Q:

SpriteKit: SKSpriteNode containing another SKSpriteNodes but only one SKPhysicsBody

I have a character in my game, it's an SKSpriteNode with few child SKSpriteNodes so I can animate various parts of my character (hands, feet etc.), it also has 1 SKSpriteNode (tried replacing with SKNode, but it was the same) with SKPhysicsBody for a body.
When I add the character to my layer in a scene it just hang in the position and the sprite with the body falls down. 
My question and problem is: How can I keep all the child sprites in my main character sprite -  how can I keep my character together?
Thanks for any ideas!
EDIT: How can I keep the child sprite with the body attached to my container sprite?

A:

Re EDIT:
Use an SKNode to control all of your character's body parts, including the main body:
SKNode (controller)
  SKSpriteNode (head)
  SKSpriteNode (body)
  SKSpriteNode (leg1)
  SKSpriteNode (leg2)

That gives you more flexibility.
To make the head the "master" position, this should do the trick:
-(void) didSimulatePhysics
{
    self.parent.position = [self convertPoint:self.position toNode:self.parent.parent];
    self.position = CGPointZero;
}

