@Empire Phoenix I took your advice and used mesh.getFloatBuffer(…) and wrote over the it. I don’t think the rewind is necessary though, since it worked without it. I used the “put” method to write into the FloatBuffer.
@nehon updateModelBound() didn’t seem to do anything.
After many failed attempts, I finally used mesh.getBuffer(Type.TexCoord).setUpdateNeeded(), which seemed to solve some of the problem. The model always changes the right way, but I’ve ran into another issue. It affects all of the same models. For example, if I change the buffer of a rock model, it also changes a different cloned rock model.