To create the Eye in 3Dmax:
First, I had to create a Sphere on to the desktop parmetically; in Parameters we can change the setting like Radius, Segments, and the Hemisphere. I therefore changed the Segments to 60, and Hemisphere to 0.06 to form the Pupil of the eye..
Next, after changing the setting I select the Sphere, right click and press the Clone to make a copy of it. In parameter we have to change the sphere's size with changing the Radius a higher vale a bit higher to create a bigger Sphere as a Eyelid, then proceeded to Change the Hemisphere to 0.5. Consequently, now the Eyelid is formed.
I had to do this twice or Clone the upper eyelid, and reposition at the base of the sphere to form Upper and lower lids.
To create a colour for the Pupil, I opened the Material editor or we can press g M on keyboard, press the Standard button, there I have to choose Multi/Sub-Object. New window will open I click on Set number and changed it to 2. I change the material 1 to Black for the Pupil of the eye, and changed the 2nd Material to White for the Cornea. And click and dragged it to the first Sphere. See figure below for the result of what happened.
To animate the eye movement, I went to Create> Helpers> Manipulators> Slider. There we need two or three slider for each part of the eye, to do this I clicked on the desktop and sliders were shown, see the pictures above, to activate the Sliders I had to turn On Select and manipulate option on the Toolbar.
By Double clicking on each one of the Sliders I could add name for it like Eye open. To activate the slider I select it and right click> Wire Parameters, the new window will open, there I went to Subject (Slider)> Value. Then you will see the line that you have to click on your subject (like Upper Eyelid). The other window will appear again then I selected Transform> Rotation> X Rotation. After that the new window will appear I have to press Connect and close it.
The Slider now should work but, not the way I want it to work, because the Parameters are not Right yet. To fix it I have to change the Maximum and Minimum in Parameters.
The Parameters used are:
Minimum = -1.0 Maximum = 0.53
All parts of the eye are animated like this.
Here I show the Pupil size in the slider. The Pupil size it will also go to minimum size.
The Pupil size here will go to Maximum size.
Next to deforming the Eye I Used FFD (Box).
To achieve this I went to Create panel > Space warp . Geometric / Deformable FFD (Box). Then I clicked and drag the FFD box all around the eye.
Next, I used Space warp sign to link the eye parts to FFD box. To do that I select the eye parts like Pupil Eyelid all together and select the Space warp and like them to FFD (Box).
The good thing about this technique is that you can deform the eyes, but they will still be able to blink within the deformity.

make it look somewhere; motion panel, sign control, change the rotation control ruler x y z look at constraints , we need target create one helper's standard point add look at target select this and click on point, z flipped, the eye looking at the box.
select everything and link and parented in to deformer which everything stays in control
create and create point helper link frame and deformer to the point copy the eye what every you do with one eye the other one will copy .
control over it deformers looks at this hide it
building capsule, body of the character maximize, bone tools , create bone right click to finish, we can move them and then link them press and drag.
select the link and drag from child to parent
leg of the bone: animation Dc solvers HI solver, from bone to bone for all the sides' make like chemical relation between bones, grab foot and move it, actual physical leg: create lines, determine paths, we can sweep leg quickly. Grab the path, combine objects left generate the shape.
path x moving
left get shape grab first circle good shape grab it make adjustment option space steps
Boolean union, pick operand Boolean and grab legs
skinning and animation: say skin about bones , slide it right click convert to, convert to poly, skin modifier add bones grab all bones edit envelopes grab axis that goes down the middle each bone and grab envelope and merge them grab grips and move them you can see bone out side the body that is ok. you can turn the body, shade that and that is it.
