If that’s addressed to me,
It’s just a question of file or scene format exchange. Modern formats like Alembic have an advantage of being able to store all manor of vertex data, one of the most important being velocity to accurately represent motion blur for deforming objects.
There’s nothing wrong with Objs in principle but for animation they are just a sequence of still meshes so rendering with motion blur is problematic as there is no actual changing geometry. This doesn’t concern Davide in his usage. Some people like me have our own ways of working and once we’ve set up out small scale vfx pipeline we don’t tend to change unless change is forced on us. When I started with Houdini we settled on using Alembic for interchange, before that we used a potpourri of formats, whatever worked.
Since the beginning of 3d software we’ve always wanted slick scene and asset transfer between applications COLLADA, FBX and Alembic were all touted as being the answer but weren’t, however, we might just have a chance with Pixar’s USD given the players who are adopting now and those who have stated plans to adopt it. Importantly both big game engines have announced they’re supporting USB and according to Ton over at Blender many studios he knows well are well underway with switching their pipelines over to USD.
The really interesting thing about USD it’s more than just an asset and scene file format it’s an open source VFX pipeline so it’s going to have a dramatic affect on how we do 3d. I predict tools like Katana to become far more mainstream and game engines will become the renderers of choice with the advent of hardware based ray tracing. I rather doubt anyone is going to be able to compete with Unreal and Unity in renderer development.