You can use  vertex adjust
eg

private function morphIt(fromM:Mesh, tooM:Mesh):void
{
    //should have a check to make sure both mesh have equal vertices
    for (var i:int = 0; i < fromM.geometry.vertices.length; i++)
    {
        fromM.geometry.vertices[i].adjust(tooM.geometry.vertices[i].x,
tooM.geometry.vertices[i].y, tooM.geometry.vertices[i].z ,0.1)
    }
}

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