anchor.diff:  ..  Use a reasonably high value for "`Margin`" (4+ pixels at least for 1024x1024 maps).
   .  Bake and don't forget to save the normal map image.
   
  -
   [WARNING]
   ====
   Be careful: in the Outliner the camera symbol (Restrict Render) must be on!
   ====
   
  -image::jme3/external/monkey_bump.png[monkey_bump2.png,width="50%",height=""]
  +image::jme3/external/monkey_bump2.png[monkey_bump2.png,width="50%",height=""]
   
   == Fixing the normal colors in Blender
   
  
positive.code: 
  image:jme3/external/blender-make-armature.png[blender-make-armature.png,width="",height=""]
  ====
  
  *  Voila, your model should move when you move the bones in pose mode.
  *  From the `Info` header, press the btn:[Choose Screen Layout] button and select the `Animation` layout.
  *  In the `Dope Sheet Editor` window, press the btn:[Context] button and select `Action Editor`.
  **  image:jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
  
  *  Add an action by pressing the btn:[+] button.
  *  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe.
  **  image:jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
  *  Create the keyframes (select the model armature and press kbd:[I]) along the timeline.
  **  image:jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
  
  *  Each action will be an animation available via the animation control in jME after the import.
  *  *Press the btn:[F] button next to the action so it will be saved even if theres no references.*
  **  The animation would else be deleted if its not the active animation on the armature and the file is saved.
  
  
  
  == Model Checklist
  
negative.code: ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
  
  
  == Asset Management
  