awesome, thank you both very much

Ok last question. I'm not sure how it works. I'm asking here first because this forum is more about rotation than physics.
Is there a way to match a 2d angle to an Object3d rotation. I find that with rotation I activly rotate it by the applied value. So I can't just object3d.rotateZ(box2dBody.angle). I end up with a box spinning insanely.
I've tried applying only the difference between last and current frame. This works much better. You can't really see a problem when it's moving, but when it stops bouncing and is still. The graphical Obejct3D box is at angle with a corner sitting in the ground.
So basiclly I need to figure how to mesh the 2d.angle with a 3d.rotation or pivot.
I think this will pretty much cover it. I hope.