Make sure the two visible meshes are aligned to each other.
Return to frame 0 and add a skin wrap modifier to baseCopy_02 and pick rightTarget as a control object. Make sure the deformation engine is set to ‘vertex deformation’.
Scrub the time slider. BaseCopy_02 should be pulled up into the right smile position as rightTarget’s morpher channel blends from 100% at frame 0 to 0% at frame 10. You may have to tweak the falloff, influence and face limit settings (I set them to 0, 0, 1 respectively) to make baseCopy_02 follow rightTarget exactly.
Move to frame 10 and collapse baseCopy_02 to an editable poly.
Unhide your base mesh and load baseCopy_02 into an empty channel in the morpher modifier.
Change the percentage spinner and you should now have a fully functional right smile target to compliment your original left target.
This whole procedure should take you about 2 minutes once you get the hang of it – a massive time saving when you consider many morph targets take hours to sculpt! If you don’t want perfectly symmetrical morph targets simply use this to quickly get you to a starting point from which you can begin to add asymmetry.
Hope this is helpful to someone – I know it’s saved me a load of time.