If you're using XSI, you can easily triangulate a whole mesh/selection to avoid any unwanted ngons which is what you seem to be having a problem with.
IF you're using Softimage|XSI just select the whole model (in poly select mode), right click to get the drop down menu and select Subdivide Polygons (be sure not to hit Local Subdivision Refinement!). Once you do that you should get a options that pops up and under type select triangles.
If you don't see that options menu pop up, you can manually find it's operator stack under the model's hierarchy (hotkey

. That should effectively solve you're problem with ngons, no matter how many times you slice through the model. I generally triangulate my meshes when ever I finalize for export. Just gets more accurate faces which helps a lot for some advanced render mode options. One bad side effect that can occur is that if you triangulate a more organic model you may have certain quads subdivided across the wrong vertexes. In that case you can manually add edges, but that's more of a minor thing.