Neidio ~ ルイジロウ @neidio.dev · Sep 6

The trick for the eyes is the bones inside the face that drive the UV offset for the pupils. Using bones for this has the benefit of providing all the IK functions, which also works in the engine later on. Calculating the offset is just trigonometry. (or you just eyeball it🥁)

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Neidio ~ ルイジロウ · Sep 6

The positions on the grid simply correspond to the position of the texture. This was achieved by measuring the local offsets and binding the drivers to the UV offsets. I also mapped them using some Python expressions to prevent them from overshooting.