You animate a camera by using transforms or changing its creation parameters in different keyframes while the Set Key or Auto Key button is on. 3ds Max interpolates camera transforms and parameter values between keyframes, as it does for object geometry.
In general, it’s best to use a free camera when the camera is to move within the scene; use a target camera when camera position is fixed.
Having a camera follow a path is a common way to create architectural walkthroughs, roller coaster rides, and so on.
You can use a LookAt constraint to have the camera automatically follow a moving object.
If the camera is a target camera, its previous target is ignored.
If the camera is a free camera, it effectively becomes a target camera. While the LookAt constraint assignment is in effect, the free camera cannot rotate around its local X and Y axes, and can’t be aimed vertically because of the up-vector constraint.
You can animate the pan of any camera very easily by following these steps:
You can animate the orbiting of any camera very easily by following these steps:
The target camera revolves around its target; the Free camera revolves around its target distance.
Zooming moves toward or away from the camera’s subject matter by changing the focal length of the lens. It differs from dollying, which physically moves the camera but leaves the focal length unchanged. You can zoom by animating the value of the camera’s FOV parameter.
You can animate the creation of a cutaway view by animating the location of the near or far clipping planes, or both.