It would look like those animations were from the Paul Steed bip files, I can't say for sure.
What I do know is this:
*Paul Steed released the MAX animated skeletons for several Q3 characters so people in the community could bake them into their own characters. The reason he did this was to foster the community and promote people to release models because it would have been unreasonable to expect people to come up with a few dozen or so animations for each model.
*Several hundred Q3 models have been released by community members using those baked animations.
What I don't know :
*What preconditions Paul Steed released the files under
*What percentage per animation do some of the Tremulous models use. I know there are percentage laws around modifying images, I'm not sure how this applies to animations. For example, if you ran a noise modifier on the animation stack, it would in essence alter ever frame of animation and therefore no longer be a direct copy.
Finally, what I assume from my knowledge of Paul Steed, the Quake community and copyright issues (ie my opinion) :
*Tremulous is an open source, free project that promotes the power of the Q3 engine if not providing a fun experience.
*I know people at id and other game companies have had plenty of exposure to it's existence and the animations used. In the same way Paul Steed released the animation files to foster the player model community, I feel he and id software would have no problem with these fragments of the Q3 content existing in Tremulous based on the company's previous encounters with ip misuse - again, Tremulous is a free, open source project, if this was a commercial project trying to make money off the files, I feel the situation would be drastically different.
*From a technical standpoint the models might use the same animated skeleton but NOT the same geometry. Because of this, the animation will never be the same as the files released, different sections of the model were weighted to different sections of the skeleton, not in the same quantity as the original animations.
FOR EXAMPLE - the popular online MMO, World of Warcraft has characters that can recreate popular dances from copyrighted movies, tv and music programs. Yes, these could be under parody and they didn't use the skeletons from which those dances were created, but like I said above, even if you use the same skeleton, the model will be applied to the skeleton in different proportions rendering the result unique if not similar to the source.
Again, this is my opinion, I'm not a lawyer. I think realistically animation in this case is treated a little different than code or texture theft.
http://www.youtube.com/watch?v=066_q4DIeqk