Hey folks, is there an efficient way to set up an Unreal material to to pick a mesh or part of a mesh based on it’s vertex color? I’d like to run a dynamic parameter from 0-1 to cycle through a series of complex meshes, either in sequence or to pick a specific mesh. My end goal is to create an “after image” effect of a character doing a set action (dodge, flip, attack, etc…) I’d like to just take snapshots of the mesh throughout the animation and pack all of them together as one mesh, and step through them.
I’ve made a material before that randomly picks a mesh based on it’s vertex color, but I’ve only done that with pure red, green and blue in the vertex color and using one IF expression.
Is there an efficient way to accomplish this? I’m using Max 2015, and I’m unsure if it has the means to export vertex animation out of the box like Andreas does in Houdini. The mesh also needs to keep its current UVs. I’m sure I could brute force a material to test and cycle through different values of vertex color with a bunch of IF statements. I feel like there’s a more elegant material solution if I did go the route of combined meshes with different vertex color values, I just can’t think of one atm