I've posted a couple of work-in-progress clips of this over the last while - it's finished now, so here's the whole thing end to end.
The idea: build camera moves with sliders instead of keyframes. Orbit, crane, pan, dolly zoom, roll, yaw, tilt. You move the camera, press "Set Key" to snapshot that pose, then move again. The sliders reset to zero each time, so every move continues from where the last one ended. The Game View updates while you drag, so you're watching the actual shot instead of guessing and scrubbing.
The keys aren't animation keyframes - they're pose snapshots with a duration. Timing gets shaped afterwards on a small timeline: drag a key bar to change how long that move takes, switch its ease (smooth / linear / slow / fast), drag the ease phases, mute individual channels, add shake per key.
For a full trailer you chain several cameras into a sequence. Drag shots sideways to reorder them, click between two of them to insert a transition - blend, ease, fade to black - and put an impact shake on the cut. There's a preview button for the shake so you can feel it without baking.
Then it bakes: one click writes a normal AnimationClip plus an Animator onto a dedicated trailer camera, with the FOV and the fade baked in as curves. What comes out is plain Unity animation, nothing proprietary. A status dot next to the bake button goes red / yellow / green so you always know whether what you're about to record is current. From there it opens the Unity Recorder with your own preset and you record the MP4. The clip in this video came out of exactly that.
Requirements: Unity 6.0 or newer and Cinemachine 3. HDRP, URP and Built-in all work. The Unity Recorder is optional and only needed for the video export.
Coming soon...