Eye Deformation

This aspect of this character project is about resolving the issues of the corneal bulge eyelid deformation without resorting to dozens of bones and/or blend shapes.

The standard solution is to use bones to deform the eyelid based on the rotation of the eye - however, this requires a large number of additional bones which is less then optimal in most situations. In this example there is a a single bone for each eye and the deformation is handled purely in the shader using vertex offsets.