anchor.diff:  
   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 “PhysicsControls Code Samples how to use default CollisionShapes for Boxes and Spheres.)
  +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.)
   [cols="25,40,35", options="header"]
   |===
   
  
positive.code: a|CharacterControl
  a|Special Control used for <<jme3/advanced/walking_character#,Walking Character>>s.
  a|Upright walking persons, animals, robots…
  
  a|RagDollControl
  a|Special Control used for <<jme3/advanced/ragdoll#,collapsing, flailing, or falling characters>>
  
negative.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`pass:[s].
  
  Let's look at the details:
  
  