Vertical and Off-Axis Rotation with WorldEdit

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VoxFox
Level 51 : Grandmaster Fox
417
I haven't been doing much lately unfortunately, so I thought I'd make a blog about vertical rotation n' such while I try to mend my brain.

Alright so first off lets start with 90 degree rotations, what I will be rotating is this circle:

Before you can rotate, we need to select a perfect cube around the circle, for example the size of my selection ( //size ) is 51,51,51, all of the #'s should be the same.

After you have selected the object you want to rotate, determine if you want to rotate it west/east or south/north.

Now, simply type in this command:
west/east: //deform swap(x,y) note that //deform swap(y,x) would also work
south/north //deform swap(y,z) note that //deform swap(z,y) would also work

Okay now for off axis rotation, this is a little more tricky but if you know basic trigonometry you'll get it pretty fast.
I don't really feel like teaching how to get equations for angles but I'm sure there are many video tutorials on youtube. Either way here are some basic angles:

30 degrees = pi/6
45 degrees = pi/4
60 degrees = pi/3
90 degrees = pi/2
120 degrees = 2*pi/3
135 degrees = 3*pi/4
150 degrees = 5*pi/6
180 degrees = pi
210 degrees = 7*pi/6
225 degrees = 5*pi/4
240 degrees = 4*pi/3
270 degrees = 3*pi/2
300 degrees = 5*pi/3
315 degrees = 7*pi/4
330 degrees = 11*pi/6
360 degrees = 2*pi

Update: If you prefer to work with degrees, you should use:
x*pi/180
So for example, you might type //deform rotate(x,z,90*pi/180)
which would rotate your object by 90 degrees.

normal //deform rotate(x,z,<degrees>) Example: //deform rotate(x,z,3*pi/4)
west/east //deform rotate(x,y,<degrees>) Example: //deform rotate(x,y,5*pi/3)
south/north //deform rotate(y,z,<degrees>) Example: //deform rotate(y,z,5*pi/6)

Here is a filled in circle when the command //deform rotate(x,y,5*pi/3) was used:

Important idea to note is the degree variable is in radians, meaning if you type in 45 instead of pi/4, it will rotate the object 2578.3 degrees, 45*(180/pi) = 2578.3

Another note, remember to select a perfect cube around your object for //deform rotate as well!

//expand <#> [direction] - expands your selection in a given direction, if you do not specify the direction, it takes the direction you are facing.
//pos1 //pos2 - puts your first/ second point of selection to where your feet are
//outset <#> - expands your selection in all directions by a given amount
//inset <#> - contracts your selection in all directions by a given amount
//stack -s <#> - the "-s" will automagically update your selections position for you to be at the location of the stacked object

If there is anything that needs more clarification/could be explained better please let me know and I'll adjust as required when I have the time.

Last thing: these commands are not perfect, if you rotate your object off axis, there will be missing blocks that you must place in, however, rotations of 90 degrees on any axis will paste perfectly.

annnnnnnddddd good luck :)

recommended mod: WorldEdit CUI - lets you visually see your WE selections, makes things a lot easier :P

 Credit WorldEdit WECUI Tags

1 Update Logs

Update #1 : by VoxFox 05/07/2016 5:18:47 amMay 7th, 2016

1
05/18/2019 3:59 am
Level 1 : New Miner
NanoGlacactic
is there a way that i could rotate it from facing east to letting it face upwards?
1
03/03/2018 8:08 am
Level 1 : New Miner
Mystinion
You... my friend... Are absolutely amazing! I registered to give you my first diamond.

I tried to figure out why my build would not rotate entirely upside down and this explanation with //deform rotate(y,z,pi) instead of 180 degrees worked wonders!

The World Edit CUI is also a great tool suggestion! I needed that tool badly!
1
03/24/2018 11:55 pm
Level 51 : Grandmaster Fox
VoxFox
1
02/06/2018 9:53 pm
Level 69 : High Grandmaster Architect
alecdent
future reference, you can make any sized selection and //rotate (x) (y) (z)

Example: //rotate 90 45 0
1
03/24/2018 11:55 pm
Level 51 : Grandmaster Fox
VoxFox
Yep! it's great that worldedit added it :) However I find deform rotate is frequently more accurate and has less holes - So if that's important for the object you're rotating (for example, an already off-axis detailed building), then I'd advise using deform rotate instead.

Also, nice to see you're still around ;) Hope you're doing well.
1
12/29/2017 7:59 pm
Level 1 : New Crafter
Charafied
Does anyone know how to flip a copy upside down?
1
12/31/2017 4:36 am
Level 1 : New Network
StarlitLuna
Look at the ground and type //flip then //paste.
1
02/27/2017 2:23 pm
Level 21 : Expert Architect
MPC_
Thank you very much!
1
03/09/2017 3:31 am
Level 51 : Grandmaster Fox
VoxFox
np ^^
1
02/02/2017 11:34 pm
Level 36 : Artisan Architect
[zaclag]
jesus christ these are so hard to memorize. so many thanks to you for putting this here as a reference