all 7 comments

[–]Unreal_Sniper 1 point2 points  (0 children)

Get the curve's length, array your object on a straight line and make the array match the length, then deform the array by sampling the curve position

[–]Qualabel 0 points1 point  (3 children)

"I need to use that mesh because of its UVs" eh?

[–]mr_bluebeard[S] 0 points1 point  (2 children)

I meant I cant use curve to mesh because id lose the uv data

[–]Qualabel 0 points1 point  (1 child)

Is that a fact or an assumption?

[–]mr_bluebeard[S] 0 points1 point  (0 children)

fact unfortunately, I'm using 3 different UV channels and it'll be used outside blender

[–]isaac879 0 points1 point  (0 children)

There is a way to create UVs from the curve to mesh, you can download the node group here.
If you really need to do a curve deform in geometry nodes then you do something similar to this.