I am still doing “research” on this, but seeing as you are a member of the Durian team, I will give you a “preview” of an aspect of Blender that not many if anyone seems to know about the physics system in Blender …
The physics system whether it is the GE, particles, fluid, cloth or softbodies uses the same parameters (I believe based on the GE) for the simulation of physics . I kind of knew this, but since I was more interested on the animation/modeling side of things I tended to do the usual noob perfunctory “testing” of the various “sim” tools available in Blender, so as to be familiar with the interface …
But back to your issue … And for simple animation purposes like yours - you can skip the rigmarole of baking GE IPOs and actually use softbodies as rigidbodies … The advantages of using soft bodies is obvious as you just have to bake it and you are done and the set up is ridiculously simple .
Below are a couple of simple examples . The first one is just 3 cubes in one mesh unattached to each other, and the second is Suzanne split in half . The first has self collision enabled (which is what you want), but Suzanne’s more complicated mesh flips out when you enable self collision … I was surprised it didn’t wind up with more clipping issues then it did …
A simple overview of how to set this up :
- turn off “Use Goal”
- crank up the bending stiffness value (the “Be” button at the bottom of the panel) to at least 1.0 (use higher values for more complex meshes - the cubes work with a value of 1.0, but Suzanne requires at least 10.0)
And that’s it … I realize Suzanne even at 10.0 bending stiffness still jiggles a bit, if that bothers you try increasing the value or alternatively you can start adding internal faces/additional geometry to stiffen up the shape more … or imagine it as a soft plastic toy 
If you need the self collision option you should make the parts that will break apart on impact very basic (cubes, pyramids, etc), as well as decrease the ball size to something really small (otherwise the parts will blow out in the first frame of the simulation), and you also need to turn on the CFace option as well . The actual scale relative to BU units also influences how well the self collision works as well (in the example the cubes are 1/10 of the original default cube) … Even with that you still might wind up with some clipping depending on the setup though … but you can’t beat this for ease of setup .
Edit : not to look too much the fool I tried the GE option with the Suzanne mesh separated into 4 objects (like in my example) and the only bounding box option that didn’t blow up from the start (triangular mesh) behaved very oddly and when it hit the floor it had major mesh clipping issues …
Here are the examples . Just hit bake or Alt-A (the Suzanne file takes a few minutes) .
Attachments
Softbodies as Rigidbodies.blend (143 KB)split_suzanne.blend (178 KB)