Hello, I need to be able to rotate and move my mesh, which has a physics state body set, keeping its physical simulation. It seems that when I set a physics state on the mesh, I'm unable to rotate it or move it directly. I've created an example here: http://www.babylonjs-playground.com/#UMR7M#44 Invoking setPhysicsState prevents direct modification of rotation and position. How can I achieve this? Should I keep a reference to the underlying physics body and modify it directly? On my own code I even tried: mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll( Math.radians(gameState.mesh.gamma), Math.radians(gameState.mesh.beta), Math.radians(gameState.mesh.alpha) ); mesh.updatePhysicsBodyPosition();But yet, had no luck with it: the mesh is stucked at its initial angle. It is a week I'm playing with BabylonJS and it is outstanding what I have already achieved, keep up the great work! Thank you in advance. joez