I didn't hear of such a program. I don't know if webgl supports skin transformations but that would be a great extension to p3d for instance. That would be something to ask them for. Now i think your best bet is to cook up something in Unity, but it would require the final viewer to install their plugin.
I'm sure there's some mathematical way to do this... What I usually do is keep the transform on that angled piece, and snap-move in one axis to either the vertex or the grid. There's still a gap, but the proportion has been kept, all that's left to do is move the straight pieces to meet the first verts.
Your transformation matrix is fucked up. Is your object rotated in the world ? You need to get it aligned to the world axis then apply a Reset Xform. If ever you've reseted xform after the rotation and have no longer the initial angle, you could snap an object to a face with autogrid to get the angle.
Draw a line on a new layer! Copy it as many times as you see fit! Transform them into perspective and use them as a guide! And then go in with a brush and shift click to paint them! Lock the layer's opacity and paint over all of those broadly to fit them in! Same with the round ones. =) Thanks!
If you're using axis constraints, you should be grabbing the gizmo's axial arrows (or the right-angle square created by two axes) rather than the center circle. Grabbing the little circle is equivalent to moving your selection through all three axes at once, which is essentially an unconstrained transformation.
What does it look like in your 3D modeling software? I haven't worked with Rubick before but I assume he has a chain of bones which you would skin the cloak to. Are they skinned and weighted to it properly? Also be sure to freeze transforms and delete history before any skinning
Make sure the curve direction is correct and also make sure that twist is set to zero in the extrude history. I just tested with a plane and a curve and it worked fine for me, so it must be something wrong with your curve or geometry. You can try deleting history/transformations and rebuilding the curve.
ya if your wanting a easy way to move whole islands, there is the move UV tools which selected a whole island and switches to the move transform for you. also tip for both the uv view and the 3d view, holding ctrl+lmb gets you a menu for converting between component types.
I agree with Snader, the bottom two look more like mechs/transformers while the top two look more like weird alien creatures. I do like the direction you're heading in with 1 and 2 with somewhat of an organic suit of armor idea but it could be pushed a little further
Have you tried: center to bounding box & Pivot to bounding box? Have you tried Zero all under Transform? Have you tried making a new empty mesh object, placing it where you want the pivot, then copy paste the new polygons into that empty mesh object?