Rotate Plane with Velocity?

This may be a simple question, but I can’t seem to get it. I am making a lightsaber in VR, and would like it to slice procedural meshes in any direction. My thought was to align the cutting plane with the velocity vector. This way the orientation of the controller doesn’t matter. However, I think the problem is I’m trying to rotate it in local/relative space, but the velocity is occuring in world space. I need the plane to stay aligned with the local/relative X and Z rotation axis, but rotate around the blade to align with the velocity direction that the blade is moving in.

This is all happening while the saber is being held in VR, therefore could be at any angle or any orientation in world space. My attempts have been all over the place, and this is as close as I could get it. Any advice or solutions would be greatly appreciated.

The plane is attached of the blade mesh, the arrow (BladeSpeed) is not attached, but I do have it pointing aligned with the velocity vector.
The hope is to get a Beatsaber type slicing system. Able to slice in any direction, regardless of “blade alignment”.

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Update:

thanks to the answers found here:

I am now rotating on overlap, and just “look at” between the object and cutting plane. It’s working much better, I don’t know if it’s perfect, and could probably be improved. Any additional insight would be appreciated.