As we all know, Maya still does not have a built in node for a sine function, or any other kind of trig. The closest it has, as far as I know, is the sine Deformer, or just putting a locator in a rotating transform - both of these methods require the answer to be found physically in the scene.
This CANNOT be the best way to do things, so I’d like your help to find it. Out of these, which will be the most efficient, when hundreds are used in the scene:
-Previous spatial methods
-Writing a simple sine expression
-Coding your own
-Using an animcurve as a lookup table to approximate sine values
As I understand it, the animcurve is the only one which does not actually calculate the value, it just looks it up (assuming the curve itself does not change) - would that be the best way?