Complete Physics Driven Motion

I’m trying to replicate the movement seen in some of Alex Austin’s games, like Sub Rosa and frugby, where movement is completely driven by physics and feels really clumsy (example: frugby - YouTube).

I’ve been able to get it where my player mesh will collide with other things in the level, but it’s still set to the default root. Any ideas on how I can get my player to be controlled like that?

This is a bit long but it shows some techniques for combining physics simulation with Character Movement:


Frugby video looks like the characters had their physics center of gravity moved far below their feet to help them stand back up.