How to correctly apply a camera in the case of a fully physical player in a multiplayer game?

Alright, so, assume a game, similar to CSGO, a simple FPS I’m making to practice.

except I want the player’s gun and knife to be able to clip through terrain and your model’s body being rendered in physical space, not some culling layer. (there is multiplayer stealth and hiding, so knowing the forward position of your weapons and body is imperative). the two issues here are the camera clipping with the model, and an insufferable amount of bobbing and turning, because I can only seem to attach the camera to bones of the model.

My first try was to parent the camera to the character’s face. bad idea, any player would feel sick after that. the hips (the root bone) were no better "=3=. my next try was to parent the camera to the mesh, and that didn’t even result in the camera’s movement, though I don’t have actual movement in yet, and haven’t figured out how to get the animation transform to apply to the model, but the model and its hitbox runs away before finishing the run animation and snapping back before the next one, so unless the mesh center is always supposed to be teleporting to the right place at the end of each animation, it’s not behaving as a child of the mesh. help here would be appreciated. I tried enabling root motion but no matter what my model keeps snapping back to the animation’s beginning location.

2931684--216806--video-(9).gif
^^^snapping back to center between animations^^^

to try solving the clipping issue, I decided to make a second mesh that lacked a head and shoulders, and by shrinking the near clip plane on the camera. Then I would make the headless model only visible to the current player, and the full model only visible to other players. Shrinking the near clipping plane worked, and I think using a headless model did too. Blender added an extra “bone” called “Armature”. at the base of the model’s feet. It seems useful and like I would parent the camera to it, if my original animation had a bone for it too. I tried that, and the “Armature” bone didn’t move from the animation’s starting location, so I removed it, making it identical to the other, so still no luck getting the camera to move smoothly in front of the player.

Alright, so this boils down to four questions,
Why isn’t the camera appearing to move with the animated model?
How do I get root motion to work?
Is there some way to make the camera stay parented to a model?

how would you try what I want to accomplish? Other methods seem like they would be better, altogether, after all my trouble.

Update, I was playing around with things, and I got the camera parented to the head bone, and was able to add a mouse look script to help it balance out. now it only moves when the head rotates, or the body moves laterally, but I think there’s a better way, still.