anchor.diff:  .  From the `Info` header, change your layout to `Animation`.
   .  In the `Dope Sheet Editor`, change the context to `Action Editor` if not already selected. 
   .  Click the btn:[Action to be linked] button and select your appended action from the list.
  -.  From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the <<jme3/advanced/mixamo#creating-the-rigged-animation-file#,Creating The Rigged Animation File>> section of this tutorial. You will see your appened `Action` at the top of the list.
  +.  From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the <<jme3/advanced/mixamo#creating-the-rigged-animation-file#,Creating The Rigged Animation File>> section of this tutorial. You will see your append `Action` at the top of the list.
   .  From the `NLA Editor` header, select `menu:Add[Add Tracks]`. A new track has now been added to the top of the list.
   .  Click the btn:[Double Down Arrow] button next to the `Action` to push it down into the stack.
   .  btn:[LMB] select the strip to make it the only strip selected.
  -.  btn:[LMB] drag the selected strip to the right untill there is at least a 4 keyframe gap between the furthest strip to the right in the list and the appended strip you are dragging. 
  +.  btn:[LMB] drag the selected strip to the right until there is at least a 4 keyframe gap between the furthest strip to the right in the list and the appended strip you are dragging. 
   +
   [TIP]
   
  
positive.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 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.
  
negative.code: ====  
  
  .  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>>. 
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  