I have a ball that stays (off) centered on the screen with a terrain that can rotate under it. I want to follow it with a camera that is a set distance from behind and this is my necessary code already:

```
ball= glm::scale(ball, scale);
ball1 = glm::translate(ball1, glm::vec3(0.0f, 0.0f, -2.5f + zdepthball));
view = glm::inverse(ball) * ball1;
```

here is the keypress code:

```
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
zdepthball = zdepthball - .0005f;
c_mycamera.position += c_mycamera.front * velocity;
```

because the view has an inverse and multiplication I don’t think I can use a lookat() type statement.

The closest solution I have seen is this :

```
obtain car ModelViewMatrix to double M[16]
translate/rotate it to the new position (inside cockpit or behind car) so the Z axis is pointing the way you want to see.
Invert M ... M=Inverse(M)
Apply perspective M=M*PerspectiveMatrix
store M as ProjectionMatrix before rendering
```

here is the link to the current workings:

could someone show me this trick please, thank you,

Josh

EDIT: a longer video :