In FBX, geometries can be deformed using skinning, shapes, or vertex caches. A vertex cache is a way to store directly the vertex animations inside a cache file.
To create and animate vertices using a vertex cache, see functions MapVertexCacheOnTriangle() and AnimateVertexCacheOnTriangle() in sample program ExportScene03 (see ExportScene03).
To read data in a vertex cache, see functions PreparePointCacheData() and ReadVertexCacheData() of sample program ViewScene (see ViewScene).