Are you trying to scale/rotate a single vertex? Remember that a vertex has no mass, which makes scaling or rotating a single vertex pointless/not possible. Give us a screenshot, might help.
Uvs have nothing to do with vertex color. I've used the vertex painting tool and my own imported meshes with vertex paint on them with no problems. What shaders are you using?
Max will not display vertex colors in the viewport by default. You have to force it, in Object Properties, via Vertex Channel Display. Or you can use a DirectX shader that supports vertex color.
normally you would use vertex colour to mask the wind movement. The trick is not to vertex paint the grass in UDK. What you do is import the grass mesh with vertex colours already applied in Max/Maya or whatever. This way every placement of the grass will have the same vertex colours on it.
But yeah, they both interpolate across the polygons in a similar way... both give you these linear-looking gradients from vertex to vertex. So if you bake lighting info into vertex colors, then show just the vertex colors, it ends up looking just like Gouraud. Kinda cool.
Create custom cage and move its vertices which above your particular detail into position, where their vector from original vertex to cage vertex will match the desired view angle. That should work. As @gnoop said, cage vertex position matters as they define vector of raycast.
So i made animation for my fish character in Blender. I used Rigify add-on for the rig and then did the key frames etc... Then I started to render it in Marmoset Toolbag 4, but when I played the animation in Marmoset, one vertex starts to fly around. This is odd because the animation is fine in Blender. So I tested and…
I read the help file and tried googling with no success. I'm not trying to snap to grid but to vertex. It looks fine when I zoom out but when I zoom in it appears to be misaligned (as seen in the gif), am I not supposed to block out with vertex snapping but only with grid snapping?