Digital content industry is not only one of the leading industries in the 21 century but also the focus of Taiwan government's industrial development policy. Being the most challenging part in the digital content, impressive 3D computer animation must have a good integraton of creative ideas, technology and skills, and art contributions. Among the complex creating processes, the usage of virtual camera involves many details inherited from the above three issues, and plays a critical role in the performance of computer animation. Animators use animation to tell a story. Under the same prospective, the objective of this research focuses on how to use the camera to tell a story. Unlike physical cameras used in traditional film-making, the virtual camera has much better freedom and flexibility. How to gain these virtual camera's advantages in optimizing 3D animation is a fundamental and important research. Related studies in camera usage are rare, and most of them address the problems and issues in conventional broadcasting. Thus, study in virtual camera's movement has its difficulties. This research first investigates the image angle, size and movement of movie cuts from published resources. Three popular 3D animation films, Toy Story, Shrek and Ice Age, are used in our research as analysis samples. These three masterpieces of animation films not only did well at the box-office, but also represented the major production studios, Pixar, Dream Works, and Blue Sky, respectively in Hollywood. By way of analyzing data statistics, this research studies the lens language of 3D animation film and generalizes the tendency of commercial 3D animation film storyboard in Hollywood. It is hoped that this research may provide important references of camera usage in Taiwan's producing of film-length 3D computer animation.