I'm not sure if y'all have a preferred file hosting service, so I googled Free File Hosting...I can put it somewhere else if you prefer:
(Win32 .exe + necessary .dll's and data)
http://www.mediafire.com/?8tnjzm9ecy1
This is a poorly-hacked version of the Cally Demo, which is the generic demoapp for Cal3d. Basically, there was just a character in the middle who would play out different animations based on the 'mixer' which combines various 'tracks'... anyway, what I changed was I added a floor, which is a big static box, and some gravity; you can press the labeled buttons in the lower right hand corner to change what animation plays, space to unpause/pause (it is paused by default, and for whatever reason only her ponytail appears until you unpause it)... the button with a picture of a bone on it will switch to a 'debug view' - blue points indicate collision points for the various convex hulls for each bone (generated automatically from the model data), red points are the desired bone positions in egocentric coordinates (thus appearing around the origin all the time) and yellow points are the red points, translated onto the character's root bone, so that you can see what the character is supposed to be approximating.
The working title of the project is 'Calibre', thus the .dll; this version is the one where *only* desired angular velocities are applied - that is, the crossproduct of the current bone orientation with the desired bone orientation. Also, the root bone is powered only by a rotational spring perpendicular to gravity, so there is nothing enforcing a particular orientation other than that.
As you can (hopefully) see, she does an all right job of staying in one position, although if she's already rotating, she will continue to do so; when she tries to walk/run/limp, her arms get caught behind her and her orientation varies almost randomly. The 'Funky' animation is supposed to be a sort of jump kick, but she does not do it with anywhere near the finesse of her physics-free counterpart.