Matrix rivet setup

So, the way matrices work in Maya is that the first three rows of the matrix describe the X, Y and Z axis and the fourth row is the position.
What this means to us, though, is that if we have two vectors and a position we can always construct a matrix out of them, since the cross product of the two vectors will give us a third one. So here is how our matrix construction looks like in the graph.

Matrix rivet with cross product.png
You can choose either tangentU or tangentV for the second axis; refer to this.

Matrix rivet without cross product.png
Even simpler, you can use tangentV as the third vector, although this might break orthogonality. Here, decomposeMatrix could filter out any shearing from the matrix.


References

Maya matrix nodes - Part 3: Matrix rivet