anchor.diff:  
   ----
   
  -This is just a suggested best practice, and it's what you get by default when creating a new Java project in the jMokeyEngine <<sdk#,SDK>>. You can create an `assets` directory and technically name the subdirectories whatever you like.
  +This is just a suggested best practice, and it's what you get by default when creating a new Java project in the jMokeyEngine xref:ROOT:sdk.adoc[SDK]. You can create an `assets` directory and technically name the subdirectories whatever you like.
   
   IMPORTANT: When you build your project for distribution, there will be no `assets` directory. Instead, you will generate an `assets.jar` file, located in the `dist/lib` folder of your project that will contain the sub-folders of the `assets` directory and all the assets in those folders.
   
  
positive.code: 
  [TIP]
  ====
  <<sdk/sample_code#,Trouble finding the files to run this sample?>> To get the assets (3D models) used in this example, add the included `jME3-testdata.jar` to your classpath. In project created with the jMonkeyEngine SDK (recommended), simply right-click your project, choose "`Properties`", go to "`Libraries`", press "`Add Library`" and add the preconfigured "`jme3-test-data`" library.
  ====
  
  
  
negative.code: 
  === Loading a Model
  
  Export your 3D model in a xref:ROOT:jme3/features#supported-external-file-types[Supported External File Type] (.mesh.xml, .scene, .material, .skeleton.xml, .gltf) and place it in a subdirectory of `assets/Models/`. The following code sample goes into the `simpleInitApp()` method.
  
  [source,java]
  ----
  