I am projecting a plane that follows the player onto a sphere & need to limit the z axis rotation when using the equivalent of the FindLookAtRotation function.
I replicated the FindLookAtRotation function with MakeRotFromZ instead of MakeRotFromX, and it will point at the correct target on the surface of the sphere, but I want to remove the local Z axis rotation that it produces.
I solved the issue by using MakeRotFromZY (works with MakeRotFromZX as well). The problem was that MakeRot will choose any two orthogonal vectors to Z, so you have to specify an additional vector to keep the local transform changes consistent.