Total found:2617
Detect and fix overlapping effects

DMX effects are generally not designed to overlap.  Adding a "Red Par Light" effect and a "Blue Par Light" effect over a simultaneous time range might result in purple light for LED fixtures, but that's not a guarantee.  The effect libraries are generally designed with the expectation that if you want a purple light, you'd add a "Purple Par Light" effect -- no overlapping required. There are two main exceptions: 1) modifier effects like "With Strobing" or "With Safety Channel", and 2) multi-head fixtures for which a per-head effect like "Head 2 Standard Flame" sometimes can apply in parallel with other per-head effects like "Head 3 Standard Flame", depending on the fixture. The function "DMX > Detect and fix overlapping effects" helps identify and fix overlapping effects that shouldn't overlap.  It is an important function, because improperly overlapping effects might appear one way in the simulation and another way in real life.  The function is available in the menu item of Figure 1.   Figure 1 – It is a good idea to use this function for DMX shows to ensure the simulation represents what you will see in real life.   If you choose "Fix" in the dialog of "DMX > Detect and fix overlapping effects" shown in Figure 2, the function will truncate DMX effects that overlap later effects on the same fixture by shortening the durations of the earlier effects to make them line up back to back with the later effects.  DMX effects of type "sfx" and "light" have adjustable duration, so shortening their durations is not a problem.  DMX effects of type "flame" have non-adjustable durations, though, so in order to change their durations, the function also needs to change their type to "sfx". Changing the type to "sfx" is nothing to be afraid of.  Flame effects could have type "flame" or "sfx" without much difference.   The list of differences is in: Why is ‘Type’ so important? What depends on it?.  The reason flames generally have type "flame" is that designers tend to think about flame effects as having a specific duration, similar to pyro, in contrast with DMX light flashes whose durations are more fluid.  The non-adjustable durations of type "flame" enforce that expectation and avoid the possibility of ending up with a "Long Flame" effect whose duration is actually short.   Figure 2 – The function may need to change the type of "flame" effects to "sfx" in order to adjust their duration.   Exemptions As mentioned above, modifier effects like "With Safety Channel" effects, and multi-head fixture effects may legitimately overlap.  They are exempted from this function.  The specific list of exemptions is: Effect ID is 0000 (safety channel) or 1201 (initialize fixture). Effect description contains the subphrase "AFETY" or "afety". The fixture definition contains the attribute "supportsOverlappingEvents", with value = TRUE.  This field corresponds to the checkbox "Fixture has multiple heads" on the "Create DMX effect..." dialog. Effect VDL is blank. Effect VDL contains the subphrase "odifier". Aside from these exemptions, the function will detect and fix all overlapping DMX effects.  

Reply To: Empty Cue Import

  Hi bozie8823, you can bring in empty cues by making a spreadsheet with just two columns - see example below. This format will allow you to add as many empty cues as you like simply using copy/paste, you don't need to seed the script window with anything in advance. You can actually bring in empty cues with just the eventTime column, but the ##scriptHeader column is nice to have because it is needed in order for the blank cues to be added to the script window when the design window is selected.   If you do 'Edit > Paste', the first empty cue will be added at the play head time and the remaining cues will be added based on their relative time offsets from the first cue. To create the empty cues using the times exactly as they appear in your spreadsheet (regardless of where the play head is positioned on the timeline), do 'Edit > Paste special > Paste events at original times*'. Wondering how I came up with this format? I just created a few empty cues in Finale 3D, then copied the rows and pasted them in Excel. Once in Excel, I used trial and error to get rid of as many columns as possible and this is what remained.   bozie8823,  you mentioned that you already tried copy/paste but you didn't get a good result, can you tell me what you did differently?         *'Paste special' menu options are not available in Finale 3D Lite.

Empty Cue Import

If I have timing data handy (where I want cues in my script) before I ever set foot in finale (Min:Sec data formatted in the standard X:X.XXX format), what would be the best way to import that data into Finale and have finale generate nothing but empty cues at those specified times?   I’ve played around with the “Do-it-yourself” CSV importer, but Finale seems to be wanting to do a lot more lifting than the simple task I really want it to do.  I’ve also tried simply copying and pasting the data from external sources (spreadsheets) into the script window with no success.   Only “roundabout” way I’ve found so far is to create a number of empty cues in the script (equaling the number of individual values I’d like to import), Import the CSV time values in to a Finale3D Generic table, and then copy/paste them from that table into the event times of my prior created cues.   Wondering if there’s an easier more streamlined way to do this.

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