During my play time on ROBLOX I made a few conclusions about this subject.
I had experienced lag while touching bricks which were being processed by server physics, the game automatically switches the physics process to the client, to reduce the lag, since we're playing over a network. Some of these examples, are lobby balls and car controls.
One very common example, in cars, is that the physics process of the car you're driving, was assigned to your friend's computer.
As a developer, I care about my game's performance, knowing how to assign physics processes between the server and the client would be useful, indirectly or directly, since I'm suspecting server physics are assigned to the client when the player's character is near to the process.
My doubt is which instance exactly in the player takes control of this? (I'm working with custom characters)
UPDATE: :SetDesiredAngle() method of Motor, isn't working as expected on a LocalScript, the value isn't replicated to the server, only by setting directly the Motor's DesiredAngle property. The result is a non-moving motor, no local physics activity. Replication error: The motor can be moved with CurrentAngle property, not replicated to the server.

3 comments
:\ Why did you send me here.
Sup oioi.
Sup