take your splines put them where they need to be, make them editable, select them all, select Functions/Connect. This will produce another spline which contains all the bits you connected, toss that into the ExtrudeNurb
you don’t really need the Coffee anymore, drop your movie in the texture’s Color and Alpha channels and you can delete the Coffee but you do need to check Animate Preview in the Illumination Tab.
check out the F-Curves. Keyframes by default are strung together with soft splines but the ‘nodes’ (keyframes) can have soft/linear/custom tangents on either side and they don’t need to be the same on both sides. So you want a linear (flat) line between the keyframes where the object is supposed to stay still and the splines coming in and going out can be anything that you think looks right.
it usually happens automatically but if not try going into the movie – click on the name of the movie in the channel where you placed it in the material. That will take you to the Bitmap Shader properties, click on the Animation tab and click the Calculate button on the bottom. That should do it (unless there’s a problem with the video coming in)
it should animate when you render but if you want to see it animate when you are scrubbing the timeline you need to check off Animate Preview in the Illumination tab of the material that contains the movie.