anchor.diff:  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, change the Layout to `Default`. 
  +.  In the `3d Viewport`, select the armature of the model.
   .  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.
  +.  Navigate to, and select the `.blend` animation file you want to append.
  +.  From the folders list select the `Action` folder, followed by 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 append action from the list.
  -.  Select the btn:[F] button to save the action.
  +.  Select the F button to save the action.
   .  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 append `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.
  
positive.code: 
  Your rigged file is now `Ogre` export ready. Before we go any further, we will test our export to verify it's error free.
  
  .  In the `Info` header, change the layout from `NLA Editing` to `Default`.
  .  kbd:[Shift] + btn:[LMB] select your armature 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. 
  
negative.code: 
  Your file is now ready to <<jme3/advanced/mixamo#ogre-export#,export>>. 
  
  [IMPORTANT]
  ====
  Prior to export: 
  
  In the `NLA Editor` make sure no `Actions` are waiting to be pushed down into the stack. If there are, it must be removed or made into a strip prior to export.
  
  In the `Dope Sheet Editor` make sure no `Actions` are selected in the `Action Editor` context. If one is selected, it will be sitting at the top of the `NLA Editor` stack.
  
  An `Action` that has not been pushed down into the `NLA Stack` will block your `NLA Strip` from playing.
  ====
  
  Your NLA strip should look something like this:
  
  image::jme3/advanced/MixamoNLA.png[MixamoNLA.png,width="",height=""]
  