anchor.diff:  .  In the `Info` header change the layout from `NLA Editing` to `Default`.
   .  kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted, if not, make it so.
   .  From the `Info` header select `menu:File[Export > Ogre3d]`. 
  -. Selectect a destination directory in your games `Assetts` folder, usually the `Textures` folder, and when your happy with your export settings click btn:[Export Ogre]. More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-models-and-scenes#,creating models and scenes>>.
  +. Select a destination directory in your games `Assets` folder, usually the `Textures` folder. 
  +.  Make sure `Selected Only` is checked.
  +.   When your happy with your export settings click btn:[Export Ogre]. 
   
   If your file exports clean, proceede with the next steps. If not, fix any errors before continuing.
   
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  +[TIP]
  +====
  +More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-models-and-scenes#,creating models and scenes>>.
  +====
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  
positive.code: *  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.
  .  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.
  
negative.code: - [ ] You have no Actions stored in the Dope Sheet Action Editor btn:[Browse Action to be linked] buffer.
  - [ ] You have UV Mapped your model.
  - [ ] You have one Material named the same as your mesh.
  - [ ] You have baked and packed your Texture. For this tutorial we use a diffuse texture (ie, your using a texture atlas), no normal or specular maps.
  - [ ] You have cleared the UV, Material and Texture buffers of unused images, materials and textures.
  - [ ] You have applied the Location, Rotation, and Scale to your model.
  - [ ] *MOST IMPORTANT OF ALL*, in the `menu:Properties Panel[Scene Tab > Units Panel]` set the btn:[Unit of Measure] to Meters and the Length to Metric. Adobe uses centimeters for the FBX exporter and if this is not set the models scale will be unusual to say the least. Besides that, JME3 uses 1 WU = 1 Meter so this will keep things consistant. If you are doing this now, you may have to rescale your model before proceding.
  