How can I apply a 3x3 or 4x4 transformation matrix to a mesh such that the matrix's transformation is baked into its geometry?
E.g. applying the following matrix...
\begin{bmatrix} 1 & 0 & 0 & 0\\ 0 & 0.707 & 0.707 & 0\\ 0 & -0.707 & 0.707 & 0\\ 1 & 0 & 0 & 1\\ \end{bmatrix} ...to the cube primitive should yield the result below, only by changing the mesh's vertices. Thus the object-level transformation depicted in the properties panel will remain unchanged.