Unexpected vertex amount when importing .blend file
Context
I want to have a dynamic damage model of a car. For different damage levels I want to have different meshes representing a level of damage. I create these meshes beforehand with blender and import them into unity.
Whenever something damages the car I want to transform from the current damage mesh to the next one by smoothly moving every vertex to the new position.
Problem
I tried this with a rather simple shape. In the "damage level 1" variation I just moved a few vertices slightly up (see the images). The animation fails because the array size is different (bigger in the second one). How can the size of the vertex list be different when I do not add any vertex in blender but only move some?
Here the images:
Original shape:
Slightly changed shape:
The original mesh has (according to Unity) 576 vertices (Blender shows 452!). The changed one has (according to Unity) 588 vertices (Blender shows 452 as well!).
What happens here during import?! Blender tells me (imho correctly) that the amount of vertices does not change when I only move certain ones. Unity claims that the number of vertices has gone up and thus does not let me morph from one mesh to another.
I count the vertex amount in Unity using GetComponent<MeshFilter>().sharedMesh.vertices.Length
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