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w>Looptools>circle
https://www.dropbox.com/s/lxoutu01l716nq9/Looptools%20the%20wrong%20way...%20.png?dl=0
I tried every option from bridge - space but everytime the result is NOT a curve...
From the looks it seems you are using the array and following the curve?
For this object you would be easyer just starting off with a circle mesh,deleting 3/4, adding a mirror X&Y then excrude and resize etc to get that rim..
Some times it is better to start over. Which is why I ALWAYS save my blender files in increments. Do something, like it, save as original... Do something else, like it, save as original1, carry on, like it, save as original2, move forward, don't like it, reload original2 and try again. and so on...
So the basic idea is to use snapping and a new, perfect circle with the same amount of vertices along the circumference as the object you are trying to transform (in your case correct) into the circle.
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http://steamcommunity.com/sharedfiles/filedetails/?id=748581906
In that screenshot I've added a subdivided cube, which has 12 vertices along the border of each side of the cube. So then I also added a circle with 12 vertices. I will turn on snapping and snap the border points to the corresponding points on the circle. That will turn the cube into a cylinder. The green arrow points to the snapping options.
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http://steamcommunity.com/sharedfiles/filedetails/?id=748582182
Here is a closeup of the snapping settings I will use. The magnet when highlighted means snapping is toggled on. You can instead hold ctrl while moving your vertices to activate it while ctrl is held down. The next box (the one with the 2 dots on the cube) over is the snapping mode, for my purposes I chose "vertex snapping".
___________________________________________________________________________ http://steamcommunity.com/sharedfiles/filedetails/?id=748598923
First of all, I go into front view. Then I rotated my cube about 45 degrees (used snapping to make it perfect actually) so the corners of the cube lined up with the top, bottom, left and right verts of the circle. In the same way, you'll want the circle you use as reference to match up where you want the points of your wheel mesh to actually be.
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http://steamcommunity.com/sharedfiles/filedetails/?id=748599054
Then I start grabbing the points that I want to match up to my reference circle and start snapping them in the appropriate place. Make sure you use the translation constraints for the right axis - the axis you don't want them moved along. In my case I don't want my cube's verts moving along the y axis, just along x and z.
So I select the verts to move, hit "g" to grab them. Then I hit "shift+y" to use the translation constraint and only allow them to move along x and z. The bright blue and red lines in my image indicate its locked to x/z. Then with snapping toggled on I snap the selected verts to the appropriate reference point on the circle.
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After moving all the vertices of the cube to the right places on the reference circle, I've turned the cube into a cylinder:
http://steamcommunity.com/sharedfiles/filedetails/?id=748582396
If you don't use the translation constraint, you will have verts snapping across an undesired axis. For demo purposes, I did one without locking the y axis out, which messed up my perfect cylinder where I didn't use it, like so:
http://steamcommunity.com/sharedfiles/filedetails/?id=748582613
http://www.blenderguru.com/tutorials/how-to-make-a-car-wheel/
Looks a lot like it, my advice is to start again rather than try and fix it(like @Pte Jack says). It only takes a few hours to do it and repeating good tutorials can be a very good way to learn.
There is the follow up tutorial on how to do the tyre available on youtube here :
https://www.youtube.com/watch?v=WhmRn-tYtxE
Well worth doing as well :)
I´ve read every post several times and I decided to use the method from still_alive and this worked well. Here is the result: https://www.dropbox.com/s/xmhv6bk8kafaefo/No%20deformation%20anymore.png?dl=0
I just made as he said a completely new circle, adjusted the number of vertices so they are exact the same and used merging to "overwrite" the old one
@Mr.Chappy yes my rim is based of the tutorial from blender guru :)
I´m careful about making the entire rim new :S
This is the first model I´ve ever made with a 3d modelling programm and that rim took about 60 hours to make (watching tutorials and asking on the forums included)
It´s solved now so thanks to everyone who helped me :)