Stop Staring Bartender Ported to Blender

Recently got a reasonably good looking version of the Bartender Dialog from Jason Osipa’s “Stop Staring 2nd Edition” book ported to Blender. Tried to be true to the original animation. Didn’t use Jason’s head, instead used an alternate head from his CD because it had all of the shape keys pretty much done. Since I don’t have Maya, had to hand port as much as possible however possible and re-create the rest using Blender specific techniques.

Pls. take a look and let me know what you think.

http://youtube.com/watch?v=CNVepATiB5I

 
<b>[B]Known issues:</b>[/B]
 Eyes:
    Need eyelashes and corneas
    Iris's need rework
    White's are too clean, having to emit light to make the look right.
  Mouth, Lips, and Teeth:
    Upper teeth are not lit properly
    Lips need better texture
    Tonque is non-functional
    Front (exterior) of mouth bag is visible
  Hair:
    Needs some specularity
    Add a 'hair light'
  Lighting:
    Overall lighting, specularity, and reflection need to be examined
    Add sub surface scattering to skin

the ending is a little jittery, but other than that it really is good, I see the bumps in the fore head, how is that achieved, or is that simply the mesh folding in on itself?

All of the brow lines and etc are done with animated normal maps. The guts of the whole thing are pretty much driven using a pydriver script called from driver IPO’s. For instance, an eyebrow going up, would call a python routine in pydrivers.py to increase the intensity of the normal map. Also, if you look closely at the skin on the forehead, you’ll see some small static bumps. Human skin has a lot of variation and imperfections. There’s one big static normal map that adds character to the face.
BTW: What kind of jittering are you seeing?