hello!
i'm trying to make a soccer goal net, with the goal of doing a simple cloth sim using MeshDataTool, but when i export my mesh from maya the vertices at places like the corners are split - that is duplicated , so i lose the connectivity information i need.
so my mesh in maya has 51 verts, but the godot import has 56. maya mesh has 104 edges, godot has 116.
The Net (hah) result being the mesh tears itself apart.
i've tried exporting as obj, dae, fbx but the behavior is the same in all cases.
i've also tried ensuring that there's single mesh data per vertex - uv's color values etc.
(i've tried using a physics softbody, but that doesn't seem to catch collisions at all, or at least not reliably)
thanks for any insight!