With the successful completion of the explode effect, I decided to build on the code used to split the node into pieces. I split the code in half and thus created a new generic function, dojox.fx._split that returns an animation object that splits the node into args.rows and args.columns and applies args.pieceAnimation() to each piece. This function takes the piece, its x and y location in the grid of pieces, and the dojo.coords of the original node as arguments and returns either an animation object or an array of animation objects to be combined.
So, I can now start churning out all types of effects that deal with pieces of a node separately. I've already created a disintegrate effect, in which each piece drops 1.5 times the height of the node and fades out. You can play with it and other effects in progress here.
Although I could continue in this direction, I've decided to go back and create effects that make the node appear from nothing rather than disappear. This may be slightly more involved, since I'd like to avoid the "stale values" issue as well as making the user explicitly define the dimensions of the node at the end of the animation.

Stale values?
That demo page is pretty cool, good work!
I'm not familiar with animation; what is the stale values issue?
Stale Parameters
Here's a ticket that PHiggins brought to my attention awhile ago... http://trac.dojotoolkit.org/ticket/6060
Basically, it would be nice to be able to cache animations and still have them use the node's current state rather than the state it was in when the animation object was created.
awesome stuff!
awesome work!
I Just checked these out and fixed the post so that it didnt get listed twice on the blog roll. Keep up the awesome work and a possible solution to stale params.... cache the node id in the animation object possibly so onPlay it can query it again before starting the animation... would that be possible?
-Karl