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So assuming OP is only working with the Simple Deform modifier and no others, according to your description he could:
1. Put the modifier on one object,
2. Select them all, selecting the object with the modifier last (so it becomes the active object)
3. Ctrl+J to join them together
And the Simple Deform should now be applied to the rest of the objects. Right?
My quick test says this works.
@OP: In case you are not aware, the active object is a lighter shade of orange than the rest of the objects you have selected. EDIT: It is also a lighter shade of blue in the outliner.
The active object is also always the last object you've selected.
If you want to use box select, circle select, or select all (a), the active object will be the last object you selected manually. So select the one with the modifier, hit alt+a (or double tap a) to deselect everything, then use box select, circle select, or the a key to select everything.
other than that, the describe method should work. Depending on the make of our 60 objects you might have to figure how to separate em again, most often one of the atuomatic separation methods will do the trick tho, either loose parts, material etc..
Now everything is joined and working under one modifier. Except I can't get the modifier to work the way I'd like to.
See: https://imgur.com/nqxteSN
I want the equalizer bars to bend 180 degrees around the sphere. I tried changing the settings, applying scale, etc with no luck. Still a lot to learn!
Create a Curve -> Circle (not a Mesh Circle!) and place it around your globe, where you want the bars to go. Add a Curve modifier to the bars object and pick the circle as "object". Try the different axes options until it is oriented the way you want (probably -Y?). Once you got that you can scale and rotate the circle as well as transform the bar object to change the exact placement, just fiddle with it, you'll figure it out.
Edit: If weird things happen remember to apply rotation and scale after you made a change
I made a quick mock up using a vertexct circle (of the sphere), converted it to a curve and used a curve modifier.
http://puu.sh/FoPa8/2ffb3074a8.jpg
However the curve modifier cant act a bit funky of curve origins and object origins are offset etc.
http://puu.sh/FoPmi/07f98f095b.jpg
Instead of rotating the geometry in edit mode, you can also rotate the origin only (since 2.82, I think?).
Edit: You have to be in object mode, else the menu shows different stuff.
A lot of modifiers rely on local axes and changing the origin you can manipulate the effects easily.
Also rotating around something else than the geometric origin and similar. Yes, you could try using the 3D cursor but that thing is so inprecise, I never use it. And other methods are just cumbersome compared to just moving the origin. I'd missed that option since I started using Blender, so I am very happy that they included it now.
This is it, a mix of some of Duck3d tutorials https://gfycat.com/poorequaljavalina
Thanks again!
Yeah, it takes a bit to get used to. Glad you could get it to work and cool animation!