Wouldn't it be possible to treat the animated meshes like a replicator: Generate an animated point cache and the mesh and use them with the scatter node. I'm no programmer, but i hope there is a smarter option than to export every Point every Frame.
Using this approach would result in an mesh deformations being lost, so I don't think it would be a viable solution. There is no easy way for a plugin to know if the vertices of a mesh have changed between frames (other than comparing every vertex position). So the Octane API provides a function where the entire animation (every vertex of every frame) gets exported.
If the Replicator prototypes are not changing, you could try simply opening the Viewport, and then octane.showNodeGraph, and locate the Scatter node. If you copy that node into the clipboard, and then paste it into Octane Standalone. You will notice that the entire animated timeline will be loaded into Standalone, and as you scrub the timeline, the transforms in the scatter will change. Obviously this won't work unless there are the same number of transforms in the Scatter node for each time in the timeline.
Paul