Here is some progress with the implementation and shading. The Character have fully functional skeletal animation at this stage, and i poked around a bit with shading.
What you see above in the shading system is my attempt to make a Ambient Cubemap lit material. I used a simple cubemap which i blurred like diffuse convolution, multiplied with albedo and plugged it into emissive. And added all other important inputs like specmap and normalmap etc. Both pictures have the same shader, but one has default ambient.