# OrbitControls after Camera Rotation

**URL:** <https://discourse.threejs.org/t/orbitcontrols-after-camera-rotation/15331>\
**Category:** Questions\
**Tags:** orbit-controls\
**Created:** [May 18, 2020, 11:16pm UTC](https://discourse.threejs.org/t/orbitcontrols-after-camera-rotation/15331 "2020-05-18T23:16:51Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![chiliblast](https://avatars.discourse-cdn.com/v4/letter/c/c57346/32.png) [@chiliblast](https://discourse.threejs.org/u/chiliblast)\
**Post date:** [May 18, 2020, 11:16pm UTC](https://discourse.threejs.org/t/orbitcontrols-after-camera-rotation/15331/1 "2020-05-18T23:16:52Z")

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After rotating the camera on z-axis and then calling the OrbitControls.update(), camera is reset to initial position.if I don’t call OrbitControls.update(), then after using mouse zoom or pan, camera again resets its rotation. How this can be solved

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**Author:** ![Mugen87](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/mugen87/32/5645_2.png) [@Mugen87](https://discourse.threejs.org/u/Mugen87)\
**Post date:** [May 19, 2020, 9:44am UTC](https://discourse.threejs.org/t/orbitcontrols-after-camera-rotation/15331/2 "2020-05-19T09:44:58Z")

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When using `OrbitControls`, the transformation of the camera is managed by the controls. It’s not valid to modify it differently since it will interfere with the controls logic.

The best approach for such a use case is a custom enhancement based on `OrbitControls`.

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**Author:** ![seanwasere](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/seanwasere/32/20864_2.png) [@seanwasere](https://discourse.threejs.org/u/seanwasere)\
**Post date:** [May 19, 2020, 12:08pm UTC](https://discourse.threejs.org/t/orbitcontrols-after-camera-rotation/15331/3 "2020-05-19T12:08:14Z")

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Try changing OrbitControls target instead  
[https://threejs.org/docs/#examples/en/controls/OrbitControls.target](https://threejs.org/docs/#examples/en/controls/OrbitControls.target).
