anchor.diff:  .  Select the Armature.
   .  In the `Timeline`, determine the Length of the animation by btn:[RMB] selecting the last keyframe in the timeline. +
    Set `End:` to this value.
  -.  Click the btn:[|<<] button to reset timeline back to the first frame.
  +.  Click the btn:[|xref:] button to reset timeline back to the first frame.
   .  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`. The `Linked Action` will now show the action name of the animation you imported.
   .  Rename this to the name of the imported animation. In this instance it was TPose.
  
positive.code: == Notes
  
  
  *  You can see a similar video demonstration of this entire process in <<jme3#animations-and-scenes#,Animations And Scenes>> under the CadNav icon:long-arrow-right[]  Mixamo icon:long-arrow-right[] JME Workflow heading.
  *  See <<jme3/beginner/hello_animation#,Hello Animation>> and <<jme3/advanced/animation#,Animation in JME3>> to learn how to use your animated model.
  
negative.code: == Export
  
  
  Your rigged file is now ready to export. Export your model using one of the xref:jme3/features#supported-external-file-types,Supported External File Types] of your choice.
  
  
  == Appending Blender Animations
  
  Follow the directions for xref:jme3/advanced/mixamo.adoc#mixamo-animations.adoc[Mixamo Animations], xref:jme3/advanced/mixamo.adoc#mixamo-download.adoc[Mixamo Download], xref:jme3/advanced/mixamo.adoc#creating-blender-animations.adoc[Creating Blender Animations], xref:jme3/external/blender#action-baking,Blender Action Baking] and xref:jme3/external/blender/blender_buffer_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`.
  