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DrewFinale wrote: Hi StarryNight, welcome to the Finale 3D forum! When you say groundshells, do mean modifying aerial shells from the catalog so they explode on the ground? If so, sorry that’s not allowed in this year’s competition. It sounds like we might need to fix up a few items. Thanks for the heads up on those, we’ll take care of that right away. Otherwise, the catalog effects need to be used as they are. Making chains, breaking apart chains, and breaking apart cakes also isn’t allowed. We definitely don’t want to discourage creativity; we just have to be mindful of safety and the scale and complexity of the display set up. Yes, that's what I meant. Thanks for the quick clarification.
The Beam 230 7R Moving Head Gobo Spotlight 16CH fixtures, Standard Fixture ID 085, are available from vipih.com (SKU: L001-A031-US). The capabilities include gobos in addition to the moving head with a color wheel. Figure 1 – Beam 230 7R Moving Head Gobo Spotlight The fixtures have a 16 channel DMX personality. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 16CH YES Instructions To design a show for Beam 230 7R Moving Head Gobo Spotlight fixtures, please follow the steps in DMX basic instructions and Light fixtures basic instructions. If you don't already have a compatible firing system or controller capable exporting a DMX script, please refer to Supported firing systems and controllers (DMX) for the list of available hardware options. Choosing the DMX channel ranges for fixtures Each fixture requires multiple channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others. A DMX universe has channels 1-512. If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient. Table 2 shows an example for 11-channel fixtures. Some DMX firing systems and controllers only support 50 or 100 channels, so you may not have all 512 channels to work with. Table 2 – Example channel ranges for 16-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-16 2 17 17-32 3 33 33-48 4 49 49-64 5 65 65-80 6 81 81-96 ... 32 497 497-512 Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team. Table 3 – DMX channels for 16CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pan Channel 2 (DMX Channel Base + 1) Tilt Channel 3 (DMX Channel Base + 2) Pan fine Channel 4 (DMX Channel Base + 3) Tilt fine Channel 5 (DMX Channel Base + 4) Motor speed (0 = max; 255 = min) Channel 6 (DMX Channel Base + 5) Foggy Channel 7 (DMX Channel Base + 6) Shutter/Strobe (see table below) Channel 8 (DMX Channel Base + 7) Dimmer (0 = OFF; 255 = max) Channel 9 (DMX Channel Base + 8) Color (see table below) Channel 10 (DMX Channel Base + 9) Color animation Channel 11 (DMX Channel Base + 10) Gobo (see table below) Channel 12 (DMX Channel Base + 11) Shake Channel 13 (DMX Channel Base + 12) Focus Channel 14 (DMX Channel Base + 13) Prism Channel 15 (DMX Channel Base + 14) Prism rotation Channel 16 (DMX Channel Base + 15) Reset Moving head effects are implemented by setting the motor speed based on the "from" and "to" trajectory angles and the span of time between the "from" and "to" effects. The speed channel value is calculated from the inverse of the degrees-per-second-for-speed-channel-value function. Figure 2 shows the measured degrees per second for various speed channel values between 0 and 255, and the curve chosen to fit those values. Figure 2 – Motor speeds *** IN PROGRESS *** Table 4 – Shutter values for strobe as measured (different from manufacturer documentation) DMX Value Shutter/Strobe 0 Closed, beam not visible (Finale 3D never uses values in this range; see programmer note below) 10 Slow strobe 40 Medium strobe 60 Fast strobe 255 Open, beam visible Table 5 – Color wheel values DMX Value Color 0-7 White 8-15 Red 16-23 Dark Yellow 24-31 Cyan 32-39 Green 40-47 White 48-55 Beige 56-63 Pink 64-71 Light Yellow 72-79 Purple 80-87 Medium Blue 88-95 Orange 96-103 Lime 104-111 White 112-119 Dark Blue 120-127 Other 128-255 Rainbow effects Table 6 – Gobo patterns *** IN PROGRESS *** DMX Value Finale 3D Identifier Image 0-7 NoGobo 8-15 Ring 16-23 Dandelion 24-31 BubbleStar 32-39 Shale 40-47 Bubbles 48-55 WaterWheel 56-63 Mica 64-127 Shaking, no gobo 128-255 Other options Programmer notes The color and gobo mechanisms of these fixtures require careful programming of the DMX Patches. Programmers who are implementing effect libraries for Beam 230 7R Moving Head Gobo Spotlight fixtures may benefit from these notes: The fixture's shutter channel requires an initialize/reset fixture effect at the beginning of the show to set the shutter channel to 255, opening the shutter fully. The "Flash" effects in Finale 3D do not write to the shutter channel; the "With Strobing" effects do. DMX Patches for one-shot "Flash" effects set the color in setup phase because the color wheel needs to move to the correct rotation in advance of the effect to be prepared. Otherwise the audience sees the color wheel spinning to the correct color at the beginning of the effect. The setup phase in the Beam 230 7R Moving Head Gobo Spotlight DMX Patches is a luxurious one second by default, but since it compresses against any previous effect rather than overwriting the previous effect, the luxury has no consequence. Since the fixture requires an initialize fixture effect, its fixtureDef needs to identify it for the error checking and user facing warning messages. Table 7 – Example files and downloads Download link Explanation Beam 230w 7r user manual.pdf Beam 230 7R Moving Head Gobo Spotlight User Manual
DrewFinale wrote: Hi Engineer Cat, aggressively angled parabolic sequences of comets absolutely are possible. Take a closer look at the table on the competition page and you’ll see that there are no angle restrictions for the row of 19 “Front” positions. The only limitation is that the single shot racks will be placed on the ground, so you should not shoot comets at or below horizontal from the Front positions. Oh geez, I been pulling up that chart every 10 mins to make sure I'm placing effects in the right positions and complete missed that! I really appreciate the help. I gotta say, this is the first time I'm using the software and although it looks complex, the more you play around with it the more things make sense. I'm sure there are shortcuts I'll learn but the software is absolute fantastic. It's the Pro Tools for pyros. I'm guessing the license will expire the day after entries are due? When it does can I just purchase a Lite or Hobby license and when I log in it will only give me the options those versions have or will I need to download the other version?
Hi Engineer Cat, aggressively angled parabolic sequences of comets absolutely are possible. Take a closer look at the table on the competition page and you'll see that there are no angle restrictions for the row of 19 "Front" positions. The only limitation is that the single shot racks will be placed on the ground, so you should not shoot comets at or below horizontal from the Front positions.
DrewFinale wrote: Hi Engineer Cat, there’s nothing wrong whatsoever. The red highlight in your screenshot indicates that the effect is angled to the right. If the effect were angled to the left, the highlight would be green. In this context, red is not bad, red is just a visual indicator of an angle to the right. Ah fantastic. I'm suddenly noticing all these red positions and thought I messed something up. I have another question relating to angles. Are parabolic comet curves not an option being they would have to go beyond the 20 degree limit to achieve them?
Hi Engineer Cat, there's nothing wrong whatsoever. The red highlight in your screenshot indicates that the effect is angled to the right. If the effect were angled to the left, the highlight would be green. In this context, red is not bad, red is just a visual indicator of an angle to the right.
I'm not sure if I should be posting this in another part of the forum but since I'm working on pyrojam content I figure this is the best place. I noticed this position showing in red and I'm not sure if that means their something wrong with my script, the position or something else,
Welcome to the Finale 3D forum! Each time you open a new show, the default show duration is 2 minutes. You can increase the duration by going to 'Show > set show duration'.
StarryNight Thank you for pointing out the errors in the catalog. They have been fixed and should reflect as such when you resync with the network. We appreciate your participation in the competition and wish you luck.
Hi StarryNight, welcome to the Finale 3D forum! When you say groundshells, do mean modifying aerial shells from the catalog so they explode on the ground? If so, sorry that's not allowed in this year's competition. It sounds like we might need to fix up a few items. Thanks for the heads up on those, we'll take care of that right away. Otherwise, the catalog effects need to be used as they are. Making chains, breaking apart chains, and breaking apart cakes also isn't allowed. We definitely don't want to discourage creativity; we just have to be mindful of safety and the scale and complexity of the display set up.