I am currently trying to understand angular momentum because I am trying to calculate mass properties manually for a project I am working on. I have calculated the center of mass and total mass without problems, but when I was going after the inertia tensor I felt alone in the dark. Now, I know there are formulas for calculating the inertia tensor for common shapes such as boxes and cylinders, and that is great because we compose our game objects with such primities. However, the problem is that I don't know what to do when I have a composite structure of shapes attached to a rigid body.
The basic scenario is that I have one rigid body with, say, 3 box shapes. I can calculate the inertia for each shape independently, but how can I calculate a "master" inertia for the whole rigid body? Is this even possible? The idea is that each shape would have a companion mass which would affect how the body as a whole would act when forces are applied. So, the first box might be a square of 2, have a mass of 3.4, be positioned in {0,0,0} in local transform. Then I'd calculate the inertia for that. Next, I'd calculate the other boxes with different dimensions, masses and positions. Finally I would simplify this whole description to a single center of mass, a single mass quantity, and a single inertia tensor, using a single rigid body.
I have stumbled around two days trying to understand what the inertia tensor is, and I have come to the conclusion that it is a transformation that you use to calculate the inertia for any given point in the shape. I don't know if I've understood the function of the inertia tensor correctly, in which case I would be deeply apprechiative of a simple explanation. I am not a huge mathematics fan so integrals and funny symbols just won't be much of a help. If it is possible to describe the problem without doing so, that would help a ton. I have looked at many pages, a couple of books, but the mathematics are sometimes lacking (both in book and in personal skill). It is interesting how vastly more complicated academic papers look from actual code that implements the function in many cases. I am hoping that this whole ordeal belongs to such a case.
Even some of the "helpful" images have me wondering whether the purpose of the illustration is to allow me to better understand the problem, or to help me make the choice to navigate to another website more quickly.

I know that constraints would achieve somewhat of what I am trying to achieve, but I've always fallen short with constraints in many different physics engines. The fixed constraints rarely are that fixed. I am looking for a rock solid composite structure. I can't see any other way to bind objects together, but if you have reasonable ideas then I am willing to try them out.