anchor.diff:          animationChannel.setAnim("Walk", 0.7f);
         }
       }
  -    
  +
     walkDirection.multLocal(25f).multLocal(tpf);// The use of the first multLocal here is to control the rate of movement multiplier for character walk speed. The second one is to make sure the character walks the same speed no matter what the frame rate is.
     character.setWalkDirection(walkDirection); // THIS IS WHERE THE WALKING HAPPENS
   }
  
positive.code: = Walking Character
  :author: 
  :revnumber: 
  :revdate: 2016/03/17 20:48
  :keywords: documentation, physics, input, animation, character, NPC, collision
  :relfileprefix: ../../
  
negative.code: ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  In the <<jme3/beginner/hello_collision#,Hello Collision>> tutorial and the link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bullet/TestQ3.java[TestQ3.java] code sample you have seen how to create collidable landscapes and walk around in a first-person perspective. The first-person camera is enclosed by a collision shape and is steered by the BetterCharacterControl.
  
  Other games however require a third-person perspective of the character: In these cases you use a CharacterControl on a Spatial. This example also shows how to set up custom navigation controls, so you can press WASD to make the third-person character walk; and how to implement dragging the mouse to rotate.
  
  