If you don't have one already you might need a (small) collider somewhere. Unity 2018 derives the center of gravity from those. If you don't have at least one, the center of gravity will be at the hinge which isn't realistic at all.
I had a collider, what fixed the 360 spinning problem for me was
1. delete the whole prefab
2. save/close unity
3. open unity
4. recreate the prefab using the exact same settings I had before.
5. export as asset bundle, then import to vam.
6. It works! Why? It seems there's bugs somewhere either in Unity, VAM or both. I have no way of knowing though.
As for the offset problem, I think it has something to do with collision. I say that because when the chain initially loads into the scene in VAM, it is in the correct location, but then about 0.2 seconds later it gets pushed out of place. I do not have a mesh collision component on the meshes, and the only box collider is on the end of the chain.
Maybe I'll try disabling collision in VAM? IDK, I tried a lot in Unity but it's difficult to test out changes because everything works perfectly in Unity. The problems don't start until I import into VAM. So to test things I have been re-importing the asset every time I try something different like 100 times now.
Edit:
I tried disabling collision on the CUA in VAM. However, this did not fix the problem. Something interesting I found though, even though collisions are disabled the box collider still collides with person atoms. So it seems even with collisions disabled, they are not actually disabled.