Is there a significant performance hit for scaling a vector animation?

So, the actual act of scaling a vector object has a bit of a cost to the CPU, and so animating an object from one size to another has a significant cost – but is there any additional cost for simply playing an animation that has previously been programatically scaled?

My initial thought was that if I took a character – it’s a little dude with a walk cycle, done in vector, and skooshed him to like 0.66 scaleX and scaleY then there would be some performance hit for even just playing his walk cycle in skooshed mode vs. playing it at normal size, but I can’t manage to confirm my suspicion.

Any thoughts?