anchor.diff:  == Shape Keys
   
   Shape keys in Blender are used to apply a deformation to a mesh without changing the underlying vertices. The glTF exporter ignores shape keys unless they are part of an animation. To include shape keys in the export, select the `Shape Keys` option in the `Animation` tab of the glTF export options.
  +
  +[NOTE]
  +Shape keys are only supported in jME 3.3
   
   == Export options
   
  
positive.code: root.attachChild(person);
  ----
  
  == Additional Reading
  
  Thread announcing glTF support: https://hub.jmonkeyengine.org/t/jme-gltf-support/39174
  
negative.code: .. In Blender 2.8, go to the graph editor, select all keys (menu select/all) and then change to linear interpolation (menu key/interpolation mode/linear).
  .. At export time, force the export to create interpolated keyframes using sampling. This can be done in Python using `export_force_sampling=True` or selecting `Always Sample Animations` in the `Animation` tab of the export function. By default a sample is created from each frame of the animation. This can be changed in Python using `export_frame_step=n` where n is number of frames between samples or changing the sampling rate in the `Animation` tab of the export function.
  . Blender has a powerful tool to allow bones to be posed by just specifying the position of the final bone in a chain and allowing Blender to work out where to position attached bones. This tool is a bone constraint called IK (Inverse Kinematics) and it can save a lot of time in building animations. However jME does not support IK constraints so any use of IK needs to be "baked" before the export. To do this, select the appropriate bone, go to the bone contraints tab and apply the IK constraint. A useful workflow is to save the file, bake the constrain, export to glTF then revert to the saved file to restore the IK constraint.
  . All actions in Blender will be added as animations to the `Node` corresponding to the armature. In addition, the action last tweaked within Blender will also be added as an animation to the object's node. This is just an artifact of the organisation of actions within Blender and should be ignored within jME.
  . glTF models loaded using jME 3.3 will create animations that use the new animation system introduced in jME 3.3. see https://hub.jmonkeyengine.org/t/monkanim-v2/39877 for more info about the new animation system.
  
  == Materials
  
  