Yep, Maya is a complete disaster if you're trying to create actual UVs based on a camera projection. For some reason (in my experience at least), Maya always fits the resulting UVs to the 0->1 region afterwards which makes it completely useless (it must do it just for lolz I guess). If I recall correctly, it won't leave it as a live operation either. Quite how this functionality has remained in its current state is quite beyond me. I guess no one actually uses it.
AFAIK, I think the way most people do it, is to use a camera projection shader, and have a duplicate camera in the scene. Quite happy to stand corrected on any of the above if you know a way to make it work in the proper (Soft) way. I guess there's probably a mel script for it. Ugh. A > On 6 Jan 2015, at 11:22, Chris Marshall <chrismarshal...@gmail.com> wrote: > > Hi All, and happy new year > Really sorry to have to ask a Maya question, but I'm struggling generally > with texturing, texture supports and the difference between Soft and Maya. > But the one thing I can't figure out is how to camera map / camera > projection, which was so easy in Soft. Any thoughts? > Thanks > > Chris > >