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Here's what I'm currently seeing (note that the stretching as the array continues out isn't intentional. I wish the objects to all be button-like, similar to the one closest to the curve):

Issue with arraying along a curve

I've ensured all transforms/rotations/etc. are Applied to both the curve object and the arrayed mesh. All my origins are where you'd expect them to be. Any ideas?

Here is the .blend file, if it helps.

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Key R, then Y, then 90. If you want them to continue to change shape, then you may have a problem, but if the following is good, then so are you.

enter image description here

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  • $\begingroup$ Thanks. Why did that work? $\endgroup$ – Joshua King Jun 6 '16 at 23:13
  • $\begingroup$ @JoshuaKing The Curve modifier is very weird and relies on many strange inputs (LocRotScale mainly and probably more). Also, if my answer helped, please consider accepting it. Thanks! $\endgroup$ – Shady Puck Jun 6 '16 at 23:15
  • $\begingroup$ Accepted, but how did you know that? Have you just run into exactly this sort of problem before? $\endgroup$ – Joshua King Jun 6 '16 at 23:44
  • $\begingroup$ @JoshuaKing Sort of. I don't think I've ever used a curve modifier and had it work perfectly on the first try, so over time I've developed a sort of instinctiveness in knowing what'll fix it. For you for now, I'd suggest trial and error. I still do a lot of that, too. :) There probably is someone out there who can tell you exactly why what I did works and how to replicate the results in the future, but I am not that person. Sorry. $\endgroup$ – Shady Puck Jun 6 '16 at 23:49
  • $\begingroup$ Noted. In any case, here's what you helped me model: i.imgur.com/2N1RbyF.png I was shooting for something like this: thumbs.dreamstime.com/z/… $\endgroup$ – Joshua King Jun 7 '16 at 0:01

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