anchor.diff:  You can code in any IDE, but you must create a so-called codeless project in the jMonkeyEngine SDK to maintain assets. *A code-less jMonkeyEngine project does not meddle with your sources or custom build scripts.* You merely use it to convert models to .j3o binaries. 
   
   .  Create your (Eclipse or whatever) project as you like.
  -.  Create a directory in your project folder and name it, for example, `assets`. +Store your assets there as described above.
  +.  Create a directory in your project folder and name it, for example, `assets`. +
  +Store your assets there as described above.
   .  Download and install the jMonkeyEngine SDK.
   .  In the SDK, go to File → Import Projects → External Project Assets.
   .  Select your (Eclipse or whatever) project and your assets folder in the Import Wizard.
  -.  You can now open this (Eclipse or whatever) project in the jMonkeyEngine SDK. +Convert assets as described above.
  +.  You can now open this (Eclipse or whatever) project in the jMonkeyEngine SDK. +
  +Convert assets as described above.
   
   
   [IMPORTANT]
  
positive.code: 
  [IMPORTANT]
  ====
  Store textures in `assets/Textures/` before you work with them in a mesh editor! Export and save 3D model files (.mesh.xml+.material, .mtl+.obj, .blend) into the `assets/Textures/` (!) before you convert the model to binary format (.j3o)! This ensures that texture paths correctly point to the `assets/Textures` directory. +After the conversion, you move the .j3o file into the `assets/Models/` or `assets/Scenes/` directories. This way, you can reuse textures, your binaries consistently link the correct textures, and the `assets/Models` and `assets/Scenes` directories don't become cluttered.
  ====
  
  
  
negative.code: 
  
  === Common AssetManager Tasks
  [cols="15,85", options="header"]
  |===
  
  a| Task? 
  