I tested out other answers here and here to no avail. So, I'm stumped. In the image below, I'm trying to get my zipper to follow along the curvy, windy path of the leather cowl/collar. You can see the final result I'd like to get in the right image as well as this real world example. I got the center zipper in the file to follow a path with relative ease. But this curvy one is just too hard for me (I've tried different axis, fixing loc/rot/scale issues). I've attached my file here for anyone who wants to give it a go. Any help would be greatly appreciated!
- Locate and select an edge-loop in your jacket-mesh which follows the path of your zip.
- ShiftD duplicate it, and P separate it to a new object.
- Convert it to a curve.
I found I could set the spline-type to Bezier and decimate it to 0.1 without losing visible detail.
- Place the origin of your curve at its bottom control-point, and move the zip-array to the same location
- Assign the Curve modifier to the array, aimed at the new curve, along Z, in your case.
- CtrlT twist the curve so the zip is radially pointing the right way, or, rotate and perhaps shift the zip's mesh with respect to its origin, in Edit Mode, to align it.
I can't comment without knowing the exact intent of your model, but I suspect you could save quite a lot of trouble by working on a lower-poly mesh, and I'm assuming this detail is too small to be overly-concerned about very slight distortion of the zip's teeth.