Really struggling to create a physics chain that doesn't jitter

I am making a test to add a physics chain to a character controller (which is a custom interpolated kinematic rigidbody controller). Right now I’m doing as if the hair of the character was a physics chain:


And I have not been able to not make it jitter yet:

I’ve tried all sorts of different configurations of parenting and twist/swing limits and whatnot… and I’m out of ideas.

Here’s my current setup (“HairCone” is the white physics chain mesh, and “Character” is the character controller):

Any ideas?

Your rotation axes don’t look right. They should be pointing in x and z, not in y.
Also, the bones might be colliding. Try turning off “Enable Collision”