It’s possible, but from initial research it most likely requires RGBA for correct quaternion rotation. So Flexibility with rendering to Alpha channel has to come before this, and will take a fair amount of work outside of Blender in engine shaders- but yes, this is on the docket.
Really cool add-on ! Thanks you so much :) I was wondering if you were going to implement a feature more focused on rigid bodies. In the context of a rigid body simulation, instead of baking each vertex position, could there be an option to simulate the pivot point (2 maps: position & rotation) of each piece of debris?