anchor.diff:  **  When you do this, you can select how the bone groups will be mapped to the model vertices initially
   
   *  Set a new armature constraint in the model “Object Modifiers settings and select the Armature
  -**  image:jme3/external/blender-make-armature.png[blender-make-armature.png,with="",height=""]
  +**  image:jme3/external/blender-make-armature.png[blender-make-armature.png,width="",height=""]
   
   *  Voila, your model should move when you move the bones in pose mode
   *  Go to the “Dope Sheet window and select the “Action editor
  -**  image:jme3/external/blender-action-editor.png[blender-action-editor.png,with="",height=""]
  +**  image:jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
   
   *  Add an action by pressing the plus button
   *  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe
  -**  image:jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,with="",height=""]
  +**  image:jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
   *  Create the keyframes (select the model armature and press I) along the timeline
  -**  image:jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,with="",height=""]
  +**  image:jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
   
   *  Each action will be an animation available via the animation control in jME after the import
   *  *Press the “F button next to the action so it will be saved even if theres no references*
  
positive.code: 
  
  *  You will notice that Blender has taken the 6 sides of the cube and pasted together into one image (3x2). So now we need to cut it up again into 6 separate images. In gimp I usually set the guides to where I want to cut and then go into Filters→Web→Slice and let gimp cut it up for me.
  **  image:jme3/external/post-slice.png[post-slice.png,with="",height=""]
  
  *  Next up is to move the image files into your assets directory and create the sky in jME. You can do that in the Scene Composer by right clicking the scene node, select `Add Spatial` and then select `Skybox`.
  
  
negative.code: 
  To successfully import a texture, the texture *has to* be UV-mapped to the model. Heres how to assign diffuse, normal and specular maps:
  
  *  image:jme3/external/blender-material-4.png[blender-material-4.png,width="300",height=""] image:jme3/external/blender-material-3.png[blender-material-3.png,width="350",height=""]
  **  image:jme3/external/blender-material-2.png[blender-material-2.png,width="300",height=""] image:jme3/external/blender-material-1.png[blender-material-1.png,width="150",height=""]
  
  Its important to note that each used texture will create one separate geometry. So its best to either combine the UV maps or use a premade atlas with different texture types from the start and then map the uv coords of the models to the atlas instead of painting on the texture. This works best for large models like cities and space ships.
  
  