I have an eye set up with the characters that I am working on where the eyes are not round. The eye has been grouped and the group has been scaled to get the desired shape. This means that the eye itself can still be rotated correctly.
My problem is a step past this. The group for the eye has also been rotate at an angle, this in itself isn't a problem because an Aim constraint works just fine on the eye. I however have to add another layer of control. The pupils for the eyes are closer to the middle of the head for design reasons and this causes the problem that when the character looks right the left pupil gets burried in the head before the right eye reachs the side of the eye socket.
To get around this. I have created two Locators, one has the aim constraint and the other an expression to control the amount of rotation based on the direction of rotation on the first. This works great but here is where I get stuck.
If I parent the eye to the expressioned locator the rotation of the eye is not directly related to the rotation of the expressioned locator because of the angle of the group that is on the eye. In other words if the target object move up and down the pupil on the eye rotates on an angle.
I have tried a constraint instead of parenting but that gave the same results. I am not familiar enough with MEL so I haven't been able to get worldMatrix to work in an expression. I don't even no if it will help. This this the right method? Is there another method to follow that will return the result that I am looking for?
Sorry for the long post