Hello everyone. I'm just wondering why simple mesh exports seem to end up with seemingly unnecessary triangles. In trying to generate simple geometries that I can easily handle further down the line, it would be great if these meshes weren't subdivided. For example, in the simple shape attached: not only are the faces triangulated where they could easily/logically remain quads, but the "frame" is divided down the middle creating even more geometry. See the the dissolved-edge mesh attached as well. I know this is a simplistic problem and example model, but I'd love to create even the simplest assets in MoI. I want spend as much time in the app as possible since I just enjoy using it so much :)
This behaviour changes depending on how the geometry was created. In this case, it's a two curve extrude. However a sweep for instance does not behave the same way and results in a perfect export. Perhaps the edges placed at corners help guide the meshing algorithm. Unfortunately sweep simple things isn't always an applicable method.
It really seems like this behaviour stems from the midpoint generation behaviour. As if CentroidTriangulation isn't fully observed from all angles, or there's some kind "divide larger than" limit somewhere.

|