Vertex Indices mix-up

Hi,
Here is what I ran into, please tell me if I’m doing something wrong.
I have a base mesh in 3ds max that I need to morph to a number of scans.
After that I need run a script with to a large extent relies on the vertex indices of the mesh.
However when I bring back the morphed OBJs from Wrap to Max and run the script the mesh breaks because the imported mesh has different vertex indices from the original.
Am I doing something wrong that makes me loose the indices?

Thanks!

Hello,

I think that happens because the basemesh contains polygroups. When you import it into 3DsMax, please make sure that Import as single mesh is checked. Otherwise 3DsMax will split each polygroup into a separate object thus changing the vertex order.

Please also leave Import as Editable Poly unchecked.

Let me know if it works for you.