# Rotate and save objects rotation for further lookAt manipulation

**URL:** <https://discourse.threejs.org/t/rotate-and-save-objects-rotation-for-further-lookat-manipulation/24376>\
**Category:** Questions\
**Tags:** transform\
**Created:** [March 14, 2021, 3:33pm UTC](https://discourse.threejs.org/t/rotate-and-save-objects-rotation-for-further-lookat-manipulation/24376 "2021-03-14T15:33:43Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Nikolay\_Kananov](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/nikolay_kananov/32/8515_2.png) [@Nikolay\_Kananov](https://discourse.threejs.org/u/Nikolay_Kananov)\
**Post date:** [March 14, 2021, 3:33pm UTC](https://discourse.threejs.org/t/rotate-and-save-objects-rotation-for-further-lookat-manipulation/24376/1 "2021-03-14T15:33:43Z")

</div>

Hello i made 3D model and want it to face camera.  
I want my mesh to face camera like this

 ![4](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/a/1/a1749606c850c80daa573f5c98ee3af21fe09c0f.jpeg)

but got this result  
(upload://vI5kPycdirG2fkGO1zezfyQiHhS.png)

 ![3](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/5/d/5d0f96268a880022c64972b1b30ff7dcc8d21003.png)

this are my mesh rotation axises  
 ![1](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/a/6/a6f2927ec2197f054637ae16f72ea05adf655cc1.png) ![2|543x499]

How can i rotate first on y axis 90 deg and save that rotation as my object initial orientation.  
Or maybe i am getting it wrong.

---

<div class="post-metadata">

**Author:** ![Nikolay\_Kananov](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/nikolay_kananov/32/8515_2.png) [@Nikolay\_Kananov](https://discourse.threejs.org/u/Nikolay_Kananov)\
**Post date:** [March 14, 2021, 4:14pm UTC](https://discourse.threejs.org/t/rotate-and-save-objects-rotation-for-further-lookat-manipulation/24376/2 "2021-03-14T16:14:49Z")

</div>

ok Got it by myself.  
You need to rotate geometry

head.geometry.rotateY(Math.PI / 2);  
head.geometry.rotateZ(Math.PI / 2);
