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I would like to have an animation that is controlled by Geometry nodes. I have a boolean input attribute marking whether to apply the geometry nodes transformation: if the node is on, I would like to move the geometry to some pre-specified position.

How can I store the new position inside the geometry nodes? I tried duplicating the object and passing the new one through Object Info, but I wasn't able to get the position of the new object, neither through location (which contains the local transformation, not the global position) nor by manipulating the actual geometry of the other object (likely as I am not able to connect that geometry to the output, as this is another object now).

Is there some easier way to store extra information for a given object to be used in geometry nodes? I found these id keys, but I think they got removed in geometry nodes. enter image description here

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    $\begingroup$ Hello, could you add a screenshot or two or diagrams about your setup and what you're trying to achieve ? Currently I have a bit of trouble understanding what exactly happens. Also Animation Nodes and Geometry Nodes are two separate projects, and they share almost no features together apart from being node-based. $\endgroup$
    – Gorgious
    Commented Mar 21, 2022 at 21:38
  • $\begingroup$ Added a screenshot. In short, I would like to move my object to some pre-defined position (without changing any relations between vertices, just like a regular move by G) through the geometry nodes. $\endgroup$
    – sygi
    Commented Mar 21, 2022 at 21:45
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    $\begingroup$ @sygi You can use the Transform node for wholesale movement like G in Object Mode, instead of Set Position. So, that's easy, but from your question I got the impression that you'd like to know where an object created is in World coordinates? If so this might help: blender.stackexchange.com/questions/257886/… $\endgroup$
    – Kuboå
    Commented Mar 21, 2022 at 21:52
  • $\begingroup$ Thank you, transform works fine, but yes, I need to somehow pass the information about the target location to geometry nodes. The answer to that question (which recalculates origin of a different object) is one answer, thank you! I am still wondering though: is there no simpler way? $\endgroup$
    – sygi
    Commented Mar 21, 2022 at 22:02
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    $\begingroup$ maybe you could store the position in a single mesh in the form of vertices..? or store your reference objects inside a collection... both are simple solutions at least for location info $\endgroup$
    – alambre
    Commented Mar 22, 2022 at 14:42

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