Hi Muzer,
that's what I was playing around with but it seems to me what I can achieve with jiglib now is a necklace on a thin elastic string where you can pick up a bead with another elastic string and pull it about. It doesn't seem to offer to simulate grabbing and moving an object with fixed joints, like locking the head of a ragdoll to the mouse pointer. I am guessing that JConstraintMaxDistance is not really a max distance constraint as much as a target max constraint where if it overshoots it will try to compensate. Is that correct?
I did a translation of this C++ rope class
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=40and it worked kinda OK, but its tricky to understand jiglib since there aren't many comments. Let's say there is no risk the comments would be patronizing at this stage :-)
A spring joint worked better but doesn't do the trick still. If the distance vector bestween two boddies is more than a max distance wouldn't a max distance joint apply a force that is negative the amount the sumtotal of forces would overshoot (multiplied by some damping)? I have no idea if that is correct or if it is one is supposed to use worldImpulse, bodyForce or setVelocity etc?
Thanks
JSpring.as