I'm working on a Blender project where I need to distribute and align feathers along a 3D tail. The tail starts as a simple mesh line, and I apply Skin and Subdivision Surface modifiers to turn it into a 3D mesh. The challenge is that I want the feathers rotation to follow the direction (tangent) of the original mesh line, not just rely on normals, which don't give the correct orientation in this case.
The setup I want:
-Everything should remain procedural and non-destructive. -I need the feathers to align with the tangent of the original curve (the mesh line) as the tail bends and moves.
My question: How can I extract the tangent information from the original mesh line (before it’s turned into a 3D object) and use it to align the feathers along the final 3D tail in Blender Geometry Nodes? I’m struggling with getting the feathers to align properly and flow down the tail naturally as it moves and bends.
Any suggestions or node setups would be really helpful!