After copying what I believe to be all the necessary information from the animation camera back to the default camera, the 1st mouse movement after the animation is run still jumps.
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function switchCamera(fromCamera, toCamera) {
console.log('fromCamera');
camInfo('', fromCamera);
var a = new THREE.Vector3(0,0,0);
fromCamera.getWorldDirection( a );
a.normalize();
controls.ptr.enabled = false;
camera.ptr = toCamera;
controls.ptr.object = toCamera;
toCamera.position.copy(fromCamera.position);
toCamera.rotation.copy(fromCamera.rotation);
controls.ptr.target.copy(toCamera.position).add(a);
controls.ptr.saveState();
controls.ptr.enabled = true;
render();
console.log('controls.ptr.object after 1st render');
camInfo('', controls.ptr.object);
console.log('camera.ptr after 1st render');
camInfo('', camera.ptr);
}
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