With the current tools (I hope to remedy this eventually...), it can be time-consuming, depending on how complex you want the camera to be.
In the Modding Tools section of starwarsknights.com, you will find a program called AniCam. This is used to make animated cameras, which can only be used in dialogs. You will also need the DLG Editor by tk102 from the same place, as this will let you edit or create dialogs.
For the record, I recommend reading AniCam's read-me all the way through.
I also recommend downloading the Utility Armbands mod from this link, as it will give you the needed angle and position for certain things. A lot of this you will be doing in first-person to make sure you're facing the right way before using the orientation armband.
You basically need to go in-game, find your starting position, orient yourself to face the right way with first-person view, and then use the Orientation Armband. The feedback will be on the secondary window in the Messages menu (the feedback log).
With this information (the XYZ coordinates and the Angle), you can start your first timed entry in AniCam. You'll enter that info into the first row and then tell AniCam to add another entry (use the menubar at the top). AniCam will increment the time field by 0.5 seconds (if you add a new entry between two entries, AniCam will auto-set the time field to mid-way between the two entries) and you can say where you want the camera to be at that point.
Things to note:
1. AniCam stats you off with CUT001W as the animation; this is perfectly fine, and animated cameras can have up to 99 animations.
2. You must give a Camera Shot Length (the total time of the animation; so needs to be done for each new CUT###W you make) and a Camera Name (part of the .mdl file's header, but also what AniCam will default the name of the .mdl and .mdx files to).
3. For the Orientation of the camera, the Heading column is the horizontal axis, the Pitch is the vertical axis, and the Roll is the left-right axis (left-right as in you tilting your head without moving it, for example).
4. In a DLG file in DLG Editor, click on the top entry (the black line) and put the name of the .mdl file (without the extension, of course) into the Camera Model field, then click on another entry in the DLG to register the change.
5. To make the animated camera play for a certain node/entry, set the Camera ID to -1 and the Camera Angle to 4.
6. To tell which animation to play, you need to set the Camera Animation to a number. This number is either 999 + the number of the animation (like Cut001W would be 1, so the number is 1000) or 1199.*
7. You do not have to animate a camera down to the nearest 0.1 second, or even the nearest 0.5 or 1.0. You can set the Camera Interpolation in AniCam to use the interpolation feature to smoothly estimate the differences between the entries of the animation.
8. I HIGHLY recommend saving two copies of your animated camera: .mdl for the one with interpolation (this will be the one you test and mod with) and -no_interpolation.mdl (this must be done with the Camera Interpolation set to none; this model will be the one you can import into AniCam whenever you need to make an edit to the animations).
*: The reason for the two numbers is that the 1000 series of numbers will continue an already-playing animation, but the 1200 series is used to actually start the animation. Also, you can't skip around the animations like this; if you start an animation with 1200, you can't call 1001 to continue CUT002W. You would need to put 1201 in the DLG node that starts that animation.
For this reason and to avoid making your cutscenes look weird, I will advise that every entry after the animation starts use the 1000 series of the animation you started to ensure that node is playing the animation and not stopping it prematurely.