https://ibb.co/k2Qrzrs one is the default state, but as you can see it doesn't follow the shape of the eyelid on the inner and outer controls. it seems to be following some greyed out locked spline that in the shape of an eye. I made sure to only scale and rotate and not tranform when applying the eyelids in their positons to overlap the eyelids. when I generated the rig this was the result. moving the value in the channel box editor makes the result look wonky as the eye "closes". thoughts on this??
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The biggest issue is you are using the EyeLid_Inner as part of the bottom lid, and the Eyelid_Outer as part of the top lid. These Inner and Outer proxies (highlighted) do not have top or bottom in the names, and should not be used for top or bottom. They need to stay in the corners because they drive the curves that affect the rest of the eyelids, and is offsetting quite drastically where the center of the lids are. Essentially your layout is splitting the eye's top and bottom diagonally.
The best solution is to put those proxies back to the inner and outer part of the eyelids where top and bottom meet. In the case of your character model, the eyelids don't have corners so much, so you don't necessarily have to add skin weight to those joints. But you will want them on the sides and horizontally aligned to help drive the rest of the eyelid controls.
here is what I am getting when moving the eyelids. I imagine this is not supposed to happen. (dont worry about the painted weights haven't gotten to that yet) its the movement of the controls and joints themselves that seem wonky.
It's difficult to see what is going on, but something seems off with the highlighted controls in your screenshot.
It appears you have the inner and outer driver controls selected, and they are angled more sideways than the typical up and down, which could be introducing that angling. The joints follow the controls that are attached to the greyed out curve. These are hidden by default but can be made visible by turning on the Vis attributes on the EyeSocket_Ctrl
These are the controls you can tune to modify your open and closed eye shapes, and then record to your rig. Only these non-driver controls have their values recorded and baked into the Open/Close Top and Btm Lid channels.