# Rotate edges in global space around their first vertex in Geometry Nodes

I have some mesh edges and would like to rotate them around a global Z, using their first vertex as the origin for that rotation. So far the setup has a couple successes: I can rotate around the correct vertex, and converting the edges to curves lets me use their tangent vector to throw some arrow-like cones on their points. However, you can see the problem below.

First, although I can rotate around Position 1 of an edge, there's a jump to a new position. How do I offset this so that the rotation starts from the default position?

Second, the rotation is off. Ideally, it would be rotating around a local Z, as if each edge were an object whose origin was at Vertex Position 1.

• Why are you normalizing position vector? Jun 28, 2022 at 12:41
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