HeadsUp Issue unexpected "Jittery" effect

do you know how the syntax of that would look like? sorry, I,m using

self.obj.headsUp(self.obj, Point3(0, 1, 0), entry.getSurfaceNormal(self.render))

Do you have any idea how I would fit in another reference vector?

Edit: rdb, you were right when you said it is gimbal lock, so I did some research on the topic here in the forums for a couple of hours and found a thread about crossing vectors here

from tests, my character’s right and forward vectors were screwed over from the flipping, however the character’s up vector was still consistent, and I don’t use the character’s forward vector, I have a static one (Vec3(0, 0, -1)) in place for the movement system, all I need is the right.

So using my movement system’s already in place static forward vector and crossing it with my character’s up vector I created a useable right vector and I was able to repair my movement system at least. So while not elegant, it works, so I will mark your post as the solution.