Can I get the vertices of a mesh after applying animations?

OK, so previously in Castles - which involves castles growing from the ground up - I’d been using the mesh morpher script to animate the castles. As evidenced by MC’s thread, this method presented a lot more problems than it solved, so we’re using skeletal animation now.

But one thing is missing: I have a “dust emitting” algorithm that compared vertices before and after animating, and emitted dust anywhere that had changed, sort of a “poof! it’s there now!” effect. With MeshMorpher, it would modify the vertices of the mesh on the MeshFilter and I could get the old and new vertices using:
var origVertices : Vector3[ ] = theMeshFilter.mesh.vertices;

However, a skinned mesh doesn’t seem to modify this mesh property. So my question is: where would I look to get the array of vertices after the animation has been applied to them? Is it available?

Thanks,
Ray

I think you have to access the vertices after the animation is advanced and blended, i.e. in the LateUpdate function and not in the Update function.

Firas.

That didn’t help. The issue isn’t timing (I’m actually setting the time of the animation manually in betweenthe times i get the two arrays of vertices, so moving it to LateUpdate does nothing to that) - the information as far as I can tell just isn’t visible…