public FbxNode getPreferredParent() {
        if (!(nodeAttribute instanceof FbxMesh)) {
            return null;
        }
        
        FbxMesh fbxMesh = (FbxMesh) nodeAttribute;
        FbxSkinDeformer deformer = fbxMesh.getSkinDeformer();
        FbxNode preferredParent = null;
        
        if (deformer != null) {
            for (FbxCluster cluster : deformer.getJmeObject()) {
                FbxLimbNode limb = cluster.getLimb();
                if (preferredParent == null) {
                    preferredParent = limb.getSkeletonHolder();
                } else if (preferredParent != limb.getSkeletonHolder()) {
                    logger.log(Level.WARNING, "A mesh is being deformed by multiple skeletons. "
                                            + "Only one skeleton will work, ignoring other skeletons.");
                }
            }
        }
        
        return preferredParent;
    }
If this geometry node is deformed by a skeleton, this
returns the node containing the skeleton.

In jME3, a mesh can be deformed by a skeleton only if it is 
a child of the node containing the skeleton. However, this
is not a requirement in FBX, so we have to modify the scene graph
of the loaded model to adjust for this.
This happens automatically in 
{@link #createScene(com.jme3.scene.plugins.fbx.node.FbxNode)}.

@return The model this node would like to be a child of, or null
if no preferred parent.
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/node/FbxNode.java