Its control mesh of an object?

I will use the same code from my previous question on this question:

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.

I hope you understand. I need to “resize” the mesh of the doll, now it is “stretched” on the doll but I wanted a lot of power, for example, transform a mesh sphere

You must be curious to know why I need it, you may find my interesting idea:

When a Scene is loaded with “Spatial scene = assetManager.loadModel (road map)” Your mesh is extremely thin, and that’s bad because an object falling at high speed can easily cross it.

It has been possible to change the mesh Scene, I can avoid objects crossing a Scene, simply letting your larger-mesh on the floor!

I have some problems to understand what you try to do.

But using small scales like 0.1 is not going to work out with bullet. It is not designed for small and large objects
http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Scaling_The_World

The tunneling effect happens if you object size vs its speed has a bad ratio.
In simple a object should always move slower than 1/2 of its diameter per tick.

For stuff like bullets, grenades ect, using ray or sweep tests might be more usefull, as they do not share this problems, however you then need to fake the rest of behaviour then (like bullet drop, movement ect).