not sure if it's the best way or most efficient, but what I would do is build an array or include a file containing a set of DATA statements concerning the movement and animation details of all that i required in your cutscene.
For instance,here is a pseudo-example:
perhaps this data could be stored whilst 'acting' it ot in game by first inserting some code to record entitypitch,yaw,roll;entityx,y,z etc into your game loop.
It will require a LOT of small movements, but the more in it, the better it will look.
For instance,here is a pseudo-example:
DATA entityhandle,turnx,turny,turnz,movex,movey,movez,animatesequencestart,animateseqencelength
perhaps this data could be stored whilst 'acting' it ot in game by first inserting some code to record entitypitch,yaw,roll;entityx,y,z etc into your game loop.
It will require a LOT of small movements, but the more in it, the better it will look.