KinematicRagdollControl - problems

Hello,
I have an animated character that would collide some objects (cubes), all work fine when KinematicRagdollControl is added to model, but I have a problem when I want to use only a few bones (ragdoll.addBoneName(“bone1”); ragdoll.addBoneName(“bone2”):wink: - there is not collision. cubes does not move and model pass through them.
Help please my code:
[java]
model = (Node)assetManager.loadModel(“Models/myModel.j3o”);
ragdoll = new KinematicRagdollControl(0.5);
///Start 1st problem
ragdoll.addBoneName(“B12.L”); ///First problem
ragdoll.addBoneName(“B12.R”);
//////////
model.addControl(ragdoll);
bulletAppState.getPhysicsSpace().add(ragdoll);
///Second problem
ragdoll.addCollisionListener(this); ///Second problem

/////My cubes are
cubeGeometry.addControl(new RigidBodyControl(2);

public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event) {
if(object.getUserObject() != null & object.getUserObject instanceof Geometry){

           fpsText.setText("Collision done!");       ////Never sown
     
}

[/java]

Well, I found the solution, added root bone to ragdoll control, now blocks moving, but how to detect collision?
I have to add collision listener to physicsspace, or not - because [java] bulletAppState.getPhysicsSpace().addCollisionListener(this);[/java] not working.

Please help