anchor.diff:  a|clearChannels()
   a|Clear all channels in this control.
   
  -a|addListener(animEventListener) +removeListener(animEventListener) +clearListeners() 
  +a|addListener(animEventListener) +
  +removeListener(animEventListener) +
  +clearListeners() 
   a|Adds or removes listeners to receive animation related events.
   
   |===
  +
   [cols="2", options="header"]
   |===
   
  
positive.code: a|Usage
  
  a|channel_walk.setAnim(“Walk,0.50f); 
  a| Start the animation named “Walk on channel channel_walk. +The float value specifies the time how long the animation should overlap with the previous one on this channel. If set to 0f, then no blending will occur and the new animation will be applied instantly.
  
  |===
  
  *Tip:* Use the AnimEventLister below to react at the end or start of an animation cycle.
  
  
  === Usage Example
  
negative.code: a|addAllBones()
  a|Add all the bones of the model's skeleton to be influenced by this animation channel. (default)
  
  a|addBone(“bone1) +
  addBone(bone1)
  a|Add a single bone to be influenced by this animation channel.
  
  a|addToRootBone(“bone1) +
  addToRootBone(bone1) 
  a|Add a series of bones to be influenced by this animation channel: Add all bones, starting from the given bone, to the root bone.
  
  a|addFromRootBone(“bone1) +
  addFromRootBone(bone1) 
  a|Add a series of bones to be influenced by this animation channel: Add all bones, starting from the given root bone, going towards the children bones.
  
  |===
  