anchor.diff:  - [ ] Overwrite Current
   -  Bake Data = Pose
   .  When ready click btn:[OK].
  -.  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. In this instance it was TPose.
  +.  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. In this instance it was TPose.
   . Click the btn:[F] button to save the action.
   .  Save your file with the same name as the action.
   
  
positive.code: 
  Download your TPose model using the instructions for downloading `*Characters*` given above. We will use it as our newly rigged model for Blender. To keep things organized we will create a `.blend` file for every animation and later use a separate `.blend` file to combine all animations into one jME3 compatible animation. The following steps apply to any animation you want to add in the future.
  
  .  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.
  ====
  
  .  In the `Info` header select `menu:File[Import > FBX]`.
  .  Select the FBX file you downloaded earlier.
  .  In the `Import Fbx` panel located at the bottom left of the import dialog, leave all settings at their defaults.
  Main::
  
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
  