there’s a way to fix the problem you had when doing asymetrycal shapes ( like L-smile and R-smile ) so when they add up they work as intended in the final shape. Model the whole smile, then in a neutral face, add the smile as a morph, but using only a vertex selection of 1 half of the head, ( use soft selection to have a nice fallof.) now make a snapshot of this half smile. now back on the neutral head with morpher applied, close the subobject so the morpher affects the whole thing, add another channel in the morpher with the half smile in it, and set that channel to -100 , so it subtracts the half smile to the original smile and that leaves you with the other side of the smile, so now you just need to make a snapshot of that and you have both left and right shapes, when they add together they give you the exact whole shape. Hope that makes sense…
also for the problem here:
“2. Create corrective morph targets for the problematic combinations. I haven´t actually tried this solution because I already had to do some corrective morph targets for the jaw positions and they are a real pain in the ass to create: Basically you just clone the base mesh, pick the clone as a morph target, set the jaw bone in the position where the problems occur (p.E.: teeth poking through the cheek when opening the jaw), set the morpher modifier to “automatically reload targets” and then work on the cloned mesh until the problems disappear. But since you´re not working on a cloned mesh of the problematic position, but you´re working on a clone of the mesh in an idle position, it´s really hard to see wich vertices to manually push around and where to push them to…So if anybody knows a better workflow to deal with those problems, I would be gald to hear them…;)”
you should use skinMorph for that, it is really easy to use and quite straight forward with simple stuff, have a look if you’ve never used it.
If what you want to do are correctives for morph to morph combinations, just set those 2 morph active int he morpher, duplicate that mesh, add an edit poly on that mesh, and tweak the vertices using that edit poly,once you are done with it, copy and paste that edit poly modifier on a neutral face, and there you have ur corrective… Hope that makes sense again…