anchor.diff:  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.
  +It's important to note that each used texture will create one separate geometry. So it's best to either combine the UV maps or use a pre-made 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
  
positive.code: ..  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.
  
  .  Make the armature the parent of the model.
  ..  Make sure you are back in object mode (press kbd:[Tab] again).
  
negative.code: ..  Click btn:[OK] when ready.
  .  In the `UV Image Editor`, click the btn:[New]  button.
  ..  Change the name to something like "`monkey_bump`".
  ..  Optionally, change the `Generated Type` to "`UV Grid`".
  ..  Click btn:[OK] when ready.
  .  From the `File` header at the top of the `UV Image Editor`, click the btn:[Choose Screen layout] button and select "`Default`".
  .  With your mouse inside the `3D View`, tab into `Object Mode`.
  .  Now go into the Render Tab, and bake a `Normal` map using the same configuration as here:
  +
  --
  image::jme3/external/4.gif[4.gif,width="300",height=""]
  
  IMPORTANT: Remember! The actual preview affects the baking output and mesh export!
  --
  
  .  Navigate back to the `UV Image Editing` layout and save your image by selecting `menu:Image*[Save As]` from the `UV Image Editor` header.
  
  TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not yet been saved.
  
  image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
  
  