Hi Joseph,
You might watch the whole series. However, in a nut-shell: The idea is, to have the same camera or camera rig. No exceptions, so the applied information works.
Given that the information stored in each clip is your standard, base on your rig, the information can be applied to any hierarchy that follows this. If it is only a single camera, then that is your rig. I would advice against a single object “rig”. As each null allows for a certain information and in that way the keyframes are much easier to manage.
The information structure in each Animation clip is so compatible with any rig that is build in the same way. Once you set you standard, you can start building a library.
In the moment you have gotten all the Animation clips, either loaded or freshly produced, a fresh new rig can get a Motion tag and you can edit all the clips in it, like in an NLE. While affecting the connected camera rig.
The idea to the series above was based on the option to work with many people. Each gets the same rig and can animate , e.g., the camera, then create an animation clip, save that as a motion source and share it. Team work.
Example. call up a fresh new scene file, add a Null and place a camera under it. Call up a Motion Tag, while the Null is active. Open the Motion Timeline. Where the clips are normally listed, right mouse click in it and select the “Load source” from the file I have provided.
Place the clips in the timeline and press play. edit the clips as you like to. Done
Cheers