Rigging a Pac-Man-like character I have created a character that is basically a big moving eye with a tail. I am having problems wrapping my head around how to assign bones and weight it appropriately. Here's a picture:



I have been trying to mess with the weighting of bones, but it has not produced any good results. The most acceptable solution I have found is using two halves of a sphere and then assigning a bone to each of them. Here's how it looks:



However, this solution produces some artifacts where the spheres meet, and it gets even worse when lighting is added.
How can I go about adding bones to this character so that its eye can blink? Note that I can't use any fancy Blender built in stuff because this model is going to be used in my game developed with libGDX, which I believe only supports bones and weights.

If it's hard to imagine what I'm asking, you can think of it as a Pac-Man. How would you rig a Pac-Man so that he could move his mouth?
I just made an example.




Bind each half loop to each control bone;
Add a bone constraint called Copy Rotation to each bone except the outermost one, set all target as the outmost bone (the longest one in the image below), adjust the Influence value for each degressively.
After that, you can control the open/close action simply by just tweaking the outermost bone.