I don't think it'd be too difficult (provided I can get the rotation format converted). Adding script hooks to have e.g. torso twists could be done via #define commands.
Vassago: The Assault Coordination Vehicle requires 20k, the Orbital Uplink 45k energy storage. aesir: I don't think I'll need help yet. Never mind that Spring has nasty features like requiring segmented meshes and not supporting animations (you have to do any animations through the script).
Skeletal animation uses quaternions to describe the bone rotations. Spring (at least the parts I've seen documented) uses a three-axis system which limits the possible rotations AFAIK. If it had a way to use quaternions for animation I'd simply write a script that turns a skeletal animation into a .h file for the…