code: function () {
  
  			var skeletons = {};
  			var morphTargets = {};
  
  			if ( 'Deformer' in fbxTree.Objects ) {
  
  				var DeformerNodes = fbxTree.Objects.Deformer;
  
  				for ( var nodeID in DeformerNodes ) {
  
  					var deformerNode = DeformerNodes[ nodeID ];
  
  					var relationships = connections.get( parseInt( nodeID ) );
  
  					if ( deformerNode.attrType === 'Skin' ) {
  
  						var skeleton = this.parseSkeleton( relationships, DeformerNodes );
  						skeleton.ID = nodeID;
  
  						if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  						skeleton.geometryID = relationships.parents[ 0 ].ID;
  
  						skeletons[ nodeID ] = skeleton;
  
  					} else if ( deformerNode.attrType === 'BlendShape' ) {
  
  						var morphTarget = {
  							id: nodeID,
  						};
  
  						morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
  						morphTarget.id = nodeID;
  
  						if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
  
  						morphTargets[ nodeID ] = morphTarget;
  
  					}
  
  				}
  
  			}
  
  			return {
  
  				skeletons: skeletons,
  				morphTargets: morphTargets,
  
  			};
  
  		}
docs: Parse nodes in FBXTree.Objects.Deformer Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here Generates map of Skeleton-like objects for use later when generating and binding skeletons.