Assuming we are all using the same English, I still think my original description is clear enough:
"How do I determine what objects interact with camera? ... What I need is walls and objects that only doesn't collide with camera but still has all the other properties, ie. collides with other objects, is shootable (ie. shots don't go through it) and obstructs view for player and AI"
and
"Is there way to set any object, static or dynamic, to be transparent and then back to normal again with a script, like you can do to actors with SetActorAlpha?"
I appreciate the help, that's why I made the thread to begin with but I don't see where the subject of cutscenes and controlling the camera came from. At all.
Controlling meant examining & monitoring as well as operating & regulating last time I checked, you can watch something and do nothing, but you can't properly direct something without feedback information.
You ask for a functionality that clearly falls unter the category controlling the camera. No matter how you wish to call it, taking the control of the camera away from the engine (even if you're just interested in the feedback-part) and transfering it to the script interpreter is not possible without massive engine modding.
I think we all understood what kind of functionality you are looking for, it's still unclear for what purpose you need it. If you want to buy "a gun", and you're asked for what you need it, answering "to shoot bullets" won't really persuade folks to help you in choosing the proper calibre for your game of choice.
There are several ways to create objects that don't interact with the camera, but they only work in cells you specifically made for that purpose or by modifying thousands of original objects.
You can disable certain objects when you know where the camera is supposed to be (cutscene) or, based from the player's current position and angle, you may be able to calculate the point where the camera currently is, broadcast this position in global variables and have all objects close to that point disable themselves. Of course all objects with that capabilty need to be activators, and a whole cell running these scripts will be so laggy, that it won't be playable for at least a decade.
If you want to make a mod with a tunnel so narrow that you can't properly pass trough in 3rd person, then there might be a solution for you.
If you want to make some kind of patch to make the camera move smoother in the whole game, forget it. This can't (currently) be done with GECK modding, or it would have been done already for Morrowind, Oblivion or Fallout 3. To create that functionality you'd need to hook into the engine, and at this point, instead of transfering the required data to your scripts, it would be much more efficient to solve the problem directly on engine level.