you can't use DSAnimStudio to view the cutscene animations, but you can use havok preview tool 2018 for that, though only the character's bones, not the actual models themselves. it's not super exciting but whatever
ANYWAY i watched through the mohg cutscenes with it and noticed that in the shot where miquella's arm drops, the cocoon has two bones that drop with it, falling to the ground: right_outsideWall_fragment and left_shell_fragment.
(miquella's arm bones should be pretty obvious, and the cocoon fragments are the two additional things moving downwards, called AEG090_009_0000_[part name], AEG090_009 being the name of the cocoon asset)
and sure enough, the model of the cocoon used for the cutscene does have those bones, as well as some other ones:
so it seems like the idea was at some point for the cocoon to have animations. but in the cutscene in the final game it doesn't move at all, even though the animations for the bones left_shell_fragment and right_outsideWall_fragment are still present and active. but how can that be, i wondered.
well, it looks like when they decided that the cocoon shouldn't move after all, instead of actually editing the animation itself, they simply edited the weights of the model so that nothing actually corresponds to the bones. basically, they removed the connection between the bones and the parts that would move with them.
just thought that was interesting