Rigging Spherical Eyes with Just a skinCluster and Sin and Cos Rig Example

This is a quick Maya character rigging tip about how to rig perfectly spherical iris and pupil scaling in your characters, using only a single skinCluster and some basic nodes.

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Note: The reason eulerToQuat works here is due to the fact that the components of a quaternion have a trigonometric relation to the half the angle.


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