anchor.diff:  
   
   *  Here is the colors configuration:
  -**  image::jme3/external/6.gif[6.gif,width="180",height=""] //image:jme3/external/7.gif[7.gif,width="180",height=""] //image:jme3/external/8.gif[8.gif,width="180",height=""]
  +**  image:jme3/external/6.gif[6.gif,width="180",height=""]
  +
  +//image:jme3/external/7.gif[7.gif,width="180",height=""] //image:jme3/external/8.gif[8.gif,width="180",height=""]
   
   
   //*  Sometimes it will be needed to change R and G scale and add some blur for better effect. Do it like on image below
  
positive.code: 
  [source,java]
  ----
  
      final Material soldier2Mat = assetManager.loadMaterial("Materials/soldier2/soldier2.j3m");
      final Spatial soldier2 = assetManager.loadModel("Models/soldier2/soldier2.j3o");
      TangentBinormalGenerator.generate(soldier2);
      soldier2.setMaterial(soldier2Mat);
  
      final Node soldier2Node = new Node("Soldier2 Node");
  
      soldier2Node.attachChild(soldier2);
      rootNode.attachChild(soldier2Node);
  
      final AnimControl animControl = soldier2.getControl(AnimControl.class);
      animControl.addListener(this);
      final AnimChannel animChannel = animControl.createChannel();
  
      final SkeletonDebugger skeletonDebug =
                      new SkeletonDebugger("skeleton", animControl.getSkeleton());
      final Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
      mat.setColor("Color", ColorRGBA.Green);
      mat.getAdditionalRenderState().setDepthTest(false);
      skeletonDebug.setMaterial(mat);
      soldier2Node.attachChild(skeletonDebug);
  
  ----
  
  *  image:jme3/external/blender_finished.png[blender_finished.png,width="500",height=""]
  
negative.code: 
  *  If you use the multiresolution modifier you only need one object. Lets look at this example:
  **  image:jme3/external/1.gif[1.gif,width="150",height=""]
  *  Add a multiresolution modifier:
  **  image:jme3/external/3.1.gif[3.1.gif,width="300",height=""]
  *  There are two types of modifiers: Catmull-Clark and Simple.
  **  Simple is better for things like walls or floors.
  **  Catmull-Clark is better for objects like spheres.
  *  When using Catmull-Clark with a higher “subdivide value (more than 3) its good to have the “preview value above 0 and less than the subdivide level. This is because Catmull-Clark smoothes the vertices, so the normalMap is not so precise.
  *  Here is an example of Prewiew 1, it's more smooth than the original mesh:
  **  image:jme3/external/2.gif[2.gif,width="150",height=""]
  *  Enable "`Sculpt`" Mode in blender and design the highPoly version of your model like here:
  **  image:jme3/external/3.gif[3.gif,width="150",height=""]
  *  Now go into Render Tab, and bake a normalMap using same configuration as here:
  **  image:jme3/external/4.gif[4.gif,width="300",height=""]
  
  NOTE: Remember! The actual preview affects the baking output and mesh export!
  
  Be careful: The steps above lead to terrible normal maps - use this procedure instead:
  
  *  uncheck:
  **  [ ] Bake from Multires
  *  switch to object mode
  *  make a copy of your mesh (kbd:[SHIFT]+kbd:[D])
  *  remove the Multires modifier from the copied model
  