Use the Morph deformer to transfer animation from one geometry to another by scaling morph displacement on a per-vertex bases, based on the delta of the coordinate system at each vertex. In the example above, the animation is transferred from the smaller head on the left to the large head on the right. 
		
Note: The target and source geometry must have the same topology, that is, an identical number of vertices, edges and faces for the retargeting to work smoothly. 
		
 
	 - Shift-select the object that you want to receive the animation, followed by the object which will provide the animation. 
		  
 
		
- In the 
		  Deform menu, select 
		   > 
		   . The 
		  Morph options window appears. (The 
		  Deform menu appears in the Modeling (F2), Rigging (F3) or Animation (F4) 
		  menu sets. . The 
		  Morph options window appears. (The 
		  Deform menu appears in the Modeling (F2), Rigging (F3) or Animation (F4) 
		  menu sets.Note: The 
			  Morph options window contains the basic controls for creating a morph of the Source object onto the Target object. You can find more for the Morph deformer in the Source object Attribute Editor 
			  Morph tab. (These settings are also described in the 
			  Morph options topic.) 
		   
 
- in the 
		  Morph options, select 
		  Retarget from the 
		  Morph Mode drop-down menu. 
		
- Click 
		  Apply. The Source object adopts the deformation of the deformed object.
		
- In the example, because the head receiving the animation is much larger than the originating head, tears appear in the mesh. If this occurs, use the 
		  Neighbor Exponent setting in the 
		  Attribute Editor 
		  Morph tab to correct the problems and smooth the result.