anchor.diff:  a| The intensity of gravity for this CharacterControl'ed entity. Tip: To change the direction of gravity for a character, modify the up axis.
   
   a| setWalkDirection(new Vector3f(0f,0f,0.1f))
  -a| (CharacterControl only) Make a physical character walk continuously while checking for floors and walls as solid obstacles. This should probably be called “setPositionIncrementPerSimulatorStep. This argument is neither a direction nor a velocity, but the amount to increment the position each physics tick: vector length = accuracy*speed in m/s. +
  +a| (CharacterControl only) Make a physical character walk continuously while checking for floors and walls as solid obstacles. This should probably be called "`setPositionIncrementPerSimulatorStep`". This argument is neither a direction nor a velocity, but the amount to increment the position each physics tick: vector length = accuracy*speed in m/s. +
   Use `setWalkDirection(Vector3f.ZERO)` to stop a directional motion.
   
   |===
  
positive.code: 
  You create an animated model, such as Oto.mesh.xml.
  
  .  Place the “Oto model into the `assets/Models/Oto/` directory of your project.
  .  Create the CollisionShape and adjust the capsule radius and height to fit your character model.
  .  Create the CharacterControl and adjust the stepheight (here 0.05f) to the height that the character can climb up without jumping.
  .  Load the visible model. Make sure its start position does not overlap with scene objects.
  
negative.code: 
  ----
  
  [IMPORTANT]
  ====
  The BulletPhysics CharacterControl only collides with "`real`" PhysicsControls (RigidBody). It does not detect collisions with other CharacterControls! If you need additional collision checks, add GhostControls to your characters and create a custom <<jme3/advanced/physics_listeners#,collision listener>> to respond.
  ====
  
  
  A CharacterControl is a special kinematic object with restricted movement. CharacterControls have a fixed "`upward`" axis, this means they do not topple over when walking over an obstacle (as opposed to RigidBodyControls), which simulates a being's ability to balance upright. A CharacterControl can jump and fall along its upward axis, and it can scale steps of a certain height/steepness.
  [cols="2", options="header"]
  |===
  
  