How does xna handle key frame vertex animations?

I'm working on a quick and dirty xna vertex tweening implementation for my game and I can't seem to find any information about how xna stores that data? Where do I find it? How to access it?

In short: XNA does not store

In short: XNA does not store tweening/blending information. You will have to build your morph targets as two separate meshes, and find them at runtime using some naming convention. Then you have to pray that the content pipeline doesn't re-order the different vertices in different ways when optimizing for the vertex cache.

One possible feature for kW X-port 1.5 would be to recognize Morpher modifiers, and export multiple POSITION arguments for each vertex (POSITION0, POSITION1, ...). That would be a ways off, though.

I remember using multiple

I remember using multiple frames in an old vb6 game I made. Would a custom content importer and processor allow mesh morphing functionality?