Tips and tricks for controlling the camera during conversations.
Here is BetterThanLife's section on the camera from his tutorial on machinations.org:
Static cameras are basically cameras that you can place directly into the game
world and position like any other object. If you press the ‘Preview’ tab next to the
properties tab, you will get a rendering of what the camera is seeing, then you
can move it around to carefully position much like a director. You then use static
cameras by attaching them to lines in conversation dialog through the use of the
Node tab as explained in the previous section. You need to give your static
camera a tag name and then link it to the Node. From there you have the ability
to make the camera stationary (default), pan or track. While a static camera
might sound like it doesn’t move, if you use pan or track, it will either always face
the target (pan) or move along with the target (follow). Obviously in order for this
to have any use, the target would need to be moving. This is where the Action
tab comes into play. You might have a script that makes the actors walk as they
are talking, and have static cameras positioned about, following their movement,
so as to create a cut scene. (The camera’s target will be whoever the speaker of
the dialog line is). You can even choose the shot angle of the static cameras,
though I haven’t experimented with it, the names should be obvious as to what
they will do.
You may also want to check out this page concerning the conversation switch script template and how it works with camera control.