Trying to work with a sop solver in a dopnet to dynamically change the behavior of a vellum object.
Noticed that the primitive order of the constraint geometry gets rearranged by the “vellumsolver” for some reason.
So when I load the ConstraintGeometry into the sopsolver and merge the object with animated parameters and try to copy those values to the actual running constraints geometry I get a mismatch.
Now as a workaround I store the correct primitive id on each primitive on the incoming constraint geometry from the get-go and use that instead of “@primnum” but that seems excessively cumbersome. Am I doing something wrong?
Prepared a simple scene that explains my issue.

