Array modifier won't work on a cylinder

I am trying to make a spine with the selected cylinder. But when I select the bezier curve for shape the segments disappear. Any idea on how to fix this and create a proper spine?

Are you certain it has disappeared and not moved somewhere far? The origin of the object and the curve and their position in space do matter for the result.

The position of the object does not matter for an array modifier.
The origin positions of the two objects are important.

I moved the origin point to geometry but I am still getting the same issue where the cylinder “disappears”

When I switched to edit mode it shows up but in a translucent state

I just tried it and I think I have found the problem: the array modifier doesn’t work on a curve with thickness (bevel depth in the curve settings).

If you use the legacy modifier, you need to also use a curve modifier after the array. The legacy array will give you the correct number of repeats to fit the curve, but it doesn’t place the object on the curve by itself.

If you go with the legacy modifier + curve modifier, the position of both the object and the curve matter, as well as the origin of each (they should match). Also, there are settings on the curve itself that affect the curve modifier (radius, stretch, bounds clamp) that will matter for the result.

You can use the new array GN modifier inside a GN setup on the cylinder.
Join in the curve with object info and curve to mesh.
Then parent the original Curve to the cylinder so you can move the cylinder around.

curve.blend (275.9 KB) (made in 5.3)

You will still be able to edit the curve. (select it in the outliner)

The behavior of modifiers is also affected by the object’s inherent properties, such as its scale and rotation.
I am not entirely sure where the specific issue lies.

You can also simply enter Edit Mode and manually rotate or scale the object to achieve the desired shape.
It appears that the shape in the video was created roughly, rather than through a precise, step-by-step process.

If you are unable to resolve the issue, please attach the Blender file.
Without seeing the file, I can only offer suggestions based on assumptions and general solutions;
I cannot pinpoint the exact cause of the problem.

I’m planning to rig and animated the skeleton. Would this be a problem?

Here is the file. I am planning on rigging and animating the skeleton for halloween

Thank you so much for helping

No.
To animate the curve you would need or hooks or shape keys but it would probably be better to apply the GN modifier and it will give you a mesh (with the curve and all the arrayed cylinders) you can put armature bones on it and delete the original curve.

  1. Check the normal direction of the curve (which affects the alignment direction)

  2. Place the curve at the origin of the array’s starting position and the array object at the origin of its center, both at the same position

  3. Object array. It becomes an array without any special modification.

    ffsfs.blend (282.0 KB)

※ The array is not an important element in this lecture video. :thinking:
The array may not be at the desired location. This is due to the tricky setup requirements, and usually you move the array object to the desired position.

It worked!

Thank you so much!