anchor.diff:  
   You create an animated model, such as Oto.mesh.xml.
   
  -.  Place the “Oto model into the `assets/Models/Oto/` directory of your project.
  +.  Place the "`Oto`" model into the `assets/Models/Oto/` directory of your project.
   .  Create the CollisionShape and adjust the capsule radius and height to fit your character model.
   .  Create the CharacterControl and adjust the stepheight (here 0.05f) to the height that the character can climb up without jumping.
   .  Load the visible model. Make sure its start position does not overlap with scene objects.
  
positive.code: 
  Motivation: When you load a character model, give it a RigidBodyControl, and use forces to push it around, you do not get the desired behaviour: RigidBodyControl'ed objects (such as cubes and spheres) roll or tip over when pushed by physical forces. This is not the behaviour that you expect of a walking character. JME3's BulletPhysics integration offers a BetterCharacterControl with a `setWalkDirection()` method. You use it to create simple characters that treat floors and walls as solid, and always stays locked upright while moving.
  
  This code sample creates a simple upright Character:
  
  [source,java]
  ----
  
negative.code: 
  ----
  
  [IMPORTANT]
  ====
  The BulletPhysics CharacterControl only collides with "`real`" PhysicsControls (RigidBody). It does not detect collisions with other CharacterControls! If you need additional collision checks, add GhostControls to your characters and create a custom <<jme3/advanced/physics_listeners#,collision listener>> to respond.
  ====
  
  
  A CharacterControl is a special kinematic object with restricted movement. CharacterControls have a fixed "`upward`" axis, this means they do not topple over when walking over an obstacle (as opposed to RigidBodyControls), which simulates a being's ability to balance upright. A CharacterControl can jump and fall along its upward axis, and it can scale steps of a certain height/steepness.
  [cols="2", options="header"]
  |===
  
  