I have a normalised vector representing the direction of a cue stick. This cue sticks model is represented in world space as running along the x-axis, ending with its tip at the origin. So a direction vector of (-1,0,0) should produce just the identity matrix for the rotation, ie no rotation. Could any one assist me with the basics on how to approach creating the rotation matrix based off the vector. Would it be foolish to try and convert the vector into euler angles first, then create the matrix off those? Any suggestions are much appreciated!