anchor.diff:  = Exporting Models as GlTF meshes from Blender
  -:revnumber: 2.0
  -:revdate: 03/05/20
  -:relfileprefix: ../../../
  -:imagesdir: ../../..
  -ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  +:revnumber: 3.0
  +:revdate: 2020/07/13
   
   This section discusses how to export scenes from Blender (2.8+) in glTF format appropriate for use by `AssetManager.loadModel`.
   
  
positive.code: 
  == Creating Models
  
  Details of how to create models in Blender that are compatible with jME are given at <<jme3/external/blender#,Creating assets in Blender3D>>. Follow all details on that page for creating models before attempting an export.
  
  Before exporting a model all transforms need to be applied. This performs the required transforms on the vertices in a mesh to reset the transforms on the object. To apply all transforms in Blender 2.8, select each object (in object mode, not edit mode) then choose from the `Object` menu `Apply/All Transforms`.
  
  As always, see <<jme3/intermediate/best_practices#,Best Practices>> for additional information.
  
  [TIP]
  ====
  <<jme3/external/blender/blender_buffer_clearing#,Blender Buffer Clearing>> should be performed prior to exporting any model from Blender.
  ====
  
  == Animations
  
negative.code: animChannel.setAnim("Run");
  ----
  
  If you use the jME3 SDK, you can explore the scene graph using the xref:sdk:scene_explorer.adoc[Scene Explorer].
  
  See xref:jme3/advanced/traverse_scenegraph.adoc[Traverse the SceneGraph] for assistance in finding the AnimControl of your models.
  
  See xref:jme3/advanced/animation.adoc[Animation in jME3] for further details on using animations in your code.
  
  == Additional Reading
  
  