ill give the most realistic physics for your character model.
         We will iterate through each limb and create a convex mesh actor to represent each one. Note that
         we need to set the scale multiplier for this particular model otherwise the scale of the actors
         would be too large for their object/limb counterparts.

         <H5>DBPro</H5>
<pre class = "dbpro">
PHY SET SCALE MULTIPLIER 0.1
limb = 1 
while limb exist (1, limb)
  PHY COOK CONVEX MESH 1, limb, limb  
  PHY MAKE CONVEX MESH