The particular product we are proposing is a plugin designed to work in both Electric Image and alternative 3D applications. The goal is to exchange vertex level animation and positions back and forth between the two programs. The vertices are “baked” into an external file that records every vertex position for an object for every frame of the animation. This baked information does not include any information outside of the vertex positions themselves. No joints, no rig, no lights, no camera.
If you wanted to create a facial animation in a program like Max, our plugin would write out the vertex positions for that face into a file that EIAS would read on a frame by frame basis. The result within EI would be animating, deforming geometry but without any skeletons, joints, or deformers. By perserving UV data, the geometry would be retextured with EI and rendering could resume.
The whole point for this particular format is to provide EI the ability to read geometry that has been modified and deformed or simulated by another package, strip away all the uncessary rigs, weighting solutions, FK, IK, nonlinear deformers or whatever and provide pure vertex location data. This approach is used all the time in the VFX studios to exchange deformation animation between packages in a simple, consise way.
Now… unless something changed in MB/FBX in v7, I do not believe FBX accomplishes this. Geometry is “translated” from one package to another, yes, but vertex level animation is not passed. What is passed is the joints, geometry, FK rotational data, lights, cameras, etc… FBX depends on the weighting solutions within the hosts packages to maintain proper enveloping.
If I’m wrong. Please correct me. I haven’t used MB since v6.