anchor.diff:  
   Create an animated OgreMesh model with bones in a 3-D mesh editor (e.g. Blender).
   
  -*Learn more:* com.jme3.animation., <<jme3/beginner/hello_animation#,Hello Animation>>, <<jme3/advanced/animation#,Animation>>, link:http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation[Blender animation tutorial] +
  +*Learn more:* link:https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-core/src/main/java/com/jme3/animation[com.jme3.animation.], <<jme3/beginner/hello_animation#,Hello Animation>>, <<jme3/advanced/animation#,Animation>>, link:http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation[Blender animation tutorial] +
   *Code sample:*  link:https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-examples/src/main/java/jme3test/model/anim[animation]
   
   
  
positive.code: 
  Players typically click the mouse to pick up objects, to open doors, to shoot a weapon, etc. Use an Input Listener to respond to mouse clicks, then cast a ray from the player; if it intersects with the bounding volume of a spatial, this is the selected target. The links below contain code samples for both “fixed crosshair picking and “free mouse pointer picking.
  
  *Learn more:* <<jme3/beginner/hello_picking#,Hello Picking>>, <<jme3/advanced/mouse_picking#,Mouse Picking>>, <<jme3/advanced/collision_and_intersection#,Collision and Intersection>>, <<jme3/advanced/input_handling#,Input Handling>>, com.jme3.bounding., com.jme3.math.Ray, com.jme3.collision.CollisionResults. +
  *Code sample:* link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bounding/TestRayCollision.java[TestRayCollision.java]
  
  
  
negative.code: 
  === What is java.lang.LinkageError: Version mismatch?
  
  This rare exception shows a message similar to the following: `Exception in thread “LWJGL Renderer Thread java.lang.LinkageError: Version mismatch: jar version is (number), native library version is (another number)`. jME3 needs native libraries (.dll, .jnilib, lib*.so files) to run LWJGL and jBullet. The correct versions of these libraries are included when you install the SDK or download the binaries. However there are circumstances where jME3 cannot determine which copy of the native library it should use: 
  
  .Possible Causes
  * If you install another application that needs a different version of a native library, and this app globally installs its version over jME3's. 
  * If an old copy of a native library is in your project directory, your home directory, or Java library path, or in the classpath. 
  * If you permanently linked an old copy in your IDE's settings. 
  
  Java then assumes you prefer these native libraries over the bundled ones, and your jME3 application ends up running with the wrong version. 
  
  To fix this, search for .dll (Windows), .jnilib (Mac), and .so (Linux) files for jBullet and LWJGL on your harddrive and in your path and IDE settings, and verify they don't interfere. (If you have other jME  versions installed and linked somehow, the outdated natives may also be in a lwjgl.jar or jbullet.jar file!) 
  
  
  