- Insert traffic sign in Autodesk AutoCAD drawing by selecting the preview image

- Insert collection of traffic signs in AutoCAD drawing by selecting the preview image

 - Easy to resize traffic signs in one step

 - Add your custom traffic signs in AutoCAD drawing 

 - Easy to modify, stretch, move, copy and delete traffic signs

 - Several types of signs: Color, grayscale, Contour Black/White and Gray 

 - You can use cancel mark

 - More than 1700 US Traffic signs (AutoCAD blocks, MUTCD signs, MUTCD blocks)

- Insert pavement markings in AutoCAD drawing by selecting the preview image

- Add your custom pavement markings in AutoCAD drawing 

- Several types of signs: Color, Black/White, Yellow, Contour Black/White and Gray 

 - Draw pedestrian crossing with specified parameters

 - Transform selected objects by two points

I'm curious, what is the best way to indicate street lighting/traffic signals in Civil 3D? Currently I'm using COGO points to represent the various types of work required (replace luminaire, install new pole, remove street light and foundation, &c.), however, using a symbol (and various user defined labels), does not fully help with visualizing street lighting/traffic signal pole foundation interferences with utilities, bridge structures, or even just for simple flythrough or export to lighting analysis software such as DIALux. Should I take the time to learn AutoCAD Utility Design (I'm a civil engineer, not an electrical engineer, just to be clear)? Can I utilized pipe network structures/pressure network structures for such planimetric roadway features? What solution have you come up with in Civil 3D for integrated street lighting/traffic signal plans and models?


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That kinda sounds like what I thought. With multi-blocks one can model the below grade foundations as well as above grade poles and luminaires with attached ies files. The only problem I can see with that is the callouts. With COGO points, I can can create dynamic point labels to indicate pole style, arm length, luminaire type, &c. and have all of this info in a dynamic Civil 3D point table.

AutoLux doesn't appear to be free. DIALux is free, and can generate comprehensive design and analysis documentation. Yes, it's a double step process (export to fbx, import fbx into 3ds Max export to 3ds), but it is free.

The analysis doesn't concern me as much (any software will do) as the design information, the BIM within Civil 3D. Whereas I can add User Defined Properties to COGO points, how do I do that with blocks? How do I pull that embedded information from the object and display it in dynamic labels? It is this question that led me wonder if maybe modeling such roadway features as pipe network structures or pressure structures may be a solutions, as such structures can be represented as a 3D model, a 2D symbol, all with embedded data that can be labeled and agregated into a table. This is also why I was wondering about Utility design, if it has a better way to model and access such information.

While Tinkercad is well known for its 3D computer-aided-design (CAD) and modeling capabilities, many users are unaware of the powerful coding applications also built within the Tinkercad platform. Through this Instructable, I will showcase two of these applications using a block-coding method inspired by Tinkercad's 2020 Block Code Contest and many of the lessons I implement in my middle school classroom.

Tinkercad Codeblocks - Codeblocks are a relatively new feature at the time of writing this in late-2020. Codeblocks allows users to learn how to apply computer programming skills and methods in a unique way, creating a 3D model. Like the 3D design features that Tinkercad is well known for, Codeblocks allows users to add and manipulate basic geometric shapes to make just about anything imaginable. Unlike the typical CAD platform however, users can only add, move, or manipulate shapes by adding lines of code through a block-programming method.

Tinkercad Circuits - What was once part of the legacy 123D application suite, Tinkercad Circuits allows for users to create analog circuits in a simple-to-use simulation program. By dragging and dropping components connected by wires and breadboards, virtually any circuit can be assembled and simulated. In addition to basic analog circuit design, users can also drop in ATTiny, Arduino, or Micro:Bit controllers to program circuits using either block-based or script-based methods.

And because both of these applications are built into the Tinkercad platform, they are completely free, user friendly, and compatible on just about every device! Through this Instructable, we will create a 3D model of a traffic light using Codeblocks(Part 1 of the Instructable) and then create a circuit with LEDs programmed to function like a traffic light using Circuits (Part 2 of this Instructable). 

After signing into Tinkercad, click on Codeblocks in the left-side menu. Like the 3D modeling app, you will see any existing Codeblock projects you've created or a blue button to create a new one. Once you click to make a new project, you will be able to open a template based upon a previous project (if applicable), or tutorials designed by the Tinkercad team.

If you've ever used Scratch or another block-based programming application, Codeblocks will look familiar to you. The big difference is that instead of seeing some type of animation preview window, we see a 3D work plane that we can control with our code. There are six categories of codeblocks we can use to manipulate our shapes.

You can create a shape by simplly dragging and dropping a shape block into your programming window, then press the play button in the top right corner to preview your code. You must press the play button each time you wish to see your code run.

We are going to create an Object before adding any shapes. Objects allow us to manipulate or merge shapes together and consolidate our codeblocks. Our first object will consist of the main housing and light bulbs of our traffic lights. To start, grab a "Create New Object" block from the Modify blocks category and drag it into your programming window.

Next, we are going add a "Box" block from the Shapes category and snap it in place under our new Object. You can adjust the color and size of your box in the code block. Set it to be yellow, 30 W, 100 L, and 20 H. We will then rotate our box by adding a "Rotate" from the Modify category. By Rotating around the X-axis 90 degrees, we will stand the yellow box up vertically.

Lastly, we are going to add a "Move" block from the Modify category to life the box vertically so it is resting on top of the work plane. Drop your move block in under the rotate block and set Z to 50.

Add a "Cylinder" from the Shapes category snapped to our code from the previous step. Set this cylinder to be red with a Radius of 10, 20 H, 20 Sides, 0 Edge, 1 Edge Steps. We are then going to add a "Rotate" block and rotate our red cylinder around the X-axis by 90 degrees. Next, we are going to lift this cylinder using a "Move" block by setting Z to 80. Lastly, we are going to extrude the cylinder out of our box by setting Y to -2.

We should now have a red cylinder at the top of our light! We can copy the Shape, Rotate, and Move blocks from the red lgiht to create the yellow and green one with greater ease. Right click the red cylinder block and select duplicate. This will copy all three blocks we need, then snap them in place under all other code.

For the yellow light, change the color parameter on the cylinder block to be yellow, then set Z to be 50 in the yellow light's move block. We will again duplicate the three blocks of code from our red cylinder to make our green one.

After duplicating for the green light, change the color parameter on the cylinder block to be green, then set Z to be 20 in the green light's move block. You should now have all three lights!

The last part of our Traffic Light model are the hoods that go above each light. We will be creating a new Object from our main housing as we will need to group shapes together and duplicate them to complete these parts, but we don't want these modifications to effect the shapes we already have (thus the need for a new object). Start by grabbing the "Create New Object" block from the Modifycategory and drag it in new space in your programming window.

We are going to add a yellow"Round Roof" from the Shapes category into our new object. We are then going to move this round roof above the red light cylinder using a "Move" block and by setting Z to be 90 and Y to -10. Next, we are going to add another "Round Roof" but set this second one to be transparent, or a hole, rather than a fill color. Add another move block to lift the roof hole by setting Z to 87 and Y to -10.

Lastly, we are going to add a "Group" block from the Modify category to the bottom of our hood object code blocks. This will group the yellow rounded roof to the hole rounded roof just like the group function in the 3D design portion of Tinkercad. We now should have our first light hood above the red light!

Next, we are going to create a new object so we can easily duplicate our light hood object two more times. Start by dragging another "Create New Object" block from the Modify category in new space of your programming window. Add a "Add Copy of Object" block from the Modify category, then drag the variable block for your first light hood from the Data category into the blank parameter of your modify block. This will add a new light hood overtop of the existing one. 152ee80cbc

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