Retaining vertex indexes when importing meshes

Hi guys. I’m trying to do a simple mesh morphing program. The code is easy, but the problem occurs 'cause Unity seems to change the index order of my vertices. So, when I do the morph, I get a bad-formed mesh. I have the same number of vertices, 'cause I changed the Import Options → OptimeMesh to Off, so, morph is not really the problem. The problem is the vertices order of the imported objects. But is there something that I could do to keep the vertices order of the meshes?

Original:

[12814-captura+de+tela+2013-07-04+às+15.12.13.png|12814]

Morphed:

[12815-captura+de+tela+2013-07-04+às+15.11.54.png|12815]

For those who eventually have the same problem, as I could found here:

http://forum.unity3d.com/threads/6386-3DS-Max-gt-Unity-Morphing-Vertex-problem

(and as a item in Unity Wish List → http://forum.unity3d.com/threads/118923-Retaining-vertex-indexes-when-importing-meshes)

I could solve this using FBXASCII exported models instead of simple FBX and these importing settings:

[13196-captura+de+tela+2013-07-16+às+17.44.45.png|13196]

I don’t know why it works with FBXASCII, but it seems to works properly…