You will quickly notice after exporting a few scenes that by default the camera rotates around some point in the scene but that this does not necessarily give an easy to use handling. By default the camera will rotate around the center of the whole scene. If you have a large ground-plane or a sky-dome in your scene, the actual objects that are the focus of attention may be some distance off the weighted center. You can take complete control over the point the camera rotates around however. If you add a null object to your choreography named "_camerapivot", the camera will use the position of this null as it pivot point. Using constraints, or any other means you see fit to move the null, you can animate the pivot position through an animation.

Be aware that any constraint you add to the camera will at all times be active in your exported scene. This means if you constrain your camera to a path for example, you can then only rotate the camera around that point on the path. Even with a camera-pivot null object your camera will not be able to describe an arc around the pivot point anymore. The same goes for many other constraint types. Having an Aim at constraint on your camera can also be slightly confusing to users as the camera 'move' mode sometimes feels more like a rotate move.