Generally, fbx should work just fine when transfering stuff to/from LW/Maya. The trick is to rig and weight your character in LW, then save it out as an FBX and load it into Maya. You then have to do some preparations in Maya so that the rig will operate with common sense (for Maya users not experienced with LW).
For example, a character transfered from LW to Maya via FBX is going to have the bones (or joints) parented to the mesh, which is a huge f*ck up in Maya. So you have to do some regrouping in Maya to make it failsafe (not alot of work).
Once you’ve cleaned that up, send it to the guys and ask them if what you sent them can be used by them to apply Mocap. If they say “Yes”… ask them to apply a sample mocap data on it and send it back to you as .ma AND .fbx to establish wether or not the pipe will work for you. You may want to have the .ma just in case you have to re-export to an older (or newer) version of the fbx format.