Currently, I am working on a project using three.js. In this project, I have implemented OrbitControls for my camera. However, there are situations where I need to manually adjust the rotation of the camera. The challenge I am facing is that when I try to use the camera's lookAt()
function, it interferes with the orbitController. I have also tried using Quaternion.lerp()
but it did not work as expected. At this point, I simply need a solution to manually set the rotation of the camera without any conflicts.