ok... lets try another way... I am playing to create a directX exporter under Maya and I think I got new information. About directX in the export file, vertex count seems to change depending of the Uvs. For exemple to build a geometry WITHOUT uvs, you will only need to list vertex and then to list the triangle with the…
MoP did a mel script for this, maybe he can share it, or give you some more info about how he made it. http://boards.polycount.net/showthread.php?p=934301#post934301
It used to work with hard edges, back when I used it. I think that was way back in Max v5 (2005 or so). Upgrades to maxscript since it was written could have changed the method, rendering that part of the script useless.
The right vertex count is written in the top left of your viewport in Maya. If you want a vertex count as mel script, you need to list the specification of your exporter or engine. It works like that and not like you would like it works.
Just want to get this straight, does the number of vertices vary depending on how you export your model? Say if you would use a custom exporting tool or, as in my case, export them as fbx or obj? Pior what you said about unreal 2.5 that it recalculates the model at import makes sense to me now, thanks. For my project I'll…
Well thats just the problem, that the vertcount shown in Mayas heads up display isn't *correct*. From what I understand a vertex, when exported, can only store one value when it comes to uvs and vertex normals so if the vertex is part of a hard edge or has more than one uv-coordinate then it will "split" into a new vertex.…
I also did some Test under Unity last year with a cube and different Uvs configuration : But really one more time, this kind of optimization is very difficult to estimate. To create a script it returns Uvs Border and vertex with no soft normal info and then to separate vertex they are affected in multi vertex giving a…