anchor.diff:  .  When ready click btn:[Import FBX].
   .  After Blender imports the file, both the armature and model are selected, in this order, select `menu:Object[Apply > Rotation]`. Repeat this for the `Location` and `Scale`. Alternatively, select the armature and model individually and repeat the process.
   .  Select the Armature. 
  -.  In the `Time Line`, determine the Length of the animation by btn:[R Mse Btn] selecting the last keyframe in the timeline. +
  +.  In the `Time Line`, determine the Length of the animation by btn:[RMB] selecting the last keyframe in the timeline. +
    Set `End:` to this value.
   .  Click the btn:[|<<] button to reset timeline back to the first frame.  
   .  In the `Info` header, change the `Default` screen layout to `Animation`.
  
positive.code: Bone Tab::
  *  In the `Properties` panel, navigate to the `Bone` tab. 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:[L Mse Btn] select the `Root` bone.
  .  Press kbd:[Ctrl] + kbd:[P].
  . In the `Make Parent` dialog choose `Keep Offset`.
  .  With the mouse inside the 3d Viewport, kbd:[Tab] out of `Edit Mode`.
  
negative.code: .  In the `Info` header, change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
  .  Rename this new layout `NLA Editing`.
  .  Click the `Current Editor Type` button, located at the bottom left (small box) of the `3d Viewport`, and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
  .  Click the btn:[Double Down Arrow] button 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.
  . Save your file.
  
  
  == Ogre Export
  
  
  Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
  
  .  In the `Info` header, change the layout from `NLA Editing` to `Default`.
  .  kbd:[Shift] + btn:[LMB] select your armature, root bone, 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.
  