From: Corey Caudron
I want a cube hollowed out along the Z axis and tapered along the Z axis. This can not be done according to controls.
It take it you meant you want it hollowed on a different axis from the one along which it is tapered, not along the same one. It's semantics, of course, but to me, tapering BY X and/or Y is the same thing as tapering ALONG Z.
Anyway, the reason the tapers and the hollows correspond with the Z axis (the polar axis) is because of the way prims are made. Each one is constructed by extruding a 2D profile shape along a perpendicularly oriented 2D path in 3D space. A cube, for example, is a rectangular profile extruded along a rectangular path. A cylinder is a rectangular profile extruded along a circular path. A sphere is an arc shaped profile extruded along a circular path. Etc., etc., etc.
Think of it kind of like what happens when you stand a coin on edge and spin it. As long as it's spinning, as it dances across the table, it appears to be a sphere. Stop the spinning though, and it's obviously just a circle. The spin in that example is somewhat analogous to the path.
The way "hollows" are made is by altering the profile shape so that the empty space in the middle of the path is exposed. This is why you can't have a hollow in line with the local X or Y axis, only with the Z. The path sits on the the XY plane. The change that, you'd have to fundamentally alter how prims are made, which would require a complete rewrite of the whole thing.
Tapering is also done by altering the shape of the profile. A fully tapered cube has a triangular profile, for example. In order to give the appearance of a taper that is in line with the XY plane instead of with the Z axis, you'd need to have the profile change size at every point along the path. That could get computationally expensive.
To answer your question, you've got two options. The first is to construct your shape out of multiple prims. If you're talking about the kind of shape I think you are, you'll need four tapered cubes to do it. That's what I'd recommend.
The other option would be to use a sculpty. Sculpties can be practically any shape you want. But the flexibility comes with a price. Each one has 2048 polygons in it. Compare that with a cube, which has just 108, and the difference is huge. Having a lot of sculpties on screen at once makes for a huge performance hit on most machines. Also, the physical shape of a sculpty is always the same as that of a torus, no matter what the visual shape is. So collisions with the object will never appear to correspond with what the object looks like.
Four cubes would be about 1/5 the amount of polygons of a sculpty, and the physics would be much more sensible.