anchor.diff:  :experimental:
   ifdef::env-github,env-browser[:outfilesuffix: .adoc]
   
  -This section discussions how to export scenes from Blender (2.8+) in glTF format appropriate for use by `AssetManager.loadModel`.
  +This section discusses how to export scenes from Blender (2.8+) in glTF format appropriate for use by `AssetManager.loadModel`.
   
   == Background
   
  
positive.code: 
  == Shape Keys
  
  Shape keys in Blender are used to apply a deformation to a mesh without changing the underlying vertices. The glTF exporter ignores shape keys unless they are part of an animation.
  
  == Export options
  
  
negative.code: 
  Ultimately all jME projects should use the `.j3o` format for storing assets. However during development a format is required to export scenes from Blender in a format suitable for conversion (either through the SDK or directly through code).
  
  Use of glTF (or another standard format) has a significant advantage over direct import of `.blend` files: new versions of Blender with significant enhancements are released fairly regularly. Using a standard format allows new features to be used without requiring updates to the Blender importer.
  
  [NOTE]
  Blender 2.7 had a number of problems in exporting glTF; these notes refer exclusively to Blender 2.8+
  