Blender Link does not preserve original topology / UV mapping correctly

Hi,

I’ve encountered an issue with the Blender Link feature.

When I send a mesh from Blender to Nomad using Blender Link:

- The UV data still appears to exist in Nomad.

- However, when I create Face Groups from the UV islands, the resulting Face Groups are completely scrambled.

- The vertex order also seems to change, so the mesh can no longer be used as a morph target.

I compared this with the normal import/export workflow.

When importing the same mesh normally and enabling “Use Original Topology”, everything works correctly:

- UV → Face Groups works correctly.

- Vertex order is preserved.

- The edited mesh can be used as a morph target.

So it seems that Blender Link may not be preserving the original mesh topology/index order in the same way as the “Use Original Topology” option during normal import.

Would it be possible for Blender Link to preserve the original topology/vertex order, or to add an option equivalent to “Use Original Topology”?

Thank you!

Blender doesn’t support indexed UVs that’s why it’s “scrambled”.
There is nothing to “preserve” there, on the contrary, I should rather merge the identical UVs.

For the morph target, the App Link already supports layer (Nomad) and shape keys (blender).

By “morph target”, I don’t mean Blender Shape Keys.

I’m using the mesh as a morph target for Character Creator 5 (CC5), which requires the exact original vertex order to be preserved.

With normal import/export, if I enable “Use Original Topology” in Nomad, the edited mesh works correctly as a CC5 morph target.

However, if I use Blender Link instead, CC5 rejects the resulting mesh as a morph target.

So I suspect the vertex order/indexing may be changing somewhere during the Blender Link transfer.