How To Solve A Rubix Cube Animations
The Rubik's cube (sometimes misspelled rubix cube) is a mechanical 3D puzzle, invented more than thirty years agone and still considered as the best-selling toy of all times! Yet, solving the Rubik'due south Cube is considered a near-impossible job, which requires an IQ of 160... Is that actually so hard? Definitely not!! Just follow this uncomplicated step by step solving guide and you'll shortly find out that y'all can solve the Rubik's cube likewise… Let'southward go to work!
Watch my 7.63s Rubik's Cube solution >>
The machinery of the Rubik's Cube
The Rubik's cube is actually a 26 pieces puzzle. There are 3 types of pieces: (see image)
Corner piece: has iii unlike colour stickers on it (there are 8 corner pieces in the cube)
Border slice: has ii different color stickers on information technology (there are 12 border pieces in the cube)
Center piece: has one color sticker on information technology (half dozen center pieces, all are attached to the core)
The core is the within of the Rubik'southward Cube, which holds all the pieces together and is attached to the center pieces with rotatable axes.
Of import! The center pieces are function of the cadre and subsequently cannot move relatively to each other. For that reason they are already "solved". The solving process is actually bringing all corner and edge pieces to the "already solved" centre pieces (significant there are only 20 pieces to solve out of the 26). For example, the blue middle piece will always be opposite to the light-green middle piece (on a standard colour-scheme cube). Information technology doesn't matter how hard you will try scrambling the cube, it will just stay that way.
Rubiks Cube Move notations
Movement notations are fabricated in order to convey a sequence of moves through writing. When describing the solution nosotros'll use the following motion notations (traditional movement notations).
Here is how it works- every face given a letter:
- F (front): the front confront (facing the solver)
- B (dorsum): the back face (reverse to the front face up)
- R (correct): the right face
- L (left): the left confront (opposite to the right face)
- U (upwards): the upper face
- D (downwardly): the bottom face (opposite to the upper face)
The letter of the alphabet means turning that confront xc°, clockwise (unmarried turn). (e.g. R)
A alphabetic character followed past ' (apostrophe) means turning that confront 90°, counter-clockwise (single turn). (e.yard. R')
A letter of the alphabet followed by "ii" means turning that face up 180° (double turn). (e.g. R2)
For example: executing [ F R' U2 ] in a row looks that fashion:
A sequence of moves is called an algorithm.
(If you lot're having difficulty in finding the CW/C-CW management of a face (like B or D), temporarily twist the cube so that face volition become the F face which is the easiest face to determine the cw/ccw direction.)
Don't be worried about it, you'll easily become used to these move notations. Also, all the algorithms are followed by animations like the one of the concluding example (only if animations are turned on).
For further explanations and full motility notation: Full movement notation page.
At present you know everything y'all need to start and learn how to solve a Rubik's Cube! Then, proceed and solve the Rubik's Cube, for good.. Good Luck!
End of Intro.
The Rubik'south Cube Solution
Solving the Rubik's cube is made piece by piece, just similar whatsoever other puzzle. Therefore the solution is divided into steps each of which solves number of pieces without destroying the ones completed on previous steps. Let'south first!
In this step we have four pieces to solve. Beginning cull a color to begin with. I chose white in this guide. For this time, choose the white as well, so the images forth the solution will be relevant to your solving procedure. In add-on, information technology is best to commencement with the white/yellow colors as they are the easiest colors for quick recognition which is important for speedsolving.
Since the heart pieces cannot exist moved relatively to each other it's important to solve the border pieces correctly in relation to each other. For example, when solving the white in our case- the green center piece is to the left of the red centre piece, therefore the green-white edge piece should to be solved to the left of the red-white edge piece (run into image).
Call back! Bring the white edge pieces to the white center, and not the white eye to the edge pieces.
The post-obit examples cover all possible cases for this step:
(solution is below the epitome/animation)
[ F2 ]
[ U' R U ]
[ F' U' R U ]
In this step nosotros'll solve the four corner pieces of the acme layer.
Pay attending! The corner piece has to match not but the white color on top, but also the colors to the left and right (see right/wrong images).
Inserting a corner piece to its solved position is washed this mode:
First find an unsolved white corner (at the lesser layer), and position information technology under the place it should be solved into (by doing D moves). So proceed equally follows:
The following examples cover all possible cases for this stride:
[ F D F' ]
[ R' D' R ]
[ R' D2 R D R' D' R ]
Repeat that for the other three corners.
Solving a corner that its white sticker is in opposite to the upper face (the third case above), is washed in two steps. The kickoff is orienting the corner so the white sticker will prove on one of the side faces (done past- R' D2 R D), and so Solving using the second case solution (R' D' R).
If a white corner piece is located on the top layer simply in the incorrect identify (see wrong image above) or incorrectly oriented in its identify, just insert a non-white corner there, and by that the white corner slice will get back to the bottom layer. So solve information technology correctly.
In this pace nosotros'll solve the four edge pieces of the eye layer, and by that nosotros'll really complete the showtime two layers (a.k.a F2L).
Flip the cube upside down so the solved layer will exist on the bottom. Choose an edge piece to brainstorm with which is currently on the peak layer, and locate it in a higher place the correct center piece to form an upside-down T shape (encounter image).
In order to insert the edge piece into its position we'll apply 1 of the post-obit algs:
[ U' 50' U L U F U' F' ]
[ U R U' R' U' F' U F ]
(These are mirror algorithms which basically does the same. One is for edge pieces which are to the correct of the solving position and the 2nd is for those on the left)
Repeat that for the other 3 edge pieces.
In a example that an edge piece is in its correct position but incorrectly oriented (run across image), insert a wrong edge piece to this position, and as a result the wanted edge slice will go back into the height layer. And so solve it correctly using the suitable algorithm.
In this step, for the showtime fourth dimension we won't completely solve the pieces only only orient them correctly. In other words our footstep goal is to form a cantankerous shape on the upper face of the cube. The border pieces exercise not need to fit the colors on the sides.
There are only 4 possible orientation states:
State 1
State 2
State 3
State 4
In order to consummate this step (reaching state 4) nosotros'll utilize the post-obit algorithm:
This algorithm promotes the cube ane land alee each execution.
Meaning that executing this alg one time, on country 1 volition promote the cube to land 2, then on. Therefore, we'll have to use this alg 1-three times to consummate this step. (Blitheness note: look for the algorithm to terminate before clicking "play" again, think to turn the upper face twice yourself (U2) earlier the final execution).
Pay attention! Executing this alg from the correct angle (angle of the cube in your hands) is crucial. For example, in state 3 it'south important to execute this alg when the 2 correctly oriented edge pieces are facing to the back and left faces, and not to the front\right faces.
In this pace our goal is to permute the four terminal layer corner pieces.
Pay attention! Our goal is only to position the corners in their correct identify; nosotros don't have to orient them correctly. For example, accept a look at the image to the right; the yellow-green-red corner piece is well permuted.
In this step there are merely two different possible unsolved states:
- When two well permuted corners are adjacent to each other.
- When two well permuted corners are diagonal to each other.
If yous can't find 2 well permuted corners, plow the upper face (U) until they'll show up. They must be there.
In order to complete this step we'll use the post-obit algorithm: (Keep reading earlier executing)
[ 50 R' U' R U L' U' R' U R ]
This algorithm rotates iii corner pieces counter-clockwise, and leaves the fourth corner untouched.
If you have 2 side by side well permuted corners- turn the upper face once clockwise (U). That move will reposition the corners into a state of affairs which only ane well permuted corner will remain while the other three corners needed to be rotated counter-clockwise. At present just execute the algorithm above, and by this unmarried execution y'all really completed this step (remember to execute this algorithm from the correct angle – when the well permuted corner is on the back right. see algorithm image in a higher place).
If you take 2 diagonal well permuted corners- just execute this algorithm to a higher place once (the angle doesn't matter), and by that, your cube state will change into a two next well permuted corners state. Then follow the two adjacent corners instructions in a higher place.
In this step our goal is to orient the four corner pieces of the terminal layer, the ones we take simply permuted.
In order to practice so we'll apply the following algorithms:
[ L U L' U L U2 L' U2 ]
[ R' U' R U' R' U2 R U2 ]
These algorithms actually do the same matter, just in an opposite direction. The first algorithm orients three corners clockwise, while the 2nd orients three corners counter-clockwise. For that reason you can acquire only one of them if you prefer (executing i alg twice equals to executing the 2nd in one case).
If you have simply one well oriented corner (like in the alg images), and then y'all are lucky - just execute the suitable alg once and cease this step.
If you accept two well oriented corners or no well oriented corners, execute one of these algs randomly from different angles until you'll go simply one oriented corner, and then simply execute the suitable alg 1 more time to complete this step.
In this pace our goal is to permute the last layer edge pieces into their correct position, and past that to completely solve the Rubik's cube.
For that, we'll utilize the following algorithms:
[ R U' R U R U R U' R' U' R2 ]
[ R2 U R U R' U' R' U' R' U R' ]
Just like the previous step algs, these algorithms actually exercise the same thing, merely in an contrary management. The first algorithm rotates three edges counter-clockwise, while the second rotates iii edges clockwise. For that reason you'll take to acquire only one of them if you adopt.
In this step in that location are only two possible states:
i correct border piece, or no correct edge pieces.
(Of-grade also- all border pieces correctly positioned can occur- and that means the cube is already fully solved..:) Congratulations! )
If you lot have i solved edge piece, then execute the suitable algorithm higher up and past that really complete the whole Rubik's Cube!
If you have no solved border pieces, then execute once, one of the algs above (the angle doesn't matter), and by doing that, one of the edges will become solved. Then solve using the suitable algorithm.
Congratulations!! You did it! Continue practicing the solution until you'll exist able to solve the Rubik's cube without looking at the algorithms (memorize them), I hope you it will happen sooner than you think!
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For those of you lot who have a bad, stiff cube:
Read my Buying a Rubik'southward cube Guide- where I review the best speedcubes in the market, and what world champions are using. World-class cube should toll most 10$/cube, and it definitely worth information technology!
Source: http://www.rubiksplace.com/
Posted by: renfroeshunt1950.blogspot.com
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