anchor.diff:  a| Y-axis 
   a| Z-axis 
   
  -a|3-D rotation is a bit tricky (<<jme3/rotate#,learn details here>>). In short: You can rotate around three axes: Pitch, yaw, and roll. You can specify angles in degrees by multiplying the degrees value with `FastMath.DEG_TO_RAD`. +To roll an object 180° around the z axis: 
  +a|3-D rotation is a bit tricky (<<jme3/rotate#,learn details here>>). In short: You can rotate around three axes: Pitch, yaw, and roll. You can specify angles in degrees by multiplying the degrees value with `FastMath.DEG_TO_RAD`. +
  +To roll an object 180° around the z axis: 
   [source,java]
   ----
   thing.rotate( 0f , 0f , 180*FastMath.DEG_TO_RAD );
  
positive.code: a| Y-axis 
  a| Z-axis 
  
  a| Specify the new location in three dimensions: How far away is it from the origin going right-up-forward? +To move a Spatial _to_ specific coordinates, such as (0,40.2f,-2), use: 
  [source,java]
  ----
  thing.setLocalTranslation( new Vector3f( 0.0f, 40.2f, -2.0f ) );
  
negative.code: a| Y-axis 
  a| Z-axis 
  
  a|Specify the scaling factor in each dimension: length, height, width. +
  A value between 0.0f and 1.0f shrinks the Spatial; bigger than 1.0f stretches it; 1.0f keeps it the same. +
  Using the same value for each dimension scales proportionally, different values stretch it. +
  To scale a Spatial 10 times longer, one tenth the height, and keep the same width: 
  [source,java]
  ----
  thing.scale( 10.0f, 0.1f, 1.0f );
  