Well, we are a bit experimenting a way to have a 360 turnaround for a game character that we can control dynamically within the code.
You mention the owl example, which is very nice, but the movements are too limited for a full turnaround using only this technique.
We are of course using a controller with several constraints (please see the example in my first post) and I was thinking to have animations that would be called by code that will handle the sorting order, and image swap when necessary. Additionally I was thinking to use skinned constraint so that I can have different constraints settings depending on the orientation, butler now it adds too much complexity to the configuration so I will probably try something else...
I'll probably make a new thread to share what we achieve, and hopefully show off a bit 🙂
So, about the clipping issue, when the eyes come near the edge of the face and overflow, you want the part outside the face limits to be invisible.
Clipping feature is great for that.
However since we are already using this feature for the pupils inside the eye whites, then I guess we have to choose.