A brief introduction to RUBE
When creating a physics game that has even the most minimal level of design involved, it is often feasible to use a physics editor. Getting a physics game to feel real is a challenge that is often more time consuming than it should be. This is especially the case if you're using a physics engine that you have not created by yourself.
Out of the many physics editors that I came across, I found RUBE to be the most versatile one. RUBE was created by Chris Campbell, also known as iforce2d. If you've ever searched for queries about Box2D, more often than not, you will see Chris' name (iforce2d) in forums answering the OP's questions. You can download a trial version of RUBE at: https://www.iforce2d.net/rube/. At the time of writing this chapter, the latest version of RUBE was 1.6.1.
The preceding website has all the information you need on the features and setting up of RUBE. It even has a complete set of video tutorials that will tell you exactly how to use it. Nevertheless...