code: function ( skeletons, geometryMap, materialMap ) {
  
  			var modelMap = new Map();
  			var modelNodes = fbxTree.Objects.Model;
  
  			for ( var nodeID in modelNodes ) {
  
  				var id = parseInt( nodeID );
  				var node = modelNodes[ nodeID ];
  				var relationships = connections.get( id );
  
  				var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );
  
  				if ( ! model ) {
  
  					switch ( node.attrType ) {
  
  						case 'Camera':
  							model = this.createCamera( relationships );
  							break;
  						case 'Light':
  							model = this.createLight( relationships );
  							break;
  						case 'Mesh':
  							model = this.createMesh( relationships, geometryMap, materialMap );
  							break;
  						case 'NurbsCurve':
  							model = this.createCurve( relationships, geometryMap );
  							break;
  						case 'LimbNode': // usually associated with a Bone, however if a Bone was not created we'll make a Group instead
  						case 'Null':
  						default:
  							model = new THREE.Group();
  							break;
  
  					}
  
  					model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  					model.ID = id;
  
  				}
  
  				this.setModelTransforms( model, node );
  				modelMap.set( id, model );
  
  			}
  
  			return modelMap;
  
  		}
docs: parse nodes in FBXTree.Objects.Model