# Curving mesh to other mesh

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.

[UPDATE]

So I thought I'd simplify the meshes because I was looking for the method but apparently it' not that easy. I've uploaded the original file with full mesh details:

A screenshot can be seen here:

• Why can you not add a Lattice? Have you had a look at the Shrinkwrap modifier? – rob Jan 10 at 13:50
• The silly answer would be 'just make a copy of mesh2' .. but it's not silly to ask why not... What exactly do you need? To animate between the two? Project the topology of one onto the other? Something else? – Robin Betts Jan 10 at 14:09
• @rob: Lattice is disabled when I try to apply it? There's no object to apply it to? It might not be that I'm not able to, I probably don't know how. Shrinkwrap completely deforms mesh1 (in the real project) – Leon Jan 10 at 14:28
• @Robin Betts: I import mesh1 from svg. It's not for animation but you should see it as 'applying a decal'. The end result has to be exported again as an .obj file. Since all has to be in one file, applying a texture isn't an option (I've used that and that works but you can't embed an image in an .obj file). – Leon Jan 10 at 14:34
• The answer you refer to looks good .. you have to create a Lattice object, not just an ordinary mesh, and assign the modifier to the object to be deformed?.. Also the SVG may need to be prepared for deformation, sufficiently subdivided in the right directions... – Robin Betts Jan 10 at 15:35