Camera Follows Ball (Sans Spin)

EDIT:
SOLVED.

        transform.position = roller.position;
        transform.LookAt(world);

Hi there,
I have a sphere, player, on a sphere, planet. Sphere, player, uses faux gravity based on the planet cetner point. Player moves around via a rigidbody force, AddForceAtPosition, using spin as propulsion.

This is all fine.

What I am wondering, is, I need to have a camera follow the ball, as it traverses the planet. Right now, I have a update setting the camera position based on the correct offset between it and the player.

This is all fine.

What I am wondering is, the issue I am having is, that the camera also spins with the player. This is an unexpected side effect.

Anyone can see how I can avoid this?

    void Update () {
        Vector3 offset = new Vector3(0, 50f, 0);
        Vector3 newPos = offset - roller.position;
        transform.position = newPos;
    }

Ok,
I am struggling with this.

I want a script which will follow a ball, keeping its relative position and rotation, consistent. The trick is, the ball, is spinning, so I can not set the camera to simply be in the balls transform as a child. Also, the land the ball is moving across is a sphere. As such, the position and rotation values can change quite dramtically depending on whether the ball is on the north pole, south, east or west or anywhere inbetween.

??