You can export reference edits in your scene, such as changes to geometry or new node connections, to a .editMB or .editMA reference edits file. You can then apply this edits file to other objects to invoke the same changes on them.
For example, if you started with a base walk cycle animation, you could export a number of different tweaks, such as a strut, a shuffle, and a march, and export each of these tweaks into different files. You can then apply these edits to other characters.
You can export edits on an asset, a referenced file, or a set of selected nodes in your scene. Before exporting the reference edits, you can view them to ensure your file contains the right edits. See List reference edits.
Dangling connections (connections to non-exported nodes) and reference edits are saved to the edits file with a placeholder namespace. When applying these edits, Maya replaces the placeholder with the namespace of the reference that the file is being applied to, or ":" for imports into the main scene.
Default nodes are not exported. For example, if you changed the default shader (lambert1) and then exported your edits, the changed lambert1 is not exported.
To export reference edits from a set of selected nodes
A file browser appears.
Maya creates the specified file containing the reference edits with the extension .editMA or .editMB. You cannot open these files in Maya, but you can assign them to another file. For more information, see Assign an offline file.
You can also export edits for a specific referenced file.
To export edits on a referenced file