فهرست منبع

Merge pull request #10588 from Kyle-Larson/feature/FBX-Buffer-Geometry

New FBXLoader w/ Unindexed Buffer Geometry
Mr.doob 8 سال پیش
والد
کامیت
234db06205
2فایلهای تغییر یافته به همراه3865 افزوده شده و 37 حذف شده
  1. 3860 0
      examples/js/loaders/FBXLoader2.js
  2. 5 37
      examples/webgl_loader_fbx.html

+ 3860 - 0
examples/js/loaders/FBXLoader2.js

@@ -0,0 +1,3860 @@
+/**
+ * @author Kyle-Larson https://github.com/Kyle-Larson
+ *
+ * Loader loads FBX file and generates Group representing FBX scene.
+ * Requires FBX file to be >= 7.0 and in ASCII format.
+ *
+ * Supports:
+ * 	Mesh Generation (Positional Data)
+ * 	Normal Data (Per Vertex Drawing Instance)
+ *  UV Data (Per Vertex Drawing Instance)
+ *  Skinning
+ *  Animation
+ * 	- Separated Animations based on stacks.
+ * 	- Skeletal & Non-Skeletal Animations
+ *
+ * Needs Support:
+ * 	Indexed Buffers
+ * 	PreRotation support.
+ */
+
+( function () {
+
+	/**
+	 * Generates a loader for loading FBX files from URL and parsing into
+	 * a THREE.Group.
+	 * @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
+	 */
+	THREE.FBXLoader = function ( manager ) {
+
+		THREE.Loader.call( this );
+		this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+		this.fileLoader = new THREE.FileLoader( this.manager );
+		this.textureLoader = new THREE.TextureLoader( this.manager );
+
+	};
+
+	Object.assign( THREE.FBXLoader.prototype, THREE.Loader.prototype );
+
+	THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
+
+	Object.assign( THREE.FBXLoader.prototype, {
+
+		/**
+		 * Loads an ASCII FBX file from URL and parses into a THREE.Group.
+		 * THREE.Group will have an animations property of AnimationClips
+		 * of the different animations exported with the FBX.
+		 * @param {string} url - URL of the FBX file.
+		 * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
+		 * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
+		 * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
+		 */
+		load: function ( url, onLoad, onProgress, onError ) {
+
+			var self = this;
+
+			var resourceDirectory = url.split( /[\\\/]/ );
+			resourceDirectory.pop();
+			resourceDirectory = resourceDirectory.join( '/' );
+
+			this.fileLoader.load( url, function ( text ) {
+
+				if ( ! isFbxFormatASCII( text ) ) {
+
+					console.error( 'FBXLoader: FBX Binary format not supported.' );
+					self.manager.itemError( url );
+					return;
+
+				}
+				if ( getFbxVersion( text ) < 7000 ) {
+
+					console.error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( text ) );
+					self.manager.itemError( url );
+					return;
+
+				}
+
+				var scene = self.parse( text, resourceDirectory );
+				onLoad( scene );
+
+			}, onProgress, onError );
+
+		},
+
+		/**
+		 * Parses an ASCII FBX file and returns a THREE.Group.
+		 * THREE.Group will have an animations property of AnimationClips
+		 * of the different animations within the FBX file.
+		 * @param {string} FBXText - Contents of FBX file to parse.
+		 * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
+		 * @returns {THREE.Group}
+		 */
+		parse: function ( FBXText, resourceDirectory ) {
+
+			var loader = this;
+
+			var FBXTree = new TextParser().parse( FBXText );
+
+			var connections = parseConnections( FBXTree );
+
+			var textures = parseTextures( FBXTree );
+
+			var materials = parseMaterials( FBXTree, textures, connections );
+
+			var deformerMap = parseDeformers( FBXTree, connections );
+
+			var geometryMap = parseGeometries( FBXTree, connections, deformerMap );
+
+			var sceneGraph = parseScene( FBXTree, connections, deformerMap, geometryMap, materials );
+
+			return sceneGraph;
+
+
+			/**
+			 * @typedef {{value: number}} FBXValue
+			 */
+			/**
+			 * @typedef {{value: {x: string, y: string, z: string}}} FBXVector3
+			 */
+			/**
+			 * @typedef {{properties: {a: string}}} FBXArrayNode
+			 */
+			/**
+			 * @typedef {{properties: {MappingInformationType: string, ReferenceInformationType: string }, subNodes: Object<string, FBXArrayNode>}} FBXMappedArrayNode
+			 */
+			/**
+			 * @typedef {{id: number, name: string, properties: {FileName: string}}} FBXTextureNode
+			 */
+			/**
+			 * @typedef {{id: number, attrName: string, properties: {ShadingModel: string, Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}}} FBXMaterialNode
+			 */
+			/**
+			 * @typedef {{subNodes: {Indexes: FBXArrayNode, Weights: FBXArrayNode, Transform: FBXArrayNode, TransformLink: FBXArrayNode}, properties: { Mode: string }}} FBXSubDeformerNode
+			 */
+			/**
+			 * @typedef {{id: number, attrName: string, attrType: string, subNodes: {Vertices: FBXArrayNode, PolygonVertexIndex: FBXArrayNode, LayerElementNormal: FBXMappedArrayNode[], LayerElementMaterial: FBXMappedArrayNode[], LayerElementUV: FBXMappedArrayNode[]}}} FBXGeometryNode
+			 */
+			/**
+			 * @typedef {{id: number, attrName: string, attrType: string, properties: {Lcl_Translation: FBXValue, Lcl_Rotation: FBXValue, Lcl_Scaling: FBXValue}}} FBXModelNode
+			 */
+
+
+
+
+
+
+
+
+			/**
+			 * Parses map of relationships between objects.
+			 * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
+			 * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
+			 */
+			function parseConnections( FBXTree ) {
+
+				/**
+				 * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>}
+				 */
+				var connectionMap = new Map();
+
+				if ( 'Connections' in FBXTree ) {
+
+					/**
+					 * @type {[number, number, string][]}
+					 */
+					var connectionArray = FBXTree.Connections.properties.connections;
+					connectionArray.forEach( function ( connection ) {
+
+						if ( ! connectionMap.has( connection[ 0 ] ) ) {
+
+							connectionMap.set( connection[ 0 ], {
+								parents: [],
+								children: []
+							} );
+
+						}
+
+						var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
+						connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
+
+						if ( ! connectionMap.has( connection[ 1 ] ) ) {
+
+							connectionMap.set( connection[ 1 ], {
+								parents: [],
+								children: []
+							} );
+
+						}
+
+						var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
+						connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
+
+					} );
+
+				}
+
+				return connectionMap;
+
+			}
+
+			/**
+			 * Parses map of textures referenced in FBXTree.
+			 * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree
+			 * @returns {Map<number, THREE.Texture>}
+			 */
+			function parseTextures( FBXTree ) {
+
+				/**
+				 * @type {Map<number, THREE.Texture>}
+				 */
+				var textureMap = new Map();
+
+				if ( 'Texture' in FBXTree.Objects.subNodes ) {
+
+					var textureNodes = FBXTree.Objects.subNodes.Texture;
+					for ( var nodeID in textureNodes ) {
+
+						var texture = parseTexture( textureNodes[ nodeID ] );
+						textureMap.set( parseInt( nodeID ), texture );
+
+					}
+
+				}
+
+				return textureMap;
+
+				/**
+				 * @param {textureNode} textureNode - Node to get texture information from.
+				 * @returns {THREE.Texture}
+				 */
+				function parseTexture( textureNode ) {
+
+					var FBX_ID = textureNode.id;
+					var name = textureNode.name;
+					var filePath = textureNode.properties.FileName;
+					var split = filePath.split( /[\\\/]/ );
+					if ( split.length > 0 ) {
+
+						var fileName = split[ split.length - 1 ];
+
+					} else {
+
+						var fileName = filePath;
+
+					}
+					/**
+					 * @type {THREE.Texture}
+					 */
+					var texture = loader.textureLoader.load( resourceDirectory + '/' + fileName );
+					texture.name = name;
+					texture.FBX_ID = FBX_ID;
+
+					return texture;
+
+				}
+
+			}
+
+			/**
+			 * Parses map of Material information.
+			 * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree
+			 * @param {Map<number, THREE.Texture>} textureMap
+			 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
+			 * @returns {Map<number, THREE.Material>}
+			 */
+			function parseMaterials( FBXTree, textureMap, connections ) {
+
+				var materialMap = new Map();
+
+				if ( 'Material' in FBXTree.Objects.subNodes ) {
+
+					var materialNodes = FBXTree.Objects.subNodes.Material;
+					for ( var nodeID in materialNodes ) {
+
+						var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
+						materialMap.set( parseInt( nodeID ), material );
+
+					}
+
+				}
+
+				return materialMap;
+
+				/**
+				 * Takes information from Material node and returns a generated THREE.Material
+				 * @param {FBXMaterialNode} materialNode
+				 * @param {Map<number, THREE.Texture>} textureMap
+				 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
+				 * @returns {THREE.Material}
+				 */
+				function parseMaterial( materialNode, textureMap, connections ) {
+
+					var FBX_ID = materialNode.id;
+					var name = materialNode.attrName;
+					var type = materialNode.properties.ShadingModel;
+
+					var children = connections.get( FBX_ID ).children;
+
+					var parameters = parseParameters( materialNode.properties, textureMap, children );
+
+					var material;
+					switch ( type ) {
+
+						case 'phong':
+							material = new THREE.MeshPhongMaterial();
+							break;
+						case 'lambert':
+							material = new THREE.MeshLambertMaterial();
+							break;
+						default:
+							console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js.  Defaulting to basic material' );
+							material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
+							break;
+
+					}
+
+					material.setValues( parameters );
+					material.name = name;
+
+					return material;
+
+					/**
+					 * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
+					 */
+					/**
+					 * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
+					 */
+					/**
+					 * @param {FBXMaterialProperties} properties
+					 * @param {Map<number, THREE.Texture>} textureMap
+					 * @param {{ID: number, relationship: string}[]} childrenRelationships
+					 * @returns {THREEMaterialParameterPack}
+					 */
+					function parseParameters( properties, textureMap, childrenRelationships ) {
+
+						var parameters = {};
+
+						if ( properties.Diffuse ) {
+
+							parameters.color = parseColor( properties.Diffuse );
+
+						}
+						if ( properties.Specular ) {
+
+							parameters.specular = parseColor( properties.Specular );
+
+						}
+						if ( properties.Shininess ) {
+
+							parameters.shininess = properties.Shininess.value;
+
+						}
+						if ( properties.Emissive ) {
+
+							parameters.emissive = parseColor( properties.Emissive );
+
+						}
+						if ( properties.EmissiveFactor ) {
+
+							parameters.emissiveIntensity = properties.EmissiveFactor.value;
+
+						}
+						if ( properties.Opacity ) {
+
+							parameters.opacity = properties.Opacity.value;
+
+						}
+						if ( parameters.opacity < 1.0 ) {
+
+							parameters.transparent = true;
+
+						}
+
+						childrenRelationships.forEach( function ( relationship ) {
+
+							var type = relationship.relationship;
+							switch ( type ) {
+
+								case " \"AmbientColor":
+									//TODO: Support AmbientColor textures
+									break;
+
+								case " \"DiffuseColor":
+									parameters.map = textureMap.get( relationship.ID );
+									break;
+
+								default:
+									console.warn( 'Unknown texture application of type ' + type + ', skipping texture' );
+									break;
+
+							}
+
+						} );
+
+						return parameters;
+
+					}
+
+				}
+
+			}
+
+			/**
+			 * Generates map of Skeleton-like objects for use later when generating and binding skeletons.
+			 * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree
+			 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
+			 * @returns {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>}
+			 */
+			function parseDeformers( FBXTree, connections ) {
+
+				var skeletonMap = new Map();
+
+				if ( 'Deformer' in FBXTree.Objects.subNodes ) {
+
+					var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
+					for ( var nodeID in DeformerNodes ) {
+
+						var deformerNode = DeformerNodes[ nodeID ];
+						if ( deformerNode.attrType === 'Skin' ) {
+
+							var conns = connections.get( parseInt( nodeID ) );
+							var skeleton = parseSkeleton( conns, DeformerNodes );
+							skeleton.FBX_ID = parseInt( nodeID );
+							skeletonMap.set( parseInt( nodeID ), skeleton );
+
+						}
+
+					}
+
+				}
+
+				return skeletonMap;
+
+				/**
+				 * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
+				 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
+				 * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes
+				 * @returns {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}}
+				 */
+				function parseSkeleton( connections, DeformerNodes ) {
+
+					var subDeformers = new Map();
+					var subDeformerArray = [];
+					connections.children.forEach( function ( child ) {
+
+						var subDeformerNode = DeformerNodes[ child.ID ];
+						var subDeformer = {
+							FBX_ID: child.ID,
+							indices: parseIntArray( subDeformerNode.subNodes.Indexes.properties.a ),
+							weights: parseFloatArray( subDeformerNode.subNodes.Weights.properties.a ),
+							transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
+							transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
+							linkMode: subDeformerNode.properties.Mode
+						};
+						subDeformers.set( child.ID, subDeformer );
+						subDeformerArray.push( subDeformer );
+
+					} );
+
+					return {
+						map: subDeformers,
+						array: subDeformerArray,
+						bones: []
+					};
+
+				}
+
+			}
+
+			/**
+			 * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
+			 * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree
+			 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
+			 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
+			 * @returns {Map<number, THREE.BufferGeometry>}
+			 */
+			function parseGeometries( FBXTree, connections, deformerMap ) {
+
+				var geometryMap = new Map();
+
+				if ( 'Geometry' in FBXTree.Objects.subNodes ) {
+
+					var geometryNodes = FBXTree.Objects.subNodes.Geometry;
+					for ( var nodeID in geometryNodes ) {
+
+						var relationships = connections.get( parseInt( nodeID ) );
+						var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformerMap );
+						geometryMap.set( parseInt( nodeID ), geo );
+
+					}
+
+				}
+
+				return geometryMap;
+
+				/**
+				 * Generates BufferGeometry from FBXGeometryNode.
+				 * @param {FBXGeometryNode} geometryNode
+				 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
+				 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap
+				 * @returns {THREE.BufferGeometry}
+				 */
+				function parseGeometry( geometryNode, relationships, deformerMap ) {
+
+					switch ( geometryNode.attrType ) {
+
+						case 'Mesh':
+							return parseMeshGeometry( geometryNode, relationships, deformerMap );
+							break;
+
+						case 'NurbsCurve':
+							return parseNurbsGeometry( geometryNode, relationships, deformerMap );
+							break;
+
+					}
+
+					/**
+					 * Specialty function for parsing Mesh based Geometry Nodes.
+					 * @param {FBXGeometryNode} geometryNode
+					 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
+					 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformerMap - Map object of deformers and subDeformers by ID.
+					 * @returns {THREE.BufferGeometry}
+					 */
+					function parseMeshGeometry( geometryNode, relationships, deformerMap ) {
+
+						var FBX_ID = geometryNode.id;
+						var name = geometryNode.attrName;
+						for ( var i = 0; i < relationships.children.length; ++ i ) {
+
+							if ( deformerMap.has( relationships.children[ i ].ID ) ) {
+
+								var deformer = deformerMap.get( relationships.children[ i ].ID );
+								break;
+
+							}
+
+						}
+
+						var geometry = genGeometry( geometryNode, deformer );
+
+						return geometry;
+
+						/**
+						 * @param {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}} deformer - Skeleton representation for geometry instance.
+						 * @returns {THREE.BufferGeometry}
+						 */
+						function genGeometry( geometryNode, deformer ) {
+
+							var geometry = new Geometry();
+
+							//First, each index is going to be its own vertex.
+							var vertexBuffer = parseFloatArray( geometryNode.subNodes.Vertices.properties.a );
+							var indexBuffer = parseIntArray( geometryNode.subNodes.PolygonVertexIndex.properties.a );
+
+							if ( 'LayerElementNormal' in geometryNode.subNodes ) {
+
+								var normalInfo = getNormals( geometryNode );
+
+							}
+
+							if ( 'LayerElementUV' in geometryNode.subNodes ) {
+
+								var uvInfo = getUVs( geometryNode );
+
+							}
+
+							if ( 'LayerElementMaterial' in geometryNode.subNodes ) {
+
+								var materialInfo = getMaterials( geometryNode );
+
+							}
+
+							var faceVertexBuffer = [];
+							var polygonIndex = 0;
+							for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; ++ polygonVertexIndex ) {
+
+								var endOfFace;
+								var vertexIndex = indexBuffer[ polygonVertexIndex ];
+								if ( indexBuffer[ polygonVertexIndex ] < 0 ) {
+
+									vertexIndex = vertexIndex ^ - 1;
+									indexBuffer[ polygonVertexIndex ] = vertexIndex;
+									endOfFace = true;
+
+								}
+								var vertex = new Vertex();
+								var weightIndices = [];
+								var weights = [];
+								vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
+
+								// If we have a deformer for this geometry, get the skinIndex and skinWeights for this object.
+								// They are stored as vertex indices on each deformer, and we need them as deformer indices
+								// for each vertex.
+								if ( deformer ) {
+
+									for ( var j = 0; j < deformer.array.length; ++ j ) {
+
+										var index = deformer.array[ j ].indices.findIndex( function ( index ) {
+
+											return index === indexBuffer[ polygonVertexIndex ];
+
+										} );
+
+										if ( index !== - 1 ) {
+
+											weights.push( deformer.array[ j ].weights[ index ] );
+											weightIndices.push( j );
+
+										}
+
+									}
+
+									if ( weights.length > 4 ) {
+
+										console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex.  Deleting additional weights.' );
+
+										var WIndex = [ 0, 0, 0, 0 ];
+										var Weight = [ 0, 0, 0, 0 ];
+
+										for ( var polygonVertexIndex = 0; polygonVertexIndex < weights.length; ++ polygonVertexIndex ) {
+
+											var currentWeight = weights[ polygonVertexIndex ];
+											var currentIndex = weightIndices[ polygonVertexIndex ];
+											for ( var j = 0; j < Weight.length; ++ j ) {
+
+												if ( currentWeight > Weight[ j ] ) {
+
+													var tmp = Weight[ j ];
+													Weight[ j ] = currentWeight;
+													currentWeight = tmp;
+
+													tmp = WIndex[ j ];
+													WIndex[ j ] = currentIndex;
+													currentIndex = tmp;
+
+												}
+
+											}
+
+										}
+
+										weightIndices = WIndex;
+										weights = Weight;
+
+									}
+
+									for ( var i = weights.length; i < 4; i ++ ) {
+
+										weights[ i ] = 0;
+										weightIndices[ i ] = 0;
+
+									}
+
+									vertex.skinWeights.fromArray( weights );
+									vertex.skinIndices.fromArray( weightIndices );
+
+									//vertex.skinWeights.normalize();
+
+								}
+
+								if ( normalInfo ) {
+
+									vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
+
+								}
+
+								if ( uvInfo ) {
+
+									vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
+
+								}
+
+
+
+								//Add vertex to face buffer.
+								faceVertexBuffer.push( vertex );
+
+								// If index was negative to start with, we have finished this individual face
+								// and can generate the face data to the geometry.
+								if ( endOfFace ) {
+
+									var face = new Face();
+									var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
+									face.genTrianglesFromVertices( faceVertexBuffer );
+									face.materialIndex = materials[ 0 ];
+									geometry.faces.push( face );
+									faceVertexBuffer = [];
+									polygonIndex ++;
+									endOfFace = false;
+
+								}
+
+							}
+
+							/**
+							 * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
+							 */
+							var bufferInfo = geometry.flattenToBuffers();
+
+							var geo = new THREE.BufferGeometry();
+							geo.name = geometryNode.name;
+							geo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( bufferInfo.vertexBuffer ), 3 ) );
+
+							if ( bufferInfo.normalBuffer.length > 0 ) {
+
+								geo.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( bufferInfo.normalBuffer ), 3 ) );
+
+							}
+							if ( bufferInfo.uvBuffer.length > 0 ) {
+
+								geo.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( bufferInfo.uvBuffer ), 2 ) );
+
+							}
+
+							if ( deformer ) {
+
+								geo.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinIndexBuffer ), 4 ) );
+
+								geo.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( bufferInfo.skinWeightBuffer ), 4 ) );
+
+								geo.FBX_Deformer = deformer;
+
+							}
+
+							// Convert the material indices of each vertex into rendering groups on the geometry.
+							var prevMaterialIndex = bufferInfo.materialIndexBuffer[ 0 ];
+							var startIndex = 0;
+							for ( var materialBufferIndex = 0; materialBufferIndex < bufferInfo.materialIndexBuffer.length; ++ materialBufferIndex ) {
+
+								if ( bufferInfo.materialIndexBuffer[ materialBufferIndex ] !== prevMaterialIndex ) {
+
+									geo.addGroup( startIndex, materialBufferIndex - startIndex, prevMaterialIndex );
+									startIndex = materialBufferIndex;
+									prevMaterialIndex = bufferInfo.materialIndexBuffer[ materialBufferIndex ];
+
+								}
+
+							}
+
+							return geo;
+
+							/**
+							 * Parses normal information for geometry.
+							 * @param {FBXGeometryNode} geometryNode
+							 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
+							 */
+							function getNormals( geometryNode ) {
+
+								var NormalNode = geometryNode.subNodes.LayerElementNormal[ 0 ];
+
+								var mappingType = NormalNode.properties.MappingInformationType;
+								var referenceType = NormalNode.properties.ReferenceInformationType;
+								var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
+								var indexBuffer = [];
+								if ( referenceType === 'IndexToDirect' ) {
+
+									indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
+
+								}
+
+								return {
+									dataSize: 3,
+									buffer: buffer,
+									indices: indexBuffer,
+									mappingType: mappingType,
+									referenceType: referenceType
+								};
+
+							}
+
+							/**
+							 * Parses UV information for geometry.
+							 * @param {FBXGeometryNode} geometryNode
+							 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
+							 */
+							function getUVs( geometryNode ) {
+
+								var UVNode = geometryNode.subNodes.LayerElementUV[ 0 ];
+
+								var mappingType = UVNode.properties.MappingInformationType;
+								var referenceType = UVNode.properties.ReferenceInformationType;
+								var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
+								var indexBuffer = [];
+								if ( referenceType === 'IndexToDirect' ) {
+
+									indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
+
+								}
+
+								return {
+									dataSize: 2,
+									buffer: buffer,
+									indices: indexBuffer,
+									mappingType: mappingType,
+									referenceType: referenceType
+								};
+
+							}
+
+							/**
+							 * Parses material application information for geometry.
+							 * @param {FBXGeometryNode}
+							 * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
+							 */
+							function getMaterials( geometryNode ) {
+
+								var MaterialNode = geometryNode.subNodes.LayerElementMaterial[ 0 ];
+								var mappingType = MaterialNode.properties.MappingInformationType;
+								var referenceType = MaterialNode.properties.ReferenceInformationType;
+								var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
+
+								// Since materials are stored as indices, there's a bit of a mismatch between FBX and what
+								// we expect.  So we create an intermediate buffer that points to the index in the buffer,
+								// for conforming with the other functions we've written for other data.
+								var materialIndices = [];
+								materialIndexBuffer.forEach( function ( materialIndex, index ) {
+
+									materialIndices.push( index );
+
+								} );
+
+								return {
+									dataSize: 1,
+									buffer: materialIndexBuffer,
+									indices: materialIndices,
+									mappingType: mappingType,
+									referenceType: referenceType
+								};
+
+							}
+
+							/**
+							 * Function uses the infoObject and given indices to return value array of object.
+							 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
+							 * @param {number} polygonIndex - Index of polygon in geometry.
+							 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
+							 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
+							 * @returns {number[]}
+							 */
+							function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
+
+								var GetData = {
+
+									ByPolygonVertex: {
+
+										/**
+										 * Function uses the infoObject and given indices to return value array of object.
+										 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
+										 * @param {number} polygonIndex - Index of polygon in geometry.
+										 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
+										 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
+										 * @returns {number[]}
+										 */
+										Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
+
+											return infoObject.buffer.slice( ( polygonVertexIndex * infoObject.dataSize ), ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize );
+
+										},
+
+										/**
+										 * Function uses the infoObject and given indices to return value array of object.
+										 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
+										 * @param {number} polygonIndex - Index of polygon in geometry.
+										 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
+										 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
+										 * @returns {number[]}
+										 */
+										IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
+
+											var index = infoObject.indices[ polygonVertexIndex ];
+											return infoObject.buffer.slice( ( index * infoObject.dataSize ), ( index * infoObject.dataSize ) + infoObject.dataSize );
+
+										}
+
+									},
+
+									ByPolygon: {
+
+										/**
+										 * Function uses the infoObject and given indices to return value array of object.
+										 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
+										 * @param {number} polygonIndex - Index of polygon in geometry.
+										 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
+										 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
+										 * @returns {number[]}
+										 */
+										Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
+
+											return infoObject.buffer.slice( polygonIndex * infoObject.dataSize, polygonIndex * infoObject.dataSize + infoObject.dataSize );
+
+										},
+
+										/**
+										 * Function uses the infoObject and given indices to return value array of object.
+										 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
+										 * @param {number} polygonIndex - Index of polygon in geometry.
+										 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
+										 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
+										 * @returns {number[]}
+										 */
+										IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
+
+											var index = infoObject.indices[ polygonIndex ];
+											return infoObject.buffer.slice( index * infoObject.dataSize, index * infoObject.dataSize + infoObject.dataSize );
+
+										}
+
+									},
+
+									AllSame: {
+
+										/**
+										 * Function uses the infoObject and given indices to return value array of object.
+										 * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
+										 * @param {number} polygonIndex - Index of polygon in geometry.
+										 * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
+										 * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
+										 * @returns {number[]}
+										 */
+										IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
+
+											return infoObject.buffer.slice( infoObject.indices[ 0 ] * infoObject.dataSize, infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize );
+
+										}
+
+									}
+
+								};
+
+								return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
+
+							}
+
+						}
+
+					}
+
+					/**
+					 * Specialty function for parsing NurbsCurve based Geometry Nodes.
+					 * @param {FBXGeometryNode} geometryNode
+					 * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
+					 * @returns {THREE.BufferGeometry}
+					 */
+					function parseNurbsGeometry( geometryNode, relationships ) {
+
+						if ( THREE.NURBSCurve === undefined ) {
+
+							console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model.  Nurbs will show up as empty geometry." );
+							return new THREE.BufferGeometry();
+
+						}
+
+						var order = parseInt( geometryNode.properties.Order );
+
+						if ( isNaN( order ) ) {
+
+							console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id );
+							return new THREE.BufferGeometry();
+
+						}
+
+						var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
+						var controlPoints = [];
+						var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
+
+						for ( var i = 0; i < pointsValues.length; i += 4 ) {
+
+							controlPoints.push( new THREE.Vector4( pointsValues[ i ], pointsValues[ i + 1 ], pointsValues[ i + 2 ], pointsValues[ i + 3 ] ) );
+
+						}
+
+						if ( geometryNode.properties.Form === 'Closed' ) {
+
+							controlPoints.push( controlPoints[ 0 ] );
+
+						}
+
+						var curve = new THREE.NURBSCurve( order - 1, knots, controlPoints );
+						var vertices = curve.getPoints( controlPoints.length * 1.5 );
+
+						var vertexBuffer = [];
+						vertices.forEach( function ( position ) {
+
+							var array = position.toArray();
+							vertexBuffer = vertexBuffer.concat( array );
+
+						} );
+
+						var geometry = new THREE.BufferGeometry();
+						geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertexBuffer ), 3 ) );
+
+						return geometry;
+
+					}
+
+				}
+
+			}
+
+			/**
+			 * Finally generates Scene graph and Scene graph Objects.
+			 * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree
+			 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
+			 * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformerMap
+			 * @param {Map<number, THREE.BufferGeometry>} geometryMap
+			 * @param {Map<number, THREE.Material>} materialMap
+			 * @returns {THREE.Group}
+			 */
+			function parseScene( FBXTree, connections, deformerMap, geometryMap, materialMap ) {
+
+				var sceneGraph = new THREE.Group();
+
+				var ModelNode = FBXTree.Objects.subNodes.Model;
+
+				/**
+				 * @type {Array.<THREE.Object3D>}
+				 */
+				var modelArray = [];
+
+				/**
+				 * @type {Map.<number, THREE.Object3D>}
+				 */
+				var modelMap = new Map();
+
+				for ( var nodeID in ModelNode ) {
+
+					var id = parseInt( nodeID );
+					var node = ModelNode[ nodeID ];
+					var conns = connections.get( id );
+					var model = null;
+					for ( var i = 0; i < conns.parents.length; ++ i ) {
+
+						deformerMap.forEach( function ( deformer ) {
+
+							if ( deformer.map.has( conns.parents[ i ].ID ) ) {
+
+								model = new THREE.Bone();
+								var index = deformer.array.findIndex( function ( subDeformer ) {
+
+									return subDeformer.FBX_ID === conns.parents[ i ].ID;
+
+								} );
+								deformer.bones[ index ] = model;
+
+							}
+
+						} );
+
+					}
+					if ( ! model ) {
+
+						switch ( node.attrType ) {
+
+							case "Mesh":
+								/**
+								 * @type {?THREE.BufferGeometry}
+								 */
+								var geometry = null;
+
+								/**
+								 * @type {THREE.MultiMaterial|THREE.Material}
+								 */
+								var material = null;
+
+								/**
+								 * @type {Array.<THREE.Material>}
+								 */
+								var materials = [];
+
+								conns.children.forEach( function ( child ) {
+
+									if ( geometryMap.has( child.ID ) ) {
+
+										geometry = geometryMap.get( child.ID );
+
+									}
+
+									if ( materialMap.has( child.ID ) ) {
+
+										materials.push( materialMap.get( child.ID ) );
+
+									}
+
+								} );
+								if ( materials.length > 1 ) {
+
+									material = new THREE.MultiMaterial( materials );
+
+								} else if ( materials.length > 0 ) {
+
+									material = materials[ 0 ];
+
+								} else {
+
+									material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
+
+								}
+								if ( geometry.FBX_Deformer ) {
+
+									materials.forEach( function ( material ) {
+
+										material.skinning = true;
+
+									} );
+									material.skinning = true;
+									model = new THREE.SkinnedMesh( geometry, material );
+
+								} else {
+
+									model = new THREE.Mesh( geometry, material );
+
+								}
+								break;
+
+							case "NurbsCurve":
+								var geometry = null;
+
+								conns.children.forEach( function ( child ) {
+
+									if ( geometryMap.has( child.ID ) ) {
+
+										geometry = geometryMap.get( child.ID );
+
+									}
+
+								} );
+
+								// FBX does not list materials for Nurbs lines, so we'll just put our own in here.
+								material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
+								model = new THREE.Line( geometry, material );
+								break;
+
+							default:
+								model = new THREE.Object3D();
+								break;
+
+						}
+
+					}
+
+					model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
+					model.FBX_ID = id;
+
+					modelArray.push( model );
+					modelMap.set( id, model );
+
+				}
+
+				modelArray.forEach( function ( model ) {
+
+					var node = ModelNode[ model.FBX_ID ];
+
+					if ( 'Lcl_Translation' in node.properties ) {
+
+						model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
+
+					}
+
+					if ( 'Lcl_Rotation' in node.properties ) {
+
+						var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
+
+							return value * Math.PI / 180;
+
+						} );
+						rotation.push( 'ZYX' );
+						model.rotation.fromArray( rotation );
+
+					}
+
+					if ( 'Lcl_Scaling' in node.properties ) {
+
+						model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
+
+					}
+
+					var conns = connections.get( model.FBX_ID );
+					for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
+
+						var pIndex = modelArray.findIndex( function ( mod ) {
+
+							return mod.FBX_ID === conns.parents[ parentIndex ].ID;
+
+						} );
+						if ( pIndex > - 1 ) {
+
+							modelArray[ pIndex ].add( model );
+							break;
+
+						}
+
+					}
+					if ( model.parent === null ) {
+
+						sceneGraph.add( model );
+
+					}
+
+				} );
+
+
+				// Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
+				sceneGraph.updateMatrixWorld( true );
+
+				// Put skeleton into bind pose.
+				var BindPoseNode = FBXTree.Objects.subNodes.Pose;
+				for ( var nodeID in BindPoseNode ) {
+
+					if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
+
+						BindPoseNode = BindPoseNode[ nodeID ];
+						break;
+
+					}
+
+				}
+				if ( BindPoseNode ) {
+
+					var PoseNode = BindPoseNode.subNodes.PoseNode;
+					var worldMatrices = new Map();
+
+					PoseNode.forEach( function ( node ) {
+
+						var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
+
+						worldMatrices.set( parseInt( node.id ), rawMatWrd );
+
+					} );
+
+				}
+
+				deformerMap.forEach( function ( deformer, FBX_ID ) {
+
+					deformer.array.forEach( function ( subDeformer, subDeformerIndex ) {
+
+						/**
+						 * @type {THREE.Bone}
+						 */
+						var bone = deformer.bones[ subDeformerIndex ];
+						if ( ! worldMatrices.has( bone.FBX_ID ) ) {
+
+							return;
+
+						}
+						var mat = worldMatrices.get( bone.FBX_ID );
+						bone.matrixWorld.copy( mat );
+
+					} );
+
+					// Now that skeleton is in bind pose, bind to model.
+					deformer.skeleton = new THREE.Skeleton( deformer.bones );
+					var conns = connections.get( FBX_ID );
+					conns.parents.forEach( function ( parent ) {
+
+						if ( geometryMap.has( parent.ID ) ) {
+
+							var geoID = parent.ID;
+							var geoConns = connections.get( geoID );
+							for ( var i = 0; i < geoConns.parents.length; ++ i ) {
+
+								if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
+
+									var model = modelMap.get( geoConns.parents[ i ].ID );
+									//ASSERT model typeof SkinnedMesh
+									model.bind( deformer.skeleton, model.matrixWorld );
+									break;
+
+								}
+
+							}
+
+						}
+
+					} );
+
+				} );
+
+				// Skeleton is now bound, we are now free to set up the
+				// scene graph.
+				modelArray.forEach( function ( model ) {
+
+					var node = ModelNode[ model.FBX_ID ];
+
+					if ( 'Lcl_Translation' in node.properties ) {
+
+						model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
+
+					}
+
+					if ( 'Lcl_Rotation' in node.properties ) {
+
+						var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( function ( value ) {
+
+							return value * Math.PI / 180;
+
+						} );
+						rotation.push( 'ZYX' );
+						model.rotation.fromArray( rotation );
+
+					}
+
+					if ( 'Lcl_Scaling' in node.properties ) {
+
+						model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
+
+					}
+
+				} );
+
+				// Silly hack with the animation parsing.  We're gonna pretend the scene graph has a skeleton
+				// to attach animations to, since FBXs treat animations as animations for the entire scene,
+				// not just for individual objects.
+				sceneGraph.skeleton = {
+					bones: modelArray
+				};
+
+				var animations = parseAnimations( FBXTree, connections, sceneGraph );
+
+				addAnimations( sceneGraph, animations );
+
+				return sceneGraph;
+
+			}
+
+			/**
+			 * Parses animation information from FBXTree and generates an AnimationInfoObject.
+			 * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
+			 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
+			 */
+			function parseAnimations( FBXTree, connections, sceneGraph ) {
+
+				var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
+				var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
+				var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
+				var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
+
+				/**
+				 * @type {{
+				     curves: Map<number, {
+						 T: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							};
+						},
+						 R: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							};
+						},
+						 S: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							};
+						}
+					 }>,
+					 layers: Map<number, {
+					 	T: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							},
+						},
+						R: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							},
+						},
+						S: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							},
+						}
+						}[]>,
+					 stacks: Map<number, {
+						 name: string,
+						 layers: {
+							T: {
+								id: number;
+								attr: string;
+								internalID: number;
+								attrX: boolean;
+								attrY: boolean;
+								attrZ: boolean;
+								containerBoneID: number;
+								containerID: number;
+								curves: {
+									x: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+									y: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+									z: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+								};
+							};
+							R: {
+								id: number;
+								attr: string;
+								internalID: number;
+								attrX: boolean;
+								attrY: boolean;
+								attrZ: boolean;
+								containerBoneID: number;
+								containerID: number;
+								curves: {
+									x: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+									y: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+									z: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+								};
+							};
+							S: {
+								id: number;
+								attr: string;
+								internalID: number;
+								attrX: boolean;
+								attrY: boolean;
+								attrZ: boolean;
+								containerBoneID: number;
+								containerID: number;
+								curves: {
+									x: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+									y: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+									z: {
+										version: any;
+										id: number;
+										internalID: number;
+										times: number[];
+										values: number[];
+										attrFlag: number[];
+										attrData: number[];
+									};
+								};
+							};
+						}[][],
+					 length: number,
+					 frames: number }>,
+					 length: number,
+					 fps: number,
+					 frames: number
+				 }}
+				 */
+				var returnObject = {
+					curves: new Map(),
+					layers: new Map(),
+					stacks: new Map(),
+					length: 0,
+					fps: 30,
+					frames: 0
+				};
+
+				/**
+				 * @type {Array.<{
+						id: number;
+						attr: string;
+						internalID: number;
+						attrX: boolean;
+						attrY: boolean;
+						attrZ: boolean;
+						containerBoneID: number;
+						containerID: number;
+					}>}
+				 */
+				var animationCurveNodes = [];
+				for ( var nodeID in rawNodes ) {
+
+					if ( nodeID.match( /\d+/ ) ) {
+
+						var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
+						animationCurveNodes.push( animationNode );
+
+					}
+
+				}
+
+				/**
+				 * @type {Map.<number, {
+						id: number,
+						attr: string,
+						internalID: number,
+						attrX: boolean,
+						attrY: boolean,
+						attrZ: boolean,
+						containerBoneID: number,
+						containerID: number,
+						curves: {
+							x: {
+								version: any,
+								id: number,
+								internalID: number,
+								times: number[],
+								values: number[],
+								attrFlag: number[],
+								attrData: number[],
+							},
+							y: {
+								version: any,
+								id: number,
+								internalID: number,
+								times: number[],
+								values: number[],
+								attrFlag: number[],
+								attrData: number[],
+							},
+							z: {
+								version: any,
+								id: number,
+								internalID: number,
+								times: number[],
+								values: number[],
+								attrFlag: number[],
+								attrData: number[],
+							}
+						}
+					}>}
+				 */
+				var tmpMap = new Map();
+				for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
+
+					if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
+
+						continue;
+
+					}
+					tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
+
+				}
+
+
+				/**
+				 * @type {{
+						version: any,
+						id: number,
+						internalID: number,
+						times: number[],
+						values: number[],
+						attrFlag: number[],
+						attrData: number[],
+					}[]}
+				 */
+				var animationCurves = [];
+				for ( nodeID in rawCurves ) {
+
+					if ( nodeID.match( /\d+/ ) ) {
+
+						var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
+						animationCurves.push( animationCurve );
+
+						var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
+						var firstParentID = firstParentConn.ID;
+						var firstParentRelationship = firstParentConn.relationship;
+						var axis = '';
+
+						if ( firstParentRelationship.match( /X/ ) ) {
+
+							axis = 'x';
+
+						} else if ( firstParentRelationship.match( /Y/ ) ) {
+
+							axis = 'y';
+
+						} else if ( firstParentRelationship.match( /Z/ ) ) {
+
+							axis = 'z';
+
+						} else {
+
+							continue;
+
+						}
+
+						tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
+
+					}
+
+				}
+
+				tmpMap.forEach( function ( curveNode ) {
+
+					var id = curveNode.containerBoneID;
+					if ( ! returnObject.curves.has( id ) ) {
+
+						returnObject.curves.set( id, { T: null, R: null, S: null } );
+
+					}
+					returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
+
+				} );
+
+				for ( var nodeID in rawLayers ) {
+
+					/**
+					 * @type {{
+					 	T: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							},
+						},
+						R: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							},
+						},
+						S: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							},
+						}
+						}[]}
+					 */
+					var layer = [];
+					var children = connections.get( parseInt( nodeID ) ).children;
+					for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
+
+						// Skip lockInfluenceWeights
+						if ( tmpMap.has( children[ childIndex ].ID ) ) {
+
+							var curveNode = tmpMap.get( children[ childIndex ].ID );
+							var boneID = curveNode.containerBoneID;
+							if ( layer[ boneID ] === undefined ) {
+
+								layer[ boneID ] = {
+									T: null,
+									R: null,
+									S: null
+								};
+
+							}
+
+							layer[ boneID ][ curveNode.attr ] = curveNode;
+
+						}
+
+					}
+
+					returnObject.layers.set( parseInt( nodeID ), layer );
+
+				}
+
+				for ( var nodeID in rawStacks ) {
+
+					var layers = [];
+					var children = connections.get( parseInt( nodeID ) ).children;
+					var maxTimeStamp = 0;
+					var minTimeStamp = Number.MAX_VALUE;
+					for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
+
+						if ( returnObject.layers.has( children[ childIndex ].ID ) ) {
+
+							var currentLayer = returnObject.layers.get( children[ childIndex ].ID );
+							layers.push( currentLayer );
+
+							currentLayer.forEach( function ( layer ) {
+
+								if ( layer ) {
+
+									getCurveNodeMaxMinTimeStamps( layer );
+
+								}
+
+								/**
+								 * Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
+								 * than the max or min respectively.
+								 * @param {{
+											T: {
+													id: number,
+													attr: string,
+													internalID: number,
+													attrX: boolean,
+													attrY: boolean,
+													attrZ: boolean,
+													containerBoneID: number,
+													containerID: number,
+													curves: {
+															x: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+															y: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+															z: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+													},
+											},
+											R: {
+													id: number,
+													attr: string,
+													internalID: number,
+													attrX: boolean,
+													attrY: boolean,
+													attrZ: boolean,
+													containerBoneID: number,
+													containerID: number,
+													curves: {
+															x: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+															y: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+															z: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+													},
+											},
+											S: {
+													id: number,
+													attr: string,
+													internalID: number,
+													attrX: boolean,
+													attrY: boolean,
+													attrZ: boolean,
+													containerBoneID: number,
+													containerID: number,
+													curves: {
+															x: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+															y: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+															z: {
+																	version: any,
+																	id: number,
+																	internalID: number,
+																	times: number[],
+																	values: number[],
+																	attrFlag: number[],
+																	attrData: number[],
+															},
+													},
+											},
+									}} layer
+								 */
+								function getCurveNodeMaxMinTimeStamps( layer ) {
+
+									/**
+									 * Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
+									 * exceeds the maximum or minimum.
+									 * @param {{
+												x: {
+														version: any,
+														id: number,
+														internalID: number,
+														times: number[],
+														values: number[],
+														attrFlag: number[],
+														attrData: number[],
+												},
+												y: {
+														version: any,
+														id: number,
+														internalID: number,
+														times: number[],
+														values: number[],
+														attrFlag: number[],
+														attrData: number[],
+												},
+												z: {
+														version: any,
+														id: number,
+														internalID: number,
+														times: number[],
+														values: number[],
+														attrFlag: number[],
+														attrData: number[],
+												}
+										}} curve
+									 */
+									function getCurveMaxMinTimeStamp( curve ) {
+
+										/**
+										 * Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
+										 * @param {{times: number[]}} axis
+										 */
+										function getCurveAxisMaxMinTimeStamps( axis ) {
+
+											maxTimeStamp = axis.times[ axis.times.length - 1 ] > maxTimeStamp ? axis.times[ axis.times.length - 1 ] : maxTimeStamp;
+											minTimeStamp = axis.times[ 0 ] < minTimeStamp ? axis.times[ 0 ] : minTimeStamp;
+
+										}
+
+										if ( curve.x ) {
+
+											getCurveAxisMaxMinTimeStamps( curve.x );
+
+										}
+										if ( curve.y ) {
+
+											getCurveAxisMaxMinTimeStamps( curve.y );
+
+										}
+										if ( curve.z ) {
+
+											getCurveAxisMaxMinTimeStamps( curve.z );
+
+										}
+
+									}
+
+									if ( layer.R ) {
+
+										getCurveMaxMinTimeStamp( layer.R.curves );
+
+									}
+									if ( layer.S ) {
+
+										getCurveMaxMinTimeStamp( layer.S.curves );
+
+									}
+									if ( layer.T ) {
+
+										getCurveMaxMinTimeStamp( layer.T.curves );
+
+									}
+
+								}
+
+							} );
+
+						}
+
+					}
+
+					// Do we have an animation clip with actual length?
+					if ( maxTimeStamp > minTimeStamp ) {
+
+						returnObject.stacks.set( parseInt( nodeID ), {
+							name: rawStacks[ nodeID ].attrName,
+							layers: layers,
+							length: maxTimeStamp - minTimeStamp,
+							frames: ( maxTimeStamp - minTimeStamp ) * 30
+						} );
+
+					}
+
+				}
+
+				return returnObject;
+
+				/**
+				 * @param {Object} FBXTree
+				 * @param {{id: number, attrName: string, properties: Object<string, any>}} animationCurveNode
+				 * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections
+				 * @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
+				 */
+				function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
+
+					var returnObject = {
+						/**
+						 * @type {number}
+						 */
+						id: animationCurveNode.id,
+
+						/**
+						 * @type {string}
+						 */
+						attr: animationCurveNode.attrName,
+
+						/**
+						 * @type {number}
+						 */
+						internalID: animationCurveNode.id,
+
+						/**
+						 * @type {boolean}
+						 */
+						attrX: false,
+
+						/**
+						 * @type {boolean}
+						 */
+						attrY: false,
+
+						/**
+						 * @type {boolean}
+						 */
+						attrZ: false,
+
+						/**
+						 * @type {number}
+						 */
+						containerBoneID: - 1,
+
+						/**
+						 * @type {number}
+						 */
+						containerID: - 1,
+
+						curves: {
+							x: null,
+							y: null,
+							z: null
+						}
+					};
+
+					if ( returnObject.attr.match( /S|R|T/ ) ) {
+
+						for ( var attributeKey in animationCurveNode.properties ) {
+
+							if ( attributeKey.match( /X/ ) ) {
+
+								returnObject.attrX = true;
+
+							}
+							if ( attributeKey.match( /Y/ ) ) {
+
+								returnObject.attrY = true;
+
+							}
+							if ( attributeKey.match( /Z/ ) ) {
+
+								returnObject.attrZ = true;
+
+							}
+
+						}
+
+					} else {
+
+						return null;
+
+					}
+
+					var conns = connections.get( returnObject.id );
+					var containerIndices = conns.parents;
+
+					for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
+
+						var boneID = sceneGraph.skeleton.bones.findIndex( function ( bone ) {
+
+							return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
+
+						} );
+						if ( boneID > - 1 ) {
+
+							returnObject.containerBoneID = boneID;
+							returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
+							break;
+
+						}
+
+					}
+
+					return returnObject;
+
+				}
+
+				/**
+				 * @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
+				 */
+				function parseAnimationCurve( animationCurve ) {
+
+					return {
+						version: null,
+						id: animationCurve.id,
+						internalID: animationCurve.id,
+						times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( function ( time ) {
+
+							return ConvertFBXTimeToSeconds( time );
+
+						} ),
+						values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
+
+						attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
+						attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
+					};
+
+				}
+
+			}
+
+			/**
+			 * @param {{
+				curves: Map<number, {
+					T: {
+						id: number;
+						attr: string;
+						internalID: number;
+						attrX: boolean;
+						attrY: boolean;
+						attrZ: boolean;
+						containerBoneID: number;
+						containerID: number;
+						curves: {
+							x: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							y: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							z: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+						};
+					};
+					R: {
+						id: number;
+						attr: string;
+						internalID: number;
+						attrX: boolean;
+						attrY: boolean;
+						attrZ: boolean;
+						containerBoneID: number;
+						containerID: number;
+						curves: {
+							x: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							y: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							z: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+						};
+					};
+					S: {
+						id: number;
+						attr: string;
+						internalID: number;
+						attrX: boolean;
+						attrY: boolean;
+						attrZ: boolean;
+						containerBoneID: number;
+						containerID: number;
+						curves: {
+							x: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							y: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							z: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+						};
+					};
+				}>;
+				layers: Map<number, {
+					T: {
+						id: number;
+						attr: string;
+						internalID: number;
+						attrX: boolean;
+						attrY: boolean;
+						attrZ: boolean;
+						containerBoneID: number;
+						containerID: number;
+						curves: {
+							x: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							y: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							z: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+						};
+					};
+					R: {
+						id: number;
+						attr: string;
+						internalID: number;
+						attrX: boolean;
+						attrY: boolean;
+						attrZ: boolean;
+						containerBoneID: number;
+						containerID: number;
+						curves: {
+							x: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							y: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							z: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+						};
+					};
+					S: {
+						id: number;
+						attr: string;
+						internalID: number;
+						attrX: boolean;
+						attrY: boolean;
+						attrZ: boolean;
+						containerBoneID: number;
+						containerID: number;
+						curves: {
+							x: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							y: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+							z: {
+								version: any;
+								id: number;
+								internalID: number;
+								times: number[];
+								values: number[];
+								attrFlag: number[];
+								attrData: number[];
+							};
+						};
+					};
+				}[]>;
+				stacks: Map<number, {
+					name: string;
+					layers: {
+						T: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							};
+						};
+						R: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							};
+						};
+						S: {
+							id: number;
+							attr: string;
+							internalID: number;
+							attrX: boolean;
+							attrY: boolean;
+							attrZ: boolean;
+							containerBoneID: number;
+							containerID: number;
+							curves: {
+								x: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								y: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+								z: {
+									version: any;
+									id: number;
+									internalID: number;
+									times: number[];
+									values: number[];
+									attrFlag: number[];
+									attrData: number[];
+								};
+							};
+						};
+					}[][];
+					length: number;
+					frames: number;
+				}>;
+				length: number;
+				fps: number;
+				frames: number;
+			}} animations,
+			 * @param {{skeleton: { bones: THREE.Bone[]}}} group
+			 */
+			function addAnimations( group, animations ) {
+
+				if ( group.animations === undefined ) {
+
+					group.animations = [];
+
+				}
+
+				animations.stacks.forEach( function ( stack ) {
+
+					var animationData = {
+						name: stack.name,
+						fps: 30,
+						length: stack.length,
+						hierarchy: []
+					};
+
+					var bones = group.skeleton.bones;
+
+					bones.forEach( function ( bone ) {
+
+						var name = bone.name.replace( /.*:/, '' );
+						var parentIndex = bones.findIndex( function ( parentBone ) {
+
+							return bone.parent === parentBone;
+
+						} );
+						animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
+
+					} );
+
+					for ( var frame = 0; frame < stack.frames; frame ++ ) {
+
+						bones.forEach( function ( bone, boneIndex ) {
+
+							var animationNode = stack.layers[ 0 ][ boneIndex ];
+
+							animationData.hierarchy.forEach( function ( node ) {
+
+								if ( node.name === bone.name ) {
+
+									node.keys.push( generateKey( animationNode, bone, frame ) );
+
+								}
+
+							} );
+
+						} );
+
+					}
+
+					group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
+
+
+					/**
+					 * @param {THREE.Bone} bone
+					 */
+					function generateKey( animationNode, bone, frame ) {
+
+						var key = {
+							time: frame / animations.fps,
+							pos: bone.position.toArray(),
+							rot: bone.quaternion.toArray(),
+							scl: bone.scale.toArray()
+						};
+
+						if ( animationNode === undefined ) {
+
+							return key;
+
+						}
+
+						try {
+
+							if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
+
+								key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
+
+							}
+
+							if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
+
+								var rotationX = degreeToRadian( animationNode.R.curves.x.values[ frame ] );
+								var rotationY = degreeToRadian( animationNode.R.curves.y.values[ frame ] );
+								var rotationZ = degreeToRadian( animationNode.R.curves.z.values[ frame ] );
+								var euler = new THREE.Euler( rotationX, rotationY, rotationZ, 'ZYX' );
+								key.rot = new THREE.Quaternion().setFromEuler( euler ).toArray();
+
+							}
+
+							if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
+
+								key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
+
+							}
+
+						} catch ( error ) {
+
+							// Curve is not fully plotted.
+							console.log( bone );
+							console.log( error );
+
+						}
+
+						return key;
+
+						function hasCurve( animationNode, attribute ) {
+
+							if ( animationNode === undefined ) {
+
+								return false;
+
+							}
+
+							var attributeNode = animationNode[ attribute ];
+							if ( ! attributeNode ) {
+
+								return false;
+
+							}
+
+							return [ 'x', 'y', 'z' ].every( function ( key ) {
+
+								return attributeNode.curves[ key ] !== undefined;
+
+							} );
+
+						}
+
+						function hasKeyOnFrame( attributeNode, frame ) {
+
+							return [ 'x', 'y', 'z' ].every( function ( key ) {
+
+								return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
+
+								function isKeyExistOnFrame( curve, frame ) {
+
+									return curve.values[ frame ] !== undefined;
+
+								}
+
+							} );
+
+						}
+
+					}
+
+				} );
+
+			}
+
+
+
+			// UTILS
+			/**
+			 * Parses Vector3 property from FBXTree.  Property is given as .value.x, .value.y, etc.
+			 * @param {FBXVector3} property - Property to parse as Vector3.
+			 * @returns {THREE.Vector3}
+			 */
+			function parseVector3( property ) {
+
+				return new THREE.Vector3( parseFloat( property.value.x ), parseFloat( property.value.y ), parseFloat( property.value.z ) );
+
+			}
+
+			/**
+			 * Parses Color property from FBXTree.  Property is given as .value.x, .value.y, etc.
+			 * @param {FBXVector3} property - Property to parse as Color.
+			 * @returns {THREE.Color}
+			 */
+			function parseColor( property ) {
+
+				return new THREE.Color().fromArray( parseVector3( property ).toArray() );
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 * An instance of a Vertex with data for drawing vertices to the screen.
+	 * @constructor
+	 */
+	function Vertex() {
+
+		/**
+		 * Position of the vertex.
+		 * @type {THREE.Vector3}
+		 */
+		this.position = new THREE.Vector3( );
+
+		/**
+		 * Normal of the vertex
+		 * @type {THREE.Vector3}
+		 */
+		this.normal = new THREE.Vector3( );
+
+		/**
+		 * UV coordinates of the vertex.
+		 * @type {THREE.Vector2}
+		 */
+		this.uv = new THREE.Vector2( );
+
+		/**
+		 * Indices of the bones vertex is influenced by.
+		 * @type {THREE.Vector4}
+		 */
+		this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
+
+		/**
+		 * Weights that each bone influences the vertex.
+		 * @type {THREE.Vector4}
+		 */
+		this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
+
+	}
+
+	Object.assign( Vertex.prototype, {
+
+		copy: function ( target ) {
+
+			var returnVar = target || new Vertex();
+
+			returnVar.position.copy( this.position );
+			returnVar.normal.copy( this.normal );
+			returnVar.uv.copy( this.uv );
+			returnVar.skinIndices.copy( this.skinIndices );
+			returnVar.skinWeights.copy( this.skinWeights );
+
+			return returnVar;
+
+		},
+
+		flattenToBuffers: function () {
+
+			var vertexBuffer = this.position.toArray();
+			var normalBuffer = this.normal.toArray();
+			var uvBuffer = this.uv.toArray();
+			var skinIndexBuffer = this.skinIndices.toArray();
+			var skinWeightBuffer = this.skinWeights.toArray();
+
+			return {
+				vertexBuffer: vertexBuffer,
+				normalBuffer: normalBuffer,
+				uvBuffer: uvBuffer,
+				skinIndexBuffer: skinIndexBuffer,
+				skinWeightBuffer: skinWeightBuffer,
+			};
+
+		}
+
+	} );
+
+	/**
+	 * @constructor
+	 */
+	function Triangle() {
+
+		/**
+		 * @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
+		 */
+		this.vertices = [ ];
+
+	}
+
+	Object.assign( Triangle.prototype, {
+
+		copy: function ( target ) {
+
+			var returnVar = target || new Triangle();
+
+			for ( var i = 0; i < this.vertices.length; ++ i ) {
+
+				 this.vertices[ i ].copy( returnVar.vertices[ i ] );
+
+			}
+
+			return returnVar;
+
+		},
+
+		flattenToBuffers: function () {
+
+			var vertexBuffer = [];
+			var normalBuffer = [];
+			var uvBuffer = [];
+			var skinIndexBuffer = [];
+			var skinWeightBuffer = [];
+
+			this.vertices.forEach( function ( vertex ) {
+
+				var flatVertex = vertex.flattenToBuffers();
+				vertexBuffer = vertexBuffer.concat( flatVertex.vertexBuffer );
+				normalBuffer = normalBuffer.concat( flatVertex.normalBuffer );
+				uvBuffer = uvBuffer.concat( flatVertex.uvBuffer );
+				skinIndexBuffer = skinIndexBuffer.concat( flatVertex.skinIndexBuffer );
+				skinWeightBuffer = skinWeightBuffer.concat( flatVertex.skinWeightBuffer );
+
+			} );
+
+			return {
+				vertexBuffer: vertexBuffer,
+				normalBuffer: normalBuffer,
+				uvBuffer: uvBuffer,
+				skinIndexBuffer: skinIndexBuffer,
+				skinWeightBuffer: skinWeightBuffer,
+			};
+
+		}
+
+	} );
+
+	/**
+	 * @constructor
+	 */
+	function Face() {
+
+		/**
+		 * @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
+		 */
+		this.triangles = [ ];
+		this.materialIndex = 0;
+
+	}
+
+	Object.assign( Face.prototype, {
+
+		copy: function ( target ) {
+
+			var returnVar = target || new Face();
+
+			for ( var i = 0; i < this.triangles.length; ++ i ) {
+
+				this.triangles[ i ].copy( returnVar.triangles[ i ] );
+
+			}
+
+			returnVar.materialIndex = this.materialIndex;
+
+			return returnVar;
+
+		},
+
+		genTrianglesFromVertices: function ( vertexArray ) {
+
+			for ( var i = 2; i < vertexArray.length; ++ i ) {
+
+				var triangle = new Triangle();
+				triangle.vertices[ 0 ] = vertexArray[ 0 ];
+				triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
+				triangle.vertices[ 2 ] = vertexArray[ i ];
+				this.triangles.push( triangle );
+
+			}
+
+		},
+
+		flattenToBuffers: function () {
+
+			var vertexBuffer = [];
+			var normalBuffer = [];
+			var uvBuffer = [];
+			var skinIndexBuffer = [];
+			var skinWeightBuffer = [];
+
+			var materialIndexBuffer = [];
+
+			var materialIndex = this.materialIndex;
+
+			this.triangles.forEach( function ( triangle ) {
+
+				var flatTriangle = triangle.flattenToBuffers();
+				vertexBuffer = vertexBuffer.concat( flatTriangle.vertexBuffer );
+				normalBuffer = normalBuffer.concat( flatTriangle.normalBuffer );
+				uvBuffer = uvBuffer.concat( flatTriangle.uvBuffer );
+				skinIndexBuffer = skinIndexBuffer.concat( flatTriangle.skinIndexBuffer );
+				skinWeightBuffer = skinWeightBuffer.concat( flatTriangle.skinWeightBuffer );
+				materialIndexBuffer = materialIndexBuffer.concat( [ materialIndex, materialIndex, materialIndex ] );
+
+			} );
+
+			return {
+				vertexBuffer: vertexBuffer,
+				normalBuffer: normalBuffer,
+				uvBuffer: uvBuffer,
+				skinIndexBuffer: skinIndexBuffer,
+				skinWeightBuffer: skinWeightBuffer,
+				materialIndexBuffer: materialIndexBuffer
+			};
+
+		}
+
+	} );
+
+	/**
+	 * @constructor
+	 */
+	function Geometry() {
+
+		/**
+		 * @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
+		 */
+		this.faces = [ ];
+
+		/**
+		 * @type {{}|THREE.Skeleton}
+		 */
+		this.skeleton = null;
+
+	}
+
+	Object.assign( Geometry.prototype, {
+
+		/**
+		 * @returns	{{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
+		 */
+		flattenToBuffers: function () {
+
+			var vertexBuffer = [];
+			var normalBuffer = [];
+			var uvBuffer = [];
+			var skinIndexBuffer = [];
+			var skinWeightBuffer = [];
+
+			var materialIndexBuffer = [];
+
+			this.faces.forEach( function ( face ) {
+
+				var flatFace = face.flattenToBuffers();
+				vertexBuffer = vertexBuffer.concat( flatFace.vertexBuffer );
+				normalBuffer = normalBuffer.concat( flatFace.normalBuffer );
+				uvBuffer = uvBuffer.concat( flatFace.uvBuffer );
+				skinIndexBuffer = skinIndexBuffer.concat( flatFace.skinIndexBuffer );
+				skinWeightBuffer = skinWeightBuffer.concat( flatFace.skinWeightBuffer );
+				materialIndexBuffer = materialIndexBuffer.concat( flatFace.materialIndexBuffer );
+
+			} );
+
+			return {
+				vertexBuffer: vertexBuffer,
+				normalBuffer: normalBuffer,
+				uvBuffer: uvBuffer,
+				skinIndexBuffer: skinIndexBuffer,
+				skinWeightBuffer: skinWeightBuffer,
+				materialIndexBuffer: materialIndexBuffer
+			};
+
+		}
+
+	} );
+
+	function TextParser() {}
+
+	Object.assign( TextParser.prototype, {
+
+		getPrevNode: function () {
+
+			return this.nodeStack[ this.currentIndent - 2 ];
+
+		},
+
+		getCurrentNode: function () {
+
+			return this.nodeStack[ this.currentIndent - 1 ];
+
+		},
+
+		getCurrentProp: function () {
+
+			return this.currentProp;
+
+		},
+
+		pushStack: function ( node ) {
+
+			this.nodeStack.push( node );
+			this.currentIndent += 1;
+
+		},
+
+		popStack: function () {
+
+			this.nodeStack.pop();
+			this.currentIndent -= 1;
+
+		},
+
+		setCurrentProp: function ( val, name ) {
+
+			this.currentProp = val;
+			this.currentPropName = name;
+
+		},
+
+		// ----------parse ---------------------------------------------------
+		parse: function ( text ) {
+
+			this.currentIndent = 0;
+			this.allNodes = new FBXTree();
+			this.nodeStack = [];
+			this.currentProp = [];
+			this.currentPropName = '';
+
+			var split = text.split( "\n" );
+			for ( var line in split ) {
+
+				var l = split[ line ];
+
+				// short cut
+				if ( l.match( /^[\s\t]*;/ ) ) {
+
+					continue;
+
+				} // skip comment line
+				if ( l.match( /^[\s\t]*$/ ) ) {
+
+					continue;
+
+				} // skip empty line
+
+				// beginning of node
+				var beginningOfNodeExp = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
+				var match = l.match( beginningOfNodeExp );
+				if ( match ) {
+
+					var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, "" );
+					var nodeAttrs = match[ 2 ].split( ',' ).map( function ( element ) {
+
+						return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
+
+					} );
+
+					this.parseNodeBegin( l, nodeName, nodeAttrs || null );
+					continue;
+
+				}
+
+				// node's property
+				var propExp = new RegExp( "^\\t{" + ( this.currentIndent ) + "}(\\w+):[\\s\\t\\r\\n](.*)" );
+				var match = l.match( propExp );
+				if ( match ) {
+
+					var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
+					var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, "" ).trim();
+
+					this.parseNodeProperty( l, propName, propValue );
+					continue;
+
+				}
+
+				// end of node
+				var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
+				if ( l.match( endOfNodeExp ) ) {
+
+					this.nodeEnd();
+					continue;
+
+				}
+
+				// for special case,
+				//
+				//	  Vertices: *8670 {
+				//		  a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
+				// -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
+				// 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
+				// 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
+				//
+				// these case the lines must contiue with previous line
+				if ( l.match( /^[^\s\t}]/ ) ) {
+
+					this.parseNodePropertyContinued( l );
+
+				}
+
+			}
+
+			return this.allNodes;
+
+		},
+
+		parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
+
+			// var nodeName = match[1];
+			var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
+			var attrs = this.parseNodeAttr( nodeAttrs );
+			var currentNode = this.getCurrentNode();
+
+			// a top node
+			if ( this.currentIndent === 0 ) {
+
+				this.allNodes.add( nodeName, node );
+
+			} else {
+
+				// a subnode
+
+				// already exists subnode, then append it
+				if ( nodeName in currentNode.subNodes ) {
+
+					var tmp = currentNode.subNodes[ nodeName ];
+
+					// console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
+					if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
+
+
+						if ( attrs.id === '' ) {
+
+							currentNode.subNodes[ nodeName ] = [];
+							currentNode.subNodes[ nodeName ].push( tmp );
+
+						} else {
+
+							currentNode.subNodes[ nodeName ] = {};
+							currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
+
+						}
+
+					}
+
+					if ( attrs.id === '' ) {
+
+						currentNode.subNodes[ nodeName ].push( node );
+
+					} else {
+
+						currentNode.subNodes[ nodeName ][ attrs.id ] = node;
+
+					}
+
+				} else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
+
+					currentNode.subNodes[ nodeName ] = {};
+					currentNode.subNodes[ nodeName ][ attrs.id ] = node;
+
+				} else {
+
+					currentNode.subNodes[ nodeName ] = node;
+
+				}
+
+			}
+
+			// for this		  ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
+			// NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
+			if ( nodeAttrs ) {
+
+				node.id = attrs.id;
+				node.attrName = attrs.name;
+				node.attrType = attrs.type;
+
+			}
+
+			this.pushStack( node );
+
+		},
+
+		parseNodeAttr: function ( attrs ) {
+
+			var id = attrs[ 0 ];
+
+			if ( attrs[ 0 ] !== "" ) {
+
+				id = parseInt( attrs[ 0 ] );
+
+				if ( isNaN( id ) ) {
+
+					// PolygonVertexIndex: *16380 {
+					id = attrs[ 0 ];
+
+				}
+
+			}
+
+			var name;
+			var type;
+			if ( attrs.length > 1 ) {
+
+				name = attrs[ 1 ].replace( /^(\w+)::/, '' );
+				type = attrs[ 2 ];
+
+			}
+
+			return { id: id, name: name || '', type: type || '' };
+
+		},
+
+		parseNodeProperty: function ( line, propName, propValue ) {
+
+			var currentNode = this.getCurrentNode();
+			var parentName = currentNode.name;
+
+			// special case parent node's is like "Properties70"
+			// these chilren nodes must treat with careful
+			if ( parentName !== undefined ) {
+
+				var propMatch = parentName.match( /Properties(\d)+/ );
+				if ( propMatch ) {
+
+					this.parseNodeSpecialProperty( line, propName, propValue );
+					return;
+
+				}
+
+			}
+
+			// special case Connections
+			if ( propName == 'C' ) {
+
+				var connProps = propValue.split( ',' ).slice( 1 );
+				var from = parseInt( connProps[ 0 ] );
+				var to = parseInt( connProps[ 1 ] );
+
+				var rest = propValue.split( ',' ).slice( 3 );
+
+				propName = 'connections';
+				propValue = [ from, to ];
+				propValue = propValue.concat( rest );
+
+				if ( currentNode.properties[ propName ] === undefined ) {
+
+					currentNode.properties[ propName ] = [];
+
+				}
+
+			}
+
+			// special case Connections
+			if ( propName == 'Node' ) {
+
+				var id = parseInt( propValue );
+				currentNode.properties.id = id;
+				currentNode.id = id;
+
+			}
+
+			// already exists in properties, then append this
+			if ( propName in currentNode.properties ) {
+
+				// console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
+				if ( Array.isArray( currentNode.properties[ propName ] ) ) {
+
+					currentNode.properties[ propName ].push( propValue );
+
+				} else {
+
+					currentNode.properties[ propName ] += propValue;
+
+				}
+
+			} else {
+
+				// console.log( propName + ":  " + propValue );
+				if ( Array.isArray( currentNode.properties[ propName ] ) ) {
+
+					currentNode.properties[ propName ].push( propValue );
+
+				} else {
+
+					currentNode.properties[ propName ] = propValue;
+
+				}
+
+			}
+
+			this.setCurrentProp( currentNode.properties, propName );
+
+		},
+
+		// TODO:
+		parseNodePropertyContinued: function ( line ) {
+
+			this.currentProp[ this.currentPropName ] += line;
+
+		},
+
+		parseNodeSpecialProperty: function ( line, propName, propValue ) {
+
+			// split this
+			// P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
+			// into array like below
+			// ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
+			var props = propValue.split( '",' ).map( function ( element ) {
+
+				return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
+
+			} );
+
+			var innerPropName = props[ 0 ];
+			var innerPropType1 = props[ 1 ];
+			var innerPropType2 = props[ 2 ];
+			var innerPropFlag = props[ 3 ];
+			var innerPropValue = props[ 4 ];
+
+			/*
+			if ( innerPropValue === undefined ) {
+				innerPropValue = props[3];
+			}
+			*/
+
+			// cast value in its type
+			switch ( innerPropType1 ) {
+
+				case "int":
+					innerPropValue = parseInt( innerPropValue );
+					break;
+
+				case "double":
+					innerPropValue = parseFloat( innerPropValue );
+					break;
+
+				case "ColorRGB":
+				case "Vector3D":
+					var tmp = innerPropValue.split( ',' );
+					innerPropValue = new THREE.Vector3( tmp[ 0 ], tmp[ 1 ], tmp[ 2 ] );
+					break;
+
+			}
+
+			// CAUTION: these props must append to parent's parent
+			this.getPrevNode().properties[ innerPropName ] = {
+
+				'type': innerPropType1,
+				'type2': innerPropType2,
+				'flag': innerPropFlag,
+				'value': innerPropValue
+
+			};
+
+			this.setCurrentProp( this.getPrevNode().properties, innerPropName );
+
+		},
+
+		nodeEnd: function () {
+
+			this.popStack();
+
+		},
+
+		/* ---------------------------------------------------------------- */
+		/*		util													  */
+		isFlattenNode: function ( node ) {
+
+			return ( 'subNodes' in node && 'properties' in node ) ? true : false;
+
+		}
+
+	} );
+
+	function FBXTree() {}
+
+	Object.assign( FBXTree.prototype, {
+
+		add: function ( key, val ) {
+
+			this[ key ] = val;
+
+		},
+
+		searchConnectionParent: function ( id ) {
+
+			if ( this.__cache_search_connection_parent === undefined ) {
+
+				this.__cache_search_connection_parent = [];
+
+			}
+
+			if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
+
+				return this.__cache_search_connection_parent[ id ];
+
+			} else {
+
+				this.__cache_search_connection_parent[ id ] = [];
+
+			}
+
+			var conns = this.Connections.properties.connections;
+
+			var results = [];
+			for ( var i = 0; i < conns.length; ++ i ) {
+
+				if ( conns[ i ][ 0 ] == id ) {
+
+					// 0 means scene root
+					var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
+					results.push( res );
+
+				}
+
+			}
+
+			if ( results.length > 0 ) {
+
+				this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
+				return results;
+
+			} else {
+
+				this.__cache_search_connection_parent[ id ] = [ - 1 ];
+				return [ - 1 ];
+
+			}
+
+		},
+
+		searchConnectionChildren: function ( id ) {
+
+			if ( this.__cache_search_connection_children === undefined ) {
+
+				this.__cache_search_connection_children = [];
+
+			}
+
+			if ( this.__cache_search_connection_children[ id ] !== undefined ) {
+
+				return this.__cache_search_connection_children[ id ];
+
+			} else {
+
+				this.__cache_search_connection_children[ id ] = [];
+
+			}
+
+			var conns = this.Connections.properties.connections;
+
+			var res = [];
+			for ( var i = 0; i < conns.length; ++ i ) {
+
+				if ( conns[ i ][ 1 ] == id ) {
+
+					// 0 means scene root
+					res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
+					// there may more than one kid, then search to the end
+
+				}
+
+			}
+
+			if ( res.length > 0 ) {
+
+				this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
+				return res;
+
+			} else {
+
+				this.__cache_search_connection_children[ id ] = [ ];
+				return [ ];
+
+			}
+
+		},
+
+		searchConnectionType: function ( id, to ) {
+
+			var key = id + ',' + to; // TODO: to hash
+			if ( this.__cache_search_connection_type === undefined ) {
+
+				this.__cache_search_connection_type = {};
+
+			}
+
+			if ( this.__cache_search_connection_type[ key ] !== undefined ) {
+
+				return this.__cache_search_connection_type[ key ];
+
+			} else {
+
+				this.__cache_search_connection_type[ key ] = '';
+
+			}
+
+			var conns = this.Connections.properties.connections;
+
+			for ( var i = 0; i < conns.length; ++ i ) {
+
+				if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
+
+					// 0 means scene root
+					this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
+					return conns[ i ][ 2 ];
+
+				}
+
+			}
+
+			this.__cache_search_connection_type[ id ] = null;
+			return null;
+
+		}
+
+	} );
+
+	/**
+	 * @returns {boolean}
+	 */
+	function isFbxFormatASCII( text ) {
+
+		var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
+
+		var cursor = 0;
+		var read = function ( offset ) {
+
+			var result = text[ offset - 1 ];
+			text = text.slice( cursor + offset );
+			cursor ++;
+			return result;
+
+		};
+
+		for ( var i = 0; i < CORRECT.length; ++ i ) {
+
+			var num = read( 1 );
+			if ( num == CORRECT[ i ] ) {
+
+				return false;
+
+			}
+
+		}
+
+		return true;
+
+	}
+
+	/**
+	 * @returns {number}
+	 */
+	function getFbxVersion( text ) {
+
+		var versionRegExp = /FBXVersion: (\d+)/;
+		var match = text.match( versionRegExp );
+		if ( match ) {
+
+			var version = parseInt( match[ 1 ] );
+			return version;
+
+		}
+		throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
+
+	}
+
+	/**
+	 * Converts FBX ticks into real time seconds.
+	 * @param {number} time - FBX tick timestamp to convert.
+	 * @returns {number} - FBX tick in real world time.
+	 */
+	function ConvertFBXTimeToSeconds( time ) {
+
+		// Constant is FBX ticks per second.
+		return time / 46186158000;
+
+	}
+
+	/**
+	 * Parses comma separated list of float numbers and returns them in an array.
+	 * @example
+	 * // Returns [ 5.6, 9.4, 2.5, 1.4 ]
+	 * parseFloatArray( "5.6,9.4,2.5,1.4" )
+	 * @returns {number[]}
+	 */
+	function parseFloatArray( floatString ) {
+
+		return floatString.split( ',' ).map( function ( stringValue ) {
+
+			return parseFloat( stringValue );
+
+		} );
+
+	}
+
+	/**
+	 * Parses comma separated list of int numbers and returns them in an array.
+	 * @example
+	 * // Returns [ 5, 8, 2, 3 ]
+	 * parseFloatArray( "5,8,2,3" )
+	 * @returns {number[]}
+	 */
+	function parseIntArray( intString ) {
+
+		return intString.split( ',' ).map( function ( stringValue ) {
+
+			return parseInt( stringValue );
+
+		} );
+
+	}
+
+	function parseMatrixArray( floatString ) {
+
+		return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
+
+	}
+
+	/**
+	 * Converts number from degrees into radians.
+	 * @param {number} value
+	 * @returns {number}
+	 */
+	function degreeToRadian( value ) {
+
+		return value * Math.PI / 180;
+
+	}
+
+} )();

+ 5 - 37
examples/webgl_loader_fbx.html

@@ -36,7 +36,7 @@
 
 		<script src="js/curves/NURBSCurve.js"></script>
 		<script src="js/curves/NURBSUtils.js"></script>
-		<script src="js/loaders/FBXLoader.js"></script>
+		<script src="js/loaders/FBXLoader2.js"></script>
 
 		<script src="js/Detector.js"></script>
 		<script src="js/libs/stats.min.js"></script>
@@ -97,29 +97,11 @@
 				var loader = new THREE.FBXLoader( manager );
 				loader.load( 'models/fbx/xsi_man_skinning.fbx', function( object ) {
 
-					object.traverse( function( child ) {
+					object.mixer = new THREE.AnimationMixer( object );
+					mixers.push( object.mixer );
 
-						if ( child instanceof THREE.Mesh ) {
-
-							// pass
-
-						}
-
-						if ( child instanceof THREE.SkinnedMesh ) {
-
-							if ( child.geometry.animations !== undefined || child.geometry.morphAnimations !== undefined ) {
-
-								child.mixer = new THREE.AnimationMixer( child );
-								mixers.push( child.mixer );
-
-								var action = child.mixer.clipAction( child.geometry.animations[ 0 ] );
-								action.play();
-
-							}
-
-						}
-
-					} );
+					var action = object.mixer.clipAction( object.animations[ 0 ] );
+					action.play();
 
 					scene.add( object );
 
@@ -128,20 +110,6 @@
 
 				loader.load( 'models/fbx/nurbs.fbx', function( object ) {
 
-					object.traverse( function( child ) {
-
-						if ( child instanceof THREE.Line ) {
-
-							child.material = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 5 } );
-							// Generate a more detailed geometry
-							var nurbsGeometry = new THREE.Geometry();
-							nurbsGeometry.vertices = child.userData.curve.getPoints( 100 );
-							child.geometry = nurbsGeometry;
-
-						}
-
-					} );
-
 					scene.add( object );
 
 				}, onProgress, onError );