I have an issue with manipulating imported 3D models. I want to do vertex manipulations on them, using matrixoutput. The issue is that it seems that the models I create in Maya - or the way jit.gl.model interprets them - is that meshes are built up of triangle faces, and each triangle has its own 3 vertices. This means that every mesh vertex actually has 5 or 6 vertices at that position. One for each triangle that joins in that point.
Now when I do operations on the vertex matrix, for example adding noise to it, these vertices in the same position split up. The patch below demonstrates that. When I add noise I'd like ducky to deform but keep mesh connected. Though what happens is that the individual triangles disconnect in a kind-of explode effect. That's because the triangles don't share vertices in a triangle-trip fashion.
How can I prevent this from happening? Is it an export setting in Maya (I = modelling noob)? Or can I do something in Max?