anchor.diff:  animChannel.setAnim("Run");
   ----
   
  -If you use the jME3 SDK, you can explore the scene graph using the <<sdk/scene_explorer#,Scene Explorer>>.
  +If you use the jME3 SDK, you can explore the scene graph using the xref:sdk:scene_explorer.adoc[Scene Explorer].
   
  -See <<jme3/advanced/traverse_scenegraph#,Traverse the SceneGraph>> for assistance in finding the AnimControl of your models.
  +See xref:jme3/advanced/traverse_scenegraph.adoc[Traverse the SceneGraph] for assistance in finding the AnimControl of your models.
   
  -See <<jme3/advanced/animation#,Animation in jME3>> for further details on using animations in your code.
  +See xref:jme3/advanced/animation.adoc[Animation in jME3] for further details on using animations in your code.
   
   == Additional Reading
   
  
positive.code: = Exporting Models as GlTF meshes from Blender
  :revnumber: 2.0
  :revdate: 03/05/20
  :relfileprefix: ../../../
  :imagesdir: ../../..
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  This section discusses how to export scenes from Blender (2.8+) in glTF format appropriate for use by `AssetManager.loadModel`.
  
  
negative.code: 
  == Creating Models
  
  Details of how to create models in Blender that are compatible with jME are given at xref:jme3/external/blender.adoc[Creating assets in Blender3D]. Follow all details on that page for creating models before attempting an export.
  
  Before exporting a model all transforms need to be applied. This performs the required transforms on the vertices in a mesh to reset the transforms on the object. To apply all transforms in Blender 2.8, select each object (in object mode, not edit mode) then choose from the `Object` menu `Apply/All Transforms`.
  
  As always, see xref:tutorials:intermediate/best_practices.adoc[Best Practices] for additional information.
  
  [TIP]
  ====
  xref:jme3/external/blender/blender_buffer_clearing.adoc[Blender Buffer Clearing] should be performed prior to exporting any model from Blender.
  ====
  
  == Animations
  