anchor.diff:  - [x] Image Search
   - Deacal offset = 0
   - [x] Use pre/post rotation
  -
  ++
   .Armatures
   - Nothing checked
  -
  -When ready click btn:[Import FBX].
  +.  When ready click btn:[Import FBX].
   
   
   
  
positive.code: 
  Before you can import any animations from Mixamo, you should have a file that is separate from the model file you exported earlier. Although its not required, it's best to do so. Things can go wrong and you dont want to destroy your model file by accident so it's always best to keep things separate. Our plan of attack is we will create a `.blend` file for every animation and then use this seperate file to combine them into one.
  
  .Blender
  .  In the `Info` header at the top of the program, select `menu:File[New > Reload Startup]`.
  . Select the default cube and delete it.
  .  In the `Properties` panel, located at the bottom right, select the `Scene` tab. In the `Units` panel change the `Units of measure` to `Meters` and `Length` to `Metric`. You must *always* have these settings when importing from or exporting to Mixamo.
  
  [TIP]
  ====
  You should create and save a default startup file in Blender. `menu:File[Save Startup File]`. This way you will not have to constantly redo things. Setting your `Units of measure` is the least you should do. You can always restore the default startup file by selecting `menu:File[Load Factory Settings]` at any time.
  
negative.code: .  In the `Info` header select `menu:File[Import > FBX]`.
  .  Select the file TPose.fbx file you downloaded earlier.
  .  In the `Import Fbx` file located at the bottom left of the import dialog, leave all settings at their defaults.
  +
  .Main
  -  Scale = 1
  - [x] Import Normals
  