Really? Try it and see. The joint will hold the two together. When my 9-object car hits a wall, the body doesn't carry on without the wheels. That's the point of a jointed rigid body system....
You can also set joint limits to prevent the top sphere moving relative to the bottom, set torques to hold it upright etc...
Personally I don't see the point of using tokamak for the normal movement part of a FPS. Using it for ragdoll style death anims etc... is fair enough, but not for the generally unrealistic movement required in the average shooter.
You can try to bully it into working, but a combination approach using normal movement or tokamak where well suited will probably yield the best results.
You can also set joint limits to prevent the top sphere moving relative to the bottom, set torques to hold it upright etc...
Personally I don't see the point of using tokamak for the normal movement part of a FPS. Using it for ragdoll style death anims etc... is fair enough, but not for the generally unrealistic movement required in the average shooter.
You can try to bully it into working, but a combination approach using normal movement or tokamak where well suited will probably yield the best results.