Nomenclature As mentioned earlier, not all blocks are colored in the same way. There are even some that instead of colors have cartoon pictures, pictures, numbers, etc. is why we need universal cubes through a clear nomenclature to identify faces and perform just as broken tions in the right direction. told The cube has 6 faces, as a first step we choose (no matter what, just choose one) a face to our taste and pleasure. then we've already design
ado a face, then this is the yellow , and deduce that the color of the central box, which said it is unshakable. Based on this face to name the remaining faces. Holding front of us and his face yellow enfrentándonos say the following:
- The side selected (in this case yellow) will Fr
- The above will face this Ar
- The down side is Ab
- The the left Iz
- On the right De
- Finally to the reverse of the front will call Tr
Once defined
proceed faces to denote the movement. Basically there are 2: Hours or Counter Clockwise . The problem with this is that often confused the direction of rotation when it comes to the sides or bottom. The solution to this is simple, the direction of rotation is determined as if we look at the front hub. Let's see if I am clear, if we rotate the face Ab (so, the bottom) clockwise should enfre ntar face and there rotate 90 degrees to the right. Also once we start to solve this is not recommended, as it is very easy to get lost and mess up the cube. The best way is to practice a few times before, so machining movements and not to err on the road.
the rotations denoted as follows: for clockwise will only the name of the face. And for the counterclockwise i will post a after the name of the face.
Ex 1: Iz - Ar <- Esto implicaría girar en sentido horario la cara Izquierda y luego la de Arriba de la misma manera.
Ex 2: Abi - Dei <- Y aquí giramos la cara de Abajo y la Derecha en sentido counterclockwise.
Nomenclature As mentioned earlier, not all blocks are colored in the same way. There are even some that instead of colors have cartoon pictures, pictures, numbers, etc. is why we need universal cubes through a clear nomenclature to identify faces and perform just as broken tions in the right direction. told The cube has 6 faces, as a first step we choose (no matter what, just choose one) a face to our taste and pleasure. then we've already design
ado a face, then this is the yellow , and deduce that the color of the central box, which said it is unshakable. Based on this face to name the remaining faces. Holding front of us and his face yellow enfrentándonos say the following:
- The side selected (in this case yellow) will Fr
- The above will face this Ar
- The down side is Ab
- The the left Iz
- On the right De
- Finally to the reverse of the front will call Tr
Once defined
proceed faces to denote the movement. Basically there are 2: Hours or Counter Clockwise . The problem with this is that often confused the direction of rotation when it comes to the sides or bottom. The solution to this is simple, the direction of rotation is determined as if we look at the front hub. Let's see if I am clear, if we rotate the face Ab (so, the bottom) clockwise should enfre ntar face and there rotate 90 degrees to the right. Also once we start to solve this is not recommended, as it is very easy to get lost and mess up the cube. The best way is to practice a few times before, so machining movements and not to err on the road.
the rotations denoted as follows: for clockwise will only the name of the face. And for the counterclockwise i will post a after the name of the face.
Ex 1: Iz - Ar <- Esto implicaría girar en sentido horario la cara Izquierda y luego la de Arriba de la misma manera.
Ex 2: Abi - Dei <- Y aquí giramos la cara de Abajo y la Derecha en sentido counterclockwise.
Step 1 - Placing the Edges The first step is to locate the edges of the (at first) called front (Fr ) in their respective places. We make our cube is as indicated on the left of the image. This step does not present much difficulty, and with patience can be achieved. Even
and solution algorithm are presented for the first step: Dei - Ar - Fri - Ari
If lográs interpret steps check again the section nomenclature.
Step 1 - Placing the Edges The first step is to locate the edges of the (at first) called front (Fr ) in their respective places. We make our cube is as indicated on the left of the image. This step does not present much difficulty, and with patience can be achieved. Even
and solution algorithm are presented for the first step: Dei - Ar - Fri - Ari
If lográs interpret steps check again the section nomenclature.