You can have each rotation (like a frame in an animation) built in a secret location and use the /clone command in command blocks to effectively create the illusion of rotation, as if it were a frame animation.
You can have each rotation (like a frame in an animation) built in a secret location and use the /clone command in command blocks to effectively create the illusion of rotation, as if it were a frame animation.
isn;t there just a way that I can rotate? Like with the clone command or something?
There are no vanilla commands to rotate objects, you're gonna have to build each rotation individually, and use the clone command to seamlessly animate the cube...
You can not do it using commands but you could use structure blocks. Simply save your structure and then load it in the same position but with a 90-degree rotation. You can use commands like /setblock and /blockdata to interact with the structure blocks.
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I'd recommend MCStacker, Tellraw Generator and every other well made site for commands to everyone, no matter whether newbie or experienced commandblock-er.
Option 1: Use structure blocks created with setblock and fill in the appropriate block data followed by triggering it with either a setblock or blockdata command.
Option 2: Build a rotation function using a chain of command blocks. A big hint is to look into matrix transposition algorithms. While those may be calculus constructs, the process itself is actually just a fancy efficient way of rotating something 90 degrees. This would be using clone/setblock to move the blocks instead of number assignments you see in mathematics. When I wrote a rubik's cube algorithm for a video game project, I basically just used matrix math to handle the cube (a rubik's cube is a 3x3x3 matrix).
Option 1: Use structure blocks created with setblock and fill in the appropriate block data followed by triggering it with either a setblock or blockdata command.
Option 2: Build a rotation function using a chain of command blocks. A big hint is to look into matrix transposition algorithms. While those may be calculus constructs, the process itself is actually just a fancy efficient way of rotating something 90 degrees. This would be using clone/setblock to move the blocks instead of number assignments you see in mathematics. When I wrote a rubik's cube algorithm for a video game project, I basically just used matrix math to handle the cube (a rubik's cube is a 3x3x3 matrix).
Can you please show me an example of the command?
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The commands mentioned in the post you quoted where /setblock, /fill, /clone.
There is no command or part of command in the vanilla game that rotates objects.
However, you *could* attempt to make a system that moves a horizontal/vertical segment with /clone into a "loading area", then move each block individually with /clone of the segment so it is rotated left or right, then move it back to the cube with /clone back from the loading area, now rotated.
I want to make a working Rubik's cube in Minecraft and I need to know how to do it in order to do it (weird sentence). Does anybody know?
You can have each rotation (like a frame in an animation) built in a secret location and use the /clone command in command blocks to effectively create the illusion of rotation, as if it were a frame animation.
Hi
isn;t there just a way that I can rotate? Like with the clone command or something?
There are no vanilla commands to rotate objects, you're gonna have to build each rotation individually, and use the clone command to seamlessly animate the cube...
Hi
You can not do it using commands but you could use structure blocks. Simply save your structure and then load it in the same position but with a 90-degree rotation. You can use commands like /setblock and /blockdata to interact with the structure blocks.
I'd recommend MCStacker, Tellraw Generator and every other well made site for commands to everyone, no matter whether newbie or experienced commandblock-er.
That too, it's almost the same thing as the clone command
Hi
You can do it one two ways.
Option 1: Use structure blocks created with setblock and fill in the appropriate block data followed by triggering it with either a setblock or blockdata command.
Option 2: Build a rotation function using a chain of command blocks. A big hint is to look into matrix transposition algorithms. While those may be calculus constructs, the process itself is actually just a fancy efficient way of rotating something 90 degrees. This would be using clone/setblock to move the blocks instead of number assignments you see in mathematics. When I wrote a rubik's cube algorithm for a video game project, I basically just used matrix math to handle the cube (a rubik's cube is a 3x3x3 matrix).
Can you please show me an example of the command?
The commands mentioned in the post you quoted where /setblock, /fill, /clone.
There is no command or part of command in the vanilla game that rotates objects.
However, you *could* attempt to make a system that moves a horizontal/vertical segment with /clone into a "loading area", then move each block individually with /clone of the segment so it is rotated left or right, then move it back to the cube with /clone back from the loading area, now rotated.
Hi