Thank you for the reply, Sir. However, it didn't work. Perhaps, I just don't know too much about setting things with Kinematic options.
Thank you, Sir.
Approach 1) A tweened mouse joint along with setting angular velocity might achieve the effect you want.
I didn't quiet understand how to go about this one. I couldn't find any angular velocity setting on the tweened mouse joint (on the component inspector panel). I did try a 'tweened mouse joint' (i.e., 'tweened' set to 'true' and type set to 'Mouse' on that joint) and it would just move the box (on which the joint is attached) along the manually tweened path (of the joint), but somehow, setting the 'enableMotor' had no effect on the box, i.e., there was no 'fan' effect. It just felt like an object that is tweened with type set to 'Animated'. However, the box to which the joint is attached did move a little up and down along the path - kinda wobbly movement, which I may add looked pretty cool too
, and I included this tween effect in my game as well! haha
Perhaps, I didn't do things properly to follow this approach.
Approach 2) Another approach would be to connect the revolute joint not to the ground but another body of type = Animated, then tween that.
Now, this worked just as I wanted it to work. Perfect!