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?