anchor.diff:  rootNode.attachChild(teapot);
   ----
   
  -
  -a| Load a scene 
  -a| You load scenes just like you load models: 
  +a| Load a scene
  +a| You load scenes just like you load models:
  +
   [source,java]
   ----
   Spatial scene = assetManager.loadModel("Scenes/town/main.scene");
  
positive.code: 
  == The Asset Manager
  
  *By game assets we mean all multi-media files, such as models, materials, textures, whole scenes, custom shaders, music and sound files, and custom fonts.* JME3 comes with a handy AssetManager object that helps you access your assets. 
  The AssetManager can load files from:
  
  *  the current classpath (the top level of your project directory), 
  *  the `assets` directory of your project, and
  *  optionally, custom paths that you register.
  
  The following is the recommended directory structure for storing assets in your project directoy: 
  
  [source]
  ----
  
  MyGame/assets/               
  MyGame/assets/Interface/
  MyGame/assets/MatDefs/
  MyGame/assets/Materials/
  
negative.code: ----
  
      assetManager.registerLocator("https://storage.googleapis.com/"
              + "google-code-archive-downloads/v2/code.google.com/"
              + "jmonkeyengine/wildhouse.zip", HttpZipLocator.class);
      Spatial scene = assetManager.loadModel("main.scene");
      rootNode.attachChild(scene);
  
  ----
  
  JME3 offers ClasspathLocator, ZipLocator, FileLocator, HttpZipLocator, and UrlLocator (see `com.jme3.asset.plugins`).
  
  
  == Creating Models and Scenes
  
  To create 3D models and scenes, you need a 3D Mesh Editor. If you don't have any tools, install Blender and the OgreXML Exporter plugin.
  Then you link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[create fully textured models (e.g. with Blender)] and export them to your project.
  Then you use the <<sdk#,SDK>> to <<sdk/model_loader_and_viewer#,load models>>, <<sdk/blender#,convert models>>, and <<sdk/scene_composer#,create 3D scenes>> from them.
  
  See <<jme3/beginner/hello_asset#creating-models-and-scenes#,creating models and scenes>> for an example on how to export your models as Ogre XML meshes with materials.
  
  
  === Model File Formats
  
  JME3 can convert and load
  
  *  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:
  
  [source]
  ----
  