P.S.: All source I have found so far, leave the axis untouched and move the points.
So, I used the only combination I came close to do that and I would call it “Work In Progress”.
Since we talk here about a frame by frame appearance of change, and not a game engine, perhaps this might come close.
Not in the link is a version where I tried to rotate the points via XPresso around one axis and then via FFD for the other direction. I run into the HPB hierarchy even then.
I tried all combinations, even deleting polygons and work for the first two cubes only with points, just in case. The Point Normal was used as well (Vector to Matrix) to feed the Rotate Point Node (X-Pool)
I’m not sure what I miss, but I guess it is time after many hours to let you take over ;o) [Edit: the process should be only for two rotations, then the frame is done. Any further rotations wouldn’t happen during rendering. The need to reset the information, as mentioned naming it as “delta”, is required, as shown in the next post. I was running into the “game” trap, to play with it on one frame over and over again. Which has nothing to do with the request at hand. Also, please note that the two rotation (split) with the rotate point node isn’t needed. the resulting vector as mentioned above is the key here. So, all was fine, but again, we do not develop interactive games here, we work for rendering and the final results /edit]
Two scene files:
https://www.amazon.com/clouddrive/share/UJne9da8oEK1FPqbt3b1dxYZVb5qQuIDEZuxcgeaBkp?ref_=cd_ph_share_link_copy
Screenshot (simple version)
https://www.amazon.com/clouddrive/share/7VqqaPSdQqEkWlfewksS7Zz8N8rYziSJ4lQGU0h86UK?ref_=cd_ph_share_link_copy
I searched as well for a plug in, but I haven’t found one.
I’m not happy to leave it in this state, but I might need some creative out time ;o) Perhaps use it as brainstorming, and—fingers crossed—you have an idea.
All the best
edited