anchor.diff:  
   == Materials: Color, Lighting/Shading
   
  -What we call “color is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc!
  +What we call "`color`" is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc!
   
   
   === Color
  
positive.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
  
negative.code: 
  ==== Slerp
  
  Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple "`animation`" in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
  
  Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.
  
  <<jme3/math#,Learn more about 3D maths here.>>
  
  