Total found:3000
Reply To: Introductions – introduce yourself!

My name is Brandon from Texas.  I’m a former USMC Demolitionist turned backyard pyro.  Joined the Finale family to up my game with pyromusicals!

Reply To: Official PyroJam 2024 Discussion Topic

Could you please check the simulation of the flame pot PFS039-B? I don’t see the effect, thanks.

Reply To: Finale 3D Feature Requests

I have an idea for a new feature.   Retrigger for cakes. I have several times had the perfect cake for a show I’m working on, but where the duration is too long. We therefore use to light the cake on the spare fuse at a given time, so that it suits with the timing. But then we also address the spare-fuse-cue that cue manually, and that can be a bit of a hassle.   We have also used an empty product, but then we have problems with the “Order of Assignment” (How the addresses are sorted) when we address the show, and we cannot make a duplicate product because then we have to manually correct in our stock management.   My idea is, if you can right-click on a selected cake in your script, and add a “retrigger/spare fuse” function, where you have the option of choosing a time from 0 (ignition), when the spare fuse is lit, or a “new” duration, where F3D itself calculates when the ignition must take place, so that the duration fits. If the 3d animation also counters that the cake also starts from the end, it will be enormously cool. Then F3D must make an extra cue, which always comes right after the cake’s cue, regardless of sorting preferences when addressing.   PS. It could also be cool with the possibility of igniting a cake backwards in the first place.   PPS.. The same goes for cakeslices. All of ours have the option of fan and C-shape, but we only have one product, and therefore, we write it in a note on the product in script when we design. It works just fine, but a bit of a shame when the customer asks for the 3d animation.   Best Regards, Benjamin Neis

Reply To: Official PyroJam 2024 Discussion Topic

  pyro_france wrote: Hello, I have a question. I would like to use Cake Slice which works from left to right. I would like to know if it is possible to modify the direction so that it shoots from right to left too. (just reverse the position in real)   Yes, absolutely. First, select a cake in the show on the timeline or in the script, then go to  ‘Script > Angles > Rotate cake…’

Reply To: Official PyroJam 2024 Discussion Topic

Hello, I have a question. I would like to use Cake Slice which works from left to right. I would like to know if it is possible to modify the direction so that it shoots from right to left too. (just reverse the position in real)

SMPTE 29.97 NDF (non-drop frame)

SMPTE 29.97 NDF progresses through HH, MM, and SS slower than the progression of time in the real world (called “wall clock” time) by 1.2 seconds for every 20 minutes.   It advances the HH, MM, and SS by one second after the passage of every 30 frames, but the frames are playing back at only 29.97 per second, so the HH, MM, SS advance at a rate of 29.97 / 30 as fast as wall clock time. If the script event times are in wall clock time, the slower rate playback causes the script playback to become out of synch with the music, running slower than the music by 1.2 seconds per 20 minutes.  To compensate, the event times in the script need to be based on 29.97 NDF time rather than wall clock time.  An event at the end of a script that is exactly 20 minutes long in wall clock time should have an event time of 00:19:58:24 in the script. Some controllers have an option to compensate for the slower-than-wall-clock rate of SMPTE 29.97 NDF.  Notwithstanding, if the show contains multiple timecode sections, the reason to not configure the controller to compensate for the slower-than-wall-clock rate of SMPTE 29.97 NDF is that each individual timecode section is expected to start at a specific, agreed upon SMPTE frame, such as beginning on SMPTE 01:00:00:00, 02:00:00:00, etc.  An event at the start of timecode section 01:00:00:00 is expected to trigger on the literal SMPTE frame 01:00:00:00, not “the SMPTE frame that corresponds to 1 hour wall clock time in whatever the SMPTE frame rate is”. When adding a soundtrack to your show, if you elect for Finale 3D to split the soundtrack’s timecode sections apart and automatically position them independently on the timeline, Finale 3D will position them on the timeline at the wall clock time interpretation of the SMPTE HHMMSSFF timestamps, even if the SMPTE timecode sections internally are in SMPTE 29.97 NDF.  Similarly, if you slave the playhead in Finale 3D to external timecode input (see Timecode basic instructions), the playhead will be positioned according to the wall clock time interpretation of the timestamps.   Adjusting times in the script for SMPTE 29.97 NDF timecode When Finale 3D exports a firing system script, it provides an option: “Adjust times for SMPTE 29.97 NDF timecode” with the options shown in Figure 1.   Figure 1 – The options for “Adjust times for SMPTE 29.97 NDF timecode”    The YES options all adjust the times in the script to compensate for the expected slower-than-wall-clock progression of the controller.  Obviously, if you use these options then you should not also configure the controller to compensate for the slower-than-wall-clock rate, because doing so would doubly compensate.   Table 1 – SMPTE 29.97 NDF adjustment options in Finale 3D Adjustment When to use it Imported songs must include SMPTE timecode Yes, relative to 00:00:00:00 on timeline You should use this setting if your controller will be receiving SMPTE 29.97 NDF timecode from an external source, and if the show begins at approximately zero on the timeline in Finale 3D. Finale 3D expects the controller’s clock to advance more slowly than real time when receiving SMPTE 29.97 NDF timecode. With this setting, Finale 3D adjusts the script times to compensate for the slow clock advancement and keep the script in synch with the music. No, doesn’t matter Yes, relative to the first event You should use this setting if your controller will be receiving SMPTE 29.97 NDF timecode from an external source, and if the show begins at a large offset on the timeline in Finale 3D (like 01:00:00:00). Finale 3D expects the controller’s clock to advance more slowly than real time when receiving SMPTE 29.97 NDF timecode. With this setting, Finale 3D adjusts the script times to compensate for the slow clock advancement and keep the script in synch with the music. No, doesn’t matter Yes, for each 29.97 NDF timecode section You should use this setting if the show contains separate timecode sections for the songs, and if some or all of the sections use SMPTE 29.97 NDF timecode. Finale 3D expects the controller’s clock to advance more slowly than real time when receiving SMPTE 29.97 NDF timecode. With this setting, Finale 3D adjusts the script times in each SMPTE 29.97 NDF timecode section relative to the start of the section to compensate for the expected slow clock advancement and keep the script in synch with the music.  The time adjustments are only applied to SMPTE 29.97 NDF timecode sections. Yes   The first two YES options convert all the event times of the show to compensate for slower-than-wall-clock progression of the controller.  The difference is whether the adjustments are relative to zero on the timeline or relative to the first event.  Concerts with shows or songs that execute at agreed upon SMPTE times often require large offsets, like beginning at 01:00:00:00 or even 23:00:00:00.  At show time, when the SMPTE at 01:00:00:00 or 23:00:00:00 starts playing, that’s the cue for the show to start.  If the SMPTE is 29.97 NDF, then it will be progressing in HH, MM, SS, FF slower-than-wall-clock from that point forward.  Thus the needed time adjustment is relative to the start time, 01:00:00:00 or 23:00:00:00, not relative to zero. So, if the show begins at a SMPTE offset on the timeline in Finale 3D, use the second YES option to make adjustments relative to the first event.  If the show begins at SMPTE zero, or if you are using a firing system export offset in Finale 3D for the SMPTE offset, then you can use the first YES option.  In those cases there usually isn’t much difference between the first and second YES option anyway since the first event is usually near zero, so as a rule of thumb if the show does not have multiple timecode sections, you can always use the second YES option. The first two YES options do not require that Finale 3D knows about your timecode.  These options are available even if you import a soundtrack or song into Finale 3D as audio-only, without timecode. The third YES option only converts the events in SMPTE 29.97 NDF timecode sections, leaving other timecode sections alone.  Thus the third YES option does require that you import your soundtrack or individual songs along with their timecode, so Finale 3D can know which events to convert and what the start time the conversion is relative to.

Reply To: Official PyroJam 2024 Discussion Topic

Hi Matt J and Tim Jameson, happy to jump in. It’s entirely possible to get an accurate count while using the Group feature. The right approach just depends on how you define “cue”:   If you’re thinking of a cue as an event row in the script window, you can simply go to blue gear in the script window and turn off ‘Show one row per group’. This will display each event as a separate line. Then, you can just look at the highest line number in the script to get the cue count.   If you’re thinking of a cue as a circuit on a firing system (i.e., a “Pin”), then you’ll need to address the show to get an accurate number. The total pin count can differ from the number of script rows because you might elect to have multiple e-matches wired to the same pin to conserve modules. For examples, two comets fired simultaneously in a V-shape from a position will be two events in the script window, but they could fired from a single pin on the firing system (based on the addressing options you choose).

Reply To: newb mistake, is there an easy fix?

Welcome to the Finale 3D forum! Be sure to head over to your My Profile and customize your Display Name and Profile Picture!   Here area couple strategies you can use to find items in your script that aren’t in the PyroJam catalog:   1) Go to the Generic Effects collection using the drop-down list in the effects window and then look for quantities in the ‘Used’ column. If an item has a used quantity, it means that it’s in the show. To make it easier, you can click on the column header where it says “Used” to sort an bring the used values to the top.   2) Go to the PyroJam catalog using the drop-down list in the effects window. Then, go to ‘Edit > Select special > Select events not in effects collection’. This will select and highlight any items in your script that aren’t in the PyroJam catalog.   To substitute items, select the row(s) in the script, then right click on the new effect in the effects window and select ‘Replace with this effect’ (or press ‘Y’ on your keyboard).