Rope joint and rotation

In my game I created a static body (big green rectangle) and attached several dynamic bodies to it, using Pivot and Rope joints, as seen on this screenshot:


Now if I rotate or move the static body (setting x, y and rotation properties), the Pivot joints respect the change (i.e they move with the static body) but the Rope joints do not - they seem to be unattached from the static body, see the next screenshot:

The debug lines show that the Rope joins remain at fixed position and do not follow the static body they are attached to.
Is this a limitation of the Rope joint or am I doing something wrong?

I was partly wrong, moving actually does affect rope joints, but rotating does not.

I think you should create 1 more anchor point with static body, then connect it to 1 dynamic body with pivot joint.

Not sure I fully understand but maybe I should create a display group? Then I can create multiple bodies, attach rope joints and rotate the whole group as one?

When you work with Box2D things are different. Box2d is not synchronized with the local position of the group, nor does it support scaling or rotation. When you put things in a group and rotate or move it, it is very likely that its transform physics will not change, which will make things inaccurate, as mentioned here: