anchor.diff:  Data Tab::
   *  In the `Properties` panel, navigate to the `Data` tab and make sure the `Mesh` has the same name as your model.
   Material Tab::
  -*  In the `Properties` panel, navigate to the `Material` tab and make sure there is one `Material` in the `Material List` and it has same name as your model.
  +*  In the `Properties` panel, navigate to the `Material` tab and make sure there is one `Material` in the `Material List` and it is the same name as your model.
   *  In the `Transparency` panel, move the `Alpha` slider to 1. 
   +
   [IMPORTANT]
   ====
  -There appears to be a bug where the FBX importer adds a `Alpha` map texture to your model. If this slider is not at one, and you use the Blender importer of the SDK to import your model, it will be transparent. This step is not needed if you use the `Ogre` exporter.
  +There appears to be a bug where the FBX importer adds an `Alpha` map texture to your model. If this slider is not at one, and you use the Blender importer of the SDK to import your model, it will be transparent. This step is not needed if you use the `Ogre` exporter.
   ====
   
   *  Deselect `Transparency`.
  
positive.code: .  Select `menu:Object[Snap > Cursor to Center]`.
  .  Select `menu:Add[Single Bone]`.
  .  Rename the bone to `Root`.
  . Scale the `Root` bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and draging the `Z` arrow (blue arrow) of the manipulator up or down untill you are satisfied with its scale. *DO NOT CHANGE THE ANGLE OR MOVE THE BASE OF THE BONE FROM CENTER*.
  .  When satisfied with the scale, select the body of the `Root` bone to select the entire bone. 
  Bone Tab::
  *  In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox. 
  
negative.code: == Creating The Rigged Animation File
  
  
  It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you don't want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate rigged file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
  
  .  If you have closed the TPose.blend file, open it. In the `Info` header select `menu:File[Save As]` and save the file using the models name with the word `Rigged` added. This will be the only file we add animations to, for this model, from now on. It has our default TPose action which will allow us to start our animation track for `Ogre` animation exporting.
  .  Select your `Armature`.
  