anchor.diff:  a|Returns the attachment node of a bone. Attach models and effects to this node to make them follow this bone's motions.
   
   |===
  -
   
   == Animation Channel Properties
   
  
positive.code: a|getSkeleton()
  a|The Skeleton object controlled by this Control.
  
  a|getTargets()
  a|The Skin objects controlled by this Control, as Mesh array.
  
  
negative.code: To reset a Control, call `control.clearChannels()`.
  
  
  === Skeleton Control
  
  
  The Skeleton control deforms a model according to a skeleton. Use it to attach other geometries to your model such as clothing, weapons, accessories or a particle emitter effect. You access the control the same way as you would the AnimControl. 
  
  .Control resides in the main node of your model
  [source,java]
  ----
  
  SkeletonControl skeletonControl;
  
  skeletonControl = player.getControl(SkeletonControl.class);
  
  ----
  
  .Control rsides somewhere other than main node
  [source,java]
  ----
  player.depthFirstTraversal(new SceneGraphVisitorAdapter() {
      @Override
      public void visit(Node node) {
          if (node.getControl(SkeletonControl.class) != null) {
              skeletonControl = node.getControl(SkeletonControl.class);
          }
      }
  });
  ----
  
  
  == Animation Control Properties
  
  The following information is available for an AnimControl.
  