As a note: below images are a massively simplified representation. The actual objects contain way more vertex.
With a lot of manual labour I can reach my goal but since I need to process lots of similar situations, I wonder if someone can think of an easier way to accomplish the following:
I'd like to curve a mesh1 onto another mesh2 that's already curved.
I've created a curve (path2follow) along mesh2 to use in the curve modifier applied to mesh1. Because mesh1 has a different vertex layout, the 'fold lines' aren't there so the result on the default mesh1 is flawed (understatement ;-).
So at the moment I measure the distance between the folding lines (they are not equally spaced) by calculating vector length in 3D and add these point to mesh1 with edge/subdivide. I then 'knife' mesh1 along these points to create additional folding lines and keep faces in tact (in fact create new ones easily).
When the curve modifier is now applied, the result is as desired but with a lot of manual labour. There must be an easier way... ?
I've looked at this answer, although I'm not using text, but I'm not able to add a lattice if that would be a solution. Any suggestion is appreciated. Thanks for your time.
A screenshot can be seen here: