To manipulate a Polar Cloud object in Tinkercad, first you need to import the Polar Cloud object into Tinkercad, and then set any properties, as appropriate (the object source, license, whether it’s private, etc.). Then “Tinker this” on the object!
Importing Polar Cloud objects into Tinkercad is performed just like importing any industry-standard .stl file (or OBJ file) object into Tinkercad.
Begin by downloading the Polar Cloud object(s) you wish to manipulate; see Section 5.5.
Open up Tinkercad and log in; for instance, you may click on the Tinkercad tile on the Polar Cloud “DESIGN” screen.
At the Tinkercad tinkering window, click the “Import” button (towards the upper right); see Figure 6.57.
Figure 6.57: Tinkercad tinkering window Import button
At the Tinkercad “Import Shapes” screen, specify the downloaded Polar Cloud object file; see Figure 6.58.
Figure 6.58: Tinkercad Import Shapes screen
Once you’ve imported your Polar Cloud object, returning to your Tinkercad dashboard will show the object. Hovering over an object on your Tinkercad dashboard will bring up a “Tinker this” button and a settings gear; see Figure 6.59.
Figure 6.59: Tinkercad dashboard: hover over object
If you want to set some properties on your imported object, such as licensing and attribution for the source of the object, click on the settings gear and select “Properties”; see Figure 6.60. Then at the Tinkercad object “Design properties” screen, see Figure 6.61, you may enter a description for your Tinkercad object (for the description, you might enter the URL pointing back to your Polar Cloud version of the object), and select a “License” type for the object (which normally you would align with the Polar Cloud object’s “License” type), as well as enter other fields. Click “Save changes” when you have completed your settings.
Figure 6.60: Tinkercad dashboard: object settings menu
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Figure 6.61: Tinkercad object Design properties
Then back at the Tinkercad dashboard “My recent designs” display, again hover over your object and click “Tinker this”, see Figure 6.59, to begin editting your object!
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