I am fully aware of the possibility to attach, deform, and then detach again.
However, this is not a good way to go for me, for a few reasons.
For one, my objects have a stack of modifiers on them such that I don't want to collapse them this early before bending along the path. I want to be able to change properties of the various components AFTER they are already on the path. Collapsing them to Edit Poly does not let me do this. And if I wanted to bend the same geometry to a new path, I can't, it has been locked in.
Also, I rely a lot on using the object's wire color in my workflow (it's a little unusual, but so is my task). It takes a lot of time to assign these colors. If I collapse to one single poly, I lose all that work, and would have to assign them all over again.
Some of my groups will have as tens/hundreds of objects. So far, my only workaround is to use a 3rd party script to take the object's wire color and create a V-ray material with former wire color as a diffuse color, then collapse them making one massive and unwieldy multi-material object. There is no way that I yet know of to translate those colors back to the object's wire colors again after it has been exploded, but I will investigate as a last resort. It's a lot of clicking regardless of whether it ends up working.
But even if the wirecolor part wasn't an issue, this will still cost me many hours in having to "remake" what I started with, given that I will need to do this a lot for my project.
I'm at a point where I'm willing to pay money for a tool that somehow allows me to conform a GROUP to a spline. I have looked for scripts... even RailClone seems to require that objects are collapsed to a single poly. I have tried out a few that indicate they can do this, but none have worked yet.
I haven't had a chance to explore space warps as an alternative, which seem promising... I should be able to take a crack at it tomorrow. Fingers crossed.
This seeming limitation is baffling and disappointing, given that so many distortions can be applied to groups of objects in Max without killing the other modifiers. FFD deforms, twist, bend, all that stuff. Wonder if there's something special about path deform under the hood?
Perhaps there's a workaround, like simulating a group without actually grouping. Further research needed/help appreciated. 🙂