anchor.diff:  .  While holding kbd:[Shift] down, btn:[L Mse Btn] select the `Root` bone.
   .  Press kbd:[Ctrl] + kbd:[P].
   . In the `Make Parent` dialog choose `Keep Offset`.
  -.  Tab out of `Edit Mode`.
  +.  kbd:[Tab] out of `Edit Mode`.
   . Select your model.
   Data Tab::
   *  In the `Properties` panel, navigate to the `Data` tab and make sure the name is the same as you models name.
  
positive.code: *  In the `Properties` panel, navigate to the `Material` tab and verify there is one material and it's named the same as your model.
  *  Deselect `Transparency`.
  Texture Tab::
  *  In the `Properties` panel, navigate to the `Texture` tab, you will note that your texture has duplicate names. The bottom texture is actually a transparent texture and appears to be a bug. You cannot use a model with duplicate named textures in JME3. Select the *second* texture in the `Textures Window` to highlight it. 
  *  Press the btn:[X] button next to the textures `*ID Name*` to delete it.
  *  Select your remaining texture.
  *  In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
  .  In the `Info` header change the layout from `Animation` to `UV Editing`.
  .  With the model still selected, tab into edit mode. If your model is not completely orange press kbd:[A] untill all vertice are selected. You will see your UV Mapped mesh appear in the `UV Image Editor` window.
  .  In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
  .  kbd:[Tab] out of `Edit Mode`.
  .  In the `Info` header change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
  
negative.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`.
  .  In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`. The `Linked Action` will now show the action name of the animation you imported. 
  .  In the 3d viewport, with the armature still selected, select `menu:Object[Animation > Bake Action]`.
  .  In the `Bake Action` dialog, deselect and set the settings as follows:
  +
  - [ ] Selected Only
  