Hi Matt,
eh... you could properly use a combination of blendshapes and the joints...
I'm not sure how you currently have set it up, but it could be something like this...
place a joint in the middle of the eyeball, and then one at middle of the eyelid close to the outer end of the eyeball... (so the eyelid will follow the eyeball)... then skin the eyelid to the last joint, (make sure you have a blendshape mesh) then put the eyelid as you want it, modify the neutral blendshape mesh, so it does want you want... then use drivenkeys to control this blendshape...
hope this made sense...
regards
Strarup
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Alex V. U. Strarup
One mistake can ruin it all...