anchor.diff:  +
   [TIP]
   ====
  -You can use the mouse scroll wheel to shrink or expand the strip window to bring all strips into the view. 
  +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 `Timeline`, set `End:` to this number. Every time 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 <<jme3/advanced/mixamo#ogre-export#,export>>. 
  +Your file is now ready to <<jme3/advanced/mixamo#ogre-export#,export>>.
   
   [IMPORTANT]
   ====
  -Prior to export: 
  +Prior to export:
   
   In the `NLA Editor` make sure no `Actions` are waiting to be pushed down into the stack. If there are, it must be removed or made into a strip prior to export.
   
  
positive.code: .  Using the animation file you created in the previous section, from the `Info` header, select `menu:File[Save Copy]`.
  .  Save the file somewhere other than the current folder. This will save you the effort of re-creating the animation file if you need it at some other time.
  .  In the `Info` header, change the `Default` screen layout to `Animation`.
  .  In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`. 
  .  Click the btn:[Action to be linked] button and select your action.
  .  In the `3d Viewport` header, with the armature selected, select `menu:Object[Animation > Bake Action]`.
  .  In the `Bake Action` dialog, deselect and set the settings as follows:
  
negative.code: ====
  See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> if you don't already know how to clear your buffers.
  
  See <<jme3/external/blender#,Creating assets in Blender3D>> for help on creating jME3 compatible models.
  ====
  
  == Blender FBX Export
  