anchor.diff:  a|no
   a|yes
   
  -a|How to activate this behaviour? 
  +a|How to activate this behaviour?
   a|setMass(0f); +
  -setKinematic(false); 
  +setKinematic(false);
   a|setMass(1f); +
   setKinematic(true);
   a|setMass(1f); +
  
positive.code: 
  // Doesn't scale
  // This modified version contains Node -> Geometry (name = "MonkeyHeadGeom")
  Spatial model = assetManager.loadModel("Models/MonkeyHead.j3o"); 
  model.addControl(new RigidBodyControl(0));
  // Won't work as this is now a CompoundCollisionShape containing a MeshCollisionShape
  model.getControl(RigidBodyControl.class).getCollisionShape().setScale(new Vector3f(2, 2, 2)); 
  bulletAppState.getPhysicsSpace().add(model);
  
  // Works fine
  
negative.code: ==== When Do I Use Kinematic Objects?
  
  *  Kinematics are solid and characters can “stand on them.
  *  When they collide, Kinematics push dynamic objects, but a dynamic object never pushes a Kinematic.
  *  You can hang kinematics up “in mid-air and attach other PhysicsControls to them using <<jme3/advanced/hinges_and_joints#,hinges and joints>>. Picture them as “air hooks for flying aircraft carriers, floating islands in the clouds, suspension bridges, swings, chains…
  *  You can use Kinematics to create mobile remote-controlled physical objects, such as moving elevator platforms, flying blimps/airships. You have full control how Kinematics move, they never “fall or “topple over.
  
  
  [IMPORTANT]
  ====
  The position of a kinematic RigidBodyControl is updated automatically depending on its spatial's translation. You move Spatials with a kinematic RigidBodyControl programmatically, that means you write translation and rotation code in the update loop. You describe the motion of kinematic objects either by using methods such as `setLocalTranslation()` or `move()`, or by using a <<jme3/advanced/motionpath#,MotionPath>>.
  ====
  
  
  