anchor.diff:  .  In the `Info` header, change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
   .  Rename this new layout `NLA Editing`.
   .  Click the `Current Editor Type` button, located at the bottom left (small box) of the `3d Viewport`, and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
  -.  Click the double down arrows to push the action down into the stack.
  +.  Click the btn:[Double Down Arrow] button to push the action down into the stack.
   .  Beneath the TPose strip you will see a slider. Drag this slider to the right untill your strip is nested up against the left margin of the window.
   . Save your file.
   
  +
  +== Ogre Export
  +
  +
   Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
   
   .  In the `Info` header, change the layout from `NLA Editing` to `Default`.
  -.  kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted, if not, make it so.
  +.  kbd:[Shift] + btn:[LMB] select your armature, root bone, and your model.  
   .  From the `Info` header, select `menu:File[Export > Ogre3d]`. 
   .  Select a destination path in your games `Assets` folder, usually the `Textures` folder. 
   .  Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
  
positive.code: Bone Tab::
  *  In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox. 
  .  In the `3d Viewport`, select the body of the armatures `Hip` bone, the lowest bone in the center of the armature, to select the entire bone.
  .  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`.
  .  With the mouse inside the 3d Viewport, kbd:[Tab] out of `Edit Mode`.
  
negative.code: 
  Follow the directions for <<jme3/advanced/mixamo#mixamo-animations#,Mixamo Animations>>, <<jme3/advanced/mixamo#mixamo-download#,Mixamo Download>>, <<jme3/advanced/mixamo#creating-blender-animations#,Creating Blender Animations>> and <<jme3/advanced/mixamo#clearing-the-linked-action-buffer#,Clearing The Linked Action Buffer>> for all animations you wish to append to your *rigged* animation file.
  
  .  If your `Rigged` file is closed, open it. 
  .  From the `Info` header, select `menu:File[Append]`.
  .  Navigate to, and select the animation file you want to append.
  .  From the folders list select `Action`.
  .  Select your action.
  .  When ready, select the btn:[Append From Library] button to finalize your selection.
  .  From the `Info` header, change your layout to `Animation`.
  .  In the `Dope Sheet Editor`, change the context to `Action Editor` if not already selected. 
  .  Click the btn:[Action to be linked] button and select your appended action from the list.
  .  From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the <<jme3/advanced/mixamo#creating-the-rigged-animation-file#,Creating The Rigged Animation File>> section of this tutorial. You will see your appened `Action` at the top of the list.
  .  From the `NLA Editor` header, select `menu:Add[Add Tracks]`. A new track has now been added to the top of the list.
  .  Click the btn:[Double Down Arrow] button next to the `Action` to push it down into the stack.
  .  btn:[LMB] select the strip to make it the only strip selected.
  .  btn:[LMB] drag the selected strip to the right untill there is at least a 4 keyframe gap between the furthest strip to the right in the list and the appended strip you are dragging. 
  +
  [TIP]
  
  ====
  When the strip is in drag mode it will be purple. While in drag mode you do not need to keep the btn:[LMB] pressed.
  ====
  
  .  When you are satisfied with the position, btn:[LMB] click the strip to finalize your selection. Your appended strip should now be the furthest strip to the right in the list.
  +
  [TIP]
  ====
  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 `Time Line`, set `End:` to this number. Everytime 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 export. 
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  