The camera angle helps to determine the point of view of the camera. This is very important since viewers have seen much TV or film and this has conditioned them to interpret the cameras "eye level" as containing meaning. Viewers expect the camera to show a level horizon. If the camera is not then it appears sinister to them. The cameras height above ground level and its angle in relationship to the ground should reflect real-life. A birds eye or worms eye view is unnatural and draws attention to itself. This may be all right if there's a reason. However, it may detract from the content of the animation. Something that is a problem in CG. is that the ease of moving or putting a virtual camera anywhere may lead to excessive use of inappropriate camera angles.
A good idea is to observe existing film and video and to determine how far above ground level the camera is for a particular scene and use that information. For example, in a wide-angle shot the camera is usually in position of a viewer sitting down. In close-ups males are usually shown from just below eye level and females from just above eye-level. Placing a camera at the eye level of a standing person actually appears too high most of the time.
