Trying to make a plane follow a bezier curve I'm trying get a plane to follow this form of bezier curve:

Though I'm struggling getting the plane to actually follow the curve. It either does some weird bunching at the spiral or overflows at the other end. The spiral itself is meant to taper till it folds in on itself. Here's what is currently happening. Is it because the bezier is too long compared to the plane? or too short. I know that I'll need to add in more points to the curve itself. Also there is a mesh deformation on the plane to taper it at either end.

Any ideas?
You can create a plane, add Array modifier to it for repeating and Curve modifier - for curvature:



But why if it's possible to go with curves and avoid any "origin points matching for Curve modifier"? Create 2 curves, 1 - main one (shown above), another one - default curve from Shift+A > Curve menu, but just scaled down by one axis (in this case by Y axis) so it's flat.

Then set that curve as bevel object for the main one and in Edit mode scale simple curve to adjust thickness of the main one.



Adjust curve resolution in the Shape rollout, Preview U for the simple curve to in-/decrease amount of loopcuts by X axis and Preview U for the main curve to in-/decrease amount of loopcuts by Y axis in the example above.