public Transform computeFbxLocalTransform() {
        // TODO: implement the actual algorithm, which is this:
        // Render Local Translation =
        //      Inv Scale Pivot * Lcl Scale * Scale Pivot * Scale Offset * Inv Rota Pivot * Post Rotation * Rotation * Pre Rotation * Rotation Pivot * Rotation Offset * Translation
        
        // LclTranslation, 
        // LclRotation, 
        // PreRotation, 
        // PostRotation, 
        // RotationPivot, 
        // RotationOffset, 
        // LclScaling, 
        // ScalingPivot, 
        // ScalingOffset
        
        Matrix4f scaleMat = new Matrix4f();
        scaleMat.setScale(jmeLocalNodeTransform.getScale());
        
        Matrix4f rotationMat = new Matrix4f();
        rotationMat.setRotationQuaternion(jmeLocalNodeTransform.getRotation());
        
        Matrix4f translationMat = new Matrix4f();
        translationMat.setTranslation(jmeLocalNodeTransform.getTranslation());
        
        Matrix4f result = new Matrix4f();
        result.multLocal(scaleMat).multLocal(rotationMat).multLocal(translationMat);
        
        Transform t = new Transform();
        t.fromTransformMatrix(result);
        
        return t;
    }
For FBX nodes that contain a skeleton (i.e. FBX limbs).
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/node/FbxNode.java