what I meant by arbitrary is that Maya decides, in each quad, to create an edge from whatever point to whatever point it wants.
There does seem to be some kind of logic... faces that are adjoined the triangulation goes in the same direction and not by alternating points.. of course in some situation it will have to do the triangulation from the same points.
I'm not really sure why this is a big issue.. can you explain?
I guess you could use the split polygon tool to control the faces that need to go one way or the other for your purposes and then let the Triangulation function take care of the rest. I think if you wanted a more intelligent method you'd have to define those parameters and write a MEL script tp go from face to face and make decisions on where to do the split.
To be honest I have seen several production models for games and there doesn't seem to be any method or logic to how they are triangulated. I've seen ones that are very orderly and others that are messy.. the messy ones where generated from 3D scans and dicing the high res scan into a low res poly mesh.
I would imagine that game engines won't want to do any tesselating. So i guess another question would be.....How do you turn a model that is a combination of polys.quads and triangles into all triangles?
The triangulation tool does this.. if your model has both quad and triangles it converts your quads and leaves the faces that are triangulated alone.
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