Doubt about the proportion of the CFrame rotation matrix and the angles in Orientation

Trying to understand the logic of the CFrame rotation matrix:

Let’s take any vector, for example, RightVector.
If I have a part with Orientation=(0, 0, 0), RightVector will be 1, 0, 0.
If I change the Orientation=(0, 90, 0), RightVector will be 0, 0, -1.

So, between RightVector.x=0 and RightVector.x=1 there is a 90 degrees variation, correct?
Which by logic, to calculate for example 45 degrees, would be a basic rule of three:
45 * 1 / 90 = 0.5.

However, when the Orientation=(0, 45, 0), RightVector.x=0.7071 (and not 0.5).
To have RightVector.x= 0.5 the angle must be 60 degrees (and not 45 degrees).

What is the logic of this?

its because RightVector means what direction, in world space, is the cframe’s current right side facing

Didn’t get it. Did you read my question?