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2 added directxmath part
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You can see third person camera implemented in MultiAnimation sample in DirectX SDK (June 2010):

MultiAnimation sample screenshot

NOTE:

It is static attached first person camera (static relative to person), not good for person, but sufficient for airplane plane.

Anyway, DXUT is full of bugs (reading uninitialised variables, for example), (i think) it is sufficient just for SDK samples, or rewrite it to stl compliant and run through static code analysis.

It is better to use XNAMath / DirectxMath instead (deprecated) D3DXMath.

You can see third person camera implemented in MultiAnimation sample in DirectX SDK (June 2010):

MultiAnimation sample screenshot

NOTE:

It is static attached first person camera (static relative to person), not good for person, but sufficient for airplane plane.

Anyway, DXUT is full of bugs (reading uninitialised variables, for example), (i think) it is sufficient just for SDK samples, or rewrite it to stl compliant and run through static code analysis.

You can see third person camera implemented in MultiAnimation sample in DirectX SDK (June 2010):

MultiAnimation sample screenshot

NOTE:

It is static attached first person camera (static relative to person), not good for person, but sufficient for airplane plane.

Anyway, DXUT is full of bugs (reading uninitialised variables, for example), (i think) it is sufficient just for SDK samples, or rewrite it to stl compliant and run through static code analysis.

It is better to use XNAMath / DirectxMath instead (deprecated) D3DXMath.

1
source | link

You can see third person camera implemented in MultiAnimation sample in DirectX SDK (June 2010):

MultiAnimation sample screenshot

NOTE:

It is static attached first person camera (static relative to person), not good for person, but sufficient for airplane plane.

Anyway, DXUT is full of bugs (reading uninitialised variables, for example), (i think) it is sufficient just for SDK samples, or rewrite it to stl compliant and run through static code analysis.