<<I could relatively easily collapse the triangles I add, but the pastes would not be as smooth. Do you think that is less important?>>
If your are managing all-quad mesh, the most important would be to keep edge loop flow.
This probably isnt so easy to do, but any effort to avoid triangles at boundarie region would be very appreciated.
Because, anyway, animators that can make use of MeshMixer
will probably re-topology that region (to keep the results under control)
and will spend time in this.
(currently i will begin to test if a reazonable workflow could be
export the mesh all triangulated to MM to then get it back and just try do untriangulate it:
i dont expect great results from this, but i have to try)
The ideal would be to keep that region all quad,
either by collapsing the triangles even by leaving 3 edges poles.
A tolerance setup to (automactly?) weld verts would be useful in this case.
Or either a second alternative:
1st one: fill with triangles
2nd one: keep quads, respecting edge loops...
(i am not sure, but there can be users to who those triangles dont matter:
to animators that prefers to work with quadraculate tesselations,
any alternative would pe really appreciated).
tks for your attention, RMS.