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Awesome, thanks!
Hi Pyro_67840000, were you able to fix the problem with Finale 3D not detecting your graphics card?
Fogos Xingu Fireworks Group wrote: can I use same address of modules in different universes so I can use more than 100 modules? Yes, absolutely. If you divide a show into multiple FireOne universes, the first module number in each universe will be 1. Fogos Xingu Fireworks Group wrote: Is there a tutorial for this? Check out the Multiple firing systems (i.e., universes) in the same show article in our documentation. If you are using multiple FireOne controllers in the same show, read the section titled, “Multiple firing system controllers of the same type”. Fogos Xingu Fireworks Group wrote: How can I fire directly from finale using fireone system ? Finale 3D will generate the firing script to shoot your show. If your show has multiple firing systems (i.e., multiple universes), Finale 3D will provide a separate script file for each firing system. The script files should be loaded into your controller(s) following the firing system manufacturer’s instructions. Finale 3D isn’t used to directly fire a show.
Hi guys, the universe feature also works with fireone, can I use same address of modules in different universes so I can use more than 100 modules? Is there a tutorial for this? Another question How can I fire directly from finale using fireone system ?
Hi Pyro_67840000, thanks for posting! we haven’t made any recent changes that we’re aware of that would cause this issue, and we also haven’t received any similar reports. I think the most likely scenario is that a Microsoft Windows or graphics card driver update on your computer is causing Finale 3D to not recognize your graphics card (GPU). Here’s a link to a video that demonstrates how to force Windows to use the correct GPU: https://www.loom.com/share/ca1e8013087b430e9202374e894b6f39 At one point in the video, you will see that I paste the installation directory for Finale 3D, here is the directory path for you to copy and paste: %APPDATA%\finale3d\finale3d-files\x64
Hi, I have been using finale for 2 years, you have had no problem. Now when I run Finale the graphics don’t work, see. Is this a new version?
This is part IV. of IV. Results of a design seminar on firework architecture at the Bauhaus University Weimar. I. The Design Seminar and its Results II. the collaboration of ArchiCAD and F3D III. F3D as a tool for the reconstruction of historical fireworks IV. wheels & volcanoes During the design seminar, the simulation of volcanoes emerged. It is therefore difficult to simulate fountains that increase in intensity over time. Fortunately, Dirk Enders from Pyrooffice could help with a solution. The following steps are necessary. 1. create a fountain with vdl. 2. Open it in the effects editor. 3. set the trail emit-speed-taper value to 300. 4. save. A far greater challenge was to create the spinning wheel for the reconstruction of the fireworks of a hundred years ago. The spinning wheel options in Finale3D do not allow the effects and drivers to be positioned at different distances on a line. However, it is possible to export and manipulate the spinning wheel as a macro. Exporting 1. Create a sun with the desired effects. 2. File > Admin > Decompress macros. 3. File > Export Effects… Manipulate 1. open the saved Wheel CSV in Excel 2. copy the text in the vdl table 3. Manipulate the vdl in the editor of your choice. 4. paste the manipulated vdl back into the table. How is the vdl structured? macro-43725c10 ##partsHeadertpartNumbertdescriptiontsizetinternalDelaytdurationtheighttnumDevicestcolortsubtypetvdltmanufacturerPartNumbertmanufacturertpartTypetstdPricetstdLocationtlockoutDefaulttnumTubestcategorytcustomPartFieldtrackTypetpartNotestdmxPatchtexNumbertceNumbertunNumbertstdCosttsafetyDistancetfuseDelaytweighttneqtphysicalSpecificationstdmxFixtureDefinitiontematchesn ##partsRowt10017tEffectXt10mmt0.0t15.0t2.0t1tOthertGroundtVery Thin Gerbtttgroundttttttttttttttttttttn ##scriptHeadertexternalDelaytactionTimetpartNumbertdurationtpositiontpanttilttspinttracktlockouttchainReftgrouptcustomScriptFieldtscriptNotestchainDeviceVdltrackTypetsleevetscriptNotes2tscriptNotes3tcustomNumericFieldtalternateteffectDatatnumTubestquantitytttttttttn ##scriptRowtt00:00.000t10017ttp1tttttttg1tttttttttt{[pos [0 0 2.0 0]] [pos2 [0 0.25 0 0]] [hpr [0 0 0 0 710 0 0 -1 1030 0 0 -4 1150 0 0 -6 1310 0 0 -11 1500 0 0 -18 1640 0 0 -25 1770 0 0 -34 1970 0 0 -51 2100 0 0 -64 2190 0 0 -75 2310 0 0 -92 2400 0 0 -107 2560 0 0 -136 2650 0 0 -155 2790 0 0 -187 2860 0 0 -205 2970 0 0 -236 3110 0 0 -280 3240 0 0 -326 3310 0 0 -353 3410 0 0 -394 3510 0 0 -438 3590 0 0 -476 3710 0 0 -537 3780 0 0 -575 3880 0 0 -633 4020 0 0 -720 4120 0 0 -788 4250 0 0 -882 4340 0 0 -951 4410 0 0 -1008 4490 0 0 -1076 4560 0 0 -1137 15350 0 0 -10848 15480 0 0 -10965 15640 0 0 -11106 15760 0 0 -11209 15840 0 0 -11275 15990 0 0 -11392]]}tttttttttttn It can be divided into 2 parts. The first part consists of information about the effects of the wheel. The second part contains the movement and position of the effects. Except for the name of the macro, everything in the first part remains unchanged. The second part requires a little more attention. The most frequently changed parts are pos, pos2 and hpr. Pos sets the position of the rotation axis. (0 0 2.0 0) H X Y Z. The third value determines the height above the position. I prefer to define the centre of the wheel with a position. Therefore, the value is usually 0 for me. The second value, pos2, determines the position and the alignment to the rotation axis. (0 0.25 0 0) H X Y Z. This defines the angle of the effect to the tangent of the wheel. The first number is milliseconds, the second is the axis of rotation around the effect, the third value is the axis of rotation around the tangent of the wheel. And the most important value, the fourth, The rotation and the rotation axis set in pos. The ##scriptRow package can be multiplied as often as desired and adjusted accordingly. Note that the time in the hpr value refers to the actionTime. Import 1. insert the manipulated vdl 2. make sure that the macro name has been modified 3. adjust the partNumber 4. save as CSV 5. in F3D Import effects file 6. in Effect Window under Type change to macro. 7. place. With a little fiddling you can simulate exciting wheels.
NEC wrote: OK, try this — made in effect editor, you could tweak it from there {2KLUv/WANAG0EAGJIGxxwtW0DqrzJ1acmJPvfbjughmDgIma/leNR9T9fiIh8DrZks6YpY8DRQ4/ebP5ACZpa+DbVDIglgCPiWgLEJqOW3L7zKRKnwtw3m+/LOGxKjlRLjljTNrmCsCbVfa1jvJvC94RCyhSB80aSaroKAFoML+3YGtrG5h0jUMIFG1kqhPQ09UENqat8AQ==} NEC, nicely done! Curtis B, to use this custom sim in Finale 3D, copy the text including the curly braces { } at each end, then go to ‘Effects > Create effect’ and paste in the text by pressing Ctrl+V on your keyboard.
hi drew, set the timeline by enter a position with numbers instead of trying to set the position with the mousse will be appreciate.
The ability to use conditional arguments for rack assignment rules. Example: “device type” AND “angle=0 degrees” would assign a specific rack and “device type” AND “angle <>0” to an different type rack