I have found out my answer. threw reverse engineering the andy rig in a simple form.
When selecting a color in the shader, click on conditions in the utilities tab.
if you look at the condition node in the attribute editor, there is a true or false section, false should connect to another condition node.
Do this for as many times as you want changes for the maya texture. nodes = ammount of textures ( you will have a long line of nodes connected to each other.)
Now go back the first condition node you made, and do this, for the true color section; add file nodes to it.
This is the easy part. Its similar to the creating a file texture for a shader node. basic.
now what you just did, was create a listing. what you want to do next is go threw every condition node you made and add these numbers to the second term section.
First condition you make: 0.000
Second condition you make: 1.000
Third condition you make: 2.000
fourth condition you make: 3.000
ETC...
now you created the listings directory for the enum attribute your going to create on the global anim, or curve of your choice accessing the attribute.
create an attribute on the curve or place where you want to find the texture changing attribute. Name it whatever, but select enum in the options, create as many drop down names at the bottom as there are textures or file nodes.
What your going to do is connect this attribute to the condition nodes via the connection editor.
Load up the connection editor and select the curve you want as the main attribute.
load it up on the left side of the window. (basic connection editor knowledge)
then elect the first node you made in the hypershade
load that on the right
Select the attribute you made on the left and then select the "First term" in the right window.
What you just did was make a connection between the enum attribute option and the file connected to the first texture.
do this for all the condition nodes you made in the hypershade; connect it to the same curve attribute.
now to add the file textures to the lists:
the first condition node connected to the file texture is listed as 0.000 as you noticed when we put numbers in the node.
in the drop down menu of the attribute you created, this is the first list close to when you clicked on the attribute in the channel box.
Your done!
Now the texture will look low quality in the veiwer but it will be high quality when you render so dont worry.
here is what it should look like when your done.
