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What is difference between maya's and unity3d's mesh system?

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Hello, I am trying to implementing blendshapes in unity3d in these days. At first to test mesh system in unity3d, because to ensure the same number of vertices of model between imported to unity's and exported from maya's. I make a cube (8 vertices, 6 faces - because it consists of rectangular), and export as obj file, and import to unity3d. After importing, I checked how many vertices in cube, I am really surprised, because it consists of 24 vertices. (I know It consists of 12 triangles by tesselation), To implementing blendshapes, I need to same number of vertices in maya's one and imported in unity's one. How do I have to implement? (P.S : If you says "How about using mega-fiers?", we have already that kind of solution, and we want to implement own my own.)

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