You could use the page flipping technique. You generate the animation as a sequence of images, where each image is a frame of animation. Then if you display each image (or frame) in succession, you get your animation.
You could/should also add all the images to the sprite sheet, so that you only need to load one image, and then just display each portion of the sprite sheet that contains the current frame.
So if your animation images are all 64*64 pixels, and let's say you have 4 frames in the animation, you would end up with 4 images that each represent a frame of the animation. Those 4 images would be added to a bigger image or 256 * 64 pixels, and when you render each image to display the animation, you would first render only the 64 * 64 first pixels. Then you move over by 64 pixels and render the next 64 * 64 rectangle of pixels.