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1. Rigid body physics
Flexible collision detection
Support for mesh geometry (convex and non-convex),
primitive geometry (e.g. spheres), and a combination of both.
Various types of constraints
Including ball-and-socket, hinge and hinge-two,
"keep-vertical", and many more.
Generic motors
For example the motion of a motor can be defined as path in Max™
and controlled in a flexible way by scripts.
Player control
This includes for example a special component for player movement
in air or on ground.
Skinning
Rigid body skeletons can drive mesh skinning for rendering.
This can be used for example for faked bendable objects like trees
including rag doll effects.