Setting Camera CFrame back to player

I’m trying to set my camera back to its original place which is the Character and I’m not sure why it’s not setting back. I think it’s due to the CFrame or maybe I’m wrong.

script.Parent:RemoveDefaultLoadingScreen()

local loadingScreen = script.LoadingAssets:Clone()
loadingScreen.Parent = game.Players.LocalPlayer.PlayerGui

local Background = loadingScreen.Background
local BarHolder = Background.BarHolder
local Bar = BarHolder.Bar
local AssetsLoadingText = Background.AssetsLoaded
local Loading = Background.Loading
local PleaseWait = Background.PleaseWait
local StudioName = Background.StudioName
local Present = Background.Presents
local GameName = Background.GameName
local PlayButton = Background.TextButton

local CameraWork = coroutine.wrap(function()
	
	local Mouse = game.Players.LocalPlayer:GetMouse()
	local Camera = game.Workspace.CurrentCamera

	Camera.CameraType = "Scriptable"
	local DefaultCFrame = game.Workspace:WaitForChild("Camera1").CFrame
	local Scale = 500
	
	local function Update()
		local Center = Vector2.new(Camera.ViewportSize.X/10, Camera.ViewportSize.Y/10)
		local MoveVector = Vector3.new((Mouse.X - Center.X)/Scale, -(Mouse.Y - Center.Y)/Scale, 0)
		Camera.CFrame = DefaultCFrame * CFrame.new(DefaultCFrame.p + MoveVector)
	end
	game:GetService("RunService").RenderStepped:Connect(Update)

end)
CameraWork()


local contenProvider = game:GetService("ContentProvider")
game.Loaded:Wait()
local Assets = workspace:GetDescendants()
local AllAssets = #Assets
for i,v in pairs(Assets) do
	AssetsLoadingText.Text = "Loading: " .. i .. "/" .. AllAssets .. " " .. v.Name
	Bar.Size = UDim2.new(i/AllAssets, 0, 1, 0)
	contenProvider:PreloadAsync({v})
end

AssetsLoadingText.Text = "Loaded"

local TweenService = game:GetService("TweenService")

local TransparencyTween = TweenService:Create(BarHolder, TweenInfo.new(.4, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		Transparency = 1
	}):Play()

local TransparencyTween = TweenService:Create(Bar, TweenInfo.new(.4, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		Transparency = 1
	}):Play()

local TransparencyTween = TweenService:Create(AssetsLoadingText, TweenInfo.new(.4, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		TextTransparency = 1
	}):Play()

local TransparencyTween = TweenService:Create(Loading, TweenInfo.new(.4, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		TextTransparency = 1
	}):Play()


local TransparencyTween = TweenService:Create(PleaseWait, TweenInfo.new(.4, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		TextTransparency = 1
	}):Play()

wait(0.6)
local TransparencyTween = TweenService:Create(StudioName, TweenInfo.new(1, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		TextTransparency = 0
	}):Play()

wait(1.6)

local TransparencyTween = TweenService:Create(StudioName, TweenInfo.new(1, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		TextTransparency = 1
	}):Play()

wait(1.9)

local TransparencyTween = TweenService:Create(Present, TweenInfo.new(1, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		TextTransparency = 0
	}):Play()

wait(2.6)

local TransparencyTween = TweenService:Create(Present, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false),
	{
		TextTransparency = 1
	}):Play()

wait(2.9)

local TransparencyTween = TweenService:Create(Background, TweenInfo.new(.4, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
	{
		Transparency = 1
	}):Play()

wait(3)
GameName:TweenPosition(UDim2.new(0.076, 0, -0.02, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Bounce, 0.3, false)
PlayButton:TweenPosition(UDim2.new(0.386, 0,0.715, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Bounce, 0.3, false)


PlayButton.MouseButton1Click:Connect(function()
	
	GameName:TweenPosition(UDim2.new(0.076, 0,-1, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Bounce, 0.1, false)
	PlayButton:TweenPosition(UDim2.new(0.394, 0,1, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Bounce, 0.1, false)
	
	wait(0.1)
	
	local TransparencyTween = TweenService:Create(Background, TweenInfo.new(.1, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
		{
			Transparency = 0
		}):Play()
	
	wait(0.1)
	
		Background.BackgroundColor3 = Color3.fromRGB(0,0,0)
		wait(0.2)
		Background.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
		wait(0.2)
		Background.BackgroundColor3 = Color3.fromRGB(0,0,0)
		wait(0.2)
		Background.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
		wait(0.2)
		Background.BackgroundColor3 = Color3.fromRGB(0,0,0)
		wait(0.2)
		Background.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
		wait(0.2)
		game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
		wait(0.3)

		local TransparencyTween = TweenService:Create(Background, TweenInfo.new(.1, Enum.EasingStyle.Sine,Enum.EasingDirection.InOut, 0, false),
			{
				Transparency = 1
			}):Play()

		wait(0.3)
		loadingScreen:Destroy()
end)

Your CameraWork coroutine sets the CameraType to Scriptable every render frame.