(and possibly faster)

Unless the shapes are also being manipulated during playback, I would be
surprised if this were true, considering that the input would be deemed
not-dirty regardless of anything being plugged into it.

Still, having access to these deltas allows you to work with a wider range
of data and opens up to new possibilities!

On the contrary, I would say.

By removing the shapes to begin with you limit yourself greatly. Does a
blendshape node even cache enough of the mesh to fully re-produce it? I’d
imagine it only bothers to store pointpositions, but I could be mistaken.

We are now working on a rig with several tens of targets, each one of which
has something like one million polygons… Deleting the shapes freed up about
700mb!
​

That’s a good reason, I’ve done the same in similar situations. What I
found less destructive however was to reference the shapes - they can be
for example Maya scenefiles, plain obj or alembic - that make the scenes
even lighter as the blendShape node wouldn’t need to keep track of deltas
either.

Out of curiosity, are you really rebuilding tens of shapes at millions of
polygons each using Python?
​

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