Is rigid mesh deformation possible using bones, if so, how to achieve it?

I am making some tracks and I would like to make it by deforming a hollow cylinder using bones. That way the cylinder acts as a band that wraps around all of the wheels. However, I have tried rigging a cylinder like this, but the studio results are disappointing. This is how it looks:

It’s a mess of a mesh being deformed. The arrow guis are where the bone physically is in the workspace. The result I would like to achieve is this:

See how the track bends or snaps rigidly around the nodes (green parts).

I would really like some help from more experienced users, I’ve never worked with meshes.