anchor.diff:  
   ----
   
  -You see that loading the *XML/OBJ/Blend files* directly is only acceptable during the development phase in the SDK. For example, every time your graphic designer pushes updated files to the asset directory, you can quickly review the latest version in your development environment.
  -
  -But for QA test builds and for the final release build, you use *.j3o files* exclusively. J3o is an optimized binary format for jME3 applications. When you do QA test builds, or are ready to release, use the <<sdk#,SDK>> to <<sdk/model_loader_and_viewer#,convert>> all .obj/.scene/.xml/.blend files to .j3o files, and update all code to load the .j3o files. The default build script automatically packages .j3o files in the executables.
  +You see that loading the *XML/OBJ/GLTF* directly is only acceptable during the development phase in the SDK. For example, every time your graphic designer pushes updated files to the asset directory, you can quickly review the latest version in your development environment.
  +
  +But for QA test builds and for the final release build, you use *.j3o files* exclusively. J3o is an optimized binary format for jME3 applications. When you do QA test builds, or are ready to release, use the <<sdk#,SDK>> to <<sdk/model_loader_and_viewer#,convert>> all .obj/.scene/.xml/.gltf files to .j3o files, and update all code to load the .j3o files. The default build script automatically packages .j3o files in the executables.
   
   Open your JME3 Project in the jMonkeyEngine SDK.
   
  
positive.code: *  Ogre XML models + materials.
  *  Ogre DotScenes.
  *  Wavefront OBJ + MTL models.
  *  .Blend files.
  
  The `loadModel()` method loads these original file formats when you run your code directly from the SDK. If you however build the executables using the default build script, then the original model files (XML, OBJ, etc) _are not included_. This means, when you run the executable outside the SDK, and load any original models directly, you get the following error message:
  
  
negative.code: 
  === Loading a Model
  
  Export your 3D model in a <<jme3/features#supported-formats,Supported External File Type>> (.mesh.xml, .scene, .material, .skeleton.xml, .gltf) and place it in a subdirectory of `assets/Models/`. The following code sample goes into the `simpleInitApp()` method.
  
  [source,java]
  ----
  