anchor.diff:  
   Now you can load animated models, identify stored animations, and trigger animations by using onAnimCycleDone() and onAnimChange(). You also learned that you can play several animations simultaneously, by starting each in a channel of its own. This could be useful if you ever want to animate the lower and upper part of the characters body independently, for example the legs run, while the arms use a weapon.
   
  -Now that your character can walk, wouldn't it be cool if it could also pick up things, or aim a weapon at things, or open doors? Time to reveal the secrets of <<jme3/beginner/hello_picking#,mouse picking>>!
  -
  -'''
  -
  -See also: link:https://docs.google.com/leaf?id=0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1MTRlYTNjYTc3&hl=en[Creating Animated OgreXML Models in Blender]
  +*See also:*
  +
  +* link:https://docs.google.com/leaf?id=0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1MTRlYTNjYTc3&hl=en[Creating Animated OgreXML Models in Blender]
  
positive.code: Make a mouse click trigger another animation sequence!
  
  .  Create a second channel in the controller.
  .  Create a new key trigger mapping and action. (see: <<jme3/beginner/hello_input_system#,Hello Input>>)
  
  [TIP]
  ====
  Do you want to find out what animation sequences are available in the model? Use:
  [source,java]
  ----
  for (String anim : control.getAnimationNames()) {
  
negative.code:   public void simpleInitApp() {
      ...
      /* Load the animation controls, listen to animation events,
       * create an animation channel, and bring the model in its default position.
       */
      control = player.getControl(AnimControl.class);
      control.addListener(this);
      channel = control.createChannel();
      channel.setAnim("stand");
      ...
  }
  ----
  
  This line of code will return NULL if the AnimControl is not in the main node of your model.
  