anchor.diff:  . Save your file.
   
   
  -== Ogre Export
  -
  -
  -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 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.
  -.  Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
  -.  When you're happy with your export settings click btn:[Export Ogre].
  -
  -If your file exports clean, proceed with the next steps. If not, fix any errors before continuing.
  -
  -[TIP]
  -====
  -More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-models-and-scenes#,creating models and scenes>>.
  -====
  +== Export
  +
  +
  +Your rigged file is now ready to export. Export your model using one of the <<jme3/features#supported-external-file-types,Supported External File Types>> of your choice.
   
   
   == Appending Blender Animations
  
positive.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.
  ====
  
  Your NLA strip should look something like this:
  
negative.code: 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.
  ====
  
  == Creating The Rigged Animation File
  
  
  