I've decided to reconstruct Tekagi Arch base interior that you had seen in campaign cutscene into animated base deck scene. Don't mind the menu overlay - it's just easier to test scenes there, but it'll be exact same when you dock at base.
Contemplating whether to work on THN exporter from 3ds max or making separate application to handle it with a basic timeline and trackbar. Animation functionality between 3ds max and FL isn't too different but there are obviously quite a few special cases that are only applicable in FL engine.
In addition that I have successfully implemented correct exporting of paths (CV_CROrientationSplinePath) from 3ds max into FL with orientation quaternions, meaning objects not only fly along the path but each point can provide object orientation so that the game will interpolate rotation between points, creating fluid and smooth animations usable by any objects, including cameras, essentially allowing to create animations like this famous flyby introduction in Unreal.