Total found: 308
The process of designing a show and assigning firing system addresses for the effects in Finale 3D begins with laying out the launch positions, then dragging and dropping effects in the 3D design view, and then executing a function to assign the firing system module numbers (0-99), port numbers (1-3), and output terminals (1-36), which together are called the firing system "addresses." In Finale 3D, the SBC TX3600P port number is called the "slat". The combination of the module number and port number together is called the "rail". For example, the rail address for module 10, port 1 is written "10-1". Output terminals in Finale 3D are called "pins." Users of the SBC TX3600P firing system may be accustomed to thinking of modules and launch positions as the same thing, with a position using multiple ports if the number of terminals on a single module isn't enough. If you want to specify the modules per position in this manner in Finale 3D, please right-click on the positions and do "Edit position properties" to set the firing system type, module or slat type, and start module number for each position. There are three options for module or slat type: "SBC TX3600P 36ch Ports 1-3", "SBC TX3600P 36ch Ports 1-2 Only, and "SBC TX3600P 36ch Port 1 Only". If you select the first option, then the launch position will use port 2 of the start module number if the number of required output terminals exceeds 36 and port 3 if it exceeds 72. If you select the third option, an additional module will be used (start module number + 1) whenever the number of required output terminals exceeds 36. To create and export a script for the SBC TX3600P firing system, please follow these steps: Set module type. Choose one module type for the full show in "Show > Set show information..." or choose different module types per-position by right clicking positions and doing "Edit position properties" from the context menu. Address show. Use the menu item "Addressing > Address show..." or any of the other addressing methods (see Addressing basic instructions). If you intend to export the script using the script row modes (T, A, B, C, D, E) then you may need assign module and pin numbers manually by typing the values into the script window, or address the show with "Addressing > Address show..." sorting by "Position Name > Event Time" so the assigned module and pin numbers have the best chance of matching the patterns of the T, A, B, C, D, E row modes. Export script. Export the script file ("File > Export > Export firing scripts..."). Choose whether you want Finale 3D to employ the SBC TX3600P script row modes that represent entire sequences of shots in a single row, as described in Table 3. Figure 1 – SBC TX3600P firing system Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text file .csv ASCII Comma Carriage return + linefeed (0x0D0A) Table 2 – Special characteristics Special characteristics Description Time representation The SBC TX3600P script format has a time resolution of 0.1 seconds. Sort order of rows Rows sorted ascending by event time (ignition time). What rows represent Each row represents a single shot or a sequence of shots depending on the mode. Script row mode Each script row has a mode that defines whether it represents a single shot or a sequence. Finale 3D provides options when exporting the script to use the single shot mode (Mode S) always, or to use whatever modes represent the script most efficiently. The two options are logically the same. Both options represent the show as designed. The option to use all modes is recommended since it has the highest effective time resolution. S: Single shot on one pin of one module T: Sequential or simultaneous shots of a range of pins on one module A: Center to outside pattern of shots across a range of sequential modules, using the same pin on each module B: Forward sequence of shots across a range of sequential modules, using the same pin on each module C: Simultaneous shots across a range of sequential modules, using the same pin on each module D: Reverse sequence of shots across a range of sequential modules, using the same pin on each module E: Outside to center pattern of shots across a range of sequential modules, using the same pin on each module P: Pause at the end of a segment Z: End of show To take advantage of the sequence modes, the sequences in your designs need to use sequential module numbers and the same pin number in each module. If you have a front of positions, for example, with sequences from left to right, center to outside, etc., the module numbers in those positions need to be sequential from one end to the other, and each sequence needs to use the same pin number across the modules. If the modules of a sequence aren't consecutive or the pins aren't the same, there is no way to represent the sequence as a single row in the script using one of these modes. So if the exported script doesn't make use of the sequence modes then before exporting you may need to go back and (1) assign module and pin numbers manually by typing the values into the script window, or (2) use the "Addressing > Address show..." function sorting by "Position > Event time", or (3) assign start modules to launch positions to specify their order by right-clicking the positions and doing "Edit position properties" before using the "Addressing > Address show..." function. Port 1-3 Each module number has an option for ports 1, 2, and 3 modules. In Finale 3D, the port is called the "slat". Thus each module number has a possible port 1 and port 2 and port 3 for that module number, written as "10-1" or "10-2" or "10-3" for module 10, port 1 or 2 or 3. Finale 3D provides the option to use port 1 only, or to use ports 1 and 2, or to use all three ports. When you export a firing script for SBC TX3600P, Finale 3D presents an "Export Options" dialog with the choices shown in Table 3. Table 3 – Export options Option name Description Mode S only Useful for troubleshooting All modes (S, T, A, B, C, D, E) Recommended because it has better timing for fast sequences One segment for entire show Show will contain one segment, even if it has multiple songs or segment markers One segment per song or segment marker Each song file or segment marker will delineate a segment of the show that can be triggered separately (see Segments) Table 4 – Specifications of script fields Field name Description Eid (int) The row number, beginning with one. Segment (int) The segment number, beginning with zero. Event times in the script are relative to the beginning of the segments. (see Segments) EventTime:min (int) The ignition time relative to the beginning of the show or segment, minutes. EventTime:sec (int) The ignition time relative to the beginning of the show or segment, seconds. EventTime:ms (int) The ignition time relative to the beginning of the show or segment, tenths of a second. Mode (character) Either: S, T, A, B, C, D, E, P, or Z. See description in Table 2, above. StartNodeAddr (int) The module number, or lowest module number if the row represents a sequence. EndNodeAddr (int) The module number, or highest module number if the row represents a sequence. PinAddr (int or string) The pin number if the row represents a single shot or a sequence across a range of modules with the same-pin (Mode S, A, B, C, D, or E); or a range of increasing pins "X->Y" for a sequence of shots on the same module (Mode T). Port (character) 1, 2, or 3. See description in Table 2, above. PyroIntervalTime (int) The time delta in tenths of a second between shots in the sequence, or 0 for single shots or simultaneous shots. IntervalTime (int) The time delta in tenths of a second to the next row; minimum value = 1. DeviceCount (int) The total number of shells represented by the row, taking into account sequences and multiple effects e-matched together on the same pin. EffectName (string, up to 80 characters) The unique effect name or names of the effects represented by the row. Caliber (string, up to 20 characters) Finale 3D writes leaves this field empty. Angles (string, up to 20 characters) Finale 3D writes leaves this field empty. Position (string, up to 80 characters) The position or positions used for the effect or sequence. #SBC script #Exported from Finale3D #Version: 3.0 Eid,Segment,EventTime:min,EventTime:sec,EventTime:ms,Mode,StartNodeAddr,EndNodeAddr,PinAddr,Port,PyroIntervalTime,IntervalTime,DeviceCount,EffectName,Caliber,Angles,Position 1,0,1,2,8,C,1,9,1,1,0,57,9,My 3 Red Chrysanthemum Blue Chrysanthemum,,,P-01 P-02 P-03 P-04 P-05 P-06 P-07 P-08 P-09 2,0,1,8,5,B,1,9,2,1,3,57,9,My 3 Red Chrysanthemum,,,P-01 P-02 P-03 P-04 P-05 P-06 P-07 P-08 P-09 3,0,1,14,2,C,1,3,3,1,0,36,4,Green Chrysanthemum Yellow Chrysanthemum,,,P-01 P-02 P-03 4,0,1,17,8,T,4,4,3->36,1,2,68,34,Aqua Chrysanthemum,,,P-04 5,0,1,24,6,T,4,4,1->6,2,2,12,6,Aqua Chrysanthemum,,,P-04 6,0,1,25,8,Z,0,0,0,0,0,0,,,,, Figure 2 – Example SBC TX3600P script Table 5 – Example files and downloads Download link Explanation test-sbc-tx3600p-single-segment-mode-s.csv Example exported script file, single segment, mode S only test-sbc-tx3600p-single-segment-all-modes.csv Example exported script file, single segment, all modes test-sbc-tx3600p-multiple-segments-mode-s.csv Example exported script file, multiple segments, mode S only test-sbc-tx3600p-multiple-segments-all-modes.csv Example exported script file, multiple segments, all modes test-sbc-tx3600p.fin Example show file
To create and export a script for the SBC TX3200P firing system, please follow these three steps: Design the show. Address the show ("Addressing > Address show"). Export the script ("File > Export > Export firing scripts"). Step 3 creates the script file, which is a CSV file that you can import into the SBC TX3200P software. Figure 1 – SBC TX3200P control panel The CSV header row defines the fields, and the terminology is similar to the column headers in Finale 3D. Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .CSV ASCII , (comma) CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time. Multiple effects can be combined on a single cue. The special characteristics of the script are shown in the following table: Table 2 – Special characteristics Special characteristics Description Sort order of rows Rows sorted ascending by event time. What rows represent Each row represents a unique firing event, a module/pin/event-time combination. For example, a chain of five shells will be one row, not five. A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects. A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Events at different times are necessarily different rows, even if their addresses are the same. For example, two flame projector shots at different times, triggered by the same module-pin address, will be two rows because they are at different times. Header The file contains a single header row with the column names, in the same format as the CSV data rows themselves. Multi-hit pins Non-pyro effects like flames and relays can be triggered multiple times on the same module-pin address. The standard pyro addressing functions in Finale 3D assign pins sequentially, so it may be easiest to address multi-hit pins in Finale 3D by editing the script table by hand and then locking the edited rows so the show can be re-addressed for pyro without affecting them. Special characters The file uses the Excel CSV convention for escaping special characters. Fields that contain commas or double quotes are enclosed in double quotes, and any interior double quotes are doubled-up. Minimum separation between cues None required; millisecond resolution supported. Module specifications Supports 100 modules (numbered 0-99), each module with 32 pins (numbered 0-31). Segments SBC TX3200P supports dividing a show into multiple segments corresponding to songs. By default, every song file you add to your show in Finale 3D corresponds to a separate segment, beginning with zero for the first and counting up. See segments for instructions. Table 3 – Export options Option name Description One segment for entire show Show will contain one segment, even if it has multiple songs or segment markers One segment per song or segment marker Each song file or segment marker will delineate a segment of the show that can be triggered separately (see Segments) After the header, each row in the script has a number of fields separated by the comma character. The names of these fields and their descriptions are the following: Table 4 – Specifications of script fields Field name Description Cue Row number starting from 1. Segment The segment number 0-255; 0 being the default value (defined by songs or segment markers in Finale 3D). EventTime The event time relative to the beginning of the show or segment, in millisecond resolution, in the format HH:MM:SS.FFF. EffectTime The effect time relative to the beginning of the show or segment, in millisecond resolution, in the format HH:MM:SS.FFF. Module The module address 0-99. Pin The pin address, 0-31. DeviceCount Number of devices (integer). EffectName A description of the effect (string, 80 characters max). Caliber The diameter of the effect, including units, e.g., 75mm or 3" (string, 20 characters max). Angles Angles of the shots, separated by commas; negative = left from audience perspective (string, 20 characters max). Position The position name (string, 80 characters max). An example script is shown below. #SBC script #Exported from Finale3D #Version: 1.0 Cue,Segment,EventTime,EffectTime,Module,Pin,DeviceCount,EffectName,Caliber,Angles,Position 1,0,00:00:02.760,00:00:05.000,0,0,1,Red Chrysanthemum,"2""",0,P-01 2,0,00:00:04.010,00:00:06.250,1,0,1,Red Chrysanthemum,"2""",0,P-02 3,0,00:00:05.260,00:00:07.500,2,0,1,Red Chrysanthemum,"2""",0,P-03 4,0,00:00:06.510,00:00:08.750,3,0,1,Red Chrysanthemum,"2""",-45,P-04 5,0,00:00:06.510,00:00:08.750,4,1,1,Red Chrysanthemum,"2""",0,P-05 6,0,00:00:06.510,00:00:08.750,5,0,1,Red Chrysanthemum,"2""",45,P-06 7,0,00:00:10.260,00:00:12.500,6,0,1,Red Chrysanthemum,"2""",-45,P-07 8,0,00:00:11.510,00:00:13.750,7,0,1,Red Chrysanthemum,"2""",0,P-08 9,0,00:00:12.760,00:00:15.000,8,0,1,Red Chrysanthemum,"2""",45,P-09 10,0,00:00:17.760,00:00:20.000,4,2,3,Red Chrysanthemum,"2""","-45,0,45",P-05 11,0,00:00:27.760,00:00:30.000,4,0,3,"White Chrysanthemum, Red Chrysanthemum, Blue Chrysanthemum","2""","-45,0,45",P-05 12,1,00:00:21.764,00:00:21.764,0,1,1,Red Comet,"2""",0,P-01 13,1,00:00:21.864,00:00:21.864,1,1,1,Red Comet,"2""",0,P-02 14,1,00:00:21.964,00:00:21.964,2,1,1,Red Comet,"2""",0,P-03 15,1,00:00:22.064,00:00:22.064,3,1,1,Red Comet,"2""",0,P-04 16,1,00:00:22.164,00:00:22.164,4,3,1,Red Comet,"2""",0,P-05 17,1,00:00:22.264,00:00:22.264,5,1,1,Red Comet,"2""",0,P-06 18,1,00:00:22.364,00:00:22.364,6,1,1,Red Comet,"2""",0,P-07 19,1,00:00:22.464,00:00:22.464,7,1,1,Red Comet,"2""",0,P-08 20,1,00:00:22.564,00:00:22.564,8,1,1,Red Comet,"2""",0,P-09 Figure 1 – Example SBC TX3200P script Table 5 – Example files Download link Explanation test-sbc-tx3200p.fin Example show file test-sbc-tx3200p.csv Example exported file (CSV)
Skybrush Studio for Blender includes built-in support for exporting drone shows to the VVIZ format for use in Finale 3D. This guide provides an overview of the export process and available options. Step 1: Design your drone show Create your drone show in Skybrush Studio for Blender, including drone motion paths, light animations, yaw control, and pyro triggers. The integrated VVIZ exporter supports exporting all necessary elements to prepare your show for hybrid design or simulation in Finale 3D. Drone shows created in Skybrush Studio for Blender will have the X+ axis in Blender aligned with the "Front" direction of Finale 3D, and this direction will also correspond to 0 degrees rotation of yaw control in both systems. Figure 1 – VVIZ export button in Skybrush Studio for Blender Step 2: Add pyro to your drone show When adding pyro trigger events to drones in Skybrush Studio for Blender, you will have the following options to configure for each event: Channel: The 1-based channel index the pyro payload is attached to. This corresponds to the 1-based rail number in VVIZ files. Name: The name of the payload. This should be a VDL descriptor (e.g., "10s Gold Gerb") to be used in VVIZ and Finale 3D. Duration: Used for visualization in Skybrush, but not included in VVIZ. Duration should be expressed in the VDL descriptor. Prefire time: Also used for visualization in Skybrush but not included in VVIZ. This should also be reflected in the VDL string. Figure 2 – Pyro control settings in Skybrush Studio for Blender Step 3: Set export parameters After clicking the VVIZ export button, a dialog will appear allowing you to configure the export options. You can set: Sampling rate (FPS) for trajectories and light animations Frame range for export Whether to include yaw control data Whether to include drone-launched pyro data Figure 3 – Export parameter options for VVIZ Step 4: Import the VVIZ file into Finale 3D After exporting, switch to Finale 3D and use the menu command "File > Import > Import drone show". The imported drones and effects will appear in your show. If your VVIZ file included pyro payloads, Finale 3D will import them as effects positioned on the drones. For additional details about how VVIZ files are handled in Finale 3D, see the Importing Drone Shows documentation. For further details, see the official documentation of Skybrush Studio for Blender.
The Drone Show Software (DSS) suite includes tools for designing drone shows and exporting them in the VVIZ format for use in Finale 3D. This guide outlines the steps required to prepare and export your drone show from DSS using both the main design software and the Path Viewer utility. Step 1: Design your drone show Create your drone choreography and LED animations using the DSS design software. The exported VVIZ file will include the motion paths and color data for all drones, and may also include pyro payload information if specified. Figure 1 – DSS Drone Show Creator software Step 2: Preview and refine in Path Viewer Use the DSS Path Viewer utility to visualize the show and finalize export settings. Path Viewer allows you to confirm flight paths, LED patterns, and pyro placements before creating the VVIZ file. Figure 2 – DSS Path Viewer for previewing drone motion and exporting Step 3: Export your show as a VVIZ file In Path Viewer, open the export dialog and choose the VVIZ format. Set the compression or sampling rate options as needed. We recommend exporting at approximately 10 FPS for position data and 20 FPS for color data to maintain quality while minimizing file size. Figure 3 – Choosing compression level in the DSS Path Viewer export dialog Step 4: Import the VVIZ file into Finale 3D After exporting, switch to Finale 3D and use the menu command "File > Import > Import drone show". The imported drones and effects will appear in your show. If your VVIZ file included pyro payloads, Finale 3D will import them as effects positioned on the drones. If your VVIZ file used part numbers that match your inventory, use the command "Effects > Update per-show effects..." in Finale 3D to update the placeholder effects with your inventory’s definitions. For additional details about how VVIZ files are handled in Finale 3D, see the Importing Drone Shows documentation.
The Verge Aero software provides native support for exporting drone shows in the VVIZ format for use in Finale 3D. This guide outlines the steps required to prepare and export your drone show from Verge Aero. Step 1: Design your drone show Create your drone show in Verge Aero as you normally would, including any choreography, LED light animations, and any pyro payloads if supported. The export function will include all position and color data, along with any additional metadata you choose to specify. Figure 1 – Verge Aero drone design software Step 2: Specify pyro payloads If your drone show includes pyro, you can specify the type and characteristics of each pyro effect in Verge Aero. The effects should include a VDL (Visual Description Language) string, such as "10s Gold Gerb" or "25mm Red Comet". You may also include part numbers to help Finale 3D match these to your inventory. Figure 2 – Specifying pyro payloads in Verge Aero Step 3: Export your show as a VVIZ file Once your design is complete, use Verge Aero's export dialog to create a VVIZ file. In the export options, you'll be able to set the compression level. We recommend exporting at approximately 10 FPS for position data and 20 FPS for color data to maintain good quality without generating excessively large files. Figure 3 – Choosing compression level in the Verge export dialog Step 4: Import the VVIZ file into Finale 3D After exporting, switch to Finale 3D and use the menu command "File > Import > Import drone show". The imported drones and effects will appear in your show. If your VVIZ file included pyro payloads, Finale 3D will import them as effects positioned on the drones. If your VVIZ file used part numbers that match your inventory, use the command "Effects > Update per-show effects..." in Finale 3D to update the placeholder effects with your inventory’s definitions. For additional details about how VVIZ files are handled in Finale 3D, see the Importing Drone Shows documentation.
To create and export a script for the ShangYi-TECH firing system, please follow these three steps: Design the show. Address the show ("Addressing > Address show"). Export the script ("File > Export > Export firing scripts"). Step 3 creates the script file, which is a CSV file that you can import into the ShangYi-TECH software. Figure 1 – ShangYi-TECH control panel Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .CSV UTF-8 with BOM (0xef 0xbb 0xbf) Comma CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time. Multiple effects can be combined on a single cue. The special characteristics of the script are shown in the following table: Table 2 – Special characteristics Special characteristics Description Sort order of rows Rows sorted by segment and then by effect time. What rows represent Each row represents a unique firing event, a module/pin/event-time combination. For example, a chain of five shells will be one row, not five. A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects. A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Events at different times are necessarily different rows, even if their addresses are the same. For example, two flame projector shots at different times, triggered by the same module-pin address, will be two rows because they are at different times. Header The file contains a single header row with the column names in Chinese (域,点火时间,,地址,篇章), in the same format as the CSV data rows themselves. Multi-hit pins Non-pyro effects like flames and relays can be triggered multiple times on the same module-pin address. The standard pyro addressing functions in Finale 3D assign pins sequentially, so it may be easiest to address multi-hit pins in Finale 3D by editing the script table by hand and then locking the edited rows so the show can be re-addressed for pyro without affecting them. Universes A single script file for the show may contain multiple numbered universes (01-99), each universe applying to the corresponding controller. The universe in the ShangYi-TECH script file corresponds to the Universe column of the script window in Finale 3D. For most firing systems, Finale 3D exports each universe of script events as a separate exported script file, but for the ShangYi-TECH firing system, Finale 3D will export a combined script file that includes the events for all ShangYi-TECH universes, with the universes specified in the script file in the first column (see Table 4 below). Minimum separation between cues None required; millisecond resolution supported. Module specifications Supports 100 modules (numbered 0-99), each module with 32 pins (numbered 0-31). Segments ShangYi-TECH supports dividing a show into multiple segments corresponding to songs. By default, every song file you add to your show in Finale 3D corresponds to a separate segment, beginning with zero for the first and counting up. See segments for instructions. Finale 3D provides an export option for ShangYi-TECH to export the script as a "One segment for entire show", in which case the segment number will be zero for all rows in the exported file, or as "Multiple segments", in which case the segment numbers correspond to the segment numbers of the songs. ShangYi-TECH requires that the segments begin with zero and count up consecutively -- no gaps. This requirement applies to each universe separately, based on the events in each universe. For example, if a show has three songs defining segments 0, 1, and 2, and has two universes 01 and 02, then each universe must contain events in segments consecutively, beginning with zero. It would be an error if universe 01 contained events in segments 0, 1, and 2 while universe 02 contained events only in segments 0 and 2. Timecode FSK timecode files for ShangYi-TECH contain a segment number embedded in the timecode signal along with the timing information. The segment number must correspond to the segment number in the associated script file. If you have a show with multiple songs, each song representing a segment, then you should export the show from Finale 3D using the "Multiple segments" export option, which will generate multiple script files, one for each song. To generate the associated audio files that include the song audio on one channel and the timecode on the other channel, use the function, "File > Export > Export soundtrack..." and choose "Fire Pioneer FSK (one file per segment)" for one of the tracks. That will generate multiple WAV files, one for each song, with the embedded segment numbers corresponding to the segment numbers in the script file. If you want verify any timecode file is correct or ascertain what segment number it contains, please try the function, "File > Tools > Analyze timecode in soundtrack file..." This function works on all timecode files, whether they are generated from Finale 3D or from other software. Table 3 – Export options Option name Description Segments Either "Multiple segments" or "One segment for entire show" After the header, each row in the script has a number of fields separated by the comma character. The names of these fields and their descriptions are the following: Table 4 – Specifications of script fields Field name Description 域 Universe (controller number), formatted as two digits with leading zero, from 01-99. 点火时间 Event Time, e.g., 00:02.981. <blank> Blank, reserved for future use. 地址 Firing system address, formatted as 0000, where the first two digits are rail (00-99) and the second two digits are the pin (00-31). 篇章 Segment integer from 0 to 249. An example script is shown below. 域,点火时间,,地址,篇章 02,02:07.760,,0000,3 02,02:17.760,,0001,3 02,02:27.760,,0002,3 02,02:37.760,,0003,3 01,02:47.760,,0004,3 01,02:57.760,,0005,3 01,01:37.760,,0000,5 01,01:47.760,,0001,5 01,01:57.760,,0002,5 01,02:07.760,,0003,5 Figure 1 – Example ShangYi-TECH script Table 5 – Example files Download link Explanation test-shangyi-tech.csv Example exported file (CSV) test-shangyi-tech.fin Example show file
Various firing systems have the capability of dividing a script into sequences that are independently triggered. Most firing systems call this semi-automatic firing and use Tracks—a firing position property and script field—for this purpose (see the semi-automatic firing article). However, Fire Pioneer, ShangYi-TECH, SBC TX3200P/3600P and others do not use Tracks. Instead, they rely on Finale 3D’s segment functionality, which is based on songs or segment markers. For timecode some of these firing systems use FSK timecode that contains embedded segment numbers. This article explains how configure segments for these firing systems. Segments can be defined either by songs or segment markers. Songs: Default segment numbers are assigned automatically at export starting from 0 for the song with the earliest start time, unless specified manually in the Songs window. Segment markers: Default segment numbers are assigned automatically at export starting from 0 for the segment marker with the earliest start time, unless specified manually in the Keyframes window. Use either songs or segment markers—not both. If segment markers are present, they take precedence and songs will be ignored for segment purposes. How Segments Are Assigned Segment Method Triggered By Behavior Songs Adding songs via "Music > Add song or soundtrack" Default segment numbers are assigned automatically for each song, starting from 0 for the earliest start time song and increasing by 1, unless specified manually in the Segment column in the Songs window. Segment markers Adding segment markers via "Show > Segments > Add segment start marker" Default segment numbers are assigned automatically for each segment start marker, starting from 0 for the first segment start marker and increasing by 1, if not specified manually in the Segment column of the Keyframes window. Using Songs to Assign Segments If your show contains one or more audio tracks, Finale 3D will assign segment numbers automatically based on the start times of the songs. Alternatively, segment numbers can be assigned manually. Segment numbers can be any integer (starting at 0 by default) and do not need to be consecutive. Multiple songs can share the same segment number if you want them to be grouped into a single segment. When using songs as segments, each segment begins at the start time of the corresponding song and ends at the start time of the next song, or the end of the show. Steps: Add one or more audio files via "Music > Add song or soundtrack" (see Figure 1). (Optional) Open the Songs window (via the Window menu on the main menu bar) to set the segment numbers manually if you want to (see Figure 2). When exporting your script using "File > Export > Export firing system script file(s)", be sure to choose the appropriate segment option in the script export options dialog: For Fire Pioneer, select One script file per segment For ShangYi-TECH, select Multiple segments For SBC TX3200P/3600P, select One segment per song or segment marker When exporting your soundtrack using "File > Export > Export soundtrack", select the Fire Pioneer FSK (one file per segment) option. Note: both Fire Pioneer and ShangYi-TECH use Fire Pioneer FSK timecode. Figure 1 – A show with two songs where each song represents a segment. Figure 2 – The songs window allows manual overrides of the segment number assignments (optional). Using Segment Markers to Assign Segments If you want full control over segment timing or are not using multiple songs, you can define segments using segment markers. Segment start markers define the beginning of each segment. Finale 3D will assign segment numbers automatically for each segment. Alternatively, segment numbers can be assigned manually. Segment numbers can be any integer (starting at 0 by default) and do not need to be consecutive. Each segment defined by a segment start marker must have a unique segment number. A segment continues until the next segment start marker or until the end of the show, unless segment end markers are used. Steps: Choose "Show > Segments > Add segment start marker" (a vertical dotted line will appear in the timeline, see Figure 3). (Optional) Add segment end markers to explicitly define segment end times. If no segment end markers are added, each segment extends to the next segment start marker or the end of the show. (Optional) Open the Keyframes window (via the Window menu on the main menu bar) to assign a segment number in the Segment column or to delete a marker (see Figure 4). If no number is entered, a default segment number will be assigned automatically at export, starting with 0 for the earliest time keyframe. Finale 3D does not impose limits on segment numbers, but your firing system may — consult your firing system documentation for supported ranges. When exporting your script using "File > Export > Export firing system script file(s)", be sure to choose the appropriate segment option in the script export options dialog: For Fire Pioneer, select One script file per segment For ShangYi-TECH, select Multiple segments For SBC TX3200P/3600P, select One segment per song or segment marker When exporting your soundtrack using "File > Export > Export soundtrack", select the Fire Pioneer FSK (one file per segment) option. Note: both Fire Pioneer and ShangYi-TECH use Fire Pioneer FSK timecode. Figure 3 – A show without music using segment start/end markers to define segments. Figure 4 – Segment markers and their (optional) manually assigned segment numbers are listed in the Keyframes window.
The process of designing a show and assigning firing system addresses for the effects in Finale 3D begins with laying out the launch positions, then dragging and dropping effects in the 3D design view, and then executing a function to assign the firing system module numbers (0-99), port letters (A, B), and output terminals (1-24), which together are called the firing system "addresses." In Finale 3D, the Happiness port letter is called the "slat". The combination of the module number and port letter together is called the "rail". For example, the rail address for module 10, port A is written "10-A". Output terminals in Finale 3D are called "pins." Users of the Happiness firing system may be accustomed to thinking of modules and launch positions as the same thing, with a position using both port A and port B if the number of terminals on a single module isn't enough. If you want to specify the modules per position in this manner in Finale 3D, please right-click on the positions and do "Edit position properties" to set the firing system type, module or slat type, and start module number for each position. There are two options for module or slat type: "Happiness 24ch Port A and B", or "Happiness 24ch Port A only". If you select the first option, then the launch position will use port B of the start module number if the number of required output terminals exceeds 24. If you select the second option, an additional module will be used (start module number + 1) if the number of required output terminals exceeds 24. To create and export a script for the Happiness DBW03 firing system, please follow these steps: Set module type. Choose one module type for the full show in "Show > Set show information..." or choose different module types per-position by right clicking positions and doing "Edit position properties" from the context menu. Address show. Use the menu item "Addressing > Address show..." or any of the other addressing methods (see Addressing basic instructions). If you intend to export the script using the script row modes (T, A, B, C, D, E) then you may need assign module and pin numbers manually by typing the values into the script window, or address the show with "Addressing > Address show..." sorting by "Position Name > Event Time" so the assigned module and pin numbers have the best chance of matching the patterns of the T, A, B, C, D, E row modes. Export script. Export the script file ("File > Export > Export firing scripts..."). Choose whether you want Finale 3D to employ the Happiness script row modes that represent entire sequences of shots in a single row, as described in Table 3. Figure 1 – Happiness DBW03 firing system Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text file .csv ASCII Comma Carriage return + linefeed (0x0D0A) Table 2 – Special characteristics Special characteristics Description Time representation The Happiness script format has a time resolution of 0.1 seconds. Rows in the script employing script row modes other than Mode 0 can achieve a higher time resolution per shot by specifying an entire sequence. The duration of the entire sequence still has 0.1 second resolution, but the individual shot times within the sequence divide that duration into intervals effectively at a higher resolution. The firing system has a latency of 50 milliseconds between rows. Sort order of rows Rows sorted ascending by event time (ignition time). What rows represent Each row represents a single shot or a sequence of shots depending on the mode. Script row mode Each script row has a mode that defines whether it represents a single shot or a sequence. Finale 3D provides options when exporting the script to use the single shot mode (Mode 0) always, or to use whatever modes represent the script most efficiently. The two options are logically the same. Both options represent the show as designed. The option to use all modes is recommended since it has the highest effective time resolution. 0: Single shot on one pin of one module T: Sequential or simultaneous shots of a range of pins on one module A: Center to outside pattern of shots across a range of sequential modules, using the same pin on each module B: Forward sequence of shots across a range of sequential modules, using the same pin on each module C: Simultaneous shots across a range of sequential modules, using the same pin on each module D: Reverse sequence of shots across a range of sequential modules, using the same pin on each module E: Outside to center pattern of shots across a range of sequential modules, using the same pin on each module To take advantage of the sequence modes, the sequences in your designs need to use sequential module numbers and the same pin number in each module. If you have a front of positions, for example, with sequences from left to right, center to outside, etc., the module numbers in those positions need to be sequential from one end to the other, and each sequence needs to use the same pin number across the modules. If the modules of a sequence aren't consecutive or the pins aren't the same, there is no way to represent the sequence as a single row in the script using one of these modes. So if the exported script doesn't make use of the sequence modes then before exporting you may need to go back and (1) assign module and pin numbers manually by typing the values into the script window, or (2) use the "Addressing > Address show..." function sorting by "Position > Event time", or (3) assign start modules to launch positions to specify their order by right-clicking the positions and doing "Edit position properties" before using the "Addressing > Address show..." function. Port A and B Each module number has an option for a port A and port B module. In Finale 3D, the port is called the "slat". Thus each module number has a possible port A and port B for that module number, written as "10-A" or "10-B" for module 10, port A or B. Finale 3D provides the option to use port A only, or to use both ports. When you export a firing script for Happiness, Finale 3D presents an "Export Options" dialog with the choices shown in Table 3. Table 3 – Export options Option name Description Mode 0 only Useful for troubleshooting All modes (0, T, A, B, C, D, E) Recommended because it has better timing for fast sequences Table 4 – Specifications of script fields Field name Description Row number (int) The row number, beginning with zero. Mode (character) Either: 0, T, A, B, C, D, or E. See description in Table 2, above. Event time: minutes (int) The ignition time, minutes. Event time: seconds (int) The ignition time, seconds. Event time: tenths (int) The ignition time, tenths of a second. Module number start (int) The module number, or lowest module number if the row represents a sequence. Module number end (int or blank) Blank if the row represents a single shot or applies to a single module; otherwise the highest module number if the row represents a sequence across modules. Pin number (int or string) The pin number if the row represents a single shot or a sequence across a range of modules with the same-pin (Mode 0, A, B, C, D, or E); or a range of increasing pins "X->Y" for a sequence of shots on the same module (Mode T). Time interval between shots (float) The time delta in seconds between shots in the sequence, or 0.0 for single shots or simultaneous shots. Port (character) Either: A or B. See description in Table 2, above. Time interval to next row (float) The time delta in seconds to the next row. Note (string, up to 16 characters) The Script Notes field in the script table. Happiness,Firing,System,PC-PROG,,,,,,,, V3.0,,,,,,,,,,, serial number,mode,Effect time:min,Effect time:sec,Effect time:msec,start,end,fire number,time(s),port,interval(s),note 0,,0,0,0,,,,,,5.0, 1,T,0,5,0,0,,1->5,0.1,A,5.0, 2,T,0,10,0,1,,1->5,0.1,A,5.0, 3,T,0,15,0,2,,1->5,0.1,A,5.0, 4,T,0,20,0,3,,1->5,0.1,A,5.0, 5,T,0,25,0,4,,1->5,0.1,A,10.0, 6,T,0,35,0,0,,6->10,0.0,A,5.0, 7,T,0,40,0,1,,6->10,0.0,A,5.0, 8,T,0,45,0,2,,6->10,0.0,A,5.0, 9,T,0,50,0,3,,6->10,0.0,A,5.0, 10,T,0,55,0,4,,6->10,0.0,A,10.0, 11,C,1,5,0,0,4,11,0.0,A,5.0, 12,B,1,10,0,0,4,12,0.1,A,5.0, 13,D,1,15,0,0,4,13,0.1,A,5.0, 14,A,1,20,0,0,4,14,0.1,A,5.0, 15,E,1,25,0,0,4,15,0.1,A,10.0, 16,A,1,35,0,0,3,16,0.1,A,5.0, 17,E,1,40,0,0,3,17,0.3,A,0.0, Figure 2 – Example Happiness script Table 5 – Example files and downloads Download link Explanation happiness-script.csv Example exported script file happiness-show.fin Example show file
Some types of single-shot rack holders can hold multiple tubes, packed together, if the tubes are small enough to fit. In Finale 3D, single-shot racks with multi-load holders look like Figure 1. The larger text and angle graphics represent individual tubes in the holders. The smaller text and angle graphics in the quadrants of the holders represent four smaller tubes packed together. You can see in Figure 1 that a rack packed full of multi-load holders can accommodate quite a few tubes and require quite a few modules and pins. The first pin of the first module is always in the upper left hand corner, module #41, pin #01 in this example. Figure 1 – Multi-load single-shot racks can hold one or more effects in a single holder Obviously, all tubes sharing the same holder must have the same effect angle. In Finale 3D, if you manually drag-and-drop effects of different angles into the same holder, they will turn red in the rack layout view to signal the violated constraint. Tubes being too large to share a tube is another possible constraint. Figure 2 – CraigCo MinCom racks with extruded aluminum holders can fit 4 x 22mm or 1 x 50mm In Finale 3D, single-shot rack definitions can specify a minimum and maximum effect size. Multi-shot single-shot rack definitions may also specify a term called "Max. effect size in shared holder". This term limits the size of effects that can share a holder. If an effect is larger than this term but smaller than or equal to the rack's maximum effect size, then the effect can still fit in the rack but it consumes an entire holder for itself. The rack definitions in Finale 3D specify either 1X or 2X or 4X tubes per holder. Figure 1 illustrates the 4X tubes per holder option. The number of effects that can fit in each holder is either the 1X, 2X, or 4X as specified, or just 1X if the effect is larger than "Max. effect size in shared holder". Figure 3 illustrates an example single-shot rack diagram for a multi-load rack. Since the rack can hold so many items, you may need to customize the diagram template to shrink the size of the font in the information panel to get all the information to fit. Figure 3 – An example single-shot rack report for a multi-load rack Figure 4 shows the rack definition dialog ("Racks > Create rack"). The primary fields pertaining to multi-load racks are 1) the rack structure (choosing 1X, 2X, or 4X), and 2) the min and max effect size, and 3) the "Max. effect size in shared holder". Figure 4 – These three fields define the constraints for multi-load racks Differences between multi-load racks and non-multi-load racks In general, multi-load racks work the same way as non-multi-load racks. When you re-address the show or position, the effects fill into the racks and are rearranged to avoid angle conflicts. The addressing algorithm automatically ensures that all the effects in each holder have the same angle and that the size constraints are satisfied. You should choose, when you add racks for the show, whether you want the multi-load version racks or non-multi-load version. In the physical world, both versions are likely the identical equipment. In Finale 3D you choose one or the other based on whether you want to multi-load effects when possible. The multi-load versions of racks are drawn with checkerboard holders, making it easy to tell the difference. There are some differences in the addressing algorithm results between multi-load and non-multi-load racks, even if all the loaded effects are larger than the "Max. effect size in shared holder". If a non-multi-load rack uses exactly two modules, then their pin orders will start from the upper left and upper right corners, working inwards, whereas the pin order for multi-load racks will always start in the first pin of the first module in the upper left and work toward the right. If a rack has prewired pins and multi-load holders, then the addressing algorithm doesn't rearrange or reorder the effects, which means that angle collisions are possible. If the rack holders are 2-axis tiltable and multi-load, then the addressing algorithm doesn't rearrange or reorder the effects, which means that angle collisions are possible. If a rack has multi-load holders, then the loading order as shown in Figure 4 to the right of the min and max size must be one of the "Along rows" options, not the "Across rows" options.
The optional Print-Time Options dialog appears when you print a diagram or report, providing choices that you can make at that time. A diagram or report's blueprint defines whether the print-time options dialog appears, and what options it contains. As of February 2025, only the rack layout diagrams support print-time options. Figure 1 – Print-time options dialog The purpose of the print-time options dialog is to provide some degree of configurability without modifying a diagram or report's blueprint. For example, if you want to print rack layout diagrams for the warehouse crew to set up a specific type of single-shot rack in the warehouse prior to the show, you can use the default "Rack Layout Per Single-Shot Rack" diagram and enter a value for "Additional search terms or expression to filter racks" to filter the printed document to the specific type of rack you want to set up. If that type of rack contains in its description the word "Mincom" then you could add the filter description += mincom. If only that type of rack has between 10 and 20 holders, you could add the filter tubes >= 10 + tubes <= 20. Table 1 – Print-time options fields Field Description Position name filter A full text search filter applying to the position names. Whatever string of characters you type into the field must appear in the position name for the position to be included. For example, the phrase "FR" would include positions "FR" and "FR-01" and "front" but not "F-01". Additional search terms or expression to filter racks A filter applying to the set of rack instances being considered, i.e., the rows in the table at the bottom of the rack layout view. If you want to include only cake racks, for example, you could type the word cake into this field, or more specifically description += cake to limit racks to those whose Description contains the word "cake". The syntax for expressions is described in Filter / search expressions. Page range A page or page range specification. Enter a single page number, like "2", or a page range, like "2-5", or a comma separated list of pages, like, "2, 3, 10".