anchor.diff:  .  Navigate to your `My Assets` directory.
   .  Select `Upload`.
   .  Navigate to the file to be uploaded or drag and drop it onto the file uploader.
  -
  -
  -== Auto-Rigger
  -
  -
  -If everything went well the `Auto-Rigger` will open and your model will be facing you.  If not, fix your model in Blender before proceeding. 
  +　
  +
  +== Mixamo Auto-Rigger
  +
  +
  +If everything went well the `Auto-Rigger` will open and your model will be facing you.  If not, fix your model in Blender before proceeding.
   
   .  If the model is facing you click btn:[Next].
   .  In this panel you will rig your model. Place the markers as shown in the Auto-Rigger dialog image. 
  
positive.code: +
  [NOTE]
  ====
  This may take some time and if the model does not appear within 2 minutes something has went wrong and you will have to restart the upload process over. This is trail blazing  so keep that in mind. 
  ====
  
  .  When the model appears, click through to the end.
  
  
  == Download
  
  
  Navigate to `My Assets`. You should now see your model in a TPose position. This will be your base model for all Mixamo animations. We will also use it as our newly rigged model for Blender.
  
  .  Select the TPose model and then click the btn:[Queue Download] button.
  .  In the `Download Settings` dialog the `Format` is FBX and `Pose` is TPose.
  .  Click the btn:[Queue Download] button.
  +
  After the file is ready, it will be in your `Downloads` directory on Mixamo.
  .  Click the btn:[Queue Download] button under `Status`, rename the file to TPose and save the it to your computer.  Preferably in the same directory as your blender file.
  
  
  == Creating Blender Animations
  
  
  We now have a animation file to work with. To keep things organized we will create a `.blend` file for every animation and later use a separate `.blend` file to combine all animations into one jME3 compatible animation. The following steps apply to any animation you want to add in the future.
  
  .  In the `Info` header at the top of the program, select `menu:File[New > Reload Startup]`.
  .  Select the default cube and delete it.
  
negative.code: .  Save your file one last time.
  
  
  == Creating The Rigged Animation File
  
  
  It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you dont want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
  