anchor.diff:  ====
   
   . Scale the bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and dragging the `Z` arrow (blue arrow) of the manipulator up or down until you are satisfied with its scale. *DO NOT CHANGE THE ANGLE OR MOVE THE BASE OF THE BONE FROM CENTER*.
  -.  When satisfied with the scale, select the body of the bone to select the entire bone. 
  +.  When satisfied with the scale, select the body of the bone to select the entire bone.
   Bone Tab::
  -*  In the `Properties` panel, navigate to the `Bone` tab. 
  +*  In the `Properties` panel, navigate to the `Bone` tab.
   *  Rename the bone to `Root`.
  -*  Deselect the `Deform` panel checkbox. 
  +*  Deselect the `Deform` panel checkbox.
   .  In the `3d Viewport`, select the body of the armatures `Hip` bone, the lowest bone in the center of the armature, to select the entire bone.
   .  While holding kbd:[Shift] down, btn:[LMB] select the `Root` bone.
   .  Press kbd:[Ctrl] + kbd:[P].
  
positive.code: +
  [TIP]
  ====
  You can use the mouse scroll wheel to shrink or expand the strip window to bring all strips into the view. 
  
  You can drag the slider, at the bottom of the strip window, to the right or left to position the strips against the side of the window.
  ====  
  
  .  With the mouse inside the strip window, press the kbd:[N] key to open the properties window.
  .  In the `Active Strip` panel, under `Strip Extents`, you will see the `End Frame` number. In the `Timeline`, set `End:` to this number. Every time you append an `Action` you must increase this number to equal the total length off all strips combined, including the gaps between strips.
  .  Save your file.
  
  Your file is now ready to <<jme3/advanced/mixamo#ogre-export#,export>>. 
  
  [IMPORTANT]
  ====
  Prior to export: 
  
  In the `NLA Editor` make sure no `Actions` are waiting to be pushed down into the stack. If there are, it must be removed or made into a strip prior to export.
  
  
negative.code: 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.
  
  