anchor.diff:  To reset a Control, call `control.clearChannels()`.
   
   
  +=== Skeleton Control
  +
  +
  +The Skeleton control deforms a model according to a skeleton. Use it to attach other geometries to your model such as clothing, weapons, accessories or a particle emitter effect. You access the control the same way as you would the AnimControl. 
  +
  +.Control resides in the main node of your model
  +[source,java]
  +----
  +
  +SkeletonControl skeletonControl;
  +
  +skeletonControl = player.getControl(SkeletonControl.class);
  +
  +----
  +
  +.Control rsides somewhere other than main node
  +[source,java]
  +----
  +player.depthFirstTraversal(new SceneGraphVisitorAdapter() {
  +    @Override
  +    public void visit(Node node) {
  +        if (node.getControl(SkeletonControl.class) != null) {
  +            skeletonControl = node.getControl(SkeletonControl.class);
  +        }
  +    }
  +});
  +----
  +
  +
   == Animation Control Properties
   
   The following information is available for an AnimControl.
  
positive.code: a|getSkeleton()
  a|The Skeleton object controlled by this Control.
  
  a|getTargets()
  a|The Skin objects controlled by this Control, as Mesh array.
  
  
negative.code: a|Returns the attachment node of a bone. Attach models and effects to this node to make them follow this bone's motions.
  
  |===
  
  == Animation Channel Properties
  
  