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

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