yes it is capable of saving new stances and animation frames ...
there are just so many ways to animate with Professional its really however you want the animations to work that is the limitation on what you're capable of.
now i've not had the chance to find out if you can still use the old Memblock Mesh format
Memblock-Mesh (32 Byte Header)
-Header
--4 BYTES (DWORD) Number Of Vertices
--4 BYTES (DWORD) Offset in Bytes to Vertice Data
--4 BYTES (DWORD) Number Of Normals
--4 BYTES (DWORD) Offset in Bytes to Normals Data
--4 BYTES (DWORD) Number of Faces
--4 BYTES (DWORD) Offset in Bytes to Face Data
--4 BYTES (DWORD) Size Of All Face Data
--4 BYTES (DWORD) Offset in Bytes to Texture UV Data
-Data
--Vertice Data
---For Each Vertex
----4 BYTES (FLOAT) - X Position of 3D Geometry
----4 BYTES (FLOAT) - Y Position of 3D Geometry
----4 BYTES (FLOAT) - Z Position of 3D Geometry
--Normals Data
---For Each Normal
----4 BYTES (FLOAT) - X Normalised Normal of 3D Geometry
----4 BYTES (FLOAT) - Y Normalised Normal of 3D Geometry
----4 BYTES (FLOAT) - Z Normalised Normal of 3D Geometry
--Face Data
---For Each Face (a face makes a polygon using A,B and C as vector points)
----2 BYTES (DWORD) - Number of Vectors in Face (always use 3)
----2 BYTES (DWORD) - Index to Vertex in Vertex Data for Vector A
----2 BYTES (DWORD) - Index to Normal in Vertex Data for Vector A
----2 BYTES (DWORD) - Index to Vertex in Vertex Data for Vector B
----2 BYTES (DWORD) - Index to Normal in Vertex Data for Vector B
----2 BYTES (DWORD) - Index to Vertex in Vertex Data for Vector C
----2 BYTES (DWORD) - Index to Normal in Vertex Data for Vector C
--Texture Data
---For Each Vertex
----4 BYTES (FLOAT) - U Value of Texture
----4 BYTES (FLOAT) - V Value of Texture
however according to the help the new format is a little more complex (unless you already know FVF)
- 4 bytes (dword) - Version [defualt 338]
- 4 bytes (dword) - Size in bytes (per vertex based on version) [defualt 36]
so from this you can assume that
'vertex count = get memblock size(memblock) - 8 / 36'
- data layout (36 defualt)
-- 4 bytes (float) - position X
-- 4 bytes (float) - position Y
-- 4 bytes (float) - position Z
-- 4 bytes (float) - normal vector X
-- 4 bytes (float) - normal vector Y
-- 4 bytes (float) - normal vector Z
-- 4 bytes (dword) - diffuse colour of vertex (RGB)
-- 4 bytes (float) - texture U
-- 4 bytes (float) - texture V
remember this is all a single mesh using a single texture

now if you save each frame you want in this format, you can then change the positions of the XYZ for the main mesh every loop with a memblock with this ... so like have the first frame with all of the data, then each consecutive frame with only the potision.
if you use a vector interpol (3dmath) then you can shift the positions between each of the frames without much effort (^_^)
i mean saving out from a memblock doesn't take much at all, just exporting each of the values to the file command
[edit-]
just a side note, i have a feeling that the new format actually draws both front and backfaces so using cull on the object maybe a good idea
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?