anchor.diff:  a| Y-axis (Yaw)
   a| Z-axis (Roll)
   
  -a|3-D rotation is a bit tricky (<<jme3/rotate#,learn details here>>). In short: You can rotate around three axes: Pitch, yaw, and roll. You can specify angles in degrees by multiplying the degrees value with `FastMath.DEG_TO_RAD`. +
  +a|3-D rotation is a bit tricky (xref:ROOT:jme3/rotate.adoc[learn details here]). In short: You can rotate around three axes: Pitch, yaw, and roll. You can specify angles in degrees by multiplying the degrees value with `FastMath.DEG_TO_RAD`. +
   To roll an object 180° around the z axis:
   [source,java]
   ----
   thing.rotate( 0f , 0f , 180*FastMath.DEG_TO_RAD );
   ----
   
  -Tip: If your game idea calls for a serious amount of rotations, it is worth looking into <<jme3/quaternion#,quaternions>>, a data structure that can combine and store rotations efficiently.
  +Tip: If your game idea calls for a serious amount of rotations, it is worth looking into xref:ROOT:jme3/quaternion.adoc[quaternions], a data structure that can combine and store rotations efficiently.
   
   [source,java]
   ----
  
positive.code: == Conclusion
  
  You have learned that your 3D scene is a scene graph made up of Spatials: Visible Geometries and invisible Nodes. You can transform Spatials, or attach them to nodes and transform the nodes. You know the easiest way how to add custom entity properties (such as player health or vehicle speed) to Spatials.
  
  Since standard shapes like spheres and boxes get old fast, continue with the next chapter where you learn to <<jme3/beginner/hello_asset#,load assets such as 3-D models>>.
  
negative.code: 
  In this tutorial we will have a look at the creation of a 3D scene.
  
  *  This tutorial assumes that you know what xref:ROOT:jme3/the_scene_graph.adoc[the Scene Graph] is.
  *  For a visual introduction, check out xref:ROOT:jme3/scenegraph_for_dummies.adoc[Scene Graph for Dummies].
  
  When creating a 3D game
  
  