Advanced Level Module 1
Advanced Level Module 1
MODULE -1
1. Introduction to TinkerCAD:
● 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.
● 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 :
Steps :
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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:
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Steps :
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Output :
8
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 :
9
Output :
10
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 :
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Output :
8. Model 5- Brick:
Steps :
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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 :
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Output :
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10. Model 7- WinBlade:
Steps :
17
Output :
Steps :
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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 :
19