What it does is start with a polyhedron and truncate it through many forms which will then cycle back to the begining - in the above example we start with a cube, it then goes through the truncated phase, then we get the cuboctahedron, it continues through the "hyper truncated cube" phase and then it hits a degenerate polyhedron which looks like a cube with a stella octangula hidden inside, continuing we hit the quith phases and then an oct+3 squares degenerate, finally we go through the antitruncated cube phase (looks like cube with pyramids dangling off corners) and it finally reaches the cube again ready to do the cycle again - this would be a lot of fun and could easily be added with the dual morphs.
The best way to do it would be to have the vertices follow great circles that contains the edges (cube's edges in example) as chords. Starting at the original's vertices - the new vertices will travel around the circles tracing out the new faces, when the new vertices are half way across the chords we will be at the rectified stage (cuboctahedron in example), when we get to the vertices at the other side of the chords we will be at the "cube-so" degenerate (for the cube example) - continuing on, the new vertices will reach a point on the great circles (in the cube example) where they are above the square faces - this is the oct-squares degenerate - then the new vertices will travel until they are on the opposite side of the great circles (it will look like the cube again) - so going around 180 degrees on the cube will go through the complete cycle, 360 degrees will go through it twice. If we started with a tet, at 180 degrees the new tet will be in dual position, so we need to take it 360 degrees to get it back up right.
We can also do rhombation rotation:
it works in a similar way, while we're at it why not "socco" and "sroh" rotations which will be in the same rotation regiment as the rhombate rotation and take it into socco-gocco phases and sroh-groh phases respectfully. The ultimate ones will be the great rhombate and snub rotations which will need two degrees of freedom, they will cause the new vertices to travel around a sphere instead of a great circle. There can also be the dual versions of these rotations also.
I hope to see these added in the future.