Hey there..
First of all, I do not know the menu that is shown in the short animation, but I guess I know how you can do something like that
1st.. the eyes:
Thats the easiest thing. In 3dsmax you can use the look-at-constraint which is hidden in the top menu:
"
Animation" - "
Constraints" - "
LookAt-Constraint"
The LookAt constraint controls an object’s orientation so that it’s always looking at another object. It locks an object’s rotation so that one of its axes points toward the target object.(3dsmax-F1-help)
How to use it, is explained in the online help of 3dsmax; so there is no use to copy paste the whole text here
2nd.. morph-targets:
In the animation it seams very easy to control the facial movement. Problem is, that it does not show the hard work that has to be done...
Although I do not know the menu shown in the animation; I am quite sure that they used
morph-targets to realize it.
Morph-Targets are a cool thing:
You create one head; clone it and change its facial expression by moving some vertices.
Example: The basic head has open eyes, the first clone has closed eyes, the third clone looks angry, and so on...
To use Morphing in 3dsmax go to:
"
creation-menu" - "
compound objects" - "
morph"
How Morphing works is also very well explained in the online help of 3dsmax (with screen-shots)
You can use the standard morph-menu in the same way as shown in your animation.
For example: Enter a morph-weight of 50 to your second head and the eyes should be half open/closed
Hard to explain everything in detail on the forum...
Best would be if you use the 3dsmax-help and search for:
"LookAt Constraint" and
"Morph Compound Object"
I guess that this has not answered all your questions

... so: if you want to know something in detail, just ask

.. (and tell us what modeling-software you are using; cause if you use maya, you can forget everything that I have said

)