anchor.diff:  
   You can make Spatials that are not dynamic: Switch the RigidBodyControl to setKinematic(true) to have it move along with its Spatial.
   
  -*  A kinematic is unaffected by forces or gravity, which means it can float in mid-air and cannot be pushed away by dynamic “cannon balls etc.
  +*  A kinematic is unaffected by forces or gravity, which means it can float in mid-air and cannot be pushed away by dynamic "`cannon`" balls etc.
   *  A kinematic RigidBody has a mass.
   *  A kinematic can be moved and can exert forces on dynamic RigidBodys. This means you can use a kinematic node as a billiard cue or a remote-controlled battering ram.
   
  
positive.code: 
  == A Basic Physics Application
  
  In the previous tutorials, you used static Geometries (boxes, spheres, and models) that you placed in the scene. Depending on their translation, Geometries can “float in mid-air and even overlap – they are not affected by “gravity and have no physical mass. This tutorial shows how to add physical properties to Geometries.
  
  As always, start with a standard com.jme3.app.SimpleApplication. To activate physics, create a com.jme3.bullet.BulletAppState, and and attach it to the SimpleApplication's AppState manager.
  
  
negative.code: 
  === Geometries
  
  In this "`shoot`" at the wall example, you use Geometries such as cannon balls and bricks. Geometries contain meshes, such as Shapes. Let's create and initialize some Shapes: Boxes and Spheres.
  
  [source,java]
  ----
  