Duplicate camera position, orientation and scale

I use an animation to move a camera view around my object. I clamp the animation at the final position. I then try to duplicate the camera’s information back into my default camera so I can have the cameraControls pick up where the animation ended. But the default camera does not located / orientated to where the animation left off. Both cameras are THREE.OrthographicCamera.

	AnimationMixer.addEventListener('finished', function(e){

		// activeCamera is what is used in render( scene, activeCamera )

		// activeCamera currently hold the camera used to animate the movement
		//    of the camera around to the back of my scene

		console.log('anime fini callback');

		let p = new THREE.Vector3(0,0,0);
		activeCamera.getWorldPosition(p);
		let q = new THREE.Quaternion(0,0,0,0);
		activeCamera.getWorldQuaternion(q);
		let s = new THREE.Vector3(0,0,0);
		activeCamera.getWorldScale(s);
		let d = new THREE.Vector3(0,0,0);
		activeCamera.getWorldDirection(d);
		let z = activeCamera.zoom;
		let r = activeCamera.rotation;
		console.log('anicam position: ' + p.x + ', ' + p.y + ', ' + p.z);
		console.log('     quaternion: ' + q.x + ', ' + q.y + ', ' + q.z + ', ' + q.w);
		console.log('       rotation: ' + r.x + ', ' + r.y + ', ' + r.z);
		console.log('          scale: ' + s.x + ', ' + s.y + ', ' + s.z);
		console.log('           zoom: ' + z);
		console.log('      direction: ' + d.x + ', ' + d.y + ', ' + d.z);

		// defaultCamera is camera tied to cameraControls used for standard
		//    rotating, zooming, panning, etc.

		console.log('switching to camera: [default]');

		defaultCamera.copy(activeCamera);

		activeCamera = defaultCamera;

		// you would think the above code would be enough, but no
		//    so, I tried...

		//activeCamera.position.set(p.x, p.y, p.z);

		//let t = new THREE.Vector3(that.controls._target.x, that.controls._target.y, that.controls._target.z);
		//that.controls.setLookAt(p.x, p.y, p.z, t.x, t.y, t.z, true);

		//that.controls.setPosition(p.x, p.y, p.z, true);
		//activeCamera.setRotationFromQuaternion(q);
		//that.controls.updateCameraUp();

	});

Any suggestions, please.