Berk,
There are definitely tutorials around, but I don't have a link handy. As Joojaa always rants: Do NOT use a Movie node for file textures or for rendered output.
Here are the steps:
1. In AE, send your comp to the Render Queue.
2. Output single frame 24-bit TIFF images with the naming exactly like this: name.[####].tif
3. In Maya, create a polygon plane.
4. Assign a new lambert material to the plane.
5. Assign a 2D file texture to the Color attribute of the lambert material
5a. Slide the ambient color value of the lambert to 1.0 (white)
6. Browse for the first frame of your image sequence.
(**are you rendering frame 1 to X in your AE comp? If not, use the 'offset' parameter in the 2D file texture attributes to match the starting frame in the image sequence to the maya timeline. Watch for errors/warnings in the Maya command feedback window)
7. Before rendering, scrub your timeline while viewing your scene with hardware texturing enabled. You should see the image sequence updating as you scrub.
8. Render a couple test frames. How's it look? If ok, batch render. But only batch render a small set of frames, like 1-10. Verify that they render correctly then go back and batch your entire scene.
Based on your last email it sounds like you'using an image plane attached to the camera, not a polygon plane. You're using a polygon plane, right?
I re-read your original email. So in the render view, the rendered image looks correct. But when batch rendering it comes out black? Do you have any other objects in your scene? Do they render ok? Use Fcheck to play back your rendered sequence. Perhaps QTPlayer or AE is mis-reading Maya's rendered output. I see that all the time in Premiere and AE-- it treats Maya's alpha channel as untagged and your image sequence appears black.
If this works, we can talk about using the alpha channel from the image sequence.
-Jason