Thanks for your advice Rubeus, I'll try that out. Likewise my matrix maths is not up to much being lucky in my last engine to have high level functions to do all this. Maybe having the complexity hidden is not so good as these functions can always be created once you understand the fundamentals

I got the basic axis rotations working last night by using using the transform function with rotational matrices so I'm guessing one way is to simply calc the angles (basic trig) and then apply the three rotational transformations. That should leave it facing the right way because copying the camera rotation will as you point out leave the mesh facing the opposite direction.

This is for my animated quads which are fully working apart from the option to rotate to face the camera as opposed to a static placement.