From the texture provided in your question, you can use "uv warp" modifier to do this:
How to do it:
UV unwrap the eye part that will be textured.
Place this UV part over the texture part you want: move and scale (big pupil, for instance)
Add the "UV warp" modifier.
The modifier uses two objects, say empties. One is the base, the other ...
Can use shrinkwrap modifier and some transparency animation to do that:
We can keep the text as it is: just give it a little extrusion (text property panel), and convert it to mesh (menu "object/convert to") as we'll need a vertex group.
Then add a support sphere that is around the text. This sphere will not be rendered and is just here to be ...
Here are a basic solution and a bit more complete one, using both the Cast modifier:
Create your text, once converted in mesh, press X > Limited Dissolve to simplify it and use a grid and the Knife Project tool to subdivide it:
Put its origin at its geometry, create an empty somewhere behind, give it a Cast modifier with the empty as Object, play with ...
You can do it with bones:
Create a bone, subdivide it:
In Pose mode, give the second bone a Transformation constraint, choose the first bone as Target, set it so that it inverts the rotation of the first bone:
Activate the Copy Attibutes addon, select bone 3 and 4, select bone 2 at last, press CtrlC in order to copy the constraint. For bone 3 invert the ...
Relative Shape keys:
With absolute shape keys, the value shown for each shape in the list represents the current weight or influence of that shape in the current Mix.
Absolute Shape Keys:
With absolute shape keys, the value shown for each shape in the list represents the Evaluation Time at which that shape key will be active.
Boolean doesn't like overlapping (I think it should be fixed in next versions), and the vertices on the left overlap the left face of your cube. Scale a bit (or move) on the X axis, or scale the cube, and it will work fine:
You can use an "action" and "action constraint" on the armature to do that.
With the armature selected, go to the dope sheet, select the action editor and use the stash button. That will remove the animation from the armature but keep it in memory for later use.
Now, enter pose mode in the armature, select a bone, go to the constraints ...
Using a curve/path to animate solid mesh rope - (Blend file below)
The blade doesn't use physics to fall. It is instead animated. That only involves two keyframes so it comes to a sudden stop at the end. (see the blade's curve shape in the graph editor)
A tiny bounce can be added if desired. (see that also in the Graph editor)
The rope is a hard mesh ...
Solved -- my problem was actually related to Blender's hard-coded behavior in background mode, rather than to something going wrong with the render process itself. In order to get the Viewer Node to work in background mode, you need to modify some source code and recompile Blender as described in the link, because it is disabled by default for optimization ...