you can alter the vertex positions with memblocks and save using "save mesh".
the first component is a bit tricky to explain for me, but ive seen a mini demo on this.
scale object will help as well to make shapes and then save mesh out.
the uv mapping might be a bit distorted tho if the shape is altered too much.
u might be able to remap using the distortion amount if stored as some variable back onto the uv map, but it also sounds a bit tricky
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