Problem rotating multiple items

I have created a sphere, added a circle and shapped it on the surface of the sphere. I created a bezier curve. created an array and added a curve modifier and applied it to the array. I had some problems with the Array and curve. When I set the array modifier to length and selected the circle. It only added a small number of new curves. I added the curve modifier and linked it to the circle. I selected the circle and set the cursor to selected and then selected the array and set it to the cursor. When I did this my array went all over the place. I had to rotate around the x,y and z axis until it mapped to the circle I initially created.

I then applied a UV map to the surface of the sphere and rendered it. It looked good enough since this was just an initial test so I decided to create an animation and rotate it.

When I rotate it around the x axis the array and sphere seem to rotate around a different access. I selected the center of the sphere before I did the rotation but the sphere rotates one direction and the array rotates in a different one.

If I rotate around the Y axis everything seems to rotate together.

Any suggestions on how to rotate everything as a single object so they stay together. I tried selecting the array and setting the sphere as the parent but when i did that it looked like the array exploded all the pieces went all over the screen. I also tried grouping the items but it did not make any difference. Or is there something I need to do differently in creating the array?

sounds like you have made scales and transforms to your objects without applying them: if you don’t apply them with CTRL-A before you parent them to each other you will get strange results. The other way to do all this without needing to apply anything is to reshape parts in Edit mode only. you will also have to be careful with the order of modifiers: you can make them go up or down the order of application with buttons on the mods themselves but a curve mod and an array mod will have very different results depending on the order.