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: 
  == Appending Blender Animations
  
  Follow the directions for xref:jme3/advanced/mixamo.adoc#mixamo-animations.adoc[Mixamo Animations], xref:jme3/advanced/mixamo.adoc#mixamo-download.adoc[Mixamo Download], xref:jme3/advanced/mixamo.adoc#creating-blender-animations.adoc[Creating Blender Animations], xref:how-to/modeling/blender/blender.adoc#action-baking[Blender Action Baking] and <<blender_buffer_clearing.adoc#the-linked-action-buffer,Clearing The Linked Action Buffer>> for all animations you wish to append to your *rigged* animation file.
  
  .  If your `Rigged` file is closed, open it.
  .  From the `Info` header, change the Layout to `Default`.
  
negative.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 <<how-to/modeling/blender/blender.adoc#action-baking,baking them>> or use a different exporter.
  ====
  
  Your NLA strip should look something like this:
  