For me the easiest way is to turn a character into a static entity.
All you have to do is copy the .fpe file and edit it accordingly.I did this last with Cosmic Prophets undead pirates. check out the difference between the 2 in these codes:
dynamic character .fpe
;header
desc = Dead Pirate Crew 2
;ai
aiinit = appear1.fpi
aimain = people\passive.fpi
aidestroy = destroy\fadecorpse.fpi
aishoot = people\passive.fpi
soundset = male
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = dead_crew 2.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 180
;cone of sight
coneheight = 53
coneangle = 50
;visualinfo
textured = dead crew 2.dds
effect = effectbank\bumpbone\bumpbone.fx
castshadow = 0
;decals
decalmax = 2
decal0 = red
decal1 = blood
;identity details
strength = 100
ischaracter = 1
hasweapon =
isobjective = 0
cantakeweapon = 1
static entity .fpe
;header
desc = Dead Pirate Crew 2 STATIC
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = dead_crew 2.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 1
collisionmode = 0
scale = 90
isimmobile = 1
;visualinfo
textured = dead crew 2.dds
effect =
castshadow = 0
You can use the later one as a template, all you have to do is to copy the path for the .X and .dds files for your character into it.
The charcater is standing in the passive pose but can be put onto its back or face into the editor. Some charcters may look weird if put onto an even surface that way but some grass or rubble can easily conceal this.
In case you find my grammar and spelling weird ---> native German speaker ^^