I have a bunch of locations from a group of objects and I want to turn it into the vertices of a new objects with no edge connections.
In the .gif I invoke the Pie Menu with the W key.
The important part in this setup is the small loop that takes a list of objects and returns their locations in a new list. This basic setup is pretty common all kinds of animation nodes trees.
The python equivalent to this loop would be:
# Long Version locations =  for object in objectList: location = object.location locations.append(location) # More Pythonic Version locations = [object.location for object in objectList]
The core of the addon translates for your node tree into python code that looks like this:
def main(loop_iterator_0): global _frame_9pg, _enabled_jfa loop_generator_output_0 =  loop_zipped_list = list(zip(loop_iterator_0)) loop_iterations = len(loop_zipped_list) for current_loop_index, (loop_iterator_element_0, ) in enumerate(loop_zipped_list): # Node: 'NodeTree' - 'Object Transforms Input' try: _location_9pg = loop_iterator_element_0.location except: _location_9pg = mathutils.Vector((0, 0, 0)) _rotation_9pg = mathutils.Euler((0, 0, 0)) _scale_9pg = mathutils.Vector((0, 0, 0)) _quaternion_9pg = mathutils.Quaternion((1, 0, 0, 0)) if _enabled_jfa: loop_generator_output_0.append(_location_9pg) pass return loop_generator_output_0
Not too familiar with animation nodes, but you can do this with a short python script:
import bpy groupName = 'Group' ## <== change group name if needed g = bpy.data.groups[groupName] locations = [ o.location for o in g.objects ] name = 'MeshFromGroup' mesh = bpy.data.meshes.new( name = name ) o = bpy.data.objects.new(name, mesh) o.location = (0,0,0) # place at object origin bpy.context.scene.objects.link( o ) mesh.from_pydata( locations, ,  )
Just copy this into a new textfile in the text editor, change the name of the group if it's not "Group", and press the "Run Script" button.