Rigid body motion means you cannot scale, skew, or shear the object to change it's shape or proportions etc.
The Transform has an underlying 4x4 matrix and the determinant of that is a single number (as you would calculate the determinant of any matrix).
Fixed body motion means you can translate it, rotate it sometimes flip it etc. but not alter the body itself as noted above (can be moved about as a fixed sized and shaped thing).
The easiest way to create a valid transformation isn't by manually changing the underlying matrix values but instead using static methods of Transform class such as:
Transform.CreateReflection
Transform.CreateRotation
Transform.CreateRotationAtPoint
Transform.CreateTranslation
They can then be combined by Transform.Multiply
Each basis should be a normalised vector and generally result in a right handed system for most transformations (however that depends what you are using the transform for: elements, points, curves, solids and what API methods it is used with).
An example of a right handed system:
X pointing north east would be X = 0.7071, 0.7071, 0
Y would then have to be Y = -0.7071, 0.7071, 0
and Z = 0, 0, 1
if Z were instead 0, 0, -1 then the overall system described would be left handed and the determinant of the matrix would be -1, I believe. If the determinant is greater than 1 or has an absolute value less than 1 then it indicates scaling.
i.e. the vector length of each basis is 1 so the object does not undergo a change in shape or volume in any of the three directions.
In contrast if you compare the transforms in AutoCAD you have more freedom there for scaling but Revit is BIM and since you can't scale real world construction items etc. it isn't supported. Flipping and mirroring is supported to some extent.