techjunkie
You aren't differentiating between forces and torques and aren't thinking in vectors/components. I'm not here to be a teacher, the oimo physics actions/forces/torques are no different than those you'd find in any other 3D physics engine. To use a physics engine you need to actually understand what directing a force means.
Anyway, i can't upload a cap because im using a newer unreleased version of the plugin atm, but heres how you could modify the morph demo to use oimo:
Image
Make sure you turn "prevent rotation" on for the character physics. (the properties i used are the ones for "Q3DModel") that you can see.