Currently, it looks a bit like this
Code:
while(int_gameState == gameState_ingame){
        
        proc_mode = PROC_LATE;
        
        for(i = 0; i < hand_max; i++){
            
            pos.x = camera.pos_x + (camera.size_x / 2);
            pos.y = camera.pos_y + (camera.size_y / 2);
            pos.z = 20; //dist
            
            pos.x += (sin((i+0) * 60) * 250);
            pos.y -= (cos((i+0) * 60) * 250);
            
            vec_for_screen(pos, camera);
            vec_set(ent_gameHand[i].x, pos);
            
            ent_gameHand[i].pan = camera.pan - 90;
            ent_gameHand[i].roll = camera.tilt + 90;
        }
        wait(1);
    }


Just to clarify, the entities stay exactly where they should be after any camera movement, just need a final angle adjustment.

The camera doesn't target anything atm, but if necessary can do, using default camera will give the same effect.