Blender

Creating a tesseract in Blender using Geometry Nodes

A tesseract, let’s forget about the Marvel universe for a moment, is a very real geometric figure – a four-dimensional hypercube, one of the six regular polycubes in four-dimensional space. In our familiar three-dimensional space, a tesseract looks like the common “cube within a cube.” And such a figure can be easily created using Geometry Nodes in Blender.

Moving the origin to the center of the mesh selection with fixing instances

The script we wrote for quickly moving an object’s origin to the selection works well. As long as instances aren’t used in the scene. Moving the origin to the selection on an instanced object will cause all instances of the object to move from their original positions to the new ones. This happens because by moving the origin relative to the object’s geometry, we’re essentially moving the geometry itself relative to its center point, and then moving this center point (origin) to the new position. For instanced objects, the origin remains in the same place, and the geometry’s offset doesn’t disappear, resulting in a jump.

Simplifying animation curves in Blender

There are cases, especially when importing from third-party packages, where animation curves in Blender become literally cluttered with numerous control points, most of which have little effect on the overall shape of the curve. Many points on a curve increases the complexity of the scene and complicates animation calculations. However, the number of points on animation curves can be easily reduced if necessary.