anchor.diff:      final Spatial soldier2 = assetManager.loadModel("Models/soldier2/soldier2.j3o");
       TangentBinormalGenerator.generate(soldier2);
       soldier2.setMaterial(soldier2Mat);
  - 
  +
       final Node soldier2Node = new Node("Soldier2 Node");
  - 
  +
       soldier2Node.attachChild(soldier2);
       rootNode.attachChild(soldier2Node);
  -    
  +
       final AnimControl animControl = soldier2.getControl(AnimControl.class);
       animControl.addListener(this);
       final AnimChannel animChannel = animControl.createChannel();
   
  -    final SkeletonDebugger skeletonDebug = 
  +    final SkeletonDebugger skeletonDebug =
                       new SkeletonDebugger("skeleton", animControl.getSkeleton());
       final Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
       mat.setColor("Color", ColorRGBA.Green);
  
positive.code: *  Add a multiresolution modifier:
  **  image:jme3/external/3.1.gif[3.1.gif,width="300",height=""]
  
  *  There are two types of modifiers: Catmull-Clark and Simple. 
  **  Simple is better for things like walls or floors.
  **  Catmull-Clark is better for objects like spheres.
  
  
negative.code: Be careful: The steps above lead to terrible normal maps - use this procedure instead:
  ====
  
  *  uncheck:
  * [ ] Bake from Multires
  *  switch to object mode
  *  make a copy of your mesh (kbd:[SHIFT]+kbd:[D])
  *  remove the Multires modifier from the copied model
  *  remove any materials from the copied model
  *  remove the armature modifier from the copied model
  