anchor.diff:  
   Follow the directions for <<jme3/advanced/mixamo#mixamo-animations#,Mixamo Animations>>, <<jme3/advanced/mixamo#mixamo-download#,Mixamo Download>>, <<jme3/advanced/mixamo#creating-blender-animations#,Creating Blender Animations>> and <<jme3/advanced/mixamo#clearing-the-linked-action-buffer#,Clearing The Linked Action Buffer>> for all animations you wish to append to your *rigged* animation file.
   
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  +.  If your `Rigged` file is closed, open it. 
  +.  From the `Info` header, select `menu:File[Append]`.
  +.  Navigate to, and select the animation file you want to append.
  +.  From the folders list select `Action`.
  +.  Select your action.
  +.  When ready, select the btn:[Append From Library] button to finalize your selection.
  +.  From the `Info` header, change your layout to `Animation`.
  +.  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 appended action from the list.
  +.  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 appened `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 btn:[Double Down Arrow] button next to the `Action` to push it down into the stack.
  +.  btn:[LMB] select the strip to make it the only strip selected.
  +.  btn:[LMB] drag the selected strip to the right untill there is at least a 4 keyframe gap between the furthest strip to the right in the list and the appended strip you are dragging. 
  ++
  +[TIP]
  +
  +====
  +When the strip is in drag mode it will be purple. While in drag mode you do not need to keep the btn:[LMB] pressed.
  +====
  +
  +.  When you are satisfied with the position, btn:[LMB] click the strip to finalize your selection. Your appended strip should now be the furthest strip to the right in the list.
  ++
  +[TIP]
  +====
  +You can use the mouse scroll wheel to shrink or expand the strip window to bring all strips into the view. 
  +
  +You can drag the slider, at the bottom of the strip window, to the right or left to position the strips against the side of the window.
  +====  
  +
  +.  With the mouse inside the strip window, press the kbd:[N] key to open the properties window.
  +.  In the `Active Strip` panel, under `Strip Extents`, you will see the `End Frame` number. In the `Time Line`, set `End:` to this number. Everytime you append an `Action` you must increase this number to equal the total length off all strips combined, including the gaps between strips.
  +.  Save your file.
  +
  +Your file is now ready to export. 
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positive.code: .  When ready click btn:[Import FBX].
  .  After Blender imports the file, both the armature and model are selected, in this order, select `menu:Object[Apply > Rotation]`. Repeat this for the `Location` and `Scale`. Alternatively, select the armature and model individually and repeat the process.
  .  Select the Armature. 
  .  In the `Time Line`, determine the Length of the animation by btn:[R Mse Btn] selecting the last keyframe in the timeline. +
   Set `End:` to this value.
  .  Click the btn:[|<<] button to reset timeline back to the first frame.  
  .  In the `Info` header, change the `Default` screen layout to `Animation`.
  
negative.code: .  In the `Info` header, change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
  .  Rename this new layout `NLA Editing`.
  .  Click the `Current Editor Type` button, located at the bottom left (small box) of the `3d Viewport`, and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
  .  Click the btn:[Double Down Arrow] button to push the action down into the stack.
  .  Beneath the TPose strip you will see a slider. Drag this slider to the right untill your strip is nested up against the left margin of the window.
  . Save your file.
  
  
  == Ogre Export
  
  
  Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
  
  .  In the `Info` header, change the layout from `NLA Editing` to `Default`.
  .  kbd:[Shift] + btn:[LMB] select your armature, root bone, and your model.  
  .  From the `Info` header, select `menu:File[Export > Ogre3d]`. 
  .  Select a destination path in your games `Assets` folder, usually the `Textures` folder. 
  .  Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
  