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The Console Window

The console window is an operating system text window that displays messages about Blender operations, status, and internal errors. If Blender crashes on you, it is a good idea to check the console window for clues.

Windows 2000/XP/Vista/7

When Blender is started on a Microsoft Windows OS, the console is first created as a separate window on the desktop. Then, assuming the right conditions are met, the main Blender application window will appear.

This screenshot shows the two windows on a Windows Vista OS:

The Blender console and application windows.

The Blender console window may not be visible. Some reasons for this are:

  • The Blender application window may be covering the console one. If this is the case just use the Windows task bar to click on its icon, which should make the Blender console window visible.
  • The Blender console window may be minimized when Blender starts. Again, if this is the case, do as explained above.

GNU/Linux

Under GNU/Linux, Blender has no console window on its own, but it rather uses the terminal from which it was started. This means that if you want to see this console, you must start Blender from a terminal (xterm/gnome-terminal/…).

Most GNU/Linux distributions have Blender as one of their applications you can install from their packaging systems. When Blender is installed in this way, an entry is usually added to the menu system, allowing you to start Blender by selecting from a start menu or clicking an icon (rather than having to open a separate terminal window and start Blender from there). When Blender is started in this way, the location of the Blender “console window” text will depend on how you launched the whole desktop GUI:

  • If you logged in via a GUI “display manager” (the most common case nowadays), then all error messages from all GUI apps will be found in your ~/.xsessionerrors file.
  • If you logged into a text console and launched the GUI using the startx command (less common nowadays), then all error messages will be displayed on that text console.

This screenshot shows a GNU/Linux terminal from which Blender is started, resulting in Blender outputting its console text to it:

Blender in GNU/Linux, started from a terminal.
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Closing the Blender Console Window
The Blender console window must remain open while Blender is executing. If it is closed, the Blender application window will also close, and any unsaved Blender work will be lost! The MS DOS command windows and Blender console window may look similar, so always make sure that you are closing the correct window (or save your work often in Blender, CtrlW is your friend!).


Console Window Status & Error Messages

The Blender console window can display many different types of “Status & Error” messages. These can range in level from trivial (informing the user what Blender is doing, but having no real impact on Blender’s ability to function) to critical (serious errors which will most likely prevent Blender carrying out a particular task and may even make Blender non-responsive/shutdown completely). The Blender console window’s messages can also originate from many different sources (internally from within the Blender code, externally from Python scripts which Blender executes, and from varying types of plugins, to mention a few).

Here is a list of some of the Blender console window messages:

Compiled with Python version X.Y.
Blender has support for a scripting language called Python. There are many different versions of Python. When Blender software is compiled (programmer’s term for building software), it is compiled to expect a particular version of Python, as reported on the Blender console. So this message reports the current version of Python that Blender will use when running.
Checking for installed Python... got it!
Blender can use the Python language in two different ways, depending on how your system is configured. If you have a fully-fledged version of Python installed on your system, and it is a version that can be used by Blender (as stated by this message), then Blender will use the fully-fledged version of the Python interpreter. This allows for more features of Python scripts to be used from within Blender.
Checking for installed Python... No installed Python found.
If Blender cannot find a fully-fledged version of Python on your system, or if the version it finds is not usable, then it will use an internal (cut down) version of Python called PyBlender. Even though this internal version of Python is less featured, for the most part it is able to carry out most of the tasks required of it by Blender. If you come across scripts which seem not to work correctly, it may well be that they require a full version of Python to be used successfully. It could also be that the script you’re trying to run was written for a different version of Blender/Python. If you wish access to the widest range of Python functionality then there are a few ways to obtain it. One way is to go to www.python.org website and download the required version of Python. The Windows version of Python comes with a simple-to-use installation program. On GNU/Linux you are likely to have Python fully installed already, but if not, you can either compile it and install it manually (often not very easy), or, if you’re using a common distribution, have your packaging system install and setup Python for you (usually much easier).
malloc returns nil()
When Blender carries out tasks that require extra memory (RAM), it calls a function called malloc (short for “memory allocate”), which tries to allocate a requested amount of memory for Blender. If, however, the amount of memory requested by Blender cannot be satisfied, malloc will return nil/null/0 to indicate that it failed to carry out the request. If this happens, Blender will not be able to carry out the tasks you required of it. This will most likely result in Blender shutting down or operating very slowly and non-responsively. If you want to avoid running out of memory you can install more memory in your system, reduce the amount of detail in your Blender models, or shut down other programs and services/daemons which may be taking up memory that Blender could use.



Introduction
What is Blender?
Introduction
Blender’s History
License
Blender’s Community
About this Manual
What's changed with Blender 2.4
Installing Blender
Introduction
Python
Installing on Windows
Installing on GNU/Linux
Installing on Mac
Installing on other Operating Systems
Configuring Blender
Directory Layout
Starting
The Interface
Introduction
Keyboard and Mouse
Window System
Arranging frames
Headers
Console window
Window Types
Screens (Workspace Layouts)
Scenes
Configuration
Modes
Contexts
Menus
Panels
Buttons and Controls
Internationalization
Your First Animation
1/2: A static Gingerbread Man
2/2: Animating the Gingerbread Man
The Vital Functions
Quick render
Undo and Redo
Default scene
Screenshots
Help!
Setting Preferences
Configuring Preferences
Interface
Editing
Themes
File
System
Interaction in 3D
Introduction
Introduction
Navigation
Introduction
3D View
3D View Options
3D View Usage
Camera View
Layers
Local or Global View
Sketch in 3D Space
Introduction to Grease Pencil
Drawing sketches
Layers and Animation
Converting sketches to geometry
Transformations
Introduction
Basics
- Grab/Move
- Rotate
- Scale
- Gestures
Advanced
- Mirror
- To Sphere
- Shear
- Warp
- Push/Pull
Transform Control
Introduction
Precision of Transformations
Numeric Transformations
Transform Properties
Reset Object Transforms
Manipulators
Transform Orientations
Axis Locking
Pivot Point
- Active object
- Individual Centers
- 3D Cursor
- Median Point
- Bounding Box Center
Snapping
Snap to Mesh
Proportional Edit
Data System and Files
Blender's Data System
Blender's Library and Data System
Blender's Datablocks
Scenes
Working with Scenes
The Outliner Window
Appending and Linking
File operations
Introduction
Opening blender files
Saving blender files
Modeling
Introduction
Introduction
Objects
Objects
Selecting Objects
Editing Objects
Groups and Parenting
Tracking
Duplication
- DupliVerts
- DupliFaces
- DupliGroup
- DupliFrames
Mesh Objects
Meshes
- Mesh Structures
- Mesh Primitives
Selecting
- Selectable Elements
- Selection Basics
- Advanced Selecting
- Selecting Edges
- Selecting Faces
Editing
Basic Editing
- Translation, Rotation, Scale
- Adding Elements
- Deleting Elements
- Creating Faces and Edges
- Mirror editing
Vertex Editing
Edge Editing
Face Editing
Deforming Tools
- Mirror
- Shrink/Fatten Along Normals
- Smooth
- Noise
Duplicating Tools
- Duplicate
- Extrude
- Extrude Dup
- Spin
- Spin Dup
- Screw
Subdividing Tools
- Subdivide
- Subdivide fractal
- Subdivide smooth
- Loop Subdivide
- Knife Subdivide
- Bevel
Miscellaneous Tools
Retopo Tool
Sculpt Mode
Multi Resolution Mesh
Vertex Groups
Weight Paint
Mesh Smoothing
Curve Objects
Curves
Selecting
Editing
Advanced Editing
Surface Objects
Surfaces
Selecting
Editing
Text Objects
Texts
Editing
Meta Objects
Metas
Editing
Empty Objects
Empties
Group Objects
Groups
Scripts
Modeling Scripts
Modifiers and Deformation
Introduction
Introduction
Modifiers Stack
Modify
UVProject
Generate
Array
Bevel
Booleans
Build
Decimate
EdgeSplit
Mask
Mirror
Subsurf
Deform
Armature
Cast
Curve
Displace
Hooks
Lattice
MeshDeform
Shrinkwrap
SimpleDeform
Smooth
Wave
Simulate
Cloth
Collision
Explode
Fluid
Particle Instance
Particle System
Soft Body
Lighting
Introduction
Introduction
Lights
Introduction
Light Properties
Light Attenuation
Light Textures
What Light Affects
Lights In Other Contexts
Shadows
Introduction
Shadow Properties
Raytraced Shadow Properties
Volumetric Lights
Introduction
Lamps
Introduction
Lamp Light
- Raytraced Shadows
Spot Light
- Raytraced Shadows
- Buffered Shadows
- Halos
Area Light
- Raytraced Shadows
Hemi Light
Sun Light
- Raytraced Shadows
- Sky & Atmosphere
Lighting Rigs
Radiosity
Introduction
Rendering
Baking
Scene Light
Ambient Light
Ambient Occlusion
Exposure
Exposure
Materials
Introduction
Introduction to Shading
Materials Introduction
Usage
Assigning a material
Material Preview
Material Options
Multiple Materials
Properties
Diffuse Shaders
Specular Shaders
Ambient Light Effect
Color Ramps
Raytraced Reflections
Raytraced Transparency
Subsurface Scattering (SSS)
Strands
Node Materials
Material Nodes
Nodes Editor
Node Controls
Nodes usage
Nodes Groups
Material Node Types
- Input Nodes
- Output
- Color
- Vector
- Convertor
- Dynamic
Vertex Paint
Using Vertex Paint
Halos
Halos
Textures
Introduction
Introduction
UV/Image Editor
Common Options
Texture Stack
Texture Types
Texture Types
Procedural Textures
Image Textures
Video Textures
Texture Nodes
- Nodes Editor
- Node Controls
- Nodes usage
- Nodes Groups
-- Textures Input Nodes
-- Textures Output Nodes
-- Textures Color Nodes
-- Textures Patterns Nodes
-- Textures Textures Nodes
-- Textures Convertor Nodes
-- Textures Distort Nodes
Texture Plugins
Texture Painting
Painting the Texture
- Projection Paint
Mapping
Mapping
Environment Maps
UV Unwrapping Explained
- Unwrapping a Mesh
- Managing the UV Layout
- Editing the UV Layout
- Applying an Image
Influence
Influence
- Material
-- Bump and Normal
-- Displacement
- Particles
- World
World and Ambient Effects
World
Introduction
World Background
Ambient Effects
Mist
Stars
Rigging
Introduction
Introduction to Rigging
Armatures
Armature Objects
Panels overview
Bones
Visualization
Structure
Selecting
Editing
- Bones
- Properties
- Sketching
- Templating
Skinning
Introduction
Linking Objects to Bones
Skinning to Objects’ Shapes
Retargeting
Posing
Introduction
Visualization
Editing Poses
Pose Library
Using Constraints
Inverse Kinematics
Constraints
Introduction
Introduction
Constraints Common Interface
Constraints’ Stack
Transform Constraints
Copy Location
Copy Rotation
Copy Scale
Limit Distance
Limit Location
Limit Rotation
Limit Scale
Transformation
Tracking Constraints
Clamp To
IK Solver
Locked Track
Stretch To
Track To
Relationship Constraints
Action
Child Of
Floor
Follow Path
Null
Rigid Body Joint
Script
Shrinkwrap
Animation
Introduction
Introduction
The Timeline
Markers
3D Views
Animation Editors
Animation Editors
Ipo Editor
Ipo Curves and Keyframes
Ipo Datablocks
Ipo Types
Ipo Editor Interface
Editing
- Ipo Curves
- Keyframes
Ipo Drivers
Action Editor
Editing Action Channels
NLA Editor
Editing NLA Strips
Strip Modifiers
Animation Techniques
Introduction
Animating Objects
- Using Constraints
- Moving Objects on a Path
Animating Shapes
- Shape Keys
- Editing Shape Keys
- Animating Shape Keys
- Shape Keys Examples
Indirect Shape Animation
Animating Armatures
- Stride
Animating Lamps
Animating Cameras
Animating Materials
Animating Textures
Animating World
Physical Simulation
Introduction
Introduction
Dynamics
Force Fields
Collisions
Particles
Particles
Types
Physics
- Newtonian
- Keyed
- Boids
Visualization
Controlling Emission, Interaction and Time
Cache & Bake
Hair
Children
Vertex Groups
Particle Mode
Soft Body
Introduction
Exterior Forces
Interior Forces
Collisions
Simple Examples
Combination with Armatures
Combination with Hair Particles
Reference
Cloth
Introduction
Fluids
Fluid
Using the Game Engine
Using the Game Engine
Rendering
Introduction
Introduction
Camera
The Camera
Perspective (Vanishing points)
Depth Of Field
Render
Displaying Renders
Basic Options
Antialiasing (Oversampling)
Rendering Animations
Panoramic
Render Baking
Using the Command Line
Output
Output
Video Output
Effects and Post Processing
Introduction
Render Layers
Render Passes
Edges & Toon
Stamp
Color Management & Exposure
Depth Of Field
Motion Blur
Render Performance
Rendering Performance
Distributed Rendering
External Render Engines
Introduction
YafRay
Compositing with nodes
Composite Nodes
Introduction
Nodes Editor
Node Controls
Nodes usage
Nodes Groups
Composite Node types
Composite Node types
Input Nodes
Output Nodes
Color Nodes
Vector Nodes
Filter Nodes
Convertor Nodes
Matte Nodes
Distortion Nodes
Editing Sequences
Introduction
Introduction
The sequencer
Usage
Sequencer Modes
Sequence Screen Layout
Effects
Built-in Effects
Plugin Effects
Audio
Audio Sequences
Extending Blender
Introduction
Introduction
Python Scripting
Python Scripting in Blender
Setting up Python
The Text Editor
A working example
References
Python Scripts
Script Catalog
Bundled Scripts
Plugins
Blender's Plugins System
Texture plugins specifications
Sequence plugins specifications
Game Engine
Introduction
Introduction
The Logic Editor
Usage
Game Properties
Sensors
Introduction
Sensor Types
Controllers
Introduction
Expressions
Actuators
Introduction
Action
Camera
CD
Constraint
Edit Object
Ipo
2D Filters
Game
Message
Motion
Parent
Property
Random
Scene
Shape Action
Sound
State
Visibility
Cameras
Cameras
Dome Camera
Physics
Physics Engine
Material Physics
Object Types
- Static
- No Collision
- Dynamic
- Rigid Body
- Soft Body
- Occluder
- Sensor
Python API
Bullet physics
VideoTexture
Various resources
List of Features
External resources
Game Engine Basics (BSoD Tutorial)
FAQ