Game Programming FBX Multiple Skinned Loader Animator Shaders
Tutorials for programming a custom FBX loader and animator (based on Wil Motil's code) using Assimp and by creating a customized shaders for materials (with normal map support and eye gloss support - could be expanded for soft-shadows, etc) - some info about how to go about doing animation blending with it also (like in previous 3D skin mesh tutorials).
Tutorial series - part 10 - making a custom sprite-batch type class, "quadbatch" which we can use for distorted quads (ie: used with meomotion animated characters) or for unique color blending.
Part 15 - The QuadEffect.fx is similar to the spriteEffect and allows us to make modifications and add other vertex shaders and pixel shaders. We'll mostly use pixel shaders with sprites (It's relatively inexpensive to do CPU-side vertex alterations anyway for wobbling plants or whatever). We can eventually add a flag and other texture options to include normal-maps (or bump maps) to create lighting fx. It's not necessary to do all fx in one pass or on one rendertarget, but doing more at once means a little more time for the GPU to pump out even more eye-candy if need be.
(using monogame & fx) Custom shader / effect and custom content processing FBX set up for 180 bones character (normally limited to 72 [I think - I don't remember]). (3rd person perspective camera-relative dual analog with animation blending) [use hidef setting for huge mesh scenes (if need) and advanced shader types (if need)]