anchor.diff:  
   == Further reading
   
  -*  <<jme3/advanced/sky#,How to add a Sky to your Scene>>
  +*  xref:jme3/advanced/sky.adoc[How to add a Sky to your Scene]
   *  link:http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313[http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313]
  
positive.code: .  The `Linked Action` in the `Dope Sheet Editor` will change to the newly baked action and is named `Action`. Rename this to the name of the imported animation.
  .  Select the btn:[F] button to save the action.
  .  Save your file.
  .  Clear the old action from the `Linked Action` buffer. See <<jme3/external/blender/blender_buffer_clearing#,Blender Buffer Clearing>> for more information.
  
  
  == Normal Map baking
  
negative.code: 
  == Action Baking
  
  There are many 3D model xref:jme3/features.adoc#supported-external-file-types.adoc[Supported External File Types] for jMonkeyEngine. Some of them bake your actions automatically on export, others don't. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.
  
  If you find yourself in need of baking, the process is as follows.
  
  