anchor.diff:  *  Before you export you need to do a little fix, because your model is not really located where you see it. JME will get into a lot of trouble, if you don't change that.
   *  Assure to save the max file. Sometimes OgreMax crashes the whole application during export. If you want to change the animation after export, you should reload this file because fixing the location changes something I can't really figure out.
   
  -image:jme3/external/3dsmax_biped_6.png[3dsmax_biped_6.png,width="",height=""]
  +image:how-to/modeling/3dsmax/3dsmax_biped_6.png[3dsmax_biped_6.png,width="",height=""]
   
   *  Right click the “Select and Move tool in the upper toolbar. A dialog will pop up.
   *  Set the X and Y location to 0 and close the dialog.
  
positive.code: *  Below “Mesh Animations” hit the “Add…” button
  *  Assign a name to the track, maybe “wobble”. The track type must be “Skin. Set the right “Start/End Frames” for your animation
  
  image:jme3/external/3dsmax-10.png[3dsmax-10.png,width="",height=""]
  
  *  Hit ok and you will see the animation in the table. You may add additional animations by selecting other frame ranges, if desired
  
  image:jme3/external/3dsmax-11.png[3dsmax-11.png,width="",height=""]
  
  
  === Export and Import
  
negative.code: *  Open the “OgreMax Scene Settings” dialog from the menu
  *  In the “Meshes” tab, enable “Export XML Files” and disable “Export Binary Files” as well as “Export Vertex Colors”
  
  image:how-to/modeling/3dsmax/3dsmax-8.png[3dsmax-8.png,width="",height=""]
  
  *  Click the “Environment” tab and uncheck “Export Environment Settings”. Otherwise the JME importer will throw a NullPointerException
  
  image:how-to/modeling/3dsmax/3dsmax-9.png[3dsmax-9.png,width="",height=""]
  
  *  If you have textured your model, you may also check “Copy Bitmaps to Export Directory” in the “Bitmaps” tab
  *  Unfreeze the cylinder by clicking “Display” tab &gt; “Unfreeze All” and select it
  