# OrbitControls's setLookAt

**URL:** <https://discourse.threejs.org/t/orbitcontrolss-setlookat/64977>\
**Category:** Questions\
**Tags:** camera-controls, orbit-controls\
**Created:** [May 2, 2024, 3:23pm UTC](https://discourse.threejs.org/t/orbitcontrolss-setlookat/64977 "2024-05-02T15:23:52Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Oxyn](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/oxyn/32/12902_2.png) [@Oxyn](https://discourse.threejs.org/u/Oxyn)\
**Post date:** [May 3, 2024, 11:40am UTC](https://discourse.threejs.org/t/orbitcontrolss-setlookat/64977/2 "2024-05-03T11:40:12Z")

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Changing OrbitControl target (like `LookAt` with regular camera) can be quite acrobatic.  
I posted a code sample here, to reset and redefine orbit control values with a new target at runtime.

> [@Rotate camera and adapt OrbitControls](https://discourse.threejs.org/t/rotate-camera-and-adapt-orbitcontrols/46320/2):
>
> orbitcontrol will overwrite any manual control of the camera. as it’s name imply, it’s in charge of the rotation. But you can disable it, then do your things, changes the values (if required) and enable it again. If it can help, here is a sample of full reset and reconfiguration: controls.enabled = false; //disable orbitControls controls.reset(); //reset orbitControls const vect3 = new THREE.Vector3(); //define any vector (here we just point at 0,0,0) controls.target = vect3; //updat…

it can be combined with functions to change camera fov as well, but this is very case-specific. There isn’t universals ways to achieve this.

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_[View the full topic](https://discourse.threejs.org/t/orbitcontrolss-setlookat/64977)._
