anchor.diff:  .  If you have closed the TPose.blend file open it. In the `Info` header select `menu:File[Save As]` and save the file using the models name with the word `Rigged` added. This will be the only file we add animations to, for this model, from now on. It has our default TPose action which will allow us to start our animation track for `Ogre` animation exporting.
   .  With the Armature selected, in the `Properties` panel navigate to the `Object` tab. In the `Display` panel toggle `X-Ray` on.
   . Select your model.
  -.  In the `Properties` panel, navigate to the `Mesh` tab and make sure the name is the same as you models name.
  -.  In the `Properties` panel, navigate to the `Material` tab and verify there is one material and it's named the same as your model.
  -.  In the `Properties` panel, navigate to the `Texture` tab, in the `Image` panel, click the small btn:[Small Box] button located next to your textures path to pack the image file.
  +Data Tab::
  +*  In the `Properties` panel, navigate to the `Data` tab and make sure the name is the same as you models name.
  +Material Tab::
  +*  In the `Properties` panel, navigate to the `Material` tab and verify there is one material and it's named the same as your model.
  +*  Deselect `Transparency`.
  +Texture Tab::
  +*  In the `Properties` panel, navigate to the `Texture` tab, you will note that your texture has duplicate names. The bottom texture is actually a transparent texture and appears to be a bug. You cannot import duplicate named textures into JME3. Select the second texture and press the btn:[X] button to delete it.
  +*  Select your remaining texture.
  +*  In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
   .  In the `Info` header change the layout from `Animation` to `UV Editing`.
   .  With the model still selected, tab into edit mode. If your model is not completely orange press kbd:[A] untill all vertice are selected. You will see your UV Mapped mesh appear in the UV Image editor window.
  -.  Click the btn:[Browse Image to be linked] button and select your UV image.
  +.  In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
   .  kbd:[Tab] out of `Edit Mode`.
   .  In the `Info` header change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
  -.  Rename it to `NLA Editing`.
  +.  Rename this new layout `NLA Editing`.
   .  Click the `Current Editor Type` button located at the bottom left (small box) and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
   .  Click the double down arrows to push the action down into the stack.
   .  Beneath the TPose strip you will see a slider. Drag this slider to the right untill your strip is nested up against the left margin of the window.
  
positive.code: ====
  You clear Blender buffers as follows: 
  
  .  Select the `Browse` button located next to the material, texture or UV Image name to load the item to be cleared.
  .  While holding the kbd:[Shift] button down, click the btn:[X] button, also known as the btn:[Unlink datablock] button, located next to the loaded item. A item that is unlinked will show a `0` before it when viewed by selecting the `Browse` button and will not be saved if you exit Blender.
  .  Save your file and then from the `Info` header select `menu:File[Open Recent > Saved File]`.
  
  The exception to this rule is the `Linked Action` buffer for animations. To clear this buffer see <<jme3/advanced/mixamo#clearing-the-linked-action-buffer#,Clearing The Linked Action Buffer>> in this tutorial.
  ====
  
  == Blender Export
  
  
  .  In the 3d viewport select your model, it will be high-lighted in orange.
  
negative.code: This guide requires:
  
  *  link:https://www.blender.org/download/[Blender version 2.78c] with its default settings.
  *  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.
  