Put complex shape flat on the table I have a complex (i.e. irregular, concave) shape obtained by photogrammetry. Now, I'd like to put it flat on a table. How to achieve this? (It ridiculously balances one point now. )


Is there a smart way (method, heuristic, approach) of manipulating it using Blenders' transform tools?
Can it be done using physics?


(I tried using physics. It works when I choose a 'box' for collision bounds, but when I choose 'triangle mesh', it wobbles on the table and then falls throug :D )
For simple situations you can probably get away with snapping or the drop to ground addon. 

For more complex situations, rigid body physics can be used:



You can probably use the convex hull collision shape (also see unexpected reactions in a quiet simple rigidbody physics simulation), but if you need concave collisions then you'll have to use the Mesh collision shape.

The mesh collision shape can be quite unstable, mesh to mesh collisions in particular.

One way to mitigate this is by increase the number of simulation steps in Properties > Scene > Rigid Body World:



But this doesn't always work completely. If you need to use the mesh collision shape, try to have it collide with a non-mesh shape if possible.

Also see Tips for making Mesh Rigid-body collision shapes more stable