Since there's no easy action to calculate the way you want it to you have to use this math to calculate it.
For a plane that pitches and rolls in true 3D, create three invisible child objects attached to the plane:
- CameraAnchor: behind and above the plane
- AimAnchor: in front of the plane
- UpAnchor: above the camera
Then every tick--------------------------------------------------------
3D Camera: Look at position
Camera:
CameraAnchor.X, CameraAnchor.Y, CameraAnchor.Z
Look at:
AimAnchor.X, AimAnchor.Y, AimAnchor.Z
Up vector:
UpAnchor.X - CameraAnchor.X
UpAnchor.Y - CameraAnchor.Y
UpAnchor.Z - CameraAnchor.Z