the standard technique for rigging a non-spherical, skewed, cartoony eyeball has always been to deform it through a lattice deformer or FFD. there are a couple of other techniques, but not appropriate for my current dilemma…
i need to rig a cartoon (oval-ish) eye for export to a game engine, therefore i can only use bone data. no deformers & no scale values on controllers. i had seen an example before where rotational data on the eyebones drove the uv coordinates of the eye texture. i’m not entirely sure how to set that up or even get that info to an engine (which is granny runtime in this case). if anyone knows how to set that up, i’d be interested in hearing about it.
mainly, i’m looking for some alternative ideas on how i can achieve this with the restriction being conventional bones & skin only. since i’m looking for some theories, i’ve posted here in the general rigging forum. ideas don’t need to be app specific, what can be done in one app can be figured out in another.
any help is appreciated!