It's not a trick really and most of you propbably know about it but for those who don't it can be a real timesaver if you work with complex meshes which need to be exploded. So you have a mesh with like 100 parts which some of which are really close to each other. Something like this: You need to explode it of course. But…
Another good practice is when making your explosion morph map, switch to world action center with fixed grid snapping and some sensible/memorable increment like 50 or 100. Then if you have to change/redo the cage on one piece, you don't have to redo the explosion for its counterpart piece (high or low); you can just snap…