anchor.diff:  
   l|.mesh.xml, .meshxml
   a|3D model
  -a|Ogre Mesh XML 
  +a|Ogre Mesh XML
   
   l|.scene
   a|3D scene
  -a|Ogre DotScene 
  +a|Ogre DotScene
   
   l|.OBJ, .MTL
   a|3D model
  
positive.code: l|.j3o
  a|Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. +
  During alpha and earlier development phases (when models still change a lot) you can alternatively load OgreXML/OBJ models directly.
  a|<<sdk/model_loader_and_viewer#,Model Loader and Viewer>> 
  
  l|.j3m
  a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
  a|<<jme3/advanced/materials_overview#,Materials Overview>> +
  <<sdk/material_editing#,Material Editing>> 
  
  l|.j3md
  a|A Material definition. These are pre-defined templates for shader-based Materials. +
  Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions. 
  a| <<jme3/advanced/materials_overview#,Materials Overview>> 
  
  l|.j3f
  a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters. 
  a| <<sdk/filters#,Filters>> +
  <<jme3/advanced/effects_overview#,Effects Overview>> 
  
  |===
  
  
negative.code: 
  l|.blend
  a|3D model
  a|Blender version 2.49 onwards (tested up to 2.78c)
  
  l|.xbuf
  a|3D model
  a|Blender version 2.74, see: link:https://hub.jmonkeyengine.org/t/xbuf-format-a-developer-friendly-game-exchange-format-for-3d-data/31130[.xbuf] forum post
  
  l|.gltf, .bin, .glb, custom extensions
  a|3D model
  a|Blender version 2.78c onwards, see: link:https://hub.jmonkeyengine.org/t/jme-gltf-support/39174[.gltf] forum post 
  
  a|COLLADA
  a| 3D model
  