anchor.diff:  Data Tab::
   *  In the `Properties` panel, navigate to the `Data` tab and make sure the `Mesh` has the same name as your model.
   Material Tab::
  -*  In the `Properties` panel, navigate to the `Material` tab and make sure there is one `Material` in the `Material List` and it has same name as your model.
  +*  In the `Properties` panel, navigate to the `Material` tab and make sure there is one `Material` in the `Material List` and it is the same name as your model.
   *  In the `Transparency` panel, move the `Alpha` slider to 1. 
   +
   [IMPORTANT]
   ====
  -There appears to be a bug where the FBX importer adds a `Alpha` map texture to your model. If this slider is not at one, and you use the Blender importer of the SDK to import your model, it will be transparent. This step is not needed if you use the `Ogre` exporter.
  +There appears to be a bug where the FBX importer adds an `Alpha` map texture to your model. If this slider is not at one, and you use the Blender importer of the SDK to import your model, it will be transparent. This step is not needed if you use the `Ogre` exporter.
   ====
   
   *  Deselect `Transparency`.
  
positive.code: *  While holding down the kbd:[Shift] key, press the btn:[X] button next to the `*Texture Data Block*` to delete it.
  *  Select your remaining texture in the `Texture List` to highlight it. You will note the `Texture Data Block` is now red due to no texture being assigned.
  *  Click on the btn:[Browse Texture to be linked] button next to the `Texture Data Block` and select your 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 your mouse inside the `3d viewport` and the model still selected, kbd:[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.
  .  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 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.
  
  
  
negative.code: .  Select `menu:Object[Snap > Cursor to Center]`.
  .  Select `menu:Add[Single Bone]`.
  .  Rename the bone to `Root`.
  . Scale the `Root` bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and dragging the `Z` arrow (blue arrow) of the manipulator up or down until you are satisfied with its scale. *DO NOT CHANGE THE ANGLE OR MOVE THE BASE OF THE BONE FROM CENTER*.
  .  When satisfied with the scale, select the body of the `Root` bone to select the entire bone. 
  Bone Tab::
  *  In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox. 
  