Something that is bothering me for years: when moving around with a camera in AE's viewport, the centre of rotation always seems to be [0,0,0]. This is very inconvenient when your spot of interest isn't [0,0,0] - which is nearly always.
When I learned Cinema 4d I was delighted to discover that the centre of rotation is the selected object. That makes so much more sense.
My hope is that somebody can tell me: "oh, it's this or that switch.."
I don't use C4D, so I'm at a disadvantage in translating terminology.
But you can think of an AE camera's Anchor Point as the location of its pan-tilt head. At 0,0,0 it's right in the middle of the camera. I also think it's a safe bet that manipulating a camera in AE is different from C4D.
A lot of people use camera rigs in AE to make camera motion more predictable. You use null objects, to which you parent the camera. Andrew Devis has a series of three tutorials describing 3D camera rigs in AE here on the COW. They may help clarify things.
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[Dave LaRonde]"A lot of people use camera rigs in AE to make camera motion more predictable. You use null objects, to which you parent the camera."
To add to Dave's point here, AE CS5.5 includes a new command, Layer > Camera > Create Orbit Null.
This will add a null object at the camera's point of interest, then parent the camera to that null. Rotating the null will then orbit the camera around it.
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