anchor.diff:  == Creating The Rigged Animation File
   
   
  -It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you dont want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
  +It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you dont want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate rigged file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
   
   .  If you have closed the TPose.blend file open it. In the `Info` header select `menu:File[Save As]` and save the file using the models name with the word `Rigged` added. This will be the only file we add animations to, for this model, from now on. It has our default TPose action which will allow us to start our animation track for `Ogre` animation exporting.
   .  Select your `Armature`.
   Object Tab::
   *  In the `Properties` panel navigate to the `Object` tab. In the `Display` panel toggle `X-Ray` on.
   .  With your mouse inside the `3d Viewport`, press kbd:[Num Pad 1] followed by kbd:[Numpad 5].
  +.  Tab into `Edit Mode`.
   .  Select `menu:Object[Snap > Cursor to Center]`.
  -.  Select `menu:Add[Armature > Single Bone]`.
  +.  Select `menu:Add[Single Bone]`.
   .  Rename the bone to `Root`.
  -. With the bone still selected, select `menu:Object[Apply > Scale]`.
  -.  Select your `Armature` followed the `Root` bone, in that order.
  +. Scale the `Root` bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and draging the `Z` arrow (blue arrow) of the manipulator up or down untill you are satisfied with its scale. *DO NOT CHANGE THE ANGLE OR MOVE THE BASE OF THE BONE FROM CENTER*.
  +Bone Tab::
  +*  In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox. 
  +.  In the `3d Viewport`, select the armatures `Hip` bone, the lowest bone in the center of the armature.
  +.  While holding kbd:[Shift] down, btn:[L Mse Btn] select the `Root` bone.
   .  Press kbd:[Ctrl] + kbd:[P].
  -. In the `Set Parent To` dialog choose `Object`.
  +. In the `Make Parent` dialog choose `Keep Offset`.
  +.  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 `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.
  .  From the `Info` header select `menu:File[Export > Ogre3d]`. 
  . Select a destination directory in your games `Assets` folder, usually the `Textures` folder. 
  .  Make sure `Selected Only` is checked.
  .   When your happy with your export settings click btn:[Export Ogre]. 
  
  If your file exports clean, proceede with the next steps. If not, fix any errors before continuing.
  
  
negative.code: .  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::
  -  Scale = 1
  - [x] Import Normals
  