I mean, if its really real time 3D render, as they claim it, all that "lighting, the effects, the model's positioning, clipping" could be calculated "on the fly", when you move camera around. Just like in any 3D game.
It still would be a short, looped animation, but with option to look around it it will add something 'new' to it.
I guess you couldn't take the effort to click on the link itself, so...
"Free camera control
To address this point will require a relatively exhaustive explanation. Our original plan was to deliver the animations in a true StudioFOW manner, which is a forced camera perspective style. The game design philosophy and artistic aim was from the beginning to continue this forced camera perspective driven movie-making in Pandora. We thought the artists – who brought joy to millions of users via the StudioFOW movies – should focus on their strengths and carry out their creative vision, this requires a largely fixed camera. So that is our style. That is the forced camera perspective.
The StudioFOW artistic philosophy has always been one reliant on forced perspective - all of FOW movies were highly successful using this style of animation and that style was brought over to the current Pandora system. To make a real-time sex animation suitable for free camera, we would have to change the style entirely by trying to make it look equally as good from every single possible angle. Not only is this a huge time-sink for a tiny animation team, but they would also have to gimp the animation in the process. The Illusion games are a great example of this. To facilitate the 360 cameras in Illusion games, their animation quality takes a massive nosedive. It is like a shackle; the poses and creativity have to take a backseat to rudimentary functionality. StudioFOW was never about that. We want the viewers to experience the best angle possible for a specific animation. Our strengths are in direction and expressiveness, we know this and have designed the game to support it.
Still, all feedback is very important for us. Therefore, we listened and started to introduce some camera controls. By listening to these requests, we understood that a game software application is different from a movie. Interaction with the camera could make the gaming experience more enjoyable. So now there are some camera controls, and we keep fine tuning, and if it is possible to improve it from a usability standpoint.
As mentioned before, if we would have gone with the free-cam route at the start we would have had to devote significantly more time to each animation, to try and make it look passable from every single angle. Instead of having 80+ scenes currently in the game, there would be around 20, at best. That's how big a difference trying to make a free-cam work in a real time environment would entail. It would also create a host of other problems, such as the fluids not working properly. With static 3D meshes, a free-cam is great, but when you're trying to maintain a high level of quality in animation, the free camera quickly becomes a huge time-sink. We simply don't have the resources to make every single Pandora scene compatible with a free cam. We would literally have to quadruple our animation team, and currently we don't have the resources for this. Otherwise, there is the Gallery which does have an unlocked camera."