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Question by mikklo · Oct 17, 2015 at 07:50 PM · clothconstraints

Cloth constraints IDs change every time you import mesh into Unity5

Hi all,

I'm working on a relatively complex mesh I intend to use as a cloth, so editing the constraints manually can be quite tricky and time consuming. Nevertheless I edited the constraints manually, and everything is fine. I later had to re-export the same model after I changed its vertex colouring, and all of my constraints got messed up. I experimented with this for a bit, and found that the cloth constraints aren't assigned consistently when the mode is imported, at least not in my experience. Is there a way for me to use the mesh vertex IDs to as constraint IDs?

Here's a practical example of what I would like to achieve. Vertex 357 out of 2500 is RED in colour on the mesh Vertex 358 out of 2500 is WHITE in colour on the mesh I want to assign a constraint of 0.0f on vertex 357 and a constraint of 5.0f on vertex 358 Problem is the IDs are different. And even if I account for this difference by making a list of IDs, this list may not apply next time I import the model (even if no vertices were added or removed before the new export).

Does somebody know how the constraints are assigned in the first place?

Thanks.

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