Hi @ferdinand,
thanks for taking the time to clarify that 🙂
Okay, I see. So one can view this "behavoiur" as intended since it is the result of the math behind how the circle spline is calculated?
Still I wonder why the circle spline primitive with 1 intermediate point, i.e. with four control points doesn't appear like the n-side spline with 8 sides? Wouldn't it be "cleaner" that way?
Regading the true values - I am well aware that the repr of c4d.Vector rounds in the GUI. It was only that those values were quite off compared to the values of the points of the n-side spline. That's why my initial question arose. 😉
Interesting and good to know that rotating points via sine and cosine is slow and no good option. Thank you for that insight. May I ask why that is? I mean why is c4d.utils.MatrixRotZ better? What does that function do differently in terms of performance? In the end it has to do the math as well, does it not?
Sorry for constantly asking all this stupid questions. It is only that I want to understand these things thoroughly. 😄
Thanks for your time,
Sebastian