anchor.diff:  
   |===
   
  -+
  -*Important:* You must specify angles in link:http://en.wikipedia.org/wiki/Radian[Radian]s (multiples or fractions of PI). If you use degrees, you will just get useless results.
  +[IMPORTANT]
  +====
  +You must specify angles in link:http://en.wikipedia.org/wiki/Radian[Radian]s (multiples or fractions of PI). If you use degrees, you will just get useless results.
  +====
   
  -+
   How to use these tables to speficy a certain rotation:
   
   .  Pick the appropriate vector from the axis table.
  
positive.code: .  Did you enter the angle in degrees (0 - 360°) or radians (0 - 2*PI)? A 3D engine expects radians, so make sure to convert your values! Formula: `g° = FastMath.PI * g / 180`
  
  
  == Tip: Transformation Matrix
  
  This here is just about rotation, but there are three types of 3-D transformation: <<jme3/rotate#,rotate>>, <<jme3/scale#,scale>>, and <<jme3/translate#,translate>>.
  
  You can do all transformations in individual steps (and then update the objects geometry and bounds), or you can combine them and transform the object in one step. If you have a lot of repetitive movement going on in your game it's worth learning more about Transformation Matrices for optimization. JME can also help you interpolate the steps between two fixed transformations.
  
  +
  
  *  com.jme3.math.Transform, interpolateTransforms() – interpolate a step between two transformations
  **  link:http://javadoc.jmonkeyengine.org/com/jme3/math/Transform.html[com.jme.math.Transform]
  
negative.code: Quaternion objects can be used as often as you want, so give them meaningfull names, like `roll90, pitch45, yaw180`.
  
  link:http://moddb.wikia.com/wiki/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation[More about Quaternions]…
  
  
  
  == Code Sample
  