it's not pretty or elegant but it works :) start with the theory, basically find the intersection of the ray from the center of the eye ball to the target helper on the plane where the pupil resides. so the rig helper "ball" (the virtual center of the eye) it's parent is the main head mesh, has a lookat constraint (lookat…
could use a helper (point or dummy) with an attachment constraint set to the center position of the pupil and targeting the head mesh and have the pupil use it as it parent then lock the pupils movemrnent in the link info panel. the disc has a float noise controller in x as an example though i imagine someone here has…