anchor.diff:  
   .  *Keyframe Animation:* A keyframe is one recorded snapshot of a motion sequence.
   **  A series of keyframes makes up one animation.
  -**  Each model can have several animations. Each animation has a name to identify it (e.g. “walk, “attack, “jump).
  +**  Each model can have several animations. Each animation has a name to identify it (e.g. "`walk`", "`attack`", "`jump`").
   **  You specify in your game code which keyframe animation to load, and when to play it.
   
   
   
   [TIP]
   ====
  -What is the difference between animation (rigging, skinning, keyframes) and transformation (rotation, scaling, moving, “slerp)?
  +What is the difference between animation (rigging, skinning, keyframes) and transformation (rotation, scaling, moving, "`slerp`")?
   
   *  Transformation is simpler than animation. Sometimes, transforming a geometry already makes it look like it is animated: For example, a spinning windmill, a pulsating alien ball of energy, moving rods of a machine. Transformations can be easily done with JME3 methods.
  -*  Animations however are more complex and are encoded in a special format (keyframes). They distort the skin of the mesh, and complex series of motions be “recorded (in external tools) and played (in JME3).
  +*  Animations however are more complex and are encoded in a special format (keyframes). They distort the skin of the mesh, and complex series of motions be "`recorded`" (in external tools) and played (in JME3).
   
   
   ====
  
positive.code: 
  ==== Slerp
  
  Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple “animation in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
  
  Example: A burning meteorite Geometry slerps from “position p1, rotation r1, scale s1 in the sky down to “p2, r2, s2 into a crater.
  
  <<jme3/math#,Learn more about 3D maths here.>>
  
  
negative.code: 
  ==== Cross Product
  
  The cross product is a calculation that you use to find a perpendicular vector (an orthogonal, a "`right`" angle at 90°).
  In 3D space, speaking of an orthogonal only makes sense with respect to a plane. You need two vectors to uniquely define a plane. The cross product of the two vectors, `v1 × v2`, is a new vector that is perpendicular to this plane. A vector perpendicular to a plane is a called _Surface Normal_.
  
  *Example:* The x unit vector and the y unit vector together define the x/y plane. The vector perpendicular to them is the z axis. JME can calculate that this equation is true: +
  