anchor.diff:  
   === Exercise 2: Revealing the Skeleton (1)
   
  -Open the `skeleton.xml` file in a text editor of your choice. You don't have to be able to read or write these xml files (Blender does that for you) – but it is good to know how skeletons work. “There's no magic to it!
  +Open the `skeleton.xml` file in a text editor of your choice. You don't have to be able to read or write these xml files (Blender does that for you) – but it is good to know how skeletons work. There's no magic to it!
   
   *  Note how the bones are numbered and named. All names of animated models follow a naming scheme.
   *  Note the bone hierarchy that specifies how the bones are connected.
  
positive.code: Make a mouse click trigger another animation sequence!
  
  .  Create a second channel in the controller.
  .  Create a new key trigger mapping and action. (see: <<jme3/beginner/hello_input_system#,Hello Input>>)
  
  [TIP]
  ====
  Do you want to find out what animation sequences are available in the model? Use:
  [source,java]
  ----
  for (String anim : control.getAnimationNames()) {
  
negative.code: 
  Now you can load animated models, identify stored animations, and trigger animations by using onAnimCycleDone() and onAnimChange(). You also learned that you can play several animations simultaneously, by starting each in a channel of its own. This could be useful if you ever want to animate the lower and upper part of the characters body independently, for example the legs run, while the arms use a weapon.
  
  *See also:*
  
  * link:https://docs.google.com/leaf?id=0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1MTRlYTNjYTc3&hl=en[Creating Animated OgreXML Models in Blender]
  