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.
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'm using the zplugin multimap exporter to export all the meshes i have in the zbrush project but when i use it exports the obj with vertex color. Is there a way to export the to obj without vertex color?
I can't seem to get Shader FX to use vertex alpha. Is this broken in Max 2016? Vertex alpha is working when I use Object Properties to preview it, but not if I wire it into a shader. Am I just missing something basic?