Hello,
I did some research on the forum but I didn't find any pages on the camera mapping...
On google on found that :
http://www.3dfluff.com/cameramapping/cameramappingtut.htm
But it's especialy for Cinema 4D... Basically Maya could probably to the same, but I'm looking for a tutorial made on Maya and maybe there are some tools for that...
Does someone know something about it?
I know the transfert tools on Maya it work nice, but is there an option for working with the current camera angle?
Replies
http://www.digitalartform.com/archives/2004/11/camera_projecti_1.html
Looks like a lot of fun!
3dsMax (my home) has a useable blendable multi- cam camera mapping since version 7 I believe (it uses a special material for that to blend the camera mapping types). But you can also apply world state modifiers or local modifiers on meshes and have the UV projected like the camera in realtime.
A lot of the Ghibli movies are done using XSI and its camera mapping stuff - but I have also seen those things done in Houdini (Steamboy I believe was such a movie done with Houdini partly).
So all major applications have the basics for it - for a movie production quality nuke or something similar though might be a better pick.
some links of stuff I know that are related to camera mapping:
Tekkon Kinkreet (studio 9°c)
http://www.softimage.jp/user_case/tekkon/gallery/img09.html
howls moving castle:
but maybe for the best place check out the official help file that comes with maya I am sure it should be explained there somewhere.
The snippet I could find on the net regarding maya and camera mapping:
http://pesona.mmu.edu.my/~juhanita/mapping/texturingPolygon.htm so appearently if you do it via the UV's and not a shader it can be done in the UV editor or so
I'm gonna do some mel script now... haha
(render should be interested in this since hes doing flash games)
its a bit offtopic, but rendering out a skybox of the environment you're working on and render out a second pass for the alpha thingy should do the job,
then you can move your caracter with the camera pointed at him only with 12 polys for the view
I used the max camera mapping modifers in combination with my first as3 3d game engine to project environment renderings on realtime depth clipping meshes similar to games like the first Resident Evil ones.
The thread of that engine/ project is:
http://boards.polycount.net/showthread.php?p=806838
some of it is explained here:
http://www.renderhjs.net/bbs/polycount/colorcatch/depth_tricks_1.jpg
and here is a simplified online engine demo that shows how it works:
http://www.renderhjs.net/bbs/flashkit/color_dune/demo_11/
It is also possible with a camara map material but I found it buggy and unresponsive...
It is very satsifying to rotate around a photograph! And painting the patches is a real pleasure since it is all fullbright stuff. And then a quick mental ray AO pass overlaid on top to tie things together. Easy! Used the source material from the Maya tut posted above.
http://vimeo.com/5352241
Cant wait to use this on full scenes ... and characters!!!
Here's my box:
[ame]http://www.youtube.com/watch?v=vD-eXe8p2gg[/ame]
This one did not turn out the way I wanted, but it shows a bit of my setup at the end of the clip.
[ame]http://www.youtube.com/watch?v=bU7pIhvHNvQ[/ame]