There’s another thread where the joint has been suggested and I’ve posted quite a bit on this in the past.
So, specifically, you want to use transition.* to move a physics object. For this you need to put together a number of things…
You need something which can be transitioned, something to move the physics object and something with a joint.
First option: Static body as anchor, joined to the dynamic body. Use a transition on the static body (this is ok because it’s not fighting Box2D), create a weld joint between the static body and the dynamic body.
Second option: Display object as a tracker, enterFrame listener to control the touch joint. Create a display object (eg: group) at the same location as the point on the dynamic body where you want the touch joint to be attached to the dynamic body. Create the touch joint and store a reference to it on the display object (in this case, a group.) Create an enterFrame listener to call setTarget on the touch joint (referenced by the display group) to whatever world location the display group is currently at. Create the transition to move the display object.
The first option will give you much more precise control, but some will worry that it will cause problems and tbh there is no way to guarantee that it won’t because it is technically breaking the rules. But I’ve used it fairly reliably.
The precision of the second option comes down to the design of the touch joint. How strong do you make it relative to the size and density of the object being controlled.