All the moving furniture items were rigged with mass animation control with precise blendshape deformations and transformations. All assets were given individual build scripts to allow them to have a quick turnaround on updates and model changes.
Proxy models were created for the animators to work with as some of the assets had such a high topology density. These proxy meshes weights were projected to the driven high density mesh, to make them follow as close as possible. This gave the animators the ability to animate in a real time scene.