Hmm, glad you are game designer and know how so much time it take to do things, otherwise we might never know. FYI things are rarely as hard as non-game designers think they are and the number of times I have heard that expression here "it would be so hard" is amazing.
When an argument can be used to invalidate a statement and its opposite, then it is not an argument.
Moreover, take a look at any tuto on how to make an animation on Cry Engine, Unreal Engine or Whatever Engine.
I can see several major issues with using an animation to do the "Armstrong Moment" just sitting here, not a game designer but then I don't think I am able to decide what's easy and hard in game design so not sure what that makes me, a realist?
For a start, what is your animation character wearing, because if it's not wearing exactly what I am when it runs, then it will maybe "POP" into an Artemis suit, walk to the ladder and down, take a step onto the surface, declare the Armstrong Moment then "POP" reappear in what the pilot is actually wearing, that is janky and will get FDEV laughed at no end even by non-game designers, so you will need to have an animation for every outfit and every possible combination of outfits players can wear.
You going to walk the player down the length of the T6 because the door is in the back, or are you going to have a "fade to black" moment to get to the airlock, then an animation of the player walking down the stairs not in his own clothes? I thought the idea was to get rid of the fade to black moment not add a new one.
How is this animation going to appear to other players watching? They just going to see the other player pop into existence like now, only after a much longer time?
What about if the ship gets attacked while this animation is playing, you going to magically pop him back to the pilot seat? Or does the animation continue regardless so he doesn't have a ship when he steps out?
Not all statements can be successfully reversed, yours doesn't work because you aren't a game designer, and mine works for the same reason, I'm not a game designer and I'm not claiming something is easy or hard, I'm just stating that none game designers with no experience in a particular game or game engine should not be saying how easy something is.