So when your script finds a non-planar polygon, how do you want to fix it? 
Should it move the vertices? If so, how should it move them? Or should it 
split the polygon?

Finding non-planar faces and triangulating them is quite simple, as Maya 
has commands to do each of those things.

Moving verts would take some maths.


On Wednesday, 27 January 2016 02:09:00 UTC+11, Christopher. wrote:
>
> Hi, I'm hoping someone on this list can help. 
>
> I'm looking for a script that can retain the current polygon(s) rotation 
> as modeled on an object, not to destroy the appearance of the mesh, of 
> course. Even the polygons out so they go from non-planar to planar; I 
> hope that was understood ? 
>
> Thank You 
>
>
>

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