Because when defining the mass of an object 0 its mesh is certain, and otherwise its mesh is "stretched"?

Calm, I’ll explain better:

When you run this code:

package game;

import com.jme3.app.SimpleApplication;
import com.jme3.asset.TextureKey;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.material.Material;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.system.AppSettings;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;

public class BrickGame extends SimpleApplication {

    private BulletAppState bulletAppState;
    private Material floor_mat;
    private RigidBodyControl floor_phy;
    private static final Box floor;
    private RigidBodyControl player_phy;
    private Spatial player;

    public static void main(String[] args) {
        AppSettings settings = new AppSettings(true);
        settings.setRenderer(AppSettings.LWJGL_OPENGL1);
        settings.setTitle("My3DGame");
        settings.setResolution(800, 600);

        BrickGame app = new BrickGame();
        app.setShowSettings(false);
        app.setSettings(settings);
        app.start();
    }

    static {
        floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);
        floor.scaleTextureCoordinates(new Vector2f(3, 6));
    }

    @Override
    public void simpleInitApp() {
        bulletAppState = new BulletAppState();
        stateManager.attach(bulletAppState);

        flyCam.setMoveSpeed(4);
        flyCam.setZoomSpeed(8);
        cam.setLocation(new Vector3f(0, 4f, 6f));
        cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);

        initMaterials();
        initFloor();
        initPlayer();

        bulletAppState.getPhysicsSpace().enableDebug(assetManager);
    }

    public void initPlayer() {
        player = assetManager.loadModel("Models/Oto/Oto.mesh.xml");

        player_phy = new RigidBodyControl(1);

        player.scale(0.1f);
        player.setLocalTranslation(0, 0.4f, 2);
        rootNode.attachChild(player);
        player.addControl(player_phy);

        bulletAppState.getPhysicsSpace().add(player_phy);
    }

    public void initMaterials() {
        floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
        key3.setGenerateMips(true);
        Texture tex3 = assetManager.loadTexture(key3);
        tex3.setWrap(WrapMode.Repeat);
        floor_mat.setTexture("ColorMap", tex3);
    }

    public void initFloor() {
        Geometry floor_geo = new Geometry("Floor", floor);
        floor_geo.setMaterial(floor_mat);
        floor_geo.setLocalTranslation(0, -0.1f, 0);
        this.rootNode.attachChild(floor_geo);

        floor_phy = new RigidBodyControl(0);
        floor_geo.addControl(floor_phy);
        bulletAppState.getPhysicsSpace().add(floor_phy);
    }
}

You will see a doll on the floor.
Pay attention to how to knit doll is … She is “stretched” on the doll.
Now change the mass of the doll to 0 and run the code!
Now the puppet mesh is prissy on the doll!

Why does it happen? Its dummy load with a mass so that the loop is right?

Read carefully the tutorial; http://wiki.jmonkeyengine.org/doku.php/jme3:beginner:hello_physics
“Static objects have a mass of zero.”