Various changes

- Small changes regarding FBX SDK 2014 update
- Small changes regarding compiler warnings
- Default maxNodePartBonesCount to 12 just like DefaultShaderProvider
- Always convert the axis system if needed (and possible)
- Move getBindPose to its own method for easy debugging and take getTransformMatrix into account.

Few things I found, that might cause issues:
- Blender does not correctly export the axis system (if you export with Z-up and inspect the FBX file, you'll see it still has UpAxis set to 1 which is Y). This means exported models from Blender with not Y-up, will not be automatically converted (causing the model to be rotated 90 degress on the X-axis).
- FBX has the ability to not only use bone transforms, but also a pose for the skinned mesh. When converting axis system, Maya recalculates the bone transforms, but blender doesn't. I tried to deduct the bone transform, but I cant really test it.