Bones in a different order within SkinnedMeshRenderer

I’m working on a clothing system and have solved a lot of the problems with using the same set of bones with different clothing and the players body, but the remaining issue is that when the clothing is imported it seems to have a completely random order within the SKinnedMeshRenderer.bones array. Its not a huge issue per say, I can easily build a compare list between the players body and switch the bones based on name but its an extra process I’d like to avoid in general so if anyone knows why this would be happening I’d love the help.

@hippocoder in the forum has a thread about this and a fix for it.