Errr, as the programmer (sort of) for the RT mod, I've been looking over the animation question for a while now. Three main issues exist:
One, the specific method of storing the different frames are undefined. Storing various frames in the model itself might require any or all of the following: changing the pof file format, changing the way the code reads the model file, and/or changing the way FS2 actually renders the model. This is a problem because, quite frankly, I don't know how to do any of the above!
At least, I would have to develop the new routines by trial-and-error, and that takes LOTS of time.
Two, using methods already in FS2 might cause severe performance hits... and there's no way to tell without trying. Two examples of methods that mimic routines already in FS2 would be recoding the LOD function to allow more LODs and cycling through them for the animation or creating a pof for each frame and switching pofs after rendering with a timestamp. The second will almost certainly hog memory. As for the former, some code would have to be implemented to tell FS2 which ships use LOD as normal and which have it reserved for animations. Plus, the effect on the performance of the much larger pofs is an additional unknown.
Three, the engine instelf was not really designed for animation, so there are a number of completely unexpected bugs that could crop up (I'm betting on lot's of them).
So, the whole thing isn't as simple as dropping in a new model and changing a few lines of code. There are probably coders here on the SCP who could work this out in a relatively short time, but I ain't one of 'em...