How to make the objects got even distance in the Blend?

Wondering anyone has the same experience or not? I blend 2 circles together and adjust the spine from a straight line to wave curve line by adding points and adjusting the handles of the points. The space between the objects along the spine turn to uneven after that. I tried to use the "specified distance" in the option and add more points and modify the handles again. However, all in vain. Finally, I need to expand the blend and adjust the distance of those objects manually. Any suggestions to correct the stupid way? Thanks.

There is not really any way to get even spacing in a blend when the spine path has uneven curvature. (What the Specify Distance option does is take the length of the path, and divide it by the requested distance to determine the number of blend steps, but then once it has that number, they get spread out by exactly the same algorithm that is used when the number of steps is specified by a fixed number or calculated from the color difference.)
The length of the direction handles on a spine path affects the placement of objects, with longer direction handles pushing the blend steps away from the anchor point, and shorter direction handles pulling them in towards it. This tends to make the objects more tightly spaced when the path has sharp curves, and more loosely spaced where it is flatter.
If the direction handles are of equal length, and the distance between the two direction points is the same as their length, such as occurs on a circle, then the "pulls" balance out and the spacing ends up even. But when the curvature varies, so does the spacing.
This can be used to advantage to get non-linear gradations, by making a straight line and then pulling out direction handles that lie along the line. It can also be used to make objects on an elliptical orbit appear to be spaced in perspective, since they are closer together at the sharp ends of the ellipse and farther apart at the flat sides.
Often, however, what is desired is spacing that is independent of the curvature, such as you get with scatter brushes.
It was fully intended when live blends were implemented in AI 8 that even spacing would be an option, and would indeed be the default option, with logarithmic spacing and direction-handle controlled spacing being two other choices. The direction-handle controlled spacing was just implemented first not because it was most useful (it isn't) but because, believe it or not, it is
easiest. (Points on the interior of a bezier curve are natively addressed by t-value, which is a fraction of the direction handle distance. To obtain a position that is a fraction of the path length, one must first flatten the entire path into a polygonal approximation, then find the position by adding up the lengths of the flat segments. In contrast, one can obtain a point at a given fraction of the bezier t-value without flattening the path. This is the reason, by the way, that while scatter brushes have more even spacing between objects, they do not fit as tightly to the bezier as blend steps do - they are being placed on a straight line approximation of the path instead of directly on it.) The intention was to get the easy case of t-value based spacing working, and then add the harder case that requires flattening.
It turned out that we did not have time to add the extra options for AI 8, so it shipped as is. Then Macromedia sued us over live blends because Freehand had them first and as part of the settlement we had to promise to stop enhancing them. Now that the two companies have merged, that issue is moot, so enhancing blends is now a possibility for future versions of Illustrator. (All of you who complain about the cool features that Freehand has had for years and Illustrator hasn't, as if it were perverse and intransigent of Adobe not to follow suit, might want to keep in mind that copying the features of another company's software is often not allowed.)
In the meantime, scatter brushes can be a good alternative if all your blend steps are the same, but obviously they won't work if your blended shapes are changing along the path.

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