A "ZPoint" is the definition of a vertice in Direct3D. A set of these make up a set of primitives (the raw mode allows you to specify what type of primitives).
There's actually a lengthy discussion with illustrations elsewhere here.
In short though, a ZPoint has an X, Y, Z, and Normal, along with Texture Mapping coordinates (TU, TV).
Combined with the "tweener" modifier, MXM can smoothly transition between two (equal types and number of primitives) sets when you change menu selections, for example. This provides the smooth scroll effect the "WIP" testers get when they try out this menu.
It should be a simple matter to recreate Unleash(ed)X's or M$'s orbs or Ava's cube to make skins convertable to MXM.
In fact, at this point, it should be possible to do a decent approximation of the original dashboard using the features described here.