The people who did this used reflection mapping. Sort of like the way Renderman creates reflection maps. Make a reflectionmap per frame at a fairly low resolution, map it as different types of environment mapping (planar and cubic most likely). If you noticed, the reflections where the feet touch the floor should be sharp and blur as it the distance between floor and object becomes greater (if it were a true raytraced soft reflection). you could do it in maya, but you would have to composite. Render a mirror camera (i.e. the beauty camera is at 0,5,0, the mirror floor is at Y=0 and without rotations that would cause the floor to angle going away from Y=0, the mirror camera would be down is up (upside down) at 0,-5,0 with the rotations a mirror image of the beauty camera. render that, and composite it blurring the reflection pass. A simpler method of doing the same thing would be group everything in the scene except the beauty camera, duplicate it after you're done animating everything, mirror it on the Y axis, hide the floor, render it, composite it on a floor that has transparency. If you floor is rotated on X or Z, it gets a but tricky since reflection maps are created in object space and not global space. I'm doing a scene now in a similar way. a hallway with a shiny reflective floor, only the floor is transparent, and there is a duplicate hallway scaled Y=-1.
still working on the maps a bit (not going for photoreal) but you can see it here: http://dwkim.org/gallery/outsideLabHallway.jpg
no area lights an ambient, two spots and a directional light and straight out of the renderer with no raytracing. 