Total found: 238
Troubleshooting DMX fixtures

Fixture definitions in your Finale 3D show must match the physical fixtures that you are using as they are configured.  If they don’t match, all bets are off.  So if you are just getting started or if you test your show and the fixture behavior doesn’t match your design, the first thing to confirm is that the fixtures in your show are an exact match.  So what does an exact match mean?           “Exact match” means the channel map of the fixture as it is configured matches the channel map in Finale 3D Practically speaking, confirming exact means three different things at three phases of your development: getting started; days or weeks before the show; and just before the show.   Getting started: Determine if Finale 3D supports your fixture Look at the page Supported DMX fixtures (and Standard Fixture IDs) to find your fixture by name.  This page is a comprehensive list of all fixtures supported by Finale 3D.  From your browser, press control-F to search the entire page for the name or brand of your fixture.  If you find an exact match, you’re done! If you don’t find your fixture listed, there’s a chance it is in the list as “Anonymous” (near the top of the list, under “ANO”).   When you purchase a fixture on Amazon or Alibaba, what appears to be the brand may just be the name of the seller.  The true brand name might not exist or may be hidden; and the name of the fixture may be more of a description than a specific product name or model number.  Visually inspect the anonymous items in the list to see if any appear to match your item. If you don’t find an exact match by name on the list, it is possible that one of the items on the list is a match by a different name or brand name.  Multiple names and brands for identical fixtures are common for flames and special effects fixtures, and for low to mid-price DMX lights.  Search the list (control-F) for the matching number of DMX channels (e.g., search for “6CH” or “12CH”) and visually inspect any plausible matching candidates. If you don’t find your fixture in steps 1-3, fill out the request form DMX Fixture Request Form for the Finale support team to add your fixture.  The support team will add your fixture for free in one to two weeks. If you find a plausible match for your fixture in step 2 or 3, then you need to confirm it is an exact match by comparing the channel map (also called “DMX personality”) of your fixture’s user’s manual with the channel map of the plausible match’s user’s manual, which you can download directly from the list.  Obviously the number of channels must be the same.  Also, the meaning of every channel must be the same.  Read through the two channel maps and compare the descriptions of each channel to confirm they are the same.  If they aren’t, then fill out a request form.   Figure 1 – DMX channel map for an 8CH DMX personality.   Days or weeks before the show: Test your fixture to confirm it matches the user’s manual If you don’t have one, purchase a DMX controller for $100-$300 from Amazon.   Choose one with as many faders as your fixture has channels.  While it isn’t strictly necessary to test your fixture if it is an exact match for a supported fixture on the list, it is still a good idea to have a DMX controller because if anything doesn’t work quite right you’ll need the DMX controller to determine if the problem is with your physical fixture or the DMX script. Using the fixture’s configuration panel (the LED screen with four tiny buttons), set the channel map to the number of channels matching the fixture definition in your show, e.g., 6CH or 12CH in the fixture from the list. Prove the fixture works.  Using the DMX controller, set the DMX channel values on the fixture to make it turn on, which is not always as trivial as it sounds.  Some fixtures are enabled automatically when powered on; others require adjusting the configuration to turn “Lamp ON” or “Heater ON” from the panel, or alternatively holding a DMX channel to a specific value for 5 seconds to issue the command to do the same.  Some light fixtures will be in “blackout” mode when the strobe/shutter channel has value 0; other fixtures are in “shutter open” mode with that value.  Seeing your fixture work is an important step. If your fixture is a moving head, manipulate the Pan or Tilt channel to witness the angle range and direction of rotation of the head.  Some fixtures have configuration options for different angle ranges, like Tilt 270 versus Tilt 180.  If yours has those options, ensure the angle range matches the fixture definition from the list.  Many moving head fixtures have configuration options to invert/reverse/mirror the pan or tilt angles.  Make sure the configurations have those options off.   Figure 2 – If you don’t already have a DMX controller, buy one from Amazon for $100-$300 to confirm your fixtures work.   Just before the show: Confirm your fixture is properly configured at the performance site From Finale 3D, print a DMX setup report from “File > Reports > Special reports > DMX Fixture Setup”. From your fixture’s configuration panel, re-confirm the DMX Channel Base and number of channels, comparing to the report you printed.  From the report’s channel range the number of channels is the difference between the “from” and “to” numbers plus 1, e.g., 84 – 79 + 1 = 6. From your fixture’s configuration panel, re-confirm the invert/reverse/mirror options are off unless you explicitly intended them to be on, which would be indicated in the “Position Flags” column of the report.   Figure 3 – Re-confirm the DMX Channel Base and number of channels matches the report.   Safety channels counting or not counting The fixture definition name in Finale 3D from the list specifies: a) the name of the fixture and b) the number of channels in the channel map, and c) optionally a channel map variation if the fixture supports multiple channel maps with the same number of channels.  For example, “SHO [12] uFlamer Flame Machine 6CH (Showven)” implements the 6 channel map of the Showven uFlamer fixture. “SHO [13] uFlamer Flame Machine 2CH-N (Showven)” implements the 2 channel map, “N” version.  The number in brackets is a unique identifier for the specific fixture definition — including the specifications of its channel map. In some fixture user’s manuals for flames or special effects, the channel map includes a safety channel that is not actually part of the block of channels allocated to the fixture.  Finale 3D‘s terminology standardizes the policy that the number of channels shown in the fixture definition name includes only the channels in the block of channels allocated to the fixture, i.e., does not include safety channels configured to separate channel addresses.  In these cases, the channel map variation in the name clues you in to the equivalence.  The 1-channel channel map of the uFlamer fixture is named, “SHO [11] uFlamer Flame Machine 1CH-P (Showven)” in Finale 3D, but is referred to as 2CH-P in the fixture’s user manual.  You have to figure out those are the same thing.   Troubleshooting fixture angles Almost always if you have problems with the angles, the root cause is that the fixture is configured with a mismatching channel map, or its “Pan Invert” or “Tilt Invert” options are set to ON.  Less common but still possible, the fixture may be configured with a different channel range like “Tilt 180” instead of “Tilt 270”, as discussed above. If you’ve confirmed all the configuration options match and the angles still aren’t right, the next step is to confirm your fixture is behaving as defined by the user’s manual channel map.  Using a DMX controller, test the tilt channel to confirm what beam angle corresponds to DMX value 0 and DMX value 255.  “Normal” for lights means that if pan and tilt are both 0 and the fixture is in front of you facing up, the head should be aiming at your feet.  As you change the tilt channel, the head should rotate up and away from you.  At tilt channel value = 255 it should be aiming away from you at or below horizontal.  The total angle difference between the start and end tilt angles should match what it says in the user’s manual.  Do the same for pan, which is trickier because pan usually rotates 540 degrees, which is a full rotation and a half.  Measure what the total angle is, and confirm it matches what the manual says. Scanning laser fixture angles are typically labeled Horizontal or X, and Vertical or Y.   They correspond to orthogonal mirror angles rather than angles of a rotating platter or head.  If you imagine the laser sitting on its back in front of you facing upwards, Y = 0 angles back toward you, and Y = 255 angles away; X = 0 angles to the right.  Thus if the laser is facing forwards as if projecting onto a screen, Y = 0 corresponds to the top of the projection, and X = 0 corresponds to the right.  

Restoring shows and My Effects from backup files

Finale 3D automatically creates local backup files of shows and My Effects which you can restore with the commends, “File > Admin > Open backup files directory” and “File > Admin > Open show backup from data tables…”. If Finale 3D closes unexpectedly due to a crash, power outage, or system restart, recent work can usually be recovered from the backup files described in this article. Autosave backups are typically current to within 1-5 minutes.   Choose the recovery procedure that matches your situation: Lost, deleted, or corrupted show file → Recover from a full show backup. Changes made after the last save, or work in a new unsaved show → Recover from a data tables backup. Missing My Effects changes → Recover from a My Effects backup. Start with the recovery procedure that best matches your situation.   Recovering a lost, deleted, or corrupted show file If your show file has been lost, accidentally deleted, overwritten, or corrupted, first try recovering from the full show backup: Do the command, “File > Admin > Open backup files directory”. Look for a file named “**********-backup.fin” where the asterisks match the name of your show. For example, a show named “MyShow.fin” will have a backup named “MyShow-backup.fin”. Double-click the backup file to open it in Finale 3D. If the show opens successfully, use “File > Save as…” to save the recovered show to a normal location outside the backups folder. The full show backup contains the complete show file exactly as it existed when the show was last saved. Only one full backup is maintained for each show filename. Each time the show is saved, the previous backup for that filename is replaced with a newer backup version. Thus the full show backup represents the most recently saved version of the show, not a history of multiple saved versions.   Recovering a show from a data tables backup If the full show backup is missing, corrupted, or does not contain the changes you need, restore from a data tables backup using the following steps: If you have any earlier .fin file version of the show with current assets (songs, models, background images), open it first. Then do the command, “File > Admin > Open show backup from data tables…”. Based on the timestamp, choose what show backup you want to restore. Although the data tables file does not include assets, Finale 3D will automatically restore the assets from matching assets in any shows open at the time you open the show backup.   Recovering My Effects changes To restore My Effects changes, please follow these steps: Do the command, “File > Admin > Open backup files directory”. Double-click any of the My Effects backup files, which will open as a local effect file in the effects window. Copy and paste effects from the effects file into My Effects to restore them, or save the effects file by another name or close it from the “File > Effect files” menu.   On Windows, the backups folder is in the system’s hidden applications directory: Users/YourName/AppData/Roaming/finale3d/finale3d-backups. Since this directory is difficult to find, the menu item “File > Admin > Open backup files directory” opens it up for you. The following table explains the files contained in this directory with additional details.   Table 1 – Files contained in backups folder Filename pattern Example Meaning **********-backup.fin exampleshow-backup.fin When you save a show (“File > Save” or “File > Save as…”) over an existing file, Finale 3D moves the file being overwritten to the backups folder under a new name “**********-backup.fin”, updating the full backup file for the show. Only one full show backup is maintained for each show filename. Each time the show is saved, the previous backup for that filename is replaced. This backup is the first place to look if the show file has been lost, accidentally deleted, overwritten, or corrupted. **********-backup.fdb exampleeffects-backup.fdb When you save an effects file (“File > Effects files > Save (fdb format)” or “File > Effects files > Save as… (fdb format)“) over an existing file, Finale 3D moves the file being overwritten to the backups folder under a new name “**********-backup.fdb”, updating the backup for the effects file. ****-**-**T**-**-**-**********-data-tables-backup.txt 2026-05-29T00-30-32-exampleshow-data-tables-backup.txt Whenever a previously saved show is open with unsaved, unbacked-up changes, Finale 3D periodically creates an autosave backup of the show’s data tables in the same directory as the show file under the name pattern “**********_bkp~.txt”, where the asterisks are the name of the show. When you open, close, or save a show, if an autosave backup file exists, Finale 3D will move it to the backups folder with a new name containing a local timestamp, e.g., “2026-05-29T00-30-32-**********-data-tables-backup.txt”. These files will accumulate in the backups folder, creating a history of all saved changes to the show from which you can restore with the command “File > Admin > Open show backup from data tables…”. Although data tables do not include assets like audio files and background images, Finale 3D will automatically restore the assets of the show backup being opened from matching assets in any shows open at the time you open the show backup. Thus as a rule of thumb, you should open any normal .fin file version of the show with current assets prior to executing “File > Admin > Open show backup from data tables…” to make its assets available to the backup show being opened. If no other shows are open or have matching assets, then you will need to re-add the assets to the show backup after restoring with commands like, “Music > Add song or soundtrack file…”. ****-**-**T**-**-unnamed-show-data-tables-backup.txt 2026-05-29T00-30-32-unnamed-show-data-tables-backup.txt When an unnamed, never saved show has unbacked-up changes, Finale 3D periodically creates or updates a backup of the show’s data tables of all information other than assets, saving the backup file to the backups folder. The user can restore from the saved backup with the command “File > Admin > Open show backup from data tables…”. ****-**-**T**-**-myeffects-backup.fdb 2026-05-29T00-30-32-myeffects-backup.fdb Whenever My Effects has unsynced changes, Finale 3D periodically creates an autosave backup in the backups folder under the name “autosave-myeffects.fdb”. When Finale 3D launches, if an autosave file exists in the backups folder, Finale 3D will rename it with a new name containing a local timestamp, like “2026-05-29T00-30-32-myeffects-backup.fdb”. These files will accumulate in the backups folder, creating a history of My Effects changes for every session. You can restore My Effects changes from any point in history with the command “File > Admin > Open backup files directory” and double clicking on any of the My Effects backup files, which will open as a local effect file in the effects window. You can then copy and paste effects from the effects file into My Effects to restore them or you can save the effects file by another name or close it from the “File > Effect files” menu. per_user_settings.txt per_user_settings.txt This file contains the local per-user settings updated from various application menu items and checkboxes on dialogs like “Do not show this dialog again”. You can safely delete this file for a fresh start, or copy it to another machine to apply your settings to that environment.   Autosave frequency Every minute or so, the autosave process creates backup files for any open shows with unbacked up changes and for My Effects if it has unsynced changes. In order to minimize the short pause in responsiveness that occurs when an autosave generates backup files, the autosave process waits for one minute of inactivity of key and button presses, looking for a good time, but waits no longer than five minutes. Thus autosaves generally are current to within 1-5 minutes.  

SBC TX3600P

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 and B), and output terminals (1-36), which together are called the firing system “addresses.” In Finale 3D, the SBC TX3600P port 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 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 four options for module or slat type: “SBC TX3600P 36ch Ports AB Separate”, and “SBC TX3600P 36ch Ports AB Simultaneous”, and the 24 channel versions of those options.  If you select the separate ports option, then the launch position will use port B of the start module number if the number of required output terminals exceeds 36 or 24. 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. Multiple hosts A show design for multiple types of firing systems or multiple hosts of the same type of firing system uses the “Universe” property of the positions to partition the show, specifying which firing system or firing system host the events in that position belong to. SBC firing system host IDs are integers: 0, 1, 2, 3, etc.  If your show contains universes for multiple SBC firing system hosts, those universe names must therefore be integers. The export function will export one script file for each universe.  The script filename will have the form XXX_1 or XXX_2 for host 1 or 2.  The file will also contain the host number as a header row in the contents of the file. A default host ID of 0 applies if the Universe field is empty or does not contain a valid integer. Header The file contains a single header row with the column names, in the same format as the CSV data rows themselves, in addition to text rows beginning with “#” to specify other information including the host ID. 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: Outside to center pattern of shots across a range of sequential modules, using the same pin on each module C: Forward sequence of 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: Simultaneous 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. Ports A and B Each TX3600P module has two ports, A and B, which can fire separately or simultaneously.  Firing the ports separately provides twice as many pins per module since each port controls its own pins.  Firing the ports simultaneously permits you to use Port A and Port B interchangeably without distinguishing between them since they will output the same commands. In Finale 3D, the port is called the “slat”.  When Finale 3D assigns firing system addresses to events, it will assign a module number and slat letter to identify the module and slat, written as “10-A” or “10-B” for module 10, port A or B.  If you select the module type “SBC TX3600P 24ch Ports AB Simultaneous” or “SBC TX3600P 36ch Ports AB Simultaneous”, the addresses in the script window in Finale 3D will all say port A, as in “10-A”, but when you export a firing system script the port field in the exported script will be “AB” instead of “A” to make the module output the same commands on both 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 (string) A or B if ports are separate, or AB if ports are simultaneous.  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 #Host ID: 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,E,1,9,1,A,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,C,1,9,2,A,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,E,1,3,3,A,0,36,4,Green Chrysanthemum Yellow Chrysanthemum,,,P-01 P-02 P-03 4,0,1,17,8,T,4,4,3->36,A,2,68,34,Aqua Chrysanthemum,,,P-04 5,0,1,24,6,T,4,4,1->6,B,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-ports-ab-mode-s-one-segment.csv Example exported script file, single segment, mode S only test-sbc-tx3600p-ports-ab-all-modes-one-segment.csv Example exported script file, single segment, all modes test-sbc-tx3600p-ports-ab-mode-s-one-segment-per-song.csv Example exported script file, multiple segments, mode S only test-sbc-tx3600p-ports-ab-all-modes-one-segment-per-song.csv Example exported script file, multiple segments, all modes test-sbc-tx3600p-ports-ab-mode-s-one-segment-ports-simultaneous.csv Example exported script file, single segment, mode S only, ports AB simultaneous test-sbc-tx3600p-ports-ab.fin Example show file  

SBC Spectra Series

To create and export a script for the SBC Spectra Series 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 Spectra Series software. Figure 1 – SBC Spectra Series 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. Multiple hosts A show design for multiple types of firing systems or multiple hosts of the same type of firing system uses the “Universe” property of the positions to partition the show, specifying which firing system or firing system host the events in that position belong to. SBC firing system host IDs are integers: 0, 1, 2, 3, etc.  If your show contains universes for multiple SBC firing system hosts, those universe names must therefore be integers. The export function will export one script file for each universe.  The script filename will have the form XXX_1 or XXX_2 for host 1 or 2.  The file will also contain the host number as a header row in the contents of the file. A default host ID of 0 applies if the Universe field is empty or does not contain a valid integer. Header The file contains a single header row with the column names, in the same format as the CSV data rows themselves, in addition to text rows beginning with “#” to specify other information including the host ID. 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 Spectra Series 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 #Host ID: 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 Spectra Series script   Table 5 – Example files Download link Explanation test-sbc-spectra-series.fin Example show file test-sbc-spectra-series.csv Example exported file (CSV)

Exporting VVIZ from Skybrush Studio for Blender

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. Yaw: The yaw angle of the pyro payload relative to the front of the drone, in degrees (will be converted to pan in Finale 3D with proper conversion) Pitch: The pitch angle of the pyro payload relative to the body of the drone, in degrees (will be converted to tilt in Finale 3D with proper conversion) 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: Frame range for export Sampling rate (FPS) for trajectories and light animations Time offset Whether to include drone-launched pyro data Whether to include yaw control 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.  

Exporting VVIZ from Drone Show Software (DSS)

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.  

Exporting VVIZ from Verge Aero

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.  

ShangYi-TECH

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

Segments

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 Spectra Series, and SBC TX3600P firing systems 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 Spectra Series and TX3600P, 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 Spectra Series and TX3600P, 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.

Happiness DBW03

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