Why would you want to force a realtime physics system to use an entity that always remains upright? That sort of defeats the point of having it there - you might as well fake the player collision and apply impulses to objects that you actually want to move - if you don't want the player object to respond as a physics object (ie. a cyclinder will fall over more often than not when it hits something) then don't use one.
My Tokamak ragdoll rider and bike uses the Blitz collision sysetem for the bike against the cars - once a collision is detected the system is switched over to Tokamak bodies which are given initial velocities, then Tokamak handles the motion of all the bodies during the crash. Seems to me you could apply the same system for a player interacting with objects within a FPS framework.
My Tokamak ragdoll rider and bike uses the Blitz collision sysetem for the bike against the cars - once a collision is detected the system is switched over to Tokamak bodies which are given initial velocities, then Tokamak handles the motion of all the bodies during the crash. Seems to me you could apply the same system for a player interacting with objects within a FPS framework.