Hey Enrique! :) An idea could be to fit a NURBS sphere to the shape of your outer eye, then use it to constrain the deformers onto its surface, and finally slide those deformrs using UV coordinates.
I did something like that a whiiiile ago: http://vimeo.com/2466613 In this video the eyes are spherical but they definitely could be anything else. On 18 November 2013 11:56, Enrique Caballero <[email protected]>wrote: > hey oliver, > Thanks for the reply, that would work if the pupil was a separate piece > of geometry and is exactly how i do it on other characters. > > Sorry I should have been more specific. > > Basically I'm trying to make the Pixar eyes. Where the iris is cut into > the eyewhite, and actually goes inside of it. This one i have not been > able to figure out for a while. > > > > On Mon, Nov 18, 2013 at 6:51 PM, olivier jeannel > <[email protected]>wrote: > >> I'm not a specialist in toon, but I would keep the Lattice on the Eye >> (the white deformed sphere) and make a separate Iris object that would be >> "shrinkwarped" on it. So that the Roundness of the Iris wouldn't be >> affected by the stretch of the global eye. >> Maybe a ClosestLocation in Ice would give even more control and speed... >> >> >> Le 18/11/2013 10:58, Enrique Caballero a écrit : >> >> Hey everyone, >>> Does anyone have any tips on how to rig a non spherical eye while >>> maintaining a perfectly circular iris? >>> >>> I have done it in the past with starting with a spherical eye, using a >>> lattice to deform it and then using blendshapes to counter the squashing >>> effect on the iris. But this method is clunky and you can see discrepancies >>> in the interpolation. >>> >>> Any tips would be welcome, this question has bothered me for some time. >>> >>> -E >>> >> >> >

