No, of course not. How would you change it so that I get a thirty-frame interpolation of the x-wing opening its wings?
The idea of keyframed animations is, that you have several keyframes that are showing different stages of the model and you interpolate between them to get a fluid animation. The keyframes are similar to what you would do in cartoons to get an animation. In your case, i can see three solutions:
a) You define the keyframes yourself, which will be a quite difficult task. At first, i would try to extract the wings and use only that for my animation. The rest should be another Object3D and remain static. Then you have to rotate/translate the wings as you wish, make this transformations permanent to the mesh (by using rotateMesh() and translateMesh()) and derive the keyframes from that. 30 shouldn't be needed. Something like 4-6 should be sufficient.
b) Don't use keyframes. If you already have seperated the model into wings and the rest, you may go one step ahead and seperate the wings into the 4 seperate parts (or 2...depending on how the model is build). Then you can quite easily open/close the wings by using simple rotations. That's the easiest way IMHO. The hard part is to determine what belongs to a wing(-part) and put that into seperate objects.
c) Use an editor that can do MD2 models and create your animation with that one. That's easy to use with jPCT, but requires some skills with the editor (depending on your talent for such things...for me, it would be close to impossible).
Hope this helps.