anchor.diff:  image::jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
   
   .  Add an action by pressing the btn:[+] button.
  -.  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe.
  +.  Set the "`Rotation Mode`" of the bone to `Quaternion` or switch later from your "`Rotation Mode`" to `Quaternion` and make a `Keyframe`.
   +
   image::jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
  -.  Create the keyframes (select the model armature and press kbd:[I]) along the timeline.
  +.  Create the ``Keyframe``s (select the model armature and press kbd:[I]) along the timeline.
   +
   --
   image::jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
   
   Each action will be an animation available via the animation control in jME after the import.
   
  -IMPORTANT: Press the btn:[F] button next to the action so it will be saved even if theres no references. The animation would else be deleted if its not the active animation on the armature and the file is saved.
  +IMPORTANT: Press the btn:[F] button next to the action so it will be saved even if there's no references. The animation would else be deleted if its not the active animation on the armature and the file is saved.
   --
   
   
   == Model Checklist
   
  -Sometimes you do not create the model yourself and often times models from the web are not really made for OpenGL live rendering or not completely compatible with the bone system in jME.
  +Sometimes you do not create the model yourself and often models from the web are not really made for OpenGL live rendering or not completely compatible with the bone system in jME.
   
   To export an animated model in Blender make sure the following conditions are met:
   
  -*  The animation has to be a *bone animation*.
  -*  Apply Location, Rotation and Scale to the mesh in Blender: In the `3D Viewport` in Blender, select the mesh in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
  -**  image:jme3/external/blender_apply_mesh.png[blender_apply_mesh.png,width="300",height=""]
  -
  -*  Apply Location, Rotation and Scale to the armature in Blender: In the `3D Viewport` in Blender, select the armature in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
  -**  image:jme3/external/blender_apply_bones.png[blender_apply_bones.png,width="300",height=""]
  -
  -*  Set the mesh’s origin point in the bottom of the mesh (see the image below).
  -*  Set the armature’s origin point in the bottom of the armature (see the image below).
  -*  Armature’s origin point and mesh’s origin point must be in the same location(see the image below).
  -*  Use a root bone located in the armature’s origin. This root bone must be in vertical position (see the image below) and it is the root bone of the armature. If you rotate the root bone, the the entire armature might be rotate when you import the model into jMonkey (I’m just mentioning the result, I don’t know where is the problem (jMonkey importer or blender’s ogre exporter plugin)).
  -*  Uncheck "`Bone Envelopes`" checkbox on the Armature modifier for the mesh (see the image below).
  -**  image:jme3/external/blender_envelopes.png[blender_envelopes.png,width="300",height=""]
  -
  -*  Under the armature data tab, make sure the bone type is `Octahedral` (see image below).
  +TIP: This checklist is interactive for your convenience.
  +
  +[%interactive]
  +* [ ] The animation has to be a *bone animation*.
  +* [ ] Apply Location, Rotation and Scale to the mesh in Blender: In the `3D Viewport` in Blender, select the mesh in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
  ++
  +image::jme3/external/blender_apply_mesh.png[blender_apply_mesh.png,width="300",height=""]
  +
  +* [ ] Apply Location, Rotation and Scale to the armature in Blender: In the `3D Viewport` in Blender, select the armature in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
  ++
  +image::jme3/external/blender_apply_bones.png[blender_apply_bones.png,width="300",height=""]
  +
  +* [ ] Set the mesh’s origin point in the bottom of the mesh (see the image below).
  +* [ ] Set the armature’s origin point in the bottom of the armature (see the image below).
  +* [ ] Armature’s origin point and mesh’s origin point must be in the same location (see the image below).
  +* [ ] Use a root bone located in the armature’s origin. This root bone must be in vertical position (see the image below) and it is the root bone of the armature. If you rotate the root bone, the entire armature might be rotated when you import the model into jMonkey.
  +* [ ] Uncheck:
  +** [ ] Bone Envelopes
  ++
  +--
  +on the Armature modifier for the mesh (see the image below).
  +
  +image::jme3/external/blender_envelopes.png[blender_envelopes.png,width="300",height=""]
  +--
  +* [ ] Under the armature data tab, make sure the bone type is `Octahedral` (see image below).
   //*  Uncheck "`Envelopes`" checkbox on the armature (see the image below).
  -**  image:jme3/external/blender_rootbone2.png[blender_rootbone2.png,width="",height=""]
  -
  -
  -You can use SkeletonDebugger to show the skeleton on your game in order to check if the mesh and the skeleton are loaded correctly:
  ++
  +image::jme3/external/blender_rootbone2.png[blender_rootbone2.png,width="",height=""]
  +
  +
  +You can use `SkeletonDebugger` to show the skeleton on your game in order to check if the mesh and the skeleton are loaded correctly:
   
   [source,java]
   ----
  
positive.code: ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
  
  
  == Asset Management
  
negative.code: 
  == Creating Models
  
  Game-compatible models are models that basically only consist of a mesh and UV-mapped textures, in some cases animations. All other material parameters or effects (like particles, etc.) cannot be expected to be transferred properly and probably would not translate to live rendering very well anyway.
  
  
  === UV Mapped Textures
  