Select all the objects you want to edit, then go to Select--->Use Constraints... With: Constrain: All and Next Properties--->Smoothing: Hard When you're done, click on Close and Reset.
Ah yes, the one I wrote is basically just for mass bridge-capping on lowpoly models, miauus one is more for highpoly and stuff that's not geometry constrained. Both are useful for different purposes.
Sounds like you've been non-uniform scaling your objects. Do a Reset XForm on them all before rigging them up. Parenting and constraining should work fine.
Loved the new sculpting improvements, can't wait to try that "Constrain Brush to Line" to make hard surface details. For those who bought it already: has "Export Selected" been implemented?
Yep, you now have to turn 'backface cull' on in the objects properties. (In earlier versions this happened when you checked on 2-sided automatically... however it was a bit constraining so they 'fixed it')
Use a path constraint. This won't cause the object to distort at all but will just follow the path. I think you can also do an array once you have constrained the object.
Make a rig with unity friendly orientations (you can make it out of point helpers or geometry etc), constrain it to the animation rig and skin your meshes to that for export instead. Much easier
jiggle does not respond to gravity. You can use a dynamic curve as a spline IK curve though. By constraining only the base of the curve, you can get the effect you're looking for.
This model came from 3DS Max. All the UV segments are constrained to a single tile before export, but for some reason they get thrown way to the right after sending the model to Mudbox.
Actually, it looks like your neck bone and your root bone (the bone that splits off to go down to the tail or up to the spine) arent moving at all. Are they point constrained to anything?