Eye Rigging/Animation

Thank you.

  1. I guess I am going a texture-based animation route for the pupil. Follow up question: how should I prepare the UV for the character model then? Should I separate eyes from the rest of the character for the texture purpose? I assume it would be inefficient to have only a pupil animation on the 2k or 4k character UV. Perhaps it is more efficient to have a single morph target for pupil dilation rather playing around with animation based textures. I can easily loop the line where pupil starts. I might be overthinking this, but it would be nice to make it right the first time.

  2. I believe morph targets are for me then: both faster and easier. I can just force vertices into positions in Zbrush rather than playing around with skinning eyelids.