I think the simplest way to get this effect would be to use the wireframe modifier.
However, if you want an effect closer to what you have there you will need to make each "muscle" its own object and use a couple of modifiers to create them.
Firstly create a cylinder and scale it to the length of the muscle. Apply the scale with CTRL+A. Then TAB into edit ...
That doesn't look like a vertex, it looks like the Object Origin - the point which marks the location of the object in 3D space.
You should be able to confirm this by looking at the status bar at the bottom of the window. It should show 'Verts 0/0', showing that all vertices have in fact been deleted:
You can't get rid of the object origin without deleting ...
The problem is not that you have an active element, but that the active element is being used as the pivot point for your transformation.
Go to the Pivot Center dropdown in the header of your 3D View, and select 'Median Point'. Then the selected elements will scale about their average location. (My shortcut is keyboard .)
Importing .mov is not the issue. Mov files are quicktime files. Quicktime is a container that can hold video files in a variety of different compression codecs. Some codecs are more efficient than others. Some codecs require more from the CPU than others. Some require faster drives to sustain the data rate. Some are fast and easy to play at the expense of ...
Did u directly open the blend file or append/import it? Can you share the blend file so that the problem can be understood properly?
Generally, a linked collection cant be opened to edit because the mesh isn't actually imported.
On a subdivided cube example you can see how a ring cut on the right side of the top face can add unnecessary faces all the way around.
Alternatively you can localise quads and save on face count in the other two cuts.
The other cut on the top face allows a flat base to the cut.
The cut on the side face of the cube creates an angled finish, adding less ...
Oh gee, I figured it out. There was an extra edge in the back of the dip. The inside of the corset had some faces removed, but the ones kept were pulled back into the body so when looking down the corset you don't see space, you only see the edge of the corset. Must have happened when I was mirroring it in building. Maybe an extra edge snuck in there. Here ...
The circle does not have enough geometry.
Displacement in Blender works by modifying existing geometry on the object. Your circle definitely does not have enough existing geometry to make displacement visible. This is an easy fix, just apply a subdivision surface modifier, or select all the edges and subdivide them in the edge context menu.
Additionally, I ...
Not entirely sure if this answers your question. To make an Object unselectable, you just have to toggle it in your Scene Collection. If you're asking how to deselect an object in general it's Shift + M1
You're asking about modeling, but you could use animation nodes to do it after the fact, and give any model you already have that wire look. Might be useful if you're trying to make an animatronic that has a wire mesh inside.
This is the tutorial I'd point you to:
What you see is the Subdivision Surface modifier effect on your mesh. Disable its visibility, or, as Frederik Steinmetz suggests, enable the Optimal Display option, but in that case keep in mind that you won't see the real mesh but its deformation through the modifier.
The cause of that is return in 2699th line of code in import_x3d.py which returns the method. Moreover, the color vectors need alpha value to be added.
def appearance_CreateMaterial(vrmlname, mat, ancestry, is_vcol):
bpymat = bpy.data.materials.new(vrmlname)
diff_color = mat.getFieldAsFloatTuple('diffuseColor', [0.5, 0.5, 0.5, 1], ancestry)