Oh hey, I missed this!

For reference, here's the UI Daniele is referring to.

- 
https://user-images.githubusercontent.com/2152766/145669018-15c6847a-b031-4770-afe3-5a0b0bf50082.mp4
- https://learn.ragdolldynamics.com/documentation/manipulator/

On the one hand, it's totally possible to make a transparent widget that 
overlays the viewport. On the other hand, I did not use Qt for this. That 
UI is actually rendered with OpenGL and DirectX, directly into the 
viewport, as a custom Maya node. The transparent background is a polygon 
surface with transparency, rendered very near the camera so as to not clip 
with other 3d geometry, and the text is.. textures. Under the hood, it's 
drawn with an MPxDrawOverride.

Now, I mentioned that it is possible to make a transparend widget, but it 
does get a bit finicky. MacOS for example doesn't let you do it. For 
whatever reason, anything 3d has to appear on-top of any transparent 
widget. From what I gather, this is how their window manager is designed. 
For Linux and Windows, it's possible, but finicky. Your best bet is making 
a full-blown window, but make it borderless. For transparency, your best 
bet is physically screencapturing the area underneath the widget, and using 
that as a background image to your widget.

Like I said, finicky. The issue you're having with needing to move and 
resize your widget as the viewport changes.. Yes, that is going to be 
challenging. Maya doesn't do a good job in letting you interact with the 
widget that holds onto the 3d surface, so it's not obvious how to get 
notified to changes and what those changes are.

But it is possible! I had a conversation recently with the BroDynamics 
developer who I'll link to this thread in case he's got some things to 
share.

On Tuesday, 29 March 2022 at 14:46:22 UTC+1 Daniele Dolci wrote:

> Hi All! 
>
> I am playing around in Maya trying to achieve a UI similar to the one 
> implemented in Ragdoll by Marcus Ottosson. I have a couple of questions. 
> The first is probably going to be trivial: How do I make the background of 
> this label transparent? I attach below a minimal test to reproduce it:
> [image: Capture.PNG]
>
> ```python
> import shiboken2
> import sys
> import os
> from maya import cmds
> from maya.api import OpenMayaUI as omui
> from maya.OpenMayaUI import MQtUtil
>
> try:
>     from PySide2 import QtCore, QtWidgets, QtGui
> except ImportError:
>     from Qt import QtCore, QtWidgets
>
> CSS = """
> QDialog #View {
> background-color: rgba(0, 0, 0, 0);
> }
>
> QWidget #View {
> background-color: rgba(0, 0, 0, 0);
> }
>
> QLabel {
>     color: #eee;
>     font-size: 12px;
>     background-color: rgba(0, 0, 0, 0);
> }
> """
> class View(QtWidgets.QDialog):
>
>     def __init__(self):
>         super(View, self).__init__()
>         self._init_window()
>         self._init_ui()
>
>     def _init_window(self):
>         self.setWindowTitle("UI")
>         flags = QtCore.Qt.WindowFlags(QtCore.Qt.FramelessWindowHint | 
> QtCore.Qt.Dialog)
>         self.setWindowFlags(flags)
>         panel = cmds.playblast(activeEditor=True)
>         self.setAttribute(QtCore.Qt.WA_NoSystemBackground, True)
>         self.setAttribute(QtCore.Qt.WA_TranslucentBackground, True)
>         self.setAttribute(QtCore.Qt.WA_PaintOnScreen)
>         self.setObjectName("View")
>
>         # view = omui.M3dView.getM3dViewFromModelEditor(panel)
>         view =  MQtUtil.findControl(panel)
>         self._widget = shiboken2.wrapInstance(long(view), 
> QtWidgets.QDialog)
>
>         self._widget.setObjectName("View")
>         self._widget.setAttribute(QtCore.Qt.WA_NoSystemBackground, True)
>         self._widget.setAttribute(QtCore.Qt.WA_TranslucentBackground, True)
>         self._widget.setAttribute(QtCore.Qt.WA_PaintOnScreen)
>
>     def _init_ui(self):
>         self._help_lbl = QtWidgets.QLabel("ToolTip", self._widget)
>         
>         self._help_lbl.move(self._widget.width() - 100, 10)
>
>         self._help_lbl.show()
>
>         self._help_lbl.setStyleSheet(CSS)
>
>     def update(self, *args, **kwargs):
>         super(View, self).update(*args, **kwargs)
>         self._setup_btn.move(250, 1000)
>         self._create_btn.move(200, 1000)
>         self._build_btn.move(300, 1000)
>         self._optimize_btn.move(1400, 1000)
>         self._help_lbl.move(self._widget.width() - 100, 10)
>
>
> View()
> ```
>
> the second question is, what would be the best way to have the widget to 
> be drawn again when the user change the size of the UI, when he switches 
> from attribute editor to channel box etc? Please see attached gif:
>
> [image: ui.gif]
>

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