Thanks for you concerns, Drim :o) Nope, all in all it was very much in peace there, I needed only some ID’s renewed.
The set up of some object generating methods are based, more or less, on patchwork. I guess it simplifies the process. Mostly the Caps and Bevels have some specialities, namely the R1, R2, and C1, C2 predefined “Selections” which one can use for the Texture Tag. This is not the reason, but perhaps an indicator how things are set up internally. In a nutshell, I don’t know the correct reasons, only that this problem goes way back in time.
The simple test is normally to selct all cap/bevel polygons and move them. It becomes directly visible if they share points with the “main-body”.
When ever something like that happens, the Optimize function checks the points and has an option to eliminate the ones with similar or even equal positions. Check the little cogwheel to get more options.
A similar function offers the “Connect-Tool”, but leaves the Object itself untouched. It keeps updating the results, so it eats some recourses, but it can work with Primitives, and doesn’t require Polygons. Note that some tools can’t work with Primitives, they need Polygons. Difficult to find a short generalization for all the varieties. Sorry about that, but I can’t simplify it.
I hope that clears it, if not, please ask. Every unanswered question slows down the process of feeling fluent with C4D. So, please never hesitate.
All the best
Sassi