anchor.diff:  Mixamo sets the rotation mode of bones to `Quaternion` as is appropriate for preventing link:https://en.wikipedia.org/wiki/Gimbal_lock[`Gimbal Lock`]. Keep this in mind if you decide to modify your animation. Blender defaults to `XYZ Euler` so you will need to change this setting prior to inserting new keyframes.
   ====
   
  -
  -== Action Baking
  -
  -
  -There are many ways to export or import files for jMonkeyEngine. If you plan to use a method other than `Ogre Exporter`, you may need to bake your actions. Baking is a destructive process so it is recommended that *after* completion of <<jme3/advanced/mixamo#creating-blender-animations#, Creating Blender Animations>>, test the animation in-game. If your animations are all messed up, try baking them or use a different exporter.
  -
  -If you find yourself in need of baking, the process is as follows.
  -
  -.  Using the animation file you created in the previous section, from the `Info` header, select `menu:File[Save Copy]`.
  -.  Save the file somewhere other than the current folder. This will save you the effort of re-creating the animation file if you need it at some other time.
  -.  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`.
  -.  Click the btn:[Action to be linked] button and select your action.
  -.  In the `3d Viewport` header, select the armature.
  -*  Depending on the mode selected choose:
  -.. Object Mode: `menu:Object[Animation > Bake Action]`.
  -.. Pose Mode: `menu:Pose[Animation > Bake Action]`.
  -.  In the `Bake Action` dialog, deselect and set the settings as follows:
  -Bake Action::
  -- [ ] Selected Only
  -- [x] Visual Keying
  -- [x] Clear Constraints
  -- [ ] Clear Parents
  -- [ ] 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.
  -.  Select the btn:[F] button to save the action.
  -.  Save your file.
  -.  Clear the old action from the `Linked Action` buffer. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
  -
  -
   == Creating The Rigged Animation File
   
   
  
positive.code: This guide requires:
  
  *  link:https://www.blender.org/download/[Blender version 2.78c+] with its default settings. The exception being `Select With:`, under `menu:File[User Preferences >  Input]` is set to `Left Click`.
  *  Blender Ogre exporter 0.6.0, found <<jme3/advanced/ogrecompatibility#,here>>, enabled.
  *  Blender FBX file Importing and Exporting, enabled.
  *  A Modest amount of Blender knowledge.
  *  A link:https://www.mixamo.com/#/[Mixamo] account.
  
negative.code: 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.
  
  Some export methods bake your actions automatically on export, others don't. Test the animation in-game and if your animations are all messed up, try <<blender/blender_action_baking#,baking them>> or use a different exporter.
  ====
  
  Your NLA strip should look something like this:
  