public static Spatial createScene(FbxNode fbxNode) {
        Spatial jmeSpatial = fbxNode.getJmeObject();
        
        if (jmeSpatial instanceof Node) {
            // Attach children to Node
            Node jmeNode = (Node) jmeSpatial;
            for (FbxNode fbxChild : fbxNode.children) {
                if (!(fbxChild instanceof FbxLimbNode)) {
                    createScene(fbxChild);
                    
                    FbxNode preferredParent = fbxChild.getPreferredParent();
                    Spatial jmeChild = fbxChild.getJmeObject();
                    if (preferredParent != null) {
//                        System.out.println("Preferred parent for " + fbxChild + " is " + preferredParent);
                        
                        Node jmePreferredParent = (Node) preferredParent.getJmeObject();
                        relocateSpatial(jmeChild, fbxChild.jmeWorldNodeTransform, 
                                                  preferredParent.jmeWorldNodeTransform);
                        jmePreferredParent.attachChild(jmeChild);
                    } else {
                        jmeNode.attachChild(jmeChild);
                    }
                }
            }
        }
        
        if (fbxNode.skeleton != null) { 
            jmeSpatial.addControl(new AnimControl(fbxNode.skeleton));
            jmeSpatial.addControl(new SkeletonControl(fbxNode.skeleton));
            
            SkeletonDebugger sd = new SkeletonDebugger("debug", fbxNode.skeleton);
            Material mat = new Material(fbxNode.assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
            mat.getAdditionalRenderState().setWireframe(true);
            mat.getAdditionalRenderState().setDepthTest(false);
            mat.setColor("Color", ColorRGBA.Green);
            sd.setMaterial(mat);
            
            ((Node)jmeSpatial).attachChild(sd);
        }
        
        return jmeSpatial;
    }
Create jME3 Skeleton objects on the scene. 

Goes through the scene graph and finds limbs that are 
attached to FBX nodes, then creates a Skeleton on the node
based on the child limbs.

Must be called prior to calling 
{@link #createScene(com.jme3.scene.plugins.fbx.node.FbxNode)}.

@param fbxNode The root FBX node.
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/node/FbxNode.java