How does the Maya ASCII FBX format store positions within animation?

I want to understand Maya's ASCII FBX format so I can convert animations in it to OSG (OpenSceneGraph) format.

I have a simple sphere, with a translation in one direction for 30 frames baked into an animation. I was expecting to see a list of values like this:

Frame #, X-position, Y-position, Z-position


However, I find nothing like it in the output file. For example, at frame 1, X/Y/Z = -7.189/0/10.136, but I cannot find any of these, or any other X/Y/Z position anywhere in the file.

What am I missing?

Could someone point out the frame/xyz position in the file?