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I want the mesh to follow the curve and to bend accordingly without any distortion. So far absolute failure... My teeth mesh just won't follow the curve, instead it gets stretched on an axis and becomes 2d flat ... Both the mesh and the curve have the same origin point, both have origin set to volume (someone here apparently solved similar problem by doing this, didnt work). I tried with constraints to get the same effect same fail attempt. I just want simply my mesh to follow the curve and bend but it doesn't work. If someone have a solution to my problem I'll be grateful. Thanks.

Before I apply the modifiers

After I apply them mesh just becomes flat beyond recognition

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  • $\begingroup$ It looks like your mesh is oriented in the wrong direction, so you maybe have to roate it in Edit Mode. But even then... teeth? Usually teeth are separate objects, and the Curve Modifier will generate a continuous geometry of the mesh... $\endgroup$ Jul 1 '21 at 10:16
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What you could do:

Select your curve and in Edit mode select all, right click > Set Curve Radius > 1 (you must have applied the scale of your curve, it has lowered the vertices radius down to 0.04).

Rotate your teeth until they are aligned with the global axis, apply the scale and the rotation with CtrlA, right click > Origin to Geometry:

enter image description here

Give it the Array modifier with the Fit Type > Fit Curve and Relative Offset > Factor X > 1:

enter image description here

Give it the Curve modifier with the good Deform Axis (for me, X):

enter image description here

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  • $\begingroup$ Hi ! Thanks for looking it up for me I solved it earlier by just starting from scratch and not messing up the rotations and scale of the object, but your answer clears things up. Cheers ! $\endgroup$
    – L1994
    Jul 1 '21 at 12:25
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To make an object with array modifier follow a curve correctly...

  1. the object should have applied scale and rotation (your scale is not applied)

  2. both, object and curve should have location/origin at 0,0,0 (yours both haven't that

-> then it works.

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  • $\begingroup$ Solved. Thanks ! $\endgroup$
    – L1994
    Jul 1 '21 at 12:25
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Another way is to make it a one-piece mesh, which is not difficult when you know the number of elements, and apply only Curve modif as it works best with continuous meshes. One-piece meshes have, too, this avantage over arrayed/combined ones their elements don't need to be separated for editing.

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