anchor.diff:  .  In the `Dope Sheet Editor`, change the context to `Action Editor` if not already selected.
   .  Click the btn:[Action to be linked] button and select your append action from the list.
   .  Select the btn:[F] button to save the action.
  -.  From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the <<jme3/advanced/mixamo#creating-the-rigged-animation-file#,Creating The Rigged Animation File>> section of this tutorial. You will see your append `Action` at the top of the list.
  +.  From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the xref:jme3/advanced/mixamo.adoc#creating-the-rigged-animation-file.adoc[Creating The Rigged Animation File] section of this tutorial. You will see your append `Action` at the top of the list.
   .  From the `NLA Editor` header, select `menu:Add[Add Tracks]`. A new track has now been added to the top of the list.
   .  Click the icon:angle-double-down[] button next to the `Action` to push it down into the stack.
   .  btn:[LMB] select the strip to make it the only strip selected.
  
positive.code: - [ ] You have UV Mapped your model. It isn't required by Mixamo, just for loading your models into jme.
  - [ ] Your models origin is at the base of the mesh.
  - [ ] You have your materials and textures done for your model. It isn't required by Mixamo, just for loading your model into jme.
    - [ ] You have <<jme3/external/blender/blender_buffer_clearing#,cleared your buffers>>. It isn't required by Mixamo, just makes your models cleaner for jme.
  - [ ] You have applied the Location, Rotation, and Scale to your model.
  - [ ] *MOST IMPORTANT OF ALL*, in the `menu:Properties Panel[Scene Tab > Units Panel]` set the btn:[Unit of Measure] to Meters and the Length to Metric. Adobe uses centimeters for the FBX exporter and if this is not set the models scale will be unusual to say the least. JME3 uses 1 WU = whatever you determine but meters will make things easier for all aspects of your modeling. If you are doing this now, you may have to re-scale your model before proceeding.
  
  [TIP]
  ====
  See <<jme3/external/blender#,Creating assets in Blender3D>> for help on creating jME3 compatible models.
  ====
  
  == Blender FBX Export
  
negative.code: 
  An `Action` that has not been pushed down into the `NLA Stack` will block your `NLA Strip` from playing.
  
  Some export methods bake your actions automatically on export, others don't. Test the animation in-game and if your animations are all messed up, try xref:jme3/external/blender/blender_action_baking.adoc[baking them] or use a different exporter.
  ====
  
  Your NLA strip should look something like this:
  