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Inventory management and importing effectsDocumentation

Advanced Last updated: March 27, 2020

5 Column names in Finale Inventory vs. Finale 3D

If you have a Finale Inventory or Master Inventory account connected to Finale 3D, you can edit, add, and delete items directly in the effects window in Finale 3D.  Be careful, because if you select all (control-A), then delete (delete key), and then do “File > Sync to network” you’ll wipe everything out.  There is a confirmation dialog with a summary of changes when you synch, to guard against accidents.

Many of the product attributes in Finale Inventory have slightly different names from the corresponding attributes in Finale 3DTable 1 shows the correspondence.

 

Table 1 – Full list of columns for Finale 3D and corresponding names for Finale Inventory

Finale 3D English name Finale 3D internal name Finale Inventory name Explanation
Part Number partNumber Product ID The unique identifier for the effect, like DOM10001 or LD3CK253. 
Description description Description The name as it appears in in the printed catalog, like “Galactic Gladiator” or “30mm Red Peony 75m” or “Bomba Roja Con Aro Azul” or “Синяя в красную хризантему”.  
Type partType Choreography Tab The physical type of the effect, including whether it is a single shot or mortar-based effect or something else (See Why is ‘Type’ so important? What depends on it?). In Finale Inventory, the possible values are: Shells, Comets, Mines, Cakes, Candles, Other, Single Shot, Ground, Rocket, Flame, Not An Effect, Rack, Sfx, and Light. The corresponding values in Finale 3D are: shell, comet, mine, cake, candle, other_effect, single_shot, ground, rocket, flame, not_an_effect, rack, sfx, and light.  When you import into Finale 3D or Finale Inventory, use the names recognized by the system you are importing into.
Category category Category A field in Finale Inventory that is restricted to the user’s pre-defined, enumerated category names, or blank. As of Jan 17, 2020, this field is synchronized from Finale Inventory to Finale 3D but not in the other direction.
Size size Caliber The caliber of the effect, in inches or millimeters, e.g., 3” or 75mm; or blank. This field determines the size of the visual simulation.
Prefire internalDelay Prefire Time The lift time, for shells, or the lift time of the first effect of a cake if it is a shell. As of February 28, 2020, the Prefire time should incorporate the fuse delay.  Prefires < 0.5s will delay the simulation and will not affect the lift time of aerial shells.  Prefires >= 0.5s will not delay the simulation and will determine the lift time of aerial shells.  If the column or field is not present in the imported file, Finale 3D will calculate a good default value based on the size and description.  The terms LFT and DLY can be incorporated into the VDL description of an item to override the lift time or delay before first launch implied by the prefire.   
Duration duration Duration The lifetime of the stars, for aerial shells, or the duration of the continuous effect for gerbs or flares, or the duration from first launch to last break for cakes.  
Height Meters height Effect Height The height in meters of the trajectory apex of an aerial shell, or of the spark plume for fountains and gerbs. This field determines the height of the visual simulation. In Finale 3D, this field is always meters.  In Finale Inventory, you can set the Distance Unit Of Measure to feet if you want, which applies to all distances including height and safety distance. Finale 3D will convert between feet and meters automatically if necessary when it connects to Finale Inventory, but we recommend you use meters, for simplicity.
VDL vdl VDL Description The description of the effect in standard pyrotechnics terminology (Visual Description Language). This field defines the visual simulation of the effect, along with a few other specifications like Size, Height Meters, and Duration. 
Manufacturer Part Number manufacturerPartNumber Mfg Product Id The manufacturer or supplier part number.
Manufacturer manufacturer Manufacturer This is the name of the manufacturer or supplier.
Price stdPrice Item Price The price of the item. Finale 3D will display the price of a show based on these values.  For chains, you can decide whether the price means the price of the full chain or whether it means the price per device (i.e., per shell). From within the Finale 3D application, the user can select “File > User settings > Interpret chain prices as per-shell” to make the prices and price summaries display correctly for either meaning.
Notes partNotes Notes A user-defined field for the user’s convenience.  
EX Number exNumber EX Number A field that is useful to include for US users.  This field can contain single EX numbers or a comma separated list, like 2008040132, 2004110899. As of Jan 17, 2020, this field is synchronized from Finale Inventory to Finale 3D but not in the other direction.
CE Number ceNumber CE Number A field that is useful to include for European users. As of Jan 17, 2020, this field is synchronized from Finale Inventory to Finale 3D but not in the other direction.
UN Number unNumber Hazardous Material A field that is useful to include for all users.  This number must be in the format: UNXXXX, where XXXX is a four digit number like 0336 or 0337.  Example: UN0337. As of Jan 17, 2020, this field is synchronized from Finale Inventory to Finale 3D but not in the other direction.
Delay Default fuseDelay Fuse Delay DEPRECATED. An extra delay between the firing system ignition and the first launch that is copied by value (hence the the name “Delay Default“) into the Delay field of a script row when it is inserted in the script.  As of February 28, 2020, use of this field is deprecated.  Fuse delay should be incorporated into the Prefire time.  Prefires < 0.5s will delay the simulation and will not affect the lift time of aerial shells.  Prefires >= 0.5s will not delay the simulation and will determine the lift time of aerial shells.  
Devices numDevices Chain Number Of Devices The number of devices in the chain, or 1 if the item is not a chain.
Subtype subtype Effect Sub Type A user-defined category, such as 500g Cakes, or Special Shells.
DMX Patch dmxPatch DMX Patch A program that defines the DMX signals corresponding to the effect.
Hazard Default lockoutDefault Hazard Default A default value for the hazard class or caliber group that show operators may use to selectively prevent effects from firing based on real time conditions. 
Custom Part Field customPartField Custom Part Field Anything.
Color color Effect Color A single color, which the user can use as a search term. It may contain spaces but not commas. If the effect has multiple colors, this field should contain the most prominent single color that the user is likely to search for.
Tubes numTubes Rack Tubes For racks, the number of tubes in the rack. Leave blank for anything other than racks.
Rack Type Default rackType Rack Type Default A field that the user an employ to set matching conditions between racks and effects. Suppliers should leave this field blank.
Storage Location stdLocation Std bin ID The “standard” location or bin at which an item is stored. Sublocations in Finale Inventory are not communicated to Finale 3D. Locations in Finale Inventory are communicated to Finale 3D, and can be used as filters in “Effects > Finale Inventory > Selected locations”.
Cost stdCost Std accounting cost The “standard” cost of an item (not the calculated cost in Finale Inventory).
Safety Distance Meters safetyDistance Safety distance The safety distance for the effect. In Finale 3D, this field is always meters.  In Finale Inventory, you can set the Distance Unit Of Measure to feet if you want, which applies to all distances including height and safety distance. Finale 3D will convert between feet and meters automatically if necessary when it connects to Finale Inventory, but we recommend you use meters, for simplicity.
Weight weight Weight per unit The weight of one device (shell, cake, etc.). If you are synching to Finale Inventory, whatever units you use in Finale Inventory apply (grams, kilograms, etc.). The “Basic Product List” report and other similar reports in Finale 3D will show the total weight for all items in the show.
NEQ neq NEQ per unit The net explosive quantity of one device (shell, cake, etc.).  The “Basic Product List” report and other similar reports in Finale 3D will show the total NEQ for all items in the show.