*woosh*
Real-time rendering DOES NOT CHANGE the way things are animated. There are not real-time puppeteers controlling the model animations. If you missed that, believe me, I know more about the difference between real-time and pre-rendered than you. My whole point was that animation, SPECIFICALLY, is irrelevant to whether or not it was rendered in real time. In this particular case, it's even more irrelevant because it was cinematic and non-interactive and, thus, subject to the same shortcuts pre-rendered animation has.
Understand?! They often even use the exact same software, importing and exporting animations from Maya and other tools.
Ever see them animating Toy Story with wire frames and then doing the exact same thing with a video game? That's because they are both PRE-FABBED animation sequences. The final render is only relevant to the animator in that the viewpoint can be controlled in an interactive real-time animation and, thus, it must "work" from any angle. That does not apply to a cinematic real-time sequence such as this. Even if this were a Half-life-like interactive story sequence, it simply means that they put more effort into it than a game typically gets which does not impress because we know that the efforts put into a feature-length theatrical animation are an order of magnitude higher than a few minute segment.
If you think it's so different, then answer me this: How is it any more difficult to apply mocap to a 3D model of a hockey player that is then used in a game than it is to apply mocap to a 3D model of a hockey player that is used in a movie? If they have to make it believable in a movie because it is a SFX shot stand-in for a real actor, it adds more pressure to the other guys involved in the render and they use the advantage of not being real-time to increase the LOD. The animation is the same.
When it comes to animation in real-time vs. pre-rendered and effort/money is the only production difference, generated PHYSICS are the only functional differentiator. This is more like, a reaction to an animation, like a water splash or a cape furl that the animator used an algorithmic tool to develop rather than pain-stakingly and unconvincingly hand-animating it. This was not interactive and, thus, all physics calculations would be pre-calculated and incorporated into the keyframe animation EVEN IN THE REAL TIME RENDER.