Character_Object..Is it possibble to initialize with no acting forces at all

I am working on a game that introduces a Jbullet Character_object every certain amount of time into the physics world. The physics world only contain Static_Objects besides the character objects being introduced. Here are the two game states.

Stable state - I introduce only one Character_object into the system every 10 seconds , the game does not slow down the frames per second at all.

Unstable system
- Enter a Character_object every three seconds. The games becomes slow and the FPS slow down from 60 FPS to 8 FPS. The system never recovers again.

The desired system is to be able to enter into the physics world a character_object every three seconds. Is there any way to enter into the world a character_object that does not introduce any force at all while the velocity of the object falls to a certain threshold ?

Here are the constructors for the Character_Object and the Static_object :

public Character(String name, String filepath,Vector3 pos) {

	
	//Get box dimensions from libgdx
	Vector3 boxDims = box.getDimensions();
	
	//Character shape, so construct the half extents and convert to JBullet's Vector type
	Vector3f halfExtents = new Vector3f(boxDims.x/2,
										boxDims.y/2,
										boxDims.z/2);
	CylinderShape shape = new CylinderShape(halfExtents);
	
	rigidBody = Physics.constructRigidBody(shape, 
														1, 
														pos.x, 
														pos.y, 
	rigidBody.setFriction(0.6f);
            // Just bouncy
	rigidBody.setRestitution(0.5f);
	rigidBody.setDamping(0.10f,0.80f);	
	
	rigidBody.setCollisionShape(shape);
	rigidBody.setCollisionFlags( rigidBody.getCollisionFlags() | CollisionFlags.CHARACTER_OBJECT);
	
	
}

public StaticMeshObject(String name, String filepath,Vector3 pos) {

	meshInterface = new TriangleIndexVertexArray();		
	
	trimesh = new IndexedMesh();

	
	meshInterface.addIndexedMesh(trimesh);
	BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(meshInterface, true, true)
	rigidBody = Physics.constructRigidBody(meshShape, 
										0, 
										pos.x, 
										pos.y, 
										pos.z);

	
	rigidBody.setCollisionFlags(rigidBody.getCollisionFlags() | CollisionFlags.STATIC_OBJECT);

	
	
}