For my current game, I have been using just an anchored part that acts as an anchorpoint for the client to attach a animationcontroller to in order to animate my NPCs. I have been considering using BodyVelocities and BodyGyros for more complicated NPCs, but so far the NPCs have been bumping into each other and spazzing out because the BodyVelocities can’t replicate the exact behavior of the humanoid.
Not sure if I read the post right in seeing that you want to check out BodyMovers, but if so:
You could start by checking out the new BodyMovers that are attachment-based (constraints). I always used to avoid BodyMovers because I never wanted anything to do with them: with the inception of constraint-based BodyMovers, things have been so much easier on me.
Furthermore, I do not believe that you can use BodyMovers on anchored parts. Anchored parts won’t have any physics acted upon them.
Other than this, not sure. I’ve almost never used custom characters.