anchor.diff:  
   .  *Keyframe Animation:* A keyframe is one recorded snapshot of a motion sequence.
   **  A series of keyframes makes up one animation.
  -**  Each model can have several animations. Each animation has a name to identify it (e.g. “walk, “attack, “jump).
  +**  Each model can have several animations. Each animation has a name to identify it (e.g. "`walk`", "`attack`", "`jump`").
   **  You specify in your game code which keyframe animation to load, and when to play it.
   
   
   
   [TIP]
   ====
  -What is the difference between animation (rigging, skinning, keyframes) and transformation (rotation, scaling, moving, “slerp)?
  +What is the difference between animation (rigging, skinning, keyframes) and transformation (rotation, scaling, moving, "`slerp`")?
   
   *  Transformation is simpler than animation. Sometimes, transforming a geometry already makes it look like it is animated: For example, a spinning windmill, a pulsating alien ball of energy, moving rods of a machine. Transformations can be easily done with JME3 methods.
  -*  Animations however are more complex and are encoded in a special format (keyframes). They distort the skin of the mesh, and complex series of motions be “recorded (in external tools) and played (in JME3).
  +*  Animations however are more complex and are encoded in a special format (keyframes). They distort the skin of the mesh, and complex series of motions be "`recorded`" (in external tools) and played (in JME3).
   
   
   ====
  
positive.code: 
  Environment Mapping or Reflection Mapping is used to create the impression of reflections and refractions in real time. It's faster (but less accurate) than the raytracing methods used in offline rendering applications.
  
  You create a Cube Map to represent your environment; Sphere Maps are also possible, but often look distorted. Basically you give the environment map a set of images showing a “360° view of the background scene – very similar to a skybox. The renderer maps the environment on the texture of the reflective surface, which results in an acceptable “glass/mirror/water effect. Just like a skybox, the reflection map is static, so dynamic things (such as the player walking) are not part of the reflection. (!)
  
  See also: <<jme3/advanced/water#,Water>>.
  
  
  === MIP Map Texture
  
  MIP Map means that you provide one texture in two or three resolutions in one file (MIP = “multum in parvo = “many in one). Depending on how close (or far) the camera is, the engine automatically renders a more (or less) detailed texture for the object. Thus objects look detailed at close up, but also look good when viewed from far away. Good for everything, but requires more time to create and more space to store textures. If you don't provide custom ones, the jMonkeyEngine creates basic MIP maps automatically as an optimization.
  
  
  === Procedural Textures
  
negative.code: 
  === Kinematics
  
  *  Forward kinematics: "`Given`" the angles of all the character's joints, what is the position of the character's hand?
  *  Inverse kinematics: "`Given`" the position of the character's hand, what are the angles of all the character's joints?
  
  
  === Controller and Channel
  