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Hi is there a solution to transform rotation of instance from mesh like on screen. Mesh is converted to curve in Geonodes but tangents must be calculated somehow from nearby vertices is there a simple solution for it enter image description here

To be more specific I've added image. Numbers are indexes and I need to rotate gizmos to look at neighbor indexes enter image description here

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    $\begingroup$ tbh i have no idea how you want it to be....and what and how you want it to rotate. So maybe it is a good idea to show us a picture how it should look like. "normally" GN related questions are answered within 1 hour or less...so i think i am not the only one who doesn't understand what you want here..... $\endgroup$
    – Chris
    May 14, 2022 at 14:17
  • $\begingroup$ Hi, Chis thanks for interest I've added next image to be more specific $\endgroup$
    – Mateusz 88
    May 14, 2022 at 18:10

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You can use the curve tangent with an Align Euler to Vector node to get a rotation pointing to the curve tangent:

Aligning rotation to curve tangent

Result:

Instances pointing to curve tangent

Now, if you want some other axis pointing to the surface normal, you can capture the normal before converting the mesh to curve and then use it to align the tangent rotation (using the tangent pointing axis as pivot):

Geometry Nodes align to tangent and normal

Result:

instances rotation pointing to tangent with Z aligned to normal

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  • $\begingroup$ Thanks, It works $\endgroup$
    – Mateusz 88
    May 15, 2022 at 7:04

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