http://cgcookie.com/blender/2009/11/16/ ... -face-rig/
It seems easier to manage just one kind of animation, if I use bones for both the body and the face. Facial animations are a very important part of my current project. I don't need animations to be natural but I need them to be as universal as possible, so I can easy apply the same rig and face animation poses to various human body meshes and also mix facial animations in-game to create some unexpected expressions (like yawn with eyes wide open

But I am not sure, how efficient will it be with Ogre3D and graphic cards. Will I benefit from such a facial rig or I should better stick with old morphs/shapekeys for facial animations?
What are the main drawbacks for this approach (compared to morphs)?
If someone has tried to use a similar facial rig in Ogre3D, I would be grateful to hear about your experience.