I'm using Pulldownit in 3ds Max and having a lot of issues with the resulting pieces jiggling and jittering all over the place once they collide with other objects.
I've tried changing the collision hulls (from mesh to simple capsule) of both the pieces and the objects they're colliding with to no avail. I've reduced the bounciness to 0 and increased the mass heavily, again with no luck. I'm using the highest simulation settings with substeps at 400+.
The interesting thing is that if I scrub the animation, it simulation appears to have worked flawlessly. But if I actually play it back, the jiggle/jitter is everywhere.
I've even tried to hand edit the problem pieces in the curve editor, but trying to smooth or remove any excess motion just sends the piece flying off center into a random location, as if the gimble lock was screwed up.
Anyone who's got experience using Pulldownit have any advice on how to address this problem? This would be a really useful plugin if not for this jitter issue.
[Edit] Increasing the damping makes the jitter less noticeable, but results in an overall less realistic simulation.
So far, what I'm taking to doing is simulating, then deleting the keyframes where the jitter starts and hand animating the remaining motion. Of course there's always going to be some cleanup you need to do with a simulation, but still... this feels like it's counterproductive to running the simulation in the first place. Heh.