public var rev1:b2RevoluteJoint;
var bodyDef2:b2BodyDef;
            var boxDef2:b2PolygonDef;
           
            bodyDef2 = new b2BodyDef();
            bodyDef2.position.Set(26, 12.5);
            //bodyDef2.angle = -.5;
           
            boxDef2 = new b2PolygonDef();
            boxDef2.SetAsBox(3, .1);//7
            boxDef2.friction = .1;
            boxDef2.density = 12.1;
      /* 
            */
            body2 = m_world.CreateBody(bodyDef2);
            body2.CreateShape(boxDef2);
            body2.SetMassFromShapes();
           
           
            /////////////// body 20
           
            var bodyDef20:b2BodyDef;
            var boxDef20:b2PolygonDef;
           
            bodyDef20 = new b2BodyDef();
            bodyDef20.position.Set(23, 12.5);
            //bodyDef2.angle = -.5;
           
            boxDef20 = new b2PolygonDef();
            boxDef20.SetAsBox(.5, .1);//7
            boxDef20.friction = .1;
            boxDef20.density = 0;
      /* 
            */
            body20 = m_world.CreateBody(bodyDef20);
            body20.CreateShape(boxDef20);
            body20.SetMassFromShapes();
           
            ///////////////////
           
           
            var rjdDef:b2RevoluteJointDef = new b2RevoluteJointDef();
         rjdDef.Initialize(body2, body20, body20.GetWorldCenter() );
       
         rjdDef.enableLimit=true;
     // rjdDef.maxMotorTorque=16600.0;
       //rjdDef.motorSpeed=500.0;
        
        rjdDef.enableMotor=true;
          rjdDef.lowerAngle=-0.18*3.14
         rjdDef. upperAngle=0.25*3.14
         rev1 = m_world.CreateJoint(rjdDef) as b2RevoluteJoint;
/////// center is static and other is dynamic .. and you can play with dynamic///
somthing like this
body2.SetAngularVelocity(ang);
 
 
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