Havok Ragdoll simulation gravitates to t-pose

I’m tasked with authoring the ragdolls for our game , using Havok tools for Maya.
An issue we are seeing is that , when a character ragdolls in a test map, there is a strong tendency for the limbs to return to T-pose or A-pose, which ever the bodies were initally authored with.
This not a popping to t-pose bug, but a simulation behavior.
I’m unsure sure what constraint parameters to adjust on order to make the bodes less “springy” and more “floppy”.
Does anyone have experience with this?

(submitted a support ticket to havoksupport, but the site seems to be janky.)