Thank you for your post, Tank.
I looked at the OGRE and Irrlicht engines. It seems to me that OGRE is too complicated and demands high-end software. Horde3D has an irritating resource loading system, which canceled it as an option for me as well.
From the features of Irrlicht I realize that it can load the file formats that it can animate on it's own so I don't think that AssImp will be needed if I stick to Irrlicht.
However I find it hard to manage the rendering of the 3D character from Irrlicht on top of the map drawn by SFML. Irrlicht requires it's own window/context (I am not keen on graphics programming so excuse me if I am getting it wrong) to render things on, while SFML requires it's own as well.
I decided to google on this topic before making another post, but the only thing I found was this thread:
http://www.sfml-dev.org/forum/viewtopic.php?p=7130&sid=7ecffa447d1925a4265be68dd0f11420 in which nothing was explained on how to synchronize the 2 rendering engines.
If someone could provide me with a written code solution, rather than hints on how to achieve this I would appreciate it very much
Edit1:
With the help of a friend of mine I got to use the Irrlicht engine inside the SFML window, but I can't seem to render things correctly, probably due to openGL states. I tried whatnot but it doesn't seem to fix the rendering.
Anyway for those interested in making a valid device for Irrlicht here is the code I used (found it on an old french forum and made it work with sfml)
IrrlichtDevice* device;
SIrrlichtCreationParameters Parameters;
Parameters.DriverType = video::EDT_OPENGL;
Parameters.Bits = 16;
Parameters.Fullscreen = false;
Parameters.Stencilbuffer = true;
Parameters.Vsync = true;
Parameters.AntiAlias = true;
Parameters.HighPrecisionFPU = false;
Parameters.WindowId = App.GetSystemHandle();
device = createDeviceEx(Parameters);