anchor.diff:  l|.j3o
   a|Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. +
   During alpha and earlier development phases (when models still change a lot) you can alternatively load OgreXML/OBJ models directly.
  -a|<<sdk/model_loader_and_viewer#,Model Loader and Viewer>> 
  +a|<<sdk/model_loader_and_viewer#,Model Loader and Viewer>>
   
   l|.j3m
   a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
   a|<<jme3/advanced/materials_overview#,Materials Overview>> +
  -<<sdk/material_editing#,Material Editing>> 
  +<<sdk/material_editing#,Material Editing>>
   
   l|.j3md
   a|A Material definition. These are pre-defined templates for shader-based Materials. +
  -Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions. 
  -a| <<jme3/advanced/materials_overview#,Materials Overview>> 
  +Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.
  +a| <<jme3/advanced/materials_overview#,Materials Overview>>
   
   l|.j3f
  -a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters. 
  +a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.
   a| <<sdk/filters#,Filters>> +
  -<<jme3/advanced/effects_overview#,Effects Overview>> 
  +<<jme3/advanced/effects_overview#,Effects Overview>>
   
   |===
   
  
positive.code: 
  l|.blend
  a|3D model
  a|Blender version 2.49 onwards (tested up to 2.65)
  
  a|COLLADA
  a| 3D model
  
negative.code: = jMonkeyEngine3 Supported File Types
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :relfileprefix: ../../
  :imagesdir: ../..
  