I'm trying to implement a ragdoll physics engine. I don't understand how the constraint is interpreting the transforms that go into it on creation. I mean, what should the transforms do to the rigid bodies. Should they rotate them so their z-axis point towards each other and are co-linear? If I have a box for a chest with x,y,z being right, up, and backwards, respectively, and another box for an arm with the same rotation, how should I create a cone-twist constraint so that the "twist" will actually twist the arm? I think i'm messing up the transforms and the twist is rotating the arm or something weird to that effect.
I tried to look for documentation on cone twist constraints but I couldn't find any. Does anyone know of a place where I can see a definition or something?
I made a render of the model to help illustrate what I'm trying to do:

I have created boxes for the chest and arm and I would like to make a cone twist constraint between them.