anchor.diff:  ..  Select the bone and go to edit mode (press kbd:[Tab]).
   ..  Select the root bone end and press kbd:[E] to extrude the bone, then start rigging your model this way.
   +
  -IMPORTANT: Make sure your armatures location, rotation and scale is applied (see "`Model Checklist`" below) before continuing.
  +IMPORTANT: Make sure your armature's location, rotation and scale is applied (see "`Model Checklist`" below) before continuing.
   
   .  Make the armature the parent of the model.
   ..  Make sure you are back in object mode (press kbd:[Tab] again).
  
positive.code: image::jme3/external/blender-material-2.png[blender-material-2.png,width="",height=""]
  image::jme3/external/blender-material-1.png[blender-material-1.png,width="",height=""]
  
  Its important to note that each used texture will create one separate geometry. So its best to either combine the UV maps or use a premade atlas with different texture types from the start and then map the uv coords of the models to the atlas instead of painting on the texture. This works best for large models like cities and space ships.
  
  
  === Animations
  
negative.code: image::jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
  
  .  Add an action by pressing the btn:[+] button.
  .  Set the "`Rotation Mode`" of the bone to `Quaternion` or switch later from your "`Rotation Mode`" to `Quaternion` and make a `Keyframe`.
  +
  image::jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
  .  Create the ``Keyframe``s (select the model armature and press kbd:[I]) along the timeline.
  +
  --
  image::jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
  
  Each action will be an animation available via the animation control in jME after the import.
  
  IMPORTANT: Press the btn:[F] button next to the action so it will be saved even if there's no references. The animation would else be deleted if its not the active animation on the armature and the file is saved.
  --
  
  
  == Model Checklist
  
  Sometimes you do not create the model yourself and often models from the web are not really made for OpenGL live rendering or not completely compatible with the bone system in jME.
  
  To export an animated model in Blender make sure the following conditions are met:
  
  TIP: This checklist is interactive for your convenience.
  
  [%interactive]
  * [ ] The animation has to be a *bone animation*.
  * [ ] Apply Location, Rotation and Scale to the mesh in Blender: In the `3D Viewport` in Blender, select the mesh in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
  +
  image::jme3/external/blender_apply_mesh.png[blender_apply_mesh.png,width="300",height=""]
  
  * [ ] Apply Location, Rotation and Scale to the armature in Blender: In the `3D Viewport` in Blender, select the armature in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
  +
  image::jme3/external/blender_apply_bones.png[blender_apply_bones.png,width="300",height=""]
  
  * [ ] Set the mesh’s origin point in the bottom of the mesh (see the image below).
  * [ ] Set the armature’s origin point in the bottom of the armature (see the image below).
  * [ ] Armature’s origin point and mesh’s origin point must be in the same location (see the image below).
  * [ ] Use a root bone located in the armature’s origin. This root bone must be in vertical position (see the image below) and it is the root bone of the armature. If you rotate the root bone, the entire armature might be rotated when you import the model into jMonkey.
  * [ ] Uncheck:
  ** [ ] Bone Envelopes
  +
  --
  on the Armature modifier for the mesh (see the image below).
  
  image::jme3/external/blender_envelopes.png[blender_envelopes.png,width="300",height=""]
  --
  * [ ] Under the armature data tab, make sure the bone type is `Octahedral` (see image below).
  //*  Uncheck "`Envelopes`" checkbox on the armature (see the image below).
  +
  image::jme3/external/blender_rootbone2.png[blender_rootbone2.png,width="",height=""]
  
  
  You can use `SkeletonDebugger` to show the skeleton on your game in order to check if the mesh and the skeleton are loaded correctly:
  
  [source,java]
  ----
  