Note: I saw this question but that isn't what I'm looking for.
I have a basic character who has an armature and several animations. Because of the variety of his animations, a simple cube collision bound doesn't work because he'll either be wiggling outside it, or on some animations, (like crouching or crawling) there will be too much headroom that makes for unrealistic collisions.
I tried working around this by creating a low-poly outline of the character for collisions, not knowing that it didn't update in realtime.
Alas! when I experimented with the output and physics visualization on, I saw that the armature only has control over the "visual" mesh, and not the "practical" mesh.
What is a good workaround so my dude can have collisions only where his body is?