I have no idea what format can do this, but here's my thoughts. The player model would have a collision GLM version of itself which is a super basic model for cloth (and anything else for that matter) to collide with. The actual cloth would be a bolt-on model. This bolt-on model would contain: - the cloth mesh - one bone used as an attachment point and has the entire cloth mesh skin weighted to it - cloth influence data. 1.0 will be full simulation, 0 will be no simulation and would fallback to the skin weights. Inbetween values will have a blend, for example a value of 0.5 would be 50% skin weights influence and 50% simulation influence. @@Stooben Just an FYI - My facial bones allow for complex facial animations. Eyelids, eyebrows, upper and lower cheeks, tongue, chin and better lip bones. Concerning JO compatibility. The main goal would be having JKA model compatibility (JKA models can't use any of the new bones unless they are re-weighed) and in order to do this JO compatibility has to be dumped at least with the conversion table I made.