- Thu Dec 30, 2010 11:27 pm
#335586
Whet is the best way to do camera projection in Maya so that the work applies in Maxwell?
When you base UVs on camera Maya fills the 0..1 UV space with your object. Is there a way to make it respect the viewport and leave the object off center if it was off center in frame, just like 'real' camera mapping?
My workaround has been to build a viewport-filling rectangle, combine it with my other object(s), create UVs based on camera, then uncombine and delete the rectangle.
When you base UVs on camera Maya fills the 0..1 UV space with your object. Is there a way to make it respect the viewport and leave the object off center if it was off center in frame, just like 'real' camera mapping?
My workaround has been to build a viewport-filling rectangle, combine it with my other object(s), create UVs based on camera, then uncombine and delete the rectangle.

- By Gaspare Buonsante 20200309160206