Thanks Andy, I'd figured this wasn't going to be easy, but it seems almost everything I want to do in Maya is either a workaround, or it simply doesn't do it. Or there's a Mel script for it! I've been working with some students who have built an object that sits in a background plate they've photographed themselves. So I wanted them to build a ground plane onto which the image is mapped with a camera projection. Isn't this common practice?
Cheers On 6 January 2015 at 11:43, Andy Nicholas <[email protected]> wrote: > 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 <[email protected]> > 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 > > > > > > -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk

