anchor.diff:  
   ----
   
  -To use the BetterCharacterControl, you may load your character like this:
  -
  -[source,java]
  -----
  -
  -// Load any model
  -Spatial playerSpatial = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
  -player =  (Node)playerSpatial; // You can set the model directly to the player. (We just wanted to explicitly show that it's a spatial.)
  -Node playerNode = new Node(); // You can create a new node to wrap your player to adjust the location. (This allows you to solve issues with character sinking into floor, etc.)
  -playerNode.attachChild(player); // add it to the wrapper
  -player.move(0,3.5f,0); // adjust position to ensure collisions occur correctly.
  -player.setLocalScale(0.5f); // optionally adjust scale of model
  -// setup animation:
  -        control = player.getControl(AnimControl.class);
  -        control.addListener(this);
  -        channel = control.createChannel();
  -        channel.setAnim("stand");
  -playerControl = new BetterCharacterControl(1.5f, 6f, 1f); // construct character. (If your character bounces, try increasing height and weight.)
  -playerNode.addControl(playerControl); // attach to wrapper
  -// set basic physical properties:
  -        playerControl.setJumpForce(new Vector3f(0,5f,0));
  -        playerControl.setGravity(new Vector3f(0,1f,0));
  -playerControl.warp(new Vector3f(0,10,10)); // warp character into landscape at particular location
  -// add to physics state
  -        bulletAppState.getPhysicsSpace().add(playerControl);
  -        bulletAppState.getPhysicsSpace().addAll(playerNode);
  -rootNode.attachChild(playerNode); // add wrapper to root
  -
  -----
  -
  -== Character Control
  -
  -
   [IMPORTANT]
   ====
  -The BulletPhysics CharacterControl only collides with “real PhysicsControls (RigidBody). It does not detect collisions with other CharacterControls! If you need additional collision checks, add GhostControls to your characters and create a custom <<jme3/advanced/physics_listeners#,collision listener>> to respond.
  +The BulletPhysics CharacterControl only collides with "`real`" PhysicsControls (RigidBody). It does not detect collisions with other CharacterControls! If you need additional collision checks, add GhostControls to your characters and create a custom <<jme3/advanced/physics_listeners#,collision listener>> to respond.
   ====
   
   
  -A CharacterControl is a special kinematic object with restricted movement. CharacterControls have a fixed “upward axis, this means they do not topple over when walking over an obstacle (as opposed to RigidBodyControls), which simulates a being's ability to balance upright. A CharacterControl can jump and fall along its upward axis, and it can scale steps of a certain height/steepness.
  +A CharacterControl is a special kinematic object with restricted movement. CharacterControls have a fixed "`upward`" axis, this means they do not topple over when walking over an obstacle (as opposed to RigidBodyControls), which simulates a being's ability to balance upright. A CharacterControl can jump and fall along its upward axis, and it can scale steps of a certain height/steepness.
   [cols="2", options="header"]
   |===
   
  
positive.code: 
  You create an animated model, such as Oto.mesh.xml.
  
  .  Place the “Oto model into the `assets/Models/Oto/` directory of your project.
  .  Create the CollisionShape and adjust the capsule radius and height to fit your character model.
  .  Create the CharacterControl and adjust the stepheight (here 0.05f) to the height that the character can climb up without jumping.
  .  Load the visible model. Make sure its start position does not overlap with scene objects.
  
negative.code: a| The intensity of gravity for this CharacterControl'ed entity. Tip: To change the direction of gravity for a character, modify the up axis.
  
  a| setWalkDirection(new Vector3f(0f,0f,0.1f))
  a| (CharacterControl only) Make a physical character walk continuously while checking for floors and walls as solid obstacles. This should probably be called "`setPositionIncrementPerSimulatorStep`". This argument is neither a direction nor a velocity, but the amount to increment the position each physics tick: vector length = accuracy*speed in m/s. +
  Use `setWalkDirection(Vector3f.ZERO)` to stop a directional motion.
  
  |===
  