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It looked fine in the effects window vdl column but it didn't play back as was designed so when i went back in the vdl from the effects window, that's where it read wrong.
Hi Pyro_37130000, I just did a few experiments and wasn't able to reproduce the behavior you described. Here are the steps that I took: 1) Create a spreadsheet with 3 columns, "Part Number", "Description", and "VDL", as shown in the screenshot below. 2) Save the spreadsheet as a Text (.txt) file 3) In Finale 3D, import the file by going to File > Import > Import effects file... > (select a location) 4) Import using the default options Each time I do this, the cake comes in with a duration of 13 seconds. Is this a different process than what you're doing?
Hi Pyro_67840000, thanks for including the screenshot and a link to your show file, it is extremely helpful for troubleshooting. I think at least part of the problem is that there are 39 items on the timeline after the end of your show. These items are also listed in the Script window. If these items are a mistake, then the easiest way to remove them is to select the rows in the Script window and press Delete on your keyboard. Your show has 81 items. After you remove the 39 extra items, your show will have 42 items. You mentioned that your show is about 24 e-matches, I don't understand where you are getting the number 24, do you mean 42? P.S. Head over to your My Profile page to customize your display name and profile picture.
When I import the Text file it doesn't bring over the VDL as I wrote it. Eg. 30mm 13.00s 0.30 PFT 156 Shot X Shape (a) Green Crossette + (b) Red Crossette Cake, 13 Rows, Rows 1,3,5,7,9,11,13 (aaaaaaaaaaaa), Rows 2,4,6,8,10,12 (bbbbbbbbbbbb) It Changes the seconds to 1.3s ?
Hi, in my new show i build a cake. In show is aprox 24 ematches. Bud if I do adressing, Finale make 81ematches on 6 cobra modules. But this show is for 3 modules. Where is problem? I think Finale has assigned a ematcher to each effect that the cake is made of. Here is complete show https://uloz.to/tam/6c96dc2f-486e-4ed3-a9d5-c6b138708b59 Thank you very mutch.
Background images are imported photographs projected onto a backdrop or curved "sky dome" surface or ground plane in the simulation to give the illusion that the contents of the photograph are part of the 3D scene itself. The sky dome and ground images are explained in Sky dome, trompe l’oeil, and ground images; this section discusses the backdrop images, which are the easiest and most versatile kind of background image, and which are available in all versions of Finale 3D. Backdrop images The diagram in Figure 1 shows how backdrop images work. Backdrop images are so convincing that you have to look at them from the side view to understand what is going on. The standard "Front" view in Finale 3D positions the camera, or point of view, at location (A) in the figure, aiming in the direction of the backdrop image like a giant drive-in movie theater. The point of view at location (A) is about 10 meters off the ground, aiming slightly upward from horizontal. If the point of view were aiming strictly horizontal, then the horizon in the scene would be exactly half way up the projected scene. That may be right for some scenes, but typical outdoor pyrotechnics photography shows more sky than ground, to leave room to the fireworks. The backdrop image is generally imported perpendicular to the point of view (which is slightly upward from horizontal), meaning that the backdrop image leans forward slightly forward, as you can see in Figure 1. For most realistic results, the horizon in the photograph should align with the horizon in the simulation. The horizon in the photograph can be anything, depending on what the photographer chose. In the Figure 1 example, a nearby mountain range comprises about half of the image but the true horizon is only the bottom 20% or so of the photograph. The photograph height extends from (B) to (D), but the region from (C) to (D) is set below the ground when the image is imported. The ground rendering in Figure 1 is turned ON, with the grass texture. It therefore occludes, or clips off, the bottom 20% of the sunken backdrop image photograph in the figure. The import dialog has an option to turn the ground rendering OFF, and OFF is the standard setting so the full background image can be seen in the simulation, including the below ground area between (C) and (D) that is not visible in Figure 1. The fireworks launching from the ground in the simulation would launch on an invisible ground plane that intersects (C), and the bottom edge of the photograph visible in Figure 1, and the ground point just under (A). Figure 1 – The backdrop image is like a giant drive-in movie theater, shown here from the side. Backdrop image adjustments When you import a backdrop image, the dialog of Figure 2 comes up with the numerical fields pre-calculated based on the dimensions of the photograph. You can recognize the first field, "Fraction of image below horizon" as the proportion of C-D to B-D in Figure 1. This numerical field you may need to adjust for your image, because Finale 3D cannot discern where the horizon is in the image as well as you can. The next four fields, including "Fraction of image billboard that is underground", are calculated precisely such that the image fills the field of view in the standard "Front" view. Since the image proportions may not match the view screen proportions, the projected image may extend beyond the view in either the horizontal or the vertical dimension. The last of these four numerical fields, "Fraction of image billboard that is underground", sounds a lot like the first field but is subtly different. The figure "Fraction of image below horizon" is intrinsic to the photograph itself; it does not depend on Finale 3D or backdrop image settings or anything else. You can just look at the image and determine what the number should be. By contrast, "Fraction of image billboard that is underground" designates how deeply the backdrop itself will be sunken into the ground in the 3D scene. For backdrop images that represent scenery in the far distance, you should set the underground fraction to be the same as the below horizon fraction, because they match up in the photograph. However, for backdrop images that represent nearer objects in the scene you may choose to use other values. For example, if you have an image of a building or wall, you probably want the exact base of the building or wall to align with the ground plane in the simulation, even though the horizon may be substantially higher than the base of the building or wall in the photograph. The last numerical field, "Direction of image billboard in degrees", rotates the image billboard position around the origin counter-clockwise by the given degrees. By default this field is zero, but you may need to set it to align an image with Google maps or for some other reason. Figure 2 – The numerical fields fill in automatically based on the dimensions of the photograph. Transparent color The transparent color field is useful when you want a simulation that includes effects both in front of and behind the backdrop image. For example, if you were making a simulation of the Disney castle, you may want some fireworks appearing in front of the castle, and others in back. The transparent color field gives you a way to do that with an imported backdrop image. The field is simply an RGB color in the format RRGGBB where RR, GG, and BB are two hexadecimal digits from 00 to FF. When importing the image, Finale 3D will replace this specific color with transparency. Thus, for something like the Disney castle, you would need to prepare your photograph by filling in the area behind the castle with an RGB color that is not used in the castle itself, and then import that picture while indicating the RGB color that is to be considered transparent. Darkening The darkening fields provide a quick way to convert a daytime photograph to an evening or night time scene by applying darkening gradients on the edges and at the horizon. A little bit of experimentation with these numbers pays off. Applying the right gradients can produce a remarkably realistic transformation, as you can see in Figure 3, which is the same photograph as Figure 1 but with darkening applied and with the ground plane set to reflective water. Figure 3 – Example of darkening settings that look good.
The "Positions > Rename positions..." menu item, the "Rename" context menu item from right-clicking on a position, and the "Positions > Edit properties..." menu item are the standard ways to rename positions. You can also open the Positions window and edit the position names directly in the table, but doing that will break the references from the effects in the script, which are linked to the positions by name. Figure 1 – Type a name stem like "Front" or "Pos" into the Rename Positions dialog if multiple positions are selected. The rename function applies to all selected positions. If multiple positions are selected, then you should type a name stem like "Front" or "Pos". The rename function will automatically add numbers after the name stems like "Front-01", "Front-02", "Front-03", etc. If you include a number in your name stem, then the rename function will copy your formatting. For example, if you type "Front-0001" then the first position name will be exactly that, and the next will be "Front-0002", and so on. If you type "Front3" then the first position name will be "Front3" and the next will be "Front4". When you specify a number in your name stem, the rename function starts counting from that number. Sorting When you rename multiple positions, the numbers added to the name stems will be in the order defined by the sort selector shown in Figure 1 and Figure 2. The default order is the alphabetical order of the existing position names. If the position names contain numbers with different numbers of digits then you may prefer the "Alphabetical for letters and numerical for digits" option, which sorts position names like "Pos-8" and "Pos-9" and "Pos-10" in the order that most people would consider correct instead of putting "Pos-10"first because its "1" digit is alphabetically before "8". The "Left to right" and "Right to left" options refer to the left and right of the screen. You could argue that having both functions is unnecessary because a single function could provide both results if you are willing to orbit the camera around 180 degrees. Your argument would be correct. Figure 2 – Sorting options include a solution for names with embedded digits like "Pos-8" and "Pos-9" and "Pos-10". Arranging positions around a stadium or arena Renaming positions comes into play if you are arranging positions around a stadium or arena, as shown in Figure 3. The easiest way to get positions into the right locations on the model is to drag them, since they stick to the walls of the model when you drag them. Begin by inserting the first position (control+L or "Positions > Add > One position"), and then clone-drag the position by holding control while clicking on the position to clone it and simultaneously drag the clone to the next location around the arena. You can arrange positions in a matter of a couple minutes. When you are done, select all the positions and right click in the center of the stadium for the menu item, "Aim positions at this point" to get all the position arrows to point in the right direction. But there's a catch -- the positions still have cloned names that don't sort well and that are probably not the names you want. Figure 3 – Clone-dragging with the control key creates positions conveniently but with terrible names. The sorting option in the Rename Positions dialog called "Clockwise, starting with alphabetically first" will rename the positions in a sequence around the stadium or arena, beginning with the position whose existing name is alphabetically first.
Hi Pyro_37130000, it depends on how you added the effect collection to your list. For example, if the collection you would like to remove is a public "Supplier Catalog", then you can unsubscribe and remove it by going to 'File > Catalogs of effects...' this will take you to the supplier catalogs settings page in your online account where you can enable and disable catalogs as you like. On the other hand, if the collection you would like to remove is an offline effect database file (with .fdb at the end of the name), then you can remove it by going to 'File > Effect files > Close'. P.S. Welcome to the forum! Head over to your My Profile page to customize your display name and profile picture.
How do I delete a supplier that I built and added into the blue effects tab?
Hola All, I have a couple or request here: 1. Open recent in File menu (in fact a submenu with recent files would be better) 2. Rehearsal mode. In big shows live music concerts or official events, producers and directors LOVE to see the animations running in the house during rehearsals, they like to see what's going to happen tomorrow, and YES MAKE CHANGES! Can it be possible to do this directly in Finale3D? Listen to MIDI TC and control Finale Design window? 3. Opéranos like "..." "< >" in Scripts window, to work on specific segments of my show.