Topology change from same mesh output?

I believe the mesh outputting these two files is the same but xMesh’s vertex IDs are different and screwing up UVW transfers.

mediafire.com/?0xptyppe30lj5oo
mediafire.com/?5mywa6b2awmzj0d

Anything in the xMesh data that makes it apparent what might be happening?

My suspicion is that you are saving multiple objects as one in world space, and the order in which the objects were picked was inverted.
Vertex 1 of the one set is on the left hand. The same Vertex 1 is on the right hand in the other set.
So I assume that the left and right hands were added to the XMesh Saver in the one case, but the right and left hand were picked in the other case, thus swapping the order of vertices when combined in the final output.

Can you confirm that the left hand and right hand were always added in the same order?
Do you think we should re-sort the list to always produce the same order before caching?

That sounds like a plausible explanation. I have no idea what order I selected them in the one shot and the next so there was a 50% chance I would pick wrong. Sorting consistently whether that is alphabetical or object ID would help however I think long term working out an xMesh pipeline with efficient per object output should be the goal. The only reason I’m outputting multiple objects in world space is because of the hassle of saving and loading 100 objects at a time (see xScene request).