Xpresso. If the Mesh Deformer has the Dynamic active, the others are off, and vice versa. See screen-capture how to switch.
Since the final move is scattering, the switch will happen close to the ground. However, the newly given dynamic to those objects shows inertia.
For that, we set up an initial velocity: downwards. If chosen wisely, the transition should be invisible.
The Fracture/Voronoi do not fracture the objects in this example. The movement from the cage requires a constraint to the point source then. (As shown above).
Find the scene file and a screen-capture here:
https://www.amazon.com/clouddrive/share/sdUiqKYpfRCxY90bzx9mKCZvt4sXHN0z2ryJaJ5kfIn
As a side note, you might keep a non-fractured object as back-up, perhaps you can switch this object at the moment the dynamic switches as well.
My best wishes