anchor.diff:  jMonkeyProjects/MyGame/assets/Scenes/    # .j3o
   jMonkeyProjects/MyGame/assets/Shaders/   # .j3f, .vert, .frag
   jMonkeyProjects/MyGame/assets/Sounds/    # .ogg, .wav
  -jMonkeyProjects/MyGame/assets/Textures/  # .jpg, .png; also .mesh.xml+.material, .mtl+.obj, 
  +jMonkeyProjects/MyGame/assets/Textures/  # .jpg, .png; also .mesh.xml+.material, .mtl+.obj,
   
   ----
   
   Prepare the `asset` folder structure for your individual project:
   
  -.  Agree on a directory structure with the graphic designers. 
  +.  Agree on a directory structure with the graphic designers.
   .  Create subfolders of `assets` in any way that suits your project (see example above). Stick with one system.
   **  If different assets belong together, create a parallel subdirectory structure for them. +
   Example: For car models, create `Textures/vehicles/car1/`, `Materials/vehicles/car1/`, `Models/vehicles/car1/`, , `Sounds/vehicles/car1/` (etc) directories now.
   
  -.  Agree on a file naming and numbering scheme with the graphic designers. 
  -**  Are some assets used interchangeably? Systematic naming and numbering lets developers easily swap out assets by swapping out parts of the path String. 
  +.  Agree on a file naming and numbering scheme with the graphic designers.
  +**  Are some assets used interchangeably? Systematic naming and numbering lets developers easily swap out assets by swapping out parts of the path String.
   **  Decide on naming standards for naming interactive parts (arms/legs) of animated models.
   
   
  
positive.code: = Multi-Media Asset Pipeline
  :author: 
  :revnumber: 
  :revdate: 2016/03/17 20:48
  :keywords: spatial, node, mesh, geometry, scenegraph, sdk
  :relfileprefix: ../../
  
negative.code: 
  == Use The Assets Folder
  
  Store your assets in subfolders of your project's `assets` directory. The `assets` directory is the default path where a JME game's <<jme3/advanced/asset_manager#,Asset Manager>> looks for files to load.
  
  [source]
  ----
  