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I just spent a lot of time making my character blink forgetting that I should have done only one eye and then mirror it.

Do I have to start over or is there a trick to make only one eye blink?

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    $\begingroup$ Assign a vertex group to the shape key that limits it only for half the face. Duplicate the shape key and assign opposite vertex group for the other eye. $\endgroup$ Commented Jun 27, 2018 at 12:54
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    $\begingroup$ @JaroslavJerrynoNovotny Assign a vertex group to the shape key that limits it only for half the face. I don't have a clue how to do such a thing. $\endgroup$ Commented Jun 27, 2018 at 13:22
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    $\begingroup$ Here: i.sstatic.net/7Iks5.png $\endgroup$ Commented Jun 27, 2018 at 14:34
  • $\begingroup$ @JaroslavJerrynoNovotny I didn’t know you could do that - never noticed the option. Learn something new every day. $\endgroup$ Commented Jun 27, 2018 at 15:57

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Follow the steps below.

enter image description here

In the part where I go into edit mode, the vertices were already selected, but you may have to go into Wireframe view to select the overlapping vertices before doing Blend from Shape

Also notice in the command list under Shape Keys there is a Mirror Shape Key. You could redo the same steps for wink.L and mirror it instead of Blend from Shape to create wink.R

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  • $\begingroup$ Could you please update this answer for 2.80, @Timo? $\endgroup$
    – Jackdaw
    Commented Sep 5, 2019 at 19:12
  • $\begingroup$ [ F3 ] type Blend from shape dialog box appears in lower corner. I have yet to understand how the one works with its new feature of choosing the key... for now. $\endgroup$ Commented Nov 4, 2019 at 4:29
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What I did was Duplicate the head twice. Deleted the original head. Divided the heads down the middle, kept one of the opposite halves of each.
One side I kept the blink key the other I deleted all shape keys. I selected one of the head's joining seam and move it just enough to see it separated from the other. I joined them as one CTRL-J I then Selected both joining seams and did Bridge edge loops. I placed the 3D cursor to center. Set pivot/scale to cursor. I did scale X=0 overlapping both edges. Then I did a clean up> remove doubles. That is still simpler than starting over.

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