Generally you would use a single model which was animated with skeletal animation, thus only needing one shadow casting object. You could probably get around this problem by creating a cube which is just big enough to envelop the entire character, then parent the character to the cube and set the cube as the shadow casting object. If you need the player to be parented for something else, just parent it to the cube directly before calling Update_Shadows() and then immediately afer, parent it back to whatever else you want it parented to.
Help with Swift Shadow system
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