Hi,
ive been playing with the Maya Python API, more specifically with the
classes MPxLocatorNode and MPxDrawOverride which defines how a node renders
in screen.
I ve come to a point where i have a basic HUD running in Maya GUI and when
playblasting it works correctly. This is just a custom node with some
attributes i set and then tell to render in viewport in the MPxDrawOverride
inheriting class.
I was hoping that since im using the Maya API and that as stated, that
class is responsible for how a node is rendered this should work as well
when loading the plugin using the maya python interpreter mayapy.exe.

The thing is, it still doesnt work: When playblasting i keep getting an
empty viewport without the HUD i set previously in python.

Am i doing something wrong? Shouldnt this work and be possible to playblast
this way through mayapy.exe?

El mar., 25 jun. 2019 a las 14:33, Juan Cristóbal Quesada (<
juan.cristobal...@gmail.com>) escribió:

> i did search,
> and there is no solution for this in the replies....
>
> I think the only way to have HUDs in the playblast if you want to run it
> in a farn node is to instantiate the Maya GUI exe and run the script that
> opens the file and performs the playblast.....
>
> There is no answer to how to do a playblast correctly in batch mode......
>
> El mar., 25 jun. 2019 a las 12:51, Marcus Ottosson (<
> konstrukt...@gmail.com>) escribió:
>
>> Have a search on this mailing list, there's been a few topics on this
>> before.
>>
>> On Tue, 25 Jun 2019 at 11:05, Juan Cristóbal Quesada <
>> juan.cristobal...@gmail.com> wrote:
>>
>>> Hi,
>>> is it possible to playblast in batch mode with all hud options and
>>> multiple different cameras?
>>>
>>> So far im getting a useless playblast mov file with black  background,
>>> some geometry moving, no huds and with no switching between cameras (it
>>> doesnt update correclty even leaving the only camera i want in each
>>> iteration as "renderable 1"...
>>>
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