anchor.diff:  See:
   
   * link:https://hub.jmonkeyengine.org/t/jme-gltf-support/39174[gltf] forum post
  -* <<jme3/external/blender/blender_gltf#,Exporting Models as GlTF meshes from Blender>>
  +* xref:jme3/external/blender/blender_gltf.adoc[Exporting Models as GlTF meshes from Blender]
   
   Converting to j3o:
   
   * link:https://hub.jmonkeyengine.org/t/jmeconvert-tool/41831[JmeConvert tool]
  -* <<sdk/model_loader_and_viewer#,SDK convert>>
  +* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
   * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
   
   l|.jpg, .png, .gif
  
positive.code: 
  Converting to j3o:
  
  * <<sdk/model_loader_and_viewer#,SDK convert>>
  * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
  
  l|.gltf, .bin, .glb, custom extensions
  
negative.code: l|.j3o
  a|Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. +
  During alpha and earlier development phases (when models still change a lot) you can alternatively load GLTF/OBJ models directly.
  a|xref:sdk:model_loader_and_viewer.adoc[Model Loader and Viewer]
  
  l|.j3m
  a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
  a|xref:jme3/advanced/materials_overview.adoc[Materials Overview] +
  xref:sdk:material_editing.adoc[Material Editing]
  
  l|.j3md
  a|A Material definition. These are pre-defined templates for shader-based Materials. +
  Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.
  a| xref:jme3/advanced/materials_overview.adoc[Materials Overview]
  
  l|.j3f
  a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.
  a| xref:sdk:filters.adoc[Filters] +
  xref:jme3/advanced/effects_overview.adoc[Effects Overview]
  
  |===
  
  