Yup, understandable. 2.8 is still some time away from being stable and feature complete in general. I still also have to fight with some issues of FM in 2.8, so that may take a while too. And i wanted to start backporting only after it works fine.
I modified the “skyscraper” example to include an Emitter plane with a particle system on it. That emits only a few particles along X axis. The Particle Instance (sphere) object at 0, 0, 0 gets a particle instance modifier which references the emitter and its first particle system, and it is set to alive particles only. This way each particle gets “equipped” with an instance of the sphere. That entire thing will also get a mesh final deforming rigidbody, so its physics shape will adapt to the sphere instances which currently exist. On the house you add a collision modifier after the FM, so it will let the particles bounce off and it will update when the house updates/collapses. This way it will look like the spheres actually bounce off the house. You also could add a collision modifier to the ground to let the spheres bounce off there, too.
Furthermore, its important the sphere is a trigger, so the altering shape of the body will affect the house by activating shards it will hit.
skyscraper2.blend (2.6 MB)
If you want to fracture a character which has pose animations or so, you might find the “Fracture Animated Mesh” Settings useful. In that example i have a couple of bones, which influence an (invisible) subdivided mesh. This mesh serves as “Guide” for the fractured mesh. In that example, just run Alt A and you will see the shards will follow the guiding mesh. Autohide and Automerge try their best there to hide the cracks between the shards. And you can trigger the shards with the sphere, as in grabbing it while the sim runs and touching the fractured mesh. Shards should fall off then.
With “Animated mesh” you need to “bind” the shards to the guide mesh once before you start the simulation.
In case you refracture with different settings, you need to rebind too.
And it is better if the guide mesh has more verts / subdivisions, so the shards can better “distribute” and do not clump on a few nearby verts only. That improves the overall shape of the deformed shard object a bit.
bendtest.blend (2.7 MB)