anchor.diff:  
   == Notes
   
  -
  -*  You can see a similar video demonstration of this entire process in xref:jme3.adoc#animations-and-scenes.adoc[Animations And Scenes] under the CadNav icon:long-arrow-right[]  Mixamo icon:long-arrow-right[] JME Workflow heading.
   *  See xref:tutorials:beginner/hello_animation.adoc[Hello Animation] and xref:jme3/advanced/animation.adoc[Animation in JME3] to learn how to use your animated model.
  
positive.code: 
  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 xref:how-to/modeling/blender/blender.adoc#action-baking[baking them] or use a different exporter.
  ====
  
  Your NLA strip should look something like this:
  
negative.code: .  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.
  .  From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the <<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 icon:angle-double-down[] button next to the `Action` to push it down into the stack.
  .  btn:[LMB] select the strip to make it the only strip selected.
  