>>22643
I may not know what they are specifically talking about, but here's what I know on the subject.
Traditional animations are a sequence of poses played regardless of what context they are played in. Because these animations do not adapt to their situations, they can cause problems.
>Animation doesn't stop when model is pushed or damaged. (ie The animation for climbing into a car in Saints Row 1&2 will prevent your exposed body from being run over )
>A model's colliders don't sync up, allowing their mesh to clip through solid objects. (ie Running animations against walls)
>A model's colliders are partially/entirely disabled during an animation, allowing strange behavior when the animation completes. (ie Close door on dead body in Oblivion and the ragdoll physics go crazy.)
Somewhat recently an alternative has popped up in which animations change depending on events in the game.
In simpler cases the poses of the animation are changed according to a variable(reaching for a a particular item).
In more complex cases (euphoria engine in GTA IV), the animation will attempt to pose the model by applying forces to its body. This allows the character to feel more natural as their body obeys more or less the way other physical objects in the game do.