The reason why it looks different in Animator and Camera is exactly what you’ve pointed out. Camera will ALWAYS triangulate a model before rendering. Its unavoidable.
Braider has some ability to compensate for this, but not too much. You can deselect triangulation in Braider to simplify the resulting output as you have done. However, Camera won’t care what Braider wants, because it will always triangulate the base obj’s geometry that Braider is basing its results on, thus giving you a totally different appearance than what you had in Animator.
You can activate “Use UV’s space to scan chains” which can help “cement” a non-triangulated polyline result in place, but it may or may not help you in this case. A lot depends on the base geometry. Try it and lets see the results.
If UV Space scanning doesn’t work and you want to absolutely ensure your Animator and Camera end results are the same, you should export your Braider polyline model out as a Fact and reimport. This will absolutely lock your end results in Camera.