Sure. 1) Create a new Lambert Shader. Set the Ambiant to pure white, and the diffuse to 0. 2) Add a texture to the color channel WITH a projection node. 3) Graph your Lambert and select the Projection node. Set the projection type to Perspective and under Camera Projection Attributes link to your camera. 4) You should lock the translate and rotate of this camera so it never gets moved by accident. 5) Select your models (you can use as many objects as you like), and assign the new Lambert. 6) Under the Rendering set of menus, activate Texturing>Create Texture Reference Object. Maya has now create _reference objects that are dupes of your models. These are the models that are actually being projected onto. The version of your model you will "explode" will look at the reference for it's texture coordinates. 7) Again, should lock the translate, rotate and scale of the reference camera so it never gets moved by accident. You can hide it too. Now if you mode the main models, they will maintain the proper texture mapping. I hope I didn't miss anything. Let me know if this works. 8) Oh yeah, open up the Effects tab on the projection node and set the filter to 0 so Maya doesn't rasterize your texture map.