LookAt(); with other axis than the Z-axis...

Hi there, i am working with the LookAt function and I noticed that if I use this function, the Z-axis is used to look right at me (works).
Now what the problem is:
I imported people (silhouet planes) from 3DS-Max, and what normally used to be the Y-axis, now is the Z-axis. I dont know why, but this is how unity imports max pivots. If i start using LookAt(target) it will use the Z-axis (for standart) but since my pivot is no longer the same as normally, i would prefer to use the X or Y-axis to really LOOK-AT me instead of the Z-axis.

Is there a way to do this?
if not, than i can look further to another solution for this…
It would be nice tho’!

Thanks in advance
Steef.

Edit:

What actually needs to be there is a rotating billboard, that only rotates over his Y-axis. (which looks at me with LookAt()).
The problem is that unity converts the axis from my 3DS-file. When placed in the scene(in unity), the Z-axis stands right up, instead of the Y-axis in 3DS.
When i use the LookAt function, it will work, but my billboard is flat on the ground, instead of standing right up with the Z-axis.

Is there a solution within LookAt?
Like using the X, of Y-axis to face me, instead of the Z-axis.

Im sorry if this is the wrong way of placing a edit… im new to forums myself.

You can parent the model to an empty GO with the correct orientation, then add the Look At to the root GO, not directly to the model.

There’s an edit button on the bottom right corner of your post rectangle. :slight_smile:

You could also rotate the plane in 3DS to be imported correctly. Or perhaps if you have FBX export settings available, do not rotate everything by 90* in there. I use Blender and its FBX exporter has that option, but I haven’t played with 3DS so I"m not sure if they share it.

Maybe my english is bad, but this makes no sense yet to me. Where to look?
I don’t know what you mean with “post rectangle”. perhaps a screenshot can do? (or a proper explenation where it is)

function Update() {
Thanks in advance!
}