use getPoints() which will give you 8 elements. the data you have right now is the poly counts, and vert indices. for a cube, these could be:
CODE
// six faces, each with 4 verts
meshVtxCount = { 4,4,4,4,4,4 }
// 24 elements, which is the same as the sum of all 6 meshVtxCount
// elements. the first 4 relate to the indices of the first face.
// meshVtxCount[0] says face 0 has 4 vertex indices.
meshVtxArray = { 0,1,2,3, .... }
After triangulation, this would look more like:
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// 12 faces, each with 3 verts
meshVtxCount = { 3,3,3,3,3,3,3,3,3,3,3,3 }
// 36 elements, i.e. 12 * 3
meshVtxArray = { 0,1,2, .... }
you could also import the MItMeshPolygon class and use that to iterate over the faces instead. It will also give you the correct ordering of the vertices. See http://www.robthebloke.org/research/maya/mfnmesh.htm