Camera/Scene Jumps When Replacing OrthographicCamera in CameraControl

When I finish playing an animation with camera movement, I want the cameraContols to pick up where the clamped animation left off. But everything I have tried so results in the camera jumping to a different location. (The lookAt position seems to be OK.)

AnimationMixer = new THREE.AnimationMixer(gltf.scene);
var that = this;
AnimationMixer.addEventListener('finished', function(e){
    // replace default camera with animation camera = animeCamera;
    that.controls.enabled = true;

I have tried capturing the animeCamera’s attributes and resetting them after replacing the controls’ .camera - but no success.

Any suggestions or examples to look at?