Does anyone have documentation for how maya computes normals for quads? If you aren't familiar with what I am talking about, Maya generates different normal orientations for both force triangulation left/right and quads left triangulated.
the question is a bit vague. maya generates and regenerates normals all the time. when you make a primitive, on import of a file with no normals, after a geometry edit etc. the generation could be different in each case. my grasp of the api is fairly superficial at this point. i would read through the polygon api documentation first. (its fairly detailed)
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http://download.autodesk.com/global/docs/mayasdk2012/en_us/index.html