anchor.diff:  
   === Sample Code
   
  -*  link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bullet/TestBoneRagdoll.java[master-branch TestBoneRagdoll.java]  Press the left mouse button to shoot a cannonball at the model.  Ragdoll physics starts when a cannonball touches the model.  Press the spacebar to resume kinematic mode and cause the model to rise to his feet. 
  -
  +*  link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bullet/TestBoneRagdoll.java[master-branch TestBoneRagdoll.java]  Press the left mouse button to shoot a cannonball at the model.  Ragdoll physics starts when a cannonball touches the model.  Press the spacebar to resume kinematic mode and cause the model to rise to his feet.
  
positive.code: 
  *  https://github.com/jMonkeyEngine/jmonkeyengine/blob/v3.2/jme3-examples/src/main/java/jme3test/bullet/TestRagdollCharacter.java[v3.2-branch TestRagdollCharacter.java]  In this example, the control remains in kinematic mode.  Hold down the "U" key to advance the model toward the wall.  Press the spacebar to play the "Slice" animation.  When the model comes into contact with the wall, the blocks will tumble.
  
  *  https://github.com/jMonkeyEngine/jmonkeyengine/blob/v3.2/jme3-examples/src/main/java/jme3test/bullet/TestBoneRagdoll.java[v3.2-branch TestBoneRagdoll.java]  Press the left mouse button to shoot a cannonball at the model.  Ragdoll physics starts when a cannonball touches the model.  Press the spacebar to resume kinematic mode and cause the model to rise to his feet. 
  
  
  == Ragdoll Physics using DynamicAnimControl (JME 3.3 and later)
  
negative.code: = Ragdoll Physics
  :revnumber: 2.0
  :revdate: 2020/07/22
  :keywords: documentation, physics, character, NPC, forces, collisions
  
  
  The jMonkeyEngine3 has built-in support for link:http://jbullet.advel.cz[jBullet physics] via the `com.jme3.bullet` package. Physics are not only responsible for handing collisions, but they also make <<jme3/advanced/hinges_and_joints#,hinges and joints>> possible. One special example of physical joints are ragdoll physics, shown here.
  
  
  image::control/ragdoll.png[ragdoll.png,width="",height="",align="center"]
  
  
  == Sample Code
  