anchor.diff:  a|AnimChannel Property
   a|Usage
   
  -a|setLoopMode(LoopMode.Loop); 
  -a| From now on, the animation on this channel will repeat from the beginning when it ends. 
  -
  -a|setLoopMode(LoopMode.DontLoop); 
  -a| From now on, the animation on this channel will play once, and the freeze at the last keyframe. 
  -
  -a|setLoopMode(LoopMode.Cycle); 
  -a| From now on, the animation on this channel will play forward, then backward, then again forward, and so on. 
  -
  -a|setSpeed(1f); 
  -a| From now on, play this animation slower (&lt;1f) or faster (&gt;1f), or with default speed (1f). 
  -
  -a|setTime(1.3f); 
  -a| Fast-forward or rewind to a certain moment in time of this animation. 
  +a|setLoopMode(LoopMode.Loop);
  +a| From now on, the animation on this channel will repeat from the beginning when it ends.
  +
  +a|setLoopMode(LoopMode.DontLoop);
  +a| From now on, the animation on this channel will play once, and the freeze at the last keyframe.
  +
  +a|setLoopMode(LoopMode.Cycle);
  +a| From now on, the animation on this channel will play forward, then backward, then again forward, and so on.
  +
  +a|setSpeed(1f);
  +a| From now on, play this animation slower (&lt;1f) or faster (&gt;1f), or with default speed (1f).
  +
  +a|setTime(1.3f);
  +a| Fast-forward or rewind to a certain moment in time of this animation.
   
   |===
   
  
positive.code: = Animation in jME3
  :author: 
  :revnumber: 
  :revdate: 2016/03/17 20:48
  :relfileprefix: ../../
  :imagesdir: ../..
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  In 3D games, you do not only load static 3D models, you also want to be able to trigger animations in the model from the Java code. 
  
  
  == Requirements
  
  JME3 only loads and plays animated models, it does not create them. 
  
  What is required for an animated model? (<<jme3/terminology#Animation,See also: Animation terminology>>)
  
  .  For each model, you have to segment the model into a skeleton (*bone rigging*). 
  .  For each motion, you have to specify how the animation distorts parts of the model (*skinning*).  
  .  For each animation, you have to specify a series of snapshots of how the bones are positioned (*keyframes*).
  .  One model can contain several animations. You give every animation a name when you save it in the mesh editor.
  
  Unless you download free models, or buy them from a 3D artist, you must create your animated models in an *external mesh editor* (for example, Blender) yourself.
  
  *  <<sdk/blender#,Converting Blender Models to JME3 (.J3o files)>>
  *  link:http://www.youtube.com/user/aramakara[Video Series: Creating models in Blender, OgreMax, 3dsMax]
  *  link:http://www.youtube.com/watch?v=NdjC9sCRV0s[Video: Creating and Exporting OgreXML Animations from Blender 2.61 to JME3 ]
  *  link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Scene Workflow: Exporting OgreXML scenes from Blender to JME3]
  *  link:https://docs.google.com/leaf?id=0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1MTRlYTNjYTc3&hl=en[Animation Workflow: Create Animated UV-Mapped OgreXML Models in Blender, and use them in JME3]
  
negative.code: 
  ----
  
  To reset a Control, call `control.clearChannels()`.
  
  
  == Animation Control Properties
  