So I am looking for any sort of information you guys can provide on the subject. My assumption is that I am going to want to create some sort of collection of primitives to make up a complete collision mesh for my player, and then somehow use the skeletal animation from my Ogre player model to control them.
Here is a screenshot of my player model...
http://i54.tinypic.com/1olzlx.png
and here is a screenshot of what I am talking about being implemented on the player models in Valve games.
http://i52.tinypic.com/25fkcw4.png
I am hoping I am over complicating this in my head, but from the lack of information I am pretty worried. Here is something someone said that does & doesn't make sense to me. I don't know what he means by bone-primitive mapping, and I can't really think of how I would drive the primitives positions with my player's bones unless their is someway for me to parent them.
You should be able to take the bones from the animation and tie them to collision primitives. Just setup a bone-primitive mapping and use your animation skeleton to drive the positions of the collision primitives. When you are done animating the object, look at the RagDoll demo in the bullet demos for how you could then constrain all those primitives together into a phsyics object that could then drive the animation bones.