The deformation is calculated in the local coordinate space. Please note that an object's local axes may differ from the global axes. By default, objects bend along their Z-axis. If your object is rotated in any way, make sure that the Z-axis is pointing up. You can apply the rotation by pressing CTRL
A
on your keyboard.
Alternatively, you can check the direction of your object's local Z-axis. To do this, select your object and in the upper-right corner select Transform
> Affect only
> Origins
.
Then, rotate the origin so that the Z axis points upwards and aligns with the global Z axis. Make sure to deactivate the Transform>Affect only>OriginsTransform
>Affect only
>Origins
option once you're finished.
Here is the Blend file: