anchor.diff:  
   === The Animation Control
   
  -Create one `com.jme3.animation.AnimControl` object in your JME3 application for each animated model that you want to control. You have to register each animated model to one of these Animation Controls. The control object gives you access to the available animation sequences in the model.  
  +Create one `com.jme3.animation.AnimControl` object in your JME3 application for each animated model that you want to control. You have to register each animated model to one of these Animation Controls. The control object gives you access to the available animation sequences in the model.
   
   [source,java]
   ----
  
positive.code: 
  ----
  
  To reset a Control, call `control.clearChannels();`
  
  
  == Animation Control Properties
  
negative.code: a|addAllBones()
  a|Add all the bones of the model's skeleton to be influenced by this animation channel. (default)
  
  a|addBone("`bone1`") +
  addBone(bone1)
  a|Add a single bone to be influenced by this animation channel.
  
  a|addToRootBone("`bone1`") +
  addToRootBone(bone1)
  a|Add a series of bones to be influenced by this animation channel: Add all bones, starting from the given bone, to the root bone.
  
  a|addFromRootBone("`bone1`") +
  addFromRootBone(bone1)
  a|Add a series of bones to be influenced by this animation channel: Add all bones, starting from the given root bone, going towards the children bones.
  
  |===
  