Blender

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how to make a deformed circle round again?
hello guys

today while I was modelling my car rim I noticed that I deformed my mesh several lessons ago... so I can´t restore it the easy way.

Here is a screenshot so that you know how it looks: https://www.dropbox.com/s/na312i13qonxuf7/deformed%20rim.png?dl=0

What´s the best way to fix it?

I also wana mention that I only made 1/5 of the entire wheel. The rest was made with the help of the Array modifier. Here´s a screenshot of the mesh https://www.dropbox.com/s/wdm1rj3ruzydpoz/car%20rim%20mesh.png?dl=0
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Showing 1-11 of 11 comments
Scre Aug 20, 2016 @ 2:06pm 
need too turn on looptools addon in configuraton

w>Looptools>circle
[EGT] Germanyxx3 Aug 20, 2016 @ 2:11pm 
well that tunrs all my selected vertices into a circle which is... bad
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...
+Rusty+ Aug 20, 2016 @ 2:25pm 
Hmm hard to tell from the pic but iv messed up similar shape b4 and with a good number of verts it can be a real pain to reshape even with "preportional editing" turned on. but you mentioned you were using array modifier.. try applying that then deleting 3/4 of the model and give the "preportional editing" a go and add a "mirror modifier" and see how it looks..
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..
+Rusty+ Aug 20, 2016 @ 2:29pm 
and no not even the looptools-circle can help in some situation.
Pte Jack Aug 20, 2016 @ 3:23pm 
Only if the circle was a circle in the first place, not a 1/4 circle with mirrors or an array modifer. I've found myself in similiar situations and it was all manual editing to get it back. First by selecting all the mesh that were suppose to be the same x axis position, using a scale to push/pull that back to the x, then the same for anything on the y, then the z then selecting 2 verts and placing the 3D cusrsor at the median and moving the centre vert to that... etc etc etc...

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...
Pte Jack Aug 20, 2016 @ 3:25pm 
Oh, and if you're lucky, you just might have an old backup (autosave) of the model from before you made your mistake. Check your C:\tmp folder for a numbered.blend file.
still__alive Aug 20, 2016 @ 4:54pm 
How low poly is it without the subsurf on it?
still__alive Aug 20, 2016 @ 5:49pm 
I've got a method you might be able to make work for you. Could be very tedious depending on how high poly your model is without the subsurf modifier.

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
Last edited by still__alive; Aug 20, 2016 @ 5:58pm
Mr Chappy Aug 20, 2016 @ 6:25pm 
Is this based on the Blender Guru car wheel tutorial?
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 :)
Last edited by Mr Chappy; Aug 20, 2016 @ 6:28pm
[EGT] Germanyxx3 Aug 21, 2016 @ 2:39am 
First of all thanks for so much support guys :D

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 :)
Mr Chappy Aug 21, 2016 @ 4:10am 
That is looking really nice!
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Date Posted: Aug 20, 2016 @ 1:13pm
Posts: 20