anchor.diff:  a|CharacterControl
   a|Special Control used for <<jme3/advanced/walking_character#,Walking Character>>s.
   a|Upright walking persons, animals, robots…
  +
  +a|BetterCharacterControl
  +a|Special Control used for <<jme3/advanced/walking_character#,Walking Character>>s.
  +a|Upright walking persons, animals, robots. Replaces CharacterControl.
   
   a|RagDollControl
   a|Special Control used for <<jme3/advanced/ragdoll#,collapsing, flailing, or falling characters>>
  
positive.code: .  Add the PhysicsControl to its Spatial.
  .  Add the PhysicsControl to the PhysicsSpace.
  .  Attach the Spatial to the rootNode (as usual).
  .  (Optional) Implement the `PhysicsCollisionListener` interface to respond to `PhysicsCollisionEvent`s.
  
  Let's look at the details:
  
  
negative.code: 
  A CollisionShape is a simplified shape for which physics are easier to calculate than for the true shape of the model. This simplication approach speeds up the simulation greatly.
  
  Before you can create a Physics Control, you must create a CollisionShape from the `com.jme3.bullet.collision.shapes` package. (Read the tip under "`Physics Controls Code Samples`" on how to use default CollisionShapes for Boxes and Spheres.)
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