This workflow allows for a rig less system for lighters.
The lighter references a lighting assets with shader's for all shots, then chooses FBX to update animation and attach caches to the geometry, and curves to the existing light file. The anim can be updated cleanly and it doesn't require rebuilding the light file every time.
This allows you to have lighting assets setup with V-Ray attributes and other attachment nodes without requiring a lot of work from pipeline TD's.
If you have new geometry, you pretty much update the rig, and the light file with those geo changes.
Everything in this video can be scripted into two buttons. EXPORT, IMPORT.
*One thing to note is that the constraints are attached to the geo nodes. This is wrong. I was given this file setup, and too lazy to go through it myself. If a non deforming piece of geo is going to be animated, group it. After it's grouped you can then parent constrain the group node.*
While Brad Friedman was at Method, he showed me this when I was against anything FBX. He really turned my view on FBX around.
The thing about rendering is that it's really the asshole of the pipeline where all the shit comes out on your lap. So having a simple way to deal without rendering rigs will save you from wiping all the shit up.