anchor.diff:  .  The `Linked Action` in the `Dope Sheet Editor` will change to the newly baked action and is named `Action`. Rename this to the name of the imported animation.
   .  Select the btn:[F] button to save the action.
   .  Save your file.
  -.  Clear the old action from the `Linked Action` buffer. See <<jme3/external/blender/blender_buffer_clearing#,Blender Buffer Clearing>> for more information.
  +.  Clear the old action from the `Linked Action` buffer. See xref:jme3/external/blender/blender_buffer_clearing.adoc[Blender Buffer Clearing] for more information.
   
   
   == Normal Map baking
  
positive.code: 
  == Importing the model in the SDK and creating the appropriate material
  
  Once this is done, export your model with one of the 3D model <<jme3/features#supported-external-file-types,Supported External File Types>> and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
  
  *  Create material for it using the lighting definition.
  *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.
  
negative.code: 
  == Action Baking
  
  There are many 3D model xref:jme3/features.adoc#supported-external-file-types.adoc[Supported External File Types] for jMonkeyEngine. Some of them bake your actions automatically on export, others don't. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.
  
  If you find yourself in need of baking, the process is as follows.
  
  