Now that the walls are built, you will establish the camera angles and position. In the film and electronic media industry, this is described as “camera blocking.” This is an important step, as it defines what you need to do afterward, and prevents unnecessary work (for example, creating objects in locations that the camera will never see).
For this camera shot, you will use a target camera that follows a path. A target camera points toward a target object, which makes the camera's orientation easy to control. The path helps create smooth and easy-to-control motion for the camera.
Set up the scene:
Create the target camera:

Now you can create a target camera.
The position of the camera and the target don't matter, as you will change these later.

The walkthrough shows part of the den of the house, not the entire house, which would take considerable time to generate.
Zoom in to the area you will edit:
The viewport changes to a top view, but it appears empty.
Now you should see the floor plan and the camera.
Press F3 to switch to Wireframe display mode, if necessary, and if the Top viewport shows a grid, press G to turn off grid display.


Now you are ready to create the path.
Create the path:
Now you are ready to create a polyline.

Once you have created the curve, you can edit it by selecting it, going to the Modify panel, and then clicking Vertex to go to the Vertex sub-object level. Move individual vertices until the line appears the way you want it, and then turn off Vertex.
If you deselected the line,
select it again, go to the
Modify panel, and then use the name field at the top of the panel to rename the line.
Elevate the path:
The path was created at a height of zero. If you moved the camera along it, the camera would be moving at ground level! You need to move the path upward.

Attach the camera to the path:
Constraints
Path Constraint. A rubber band line appears, leading from the camera to the cursor location.
3ds Max repositions the camera so it is located on the path.

The camera moves along the path. However, the target, which is stationary, is not in the proper location. You will fix this in the following procedure.
Orient the camera:
As you move the target, the camera rotates to remain aimed in the target's direction.
The target is still at ground level (Y=0), so the camera is aimed at the floor.

Now both the camera and its target (point of view) are at approximately human height.
Preview the animation:
CameraDen (or press C). This view corresponds to what the camera sees. If the view isn’t already shaded, press F3 to display the view in shaded mode.
As the animation plays, the camera moves into the room.
Set the camera's field of view:
The room is fairly small. Decreasing the camera's focal length and increasing its field of view (FOV) lets the camera show more of the room.


Now the camera viewport shows more of the house.
Save your work:
Save As, and save the file as my_wt_camera.max. If you want to do additional editing of the camera position, move the path to which it is attached, or the vertices of that path. You can't move the camera itself, because it is constrained to this path. You can move the camera’s target, if you want to.