@Lam:
In actuality that is what he is looking for, but what he was asking for was a method to find the specific velocity to reach a certain destination based in a given amount of time. Therefore, you still use updateVelocity, however he didn't know how much velocity to apply in any given direction in order to reach and stop at that point.
Thus, the functions in the gesture class does exactly that. They calculate the needed acceleration / velocity in order to reach a given point in a certain amount of time.
The X Velocity function calculates the needed acceleration / velocity to reach the given X coordinate from one X to the next X.
Same thing applies to the Y Velocity function except it is for the Y.
After you know both you can then call
float time = 1.0; // seconds
float dampening = 0.0;
//Not the real function name for XVelocity and YVelocity
//I can't think of it off the top of my head right this second
//But it is similar to what is written
//When I publish the update tonight, I will have examples for all functions and variables
float xaccel = [[Gestures sharedGestures XVelocity:cpp(0,0) point2:cpp(30,0) time:time];
float yaccel = [[Gestures sharedGestures YVelocity:cpp(0,0) point2:cpp(0,70) time:time];
cpVect gravity = cpv(xaccel, yaccel);
cpBodyUpdateVelocityy(body, gravity, dampening, time);