anchor.diff:  .  When satisfied with the animation, select the btn:[Download] button and follow the `Mixamo Download` instructions below.
   
   If you wish to add more animations, after the download, remove the animation by clicking on the btn:[X] button located next to the animations name. Add your new animation and when satisfied, download the new animation. Repeat as often as is neccessary.
  -
   
   
   == Mixamo Download
  
positive.code: 
  == Prepare to Export
  
  To properly animate your models there are a few rules you must follow.
  
  *  Read the link:https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html[Common Questions] guide before you do anything else.
  *  Clean up your Blender file prior to exporting. This means you have a game ready model that will become the base for all your animations. Do this in a copy of your file so you have the original as a backup. The following checklist is provided for your convenience.
  [%interactive]
  - [ ] You have no Animations.
  - [ ] You have applied a triangulate modifier. Some exporters other than Ogre, have an option to apply the modifier on export. This would be the preferred method. Ogre doesn't have this feature.
  - [ ] 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 cleared the UV, Material and Texture buffers of unused images, materials and textures. It isn't required by Mixamo, just makes your models cleaner for jme.
  - [ ] There are no `Actions` stored in the `Dope Sheet Editor` buffer.  Open the `Action Editor` context, select the btn:[Browse Action to be linked] button to check there are no stored actions. See the links below.
  - [ ] 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/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.
  ====
  
  
negative.code: This guide requires:
  
  *  link:https://www.blender.org/download/[Blender version 2.78c+] with its default settings. The exception being `Select With:`, under `menu:File[User Preferences >  Input]` is set to `Left Click`.
  *  Blender FBX file Importing and Exporting, enabled.
  *  A Modest amount of Blender knowledge.
  *  A link:https://www.mixamo.com/#/[Mixamo] account.
  