<!-- AVATAR-FORGE · part 241 -->
);
				const count = data.count;
				const instanceMatrix = data.instanceMatrix;
				const instanceColor = data.instanceColor;

				object = new InstancedMesh( geometry, material, count );
				object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
				if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );

				break;

			case 'BatchedMesh':

				geometry = getGeometry( data.geometry );
				material = getMaterial( data.material );

				object = new BatchedMesh( data.maxGeometryCount, data.maxVertexCount, data.maxIndexCount, material );
				object.geometry = geometry;
				object.perObjectFrustumCulled = data.perObjectFrustumCulled;
				object.sortObjects = data.sortObjects;

				object._drawRanges = data.drawRanges;
				object._reservedRanges = data.reservedRanges;

				object._visibility = data.visibility;
				object._active = data.active;
				object._bounds = data.bounds.map( bound => {

					const box = new Box3();
					box.min.fromArray( bound.boxMin );
					box.max.fromArray( bound.boxMax );

					const sphere = new Sphere();
					sphere.radius = bound.sphereRadius;
					sphere.center.fromArray( bound.sphereCenter );

					return {
						boxInitialized: bound.boxInitialized,
						box: box,

						sphereInitialized: bound.sphereInitialized,
						sphere: sphere
					};

				} );

				object._maxGeometryCount = data.maxGeometryCount;
				object._maxVertexCount = data.maxVertexCount;
				object._maxIndexCount = data.maxIndexCount;

				object._geometryInitialized = data.geometryInitialized;
				object._geometryCount = data.geometryCount;

				object._matricesTexture = getTexture( data.matricesTexture.uuid );
				if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );

				break;

			case 'LOD':

				object = new LOD();

				break;

			case 'Line':

				object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'LineLoop':

				object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'LineSegments':

				object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'PointCloud':
			case 'Points':

				object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'Sprite':

				object = new Sprite( getMaterial( data.material ) );

				break;

			case 'Group':

				object = new Group();

				break;

			case 'Bone':

				object = new Bone();

				break;

			default:

				object = new Object3D();

		}

		object.uuid = data.uuid;

		if ( data.name !== undefined ) object.name = data.name;

		if ( data.matrix !== undefined ) {

			object.matrix.fromArray( data.matrix );

			if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
			if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );

		} else {

			if ( data.position !== undefined ) object.position.fromArray( data.position );
			if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
			if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
			if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

		}

		if ( data.up !== undefined ) object.up.fromArray( data.up );

		if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
		if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

		if ( data.shadow ) {

			if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
			if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
			if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
			if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
			if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

		}

		if ( data.visible !== undefined ) object.visible = data.visible;
		if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
		if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
		if ( data.userData !== undefined ) object.userData = data.userData;
		if ( data.layers !== undefined ) object.layers.mask = data.layers;

		if ( data.children !== undefined ) {

			const children = data.children;

			for ( let i = 0; i < children.length; i ++ ) {

				object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );

			}

		}

		if ( data.animations !== undefined ) {

			const objectAnimations = data.animations;

			for ( let i = 0; i < objectAnimations.length; i ++ ) {

				const uuid = objectAnimations[ i ];

				obje