Maya DOES have hidden edges, they are just not selectable, even NURBS objects need to be broken down into tri's at some point in the render pipeline.
"Joojaa wrote: Maya uses ture polygons (and indeed the renderer renders true polygons too!) not triangulated ones like max. ":
Well how do explain the little dotted edge lines that appear when you enable:
Display> Custom Polygon Display> Face: Triangles
I'm not being negative, I could not find any info on this stuff whe I was searching the net so I'm just putting some extra info in here.
The solution:
This text is from polyTrgNode.cpp:
polyTrgNode.cpp
Description:
This node register a user defined face triangulation function. After the function is register it can be used by any mesh in the scene to do the triangulation (replace the mesh native triangulation). In order for the mesh to use this function, an attribute on the mesh: 'userTrg' has to be set to the name of the function.
Different meshes may use different functions. Each of them needs to be register. The same node can provide more than one function.
// Example:
createNode polyTrgNode -n ptrg;
polyPlane -w 1 -h 1 -sx 10 -sy 10 -ax 0 1 0 -tx 0 -ch 1 -n pp1;
select -r pp1Shape;
setAttr pp1Shape.userTrg -type "string" "triangulate";
So what I did was write a new triangulation function and it all works fine, can edit the "hidden" edges and still have the functionality of quads.
PS: you can find the PolyTrgNode project in the plugins folder in the devkit folder.