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Advanced Level Module 1

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Advanced Level Module 1

Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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ADVANCED LEVEL GRADE- 7-9

MODULE -1

1. Introduction to TinkerCAD:

● Go to the browser and move to tinkercad.com page.

● Sign up with an account.

● After creating the account in tinkercad, This is the dashboard page. In that we have to
choose codeblocks. We are going to design 3D models using codeblocks.

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● This is the workplane for creating 3D designs.

● We have a designated work plane where designs are visualized. The gray area represents
the workspace, where commands can be dragged and placed accordingly.

2. Introduction to CodeBlocks:

Basic shapes:

❖ Drag and drop the shape command in the workspace and change the attributes
according to the design (ie., Radius, Height,Width)

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❖ When deciding to relocate a shape, one can employ the 'Move' command by
dragging it from the 'Modify' option. This allows for the adjustment of the
direction in which the shape is intended to be moved.

❖ Now we have to click run button to execute the coding and to view the
output 3D design in the work plane.

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● The design can be downloaded by selecting the 'Share' option and choosing the desired
file format, such as PNG or GIF.

3. Designing with CodeBlocks :

● Using codeblocks, drag and drop the commands placed in the left side. To add the
shape go to shape and drag the add command. To move the object go to modify
and drag the move command to the workspace.

● Again add a shape roof to the top of the square to form a house.

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● And the final output is :

4. Model 1- Name Tag:

They can design 3D name tags using a simple drag-and-drop interface,


experimenting with shapes, colors, and sizes.

Steps :

1. Add a text command and update the text accordingly.


2. Specify the desired text content.
3. Adjust the scale size of the text.
4. Define the preferred scaling factor.
5. Move the text along the Z-axis.
6. Indicate the desired displacement in the Z-axis.
7. Introduce a box and modify its dimensions.
8. Specify the new size of the box.
9. Further alter the scale of the box.
10. Define the scaling factor for the box.

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11. Assign a variable for the minimum X-coordinate of the box.
12. Name the variable as 'boxXmin'.
13. Incorporate a cylinder and adjust its attributes.
14. Specify the necessary parameters for the cylinder.
15. Translate the cylinder along the X-axis.
16. Define the distance to move the cylinder along the X-axis.
17. Include a hollow cylinder and modify its properties.
18. Specify the required attributes for the hollow cylinder.
19. Translate the hollow cylinder along the X-axis.
20. Define the distance to move the hollow cylinder along the X-axis.
21. Group all the shapes together.
22. Combine the individual shapes into a single group.

Output :

5. Model 2- Bracket:

In a bracket project using CodeBlocks or TinkerCAD, students typically learn


fundamental concepts of programming, computer-aided design (CAD), and
Problem-solving.

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Steps :

1. Set three variables named:


a. holeYoffset
b. botHoleXoffset
c. vertxLoc
2. Define a template named: bracketR
a. Define the properties and structure of the template.
3. Add a box command and modify its attributes within the bracketR template.
a. Specify the necessary parameters for the box.
4. Translate the box along the X-axis and Z-axis accordingly within the bracketR template.
a. Define the displacement values for both axes.
5. Add another box command within the bracketR template and change its attributes.
a. Specify the desired parameters for the second box.
6. Translate the second box along the X-axis within the bracketR template.
a. Define the displacement value for the X-axis.
7. Introduce a wedge command within the bracketR template.
a. Rotate the wedge around the Z-axis by -90 degrees.
b. Scale the wedge by changing its X, Y, and Z values.
8. Create a group within the bracketR template.
a. Combine the individual shapes (boxes and wedge) into a single group.
9. Move the group in the Z-axis within the bracketR template.
a. Define the displacement value for the Z-axis.
10. Define another template named: HorizHoleSetR
a. Specify the structure and properties of the template.
11. Add a cylinder to the HorizHoleSetR template and modify its parameters.
12. Add a cone to the HorizHoleSetR template and move it in the Z-axis.
13. Create a group within the HorizHoleSetR template.
14. Move the group accordingly in the HorizHoleSetR template.
a. Define the displacement values for positioning.
15. Copy the HorizHoleSetR template.
a. Create a duplicate of the template.
16. Move the duplicate template by a specified value along the X-axis.
a. Define the displacement value for the X-axis.
17. Define a template named: vertHoleSetR
a. Specify the structure and properties of the template.
18. Repeat steps 11-16 for a vertical hole within the vertHoleSetR template.
a. Add a cylinder, cone, group, and perform the necessary translations.

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Output :

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6. Model 3- Fidget Spinner:

This platform provides programming the behavior of the fidget spinner, allowing
students to delve into concepts of physics and mechanics as they simulate the
rotational dynamics of the spinner.

Steps :

​ 1. Set three variables named:


● Radius
● Halfradius
● Thickness
​ 2. Define a template named Spinner.
● Add a cylinder to it and modify its properties.
● Add a hole cylinder and adjust its properties.
● Create a group within the Spinner template.
● Move the shape along the X-axis according to specifications.
​ 3. Define another template named Base.
● Add a cylinder and modify its properties.
● Create a loop, incrementing it by 1, ranging from 0 to 6.
● Within the loop, add a hole cylinder, move it, and rotate it as specified. Repeat
this action until the variable j reaches 6.
● Create a group within the Base template.
​ 4. Define a template named FidgetSpinner.
● Create a loop, incrementing it by 1, ranging from 1 to 3.
● Within the loop, insert the Spinner template defined earlier.
● Rotate the inserted template around the Z-axis. Repeat this action until the loop
variable reaches 3.
​ 5. Create a template from the Spinner and Base templates.
● Add a cylinder and a hole cylinder with a radius of Halfradius/2 + 2.
● Create a group within this template.
​ 6. Repeat the rotate command 6 times.
● Rotate the grouped shapes six times.

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Output :

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7. Model 4- Clock:

They learn to connect virtual components, such as LED displays, buttons, and other
input devices, to simulate the actual working of a digital clock.

Steps :

1. Set three variables named:


○ radius
○ edge
○ thickness
○ half thickness
2. Define a template named `pinR`.
- Add a box and modify its attributes.
- Move the box along the Z-axis.
- Rotate the box around the Z-axis by 90 degrees.

3. Define another template named `clock`.


- Add a cylinder and change its attributes.
- Add a hole cylinder and modify its properties.
- Create a group within the `clock` template.
- Move the group along the Z-axis.
- Add another cylinder and change its properties.
- Move the new cylinder along the Z-axis.

4. Create a loop, incrementing by 1, starting from 0 to 12.


- Within the loop, call the `pinR` template.
- Scale the pin shape in X, Y, Z values.
- Move the pin in the X-axis.

5. Create another loop, incrementing by 1, starting from 0 to 60.


- Within the loop, rotate the pin shape in the Z-axis by -6 degrees.
- Repeat this rotation procedure for 30 times.

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Output :

8. Model 5- Brick:

Steps :

1. Set seven variables named:

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● row
● column
● body height
● dotLength
● dotwidth
● dot thickness
● Halfdot
2. Define a template named `dot`.
- Add a cylinder and modify its properties.
3. Define a template named `Body`.
- Add a box and modify its properties.
- Move the box around the Z-axis.
- Repeat the previous two steps, adjusting the values accordingly.
- Group the boxes.
4. Define a template named `brick`.
- Create a template from the `Body` template.
- Create nested loops: one for `row` and one for `column`.
- Increment the row loop by 1 (outer loop) and the column loop by 1 (inner loop).
- Create two variables called `locationx` and `locationy`.
- Fix the locations using values.
- Call the `dot` template.
- Move the dot in the X, Y, Z axes accordingly.
- Repeat these steps until the loops end.
- Group the shapes.

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Output :

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9. Model 6- SnowFlake:

Steps :

1. Set four variables named:


● rayNumber
● length
● thickness
● distance
2. Define a template named `center`.
- Add a star and modify its attributes.
3. Define a template named `chevron`.
- Add a box and modify its attributes.
- Rotate it around the Z-axis by 45 degrees.
- Add a hole box and change its properties.
- Rotate it around the Z-axis by 45 degrees.
- Move it in the X-axis.
- Group the shapes.
4. Define a template named `Ray`.
- Add a box and change its properties.
- Move it in the X-axis.
- Add another box and modify its attributes.
- Rotate it around the Z-axis.
- Move it in the X-axis.
- Change the distance value to 11.
- Repeat the previous four steps for a total of 3 times.
5. Repeat steps 2-4.
- Create the `chevron` template.
- Move it along the X-axis.
- Create another `chevron` template.
- Move it along the X-axis.
- Group the shapes.
6. Change the distance value by 11.
- Update the value of the variable `distance` by 11.
- This adjustment applies to subsequent actions.

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Output :

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10. Model 7- WinBlade:

Steps :

1. Set six variables named:


● Bladeradius
● Numberofblades
● Bladeangle
● Bladeoffset
● Hubheight
● Bladethickness
2. Define a template named `BladeR`.
- Add a cone and modify its properties.
- Rotate it around the X-axis by the `Bladeangle`.
- Add a hole box.
- Move the box to the Z-axis.
- Create a group.
- Move the group to the X-axis and Y-axis accordingly.
3. Define another template named `BladepatternR`.
- Add a cylinder and move it to the Z-axis.
- Create a loop, incrementing by 1 from 1 to `Numberofblades`.
- Within the loop, call the `BladeR` template.
- Rotate the called template around the Z-axis.
- Repeat this procedure until the loop ends.
- Create a group.

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Output :

11. Model 8- Rocket:

Steps :

1. Define a template named `Rocket`.


- Add a cylinder and modify its parameters.
- Move it along the Z-axis by 35.
- Add a cone and change its attributes.
- Move the cone along the Z-axis by 102.5.
- Add another cone and modify its properties.
- Move the second cone along the Z-axis by 85.
- Add a star and move it along the Z-axis by 5.
- Repeat the previous step and move the duplicate star along the Z-axis by -11.5.

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- Add another cone and change its attributes.
- Move the cone along the Z-axis by -13.
- Group all the shapes.
2. Move the grouped shapes along the Z-axis by 16.
3. Call the `Rocket` template.
- Move the rocket along the Z-axis by 300.

Output :

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