Heya, newbie spine animator here (awesome program btw) and I had a question about mesh philosophy. After going through the user documentation I looked into the three blogposts about designing meshes/setting weights and it was all super helpful, but there was one part that stuck out to me as a little unintuitive/contradicting. To my understanding you want to use as little vertices as possible for better optimization, but a lot of the examples I see of tubular meshes (simple arms/legs/tails) have several internal vertices that parallel the outer hull vertices. I get that it's best to keep things symmetrical but for a more simple structure internal vertices seems like it wouldn't offer anything that the default edges going from one part of the hull to the other couldn't do on their own. The only thing I could think of is deform keys for moving individual vertices around but I also understand you want to do that as little as possible? I know this isn't a big issue I was just confused on the reason behind designing some meshes that way.
Here's an example of what im talking about, the first two meshes have internal vertices but the bottom fishing pole doesn't, and from what experimenting I've done it seems like the internal vertices do nothing when maneuvering bones with weights, which goes against the idea of trying to use the least amount of vertices you can.