Hi Seith! Keeping the cloth intact when importing an updated version of the mesh is simply impossible to do, because vertex ordering might have changed and there's no way to map the old ordering to the new one. Even if mapping old vertices to new ones was possible, most simulators re-order constraints during cloth generation and group them in sets so that they can be updated in parallel for maximum performance (it is not uncommon to have tens of thousands of constraints in a single cloth, so being able to take advantage of parallelization is a must). This requires that no constraint in each set shares a node with another constraint in the same set. Adding just 1 vertex to your mesh (or removing one) can completely change the adjacency graph of your mesh, requiring re-generation of the underlying constraint sets from scratch. (Note: roughly speaking, node = vertex, constraint = edge) All realtime cloth simulators that I know of suffer from this limitation, simply because it is a performance -vs- convenience choice. Most choose performance. In Obi you can import vertex properties from a texture (painted in photoshop, 3DCoat, ZBrush, whatever). This allows you to keep your setup more or less intact as long as texture coordinates of your mesh haven't changed. However there are certain things that cannot be imported from a texture (such as particles pinned to a rigidbody) and you'd have to manually re-do these. Note that it is not currently possible to export values from Obi to a texture (only importing them), so if you plan on following this workflow I recommend to use textures right from the start.