Comments (2)
It is most likely 24 vertices because your cube has hard edges (as opposed to one smooth surface). That means each vertex gets split into 3-- one for each side of the cube.
This is very common in game engines like Unity, for example.
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What @j-conrad said about the 8->24 change.
I answered here but briefly, there's no way for the converter to know that your separate meshes are supposed to be interdependent. It rips them to shreds and puts them together, and in the process identical vertices will be eliminated. So it's quite plausible the final index count will be different between them.
But as stated in that thread, if I understand you correctly, blend shapes / morph targets will do precisely what you're after. Try it!
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Related Issues (20)
- Windows Build - upload new release or fix build instructions
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