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I'm using Geometry Nodes to generate a set of points within the volume of a mesh (a human character in this case), with the hope that I can take these points, export them into Unity, and use them as empty GameObjects to attach things to.

The point generation works great and does exactly what I need. What I can't figure out is an automatic way to use the points to create new Emptys inside my Blender scene, which can then be easily exported to Unity. I'm able to do it manually, but it requires me converting all the points to cubes, splitting them to separate objects, centering the pivots, and deleting the geometry.

Is there any way to directly hook up the position data from my Geometry Nodes points to new separate Empty objects in my Blender scene?

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If you mean something like this ... Cube with Empties - enable As Instance under Object Info node ...

enter image description here enter image description here

To realise instances ...

You can Ctrl+A > Make Instances Real, which will create individual Empty objects at those points (the GN object will still be there, modifier still on it, it won't be applied).
(Credit goes to Kuboå :) I just wanted to highlighted his comment here.)

I exported object with GN modifier as Alembic (.abc) and Imported back. Realised Empties come as parented to the Cube object that is now just an container without any vertex.

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    $\begingroup$ You can Ctrl+A > Make Instances Real, which will create individual Empty objects at those points (the GN object will still be there, modifier still on it, it won't be applied). $\endgroup$
    – Kuboå
    Commented Feb 1, 2023 at 19:41
  • $\begingroup$ Do you want o create an answer? I'm ready to delete it :) $\endgroup$
    – vklidu
    Commented Feb 1, 2023 at 19:44
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    $\begingroup$ Nah, just incorporate it into yours so it's complete :) $\endgroup$
    – Kuboå
    Commented Feb 1, 2023 at 19:45
  • $\begingroup$ This works great, thanks both of you! $\endgroup$ Commented Feb 2, 2023 at 19:51
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The old Blender way :

Parent an empty to your point cloud object (With SHIFT + drag in the outliner or CTRL + P), enable vertex instancing in the point cloud object, Make instances real.

enter image description here

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