I need zipper to go smoothly on the corner as on first picture, but it appears distorted when modelling.
Is there any solution to this except of rotating teeth manually?
Blend file:
I need zipper to go smoothly on the corner as on first picture, but it appears distorted when modelling.
Is there any solution to this except of rotating teeth manually?
Blend file:
In your .blend, you have a non-uniformly scaled object being arrayed and deformed down a non-uniformly scaled curve. This creates quite a tangle. It's better to start off in an orderly way, than to make adjustments, and then adjustments of adjustments,and so on....
If you're stealing the curve from a part of the another object, (here, the suitcase,) apply the scale of that object before doing it.
In general, to array and curve in a way that's easier to get your head round:
Having done all that, you should get a result like the blue example below:
As you can see, there is still some wedge-deformation of the teeth as they go round the corner, but unless you're in extreme close-up, that should be good enough?
If you want to avoid all deformation of the teeth, you could use the method from this answer, (or numerous others on tank-tracks), and array a simple plane (which deforms), instead of the teeth, Then instance the teeth onto the plane-array's faces. The teeth won't deform. That's the green example.
However, you've modelled the teeth as a pair, and in the green example,that leaves a slightly odd gap between one pair and the next. So, you could instead model the teeth separately, and use the instancing method twice, (2 arrays), to get the red example.