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Usually if I'm going to scale a polygon (for duplifacing) or a whole Object in order to reveal it smoothly during animation, I set 0 value as a float 0.0001.

It is still invisible for the eyes but annoying to setup in keyframes/drivers.

Should I continue to limit it every time or I can put a real 0 without a doubt and won't get any problems with rendering or exporting?

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  • $\begingroup$ What have your tests told you about rendering or exporting for you current methond? $\endgroup$ – atomicbezierslinger Mar 24 at 19:36
  • $\begingroup$ Interested to hear your results. $\endgroup$ – rob Mar 25 at 10:30
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In my opinion, you are fine to use zero for a scaling factor for objects - those scaled meshes will simply be reduced down to a point, but with no actual loss of geometry; increasing the scale factor again will restore your mesh and while scaled down to a point will not be visible in your render.

However, for scaling faces, you will lose geometry by scaling down to zero in Edit mode - since all vertices will exist at the exact same point so there is nothing to 'scale back up'. Note though, that in this situation, even scaling down to a very small scale (but not zero) may introduce rounding issues with the vertices in your mesh when you scale back up again. The exception to this is if you are scaling the faces using a modifier (such as an Armature or Deform modifier) since the underlying geometry is not actually affected and so can be restored without distortion.

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    $\begingroup$ Would a point shapekey be another exception? $\endgroup$ – batFINGER Mar 30 at 12:06
  • $\begingroup$ @batFINGER A shapekey would be OK as it’s effectively a deform modifier - so the underlying geometry change can be undone and the original geometry restored (so the acale to zero can be undone). $\endgroup$ – Rich Sedman Mar 30 at 14:05
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    $\begingroup$ Interesting thing that duplifaces' inherit scale is limited to 0.001 $\endgroup$ – Serge L Apr 26 at 12:13

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