I've been wrestling with this for a couple of days and am failing to get my desired behaviour.
How best to explain?... I have a roller-coaster track with full 360 loops and 360 twists. I want to have POV camera tracking and over the shoulder (obviously not at the same time). I can put my camera in position, and have been trying to use a lookAt position to keep the camera trained in the right direction. (I've played with TargetCamera3D as well as hand-cranking Camera3D). The problem is getting the camera to be at the correct rotation. I've tried to raise the camera slightly from the track, work out the normal from the camera to the track and then use this vector (normalised) as the upAxis (I've tested inverted too) but I am still getting wacky variations. Can somebody sanity check my logic here? Is this a workable approach? Am I using the lookAt upAxis in the correct way here? The other issue I'm having is rotational flipping with the camera. I understand I can defeat this with inverting the axis when using an upAxis with a simple construct - but when I am trying to use complex up axes how do I cope with flipping then? I'm working in Away3DLite for the juice - so I haven't got immediate access to extra cameras that may help.
