The goal was to get a nice and fast way to generate the tapering body of a snake out of a tillable ring of it’s scales with the duplication faces technique but as you will see in gif below it doesn’t work as expected.
For those who will think about array with an empty it would not work since we can have only one empty per array. So only one end get tapered when scaling the empty. Lattice would not work either since they deform the object.
Every object involved in the operation has their origins align at the same location and they were all rotation and scale reset with ctrl+a.
I was trying to get this to work after i ask the following question at Blender stack exchange ; https://blender.stackexchange.com/questions/118937/array-with-more-than-one-empty-is-it-possible/118939#118939
Here is the tillable ring of scales ;
Here a gif showing pivot point location for each ;
Here the operation step by step with annotations ;
So could this possibly be related to floating point precision just like in game engine where object lose precision the further away they are from the 0,0,0, location?
It would be nice if we can sort this one out since this technique would be pretty neat and fast for all sort of thing like that.